Quake <-- Nethack. Yes, it is that simple.

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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.

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(Linux) quake command line dev. tools

(Linux) quake command line dev. tools

Script 1 comment

A set of alias, bash functions / files to make programming Quake C and quake engines easier --- see 'rm -f' WARNING in qsetup

HUD pack

HUD pack

Patch 3 comments

Enhanced HUD display for your Quake enjoyment

Quake Hack beta 1.4.3

Quake Hack beta 1.4.3

Demo 4 comments

Quake <-- Nethack. Plays just like quake - without any wimpy breaks. Suck it up Marine!

Q one

Q one

Full Version 3 comments

"(re)-play Quake one - like never before"

Comments  (0 - 10 of 38)
TheZealot
TheZealot

I played this for a good half hour or so and I gotta say it's really ******* impressive that you made something like this for such an old (but still gold) game! I did encounter an issue where the sounds started cutting off after a while, however. Is there a way to despawn enemies if they're a certain distance from the player? Also, will that outside terrain generation feature be in the next release?

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numbersix Creator
numbersix

Thanks for playing the demo!

This started as a random maze building experiment.
Along the way I got the idea the tech could do some amazing stuff.

I suspect the sound issue deals with the way the engine allocates sound resources. Maybe after awhile all the buffers are tied up. Or all the space for sounds gets locked up. So far I cant tell if its distance, time, or just sound making ent count. Need more research on that.

Right now I setup the engine with an "ignore ents" beyond a certain radius. The thinks get shut off and no network packets are sent. Still, there is an entity limit that needs to be handled.

I would like the next release to include the "outside" map. Like any completely new thing, the biggest issue is figuring out exactly what it should be and how it should work.

The next couple months I'm going to throw things at this and the archon mod. Whichever gets the most traction is the one I pursue next.

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TheZealot
TheZealot

Excellent, I wish you best of luck. Despite the shortcomings I said in the previous comment it is still great to play, and I'm really looking forward to the outside areas!

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numbersix Creator
numbersix

Status:
Map hack is currently waiting on 1 feature
once that is in, its only a matter of setting up maps!
plans right now are to use the tech for pk 3.0,
archon and the quake-hack releases

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numbersix Creator
numbersix

Woot!
The very first random build DM map is functional.
I'll post some images and video soon.

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numbersix Creator
numbersix

Special note!

One idea has been turning in my mind since I came up with the design for Quake-hack:

"Could this tech be used for deathmatch?"

So far, I thought not. Open worlds and endless dungeons do not make for good deathmatch.

While pursuing the plan for a "Lovecraft style Quake adventure", implementing boss rooms, and getting buildings to work in the world builder; I just had a fresh idea.

A map with a stable core of corridors with some fixed rooms, and the rest built at random from custom map chunks.
This will be a limited / closed map that you could DM on.
Plus, it could periodically re-configure.

How would that be for DM challenge - a map that constantly changes!

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numbersix Creator
numbersix

Outdoor map demo will be released after I decide what all to include.
As of now, it builds a world, but there are no monsters or structures.

It can do rain & snow as soon as I add the code in from the archon mk II base.
I'd also like to map some more outdoor elements: ponds, rivers, caves,
ruins, maybe an ogre village or such.

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Massao_Quaker
Massao_Quaker

Good work!

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numbersix Creator
numbersix

WIP: a new beta release is coming - this will be an outdoor demo

I also have a new article detailing Quake-Hack.

Support my code: Patreon.com

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numbersix Creator
numbersix

Media.moddb.com

And now I find myself wondering if all the mission pack one maps and mission pack two maps can be loaded in the q-one mod.

The hack engine cant run all of armagon, or any of dissolution yet.

But when it can, I'm almost obligated to try and make a mega mod of every official quake singleplayer map.

Patreon: Patreon.com

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