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"SynQ": Why the future won't resemble the past

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  • #31
    The feel of the q3a shaft isnt bad, its just not as good as Q1s, and it doesnt discharge and looks... like two pieces of cardboard painted silver.

    Baker - I thought HL looked like shit, that game has NOT aged gracefully, whereas Quake... a little more grace. Thats the magic of the Cloud-Carmack art team, well, when both were at id. I wholeheartedly agree with getting it to around q3a level of graphics, I just dont think Quake is ugly. It wont attract people visually, but I dont think its ugly.

    Then again, Ive been playing a lot of Build engine games lately.
    Inside3d - Because you can't be Outside 3D!

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    • #32
      If you are an oldschool quaker, you will know where do download the, eh, illegitimate version of Quake. This version, however, will be totally free and will be appealing to the newer age.
      e|------------------------0---------------
      B|---------------0^1----------------1----
      G|---------------2------2------0^2-------
      D|---------------2-------2--2-------------
      A|---------------0------------------------
      E|----------------------------------------

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      • #33
        Originally posted by the_f0qer View Post
        If you are an oldschool quaker, you will know where do download the, eh, illegitimate version of Quake.
        I played back in 1996 but didn't know about the download until.. say 2004?

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        • #34
          Originally posted by scar3crow View Post
          I wholeheartedly agree with getting it to around q3a level of graphics, I just dont think Quake is ugly. It wont attract people visually, but I dont think its ugly.
          For single player using the right engine and settings -- which can really be anything if you have settings rights, single player can look great to me. I would say that my imagination probably fills the gap and in my head I picture what the map is trying to be.

          For multiplayer, it can be "ok" if you tune out a bit -- which I think most of us do -- but never comes even remotely close to reaching a level of greatness and never "excites my eyes" -- for a lack of a better description.
          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 ...

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          • #35
            what are the texture limits of q3 vs. q1?
            are they both limited to 256 colours, etc...?

            i haven't seen any bumpmapping support yet in the q1 engines i've tried so far (though, i haven't tried darkplaces yet beyond the synQ copy.

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            • #36
              Quake 1 is technically limited to 256 colors, but in practice has no limit because every newer engine supports external .tga/.png/.jpg textures just like Quake 3. So basically, the answer is no limit.

              DarkPlaces has bump mapping support and I believe JoeQuake and Qrack do as well. DarkPlaces has many other special features too.

              I am going to be drafting up "how-tos", specifications and links to tools sometime tonight, plus a lot of detailed information on the ins and outs of Quake as it relates to development.
              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


              • #37
                Originally posted by Baker View Post
                I am going to be drafting up "how-tos", specifications and links to tools sometime tonight, plus a lot of detailed information on the ins and outs of Quake as it relates to development.
                Actually, this is going to be some time tomorrow.
                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 ...

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                • #38
                  that's weird that i haven't noticed any bumpmapping yet then...
                  can you recommend a map that takes advantage of that? i'd like to see how it behaves.

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                  • #39
                    You have to have an external texture pack that supports it.



                    See examples in this thread at Quakesrc.org; that download (get download) in that thread is actually well over 1 GB. The textures for DarkPlaces must be in c:\quake\id1\textures folder and make sure they are in that folder, not an overrides folder that is used by Tenebrae.

                    The _bump named textures are the ones that contain the bump mapping info.

                    http://www.quakesrc.org/forums/viewtopic.php?t=6905


                    DarkPlaces supports bump mapping for certain. I can't seem to verify that Qrack and JoeQuake support bump mapping, maybe they don't.

                    /For those that don't know, bump mapping gives flat textures the illusion of height and depth.
                    Last edited by Baker; 05-01-2007, 11:09 AM.
                    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


                    • #40
                      SynQ now has a home at http://synq.quakedev.com (a page I quickly put up). It will have a wiki probably within the 5 days and eventually an SVN which is supposed to keep versioning easy (I sure hope) which will be important if things go as well with this project as I hope they will.

                      Thanks to Echon at QuakeDev for hosting this (who hosted QuakeExpo). QuakeDev is quite a great resource for the Quake community and offers free hosting (up to 500 MB -- this project will need somewhere around this much, not for the download but for work-in-progress) for any worthy Quake (1,2,3,4) 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


                      • #41
                        Because Quake is relatively small in comparison to modern bandwidths, with a custom engine and legal content you could have an online streaming version. You could even put in bit-torrent style code so that each player on the server sends whatever content they have to other players that still need it, rather than waiting inline to download it from Shub-Hub or where ever. That would get people hooked.
                        Qoetia B4 == 1.93Mb

                        Expo Booth '08
                        !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
                        Hunting shamblers since 1996.

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                        • #42
                          http://rome.ro/2007/05/daikatana-dm-downsized.html

                          looks like making standalone versions of Romero's games for dm is popular
                          Inside3d - Because you can't be Outside 3D!

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                          • #43
                            baker5: Those dm3 textures look awesome, any chance on releasing them seperately?

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                            • #44
                              Those textures are adapted from Nexuiz mostly, just fyi.

                              If those guys in Finland need something very nice for tv, I'd let 'em use them.

                              Aside from that, they'll be included in the next SynQ release and I'm sure they will get used outside of SynQ.

                              /I'm trying to make everything in SynQ eye-catching
                              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


                              • #45
                                Originally posted by Baker View Post
                                Those textures are adapted from Nexuiz mostly, just fyi.

                                If those guys in Finland need something very nice for tv, I'd let 'em use them.

                                Aside from that, they'll be included in the next SynQ release and I'm sure they will get used outside of SynQ.

                                /I'm trying to make everything in SynQ eye-catching
                                I suggest you message Fix, hes looking for cool dm3 textures. Would be great to see the match with those textures

                                And as far as trying to make everything eye-catching, you're doing one hell of a job there

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