QW Projects
GoldCup - added 17 February 2000
These people have taken a completely different road with the Quake source code. They are develloping the code specifically with the classic QuakeRally MOD in mind. Improving map code and adding bots to race against are some of their goals. GoldCup is not exactly what a die-hard deathmatcher would be looking for but definately an interesting and original way of putting the Quake engine to work.
General
Are the extensions/improvements based on (Normal) Quake/Winquake or rather QuakeWorld? Do you plan to eventually release new versions of both?
The engine is NQ only because the Goldcup mod itself only supports NQ (if we would port it to QW strange things would happen, for the same reasons why there was never a QW Qrally)
Is the project focussed on a specific OS? Will it be available for the most popular ones (e.g. Windows 95/NT/2000, Linux)?
I can only compile a Win executable myself.
Anyone that wants to make a Linux version can drop me a line.
A BeOs version is out of the questions tho.
Are you aiming more at enhancing the singleplayer or the multiplayer aspect of the game?
Both actually
Are there any specific bugs you intend to resolve?
Off course any bug that'll popup will be resolved to my fullest capacity. Any existing bugs, I will see into that.
Do you intend to actively cooperate with other projects (which)? Is this because of their intereset in similar topics or rather in complementary aspects?
Yes, I will be joining the NATAS team soon (Nightmare AT Alma Street linked at your page somewhere) because we're both interested in eachothers stuff.
They got stuff I want, I got stuff they want.
How many people are in your team?
2, me and Halo9
Do you have an estimated date of completion and is anything available for download already?
There's not a date of completion for the engine itself. The latest version will be available with the next Goldcup release.
MODS
Do you intend to release a QuakeC 'MOD' together with the executable?
Yes, the TC Goldcup
Will compatibility with existing QuakeC code be maintained?
Yup fully compatible, with some extra's that only this engine can benefit from (and others with the same features)
Will the final download contain custom maps/models/sounds/...? (Please specify.)
Yes everything will be new. Models, sounds, code, maps the whole lot.
Graphics/Sound
Which feautures would you like to add to the graphics engine?
I'd like to add a lensflaring effect, and I want to know how I can specify skyboxes from the Editor rather than having just one.
And I am very interested in using the PC internal clock to adjust light levels in a map.
Are you working on versions for the software renderer, OpenGL, Direct3D, ...?
OpenGL atm. A winquake might follow.
Do you intend to create a 'unified' look and command list for different versions for the renderer (e.g. polyblend, fullbrights, transparency effects).
I don't really understand your question (I'm Dutch) Do you mean if I added switches for them to the menu? In that case yes I did.
Do you plan to alter any of the sound related code?
Yes, I will add a dynamic sound system soon (fully compatible with old system)
Gameplay (multiplayer)
Do you intend to incoorporate proxy-like features such as location and status reporting?
Not atm because I'm still learning this and I can only do so many things at a time
Will any reporting features be implemented as simple messages or rather as status bars, maps ...?
See above
Will further advanced options, such as real-time voice communications, be considered?
That would be a great add-on for later on. It definately has possibilities
Internet Gaming
Are cheat-preventing measures being implemented? If so, on which princple will they be based?
No, cheat prevention is at this moment still a point of discussion and there's still no agreement on a standard
Are you considering possibilities pertaining real-time broadcasting of multiplayer games (through proxies)?
No, as i said earlier I am still learning this so that's all for later.
Will the networking code be optimized (e.g. similar to Qizmo features)?
Not right now, see above
Will the servers/clients you develop be compatible and interopperable with the final id releases? Are existing proxies expected to work with the new code?
At this moment it is fully compatible
I'd also like to include the features list as it is now:
1? - Motion and Animation interpolation
2? - controllable Fog
3? - Skyboxes
4? - Shiny surfaces
5? - File Access and String Manipulation in QuakeC
6? - Forwarding unrecognized cmd's to the QuakeC
7? - Adding a 'qcexec' cmd: Testing QC functions from console
8? - Enabling the new EF_Effects
9? - Enhanced Tab Key Completion
10 - Enhanced console scrolling
11 - Enhanced console editing
12 - Tab completion of alias commands
13 - Pasting from Windows clipboard
14 - Support for 44100 sound quality
15 - Added menu options
16 - Adjustable Particles
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