Author Topic: What is Quake2World?  (Read 14497 times)

Offline VaeVictis

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Re: What is Quake2World?
« Reply #30 on: January 25, 2012, 08:12:58 PM »
Vae,

What have you contributed to gaming, other than amusement for others.

i know what you are trying to say

but for that to work, you have to consider quake2world a contribution to gaming  :lolsign: im sorry, that just sounds like a good joke... at best its some ones spare time hobby to code distributed for free because if its free it lowers the standards of what people expect
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Offline EmeraldTiger

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Re: What is Quake2World?
« Reply #31 on: January 25, 2012, 09:28:25 PM »
I never really got into Quake2World, but I respect the work the developers put into it and it has a nice style that's kind of a mix between Quake and UT as far as weapons, etc. go. And hey id software officially recognized it too!
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #32 on: January 26, 2012, 09:29:09 AM »
game was fairly nice last time I played, wish it were more geared towards competitive play though.. :rockon:

Thanks adren. We'll be adding a duel mode shortly after the public beta announcement in April.  :frag:

Offline Jay Dolan

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Re: What is Quake2World?
« Reply #33 on: January 30, 2012, 09:49:41 PM »


A shot of TRaK's map Penumbral Wake, which I'm doing the lighting and item placement on.

Offline Arm0r

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Re: What is Quake2World?
« Reply #34 on: January 31, 2012, 03:54:19 AM »
Damn that map looks pretty sweet  :ubershock:
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #35 on: January 31, 2012, 07:09:54 AM »
 :yessign:

I bet Vae is unimpressed tho..  :bigcry:

He's actually going to be the first person to beta test Quake2World's global IP banning system  :nana:

Offline M1SERY

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Re: What is Quake2World?
« Reply #36 on: January 31, 2012, 08:25:03 AM »
 Nice looking map !  :frag: :rockon:
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Online themuffinman

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Re: What is Quake2World?
« Reply #37 on: January 31, 2012, 08:52:13 AM »
Looking good! Those glass surfaces could do with some reflections though.
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #38 on: January 31, 2012, 09:37:50 AM »
They are actually all animated. I don't plan on adding reflections in the near future, but maybe down the road..  ;)

Offline Jay Dolan

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Re: What is Quake2World?
« Reply #39 on: February 04, 2012, 08:26:12 PM »
Here's a vid of that map shown above:


http://youtu.be/NSShFOZWWo8

And another one of the new Blaster, which is a work in progress:


http://www.youtube.com/watch?v=9otaqWajx7s

Online themuffinman

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Re: What is Quake2World?
« Reply #40 on: February 05, 2012, 12:57:04 AM »
The flashing low ammo status is really in-yer-face and could get hella irritating fast (maybe you should borrow some ideas from Q4's epic HUD). Also, that lightning fire sound you've got there shouldn't loop - it should only play once at the start of firing and a looping electric sound while firing just like in Q3.

Epic blaster effect! I don't know what is on your to do list as far as work in progress goes, but the blaster's vector origin is way off from the gun muzzle incase you didn't notice  ;)

The plasma effect is also sexy! Trak has out-done himself with those textures - very good quality normal maps. Good to see he didn't use the cheap and easy method (ie: Crazy Bump or that Nvidia Photoshop plugin) that make surfaces look like melted pieces of turd as seen in Berserker@Q2.
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #41 on: February 09, 2012, 11:51:55 AM »
Thanks for the feedback, muffinman. The blaster is indeed a WIP; in fact the model is a placeholder borrowed from Tremulous. When we have a proper model, it will align correctly with the muzzle flash. I'll incorporate your feedback on the HUD; I think you're right.

From a coding perspective, one of the things I've been working on a lot lately is the introduction of a client game module (cgame) -- similar to what Quake3 has. That way, mod developers are free to add new effects or change the HUD around however they want (without having to use Quake2's painful and slow "layouts" syntax). My cgame module even supports custom packet types from the server, so if a mod comes along and wants to send a command to the client that doesn't even exist yet, they are free to do so -- without breaking compatibility with the engine itself. There's now a clean distinction between "core protocol" and "game protocol." And, of course, the client knows nothing about rocket launchers, grenades or railguns anymore -- like it should be. It's basically the client-side complement to the game module, in every way. I put together a quick high-level architecture diagram in Graffle this morning to explain how the engine is organized to newcomers to the team:


Offline [BTF] Reflex

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Re: What is Quake2World?
« Reply #42 on: February 09, 2012, 01:09:12 PM »
Looks pretty sweet..   marking my calendar :)


The teleport sound reminds me of a commander keen sound...  any relation?
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Offline Barton

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Re: What is Quake2World?
« Reply #43 on: February 09, 2012, 10:05:17 PM »
Why do you lag when coming out of teleporters?
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #44 on: February 10, 2012, 05:17:03 AM »
You don't? There's actually a smaller pmove "hold" time than what you have in stock Quake2, and you retain much more of your velocity as well. What map did you experience this on, and what are your basic system specs?

 

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