Author Topic: Why Q2?  (Read 13824 times)

Offline themuffinman

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Re: Why Q2?
« Reply #15 on: January 09, 2012, 01:25:48 PM »
Drop INVUL and replace it with some clone of battle suit. ;D

It's called the Enviro Suit (in base3)  :eyecrazy:

I was able to change the value in Lithium CTF so the powershield absorbs 100 percent from cells,  instead of just 50 percent of the damage. didn't know. 50 percent is kind of broken. But it is only in stock q2.

Didn't the vanilla CTF mod do exactly that? Maybe I've got it all mixed up...
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Offline The Happy Friar

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Re: Why Q2?
« Reply #16 on: January 09, 2012, 06:46:32 PM »
Whats the major reason why q2 cant look better then it does ? Q3 - QL graphics are far superior , if I had my choice q2 would look like Q3 and feel like q2 > Is that to much to ask :).

Q3/QL is a newer engine, graphics wise, has more detail in the maps, textures and models, things like that.

If someone took the time, any modern Q2 or Q3A engine would look identical.  World of Padman, Alien Arena & others are what the results of doing that are.
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Offline [BTF]Jehar

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Re: Why Q2?
« Reply #17 on: January 10, 2012, 03:56:37 PM »
Whats the major reason why q2 cant look better then it does ? Q3 - QL graphics are far superior , if I had my choice q2 would look like Q3 and feel like q2 > Is that to much to ask :).

Besides the actual assets themselves, q2 and q3 use vastly different model formats. md2s in q2 are animated by transformations to the raw vertices, as opposed to any skeletal animation as displayed with md3s. This accounts for the somewhat strange waggles in models as they run through their idle animations. In addition, player models in q3 are actually defined by three seperate models (head, torso, legs) that can animate independently. The main effect this has is character models being able to properly look down by a simple rotation of two models, instead of having animation frames for every single vertical angle.

Beyond that, Quake 3 innovated with texture shader language, which allows several layers of 2d elements to blend with each other in various methods and transformations. This allows for dynamically animated sky, liquid, and effect shaders. Quake 2 relies purely on frame-defined animations, which are actually a bit of a pain in the ass.

Oh, and Quake 3 has patch meshes for smoother curves and surface matrices.
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Offline reaper

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Re: Why Q2?
« Reply #18 on: January 10, 2012, 04:13:55 PM »
1. What makes you play Q2 instead of any other Quake? - movement is nice, ramp jumps, double jumps, didn't really like quake live
2. What features have you always wanted in Q2? - stats, in game server browser, mp3 player, voice
3. What don't you like about Q2? - lack of good 4vs4 games
4. What's a better starting weapon choice - blaster or gauntlet/low-powered MG combo? depends on the game, I like the blaster kills in Q2
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Offline EmeraldTiger

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Re: Why Q2?
« Reply #19 on: January 10, 2012, 11:57:50 PM »
I enjoy Quake 2 because for both nostalgia reasons and others. It was the first one I played, and I enjoyed playing through SP on the PS1 back in the days. I didn't have it on PC then though, and this was looong before I ever went into mapmaking. (I'm speculating 2002 or somewhere along those lines) I picked back up on it in 2009 when wanting to get into level design. I was still mainly a single player guy for the whole of 2009 though, and it wasn't until 2010 I believe when I picked up on the deathmatch aspect of Quake 2, which ended up being a blast.

Even though Q3 has a more refined arsenal with set purposes, I prefer Q2's weapons for their feel and the fact that some weapons actually have advantages over others. Pick up MG, trying to race for RL, etc. and the slow weapon switch, while annoying, does at least make you choose your weapons more carefully, rather than just blindly switching in between. The pace is just right imo and the physics are smooth enough to allow you to move freely throughout maps with good flow. The SP missions, while a bit easy, did show good sense of layout and design when compared to the long line cutscene festival of today's FPS, and of course many user made levels (and the Rogue mission pack, although I could never finish it because of crashing issues) can offer quite a challenge to quench your thirst.
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Offline Barton

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Re: Why Q2?
« Reply #20 on: January 11, 2012, 08:48:36 AM »
2. What features have you always wanted in Q2? - stats, in game server browser, mp3 player, voice

I'd love for the ability to customize your own HUD.
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Offline themuffinman

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Re: Why Q2?
« Reply #21 on: January 11, 2012, 09:51:21 AM »
The mod, being based on Team Arena, already has HUD and menu scripting which I'm improving upon with extra features. You would be able to make HUDs using <these features>
<these features> and more

MP3 player support is dodgy since the creators are apparently a bunch of corporate money-grabbers who might give shit about licencing etc. for using their codecs... ah to hell with it, I'll look into adding it eventually.

In-game server browser is planned to be added when the the whole menu system is redesigned.

Voice (as in VoIP) is already possible, since I'm using the ioquake3 engine... I haven't personally tried it though. Here's more of the features - http://ioquake3.org/improvements/ It also apparently has HTML downloading which is many times faster than that usual slow-as-hell downloading from the game server.

In-game stats would definitely be added with at least the same set of stats as QL currently has (item control per item, weapon accuracy [individual/overall], kills/deaths or net depending on game-type, medal awards, shots fired, damage delivered/received etc.) then possibly more stats such as weapon efficiency. &lt;Here&gt;
<Here> is an screenie of the QL duel scoreboard for reference. I'd improve on that design though since it's really cluttered, and rather have tabs on the top to hide/show stats, sort of like the TDM scoreboard: &lt;here&gt;
<here> and &lt;here&gt;
<here>.

As for QL, yeah I'm not a fan of it either, it's just the only Quake I can find local matches on these days. They did get a few things right with it though.
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Offline st1gmata

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Re: Why Q2?
« Reply #22 on: January 11, 2012, 01:22:44 PM »
very nice idea about mod, themuffinman :notworthy: very wait for 1st realise.
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Offline Jay Dolan

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Re: Why Q2?
« Reply #23 on: January 12, 2012, 02:26:42 PM »
Whats the major reason why q2 cant look better then it does ? Q3 - QL graphics are far superior , if I had my choice q2 would look like Q3 and feel like q2 > Is that to much to ask :).

Oh, you mean like Quake2World:beer:

Offline Acer

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Re: Why Q2?
« Reply #24 on: January 12, 2012, 04:17:56 PM »
Q2w could work out well and so far movement is l33t, but with those überfast rockets in q2w and the omission of handgrenades you can't say it feels like q2, not yet :P
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Offline Jay Dolan

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Re: Why Q2?
« Reply #25 on: January 12, 2012, 08:20:20 PM »
No, that's true. The weapons are actually a good bit removed from Q2. Players start with the boomstick, there's no CG, the rockets are more like QW/Q3, we have a lightning gun, and the hyperblaster has been traded up for a plasma gun complete with wall climbing. You make a good point, sir.

Offline VaeVictis

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Re: Why Q2?
« Reply #26 on: January 12, 2012, 11:54:03 PM »
No, that's true. The weapons are actually a good bit removed from Q2. Players start with the boomstick, there's no CG, the rockets are more like QW/Q3, we have a lightning gun, and the hyperblaster has been traded up for a plasma gun complete with wall climbing. You make a good point, sir.

i dislike q2w as it just doesnt feel solid like the actual quake games... :)

but i have to point out something extremely off in what you said... you lumped qw and q3 rockets together? lol qw rockets are nothing like q3 rockets
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Offline Sgt. Dick

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Re: Why Q2?
« Reply #27 on: January 13, 2012, 03:39:12 AM »
A Jay Dolan sighting  :bananaw00t:
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Offline Jay Dolan

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Re: Why Q2?
« Reply #28 on: January 13, 2012, 05:36:36 AM »
Vae, I can't even tell you how little your opinion means to me.

 :ubershock: :rocketleft:

Offline VaeVictis

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Re: Why Q2?
« Reply #29 on: January 14, 2012, 12:32:58 AM »
Vae, I can't even tell you how little your opinion means to me.

 :ubershock: :rocketleft:

there is quite a difference in people who code for quake... and people who can actually play it :)

guess you wouldnt value my opinion... you dont do either really... you do the quake equivalent of masturbating, you made your own version to play with yourself
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