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Quake engine coding

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Are any programmers here familiar with Quake Engine (Dark Places or QFusion in particular)? I am looking for one to help me out with my game studio and it's projects. I would really appreciate your reply! E-Mail: a_zubov (at) kot-in-action.com MSN: a_zubov (at) hotmail.com

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Perhaps this is better suited to the help wanted forum?

You might get a better response if you describe your project(s) also.
When you say 'help' I assume you really mean 'work for free'. More specific info might interest more people.

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Well, I did post in <Help Wanted>, but I haven't gotten _any_respond from there. To many people ask for help and your post dissaperas in a day. And Ive tried to bump it up, but I gues it didn't work :(
And you right. I can not afford to pay my team members at this moment. But sometimes you have to startd from scratch. And I look for people who clearly understands that..

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Guest Anonymous Poster
LOL no ones even flaming this guy... I guess it really does get old after a while?

Quote:
I can not afford to pay my team members at this moment. But sometimes you have to startd from scratch. And I look for people who clearly understands that..


Oh, we understand that. The problem is nobody wants to work with someone who doesn't do anything. What have you done to make your project a reality? Do you have a demo completed? In game art like some levels or character models/animations? What do you bring to the project? You see people come around this and other forums frequently looking for 'help making their awesome game' when in fact they're just looking for cronies to do the work.

Don't mean to sound harsh. Ideas are easy, making games is hard.

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Fortunately, I know (I would better say "can imagine") what it takes to make a game. I am in pre-production stage and it's not my game i am working on. I write des doc and one of my team members do some sketches. Once she will be done, I will start modeling, unwraping and texturing. But we don't have programmer. I believe I have to have technology and understand how it works.. Know all limitation and capabilities. If I will go with whatever engine and make a level and then for some reason I'll switch to another engine, then t's gonna be pain in one place to redo it for another engine. So I am not one of those people who generates ideas only. I love to put my talent to work too.

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Guest Anonymous Poster
Quote:
If I will go with whatever engine and make a level and then for some reason I'll switch to another engine, then t's gonna be pain in one place to redo it for another engine. So I am not one of those people who generates ideas only. I love to put my talent to work too.


What format your levels and models are in doesn't matter. All of the free and commercial modeling packages allow you to export to a wide variety of formats. So this isn't an issue. But you don't even know that. This tells everyone you don't know anything and are most likely just another kid with big ideas who'll lose interest in a month.

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I am not a kid. Ive been interested in making games since 1998. I was even coding for Q on QC. But never mind big boy, I guess it's clear for you who I am.
If you don't have answer on my question, please don't bother press a key.

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Have you taken a good, hard look at Torque yet from Garage Games? I don't mean to make an unsolicited suggestion. Its just that you can probably find a fair number programmers around that own a copy of it and are familiar with it.

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Well, anonymous posters can easily start flaming, cant they?..
Especially if they just want to prove some stupid point.

motorsep: I think you'd be better looking for help on #qc and on the other quake channels. GameDev has a very special attitude toward helping others:
Its more like flaming, laughing, mocking and not wanting to do any actual work.
People seem to only want to join projects that are already done so they wont have to go through any hard work and just earn the credits instead.

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Guest Anonymous Poster
Which network is #qc on?

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2 ldargin: I took a look on Torque. Unfortunately I have to pay $100 upfront to take a close look :) But graphically Torque doesn't impress me, even with Torque Shader Engine (which is still glitchy). And you can say of cos "it's industry proven engine", but Quake engine more proven if I can say like that. I just don't belive in Torque, sorry.

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People also only want to join projects that actually have a chance to get finished. I'd guess that less than 1% of the projects on the Help Wanted forum actually get made. If you want any chance of getting people to help out you're probably going to need at least a working prototype, demonstrating that there's a chance the game might get finished.

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Guys, you might be kidding me!? How can I make working prototype without having engine and tools for that engine? BTW, less then 1% people really helpful here on gamedev.net forums (no offence). Most helpful are is <the business of gamedev>. So 99% of attitude and 1% of help. Isn't it funny? Shouln't knowledgeable people help here to others?
Thanks to the guys from IRC. I got alot of info there. So if somebody really woul like to help - you are welcome. If not - please don't bother to flame.
Thanks.

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Guest Anonymous Poster
You got help in IRC?

...Wow.

(not the AP from above, too lazy to login.)

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If you know QuakeC you can do alot without a programmer.

You only need a programmer if you want to change the engine someway... I suggest not to do this, the engine design is really antique now. It doesn't even work very well on Win2K+.

I'd go with Doom3.. it's modern.. has a script language, you don't need a programmer for it really to mod it, but it's modern. Quake is more of a mecca to go to to learn from.. it is like the starting point in 3d games on PCs but I have studied it's source inside out.. I can say really the engine design is old now, it isn't worth building off of anymore you will have to hack it up so much. And, you can not really get the tools and asm files to compile on newer compilers (MSVC 7.1) easy, and they are only for DOS anyways (and nobody uses DOS much anymore).. so why use Quake at all, but only as a framework to learn from. That's it.. if Quake engine was still feasible Doom3 would have been written on it ( Quake 2 *is* the quake engine with new stuff and different features (no QuakeC, DLLs) and I bet when they release Quake3 you will find it is an evolution of Quake2 and not a total rewrite at all. Look at Quake 2 source.. even the same bugs in Quake are in Quake 2 lol).

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Is there any documentation project on Quake2 source code ? I want to dig in it, but i'm afraid i'll be lost.

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I don't know, but it's really a very simple engine to follow once you get the hang of it.. but yeah, if you are new to programming it is challenging ;-)

In stead of classes everything has a prefix on functions: Mod_, R_, GL_ ... those will give you clues to what system it is in and what general purposes it has. It's really easy to follow once you get the hang out of it. The rendering guts is in gl_rsurf or something, and some other places.. but Quake is different than Quake 2. Quake 2 uses DLLs so it's much cleaner to find the rendering code.

It's a great code to study for sure, and has solved lot's of hard problems, it is not (IMHO) totally useless not to use it, but when I say it is antiquated well, it is written in a way that was suitable to hardware of 1997. And it is written in C, and now C++ is pretty much ubiquitous (and I prefer always to use STL when I can). But sure you can hack on it if you want don't let me stop you, I have done it too and it is worth every time spent in it.



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2 dimovich: go to www.quakedev.com and www.quakesrc.org There you'll find alot of stuff and alot of people who can help. Also check out www.quake2evolved.com.

2 Name_Unknown: I don't know QC. I can copy/paste and adopt ready-to-use code for my need, but nothin else serious. So I actually need QC coder.
You have to check Dark Places. It's cool. Heavily modified GLQuake engine. It has all (almost all) features of modern engines. Awesome network code (Tribes style). And it's free (GPL) and you can use it for your commercial projects as long as you provide source code with you game.
Doom3 is not that cool. It's nice, very nice. But it's slow, and it requires good hardware. Dark Places will run on old hardware. Plus it's very unlikely that you can get license for Doom3 (~$500'000) and it's available through publishers only. So Dark Places is my choice. It's amost "out-of-the-box" engine. Get it and do a game. And sell it. And it has Linux and MAC ports. What else indie can dream about :)

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Quote:
Original post by motorsep
Well, I did post in <Help Wanted>, but I haven't gotten _any_respond from there. To many people ask for help and your post dissaperas in a day.


I think it's more that you're limiting yourself to two cities in texas in this one, can't be arsed to read the sticky in said forum clearly labeled *******READ BEFORE POSTING!!!******* in this one without being explicitly told to, have now explicitly stated nobody's getting paid up front, and only appear to be bringing to the table an unfinished book, and, well, an unfinished book (even I have an unfinished book), which I can't see that we've been told anything about.

Sorry, but lack of responses in one forum is not a good reason to post off topic in another. This thread will probably (I believe) be moved into help wanted as happened with this post of yours.

The best of luck to you on your project, hope I'm wrong in my suspicions that you'll be needing it.

Quote:
From this Forum's FAQ
- This is not the help wanted forum, do not try to organize teams here -- there"s already a place set up for that.

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So, as has been posted several times, this thread is more appropriate to Help Wanted. Go there, read the stickied thread about how to structure your Help Wanted post, and post there.

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