I think that the only real qualification you need to have is to agree with noctis...
Perhaps you should also not mention things which are broken...
Unless things changed since I'm not in it anymore... but I would heavily doubt that.
The focus irc channel was always amusing. I was banned from the channel (and presumably the focus itself, I never checked) for saying that Slasher talking about a leaked changelog on stream wasn't a big deal, because it had already been posted on ESR, incredibly banworthy. The whole thing was always a contest for who could best suck up to sponge and SyncError, so many losers lining up to get a chance, it was pitiful.
I've heard that was the exact same case in closed beta, which lead to all these weird decisions compared to other games and to some weird changes from Q3, especially to how the game was in open beta and early release. In the end it seems they were listening to noobs, of q3 and of game design, that just nodded and sucked up despite not even working for the company, maybe trying to land their first job in a very naive way.
But that's only what I heard Kappa. At least confirms what you and Weird wrote on how QL works behind the scenes.
Ow no no no in closed beta / early QL I was there explaining to them how which decision would alter the game and why which option was good / bad and which combinations should work well, which decisions were just plain stupid (and why) etc.....
They then politely accepted my view/criticism and ignored it almost completely in every case except for minor changes to dm6 and dm14.
I don't have any hard feelings towards them though and I would like to actually help them out with things in my spare time.
What kind of? AFAIK dm6 is pro-q3dm6 on all modes, not only duel, that being only change. dm14 had removed some decorations. And, now I remember about moving platform at BS.
on dm6 the weapon layout / armor layout is different across the modes. Duel has remained the same though.
dm14 had the platform(s) at BS altered. And I think they also added a health bubble somewhere near the shotgun which wasn't there in q3 (not entirely sure if it was there in q3 tbh.... I do remember mentioning something about health on the map ;p)
The ceiling of the platform that is directly above mega health was altered. They put the lights into the ceiling compared to the old dm6 which had them sticking out.
Because if people agreed with _vor or Weird it would make it any different than if they happened to agree with noctis? There would be people here complaining about it that way round too.
Banned from focus? Pfft, I got banned from the official channel because I called sponge an idiot, not in IRC, but on ESR. Definitely warrants a permanent ban.
If you play Q3, you're using ioquake3 or its forks. It can run complex maps without breaking a sweat because it has a XXI century renderer which QL doesn't have.
Really, you're wrong about Q3. Nowadays it's a more modern game engine compared to QL.
Lam's point is your comment of 'q3 runs smooth as fuck' as a comparison to QL, on the assumption you're not completely biasing things but running comparable settings/rez, is either wrong if you're using standard q3 binaries from id as they have exactly the same speed issues as QL with CPU bound code, or you're not using an id release of Q3 but a fork with engine improvements.
No i have an original copy of q3.
It runs far better than ql.
It's smooth to play q3
I don't experience the horrible server lag in q3 nor do i see 80% of people warping everywhere.
i get 1000 fps in q3... but can't maintain 250 fps in ql.
mouse movement feels ultra smooth in q3 but feels like shit in ql.
I wish you could load QL maps in your original copy of Q3. You'd see how more complicated maps simply choke that engine.
Although I have to admit, QL really did something wrong going standalone because it simply pauses the game when servicing the hidden web page, so that's a point for you.
There's a lot of warpers in QL but that's only because the game is actually populated with more than 17 players who make sure they don't warp. The netcode that introduced warping in the first place is the same in Q3! Both games are absolutely shit in that regard.
Additionally, people going with com_maxfps 250 usually hit much less than 125 packets per second which only contributes to the effect. But again, that's from Q3's design.
You can go back to original input that Q3 used with in_mouse -1 :)
(Although if you get frame drops because of how standalone QL works, you will indeed get bad mouse feeling because the input depends on absolutely steady FPS, esp. with acceleration)
except that in Q3 the warping player had a lot of negative effects while in QL the player playing against the warping player has all of the negative effects. Hence the massive increase in warpers hence my whine on netcode.
Do note that I told people this would happen in 2009 all the way up to 2011.
From what I remember you were always complaining about unlagged hit detection which has nothing to do with netcode and hence doesn't change anything about warping in those games. Because it's the same.
The only common point between your (unlag) and my (warping) constant whines is when warping is caused by high ping jitter but no packet loss, which in Q3 should have played more like high ping, whereas in QL it's more like playing on lower end of your ping.
Here we can agree that QL removed some people's incentive to fix their warp. But only some and only compared to OSP which no one plays anyways (CPMA is unlagged and suffers the same problem as QL and people _do_ warp there happily).
This way of thinking makes me angry... and you wouldn't like me when I'm angry.
I've heard this argument before: "From what I remember you were always complaining about unlagged hit detection which has nothing to do with netcode"
Dude the f*cking name is unlagged netcode. How the hell is that not netcode?
Netcode is not "only what is send and how it's send from client to server" but also how it's processed (and how it's processed does influence what is send and therefor it even shows up as visually different).
The reason why it will affect warp is because without unlagged you force all negative sides of warp to the other client.
So for instance player A would lg player B while A is warping.
- WITH unlagged the shots will all be corrected slightly different 'towards ping 0'. While A warps on the screen of B. A however has absolutely 0 idea that this happens because his own movement is predicted locally and his shots get corrected.
Also the shots of player A will have a 'randomness' to them where sometimes you get hit miles behind a wall and sometimes lightyears.
- WITHOUT unlagged the shots will not be corrected and therefor A can try to aim at B but his shots will be much more random on the server. And A will warp on the screen of B.
The shots of player A will always look/feel the same.
So(!) WITH player A can aim as if he's on lan and can move as if he's on lan and player B can't aim at a warping model
WITHOUT player A can't aim as if he's on lan but he can move as if he's on lan and player B can't aim at a warping model.
Therefor playing WITH unlagged + warp > WITH unlagged +without warp. Which is why a LOT of people use torrets / shit internet / other ways to fuck up their connection into erradic states in official matches.
And for similar reasons (slightly different explanation) +forward +lg is overpowered for games which average ping is high. And this leads to the problem that strong aimers prefer a +forward +lg style. Who then decide "hey at ping 50 this 'playes better'" (because their style gets favored) and thus they play a lot on somewhat higher pings. Which then forces their opponents to addapt +forward +lg. Which then makes the whole game fucked up.
ID should've listened to me before ql was so biassed.
CPMA had "xerp" rather than "lerp" which (although I never saw the implementation) would probably mean that both players data get extrapolated somehow and therefor you remove the constant effects of unlagged and (slightly) punish high ping players more than in QL. Although if combined with unlagged it will still favor the warper in lg battles.
I however would much rather see a customizable gradual "xerp" without unlagged. As in you have cg_xerpClient 0 to 1 (any value goes) where cg_xerpClient 1 feels like lan but is more warpy and 0 feels like OSP but fluent.
However I do know what I'm talking about.
unlagged is a concept, the concept is well documented, the code is in allignment with the concept, and even gameplay is in complete allignment with the concept. And conceptually I'm right.
I've actually studied computer science and had half a year on understanding synchronous processes which I aced.
Plz do note that because you're a retarded idiot who doesn't understand shit, doesn't mean that I am wrong about anything I've said.
I told you, you wouldn't like me when I'm angry...
btw next to that I did quite a few posts of "what should be added into QL" and a lot of discussions early on about which change (for instance LG's range reduce / faster rockets / cheaper rocketjumps etc) would have which effects on gameplay.
And sometimes I had a strong opinion about those but most of the times I'd just explain how it would change and leave it up to others to decide if that's good or bad.
I did say at some point that they shouldn't "change 1 thing" notice that the game changes as an effect of that and then "change all other things to regain the old gameplay".
They could've just asked the focus group "if we want to get a gameplay which is .......... then how should we set it up and why will the changes effect the game that way?".
In general I'm in favor of a slightly slower and more tactical gameplay. (do plz notice that slower doesn't necessarily mean reducing movement speed but can be achieved in many ways, for instance increasing the risk of moving very fast.)
I'm not sure, either. I know some people set up alerts for their username on some popular websites, though. Not sure if it only searches designated sites or all of google or what.
There were far more complicated maps in defrag than there are in ql.. thos maps ran fine. if worse came to worse you could change hunk_megs to smooth shit out if the map was that complex.
I think it's more of a lack of proper map building these days that's the real problem.
I played q3 from mid 2004 -2008... they were far more than 17 people.
I played on euro servers and west coast servers. So i never pinged under 80.
Yet through all those years i can only recall 2 people warping... one from toronto who was on dialup... and my clanmate from argentina who pinged 200 o servers.
I run ql at 125 fps.... i was making a point that i actually can't maintain 250 fps if i have it enabled while in q3 i can get at least 1000 fps.
the mouse setting i use generally are whatever the game is defaulted to.
regardless of what i set my mouse to it feels like shit.
Hard for me to compare really,
at 1080p id's q3 runs uncomfortably jerkilly for me at 250fps and above, despite the fact that it claims it's happily rendering at 1000fps+ if I set com_maxfps to 0.
I'd think it's FPS counter is broken, but I cba to install fraps or geforce experience to try get a frame rate that way
QLive runs smooth as silk, but if you set com_maxfps to 0 it gets capped to 30fps, and you can't run past the max cap of 250fps anyway unless you're using timedemo to bench a demo, which I still get over 650fps in with 16 players on screen scrambling for quad.
oh, heh, q3 is a lot more unstable for me than QL, lacking bugfixing since, erm 2000?
q3 doesn't work right at super high framerates, and it is definitely actually running at 1300-1400 fps, measured with afterburner. can you send me the same demo so i can compare with you?
Well ok you don't "have to agree with Noctis" it's just that whatever other opinion is voiced gets shut down without any argument. Regardless of how many arguments you can put in favor of your idea....
I'd say.... try it sometimes with any point and see how it eventually turns out. Perhaps you'd have some better luck than I did, but somehow I would doubt that.
I've always wanted to get a syringe, fill it with body paint and shoot it down my dick hole then jerk off onto a blank canvas, probably sell that shit for millions
1) Eat corn, like a FUCKTON of corn, at least a kilogram, literally till you feel you got corn coming out the earholes, right? Then wait a sufficient enough amount of time to pass about 3/4s of your digestive system, then BAM! follow that shit up with an enema of phosphorus liquid right up the motherfucking brown eye, and then excrete the offending mixture onto a 2.5m x 2.5m canvas and wait for it to dry, then your exhibition is ready, keep it under flourescent lighting cycles of 2 hours, and in complete darnkess for about 1 hour, or until the phosphorus fades off.
Should "clueless critics" (e.g. normal fucking people) be like "what the fuck is this shit?", you look at them like THEY fucked up and slowly (as if to cater to their fucking retardation and inability to follow art)explain with a look of contempt on your face that the corn represents the opressed people of Eastern Ukraine (Gaza/Syria/that ISIS thing Iraq used to be/whatever feels closer to your personal agenda), the shit being those cunts in mainstream Media, the darkness represents how we're all royally fucked (except, ironically, the Royal family) and it's named as an homage to Cop Out, which in your opinion is a masterpiece.
There was a guy in the 60's or 70's who jammed paint brushes up his butt and huddled over the ol' canvas.
His artwork sold for lots... then one day the art community realized he was trolling.
Focus is pointless, the only feedback given that has any real use is the stuff about misaligned textures on maps.
As far as I remember there's been no suggestions on focus that have led to any real changes to the game, there's either no will or no manpower for them to bother.
Really? I only sat on the channel a few times and when I did, 99.9% of the activity was just people joining/leaving/etc. There didn't seem to be any kind of schedule when people (namely the devs) would be around. Most of the actual talking that did occur was pretty much a few lines from some random person, then a couple hours later another few lines from someone else.
It took them about 2 years before they actually setup some kind of testing schedule. Also kind of silly that a standard user can't be a tester [anymore].
Yakumo was never a yes man.
He raged so much about prediction, sound bugs, notifications, the cheat and ban detection and more.
There was always only 15 people that actually bothered to play test things and post and he was always one trying to improve the game. Everyone always wants into focus groups, then they're too fucking lazy to do anything.
Shitting on him for no reason just makes you sound like Ray.