Yeah...
#12607 posted by distrans on 2007/08/24 04:37:48
...a couple of the original studies for his egypt texz set should do it.
Nitin
#12608 posted by negke on 2007/08/24 09:12:32
Or at least be muted. Nothing worse than lying in bed and hearing their buzzing near one's head.
BzzZZZzzzZ
#12609 posted by Sielwolf on 2007/08/24 20:03:22
So true neg|ke. But the worst I have ever seen is while camping in sweden/norway, during summer near a lake, it�s like the end scene of �300�, only with mosquitos instead of arrows :(
Damn Campers
That's what you get for camping!
Sounds Like A Feature
#12611 posted by HeadThump on 2007/08/25 18:48:45
to add to death match, stay in one area
for more then five seconds mosquitoes buzz around you and nip hit points.
Camping
#12612 posted by inertia on 2007/08/26 00:34:24
In well-designed maps, camping is discouraged just by the fact that it is an inferior strategy. If camping is a good strat on a map, then it probably needs worked on :o
AI Pathfinding
#12613 posted by necros on 2007/08/26 20:45:11
does anyone know/remember how this was done in doom?
was it only pure wall following code, or did monsters actually search through sectors to work out paths?
I Think
#12614 posted by Lunaran on 2007/08/26 20:56:32
it was sector based. Google "nodes," "ssegs," and "reject" with regards to doom wads, there's probably a good explanation.
This explains it cursorily:
http://www.gamers.org/dhs/helpdocs/dmsp1666.html
Thanks For That.
#12615 posted by necros on 2007/08/26 21:49:48
you're right though, it doesn't really go into much detail about it. but thanks all the same. :)
Hmm
#12616 posted by than on 2007/08/27 01:51:05
it always just looked like they walked towards to the player and that was about it to me.
If you run through a level with noclip mode (idspispopd in doom or idclip in doom 2) and then look at the automap with all objects displayed (iddt - type multiple times on automap screen until monsters are visible) then you will notice the monsters just seem to walk towards the wall closest to the player and stumble around a little bit. A monster far away will pretty much never find the player unless a straight corridor exists that connects the monster's location to that of the player. It doesn't seem any different to Quake in that regard.
#12617 posted by necros on 2007/08/27 03:16:44
i'm actually more curious to know how pathfinding works in quake, tbh. in doom, lines and sectors were put down as part of the map file, in quake, none of that exists, and all quake has to work with is a giant, flattened mesh... it's like magic. :(
As Far As I Understand It...
There isn't much to it in Quake. As has been said already, they pretty much just head straight for the player... even if there are walls in the way.
Sure, this means they're headbutting walls and trying to burrow through solid geometry half the time, but the fact is the player doesn't actually see that most of the time, so it doesn't really matter.
And They Ignore Vertical Distance As Well
#12619 posted by ijed on 2007/08/27 15:06:30
I always thought the Nehahra solution was nicely done; the monsters head for the last place they have seen the player, instead of where the player currently is.
Hmmmm...
#12620 posted by distrans on 2007/08/28 07:50:47
...following the interest generated at my local e-cafe, during our two coop sessions through Travail, the owners are considering putting Quake on their LAN permanently (but especially for a retro marathon). Seems people are craving some of the coop action missing from newer games. What's the story with licenses? Do they need to purchase a registered copy of the game for each machine in use? Is one for the "server" enough?
E-cafe
#12621 posted by inertia on 2007/08/28 13:20:07
I strongly suspect there needs to be one license per machine. Otherwise, people in 1997 would have downloaded the whole game from a single netquake server, legally!
It'll cost about... 5 USD per seat, I think. :)
You could have them contact id, too.
We Should All Call Id
#12622 posted by Lunaran on 2007/08/28 14:44:05
and pose as netcafe owners whose customers are always complaining that no games released since 1997 have stood up to quake coop.
Seems Like
#12623 posted by ijed on 2007/08/28 15:10:50
There's alot of interest in Q1 lately - new faces, servers and forums, not to mention mods.
Not exactly a ressurection, but nice to see that the wealth of SP and COOP material made by the community over the years is still earning kudos.
Metl
#12624 posted by anonymous user on 2007/08/28 16:58:52
Again I've got this problem where I can't login with opera. :(
Cookies are enabled for www.celephais.net, all other sites work fine.
Pressing the login button always just brings me back to the login page.
Feck
#12625 posted by megaman on 2007/08/28 16:59:07
that was me :/
Megaman:
#12626 posted by metlslime on 2007/08/28 20:43:08
Did you make sure "referer logging" is enabled?
Gnarf
#12627 posted by megaman on 2007/08/28 22:33:24
Of course not. You should write a notice on the log in page about cookies & the referer.
Thanks for the help though
No
#12628 posted by negke on 2007/08/28 22:37:46
You should have read the FAQ page.
I Have Opera
#12629 posted by bambuz on 2007/08/28 22:51:04
and never had trouble with func, at least if I remember correctly. I guess I haven't toyed with the settings enough.
I wish they would fix a couple of long standing bugs though.
For example when closing tabs it very often lags and then closes the tab I switched to after "closing", leaving the tab I tried to close in front. Luckily there is the trashcan but it's annoying still...
The other "feature" is the lack of possibility to change to the left tab after closing the current tab. It just switches to last open, which sucks if you like to open lots of windows and then go through them, for example when browsing a forum.
And then of course are the random 15 sec freezes every 10 minutes or so.
Overall it's still ahead of firefox, the tabs=windows approach is just so much more natural.
Bambuz
#12630 posted by megaman on 2007/08/29 02:43:40
hm, don't have that lag influencing what tab gets closed - then again, i think im using the beta builds.
might try setting prefs > tabs > c-TAB order to something different than recently used for the left of closed tab issue. or just use 1 & 2 to cycle left and immediately right before closing�
no freezes at all here
the most annoying bugs are that it takes ages to save prefs and the localhost cookie bug for me. also, with 50+ tabs open, it seems to hang sometimes for split seconds, which is still annoying.
Does Anybody
#12631 posted by aguirRe on 2007/08/30 10:21:53
have a Q1SP pack called Building or a link to it? It was reviewed at tenfour in 2002 but it seems broken.
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