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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 :) 
Camera Control 
There was the recamming concept used in qdq demos (e.g. check http://www.youtube.com/watch?v=AjCBOVuqCk8 ) which consisted of writing a script with coordinates and times, and then applying the script to a demo using an offline tool called remaic.

There is a later version of remaic called remaic studio 2 which is implemented as a quake server. It serves frames from a demo file while you fly around in your favorite quake client and place the camera where you like.

I never figured it out fully and unfortunately no qdq project was ever released using it. You can download the remaic stuff at http://speeddemosarchive.com/quake/downloads.html 
Precision 
It's important to remember that in base quake engines the angle of rotation is sent as a single byte 0-255. This essentially makes smooth panning almost impossible except for high-speeds, long turns(and even then you might get a jittery feeling from the quantisation of the motion).

Either replace such shots with tracking shots or use an engine with high precision. (I have noticed that your hl2 video is mostly tracking shots anyway).

For moving the camera around the space, I'd recommend just hard coding the motions in some QC code. Making a mod that would be customisable enough to be useful would essentially be more work than direct coding: just imagine the torturous entity chains you'd have to make to express yourself. 
 
Yeah, ideally you'd want something simple like maybe change the axe such that swinging once saves the first position/angle and swinging twice saves the finish position/angle and then maybe using cycleweaponup/down to increase decrease time in 1 second increments and then the third swing runs the interpolation between the two points/angles in the specified time. 
Thanks All 
I had no idea there were so many options for this stuff :)

I would prefer doing as much of this "live" as possible, so things like recompiling maps with new entities I would prefer not to do.

As for visuals, ofc It will be vanilla guys cmon now :) Although thank you Neg for reminding me to disable external tga's :) I will however change the fog etc in some maps depending on the shots I use to make it look best for that shot.

Now then, what maps to select for recording? I have a pretty solid list but I'll go ahead and throw it out there. Keep in mind that what matters most is that the maps are visually stunning and/or atmospheric! I'd prefer the maps have good gameplay also but it's really a little irrelevant as the focus of the video will be showing a visual feast of Quake maps, not demoing the gameplay to the audience.

Any map that has a fantastic vista or other note worthy visual element I will be interested in. No need to shout "Marcher!" or things like that because its so freaking obvious :) I am more interested in lesser known/forgotten maps that were beautiful. 
Oh Btw 
Quaddicted links for said maps would be awesome tytytyty :D 
Suggestion: An Ikblue Map 
I know that to us on func_ the ikblue maps are basically as old as the game itself. But for someone who has never played a custom map for quake, I think they're a fine example of just how different the custom maps can be from anything in the original. Or maybe it's my nostalgia from the first time I played one and had that realisation... 
+1 Classics 
Ikblue was amazing stuff for its days, I remember downloading that when it came out and was blown away with the colour and scale. Daz you better get on the case and review some awesome q1 map goodness! 
 
Maps with custom textures to show there's quite a bit of variety besides the stock themes. Some of them are tagged with "textures" on Quaddicted.
Maybe show a few new monsters, too (in their idle pose).

Gameplay shouldn't be a citerion - it's all about visuals (teasing) in such a video.
From great vistas to intricate individual architecture.

Random ideas: the bloodcube temple from Zer (maybe even the boss scene, "I grant you Daz!"); some of locations in Tronyn's maps, e.g. the 'village' in nsoe2, Arcanum etc.; the outside of the Marcher Fortress, Kona's maps, Glassman, Elek... 
 
no mention of kjspq1 yet (although it's tehnically based on ikblue) - definitely one of the most striking/fresh 
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