Quake 4 ingame vids and pics Update 2*

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o'dium
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Post by o'dium »

R00k wrote::confused:
Serious..?

Its the quad damage?
R00k
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Post by R00k »

Oh. Duh.

I don't see powerups in the games I play. It's been so long since I've seen quad damage, I didn't even make the connection.
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Post by R00k »

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.
o'dium
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Post by o'dium »

Thats a BAD idea.
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Post by R00k »

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.
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MKJ
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Post by MKJ »

more elevators less jumppads >:E
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o'dium
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Post by o'dium »

They are still there, so we may get them too. If they remake any classic q2/q1 maps then there will be.
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MKJ
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Post by MKJ »

well Q3 had an elevator function in its gamecode, but its just so much easier to just make a jumppad :icon14: >:E

elevators are a great way to get someone off your tail, dammit. and they dont make you instant railbait either
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rep
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Post by rep »

o'dium wrote:Thats a BAD idea.
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.

If there's a single clipping bug I'll be pissed.
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rep
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Post by rep »

o'dium wrote:They are still there, so we may get them too. If they remake any classic q2/q1 maps then there will be.
(q1)DM6 and (q1)DM4 would own all kinds of ass.
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o'dium
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Post by o'dium »

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.
Duhard
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Post by Duhard »

R00k wrote:What's that Quake-symbol powerup?
It's called a quad damage..you guys play video games right?
hate
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Post by hate »

quad be lookin aiight

:q1:
Duhard
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Post by Duhard »

hate wrote:quad be lookin aiight

:q1:
1v1 tonight in my bedroom?
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Post by Brian Slade »

Duhard. Do you own any yellow pants?
Duhard
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Post by Duhard »

Brian Slade wrote:Duhard. Do you own any yellow pants?
Do you wear yellow pants?
o'dium
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Post by o'dium »

hate wrote:quad be lookin aiight

:q1:
Yes but no :p

Its looking cool! But its also looking more Quake-1-ish, probably because its blue and not green like Q2's.

The shell when you pick it up also reminds me of UT, because the shell is not using extended polygons, its casting directly over the mesh.
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Post by rep »

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.
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rep
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Post by rep »

Holy balls, the intro sequence of Quake 4 is like a damn movie.

It's like Aliens + Starship Troopers + Battlestar Galactica.

$50 easily spent.
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o'dium
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Post by o'dium »

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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Post by netrex »

I like the Q3 intro with Sarge. It's just awsome!
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rep
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Post by rep »

o'dium wrote:id game
Ravensoft game.
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.
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o'dium
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Post by o'dium »

rep wrote:
o'dium wrote:id game
Ravensoft game.
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 :D
^misantropia^
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Post by ^misantropia^ »

o'dium wrote:Its looking cool! But its also looking more Quake-1-ish, probably because its blue and not green like Q2's.
Q2 quad is blue here :paranoid:
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Post by rep »

^misantropia^ wrote:
o'dium wrote:Its looking cool! But its also looking more Quake-1-ish, probably because its blue and not green like Q2's.
Q2 quad is blue here :paranoid:
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