
Good Trip Nitin
#17529 posted by
sock on 2009/10/05 22:56:07
have fun and take loads of pictures!

Hmm
#17530 posted by
nonentity on 2009/10/06 11:10:02
Aye, what sock said, many pictures (and have fun ofc). Not that anything'll actually be released when you get back ;p
#17532 posted by
Drew on 2009/10/07 03:09:10
what happened to Negke lately?

He Created A Level So Vertical...
#17533 posted by
metlslime on 2009/10/07 04:29:43
...that even he couldn't comprehend the XY view.

Lol...
#17534 posted by Tronyn on 2009/10/07 05:43:36
awesome.
#17535 posted by
- on 2009/10/07 11:19:51
he shouldve uded visgtoups then. nub

Fun Article
#17537 posted by
megaman on 2009/10/07 12:29:40
#17538 posted by
necros on 2009/10/07 23:33:40
i love how he describes in character about ripping up street lamps accidentally. :P

Necros
#17540 posted by
megaman on 2009/10/08 01:45:24
yeah, that made me laugh :D
#17541 posted by
necros on 2009/10/08 02:41:01
i shit more pixels than this.
awesome, thanks :)
#17542 posted by anonymous user on 2009/10/09 16:41:35
wasn�t suppose to be a Quake3 single player?
wasn�t someone working on this?
anybody got a link?
#17543 posted by
necros on 2009/10/09 20:07:24
you mean lunaran's coriolis force? that was cancelled ages ago (i believe his computer exploded and he lost everything), and the only other q3sp mod i know of wasn't that great (although to be honest, i never tried it) which i don't remember the name of.

Dark Conjunction
#17544 posted by
ijed on 2009/10/09 20:18:07
and Sidrial.
Although sidrail or rial was a POS. DC wasn't bad considering it was made in q3. Not that Q3 is bad, but its not made for SP.
#17546 posted by
necros on 2009/10/09 20:24:37
Not that Q3 is bad, but its not made for SP.
i think what you mean is that q3 didn't have any SP style AI built in (like pathfinding) and only worked in bot style AI which, i would assume, isn't suitable for a SP game.
i only say this because a lot of great SP games were made with the q3 engine and it is a powerful engine.

Yeah
#17547 posted by
ijed on 2009/10/09 21:37:54
It was made by the same guys who made ZenoClash.
They ended up making fake AI markers from uncollectable ammo for DC so that monsters could move. ANd the NPC's I think were all stood on invisible trains.
#17548 posted by
metlslime on 2009/10/09 22:57:53
q3 didn't have any SP style AI built in (like pathfinding)
Actually i think q3 had much better pathfinding, since it had to support bots that knew how to navigate a level. Compare that to q1, where the monsters just sort of randomly hump walls when they don't have a clear line of sight to their goal.
The AI for monsters that act more like monsters would probably have to be written, but i think building it on top of bot code should be possible -- basically make them bots that move slower, don't pick up items, are a bit more stupid, etc.
I think the main missing engine feature in q3 was probably saving/loading your game. You could probably create an SP game design that didn't require save/load (other than basic stats that you can store in cvars.)
This is all speculation though; since i haven't looked at the q3 source or gamecode at all.

What About RTCW
#17549 posted by
RickyT33 on 2009/10/10 01:55:53
I mean that was SP using IDTech3
#17550 posted by
metlslime on 2009/10/10 03:43:40
Many sp games use the q3 engine. The question is how suitable is the original q3 engine for modders who want to make an sp mod.

Yep
#17551 posted by
ijed on 2009/10/10 04:23:08
RTCW was a professional mod, same as Alice - access to source and support as well as full time paid team makes a big difference.

This Is Pretty Awesome:
#17552 posted by
metlslime on 2009/10/12 10:37:03
spirit made heatmaps of multiplayer deaths from hundreds of demos:
http://www.quakeworld.nu/forum/viewtopic.php?pid=50185#p50185
Things that would be interesting to add:
1. frequency that a player is at those locations
2. divide total deaths by frequency of player being there, to get lethality -- i.e. likelyhood that each time you pass that point, you will die.

How Bout
#17553 posted by
meTch on 2009/10/12 19:18:44
different colours for different players?