BTW, from what Willits said, there isn't going to be a q4test.
Also yesterday in the pre-keynote speech address by Id/Raven, Tim Willits confirmed that the Activision (Visioneers) Testers had been used for Quake 4 testing. This was in response to a question of the possibility of a Q4Test, and shows the different approach by Id/Raven this time around i.e. no mass-public test of gameplay.
Yea I thought so too. The quake tests before spread around the internet like wildfire, even to people who didn't play the earlier quake games, and drummed up a lot of excitement about the release.
The test release is a great way to get new people excited about the game. Surely they will at least have some sort of demo or something.
They've got all the bugs ironed out and that's all they care about.
They should care about ironing out the level bugs, but then again as long as they're only bugs that let you overbounce and do wierd stuff, that's fine.
Well, your forgetting rep that "bugs" dont matter as much. Bugs can be lived with. Things like balancing, weapon damage, speed, heights , layouts etc, cant be fixed as easy as a bug, and requires a test.
I don't know how much of it is possible in OpenGL, but it would have been nice for the person with quad damage to have a blurring oasis shimmer, and a bright glow to them.
I know even baby programmers can get that stuff working in DX9.
Yeah, i like the intro, very, very smart. Its about time an id game got a REAL intro (i.e. proper cinematic). It helps.
And Rep, thats easy (the buring stuff). All you do is tag a few particle emmiters to the model and then create a nice fragmenr program warp shader to go with it. Simple.
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o'dium wrote:And Rep, thats easy (the buring stuff). All you do is tag a few particle emmiters to the model and then create a nice fragmenr program warp shader to go with it. Simple.
That works well in OpenGL? I've never seen it done in anything but DX9.
o'dium wrote:And Rep, thats easy (the buring stuff). All you do is tag a few particle emmiters to the model and then create a nice fragmenr program warp shader to go with it. Simple.
That works well in OpenGL? I've never seen it done in anything but DX9.
I've been doing it in Quake II Evolved for about 12 months now so yes i would imagine it works well