Hrm
I"m assuming you mean 'flop' as in in the game won't be that good. Because certainly flop as in 'won't make their money back' is irrelavant for id, no?
Also, game combat in the offical trailer looks slower than some of the other videos, not sure about that, maybe its just me.
Question
I remember there is/used to be a quake2 (i think) font that was a symbol font that had various strogg symbols and stuff like that- anyone have it and/or know where I might get it?
RQMDM4: Return To The Edge
#4942 posted by Requiem on 2004/07/31 02:56:13
RQMDM4: Return to the Edge is my remake of the classic Q2DM1 by everyone's favorite, Tim from id Software.
More information, screenshots, and the download are available here:
http://www.planetquake.com/rqm/maps/quake2/rqmdm4/details.htm
( rejected news due to it not being a recent release and Requiem has a release from today he just posted as news.)
Hmm...
#4943 posted by - on 2004/07/31 13:25:30
seems it's not a old release like I thought.. just a re-release... any case, I added that rejected news into Requiem's posted news.
New Quake2 DM Map From Jester
#4944 posted by VoreLord on 2004/07/31 18:04:59
Flop
#4945 posted by VoreLord on 2004/07/31 18:12:32
Yes, Flop as in wont be that good, not as in wont make their money back. But I'm all most willing to bet that it will be excellent.
The thing that bothers me is the pace, and player speed. Some that already have the game have said that the pace is very slow, but we all pretty well knew that was going to be the case. If the player speed is anything like Unreal2, I don't think I could do it, unless the rest is good enough to overcome that. Only time will tell
Player Speed
#4946 posted by . on 2004/07/31 21:33:57
In Unreal 2, you mean being interrupted with a cutscene or some static moment almost every minute? That's my experience in the demo, from what I remember.
No
#4947 posted by VoreLord on 2004/07/31 21:52:19
I mean the speed at which the player walked/ran, it was painfully slow. They released a "fix" for it in the patch, that allowed you to increase walking speed, but you had to type it in the console everytime you started the game, not a big deal I know, but Unreal 2 just wasn't even worth that little extra effort I'm afraid. I'm feeling ill just thinking about it :)
:)
#4948 posted by VoreLord on 2004/07/31 21:57:28
That's my experience in the demo
lol I bought the retail product, and I thought that was the demo, it was over so fast. Come to think of it, the games shortness was a blessing.
Moderators
Can we make post #4927 news please? A new version of a level editor that supports Quake is certainly a lot more appropriate than clean source from Tomaz...
:D
Frib:
#4950 posted by - on 2004/07/31 22:48:12
done
Kinn
#4951 posted by aguirRe on 2004/08/01 08:34:09
Is your email working?
AguirRe
#4952 posted by Kinn on 2004/08/01 10:16:02
mail sent :P
Metl
More on that wierdness with FitzQuake: It goes away if a .lit file is present. Darn strange. It's almost as though the engine's attempting to apply a coloured lightmap without actually loading one.
I'll have to try reinstalling and see what happens.
Fatty:
#4954 posted by metlslime on 2004/08/02 01:33:54
hmm...
so it's a consistent problem with that map? Can you send me the bsp?
I Don't Think The Map's To Blame
No .lit == psychedelia (especially Menk)
.lit present == everything's fine
Which makes me suspect something's broken somewhere else. I have upgraded to DirectX 9.0b after all.
Another bit of evidence for same is in E1M2 - things look all right until I get that super shotgun, and pow! rings of wild colour. And always the same pattern every time.
Damn it, I got coding Arcane and forgot. I'd better clean up my Quake dir and see what happens.
Fat Controller
#4956 posted by pushplay on 2004/08/02 04:44:24
DirectX 9.0c is out.
But
#4957 posted by aguirRe on 2004/08/02 07:39:42
I don't think FitzQuake (or any other Q1 engine) uses DirectX for any rendering. They all use the OpenGL API. I also have FQ 0.75 suddenly painting strange coloured spots on the walls in some maps (nothing psychedelic though).
Fatty: I didn't get before whether the issue is completely FQ isolated or other Q1 engines also expose the same behaviour? Any difference window/fullscreen or bitdepth -bpp 16/32? Any complaints in the console at startup regarding video?
No
#4958 posted by pushplay on 2004/08/02 20:45:28
But it's always a good idea to check out the latest drivers.
Laerth
#4959 posted by nitin on 2004/08/03 05:29:54
has just released a q3 map with phenomenal brushwork, he'll probably post news here sometime but till then, check it out :
http://www.quake3world.com/ubb/Forum6/HTML/028120.html?
Check This Out
#4960 posted by Kinn on 2004/08/03 06:04:46
I was looking at some of the works of fantasy artist, Jeff Easley, when I chanced upon this rather familiar face:
http://www.jeffeasley.com/popups/color/co031.htm
Just for comparison:
http://www.trilobite.org/doom/graphics/cacodemon.gif
I wonder if Easley got any money out of that?
It's Not Plagiarism
#4961 posted by nitin on 2004/08/03 06:06:15
till you get caught.
It's Doomsday
#4962 posted by Lunaran on 2004/08/03 09:23:04
Yes, I'm going out in an hour when the local best buy opens to be a nerd and buy my copy immediately.
Yes I'm also worried about player speed and fear it'll frustrate me to the point that I'll dislike the game, which would be a shame. Mainly because I'd have to go and retool all the gameplay mechanics when I mod it to make them more quake-like. :P
Hmm
#4963 posted by nonentity on 2004/08/03 11:36:46
Lun, having played through the game some more, yes you can have variables carried over between maps (hazaa!)
...
#4964 posted by Lunaran on 2004/08/03 14:44:07
Boy, does this fuckin' game ever like to crash.
non: oh good
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