Author Topic: Calling sport and pro level players..  (Read 13630 times)

Offline Jay Dolan

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Re: Calling sport and pro level players..
« Reply #15 on: January 22, 2008, 02:45:35 AM »
That's the original Stress Fractures build, dressed up with some Quake2World materials (similar to Q3A shaders), and some falling snow.  However a proper re-rub of Fractures with high-res arctic textures is underway, and will be included in the 1.0 release.  The same goes for q2rdm2 (Chastity Belt Duel) and that DOOM remake you spotted (which is actually a legacy level called Torn Glory by Cardo).  In fact, I've been working on the retex of Torn Glory, you can preview some shots here:  http://jdolan.dyndns.org/jaydolan/tmp/torn_retex

Offline lidz

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Re: Calling sport and pro level players..
« Reply #16 on: January 22, 2008, 07:18:04 AM »
Screen shots of maps doesn't really mean much - post a demo of game play or people just running around.  Can't sell people on an idea without giving them some idea of what is different.

I can't give you a demo -- Quake2World protocol is significantly different from Quake2; you don't have a client that could view it (unless you installed Quake2World).  The shots were really just to prove that the project is for real, and to show how much prettier than Q2 it looks.  And I did give you an idea of what is different -- that's what the first post was.   :lolsign:

Come on now, my lazy ass needs a clickable link, that states - HERE IS THE LINK TO WATCH THE DEMO!  I can't be bothered with looking around... :evilgrin:
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Offline Whirlingdervish

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Re: Calling sport and pro level players..
« Reply #17 on: January 22, 2008, 08:12:48 AM »
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Offline m4$73r j14u

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Re: Calling sport and pro level players..
« Reply #18 on: January 23, 2008, 09:32:23 AM »
Will there be a close combat weapon like the axe in quake1 ?

Can you hurt/kill people when you jump on players heads from some height?
 
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Offline Whirlingdervish

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Re: Calling sport and pro level players..
« Reply #19 on: January 23, 2008, 09:52:20 AM »
Quote from: m4$73r j14u on January 23, 2008, 09:32:23 AM
Quote from: m4$73r j14u on January 23, 2008, 09:32:23 AM
Can you hurt/kill people when you jump on players heads from some height?


well, that's something I've always wanted to see done well in a shooter.
I jump on people all the time and it would be nice to see them take a bit of damage when I nearly crater on them.


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Offline deft

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Re: Calling sport and pro level players..
« Reply #20 on: January 23, 2008, 01:12:35 PM »
Unreal Tournament has it.
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Offline X'tyfe

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Re: Calling sport and pro level players..
« Reply #21 on: January 23, 2008, 06:02:59 PM »
..
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Offline Jay Dolan

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Re: Calling sport and pro level players..
« Reply #22 on: January 24, 2008, 04:22:58 AM »
Melee weapon, possibly to probably.  Stomping damage..eh, maybe.  It doesn't sound like a bad idea.

Btw, did any of you happen to see this blog entry?

http://jdolan.dyndns.org/quake2world/?q=node/55
« Last Edit: January 24, 2008, 04:24:55 AM by Jay Dolan »
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Offline R1CH

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Re: Calling sport and pro level players..
« Reply #23 on: January 24, 2008, 04:31:01 AM »
Btw, did any of you happen to see this blog entry?

http://jdolan.dyndns.org/quake2world/?q=node/55
If you're going to publicize benchmarks you should at least ensure they are representative of what you're showing. Standing in a single spot, looking in a single direction is not exactly a common behavior for a Q2 player, yet you've specifically optimized for that case in your engine. I would be much more interested to see the results of a timedemo or other benchmark that is actually representative of gameplay.
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Offline Jay Dolan

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Re: Calling sport and pro level players..
« Reply #24 on: January 24, 2008, 10:57:10 AM »
You're talking about the trick I came up with to skip bsp tree recursions under certain circumstances... the trick that yields a most noticeable performance gain even when running around at full speed... riiight.  R1CH, look at my renderer's source code, and then look at yours.  There's no mystery or misrepresentation here.  If it would make you happier, I can ask him to run-run his benchmarks without mesh entities and with r_optimize 0.

 :nana:


Edited to be nice.
« Last Edit: January 24, 2008, 11:41:02 AM by Jay Dolan »
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Offline jägermonsta

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Re: Calling sport and pro level players..
« Reply #25 on: January 24, 2008, 10:58:29 AM »
Nerds!
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Offline PANTONE 7717C

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Re: Calling sport and pro level players..
« Reply #26 on: January 24, 2008, 01:18:23 PM »
Pan, don't think I don't know who you are ;)  We'd love to have another veteran Quake2 mapper onboard.  Have you seen http://quake2world.net/mapping?  If you're interested, let me know!

Hehe, small world isn't it. Yes I've checked out the website before and was quite pleased to read about some of the (mapping) features like surf_trans, surf_nodraw, shaders and floating items. Only thing "missing" is the excellent Q3 vis_leafgroup feature:P, I don't know if you're familiar with it but it's something I've always wanted to see in Q2. That would really help boost the performance on problem maps since it gives you complete control over redundant groups of polys that are out of the player's pov. Although I doubt it would be possible in Q2. Anyways, check your PM's plz.
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Offline Jay Dolan

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Re: Calling sport and pro level players..
« Reply #27 on: February 06, 2008, 09:12:00 AM »
I'll grep the q3map2 source for that one.  Indeed, optimizing in-game performance upfront through the map compiler is the way to go at this point.  There aren't many other opportunities for performance refactoring in the renderer (at least not for rendering q2 bsp).  That said, here's a shot of Q2W pulling triple-digit framerates with 10K r_speeds on my modest hardware (8600GT).



Also, the Torn Glory retexture I made mention of earlier is complete and now available in svn/rsync.

Offline naymlis

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Re: Calling sport and pro level players..
« Reply #28 on: February 06, 2008, 07:27:57 PM »
no hand grenades.. instant fail!  :eyecrazy:
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Offline peewee_RotA

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Re: Calling sport and pro level players..
« Reply #29 on: February 07, 2008, 03:37:36 AM »
no hand grenades.. instant fail!  :eyecrazy:
I'm surprised this wasn't mentioned in every reply.

Main concerns on my end:
no hand grenades.
Rocket damage/knockback is drastically different which changes the game feel significantly.

However this is a great engine boost. It's best compared to jDoom, jHexen, and jHeretic. Jay has put a lot of effort into modernizing the engine enough to make it a viable selection for serious projects. Personally, I don't see quake2world the game. I see quake2world the engine and I'm excited to get Megaman involved in the project as soon as I have reached my goal of 3.0 on the standard engine.

Most mods will be easily converted over to the new engine by tweaking rather than reinventing. It's going to rely on an audience to get onboard, and it's by far not the first or only revival project, but Jay has really stayed dedicated to this project which is the kind of quality that can make it succeed.

I probably won't be available for testing, but I'm very much so interested in it's potential. I've got a few non-quake2 related projects I've been considering this engine for.
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