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Cobalt Runner

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Nov 24, 2009 3:21 am Post subject: Cobalt Runner |

Just wanted to share my current project, no clue if any of you have even seen this before. It's Quake-based and for the PSP. Update 1: http://www.youtube.com/watch?v=NR4oDXaF94w Update 2 w/fixed animations: http://www.youtube.com/watch?v=ojHfIr0zibg
Update 3: http://www.youtube.com/watch?v=-QD14_4T21c
Update 4: http://www.youtube.com/watch?v=DX-tdbdilvc
Update 5: http://www.youtube.com/watch?v=7GaDMSTLWfs
One thing I ask of you:
Don't pop in this thread, look at the fact it's for the PSP, and immediately disregard it as crap, without taking a look. Thanks.

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Tue Nov 24, 2009 4:25 am Post subject: Re: Cobalt Runner |

Wow, dude. I'm impressed! The fact that this is on PSP does not diminish it, it raises my opinion of what you've accomplished. You're doing some awesome stuff that hasn't been done in Quake before... especially not in the way you're doing it. Keep up the good work!
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Tue Nov 24, 2009 7:01 am Post subject: |

Yes Downsider is a quake modding god even though he doesnt think so. he should have posted this here sooner. _________________ QuakeDB - Quake ModDB Group

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Nov 24, 2009 10:43 am Post subject: |

Those are really cool.

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Nov 24, 2009 12:17 pm Post subject: |

Thanks

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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Tue Nov 24, 2009 1:30 pm Post subject: |

Nice stuff with the wall hanging/running. Reminds me very much of Mirror's Edge

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue Nov 24, 2009 11:12 pm Post subject: |

Great job, Downsider. Very creative. _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Wed Nov 25, 2009 6:50 am Post subject: |

Yeah, it looks like a lot of fun! I hope it'll be "regular Quake"-compatible Combine this and Transloquake-looking maps, and you'll have something like this: http://www.youtube.com/watch?v=iBN-sS79m88 As it happens, I've been playing Mirror's Edge in the past couple of days and really enjoy it. Your gameplay already looks awesome!
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http://www.planetcocot.net/

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Wed Nov 25, 2009 5:32 pm Post subject: |

The last tech demo (running on the walls) looks nice, I imagine that in a Prince of Persia way. Or Tomb Raider exploration mode. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Wed Nov 25, 2009 6:48 pm Post subject: |

That is awesome. Oh, the possibilities O_o I want to have your little shamblers _________________ ReMakeQuake The Realm of Blog Magic

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LonePossum. Joined: 02 Nov 2009 Posts: 38 |

Posted: Thu Nov 26, 2009 8:57 am Post subject: |

OMFG It is Breadsticks. Since When. Jks Looks as good as it has on forums and on Solitude.

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lth Joined: 11 Nov 2004 Posts: 129 |

Posted: Thu Nov 26, 2009 2:59 pm Post subject: |

Downsider, Definitely interesting! Looks like you need finer-grained player angles for aiming at those targets though Is this pure QC or have you modified the engine, too? _________________ randomviolence - tactical combat boardgame

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Nov 26, 2009 7:42 pm Post subject: |

Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri Nov 27, 2009 1:40 am Post subject: |

Downsider wrote:
Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.

I'd say if you have your own engine and skills to code it, go for it. Don't waste time trying to make it compatible with X or Y; just do it, keep the focus on gameplay. After that, if enough people ask for, you may think about porting that to CSQC or whatever it takes to make your idea work in another engine.
EDIT: for misspelling.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Fri Nov 27, 2009 1:53 am Post subject: |

Yeah, I don't have any problems with breaking compatibility, really. Once development's over, Cobalt Runner may well be totally incompatible with anything related to Quake. I've already totally replaced the statusbar and the menu code, in favor of something specific to Cobalt Runner, which doesn't work in Quake due to the menu choices in Quake being simplified..
Netcode will need some major modifications if I want the game multiplayer. This is mainly because, as you can imagine, the game requires some accurate movement, so accurate prediction is a must.

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