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Remake Quake 2009 Multiplayer Demo RELEASE

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  • #61
    bigfoot.quake1.net:26001 is updated and running the new patch!

    Bunny-hopping bots.. imagine that! OMGWTFBBQ!!

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    • #62
      Cool, I've got to find some time to hop on again.

      Maybe I can convince the others, too.

      The boost key might eventually do the same as in Warsow, ie also walljump at least. Right now, it's only the dash. You can go pretty fast if you use it as a start up for bunnying, but it can also be used for quick strafing and dodging maeuvers, or to make it to a pickup a hair faster than other players.

      I'm contemplating to make the dash even faster - I forget, but I think it's 600 ups now. The speed rapidly diminishes though, in part due to Gyro's air resistance - the player is a physics object...

      Finally, it's also a possibility for newbies to experience the speed rush without being able to boost jump. But boost jumping is still a beneficial thing to learn, of course. So is air control - the boost key won't magically let you go around corners...

      In any case, the boost should make the game quicker. In comparison to Warsow or even Q3, good old Quake is a bit slow and bunny hopping is comparatively hard. Thinking to make bunnying work as in Warsow, ie remove the slowdown when touching ground so you can just keep hopping and gain unbelievable speed by slightly moving the mouse.

      I think even then, expert players will still have an advantage over newbies, but the overall game will be faster.

      Legacy maps might not be so boost friendly unless their scale is already rather large. But let's see how this pans out.
      Scout's Journey
      Rune of Earth Magic

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      • #63
        Request to the quakeone.com team to update this page, including the latest patch as well as a link to this thread for feedback..

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        • #64
          Originally posted by =peg= View Post
          Request to the quakeone.com team to update this page, including the latest patch as well as a link to this thread for feedback..
          I should do news ... RMQ update, Trinca's map, Quake Injector 2, Qrack/DirectQ/ProQuake updates, maybe some attention to deathdealer's skins and Quake Reforged.

          I'll do news tomorrow. News takes a lot of time (I don't do "text" only news) and hours upon hours of engine coding can drain your bone-marrow
          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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          • #65
            You sirs, are amazing!
            I wish you luck, time and resources to finish Remake Quake project!

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            • #66
              Originally posted by =peg= View Post
              Request to the quakeone.com team to update this page, including the latest patch as well as a link to this thread for feedback..
              Tuesday, Wednesday or Thursday I'll have something for you to make life easier.

              Specifically, a customized Remake Quake that will not require -game in the client and it will be able to HTTP auto-download all the models.

              When I am close to having this for you, I'll private message you.
              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


              • #67
                Thank you AAS. We can use all three of those.

                What Baker is doing is a pretty cool idea, and we should be doing the same in the svn eventually so he doesn't have to do the same thing with the next patch :-P

                I like how people inside and outside of rmq proper are starting to interface and exchange, as in the case of the rotating entity stuff, and with Baker#s idea here and his other projects. It's incredibly cool that r00k for example wants Qrack to run rmq, and Spike and I just got rmq running better in FTE, and mh is even coding our engine @[email protected] ...

                this is a very cool thing to happen in the Quake community, and I wouldn't have thought it was possible.

                I'll say it again:

                - We need people who know how to make skins (low-res for now, hi-res later),

                - we can always use more modelers and especially animators,

                - and we need folks who lend their voice to monsters, NPCs (we have a lot of NPCs), and even players. If you can't see yourself doing that, consider just rambling about ominous Lovecraftian things that can play from a laptop in some abandoned base. Or do the insane marine, the computer voice, mad scientist, or the friggin' announcer - all of these are good.

                You can be in the credits with very little effort required, basically. How cool is that. You do have Windows sound recorder or something, right, and many people have a headset which has a microphone in it, or a laptop with a mic. No one will know it's your voice, it will be heavily processed anyway :-P

                I'll put up an mp3 with some example voice acting on the blog soon, so you see it's no black magic. It would be so cool if NPCs etc. would be voiced by the community. Think Doom3 NPCs and audio logs.

                What we really, really need is a female Quaker doing the voice for our Quakegirl. Compare the Quake 2 / 3 female player models. It's a bit like starring in a movie :-)
                Scout's Journey
                Rune of Earth Magic

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                • #68
                  the computer voice eh?

                  [ame=http://www.youtube.com/watch?v=fJfkYjrbPS4]YouTube - Majel Barrett-Roddenberry - The voice of the computer[/ame]

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                  • #69
                    Originally posted by Baker View Post
                    Tuesday, Wednesday or Thursday I'll have something for you to make life easier.

                    Specifically, a customized Remake Quake that will not require -game in the client and it will be able to HTTP auto-download all the models.

                    When I am close to having this for you, I'll private message you.
                    Cool, I'd like to grab that code and integrate it into the current codebase.

                    The not requiring -game thing I've already done, but HTTP download would rock on toast.
                    IT LIVES! http://directq.blogspot.com/

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                    • #70
                      Perhaps ask Nergal and Alfador's team if they would skin for you, they're doing fantastic work.
                      Could you set up some sort of system for randomly assigning a dialogue line to a visitor of your page? (and manually mark it off the generators list after you have a few variations)
                      That way nobody can get the whole script, but you can still have dialogue coming in all the time.
                      Gnounc's Project Graveyard Gnounc's git repo

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                      • #71
                        The altered mod will be done tomorrow (Friday). I mistakenly thought the new file was all that I needed and after I realized I needed the original file too I didn't have enough time to do it.
                        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


                        • #72
                          Played around in single player with the original quake maps. Kinda fun.

                          The chainsaw needs to play a sound while it is idling!

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                          • #73
                            I like the sound effects - great quality work there... who does the sounds?

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                            • #74
                              I do the sounds, usually. Several team members do voice acting, and I get a lot of sounds from online sound libraries etc, but I do the searching, editing, and placing in the game, largely.

                              When ijed and me hooked up in 2007, I had already been working on a 44.1kHz replacement sound pack for Quake and Quoth, based on Mindgrid's pak which is excellent but was never finished. The sound replacement pack became part of RMQ once that happened.

                              I did voice acting for grunts and enforcers, ijed for the ogres. Dunno if the latter are already released - probably. I also have a soundset from Madfox which I didn't finish editing yet - it's pretty cool. I'll give it to one of the new monsters.

                              I had to grow a pretty thick skin since sounds appear to be a very personal thing and many people have not been shy about voicing their disagreement.

                              But like always, doing is a lot harder than complaining, and after all it's a mod and was never intended to replace the original Quake.

                              I'm glad a few people like them. And I guess the sound set will only become better in the future.

                              This sound replacement stuff is the reason why RMQ should be run with -sndspeed 44100 on the command line.
                              Scout's Journey
                              Rune of Earth Magic

                              Comment


                              • #75
                                Man, with a little more polish, the RMQ sounds could be practically passed off as a commercial production's set. Really, not sure why anyone wouldn't like them (I mean Doom 3 doesn't sound like Doom)

                                I thought the ambient sounds were really well done.
                                The Vore & Fiend were very nice; sounded similar to stock Quake's yet refreshingly different. (Like the new Vore's idle sound espcially)


                                Anyways, what program do you use for the sounds?

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