Quake3 The Longest Yard re-remake project

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MR_ROCKET
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Quake3 The Longest Yard re-remake project

Post by MR_ROCKET »

Hey,
The Q3 remake map I made for Legacy a few years ago is being updated for GZ yay!

I have yet to make all the slopes and run some local netgame tests, but so far its going pretty smoothly. I haven't decided on fixing it up with some bobbing dynamic lighting yet mainly because of the collision problems with them, but I'll let ya know if I have problems or discover any work arounds..Anyways, here's some shots for now. :)
Image

http://img209.imageshack.us/my.php?imag ... 7gz0on.gif
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wildweasel
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Post by wildweasel »

Are you using Cory Whittle's cw-q3dm1 weapons patch? I'd say that's the most accurate one can get to the Quake 3 weapons without using Decorate weapons.

If you're looking for it, it's here - I uploaded it to idgames because 3ddownloads sucks.
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MR_ROCKET
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Post by MR_ROCKET »

Actually, no heh. There's some sound replacements and the railgun is nothing more than the bex railgun deh pointer for the shotgun, and of course the q3 railgun hud model image turned into a few sprite frames. The rest are standard DooM2 weapons.

Anyhows, thanks man for the possible resource, I'll look into it :) :railgun:
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BioHazard
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Post by BioHazard »

Eh, there seems to be a proportion issue or you need to scale the textures a bit.
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BlackFish
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Post by BlackFish »

heh dont forget to slope the jump pads :)
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MR_ROCKET
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Post by MR_ROCKET »

@ Bio, I was thinking of fixin it up with some hires flats, yet to be looked into but shouldn't be a problem if the engine understands the lmp type yet.. Iv had little time to even work on anything lately at that seeing about info on the texture types that gz supports as well as "what's all stable" so far. Right now I'm using a ati 9200 vid card so I'm seeing some TITLEPIC graphic noise. is there any info on that? so I wont have to search for it :P. but yeah thats part of the plan.
Also this is sector based editing, so the proportion will be a little different compared to q3's brush based editing in which most of the platforms are v shaped if you will. ;)

And yeah as I'v said up there^, putting slopes in the map would be the next reason I'd open my editor heh. A real railgun and slopes were pretty much the only thing the map was missing in it's previous version, but what was able to do was effective. :)
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Paul
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Post by Paul »

Looking good there :) definitely
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MR_ROCKET
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Post by MR_ROCKET »

Ah Thanky, coming from an artist as yourself Paul that means a lot :)
It's getting there ;)
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MR_ROCKET
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Post by MR_ROCKET »

Testing stuff.. ;)

Image Image


This actually looks better in game, little brighter too.
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Apothem
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Post by Apothem »

Holy crap, I cant wait to see how this turns out! :D
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MR_ROCKET
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Post by MR_ROCKET »

Yeah me too! heh
I was browsing the forum and noticed what looked like some of you thought that gz didn't have multiplayer?
I just ran some local netgame tests, works pretty good :) although just like a zdoom netgame, there's no open entry spawning. so you have to connect at the "same time", similar to Doom.exe in a way cept being tcp/ip.
So for those that didn't know.

Server Computer = -deathmatch -skill [skill level number] -host [number of players] -port [port number] -dup [dup tic number]
Client Computer = -join [ip address of the host]
It works fine.

Now I'v got a question. :)
I'v noticed something with 3dfloors in software renderer, they don't seem to show up..but are fine in hardware render.
Has anyone found a work around about this? or is it something yet to be implemented into gz?
Last edited by MR_ROCKET on Mon Dec 05, 2005 4:05, edited 1 time in total.
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BlackFish
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Post by BlackFish »

3d floors were purposly left out in the soft render.
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MR_ROCKET
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Post by MR_ROCKET »

Ah ok, looks like I was editing my post the same time you reply'd. thanks
Ok so then the wad will have to be an opengl only wad..which is ok by me, but what was the reason to not have them in software?
If it's highly restricted "top secret" info then disregard my question ;)

I just noticed something else, I put waaay to many smilies in my posts :)
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MR_ROCKET
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Post by MR_ROCKET »

When I'v had the time.
I'v basically been having to rebuild the map again with gz configuration within db, other than most of the target sectors.
Of course, the map is now slope happy :) and everything is going smoothly and looking grate with gzdoom.

more to come.
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MR_ROCKET
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Post by MR_ROCKET »

Small update shots :

Image Image Image

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