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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
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 Hm...
#4461 posted by necros on 2004/06/17 13:01:22
yeah, id's pretty funny that way.
still though, i think the cyberdemon is pretty cool looking. granted, it's not the most interesting to fight (it had like, what, 10000 health?)
 Oh,
#4462 posted by Kinn on 2004/06/17 13:17:39
not to mention the original Shalrath model - ugh! (Although Zerstorer tried to salvage it).
It's really interesting looking through the QTest pak; I keep spotting new things - recently I noticed the Shambler skin being slightly higher-res in QTest than in the final game.
 Just Had A Good Look
#4463 posted by starbuck on 2004/06/17 15:08:04
at the QTest pak files. Some very interesting stuff in there, extra animations for the scrags and spawn for example. Most of the skins are slightly different: the ogre is more orange in particular, but also the scrag and shambler.
There are some more monsters, most are well known though, such as the dragon, and the stupid looking Shalrath that kinn mentioned.... also a 'serpent' and a 'vomitus' that i hadn't seen before. The serpent might be an attempt at a manta ray type thing? Looks a bit crap. The vomitus is unskinned but has great animations, potential to be quite cool. Maybe i've missed this one being used before.
Weapons are quite similar... the shotgun effect is more realistic than in the finished quake, but otherwise everything's worse. Walltorches are sprites...they suck. Oh, lots of monsters and the player have death anims where limbs/heads get blown off.
Interesting stuff indeed
 QTest
#4464 posted by Kinn on 2004/06/17 15:27:25
Yeah, the mesh on the Serpent is bolloxed for some reason. The Vomitus is used in Nehahra, but I think it looks arse - id were right to drop it.
I find the Fiend interesting - it looks as though he started life as a huge demon, but got shrunk somewhere along the way. In any case, he has been salvaged to some extent in Nehahra, and some of Kona's stuff.
 Additionally,
#4465 posted by Kinn on 2004/06/17 15:35:17
I'd love it if I could see some of the rejected stuff for Quake2/3. Did you know that the Q2 Mutant used to be blood red?
Also, what happened to all the wicked looking maps shown in the very first Q3 screenshots - I remember a grey church-like thing and an extremely curvy-looking tunnelly thing submerged in fog. And also, has anyone else heard of the rumour that a significant chunk of the Q3 content was lost about halfway through development? Is there any credibility to this?
 Through The Id Archives
#4466 posted by HeadThump on 2004/06/17 15:57:47
Hey, I personally like Vomitus, and I thought John McCann ;) used him quite well in Nehahra. I have reskinned Vomitus as a mud bottom dwelling guppy for an upcoming map.
 Meh
#4467 posted by Shambler on 2004/06/17 16:12:53
I like the Quake monsters!
#4468 posted by Kell on 2004/06/17 16:42:40
Shambler, that's kind of obvious ;P
 HeadThump
#4469 posted by Kinn on 2004/06/17 16:49:13
Actually, the Vomitus skin in Nehahra was probably the part that made it look a bit silly - if you're reskinning it, I might like it better. One question though - are you redoing the skinmap? I'd recommend converting the model to md2, redoing the skinmap in NST, then converting back to mdl in Quark5.
 Also HeadThump,
#4470 posted by Kinn on 2004/06/17 16:54:28
 You Read My Mind, Kinn
#4471 posted by HeadThump on 2004/06/17 17:13:38
I mentioned Vomi-Gup because I was getting around to asking you about that thread and how you got those md2 skin styles working in regular Quake. Thanks!
 Glad To Be Of Service
#4472 posted by Kinn on 2004/06/17 17:22:40
My post in that thread should explain it all. if you need any extra info, don't hesitate to ask :)
 From Inside3d.com
#4473 posted by starbuck on 2004/06/17 18:24:38
i stole these posts from
http://forums.inside3d.com/showflat.pl?Board=Inside3D&Number=17980&page=0&view=collapsed&sb=5
thought they might be interesting
Posted by Sajt
http://imdb.com/title/tt0152116/
Two people, J.S. Gilbert and David Locke are here mentioned as voice actors for Quake. I guess they did some grunting and screaming for the player and monsters? Has anyone else heard of them? Also, J.S. Gilbert is credited as the voice for 'Dank'. So who the heck is Dank :P
Edit: Also, the IMDB trivia thing says this:
Originally intended to be a medieval game with swords and a dragon, but only a few months before it was released guns were added and roleplaying aspects removed. The dragon was also removed, although several other monsters like the Knights and Fiends were kept. The dragon was later added in the second mission pack by Rogue Entertainment.
I didn't know that :P It's interesting. I know somewhere in Commander Keen or something id Software advertised a future game called 'Quake' which was supposed to be a 2D rpg where you play as a magician or something... but this is interesting too :)
Posted by ErroraboveSCI
Dank and Scud my guess... old school quake related comic.
For all that medieval mumbo-jumbo... read the book Masters of Doom... it explains all the oldness behind Quake... which was originally based on John Carmack's Dungeons and Dragons world. But, was changed later on to be "another doom". One of the many reasons that John Romero left id Software. It's a good read... I highly suggest it.
That old thing about Quake that they posted, was something Romero did just shortly after Doom I think... It was posted on a BBS. I can't remember the specifics.
Another cool bit about Quake: original weapon was called the Hammer of Thunderbolts. And they player had a transdimensional object floating above their head that was called the Hellgate Cube. I hope I got that right.
 Someone Made A Compilation
#4474 posted by Kinn on 2004/06/17 18:40:10
of all the old interviews with the id crew (Romero mostly) that were done at the beginning of Quake's development. It's really amusing reading back through them - they were talking about having things like flat-shaded player models and ragdoll physics (!). I'm buggered if i can find a link to the article though :(
 And Speaking Of Missionpacks,
#4475 posted by Kinn on 2004/06/17 18:48:48
Hipnotic's Mjolnir was a nod to Romero's original concept.
 I Would Just Like To Say:
post #4436 by the communist Vondur
is the best post ever.
 Heh, I Didn't Know Any Of That.
#4477 posted by necros on 2004/06/17 19:40:46
that would certainly explain to lack of base monsters and base maps and the presence of medieval stuff.
also, thanks for pointing out that the qtest pakfile had the monster models in it.
also, what's with the fish model? it seems to shrivel up in some frames..?
also, did anyone notice the last frames of the death animation for the fish are screwed up in the finished quake as well? the mouth gets all skewed and funky...
i wonder what the deal with that is.
i think the player death anims with the head and legs getting blown off look really cool! i wonder why they got rid of it...
 Yeah
The gib1/2/3 models are the players arm (a piece of it), a bloody limbless player torso, and the player head. I guess they later figured it would be easier to make non-descript gibs than to make a set of gibs unique to each monster.
There was also a 'prequake' version of quake, which was a pre-release version, closer to what was originally released but still some differences (I can't seem to recall atm).
 Anywhere I Can Get That?
#4479 posted by necros on 2004/06/17 21:23:28
 Anywhere I Can Get That?
#4480 posted by necros on 2004/06/17 21:23:29
 Hehe, First Double Post!
#4481 posted by necros on 2004/06/17 21:23:54
 Necros
#4482 posted by Kinn on 2004/06/18 04:44:04
not to mention the famous player swimming animation
 Problems With UT2004
#4483 posted by Jago on 2004/06/18 05:28:06
I�ve just installed UT2004, applied the latest patch and attempted to play the game. However, I seem to be having problems playing about 80% of the maps included in the game. Some (rare) maps work just fine, without any issues whatsoever, while others start "flickering" a lot almost as soon as the map has loaded or soon afterwards. I can see some items and character models through the walls and the game grinds to a near halt. I�ve updated the NVIDIA drivers to the latest WHQL version and updated to the latest DirectX version too, hoping that it would solve the problem, but it didn�t. I also recall I had a similar problem with some levels in Raven Shield, which is also an Unreal-engine (tho older version) game.
Original Unreal, UT and UT2003 run fine. Any ideas?
 Jago
#4484 posted by JPL on 2004/06/18 07:13:16
Perhaps it's a stupid remark, but does your environment is OK ??? I mean, have you a powerfull processor, enough memory, or others ?? I'm not a specialist, but most of game problems you described comes from environment.. (lack of memory, lack of processor power/speed.., etc..)
Check UT2004 environment requirement. If it's OK, perhaps there exist some extra launch command to increase memory use during the game (like wimem 32 for Q1) which are able to solve the problem...
Otherwize I've no other ideas...
 UT2004
#4485 posted by VoreLord on 2004/06/18 07:13:16
Well you can try using OpenGL, and see if that makes a difference.
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