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Messages - LazloForrester

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Wish list / Intersecting Quests
« on: December 09, 2003, 08:45:56 am »
This was an idea I had long ago when I was still playing Asherons Call.  Most quests in AC were the basic \"go somewhere and find this item\" and you were pitted against other players looking for the same item.

Well, I started thinking, why not really pit the players against eachother.  Example:

There is a Human Quest of Level 7 for 3 player (the total combined levels of the players in the group cannot go above 14 (quests level x 2)).  The players must transport an item/chest/cart/whatever to such-n-such location.

On the otherside, there is a Level 7 Ogre Quest for 2 players.  The ogers must find a group of pesky humans that were said to be lurking in the area, and bring back anything they \"drop\".

The two quests intersect, and say the Ogres win.  The quest item is dropped due to the intersect, and when the Ogre players return with the item they are sent on another quest that could intersect with an elf quest, etc.

This style of quests would require the ability to player kill, but obviously if it was in the context of role playing such as this there wouldn\'t be any problem.

2
General Discussion /
« on: December 09, 2003, 06:37:30 am »
well, I guess I will just have to use my PC for Ps after I get it fixed, though my G4 mac should still be fully capiable of running a future release of Planeshift.


How do you think Planeshift would run on these specs for PC and Mac based on what you guys have experienced?


PowerMacintosh G4, 1.3GHz
GeForce 4 32MB AGP
1GB Ram
plenty of HD space
56K modem (only sucky part, plus no local high speed, so I am stuck)


Duron 600MHz
GeForce 2 32MB AGP
256MB ram
plenty of HD space
56K modem

I also took some time to look at the Crystal Space website and I saw this...

* A convertor to convert MAP files (from Quake/HalfLife) to CS is also included. You can use this to edit levels with QuarK/WorldCraft or other editors.

I am new here and a search of the forums yielded some posts on the subject of world editing, but when I have my PC up and running and start using Planeshift, I would like to add my skills if possible in the area of dungeon mapping, as long as you have access to the MAP converter (as described above and on the CS website).  I know Quake/Half Life MAP files are outdated, but it would work well for a \"general design\" stage, then just convert it and hand that dungeon over to the detailer who finishes it off in Maya.


Besides, I can make some freakishly weird catacombs.

3
General Discussion /
« on: December 08, 2003, 01:19:40 am »
Quote
Originally posted by Vengeance
Mogura is correct.  There are serious performance problems with the Mac version due to the way Apple has implemented certain OpenGL features.  A beta version of Panther improves these issues significantly, but still doesn\'t solve them 100%.  We are waiting to see what other drivers and improvements are made in panther.
That being said, the code base works on Mac, the client will connect to our servers, etc.  It is really up to Apple at this point.
- Venge


Is there any reason why you [the Planeshift dev team] cannot put the so-called \'hacks\' in yourself.  Honestly, i have heard of this \'crystal space/apple\'s openGL implementation\' problem for about 4 years.  I doubt anything is going to happen on Apple or CS\'s end, so the best thing to do is just junk the idea of them ever working on a solution, and you guys just come up with your own.

From what I have read, it appears to just be a graphics problem.  I doubt mac users (myself being one) wouldn\'t mind some graphics options not working, as long as the game generally runs and looks better than MacEverquest.

The worst thing you guys could do is pull a Valve.  Tell mac users \'it\'s coming\', then change it to \'it\'s coming, but without mac/pc networking\' and then just say \'screw it, we won\'t release Half-life for Mac\'.

Is there any technical reason why your team cannot write your own ways around the CS/Apple problems?

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