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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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eheh long long time ago :p 
Trinca 
that wasnt your best map, your last one was :) 
Shit 
it seems i missed it somehow 
 
"Newblars think "gee wiz I want high res graphics" simply because they don't know any better, but veterans want high-res gameplay. "

Some of us want both. 
But 
We've only got time to do one of the two.

Like I was saying before, reskins I don't hate, but it's not far off.

Most likely you won't have seen an enforcer's hunter killer - they're intentionally rare because they function like an explosive manhack.

Yes, chunks of player go everywhere.

Basically some Enforcers throw HK's instead of grenades. Making a grenade enforcer wouldn't be difficult. But for him to be right he'd need a backup for close range, which for me would be a melee. Chainsaw would just make him a reskinned ogre. For some reason I'm thinking for him to kick the player.

Gah. Brainstorm + hangover = bad idea.

I reckon you're thinking of OUM for the Hellknight base skin. Lightsabres.

And the other forums I was talking about are inside3d and QuakeOne. I'd say I3D is more of a developer community than this one (no offense) because they work in the guts of the game. What mappers do is augment what already exists.

Reckon that's where some of the ingrained resistance comes from.

What is the general opinion of the monster counter?

Granted, it's not Q1. 
< Lack Of 
 
Spy 
http://trinca.quaddicted.com/maps.html

I got then all in here!!!

even the crapiest map ever sm109_trinca 
Sounds / Graphics 
http://www.youtube.com/watch?v=nxWFo8cigzU

1. Grunt sounds

The Remake Quake Pre-Alpha I'd say that some of the alternate grunt and enforcer sounds detract from the environment.

The original Quake itself managed to get the sounds right like no other game, past or present.

2. Willem "some of us want both"

I think everyone wants both. I just meant that pretty screenshots are a dime a dozen and none of them are an assurance that the game play is any good. 
 
"I think everyone wants both. I just meant that pretty screenshots are a dime a dozen and none of them are an assurance that the game play is any good."

Yeah ... good point, I guess. I dunno, every time someone says this they present it as if it's a new data point or some new perspective that hasn't been considered before.

No offense, Baker, but ... duh? 
Monster Counter 
If you can remove it entirely, then that would be ok. But it's just weird and unhelpful to see ##/0. Like everyone else I thought it was a bug. I'm one of those players who presses tab occasionally to see how much of a map I have left to go. 
 
me to... 
Ok 
 
@Willem 
My viewpoint is a little different than you think!

I think if these guys get the gameplay right, someone else or many people can remaster the visuals.

One example from just today:

http://www.quakeone.com/~images/news/enforcer.jpg

This is an Enforcer reskin for DarkPlaces.

I personally view the func_msgboard crowd as largely incapable of "higher resolution" graphics in regard to Quake except for Starbuck -- NOT because the inherent talent doesn't exist obviously but because most func_msgboard members wouldn't even know how replacement skins or replacement textures work in most Quake engines or even what folder they go in, etc.

I think if these guys get the gameplay right, the other stuff is easy. 
 
Woooh, slow down there Baker.

I personally view the quakeone crowd as largely incapable of figuring out anything apart from double clicking without a helping hand. There, flame returned...

(not too serious, the insult was just not appropiate ;) )


Those skins are undeniably good (all by themselves, as usual I don't think they fit into Quake) but they suffer from the goo-covered saran wrap syndrome introduced by Tenebrae.
Also http://imgur.com/Rz9bT.jpg

I really like the Death Knight skin for a medieval setting (way not demonish enough for Quake). 
Darkplaces = Good (certainly Last Time I Used It) 
Tenebrae = Baad ( " " )

I dont think that the green enforcer skin really goes that well with Quake (the game, the pallette etc) but if a skin was done to the same standard with a more apropriate colour scheme then sure - I'd download it/install it - why not?

The problem witht he hi-res stuff is that Rygels pack is too hi-res. When you turn DP's realtime world lighting on it often runs very very slow (and we all know whay that is, primitive visual optimising from the build process, textures very hi-res)

The 'medium' rygel pack is good though, but incomplete. Not so much for the original 4 episodes, but most other maps are missing loads of textures. That inconcistensy alone kinda makes it a bit crappy.

A package which actually has everything implemented and working nicely (all of the hi-res textures, skins, normals, bumps etc in place for all of the levels provided with the pack) is butter. Yes please, I'll have that on my toast, sir.

I have even figured out how to get "255 255 255" colorscale lit file lighting to actually work in Darkplaces, there is a console command which enables the scaling down of the light values, but on any of the massive modern maps we have now, unless you have Willems compruter you dont really stand a chance of getting 60 or even 30hz.

With something like Remake, well it would take a fairly large team of individuals a lot of time and effort to put a package like that together, but there's nothing to stop the crazy enthusiast from putting their own compilation of hi-rez replacements together and implementing them on whichever mod they like. 
NB I Dint Figure The Colorscale Thing Out Myself 
LordHavock told me 
@Spirit 
Spirit, yes you are right ... I made a bit of an overstatement that wasn't fair.

I apologize, had there been an edit button I would have softened those strong statements up a bit. 
Ugh 
@ prior 2 posts ...

No I wasn't trying to switch the conversation to Rygel's texture pack or anything like that.

I was just pointing out the obvious that if the gameplay is solid the visual media can always be changed/upgraded/fancied up later but if the gameplay sucks then why bother. 
I'm Drunk 
But leave the monster count, cuz it's the thing i want to see in most of all modern games but i don't . It's what quake is. &#1041;&#1083;&#1103; 
 
I guess you overread important information on Mindgrid's pack:

I have been carefully selecting existing effects from the original game available in some commercial sound libraries and reimplementing then at their original CD-Audio quality.
A lot of the sounds are from the Sound Ideas 6000 (or what it is called) library and surely absolutely non-free.

Here are some demos from me: /home/hannes/kram/spiele/quake/remakequake 
Errr 
Ok 
Will watch the suckiness over the weekend - been pretty busy. 
That's Alot Of Demos 
 
And 
Alot more constructive than 'this sucks'.

Bad day?

Just watched the second and had quite a few realisations about the map.

The first shows off speedrunning in an id1. I made a point of saying backwards compatible in id1 for a reason. In any case, the TB pushback is a test, most likely to change. 
Something Big... 
After reading this thread, the stunning feeling came over me, that if Romero or other level- master would make a new map nowadays under covered by a nickname, they would be savaged off this forum. Maybe it is my own humble opinion, but let me be the first one to claim with a big cheer this is something big I am really enjoying!!!

Seeing rain in Quake, real glass and the ingame movie parts set me back on my toes.
And although the skill setting of the monsters seemed a bit low I had the feeling to enter the backdoor garage of Carmack himself.

I don't know from where all that sharp edge comments are usefull for, but I blame it to the spoiled attitude all that new supervideo games have brought. I could never go any further than Quake1, despite of the magnificent advances the other engines have brought.
This is Something Big!

Save me the shitload of criticks I read before I downloaded the demo, as I find it easier to blame the sounds, the abolute minlights and all the so well covered up politics mappers have gathered around them to polish up their sense of a well modified Quake map, than to embrace a new course that could lead to new visions, that encourage the well trodden pathways.

Drop down in that partical excellerating engine in the middle of this demo and drown your insufferable discouriging blame that you throw up to the voluntary survivers who try to makesomething worthwhile of this great game!

Back to that irisistable, pioneering e3mr1rq to get a demo of this Big Thing! 
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