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RemakeQuake Winter Demo 2011
Here's the d/l link: download
The RemakeQuake blog with screenshots: blog
And our public forum for feedback: forum

The pack consists of four large levels by myself and Ricky along with a load of new Qc, sound and engine features. Shortly we'll be releasing the tools version as well, which features the BSP2 tools. A small detail was omitted from the readme, that being the correct command line of:

-game rmqwinter11 -sndspeed 44100

Let us know what you think, this has been a long time in the making, but we're pretty pleased with the results.
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One way or another, we at least got willem out of hiding. 
OS X Sort Of Runs 
From the little I was able to play, I really liked what I saw of the graphics.

I got the Mac OS X build to compile via:

1. adding gl_vertex.c to the project (wasn't present)
2. XCode wanted me to correct several "Did you mean 'PF ... ARBPROC' instead?' So I used auto-correct to fix these.
3. Since I am using Xcode 4.2 on OSX 10.7 Lion, I had to go to Build Settings and set the target SDK to 10.4 or maybe 10.6 and then do "Validate Settings".

This info is for SleepWalkr who might be able to better build the OS X version considering his QuakeSpasm and FitzQuake SDL experience.

My build suffered some sort of bluish tint on the screen. It regularly crashes several seconds into the RMQ E2M1RQ demo. I got a little of E3M1RQ to play and then crashed my Mac hard.

The lighting looks awesome.

So ... what are the "right" command line parameters for startup? Maybe this is part of it.

Either way, maybe I need to down Quakespasm 0.85.6 to play that to see if the issues were a result of my setup (I get a blue tint when running Quakespasm compiled by myself ..). 
For Completeness ... 
Since I experienced a crash, it could be the video card:

AMD Radeon HD 6490M 256 MB 
Baker 
Thanks for the info, I'm looking into a Mac build as well. 
 
I mean, this is just an intel sandybridge GPU in a laptop and it's all very smooth, no slowdown at all at 1920x1080.

That is really really awesome to hear.

Special voodoo beans were added to the engine to ensure that it would be able to do this, with some Intel-specific workarounds in place. Nothing that reduces quality, mind, just stuff that Intel needs to give it a helping hand.

e2m1rq is disconcerting at first, yeah, but it will all come clear as you get there. I think what Ricky's done here is a little left of field but a valid design decision that genuinely gives you something to have fun with.

I think it also holds the current record for "largest Quake BSP ever", clocking in at over 22mb. If anyone wants to try an engine-breaker map, this is the new yardstick. 
Actually 22MB Is Fastvis 
This on is 16/17 fullvis (but then there's the lit I guess, which is seperate)

It's got about 130 lightmaps or something though, which is huge :o

It's not got 1000 monsters in it though. About 300 on hard I think, maybe not quite :)

But that is quite a low figure for a map of this size (a few more wouldn't hurt I think) 
Btw 
Anyone else notice interlacing of liquid surfaces as they warp? mh to the rescue! 
Functional OS X Build (Intel + PPC) 
quake-1.com/docs/mods/RMQEngine_Baker_OSX_IntelPPC_2012_Jan_13.zip

2 changed source files (glquake.h, gl_vidsdl.c) included in zip 
Let's Try URL Again ... 
2 Changed Source Files (glquake.h, Gl_vidsdl.c) 
Cool, I'll diff them with mine and we'll see if we can get a single source base that compiles on everything.

Anyone else notice interlacing of liquid surfaces as they warp? mh to the rescue!

Liquid surfs should warp clean as the warp is done in a fragment shader. A possible explanation might be z-fighting between liquid surfs if a bmodel is overlapping with a world surf (or surfs). If you can give a reproduction case we'll check it out. 
 
http://negke.slipgateconstruct.com/images/rmq0000.jpg

I think every surface is affected. Warp is probably the wrong term here. I don't mean the underwater effect, but the animation of the *liquid texture. 
 
If anyone wants to try an engine-breaker map, this is the new yardstick.

Well, let's see how long it lasts, shall we. 
;) 
 
 
e3m1rq demo. Very good map and very satisfying gameplay.
http://www.quaketastic.com/upload/files/demos/e3m1rq_ankh.7z 
 
I did like the organ thing btw, but I have to admit it reminded me of this: http://www.youtube.com/watch?v=1KE0njnZXyY 
 
I think every surface is affected. Warp is probably the wrong term here. I don't mean the underwater effect, but the animation of the *liquid texture.

Old NVIDIA? 
E3m2 With Some Serious Bugs 
http://www.quaketastic.com/upload/files/demos/e3m2_1.7z

E3m1 I overwrote so no demos, but there is an issue: you can get locked in a lava filled reactor area, but it's still possible to jump to the lift and get out with some precise jumping.
I used a pushable to jump over the pile of crates with a robo-arm, skipping part of the map, but its cool, don't remove such way. The woman voice was hard to understand or hear at all sometimes, needs subs.
I kinda liked this map xcept some lighting...

Pew-Pew is very annoying with unfinished model, screenshake and its sound. Worst blaster/lazer I've ever seen. And its overpowered, why give it at e3m1 at all instead of NG. Both maps need shells.
All maps have spots where you drop down taking damage for no good reason.

I play with gl_polyblend 0 and blur disabled btw. Missing gl_flashblend for disabling light blobs on lazers. 
 
k I'm curious now what radical or breaking things Quoth did?

Play the Quoth start map. Jump in one of the torch thingies in the spawn area. Do the same in ID1. Odd, isn't it?

Those knight things that continually shout "heuuu-arrrgghh!" at you. Is shouting "heuuu-arrrgghh!" Quakey? Next they'll be telling you that your mother was a hamster, etc. Or saying "Ni!"

Where are the animating lightstyles? ID1 is stuffed full of animating lightstyles. Why do community maps avoid these?

Monsters. Quake monsters don't look like Quoth monsters (honourable exception: Voreling). Quake monsters are animal, bestial, unintelligent, savage. Eyeless, primitive, primal, etc. Killing machines with next to no setience in there. Quoth monsters are not like that. 40 billion variations on the Grunt and a few knights that shout "heuuu-arrrgghh!". Don't think so.

Will I go on? 
 
Jump in one of the torch thingies in the spawn area. Do the same in ID1. Odd, isn't it?

This is caused by a trigger_hurt, not the flame entity.

Those knight things that continually shout "heuuu-arrrgghh!" at you. Is shouting "heuuu-arrrgghh!" Quakey?

More Quakey than the Enforcer telling me to suck it down? Also, one of these is a hoarse, throaty sound befitting the rest of the Quake sounds, and the other is a guy screaming into a tin bucket (guess which).

Quake monsters are animal, bestial, unintelligent, savage. Eyeless, primitive, primal, etc. Killing machines with next to no setience in there.

Pretty sure you had a ticket called "Monster AI"... 
Fladjern 
It would be helpful if you or anyone else could give an example of good sounding lazer blasters in FPS games, so I have an idea what people perceive as a good laser/blaster sound. Unfortunately these things are hugely subjective, and no one has ever heard an actual laser blaster in action... 
Pretty Sure You Had A Ticket Called "Monster AI"... 
Pretty damn sure I didn't. 
Suck It Down 
"Suck it down" is a Romero homage, something he allegedly liked to taunt his deathmatch opponents with. As for why the enforcer would say it, it's a friggin' game - why not? Romero himself still puts lots of homages into his games even today. Because they're games, not the Qu'ran.

Same goes for calling the player "n00b" in a monster taunt wav. It refers to deathmatch, which Quake brought to the masses.

But you know all this, right. 
Pow Pow Pow 
Q2 hyperblaster is too shrill but it sounds like it has power behind it. Feeling is enhanced by the mechanical sound of the gun turning over.

I reckon your best source for inspiration would be UT. The plasma gun sounds are awesome (especially the secondary fire, that thing sounds like a piece of industrial machinery) and the shockrifle is okay. You could also take a peek at UT3/ut2k4 though I forget there sounds as they aren't imprinted on my brain like UT :E

I dunno perhaps a guiding principle could be "Would this sound fit into a Megaman game or cartoon. If yes, it's not suitable" :p 
 
As for why the enforcer would say it, it's a friggin' game

Because a monster using a cheesy deathmatch taunt rips the dark, brooding Lovecraftian atmosphere to pieces. You might as well have your grunts shouting "This is my BOOMSTICK".

It might be amusing as a 'ooh lets chuck this in' but think what effect it's having on the tone of the game.

"Hey what's it like fighting a shambler?"
"Shocking." 
This Is Caused By A Trigger_hurt, Not The Flame Entity. 
So what?

Facts are: the Quoth team made a variation on the Start map. They changed many elements of it. It looks and plays different to the original. Where's the vitriol against them?

If what one wants is classic Quake, there is an option available. It's called: pop the CD in your drive, run Setup, double-click on "quake.exe", select "Singleplayer - New Game" and go for it. Nobody will hold it against you.

There are people who are genuinely interested in providing constructive feedback and comments on this, and there are people who hate because hating is what they do.

Let's get this clear. I wasn't invited to join this project; I muscled my way into it (and that, by the way, is an option that's available to anybody who genuinely wants to contribute). Yes, I'm an unashamed fanboy, but also: that doesn't mean I agree 100% with everything. I have my own tastes in Quake (I couldn't give two hoots about gameplay, etc, I just like looking at pretty architecture) and I'm strictly a backroom techie person. But I'm prepared to swallow my pride, subdue my ego, and accept things I might not like for the opportunity to contribute to something like this.

Whether you agree or disagree with the style and gameplay, you do have to admit that this is taking things to another level. If that level is something you don't like then you have options available. You can spill hate over the forums, you can join in and try influence things, you can do something you think is better yourself, or you can do nothing. Which of these options is/are the constructive one(s)? Which ones result in you spending negative energy on something you don't care much for to begin with?

Rant over. 
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