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Quake corner. "Everything related to the Quake franchise. Discuss here."
#511 Posted 10 September 2017 - 02:15 PM
http://www.celephais...ad.php?id=61511
#512 Posted 10 September 2017 - 02:52 PM
- There is a limit on the size of the progs generally. Things go to shit in most engines when you cross 1MB (this is at 2mb). It's why "this mod will have everything!" projects never generally happen without serious cutbacks to ambition.
- Legal issues. One of the mods mixed in is GPLv2. One of the mods butchered was decompiled. The mod contains copyrighted assets from the retail expansions. There's probably more of this (haven't checked if the butchered mods have a YOU MAY NOT USE THIS etc)
- Weapon selection of course. Does anyone like pressing numbers multiple times or scrolling a mousewheel a long way to get to the rocket launcher?
I can already predict someone taking this compilation and making a "!!!Brutal QuakE!!!" bundle out of it for the "fame" :/
This post has been edited by leilei: 10 September 2017 - 03:05 PM
#513 Posted 10 September 2017 - 03:53 PM
#514 Posted 12 September 2017 - 08:29 AM
leilei, on 06 September 2017 - 08:31 PM, said:
We're talking about Duke's current non-respected public reputation. Ways to bring Duke back into positive light without massive financial/development effort required. Quake Champions is first game to really push this kinda more classic fps design (fastpaced action multiplayer without gimmicks like loadouts) on the bigger scale that is Triple A.
There already is Doomguy, BJ Blazko and folks there to greet Duke with welcoming arms. This one would make more sense than having Duke in Bulletstorm, a linear serious sam style game where you cannot jump and never have to explore for anything either. Atleast in Quake Champions the Duke would have his speed back, most likely his cool lines and he could rocketjump too because he's the Duke.
#515 Posted 12 September 2017 - 07:25 PM
spessu_sb, on 12 September 2017 - 08:29 AM, said:
are you sure about that
#516 Posted 13 September 2017 - 09:42 AM
leilei, on 12 September 2017 - 07:25 PM, said:
Yes I'm sure as an avid Quake player, that it would 100% fit for mp that Duke could perform this maneuver aswell, because he's the Duke.
This post has been edited by spessu_sb: 13 September 2017 - 09:44 AM
#517 Posted 13 September 2017 - 10:10 AM
imo I find it pretty annoying to have to do the game configurations twice (and I guess it's also proof that Call of Duty is still using the Q3 engine till now for whatever goddamn reason).
#518 Posted 13 September 2017 - 01:38 PM
RTCW had a whole other team (Nerve) to do their MP.
Another reason for the separation are the game modules often being in QVM instead for the MP to make modding friendlier and enforcing purity checks so the correct game/mod is played across servers and there's less potential security issues. The single player portions are often native code (.dll/.so) instead since they don't need to be going anywhere else. Some subsystems in a SP dll get moved to the engine for the MP QVM so the code can move along much faster (like raven's fx system - it's in the SP client dll and the MP's engine. it would be very slow and limiting to have fx in the mp qvm). Note that QVMs are much slower than native code but they're better for cross-platform multiplayer (i.e. Windows vs. Mac)
Games with the Ubertools toolkit (MOHAA, EF2) don't separate their executables since it's far more unified with its single player implementation. Ubertools games run a fair bit much slower on the CPU hogging side however (even the early single player only ones like Fakk2 and Alice, a multiplayer game on Ubertools released in 1999-2000 would be a flop). Ubertools also doesn't do QVMs.
tl;dr: speed, security, and platform
This post has been edited by leilei: 13 September 2017 - 02:21 PM
#519 Posted 31 December 2017 - 03:52 AM
#520 Posted 05 January 2018 - 03:00 AM
Dimension of the Boomed
It's Doom maps done in Quake style. I already liked the alpha, even though it had far too many monsters in easy difficulties back then (which will hopefully be changed in the final release). According to the author, the project is close to completion after being in development for over a year.
#521 Posted 05 January 2018 - 05:04 AM
NightFright, on 05 January 2018 - 03:00 AM, said:
Dimension of the Boomed
It's Doom maps done in Quake style. I already liked the alpha, even though it had far too many monsters in easy difficulties back then (which will hopefully be changed in the final release). According to the author, the project is close to completion after being in development for over a year.
#522 Posted 08 January 2018 - 02:42 PM
![Posted Image](http://media.moddb.com/cache/images/mods/1/29/28789/thumb_620x2000/ad_test7_1.jpg)
#523 Posted 09 January 2018 - 11:42 AM
Mr. Tibbs, on 08 January 2018 - 02:42 PM, said:
The level design is just incredible. What a masterpiece.
I am however experiencing some trouble: the maps won't load automatically after jumping into the portals from the main hub... I have to start each map using the console (map start "x")... Anyone else having the same issues? I am running the Quakespasm engine and loading the game using as follows: quakespasm -game AD.
#524 Posted 09 January 2018 - 03:06 PM
axl, on 09 January 2018 - 11:42 AM, said:
Sorry, axl, I haven't encountered that issue. Even on 1.7, maps have always loaded automatically for me. You could either try reading through Quaddicted for a solution or Tweeting one of the mod author's about it. He's really great at helping people out:
https://twitter.com/SimsOCallaghan
Have you tied a fresh install?
#525 Posted 09 January 2018 - 10:15 PM
Mr. Tibbs, on 09 January 2018 - 03:06 PM, said:
Have you tied a fresh install?
A fresh install fixed the problem. Thanks !
#526 Posted 31 January 2018 - 10:33 PM
As someone who is new to the multiplayer side of Quake I get the feeling that after Doom 2016's success in single player id Software is in the process of making a great multiplayer game too. At the end of last Fall QC seemed very disappointing but with the patches in December and January this thing is becoming more and more awesome: in december the netcode and the performance got a lot smoother than it used to be and the latest patch fixed even more issues by introducing new capsule based hitboxes instead of the ones that were perfectly aligned with the models. That solution had a fair share of problems especially when it came to landing rail shots (your shot landed between the model's arms? though luck, that's a miss) but now the hitboxes seem excellent.
When it comes to gameplay QC plays a lot like Quake 3 (so much so that I learned the movement mechanics in Quake Live because QC has no tutorials for that just yet) and that was something that kept me away from the game for a time since I played UT back in the day and found Q3 to be boring from the outset. This is what QC's champion system solves in a great way: now you have a variety of special abilities at your disposal and the champions differ even in their movement systems (for example one guy moves like how you moved in Q1, another's like if you were playing Q3 and there's even a champion that uses the UT movement system), their HP / AP and in the size of their hitboxes. All of this adds a great extra layer of meta game and depth that wasn't there before and it really doesn't feel like a hero shooter like Overwatch with its ultimate attacks, in most cases it's a lot more subtle and skill based.
The presentation can be praised too, personally I never really liked Q3's art style that much and I found Quake Live too sterile for my liking too so I love the fact that QC returns to the Q1 look and feel. When it comes to sound all the weapons feel satisfying as hell and it's cool that all the champions have their unique voice lines and one-liners.
Of course QC still doesn't really feel like a finished product, there is a lot for id and Saber Interactive to do especially when it comes to content but I think the January patch brought the game to a state where it's absolutely a good time to get into it.
This post has been edited by Zaxx: 31 January 2018 - 10:35 PM
#527 Posted 01 February 2018 - 09:55 AM
And a link to the Q1 theme since it would be too much media for one comment:
https://www.youtube....?v=6uVFx6gIN8c
This post has been edited by Zaxx: 01 February 2018 - 09:58 AM
#528 Posted 01 February 2018 - 10:35 AM
#529 Posted 01 February 2018 - 05:02 PM
Mr. Tibbs, on 08 January 2018 - 02:42 PM, said:
![Posted Image](http://media.moddb.com/cache/images/mods/1/29/28789/thumb_620x2000/ad_test7_1.jpg)
This post has been edited by Grand Admiral Thrawn: 01 February 2018 - 05:02 PM
#530 Posted 03 February 2018 - 10:38 AM
Quake (starting from v1.06) has stereoscopy support with
lcd_x
lcd_yaw
Hexen II has it but it'll only work with -dibonly. Half-Life (earlier versions) has it but it's completely busted. It doesn't exist in Quake2 (nor the rest of the idTech 2 lineage).
It works by rendering the scene twice with half the height, split among alternating lines. As a side effect you'll notice particles being a bit taller.
This post has been edited by leilei: 03 February 2018 - 10:50 AM
#531 Posted 07 February 2018 - 12:21 PM
https://markiemusic....c-de-soundtrack
There are some nice original music in there on top of the Quake songs and there's a remix for Infuscomus from the Blood soundtrack too. Well worth the 10 bucks!
Hmmm, Deimos and The Abyss are particulalry excellent:
https://markiemusic....om/track/deimos
https://markiemusic....track/the-abyss
This post has been edited by Zaxx: 07 February 2018 - 12:24 PM
#532 Posted 07 February 2018 - 08:40 PM
Vitaliy Naymushin's ArtStation portfolio:
"Valkaryne"
![Posted Image](https://i.imgur.com/W5tOSGI.jpg)
"Tank"
![Posted Image](https://i.imgur.com/jH7GkdW.jpg)
"Retch"
![Posted Image](https://i.imgur.com/PjfQymm.jpg)
Vitaliy's LinkedIn profile:
Vitaliy Naymushin said:
Ranjeet Singhal's resume briefly mentions the expansion:
Ranjeet"Rungy" Singhal said:
Director of Art and Animation Technology
Created and documented all Art Dept production processes. Minor Tech support
This post has been edited by Marphy Black: 07 February 2018 - 08:53 PM
#534 Posted 07 February 2018 - 09:08 PM
#535 Posted 12 February 2018 - 04:42 PM
![Posted Image](https://i.imgur.com/EFQpgPD.png)
#536 Posted 12 February 2018 - 05:17 PM
https://www.quake3wo...=973649#p973649
I'm too lazy to cross post in the SiN thread, but he also goes quite into detail here about their plans for the cancelled SiN Episodes' Episode Two.
#537 Posted 13 February 2018 - 07:24 AM
Marphy Black, on 07 February 2018 - 08:40 PM, said:
I have a bit more than that,here is everything I have been able to find,
https://imgur.com/a/gQUnZ
Painlord
https://i.imgur.com/uxG67lM.jpg
This post has been edited by KareBear: 13 February 2018 - 07:36 AM
#538 Posted 13 February 2018 - 03:12 PM
This post has been edited by KareBear: 13 February 2018 - 03:12 PM
#539 Posted 17 February 2018 - 10:48 PM
#540 Posted 03 March 2018 - 06:31 PM
The massive first chapter's up on Shacknews.