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The Instagib Project

 
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Blank
The Best Player on Any Team


Joined: 03 Dec 2004
Posts: 316
Location: Southern California

PostPosted: Wed Jul 25, 2007 5:39 pm    Post subject: The Instagib Project Reply with quote

Back when I played Instagib it had always been my dream to create an Instagib game, a free one of course. The reason was that Instagib had always been 'just' a mod, and so it didn't reach out to the masses of people, and not everyone got to play it because they first had to get the game to play. I loved disruption, I was used to everything about it, so I wished that some day I could create a game solely for Instagib, using the Quake 3 Engine. But that was just a dream because the engine was well over $300,000 at the time. The engine, to my surprise, was released under the GPL and so I was able to use it. I didn't know that id had a tendency of releasing their engines to the public, and so this all seemed to be a major coincidence for me, especially since I had been learning how to program.

I started work on 'the game' in February of 2006. The latest version of it was released in April of this year, version 0.6. I haven't worked on it ever since because for some reason it didn't seem to get much attention. I never told you guys, which is ironic, because it was for you guys, because I thought you'd say it sucked or something and denounce it, so I figured telling you guys would simply be a waste of time.

I haven't played Instagib since last year in February when I got banned for team killing a dumb ass, and that's when I started working on it. I guess you could say I got kicked out of the only game I ever played so I made my own. I've had much help from a few people, and I'm really proud of version 0.6, it's just that few people heard about it. It hurts to see the JO/JA Instagib community pretty much dead, and my game never seemed to take off so I figured I'd finally tell you guys about it. I'm not trying to promote anything. After the 0.6 release I haven't worked on it since because I lost interest due to the little attention it got, I'm just showing you it to see what you think of it. I guess as a final good bye, heh.

You can find the game here. Again, I'm the only one that has worked on it. I got the maps, models, sounds, and all of that from another game (It's legit, their media is also under the GPL), and friends helped me out with the menus and things like that. Please give it a chance, check out the wiki which I spent a lot of time on. It has tutorials and information on the various features I've included.

I could go on and on about the things I've done with it here, but even I don't remember, and many things aren't on by default, so I suggest you take a look at the wiki.

I'm no obsessed programmer so sorry if it's not up to par with what you had in mind.
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Amidala
Site Admin


Joined: 09 Sep 2004
Posts: 1133

PostPosted: Wed Jul 25, 2007 9:36 pm    Post subject: Re: The Instagib Project Reply with quote

First of all, congratulations. I'm impressed that you were able to create a complete game. I'm sure you learned a lot.

Blank wrote:

I haven't worked on it ever since because for some reason it didn't seem to get much attention. After the 0.6 release I haven't worked on it since because I lost interest due to the little attention it got,...


What did you do to promote it?
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Rook
One bad mofo


Joined: 28 Sep 2004
Posts: 522
Location: Hurricane wastland Florida

PostPosted: Thu Jul 26, 2007 1:52 am    Post subject: Reply with quote

Thanks Blank,
Fairly decent game, I'll pass this link on.

--Rook
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Last edited by Rook on Thu Jul 26, 2007 10:48 am; edited 1 time in total
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Zee
Human Aimbot


Joined: 27 Jan 2005
Posts: 175
Location: Ore-y-gun

PostPosted: Thu Jul 26, 2007 6:16 am    Post subject: Reply with quote

Hi Blank
Downloaded the Mac version but not sure it likes 10.4, couldn't get it to launch. If I knew more about what needs to be in the package contents I'd futz with it more. But thank you for even putting it out there for Mac/Linux - that's more than a lot of others have done with GPL games.
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Blank
The Best Player on Any Team


Joined: 03 Dec 2004
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Location: Southern California

PostPosted: Thu Jul 26, 2007 12:32 pm    Post subject: Reply with quote

I'm really sorry Zee. Spideybry, if any of you remembers him, helped me out with the main menu and other design issues, he was the only one I knew who had a Mac, PPC. I honestly tried to get it to work, and it always did but only on PPC, I wasn't able to create a Universal Binary for it (PPC & Intel) because for one I had never used a Mac before (I know, that's lame), I was using my Linux knowledge to get around, and because he lives on the other side of the country, so whatever I had to do had to be through SSH in a terminal.

Eventually I gave up trying to create a Universal Binary, because I confused myself so much, so I limited it to PPC. Everything worked until I created the fire rate cvar, which lets you control the fire rate (Kind of hackish...), it would work, but on the test machine (Spideybry's, the only one I had) it seemed to treat the fire rate as 0 and so it would be like a machine gun hahaha, and you couldn't change it. Everything else worked fine on other platforms, and I just wanted to finish that version of the game because I was sick and tired of it after working on it everyday up to 2 AM through Skype and Subversion with another friend (Who did the menus), so I just said screw it.

However, that same friend I stayed up with is going to get a Mac soon, in a few weeks actually, and despite 0.6 not getting much attention, he's still eager to work on it and create 0.7. So what I mean is, when he gets his Mac, if we do continue to work on the game, there will definitely be Mac support with a Universal Binary, because I will actually get to be on his laptop, which is very different from trying to figure everything out through SSH in a terminal.

Thanks Rook, I appreciate it. I loved instagib and I tried to make it with us in mind, of course I'm not a perfect programmer, though. Imagine what would happen if the CJK creators join in or something, then it'd be something great.

Oh, hey Amidala what's up? Nice to see you still around. Yeah I definitely learned a lot, after all it wasn't just programming. It involves making sure everything works in the monolith that is the Quake 3 engine. Making sure it works on other platforms, creating tools to facilitate processes, etc. etc. So although it didn't really take off, it really did benefit me.

Unfortunately I didn't do much to promote it. For 0.5 I simply promoted it on my website one day and it got many hits, when 0.6 came out though, I did the same thing and no one noticed it. I don't blame them though, I mean my website isn't exactly popular or anything. I was just afraid to promote it in popular places for fear of people denouncing it and giving a bad image to Instagib as a whole, so I was planning on getting it to what I thought was decent enough to tell other people who might help me make it even better, or at least get a group of people who like the game and support it.

I honestly made it with us from Chop Shop in mind, but after a whole year of not playing I eventually forgot the feel of it, I mean, I got used to my game and mine just became 'normal'. That, and I was planning things that were more JO Instagib-like for future versions, like a force type system with powers. The problem is that I didn't tell you guys because I really wanted it to be great to show you guys so you could see it had potential, but now this is more of a last stand heh.

Honestly the game has come a long way. I use Open Arena's media (Maps, sounds, models, etc.) and so that's why it's a bit too big (130 MB), before I used it I only had one map and two models and it was 40 MB. The person that started Open Arena (Who not many people like including me) criticizes me for not making it 'just a mod' to Open Arena, I take it as he just wants attention or something, because everyone knows the goal of my game is to make it an independent game, and many Quake 3 modders agree with me. But after 0.6 kind of flopped I was starting to re-think that offer, eventually I decided to screw it and leave it as an independent game, if it fails, at least I fulfilled my dream.

Anyways, thanks for trying out the game guys, at least now everything's finished, I showed you guys it. I definitely suggest you skim over the Console Commands page in the wiki because many of the features aren't on by default, and I created some pretty fun features I guess.
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stubert
Code Warrior


Joined: 29 Nov 2004
Posts: 279

PostPosted: Sun Jul 29, 2007 4:08 am    Post subject: Reply with quote

looks like you put alot of effort into this blank


I think there is a way to use a cross-compiler in linux to produce a mac binary

check out the ja coding section on lucaforums, theres a thread about how to produce mac UBs


also check out www.quakesrc.org

thats where alot of q3 code hackers hang out and theres lots of talk about games based on q3
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Blank
The Best Player on Any Team


Joined: 03 Dec 2004
Posts: 316
Location: Southern California

PostPosted: Sun Jul 29, 2007 9:31 pm    Post subject: Reply with quote

What's up stubert!

Yeah man, haha, I 'grew up' in QuakeSrc, I'm 'blanky' there. That's where I started, from 0, people such as t0aster, Phoenix, Wudan, Dairyman, and many others helped me when I started out. It really is a cool community. As far as cross-compiling on Linux to create UBs, as far as I know that's not possible. I think you might be confused with cross-compiling Windows binaries using the mingw toolset? But creating UBs on Linux, I'm not really sure, unless I got something like PearPC working, which I eventually gave up on. I'll definitely check out the lucasforums JA section for that, thanks for the advice!
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