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  • Yo, that sentry is pretty cool.

    I like it if people hack the stuff, that's the spirit. That's exactly what keeps the community alive.

    Take what you need, or add what you want for your fun and enjoyment, and it would be cool if everyone adopted this mentality. Like in the old days.

    If someone makes a change or addition we like, we might even merge it back into the official version.

    Rock on.
    Scout's Journey
    Rune of Earth Magic

    Comment


    • I think showing a door opening in a cutscene is alright I suppose, kinda like PoP for Hexen 2. But here's an example of a scripted sequence, maybe to point the player towards the drawbridge in e2m1rq: The drawbridge is extended, you go towards it and it retracts. Since it's a large piece of scenery players will undoubtedly try to go that way when they reach the area, and this is giving the player the info "Ok, that bridge just retracted, so I need to find a way to lower it", without blatantly pointing out the object in a cutscene. Or maybe for a part where you need to destroy the floor, instead of saying this feels "weak", add a noise when you walk over it, or have an object fall and break a small part of it.

      Again, this adds to the immersion and player feeling of figuring out what to do on their own IMO, and makes even small things more rewarding. But door cutscenes work because it's after you've already accomplished the task.

      Comment


      • Originally posted by metchsteekle View Post
        here's my demo on e2m1rq; i think it's only half as i got stuck in a bug.

        you might wanna fix some steps and there's some rouge water in one of the ammo pockets in the "original" first atrium with the bridges.

        normal skillz
        http://www.quaketastic.com/upload/fi...dem_e2m1rq.zip
        I just watched this, pretty cool demo, you're doing a lot of exploring there.

        That's a bug with the stairs you got stuck in, I think Ricky will fix this.

        You can continue after something like this by restarting the map and doing a quickload - RMQ does auto-quicksaves once in a while.

        Bloodshot: Definitely agreed.
        Scout's Journey
        Rune of Earth Magic

        Comment


        • Just started playing e3m2rq and saw one of the new monsters.

          Ugh. FLYING JELLYFISH? The way it moves and attacks creeps the fuck out of me. Idk why, but I don't like jellyfish-like creatures. I just played through Jedi Knight, and there are big ones in the water which scared me, but at least they were in the water

          Congratulations, you've made the first monster that I have ever been legitimately scared of, enough so that I've made this post

          Seriously, I don't know why I hate it so much, I can tolerate the most grotesque creatures, but a jellyfish lookalike scares me? xD. Still won't stop me from playing though.

          Oh and fyi, you guys need some new monster sounds :/ Don't mean to sound harsh, but they all sound like my brother does when he imitates game noises.

          EDIT:


          FUCKING JELLYFISH TRAP FRFRFGHGDHH
          Last edited by Bloodshot; 01-13-2012, 12:37 AM.

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          • I wonder, are these jellyfishes of Lavkraftian creatures?

            Just remembered the thing I like a lot - the room with green fog and zombies. Very cool, very atmospheric, has no off-putting puzzles and is even more quakish than original game!
            Last edited by FC Zvyozdochka; 01-13-2012, 03:01 AM.

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            • I'm pretty sure most of the sounds are just placeholders for better more professional sounds.. (a lil' birdie tells me distrans might get involved )

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              • Mac OS X Build of RMQ Engine (Intel + PPC)

                http://www.quake-1.com/docs/mods/RMQ...012_Jan_13.zip

                2 changed source files (glquake.h, gl_vidsdl.c) included in zip

                [The RMQ guys will need to make a zip of the game data.]
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                • e2m1rq

                  To get the first map (e2m1rq) to work on linux, go to the rmqwinter11/maps
                  folder and do:
                  ln -s e2m1rq_demoncrategib1.bsp e2m1rq_demonCrateGib1.bsp
                  ln -s e2m1rq_demoncrategib2.bsp e2m1rq_demonCrateGib2.bsp
                  ln -s e2m1rq_demoncrategib3.bsp e2m1rq_demonCrateGib3.bsp
                  ln -s e2m1rq_tilegib1.bsp e2m1rq_tileGib1.bsp
                  ln -s e2m1rq_tilegib2.bsp e2m1rq_tileGib2.bsp

                  This should get you going.

                  Comment



                  • Hi

                    im having fun with this mod...i just replaced the railgun for this quake2 style one.



                    with this new railgun sound i added each shot feels so major...i like this weapon.


                    added the zerstorer chainsaw and it runs not bad even though its has less frames in the animation.

                    i wouldnt mind if the q3f style sentry was added...the animation adjustment worked to match included turrets.


                    the squids are great


                    regards

                    Sean


                    Comment


                    • Just finished it, I have to say it was quite good, I liked the green fog bit where it made it hard to aim, and the part where the floor broke, among other things.

                      Maybe it's the aesthetic, but I enjoyed the other level styles tenfold over the 2 base levels included. I'm not sure why, but when I was on e3m1rq I kinda didn't want to continue, but after I beat it I liked it a lot. The zombified knights were an awesome touch.

                      Are you guys planning on making secret levels once it's done? I was thinking maybe you could even have a contest where users use the mod to make their own secret levels, and you could use the best of them in the mod. That would be kinda cool to get people involved with it. Just a suggestion of course.

                      Comment


                      • One intention is that people will use this (or at least bits and pieces of it) to create their own stuff. If somebody wants working QC code for X, or a better model for Y, and if it's available in RMQ, then they're welcome to take it and use it.

                        RMQ doesn't see itself as a closed-off mod beyond which there is no further action. So the idea of a mapping contest doesn't even exist. If people want to take stuff we've done and use it (or parts of it) to create new content, they can do so. If people don't want to, they don't have to. If people want to take part of it and work it into their own shape or form, they can do that too. Hell, if somebody else wants to run an "RMQ mapping contest" they are perfectly free to do so.
                        IT LIVES! http://directq.blogspot.com/

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                        • What he said.

                          It would be nice and decent if you wouldn't mogrify unreleased stuff (you can access the SVN, after all), but anything released so far is free game, and if you need anything else, you can always ask.

                          It's cool to see other people do stuff with it.

                          As for secret levels, yeah, we plan to include secret levels. I think. Apart from that I'm sure people will continue to make levels for RMQ, since it is pretty nice as a mapping toolkit, and since the source is available it can easily be extended to do what people want.

                          If anyone needs help with our QC, or with mapping entities, just post at our forum or come to:

                          irc.anynet.org #rmq
                          Last edited by golden_boy; 01-13-2012, 06:06 PM.
                          Scout's Journey
                          Rune of Earth Magic

                          Comment


                          • Awesome, I really enjoyed playing through the levels. Sadly I missed the chance to play it in coop because of being stupid.
                            I was skeptical about the sounds, like them however and found them fitting.

                            Gameplay was straight forward (skill 1 IIRC). No frustrating moments of 'what to do next' or other annoyances. Really great. Of course I managed to avoid all secrets

                            Only complaints are: e2m1rq: ambient sounds where a little too dominant imo.
                            e3m1rq and e3m2rq: Was a bit stale weapon wise with that impulse 4 gun being featured too much, could be more versatile.

                            Keep up the good work.

                            Oh, and about the client: Worked very well, one of us used it to play coop on id1, worked flawless (using the linux client). What I would like to see is something like cl_autodemo for more hassle-free demo recording.


                            PS.: I recorded demos but they are of monstrous size (50 mb all together zipped).
                            Last edited by leopold; 01-16-2012, 01:01 PM.

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                            • Very simple suggestion, but the way you guys made the super shotgun function, you should elongate the barrels to make it longer more like the Doom or Q2 super shotty IMO.

                              It just seems like it would make sense for it.

                              Comment


                              • Good idea about the DBS.

                                leopold: glad you enjoyed it. Thanks for the feedback, we'll work on those things.
                                Scout's Journey
                                Rune of Earth Magic

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