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Author Topic: [OQ+] Anyone interested to restart the project?  (Read 16092 times)
atphalix
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« 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
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fromhell
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« Reply #1 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.
« Last Edit: September 19, 2012, 07:16:23 PM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Cire
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« Reply #2 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?
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fromhell
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« Reply #3 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?
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
atphalix
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« Reply #4 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 Cool

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


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atphalix
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« Reply #5 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 Tongue

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