QuakeMovie 1.4a Source Code - Annotations and Notes


Well, that's it. The long haul is finally over. Me and my team literally worked our asses off
on this filming mod and not many of you realize this but QuakeMovie is actually a very
powerful filming tool, provided you know how to use it. That was the hard part I guess, and if
I had to do it all over again from the beginning, I would do so without hesitation, except this time
I'd write a damn good manual ^_^

Anyway, here's the source code for all you crazy Quake1 movie-makers out there. Sure, they're
using old technology, questionable editing tools, and totally hacked up .dem files, but they still
have a charm that I'm sure all of you reading this can recognize. Quake Movies have been my life for pretty much the past year, and I don't regret one second. From the first (and completely 
useless) beta release, to this day, the release of QuakeMovie 1.4a, my dream has been to make
the movie tool to end all movie tools and my dream has definitely come true. QuakeMovie is
everything I wanted it to be and more. Of course, it couldn't have ended this way without the
hard work, support, and infallible loyalty of my programming team. You guys are the heart and
soul of QuakeMovie, and among some of the most talented people I know. Keep on Quakin'
QMOV team.

Well, now that I've blabbed, I'll tell you a bit about the source:

It's VERY messy, but fairly well commented (comments are necessary in a programming team
like ours). Some of the files don't even do anything. You'll find alot of half-finished features and commented out stuff which I invite you to fix up if you have the patience. The groundwork code
is there for stuff like weapon firing actors, and a dynamic camera system resembeling the 
battle camera from Final Fantasy VII. There's also a few bugs which would probably be fairly
easily worked out and a whole bunch of inside jokes you might wonder at the significance of. 

You'll also find QuakeMovie's one easter egg, which is definitely a laugh and a half. 

The code has tons of useful functions that you could use to build new features and even has some template code you'll find used in certain places. Even some developers tools (used in
coding certain features) have been left in. (albeit commented out).

There's a ton of stuff yu can rip for use in your movies, the camera code being some of the 
juciest stuff available. The tracking cam is truly first rate and works wonders when you're
filming a scene that requires your cameraman to move but keep an actor centered on the
screen. The actor code might also be useful for crowd scenes and the like. Spawning actors
that can watch another entity is a cool effect. I made a little movie once where therewas a whole crowd of people that watched a jet fly across the sky. It looked cool.

Well, since you bothered to d/l this source, I'll give you a little trick to try.

goto Shub's Pit (end.bsp) and place 7 cameras. Kill shub. Watch the new ending sequence.

