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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Wed Feb 02, 2005 7:26 pm Post subject: QuakeWorld activity on Qexpo |
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As I mentioned to MauveBib, I noticed a little place called http://www.quakeworld.nu/ which seems to have an active modding forum. Makes me wonder if they know about this forum or not, and what the QuakeWorld community thinks of Qexpo stuff in general, since let's face it, the previous Qexpo's have been more like I3Dexpo's, as Mauve so gracefully put it. To me it seems like a cool thing to arrange various QW tournaments on this expo, especially considering the large amount of active QW players, more than I knew of
I'm personally working on a QW mod for the expo (among other things). _________________ Look out for Twigboy |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Wed Feb 02, 2005 8:03 pm Post subject: |
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I like the idea. I'm not good at all at QW coding, so I probably won't do a QW release, but I'd be happy to have them participate. Who knows, we may make some cool friends. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Wed Feb 02, 2005 9:52 pm Post subject: |
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Only someone who hasn't actually coded for QW would say he's not good at it, since the differencies are minimal
Don't take this as me wanting everyone to switch over to QW or anything, I still prefer NQ. _________________ Look out for Twigboy |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Thu Feb 03, 2005 1:03 am Post subject: |
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Yeah, QW is pretty similar. Just remember not to do stuff like send centerprint menus every frame. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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RenegadeC

Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada
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Posted: Thu Feb 03, 2005 5:40 am Post subject: |
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Also with QuakeWorld don't expect everything you code to work as it should in game; regular Quake doesn't suffer from this problem. |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Thu Feb 03, 2005 4:02 pm Post subject: |
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The biggest problem I've had is flight paths. Things don't fly well in QW, so a lot of weapons that use projectiles end up being very aggravating to code or use. This is also why the AirQuake team chose not to make a QW port.
I'd like to make more QW mods though because QW runs so much better for net games, and I like playing against friends and setting up games on IRC. NQ just won't do it. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Harb
Joined: 15 Oct 2004 Posts: 89
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Posted: Fri Feb 04, 2005 12:36 am Post subject: . |
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A minor point Wazat, the AirQuake 'team' was just one man, Iikka Keranen, who iirc later got a jobs mapping for Thief 2 and Daikatana.
Not sure what he's up to these days... _________________ ><)))'> |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Fri Feb 04, 2005 3:29 am Post subject: |
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Hehe, thanks Harb.
In the few QW mods I've done, I've learned to avoid coding guns that shoot projectiles when a trace-hit weapon will suffice. I'd rather take on an opponent with the shotgun than with the super nailgun sometimes because of the weird things that happen with entities flying through the air. (it's also better in reducing lag to just use trace-hit)
Of course, maybe my memory exaggerates. Or maybe that's improved with engines like Fuhquake. It wasn't so bad when we played StarShip Troopers not too long ago. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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