Nexuiz/Zymotic

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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lVermeulen
Posts: 2
Joined: Sun Jan 22, 2006 10:29 pm

Nexuiz/Zymotic

Post by lVermeulen »

Hey, I am posting here seeing if anyone would be interested in helping with a new game project.
My team and I finished Nexuiz, a free 3d deathmatch game a while ago. It was very successful and had a lot of downloads, so we are starting on a new game project (while still updating Nexuiz).
The new game project is called Zymotic, it will be a single player FPS. The game will use Doom3 like shadows and lighting, and Quake3 format maps. Here are some screens of it:

ImageImage

And you can see the large versions here:
http://www.alientrap.org/media/zymshot1.jpg
http://www.alientrap.org/media/zymshot2.jpg

You can also check out the site for Nexuiz, our finished game:
http://www.nexuiz.com

We discuss the project over IRC, and use a SVN version control system for the data. I am posting here wondering if anyone with Quake3 level editing (or Quake4 level editing) experience would like to help with this project. If so, or you would like more infomation, just reply with how to contact you or contact me at:
lvermeulen@shaw.ca
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

interesting.
I'm wondering... why would you use the .bsp format instead?
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

as opposed to any number of different formats that could be used. Quake 4, for instance, doesn't use the old .bsp format anymore for its maps.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

I'm guessing their game engine is based off the Q3 or other Q3 derivative engine, thus the need for BSP format.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

that would indeed make sense but...
doom3 shadows/lighting in a q3 engine?

sounds odd to me *shrugs*

why not just use the D3 engine to begin with? The only advantage I see with the Q3 engine is that its FULL source is released for editing. Not as limited there... but so much more work.

It's all good though. Was just curious =)
CheapAlert
Posts: 448
Joined: Tue Mar 19, 2002 8:00 am

Post by CheapAlert »

also darkplaces has a shitload of awesome support and features for modders, AND its fast omg

i tried convincing quakeremix to go darklpaces instead of doom3 trying to recreate all and everything, they called it a six years old engine rofl
Leader and director of the [url=http://cheapy.deathmask.net]OpenArena[/url] project which is a free software version of q3a designed for hobo fagts
lVermeulen
Posts: 2
Joined: Sun Jan 22, 2006 10:29 pm

Post by lVermeulen »

The main reason for Quake3bsp support over any other is the amount of tools out for it. And artists working with it.
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