Ongoing Project: Quake 2 Unreal
Posted: Tue Jun 23, 2009 2:49 am
Since most of you won't stop pestering me on MSN, I'll give you something to do. You'll help me with a little project of mine. It's called Quake 2 Unreal.
Most of you never heard of this project by Leader Dante. You knew it when it was started independently without my knowlege by the ER clan. So much the better. The problem was that I quit after the production of two maps.
Now I've started it again. I've come to a compromise with someone from the ER clan to make this project open to public contributions. I won't expect this project to be a 100% recreation, because the team is too small. The only possibility is at most the deathmatch maps with all the weapons, and the playerclass. Single Player would have to be put on hold at this time.
If you are concerned about copyright issues, be advised that there exists open source materials that use the Quake engine. The Quake project itself is uncertain because there exists no known case where a TC was the topic of a court of law, but there could be a possible open source compromise.
To work on this project, you will need tools called Bsp2T3d, Pakscape, and Mdl2Unr. There is only one rule, do NOT use variables, classes, or other code native to any specific version to Unreal. The uc source will not compile, and we will not accept it.
Keep in mind that there is no central head to this project. Anyone can contribute. You may contribute any file to be examined and evaluated to a known modder. The file must be a processed .u, .uc, .utx, .umx, .unr, or .uax file. Do not submit Quake files. They will not be accepted. Instead, please give us a link to the file you believe is a candidate to be subjected to evaluation.
That's pretty much sums up the project description. Before submitting files, you must ask someone if they are still working on the Quake 2 Unreal project at that time. Please take into consideration that other people also have lives outside of video games.
Also, open source Quake files are welcomed, but are subject to quality control. Please ask before submitting and give details.
-Dante
Most of you never heard of this project by Leader Dante. You knew it when it was started independently without my knowlege by the ER clan. So much the better. The problem was that I quit after the production of two maps.
Now I've started it again. I've come to a compromise with someone from the ER clan to make this project open to public contributions. I won't expect this project to be a 100% recreation, because the team is too small. The only possibility is at most the deathmatch maps with all the weapons, and the playerclass. Single Player would have to be put on hold at this time.
If you are concerned about copyright issues, be advised that there exists open source materials that use the Quake engine. The Quake project itself is uncertain because there exists no known case where a TC was the topic of a court of law, but there could be a possible open source compromise.
To work on this project, you will need tools called Bsp2T3d, Pakscape, and Mdl2Unr. There is only one rule, do NOT use variables, classes, or other code native to any specific version to Unreal. The uc source will not compile, and we will not accept it.
Keep in mind that there is no central head to this project. Anyone can contribute. You may contribute any file to be examined and evaluated to a known modder. The file must be a processed .u, .uc, .utx, .umx, .unr, or .uax file. Do not submit Quake files. They will not be accepted. Instead, please give us a link to the file you believe is a candidate to be subjected to evaluation.
That's pretty much sums up the project description. Before submitting files, you must ask someone if they are still working on the Quake 2 Unreal project at that time. Please take into consideration that other people also have lives outside of video games.
Also, open source Quake files are welcomed, but are subject to quality control. Please ask before submitting and give details.
-Dante