ioquake3 modding
- July 23rd, 2011
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Yep, I am regressing… or am I?
Going through my library the other day, I came across a book I had never even cracked open.
…And it turns out its pretty good!
Within short order I was able to correlate the instructions given for the environment setup (which are now 10 years dated) and make my first code changes to the source.
* Homing Rockets!
* Up next? Cluster Grenades, Locational Damage, Jetpacks, Chain Lightning, etc. Fun!
Nothing crazy yet, but a great start (for not knowing a bit of C programming), nonetheless.
Also, as the web resources provided in the book are long since offline, I may document portions of the book to help others (if anyone has issue with this, contact me).
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In VERY related news, I came across this awesome project: ioquake3.
In a nutshell, it is the original Q3A Engine + a whole lot of improvements, security patches, and misc updates.
One of their most attractive features is the massive portability overhaul (their homepage is littered with folks showing ioquake3 running on mobile devices).
Needless to say, this is all very exciting and is yes, VERY appealing to me.
The plan then:
– Create a Q3A mod using the ioquake3 platform.
– Create all new maps, character models, weapons, music, etc (i.e. total conversion mod).
– Host the new Mod 24×7.
– Play the mod on my smart phone.
– I Win.
..And with the updated ioquake3 HD texture packs, q3map2 level rendering enhancements (note: Is ioquake3 compatible with q3map2?), and the insane 7.1 surround sound also provided through ioquake3??!!! – No, I am not regressing in thinking I should do this.
Given the simplicity of Mapping/Modeling/Modding in the Q3A engine, which now includes updated graphics and sound – this may yet just be a stroke of Brilliance!
🙂