Making his own assets should prove to be quite a work but since he promises that it "plays identical to that of quake3 1.32", I guess he intends to mimic Q3's pak0 without actually copying the content.
That's pretty much impossible to get high quality models, textures and sounds for a project. One of the main reasons there was never a standalone CPM I believe.
I've used every Q3 texture pack (there are a few, though most "HQ mods" are just a compilation of numerous different packs), and they all look like crap. I know that it's because of how purist I am, but the maps just don't feel right with a different texture - these are not simply high resolution versions of the default textures. They are completely new textures, and that ruins it for me.
My expectations aren't that high to be honest but who knows, scala seems to have a better approach than fraglove so far... good luck anyways, i'll keep an eye on this project!
gl in the endeavour, thought it was about fragerrs return, but nonetheless gl, every quake player more is great, but I still highly doubt you'd attract anyone apart from the cpma/ra3 players and ex-ql-cheaters
so player models, sounds, textures, icons and everything else are going to be community made? is there enough quality this way and if not do you intend to make some of this yourself? I only ask because if you intend you do texturing I think a streamlined, high visibility and consistent look for the game would be nice + achievable. for other mods and maps that use q3a assets how do you intend to bypass this? will you be updating this post with new information as it becomes available? and good luck by the way although I do think you may be flogging a dead horse ;/
I remember talking to Stahlaal (fraglove dev) about creating a free to play quake 3 package... according to him you could take a quake 3 texture, resize and repackage it as new, and then distribute that file as a legal third party texture...
There is a quick way of recycling the original textures, by adding a filter. I did some mediocre skinning for jk2 about 5 years ago so i can't remember exactly what progam i used, but you could take a texture, add a filter with a click of the mouse, and the texture would be unrecognizable from the original. You will have a weird looking dm13 or ztn but it's worth a shot. By the way aren't maps copyrighted not only by their textures but also by their layout?
It'd be good timing if it were done sooner than later.
QL is about to end Linux, Mac, and QLPrism support. And everyone is just waiting the next game or Reborn/Reflex to come out, which are still a couple years away.
I wish all these new arena projects could just collaborate and make a game that is not embarrassing to show anyone that plays a console.
We had to wait ages for QL to catch up with Q3 mods.
Reading the change logs from cpma made me realize how many bugs or inconsistencies Q3 & mods still have.
'Even' cpm after fixing loads then went on to add more problems and deteriorated at the end of development IMO.
Trying to recruit ENOUGH new regular players to anything OLD looking is a joke, have you tried this before now?
I still think that an arena type game on tech 5, without the Satanic SCFI theme of Q3, would still be more popular than RAGe on all platforms, if done properly.
Maybe QL 2 on tech 5 could bring it back to mainstream, maybe not.
l also think QL would have been better, more popular if all the man hours were spent on getting tech4 up to speed and continue from where q4 pro mod left off. IMO,< rhetorical anti argument disclaimer.
Worry about keeping one of these old games alive. "we don't need more fragmentation" of an aging genre, on the same tech 3 engine.
There are to many shooters now.
no offence.
I hope it does happen and takes over from Cod 15 & Ghaylo 9.