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Coppercube = ID Tech 3

xenonlab
Registered User
Quote
2018-07-03 00:07:51

Hi everyone. I'm a passionate veteran of ID Software masterpieces. I am 41 years old, and over the past 25 years I have studied various software, Linux systems, programming languages ​​/ scripts and more.

I made mods and game content for Quake (Darkplaces), Doom and Doom 2 (Doombuilder) using ZDoom (source port).

I contributed to the OpenArena project in the past, and lately I'm making a mod for ioquake3.

I've known Irrlicht for years, a fantastic, lightweight framework that has the feature of easily importing Quake maps. I've always wanted a powerful and easy-to-use Game Engine to develop a game inspired by Quake (Quake 1 of course).

Coppercube allows you to implement maps for quake 3, simply fantastic! the engine is very easy and intuitive, and I noticed that the page on Steam was opened for the new release (Coppercube 6).

I buy! I tested the trial version (5.7.1) Coppercube is fantastic! very light, simple, and with a permissive license (affordable cost).

I have some questions and requests to the developer (same developer of Irrlicht):

1) The documentation is very incomplete, I read that you are creating a new website for the new release, confirm? tutorials are needed, especially FPS games (70% of 3D games use an FPS base).

2) Can I hope (in the future) to see a nice tutorial to make a Quake style fps? I made new weapons, textures, maps (with TrenchBroom Level Editor), I would be happy to donate my contribution to create a comprehensive guide for the realization of an official project (Quake clone). My idea is to create a game menu with basic options for adjusting graphics, sound, save and load game, and not advanced features of course. Coppercube needs to be widespread, many use Unity and other game engines (apparently) simple and poorly optimized (heavy, with too many addictions). Many users do not understand that to make a quality indie product they do not need modern game engines, many current projects still use ID Tech 3 but few are aware of this secret

3) I want to buy Coppercube 6. Does the license allow me to update the following versions? (Coppercube 7, 8 ...) does not really matter, but I would like to confirm this. Thank you

4) With Coppercube 6 can I make a main menu, and an in-game menu via template? is this a feature that you will insert in the future? it would be very useful, the user customizes the graphics and the functionality of the buttons, the animated background and more starting from a ready basis. More advanced features are used in the script language. It makes no sense to write code to create the basis of a fps do not you think? Or am I the only fool to think this?

For my project, I need the community. I really hope to see Coppercube grow. I await new documentation and the new version.

Thanks so much. I hope to receive your answer

Coppercube directly imports Blender projects (.blend file) this thing is incredible (extremely convenient). I can convert my maps made with TrenchBroom to quake using blender, then I work directly on the models comfortably, finally I import the .blend files of my models right? are there any contraindications? I use the trial version at the moment, so I need to know if I have problems with my project with the version purchased.

With Blender and mixamo I made the first models of enemies, animations, textures. The new weapons reproduce the style of Quake (weapon at the bottom center of the screen without the visible hands of the player, much easier to achieve and respects the classic style of games id software). The textures of the maps are in HD (Darkplaces textures, I can use them without problems, I contacted the developer some time ago).

My project is not commercial! I want to make a game by Quake for the simple passion. I think I'm going to be a Coppercube and make it known to many fans who have been looking for an amazing time. link to my gitlab repository (currently private and under development).

I hope I have been clear in everything, for any questions I will be happy to answer.


niko
Moderator
Quote
2018-07-03 08:00:46

Yes, there will be a bit updated documentation, it's nearly finished already. But did you see the FPS tutorial here? https://www.ambiera.com/coppercu...

For some upcoming CopperCubr 7, or 8 or later usually, you need to upgrade to this but get a big discount. But 7 and 8 are very far away. I have longer plans for version 6 :)

4: Currently there is only the overlay system. But for WebGL, you could overlay it with a HTML file, if you like, for example. Not sure if this is useful.


xenonlab
Registered User
Quote
2018-07-03 11:21:59

Thank you for the reply.

Do you renew your license at a heavy discount? good! it's not a problem for me, I was just curious.

Yes, I followed the tutorials to create a fps (including some very useful videos on youtube), but I need to understand some things:

1) realize the HUD style of Quake (life bar, ammunition, preview of the animated head and other things that I would like to add progressively).

2) Effect of the explosion of enemies? the classic splatter effect of ID Software games! this feature I do not know how to implement it (physics and particle activator for blood?).

3) I want to make a small video at the beginning of each map (overview of some areas of the level for a few seconds and end of level).

4) WebGL does not interest me at all! I'm interested in creating builds for desktops and Android (in the future, the mobile platform is not a priority at the moment).

For the sounds I use Freedoom which is open source (I'm not a sound engineer), later it will be very easy to replace resources with new material. I just hope someone in the community wants to join my project.

Thank you all.


niko
Moderator
Quote
2018-07-06 07:29:25

Yes, there will be a discount, of course.

Explosion: Hm, I think something like that would have to be added by scripting. But maybe there is also another way.

Video should work with the pro version. Note that video only works on Windows and WebGL (and Flash)


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