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  • #16
    I'll never stop playing and loving quake. Years of absence may have stolen my skills from me, but that doesn't stop me from playing.

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    • #17
      Originally posted by scar3crow View Post
      Quake isnt dying, but in this thread I see the faith of many a self-proclaimed fans dying. Da5id is supposed to be a legend, but he has no faith in Quake, he has no fanaticism for it as a fan should, "I'll play Q1 the odd time with you all for fun but Q1 is dead I'm sorry to say." What he is sorry to say is that he stopped playing a great game while others continued.
      Quake really needs a graphics update. I can think of a few other things I'd like to see in Quake aside from that -- mostly more flexibility for mappers/modders and things on the server-side -- essentially QuakeC 2.0, Progs 2.0 and Quake Server 2.0.

      But in truth, the hardest thing of all is the lack of cohesive new models. The Quake Guy can't run upside-down on the ceiling, can't duck and you can't push objects in Quake.

      What makes Quake so outstanding is the level of control that can easily be exerted over the environment -- it just doesn't have enough set pieces.

      And, scar3crow, personally I do not believe there will be a Quake 10 Year. I watched the interview. That project does not appear to be moving along fast enough. Just my personal, uneducated opinion from watching the the interview. I could be dead wrong.
      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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      • #18
        Originally posted by Baker View Post
        Quake really needs a graphics update.
        STFU! NOT LISTENING! LALALALALALALALALALALALALA! BLASPHEMY!

        Want better graphics? Play Quake4

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        • #19
          Quake really needs a graphics update. I can think of a few other things I'd like to see in Quake aside from that -- mostly more flexibility for mappers/modders and things on the server-side -- essentially QuakeC 2.0, Progs 2.0 and Quake Server 2.0.
          I know Ive said it before, but I will say it again. Darkplaces anyone? Come on, a unified lighting system, support for various model and map types along with csqc, new network protocols which also support Quake and QW, an ingame server browser, severely raised limits, the most advanced texturing techniques with only ET:QW and UnrealEngine3 to compete (respectively megatextures, and animated cubemaps - so its more of these 3 engines offer different things in that department). If you want more server side control... well, just wait. I will say no more on that. LordHavoc seems to like having multiple plates before him.

          But in truth, the hardest thing of all is the lack of cohesive new models. The Quake Guy can't run upside-down on the ceiling, can't duck and you can't push objects in Quake.
          Quake has a very very very defined sense of "down", so it would be a bit tricky Id imagine. The ducking is solved by using q3bsp format which DP supports because it isnt limited in hull sizes. Use a q3bsp map, then youre just missing frames for ducking in multiplayer. And cant push things? CustEnts back in 1997 had crates you could push... and Gyro which works in vanilla Quake can easily do things like that.

          personally I do not believe there will be a Quake 10 Year. I watched the interview. That project does not appear to be moving along fast enough.
          I take that interview with a grain of salt, as it is impromptu and Kedhrin was in Convention Mode (aka no sleep, lots of caffeine, exhausted) and near the end of the con iirc. The reason the project is going slowly is because Kedhrin is also the design lead on a commercial game for NetDevil right now. If it can get any momentum though, it will have aid (various professionals have spoken of aiding it, if they see that their work wont be discarded - aka when it looks more tangible).

          But Quake10Year is also Kedhrin's take on Quake, not just an upgrade graphically.

          But as for the concept of graphics update... honestly the only thing in Quake that bothers me is the low-poly monsters with pointy shoulders and heads - but this is something that doesnt really stick out to me unless Im playing with realtime lighting on, as it casts harsh shadows, especially when theyre self-shadowing.

          Quake doesnt "need" a graphical update. Quake has one. Quake doesnt "need" all those features you asked for, Quake has them, if youre willing to use them.
          Inside3d - Because you can't be Outside 3D!

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          • #20
            Originally posted by scar3crow View Post
            I know Ive said it before, but I will say it again. Darkplaces anyone? Come on, a unified lighting system, support for various model and map types along with csqc, new network protocols which also support Quake and QW, an ingame server browser, severely raised limits
            I have a million thoughts on this and I was going to try to fit them into this post and have scrapped a lengthy post.

            I wish things were easier to get done sometimes. There is a lot of potential out there, Quake would be a better place if more projects like that one that Dr. Shadowborg is working on were being worked on where complicated stuff is being made so it can be used by the masses.

            The trick isn't how much stuff could be used, although that is very important too, the trick is getting it TO be used. If it requires an superhigh level of expertise or knowledge or the information isn't accessible, often something great does not get used.

            But, as you can tell by the things I've worked on, that's my point of view. I try to get great things into the hands of average users by making things easy as hell.

            Hard and widespread are not compatible.

            /time to sleep
            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


            • #21
              Originally posted by Baker View Post
              The Quake Guy can't run upside-down on the ceiling, can't duck and you can't push objects in Quake.
              I am damn happy he can't. Upside-down: Huh, what for? Ducking: Most useless function in first-person-shooters ever (except for those "tactical games"). Pushing Objects: To move crates around or what?
              Quake 1 Singleplayer Maps and Mods

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              • #22
                Walking on the ceiling would be a fun feature to have available in mods
                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


                • #23
                  Play PREY if you want to walk on ceilings and walls.

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                  • #24
                    play Spiderman

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