Lol
#22093 posted by RickyT33 on 2012/09/21 21:35:10
They Mean Quake 3 / Quake Live
#22094 posted by - on 2012/09/22 09:35:44
And it was shit when they added a 2 after the name, never mind when they got to all that other shit.
RPGSP1 100% Demos
#22095 posted by Fern on 2012/09/23 22:46:28
http://speeddemosarchive.com/quake/mkt.pl?level:rpgsp1
I forget how to get to the giant boner secret but I held the NH record for more than a year so obviously I used to know once upon a time...
Thief 1.19 - Mysterious New Unoffical Patch?!
#22096 posted by quakis on 2012/09/28 15:52:33
My word, this is amazing. A mysterious unofficial patch popped up which makes many updates and fixes to the engine, and also makes it run on modern hardware without DDFix, using all cores, includes OpenAL (EAX), many additions and changes to DromEd (editor), and so on... check the change list out in this thread;
http://www.ttlg.com/forums/showthread.php?t=140085
The best part of this patch in my opinion?
First off, the community releases some really amazing quality fan missions and push darkengine to its limits with a number of great titles. But there are of course limitations which have been around for a very long time.
Limitations have been increased considerably. This gets me excited to see what is further in store for Thief FMs. It's already attracting a ton of mappers to jump into DromEd to mess with the new features.
It's a great time for Thief and the community! :D
The patch also works for System Shock 2, and appears to work with Thief Gold as well.
#22097 posted by Spirit on 2012/09/28 18:51:16
And with perfect timing there is a $4 per game sale on GOG this weekend. http://www.gog.com/en/promo/square_enix_weekend_promo_28_09_12
#22098 posted by sock on 2012/09/28 21:53:58
The contents of that patch is crazy good for the Thief/SS2 community. Whats more interesting is how no one knew about it and the way the patch was released. I am so tempted to have a look at that editor ...
#22099 posted by Spirit on 2012/09/30 13:18:29
#22100 posted by Spirit on 2012/09/30 13:59:25
That Star Wars movie is really awesome. Just had a really cool Moebius scene. Will continue watching it later.
Running, Jumping, Standing Still...
#22101 posted by Mike Woodham on 2012/09/30 16:00:55
I may have asked this before but if I did, I don't remember the answer: with Windows 7, and using FitzQ, standard progs.dat (actually, any progs.dat; I cannot run and jump. I can walk and jump, I can stand and jump, and I can run forward; but if I hold SHIFT (my run key), UP ARROW (my forward key, and then press SPACEBAR (my jump key), no jump registers.
I am trying to play-test a map and have two running-jump requirements (over lava, and which must have worked when I built this map three or so years ago when I was using XP) and I just keep plopping into the lava. I can walk-jump but do not quite clear the lava, so although I get my toes burnt, I do survive.
However, I want a running-jump at these locations. Does anyone have any suggestions?
In addition, is there a ratio of some kind between length and height that says how for up I can jump and land for a given distance?
Errr What?
#22102 posted by negke on 2012/09/30 16:57:12
My suggestion would be to check your keyboard. Or possibly the Windows settings (ease of access options activated?) But then, I'm surprised there's actually someone who doesn't have always run enabled in Quake. This may allow you to test the jumps.
Mmmm
#22103 posted by Mike Woodham on 2012/09/30 17:23:06
So I set Mouse2 to +forward, and leave SHIFT as +speed (run) and SPACEBAR as +jump, and now I can run and jump.
This seems to suggest that the laptop or Windows7 does not like three key combinations. And yet CTRL/ALT/"3" gives me �.
Oh, I give up. It's all too much (and it's supposed to be fun).
#22104 posted by negke on 2012/09/30 17:41:29
Wow, the laptop must be really old then. Or have a very cheap keyboard. I remember from 12+ years ago how some keyboards wouldn't allow too many keypresses at once and make Windows beep.
Seriously, just enable Always Run in the options. Least troublesome solution.
2 Years Old
#22105 posted by Mike Woodham on 2012/09/30 18:59:05
HP, Intel i7, 4M RAM, Windows 7: there's probably some setting somewhere that needs changing.
Always Run
#22106 posted by quaketree on 2012/10/01 09:41:33
Who doesn't have always run enabled? There's no reason not to and there's only a few places in the original game where running may cause some problems for someone new to the game.
Always Run
#22107 posted by Mike Woodham on 2012/10/01 15:56:55
I don't have run enabled.
Apart from the fact that a three key combination doesn't work on my main laptop, but it does on my desktop and my older laptop, why have run enabled? When I play (used to play) Quake, I was never in a hurry, I just wanted to kill everything. I thought that was the idea:)
#22108 posted by Spirit on 2012/10/01 18:09:42
You can evade much better!
Evading
#22109 posted by Mike Woodham on 2012/10/01 18:43:15
Ah, it's like a 'wimp' mode for Quake!
I'll stick to walking and take 'em on like a man ;)
#22110 posted by negke on 2012/10/01 19:21:33
Fun fact: the run key only affects forward and backward movement. The strafe keys are always at full speed.
Quake is a fast game by nature, so it's only consequent to eliminate the middle man (=the need to manually trigger running), so to speak - slower movement speed is largely unnecessary for this style of gameplay and makes it less enjoyable, in my opinion... so I'd rather call THAT the 'wimp' mode.
Fun fact II: Quake is slow compared to Doom.
#22112 posted by stevenaaus on 2012/10/02 23:36:47
I juts played DNF, but gave up at the Queen Bitch level. Moving Duke's slow arse around was a friggin' joke. And the whole thing was on rails.. even the mini car level. Pretty damn average.
#22113 posted by - on 2012/10/04 02:49:14
#22115 posted by Drew on 2012/10/06 05:42:30
Morality
#22116 posted by Preach on 2012/10/06 10:58:50
Having not read more than the introduction, I wanted to mention that I've always seen one aspect of quake as having an almost "moral" effect. That's (the possible bug) where monsters don't drop ammo if you gib them, which penalises the use of excessive force. Quad damage can be seen as psychopathic in this tiny moral framework: it encourages you to break this rule by changing the incentive structure, reducing your ammo consumption fourfold is ample compensation for anyone who might get gibbed in your rampage. In addition the time pressure it imposes damages your ability to properly weigh your actions.
Wow
#22117 posted by Tronyn on 2012/10/06 11:19:44
I'll bet I've made way more rants that make me seem ridiculous, which I probably am... but in the here and now I'd just like to say: 'incentive structure' and gibs vs ammo backpacks! Only grunts and enforces drop them! Someone, is even more obsessed with The Wire than I am!
PM has often informed me of the most effective way to beat a level, especially a drake level... the AI is only so good and a perceptive player can figure out these gaps etc... I guess I view things in too much of an arcade way for that.
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