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InsideQC Forums • View topic - Revitalizing Quake

Revitalizing Quake

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Revitalizing Quake

Postby scar3crow » Thu Apr 14, 2005 7:26 pm

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Postby MauveBib » Thu Apr 14, 2005 7:35 pm

Yesturday I finally got so bored of looking at that old player model that I finally decided to do something about it. I've only just started on this, and it's currently in mdl format with a quake pallette skin, but I intend to convert it to md3 before animating it. If I get that far...



Sure, we could just use the Q3 ranger, whether hacked together into 1 model or not, but I don't want to play with something designed for Q3. So this is my attempt at rejouvinating Quake; I certainly hope I can finish it.
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Postby scar3crow » Thu Apr 14, 2005 7:45 pm

good lord that spins fast
can barely look at it

but that does look pretty good, and a nice increase in poly count without going into ridiculous detail


what modelling progs are you using ?
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Postby MauveBib » Thu Apr 14, 2005 8:37 pm

What else but QME :-)

I'll probably port it to milkshape then use cheapy's quake skeletal anim file to animate it, since I really can't be bothered doing every frame myself :o
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Postby Urre » Thu Apr 14, 2005 11:58 pm

Hello there Scar3crow.

Yes, the age old topic, which so far has consisted mostly of talk. A lot of "sounds cool", but not so much "let's do it".

You say you aren't all too interested in looking at remade content, that you'd rather see a new episode and so forth... You musn't forget, that if you make this new episode, with all new bumpmapped realtime mcjumbo, the old content (models, sounds and textures) will feel out of place, which is why the retexturing and remodeling projects are still needed. Anyone who's played Willi Hammes Tenebrae pimping map knows what i mean. New maps and episodes get released constantly, so there's not a shortage in that territory. The real problem lies in the fact that Quake isn't as popular as many of us would like it to be. This leads to general uninterest in creating anything for it.

As sad as it is to say, it won't happen. Most artists find other things more interesting than revamping some brown old thing, even if they'd probably love it once it's done.

Then there's also the fact that Quake is really, really vague. This leads to creative people making up their own background stories, explanations, filling holes in the plot... Everyone has their own take on it. I personally love this about Quake, because it lets me do just that, my own story. But that's just what it is, my story, and most will probably not agree on it. No matter what you do with a plot update/change/continuation, there will be people who plain hate it. I'll be one of those, trust me. I tried once, and the project (as it was then) died out for those exact reasons, disagreement about what is appropriate and what is not.

It takes a dedicated mind, and a lot of free time (or money) to do it, since you will probably be doing it alone.
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Postby DarkSnow » Fri Apr 15, 2005 3:20 am

People today dont realy care about quake1 (hey, face it!)

This is what i belive, and some probably will not agree
---
Its like that with most old games. Even if you make it ultra modern in gfx and content, the game criticaly needs fresh controls and standardized ambience.

For instance the quake engine still has no way of ducking. Even if you seldom actualy duck or have use for it, you miss it if its gone.

+use - activate stuff with a use key rather than shooting at the trigger

Ambience. Stuff like the sound of footsteps while walking and that the sound of the steps will sound like walking on metal while walking on metal. Colored lights, background music, cutscenes (i know its all possible but few actualy use it)

Trace instead of models, as many prolly loves that flying "spike" triangle you have to face that this is one of the major resons why people dislike q1 (or love). By having a (compared to real bullets) a slow as hell model - triangular in shape - people will after being used to games as counter-strike feel that the game contents is out of date. Trace_line's are fresher, more standardized when it comes to hi-velocity weapons.


Think of it like building a website... If you deviate to mutch from the rest of the sites (in the sites gui/structure) the user will be somewhat confused since he is used to having a standardized system of navigation-links and contents. I hope most people will get what i mean here.

So, i guess that if the ambience and controls of quake1 would improve to match todays standards people would prolly feel that (if the engine has nice graphical capabiletys) its a descent game - and thats IF they would even consider downloading and test it. I dont know how many times people have laughed when i have asked
- Want to play some quake?
- Quake 3?
- No, Classic Quake
*30s silence*


I like quake1 for my own reasons, but im not sure if quake1 will ever be as popular again...
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Postby MauveBib » Fri Apr 15, 2005 3:45 am

I think Nexuiz could well change all that. It's graphicly fantastic, and aparently has a great control system. Once people see what Darkplaces is capable of I'm betting we'll see quite a few mods of nexuiz, and quite a few new Quakers.

Remember guys, we can make standalone games, HL2 modders can't.
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Postby DarkSnow » Fri Apr 15, 2005 7:31 am

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Postby MauveBib » Fri Apr 15, 2005 7:48 am

Apathy Now!
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Postby VorteX » Fri Apr 15, 2005 11:13 am

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Postby leileilol » Fri Apr 15, 2005 2:08 pm

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Re: Revitalizing Quake

Postby Dr. Shadowborg » Fri Apr 15, 2005 3:42 pm

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Postby Wazat » Fri Apr 15, 2005 4:22 pm

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby Urre » Fri Apr 15, 2005 6:12 pm

I was once a Quake modder
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Postby DarkSnow » Fri Apr 15, 2005 8:07 pm

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