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Need level designers for your amazing new mod? Or are you a game developer looking to hire? Maybe you just heard about some job at some company, and want to pass it on to the gang here at Func. Or you're just doing some fun little one-man project and want a little help from a level designer. This thread is the place to announce paid positions at companies, unpaid positions on mod teams, or even just ask for a few maps for your mod.
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Looking For A Programmer To Make Radiant 1.6 Compatible With Quake 
For the sake of argument, let's not get into the why but instead focus on the how. Because I know there are great alternatives out there and I know it works with 1.5. The point is, I want it to work with 1.6 (for various reasons, one being the only Radiant that is still actively maintained).

Radiant is open source and it's available at GitHub. You can see it here:

https://github.com/TTimo/GtkRadiant

I know the editor well but making it compatible with Quake, without some serious hacking, is way out of my league. That's why I decided I would look for a programmer or at least someone who knows his stuff. That's why I'm posting this here (I mean, this is THE Quake community).

Instead of going all out I think the best approach would first be to do an analysis of what needs to be done and how much time it would take. Because if it's just too costly then there's no reason for me to continue this. I can pay for this analyses through PayPal and if it's within reason.

I think a good place to start would be to have a look at the Quake game pack for 1.5 which you can find here:

http://icculus.org/gtkradiant/developers.html#gamepacks

For the record, I'm not talking about some simple hacks. I'm talking about full Quake support which can officially be added to the next Radiant 1.6 release. So no converting stuff, a ton of separate tools, etc.

Besides me willing to pay I will also put in all my effort to help where I can, test, find bugs, etc. I'm really hoping someone bites. If you do not like to use to the forum, you can mail me at spronyvanjohnson at gmail dot com. 
 
I was playing with this a few months ago and had some success. The main thing missing is displaying mdl's in the editor, but it looked like it would be a huge pain to do.

Code is here:
https://github.com/ericwa/GtkRadiant/tree/quake1

Gamepack:
https://www.dropbox.com/s/uj8iewxy2q7ozmt/Q1Pack.zip

It would be cool to get this merged in to the main repository. I don't really know how to use radiant so if you want to help test this out that would be sweet! 
Quake In Radiant? 
http://www.celephais.net/board/view_thread.php?id=60225

Thanks for making me dig this up, I didn't realize sikkpin uploaded the source at the end of that thread. 
 
... reading through it I realize that apparently I already had it ... 
Ericw + Lunaran 
@Ericw: Most definitively, what do you want me to do? Try and get your pack working with 1.6? There are probably some guides for the 1.5 game pack which I can use as a guideline.

@Lunaran: That was a long and interesting read but apparently development ceased on that and I'm not sure, since it's based on older Radiants that we can use that. Maybe someone else knows. The benefit of 1.6 is that it's based on 1.4 which was the pinnacle of GTKRadiants. According to the site there should be Quake support for 1.4 but I never found any. 
Endarchy 
I just remembered that Tig had quite an extensive tutorial on his site to get GTKRadiant working with Quake. Might be useful:

http://endarchy.com/howto.php 
@Sprony 
Unless you're set up to compile gtkr1.6, I can build my branch and send you a binary with the Q1 game pack installed; which OS are you on?

AFAIK game packs in 1.6 go in the "installs" directory beside the radiant executable. 
Ericw 
No, I can't compile. I got a normal setup running. Currently configured for Quake Live. So please go ahead. I'm on Windows 7 (64 bit). 
Here's The Windows Binary With Gamepack 
MSVCP120.dll Error And No Textures 
I had a quick look. Couldn't run it because it's missing msvcp120.dll which can be fixed by installing Visual C++ Redistributable Packages for Visual Studio 2013.

After that, the editor runs fine but it doesn't see any textures even though the wad files are present. You are not able to select them either (they are grayed out).

The editor is able to load existing maps although is can't find the textures or shaders as well. Probably a config issue I suppose. It even shows entities but I had too little time to find out which ones. 
 
Oops, sorry about the missing runtime dlls.

Hm, textures should work. Wads in quake/id1/ show up in the Textures menu after restarting radiant, and I can apply textures to brushes. It shouldn't require any config editing beyond setting your quake directory when you initially configure the game in radiant.

Likewise textures show up when opening an existing map for me, as long as the needed wads are in quake/id1 and radiant has been restarted since any wads were added there. I just tested with the honey map source from https://www.quaddicted.com/filebase/honey.zip and the wads from http://www.simonoc.com/files/maps/jam/jam01_textures.zip 
 
Ah...I forgot I reinstalled Quake and I don't have any textures wads present. That must be the problem. I'll look into this later. 
Hmmm 
That doesn't seem to help. If I use Trenchbroom the textures work fine. Where do you have your texture wads? In Quake 3 you have to manually add them to the shaderlist for Radiant to recognize them. Maybe I need to do something similar? 
Separate Thread 
Maybe it's a good idea, with your permission of course, to give this it's own thread so the community can have a look at it? I'll be more then willing to make it and collect feedback. 
UE4 Mappers Wanted 
G'day mappers,

I'm looking for some mappers for a new team-based competitive FPS I'm making.

Specifically after level and map makers familiar with Unreal Engine 4 aka UE4, successor to UDK.

The style and type of map is post apocalyptic and diffuse/search-and-destroy like in cs/cod.

Feel free to get in touch via info@recoveryfps.com or say hey via Twitter @Youdaman

This is a paid job btw :) 
Looking For Freelance Q3 Mappers 
Posted by vinnyvicious [177.32.228.229] on 2014/08/26 02:51:45

I'm looking for old-school level designers, with experience in Q3 levels, interested in paid freelances. If you're interested, please, post your portfolio! 
Not That I Have The Time.. 
But interested to know what the project is nonetheless? 
Hi 
I'm looking for a few people to do testing on Drake - that is testing both the mod and levels. Also, if anyone is willing to contribute basically anything else, I'm certainly listening (some basic texture work, or even some mapping contributions would be good). 
@tronyn 
You can use stuff from Katharsis if CC license is ok.
http://www.moddb.com/games/dark-revelations 
I In Turn 
am looking for a QC experienced person. 
Old Discussion 
http://celephais.net/board/view_thread.php?id=15861&start=420&end=420

I would love to work on a spiritual successor to Quake with a lot of modern features. Primarily take what I love about Quake, update it, and add new features (gravity flipping for example.)

http://www.moddb.com/mods/shamblers-castle/images/fighting-scrags#imagebox
Shambler's Castle was great iirc. Something simple like this, with actual patches/terrain, higher fidelity brushwork, better models/lighting/fx/whatever else would be very satisfying. Doesn't even have to be actual Quake, just Quake-like. I'm all for brand new settings/weapons/enemies/powerups.

That is all. 
Basically... 
...organising that would be like trying to herd puppies using live bees.

GL, HF, etc. 
This Is A Ticking Can Of Worms 
 
Well 
it'd be about remaking quake, so that might make a good name... 
 
In response to http://celephais.net/board/view_thread.php?id=15861&start=420&end=420

I tried to get this going two years ago, worked up a design document for just about all the mechanics, defined 13 new monsters as well as their unique AI bits, 9 weapons, the asset requirements for all of them, wrote functional expectations for them and scoped that inside of milestones. Got two coders and an artist to get it rolling, was planning on soliciting some people here for mapping when it hit two milestones down from where we were, and... it all stopped.

When you don't have money, it is hard to pull people away from their personal/pet projects.

But yeah, the idea was firmly in "I love Quake, a sequel would likely not do it justice, a remake would be an insult to the creative design and the myriad player interpretations of such a low-fi game." But it did still involve an unnamed person with nigh industrial equipment as weapons in medieval/unrefined metal levels that were made for the sake of gameplay, and inhabited by beasts created for the purpose of guarding such worlds and killing people like you. 
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