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Remake Quake 2009 Multiplayer Demo RELEASE

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  • #31
    Thankies.

    Yeah, I guess most of us did play QTest.

    We're mostly going for a modernized re-invention of the gameplay, it's clear that we can't "substitute" for Quake.

    It's more like doing all the things that we (the team) always wanted to see in Quake. Like properly aligned textures *g* and monsters that do new stuff.

    There's LOTS more where this demo came from. Wait until you can play through the fully remade episodes, with new char... oops, and encounter the upgraded beasties in their own, upgraded dimension.

    Swing like a monkey, crawl like a vomitus, sting like a cauterizer...

    play marine vs. marine team deathmatches... with model teams...
    Scout's Journey
    Rune of Earth Magic

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    • #32
      Nice, but I have to wait about 40 minutes since I've almost ran out of Internet Bandwidth. But is this a Demo or Test? And what Development Stage is it currently in?

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      • #33
        Great stuff! Keep up the good work guys!

        I'm running a test server on euroquake (bigfoot.quake1.net:26001) so if anyone likes to try this out online, make sure you grab the client-side content first and read the readme!

        (Btw, I'm using baker's linux build of proquake, so it might eventually crash due to limit-breaking stuff, but so far all works fine )

        edit:
        can anyone tell me the impulse for the cauteriser?
        (I will never understand why modders leave vital information like that out of the readme...)
        Last edited by =peg=; 02-26-2010, 01:51 PM.

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        • #34
          Thanks.

          1. Impulse 20 switches to the cauteriser. You can also use next / previous weapon.

          2. This release contains:

          a) Multiplayer maps, new CTF gametype, bots, cauteriser etc.;

          b) Singleplayer support for playing vanilla Quake; this is why the download is big, but we decided to put that in because people seem to like it. Unlike Quoth, which is a toolkit for mappers, RMQ is also a mod that "works" with the old Quake maps, both single- and multiplayer. You'll have the RMQ guns, features, and the monsters will have their modified behaviour.

          3. It is not a test; it is a "snapshot" of the multiplayer part of Remake Quake, released for demonstration purposes. Hence it is called a demo. Plus the bonus ability to play vanilla Quake under it.

          Development status:

          Multiplayer: Mostly shelved at the moment, in favour of the next singleplayer demo. At RMQ, it goes in cycles: Multiplayer, singleplayer, and so forth. Logically, since we released a multiplayer demo, we are now in a singleplayer cycle.

          Singleplayer: Currently in development. Demo release scheduled in late summer or so. Will contain new maps.

          I will never understand why modders leave vital information like that out of the readme...
          I am sorry for the mess-up, that seems to have been a communication problem. It has to do with the sheer volume of discussion and development going on at RMQ. The project is relatively professionally structured, it "aims high", and its demands are not small, despite none of us working full time on it. There are 136 active tickets on the project's trac system, and I dare say that the RMQ trac is more active than any Quake-related forum (!), including Quakeone.com. That's not even considering the nature of the stuff discussed and developed there. It's like the Nazi Heavy Water plant of Quake.

          On 2/24/10, the trac system had 48 entries by 6 members, 8 of them SVN commits. The topics covered modelling, playtesting, coding, project management, mapping and general discussion. That was on one day.
          Last edited by golden_boy; 02-26-2010, 04:32 PM. Reason: caut impulse question solved, hopefully
          Scout's Journey
          Rune of Earth Magic

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          • #35
            come play wif us were the coowal guyz

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            • #36
              Impulse 20 switches to the cauteriser...
              ah! cheers!
              I am sorry for the mess-up...
              Oh, don't worry, you guys do great work! It's just that (in general) lots of mods fail to reveal the direct impulses for their custom weapons.. which can be really annoying...

              Anyways, I really like the mod! Love the wall-jumping, and some very nice maps

              As for some more useful feedback:
              • On dm6rq there appears to be a missing sound "sound/misc/waterm_gb1.wav" (probably a known issue)
              • The frikbot-support is really cool, and I love the funny one-liners they come up with, however, I think that adding and removing bots should be done via voting. The way it is now, anyone can add a dozen bots and fill the server up so real players can't get in.. this will be abused eventually.. maybe restrict the maximum number of bots, or, if the server is full and a real player tries to connect, make the mod remove a bot automatically.


              That's about it after a quick test, I'll post more feedback if I encounter other issues that should be mentioned.. meanwhile, keep up the good work!

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              • #37
                Thanks, I hadn't actually thought about the bot / abuse problem.

                You're right, that needs to be handled somehow. We'll come up with something. :-)

                The missing sound I forgot to check into SVN, so that's a bugfix right there. In the meantime, here it is:

                4shared.com - online file sharing and storage - download waterm_gb1.zip

                It's the glug-glug that plays when the blood is raised/lowered.

                To use, unzip it and put it into rqtest\sound\misc\ after creating those folders.
                Scout's Journey
                Rune of Earth Magic

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                • #38
                  Thanks for the quick fix

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                  • #39
                    Server update (bigfoot.quake1.net:26001):

                    All maps on server (the same maps as on 26000) can now be used!
                    • say !map mapname (yes that means in messagemode) to vote for your map of choice
                    • say !maps to view the list of available maps (there are more then 350 maps on server)
                    • say !rmq to review the readme in-game!
                    • say !skill x where x is 1, 2 or 3 to set the Frikbot-skill-level (vote)
                    • Most maps on EuroQuake now also have waypoints for the Frikbots (not sure how well they work with RemakeQuake tho). Courtesy of Lightning_Hunter.


                    Some more feedback:

                    I noticed that when players connect during intermission, they won't get their aliases sent, and thus can not use any of the RMQ commands, unless they reconnect..

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                    • #40
                      About waypoints:

                      All RMQ maps have waypoints available; the waypoint format hasn't been changed, so all FBX waypoints should work under RMQ

                      Custom maps work under RMQ (unless they use extreme mapside QC hacks), but will of course play differently (that's kinda the point, heh).

                      I noticed that when players connect during intermission, they won't get their aliases sent, and thus can not use any of the RMQ commands, unless they reconnect..
                      Hmm. It's good for us to get some real world server testing, otherwise these issues would not have been uncovered. Very useful feedback. I'll have to ask Supa / Lardarse about this one.

                      Let me repeat at this point that anyone who connects to a RMQ server should really set their engine to play back sounds at CD quality, otherwise much of the experience will be lost. If your engine supports -sndspeed 44100 on the commandline, you should definitely set that.

                      Ideally, this command would be sent to the clients I guess, because this is really kinda important. I just don't know if that's even possible.
                      Scout's Journey
                      Rune of Earth Magic

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                      • #41
                        I just connected to bigfoot.quake1.net:26001 and it says Rune Quake?

                        There are some weird things, it appears to be running RMQ, but the grapple points are missing, the windows in dm1rq are missing, the grappling hook and cauterizer are missing, the func_water in dm6rq is missing, and I can't walljump or pogo.

                        I'm using -game rqtest and the game data is the original RMQ multiplayer demo.

                        Is the game data you linked somehow modified? It seems to not be running the correct progs.

                        I'm connecting with FitzSDL 0.85, latest patch. I can enter the game but something is going wrong there.

                        Are you running some RMQ-ified Runequake mod? Do you want the RMQ QC source?

                        Hmm, after more testing, it seems like the weapons behave totally different - the super shotgun's reload time is far too quick for example. Armor shards are missing, too. What's up?
                        Last edited by golden_boy; 02-28-2010, 12:05 PM.
                        Scout's Journey
                        Rune of Earth Magic

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                        • #42
                          I think you were actually on port 26000

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                          • #43
                            maybe fitz dosen't have the port-tag dealio fixed, so you might have to type port 26001 and then connect to the server

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                            • #44
                              I noticed that when players leave the server, there is no "ghost-removal" which means that the mod still takes the votes of players who left long ago into account (until the map changes that is) making it impossible to vote for a new map if you are the only player left on the server..

                              (on EuroQuake you can still use !map to vote tho)

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                              • #45
                                Originally posted by golden_boy View Post
                                I just connected to bigfoot.quake1.net:26001 and it says Rune Quake?
                                FitzQuake has no network enhancements at all.

                                It doesn't support ip:port

                                You can't do "connect bigfoot.quake1.net:26001" but would need to do "port 26001; connect bigfoot.quake1.net"

                                NQ clients with ip:port capability ...

                                DarkPlaces/Qrack/ProQuake
                                JoeQuake
                                Enhanced GLQuake if I recall correctly

                                So you were connected to 26000 instead of 26001.
                                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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