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Author Topic: .99f Feedback Thread  (Read 132893 times)
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Rubilacxe
 
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« Reply #120 on: 2008-02-07, 01:36 »

I've heard that machine gun sound before.  Many Doom 2 modders made some "remakes" of the Wolfenstein games, as well as some creative things of their own (set in the wolfenstein universe).  They used that machine gun noise quite a bit.  Now I know why Slipgate - Smile.

I do think the MP-40 should have a different sound from the other machine guns in Generations, either way.  It sounds like that will indeed happen though.
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-JL
Phoenix
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« Reply #121 on: 2008-02-07, 06:56 »

I have a machinegun sound that is very close to what the MP-40 sounded like in Wolf 3d.  It works quite well in the test version, so Strogg's and Wolf's machineguns won't sound identical.

About the Mac sounds... I believe a lot of these were also used in the Spear of Destiny expansion packs, which were in turn used in WolfenDoom as well as the original Wolfenstein sounds.
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Darkonxy
 
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« Reply #122 on: 2008-06-14, 02:45 »

Yeah there isnt that any players online at all
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ReBoOt
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« Reply #123 on: 2008-06-14, 09:13 »

There are scheduled games might be easier to find ppls playing then. But the other sulotion is to get your friends or any other ppls you know to start your own game! Slipgate - Smile
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MarneGator
 

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« Reply #124 on: 2008-06-15, 02:41 »

There are scheduled games still?!  And now that I'm here, what happened to Phoenix's server?  I can't reach it anymore. . .
I'm also quite daft, if that's any indication of the help I need.  Slipgate - Wink
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-Veritas-
Phoenix
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« Reply #125 on: 2008-06-15, 18:19 »

My server is still up.  I had to repair the electric yesterday so it was down for a few hours.

Scheduled games have always been Saturdays, 9 pm CET for Alucard's Euro server, and 9 pm Eastern for the US server (currently my server).  I have been unable to attend any kind of games lately owing to having zero free time.  That's no reason everyone else can't get a game together though.
  Slipgate - Smile
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MarneGator
 

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« Reply #126 on: 2008-06-17, 21:48 »

It's just been so long since I've actually played Gen that I forgot there were scheduled games!  Hopefully I'll be around Saturday!
I still have a problem with actually seeing the server.  The in-game browser hasn't picked anything up anything other than the Euro server, something I never see used (time zone issues?)  Slipgate - Sad   What really gets me is that I'm still able to join servers for DM, defrag (argh!), excessive, or what have you.  Nor have I done anything to my computer recently.  Manual IP, perhaps?  I don't know...
Remember, I'm not a member of the software cognoscenti  Slipgate - Smile
« Last Edit: 2008-06-17, 23:24 by MarneGator » Logged

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Phoenix
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« Reply #127 on: 2008-06-19, 01:55 »

Strange that it's not showing up, but the in-game browser is kind of flaky since it's Q3's in-game browser.  It may also be because I'm using a prototype of the new executable for my server and it's not detecting.  I'll have to look into that.

In the mean time, check out the Servers Page for our website.
   Doom - Thumbs Up!
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MarneGator
 

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« Reply #128 on: 2008-06-19, 03:22 »

Vielen dank!
...
Sad though that you had to point out the server page to me.  It's been looking me in the face all this time and it never registered.  This brain is worn the * out.
Something else of note regarding game browsers: I attempted to use gamespy (gasp!) and your server didn't display there either.
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Phoenix
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« Reply #129 on: 2008-09-27, 03:18 »

That could be because I'm using a modified executable for my test server, and I'm running the same executable for the game server as a Q3 backward-compatibility test.  My renaming of a few things in the engine might have broken the recognition of it as being a Q3 server by the master server.  It appeared in All-Seeing Eye just fine (before Yahoo ditched support for ASE) but it does not show in QTracker either now that I've checked.  I'll have to look at correcting that little issue.  Thanks for bringing it up.
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Krypto
 
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« Reply #130 on: 2008-10-29, 03:02 »

Good Day Wirehead.

First an extended paw of appreciation and admiration towards the team and players alike for breathing luminous life into the morbid and dull eternal arena. Empowering the entity of Q3 and revitalizing gameplay with the delicious variation brought by the five generations. Yet I ponder, how can a mod which opens limitless doors in variation, replayability and bring a pleasurable doce of authenticity be surprisingly unpopular? Spirits are dampened to view the bare layer of sediment which make up the player database, for what should potentially be a popular mod. I can comprehend that the modern game industry has influenced past veterans away from Gen or perhaps the cards dealt in life for the time being are proving troublesome. However I see the initiative has been taken to organize games of CTF by howling the message across the cosmos of the forum board. A shame I only came across that thread in September when the majority of bloodaths were savoured in August which has worked to a degree, company higher than 0 is greatly appreciated Doom - Thumbs Up! let us view the situation from another perspective. A small group of veterans encourages familiarity with one another, well mannered players and thus the company is indeed pleasurable despite the rarity of battles.

Gather round as I recall the slaughter of my recent bloodbaths. I had a number of matches with hardcore bots in CTF, I was impressed they adapted to their surrounding environment and level layout quickly. Taking full advantage of different paths through and without the map. The opposition became unpredicatable in their behaviour and flag running escapte routes, using multiple paths throughout my team's base. At a number of instances up to 3 enemy bots would rush our flag room, usually when their flag within the grasp of a team mate. Their desire and strength to claim what is rightfully theirs, while commendable is foolish considering they forgot to protect their own carrier! Slipgate - Smirk Overall their quick study of the map and remarkable teamplay (escorting carriers, defending bases and capturing flags) counterbalanced the A.I's predicatable movement pattern in combat which makes aiming easier. I made sure not to hog all ammo and weapons, taking only the bare necessities an armed bot is a useful one! A few times the enemy would storm our base with nothing more than a machinegun, only to be riddled with bullets or splattered on a nearby wall.

Alas I wait with anticipating eyes and sweaty paws for the arrival of 1.0, in hopes it will sprout new seeds in the garden of Gen. I actually wanted to get more into this post but I'm afraid my time is up for the moment. I'll attempt to clear my schedule for Friday and Saturday night, definately looking forward to it Slipgate - Thumbs up!

Thank You once again folks.
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Phoenix
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« Reply #131 on: 2008-10-29, 18:56 »

Many thanks for your appreciation of our mod.  It has been rather puzzling as to why we don't have a larger player base.  As the mod has become more refined, we've had fewer players.  When we first released the .99a version, we had packed servers though the quality of work was vastly inferior.  The .99f version is the most stable build, most net-friendly, and most refined, short of the current build in the works.  Perhaps it is that players who favored Quake no longer have the time to play, and development time seems to be even harder to allocate at present.  I can speak for myself and Tabun in that respect.  I know our development team has shrunk greatly, though I do not complain about the workload involved for myself, Tabun, ReBoOt, and others who have stuck with the project since its inception.  It is my hope that more people can drop in and play regularly, and that I may have some more free development time in the near future to move the project along.  Generations seems to be best enjoyed with a fairly large number of players as to a few, where the action is frantic and unpredictable as opposed to measured and methodical, although a 1 vs 1 match with one class against another can be extremely tense and interesting.

When our development team was much larger we had hosted some tournaments at Quakecon a few years in a row.  We had prizes ranging from a high-end graphics card to a Koolance case complete with a Wirehead casewrap decal.  Alas I fear those days are well past, but I can assure you that development will continue on the mod until it is done or some catastrophic event (such as a meteor landing on my nest, a divine appearance summoning me from this world, or the earth exploding from a shot by the Death Star) renders development impossible.

If you want a peek at what's on the way for 1.0, check out this preview video that Tabun put together that shows off some weapon animations and a few new special effects, as well as some pictures of our new CTF Grappling Hooks that will make their appearance in 1.0!
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fourier
 
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« Reply #132 on: 2008-10-29, 22:22 »

Join the fun this saturday, Krypto.  I should be there.  I guess I should be updating that thread letting people know when I'll be there or not.  I have been there the past 2 weeks, and, although marne only popped in for a game or two, phoenix and I had some enjoyable games (enjoyable to me Slipgate - Smile ).

It seems like I can't rail lately, in unlagged or in generations, so now is a prime time to play! Slipgate - Thumbs up!
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Krypto
 
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« Reply #133 on: 2008-11-01, 18:09 »

Cheers for the welcome I appreciate it Slipgate - Smile and Phoenix I have been enlightened by the nostalgic and original designs of the CTF hooks along with the trailer's sleek animations for quite some time indeed! Expect to see feedback in the appropriate threads soon enough. Glad to hear theirs a high chance you'll be able to attend today Fourier. I suspect I'll be able to arrive somewhere around 11PM however I'm enthusiastic enough to dwell into the late hours for U.S players Doom - Thumbs Up!

Is it worth taking advantage of Generation's IRC channel to coordinate games? In the past the few who lingere were quiet as mere shadows of themselves Slipgate - Ninja
« Last Edit: 2008-11-01, 18:11 by Krypto » Logged
Niveus
 

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« Reply #134 on: 2008-11-19, 23:19 »

Ive noticed that Doom and Phobos have skins where they dont have helmets.  Any chance of a similar skin for Crash?

And why is Slipgate the only class w/o a female character?
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Phoenix
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« Reply #135 on: 2008-11-20, 19:58 »

It may be possible for Crash, but we'll have to create a head for the model first.  I'll have to look at the torso mesh to see if it's feasible.

There's no female Slipgater because there's no female model in Quake 3 that really works for that class.  We might address that further down the line.
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Niveus
 

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« Reply #136 on: 2008-11-20, 22:37 »

Thank you, Mr. Phoenix.

On a more gameplay related note, since every thing but explosives, plasma guns, and railguns appear as gatling guns to Earth soldiers, isn't it a little easy for them to get the Dual Gats?





 Slipgate - Off Topic In an unrelated question, do the bots gain health as their "level" increases, or do I just really suck...
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Phoenix
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« Reply #137 on: 2008-11-21, 00:52 »

It is fairly easy to get the Dual Gats.  In fact, all one has to do is stand on a shotgun spawn and have the gun respawn 5 seconds later.  There's upsides and downsides to the gats as well:

Pros:

Devastating firepower, especially at close range.
Easy to acquire quickly.
Can take out several people at once in a crowded fight.

Cons:

If you're killed with them out, it drops a BFG for everyone else.  (Slipgaters get a Thunderbolt)
Eats ammo like mad, and if you run out your single gat, MP-40, and luger are also useless.
Not effective past medium range.  The spread is a lot wider than with a single gatling gun.
(Next version) Slower to deploy and put away than other guns.
(Next version) Having two weapons out at once is rather conspicuous.

At present the second gun is only visible from the first-person perspective, so if you see an Earth Soldier with a gatling gun expect that he has a second one.  Also, listen for the distinct sound of the Dual Gats, and watch the scoreboard and obituary messages to see who's using them, and try to either ambush the person or avoid them.  An ambush can score you a free BFG, but it's risky, so try to wait until the Earther is weak or has exhausted a lot of ammunition on another player before attacking them, that is, provided you don't get ambushed yourself.

I may also have a modification to the weapon spawning behavior in the next version that might help with the 5 second "gun camp" issue, but I don't want to go into detail here as it's only an idea at this point and I don't want to say anything before I explore the idea with the team first.

Regarding bots, I modified the behavior for bot skill levels.  They always spawn with full health and inflict the same amount of damage at any skill level.  What changes is their artificial intelligence.  A bot at skill 1 can hurt you the same as a bot at skill 5, but the skill 1 bot will act extremely stupid.  In addition, player handicaps only affect how much damage the player inflicts on other players.  Handicaps no longer lower your health.  I did this for a few reasons.  First is that I did not like the health handicap system.  It made low skill bots too easy to kill, and it made it very hard for more experienced players to use a handicap to help less experienced players out.  I felt it better to make it harder for a handicap to give you points than it was to make it easier for others to score easy frags on you.  The second is that I wanted bots to better simulate what a player will face online as best as the current Q3 bot logic would allow.  Gimping the weapon damage and health on the bots at lower skill levels doesn't help a player practicing offline.  Players online are going to inflict 100 points of damage with a railgun whether they can aim or not, and very few players online will actually use a handicap.  I felt this was better as a training tool and also to make offline play more consistent.  It does have the effect of making Generations bots, on the whole, more difficult opponents than standard Q3 bots, though at skill 4 (Hardcore) and skill 5 (Nightmare) there's not much of a difference except with the weaponry.  There are a few bots that are notoriously difficult opponents.  Deathknight, for example, lives up to his name quite well.
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MarneGator
 

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« Reply #138 on: 2008-11-22, 00:00 »

^ One of those drawbacks reminds me: will Earth move to instant switch in 1.0?  Like during his days of storming Nazi strongholds in '92?  Or since he's the least like the source material will he have his own weapon switching speed?
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Phoenix
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« Reply #139 on: 2008-11-22, 15:29 »

If we made Earth Soldiers 100% to Wolfenstein 3d, you'd have 99 bullets, no armor, die in two shots, and have only 4 weapons (and no dual gats).  Since we pretty much overhauled the Wolfguy so he could be up to date with the Deathmatch Era generations, he'll have his own weapon switching speeds and animations.
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