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quake2xp 1.26.4 release

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  • Mindf!3ldzX
    replied
    Originally posted by ezzetabi View Post
    It that really so difficult? There are already bots that understand everything, including map shape, teleporters, and switches, how hard can it be take a subset and apply it to monsters?
    Are you inclining that I was originally doing anything except commenting on what I observed? You must be confusing me with some kind of coder or programmer.... so yes, it would be difficult, for me,but that wouldn't be the hardest part. The hardest part would be me finding ANY ai difficult to defeat.

    I think you honestly believed I was REQUESTING a feature, which I am not. I don't touch singleplayer anything with any length of pole.


    Sincerely,
    that guy

    Leave a comment:


  • ezzetabi
    replied
    Originally posted by Mindf!3ldzX View Post
    Me too!

    It is of my opinion an ai that can only run or shoot, and never both, is just coddling the player. Given the option of difficulty levels it would be better suited to apply moving & shooting at the same time as a hard difficulty or nightmare, easy or very easy should be the move or shoot, never both, variety.
    It that really so difficult? There are already bots that understand everything, including map shape, teleporters, and switches, how hard can it be take a subset and apply it to monsters?

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by ezzetabi View Post
    I don't think so to be honest. It happens in Nehahra and according to the comments nobody likes it.

    I think it would be much better to make bot like AI instead so the player have harder time simply running through.
    Me too!

    It is of my opinion an ai that can only run or shoot, and never both, is just coddling the player. Given the option of difficulty levels it would be better suited to apply moving & shooting at the same time as a hard difficulty or nightmare, easy or very easy should be the move or shoot, never both, variety.

    Leave a comment:


  • ezzetabi
    replied
    Originally posted by Mindf!3ldzX View Post
    I wonder if a modification that allowed the enemies in Q2 & Q1 would benefit from the capacity to move and shoot at the same time.
    I don't think so to be honest. It happens in Nehahra and according to the comments nobody likes it.

    I think it would be much better to make bot like AI instead so the player have harder time simply running through.

    Leave a comment:


  • felipesaldes
    replied
    I don't know if you got my e-mail message, well, I can help you regarding Linux compiling, testing and creating a .DEB package for Ubuntu/Debian. I like a lot what you're doing.

    Leave a comment:


  • barnes
    replied
    I'm sorry, man, but I'm not a mind reader.
    I do not know what your video card
    try add
    #version 120
    in problem vertex shaders

    Leave a comment:


  • felipesaldes
    replied
    Linux

    I have tried to compile many snapshots on linux. The last compilable one was r593.
    After r593 I wasn't able to compile anything.
    However, the compilation wasn't perfect, I couldn't see any water neither the glasses.

    These are the error messages I get when I run the program:
    Code:
    Load thermal vision program program 'thermal': error(s) in fragment shader:
    -----------
    Fragment shader failed to compile with the following errors:
    ERROR: 1:1: error(#105) #version must occur before any other program statement
    ERROR: error(#273) 1 compilation errors.  No code generated
    
    
    -----------
    Failed!
    Load water program program 'water': error(s) in vertex shader:
    -----------
    Vertex shader failed to compile with the following errors:
    ERROR: 1:1: error(#105) #version must occur before any other program statement
    ERROR: error(#273) 1 compilation errors.  No code generated
    
    
    -----------
    Failed!
    I hope I can help.

    Leave a comment:


  • barnes
    replied
    I have't linux on my computer now, you can put compilation log?

    Leave a comment:


  • xaGe
    replied
    I'm not the nerd I could be, but last attempt I made a few months ago to compile on Linux was crap. Had to keeping changing things in the code to make it compile a little further each time before the next needed fix. I gave up on it.


    The windows compile ran OK I thought.

    Leave a comment:


  • Blood Vengeance
    replied
    Looks good, I've put it in download

    Leave a comment:


  • Mindf!3ldzX
    replied
    I've always thought the biggest problem with Q1/Q2 monsters/enemies, was that they would only move or shoot, never both. Memory is really foggy about Q2 though, as I really never got into that game. Q1 was still extremely popular @ Q2 release.

    I think that came to an end with Q3 and the enemies was able to move and shoot simultaneously. I wonder if a modification that allowed the enemies in Q2 & Q1 would benefit from the capacity to move and shoot at the same time.

    Leave a comment:


  • Anubis
    replied
    Originally posted by barnes View Post
    This original game logic, I have not changed anything in it
    I am aware of this. Maybe I should have been clearer. Your additions look great, too bad they are for a game with terrible enemy logic.

    Leave a comment:


  • barnes
    replied
    This original game logic, I have not changed anything in it

    Leave a comment:


  • Anubis
    replied
    This looks pretty good but, the enemies seem to be no challenge what-so-ever. Most of them seem too preoccupied with random stuff to even bother fighting back. The eye-candy is pretty good though, IMO.

    Leave a comment:

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