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Gb 
why not? 
 
Which part of "not finished" and "work in progress" was hard to understand when I said that like three times? 
Well 
You could if you removed the worst wip stuff such as the sounds, and didn't rely heavily on things such as pushables and the grapple.

The better working stuff like the spawn randomizer, custom keys, spellcasters, hub system etc, basically what you see in demos and test maps, might still be useful. 
 
Basically it'll be better if you just rip the features you want and make a new mod. 
Converting 
No problem with bsp2, I couldn't open them in a quick view.

which part of the heart and the hart was hard to understand.
Unfinished is a map that has an open end and Work in progress is an idiot that tries to end it.

I studied the subject several times, but subroutines like the Rhynch or Dweller are not easy to rip off without getting involved in other parts of the code. 
Wow 
Did madfox just call me an idiot? 
Otp 
I seriously can't understand this piece of *gold*

GB,while we are at it,why not make the RMQ Jam use Rune of Earth Magic stuff instead?
Like,RMQ,but with the ideas for ROEM that you mentioned.

I'll try having a look at the qc.Lots to learn.
If it is not took much work,can I have a zip of all the QC files from the svn?
Please,only ssqc not the csqc.
I'll download all the missing progs and maybe see if any changes were made after rmqwinter11

BTW,what were the changes made after rmqwinter11? 
@otp 
I meant madfox's message #31221 
Well 
ROEM is basically RMQ episode 1 with developments from the Quake incarnation of Scout's Journey crossed in such as Q3BSP, higher res visuals, FTE heightmap terrain/dynamic lighting etc, and even more humungous maps especially outdoor areas with hacked portals / areaportals / manual hint portals etc to make them run faster. It is a shelved project that I may return to, it's not really RMQ and it's not really abandoned. It is definitely in no state to serve as the basis of a mod or mapping pack. It's not even Quake 1 mapping anymore. It's somewhere between Warsow and Call of Duty (1).

RMQ Qc is very weird I guess, you'll find some stuff optimized and some stuff moved around and some truly wonderful hacking. It is an amalgamation of QC 1.06, ExtrasR4, hipnotic, Drake, lots of other mods, and a lot of experimentation. Some entities require the RMQ engine or even FTE, possibly. One of the best things in there IMHO is real rotating entities (no more stair-step collision etc). Another beautiful thing is daisy-chainable cutscene cameras. The code for breaking windows etc is also pretty cool. There is also summoning etc.

After the Winter '11 demo, to the best of my memory, I worked with Spike on stuff like csqc and the hub system, and I think ijed was working on Ep3 maps with the dweller creature and the flayn zombie, IIRC I also worked with peg on playtesting the SP maps, and with gnounc on models and general QC projects, but in the spring of 2012 activity on the board seemed to die down. I know I spoke with ijed about somehow salvaging the project with a smaller crew. We seemed to agree that cutting it down to 10 or 12 maps was the only way to finish it, but it didn't work out. It was a radical change of course and there were too many different ideas and not enough time. A few days later I left the project.

I had a lot of pent-up ideas that didn't fit RMQ, for example it had long been my opinion that we should simply switch to the readily available Q3 BSP format instead of hacking up the Q1 map compiler. We did switch to IQM model format and adopted csqc, but only half-heartedly. I hacked up some of my maps to run on the Warsow engine a couple days later, then switched to FTE. That worked pretty well except the bigger the project got, the more the cracks started showing. But that's a different story.

Some of the other guys joined Schism, which I can only guess had equally massive changes applied, and I believe a lot of that ended up in Telefragged, which was well received.

The QC source is here: http://scoutsjourney.eu/wp-content/uploads/2019/07/rmq_src_gblatest.7z 
Gb 
You should appear on the Quakecast. 
 
I owe all I know to ijed, Supa, Lardarse, mh, Spike and LadyHavoc. They should be on there. 
No They Dont 
 
@-otp 
No offend, just the conclusion not finished and work in progress are the same subject. The idiot could be me as much as anyone else who cares. 
#31227 
ijed and LH would be awesome picks. 
#31228 
I presume you're the same big brain as these all-time anon shits: https://cdn.discordapp.com/attachments/292234299896365056/603109404702932992/DfzuI8BWsAA8kpA.jpeg

Go away forever. You've done more damage to yhings than you could have imagined. 
@anonymous User 
What's the problem,kid?
Doc told you that you have testicular cancer?
So sad,very bad,suck it fag 
@gb 
Thank you.You have given me indirect advice.
If it is not too much trouble,can I try stripping the RMQ QC and sending it to you for...."approval"? 
@gb 
Argh.....how can I mirror the repository ,gb?
Too many models to download,many new sounds.... 
@-ijazz 
As I wrote, download them file by file.

I can make a zip file for your convenience, though it is quite a large file.
If it has that importance to you, why not behold some more patience?

I made downloads of an absurd er proportions. 
 
@ijazz, the RemakeQuake files are stored in a Subversion repository, so you should be able to download everything if you:

1) Install the Subversion tools on your system

2) Use the tools to checkout a working copy of the repository

I'm afraid I can't really help with specifics, because how to do this would depend on what OS you're using, and whether you're comfortable using command-line tools as opposed to GUI tools (I've only ever used the command-line svn tools).

For example, I already have the command-line svn tools on this system, so I can just use the command:

svn checkout svn://svn.icculus.org/remakequake/

That appears to download everything.

One thing that wasn't immediately obvious: after copy-pasting the URL out of my web browser, I had to change the "https://" at the beginning to "svn://". 
Done 
I used TortoiseSVN to download the files.
Will strip it down soon after copying all the files to my quake directory.
Should I get an SSD? Will it run out of writes quickly? 
RMQ 
I played through some levels using the latest svn,looks good,will compile again to see if there is a difference.
Only thing is the flayn doesn't work.
E1M1.ent having monster_flayn in place of monster_army.
Anything wrong? 
Nyanpasu~! 
I like freshwater crabs. I think more games should have sideways walking enemies in them! 
 
I remember that the base turrets in RMQ are good, they should be salvaged. 
 
What are the most common/beloved mods/maps that rely on specific engine support? I guess I could rephrase it as "what ain't going to run on QS?" to make it simpler.

Nehahra comes to mind. Official mission packs would be just that if they weren't supported by pretty much every engine. I guess anything that requires uncommon protocol version would end up in this group, no? Darkplaces would fall into this category.

Any suggestions? 
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