Author Topic: What is Quake2World?  (Read 14477 times)

Offline Barton

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Re: What is Quake2World?
« Reply #45 on: February 10, 2012, 11:35:11 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?

Yeah, I mean that delay. Why's that in there?
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #46 on: February 10, 2012, 01:04:16 PM »
Ely, I took on building a new game at the very beginning of 2007, having already hacked on Quake2 for just over 2 years and taking things about as far as I could without breaking compatibility with the original game. The thing is, to do any of the interesting stuff I've done in Quake2World thus far, it was absolutely necessary to deviate from Quake2. For example, in order to do bump mapping for realz, I had to extend the Quake2 BSP format to include additional lighting information (directional light data). Quake2World will still load legacy Quake2 BSP files, but they won't have per-pixel lighting -- they can't. The information provided by Quake2 BSP is not sufficient to do bump mapping correctly. Likewise, adding the Quake3 player animation system required changes to the network protocol, game and cgame modules (which, as I mentioned above, Quake2 didn't even have). There's just no way to do this stuff correctly without breaking compatibility.

That said, I don't think the potential pool of players for Quake2World is limited to folks who are still playing Quake2. There are tons of people who have played Quake2 (or any id Software games) in their lives who I think would be willing to check out a completely free, high-resolution remake of a game they remember fondly from years back. And at the end of the day, I honestly don't care if Quake2World draws in hundreds or thousands of steady players. I learned a lot through building it, developed friendships with the folks who have contributed over the years, and will feel very satisfied to say that I produced a game that pays homage to my favorite game of all time :)

Barton, it feels really weird without any delay. I've tried it.

Offline Jay Dolan

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Re: What is Quake2World?
« Reply #47 on: February 12, 2012, 04:27:23 PM »


This is our high-visibility renderer plugin for competitive play.

Offline Sgt. Dick

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Re: What is Quake2World?
« Reply #48 on: February 13, 2012, 03:43:27 AM »
Groovy Dude  :fumeur7:
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Offline peewee_RotA

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Re: What is Quake2World?
« Reply #49 on: February 13, 2012, 06:13:11 AM »
I gotta be honest. I'm really looking forward to this release because so many other people are. Getting a regular player base will make this thing sweet!

Plus it's got plenty of fancy features and should be easy enough to install/configure that we can get plenty of new players.
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #50 on: March 02, 2012, 10:48:05 PM »
Thanks peewee  8)

Just a bump, we've announced that the beta will happen on 4/1/2012. Some info, screens and videos here:

http://quake2world.net/blogs/jdolan/public-beta-set-april-1st

Offline adz1La

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Re: What is Quake2World?
« Reply #51 on: March 02, 2012, 11:48:41 PM »

This is our high-visibility renderer plugin for competitive play.


SKINS?!
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #52 on: March 15, 2012, 11:00:36 PM »
Just an update, our BETA release is less than 3 weeks away. Here are our BETA environments; these are the levels you'll be able to play on Sunday April 1st!

http://www.flickr.com/photos/quake2world/sets/

Offline quadz

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Re: What is Quake2World?
« Reply #53 on: March 27, 2012, 10:49:32 PM »
Basically, I've added air friction to the physics, so that players can't continually accelerate to infinity by mashing the spacebar. It's an attempt to bring some realism to the movement; remember, you're supposed to be a humanoid in Quake, not a spaceship. The clamp will be a server-side setting before Q2W is officially released, so servers can elect to increase it or turn it off.

The reason why the q2dm3 remake feels off is that we've increased the size of the player models about 25%, again for realism purposes. Your player no longer jumps to his own height, but rather about chest high.

Can the jump height also be tweaked via a server-side setting?

This "realism" comment has been gnawing away at my soul for the past few months. :help:

It's difficult for me to write about this without ranting, as this is a huge peeve of mine... but I'll try to just stick to bullet points:

It's my opinion that 'realism' is about the worst of all possible reasons to make changes to gameplay of an FPS like Quake2.

(Especially if something fun/whimsical is lost in the process, such as being able to jump on other players' heads.)

I absolutely loathe the feeling in games (Unreal and Rage come to mind) where one walks up to what looks like a relatively small ledge, and can't jump on top of it.  That's called "realism?"  Only in a Stephen Hawking simulator, for fuck's sake.

In short: Reject the temptation to lower jump height for the sake of realism unless it's compensated for by adding a Tomb Raider or Crysis style ability to haul oneself up onto a ledge that you could obviously climb onto.  Otherwise you've increased anti-realism, not realism.

...

Alright it's still a little rant-y, but at least it's brief...


:dohdohdoh:
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Offline quadz

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Re: What is Quake2World?
« Reply #54 on: March 28, 2012, 12:25:35 AM »
...and on a non-ranty note:

[20:48:40] <jdolan> The Edge remade for Quake2World by Panjoo: http://www.flickr.com/photos/quake2world/sets/72157629684963831/show/


Nice effing work, you magnificent bastards.

:beer:
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Offline Pan

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Re: What is Quake2World?
« Reply #55 on: March 28, 2012, 02:11:53 AM »
Wow.., that's not how I made it. Jay has been playing with the lighting and it didnt get better imo.

> This is the look I was going for before it got changed...  :?
« Last Edit: March 28, 2012, 02:48:57 AM by Pan »
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Offline peewee_RotA

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Re: What is Quake2World?
« Reply #56 on: March 28, 2012, 04:18:59 AM »
That's called "realism?"  Only in a Stephen Hawking simulator, for fuck's sake.

 :lolsign:

There is a preset character in the mod SuperHeroes 2 that sets up the player to be in a rocket powered wheel chair. The mod tanks movement in comparable ways. Although with all of them being server side there is a lot of snapping when the client prediction doesn't know what to do.
« Last Edit: March 28, 2012, 04:21:35 AM by peewee_RotA »
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Offline peewee_RotA

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Re: What is Quake2World?
« Reply #57 on: March 28, 2012, 04:26:24 AM »
Also, I experimented with "realstic" movement in quake 2 and I came to the same conclusion as DDAY mod. There's no use changing movement since it is fun. You just have to find a simple limitation that prevents it from being a common exploit.

In Marine DM/CTF I simply made adjustments to speed during bunny hops only so that players eventually slowed down. Previous versions that didn't allow double jumps, ramp jumps, and normal jump heights was never ever fun in that regard.
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Offline The Dreaming Dragon

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Re: What is Quake2World?
« Reply #58 on: March 28, 2012, 05:24:39 AM »
That's called "realism?"  Only in a Stephen Hawking simulator, for fuck's sake.

 :lolsign:

There is a preset character in the mod SuperHeroes 2 that sets up the player to be in a rocket powered wheel chair. The mod tanks movement in comparable ways. Although with all of them being server side there is a lot of snapping when the client prediction doesn't know what to do.

We NEED a server of Superhero 2 just for the wheelchair guy...and his Endless ChainGun

 :biggungrin:
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Re: What is Quake2World?
« Reply #59 on: March 28, 2012, 11:44:24 AM »
Jay's work is impressive. Non-programmers have no clue just how difficult game engine/graphics programming truly is. Dude's good a programmer. Just wish he'd come into the web world start working on WebGL stuff.
« Last Edit: January 28, 2014, 01:22:38 PM by krenZ »
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