Hmm..
#24 posted by Qmaster on 2017/12/27 00:35:14
Keep 1.0
TB featureset match or exceed JACK (ALT+RMB!)
Large release from long forgotten mapper(s).
Alpha support on fence textures below 0.666.
Retroquad 1.0
Volumetric fog.
Surround sound support.
AD-level quality models for everything.
AD 3.0
Splitscreen
Advanced qc support to fix "entity chains". (I could maybe do this ;) ).
200 MAPS. GO MAP!!
Wishes...
#25 posted by Barnak on 2017/12/27 01:52:52
Spike FX fully integrated in official QS.
Also a new vore model with puffy tits and a dripping bloody snatch with teeth.
#26 posted by scar3crow on 2017/12/27 02:52:00
Robust multiplayer (including QW support, server browser) in QuakeSpasm so we could have a single engine to point people at for getting into Quake for any degree of single or multiplayer, maps, and mods.
Fog brushes
Lightmaps on liquids
Alpha dictated by material and relative depth (water on the shore is more translucent than water a few feet out - and the base value is impacted by the texture used)
Physics correct (to Quake's logic) movable liquids
More Quake mods in general, not TCs, not experiments, not appended content and mapping tools, but gameplay mods that let you meaningfully replay existing content.
#27 posted by R00k on 2017/12/27 03:04:43
personally i would like to see if i kill an enemy i get his weapon
/s
#28 posted by PRITCHARD on 2017/12/27 03:12:31
Steam Workshop Support
Decouple Physics From Rendering Framerate
#29 posted by Qmaster on 2017/12/27 04:12:19
#30 posted by yhe1 on 2017/12/27 05:44:24
#31 posted by Skiffy on 2017/12/27 10:39:46
Skeletal mesh support and blend / morph so I can use the best of both worlds.
Alpha / Masked alpha on models. Can make bat wings cheaper this way or torn cloaks. More than one material per model would be nice too for some quake 3 level shaders like glowing eyes or lava flowing down some demons back. All still in quake palette though.
Limb loss for monsters. In general a more expanded gore system. I like making custom gibs and it be fun to shoot off bodyparts and the monster still keeps fighting.
I second more advance water volumes that accept lighting and foam. Murky swamp water with bits floating in it would be nice. Stuff inside water volumes like pond scum.
Better lava! I want to break up tiling for this stuff. Have it more solid on the shore and flowing in the center. Just have bigger macro textures to break up tiling when seen from a distance. Those large lava lakes could look so much nicer...
Reflections on water and glass... :) and a nice FX editor for particles.
Kinn
#32 posted by anonymous user on 2017/12/27 12:16:37
An option to emulate the 8-bit colour look of software quake (with its crunchy banded lighting etc.) in Quakespasm.
#33 posted by Kinn on 2017/12/27 12:17:37
not to self: Title != Name
I Would Specifically Like To See...
#34 posted by Shambler on 2017/12/27 12:40:23
NO split-screen.
NO fucking controller support you arse suckers.
Deep-coding in Quakespasm and all other major engines to prevent split-screen and controller support being added.
Wtf Shambler Ha
#35 posted by Skiffy on 2017/12/27 12:44:52
Thats some dark ages type thinking hehe. Heresy i say! The 8bit color banding with dithering would be nice. Easy enough to do as a shader.
OTOH
#36 posted by Shambler on 2017/12/27 12:47:14
TB 2.1
I would love to see an engine like Quakespasm implement a robust level scripting language so we can get away from these unwieldy entity chains.
I would love local fog volumes and volumetrics to make their way into the game (but in a suitable Quakey way).
Tasteful Low Poly Remakes Of All Quake Models
In custom maps, more variety in types of gameplay and brushwork style. Even with all the fresh blood, i think that has been reducing with each passing year bit by bit in the last three-four years.
I'd love to see some support for fog brushes and water that settles into its area.
oh and decals.... definitely decals
Lightmaps on liquids
Alpha dictated by material and relative depth (water on the shore is more translucent than water a few feet out - and the base value is impacted by the texture used)
Physics correct (to Quake's logic) movable liquids
Limb loss for monsters. In general a more expanded gore system. I like making custom gibs and it be fun to shoot off bodyparts and the monster still keeps fighting.
I second more advance water volumes that accept lighting and foam. Murky swamp water with bits floating in it would be nice. Stuff inside water volumes like pond scum.
Better lava! I want to break up tiling for this stuff. Have it more solid on the shore and flowing in the center. Just have bigger macro textures to break up tiling when seen from a distance. Those large lava lakes could look so much nicer...
Reflections on water and glass... :) and a nice FX editor for particles.
All of these sound interesting / promising / potentially desirable if done well. They are pretty much in line with one of my main desires:
Keep having Quake graphics / effects / features slowly and tastefully enhanced while keeping true to Quake. I.e. no big crazy leaps with HD monster shaders or whatever bullshit. Just keep adding the small stuff like has already been done with fog / particles / skyboxes / breakables etc etc, and encourage people to use them subtley and Quakily. I think stuff like ad/spikespasm is doing this pretty well and far more effectively than the pseudo-AAA OTT jumps in Darkplaces etc, and I hope that can continue with some of the ideas above.
Also.
#37 posted by Shambler on 2017/12/27 12:50:02
I'd like to see more smaller / non-horde / non-epic maps with interesting gameplay, convoluted layouts and cool designs. Not everything has to be a mega-map, mappers don't need to tie themselves into knots trying to emulate Swampy/RR/Sepulchre/Marcher etc.
And finally for now...
I want to see ALL maps showing a strong theme with their design language and architectural styles, not just their texture sets.
More Skiffy Models
Shambles
#39 posted by Kinn on 2017/12/27 13:17:24
Quakespasm already has controller support. I always use it because I much prefer it to mouse & kb. I play my quakes on a 43-inch TV screen whilst sitting back in a comfy chair with a controller.
Split-screen would be awesome btw.
Well. I Hope For No More Kinn Maps Then.
#40 posted by Shambler on 2017/12/27 13:33:23
#realistic :P
Wish List
#41 posted by killpixel on 2017/12/27 16:49:44
fog volumes
Decouple Physics From Rendering Framerate
An option to emulate the 8-bit colour look of software quake (with its crunchy banded lighting etc.) in Quakespasm.
Mod menu and Demo menu added to QS
+1
Personally, I'd like to see a nice vanilla episode (or set of four).
In regards to some of the suggestions concerning graphical niceties (fog, lightmapped water, reflections, alpha and other blend modes, etc): fully supporting q3map2 and its shaders would get you all of that.
#42 posted by topher on 2017/12/27 17:59:18
i would like to have the time in the first place and then the inspiration to release a couple of maps
more short AD maps.
gameplay tweaks for vanilla and/or AD. for example i would have liked scrags that stay in their Z plane and shoot from there instead of flying to the same Z plane that the player. or that they fly above the player instead of towards the player. smarter fiends that don't get stuck, monster that can jump without trigger_monsterjumps
Better Standard HUD
I'd love to see an option to show picked up keys on the ARMOUR/HEALTH/AMMO HUD in QS a la Hipnotic and Quoth. Or even show the keys in the top right corner of the screen.
Also, a nice animated face like Doom... It always kinda felt like a step backwards going from Doomguy's dynamic mug to a static image.
#44 posted by anonymous user on 2017/12/27 18:44:06
I'd love to see an option to show picked up keys on the ARMOUR/HEALTH/AMMO HUD in QS
Quite honestly we need a system to create a totally custom HUD / GUI via QuakeC.
Custom GUI stuff has been criminally missing from Quake since forever, and I think it has stifled mod creativity.
I'm Actually
#45 posted by Qmaster on 2017/12/27 19:03:42
Planning to do a QS fork that adds custom hud manipulation in qc. Something along the lines of WriteByte commands. This for items, weapons, whatever. Someday.
Also
#46 posted by Kinn on 2017/12/27 19:22:06
There was a discussion a while ago about a way of supporting 16-bit vertex accuracy with minimal changes to the mdl format.
One suggestion kept backwards compatibility by requiring a standard .mdl file, which all engines can read, and then optionally an additional .m16 (or whatever) file which just contained 16-bit vertex information for engines that supported it (hint hint quakespasm)
Custom Hud Manipulation
Is a CSQC matter.
I'd be up for a CSQC implementation in QuakeSpasm.
I'd love to see an engine/mod support parenting or 3D skyboxes, ideally both. They're available in Source, so if the features are so important to me I can always just make a Half-Life 2 map, but I've often pined for them in Quake. I'm picturing a classic Unreal-style floating island level, with the sky camera attached to a func_train that gives the impression of drifting slowly over some eldritch landscape as you progress through the map.
Of course I hate to get all "anything I don't understand must be easy"; I couldn't say whether they're realistic desires.
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