Quake II Lost Marine Mod for Doom3

Open discussion about any topic, as long as you abide by the rules of course!
User avatar
duffman91
Posts: 1278
Joined: Thu Jan 25, 2001 8:00 am

Post by duffman91 »

Dark Metal wrote:
duffman91 wrote:"inolen" shows up on the credits, is this our inolen?
If so that would explain the poor attention to detail.
Why the hate? Inolen is a bright kid and one hell of a programmer.
Duhard
Posts: 6216
Joined: Sat Dec 11, 1999 8:00 am

Post by Duhard »

inolen rules.
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

Yawn!
Last edited by Kiltron on Sun Aug 14, 2005 3:15 am, edited 1 time in total.
eepberries
Posts: 1975
Joined: Mon Jan 24, 2005 10:14 pm

Post by eepberries »

Kill. We demand crosshair >:E
rep
Posts: 2910
Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

o'dium wrote:Because the skins are at 2048x2048 but only use less than 500 square pixel texture space. Not only that, but there are 4 of them per model.

So obviously, its gonna run poor. I've already told kiltron about all this :D
ROFL, I was wondering why it lagged when I blasted them with my shotgun.

I figured that the sprite used for the blood was 1024x1024 or higher, and 5 or 6 were being instantly drawn at once.

I hope he doesn't destroy the 2048 sheets. I like working in double, sometimes quadruple the intended size of the texture, so if the content is popular and future hardware supports it, the original stuff could be released.

Less work for people like Blur, eh O'dium?

I would have loved to do a lot of the textures and models that have already been redone for Q2E. This isn't a stab at anyone, but I think a lot of the models could have been done better, without sacrificing too much of the original look and feel.

I do agree with the art direction of the two character models that were just posted on Q2E's site... They're not overly detailed with skin deformities and stress wrinkles everywhere. That stuff looks good in rendered footage, but sometimes can turn into shit soup on a normal map, and it's not like you're going to see someone's tear ducts if they're on the bottom of Tokay's Towers and you're at the top.

That just made me think... I know you're against changing the gameplay of Q2, but the railgun would own a little more if it zoomed like UT2004's lightning gun. Not that I'd need that, since I was a hook-instagib champ back in the day, and all my shots were me hook monkeying above people shooting straight down, lol.

If you actually want that look, and you need someone to add wrinkles, I'm the man. Send me an OBJ and I'll send back a 4 million poly mesh and the normals in minutes. I love doing that stuff.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Grudge
Posts: 8587
Joined: Mon Jan 28, 2002 8:00 am

Post by Grudge »

rep wrote:If you actually want that look, and you need someone to add wrinkles, I'm the man. Send me an OBJ and I'll send back a big black cube saying "rep's stuff" in minutes. I love doing that stuff.
rep
Posts: 2910
Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

That was a mistake. I should have just said fuck everyone and send all 40MB of my stuff.

The lesson was learned when my hard drive said, "Buh bye!" Like a bad SNL skit.

It's not like that map would have seen the light of day even if we finished it... By the time I got it, r_speeds were well beyond reasonable, and I don't even CARE about r_speeds (Hell, all of my stuff was models. I really don't care about r_speeds, but even I saw that they were too bad to be accepted in the first place.)

We probably should have gone with my greek concept, not because it was my idea, but because it was well planned, even though it was nothing revolutionary.

Edit: It's not like anyone would download it, either, besides Q3W people. It would have been a 60MB map in the end. I still had a lot to do, and I already had scores of 512x512 multiple staged shaders using expensive TGA files that I couldn't switch to JPG because of the necessity for the alpha channels. (You can't grab an alpha map from a different 8-bit image with Q3 shaders, can you?)

That, and the map was already only getting shitty FPS.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
User avatar
MKJ
Posts: 32582
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

i'd love to see that map :icon14:
too bad it got killed :(
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
CyriC
Posts: 11
Joined: Sat Dec 11, 1999 8:00 am

Post by CyriC »

Kiltron wrote:Don't you guys know I can see anything you post anywhere online? J/K ;)

Don't you?

:icon23:
User avatar
MKJ
Posts: 32582
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

Kiltron wrote: The mod just has steeper requirements than D3's 1 year old requirements.
dude, you should work at id! thats exactly the attitude they insist on having :icon14: :D

im sure if the mod is fully optimized itll run a whole lot better, and will look nicer dan D3 to boot :icon14:
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
glossy
Posts: 2282
Joined: Tue Apr 30, 2002 7:00 am

Post by glossy »

MKJ wrote:i'd love to see that map :icon14:
too bad it got killed :(
I actually think i have one of the last iterations on my harddrive somewhere still, but it's only one side of the map actually almost done, and most of the middle done, but one side (blue base, iirc) is just basic boxes. it took ages to compile and would have been nice except that some of the contributors got a little "creative" and it went a little haywire! interested? I might even do what I was planning back once the project went bust and hack up half of it into a half-playable DM map, or something. There's talent in it, somewhere... (and it sure as hell isn't in rep's part)
User avatar
MKJ
Posts: 32582
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

sure, hook me up. i think i have time to check it out tonight (i have to go to some outdoor fest after work which i dont really feel like so i guess i wont be home till -late- )
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
rep
Posts: 2910
Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

Glossy, shut up you little idiot. I didn't send my part along to the next guy, and I made it clear when I sent it along that I did that because of the file size.

Look it up in the archives, nerd.

I have that .rar executable as well because it was on my server.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
rep
Posts: 2910
Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

Is it really salty, riddla?

I'm just wondering why girls complain about it, and I know you have experience tasting it.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

Yawn!
Last edited by Kiltron on Sun Aug 14, 2005 3:13 am, edited 1 time in total.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Fucking Hell! :olo:
User avatar
DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Post by DooMer »

I really don't think you should have released it yet. Everything besides the map is kind of.. you know.. shitty.
Last edited by DooMer on Sat Aug 13, 2005 2:34 am, edited 1 time in total.
feedback
Posts: 7449
Joined: Mon Feb 18, 2002 8:00 am

Post by feedback »

You don't go to release with the product you want, you go to release with the product you have. I'd have thought a military man would understand that.
User avatar
DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Post by DooMer »

Goddamn, why did you post at that very moment? I had to fix a misplaced comma that was bugging me, and now everybody can see I edited it. Whose side are you on? The goddamn nazis?
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

Yawn!
Last edited by Kiltron on Sun Aug 14, 2005 3:13 am, edited 1 time in total.
User avatar
DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Post by DooMer »

I don't hate you or your work. I'm still looking forward to the final product. I don't see how releasing a steaming pile of horse shit to the public would be beneficial, but I'm not in the industry.
rep
Posts: 2910
Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

DooMer wrote:I really don't think you should have released it yet. Everything besides the map is kind of.. you know.. shitty.
OH MAN, I didn't know that modders had to compete with idsoftware.

"Alright, here's your meal sir, but the fries are still baking in the oven. Enjoy, and the fries will be out momentarily."

Twelve seconds later...

"These idiots didn't include the fries. We need to tell them to include fries with their meals. God. We should have just gone to Murder King."
Last edited by rep on Sat Aug 13, 2005 3:54 am, edited 1 time in total.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

i like this Kiltron fellow.
User avatar
DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Post by DooMer »

They don't, but I was expecting something a little higher quality. The point of showing off your work is to get people pumped for the final release. I guess my expectations were too high.
rep
Posts: 2910
Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

Did you play the mod? He did a great job.

Unless I'm misunderstanding something, he did all this (except some of the legacy Q2 sounds) on his own?

The only thing I'd change are the obvious..

The sounds are authentic but amateur. Get more than one person to record the sounds, and don't be afraid to get loud and get creative. We won't burn you alive for making Quakeguy cuss when he dies.

The animations. He's already working on them, so no big deal.

I never dealt with those aspects of Q2. Was it animated with character studio? Any .bips available?
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Post Reply