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New Quake3 Shots

by Steve Gibson, Nov 04, 1999 1:11pm PST
Related Topics – Activision, E3, Quake 3 Arena

A reader from Germany who works for one of the gaming magazines abroad was kind enough to send over a few of the Quake3 screenshots they got from Activision which were not used in their magazine articles. Check it out guys, 4 new screenshots of Quake3 to look at while we sit around waiting. [shot1] [shot2] [shot3] [shot4] Thumbnails were ganked to save server load. While on the Quake3 topic, that post I made yesterday had many more comments than I had anticipated (I forgot how many readers are here these days) and I've been plowing through them. Check back in a few hours and I should have about 20 or so questions answered.




Comments

112 Threads | 112 Comments




  • Reply to post #96

    Glide is now supported on Creative Labs TNT cards via their
    Unified Drivers, which can be downloaded direcxtly from Creative
    Labs\' website. This means that any previous Glide only game will
    now run on any TNT card from Creative Labs.

    Not many games are written in Glide anymore since OpenGL is now
    widely supported by many video card manufacturers and today\'s
    operating systems.

    Glide was the first universal API and was designed specifically for
    the original Voodoo card. Glide gave us a glimps of what was
    possible on a personal computer with over the counter hardware.

    Without the introduction of GLQuake and it\'s graphic possibilities,
    where would we be today? If not for the vision of id and other game
    manufacturers to work with OpenGL and not bow to MS\' DirectShit
    standards, the 3D industry may have turned out very different indeed.

    Evil Bob




  • #98, and #99; Wallrunning in DOOM was the ability to face a wall and sort of strafe run on it (if the wall was oriented north/south...I think) to get really high speed (note DOOM strafe running was just running at a 45 degree angle for a speed boost; not to be confused with Quake1 strafe running, or Quake2 strafe-jumping). I never could really do it very well...and it\'s been so long since I\'ve had a good DOOM2 deathmatch (noone will play with me over the lan) that my memory on the issue is a bit fuzzy (i\'m still waiting for the dmDOOM port for Quakeworld style DOOMing over the \'net).










  • Heh, #86... I think you ask too much of most of these fanboys out here.

    I like Q3A more than UT because Q3 has more familiar, and in my opinion, more enjoyable physics, a more advanced lighting system and more imaginative player charasters

    UT has more imaginative weapon concepts (i.e. the ASMD is in essense a RG & RL with a QD flava combo attack, the Flak Cannon is a SSG with a GL secondary) and also has better weapon animations (not to mention the superflous ammo readout), but i\'m afraid the uninspired player characters and the low-poly levels fall short of what Q3 brings to the table.






  • I find it hard to believe that someone would find UT\'s levels better than Quake3\'s. They\'re made up of so few polys and have such bland textures.

    The UT models are about two leagues lower than Quake3\'s. First of all, there is no variety, compare to Steed the Epic modeler must be an unimaginative lazy-ass. They have detailed skins and faces, but SO WHAT. When was the last time you had the time to notice the detail on the face skin as it was zooming by you? In contrast, when you play Quake3 you RARELY get to see the skin in its full detail, even though they have less detail than UT. And that\'s techincally, in practice if you look at the Quake3 skins they have many more features on them than the UT skins. Scars, burns, etc. UT\'s got a bunch of clean sissy-boy skins, not warrirors.

    And then gameplay. Some poeple like UT, other like Quake3. That\'s arguable. But saying that there\'s more detail in UT\'s levels and models is just irrational.


  • #72

    Don\'t get me wrong, I\'m not calling you a fanboy.
    I as a rule don\'t call people fanboys.


    So, you would like all the hordes of \"fanboys\" to explain why they like what they like.

    No, certainly not. What I would like, is some thought out opinions, some worthwhile conversation. Not see idiots, who every freeking Q3 or UT post, chip in with their \"oh, its gay/lame/crap/shit/homo/whatever\" for no reason.

    Theres nothing wrong with liking one or another, liking both or whatever. But if people feel the need to tell everyone, it would be nice for them make a little bit more of an effort than:

    \"blah blah blah Q3 is GAY\"

  • #77- are you able to program for both glide and opengl? if not... id say that you just pulled that statement out of your bum. The unreal engine is not inferior because of its api support... its inferior because the geometry is simpler and the lighting model is less realistic.

    Now on to the never-ending Q3/UT debate:

    Im a big q3 fan.. Its the only game i play - but UT\'s inferior engine doesnt mean its a worse game... Based on the 3 maps ive seen so far in q3test i would say that UT levels are just plain prettier. And based on what ive experienced of the gameplay of both, i think they are both great games, but in spite of that, i know i will never play UT. Because, for me the deciding factor isnt graphics or level design or even the actual quality] of the gameplay. I played q1 and q2 and i admit that im just sticking with the gameplay that is familiar to me.


  • To elaborate on the strafe jumping point.. Carmack said it was possible to remove it completely, but when he did remove it...it made the movement feel \'wrong\'. Instead he just reduced it to a minimum. In q2 you could strafe jump multiple times to the point that you were practically flying across the level (case in point: q2dm1 upper RL to health/rocket/shard platform jump). In q3a it just gives you a small burst of speed that really isn\'t all that significant.. Moreso when you\'re running down a hill or something, but that would seem to be more realistic. Would it not?


  • To clarify:
    Soul Calibre models look smoother/more detailed than Q3 models for several reasons:
    In SC, the game only has to render 2 characters and an open arena. It\'s not rendering multiple characters with multiple projectiles, multiple items on the ground, and a complex overlapping map. More importantly, they designers KNOW exactly how many characters/amount of scene info is active at all times, so they can max out their models. When Paul Steed adds a polygon to a character model he has to remind himself that if there are 4 characters on the screen at once, he\'s adding 4 polygons. If there\'s 8, he\'s adding 8 polygons. Not a concern in a 1on1 fighting game.
    DC is brand new hardware. It SHOULD push more polys than aynthing currently available (except GeForce, which is even newer, but doesn\'t have support yet).
    SC only has to function on one platform. The Dream Cast. Quake3 has to work on a huge range of 3d hardware, so there are maximums that have to be applied. Sure, a p3 600 with the latest 3d hardware could probably handle MUCH more polys per character, but then you\'d need a p3 600 to play.

    And about Quake3/UT engines: Quake3 is a new engine the way Quake1 was. UT is an engine enhancement.
    An analogy: Quake3 is to Quake1 as Quake1 was to DOOM. UT is to Quake2 as Quake2 was to Quake1 (or DOOM2 was to DOOM1, but less so). Get it?
    Anyway, the physics question is a good one, considering that id starts over almost completely when they make a new engine. Why does Q3 use a lot of Q2\'s physics?
    I think what we\'re seeing is that id tweaked Quake\'s physics when they made Quake2, and then were happy with how they worked at that point. Since physics is a gameplay system, they must have felt that since that aspect of the game was already where they wanted it, it would be redundant to completely rewrite it.

    The other possiblity is that the strafe jumping bug is a natural result of the way Carmack programs movement physics, and he hasn\'t figured out a way around the problem yet. Remember that even though Quake1 didn\'t have this specific problem, it did have other physics quirks.





  • >did I single you out and call you a fanboy?

    My post wasnt even addressed to you, I dont see how I could claim that you were singling me out.

    >Where in the world did I ever say that just because someone likes one game in particular, you\'re a fanboy.

    Im not sure, you tell me.

    >#68 sums it up pretty nicely really. You can dislike any game you want.

    #68 said that the reason people are called fanboys because they dont elaborate on why they like what they like. Check post #72 to see why i think that doesnt make any sense.


    >Of course, I, unlike many others, will gave every other game a shot before making up my mind.

    Thats a load of Crap. You mean to say that you\'ve played every frigging game that was ever released and then picked the ones you like ?
    Or just FPS games ?
    Or just popular FPS games ?, so you are an FPS fanboy ?

    >Really a lot of people here might be into the Soldier of Fortune type game, but haven\'t even considered it because they love Quake3 too much. That to me is where you start calling people fanboy. They like one game so much that they won\'t even consider another game that they could like.

    Have you tried out Barbie Fashion Designer ? You might be very well suited to it, you never know.
    I guess you are a fanboy in denial ....

    Or could it be that you are not interested in it ?
    good god, how can that be ? maybe a Q3 fan might not interested in Soldier of Fortune. Its a novel thought, aint it ?

    >Anyway, pointless conversation, later people.

    Well, yeah it is pointless to you now since you chose to abandon it.