Will CRT make ra4 for Quake 4?
Will CRT make ra4 for Quake 4?
Will CRT make ra4 for Quake 4? I think not but I would like to see it.
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Chupacabra
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Iccy (temp)
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eepberries
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[xeno]Julios
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Re: Will CRT make ra4 for Quake 4?
would be nice, but I suspect that the modding community would be able to handle the task without CRT.xchaser wrote:Will CRT make ra4 for Quake 4? I think not but I would like to see it.
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[xeno]Julios
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unfortunately, my latest stock of adrenascorp is depleted, so my mind reading abilities are on hold.Chupacabra wrote:i think i read somewhere on the forums that julios can read minds
for more information on adrenascorp, click these links - they take a while to load coz of some stupid adserver i think.
Scroll down on the first link till you see a picture of a scorpion and then read the post.
http://individual.utoronto.ca/mdaar/disturb/d1.html
http://individual.utoronto.ca/mdaar/disturb/d2.html
(it stalls coz it's trying to load http://207.38.1.164/index.js...)
David handed RA3 over to a failure group of modders in Sweden. They screwed it up enough to piss off the loyal players. It was a roller coaster ride... They'd fuck something up, but then fix it and make it better than before. It was constant highs and lows, but the period of time between them was often long because there were only three or four guys working on it at best.
Right now they've given up. When the Quake 3 source code is published, they'll supposedly make a stand-alone Rocket Arena that everyone can play.
Too little, too late.
RA4 hopefully won't have anything to do with them. David would be better off to find a group of Americans to create the mod because while RA3 is worldwide, it's core group is American and play styles are different around the world...
Hell, they're different in the US. West coast players like health and armor damage to be on sometimes, and health/armor settings to be 200/200 or 100/100. East coast players like falling damage on, but no self damage so you can rocket jump, but if you fall you have to break your fall with a rocket right before you hit the ground.
RA4 needs to be:
Fast
Balanced
Fun
Simple
RA3 from version 1.6 to the end (1.8) was all about taking the best innovations of other mods and adding them to RA3. It was a game of catch up.
RA3 should have been updated. The models, the sounds, the maps, the interface... It was possible and simple to do. It wouldn't have to look like Quake2Evolved (I'm laughing because the Ra3 team don't have that sort of programming knowledge) but there were folks involved who wanted to upgrade the damn thing so people didn't feel like they were playing an ancient piece of shit all the time.
Oh well.
Right now they've given up. When the Quake 3 source code is published, they'll supposedly make a stand-alone Rocket Arena that everyone can play.
Too little, too late.
RA4 hopefully won't have anything to do with them. David would be better off to find a group of Americans to create the mod because while RA3 is worldwide, it's core group is American and play styles are different around the world...
Hell, they're different in the US. West coast players like health and armor damage to be on sometimes, and health/armor settings to be 200/200 or 100/100. East coast players like falling damage on, but no self damage so you can rocket jump, but if you fall you have to break your fall with a rocket right before you hit the ground.
RA4 needs to be:
Fast
Balanced
Fun
Simple
RA3 from version 1.6 to the end (1.8) was all about taking the best innovations of other mods and adding them to RA3. It was a game of catch up.
RA3 should have been updated. The models, the sounds, the maps, the interface... It was possible and simple to do. It wouldn't have to look like Quake2Evolved (I'm laughing because the Ra3 team don't have that sort of programming knowledge) but there were folks involved who wanted to upgrade the damn thing so people didn't feel like they were playing an ancient piece of shit all the time.
Oh well.
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[xeno]Julios
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I'm pretty sure there will be CPMA. No need for OSP when you can just turn off CPMA gameplay and use CPMA with Q4 gameplay. That's if they do it like it's now. CPMA is better now anyways (code wise, thinking about netcode and demorecording with multiview), and has been for quite some time. And why make to mods when one is enough if you just give it the option to turn of the different gameplay.Iccy (temp) wrote:i hope not.
The question is, will there be CPMA and OSP.
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eepberries
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i think he isrep wrote:What are you talking about? Rocket Arena has the same damage amounts and firing speed as regular Quake 3.
Are you thinking of excessive?
RA3 was fun until crt stepped out, indeed.
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^misantropia^
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Iccy (temp) wrote:i hope not.
The question is, will there be CPMA and OSP.
Full thread here.arQon wrote:I was going to write this closer to the time, but here's the nutshell version:
Q4 needs to be a LOT better than Doom3 was for Rhea or I to consider doing something with it, and I mean that across the board.
The gameplay in Doom3 was just atrocious. And I'm not even talking about the MP: the *SP* was nothing but an exercise in tedious repetition.
If the *base* game is so bad that nobody plays it, there's no community worth modding for. c.f. Painkiller.
The quality of the gamecode in Doom3 was embarrassingly bad, and given Raven's track record it might well be even worse in Q4.
If the code is such a clusterfuck that looking at it makes us want to throw our hands up in disgust, we're not going to spend weeks and months fighting through it trying to fix bugs and add features.
The netcode/demos/etc in Doom3 were, well, you know.
If the game isn't playable or watchable, why bother modding for it? Again, c.f. Painkiller.
Q4 is going to have to surpass Doom3 by an absolutely HUGE amount in all those areas. If it does, we'll give some serious thought to working with it; if it fails on ANY of those fronts though, we'll write it off as a dead loss.
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-Replicant-
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StormShadow
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