QW Projects
Nightmare AT Almastreet - added 24 February 2000
Another total conversion that also brings engine enhancements in the graphics area. MP3 support and a greatly improved console will also be in Nightmare AT Almastreet.
General
Are the extensions/improvements based on (Normal) Quake/Winquake or rather QuakeWorld? Do you plan to eventually release new versions of both?
They are based on Normal (gl)Quake, and we do not plan to release a quakeworld version, just because we added most of the cool thing from qw to normal quake. Let's say it's a merge.
Is the project focussed on a specific OS? Will it be available for the most popular ones (e.g. Windows 95/NT/2000, Linux)?
The final version is planned to be released for win98,nt,2000 and Linux. And maybe with a little help from the quake2000 team, we'll add beos support.
Are you aiming more at enhancing the singleplayer or the multiplayer aspect of the game?
Both, we try to build a new game on the engine, with both sp and new mp, single player is intended to be something like half-life(style) and the multiplayer contains at least ctf, dm, team dm, tf and some other games invented by ourselves.
Are there any specific bugs you intend to resolve?
Not any particulary, we've fixed some existing bugs, but do not intend to rewrite the whole source (to fix bugs/or gameplay)
Do you intend to actively cooperate with other projects (which)? Is this because of their intereset in similar topics or rather in complementary aspects?
We work together/ have contact with various groups around the internet, just to share ideas and code.
How many people are in your team?
Currently three, but we're looking for an extra mapper and a modeler(who can model realistic models - ie not guns)
Do you have an estimated date of completion and is anything available for download already?
Yes and No, you must remember this is a project that is non-paid, in people's spare time made project, and i don't think people can expect us to set any release date, it just depends on the enthousiasm of the volunteers involved. Nevertheless, we try to finish it in 2 or 3 months. Yes, the engine sofar can be downloaded and some artwork. I hope to have a technical demo up somewhere this week.
MODS
Do you intend to release a QuakeC 'MOD' together with the executable?
Yes, i've told this is gonna be a new game and no new game without new quakec code.
Will compatibility with existing QuakeC code be maintained?
No, older mods won't be able to run on our engine, nor will it be runable on a normal quake executable.
Will the final download contain custom maps/models/sounds/...? (Please specify.)
Yes, all new maps, both single player and multiplayer. Also new enemy models, and new weapons models, ofcours with new sounds(you can't have the beatdown bat make a shotgun sound, do you?)
Graphics/Sound
Which feautures would you like to add to the graphics engine?
32Bit textures, Volumetric fog(sorta done), mirrors(done), reflecting water(done), Skyboxes(done), 32Bit particles(done), Colored Lighting(done), for more info, i suggest you visit our website and look at the feature page.
Are you working on versions for the software renderer, OpenGL, Direct3D, ...?
We're working on OpenGL and Direct3D versions. There will be no software version.
Do you intend to create a 'unified' look and command list for different versions for the renderer (e.g. polyblend, fullbrights, transparency effects).
Yes, we do, actually we plan to release all it to be in one executable.
Do you plan to alter any of the sound related code?
Yes, as i've said before. New sound, and new code.
Gameplay (multiplayer)
Do you intend to incoorporate proxy-like features such as location and status reporting?
Not (yet)
Will any reporting features be implemented as simple messages or rather as status bars, maps ...?
They will be implented as statusbars (sorta like the half-life ones)
Will further advanced options, such as real-time voice communications, be considered?
No, to much work :-)
Internet Gaming
Are cheat-preventing measures being implemented? If so, on which princple will they be based?
Since the source will be available, there is no cheat prevention available (as people can simply hack it), i think we just have to trust the people that run the game.
Are you considering possibilities pertaining real-time broadcasting of multiplayer games (through proxies)?
No.
Will the networking code be optimized (e.g. similar to Qizmo features)?
Yes, we try to enhance it a bit, for faster playing(and lower pings)
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?
No, most is based on new code and not compatible with other code, we try to create a new game, not enhance an existing game.
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