djWHEAT & Carmac wrote:Carmac: What's the speed of the game compared to Quake 3?
djWHEAT: I would say the speed of Quake 4 is just a tad faster than that of Quake 3. It's very difficult to determine the exact speed of the game under the environment in which we were shown Quake 4, but having watched some 1v1's and the fatal1ty shootout, I believe it's like Quake 3 with a Nitro Booster. My first impressions lead me to believe it will see some higher scoring games (imagine Quake 1 1v1's).
Carmac: Any idea if the demos will work fine?
djWHEAT: I asked about this question with concerns that the Doom 3 demos experienced problems for quite some time (sizes of up to 2GB). The answer I got was that the Demos would be acceptable sizes and may even include MVD options. None of this is confirmed yet.
Some interesting info I haven't read elsewhere about Q4.
[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]
I even installed Radiant again yesterday, and started testing a couple of layouts that I have been thinking about for a while. I'm actually excited about mapping again - it's been a year or so since that happened last time.
interesting words from arQon bout Q4.
"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."
hmmm :icon26:
Well. Gameplay seems to be very good. I haven't really heard anything bad about that from anyone who has tried it.
And djWHEAT was told that the demos was in managable sizes and might even be MVDs.
And I think I heard or read somewhere that it was supposed to be good for moding, so I would think the code would be good then also. And if it is, then it seems there might be hope =)
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From what I have gathered, codewise CPMA is superior to OSP. I don't see why they should do double work on it. Rather just work together to make one mod for everything when is so similar considering the features.
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i posted this in CE and drum brought up a point that bothers me most; no weapon drops when a player is killed. he [djWHEAT] also says he doesn't know if this intentional or just a disabled setting but certainly something that will need to be fixed.
busetibi wrote:interesting words from arQon bout Q4.
"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."
hmmm :icon26:
Hes right though. Doom 3 was very, very sloppy in how it was put together, code wise. The head aches it gives us modders is retarded. Its bad enough that the work load is so big now, we dont need the hassle of even MORE confusing and hashed together stuff.
Plus some of the things they did, and the ways they did them, are just crazy...
Raven is supposedly working on making the thing more mod friendly. I hope they do interesting things. Plus, an SDK that comes out early is a good idea =)
o'dium wrote:Hes right though. Doom 3 was very, very sloppy in how it was put together, code wise. The head aches it gives us modders is retarded. Its bad enough that the work load is so big now, we dont need the hassle of even MORE confusing and hashed together stuff.
By nature game code is untidy. Q3 is an exception because it's really just a refined version of Q1/2. I wonder if arQon has worked on any other games...
Plus some of the things they did, and the ways they did them, are just crazy...
Where were you when the West was defeated?
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sorry, but they weren't even remotely spoiled. id did very little to get the q3 modding & mapping community going by comparison with say epic or valve. handing out dickloads of modding software with the game just wasn't a big thing back then like it is now. a lot of what's out there in terms of apps is 3rd party stuff or versions of the stuff id used, like radiant and q3map, that have been seriously updated and improved by others. there's stuff you can do in vQ3 now that id could never have done back in 99, no thanks to id