Page 8 of 12
Posted: Fri Aug 12, 2005 9:55 am
by hate
lol
you intentionally try to be long-winded and contrived
Posted: Fri Aug 12, 2005 10:04 am
by iambowelfish
Um nobody noticed that in the videos we've seen so far the players have no shadows?
I mean, no shadows at all. Quiet a glaring omission I thought, makes the players look very disjointed from the arena.
Even in Quake 3 they had a little dark circle underneath them.
Posted: Fri Aug 12, 2005 10:12 am
by Mr.Magnetichead
Who the fuck would want shadows in a fast paced DM game like Q4?
Posted: Fri Aug 12, 2005 10:16 am
by rep
I used brightskins in RA3 in the end because they added the feature and everyone else turned it on.
That was a good move for me, because I always used regular lightmapping, and no jacked up gamma/intensity settings so it would be hard to see a lot of times.
My config with brightskins equals the visibility of a 'leet' config with regular skins... So the other kids still had an advantage with using blurry ass picmip pro config settings plus the brightskins.
It was a, "FUCK... I guess I have to use them because all these other clowns are." Thing.
Posted: Fri Aug 12, 2005 10:17 am
by rep
Mr.Magnetichead wrote:Who the fuck would want shadows in a fast paced DM game like Q4?
I'd like something similar to Q3's cg_shadows 3.
Just as long as the bugs associated with it weren't present.
Posted: Fri Aug 12, 2005 10:35 am
by iambowelfish
rep wrote:I used brightskins in RA3 in the end because they added the feature and everyone else turned it on.
That was a good move for me, because I always used regular lightmapping, and no jacked up gamma/intensity settings so it would be hard to see a lot of times.
My config with brightskins equals the visibility of a 'leet' config with regular skins... So the other kids still had an advantage with using blurry ass picmip pro config settings plus the brightskins.
It was a, "FUCK... I guess I have to use them because all these other clowns are." Thing.
Right, but if nobody can use it, nobody feels they have to.
Posted: Fri Aug 12, 2005 10:37 am
by iambowelfish
Mr.Magnetichead wrote:Who the fuck would want shadows in a fast paced DM game like Q4?
I dunno the same people who want normal mapping or any of the other stuff that distinguishes this from q3?
Posted: Fri Aug 12, 2005 12:43 pm
by DooMer
Not sure if anybody saw this, but:
"A single elimination tournament is hosted on a single server. Up to 12 people can join an online tourney, and all matches happen independently of each other as the winner is instantly put into the next match. Losers have the option to just spectate. One suggestion for Raven is to let the losers continue playing in general deathmatches afterwards, but keep a picture-in-picture window so that you can still see what's happening in the championships."
http://www.1up.com/do/previewPage?pager ... Id=3142747
So in tourney mode, multiple matches can be played at the same time. No more spectating like a fag while you wait for your turn.
Posted: Fri Aug 12, 2005 1:00 pm
by hemostick
dzjepp wrote:Ok regarding tweaking 'picmip' settings, anyone remember seeing screens of Doom 3 MP or trying it out for yourself, when you lower the mip it creates a really blurry crosshair and hud. I thnk that's just a fault with the D3 engine. Even if you could lower the eye candy a whole lot online, the bluriness of the hud would prolly turn you off from doing so.
There's a nopicmip parameter in the material system of the D3 engine (the part of it that works essentially like Quake 3's, not the more modern pixel shader aspect) but it's obviously not used on these things... the lagometer uses it though.
Hopefully Raven will be smart enough to add nopicmip to the gui/hud elements. If they don't, that's a pretty straightforward fix for modders.
Also I somehow doubt a comp mod with brightskins, enemycolors and all the fluff will be released within a few weeks of the game's retail release. Unless they release the SDK right away, and even then that'd be pretty optimistic.
You could tweak some of it through the scripts, but you can't add cvars with just that
Also, o'dium, that grenade launcher is indeed a gl, and not the hyperblaster =) There's more of these in recent videos.
As for me, I think the SP looks horribly dull from the screenshots. The gameplay footage isn't much better either, wooden animation and dumb AI
Not sure if you guys spotted these :
A better player in the FFA. See q3 moves and a little ramp jumping. We can spot some hyperblaster and nail shots, and well they're definitely not instant hit. Nailgun is slower. Hyper seems to shoot faster than Q3's plasma.
fatal1ty playing some kids at his shootout booth. The shaft is on =)
If it isn't obvious enough you can shoot rockets and nades through teleporters. You'll also see fat throwing grenades across the map with the help of the accel pads =)
Posted: Fri Aug 12, 2005 1:13 pm
by CrinklyArse
this looks so good i'm actually going to buy a game for once, even if my comp cant handle it i'm buying it, plus at the moment its only 25 squid on amazon (UK)
Posted: Fri Aug 12, 2005 1:42 pm
by DRuM
r3t wrote:
There WILL be an OSP-esque mod, probably within a few weeks after release that will allow teamcolors/models and fullbright skins.
That is bloody brilliant news then. :icon14:
Posted: Fri Aug 12, 2005 1:48 pm
by r3t
I just watched that fatal1ty vid. The game looks like a blast, but man did fatal1ty play like a complete chicken. All he did was grenade and rocket spam that little guy and fry him with the lightninggun from halfway across the map. I wonder how good he will be against a half-decent Quake III player...
Posted: Fri Aug 12, 2005 1:49 pm
by r3t
DRuM wrote:r3t wrote:
There WILL be an OSP-esque mod, probably within a few weeks after release that will allow teamcolors/models and fullbright skins.
That is bloody brilliant news then. :icon14:
well I'm 99% sure someone will step up to do it, and if not, well, I can code too

Posted: Fri Aug 12, 2005 1:51 pm
by DRuM
r3t wrote:DRuM wrote:r3t wrote:
There WILL be an OSP-esque mod, probably within a few weeks after release that will allow teamcolors/models and fullbright skins.
That is bloody brilliant news then. :icon14:
well I'm 99% sure someone will step up to do it, and if not, well, I can code too

In that case, please make me a bright green keel (j/k)

Posted: Fri Aug 12, 2005 2:08 pm
by DRuM
This LG will certainly need some tweaking if it's possible to get a thinshaft.
Couple of other things in the game:
"Dark Matter Gun (DMG): While not in this demo map, Law tells of the DMG that basically fires a small black hole into the middle of a map. Think of the gun that shot two gravity-sucking balls in Quake II. Or the Black Hole gun used in Planet Moon's Armed and Dangerous."
"Machinegun: using the zoom scope does more damage"
Posted: Fri Aug 12, 2005 2:12 pm
by Mogul
There's too much lg model in that picture and not enough shaft itself.
Posted: Fri Aug 12, 2005 2:12 pm
by DRuM
Mogul wrote:There's too much lg model in that picture and not enough shaft itself.
Yeah. Btw, check my edit in my last post.
Oh and red armor spawn is 25 secs.
Also:
"n addition to the new multiplayer maps, id and Raven have also hinted there should be some remakes of a few classic Quake maps in Quake 4. Among them is Q3tourney6, which was the final boss map from Quake 3; it appears some extra platforms are being added to make things a little more interesting. A remake of Q3DM17 - "The Longest Yard" - may find its way into Quake 4, and there's the possibility that "The Edge" (from Quake 2) could get the upgrade treatment as well. (Raven is quick to point out that none of this is finalized, however, so don't hold them to this.)
"
Posted: Fri Aug 12, 2005 2:22 pm
by CrinklyArse
DRuM wrote:
Oh and red armor spawn is 25 secs.
couldn't you just change it by voting?
DRuM wrote:
Also:
"n addition to the new multiplayer maps, id and Raven have also hinted there should be some remakes of a few classic Quake maps in Quake 4. Among them is Q3tourney6, which was the final boss map from Quake 3; it appears some extra platforms are being added to make things a little more interesting. A remake of Q3DM17 - "The Longest Yard" - may find its way into Quake 4, and there's the possibility that "The Edge" (from Quake 2) could get the upgrade treatment as well. (Raven is quick to point out that none of this is finalized, however, so don't hold them to this.)
"
that sounds really good, just gotta hope they make a good job of it. Can't wait for these.
Posted: Fri Aug 12, 2005 2:35 pm
by Mogul
You mean other armors spawn at 20 and only red spawns at 25?
Posted: Fri Aug 12, 2005 2:38 pm
by DRuM
Mogul wrote:You mean other armors spawn at 20 and only red spawns at 25?
No idea tbh. I can't see that there is any reason for raven/id to change armour spawn times from Q3 so chances are all armour will be 25 seconds, and MH ( I assume there's a MH) will probably be 35 seconds in most maps. But of course MH does change in some Q3 maps like pro T4 where it spawns every 2 minutes.
Posted: Fri Aug 12, 2005 2:43 pm
by o'dium
Why the hell port Q3tourney6 and not q3dm6?
Wha...?
Posted: Fri Aug 12, 2005 2:56 pm
by DRuM
rep wrote:Fuck off. Brightskins are for straight up newbs.
'Quake4 punkbuster: rep you have been kicked for 2 minutes; reason: twat overflow'
Posted: Fri Aug 12, 2005 3:11 pm
by andyman
DRuM wrote:rep wrote:Fuck off. Brightskins are for straight up newbs.
'Quake4 punkbuster: rep you have been kicked for 2 minutes; reason: twat overflow'
Could you explain your sig please? i don't get it
Posted: Fri Aug 12, 2005 3:12 pm
by o'dium
Hey, anybody notice that the MP death log in the corner is just like HL1?
PLAYER (RAIL ICON) PLAYER
Posted: Fri Aug 12, 2005 3:23 pm
by Geebs
DRuM wrote:two gravity-sucking balls
Quoted for being funny in a smutty way... and for sounding like a review of Doom3