I'm firing back up the wffusion
project. I have decided to use ioQuake's engine as a
base, they did quite a bit of good work. I already had
tons of things I added into wffusion (q2 meets q3) and
also piles of code in modular format in wfaQ3. So they
both have a home now.
You can grab the files here
LINK). It's small. It's under 1mb. Instructions
are also simple. Read the readme. Run the self-extractor
and point it to your quake3 directory (yes since this
isn't a "Total Conversion" test you need quake3 baseq3).
Click on the batch file. ioQuake will (should, I didn't
even touch it yet) automatically download the files
when you connect. You need to connect to the server
first, however, using ioQuake. Think of it like this:
you'll get the latest files that the server is using
from the modified engine itself. It's magic, I tell
you. Those files go up to just under 65mb. Not so small,
I'll be releasing my own codebase for ioQuake that
has some twists and also does update checks from a central
repository. Even the dedicated will do this. That was
our biggest problem, trying to keep hundreds of players
updated and we wound up confusing them all. So it's
going to be centralized, and distro mirrors are welcome.
Server ops can opt-out of the updates and foodchain
to do their own if they want, but the "official" repository
will exist for new players or in case needed to reset
your game directory files.
After this test I'll move the server onto a real
one in Philly and get the WFA code up that restores
every weapon we ever had, fixes tons of bugs, and changes
that make it feel like the good ol' Q2WF. It'll be complicated
for new users perhaps, but I'm trying to find people
with the help system familiar with Q2WF and Q3WFA. Since
there's about a dozen new weapons it may take some time
for the write-up.
It's ioQuake, UPX compressed and so are the dll's.
You can always get ioQuake from their
website and just run
the commandline in the batch.
Good luck, and god speed.
This web presence is constantly morphing. There's
a boatload of content. I took down the news section.
Refresh for more images of examples of my work (or
my contributions with others) or visit the projects
to the left.
More about this site:
This site is more or less a testing site, where various
technologies are just plopped in carelessly to test
this or that chunk of code. I leave some up, I take
most down. Most is not accessible and only is used by
me when coding or testing... you see this site moves
Sometimes it's all driven from sql, sometimes even on
my laptop over a vpn while I'm sitting at a bar or at
a friend's house helping make pasta. There's a gallery,
a search, and other things. Jump on irc.enterthegame.com
#shadowspawn if you want to rap.
erpleaf2 is my secretary
so talk to him if you need me and I'm not there.
The artificial intelligence (AI) components of simulations
combined with the graphical impact of reality-style
design often appear to be very complex, possibly having
attributes beyond virtual computer generated environments.
In this online collection I note and record, and in
some instances display and exemplify the similarities
and differences between AI and reality level design
for simulations and their affects in the psychological
and marketing environment.
I contrast the goals of design and AI, their performance
requirements, and the underlying resources available
for developing and fielding the combination, with an
eye to how they impact the complexity of human behaviors.
My conclusion is that the tools are currently far
ahead of the imaginative ability of game designers.
While this is a bold, generally broad statement and
open to argument (as all aesthetic statements may be)
it is my beliefs. I use computers as a canvas and I
am simply an armature (pro sometimes but not full time),
but I understand what designers must go through in order
to keep an idea profitable and put fold on the table.
That this may change soon as more start to gain experience
within the effects and abilities of the modern computing
environment and design concepts that far outweigh consumer
products insofar as artistic and intrinsic design and
I also argue that simulations have advantages for
doing certain types of research on complex, human-level