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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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Re: Willem And Monster Count
#251 posted by necros on 2009/08/03 10:39:28
A percentage might work. I just like knowing how far I am into a level. It allows me to conserve ammo and such and play with some intelligence.
i actually find this disturbing. do many players do this?
#252 posted by JneeraZ on 2009/08/03 11:23:04
Well, there's really no other way of knowing how close you are to the end. When the monster count is running low, I know I'm getting near the end and I can stop hording cells and rockets and open up a little.
It gives my virtual world some boundaries and I, personally, enjoy that. I don't know how other players feel though.
Necros
#253 posted by nitin on 2009/08/03 12:21:00
yes I do.
#254 posted by Trinca on 2009/08/03 12:25:52
oh well I was suppose to be in the team, but my time at work and at home don�t let me do nothing... and honestly I�m not liking many stuff in the mod :\ maybe is just be but in the demo I totally lost the feeling that I�m playing Quake... and this in the major reason why I play Quake after 12 years...
To play other game there are a lot of new ones with much better graphics, I don�t like the healthy the shields some of the sounds :| I think the feeling of Quake was lost :\
I�m a little sad to say this because there are some people in this project that I personally like a lot, and that I should be contribution not destroying but that�s the way I�m feeling
:(
I think that the project is not going in the right direction... I still think that can be tweaked to the right one... let�s see what happened... some items don�t fit at all... the remake should take the Quoth direction that was a great mod! the bad thing about Quoth is that most of mappers tend to make Quoth to hard...
Mostly only necros and Kell Quoth maps are fun as well with lots of good weapons to blast the evil Quoth beasts.
In short words �Quoth fits much more with a Quake Remake then this mod�� sorry :(
Will Defend Some Stuff Anyway
#255 posted by ijed on 2009/08/03 14:12:03
Criticism Resistance:
Only when I'm not sure what's being complained about. For example, you should never see a health vial and a Q2 object near each other.
Not fitting together:
The Q2 stuff that's in there is because we don't have proper models yet - they need to become more Quake as opposed to Strogg.
Map lighting:
Ok
Quaketastic has a 50MB limit, but the upload was ~65.
Shotgun:
I think I get what you mean here, but one thing you seem to miss is the huge spread actually serves a purpose, forcing the player to get closer to the enemy in order to kill it. So you spend less time doing damage to the enemy, but more time manouvering - least that's the intention.
Roaming:
Yeah, there is. There's a few other systems in there as well, like grouping and randomised placement on map load.
Npc's:
The way I used them was to just kill them - they're mostly props that drop a backpack when shot in this map.
Shotgun Explosion:
Noted.
Lightning Knockback:
Like the overpowered RL this is WIP. The weapons now follow a toolbox format - so a SG in some instances will be better than another weapon - or much worse. The Knockback allow lightning jumping, but needs to be fine tuned. It was introduced so that the holdoff from using the weapon would be less, but we need to rethink this maybe since it's not supposed to be a movement item.
SNG:
This has much reduced accuracy but also monster piercing - making it a mid-range horde killer weapon.
Voreballs:
The Vore is not yet remade, but now uses our homing code. This makes it less predictable but also easier to avoid, like the aforementioned right angle turning of the id1 version. What's missing is the raft of other Vore abilities - like being able to summon multiple voreballs if the player dodges out of sight and then hurl the lot.
Trinca, be specific - say what you don't like.
This is a very early ALPHA version. We want to hear gripes.
Though
#256 posted by ijed on 2009/08/03 14:15:20
We will be thick headed about some because func_ is our toughest audiance.
And some will hate some changes no matter what.
#257 posted by JneeraZ on 2009/08/03 14:15:47
"Quaketastic has a 50MB limit, but the upload was ~65."
It does? OK, I'll make a note to look into that. I certainly didn't set that up on purpose...
#258 posted by JneeraZ on 2009/08/03 14:17:53
ijed
I just wanted to say that I think you're handling a pretty sour wall of negative criticism with class and style. This easily could have devolved into a flame war so, well done. :)
I Was Expecting Worse
#259 posted by ijed on 2009/08/03 15:12:43
Also, Necros
#260 posted by ijed on 2009/08/03 15:17:31
I haven't actually played Cermonial Circles under this mod but it should show off the revised Ogre combat fairly well - would be interested to hear your opinions on that.
Mostly I was playing any releases that came out whilst the mod has been under construction and were id1 - so speed and turtlemaps, and a few other larger releases.
Hmmmm
#261 posted by RickyT33 on 2009/08/03 17:08:42
yeah, a real tricky one, how to be advocative and honest, without causing offence. I personally am not so keen on the new sounds for the player and the grunts, I dont know, it just sounds a bit amateurish (which it is obviously) but I think the original sounds are what a lot of people would expect (and love) from such a mod. We want it to still feel like Quake....
"Quoth"
Quoth achieves this by adding to the Quake bestiary, and improving bugs and a few gameplay tweaks, but ultimately it feels like another improved chapter of good old Quake!
RemakeQuake is a remake of all of the levels of Quake, with improved level design, and modified gameplay, but if we deviate too far from the feel of Quake we will loose our audience.
My angle is to re-make a level so that it has a different style of design, and is extended from the beginning or end of the original, or both. Rotating entities, ladders, environmental effects, new Quake style monsters, custom environmental sounds are all attractive to me and along with the use of extended limit engines to play the map in I can make a remake which is very rich in detail and gameplay, and offers a lot more immersion and ultimately more gameplay than the original.
BUT
It should still feel like good old Quake!
my 10c
Ijed and Gb as well as a few other talented contributors have been working on this for a long time now (I had a very strong flurry of work on my map back in february, and have probably only equalled the amount of work I did back then, since then, but hey - im still going), it would be a terrible shame to see it fall to pieces (which I dont believe for even a second that it will)
I think Ijed DID get his coffee this morning because he hasnt posted a message on the SVN threads, but he has updated the content with changes or additions numerous times, just today!
So I would say that comments are noted and often acted upon, this WILL work!
I Was Going To Say
#262 posted by RickyT33 on 2009/08/03 17:13:40
before I rambled too much that I DO like the new sounds for the feind! Last I heard it was pretty scary.......
Well
#264 posted by ijed on 2009/08/03 18:36:51
I'm not thin skinned enough to be offended, but saying 'I don't like it' is about as constructive as 'the sky is blue'.
Without construction nothing will change with regard to what's not liked.
I Mean
#265 posted by ijed on 2009/08/03 18:39:36
Feature X is bad because of A B and C is much more useful.
Tought....
#266 posted by JPL on 2009/08/03 18:51:36
you will never fail if you you do nothing
At least the effort has been performed, and the outcome is far away to be ridiculous. While things are not perfect in all areas, it was a good piece of fun in anyway.
It deserves to be said: just keep it up and improve it !
#267 posted by gb on 2009/08/03 20:25:24
Thanks necros etc. for constructive criticism.
I find it not so helpful when a lot of people just say "I don't like X, Y and Z" or "it doesn't feel like Quake". After choosing to, well, not help the project. It's very easy.
Not liking X,Y and Z is a question of taste. Would you rather have the old sounds back? Just because they're the old sounds? You don't like the grunt sounds, well, please create better ones. You'll soon notice that it is hard and time intensive, unlike saying "bah, I don't like it".
I could go on, but my opinion on the func_ bunch is probably very well known. Wrong place to ask if you're doing something unconventional. I'm not alone with this opinion.
Quoth is basically Scourge of Armagon with new monsters. Very cool new monsters. But it doesn't change gameplay or weapons. Incidentally, this results in you facing these hyper-enforcers with the same crummy old weapons. I think Quoth went only half the way, sorry.
Quoth made it a point to never go against the player's expectations (citing Preach here). The player, pretty much, being defined as "the peer group", ie func_.
You can't realistically expect the same from a mod that openly says it wants to remake Quake.
It is unlikely that RMQ will greatly change its direction or philosophy.
Let's see what other parts of the Quake community think.
Um. Gb.
#268 posted by Text_Fish on 2009/08/03 21:58:51
You don't like the grunt sounds, well, please create better ones.
I don't think anybody's saying they could do better, just that there's no point in remaking the sounds if they're not going to improve upon the originals.
Furthermore, I happen to believe that 'Deep Impact' is a rubbish movie, but I certainly couldn't make better. Constructive criticism is a wonderful thing, but even people without technical know-how or extensive skills in the expression of thought can have a valid opinion, and if you choose to blinkardly ignore it the only person you're hurting is yourself.
Nobody here has to play RemakeQuake when it's finished, and the more their opinions are ignored, I imagine the less likely they are to do so.
I'd like to second the praise of ijed's decorous handling of feedback so far, and feel that it can only help the mod, so bravo ijed.
Necros
I gave czg03 a go in RemakeQuake a while ago, and it swept the floor with me on skill 2. Ogres and DK's definitely aren't what they used to be :)
Nastrond is also worth a try, as is dm3rmx, with the updated base monsters line-up and the limited supply of shells at the map start (in RQ you start with 10).
To Be Fair
#270 posted by ijed on 2009/08/03 22:41:27
I'm ignoring what I can't understand or put into a clear framework. Other stuff mentioned is stuff we were either testing, is on the to do list or will be looking at again.
Like lighting maps properly :P
Bear in mind that these are the sounds for basically the entire game. And it's not just a case of "don't replace them then" because lots of stuff didn't exist before.
Like multiple sight and death sounds, taunts and so on. If we didn't create those then we'd be working on a much less ambitious project.
#271 posted by Ankh on 2009/08/03 23:17:16
http://www.quaketastic.com/upload/files/demos/rmq_ankh.zip
here are some demos of me playing rmq on stock id maps and hdn. I have started with e2m1-m4, e1m5 and hdn.
You can see how I learned to play the mod.
I like the combat all in all.
There are some problems with the power of HK trail. It was the most often cause of my deaths. Also the vores see me from too far away which causes me to hide all the time.
Excellent, Thanks
#272 posted by ijed on 2009/08/04 00:11:09
TextFish
#273 posted by gb on 2009/08/04 01:01:53
The sounds are obviously, measurably even, an improvement over the old ones. In addition like ijed says, we introduced new mechanics that needed new sounds, and only doing those new sounds would have been inconsequent and led to an audible difference between old and new sounds. "All new" was the only right decision. But the main reason for the new sounds is that 11kHz really is a pretty bad sound quality, and improving the game would naturally also mean improving the sound quality. I realize this is a matter of philosophy or preference, of course.
And this
I'd like to second the praise of ijed's decorous handling of feedback so far, and feel that it can only help the mod, so bravo ijed.
is really an old and worn tactic. Julius Caesar knew it already. It's pretty low.
Haven't Played This Much Yet...
#274 posted by metlslime on 2009/08/04 06:11:21
my hasty opinions:
- the low health mechanic is cool
- hard to tell friend from foe in the first room of the level
- lack of lighting in places makes it hard to navigate sometimes
- if you can lose your shotgun, it should be possible to regain it. (idea: some grunts drop shotguns)
Oh I Forgot
#275 posted by negke on 2009/08/04 11:52:49
We're all conservative elitist pricks who just 'don't get it', right? I must admit I'm with Text_Fish here. While it's indeed consequent to replace all sounds, it doesn't seem utterly necessary. Whether they are "definitely" an improvement is a matter taste. If they were high-quality versions of the original sounds, nobody would complain, but they are different, in some cases even very much so (naturally, as it's very hard to find proper and free replacements), and often sound weaker (or less frightening if you want) than the originals, e.g. the Vore sounds. Also, I don't know if better quality justifies the file sizes of several MB per sound - even modern games don't use uncompressed audio formats?
Having said that, I think I could live with a complete sound replacement, although my suggestion would be to put them (the sounds that are not immediately needed for the new entities) into a seperate PAK file, so people who wish to play with the originals can simply rename it. Seems like an easy way to please both parties.
My main gripes: Hellknight magic sounds like a laser rifle (the sword swing could use a more powerful/complete whoosh sound); the dog death sound doesn't really sound like a dying dog to me, plus it's too long (maybe cut off the second half); zombie pain sound - female zombies?. Weapon sounds are ok, except for the grenade bounce and the explosion (Quake has a very rich and powerful one, this one sounds rather 'flat'). The nailgun could be a bit 'thinner', higher pitch. No chainsaw idle?
The item pickup sounds are ridiculous - is this Quake or Wold3d?! I would prefer something like 'box pickup->syringe pfff->player ahh', for instance.
I think it's theoretically a good idea to have health vials instead of medkits in non-base maps, though then again it doesn't correspond to the ammo packs (weren't all supplies teleported into the maps by the marines or something?). Also, the models look a bit 'low res', being so clean and all.
The rain drop mdl still looks odd to me. It doesn't seem to have a vertical drop shape, but rather shift to the side. Reskinned (and optimized) nail.mdl might be better - like the single drop (nice effect).
The new weapon balance seems ok at first glance (haven't played many levels). A bit more like Doom, makes one appreaciate the Shotguns more. I don't mind the spread, probably something one gets used to quickly. I don't see why they would explode underwater, though, while the other weapons work. LG decoil, hmm. Would make more sense for the RL really, but I understand your consideration for ballance.
The new Vore missle isn't bad. Might make it easier in rooms with no cover. Of course, you could also have the old behavior appear every now and then, at least on higher skills.
The lava burn is too strong now, in my view - it turns even shallow lava pits into death traps.
Nice teleporter effect.
E3M1RQ: Good work visually. As has been said, the lighting needs tweaking. You've probably tested it on a bright (laptop?) monitor setup, but the dark areas are really dark on other people's. I had to crank up Quake's brightness to 75% in order to be able to find my way (in this sense, it's probably due to the darkness that some people found the progression confusing). And the pitch black areas weren't good, e.g. the slime basement of the map - remember, Quake always renders liquids fullbright, so it looks odd if there're black walls around. Don't use minlight though! A few lower (150-200) sourced lights might enhance the area greatly. And increase the overall light level in most of the rest. It's kind of hard to tell what to do in the reactor room if one can hardly see a thing, for example. In some areas, the rainy sky should give a little more light to the walls, too.
I thought the Ogres didn't really fit there (yes, they're used in many custom base maps, but for some reason they seemed out of place here). Better create a grenade-shooting Enforcer monster, possibly also with a melee attack like some sort of electroshock rod or a handheld buzz saw and bloodsplattered skin.
Finally, I hope you find a way to optimize the maps to work with standard engines
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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