#298 posted by
Trinca on 2009/08/06 12:08:39
chif my best map ever and u dont remeber the name negke? :(
trincasp3 tree map pack
Chif
#299 posted by
negke on 2009/08/06 12:28:29
I confused it with the Hellknight base skin. But I'm fairly sure I've seen an ogre skin, too. Maybe in Forwards Compatible?
Chif
#300 posted by
spy on 2009/08/06 14:29:42
you have a trincasp3 map? zomgggg
#301 posted by
Trinca on 2009/08/06 14:32:33
eheh long long time ago :p
Trinca
#302 posted by
nitin on 2009/08/06 14:44:26
that wasnt your best map, your last one was :)
Shit
#303 posted by
spy on 2009/08/06 15:07:54
it seems i missed it somehow
#304 posted by
JneeraZ on 2009/08/06 15:21:46
"Newblars think "gee wiz I want high res graphics" simply because they don't know any better, but veterans want high-res gameplay. "
Some of us want both.
But
#305 posted by
ijed on 2009/08/06 15:43:51
We've only got time to do one of the two.
Like I was saying before, reskins I don't hate, but it's not far off.
Most likely you won't have seen an enforcer's hunter killer - they're intentionally rare because they function like an explosive manhack.
Yes, chunks of player go everywhere.
Basically some Enforcers throw HK's instead of grenades. Making a grenade enforcer wouldn't be difficult. But for him to be right he'd need a backup for close range, which for me would be a melee. Chainsaw would just make him a reskinned ogre. For some reason I'm thinking for him to kick the player.
Gah. Brainstorm + hangover = bad idea.
I reckon you're thinking of OUM for the Hellknight base skin. Lightsabres.
And the other forums I was talking about are inside3d and QuakeOne. I'd say I3D is more of a developer community than this one (no offense) because they work in the guts of the game. What mappers do is augment what already exists.
Reckon that's where some of the ingrained resistance comes from.
What is the general opinion of the monster counter?
Granted, it's not Q1.
Spy
#307 posted by
Trinca on 2009/08/06 16:25:54
http://trinca.quaddicted.com/maps.html
I got then all in here!!!
even the crapiest map ever sm109_trinca
Sounds / Graphics
#308 posted by Baker on 2009/08/06 16:34:54
http://www.youtube.com/watch?v=nxWFo8cigzU
1. Grunt sounds
The Remake Quake Pre-Alpha I'd say that some of the alternate grunt and enforcer sounds detract from the environment.
The original Quake itself managed to get the sounds right like no other game, past or present.
2. Willem "some of us want both"
I think everyone wants both. I just meant that pretty screenshots are a dime a dozen and none of them are an assurance that the game play is any good.
#309 posted by
JneeraZ on 2009/08/06 17:41:05
"I think everyone wants both. I just meant that pretty screenshots are a dime a dozen and none of them are an assurance that the game play is any good."
Yeah ... good point, I guess. I dunno, every time someone says this they present it as if it's a new data point or some new perspective that hasn't been considered before.
No offense, Baker, but ... duh?
Monster Counter
#310 posted by
grahf on 2009/08/06 18:14:48
If you can remove it entirely, then that would be ok. But it's just weird and unhelpful to see ##/0. Like everyone else I thought it was a bug. I'm one of those players who presses tab occasionally to see how much of a map I have left to go.
@Willem
#313 posted by Baker on 2009/08/06 18:48:20
My viewpoint is a little different than you think!
I think if these guys get the gameplay right, someone else or many people can remaster the visuals.
One example from just today:
http://www.quakeone.com/~images/news/enforcer.jpg
This is an Enforcer reskin for DarkPlaces.
I personally view the func_msgboard crowd as largely incapable of "higher resolution" graphics in regard to Quake except for Starbuck -- NOT because the inherent talent doesn't exist obviously but because most func_msgboard members wouldn't even know how replacement skins or replacement textures work in most Quake engines or even what folder they go in, etc.
I think if these guys get the gameplay right, the other stuff is easy.
#314 posted by
Spirit on 2009/08/06 19:14:30
Woooh, slow down there Baker.
I personally view the quakeone crowd as largely incapable of figuring out anything apart from double clicking without a helping hand. There, flame returned...
(not too serious, the insult was just not appropiate ;) )
Those skins are undeniably good (all by themselves, as usual I don't think they fit into Quake) but they suffer from the goo-covered saran wrap syndrome introduced by Tenebrae.
Also
http://imgur.com/Rz9bT.jpg
I really like the Death Knight skin for a medieval setting (way not demonish enough for Quake).
Darkplaces = Good (certainly Last Time I Used It)
#315 posted by
RickyT33 on 2009/08/06 20:13:35
Tenebrae = Baad ( " " )
I dont think that the green enforcer skin really goes that well with Quake (the game, the pallette etc) but if a skin was done to the same standard with a more apropriate colour scheme then sure - I'd download it/install it - why not?
The problem witht he hi-res stuff is that Rygels pack is too hi-res. When you turn DP's realtime world lighting on it often runs very very slow (and we all know whay that is, primitive visual optimising from the build process, textures very hi-res)
The 'medium' rygel pack is good though, but incomplete. Not so much for the original 4 episodes, but most other maps are missing loads of textures. That inconcistensy alone kinda makes it a bit crappy.
A package which actually has everything implemented and working nicely (all of the hi-res textures, skins, normals, bumps etc in place for all of the levels provided with the pack) is butter. Yes please, I'll have that on my toast, sir.
I have even figured out how to get "255 255 255" colorscale lit file lighting to actually work in Darkplaces, there is a console command which enables the scaling down of the light values, but on any of the massive modern maps we have now, unless you have Willems compruter you dont really stand a chance of getting 60 or even 30hz.
With something like Remake, well it would take a fairly large team of individuals a lot of time and effort to put a package like that together, but there's nothing to stop the crazy enthusiast from putting their own compilation of hi-rez replacements together and implementing them on whichever mod they like.
NB I Dint Figure The Colorscale Thing Out Myself
#316 posted by
RickyT33 on 2009/08/06 20:15:11
LordHavock told me
@Spirit
#317 posted by Baker on 2009/08/06 20:20:15
Spirit, yes you are right ... I made a bit of an overstatement that wasn't fair.
I apologize, had there been an edit button I would have softened those strong statements up a bit.
Ugh
#318 posted by Baker on 2009/08/06 20:22:45
@ prior 2 posts ...
No I wasn't trying to switch the conversation to Rygel's texture pack or anything like that.
I was just pointing out the obvious that if the gameplay is solid the visual media can always be changed/upgraded/fancied up later but if the gameplay sucks then why bother.
I'm Drunk
#319 posted by
PuLSaR on 2009/08/07 00:00:15
But leave the monster count, cuz it's the thing i want to see in most of all modern games but i don't . It's what quake is. Бля
#320 posted by
Spirit on 2009/08/07 18:32:16
I guess you overread important information on Mindgrid's pack:
I have been carefully selecting existing effects from the original game available in some commercial sound libraries and reimplementing then at their original CD-Audio quality.
A lot of the sounds are from the Sound Ideas 6000 (or what it is called) library and surely absolutely non-free.
Here are some demos from me: /home/hannes/kram/spiele/quake/remakequake
Errr
#321 posted by
Spirit on 2009/08/07 19:46:56
Ok
#322 posted by
ijed on 2009/08/08 03:28:59
Will watch the suckiness over the weekend - been pretty busy.