Thursday, February 25, 2010

Realms Website

I just bought a domain! I'll probably end up posting all Realms of Quake related articles on there. I also have another domain, though I'm not sure what I'll do with it.

REALMS OF QUAKE WEBSITE

Coming soon... RoQ Wiki!

Wednesday, February 10, 2010

Giving CSQC a Go

I've recently decided that I NEED to learn CSQC. The only problem is, it's probably the least documented programming language on the internet. I don't see how sooo many people know how to use this, with nothing but the code itself to look at for reference.

Oddly enough, I learned QC by just tinkering with it, with nearly no programming experience whatsoever beforehand. I just can't do that anymore. I need something to read. I don't have all the time in the world anymore. I'm not 11 anymore.

So, if anyone that possibly reads this could link me to some resources I may have missed, that would be amazing!

Saturday, February 6, 2010

Think it's done... probably...



  • No frames on weapon model.
  • Use any model you want as a weapon.
  • 2-3 click animation. (done in another mod, "tool" mod)
  • Very fluid motion.

Tuesday, February 2, 2010

Visual Weapons. Done Easy!

I've started work on the animation system for Realms of Quake. I've recently made a tool-mod, currently called Vwep Framer, that lets you easily get angle and origin offsets for visual weapons... then in Realms of Quake it uses avelocity and velocity to position the weapon. I was thinking how easy it would be to do the same for visual armor, though that'd cost a lot networking side.

Basically here's what happens in Vwep Framer:
(using ingame mouse cursor)
- Place point #1 - this is for the placement (origin) of the weapon
- Place point #2 - this is for finding a forward angle
- Click the QC button and it exports the code needed to place into Realms of Quake

That's all, 3 EASY steps.

I'll post a pick of the animation tool-mod when it nears completion.

Friday, January 29, 2010

First run through....


Player Classes (left to right) : Soldier, Medic, Berserker, Runic

Throughout my desktop computer and my laptop I have about 15-20 folders of Realms of Quake related tests/projects. I've recently said "fuck em" to almost all the previous work I've done and am now actually getting some shit done. The player HUD is almost complete. The Skills system is damn close to complete... just a few bugs to screw around with. The system for spawning in monsters/npcs/objects into the game is started, though needs a crap-ton of work. And I don't have enough caffeine!!!

I've started trying my game over the LAN here at home, making sure it works alright for multiplayer. I have almost all the bugs grinded out of that aspect. While it will be possible to play solo, it is not recommended, as most of the game will be kind of hard for one player.

I'm starting to think that my plan to make this somewhat massively multiplayer are looking sort of grim.

Firstly, the engine that I'm using is Darkplaces, by Lordhavoc. Which only supports up to 255 players on one server and I know very little about engine coding.

Secondly, the code that I'm using isn't going to be fully optimized to allow even 255 players, as I don't know CSQC (client-side qc). This means all the HUD are little fucking entities that are constantly updated on all clients all the time. This could mean a shit-ton of entities on the server.

Third, I will not be able to afford a badass server or dedicated line to run a server this huge. My home connection is pretty badass, but not THAT badass.

So, here's the plan!

I'm going to make a Cooperative Online RPG. It would be recommended that you play this with your friends with only 5-10 players online at once.

Once things are said and done, and this puppy is released and supported for a while... I'm hoping to get a team together and make a free-to-play MMORPG.

That seems to be all for now!