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W3rd. 
 
Doom 3 Fortress 
http://www.planetdoom.com/d3f/

I'm curious what you guys think of the potential of this mod. I'm not interested in playing it, the model/tex shots they have up look alright but I'd need to see more. I'm wondering because they are hosting a music contest, which I'm kind of interested in, but hesitant. 
 
I think pretty much all D3 mods based in multiplayer will fail miserably until the networking code gets a major fixing, regardless of quality of overall design. D3 simply cannot support a quality multiplayer. If it's a simulation with bots, however, that may be a different story. 
FPS Multiplayer Modes.. 
.. can be cool only if "real" players are fighting against/with you... simulation bots suck... 
Whoah! 
I found out to run Quake on my Mac (OSX Powerbook 15" widescreen) is to copy the ID1 folder and use the GL Quake Mac port (it's just the executable). Checkout these shots... mmm widescreen. Too bad I can't adjust the gamma - it's kinda washed out. But it runs damn fine at 1280x854 on 867 Mhz, 256MB RAM, and a 32MB ATi card (not that I'd expect any less).

http://www.phait-accompli.com/crap/macquake/ 
Oh... 
about the ID1 folder, I'd assumed everyone knew that :)

Quake's portability is just another testament to its utter supremeness. 
 
Now if GTK Radiant (which is apparently aboutto be ported)(or Worldcraft if ever) was ported to OSX I might map more often. 
Q1 -> Doom 3 
I think somebody mentioned that they would have preferred q1 to q2 in the doom 3 engine. Personally, although I would be interested to see an update to Q1, I think that anyone making it today would just make a fuck up of it and lose most of what made Quake great in the first place. As Kinn said, id didn't really design Q1, it just happened to turn out well. If someone were to remake it today, I can tell they would spend hours in focus groups and thinking of a detailed plot to add a reason for the action. Come to think about it, it would probably just turn out like Doom 3*.

I'd especially hate to see what Raven might do to the monster design after witnessing some of the designs of the QIV monsters.

Q2 isn't so sacred :)


*which I enjoyed, but quake.enjoyment = doom3.enjoyment*500; or something 
Wow, That Is A Lot Of Rain 
Scampie, I'm sending Ivan up there to you with a big pink bow attached.

Than, I think a D3 engine version of Quake would look something like PainKiller. 
If Anything, Painkiller Was 
more like the Source version of Quake. Havok 2 with lots of stuff to pointlessly shove around, ragdoll deaths, hi-res textures, speccy skies, lightmaps, lots of enemies - nothing like the D3 engine at all.

And alternate fire. Meh. 
I've Only Played The Demo 
But the hodge podge of themes and gorgeous gothic styling kind of reminded me of Quake. 
Painkiller 
It could have done with a few "proper" monsters - most of the monsters in PK were just variations of the evil knight/humanoid theme, although I'll admit there were a lot of them. 
Doom3Fortress 
Why do people insist on visiting old ground with every new title?

Doom3 it out!!!1 Quick.. lets make Fortress, Rocket Arena, Doom3 Rally... (etc) It's a pointless and uninspired waste of everybody's time. Ho hum. 
Demo Was Great Fun 
I'm thinking of picking up the full version, if it's reasonably priced and the MP is sound. 
Revisiting Older Mods 
Why do people insist on visiting old ground with every new title?

It's because so far each engine has been a significant leap forward in technology and modability. If you took full advantage of all the new features, the mod could be substantially cooler than the previous mods. (I'm refering primarily to the *Rally mods.) Of course, mods (and games) don't always turn out as well as they were planned to, so they mostly just look like copies of older mods. 
I'm Just Looking For A New Team Fortress 
Since the Sierra Team Fortress 2 appears to be vaporware. 
Painkinnbler. 
It could have done with a few "proper" monsters - most of the monsters in PK were just variations of the evil knight/humanoid theme, although I'll admit there were a lot of them.

Yes, yes, and yes. Exactly. Some enemy were cool but they were almost all similarly sized humanoids. Got a bit....blah, really.

Still, some good styles and shit in the game. I'll play the mission pack.

Not really the new Quake though. Didn't have the same feel of progression and weirdness to it. I kinda agree with most of the comments about Quake - it would be great to see an updated version, but who would you trust to pull it off and remain true to the original spirit of Quake?? Me, maybe. Not many others tho :P. 
Revisiting Older Mods 
Why do people insist on visiting old ground with every new title?

For the same reason developers make sequels -- instant name recognition, less pesky design work. 
Clean Shaders For DooM3 By Eutetic 
Snippet from PlanetDoom

A project to clean up the default Doom3 material shaders for the built-in DOOM 3 editor, DoomEdit, has been completed by Eutectic. With this fix, the problem caused by the game's original mtr files, which load nearly 1800 broken/unusable textures in DOOMEdit, is resolved and it is an absolute bonus for mappers while vastly improving the look of DoomEdit's Texture view


DooM3World thread link

http://www.doom3world.org/phpbb2/viewtopic.php?t=6012

Direct download link

http://www.pcgamemods.com/7464/ 
you should all get that, its helpful

thx vlord 
Quake 4 PC Gamer Article Large Scans: 
http://www.gamekult.com/tout/forum/lire_232575.html

All perfectly legible apart from one page. Sounds very cool to me and exactly what I'd hope for. 
Watchout 
Scampie will slap you down for posting SCANS OMOGM!!#@@

At least he'd be fair. 
Also 
They spoiled it in the 8th and 9th shots (read). 
Shambler Put It Up Here 
because he gets an honorable mention in the lead paragraphs. 
I've Just Noticed The Resmeblance 
of Quake4 Parasite with Doom3 Pinky. Viewing the Quake2 model for comparison the resemblance has always been there! 
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