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Been playing this game for a while now but i would like to mention two features i´d like to see in the game. One of them is a "dynamic" torch which means if you hold it in your hand, it should emit light. Another one is to remove the force "pause" thing when hitting esc or tabbing out and add it as a option. Keep up the great work!.
Why take a mainstream industry job when we indies will take over the mainstream industry?, muhhahahahaha.
Going to try it out!. The physics feature looks very interesting.
You are one helluva designer/artist!.
The art/color style and atmosphere is awesome!, fits very well with the terminator world.
Oh, well i haven´t looked into that engine more then like one time, he magicly chunked ALL code together into one .c file LOL.
I don´t remember any engine that copied Q2e to 100%, sure some engines had bits here and there from Q2e but nothing major.
Vic was the main developer on qFusion and hes now working on Warsow. Alien Arena is beeing developed by Irritant_new engine wise. qFusion had many people helping on it since it was targeting to be a id Tech 3 clone at the time before the id Tech 3 engine was even GPL.
Hint: Look at the concept art ;).
Going to be interesting to see how desura evolves, not exacly sure what it is yet other then a buy and sell site?.
Is .iqm better then md5?, seems like you just improved on top of the .md2 format :s.
No, because id Tech 4 has a much different code base then darkplaces or any other id Tech 1 based engine. Sure you can replace systems from id Tech 4 into id Tech 1 but you would break backwards compatability and you´d have to rewrite A LOT of code.
Why not just implement MD5 models?, the format is easy to parse but the rendering part is harder.
Update: I will probably remove this project and start a new one from scratch, the reason will be kind obvious when its up :P. I hope it will be soon, i just need to finish some things before i do so big news are coming!.
Im sorry people but the news are going to take a while because my internet goes out tomrrow for god knows how long and i haven´t had time to prepare my news (i tried tonight at 2:17 lol) but as soon as i get internet back, im going to put up them.
Im also going to remove (if this works) the old news, front page and images from the Quake 3 Engine and update with the new project stuff. There is more stuff to come but im not goign to reveal them right now ;).
A bug with the engine can be noticed here which is pretty common among haze shaders, look at the arm and environment, you can see it messes up with the water surface.
Okey people, thanks for staying with me all this time. This week im going to put up news regarding the new engine and it´s feature so stay tuned.
Agree with Mv.c9, i like the use of different colors, it makes the level feel more interesting
Wow, truely awesome!. I really love the feel of a "none-box-quake-room".
>> Omg what is it ?
It´s my own engine written from line 0 or from ground up as most say lol. I have finished the back-end win32/opengl stuff and a temporary console now, so im currently working on a CVar system.
>> And hmm did you work at chili quake xxl ? And xreal
No i have not.
For those people who are following this or are interested, im working on a completely new engine from ground up right now, NOT id tech based and this will be public for anyone to use asap. So right now, i have stoped working on the Q3 based engine.
This mod really captured and re-newed the Quake 2 theme. The mod had some quality issues though (low-ress models, sound and animation) but for a demo, it did good.
I believe they quit due to copyright issues and some had a bussy life.
I looked at the screenshots and i must say im impressed, most D3 mods and games lack colors and just looks overall boring but this mod really has something unique. Hope to see it release :) *watching*.
>> pretty cool that idtech 3 is modified
Yeah, i got suprised that there is only like 3 engine mods out there for id tech 3 vs id tech 2 which has like 8+.
>> will this beat someday idtech 2 modifications
Well my goal is to update the engine as much as i can (this is a standalone engine, not a q3 engine anymore), so we´ll see whats coming in the feature.
Edit: Does this mod also use the original C&C: Red Alert sounds?, do you have any WIP videos coming up?.
Nice catch, i remember this too when you mention it :).
I have always loved the first red alert so this is going to be interesting *watching*.
Do you mean like tab out from fullscreen to desktop?. I know that most id games have a problem with this, for example Q1/2 where you tab out to desktop and the desktop is maxmized (the resolution does not reset to desktop resolution). Quake 3 had this too but if you meant this then yeah, it will be fixed.
Hmm.. never heard about the box/volume path finding. Monsters already tries to find the most efficient route to get to the target but it can mess up if you place too few or nodes in a bad way.
The SVN will be available when i am finished with the renderer and some client cleanup. I have some big news coming up at Christmas day. The progress has be slow lately because of MineCraft haha. Thank you :).
Yes, if you don´t want the window showing, just click on that and it´ll minimize it down to the task bar (or solution bar.. whatever it´s called).
This is a reply to my own comment LOL. But is there any required version of crysis:wars that you need for this mod?.
Thank you :).
Yeah im wondering the same thing :S.
This kind of atmosphere would be awesome for a new The Thing game!.
i never liked SP in q2 very much but i usually play this q2 mod Project-vortex.com
Im not a modeler so i don´t know but i really hope so but i think i have to implement the material system first because then you can have some really good looking models :)
Well it´s more of a grapichal update :)
Q2e was more of a singelplayer modification since it broke backwards capabilities (not allowing you from playing on servers also which is one sad reason) all thought i got much influenced by the mod but then it died out :(.
looks very interesting!:)
yes, Quake 2 Evolved but they quit due to it was not really what they wanted to do in the end (the limitations the Q2 engine has) so now they are working on a project called OverDose, Link: Teamblurgames.com I released a "beta" last week but im working on a much bigger release to come.