privateer Δημοσ. 6 Αυγούστου 2006 Δημοσ. 6 Αυγούστου 2006 QuakeCon 06: An Inside Look at QuakeWars http://planetquake4.net/download.php?op=fileid&lid=2333
privateer Δημοσ. 23 Αυγούστου 2006 Δημοσ. 23 Αυγούστου 2006 quake wars vids--tutorials for playing as Strogg and GDF: http://gamevideos.com/video/id/5222 http://gamevideos.com/video/id/5221
privateer Δημοσ. 24 Αυγούστου 2006 Δημοσ. 24 Αυγούστου 2006 QW:ET new videos (24/8/06) http://www.gametrailers.com/gamepage.php?id=1981
privateer Δημοσ. 7 Σεπτεμβρίου 2006 Δημοσ. 7 Σεπτεμβρίου 2006 Enemy Territory: Quake Wars Dev Diary Not a lot of people know that Wolfenstein: Enemy Territory had a number of networking advances over its predecessor Return to Castle Wolfenstein, but DOOM 3's networking model was completely different, and so these features (such as anti-lag code for better sniping) couldn't be ported over. Instead, we needed a completely new approach; we wanted everyone on the battlefield to see exactly the same thing, and almost as importantly, we wanted everyone on the battlefield to see as far as possible. The first new idea was called "Area of Relevance." Somewhat like "Level of Detail" for graphics (or Stephen Hawking's Time Cones -- depending on your preference), it's a set of circles that emanate out from you, and the amount of data that we send back depends on what can actually affect you at a distance. A good example of this is the sniper scope. When you're not using the scope, we send less information about players that are a long way away from you -- for example, the exact direction their head is facing -- but when you zoom in with the scope, we tighten that cone (and area of relevance) and again send this data with more regularity. Another new feature is split-stream networking. All our data is split into two streams, with things that happen at great regularity that the client can reliably predict (such as certain vehicle physics results) being sent less often, while things that happen less often (such as the firing of an artillery gun) are sent real-time. We halved the bandwidth used with this feature alone. http://pc.gamespy.com/pc/enemy-territory-quake-wars/731029p1.html
Guerriero4 Δημοσ. 12 Οκτωβρίου 2006 Δημοσ. 12 Οκτωβρίου 2006 .. kapoios exei porothei me to game Pantos an katalaba kala, balane duo paixnidia mazi, to ET kai to quake.. weird combo.. tha to doume stin praksi
strouga2000 Δημοσ. 15 Νοεμβρίου 2006 Δημοσ. 15 Νοεμβρίου 2006 auto to pexnidi (Enemy Territory: Quake Wars) einai to idio me auto (Quake 4)?
Moderators GhostRiderLSOV Δημοσ. 15 Νοεμβρίου 2006 Moderators Δημοσ. 15 Νοεμβρίου 2006 Ίδια μηχανή γραφικών (πιο ανεπτυγμένη όμως, με το megatexture κλπ) και είναι στο σύμπαν του Quake αλλά είναι πριν το Quake II χρονολογικά, αν θυμάμαι καλά.
Wolfidis Δημοσ. 15 Νοεμβρίου 2006 Δημοσ. 15 Νοεμβρίου 2006 http://www.planetquake4.net/file=2401 Den mou paizei me tipota to video......
privateer Δημοσ. 24 Νοεμβρίου 2006 Δημοσ. 24 Νοεμβρίου 2006 Enemy Territory: Quake Wars Beta http://www.enemyterritory.com/betatest/wp-register.php
privateer Δημοσ. 28 Δεκεμβρίου 2006 Δημοσ. 28 Δεκεμβρίου 2006 ETQW Delayed Old Release Date - 3/1/2007 New Release Date - 6/5/2007
privateer Δημοσ. 18 Μαρτίου 2007 Δημοσ. 18 Μαρτίου 2007 ETQW in-game shots http://forums.guru3d.com/showthread.php?t=218303
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