You have strong emotions about the people who play certain modifications of video games :lol:rep wrote:LMAO, Threewave is for newbs. What's up with that fast switch shit?Dek wrote:Team Arena had the same problem Doom3 RoE has, it's an expansion. And as being an expansion can't really be modded for the masses.
Threewave CTF would of been fun, but since it's lobbed into the expansion it's not sharing the same root folder and thus eliminates alot of the client base.
Here's what 80% of Threewave players do: They LG you while they run up to you. As soon as they get within a few feet they start RJing all over. Their LG stats are like 25-35% for the best Threewave players. :lol:
Every Threewave clown I've seen in RA3 loses to the easiest RA3 newbs.
It is fun. At least they got the 'all weapons' stuff right. Who wants to run around camping and timing when a weapon respawns? :lol: OSP and DM players, that's who.
You know what is another mod that was extremely fun until the developers fucked it up? Weapons Factory Arena.
They whined and cried about LG 'spam' (LMFAO) so they made the lightning gun lock up after 10 shots. Yeah, that sure did a lot for the WFA community... (Refresh ASE: 0 servers, 0 players.) Jesus was that mod fun at one time. The sniper rifle was utter perfection. Headkills all the time. Great sound effects. 9/10 for the whole mod until they started crying about getting owned.
Will CRT make ra4 for Quake 4?
-
Keep It Real
All I can say is Threewave actually became a corporation and have produced alot of stuff for games, not sure about your friends..
Btw, I was artist for threewave Q3CTF dumbshit
Btw, I was artist for threewave Q3CTF dumbshit
[url=http://profile.mygamercard.net/astr0chimp][img]http://card.mygamercard.net/sig/astr0chimp.jpg[/img][/url]
::[url=http://www.astrochimp.net]astrochimp dot net[/url]::
::[url=http://www.astrochimp.net]astrochimp dot net[/url]::
Eh?DooMer wrote:FUN FACT: q3 has twice the players of UT2k4.
I'm hoping q4 doesnt even need an OSP, and has all the main "pro" features already in place. It only splits the community.
UT2004: 7402 players
Q3: 3976 players
Current Gamespy Stats. That is, IF gamespy's stats are indeed current.
Either way, it's that or 'Doomer's house o' statistics'?
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Alt fire wouldn't be nice? UT's alt fire is a little silly. It'd be nice if each gun had two totally different purposes.
UT's rocket = 1 or 3 shots. It'd be cool if it could shoot one rocket for regular fire, and something totally different, like bullets for the alternate. The balance trade off would be some sort of delay between using each, so you can't just spray and pray bullets while you spam rockets.
UT's rocket = 1 or 3 shots. It'd be cool if it could shoot one rocket for regular fire, and something totally different, like bullets for the alternate. The balance trade off would be some sort of delay between using each, so you can't just spray and pray bullets while you spam rockets.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Here's another: There will never again be a game that has a player base of more or even close to 10,000 during it's peak lifetime. CS is an exception, as well are the money farms called WoW. But there are just too fucking many games these days and it splits the online computer gaming scene into too many pieces.
-
^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
rep, you're so full of shit. There must be enough crap inside of you to fertilize the Sahara desert.rep wrote:Here's a little known fact. I was there for the initial development of "CPMA." You know what it was? Rocket Arena 3.
r0adrunner ran a RA3 hybrid server and suddenly it would say, "ProMode settings enabled!" or something like that. There was new stuff being added all the time, like silent footsteps for example.
CPMA is basically RA3 with OSP features and a bunch of little shit talkers.
BTW, "silent footsteps" must be biggest oxymoron I've seen in quite a while.
I am? It was called q3.toocool.com, also known as The JadeGarden. It was the biggest Rocket Arena server of all time.
arQon and r0adrunner ran the damn thing. To join you had to have downloads turned on because they'd always be updating the code.
arQon and r0adrunner ran the damn thing. To join you had to have downloads turned on because they'd always be updating the code.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
-
^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
-
StormShadow
- Posts: 557
- Joined: Wed Feb 16, 2005 8:10 pm
I was also asked by the dev team to make changes in my two maps (ra3map15 and 17) which ended up ruining 17.. I even went so far as to ask if I could change the map back to the original after its stunningly unpopular debut, but I was told 'no' as the map was supposedly popular on Ataxia's server.rep wrote:LOL... Burn.StormShadow wrote:someone is just bitter cuz the ra3 dev team turned down his map1 remake
Last I heard they were doing rocket arena for doom3, which could easilly be converted to q4. But will it be any good is the question?
They didn't turn it down. I turned them down. They told me to remove the water, and I said no. Besides, MountainYew already did a map1 CA remake and everyone is too blind to see that his layout is exactly the same. I suppose they were too busy trying to flame me saying that I somehow ripped it off (It was a total rebuild. Q3Map2 wasn't even to the point where you could extract a .map yet when I finished the damn thing!) I had some other maps, but they didn't seem to care.
Oh well, I got a shitload of features put in that would be revolutionary if this was 2001 and people still cared about RA3. PM me.
After a while the community did catch on that Yew's map(14?) was a map1 clone with a big ass lava pit in the basement.
-
[xeno]Julios
- Posts: 6216
- Joined: Fri Dec 10, 1999 8:00 am
eh wtf? Most of cpma was developed within a 1on1/team deathmatch context.rep wrote:
Here's a little known fact. I was there for the initial development of "CPMA." You know what it was? Rocket Arena 3.
r0adrunner ran a RA3 hybrid server and suddenly it would say, "ProMode settings enabled!" or something like that. There was new stuff being added all the time, like silent footsteps for example.
CPMA is basically RA3 with OSP features and a bunch of little shit talkers.
-
[xeno]Julios
- Posts: 6216
- Joined: Fri Dec 10, 1999 8:00 am
I find it odd that they published so many maps from 1.6 to 1.76 instead of fixing the old ones... Hell, even the new ones. There are so many LODhack spots in the clan arena of your map (I know, not your fault and you shouldn't be held accountable for that because it's the glitcher idiots who choose to put r_subdivisions on 70+, and asses like ElQueffo who choose NOT to block that variable)... You'd figure that they would have at least listened to some of the things I said and did with ra3mapx to fix the problems.StormShadow wrote:I was also asked by the dev team to make changes in my two maps (ra3map15 and 17) which ended up ruining 17.. I even went so far as to ask if I could change the map back to the original after its stunningly unpopular debut, but I was told 'no' as the map was supposedly popular on Ataxia's server.rep wrote:LOL... Burn.StormShadow wrote:someone is just bitter cuz the ra3 dev team turned down his map1 remake
Last I heard they were doing rocket arena for doom3, which could easilly be converted to q4. But will it be any good is the question?
They didn't turn it down. I turned them down. They told me to remove the water, and I said no. Besides, MountainYew already did a map1 CA remake and everyone is too blind to see that his layout is exactly the same. I suppose they were too busy trying to flame me saying that I somehow ripped it off (It was a total rebuild. Q3Map2 wasn't even to the point where you could extract a .map yet when I finished the damn thing!) I had some other maps, but they didn't seem to care.
Oh well, I got a shitload of features put in that would be revolutionary if this was 2001 and people still cared about RA3. PM me.
After a while the community did catch on that Yew's map(14?) was a map1 clone with a big ass lava pit in the basement.
I also gave them a way to defeat aimbots. 90% of bots, including the OGC which is what most people use, a modified OGC based on the sourcecode to get around worthlessbuster, shoot through func_static brushes. So if someone is hiding behind a func_static and some idiot has his bot on, it'll shoot the wall or aim at it.
Here's the scenario:
Bot guy is in a hall way toggling his +aim. It aims at whoever is the closest person to him at the time. It's very possible that someone is on the other side of the wall, or below or above him (think ramps/halls area of ra3map1) and if they toggled their aim, it would aim straight down or wherever to hit the closest person because no walls would be there to block the bot from aiming.
This would have destroyed essentially all of the bot 'community' in RA3.
elQueffo's argument was that building (or just changing) everything to func_statics would slow the game down. Translation: He was too lazy to code some sort of tag to fake RA3 into believing everything was a func_static. They wouldn't necessarily have the properties of a func_static, but they would trick the bots still.
Does anyone here even know what a func_static does, or why it would slow the game down? Frankly, I don't believe elQueffo has any fucking clue what he's talking about. I think he said he wouldn't fix Quake 3's display of the % symbol because of a problem with bots. ( :lol: )
Anyway, back to the maps in general... They were idiots when it came to choosing maps. Your ra3map17 is beautiful, and the third arena is fucking brilliant for 2v2 and 1v1, but the clan arena is bigigantenormohuge considering the backbone of RA3 was 4v4 clan matches, and pubs rarely got to be over 8v8 on a busy night in the last few years. It's the same problem ra3map20 has... CA is so big that it slows the game down.
Don't get upset, though. There are maps that don't even fucking belong in the game. The CA of ra3map19, while butt ugly, feels wonderful... The problem is, the other arenas were quicky thrown together, and the visual style of the entire thing looks like a beginners map from 1999. It doesn't belong. Ra3map16 is nice, plays well, but it's a borrowed classic. If it's okay for an Edge remake, I don't see why it's not okay in the community's minds for a remake of ra3map1 that fixed the old issues that classicmap1 had that ended up killing it and crowning ra3map11 the new king. Ra3map18 feels wonderful, but the other arenas are pretty bad. It also has the problem with size, although it's flow is connected enough that people don't get lost because it's on a circular 'track' if you look at it. The only superfluous bits I'd remove from that would be the tunnel underneath the map.
I lost the hard drive all my old mapping stuff was on a year ago or so. In a frantic attempt to get it back running, I think I fucked up the master boot record... Now only one of those data recovery nerd places would be able to get my stuff back. For $1200 :0 I've got screenshots of a lot of old stuff now, and I realize that even on ra3mapx if I had another chance I would most likely destroy the whole thing and rebuild it yet again out of models... r_speeds be damned.
I suppose the map I miss the most out of the five or six I was juggling was this one:
It was a lot of patchmeshes, and later on in it's life it got special lighting effects and a 3D skybox courtesy of q3map2. Surprisingly it ran well. (200fps+ in most cases, and I was on a GeForce 1 DDR back then.) Jebus, April 23 2003? It's been that long?[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
You gotta be kidding me right...alt firing is the worst thing ever to hit the fps genre.DooMer wrote:I used that fun fact to destroy some UT homos ego for suggesting that q4 needs alt fire, and vehicles in order to cease living in UT's shadow. lol what a fag.
All those ut funboys should be ashamed of themselves...
-
^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Yes and yes. func_statics are models/brushes that are drawn in a separate stage of the renderer, the same stage that puts moving objects like elevators on the screen. Problem is, they don't block visibility in any way (and that's why the OGC bot thinks it can hit). Make all your brushes func_static and the engine will have to redraw the entire map each frame. And that, you'll agree, will slow the game down.rep wrote:Does anyone here even know what a func_static does, or why it would slow the game down?
EDIT: s/walls/brushes/g (late-night posting)
Last edited by ^misantropia^ on Wed Aug 03, 2005 2:01 pm, edited 2 times in total.
Yeah, that was the idea. The issue was, I was talking about either getting them to code a fake func_static trick so that every face would supposedly be a func_static (but not necessarily act like one) or make a small area around doors be func_static... It's not like a few more inches would screw up hinting so bad, but it would produce some demos where idiots get caught.
The performance hit wouldn't be so bad if we were talking about making a floor a func_static if there was a level below it without a lot of detail... Such is the case in ra3map1 in the hallway areas surrounding the map.
Edit: Another cheater prevention thing I wanted them to do was implement the q3sdc demo recording functionality into RA3. I had it running on a west RA3 server for 8 hours and the demo file it produced was 6MB. Q3sdc lets you play the demo and switch perspective to any player... That way, you won't have to struggle to get a demo of an alleged cheater. As a server admin, you could just check your logs of when they were on and fast forward the demo to that time and view them from their perspective. Q3sdc is brilliant... Too bad idsoftware (and the RA3 team) are clownboats. It would have done a lot of good for RA3, and possibly made it so DOOM 3 demos weren't hundreds of megabytes. (LOL)
The performance hit wouldn't be so bad if we were talking about making a floor a func_static if there was a level below it without a lot of detail... Such is the case in ra3map1 in the hallway areas surrounding the map.
Edit: Another cheater prevention thing I wanted them to do was implement the q3sdc demo recording functionality into RA3. I had it running on a west RA3 server for 8 hours and the demo file it produced was 6MB. Q3sdc lets you play the demo and switch perspective to any player... That way, you won't have to struggle to get a demo of an alleged cheater. As a server admin, you could just check your logs of when they were on and fast forward the demo to that time and view them from their perspective. Q3sdc is brilliant... Too bad idsoftware (and the RA3 team) are clownboats. It would have done a lot of good for RA3, and possibly made it so DOOM 3 demos weren't hundreds of megabytes. (LOL)
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Comparing Doom 3 (which was a singleplayer game which they added mp for in the end) to Q4 where they have been working from the start get mp to feel like Q3:TA, is just idiotic. And the fact that Q3:TA has a lot of match features Q3A didn't, I'm sure Q4 will also have them, so the need for OSP or CPMA won't be that big in that sense. If you like the Q4 gameplay I'm sure you can get along just fine with the features it has out-of-the-box. At least to begin with. They probably won't have features like tokens or autoactions etc. (I say this cause I've never seen a game that has that out-of-the-box).
[color=#DFB257][b]کΛFŦ | netrex[/b][/color] of [url=http://www.saft-clan.net/]S.A.F.T. - The Pride of [color=#FF0000]No[/color]rw[color=#0000FF]ay[/color][/url]