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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Nov 23, 2009 8:54 pm Post subject: |

avirox wrote:
Baker: http://forums.inside3d.com/viewtopic.php?t=1560

Ah I remember that one, that tutorial is abnormally important and unique and really should be a stuck thread in the QuakeC section.

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Wed Dec 02, 2009 12:15 am Post subject: |

Some of what I have thought about for RMQ: (Graphical) Inventory (we have custom keys, for example) Moving sounds (like rockets or railgun hum in Quake 2) Icons / custom crosshair / cursor for specific actions ingame, ie additional ways to provide feedback or info to the player
arrows pointing direction of enemy / whatever, feedback again
playing "The enemy has your flag" .wav to the right team (ie. certain clients only) in CTF, instead of all players, same for "Assist!" etc. sounds, this can be grouped under "increased feedback" as well
entering a passcode into a terminal (new methods of interaction)
Possibly new sorts of puzzles, minigames, etc. (interaction again)
.
.
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This is just off the top of my head... I think all this would be possible - and others would come up with more.
Once basic support is in Fitzquake (SDL), for example, or a comparable engine, there will be no holding back.
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