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First DukeNukemForever Footage Released (No comments)
Posted by arQon @ 14:39 CDT, 5 June 2008 - iMsg
Before i start building a complete news around it, here we go:

First video showed the ingame footage.
Second video an interview with 3D REALMS & ingame footage.

http://www.shacknews.com/onearticle.x/53010

ITīS REAL. After doing news in the past about a little thumbnail picture of Duke Nukem Forever this video is an EVOLUTION. It looks Prey-ish.

Some screens of the video can be found in the 3dRealms Forum:
octobrain, pig cop, 3 barrels chaingun, pipe bomb & tripmines, jet pack, duke vision, holoduke, some weapon icons (rpg), blood, ripper and shrinkray, green goop on the screen.
Edited by Badb0y at 16:52 CDT, 5 June 2008 - 2380 Hits
CNQ3 1.42 WIN32 *Preview* (173 comments)
Posted by arQon @ 08:49 CDT, 30 March 2008 - iMsg
This isn't the final version, but since it's been sitting on my HD for a month I figured I'd throw it out there so you can amuse yourselves with it while you wait.

http://files.filefront.com/cnq3exe/;9918376;/fileinfo.html

changelog / linux / source / etc will show up whenever the real release happens.
Edited by Nicky at 01:04 CDT, 31 March 2008 - 41063 Hits
arQon's 1000th post (384 comments)
Posted by arQon @ 17:45 CST, 22 January 2008 - iMsg
Only took 6 years...

I noticed a few days ago I was at 999, and decided to save this one for something special, so here it is:

I'm going to start working on a new mod for Q3 (and Q0 if it supports them and isn't too much of a hassle).

CPMA will remain the official implementation of Challenge ProMode and the "competition-class" mod for Q3, but it's become a pain to maintain for too many reasons: it supports TEN gametypes, four different sets of gameplay rules, multiarena maps, multiview, and about a billion other things.
It's just too big a system, and too important to the Q3 community, for me to be able mess around in whenever I get the urge; and the tardwhine whenever ANYTHING changes in it is beyond ridiculous, even if it's something as meaningless as the color scheme of the menus, or as massively BENEFICIAL as the SuperHUD.

In short, it's become an albatross.

So I'll be using the new mod to get back to the Good Old Days of CPMA, when I was still free to improve the core Q3 technology and experiment with new gametypes on a whim, as quick standalone projects rather than things that have to be integrated into a monolithic system.

They won't have CPMA's AI, or multiview, or anything that complex (at least, not for a long time), though they will have CPMA's bugfixes, netcode, SuperHUD, skins, etc, simply because anything that doesn't is going to be unplayably crap by comparison.
I doubt any of them will ever have more than half a dozen servers. That's fine by me. :)

I won't be abandoning CPMA, which I'm sure will make the trolls sad :P, but I'm essentially going to "freeze" it and shift my focus elsewhere. (This doesn't affect bugfixes, or low-impact changes like qrealka's CQ3 tweaking etc).

It'll be nice to get back to a more casual style of development, where design and features can evolve at their own pace rather than having to wait 6 months for the next CPMA release; and without every single thing being bogged down by legacy support, and legacy attitudes.

Depending on how much free time I have, the first version will probably appear sometime in the Spring. It should be fun. :)
176190 Hits
Open Mod Content for Q4 - a call to arms (213 comments)
Posted by arQon @ 10:22 CDT, 25 October 2005 - iMsg
One of the most annoying, pointless things about Q3 was the constant reinvention of the wheel. Now it's already happening in Q4 and there aren't even any real mods yet. This is ridiculous.

OSP and CPMA were the gold standard for Q3 not just because Rhea and I were better developers or put more time into our work than most people, but because everything we each did improved both mods. Every bug that was fixed, every feature that was added, was done so for half the effort that it would have taken if we'd been working independently, allowing us to tackle the NEXT bug or feature that much more quickly.
(I'm simplifying here: Khaile, PhaNToM, HighlandeR, Dessignator, all contributed too, and when Q3Comp was around we also worked with Papa on several things).

We also shared a ton of stuff with other mods for the Greater Good: notably the PM skins and several key bug fixes, and while that didn't help US at all, it enormously helped the community as a whole.

With Q4 enabling whole new levels of customization, significant amounts of any given mod are going to be in assets, not developer time. Graphics, models, scripts, and so on. It's a HUGE waste of time for every mod group to just keep duplicating everyone else's work, and in many cases to do an inferior job of it (how many half-assed rip-offs of the PM skins and OSP HUDs were there?)

I want to see the community actually try and ACT like one for a change, instead of a bunch of infighting brats. I want a Bazaar, with content put under a Creative Commons license, so that EVERY mod has the best possible PM skins; the best possible HUDs; the best possible sounds, and so on, with the people who actually do the work getting the recognition that they deserve for their contributions.

If you make a HUD that people like but try to keep it to your own precious little world, someone will rip off the UI file, tweak it a little, and then claim it's their own and use it anyway. Doesn't it make more sense to give it to everyone in the first place and get due credit for it than to have some asshole just steal it and deny you that recognition?

There will doubtlessly be people who try to take advantage of this by grabbing everything they can get their hands on and giving back nothing in return. The thing is, in the grand scheme those people don't MATTER. What DOES matter is that you as a player don't have to put up with some piece of shit HUD and black-on-black enemies just because the developer of your mod of choice has no artistic talent or no time to do such things.

Make it happen. Use Creative Commons for any content you do for Q4, and you'll not only be better rewarded for the work you do as a creator, you'll have a better all-round experience as a player as well.
Edited by Nicky at 04:35 CST, 2 January 2008 - 140656 Hits
Project: Extreme PM (20 comments)
Posted by arQon @ 05:16 CST, 13 January 2004 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 6.7 (11 votes)
Stumbled across this on a Polish site. The intro's a touch on the long side, but it's well worth sitting through it to get to the meaty bits.

With effects done in the same style that The Badge used it's a great-looking movie, but unlike Badge's faked (or choreographed, if you prefer) combat the frags here are all from real games.

The player list alone should give you a good idea of what to expect: Apheleon, El Pajuo, matr0x, mess, rat, vo0, ZeRo4, and zoom. I mean, how could you go wrong with a lineup like that? :)

Props to Hakan for a really nice piece of work.
Edited by netrex at 12:48 GMT, 13th Jan 2004 - 29870 Hits
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