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  • Quake: AftershoQs

    Some of you keeping up to speed on RiftQuake may have heard me talk about the side project I was working on. Well, I've been getting loads and loads of work done on it and I figured now's as good a time as any to open a thread on it, especially since it too will use the Double-Barreled shotgun modeled by BloodShot.

    Welcome to the build thread for Quake: AftershoQs. This is a mod at it's very core, meant to take id Software's Quake and intensify the action and visuals without straying from the classic look and feel of Quake. I suppose this is what I originally hoped to achieve with RiftQuake, but having decided to steer that game in a more modern, less faithful direction, I still felt the urge to craft something specifically for Quake.

    The baseline engine for the build is QuakeSpasm. There are no engine extensions, no fancy particles, no high res or poly models/textures. I aim to polish the Quake experience using old school methods on a mostly faithful engine that supports bsp2 maps, raised entity and byte limits, colored lighting, and other graphical niceties that still do not alter the game beyond recognition.

    I won't flood this thread with updates of every small thing I do, because (as I'm sure a lot of you have noticed) I don't work all that fast. Between real life and the constant need to scrap and rebuild everything I make until I feel satisfied, it takes a while. But I am pleased to say that I've gotten as much done, if not more, in the way of progress on this mod as I did on RiftQuake since it began almost a year ago. So I am getting faster lol.

    The biggest reason for opening this thread now is I wanted to share BloodShot's double-barreled shotgun as it sits now: textured, animated, and totally brutal:

    [ame=http://www.youtube.com/watch?v=b5biXbQgN9A]Quake: AftershoQs - BloodShot's DBSG[/ame]




    Instead of an incorporated muzzleflash or a spawned muzzleflash entity, I chose to use sparks and smoke particles (for whatever reason, fraps does not record these smoke particles) from the muzzle of the firearm. Real shotguns have very little muzzleflash, as the pellets do not fill the barrel like a fired bullet does, thus leaving no back pressure of ignition.

    RiftQuake isn't dead, just taking a back seat for a little while, as that project will naturally take significantly more time, and I would love to release something in the near future.

    More arsenal updates to come. Currently, six weapons are 100% finished. The code has been meticulously cleaned. Dozens of new features and bug fixes have been made. Functions for intense gore and blood effects have been written. Underwater bubbles and spark flashing for explosions, shotgun shell physics (float in water, for example), dozens of new player animations, so and so forth.
    'Replacement Player Models' Project

  • #2
    Awesome!

    Will you be creating custom mp maps and/or a campaign?

    It would be nice to see it go stand alone rather then being tied to Quake as a mod.

    Best of luck!
    Username : Atomic Robokid on Steam

    Please check out my Quake made things:

    https://www.indiedb.com/games/run-over
    https://adam-freeman.itch.io/hazard
    https://adam-freeman.itch.io/diver
    https://adam-freeman.itch.io/beyond

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    • #3
      Will you be creating custom mp maps and/or a campaign?
      Oh absolutely! I already have a storyline planned for the campaign, which I hope to include cutscenes. For mp, new maps and game modes --as well as bots-- will be included.

      It would be nice to see it go stand alone rather then being tied to Quake as a mod.
      While that is a possibility I considered, I feel this would not allow me to keep it Quake style. Although there will be new monsters, making it standalone would require that no old monsters could be used, or Ranger, or the slew of textures in packaged bsp maps, so on and so forth. This will definitely be a mod that requires id1 progs.dat to avoid legal issues pertaining to non-original content. It's much simpler and more time efficient to go this route, and a major goal of AQ (AftershoQs) is to re-vitalize the Quake experience.

      Best of luck!
      Thanks man! I feel very solid about this project. I don't have the nagging "damn I should've done this" or "damn I need to change that" feelings I usually get when making something. That doesn't happen too often
      'Replacement Player Models' Project

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      • #4
        Originally posted by Dutch View Post
        Oh absolutely! I already have a storyline planned for the campaign, which I hope to include cutscenes. For mp, new maps and game modes --as well as bots-- will be included.



        While that is a possibility I considered, I feel this would not allow me to keep it Quake style. Although there will be new monsters, making it standalone would require that no old monsters could be used, or Ranger, or the slew of textures in packaged bsp maps, so on and so forth. This will definitely be a mod that requires id1 progs.dat to avoid legal issues pertaining to non-original content. It's much simpler and more time efficient to go this route, and a major goal of AQ (AftershoQs) is to re-vitalize the Quake experience.



        Thanks man! I feel very solid about this project. I don't have the nagging "damn I should've done this" or "damn I need to change that" feelings I usually get when making something. That doesn't happen too often
        Let me know when its time to try and break something I love play testing
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • #5
          Awesome! Looking forward to seeing more of this.

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          • #6
            Originally posted by Mindf!3ldzX View Post
            Let me know when its time to try and break something I love play testing
            You got it mate! Shouldn't be too long before a Deathmatch beta is available. I intend to finish all weapons, items, and player functions and animations before touching monsters and mapping and such.

            Originally posted by ArrrCee
            Awesome! Looking forward to seeing more of this.
            Thanks! Keep reading for more....

            The Bore Rifle replaces the Super Nailgun. Initially I struggled with the decision to replace good old Quake's nailguns, but in the interest of balancing gameplay against the rocket and grenade launchers, I decided to substitute in some rifles for the nailguns. The first rifle on scene is the Bore Rifle, a freakin' huge, hefty carbine that fires a .62 AMO pistol round. It may seem basic, but there is a fair amount of code that went into the behavior of the rifle's firing functions.

            It naturally uses a traceline hitscan like the shotguns do, meaning your shots get there right away (no more watching fired nails float daintily towards your enemies only to hit the wall 30 feet behind them). Here's where it gets interesting: the rifle is semi-automatic but has a high rate of fire (0.25 seconds). However, as long as you hold the trigger and the rifle is firing, your accuracy decreases exponentially. If you aren't up close and personal, you won't hit anything from afar. This was the best way I could think to allow rapid fire but also promote intentional aiming and tactic to using the weapon. Single shot placement isn't dead-on accurate either, but is respectable. The next rifle I code will be highly accurate but not all that damaging.

            The magazine holds 8 of the large rounds, so make your shots count. Here's a video:

            [ame="http://www.youtube.com/watch?v=zHcdEcMIK3M"]Quake: AftershoQs - Bore Rifle[/ame]




            The muzzleflash gets drawn out a little weird when recording, probably something to do with my PC being ancient, IDK. At any rate, it looks better in real-time while playing, you'll just have to take my word for that lol.
            'Replacement Player Models' Project

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            • #7
              Sweet! Thanks for the progress report! Looking good Dutch!

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              • #8
                Hot damn this looks great

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                • #9
                  Thanks guys! Here's the latest update.

                  Introducing the third and final shotgun for AQ: the Trench Gun (I haven't posted a video of the full-auto Assault Shotgun yet if anyone's wondering where the last shotgun is lol). Modeled and textured by Bloodshot (thanks again buddy!), the Trench Gun is the answer to the long range accuracy needed when a rifle isn't in your possession. It's a pump action that holds 8 shells in the magazine tube.

                  [ame=http://www.youtube.com/watch?v=ILkBzR_1SKc]Quake: AftershoQs - Trench Gun (Bloodshot's Pump Shotty)[/ame]





                  As with the video for the Double-Barreled Shotgun a few posts above, the smoke particles from the muzzle of the shotgun aren't drawn when recording with fraps, so what you see here isn't exactly what you get in terms of effects.
                  'Replacement Player Models' Project

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                  • #10
                    sexy

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                    • #11
                      Look great

                      -r0t.uk- cOOp - Mapvote - r0t.uk:26001
                      -r0t.uk- DM - Mapvote - r0t.uk:26000

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                      • #12
                        Thanks fellas. I've been AWOL recently finding a new job, but I will hopefully have some new stuff done soon.
                        'Replacement Player Models' Project

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                        • #13
                          Hello Dutch,

                          All those internet shortcuts doesnt say much to me, but your post sounds not good.
                          It seems that jobs are far from "safe" in the US. I hope you will find a new job very soon !

                          Best of luck.

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                          • #14
                            Haha AWOL is a military term that stands for "Absent Without Leave". It just means I haven't been around much to work on the mod. Thanks, I had some pretty good luck finding a job, I will be moving shortly.
                            'Replacement Player Models' Project

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