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Forum: All Forums : Quake 4
Category: Q4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Moving from D3 to Q4
`3j~rb
General Member
Since: Dec 23, 2006
Posts: 8
Last: Dec 23, 2006
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Level 0
Category: Q4 General
Posted: Tuesday, Aug. 23, 2005 08:46 pm
I was wondering how similar Q4 is to D3 as far as code structure:
- will there still be a large reliance on scripts
- will most of the physics system remain intact
- will the client and server still run the same code?

basically I want to check if we can get a head start on the code aspect for a Quake 4 mod by programming for D3
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Tetzlaff~rb
General Member
Since: Dec 23, 2006
Posts: 181
Last: Dec 23, 2006
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Level 4
Category: Q4 General
Posted: Thursday, Sep. 1, 2005 05:24 pm
As far as I know everything will be quite similar to Doom3, except the client / server code, because Q4 will be optimised for MP, will have hitboxes instead per-poly hit detection, and so on.
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Q4 General
Posted: Saturday, Sep. 3, 2005 06:12 am
Quote (Tetzlaff @ Sep. 01 2005, 12:24 pm)
will have hitboxes instead per-poly hit detection, and so on.

thats a big shame realy... imho anyway
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: Q4 General
Posted: Saturday, Sep. 3, 2005 02:29 pm
:) No its not. I prefer hitboxes and more player instead of 4 players and perpixel detection.
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Tetzlaff~rb
General Member
Since: Dec 23, 2006
Posts: 181
Last: Dec 23, 2006
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Level 4
Category: Q4 General
Posted: Saturday, Sep. 3, 2005 02:44 pm
That´s right, there would be no way to include a variety of player models and keeping it fair at the same time, because per-poly hit detection means the smaller player model is actually harder to hit.
It would only make sense with different player classes, but that would completely change the Q3A play style.
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gaillard~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: Q4 General
Posted: Saturday, Sep. 3, 2005 11:36 pm
Quote (Tetzlaff @ Sep. 03 2005, 9:44 am)
That´s right, there would be no way to include a variety of player models and keeping it fair at the same time, because per-poly hit detection means the smaller player model is actually harder to hit.
It would only make sense with different player classes, but that would completely change the Q3A play style.

exactly, smaller player models SHOULD BE HARDER TO HIT, whats the ####ing big deal, just make there a limit on how small and big they can be and problem solved... to have somewhat a custom gaming expeirence everything has an upper and lower limit like that, resolution, fov, ping, cvars, i mean thats the worst excuse that could be made.  it could easily be 10 players or more with per poly. way to take the easy way out raven.  i am not impressed.
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Q4 General
Posted: Sunday, Sep. 4, 2005 10:10 am
im not saying 4 player per pixel is good, but 16 player per pixel hit would be good

going BACK to hitboxes is just going a step back in the technological evolution.
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Tetzlaff~rb
General Member
Since: Dec 23, 2006
Posts: 181
Last: Dec 23, 2006
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Level 4
Category: Q4 General
Posted: Sunday, Sep. 4, 2005 04:20 pm
Quote (gaillard @ Sep. 03 2005, 6:36 pm)
exactly, smaller player models SHOULD BE HARDER TO HIT, whats the ####ing big deal

The ####cking big deal is that EVERYONE would use the SAME model if they would include different models with per-poly hit detection, because nobody wants to have a disadvantage. Thus rendering the idea of having different models useless.
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Trunks~rb
General Member
Since: Dec 23, 2006
Posts: 231
Last: Dec 23, 2006
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Level 4
Category: Q4 General
Posted: Monday, Sep. 5, 2005 04:03 pm
Quote (FliX @ Sep. 04 2005, 6:10 am)
im not saying 4 player per pixel is good, but 16 player per pixel hit would be good

going BACK to hitboxes is just going a step back in the technological evolution.

Do you realize that the 4 player limitation in D3 wasn't arbitrary?
Current internet connections can't stand the amount of info per-pixel detection needs for more than 4-8 players.

Raven decision was fantastic.
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: Q4 General
Posted: Monday, Sep. 5, 2005 07:13 pm
Quote (FliX @ Sep. 04 2005, 12:10 pm)
im not saying 4 player per pixel is good, but 16 player per pixel hit would be good

going BACK to hitboxes is just going a step back in the technological evolution.

It's a step back in technology, and a step forward in gameplay.
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