Is making a mod like this worth it?

Nanoko
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Is making a mod like this worth it?

Post by Nanoko »

Okay, I am still pretty new to the quake series, and have only played for about 4 months. I immediately fell in ove withthe game, and wanted to contribute as much as possible when the time comes... and then i moved on form quake II to quake III.

I absolutely love Quake 3, and the awesome forum you guys have set up here, and after playing for a few days, I knew his was the game i wanted to mke my mod for. After playing both The Outpost, and Sidrial, I knew that my idea was possible.

So, I am not getting into toomuch details, as that would take up pages, but my question is: If I made a Single Player mod, for quake 3, would people download it? I am no noob to the modding scene, I have been modding for Morrowind for a long time, and various other small apps such as Burning Sand (I tripled size of original game with nothing but new content for this one).

I will be using the save/load system for sidrial, and looking through both mods to see how much of the content was made. I will be salvaging parts from mods, changing bits and pieces, looking thru tutorals, etc. The outpost comes with a guide on how to make its singleplayer levels, and tha will help.

But If i start making a large, single player mod for quake III, do you think people will:
1: Support and help me?
2: Beta Test?
3: Still be playing in about a year?
4: Download a mod from somebody they have not ever heard of before?

Once again, thank you for setting up such a cool forum, and I am interested in the future of the quake series.

Ciao!
Nano.
JB
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Post by JB »

you will have to advertise a LOT to get it known in the Quake world. And it would have to seriously worth the download to get recognised. Its a tough road for amature modders
leilei
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Post by leilei »

hell, it was quite tough back in q3's heyday to get recognized. Unless you cloned well known games *cough*Urban Terror*cough*Quake3Fortress*cough*Generations*cough* no one cares for it. :(

The majority of q3 players are a bunch of 'competitive' hobags who refuse to move away from OSP and CPMA though because your mod won't have brightskins and picmip 5000 friendliness so yeah, getting an 'audience' is quite tough.
dzjepp
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Post by dzjepp »

The best way to advertise (once you have a working beta, or whatever) is to PM a mod at the esreality site (or submit the news yourself if you find the right link) and it will be posted on the front page.

That site has hundreds of active quakers, so it would be your best bet. (A lot of the comments will be negative because ESR folks are quite jaded, but it's still the best place)

http://www.esreality.com/
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Foo
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Post by Foo »

Modding for morrowind was notoriously easy. Its part of why so many people did and it had a huge mod following.

But for Q3, well the modding docs are there, but you'll not be working with as slick a toolset as Morrowind, by far.

Also, Q3 has no singleplayer code. Its not there. Creating the code for singleplayer on a multiplayer-only engine seems like a monumental waste of your effort. I would spec out a better engine that already has the kind of features you'll need for a singleplayer game. Otherwise if you use Q3, its like trying to use a chisel to do the job of a hammer. There are some singleplayer mods and the base code they've crafted may help you, but that's a far cry from having a proper code-base geared towards singleplayer development. You're going to find your options severely limited.

And another also after reading dz' post... The Q3 community, especially what's left after all these years and the community dwindling down to the hardcore few... they're interested in fast-paced multiplayer deathmatch. One would not attempt to woo the crowd at a soccer game with some synchronised swimming, and you wouldn't hand a nascar racer a pushbike.

Really what I'm getting round to is:
I don't think the engine will support what you want to do
I don't think the community will support what you want to do
I think you would be better off starting the project with a more suitable engine and a more suitable community.

And I'm not saying this to flame you. The reasons why I've listed above. I'd far rather see you expend your effort and succeed than fail because of lack of support and poor start-up choices.
obsidian
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Post by obsidian »

It also depends on how elaborate your mod is going to be. Are you talking about a single player total conversion or just a couple of maps?

If the latter, something like RTCW might be a better choice. No complete source code released, but there is a pretty decent SDK and other tools to create your own levels.

If the former, you might want to look at some of the other Q2/Q3 mod projects out there (something along the lines of Q2 evolved or something).

Getting other people to help you is pretty difficult unless you already have a lot of the working project available for demo. Generally speaking, people are usually busy with their own projects and they need to be impressed with what you have to be able to consider helping.
Nanoko
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Post by Nanoko »

okay, thank you very much everyone!

I am not just going to make a few maps... that would be boring. I am going for a SP TC.I understand that quake modding is going to be much harder... I am surprised at how friendly of a forum this is!
Also, Q3 has no singleplayer code. Its not there. Creating the code for singleplayer on a multiplayer-only engine seems like a monumental waste of your effort. I would spec out a better engine that already has the kind of features you'll need for a singleplayer game.
thats why I'm going to be using to outpost as a base, and sidrial's loading system.

EDIT: have you ever played through outpost? (and found all the secrets?) You'll be surprised at what is possible!
Sidrial has good examples of what you can do with buttons and stuff.

-
If the former, you might want to look at some of the other Q2/Q3 mod projects out there (something along the lines of Q2 evolved or something).

Getting other people to help you is pretty difficult unless you already have a lot of the working project available for demo. Generally speaking, people are usually busy with their own projects and they need to be impressed with what you have to be able to consider helping.
Okay. I have already been downloading mods for both games like crazy to see what the engines limits are... i was really surprised with a few! Western Quake was just.... daaaaaaaamn.

anyway, I am going to try and get everything done by myself except for a models, *some* textures, testing, and maybe a bit of fixing bugs. However, I am still supported in the MW modding communty, and they are a GREAT source for models and textures.
There are some singleplayer mods and the base code they've crafted may help you, but that's a far cry from having a proper code-base geared towards singleplayer development. You're going to find your options severely limited. And another also after reading dz' post... The Q3 community, especially what's left after all these years and the community dwindling down to the hardcore few... they're interested in fast-paced multiplayer deathmatch. One would not attempt to woo the crowd at a soccer game with some synchronised swimming, and you wouldn't hand a nascar racer a pushbike.
ouch. still thinking about his one.
Really what I'm getting round to is:
I don't think the engine will support what you want to do
I don't think the community will support what you want to do
I think you would be better off starting the project with a more suitable engine and a more suitable community
Well, heres why i chose quake III:
-Pretty much nobody still plays quake II
-My computer cannot handle Quake IIII, or much of the modern games. If it could, Q4 would definately be thegame i use.
-My compy cant play doom III
-Quake III still has good graphics for this era
-There are a bunch of people who still play q3
-If I make it a complete TC, then I can just put it up as its own game powered by the quake engine, such as WoP. (Im not suggesting mine will be close as popular as WoP, as they are going to be copletely different.) I can have a dl link on Fileplanet.
-Its really fun
-I have seen many possibilities of the engine thru mods such as:
Western Quake 3 (I can use knives! yay! That means i can make a sword)
Combat (top down tanks- ummm... not gonna use it. just really cool.)
Sidrial (Save and load)
Outpost (solid SP base, level transitioning thru doors)
WoP (showing that you can completely rmake the game, no Q3 required!)

etc, etc.



EDIT: If You dont think I should use Quake III as a base, then what should i use? (Say TES and die.)
EDIT2: wow.... long post. very long.
Well, thank you, and sorry for the second long post!
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DooMer
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Post by DooMer »

If I were to make a SP game, I'd make it stand alone so you aren't restricted to the q3 player base. The down side is that you'd have to make all of your assets from scratch or public domain, and that could be a lot of work. The q3 engine is probably the best out for that sort of thing, as far as free goes.
4days
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Post by 4days »

Nanoko wrote:EDIT: If You dont think I should use Quake III as a base, then what should i use? (Say TES and die.)
EDIT2: wow.... long post. very long.
Well, thank you, and sorry for the second long post!
that enthusiasm's impressive :)

but folks are right, those things are doable in q3 only after a hell of a lot of work. for a single player game, look at q2 evolved or some other thing with pre-canned single player features. beyond that, irrlicht and crystal space are open source engines where you can keep control of your own work - and there are a few decent cheap commercial ones too (torque is the one i can remember off the top of my head). can imagine you'd really have to get your hands dirty to make q3 do everything you wanted it to.

whatever you choose, doomer's suggestion that it be standalone should be top of your list. gamers are lazy.
Nanoko
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Post by Nanoko »

okay, thank you very much!

I originally had it planned to be stand-alone, but i didnt know if Id would let me use some of their tetures in my download. Well, now I know for fact that it will be stand-alone, Ill just need to find out if i can use any of id's textures/models. Ah well, that doesnt matter as much.

Quake 2 advanced? Will that require an initial installion of q2?
I already own Q2, but i want donr want ppl to have to buy q2 to play this. Anyway, ill go look at that. If I don't think its too much different from vanilla q2, i wont use it. I have no problems wih a lot of work, Itll give me something to do in my free time. So, I may either use Q2A, or Q3A.

And I decided: I will make the first 3 levels, and all weapons/models/everything to go with those first 3, and then create a thread with a poll on this forum and maybe a couple others, asking if I should continue with the project. Do you think that's a better idea than just asking whether I should create a SP mod without any details.
:icon27: <---that looks amost like a zombie. I love it.

Thanks again!

EDIT: does quake II evolved == Quake II advanced?
dzjepp
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Post by dzjepp »

You won't be able to use id's textures. I believe you are free to use textures from various sites such as http://cgtextures.com/ as long as you keep it in a free game. If you can't do textures yourself, that would be a good resource imo.
DTS
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Post by DTS »

Nanoko wrote:does quake II evolved == Quake II advanced?
I don't think so. Here's the link to Quake II Evolved:

http://www.quake2evolved.com

Edit: I can't find anything about "Quake II Advanced" with Google or Wikipedia, what is it? Got a link to the site for it?
Nanoko
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Post by Nanoko »

okay. I can make textures myself, It just takes a lot of time.


I already found a link for Q2E, and that guy told me to ook for Q2A. Which I cant find. And I dont like how Q2E works, so Im just sticking with quake III.
v1l3
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Post by v1l3 »

I dunno if this is worthless info, but anyways...q3a is obviously a DM game rather than SP but...

For an example, the map "ld_ptm1" made by several mappers, is a gigantic EQ2 textured style map, but the dilemma with the map is that the botplay sux terribly, since they spawn into the game and just stand there. Once you reach their sight though, they go into action until you leave their eye-sight again, but they are quite competitive enough where you can barily leave their sight. This problem exists on alot of Q3 CustomMaps where the mapper didn't fix the problem with the bots on it.

One problem with the bots, is too get them to just attack you instead of each other..considering whether you wanted to put various amounts of them together waiting for you and them not killing each other before you even get to them.

I figure that if it is possible to get that effect on a Q3 map, you could make a SP style map where the bots are aimed in the direction of which you'd be coming toward them, and they would go after you when you are in sight. If you aim them towards the opposite direction, you can sneak up on them obviously. If you made the point of the SP concept on the map just as survival, it could be done, rather than collecting door keys or whatever else, it would just be a killing game rather then all the other stuff...kind of like a simple Ultimate Doom or Doom2. You could make the enjoyment factor toward the beauty of the maps, and you could come up with a single map at a time...weighing in at 20MB's or whatever. People would download them, and you'd probably get alot of other mappers interested in following the same concept. Brand new idea's!! I personally have alot of them..just don't know how to do them =(

I haven't seen anyone do this yet, except for one that someone did on q3dm12, but it wasn't a custom map...so =) Be a first. Q3SP created by bots that don't move until you get to them. I figure it's pretty much the same deal as any other FPS SP game. You just don't get all of the fancy storyline stuff(except whether you put the storyline in the readme or html doc), plus..what everyone else here has stated about too much work..and it not really being worth it unless your getting payed to do so...it would be a pretty simple concept, minded...the SP maps would be the real work. You could start your first one just using the in-game textures and models..which would be pretty simple. I've played enough Q2 Custom SP missions where they had pretty much the same dealie.

The other problem is that there wouldn't be an ability to save where your at, so make it possible on the maps the have the ability to use /god so if things get thick on health at least you have a life-saver.

-just a thought =D
Nanoko
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Post by Nanoko »

okay.

The Outpost features groups of enemies that dont do anything until they can see you, enemy creatures that don't attack eachother, NPCs that don't attack you unless you attack them and run away when attacked, plus features walls and objects that crumble/break when you shoot them, Secrets that can only be activated once, so you dont get the message "You found a secret!" repeatedly, features enemies with different amounts of health.

Sidrial features a perfectly functioning load and save feature.

Western Quake 3 has bodies that dont dissapear until the round is over. (I want this to make corpses not dissapear until gib'd. And the fragged remains not dissapear, either.)

So, really, A whole bunch of my problems have already been solved.
Last edited by Nanoko on Mon Jun 11, 2007 12:26 am, edited 1 time in total.
leilei
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Post by leilei »

i'm surprised the dark conjunciton hasn't been mentioned once or twice in this thread

especially since it also has save and loading and its source is available.

You might want to try dairyman's SP code
v1l3
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Post by v1l3 »

Nanoko wrote:okay.

The Outpost features groups of enemies that dont do anything until they can see you, enemy creatures that don't attack eachother, NPCs that don't attack you unless you attack them and run away when attacked, plus features walls and objects that crumble/break when you shoot them, Secrets that can only be activated once, so you dont get the message "You found a secret!" repeatedly, features enemies with different amounts of health.

Sidrial features a perfectly functioning load and save feature.

Western Quake 3 has bodies that dont dissapear until the round is over. (I want this to make corpses not dissapear until gib'd. And the fragged remains not dissapear, either.)

So, really, A whole bunch of my problems have already been solved.
That's a good thing...I've never tried those mods yet so..... You could type more realistic like I quoted it..
Nanoko
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Post by Nanoko »

shnoop. I lazed it up. Plagarism? naaaah.
Anyway, thank you for telling me about dark conjunction-- It really is amzing whats possible with this engine! Well, custom anims and cool interactive(somewhat) cutscenes are now a must in this mod! I know a really good animator over at TESF.

Thank you!

okay! Now its time tio post in someone elses thread!
Last edited by Nanoko on Sun Aug 05, 2007 12:33 am, edited 1 time in total.
JB
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Post by JB »

looking forward to your finished product, man! :)
Nanoko
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Post by Nanoko »

Okay, Im still working on this, its not dead; Just doing some research, art, designing interface, etc etc.

But before I start scripting and designing levels based on the quake 3 engine, I had 1 final question.

Would It be possibl3e to make this engine support both ragdolls and gibs?

Example: 0 HP== Ragdoll, then -200 HP == gib? I dunno. But I wouldnt really mind as long as I can figure out a way to include a ragdoll mod. Anyway, yeah. That.

Also, Assigning an NPC AI to make him/her 1) walk around town 2)At a designated time, walk to another point?

Which brings me to my last question. WOuld it be possible at all to add in times? (Day, night.)

I think Ive got pretty much everything else figured out (as In i know its possible, and how Id plan on doing it) and, I just needed these lasyt few details before I start.

Oh yeah, Id much rather use this, but would it be better to use the postal 2 stp engine? I mean, Id prefer not tobut if its absolutely required then I guess I will... I mean WQ3 has the weapon system that is absolutely necessary, and postal 2 doesnt support. EH, forget it. Im stickin with quake.
JB
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Post by JB »

this sounds big...

heres my musing on the subject

For gibs/ragdoll modding, hit up the CorkScrew mod. It had a very pretty look on the way models died, flew through the air, etc..

For AI, check out SpiterBot. That had a very sofisticated bot AI, though i dont know if its really what youre looking for.

Time shouldnt be tooooooo hard, but i wouldnt count on being able to dim the sky without having to vid_restart.

I dont know about Postal, and i dont know if ive helped much, but yeah. HF!
Fjoggs
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Post by Fjoggs »

I think thank any real single player project would work. Something with a refreshing gameplay etc.. I'd say go for it. If it makes you happy. :)
Nanoko
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Re: Is making a mod like this worth it?

Post by Nanoko »

Okay, its pretty much guaranteed that Im making this, I just had a few more questions. JB, thanks for the info! Although corkscrew did not have what I was looking for, It proved little bit abut the flexibility of what Im allowed to do with deaths. So, I think ragdolls would be possible... just really hard. Anyway, Spiterbot just shows how advanced AI can be... which is good. I think all Ill have to o is find a way to script them into moving around certain places, and then move them to another location when certain conditons are met. Also, thanks fjoggs.

by the way, Im going to be using an extra 'kick' command.. which is kinda like alternate fire. Im just going to make a third fire, and assign that to the 'Q' key, which just uses a smple kicking animation. This, combined with ragdoll physics, should add a little bit to what Im looking for :D. Also, Ive decided that you get uogrades of your weapons later on in the game, like a dagger turns into a machete... etc. Im gonna do that by just scripting a loss of a weapon during a cutscene or when you pick up the weapon, and the new weapon fills the same slot (is assigned to the same key.) I dont know if this is the best way to do it, but it should work. I guess Ill just have to find out.

Ill shut up now, and just start. When the alpha of the first level is done, then Ill post it here... ya. I just hope I can find someone who would be willing to make a good player character model...
>>
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EDIT: hoshi- I didnt expect this post to be so big!
JB
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Re: Is making a mod like this worth it?

Post by JB »

Nanoko wrote:Okay, its pretty much guaranteed that Im making this, I just had a few more questions. JB, thanks for the info! Although corkscrew did not have what I was looking for, It proved little bit abut the flexibility of what Im allowed to do with deaths. So, I think ragdolls would be possible... just really hard. Anyway, Spiterbot just shows how advanced AI can be... which is good. I think all Ill have to o is find a way to script them into moving around certain places, and then move them to another location when certain conditons are met. Also, thanks fjoggs.

by the way, Im going to be using an extra 'kick' command.. which is kinda like alternate fire. Im just going to make a third fire, and assign that to the 'Q' key, which just uses a smple kicking animation. This, combined with ragdoll physics, should add a little bit to what Im looking for :D. Also, Ive decided that you get uogrades of your weapons later on in the game, like a dagger turns into a machete... etc. Im gonna do that by just scripting a loss of a weapon during a cutscene or when you pick up the weapon, and the new weapon fills the same slot (is assigned to the same key.) I dont know if this is the best way to do it, but it should work. I guess Ill just have to find out.

Ill shut up now, and just start. When the alpha of the first level is done, then Ill post it here... ya. I just hope I can find someone who would be willing to make a good player character model...
>>
<<

EDIT: hoshi- I didnt expect this post to be so big!
pleasure to be of service, friend! If youre serious about this single-player thing it might be worth doing what Halo did and not have cut-scenes, as such, but rather keep the player in control and have the environment move. That might work better for you. Also, keep the single-player bit, but without a serious multi-player emphasis you wont get much of a fanbase from the community.

Another word of advice, dont publically post alpha releases or beta releases. Its not good. Instead, work something up to a serious level, like playable, and give it a name. Additionally, keep a dev team, a group of people (presumably a few here) to test your game, and no others.

About the character, i dont think youll find anyone here with that sort of know-how. Hit up a special effects forum or something for that sort of thing. As for character voices, i can volunteer an Australian accent if you need ;)

Look forward to a release, dude. Looking to be good, from what i hear. A screenshot or two would be good :)
Nanoko
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Re: Is making a mod like this worth it?

Post by Nanoko »

Lol, thanks. Ive been hitting up the 3ds max frree model sites... finding some okay stuff. Maybe a few piracy sites as well..

>>
<<

Most of that sounds pretty good JB, but I think Ill post a near finished version of the first level, to hopefully get some people to help me.
...
God damn, the credits for the models is gonna be a hella long list....

EDIT: Btw, for cutscene like things, Im planning to have the player locked in place, but able to look around, and at some points, can move and everything, but cant shoot or go too far away.

Also: WHoever made the MW mod set... god damn you to hell! WHy couldnt you make the extremely simple system for quake? WHY?

EDIT2: I think I should worry anout getting most everything else done first... The last things on my list are to make the textures better, add a few more details, getting the player characters 'just right' and the voices.

LASTEDIT: Oh yeah, Ive decided that instead of incorporating time, ill kinda cheaply 'simulate' time at certain events in the game
:P
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