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Quake Expo 2008 Discussion Thread
August 8th - BOOTH REGISTRATION STARTS!
August 15th - QUAKE EXPO BEGINS!!
New URL is: http://qexpo.tastyspleen.net
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It's The Little One From Doom2, Guys 
you have played it, right?


Here's a nifty retro-article about Quake's then-ongoing development, written for Wired, by Marc Laidlaw:
http://members.chello.nl/rvlaan00/lovehtml/zeno/2_games/doom/doom3.htm 
RickyT 
It's just a bunch of model property nonsense.
I think it's the perspective vieuw that mislead your scale measure.

Now I/m just playing Doom again to see how they realy were. 
Travail Interview For Those Who Are Interested 
 
Oh nice interview, very detailed. You guys remembered my early involvement - yay! You know I had a big scrap left over for Trevail, it was just 2 large rooms, and one huge 3 tiered outdoor section. I should have donated it to Trevail!!! Maybe I'll still use it if I make another map one day. Here's some screenies:

http://www.electricescape.com/etherealhell/other/qtoo-trevail-scraps.jpg

So, you guys gonna do a Trevail sequel? :D I don't mind waiting another 5 years. 
*swoon* 
 
@Kona 
According to the distrans booth, "There is some hope that I will release dis_sp2: Grendel's Keep,
a prequel to Travail, sometime during QExpo2008."

http://qexpo.tastyspleen.net/booth.php?id=77 
 
Baker: Nice interview, good job. Font choice and toilet paper backdrop make it awkward to read, though.

Kona: The shots look awesome. Hope you do finish those scraps some time, or alternatively release them for other people to do. Maybe there's going to be a Travail addon... I have a fitting scrap, too. 
Baker 
That's way too hard to read in that font / size. 
Kona 
release that map please :) 
Distrans 
nice, solid screenshots up on your booth, man :) shame about the release date, but i'm sure it's worth the extra time. :) 
Grendel's Keep 
The second screenie looks like something from Doom. The skybox definitely helps :)

I might want to play that when it's finished. 
Sagdoll Mod 
looks pretty cool:

http://qexpo.tastyspleen.net/booth.php?id=38&page=357

I'll have to try it when I get home. 
Its About Time 
actually im really surprised someone didn't do it sooner.

Looks like it needs some work, but as the guy is basicly pioneering this tech on the Quake engine I can let him off :)

From a mapping perspective, it would be quite exciting to get a full physics engine to work with in Quake, you could create some really cool traps and puzzle elements with it! 
Yeah! 
we could have that seesaw puzzle! and that puzzle where you cut a rope and a thing swings and hits another thing! The physics puzzles are endless!


... 
 
A real draw bridge would be neat. 
Gyro 
 
Ragdoll 
So it turns off gibbing in favour of painting the level with big blood.

Looks a bit like gameplay following technology so far, but it looks to be early days. 
Wrasslin 
http://qexpo.tastyspleen.net/booth.php?id=1

Anyone played it ? The shambler referee is just too cool :P

This sounds great: Wouldn't this be a cool centrepiece gimmick for a REAL singleplayer map? i.e. you are roaming some base map and come across this ring where captured monsters are being made to fight. 
 
you already get to watch infighting in quake except you're still a participant in the action. I've never liked singleplayer ideas that start with "wouldn't it be neat if we made this thing and made the player look at it" 
Woah 
Check out lurker's "QuakeBuilder". That's gotta help a lot with map tweaking, setting up entities etc once .map or .ent dumping works. Awesome!

http://qexpo.tastyspleen.net/booth.php?id=203 
Holy Suffering Fuck 
That's impressive.

Why hadn't it already been done? 
Love It :) 
I hope its possible to save your entity changes to the bsp and/or to a .map file.

Would speed up creating & modifying gameplay scenarios a whole lot! :) In fact, its totally fucking awesome! 
From The Readme 
QuakeBuilder 0.1 (somewhere between alpha and beta)


important binds:
impulse 20 -- menu
impulse 18 -- alternate showscores


optional bind:
impulse 215 -- (incomplete) dump entities for .map file


please note:
coop mode only supports 2 players. Please set maxplayers to 2 if playing cooperatively.




This is a work in progress and so not everything works properly all of the time. Buttons and sometimes doors don't properly delete, sometimes players in coop can't enter selection mode, entity dumping is incomplete, 2 planned play modes are missing, and some entities can't be placed yet. Also, the menus grow as the project expands, so the Other Options menu especially could use a reorganization.


I looked at it this way: possibly some people will find it fun just to mess around with the stock id maps in limited sessions and won't be overly concerned if they can't place a trigger_multiple, trigger_teleport, or set up a spikeshooter logic gate. Why not let people have some fun with an incomplete version?

Also, this project was started during QuakeExpo 08 so I thought it should have some manner of release during same.

-lurker
incognoscente yahoo com


So I guess ent dumping to .map file is possible, but is perhaps buggy in this version. Its still fucking awesome :) 
In A Similar Vein 
in Deus Ex 2, there is a basement area of a seedy bar where cockfights featuring a mutated chicken strain (forget their names but they are in Deus Ex as well) occur. Areas like that can add atmosphere to a game. 
 
Spirit:
Thanks for spreading the word!


DaZ:
Currently all* monsters, path_corners, and items (save for possibly Sigils/Runes) should export. trigger_counters (though no other triggers) should dump properly, though it was a late addition and I think I forgot to try compiling a map with a dumped trigger_counter to make sure I wasn't accidentally creating concave brushes.

*Unfortunately, only entities of the current skill setting can be dumped by QuakeBuilder as the engine culls the others. One of my goals for the future is to create a fake spawnflags/skill settings option for map authors to get around this limitation for their testing and exporting.



While it might not be of much interest to full-time level designers, one of my other goals is to create a system whereby a player can edit a map and export a plug-in script that they can play later (think .way files for FrikBots). Basically, map remixes on a small scale. Then, if the player chooses, they could play an entire game of Quake full of their remixed configurations without being placed into edit mode each time. Or they could share their configurations with their friends.


First up is a short break for me since I've been working on QuakeBuilder almost endlessly for the past 4 weeks (weekdays and weekends). :) 
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