Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride.                               (free stuff | no warranty | see disclaimer.txt | blah blah blah.)

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Difficulties of [ volunteer ] open source project maintainers

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Here’s to all the maintainers out there. To all the people putting in tireless, thankless work behind-the-scenes to keep code alive, to write documentation, to cut releases, to register domain names, and everything else.

If you are releasing anything for quake 1 - you are one of us.
As I read this article more things brought that "oh wow, me too" feeling.

I'll just highlight a couple here.

The problem is that it takes a huge amount of work to keep any momentum.

This is a well made point I have tried to articulate before. Sometimes life gets busy. I have to set the [ ever increasing ] complex quake c aside to deal with things. Sometimes for months, or even *shudder* years. Have to face hard facts - this makes me $0...I've never even been close to having game development as a career. The closest I came: "IT banking service & communications." Yeah, I know EBCDIC and a slew of other comms protocols.

Then I get personal time. I want to finish a mod or qc project. I open up scite, my source editor of choice. Load the code. My mind goes nowhere. Zip. Not inspired, not motivated, zero momentum.
I go do something else.

Periodically I read the .plan file. I look around at stuff I released, and other great quake releases.
Try to get inspired. Maybe play a game or two. Then it finally happens, and I'm rolling again with my favorite code base. Like meeting up with a great friend who has been far away for a long time.
Sometimes I even get lucky.

I just released this monster: Quake Hack beta 1.4.3

That is one of the most complex quake mods I have done to date. Required to do what it does: completely new quake c, reliance on extensions I've never used, engine side mods to handle map things, new map editor specifications, and all that tightly intergrated. This is literally bolting new tech onto the darkplaces engine. A while ago I abandoned a glquake / tenebrae engine mod for darkplaces. I decided I didn't want to maintain an engine mod along with quake c mods.

I'm on the 3rd tech build. That means it didn't work the first two times and I rebuilt it. Not all from scratch, but close. When you don't have a lot of personal time, it is very difficult to throw out months of dev. and just start over. That dreaded moment when you realize what you have does not work.

he/she has all these cool ideas, but as each get released there is a growing amount of noise to distract from future ideas.

I have more ideas than I can ever use. A mass of text files and paper notes. They detail mod plans, map designs, game ideas, and the list goes on. I just hope that by the time I retire and can focus 100% on these dreams that I still have the drive, focus, and will power to release more.

Chaos mod mark (II) - "the Archons"

Chaos mod mark (II) - "the Archons"

News 3 comments

"the Archons" - where is it? This is the coming 1.2 beta release update!

What is in a map?

What is in a map?

News

Design notes, editor theory, descriptions, design philosophy, brush structure, sky boxes, entities (good and bad) and last / most, the player!

The Lost!

The Lost!

News 1 comment

106 lost Doctor Who episodes found

Programming / Creating

Programming / Creating

News

Get Inspired! We are all programmers and creators. You program your own life, and create your own daily content in the simulation we call "reality".

RSS Files
Archon 1.2 (beta)

Archon 1.2 (beta)

Patch 1 comment

Beta release 1.2 < CHAOS mod (mark II) - "the ARCH0Ns" > the Magic is real. Install instructions in archon.txt, readme.txt, Archon 1.0 (alpha) _must...

Archon 1.1 (beta)

Archon 1.1 (beta)

Patch 3 comments

Beta release! Play Chaos mod: Archon - become an Archon, rule the Quake universe with your mystic powers. Refer to text files, site images and video for...

the Castle

the Castle

Multiplayer Map 5 comments

Ariochs Castle. Where the gods of Chaos live and play. A clan map project that finally sees the glorious light of release it deserves.

Archon 1.0 (alpha)

Archon 1.0 (alpha)

Full Version 1 comment

Alpha release = painkeep cube, morphic cube, crates, runes, regman quad-barrel dwarfcutter, quantum tunnel apparatus, super gravity well, chaos teleport...

Visage Nightclub

Visage Nightclub

Multiplayer Map 6 comments

"I'm the seed in your head...if you're good then you'll dream. If you're good...if you're bad. K...K...K...K...Killer" As always - check your guns at...

Chaos Heaven (release 2)

Chaos Heaven (release 2)

Multiplayer Map 1 comment

Chaos Heaven (Visit Arioch!) - A new symbol rotates serenely atop a sacred altar. Power grid flows away in all directions to deathmatch goodness. Weapons...

Comments  (0 - 10 of 128)
numbersix Creator
numbersix

Archon has kind of stalled while I work on the new map tech.

I'm in a bit of a quandry right now.

I have to decide if I want to try and port the rest of Archon (which is very complicated code) into v1.07 base
- or -
try to port the v1.07 upgrades and new code back into Archon

With the second option, at least all the current Archon ops will work correctly.
Its a compromise solution, but it gets Archon closer to full release.

The real thorn for me is what a mess server controls and admin became. The v1.07 mandate was set down to fix all that.

Reply Good karma+1 vote
numbersix Creator
numbersix

Whew
rune code is compiled, finally
that took a while
but it always does when you do everything but code
now, if I can just remember the plan to interface the new admin controls

Reply Good karma+1 vote
numbersix Creator
numbersix

Update:
runes/runes.qc:330: error: Unknown value "force_drop_set".
runes/runes.qc:331: error: Unknown value "drop_setup".
runes/runes.qc:342: error: Unknown value "drop_inventory".
in function dead_artifact (line 459),
runes/runes.qc:477: error: Unknown value "drop_one".

Thats where I'm stuck...
Dont want to revamp the inventory code just to use rune server
Dont want use the old inventory code
Dang

Reply Good karma+1 vote
numbersix Creator
numbersix

Time has come to knuckle down and get this done.
Not at all complicated, just have to do it.

Reply Good karma+1 vote
numbersix Creator
numbersix

Working on the enhanced rune server
Thought this would be easy - its a self contained module pretty much
But I used parts of the mk2 inventory control that will get revamped
eventually
so, those parts, like throwing, or having a rune pulled wont work
dang

Reply Good karma+1 vote
numbersix Creator
numbersix

Code port lumbers along like a TF2 MVM tank: Wiki.teamfortress.com
Most of the weapons are done except the two most complex: gravity well and harpoon
Some tweaking needs done with exploding shot so it works in both shotguns
My biggest issue is how complex painkeep base code became as Archon mk II evolved

Reply Good karma+2 votes
numbersix Creator
numbersix

the massive port to qc++ chaos mod mark III code base continues.
I tend to think of quake c as an easier language to work with...
until I dig in and realize just how complex the mark II code is.
I simplify as I go, if I can, but this still proceeds slowly.

Reply Good karma+1 vote
numbersix Creator
numbersix

Now re-implementing weapon system 6
code will be a bit easier this time

Reply Good karma+1 vote
numbersix Creator
numbersix

Underlying work on the mark III code base has begun.

Reply Good karma+1 vote
numbersix Creator
numbersix

Dev is rolling again. At long last.
Update in the forum: Moddb.com

Hey, how about a vote for this mod?

In the coming days, I'll go around and vote for a couple of my favorite quake engine mods too.

Reply Good karma+1 vote
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