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12/8/08
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Site maintenance and to-do list... |
- I've been cleaning up the site a little
bit. First, there is now an "older
news" page (available through a link at
the very bottom of this page) that will help
make the front page load a little faster. I
also moved the Arcade page to the
Abandonned
Projects (it was about time) and
created a new section under my Quake1 mods
dedicated to Piranah
Quake.
-
- I also updated some dead links.
- I got rid of the mirrors for Spacewalk
that didn't work anymore and reuploaded the
mod (with the hotfix) on the new, super cool
Quaketastic
files hub:
click here
if you want to download it.
- After a couple of years of dead links, I
also uploaded Quakability
Bot Arena 2.1, also on Quaketastic.
You can get it here.
Now, this is a slightly different version
from the original, as the music tracks have
been taken out, but it's still quite fun...
and a piece of Neurotic Conversions history!
:-)
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- dead : 515, Best of Void, Dead General's
Asylum, Final Blackout, Ethereal Hell,
FuhQuake, Galbraith Games, MindArt Games,
OpenQuartz, Pyromaniacs, QPlay/OpenQuake,
Quake Brasil, QuakeScr, Quake Wiki, Signs of
Koth, SlowQuake, Snow Cold Software, Speed
Mapping, Sunet Quake Directory, TailsQuake,
The Pipeline, Vtotheb,
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- It's not like I have a lot of free time on
my hands or anything (I have tons of papers
to correct for next week and my own work to
write, then I'm flying to Europe for the
holidays), but I'm feeling like spending
some of that scarce free time in the next
few months on Quake1. This is my to-do list
(I guess we're getting close to 2009, so I'm
already thinking about new resolutions :-)),
in order of importance:
- - possibly get something done for the next
speedmodding
event
- - work on the
release of UQC
1.5 (yeah, I know, it's crazy... I've coded
in three (very fun) new game modes since 1.4
- this is the last version, I promise!)
- - work on the
release of SpaceWalk
1.1. I've worked in taking into account the
comments and feedback after the 1.0 release
and I'd like to give the mod a nice (final)
release.
- - go back to mapping
for TransloQuake.
I spent a lot of time on designing the
mapping goodies for the
competition.
I feel it's time to work on my own maps
again. The Checkpoints and Ricochet
modes have a lot of potential, I feel. I
definitely should make sure to have at least
one good-looking map for each mode available
in the full release of the mod.
- - get my hands dirty
in InfraRed
again. It's just plain silly to have pushed
it on the side for so long.
- - then, and only
then, start working on new projects. I have
a couple of things on the backburner, some
silly, some very exciting. Time will tell
when they'll see the light, but you, the
visitors of my site, will be the first one
informed about them :-)
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11/20/08
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Transloquake Demo3 released! |
After a few weeks working on and off on
"souping-up" demo2 of
Transloquake, here
is the new demo of my mod in construction.
- For those of you who don't know the mod,
make sure to check the Transloquake
page.
- The new version comes with a lot of
goodies, especially for mappers who wish to
take part in the second part of the Transloquake
Mapping Competition:
-
- - more than 10 new
triggers that can create totally new,
Portal-like (if needed) situations:
teleportable translocator beacons,
beacon-destroying triggers, magnetic
triggers, no-shoot zones,
translocator-affected buttons,
self-destroying translocators,
range-altering triggers… and many more
- a new game-mode, CLOCKMODE,
in which the goal is to get as many keys as
possible within a limited time
- a new game-mode, RICOCHET,
in which players can only translocate if
their translocator beacon bounces on
specific walls, a new way to complicate the
game!
- a new game-mode, CHECKPOINTS,
in which players not only have to get keys,
but also need to pass through specific
checkpoint portals (see screenshot below),
challenging and fun!
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09/14/08
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Piranah Quake released! |
As most of you know, QExpo
did take place last month and, boy, it certainly
did not disappoint. I must admit I have been
incredibly busy during most of it (and not with
Quake-related stuff, I'm afraid) and I thus had
to be a lot less involved in it as I had wished
but, hey, that's okay. I was really pleasantly
surprised by the amount of new Quake1 projects
and mods unveiled, many of which I'll look at
more closely in the following weeks. A very nice
gust of fresh air in the community, that's for
sure... now if only we could keep these people
around and if only it made the I3D forums a
little livelier, it would be perfect! :-)
Now, I came a little too late to post my
mini-mod, Piranah
Quake, onto my booth... I was somehow
under the impression that QExpo was going to
close on the 15th... Anyway, since I can't
connect to my booth anymore, here
it is! It's pretty simple stuff,
really and nothing to really boast about, but
hopefully it'll keep you entertained for a
couple of minutes...
The other big news (and I was able to post
about that on my booth) was the release by Entar
of the great Sky
Castle map, his entry to the Transloquake
competition. As the sole entry, Entar naturally
won the first prize and, as we speak, is
probably, as a result, enjoying playing Team
Fortress 2 with his friends! :-)
As I already hinted at on the I3D forums,
there will be a second part to this competition,
with a deadline situated some time after winter
break. I'm also planning to release an updated
version of the progs.dat in order to offer
mappers a lot more options mapping-wise. So keep
your eyes open ;-)
Sky Castle! Get
it HERE!
|
08/04/08
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QExpo, where art thou? |
If it hadn't been for a
recent post by Scar3crow on this
I3D thread,
this post would probably have sounded a little
more dramatic still, but it does not mean we're
suddenly bathing in optimism, either...
It looks like QExpo2008
will be somewhat delayed. Not knowing what is
going on behind the scenes, I have no idea why
it is so, but cannot help but feel a little
disappointed to see many people in the various
Q1 communities I check (mainly I3D and Func)
being left in a state of uncertainty and, except
for Scar's messages, nobody there to tell them
what is going on. I believe that most of what
made former QExpo great experiences was the hype
that builds itself up around it, sneak peaks of
designs, exchanges on ideas on how to make it
different from the other ones, news on some of
the scheduled events, the excitement of seeing
the date drawing closer and closer, and finally
to work on one's booth a couple of days before
the great opening... I hope it's not too late to
bring that spirit back into this year's edition.
Anyway... I was really
hoping that some booth template would be made
available early enough so that I could prepare a
little something before heading to California
(I'll leave tomorrow and will be back a little
more than a week later), if only some
screenshots and comments, but I obviously have
to give up on that. Sadly, being both very busy
with work and not seeing anything coming
news-wise about QExpo did not really help me
feel I had to be committed to working on my mods
in the past few weeks. So I can't really say
what my contribution is going to be, whenever
QExpo takes place. Work still has to be done on
my mini-mod. Uncertainty makes setting up a
"schedule" for modding for QExpo
difficult and the closer we'll get to the
beginning of my classes (last week of August),
the harder it is going to be for me.
QExpo being delayed makes the deadlines for
the Transloquake mapping competition a little
awkward, since we're not even sure QExpo will
have even started by then. I decided not to
change them, though, if only because it would be
unfair to anyone who mapped for it and tried to
meet the original deadline. I have reasons to
believe there won't be many entries, however, so
that make things not as problematic as it seems.
I want to thank the mappers who showed interest
in the mod but were short of time to map for the
competition, as well as the people who said they
might participate. Depending on how things go
for the original deadline, my setting up a
second competition with a later deadline is not
excluded (in case, for example, only one of the
two games are being given away because of low
participation).
|
07/08/08
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Transloquake Demo 2, Mapping Competition
and more! |
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-
- Lots of news for you guys! :-)
-
- First of all, I'm glad to announce that
I've just released the second demo for Transloquake!
- You can download it HERE!
- This is a short list of what's new in this
release:
- - Three additional maps : a
speed-challenge one (tr13.bsp, shown in the
Youtube video below), a "regular"
ascention-type one (tr5.bsp, shown in the
screenshot above) and a mapping
"guide" (not really playable per
se, but good if you're interested in mapping
for the mod).
- - Some new code. It's now possible to
cancel translocation if you feel like it
(but you have a limited amount of tries).
Three bonus have been added: extra
cancellation possibilities, "perfect
horizontal" shots (enables you to
travel in straight horizontal lines) and
"sticky" shots (where your
translocator sticks onto horizontal surfaces
instead of bouncing)
- As for the first demo, we're dealing here,
once again, with only part of the full mod.
My goal is still to include 8 to 10 maps in
the full release. At this point, models have
also been a bit of a neglected part of my
work, but you can be sure that things will
change in the future. Last but not least,
I'm also planning to include a variety of deathmatch
modes into the mod, which should be a lot of fun.
-
- The release of this demo was spurred, I
must admit, by my desire to set up a little
mapping competition around the mod. Yes,
that's right, if you download the demo and
build a map for it, you might very well win
a prize: a brand new, critically-acclaimed
FPS/TPS! All information about this
competition is available on these four (and
only) "official" forum threads at:
- - Inside 3D
- - Func_Messageboard
- - QuakeOne
- - QuakeDev
- Be sure to participate! Mapping for
Transloquake is extremely easy and you have
a whole month to offer one or more entries
to the competition!
-
-
- In a weird turn of events and despite my
(extremely) relative "retirement"
from the Q1 modding community a couple of
years ago, I'm thus ending up working, as I
explained on this
I3D thread, on several projects
simultaneously, all of which, well, show
nice signs of improvement (when they are
not, like in the case of Spacewalk, pretty
much done).
- I mean, Spacewalk
has been released and all I would like to do
about it now is make, at one point or
another, a little update available to
respond some of the comments and suggestions
that have been made about it. Transloquake
is also out there and (to me, anyway) is
looking nice. Some maps only need some more
polishing up before being releasable, others
need to be worked on a little more actively,
but the whole project is chugging along
nicely. When it comes to InfraRed,
coding has been a little slow since last
winter, but I think it's more than likely
that the project will also see the light.
Believe it or not, I've also coded a little
bit on what is going to be the very last
version of Ultimate
Quad Capture, with two additional
game modes. Last but not least, I'm also
hoping to release a "secret"
mini-mod during the upcoming QExpo.
-
- I did not think that having several
projects on the table at the same time was a
good idea, but I guess it hasn't been as bad
as I thought. This is very different from my
former approach, when I used to code only
one mod at a time. I think the benefit of
this is that I never really quite get
"fried" working on them, as I can
continuously hop from one mod to the other
when I feel I'm starting to get bored. The
downside of it is, of course, that, on the
whole, the whole production process is much,
much slower. It's a little hard to believe,
for instance, that I started coding
Transloquake more than a year and a half
ago. Granted, the mod requires extra time
since I'm spending more time mapping than
for any other of my mods before (something
that I quite enjoy, in fact), but still...
-
- That said, I'm actually a little surprised
that, in the last couple of weeks, I have
found time for Quake1 modding. Given my work
and academic situation, believe me, I should
have spent a lot less time on it than I did
(modding is nice but, unfortunately, it does
not pay the bills). In other words, I feel
I'm going to have to slow down a little and
concentrate on my studies a little more in
the next couple of months. Just a little
warning. I'll be around and will be active
on the I3D forum, but, modding-wise, my
QExpo mini-mod is probably going to be the
only thing I really will afford to work on
for the rest of the summer. The ball is
rolling though, and I hope to see many of
you come up with cool maps for Transloquake
through the competition :-)
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|
03/18/08
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Spacewalk has been released! |
I have been a little swamped with work
lately, which accounts for the late release, but
here it is at last!
Download
Spacewalk here!
Update:
Some
people have reported issues with teleporting
platforms (too much velocity "pushed"
them back towards an already touched platform).
If that is your case, make sure to turn the
"always run" mode off and download
this "hotfix"
(replace the progs.dat in your Spacewalk folder
by the new one)
-
Mirrors
(contain the hotfix) :
-
on Mediafire
- on the
Shub-Hub
(thanks, Spirit!)
For more info
of this new Quake1 mod, check the SpaceWalk
page :-)
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12/29/07
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Spacewalk coming soon! |
That's right! Just some polishing to do, some
demos to record and help files to write, and Spacewalk
should be officially released! Until then, enjoy
this
promotional wallpaper and this
video of the mod's introduction! :-)
|
10/04/07
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Progress on all fronts |
While it might not look like it, things have
been moving on for my mods and I'm glad to
report some good progress on all three Quake1
modifications I have been working on in the past
year. You'll also notice that I updated the site
a little, adding Transloquake,
InfraRed
and SpaceWalk
to my list of mods. A couple of weeks ago, I
also updated my list of Quake1 sites, got rid of
the dead links and added some new ones. That
should keep us going for a little while.
Transloquake is progressing slowly but
surely. I received some interesting feedback on
the demo and have been spending some time
thinking about new maps to be part of the final
release. Among those, one is a forest-themed
one, inspired by what can be found in UT2004.
It's pretty cool and even has fireflies flying
around it. I'm pretty happy with the result. Here
is a video of my work in progress on it:
Otherwise, I have also been working on a
winter-inspired map (nothing much to show yet
for that one, though) and a lego-themed map. The
later looks like it will be rather fun. Here
below is an early shot of my work on it. I
realize it does not show much, but I promise to
post better screenshots soon :-)
These last few days most of my energy has
actually been focussed on InfraRed. After a long
pause, caused mainly by lighting issues I could
not seem to be able to resolve under Darkplaces,
I finally managed to fix things and development
has been going full speed. To tell you the
truth, right now, InfraRed is mainly a big,
rather complex "editor" that will be
used later on to process maps to make them
playable in the mod. The editor is a lot more
advanced than the "Flagpointing
Editor" I had implemented in Ultimate Quad
Capture (which some people already found a
little too complex) and will make it possible, I
think, to create very fun and varied situations.
Judging by the current development speed, a
first release of InfraRed is likely to take
place during or even before QExpo 2008. Here
below, a little screenshot of one of the mod's
new ennemies... don't you dare meeting that
guy's eyes! :-)
|
06/01/07
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Transloquake Demo1 Released! |
For those of you who have followed the ups
and downs of my newest project, Transloquake
(no
official page on the site yet, but I'll work on
it), on this
Inside3D forums thread, this does not
come as a surprise. Obviously, though, I needed
to make it official by announcing it on my site
as well, and I apologize for the little delay of
a couple of days.
So, yeah, I've been working on a brand-new
mod (I had hinted at it in my previous posts)
and I'm glad to release a little demo whose
goal, as explained on Inside3D, is to give
people a little taste of what the full release
might be like and, more importantly, to give
interested mappers everything they need to start
mapping if they are interested in the project.
As you will see, the mod is, all in all, rather
simple in concept and is also rather easy to map
for. I hope you'll enjoy it. For a full
description of its gameplay, I'll refer you to
the documentation attached with it or, for a
summary, to the Inside3D forums. Here are
screenshots of the two maps bundled with the
demo and links to the files!. Oh, and if you
want to watch a video of the bonus map attached
with the demo, click on this
YouTube link. :-)
You can download this first demo of Transloquake
from two locations: via Fileplanet
(preferred way, as it gives me stats) or via RapidShare
(which doesn't and might not last). Enjoy and
make sure to drop your feedback on this
thread! The mod is in the making, so
all constructive comments will be appreciated!
:-)
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