![]() All the best moments, all the successes and all the fun is connected to these kind of memories. Quakers are using "dumbed" down graphics for more than 10 years, and some of us for more then 15 years. Yes, and the last thing I would like to add to this subject is that there is a huge pile of psychology involved about the picmip thingy as well. ![]() The "competitive model" is called mega erebus (that's the one you can see on the videos too), and while it's not fully only a glowy blob, with gl_picmip 1337 it will be. That's because the first shot was taken with all possible eye candy on, and they are still present on the picmipped one too.Īlso, in 0.6 there'll be a way to force enemy models too client side (the videos were recorded with 0.5, and forced models server side). Gl_picmip 1337 (everything above iirc 7 looks like this, but you get the pun): The cvar is gl_picmip (also there's a cvar to only picmip world, in case you'd only like to picmip the map): What we already learnt, is that some things will ultimately differ (like item and weapon placement on normal and "pro" versions of the same map like q3dm6).Īs a mapper for the project ("artist", but heh how do I hate that form of address :D) and casual gamer, I never understood the need to turn the graphics into shit, but sure, the game is based on Darkplaces, a Quake engine, so you have all the tools to customise it the way you want. We try to bring a unified balance, that can be fun for both parts. ![]() It's a freaking hard job, you can't totally please both the competitive and play for fun crowd at the same time. We'd like to create a game that is both fun to play for n00bs and for those too who were born with a mouse in hand and built-in aimbots in the eyes. We have our own veterans too from Nexuiz times who like the game physics and weapons the way they are, and also, we have casual gamers too. Though it might sound harsh, but sorry, this is not our intention, to please the community of ESR. "which is wanted by everybody here - Quake game finally done right?" In case I wanted to play Quake, I'd just play Quake, with Quake physics, weapons, etc. "why shall I play this when it's the total ripoff of game X, and I already have that installed?" These things are little bit different than what you might got used to, but if you think after, HP regen means you have to play a bit more aggressively, so there's a chance gameplay will be even more fast paced, and this is also what makes Xonotic unique, and hence tried not to be the "millionth quake* clone". ![]() a rocket in the air, blowing it in your enemies face, in XPM you can't. I'm not sure about the details as I'm not interested in this part of the game that much, but I know the difference will be in stacking abilities, and projectile settings, meaning in default you can destroy eg. In default Xonotic settings stack is limited to 200/200 with any kind of HP/armour pickup, but there's config WIP (constantly, with communication between our 1v1 players and the devs) geared towards more competitive crowds called "XPM". ![]() In Xonotic your stats always try to regenerate/rot back to 100/100. It was a lot worse in Nexuiz, because there wasn't even a HP stack limit. ![]()
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