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Author Topic:   Team members read
Homer
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Posts: 636
Registered: Feb 99

posted 10-29-2000 12:07 PM     Click Here to See the Profile for Homer   Click Here to Email Homer     send a private message to Homer   Edit/Delete Message   Reply w/Quote
Well, since I've more or less officially taken on the project manager position, here's how I'd like to get things done.

Most important: All work is to be finished and submitted by December 3rd at the latest

First, since I'm anything but a micromanager, I'm not going to tell you how to do jack squat, as long as you get your shit done on time. I'd like each of the following groups to choose a contact person to keep track of that group and keep me notified of progress and problems. The groups (and definite members) are:

coders
- AgtOrange, LtHawkins, Blaze, Tsunami

modellers/animators
- Cloud, Birdman, Sonic128?

skinners/graphic design
- Infadel, Glok, C00T

mapping [conversion and original]
- Hexydes, Provoker, End

sounds
- Jodo and whoever's helping him

documentation team (manuals and sample configs)
- OzFactor, Zilden, anyone else who put "whatever"

All contact info is currently at http://www.jhereg.net/port/

Second, here's what is absolutely needed for beta1 (after much discussion and research, this is what is doable and needed). Remember, beta1 is deathmatch only.

- Code: Server and client code stable with all core gameplay elements in place
- Weapons: All weapons finished and skinned. Hand animations will have to wait until beta2, just because of the inherent difficulty in properly coding the hands to not show in world view.
- Player models: About 8-10 skins for at least one good model, a base model is ok, but we need our own skins.
- Sounds: weapon sounds are key, radio sounds are not needed until at least beta2 since that's the earliest that teamplay will be implemented
- Graphics: all menu and HUD graphics MUST be done.
- Maps: Since I don't expect any new maps to be finished, the beta1 release will contain 8-10 converted AQ2 maps, with author permissions for ALL maps. No exceptions, we will not be shut down due to theft of intellectual property. (I'd love to see an armyterr port with original, legal textures, but that's just me.)
- Documents: a few really good sample configs will be needed, along with an easily understood readme (HTML will most likely be the method of distribution, both in the package and online).

Seems like a lot, but there's lots of people who are working on this, and its five weeks from today. Get it done and submitted, we'll have an upload ftp set up in the next week for work, and the website will be online and active in the next week.

Good luck and keep us posted.

Homer

IP: 24.68.16.153

FunOne
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Posts: 1344
Registered: Feb 99

posted 10-29-2000 02:17 PM     Click Here to See the Profile for FunOne   Click Here to Email FunOne     Edit/Delete Message   Reply w/Quote
If you dont want me to help just say so, dont keep just fucking ignoring me.

IP: 208.180.159.137

eLDeR_MMHS
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Posts: 1553
Registered: Apr 99

posted 10-29-2000 02:25 PM     Click Here to See the Profile for eLDeR_MMHS     Edit/Delete Message   Reply w/Quote
BTW, I never asked yet, though I've already done some stuff for the project, but am I on the team somewhere?

------------------
-Victor Chow (eLDeR_MMHS)
Don't let the last name fool you-
I'm as white as you are. :)

IP: 24.64.146.121

AgtOrange
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Posts: 222
Registered: Feb 99

posted 10-29-2000 02:38 PM     Click Here to See the Profile for AgtOrange   Click Here to Email AgtOrange     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by eLDeR_MMHS:
BTW, I never asked yet, though I've already done some stuff for the project, but am I on the team somewhere?


You're now on the contact list.

"The Team" is anyone who makes a significant contribution.

IP: 216.254.10.180

FunOne
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posted 10-29-2000 02:54 PM     Click Here to See the Profile for FunOne   Click Here to Email FunOne     Edit/Delete Message   Reply w/Quote
Where are we supposed to get the source from?

IP: 208.180.159.137

eLDeR_MMHS
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Posts: 1553
Registered: Apr 99

posted 10-29-2000 02:59 PM     Click Here to See the Profile for eLDeR_MMHS     Edit/Delete Message   Reply w/Quote
Thx- btw here's some info (it was already posted in the "call for team members" thread)

FunOne: Source for AQ2 is at aq2.action-web.net I believe. Source for Q3 is available on FilePlanet or id's FTP.

e-mail: [email protected]
ICQ: 3302949 (Elder_MMHS)

------------------
-Victor Chow (eLDeR_MMHS)
Don't let the last name fool you-
I'm as white as you are. :)

[This message has been edited by eLDeR_MMHS (edited 10-29-2000).]

IP: 24.64.146.121

[EIC]HeXyDeS
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Posts: 849
Registered: Mar 2000

posted 10-29-2000 03:36 PM     Click Here to See the Profile for [EIC]HeXyDeS     Edit/Delete Message   Reply w/Quote
I can be the contact person for mappers if you all want (Provoker, End...). Just so that we can all touch base on what we are going to be working on.

If you 2 think that's good, bad, possibly ugly, let me know. ICQ is 8027433 FYI.

And btw, barring that I do get Q3 working, I plan to have at least one original map done by December 3rd Homer, so you can count that in.

IP: 24.179.171.246

JodoCoW
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Posts: 3033
Registered: Sep 1999

posted 10-29-2000 06:26 PM     Click Here to See the Profile for JodoCoW   Click Here to Email JodoCoW     send a private message to JodoCoW   Edit/Delete Message   Reply w/Quote
HOmer i love you!!!!!
hehe
seriously though ill be the contact for the sounds
and hmm weapon sounds should be easy enough to come up with by the third of december

are we using the same weapon names so i can know what to call each sound

------------------
MOO!!BITCH!!MOO!!
CoWs of WaR messageboard

IP: 64.223.211.38

AgtOrange
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Posts: 222
Registered: Feb 99

posted 10-29-2000 06:36 PM     Click Here to See the Profile for AgtOrange   Click Here to Email AgtOrange     send a private message to AgtOrange   Edit/Delete Message   Reply w/Quote
I think weapon names might be changeable (like the SPAS / M3 thing). I'd name them pretty generically (Pistol, shotgun, submachinegun, rail^H^H^H^Hsniper rifle, machinegun, etc.), and then we can get them lined up when we've got weapons to link them to.

IP: 216.254.10.180

JodoCoW
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Posts: 3033
Registered: Sep 1999

posted 10-29-2000 06:45 PM     Click Here to See the Profile for JodoCoW   Click Here to Email JodoCoW     send a private message to JodoCoW   Edit/Delete Message   Reply w/Quote
ok cool

------------------
MOO!!BITCH!!MOO!!
CoWs of WaR messageboard

IP: 64.223.211.38

ScaryMalcolm
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Posts: 3639
Registered: Nov 1999

posted 10-29-2000 07:05 PM     Click Here to See the Profile for ScaryMalcolm   Click Here to Email ScaryMalcolm     send a private message to ScaryMalcolm   Edit/Delete Message   Reply w/Quote
The names don't make a difference, you could name them 1.wav, 2.wav, 3.wav etc and it'd still be fine

IP: 212.188.133.190

AgtOrange
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Posts: 222
Registered: Feb 99

posted 10-29-2000 07:17 PM     Click Here to See the Profile for AgtOrange   Click Here to Email AgtOrange     send a private message to AgtOrange   Edit/Delete Message   Reply w/Quote
quote:
Originally posted by ScaryMalcolm:
The names don't make a difference, you could name them 1.wav, 2.wav, 3.wav etc and it'd still be fine

Technically, no, they don't matter. But you could also, technically, give a random ten digit number to every non-system file on your hard disk as its filename.

It's always nice to have good filenames.

IP: 216.254.10.180

Spec0ps
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Posts: 278
Registered: Sep 1999

posted 10-29-2000 07:33 PM     Click Here to See the Profile for Spec0ps     send a private message to Spec0ps   Edit/Delete Message   Reply w/Quote
Heres what I think Beta one of Reaction Quake 3 should be:

-Gameplay modes: Deathmatch
-Weapons: MP5/10 Submachinegun, M4 Assault Rifle, MK23 Pistol, SSG 3000 Sniper Rifle, Handcannon, a shotgun (SPAS 12 or Super 90), combat knives)
-Sounds: Basic AQ2 Weapon/effect sounds for now...
-Major Code items: Door code (press a key to open and to close, unless the door swings automatically), Ladders (I think this will be a map entity), Locational Damage, Falling Damage, Bleeding from wounds, Accuracy/spread modifiers (weapon specific).
-Items: Laser sight, silencer, kevlar vest, bandolier, stealth slippers.
-Maps: Hostage, Office3, Subway2, Basev28, bldg17, ruins, sludge1. (this isn't the official list, but it would be nice to see some of these as they are good for DM).

Let me know if this looks wrong, or if you have anything to add that I missed.

-SpecOps

EDIT: forgot to put in items...

[This message has been edited by Spec0ps (edited 10-29-2000).]

IP: 63.208.163.34

Highlander
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Posts: 437
Registered: Mar 2000

posted 10-29-2000 08:06 PM     Click Here to See the Profile for Highlander   Click Here to Email Highlander     send a private message to Highlander   Edit/Delete Message   Reply w/Quote
i dont see moral support up there!!!
hehe you should put that in the game credits too
moral support
OzFactor
Highlander

IP: 142.177.218.200

MidoriRyu
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Posts: 425
Registered: Oct 1999

posted 10-29-2000 11:28 PM     Click Here to See the Profile for MidoriRyu   Click Here to Email MidoriRyu     send a private message to MidoriRyu   Edit/Delete Message   Reply w/Quote
not involved really, but damnit, good luck guys, i'll, uh, cheer for ya : )

IP: 66.26.76.20

Ssinum
NSYNC Fan

Posts: 5
Registered: Oct 2000

posted 10-30-2000 12:45 AM     Click Here to See the Profile for Ssinum     send a private message to Ssinum   Edit/Delete Message   Reply w/Quote
I'm on Agt's list, but not on yours Homer. I read these boards atleast once everyday, but I don't post too often. Plus I've been really busy (week before quarter grades all the teachers are packing in tests). Just a question, do you guys use box modeling?

--Ssinum

IP: 24.4.254.130

JodoCoW
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Posts: 3033
Registered: Sep 1999

posted 10-30-2000 05:21 AM     Click Here to See the Profile for JodoCoW   Click Here to Email JodoCoW     send a private message to JodoCoW   Edit/Delete Message   Reply w/Quote
how does it know what sounds to use then

------------------
MOO!!BITCH!!MOO!!
CoWs of WaR messageboard

IP: 64.223.209.197

End
NSYNC Fan

Posts: 31
Registered: Oct 2000

posted 10-30-2000 06:41 AM     Click Here to See the Profile for End     send a private message to End   Edit/Delete Message   Reply w/Quote
I am strong, but the Tekken fighters are stronger!

End

------------------
Endz0r's Page!

- Porn, Sports, Games, News! wh33

[email protected]
icq: 84048518

IP: 24.180.171.201

Cowman
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Posts: 1026
Registered: May 2000

posted 10-30-2000 07:18 AM     Click Here to See the Profile for Cowman   Click Here to Email Cowman     send a private message to Cowman   Edit/Delete Message   Reply w/Quote
I think I might be helping jodo a bit with some of the sounds, and anyone else that needs help with something just icq me (32090077) although I think I have all of you on my list.

------------------
Boo!
MR.Catman{CoW}
(Pvt.)Pvt.#6
Proud owner of Reggie Miller

IP: 142.177.194.151

OzFactor
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Posts: 596
Registered: Jul 2000

posted 10-30-2000 11:42 AM     Click Here to See the Profile for OzFactor     send a private message to OzFactor   Edit/Delete Message   Reply w/Quote
Whelp, time to go get myself Q3, eh?

I'm assuming binding keys works the same way as it does in Q2...? (bind )

And are the coders using the same command names? Like if I make a config that says "bind f bandage" it will actually bandage?

IP: 192.195.154.3

JodoCoW
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Posts: 3033
Registered: Sep 1999

posted 10-30-2000 12:00 PM     Click Here to See the Profile for JodoCoW   Click Here to Email JodoCoW     send a private message to JodoCoW   Edit/Delete Message   Reply w/Quote
i think binding is the same but the commands like timedemo
is actually /timedemo

needs teh slash for soemthigns

IP: 209.222.72.56

p00
NSYNC Fan

Posts: 1
Registered: Nov 2000

posted 11-02-2000 04:24 PM     Click Here to See the Profile for p00   Click Here to Email p00     send a private message to p00   Edit/Delete Message   Reply w/Quote
not if you don't press F first... :P

IP: 142.59.63.155

Smoke
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Posts: 1497
Registered: Jul 1999

posted 11-02-2000 06:13 PM     Click Here to See the Profile for Smoke   Click Here to Email Smoke     send a private message to Smoke   Edit/Delete Message   Reply w/Quote
Me too, don't ignore me.

How many damn times have I stated I'll help with mapping?

------------------
Smoke
Http://www.mapzone.net

IP: 24.4.252.76

Lt.Hawkins
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Posts: 6381
Registered: Mar 99

posted 11-02-2000 07:46 PM     Click Here to See the Profile for Lt.Hawkins   Click Here to Email Lt.Hawkins     send a private message to Lt.Hawkins   Edit/Delete Message   Reply w/Quote
mappers - go right ahead and do your thang! mapping is probably where you have the most freedom- take advantage of it.
however, we will be adding ladders, as according to this: http://www.planetquake.com/code3arena/tutorials/tutorial8.shtml.

do this to add ladders to your maps:

6. PUTTING LADDERS IN MAPS
There we go, the Ladder code is done. But, we still have a problem. Ladders don't seem to work in your maps, even if you did a direct .BSP conversion! Oh no! Easy fix. Have your map designers [or for the versitile, do it yourself] make a box around your ladders. This box should be given a texture of "common/ladderclip". Edit your "quake3\baseq3\scripts\common.shader" file, and insert the lines:
textures/common/ladderclip
{
qer_trans 0.40
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm playerclip
surfaceparm noimpact
surfaceparm ladder
}

Before you leave, I'd like to remind you to rebuild BOTH the "game" and "cgame" module. This will the client side prediction work properly with ladders [ aka no shaking like a mofo ]. Compile your map, and there we have it. Working ladders. =)


think i'll do that code now.

IP: 24.188.200.148

Sonic128
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Posts: 187
Registered: Jun 99

posted 11-04-2000 01:59 AM     Click Here to See the Profile for Sonic128   Click Here to Email Sonic128     send a private message to Sonic128   Edit/Delete Message   Reply w/Quote
i love how there a question mark after my name

but, im ready to rock n roll!

------------------
Sonic128[AISA]

i'm l33t!! and you got kn0x0r3d!!

Weapons Guild

IP: 38.28.103.15

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