The Icarus ruined Quakewars, just like skiing ruined Tribes


(Got Haggis?) #1

:wink:

In all seriousness, this is pretty crazy that the Icarus has a function that works pretty much just like skiing does in the Tribes series of games. This is great news (since like…80 people bought Tribes Vengeance, which killed the franchise).

But, since the Strogg are the only ones with jetpacks - how hard would it be to mod et:quakewars physics to work almost exactly like Tribes (and also CTF gametype). Time to mod in a spinfuser.


(Joe999) #2

i don’t assume you judge from the 5 seconds which you see in the blocky youtube vid, so would be awesome to give us the link to your vid so that we all can enjoy what you’ve seen :slight_smile:

btw: what exactly is the background for your rant in which you compare a game that isn’t final yet with a game that already exists for years?


(grudgebearer) #3

<sarcasm>
You mean you don’t agree with him?! He took the time out of his day to join up just so he could tell us that the Icarus jet pack being included in the game will completely void EVERY other aspect of the game. You should listen to him, because he obviously knows what he is talking about, especially since he bought the full version of the game from Amazon.com over three months ago.

Quake Wars is just like Tribes Vengeance and Worse than BF2!!11111111!111!eleventy11!!1
</sarcasm>


(DrGonzo) #4

Since the title is in past tense, I assume ‘Got Haggis?’ has some kind of time traveling device.
By informing us about how the icarus will ruin QW in the future he is jeopardising the integrity of the space-time-continuum though …


(Got Haggis?) #5

“skiing ruined tribes” is an inside joke from the tribes community. obviously, skiing did not ruin tribes, as it was one of its great gameplay elements.

Tribes was a game that was way ahead of its time, and its a bit funny to see games (bf42, bf2) copy its features. Although, since the Tribes franchise is pretty much dead now, I welcome the addition of tribes-like gameplay elements (skiing, jetpacks, classes) to new games.

and if any dev’s happen to read this, if you could hook us up with some videos of the jetpacks/skiing, that would be great. and by ‘us’ i mean

http://www.tribalwar.com


(Fitzsimmons) #6

Can someone describe skiing for those of us that didn’t play Tribes?


(Joe999) #7

and imo gameplay killed tribes. it’s just like quake 4 only short-time fun, nuthin’ you can play for hours a day like eg ET.


(Fitzsimmons) #8

Hahaha, so one of the characteristic features of the game was an accident? I guess the same could probably be said about strafe-jumping.


(FeaRog) #9

Ok I think I’ll field this one (I’m the programmer that added skiing to the Icarus):

  • The code that handles the Icarus physics is in the part of code that should be released in the SDK, so it is totally moddable. I made an effort to make the code pretty clean too, so it shouldn’t take much too effort to change the feel of it to whichever Tribes you like :wink:
  • A CTF gametype should be very easy to mod in - just a different setup for map scripting really, and a few new entity types.
  • Spinfusor mod would be super-duper-easy - could mod one of the existing weapons to behave just like it in under an hour, probably more like 10 minutes if they’re familiar with the way it all works :slight_smile:

I was fully expecting (and hoping!) that someone would do a Tribes mod when I was writing the skiing code. As it currently stands it is a more noob-friendly form of skiing (more T:V-esque), which was done in an effort to make it actually usable for people that aren’t part of the Tribes-hardcore community :wink:

I’m intending to kick-start any Tribes mod’s development after release myself by integrating the player & Icarus physics and reworking the skiing to be more like T1 (my favourite). I’d then release that code to the public so y’all can take it from there - I’m a Tribes fanatic from way back so I’d love to see a decent Tribes mod for the game! Most of the groundwork is all there - easily moddable weapons, character classes, vehicles, support for massive terrains, etc. With the kickstart of the physics then I’m convinced that a dedicated team could whip out a prototype Tribes mod in a pretty short timespan.

Cmon! Spread the word! Make it happen! :slight_smile: “Enemy Territory: Tribal War” :wink:


(RosOne) #10

That’s what I call support. Amazing :drink:


(Hakuryu) #11

You guys cannot put down Tribes… it was one of the greatest games ever made.

I even liked Vengeance… the grappling hook with jetpacks made for some awesome gameplay. Plus you had a ‘Captain America’ shield that I just loved. The problem was that new people just couldn’t hack it in the game against veterans (making them give up on it), they (devs) left their roots of tiled terrain that went on forever and ended up in the UT engine, and WoW came out in full not long after it (which pulled me away).

In the early days, the transport vehicles were used heavily, and it was common to see the Heavys walking across the map. Then came skiing which I still think wasn’t an ‘accident’ due to many reasons including one of the bots names was ‘SkitoDie’.

Basically it’s like ET’s momemtum gathering as you jump down an incline and gain speed, but you could drop from a mile out of the air onto an incline and smoothly get into a ‘ski’. Add to that a jetpack so as you go up the next hill after skiing down an incline you get into a roller-coaster type movment. What this ended up doing was allowing people to quickly move across a map. Flag cappers could cross a mile in 5 seconds moving like 200 mile per hour. The gameplay was extremely fast and furious.

However, Quake Wars will not be like Tribes in that aspect. I haven’t seen a jetpack Strogg fire a weapon while jetting, and the skiing seems more akin to ET than Tribes which is a HUGE difference. There are alot of similarities though, including deployables (radar, turrets) and changing class in the field.

And about the OP; TribalWar is the original Tribes fan site. A long time rock in the community operated by some of the veterans of the game. And in the highly competitive Tribes you will find many more ‘leet’ people than any other online game I’ve ever seen. It comes from simple skill of owning not only on the ground in a shooter, but in the air also. No player in any other shooter is equal to a Tribes player, and they are aware and proud of that. A Tribes player can do well in ET, but an ET player will get totally owned in Tribes for a long time.

I’ll map for a Tribes mod, having aquired a distinct hate for programming after my last job doing it for a medical software company :stuck_out_tongue:


(Got Haggis?) #12

great to see some Tribes fans here…and wow, FeaRog, I think you just blew me away with your post. The biggest obstacle in assembling a team to make this mod will be getting the team to agree on anything. (tribes1 like, tribes2 like, t:v like, etc) . I agree, Tribes 1 was the best. T:V wasn’t terrible…just frustrating that all support was dropped and no one bought the game (at the 6 month mark, 47,000 copies had been sold)

Still, splash damage may be my new favorite developers.


(Joe999) #13

now that’s an awesome direction, it really gives the feeling here that the quake wars engine will be much more than just an ET successor :slight_smile:


(FeaRog) #14

I’m actually one of those that really enjoyed T:V :blush: I really dug its single player - but as every T1/T2 player will say - it wasn’t really T1 or T2. It was cool in its own right, but it was too hard a learning curve to bring in new players, and too different from T1/T2 to keep the old players. I can see why it failed - but I liked it all the same.

Anyway, great to hear my response pleases you :slight_smile: I’m really hoping modders jump on this opportunity, they could really make an awesome mod with it!


(Hansel) #15

I really liked all three Tribes games, T1 & T2C being the best ones. T:V was fun despite its flaws, but no MP game has future without support and if it is pushed out before its done.

No doubt ET:QW will be a great game alone, but there is huge amount of people who would like to feel that rush again that only Tribes games can deliver, although Tribes mod may not appeal to everyone. :slight_smile:

Oh and nice to see that ET:QW won’t have stamina meter, good call.


(Wils) #16

All I’d like to add is that if anyone is up for doing a Tribes style mod, I’m happy to help with maps if needed.

edit: Oh, and that T:V sucked.


(Nefilim) #17

Ok I think I’ll field this one (I’m the programmer that added skiing to the Icarus):

  • The code that handles the Icarus physics is in the part of code that should be released in the SDK, so it is totally moddable. I made an effort to make the code pretty clean too, so it shouldn’t take much too effort to change the feel of it to whichever Tribes you like :wink:
  • A CTF gametype should be very easy to mod in - just a different setup for map scripting really, and a few new entity types.
  • Spinfusor mod would be super-duper-easy - could mod one of the existing weapons to behave just like it in under an hour, probably more like 10 minutes if they’re familiar with the way it all works :slight_smile:

I was fully expecting (and hoping!) that someone would do a Tribes mod when I was writing the skiing code. As it currently stands it is a more noob-friendly form of skiing (more T:V-esque), which was done in an effort to make it actually usable for people that aren’t part of the Tribes-hardcore community :wink:

I’m intending to kick-start any Tribes mod’s development after release myself by integrating the player & Icarus physics and reworking the skiing to be more like T1 (my favourite). I’d then release that code to the public so y’all can take it from there - I’m a Tribes fanatic from way back so I’d love to see a decent Tribes mod for the game! Most of the groundwork is all there - easily moddable weapons, character classes, vehicles, support for massive terrains, etc. With the kickstart of the physics then I’m convinced that a dedicated team could whip out a prototype Tribes mod in a pretty short timespan.

Cmon! Spread the word! Make it happen! :slight_smile: “Enemy Territory: Tribal War” ;)[/quote]

That may be the greatest news I have heard in 3+ years! I have just gone from mildly excited about this game to extremely pumped. Guess I should start getting familiar with the Doom3/Quake4/whatever editor so i can start cranking out some maps ASAP for a new Tribes mod. I’ve been waiting for 2-3 years for an excuse to get back into mapping/modding, and this is definitely it. Splash Damage is now my favorite dev house, I’ll be keeping a close eye on this game as it finishes up development.


(Got Haggis?) #18

Great to hear Nefilim. (for those that don’t know, Nefilim was one of the best mappers for tribes 2…and I believe was even contacted by VUG to do mapping for Tribes:Vengeance (but would have had to move his family to ‘the land down under’ so didn’t). Wonder what the zod and zodd are up to? Time to assemble a mod dev team.


(mortis) #19

I love how the modding gets started before the game engine even comes out.

So get back to your cubicles! We have the urge to frag and gib strogg before anything else!

…but it’s awesome that devs are interested in modding their own game!

Tribes has a fanatical old school following. I played a bit of Quake, and I thought it was okay, but Unreal Tournament was the first FPS that really blew me away. And then I found Enemy Territory. Mmmmmmm. ET. At a recent LAN party I co-hosted, we played Wolfy, UT99 and Serious Sam. It was old school, heavy duty action. Had Tribes been on the games menu, I’m sure there would have been plenty of interest as well.

–Mortis


(Hakuryu) #20

Your crazy. I played Tribes (1) once for over 24 hours straight, and never have even come close to that in ET. When I was playing with my clan, I would spend at least 6 hours a night on it, every day of the week.

You obviously dont know the game. There werent any classes, but 3 types of suits (light, medium, and heavy) that let you decide your role on the fly. You could be turret farming to protect your flag, hit an inventory station and all of a sudden be a capper or light defense. I mostly was a base raping HO (heavy offense), and also anti-HO light defense and I’ll tell ya - there was alot of strategy in the game that isnt apparent to the casual glance.

I do hear this type of critique now and then, but it always comes from a noob to the game… stay off the ground!

I thought Vengeance was awesome. I was good at regular Tribes, but give me a grappling hook and lookout :stuck_out_tongue: What other game could you fly at like Mach 2, shoot out a grappling hook and spin around a pillar and end up going in a different vector? Plus the shield absolutely ruled. Hardly anyone used it, but it made anyone hitting you bounce back, and if they had a ton of momentum from skiing and hit it = squashed player… it was great for defense vs incoming HO’s and cappers.