Author Topic: ioPaintball - Standalone Q3PB!  (Read 13238 times)

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
ioPaintball - Standalone Q3PB!
« on: November 04, 2007, 01:22:57 PM »
We are pleased to announce the initial release of ioPaintball!
ioPaintball is stand alone version of the original Q3PB (Quake3 Paintball) mod for Quake3.
Unfortunately for the community, the source code for the Q3PB mod was lost, but development on the gaming engine is continuing.
In the future, the complete code base will be rewritten from top to bottom so that bug fixes, enhancements, and future functionality can be included in the all encompassing code base.

The gameplay is similar to that of the popular Digital Paintball 2 standalone game with a few minor differences:
  • Double Jumping has been removed
  • There is a different ball-flight system
  • You can carry an extra pod to reload your hopper from


This stand alone game is 100% free, built completely with OpenArena GPL'd content and ioquake3 engine source code. And, since the game is stand alone, you do not have to have an original copy of Q3 in order to play this game.
Mappers can use the popular Q3Radiant mapping software with the mapping essentials pack to create maps to add back to the IO-Paintball community.

The current ioPaintball team is:
ViciouZ - media management, distribution, coding
y00tz - planning, web design (soon)
XtremeBain - server hosting, occasional coding
KnacK - public relations
Additional credit goes to:
woekele - sorting out coding issues
Etrigan - distribution help
And to all our beta testers!

Currently, we are looking for additional members of the team:
Mappers
Modelers
Server owners
Coders

The initial release will become available to the public at 6PM GMT on the 11th of November 2007, at the GlobalGamersCenter IRC Anniversary party. For a countdown timer, go to http://www.viciouz.co.uk/q3pb/

A complete web site detailing all of the specific features and screenshots of ingame play will be up shortly. To check out the original Q3PB mod, go to http://hosted.planetquake.gamespy.com/q3pball/

You can contact us at #iopaintball on irc.gg-center.net for any more information.

Here is a preview of Q3PB:

Stay tuned!

DaRkNeSS

  • Autococker
  • Posts: 622
Re: ioPaintball - Standalone Q3PB!
« Reply #1 on: November 04, 2007, 01:46:58 PM »
No double jumping? Able to carry even more paint?  Sounds like an easier version of DP for the newbs who always get rocked.

DrRickDaglessMD

  • 68 Carbine
  • Posts: 376
Re: ioPaintball - Standalone Q3PB!
« Reply #2 on: November 04, 2007, 01:54:21 PM »
me, Reed and Viciouz were playing it a bit earlier, it can't really be compared to DP in my opinion. Ball flight and everything is hugely different, takes a bit of getting used to. The gun system is more complicated (and better in my opinion), the gameplay is a little more frenetic than DP (for example i found it a lot harder to judge lines of fire, etc..., it reminds me a lot more of actual speedball play at times).

I wouldn't say it was an easier version of DP by any means and anyway, DP is pretty easy itself or it wouldn't have grown in popularity so much over the last year.

Obviously it needs polish, being a first release, but give it a chance guys, I think its worth keeping an eye on in the future.

- Dagless

p.s I miss double jumping a lot, if there was a way to put it into the game then I'd love to see it done.

Apocalypse

  • Autococker
  • Posts: 1463
Re: ioPaintball - Standalone Q3PB!
« Reply #3 on: November 04, 2007, 04:02:36 PM »
I'll help you with the mapping........ if you'll let me.

Cobo

  • Autococker
  • Posts: 1362
Re: ioPaintball - Standalone Q3PB!
« Reply #4 on: November 04, 2007, 04:11:00 PM »
Are you guys planning on keeping the name ioPaintball? In my opinion, the name doesnt really fit a paintball game.

cusoman

  • Autococker
  • Posts: 524
Re: ioPaintball - Standalone Q3PB!
« Reply #5 on: November 04, 2007, 04:20:58 PM »
i think they have to keep the ioPaintball name, or io in the name, as part of the rules for using the ioQuake3 engine. other games based on the ioQ3 engine like urban terror has their exe io(sumthin), for urban terror its ioUrbanTerror, and such. This is cool, but my question is, is this going to evolve into a DP and ioPaintball combo, or are they seperate games.
-Cusoman
edit: i kind of like the look of everyone wearing a mask and suggest that all models have paintball masks, because the pic actually made me think it wasn't very paintbally, based on the guys outfit and 'lack of mask'.

Eiii

  • Autococker
  • Posts: 4595
Re: ioPaintball - Standalone Q3PB!
« Reply #6 on: November 04, 2007, 04:29:23 PM »
They are separate games.

cusoman

  • Autococker
  • Posts: 524
Re: ioPaintball - Standalone Q3PB!
« Reply #7 on: November 04, 2007, 04:45:31 PM »
Before i forget, since this game is still being developed(talking about ioPAINTBALL), i think you guys should implement wall jumping, as i put it in the future vote thread for DP, but the downside was that older maps were not made with wall jumping in mind. if you put wall jumping in this game, maps can be designed with it in mind, plus wall jumping is just so awesome!!! It would make the game cooler, and attract players because everyone knows the first thing people check for in a game is wall jumping. ;D
-Cusoman

Cobo

  • Autococker
  • Posts: 1362
Re: ioPaintball - Standalone Q3PB!
« Reply #8 on: November 04, 2007, 05:44:15 PM »
It doesnt mater if its based in the ioq3 engine. Tremulous, for example, is based on the ioq3 engine.
Maybe its just me, but I think that keeping io in the name makes it seem like the engine you are making is going to be used mainly as a base for other games.

Apocalypse

  • Autococker
  • Posts: 1463
Re: ioPaintball - Standalone Q3PB!
« Reply #9 on: November 05, 2007, 06:09:28 PM »
Also forgot to mention I got also help out a little with coding assuming its in C.

WarWulf

  • Autococker
  • Posts: 539
Re: ioPaintball - Standalone Q3PB!
« Reply #10 on: November 05, 2007, 07:10:28 PM »
i guess i could make some maps for you. and some models if you need. :) for a small price :)

Garrett

  • Autococker
  • Posts: 1372
Re: ioPaintball - Standalone Q3PB!
« Reply #11 on: November 06, 2007, 07:58:44 AM »
I would like to help out in two months or so.  With either mapping, modeling, or coding.  I would be able to help out moderating the site if need be. 

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: ioPaintball - Standalone Q3PB!
« Reply #12 on: November 06, 2007, 10:27:49 AM »
Mapping is done in q3radiant, if you can make something nice with that you're in. Anyone is welcome to try. Magical-Tree that means you too, you underhanded PMing phool!

S8NSSON

  • Autococker
  • Posts: 709
Re: ioPaintball - Standalone Q3PB!
« Reply #13 on: November 06, 2007, 11:15:34 AM »
Is there a dev-pak for mappers?

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: ioPaintball - Standalone Q3PB!
« Reply #14 on: November 06, 2007, 11:30:37 AM »
I'm not completely sure how q3radiant works, but I believe it uses the textures from the game pk3 file. Failing that, there's always the old Mapping Essentials Pak, which you can get at http://www.fileplanet.com/hosteddl.aspx?q3pball/q3pbme11.zip.

S8NSSON

  • Autococker
  • Posts: 709
Re: ioPaintball - Standalone Q3PB!
« Reply #15 on: November 06, 2007, 11:56:18 AM »
aight.
Just thought there might be a paintballish type texture pack and/or entity pack for ammo, guns, etc...............................

I did a good bit of q3 map dev back in the day. I loved q3radiant.
Even made my own silly mod for q3...kind of excessive to the 10th power.

here's some maps. probably a few good DM maps in there with stock q3 textures.
don't let the names fool you, most of them are well done, some are pretty hilarious as I was pushing the limits on funcs
http://www.logictechnologies.com/keith/qfiles/

My mod is in this folder also:
Quote
MyMod is a Quake3Arena mod written by S8NSSON

Written for Pointrelease 1.32 (i think that's the latest and last)
This mod was designed for a LAN. Use over the internet at your own risk ;)

What the mod does:

Rocket Launcher:
Rockets fly almost as fast as a rail (pretty much instant)
Rocket firing frequency is increased dramatically
Rocket splash damage is increased, but splash radius is reduced
Rocket jumping is insane.

Rail Gun:
Rail frequency is increased
Rails bounce four times (off of four walls)
Rail damage is increased

Plasma Gun:
You only get five rounds of plasma ammo.
A fired plasma round does not move. It becomes a proximity mine.
You have a few seconds to get away from it after activating (firing).
Your own plasma proximity will not damage you, but will throw you across the map
and potentially into someone elses plasma proximity.

Shotgun:
You get 50 (I think) rounds of ammo.
Firing rate is ultra fast.
Just about everything that quake3 lets you fire comes out of your shotgun when
fired.
This weapon will kill about anything in the map, but 50 rounds goes in a flash.

Player:
You move ultra fast
You have lots of armor and health
Virtually no fall damage

This mod is INSANE, CRAZY, WACKED, and any other explatives you can think of.

That's all I can find on my Q3 dev adventures.
I might look to making a map or two for this mod.

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: ioPaintball - Standalone Q3PB!
« Reply #16 on: November 06, 2007, 02:17:07 PM »
I need to sleep, I just spent 3 hours rewriting pointless checksum code.


Edit - It's not late, I'm just bored senseless. At least everything looks sorted :-)

WarWulf

  • Autococker
  • Posts: 539
Re: ioPaintball - Standalone Q3PB!
« Reply #17 on: November 08, 2007, 12:28:22 PM »
q3radient = fail

gtkradient = win

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: ioPaintball - Standalone Q3PB!
« Reply #18 on: November 10, 2007, 03:32:36 PM »
If anyone wishes to host any servers, contact me ASAP so I can get you the server package. I have also set up a SVN repository for the engine source.

Apocalypse

  • Autococker
  • Posts: 1463
Re: ioPaintball - Standalone Q3PB!
« Reply #19 on: November 10, 2007, 05:42:53 PM »
Ummm Vic the pack doesnt work it says it requires quake any idea what to do?