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PQ Single Player Level Pack/Mod


Re: PQ Single Player Level Pack/Mod

Postby Diego Cueva » Aug 3, 2001 @ 6:40pm

yeah, it would be fun.. and it could be a more  interactive file explorer:<br><br>-walks into the windows folder-<br>"look! here is the gx.dll! kill it!!!" BAM BAM BAM!!!
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Re: PQ Single Player Level Pack/Mod

Postby TBone » Aug 3, 2001 @ 6:54pm

There are actually a couple of people that did that on Linux using Doom. They turned it into a process manager, with each monster being a separate thread that you could damage to pause or kill to remove.
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Re: PQ Single Player Level Pack/Mod

Postby Moose or Chuck » Aug 3, 2001 @ 7:29pm

Someone do it! I want a better file explorer! Just make sure to add shortcut support :)
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Re: PQ Single Player Level Pack/Mod

Postby Moose or Chuck » Aug 4, 2001 @ 2:08am

yes my owning K2-450 with 128 meg of ram and a Diamond Stealth 3 Xtreme grafix card sure do own. Really i get on average 20fps, maybe a little more maybe a little less, but around 20. Pretty fecking swee huh?
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Re: PQ Single Player Level Pack/Mod

Postby RwGast » Aug 6, 2001 @ 3:09am

I am sorry to say but i think that this idea will be revisted at another time, due to a lack of real unique content and ideas. Another reason is due to evreyones envolement with other projects and other things in there life. I am sorry if we got your hopes up for nothing i am pretty sure we will be doing somthing, but it will just be in a little while from now.
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Re: PQ Single Player Level Pack/Mod

Postby Robotbeat » Aug 6, 2001 @ 10:22am

I am sad now. I will surl back up into the fetal position and wait until it comes out, even if that be 6 months (about 20 years in "PDA years").
Die, Palm, Die. If that offended you, then get rid of your Palm OS device.
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Re: PQ Single Player Level Pack/Mod

Postby R0B » Aug 6, 2001 @ 11:14am

This sucks.  It sucks that it won't be coming out for a long time.  It sucks that you guys got our hopes up.  It sucks that it will be a while before PQ gets a great mod.  And it sucks that I hvae no clue how to make mods, and start on the project myself.  I will however, be willing to help people if a group of us at PQ want to make like a golden eye mod for PQ.  Or that wiz-of-oz idea.
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Re: PQ Single Player Level Pack/Mod

Postby TBone » Aug 6, 2001 @ 11:17am

Well, I know C, and I understand QuakeC is pretty easy to learn. I can't promise enormous consistency or reliability once school starts again and my schedule fills back up, but I can do freelance bursts of work for any project that needs it. Send me the specs on something every now and then and I'll do what I can for your mod, Rob. I think a team of us could do some serious damage, and I too am dying to see something cool on the iPAQ.<br><br>I do writing too, working on a script now, so I could help with storylines and dialog.
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Re: PQ Single Player Level Pack/Mod

Postby R0B » Aug 6, 2001 @ 2:31pm

OK, here is what it all comes down too.  I know that everyone who has read this board wants to see a great mod, and now it's our chance to make one.  This is the idea, a golden eye/007 clone/game (it doesn't gave to be an exact clone, just the same idea).  Here is what I have so far.<br><br>1. 3 levels of diff. (agent, secret agent, 00 agent)<br>2. The level selection is simmilar to golden eye.  I.e. you shoot the level you want to goto, and then you select the diff.<br>3. The last two levels can only be reached on the harder diff. (like in golden eye with aztec and that other one).<br>4. Have a cheat option where you get cheats by beating levels in a certain time.  But you cannot beat new levels with cheats on.<br>5. Some of the levels will be co-op (computer comtrolled).  It will be you and some hot girl (pam was sugested).<br>6. If the girl dies, then you lose.<br>7. There will be many objectives.  If you don't complete them all, then you lose.<br>8. It should be modeled after a 007 movie (or several).<br>9. The guns should represent real life ones (or at least ones from the movies).<br>10. Multiplayer would be fun as the people from james bond, but is not a must.<br>11. Camera cinimatics would be fun at the beginning of the level which show where some objectives are (but not a must).<br>12. Some objectives should be like meet up with certain people, but if you shot them they will shot back (can you make a guy be good untill shot?)<br>13. Size is not an issue for a great mod (just wanted to throw that in).<br>14. Some of the objectives should be to kill certain people.<br>15. Some cases should require you to hide all weapons, or else bad things happen (is that possible?)<br>16. It would be nice if you could just use the levels from golden eye, the complex has already been modeled.  There are many floor plans avalible too.<br><br>Thomas Wilburn has also informed me that there has been a golden eye clone made for half-life.  I have never made a mod (or a map for that matter) for any game.  I am an average programer, but this will deffinitly be a team effort.  The following possitions are needed.<br><br>1. People to make the maps (I know that floor plans for every scene in every 007 movie are avalible on the internet).  You can also make other maps that you think bond should have been in.  When the entire story line is complete, our team can make sure we have maps that flow (i.e. you don't want to have bond up in a cold part of russia, and then have him running around on a tropic island in the next level without a good reason for the drastic change.<br>2. People to make the chaaracters.  This includes both you and the enemies (and some hot low poly girl ;)).<br>3. People to make the weapons.  Even though bond does use a rocket launcher, it was never a primary weapon.  And, I've never seen him go throughout a movie with a nail gun).<br>4. The interface.  This a big part of the game.  I would recomend that you rent or play golden eye, and try to copy most of what they have in their interface.  This means the level selection, the diff selection, and the cheat options.  Also the mission briefings are going to play a big part, and are included under this.<br>5. Finally we need people to help with the story line.  That will be one of my jobs, and Thomas Wilburn has also said that he would like to help, but one or two more could help make sure this game is fun for everyone.<br>6. Coders.  These people will work with both the story writers, the map makers, and other people.  Your job is going to be to help out with making mission objetives work, and also making the a.i. for the girl. Keep in mind that if she dies, you lose, so she should manly be running from battle, not charging into it with a handgun.  I asume just about everyone will need to do some of this, but an expert or two couldn't hurt.<br><br>If there are any other jobs that I missed, please tell me.  Also, feel free to make sugestions.  If you are intereted in a possition, please respond either with a post or an email.  Thanks.
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Re: PQ Single Player Level Pack/Mod

Postby TBone » Aug 6, 2001 @ 2:34pm

To add to what Rob has said, I've agreed to help when I can with QuakeC, levels, and plotting, but I have a very busy schedule coming up with my return to school and I will be mainly good for burst work. We need one or two more people, maybe a dedicated coder and a dedicated graphics (level/texture/interface) person that I can supplement. Any volunteers?
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Re: PQ Single Player Level Pack/Mod

Postby Diego Cueva » Aug 6, 2001 @ 2:42pm

--------------------------

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Re: PQ Single Player Level Pack/Mod

Postby Diego Cueva » Aug 6, 2001 @ 2:48pm

--------------------------

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Re: PQ Single Player Level Pack/Mod

Postby TBone » Aug 6, 2001 @ 3:32pm

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Re: PQ Single Player Level Pack/Mod

Postby RwGast » Aug 6, 2001 @ 4:00pm

http://www.angelfire.com/ego/esoteric if you like to play quake3 keep your eye on this site
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Re: PQ Single Player Level Pack/Mod

Postby Diego Cueva » Aug 6, 2001 @ 4:17pm

--------------------------

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