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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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Mac Build 
I have built the engine on OS X, and it ran fine with a few minor glitches. Since I can't compare it to the Windows build, I made a demo where I show the glitches. It would be nice if someone could watch it and confirm which of those are known problems and which are specific to this build. One thing I noticed was that the light around the laser beams was very bright and looked odd. It's described in the demo and I have also made a screenshot.

MH, I have also made a patch against r3.485, it would be nice if you could review and apply it. I also had to change a bunch of function pointer types because the compiler would not find them. Everything else works fine. I have also included the UDP networking driver instead of the broken one from my original SDL port.

If anyone else wants to try this build, you have to download the demo from here, unpack it, use the Windows installer to extract the files and place then move the rmqwinter11 folder and the build into your Quake folder.

Ok, here are the files:
OS X build (OS X 10.6+ on 32bit or 64bit systems)
Demo of E2M1RQ with some visual glitches
Odd lighting of enforcer laser beams
Patch against r3.485 for MH

If you run into any problems with this build, report here and I'll see what I can do. 
Re: Trolling 
The team has demonstrated resistance against most kinds of constructive critic in the past so don't waste your energy trying to help them make it good.

This is bullshit; re-read this thread and see how we reacted to serious technical criticism. We are very open towards it. It is quite illuminating that the only things you posted in this thread, Spirit, were obviously meant to portray us in a bad light. That's pure classical trolling.

Nitin: The comment about being clutching at straws was made @ Fladjern, not at ZQF. I said I respected ZQF's opinion but didn't share it. Re-read the thread.

@ all: We have every right to make the kind of game we want to make, due to us being the ones getting off our arse and making it. If you call this attitude high-and-mighty, and if you perhaps think you should be the ones making the game (only with us doing the actual work, you know), then we're not living in the same world. Let's see how many shits id software or Zenimax will give about you when they one day decide to remake Quake.

@ the name: We can name our game what we want, I'm sorry, but deal with it.

If you'll excuse me now, I have work to do. I'll gladly answer any more serious feedback towards the demo, and I'd like to watch more demos, but a lot of you are just wanting to act butthurt and troll, so I'll leave you to that. Not that I expected anything else.

http://25.media.tumblr.com/tumblr_lnjwsdhPxV1qdd8wro1_r3_500.gif 
 
This is bullshit; re-read this thread and see how we reacted to serious technical criticism.

Actually, I read the last demo thread, and apparently barely anything that was universally complained about was changed.

If you post demos and then tell everyone to fuck off with their opinions, then it's not us who are trolling. 
 
 
I remember reading that and being disappointed that you didn't like it :( 
Question 
Does the random enemy placement also happen when I load a savegame? Because I could have sworn that after I loaded a savegame, there were enemies there which I had killed before. 
I Could Be Wrong About This 
but I believe that the enemies which have already spawned at the start of the map will remain in the same place, but the enemies which are randomly spawned that are triggered as you progress are chosen at the point that they are triggered, so there will be some enemies which are in the same place when you load a savegame, but some which would be triggered later on which could theoretically spawn differently. 
 
gb

The topic has text in it that says:

"Let us know what you think"

If you aren't actually interested in feedback, then please don't put that in your news topics. Or change it to, "Praise is welcome and nothing else" or something like that. 
 
I mean, ffs, stop whining about you being the ones doing all the work. You chose that! Nobody is forcing you to work on this thing.

And if you're going to be a pissy prick every time you release a demo and people start telling you what they like and don't like, DON'T RELEASE DEMOS. Just work on your game in isolation and be happy. 
SleepwalkR: Odd Lighting Of Enforcer Laser Beams 
It's a 'corona' light blob, just like in bad'ol glquake. Cant turn it off, unfortunately. 
Hmm 
It seems more pronounced, or maybe QuakeSpasm doesn't have it so I'm not used to it anymore.

On a different note, I seem to be able to walk through the ladders to and on board the ship in e2m3rq. Is that a bug that's in the Windows version, too? For the ladder that leads up to the ship, I had to noclip to get aboard. 
'corona' Light Blob ... Cant Turn It Off 
r_show_coronas 0 
Heh 
r_allowerrors_0 :) 
While You Debate What The Definition Of "is" Is 
I will be busy trying the milk out the enjoyment of this mod.

I do realize the Func people are easily startled, but will be back and in greater numbers. 
Monster Spawning 
I'm not 100% sure either tbh, but I think that monsters are all set at the start of the map and never change.

It's using Preach's old I3d tutorial, the same method in Quoth so the monsters don't actually spawn in, they're still placed, just turned off.

Then when triggered they appear and do whatever their little brain desires.

There are some other factors that can make things different though, like roaming, and some monsters also have teleportation abilities. 
Okay 
So I guess if a monster shows up on map load that was not there when I saved that is either related to bad memory on my part or a bug. I'll see if I can reproduce this. 
Quick Question 
whats the plan regarding introduction to the player of changed/new behaviour of monsters/weapons etc from standard quake? Just via readme or in game? 
In Game 
I'd like to do a Manual, but that'd just be for fun - the player should be able to learn everything they need from the game itself.

In any case, they're still not that complex, and I see things like how randomized spawning or roaming work being of more interest to the mapper than a regular player.

One major difference (that wouldn't be visible to someone completely new to the game) is that monsters get better at using their abilities and attacks on harder difficulties.

What I mean is there's lots of stuff thats new to Quake, but you'd take for granted in any other game made after 1996. 
 
Thank You Sir 
 
BTW 
I couldn't watch all of e3m1rq - there was a disconnect cable error about halfway through and it locked up.

Nice e3m2rq demo - you figured out how the blaster worked and even seemed to be having fun, in a pants wetting terror sort of way :)

A hint about the secrets - in e3m2rq at least they're usually where they were before, although with a slightly different access method. 
Ijed 
I didnt mean features like random spawning or roaming but meant core mechanics (that I've read about) like Shamblers teleporting or ogres with different attacks etc.

I'm not sure how you would introduce the vhanges personally but is the plan that players will just work it out? 
Well 
If an Oger fires a rocket at you then its pretty obvious what is going on - same for one with double chainsaws or whatever.

Shamblers only dimension door when at a higher skill level and specifically flagged to do so by the mapper. And they're Shamblers - one of the high-tier enemies and as such players who see this happen are already going to have a good enough understanding of the world in order to understand what's going on.

Basically, yes, the idea is for the player to figure it out on their own.

As you'll remember the original monster descriptions were very rudimentary:

http://quakeone.com/q1files/documents/q1manual.pdf

Probably an added explanation there of the the Shamblers being able to telport in special circumstances on high skills would be a single sentence. 
 
http://www.quaketastic.com/upload/files/demos/e3m3rq_ankh.7z

e3m3rq demo. It stops somewhere in the middle of the map after I died from squishing (twice).
The map is very quake'y. Too long though.
What is it with the 4th button that can't be pressed?
The fog-poison area wasn't a nice experience/ 
Can't Watch 
Just yet - technical issues.

I've rethought this map quite a bit, the next version will be shorter and more objective driven.

4th button - I assume you mean one that has a 'rusted' message. The idea is to weigh it down to depress it. 
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