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Quake corner.  "Everything related to the Quake franchise. Discuss here."

User is offline   deuxsonic 

#271

View PostPikaCommando, on 25 June 2016 - 10:54 AM, said:

Anyone know where to get that awesome Quake necklace that Romero used to wear?


From him? It could be the only one.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#272

I wouldn't doubt there's some vendor online somewhere that could make it...
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User is offline   deuxsonic 

#273

Well sure you could always have someone custom make it...

Posted Image

One of these would be cool too.
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User is offline   Bloodshot 

#274



Here's a fake volumetric lighting test

its toggleable too, you can just turn off coronas in the menu if you dont like it
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User is offline   leilei 

#275

so it's just big more faded out flares?

i'm still trying to figure out unreal's fog-like volumetric lighting myself which is a fake fog sphere. but right now the focus is paritcles. days ago i've moved my particle system to the renderer and this is still what it is so far


i won't be having this many sparks in the end though. this is just the very very first particle effect that happened after i got it working. the particles that were in cgame before were slow, like "spamming actors in decorate" slow

This post has been edited by leilei: 26 June 2016 - 02:51 AM

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User is offline   Striker 

  • Auramancer

#276

Looks nice.
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#277

View PostPikaCommando, on 25 June 2016 - 10:54 AM, said:

Anyone know where to get that awesome Quake necklace that Romero used to wear?

Posted Image
That is really interesting. :) I would wear it in a second. I'll bet MBC could make one. I will see. When he makes me things, he usually makes many and sells the rest to pay for the project.

Edit: There are quite a few Quake Necklaces and Jewelry actually. Never looked before. Just Google it.
Inexpensive and this might be it Here...


CatNapDreams

This post has been edited by CatNapDreams: 26 June 2016 - 10:41 AM

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User is offline   deuxsonic 

#278

That's Quake 4's logo. He definitely wants the original Quake logo.
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#279

View Postdeuxsonic, on 26 June 2016 - 11:16 AM, said:

That's Quake 4's logo. He definitely wants the original Quake logo.
Ahh... ok. :)
I see all the different ones on the boxes now. I like the Quake 3 one with its 3D look... like this One
Yeah, I don't see any nice looking Quake 1 types for sale... there is one hand made of aluminum, but it doesn't look very nice and they left the head off the spike in the middle. I suppose there isn't a lot of demand for them. MBC said making them by hand is very possible, probably from a coin, but he said he could only electroplate them with silver, so the plating would be too thin for what most people would expect and want from a piece of jewelry. :P
Anyway, I am not that into Quake to ask for something like that with all the stuff there is that need to be done anyway. :(
I like the idea though... I do have my own Quake (original logo) t-shirt though... and I use XL Quake IV t-shirts to sleep in sometimes. :P

CatNapDreams

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User is offline   Mr. Tibbs 

#280

Shacknews spoke to John Romero about id's/his original intentions for Quake.
Posted Image

Quote

"Your main character would have had a big hammer, kind of like Thor," Romero explained to me. "Quake was almost like Thor, but he had a thing called the Hellgate Cube which was a companion that had its own personality. It would orbit you, and whenever you were fighting it would help suck the souls out of the enemies you were beating on. If you didn't kill stuff fast enough, or kill enough enemies, it would get upset and just leave, and you'd have to find it somewhere and get it back. That would have been an experiment to see how cool it would have been, and to see what kind of world we could have made around those types of combat concepts."


Quote

Romero also outlined id's plans for view triggers, a mechanic best describe as a predecessor to scripted events like those seen in Valve's Half-Life in 1998. "If a view trigger was in your field of view, it would trigger just because you looked at it. Let's say you're going down a path through the woods. There's a cave off to your right. You look over and see red eyes peering out of the cave. Suddenly you hear growling, and the creature starts to come out of the cave just because you looked at it. That could have happened at any point, or it could never have happened because you never looked over there, or there could have been a second view trigger and walking through it would have triggered [the first]."


Quote

Seeking to change the world's perception of multiplayer gaming once again, they came up with a concept where players could sneak up behind opponents and knock them off of cliffs. From there, the player knocked from his or her perch would have to control his descent as he flailed and tumbled down the mountain.

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User is offline   MetHy 

#281

I just finished playing that "new episode".

Very good stuff imo, especially the first levels. Exactly the kind of level design I'm interested in and I'm not surprised the Wolf guys can do stuff like this. In terms of gameplay and enemy placement I like it more than most of the original game.

There was a good use of powerups items, given to the player before fun situations most of the times.

Secrets were easy to find, I found most of them including the secret level and the dopefish.

Didn't think it was too short.

Played on normal and some maps in the middle of the episode had spot on ammo ratio (although I always had at least 25 rockets on me at all times, I was short on everything else), so I wonder if these maps can be "pistol started".

This post has been edited by MetHy: 26 June 2016 - 11:43 PM

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#282

Huh, then which was the first engine to feature view triggers? I don't think Goldsrc has those.
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User is offline   Tea Monster 

  • Polymancer

#283

I just completed the first episode. It's really well balanced and lots going on. Nice design as well.

I'm playing with dark places and there is a missing texture at the top of the walls on some of the first level. Has anyone else had this problem?
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User is offline   leilei 

#284

View PostPikaCommando, on 27 June 2016 - 12:05 AM, said:

Huh, then which was the first engine to feature view triggers? I don't think Goldsrc has those.

Duke3D probably counts since everything activates and falls once you see them.

Quake engine does indeed have visibility check functions in there but it's only used for monsters.

This post has been edited by leilei: 27 June 2016 - 12:31 AM

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User is offline   LkMax 

#285

View PostMr. Tibbs, on 26 June 2016 - 11:20 PM, said:


Huh, a precussor to the Soul Cube in Doom 3, although the cube "running away" doesn't sound very fun.
I liked the view trigger idea.
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#286

Apparently, there was a Korean F2P version of Quake Wars


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User is offline   deuxsonic 

#287

I don't remember any of that happening in the game.
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#288

It's just following the golden rule of "trailers has stuff the actual product doesn't". Activision also made a bunch of hilarious ETQW trailers.





By the way, about Quake 2's plot. The manual and in-game intro made it sound as if the humans drove the Strogg out of Earth, but I'm pretty sure I saw one version of the backstory somewhere (probably in archived game mags and preview sites when I was searching for SiN stuff) that has the Strogg winning the war with aerial superiority and constant bombardments and that the the two ships that sneaked into the black hole to Stroggos was part of a last-ditch attempt to cut them off at their source. I think it was the one where Bitterman said his sister was killed during the invasion.
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User is offline   deuxsonic 

#289

ETQW is a prequel to Quake 2, yes? It would have been the humans fighting off the Strogg and then Quake 2 took the fight to their home world, Stroggos as Operation Overlord where the Strogg had air defenses that killed a lot of the marines so it was just you. The story in the manual is what I've always followed. Then Quake 4 references Bitterman talking about a lone marine who fucked the Strogg up good. Quake 2 made it look like Bitterman had thoroughly broken the Strogg since each unit in the game is destroying some element of their infastructure but I guess not if they were able to grow back like they did in Quake 4 where they're seemingly even more advanced than before with the nexus and the big brain and whatnot.
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#290

Eh, there's a lot of inconsistencies between Q2, Q4, and ETQW.

Also

Posted Image
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#291

EXCELLENT! I showed that to MBC and he just went on line and bought it. :P
He said thank you to whoever posted it as he hadn't seen that this came out.

I love the 20 like that... I told MBC to make me a necklace like that rather than a Quake 1 type. :)

CatNapDreams

This post has been edited by CatNapDreams: 02 July 2016 - 06:25 PM

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User is online   Lunick 

#292

I've been trying to find a physical copy of that locally but no luck sadly.
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#293

View PostLunick, on 02 July 2016 - 06:41 PM, said:

I've been trying to find a physical copy of that locally but no luck sadly.
Hmm... is not a common magazine where you live?
We live like 30km from a city, so we don't really think locally. We buy everything through the internet. :P
MBC just subscribed to that magazine also... he said he has never noticed it. This is great. Is good to see him motivated with stuff like this.

CatNapDreams

This post has been edited by CatNapDreams: 02 July 2016 - 06:47 PM

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User is offline   Bloodshot 

#294



Sneaky
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User is offline   LkMax 

#295

You need a Rocket Launcher (or GL) in this area, otherwise the zombies block your way out. And yes, I also died the first time there. :-p

This post has been edited by LkMax: 03 July 2016 - 06:47 AM

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User is online   Lunick 

#296

I think the majority of people died in that trap on the first play of that level. I saw the colour scheme of the area looking down and thought it was going to be a crusher rather than a block that would chase me around the halls :P
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#297

Anyone else having this problem with Quake 3?

This is how things are supposed to be:

Posted Image
4:3, 90 FOV


Posted Image
16:9, 105 FOV


But this is how things turned out:

Posted Image

Posted Image

Above is FOV 90, below is FOV 106.29. Both is 1366x768/16:9. The FOV looked worse as opposed to looking like it was supposed to in 4:3. I asked this on WSGF but got no working answers. This problem persists in ioquake 3 and all Quake 3 engine games. Help.

Also, anyone else have this too? This one happens to all my Quake engine games. For some reason Steam screenshot doesn't work, so I have to use the in-game one, but they turn out like this.

Posted Image

This post has been edited by PikaCommando: 08 July 2016 - 04:35 AM

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User is offline   leilei 

#298

When the FOV is raised above 90 in Q3, q3 moves the gun position lower (this is by design, in cgame)

Adding horizontal widescreen expansion is most definitely a renderer change (and is something i've done before)

This post has been edited by leilei: 07 July 2016 - 10:41 PM

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User is offline   Daedolon 

  • Ancient Blood God

#299

View PostPikaCommando, on 07 July 2016 - 06:10 PM, said:

Also, anyone else have this too?


I get it in Mapster32 and EDuke32...
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#300

View Postleilei, on 07 July 2016 - 10:39 PM, said:

When the FOV is raised above 90 in Q3, q3 moves the gun position lower (this is by design, in cgame)

Adding horizontal widescreen expansion is most definitely a renderer change (and is something i've done before)


Then do you know how WSGF have the gun in the same position even in increased FOV?
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