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RemakeQuake
This is a thread about a project currently underway to remake Quake one.

It involves upgrading what exists already in order to play and look better or at least differently in all probable situations and enhance what is already there in this great game.

So we're remixing all the maps, monsters, and the player.

A specific engine in order to solve long-standing issues isn't out of the question, the main concerns being cross-OS support for features that should be common, like entity alpha and multiplayer. These things exist in various forms, but there's still no standard, at least today.

There's a great wealth of resource on this board - the one thing that doesn't exist here is apathy.

So, we're fishing for contributors. If you can make a map, animate or code and want to see this monster through to its conception then you're on the team.

Over the next few days I'll post info on what currently exists, and where it's headed.
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Beating The Dead Donkey Of 'keep It Quake'. 
nope, the whole team is very much guilty of this. 
 
If you're gonna remake it, remake it for today, not for tomorrow. I'd love to see what the quake approach would look and feel like if done for a moderately modern platform. 
FitzSDL 
Two team members prefer software. 
Keep It Quake 
+1 vote from Smables xxx 
... 
Hm. Maybe this thread is a chance...

I'm skeptical because we were very open at qexpo, but were mostly ignored by mappers. Look at the amount of volunteers ^^

Anyway, since ijed seems busy, I'll take this one.

what exactly are you looking for in a graphics artist?

Someone who can make/modify skins, for monsters, small items and possibly a female player model. We also need an additional modeller/animator. Badly.

Apart from that, we could use one or two additional mappers.

Are you planning to include genuinely new maps as some sort of secret

Maybe. Understand that this is first and foremost RMQ. After that, it's a kickass mod that will shake the foundations. We will probably include the various testmaps we have, for example. We also have def and fgd files readily available.

What's the deal about "Overwatch Enforcers"?

Enforcer sees you come out of cover, goes "Overwatch!!!" and fires several bolts in quick succession.

As for new monsters, whatever happened to the poison spider you'd once mentioned?

Didn't seem to work.

Open source: Yes, the qc, maps and engine, if any, will be open sourced upon the first release.

Who can join? Anyone, really. What's the deal? Respect our original artistic vision (this is Quake, and should look and feel like it) and cross-platform politics.

What's the difference to ($famous_quake_mod)?

1. It changes the gameplay in all maps that use id1 progs (backwards compatible)

2. It's about making existing stuff better, instead of adding buckets of new stuff

3. Open source QC

4. Mapping based versus QC based

5. No bullshit

6. We dare to go against the player's expectations. Things like fall damage, totally different underwater behaviour, grenades that can be knocked around with rockets, monster footsteps, random health etc. Stuff where old players fall over and see stars, basically. We don't care.

New monsters, the few that we have, come from QTest and similar places. Old monsters may have flags for additional gear, behaviour etc. though.

What do we have QC wise?

1. We have most of Extras, Dragons, and Frikbot, and some stuff from custents, i3d tutorials, hipnotic etc., including the usual stuff that you know from ($other_mods) like breakables, pushables, rotating stuff, particle emitters, blah blah younameit.com.

2. Gyro, consequently

3. New stuff, among it custom keys.

If you can think of it, good chance we have it. 
 
"We also have def and fgd files readily available. "

THANK YOU! Seriously, that would be awesome. 
:) 
It's reality. We're doing things from the ground up. We have a SVN repo and ticket system. We're kinda well organized. We even comment our code. 
"Two Team Members Prefer Software." 
I'd think once whatever specs of this are done, I think it would be no problem to graft whatever changes into a modded aguirRe winquake.

Even some form of alpha entity support.

Half-Life has a software rendering option and it supports alpha brushes. I'll post a pic some time. 
Alpha Etc 
FTE supports at least transparent water in software. Not sure about alpha. Q2 supports transparent windows in software, too.

We're not using a custom engine at the moment, and don't plan to. There is a possibility that we will reach a certain point though, I'm not blind.

Cross platform support (Windows, MacOSX, Linux, BSD) and software renderer are pretty much the minimum. Clean code would be nice, too. No offense to anyone, but some engines' code is a mess. It must be maintainable and transparent.

How hard can it be to re-add the software renderer to an SDL engine. Unless it's a religious question (which would be stupid). There are examples. And there are other options, always. One point that Tyrquake, for example, has going for it is the super-clean code. Sure, no bells and whistles. Just solid engine. But I prefer a rock solid base.

I mean, if FTE, Proquake 4 and ezquake (whiz bang engines) have software, what on earth is the problem. It is a puny issue and it should be squished. It has nothing to do with any map limits or the like. No one expects wonders.

Things like MAX_SOUNDS and alpha, though, break compatibility, and thus it would be desirable that at least 4 crossplatform NQ engine coders/teams get together and create a new, extended protocol, focusing on relatively simple things - no bullshit. Within, say, the next year or so.

FTE, PQ4, Ezq, Fitz for example.

All are kickass engines, cross platform, and support NQ by now or will soon.

I want the engine issue squished like the bug it is. 
Weapon Models 
I have some that I made quite a while ago that I never quite finished. Might as well uv/texture them up. I tried to make them as faithful as possible.. I've put the original weapons in there for reference. Compare the shadows to see the silouettes.

http://www.bendarling.net/temp/ngqw/

I don't really check this board, just msg me in #terrafusion or email me (email is on my website). 
 
GoldenBoy answered most of the stuff there, so there's not alot to say without a 'proper' update.

Electro, I'll check your models tommorow. We have Orion's versions in atm, but the slow firing of the DBS could do with a reloading anim, and a few other things would be nice.

Using some of the current remakes would be easy, but if it means losing something of the project in order to save ourselves time then no.

The spider was a nice little enemy, it's poison was done and everything running well, but then I realised it wasn't necessary so killed it. Kudos to Dr ShadowBorg for his help, and it might even stay in the project in case future mappers want to use it.

I've no use for it in my portion of the maps and it's a map driven project. If anything ups the gameplay then it's in. If it's even a little bit iffy then it's taken into the back yard and shot in the head.


And, this is not a failing project. 
 
looks good electro 
Second That 
those are pretty solid. 
Yup 
In case anyone didn't get this yet, this isn't Base Pack II. 
 
Yeah, I like the models! Nice work there.

Looking forward to seeing what you guys do with this project. I would help but I have a fairly large project that I'm doing myself. Good luck! And post lots of screen shots! :) 
Electro 
Those look great, but there's a problem. If we included them then we'd have to replace all models in the game, so they'd all be at the same standard.

Which would also mean redoing all animations and textures. Since 8-bit anim with properly done models would look broken, I think.

They'll probably work well in DM, but we're mostly singleplayer.

I wouldn't want things looking patched.

Finish them anyway, since they'd work as a plugin pack on their own, I think. 
Will Post Some Shots And Stuff Today 
 
I Wouldn't Like 
reusing the available remake maps. Granted that, say, E2M5RMX is great, but I think it would stand out like a sore thumb amongst the other RMQs. Unless you're willing to retexture thousands of brushes :P

/me awaits the screenshots :) 
Ijed 
I could help - my current map is a true monstrosity which I am trying to wind up.

After that I would happily make myself available, but I would prefer it if you just set me off doing one map at a time. The rate I am mapping at the moment it could take 3-4 months to do a map. 
 
3-4 months to do a map.<q/>

roulfff i take one year :) dawn u�re fast ;) 
 
I think you've got a very good attitude about how you're approaching this project, obviously based in a real love for the spirit of Quake. I also think this project has really good chances of success - you're organised and you've got some very talented people on board.

I also like that your emphasis is on respecting the original game, but not treating everything as canon.

But I also VERY strongly agree with:

If you're gonna remake it, remake it for today, not for [yesterday (presumably)]. I'd love to see what the quake approach would look and feel like if done for a moderately modern platform.

And you clearly realise (based on your last post) that improving one aspect of graphics requires replacing everything. I think we're in agreement that coherence is THE most important thing in a quake remake.

Here's a quick offer: If you do decide to upgrade the models, I'll happily step up and do the same for all the 2d art needed. Textures, skins, particles, whatever. 
Ijed 
if u need something from my noobist i�m glad to help in anything needed! 
 
I think upgrading all of the graphics is a quick way to make this project fail. There are a LOT of graphics in the game.

Just my opinion, of course, but I don't think the game needs a face lift. I never did and I could never understand the newer engines and their desire to add normal maps and specular and everything else to Quake. Quake is beautiful. Leave it alone. 
Well 
I always thought that we'd be redoing the 2d art to some degree, even if in such a limited way as a new conback.

As to remaking for today, it's a tricky prospect. High resolution GUI, for example, might be the same as including high-poly weapon models. We have to see how the engine problem is going to pan out.

Baker, we'll be in touch :) 
Art 
To some degree, yeah. So far this includes:

2D art:
Skin variations
Skins for new monsters (vomitus etc)
Skins for new models
Probably female marine skin needed for the model we have - something like this would be a good point to help with
NPC/actor/Insane type monster, skin (planned)
Conback (so far QTest)
Modified textures (using the Quake palette - we're too far into it to change to HL bsp format or anything, and I think the original palette works fine for us, given our goal)

Most of this we can do ourselves, but everything we have to do costs us time and energy, logically, that could be used for mapping etc.

Model wise:
Orion's debug models, because they fit the bill pretty well - higher poly ones would probably stand out too much, and remodelling etc. the entire game is probably out of the scope atm, but could be done later - in a couple years...
Like ijed said, *good* reloading animation for DBS
I'd not be opposed to nicer skins or something, see above, but must be in .mdl format
Items like stimpacks, armor shards, .MDL health packs, probably worldtype dependant (some done already), and some new monster gear (small MDLs)
Animations added to some models, for new attacks etc (this we really need help with), fine tuning of existing anims (berserk ogre etc)
Taunt anims

There's more of course. So there are many little things to help with, which seem very doable on their own, but add up to a giant pile of stuff when viewed from our side.

I'd think that high resolution HUD (like Moondrunk's), conback, remodels (Ruohis etc) and textures and all that stuff should be done later, and released as add-on packs or modules to be plugged into it. A graphics-upgrade pakX.pak perhaps.

Willem is right that it would be too much atm.

I'd really like a couple engines and us getting into talks with each other. MAX_SOUNDS, MAX_MODELS and alpha might need to be squished. FTE and ezq are already doing this stuff (DP, too) and Proquake 4 seems to be on the way there.

The rest of our engine wishlist includes rockets emitting sound like in Q2 and a dedicated underwater ambient (sky and standard water ambient blended out while diving) - we'd supply the new sound required.

We have CD quality sound, no more woof woof boomstick. 
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