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Quake 2018: How Maps And Engines Are Better Than Ever.
Considering the following:

1. We're getting more map releases than we've been getting in nearly 20 years, and they're all of decent quality at the very least, and superb (that which are rivaling the undisputable classics in quality) at most.

And...

2. In 2008, for every 5 demos for a map:
- 2 would be Fitz 0.85,
- 1 would be aguirRe's AGLquake,
- 1 would be DarkPlaces,
- 1 would be JoeQuake or some other QW engine (???).

Each and all of those with their own protocols and idiosyncracies.

These days almost everybody uses Quakespasm - an actively maintained and cross-platform engine - as a standard.

Conclusion:

After a slump in the early 2010's, Quake is finally doing better than ever, with the player and mapper base growing and the game itself slowly creeping back into mainstream attention.

Discuss... or not!!
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thanks dumptruck, my project is more about the models and animations than anything. i wanted to put some monsters into quake which are more modern looking.

since everyone is going to attack me again saying i'm the only one who wants to do this... no. i'm not the only one.

see for yourself on youtube:
https://www.youtube.com/watch?v=X9Dtdq_wBBU
https://www.youtube.com/watch?v=8-x91pvL97A
https://www.youtube.com/watch?v=qi7iLEolsn8

it may be better for me to just take all my models and put them into another game entirely if everyone here really hates newer looking models. i would have no audience to appreciate them. at the moment a project like mine can only run on fte or dp engine, which you guys say nobody wants to use any longer, this is also a problem. for now i am just making my models, and i don't know where they will end up at. i'm only going to do 3 maps at the most to put these models into, maybe only 1 map.

i made a map a while ago but it relies upon lots of q3 patchmesh, if i could convert these patchmeshes into mdl models maybe it would be playable in qs as a bsp2 map. i can convert the brushes easily but not patches. i would probably have to write my own app to convert patch data into obj files and then convert those obj into mdl.

i'm only a hack at coding so the ai for my models would be utter shit, but since it's quake the ai was always shit so purists can rejoice lol. 
 
at the moment a project like mine can only run on fte or dp engine, which you guys say nobody wants to use any longer

People don't want to use FTE or DP to run content which already runs perfectly under QS.

If you make something that's targeted specifically at DP or FTE, then that's a completely different story and (shock, horror) you might actually have an audience.

Instead of this weird hostile attitude of somehow assuming no-one here wants to play your stuff before you've even made it...you could just try, you know, making something for DP and FTE? If it's good, people will play it. 
 
I don't think you're being attacked.

What's happening here is that there are - for the purpose of this discussion - two directions for the Quake engine.

One of these directions is a platform to create lots of varied and semi-generic content on.

The other is a platform to play Quake on.

So, this site and this particular part of the community has a preference for the second direction, which is why an engine like QS is the way that it is. New formats typically don't exist and when/if they are created, they are in response to very specific hard limits in the old formats.

That's why BSP2 exists but MDL2 doesn't. Stock BSP has limits of 65536 or 32767 in several of it's content lumps, mappers started hitting those limits, so a response was required. Stock MDL may look crap but there's nothing about it actually preventing people from doing stuff.

That this part of the community prefers the second direction doesn't invalidate the first. By all means use DarkPlaces, which is very much tooled towards the first. Few people in this part of the community use it, but it certainly is widely used elsewhere. 
 
I would say that people in this community would use DarkPlaces, if there was good DP-specific content to play.

There isn't really yet though.

This community is driven by good content. So far, that's almost exclusively been stuff that you can just run under QS.

I think there was that one time when Tronyn did a big release that only worked in FTE. Guess what? We all downloaded FTE and played it. Holy shit. Oh and also guess what - future versions of QS then added support for it. Mind blown.

Admittedly, that was more about limits being broken, rather than radical changes to file formats, but I'm using it to illustrate my point that this community is content-driven, and changes happen because we want our engines of choice to support good existing content (that might otherwise only work under less-popular engines). 
 
kinn: Instead of this weird hostile attitude of somehow assuming no-one here wants to play your stuff before you've even made it...you could just try, you know, making something for DP and FTE? If it's good, people will play it.

also kinn: If you want anyone to play your map, target Quakespasm, otherwise GLWT.

where did i get a hostile attitude and assumption? it was from what you told me when i first came here.

now you are blaming me for holding hostile assumptions but they are just the "facts" that you all gave to me. i only know what you told me, and i have been away from quake for years.

i'm not tronyn so if i release something i highly doubt anyone would be making a special case out of it to code support for my mod into all the engines. nobody here knows me. qs doesn't even support nehara though either, so... popular or even a retro style mod doesn't always mean supported. 
 
There's no contradiction really. Yes by having something that only runs on FTE and DP you are initially limiting your audience, but then you can mitigate this by having this thing you've made just for FTE / DP be really good and worth playing.

It's a pretty easy concept - if you make something average and unremarkable, that only runs in DP/FTE, then I doubt many people will bother to play it, because no-one can be bothered to go out of their way to play something completely unremarkable in an engine they almost never use.

If you make something totally awesome that only runs in DP/FTE, then you have a very good chance of finding an audience.

So again, good luck with that, and I mean that in a sincere way. 
 
If you make something totally awesome that only runs in DP/FTE, then you have a very good chance of finding an audience.

True. Also you said that you want to make a TC. If so, you just bundle FTE with your mod and done. 
 
a completely faithful re-creation of the original quake monsters would be possible with a new mdl2 format. or new monsters which fit a retro theme. higher res and smoothly animated, not a godawful eye-rape like you guys think i am going for lol.

i understand the desire for a retro look and i support it, that's my preference too. i don't think high-res is mutually exclusive to a retro look though.

as it stands, if i tried to re-do original monsters to look better but still identically the same as they ever did, i hit a hard limit. also as mentioned earlier you can't do things like a terrain with mdl very well. original quake did have some outdoor areas, i think it would be interesting to do some as mesh.

nobody really expects me to create and release monsters that don't work in any engine before limits are increased do they? i know for a fact some mapper didn't invent the bsp2 format himself, then make maps in it, then upload these and say hey here it is, please implement my new format in your engines. he would of also had to make the .lit file spec and the compilers and everything else himself too.

that's basically what you guys are telling me to do with my models here, there isn't really the ideal model format existing yet. iqm is good but not completely ideal since i don't think it supports vertex anims, just skeletal.

i don't expect anyone to code support for this for me specifically, but i'm just putting it out there to illustrate a problem for modellers and animators in general.

you could ask on polycount what they would want for more opinions from actual modellers and animators, since this is mostly just a mapping forum. 
 
Show me your portfolio, or at least examples of models you did in the past. 
 
@khreathor: that was my original plan, but i thought those were the engines everyone was already using. so it didn't make me feel too bad about forcing an engine choice on them.

quaddicted tells you qs is a recommended engine, but look at how bright that screenshot is... jeez. that's not how quake was suppose to look. i'm not taking their advice after seeing that! :)

https://www.quaddicted.com/quake/recommended_engines 
Folio 
i'm not here to show off, the peanut gallery will probably pick apart my stuff and say it's no good just to troll me at this point! i'm the black sheep quake p1mper now.

i have made a lot of modern looking counter-strikey stuff lately. my quakey stuff is much older and looks similar to id or zerstorer or beyondbelief. 
#74 
nobody really expects me to create and release monsters that don't work in any engine

So are you saying you're trying to do something that requires features that aren't even in FTE and/or Darkplaces? 
Posted #78 I Meant 
 
Kinn You Might Be Rright. 
But even if so, I don't think untraceable anons should be making the similarly toned accusations. At least if there is disagreement you can be identified to answer to. 
 
exactly why i didn't post my folio, thanks for proving me right dipshits. typical forum troll bs. 
And The Same Applies To You Echoes. 
 
 
Yeah, further discussion is counterproductive.
Just make your models for FTE with md3 or iqm.
Also Chillo already remade all Quake monsters, we have few shamblers and grunts from other artists too.

exactly why i didn't post my folio

Well if you have top notch portfolio, it will defend itself.
If you can't pull off better models than what we have (from Chillo etc.) then it's a waste of time imo. 
Kinn's Post Deleted At His Own Request. 
 
Woo, Late To The Party 
So quakespasm has had a slow gradual creep toward more detail, thankfully it's been handled fairly well so far.

My concern regarding adding x new model format to QS would be modellers bringing models that are way over-the-top in level of detail.

The concern is that this would make the pixel density of the map textures look stupid.

For maps to be consistent with the models, we would need to use high def textures and would need to start including environmental assets in our maps. It could quite easily get out of hand.

Some kind of poly-count restriction is still needed IMO. Alternatively a workflow / tools that can be leveraged better to bring modellers in. 
Quake Engines 
When I first came back to Quake around the time I released Q-Deck I was still using DirectQ. I loved that engine. I moved over to Fitz and Mark_V sometime after when I started getting errors loading my maps, I started seeing engine limitations.

Now I pretty much have transitioned to Quakespasm. It's feature set has matched many of the things I enjoyed in Mark_V (the weapon view model being large like winquake, engine speed, extra menu features etc)
QS has surpassed it though as it has added a cool low res pixel looking mode with r_scale, decent controller support and Mark_V seems to take about 30 seconds to boot up whereas QS is instant.

I'm still waiting on good splitscreen support though, that's definitely the holy grail for engines. I know FTE has it but that engine doesn't have the ease of use of MarkV OR QS. 
@echos 
Your fiend is top quality! That video just freaked me out!!

Ok, but honestly, there is no quake 1 engine that can handle or do it justice; I mean in a real in-game scenario. Multiple enemies, rockets, particles, physics etc...

Seriously, if iD Software wants to make a singleplayer campaign for QuakeChampions, they should def give you a call. Or better yet, call them.
It's not that your work isnt great, it's just that,
it doesnt fit quake1. Thats like trying to remake minecraft with 24bit textures and curved surfaces.

I hope you find someone to help you remake quake in the unreal engine or qchamp's (where it belongs) I'd love to see that fiend in a dark alleyway :) 
Edit: 
Well, that wasnt your model i assume. oh well. 
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