Sweet! Dude! :icon28: I love this game already :icon30:reallyfull wrote:Here's a pretty good vid showing off the MP against other ppl.
http://renton.uams.edu/Quakecon2k5/Quake4Multi.mp4
Quake 4 ingame vids and pics Update 2*
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Ok regarding tweaking 'picmip' settings, anyone remember seeing screens of Doom 3 MP or trying it out for yourself, when you lower the mip it creates a really blurry crosshair and hud. I thnk that's just a fault with the D3 engine. Even if you could lower the eye candy a whole lot online, the bluriness of the hud would prolly turn you off from doing so.
Well, I can say at least that somebody from id (probably Hollenshead, but I forget) said that since they're not going per-poly hit detection, the netcode can be "normal Quake" netcode again. This is also probably how they were able to bump up the max players to 16 (which is also confirmed).
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
There's no such thing as Quake 4 Arena.
That map in the video looks fun, but I hope there are remakes.
And by remakes, I don't mean, "Add normal maps to Tokay's Towers and The Longest Yard."
I don't like what SplashDamage did to The Edge. Maybe Raven will fix their failure?
That map in the video looks fun, but I hope there are remakes.
And by remakes, I don't mean, "Add normal maps to Tokay's Towers and The Longest Yard."
I don't like what SplashDamage did to The Edge. Maybe Raven will fix their failure?
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Amazing....fucking amazing..!!!reallyfull wrote:Here's a pretty good vid showing off the MP against other ppl.
http://renton.uams.edu/Quakecon2k5/Quake4Multi.mp4
Where were you when the West was defeated?
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What do you reckon the chances will be of being able to have enemycolors? I REALLY hope I can make my enemy bright green. Unless of course a mod such as osp needs to be created for that.
On a sidenote, I also hope there's some player models with funny taunts. I use keel both as player and enemy model, simply because I love his sounds and taunt.
On a sidenote, I also hope there's some player models with funny taunts. I use keel both as player and enemy model, simply because I love his sounds and taunt.
I'd rather have new ones. Porting we can do for ourselves.o'dium wrote:I have to say, on watching the videos, its very, very Quake 3 like in terms of speed, weapons, what you can do, how you do it, weapon switching etc etc...
Now all i can hope for is that they have ported a few DECENT levels from past quakes like they said they would.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Because playing video games has some relation to being in the army!rep wrote:Fuck off. Brightskins are for straight up newbs.
Team colors are fine, though. It's not like armies and sports teams don't look different in real life.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Zero. Good luck with the picmip thing too.DRuM wrote:What do you reckon the chances will be of being able to have enemycolors? I REALLY hope I can make my enemy bright green. Unless of course a mod such as osp needs to be created for that.
On a sidenote, I also hope there's some player models with funny taunts. I use keel both as player and enemy model, simply because I love his sounds and taunt.
Making your graphics shitty is not a good thing. It's only done because people want every possible advantage.
Damn, no enemy colours, that sucks. For me, not only does that and picmip give me an advantage, but it just gets rid of clutter and a lot easier to see the pickups and the enemy. I hope the community will get around to it.DooMer wrote:Zero. Good luck with the picmip thing too.DRuM wrote:What do you reckon the chances will be of being able to have enemycolors? I REALLY hope I can make my enemy bright green. Unless of course a mod such as osp needs to be created for that.
On a sidenote, I also hope there's some player models with funny taunts. I use keel both as player and enemy model, simply because I love his sounds and taunt.
Making your graphics shitty is not a good thing. It's only done because people want every possible advantage.
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There WILL be an OSP-esque mod, probably within a few weeks after release that will allow teamcolors/models and fullbright skins.DRuM wrote:Damn, no enemy colours, that sucks. For me, not only does that and picmip give me an advantage, but it just gets rid of clutter and a lot easier to see the pickups and the enemy. I hope the community will get around to it.DooMer wrote:Zero. Good luck with the picmip thing too.DRuM wrote:What do you reckon the chances will be of being able to have enemycolors? I REALLY hope I can make my enemy bright green. Unless of course a mod such as osp needs to be created for that.
On a sidenote, I also hope there's some player models with funny taunts. I use keel both as player and enemy model, simply because I love his sounds and taunt.
Making your graphics shitty is not a good thing. It's only done because people want every possible advantage.
The only things I used in Quake 3 were forcemodels, simpleitems, and team models.
I didn't want to come on a server and have to deal with Orbb, Anarki, and Slash, which were often used as an advantage by the player that selected those models because they weren't as easy to read as Grunt or TankJr.
I didn't want to chase down someone in a TDM game only to find it wasn't an enemy.
I didn't want a stupid floating box cockblocking my view of someone off in the distance.
I don't think those gave me any real advantage, if you compare it all to such ridiculous commands as r_vertexlight 1, r_picmip 5, and cg_shadows 2 (rofl).
Page six crushed.
I didn't want to come on a server and have to deal with Orbb, Anarki, and Slash, which were often used as an advantage by the player that selected those models because they weren't as easy to read as Grunt or TankJr.
I didn't want to chase down someone in a TDM game only to find it wasn't an enemy.
I didn't want a stupid floating box cockblocking my view of someone off in the distance.
I don't think those gave me any real advantage, if you compare it all to such ridiculous commands as r_vertexlight 1, r_picmip 5, and cg_shadows 2 (rofl).
Page six crushed.
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Brightskins advance the gameplay to new heights, with respect to raw combat. Enhanced and consistent visual acquisition of target means that the actual fighting can take place at a high level.rep wrote:Fuck off. Brightskins are for straight up newbs.
Team colors are fine, though. It's not like armies and sports teams don't look different in real life.
The motorvisual system is highly involved in combat. Having it functioning at a high level means that combat will take place at a higher complexity and intensity. Think of fullbright skins as a way of optimizing the visual feedback.
The cost is that, due to equalization of lighting conditions, tactics that revolve around variable lighting conditions are no longer feasible: you can't hide in the shadows, for example.
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