Looks Cool!
#432 posted by generic on 2010/10/31 16:48:58
Atmosphere
#433 posted by jt_ on 2010/11/01 06:26:35
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
#434 posted by jt_ on 2010/12/17 18:18:21
When are the next version of the progs going to be released? I'd like to try out my map. :p
#435 posted by gb on 2010/12/17 19:59:42
A demo is due soon, but if you only need a progs.dat I reckon we can simply upload that.
Wait, What?
#436 posted by gb on 2010/12/17 20:01:22
I'd like to try out my map.
o_O just realized this. :)
Well
#437 posted by ijed on 2010/12/19 04:57:48
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
#438 posted by jt_ on 2010/12/19 05:13:30
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.
#439 posted by gb on 2010/12/19 12:32:45
To make a bold statement: It should be out this year.
GOING TO QUOTE YOU ON THIS
#440 posted by negke on 2010/12/19 13:14:36
Remakequake Is Going To Make You His Bitch
#441 posted by Spirit on 2010/12/19 13:28:05
#443 posted by gb on 2010/12/19 15:16:49
bitch ad style bitchmaking I'd like to avoid ;-)
other bitchmaking is ok.
And I Was Like
#444 posted by meTch on 2010/12/19 16:23:14
:O
So Uh, Yeah
#445 posted by ijed on 2010/12/24 19:55:05
:D
#446 posted by jt_ on 2010/12/24 21:32:13
Awesome.
#447 posted by Drew on 2010/12/25 05:30:54
thanks ijed/everyone - can't wait to play this!
#448 posted by rj on 2010/12/25 12:47:34
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 :)
#449 posted by Spirit on 2011/02/13 15:18:19
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
#450 posted by ijed on 2011/02/13 15:42:59
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.
#451 posted by gb on 2011/02/13 22:30:39
I wrote a lengthy history, but - what ijed said.
Lengthy history might appear at blog.
Question For The RMQ Team About Network Protocols...
#452 posted by metlslime on 2011/02/20 03:29:16
I noticed that DirectQ has a network protocol 778 which is referred to as the "Remake Quake protocol", but the RMQ engine has 999 as its official protocol. Are these two protocols different, and which one is going to become the final RMQ protocol?
Also, MH, was there ever at protocol 777 and if so, is it only present in older builds of DirectQ?
I ask because I've seen some demos in the Rubicon2 thread that were recorded in 778, and wondering if this is now a protocol that needs widespread support since people are distributing demos with it.
#453 posted by mh on 2011/02/20 21:25:43
778 is an oddity; I'd been using DirectQ for protocol experiments at one point and unfortunately it got released. I'm pretty sure that the only difference between it and Fitz is that it uses floats for coords and angles everywhere. I'd say let it die; DirectQ itself is going back to 666 as the default.
777 did exist and was GB's original RMQ protocol, which I'm almost certain was identical to 666 but with the number just bumped for future modification (and possibly with shorts for angles, I don't remember). Don't think it was ever released publicly, but it may have been privately circulated at one point.
999 is the intended "final" (whenever that may be) RMQ protocol. As it's WIP nobody should be releasing demos made with it, and it's always been clear that anything RMQ is subject to change (999 has already had one change since the demo release). The nature of this means that interim versions of 999 will get out, but the alternative option is to create a whole bunch of interim protocols all of which would probably need to be supported. What I'll probably send up doing is adding a "ProtocolFlags" uint to both server and client, and use that to communicate differences between successive revisions. Bleagh.
If nothing else all this makes me appreciate even more the route you took with 666 (although I do wish you'd bumped coords to float and angles to short; many of the maps need both pretty badly).
Oh No...
#454 posted by necros on 2011/02/20 22:06:30
If nothing else all this makes me appreciate even more the route you took with 666 (although I do wish you'd bumped coords to float and angles to short; many of the maps need both pretty badly).
so does this mean standard FQ will never have extra precision angles? :S
#455 posted by mh on 2011/02/21 00:30:42
> so does this mean standard FQ will never have extra precision angles? :S
Unless metl bumps the protocol in the future, it can't. Well, I tell a lie; it does for the player viewpoint, but not for other entities.
#456 posted by necros on 2011/02/21 00:40:15
but in order to do that, he'd have to either make a new protocol or previous demos and such wouldn't work anymore, right?
|