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Guys When are we getting a Quake ALPHA?


Guest blade6750

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My company is in development of Quake Unlimited for the Smartphone platform. We have not yet anounced a release date. Of cource it will be soon. We will not be releasing an Alpha to anyone because it is a commercial distrobution, therefore certified. I will let this fourm know when we began sales of the game. It will be avalible through at least one online vender for download.

Edited by RCAM
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Guest blade001

And whats the price more likely to be?? I am have seen the Vote on the other forum and fully concern about that the most people have voted for $9.99 but still i was just wondering how much it would be.

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Guest jpearn

RCAM, do you have a website of your company or something we could have a look at for something a bit more ??

If you're developing for the Smartphone, you must have the PPC also in your sights. Judging by how PocketQuake 1/2 and the latest online version is going, you must know a little more about this.

TIA

Jason.

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Reguarding a demo, if we released a demo it could easily be turned into a full version, therefore it is unlikely we will release one.

We are developing for the Smartphone not the PPC. We have no plans for a Pocket PC version at this time. We are a company who produces commercial titiles unlike the makers of PocketQuake. Personally I do not think we could do this if it were not for the talented people who made PocketQuake.

Edited by RCAM
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On the same note the source of our game will be closed. Many of you have told me that we can't do this because the engine is under GPL, we have always been aware this and with the proper agreement, with ID, the source can be closed.

Why would you do that ? I hope they will not let you. Good luck to the effort. Quake 2 source code is free and should remain free no matter what platform.

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Guest DJHope

RCAM is right if you read the GPL Agreement file that comes with the source code for the right price/royalties the source can be made closed!

DJ Hope

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Guest Grazz

i have got a version of pocket quake on my phone but it is missing a wad file i dont know where i got it from but i have a good idea that it was from here :)

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just wanted to add my 2 cents

there are a HUGE amount of issues with making this work properly on the phone, but the single biggest hurdle (IMHO) is the control method, as anyone who's played MBoden's port of Doom will attest

add the third dimension on top of that, and control-wise the phone just can't hack it

if you rely on auto-aim to cover the third dimension, then why not just stick with Doom (which we already know can run at a decent pace)

as some of you know I've got a version of Quake 1 here that runs stable, but it is inconsisent in it's speed - at the appearance of the start map - the frame rate is 2/3 fps - but if you stand facing a wall this jumps up to 40+fps

in general, if the architecture that you are standing in is indoors, are relatively simple (bsp wise) then you get around 10 fps

in order to make it playable from a size/speed point of view is a lot of work, and I just think that the controls make this a potential waste (from a developer's time point of view)

that's not to say that other games couldn't benefit from a working engine, just that the pace of Quake as we know it just isn't suited to the phone controls

anyway, to get back to point...

that although there are various technical aspects that need to be solved (data size being just one), it is the phone's limitations as a game input device that will really stop this being playable

just try playing Quake with keys only, and only define the keys on the Numeric pad (or a similar group of tightly spaced keys) if you want to see what I mean

now if someone developed a trackball style mouse that plugs in where the camera does, well that's a potentially different story :)

muff

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just wanted to make sure that no one thought I meant that Mboden was to blame for his Doom ports control issues - it's the nature of the game itself - i.e. fast trigger finger stuff

whilst I'm here is there any interest in a more sedate 3d game ?? - something along the lines of Tomb Raider or Metal Gear Solid - where the 3d engine is not trying to animate the whole world at 60fps - (although to be honest 15fps is playable on the phone)

thoughts welcome

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Guest blade6750

Mr Muff is it possible for some of us to get a copy of quake that u have runing on ur phone?

I would like to give it a try.

If you have the source code that would be great too

Thanks

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at the moment I consider the game to be unplayable, otherwise I would have released it to you all

all the game functions work, it's just the controls / speed that are an issue

either would render the game unplayable, but both together makes sure of this

I haven't given up on it completely yet, as I'm thinking of using the engine for something else

if I do get it running better, even with the control issues, then of course I will release it, but that will be a while of, if at all

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shadieb:

the main thing I'm battling with for any game is the control system

the problem with this phone as a game platform is the 'control pad' isn't circular, and has a button in the middle

might be nice for menu navigation, but is not really much cop for gaming :)

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Guest DJHope

Muff: I rekon speed would shoot up if the pak file was brought down to a sensible size, the problem is nobody has even sugessted lowing the res of the textures and that seems like a perfectly feesable idea, these games arnt designed for tiny resoultions their must be something that can be cut out of the pak file.

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DJHope:

speed is less of an issue to me at the moment than controls

quake is a high speed twitch game, like Doom, but in order to be Quake the controls need to allow 3d controls at speed, without losing control

I am looking at the speed stuff as I go, but at the moment the controls are the largest pain when actually playing the game

I know I can get more speed in lots of ways, and I know I can compact the files by HUGE amounts

to get things moving at a proper speed I suspect that the levels will need remaking with simpler architecture, as this is a big bottleneck in performance

yes all wads need remaking with smaller images

yes all texture mipmaps need converting to only include 2 possibles instead of 4, and at lower resolutions

yes all textures can be externalised to keep file sizes down across multiple levels (load speed implications though)

and many more optimisations for size/speed

but.....

until I'm happy with a control system, they are secondary to me at the moment in terms of the games playability

one nice thing is that save/load works though :)

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Guest DJHope

An SDIO trackball wud be nice cud stick out the side perfect for two hand play:)

Muff if its not speed then why not release a version with key mapping so we can have a play and see what you mean!

DJ hope

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DJHope:

yeah, totally agree, a trackball would be great - and would solve my control issues

as there is still interest in this, if you give me a week or so I'll get it into a releasable form so that you can all play and see the problems for yourselves

I say a week, as at the weekend I screwed my code up (DOH!) just when I'd got it all running reliable, not screwing memory, and generally the best I'd had it running so far

it will take me a couple of days to get things running properly again (even if I have to re-write everything) as I've got a lot of real-life work on at the moment (damn billls)

after that I want to do some additional stuff to make the menus sensible

at that point I'll review things again to see if I think it's a releasable project

bear with me a little longer,

muff

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Guest DJHope

Ok, muff, dont forget quake is a HIGHLY customisable engine and could be used for hundreds of different mods dosnt have to be kept to just quake and i doubt their would be control issues with those. It might be nice to get it running just so people can make games for it better, i remeber quake was moddied into a car racing game once!

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DJHope:

hiya

I'm VERY aware that the engine is customisable (done more than my fair share of that over the years - and am considering more - read above messages)

BUT there is a problem here

If I do this properly and change the way the textures and the maps work and indeed remake the textures (all to keep file sizes down) -I'd need to create new tools for the community (and there are few open source ones out there nowadays) before the new engine was useful - and that in turn also means the community needs to learn how to use these new tools

OR

if I leave the engine as it is, I keep the compatability with exist mods/tools, BUT file sizes rapidly become an issue on the poor little SPV, and frankly all existing stuff is going to run slowly on the phone, hence my comments about remaking all textures and maps

as for the control issues, well that's the nature of the phone's keys - and short of adding devices, games are always going to suffer here

I'm coming at this control issue completely as a gamer - and within that context the phone's input is poor - I have no doubt it's good as a phone - but I want games dammit :)

we're going to have to manage - but it's never going to be good

muff

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