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Thread View: alt.games.quake3
1 messages
1 total messages Started by Dieter Seelig Wed, 03 Mar 1999 00:00
My thoughts on the Leak
#1252
Author: Dieter Seelig
Date: Wed, 03 Mar 1999 00:00
30 lines
2747 bytes
Well, after about an hour worth of downloading, and getting the new version
of the maps, I started figuring out the whole opengl mess, and after
downloading a new copy of the dll, I kept experimenting, and evenutally
renamed the same dll 2 different things, voodoogl.dll and the
3dfxopengl.dll. BOOM, it worked and I was in, I started screwing around
witht he maps, the ones that work, and all I could say was wow for most of
it. The fog, was a nice addition, and the mirror effect is great. But the
thing that really got me, were the great textures. I mean, it's no longer
the brown wall, with the small dark cracks, this was beautiful looking, and
the player model is nicely animated (finally, walking and shooting, not
"floating" while shooting. The same with crouching.) and nicely skinned. The
weapons were very nice, but I felt the grenade launcher felt a little slow,
and I certainly hope the rocket launcher actually fires a rocket and not a
burst of energy, but since it's just a test, it has most certainly changed.
The BFG is weird, and when Redwood called it a more precise version, and
it's true, and fromt he nearly finished gun models, the railgun and plasma
gun look great, kinda like the BFG from Quake2, with a large part of the
model being viewable. The maps a nice, and obviously very early in design.
Great architecture and creativeness, the sky is great(Nice Lightning).
Performance wise, My P2 450, 128 SDRAM, Monster 3dII 8 Meg, Diamond A50 with
8 megs AGP, had some struggles with timerefresh near complex objects like
the mirror, pulsating column, and spnning portal. I got anywhere from
16fps - 39fps throughout the level. With the forthcoming optimizations done
by id I see nothing but good things from this complex object, and can only
hope for more. The performance isn't really noticable in playing around the
areas, only when using Timerefresh did the bad areas stick out. Even if it's
several months, I think it does give the gamer some idea of how it will run
on your comp, if you can get 20fps constantly throughout the level, I would
bet you would easily get 30+fps in the finished optimized version. My 2
cents. Also, get a demo that we can all time demo and see.
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