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Thread View: alt.games.quake2
5 messages
5 total messages Started by kelvin tooth Thu, 14 Aug 1997 00:00
Guns in Quake2
#287
Author: kelvin tooth
Date: Thu, 14 Aug 1997 00:00
16 lines
836 bytes
I keep seeing guns (in screenshots of Quake2) which point into the centre
of the screen from the bottom right
corner of the screen (a la Duke Nukem). I have always felt that
idsoftware's games were special and better with 
their forward pointing guns (which I think are better).


Please please please
write to idsoftware and tell them not to cave in on this one,
all their games from Wolfenstein up have maintained this 
extremely high quality gameplay etc. etc. etc.

thank you

kelvin
Re: Guns in Quake2
#288
Author: sad... Jon Platt
Date: Fri, 15 Aug 1997 00:00
32 lines
1808 bytes
"kelvin tooth" <kel...@shootnsurf.co.uk> wrote:

>I keep seeing guns (in screenshots of Quake2) which point into the centre
>of the screen from the bottom right
>corner of the screen (a la Duke Nukem). I have always felt that
>idsoftware's games were special and better with 
>their forward pointing guns (which I think are better).
>
>
>Please please please
>write to idsoftware and tell them not to cave in on this one,
>all their games from Wolfenstein up have maintained this 
>extremely high quality gameplay etc. etc. etc.
>
>thank you

Ok, well think for a moment. Wolfenstien: Where do you hold a pistol?
It can be directly infront, among other things. Where do you hold a
submachine gun? Directly infront.
Now, shotgun. Where would you hold on of those? Propped against your
shoulder to brace against the recoil.. Rocketlauncher? Balanced on
your shoulder...
And anyway, according to Paul Steed the weapon models have been highly
optimised so there only is a right hand side of htem, they were going
to have a left and right handed mode, but can't cause they're keeping
poly counts as low as possible.
If you *really* want, it'd be possible to move it into the center of
the screen, but you'd only have half a gun..
--
The Mink War performed in the Ustinov Studio, Bath from the 14th - 17th October
Mail for details of tickets and times of performance
Re: Guns in Quake2
#291
Author: Gumbo
Date: Sun, 17 Aug 1997 00:00
108 lines
4194 bytes
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 Ismail Saeed wrote in article <33F38B99...@erols.com>...
>It's a matter of realism..... do you have a gun pointing OUT of your
>stomach in real life? No, your holding it in your hand.

>It's not an idea id disliked, it just didn't come to them till they
>saw Duke... and Quake was already coming out at the time.

>This is something they won't change or they'll get delayed months in
>release because of retooling every single weapon model.

>--
>Slipgate - AKA Ismail Saeed
>mailto:slip...@quake2.com
>http://www.quake2.com
>ICQ pager: http://wwp.mirabilis.com/1088038
I couldn't agree more! I believe the gun placement in Quake 2 has a more =
realistic look than directly in front of you. In response to the people =
that say you can't aim good with it there, I play Quake with FOV set to =
110, at which view, there is no weapon visible on the screen and I am =
now MORE accurate with it like that than before. That's what the =
crosshair is for to have a reference when aiming, so I use it as such.
Gumbo =20
--
"The difference between a politician and a statesman is: a politician =
thinks of the next election and a statesman thinks of the next =
generation." - James Freeman Clarke

ICQ: 2337981



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<META content=3D"text/html; charset=3Diso-8859-1" =
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<META content=3D'"Trident 4.71.0544.0"' name=3DGENERATOR>

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<P><FONT face=3DVerdana size=3D2> Ismail Saeed<ISA...@EROLS.COM> wrote =
in article=20
&lt;33F38B9...@erols.com&gt;...<BR>
&gt;<HTML><BODY><FONT size=3D2>It's a matter of realism..... do you have =
a gun=20
pointing OUT of your<BR>
&gt;stomach in real life? No, your holding it in your hand.<BR>
<BR>
&gt;It's not an idea id disliked, it just didn't come to them till =
they<BR>
&gt;saw Duke... and Quake was already coming out at the time.<BR>
<BR>
&gt;This is something they won't change or they'll get delayed months =
in<BR>
&gt;release because of retooling every single weapon model.<BR>
<BR>
&gt;--<BR>
&gt;Slipgate - AKA Ismail Saeed<BR>
&gt;<A =
href=3D"mailto:slip...@quake2.com">mailto:slip...@quake2.com</A><BR>
&gt;<A href=3D"http://www.quake2.com">http://www.quake2.com</A><BR>
&gt;ICQ pager: <A=20
href=3D"http://wwp.mirabilis.com/1088038">http://wwp.mirabilis.com/108803=
8</A></FONT></FONT>

<P><FONT face=3DVerdana size=3D2><FONT size=3D2><FONT face=3DVerdana =
size=3D2>I couldn't=20
agree more! I believe the gun placement in Quake 2 has a more realistic =
look=20
than directly in front of you. In response to the people that say you =
can't aim=20
good with it there, I play Quake with FOV set to 110, at which view, =
there is no=20
weapon visible on the screen and I am now MORE accurate with it like =
that than=20
before. That's what the crosshair is for to have a reference when =
aiming, so I=20
use it as such.</FONT></FONT></FONT>

<P><FONT face=3DVerdana size=3D2><FONT size=3D2><FONT face=3DVerdana =
size=3D2>Gumbo  <BR>
--<BR>
<FONT size=3D2>&quot;The difference between a politician and a statesman =
is: a=20
politician thinks of the next election and a statesman thinks of the =
next=20
generation.&quot; - James Freeman Clarke<BR>
<BR>
ICQ: 2337981</FONT></FONT></FONT></FONT>

<P></P>

</BODY></HTML>

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Re: Guns in Quake2
#289
Author: iDl... Dllem
Date: Mon, 08 Sep 1997 00:00
15 lines
1119 bytes

>And anyway, according to Paul Steed the weapon models have been highly
>optimised so there only is a right hand side of htem, they were going
>to have a left and right handed mode, but can't cause they're keeping
>poly counts as low as possible.

Mirror the frame, then flip the textures.  No biggie.  Just that they
have to hard code it, which might take some time..  Guess they don't
want to risk hurting other parts of the game by retooling something
little like that..

Dllem
-------
Remove the i to Mail Me
Re: Guns in Quake2
#290
Author: Slipgate
Date: Mon, 08 Sep 1997 00:00
34 lines
1750 bytes

Dllem wrote:
> 
> >And anyway, according to Paul Steed the weapon models have been highly
> >optimised so there only is a right hand side of htem, they were going
> >to have a left and right handed mode, but can't cause they're keeping
> >poly counts as low as possible.
> 
> Mirror the frame, then flip the textures.  No biggie.  Just that they
> have to hard code it, which might take some time..  Guess they don't
> want to risk hurting other parts of the game by retooling something
> little like that..
> 
> Dllem
> -------
> Remove the i to Mail Me

Hard coding things like that is ultimately bad.  Quake creativity could
have gone even farther if there hadn't been certain things hard coded
(like a good deal of the status bar management).

Anyways, the option is available to mod authors, and Quake 2 is even
more editable.

It's not such a biggie, after all first person games are meant to be a
game where you play a given character, not a custom tailored character.
If you custom tailor your character you may as well make him invincible.
Just because its a right handed player doesn't put down lefties.

-- 
Slipgate - AKA Ismail Saeed
Webmaster, http://www.quake2.com
mailto:slip...@quake2.com
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