Soon?
In anticipation of a new release of the Win32 version of Q3Test, I've moved the current release to the old directory on the FTP server. So if you were trying to download Q3Test, and couldn't find it, that's why =) Stay tuned...
In anticipation of a new release of the Win32 version of Q3Test, I've moved the current release to the old directory on the FTP server. So if you were trying to download Q3Test, and couldn't find it, that's why =) Stay tuned...
Some years before that, Robin and John were just two casual Australian students who are fond of playing computer games, when they accidentally came upon a multiplayer map called plain "Fortress" where players grab their weapons of choice from rooms accessed via several teleporters. Players pick the teleporter they want, then whisked to a room where they grabbed the weapons, and the game is on by working a series of buttons that would open the enemy base. The technical concept of it all stuck in Robin's and John's minds. It was just the sort of LAN game they wanted to play. Said Robin, "...It's more fun to play with people to accomplish a specific objective than to just shoot (at) things indiscriminately."
Q3Test1 teamplay layout:
Along with the new rules, Tim Willits has also adjusted the weapons and powerups settings. Also of note is that the switch that opens up to the basement area below the RL on the bridge is now always open. Since I'm so horrible at describing item placements and whatnot, I ran around and took some screenshots of where all the new placements for weapons are. The powerup count is as follows:
- 2 Plasma Guns located here and here
- 2 Super Shotguns located here and here
- 1 Red Armor located here
- 1 Yellow Armor located here
- 1 Rocket Launcher located here
- 1 RailGun located here
- 1 Megahealth located here
Hope you guys enjoy the article, I realize the grammar is filled with run-on sentences but I had to crank this thing out as fast as possible and fit as much information in there as I could remember. Please feel free to email me any feedback on what you liked and didnt like about the article. Be sure to check out the Quake3 messageboard when you are done. A 24hour turn-around isnt too bad though ya dig?
As you have heard, we are working on releasing another version of the test. This new version of the test will require you to download all of the data again. Many of you might not immediately see this as a good thing, but it is!!! This gives me the opportunity to make some minor bug fixes to Q3test1. If there is anything in the map that you feel is a "bug" please drop me an email and I'll try to fix it before the next test release.
Examples of some good bug fix suggestions:
1. Sometimes when I round the corner out of the rocketlauncher room towards the plasma room I see a vis error at the top of the steps.
2. I get stuck when I back into the corner on the left side of the steps leading up towards the rocketlauncher in the courtyard.
Examples of some bad bug fix suggestions that I DON"T want you to email me:
1. This map plays nothing like Q3test2 and it basically sucks.
2. Make it more like the Edge, that's my favorite map!!
3. I can't believe you put two rocketlaunchers in the map.You are dumb!!
Thanks again for everyone's feedback on the test and the levels.
Graphically, I think mine is on par with Q3Test, with the exception of radiosity and volumetric shadows on moving objects--I just haven't had time to get to those yet. Everything else is there. I haven't seen the latest from Epic yet, so I can't make a fair comparison with Unreal. I have dynamically tessellated curves (via LOD and framerate), specular / bump mapping and fast dynamic lights but, as far as I know id plans to implement those, if they haven't already.
So wheres that darn test?
Like the Great Prophet Zarquon said, all sorts of things popped up. Its still soon. We need to merge code, test, and do a drop to IHVs to make sure everything is hunky-dory with them. The tourney map needs a wee bit more tweaking, and some of the tourney code needs a little bit more work and testing. Theres a lot of new stuff in there!
The key to getting more frames per second is to make everything ugly. We're talking serious "got hit with an ugly stick, fell off the ugly truck, and into the fugly lake" ugly. We have to turn off almost all the pretty graphics settings. Some may say the whole point of Q3 is the purty graphics, but here at FiringSquad, Q3's all about the gameplay. How else are we supposed to enjoy the networking code if our systems keep on chunking up on us because of all the nice textures and 32-bit colors?
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