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fear.net forums
![]() The Port - aq2 for Q3"
![]() Team members read
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| Author | Topic: Team members read |
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Homer Flavor Flav Posts: 636 |
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 modellers/animators skinners/graphic design mapping [conversion and original] sounds documentation team (manuals and sample configs) 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 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 |
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FunOne Citizen Posts: 1344 |
If you dont want me to help just say so, dont keep just fucking ignoring me. IP: 208.180.159.137 |
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eLDeR_MMHS Citizen Posts: 1553 |
BTW, I never asked yet, though I've already done some stuff for the project, but am I on the team somewhere? ![]() ------------------ IP: 24.64.146.121 |
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AgtOrange Citizen Posts: 222 |
quote: You're now on the contact list. "The Team" is anyone who makes a significant contribution. IP: 216.254.10.180 |
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FunOne Citizen Posts: 1344 |
Where are we supposed to get the source from? IP: 208.180.159.137 |
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eLDeR_MMHS Citizen Posts: 1553 |
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] ------------------ [This message has been edited by eLDeR_MMHS (edited 10-29-2000).] IP: 24.64.146.121 |
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[EIC]HeXyDeS Citizen Posts: 849 |
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 |
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JodoCoW Citizen Posts: 3033 |
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 ------------------ IP: 64.223.211.38 |
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AgtOrange Citizen Posts: 222 |
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 |
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JodoCoW Citizen Posts: 3033 |
ok cool ------------------ IP: 64.223.211.38 |
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ScaryMalcolm Citizen Posts: 3639 |
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 |
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AgtOrange Citizen Posts: 222 |
quote: 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 |
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Spec0ps Citizen Posts: 278 |
Heres what I think Beta one of Reaction Quake 3 should be: -Gameplay modes: Deathmatch 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 |
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Highlander Citizen Posts: 437 |
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 |
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MidoriRyu Citizen Posts: 425 |
not involved really, but damnit, good luck guys, i'll, uh, cheer for ya : ) IP: 66.26.76.20 |
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Ssinum NSYNC Fan Posts: 5 |
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 |
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JodoCoW Citizen Posts: 3033 |
how does it know what sounds to use then ------------------ IP: 64.223.209.197 |
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End NSYNC Fan Posts: 31 |
I am strong, but the Tekken fighters are stronger! End ------------------ - Porn, Sports, Games, News! wh33 [email protected] IP: 24.180.171.201 |
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Cowman Citizen Posts: 1026 |
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. ------------------ IP: 142.177.194.151 |
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OzFactor Citizen Posts: 596 |
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 |
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JodoCoW Citizen Posts: 3033 |
i think binding is the same but the commands like timedemo is actually /timedemo needs teh slash for soemthigns IP: 209.222.72.56 |
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p00 NSYNC Fan Posts: 1 |
not if you don't press F first... :P IP: 142.59.63.155 |
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Smoke Citizen Posts: 1497 |
Me too, don't ignore me. How many damn times have I stated I'll help with mapping? ------------------ IP: 24.4.252.76 |
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Lt.Hawkins Flavor Flav Posts: 6381 |
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 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. =)
IP: 24.188.200.148 |
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Sonic128 Citizen Posts: 187 |
i love how there a question mark after my name ![]() but, im ready to rock n roll! ------------------ i'm l33t!! and you got kn0x0r3d!! IP: 38.28.103.15 |
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