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RemakeQuake
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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Well 
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 
Concessions I meant. 
 
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 
 
Shubby penises I hope. 
Don't Forget 
the turtle sign! 
And 
Cthulhu with his sleeping army of jelly dragons. 
Small Correction 
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 
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 
 
huh, weird double post problem. 
Well 
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 
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 
cool screenies, but in map i would replace that wood texture with the mighty wizmet1_2 texture, seriously 
I Mean 
trims, not a floor texture 
 
I don't like those health vials. They're far too Hexeny for Quake. 
 
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 
ok, convinced. 
Pickups 
Change depending on worldtype, but all models are placeholder. 
Summer Demo 
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 
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. 
 
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. 
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 
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. 
 
culture shock effect 
Aye. 
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 
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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