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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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It's So Cold Out Here 
Up on this ledge.

Goodbye cruel world. 
Ijed 
dont joke
pls

srsly, yu fucking rock endof 
Sorry 
Didn't mean to trivilaise. 
 
I was playing the old Quake ripoff Chasm: the Rift, where it has the ability to blow off enemies' limbs. Would something like this be possible in remakequake? 
It 
Was done for ragdoll Quake (can't remember the proper name) which was a MP DP mod with dismemberment that basically painted the walls and floor.

We decided to use Gyro (the same physics code it used) but avoid ragdoll / dismemberment.

We've talked back and forth about locational damage, but so far I'm not convinced we could have it without bloating the project another X decades beyond its sell by.

The problems are different animations, skins for each respective dismemberment / damage multiplied by the amount of dismemberable monsters and a completely reworked collision system (shot to legs = shot to legs).

We're with a very heavy workload already and still haven't even started alot of the monsters and have no finished monsters, although some of the base ones are close. 
For Lunaran 
Yeah! 
Where did he go?
Now I remember his idea of the undead knight.

Lunaran, come back from the moon!
You ran too far! 
Yes 
 
The RQ Team Wishes You A Gory, Traumatising Halloween (Mall Cop Style) 
http://www.quaketastic.com/upload/files/rqundead.png

CAUSE THIS IS THRILLER, THRILLER NIGHT 
So This Is What You Post When I'm Not Looking, Master 
Cauteriser! 
Demo 2 Aka RQTEST 
More Mirrors 
Hmm 
Comments welcome.

rly? 
Hmm 
Based purely from the shots, the first shot is nice, good change from the usual themes and the more finished version of the CTF map with the cracked hole is looking very nice.

2nd shot (dm2?) is kinda cheesy tho. 
Cool 
Make this a news post to get more attention. 
 
what with that autoexec.cfg?
dm2rq: Fullbright pixels, ugh. weird delay after button presses. 
Wehl 
Comments read at least.

I've always liked the Ogro set used in dm2 personally - there's enough gears in there as well. Not quite gearpr0n . . .

Could be a news post, but it's only a demo, and MP orientated on this SP mapping forum. Guessing those that care will check it anyway.

The autoexec is like that so it works on linux as well. 
In Gl Proquake 4 Zeta On Dm2rq 
I've no idea what those eyes are doing there . . . will check. I can't see them though - can you give me repro conditions?

Where are you stood in that second shot? I know of one point where it's possible to stand on a should be unreachable, but that ones looks much more broken.

And I see the fullbrights in the horizontal skull trim as well. 
Ignore The Skybox! 
ProQuake 4 currently only supports the "standard" skybox size of 512x512. I haven't had time to make it support any skybox size yet. 
For The Eyes 
it was sp walk through in proquake4 
Actually ... 
The sky probably look like that because fog is enabled in dm2rq's worldspawn.

That's not the fault of RemakeQuake, but the fault of ProQuake 4. Right now, any level of fog will make the skybox entirely black.

Skybox and fog support in ProQuake 4 aren't refined yet.

re: the autoexec.cfg thing.

An engine should execute that as part of quake.rc, for example I get this .. (thanks console copy capability!):

DirectSound initialized
Sound sampling rate: 11025 Hz
CDAudio_Init: No CD in player.
CD Audio Initialized
Operating System: Windows Vista
Host Initialized
execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
couldn't exec ..\id1\autoexec.cfg
couldn't exec ../id1/autoexec.cfg


The first instance is autoexec.cfg being executed in the gamedir folder. I guess you are wanting the id1 autoexec.cfg to get executed as well.

Why?

Is there a good reason for that? That isn't normal Quake behavior for a mod.

I dunno. Maybe you guys have a reason that isn't immediately known but makes perfect sense. 
Add: 
Even if you decide you want it to do that (execute the id autoexec.cfg) the filesystem is operating system agnostic.

Doing it the Linux way ...

../id1/autoexec.cfg ...

... will work on every operating system including Windows. 
Good Info 
The basic reason was so player's don't have to put all their settings back just to test the demo. I did the same in warp as well, just seems a bit of extra user-friendly.

Is it undesired behaviour? I assume savvy types will c+p their own options in, but casual players will probably be irritated to manually reset their config.

Sp walkthrough . . . I'll take a look. Never checked the MP maps in SP, at least the ones I didn't make. The ones I did maybe once or so. 
Got It 
That's an ambient_ghost. The idea was to make something similar to a moving sound producer.

The code has since been made obsolete by our NPC's and the ghost is apparantly removed in MP - I used the monster AI code.

Basically a scrap that needs to be removed, looks like Aenoch was experimenting and forgot to remove it. 
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