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September 21 1996

It has been a busy week :). Work has been very busy, I had a couple of days of REALLY bad Headaches, and hockey season is starting back up. But with all that i was able to get alot done on the project. After running into some bugs in the code i decided to complete rewrite the items and weapons code to work better with the project. After doing that I went back to finishing up all the weapons. Did not get completly finished but real close - hopefully by next weekend. See the New Weapons Area for a listing of what is done. Start some prelim work on the items in the game. Here is a list of what is being planned
HoloQuakes
A Bot
Lazer Sighting
Mining Hat (Light)
Bio Suit
Med Pack
One Armor Type
Camera
Shifter (type of Invisiblity)
Pocket Transporter
I was talking to a couple of friends about the project and a couple of things developed. First I am thinking now that this is not a TC but more of a major variation of the orginal quake game. Second the Fault Line Productions has begun outlining and working on the beginnings of Three Real TC type games, one being a game based on Magic and Spells with rival mages duking it out. Another being a game based on a very alien world. The last being one based on the horror theme. I am currently just providing some direction on these TC's, they are being put together by other teams of individuals. I hope that the Fault Line will become a true production company producing a large varity of TC's, only time will tell.

September 14 1996

Well I am trying to update this in a somewhat more timly fashion. Hopefully i can keep up the with one to two updates a week till the end of the project. Alot has been happening on the project this week. Begun finializing the the Quake C code ie making sure there are no loose ends in the code, testing, and commenting out the code. Been making all the models for the items that will appear in the maps. Been planning out all the power ups and items that will be in the game, more on those next week. Been wirting up the discriptions of the monsters in this episode. Still waiting on a really good level editor. Added a couple of new members to the team and still looking for a good sound person.

September 8 1996

OK OK I know it has been a real long time. I fell really bad bout it since i always complain about web pages being updated. But work has been rather busy and most of my free time has been working on this project, playing quake or doom. The last three weekends myself and some local doomers/quakers have been having allnight quake parties (they start at noon sat and go till 6 am the next morning - alot of fun but really wears me out the next week :) ) Well on to the project. I have made lots of progress, at the netparties we have been using various new weapons and objects - some work and some didn't. I have finally got down to the weapons and stuff i will be using in the final project - see the New Weapons Area to see bout some of the stuff. Been playing around making levels using 3DStudio to try out new textures and various modeling tricks. Decided to wait for Thread or Forge before getting to serious bout levels. A couple of tricks I have figure out in doing levels are - I have successfully created destroyable sections of the map ie bridges that blow up, sections of wall that can be blown out, roofs/skylights that can be shot out. Also figured out how to have bullets give splashs as they hit water. Some of the other stuff being done right now on the project. redone alot of the sounds for the weapons. About half way thru redoing the player model to show different weapons - not just textures but actual model. Been playing a little with the new monsters got some cool things happening. Well kidz that is it for today - I hoe to update this each weekend till the end of the project. :)

AUGUST 11 1996

Well today i decided to upgrade the look of the web page. Also updated the New Levels Area, and the New Weapons Area with some new info. Begun actually playing with some of the new weapons, I have done, in Quake - that is a blast. I think i may do a demo and put it on here showing use of some of the various weapons. Did a little work on some of the monsters - like exporting all of the quake models to 3dStudio and creating bone structures for them so they will be easier to animate. I also started looking at, playing, and tearing apart some of the qc code that has been released so far, some of that stuff is amazing. Final played some of quake over again looking alot at the details of the levels.

AUGUST 10 1996

I have been playing alot of full quake this week and going to a couple of roller hockey games so i have not done alot of work on the project this week. A couple things i have done are - Added some screen shots of the some of the weapons i have modeled and a screen shot of one of the mosters that is finished. I figured out last night how to do much better texture files for mdl's last night (not the art work itself but the base file created by texmake). For those who have worked with mdls and textures you know that texmake creates a skin that is only two sides of the model. So what i did is create the model then explode it so that the sides are rotated along with the top and bottom to face forward, i see all 6 sides from the top and i save this model. I also have a model of the mdl in its put together form and i save it under a different name. I then use the first model to create the texture (texmake) and write the qc code for the mdl to indicate to use the first model as the base, the texture from the first to be the skin and the second model to be the frame. It works really cool. Also downloaded quest beta last night and begining to mess with some levels may have some screen shots soon.

AUGUST 6 1996

I have not spend much time today on the project - been playing full quake. The music rocks. I did have a little time to up date the weapons page with some info.

AUGUST 5 1996

I just recieved my quake full version - so now i can start really working on this project, after i play the whole game a couple of times. It might be a few days until you see anything real new here. I have finish modeling 6 new weapons for quake, hope to have some screen shots and discriptions up by the end of the week. After that expect to see some of the monsters and textures for the new levels. Also expect to see links to all the tools that we are using.

AUGUST 4 1996

Started this web page. We have currently outlined 16 levels (including names, terrain, and feel), currently waiting for a true graphic editor and my full version to come before we will start creating these. One of the levels will most likely be a capture the flag type of level with the flag being an object that can be moved around the map by both teams. I have begun pulling textures together from various sorces and creating some new ones (actually i have been doing this and some model work for about 3 months now) have put together around 60 new basic textures to use. Have model and textured 3 of the new weapons and 3 new monsters (one of which i have done 160 frames of animation for also). These are in mdl format now. Skywalke has begun to write some basic quake c code for the monsters and weapons. The weapons should be a cake walk, the monster ai may take some time. Begun collecting some sounds. Talked to a friend here about creating a new sound track for the game - not sure bout that yet Alot of the stuff we have been doing may be wasted since i have not gotten my full version yet and have not had a chance to really test this stuff, just wait and see.