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Welcome to the SynQ Development Wiki,
a total conversion project for online Quake. SynQ Site and SynQ Dev Forum
9 articles in English

Introduction

Image:synqlogo.png

"SynQ" is a project to build a total conversion that is compatible with the original Quake for the purpose of online play, but to radically rethink the look and feel and use the features of modern engines to provide a "look and feel" radically different from Quake.

The idea of this project was approved by id Software; it must be a total conversion and use no id Software content except the GPL'd map sources.

SynQ uses the OpenQuartz project as the starting point. SynQ does not support any type of single player -- for now, but the idea of supporting some sort of single player in the distant future with werewolves, vampires or cyborgs or such might be considered.

Media

Primary Project Goals

  1. 100% GPL Game Content in the core
  2. No use of any id Software content/trademarks aside from the GPL'd maps and engines
  3. Game content will work in all Quake engines (DarkPlaces, GLQuake, WinQuake, etc.)
  4. Use of engine specific features is ok, if they "degrade gracefully" in non-supporting engines
  5. Visually exciting and appealing to the eye
  6. High FPS and high performance
  7. Give the project an official name when the project is in good form
  8. Primary target engines: DarkPlaces and Qrack

Roadmap

SynQ uses Open Quartz and the id Software GPL'd map sources for Quake as a starting point; there is much work to do:

  1. Remaster the maps: textures, brush splitting and lighting only.
  2. Create sounds that work together.
  3. Remaster the box (brush) models.
  4. Work on the HUD and supporting elements.
  5. Put the HELP back into F1 HELP.
  6. A stylish front end; like this but vastly better.
  7. Ease of use, ease of use, ease of use -- did I say that enough?
  8. Frames per second, frames per second ... this is not a screenshot project.
  9. Use new engine features, but keep "all-engines" baseline Quake compatibility. New features must degrade gracefully and work even in WinQuake-style software renderers.
  10. Revisit the weapon models.
  11. Items models.
  12. Reskin the current player model a little? Maybe.
  13. QuakeC -- later!

Mantra

Functional, first! Improve it, second! And perfect in the end!

Resources and Tools

Texture Tools

  1. TexMex - Opens .wad files
  2. BSP2WAD - Extracts textures from a Quake map
  3. UPDBSP - Updates textures in a Quake map
  4. PakScape - Opens pak and pk3 files
  5. Adqedit - Mainly to open gfx.wad to edit HUD/charset/etc

Free Textures

  1. ImageAfter
  2. Free Tiling Textures
  3. Public Domain Photos
  4. BurningWell.Org
  5. Texture Warehouse
  6. Morgue File
  7. Free Foto
  8. Yoto Photo
  9. VRMLWorlds
  10. Celine's Original Graphics
  11. Public Domain Clipart
  12. About.com Page

Direct Free Texture Downloads

  1. Blender CD Public Domain
  2. Free.Wad

GPL Textures

  1. Open Quartz
  2. Nexuiz
  3. Open Arena
  4. Open Content Games - (Check licenses to ensure GPL compatible!)


Map Editing/Compiling

  1. Worldcraft 1.6 shareware
  2. aguirRe's qbsp/light/vis
  3. Ancient QBSP that does solid sky
  4. Tomlite - for making colored .lit files

Sound Tools

  1. Audacity
  2. CoolEdit 96 Shareware

Modelling Tools

  1. Awesome Modelling Tutorial by Preach
  2. QME 3.0 Full - This is now freeware; used for .mdl manipulation
  3. Gmax - Freeware
  4. Blender - Freeware
  5. Milkshape 3D - 31 day trial; $25 to buy
  6. Quick3D Professional - MD3 to MDL conversion; trial version

References/Help

  1. Quake Wiki
  2. Quake Navigator
  3. Inside3D (QuakeC, modding)
  4. QuakeSrc.Org, QuakeDev.com (Engine)
  5. Func_Msgboard (Mapping)


Status of this project: 5% Hosted by quakedev.png
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