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Posted: Sat Aug 13, 2005 7:18 pm
by o'dium
R00k wrote:
Serious..?
Its the quad damage?
Posted: Sat Aug 13, 2005 7:22 pm
by R00k
Oh. Duh.
I don't see powerups in the games I play. It's been so long since I've seen quad damage, I didn't even make the connection.
Posted: Sat Aug 13, 2005 7:24 pm
by R00k
BTW, from what Willits said, there isn't going to be a q4test.
Also yesterday in the pre-keynote speech address by Id/Raven, Tim Willits confirmed that the Activision (Visioneers) Testers had been used for Quake 4 testing. This was in response to a question of the possibility of a Q4Test, and shows the different approach by Id/Raven this time around i.e. no mass-public test of gameplay.
Posted: Sat Aug 13, 2005 7:37 pm
by o'dium
Thats a BAD idea.
Posted: Sat Aug 13, 2005 7:56 pm
by R00k
Yea I thought so too. The quake tests before spread around the internet like wildfire, even to people who didn't play the earlier quake games, and drummed up a lot of excitement about the release.
The test release is a great way to get new people excited about the game. Surely they will at least have some sort of demo or something.
Posted: Sat Aug 13, 2005 10:33 pm
by MKJ
more elevators less jumppads

Posted: Sat Aug 13, 2005 10:34 pm
by o'dium
They are still there, so we may get them too. If they remake any classic q2/q1 maps then there will be.
Posted: Sat Aug 13, 2005 10:36 pm
by MKJ
well Q3 had an elevator function in its gamecode, but its just
so much easier to just make a jumppad :icon14:
elevators are a great way to get someone off your tail, dammit. and they dont make you instant railbait either
Posted: Sat Aug 13, 2005 10:53 pm
by rep
o'dium wrote:Thats a BAD idea.
They've got all the bugs ironed out and that's all they care about.
They should care about ironing out the level bugs, but then again as long as they're only bugs that let you overbounce and do wierd stuff, that's fine.
If there's a single clipping bug I'll be pissed.
Posted: Sat Aug 13, 2005 10:55 pm
by rep
o'dium wrote:They are still there, so we may get them too. If they remake any classic q2/q1 maps then there will be.
(q1)DM6 and (q1)DM4 would own all kinds of ass.
Posted: Sat Aug 13, 2005 11:13 pm
by o'dium
Well, your forgetting rep that "bugs" dont matter as much. Bugs can be lived with. Things like balancing, weapon damage, speed, heights , layouts etc, cant be fixed as easy as a bug, and requires a test.
Posted: Sat Aug 13, 2005 11:40 pm
by Duhard
R00k wrote:What's that Quake-symbol powerup?
It's called a quad damage..you guys play video games right?
Posted: Sat Aug 13, 2005 11:46 pm
by hate
quad be lookin aiight

Posted: Sat Aug 13, 2005 11:48 pm
by Duhard
hate wrote:quad be lookin aiight

1v1 tonight in my bedroom?
Posted: Sun Aug 14, 2005 12:05 am
by Brian Slade
Duhard. Do you own any yellow pants?
Posted: Sun Aug 14, 2005 12:11 am
by Duhard
Brian Slade wrote:Duhard. Do you own any yellow pants?
Do you wear yellow pants?
Posted: Sun Aug 14, 2005 9:22 am
by o'dium
hate wrote:quad be lookin aiight

Yes but no
Its looking cool! But its also looking more Quake-1-ish, probably because its blue and not green like Q2's.
The shell when you pick it up also reminds me of UT, because the shell is not using extended polygons, its casting directly over the mesh.
Posted: Sun Aug 14, 2005 10:10 am
by rep
I don't know how much of it is possible in OpenGL, but it would have been nice for the person with quad damage to have a blurring oasis shimmer, and a bright glow to them.
I know even baby programmers can get that stuff working in DX9.
Posted: Sun Aug 14, 2005 10:22 am
by rep
Holy balls, the intro sequence of Quake 4 is like a damn movie.
It's like Aliens + Starship Troopers + Battlestar Galactica.
$50 easily spent.
Posted: Sun Aug 14, 2005 10:36 am
by o'dium
Yeah, i like the intro, very, very smart. Its about time an id game got a REAL intro (i.e. proper cinematic). It helps.
And Rep, thats easy (the buring stuff). All you do is tag a few particle emmiters to the model and then create a nice fragmenr program warp shader to go with it. Simple.
Posted: Sun Aug 14, 2005 10:37 am
by netrex
I like the Q3 intro with Sarge. It's just awsome!
Posted: Sun Aug 14, 2005 10:41 am
by rep
o'dium wrote:id game
Ravensoft game.
o'dium wrote:And Rep, thats easy (the buring stuff). All you do is tag a few particle emmiters to the model and then create a nice fragmenr program warp shader to go with it. Simple.
That works well in OpenGL? I've never seen it done in anything but DX9.
Posted: Sun Aug 14, 2005 10:41 am
by o'dium
rep wrote:o'dium wrote:id game
Ravensoft game.
o'dium wrote:And Rep, thats easy (the buring stuff). All you do is tag a few particle emmiters to the model and then create a nice fragmenr program warp shader to go with it. Simple.
That works well in OpenGL? I've never seen it done in anything but DX9.
I've been doing it in Quake II Evolved for about 12 months now so yes i would imagine it works well

Posted: Sun Aug 14, 2005 11:57 am
by ^misantropia^
o'dium wrote:Its looking cool! But its also looking more Quake-1-ish, probably because its blue and not green like Q2's.
Q2 quad is blue here

Posted: Sun Aug 14, 2005 12:00 pm
by rep
^misantropia^ wrote:o'dium wrote:Its looking cool! But its also looking more Quake-1-ish, probably because its blue and not green like Q2's.
Q2 quad is blue here

haxNpax