Meh Always Thelast One
#16 posted by Orbs on 2013/12/19 00:42:35
6/7 secrets found, darkplaces doesnt noclip around as nice as other clients :P
in order of play
Supernailgun
Thunderbolt
MRLV
Ring
Quad
Ring
anyone found number 7 and could give a subtle hint?:)
Ahh A Good Old Typo
#17 posted by Orbs on 2013/12/19 10:31:09
still no htttp protocol? Damn internet development is slow
http://members.upc.nl/verorber/demos/nyar2_ER_016.dem
Ugh.
#18 posted by Shambler on 2013/12/19 11:20:02
TRying to play this with the latest version of RemakeQuake, how do I get rid of all the blurring effects (including in monster movement) and the glow around monster attacks??
I can't find the command line: r_lookfuckingawful "0" ....
r_motionblur "0"
r_colored_dynamic_light "0"
r_colored_dynamic_light_mflash "0"
r_show_coronas "0"
Now how the fuck do I disable interpolation?
Why Would You Disable Interpolation?
The one thing that quake needs is smooth enemy animation.
Also, Thought I Should Elaborate
onetruepurple Registered, rated this a 2
I'm sorry, but I legitimately hated it.
The theme was not so much "wasted" as "completely misused", since getting constantly shot by z-aware zombies with projectiles rendered barely visible with the setting, while navigating the player *and* grenades is severely handicapped, with a radically limited number of medkits, is the epitome of bullshit.
Why Would You Disable Interpolation?
How the fuck is this even a question? Am I not allowed to have a preference?
Take A Chill Pill Bill.
I was curious as to why anyone would disable a genuinely good feature. Ok, fine it's a preference. But still, isn't it distracting that it looks like a really poor stop motion animation?
Meh To Much Hate
#24 posted by Orbs on 2013/12/19 17:18:12
that grenadelauncher almost becomes like a rl if you get used to the settings, you just have to aim slightly below the target Besides that, the crossbow is good to
Otp Is An Angry Little Boy
#25 posted by negke on 2013/12/19 18:38:08
Did scampie interpolate his mom or something??
Lol Otp
#26 posted by Spirit on 2013/12/19 18:46:51
not man enough to beat the first map...
I hope this will.get recompiled to actually be bsp2, then it would run in quakeforge which is a faithful engine.
Engines
#27 posted by Mandel on 2013/12/19 19:58:21
I played this in Fitzquake mk V, spike's version, and didn't see any issues at all. Isn't that one pretty faithful?
BTW I loved the map visually, and I've spent quite some time playing through the second map, twice. Both times however in full-on coward mode with every cheat activated. This type of gameplay isn't my cup of tea!
Props to Orbs for making demos, unfortunately I won't install darkplaces to watch the second set. Even tried with ConvDem to see if it could make a normal demo out of it but it can't?
#28 posted by Spirit on 2013/12/19 20:10:46
No idea, it does not run on Linux.
#29 posted by Tronyn on 2013/12/20 05:34:34
Re: Spirit
I can definitely recompile nyar2 in the proper bsp2 format, although I'm less likely to recompile the Something Wicked maps due to vistime issues.
God, I Hate BSP2
and 2PSB or whatever. We finally had good cross-platform engines, and then someone comes along and invents a new bsp format. Thanks for nothing.
Sorry if anyone feels offended, but it's super annoying if you're not able to play these maps because there's no engine that supports them for your platform of choice. I'm just shaking my fist at the sky.
Sleep
Change your platform of choice, duh!! Don't be stuck in a rut!! If you don't use RMQ you are a whiner stuck in the past!!! #2013 #YOLO
Looks Insane
#32 posted by nitin on 2013/12/20 12:54:41
will comment after I play it on Christmas day.
Re: Bsp Formats
#33 posted by Tronyn on 2013/12/20 13:04:16
Well guys, we never would have had the RMQ demos - which contain some of the most astounding maps of recent years - without the new BSP format, and besides, it was going to happen sooner or later. If I CAN compile a map as BSP1, I do; it's annoying, perhaps, but without this format there'd be no bsp2 (RMQ, wicked, etc) maps to be annoyed at.
Plus, from a mapper's perspective it offers some overdue improvements. At Inside3d I was told "If you build it they will come," meaning more and more engines will support (proper) bsp2 over time. I guess my use of bsp2 came from my admiration of the RMQ project (and general desire to build on a large scale), but I do hope that eventually most of the engines will support it.
I'm Building In BSP2 Now
#34 posted by ijed on 2013/12/20 13:21:55
And don't have all the features I'd like. Sock asked me if I was worried about developing for an engine that isn't finished / doesn't exist yet and I said no.
Basically, 'If you build it then they will come'.
Personally, I never set out to break the game by adding things like moving sounds, monster specific gibs, really big maps with lots of animated lightstyles and so on.
It was just a case of doing what was cool and having fun with it. The technical limitations are incredibly easy to overcome with a bit of work and intelligence. But as this is only a hobby and everyone wants to take it in their own direction it's hard to get, for want of a better word, unity.
We could just sit and play the id1 maps forever and never want to push the boundaries, but thats the great thing about the game - it makes you imagine more stuff beyond the slipgate.
This Video Has Been Copyright Flagged
#35 posted by DaZ on 2013/12/20 17:24:52
I dun vidyuz : https://www.youtube.com/watch?v=83j8yO21FZU
Enjoyed the first level quite a lot. The second one was great until I got crushed picking up the silver key :P
Daz
#36 posted by Orbs on 2013/12/20 19:57:35
i'll "document" it for you. you can see the "charge" of the wand: if its ammo hits 4 its fully charged.
(wasnt actualy watching it just listening it like radio while tidying up)
Love The Atmosphere
#37 posted by sock on 2013/12/22 00:24:43
I loved the start to nyar map 1, the beautiful red fog, lovely flesh textures, spikey architecture, fantastic vertical view upwards and then I died ... a lot!
IMHO I think the start should of been empty, let the player enjoy the view, the atmosphere, place the weapons in the middle and then trigger drop a few zombies on to the player. Gradually build up, have the zombies above spawn in waves, give more shortcuts, architecture to fall onto. If you get hit you fall a very long way and it becomes frustrating having to climb up again.
I really want to play a tronyn map where I don't have to turn on god mode all the time. The map architecture and atmosphere was amazing, I just want different game play!
Sock:
#38 posted by Orbs on 2013/12/22 11:21:30
now i understand our different views on gameplay @ zendar, you seem to find quake should be a entertaining and forfilling experience where as i'm expecting a Spartan tortoruos drill with lots of pain and frustration!
I geuss its a choice of catering the stoner or the adrenalin junkie
Quake Is Both...
I can breeze through episode 1 on nightmare but have a tough time through episode 4 on the same difficulty.
People cater to their own tastes, I usually play through his maps on hard and experience a good challenge and have fun at the same time.
Map 1 of Nyar isn't that hard IMO, I think map 2 is much harder.
Hm
#40 posted by ijed on 2013/12/22 14:20:20
I died more in map 1 than map 2. Just because the gameplay I had to learn anew in map 1 - the zombies, mummies and Egyptian guy (wtf are those called anyway) caught me out a lot.
In map 2 the gameplay was more predictable, I think I only died on the SK crusher there.
I think I enjoyed map 1 more though, just because the gameplay was so new and weird.
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