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Posted by Shambler on 2017/12/26 15:05:41 |
Let's assume that a full HD but true-to-spirit Quake remake, guaranteed 200 maps, AD 3.0, and PC Gamer cover shots fall under "un-realistic", but there might be other exciting ideas and desires that will come true.
So what do you want?? Map-wise, theme-wise, mod-wise, meta-wise?? Let's get the hype started.... |
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 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.
 Well. I Hope For No More Kinn Maps Then.
#40 posted by Shambler on 2017/12/27 13:33:23
#realistic :P
 Wish List
#41 posted by killpixel on 2017/12/27 16:49:44
fog volumes
Decouple Physics From Rendering Framerate
An option to emulate the 8-bit colour look of software quake (with its crunchy banded lighting etc.) in Quakespasm.
Mod menu and Demo menu added to QS
+1
Personally, I'd like to see a nice vanilla episode (or set of four).
In regards to some of the suggestions concerning graphical niceties (fog, lightmapped water, reflections, alpha and other blend modes, etc): fully supporting q3map2 and its shaders would get you all of that.
#42 posted by topher on 2017/12/27 17:59:18
i would like to have the time in the first place and then the inspiration to release a couple of maps
more short AD maps.
gameplay tweaks for vanilla and/or AD. for example i would have liked scrags that stay in their Z plane and shoot from there instead of flying to the same Z plane that the player. or that they fly above the player instead of towards the player. smarter fiends that don't get stuck, monster that can jump without trigger_monsterjumps
 Better Standard HUD
I'd love to see an option to show picked up keys on the ARMOUR/HEALTH/AMMO HUD in QS a la Hipnotic and Quoth. Or even show the keys in the top right corner of the screen.
Also, a nice animated face like Doom... It always kinda felt like a step backwards going from Doomguy's dynamic mug to a static image.
#44 posted by anonymous user on 2017/12/27 18:44:06
I'd love to see an option to show picked up keys on the ARMOUR/HEALTH/AMMO HUD in QS
Quite honestly we need a system to create a totally custom HUD / GUI via QuakeC.
Custom GUI stuff has been criminally missing from Quake since forever, and I think it has stifled mod creativity.
 I'm Actually
#45 posted by Qmaster on 2017/12/27 19:03:42
Planning to do a QS fork that adds custom hud manipulation in qc. Something along the lines of WriteByte commands. This for items, weapons, whatever. Someday.
 Also
#46 posted by Kinn on 2017/12/27 19:22:06
There was a discussion a while ago about a way of supporting 16-bit vertex accuracy with minimal changes to the mdl format.
One suggestion kept backwards compatibility by requiring a standard .mdl file, which all engines can read, and then optionally an additional .m16 (or whatever) file which just contained 16-bit vertex information for engines that supported it (hint hint quakespasm)
 Custom Hud Manipulation
Is a CSQC matter.
I'd be up for a CSQC implementation in QuakeSpasm.
I'd love to see an engine/mod support parenting or 3D skyboxes, ideally both. They're available in Source, so if the features are so important to me I can always just make a Half-Life 2 map, but I've often pined for them in Quake. I'm picturing a classic Unreal-style floating island level, with the sky camera attached to a func_train that gives the impression of drifting slowly over some eldritch landscape as you progress through the map.
Of course I hate to get all "anything I don't understand must be easy"; I couldn't say whether they're realistic desires.
#49 posted by Jonas on 2017/12/27 19:55:01
Custom GUI stuff has been criminally missing from Quake since forever, and I think it has stifled mod creativity.
CSQC in Quakespasm.
RMQ engine did that years ago and was actually based on QS. *cough* Spike did it separately as well, IIRC. It has technically been done for years, it's just that the community didn't really want it. Also, mods like Hellsmash definitely had custom GUIs. So does Brood Hunter. So did Scout's Journey when it still ran on the Quake engine. It had a friggin' drag and drop inventory (other mods did as well). Various mods by gnounc were all about custom HUDs. It's been possible for years, it has just been stifled by being "uncool".
There is even a cleancsqc source kicking around, also years old. https://gitlab.com/gnounc/cleanQC_merged
This thread is really funny to read. Suddenly you guys want volumetric fog, reflections, lightmapped water, custom GUIs, particles and all models remade. But Darkplaces etc. are still the Grand Evil. It all has to be crammed into Quakespasm instead of simply using a more capable engine. It seems the requests for features develop at the same pace as certain regulars' tastes (slowly).
Q3map2
I suggested switching fully to an extended (lightstyles...) Quake 3 map format, shaders and IQM models for PCs five or six years ago to the rest of the RMQ team and people looked at me like I was mad. It was mostly that mappers were unwilling to give up using Worldcraft (can you imagine that in 2017?). Instead we got BSP2, which is a hack, and lots of q3map2-like functionality (AO...)crammed into tyrutils lately.
It's really funny to watch.
These particles you always complain about in darkplaces could be fixed in a weekend if someone made a faithful particlefont.tga for the engine. That could have been done 10 years ago.
The cruddy SW-style lighting has been in FTE for years as well. AFAIK FTE got an entire "faithful preset" a couple years ago, even. Why all these things are slowly rotting instead of being used by the community, I fail to grasp. It really must be a comfort zone limitation. Or a pissing circle one.
You got a faithful looking engine with good Q3 shader support, RBSP/FBSP support, CSQC, and Quakeworld support, plus heightmap terrain and shadowless rtlights that don't impact performance too much, custom GLSL support even, and last I heard most of the bugs had been fixed, so what the HELL are you waiting for?
Does it have to do the dishes as well? (Spike probably has that prototyped already.)
 Other Shite I'd Be Up For In 2018.
Fewer huge, but irregular ejaculations of maps and a more balanced stream of output through the year. Jams are great but somewhere down the line they turned from short "turtle mapping 2.0" sessions into gruelling, multi-month mapping marathons. I'd prefer to have 4 jams with 4 entries each than 1 jam with 16 entries.
Less perfectionism, more releases. Who really cares if a map is rough around the edges. Polish is important but it's become a bottleneck. We could have hit 200 maps this year if it hadn't been for perfectionism.
Less hubisodes, more episodes, playable from beginning to end. Either community episodes or solo ventures.
Conversely to scar3crow, I want more PCs. (Partial conversions, not personal computers, or more of the PC police that bullied skacky away.) Quake hasn't had its own Back to Saturn X or Valiant yet.
More Quoth content. Quoth maps, or Quoth features jumbled into custom mods. I think jam 9 showed that the old friend still has some juice left.
More True Color maps. I don't mean hi-res bullshit, I mean recolored external textures (ne_marb, sm179_otp). There are so many colors that have been barely brushed in Quake.
Some sort of reinvention of the QExpo. qbism was right that the booth/exhibiton format has gone past its expiration date, but some sort of cross-community, content driven event should be a Thing.
New maps from muk, ionous, negke, ijed (ok, too unrealistic), Kell, G1ftmacher, Bloodshot, Nait, and the QUMP team.
New maps from people whom we haven't even met yet.
More banter from Shambler.
Quakespasm 1.0.
Suddenly you guys want volumetric fog, reflections, lightmapped water, custom GUIs, particles and all models remade.
TBH, I, and probably a considerable number of others, don't.
 Also.
Broken record, but I want our #tf discord emotes as func post icons.
#53 posted by Joel B on 2017/12/27 20:11:41
FWIW, personally I don't want a bunch of special effects and whatnot.
On the tech side of things, usability is the biggest hurdle for new (or returning) players. Most of the Quake engines don't have a Maps selection menu or a Mods menu. And actually just the proliferation of different engines and forks-of-engines is a stumbling block as well. No ill will from me toward anyone who wants to putter around on their own personal project, but from a player's perspective the gaggle of all-somewhat-different engines is just a pain in the ass.
On the content side, like Shambler above I'd love to see more medium-scale cleverly-assembled maps. Also connecting a set of maps into a simple thematic and/or gameplay progression is neat. (Really interested to see how the episode jam handles this.)
Of course anyone who makes stuff for this weird old game deserves a pat on the back regardless of whether they cater to my tastes or not! Just throwing in my 2 cents since the thread explicitly asks.
 Jonas
#54 posted by Kinn on 2017/12/27 20:16:36
Actually, take each person individually and they're only asking for a small number of things. It's just everyone has a different wishlist.
I get your point about Darkplaces and FTE already having a lot of this stuff, but I think the unwritten (or in many cases written) rule here is that if it don't work in Quakespasm, it's probably not going to be played by the func crowd.
Personally, just 16-bit verts in models and custom HUD and I'm good to go. Different strokes for different folks.
For example I wouldn't request flashy eyecandy with reflections and shiny shaders.
I wouldn't know what to do with fancy shaders to be fair.
I just want to play Quake using Quakespasm or Mark_V on the couch in DM when I am hosting guests (which is often enough that I'd play it almost every week).
The upshoot of this is that I'd be making more co-op friendly maps and deathmatch levels.
 @Jonas
#56 posted by Qmaster on 2017/12/27 21:56:41
Unless or until someone makes the original hud inside CSQC as a base...AND Quakespasm gets CSQC support, CSQC isn't that useful. Also, Darkplaces doesn't have twisty water so it does not count as a legitimate engine as it does not have all of the most utterly basic features. Also, we DO NOT want HD shinovision effects like Darkplaces. We want subtle improvements that align with Quakiness such as AD does. I don't really care to have reflections. 16bit fog would be nice.
I'll add another couple desires:
Square particles for Darkplaces.
Twisty water for Darkplaces.
Fence texture support for Darkplaces and FTE.
Fence texture support on models in Darkplaces and FTE.
Merge MarkV features and Quakespasm and Retroquad into one highly cuatomizable QUAKE (2018) engine.
(Ok this last list is unrealistic)
 #50 Is A Strong Post.
#57 posted by Shambler on 2017/12/27 22:06:42
To be clear, I want more FANCY EFFECTS, but only introduced carefully and subtly as many of the current good ones have been.
 @qmaster
#58 posted by killpixel on 2017/12/27 22:08:04
Also, we DO NOT want HD shinovision effects like Darkplaces.
The eye-melting ass you're referring to is wrongfully attributed to Darkplaces. The blame belongs to the artist who misused the engine's capabilities. This would be the case with any engine. Darkplaces has the capability to look exactly like quakespasm, too.
Square particles for Darkplaces.
a quick edit of effectinfo.txt and particlefont.tga will get you this.
Twisty water for Darkplaces.
a quick shader referencing the water texture with tcMod turb will get you this as well (or something comparable). Same deal with fence textures.
I'm not trying to jump up your ass, I just wanted to correct some misinformation :D
#59 posted by scar3crow on 2017/12/27 22:35:38
Quake isn't bright enough for anything to reflect.
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