Posts Tagged ‘Quake’

Multithreaded VIS For Windows

Wednesday, July 29th, 2009

Yes, I finally did it. I wrote a tool for Windows users. :)

WVis is a modified version of Bengt Jardrup’s VIS tool. It’s the exact same program as the one you can get here…

http://user.tninet.se/~xir870k/

…except that it has multithreading turned on. Basically, you get 1 thread for every core/processor you have on your machine. This will speed up VIS compile times dramatically if you have a machine with multiple cores/processors.

Usage and syntax are exactly the same.

Enjoy!

WVis
http://www.quaketastic.com/upload/files/tools/windows/misc/WVis.zip

Coagula Finished

Wednesday, April 1st, 2009

So I’ve come to the end of the Coagula project. The map didn’t turn out to be what I wanted it to be but at the same time it surprised me. The gameplay turned out to be pretty fun in spots. It’s always amusing when the id monsters can surprise you in some way after a decade of fighting them.

I’ll post a link to download the pack once it’s ready for public consumption!

Now to get back to ToeTag coding…

Random Thought : Quake Editing Online

Tuesday, March 17th, 2009

I had an interesting idea pop into my head the other day and I haven’t been able to let it go. Imagine a web site, like Google docs, where you could make Quake levels. Web applications are getting pretty damned complex these days and a Quake editor isn’t really all that demanding in terms of user input. Click, drag, copy, paste, etc. That’s all supported at this point.

So you log into the site and click a map name. You’re then thrown into the editor and off you go. You could work on your levels from anywhere you had access to a web browser and you wouldn’t have to worry about anything being on the local machine other than a working mouse and keyboard.

Of course, compiling the maps would be an issue. I suppose the compiling could take place on the server and then the results could be copied into whichever local directory you specify in your site profile. So running the game would require a local Quake install but not editing.

You could even turn it into a social experiment where people could make maps public instead of private, meaning that anyone who logs into the site can work on that level. If you did it right, they could even be editing it at the same time.

This would lead to community/team based speed mapping events.

I’m not sure this would ever get off the ground and I certainly don’t have the technical means to do it – but it won’t get out of my head so I’m purging it here!

Quake++

Friday, February 13th, 2009

I’m taking on a QuakeC project for the hell of it. I decided to see how much I could spruce up the standard Quake gameplay by massaging the QuakeC. I’m going to see if I can improve the AI, fix some bugs, and add some functionality that will enhance the gameplay in all of the standard maps.

The goal of the project is that you shouldn’t even notice you’re playing a mod except that suddenly Quake feels cooler and more challenging/fun. My goal is to make it worth replaying every standard Quake map you might have on your hard drive. At the very least, it’ll be a nice basic code base to build on in the future!

Will post more updates as I get things working.

Quake Level Recommendation

Tuesday, January 13th, 2009

APSP2 – Plumbers Don’t Wear Ties

Sure, the name is retarded but holy crap what a level! This thing is jaw dropping and epic in every way. Incredible texture work, great pacing, fantastic environment – the author just nails it in every way. I’m humbled by this level.

Play it.

Now.

New Level Preview

Friday, January 2nd, 2009

This is something I’ve been hacking on during my xmas/ny break. It might see the light of day eventually!

SM148 : Don’t Touch That!

Monday, November 24th, 2008

The speed maps for this week are out! This is the first time that i’ve actually participated so go check them out.

SM148 : Don’t Touch That!

I use the Quake pseudo-name “Willem” over there in case you’re wondering which one is mine.

Quake Level : “White Room”

Monday, November 10th, 2008

“A biohazard outbreak at this facility has left the former occupants in a bad way. Enforcers have been sent in to clean up the mess but don’t get in their way. They aren’t on your side and will attempt to clean you up as well.”

This level was an extension of an idea that I had about creating a Quake level in an abstract way. Keep the usual shapes but take away the textures. I like how it turned out and it was great fun to experiment with using color in a much stronger way than is normally done in a Quake level.

This level is being released as a mod because I wrote a bunch of QuakeC to support it. To play it:

1) Create a directory in your Quake directory called “whiteroom”
2) Copy the “progs.dat” and “maps” directory inside the ZIP into that new directory.
3) Start Quake with the command line: “-game whiteroom +map whiteroom”

That should do it! Here are the downloads:

Player Pack
(contains the level and the associated progs.dat)

Developer Pack
(contains the source materials – the map source, the QuakeC source code and the WAD)

Enjoy!

Texture Mapping Conclusions

Monday, November 3rd, 2008

Or “throwing in the towel”.

It’s weird how my mind works sometimes. I’ve been struggling for, well, almost a year now on the problem of how can I improve upon Quake’s texture mapping scheme. Specifically what I wanted to accomplish was to be able to use regular texture mapping (based on the OpenGL style of 0-1 coordinates) and convert that into Quake texture mapping vectors when writing out to the MAP file.

This didn’t seem like a major undertaking when I started but it certainly turned out to be one. I tried a million things and could never get a solid solution working.

I came the closest I’ve ever come today and then it dawned on me; it’s not possible. You can’t do this. 0-1 texture mapping allows for the kinds of distortions that Quake texture mapping can never duplicate.

I realized that Quake texture vectors are always at right angles to each other. In other words, you can scale them along the U and V vectors independently and you can rotate the entire works as a unit but you can never have U and V traveling at anything other than a right angle. This destroys any plans I had for an interactive UV editor and importing models from modeling programs to use as brushes.

God, I feel stupid. If I had realized that earlier all of this heartache could have been avoided.

And with that, I put this particular pet project to bed. I guess if I want advanced texture mapping I’ll have to resort to creating custom models.

Abstract Level Preview

Sunday, October 5th, 2008

So I started a new Quake level, mainly to test out a concept I’ve been tossing around in my head. I wanted to do sort of an abstracted level. Keep the same sort of shapes that we’re used to seeing in a Quake level but dress it up in a way that’s striking and interesting. Here’s what I’ve got so far:

This is requiring a lot of custom texture work (you don’t see it all here, of course, there are some surprises that I’m holding back). It’s fun! But a lot of work at the same time.