PSmonkey,
Sorry if I sound like a dolt, but your engine has me really excited. There is so much I dont understand so I'm sorry if anything I say is or sounds redundant. Keep up the good work.
Great work on Iris!
This is the type of release that sets the bar for homebrew and keeps people like me from updating my PSP firmware.
Great work and I look foward to future releases.
PSmonkey,
Sorry if I sound like a dolt, but your engine has me really excited. There is so much I dont understand so I'm sorry if anything I say is or sounds redundant. Keep up the good work.
this game is quite impressive, graphically its up there with most comersial releases and the games speed is great. I think being able to run and gun simulaitiously would improve the gameplay a bit and fully customisable controls would be great aswell (ooh and being able to look up and down). other than that i think you've got done a bloody good job, keep up with the good work!
I loved it graphically, but i could tell it wasnt finished in a lot of other ways. As it stands, in v 0.1, Iris is more of a graphical engine test than a game. Why? Its requires no skill at all, other than aiming.
The only thing I can think of would be to make it so that you could move while shooting, right now your just standing there trading blows.
Basically, my feedback is, I liked watching the graphics (Although I'd appreciate some more work on the bullet, it seemed... i dunno, i just didnt like it), but right now I'd never play it for more than 10 or 20 minutes, at the max.
From what you said about taking it in the direction of Q3, I like.
This game has huge potential, keep up the good work, people involved with it.
Well... I think things are cool as they are but if you feal up to the challeng make a single story map using GTKRadiant or Q3Radiant if you get a gooc map collection brewing up tell us. you can use the textures included or make your own, there should be more maps and textures included in every release :P wile we will try to keep the size low I will offer alternative texture packs to those who want them.
For those of you who wish to map for the game but don't have quake 3, I have an option for you!
you should download the quake 3 demo or! you can get Qfusion (a quake 2 engine that can pretend to be quake 3Makes it easyer to run maps, But it requires Quake3 or Quake 3 Demo)
*[1] Copy your Iris textures into baseq3/textures (or baseqf/textures if you are using Qfusion) and your maps to baseq3/maps (baseqf/maps for Qfusion)
After you have these installed these files you will need either GTK or Q3 Radiant. This is needed to map your maps, If you have had no experience in Radiant you may have trouble with it due to its advanced learning curve its sugested that beginners who do not understand this refer to hammer for their map editing *[2]
All maps HAVE TO be compiled in Q3Radiant. GTK radiant is an easyer work enviroment and it is still supported by Id Software. but GTK uses Q3Map2 which renders lightmaps in a much more advanced way that Iris is un able to use.
Wile we still hold a clipping issue (doesnt effect game play and there are work arounds (difficult to do without proper knowlage) you will have to make your sections of walls in blocks think lego's
I have attached an example map to show you guys how to make a proper map (requires you add the iris textures to your Quake3 folder)
*Notes!*
1) These folders are inside of your Quake 3 folder example="c:\Program Files\Quake III Arena\" Wile you can use the Qfusion folder for your maps you could still put everything in in the "baseq3" folder because Qfusion can read in there too!
2) Radiant is a difficult program to master and learning how to use it has taken som people a quite long time, you are looking at a dedicated week, wile some can pick it up in a weekend this takes dedication and even once you have learned how to use it, it will take dedication to learn it properly, I offered the Hammer 3.4/3.5 solution to those who know how to use HL1's editor
this program has the option to export .maps (readable by Radiant, but textures must be applied in Radiant,
If you dont know how feal free to PM me and request a texturing job (Not all maps will be considered If the map wasn't made properly you will be told so and you will have to work it.)
I plan on releasing a pack later on which will be a whole lot simpler for non quake 3 owners and quake 3 owners alike (this will include a Hammer editor set up for mapping with a "developer" wad file to help you see what you are doing)
Get to making that custom content!![]()
Ok time to revise my list. Resorted in order of importantce. The biggest note was swaping polygon surface clipping & md3 between builds. I think clipping is more important then suporting md3 at the current time. Also proper clipping will allow for much nicer maps in future builds (and less of a headake on poor little MGFox & Produkt).
Version 0.2
.) Polygon Surface Clipping (will improve things emencly)
.) Tweaked input / Less restrictive movement
.) Increase speed
.) Animation speed corrections
.) Textured bullet (no more red square)
.) Bullet Limit
.) MD2 Fixes
.) Bot Fixes
.) Health & Weapon pickups
.) Fix Lightmaps (current turned off and using vertex colors, why its so bright)
Version 0.3
.) 3D viewing, firing & movement (ie more like quake and less like doom)
.) Jumping
.) MD3 Suport
.) Wifi
.) Heavly improved Bots
.) Game Modes (Ctf, Team Dm, Dm, ...).
Version 0.X
.) Sound
.) MD4 Suport
.) Unreal Bsp Trees < maybe, unsure atm.
I know it 's bad to ask but .... do you have an idea when you'll release a 0.2 version....
thank
depends how long clipping takes. If i can get surface clipping thats not to hard on the cpu & clean, it could be as early as a week to as late as 3 weeks. Most of the list is pretty easy to fix.Originally Posted by lecdg2
thank you for you answer!
I'll never ask again, i promise
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