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How much would it take for the dev team to...
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Topic: How much would it take for the dev team to... (Read 5383 times)
Quentin
Newbie
Posts: 2
How much would it take for the dev team to...
«
on:
August 21, 2008, 03:52:43 PM »
Make QuArK Compatable for CoD4 ModernWarfare?
I am willing to donate money and/or hardware.
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DanielPharos
Global Moderator
Hero Member
Posts: 968
Dancing Dan
Re: How much would it take for the dev team to...
«
Reply #1 on:
August 22, 2008, 12:24:07 AM »
Hmm, we'd have to look into CoD4 first to see how compatible it is with Quake (map format, texture format, pak files...). I know CoD1 runs on a Quake-engine, and CoD2 on a modified Quake-engine. (CoD3 is console only
AFAIK
.)
I don't have CoD4, but do have CoD1 and 2. I've actually made some small changes some time ago to let QuArK partially load CoD2 maps. I think it would be wise to first add full support for CoD1 and 2 before trying 4. (It also makes more sense.) I remember seeing a CoD1 addon, so maybe we already have support for it.
I'm not sure how to respond. Maybe cdunde can enlighten us. He's more knowledgeable in creating game addons.
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cdunde
Global Moderator
Hero Member
Posts: 651
Keep your QuArK knife sharp!
Re: How much would it take for the dev team to...
«
Reply #2 on:
August 22, 2008, 02:39:35 AM »
I was looking for a demo link to download and see if that would give use some dope on the file formats.
But I didn't find one.
Anyone have such a link if they do have a demo?
If that passed the test then we would need the game itself.
cdunde
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Quentin
Newbie
Posts: 2
Re: How much would it take for the dev team to...
«
Reply #3 on:
August 22, 2008, 08:07:04 AM »
How about I just Donate $60.00 USD and you can buy a full version of the game.
I took a peek into the .map file format they use for CoD4. While the headers have changed, its almost imediately recognizable if you are familiar with how .maps are written. From my experience and knowledge, some if not all .iwd files are basically zip files that can be viewed via winrar or winzip. (not tested with windows version) By the time you read this post (or shortly there after), your donations should reflect a $60.00 USD increase.
Seriously... the CoD4 Community is getting bigger and I think has peaked, I would like to do what I can to develope a mapping / mod community much the same as in the days of Zoid's 3-wave CTF... The key is having tools that are easy to use unlike "QRadient" based mapping tools.
And if you can't do it, well think of this donation as a "thank you for all that you've already accomplished"
Quentin
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cdunde
Global Moderator
Hero Member
Posts: 651
Keep your QuArK knife sharp!
Re: How much would it take for the dev team to...
«
Reply #4 on:
August 22, 2008, 10:37:05 AM »
That is very generous of you, greatly appreciated and would certainly help having the game to work with.
And thank you for your comment, we'll give it our best.
Thank you,
cdunde
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DanielPharos
Global Moderator
Hero Member
Posts: 968
Dancing Dan
Re: How much would it take for the dev team to...
«
Reply #5 on:
August 23, 2008, 04:09:04 AM »
Quote from: cdunde on August 22, 2008, 10:37:05 AM
we'll give it our best.
Yes, we'll do! If the .map format indeed is close-ish to Quake, it shouldn't be to difficult to read that in and save it. If they did change the header, as they did with CoD2, maybe they're using the same changes as CoD2 too. CoD4 would then automatically make CoD2 support. (That was why I was talking about that.)
@cdunde: We need to make sure that by the time we have CoD4 up and running, we're ready to do a release. I mean, CoD4 is a very recent game, so we indeed want to jump on this train before it leaves the station.
And of course: Thank you Quentin! You're one of those people that make all our trouble fighting QuArK's inner guts worth doing.
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Bek
Noob Tech
Jr. Member
Posts: 26
Re: How much would it take for the dev team to...
«
Reply #6 on:
August 24, 2008, 12:09:07 AM »
When I read the post on the news page, I nearly fell of my chair. I was looking into the COD4 SDK, but thought I'd stick with my Q3 projects in quark for now. And now COD4 in QuArK? Epic win!
If you want/need, I can beta test for ya
I understand this will take time, but I'm willing to wait.
Also Thank you Quentin!
It's greatly appreciated by all the QuArK users, I'm sure!
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DanielPharos
Global Moderator
Hero Member
Posts: 968
Dancing Dan
Re: How much would it take for the dev team to...
«
Reply #7 on:
October 10, 2008, 11:57:17 AM »
Just to give a small progress-update:
Call of Duty 1 support has been cleaned up. There are still small issues to fix, but it is mostly working.
Call of Duty 2 support is far from complete. QuArK currently doesn't load the maps (curves broken, meshes crashing). Mesh-support will need to be added for this to work. Also, the texture format of CoD2 (IWI files) is not supported, although I have contact with the author of a converter and we're working on getting something set-up. CoD2 pak support has been added (they're just renamed pk3/zip files).
Call of Duty 4 shares the weird texture format with CoD2, so that'll squat two flies in one blow! (Dutch proverb)
Call of Duty 4 pak format is the same as CoD2 (I think), so that should work out OK.
Call of Duty 4 maps: haven't yet looked at them, but I think/hope they'll be very similar to CoD2. So once mesh-support has been build in, that should get that back on track.
Why am I telling you all of this? Because this is the current state, and I don't think it'll change drastically before the next release, so don't get your hopes up when you see 6.6.0 Beta 2 appear: CoD1 is now OK, but CoD2/CoD4 are far from complete.
Yet.
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DanielPharos
Global Moderator
Hero Member
Posts: 968
Dancing Dan
Re: How much would it take for the dev team to...
«
Reply #8 on:
October 23, 2008, 10:58:25 AM »
OK, small update. Call of Duty 2 maps are now loading correctly, even though QuArK is skipping over flags, curves and meshes. Warning: some of these maps are massive. Expect QuArK to be 'not so fast' after loading one of those.
I also cleaned up the Call of Duty 1 map loader. It is also skipping various curves, but the rest seems to load OK.
«
Last Edit: October 23, 2008, 02:04:17 PM by DanielPharos
»
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Bek
Noob Tech
Jr. Member
Posts: 26
Re: How much would it take for the dev team to...
«
Reply #9 on:
November 01, 2008, 03:02:35 PM »
Sounds like your getting there
Also adding support for COD4 will also pretty much do it for World At War I'm assuming, considering it's almost the same engine, just with different models/textures and gamedata like perks and stuff and slight engine tweaks (still assuming)
Either way, good luck with COD4 Support
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DanielPharos
Global Moderator
Hero Member
Posts: 968
Dancing Dan
Re: How much would it take for the dev team to...
«
Reply #10 on:
November 02, 2008, 05:12:23 AM »
Quote from: Bek on November 01, 2008, 03:02:35 PM
Sounds like your getting there
Well, still a long way to go, but we're well underway!
Quote from: Bek on November 01, 2008, 03:02:35 PM
Also adding support for COD4 will also pretty much do it for World At War I'm assuming, considering it's almost the same engine, just with different models/textures and gamedata like perks and stuff and slight engine tweaks (still assuming)
Ah yes, if you're right and they are very similar, it would come down to making an addon and setting up the compilers: not very much work compared to adding the CoD4 support.
Quote from: Bek on November 01, 2008, 03:02:35 PM
Either way, good luck with COD4 Support
Thanks!
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