
Ok ... But
#1575 posted by
Azazel on 2003/07/28 21:12:06
Maj ... point taken. I'm biased since ID games have got me hooked against my better nature. I spoke incorrectly in using the term dominate, so I offer the term "influence" instead. I think you are right about the demographics (gamographics?). Nonetheless, I think some games have made a great difference, and no disrespect to others, I think ID games have demonstrated this, even though the game numbers may not back it up.
Quake was the first game I played that provided some real ambience (i.e. not just an arcade game). I'm no expert, but as an observer (who has spent my professional life developing software and hardware), there are some things that explain why I made the previous comment:
Innovation on low hardware: Quake used a lot techniques that permitted high quality on what we would now consider low-end hardware. Pre-processing light, MIP mapped textures, thrifty amination frames, all combined to move game code to a higher level. I build PC systems, and I have not seen any other game used by CPU or GPU for benchmarking. Actually, when I setup a unit, I still install the ID game engines to check setup.
Mods: The pseudo-c QuakeC provided an extremely advanced interface to the game which provided a lot of room for modification. I think this is a little more than you can expect when you by a game.
Multiplayer: Any stats on maps, servers, and number of players? I'm not an MP gamer, but ther sure seems to be a lot of them.
Open Source: Wished I was young again. Carmack made a significant move in releasing engine code open source. Game industry is big time now, so not too many product release that can pay the rent. But the number of programmers learned from these releases are out there building the next generation of software. I can tell you when I hire a programmer, this kind of experience says a lot about their skill.
Style: Personal option, but I I found the ID games offered an artistic style that went beyond contemporary games provided.
Legends: I don't know of a game where "amateur" mappers became legends. Again the tools provided to users have resulted in a lot of great work (MEXX, ZER, mappers like Necros, Xenon, Daz, Tyrann, Tenebrae, speed map mappers, pope, mat, alk, ik, and the other great mappers).
So ... point taken. Your choice for a co. with as much influence? I can think of few (3DRealms et al), but I'd like to find a source of games that I would enjoy as much.

Sorry About The Spam ...
#1576 posted by
Azazel on 2003/07/28 21:17:02
I do not why my reply was posted multiple times, but I must have done something wrong ...

Sorry About The Spam ...
#1577 posted by
Azazel on 2003/07/28 21:18:45
I do not why my reply was posted multiple times, but I must have done something wrong ...

Sorry About The Spam ...
#1578 posted by
Azazel on 2003/07/28 21:20:58
I do not why my reply was posted multiple times, but I must have done something wrong ...

ROFL
#1580 posted by
R.P.G. on 2003/07/28 22:10:00
All this was definitely the best laugh I've had in a while.
Woo... take a deep breath now...
LAFF

How Did He Manage It...
#1583 posted by
Shambler on 2003/07/29 05:16:09
...with both Scampie and Analslime posting in between for God's sake!?!?!
I do not why my reply was posted multiple times
Because you are a complete fucking retard and didn't bother to check if your post had been posted before bashing the refresh key repeatedly with your brainless skull.
P.S. Daz, you do need to go on, you forgot Alice!

Ah
#1584 posted by
Vondur on 2003/07/29 06:20:54
cute shamber's damnations again.
they're good for learning purposes.

Multiple Posts
#1585 posted by
spentron on 2003/07/29 10:19:57
My PC asks if I want to resend the form if I refresh the page after posting (although not what this will cause) -- this is what causes the multiple posts (when I did it).
Go back to forum menu and reenter the thread instead.

Transaction Tokens
... are the key to prevent multiple submissions.

Sleepy:
#1587 posted by
metlslime on 2003/07/29 17:29:02
do you think that would be better than my current plan of comparing each new post against the last post in the database with matching IP?

Hmm
#1588 posted by
DaZ on 2003/07/29 19:19:52
you should code a qw mod where you run around q1 maps collecting "post tokens" from destroyed enemies, then you can access func directly from the game interface and post a messege. 1 token for a post. 5 tokens for a new thread and -1 tokens for making double posts. This penalty is culminative, so making a tripple or quad post results in losts of tokens lost.
As a special in-game secret, people that kill Shubby without using cheats gets a shower of tokens to collect during the ending cut scene instead of a game crash as it is at the moment.
I can see this really working!!! Fight to post, then fight in threads! omg wow!

For Those Who Don't Know:
#1589 posted by
Drannerz on 2003/07/29 21:07:29
...and then the sheep said, no, that's my chair!

Question:
#1590 posted by
maiden on 2003/07/30 00:38:56
A while back Romero released some leftover SP maps/episode (?) that didn't make it into the final game. Does anyone know what it was called? Zip name?

Metl
Well, both ways probably work, but the token system surely has less overhead and is very easy to implement.

New Avp2 Map Review
#1594 posted by
DaZ on 2003/07/30 18:52:30
I've decided to re-open "the derelict", my avp2 map review site. And im bloody thankful that I did, otherwise I would have missed this gem of a custom map. Check it out, marine map with shit scary atmosphere -
http://www.planetavp.com/derelict/

Was There Ever
#1595 posted by
necros on 2003/07/30 19:35:26
any talk of releasing the quake .map files?

Rome Says Ro
#1596 posted by
czg on 2003/07/30 19:57:25
http://www.rome.ro/
But that notice has been there for a month or so now...

Battle Mech New Version And Maps
#1598 posted by
Wazat on 2003/07/31 15:01:29
The new version of Battle Mech has several goodies. One of them is the fix of the very annoying turning head bug, where the head would turn slowly on its own.
The second is a new feature that mappers may find very useful: the ability to control camera angles. You can change the camera angle for the whole map, or you can use camera helpers to temporarily change the angle while the mech passes through certain areas. The view is no longer limited to looking straight down. You can see this in action in start.bsp, when you pass under the platform.
The frikbots have also gotten an enhancement to their AI, which allows them to aim at targets without having to walk toward them. This should have been done earlier, but what can I say.
And finally, the laserdrone's model has been inflated so that it's visible. They were much too small earlier.
And if the original 7 levels aren't doing it for ya, there are two new DM levels donated by SkinnedAlive: blackfort and longbow.
You can download the new version and maps at the Battle Mech page.
http://static.condemned.com/bmech.shtml
And you can visit my homepage to pretend you're interested in anything there:
http://static.condemned.com/
Somebody please post this as news on the main page.
Cheers!

Somebody Please Post This As News On The Main Page.
#1599 posted by
Shambler on 2003/07/31 15:54:39
Somebody please give a flying shit about it.