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Posted by ijed on 2008/11/15 04:22:38 |
This is a thread about a project currently underway to remake Quake one.
It involves upgrading what exists already in order to play and look better or at least differently in all probable situations and enhance what is already there in this great game.
So we're remixing all the maps, monsters, and the player.
A specific engine in order to solve long-standing issues isn't out of the question, the main concerns being cross-OS support for features that should be common, like entity alpha and multiplayer. These things exist in various forms, but there's still no standard, at least today.
There's a great wealth of resource on this board - the one thing that doesn't exist here is apathy.
So, we're fishing for contributors. If you can make a map, animate or code and want to see this monster through to its conception then you're on the team.
Over the next few days I'll post info on what currently exists, and where it's headed. |
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#151 posted by gb on 2009/02/11 18:29:58
The "grainy" effect you see in most of the screenies is gone now. :)
Php
#152 posted by madfox on 2009/02/15 23:51:46
I tried to download the Assembly Site and installed it.
Then I made a new user with password but I think I did something wrong. I can make my own site, but my intentions were to get grip of the Quake Remake project.
So eitherwise I can start my own project,or seek the QuakeRemake page, but I get lost by seeking the SNV and/or ticket.
Download And Install This:
#153 posted by RickyT33 on 2009/02/15 23:58:03
http://tortoisesvn.net/downloads
then make a "remake" folder in your quake dir, then you have to get the URL from the Assembla site..... ;)
Grmpf
#154 posted by madfox on 2009/02/16 21:38:50
I've downloaded the prog, installed it and I end up on this page...
http://members.home.nl/gimli/assembl0.jpg
Now tell me how to get the QuakeRemake link?
Madfox
You haven't accepted the invitation yet, thus Assembla thinks you can't access RemakeQuake. Please do this:
1. Accept the invitation. You should have gotten an invitation email from Assembla that says, "Click this link to confirm ... etc". You need to do this first.
2. Afterwards, under "My Spaces" you should see this:
RemakeQuake (Trac Tickets)
You do NOT need to create your own space! You can delete the space "madfox".
3. Once you see the RemakeQuake link under "My Spaces", you can click on "Trac tickets" to go to the ticket system and on "RemakeQuake" to go to the space. There will be another link that says, "use this address in your SVN client".
If you still have problems, just email me.
Sorry for the trouble.
Not At All
#156 posted by madfox on 2009/02/16 23:23:24
1. Accept the invitation. You should have gotten an invitation email from Assembla that says, "Click this link to confirm ... etc".
but, as I confirm I end up on a page saying I have no permission,
http://members.home.nl/gimli/assembla.jpg
#157 posted by gb on 2009/02/17 02:14:12
I have removed and re-invited you; please check if you have a new invitation email, and use that link please.
If that doesn't work, we'll mail Assembla about it.
gb
Argh
#158 posted by Ijed on 2009/02/17 02:17:54
Sorry i cant help with this just yet - my flights just been cancelled because of a big cloud. <expletives>
To The Death
#159 posted by gb on 2009/02/17 03:15:49
Excellent
#160 posted by Ijed on 2009/02/17 03:26:45
And the problems we're solving aren't small. Its a really good project, and its going to turn out pretty imho.
Ijed
#161 posted by gb on 2009/02/17 03:40:58
You can shoot out the windows ... and they'll respawn :-D
muahaha.
Dm1rq_1.jpg Rocks Me Hard
#162 posted by HeadThump on 2009/02/17 05:13:32
I like that design. I do recomend changing the color in tint on a few of the textures to perhaps a green to contrast with the brown. The solid brown stone would be my personal choice for a meddling.
Watch Out
#163 posted by HeadThump on 2009/02/17 05:15:04
Ijed
#161 posted by gb [89.27.194.34] on 2009/02/17 03:40:58
You can shoot out the windows ... and they'll respawn :-D
muahaha.
Those windows are Terminator 2 type units in disguise.
#164 posted by Spirit on 2009/02/17 09:13:16
The lighting could take some more love.
dm1rq_1.jpg looks cool indeed, but somewhat like celshading? Dunno if that is your intend, it feels rather weird for something "Quake".
#165 posted by gb on 2009/02/17 11:20:02
DM1RQ, the other side:
http://www.quaketastic.com/upload/files/screen_shots/dm1rq_3.jpg
One of the ceilings:
http://www.quaketastic.com/upload/files/screen_shots/dm1rq_4.jpg
Headthump: Yeah, I agree. Some of the textures need a little variation. We did this in a few cases already, but not nearly enough.
Spirit: Celshading? Hm, the effect is probably due to the rather bold use of the wooden beams, as well as the software renderer, minlight and the brightening of the screenies.
There is a lot of that wooden trim in a very cramped place, yeah. But I'm indeed going for a relatively clean look especially in the DM maps.
I learned that I should use more light, and abandoned the idea of using only torches in the wizard maps :-/ They're still harder to light than base maps IMO, because there aren't really that many options.
Initially, I wanted to go for "gloomy" but the result just didn't look very good. Czg03 doesn't look good either, but that's no longer an excuse :-P
So I'm aiming more for "making it look good" now...
It's probably time to look at skyboxes, too.
"cell-shading"
#166 posted by RickyT33 on 2009/02/17 11:37:24
Minlight. WIP only?
Torches - flames. Lanterns? Flames inset into walls, on wooden posts, log-fires.
A connundrum it surely is. Good work anyway! Ill uploead something worth looking at soon BTW :)
Dm1rq_1
#167 posted by Text_Fish on 2009/02/17 12:11:28
You just need to edit the wooden beam texture a little to get rid of the big black lines and it'll look spiffing.
I think the lighting looks just right for DM.
#168 posted by Trinca on 2009/02/17 12:12:22
look sweet, but tree diferent amo boxes at same place?
this is not usual in dm stile of game!
#169 posted by Trinca on 2009/02/17 12:50:06
One of the most important things in DM is the ammo balance... for example if the ammo box for rocket in Dm6 wasn�t in GA, the player would stay forever in RA, but since the ammo will over if he stays at Ra he have to run for ammo all over the map.
So is never good to put different ammo everywhere, better concentrate then in ammo types and not all spread! And powerful weapons shouldn�t have ammo close to powerful items ;)
But the look is very very nice!
hope it helped :)
Gb
#170 posted by starbuck on 2009/02/17 13:12:19
I really like the wooden beams, it doesn't really look like cel-shading, don't worry. Looks very crisp and clean.
I will try and contribute something soon I promise :)
Thanks For The Input Guys
#171 posted by gb on 2009/02/17 19:15:47
It really helps. Keep doing it.
Trinca: That's also helpful, since none of us is a big DM player but we really try to make DM fun, with more than half a dozen DM maps and all other maps supporting it, too, and with obs, vote-map, Frikbots and waypoints etc.
I keep thinking, since we have all these DM maps and optionally a multiplayer progs (thanks to #ifdef), we should perhaps release a DM-only public "beta". This might bring us gobs of feedback, which always helps.
The ammo cache in the pic is the only one in DM1, containing the only rockets in the map (no rocket launcher, remember), one of only two shells boxes and one of three nail boxes. It's all in one place to draw combat away from the YA and the courtyard (SSG, armor shards) a bit.
Eventually it'll be good to have people playtest the maps and the mod. Maybe once we have DM2/DM3 and most of the powerups etc. done.
Trinca, I guess if you'd like to playtest some, you could get on the team. Another pair of eyes always helps.
Minlight is used in the DM maps only. None of the SP maps use minlight, only sunlight3.
Ricky: Hehe, yeah, you have the choice between torches, flames, and fire :-D I'm looking forward to see your map.
Starbuck: Looking forward to it :)
Well
#172 posted by madfox on 2009/02/17 20:23:51
found the page, let's see what happens.
Lol
#173 posted by RickyT33 on 2009/02/17 20:49:05
I've got loads of lights available to me for my map but only really used about 5 different types or something...... maybe 6. 7?
#174 posted by Spirit on 2009/02/17 22:32:58
I really would not spent too much time on the multiplayer maps (didn't even think you would touch them). The SP maps will get you much more gratitude. ;)
About that "cel-shading", I should have been a bit more verbose, sorry. I meant the black borders of the wood parts. While they look very cool (I like abstract) they do not seem "reasonable" to me. They make it look like cel-shaded stuff (black lines defining the geometry) and thus artsy and abstract. It's just a thought. They would look much more Quakey (to me), if they were wood and not "wood with black painted borders".
I Agree Spirit
#175 posted by HeadThump on 2009/02/17 22:52:26
They would look much more Quakey (to me), if they were wood and not "wood with black painted borders".
My basic approach of late is to avoid textures with mixed materials. I have even gone through the basic Quake sets and separated mixed materials out using the ones like you described for trim brushes.
And to note about my previous criticism. The texture choices are very good in respect to material variety, it is only the color scheme that is a bit too monochromatic (monochrome can often be a good thing, aesthetically speaking, especially in environments where you want to convey a feeling of oppression, but Quake being Quake . . .).
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