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  • This is what happened to Remake Quake...

    For those of us who are a part of the Remake Quake team, 2010 has been an interesting year.

    It's not that we sorted out who was going to be in charge of each episode that made it interesting. Nor that we finally decided that we need our own engine to best deliver the experience that we are creating. Nor that we have started to discover the true potential of the jigsaw pieces that we are making, and the sheer number of ways that they can be put together...

    No, what made 2010 interesting was the overcoming of adversity. Over the last twelve months, family life, technology, acts of $deity, and our own personal demons have all conspired to stop us.

    They failed.

    And so now, I am proud to present the 2010 demo release of Remake Quake. Consider this just a brief glimpse of things to come...

    Official announcement at the RMQ blog

    Download link (132 MB) - FileFront mirror - Additional mirrors would be greatly appreciated.

    For those of you who celebrate comething at this time of year, enjoy your celebrations. For those of you who don't, may you not have to endure the celebrations of others, and feel free to enjoy this instead.
    Last edited by Lardarse; 12-25-2010, 03:23 PM. Reason: Adding mirror
    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

  • #2




    I thought this would be a simple double-click (Blow my mind) type dealy which us simple people could just pick up and play.

    Oh well guess I'll have to settle with Christmas presents.

    Never mind i figured it out. You have to copy files to your Quake and id1 folder.

    I'll check this out when I have some time! i'm liking the sounds already and the weapon model looks spiffy
    Last edited by Phenom; 12-24-2010, 12:29 PM.
    QuakeOne.com
    Quake One Resurrection

    QuakeOne.com/qrack
    Great Quake engine

    Qrack 1.60.1 Ubuntu Guide
    Get Qrack 1.60.1 running in Ubuntu!

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    • #3
      You see that file called "README"...

      Read it.
      IT LIVES! http://directq.blogspot.com/

      Comment


      • #4
        Originally posted by MH View Post
        You see that file called "README"...

        Read it.
        You're not the first person to tell me this.
        QuakeOne.com
        Quake One Resurrection

        QuakeOne.com/qrack
        Great Quake engine

        Qrack 1.60.1 Ubuntu Guide
        Get Qrack 1.60.1 running in Ubuntu!

        Comment


        • #5
          You need SDL.dll and SDL_net.dll.

          Look in the engine\Windows folder, you'll find those dlls there. Dump them into the main Quake folder.

          Simple DirectMedia Layer

          http://www.libsdl.org/projects/SDL_net/

          are download locations.
          Scout's Journey
          Rune of Earth Magic

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          • #6
            I got it thanks GB!
            QuakeOne.com
            Quake One Resurrection

            QuakeOne.com/qrack
            Great Quake engine

            Qrack 1.60.1 Ubuntu Guide
            Get Qrack 1.60.1 running in Ubuntu!

            Comment


            • #7
              ScheiBe ist Brennen, yo

              Comment


              • #8
                Okay; I'm getting that deal where the textures show up all white, and the -no8bit thing is not working. :/ sup wit dat?

                Comment


                • #9
                  Does -nomtex help? Apart from that, I can only suggest trying it in Darkplaces or FTE as well as RMQengine.
                  Scout's Journey
                  Rune of Earth Magic

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                  • #10
                    no

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                    • #11
                      Works well on my linux boxen. Did the physics change slightly or is that a late night placebo?

                      Comment


                      • #12
                        directq works fine with it (ovb) but i noticed that the grates underneath the boiler have black in between the grid-lines, isn't there supposed to be alpha there so i can see lava?

                        Comment


                        • #13
                          Cool, trying it now, I like how the grappling hook has predefined points. It's a great way to introduce a new movement mechanic without ruining the flow of the level by giving the player the ability to go anywhere like most mods with grappling hooks do.

                          I uploaded a filefront mirror for you guys:
                          Download rmqdemo2.zip

                          So is this release also have a lot of stuff the guide has as well? Like, do we have a lot of SP mapping options with this release?

                          EDIT: I think i found a slight problem with the mod engine - when i die in lava or if i load my game when badly hurt (and the red overlay is there) The color overlay stays there until i restart the game or load a different level. I think the original GLQuake used to do the same thing.

                          That, and less important, when going up elevators I bounce up and down slightly.

                          Other than that really nice so far, I like the use of traps in the level, and what the shambler does is a nice touch. He must be very lazy
                          Last edited by Bloodshot; 12-24-2010, 11:25 PM.

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                          • #14
                            Originally posted by Phenom View Post
                            OK, this is a fair point. We need to do something to make it either easier or more obvious.
                            Originally posted by leopold View Post
                            Works well on my linux boxen. Did the physics change slightly or is that a late night placebo?
                            Originally posted by Bloodshot View Post
                            Cool, trying it now, I like how the grappling hook has predefined points. It's a great way to introduce a new movement mechanic without ruining the flow of the level by giving the player the ability to go anywhere like most mods with grappling hooks do.

                            I uploaded a filefront mirror for you guys:
                            Download rmqdemo2.zip

                            So is this release also have a lot of stuff the guide has as well? Like, do we have a lot of SP mapping options with this release?

                            EDIT: I think i found a slight problem with the mod engine - when i die in lava or if i load my game when badly hurt (and the red overlay is there) The color overlay stays there until i restart the game or load a different level. I think the original GLQuake used to do the same thing.

                            That, and less important, when going up elevators I bounce up and down slightly.

                            Other than that really nice so far, I like the use of traps in the level, and what the shambler does is a nice touch. He must be very lazy
                            I'll take these 2 together. Yes, RMQ has slightly different physics than stock Q1. I'm not a QC person, but what much I do know is that a lot of the physics has been offloaded to the gyro system. There are likely some interactions that still need to be shaken out, so any information like this is a good thing to know.

                            Also good to know the die in lava bug.

                            I'm delighted to see this working for other Linux users; we've really only got GB to test on Linux (I can do a bit too, but it's only a bit) so this is important.

                            I can obviously only speak for myself here, but I'm quite happy to see people enjoying the gameplay changes. That was something of a concern.

                            I can't really comment on the mapping/modding options as I haven't really been involved on that side of things, but I think that everything is there.

                            Originally posted by metchsteekle View Post
                            Okay; I'm getting that deal where the textures show up all white, and the -no8bit thing is not working. :/ sup wit dat?
                            What hardware have you? First thing I suppose is that the RMQ engine isn't GLQuake, so a lot of the things you used to need to do to "fix" GLQuake aren't necessary. -no8bit is one of those. Second thing is that we agreed on a certain minimum hardware requirement for this. One reason was to simplify code by not having to write support for kit that only one gravedigger's apprentice's slave's mule's driver's concubine's grandfather in Uzbekistan has anymore, the other reason is that the content is not going to run well on really low end hardware anyway - too many vertexes, too much detail.

                            That said, the new "entry level" should be something like a TNT2. It will use more advanced features if you have them, but they are not required. I'm guessing that you're falling between stools here, where your hardware is reporting support for something but it doesn't really have it (the driver must have been written by a salesman!) It's important to me to catch this and prevent it from happening again, so any info you can give would be great.

                            Originally posted by metchsteekle View Post
                            directq works fine with it (ovb) but i noticed that the grates underneath the boiler have black in between the grid-lines, isn't there supposed to be alpha there so i can see lava?
                            Yup, these need engine support which DirectQ currently doesn't have. There are a few other things I need to code engine support in DirectQ for too.
                            IT LIVES! http://directq.blogspot.com/

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                            • #15
                              Bit of a gameplay question, but, how do you defeat the boss? Shooting him seems like it hurts him for a little while but it stops hurting him and I have no idea what to do

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