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  • #61



    look closely at that pic, why is the health pack floating off the ground to the right?
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #62
      Originally posted by R00k View Post
      look closely at that pic, why is the health pack floating off the ground to the right?
      DarkPlaces makes items float in the air if they were going to fall out of the level, this sometimes reveals map bugs but at least makes the maps play more like the designers intended.

      Occasionally this also happens due to differences in the improved collision detection in DarkPlaces, sometimes breaking a map.

      When the map is flawed I try to make it play as best as possible, often by maing broken items float so they don't fall out.

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      • #63
        Originally posted by ORL View Post
        Not quite. There are 2 Rocketguy's. One lagged out, the other, just lagged.
        woops. luckily I took 2 screenshots. Damn that guy for yelling LAG at the time *updated other post*

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        • #64
          Okay, well i just tryed out the server and I knoticed one thing RIGHT OFF... when I was running and shooting at the same time, it looked as if it was coming out of my screen differntly then normal.. i use r_drawviewmodel 0 ... does anybody know about this?

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          • #65
            Originally posted by drez0r View Post
            Okay, well i just tryed out the server and I knoticed one thing RIGHT OFF... when I was running and shooting at the same time, it looked as if it was coming out of my screen differntly then normal.. i use r_drawviewmodel 0 ... does anybody know about this?
            DarkPlaces servers delay the shot moving so that rocket trails start at the gun rather than a fair distance infront of you, same goes for nails and all other projectiles, this DOES impact gameplay too (50ms lag at the default speed, whitehot is running at 33ms though), it has been this way for years.

            I haven't thought of any other method to make the trail work properly.

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            • #66
              Lots of fun, but I think Quad should spawn less often. We were playing E1M6, and it felt like someone always had Quad.

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              • #67
                Perhaps increase the quad respawn time, and also implement quad-drop? Could work

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                • #68
                  Originally posted by LordHavoc View Post
                  DarkPlaces servers delay the shot moving so that rocket trails start at the gun rather than a fair distance infront of you, same goes for nails and all other projectiles, this DOES impact gameplay too (50ms lag at the default speed, whitehot is running at 33ms though), it has been this way for years.

                  I haven't thought of any other method to make the trail work properly.
                  i also noticed this, and it bothered me. It felt like i was playing Quakeworld or something!! IMO you should put it back like normal Proquake, it just makes it feel too different. I dont think it's worth making it feel different for a little graphical tweak

                  Hey i also noticed a lot of people in this thread posting thumbnails from Imageshack. Well you can post the whole thing from Imageshack, just take off the ".th" from the address for the thumbnail and you can link directly to that

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                  • #69
                    Victory is drinking the blood of your enemies and feasting upon the entrails of their next of kin.

                    [more racism stuff edited out]
                    Last edited by Baker; 06-12-2007, 11:30 PM. Reason: Thanks for the racism

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                    • #70
                      From IRC about 2 minutes ago:

                      <CanadianSniper> Lardarse: yes, GA sucks. That's why I'm giving everyone lots of it ;P
                      <Lardarse> i have a thought: eachGA gives 50, YA gives 100, you can keep topping up until you get 150
                      <Lardarse> 50 will last roughly 100 health

                      Sorta Q2-like. To clarify: the GA and YA pickups all give 30% ish (I think it's currently 33%), and you can carry upto 150, RA gives you 200 @ 60%, and the lower types give half their value as top-up. Pent gives 200 @ 80%, and the green types give 1/3 of their value.
                      16:03:04 <gb> when I put in a sng, I think I might need nails
                      16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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                      • #71
                        Originally posted by Lardarse View Post
                        Sorta Q2-like. To clarify: the GA and YA pickups all give 30% ish (I think it's currently 33%), and you can carry upto 150, RA gives you 200 @ 60%, and the lower types give half their value as top-up. Pent gives 200 @ 80%, and the green types give 1/3 of their value.
                        GA absorbs 30%
                        YA absorbs 60%
                        RA absorbs 80%

                        progs106 source:
                        Code:
                        	if (self.classname == "item_armor1")
                        	{
                        [COLOR="Yellow"]		type = 0.3;[/COLOR]
                        		value = 100;
                        		bit = IT_ARMOR1;
                        	}
                        	if (self.classname == "item_armor2")
                        	{
                        [COLOR="Yellow"]		type = 0.6;[/COLOR]
                        		value = 150;
                        		bit = IT_ARMOR2;
                        	}
                        	if (self.classname == "item_armorInv")
                        	{
                        [COLOR="Yellow"]		type = 0.8;[/COLOR]
                        		value = 200;
                        		bit = IT_ARMOR3;
                        	}
                        I didn't change the armour types from the designated colours.

                        @Lardarse - Sounds like Doom In fact it sounds like the ideas I suggested to Gunter for the MooD Marine in FvF.
                        Last edited by Canadian*Sniper; 06-12-2007, 10:36 PM.

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                        • #72
                          you havent even played a single dm match in your life. what is your business creating a dm mod? stick to runequake ******.
                          Last edited by Baker; 06-12-2007, 11:28 PM. Reason: Moved from other thread to keep these all in 1 place ;)

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                          • #73
                            Originally posted by omicron View Post
                            you havent even played a single dm match in your life. what is your business creating a dm mod? stick to runequake ******.
                            I host a vanilla TDM LAN party every 3 weeks and have been doing that for quite some time. Before the year 2000 when I played on servers, the only Quake I ever played most of the time was vanilla quake DM or TDM LAN. So it's a fact that I've been playing vanilla Quake DM for 5-7 years.

                            And to note: These aren't my ideas. These are my ideas and the quake communities ideas. They're speaking out for what they want in Deathmatch and I'm listening to every word of it to gather quake important data.

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                            • #74
                              my bad then

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                              • #75
                                I've moved a couple of posts to another thread.
                                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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