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Posted: Tue Nov 01, 2005 12:08 am
by dzjepp
Pmove causes lag in many instances.
I think it would be cool if they added a new rule set to cpma, that would mimic the painkiller movement. So you only have to use the mouse to strafe around the map like crazy. I think a lot of begginers would like that.

Posted: Tue Nov 01, 2005 3:42 am
by pF.arQon
MidnightQ4 wrote:you will find me arguing with him about things quite a bit, and winning imo.
LOL! That's just priceless.

Here's a clue: if anyone BUT you thought you'd "won", the rules would reflect that. Denial must do wonders for your self-esteem though, so don't let me stop you if you need to live in a fantasy world to get by. :P
--
As far as code goes wrt to the Commons project, try actually reading the comments. Being better informed might help clear up some of your (plural) confusion.
R00k, you can blow me. My work is in every major Q3 mod and several minor ones, freely given. You OTOH have never done ANYTHING and you have the gall to call me selfish?!
Posted: Tue Nov 01, 2005 3:58 am
by Foo
pF.arQon wrote:As far as code goes wrt to the Commons project, try actually reading the comments. Being better informed might help clear up some of your (plural) confusion.
I read the comments, but I just went back through them unthreaded and dug out one I hadn't seen from newborn.
What he states regarding code licensing is:
Posting of code will NOT be allowed - at least at first. There are issues to clear up with id/raven before we can
Which does cover the issue of coding for Quake 4. But in the thread it's been asked about releasing the CPMA/OSP code, and I think when people are asking about code here, they're talking about the quake 3 code, not quake 4. After all, you've haven't released anything for Quake 4 yet
Since Q3's code has all recently been open sourced, this would seem a very straightforwards case of 'we will do it' or 'we won't do it'.
Posted: Tue Nov 01, 2005 7:22 am
by MidnightQ4
pF.arQon wrote:MidnightQ4 wrote:you will find me arguing with him about things quite a bit, and winning imo.
LOL! That's just priceless.

Here's a clue: if anyone BUT you thought you'd "won", the rules would reflect that. Denial must do wonders for your self-esteem though, so don't let me stop you if you need to live in a fantasy world to get by. :P
all is fair in love and war, and arguements about video games. but seriously whether my arguements were more correct or not, that point is not determined by hundereds of gamers not involved in the discussion who could care less about two random peoples' arguement rallying around them or not.
wow that came out kinda wordy sorry :icon28:
anyway those were good times, good times indeed.
Posted: Tue Nov 01, 2005 8:38 am
by Oeloe
R00k wrote:It's cool to be able to fly around pro-dm6 at 50 mph without having to stop for any curves, but not all the time.

But promode wasn't made to play dm6, or there would have been a Swelt remake of it included in CPMA with double jumps and tuned item placement etc. Play real promode maps if you want to enjoy cpm physics...
@dzjepp: you can use mouse + forward to move around with cpm physics. It's just really slow because you're not bunny hopping or strafe jumping. CPM movement isn't really harder than VQ3; it's only the speed that makes it a bit tougher to keep up with, and things like stairjumps and good telejumps take time to master (but they are more like bonuses, the basic double/ramp jumps are dead easy).
Posted: Tue Nov 01, 2005 1:25 pm
by R00k
pF.arQon wrote:MidnightQ4 wrote:you will find me arguing with him about things quite a bit, and winning imo.
As far as code goes wrt to the Commons project, try actually reading the comments. Being better informed might help clear up some of your (plural) confusion.
R00k, you can blow me. My work is in every major Q3 mod and several minor ones, freely given. You OTOH have never done ANYTHING and you have the gall to call me selfish?!
I'm trying to read up on it and learn more about it, because as I said, it sounds like a good idea.
I never called you selfish - I merely pointed out that your post made you sound like a hypocrite. And I may not be able to provide much to the community aside from helping people troubleshoot problems and sharing my crappy configs, but I've never been holier-than-thou about anything I've done in my work or personal life; it's a bad attitude IMHO.
But you don't have to care what I think.

Posted: Tue Nov 01, 2005 11:28 pm
by pF.arQon
R00k wrote:
I never called you selfish
I've never been holier-than-thou
Erm, yeah.
R00k wrote:It's his own selfish vision of the problems.
R00k wrote:He ... totally ignores the thought of open coding (ed: i.e. "but I, the mighty R00k, don't - because despite not having a clue about any of the aspects involved, I'm posting on a forum so I must know better than the people who've actually gone through this")
Posted: Tue Nov 01, 2005 11:41 pm
by R00k
Hey man I don't want to start a war of words here, I was just throwing out my opinion on how you came across in your post. I didn't call you anything, I said you came across that way. I can make a pretty objective assessment of how you came across in your post, because it's the first thing I have ever seen you write, and that is the impression it gave me.
Like I said, you don't have to care what I think. But that's what I think so there's no sense arguing about it.
You have done some great work that I respect and have gotten great use out of, and I'm glad you did it. I think it's excellent coding. If that stood as your first impression on me then I would have a damn high opinion of you. And I still do have high opinions of your ideas and works, from everything I've seen.
Posted: Tue Nov 01, 2005 11:55 pm
by d3fin3d
It's probably wise to remember that the existence of competition is what can drive a product or entity to evolve and become stronger.
Theres no point for say cpma, osp, and other small teams to come together, because ultimately there will be further evolution with individual teams than with one large team.
The fact is, individual motivation and inspiration can be significantly decreased when there is no external driving force like a competitor, or a wage

.
Posted: Wed Nov 02, 2005 12:12 am
by blakjack
i have trouble seeing what the fuss is about and just how much common 'better' stuff can be shared between mods. the examples given are pm skins, huds, models and sounds. But these are all appropriate for a handful of mods/gameplay types, (for q3 that would be osp, cpma, freezetag and what....defrag?) and Im sure there was already collaboration between those authors. When it comes down to player models and sounds etc, thats up to the author when releasing them to give the a-ok to be used in mods - and again that is already common practice. the only reason there is unnecessary duplication is because every joe wants to 'be first' and capture audiences, so there is competition and (especially when there's no sdk yet) duplication.
mod B might do something that mod A does 'better', (define better - subjective) does that make it a waste of time? consider that
a) different people have different tastes
b) different approaches by different developers breed ideas through different results
c) mod A component might not entirely suit mod B, in which case it'll just be changed slightly (clone mod syndrome)
d) to the author, using someone elses work lessens the significance of their mod in terms of 'new stuff', and is also consider the poor mans mod.
the ONLY thing that I think needs to be improved is having a common bugfixed source build with full documentation/reference so that any new mods in development have those hurdles out of the way. I get the feeling this wouldnt work either though, when for example cpma guys consider physics changes, weapon changes etc to all be bugfixes and anything else subpar, and you'd just end up with arguments and sub-builds again. not forgetting that many key gameplay elements are as a result of bugs.
Posted: Wed Nov 02, 2005 12:28 am
by Oeloe
blakjack wrote:when for example cpma guys consider physics changes, weapon changes etc to all be bugfixes and anything else subpar, and you'd just end up with arguments and sub-builds again. not forgetting that many key gameplay elements are as a result of bugs.
When we're talking about Q3, that would exclude changes in gameplay style like weapon changes, but would include fixing of bugs in physics that lead to jump height exceeding bounce pad destination and things like that. Technical bugfixes like that impact on gameplay too though, like you said, which is one of the reasons that the CPMA-OSP merge didn't and never will happen. Such important fixes must be done in an early stage of a mod.
Posted: Wed Nov 02, 2005 11:47 am
by regurge
just for the info:
X-Battle is an old mod anf champi the maincoder a man with a lot of knowhow.
The first Battle version is over 5 years old (Version 0.11b 21. April 2000).
Also a good thing at battle is the ownage support, champi released in that 5 years about 110 updates for his mods and 90% of all community suggestions were included.
Never forget, SDK is not out yet but that was no problem for champi to code something (to show that he is allive).
X-Battle is about 100kb small and includes nice things like brightskins (marines green, stroggs orange), a new weaponhud where you can see the ammo, some new colors when you got more than 100 hp or 100 armor .. a warning when the ammo gets to zero etc..
for more infos, suggestions, bug reports:
http://www.xbattle.de 
Posted: Wed Nov 02, 2005 12:10 pm
by Eraser
regurge wrote:Also a good thing at battle is the ownage support, champi released in that 5 years about 110 updates for his mods and 90% of all community suggestions were included.
110 updates in 5 years? That's about an update every 2 weeks! Isn't that making it rather hard for server admins and players to stay up to date?
Posted: Wed Nov 02, 2005 1:21 pm
by regurge
not really cause battle is a ver small mod ... here is the history log:
http://www.gwebspace.de/kriz/history.htm