Announcement

Collapse
No announcement yet.

Remake Quake 2009 Multiplayer Demo RELEASE

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Make an animation for that, and we'll see.

    I believe it was ijed who spoke thusly:

    "I'm not going to model an ogre ****."
    Scout's Journey
    Rune of Earth Magic

    Comment


    • #17
      Hm. Yellow particles wouldn't be difficult though.

      Comment


      • #18
        the other point was that they have no hand free.
        Scout's Journey
        Rune of Earth Magic

        Comment


        • #19
          Originally posted by golden_boy View Post
          the other point was that they have no hand free.
          And they don't want to use hand holding the chainsaw. Ow ow ow.
          IT LIVES! http://directq.blogspot.com/

          Comment


          • #20
            Originally posted by mhquake View Post
            And they don't want to use hand holding the chainsaw. Ow ow ow.
            That might explain the Cauterizer...
            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


            • #21
              hrm, anybody else having trouble running it with ftequake? gravity is almost nill and sv_gravity isnt changing it. am i missing something here?

              Comment


              • #22
                Using the latest nightly from

                Index of /moodles

                I have no problems with the gravity, or running around, or doing anything. The lighting looks a little garish, but that's more an aesthetical problem. There is a problem with the bots' model not showing up (but from the sounds and everything, the bot works and the corpses do show up). This might be due to a NQ/QW compatibility problem; it didn't happen last time I tested though, I'm pretty sure. FTE is a *slightly* experimental engine.

                We'll have to investigate the bot visibility problem.

                I think you can set a couple cvars in FTE to emulate Netquake behaviour; those are

                sv_nomsec 2
                cl_nopred 1
                cl_predict_players 0
                cl_predict_players2 0

                I don't know why you have weird gravity, I'm sorry. You should ask Spike in #fte on irc.quakenet.org after trying the latest nightly build of FTE and seeing if the problem persists.

                I can play singleplayer, except spawntraps don't work... sigh. This seems to be a new bug. Needless to say, that works in all other engines I tested.

                Will investigate.
                Scout's Journey
                Rune of Earth Magic

                Comment


                • #23
                  Lightning Hunter wrote elsewhere:

                  All my favorite gaming communities have been super quiet lately. I guess it's because of Christmas approaching.
                  All of them? No, a tiny team resists! The Remake Quake ticket system had about 50 activities just yesterday.

                  Scout's Journey
                  Rune of Earth Magic

                  Comment


                  • #24
                    It seems FTE has alot of issues since the last update - gravity is a new one on me.

                    We tested mainly in Fitz and DarkPlaces - those should work fine.

                    Remember it's still in demo state, so we're ironing out issues like this - and engine issues tend to be a mindfield.

                    Comment


                    • #25
                      Yep - I'm still working on newthon and e3m4RQ. The rest of the team is working on lots of stuff, Supa doing code fixes, Urre and Gb testing out mapobjects and lots of stuff I don't know about going on, - RickyT23 just posted an interesting screenshot over on func.

                      We could do with some pathfinding fixes

                      Comment


                      • #26
                        with a few cvars it will sssssorta work in ftequake but it's no biggie. I do, however, have a modest suggestion (maybe not so modest, i don't know how hard it would be to code) could you incorporate a jumping anim for the player models? Nothing too elaborate, even just having a single frame of the player posed in mid-jump would be enough I think.

                        It's been a tiny, but visually bothersome thing to me about q1 since i first played multiplayer.

                        Comment


                        • #27
                          Will throw that idea into the pot. Thanks.
                          Scout's Journey
                          Rune of Earth Magic

                          Comment


                          • #28
                            How do I start this Modification?

                            Comment


                            • #29
                              If by start you mean how you play the maps, after installing it properly, you can

                              1. Start a new single player game via the menu - this will give you all the new tweaks and sounds etc. while playing the normal Quake levels.

                              2. Bring down the console and type these commands:

                              "deathmatch 1"
                              "map dm1rq"
                              "addbot"

                              .

                              If by start you mean "install", download this

                              http://lardarse.quakedev.com/remake/rqtest.zip

                              make a new folder inside your Quake folder, for example "rqtest", and extract the zipfile into that. Then start your engine using "-game rqtest -sndspeed 44100 -heapsize 128000" on the command line.

                              I suggest playing in Darkplaces.
                              Scout's Journey
                              Rune of Earth Magic

                              Comment


                              • #30
                                Originally posted by golden_boy View Post
                                If by start you mean how you play the maps, after installing it properly, you can

                                1. Start a new single player game via the menu - this will give you all the new tweaks and sounds etc. while playing the normal Quake levels.

                                2. Bring down the console and type these commands:

                                "deathmatch 1"
                                "map dm1rq"
                                "addbot"

                                .

                                If by start you mean "install", download this

                                http://lardarse.quakedev.com/remake/rqtest.zip

                                make a new folder inside your Quake folder, for example "rqtest", and extract the zipfile into that. Then start your engine using "-game rqtest -sndspeed 44100 -heapsize 128000" on the command line.

                                I suggest playing in Darkplaces.
                                Never mind, got it. I had it right, but I used Qrack 1.90 as a Modification Starter.

                                Nice, but Quake was nothing like that back in its Development Stages. Did you play any of the Pre-Releases of Quake? Anyway, 5/5.

                                Comment

                                Working...
                                X