 Reallistically
#15 posted by Cocerello on 2017/12/26 20:16:39
Commercially wise i would be fine with something similar to the last Doom in terms of gameplay ported to Quake's theme and style, so at least a bit more vertical and less arcade-like.
In custom maps, more variety in types of gameplay and brushwork style. Even with all the fresh blood, i think that has been reducing with each passing year bit by bit in the last three-four years.
 Engine Development *cough* Eric *cough*
Three things I'd like to see added to Quakespasm:
I'd love 5.1 surround sound. Quake's dark eerie atmosphere is just crying out for it.
I'd also love rumble support for controllers... I mean, the game's called Quake for goodness sake!
Finally, I'd love full Nehahra support. It's a seminal work and I'd love to play it in a seminal port.
Obviously, these are just wishes and not demands. :)
Other than that, I'd love to see more AD maps. The touches that AD bring to Quake are wonderful.
Also, Trent Reznor to FINALLY release the OST vinyl and shine a spotlight onto this great game once more.
 Nehahra Support In QuakeSpasm
#17 posted by iriyap on 2017/12/26 20:51:33
I'd rather vote against it to be honest.
Now let me explain myself.
Nehahra does so many things in a weird way, e.g. loading skyboxes and music tracks via console commands instead of using worldspawn (basically the "properties" area of a level) like all the other Quake engines and id's later games. It's using MOD music instead of MP3s/OGGs because bandwidth considerations was a thing back then. It's got custom formats for maps, sprites and demos because reasons. Nehahra should ideally be updated to be inline with the modern engines, not the other way around, where you would include all kinds of ass-backwards code just to support a single mod. It's a great mod mind you, I had plenty of fun revisiting it this year, but yeah, it needs to be updated. The source code (both QuakeC and engine) is available, so somebody should really do it. I've got a big stash with all original Nehahra downloads if somebody needs it.
Might as well fix all the random fullbright pixels and the extra twitchy AI while you're at it.
#18 posted by Kinn on 2017/12/26 20:58:13
Nehahra should ideally be updated to be inline with the modern engines, not the other way around
This times a million. I don't think Quakespasm should be cluttered with a ton of #ifdef NEHAHRA crud.
 ^Good Point(s)
Okay then, I would like to see Nehahra updated to modern standards. :P
 Fog And Better But True-to-Quake Models.
#20 posted by Shambler on 2017/12/26 22:04:58
I am really liking those ideas. Seeing the new Shambler model shows the potential for actually getting it right....
 5.1Surround In QS .0.9x
I second this. Would be cool and doable as all q1 assets are mono. Tons of 5.1 and 7.1 headphones out there. This would be a great addition.
Would like to Mod menu and Demo menu added to QS as well.
#22 posted by narcos on 2017/12/26 22:51:54
Split-screen and controller support, definitely.
#23 posted by muk on 2017/12/27 00:10:10
Xmasjam2017 released
 Hmm..
#24 posted by Qmaster on 2017/12/27 00:35:14
Keep 1.0
TB featureset match or exceed JACK (ALT+RMB!)
Large release from long forgotten mapper(s).
Alpha support on fence textures below 0.666.
Retroquad 1.0
Volumetric fog.
Surround sound support.
AD-level quality models for everything.
AD 3.0
Splitscreen
Advanced qc support to fix "entity chains". (I could maybe do this ;) ).
200 MAPS. GO MAP!!
 Wishes...
#25 posted by Barnak on 2017/12/27 01:52:52
Spike FX fully integrated in official QS.
Also a new vore model with puffy tits and a dripping bloody snatch with teeth.
#26 posted by scar3crow on 2017/12/27 02:52:00
Robust multiplayer (including QW support, server browser) in QuakeSpasm so we could have a single engine to point people at for getting into Quake for any degree of single or multiplayer, maps, and mods.
Fog brushes
Lightmaps on liquids
Alpha dictated by material and relative depth (water on the shore is more translucent than water a few feet out - and the base value is impacted by the texture used)
Physics correct (to Quake's logic) movable liquids
More Quake mods in general, not TCs, not experiments, not appended content and mapping tools, but gameplay mods that let you meaningfully replay existing content.
#27 posted by R00k on 2017/12/27 03:04:43
personally i would like to see if i kill an enemy i get his weapon
 /s
#28 posted by PRITCHARD on 2017/12/27 03:12:31
Steam Workshop Support
 Decouple Physics From Rendering Framerate
#29 posted by Qmaster on 2017/12/27 04:12:19
#30 posted by yhe1 on 2017/12/27 05:44:24
#31 posted by Skiffy on 2017/12/27 10:39:46
Skeletal mesh support and blend / morph so I can use the best of both worlds.
Alpha / Masked alpha on models. Can make bat wings cheaper this way or torn cloaks. More than one material per model would be nice too for some quake 3 level shaders like glowing eyes or lava flowing down some demons back. All still in quake palette though.
Limb loss for monsters. In general a more expanded gore system. I like making custom gibs and it be fun to shoot off bodyparts and the monster still keeps fighting.
I second more advance water volumes that accept lighting and foam. Murky swamp water with bits floating in it would be nice. Stuff inside water volumes like pond scum.
Better lava! I want to break up tiling for this stuff. Have it more solid on the shore and flowing in the center. Just have bigger macro textures to break up tiling when seen from a distance. Those large lava lakes could look so much nicer...
Reflections on water and glass... :) and a nice FX editor for particles.
 Kinn
#32 posted by anonymous user on 2017/12/27 12:16:37
An option to emulate the 8-bit colour look of software quake (with its crunchy banded lighting etc.) in Quakespasm.
#33 posted by Kinn on 2017/12/27 12:17:37
not to self: Title != Name
 I Would Specifically Like To See...
#34 posted by Shambler on 2017/12/27 12:40:23
NO split-screen.
NO fucking controller support you arse suckers.
Deep-coding in Quakespasm and all other major engines to prevent split-screen and controller support being added.
 Wtf Shambler Ha
#35 posted by Skiffy on 2017/12/27 12:44:52
Thats some dark ages type thinking hehe. Heresy i say! The 8bit color banding with dithering would be nice. Easy enough to do as a shader.
 OTOH
#36 posted by Shambler on 2017/12/27 12:47:14
TB 2.1
I would love to see an engine like Quakespasm implement a robust level scripting language so we can get away from these unwieldy entity chains.
I would love local fog volumes and volumetrics to make their way into the game (but in a suitable Quakey way).
Tasteful Low Poly Remakes Of All Quake Models
In custom maps, more variety in types of gameplay and brushwork style. Even with all the fresh blood, i think that has been reducing with each passing year bit by bit in the last three-four years.
I'd love to see some support for fog brushes and water that settles into its area.
oh and decals.... definitely decals
Lightmaps on liquids
Alpha dictated by material and relative depth (water on the shore is more translucent than water a few feet out - and the base value is impacted by the texture used)
Physics correct (to Quake's logic) movable liquids
Limb loss for monsters. In general a more expanded gore system. I like making custom gibs and it be fun to shoot off bodyparts and the monster still keeps fighting.
I second more advance water volumes that accept lighting and foam. Murky swamp water with bits floating in it would be nice. Stuff inside water volumes like pond scum.
Better lava! I want to break up tiling for this stuff. Have it more solid on the shore and flowing in the center. Just have bigger macro textures to break up tiling when seen from a distance. Those large lava lakes could look so much nicer...
Reflections on water and glass... :) and a nice FX editor for particles.
All of these sound interesting / promising / potentially desirable if done well. They are pretty much in line with one of my main desires:
Keep having Quake graphics / effects / features slowly and tastefully enhanced while keeping true to Quake. I.e. no big crazy leaps with HD monster shaders or whatever bullshit. Just keep adding the small stuff like has already been done with fog / particles / skyboxes / breakables etc etc, and encourage people to use them subtley and Quakily. I think stuff like ad/spikespasm is doing this pretty well and far more effectively than the pseudo-AAA OTT jumps in Darkplaces etc, and I hope that can continue with some of the ideas above.
 Also.
#37 posted by Shambler on 2017/12/27 12:50:02
I'd like to see more smaller / non-horde / non-epic maps with interesting gameplay, convoluted layouts and cool designs. Not everything has to be a mega-map, mappers don't need to tie themselves into knots trying to emulate Swampy/RR/Sepulchre/Marcher etc.
And finally for now...
I want to see ALL maps showing a strong theme with their design language and architectural styles, not just their texture sets.
 More Skiffy Models
 Shambles
#39 posted by Kinn on 2017/12/27 13:17:24
Quakespasm already has controller support. I always use it because I much prefer it to mouse & kb. I play my quakes on a 43-inch TV screen whilst sitting back in a comfy chair with a controller.
Split-screen would be awesome btw.
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