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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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I was just checking out the blog, which I hadn't spotted before you linked it in another thread. Screenshots are looking fantastic!

You guys still on track for a fall release of the SP demo? 
Yeah 
We should be. What it'll contain is currently mostly WIP so I don't want to mention it all.

Demo2 will contain at least one playable map and multiple new enemies.

A devkit isn't being considered yet, since our maplist is still a gaping maw that even the toughest mappers will vanish into, never to be seen again.

It's slow going, in other words, and anyone wanting to make their own maps with the entities / features I'd try to get onto the team proper. 
 
The screenshots look great. Keep it going. 
E2 
in particular looks great in those shots. 
Yeah 
the centre bridge from The Dismal Oubliette looks awesome. 
SP Demo #2 Almost Here 
Looks Cool! 
 
Atmosphere 
So I just played e3m1rq again, and I have to say, the atmosphere is amazing. The rain, dripping ceilings broken walls, floors, &c really add to the map. Things aren't so static anymore. Sounds are still funny, especially the wizard's. Shotgun sounds good though. 
Next Prog Release 
When are the next version of the progs going to be released? I'd like to try out my map. :p 
 
A demo is due soon, but if you only need a progs.dat I reckon we can simply upload that. 
Wait, What? 
I'd like to try out my map.

o_O just realized this. :) 
Well 
I'm a lot slower than Gb - but
if you want to be in on the latest updates then you can either join the team or wait a week or so.

The next demo is coming to the boil, but we'll never complain about new blood. 
Meh 
I wouldn't have much to contribute. New to mapping, the only thing I've done with textures is add some snow to them, and don't know enough quakec voodoo. I'll just wait for the demo. 
 
To make a bold statement: It should be out this year. 
GOING TO QUOTE YOU ON THIS 
 
Remakequake Is Going To Make You His Bitch 
 
 
Spirit++; 
 
bitch ad style bitchmaking I'd like to avoid ;-)

other bitchmaking is ok. 
And I Was Like 
:O 
So Uh, Yeah 
http://kneedeepinthedoomed.wordpress.com/2010/12/24/xmas-presents-part-2/

This might be already waiting as a news post, but just in case. 
:D 
 
Awesome. 
thanks ijed/everyone - can't wait to play this! 
 
You should use -sndspeed 44100 on the command line, otherwise half of it will be lost on you.

isn't this default for rmq engine? if not then it should be!

can't play this or even access trac for the next few days since i'm at my parents. not played the full version with chthon yet so looking forward to it :) 
 
Following the drama about this project not being covered at Quaddicted and not being in its archive I have a question:

What ultimate goal or vision are you working towards? 
Hirez Quake 
In terms of gameplay. Some have said a spiritual successor to Quake 1 which the strogg game made afterwards and given the same name didn't quite fit.

I spose that's a fair way of saying it, although we are remaking the original maps and monsters. A lot of what we're doing is things that id probably intended on some level at the time but were limited by the tech or monetary constraints.

External to the project we're interested in community support and maintaining the project open source. Things like rotating tech development, Mh's engine voodoo and so on. 
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