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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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Ricky 
3-4 months to do a map

same here, now figure in the rest of the stuff.

Very welcome. 
It Seems A Shame 
to me to think that so much time and talent should go in to a remake rather than a set of all new episodes with new challenges and surprises.

Remakes are nice, but everybody seems to have gone a little remake crazy over the past couple of years and I can't help but feel that by the time a project of this scale is complete even more Quakers will be longing for a surge of original content. 
Understood 
But it's definately not carbon-copy stuff.

All of the maps have enitely new sections to them, and whilst the original texture themes are a guideline they're not gospel.

To demonstrate, here's some shots of e3m3rq. I probably won't post shots like this again to avoid spoilers, but this should give you some idea of what's happening. Try replaying e3m3 again after looking at them.

http://i375.photobucket.com/albums/oo197/_ijed/e3m31.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m32.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m33.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m34.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m35.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m36-1.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m37-1.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m3-1.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m36.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m37.jpg
http://i375.photobucket.com/albums/oo197/_ijed/e3m3.jpg

I basically took one of the original metal textures as a base and expanded it into a set. Don't rely on the shots too much, alot is set to change. 
Missing Texture 
Damn, don't know how that happened. It's done and in, but for some reason omitted in the current build. 
 
ijed please install joequake or qrack for proper shots :) 
Heh 
Unless I have a better engine next time . . . 
 
you shifted the weapons, how fresh and enhancing! 
@#48 
You should know. You posted the tutorial he used to do it. 
Well, 
[66.103.24.28], if you think that's exciting, wait until you see how we've enhanced the Shambler - if you thought rocket launchers were only for CyberDemons then think again. We're turning it up to 11, punching babies and leeting it r4wk, in a nu-school format. 
Great Shots 
E3M3RMQ = koohoo meets zer1m6? 
Also 
Both the screenshots, and your description of the new Shambler reminded me of this: http://img.photobucket.com/albums/v64/amon25/1222918116758.jpg 
That Would Make An Excellent Desktop Background! 
Is there a more high-rez version? 
No Idea 
Probably not. 
Yeah 
That looks great.

There is no RL Shambler - I was being sarky.

Currently there's nothing planned for the Shambler, although he has some other features that are in most monsters, AI tweaks and some other stuff.

There's a vague plan to have him able to use electricity in a more versatile way, or cause thunderbolt type water blasts no purpose when firing into a liquid volume. 
Oh Well 
its now been stretched by windows! 
 
e3m3 is awesome. your shots look good. some of it a little flat in detail though. do you plan on using any custom textures? even just the odd custom here and there? 
Well 
Like I say, the whole set is adapted from that one green cubes of metal texture, though its so similar and can see how you'd have trouble seeing it.

The floor is 'new' as well - but basically a recoloured version of the famous copper semicircles floor, made into a bigger tile to eliminate repetitions.

The runes are mostly new - although I included the classic patterns as well.

The flatness is caused by the lighting and not all areas being properly completed - I'm working on six other maps and some code at the same time ;)

But e3m3 will feature alot more of those orange windows and rely heavily on the 32x32 cubes theme. Maybe some more complex static modelsto augment the candles, but for now the map is on pause.

Thanks for the interest. 
Hm 
Overreacted again in post #50 :| 
R_viewmodeloffset 
In my opinion, I don't think shifting the models should be done in the model itself.

One thing nice and unique about Quake is that the straight forward view is very good for aim.

As an alternative, I would recommend using an autoexec.cfg to setting a r_viewmodeloffset cvar.

I wrote up a tutorial on how to add this into any given engine.

http://forums.inside3d.com/viewtopic.php?p=13133 
That's Better 
 
Alpha Support To Any Glquake Engine 
Engine Features 
Are there any engine features that are particularly wanted?

A shiny new rotating system is on the cards, as well as the stuff mentioned above.

Multiplayer gets a facelift as well.

Although weather or not anyone will play the thing if its not in their engine is another matter. 
Er..... A Fully Functional OSX Port? 
Well just as long as it works in Windows, er Macs and er..... Linux?

Just to stop the raving and ranting, or even minor whinging about not being able to play...?

Lit file support!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Also external texure support. 
My Favourites: 
Fullbrights
Overbrights
Ogg Vorbis support (for the soundtrack)
-quoth
decent console tab completion
centerprint logging to console 
Quoth? 
You mean mod support?

Multiple OS is a must because we've already got members of the team working on the big 3.

Fullbrights / overbrights . . . yeah. 
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