id/raven/activision you're so close!

Goofos
Posts: 44
Joined: Thu Jan 26, 2006 5:54 pm

Post by Goofos »

You forgot the really necessary things like accurate hitdetection, better sound and improved performance for SMP 0.
Bugsy
Posts: 81
Joined: Thu Mar 30, 2006 7:23 pm

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

Post by Bugsy »

Image

Image

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.
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Quake 2 had the best mp map designs ever. Remember playing the 3wave maps, or the 64 player maps? Even the sp maps made for great online action. Ahhhh the memories. :tear:
Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

Post by Ganemi »

Yeah. I played Quake 2 a few weeks ago, and the single player maps totally owned in MP. It was really fun stuff.

Oh, and I made a long post in the 1.2 thread about how they should fix the gibs and ragdolls, though that'd most likely be somewhere around the bottom of the list.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

If they did an expansion they could easily add fluids and female models to the mix... But expansions never get played online sooooo...

BTW, BRING BACK THE CYBORG!!
kleeks
Posts: 161
Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

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.
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

Don't forget, multilplayer bots are needed, and please remove that stiff back look. Seeing everyone walk around with a stiff back makes them look like they were victims of some sort of prison rape.
Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

There was an expansion underway, at Ritual IIRC. It got canned.
_borsdy
Posts: 94
Joined: Thu Oct 20, 2005 12:24 am

Post by _borsdy »

Black_Dog wrote:There was an expansion underway, at Ritual IIRC. It got canned.
needs more quote and/or linkage
Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

:/
Last edited by Black_Dog on Sun Apr 30, 2006 7:07 am, edited 1 time in total.
Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

http://www.t3h-v.com/resume.html

There was also a bunch of media, high poly renders and the like. No longer up. :icon26:
HateFactor
Posts: 357
Joined: Tue Nov 27, 2001 8:00 am

Post by HateFactor »

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
:icon23:
Black_Dog wrote:There was also a bunch of media, high poly renders and the like. No longer up. :icon26:
Have any of them saved?
Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

Soz, no. :tear:
jagwah
Posts: 31
Joined: Sun Nov 27, 2005 8:23 am

Post by jagwah »

Quake 4 the Awakening (expansion that was canceled after 10 months in development)
:icon23:

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]
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

I wonder if they decided to add it as free content for 1.3? :paranoid:
SyncError
Posts: 62
Joined: Wed Mar 29, 2006 5:30 pm

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

Post by SyncError »

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:
Working on a few of those!

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.
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

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.
Very cool. So the chances of this content making into it Quake 4 is high? :icon31:

Also, any chance of an anti-lag option, similar to what was put in ET/RTCW?
Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

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

Post by Ganemi »

SyncError wrote:
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:
Working on a few of those!

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.
[loudwhisper]Model dependant directional gibs![/loudwhisper]
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

:olo: and here we see the problem demonstrated, that as soon as you hint that you are indeed listening to the community, the community comes up with outlandish, personal, specific, controversial, and sometimes irrelevant extra requests.... by the thousands!

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
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

I still say, please fix the stiff backs ... my own back is hurting just looking at em. :icon25:
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

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. :)
User avatar
DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Post by DooMer »

You guys still standing firm on not changing the game speed and what not? New content is great, but it's all in vain if the gameplay isn't there.
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

You gotta hand it to id Software and SyncError. Sure this game is having major growing pains, but they are working on content and fixes, and communicating with us. Many developers would just say, oh that's too hard, too bad, so sad.
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

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.
Last edited by iluvquake4 on Tue May 02, 2006 2:10 am, edited 1 time in total.
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

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