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Other good sites for QL demos (5 comments)
Posted by Snip @ 21:35 CDT, 11 August 2010 - iMsg
Are there any? Besides youtube vods.
1997 Hits
QL works in chrome now (4 comments)
Posted by Snip @ 23:34 CDT, 7 August 2010 - iMsg
At least, for me. You could do it with some tricks before but it's fully functional with vanilla chrome now. I've tried it on two computers.
2419 Hits
Big ol update coming (499 comments)
Posted by Snip @ 00:01 CDT, 5 August 2010 - iMsg
http://www.quakelive.com/forum/showthread.php?p=393738#post393738

"QuakeCon 2010 is nearly upon us, and as we have in past years we'd like to put out a large update prior to the event. Rather than releasing an update the week of QuakeCon we will be going offline tomorrow morning. This update will bring significant changes to QUAKE LIVE and its infrastructure. Many of these changes will require considerable downtime, potentially up to 24 hours.

Keep your eye on twitter.com/quakelive for the latest information throughout the update process."
143657 Hits
The new model (48 comments)
Posted by Snip @ 00:36 CDT, 25 July 2010 - iMsg
I thought this deserved it's own thread. Here's a link to what we've all seen already:

http://www.esreality.com/?a=post&id=1913161#pid1913161

Please try and keep whining, trolling, pedantry and other habits that can make you unlovable as a human being to a minimum. I'd like everyone to keep the discussion based around two things:

1) Your concerns. There are three concerns for me as a potential customer:

- How much it costs. If it's only like three bucks per month, sure, I'm on board. I don't like that the free version is basically a demo but I'll pay.

- The fact the subscription is 'annual'. How can I possibly pay for a full year, I have no assurance they aren't going to just pull the plug a few months in and there goes my money.

- The difference between the second and third level accounts. I'm REALLY worried about what features are going to be available to 'pro' account subscribers that won't be to everyone else. If must-have features come with a significant markup that's a problem.

2) Your hopes. Things you would like to see implemented and added going forwards.

- If they win some faith back, I'd really like an option to just buy an account with a duration of forever. In effect it would be like buying a game off steam.

- I'm hoping the interface revamp will open up the possibility of some really nice features, like integrated demo management or downloading.
Edited by Snip at 01:10 CDT, 25 July 2010 - 8169 Hits
cpm22, hub3tourney1 (24 comments)
Posted by Snip @ 01:02 CDT, 17 July 2010 - iMsg
So people who have actually played these maps in vq3, what do you think about them?

Does cpm22 play any differently from the usual build of aero?

How does hub3tourney1 play? Is it any good? It looks like it would be mostly rail but I haven't even gotten to walk around it really.
6338 Hits
two ideas for duel spawn system (61 comments)
Posted by Snip @ 14:23 CST, 10 February 2010 - iMsg
The first is just to set the camera where you would spawn if you clicked right now, instead of having it hover around your corpse. So if you see a stream of plasma flying into your screen you know to wait a few seconds to spawn. This should virtually eliminate instant spawn kills.

If you like, you can have the viewpoint stay on the corpse until the two second delay is up. That way you can see your opponent pummel it.

The second idea I'm reposting from another thread. As far as I know it's completely different from the current way of thinking about spawn systems, which is based on a non-centralized game where the system has to be 'one size fits all'.

"If id doesn't have access to data about death points, routes, etc I would be surprised at their negligence/stupidity. There's probably a mathematical way to solve this even if they can't alter spawns (I recall sync saying they can't on ztn due to copyright issues). In q3 you had to try to apply a general rule to maps that didn't exist yet, but QL is an enormous information gathering machine and that should be taken advantage of.

Here's my idea, off the top of my head. For each point, calculate the probability of survival for twenty seconds (or whatever) given the fragger's coordinates at the time of spawning. For example, let's pretend there are only four ztn spawn points: GL platform, LG, upper yellow, and shotty, and the enemy is at the back of the GL platform when you spawn. The made up odds for each point:

GL: 30%
LG: 88%
UY: 90%
SG: 60%

Then list the points according to the total percentage (here rounded) of survivals they contribute:

GL: 11%
LG: 32%
UY 33.5%
SG: 22.5%

And you have your odds of spawning at each point.

I'm not proposing this particular scheme be copy pasted, but the point is to demonstrate how id could use the information at their disposal for these kinds of decisions."

If they added a new map - hub for example - the spawn system could be set to full random until they've gathered sufficient data.

Just to reiterate

"I'm not proposing this particular scheme be copy pasted, but the point is to demonstrate how id could use the information at their disposal for these kinds of decisions."
7999 Hits
Buying new maps (66 comments)
Posted by Snip @ 11:10 CST, 19 January 2010 - iMsg
So Iīm sure we all know id considers buying or otherwise acquiring custom maps legally problematic, as summed up in this quote from the start of the month

<cityy_> there are enough mappers out there which are able to produce maps
<esr> exactly
<esr> they're just being stubborn on not considering them
<SyncError> No, that's not what is happening.
[...]
<SyncError> Many things, but a lot of out is rooted in the fact that its difficult for companies to integrate custom content when they are also the ones that would be distributing the content.
<SyncError> Its a legal issue mostly, and one that I hope should be worked out soon.
<SyncError> Furthermore, once we begin having premium accounts, its complicated by the fact that
[...]
<SyncError> Its not just threewave.
<SyncError> Its content that WE don't own, and we didn't create.
[...]
<esr> ok
<esr> so i create a map
<esr> give you the rights
<esr> theres a further problem after that?
<SyncError> but then what if you stole your map
<SyncError> or used textures that someone else made and you didnt have proper permission
<SyncError> or there was a model file included, and somone else made it
<SyncError> There's a liablility issue for us, especially when we're distributing the map to millions of people across the globe
<SyncError> so it is very different than how maps worked in Q3
<SyncError> where if a custom map was made, we weren't distributing it. (<---- THIS IS THE POINT)
[...]
<SyncError> I'm just explaining that there are legal issues and worries
[...]
<SyncError> and thats the greater challenge.
<SyncError> We want additional maps, including custom content.
<SyncError> I'm not, I'm just relating what their concerns are.


What I donīt understand is why this isnīt a problem for valve, which has been doing pretty much the same thing routinely for two years - that is, they buy a custom map and itīs resources and send it out to a whole lot more people than play QL. Almost every major update they release has one, sometimes several bought out custom maps.

Iīm not trying to call BS on idīs explanation (although I donīt discount the possibility), I just donīt understand what the difference is.
17121 Hits
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