News | Forum | People | FAQ | Links | Search | Register | Log in
RemakeQuake Winter Demo 2011
Here's the d/l link: download
The RemakeQuake blog with screenshots: blog
And our public forum for feedback: forum

The pack consists of four large levels by myself and Ricky along with a load of new Qc, sound and engine features. Shortly we'll be releasing the tools version as well, which features the BSP2 tools. A small detail was omitted from the readme, that being the correct command line of:

-game rmqwinter11 -sndspeed 44100

Let us know what you think, this has been a long time in the making, but we're pretty pleased with the results.
First | Previous | Next | Last
Okay, So I'm An Idiot 
I think I should have taken a closer look back when gb asked me to do the OS X version. So, apologies are in order for a rather unfriendly reply - sorry, gb. In any case, I'll set up an OS X build, if only for myself. Do you guys insist on support for OS X version prior to 10.6? Because if not, the build configuration and environment is much simpler to set up and replicate for others. 
 
np. I wondered a bit about your reply, apparently there was some misunderstanding so no big deal.

OSX port would be great of course. :)

I know too little about Macs to comment on OSX versions though. 
Lightmill 
The demo crashes with a 'MAX_SOMETHING' error - ? 
Lightmill 
The second demo crashes for me also at some point, not sure why. The first and third demos work fine.

Weapons that belong in the same "slot" (Shredder and SSG are both slot 3) replace each other. Which replacements you can find in a map is episode specific. This is just something to note. Once this is known (after one or two playthroughs), people can choose what to pick up.

The weapon characteristics are different from Quake, for example the shotgun isn't very efficient at range but does more damage.

Thank you for the good and helpful comments in the demos. Feedback is much appreciated. 
 
Shotgun/Nailgun >>>>>>>>> pew pew pew laser :/ 
E2m1rq Impressions 
Congratulations on this release! I've only played e2m1rq so far. Excited to play the e3 maps.

Here are some rough notes taken while playing:

gameplay:

-intro cutscene is unskippable, so if you die near the start a couple of times, it starts to get really annoying.
-not convinced the fall damage increase is beneficial.
-the pent drains your health, and you can die with it on? On my playthrough it was a totally bad idea to grab the pent, because I had to play a fair bit with 1 health (and there weren�t health pickups), so it was a basically a trap. not sure if that�s what you were going for.
-powerups: I like having �5 health� pickups. They don�t look very good though.
-sweet to see Q2�s armour shards!


sounds:

-in the first room of e2m1rq, the beeping sound is really bad. compare with the cool computer beeps in quake. there is also an ambient sound that sounds like a train whistle� it feels out of place.
-player jump sound, and enforcer/grunt sounds suck :-(
-dog, fiend OK, but worse than the originals.
-ambient drone throughout e2m1rq is too loud, and not that inspiring.
-nailgun sounds wimpy. grenade launch has too much �whoosh�, and the bounce is tinny.
-the �landing on the floor� sound is unsatisfying.
-new water entry/exit sounds are OK. the hydraulic elevator sound is nice.
-shotgun firing sound is good.
-gib sound is good.

I hate to tear apart the sounds so much, but they really detracted from the experience for me. My suggestion is to get someone who is ruthless, and was uninvolved in creating/finding them, to sort through them and cut anything that does not meet the quality of id�s originals.


visuals:

-starting room: the red lighting in the starting glass chamber is obnoxious. the yellow lights outside are also a bit overdone.
-underwater warp: great! every engine, please copy this :-). only nitpick is, from underwater, I couldn�t see the water surface.
-would be nice to see a reflective water shader.
-wasn�t a fan of the �red oval� thing when you take damage. The motion blur damage feedback looks ok to me, but I�m not really convinced it�s better than red tint.
-still not totally convinced by the highres textures. some are very nice, many are amateurish (overdone emboss, layering of scratches, and colours not as good as the originals)
-when you activate the exit slipgate, the coloured lighting is way overdone. (blue lighting, the pink voreballs).
-what�s with the black blob for the teleport flash?
-with all of the other visual upgrades, the retro particles stick out a bit.


weapons:
-the chainsaw is ugly� how about the zer chainsaw?
-I like the shotgun a lot as far damage/feel. Hand is too white, looks like quakeguy just took a shower. Cover it in a blood-dripping, dirt-caked, cracked leather glove?
-the angled weapons were screwing up my aim.
-shotguns don�t fire underwater: this seems kind of fun-spoiling.
-the wait between shots of the double-barrel shotgun was a bit too long for me, it felt like the Q2 railgun a bit. otherwise it looked good and I liked the damage.


monsters:
-the base flying enemy is kind of ugly; too bright and sterile looking. he was also boring gameplay wise. the bob (the quick flier from hipnotic / quoth) is better looking and more fun to fight.
-i liked the floor mounted turret. it was fun taking out of a pair of them while avoiding a fiend.
-vomiting blob thing: need to spend some more time with it, but it looks good and seems like a cool monster.

map:

-it was a stunning map overall!
-I did get lost a bit. what did the button in HQ do?
-loved the bit e2m1 homage bit near the middle/end :-)
-not a fan of the mid-level cutscenes when you push buttons. If you want to show the location that the button is affecting, how about having it on a TV monitor next to the button? Otherwise just kill the cutscenes entirely.

misc
-performance wise, ran well on my nvidia 7600gt. 
Artifacts 
http://pix.academ.org/img/2012/01/11/ce458102b10dc0000349b93437405fc0.jpg

Demo shows me flickering surfaces and HOMs, how can I fix it?

cmdline
rmqe.exe -game rmqwinter11 -width 640 -height 480 -bpp 32 -sndspeed 44100 -heapsize 131072

hw P4 3.2 / ATI x600 
The Demo Crashes With A 'MAX_SOMETHING' Error - ? 
It's a dzip file so you need to decompress it: http://speeddemosarchive.com/dzip/

I watched all 3 demos. You were quite obviously playing around with the map, exploring, trying things out, and that was great to see. Some informative and useful comments too. 
 
Hmm, I did decompress it.

Sounds & textures: we are aware of the issues and working to fix them. Ruthlessly cutting half of the sounds would unfortunately again require replacements, and these types of sounds are very hard to acquire if you have no budget (licenses for use in video games are $$$$). Surprisingly few people (none) have stepped up to help us with voice acting, too. ;-)

-> We're working on it. 
DZip Ate It 
Yeah. Here is 7z-ed part2 of the demo, it works.
http://www.quaketastic.com/upload/files/demos/rmq1b.7z 
Gb 
cool, sorry if I came off as an ass with that comment. I can only imagine how hard it is to find or make good quality sfx and textures!

Just curious, will you guys consider using any of the originals though? I know if you run at 16-bit/44100Hz the quake resampler sounds pretty awful, but if they're resampled properly they sound good to me when mixed with other 16-bit/44100Hz sound or music.

If it's any help, I have a patch in the Quakespasm patch tracker which improves the built in upsampler, getting rid of the high-pitch "grunge" when upsampling 11025Hz to 44100Hz: http://sourceforge.net/tracker/?func=detail&aid=3467305&group_id=304914&atid=1285038 
900 Draw Calls? 
Are you kidding me http://i.imgur.com/xgSQl.jpg
How is that even possible? 
Hi Lightmill 
The map has some ridiculous amount of verts and lightmaps. It's fully vised at level 4, which only took 13h. I didn't think that was too bad :O I was using the computer for vids and browsing at the same time. But yeah - r_speeds are high (naturally), hence the new engine which used much more modern rendering tech :) 
 
so what about glithces?

http://pix.academ.org/img/2012/01/11/0304affa1789410b7ab56bd72b777614.jpg

http://pix.academ.org/img/2012/01/11/6d8542ce32312a5d9fe24ecae37d5e65.jpg

condump:
SDL_net TCP/IP initialized
Exe: 23:24:51 Dec 28 2011
128.0 megabyte heap
Video mode 800x600x32 initialized
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON X600/X550 Series x86/SSE2
GL_VERSION: 2.0.6590 WinXP Release
FOUND: ARB_multitexture
FOUND: ARB_texture_compression
FOUND: ARB_texture_cube_map
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: EXT_texture_filter_anisotropic
FOUND: EXT_compiled_vertex_array
FOUND: ARB_vertex_buffer_object
FOUND: GL_EXT_swap_control
FOUND: GL_ARB_vertex_program
FOUND: GL_ARB_fragment_program
8 bit stencil buffer
Created gl_postproc_texture at 1024x1024
Created gl_motionblur_texture at 1024x1024
Sound Initialization
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: dsound, 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
SDL detected 1 CD-ROM drive
CDAudio initialized (SDL, using E:\)
CDAudio_Init: No CD in drive

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
VID_Gamma_SetGamma: failed on SDL_SetGammaRamp
Video mode 640x480x32 initialized
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON X600/X550 Series x86/SSE2
GL_VERSION: 2.0.6590 WinXP Release
FOUND: ARB_multitexture
FOUND: ARB_texture_compression
FOUND: ARB_texture_cube_map
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: EXT_texture_filter_anisotropic
FOUND: EXT_compiled_vertex_array
FOUND: ARB_vertex_buffer_object
FOUND: GL_EXT_swap_control
FOUND: GL_ARB_vertex_program
FOUND: GL_ARB_fragment_program
8 bit stencil buffer
Created gl_postproc_texture at 1024x512
Created gl_motionblur_texture at 1024x512
execing autoexec.cfg
execing scrama.cfg
3 demo(s) in loop


RMQ Engine 0.85 (Dec 28 2011) SERVER (42813 CRC)



Termination: Cerebral
couldn't exec maps/e3m1rq.way
Saving game to ./rmqwinter11/save/e3m1rq_2012-01-11_120214_skill1.sav...
done.
]condump 
Weeeellll 
MH is the man for engine bugs, he's good at fixin 'em too, thanks for the info :D 
I'm getting some very odd graphic glitches (what looks like long rectangular arms stretching out to a shotgun that's pointed toward the ceiling) but I forgot that shubbyhubby doesn't like .tga files so I'll convert a few pics tonight and post them tomorrow. Game is basically unplayable at the mo'.

gb - regarding sounds and voice acting, my home studio was topped off by a copy of SoundForge 10 Pro at Christmas time so I'm ready to make, change, and generally screw with any sounds or music you need. As for voice acting, my actor friends at the theatre company would be keen to get involved, me too of course. So, let's start a conversation...email is in the profile. 
Draws 
Are for each unique object\texture (ie 900 grunts = 901 draw call)
To put that in perspective this _entire_ map with r_novis is ~5000 draws (yeah it's a heavy map).
There is no way to have 900 draws in that scene alone.
The polycount is insignificant, 100k with 10 draws would run faster. 
900 Draws 
You may have found one of those rogue spots where vis doesn't do it's thing as effectively. It's also the case that the engine alpha sorts absolutely everything that needs it, including individual sprites if necessary. It will batch sprites but switching textures or to a different object type needs to break a batch, of course. Even aside from that, any kind of texture, lightmap or object type switch in the main renderer also needs to break a batch.

(Note the ~7000 epoly count in a scene where you can't see hardly any MDLs.)

Finally, it's not beyond the bounds of possibility that you have found a genuine bug with my draw call batcher.

Worth noting that the main skill selction area in ID1 start.bsp comes in at 35 calls in the absolute best case - including using instancing where possible for torches and zombies.

@81.23.195.106 - can you explain these glitches a little better? I'm not sure what I'm supposed to be seeing here. 
A Suggestion 
there's a guy over on quake3world forums called Odium who is the lead artist/modeler on a long in the making free q3 engine game called Overdose. Since that game will be free, some of the weapon models/skins etc that he has done for that may be able to be shared with you guys.

Worth an email I reckon. 
Awesome 
Tons of glitches coming to light, this is very cool and exactly what I hope to get from demo releases.

Distrans: Cool, I'd be delighted to get help with the audio and voice acting. I'll mail you.

Nitin: Thanks for the heads up, I'll definitely look at it. 
Ericw 
Most of what you said was spot on, actually. 
Gb 
 
Quoted from the internal forum;

I lowered fall damage again - with the arrival of special moves, and seeing we have the visual damage feedback/blur now, less fall damage is ok and fits better with the idea of a superhuman player.

I'll also tame the underwater weapon punishment somewhat and probably allow all weapons to function underwater, with an amount of harmless jamming varying from weapon to weapon. I'm thinking to reduce the backfiring (which damages the player) a lot. The destroying of backfiring weapons was already removed a while back.

Part of me sees this as "dumbing it down" since it makes the player suffer less consequences / allows them to switch off the brain while playing. It's difficult to strike a good balance. 
 
http://negke.slipgateconstruct.com/files/rmqwinter11_negke.7z demos

Many nice and cool things, and also quite a few not so nice ones. The maps look great, though some have issues with the lighting. Too dark or too colorful in some places, and E3M3RQ with terrible minlight.
E2M1RQ goes a bit overboard with reinterpretation and adding new areas, so that only 60% through Quake2 you finally enter the actual e2m1 part. The other ones were mostly recognizable with neat additions. Not sure about the ship part. It certainly looked cool though (with better light).

I experienced a couple of slowdowns in E2M1RQ - this shouldn't happen, but it was bearable. E3M1RQ, on the other hand, was barely playable. Something caused a major hit on performance, possibly the rain. Also I'm not sold on the Glados AI thing, felt tucked on and out of place. 'Regular' (non-humorous) AI broadcasts may be better for the level.

New stuff... the hires textures look surprisingly good. The new sounds, well, I don't like them because they are no improvement on the older ones, but seemingly only added because you felt everything has to be updated to higher resolution. Pew pew laser etc. And what's with the monster calling the player "noob" when he dies - I mean seriously.... Environmental sounds are good.
The new monsters are nice, though also pretty powerful. Seems harder to avoid taking damage. Those Madfox squids work surpringly well (if not overused). They seem even harder to dodge though. The drones look somewhat out of place with their non-brown skin, a bit Shrak/Malice-like. Their explosion should be toned down visually. Zombie knights stay dead a tad too long in my view, could get back up faster.

Gameplay was mostly okay on Normal, was low/out of ammo/health and died a few times. Hardly any secret found, but it's great there are so many in each map. Did you nerf the DBS? Somehow felt weaker than before. I don't like the laser rifle, the v_model looks cheap, and I don't see a good gameplay reason to replace the nailgun with it. I missed the SNG.
Still don't understand why you don't just use the chainsaw model from Zer, it looks very badass - unlike the RMQ one.

The 'drunk' effect in E3M3RQ was annoying and felt like a random idea forced into the map. At least tone it down a little and put a centerprint explaination in the area (poinsonous gas or something).

Please change the autosave system to name the files "autosave.sav" instead of overwriting the quicksave file!

I encountered a few glitches, even two gamebreaking ones. After dying in rising lava, the orange screen tint didn't go away on reloading. The ladders on the ship in E3M3RQ are parially nonsolid. At one point I reloaded and the fog was gone for the rest of the map. Best watch the demos so you can see it for yourself... and have more immediate (and possibly aggravating) comments. Sometimes I only look at something that's wrong but don't type a message. You'll probably get the idea.

Bottom line, enjoyable beta maps, many good features as well as controversial bullshit. 
Ah Yes 
The damage blur, interesting effect, but somewhat annoying. It blurs your vision too much if you take lots of damage from different sources. Makes fighting back unnessarily difficult. I sighed at the fall damage a couple of times as well, because there are areas where you are required to jump down (less than 256 units) but can't avoid taking damage from it.
I noticed that the nailgun sometimes jams underwater but still functions. This is good, better than completely disabling it.

What you regard as "dumbed down" actually is what makes Quake fun. The opposite of what all those realism shooters do, and what RMQ, to the dismay of many players, has started to incorporate, eg. damage blur, fall damage, autoregen health etc. Perhaps optional gameplay settings to cater to all kinds of players could make it easier to balance?

Btw. I'm not sold on the new powerup behavior either. Not to mention that you didn't explain how the new versions work now. In effect, I wasted to Quads going wtf at the shorter duration. And ZQF didn't benefit from his Pent, either - quite the contrary. I'd say maybe makes those new version extra items and use them in situations where they can be utilized properly, rather than using them as replacement for the old ones and forcing the players to make due (for in my view, the new ones, at least as much as I understand their behavior, are much less versatile now compared the others). 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.