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A Half-Life 2 modification, Q2S brings you everything from Quake II in one package, including sounds, maps and models. Originally Q2DMS, Q2S is the rebirth of that idea.
Sehnsucht, texture artists, how you can help, and the direction of this project.
Posted by robomanz0r on Nov 5th, 2009 digg this super bookmark
Well, Sehnsucht is back. He contacted me shortly after I posted the news, and it seems he was trying to contact me before as well. If you're wondering why all the media is gone, it's because we're remaking everything, and because we pissed off the texture artist who made the new textures we used. He requested for the media to be removed, and so it is. I've left the downloads alone if you feel the need to play The Edge once more. I need help from you guys. If you can help us map and stuff, or know someone who can, that'd help a lot. We're pretty much planning out what's next now.
Thanks,
Robomanz0r
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that stinks, its never good when someone gets sour and you have stuff they made.
gl, i'm lookin forward to this.
yeh, good luck in filling the positions.
This is "Sehnsucht!" but I lost my email address and login credentials due to a security audit identity purge. Too many logins is NOT a good security policy.
ANYWAY, I can rebuild all the maps but we need:
- Coders familiar with the Source Engine.
- Modelers who can port models from Quake II to Source.
I shall be supplying Robomanz0r with many work-in-progress pics to put up here. I will be running a public HLDMS server for testing map builds. If you want to try the rebuilt maps out, the HLS & HLDMS package is only $10 USD on Steam.
FYI: The textures in question were publicly available high resolution textures for Quake II engine mods. You as an end-user can use them with this mod, but you have to download them separately. They CAN NOT be included as a part of this project.
porting models is very very illegal & id has shut down stuff like that before (besides, the models in Q2 don't have bones & they're keyframed every vertex every frame, it will be quite a bit of work to rig them & have them work!).
I don't see why you can't use the public models/texture people made. There's tons of higher-quality assets out there, most made from scratch. Unless the maker said you can't, no reason you can't.
But I'm sure calling it "Quake II Source" & duplicating the game will get you a C&D. Q2 for Q4 had permission before it was started & the Doom 1 for Doom 3 happened to fall through a legal loophole.
EDIT: I think with engine ports Q2 can actually do more then HL2 can too. :D You guys should make a Q2 total conversion/engine conversion instead. ;)
Thank you for making that point. Sadly, Robomanz0r's vision of the project can't coexist with reality. Frankly, I don't want to put any time into a project that is destined for a C&D order... Can you point us in the right direction so that no effort is wasted?
Quake II to Quake 4? Where?!
I've seen many likenesses of Quake II maps in various games and am curious as to how they can exist legally. What branding must be stripped? How much alteration is required in order to avoid intellectual property altercations?
Porting models isn't "very illegal" unless you're dealing with a company like id software. GSC Game World and a few other companies support porting their models fully.
i hope this mod continues! i loved quake 2 and if it gets brought to th source engine that would be awesome!
I believe we need to examine the whole idea a bit more before we proceed with anything.
Why is it cool? Quake II is cool, the Source Engine is cool. Together would be in theory, kinda cool?
What are the benefits?
- Ragdoll Physics
- Advanced Shaders
- Material System
- Integrated Server Browser
- Bananas Floating in Reflective Water
Some source mods, meaning enhanced Quake II engines support such features. I've tried quite a few of these and they all seem either incomplete in that one offers features the the other doesn't, or something is broken along the way like mod support or multiplayer inter-compatibility with other engines.
Any input would be appreciated.
I couldn't agree more. I love Quake 2 - it's one of the best games ever made and has one the THE best multiplayer ever made (I play everyday at work when there is nothing to do).
Several things though (I'm not a modder so forgive any ignorance):
1. The textures should not be much of a problem, the people from EGL enginemod have a pretty descent set, maybe they could allow to use those. If not there are many other people at the Q2 Scene who could help out. The community is still very much alive.
2. Ragdolls are good but what about gibs? Would the Source engine be able to handle that?
3. The movement physics - strafe jumping is a must, I'm not quite sure how the Source engine would handle that.
4. As far as modeling goes - the people at FPS Banana do some crazy things for CS and other HL2 mods - if you need modelers/skinner that would be the best place to ask around.
Anyways, with all the modengines that failed to revitalize Q2, this project is the best bet, so I hope you will pull it off :)