4.)...
#30 posted by xen on 2004/01/28 13:48:15
That's pretty much solely based upon this board I'll bet. :-)
He, He, Score One For Xen
#31 posted by HeadThump on 2004/01/28 14:19:15
Well, if you include Urban Terror, Generations Arena and the rest of the team based mod community in the argument, I am waayyy, wayyy, off base, but for vanilla Q3 Arena, I've noticed a drop off of activity in forums and play.
Because
#32 posted by necros on 2004/01/28 15:12:35
making a q3sp game will go the way of CF. :P
you'd have to make AI pretty much from scratch which would probably take a long time.
Q3
#33 posted by Mindcrime on 2004/01/28 17:14:51
Don't bother arguing that one ...
Really ...
I don't do Q3. It's bad for you :P
#34 posted by - on 2004/01/28 17:30:18
Mindcrime: So is smoking... ;P
...
yes, it should be self-evident as mindcrime says.
for a single player project of this nature;
Q1 is 1000 times > Q3.
Welll....
#36 posted by necros on 2004/01/28 21:57:43
q3 does have all the cool engine things like hint and detail (and caulk) and such... i don't know if it's possible, but if it is, and seeing as this is a tc, you could try to code that into the q1 engine... but i don't know anything about that.
It Should
#37 posted by pope on 2004/01/28 22:39:52
be able to run on 8mb of ram..
thats the important part
Me And My One Trick Pony
#38 posted by HeadThump on 2004/01/29 00:14:24
'... i don't know if it's possible, but if it is, and seeing as this is a tc, you could try to code that into the q1 engine'
Dark Places, man. Ydnars q3map2 can autocaulk the hell out of a map.
BTW
#39 posted by HeadThump on 2004/01/29 01:33:45
Before this leads to a pointless off topic discussion, I realize the phrase I threw out 'autocaulk' can cause some confusion (since it was made up off the cuff, so to speak, by, errrr, me).
Caulking with Q3map2 involves areaportals, antiportals and other brushes that are specific to Q3map2, and is not done as implied, 'automatically'.
I was referring to the -meta function which decomposes brushes and then regroups them more effeciently than is done by other means. Not actually caulking but it does increase a maps performance nevertheless, and who isn't for increased performance, eh?
Obscurus Website
#40 posted by Mindcrime on 2004/01/30 00:52:00
I've updated the Obscurus website. Though if you happened to see it before, you won't see much new ...
http://www.planetquake.com/nehahra/obs
I think it needs different graphics, more in line with the feel of Obscurus, and ...
well Nightmare Interactive sounds lame ...
However simple and to the point!
The Infomation Page
#41 posted by Vermeulen on 2004/01/30 06:40:49
"Finally (for now), there will be those who cannot conceive of why someone would build a game on the Quake engine as there are so many more "advanced" engines to choose from. This, fundamentally, is an artistic choice. "
I don't understand this at all. The engine has nothing to do with the art unless your using quake1 or another games content. I wouldn't suggest using realtime lights, because I understand you don't want that plastic feel. But there are still many many reasons to use an engine like darkplaces. Darkplaces runs levels faster, better with newer hardware, and tons of other great features which have nothing to do with eyecandy (scripted menus, video switching, md3 model tags, etc). With a better engine you can increase the gameplay by having much bigger levels, much more monsters and such possible. It doesn't have to be all eyecandy.
Artistic Choice
#42 posted by Mindcrime on 2004/01/30 08:13:05
A lot of the site content was written 2 years ago :P
However, what engine you choose to build on *is* an artistic choice. And the word 'art' is a broad term that covers more than just the literal artwork. Whether you draw what you wish to express, or sculpt it in clay, is an artistic choice. What kind of clay you use is an artistic choice. If you draw it, what pencils or paper you use, or what paint and canvas you use, and etc, is an artistic choice. Whether you wish to tell a story with a book or a screenplay, or a cartoon or machinima or clay-mation or a movie, is a fookin' artistic choice. :P Whatever means of expression you use to convey what is in your mind to other people is an artistic choice.
In short: Bite me.
:)
No Obscurus Website
#43 posted by Mindcrime on 2004/01/30 08:45:44
Second thought. Fuggit. I backed it up and deleted it. It's better not to have a site for now. Better to wait until the development is at a stage where I'm ready to bring other people in. Besides, I don't want to feel obligated to keep updating the site during my development ... and it will only serve to draw annoying emails besides :P
Darkplaces
#44 posted by MisYu on 2004/01/30 11:26:35
The funniest thing with Darkplaces is it completely doesn't work on my system (duron1000, 256mbddr333, gf2mx440 (with new drivers)), so it would be kinda sucky not to be able to play Obscurus if Mindy sticks himself to Darkplaces ;)
Hurrah For Mindcrime!
#45 posted by DaMaul on 2004/01/30 15:06:43
I reckon the choice of engine isn't too important as long as the final product can be distributed standalone, with no need for the original quake to be installed whatsoever.
Vermeulen
#46 posted by HeadThump on 2004/01/31 21:38:47
'I wouldn't suggest using realtime lights, because I understand you don't want that plastic feel.'
That infamous look that we all experienced when we fired up Tenebrae the first time comes from the odd fact that engine defaults with every texture getting a full gloss pass. It isn't a real problem with real time lighting, just a poor design and aesthetic choice of the Tenebrae team. For a better fix on what well done RTS would look like, I would recommend the Dues Ex Invisible War screen shots.
Yeah
#47 posted by necros on 2004/01/31 21:41:03
you can have dynamic lights without the gloss effect. it could be cool too. industri uses tenebrae and it's pretty awesome in terms of lighting...
Hey Mindcrime
#48 posted by Tronyn on 2004/02/02 03:34:41
I'd just like to take this oppurtunity to express what an amazing, astounding, unbelievably awesome piece of work the Seal Of Nehahra was :)
I don't actually have any suggestions for this thread, I just wanted to say that.
Yeah
#49 posted by DaZ on 2004/02/02 14:57:34
thumbs up for cut scenes!
SON was awesome, yes it was bloody long but the story was great! Even if you just did an hour story (heh, "only" an hour!) that would be great.
I'm
#50 posted by Tronyn on 2004/02/02 16:15:28
not even suggesting that you repeat making a cinematic feature for Obscurus, or even that you use cut-scenes at all. I'm just saying Seal of Nehahra kicked so much ass it's unbelievable, no strings attached =)
Only Problem With Seal Of Nehahra...
#51 posted by xen on 2004/02/02 17:03:13
...was that it was better than Nehahra ;-)
Xen, That's A Ballsy Thing To Say,
#52 posted by HeadThump on 2004/02/02 17:21:27
given the Func_borders involved in that project. I must say though, individual levels were better than the sum of the game.
Tronyn, MindCrime is still considered a God over on the Machinima forums. He is sort of the Thomas Pynchon of game cinematography. An excellent, but mysterious artist (I'm not so much kissing butt as I am trying to nudge him towards making another movie -- okay I'm kissing butt).
I Don't Think
#53 posted by necros on 2004/02/02 17:35:44
it should matter who is involved. if xen truly believes that the movie was better than the game, than he should be able to say it.
i've never seen the movie, but i don't think nehahra was the greatest mod out there. it was really good, and is awesome because of it's size, but i liked Zer a lot more because of it's atmosphere and the general feel of the maps in there. (and the fact that you don't really win) just because alot of great mappers were involved in nehahra and mindcrime was responsible for it doens't make me shy to say what i think.
Hm.
#54 posted by xen on 2004/02/02 18:11:52
The thing that spoiled Nehahra for me was the lack of consistency throughout the game. Most of the maps were individually great but not all of them fitted together that well imho. Plus I couldn't get used to the modified gameplay (ie. the monster strafing annoyed the hell out of me). That's just my opinion though; some share it, some don't. I preffered Zer also.
The movie however really is an undisputed object of beauty. I enjoyed it more than most 'real' movies.
Anyway... this thread isn't about Nehahra :-p
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