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Tzunami: GPL Quake Client Development

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  • Tbh i can post free-pk3 for dp in a matter of minutes but as most of You noticed i don't like releasing unfinished and unpolished stuff. I released knight as an answer to community's requests and see how that turned out

    I guess it's the best time to innovate things, since this project isnt dedicated to dedicated quakers but to make a new quake for the new people, to have something to shoot at for old junkies

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    • There's been a lot of novelty HUDs over the years but ultimately what it comes down to is how usable it is. Does it give you the information you need? Do you need to squint or think twice in order to interpret that information? Is is clear, simple and legible? Obvious at a glance what all the numbers, symbols and bars mean?

      I wouldn't claim that the classic Quake status bar is in any way "perfect", but one thing that can't be denied is that - for it's purpose - it works. In fact about the only things deeply wrong with it are (1) it takes up too much screen space at low (< 640x480) resolutions, (2) it's too small at high (> 800x600) resolutions (assuming that you've modded the engine to not autoscale it to vid.width and vid.height size), and (3) when converted to an overlay (as in QuakeWorld) the colours are too similar to the background. There are solutions to all of these problems, but the overall basic concept seems reasonably solid to me.
      IT LIVES! http://directq.blogspot.com/

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      • Now it's time to ROFL

        Introducing:

        Blue screen of death for Quake!

        Mockup:


        Full:
        BSOD-Q1-by-d1554573r.7z

        I really wanna see this in game

        EDIT: I mean it, real TGA for postmortem view is in that package.
        Last edited by d1554573r; 08-10-2010, 12:36 PM.

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        • I'm glad you guy's like it.

          If any of you use photoshop, you can grab the PSD here:
          http://bfeared.com/library/index.php...&file=hud2.psd
          (I believe gimp can open photoshop psd's as well)

          P.S
          You guy's can just call me fear or feared, I use bFeared because Feared was already taken. ^^

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          • I say stick with simplicity..... similar to this...



            The player doesn't want to be distracted by what the HUD is doing, they just want to glance at it when they need to.....

            Half life 2's HUD behaves as follows:

            - Ammo indicator disappears when using a non ammo weapon, IE the Axe.
            - Amount and type of ammo flashes when changing weapon
            - Alternate ammo appears/disappears when available or not.
            - Crosshair indicators fade down when not firing after 5 seconds, also flash red when health/ammo get low.
            - Health flashes on damage and Ammo flashes when firing.
            Last edited by blw435; 08-10-2010, 12:35 PM.

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            • @BLW:

              I choose perfection

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              • Originally posted by d1554573r View Post
                @BLW:

                I choose perfection

                Afraid we're going to have to agree to disagree....

                As someone has said previously in this thread, the HUD isn't really part of the game, it's just an interface between what's going on in the game and the player.

                IMO the original Quake HUD (as much as i've always been a die hard Quake fan) is quite cheesy and possibly one of the things which makes it look so dated. You don't need the picture of the Quake guy in the middle, or the massive brown background bar that goes with it, if ID had stuck with some simple numbers on the screen, it would have looked so much better.

                Part of Half life's success was Valves obsession with making everything seem as real as possible, even from the original HL, with that, they've done everything they can to draw the person playing the game in and make them focus on the story and what is actually happening, rather than constantly reminding them they're playing a video game.

                I always feel less able to concentrate with allsorts of menus to navigate to perform tasks within a game, than if im just sat infront of an FPS which shows me everything I need as and when I need it.

                That said, I'm not familiar with the game above, but it still looks to arcade game style to me, if any of that makes sense?

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                • It'sss from FEAR 2 and to be honest with You i never played a game other then this one that reminded me so much SP from Quake 1. (I know that those games are different I mean THE FEEL similarity of the game not the literal comparison)

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                  • Originally posted by d1554573r View Post
                    It'sss from FEAR 2 and to be honest with You i never played a game other then this one that reminded me so much SP from Quake 1. (I know that those games are different I mean THE FEEL similarity of the game not the literal comparison)
                    You should play FEAR 2, the hud is GREAT!
                    I don't even notice it while playing, it's fairly seamless and un-noticeable in-game.

                    But on another note, you could always take the no hud route. Display the ammo on the weapon, display health by blurring/coloring the player's vision with a slight red hue, Call of Duty has something similar for health, (although it regenerates) and it work's great, especially in multiplayer. (believe it or not)

                    But blw is right when it comes to simplicity, numbers are always a good way to indicate health, although, a classic game like quake should take on a pre-existing model from another game or similar to it as a default option.

                    Originally posted by blw435 View Post
                    the HUD isn't really part of the game
                    Tell that to Deadspace. ^^

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                    • FEAR 2 kind of blew. The first FEAR was a much better game. Incidentally, it also had a much better HUD. It looks a little familiar, doesn't it?

                      sigpic

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                      • Originally posted by Skutarth View Post
                        FEAR 2 kind of blew. The first FEAR was a much better game. Incidentally, it also had a much better HUD. It looks a little familiar, doesn't it?

                        FEAR 2 was a good game, did not capture the feel of the original, so It's not as good as the original (definitely wasn't scary) but they did a great job on the atmosphere and it could have been more if they went after more scares than the cheap jump scares they threw at you every few minute's.

                        Anyways, personally, I always hated the FEAR 1 hud, I always felt it got in the way and was way bulky. (probably because the lack of transparency and that it seemed to scale improperly on higher resolutions)

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                        • that bsod is awesome.
                          I think it would fit great with a cyborg related mod
                          Gnounc's Project Graveyard Gnounc's git repo

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                          • Originally posted by gnounc View Post
                            that bsod is awesome.
                            I think it would fit great with a cyborg related mod
                            If Baker adds support for fullscreen postmortem fx ill add badpixels where the bullets came threw, i got to much work atm to make this detail.

                            UI preview:


                            Last edited by d1554573r; 08-10-2010, 03:09 PM.

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                            • I'll be adding it. The next 48 hours are a bit time averse and I need to bust out a modification of Remake Quake for the bigfoot server and I need to roll together some ProQuake changes into an update.

                              So probably Thursday night or Friday I'll do some HUD coding for whatever you have available at that time.
                              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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                              • mainmenu background concept:

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