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Quake 4 - Oficijelni tred

PHP:
makeAmbientMap        makes an ambient map
  makeLoadScreens       Stub to keep the game from erroring out on startup when building load screens
  MakeMegaTexture       processes giant images
  map                   loads a map
  memoryDump            creates a memory dump
  memoryDumpCompressed  creates a compressed memory dump
  modulateLights        modifies shader parms on all lights
  modview               launches the model viewer
  netScan               scans internet for servers
  nextAnim              shows next animation on test model
  nextFrame             shows next animation frame on test model
  nextGUI               teleport the player to the next func_static with a gui
  nextjumppoint         jumps to the next debug jump point
  nextMap               loads the next map on the server
  noclip                disables collision detection for the player
  notarget              disables the player as a target
  parse                 prints tokenized string
  path                  lists search paths
  phonemeGen            generates phonemes for text/wav combination
  playCmdDemo           plays back a command demo
  playDemo              plays back a demo
  playerModel           sets the given model on the player
  playNetDemo           playback a network demo
  playNetTimeDemo       run a timedemo on a network demo
  popLight              removes the last created light
  prevAnim              shows previous animation on test model
  prevFrame             shows previous animation frame on test model
  prevjumppoint         jumps to the previous debug jump point
  printAF               prints an articulated figure
  printAudio            prints an Video
  printEffects          prints effects
  printEmail            prints an Email
  printEntityDef        prints an entity def
  printLipsyncs         prints lip syncs
  printMaterial         prints a material
  printMaterialTypes    prints material types
  printMemInfo          prints memory debugging data
  printModel            prints model info
  printModelDefs        prints a model def
  printPDA              prints an PDA
  printPlaybacks        prints playbacks
  printSkin             prints a skin
  printSoundShader      prints a sound shader
  printTable            prints a table
  printVideo            prints a Audio
  promptKey             prompt and sets the CD Key
  QANotes               qa notes about the current map
  quit                  quits the game
  rcon                  sends remote console command to server
  reconnect             reconnect to the last server we tried to connect to
  recordDemo            records a demo
  recordNetDemo         recordDemo <name> start recording a network demo
  reexportmodels        reexports models
  regenerateWorld       regenerates all interactions
  reloadanims           reloads animations
  reloadARBprograms     reloads ARB programs
  reloadDecls           reloads decls
  reloadEngine          reloads the engine down to including the file system
  reloadFAS             reloads the viseme data
  reloadGuis            reloads guis
  reloadImages          reloads images
  reloadLanguage        reload language dict
  reloadModels          reloads models
  reloadScript          reloads scripts
  reloadShaders         reloads the hardware shader programs
  reloadSounds          reloads all sounds
  reloadSurface         reloads the decl and images for selected surface
  remove                removes an entity
  removeClientFromBanList removes a client id from the ban list: removeClientFromBanList <client id>
  removeFriend
  removeline            removes a debug line
  renderbump            renders a bump map
  renderbumpFlat        renders a flat bump map
  renderbumpFlatGUI     launches the renderbump flat gui
  reportImageDuplication checks all referenced images for duplications
  reportSurfaceAreas    lists all used materials sorted by surface area
  resaveDecl            resaves a decl or every decl of a certain type
  rescanSI              internal - rescan serverinfo cvars and tell game
  reset                 resets a cvar
  roq                   encodes a roq file
  runAAS                compiles an AAS file for a map
  runAASDir             compiles AAS files for all maps in a folder
  runAASTactical        calculates tactical features for an AAS file
  runReach              calculates reachability for an AAS file
  s_restart             restarts the sound system
  saveGame              saves a game
  SaveGameRefreshList   refresh the gui's save list
  saveLights            saves all lights to the .map file
  saveMoveables         save all moveables to the .map file
  saveParticles         saves all lights to the .map file
  saveRagdolls          save all ragdoll poses to the .map file
  saveSelected          saves the selected entity to the .map file
  say                   text chat
  sayTeam               team text chat
  screenshot            takes a tga screenshot
  screenshotJpeg        takes a jpg screenshot
  script                executes a line of script
  serverForceReady      force all players ready
  serverInfo            shows server info
  serverMapRestart      restart the current game
  serverNextMap         change to the next map
  set                   sets a cvar
  seta                  sets a cvar and flags it as archive
  setInstance           sets a player's world instance
  setMachineSpec        detects system capabilities and sets com_machineSpec to appropriate value
  setPlayerGravity      sets players local gravity
  setPMCVars            Resets player movement cvars
  sets                  sets a cvar and flags it as server info
  sett                  sets a cvar and flags it as tool
  setu                  sets a cvar and flags it as user info
  setviewpos            sets the current view position
  shakesGen             generates shake data for sound shaders
  showDictMemory        shows memory used by dictionaries
  showInteractionMemory shows memory used by interactions
  showMemAlloc          Prints outstanding mem_alloc tags -- Debug only
  showMemory            gives a reasonably detailed account of memory usage
  showStringMemory      shows memory used by strings
  showTriSurfMemory     shows memory used by triangle surfaces
  sizeDown              makes the rendered view smaller
  sizeUp                makes the rendered view larger
  soundLog              list the number of times sounds have been played
  spawn                 spawns a game entity
  spawnGUI              spawn gui
  spawnServer           spawns a server
  startBuild            prepares to make a build
  stopNetDemo           stop playing/recording a network demo
  stopRecording         stops demo recording
  tabComplete           tab completes it's argument
  teleport              teleports the player to an entity location
  testAnim              tests an animation
  testBlend             tests animation blending
  testDamage            tests a damage def
  testDeath             tests death
  testGUI               tests a gui
  testid                output the string for the specified id.
  testImage             displays the given image centered on screen
  testLight             tests a light
  testmap               tests a map
  testModel             tests a model
  testParticleStopTime  tests particle stop time on a test model
  testPointLight        tests a point light
  testSave              writes out a test savegame
  testShaderParm        sets a shaderParm on an existing testModel
  testSIMD              test SIMD code
  testSkin              tests a skin on an existing testModel
  testSound             tests a sound
  testStandaloneVideo   displays the a standalone cinematic
  testVideo             displays the given cinematic
  timeCmdDemo           times a command demo
  timeDemo              times a demo
  timeDemoQuit          times a demo and quits
  toggle                toggles a cvar
  touch                 touches a decl
  touchFile             touches a file
  touchFileList         touches a list of files
  touchGui              touches a gui
  touchModel            touches a model
  trigger               triggers an entity
  unbind                unbinds any command from a key
  unbindall             unbinds any commands from all keys
  unbindRagdoll         unbinds the selected ragdoll
  undying               enables undying mode (take damage down to 1 health, but do not die)
  updateUI              internal - cause a sync down of game-modified userinfo
  verifyServerSettings  verifies the game type can be played on the map
  vid_restart           restarts renderSystem
  viewNotes             notes about the current map
  vstr                  inserts the current value of a cvar as command text
  wait                  delays remaining buffered commands one or more frames
  weaponSplat           projects a blood splat on the player weapon
  where                 prints the current view position
  writeAssetLog         generates log file of all the assets loaded
  writeCmdDemo          writes a command demo
  writeConfig           writes a config file
  WriteConfiguration    WriteConfiguration
  writeDeclFile         writes all currently parsed decls to a file
  writePrecache         writes precache commands
  writeProgramImages    write program formulated targas to compression dir
  writeRDF              write RDF file
  WriteServerConfig     Writes all server related cvars out to the filename provided
 
Mogu reći da mi Q4 radi malko brže nego D3 (doduše 640 ultra-low)... al zato teksture izgledaju heavy očajno... možda je zbog tweakova u omega drajverima...
 
Pa sta ti ocekujes na low setovanju?
 
Pa jes, ali nisam očekivao da će prelazi između boja izgledati ko da su u 8-bitnoj paleti... ma garant je do Omega drajvera... ali neka, bar je igrivo...
 
Ako postoji demo i ako mu je potrebno keširanje probajte:

timedemo demo1 usecache
 
@Paradigma
Fora iz Doom-a! :)
 
glupo je uopste uporedjivati quake i hlaf life... ko se seca kad su bili aktuelni prvi delovi ovih igara to su bile dve dijametralne igre sa fp izvodjenjem, hl je malte ne bio akciona avantura do je quake bio klasican fps, danas hl je manje avantura a vise akcija a quake je osta ono sto jeste....

a ja sam tvrdio da fps-u treba neko osvezenje i druga koncepcija vi ste me pljuvali kako fps ne moze da bude rpg, ok eto vam sad igrajte:)))
 
Single je prosek u najboljem slucaju. Raven je uvek pravio samo solidne igre, sablonski skriptovane. D3 je bio zanimljiviji jer je imao bolju atmosferu i monster dizajn. Koncepcijski, Q4 me podseca na prosecan konzolni shooter. Ali ipak sasvim igrivo i zabavno za prelaznu ocenu, dovoljno da se odigra do kraja za sve fanove drugog dela.

Multi nisam imao prilike da isprobam ali da je zamisljen od pocetka kao primarno mp igra, ne bi se smarali da prave glupu kampanju. Vidi se da je zapostavljen, malo mapa, nedostatak botova. Uz to, mape su jako ruzne, rdja i mutnjikave teksture, ni traga onoj raskosi koju je imao Q3 u svoje vreme. Novi DM17 izgleda ocajno. Ok, picmip je skidao sve zivo, ali ipak ostaje razocarenje. Fizika je u MP skoro potpuno preslikan Q3 i ma koliko ga voleli, jedan UT2004 sada ipak ima daleko bolji cak i obican DM, da ne pricam o timskom igranju i modovima. Osim za one koji imaju istetoviran Q3 logo na ruci, pored daleko kvalitetnije konkruencije multi nema sta da trazi. A kapiram da su oni sada previse matori za neki novi profi entuzijazam.

Grafika u singlu je odlicna, pogotovu modeli likova, normal maping i dalje izgleda sjajno, dosta animiranih i zaobljenih elemenata daje utisak novijeg 3DMark demoa. Ali tek je mozda za nijansu lepsi od D3, koji je izasao pre godinu i par meseci. Outdoor nivoi izgledaju i dalje jako ruzno, pogledajte na sta lici nebo i teksture, takve brljotine vise stvarno ne mogu da se oproste.
 
Poslednja izmena:
znaci kod nas definitivno nema da se kupi original posto niko ne zna, a vidim svi uveliko igraju, posle koliko kod nas stigne original igra u prodavnicu kada izadje?
 
Probao sam Q4. Deluje mi kao jos jedan expansion pack za Doom3. Iste karakondzule, iste senke, isti Ai. Nije me nesto narocito dojmio. Uninstall. Ipak cu probati da odigram FEAR.
 
Q4 je sasvim korektna igra. Ništa ekstravagantno, ali je bolje od Dooma.
 
nece da mi radi quake4 pod win64 imam neki zalud sa directx-om!?
kakv je u odnosu na q3?
 
Pa odmah sam i rekao - F.E.A.R je za klasu bolji. Kao sto sam i tvrdio kada sam presao FarCry - da nece ni Doom 3 ni HL2 da ga nadmashe. I na kraju godine su to svi i shvatili / priznali...
 
Jel zna nako kako da dodam botove u multiplay server-u, koji sam napravim?
 
Anti Patriota je napisao(la):
nece da mi radi quake4 pod win64 imam neki zalud sa directx-om!?
kakv je u odnosu na q3?

Meni na x64 radi. Koji je problem?

POZ :wave:
 
Nema botova, ali zato ima sbb server :)
Odlican je multi
Mada ako ne ubace double jump iz q2, bice belaja :)

Malo oko zahtevnosti MP :)
800*600 sve na low, xp2000+, 512 Mb, 6200@6600@390/690 konstantna 63 fps. Sada se tezi daljem ubijnju grafike :)

Max hvala na cvarlistu
 
Blago vama na SBB-u sto imate game servere , ovi jadnici iz Radijus Vektora ni ne znaju sta je to. :(
 
nisam ni ja na sbb a igram ping je 30 sa verat adsl


C:\Documents and Settings\Misha>ping 82.117.194.235

Pinging 82.117.194.235 with 32 bytes of data:

Reply from 82.117.194.235: bytes=32 time=28ms TTL=55
Reply from 82.117.194.235: bytes=32 time=35ms TTL=55
Reply from 82.117.194.235: bytes=32 time=33ms TTL=55
Reply from 82.117.194.235: bytes=32 time=35ms TTL=55

Ping statistics for 82.117.194.235:
Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 28ms, Maximum = 35ms, Average = 32ms
 
Poslednja izmena:
E pa ok onda, nisam znao da moze da se igra i ako nisi na SBB-u.
Mozda samo njima u okviru mreze radi brze!?
 
Sa yubca ping u proseku 38ms
Tako da ono, igrivo je, pretpostavljam :) Jos samo da nabacim Q4 i da mogu lepo da ga pokrecem :d
 
Jel primetio neko da nema Carmaca u kreditima (u delu gde su popisani id softveraši)? Kao izvršni producent stoji Willits (koji je valjda do sada bio map dizajner), programeri su neki nepoznati itd. Šta se desilo?

*** SPOILER ***
Uh, na onom nivou gde te "prerađuju" u Strogga, osećao sam se ko da me stvarno seku i sastavljaju... kuku, na šta li ono liči na full detaljima, ne smem ni da zamislim...
Igra me svakim sledećim nivoom sve više oduševljava... ako u sledećem SK-u bude dobila ispod 90%, recezenta treba prebiti...
 
Poslednja izmena od urednika:
Uuuu, dobar je Q4! Mnogo je bolja atmosfera i nekako lepsi osecaj nego D3, moje misljenje.
A zvuk kad se oruzije puni, ono sa lampom je neverovatan:) Jedva cekam da se izprazni pa da dopunim:D
 
Meni se u opste ne svidja Q4...najvise zato sto mi se ne svidja doom 3 engine..
 
Nazalost, bilo bi cudo da ti se svidja sa tom grafickom... :(


p.s. Meni se vise svidja samo prelaskom sa 9800-tke na ovu 6200-tku, tj. prelaskom sa 40fps u 1024x768 na 50fps u 1280x1024 (high details + jos dosta modova i poboljsanja kvaliteta grafike).
 
Athlon 1700+ Radeon 9600, 512 DDR. 800x600 medium grafika. Zadovoljan sam sa postignutim, iako me za sada igra nije nicim ocarala. Vidim ja da cu da se vratim Far Cry-u, jer igrao sam i F.E.A.R. i Doom 3 i HL2 i sta ti ja znam sta
 
M!ST!CX je napisao(la):
Meni se u opste ne svidja Q4...najvise zato sto mi se ne svidja doom 3 engine..

Ma, mnogo te je razmazio F.E.A.R. ;)

POZ :wave:
 
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