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Isn't It Just Another Form Of Cheating? 
I mean turning off all the textures, making all models fullbright blobs of colour - it doesn't strike me as being a million miles away from just using wallhack or something. Again, I second the twat theory. 
 
guys, just becuase these players don't have awesome systems and have to turn down all the graphics just to play doesn't mean you should call them cheaters! not everyone can afford 5,000 dollar upgrades every year! 
Hmm 
My Q3 config looks like that, although darker. And bright green players. 
AFAIR 
The last time I read pro-player opinions on this, the reason they turn the graphics down to near-flat color rendering is not because of their system power, but because it removes superfluous distraction. That's what they said anyway. Not me. So don't shoot the messenger. I play with all the detail I can glut my little peepers on.
ztn3t1 is one of the better utilisations of the Q3 gothic wad - those screenshots make me cry :~( 
Hmm 
1) In Q3 you jump further/higher at different frame rates. maintaining a constant fps above these limits (and then capping the fps) requires turning down a lot of the graphics.

2) It allows players to focus on aim/map control/movement without having to try and spot their opponent through the increasing number of graphical effects. 
Still, 
Frame rate gains are no excuse for that arse-cantaloupe to post those shots as "reference images" for ztn3dm1. 
I've Said It Before And I'll Say It Again 
A remake is a desperate cry for attention from a mapper out of ideas. 
Pushplay 
You've reminded me that I wanted to remake broken1 to Q3. 
RPG 
Glad I could help. 
One Of The Sweet Spots 
for Quake 3 is 125 FPS, it doesn't take much of a system to cap it at 125 and never drop below with all the bells and whistles. I know why they do it, but for the life of me can't understand how anyone could stand it. I've seen some screenies of peoples setups for playing UT2004, and it looks hideous, totaly negating the power/ability of the engine.

And yes, those screenies of ztn3dm1, are not doing much for the map, especially for those who haven't seen/experienced it before.

It is true that not everyone can afford 5,000 dollar upgrades every year! But seeing how these people are talking UT2004, I think it would be reasonable to assume that they play UT2004, and therefore have machines capable of running UT2004 well. Which would mean they could run Quake3 maxed to the hilt, and not even raise a sweat 
New Quake Engine On The Block 
http://snow.prohosting.com/q2k4/
Haven't tried it yet, will soon though.


Also, new (30/5/04) shots from industri, they look very sweet as always

http://industri.sourceforge.net/ 
Eh? 
at what point will there be a site at that first url, vorelord? 
Ummm 
Well everything you need is there, link to the downoad, small list of "features", If you need more, don't ask me, it's not my site 
Vorelord 
'Also, new (30/5/04) shots from industri, they look very sweet as always'

A small update on the Tenebrae 2 site talks about a new feature to port files from 3dstudio max for rendering without the need of a .bsp file. If I read it correctly, it sounds like you can convert .asc files (3dstudio text files for model data) into .map files using Q3map2 and directly feed them into Tenebrae2 without a .bsp compilation. 
Vorelord 
There's nothing there. 404 error. No index page, nothing. 
(For That Q2K4 Link, I Mean) 
When I Checked It 
the site worked, but there was no interesting content anyway... no screenshots even, which is pretty crap for a page about a new ENGINE. 
Starbuck 
I sent you another pair of emails a couple of days ago, did you receive them? Also, which email address do you prefer that I use; planetquake or hotmail? 
When I Checked It 
the site worked, but there was no interesting content anyway... no screenshots even, which is pretty crap for a page about a new ENGINE. 
Oops 
sorry Bengt, i should check my email more often... looks like you've been hard at work, thanks a lot. I'm gonna check the stuff now... first I better download my own map though :) 
Quake III Sweet Spots 
They happen because of accumulating rounding error. But the tricky part is that some fps aren't possible for some reason. I believe 125 falls into that category. So the best sweet spots in order are: 142, 76, 55. 
Q2K4 
I checked it out. Everything past a certain distance was HOM, which strikes me as odd. 
Sweet Spots 
125 is certainly sweet :) 333 is another that alot seem to like. We have differing experiences and information there, but as long as your happy with what you got, all is good 
Max/Tenebrae2/Q2K4 
Yes I seen that, that could be very cool indeed, have to blow the dust of max6 and have a look when it is right. Allot (well some) make there entire UT2004 maps in Max, and use progies like jamlander to import everything to UEd, and just use UEd for setting up entitie type stuff

Q2K4
The site works fine for me, well except it isn't much of a site. And no readme in the zip, that could have been handy.

I checked it out. Everything past a certain distance was HOM, which strikes me as odd.
Doesn't sound promising, but I guess, I'm happy with the engine I use now, it would have to be good to get me to change, so.. I just like looking just incase.

the site worked, but there was no interesting content anyway... no screenshots even, which is pretty crap for a page about a new ENGINE
True; True; Said "Screenshots coming soon"; True, but he, or she maybe just beginning, give them a chance, you've got to start somewhere.

That's one thing about this place. You people are generally all so damned good and experienced at what you do, your standards are quite high, and some seem to forget that others may be only just staring out. The Func_ crowd can be a very intimidating bunch. 
Regarding The Gameplay Graphics Issues 
a) Maximum performance 100% of the time is required for serious play. No fps drops are allowable, so settings go waaaay down to help ensure flawless performance this.

b) Minimizing distractions helps the player focus. Especially in quakeworld, this is the main issue out of these 2 I am discussing. Think about playing deathmatch in quake: how many different detail-intense surfaces are actually assisting the player in recognizing their enemy and other vital objectives? Very few, so some players use gl_picmip and other commands to reduce the complexity of unvital yet visually complicated geometry (like textures on walls that become solid colors, like legos). Assuming visual processing in the brain has a limited capacity, reducing this complexity of unncessary surfaces helps "free up processor power" for use in other things. Like aiming accurately and killing stuff. 
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