Be sure to read the descriptions; since I came on maybe halfway into development, I jumped all over the place and did a lot of work on levels that had already been built when I took them over, or just focused on stuff like texturing, lighting, scripting, gameplay, etc. Gotta make sure the right people get the credit they deserve.
Posted by KungFuSquirrel on Tue Nov 29th at 11:11pm 2005
Be sure to read the descriptions; since I came on maybe halfway into development, I jumped all over the place and did a lot of work on levels that had already been built when I took them over, or just focused on stuff like texturing, lighting, scripting, gameplay, etc. Gotta make sure the right people get the credit they deserve.
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Posted by Forceflow on Tue Nov 29th at 11:32pm 2005
Looks like quality work. I'll pick up Q4 when the European prize goes down a bit (56 euros is a bit too much for me at the moment).
edit : found the descriptions. Boy, I'm stupid.
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Posted by gimpinthesink on Tue Nov 29th at 11:54pm 2005
Cool I was wondering what parts you had worked on while is was playing through it.
I liked the bit that you scripted with the winch that picks up and drops off the engines for testing I sat and watched it do it a couple of times just to see the cable sway.
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Posted by ReNo on Wed Nov 30th at 12:10am 2005
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Posted by Finger on Wed Nov 30th at 1:47am 2005
Posted by Underdog on Wed Nov 30th at 2:21am 2005
I had to decide between Civ IV and this. I chose Civ IV, but now sorta wish I hadn't. I like Civ but, now. Anyway, 60 bucks is still a bit much. Maybe by Christmas.
I have been dying to ask, but keep forgetting. Which engine runs smoother, this one of HL2?
HL2 runs sweet on my machine but I could use a tad more ram. I was wondering if I need to upgrade any to run Q4?
Anyone run both games yet?
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Posted by Crono on Wed Nov 30th at 2:29am 2005
Posted by Naklajat on Wed Nov 30th at 3:15am 2005
@UD: From my experience with both games, on High settings for both (1280x1024 in both games, High on all settings in HL2, High (not Ultra) detail in Q4) Quake has a lower overall framerate, but it's less varied. There are points in HL2 where my frame rate drops down in the 30's and sometimes even 20's, and it gets as high as 80 or more, with an average of about 55-65. I haven't checked the FPS in Quake 4, but it seems like it hovers around 30-40, maybe lower, just from a visual point of view. I'll check out the numbers and post back
My comp specs:
Athlon XP 2800+ @ ~2190MHz (175FSB)
1GB RAM at 350MHz 2-3-3-5
BFG Geforce 6800 Ultra OC
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Posted by Naklajat on Wed Nov 30th at 4:23am 2005
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Posted by Pvt.Scythe on Wed Nov 30th at 10:28am 2005
Q4 was the first game in which the buddies didn't cross my line of fire all the time or did something as stupid as that.
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Dystopia - Empires
Posted by Underdog on Wed Nov 30th at 1:34pm 2005
My comp specs:
Athlon XP 2800+ @ ~2190MHz (175FSB)
1GB RAM at 350MHz 2-3-3-5
BFG Geforce 6800 Ultra OC
You have a tad more ram and a much bigger card so I cannot really judge by your numbers as well as I had hoped.
I did however run D3 pretty well. I cannot recall the settings so I am not sure how high they were set.
I heard that D3's biggest problem wasn't its engine but its texture choices. To big.
Perhaps Q4 will run better if they learned from D3's mistake.
Anyway, thanks for checking guys.
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Posted by Naklajat on Wed Nov 30th at 5:15pm 2005
A lot of people bashed the squad AI, and I don't see why except the occasional instance where they block your retreat, which TBH isn't any worse than any squad AI I have seen.
One thing that I love about this game is the attention to detail and the overall ambience, its really immersive. I found myself stopping to look at the architecture and other details like the machines making repairs on more than one occasion. And the scripted sequences on the elevator ride in the Interior Hangar was one of the points where I said, "damn, this game has bad-ass graphics."

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Posted by MisterBister on Wed Nov 30th at 7:02pm 2005
I would love to read an article about how you worked, and what tasks that was given to you during the development of Q4, it would be invaluable =).
Its really exciting read about how professional mappers work. Only when you read stuff like this you realize how much effort and thought that is put behind even the smallest detail.
I would love to read an article about how you worked, and what tasks that was given to you during the development of Q4, it would be invaluable =).
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Posted by Adam Hawkins on Thu Dec 1st at 12:14pm 2005
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Posted by Biological Component on Fri Dec 2nd at 6:34pm 2005
I actually pre-ordered Q4 and got it the day it came out...
...But havn't yet even gotten around to installing it :/
Posted by Underdog on Fri Dec 9th at 6:22pm 2005
Just bought it, early Christmas prezzie and all that. 
Will let you all know how it runs.
[EDIT]
Game runs fine but auto detect wants to tell me I have a piece of s**t PC cause it wants to set everything at lowest setting. 
Probably because I am lacking in RAM.
Its nice to look at the credits and not only see one familiar name but 2 of them. I suppose that someone has already broken the bad news to Mr. Banks that he is not the best level editor just because he is on the top? Break it to him gently, alphabetized is a bitch. 
Maps are a bit dark but I think I can adjust that better.
Nice game so far.
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Posted by Underdog on Fri Dec 9th at 9:16pm 2005
A couple of quick questions:
1) How do you turn that god awful music off? I cannot concentrate with it on all the time.
2) How do you get the console down and what is the command to show the FPS?
An observation: The game supports a whole s**t load of video cards but it seems to favor nVidia.
Of the ATI cards the oldest supported (but I am sure not the oldest available) is the 9700. My 9800 is the second oldest listed. ![]()
Of the nVidia cards it says the antique Ti 3's for Christ sakes.![]()
Anyway, the game feels a bit linear but I like the action so far. ![]()
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Posted by wil5on on Sat Dec 10th at 3:03am 2005
The game doesnt run well enough on my computer to be fun... I wont judge it until I can run it at a decent framerate.
Also, please give the programmer who decided to force the user to restart the game when trying to change res a slap on the head.
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Posted by Underdog on Sat Dec 10th at 1:21pm 2005
I am about to test this to see if it works. Will let you know.
Here is a complete list of all the Quake 4 console commands with short descriptions. There are 357 commands as opposed to only 268 in Doom 3, so a lot of new things for you to play with " SRC="images/smiles/icon_wink.gif">
aasStats shows AAS stats
activateEditor activates the currently open editor
addarrow adds a debug arrow
addChatLine internal use - core to game chat lines
addFriend
addIcon adds a test icon
addline adds a debug line
ai_debugFilter ai_debugMove and ai_debugTactical only work on the specified entity (if none, does one you're looking at)
apState prints AP state
aviCmdDemo writes AVIs for a command demo
aviDemo writes AVIs for a demo
aviGame writes AVIs for the current game
benchmark benchmark
bind binds a command to a key
bindRagdoll binds ragdoll at the current drag position
bindunbindtwo binds a key but unbinds it first if there are more than two binds
blinkline blinks a debug line
buildNotes build notes about the current map
bundler Setup the bundler settings
call calls script function and prints out return val
centerview centers the view
checkNewVersion check if a new version of the game is available
checkSave tests save system
clear clears the console
clearAssetLog clears log of all the assets loaded
clearLights clears all lights
clientCallVote call a vote: clientCallVote si_.. proposed_value
clientMessageMode ingame gui message mode
clientVoiceChat voice chats: clientVoiceChat <sound shader>
clientVoiceChatTeam team voice chats: clientVoiceChat <sound shader>
clientvoicemute mute the specified player's incoming voicechat
clientvoiceunmute unmute the specified player's incoming voicechat
clientVote cast your vote: clientVote yes | no
collisionModelInfo shows collision model info
combineCubeImages combines six images for roq compression
compressDemo compresses a demo file
conDump dumps the console text to a file
connect connects to a server
crash causes a crash
createCM creates a .cm file for a map
cvar_restart restart the cvar system
damage apply damage to an entity
debugger launches the Script Debugger
dec decrements the cvar integer value
DecrementCVar DecrementCVar <name> <amount> <min>
deleteSelected deletes selected entity
demoShot writes a screenshot for a demo
devmap loads a map in developer mode
dir lists a folder
dirtree lists a folder with subfolders
disasmScript disassembles script
disconnect disconnects from a game
dmap compiles a map
echo prints text
editAFs launches the in-game Articulated Figure Editor
editCVars edit cvars
editDecls launches the in-game Declaration Editor
editFX launches the fx editor
editFX_play plays current effect in fx editor
editFX_playlooping plays current effect in fx editor as looping effect
editFX_stop stops current effect in fx editor
editGUIs launches the GUI Editor
editLights launches the in-game Light Editor
editMaterials launches the Material Editor
editor launches the level editor Radiant
editPDAs launches the in-game PDA Editor
editPlaybacks launches the playback editor
editReverb launches the reverb editor
editScripts launches the in-game Script Editor
editSounds launches the in-game Sound Editor
emote plays an emote
entview launches the game entity viewer
envshot takes an environment shot
error causes an error
evaluateMPPerformance spawns serveral player models
exec executes a config file
execMachineSpec execs the appropriate config files and sets cvars based on com_machineSpec
execMPMachineSpec sets cvars for multiplayer
exit exits the game
exitCmdDemo exits a command demo
exportCmpMD5R Export all MD5R models in a compressed form
exportMD5R Export all MD5R models
exportmodels exports models
extract_tactical pulls tactical information for the current position.
fadeSound fades all sound by X decibles over Y seconds
fadeSoundClass fade the specified sound class
finishBuild finishes the build process
flashlight toggle actor's flashlight
forceTeamChange force team change: forceTeamChange <id>
freeze freezes the game for a number of seconds
game_memory displays game class info
gameError causes a game error
gameKick same as kick, but recognizes player names
getFriends gets your list of friends
getServers get all of the servers from the master server
getviewpos prints the current view position
gfxInfo show graphics info
give gives one or more items
god enables god mode
heartbeat send a heartbeat to the the master servers
help shows help
hitch hitches the game
in_restart restarts the input system
inc increments the cvar integer value
IncrementCVar IncrementCVar <name> <amount> <max>
jump jumps to a specific debug jump point
keepTestModel keeps the last test model in the game
kick kick a client by connection number
kill kills the player
killMessage prints a fake death message
killMonsters removes all monsters
killMoveables removes all moveables
killRagdolls removes all ragdolls
killVehicles kills all vehicles
lanScan scans LAN for servers
listActiveEntities lists active game entities
listActiveSounds list the active sounds
listAF lists articulated figures
listAllDecls lists every single decl, not just the summary
listAnims lists all animations
listAudios lists Audios
listBinds lists key bindings
listClasses lists game classes
listClients list all clients connected to the server
listCmds lists commands
listCollisionModels lists collision models
listCvars lists cvars
listDecls lists all decls
listDictKeys lists all keys used by dictionaries
listDictValues lists all values used by dictionaries
listEffects lists effect decls
listEmails lists Emails
listEntities lists game entities
listEntityDefs lists entity defs
listEntityStats lists global entity stats
listGameCmds lists game commands
listGuis lists guis
listHuffmanFrequencies lists decl text character frequencies
listImageReferences lists materials and models referencing an image pattern
listImages lists images
listImagesRaven lists images (Raven)
listInstances lists instances
listLines lists all debug lines
listLipsyncs lists lip sync decls
listMapEntities lists map entity numbers
listMaterials lists materials
listMaterialTypes lists material types
listModelDefs lists model defs
listModels lists all models
listModes lists all video modes
listMonsters lists monsters
listPDAs lists PDAs
listPlaybacks lists playback decls
listRenderEffectDefs lists the effect defs
listRenderEntityDefs lists the entity defs
listRendererCmds lists renderer commands
listRenderLightDefs lists the light defs
listServers lists scanned servers
listSkins lists skins
listSoundCmds lists sound commands
listSoundDecoders list active sound decoders
listSounds lists all sounds
listSoundShaders lists sound shaders
listSpawnArgs list the spawn args of an entity
listSpawnIds lists map entity numbers
listSystemCmds lists system commands
listTables lists tables
listThreads lists script threads
listToolCmds lists tool commands
listVertexCache lists vertex cache
listVideos lists Videos
loadGame loads a game
localizeGuis localize gui file
localizeLipsyncs localize lipsyncs
localizeMaps localize map files
localizeValidateLipsyncs ensures the emotions in the localized strings match those in the English string
localizeValidateStrings makes sure each string exists and is localised
logview launches the game log viewer
makeAmbientMap makes an ambient map
makeLoadScreens Stub to keep the game from erroring out on startup when building load screens
MakeMegaTexture processes giant images
map loads a map
memoryDump creates a memory dump
memoryDumpCompressed creates a compressed memory dump
modulateLights modifies shader parms on all lights
modview launches the model viewer
netScan scans internet for servers
nextAnim shows next animation on test model
nextFrame shows next animation frame on test model
nextGUI teleport the player to the next func_static with a gui
nextjumppoint jumps to the next debug jump point
nextMap loads the next map on the server
noclip disables collision detection for the player
notarget disables the player as a target
parse prints tokenized string
path lists search paths
phonemeGen generates phonemes for text/wav combination
playCmdDemo plays back a command demo
playDemo plays back a demo
playerModel sets the given model on the player
playNetDemo playback a network demo
playNetTimeDemo run a timedemo on a network demo
popLight removes the last created light
prevAnim shows previous animation on test model
prevFrame shows previous animation frame on test model
prevjumppoint jumps to the previous debug jump point
printAF prints an articulated figure
printAudio prints an Video
printEffects prints effects
printEmail prints an Email
printEntityDef prints an entity def
printLipsyncs prints lip syncs
printMaterial prints a material
printMaterialTypes prints material types
printMemInfo prints memory debugging data
printModel prints model info
printModelDefs prints a model def
printPDA prints an PDA
printPlaybacks prints playbacks
printSkin prints a skin
printSoundShader prints a sound shader
printTable prints a table
printVideo prints a Audio
promptKey prompt and sets the CD Key
QANotes qa notes about the current map
quit quits the game
rcon sends remote console command to server
reconnect reconnect to the last server we tried to connect to
recordDemo records a demo
recordNetDemo recordDemo <name> start recording a network demo
reexportmodels reexports models
regenerateWorld regenerates all interactions
reloadanims reloads animations
reloadARBprograms reloads ARB programs
reloadDecls reloads decls
reloadEngine reloads the engine down to including the file system
reloadFAS reloads the viseme data
reloadGuis reloads guis
reloadImages reloads images
reloadLanguage reload language dict
reloadModels reloads models
reloadScript reloads scripts
reloadShaders reloads the hardware shader programs
reloadSounds reloads all sounds
reloadSurface reloads the decl and images for selected surface
remove removes an entity
removeClientFromBanList removes a client id from the ban list: removeClientFromBanList <client id>
removeFriend
removeline removes a debug line
renderbump renders a bump map
renderbumpFlat renders a flat bump map
renderbumpFlatGUI launches the renderbump flat gui
reportImageDuplication checks all referenced images for duplications
reportSurfaceAreas lists all used materials sorted by surface area
resaveDecl resaves a decl or every decl of a certain type
rescanSI internal - rescan serverinfo cvars and tell game
reset resets a cvar
roq encodes a roq file
runAAS compiles an AAS file for a map
runAASDir compiles AAS files for all maps in a folder
runAASTactical calculates tactical features for an AAS file
runReach calculates reachability for an AAS file
s_restart restarts the sound system
saveGame saves a game
SaveGameRefreshList refresh the gui's save list
saveLights saves all lights to the .map file
saveMoveables save all moveables to the .map file
saveParticles saves all lights to the .map file
saveRagdolls save all ragdoll poses to the .map file
saveSelected saves the selected entity to the .map file
say text chat
sayTeam team text chat
screenshot takes a tga screenshot
screenshotJpeg takes a jpg screenshot
script executes a line of script
serverForceReady force all players ready
serverInfo shows server info
serverMapRestart restart the current game
serverNextMap change to the next map
set sets a cvar
seta sets a cvar and flags it as archive
setInstance sets a player's world instance
setMachineSpec detects system capabilities and sets com_machineSpec to appropriate value
setPlayerGravity sets players local gravity
setPMCVars Resets player movement cvars
sets sets a cvar and flags it as server info
sett sets a cvar and flags it as tool
setu sets a cvar and flags it as user info
setviewpos sets the current view position
shakesGen generates shake data for sound shaders
showDictMemory shows memory used by dictionaries
showInteractionMemory shows memory used by interactions
showMemAlloc Prints outstanding mem_alloc tags -- Debug only
showMemory gives a reasonably detailed account of memory usage
showStringMemory shows memory used by strings
showTriSurfMemory shows memory used by triangle surfaces
sizeDown makes the rendered view smaller
sizeUp makes the rendered view larger
soundLog list the number of times sounds have been played
spawn spawns a game entity
spawnGUI spawn gui
spawnServer spawns a server
startBuild prepares to make a build
stopNetDemo stop playing/recording a network demo
stopRecording stops demo recording
tabComplete tab completes it's argument
teleport teleports the player to an entity location
testAnim tests an animation
testBlend tests animation blending
testDamage tests a damage def
testDeath tests death
testGUI tests a gui
testid output the string for the specified id.
testImage displays the given image centered on screen
testLight tests a light
testmap tests a map
testModel tests a model
testParticleStopTime tests particle stop time on a test model
testPointLight tests a point light
testSave writes out a test savegame
testShaderParm sets a shaderParm on an existing testModel
testSIMD test SIMD code
testSkin tests a skin on an existing testModel
testSound tests a sound
testStandaloneVideo displays the a standalone cinematic
testVideo displays the given cinematic
timeCmdDemo times a command demo
timeDemo times a demo
timeDemoQuit times a demo and quits
toggle toggles a cvar
touch touches a decl
touchFile touches a file
touchFileList touches a list of files
touchGui touches a gui
touchModel touches a model
trigger triggers an entity
unbind unbinds any command from a key
unbindall unbinds any commands from all keys
unbindRagdoll unbinds the selected ragdoll
undying enables undying mode (take damage down to 1 health, but do not die)
updateUI internal - cause a sync down of game-modified userinfo
verifyServerSettings verifies the game type can be played on the map
vid_restart restarts renderSystem
viewNotes notes about the current map
vstr inserts the current value of a cvar as command text
wait delays remaining buffered commands one or more frames
weaponSplat projects a blood splat on the player weapon
where prints the current view position
writeAssetLog generates log file of all the assets loaded
writeCmdDemo writes a command demo
writeConfig writes a config file
WriteConfiguration WriteConfiguration
writeDeclFile writes all currently parsed decls to a file
writePrecache writes precache commands
writeProgramImages write program formulated targas to compression dir
writeRDF write RDF file
WriteServerConfig Writes all server related cvars out to the filename provided
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Posted by Underdog on Sat Dec 10th at 3:01pm 2005
Console works but I suggest that you deactivate the crtl fire button. " SRC="images/smiles/icon_biggrin.gif">
Now, can someone show my stupid ass which command it is that shows the FPS?
I have looked at that list till my eyes crossed and cannot seem to find it.
Underdog
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