x0n PROMODE

i get pwned every day
posts : 192 administrator ive donated to quake.ie!
    
| So, I was saying to Laurent [spec] the other day that Ive started to seriously look into adding quake 4 features in to quake 3 with a mod. Ive not found anyone else doing it so far on the net, so I thought Id ask ye olde quake.ie community if anyone else would be interesting in help me out. Ive not coded a q3 mod before, but Ive downloaded the quake 3 game source and started checking it out in visual studio, and its pretty straightforward ansi C apart from them reimplementing many of the standard C libary functions -- like strrev, strlen, blah etc -- for use in the QVM (quake virtual machine) environment. My reasons for doing so are that in reality, there seems to be very few differences between v4 and v3:
- nades follow bouncepads.
- rockets are slower, q2 style, although not intentionally so if the reports are to be believed.
- projectile weps work through teleporters
- crouch sliding, although not super important unless youre a CTF capper pro
As you can see (or have realised already) its not whole lot different tbh. Im not interested in adding nailgun since its not worth the effort IMHO. So, my question is: are there any other coders out there with a bit of C under their belts who would be interested in getting stuck in? Reply with ideas, slag-offs, reasons not to, etc to be emailed to oising at gee mail dot com, or posted here.
I know Im probably being short-sighted, but I really think if we added these features to q3, we would have the new gameplay dynamics and 10 times the FPS since most of us turn down the details anyway; noone except graphics whores are interested in masturbating to bumpmaps while they play.
Thoughts?
btw, Im half pissed writing this.
UPDATE: after four hours with the source code, I have grenades following bouncepads
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