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[C++] Quake 4 game modification looking for help


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GTR modification for Quake 4 searching for programming help:

This may be far fetched but some might be looking to gain experience in c++ and the GTR team is looking for a programmer to help out on the modification.

The GameType Revolution Development team is a small development team consisting of 2 developers.

We where at the peak point 2-5 developers, a couple of mappers and some beta testers. Atm the number is quite low on the developer front, so we are looking everywhere we can for free help that can contribute to our project for Quake 4.

Since the mod is a free, download community mod, players with programming experience is our optimal goal.

The qualifications aren't huge, just that you enjoy the game itself but want to enchant it in different ways, have unique ideas and can program in the C++ language.

You should have touch a idtech4 game before (Doom3, Prey etc..) and know it's basics, but it is not mandatory.

If you haven't played much but have the game, got ideas, experience and still want to contribute we have our arms open

If you think you can help us out, feel free to join #GT-Revolution on quakenet (IRC), send an email to zhakal@zhakal.com or write a a comment here leaving contact info or stating that you are interested.

For those who don't know what GameType-Revolution is, I'm first going to do a quick introduction of the mod itself and then some info about our setup:

GTR is a versatile Quake 4 modification that aims to make the game more enjoyable and it's development will never be limited with a strict rule-set such as "VQ4" (Basic Quake 4).

At the beginning the base was built around the X-Battle 0.20 source, but it's not comparable anymore.

GTR uses resources of the Creative Common Q4 project, such as Brightskins and Weaponskins but have later made their own skins (3 separate colors changable independantly) instead of the old version Brightskins.

Some of the things already implemented into the modification is:

New Gametypes (OneFlag, Midair, Freeztag ...)

Different Gamemodes (Q4, GTR, QW, GPM, RFM, XSV)

Optimized game for better performance

New graphic shaders (enchanting, optimized ..)

New Physics (Linked with teh different gamemodes)

Tweaks and Options to make Q4 look better

A altered version of unlagged to make prediction and communication better

Lots of HUD features.

Full changelog

Pictures, detailed info, tutorials etc of the modification

Short info about our setup and some of the work methods:

We currently use a Mantis for reporting issues, desires and other game related bugs. This tool is also used for assigning tasks, following up threads and making a dynamic roadmap.

This is used both for the mod itself and the maps that are made and new map desires.

A SVN is set up for sharing code and rescources (everything except models and textures) are located here. This makes it possible to share, merge and patch codes between developers.

Private FTP hosts test builds, newest versions of media files, changelog on media files for devs and private beta releases.

Separate host is used for the GTR homepage (http://gtr.quakedev.com), mantis, forum, wiki etc.

3 different gameservers for beta testing located in: Germany, France and Netherlands

Thank you for reading and please follow the description over if you are interested.

- Zhakal -

Edited by zhakal
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