Enemy Territory: QUAKE Warsâ„¢ Announced!


(Wils) #161

The terrain is modelled in Maya, rather than a bespoke terrain editor. You could also use Lightwave, Max, or any similar packages as long as they can export to a format the game understands - Maya’s Sculpt Poly tool just makes it a little quicker to rough out a basic shape.


(kat) #162

Will you guys be releasing any semi comprehensive details about how mega* works (or at least how you’re using it in ET:QW)? There seems to be a lot of info flying about (on various forums) that’s pretty much guesstimations based on snippets of info gathered from here, there and everywhere.


(Dingo19) #163

Most pathetic thing I’ve read here in a long time.


(PBMax) #164

MegaTexture explained in great detail here:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=12125


(Th0mas86) #165

Can some of the developers tell me if they ever going to add bots to the game?


(killmachine) #166

man, imo it doesnt matter at all! i dont think so, coze this is a mp only game i guess … just like wolfenstein et … wait for the community im pretty sure someone will program some bots!


(NoSoup4U) #167

I read somewhere in an E3-interview with Locki that there were no bots to be added (not a straight comment from the man himself, but it somehow got interpreted out of it) ; And thus, a single player component seems to be absent.

I am wondering though :
Will ET:QW be the multiplayer component of Quake 4 itself (as no official Q4-MP footage has been released yet ; nor has there been any clear information on it by Raven), or will it be a standalone game ?

If it will be a standalone game, it will be the first (afaik) FPS-game that comes with only multiplayer in the box (except maybe the fps-hybrid Savage): Imo, this could be a risk if the game is not moderately priced.

I’m going to buy it regardless, ifnot only because of the fantastic trailer (props to the dude that did that).
For me, Splashdamage have proven that their free content (be it the RTCW-maps, or Enemy Territory… or even Q3F :wink: ) is worth double its money (hehe, 2 x 0 dollar :wink: )

I am wondering how other people will perceive such a multiplayer-only game though.
As I noted before, I -do- think that there should be a difference in price range if the game is going to be mp only, otherwise it might be very hard to convince the people that do not know Enemy Territory, or other previous projects by SD.


(carnage) #168

i dont no… multiplayer seems to be all the range now, and you may buy a game for SP but youl stick with it for the MP

look at batelfiled realy the SP is just a cheaper imitation of the multiplayer, i would rather pay more for the multiplayer than SP as long as the game was good quality… SP games realy need a truly great storyline like MGS series or HL2 something that get u thinking


(Lanz) #169

My view on MP bots is that the time spent on making crappy bots is time better spent on making the MP better in other areas. I’ve never seen any bots that play a game well, I can almost see the developer in front of me saying; “well these bots will have to do, making them any better will take X amount of more time to make and we don’t have that time/mony for it”. Making good bots is not easy, you could assign 10 people on it for 2 years and still end up with something that is not that good anyway. It’s just not worth it IMO.


(Mr_Tickles) #170

Lanz, unless you’re doing a Maths and AI degree…
My final year project next year will be creating a learning bot, centred around the 3D environment, who will learn how to solve problems hopefully…
If all goes according to plan, once I get the source for any game… they will be able to be applied to that game. The reason for this is that they will learn the game first, and so won’t be limited to a single environment. In reality though… i’m not sure what will result at the end of the project, but there are many other AI techniques than using “way points”.


(NoSoup4U) #171

Aw, can’t edit my post :slight_smile:

Ahwell, just seen an E3-interview with Tim Willits of id software, where he talked a bit about the Quake 4 multiplayer part, AND the seperate product ET:QW ; So I guess that question has been answered there.


(Lanz) #172

I’m aware of the different teqniques available for making a bot work, I’ve been reading a lot on the subject in the past though it’s not my favorite subject. I’ve also worked as a programmer for 10 years and had it as a hobby for… lets say longer. The point that I wanted to make isn’t that it’s impossible to at least make bots that could be considerd “fairly good but still rather stupid” but instead it’s too much work for a small studio and the need for a coder that has mastered the subject. Even id software couldn’t really handle it when they made Q3, they brought in a guy to do it for them (and ended up with something I consider not worth playing against besides some aim practice perhaps).

Anyway, good luck with your project and I hope you make me surprised with a brilliant bot in the end, fps games could really need one. :slight_smile:


(MuffinMan) #173

my 5 cents…

on the plus side:

  • as I’m bored to hell of the ww2 theme I’m really looking forward to future style, not only as a player but also as a mapper - that would bring me back from CSS to the quake-world again as I really prefer the rtcw gameplay

negative:

  • I never liked the xp-system and I wouldn’t like to see it in ET:QW either
  • the vehicles can be good … maybe, but I doubt it - I’d really like to see a game that does them right but all my experiences are that big maps and vehicles slow gameplay down and favour massive sniping, and I prefer close fast combat (rtcw style…)
  • lasers are ok for me - if they’re only remodeled mp40’s ;o) I don’t want unreal like weapons where the super future extreme power weapon sends laser-balls you can dodge…

anyway I’m looking forward to it and will most probably buy it but if it can addict me just as rtcw ( /ET) I will have to see… so good luck to SD, keep up the good work!


(Th0mas86) #174

I don`t understand game developers these days!

Why cut bot support? Just look at all the people that are angry because Dice cut COOP mode in Battlefield 2. It`s one of the biggest subjects ever in Plant Battlefield 2 Forums. Not only that, but Dice only allow bots on 16 player maps, and people are so angry about that. Jesus, the COOP thread is over 20 pages long!

Battlefield even has their own single player community. The forum has over 600 members for christ sake! http://dynamic.gamespy.com/~bf42players/

Remember the poll in Battlefields homepage a while ago? Around 30-40 % of all the players love bots because of the COOP mode the game has. So dont tell me that bots aren`t important!


(Nail) #175

This isn’t “Battlefield” nor does it resemble it
Enemy Territory has done quite well without “Official” bot support or co-op mode, maybe you’ve heard of the game.


(DarkangelUK) #176

There’s going to be Quake 4 MP at QuackeCon this year and a release date said to be around sept, ET:QW isn’t due out till 2006… i’d say they’re 2 different games.


(Th0mas86) #177

Yes Nail, but the gameplay is pretty much the same! Enemy Territory is a free game, so it should go well.


(darxy) #178

How do you know how it plays?

I can see perhaps where you are coming from - vehicles, big maps, guns, killing things… but don’t you think it’s a bit shallow to presume games will be alike for these reasons only? Is UT2k4 anything like BF 1942? I think not, yet both share the same basics - ie. vehicles + big maps + guns + killing things formula.

And how are Bots & QW:ET anything to do with BF2 & CO-OP? Hmmm.


(Wumble) #179

I think ETQW is an excellent idea more games should have the basics that makes ET such a good game. I would think that it wont be long after release that A WWII MOD appears . How cool would that be?


(MuffinMan) #180

lol Wumble ;o) I could imagine that to happen <g>