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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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Hmmm. BSP version number 1112756274. That's a new one! I'm no genius, but I would say that either:

A - something has become corrupted
B - there is an engine bug

If it's corrupted, you could try and download it again I guess. :(

Negke - thanks :) 
Pick And Choose Options 
Negke: Thanks for pointing out the problems there.

Release in pick-and-choose parts: While worth discussing, unfortunately what appears to be different ingredients are highly interconnected.

Some examples:

- Monsters require the progs.dat to function correctly; however the progs automatically comes with all the gameplay changes. The progs also in turn requires other ingredients to be present, for example it precaches sounds when a map is loaded...

- Maps also require the progs in the same way unless "ported to Quoth" or something.

- Monsters use completely new sounds that vanilla Quake or Quoth do not contain. Footsteps; taunt sounds; drowning or burning sounds; spell effect sounds; talking sounds.

- NPCs and so on require completely new sounds in the same way.

- Maps require tons of new ambient sounds in the same way. Custom mapping entities might require new sounds and of course the progs.

- RMQ will have a story, and at least 4 different player characters. All of those require sounds.

- Maps require tons of new textures, not all of which have fully realized low-res counterparts. Technically, a low-res texture in RMQ is only a placeholder - it could be just a picture of Goofy or whatever, since it is never seen in game, and I can't be arsed to make great low-res textures if they are never actually seen. That would require development time and resources that we don't *have*.

In short, it gets very difficult very quickly to separate something that could be packaged as individual parts.

Spirit: The Linux build included in the installer is old; I'm sorry, please try this one:

http://icculus.org/remakequake/rmqe_linux32.zip

I hope that works for you. 
 
"- RMQ will have a story, and at least 4 different player characters. All of those require sounds."

"That would require development time and resources that we don't *have*."

I think I see somewhere you could recover some time. Seriously, I can't remember the last time I thought, "Man, Quake really needs a better story". That's because I have never thought that. 
Willem 
The story (stories) actually slowly developed out of some mixed gameplay ideas that we accumulated;

- wanting both male and female player models, and an enforcer player character, and wanting identities for them;

- having 4 bosses, some of them pretty mystical, plus Shub-Niggurath;

- key events in episodes that I don't want to reveal yet;

- having new monsters and slowly developing something like "cults" or "factions" among the monster lineup (a bit like Quoth's "Death Brigade" but deeper), and wanting an identity for them;

- having more of Lovecraft's pantheon in the game;

- needing to tie it all together.

It wasn't really that we one day decided "OMG! We need a story!" but that we wanted to do a number of things that would be nice to tie together as parts of the same... story. It grew organically, instead of being decreed while sitting on the shitter. This is again due to how the team and the development works. 
Gb Stop Divulging Secrets 
... decreed while sitting on the shitter.

Hi Willem. 
 
You do realise you don't need cutscenes or any more "high quality" voice acting to tell a story, right? 
Hi Willem :) 
 
 
Hi. Good? Everyone doesn't need to say hi, let's stay on topic. :) 
 
Quake is like the blind men and the elephant - if you ask 10 different people you'll get 10 different answers.

The intention is not to try please everybody, because if you do that you'll just end up pleasing nobody. A consequence of that intention that should hopefully be obvious is that not everybody will be pleased.

It's also important to remember that RMQ is very clearly envisioned as being more than just maps and gameplay. RMQ is a toolkit, a bunch of odds and ends that people can take from and reuse as they themselves see fit. The maps and gameplay presented in the demos just happen to be what one particular group of people have done with that toolkit, but they are in no way, shape or form prescriptive.

An irony that is not lost on me is that Quoth makes several radical (and sometimes breaking) changes to Quake style, atmosphere and gameplay, but yet is accepted. Discuss. 
 
k I'm curious now what radical or breaking things Quoth did?

The key problem with Quoth is that it's not open to the community, which is a huge shame :( 
 
I take it back
It plays very well. And I have enjoyed it.
Standard maps with rmq.

http://www.quaketastic.com/upload/files/demos/e3m2_e3m3_rmq.7z 
Perhaps 
perhaps illogically and preemptively, I'm going to defend any changes you guys made. You'd have to go really far for me to be pissed off, ie far enough for me not to see why you might have made said changes in addition to violating whatever admittedly subject, personal and fragmentary ideas I might have about what Quake "should" be - that's not MY beowulf, that's not MY king arthur!

you guys are the creators, you can do what you want. I don't understand people who think otherwise; it reminds me of nasty family infighting over my grandfather's farm. Yes everyone is attached to it but the person currently working on it can do what he wants.

That said, I like how open you guys are to technical, rather than ideological, feedback. 
Subject Should Be Subjective In Last Post 
you know what I mean

I guess we all feel like we're shareholders in a way, but that feeling is emotional not rational. 
Here Are My Glitchy Pics... 
Not My Beowulf 
k I'm curious now what radical or breaking things Quoth did?

Me, too.

The key problem with Quoth is that it's not open to the community, which is a huge shame :(

QuakeC is not rocket science. Quoth is no exception; very little in mods like Quoth is genuinely new. Make of that what you will. 
 
I have enough trouble finding the time to make maps, I ain't gonna spend more time making an entire mod to go with them, especially since I only want to implement some minor stuff :p 
 
Then why not ask Kell if you can use Quoth as the base for your mod? That's what ijed did for warpspasm and it worked. 
Impressed By Linux Performance 
I mean, this is just an intel sandybridge GPU in a laptop and it's all very smooth, no slowdown at all at 1920x1080.

As to the maps, it's nice so far, but I haven't really discovered why e2m1rq is named after e2m1 yet :-) It's also a bit dark and confusing in places, although I haven't got lost really. It reminds me more of Slave to a Machine than e2m1 so far, I guess that's not necessarily a bad thing. Not sure what the cutscenes are for. 
100th Comment Is All *mine* 
Hi Willem! ;) 
 
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) 
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