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Nitin 
The former RMQ E1 that is now Scout's Journey was far too different in scope and direction than the rest of the project, for better or worse. 
Well... 
all going well, three of those maps should actually end up in schism too, albeit with a bit of editing. they have some great details in them, would have been a shame to cast them aside.

i imagine ours will probably be the 'quakier' of the two but i think scout's journey sounds fantastic as a game in its own right, and the technical developments look quite exciting 
 
Are you guys open for constructive criticism now? 
Schism 
What is it? I could not find any details on what the project is about? 
 
sock: there isn't anything public yet. there will be in time though

spirit: absolutely 
@rj 
That is a shame :( The title 'Schism' is certainly an interesting description considering both groups once worked together. I still find it odd that a group after 5 years decide to go their separate ways, oh well good luck with the new projects. 
Onetruepurple 
thanks, that's the one I was looking for. 
A Quick Question For Anyone ... 
How many people like to play Thief and Quake? and do you like stealth combat systems? 
Raises Hand 
But I prefer not to engage in combat if I'm doing stealth. It's great to try to get through a mission in Thief without knocking anyone out.

I dislike stealth games which makes you think you're being clever but its kinda holding you by the hand.

Forced combat/violence tends to break the point of stealth for me - unless it's specifically an assassination game (Hitman) but even there, at least in Blood Money, you can set up your own personal goals such as; 'only attack your target' and 'no changing clothes' etc

I'll end up turning this into a rant sooner or later so I'll get to the point; As for combat in stealth, it feels better to be a risky, last resort kind of deal. Or being stealthy in general should be immensely rewarding if the game is also action based. Otherwise I see little point in stealth personally.

I don't even know if I actually answered your question... or if I missed the point. :( 
 
sock play http://www.quaddicted.com/reviews/cogs.html and StealthQuake http://rennyc.slipgateconstruct.com/

I love stealth. Agreeing what quakis said. Also Deus Ex non-lethal. 
 
Thanks for reminding me about deus ex... I still haven't played the nameless mod yet. 
@necros 
This mod for DX1 is also worth checking out if you don't already know about it. I haven't played too much of it though; http://project2027.com/en/#/info/ 
 
Thanks, that looks pretty cool! I've been so busy this summer though, barely had a chance to play anything yet. :P 
Stealth 
@spirit, I played cogs a while ago, brilliant map very cool idea. StealthQuake is so awkward, no idea how to play it, there are no hints, tips, clues anything of what to do and the forced respawn timer to start the map again, sucks! I can see what the author was trying to do with, but this is not stealth, this is survival horror, Alone in the Dark style gameplay.

@quakis, totally agree, part of the achievement with stealth is the self imposed limits, no kills, quickest route, all stealth kills, etc For stealth to be successful it has to give the player feedback on what is happening around them. If you are fighting face to face with enemies in a stealth game, then it is not stealth combat.

For me the best implementation of stealth is the Thief series and hopefully my mod will let Thief fans have a blast trying to sneak around and see/explore the maps. 
 
that reminds me that I should continue my gunslinger deus ex playthrough.

it is weird, I am not interested in mods for it. I guess I fear they might "taint" my impression of the original creation by changing the story or so. 
StealthQuake 
Had a look through the pak files for that mod and wow the ambient sounds and music tracks are fantastic, very cool stuff with the player constantly talking to themselves. 
 
the player constantly talking to themselves.

Is that what it was supposed to be? I loaded it up and was assaulted by all kinds of random sounds and just got annoyed with it. 
 
ah ok, i took a look through the files. it's actually the 'music' which seems to just be a long string of ambient noises glued together. should have been individual sounds that get played randomly or something. 
 
and just got annoyed with it.

Yeah I felt the same way, I loaded up e1m1, found some rocks, had no idea what to do with them, found the first monster and died very quickly. I tried to run and hide but it made no difference, the AI also had no path finding so it was really obvious how bad the original AI code is, aka run in straight lines or else.

New game play mechanics have to be gently introduced otherwise frustration sets in and the game becomes a chore to play. 
 
You have ruined stealth games for me, dude. 
This 
For me the best implementation of stealth is the Thief series and hopefully my mod will let Thief fans have a blast trying to sneak around and see/explore the maps.  
Cinematics Mod? 
I was wondering if anyone knew of a Quake mod that allows some sort of camera control options for recording footage?

What I am after really is smooth camera movement (ie from stationary -> full move speed) and perhaps even the abilty to select a point in space and have the camera pivot around it (like in most 3d editing apps).

The reason is that I want to start work on my Quake version of this http://www.youtube.com/watch?v=Wu7ekgo0-mk but in my tests the camera movement is really jerky and its very noticeable that a human is driving the movement.

Any ideas? Perhaps any cvars I can play with for camera/player movement? 
 
camquake should be great if it is static scenery. It is a ezquake fork though, so it is not 100% faithful and won't run some mods.

If one single turn is enough, try with a very low sense and use a ruler to align your mouse so you just have one axis to push.

I got back into the "100 Quake things in 10 minutes" idea recently too since video making has become so easy. Check http://forums.inside3d.com/viewtopic.php?t=1198 for random ideas. Is that kinda what you are after? If so, let's find a common denominator and I'll send you snippets of my videos.

If you use any fanmade "enhancements" I will take a plane to the UK and put spiky things in your bum. 
 
Low sensitivity and turn off always run. There might be cvars to make the mouse/movement look smoother.

Do not use the Debaser textures!!! 
Daz 
i have an unfinished mod that does pretty much what you describe. it's basically cutscenes, but the camera can smoothly change speed, curve round corners and follow a focal point (which can also move smoothly through a path, like the camera)

obviously it would only work for id1 maps and you'd have to set up the entities in a decompiled .map and do an onlyents compile, so it's not the quickest solution, but produces some nice results when you tweak it enough. and when you use the right engine... (was jerky as hell on fitz/qs, but works fine in rmqe & darkplaces)

let me know if you can't find any other solution :) 
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