[Fwd: Re: missing dpmod file]

Forest 'LordHavoc' Hale havoc at telefragged.com
Tue Jun 10 01:28:41 EDT 2003


Just figured this might spark some discussion and/or be of interest.

-------- Original Message --------
Subject: Re: missing dpmod file
Date: Mon, 09 Jun 2003 22:20:31 -0700
From: Forest 'LordHavoc' Hale <havoc at telefragged.com>
To: Jeff <jeff at planetquake.com>
References: <006801c32e4f$2d49a100$fe8e5b0c at whatever>

Fixed earlier today.

It's amazing how many emails I get when a link doesn't work, and people
seem to talk about things other than the broken link :)

Jeff wrote:
> LordHavoc,
>  
> http://icculus.org/twilight/darkplaces/dpmod20030607.zip  not found.  ?
>  
> I read your Inside3D forum post regarding frustration with the modding 
> scene.  The Quake community can't seem to bump-up the minimum standard 
> even a notch, 3+ years after GPL release.  But something I've noticed 
> lately is more available artistic talent.  In the last few months I've 
> heard from people wanting to make maps, textures, even one of those rare 
> modellers.  Meanwhile the advancement of Quake engines goes on, and mod 
> teams dwindle.

Yes it continues to puzzle me.

> Seems the Q1 "market" has need of a large-scale modding project that 
> could put forth a product that advances the standards even if not 
> everyone is in perfect agreement (everyone wants ALMOST the same thing 
> but endless debate on implementation).  It would need interest in the 
> community, to be robust and free-standing, downloads by players, and be 
> open-ended enough to inspire people to expand it.  There have been a 
> couple of big free-standing releases based on Q2 - Code Red and Day of 
> Defeat-  but the only similar thing I know of for Q1 is Urban 
> Mercenary.  The ELF did Starship Trooper and Defeat in Detail but don't 
> recall they were stand-alone.
>  
> What are the ideal attributes you'd  like to see in future mods?  
> Probably not another CS clone, WW2, or anything with Urban in the title.
>  
> Take care,
> Jeff

Heheh, real-world environments are overdone (realism I like, real-world
I don't).

I'm really not sure, although I have an extreme fondness for persistence
(like characters saved to disk, so you have some progress), monster
killing (always fun), impressive big guns (heheh) whether sci-fi or not,
   and some player battles don't hurt either (as long as staged in an
arena, not just anywhere).

So I guess something like Diablo2 meets Quake (and I mean that in both
technological and magical ways).

-- 
LordHavoc
Author of DarkPlaces Quake1 engine and mod
http://icculus.org/twilight/darkplaces/
"War does not prove who is right, it proves who is left." - Unknown


-- 
LordHavoc
Author of DarkPlaces Quake1 engine and mod
http://icculus.org/twilight/darkplaces/
"War does not prove who is right, it proves who is left." - Unknown




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