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Posted by ijed on 2012/01/09 20:41:36 |
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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Oh
#176 posted by nitin on 2012/01/15 03:56:45
and for the record, I'm looking forward to the final release, if only for the maps.
I just dont like the high and mightiness from both sides of the fence.
?
#177 posted by ijed on 2012/01/15 04:33:03
Seems you read a lot more into my post than I meant.
I never said that ZQF didn't make an argument, or that an idle aside about file quality / length was supposed to be some sort of counter-argument to some post a page or two ago.
And
#178 posted by ijed on 2012/01/15 04:36:49
His opinion is completely validated by how he's presenting it, and the reasoning he's explained.
Ijed
#179 posted by Nitin on 2012/01/15 05:49:24
Read gb's post. He says the argument was clutching at straws. That's an outright dismissal.
#180 posted by JneeraZ on 2012/01/15 13:39:46
"So we agree that there isn't actually that much Lovecraft in Quake, yes? Awesome, then we can let that rest."
This has been suggested time and time again but if you want to avoid these tiresome and redundant arguments, change the name of the project.
"RemakeQuake", as a name, carries a ton of baggage with it.
Kind Of On The Subject
#181 posted by Tronyn on 2012/01/15 14:21:50
I was thinking of naming my giant merged megamod project, when it's out some time this year, "Drake: A Vision of Quake" so as to express that it's one interpretation that plays up certain aspects of the original, especially the medieval thread.
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
#183 posted by gb on 2012/01/15 19:04:29
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.
#185 posted by Spirit on 2012/01/15 19:33:36
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
#188 posted by RickyT33 on 2012/01/15 20:08:55
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.
#189 posted by JneeraZ on 2012/01/15 20:30:33
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.
#190 posted by JneeraZ on 2012/01/15 20:31:44
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
#193 posted by mh on 2012/01/15 21:36:46
r_show_coronas 0
Heh
#194 posted by Tronyn on 2012/01/15 22:04:23
r_allowerrors_0 :)
While You Debate What The Definition Of "is" Is
#195 posted by Baker on 2012/01/16 03:23:32
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
#196 posted by ijed on 2012/01/16 13:27:00
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
#198 posted by nitin on 2012/01/16 13:53:10
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
#199 posted by ijed on 2012/01/16 17:16:49
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.
#200 posted by Ankh on 2012/01/16 21:14:53
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