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

User is offline   Tea Monster 

  • Polymancer

#31

Looking at the Shambler, I always thought that he was covered in white fur that was matted down with blood and the remains of lunch. That's just what I got from looking at the model.
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#32

That's exactly what I always thought, there's really nothing in original Shambler that make you think that he is hairless or muscular. This tendency to see Shamblers as eyeless Doom 3 Hellknights is born after the
Shamblers Castle add-on, and that reinterpretation has followed a small controversy.

This is the best representation for me.

Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#33

View PostCage, on 03 March 2016 - 03:48 AM, said:

Posted Image

I like that.
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#34

If anyone have the fugly texture problem in Quake 4, disable Ambient Lighting.

If that doesn't work, try this

Quote

Go into your:
C:\Program Files\Steam\steamapps\common\quake 4\q4base\Quake4Config.cfg

And edit the following lines:

seta image_downSize "0"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta image_ignoreHighQuality "0"
seta image_useCompression "0"
seta image_useNormalCompression "0"
seta r_renderer "best"

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User is offline   Gambini 

#35

View PostCage, on 03 March 2016 - 03:48 AM, said:

Oh man, that part was... AWESOME! Reminds me I should replay Q4, wasn't that bad but I didn't finish it, I was playing on a terrible PC back then.

Speaking of the original Quake, I think that it's level design succeeded in function but besides few moments, the experience was a little bland. I really like the artwork though and some of the custom maps with a less abstract approach are quite an experience despite using mostly stock textures.

I think what I like best about Quake is that you still have the large chunky pixels for that awesome retro-pixel art feel yet you a lot more freedom geometry wise and also the lightmaps being bound to 8bit palette. All this together creates this lo-fi 3d look that I totally adore. I like to check out Func MsgBoard from time to time when I need a fix of Quake engine porn :whistling:



Care to name where those shots are from? I feel the urge of playing some of those!
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User is offline   Hank 

#36

View PostFantinaikos, on 05 March 2016 - 08:22 AM, said:

This is the best representation for me.

... and here is mine, no clue how to link to this in the post, just scroll down a bit to post #7 image 3 onwards. :whistling:
http://www.conceptar...-Quake-Shambler

This post has been edited by Hank: 07 March 2016 - 03:03 PM

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User is offline   LkMax 

#37

View PostFistMarine, on 04 March 2016 - 11:20 PM, said:

Here's the Stroggification video since you asked for it. :whistling:

You monster. (though it's much worse when you are involved in the game, mouse look and all, and not expecting it).

View Postleilei, on 04 March 2016 - 03:19 PM, said:

though seriously if you look at the vore and then the shambler, they have similar skins and the vore obviously doesn't have fur so... it's just the shambler's big low poly size and the excess skin sag makes him look like a big rabid shaggy dog, especially within overbright conditions (overbrights are a very late addition to the renderer (July 96) and the shambler wasn't considered for it)

I like you...

View PostTea Monster, on 05 March 2016 - 02:59 AM, said:

Looking at the Shambler, I always thought that he was covered in white fur that was matted down with blood and the remains of lunch. That's just what I got from looking at the model.

View PostFantinaikos, on 05 March 2016 - 08:22 AM, said:

That's exactly what I always thought, there's really nothing in original Shambler that make you think that he is hairless or muscular. This tendency to see Shamblers as eyeless Doom 3 Hellknights is born after the
Shamblers Castle add-on, and that reinterpretation has followed a small controversy.

... and I don't like you two. :woot:
Jokes aside, putting a lot of fur on the Shambler is a bit distracting IMO, a bit out of place. I know its low poly and bright model can be interpreted this way but I reject this vision, I think it can be scarier without all the fur (and not look like a Yeti in the process).
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#38

Isn't the debate moot since the original designer said it doesn't have fur or hair?
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User is offline   HulkNukem 

#39

Its weird you guys arguing over whether its skin or fur, because I never thought about it.

Fur would be cool, skin would be creepy. Either version works in my eyes, hes still gotta die
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User is offline   LkMax 

#40

View PostMusicallyInspired, on 07 March 2016 - 04:55 PM, said:

Isn't the debate moot since the original designer said it doesn't have fur or hair?

It's more a matter of preference at this point, but one that have an official right side (mine ;D ).

View PostHulkNukem, on 07 March 2016 - 05:58 PM, said:

Either version works in my eyes, hes still gotta die

That everyone can agree with.
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User is offline   Hank 

#41

View PostMusicallyInspired, on 07 March 2016 - 04:55 PM, said:

Isn't the debate moot since the original designer said it doesn't have fur or hair?

It's how people interpret things and not necessarily how the artist indented the model to be seen. :whistling: I still see it with some sort of white coat, like a horse. Am I wrong? Yes. But it will not change how I first saw (interpreted) the monster. :woot:

This post has been edited by Hank: 07 March 2016 - 06:59 PM

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User is offline   MrBlackCat 

#42

The only real reason I might have thought of the Shambler as furry is because the only related "critter" that came to mind the first time I saw it, was the Star Wars Universe Wampa.

MrBlackCat

This post has been edited by MrBlackCat: 08 March 2016 - 03:49 PM

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User is offline   Robman 

  • Asswhipe [sic]

#43

View PostFantinaikos, on 05 March 2016 - 08:22 AM, said:

Posted Image

He just wants a kiss, a misunderstood gentle giant. Also did a cameo in Rudolph The Red Nosed Reindeer.
1

#44

Posted Image


Also, some people completely overlooked the "most" part of his comment and thought the Fiends were blind, which they are not.
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User is offline   Cage 

#45

View PostGambini, on 07 March 2016 - 02:33 PM, said:

Care to name where those shots are from? I feel the urge of playing some of those!


To be honest, I just snagged them off the screenshot thread on Func_Msgboard so probably most are still wip.

This post has been edited by Cage: 09 March 2016 - 02:57 AM

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#46

View PostPikaCommando, on 09 March 2016 - 12:09 AM, said:

Posted Image


Also, some people completely overlooked the "most" part of his comment and thought the Fiends were blind, which they are not.


Which is contradicted by this, that was already pointed out earlier in the thread: http://quakeone.com/...e.html#post1975
1

User is offline   Cage 

#47

Yeah, and I'd rather believe the artist. :whistling: That texture never looked to me as if it had fur, too.
1

User is offline   Lunick 

#48

Instead of arguing about if it has fur or not, how about we just kill the fuckers? :whistling:

Not sure how many people know this but Quake 2 is possibly the first proper HD console remaster http://www.eurogamer...ole-hd-remaster
1

User is offline   OpenMaw 

  • Judge Mental

#49

Been toying around with Quake again.

I've got an idea for a bad guy in my head, a cyborg ninja, with the ability to deflect hitscan attacks completely. You have to use explosive weapons to take em down.


Couple things I've been fooling with in DirectQ.

Posted Image


Skybox, colored lighting, transparency on textures. All in the 8bit pal. Yeah, I know, it's really Earth shattering shit!

Posted Image


Getting a model to compile and show in game properly.
1

#50

View PostLunick, on 09 March 2016 - 04:16 AM, said:

Instead of arguing about if it has fur or not, how about we just kill the fuckers? :whistling:

Not sure how many people know this but Quake 2 is possibly the first proper HD console remaster http://www.eurogamer...ole-hd-remaster



Aside from the resolution, are other upgrades already in source ports like YamagiQuake 2?
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User is offline   deuxsonic 

#51

View PostPikaCommando, on 09 March 2016 - 05:24 AM, said:

Aside from the resolution, are other upgrades already in source ports like YamagiQuake 2?


No. Having used YQ2 for a while, it is by default set up to stay close to the original game.

This post has been edited by deuxsonic: 09 March 2016 - 06:25 AM

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#52

Despite how Quake 4's multiplayer is basically Quake 3's but with different maps and balancing, how does it compare to Q3A? Some people liked the change while most didn't, but ultimately; player count and nostalgia notwithstanding; are there any things that Quake 4's multiplayer that makes it a better competitive shooter than Quake 3? If not, what is it about Quake 4's multiplayer that pales in comparison to its predecessor?
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User is offline   Robman 

  • Asswhipe [sic]

#53

View PostPikaCommando, on 09 March 2016 - 12:42 PM, said:

Despite how Quake 4's multiplayer is basically Quake 3's but with different maps and balancing, how does it compare to Q3A? Some people liked the change while most didn't, but ultimately; player count and nostalgia notwithstanding; are there any things that Quake 4's multiplayer that makes it a better competitive shooter than Quake 3? If not, what is it about Quake 4's multiplayer that pales in comparison to its predecessor?

I liked them both, probably because they were quite similar. Q4 felt alittle bit slower in my opinion, maybe it was just that my hardware didn't run it balls out.
I used to play all the Quake games online.
Quake2 was fun it in it's era... I never got into all the mods for the game though, I just liked the bone stock gameplay.

I liked that q3 and q4 finally added some freaking colour to the game. Instead of looking like every map was smeared in brown diarrhea.

This post has been edited by Robman: 09 March 2016 - 01:44 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#54

Q4 isn't very colourful. In fact it's the least colourful of all of them. Not even much brown diarrhea. Just all gray. That's my memory of it, anyway.
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User is offline   leilei 

#55

View PostPikaCommando, on 09 March 2016 - 12:42 PM, said:

If not, what is it about Quake 4's multiplayer that pales in comparison to its predecessor?

For awhile Quake4 was nice to play until the 1.4 patch. All the "pro gamer's" avoided Q4 initially because you couldn't turn off the lighting system in multiplayer due to 'slow' reasons (which didn't apply to me as I wasn't the one using a GeforceFX complaining about performance :whistling: ) it was kind of like Q3's early days (when all those "pros" whined about the graphics and avoided it, until hardware evolved enough to get to 333fps which gave them an unforeseen physics exploit to force low detail for.) and knowing history will repeat, I enjoyed it while it lasted until 1.4.

The 1.4 patch does two killing things:

- it adds a really cool napalm launcher which those "pro gamer's" hate because it's a great counter to bunnyhoppers
- it uncheats the ambient light cvar, so anyone can turn off all shadows and see everyone in the base game now. It looks like those Doom3 Voodoo2 screenshots then. This terribly unbalances the game in favor for those pro tweakers

and then guess what happened!!!
Spoiler



Quake Live is currently still suffering by third-party Elo rating calculation and elitist autokick scripts to build a wall against "american noob's" to keep their pro StopHavingFunGuys status quo going, despite QL's whole intention to make Q3 accessible to all skill levels and a wider audience.

This post has been edited by leilei: 09 March 2016 - 08:09 PM

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User is offline   Lunick 

#56

View Postleilei, on 09 March 2016 - 07:58 PM, said:

...until hardware evolved enough to get to 333fps which gave them an unforeseen physics exploit to force low detail for.)...


I read about this the other day, I couldn't believe that something like that existed in the game. 333fps gives you a higher jump height than lower framerates... http://www.esreality...dered-cheating/

I think I read something about Half-Life too where having a lower framerate made the glock fire faster...?
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#57

View Postleilei, on 09 March 2016 - 07:58 PM, said:

- it uncheats the ambient light cvar, so anyone can turn off all shadows and see everyone in the base game now. It looks like those Doom3 Voodoo2 screenshots then.


holy shit

Posted Image
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User is offline   FistMarine 

#58

View PostLkMax, on 07 March 2016 - 04:42 PM, said:

You monster. (though it's much worse when you are involved in the game, mouse look and all, and not expecting it).


You're welcome.

View Postdeuxsonic, on 09 March 2016 - 06:23 AM, said:

No. Having used YQ2 for a while, it is by default set up to stay close to the original game.


I have never used YQ2 source port before but I heard it's good and closer to vanilla. Is it good for playing out mods? Because I remember few years ago trying out source port KMQuake2 and it was alright but it wasn't compatible with most mods. Also does YQ2 have increased limits that supports playing larger custom maps?
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User is offline   deuxsonic 

#59

View PostFistMarine, on 10 March 2016 - 03:52 AM, said:

You're welcome.



I have never used YQ2 source port before but I heard it's good and closer to vanilla. Is it good for playing out mods? Because I remember few years ago trying out source port KMQuake2 and it was alright but it wasn't compatible with most mods. Also does YQ2 have increased limits that supports playing larger custom maps?


The goal of YQ2 is to retain the original experience while cleaning up the implementation of basically everything, cleaning the code base, and adding small new features that I feel should have been in Quake 2 to begin with, like UI scaling, overbrights on lights, using audio files for the music, supporting ZIP archives for improved compression of game data, improved lighting and color representation, a longer save game menu, getting rid of a lot of old features that no longer make sense like multiple implementations of OpenGL and software mode. It is an excellent port, the port that I use because in terms of an improved original experience I think it does the job perfectly. It should be compatible with just about any mod that works with the vanilla game. I'm not sure about increased limits. One thing it doesn't do is implement new netcode like R1Q2's protocol, as it is mainly focused on single player.


View Postleilei, on 09 March 2016 - 07:58 PM, said:

For awhile Quake4 was nice to play until the 1.4 patch. All the "pro gamer's" avoided Q4 initially because you couldn't turn off the lighting system in multiplayer due to 'slow' reasons (which didn't apply to me as I wasn't the one using a GeforceFX complaining about performance :whistling: ) it was kind of like Q3's early days (when all those "pros" whined about the graphics and avoided it, until hardware evolved enough to get to 333fps which gave them an unforeseen physics exploit to force low detail for.) and knowing history will repeat, I enjoyed it while it lasted until 1.4.

The 1.4 patch does two killing things:

- it adds a really cool napalm launcher which those "pro gamer's" hate because it's a great counter to bunnyhoppers
- it uncheats the ambient light cvar, so anyone can turn off all shadows and see everyone in the base game now. It looks like those Doom3 Voodoo2 screenshots then. This terribly unbalances the game in favor for those pro tweakers

and then guess what happened!!!
Spoiler



Quake Live is currently still suffering by third-party Elo rating calculation and elitist autokick scripts to build a wall against "american noob's" to keep their pro StopHavingFunGuys status quo going, despite QL's whole intention to make Q3 accessible to all skill levels and a wider audience.


I never understood the ability to disable the shadows and lighting in idTech 4 as it basically breaks the game. I remember all the people who would drop Q3 settings down to where textures weren't drawn and most models weren't drawn, which honestly is a broken game. I don't understand the fun of playing a game with all of the neat things that give the game it's personality all turned off so it looks terrible and in the case of Q3, done in order to CHEAT. The jumping code for example acts differently based on framerate. The game is normally capped at 80, but into the hundreds, jumps allow you to travel further than was intended. You would think if they were "pro" players that they wouldn't want the cheating, but that's exactly what they're doing playing the game with everything turned off and the brightness turned way up at some silly low resolution to get 1000 FPS or whatever to cheat as the game was not designed to run like that. Putting a hardcoded cap into the game is probably the best way to shut these cretins down.

This post has been edited by deuxsonic: 10 March 2016 - 06:57 AM

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User is offline   FistMarine 

#60

Thanks for telling me about YQ2 source port. This is going to be my favorite Q2 source port and hope it has increased limits to support large levels. And wasn't UI scaling also in original Quake 2? When you set up a higher resolution, the menu and HUD become smaller.
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