Who Wants A Decent Version Of Quake


BaDToaD posted on May 14 2004 at 07:47 PM said:
some of my friends could win in Q1 multiplayer anytime with a keyboard only (vs players using mice).

What were they playing against? Chimps?

As a dedicated Quakeworld and now Quake III player I really cannot believe that any Keyboard player would have a hope against any competent mouse player.
Dodging is easier if you play keyboard-only, only aiming is impossible. If you were playing keyboard-only against people with mice who aimed well but had horrible left-hand dodging skills, you might win. With luck.
 
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BaDToaD posted on May 14 2004 at 07:47 PM said:
some of my friends could win in Q1 multiplayer anytime with a keyboard only (vs players using mice).

What were they playing against? Chimps?

As a dedicated Quakeworld and now Quake III player I really cannot believe that any Keyboard player would have a hope against any competent mouse player.
this was on a LAN we made back in like '97 or something, we were all just getting into FPS' so we weren't that good at all. but the two guys who played with keyboards only were fucking QUICK with the look up/down keys.
 
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this was on a LAN we made back in like '97 or something, we were all just getting into FPS' so we weren't that good at all. but the two guys who played with keyboards only were fucking QUICK with the look up/down keys.

Thats not so bad I thought you meant internet games :)

Anyone ever played a Quake Total Conversion called Nehahra. It has loads of cut scenes. It's an awesome TC. You can also download a 4 hour Machinema Film (quake one engine file) that tells the whole story. It's quite a laugh and adds to the story nicely.
 
Let's go Quakemania !!!
Could you post a link for that TC?? Please ...

Aiken
 
Must say that I think this will be better with an analog control such as the one on the Zodiac for control purposes. Gives you much more control than a digital joystick.
 
I think that this would be awesome to have quake on the 32
its fully in arm ( ahhhh..... hes a damn fine coder )
and chatboard support could be done later for the keyboard freaks, and if we get someone to do the USB mod, then a mouse and keyboard
but none the less, DEFINATLY YES!!!

~Octavious
 
I dont supposed anyones actually contacted the guy in regards to geting it ported yet ?
 
For those interested heres the specs of the port -

Display / General
Full Texture Mapping on everything without any solid-colored or flat-shaded surfaces! (Even the sky is fully 3D rendered!)

100% ARM/Thumb ASM for maximum speed and high frame rates! (C/C++ interface for user/custom code)

True 3D ViewPoint (1st-person, 3rd-person, "Free-Look" (full Yaw/Pitch/Roll) for any arbitrary 3D view -- not just look up/down!)

Text and Game Message Overlays (uses definable character bitmap font, supports in-text colors)

Status Bar Transparent Overlay or Opaque Underneath (including Numerals and Glyphs for Health, Armor, Weapon, etc.)

Multiple Language Support for User Interface, Menus, Pickups, Messages, etc.


World (Walls, Floors, Stairs, Ramps, Windows, Bridges, Tunnels, Sky, Rivers, Pools, Swamps, etc.)
Fully textured world without any solid-colored or flat-shaded surfaces (same as PC*)

Infinite Draw Distance (large, complex worlds without "pop-up" or "pop-in", same as PC*)

Perspective-Correct subdivision (same as PC*, per 8/16 pixels)

Convex and Concave World Geometry for reduced data size (not reduced to triangles!)

Lighting

per-Surface Dynamic Mapped "Explosions, Fireballs, etc." (same as PC*)
per-Surface Static Mapped "Pre-calculated Lightmaps" (same as PC*)
per-Surface Dynamic Flat
Skybox with separate orthogonal axis surfaces (same as PC*)

Mip Mapping (same as PC*, 4-level)

Warping and Turbulent Textures (Water, Slime, Lava, Teleporters, etc.)

High Precision Math (clean, stable rendering with minimal jitter, crawl and swim artifacts -- without the usual texture "slipping")


Objects / Structures (Boxes, Doors, Platforms, Traps, Elevators, Trains, etc.)
Fully textured objects without any solid-colored or flat-shaded surfaces (same as PC*)

Perspective-Correct subdivision (same as PC*, per 8/16 pixels)

On-the-fly Clipping and Merging with World Geometry (moving objects render properly -- without "gaps" or "holes")

Lighting

per-Surface Dynamic Mapped "Explosions, Fireballs, etc." (same as PC*)
per-Surface Static Mapped "Pre-calculated Lightmaps" (same as PC*)
per-Surface Dynamic Flat
Mip Mapping (same as PC*, 4-level)

High Precision Math (clean, stable rendering with minimal jitter, crawl and swim artifacts -- no "slippery" textures here either!)


Models (Items, Monsters, Pickups, etc.)
Fully textured and skinned models (same as PC*)

Continuous View-Independent Level-of-Detail (automatically generated data for higher quantity and quality full 3d objects without slowdown)

Lighting

per-Vertex Dynamic Gouraud
per-Triangle Dynamic Flat
Skinned Vertex Mesh Frame Animation (same as PC*)

Effects

Glows and Cyclic Light Patterns
Auto-Rotation
Auto-Bulge
Emit Particle Streams/Fields/Volumes

Lights
Cyclic Patterns (Glowing, Flickering, Sweep, Ramp, etc.)

Switched / Triggered / Targeted (On-Off, Start-Stop Pattern)


Effects
Particle System (Explosions, Smoke, Trails, Steam, Force Fields, Beams, etc.)

Lighting System (Explosions, Fireballs, Glows, etc.)

View Tinting (Damage, Bonus pickups, etc.)



Sound Specifications (return to top)
DRG 3D's integrated high-speed sound mixer allows full stereo music and sound effects for a complete audio environment...


Music and Songs
32 channel stereo .S3M and .MOD support (and all other "tracked" music formats that can be converted to .S3M)


Sound Effects
32 channel spatialized stereo sound (Left/Right depth-panned volume for each channel for a total of 64 voices!)



Physics Specifications (return to top)
DRG 3D's integrated physics engine automatically handles all the complexities of movement and collision for your title... Players, monsters, creatures and other objects already walk, run, jump, bounce, swim, fly and move without any additional code!


Movement
Walk, Run, Jump, Swim, Fly supported in Full 3D for everything


Collision
Collision, Touch, Bounce supported in Full 3D for everything



Entities Specifications (return to top)
DRG 3D already includes complete support for the huge array of entities you'd expect... fully operational doors, platforms, switches, etc. are as easy and painless as adding them in your level editor, and using our tools to convert your data!

Types
Triggers, Buttons, Doors, Platforms, Elevators, Switches, Trains, Secrets, Traps, etc.


AI Logic
Tracking, Seeking, Aiming, Paths supported in Full 3D



Tool Chain Specifications (return to top)
DRG 3D includes all the tools and utilities to process and convert your PC-based data... testing changes is a fast, simple process that's automated with batch scripts!

Levels (Conversion, Optimization and Compression of .MAP/.BSP)
World Map (data used to describe the 3D geometry and layout of the level)

SubModels (data used to describe "Brush Models", such as Boxes, Doors, Platforms, etc.)

Entities (data for placement and processing of Monsters, Items, Objects, Lights, Switches, etc.)


Graphics (Conversion, MipMap Generation, Gamma Correction and Compression of .PCX/.BMP/.MIP/.WAL)
Textures (graphics for the walls, floors, steps, etc. used by the World and SubModels)

Skins (graphics for the Monsters, Items, Pickups, etc., placed in the level)


Models (Conversion, Optimization and Compression, Level-of-Detail Generation of .MDL/.MD2)
Model Data (data that describes the 3D geometry of Monsters, Items, Objects, etc.)

Animation (data used to animate and sequence model rendering)

Level-of-Detail (data for processing reduction and optimization during model rendering)
 
@ Aiken

The link for nehahra

The movie is in the download section too. I hope the game and movie links are still active I downloaded it a couple of years ago. If not google it. Someone must have it it's the best Q1 TC I've played.
 
Octavious posted on May 27 2004 at 02:24 PM said:
I think that this would be awesome to have quake on the 32
its fully in arm ( ahhhh..... hes a damn fine coder )
and chatboard support could be done later for the keyboard freaks, and if we get someone to do the USB mod, then a mouse and keyboard
but none the less, DEFINATLY YES!!!

~Octavious

Fully in ARM? You must be joking. Why on earth would you rewrite something coded in C in ARM?

What would be the point?
 
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I would not count on the chatboard, its quite slow in response and besides it does not work like the PC one. You cannot keep a key pressed and expect the GP32 to "know" its still pressed. The chatboard sends only one AT command when its pressed, then you can hold it or release - no difference. Not bad for typing, not good for games.
 
timeslip posted on May 27 2004 at 04:51 PM said:
The point would be it`d be a DAMN site faster!
Yes, it would be about 0.5% faster than a C version with just the maths and other critical routines in asm. Writing an entire app in asm with todays processors is just silly and pointless. That's why we have profilers!
 
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Having chatboard support would be nice. It would allow a two-thumbed WASD style control, allowing for left thumb forward/backward + strafing, and the right thumb for aiming. Shoulder buttons could be used to fire (or buttons on the top row of the chatboard).



One step closer to a Timesplitters port! :lol:
 
EdZ posted on May 27 2004 at 08:55 PM said:
Having chatboard support would be nice. It would allow a two-thumbed WASD style control, allowing for left thumb forward/backward + strafing, and the right thumb for aiming. Shoulder buttons could be used to fire (or buttons on the top row of the chatboard).



One step closer to a Timesplitters port! :lol:
wow I didn't think of that, if you wanted do couldn't you sue different parts of the chatboard so that one part is for moving about and another for look, or perhaps use a combination of the chatboard and the gp32's d-pad...
 
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Axeman posted on May 14 2004 at 07:01 PM said:
Strongly against? I cant imagine it being the sort of thing I could feel STRONGLY against....

It'd be cool in my opinion :)
 
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kknd_cf posted on May 27 2004 at 09:59 PM said:
EdZ posted on May 27 2004 at 08:55 PM said:
Having chatboard support would be nice. It would allow a two-thumbed WASD style control, allowing for left thumb forward/backward + strafing, and the right thumb for aiming. Shoulder buttons could be used to fire (or buttons on the top row of the chatboard).



One step closer to a Timesplitters port! :lol:
wow I didn't think of that, if you wanted do couldn't you sue different parts of the chatboard so that one part is for moving about and another for look, or perhaps use a combination of the chatboard and the gp32's d-pad...
Im sure I read somewhere it wouldnt work.
 
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