Q.U.A.L.K.E.R v0.2
Full Version 4 commentsMajor fix. Performance improvements. New mutants and survival mode.
This is an indie project with great potential that can grow into an MMO shooter in the stalker universe. Using a modern fork of Quake (DarkPlaces) I was able to transfer many parts of the Stalker game (weapons, locations, monsters, gameplay mechanics) to a lighter engine with stable multiplayer. Due to the fact that this is essentially a quake, it plays as if it were Half-Life or Counter-strike.
What do we have now:
What is planned to be added in the near future:
What is planned to be added in the foreseeable future if the project is popular (it won’t happen):
Problems:
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Major fix. Performance improvements. New mutants and survival mode.
Major bug fixes and improvements. Source code is included. See description for trouble shooting.
Looks really good, I hope you will keep working on it.
Це вже не мод, це окрема гра, надіюсь розробники не закинуть цю ідею в далекий ящик, мені сподобаласяь ця гра, круто, дякую!
Very interesting!
Не работает на quad touch нажимаешь старт и тупо зависает все.Надо выходить из движка
Загрузка зависает? Если так то надо ждать по 15 минут. Проблема в порте.
Можешь попробовать в консоли просто набрать
map stalker.obj
или
map e1m1
Hey Klesk, just wanted to say "hi" and I'm going to check out your mod here.
I am working on a slightly different DarkPlaces, the Zircon engine and I know you've made a ton of stuff for DarkPlaces for ages. I'm glad to see you are still around.
Zircon: Moddb.com
by the way, your screenshots look great.
Can you contact me on Discord/Telegram? I have a lot of issues and ideas
I don't use Discord or Telegram, you can private message me here.
I would love to hear what you have to say.
I noticed you were largely using hlbsp or so it seemed, that is an easy map format to use for sure. q3 bsp is far nicer, lower triangle counts by a huge factor --- however much more work to make a q3 map).
(So far I have not quite gotten Qualker to quite work right as of this -- I was sort of able to make it work enough to try a map or 2, you have released a new version since).
You should perhaps consider focusing development for this on the Ironwail engine. It is much more optimized than Darkplaces is for modern hardware and you'd likely see a way more stable framerate. Darkplaces is good, but unless updated will probably never be able to run something as visually complex as this at an adequate stable framerate.
With respect, thing you are saying don't make any sense.
1) Performance drop is only true for current version of the mod. I already was able to run mod on 200$ phone with stable 120 fps. (Patch coming in a few days).
2)Ironwail is just another fork of quakespam.
Quakespasm is a terrible engine. That does not support any of the modern models format such as MD3/MD5/OBJ.
3)The only level format it supports is BSP/BSP2 which is terrible format. Not only it is hard to work with but it is only very unoptimized and VERY limited. Fitting any level from stalker inside BSP will be impossible. Recreating each level will be very time consuming.
4)Quakespam does not support essential and necessary modding features, have no graphical improvements, and just terrible for running quake.
5)Also quakespasm has evil woke community lead by boomers that dont want anything new. Their idea of being deepened on old formats, trying to hack them is just generally wrong for any thing in this life.
6)Don't be victimized/zobmified by dishonest youtubers. There is no reason to use quakespams over FTE/DP/ID engines. I can give you another 100+ reason why DP is better but if it is not enough think why they ignore or spread disinformation about DP/FTE in their videos. Also pay attention for how many standalone games are using DP over quakespam.
Ironwail is a fork of Quakespasm, yes, but it is NOT Quakespasm. Just because something is forked off of something bad doesn't mean it is the same as the thing it was forked from. Things get forked for a reason afterall and much work has gone into Ironwail which has distinguished it from Quakespasm in a very major way. You keep saying again and again "Quakespasm", but I'm not talking about Quakespasm, I am talking about Ironwail. The difference between the two engines is extreme. You're dismissing it for reasons that have nothing to do with it and conflating it with something else entirely. It just seems that you do not fully appreciate how different a fork of something can be from the original, but please, try Ironwail for a day before writing it off completely as it is nothing like Quakespasm as it has been extensively rewritten for modern hardware.
For instance, I recently played the very large mod "Peril". If I try to play it with Quakespasm at 1080p and low settings I can't even maintain 30fps in some areas, but in Ironwail playing at 4K with max settings I never drop below 60fps.
You are of course free to use whichever engine you prefer, but it definitely seems you have a misunderstanding when it comes to Ironwail.