OpenArena Message Boards

Other projects => Pointless => Topic started by: atphalix on September 19, 2012, 04:26:44 PM



Title: [OQ+] Anyone interested to restart the project?
Post by: atphalix on September 19, 2012, 04:26:44 PM
Since the original release of Quake1 source code, all projects were based on adding small modification to rendering and fixing bugs...but non replaced the game content with free one or made a completly different game based on it.
OpenQuartz tried but didn't continue and know it's dead project and same happened to OQ+, maybe because people are tired of playing "another quake based shooter"...

That it why I'm looking to start a new project that would be 100% GPL and non violent/educational for kids!
Video project progress running on OLPC laptop:
https://www.youtube.com/watch?v=hzURnagB-d8

You can get original Quake maps released under GPL by Jhon Romero, to learn from them here:
https://github.com/atphalix/eviltoys/tree/master/openquartz/pak0/maps/samples/q1maps (https://github.com/atphalix/eviltoys/tree/master/openquartz/pak0/maps/samples/q1maps)


Title: Re: [OQ+] Anyone interested to restart the project?
Post by: fromhell on September 19, 2012, 06:00:15 PM
Cool that someone's stepping forward B)

If you want it to be non-violent, you could start by swapping the blue and red rows of the palette so you're compatible with any mod that throws blood.  You could change the gibs into stars or water balloons or something.

Also if that's the software renderer, you may want to avoid using overly large textures scaled down as that would make a huge surfacecache area slowing down much of what IIRC is a 300mhz? Judging from the video it seems unusually slow even for a 300mhz cpu.


Title: Re: [OQ+] Anyone interested to restart the project?
Post by: Cire on September 21, 2012, 07:15:00 AM
Cool, I just wondered what happened to Open Quartz. Could you also include the original Quake maps in the compiled version?


Title: Re: [OQ+] Anyone interested to restart the project?
Post by: fromhell on September 21, 2012, 07:46:48 PM
It would require retexturing all the maps with Free textures first.



Are you using qpakman to build paks and texture wads through a batch process?


Title: Re: [OQ+] Anyone interested to restart the project?
Post by: atphalix on September 22, 2012, 04:17:05 PM
Are you using qpakman to build paks and texture wads through a batch process?

Yes, I'm using a Makefile originally part from OpenQuartz with some tools I found here and there: qpakman to extract and pack wads. I also use now  hqbsp, hvis and hlight from DarkPlaces as I discovered they give more realistic light/shadow while beign backward compatible with software renderer!
I'm using NetRadiant for mapping and everything is done under Linux 8)

Here part from my makefile:

Code:
[url]https://github.com/atphalix/eviltoys/blob/master/openquartz/pak0/makefile[/url]
pak0.pak: $(PAK0_CONTENTS) makefile
$(PAR) -c $@ $(PAK0_CONTENTS)

pak1.pak: $(PAK1_CONTENTS) makefile
$(PAR) -c $@ $(PAK1_CONTENTS)

pak2.pak: $(PAK2_CONTENTS) makefile
$(PAR) -c $@ $(PAK2_CONTENTS)

pak3.pak: $(PAK3_CONTENTS) makefile
$(PAR) -c $@ $(PAK3_CONTENTS)

pak4.pak: $(PAK4_CONTENTS) makefile
$(PAR) -c $@ $(PAK4_CONTENTS)

progs.dat:
$(QCC) -o progs.dat -p progdefs.h qc/progs.c

gfx.wad :
$(QLUMPY) gfx_wad.ls

gfx :
$(QPAKMAN) gfx/*.png -g quake1 -o gfx.wad

textures :
$(QPAKMAN) maps/textures/*.png -g quake1 -o maps/textures/free_wad.wad
cp maps/textures/free_wad.wad $(GAMEDIR)/free_wad.wad




Title: Re: [OQ+] Anyone interested to restart the project?
Post by: atphalix on September 22, 2012, 04:41:28 PM
I forgot to say, there is also a portal gun mod that is open source and I added it to the repository,
 so I just need to find a good idea to use it :P

http://www.moddb.com/mods/quake-portal-gun/news/before-release (http://www.moddb.com/mods/quake-portal-gun/news/before-release)