Author Topic: What is Quake2World?  (Read 21542 times)

Offline VaeVictis

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Re: What is Quake2World?
« Reply #60 on: March 28, 2012, 07:32:54 PM »
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.

usual limitations for good movement with restriction to promote more "realistic" play, would be stamina to prevent how much you can jump in one go (seen in rtcw, which worked out great), or you could just kick up the air friction to start effecting players sooner...
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Offline peewee_RotA

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Re: What is Quake2World?
« Reply #61 on: March 29, 2012, 03:24:16 AM »
usual limitations for good movement with restriction to promote more "realistic" play, would be stamina to prevent how much you can jump in one go (seen in rtcw, which worked out great), or you could just kick up the air friction to start effecting players sooner...

The stamina thing is used in DDAY mod. That's why I brought it up. Some maps are designed to allow you a single double-jump to get a sniper into certain spots.

I'm not sure which came first, DDAY or RTCW, but it was about the same time for both.
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #62 on: March 30, 2012, 05:16:46 AM »
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.

Haha, okay, let me clarify:

- The player bbox and visible model is 20% larger in Q2W. I did this so that the player looks more naturally sized for the standard 16u Quake2 stairs (even tho most of our maps use 8u stairs).
- The jump height itself is approximately the same as Quake2. Increasing it dramatically would make the movement a bit absurd. I may increase it slightly during the BETA if that's the feedback we get.
- I've spent a lot of time on pmove lately, porting over logic from Quake3, but taking care to preserve Quake2 trick jumps.

About being able to pull yourself up a ledge.. that actually wouldn't be that difficult to code, but we lack the animations for it. We're using Quake3 player models.. we could maybe steal the Urban Terror ones, which would give us ladders and ledge climbing ;)

Offline Jay Dolan

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Re: What is Quake2World?
« Reply #63 on: April 01, 2012, 06:10:49 AM »
Well, it's here! http://quake2world.net. Enjoy! And please join us in #quetoo on irc.freenode.net.

Offline [BTF]Sigma

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Re: What is Quake2World?
« Reply #64 on: April 01, 2012, 11:22:55 AM »
Installing now.....

pretty excited to try this out Jay. Thanks for the release.
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #65 on: April 02, 2012, 04:28:22 PM »
Thank you Ely! The movement code is definitely a work in progress, and gibs will appear just as soon as I can guilt someone into making some gib models  :beer:

Offline The Happy Friar

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Re: What is Quake2World?
« Reply #66 on: April 05, 2012, 04:03:09 AM »
I tried it out last night and was pretty impressed.  I like the speed you move at, graphics are nice.   I agree you need gibs, a couple of the weapon models could to be different and I saw a glitch in weapon switching, but those are cosmetic things, it's still pretty fun to play.  I would of preferred an initial download that included everything you needed to play & you update from that though.  Also not sure why but I tried to connect to three servers and could only connect to one, the other two always timed out (same issue I had with Nuclear Dawn a few days ago).

I like the color coded console and I really like the simple menu system.

EDIT: I have an ATI 3850 (the min you say) and it ran great.  I was expecting hitching, stuttering, etc. because it's the min but it looked and ran beautiful.

EDIT 2: did you ever find anyone to model the grenade+hand & gib models?
« Last Edit: April 05, 2012, 04:17:10 AM by The Happy Friar »
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Offline The Happy Friar

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Re: What is Quake2World?
« Reply #67 on: April 06, 2012, 07:59:58 PM »
Here's a head gib I worked on.  I used the enforcer model as the base.  Uses new gib textures based off the same texture.
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Offline peewee_RotA

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Re: What is Quake2World?
« Reply #68 on: April 06, 2012, 09:25:28 PM »
t'would be interesting to have a separate gib set of models for each player model. And if they don't exist, just load a default set.
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Offline The Happy Friar

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Re: What is Quake2World?
« Reply #69 on: April 07, 2012, 03:57:50 AM »
Like the standard Quake player model setup, correct?  I was thinking the same thing, I wonder how the memory requirements would be though.
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Offline Jay Dolan

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Re: What is Quake2World?
« Reply #70 on: April 14, 2012, 05:13:07 AM »
That's a pretty sweet head gib, THF! One of our artists has already started on a generic set of gibs, tho, that will look believable with any player model (because they're just fleshy chunks). They will appear in the game within the next couple of weeks.. he's also working on new normalmaps for Stress Fractures, which he wants to finish first.

As for downloading a full version of the BETA, the problem with that is that since 4/1, there have already been over 70! updates to the code and / or artwork. The project moves way too fast for a snapshot to stay relevant, and so that's why we do the rolling release with the built-in updater.

For example, that weapon switching glitch has already been fixed ;)

The team is really glad you guys are liking the game! Haunted and a few other folks are really driving its adoption within the Q2 community, and it's greatly appreciated. We've seen our IRC channel grow by about 35% since 4/1, and it puts a huge smile on my face when I fire the game up to test a new change and notice that some of the servers are populated :)

Offline adz1La

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Re: What is Quake2World?
« Reply #71 on: April 14, 2012, 08:25:13 PM »
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Offline peewee_RotA

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Re: What is Quake2World?
« Reply #72 on: April 15, 2012, 06:43:27 AM »
I don't know who runs the "Quake II" account on Facebook, but it announced Quake2 World a couple days ago and had a lot of positive responses as well.
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Offline THERSOfi

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Re: What is Quake2World?
« Reply #73 on: April 15, 2012, 02:55:47 PM »
Wow, that looks like utter shit.
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Offline adz1La

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Re: What is Quake2World?
« Reply #74 on: April 15, 2012, 03:07:52 PM »
just the settings i play on
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