Inside3D!
     

QuakeWorld activity on Qexpo

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Wed Feb 02, 2005 7:26 pm    Post subject: QuakeWorld activity on Qexpo Reply with quote

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 Razz

I'm personally working on a QW mod for the expo (among other things).
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Wed Feb 02, 2005 8:03 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message MSN Messenger
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Wed Feb 02, 2005 9:52 pm    Post subject: Reply with quote

Only someone who hasn't actually coded for QW would say he's not good at it, since the differencies are minimal Smile

Don't take this as me wanting everyone to switch over to QW or anything, I still prefer NQ.
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu Feb 03, 2005 1:03 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Thu Feb 03, 2005 5:40 am    Post subject: Reply with quote

Also with QuakeWorld don't expect everything you code to work as it should in game; regular Quake doesn't suffer from this problem.
Back to top
View user's profile Send private message AIM Address MSN Messenger
Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Thu Feb 03, 2005 4:02 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message MSN Messenger
Harb



Joined: 15 Oct 2004
Posts: 89

PostPosted: Fri Feb 04, 2005 12:36 am    Post subject: . Reply with quote

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...
_________________
><)))'>
Back to top
View user's profile Send private message
Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Fri Feb 04, 2005 3:29 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group