Q4 - Musings (was: pjw)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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seremtan
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Q4 - Musings (was: pjw)

Post by seremtan »

just to add to the huge pile q4 threads sprouting all over this board -

will q4 have bots, and if it does are they using a node-based navigation system or something like the old BSPC?
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Hipshot
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Post by Hipshot »

(Will Q4s DM be like Q3s?)
Oeloe
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Post by Oeloe »

The physics will be exactly like (mathematically identical to) Q3, but the weapons will be different of course. I'm afraid for the rocket and rail, if they will have the huge delays like in Q2 (mainly RL) :puke: , i probably won't be playing much VQ4...

There's a multiplayer vid available btw. At the bottom of that page there's an interesting article about Tim Willits, stating that his biggest failure is Q3. :eek:

Some other vids i still have to dl too:
http://www.worthdownloading.com/game.php?gid=1248
http://www.3dgamers.com/dlselect/games/ ... e.zip.html

I read that ppl think Q4 MP reminds them of UT2k4. I take that as a good sign. :)

I'm not sure about whether bots will be included in Q4 or not. I don't fully remember but i think they said in the interviews that they didn't want to disclose that information.
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Hipshot
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Post by Hipshot »

Maybe I have misjudged id/raven about Quake4... maybe it won't suck after all, atleast not in MP. I really hope rockets are fast, like Q3, not Q2, and that the rail is like Q3 also.

Some scenes in the movie looked like pure Unreal 2004 ripoffs, I hope the gameplay won't be similar, cause I really love Unreal, but I love Quake also, and I would like to chose between them, not just play them as they were the same game with different labels.

Yea, and whats the deal with people not playing Quake with Fov 130?
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seremtan
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Post by seremtan »

i play q3 with fov 120. it's pain when mapping because the perspective distortion but wth.

i haven't seen any of these vids (56k atm) but if q4mp has bots and has an updated q3 feel to it, i'll buy it for that alone. tbh the SP looks like just more wandering around dark corridors with fanged cybermonkeys leaping out at you around every corner. fuck that for a game of space marines
Oeloe
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Post by Oeloe »

Interesting info is being gathered here: http://www2.badabum.net/

I really don't like the size of the weapon models from what i can see in some screenshots btw. :icon33: WAY too big...


I don't like the warped view at fov 120 in Q3 (let alone 130). I play with fov 105-110. I'm also forced to use a 15" screen currently, so anything over 105 makes enemies nearly invisible. I know good players that use fov 90 btw, so it's just a matter of personal preference.
pjw
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Post by pjw »

Sorry folks, I really, really hate to be this way, but I can't say shit about Q4 for fear of testicular damage... all I can do is give you the general "I loved working on it and think it will kick ass and make a lot of people happy".

Lame, I know. :)
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Hipshot
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Post by Hipshot »

pjw wrote:Sorry folks, I really, really hate to be this way, but I can't say shit about Q4 for fear of testicular damage... all I can do is give you the general "I loved working on it and think it will kick ass and make a lot of people happy".

Lame, I know. :)
Actually yes, that is pretty lame ;)

Edit: And you will burn for not telling us :icon5:
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seremtan
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Post by seremtan »

well that sucks
Plan B
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Post by Plan B »

I'm just anxious to know if/how the D3 engine was modified to produce well-lit areas while accomodating fast gameplay.

Plus I'm glad to learn pjw work-ed/s on Q4.
I knew rgoer did, but pjw's collaboration escaped my attention.
Lenard
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Post by Lenard »

It looks awesome to me. He actually fires a rocket and it looks like q3 speed. You are right about the weapon models, too big, but I don't use weapon models. The feel of it is very q3 to me so I think it will be fun.
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Post by Survivor »

For me it will be the same as doom 3; no pc powerful enough to play it :tear:
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Post by Lukin »

pjw, I hope you'll at least tell us which levels you've made :) (of course after Q4 premiere). Do you have any affect on gameplay other then designing maps? I'm dreaming about Q4 being CPMA alike :)
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Oeloe
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Post by Oeloe »

Lukin wrote:I'm dreaming about Q4 being CPMA alike :)
Me too. :icon26: I actually read a quote from someone who was lucky enough to get a game of Q4 at Quakecon and he said it felt like CPMA, but it could be that he was only referring to the quite fast (not instant) weapon switch. I'm not expecting the weapons to be as balanced as CPMA either (i read the RL is possibly a bit overpowered and the MG too -> zoom).

Anyway, all in all it's good news coming at us.
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Post by SonicClang »

Haha, that's funny. You actually think he's going to say anything about the game!

Just be patient men. It will be out in good time.
Last edited by SonicClang on Sun Aug 14, 2005 2:47 am, edited 1 time in total.
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Lukin
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Post by Lukin »

I am not asking about Q4, I'm asking what pjw makes for Q4 :P
It's like engineer saying you that he designed wheels and some parts of the engine for a new BMW - still you know nothing about the car :P
Of course if pjw would tell me that he make some tweaks to player movement then I could suppose Q4 will be something like CPMA ;) :D
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Oeloe
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Post by Oeloe »

Those big weapon models reminded me of UT2k3 btw, where they were pretty big too. UT2k4 offers the options to use smaller models. Hopefully we'll get something like that in a point release...
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Post by SonicClang »

Once Q4 is out I'm sure pjw will share with everyone what levels he worked on. That is, unless he's shy. :)
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Hipshot
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Post by Hipshot »

Oeloe wrote:Those big weapon models reminded me of UT2k3 btw, where they were pretty big too. UT2k4 offers the options to use smaller models. Hopefully we'll get something like that in a point release...
I usualy turns my models off, and ups the fov and lowers quality, makes DM much easier to play. If I play games like Raven shield and CS I do the opposite cause I wan't it to look nice.
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Post by Lenard »

Seconded on the models.
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Post by voodoochopstiks »

I put the gun far down hide it rather much. I like to see what I have up, it gives some immersion!
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SonicClang
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Post by SonicClang »

If you guys are really interested in what pjw's working on lately, buy Track Mania: Sunrise and find his tracks on the TM Exchange site. His tracks are some of the best I've played for the game. The guy just understands the flow of games. His levels always have this life to them, like you know he's in your head when you're playing them. As good as his Q3 levels were, that's how good his TM tracks are. It just so happens that I'm addicted to that game right now, and his tracks are supporting my habbit.
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Oeloe
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Post by Oeloe »

Hmm that game reminds me of FlatOut. A promising game, but sadly the developers weren't given the time to fix its shortcomings.
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Post by obsidian »

Plan B wrote:I'm just anxious to know if/how the D3 engine was modified to produce well-lit areas while accomodating fast gameplay.
That's one of the many myths about the D3-engine. The D3-engine was always capable of creating large, well-lit areas without a significant performance hit. Whether or not you have a single bright light or a darker light doesn't affect performance. You only get a larger performance hit when you have many light volumes overlapping each other.

Primarily, you have to create lighting with the D3-engine differently from what you're used to with Q3 - but well lit maps in D3 is completely possible.


Did anyone here actually believe that pjw was going to say anything more about Q4 than what was already publicly announced... given both Id Software and Raven Software's reputation of being extremely secretive? Silly villagers! :p
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seremtan
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Post by seremtan »

well i didn't hold out much hope but then i thought he might come home from a hard day in front of the PC, totally knackered, and in his tiredness be caught out by the crafty way i phrased the question
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