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Quake engine correct.
I have a few bits of music from the old devs, i didn't feel the need to add it in. I had menu music but it only seems to play sometimes and I think i took it out.
Thats pretty neat, I didn't know ol' Mexi was still around. I taught him a bit of QquakeC back in the day haha.
Unfortunately the netcode is broken in the current build and I cannot figure it out what so ever. It is line for line exactly identical to Kurok's netcode
I tried fixing them a bit, but in certain areas its hard for me to mess with them seeing as I only know a handful of C to get me by and QC being what I know most and the bots are engine based (C). Ideally I would like to strip the engine of the bots and move back to QC bots, my own custom bots. I don't see that happening this release but maybe in the future. I might still play with them if everything else goes smoothly
I might play around with it and see what I can do. But in all reality i should stop doing fancy stuff and continue making the game ready for a release.
I honestly would have to recode a few things QC and Engine side. Alot of basic player functionality is disabled in the menu. In fact the only real purpose of the player even being present in the menu is for the "camera" and to create and hold a client slot so that the menu acts as a matchmaking lobby.
There won't be a campaign this release. Just a Slayer and Team Slayer with bots.
To a certain extend yea. Making an infinite hallway is not something quake is exactly tuned for. With a little wit and jerry rigging I made it happen. I could probably teleport a player to different sections. However I want the map for the menu simple, because thats a loading screen for the menu, I'd like to keep the map's filesize small to reduce loading time.
If I were to do that you would have to load it as it would be a different map. I don't think anyone would like loading screens just by switching game modes.
Not at all, those are 128x128 textures. Even so, I got a lot more wiggle room for a menu than actual game maps with bullets and AI and particles.
I do too, I just haven't put the effort into digging out my PSP and developing on that. I can add and test features way faster when I can just play it right out of the build folder on my computer. I'll probably play test it on the PSP soon, just to be sure its not absolutely terrible or super crash prone.
It would have to be "mappable" i could do a piece of halo crashed in a desert which actually sounds like a neat idea. MAYBE i could do it. I'll have to play around with it
I've been keeping my eye on vitaQuake. As soon as the developer implements GPU rendering, i'm gona play around with it and make a bigger and better Solitude, and hopefully won't be so tied down with requiring tiny maps for good performance. I'm not sure if I could do a Blood Gulch or Valhalla, but maybe Zanzibar or other popular medium sized maps.
As for as the PSP version, I've been cleaning up and polishing what we have and planning on releasing soon for the PPSSPP, im not sure how well it performs on the PSP anymore I haven't tested it on the PSP in a while.
I posted in that thread
Yea, I probably will release something, I gotta clean it up, I just need to know if the community is fine with just 2 maps, somewhat dumb bots, and not all 3rd person weapons being in (covenant weapons 3rd person weapons not in). But you can customize deathmatch or teamdeathmatch mode in almost every way. Any weapon loadout or random weapons, grenades, lives, shields etc. As i said i have some cleaning up to do because its very "dev-mode" right now. But what does the community have to say to this?
I know. You don't need a PC port of Solitude because you already have Halo for the PC
The PC version has already been released, you can find it by googling "Halo: Combat Evolved" or "Halo Custom Edition"
it was dead for a while honestly
Probably not, this is past the point of "just a quake mod" its a total conversion using the quake engine.
Built new computer, been playing lots of games, been too lazy to transfer all my quake stuff from old harddrive, ill get to it real soon. Been itchin' to develop again.
Now you need to randomize the colors
we might make some sort of campaign in the distant future. Maybe not a clone of CE but maybe something really similar so its familiar
That's moddb's stupid header, i messaged them twice now about moving
Then how is your comment relevant?
Did you not see the video i posted the other day?
Yea idk whats up with that
Yea basically what it is right now is its own entity, and if the player is in one, instead of moving the player it tells the warthog object how to move. The angles and such when going over terrain are a cheap trick and the actual bounding box of the model never changes or rotates. Having it being its own entity will allow multiple players in it.
Life takes over man, i have a full time job and a wife. I'm trying to find time. I might return to this to give it a proper release so it can be put to rest