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Postby Q-dad~TAG » 01-20-2006 05:36 PM

Well, I don't know what it was, but it managed to crash my Firefox, and I who had waited 48 out 49 minutes for a FilePlanet download, sigh...
TXP (Terrain Xpansion Pack) for DF2: http://txp.df2.org/

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Postby Turtle-ZED » 01-21-2006 01:26 PM

Co-op/Bot support in future games...

Somebody help me out with this plz...another voice with the ability to make a rational argument on the topic would be appreciated...


http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13715&postdays=0&postorder=asc&start=90
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Postby Black Ice » 01-22-2006 01:32 PM

Turtle I'd be glad to post there. Of course I don't want to be putting up an argument with no understanding as to why I want something, I want to have a reason and a drive to really fuel my passion when writing the post. :)

So before I do that I'd have to ask, what are the purposes you want the bots for?

I can think of some myself, but personally I prefer online gameplay more. What I'd love to see one day is a single human person online having his own squad of bots in case there aren't enough people willing to team up and play in-game... but you want the bots to have exceptionally incredible AI for that, and games aren't quite there yet.

Personally, I feel that co-op in Joint Operations Reality is a blast when playing a good map - the majority of maps are unrealistic(or at least, the last time I played - I lost my Joint Operations disc). Take the .CE. server for example - there are maps where you are running on fences 100 stories above the ground, running into a concrete bunker that has overlapping & flashing objects everywhere; there's times where you have a BTR turret with little walls surrounding it and you can see no BTR - it's only the turret and some little garden walls!

So if I'd want bots I'd want really good AI, not just some sloppy excuse for AI I'm afraid the devs will make if they decide to do it! Novalogic is a perfect example of this. You shoot a boot right by the ear and they don't even notice they were shot at, they just sit there literally looking at the sky!!
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Postby Turtle-ZED » 01-22-2006 02:23 PM

CO-OP. That's the long and the short of it. I was just trying to point out that this game has the potential for excellent co-op. The main MP mode comes with objectives to achieve as a team, but that due to human nature there will always be the noobs and abusers who make a little spot of gaming into a pain.

I really wanted the guys on the forum- (many of whom have NEVER played anything other than Enemy Territory (mainly because it's free!) and scoff at the likes of just about every other game on the planet (and take major pot shots at BF2 along the way- as though it's the anti-christ).) to realise that co-op is an interesting and entertaining use of bots, has promoted some seriously good map-making and provided many hours of fun for team players.

Many of their arguments stem from the fact that ET is so perfect and didn't have a SP/Bot component. What they fail to see is that ET came as a result of RTCW...which was...erm mainly about the SP game... LMAO!


Also Splash Damage has proven to be a very good development house that focus on ensuring that the gameplay is spot on....they can do a decent job of creating effective AI, especially given the recent round of games with better AI- Far Cry, FEAR etc... that serve as templates for how to do a convincing job.
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Postby Trigger » 01-22-2006 02:41 PM

Q-dad~TAG wrote:Well, I don't know what it was, but it managed to crash my Firefox, and I who had waited 48 out 49 minutes for a FilePlanet download, sigh...


it works on my firefox. 25mb video
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Postby Turtle-ZED » 01-29-2006 06:37 AM

ET:QW Modding prospects?

Once the game's out, will you release tools so people can build maps?

Paul Wedgwood: It's an id Software game, and they have a fantastic reputation for releasing software development kits and level design tools. We only exist as a result of id Software releasing those tools. For Quake Wars, we started from the beginning wanting to produce a toolset that level designer and mod makers in the community would find really easy to use. As far as I'm aware the plan from id Software is to release these tools in exactly the same way as before.
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Postby SharpEdge » 01-31-2006 12:19 PM

New Quakewars community that might interest you

http://www.totalquakewars.com

I know I've seen Turtle at Totalbf2 before
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Postby Turtle-ZED » 01-31-2006 01:23 PM

LOL- The very same one:p :p :p :p
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Postby Turtle-ZED » 02-04-2006 11:49 AM

Check out this...from someone who's seen the game in action...

Overall this is an exciting game that I will be frothing at the mouth to get. The game is much more amazing than the E3 trailer shows or that I can write about. To be honest, I haven�t been this excited about a multiplayer game in a very very long time.


http://www.planetquake4.net/modules.php?op=modload&name=Features&file=quake_wars_preview
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Postby Turtle-ZED » 02-04-2006 03:32 PM

We're beginning to stir up the QW modders a little

http://www.totalquakewars.com/forums/showthread.php?t=35
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Postby DAN329 » 06-01-2006 11:54 AM

just posting so this post isnt forgotten like we supposedly didnt want it. there hasnt been any posts in like 3 months
Can't wait to see Angel Falls. Everyone sign up for their stupid Gold membership lol
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Postby Black Ice » 08-11-2006 08:32 PM

I know the project has at least been paused, is there any interest in renewing it after the UA mod is released or have you moved onto the UT2004 engine Turtle?
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Postby Turtle-ZED » 08-12-2006 04:07 AM

I'm still very excited about the modified engine for ET:QW.

Here's a mod presentation- talking about its capabilities:


Big file but definitely worth looking at:

Talks about updated radiant editor- physics, sound, texturing, ligthing, weather etc - essentially showing some of the engine's capabilities thru its editor.

Very promising stuff- oh and very much geared towards the MOD community and keeping them informed (a promise of encylopaedic-like documentation with with MOD tools to boot!) of what the potential for modding is.

I just wished that the camera focused on the screen for a little longer- oh and no one asked if there was a MAX importer (very likely as Q4 and D3 had this)

http://www.planetquake4.net/download.php?op=fileid&lid=2334
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Postby Black Ice » 08-12-2006 10:56 AM

This is really cool. I don't think I've ever seen a game company show off the tools they used to make the game as a promotion tool.

In other words, some of their advertising strategy is to get people excited about the fact that you could basically make the game you bought with the mod tools you'll be getting. It's normally more of a "Yeah, we'll have tools for you sometime as well"

I can't wait to buy this game, I've got 2 gigs of RAM, a Pentium 4, and I'm going to upgrade my 9800 pro to an x800 Pro for $200. Turtle, do you think that I will be able to run this game on medium or high graphics? (I ask you since you are the go-to man for this game =)
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Postby Turtle-ZED » 08-12-2006 11:16 AM

OK- the present thinking is that if you can run Quake 4 on high settings...then you should be able to do the same with ET:QW (try downloading the Q4 demo and cranking up the settings)

The megatexture technology (an amazing piece of kit really) renders huge (and I mean really huge) terrains by only using a relatively small amount of yr GPU- so a 256 X800Pro should be OK (an XT or GT may just have an edge...) and yr 2gigs of RAM is plenty.
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