Group of Quake 4 developers, mappers, texture artists ++ which gathered some time after Quake 4 was released. Main goal is to change performance related issues, bring more flexibility into the game and alot more fun \o/

Add job Report Idtech 4 programmer for Q4 mod GTR at GameType Revolution Development

This job was posted over 30 days ago. This means the position is now most likely filled & no longer available.

Programmers located Anywhere.

Posted by Moddb.com on

GTR modification for Quake 4 searching for programming help:

The GameType Revolution Development team lost one of it's main developer 3 weeks ago and therefore searching another to finnish the last parts of the mod so we can do a release.
We where at the peak point 2-5 developers, a couple of mappers and some beta testers. Atm the number is quite low on the developer front (1 left), so we are looking everywhere we can for free help that can contribute to our project for Quake 4.

Since the mod is a free, download community mod, players with programming experience is our optimal goal.
The qualifications aren't huge, just that you enjoy the game itself but want to enchant it in different ways, have unique ideas and can program in the C++ language (.cpp and .h).
You should have touch a idtech4 game before (Doom3, Prey etc..) and know it's basics, but not mandatory but may lead to reading code for a while :)

If you haven't played much but have the game, got ideas, experience and still want to contribute we have our arms open

If you think you can help us out, feel free to join #GT-Revolution on quakenet (IRC), send an email to zhakal@zhakal.com or write a a comment here leaving contact info or stating that you are interested.

For those who don't know what GameType-Revolution is, I'm first going to do a quick introduction of the mod itself and then some info about our setup:

GTR is a versatile Quake 4 modification that aims to make the game more enjoyable and it's development will never be limited with a strict rule-set such as "VQ4" (Basic Quake 4).

At the beginning the base was built around the X-Battle 0.20 source, but it's not comparable anymore.
GTR uses resources of the Creative Common Q4 project, such as Brightskins and Weaponskins but have later made their own skins (3 separate colors changable independantly) instead of the old version Brightskins.

Some of the things already implemented into the modification is:

New Gametypes (OneFlag, Midair, Freeztag ...)
Different Gamemodes (GTR, GPM, RFM, XSV)
Optimized game for better performance
New graphic shaders (enchanting, optimized ..)
New Physics (Linked with teh different gamemodes)
Tweaks and Options to make Q4 look better
A altered version of unlagged to make prediction and communication better
Lots of HUD features.

Full changelog (http://gtr.quakedev.com/wiki/index.php/Changelog)

Pictures, detailed info, tutorials etc of the modification (https://www.moddb.com/mods/gametype-revolution)

Short info about our setup and some of the work methods:

We currently use a Mantis for reporting issues, desires and other game related bugs. This tool is also used for assigning tasks, following up threads and making a dynamic roadmap.
This is used both for the mod itself and the maps that are made and new map desires.

A SVN is set up for sharing code and rescources (everything except models and textures) are located here. This makes it possible to share, merge and patch codes between developers.

Private FTP hosts test builds, newest versions of media files, changelog on media files for devs and private beta releases.

Separate host is used for the GTR homepage (http://gtr.quakedev.com), mantis, forum, wiki etc.

3 different gameservers for beta testing located in: Germany, France and Netherlands

Thank you for reading and please follow the description over if you are interested.

- Zhakal -

To Apply

zhakal@zhakal.com