The multi-player part of Quake 4 must be very fast, in order to be able to exist against the predecessor. According to a report of the French InterNet magazine FrenchFragfactory Quake uses 4 for the kollisionserkennung Hitboxes. Doom 3, whose engine uses the new Quake, is clearly more exact: There all pixels are queried, in order to recognize collisions (Per Pixel Detection).
Quake 4 gets thus a more fixed net code, is however less precise. Which is better, everyone must decide for itself.
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Have you ever tried to make perfect sense out of a computerized translation? Write a paragraph (I know, it's hard for you) and translate it to german, then japanese, then french, then back to English. It won't be pretty.
That's how Pete makes all his threads. He PMed me and told me everything.
They have to scale down the physics and in order to allow for more rapid gameplay discard the idea of per pixel collision detection, which was ridiculous in the first place.
It wasn't even used in the manner it should have been... If you're hit in the legs in DOOM 3, you don't slow down. If you're shot in the foot you don't limp. If you're shot in the head you don't die.
I don't agree with that sort of realism though. I think headshots should only apply to sniper class weaponry, and the only time any speed restrictions should come into play (literally) are in special circumstances such as in class-based games where a medic might have a shot of poison or something similar.
Well, at least this means more than one model for MP... But it will never have such cool auto-downloading/using skins/models as Quake 2 had Not even Quake 3 did THAT right...
Likewise, there's only a certain complexity you can have in a level before rockets start not hurting people because they land on oddly angled bits of pipe, or some shit.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Foo wrote:Hitboxes are best for decent deathmatching.
Likewise, there's only a certain complexity you can have in a level before rockets start not hurting people because they land on oddly angled bits of pipe, or some shit.
Foo wrote:Hitboxes are best for decent deathmatching.
Likewise, there's only a certain complexity you can have in a level before rockets start not hurting people because they land on oddly angled bits of pipe, or some shit.
Been playing UT2kX recently? :lol:
Not for about 6 months or so.
Peaked around when our clan went to i20, which was a blast.
Why?
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Foo wrote:Hitboxes are best for decent deathmatching.
Likewise, there's only a certain complexity you can have in a level before rockets start not hurting people because they land on oddly angled bits of pipe, or some shit.
Been playing UT2kX recently? :lol:
Not for about 6 months or so.
Peaked around when our clan went to i20, which was a blast.
Why?
Because that gets to me in UT. Its a dead sexy game but i just get stuck on so much
Peaked around when our clan went to i20, which was a blast.
Why?
Because that gets to me in UT. Its a dead sexy game but i just get stuck on so much
That's very true. It pushed it to about the limit of what I could get used to. D3, for example, took it too far. Despite clipping all over the place I found because the levels were so small I got stuck on so much. I guess UT04's saving grace was the scale of the place. You got stuck at the edges but spent more time on balance out in wide spaces.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis