hook-id [bwh@azathoth.idsoftware.com] has joined #quake2 hook! hey hook hook!!!!! hook!!! Hello Brian hook: what ya been working on today? hook! everybody was just complaining about no modem stuff.. sept me hahah here to chill or to answer questions hook? Darin_Z: Been working on getting the GL renderer in Quake2 to dynamically load different OpenGLs. This will help us avoid the stupid "Rename your opengl32.dll" bullshit we're doing today with GLQuake. hook: if it's so easy to include modem code you should. I LOVE to DM with the local yokals cool brian hook: cool deal. Any luck? A disadvantage in ping can be a good thing when playing yokals argh! Okay, this modem shit -- it's not EASY to implement the modem code, but it's not exactly impossible. The deal is that it's rather a waste of time -- we feel that modem-modem play is not appropriate for Quake2, and that our time is better spent improving the rest of the engine. Finally, it's just that modem support DOES exist via DUN, so having us add it would be sort of redundant. hook..... don't worry, i know :) Hook: I agree hook: will there be a coop mode in quake 2? HOWEVER, we haven't exactly ruled out modem-modem play. Hook: Any news about adding CTF in Quake 2? hook: really?!? Okay, terminology clarification: NATIVE modem-modem play. Hey, hook, its only frustrating... I think modems are history I would rather see the game come out on time and be all awsome and stuff then wait for Modem support welp, I used to really want modem support, but if it'll take to much time it might take away from another part of the game, and would it really be worth it? We're not saying that MODEMs are old tech or shitty. Modems are great for dialing into a server. What we're saying is that MODEM-to-MODEM is probably not a good idea, but as I've said a billion times before, it's possible today and tomorrow via DUN. why is anyone arguing about this? there's modem support, so what's the big deal? Hook, exactly, modem support is a waste of time nowadays, when everything is supergrafiX. hook: yeah, why bother if DUN works.. unless there was a way to make it even better then dun.. like ISO said? add fake lag to the side with no lag Hook: Any news about adding CTF in Quake 2? well.. when one person has 0 lag and the other has alot try removing lag from the lagged side (via /pushlatency) zoid'll do it himself hell, I've heard that using DUN with quake1 gives a better connect than the games built in modem support adding fake lag to the server side with modem play could be cool.. that way it would make it the same adding fake lag is the obvious answer, however it isn't exactly a technical no brainer. There are some issues with our model with adding false latency. It's still something we're mulling over though. you cant totaly get rid of lag.. so to make it even you have to add lag to the side that doesnt have any Brian..... glad to hear they are "mulling" over it. could you release the game w/o modem support and make a patch to add it later? Hook : Will it be possible to configure DM better than in Quake1 ? for example with spawn times, weapons at spawn. total armor+health protect for teamplay (a la CTF) and so on ? Lillebror: Don't know about that, but yes, I'll ask to see if we can make DM super configurable. For example, I know a lot of people would like an "anti-camper" option. I don't think many patches are going to come out for Quake2, simply because the day it ships we have to start working on Trinity. hook: anti-camper would be coo hook-id: Any idea when we'll see soem Q2 shots using the software renderer? Hook-id : Well ... a anti-camper option wont be nessecary with more weapons+ammo on spawn ! ;) We really want to get working on our next generation technology, so that Quake will look like Pac Man. :-) hook: ah.. ok.. good ideal hook... sounds good to me. we can play Quake2 untill you guys relase the newer.. cooler stuff then eh =] Hook-id:: I am kinda confused why you will be releasing an engine with such high sys reqs..... Hook: Single player levels in Quake 2, are they going to be just fine DM levels, like Quake 1 did?? I think we'd LIKE to see Trinity by Christmas 1999. But that's so far away, who knows. Hook please: Single player levels in Quake 2, are they going to be just fine DM levels, like Quake 1 did?? hook: Do you foresee any problems implementing the new GL features in the software renderer? hook: how do you go about making decisions this early in the game as far as a target system for Trinity? Or even a development system? <_defile_> hook-id: you guys ever going to fix that bug we're the bubbles come out of the water and float up into the air? i mean, it can't be that hard to fix. Hook please: Single player levels in Quake 2, are they going to be just fine DM levels, like Quake 1 did?? porkchop: We can extrapolate pretty accurately what systems are going to be mid range in the target release date. hook: Do you foresee any problems implementing the new GL features in the software renderer? hook: any new info on Quake2 that we dont know about yet? Cancer: Don't know, haven't got to DM on the new single player levels yet, so we won't know. Darin: There shouldn't be huge problems. The software renderer can't do colored lighting, but it will have transparency. hook: thanx for your answer!!! <_defile_> hook-id: doesn't SiN's software rendering use colored lighting though? hook-id: yo, btw.. any chance we'll see some screens of the game in software mode? hook-id: so Quake2 will have the transparent water capabiltiy Native? hook: is that a speed issue? (no colored lighting in software) freaq: doing colored lighting in software isn't terribly feasible Didn't they do it for Sin? colored lighting in software 3ould be slow as hell, right? duggera: Yes, since Quake2 will have a GL renderer native, it will have lots of cool things built right in. when I'm done with the software renderer I'll try and post some pics that will be some time though hook-id: Ok cool.. thanks duggera: Also, the software renderer will have transparency too yeah, its not assigned to the textures Vincey: Yes, colored lighting in software isn't exactly speedy its assigned to independent entites Hook IS 3dfx..he has transparency, translucency, and an excellent framrate... hook-id: kewl...I'm still trying to find a map converter for GLQuake that does as good of a job as you see with the r_novis command (followed by r_wateralpha) Brian: will you guys improve on weapons pshyics? duggera: There is one now Peel:: What do you mean,....Unreal in software?? It kicked ass.... Freaq: Unreal does 16-bit rendering (as far as I know). We're not going to do that, since we think it's a middle ground not worth pursuing. If you're going to be running in software, you're probably going to want 8-bit rendering for maximum speed. Doing a 16-bit renderer would consume a lot of time, and we think more hardcore players will be using the GL version instead of having a system that is fast enough for 16-bit but with no hardware accelerat Peelboy:: I saw unreal in software on a p133 and it rocked! the soundtrack still has not been decided upon tin: where? That's American's gig. gotta go hook-id [bwh@azathoth.idsoftware.com] has left #quake2