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Newest ezQuake 1.8 *WOW*

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  • Newest ezQuake 1.8 *WOW*

    Okay, I am not a fan of Quakeworld and probably never will be due to the general physics of the engine. However, I do like to keep up with the latest clients to see how they are progressing and what types of new features people are implementing into them.

    I am VERY impressed with the new ezQuake 1.8 and was quite astonished when I saw some of the new features it has. So, if you are bored one day do yourself a favor and check out this client.

    If you are not a fan of eye candy it still has some cool navigation/customization features that would be great for ProQuake.

    This info comes directly from http://sourceforge.net/forum/forum.php?forum_id=699981


    Posted By: johnnycz
    Date: 2007-05-27 15:22
    Summary: ezQuake 1.8 stable released
    ezQuake 1.8 stable release

    It took longer then usual to make ezQuake ready for next stable release, but the time we needed was turned into an appropriate amount of work. We have put lots of efforts into developing, testing, and accepting suggestions. In April we managed to get into 50 most active projects on SourceForge.net, which hosts about 150 000 projects. Lots of people from QuakWorld community helped us with testing and adjusting features we made and we are grateful for this.

    This release aims on making QuakeWorld easier to start, configure and play. We have created completely new mouse navigated rich menus which allow you to setup everything you will ever need for comfortable game experience. For every setting there�s a detailed description in the help box on the bottom of the screen. The way how the renderer and other client modules are initialized has been reworked, which allows us to get rid of all command-line options, also you can finally change video settings on-the-fly in OpenGL version.

    Now we support native connection and playback from QuakeTV. Simply click a hypertext link you get to observe a match, open the file you receive with ezQuake, and in a few seconds you watch the game in absolutely smooth mode, you can turn on multiview, freely switch tracked players, or use any other feature designed for multiview playback like teamhold bar, overview radar and many others.

    This release also aims on making the great QuakeWorld teamplay more accessible for new comers. A basic set of teamplay communication messages has been coded into the client and you can bind those messages to your keys from within the menu.

    The highly customizable Heads Up Display now includes a point-and-click editor in the client. Use your mouse to move, resize, and align HUD elements freely, you immediately see the results of your changes. It is also possible to put high resolution textures on player models, and choose any color for player models from within the client.

    Configuration management has been simplified. You can use one main configuration file which can also be saved into your OS user dir. Such configuration will be loaded automatically on client startup, no need for you to explicitly specify which configuration should be loaded. The client can also be associated with the different demo formats (qwd, qwz, mvd and qtv extension), so that they�re opened inside of ezQuake.

    The demo browser has been improved quite a lot. It uses more space on screen and smaller letters, giving you better overview of your files. From now on zip archives are browsable like normal directories, and their contents can be added to the demo playlist. Demos compressed in the gz-format can also be played. This compression format can also be used to compress demos from within the demo browser, together with the already existing possibility to delete files, you can easily cut down the size of your demo storage.

    Initial support for system keyboard layout and chatting in unicode has been added.

    This was just a basic list of the most significant changes made to the client, but we've made also a lot of other modernisations and bugfixes. For a complete and pretty long list, see the Changelog manual page.


    LINK: http://downloads.sourceforge.net/ezq..._win32_1.8.exe

    Rook/Baker: How possible would it be to add some of these features to Qrack or any Netquake engine for that matter? I am not a coder by any stretch of the imagination or I would do it myself. Graphics are my cup of tea.
    getogamer

  • #2
    The Unofficial ProQuake I am working on is going to have some things:

    Will probably play demos by file association (the ProQuake Launcher did that 9 months ago) and I will probably put a demos menu under multiplayer right where FuhQuake has it because doing this should not require custom graphics to be bundled with the engine.

    I want to look at the implementation of international keyboard support in both DarkPlaces and ezQuake and add that in.

    Connect to server from web page = yes. And Unofficial ProQuake will have a built-in server browser by 4.00.

    Configurable HUD = doesn't fit with Unofficial ProQuake.

    I do want to get Unofficial ProQuake to be commandline-less. In fact, really it almost is as of right now because you don't need to specify a resolution and it will do a better job finding one than the average player will usually. I do want shift-on-the-fly video resolution changing but it's not a top priority (yet), because the smart resolution code mostly takes care of the command line. (Yeah, there are a lot of other command line options -- I know, I want to remove iplog, but do it the right way).

    "basic set of teamplay communication messages" / ease of use
    In Unofficial ProQuake 3.70, type bind <key> teamloc and see what that does I have already been thinking about this.

    Also in Unofficial ProQuake 3.70, type bind <key> +quickgrenade and see what that does.

    The only angle I am working on in Unofficial ProQuake is the "ease-of-use" and "everyone plays the same because configging is easy" angle.

    / Rook is a real engine coder; I'm still in the learning stage. To mention both him and I in the sentence doesn't feel quite right
    Last edited by Baker; 06-14-2007, 04:35 PM.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      Baker,

      The ezquake guys are pretty cool - I'm sure if you shot them an email they'd help your cause or assist in some way.

      Comment


      • #4
        Originally posted by Cataklysque View Post
        Baker,

        The ezquake guys are pretty cool - I'm sure if you shot them an email they'd help your cause or assist in some way.
        I know they are, JohnnyCz even added a feature to ezQuake to make it better support single player maps for my Undergate project.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          maybe you could convince the EZQuake team to get the code from FTEQW for progs.dat gameplay.. then we could have all Quake1 flavors in a single user friendly client, but i'm sure some of the more advanced EZ features will be considered "cheats" by purists

          well.. you can make a custom NetQuake ruleset (like ruleset Smackdown in QW for competitions) that could ignore those "cheaty" features when playing on NetQuake servers

          with a merged popular client for NQ & QW, you guys would have a better chance of getting new players.. since people would download one client and try whatever server (QW, NQ or TF) and stick with what they like most.

          since the QW crowd is so hardcore, the NQ side would seem more accessible to beginners because they don't really need to rely on movement skill so much (which is very prohibitive for absolute beginners).

          just a thought
          Last edited by Aquashark; 06-16-2007, 05:16 AM.
          one quake to rule them all.

          Comment


          • #6
            Originally posted by Aquashark View Post
            maybe you could convince the EZQuake team to get the code from FTEQW for progs.dat gameplay.. then we could have all Quake1 flavors in a single user friendly client, but i'm sure some of the more advanced EZ features will be considered "cheats" by purists

            well.. you can make a custom NetQuake ruleset (like ruleset Smackdown in QW for competitions) that could ignore those "cheaty" features when playing on NetQuake servers

            with a merged popular client for NQ & QW, you guys would have a better chance of getting new players.. since people would download one client and try whatever server (QW, NQ or TF) and stick with what they like most.
            This is a interesting idea, it would be much better to have a unified Quake but I know I'd like to wait on this at least a year.

            One of the positive things about the "NetQuake/Quakeworld" divide is that we can try different approaches and I think within the 12 months some interesting things are going to happen in NetQuake.

            After that, I do think it would be a great idea to pursue. A single unified Quake would be a nice thing to have.

            since the QW crowd is so hardcore, the NQ side would seem more accessible to beginners because they don't really need to rely on movement skill so much (which is very prohibitive for absolute beginners).
            Very true.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #7
              I used to code a experimental build of ezQuake with advanced features.
              Like names over the players in-game (you have names in demos, but not in-game). Half-life alike damage direcction indicators. A engine-hud designed for teamfortress[1] (so If you are blue, the hud is blue, and If you are scout, a scout icon is show on the screen). ..and other changes.

              The ezQuake code is very fun


              [1] Tei as a engineer on the blue team.

              Thats engine whas never released, and I have lost the source. Theres still the problem how to add features in a non-game-breaking way.

              Comment


              • #8
                Hey Tei, it looks like Turdslinger is beating you. :d
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  Originally posted by Baker View Post
                  Hey Tei, it looks like Turdslinger is beating you. :d
                  hehehehe.. Nah.. I am on the spectator team

                  Comment

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