I took some time over the weekend to finish up the SMG's skin, as well as re-work some areas of Industry. Below is a render of the SMG, as well as an in-game shot, showing off the new area:
Here is an updated shot of hvcdm1, Industry, with new textures and a new skybox as well. ... and an updated SMG render, now complete with fire selector...
I've made a series of changes to HaVoc's general design, which help define it more as an individual game. -The list of gametypes has been slimmed...
I've been hard at work sifting through .menu files (there are somewhere around 40 or so), re-organizing the code and narrowing down which features...
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Dead.
quake engine isn't id tech 3
id tech 3 is id tech 3
Although I intend to keep the gameplay "arcade-y", it will be slower and more deliberate. Deathmatch is the focus for the alpha, as it's the simplest gametype and already has everything in place in the q3 gamecode, however I plan to spend the most time on the "hoard" and "capture point" modes for the final version. Their maps will be larger, terrain-based environments, where I can show off some neat nature map models :>
I'm spending alot of time thinking about and revising what I want this game to ultimately play like, while doing the rather tedious menu work and replacing other assets, which is why the description is pretty shallow at the moment. Whenever I have some more detail regarding weapons and other settings, I'll be sure to update everything.
wow nice grpahics
SO whats going to make this game diffrent from a standard Quake4 frag'fest in DM? i'm just curious :P
Lookin' great, it's great to see that someone is making a standalone project based on a Q3 code
Its a standalone, you dont need anything to play this
what game do i need to play this? o_O if any at all :|
Looks good. By anti-lag, you mean you´ll get rid of the "have to aim ahead" thing? Would be cool, that´s what´s always been my biggest concern about q3 netcode.
Lookin good :D