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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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'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. 
That First Wtf 
Is a bug... I'm assuming the shutters that raise there in the middle gibbed you - maybe they're off-axis or something.

The second one is intentional, just unfortunate the NPC placement - he's supposed to show you the danger by getting squished. 
Been Trying E3m1rq... 
... But I can't seem to quickload (or even load). Engine says "Hunk_Alloc: failed on 4194336 bytes". What's up with this? Any workarounds? I restarted the freakin' thing like 15 times...

Yesterday e2m1rq worked just fine... 
Hunk_Alloc: Failed 
That's most likely one of the 1024x1024 textures. If you can get to the point where you can at least see the console and menus I know that it's not the post-processing textures (which would only be loaded at this size if you were running a video mode of something like 1024x768).

That leaves the replacement textures supplied with the pack. You could try either deleting or renaming your "textures" directory and see if it will load then; that would confirm that it's one of those.

RMQ allocates a 128mb heap by default, so options for you if that succeeds would include specifying a larger -heapsize (try 256mb).

Also, if you're using any other replacement content (e.g. in ID1) kill that to see if it fixes it.

Finally, if you're running Quoth with RMQ (unlikely but I have to check) then don't. Quoth isn't compatible with everything out there, and has been observed to break other mods (ARWOP is one I can remember from recent-ish).

And don't rule out something else on your PC as a possible trouble-maker. If nothing in RMQ content or it's engine has changed, and if it worked yesterday, then it's always possible. 
Hmmm... 
Let's see... A bit more info:

my command line is as follows, "C:\QUAKE\RMQEngine-Win32.exe -heapsize 56000 -game rmqwinter11 -sndspeed 44100 +map e3m1rq", I'm playing on a 3,1 Ghz Intel Core Imac with 8 gb ram on Parallels (I just played Serious Sam 3BFE on medium/high settings pretty well, and Wolfenstein 2009 works like a charm). I'm emulating a win2k machine that was my former pc and managed without a hitch the previous RMQ demos.

If I start the level from scratch, the loading goes just fine, trouble starts when I F6 and then F9.
There, it crashes.

I played up to the button that opens the first two doors, after having found the gunsmith secret...

I'm going to bed now, tomorrow I'll try something you suggested... Thx a bunch! 
The Silent 
Why don't you try the Mac Port of RMQEngine I posted above? I would be interested in your feedback. I am running it on a very similar system and it works like a charm. 
That's 
A very small heapsize - try 256000 or 512000.

I suspect this is the sounds in that map bombing things again. 
-heapsize 56000 
Is nowhere near adequate. e3m1rq actually needs only 16mb heap to run, but it will need a LOT more during loading as temp storage is heavily used.

A 1024x1024 skybox, for example, will need about 45mb of temp storage to just load. It's all discarded immediately after (as soon as the textures are created) but the texture data has to come from system memory in the first place (that 45mb includes files as they are opened and read, then converted to BGRA (cos it loads faster than RGBA)).

All maps will load and play fine using the default heapsize in the engine, so either drop it from your command-line or use a higher value (with 8gb of RAM you really have no need to be using just 56mb). 
And Yeah... 
Try the Mac port! :) 
Aw...fuck... 
...What happened is that my heapsize was inherited from who know when via multiple copy+paste. I was not aware it was set SO low. Sorry to have even asked. I should have thought this by myself. Maybe too tired to think, tonight I'm gonna set things right.

And ehi, sure Sleepwalker, glad to give you feedback on this!!! Thanks for taking the time to make the port, in the first place!!! 
Note That 
there is also an OS X port of QuakeSpasm 
 
"then converted to BGRA (cos it loads faster than RGBA)"

Seriously? Are we talking something measurable or milliseconds here? 
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