Author Topic: Why Q2?  (Read 14248 times)

Offline Jay Dolan

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Re: Why Q2?
« Reply #30 on: January 15, 2012, 08:32:20 AM »
there is quite a difference in people who code for quake... and people who can actually play it :)

That's true! I'm highly employable, and you're a smelly, overgrown teenager who works in retail.

Offline The Happy Friar

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Re: Why Q2?
« Reply #31 on: January 15, 2012, 02:34:30 PM »
That's true! I'm highly employable, and you're a smelly, overgrown teenager who works in retail.

Who makes personal attacks against someone they say they don't care about?
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Offline haunted

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Re: Why Q2?
« Reply #32 on: January 15, 2012, 03:15:40 PM »
Why even get involved Golgo13? I know all 3 of these posters a lot better than you, and I decided to let them sort it out despite any opinion I have on the matter. Please, just do the same and be quiet. You're doing nothing but stirring the pot, H.F. is wishing right now that you did not agree with him, even if you like his avatar.

 :raincloud:
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Offline haunted

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Re: Why Q2?
« Reply #33 on: January 15, 2012, 03:37:44 PM »
That quote makes no sense.
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Offline ReCycled

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Re: Why Q2?
« Reply #34 on: January 15, 2012, 03:47:36 PM »
In Q2, I don't really care for BFG or Invul.

I tried Q3 for short time many years ago, I did not really care for it. I can't remember specifically why though...

I think Quake 2 got it 95% correct right out of the box. It was well paced, balanced with the emphasis on gameplay.

I would drop the BFG competely. It is never used in 1 vs 1, and is too strong a weapon in FFA. I would also re-think the chaingun. Maybe less powerful so that tourney matches aren't so reliant on it. The small shotgun is very seldom used and often ignored.

My first impression of Quake 3 was it was an overdose of glitzy colors and gimmickry. Because graphics cards were rapidly improving at the time, the game design seemed to slant in that direction just for it's own sake. Bouncing colored balls of health and whatever, were pointless and distracting. And the player movement was sluggish.

I prefer Quake 2 as is, but with better graphics and models. But then I guess that might be Quake 4.
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Offline bluemeanies

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Re: Why Q2?
« Reply #35 on: January 15, 2012, 06:42:46 PM »
That quote makes no sense.

...I can't think of one single thing that HAN QUEERO has ever said or done that makes any sense...
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Offline Jay Dolan

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Re: Why Q2?
« Reply #36 on: January 15, 2012, 08:29:34 PM »
Who makes personal attacks against someone they say they don't care about?

Sorry, HF. I didn't notice your brand on Vae; I won't come between you and your little love slave.  :nana:

Offline yahoo

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Re: Why Q2?
« Reply #37 on: January 15, 2012, 08:44:27 PM »
That quote makes no sense.

Just like his posts  :P

What can you expect from him.
« Last Edit: January 15, 2012, 08:50:14 PM by yahoo »
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Offline VaeVictis

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Re: Why Q2?
« Reply #38 on: January 16, 2012, 01:39:18 PM »
there is quite a difference in people who code for quake... and people who can actually play it :)

That's true! I'm highly employable, and you're a smelly, overgrown teenager who works in retail.

ignoring how wrong that statement is... it doesnt quite matter, cause we are talking as PLAYERS of quake2, you dont play quake2

i honestly dont think your work is very impressive, if you want to be employable use a newer engine than idtech2 for your modding purposes... idtech4/5, source, or unreal engine 3 will all treat you much better in the industry cause people actually care about them :) but if your coding skills arent up to par with dealing with newer engines, its ok we understand

In Q2, I don't really care for BFG or Invul.

I tried Q3 for short time many years ago, I did not really care for it. I can't remember specifically why though...

I think Quake 2 got it 95% correct right out of the box. It was well paced, balanced with the emphasis on gameplay.

I would drop the BFG competely. It is never used in 1 vs 1, and is too strong a weapon in FFA. I would also re-think the chaingun. Maybe less powerful so that tourney matches aren't so reliant on it. The small shotgun is very seldom used and often ignored.

My first impression of Quake 3 was it was an overdose of glitzy colors and gimmickry. Because graphics cards were rapidly improving at the time, the game design seemed to slant in that direction just for it's own sake. Bouncing colored balls of health and whatever, were pointless and distracting. And the player movement was sluggish.

I prefer Quake 2 as is, but with better graphics and models. But then I guess that might be Quake 4.

there is nothing really wrong with quake4 or quake3... they are all quite unique and have their own fun styles :) most of the hard core players of q3 and q4 use gl values to kill the cool graphics anyway

quake4 is closer to quake3 though, just with better movement and a higher view height that bugs some quake players for awhile until they get used to it

as far as chain being over powered goes.... thats really true of all weapons in quake2, the only thing thats nerfed compared to the other quakes would be explosives... the nades stick instead of bouncing as much, and the rockets are slower, however they do still do more damage :) hyper can ALMOST go toe to toe with chain, the numbers put chain slightly ahead but if armor is thrown in hyper will win the fight at the same accuracies.... the one balancing factor with chain is that its much harder to aim than LG in the other quakes, making 20% accuracy pretty awesome... and that would be due to the netcode and due to the spread... i always thought the q3ta chain felt cheap useless
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Offline Jay Dolan

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Re: Why Q2?
« Reply #39 on: January 17, 2012, 06:26:03 AM »
i honestly dont think your work is very impressive, if you want to be employable use a newer engine than idtech2 for your modding purposes... idtech4/5, source, or unreal engine 3 will all treat you much better in the industry cause people actually care about them :) but if your coding skills arent up to par with dealing with newer engines, its ok we understand

Again, don't care, because, like everyone else here, I don't care what you think about anything. You're just this obnoxious, ignorant, pandering little turd -- and sorry, but X'tyfe filled that position several years before you showed up.

However, I would just like to point out that you can't even grok helloworld, much less a Quake engine, and so you're not exactly qualified to deem any body of software as "impressive" or not.

Shall I dig up some quotes of you begging for Linux help, or bragging about a bash command you figured out all by yourself?

:sorry:
« Last Edit: January 17, 2012, 06:28:21 AM by Jay Dolan »
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Offline themuffinman

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Re: Why Q2?
« Reply #40 on: January 17, 2012, 11:19:32 AM »
 :ohlord: kids...
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Offline themuffinman

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Re: Why Q2?
« Reply #41 on: January 17, 2012, 11:32:09 AM »
I think Quake 2 got it 95% correct right out of the box. It was well paced, balanced with the emphasis on gameplay.

I would drop the BFG competely. It is never used in 1 vs 1, and is too strong a weapon in FFA. I would also re-think the chaingun. Maybe less powerful so that tourney matches aren't so reliant on it. The small shotgun is very seldom used and often ignored.

My first impression of Quake 3 was it was an overdose of glitzy colors and gimmickry. Because graphics cards were rapidly improving at the time, the game design seemed to slant in that direction just for it's own sake. Bouncing colored balls of health and whatever, were pointless and distracting. And the player movement was sluggish.

I prefer Quake 2 as is, but with better graphics and models. But then I guess that might be Quake 4.

BFG never was intended for 1v1. It does seem a popular choice amongst the DM crowd though  :frag: CG seems OP probably because Q2 rockets are damn slow therefore RL is less effective against CG.

Id Software were known to whore their new technology. Q2 with colored lights, Q3 with the emphasise on shaders, D3 with heavy light/shadow contasts, etc.. Bobbing items could be disabled in Q3 with simple items ;)
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Offline tehSandwich

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Re: Why Q2?
« Reply #42 on: February 05, 2012, 10:52:43 PM »
I would be interested in contributing to this project but I'm far less of a coder than you. I'm go for mapping, making my share of textures and testing though.

As for why I play Q2, I don't know. I think it has the best balance of movement physics but the weapons aren't as well balanced as Q3 or QL. I don't like QW's walls of glue and while I do really like Warsow, there are some oddities like the two movement styles thingy that make it just shy from being very awesome.
I do think that you need to start with either the gauntlet/MG combo or the gauntlet with a Buffed-up Blaster. Removing some useless or redundant power-ups would also be good.
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Offline themuffinman

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Re: Why Q2?
« Reply #43 on: February 08, 2012, 09:54:22 AM »
I would be interested in contributing to this project but I'm far less of a coder than you. I'm go for mapping, making my share of textures and testing though.

As for why I play Q2, I don't know. I think it has the best balance of movement physics but the weapons aren't as well balanced as Q3 or QL. I don't like QW's walls of glue and while I do really like Warsow, there are some oddities like the two movement styles thingy that make it just shy from being very awesome.
I do think that you need to start with either the gauntlet/MG combo or the gauntlet with a Buffed-up Blaster. Removing some useless or redundant power-ups would also be good.

I'm not much of a coder either, but I think I'm improving quite quickly considering. It'll still be quite a while before I even have an alpha release. Besides not having much time to do this right now and still being pretty clueless about how to fix some bugs that seem to randomly pop up, it's still looking rather promising. I just don't know the exact direction to take the whole project right now.

Recent changes:
- more crosshair cvars for extra customisation, with colors, indicators etc.
- adjustments to game states (warm-up rules adjusted etc.) and readyup functionality
- ramp jumping and croutch sliding both of which are still WIP to iron out a few bugs, and some other physics tweaks
- starting weapons flags
- fixed a couple of glitches and bot incompatibilities in instagib - now it's pretty much as good as it gets, also has rail jumping and weapon selection changable by admins
- a lot more improvements to UI code, now capable of showing accuracy stats per weapon or overall, shots fired per weapon, more HUD features like health and armor bars, game-type adjusted scoreboards and much more
- more input cvars including mouse sensitivity capping for mouse accel
- QL's splash damage offsetting for more responsive weapon jumping
- true (non-random) shotgun pattern (needs some bug fixing though)
- ogg audio library enabled, needs tweaking
- 3 new persistent weapon bars (aligned left, right or center) with ammo counts
- client game weapon configs
- customisable item pickups display with time stamps
- customisable hit beeps
- kill beeps
- a whole lot of extra visual customisation cvars
- more admin control over voting, including vote flags for disabling selective callvotes

It's getting there.
« Last Edit: February 08, 2012, 09:56:33 AM by themuffinman »
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