id/raven/activision you're so close!
Re: id/raven/activision you're so close!


I really wish they had added female models both to the SP (part of your squad) & MP.
I also agree that this game lacks liquids in all forms. Would of been nice if flowing water & lava was in the map design.
It's still a great game & I enjoyed the SP, but they should of really kept all the great things from Q2 & build upon that.
hmm latest x-battle release has started down the long-windy watery road (they have a remake of the edge included)
Players still 'walk' through the water, but you get surface reflections (of the map atm, not player model too) diminshing view through distance and projectile spashes when they hit water.
No bubbles atm though from projectiles when fired through the water.
Players still 'walk' through the water, but you get surface reflections (of the map atm, not player model too) diminshing view through distance and projectile spashes when they hit water.
No bubbles atm though from projectiles when fired through the water.
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http://www.t3h-v.com/resume.html
There was also a bunch of media, high poly renders and the like. No longer up. :icon26:
There was also a bunch of media, high poly renders and the like. No longer up. :icon26:
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:icon23:Character Artist – Created all of the characters for Quake 4 the Awakening (expansion that was canceled after 10 months in development)
http://www.t3h-v.com/resume.html
Have any of them saved?Black_Dog wrote:There was also a bunch of media, high poly renders and the like. No longer up. :icon26:
:icon23:Quake 4 the Awakening (expansion that was canceled after 10 months in development)
oh..., but that name, 'The Awakening', it brought back memories, or is that nightmares?, anyway, it reminded me of 'Unreal 2 The Awakening', man wasn't that game a stinker, maybe just as well then

[i][color=#FF0000]j[/color][color=#e30000]a[/color][color=#c60000]g[/color][color=#ff5500]w[/color][color=#e35500]a[/color][color=#c65500]h[/color][/i]
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Re: id/raven/activision you're so close!
Working on a few of those!riddla wrote:Post-1.2 Checklist:
-server crashing
-female models (what a slap in the face!)
-water & swimming animations/sounds
-lava (one would think you guys would be ALL over water and lava - especially with all the lighting capabilities in the engine)
-radical gameplay fixes, i.e. weapons/ammo tweaks that fit THIS game, not Q3
-netcode improvements
-sound improvements
-vertex lighting
-bots (ffs man!)
Not too much left if you want people playing! :icon27:
It will actually be quite interesting over the comming weeks to see what else we can implement into base for the 1.3 patch.
For my own personal project, we already have water, laval, female models, ambientonly lighting, etc... I would love to get some of this into q4base. So far the current patch work has been on adding and bugfixing the predecided 1.3 game content, but hopefully in the weeks following E3 there will be additional changes and features implemented. I'll try to keep people as informed as I can.
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Very cool. So the chances of this content making into it Quake 4 is high? :icon31:SyncError wrote: For my own personal project, we already have water, laval, female models, ambientonly lighting, etc... I would love to get some of this into q4base.
Also, any chance of an anti-lag option, similar to what was put in ET/RTCW?
Re: id/raven/activision you're so close!
[loudwhisper]Model dependant directional gibs![/loudwhisper]SyncError wrote:Working on a few of those!riddla wrote:Post-1.2 Checklist:
-server crashing
-female models (what a slap in the face!)
-water & swimming animations/sounds
-lava (one would think you guys would be ALL over water and lava - especially with all the lighting capabilities in the engine)
-radical gameplay fixes, i.e. weapons/ammo tweaks that fit THIS game, not Q3
-netcode improvements
-sound improvements
-vertex lighting
-bots (ffs man!)
Not too much left if you want people playing! :icon27:
It will actually be quite interesting over the comming weeks to see what else we can implement into base for the 1.3 patch.
For my own personal project, we already have water, laval, female models, ambientonly lighting, etc... I would love to get some of this into q4base. So far the current patch work has been on adding and bugfixing the predecided 1.3 game content, but hopefully in the weeks following E3 there will be additional changes and features implemented. I'll try to keep people as informed as I can.

This is why games devs can rarely give us an indication that they're listening to feedback. As soon as they do, it all goes to shit.
Cheers for the words Sync.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
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- Joined: Tue Dec 13, 2005 1:47 am
Quake 3 engine has this nice feature:
ignorehwgamma 1
It's great because if you run the game in windowed mode it won't brighten up the desktop and require programs like this:
http://turkeyfiles.escapedturkey.net/misc/gamma.exe
Thank you.
ignorehwgamma 1
It's great because if you run the game in windowed mode it won't brighten up the desktop and require programs like this:
http://turkeyfiles.escapedturkey.net/misc/gamma.exe
Thank you.

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One thing I noticed ... with Doom 3/ROE's last patch, FPS fluctuation didn't seem to effect the mouse accuracy. Whereas in Quake 4 the mouse accuracy tends to fluctuate with the FPS. It does it especially with vsync on. Doom 3 doesn't have this problem with vsync on. And yes, I refuse to play the game with vsync off, the tearing is unbearable.
Edit: Strange .. if I edit in .5 increments it's better.
Ideal sensitivity right now is 14.5.
I wonder if others with this problem would get help using .5 increments. Must be something odd in the way sensitivity is working.
Edit: Strange .. if I edit in .5 increments it's better.
Ideal sensitivity right now is 14.5.
I wonder if others with this problem would get help using .5 increments. Must be something odd in the way sensitivity is working.
Last edited by iluvquake4 on Tue May 02, 2006 2:10 am, edited 1 time in total.
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Sorry for all the posts, just hope SyncError is reading this:
Please add a way to limit call vote spam -- i.e. admin can set it where a person can call a vote only so many times and then is squelched from voting till next map.
Mute player only seems to work for that one particular map session. As soon as map is changed the person is unmuted. Please have mute be persistent while connected to the server.
Reset Server -- This might take a bit of explaining. Basically when you allow voting, it's very easy for someone to mess up the server, call vote here and there. Yet, you still want to allow voting. What this does is reset the server to default values, example: dm, 20 frag, 20 time, etc., after the server is empty for a period of time, say 10 minutes.
If you use a cg_fov above 90, parts of your arms don't render and it looks like you are a ghost, especially when using the machine gun.
Thank you.
Please add a way to limit call vote spam -- i.e. admin can set it where a person can call a vote only so many times and then is squelched from voting till next map.
Mute player only seems to work for that one particular map session. As soon as map is changed the person is unmuted. Please have mute be persistent while connected to the server.
Reset Server -- This might take a bit of explaining. Basically when you allow voting, it's very easy for someone to mess up the server, call vote here and there. Yet, you still want to allow voting. What this does is reset the server to default values, example: dm, 20 frag, 20 time, etc., after the server is empty for a period of time, say 10 minutes.
If you use a cg_fov above 90, parts of your arms don't render and it looks like you are a ghost, especially when using the machine gun.
Thank you.

Last edited by iluvquake4 on Tue May 02, 2006 4:37 am, edited 2 times in total.