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Pleng
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 1-Jan-2011 12:37:25
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Regular Member |
Joined: 17-Nov-2005 Posts: 458
From: Unknown | | |
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| Thanks for clearing up the shooting issue.
The video looks AMAZING! I shall loo forward to playing ths on my Pandora :) |
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 7:06:11
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Member |
Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @All
I have uploaded the map/bsp file for level A to aminet as "Qbreed" its in game/data. Its still very much a work in progress, but if someone check that the file works and leave a post here that would be great...
there is a vid of it here
http://www.youtube.com/watch?v=1K4gT6RnqsQ
cheers
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mailman
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 7:25:56
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Joined: 23-Nov-2003 Posts: 260
From: Poland | | |
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| @Dafs
AFAIR, XFD handles with these files without any problems. |
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mailman
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 7:32:22
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Regular Member |
Joined: 23-Nov-2003 Posts: 260
From: Poland | | |
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| @Abu_the_monkey
I watched the video and I have some comments.
1. Switches are barely visible on the stone walls. At least they should be distinguished by some colours (red, green).
2. Do you plan to change the monsters to something more "Alien Breed" like? Currently the only thing it has different than Quake is the map design. In my opinion creatures will bring some atmoshpere. |
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 7:54:06
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Member |
Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @mailman
Yeah I know what your saying . its still early days mind, only been playing with it for a few days now, but, who know how far I will go with it? there are many other more important issues to fix first (being able to crouch, having more than just 2 keys for locked doors, etc,etc) still have to have a look at QuakeC and figure out how to implement that sort of stuff, so, the monsters are kind of a 'if I can get the rest of it to work' I'll have a look at it.
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SimplePPC
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 9:02:28
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Regular Member |
Joined: 9-Mar-2003 Posts: 109
From: Unknown | | |
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| @Abu_the_monkey
You could talk to one of the Darkplaces authors, who did a huge Quake1 modification, they know that engine inside out... IIRC one of them still has my A1XE.. |
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mailman
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 11:23:03
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Regular Member |
Joined: 23-Nov-2003 Posts: 260
From: Poland | | |
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| @Abu_the_monkey
Well, 2 keys for locked doors issue might be solved in the other way. You may alter the levels a bit. Of course the choice is yours. Mod doesn't have to be 100% accurate. |
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BigD
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 20:34:10
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Elite Member |
Joined: 11-Aug-2005 Posts: 7322
From: UK | | |
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| @Abu_the_monkey
Quote:
Genius it looks/feels very similar!!! Roll on 2011
_________________ "Art challenges technology. Technology inspires the art." John Lasseter, Co-Founder of Pixar Animation Studios |
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 22:18:47
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Member |
Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @mailman
nice idea, colour code the switches rather than have keys...
still gunna have to look at modding with QuakeC, but, keep feeding the ideas...
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 22:39:41
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Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @SimplePPC
not a bad idea.
But one step at a time I think, cos there is only so much room in my head for new stuff before I have to get rid of the old... Last edited by Abu_the_monkey on 02-Jan-2011 at 10:55 PM. Last edited by Abu_the_monkey on 02-Jan-2011 at 10:54 PM.
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Hammer
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 23:24:10
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Elite Member |
Joined: 9-Mar-2003 Posts: 5275
From: Australia | | |
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| @BigD
Instead of WinQuake, has anyone tried with QuakeGL? _________________ Ryzen 9 7900X, DDR5-6000 64 GB RAM, GeForce RTX 4080 16 GB Amiga 1200 (Rev 1D1, KS 3.2, PiStorm32lite/RPi 4B 4GB/Emu68) Amiga 500 (Rev 6A, KS 3.2, PiStorm/RPi 3a/Emu68) |
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 2-Jan-2011 23:45:05
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Member |
Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @Hammer
I did try it in glpro, looks ok. textures are smoothed and what not, but, the lighting wasn't the same, not enough difference between light and shade.
Just my opinion any how. |
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eliot
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 3-Jan-2011 15:46:27
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Member |
Joined: 28-Dec-2010 Posts: 10
From: Unknown | | |
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| Just tried the map under MorphOS 2.7 with GLQuake and it worked without any problems. Looks very coool to me!
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 3-Jan-2011 17:27:34
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Member |
Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @eliot
good, glad it works. I wasn't sure if the bsp file contained all the required files like textures etc. Cheers for letting us know |
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broadblues
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 3-Jan-2011 18:09:18
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Amiga Developer Team |
Joined: 20-Jul-2004 Posts: 4446
From: Portsmouth England | | |
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| @Abu_the_monkey
Played through the map 'a' on my SAM Flex, mostly seems to work. There's an alwful of nails arround but no shells, so I eventually ran out of ammo. (unless theres a nail gun I miessed )
Also get 5 errors on start up along the lines of no spawn function for QB_SWITCHLIGHT
Last edited by broadblues on 03-Jan-2011 at 06:18 PM.
_________________ BroadBlues On Blues BroadBlues On Amiga Walker Broad |
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Foxman
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 4-Jan-2011 7:05:40
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New Member |
Joined: 3-Jan-2011 Posts: 7
From: Germany | | |
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girv73
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 4-Jan-2011 10:15:27
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Member |
Joined: 7-May-2007 Posts: 17
From: Northern Ireland | | |
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| @Dafs
My memory is fuzzy on this one, but AFAIR the AB3D levels *are* lha compressed, but with a special or unreleased version of the tool (possibly an early lha 2.x?). Whatever it was, I found the tool in the TKG SDK and it worked for AB3D too.
_________________ [ girvnet is good for you | http://www.girv.net ] |
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girv73
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 4-Jan-2011 10:25:54
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Member |
Joined: 7-May-2007 Posts: 17
From: Northern Ireland | | |
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| @Abu_the_monkey
If you look in /bak/qb_dev2.zip there are QuakeC files that implement some of the AB3D logic around switches. I knew I'd done *some* work on that :)
_________________ [ girvnet is good for you | http://www.girv.net ] |
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 4-Jan-2011 20:28:57
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Member |
Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @girv73
Cheers chap, will have a look...
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Abu_the_monkey
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Re: Qbreed (Alienbree3d on the Quake1 engine) Posted on 4-Jan-2011 20:34:53
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Member |
Joined: 25-Jan-2010 Posts: 70
From: Bicester, England | | |
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| @Foxman
Thanks chap,
but you should mention that other people have done all the hard work (ie. John Grivin and Team17) I am just the monkey attempting to stick all the bits together...
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