#17541 posted by necros on 2009/10/08 02:41:01
i shit more pixels than this.
awesome, thanks :)
#17542 posted by anonymous user on 2009/10/09 16:41:35
wasn�t suppose to be a Quake3 single player?
wasn�t someone working on this?
anybody got a link?
#17543 posted by necros on 2009/10/09 20:07:24
you mean lunaran's coriolis force? that was cancelled ages ago (i believe his computer exploded and he lost everything), and the only other q3sp mod i know of wasn't that great (although to be honest, i never tried it) which i don't remember the name of.
Dark Conjunction
#17544 posted by ijed on 2009/10/09 20:18:07
and Sidrial.
Although sidrail or rial was a POS. DC wasn't bad considering it was made in q3. Not that Q3 is bad, but its not made for SP.
#17545 posted by ijed on 2009/10/09 20:19:28
+Vision
-Ability
#17546 posted by necros on 2009/10/09 20:24:37
Not that Q3 is bad, but its not made for SP.
i think what you mean is that q3 didn't have any SP style AI built in (like pathfinding) and only worked in bot style AI which, i would assume, isn't suitable for a SP game.
i only say this because a lot of great SP games were made with the q3 engine and it is a powerful engine.
Yeah
#17547 posted by ijed on 2009/10/09 21:37:54
It was made by the same guys who made ZenoClash.
They ended up making fake AI markers from uncollectable ammo for DC so that monsters could move. ANd the NPC's I think were all stood on invisible trains.
#17548 posted by metlslime on 2009/10/09 22:57:53
q3 didn't have any SP style AI built in (like pathfinding)
Actually i think q3 had much better pathfinding, since it had to support bots that knew how to navigate a level. Compare that to q1, where the monsters just sort of randomly hump walls when they don't have a clear line of sight to their goal.
The AI for monsters that act more like monsters would probably have to be written, but i think building it on top of bot code should be possible -- basically make them bots that move slower, don't pick up items, are a bit more stupid, etc.
I think the main missing engine feature in q3 was probably saving/loading your game. You could probably create an SP game design that didn't require save/load (other than basic stats that you can store in cvars.)
This is all speculation though; since i haven't looked at the q3 source or gamecode at all.
What About RTCW
#17549 posted by RickyT33 on 2009/10/10 01:55:53
I mean that was SP using IDTech3
#17550 posted by metlslime on 2009/10/10 03:43:40
Many sp games use the q3 engine. The question is how suitable is the original q3 engine for modders who want to make an sp mod.
Yep
#17551 posted by ijed on 2009/10/10 04:23:08
RTCW was a professional mod, same as Alice - access to source and support as well as full time paid team makes a big difference.
This Is Pretty Awesome:
#17552 posted by metlslime on 2009/10/12 10:37:03
spirit made heatmaps of multiplayer deaths from hundreds of demos:
http://www.quakeworld.nu/forum/viewtopic.php?pid=50185#p50185
Things that would be interesting to add:
1. frequency that a player is at those locations
2. divide total deaths by frequency of player being there, to get lethality -- i.e. likelyhood that each time you pass that point, you will die.
How Bout
#17553 posted by meTch on 2009/10/12 19:18:44
different colours for different players?
That Is Pretty Cool
#17554 posted by necros on 2009/10/12 19:46:41
useless to me, but still, really cool to see. the thing about dying close to walls jumped out at me in the first image. i guess it's just instinctive to try to get as much range as you can from the other guy?
Thanks Metl
#17555 posted by Spirit on 2009/10/12 19:47:44
Picking two players who play(ed) one map a lot was one of my ideas too. But seeing how much work it would be I do not think I will do it.
metl's ideas sound quite interesting too (plus imagine a duel with motion trails plus death spots, that might look sexy) but you'd need to edit mvdparser I guess (maybe it would be possible with the template).
Necros
#17556 posted by Spirit on 2009/10/12 19:49:03
That and getting pushed to walls by explosion splash and lighting gun.
Definitely without any actual use for me too, but looking so fancy! :)
OK
#17557 posted by Zwiffle on 2009/10/12 22:02:00
Who put Mortal Kombat: The Album on my work computer and why am I listening to it?
You're Welcome...
#17558 posted by madfox on 2009/10/12 23:43:25
Who put the Squad in danger in my sparetime, while I was on my work being out of order?
What's Up Doc?
#17559 posted by lizard on 2009/10/13 04:44:14
I check this site daily.
Someone should make another bogus level so you guys can have something to comment about.
...uhm
#17560 posted by madfox on 2009/10/13 20:17:43
best comment since starting leveling,
aside reading bad commands...
Well...
#17561 posted by madfox on 2009/10/13 20:18:50
very well...I mean...what's wrong?
Nothing
#17562 posted by madfox on 2009/10/13 20:20:23
just read on and don't stop mapping...
docter's here in a while...
^
#17563 posted by meTch on 2009/10/13 21:37:16
this reminds me of that Seinfeld episode with gorge and the whole friend and girlfriend thing and worlds colliding
yaknow..stuff
Torque Game Engine
#17564 posted by Zwiffle on 2009/10/14 21:54:07
Anyone try it out (any version?) A lot of reviews I've seen say it's pretty decent, was thinking of giving it a spin to tinker around in it or something. Looks kind of fun, would be a good break from FPS levels all the time.
Torque
#17565 posted by R.P.G. on 2009/10/15 01:04:52
If I'm remembering the engine correctly, I was helping some folks on a Torque game way back in 2004. Guess how far it got?
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