Wolf: MP asks community: escortable or drivable?


(kamikazee) #21

[QUOTE=FFSturm;347988]Btw, Id tech 4, UDK, Cryengine 2 are not the only engines to use.

There are free engines (that come from id tech 2 like overdose) and have what you want (next gen graphics).

QUAKE 2 engine with ETwolf mechanism http://www.youtube.com/watch?v=5qbEI5-SWu8[/QUOTE]I find it ironic that ETXreal is not in your list, seeing how it is actually based on W:ET’s source and should feature some dynamic lighting and texture upgrades…

It doesn’t have megatexturing or vehicle code though, but the latter has been done before in FalckonET which had a player-controleable tank.


(FFSturm) #22

[QUOTE=kamikazee;347995]I find it ironic that ETXreal is not in your list, seeing how it is actually based on W:ET’s source and should feature some dynamic lighting and texture upgrades…

It doesn’t have megatexturing or vehicle code though, but the latter has been done before in FalckonET which had a player-controleable tank.[/QUOTE]

and has anyone made a playable map with all the features of that ‘Engine upgrade’?
if yes, show it in public.

All i saw were hopes and a test video of xreal showing an art test with a forest. Reminds me much of wolfmp by endrant studios.


(BackSnip3) #23

xReal is in work for now. Instead of whining about it not coming quickly better to all move your little a** and help it, or just wait, same for the Wolf:MP mod.
This topic ain’t about xReal it’s about the Wolf:MP mod for quake wars, so please, don’t discuss about other engines here. Thanks.


(FFSturm) #24

[QUOTE=BackSnip3;348051]xReal is in work for now. Instead of whining about it not coming quickly better to all move your little a** and help it, or just wait, same for the Wolf:MP mod.
This topic ain’t about xReal it’s about the Wolf:MP mod for quake wars, so please, don’t discuss about other engines here. Thanks.[/QUOTE]

Exactly. In fact making it for etqw is not bad at all.
The main problem would be the reception seing that Wolf09 mp was made with Etqw.

Now, talking about obj vehicles:

Driveable will give freedom and you avoid campers with explosives. Thus is faster for developers (since etqw already has that)

Escortabe will be very generic and linear. Just like etwolf. implementation would take time.


(BackSnip3) #25

That is exactly my point of view. And I don’t think it makes much difference to drive it or not. There’s just a little difference between QW and ET/Brink , in Qw you can repair tank whenever its health is, while you must wait for it to be destroyed in ET. Think this has to be brought back so it’s not that easy, because the mod has no anti-vehicle turrets of course.


(Infinitypl123) #26

Well the best solution would be making cvar and let to choose mappers what to do. It would give more good maps that are different in many ways ;).
Good work guys! Let the WolfMP bring new life to our lovely Wolfenstein Enemy Territory.


(Pegazus) #27

Thanks guys for the answers so far. The next following days will bring up the solution to this question.


(.Chris.) #28

Considering you can’t have script movers in ET:QW I think you only have one option.


(kamikazee) #29

IIRC from Doom 3, the script-support stuff was in the SDK and not in the engine, it would thus be possible to add script movers in your mod. It is extra work though…


(.Chris.) #30

Except that it doesn’t work in ET:QW.


(iwound) #31

re tank driver or not.

server option yes/no

if you played with yourself it did. which i found out only too late.

if you can find an early version of battlestrogg galactica there should be all the movers still in the script.
all asteroids were rotating and drifting and the earth rotated.


(.Chris.) #32

It doesn’t work online though, for an online game I’d say that mean it doesn’t really work :slight_smile:

I think perhaps it can be modded in, after all Brink had escortable vehicles and was based on ET:QW engine