Well
#199 posted by ijed on 2009/05/15 13:08:19
We've considered including other monsters, but if you knew how much work has gone into just one of the originals then you'd know why why didn't.
Although we have made some efforts to backwards compatability so that most maps will be playable.
Awaker
#200 posted by ijed on 2009/05/15 13:36:27
Concessions I meant.
#201 posted by gb on 2009/05/15 20:49:24
Since existing monsters have become somewhat more flexible, the need for completely new monsters is reduced. Luckily.
We did allow ourselves dragons and vomiti, which plug some holes in the existing lineup, though.
Not devoting so much space to new monsters has another benefit: We can devote time and energy, and progs space, to... other things :-P
#202 posted by Zwiffle on 2009/05/15 21:00:44
Shubby penises I hope.
Don't Forget
#203 posted by madfox on 2009/05/15 21:22:09
the turtle sign!
And
#204 posted by ijed on 2009/05/17 01:24:47
Cthulhu with his sleeping army of jelly dragons.
Small Correction
#205 posted by gb on 2009/05/19 18:00:22
The demo may be (slightly) over the limits, so it'll need an engine to handle that. I believe it should run in the newest Fitzquake/SDL, Darkplaces, FTE, Bengt Jardrup's engines, and so forth.
FTE supports a software mode. I can also provide a hacked Tyrquake (software) as a last ditch alternative.
So I hope no one is left in the cold.
gb
Small Correction
#206 posted by gb on 2009/05/19 18:00:23
The demo may be (slightly) over the limits, so it'll need an engine to handle that. I believe it should run in the newest Fitzquake/SDL, Darkplaces, FTE, Bengt Jardrup's engines, and so forth.
FTE supports a software mode. I can also provide a hacked Tyrquake (software) as a last ditch alternative.
So I hope no one is left in the cold.
gb
#207 posted by gb on 2009/05/19 18:01:07
huh, weird double post problem.
Well
#208 posted by ijed on 2009/05/19 18:26:56
Final version will be over limits I reckon. There's just too much stuff.
The entities we have now are like mapping heroin.
Luckily we've got fitz085 SDL to save us and usher in a new golden era.
DM1RQ, CSQC Menu
#209 posted by gb on 2009/06/02 19:16:39
http://www.quaketastic.com/upload/files/screen_shots/rmqcsqc1.jpg
http://www.quaketastic.com/upload/files/screen_shots/rmqcsqc2.jpg
DM1RQ in FTE, running RemakeQuake with avirox' newest csqc gui thingie.
The menu allows keyboard or mouse interaction, the look is a bit nondescript right now as it's for demonstration only.
Rejoyce, these are some of my last bad screenies ever - I'll soon switch to GLquake (I can practically hear negke and Spirit cheering in the background).
Notice worldtype dependant health items (alpha, of course).
Gb
#210 posted by spy on 2009/06/02 19:42:01
cool screenies, but in map i would replace that wood texture with the mighty wizmet1_2 texture, seriously
I Mean
#211 posted by spy on 2009/06/02 19:45:38
trims, not a floor texture
#212 posted by Text_Fish on 2009/06/02 21:41:20
I don't like those health vials. They're far too Hexeny for Quake.
#213 posted by gb on 2009/06/02 22:15:31
Keep in mind that RMQ will only be out by 2016 (smaller team = longer development), so all these things might change.
I hope we'll get beaten over the head with feedback when the demo hits the interwebz.
Spy
#214 posted by gb on 2009/06/02 22:17:06
ok, convinced.
Pickups
#215 posted by ijed on 2009/06/02 23:13:40
Change depending on worldtype, but all models are placeholder.
Summer Demo
#216 posted by ijed on 2009/08/02 03:11:36
This is the link:
http://www.4shared.com/file/122288959/a552174c/RemakeQuakeDemo.html
It's only one map, but it is the entire current mod, so will work for what we've done so far. Since the monsters we're using the most are from the beggining of each episode (so far) the higher tier creatures are lacking quite a bit.
Even so it definately makes playing id1 maps alot more fun. Although very different - and bear in mind this is a pre-alpha.
Next up in a few months time will be a DM orientated demo.
Also
#217 posted by ijed on 2009/08/02 03:33:26
We're not really supporting this since it's just a pre-alpha demo, but if anyone wants the fgd / def files then let me know.
#218 posted by gb on 2009/08/02 10:45:17
Note: -sndspeed 44100 on the console and some large amount of RAM is advised.
Do also play some id1 maps under RMQ. It's fun.
I Don't Get It.
#219 posted by Text_Fish on 2009/08/02 19:29:39
The sounds have been replaced with less appropriate, less professional and less scary ones. The scrags in particular sound like jet planes rather than organisms.
And what's Quake without an axe?
I appreciate this is pre-alpha, but to be honest the most notable changes seem to me to be a step back from the original Quake rather than forwards.
As far as positives go, the new map's details are a step in the right direction, but the layout is confusing, the flow is non-existent and the combat is unexciting.
Nevertheless, I look forward to seeing how this progresses.
Have To Ask
#220 posted by ijed on 2009/08/02 19:47:00
Nevertheless, I look forward to seeing how this progresses.
Why?
For the sounds you need -sndspeed 44100 on the commandline.
The layout is the same as the original for the most part.
#221 posted by gb on 2009/08/02 20:48:36
culture shock effect
Aye.
#222 posted by Text_Fish on 2009/08/02 21:02:54
I did the sound thing as instructed. It all just sounds a bit synthy. Do the dogs fire Star Wars lasers when they bark?
I appreciate that much of the level's shape is in tact, but the way one has to navigate it has been changed in small, seemingly pointless ways.
I guess I've always been intrigued by this project, but I will always have the mantra "if it ain't broke, don't fix it" rolling around in the back of my mind.
I look forward to seeing how it progresses because you can't judge something properly in its pre-alpha stages. :)
Well
#223 posted by ijed on 2009/08/02 21:09:25
The bifurication changed slightly to make it less confusing, a few other areas underwent similar changes.
There are new areas and routes, but it's all pretty simple to navigate - to me. Where did you get lost?
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