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Qake Beta Testing

Postby FrikaC » Sun May 01, 2005 12:10 am

The current build of the Qake beta can be found here:

http://www.inside3d.com/frikbot/qake/qake041905.zip

Please tell me what you think, then try it out, followed by then downloading it.
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Postby SantaClaws » Sun May 01, 2005 12:52 am

I hated it. Then I downloaded it and started liking it. But, when I actually played it... that took the cake.

The graphics made me laugh... the intro made me laugh harder... but the sound effects had me spurting water through my nose. Fun little game.

Some things:

Need quad damage! The secret on the first map is useless without it.

Is it just me or do some of the buttons on the second map not work yet? I couldn't seem to trigger the button to lower the yellow armor at the starting, and I couldn't get the fiend out.

One thing I would like to see in it is the ability to seperate the aiming from the movement with mouse control. Something like what Abuse did, where the position of the cursor in relation to the player determined where it aimed.

Another thing is that I think it would be more intuitive if you didn't walk up a ramp unless you were pressing up while you walked into it, and it defaulted to walking past the ramp instead. I do love that it doesn't let you drop down unless there is a place to land underneath.

Setting the music volume didn't seem to work correctly for me. The action music kicked in and it was a bit too loud for me. When I went into the menu and adjusted it the volume didn't seem to change at all.
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Postby FrikaC » Sun May 01, 2005 1:18 am

The Quad is done in the build on my hard drive, but I haven't recorded sounds for it yet (since my microphone broked). So I've been postponing releasing that until that or at least one other nifty thing is done.

The second map is 90% done. That last little thing needs some movemap tricks, but I have been reluctant to finish it, because there's no where to go after it.

I noticed the music thing also. Hey, the SDL_Mixer docs said it would work. I guess they forgot they allowed midi files as music...
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Postby DarkSnow » Sun May 01, 2005 7:01 am

Lol faction :) However, the fps should be somewhat jammed. I am stuck at 500fps ; :lol:
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Postby FrikaC » Sun May 01, 2005 8:22 am

If you use software drawing mode on a fast machine, it's allowed to go independant of the hardware refresh rate, so you'll probably get crazy fps. Since Qake uses ticks (1ms) as it's time resolution, 1 tick each game loop (the minimum the game will allow) is 1000 fps, 2 ticks is 500 fps, 3 ticks is 333 fps and so on.
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Postby Wazat » Sun May 01, 2005 3:20 pm

Hahaha! I'm with Santa on this one. It was absolutely hillarious. Defiitely something only a Quake player and DJQuake reader would get the full effect out of. I have got to show this to my friends! ^_^

I also noticed some unfinished buttons etc, but what was finished worked really well. I liked the way things work. You've gotten a lot done since I last played. You've been busy.

The ogres & dogs were absolutely hillarious! My favorite!
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Postby Dr. Shadowborg » Sun May 01, 2005 5:00 pm

First impression: Cool, Qake!
Trial impression: *shrugs*
Download impression: *shrugs*
Actual Play impression: :D

Overall, a very worthy game so far; especially for people who've played quake and read DJQuake. It also kinda reminds me of the first Dangerous Dave game! =D

I must however disagree with Santa in regards to mouse aiming. Mouse aiming is something which for me entirely killed the enjoyability of games like Abuse and Solidat. Go ahead and call me a stuck up traditionallist living in his dungeon with his Metroid and Megaman games if you wanna. If you can't 0wn with 8 aim dirs or less, well... =P
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Postby DarkSnow » Sun May 01, 2005 7:11 pm

Dr. Shadowborg wrote:If you can't 0wn with 8 aim dirs or less, well... =P

On a daily basis - counter-strike - with just 3 dirs

x, y and z

:p
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Postby SantaClaws » Sun May 01, 2005 7:11 pm

Dr. Shadowborg wrote:I must however disagree with Santa in regards to mouse aiming. Mouse aiming is something which for me entirely killed the enjoyability of games like Abuse and Solidat.

Note that I didn't mean getting rid of the ability to use the keyboard to do so, and I don't mean adding more directions than are there presently. I'd just like to have the option to use the mouse to do my aiming as opposed to having movement and world interaction on the same keys as aiming.
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Postby Dr. Shadowborg » Sun May 01, 2005 9:09 pm

DarkSnow wrote:
Dr. Shadowborg wrote:If you can't 0wn with 8 aim dirs or less, well... =P

On a daily basis - counter-strike - with just 3 dirs

x, y and z

:p


I meant that in the sense of 2D games, foo =P

Besides, to me, those aren't exactly "aim dirs" so much as planes... :roll:

Santa: Sorry, misunderstood ya then :wink: Yeah, I can see how interaction with the world and aiming can be a little nasty, if you're trying to shoot something, and accidentally trigger a button or something.

BTW, in e1m2, at the silver key area, once I trigger the bridge, I can't leap off the platform to get the nails... (yes, I read the part about holding the down button and jumping)
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let them eat Qake

Postby scar3crow » Sun May 01, 2005 9:52 pm

downloaded
thumbdriving it now
ill give it a go when i get home
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Postby Error » Mon May 02, 2005 6:34 am

thumbdriving eh?

sounds sexual.

"hey baby, wanna thumbdrive?" :roll:


Great work Frik. Keep it up
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Re: let them eat Qake

Postby Tei » Mon May 02, 2005 8:58 am

owg!
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Postby leileilol » Mon May 02, 2005 2:59 pm

Works on Pentium 100MHz. :thumbsup:
i should not be here
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IT WAS MY BIRTHDAY YESTERDAY

Postby FrikaC » Tue May 03, 2005 11:29 am

I'd just like to have the option to use the mouse to do my aiming as opposed to having movement and world interaction on the same keys as aiming.


Qake was designed with consoles in mind. Specifically the GamePark 32, which I own 2 of.

That particular console has 6 buttons: A, B, Start Select, the two shoulder buttons, and a 8 way directional pad. So the thought was A = Jump, B = Fire, Select = weapon cycle, Start = menu. I had forgotten about the shoulder buttons until recently so here's a thought....how about an aiming meta key, that when held forces the dierection keys to change your aiming direction but doesn't affect movement and doesn't trigger buttons and doors. This would also allow pure aiming and pure movement keys as the functions of each would be seperated at the input stage, the 'meta key' would simply block the movement bits. Unless you have a better suggestion.

I'm not planning on mouse support, since it's...you know.
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