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stupid idea

Postby ceriux » Fri Jun 27, 2014 2:56 am

i think it would be cool be able to load quake and quakec into the doom3 engine. i could see new mods start popping up left and right. is the network code for doom3 better than quakes? i wonder how it would feel to play quake through the doom 3 engine.
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Re: stupid idea

Postby qbism » Fri Jun 27, 2014 3:34 am

Not stupid, just a massive time investment. But some similar things already exist. Are you thinking a quake-themed world and monsters updated to D3 engine and physics? See Shambler's Castle (betting it's not quakec tho). Or, an engine that behaves like quake with blocky levels but with D3 graphics? There's Epsilon and Kleshik mods.
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Re: stupid idea

Postby Nahuel » Fri Jun 27, 2014 10:43 am

i think the problem is not the qc interpreter, is the bsp interpreter :(
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Re: stupid idea

Postby revelator » Fri Jun 27, 2014 10:46 am

Doom3's bsp interpreter is actually rather flexible :) i had success porting bloods map format to it with some help from the tools from transfusion.
The sprites are another ballgame though :S

P.s im no mapper so that tells something about it does'nt it ? :)
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Re: stupid idea

Postby ceriux » Fri Jun 27, 2014 1:13 pm

i mean loading all of quake and its assets into the doom3 engine. sort of how fte can run games other than quake.
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Re: stupid idea

Postby Spike » Fri Jun 27, 2014 3:24 pm

there are a few embeddable QCVMs out there, FrikaC wrote one, I wrote one.
getting doom 3 to run QC code, you'd need to:
1) provide a QCVM.
2) provide the builtins (pr_cmds.c)
3) provide the physics (sv_phys.c+world.c+sv_move.c)
4) provide some sort of network compatibility (fte translates server-side, you'd probably need something similar)
5) add support for .mdl
6) add support for .bsp and its stupid hulls so that clip brushes work.
7) emulate a whole boat-load of cvars and console commands so that evil mods don't bug out.
8) write lots and lots and lots and lots of extensions so that some of the awesome q1 mods that require various different engine extensions actually work.

and you still wouldn't have cool stuff like csqc, greatly limiting what the mod can actually do, nor any network compat with anything else.

If you want to do it because you think it would be awesome or whatever, then go for it, but I wouldn't recommend treating it like a serious project unless you genuinely intend to go a whole lot further... Its a cool project, but you'll spend ages perfecting it and you probably won't get many serious users.
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Re: stupid idea

Postby goldenboy » Fri Jun 27, 2014 3:25 pm

Why?

I'm not sure Quake's levels would run very well in idtech4, the vis mechanism is rather different. You'd have to modify them to work well. I'm also not sure if Doom 3 does lightmaps at all, so you would lose the lighting.

The AI works differently in Doom 3.

It would be a better bet to just port some of the assets, relight and revis everything and use the Doom 3 gamecode to create new monster code/AI.

It would then play much like Doom 3, although you can of course change the movement speed and stuff.

It wouldn't make a lot of sense since you can already have realtime lighting (which is Doom 3's main shtick, its levels are still 95% brushwork) in FTE and Darkplaces. Particles and shaders too. Most people just don't use these things well.

90% of what makes Doom 3 look great is actually the quality of the artwork, not the engine.
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Re: stupid idea

Postby toneddu2000 » Fri Jun 27, 2014 8:45 pm

I would be pretty happy just to have quakec inside Doom3 engine! Why? No more SSQC and CSQC, nowadays (well, kinda...) physics with rigidbody colliders, ragdolls, modern UI with flash, etc. BUT with the ease of quakec, so even non programmers (like me) could be able to wet their hands on code! :D
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Re: stupid idea

Postby leileilol » Fri Jun 27, 2014 10:06 pm

I can't see much practicality by mixing Qc into Doom3.
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Re: stupid idea

Postby ceriux » Fri Jun 27, 2014 10:10 pm

the reason the idea popped into head is the same as what toneddu mentioned. that way non programmers like myself could make things for the engine. but also because i think it would be cool to play quake in a newer engine.
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Re: stupid idea

Postby leileilol » Fri Jun 27, 2014 10:22 pm

But Doom3 already has a scripting system, and to be honest, the programming language barrier is going to be the least of your worries....
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Re: stupid idea

Postby toneddu2000 » Fri Jun 27, 2014 10:39 pm

yeah, but, for what I now(and until doomworld won't get up again I can't correct myself), you can't create a full game just with scripts. You need C++ code skills (so pointers, typecasting, a good learning of UML standards and such) to create AI, GUI and so on (at least for what I understood but, I confess, I didn't find a complete guide on how to create a game from scratch with doom3 engine).
Instead with quakec is simple, very simple to create a game and compiling is just s breeze! :D
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Re: stupid idea

Postby goldenboy » Fri Jun 27, 2014 11:06 pm

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Re: stupid idea

Postby toneddu2000 » Sat Jun 28, 2014 12:02 am

- my first commercial game, made with FTEQW game engine
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Re: stupid idea

Postby frag.machine » Sat Jun 28, 2014 12:29 am

Do you know what would be a really interesting project ? A simplory minecraft-like engine with some quakec-like scripting language.
Easy to code the game logic, easy to create assets, this would be pretty much a LEGO engine. Modding in Java is not exactly easy (specially because Minecraft wasn't created with modding features in mind), so slap a quakec/Lua interpreter on int, add some builtins to manage world generation, and call it a day.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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