#128 posted by [Kona] on 2011/01/27 02:30:07
Dunno about other players, but I have a tendency in Quake to fight monsters at very close range, ie point blank.
Hell Knights, Shamblers, Ogres, hell pretty much all monsters except the Vore and Scrags sometimes I try to get real close to with the ssg. So with the RMQ ssg being really powerful up close, that's gonna make for some fun gameplay. Getting as close as possible will become a big part of the gameplay - which is good because that sort of gameplay is more intense.
#129 posted by gb on 2011/01/27 03:37:08
We realized Shamblers should be more frightening in general, so several things are being done about that - hitpoints are only part of the story. Supa made a visual change to their attack lately which had me picking my jaw back off the table when I saw it... there are many things that can be done to make monsters more imposing. Raising one monster's HP doesn't mean you can't have a general policy of not doing that, either. Being dogmatic about it is counterproductive...
The getting up close part is where berserk ogres (the double chainsaw ones) come in nicely btw. It also happens that you don't manage to hit an ogre head on, so it's not a guaranteed one hit kill. You might not even have the SSG at all times, either. :-)
Shambler dancing might come to an end, btw. With or without bullets.
Right now I think that while it's good to have grunts at cannon fodder level (DOOM style), the high tier baddies should perhaps become more of a challenge. We have several developments in RMQ which could eventually contribute to that.
We did focus a lot on the lower tier monsters and things like ogres, knights... and I'm certainly guilty of focusing on non-monster challenges for quite a while. There are however new monsters in other maps (new bosses, even). There's quite some stuff that people haven't seen yet because no release featured it so far. For example, you're not going to play e1m6rq as Quakeguy anymore. And so forth.
Demos are snapshots of parts of the mod at a certain time. The map from Demo 1, e3m1rq, looks totally different by now. It's just motivating to have a release deadline and it produces feedback, in turn helping us to improve stuff. We're otherwise quite closed, so it's nice to have something to show as well.
/rambling
General Questions
#130 posted by Baker on 2011/01/27 05:03:48
Any plans for Hipnotic force-fields or the Hipnotic "Earthquake" type of effect? Just curious. I always liked the Starship maps which used the Hipnotic force-fields and I've always liked the "earthquake" screenshake selectively used in "dramatic" sequences.
[re: DarkPlaces ... runs Warpspasm or Travail very poorly and Tronyn/PM had to write DP-specific progs.dat for New Soul of Evil and ARWOP ... personally, I'm rather disappointed in anyone who doesn't know DarkPlaces has issues with both big maps and heavy QuakeC modifications *AND* is a long time Func_Msgboard participant. This should not be news to anyone. DarkPlaces is a technical marvel but always has had the eye on the future, not backwards compatibility.]
Those
#131 posted by ijed on 2011/01/27 12:06:50
Are both already in - like Gb says, there's a lot we haven't shown yet. A map that did show all the features would have to be just a feature demo map, like the one(s) for Quoth2. Looking inside the source /progs folder could be a decent teaser, as could reading the mapping kit page on the blog.
Btw - everything on the mapping kit page is in the current progs and will work if you want to experiment.
The weapons concept was to make them a toolbox as opposed to a higher number = better. So now, for example, the SG does have advantages over the SSG (although minor, tbh) and the NG has a very genuine advantage over the SNG. The misfiring underwater is part of this as well, but still WIP as stated before.
#132 posted by necros on 2011/01/28 01:03:57
Shambler dancing might come to an end, btw.
this would be a great shame. shambler dancing is very technical and has a nice random elemental as well. it's exciting to pull it off right. removing it would basically be 'dumbing it down'.
re: DarkPlaces ... runs Warpspasm or Travail very poorly and Tronyn/PM had to write DP-specific progs.dat for New Soul of Evil and ARWOP ... personally, I'm rather disappointed in anyone who doesn't know DarkPlaces has issues with both big maps and heavy QuakeC modifications *AND* is a long time Func_Msgboard participant. This should not be news to anyone. DarkPlaces is a technical marvel but always has had the eye on the future, not backwards compatibility.
this would be DP's problem. it's basically another limitation except from the opposite side of the engine spectrum.
Well
#133 posted by ijed on 2011/01/28 03:01:01
We have to be careful. I can't remember the last time I didn't dance a Shambler, even when it wasn't necessary - unless it was miles away.
Personally I see the dance tactic as something of an exploit. It wasn't intended by id, but then neither was rocket jumping, at first.
As of the past couple of days it has a few new abilities to deal with cheeky slipgaters who try to take advantage of 1996 ai routines. There's a partially complete dimensional behaviour as well, which I'm thinking to tie into basic things like pain and alert. Its already in for losing sight of self_enemy and death.
Part of the concept, for me at least, is to provoke the same emotional response from the player when they first played it ten years ago.
Zombies rising out of water was creepy, and fucking awesome, back then. Times have changed. After many years of gaming history we don't need more graphics, just more game play.
Now, when those zombies rise out of the water I'd like something slightly different to happen each time.
Facing a Shambler shouldn't be run of the mill, even to an old hand player. Because of all the skill level manipulation (yes, NM is significantly more difficult than hard, easy significantly easier than normal, etc.) we've included nobody can complain unless they just flat out don't like the concept.
Rambling. But part of what we're doing is making a massive toolkit. If we tend to focus on the tools we're using to re-make the original maps as we want to then thats just the way things are.
Damn. Where's the top hat icon.
Or I'm A Bit Pissed And Thinking Hat Icon
#134 posted by ijed on 2011/01/28 03:05:32
We Need Hats In RMQ...
#135 posted by frag.machine on 2011/01/29 03:56:48
... And achievements! :P
BTW, I haven't said that enough: great work you guys (and gals!) have done here. I can't wait for the rest of the maps.
#136 posted by ijed on 2011/01/29 14:11:16
Thanks. It seems this demo has been much more warmly received than the previous ones, so that indicates we're going in the right direction.
It's nice when hard work is appreciated - Gb really went to town on this one.
Just Tried The RMQ Engine
#137 posted by spy on 2011/02/06 16:33:07
and i believe it would be my default quake engine . runs much smoother than fitzquake in my system
but i've found a couple of issues
http://www.quaketastic.com/upload/files/screen_shots/rmq0000.jpg - gibbed head and weird crosshair possition
and
http://www.quaketastic.com/upload/files/screen_shots/rmq0001.jpg
could you just rid of that shaft firing effect
back to the normal id LG effect
anyway good job guys
Oh, Btw
#138 posted by spy on 2011/02/06 17:06:03
everytime i launch quake
rmq overwrites my config.cfg
with this error
execing config.cfg
Cbuf_AddText: overflow
what gives?
#139 posted by gb on 2011/02/06 17:33:06
That's weird about the head; can you try this latest public version of the engine and see if it still happens? Unless you're using that already, in which case we need to upload a fixed release...
http://www.quaketastic.com/upload/files/tools/windows/engines/rmqengine_20110126.zip
The shaft effect is a blue colored dynamic light; maybe we can whiten it some more.
execing config.cfg
Cbuf_AddText: overflow
This would be mh's department; thanks for the report, keep reporting b00gs everyone.
One More Note
#140 posted by spy on 2011/02/06 17:47:52
That's weird about the head; can you try this latest public version of the engine and see if it still happens? Unless you're using that already, in which case we need to upload a fixed release...
i'm using the version of rmq from the demo2, you've been released recently.
but i forgot to add, i run rmq WITHOUT the RMQ stuff (progs, models etc), just like fitzq/aguirre'squake
i should try it with properly intalled rmqmod
The shaft effect is a blue colored dynamic light; maybe we can whiten it some more.
there is no need to whiten the beam
"r_colored_dynamic_light 0" disable that feature
#141 posted by gb on 2011/02/06 18:14:45
There is a post-demo2 release of only the engine here:
http://www.quaketastic.com/upload/files/tools/windows/engines/rmqengine_20110126.zip
which fixes a couple issues. The engine should not depend on any of the rmq-mod stuff, it's simply a derivative of FitzquakeSDL/Quakespasm.
It should work on its own.
#142 posted by spy on 2011/02/06 18:26:48
The engine should not depend on any of the rmq-mod stuff, it's simply a derivative of FitzquakeSDL/Quakespasm.
It should work on its own.
so this is rmq bug (gibbed head model) and also crosshair position is wrong, after changing resolution (at least to me)
#143 posted by necros on 2011/02/06 19:34:43
is there any way to bring back proper sized particles? the particles are downright tiny in this engine. probably the smallest particles in any engine, afaik. even quakeworld client was larger.
#144 posted by mh on 2011/02/08 02:43:52
> is there any way to bring back proper sized particles? the particles are downright tiny in this engine. probably the smallest particles in any engine, afaik. even quakeworld client was larger.
OK, I know why that's happening. It *shouldn't* happen and it's certainly not intentional. I'm willing to bet that you also get really small particles in Quake II?
#145 posted by mh on 2011/02/08 02:46:55
Hmmm - did you use the new build from here: http://kneedeepinthedoomed.wordpress.com/2011/01/27/new-engine-release/
It should be fixed in that.
Thanks, Yeah
#146 posted by necros on 2011/02/08 07:40:33
that fixed it! :) no idea about q2 particles though, i can't run the stock q2 engine.
also, any particular reason why you reverted fitzquake's superior sprite pixel smoothing for the old fashioned way that all other engines use?
i am talking about the way it knew when to preserve hard edges and when not to. not sure how else to describe it. :)
#147 posted by mh on 2011/02/08 11:14:23
> also, any particular reason why you reverted fitzquake's superior sprite pixel smoothing for the old fashioned way that all other engines use?
Let me look at the code later on and tell you then. Right now - and off the top of my head - it's either an unintentional bug or it interfered with something else that was deemed more important, but I'll need to check the code first to confirm (it's at home and I'm in work!)
#148 posted by roblot on 2011/02/08 17:59:39
Great, new engine works 100% on my Ati victrola 9000 pro. Thanks!
Curious Bug For RMQengine.
I have a little scripted sequence of a crane swinging round. It turns on two axes, and for some reason in RMQ engine only, and furthermore only on one axis, it swings the wrong way :p
Hypnotic entities of course. Bloody things.
#150 posted by gb on 2011/02/08 19:32:38
I got the same thing with one of my rotating bridges (non Hipnotic rotation), so I guess xyz got jumbled somewhere.
Small Particles
#151 posted by rj on 2011/02/11 22:24:48
is there any way to bring back proper sized particles? the particles are downright tiny in this engine. probably the smallest particles in any engine, afaik. even quakeworld client was larger.
just regarding this, i didn't notice the particles had shrunk until i reverted to quakespasm for rubicon2 and clocked how much bigger they were (likewise for the latest engine build). i actually prefer them smaller, is there any way to have it toggleable?
#152 posted by mh on 2011/02/13 20:15:21
I could just add an r_particlesize cvar, since everybody seems to have different preferences. Seems to make the most sense.
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