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.)

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media

Read the article here:
Difficulties of [ volunteer ] open source project maintainers

Highlight:

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 0 comments

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 0 comments

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 feed Downloads
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...

Post comment Comments  (60 - 70 of 125)
numbersix Creator
numbersix

A bit of monster eye candy from the sample room. Samples dont attack, they just look pretty.

These are already in the mod, but I have plans to fix some up.
Things are coming along nicely with the HUD. I have to make an enhanced display mode and then I'm going to add in Archon magic.
If that goes well 1.0.5 alpha can be released soon.

Then I'm going to do a big re-code to clean things up a bit.

Reply Good karma+1 vote
numbersix Creator
numbersix

Moddb.com - monster images for today

Reply Good karma+1 vote
numbersix Creator
numbersix

I'm back and working on the code.
New screencaps will post as I make them.
The Archon morph needs a spell system that uses archon points.
That will also likely require a new targeting system.

And I need to research csqc - seems like it can do some cool HUD stuff and the like.
When I get the Archon looking half decent, I'll also get some video.

Reply Good karma+1 vote
numbersix Creator
numbersix

So close to giving you guys a playable Archon in this mod.
Vacation is calling though...can you hear it?
Palm trees, sand, beaches...no. No, thats where I am.
Mountains, streams, cool air. Yes.
Regular updates will resume in about 3 weeks.
Then I'll bang out some amazing code.

Reply Good karma+1 vote
numbersix Creator
numbersix

Leapt off the logic gorge and switched to the fteqcc compiler. It took some code change effort, but it works. And the compiler / progs footprint is smaller - fteqcc seems to have more slick.

But...Chaos mod (mark II) codename "Archon"...has...a...playable...Archon!
Things seem different though - from the mark I code.
And I'm not sure if its the new darkplaces or something fteqcc did or something I changed. Have to run some tests before I release the 1.0.5a update.
Plus I'll be out of town for a month on a much deserved vacation.
And I dont think I'll take this production setup either.

Reply Good karma+1 vote
numbersix Creator
numbersix

Part of the difference seems to be the new dp engine.
Some dynamic items (runes, cubes, ammo) no longer bounce from the spawn point, while crates still do.
Got a request in to LordHavoc about this. Will put the results in the work log.

Reply Good karma+1 vote
numbersix Creator
numbersix

Sigh.
The initial 1.0.5 alpha Chaos ARCHON is done. I ripped most of it from the original chaos mod mkI, so much of it needs changed. Doesnt matter. Blew the engines mind.
Host_Error: server CALL outside the program
QuakeC crash report for server:
s173285: ADDRESS self (=entity 1), movetarget (=.movetarget)
s173286: CALL0
: NewCarriedPath : statement 1
: set_initBotLevel : statement 62
: PutClientInServer : statement 0
Client "_-=* Number Six" dropped

That code has NEVER failed and nothing in the new code *should* affect that.
I think its the unsigned short deal I fixed in the compiler. Fsck.
This might be one for .qc forums, or tutorial...but I think it might be time to port over the fteqcc. That compiler does things differently and it might be more workable.

Reply Good karma+1 vote
numbersix Creator
numbersix

This mod is entering a new era of Quake one modding. The quake c has become so complex it breaks the compiler because someone ages ago used "unsigned short" for the maximum number of globals. I've fixed that, and the code base could double and still work.
It will only run on a special version of darkplaces. I'm going to see if LordHavoc (dp's maintainer) will include my engine mod. This is so win users wont have to figure out how to compile the engine.

Reply Good karma+2 votes
numbersix Creator
numbersix

Code is going very well. I am starting to see odd things. I cant decide if I should leave them in as surprises (it is a Chaos Mod) or fix them as bugs. Decisions, decisions...

Reply Good karma+3 votes
numbersix Creator
numbersix

The package builder for the update release is done. Simply a matter of finishing off the "list" and testing.

Reply Good karma+2 votes
numbersix Creator
numbersix

Changed my mind about this. I really want an Archon available in the alpha test, so I'm coding that up before 1.0.5a is out. Means maybe a 2 week delay.

Reply Good karma+2 votes
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Icon
Quake
Game
Quake
Creator
Contact
Send Message
Homepage
Moddb.com
Release date
Mod watch
Start tracking
Share
Community Rating

Average

9.4

5 votes submitted.

You Say

-

Ratings closed.

Embed Buttons
Link to Chaos Archon by selecting a button and using the embed code provided more...
Chaos Archon
Statistics
Last Update
Watchers
27 members
Addons
5
Downloads
3
Articles
11
Reviews
3