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  • #16
    Played through first 3 maps of e1 and the map included in the d/l. The falling damage needs to be tweaked. Playing the default id levels is hazardous with the new damage rates for distance fallen.

    The sounds are 'off.' When a monster dies the death sound doesn't sound like it's coming from the monster but off somewhere else.

    AI have issues as well, a lot of times I enter an area in the default id maps and they're trying to walk through walls. Which means monsters set to ambush you as you go through a door, are wandering into the walls.

    I know this is pre alpha, but it's a few observations.

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    • #17
      Well monster roam - watching id1 demos shows hwo backwards compatible is only up to a certain point. Alot of what we've done really screws with the old maps. But considering the qty of b0rkage in the original maps, it's not so bad.

      AMBUSH is the one of the times when monsters won't wander, along with a load of others expceptions, like spawned, sleeping, praying, with pathtarget etc.

      1. Nowhere to follow the progress as yet. Basically we're putting the time into the game as opposed to a site. They tend to be patchily updated anyway. We wouldn't want that. Expect more demos though.

      2. Supa, Goldenboy, ijed, Annihma, Lardarse, onetruepurple, MadFox, Rj, RickyT23, Zwiffle, Trinca. Eleven might seem alot but everyone is only able to work part time - and we really lack on some areas, like textures.

      3. More demos - the next will be DM based. We basically coninue until all the maps are in, code and monsters complete and we're happy with the thing.

      4. YES! The more help we have, the quicker and better the mod will be. Let me know if you want on the team.

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      • #18
        Mindz, I can't run your demo. I installed ProQuake but still, no dice.

        It seems to be running (messages pop up - 'you found 4 cells') but the console continues to cover the action - can't see or hear a thing.

        Maybe because this machine is Vista. Will try on a proper machine later.

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        • #19
          wow it looks really funky. that's a huge team you have working on it. surprised I don't know any of them except trinca. i'm looking forward to playing it. only criticism is that the sounds of enemies being shot or dying are really bad--sounds kinda joke-ish, like duke nukem or something. but the nail shooting sound is great

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          • #20
            Well, most of the things mentioned here are scheduled to be worked on, or are already being worked on.

            Many monster sounds are going to be redone, for example both knight and hellknight sounds. What you have now are sounds from different sources, sort of a sketch. The grunt, enforcer, and ogre sounds have been redone already, but there is a LARGE amount of work wavs which are all pretty different, so if individual death sounds aren't liked by most people, I have like 20 others. All that is no major business.

            Among the sounds most criticized are the knight death sound and the hellknight attack sound, both are on the list for redoing. Along with many others. So what you hear there isn't final yet. Give us one or two more demos, and it'll much evolve.

            The fall damage is going to be reworked at some point into an impact damage system, hopefully. Can you name some examples for where the fall damage makes vanilla Quake maps hard/unfair to play? Naturally, we can't test all custom maps out there. Notice there is a 1 HP limit - you'll practically never die from falling, and the Rage mechanic will kick in if your HP are really in the red, so you'll start regenerating up to 25 immediately. You'll normally not die from falling (except if you try really hard). We might tune this though, if there are cases where it's really unfair. Please name some.

            The plan for this? It's redoing all of Quake's maps, including the deathmatch maps, in a very similar way to ijed's e3m1rq. Over 20 maps are being worked on already, many DM maps are in beta or finished. Multiplayer will be "remade" to a lesser degree, making it feel fresh, adding modern things like obs and vote-map, and probably a couple new game modes. I can already say that shotguns will become much more interesting, the nailgun will become THE sniper weapon, and generally, we're going for a "toolbox" weapon system. The RL will still be a major weapon, but other guns might become a little more viable in certain situations. Try a botmatch and you'll see - "addbot" is the command, works in DM only. Notice armor shards in e3m1rq - these have turned out to be very powerful. Even a few shards are very valuable.

            Powerups will bring some surprises, although they will all follow their original theme - Quad gives you more damage, Pent gives you invul, but they might just require a bit more from the user ;-) We support deathmatch 3, by the way.

            You can test multiplayer in the vanilla DM maps a little already, here are some commands:

            "addbot" will add a bot (forgive crappy names for now)
            "observer" toggles observer mode

            and map voting (typing a mapname to vote) is also in.

            Note that we use Frikbot X, which usually needs waypoint files, so it's possible that the bots will mess up on vanilla maps sometimes. e3m1rq has waypoints, though.

            There are several other features, for example some maps will feature a grappling hook in both SP and DM. And so forth. But basically, remake all the maps and make the gameplay into something new. This demo is just the tip of the iceberg.

            Help is welcome. Mainly our models and skins need work. Perhaps a couple additional mappers (some maps aren't taken yet). You'll have noticed that it's all pretty vanilla, visually, simply because it's mostly gameplay focused. It's not our main goal to provide better *looks* to Quake. There are lots of replacements that can be used, as usual, and you can run this in Darkplaces and so forth to have some eyecandy added to the gameplay and mapping.

            IMO the facts that the new maps have properly aligned textures for once and a little more spacious layout already make for a much neater look and feel than vanilla Quake, even without hi-res textures.

            There is still a female player model in our drawer, it would need a skin and someone who is a) female and b) has a microphone. As soon as these conditions are met, we can have Quakegirl as well as Quakeguy and players can choose (model teams, battle of the sexes...)

            I'm glad that some players find this fun. Of course it can't really substitute for good old Quake, but it might be a nice mod.

            And it goes to show you that Quake is many things, but not dead. Life signs can come from directions you didn't expect them from.

            ;-)

            Also,

            http://www.quaketastic.com/upload/fi...s/dopefish.jpg
            Last edited by golden_boy; 08-07-2009, 01:35 AM.
            Scout's Journey
            Rune of Earth Magic

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            • #21
              Since I'm in between jobs right now I have lots of time on my hands and I'd be happy to help out however I can. I'm pretty much only good for levels and maybe some help with the sounds (that's a big maybe.)

              My biggest complaint was in E1m4 after you drop the 'ceiling' on the knight after you kill the scrag. I jumped down instead of taking the stairs and suddenly I lost almost half my health. Although it does make rocket jumping riskier.

              The other thing is grenades make ogres 'bounce' if it doesn't kill them.

              EDIT: My email is kozak-dot-29-at-hotmail-dot-com

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              • #22
                Cool, someone will contact you.

                E1M4 tower: If you jump down the stairs in e1m4rq, that'll hurt a lot more :-P And there are stairs, in principle. But well, fall damage isn't final.

                What we could use sound wise is another guy/girl who can do voice acting (computer voice/NPC voices/player sounds/monster sounds), and someone who has some time to search through sample collections to find alternate sounds / raw materials. For example, new shambler sounds etc, but also more ambient sounds (we're starting to use a lot of those). So far, only ijed and me have done voice acting - new voices would be welcome.

                A couple maps are also still up for grabs, of course. Mostly episode 4.
                Last edited by golden_boy; 08-07-2009, 12:54 PM.
                Scout's Journey
                Rune of Earth Magic

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                • #23
                  viagra zyban

                  Spammer dude ... you know the drill ...
                  Last edited by Baker; 08-09-2009, 06:01 AM.

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                  • #24
                    Haven't played it yet, but those models/skins are awesome, and the new sounds are highly creepy, for some reason. Maybe because they play against expectations, but they're very effective. Two thumbs up.

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                    • #25
                      Originally posted by terminus View Post
                      Haven't played it yet, but those models/skins are awesome, and the new sounds are highly creepy, for some reason. Maybe because they play against expectations, but they're very effective. Two thumbs up.
                      the RMQ team sees to be getting a lot of flak for the sounds [mostly at a certain website where talented mappers post stuff]

                      i had an idea for the grenade sound, where i was going to tape a rec. to an aerosol can and throw it at the ground, but then i began to think it would most likely land on the rec. breaking it due to the disproportion of weight :/

                      i would probibly just run the other sounds through a vocoder type deal thing [if i had one] till they were just cool sounding, but that's me ;}

                      ..but don't get me wrong i like the sounds, they just make me laugh some times... :S

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                      • #26
                        The Grenade sounds kick ass

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                        • #27
                          Cool idea with the rec taped to a can :-P

                          Since way before the demo, some sounds have been scheduled for eventual replacement. So that's a non-issue. It's just that a massive wall of "that sux0rs, kthx" is unlikely to have any effect. Our resources aren't those of id or Raven, or Valve, hence it's unlikely that we can totally change direction in some areas (actually I doubt that a company like those I named could totally change the direction of a project either, due to financial reasons). What we can do is make adjustments in well defined areas. We're doing that all the time.

                          By the way, I noticed that Fitzquake seems to need a pretty high -heapsize setting, in addition to the -sndspeed 44100 one, in order to play the higher quality sounds. It would play the sounds as 11kHz until I added -heapsize 128000 to the command line (FitzSDL 0.85).

                          Scout's Journey
                          Rune of Earth Magic

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                          • #28
                            Really the sounds aren't that bad, they just aren't quake which is what everyone's used to.

                            There have been lots of visual changes to Quake, in the form of maps, textures, mdl's, new code features, but not really anything done to the sounds. Not because the sounds were great because Doom2 had awesome sounds. To me the default quake nnailgun sounds like a snare drum.

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                            • #29
                              Originally posted by golden_boy
                              "I never stabbed anything that didn't stop being an immediate problem."
                              - Jillian Zamussels
                              I have to chuckle every time I read that. Good show.

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                              • #30
                                I always end up reading that sig as well..i stopped chuckling a long time ago, but i cant seem to stop from smiling.
                                Gnounc's Project Graveyard Gnounc's git repo

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