Category: OpenKatana


Want To Help?

We’re currently looking for someone with experience in level design to help with work on creating and designing both singleplayer and multiplayer levels for OpenKatana and possibly another future project. I’m unable to find the time to commit to doing this myself.
If there are any real requirements then it would be to at least have some experience with Worldcraft/Hammer or any similar application, an eye for detail, creativity, good use of lighting and the ability to provide at least some helpful feedback on documentation and tools.

If you’re up to the task then please contact me with an example of your work at:
hogsy@oldtimes-software.com

Coloured Lighting…

Katana's test_textures
Back in 1997 and 1998 there was quite a huge use of coloured lighting in games, personally I myself love this as it adds more style, makes levels appear more unique and technically interesting to look at. These days such use of lighting is often dismissed as it’s not considered realistic but clearly in something like Daikatana there is no pursuit for realism. Personally I think Daikatana’s problem in the end in regard to coloured lighting was that it made very poor use of it, notable usage would be in the episode one levels as there is almost constant use of yellow, green and blue in perhaps the worst places or areas which makes it far too apparent and ruins the overall design of the levels.
Daikatana's disgusting yellow and green

Daikatana’s disgusting yellow and green

For OpenKatana we probably will make use of coloured lighting but certainly will put more effort and consideration into it than was done for most of the levels in Daikatana, or I hope so anyway. Something I find quite a nice reference and good source of inspiration of coloured lighting right now is probably its usage in both Unreal and 3D Realm’s cancelled Prey, Unreal made very simple use of coloured lighting and didn’t do too much major with it however Prey on the other hand made quite a heavy use of it which very much suited the environments and overall “off-world” style that they were going for.
Prey's use of coloured lighting

Prey’s use of coloured lighting based on light-sources

As can be seen unlike in Daikatana, Prey used coloured lighting only on particular light sources rather than globally like what was done in Daikatana, which makes everything much more believable while also remaining unique and as said interesting to look at which I think is the real key to coloured lighting.
Anyway thanks for reading, I really want to go into things like this more in the future as I think it helps me put into words what I’ve learnt so far just from working on such a weird project as OpenKatana.

OpenKatana Weekly Update…

Yeah it’s Monday, I’m a day late… I know! Anyway progress on OpenKatana is going pretty smooth at the moment and we’re doing bits and bobs pretty much everyday. I’d say this month has been the most productive in a long time ;)
Yesterday we gave out our tools and a build of OpenKatana to a very skilled mapper to see what he can come up with as a deathmatch level, it’s certainly very exciting as it’s a chance to see an actual living and breathing level for once! It’ll also be a good chance to get an idea of what kind of tools or details a mapper might want to add to their map. This is also great as it’s going to force me to get my ass in gear about sorting out our in-engine editing tools which I’ll go into more in the future.
While that’s all great we have had at least some problems recently, most namely a horrible problem in FitzQuake which has become pretty clear recently as we’ve made the move to support full-coloured lightmaps and ditched the older standard Quake format, it’s not stopping us from working but it is a large problem which I’ll have to look into at some point.
Over on the game-side of things we’re still rewriting a lot of the game-logic and weapons are pretty much sorted, still need to finish adding them in but we have some problems (and mysteries) solved now. I’ve been mainly working on monsters myself since I have some rather big plans right now but I just haven’t had the time to commit to working on them. Something I recently decided to do, sometime ago, was see if I could work on an entirely new gamemode only making changes to the game module and it went pretty well, It also gave me a chance to fix some very important bugs or mistakes I had made. Last time I had worked on the ctf mode (earlier this week) I had decided to try working with using states for the flags, for example if the player picks the flag up then that flags state will be changed to STATE_PICKEDUP, think, add in the necessary effects and such, then keep on checking we still are being carried, and then upon taking the flag over to the other flag we would change that to STATE_CAPTURED which once again we would then go into our think function and then quickly reset the flags position. Simple concept but its turning out to actually be rather messy… Anyway I’ll let you know how things are coming along next week ;)

OpenKatana Weekly Update…




OpenKatana Weekly Update…










Merry Christmas!

Merry Christmas
Merry Christmas from the OpenKatana team!

OpenKatana Teaser #1

OpenKatana and Multi-platform…

To sum up our view on this, no we will not be supporting other platforms. Today a lot of Quake based games are trying to support both the PSP and PC, on one hand you have a huge behemoth of unlimited power and on the other… Well you don’t have much so you should really either develop for either one or the other otherwise you’re going to find yourself just tweaking things to get them working right which is going to take a huge amount of time and in my view just be a waste. If we do decide to work on a PSP version then we would do that after the release of the PC version so that we can easily shrink everything down so that it works on the PSP more quickly and easily. Anyway thats just my view on the issue…

OpenKatana November Progress…

There are quite a few unlisted changes such as a launcher which Eukos created and some other content changes. Sadly for most of this month I have been unable to work on the engine due to some problems with my computer (which as of the 26th as you can see were pretty much resolved) and then after that we had some problems with the svn… :(
Development screenshots can be found here!

——————-

30/11/2011 hogsy
- Made several improvements to particles
+ Performance fixes!
+ Fixed a crash which occured after
current weapon is switched
- Made many changes to the menu
+ Menu will no longer cause a crash if
left open
+ Added in some experimental stuff and
some stability tests (missing texture
in the main menu and scaling texture
during gameplay)

29/11/2011 Eukos
- Added deco_vase, which is seen on a screenshot and
also mentioned in the pre-alpha. Strange thing is
that the ent doesn't appear in any version of e2m3
from the development hardrive.

26/11/2011 hogsy
- Ah it's gewd to be back! Moved QC code into
its own seperate folder so that it doesn't
get mixed up with the new game dll code

22/11/2011 Eukos
- Added powerups into the game (uses placeholder sounds)
- Added axe.md2 and implemented it
- Added vital.md2

21/11/2011 Eukos
- Added acroboost.md2, power.md2, speed.md2 and attack.md2
- Updated crossbow.md2
- Updated shotcycler.md2

20/11/2011 hogsy
- Fixed the attack sound for monster_skeleton
- monster_skeleton will now inflict damage
when attacking

19/11/2011 hogsy
- Did some more work on monster_skeleton
+ Added in missing attack frames

17/11/2011 hogsy
- Did some more work on monster_skeleton
+ Fixed the animations
+ Will now die correctly

16/11/2011 Eukos
- Changed alot stuff in the metamaser code
- Fixed the discus of daedalus
- Began working on the sidewinder

11/11/2011 hogsy
- Added r_nocull which disables model culling
- Models now support transparent textures
- Did some work on directional lighting for
models

11/11/2011 Eukos
- Added glock.md2, it's glock.mdl but with
draw and reload animations (alpha)

10/11/2011 hogsy
- Made some changes to how particles are
handled
+ Any particles that do not have a texure
assigned will automatically be given
a missing texture instead (rather than
using the last texture)

8/11/2011 Eukos
- Added the C4Viz viewmodel

6/11/2011 Eukos
- Added the daikatana (daikatana.qc)
- C4Viz now uses c4ammo.mdl for its bombs

6/11/2011 hogsy
- Fixed a bug with widescreen resolutions
(only for 1600 for now, let me know how
1400 etc fair)

5/11/2011 hogsy
- Added skeleton.qc

5/11/2011 Eukos
- Fixed the C4-Viz
- Began working on the metamaser
- Added one test decoration model to deco_e1

3/11/2011 hogsy
- Fixed skya skybox

2/11/2011 hogsy
- Did some more work on the menu
+ Textures can now be resized correctly
- Missing texture frames will no longer
cause the game to close

1/11/2011 Eukos
- Made some changes to the crossbow qc code
+ Added wet arrow impact sounds

Better or worse…

Hello! Yet another blog post, I have nothing to really do right now since I have no outstanding work to do at college so in other words I’ve been sitting around with nothing to do for the past few hours.
Progress on OpenKatana is coming along, I’ll be able to make loads of changes next week which is great since it’s obviously half-term. We’ve done a lot this week, in fact I’d say Eukos has done more than I have, it’s mostly been about fixing bugs this week for me. I had a bit of a go at him a few days ago as I felt the QC code had become really messy but it was really my fault for not laying out any rules for any QC/C work, it’s important to keep all this clean especially when multiple people will need to be able to find their way around all of it. Today we’ll be releasing another private build (build 54 or something) for some people to play around with and well things are just going so smooth right now. We decided to start doing the private testing early since I found a lot of bugs were slipping in without my knowledge and that some computers seem to handle things quite differently, for example I was already aware that md2 shadows might not work correctly but it seems that for some people they have even caused crashes! This is why testing is important I guess. I’ll have to remember this time to list some extra notes concering all this to the readme as quite a few people were terribly confused last release.
Last night before going to bed I did some work on cleaning up some of the old 1997 songs for Daikatana which we’ll possibly be using.

e1m2_okremaster.mp3

And I also did some work on the first deathmatch map “dm_nem” though still not too keen on showing it as a lot of the lighting is unfinished and I still need to replace a lot of the textures with the newer ones… Ugh.

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