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Home Page: http://quetoo.org
License: Creative Commons Attribution Share Alike 4.0 International
Quetoo ("Q2") game data. Creative Commons Attribution license.
Home Page: http://quetoo.org
License: Creative Commons Attribution Share Alike 4.0 International
I'm not sure exactly what it's deal is, but there's something strange with this model. It's very difficult to get it to look decent in the first person view at all. Even when you have it roughly where it should be, the perspective seems strange. And when you toggle the hand
cvar (0, 1, 2) to switch it to left or right handedness, it moves much farther than the rest of the models. I'm guessing this is due to scaling, but I'm not sure. Is there any improvement that can be made here?
I received permission to re-license and port Friction's classic Under Pressure under CC-NC-by-SA. You'll find pressure.map under src/default/maps
. This one uses baseq2 textures, so starting with Jim W's retex pak installed in ~/.quake2world/default
will get you going.
We have a decent port of Aggressor kicking around in the WIP branch. It would really benefit from some more intricate brushwork and modern textures, tho. This could be a great project for someone to get their feet wet with mapping for Q2W.
ShadoW's map Necropolis has some really great areas, but could use a little geometry work. @Cgreenhaw made some excellent textures and normalmaps for it that are kicking around in the pk3 file. We should be able to salvage a map out of this.
It would be really nice to support using the hyperblaster to wallclimb to the quad from the YA area. At the moment the ledge is blocking that, and approaching from the walls doesn't work (I'm not sure if it's just a problem with a invisible clip or map space)
The outdoor "drill" / "pump" model in Gehenna has not been visible for some time. It is not present in master
or experimental
. Hopefully it's just something wrong with the .map?
Musashi's The Flesh Refinery, better known as q2rdm1
, was licensed to us by Chris Walker just a week ago. You'll find flesh-refinery.map in src/default/maps
. This one would look great in high-res baseq2 trim.
The Hyperblaster texture is a little fuzzy. Would you be able to bake a normalmap for it, too?
In the very center of the map, there's a brush error behind one of the trigger_push (fan jump pads). Easy fix for anyone with a working Radiant.
Probably the least popular Q2 DM map, but it should be a quick port, especially if we use assets from the ubiquitous "Jim W" texture pak. Also, it's a great slice of Q2 nostalgia, even if it isn't the best DM map.
The bounding box for these is likely off in entities.def.
Jester gave us a real gem of brushwork, see jgothic.map in src/default/maps
. No texturing, lighting or entities have been added at this time. Brilliant original map, tho.
we need demo files so we can have proper benchmarks across multiple systems with different graphic settings.
Changed 13 months ago by jdolan
Agreed, but I won't bother doing this until the network protocol is more stable. Its currently changing a couple times per month.
Heavy Metal by retinal is one of the best duel maps for Quake2 ever made. Retinal is no longer active / reachable. I've decompiled fixed1.bsp
, and you'll find heavy-metal.map in src/default/maps
. We should make some additional effort to license the .map from Retinal before we undertake the port, but this should be a high-priority map for us (about as important as The Rage). Baseq2 textures and the small size of the map should make this a relatively quick port.
Along the same lines as the gib models ticket, it'd be nice to have a few random small pieces of concrete / metal / ubiquitous Quake matter to scatter after explosions, like what Quake2 had in single-player. We could use these to enhance explosions in-game.
One of my personal favorite Q2 DM maps, I would really love to see this one ported for 1.0.
http://jdolan.dyndns.org/trac/ticket/218
attachements !!!
When in the small health pickup by the stairs with the rocket launcher, if you look straight up you see through what is clearly supposed to be a wall/acts as a wall.
Aerowalk (the original) was released without any restrictive licensing clauses, and so we're in the clear to port this one over. I've decompiled aeroq2.bsp, you'll find aerowalk.map in src/default/maps
. Lunaran's Q4Power texture set is an obvious fit for this:
Not even sure if that's what you call the tube, but from the armor side, if you trigger the lava trap the top plane of the lava will clip out of the tube (when viewed from a distance)
Vondur was kind enough to donate this map to us. It should be kept in its QRP trim, but it needs lighting and normalmaps work.
We do not have sound effects for the CTF flags being taken, captured or returned. It looks like http://freesound.org might be a good resource to at the very least find some placeholders.
Reassigning to TRaK, not sure where this one left off. TRaK, feel free to check in a partial .map to quake2world-data/trunk/src/default/maps if you don't think you'll finish this one.
@anthonywebb1 provided new sound themes for plats and doors, and the game code has been modified to take advantage of them.
See the entities definitions for funct_plat, func_door, func_door_secret, and func_door_rotating:
https://github.com/jdolan/quetoo-data/blob/master/target/default/scripts/entities.def#L220
https://github.com/jdolan/quetoo-data/blob/master/target/default/scripts/entities.def#L154
https://github.com/jdolan/quetoo-data/blob/master/target/default/scripts/entities.def#L194
https://github.com/jdolan/quetoo-data/blob/master/target/default/scripts/entities.def#L173
Essentially, for each of them, there is a new key-value pair sounds
. Previously, this was left at 0
for the default (tech / metal) sounds, or 1
to inhibit them. The new logic is: 0
will play the default sounds, 1
will play the new stone / concrete sliding sounds, and -1
will inhibit all sounds. This scheme gives us headroom to add other themes as well.
Maps affected:
This is a wonderful little map that just needs some lighting work to be included in the game.
Need a flag icon for the scoreboard to indicate flag carrier. Currently using the quad icon :P The icon will be drawn ontop of the player skin icon.
attachements
.
http://jdolan.dyndns.org/trac/ticket/229
With air friction reduced to more closely mimic Quake2, the jump pads in our levels need adjustment.
Fixing these is just a matter of unzipping them to \My Games\Quetoo\default, editing the .map files, and re-packing them with quemap.exe -bsp -onlyents -zip maps/xyz.map
.
Pickup icons for the various healths are all missing. If you look in the pics folder, you'll see ancient KMQuake2 HUD icons for these items. We should replace them.
Our existing health icon is also a bit out of place compared to the others. If that one can be made more consistent with the rest of our icons, that'd be great!
PYROGXPILOT has been working on a port of ztn2dm3. We have ztn's permission.
Nearly every one of our mesh models is off-scale for the game. Our bandaid solution for this has been world.cfg, which I'm not proposing that we remove. However, it'd be really nice if our models looked at least somewhat correct in Radiant, and didn't require major adjustments via world.cfg just to appear somewhat correct in-game. What's finally pushing me to suggest that we fix this is the super shotgun model when tagged to the Gork player model. It's all out of whack. But there are plenty of other offenders. The grenade launcher is not centered around the origin. The railgun is actually rotated 90' on its side, etc. It'd be great if we could simply re-export these after applying world.cfg to them.
This should be a fairly straightforward port using Rygel's textures:
sounds/misc/hit.wav
This is the "you inflicted damage on your enemy" sound. We'd like to add 2 variations of this (3 total) for the amount of damage inflicted; perhaps one higher pitch and one lower pitch? This is a nice one to get started with.sounds/weapons/blaster/fire.wav
Too high pitched, a little weak sounding. Original sound: https://youtu.be/7bGSC68K6OA?t=4m37ssounds/weapons/rocketlauncher/fire.ogg
Crack instead of a boom with a whoosh. Original sound: https://youtu.be/pRpXnvvqrMI?t=23ssounds/weapons/shotgun/fire.wav
, sounds/weapons/supershotgun/fire.wav
A little quiet?sounds/weapons/bfg/fire.wav
Missing high-pitch wind up. Original sound (with Quad): https://youtu.be/dVowRGJYQWw?t=28splayers/common/jump_*.wav
A little loud? jump_1
also has an odd "coins in your pocket" sound. Maybe we should just lose jump_1
.sounds/world/door_*_1.wav
Alternate stone / concrete door movement noises, that will be selectable by the map author via key-value pair.More to come!
The texture for this is washed out and soft. The model might be fine?
Is it possible to author a view.cfg for the hand grenade so that we see the nade in the first person view?
The normalmaps for lilith.bsp are quite poor. Unfortunately, this level uses a lot of textures, so improving them is no small task.
owner changed from thorn to derelict
status changed from new to assigned
1r_floor
1r_light01b
floor1_l3_2a
TRaK is working on a remake of q2dm8. Opening this ticket to log any issues / progress updates.
owner trak deleted
status changed from new to assigned
r1618 adds map-q2wdm8.pak to branches/wip. The map is a near pixel-perfect rebuild of the original level.
What's left:
Lighting could use some tuning
Details such as light fixtures and various eye candy
Some weapons and items are missing (e.g. railgun)
Materials definitions are not yet tuned (e.g. no parallax)
It'd be really fun to add some gibs (bloody chunks of flesh) into the game for when players are over-killed, so that instead of a corpse they leave behind a pile of chunks.
I'm thinking we could have 2-3 separate gib chunk models (.obj) with diffuse and normalmap. They don't have to be super-detailed at all; people will get the idea
Jalisk0 gave us permission several years ago to port q2rdm2. You can find chastity.map
available in src/default/maps
. We should retexture this one in something tech / modern. Perhaps using one of Phil K's free texture sets?
The majority of the normalmaps for Necropolis are terrible. They should almost all be redone.
attachements
This is one of the best looking, best playing medium-large FFA maps ever made for Quake2, and Fitz released his map source under the GPL because he's awesome. You'll find dreams.map in src/default/maps
. This one uses all baseq2 textures, so an existing high-res pak might be a good place to start. In fact, textures from Edge might get us halfway there.
TRaK expressed interest in retexturing our q2dm3 remake. While we only really 'need' better normalmaps, TRaK's textures would of course be great to have.
CC'ing Thorn since he has a related issue (#152, Frag Pipe normalmaps). Can you guys coordinate on who is doing what and when?
owner trak deleted
status changed from new to assigned
r1618 adds an updated quake2world-data/branches/wip/target/default/map-q2wdm3.pak that includes all new original textures by TRaK.
What's left before this map could be included in the game:
Lighting is a little overdone
More brushes should be used to increase the polygon count and "round out" certain areas of the map.
Additional details and eye candy to bring the map up to par visually with e.g. Edge
Because of Q2W's larger player bbox, certain areas of the map feel too tight
Materials tuning
@Panjoo @anthonywebb1 @WickedShell @kaadmy
There have been grumblings amongst the IRC team that the data repo is unwieldy. This is mostly because of the Git history — every version of every file that’s ever been in the game, past or present, is actually hidden away in the “.git” folder. Every time we modify a file, it basically adds the size of that entire file to the size of the repository.
A simple “fix” is to rebase the repository, leaving only the most recent commit:
http://stackoverflow.com/questions/1657017/how-to-squash-all-git-commits-into-one
This effectively “wipes” the history, so we would lose access to all previous versions of assets. So that is why I’m CC'ing everyone on this issue: is that something you would be okay with? Do our “src” and “target” folders contain enough context / posterity for us to forfeit all of the Git history? I believe, in squashing all of the previous commits, we’d reclaim 1-2GB of space from the data repo.
Personally, I just want to do whatever makes life easier for the team. If we do not need the history, let’s lose it. If the history is helpful on a somewhat regular basis, let’s keep it. In case we decide to lose it, I am in the process now of archiving this repository here:
https://github.com/quetoo/quetoo-data-archive
(Note that we now have a Github Organization -- that repository is not under my personal account)
So what are the team's thoughts?
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