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REPLYING TO SHAMBLER'S "QUAKE 2" THREAD 
(NOTE: SHUMS KEEPS DELETING MY REPLY - HERE IT IS)

Wor is clearly inferior to Quake for me mainly because:

The over-reliance on enemies with hitscan attacks (and so-fast-it-may-as-well-be-hitscan attacks), meaning combat is mostly about popping in and out of corners and doorways, instead of strafing around like in Quake.

Wor's setting just feels too drab and charmless - ubiquitous concrete warehouses instead of weird fantasy "castles". There is much less thematic variation than in Quake.

Wind-ups/wind-downs on weapons, and stupid recoil (like the machinegun), and silly crap like the railgun equip animation taking approximately one million years in real-time, make the "gunplay" (sorry for that tosser word) too clunky, and fudgier even than in many of these fussy "realistic" FPS games with reload and stuff. Balancing weapon power by making the gun more or less laggy/tedious to handle is just bum design.

I guess I'm glad the Quake single-player brand started and ended with the first game.

Wor and the instantly forgettable/generic Wor 2 are just dried up, crusty dollops of guano clinging to a dead grey branch of the FPS family tree. 
Fucking Lol 
This arc is my favorite part of this season. 
Dunno What You're On About Kinn. 
But since it's a Quake 2 thread for Quake 2 discussion, it's best to take your tangential off-topic ramblings about some imaginary other game elsewhere. GA I suppose is the default. 
OTP - I KNOW RIGHT? 
it even triggered shums so much he had to close his wor thread 
Unfortunately It Seemed To Be A Spam Magnet. 
And since we're trying to cut down on spam here are func.... 
So 
If the Quake 2 thread got deleted for attracting too much spam, does that create a legal precedent wherein the same can be done to other spam attracting threads? 
But There Was No Spam In The Wor Thread 
only my posts, which shums found disagreeable for some reason. 
Dumptruck_ds 
excuse me
when are you gonna release the final version of progs_dump 1.1.0?
I need a reason to start the qc part of my mod and stop being a lazy ass 
@ijazz 
I am getting very close. By this weekend and hopefully even sooner if I can swing it.

All that needs to be done now is testing in QSS, FTE, Mark V and DarkPlaces. Finalizing the readme (last minute stuff really) and then finishing off the archive.

The good news is, if you are simply waiting for the QC and not all the sample maps etc, it's available on Github right now.

Feel free to clone or download it now: https://github.com/dumptruckDS/progs_dump_qc 
 
Do you guys have any (active) URLs to download hi-res .mdl files for Quake? I know there are lots of resources out there for modern engines, but the few ones that I managed to find out specifically in .mdl format seem to be no longer accessible - either that, or my google-fu is failing me big time :(

I'm interested in .mdl files that go over 2000 vertices and/or skins in excess of 480x480 pixels (the current vanilla limitations)... 
Mdls 
firstly, there's no such thing as a hi-res .mdl
they're limited to 8-bit vertex coords, so high vertex counts is a stupid thing to do...

secondly, I believe smc has such models...
spider.mdl - 2323 verts
afrit.mdl - 1024*1024 skins 
Got It. However... 
... I'm not familiar with this smc thing you mention. Do you know where I could get an URL to that? :) 
... Or Person 
Oops. Didn't stop to consider you might be talking about someone. Sorry. 
@izhido 
 
some cool features in the prodeus level editor

https://www.youtube.com/watch?v=LDNyw87vUS4 
Tribal 
That looks like it'll be really fun to use and easy to pick up. I was actually surprised when I found out that it's brush based because the game play video I watched a little while back showed what look like a sector based map without true room over room. 
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