Carmack announces - Quake Arena
I just saw over at Blues about how id is now canning Quake
3 and single player FPS altogether to work on a Deathmatch only project called Quake
Arena. I personally like the sound of this a lot better than what I was hearing on Quake
3. In his .plan he even mentions that there will be fallback settings to get it to run at
Quake 2 comparative speeds (with lower systems not getting snuffed altogether now I
guess). Head over and check it out if you haven't already. - Jazzman-X 8:42pm EST
Jazzman-X non-Quake2 gaming..
I just had to share how I have become
re-addicted to "Carmageddon" as of late. If you have never played this game you
ought to try it out. Its pretty damn fun. I have had it for a long time but didn't play it
much at first. Well, they came out with the 3DFX patch (which improves the graphics big
time, very big difference) a little while back so I went and got it and reinstalled the
game. I started playing it again last weekend and cant hardly stop. Its one of those games
that should be pretty cheap right now. Pick it up and let me know what you think. Too bad
it doesn't have tcp/ip play, damn! Any game that you get extra "style bonus"and
"3x bonus" for doing a spinout on 3 fat pedestrians gets an "A" in my
game review book any day. -
Jazzman-X 3:12pm EST
Programmers hit upon.....common sense.
I got kinda a good laugh this morning
reading all the news on Bluesnews about Carmack, Romero, and the Raven software guys all
saying that on their next Gen games they will be shifting stuff to the client side as far
as complicated effects, projectile animations, etc. and only have pertinent info for
collision detection and all on the server side in order to speed up multiplayer aspects.
Is it just me or do all of you also say to yourself "Duh!" after reading all of
that.
They make it all sound like this great new idea they
just came up with. I mean it does kinda make sense to do more client side so less data
packets are transmitted back and forth. Here is a clip from Carmack's .plan "The new paradigm is that the server
controls all information necessary for the rules of the game to function, but the client
controls all presentation of that information to the user through models, audio, and
motion."
Here is even a funnier one to me where the Raven guy
wants to make it clear they are not copying off of id: "Just so no thinks we are just following id. This strikes
me as a general paradigm shift in the whole industry as we all simultaneously discover
that the dumb client/server model isnt ideal for fast action multiplier
gaming."
Like I said maybe it is just me but, damn I thought
this shit was funny. Hell, maybe I'm reading it wrong or something. Seems pretty clear
reading it though. I know in Quake 2 models are handled client side, but no other effects
are is my understanding. That means flag animations, moving objects, explosion debris,
blood, chunks, animating wheels, door movement, etc are all done server side. Now they
Brainstormed and figured out that should be client side to help make it faster. hehehe. - Jazzman-X 2:12pm EST
Practice Night...
Last night we had the clan CTF
practice. I thought that overall it went pretty well. I think early on we had some good
training and I think a few guys got a better understanding of working as a team and how to
communicate better. I think those guys who played on McKinley's were doing real well.
I do have to make one comment about last night and
hopefully there will not be many more. Everyone seemed to get kinda mad last night and
tensions flared for a few minutes. Everyone needs to understand one thing....Practice
night means just that...PRACTICE. You can "Lets just play" any other night 24
hrs a day 7 days a week all you want. The one night we have practice we kinda would like
to do just that. We should be running scenarios, switching teams, resetting, trying
different defense's etc. I saw a few people start making comments like "Are we gonna
play or what?" and "That was fun" (sarcastically I believe). This is not
productive.
I will shoulder some of the blame in that I was
having major connect problems and wish I could have been there a little better to keep
things rolling along. It seemed just when I would get something going I would disconnect
and come back to chaos sometimes. Anyway, like I said before though I feel we did do
pretty well early on. After I gave the one tip to Gator, Hirudin and Tox on Defense in
McKinley's I saw immediate improvement. One of the most important things to remember is to
know what your job is. You should know whether your on defense, flag carrier, or flag
carrier interference duty. I will be posting more tonight about rosters, last minutes
tips, etc. Just for your info I know that the other clan is supposed to have at least 4
guys show we think.
So, as of right now I believe our starting roster
for 4 players will be: Frag God (D), Gator (D), Hirudin, and EXO. The (D) denotes defense.
For EXO and Hirudin they will go for flag. If both are present together EXO should be
primary flag carrier with Hirudin on interference. As I said before, when I find out more
I will post more. -
Jazzman-X 10:31am EST