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  • #61
    Glad you enjoy it. Those potions are placeholders.

    The weapons are id models, debugged (and hand added) by Orion, and slightly offset to one side by me.

    http://www.quaketastic.com/upload/fi.../rmq_vweap.zip

    Drop this pak into the id1 folder and rename it to the highest available number, such as pak3.pak.
    Scout's Journey
    Rune of Earth Magic

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    • #62
      I really like all the wood in the maps.



      Great work.
      dfsp*spirit
      my FPS maps

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      • #63
        Thank you! The wood was a sh*tload of work. I see wood beams in my nightmares. I'm still not finished with them.
        Scout's Journey
        Rune of Earth Magic

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        • #64
          I must admit whilst testing it on Bigfoot with Peg and Golden boy (gb) I was a little unsure about the mod but on reflection this was probably more a case of it being something new and different. However, after giving it a little more time I have to say that it's really grown on me. Sure it's a little different and one of the "grunt" noises sounds like I'm trying to cover a fart but with the "addbot" feature it's a fun fresh alternative to being blown to bits by Stalker every 3 or 4 milliseconds

          The remixed maps are mostly interesting and well thought out and with a little practice the Wall Jumping feature can be really useful, especially when health is low and an RJ would be decidedly ill advised.

          What would I do to improve it? Well I can live with that missing "sound" message but perhaps the main bug bear for me would be the Harpoon/Hook. It's probably my fault as I'm relatively unskilled as far as Quake playing is concerned, but I like the speed of the RuneQuake hook and the motion and ability to pull items of the Painkeep hook. Some highbrid of the 2 would be interesting merged withj your "swing" feature (which I'm yet to master).

          On the whole I like it and would recommend it as a refreshing change from the norm. Well done Guys, thanks for putting the time in to produce this fun mod, 8/10 from me and please keep up the good work

          Kind regards


          Monty (Newb)
          Mr.Burns
          "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
          WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
          Servers: Quake.shmack.net, damage.servequake.com

          News: JCR's excellent ctsj_jcr map is being ported to OOT

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          • #65
            The weapons are id models, debugged (and hand added) by Orion, and slightly offset to one side by me.

            http://www.quaketastic.com/upload/fi.../rmq_vweap.zip
            Can I use Moon[drunk]'s weapon skins with these?

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            • #66
              Just tried using Moon[drunk] skins with the models, the grenade, rocket, lightning, nail, ans super nail guns all work fine. But the shotgun appears almost completely dark for some reason. The double barrel shotgun is also darker than usual, but not like the shotgun. The hand also appears completely black.

              Btw, how come only the regular shotgun has a hand? Are you planning on adding it to the other models? I figure it should at least also be used for the double shotgun.

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              • #67
                Mr. Burns: Thanks for the review. Glad you like it. We're working on the things you mentioned, although the hook system was chosen so it doesn't "break" maps - grappling everywhere is not an option, because why should the mapper design stairs, walkways and so on if players can just ignore them by grappling?

                Legend: Those skins were made for the standard id models. Our models are different, which means that skins would have to be adapted / created from scratch. RMQ hasn't ventured into hi-res yet - a difficult thing for us to do, since we use a lot of new models and textures, the existing hi-res packs aren't fully compatible with RemakeQuake.

                These hi-res projects usually only provide replacements for vanilla Quake assets. RMQ, obviously, is pretty far from vanilla Quake. Someone would have to sit down and do an RMQ retexturing project, and an RMQ hi-res skins project. The existing projects are largely only applicable to id1.
                Scout's Journey
                Rune of Earth Magic

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                • #68
                  Originally posted by golden_boy View Post
                  Mr. Burns: Thanks for the review. Glad you like it. We're working on the things you mentioned, although the hook system was chosen so it doesn't "break" maps - grappling everywhere is not an option, because why should the mapper design stairs, walkways and so on if players can just ignore them by grappling?..
                  I can appreciate that and I think you mentioned that before. I think you'll probably find most of the euro players only use the hook to explore maps once all other avenues have been exhausted. In fact whole games have stopped with surprising regularity in order to see if RJ's can be made to ledge's etc. I'm sure this much to to consternation of some "kill kill kill" players but it does suggest that on this server at least the RJ is king This tends to be the opposite of places like Shmack and [pitbul aside] you don't usually get the same level of camping problems you see on some servers often caused in part by accessibility offered by the hook.

                  I'll revisit the grapple and perhaps give it a second try to see if I can work out a easy method of use for a newb like me.

                  Keep up the good work.

                  Kind regards

                  Monty
                  Mr.Burns
                  "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                  WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                  Servers: Quake.shmack.net, damage.servequake.com

                  News: JCR's excellent ctsj_jcr map is being ported to OOT

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                  • #69
                    Hey, how to get work it in Darkplaces?
                    Ia! Ia! Shubb Niggurath!


                    "Not dead is what forever can wait" (HPL)

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                    • #70
                      It should work, DP is one of the target engines and a lot of development (at least up to the point of this release) was done using DP.

                      It does run like shit in DP though (copyright GB 2010).
                      IT LIVES! http://directq.blogspot.com/

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                      • #71
                        I started it, with some glitches... its interesting but a bit too "heavy" in darkplaces with high def textures and rtlights on
                        Ia! Ia! Shubb Niggurath!


                        "Not dead is what forever can wait" (HPL)

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                        • #72
                          Heh, yeah, it's gonna be very "heavy" in most Quake engines. The maps in this pack are nowhere near the largest or most complex in the project; there's a lot of MDLs about, some complex brushwork, lots of dynamic lighting and quite a high polycount. Unless an engine has been tuned to support these efficiently it won't run at it's best.
                          IT LIVES! http://directq.blogspot.com/

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                          • #73
                            I think the only way is to manage shaders like Xreal project...
                            all "eyecandy" quake engine must look at it, is incredible!
                            Ia! Ia! Shubb Niggurath!


                            "Not dead is what forever can wait" (HPL)

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                            • #74
                              I can't express how wonderful this all looks.

                              Cheers and godspeed, gents.

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                              • #75
                                RMQ isn't really designed to use realtime world lighting anyway, otherwise there would be rtlight files or something created by the project mappers themselves.

                                Replacement texture packs only work "a bit". There are a lot of new and modified textures for which there exist no replacements.

                                We strive to be Darkplaces compatible, but mh's RMQ engine is tailored specifically to run the pack. It's probably one of the fastest engines already, while supporting a bunch of eyecandy features as well as the new rotation and an expanded protocol based on Fitzquake's.

                                Future releases should also work in FTE, and possibly Proquake and Qrack.
                                Scout's Journey
                                Rune of Earth Magic

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