June 23rd, 2000Quake 3 Paintball dropped.Because of an overall lack of support, and dissapointing results from initial attemps to work with the quake3 engine, I have decided to cease work on quake3 paintball.
A couple reqeusts I would appreciate you respecting
request #1. Don't ask me to reconcider. I've had months to think this over. If I do pick it back up it will be of my own choice, not because of anyone else. The only thing you can do is annoy me. I don't need that.
request #2. Don't talk to me about any of this in ANY way until you read all of this. I'm not typing for my health. In fact I'm adding this after I've typed most of whats below, and my wrist is killing me.
I'm making this decision after having a fairly indepth talk with sunspot about quake, halflife, paintball, school, and the mod communities. No, do NOT concern him with any questions or flames [thats assuming any of you were actually looking forward to q3pball]. I've pretty much had this idea in my head for a long time, but I wasn't really ready to come out and say it.
request #3. No asking for source code. I can give DETAILED advice to others wanting to undertake the project, or a similar one. Don't ask me why I won't give it out either, just chalk it up to selfishness if you must have a reason. I really don't care what you think.
The Quake3 engine was a step in the wrong direction, at least as far as I'm concerned. iD software made two products which were fairly easy to modify, and generally made good sense as far as the technology allowed. Quake3 took a wrong turn. Here are the problems I've encountered with the quake3 engine.
The lighting was returned to a quake1 style, which with better graphics made all existing paintball maps look a bit poorly lit. Above and beyond that, the intensity of the lights could be modified, but falloff couldn't be. The change in falloff is what allowed quake1 maps to be able to be compiled for quake2 and still look semi decent. By disabling this in quake3, forcing a lighting style more suited for indoors, and NOT RELEASING THE SOURCE TO THE MAP COMPILER [while i haven't looked for it lately, I'm under the impression it still isnt out] so I couldn't waste a week remedying the backwards step.
That was problem number one, but probably the most discouraging, becase every time I tested a map, I was looking at something which I concidered downright ugly, and I knew there was no good way to fix it, atleast within my skill range. [damnit, I'm a coder, not a map lighter].
Beyond that, all HUD graphics were "blurred" around the edges, because they've been forcibly streched by quake3 so the hud looks the same size in all resolutions. UGG. I did not find a way to render items without having this problem, although making the images HUGE [and yes, that wastes hard drive space and texture memory like mad] seemed to cause less blurring.
third of all, the weapon system was designed for X different weapons which each did a different thing, and each had a specific spawn entity. The client handled which gun he held, and which was selecte. The system was NOT designed to be able to easily FORCE a player to use a specific gun type, especially when the entity on the ground was the exact same for all the different guns. ... I could go on for an hour on this part, but lets just say, it was NOT designed in a manner which supported what I was trying to do.
While the shader system is VERY nice for texture makers, it's a BITCH for making a map with an eclectic set of surface lights, brush ents and surface flags. Not fun.
Those are just a FEW of the problems I've had with the engine... Don't even get me started with the built in bots. Even still, that was not the ony problem.
As most of you know, I'd been putting off work on the mod quite often, citing school as the problem. Even with school, I probably had more than enough time to work on the mod, but when I think about it, what I said was more of an "excuse" to not have to deal with quake3. I found that over the weeks I had Q3DP looming over my head, and thats not a fun thing. I was feeling that it was more of a responsibility than a fun thing to do. NOT GOOD. It didn't help that I was working on the mod alone.
BTW, I've noticed the HL community rallying around halflife paintball [ETG: #hlpball] [http://Paintball.HLcenter.com] and I must say I'm impressed. I encourage all you DP and QWPB fans to show your support, and join in the HL festivities. They have a REALLY good thing going there, and with a little help and feedback from the community, I bet we can see some great things happen.
No, I'm not quitting the mod scene. I'm taking a break while I get a summer job and maybe even through the beginning of college. I have a few other project in the wings, namely "QServer" which I'll let you know is an mIRC script I started a year or so ago. An initial version should be coming out any day now, so keep your heads up. I also hope to start contributing to code3arena again. I've been out of the loop there for a while also.
Well, thats about it for now. We'll see if I need to modify. Thanks for everything.
June 10th, 2000Athletes. WEAR YOUR CUP.A word of wisdom comes from a member of the Quake Paintball community. Wear your cup. Don't be dumb. No, don't put it on later, NOW is better.
Our good friend hades decided to procastinate in this regard when he as at hockey practice. Hey murphy, I love your laws. *WHACK*. Mr Happy became Mr. InExcruciatingPain.
The pain was so great, Hades blacked out. I heard his story and felt I had to share.
WEAR. A. CUP. June 6th, 2000New MonthOoops... hate it when a new month comes along and all the old stuff gets wiped out and I've fogotten to archive it... I really should fix it. Maybe later. Anyway, last month has been archived and stuff... enjoy. May 30th, 2000DPPB2 DemoWell, I finally got around to putting together a decent demo to replace the id one that normally plays. As exciting as those funktified colors are, this demo is even better. It's a series of deathmatch kills and deaths spliced together with music and special effects. I spent a good chunk of the weekend working on it. Download it here and extract it to c:\quake2\ (or wherever q2 is installed). It should load automatically if you start paintball without connecting to a server or loading a map. If not, do this: Start|run c:\quake2\quake2 +set game pball +map demo1.dm2
The music was created by S8NSSON a while back and the length/timing of it couldn't have fit this demo any better. Enjoy! :) May 29th, 2000Paintball Central and Quakeworld PaintballWell, Hades has finally made an update to the PBC, and the scripts are slowly being fixed up. With the Quakeworld Paintball tournament on the horizon, the PBC may fully return once again.
If you're interested in playing Quakeworld Paintball, the files are available on the Files page. Antilles is putting the latest quakeworld paintball files in a single package up on a high-speed server, the link to which will be posted shortly. Meanwhile, download the files from the Files page on this website.
A few Quakeworld Paintball servers are up; refresh the GameSpy masters to check. Pearl should hopefully have a server up by Tuesday, May 30th. The uncomfirmed IP address: 12.17.193.36:27500.