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RemakeQuake Winter Demo 2011
Here's the d/l link: download
The RemakeQuake blog with screenshots: blog
And our public forum for feedback: forum

The pack consists of four large levels by myself and Ricky along with a load of new Qc, sound and engine features. Shortly we'll be releasing the tools version as well, which features the BSP2 tools. A small detail was omitted from the readme, that being the correct command line of:

-game rmqwinter11 -sndspeed 44100

Let us know what you think, this has been a long time in the making, but we're pretty pleased with the results.
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Or... 
Lol Ijed 
 
 
I had a slightly sick idea for zombies that go through a lifecycle, like insects or caterpillars into butterflies. Blow one up and it reforms into something else. It would definitely add replayability to areas of the map you've been in before, but I suspect it would only be effective if the player gets to see it reform (which would probably require a cutscene furst time). It might also piss off people aiming to get 100% kills.

@Necros - that's a pretty good idea; mind if I steal it? ;) 
Well 
the gibs from zombies could just bounce around like tarbabies, leaving behind blood tracers. maybe they cold die out naturally after a while. 
 
I sort of think when you've gibbed a zombie it should cease to be a threat. The gibs could stay there making squishy noises and the head could continue to groan for atmosphere.

Alternatively if you go with the idea of all the gibs reforming in to something they could turn in to one of those blob things.

Or other monsters could pick up zombie gibs as health packs! 
 
Make the player able to carry a zombie head and give him an achievement if he gets it to the helicopter.

More serious suggestion: Let the player collect gibs for some reward (per level and per game), be it just a number or something "real". I liked the coins in ne_ruins. It would be a tacked-on game feature the player can choose to participate in or not with not big impact on the game world (unless you present it as such). 
Vomitii 
Already eats gibs and heads btw - once they've got enough stock they cack out a zombie.

Spirit - that reminds me of a pack I did in Quake2, which had the player placing 3 commander heads on a tomb in the hub for a reward... 
Bug Report 
In e2m2rq, I died when the lava began to rise. After reload, it appeared as if I was still in the lava visually. I wasn't taking damage, but my vision was warping as if under water and everything had a yellow tint. 
That's Stuffcmd 
Moving liquid brushes use a stuffcmd of v_cshift to set the colour shift, but this persists until another such stuffcmd clears it. The same applies to stuffing fog, and any other such cvar.

You can see another effect of the same bug if you go to the green fog area in e3m3rq, save your game, exit Quake, then start again and reload.

Anything else using stuffcmd will suffer from similar.

It's something we're aware of but haven't yet found a robust solution for. Ideally some kind of "area flags" would be best, but that's going to really disrupt the file formats. 
 
just use non-saved vars for that.

ie:
nosave .float isCShiftReset

along with an
if (!self.isCShiftReset)
resetCShift(self);

in a player think. 
 
There are a number of different ways of tackling it when you die/respawn. We could also stuff default values on respawn, or track changes made via stuffcmd engine-side.

The big problem is across the save/exit Quake/restart Quake/load boundary. The is visible too in other maps such as ne_tower, where r_wateralpha is stuffed after you shoot out the wooden boards at the start. Go halfway up the tower, save, exit, restart, load and go back down - water is now opaque again.

Right now I don't see a clean way of resolving this without format modifications.

Nahahra has a RestoreGame QC function which is used to re-stuff specific values that may be used in a map. That's quite a nasty way of doing it IMO (I'd prefer to see them as worldspawn entries) and it still doesn't deal with the case where values can dynamically change as you progress through a map.

Extending the save game system seems to be the only way (possibly by adding a state file so as to leave .sav files intact and usable in other engines) but I'm wary of the idea in case I've missed anything. 
Save Points 
Please read ....

http://forums.inside3d.com/viewtopic.php?f=2&t=4601

Please! This save game crap must die.

Save games are for when you exit Quake and restart. Not for dying and respawning. Better concept in thread. 
Rats 
My idea would only work for coop :( 
Textures 
Somebody over at Q3World posted a link to a high resolution texture pack.

http://raynescorner.weebly.com/textures.html

Maybe of help to your project as your are using stuff that size (1024x1024). Most of the texture are generic materials which could be useful for rock, concrete and brick etc. 
Multitexture Not Supported 
I get the above warning whenever I try to run the demo. I have never seen this before. Anyone know what it is, and how to fix it? 
Multitexture Not Supported 
What's your gfx card?

Also, there are two "Multitexture Not Supported" errors in the engine - "multitexture not supported (GetProcAddress failed)" and "multitexture not supported (extension not found)" - which of them do you get? 
Sock 
Posted to the internal forum, thanks. 
Multitexture Not Supported (extension Not Found) 
I get this error too when I tried to run the engine alone (i.e. it's running OK when "-game rmqwinter11" has been added to its command line).

I deleted the config.cfg in id1 folder, and then it runs OK too. 
Well 
There's something incompatible in your config. It'll default to that config if there isn't one in the mod folder - you can place an empty one there (or one without whatever the offending line is) to avoid losing or moving your id1 config.

As to the cause - dunno. 
 
http://youtu.be/0rqP7sqoSbg
Best bug ever. Make it official. 
 
I've no idea how a config setting could affect the ability to detect a GL extension. The only thing that would make any sense might be if you've specified a bad video mode for which OpenGL acceleration is unavailable (like maybe a 16-bit mode on some funky hardware that may hypothetically not accelerate 16-bit modes, although I've never seen that happen). 
TF 
Hahah - thats the magic system run amok. They're duplicating themselves and dimension dooring to your position. Skill 3?

If you build a test level with a vore in it try setting caster_level to 5+ and playing on NM.

They'll call in lightning from an empty sky, summon hordes and forcewall you.

Facewall is basically 'everything in this big circle gets gibbed' 
 
Yesterday I got the same vore duplication effect on e4m2. It was surprising - first I thought it just teleported near to me but it was sending copies after me. A bug I hope :) 
Yeah 
The code is unfinished, so buggy as well. 
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