Q3 Skins & EULA
"the skins were created to be viewed with a model viewer, not with Q3 .. and they're being created for artistic reasons, not to be played with. People can download them, but what they do with them is their business"
"the skins were created to be viewed with a model viewer, not with Q3 .. and they're being created for artistic reasons, not to be played with. People can download them, but what they do with them is their business"
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.
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!
Why did he go? I don't know. That was his personal decision. But he wasn't fired or anything even close to that. Let's make that clear. Frankly, we were all pretty stunned by both his decision to leave and the timing of the decision. I didn't find out until the following Monday. Brandon has a lot of varied talents and I wish him well in whatever he chooses to do in the future. How will this affect Quake 3? Brandon James's incomplete maps and other responsibilities will be divided up between us. It does mean a bigger work load for the rest of us, but that's what we get paid to do.
Check out the Quake3 messageboard for the full deal. Here is the original post I made: As many of you guys probably heard a few days ago Brandon James was removed from the id Software BIO page and the rumors began to fly. Well it's official that Brandon "Killme" James has left id Software as a level designer. You can check this little Q&A over at the Oxygen Tank out.
Why did I leave id Software? I'm not going to answer that. However, I will say that I really needed time to get by myself, to pick up the hobbies (music, gaming, etc) that I had put aside for far too long. As for any other reasons, I will not talk about or answer those now or in the future
"One thing that will not make it into the game is a character class structure. The team toyed with the idea, but eventually found it to be unworkable in a deathmatch environment."
You'll notice the quaded player now has a glow that is easier to spot along with his cool electric effect. One of the complaints about the Quake2 quad effect which id has apparently listened to the players about. There was also a rotating mirror which could make for some really interesting gameplay. Hopefully they'll do something else with mirrors like perhaps a certain energy based weapon can bounce shots off mirrors etc. As anyone who read my old Half-Life preview knows, I'm pretty anal about the DM player models, and I'm just giddy that Q3 DM models look so good.
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