"Good Night Out" aka GNO is a mod for Quake by "Spike", released circa November 2003.
Mod description (from here):
Grand-Theft-Auto clone, created in Quake, with lots of Quakie things in it. The focus is on teamplay, with the CTF game mode already implemented. There are currently 5 player 'professions'. The basic mod will work with all standard Quake engines/QuakeWorld engines, but will work best with the FTEQuakeWorld engine (even if only as a server). Currently features cars, tanks, helicopters, 5 player classes, grunts driving cars, instant gangs, kill frenzies, and nifty car selling cranes.
gno.zip- http://spike.corecodec.org/gno/gno.zip (not archived)
- Source Code (CVS repository)
- Announcement (05 November 2003, 4:05 AM):
- http://spike.corecodec.org/news.html (archived)
- http://fte.triptohell.info/news/48-combining-quake-with-grand-theft-auto (not archived)
- http://spike.corecodec.org (archived)
- http://spike.corecodec.org/gno/gno.html (archived)
- http://cvs.corecodec.org/cgi-bin/cvsweb.cgi/spike/ (archived)
- http://corecodec.org/projects/spike/ (archived)
- https://www.moddb.com/mods/good-night-out
- David Walton aka "Spike" aka "LackOfForethough" aka "Spoike" aka "Moodles"
05 November 2003, 4:05 AM
The recent bug fixes and stuff has something to do with a new project I'm working on. The aim of this project is to combine quake vith various elelemts of Grand Theft Auto. The features we have so far are a birds eye view (can be disabled), cars, npc cars that just drive around endlessly, people getting out of the cars when the player gets in, support for 2 players in a single vehicle, drivebys, tanks with turrets and helicopters. We've alrady got past the stage where NPCs will rearend anyone. We've even got a trafic light sort of system. We are hoping to incorporate some teamplay stuff, so that you can play CTF in tanks, should you choose. Single player missions will definatly be more limited than GTA due to smaller maps. We can't be bothered to make huge fatoff cities, and even if we could, the engine probably wouldn't cope...
Now there's an idea... One server running five seperte maps, all part of the same city. That would certainly boost map sizes... It would be an interesting project...
If you are interested, feel free to connect to my test server. You'll find it via id's Limbo master server. You should be able to connect with any QuakeWorld client, however the server itself is the FTE server. Mostly cos it's the best server around... Actually, mostly cos it's the server I made. It supports all the things needed for GTA to work.
my old gno mod does it somewhat easily without using csqc by locking the m_pitch cvar to 0, and avoiding the use of fixangles, this allows the client to freely change yaw but this will be shown onscreen. The player always faces upwards on the screen, but the camera position is provided via svc_setview, so could be positioned infront of the player to give better use of screen space. Pitch changes in areas with low ceilings are sent as required, but may revert changes to the y angle when they are sent - there's no solution to that other than of course csqc.
GNO (Good Night Out).
I guess you could call them 'proper'... but there are still a lot of hacks! :p
GNO
You should also try Spike's Good Night Out
FTE QuakeWorld aka "Fore Thought Entertainment QuakeWorld":
- https://www.fteqw.org/
- https://triptohell.info
- https://www.quaddicted.com/interviews/spike
- https://sourceforge.net/projects/fteqw/
- https://fteqw.svn.sourceforge.net/ (archived)
- http://prdownloads.sourceforge.net/fteqw/ (archived)
- http://fteqw.sourceforge.net/cvsbuilds/ (archived)
- https://github.com/fte-team/fteqw
- https://quakewiki.org/wiki/FTE
Older FTE Stuff:
- http://expo2011.quakewiki.net/detail-view.php?id=117&category=Booths (archived)
- http://wiki.quakesrc.org/index.php/FTE%20QuakeWorld (archived)
- http://fte.quakesrc.org/ (not archived)
- https://www.fteqw.com/ (archived)
- http://besmella-quake.com/forum/index.php?c=6 (archived)
- http://nygmafiles.essentrix.net/executables/ftequake/ (archived)
FTE releases circa 2003-2004:
- FTE QuakeC Compiler:
fteqcc.zip,fteqcc1810.zip,fteqcc1882.zip,fteqcc1884.zip - FTE Linux Client:
ftemqwx_L1878.zip - FTE Linux Dedicated Server:
fteqwsv_L1878.zip - FTE Source:
fteqwsource1878.zip - FTE Win32 Combined GL/D3D/SW/SV:
ftemqwtest.zip,ftemqw.zip,ftemqw1782.zip,ftemqw1791.zip,ftemqw1811.zip,ftemqw1827.zip,ftemqw1846.zip,ftemqw1878.zip - FTE Win32 Dedicated Server:
fteqwsv.zip,fteqwsw1782.zip,fteqwsv1810.zip
FTE mirrors:
- https://www.quaddicted.com/files/engines/fteqw/
- https://www.quaddicted.com/files/mirrors/triptohell.info/
- https://www.quaddicted.com/files/webarchive/triptohell.info/
Check if any version of GNO was added to source forge:
svn checkout https://svn.code.sf.net/p/fteqw/code/trunk fteqw-code
cd fteqw-code
svn log -v -q | grep -E "^ (A|D) " > out.txt
cat out.txt | grep -i "gno"No sign.
- GTA Quake, by Jeffrey Lee
- Topdown Quake (using FTEQW)