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Author Topic: Untitled PSP FPS  (Read 3067 times)

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Untitled PSP FPS
« on: July 03, 2010, 09:28:11 pm »
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<a href="http://www.youtube.com/watch?v=dwI0GNmu08M" target="_blank">http://www.youtube.com/watch?v=dwI0GNmu08M</a>

<a href="http://www.youtube.com/watch?v=zjvNdUMZPyk" target="_blank">http://www.youtube.com/watch?v=zjvNdUMZPyk</a>

<a href="http://www.youtube.com/watch?v=FhV7k5YsVDw" target="_blank">http://www.youtube.com/watch?v=FhV7k5YsVDw</a>

<a href="http://www.youtube.com/watch?v=O-3wV54JgjM" target="_blank">http://www.youtube.com/watch?v=O-3wV54JgjM</a>

The engine's my own, derived from Quake. I reverse engineered and added support for Half-Life maps and Half-Life models. There's tons of networking improvements, since it's on the PSP, after all, has to stay reliable over a relatively shitty connection. It's a highly, highly improved Quake engine running on the PSP, that's what I made and that's what I'll use for it.

I'm mainly looking for people who've had experience with Half-Life mapping to help me out here.

As far as the game design plan goes, it's a multiplayer shooter with some basic freerunning elements. Think CoD4 + Mirror's Edge, or just think of the upcoming shooter Brink. Generic, but I don't give a !@#$%, it's fun.
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Re: Untitled PSP FPS
« Reply #1 on: July 03, 2010, 09:48:11 pm »
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Is this completely different from Cobalt Runner?  I mean, is it a seperate project or did it evolve from that...
« Last Edit: July 03, 2010, 09:49:45 pm by Mitsu »
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Re: Untitled PSP FPS
« Reply #2 on: July 03, 2010, 10:02:08 pm »
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Pretty much completely different. :'(
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Re: Untitled PSP FPS
« Reply #3 on: July 06, 2010, 09:16:15 pm »
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I'm a game artist and don't deal with programming but...

Out of curiosity what motivated you to modify a Quake engine?
Is this a hobby, practice or just a whatever project for programming or am I way off?

I create art assets like concepts, sketches, illustrations and models plus animations.

So I am curios about your approach from an artists perspective.

Also, why the PSP?
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Re: Untitled PSP FPS
« Reply #4 on: July 07, 2010, 01:17:25 am »
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What's the song in that first video? Game looks really good too by the way. For some reason I'm attracted to old-school first person shooters a lot. <3
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Re: Untitled PSP FPS
« Reply #5 on: July 10, 2010, 05:48:58 pm »
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I'm a game artist and don't deal with programming but...

Out of curiosity what motivated you to modify a Quake engine?
Is this a hobby, practice or just a whatever project for programming or am I way off?

I create art assets like concepts, sketches, illustrations and models plus animations.

So I am curios about your approach from an artists perspective.

Also, why the PSP?

I just do it as a hobby.

I chose the Quake engine because I knew I could modify it to support Half-Life maps and models. With that knowledge in mind, I no longer had to create tools to compile my maps and models, because Half-Life has a huge fanbase and there's tons of developers tools for it. Quake also has a virtual machine for game logic, so I can quickly test my game without having to recompile large amounts of code in C. It's a well-structured engine, with portability and compatibility kept in mind. If you know C, it's a great choice.

I chose the PSP because I prefer low-poly art and making things look good on relatively low-power hardware, and there's a huge homebrew following for the PSP.

What's the song in that first video? Game looks really good too by the way. For some reason I'm attracted to old-school first person shooters a lot. <3

Thanks.

We're here to Save the Day by the Constellations.
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Re: Untitled PSP FPS
« Reply #6 on: July 10, 2010, 10:42:51 pm »
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It looks like Counter Strike.
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DJvenom

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Re: Untitled PSP FPS
« Reply #7 on: July 11, 2010, 12:51:43 am »
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Your vids always make me want a TFC port on the PSP :'(
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I do art
I ermmm... DID do art
I do art
Re: Untitled PSP FPS
« Reply #8 on: July 11, 2010, 06:07:54 am »
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This looks awesome, especially for a PSP project. As for people who might have experience mapping half life... I used to use GTKRadiant to map Quake III maps all the time, if I remember rightly, everything is the same process except for exporting the map to a different format yes?

Here is a simple example of something I was making in my very early days (since I don't have shots of anything else): http://img.photobucket.com/albums/v173/Zeldamo/12.png?t=1278828363

Though in all honesty I wouldn't have time to help you right now (too many projects), if you were to ask me at some point in the future I have the ability to help with this.
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Re: Untitled PSP FPS
« Reply #9 on: July 12, 2010, 02:23:51 am »
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Most of the map editors for Quake-derivative games are very similar to one another, yes.
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