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Questions, admissions etc..

Postby Cyric » Mon May 15, 2006 3:06 am

ok, I'll be honest.

At first I really wasn't impressed with the gameplay. After awhile it's begun to grow and me and I DO like it.

I have some question though. What is the time setting for this game? I'm guessing between 1890-1920?

I'd like to do some research and make some historically accurate suggestions. I also might try to get some practice in, and see if I can do a bit of skinning. I recall a thread asking for help in that department.

Once I can get a confirmation on the time period I think I'll have some suggestions pinned down.
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Postby EvilFutsin » Mon May 15, 2006 3:43 am

Interesting. I love this idea, making it historically accurate. Given its spaghetti western-style, I figured it was meant more to be "vague historical", that sort of "Treat The West Like Another Genre" ala alternate universes/futuristic stuff.

But I like that idea. Would be interesting. As a fan, I say, hear hear! If possible. :D
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Postby ReD NeCKersoN » Mon May 15, 2006 5:22 am

Hi and welcome to the forum! Someone who could do some quality skin work would be great. Most of the weapons look pretty good but the player models could definately use a makeover in my opinion. The current dev team didn't actually make this mod, we just picked up where the original team left off. So I'm afraid I can't give an exact time period. If digging around for historical accuracy is something you like to do, I suggest you look through the weapons pictures linked on the main page. That'd probably be the best indicator. :)
Last edited by ReD NeCKersoN on Mon May 15, 2006 1:06 pm, edited 1 time in total.
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Postby Cyric » Mon May 15, 2006 12:15 pm

Ok, I'll do a bit of research when I get back from work.

Also, this project is still in the works right? Because I have some idea involving movement that I think will make the user experience ALOT better.
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Postby DeUgli » Mon May 15, 2006 6:28 pm

My take on on the game is that is is supposed to be true to the spaghetti westerns, which are more about the mythological Wild West than the historic Wild West.

Right off the bat, we'd have to get rid of the Molotov Cocktails, or at least rename them. They weren't invented until the Spanish Civil War in the 1930s, and weren't named for Molotov until WW2.
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Postby Blondie » Mon May 15, 2006 8:39 pm

A good solution would be to just call them "Whiskey Bombs", like they are called in Dead Mans Hand...
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Postby Cyric » Tue May 16, 2006 12:11 am

Whiskey Bomb is a good alternative.

As far as physics go, I think the jumps should be a bit higher. Many jumps that IRL would be simple to make are impossible in the game.

Another nice feature would be the ability to grab ledges and hoist yoursef up. This is an Urban Terror Feature I love, as well as the ability to jump off adjacent walls to gain access to hgher map areas.
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Postby Pardner » Tue May 16, 2006 3:29 am

Cyric wrote:Another nice feature would be the ability to grab ledges and hoist yoursef up. This is an Urban Terror Feature I love, as well as the ability to jump off adjacent walls to gain access to hgher map areas.


i like the "hoist" idea, but i have never seen a gunslinger do a splinter cell move. I also could careless what the motolovs are called, as long as they brun!!! :evil:
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Postby Cyric » Tue May 16, 2006 4:07 am

Yeah, I just remember watching spaghetti westerns, and those guys are pretty agile so I don't think a few physics tweaks would destroy that"western" feel, but it definitely adds some much needed spice to the gameplay.
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Postby ReD NeCKersoN » Tue May 16, 2006 4:18 am

I don't think a few physics tweaks would destroy that"western" feel, but it definitely adds some much needed spice to the gameplay.

However, what you're suggesting also adds to our workload a great deal. The maps would have to accomodate this, it would of course require additional coding that may introduce new bugs, and we don't have an animator for adjusting the model movements. :? But there is hope! We will release the WQ3 source at the same time as the standalone. (Hopefully, later this year.) If we're lucky enough to gain a large community I'm sure some talented contributors will come along & take WQ3 much further than the current team is able to. That's our dream anyway. 8)
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Postby Cyric » Tue May 16, 2006 5:41 am

Definitely.

At the very least I'm interested in learning how to do these things. Do you guys know of any info sites where I can begin learning?
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Postby Pardner » Tue May 16, 2006 3:37 pm

first get the source code. you can get it from ID's site or from any game file site.
http://www.idsoftware.com/
http://files.filefront.com/SEARCH/;4055 ... einfo.html

one website that i found that had a bunch of tutorials/projects was http://code3arena.planetquake.gamespy.com/

heres a little site on how the included compiliers work http://www.btinternet.com/~AnthonyJ/tutorials/QVM.html

heh, i tried doing some modding but got as far as making an Excessive like mod.
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Postby sig11 » Tue May 16, 2006 9:50 pm

Cyric wrote:Another nice feature would be the ability to grab ledges and hoist yoursef up. This is an Urban Terror Feature I love, as well as the ability to jump off adjacent walls to gain access to hgher map areas.


Similar to what Red said: this is far from trivial, and will not be inlcuded in the very next version. In some future version: possibly. If somebody codes it ;-) ...
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