Call of the Force is in need of contributions and members. If you think you can contribute any of the following things:
Models Skins Code Maps Textures
Please tell us!
Or [firstname.lastname@example.org]drop me a line.[/email]
The team is currently deciding on whether to use the JK2 engine, or their own heavily modified Q2 engine, know as Q2Max. Q2Max's horizons are very close to limitless, and we will have direct support from the developer. Note that Q2Max may incorporate features that JK2 does not have, or even could never have.
Q2Max is being developed by Psychospaz. Spaz has recently added RScript Shader support. Here is a list of features:
OpenGL only (no software mode, no 3dfx) 32-bit color skin/texture support (.jpg, .tga, .png) Texture Compression for large textures/skins Particle Engine Fast intuitive system Dynamically lit Better clientside special effects RScript Shaders Spheremapping Detail textures Animation skins Custom functions Enhanced Menus Mouse support in menus Reorganized menus Stainmaps Infinite blast and blood marks No slowdown like decals Last forever Clientside 3D Chase Camera Accurate aiming system Adjustable viewing distance Adjustable viewing angle Miscellaneous Special Effects Improved dynanamic lighting & shadows Transparent surfaces vertex lighting Redone particle effects Railgun types/colors Blood rendering options Overbright maps and entities Miscellaneous Gameplay Enhancements Decals for surface bullet marks Mouse FOV autosensitivity Translucent Console "*.pak" pak loading cvarlist filter parameter