 Wehl
#392 posted by ijed on 2009/12/12 13:49:55
Comments read at least.
I've always liked the Ogro set used in dm2 personally - there's enough gears in there as well. Not quite gearpr0n . . .
Could be a news post, but it's only a demo, and MP orientated on this SP mapping forum. Guessing those that care will check it anyway.
The autoexec is like that so it works on linux as well.
 In Gl Proquake 4 Zeta On Dm2rq
#393 posted by meTch on 2009/12/13 01:04:03
 !
#394 posted by ijed on 2009/12/13 01:39:54
I've no idea what those eyes are doing there . . . will check. I can't see them though - can you give me repro conditions?
Where are you stood in that second shot? I know of one point where it's possible to stand on a should be unreachable, but that ones looks much more broken.
And I see the fullbrights in the horizontal skull trim as well.
 Ignore The Skybox!
#395 posted by Baker on 2009/12/13 01:58:01
ProQuake 4 currently only supports the "standard" skybox size of 512x512. I haven't had time to make it support any skybox size yet.
 For The Eyes
#396 posted by meTch on 2009/12/13 02:04:10
it was sp walk through in proquake4
 Actually ...
#397 posted by Baker on 2009/12/13 02:34:39
The sky probably look like that because fog is enabled in dm2rq's worldspawn.
That's not the fault of RemakeQuake, but the fault of ProQuake 4. Right now, any level of fog will make the skybox entirely black.
Skybox and fog support in ProQuake 4 aren't refined yet.
re: the autoexec.cfg thing.
An engine should execute that as part of quake.rc, for example I get this .. (thanks console copy capability!):
DirectSound initialized
Sound sampling rate: 11025 Hz
CDAudio_Init: No CD in player.
CD Audio Initialized
Operating System: Windows Vista
Host Initialized
execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
couldn't exec ..\id1\autoexec.cfg
couldn't exec ../id1/autoexec.cfg
The first instance is autoexec.cfg being executed in the gamedir folder. I guess you are wanting the id1 autoexec.cfg to get executed as well.
Why?
Is there a good reason for that? That isn't normal Quake behavior for a mod.
I dunno. Maybe you guys have a reason that isn't immediately known but makes perfect sense.
 Add:
#398 posted by Baker on 2009/12/13 02:57:35
Even if you decide you want it to do that (execute the id autoexec.cfg) the filesystem is operating system agnostic.
Doing it the Linux way ...
../id1/autoexec.cfg ...
... will work on every operating system including Windows.
 Good Info
#399 posted by ijed on 2009/12/13 03:33:41
The basic reason was so player's don't have to put all their settings back just to test the demo. I did the same in warp as well, just seems a bit of extra user-friendly.
Is it undesired behaviour? I assume savvy types will c+p their own options in, but casual players will probably be irritated to manually reset their config.
Sp walkthrough . . . I'll take a look. Never checked the MP maps in SP, at least the ones I didn't make. The ones I did maybe once or so.
 Got It
#400 posted by ijed on 2009/12/13 03:39:51
That's an ambient_ghost. The idea was to make something similar to a moving sound producer.
The code has since been made obsolete by our NPC's and the ghost is apparantly removed in MP - I used the monster AI code.
Basically a scrap that needs to be removed, looks like Aenoch was experimenting and forgot to remove it.
 Ah Ok
#401 posted by meTch on 2009/12/13 04:15:49
sweet
 Ijed
#402 posted by Spirit on 2009/12/13 10:45:00
If you do not provide a config.cfg the id1 cfgs will be executed. At least as far as I have experienced it.
 Wait
#403 posted by Spirit on 2009/12/13 10:45:33
I mean: then the existing keybindings will end up in the new config.
#404 posted by metlslime on 2009/12/13 11:49:16
Don't replace autoexec.cfg or config.cfg in you mod -- replace quake.rc and use it to call a brand new config before or after the lines that call config.cfg and autoexec.cfg. That way it will play nice with users' existing configs.
 So
#405 posted by ijed on 2009/12/13 14:59:29
Quake.rc is the way to do it properly then?
The reason we did it this way was becuase we're all playing from a mod folder 'RemakeQuake' and therefore lost our key bindings etc when id1 was loaded.
Should have thought it through better, but you live and learn.
 So Do Y'all Rate The Maps Then Or What?
#406 posted by RickyT33 on 2009/12/13 18:00:40
 Actual Feedback....
#407 posted by metlslime on 2009/12/14 00:25:14
i was really pleased with DM1 and DM4, the feeling of proportion was good and the spatial changes felt good. The maps were fresh and recognizable at the same time. I especially liked how DM1 all the rooms were closer together (less hallway) and it felt more open, and the way the entire layout now has a concept -- the central chapel-looking building surrounded by courtyards. Both of these maps seem to have too much minlight, though.
The brushwork for that central tree thing in the CTF remake was really impressive, too.
 Quake.rc
#408 posted by metlslime on 2009/12/14 00:27:25
the reason to do it the quake.rc way is so that the player's id1/autoexec.cfg gets executed correctly, since you don't have a rmq/autoexec.cfg. And the id1/config.cfg gets used (at least the first time you run the mod) as well. Then your rmq.cfg gets called (or maybe you want to call it before the other files) and does whatever you need done.
 Yeah
#409 posted by ijed on 2009/12/14 11:25:39
Minlight's been commented on - need to do some normalisation since lighting in general seems to be our weak point.
Did you try the bots?
Like I say, getting a proper config we kind of forgot about - we've each evolved our own over the years and months of the project, and we don't share them. Next time we'll get it right.
 Good Stuff
#410 posted by negke on 2009/12/14 12:07:57
Haven't played with bots, just ran through the maps.
dm1rq: Nice remake, feels faster than the original with the spacial changes metl mentioned. The breakable windows add a nice touch (also in other maps). Floating torches always look strange, why not just move them close to the wall, give them a low light value and use a point light a few units in front of them instead. Too much minlight - please don't use it at all. You might want to consider clipping off the roofs and stuff to take care of camping (then again, without a rocket launcher camping would be pointless anyway).
dm2rq: Good theme with Ogro, chains and cogs, but the map is way too dark! The buttons (lava pit/squisher/quad bridge) have too much delay in my view, they should work almost instantly - or maybe only with a short delay of 0.5. . There's some z-fighting where the chains touch the ceiling. You should also do something about the sky at the bottom of the pits being visible when dying there.
dm4rq: A bit minlighty too. I'm not sure if the increased spaciousness (vs. the original's crampiness) is better or worse. Probably better, but it requires to change established tactics. The gaps in the floor make grenade spam ineffective. This could be considered a good thing, though I hope it doesn't make the GL useless now. It's a pity some of the jumps don't work anymore, e.g. rj out the lava pit in the atrium (you know, that control situation when people camp near the LG and shoot behind you when you exit the teleporter). The jumps LG->SNG->stairs and GL->stairs don't work anymore either, which is unfortunate. The ambient sound fits well (perhaps you could add some pumps or arcane lava machinery in some area, like the cogs in dm2) but it's also somewhat annoying after a while, perhaps lower its volume a little?
dm6rq: Good ambience. The MH room is cool (and I like the look of that flesh gun) - there're some rogue spaces behind the flesh colomns. Get rid of the arrows, people will eventually figure out where to do the trick jumps. Again, some of the gaps at the sides of the walkways seem to render grenades ineffective. The metal structures next to the stairs are still blocking the player in the upper part, I recommend making the gap larger or even indenting them so they won't interfere.
dm7rq: Nice reinterpretation, especially with the plant growth. A bit too dark though. The raised/stair bits add a positive touch to the lower level. The hook should be most effective in this map. A health items falls out.
ctf1rq: Didn't know this map, but the RMQ version looks good. Too minlighty again. That tree thing in the courtyard is cool too. I strongly recommend to merge the textures (e.g. brick+trim and blue+red brick) to lower the polycount in this area. I'm sure you'd be able to shave off some 1000 wpoly like this. Rockets fall out.
I take it dm3rq and dm5rq aren't finished yet. Too bad, I was particularly interested in dm5, as I once had plans to do a remix map myself.
The new stuff sound interesting, like walljumps (even though I didn't manage to do one), bezerk mode, stairs sliding etc.
I still don't like the apprearance of the health vials/MH. They look too comicy and clean for a Quake environment. Maybe try to make them look dirtier, add some stains and cracks. The sound is atrocious too. Some 'swoop-gulp' sound would fit much better than this Commander Keen thing.
#411 posted by negke on 2009/12/14 12:11:42
need to do some normalisation
Get rid of it completely. Using a bunch of point lights looks much better in any way (and more Quake-oldschoolish if you want). And it's not that much additional work.
 Negke
I still don't like the apprearance of the health vials/MH. They look too comicy and clean for a Quake environment. Maybe try to make them look dirtier, add some stains and cracks.
What we're doing for the health/armor items is making them worldtype dependant. Load up a base map and watch the stimpacks/health kits/armor shards/etc change to base versions. We intend to give each worldtype their own, distinct pickups - they'll probably look nothing like health vials in their final forms.
As written in the readme, what you're seeing right now are placeholders. Hopefully we'll have new items by the time we make a new release (not anytime soon!)...
 Or Just RTFM
#414 posted by gb on 2009/12/14 17:35:38
I feel kinda rude for telling ceriux to rtfm... I'm getting weak. Thanks for feedback, negke, you have mail.
 Yeah Alright
#415 posted by negke on 2009/12/14 17:51:24
I missed that line.
 Yep
#416 posted by ijed on 2009/12/14 22:58:11
I did the placeholder models for the pickups, they're pretty lame. Typically for this sort of thing I slap a big PLACEHOLDER texture on, but I was gearing towards finishing them at the time, until a load of work stuff interrupted.
Ok, all minlight to go. It's sunlight in CTF1RQ but it's not really needed - will help the atmosphere if it's heavily lowered as well.
DM7RQ hook is pretty useles - Gb pointed this out before the demo release, but I was struggling to find good points for the grapples. All those walkways get in the way of proper swinging.
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