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Posted by Shambler on 2017/12/26 15:05:41 |
Let's assume that a full HD but true-to-spirit Quake remake, guaranteed 200 maps, AD 3.0, and PC Gamer cover shots fall under "un-realistic", but there might be other exciting ideas and desires that will come true.
So what do you want?? Map-wise, theme-wise, mod-wise, meta-wise?? Let's get the hype started.... |
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Half Way Through 2018...
So, have any of your realistic wishes come true?
I'm still hoping for 5.1 surround and rumble support.
As of today we're precisely halfway into 2018, a good excuse to revisit the 2018 expectations as any...
Fewer huge, but irregular ejaculations of maps and a more balanced stream of output through the year. Jams are great but somewhere down the line they turned from short "turtle mapping 2.0" sessions into gruelling, multi-month mapping marathons. I'd prefer to have 4 jams with 4 entries each than 1 jam with 16 entries.
This isn't really happening, LOL. With 22 maps in the DM4 Jam and 19 maps in the 100 brush competition the huge spurts of mappage are probably to stay. At least the deadlines are more reasonable now than last year.
Less perfectionism, more releases. Who really cares if a map is rough around the edges. Polish is important but it's become a bottleneck. We could have hit 200 maps this year if it hadn't been for perfectionism.
In the past 6 months we saw 87 Q1SPs get released. Not sure how much of it is down to "less perfectionism", but the maps are smaller and less polished on average - which is not a bad thing at all.
Less hubisodes, more episodes, playable from beginning to end. Either community episodes or solo ventures.
Hasn't matterialised yet, but there's at least 3 regular episodes in development currently.
Conversely to scar3crow, I want more PCs. (Partial conversions, not personal computers, or more of the PC police that bullied skacky away.) Quake hasn't had its own Back to Saturn X or Valiant yet.
Hasn't happened yet either, and there are none in development to my knowledge, but I'm still holding out hope.
More Quoth content. Quoth maps, or Quoth features jumbled into custom mods. I think jam 9 showed that the old friend still has some juice left.
21 Quoth maps were released this year so far. I'm pretty happy with this turnout but also not 100% satisfied with how Quoth was used in them, obviously the 100 brush limit was harsh but I'm very much down for a necros style map with lots of rotating stuff and clever entity stuff.
More True Color maps. I don't mean hi-res bullshit, I mean recolored external textures (ne_marb, sm179_otp). There are so many colors that have been barely brushed in Quake.
None in 2018 so far. Maybe some sort of tutorial would encourage mappers to get more colors in their maps.
Some sort of reinvention of the QExpo. qbism was right that the booth/exhibiton format has gone past its expiration date, but some sort of cross-community, content driven event should be a Thing.
Not sure there's much interest for such an event happening, sadly.
New maps from ionous, negke, ijed (ok, too unrealistic), Kell, G1ftmacher, Bloodshot, Nait, and the QUMP team.
I'm 50/50 on this, since some people on the list have delivered lots, some have delivered a few, and some not at all (Spud mapping is good, but where's the rest of QUMP?)
New maps from people whom we haven't even met yet.
Now this is the one prediction that has delivered in spades!! Since the beginning of the year we've had 15 map releases from newcomers. With TB and dumptruck's A+ tutorials I expect this number to double in the next 6 months.
More banter from Shambler.
The banter is here alright, as on-point and stingy as ever.
Quakespasm 1.0.
I typed this one without much thought as to what a 1.0 release should actually entail; but there would be high potential for both mappers and players (specifically the newcomers) in having DP particle support, CSQC support, Twitch chat relay support, etc. in one, unified, easy to install, well documented edition of Quakespasm.
TLDR We're doing rather well in 2018, Q.E.D.
TC Dreams
#312 posted by PRITCHARD on 2018/07/01 16:43:59
Sometimes I think about a TC. And then I think about how much harder it would be to make all those models vs. all the sprites people can use in Doom :(
@311, 312
#313 posted by Spud on 2018/07/01 17:28:12
(Spud mapping is good, but where's the rest of QUMP?)
Hey now, according to a quick Quaddicted search, Danzadan, Naitelvenividivici, Newhouse, and Pritchard have all released maps since QUMP, and I think a few others are currently making maps for upcoming map-things. Unless you mean specifically the rest whom QUMP was their first released map in which case nobody here but us chickens, sorry.
And then I think about how much harder it would be to make all those models vs. all the sprites people can use in Doom :(
And all the shenanigans about custom HUD layouts and such that require clientside QC and thus severely limit port choice, and learning QuakeC in general instead of relying on sourceport specific languages that hold your hand all the way through, and the smaller playerbase in general that will end up playing it and tends to be rather picky about what they want in their Quake maps. It's way easier to just kitbash some sprites together, add custom sounds, modify some premade weapons, and boom, Doom total conversion. I'm not bitter at all.
#314 posted by mankrip on 2018/07/01 17:41:12
Sprites can work very well with top-down or sidescroller cameras. And Quake is much better for coding such kinds of TCs than Doom. Examples: Prydon Gate, TargetQuake.
I Made A Qump Map...
#315 posted by brassbite on 2018/07/01 19:49:47
Now I'm sitting around with a severe case of Dunning-Kruger. I just about managed to finish my Qump map last year, before hitting the bottom of the slope.
#316 posted by topher on 2018/07/01 20:18:09
(Spud mapping is good, but where's the rest of QUMP?)
i may release a map this year, but no promises
i don't have much time, and this year i'm playing xcom 2/skyrim too. i didn't play dmjam4 or 100brush yet!
More Mods / Modern Tools
Would love to play more mods or see people revive features from older mods like extras r4's water hacks.
Would also like to see updated tools that are more future proof. I updated my drivers yesterday and now QuArK cannot display MDLs. These issues are likely to get worse.
+1 For Tools
#318 posted by Qmaster on 2018/07/02 04:39:31
I want a simple tool for exporting skins, importing skins on models or frames on sprites. QME is sluggish and has no dragndrop and doesn't support sprites. AdQuedit is worse.
I want a Wally that doesn't crash or basically addons for Gimp that give me the amazing pixelly filters.
An updated Blender addon that has support for multiple skins on export to mdl.
Psst, I'm already reviving features from mods but not wanting to spam that too much, people get tired of hearing about Keep it seems.
Wait...Quark!!?!? Yeesh, what good is that for anymore??
#319 posted by mankrip on 2018/07/02 05:03:48
Tools are in sore need indeed. I'll create my own tools, but only after my engine work is complete (which should only take a decade or so).
My current toolset is TexMex, fimg, The GIMP, qME, PakExplorer, JACK, EricW's tools, and some other stuff.
More Stuff Is Good Ya
#320 posted by Redfield on 2018/07/02 06:56:49
The Blender tools is a big +1.
I'm working on a bowl of fruits .mdl for Quake, apples and bananas, maybe some grapes. Quake needs some fruits. But you can't export with more than 1 skin in Blender. How am I supposed to have green apples or red apples?
And don't think about using QMe. It will destroy your vertex normals. Because its evil.
Also Nth-ing Tools
#321 posted by Spud on 2018/07/02 07:48:04
The workflow for just mapping and making textures isn't bad but as already discussed above the toolset for modeling is far worse and if you want to do stuff like edit the conchars file you have to pray to your deity of choice that you remember to export and import in the right order in the right programs (including goddamn AdQuedit which is apparently the only editor to properly handle it as the specific console characters file instead of just a .spr).
#322 posted by mankrip on 2018/07/02 08:10:43
Hmm… Creating whole new tools for simple stuff like conchars editing doesn't sound like the best approach for me.
A GIMP plugin for loading and saving LMP images could be enough.
#323 posted by Baker on 2018/07/02 08:55:32
GIMP is awkward and unproductive.
Takes 5, 10 or 20 clicks to do what many other alternatives can do in 1 or 2.
It also takes things easy to do in most other editors and finds a way to make them needlessly difficult.
#324 posted by Tommy on 2018/07/02 11:50:21
Redfield, you can have a dozen different colored apples. MDL supports multiple skins. Just create additional skins for your model in QME with 1 click. Then recolor your skin with your favorit editor and add it into your mdl file. Yes, adding skin textures is also done with QME with another click.
You may speak bad about QME, but it can do unique things to your mdl file that not many other tools can do. It has its strenght and its weakness. Just like all other tools out there.
If you do not want to use it for modeling thats fine. But do not underestimate all the other things it can do. Yes, also setting (trail) flags to models and so many other stuff.
@qmaster
re: QuArK. I use it to take a look at models and wads. Wally is really buggy on my machine and the white background makes it difficult to see the textures. QuArk uses a black background and show animations for buttons etc. I've never used the level editor but for other things QuArK is pretty handy. The UI is terrible.
#326 posted by scar3crow on 2018/07/02 20:46:41
I would like to revise my answer to:
A single map by me that I actually like which isn't part of any sort of jam or speed scenario.
I'll be happy with that.
Qmaster
#327 posted by madfox on 2018/07/02 23:13:43
Quark,what good is that for anymore?
I use Quark4.07 for lots of model additions, may be old but gold for me.
#328 posted by mankrip on 2018/07/03 00:14:58
QuArK duplicates all vertices belonging to both front-faced and back-faced triangles.
I See
#329 posted by Qmaster on 2018/07/03 02:52:09
Good for view, not for saving
I miss QuakeWebTools. The dragndrop rocked and worked for viewing sprites and models and exporting skins. What happened to that?
#329 - It's On Github
#330 posted by khreathor on 2018/07/03 07:52:30
Quake Web Tools
You should be able to run it by yourself.
Quark
#331 posted by madfox on 2018/07/03 18:38:35
Another remarkable fact, although nowadays not so important, is that models loaded in quark and saved again tend to incline a lot of size.
What I'm trying to say is, when a model has a size by example 800kb one upload to Quark and saving it again reduces it to 200kb, without noticing changes.
I have no idea why this is so, but it saves some space, especialy with large models.
Madfox
#332 posted by mankrip on 2018/07/03 19:45:55
Models saved in qME 3.0 contains additional higher-accuracy vertex coordinates (which are ignored by the engine, but are useful when modifying the same model again). Re-saving them in another editor will delete that data.
qME 3.1 changed that behavior, storing the higher-res vertex coordinates in its MDO format only.
There may also be other kinds of extra metadata stored in MDL files.
Ah
#333 posted by madfox on 2018/07/04 07:42:40
That explains a lot. Never paid attention to it.
I can't see no difference between both. The grid is rather rough I thought, 512x512.
#334 posted by anonymous user on 2018/07/06 05:46:33
Quake 2 Stuff, mainly now that we will have the tools and ports to it.
A Tenbebrae Reborn with Quakespasm and vkQuake stuff, or vice versa with vkQ.
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