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Old 01-23-08, 03:19 PM   #205
methimpikehoses
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Default Re: ET:Quake Wars Full Version Feedback Thread

Quote:
Originally Posted by HYBRID
I find the 32 man servers to be a fking blast chaos everywhere lots of great players, and awesome gamesmakes for real great team play. Again totally disappointing.
You mean that they are unranked? What's the big deal about the rankings?
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Old 01-23-08, 03:28 PM   #206
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Default Re: ET:Quake Wars Full Version Feedback Thread

Its not that its a big deal per say with regard to ranking higher....its more disappoitnment because you play with a certain type atmosphere with 32 man servers, and If you want to continue to play to rankup then you have to play in a 24 man server where the game play is not as intense IMHO.
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Old 02-04-08, 03:05 PM   #207
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Default Re: ET:Quake Wars Full Version Feedback Thread

Is this game extremely CPU-limited? I fairly recently got an 8800 GT and I was really disappointed that it was still running like crap, even at 1280x800 (same resolution I used on my 7600 GT) and low settings. I tried the threaded renderer and now I can frequently maintain 60 FPS even at 1680x1050 4x/4x and everything maxed. If it does drop below that I don't think it ever gets below 30 fps (if it does it's not for long because I haven't noticed). It was regularly keeping my second core at 65% usage or more too.

I guess maybe I just underestimate the effect that threading can have on modern games since it never seemed to make much difference in Quake 4.
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Old 02-05-08, 09:39 AM   #208
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Default Re: ET:Quake Wars Full Version Feedback Thread

Pretty sad
http://community.enemyterritory.com/...t=21531&page=7


It's been stated numerous times that the official limit as set by Splash Damage is 24. Any ranked servers running more than 24 players are in violation of their ranked contract.

I'm closing this thread, as there's really nothing left to discuss, except for creative ways of trying to misinterpret the explicitly-stated rule.

edit: The player count will be hard locked to 24 as of 1.5.
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Old 02-05-08, 01:19 PM   #209
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Default Re: ET:Quake Wars Full Version Feedback Thread

More players doesn't automatically make it better (OMGLOLBIGCHAOTICMESS!!11). I don't see the big deal, and anybody that cries over a drop from 32 to 24 is mildly retarded (especially considering the maps were designed around the 24-Player count, and thus play optimally at such a count).

Also, ranked servers mostly consist elitist assbags who have their heads so far up their own asses that it's a miracle they can breathe.
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Old 02-05-08, 04:07 PM   #210
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Default Re: ET:Quake Wars Full Version Feedback Thread

Quote:
Originally Posted by RAY16
More players doesn't automatically make it better (OMGLOLBIGCHAOTICMESS!!11). I don't see the big deal, and anybody that cries over a drop from 32 to 24 is mildly retarded (especially considering the maps were designed around the 24-Player count, and thus play optimally at such a count).

Also, ranked servers mostly consist elitist assbags who have their heads so far up their own asses that it's a miracle they can breathe.

well get your own rank high, then you can be an elite assbag.
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Old 02-06-08, 10:13 AM   #211
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Default Re: ET:Quake Wars Full Version Feedback Thread

personally I prefer 16-24 players - 32 players are too many for the maps we have atm and just end up in spamfest!
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Old 06-13-08, 03:41 AM   #212
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Default Intel converts ET: Quake Wars to ray-tracing

ohohoh intel done a lot from quake raytreced, and now:

Quote:
Mountain View (CA) – Up until yesterday, Intel was showcasing its ray-tracing research using Quake 3 and Quake 4, which were nice demos, but did not exactly reflect fresh software. Over past several months, the company has been working one converting Enemy Territory: Quake Wars and we have to admit that the results are quite impressive.














Quote:
Intel demonstrated ET: Quake Wars running in basic HD (720p) resolution, which is, according to our knowledge, the first time the company was able to render the game using a standard video resolution, instead of 1024 x 1024 or 512 x 512 pixels. Seeing ETQW running in 14-29 frames per second in 1280x720 has brought up our hopes for Intel's CPU architecture, since we do not believe that CPUs would deliver a similar performance when rasterizing graphics. For the record, the demonstration ran on a 16-core (4 socket, 4 core) Tigerton system running at 2.93 GHz.

The game itself was vastly expanded when compared to original title. Intel’s Daniel Pohl showed how the engine now shoots three million rays in all directions, enabling collision detection based on rays alone.

Also, during the conversion, some effects were integrated by default, even if they had not been planned. One of those effects was fog shadow on the floor and physically-correct refractions of water. If you ever dived into a swimming pool or sea and looked up, you could have seen that the world is distorted. Now, ET: Quake Wars has the very same effect.

An impressive part of demonstration was looking at glass surfaces. Glass now reflects the environment to the tiniest detail - no LOD trickery here. Seeing a 200-window portal was quite an impressive demonstration of a situation when you are shooting rays into the environment. Check out our gallery to get more detail on this demo.

The icing on the cake was that the game was actually demonstrated running on a 64-bit Linux operating system. Intel stated that with ray-tracing, the company now supports 32-bit and 64-bit versions of Linux and Windows operating systems. We'll see what will happen with Mac OS X support, but that should be on the cards as well.
a bit expensive for my pockets


http://www.tgdaily.com/html_tmp/cont...37925-113.html
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Old 06-13-08, 07:53 AM   #213
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Default Re: ET:Quake Wars Full Version Feedback Thread

So by the time Larabee is ready for launch it's suppose to have greater general compute power than 16 3GHz CPU cores at the cost of a modern mid-high end video card such that we can play modern computer games (read: not ETQW) at high resolutions and playable framerates...Riiiiight.
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Old 06-13-08, 09:04 AM   #214
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Default Re: ET:Quake Wars Full Version Feedback Thread

Yea, this is a cool tech demo, but a long way from something for nVidia or ATi to be afraid of.
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Old 06-13-08, 10:27 AM   #215
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Default Re: ET:Quake Wars Full Version Feedback Thread

Ah, so it was 16 cores that they used for this. In that case this is a long way from being workable for games (although it's cool). I was getting better framerates on my old 7600 GT at that resolution.
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Old 06-13-08, 11:23 AM   #216
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Default Re: ET:Quake Wars Full Version Feedback Thread

Bigman should get that Tigerton rig.
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