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Do you see much potencial in the Quake II Engine?

Yes |

47%
[ 8 ]
No |

52%
[ 9 ]

Total Votes : 17

Author | Message
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Ranger366 Joined: 18 Mar 2010 Posts: 72 Location: Berlin (Germany) |

Posted: Sat Jul 10, 2010 3:16 pm Post subject: |

The point is to match Quake One Engine with Quake II engine, and how they can be enhanced and used for projects. Quake is very easy to handle, but Quake 2 is more complicated in some ways, but it gives you awesome possibilities. Modifying DarkPlaces would be a shame, really.
The light system in Quake II is much better, and my GamePlay Ideas are offering a special design to live in, it must have some kind of harmony.
my idea was to modify his Character Atributes in some simple ways.
wich will change the weight, speed and accuracy of the character balanced to create your own personal character, and find your own style in all the game elements. the idea came when i played Quake DM over LAN. They wanted different movement, for someones it was abit too fast, or too slow. or the gravity was too low. you understand?
Thats the gameplay point of this. And making such things in Quake One would be a disaster for this project and its good idea.
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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sat Jul 10, 2010 4:18 pm Post subject: |

the thing about quakeWorld and quake2 is that you can't change the player physics without equally changing the physics in the client too. Whereas Quake doesn't care... Which is annoying if you want to switch the network protocols. Grr. The light system in quakeII, aka radiance, is available for Quake too. The lighting is otherwise the same as a Quake engine with .lit support.
But... Yellow. Yay.
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sat Jul 10, 2010 5:03 pm Post subject: |

Spike wrote:
But... Yellow. Yay.

Are You Complaining About The Best Looking Game Of 1997 I Don't See Colored Light In Quake Dimming The Level In Realistic Orange Do You So You Don't That's Why Your So Stupid You Suck If You Think Quake Two Looks Crappy Because Of Its Revolutionary Colored Lights That Blow's Quake Out Of The Water Quake Suck's Be Cause It Cant Not Do Colored Lighting
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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Sat Jul 10, 2010 5:48 pm Post subject: |

i may be confused but. i believe iv seen colored lighting in quake... _________________ QuakeDB - Quake ModDB Group

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sat Jul 10, 2010 6:30 pm Post subject: |

Coloured lighting in Quake is a problem that has been solved for over 10 years. Radiosity is different, and is frankly a matter of taste. True that it can look better and more realistic, but it also tends to lose the big dramatic shadows that Quake has (and which are - IMO - a huge and important part of the atmosphere). However, radiosity is not an engine feature, it's a mapping tool feature. There's really no reason why a radiosity-supporting light tool cannot be modified to work on Quake 1 BSPs. Even the original DOS Quake would be able to run the end result.
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mk Joined: 04 Jul 2008 Posts: 94 |

Posted: Sat Jul 10, 2010 7:52 pm Post subject: |

Colored lightmaps and colored dynamic lighting looks weird in Quake. It's not because of the engine; it's because of the visual design of the content, which wasn't made with colored lightmaps and colored dynamic lighting in mind. It's like the textures were drawn in a way that represents their actual color already mixed with the color of the lighting, so all that the lightmaps have to provide is the intensity. Want brown lighting? Play Castle of the Damned. Want blue lighting? Play Azure Agony. Want yellow lighting? Play The Cistern.
This is why it's somewhat annoying to play Quake in engines with lighting coloration, specially if there's no menu option to turn this off.
However, lighting coloration may look good in mods and TCs that were designed to use it, even if they use the regular ID1 textures, because in this case the colors you'll be seeing are the ones that the mod authors actually wanted you to see.
This made me think about all the different kinds of translucency effects also used by different engines out there. The difference between translucency effects and lighting coloration is that translucency allows us to see more, while lighting coloration makes no difference on its own.
Also, lighting coloration, in my opinion, doesn't make Quake's lighting system to be more polished; it just adds another design feature to it, and there's a difference between design features and technical features.
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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sat Jul 10, 2010 8:44 pm Post subject: |

I say "it depends". A more subtle coloured lighting with tints and shades doesn't look too much out of place at all, and definitely enhances some maps with drabber/more monochrome texuring, lava scenes, etc. Trouble comes when one goes overboard with it (as Quake II did) and you get huge overpowering washes of glaring bright yellows, reds and greens.
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Ranger366 Joined: 18 Mar 2010 Posts: 72 Location: Berlin (Germany) |

Posted: Sun Jul 11, 2010 3:24 pm Post subject: |

Coloured lightning is cool, but with better lightning i was meaning how stable it is, in Quake its simple made, sometimes it shows you where the brushes are (like in half-life too) in quake II its more stable and the models get some real touch of it.
and now there is no time to talk about darkPlaces lightning, if someone thinks "but DP fixes that" or so,
[DARKPLACES] if this is true. i really like DP, but i dont play Quake on it. And when i would make my Game on DP engine, i had to delete alot stuff in the code i dont wanna have in the game, but this is stupid. specially that DarkPlaces is not good as Modder "tool", most of all modders wanna have engine compatibility, and DarkPlaces supports many other formats wich are cool, but not for quake modding. so DP only mods will be rare. [/DARKPLACES]
so, and vm's from Quake 3 are DLLS (wich will be modified or renamed or so, it never worked by me) , for compiling the Q3 game code you use Visual C++ 6, and this creates the code dll. but thats off-topic
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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sun Jul 11, 2010 4:20 pm Post subject: |

.qvm files from quake3 are akin to progs.dat You can use dlls for q3 (handy for debugging), but qvms are cooler. a .qvm file is not just a renamed dll. _________________ What's a signature?

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sun Jul 11, 2010 4:34 pm Post subject: |

Ranger366 wrote:
so, and vm's from Quake 3 are DLLS (wich will be modified or renamed or so, it never worked by me) , for compiling the Q3 game code you use Visual C++ 6, and this creates the code dll. but thats off-topic

COMPLETELY WRONG
you use LCC to compile VMs, you don't vc++6 out a dll then rename it

Ranger366 wrote:
Coloured lightning is cool, but with better lightning i was meaning how stable it is, in Quake its simple made, sometimes it shows you where the brushes are (like in half-life too) in quake II its more stable and the models get some real touch of it.

you must be pretty blind because half-life also uses the same radiosity lighting quake2 does. Quake2 just has a lot of bad shadows in gl so you can't see most of the edges
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Ranger366 Joined: 18 Mar 2010 Posts: 72 Location: Berlin (Germany) |

Posted: Sun Jul 11, 2010 5:05 pm Post subject: |

leileilol wrote:
you must be pretty blind because half-life also uses the same radiosity lighting quake2 does. Quake2 just has a lot of bad shadows in gl so you can't see most of the edges

blind? i cant see that because of the "bad shadows", Quake II doesnt show that. and half-Life's rad is modified too, dont forget this.
off-topic:
i currently thought of making something like the weapon lag/swing effect like in HL2 in Quake One/Two.
but im too lazy to do that for Quake One now
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sun Jul 11, 2010 5:34 pm Post subject: |

Ranger366 wrote:
i currently thought of making something like the weapon lag/swing effect like in HL2 in Quake One/Two. but im too lazy to do that for Quake One now

Oh no what a loss. Too bad Darkplaces already has exactly that (cl_followmodel/cl_tiltmodel)
Also Quake2 already has it, it just doesn't do it when the model is not animating (bug)
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Ranger366 Joined: 18 Mar 2010 Posts: 72 Location: Berlin (Germany) |

Posted: Sun Jul 11, 2010 5:38 pm Post subject: |

leileilol wrote:

Ranger366 wrote:
i currently thought of making something like the weapon lag/swing effect like in HL2 in Quake One/Two. but im too lazy to do that for Quake One now

Oh no what a loss. Too bad Darkplaces already has exactly that (cl_followmodel/cl_tiltmodel)
Also Quake2 already has it, it just doesn't do it when the model is not animating (bug)

O_O followmodel?
Quake 2 has something different, and this bug comes when asking for the "pause_frames", just write in the function of the weapons from the game dll code the value "0" in every case.
example:
static int pause_frames[] = {0, 0, 0, 0};
but this is not like the HL2 lag. in HL2 doesnt rotates the origin.
if someones wants to play with this Q2 Lag feature, look in SV_CalcGunOffset in p_view.c of the gamex84.dll.
The intensity of this rotation lag can be found in the
if (i == YAW)
clause.
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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Jul 11, 2010 6:36 pm Post subject: |

Ranger366 wrote:
in Quake its simple made, sometimes it shows you where the brushes are (like in half-life too) in quake II its more stable and the models get some real touch of it.

Once again, this is absolutely nothing to do with the engine, it's the lighting tool and the skill of the mappers. All that the engine does is take an abstract bunch of triangles and make a scene out of them. The lighting tool defines how those abstract triangles come together to make light, and the skill of the mappers defines how well (or how badly) the flaws in how the Quake (or Quake II) engine renders stuff are hidden during the rendering.
Absolutely nothing to do with the engine.
Have you ever actually looked at the source code for the Quake renderer, and compared it to the source code for the Quake II renderer? Aside from some very minor points, they are exactly the same. You could port the Quake II renderer to the Quake engine in a very short time - a day or so - they are so alike. And guess what? Quake would look no different than it does now.
Absolutely nothing to do with the engine.
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Ranger366 Joined: 18 Mar 2010 Posts: 72 Location: Berlin (Germany) |

Posted: Sun Jul 11, 2010 6:50 pm Post subject: |

mh wrote:

Ranger366 wrote:
in Quake its simple made, sometimes it shows you where the brushes are (like in half-life too) in quake II its more stable and the models get some real touch of it.

Once again, this is absolutely nothing to do with the engine, it's the lighting tool and the skill of the mappers. All that the engine does is take an abstract bunch of triangles and make a scene out of them. The lighting tool defines how those abstract triangles come together to make light, and the skill of the mappers defines how well (or how badly) the flaws in how the Quake (or Quake II) engine renders stuff are hidden during the rendering.
Absolutely nothing to do with the engine.
Have you ever actually looked at the source code for the Quake renderer, and compared it to the source code for the Quake II renderer? Aside from some very minor points, they are exactly the same. You could port the Quake II renderer to the Quake engine in a very short time - a day or so - they are so alike. And guess what? Quake would look no different than it does now.
Absolutely nothing to do with the engine.

yes, thats right, it has nothing todo with the engine, the point of this all was the base in generally style, there was never, really never a match over Quake VS Quake II.
maybe i will change the threadname to something like
"who thinks that Quake II engine has much potential in Game Developement ways or maybe in enhancement so it can look like id tech 4"
I never, wanted to start a discussion wich contains something from Quake One, i know all the engines, i know all those awesome features, but this has nothing todo with Quake 2.
Like i said, Quake 2 gives us the perfect base, for a good AI as example.
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