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We (The OpenQuake Project) have decided to form a mod verification team to check for viruses complete with a stamp of approval. We are trying to become _the_ authority on mods and (more specifically) *safe* mods
This game is called WarQuake.Well... Sounds like a good idea to me. Email this man, folks! Lets get the show on the road!
Similer to CTF, but with no flags. What happens is your entire team respawns in your own "zone",and basically,you have to get your entire team to the other teams "zone",and have the whole team be in that zone for about 10 seconds. If you get this accomplished,you either finish the level or get extra frags(yet to be decided). You will start with the equivelent of a few rocket hits worth of armor,and you will _always_ start in your zone. Please send feedback for this idea to: maxwells@ihug.co.nz.
> Quake Mountain -- Resource for latest clan and tournament news now hasMore Drivers...
> its clan database up, all clans that play deathmatch , capture the flag,
> or team fortress head over and sign your clans up for the list.
> Including if you are a quake2 clan or a woman clan, exspecially that
> last one!
>
> signups are being held at Quake Mountain (http://www.brutality.com/qm/)
>
> Have a good day!
>
> -------------------------------
> ShaGGy
> qm@brutality.com
> There are now unsupported beta OpenGL drivers for the Diamond StealthQuake II Page
> II. There run pretty fast. I have got about 2fps slower in GLQ2 than
> in VQ2, using random timerefreshes. Anyhow goto
>
> http://www.users.wineasy.se/bjornt/bt3d.html
>
> for more info.
>
> --
> _______________
> Chris Skena
> izod@pobox.com
Heh, all this talk of Quake II release dates on the various web pages brings to mind an outing Brian and I had last week.
We went to Electronics Boutique to look around for new stuff and I asked the sales clerk for a release date for G-Police. He rambled off a date after consulting his "Book of Dates".
Feeling cocky, I asked him for a release date for Quake II. After consulting his sacred "Book of Dates", he proudly proclaimed "November 24th!". Brian and I looked at each other and chuckled.
After identifying ourselves, we shot the shit for a while and explained to him that any dates that have been provided are pure speculation. We're shooting for Christmas, and will go to a gold master "soon", in "two weeks", and "when it's done" =)
>Many Thanks for your answer,License agreements
>Now I have one more question,- last one !!
>Can I expext that the final release of Q2 is gonna get a overall faster
>framerate (including high qual. sounds, CD Audio, poly Xplosions ect.)
>than the Q2demo1?
Yes, several things have been improved. Probably 10% to 15% faster overall.
High quality sound will cut performance by 5% to 10%, and require about three megs more ram.
John Carmack
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Work-wise I did some renders for manual art yesterday in between fixing a couple of the brain's animations. I also did a little easter egg paying homage to my birthday festivities. American put sound to the mission brief animations I did and it adds a helluva lot to their utility.Quake II Cursor
Now I'm tweaking the mutant nobody's seen yet and plan on making a big push to get the final boss done. The female player character still awaits my deft ministrations (mmm, mm). I did some tests with her ponytail to get a convincing swing going and it definitely adds a lot to her character (kinda like the whole finger-tapping thing).
Kevin did some polygon explosions that look very KEWL and many if not all the major things you all wrote in about have been fixed/changed by now thanks the man in black. Gibs still seem a bit small to me but we'll have to just wait and see.
Work LogDeathmatch Maker II
========
11/11
*sounds & general cleanup on: gunner, brain, floater, hover, and mutant
*added NO_PROTECTION option to trigger_hurt
*fixed sound channel 18 crash
*put in floaters melee attacks (need polishing)
*removed old power screen code and bits
*finished rework of alias shell code
EF bits reworked to reflect new method
RF bits interpreted according to new method
set up new ref_soft color choices
fixed power power shield to it
fixed medic's healing procedure to use it
fixed DM powerups to use it
now available in seven colors
*added a true/false return to fire_hit so we know which sound to play (hit or miss)
*fixed source and dest on medic's cable so they look better
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Quake 2 model supportPaul Jaquays With The .plan
View models with multiple textures
View model textures seperately
View text files (.rc and .cfg) without having to extract them first
View graphics files - Quake .lmp's and Quake 2 .pcx's
User interface fixes and enhancments
Life in the Quake 2 Lane:Hardware Review
Playtest. Tweak, adjust, modify, polish. Wait for the next feature to be implemented. Playtest. Tweak, adjust, modify, polish. Repeat until Kevin Cloud says "Stick a fork in that sucker."
Work LogBloodShot
========
11/10
*stopped trigger spawned monster from telefragging themselves
*fixed crash when firing railgun
*fixed trigger_gravity (still non-functional pending a change in player movement
*added Strogg ship model
*changed power armor code to allow monsters to have it also
*fixed a crash in ref_gl caused by bad frame numbers; made it a warning
*gave the brain a power screen
*made the clock function portable; also fixed a possible buffer allocation problem
*reworked the fly code and made it cleaner
*put in the new power screen model and effects
*reworked the RF side of the shell effect
*fixed good_guys going to a bad frame upon death
Man, keeping a work log is such a pain. I just realized after I checked in all my code that I'd fixed a whole stack of bugs, but I never remember to write them down when I fix them. I generally consider "work accomplished" to consist only of "things I intended to do", as opposed to "things that I've actually done". I'll be better about that in the future. Tomorrow I take the day off to hang out with my bestest bud, Rora, so I won't be doing any plan updates and stuff tomorrow.Brian Hook Q&A log posted
Didn't get much done today, although I don't really remember screwing off too much. I implemented the scrolling credits in the menu, and I also implemented 8-bit skies in the GL implementation. I messed around quite a bit with Visual Quantify from Rational. Looks pretty good so far, although I got an "Out of Virtual Memory" dialog on a system with 128MB of RAM, *ahem*.
I got to spend an hour or so on the GameGirlz IRC channel and hopefully answered a lot of questions for everyone. I had a great time, and I hope that the site takes off really well (http://www.gamegirlz.com). I'm really hyped that Quake2 will have a female character that might actually appeal to females instead of just hormonally-agitated teenage boys.
Wednesday my agenda is going to be (in order of priority):
- finish up menu stuff as problems/comments arise
- fix the player setup menu so that the FOV isn't all messed up
- see why weapon models are being rendered slightly different in ref_gl and ref_soft
- see how easy it is to sort transparent entities, and if it's trivial go ahead and implement it so that obvious sorting errors are resolved
- mess around with HiProf and Visual Quantify a little bit more and see if I can get any real data from them
- experiment with stereo support under OpenGL
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Quake2 using the Verite renderer plays *very well* on a Screemin 3D, with no noticeable errors. At 640x480 it clocks a very respectable 20fps on average, and for those without a Voodoo card, is a very attractive alternative. I also noticed that the Verite chip itself heats up to about 150 degrees F when playing Quake2! WipeoutXL takes it up to only about 140... wow.The screenshots he sent:
Well I finished up the end of unit anims which include a mission brief for the next unit. Since I got pretty bacchanalian and decadently convivial a couple days too many last week I had to jam on them pretty hard over the weekend. Basically I started them on Saturday around noon and cranked out about 2500 frames of animations between then and now. I'm not whining, mind you. Just re-affirming my personal 'play hard - work hard' philosophy. I'm paying for it now though. American's putting cool sound to the anims now and they're going to be pretty neat eye candy for yooze guyz and girlgamerz out there.Slipgate
Next I'm on to finishing up the end boss and fpc. Tweak city doth follow.
Saw the new anims up on Ion Storm's site and I must say those characters look pretty damn interesting. I especially dug the motion blur on the guy getting knocked back and the dynamic lighting, muzzle flash and detail on the other guy shooting. Should look great in the game.
Now back to saving those damn .tri's...
An 8mb AGP permedia2 (DON'T get a 4mb board!) will run the editor well, but you don't get colored lighting or mipmapping in the game with it.And Another New Site
John Carmack
joy_advaxisx 3Another new site
joy_advaxisy 0
joy_advaxisz 1
joy_advaxisr 2
joy_advaxisu 4
joy_advaxisv 0
//0 is quake null
//1 is quake translate along longitidunal axis (forward)
//2 is quake rotate about lateral axis (pitch)
//3 is quake translate along lateral axis (side)
//4 is quake rotate about vertical axis (yaw)
//assumming horizontal mode for sporb
//x is sporbs lateral translate (side)
//y is sporbs vertical translate (up/down)
//z is sporbs longitudonal translate (forward)
//r is sporbs rotate about lateral (pitch)
//u is sporbs rotate about vertical (yaw)
//v is sporbs rotate about long (roll)
joy thresholds: how much you have to move it before it finally response.
joy thresholds: how quickly it goes to max acceleration as you move in a particular direction
joy name: any name will do
joyadvancedupdate:seems to 'make so' the joy_advaxis commands
msg: message filter,highter the number the more types it filters, like talk commands and obituraries
Things I did today included:GameGirlz.com Opens
- found a pointer bug in ref_soft.dll relating to image loading. Have I mentioned that BoundsChecker rules?
- cleaned up the "player setup" menu somewhat. Put a border around the model viewport, moved the model back a bit so it doesn't "fisheye" too much, and removed the "team" field (since choice of team will be implicity by choice of skin or model).
- rewrote some really gruesome menu code that I had done pretty sloppily a while ago. Good thing too.
- made character lines 9 pixels tall instead of 10 pixels in the "customize keys" menu so that all the keys would fit on the screen without overwriting the status bar
- I'm caching cursor images now before loading the main menu so that there isn't a noticeable stuttering effect when the main menu is first brought up
- renamed "Communications Center" to "Comm Satellite" in the "Start Map" selection screen, since "Communications Center" was too wide to fit at 320x240.
- during the last merge I inadvertently broke cinematics on the Intergraphs since I was calling glColorTableEXT even if it didn't exist. Whoops.
- added banners to the "save game" and "address book" menus
- reformatted more menu stuff
- narrowed down a bug where player setup wasn't showing up on 3Dfx. Looks like it is probably a 3Dfx minidriver bug, so we'll wait to see if that fixes it.
- fixed bug in the video apply stuff where brightness was not being set correctly on 3Dfx
- made the "deathmatch options" menu properly read the "dmflags" cvar and set things accordingly
- removed "double negatives" from the "start server" deathmatch options, e.g. we used to have an option called "no powerups", which could be "yes" or "no", and now it's just called "allow powerups".
- made the key labels in "customize keys" green instead of white
- went to dinner at Chili's. Man, how I long for a good restaurant in Mesquite.
I had hoped to get around to messing with HiProf and Visual Quantify today, but it's already 2AM and I need to get home to watch today's NFL highlights on ESPN SportsCenter. :-)
Tomorrow I'm going to mess with profilers after I get 8-bit skies working a little better. Get this -- right now skies are loaded as 16-bit TGA files, up converted to 32-bit ARGB textures, then quantized back to 16-bit RGB values, which are then indexed into a 16-to-8 inverse palette.
How's THAT for ugly? I'm fixing this on general principle. If an 8-bit PCX version of a file is available I will load that and use its palette directly instead of dealing with the up/down/quantize/palette headache we're going through right now.
I'm also trying desperately to finish up the menu tweaks -- need to add a credits screen with scrolling text.
November 10, 1997 - GameGirlz.com Website launches!BloodShot
http://www.gamegirlz.com
Move over boys… here come the girlz!
Remember a time when women fought to be in control of the TV remote? When they demanded the instructions for the VCR? This year they went out and bought RAM and computer games without your approval first! Well, welcome to the 90's folks! Women are coming online in masses. Invading your IRC channels, your mailing lists, and now your favorite game servers! We are proud to announce the website launch of GameGirlz.com! Looking at the Computer gaming industry through a girlz' eyes has never been quite like this! Packed with news, reviews and articles sure to please any games fan!
To kick off the Gamegirlz.com site launch we will be holding an Internet IRC chat party!
When: Monday November 10th at 7pm PST / 9pm CST /10pm EST / 8pm MST Your host for this event will be GameGirlz' Aurora and Planet Quake staff!
Our Special guest will be Brian Hook of id software! You can pre-submit questions for Brian to: aurora@gamegirlz.com. (Make sure you send in the questions, as Brian may not have the time to hold an open Q&A session.)
We also have some great prizes to give away from ACD Systems (distributors for Worldcraft) and Quantum Axcess (Malice for Quake).
IRC SERVERS: irc.planetquake.com, best.3dnet.net, and id.3dnet.net
IRC CHANNEL: #GameGirlz
--
"Aurora"
Vangie Beal - Director, GameGirlz
aurora@gamegirlz.com
-----------------------------------------------
GameGirlz IRC launch party! November 10, 1997 @7pm PST.
Hosted by GameGirlz' Aurora with special guest Brian Hook from id software!
More information on this event can be found on our website at:
http://www.gamegirlz.com
------------------------------------------------
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The medic brings all the monsters back whole. We're considering leaving their pain skins on or something similar to indicate their resurrection.That sounds pretty cool... :).
> In regards to the new Q2 environment graphics; would it be possible to haveMore site mentions
> an animated backgroud? Imagine a volcano in the distance with animated
> flowing lava... Or a far off communications tower with a blinking red light
> at the top... Even a 2 frame animation would look pretty cool...
I've spoken to John about this and the memory hit would be tremendous. Trinity hopefully will feature this.
ps
Work LogBloodShot
========
11/8
*stopped items that players drop from respawning in DM
*fixed attenuation on insane soldier sounds
*implemented secret doors again
Paul Is Back With NewsQuake2 Domain
Stroggos.com
Gamewise I finished up the icons for all the sundry menu stuff. I was trying to get a pounded out dog-tag look while tying in the pounding id logo animation you'll get when you load the game. Think you'll dig the look of the menus. We tried to give the interface a little more interesting look.Update: An interview...
I'm currently working on animations that will play at the end of each unit completed. Not really cutscenes they're supposed to appear like a satellite recon kind of overhead thing which might be player on some intel officer's monitor on the command ship above your head. I'm putting in little wire frame animations and the format of the eight animations (I gotta get done tonight) will track your progress throughout the game.
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"....AGP offers a theoretical peak throughput of 528 MB/s in X2 mode and over 1 GB/s in X4 mode. The "bottleneck" occurs because the maximum throughput from the CPU to the system memory is also 528 MB/s..."You can check the article out for yourself at http://www.intergraph.com/ics/gettech/agp.htm.
Work Log
========
11/7
*fixed yet another problem with swimmers making it out of the water
*made flipper even faster; fish should be faster than a player is in the water
*fixed problem after having a grenade go off in your hand
*fixed railgun effect not showing if shot in to opaque liquids
*cleaned up code for handling armor damage
*fixed how power armor works. screen now only protects from the front and will stop up to 33% of damage, shield gives 360 degeree protection and save up to 66%.
*made it so actors will not begin until targted
*fixed it so triggers can be used to make monsters mad at actors
*let actors have messages for the player
Oh, I guess I'm going to implement support for the Microsoft Intellimouse's wheel/third mouse button. We're probably going to make a "spin up" generate an AUX message, and a "spin down" generate another AUX message, that way you can bind them to whatever.Rotwang
Today I tweaked menus. Joy. Tomorrow I'll hopefully integrate a bunch of menu changes that the artists requested and get the menu stuff out of my life forever.