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Quakecon 2005 [ Day 3 ]

 




    Tercer día de la Quakecon 2005, ya se empieza a mascar con más detalles lo que va a ser, el tan ansiado Quake 4. Ya podemos tomar notas de lo que se nos avecina con Quake 4, ya son numerosas webs, e incluso Tim Willits, los que dan detalles.

En este tercer día se nos muestran capturas de pantallas de lo que va a ser el CTF, aún no se ha colgado ningún video, esperemos que cuelguen algo a lo largo del día. A lo que también sumamos las esperadas "keynotes" de John Carmack ¦).  


    Recordad que podéis seguir este evento a través de este enlace.

* UPDATES

          Dos nuevos videos algo más 'serios'

- Video Ramp Jump [ 14Mb ]
- Video Portal Firing [ 82Mb ]

[ Interwiev ]



- Gamespot y Tim Willits: nos dan sus impresiones de lo qué serán las armas, el single player y el multiplayer.

Tim Willits: At id, when we looked at developing a new Quake game, we looked at the previous games, and we wanted to make one that had a compelling single-player game that also had excellent multiplayer as well. For single-player, we used the Quake II universe, because we feel that it had the most to offer in terms of having a great setting and a good, solid story of aliens invading the earth followed by the humans striking back. Quake II was also one of our most popular Quake games, so we started there with the foundations for the single-player game. But we also knew that [since this game would be part of] the Quake franchise, we had to make some great multiplayer as well. So, we looked at Quake III, which we thought had the best multiplayer feel to it. What you'll really have in Quake 4 is the best of all the Quake series all in one game--a great single-player game, along with great multiplayer. Raven has gone in and really tried to examine the way multiplayer feels, making tweaks to make sure that multiplayer isn't going to be Doom 3 multiplayer all over again, but really a Quake III-style multiplayer.


Tim Willits: There are some multiplayer modes that are still in discussion with Raven, but you'll have capture the flag and variants, you'll have team deathmatch, you'll have tourney, and you'll have brand-new levels, some of which will be based on classic levels [from previous Quake games] that players really enjoyed. The number of clients is up [from Doom 3], currently around 12 to 16, but until we really finalize everything, we can't talk too much about multiplayer otherwise. But we will have a lot more information at this year's QuakeCon.


Tim Willits: I think the weapons in Quake 4 are just awesome. Especially the lightning gun -- that's my favorite looking weapon. Players, when they get these weapons, they'll know what they are, but they look so much cooler now. They almost look now what you imagined them to look like in Quake 2, so we're really excited about the weapons as well.


Tim Willits: Raven nailed a lot of the weapons right from the get-go. Honestly, I think the rocket launcher was the only one that we had problems with. (Everyone laughs).


-  E3 interwiev:

Tim Willits: We don't want to talk about the multiplayer modes until later. But the QUAKE 4 multiplayer games are based on the QUAKE 3 feel. Raven has reworked the network code from DOOM 3, it will be 12-16 players, that's pretty standard. We'll have deathmatch, team deathmatch, there will be free-for-alls, and we want to save the rest of the big stuff for QuakeCon.


- IGN interwiev:

Tim Willits: That's another great question. The multiplayer is based on the Quake III physical feel. You know, it's mathematically the same. As a developer, you don't want to totally change the way everything feels between multiplayer and single-player, but we felt that we really needed to do that in Quake 4, so when you play multiplayer it's totally different than single-player. You'll have teleportation pad, jump pads, your bigger combat maps you're familiar with from Quake III. Deathmatch, plus there are CTF variants.


Tim Willits: Yes. You can grenade jump, rocket jump and then cock the nail gun and climb up the walls. You can get moving fast. We were playing CTF on this one map and we actually had to add a corner to it because I could jump in and grab the flag so fast and get it out before anyone could ever get me. We had to change the map because I was moving too fast.


- Todd Hollenshead interwiev:

Todd Hollenshead: You'll see a return of the Railgun, Rocket Launcher, and in multiplayer rocketjumping is all back in. You have the Nailgun back. The Blaster, the Hyperblaster. You'll be able to use the Nailgun to climb the walls for example. So we have kinda the Q3-style physics in the gameplay in multiplayer with sort of the more robust Doom 3 physics-technology that John Paul wrote for us.


Todd Hollenshead: At this point we do not have bots working in the game. The A.I. on the single-player side would not be suited for the multiplayer component, so I have to hedge on that question. It might be a better question for Tim to answer as to whether that's ultimately something that's planned to be included, but it's not in the game at this point. Sometimes Tim plays like a bot and I think he's cheating.


Do you think we'll see a QUAKE 4 test for the multiplayer before the game comes out?


Todd Hollenshead: That's a good question. I think what we'll want to do is test the networking, because we've pretty much redone all the networking and we like to get the community to test that and make sure that it's going to be solid before the game is done. We'll have to see as we get closer to completion of both the single-player and the multiplayer elements of the game as to how that's going to work out.


Todd Hollenshead: When you say "test," it kind of makes me think of Quake Test and QIII Test. In both those situations, it was a very early look at what the multiplayer was like. Quake III Test, I believe, came out in February, and the game came out in December, so that's nearly ten month in between. I think that one of the things that we learned from that is that we like to have all of the elements of the multiplayer done and not use it as much as a gameplay testing, but to really test the technology, so you would see a much more polished version of it if I could draw it up and have it be the way I wanted it to be.




- firingsquad.com interwiev:

id Software reasoned that they reached a good balance and compromise with Quake III Arena, and don't intend to deviate from the formula. One solid tidbit that was offered was that hitboxes are back, and there will be no more per-pixel hit detection, which will permit netcode to return to normal.





[ John Carmack - keynotes ]






- id Software has raised the bar for the industry in terms of graphics.


- id will develop the XBox360 version of Quake4 in house instead of getting a third party to do the port.


- He praised Microsoft many times for providing the best development environment on the XBox.
Discussed his work with cell phone game design. He likes the simplicity of coding a game on a cell phone and the ability the test out new things.


- The Q3 source doe released under the GPL should be released within the week. Punkbuster will be removed from the source code.


- The Quake franchise has brought in over one billion dollars in revenue to id.


- He would like see to a commercial game released under the GPL using the soon to be released Q3 source code. That means the commercial game would have to include all their source code when released. If a company didn't want to released their source with the game, id would sell them a license to use the game engine for a reasonable ammount.


- He would like to see a cell phone game spring to a full blown computer game not the other way around.


- He likes the PSP, but said he doesn't play many video games at all.


Y para postre, la source de Quake 3 ¦), ¿quién no ama a John Carmack ¦D? :

- Hot off the presses folks, just announced moments ago, we've got awesome news out of camp Quakecon where Pappy-R has just left the QuakeCon Keynote with John Carmack. The Quake III Arena source code will be released as soon as they can put it all together! It was also noted that the release "will not include any PunkBuster stuff in it". Watch for more news on the Q3 source release as it comes in!


John Carmack en Quakecon 2005, te amo ¦).


[ Imágenes Quake 4 CTF ]

Primera imagen.
Segunda imagen.
Tercera imagen.

wow, en ninguna de las 3 imagenes pasan de 38 fps

Comentario #1 por Defor:
wow, en ninguna de las 3 imagenes pasan de 38 fps

Miedo me da esos FPS… y si te fijas bien (en la imagen segunda), en el cartelito de arriba del monitor pone:

Powered by:
Nvidida Ge-Force 7800 GTX

Aunque viendo los videos… se movía bastante bien .

Por cierto poneros el video de fatality jugando al q4, ponerlo por el minuto 3:54, decidme si eso no es un “headshot” sacado de Counter Strike… que alguien me diga que no es un headshot, por favor…

“We had to change the map because I was moving too fast.” apenas ubernob? se pasara los strafes naranjas andros?

eso taba mirando yo passive, a mi me a parecido ke si, de toas maneras ahi el brother iba pelao de vida.
tb e visto al final de la partida en los awards, sale uno ke es una mezcla entre un roket y un impressive.no se si lo daran al acer un combo o algo asi.

Parece que ha salido un nuevo vídeo:
www.q4euro.com/comments.php?blogid..

merci Andros, bajando

de los quake4.iso ke rulan por el emule mejor pasar no?

Eso es una porno, solo tienes ke mirar los nombres que les tienen puesto algunos usuarios

quake4.iso —> 34 mb …. ay qser pardillo al cubo para bajarlo…

Comentario #3 por passive:
Por cierto poneros el video de fatality jugando al q4, ponerlo por el minuto 3:54, decidme si eso no es un “headshot” sacado de Counter Strike… que alguien me diga que no es un headshot, por favor…

Si te fijas, cuando le da con zoom en la cabeza no sale ninguna medalla… yo creo que es un “holy shit” como en ra3 cuando le das a uno con la granada al aire… y el rocket ese creo que es como el acuracy… :$

no se, el iso k hay en sonnyboy es de 1gb

Comentario #12 por Quakero:
no se, el iso k hay en sonnyboy es de 1gb

No creo que un participante de la quakecon coja instale el nero y grabe un dvd imagen del q4.
Tampoco creo que esa imagen lo sea, y si lo es, ira peor que la demo que podemos tener dentro de muy poco, supongo…

no si sera mentira pero esto es como la loteria? y si fuera verdad? y si me toca

segun lo k han dicho parece k no habra demo,ke les basta con la gente k lo probo en la qcon

Es imposible que no la haya…en todo quake siempre pusieron una. Y si no está a descarga directa empresas como Hobby Press para mí que algo ya tienen

os habeis fijado k ya no dice por ej: andros ate quakero’s rocket o cosas asi?
ahora lo hace royo CS quakero (iconodelrocket) andros
:_

xhi… pero de toas maneras eso le da un aire pro D: porke iaq te imaginas ke el rocket se loas metido por el cacas : o

si y si le das un cholazo entonces sale el rocket y una cabeza? o como… k sude eso eh :S

mm parece que tiene buena pinta.. lo de los fps.. tendriamos que ver las makinas en las que se esta poniendo, y si lleva motor D3 kiza el “techo” sean 60 fps, ni idea.

Aun asi no quiero decir nada aun hasta no catarlo, pero la sensacion que da es buena.

3# “Por cierto poneros el video de fatality jugando al q4, ponerlo por el minuto 3:54, decidme si eso no es un “headshot” sacado de Counter Strike… que alguien me diga que no es un headshot, por favor… ”

Del counter STRIKE????? por dios!!! asi lo del HeadShot es del unrealtournament de toda la vida!!! ¬¬u

en fin .Putos counteros k copiones k son : P

Comentario #21 por SuiciSpai:
3# “Por cierto poneros el video de fatality jugando al q4, ponerlo por el minuto 3:54, decidme si eso no es un “headshot” sacado de Counter Strike… que alguien me diga que no es un headshot, por favor… ”

Del counter STRIKE????? por dios!!! asi lo del HeadShot es del unrealtournament de toda la vida!!! ¬¬u

en fin .Putos counteros k copiones k son : P

“Diós los crea y ellos se juntan”, que le vamos a hacer, si sólamente fueran copiones…

22#”si solamente fueran copiaones”

k frase mas acertada.