Do you know Navy Seals: Covert Operations? Maybe that would have been your thing, unfortunately it's dead for quite a while so I wouldn't expect a stand alone release.:/
Other than that I can't think of anything that would match your description. Maybe True Combat: Elite to some extend, but that doesn't require all that much teamplay. And I guess Enemy Territory itself is too unrealistic for you.
The Quake 1 part would be the bunnyhopping, which is in CPMA and Warsow. When I still didn't know how to do it properly (cornering in mid air), Quake 1 like physics felt very rigid and cheap to me as well. But once I did, I realised how limiting the Quake 3 physics are instead. For a mainstream game this would be a bad thing, because the game should feel nicely right away, but it can't really be held against Warsow which is basically a game by freaks for freaks.;)
I agree about the feeling of a game being hard to quantify and the importance of paying attention to it. That's why there have been very few FPS over the years which I really liked. Urban Terror is one of them and I would probably play Warsow if I wanted to put more time and effort into it.
I can promise you that Warsow doesn't feel muddy _at all_ once you get used to it and it probably would play just the same if it would have been written for Q3. They did not aim for Q3 style movement, if anything CPMA was an inspiration. Maybe we are talking about different kinds of feel, but for me Warsow movement feels nothing like Q2 and still more fluid and controllable than Q3. I'm not the only one who probably has spent more time just jumping through the maps than actually playing Warsow.:P Of course it is a trickjump oriented game, so it probably feels bad without using the special techniques.
Urban Terror also feels quite different to me than Quake 3 and the engine doesn't have much to do with it. Movement physics are not part of the engine anyway AFAICT, so maybe we really are thinking about different things.
I think you are quite wrong about Warsow, they most definitely "get it" and movement in Warsow is absolutely stunning once you get the hang of it. In fact, that's the whole point of the game. It totally leaves CPMA in the dust and there isn't even a comparison to Quake 3. "Rigid and forced" is how I would describe the Quake 3 movement once compared to Warsow.
I think you should give Urban Terror a try if you haven't already, aside from Warsow this game has the smoothest and most enjoyable movement of all the games I know. The "feel" of the game is just great, at least for me.:)
Clearlooks is actually based on Bluecurve, because we'd agree. I'm sad to hear if you think our changes are no improvement, but personally I'm very happy with it.:)
No, the corners unfortunately can't be anti-aliased right now. That's one of the things we need composite for.:) I'm sure Havoc will support it quickly after composite becomes available by default.
Also I made the icons smaller in the latest release of the metacity theme, you can get it here: http://gnome-look.org/content/show.php?cont ent=212 37
I don't think it's perfect yet, the main focus has been on the Gtk engine.
The only source of this so far has been Heise. In their original article, they word this quite unclear (I'm german) basically just mentioning that this information "slipped through during the day", without any source or confirmation. However, derStandard.at asked for confirmation at Novell and they assured that no decision would have been fallen yet. They (Novell) also demoed quite a few new Gtk applications at the keynotes, most notably the interesting iFolders (using Gtk on Linux), while I don't think there has been shown any _new_ Qt program.
So take this all with a grain of salt, I can't really imagine that this is a clear decision yet.
Half a second? You mean when it's still in memory, right? Half a second would be a bit too good to be true.;) You couldn't even admire the beautiful splashscreen!
Do you know Navy Seals: Covert Operations? Maybe that would have been your thing, unfortunately it's dead for quite a while so I wouldn't expect a stand alone release. :/
Other than that I can't think of anything that would match your description. Maybe True Combat: Elite to some extend, but that doesn't require all that much teamplay. And I guess Enemy Territory itself is too unrealistic for you.
The Quake 1 part would be the bunnyhopping, which is in CPMA and Warsow. When I still didn't know how to do it properly (cornering in mid air), Quake 1 like physics felt very rigid and cheap to me as well. But once I did, I realised how limiting the Quake 3 physics are instead. For a mainstream game this would be a bad thing, because the game should feel nicely right away, but it can't really be held against Warsow which is basically a game by freaks for freaks. ;)
I agree about the feeling of a game being hard to quantify and the importance of paying attention to it. That's why there have been very few FPS over the years which I really liked. Urban Terror is one of them and I would probably play Warsow if I wanted to put more time and effort into it.
I can promise you that Warsow doesn't feel muddy _at all_ once you get used to it and it probably would play just the same if it would have been written for Q3. They did not aim for Q3 style movement, if anything CPMA was an inspiration. Maybe we are talking about different kinds of feel, but for me Warsow movement feels nothing like Q2 and still more fluid and controllable than Q3. I'm not the only one who probably has spent more time just jumping through the maps than actually playing Warsow. :P Of course it is a trickjump oriented game, so it probably feels bad without using the special techniques.
Urban Terror also feels quite different to me than Quake 3 and the engine doesn't have much to do with it. Movement physics are not part of the engine anyway AFAICT, so maybe we really are thinking about different things.
I think you are quite wrong about Warsow, they most definitely "get it" and movement in Warsow is absolutely stunning once you get the hang of it. In fact, that's the whole point of the game. It totally leaves CPMA in the dust and there isn't even a comparison to Quake 3. "Rigid and forced" is how I would describe the Quake 3 movement once compared to Warsow.
:)
I think you should give Urban Terror a try if you haven't already, aside from Warsow this game has the smoothest and most enjoyable movement of all the games I know. The "feel" of the game is just great, at least for me.
It is interesting to learn how many themes we apparently ripped off without ever having seen them. ;)
I don't think the Vera Serif font is so hot, but Sans and Sans Mono are excellent (and that's all I ever need).
Well, I think it fits well. The manual save function is at least as antiquated as floppy discs. ;)
Clearlooks is actually based on Bluecurve, because we'd agree. :)
I'm sad to hear if you think our changes are no improvement, but personally I'm very happy with it.
No, the corners unfortunately can't be anti-aliased right now. That's one of the things we need composite for. :) I'm sure Havoc will support it quickly after composite becomes available by default.
t ent=212 37
Also I made the icons smaller in the latest release of the metacity theme, you can get it here:
http://gnome-look.org/content/show.php?con
I don't think it's perfect yet, the main focus has been on the Gtk engine.
The only source of this so far has been Heise. In their original article, they word this quite unclear (I'm german) basically just mentioning that this information "slipped through during the day", without any source or confirmation.
However, derStandard.at asked for confirmation at Novell and they assured that no decision would have been fallen yet.
They (Novell) also demoed quite a few new Gtk applications at the keynotes, most notably the interesting iFolders (using Gtk on Linux), while I don't think there has been shown any _new_ Qt program.
So take this all with a grain of salt, I can't really imagine that this is a clear decision yet.
Uhm, newsforge is quoting this Heise article as the source...
Half a second? You mean when it's still in memory, right? Half a second would be a bit too good to be true. ;) You couldn't even admire the beautiful splashscreen!
You will still need the reload button for remote directories unfortunately. AFAIK this is also the reason why Nautilus still has a reload button.