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bpmachete
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 Quake 3 Team Arena Engine
« Thread Started on Feb 19, 2009, 9:38pm »

Is the Call of Duty 4 and 5 a quake 3 engine?
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Den
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 Re: Quake 3 Team Arena Engine
« Reply #1 on Feb 20, 2009, 5:14am »

Yes. The engine has been constantly improved and altered since Call of Duty, graphics most especially, but the engine is still the same licensed proprietary Quake3 engine Infinity Ward started with.
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 Re: Quake 3 Team Arena Engine
« Reply #2 on Feb 20, 2009, 4:49pm »

My friend Mark is telling me that where is your proof for this lol...
It's that I'm telling him it's a Q3 Engine in COD4 and 5 and he looked up on the internet and he doesn't find anything saying this so he tells me that where is the proof...

I know it's the same engine cause I used to use Q3 and put cmnds in console that are the same on CoD but he doesn't know about that stuff and he argues that since on the internet he cannot find where it says that then he says its an engine that's from CoD period...

can you help me explain this to him? He doesn't take your word for it...
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Den
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 Re: Quake 3 Team Arena Engine
« Reply #3 on Feb 20, 2009, 7:19pm »

Where is his proof that it isn't?
The only bit of news about such a statement I can find is some obscure website with a preview before COD2 was even released.

All three Call of Duty games use Radiant, the map design tool used for every one of id's engines and games that use the engine. Q3Radiant from COD1 to the in-name-only CODRadiant in COD2 and COD4, has been almost unchanged, only added upon.

The very weapon files, little more than text without a file extension, have not changed at all, only had a few new variables added to them.
In COD1, they had "fire selectors" for a couple weapons like the Thompson and BAR. That selectior was a "weapon" selector. There were two Thompson weapons, one that fired in single shots, the other automatically, the fire selector key switched between the two versions.
In COD4, those "attachments" are not actually one weapon with different stuff on it, but different weapons on their own that shared ammo with one another. There was no "Fire Selector" in COD4, but the Grenade Launcher, also a seperate weapon entity from the version that fires bullets, is literally the same thing.

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Call of Duty 1, using the licensed Quake 3 engine, had .tga and even .jpg files for textures. They also used the .pk3 archive file (which was literally a .zip with a different extension).

After Quake 3 went open source, Call of Duty 2 took the engine and made it "their own" - improving the graphics, adopting some stuff from Doom 3 such as .dds files and making minor changes so that "their engine" was further seperated from the source of Q3. PK3 files were renamed .iwd for little more than a technicality; it was still the same exact .zip file with a different suffix.

Aside from graphics, the core engine is unchanged, same quirks (such as breaking the speed barrier by using momentum and movement in an adjactent direction), limitations (model and entity limits) and flaws of Quake 3, data and scripts carried over from COD1, same exact gameplay of Call of Duty 1 (though with much better design ideas and truly accurate weapons).

Call of Duty 4 has the same .pk3 .zip .iwd files. For whatever reason, .dds files were renamed .iwi and had a single byte on the header changed. Many things were added in this iteration, Perks, Hardpoints, Penetration, another boost in graphics with HDR effects, but the existing game engine remained very much the same.

If it was in COD1, it is also in COD4 and has barely (if not at all) changed.

Heck, there were a couple left-over graphics in Call of Duty 2's files from COD1 and leftovers from COD2 in COD4.
Just about every variable you could access through console in COD1 is still in COD4.
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iKONIG
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 Re: Quake 3 Team Arena Engine
« Reply #4 on Feb 20, 2009, 7:57pm »

So you'r saying that every cod game iv bought in the series is practicly the exact same except Graphics,Weapon Accuracy,and other Monkey CRAP that doesnt really matter?

I FEEL SCAMMED!!
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Den
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 Re: Quake 3 Team Arena Engine
« Reply #5 on Feb 20, 2009, 8:09pm »

As well you should be! man u gyz r such suckas!!1

Lotsa cool stuff has been added to the engine, but the engine is not new or made "from the ground up" by Infinity Ward.
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 Re: Quake 3 Team Arena Engine
« Reply #6 on Feb 23, 2009, 1:56pm »

Cool bro, thank you :-/
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 Re: Quake 3 Team Arena Engine
« Reply #7 on Feb 23, 2009, 3:40pm »


Feb 20, 2009, 7:19pm, Den wrote:
same quirks (such as breaking the speed barrier by using momentum and movement in an adjactent direction)

Can you elaborate on that one, Den?
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Den
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 Re: Quake 3 Team Arena Engine
« Reply #8 on Feb 23, 2009, 5:11pm »

In Quake 3, even the average player can move at high speeds, much faster than intended, by picking up the trick of Strafe Jumping.

There are settings that determine player movement and all that, but there is a way to break that limit.
A player walks forward, he'll take a split second to get up to top speed. By immediately, sharply changing direction, there will be a bit of a deceleration before the player gets back to top speed.

Jumping has a limit to speed too, but in the air...

Quake 3's Strafe Jumping is effective due to the horizontal jumps without any negative when landing.
While moving forward in the air, the player alters his movement by 90° to the side with directional keys and view. Without the friction of the ground and by not directly acting against the forward speed, instead of decelerating and changing direction, the side movement adds to speed of forward movement, breaking the speed barrier.

Look at most of any Quake 3 videos and you will see players hopping repeatedly down a hallway or drifting around corners, their camera rythmically juking left and right slightly. They are Bunny Hopping to maintain a high movement speed, the true meaning of the term.



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Call of Duty, though, has slower movement speeds and detriments to jumping. Only until Call of Duty 4's addition of Sprinting was Strafe Jumping accessable again... at least for PC (thumbsticks just can't turn fast enough to have it work).

By sprinting forward, then jumping and turning sideways at the same time, the player breaks the speed barrier and can attain a much further lateral jump. Us PC guys may have noticed quite a handful of players sprinting to jump around a corner while facing sideways to get the jump on enemies, the most common use of Strafe Jumping" in COD4.

Example here. Strafe Jumping to break the barrier and bounce off of the van (another fun glitch involving a frictionless surface).


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Oh, and I forgot to put something in parentheses for "flaws".
One of the flaws with weapons is that a gun that fires multiple hitscans only has one of the hitscans affected by location damage.
Shotguns have a 1.0 multiplier to all body parts not for balance or anything, but because a headshot won't gain extra damage unless that one out of the eight is what hits the enemy, and only that one will gain extra damage.
You know how when you shoot a car with a shotgun, it takes twenty or so hits just to set it on fire? Only one of those eight hitscans is being taken as damage.

Stopping Power works differently than location damage, the buckshot is working with extra hurt. Maybe.
« Last Edit: Feb 23, 2009, 6:02pm by Den »Link to Post - Back to Top  IP: Logged
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