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Author Topic: From the frontpage: Or are we?  (Read 3254 times)
Rab,d
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« Reply #45 on: November 04, 2010, 03:30:27 PM »

http://en.wikipedia.org/wiki/Reverse_psychology

Works likes a charm!
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etlaayz
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« Reply #46 on: November 04, 2010, 06:35:29 PM »

Before we get anywhere, we're going to need to appoint a team leader.
Obviously this should be someone who's "been around" and has experience
when it comes to programming and software development.

Did somebody call my name? Cheesy

I think I'm the obvious choice, and I'll step up. I'll try and set something up during the weekend, and get this train moving again!

For one, I am happy to hear that (both that project is getting new life and you are going to head it up). Of all the volunteers, you have the shortest learning curve.
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DanielPharos
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Dancing Dan


« Reply #47 on: November 07, 2010, 07:38:03 AM »

Okay, I've added what I have to say for now to this page: http://quark.sourceforge.net/quark7.php (I'll create a clearer page later.)

The main goals for now are inventorizing what who's going to do, and if the QuArK7-ers agree with my 'vision'. Related to that, I'd like to invite everyone to bring forth new features they'd like to see in Q7 (so that's features that aren't in Q6). If we're going to create "teh ultim8 editoz", we need to know what that would be. Smiley



I suggest that everyone that's serious about joining (so that means maintaining Q6 or programming for Q7), creates a SourceForge account and emails me there (my SF name: "danielpharos"). I'll add you to the QuArK project, and we'll take it from there. Please make clear here what you're interested in doing.
« Last Edit: November 07, 2010, 07:40:22 AM by DanielPharos » Logged
DynastyCloudVII
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« Reply #48 on: November 07, 2010, 09:00:47 AM »

You should add more file formats, Like Wads and stuff. Not just paks, That way we can use more game engines, Just a thought.

I don't quite understand the Website + forum thing entirely,
but, if you need a forum/portal/website, I can create a board just for QuArK on my forum.
« Last Edit: November 07, 2010, 09:05:04 AM by DynastyCloudVII » Logged
DanielPharos
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Dancing Dan


« Reply #49 on: November 07, 2010, 09:27:15 AM »

You should add more file formats, Like Wads and stuff. Not just paks, That way we can use more game engines, Just a thought.

QuArK 6 already supports .wad files?
Anyway, that's indeed one of the things on the list. For instance, for Unreal support, we would (obviously) need to support all the Unreal file formats. And there's still a lot of model formats that QuArK currently doesn't support, even though it supports the game that uses it (most of these formats are undocumented, though).

However, I'm (slightly) against adding all kinds of file formats, without a 'good reason' to add them. What other kinds of file formats did you have in mind?

I don't quite understand the Website + forum thing entirely,
but, if you need a forum/portal/website, I can create a board just for QuArK on my forum.

No, it's more that the current QuArK website should be split into two sections (QuArK product page, and community/support), with the community part being vastly expanded (right now it's just a bunch of files from around 2000, and this forum). This will require a lot of PHP and SQL work, and if anybody really wants to do that, I can arrange for that.

I think our current host, SourceForge, is doing its job just fine. (They are a bit restrictive here and there, but I understand their position.) I was talking about changing the forum-software underneath this forum. No need for you to create a board on your forum (splitting the community in two isn't a smart thing either at this stage anyway Cheesy).
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DynastyCloudVII
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« Reply #50 on: November 07, 2010, 11:51:31 AM »

QuArK 6 already supports .wad files?
Anyway, that's indeed one of the things on the list. For instance, for Unreal support, we would (obviously) need to support all the Unreal file formats. And there's still a lot of model formats that QuArK currently doesn't support, even though it supports the game that uses it (most of these formats are undocumented, though).

However, I'm (slightly) against adding all kinds of file formats, without a 'good reason' to add them. What other kinds of file formats did you have in mind?
It does? That's news to me.
As for other file formats, I'm honestly not sure, I don't know many, Mainly just the one's QuArK Supports.

No, it's more that the current QuArK website should be split into two sections (QuArK product page, and community/support), with the community part being vastly expanded (right now it's just a bunch of files from around 2000, and this forum). This will require a lot of PHP and SQL work, and if anybody really wants to do that, I can arrange for that.

I think our current host, SourceForge, is doing its job just fine. (They are a bit restrictive here and there, but I understand their position.) I was talking about changing the forum-software underneath this forum. No need for you to create a board on your forum (splitting the community in two isn't a smart thing either at this stage anyway Cheesy).
Ah, I get it now.

And True.
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Paradox268
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619864393 Eaguilar@w.cn Paradox268 Paradix268@yahoo.com
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« Reply #51 on: November 08, 2010, 03:28:19 PM »

Quote
From the page: "Start Q7 as a 'Project Manager'.... that, whenever you open up a map or model, launched QuArK 6 instead for the editing.
Perhaps separating the programs Q6 has into separate '  ones(to make theme more robust,better,etc.), but still be part of the same program(Q7).  Grin
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Paradox268
DanielPharos
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« Reply #52 on: November 08, 2010, 11:36:54 PM »

I'm pretty sure that's not possible. Even though QuArK has many features that appear split, they all share a lot of code internally. For instance, everything that QuArK loads from files is stored in QObject's. This goes for the Map Editor, Model Editor, Texture Browser, etc. Separating those would mean you have to copy all the code dealing with QObjects into every Q6-part. That's not going to help...

Also, I'd really to keep Q6 and Q7 split, with no overlapping code anywhere (even if overlap is possible in the first place). I don't want parts of Q6 in Q7 unless there's a very, very good reason for it.
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DynastyCloudVII
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« Reply #53 on: November 09, 2010, 10:44:30 AM »

Another question...

Quote
Yes, this means full integration of competitors: GtkRadiant, UnrealEd, 3D Studio, ...
Would this mean we wouldn't use something like the editor currently in Q6? or would we use something like the editor in Q6 and this would be optional?
« Last Edit: November 09, 2010, 10:47:22 AM by DynastyCloudVII » Logged
DanielPharos
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« Reply #54 on: November 09, 2010, 11:11:02 AM »

In the end, there will be a Q6-like map editor in Q7, don't worry. But I'd like to give users the option of switching to another map editor, so they can still manage their projects in QuArK, while editing in another program. (That way, even hardcore GtkRadiant-fans can use QuArK, without having to give up GtkRadiant!)
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Chip
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« Reply #55 on: November 10, 2010, 02:08:44 AM »

Well, I just stood there in the shadows, watching you chat. I'd like to add my requests here.

Note: I'm a PHP programmer (doing some QC as a hobby) and I'm a big fan of code optimization and rewrite.

1. I only use QuArK for Quake 1. A lot of people uses QuArK for Quake games only. That's why I'd like all games to be addons, and downloaded separately.
2. Quake I, as it is these days, does not require a lot of its initial files. Some engines, if not all, can handle external textures. That is why the .wad support should be optional.
3. A poll should be created in order to decide which features are not used at all. You guys should not focus on unused areas of QuArK.
4. You should remove some rendering modules such as Software 3D or 3Dfx - and keep only OpenGL and DirectX (correct me if I'm wrong).

5. Personal (taste) request: more 3DSMax-like features (like the mouse behaviour).
6. What about adding the console to the bottom part of QuArK's window? To be permanently visible?

I know that is a great amount of work to rewrite QuArK in C++, and I respect you for doing this (if you will). I am unable to help as I'm not into C++ (not even C) - but I'm learning.

As I know PHP, I'm fairly sure a team effort would finish an alpha version in no more than 2 months.

Regarding the forum engine (I've been there) - just keep this forum! Migrations are pain in the ass. Anyway SMF forums are easy to update and maintain. No need for PHP/MySQL work. Focus on C++. Just create a new category, let Q6 alone, and move the dev discussions over to Q7.

Damn, will you really do this? There's no complete/perfect/finished Quake editor on the market as of today. And, as Quake I seems to get a lot of attention and development - I, myself, am doing a standalone mod based on it - a level editor is more than welcome.

Good luck with your PhD, also!
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mking2012
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« Reply #56 on: November 11, 2010, 06:19:58 AM »

Just an offhand question - will support for the Steam version of Half Life 1 be possible at some point?
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DanielPharos
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« Reply #57 on: November 11, 2010, 06:34:24 AM »

I assume you're talking about HL1 v1.6 (right?), not HL1: Source?

In either case: yes. Actually, if we had enough manpower, it would even have been possible in Q6! Shocked  In fact, I think Q7 should even fully support the Steam-version of Q3A and such! (Not sure how much modding is possible there, though.)
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mking2012
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« Reply #58 on: November 11, 2010, 10:09:54 AM »

Quote
I assume you're talking about HL1 v1.6 (right?), not HL1: Source?

Yep

Quote
In either case: yes.

Nice!!!
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