#28886 posted by
PuLSaR on 2017/02/13 20:55:35
we need to get Kell back here

I'm Not Looking For A 1:1 Recreation Of Quake/quake 2
#28887 posted by
aDaya on 2017/02/13 21:02:38
but rather something that's close to it (e.g I want the movement flow to be as fluid as Q1, if not as close, without strafe jump and bunnyhopping, as I want to implement stuff like sliding, wallrun and slide boosting [this game's equivalent to strafe jumping, for now, where you jump off a slide and you keep momentum]). If Darkplaces can deal with skeletal animation and ragdoll physics and alpha textures, as well as replicating quakespasm's texture filtering (I swear it has the best for low-res textures, then maybe it has something to do with the new compilers) AND on top of being usable by TB2, I'll be all over it. Though also if the HUD can be customized, because being forced on using the Q1 one as a hard-coded basis would be troublesome.
Now if Unity can make brush-based mapping (I remember a prototyping tool that seemed to have grid-based brushes) I could look more into it, considering what you guys are telling in terms of coding. Then again there's this Dusk game that's using Unity so I might look into it, although from what I've seen the details are on par with Q1 rather than Quakespasm stuff.
Still, this brings me hope, but now I'm on the fence on two softwares. DP is rooted in Quake technology, but this also comes with limitations, while Unity

OTP
#28888 posted by anonymous user on 2017/02/13 21:23:36
announce it early, so people can make really ambitous maps that hold true to knave standards?
Why not?
The theme is best quake imo.

Nice Anonymous Post.
Discarded, try again with a name.
#28890 posted by
muk on 2017/02/13 21:31:56
Im up for a knave jam.
Arcane Dimensions or at the very least, Quoth, please.
If it's going to be a celebration of the Contract Revoked themes then Quoth is the only option.

Otp You F***face
#28892 posted by mfx on 2017/02/13 21:49:19
who else could trigger you so bad, heh?
#28893 posted by
Kinn on 2017/02/13 21:51:18
Now if Unity can make brush-based mapping (I remember a prototyping tool that seemed to have grid-based brushes)
If you are set on using Unity you'll be far better off doing it properly and learning actual mesh-based modelling, rather than using some "brush" tool someone wrote for Unity that will just be generating highly unoptimised meshes anyway.

Contract Revoked/Lost Chapters QuakeC Was Open Sourced
#28894 posted by Baker on 2017/02/13 21:59:45
Lost Chapters source code |
Lost Chapters Source Release Post
Lost Chapters being the sequel to Contract Revoked.
Completely possible to do a faithful to the original Contract Revoked theme map, since Lost Chapters was open sourced.

Wow
I thought that was lost forever when the 2005 expo went down!
Thanks Baker.

Kinn
#28896 posted by
aDaya on 2017/02/13 22:42:25
But then how is the Dusk guy doing it?
I'd like to emphasize this for DP, can the HUD be entirely customizable? Last time I looked at a DP-based game the layout was the exact same as Quake, making me fear the HUD being hardcoded carries over DP.

DP Games
#28897 posted by
killpixel on 2017/02/13 23:15:20
here are some games using DP:
SteelStorm
Blood Omnicide
Xonotic
Warsow
there are more out there including a bunch of smaller projects.
#28898 posted by Baker on 2017/02/13 23:20:48
Do the Warsow developers know they are using DarkPlaces?
That would be an interesting conversation.

#28898
#28900 posted by
killpixel on 2017/02/13 23:24:19
My mistake, it's qfusion. I could've sworn they were using DP at one point.
#28901 posted by Jonas on 2017/02/13 23:25:19
Warsow used qfusion.
#28902 posted by
Joel B on 2017/02/13 23:45:49
Referring back a few posts...
If you really want to do brush-based mapping (or at least layouts) for a modern engine,
http://hammuer.nte.be/ lets you import
.vmf or .map files into the Unreal editor.

Retroblazer
#28903 posted by
adib on 2017/02/14 18:21:40
#28904 posted by
khreathor on 2017/02/14 18:31:00
Ohhh... I didn't knew it's on Darkplaces!
Sadly development died...

Staying At A Hotel
and func is the only website that loads up because it's the most optimised and the connection is too shit to load anything else.
#28906 posted by
PRITCHARD on 2017/02/14 22:52:58
Try loading the entire General Abuse thread

Retroblazer Is For Furfags By Furfags
#28907 posted by anonymous user on 2017/02/15 01:25:10

So DP Seems More Capable As An Engine That I Thought
#28908 posted by
aDaya on 2017/02/15 13:14:10
after seeing those examples. I might use it afterall.
But one last thing just to be sure: is Quakespasm's way of filtering texture an usual one? Can it be replicated by DP? Can tyrustil's (and others) compilers be used for a commercial game?

Daya
#28909 posted by Jonas on 2017/02/15 13:22:46
in theory yes.
in practice, I'd use unity.

Jonas I'd Use It Too, But If Brush-based Map Cannot Be Done In It
#28910 posted by
aDaya on 2017/02/15 18:46:01
then I'd settle with DP.
But then I've seen that TB2 can export map files into wavefront 3d models, meaning they can be used by Unity as a single model, meaning using Unity *and* TB2 is possible.
The downside I see with this is the back and forth with converting files and testing maps. If the map I test in Unity is wrong in the original map files, I have to edit in TB2 and then convert it.
Is brush-based maps in Unity that buggy? Because I'm wondering how the guys behind Dusk are doing it:
https://www.youtube.com/watch?v=GqUiJpITMS0
Another thing I'm wondering about TB2: since my game won't have a palette limit, can TB2 use
.wad files (or texture pack files rather) that doesn't hold a palette limit?