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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
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#27647 posted by Kinn on 2016/06/01 20:19:33
I'm going to be streaming for maybe an hour
That's what I say when I hit the gents after the 5th pint...
#27648 posted by Izhido on 2016/06/01 23:04:40
Quake *needs* remaking? No. Agreed.
But the engine, awesome as it is, has way too many limitations for the modern world; all modern ID1 engines do their best to cover them, but you can only go so far to patch old code.
Besides, there is another, more important issue. Vanilla Quake has grainy textures, low-poly and very angular models, small and somewhat square scenes... and if you think really hard about it, it couldn't be more *perfect* than that. id created a spectacular (but limited) engine, given the constraints at the time, and then built a game that fitted *perfectly* with that setting. The setting, the atmosphere, the mood, they all fit precisely with the low-detail models and textures. That's what makes Quake such a great game even after 20 years.
And, please, I don't intend to start a war about this, it's just my opinion but, any attempts to add hi-res textures, interpolation, improved poly-count, and so on, they look beatiful BUT, and this is the key point, they look out of place with the rest of the game. These mods compromise the artistic integrity of the game by not really connecting to each other and the underlying engine.
The desire for updated graphics is there, but it simply won't work if we insist in using the old engine (even withe patched limitations). So, if we actually want a truly hi-res, 21st century Quake, we *need* a full remake. Engine, assets, the whole package. Just like the recent Doom release.
Ok, go ahead. Ready for fragging. ;)
 What Was Your Point Again, Izhido?
#27649 posted by mfx on 2016/06/01 23:44:03
#27650 posted by Izhido on 2016/06/01 23:56:27
Essentially? Quake does not *need* a remake, but if we want it to look like the current Doom, then yes, it needs a remake. And a full one at that.
 Do We Want Quake 1 To Look Like DOOM (2016)?
Short answer: no.
Do we want QUAKE (2018) to look like DOOM (2016)? Maybe, but don't confuse art fidelity with art direction.
 QUAKE (2018)
#27652 posted by killpixel on 2016/06/02 01:09:53
I hope they don't call it that. They did with Doom, so I guess Quake is fair game :/
#27653 posted by Zwiffle on 2016/06/02 01:28:39
Would probably come with the new QuakeMake editor? tm
 SIGGRAPH Stuffs
#27654 posted by primal on 2016/06/02 07:55:41
https://www.youtube.com/watch?v=dQBJ0r5Pj5s
SIGGRAPH 2016 � Technical Papers Trailer (3m 22s)
This is a video with brief looks at new computer graphics research to be presented at SIGGRAPH 2016 Technical Papers program. The voiceover is not great, but don't let that turn you off.
 That Reeally Was A Horrid Voiceover.
The "Interactive Sketching of Urban Procedural Models" looked interesting.
 Preview Of Unreal VR Editor Available
#27656 posted by primal on 2016/06/03 08:41:43
https://www.unrealengine.com/blog/unreal-engine-4-12-released
The new update has an early preview version of the VR Editor. It requires "either an HTC Vive or an Oculus Rift with Touch controller development hardware."
I don't own such things yet, but maybe someone here does. Post your thoughts if you have (or have had) the chance to try it.
 Https://www.youtube.com/watch?v=t1QOixRxGvQ&t=1m58s
Shambler spotted.
 Brewing #27640
#27658 posted by madfox on 2016/06/04 06:45:37
Who runs http://quakemaps.tumblr.com/ and why have they not yet been shot in the head for taking screenshots of id1 maps with awful, ignorantly made colored lighting?
No idea who runs that tumblr
 Tumbles
#27661 posted by mjb on 2016/06/06 13:55:52
I belive it is a person named: "trumad" and he is on the quaddicted fourms.
It's a passionate project to display screenshots of numerous maps in hopes of enticing you to play. Apparently he enjoyed the colored lighting additions. To each his own I suppose.
 Aye
#27662 posted by Kinn on 2016/06/06 14:29:29
What's worse is that 99% of videos on youtube about quake always show the game using some eye-gougingly offensive hi-res texture pack and/or bile-hurlingly obnoxious particle effects.
The worst are the "history of FPS games"-type videos, where the whole point is to provide a historical look at old games, and then you get to the Quake bit, and yep, again it's some cock-sniffer bunny-hopping through E1M1 via the Tenebrae engine or whatever the fuck, where the enemy skins are all saturated colours and glossiness, as if they've been spunked on by a clown.
#27663 posted by Spirit on 2016/06/06 18:53:50
quakemaps.tumblr.com rules and does more good for Quake than onetruedurple ever did.
#27666 posted by aDaya on 2016/06/12 01:12:15
Is it possible for Quake to support real-time portals? Like the one used in UT's DM-Fractal and which was accomplished months ago on Doom
Thought this could make really neat tricks, coupled with good use of sky brushes to create unusual architectures.
 I Think
FTE supports it?
#27668 posted by Baker on 2016/06/12 01:30:28
If someone made something like that, I'd play it for sure and I can't be alone.
There are plenty of opportunities to do interesting things with the 2 advanced engines available.
And somewhat disappointing that there is a distinct lack of any quality single player releases that use those features.
/If I wrong, *please* correct me. I can name maybe a prototype or 3, but nothing "complete".
#27669 posted by Spike on 2016/06/12 02:50:00
http://triptohell.info/moodles/junk/pourtall.pk3
might need sv_nopvs 1 still.
use impulse 10 to select the portal gun. there's also a lame grabber weapon that can pick stuff up, but no real physics engine.
very much a prototype mod.
supposedly it has some func_pressureplate entity thing, but meh, that requires maps.
source is inside the pk3.
divverent or someone associated with xonotic made some 'warpzone' library which should work in either engine if you want statically placed portals, but it can be abusive due to the qc-based traceline+movetype workarounds.
also not a single player release. :P
things can get much faster if you skip the physics parts.
 So
A qc mod can allow shooting through teleporters, or can allow for personal teleporters (drop a teleport location, teleport to it later), but anything more advanced particularly graphics wise would need an engine mod.
 Frozen Monsters
Is this a known bug in Quake? It just happened to me while playing through a map that an ogre became completely frozen in place, like a statue. No idle animations. It blocked the player and when I tried to shoot or axe it, it would give the same feedback as when shooting or axing level geometry (that metallic "clink clank" from the axe, and grey particles). I seem vaguely to remember seeing this happen once before...
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