Author |
Message |
Hogeta
|
Tuesday, September 13, 2011
What are your thoughts on this?
Also, the command "\cg_draw3Dicons" looks cool, never tried it
|
Zay
|
Tuesday, September 13, 2011
pretty cool if there are more will they go to the side?
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NELLO!!
Mitico
|
Tuesday, September 13, 2011
wooooooooooooooow how you make this ???? I like because is a news...good news...
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Buksna
Blaizing
|
Tuesday, September 13, 2011
NELLO!! wrote : wooooooooooooooow how you make this ???? I like because is a news...good news... 
He didn't make this - its from development
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Domo-Kun
|
Tuesday, September 13, 2011
A lot better than the previous loading screen
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Zeth
The Admin
|
Tuesday, September 13, 2011
pretty cool if there are more will they go to the side?
Not presently, but it can be set up to do so. I'd need to have a server with enough people in it to test.
A lot better than the previous loading screen
Previous loading screen was just default Quake 3.
|
Mjuksel
Your Past
|
Thursday, September 15, 2011
very nice !
started with VISUAL STUDIO (NIELS:/) yesterday with the Quake 3 Source, I will get the ZEQ2 Lite Source by tonight to try out some things
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nielsmillikan
|
Thursday, September 15, 2011
Quake 3 source is in C not C++.
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Mjuksel
Your Past
|
Thursday, September 15, 2011
-_-'
must you really break my spirit
|
Domitjen
The Champ
|
Thursday, September 15, 2011
Zeth wrote : pretty cool if there are more will they go to the side?
Not presently, but it can be set up to do so. I'd need to have a server with enough people in it to test.
A lot better than the previous loading screen
Previous loading screen was just default Quake 3.
There are almost around 20 players playing on Stealth's server. You could test it on that one, it doesn't matter if Stealth is on 1536 or not.
|
JadenKorn
Totally Explicit
|
Thursday, September 15, 2011
Regardless, you can use Visual Studio or Visual Express in order to work with the source code and compile it. Visual C++ Express 2005/2008 RTM/SP1 have both C and C++ compiler. Visual Studio is on the same boat.
|
EqR
|
Thursday, September 15, 2011
I'm liking the updates, of course. I have a question for the team though:
Why are you guys so bent upon improving menu, loading screens, HUD (2D art) and adding things like far-clipping, fogs and creating/adding new maps, etc? Shouldn't you prioritize gameplay first and candy & quantity later?
Does this mean you guys plan on improving the mêlée/beams or are you just "finalizing" ZEQ2-Lite?
|
Zeth
The Admin
|
Thursday, September 15, 2011
Why are you guys so bent upon improving menu, loading screens, HUD (2D art) and adding things like far-clipping, fogs and creating/adding new maps, etc? Shouldn't you prioritize gameplay first and candy & quantity later?
Multitude of reasons.
[1] Many of these systems are incredibly archaic and have never been updated beyond their Quake 3 rendition. If they only take an hour or two to fix up and offer a reprise from that of otherwise mundane alternatives, I don't see any problems in doing so.
[2] Performance is important. Rendering options like farclipping and mipmapping adjustments are there to help increase framerates on lower-end systems while still retaining quality. Additionally, they allow addon-creators to fine-tune their creations so their results look and perform optimally.
[3] Different developers specialize in different areas. We can't very well expect to grab a handful of experienced mappers and tell them to tackle programmatic bugs or animations. Contributors (like yourself) tend to have specialized traits that limits what they can offer. If they are willing to work and are available, but can only offer assistance in particular areas, I see absolutely no reason to have them just sit idle and wait around just because that area may not be a priority.
Does this mean you guys plan on improving the mêlée/beams or are you just "finalizing" ZEQ2-Lite?
Many of the gameplay-aspect revisions like mêlée and so forth require extensive animation work to be done. Since majority of the systems in place were just intended as placeholders anyhow, there's little point in attempting to rewrite the code when no applicable animations/media exist to support the areas that need to be revised properly.
A recent revision (1629 -- I believe) did have a plethora of tweaks and changes on a mechanical level, however.
|
Djosama
|
Friday, September 16, 2011
Tell me now what your thoughts are on this... *laughing out loud* I stumbled upon it while playing the latest revision. D: I hope I'm not breaking any rules by posting this...
|
Malek
|
Friday, September 16, 2011
Djosama wrote : Tell me now what your thoughts are on this... *laughing out loud* I stumbled upon it while playing the latest revision. D: I hope I'm not breaking any rules by posting this...
You're probably not. Everybody can see the content on latest revision, so you're not revealing anything
Still, I think the whole Frieza character should be discarded, it really isn't balanced.
|
Domitjen
The Champ
|
Friday, September 16, 2011
Malek wrote : Djosama wrote : Tell me now what your thoughts are on this... *laughing out loud* I stumbled upon it while playing the latest revision. D: I hope I'm not breaking any rules by posting this...
You're probably not. Everybody can see the content on latest revision, so you're not revealing anything
Still, I think the whole Frieza character should be discarded, it really isn't balanced.
Nothing is balanced right now. Not one single thing :p
heck you can't even engage in mêlée anymore :p
just wait and see the masterplan slowly unfold!
|
SAMCROSS
|
Friday, September 16, 2011
Domitjen wrote : Malek wrote : Djosama wrote : Tell me now what your thoughts are on this... *laughing out loud* I stumbled upon it while playing the latest revision. D: I hope I'm not breaking any rules by posting this...
You're probably not. Everybody can see the content on latest revision, so you're not revealing anything
Still, I think the whole Frieza character should be discarded, it really isn't balanced.
Nothing is balanced right now. Not one single thing :p
heck you can't even engage in mêlée anymore :p
just wait and see the masterplan slowly unfold!

Masterplan ? Intersting
|
Domo-Kun
|
Friday, September 16, 2011
SAMCROSS wrote : Domitjen wrote : Malek wrote : Djosama wrote : Tell me now what your thoughts are on this... *laughing out loud* I stumbled upon it while playing the latest revision. D: I hope I'm not breaking any rules by posting this...
You're probably not. Everybody can see the content on latest revision, so you're not revealing anything
Still, I think the whole Frieza character should be discarded, it really isn't balanced.
Nothing is balanced right now. Not one single thing :p
heck you can't even engage in mêlée anymore :p
just wait and see the masterplan slowly unfold!

Masterplan ? Intersting  Vegeta! WHAT DOES THE SCOUTER SAY ABOUT THE HYPE LEVEL?!
|
Domitjen
The Champ
|
Friday, September 16, 2011
It's 1006, Kick his buttocks Nappa.
|
TRL
|
Friday, September 16, 2011
Hype is not a measurement of strength domitjen.
|
Domo-Kun
|
Friday, September 16, 2011
Domitjen wrote : It's 1006, Kick his buttocks Nappa. Are you sure you don't have the scouter upside down?
|
Domitjen
The Champ
|
Friday, September 16, 2011
When did I say that? I just replied abridged quote, and I never said there was a hype:p
|
Linkxp500
|
Friday, September 16, 2011
Domitjen wrote : When did I say that? I just replied abridged quote, and I never said there was a hype:p
Leave it to TRL to ruin the joke...
|
EqR
|
Saturday, September 17, 2011
Zeth wrote : Why are you guys so bent upon improving menu, loading screens, HUD (2D art) and adding things like far-clipping, fogs and creating/adding new maps, etc? Shouldn't you prioritize gameplay first and candy & quantity later?
Multitude of reasons.
[1] Many of these systems are incredibly archaic and have never been updated beyond their Quake 3 rendition. If they only take an hour or two to fix up and offer a reprise from that of otherwise mundane alternatives, I don't see any problems in doing so.
[2] Performance is important. Rendering options like farclipping and mipmapping adjustments are there to help increase framerates on lower-end systems while still retaining quality. Additionally, they allow addon-creators to fine-tune their creations so their results look and perform optimally.
[3] Different developers specialize in different areas. We can't very well expect to grab a handful of experienced mappers and tell them to tackle programmatic bugs or animations. Contributors (like yourself) tend to have specialized traits that limits what they can offer. If they are willing to work and are available, but can only offer assistance in particular areas, I see absolutely no reason to have them just sit idle and wait around just because that area may not be a priority.
Does this mean you guys plan on improving the mêlée/beams or are you just "finalizing" ZEQ2-Lite?
Many of the gameplay-aspect revisions like mêlée and so forth require extensive animation work to be done. Since majority of the systems in place were just intended as placeholders anyhow, there's little point in attempting to rewrite the code when no applicable animations/media exist to support the areas that need to be revised properly.
A recent revision (1629 -- I believe) did have a plethora of tweaks and changes on a mechanical level, however.
Oh, I see. Thanks for the fast reply.
|
SAMCROSS
|
Saturday, September 17, 2011
Domitjen wrote : It's 1006, Kick his buttocks Nappa.
Hahaha
|