I make things. Lots of things. Mostly...I make no sense.
Expect a news update soon!
Alien Force cuts damage taken by 2/3. In the future, probably next release, we'll have it also allow for rapid fire.
The lower volume could be something to do with how OpenAL is working on your system. Most likely it's the driver, you might want to google up whatever sound chip you have and OpenAL and see if others have the problem, and if there is a solution for it.
The best thing you can to do prevent an overheating problem is limit the the fps. Set cl_maxfps 20, and see if that helps. Also, keeping it on medium, or lower settings will take a few things off of the GPU.
You should have sound, if not, could be a driver issue.
We do have a class-based mutator, where character types have different abilities and starting weapons, this mutator can be applied to team modes, which while not truly co-op, it's a bit similar.
9, and each has a secondary firing mode as well.
7.51 will be released on Desura :)
Sure, how do I get it on Desura?
The playerbase is pretty stout, as far as being popular on Moddb, well that is another story I'm afraid to say...
Quake 3 Arena didn't have per pixel lighting, soft shadows, light volumes, lens flares, ragdoll physics, so I don't see how it "looks like the Q3A engine" ;)
It's a stupid power trip by socially inept losers to launch DDOS attacks.
These people will never contribute anything positive to society. I say give them the chair now.
There is a UI, it's just not shown in the video. There are also some tutorial sites listed at Red.planetarena.org :)
UT99 didn't have a renderer even in the same ballpark as this game.
Yes .iqm is better than .md5, and .iqm has no correlation whatsoever to .md2 at all. Read about .iqm here - Lee.fov120.com
The source code is open source, the game data is not. In other words, you are free to modify or use the engine any way you wish, for another project, etc. You can certainly make models and maps for Alien Arena and release them. The only thing you cannot do is reuse the game data for other projects, or repackage the game and re-release it.
The FT may one day get an update when I go on another model binge :)
The ragdolls right now are pretty basic, but I am adding a ton of configurable parameters that will allow the modeler to edit his constraints, resistance, etc. Right now we are restricting it to humanoid skeletons, but that may change down the road.
Why would we bother with .md5 when we already have .iqm working? The work is done, no need to switch to an older model format now.
What exactly is wrong with the anims??
The aliens are intended to be retro, and are not changing. I know that doesn't appeal to some, but it's what the game is all about.
Because we started on this engine before id tech3 was released, and the renderer is now far more advanced then id tech3. There were a few things that we adopted from id tech3 when it was released, but using id tech3 would have been a step backward when it came out.
This is not on the Quake 3 engine. It's a custom engine that was based on the Quake 2 source code, but has been drastically rewritten with modern rendering effects and many other things.
Thanks, and we will definitely keep it up. Our dev pace continues to be torrid as always. There's alot planned for the future, we aren't going away any time soon that is for sure!
It's not really a remake. Just one room that kind of has the same theme as a UT3 map.
Look closer. The model on the right, in the area of the eyes, mouth, etc, are badly mishapen and deformed.
Looking like release will be this thursday!
Yeah, MD2 is probably the worst of the model formats out there. Not only is it jittery, but any type of complex geometry just gets completely mangled. Also, in the game, the animation is much more fluid and smooth with the IQM. The best advantage is though, the tricks that can be done with skeletal models for issues like frame blending, or looking up and down.
It's already there :)
There really isn't much about the renderer that is id Tech2 anymore, pretty much everything has been rewritten. The only thing that really remains is the bsp map format.
Click on "view original", and the picture will be large enough that the distortion is *very* apparent. Honestly I am a little flabbergasted that some cannot see the differences. It seems quite striking in my eye. I'm going to upload a video that will hopefully show more of this comparison.
Well, for starters, just look at the difference in the facial area. The MD2 model on the right, the vertexes are badly distorted and deformed. Also, look at the way the skin reflects the light. The IQM has more accurate normals and tangents, and is decidedly "cleaner". Also look at the picture in which the model is bent over. MD2 cannot bend in such a manner, the entire model has to be rotated. Screenshots don't always also show all the differences. In our latest SVN version, there is a map called "iqmtest", which has an MD2 and an IQM model side by side. You can see how much smoother the IQM animates, and how bad the vertex swim is in the MD2.
Did you not see the picture of the IQM model side by side with the MD2? The visual difference is very obvious.
This is AA2k10, we just haven't officially announced it yet. Still waiting on some of our mirrors to update before announcing, it's expected to be tomorrow. These here just got approved faster than I expected :)
Not currently, but that is our eventual goal.
It's not a matter of more work, it's a matter of keeping framerates reasonable for a deathmatch game where that is of importance to players. That said, I'm a little baffled. IMO that map shows more detail than most any deathmatch game this side of UT3. Compare to Quake Live, Warsow, or Nexuiz for example. It's really no contest here as far as detail goes.
It uses a custom engine that was built from the id tech2 source, though much of it has been rewritten.
What are your specs? I have a 9800GTX on a dual core 2.8ghz, which IMO is a pretty modest rig, and the game runs very comparably, if not faster than Nexuiz when both games are set on their highest settings(or at lowest as well). At this point the engines are very similar in what they do overall, and not to knock Nexuiz, but AA's media is much more intricate and detailed. Any feedback is appreciated, it's always good to have people test this stuff so I can find where performance drops may occur. Knowing your specs might help me determine where problems may occur for your specific chipset.
I can say that on my modest rig, as well as on my laptop running a ATI XP1400, that on the highest settings(which has per-pixel lighting on all surfaces), that the game went from being fairly unplayable to actually being something that I leave it on 99% of the time even during large FFA matches. It's amazing how much faster that GLSL is than fixed function Opengl, and how much you gain from rendering meshes with GL_TRIANGLES rather than GL_TRIANGLE_STRIP(though we left legacy code in for unfortunate souls with pre-2003 era cards than need this).
Thanks, the team put a ton of work into the last two releases, and it's just the beginning of alot of new stuff to come :)
Thanks for the comments and feedback, always greatly appreciated.
I definitely need to get a manual written.
I also should have re-written the controls menu to add the flashlight. Alot of people don't know about that feature, unfortunately.
In the meantime, I'll probably post a sticky thead in the COR forums about how to set up a server and configure the game, etc.