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  • Remake Quake 2009 Multiplayer Demo RELEASE

    RELEASE

    RMQ 2009 Multiplayer Demo - "rqtest"

    Team RMQ is happy to bring you its newest demo, showcasing Remake's multiplayer side as it stands at this point, including six maps and a new gametype:

    We are happy to bring you CTF support, including Frikbots.

    Download link (120 MB):

    4shared.com - online file sharing and storage - download rqtest.zip

    Screenshots:

    http://www.quaketastic.com/upload/fi...hots/rmq_1.jpg

    http://www.quaketastic.com/upload/fi...hots/dm2rq.jpg

    http://www.quaketastic.com/upload/fi...hots/dm4rq.jpg

    http://www.quaketastic.com/upload/fi...hots/rmq_4.jpg

    http://www.quaketastic.com/upload/fi...hots/dm7rq.jpg

    http://www.quaketastic.com/upload/fi...ots/ctf1rq.jpg



    Hints:

    The pack uses new sounds, please add -sndspeed 44100 on the command line

    Typing "addbot" in the console adds a bot

    "Jump" will auto-join in CTF (spawn bots before you join a team)

    Map names:

    dm1rq
    dm2rq
    dm4rq
    dm6rq
    dm7rq

    ctf1rq

    A complete documentation is included in the download, the file is called README_MULTIPLAYER.txt.

    Run this pack like you would any other mod.

    I hope you enjoy this just a little, lots of hard work went into it!

    gb for Team RMQ

    Edit: Can a mod change the thread title to just "Remake Quake Project", please.
    Scout's Journey
    Rune of Earth Magic

  • #2
    Mirror without having to wait 45 seconds:

    http://www.quake-1.com/files/modfile...o_20091211.zip
    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 ...

    Comment


    • #3
      And another one, which would've been up in time for the news posts had I not gone to bed early: http://lardarse.quakedev.com/remake/rqtest.zip
      16:03:04 <gb> when I put in a sng, I think I might need nails
      16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

      Comment


      • #4
        Small demo of using the grapple effectively, pogoing down the stairs and stuff:

        http://www.quaketastic.com/upload/fi...appledemo1.zip

        Dump into the rqtest gamedir and type playdemo grappledemo1

        Needs Fitzquake 0.85 (or SDL version) (protocol 666)
        Scout's Journey
        Rune of Earth Magic

        Comment


        • #5
          Hi,

          This demo includes single player released early?

          Comment


          • #6
            Nope, it doesn't include the e3m1rq map, but you can use this demo to play singleplayer on the normal Quake maps (and Scourge of Armagon, I think).

            You could probably take e3m1rq.bsp from the earlier demo, and put it into quake/id1/maps, and then load it under this demo - should work.
            Scout's Journey
            Rune of Earth Magic

            Comment


            • #7
              If you feel like some testing you could try playing it in Quoth and Nehahra maps as well. We added wrappers that would swap their enemies for our own. It's not foolproof since supporting all the entities of those combined mods is probably impossible.

              Basic maps should work though.

              I can make a singular download of e3m1rq if you want.

              Comment


              • #8
                Originally posted by ijed View Post
                I can make a singular download of e3m1rq if you want.
                I would appreciate that. Thanks.

                Comment


                • #9
                  There you go:

                  http://www.quaketastic.com/upload/fi...aps/e3m1rq.zip

                  It's had no fixes, so it's just as-is, with all the previous errors unaddressed.

                  Comment


                  • #10
                    From the few minutes I spent playing around, I have to say the deathmatch beta (or alpha or preview) is very impressive.

                    Bots, observer mode, motd ... it's very nice.

                    I was however trying it on my laptop essentially keyboarding it as a result so I couldn't get much of a feel for anything except the atmosphere of the map.

                    But reading through the readme and everything, it does seem different.

                    I think the best thing about this project is the "alternate perspective".

                    What I mean by this is that this is really is a "new retro mod". It is old school and doesn't cater to fads and that is very appealing.

                    Case in point, some comments about the Quake Remake YouTube video expect a "skin-deep" project with "shiny new models" and, in fact, it is quite the opposite -- it 1996 Quake in a new light and something not quite Quake 1 or Quake 2 and not quite between them either.

                    Almost a contrarian point of view. I love that.
                    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 ...

                    Comment


                    • #11
                      i agree

                      Comment


                      • #12
                        Thanks. Really I'd like to emulate Nehahra, but without necessarily adding all the extra stuff. Might sound stupid with the extra stuff we do have (like grapple, Vomitus etc) but the focus is really filling in the blanks left in the original game.

                        The basic enemies have so much room for improvement it's stupid. If you look in the progs folder you'll get hints at how we've advanced the normal knights for example. I mentioned this on another forum but there's basically a prayer mode, crossbow and undead knight, including a crucified form. And we don't even have his taunt behaviour in yet.

                        I'd say he's maybe 90% done.

                        Comment


                        • #13
                          Yup, it's not about reskinning or hi-res in the first place. It kinda starts from inside out, beginning with the core gameplay, new attacks for monsters, new moves for players, and things like properly textured/slightly bigger maps to fit the modern stuff in.

                          Nothing keeps people from using hi-res textures and models with RMQ. There are, however, other people who do these eyecandy things better than we could do them. With the exception of sounds - they are tied very closely to the gameplay extensions we did, and 3rd party "hi-res sound replacements" are ultra rare.

                          You could probably use Rygel's or Starbuck's textures, and Error's or someone else's models with this pack. We used modified textures, more skins, and a few new weapons though, so these hi-res packs won't cover everything.

                          Yet theoretically, they could - the qc source is available, and you can very easily extract the textures a map uses, and see the skins a model uses, so you can precisely see where hi-res coverage is spotty or would need to be extended.

                          You are correct that eyecandy is not the core of Remake Quake... but you could still dress it up like you want, and play it in Darkplaces with bloom if you like that

                          Or you could put all pink flats on the walls if you are wired that way, and run it in ezquake, and it would probably still look better and not feel as cramped as the old maps - to me, having played them for a year or so, dm6 and e1m2 feel a little like a kid's toy, or Mini Legoland, in comparison to their remake versions. Don't get me wrong - the toy version has a certain charm. But you could never put things like the new grapple into vanilla DM6. It's too small, folks.

                          Many benefits of re-mapping aren't going to be immediately apparent. The main one is a more solid structure, a more modern build style strictly on a larger grid. Players won't necessarily notice that - but it is priceless for anyone who wants to texture, re-texture or even modify them. The map sources are going to be open, so anyone can mutilate them at will

                          RMQ is basically a re-imagining / re-building / strengthening of the raw materials, or the game's skeleton. Which skin you put on it is up to you.

                          Edit: It's not really about "killing Quake", either. More like "Quake is great, but can we knock the dust off and teach monsters some new stuff, and get some crazy moves on, and everything 30% bigger? Yes, I think we can!"
                          Last edited by golden_boy; 12-12-2009, 08:07 PM.
                          Scout's Journey
                          Rune of Earth Magic

                          Comment


                          • #14
                            Case in point, some comments about the Quake Remake YouTube video expect a "skin-deep" project with "shiny new models" and, in fact, it is quite the opposite -- it 1996 Quake in a new light and something not quite Quake 1 or Quake 2 and not quite between them either.
                            I just wanted to note that this is pretty much what we're aiming for with this project. Thanks for catching that.

                            Comment


                            • #15
                              will there also be urinating ogres too?

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