Page 7 of 12
Posted: Fri Aug 12, 2005 3:12 am
by netrex
Sweet! Dude! :icon28: I love this game already :icon30:
Posted: Fri Aug 12, 2005 4:32 am
by Mogul
Is that the Q3 announcer?
Fucking ace, fellows.
Posted: Fri Aug 12, 2005 4:36 am
by dzjepp
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.
Posted: Fri Aug 12, 2005 4:36 am
by dzjepp
That MP movie looks ace. What Doom 3 MP should have been. =D
Posted: Fri Aug 12, 2005 4:45 am
by dzjepp
Well, the game looks great, but the only thing left to validate is IF regular online netcode is stable. It should be a lot better than D3 at least. All the videos so far where people playing on LAN so theres no knowing for sure.
Posted: Fri Aug 12, 2005 4:50 am
by Mogul
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).
Posted: Fri Aug 12, 2005 4:53 am
by Duhard
dzjepp wrote:Well, the game looks great, but the only thing left to validate is IF regular online netcode is stable. It should be a lot better than D3 at least. All the videos so far where people playing on LAN so theres no knowing for sure.
It's basically the same netcode as in q3.
Posted: Fri Aug 12, 2005 4:56 am
by dzjepp
Yeah, Mogul mentioned the standard hitboxes already twice and I managed to forget again. =D
Hopefully this could mean lighter processing on the MP part? I mean even with a 'decent' rig D3 MP manages to stutter here and there.
Posted: Fri Aug 12, 2005 5:05 am
by DRuM
I wonder if we'll hear 'WELCOME TO QUAKE 4 ARENA' in a deep and masculine voice.
And hopefully:
\callvote q4dm6

Posted: Fri Aug 12, 2005 5:07 am
by rep
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?
Posted: Fri Aug 12, 2005 6:29 am
by Don Carlos
Amazing....fucking amazing..!!!
Posted: Fri Aug 12, 2005 6:34 am
by DRuM
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.
Posted: Fri Aug 12, 2005 6:42 am
by rep
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.
Posted: Fri Aug 12, 2005 6:58 am
by Foo
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.
I'd rather have new ones. Porting we can do for ourselves.
Posted: Fri Aug 12, 2005 6:59 am
by Foo
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.
Because playing video games has some relation to being in the army!
Posted: Fri Aug 12, 2005 7:04 am
by duffman91
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.
I love it how you can never back up any of your claims.
Posted: Fri Aug 12, 2005 7:14 am
by DooMer
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.
Zero. Good luck with the picmip thing too.
Making your graphics shitty is not a good thing. It's only done because people want every possible advantage.
Posted: Fri Aug 12, 2005 7:24 am
by DRuM
DooMer wrote: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.
Zero. Good luck with the picmip thing too.
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.
Posted: Fri Aug 12, 2005 7:33 am
by SplishSplash
Any news on the tech requirements for Quake4?
Posted: Fri Aug 12, 2005 8:08 am
by r3t
DRuM wrote:DooMer wrote: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.
Zero. Good luck with the picmip thing too.
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.
There WILL be an OSP-esque mod, probably within a few weeks after release that will allow teamcolors/models and fullbright skins.
Posted: Fri Aug 12, 2005 8:35 am
by Deji
rep wrote:Fuck off. Brightskins are for straight up newbs.
Uh huh. Working overtime to fill in for Kracus?
Posted: Fri Aug 12, 2005 9:01 am
by rep
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.
Posted: Fri Aug 12, 2005 9:13 am
by [xeno]Julios
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.
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.
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.
Posted: Fri Aug 12, 2005 9:21 am
by o'dium
I dont like bright skins, cant stand them. I think they take the skinn out of the game.
Not that it matters, i ahven't seen oen dark area in any screenshot yet, which has me worried the game wont contain any real atmosphere (SP, too, remember).
Posted: Fri Aug 12, 2005 9:49 am
by [xeno]Julios
on the rare occasion that i play SP games, I play with as much detail as my meagre system will allow.
For multiplayer, I'm more about the combat, tactics, and strat, not atmosphere.
I prefer geometric atmosphere, or the atmosphere of the map more broadly understood.