Chatting in #terrafusion. Shambler = Me guf = SP map maker and theorist NotoriousRay = Map maker Evil_Lair = DM map maker ... guf: a proposition what? would you like to help me make Q3A into a single player game??? hmm, what kind of single player game? i.e., taking the id maps and player skins, and making a normal FPS single player game from them??? just a normal game, like quake, quake2 do you have modellers? nope i'm working on the idea of doing stuff with the player models do you have anybody? ;) nope it's an idea guf here's how k tell me whenever i winge about q3a, ppl say "well, someone will make a sp mod" ya and i think "but it will suck because it will have crap monsters and designs etc etc" it wouldn't be that hard, strictly speaking ya, the monsters will be players with player weapons... that act like q2 monsters but, yesterday, spog pointed out that you could use the bots, recode them a bit, and convert it into SP ya using the player models exactly that's what I'm saying see, they have some funky models monsters are easier than bots so far, we've seen a human male, human female, doom human, weird spindly alien, and big robotic alien and they have a wide range of model types dude, there's gonna be tons of models now, if there is more, there could be potential for proper monsters exactly so, the new idea is to use them, not 3rd party add on lameness and, you'll have bot ai so, modify that, and you could have fun ai too ya remove respawning, and convert the maps to SP ya like, do some basic map conversion, or add small maps together so, it has all the style of q3a, but with normal sp gameplay well, it wouldn't exactly be normal, heh no big bosses okay well, i could live with that quake is cool without chthon though, the way the modeling system works, we could do a big boss from parts of other models quake2 is cool without makron check this out we??? you mean you are in??? =) ya, the taging system is apparently really easy tagging even just a sec http://www.planetquake.com/q2pmp/gfx/visor-preview/visorprevi ew-frames.htm check out how they moved chunks around we could just mix and match chunks of all the models you mean the centaur thing??? for new monsters yeah no shit it would be like biomechanoids man that's even better not just the centaur... heh there's a lot of possibilities there but I'm neither an ai coder, nor a modeller... that's just an example!!! no we need more peeps, heh but you are clever, dedicated and a mapper I would ask stecki, but I don't think he would be interested =( he's a phenomenal modeler you are someone i'd really trust to work on this thx that's important too people you can trust to see it through... but I haven't officially agreed to it ;) I'd like to do that though... guf: the thing is, ppl talk about all this crap, and i think "wouldn't that be nice", but now i am thinking "wouldn't it be fucking nicer if i organised ppl to do it and actually got it done!" we have a lot of time before release to find people too yes i mean, like, with ideas like this, someone has to actually do them - and why not me organising it??? it's time to be bold i think hehe, but what kind of skills do you bring to the team? playtesting? vision? er, "vision" sham do you know how many mod and addon teams don't finish what they set out to do vision, playtesting, quality checking, ideas, organisation, web sites, map suggestions, stories ya, it needs to be something reasonable and we would have to follow guidelines... i know ray, i know but why not damn well try eh??? guidelines??? how so??? well to me, i don't wanna put my effort into something if i think its not gonna even happen in the end well, ray, that's up to the ppl who do things - it's up to them to actually get things done heh, shamb, sounds like the others would be doing all the work ;) guf: what sort of guidelines yeah, but real life and the fact that its usually volunteer work, always gets in the way i've found well, specifics goals and milestones well, i would be in charge of that, in addition to all the other stuff i'd take responsibility for hmmm I think, if a project is well tought out and well organized chances are ppl will be more incline to stick with it and see it trough. well, to tell you the truth, I'm already working on something for q3 but it's still in its infancy well, i'd certainly make it well thought out??? what guf?? ... At this point, the chat log "q3aspguf" should be refered to, as I discussed guf's mod idea and whether it would conflict. ... yeah, you would:) yeah but organization and thinking out a project can only take you so far i know ray thanks for repeatedly pointing out where it can all go wrong heehee but you don't mind if i try, do you??? hi than just speaking from experience, sham i can guess i'm not a fool i see a lot of things fall be the wayside ... shambler: I'd be more than happy to do any graphics for your project(since that's what i do) :) (if you want) (if you don't want too, that's ok too) evil: the project is this - convert Q3A into a single player game using Id's maps and player skins - player skins as monsters :) yeah, i know:) well, evil, it is no small project well, i'm no small artist:P heheh and there is one goal: finish and release a high quality product of course heh so basically..you want to make the bots non-respawning and stupider ;) yes and stupider yeah, for that real quake-ish monster feel, they'd have to be dummied down but, use the AI to make them fun - give them character who needs ai anyways? well, also, since you're not supposed to die, it can't be too hard :P well it doesn't sound like it'd be hard to code to change player/bot respawning and dumb down the ai well, i don't know, but hopefully not unfortunately i cant code an real stuff worth shit any rather sham: have you come up with a story line yet? nope this is a basic idea sp0g started yesterday ahh ok:) be better to see the game and figure out what would be better to do anyways but, i would aim for a quake style, but with a better story cool so, not as indepth as hl or unreal this is a simple gothic hellish quake style action fps idea you said my favorite words...gothic and hellish:) heh well, q3a is that ya and i want that in an SP game you'd be able to do some really cool things with the q3 engine (from what I've seen and heard of what it can do) well, the idea would be not to stray from what id are doing - use their monsters, convert their maps, keep their style keep it as simple a coversion as possible yeah, that'd be a good idea don't know how well there maps would convert to sp tough i can gues I haven't played it, so i don't know i've been talking with guf - he has doubts too i'll copy what i said k i believe there is potential for conversion particularly if you can add levels together this is something i have been thinking about (for Quake) for a very long time now also, the a good idea would be to focus on a mission pack size - 15 levels maybe which would give a lot of id levels to chose from and chop up another point guf, is that some of unreals levels are rather DM like and non-linear, and they still work cool:) It might turn out better than you think too, q3 levels seem well designed yes the idea again, is to keep it simple yeah rather than needing 15 new maps, just use the id ones and chop them up yeah, that'd be cool obviously that would need mappers heh ya but, they wouldn't have to learn how to create full maps from scratch just modify the ID ones yes but how?...the convertion of bsp to map is not too efficiant obviously quite a bit of modification would be needed - adding maps together, blocking off sections, adding doors and switchs, linking themes etc etc but the raw material would be there to work with how?? errr, i dunno that's for the mappers i guess... ya :) bsp to map, almost doubles the brushes in the map file tho ya, it's messy from what I hear it creates a brush for every face in a bsp file okay well, that would be a problem to overcome maybe id will hook you up with source material they've done it before hehe maybe ya, i hope they do i'm not thinking about them yet :) heh well, the game won't be out til like Nov. anyway ya, lots of time to figure out the details and such also have to make that fucking hud and ammo boxes a lot smaller too i find it kinda ironic that when ID releases a sp game, we all try to make it a dm game, but when they make a dm game we try to turn it into a sp game :P ROFL what did ppl turn into a dm game though??? "grass is always greener" we are never happy, are we heh well not for me sham: q1/q2 has a huge dm following i couldn't really care less about dm heh, that's ok though yeah but evil, they are SP AND DM games!!! they are both ya i know, just a stupid comment a compromise in some ppl's views, but a compromise that worked fucking well!! I made :) okay =) i know what your saying tho :) ...