ET - Quake Wars Mod: Tribal Wars

This is development is bar far the best out of all of the devs for the 'future' tribes. This is going to be an awesome adventure working with you guys :)
 
Everything is looking pretty good I must say even at this early stage. Player models are surprisingly good! The only thing that I found especially strange is the positioning of the player's weapon in 1st person view. I'd like to see it more off to the side so as not to obscure the front on view as much as it currently is.

Arcanox, tell the Tribal Wars team good job so far and to keep up the great work! :)
 
Everything is looking pretty good I must say even at this early stage. Player models are surprisingly good! The only thing that I found especially strange is the positioning of the player's weapon in 1st person view. I'd like to see it more off to the side so as not to obscure the front on view as much as it currently is.

Arcanox, tell the Tribal Wars team good job so far and to keep up the great work! :)

This is slightly where I'm torn. I actually set it up more to the center intentionally based off some of the feedback from T1 veterans. The main reason I did it is because many vets use the female model for two reasons. The obvious one would be the smaller hitbox for the female versions of the armor, but they also liked the placement of the weapon a bit more to the middle. Some people claimed that it made it a bit easier to judge where your disc was going to go and it made it a bit easer to get MA's

I might make a poll on this sometime in the future, but it's an easy fix to offset my weapon animations by a few units. Does anyone else think it needs to be changed?
 
This is slightly where I'm torn. I actually set it up more to the center intentionally based off some of the feedback from T1 veterans. The main reason I did it is because many vets use the female model for two reasons. The obvious one would be the smaller hitbox for the female versions of the armor, but they also liked the placement of the weapon a bit more to the middle. Some people claimed that it made it a bit easier to judge where your disc was going to go and it made it a bit easer to get MA's

I might make a poll on this sometime in the future, but it's an easy fix to offset my weapon animations by a few units. Does anyone else think it needs to be changed?

It was just my opinion, not a big deal, but it just seemed a bit awkward at first, especially with the chaingun weapon. That seemed to stick out quite a bit further than the other weapons. With a bit more effort on mapping you guys could have something really cool going on. I got the urge to play again while watching that vid, and that's saying a lot! Any other Tribes project has only stirred my laughter, not my excitement.

BTW... Were the players ridiculously skilled players or are MA's currently a little too easy?
 
BTW... Were the players ridiculously skilled players or are MA's currently a little too easy?

Two things, the majority of the video was me beating up on a bunch of people who have never tried Tribes before. They were moving pretty slowly or doing a complete hover at the time, so they were fairly easy targets.

The other thing that I did was increase the size of the hit boxes for the projectiles so it makes it a little easier to score hits with all of the weapons. The size is a little bit too big, but I'm leaving them as is so I can get a better assessment of the flow of combat, and adjust damage values for balance purposes. When we progress through many more builds and feel comfortable with the values for the speed and damage values for the weapons, the size of the hit boxes will get smaller.
 
Two things, the majority of the video was me beating up on a bunch of people who have never tried Tribes before. They were moving pretty slowly or doing a complete hover at the time, so they were fairly easy targets.

The other thing that I did was increase the size of the hit boxes for the projectiles so it makes it a little easier to score hits with all of the weapons. The size is a little bit too big, but I'm leaving them as is so I can get a better assessment of the flow of combat, and adjust damage values for balance purposes. When we progress through many more builds and feel comfortable with the values for the speed and damage values for the weapons, the size of the hit boxes will get smaller.

Great!

Looks fucking awesome. I'll have to pick up QW now.

Same here.
 
Why is it that two teams are working on separate mods: ala Project Rise on the Crysis Engine? Wouldn't it make more sense for the two teams to work on the same project?
 
Arcanox:

A) How will you get new players into this game?

B) Do you think the system requirements will be too steep? Also, what about the netcode? Just look at: Tribes Mod.... - Enemy Territory: QUAKE Wars Official Community Site and some people there think that there will be problems running the game at a decent FPS, not to mention the netcode. What do you have to say about that?

Edit: NM, found the answer. Seems that the netcode could be fixed by now, if there were patches. That still doesn't address the fact that not everyone has a 3ghz machine with 2gb ram and a decent videocard.
 
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Check it out: Mod Announcement: Tribal Wars - Enemy Territory: QUAKE Wars Official Community Site

It seems like it stirs quite a lot of interest from even those who've never played Tribes. That, and tons of ETQW players came from or have at least play T1 or T2.

ET:QW netcode blows nuts, hopefully it will work well for your mod anyway And I run ET:QW on a 2 year old laptop.

BTW, I always swore to myself that I'd learn the etqw SDK to make some maps if the so called Tribes mod ever came out. Count me in.

PS: yeah i agree with Zio, it would look better coming from the side, weapon models should look good. You have a crosshair for a reason.
 
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Check it out: Mod Announcement: Tribal Wars - Enemy Territory: QUAKE Wars Official Community Site

It seems like it stirs quite a lot of interest from even those who've never played Tribes. That, and tons of ETQW players came from or have at least play T1 or T2.

Fact is if it was just done right, the right look, feel, scale like this MOD it will attract attention. This is more Tribes (lookwise) then any other abhorition we've seen after T2. Well done Arcanox. And why has it taken this long for someone to actually create proper models that look pretty kick ass and match Tribes scale to a tee. I guess the question is how the netcode and physics will play out.
 
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How difficult would it be to implement a TeamRabbit-esque mod? Would it be possible to get the T1 code and in some way transport to this? Is the same thing possible with maps as well?

I just get the feeling that one gameplay based solely on an LT-style isn't going to entertain as much interest as a base game (which, obviously, is much more work), or having the option to switch between LT and TR. Simply put, LT as the only option would probably bore anyone past 5 weeks :hrm:.
 
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