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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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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. 
Ah Ok 
sweet 
Ijed 
If you do not provide a config.cfg the id1 cfgs will be executed. At least as far as I have experienced it. 
Wait 
I mean: then the existing keybindings will end up in the new config. 
 
Don't replace autoexec.cfg or config.cfg in you mod -- replace quake.rc and use it to call a brand new config before or after the lines that call config.cfg and autoexec.cfg. That way it will play nice with users' existing configs. 
So 
Quake.rc is the way to do it properly then?

The reason we did it this way was becuase we're all playing from a mod folder 'RemakeQuake' and therefore lost our key bindings etc when id1 was loaded.

Should have thought it through better, but you live and learn. 
So Do Y'all Rate The Maps Then Or What? 
 
Actual Feedback.... 
i was really pleased with DM1 and DM4, the feeling of proportion was good and the spatial changes felt good. The maps were fresh and recognizable at the same time. I especially liked how DM1 all the rooms were closer together (less hallway) and it felt more open, and the way the entire layout now has a concept -- the central chapel-looking building surrounded by courtyards. Both of these maps seem to have too much minlight, though.

The brushwork for that central tree thing in the CTF remake was really impressive, too. 
Quake.rc 
the reason to do it the quake.rc way is so that the player's id1/autoexec.cfg gets executed correctly, since you don't have a rmq/autoexec.cfg. And the id1/config.cfg gets used (at least the first time you run the mod) as well. Then your rmq.cfg gets called (or maybe you want to call it before the other files) and does whatever you need done. 
Yeah 
Minlight's been commented on - need to do some normalisation since lighting in general seems to be our weak point.

Did you try the bots?

Like I say, getting a proper config we kind of forgot about - we've each evolved our own over the years and months of the project, and we don't share them. Next time we'll get it right. 
Good Stuff 
Haven't played with bots, just ran through the maps.

dm1rq: Nice remake, feels faster than the original with the spacial changes metl mentioned. The breakable windows add a nice touch (also in other maps). Floating torches always look strange, why not just move them close to the wall, give them a low light value and use a point light a few units in front of them instead. Too much minlight - please don't use it at all. You might want to consider clipping off the roofs and stuff to take care of camping (then again, without a rocket launcher camping would be pointless anyway).

dm2rq: Good theme with Ogro, chains and cogs, but the map is way too dark! The buttons (lava pit/squisher/quad bridge) have too much delay in my view, they should work almost instantly - or maybe only with a short delay of 0.5. . There's some z-fighting where the chains touch the ceiling. You should also do something about the sky at the bottom of the pits being visible when dying there.

dm4rq: A bit minlighty too. I'm not sure if the increased spaciousness (vs. the original's crampiness) is better or worse. Probably better, but it requires to change established tactics. The gaps in the floor make grenade spam ineffective. This could be considered a good thing, though I hope it doesn't make the GL useless now. It's a pity some of the jumps don't work anymore, e.g. rj out the lava pit in the atrium (you know, that control situation when people camp near the LG and shoot behind you when you exit the teleporter). The jumps LG->SNG->stairs and GL->stairs don't work anymore either, which is unfortunate. The ambient sound fits well (perhaps you could add some pumps or arcane lava machinery in some area, like the cogs in dm2) but it's also somewhat annoying after a while, perhaps lower its volume a little?

dm6rq: Good ambience. The MH room is cool (and I like the look of that flesh gun) - there're some rogue spaces behind the flesh colomns. Get rid of the arrows, people will eventually figure out where to do the trick jumps. Again, some of the gaps at the sides of the walkways seem to render grenades ineffective. The metal structures next to the stairs are still blocking the player in the upper part, I recommend making the gap larger or even indenting them so they won't interfere.

dm7rq: Nice reinterpretation, especially with the plant growth. A bit too dark though. The raised/stair bits add a positive touch to the lower level. The hook should be most effective in this map. A health items falls out.

ctf1rq: Didn't know this map, but the RMQ version looks good. Too minlighty again. That tree thing in the courtyard is cool too. I strongly recommend to merge the textures (e.g. brick+trim and blue+red brick) to lower the polycount in this area. I'm sure you'd be able to shave off some 1000 wpoly like this. Rockets fall out.

I take it dm3rq and dm5rq aren't finished yet. Too bad, I was particularly interested in dm5, as I once had plans to do a remix map myself.
The new stuff sound interesting, like walljumps (even though I didn't manage to do one), bezerk mode, stairs sliding etc.
I still don't like the apprearance of the health vials/MH. They look too comicy and clean for a Quake environment. Maybe try to make them look dirtier, add some stains and cracks. The sound is atrocious too. Some 'swoop-gulp' sound would fit much better than this Commander Keen thing. 
 
need to do some normalisation
Get rid of it completely. Using a bunch of point lights looks much better in any way (and more Quake-oldschoolish if you want). And it's not that much additional work. 
Negke 
I still don't like the apprearance of the health vials/MH. They look too comicy and clean for a Quake environment. Maybe try to make them look dirtier, add some stains and cracks.

What we're doing for the health/armor items is making them worldtype dependant. Load up a base map and watch the stimpacks/health kits/armor shards/etc change to base versions. We intend to give each worldtype their own, distinct pickups - they'll probably look nothing like health vials in their final forms.

As written in the readme, what you're seeing right now are placeholders. Hopefully we'll have new items by the time we make a new release (not anytime soon!)... 
Or Just RTFM 
 
 
I feel kinda rude for telling ceriux to rtfm... I'm getting weak. Thanks for feedback, negke, you have mail. 
Yeah Alright 
I missed that line. 
Yep 
I did the placeholder models for the pickups, they're pretty lame. Typically for this sort of thing I slap a big PLACEHOLDER texture on, but I was gearing towards finishing them at the time, until a load of work stuff interrupted.

Ok, all minlight to go. It's sunlight in CTF1RQ but it's not really needed - will help the atmosphere if it's heavily lowered as well.

DM7RQ hook is pretty useles - Gb pointed this out before the demo release, but I was struggling to find good points for the grapples. All those walkways get in the way of proper swinging. 
 
Hey ijed,

I don't see an option for this and I don't see anything on the project page ... can you punt me from the project since I'm obviously not contributing anything at the moment. I don't want the hundred emails a day that it generates if I'm not on the project.

Thanks! 
Choice Of Contribution Emails 
Don't know if I'm right, but on the bottum of the email there's something like:
Follow all team member project activity or change your alert preferences here  
 
Yeah, I went to that link but I don't see how to change my communication settings. It's probably best if I'm dropped anyway, I never did do anything. 
Willem 
Done. 
 
Thanks! 
 
No ReQonquer then, I take it. 
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