Err...
#76 posted by mwh on 2005/01/06 07:41:19
You want FitzQuake and a few new maps with custom monsters basically.
Isn't that Nehahra? :)
Well, OK, it's not FitzQuake, but the essence of the idea is the same.
Meh
#77 posted by Kinn on 2005/01/06 07:48:56
Isn't that Nehahra?
Actually, most of GLQuake's rendering glitches are still present in Nehahra. Besides, Nehahra introduces a lot of unwanted cruft like annoying particle effects and disco lights.
Um
#78 posted by Kinn on 2005/01/06 07:57:01
Ok mwh, I guess you were talking about Nehahra *the game*, not the engine - in which case yeah, Nehahra *is* basically Quake with new maps and monsters. But so are all custom maps/packs really.
Engines
#79 posted by Jaj on 2005/01/06 08:12:08
You want FitzQuake and a few new maps with custom monsters basically.
That sounds good, but i was thinking of an engine similar to Doom3 or D3 itself, even more evolved due to the time that a project like this would last.
Imagine the Q1 monsters done with D3 technology plus a few worthy new ones =)............
I'd also like to see Q1 using pixel and vertex shaders technology, for example.
FitzQuake is an excellent engine, is the one i use regularly, and should also be a good idea to develop something new using it.
I don't know how far we could go with this engine, and can't wait what'll happen with its future evolutions.
FitzQuake
#80 posted by Kinn on 2005/01/06 08:42:52
AFAIK, the whole point of FitzQuake is to provide an alternative to GLQuake, by fixing the various rendering glitches that (in many people's opinion) makes GLQuake graphically inferior to the software renderer. It is also a much more efficient, and therefore faster, renderer than GLQuake.
FitzQuake will never (and nor should it) introduce new graphical features that were not supposed to be in Quake in the first place. (Exceptions to this rule are: skybox support, .lit support, but these are generally acceptable additions).
I guess the question we need to ask is: do we really want "Quake V", or just great new maps for Quake 1?
I Know
#81 posted by Jago on 2005/01/06 09:00:37
I want at least a couple of new monsters, like 4-5 or so. I have to admit that although Q1 is my fav game of all time, I actually like Q2 monsters better.
Yes, Kell^H^H^Hinn
#82 posted by mwh on 2005/01/06 09:04:09
I was talking about intent more than anything else.
I'm not able to FitzQuake, so I can't really comment on it's wonderfulness.
I think a large, multi-episode, multi-mapper quake expansion pack of similar ambition to Nehahra would be at least as awesome as a new game! This isn't what the thread started out discussing, but it's what it seems to have turned into.
Hell of a lot of work, of course.
Intense Ambivalence
#83 posted by BlackDog on 2005/01/06 10:06:44
You guys basically want something like Quake: Source.
That is simultaneously a great idea, and the worst horrible filth I've ever heard.
Dear BlackDog:
#84 posted by czg on 2005/01/06 10:10:02
You are my new favourite person EVER!
...
#85 posted by Jaj on 2005/01/06 10:34:34
I would prefer what it's been called as "Quake V", that from what i personally have understood should be Quake1 evolved conveniently, using the latest technology available but also keeping the identity of the original game.
So it must be used an engine capable of doing what D3, HL2 or FarCry do... or even better.
But i think as the majority, that is very unlikely that this project will see the light some day... it would be very difficult and long, but not impossible for this community =).
Of course, if something would happen i'd like to contribute.
The Thing Is
#86 posted by BlackDog on 2005/01/06 11:18:36
The identity of the original game is something which grew out of the engine. Game design can't be neatly separated from the technology that realises it - look at Quake movement physics for the perfect example; unexpected, idiosyncratic, frankly bizarre, and utterly part of the game.
You could replicate the physics easily enough, but the point remains. Quake remade in a new engine would not be Quake - it wouldn't be part of the dodgy, wierd old bucket of bolts that is the Quake universe with it's flaky water and overbrighting and collision bugs. You might be able to shoehorn the odd bit of new tech like ragdolls into the Quake engine without affecting the game much, but I think that with a whole new engine the look/feel/play gestalt would necessarily be different. It would be something else.
I both really like and really don't like the idea of doing that to Quake.
I Say
#87 posted by cyBeAr on 2005/01/06 11:30:42
don't call it quake 5 or anything quake but something completely different. Don't include anything from quake other than trying to capture the spirit and general feeling of the game.... easier said than done though.
I Like Where CyBear And Blackdog's
#88 posted by HeadThump on 2005/01/06 12:10:31
arguments are going. There are two parts of the discussion that can be handled completelely different: The world/mellieu of the game and the game itself.
Theoretically, you could have a RPG based upon the world of Quake that has none of the gameplay of Quake, and theoretically, it would not necesarily be complete shit.
Aside: New Features, Fitzquake Philosophy
#89 posted by metlslime on 2005/01/06 13:43:56
FitzQuake will never (and nor should it) introduce new graphical features that were not supposed to be in Quake in the first place. (Exceptions to this rule are: skybox support, .lit support, but these are generally acceptable additions).
What I think makes new graphical features okay in fitzquake is that they only show up when the mapper/modder intended them to. If you play stock id1, it will always look like it's supposed to. If you load a map where the mapper added fog and skyboxes and colored light, then those new features will show up.
I look at it as a content viewer -- the content creators decide what it should look like; my job is to accurately display it. Like a web browser, or a NES emulator. Fitzquake isn't perfect in this regard, but that's the general idea.
Quake V
#90 posted by Jaj on 2005/01/06 14:24:43
in my opinion, shouldn't be a perfect clone of Quake1. But even if that was the intention, i don't think it was possible, i agree here with BlackDog.
Quake V should be the natural evolution, also correcting bugs that the original game has.
The original style, spirit, they should be achieved as close as possible.
Also what cyBeAr has posted, opens another interesting option.
Metlslime
#91 posted by Jago on 2005/01/06 14:38:01
You could add a bazillion of graphical features and have them be turned off by default...
Just Another Idea
#92 posted by Jaj on 2005/01/07 10:28:21
The inclusion of a fifth world made in the egyptian style.
This new style added would complete the fifth vertex of the famous satanic star, giving a more... satanic feeling to the game.
NO! NO! NO!
#93 posted by czg on 2005/01/07 11:26:36
Egyptian is by far the most horrific theme ever introduced so carelessly by Rogue to the quake universe. I will NOT in any way EVER tolerate quake/egypt crossovers. Same goes for greek, mayan, aztec, roman, whatever.
Aye
#94 posted by Zwiffle on 2005/01/07 11:37:54
Quake seems so far beyond ancient civilization themed maps. Although for some reason medieval fits, but whatever. I'd prefer to see something a little more original than copying Hexen 2. (Using some Hexen 2 tex in maps is OK though.)
Hmmm
#95 posted by Kinn on 2005/01/07 12:21:05
I agree that using blatant Egyptian (or Mayan/Roman/Whatever) symbolism is crap and totally un-Quakey. However, Quake's architectural themes are pretty vague at the best of times, so I don't think it's necessarily bad to build something that looks a bit pyramid-ish, or temple-ish. It's been done before, and it's been done well. Just don't make it too obvious and cliche.
CZG
#96 posted by Jago on 2005/01/07 12:44:48
I take it you didn't like The Castle of Koohoo: http://www.vondur.net/maps/koohoo.html then?
Eh?
#97 posted by Vondur on 2005/01/07 12:49:57
i didn't intend it to be mayan/aztec/egyptian, leave it alone.
the castle of koohoo resides in the depths of raagoonshinnaah's realm, 3573 years before the great battle of geeheeb.
any relation to maya/aztec consider mistaken kthx.
But, But, But....
#98 posted by Jaj on 2005/01/07 13:14:27
... i didn't think egyptian style was so crap... ok no other styles then, i caugth the message =).
Although i personally like it, i have a bad taste.
Anyway, the four original worlds are more than enough.
Blasphemy!
#99 posted by HeadThump on 2005/01/07 13:32:07
Koohoo has the feel of being built by netherworld creatures and not the feel of being derivitive of anything created by mere mortals.
Yeah
#100 posted by Kinn on 2005/01/07 14:29:00
What Vondur said. Koohoo felt to me like something out of the Cthulu mythos, not something built by a human civilisation.
|