(If you were in that class-you may not have gotten the headset. I modified the blaster bolt to be affected by gravity, bounce off of things, and go out after a certain amount of time. Basically, it was still the blaster, but with a different sound effect and no weapon model. I still have some of these student-made levels on my hard drive, after all these years, although I have trouble getting some of them to work.įor the class, I made a mod that gave the players a flaregun instead of the blaster. Another group made a 3D maze out of water that you had to swim through, floating in space. One group made a level with slime you had to cross, and a button that turned on pumps to drain the slime (very much like what you would see in a standard Quake II level). The story for the game could be told through on-screen messages triggered in the level. “Make your own virtual reality game” was, essentially, making your own Quake or Quake II level, without any monsters or guns in it. or Qoole, and you taught a room of 12-14 or 14-18 year-old students how to make their own virtual reality game. You got a VR headset, you got a half-dozen PCs with Q.E.D. We used Quake and Quake II to teach a VR class to kids in the late 1990s and early 2000s. It was an early lesson that you could do cool things with simple code. I’ve read source code to games since then, and I’ve seen all sorts of weird stuff… I’ve seen functions with nesting levels that go past the right side of the screen, I’ve seen functions a mile long that do a million things, you know. I’m not going to say it’s the best source code I’ve ever read, but it set a high bar. The code is clear, coherent, and straightforward. There is ton of things that I am missing and I would like the community to address this things on this post or in another that are refering to this subject, so please feel free to comment, point and even criticize some things that I put refering to features.Quake II was my first experience writing C. Speedometer(Fully personal opinion): I don't play any quake without it and well we are on Quake 1 discussion and even the old Quake has a Speedometer.Įven though sounds like all is bad, I'm still enjoying this remaster and I like to imagine how much i would enjoy if devs can fix this issues. Game Font Customization(Fully personal opinion): Is grey and too dark, I would like to change it somehow. Crosshair Customization(In my Opinion): The thing is huge, I couldn't find anyway to reduce the size of it and also there should be more crosshairs and different colors. In-game Timer: The original had it, why not here? Water(Lava,etc.) Transparency: Same as before there should be a feature in the menu options to setting this things at their taste. Customize Effects: Personally I don't play with some effects like Weapon Screen Recoil, Damage Screenshake or Damage Red Screen effect, Underwater blue light effect, Quad Damage light effect(btw, Quad damage and being underwater at the same time makes my eyes bleed because so much light) Customize Mouse: There is ton of options that QuakeR lacks like Mouse Acceleration. How they are supposed to bind weapons? Sure there is a new function in Q that opens a interface to choose a weapon but online is not fast enough and also I don't use that option and I didn't find it on Customize, so I had to find out on Console. Most of the people don't use console to bind their buttons. Customize Bindings: Should be more complete than currently it is. This is more like features that needs(or in my opinion) to be in the game: Like the Screen Tearing, you have to uncap your FPS to half-fix this issue. Depending on the framerate or V-sync on the weapon starts bugging/tearing. Falling: When you are falling at a determine speed. Here instead of overwriting, it saves both binds. bind/unbind: Normally to erase a bind you 'unbind it' or simply overwrite the bind with another bind. gamma: For me at least doesn't work at all. So the game basically doesn't save this option even with writeuserconfig. r_renderWaterFX: If you disable this option in console(0), the next time you open the game will be activated it. r_waterAlpha(all transparency effects): They save but after you change the map the effect is gone for some weird reason. QuakeR is a little weird because you have to Uncap your fps to avoid this issue. Screen Tearing: Normally games has this issue because V-Sync is disabled and running at high FPS and normally you cap the FPS to avoid this. Maybe there are even more but in my opinion is good to post and address all the issues and then try to fix them. This is a list of some things that i have noticed.
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