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mew
Joined: 27 Nov 2003
Posts: 21
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Posted: Tue Mar 16, 2004 8:35 am Post subject: [off-topic] digital brutality |
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im either blind, or there is no off-topic section here, so sorry. ;]
ok, digital brutality is a mod i'll possibly do. (about 50% chance)
im merely just writing down ideas and stuff. and thought i'd show this to someone.
have a read and tell me what you think: digital brutality
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Claymore
Joined: 18 Jun 2003
Posts: 210
Location: Portugal
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Posted: Tue Mar 16, 2004 9:13 am Post subject: |
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auch HL2, nice going man
pitty we have to wait until september for that
hey why not also include Domination and Double Domination game type
i don't know much about HL2 physics but i don't realy think that you will be able to change the fisics of the game so radicaly that they will be equal to Q1, that would mean to completly change the physics of the game.
I don't really know but many ppl don't really like to play games with this kind of physics (QW), but it may be a good evolution from Q1 to HL2 and it might take Quake to the final level.
Did you saw the 650 Mb movie of HL2, remember those barrels falling down the wall and each one moving in diferent ways depending on there speed and moving in the 3 axis independently, well to change that to the quake 1 physics this would have to be changed.
but hey in my opinion go for it man, HL2 will be more that ready for mod-makers when it comes out, but i advise be shure to have alot of work, this is diferent from everything made until today, it has nothing to do with HL1,Q1 or Q3, expect something highly complex. |
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Amish
Joined: 29 Jan 2003
Posts: 53
Location: Misery/Missouri US
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Posted: Tue Mar 16, 2004 1:43 pm Post subject: |
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I would prefer some qw mods with your ideas, but this would be nice as well.
Promode and QW physics are awesome, I am a great fan of both. The only downside so far is that HL2 is dx9-based, and those of us that play quake mainly have nvidia based cards... we'll only get bare minimum framerates even with nice (5900-ish) cards. There is hope with a mixed mode that valve is developing, this google link should provide more info on what I am talking about.
http://www.google.com/search?hl=en&ie=UTF-8&oe=UTF-8&q=directx+9+nvidia+half+life+2+precision+&btnG=Google+Search |
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Amish
Joined: 29 Jan 2003
Posts: 53
Location: Misery/Missouri US
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Posted: Tue Mar 16, 2004 1:44 pm Post subject: |
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I can't really comment on the performance until the game ships, as I am sure driver/game revisions should change that, only time will tell. As for me, I play mainly OpenGL based games and especially the quake series. I am normally video card agnostic, but lately I have been buying nVidia cards for that reason alone. It suits my interests better, ATI still makes fine cards, I'm not knocking them in any way. |
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mew
Joined: 27 Nov 2003
Posts: 21
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Posted: Tue Mar 16, 2004 5:22 pm Post subject: |
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Claymore, i am 100% sure that with HL2 engine you can do any kind of movement physics from hell to heaven.
there are almost NO limits for what you can do with the engine. it is specifically made to be easily moddable.
and as it says, it will "most likely" be for HL2. tho all i really need is a coder.
i would EXTREMELY GLADLY make it for quake 1, if someone could code it.
i LOVE the quake 1 engine. q3 engine too. just need the coder, cos i cant code shit.
might actually remove the hl2 engine thing there. just make it to the game i find the coder to. :]
could even be a mod for hl1. i dont really care. just get me the coder. :]
for hl1 it would be easy, because every weapon already exists for hl.
biggest problem would be the grappling hook. tho i asked a friend of mine who is a coder,
and he said it is most likely doable.
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Last edited by mew on Tue Mar 16, 2004 9:56 pm; edited 1 time in total |
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b
Joined: 28 Jan 2003
Posts: 215
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Posted: Tue Mar 16, 2004 7:02 pm Post subject: |
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Amish wrote: |
I would prefer some qw mods with your ideas |
there is a qw mod with double jump around, i <3 double jump
mew: i think you mis understand how double jump works in cpma: the boost you get isnt based on the time between jumps, its always the same (200 units). 0.4 seconds is just the time you have to jump twice in to get the boost, not the optimal value..
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mew
Joined: 27 Nov 2003
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Posted: Tue Mar 16, 2004 9:44 pm Post subject: |
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oh. well, just need to see if it works as well. :] its all testing. :D
this doublejump qw mod, can you run and jump up stairs like in cpm?
and not bump and stop on them like in qw.
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Claymore
Joined: 18 Jun 2003
Posts: 210
Location: Portugal
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Posted: Tue Mar 16, 2004 9:48 pm Post subject: |
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Quote: |
i LOVE the quake 1 engine. q3 engine too. just need the coder, cos i cant code shit |
Well then i advise you to first learn how to code in QC and then code it yourself in QW engine, don't go to HL2 moding, that engine is not for what you want to do, programing in QC is a bit like programing in C, only it's more limited, it's not that easy like your saying, it's not just getting a coder and bamm mod is done and every body is happy.
If you don't care about the engine, high quality graphics like you say in your webpage then do the mod in QW engine, HL2 engine is for mods that want to have the maximum detail, that's why it's a game that will run under DirectX 9 and not OpenGL 1.4 like fuhquake does, that's why coding the mods for HL2 will be harder that most of the games, since it's so great and there are almost no limits (never say "there are literally NO limits ", there will always be limits), the language wiill be for sure complex.
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Tue Mar 16, 2004 10:23 pm Post subject: |
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windows only, steam, etc.
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b
Joined: 28 Jan 2003
Posts: 215
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Posted: Tue Mar 16, 2004 11:19 pm Post subject: |
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mew wrote: |
oh. well, just need to see if it works as well. :] its all testing.
this doublejump qw mod, can you run and jump up stairs like in cpm?
and not bump and stop on them like in qw. |
no u cant, not without an engine extension (look on zquake news for pm_airstep for more info)
but u can still double jump off things the right height (between 40 and 48 units), off slopes, thru teles, after banging ur head, all like in cpma
http://www.challenge-tv.com/index.php?mode=demos&game=2
look for demos listed as trick, with double jump in the comments
edit: heres a google search for the mod http://www.google.com.au/search?q=jawnmode&ie=UTF-8&oe=UTF-8&hl=en&meta=
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Tue Mar 16, 2004 11:30 pm Post subject: |
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Claymore wrote: |
HL2 engine is for mods that want to have the maximum detail, that's why it's a game that will run under DirectX 9 and not OpenGL 1.4 like fuhquake does, |
You either work for microsoft or simply have no understanding of what Directx / OpenGL are.
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Wed Mar 17, 2004 12:33 am Post subject: |
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:) |
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Claymore
Joined: 18 Jun 2003
Posts: 210
Location: Portugal
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Posted: Wed Mar 17, 2004 4:07 am Post subject: |
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why do you say that fuh ? Does fuhquake uses Direct 3D from Direct X 9 ?
because the last time i check it was still using OpenGL rendering systems.
Unless you changed that and never told anyone
btw oldman, it's HL2 not HL1 |
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oldman
Joined: 10 Sep 2002
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Posted: Wed Mar 17, 2004 4:38 am Post subject: |
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Claymore wrote: |
why do you say that fuh ? Does fuhquake uses Direct 3D from Direct X 9 ?
because the last time i check it was still using OpenGL rendering systems.
Unless you changed that and never told anyone
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I think he's referring to the fact that u suggest coding for directx allows for 'maximum detail' whereas opengl 'doesn't'. This is clearly a misguided view.
Claymore wrote: |
btw oldman, it's HL2 not HL1 |
? there isn't/will not be linux clients for either of these games and steam is/will be used for the multiplayer
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Claymore
Joined: 18 Jun 2003
Posts: 210
Location: Portugal
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Posted: Wed Mar 17, 2004 4:54 am Post subject: |
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lol man, auch what a big confusion that's going on here, lol, when i said about programing the mod, i was refering about programing "the mod" not the graphics part, mew said that he wanted the mod but didn't care about the engine or the graphics part, and when i told him to program in QC that was because it's preferable since it's easier rather than programing in HL2 modding language. Since what he wants it's not that special that it would be better not make is mod for Q1. Simple
And HL2 it's limited to Linux since Direct X only works in windows, and since most players around the world use windows why bother in making an High-end game for Linux. |
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Wed Mar 17, 2004 7:31 am Post subject: |
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Quote: |
since Direct X only works in windows |
hence use opengl
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and since most players around the world use windows why bother in making an High-end game for Linux. |
:/
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Claymore
Joined: 18 Jun 2003
Posts: 210
Location: Portugal
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Posted: Wed Mar 17, 2004 8:10 am Post subject: |
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hey it's true |
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mew
Joined: 27 Nov 2003
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Posted: Wed Mar 17, 2004 11:20 am Post subject: |
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i said i dont care about the graphics. didnt say that i dont care about the engine.
and HL2 engine would definitely be the best one to go with.
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Claymore
Joined: 18 Jun 2003
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Posted: Wed Mar 17, 2004 10:14 pm Post subject: |
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The graphics and its physics, they are the best part of the engine. BTW do you have an Radeon 9800 to go with ? |
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mew
Joined: 27 Nov 2003
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Posted: Thu Mar 18, 2004 1:25 am Post subject: |
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nope. gf 4 ti 4600. but im planning to buy the 9800 pro if i can summon enough cash. :]
oen of the best things in HL2 engine is that it runs on even a poor rig. they say that it is playable with a 700mhz + gf 2.
which is pretty darn good if you ask me.
but of course they recommend you use a better one. (doh)
the clips you might have seen around where they show off the game
were from a 2000mhz + gf4 ti 4600 rig. they say it in the long interview clip i think.
and i think the engine will be extremely tweakable, so you can pull down all the graphic stuff
so that it runs well. its the configuration capabilities im after really...
of course this is only according to the stuff i've heard.
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