Introducing Trident
Trident is
my entry into the world of
Quake 3 engine projects, now that
id Software has been
kind enough to release the source code. Much like my previous projects, there are
a few key goals I have in mind as I proceed forward with
Trident:
-
Clean up source code
-
Fix bugs
-
Remove unnecessary features
-
Maintain solid performance on lower end machines
-
Improve graphics quality
-
Make the engine modder friendly for those looking to create their own games
These are just a few of the overall goals.
The layout of the Quake 3 engine is rather interesting, in that in addition to the engines .exe, there are
3 files which make up the game content. Whereas in
Quake, the menu system was part of the engine itself, with
Quake 3, the menu can be changed
independently of the engine. With this in mind, Trident will be a compilation
of changes for both the engine and support DLL's/QVM's. For development purposes, all binaries will be distributed
as DLL's, although with how the system works, those interested in using QVM's can compile from the source. If I get
enough requests for QVM versions, perhaps I will reconsider.
Keep in mind that with Trident, as well as with most other Quake 3 engine
mods, many of these changes will make the engine non-compatible with
existing
Quake 3
servers.
Although not much at the moment, here is a listing of my change log and todo list:
-----------------------------
Version History
-----------------------------
Trident v0.5.2:
- Removed frames from around all menus
Trident v0.5.1:
- Modified icon to stylized "T"
- Trimmed unnecessary stuff from engine and game code source tree
- Changed console window title to "Trident Console"
- Changed engine to run DLL's by default
- Changed Windows system console color scheme
- Removed id Softwares "Q3" logo wallpaper from main menu
- Slowed player speed to 270 from 320
Trident v0.5.0:
- Got source code to compile with 17 warnings, but no errors
- Renamed compiled executable to Trident.exe
- Created BDROME gamedir
- Changed version references to "Trident"
- Changed Credits screen
- Removed Demo, Cinematics and Team Arena menu options
- A couple of basic bug fixes
- Increased hunk to 256MB default, 64MB min
- Created execution shortcut for use of .dll's
-----------------------------
ToDo List
-----------------------------
- Change internal references from "Quake3" to "Trident" - *done v0.5.0*
- Remove Linux and Mac specific code?
- Remove QVM?
- Resolve all compile warnings (17 of them)
- Change credits - *done v0.5.0*
- Remove Quake 3 from ingame displays - *done v0.5.0*
- Add locational damage (6-head, 14-body, 10-legs)
- Add 2-4 point Domination type gameplay
- Redesign UI
- Add BDROME to the game search path along with BASEQ3
- Add alt-fire modes
- Remove all Team Arena stuff?
- Remove Demo code?
- Remove Cinematics code?
- Increase hunk size - *done v0.5.0*
- Read up on all command line switches
- Replace strcat with Q_strcat in CL_rcon_f
- Change menu background
- Remove CD Key check - *done v0.5.1*
- Remove CD check
- Remove registration check
- Remove unnecessary #IF's and #IFDEF's
- Remove Quake 3 banner from main menu
- Remove frames from around menus - *done v0.5.2*
- Add particle system (EGL? Tremor?)
- Add lens flare
- Remove joystick code
aRQ-Lite3
Just as I did with Tremor, I am creating a more bare bones version for the average modder to work
with, and this project will be called aRQ-Lite3, in keeping with tradition! ;)
Since my programming skills are marginal at best, and there aren't many code updates available yet,
I'm going to focus on removing the non-essential elements to make the engine and executable leaner.
But of note, it includes the Clean Quake3 Game source, which I had posted a while back, as well as
several other bug fixes.
I have just released
aRQ-Lite3 version 0.5.0, and you can get it from the
Files page. This release will likely morph into a
"Clean Quake3 Source"
code base soon, while aRQ-Lite will focus on stripping the engine down..
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