Author |
Message |
Korttana
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Tuesday, November 20, 2012
Hello everyone,
I have a simple question guys, why the developements are not posting the new revisions on ZEQ2 Lite wall?
In my opinion is important know how this awesome game is progressing.
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Linkxp500
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Tuesday, November 20, 2012
Korttana wrote : Hello everyone,
I have a simple question guys, why the developements are not posting the new revisions on ZEQ2 Lite wall?
In my opinion is important know how this awesome game is progressing.
Simple. Development of ZEQ2-Lite has shifted to the original project ZEQ2, and has not made public release for it yet.
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Zeth
The Admin
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Wednesday, November 21, 2012
Not just that, but remember ZEQ2-lite is primarily community-driven. There was never a plan to have an active development team working on it. That's why everything (source/media wise) was exposed from the get-go. Dave and myself got ZEQ2-lite off the ground initially, but that's only because we had a couple months to spare inbetween jobs/university.
As Bucky said, any semblance of a former organized team is busy working on other project[s].
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Korttana
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Saturday, November 24, 2012
Zeth wrote : Not just that, but remember ZEQ2-lite is primarily community-driven. There was never a plan to have an active development team working on it. That's why everything (source/media wise) was exposed from the get-go. Dave and myself got ZEQ2-lite off the ground initially, but that's only because we had a couple months to spare inbetween jobs/university.
As Bucky said, any semblance of a former organized team is busy working on other project[s].
Oh I see now, thanks for the quickly answer, and other question guys, the next ZEQ game will be named ZEQ3? or ZEQ2 still is in progress? and with which revision will be relased the next game?
Thanks all developments for this beautiful project that give to many people hours of fun
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Maszek
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Saturday, November 24, 2012
Korttana wrote : Zeth wrote : Not just that, but remember ZEQ2-lite is primarily community-driven. There was never a plan to have an active development team working on it. That's why everything (source/media wise) was exposed from the get-go. Dave and myself got ZEQ2-lite off the ground initially, but that's only because we had a couple months to spare inbetween jobs/university.
As Bucky said, any semblance of a former organized team is busy working on other project[s].
Oh I see now, thanks for the quickly answer, and other question guys, the next ZEQ game will be named ZEQ3? or ZEQ2 still is in progress? and with which revision will be relased the next game?
Thanks all developments for this beautiful project that give to many people hours of fun 
I am a little confused. You type ZEQ2, yet I suppose you refer to ZEQ2 Lite. As others have said, the "team" working on that has moved on to develop ZEQ2 on the unity engine.
As for what the next ZEQ will be called, I don't think there will be one to begin with. Currently we're working on ZEQ2(Unity), and I guess Brad might have some future plans for ZEQ2(Zios).
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RealDeal
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Saturday, November 24, 2012
Why not assemble a team for ZEQ2 Lite?
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Maszek
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Saturday, November 24, 2012
RealDeal wrote : Why not assemble a team for ZEQ2 Lite?
It's not anyone's job. It's upon the community to decide whether or not to continue working on ZEQ2 Lite.
Even if Brad or anyone else assembled a team, it would be a waste of everyone's time. At the moment, ZEQ2 Lite would require lots of reworking to be improved. We can use that time to work on ZEQ2 instead.
If someone simply continued Lite without re-making the systems we currently have, it'd be like building a house on sand.
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Zeth
The Admin
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Saturday, November 24, 2012
Why not assemble a team for ZEQ2 Lite?
Beyond hacky bug-fixing, no significant strides can be made on ZEQ2-lite's Quake 3 design without a tremendous amount of full rewrites. If rewrites are going to be done from scratch, they might as well be done on a fresh project in a proper environment (I.e : ZEQ2).
Besides that, there's barely people willing to work there, what makes you think more would be willing to work elsewhere? If you can find English speaking individuals with the capability to commit time daily and enough skills/experience (without wanting compensation), you let me know.
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RealDeal
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Saturday, November 24, 2012
Beyond hacky bug-fixing, no significant strides can be made on ZEQ2-lite's Quake 3 design without a tremendous amount of full rewrites.
who said anything about a complete revamp people just want the project to function like the gamepacks
seriously all characters,maps is all what they want
graphics are fine and the bugs are bearable to some extent and can be taken care of after all this is done
Besides that, there's barely people willing to work there, what makes you think more would be willing to work elsewhere? If you can find English speaking individuals with the capability to commit time daily and enough skills/experience (without wanting compensation), you let me know.
I could get in people who are trying out animation and other stuff in their academics
but I don't understand why are you waiting for people to show up here randomly and finish this project
I know that you know many of the game devs of other projects of Earth Special Forces,Dragon Ball source ,ZEQ2 lite itself you could try asking them for help at least 1 extra guy would bound to show up
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Linkxp500
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Saturday, November 24, 2012
RealDeal wrote :
Beyond hacky bug-fixing, no significant strides can be made on ZEQ2-lite's Quake 3 design without a tremendous amount of full rewrites.
who said anything about a complete revamp people just want the project to function like the gamepacks
seriously all characters,maps is all what they want
graphics are fine and the bugs are bearable to some extent and can be taken care of after all this is done
What good is creating content if it is all going to be obsolete with new gameplay mechanics? Lots of unnecessary work.
RealDeal wrote : Besides that, there's barely people willing to work there, what makes you think more would be willing to work elsewhere? If you can find English speaking individuals with the capability to commit time daily and enough skills/experience (without wanting compensation), you let me know.
I could get in people who are trying out animation and other stuff in their academics
but I don't understand why are you waiting for people to show up here randomly and finish this project
I know that you know many of the game devs of other projects of Earth Special Forces,Dragon Ball source ,ZEQ2 lite itself you could try asking them for help at least 1 extra guy would bound to show up
Why would we want people not dedicated to development to develop for us? Besides, Earth Special Forces members no longer work on their own project, so what makes you think they'll work on ZEQ2-Lite without compensation?
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RealDeal
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Saturday, November 24, 2012
Why would we want people not dedicated to development to develop for us?
simple becaue they will finish the project faster,sometimes you have to look beyond dedication to make progress
What good is creating content if it is all going to be obsolete with new gameplay mechanics? Lots of unnecessary work.
do you want to have something that can be played or not?
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AraVinD
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Saturday, November 24, 2012
Zeth wrote : Why not assemble a team for ZEQ2 Lite?
Beyond hacky bug-fixing, no significant strides can be made on ZEQ2-lite's Quake 3 design without a tremendous amount of full rewrites. If rewrites are going to be done from scratch, they might as well be done on a fresh project in a proper environment (I.e : ZEQ2).
Besides that, there's barely people willing to work there, what makes you think more would be willing to work elsewhere? If you can find English speaking individuals with the capability to commit time daily and enough skills/experience (without wanting compensation), you let me know.
well there is always a possibilty and we can arrange people for this ...
What good is creating content if it is all going to be obsolete with new gameplay mechanics? Lots of unnecessary work.
and link
well we would't wamt the current Revision 1732 to goto waste
on the same hand
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JayREEZY
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Saturday, November 24, 2012
Zeth wrote : There's barely people willing to work there, what makes you think more would be willing to work elsewhere? If you can find English speaking individuals with the capability to commit time daily and enough skills/experience (without wanting compensation), you let me know.
But... THAT IS SO NOT TRUE!! O:
During my absence on these forums, the only thing I've done is work on other projects! This doesn't include any that I've started myself, of course, but you guys are the only; I repeat, ONLY developers I've seen so far that opened their doors like this! Nobody else wants my help!
Don't worry, there is still a good handful of us that are anything but "unwilling!" Most of us just need better programs to back us up, because this is frustrating!
Zeth wrote : Beyond hacky bug-fixing, no significant strides can be made on ZEQ2-lite's Quake 3 design without a tremendous amount of full rewrites.
If my last statement didn't answer any questions, then here's the problem. Nobody likes an outdated engine. Period. However, I'm not going to preach like that is the end all to be all as far my opinion on this project... I still love this place to death.
I have found that the MOST broken thing about this engine, is the exportation process. It just seems like it can never guarantee in-game results... Are there no designated quake 3 utilities besides Misfit, and NetRadiant? Because everything else winds up being a "dilutant" (yes dictionary, I said it) of some kind. Most .md3 exporters for 3ds max are extremely buggy.
That being said, there is nothing more frustrating and discouraging than finishing a map, model, or shader, and then being informed in-game that your map is full of holes, your character is 2 feet shorter/taller than normal, or that your tags are STILL somewhat off! Most engines will tell you immediately, but without an editor, you have to go through the WHOLE exportation process AGAIN to see if you failed! I'm not trying to be lazy, and I'm not trying to ignore directions, but I'm not doing this EVERY time I contribute. Especially if the end result is unusable...
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Korttana
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Saturday, November 24, 2012
I will talk, no like a programmer or developer, but yes like a simple player (the soul of any game). We play ZEQ2 Lite because It's simple and is funny, if we wanted the best graphics or the best gameplay modes, we would not be playing this, we would playing Dragon Ball Z Raging Blast 2 or something...I think that the important here, for now, it's fix the bugs of the game, make more characters (official's characters), more maps. Beacause it's almost secure that start other project with a different gameplay mechanics, will be long; and in the end, we don't will have anything.
For now, in my opinion, it's not necesary think in other graphics engine or any different thing; first try to finish this actually project, is the most important. I play the last revsion and I think it's very good, obviesly can be better but the game still is in progress.
I`m agree wih RealDeal, in finish the actual project; and I know that is hard don't have many people working on it, but the only that you need it's desire.
In the future if is possible think in add other gameplay mechanics...will be awesome but trust me, the gamers are happy with what we have.
Sorry for my improve English.
Thanks all. Regards.
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Wolverine
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Saturday, November 24, 2012
Not Again
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Maszek
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Sunday, November 25, 2012
Korttana wrote : I will talk, no like a programmer or developer, but yes like a simple player (the soul of any game). We play ZEQ2 Lite because It's simple and is funny, if we wanted the best graphics or the best gameplay modes, we would not be playing this, we would playing Dragon Ball Z Raging Blast 2 or something...I think that the important here, for now, it's fix the bugs of the game, make more characters (official's characters), more maps. Beacause it's almost secure that start other project with a different gameplay mechanics, will be long; and in the end, we don't will have anything.
For now, in my opinion, it's not necesary think in other graphics engine or any different thing; first try to finish this actually project, is the most important. I play the last revsion and I think it's very good, obviesly can be better but the game still is in progress.
I`m agree wih RealDeal, in finish the actual project; and I know that is hard don't have many people working on it, but the only that you need it's desire.
In the future if is possible think in add other gameplay mechanics...will be awesome but trust me, the gamers are happy with what we have.
Sorry for my improve English.
Thanks all. Regards.
This is not a game yet though, and players are not the soul of this community. It's about everyone contributing to make the project better, internally and externally.
What do I mean? Externally, when you play it, it looks like it needs "just a small few fixes". However, if you think about it deeper and deeper, you will realize that these small fixes would require tons of rewrites.
Refer to my "house on sand" example.
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Zeth
The Admin
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Sunday, November 25, 2012
What good is creating content if it is all going to be obsolete with new gameplay mechanics? Lots of unnecessary work.
Exactly.
I could get in people who are trying out animation and other stuff in their academics
but I don't understand why are you waiting for people to show up here randomly and finish this project
It seems you are confused. ZEQ2-lite was specifically released because it was composed of older media that had long since been moved beyond. It was released for the EXACT reason so others could extend it if they chose to do so. There was never an ounce of intention of continuing work on it. It was either we let the old Quake 3 version stagnate and never see the light of day or we toss it out for others to toy with. Dave and I chose the latter.
I know that you know many of the game devs of other projects of Earth Special Forces,Dragon Ball source ,ZEQ2 lite itself you could try asking them for help at least 1 extra guy would bound to show up
You have it backwards. Some of the developers from those other projects originally came FROM ZEQ2. They've no reason to be involved in another Dragon Ball Z project. Besides, without a dedicated development team, there's no promise of consistent or reliable progress.
All you are doing is tossing suggestions rather than taking responsibility into your own hands. If you truly want change, then you need to stop sitting on the sidelines and yelling into the arena. Get involved and make change happen. Stop making idle banter and take action.
But... THAT IS SO NOT TRUE!! O:
During my absence on these forums, the only thing I've done is work on other projects! This doesn't include any that I've started myself, of course, but you guys are the only; I repeat, ONLY developers I've seen so far that opened their doors like this! Nobody else wants my help!
Any help is always appreciated. I've not seen you idle in the #zeq2Development channel though much. It takes a lot of patience and timing really to get into the swing of things. We may have nary a word said for weeks and then days of ridiculous progress. You've got to be reachable in realtime when the time comes to make strides. That means SOME kind of instant messenger (MSN, AIM, Yahoo, ICQ, IRC, Google Talk, Jabber, etc.).
I have found that the MOST broken thing about this engine, is the exportation process. It just seems like it can never guarantee in-game results... Are there no designated quake 3 utilities besides Misfit, and NetRadiant? Because everything else winds up being a "dilutant" (yes dictionary, I said it) of some kind. Most .md3 exporters for 3ds max are extremely buggy.
Most of the exporting on the current official builds was done with an earlier version of 3dsmax (version 8 or 9, I believe) as it was one with the most reliable MD3 exporter. That isn't to say that others don't exist though. You can always just export to ASE and then use a tool like Npherno to convert it over to MD3. There are also official command-line tools from ID to get it to MD3. The only things you really need to know are [a] how to separate the model into 3 parts [b] how to create/place tags [c] skin/shader/config setups.
If you had contacted me in realtime over some kind of messenger, I could have answered your questions a very long time ago. I'm practically online 24/7 on one messenger or another.
That being said, there is nothing more frustrating and discouraging than finishing a map, model, or shader, and then being informed in-game that your map is full of holes,
Holes in a visual sense or collision sense? One sounds like a shader issue. The other sounds like a collision brush/entity flag issue.
your character is 2 much shorter/taller than normal, or that your tags are STILL somewhat off!
Sounds like file unit issues within your 3D program. Getting these to be proper with level scale is critical in any engine.
Most engines will tell you immediately, but without an editor,
That's not necessarily true (at least in terms of the file unit sizes). Having a miscaled model is not something an engine can really detect as it has no real way of knowing whether you intended the player to be a midget or a giant.
you have to go through the WHOLE exportation process AGAIN to see if you failed!
You shouldn't need to go through ALL steps again -- just the faulty ones. For instance, if you already have your skin/shader/config files made, those don't need to be touched just because you have a faulty BSP or MD3. Likewise if you have a faulty head export, you don't need to worry about the body/legs export. There are various warnings/errors that will pop up in the console in ZEQ2-lite if you do something wrong, but just because your tags aren't placed properly, for instance, would be no reason for a flag to be raised.
Engines cannot distinguish between logical errors -- only syntactical/technical ones.
yes like a simple player (the soul of any game) That's a bit of a self-serving classification. All players really do for a game is ensure it's popularity/success/continuation. ZEQ2-lite isn't built from a marketing standpoint and thus is not impacted by such things.
I think that the important here, for now, it's fix the bugs of the game, make more characters (official's characters), more maps.
Characters/maps and fluff content isn't really that critical until a strong core exists.
Beacause it's almost secure that start other project with a different gameplay mechanics, will be long; and in the end, we don't will have anything.
I don't follow. Working on ZEQ2-lite or ZEQ2 will take an equal amount of commitment. The latter has more possibilities though.
For now, in my opinion, it's not necesary think in other graphics engine or any different thing; first try to finish this actually project, is the most important. I play the last revsion and I think it's very good, obviesly can be better but the game still is in progress.
You don't seem to quite understand. It's not just a graphics engine swap. It's about migrating to a cleaner and more developer-friendly environment in which progress and work becomes more permanent and less of a hack-job.
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Domitjen
The Champ
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Sunday, November 25, 2012
The person who asked this original thread's question is right though.Zeq2lite's svn newest revisions are indeed higher then what is displayed currently on the wall.
I am the one to blame for this, I used to update the wall with the revision updates, there are multiple reasons why I haven't kept up with it.
- I lost sight on it
- I have no time whatsoever anymore left, I can only manage to briefly browse the topics nowadays
- I don't really bother with it anymore since most of the new revisions are just shader updates and no significant changes are being made on zeq2lite's svn.
- ...
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Linkxp500
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Sunday, November 25, 2012
Domitjen wrote : The person who asked this original thread's question is right though.Zeq2lite's svn newest revisions are indeed higher then what is displayed currently on the wall.
I am the one to blame for this, I used to update the wall with the revision updates, there are multiple reasons why I haven't kept up with it.
- I lost sight on it
- I have no time whatsoever anymore left, I can only manage to briefly browse the topics nowadays
- I don't really bother with it anymore since most of the new revisions are just shader updates and no significant changes are being made on zeq2lite's svn.
- ...
Bad, bad Domitjen.
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najeeb
My Sir
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Sunday, November 25, 2012
no wonder he is no more the number 1 :p
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Zeth
The Admin
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Sunday, November 25, 2012
The person who asked this original thread's question is right though.Zeq2lite's svn newest revisions are indeed higher then what is displayed currently on the wall.
I am the one to blame for this, I used to update the wall with the revision updates, there are multiple reasons why I haven't kept up with it
There is no wall -- whatever that is. I'm guessing you are misappropriating some proprietary word from another concept. Having a guess, you probably mean the front page or more accurately news area portion of the website, right? There's no point in trying to (incorrectly) apply some new buzz word every year to describe the same thing. Even using blog is a marketing stretch but does at least describe the underlying generalization/purpose of the content system in use.
More topically, you weren't the only one managing updates. Mima, Dave, or myself could have made changes as well. Any English-speaking, well-composed individual in the community could technically take it upon themselves to update it if they asked. You shouldn't be the one to take responsibility.
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JayREEZY
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Monday, November 26, 2012
Zeth wrote : Any help is always appreciated. I've not seen you idle in the #zeq2Development channel though much. It takes a lot of patience and timing really to get into the swing of things. We may have nary a word said for weeks and then days of ridiculous progress. You've got to be reachable in realtime when the time comes to make strides. That means SOME kind of instant messenger (MSN, AIM, Yahoo, ICQ, IRC, Google Talk, Jabber, etc.).
Hey! I show up sometimes!
I just go by different names 80% of the time...
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Domitjen
The Champ
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Monday, November 26, 2012
Zeth wrote : The person who asked this original thread's question is right though.Zeq2lite's svn newest revisions are indeed higher then what is displayed currently on the wall.
I am the one to blame for this, I used to update the wall with the revision updates, there are multiple reasons why I haven't kept up with it
There is no wall -- whatever that is. I'm guessing you are misappropriating some proprietary word from another concept. Having a guess, you probably mean the front page or more accurately news area portion of the website, right? There's no point in trying to (incorrectly) apply some new buzz word every year to describe the same thing. Even using blog is a marketing stretch but does at least describe the underlying generalization/purpose of the content system in use.
Yes Brad. I used a wrong word, I did mean frontpage instead. I am truly sorry for that. I humbly ask for your forgiveness and hope you believe me when I say I was not trying to create a new buzz word on purpose.Thank you once again for correcting me, for it makes me realize that I still have a lot to learn in life. Without it, no one would ever understand what I was trying to say and would give a dumbfounded "huh?" when reading my message.
Sincerely
Domitjen
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Linkxp500
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Monday, November 26, 2012
Domitjen wrote : Yes Brad. I used a wrong word, I did mean frontpage instead. I am truly sorry for that. I humbly ask for your forgiveness and hope you believe me when I say I was not trying to create a new buzz word on purpose.Thank you once again for correcting me, for it makes me realize that I still have a lot to learn in life. Without it, no one would ever understand what I was trying to say and would give a dumbfounded "huh?" when reading my message.
Sincerely
Domitjen
I laughed so hard at this "apology." It looks so "sincerely filled with sarcasm." *intense laughter*
Some of it wasn't sarcasm, though, but it was still funny how you put it.
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TRL
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Monday, November 26, 2012
I'm pretty sure all of it was sarcasm, Link.
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