R E M A K E Q U A K E P R O J E C T rqtest -- Fall 2009 Multiplayer Demo Hello Quakers! The purpose of this release is to show where we're at, with Remaking Quake, say "Hi" so to speak, and let others have some fun with the new gizmos, new maps, and so forth! This is just a beta release, please don't hesitate to give us feedback and let us know what you think, because it'll help us make RMQ even better! Contact: ijed (louismanning@gmail.com) (Project Lead, Episode 3) gb (j.nicolaisen@gmx.net) (Episode 1, Multiplayer, sound) Supa (e.r.malewski@gmail.com) (Head Coder) or find us on the usual Quake forums and irc channels. Now for the content. This time we're showing off the multiplayer portion of RMQ, including duel, FFA, TDM and CTF, new maps, bot support and a pile of gadgets from the Dimension of the Doomed. And worse places. NB: Remake Quake is a partial conversion for id Software's "Quake". The full version of Quake is required in order to play this mod. You play Remake Quake like any other mod, by using -game on the command line. So if you unpacked it into C:\quake\rqtest, you would start your engine with the command line switch "-game rqtest", without the "". It would be wise to also use "-sndspeed 44100" along with that, because RMQ uses new sounds. Maybe try headphones, too. RMQ is a bit RAM hungry, so consider using "-heapsize 131072" or "-mem 128" if you're on Linux. Just to make sure. As is usual with modern stuff, it can break some limits. We tested in Fitzquake (SDL) 0.85, Darkplaces etc. Use a modern engine. The QC source code can be obtained by contacting one of the devs. 1. New moves ------------ Mantle / walljump: Jump towards a wall, then jump again. Combine with explosives or lightning for best effect. Pogo: Simply press and hold +jump. And, well, pogo on. Stair gliding: Simply press and hold +jump while going up stairs. Notice how you go pretty fast! Most stairs are also clipped, so you can actually gain speed while hopping down a set of stairs, like you would on a ramp. Who needs stairs anyway, right. Shaft Jump / Shaft Push: You can now "plasma climb" using the thunderbolt. Can be used in other creative ways, too. Dropping weapons: You can drop your currently selected weapon and half the matching ammo with the command "drop". Simply select the weapon and issue the drop command (bind it to a key). This will toss a backpack with the stuff in it - hopefully your teammate will pick it up. 2. Rage, fall damage -------------------- When your health falls below a certain amount (skill dependant), you'll become "enraged". Your screen is tinted red, your senses get a little messed up, and your heart starts beating like a drum. In this state, you'll slowly regenerate health points, until you're back at 25. --- > Your attacks will do double damage during this time. It's tempting to abuse Rage, but be aware of some weapons' increased damage in RMQ. Even a grunt can kill you with that little health. There is increased fall damage in RMQ. You'll get hurt depending on the falling height / speed of the impact. If you would otherwise die from falling, your health gets set to 1 HP instead, and Rage will set in if it hasn't already. (You can thank ijed) --- > IF YOU FALL AGAIN with UNDER 10 HEALTH, we consider you suicidal and your wish will be granted! (You can thank gb) (I can take it) 3. New weapons, weapon balance ------------------------------ Chainsaw: Replaces the axe atm, just get in your opponent's face with it. Bots will use it, too. (It's water tight!) Cauteriser: This is the fancy fleshy red thing that looks like a severed (insert body part here). We found it somewhere in one of the Quake dimensions. It seems to act much like a "railgun". Research continues. (Definitely not water tight.) You'll find that both shotguns have become a lot more powerful (but not water tight). The downside is their higher spread. Get up close and personal for best effect. --- > You'll find some weapons don't work well while submerged. --- > Nailguns are usually the safest bet to take on a swim. Hey look, they're really common, too! --- > DO NOT, we repeat, DO NOT TRY firing your shotguns, shaft, cauteriser, or rocket launcher while submerged... ... you have been warned. ;-) Most projectiles are now influenced by Gyro, a physics library. Try knocking grenades around with rockets. Watch out when grenades are spammed around you, especially in water, they can become unpredictable pineapples of doom. Keep your distance... Players are also Gyro objects, you can really blast each other sky high now (as high as the sky allows, anyway). 4. Items, health, armour, and powerups ------------------------------------- No changes to armour. No changes to powerups - yet. Armor shards add 5 of the type of armour you're currently wearing, otherwise green armour. Stimpacks add 5 HP each. Health items and armour shards are worldtype dependant; the medieval type looks --- > medieval. Rotten health packs are --- > rotten. In FFA mode (deathmatch 1), and in CTF, players start with 125 health, which will tick down like a megahealth. 5. Maps ------- Remake Quake maps are always called like their vanilla counterparts, with an "rq" suffix. Maps included in rqtest are: dm1rq - Two Laments (gb) dm2rq - Claustrophobopolis (aenoch) dm4rq - The Mad Plaice (ijed) dm6rq - My Dark Materials (gb) dm7rq - The Internecion Rubic (ijed) ctf1rq - The House of Rhogog (ijed) At least four more multiplayer maps, including dm3rq and dm5rq, are in the works. Even more may follow. We are currently not planning to add multiplayer support to the singleplayer maps; the reason is the increased size and complexity of those maps. There might be specially adapted multiplayer versions of some SP maps though. You can load your old favourite maps into RMQ as well! Try a direct comparison! 6. Bots ------- "addbot" adds a bot; "removebot" removes a bot. Bots play better at a higher "skill" setting. RMQ uses Frikbots; this means waypoints are needed for optimal bot support. All RMQ maps come with waypoints included. If you're curious how the bots play, type "ridebot" to see what they see! You can type "ridebot" repeatedly to cycle through all the bots, until you're back to your own self. It is possible to compile the multiplayer part of Remake Quake without bots, and even without monsters, for maximum performance. 7. Game mode / gametype ----------------------- Gametype in RMQ is determined by a combination of the "deathmatch" and "teamplay" console variables. Weaponstay and teamdamage rules are automatically set by the gametype. "deathmatch 1" / "teamplay 0" : Gametype = FFA, pickup respawn times are N/As weapons, 30s for armour and 20s others - players spawn with 125h, weaponstay enabled "deathmatch 2" / "teamplay 0" : Gametype = DUEL, pickup respawn times are 15s weapons, 30s for armour and 20s others "deathmatch 1" / "teamplay 1" : Gametype = TDM, pickup respawn times are 15s weapons, 30s for armour and 20s others "deathmatch 1" / "teamplay 2" : Gametype = TDM_FF, pickup respawn times are 15s weapons, 30s for armour and 20s others - friendly fire enabled "deathmatch 2" / "teamplay 1" : Gametype = CTF, pickup respawn times are 5s weapons, 30s for armour and 20s others - players spawn with 125h "deathmatch 2" / "teamplay 2" : Gametype = CTF_FF, pickup respawn times are 5s weapons, 30s for armour and 20s others - players spawn with 125h, friendly fire enabled Capture the Flag has bot support. As long as you haven't joined a team yourself, bots added via "addbot" will auto-join the Red and Blue teams. After gating in some bots (or finding some players!), you can pick a team by typing "red" or "blue", or press +jump to autojoin. Make sure you have set "fraglimit" to "0" while playing CTF. Otherwise it may be a short game. Support for more, and new, game modes is planned. 8. Grappling Hook ----------------- The grapple is a pickup item - you'll have to collect it in order to use it. RMQ uses an offhand hook. Grappling Hooks are dropped with backpacks; so you lose yours when you get fragged, and another player can get it from your pack. In RMQ, you can not grapple anywhere; you have to use the existing "grapple points" which are some sort of "hotspot" placed by the mapper. If you found a grappling hook, look out for girders, hooks, and similar protruding structures along the ceilings. If something looks grappleable, just fire your hook in the rough direction. If it sticks, you found a grapplepoint. The grapple will auto-aim to some degree, so you only have to aim loosely in the right direction. While this may seem limiting, you'll find that "hotspots" exist in strategic places and just one of them allows for a variety of moves. The reason behind the grapple point system is more control for the mapper, and consistency between grappling in single- and multiplayer. Grappling will no longer "break" a map, because now the mapper chooses where to allow it. Here are the bindings: +hook shoots the offhand hook; keeping it pressed will also pull you towards it. The grapple uses an accelerating pull, so the longer you keep pressing +hook, the faster you are pulled. The overall direction of movement depends on the distance from the grapple point, the angle of the pull, and the duration of the pull. Watch out, there is increased fall damage in RMQ. Dropping down from great heights is going to hurt. +jump or +hook again releases the grapple. You can dangle, reel in or out, and swing using the grapple. "Next weapon" (Impulse 10) and "Previous weapon" (Impulse 12) are interpreted as "reel in" and "reel out" while the hook is active. If you have next/previous weapon bound to the mouse wheel, you can use mwheelup and mwheeldown to reel in and out while dangling from the hook. If your engine doesn't let you bind these keys, enter: bind mwheelup "impulse 10" bind mwheeldown "impulse 12" in the console. You should now be able to reel in/out using the mouse wheel. I suggest binding +hook to mouse3 as well, so you have everything in one place. Extra mouse buttons might come in handy. 9. Observer ----------- You go observer (noclip) by typing "observer" in the console, predictably. Typing "observer" again will make you join the game. 10. Vote Map ----------- You vote for a map by typing the name of a map in the console, for example "dm1rq". Type "yes" or "no" to vote. Bots can't vote yet. 11. Map features ---------------- Some breakables can be pierced by projectiles. A rocket will go through one or several breakable windows and explode on whatever is behind. In dm6rq, a healing spring was substituted for the megahealth. It returns every 20 seconds. Any player can get healed, but only once per cycle. You may want to be there in time. Like the others. In ctf1rq, you can witness Rhogog in its very own house. Rhogog is a children-eating elder god formed around a drop of blood from Cthulhu. It's very tempting to cuddle with the eldritch tree but it's best not to... 12. Known issues/complaints ---------------- ctf1rq is pretty big - with a lot of players (usually more than 6-8) it has a tendency to run out of edicts. The worldtype dependant health pickups are currently placeholders. Please bear with us as we discuss awesome potential designs ;) (add stuff here -otp) 13. Team RMQ ------------ ijed goldenboy Supa Lardarse Madfox RickyT23 rjthorne Zwiffle aenoch onetruepurple Willem ----- ***** ----- Written by gb. (Lardarse would like to add at this point that he is able to provide last-minute map compiling services. Prices available on request.) ----- ***** -----