Reasons to not early adopt this game
TBH that seemed a pretty strong point.inolen wrote:This is made by the same people who did Q3F and ET, they know how to make a class based game.. Also, I played it at E3, and it was in fact the shit. And Riddla, there isn't a big enough rolleyes for the "doom3 engine is a turd" comment.
The Dynamic light system in the game sucked all the horsepower away from improvements in other areas and resulted in games that didn't look particularly hot next to their peers, were limited to being quite dingy in atmosphere, and bore a distinct lack of robustness and flexibility in the very area it was focusing, the lighting.
You're focusing your attention on a single aspect of how they used the engine for Doom3.Foo wrote:TBH that seemed a pretty strong point.inolen wrote:This is made by the same people who did Q3F and ET, they know how to make a class based game.. Also, I played it at E3, and it was in fact the shit. And Riddla, there isn't a big enough rolleyes for the "doom3 engine is a turd" comment.
The Dynamic light system in the game sucked all the horsepower away from improvements in other areas and resulted in games that didn't look particularly hot next to their peers, were limited to being quite dingy in atmosphere, and bore a distinct lack of robustness and flexibility in the very area it was focusing, the lighting.
I guess, but I tend to look at things in terms of what it's meant to the end games and how it stands amongs its peers. On a technical level I'm ignorant of the inner workings of the engine itself. But I think the only meaningful gauge of an engine's value is what it can be used for, and the D3 engine looks to be a one-trick pony that ended up not even doing particularly well at the one thing it was attempting.inolen wrote:You're focusing your attention on a single aspect of how they used the engine for Doom3.
D3 ended up dingy, flat, and IMO not that good looking or high performance. Q4 ended up comparable to D3 in terms of performance and looks.
From a modding perspective, taking the editor into the game itself feels like a complete hackjob, and only really served to retard the progress already made with the map editors back into the dark ages.
In terms of flexibility, the outdoor areas in Q4/D3 looked like utter shit.
For ET... I'll wait and see what they've managed to do before judging but my general opinion of the D3 engine is already fairly well formed. A lot of the talk given in interviews about QW's outdoor lighting and the terrain systems/methods all seem to be politely saying 'we found a way around all the limitations of this engine'. So the jury's out.
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Re: Reasons to not early adopt this game
riddla wrote:1. Doom 3 sucked ass.
2. Quake 4 sucked ass.
3. Carmack doesnt give a fuck about anything but making toy rockets now.
4. id no longer communicates with the community like it once did; now we're all just dollar signs.
5. You cant polish a turd of a game engine.
feel free to continue...
why the fuck are you still a mod of the quake4 forum if you think the game is shit? who needs a stoopid cunt like you makin threads of woe about id games, then moddin a forum you could give 2 fucks about. have you always been a fuckin retard? im tellin you bro, you're the only turd here. you should flush yourself right away.
Re: Reasons to not early adopt this game
well...riddla wrote:1. Doom 3 sucked ass.
2. Quake 4 sucked ass.
3. Carmack doesnt give a fuck about anything but making toy rockets now.
4. id no longer communicates with the community like it once did; now we're all just dollar signs.
5. You cant polish a turd of a game engine.
feel free to continue...
you can't calculate things like that,
your lightmotive is 'everything sucks'.. ccc
take a prozac??

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Wils,
I run a free service to server admins for url redirection:
http://turkeyfiles.escapedturkey.net/
Any idea how big the average custom map for ET:QW will be?
Thank you.
I run a free service to server admins for url redirection:
http://turkeyfiles.escapedturkey.net/
Any idea how big the average custom map for ET:QW will be?
Thank you.

Couldn't give you an average for something like that. An unrealistic minimum size (map using an existing megatexture with no custom textures) would probably be about 25mb in a compressed pk4.
A badly packed fully custom map with all the bells and whistles could potentially be anything upwards of 500mb, but I would imagine a map like that would have to be what is technically termed 'a bit fucking good' to be worth the download/hosting.
A badly packed fully custom map with all the bells and whistles could potentially be anything upwards of 500mb, but I would imagine a map like that would have to be what is technically termed 'a bit fucking good' to be worth the download/hosting.
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I set the system to allow up to 500mb filesize uploads, if it needs even more I can raise it higher. The machine is 100mbit unmetered, so bandwidth up/down is not a concern.
My second question is what style will the url redirect use?
The latest Quake 4 patch made it so you only have to use an asterick to get all redirect to work properly:
net_serverdownload "2"
net_serverDlBaseURL "http://q4files.escapedturkey.net/quake4/pk4s/"
net_serverDlTable "*"
Before with net_serverDlTable (such as still is the case with Doom 3) you had to specify each file:
et_serverdownload "2"
net_serverDlBaseURL "http://turkeyfiles.escapedturkey.net/doom3/"
net_serverDlTable "base/filename,pk4;base/filename.pk4;base/filename.pk4"
Thank you.
My second question is what style will the url redirect use?
The latest Quake 4 patch made it so you only have to use an asterick to get all redirect to work properly:
net_serverdownload "2"
net_serverDlBaseURL "http://q4files.escapedturkey.net/quake4/pk4s/"
net_serverDlTable "*"
Before with net_serverDlTable (such as still is the case with Doom 3) you had to specify each file:
et_serverdownload "2"
net_serverDlBaseURL "http://turkeyfiles.escapedturkey.net/doom3/"
net_serverDlTable "base/filename,pk4;base/filename.pk4;base/filename.pk4"
Thank you.

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