Site Navigation
QuakeOne News
» Latest News
» News Archives
» QuakeOne Movies

QuakeOne Help
» File Downloads
» Quake Help
» Quake Servers

QuakeOne Community
» Forums
» Chat *new*
» Poll Booth
» Memberlist
» Member Map

Site Info
» Community Rules
» Moderator List

» Buy Quake

Visit QuakeOne.com On Facebook!Visit QuakeOne
on Facebook

Log in
User Name:

Password:

Not a member yet?
Register Now!
Online Users: 194
9 members and 185 guests
Defender Go Blue, Mathuzzz, MostWanted, nahuel, Polarite, Six-Shoota, sj1985, SourceSkyBoxer
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Forums > Quake Talk > Quake Central > This is what happened to Remake Quake... Search Forums

Closed Thread
LinkBack Thread Tools
Unread 12-24-2010, 04:49 PM   #11 (permalink)
Knight
USER INFO »
Posts: 69
+/-  Reputation: leopold is on a distinguished road
Join Date: Mar 2008
Currently: Offline
Works well on my linux boxen. Did the physics change slightly or is that a late night placebo?
Unread 12-24-2010, 07:08 PM   #12 (permalink)
Chthon
metchsteekle's Avatar
USER INFO »
Posts: 1,849
+/-  Reputation: metchsteekle is on a distinguished road
Join Date: Apr 2008
Currently: Offline
Contact:  Send a message via AIM to metchsteekle
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?
__________________
Unread 12-24-2010, 11:39 PM   #13 (permalink)
Skull Wizard
Bloodshot's Avatar
USER INFO »
Posts: 591
+/-  Reputation: Bloodshot is on a distinguished road
Join Date: Sep 2010
Currently: Offline
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; 12-25-2010 at 12:25 AM..
Unread 12-25-2010, 09:15 AM   #14 (permalink)
MH
An Elemental Force
MH's Avatar
USER INFO »
Posts: 1,344
+/-  Reputation: MH is on a distinguished road
Join Date: Jan 2008
Currently: Offline
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/
Unread 12-25-2010, 10:48 AM   #15 (permalink)
Skull Wizard
Bloodshot's Avatar
USER INFO »
Posts: 591
+/-  Reputation: Bloodshot is on a distinguished road
Join Date: Sep 2010
Currently: Offline
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
Unread 12-25-2010, 04:19 PM   #16 (permalink)
Lord of the Runes
Lardarse's Avatar
USER INFO »
Posts: 401
+/-  Reputation: Lardarse is on a distinguished road
Join Date: Mar 2006
Currently: Offline
Originally Posted by Bloodshot View Post
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
Whfg xrrc fubbgvat. Gur obkrf bs ebpxrg nzzb arne gur obff erfcnja sbe n ernfba...

Also, thanks for the 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
Unread 12-25-2010, 06:18 PM   #17 (permalink)
Chthon
metchsteekle's Avatar
USER INFO »
Posts: 1,849
+/-  Reputation: metchsteekle is on a distinguished road
Join Date: Apr 2008
Currently: Offline
Contact:  Send a message via AIM to metchsteekle
MH: i know what the problem is, i'm on stock integrated intel laptop graphics; i was just hoping there was a cmd line thing i could use but i guess not :/
__________________
Unread 12-25-2010, 08:55 PM   #18 (permalink)
Drole
bta.monster's Avatar
USER INFO »
Posts: 193
+/-  Reputation: bta.monster is on a distinguished road
Join Date: Apr 2010
Currently: Offline
So after downloading and playing this second demo, here are my thoughts!

I made it up all the way up to the boss fight (on hard skill), yet have not gotten around to beating it yet. I enjoyed the monster, like a version of Chthon even more Lovecraftish. The main problem that was quite frustrating for me were the boilers. I stood at the corner where the RL was, yet when a boiler exploded, it still managed to instagib me. Earlier I tried confronting the monstrosity once again, yet the explosion reduced me to 50 health from 94 armor and 200 health... I think that is a bit harsh considering how far away I was from the boiler. I could not tell if I was really hitting the boilers as well... I ended up shooting towards the top where I noticed some different yellow particles coming out, and that seemed to do some damage. I am guessing that to properly beat this fight requires some good use of the grappling hook.

The grappling hook behavior I liked, the grapple points made it such that the level cannot be "cheated", like the usual Quake grappling hook behavior (hook off of anything). Agreed with Bloodshot there.

The sound effects... still need some work in my opinion (granted it is a demo, maybe they are just placeholders). Particularly some oddities with the lava sizzling noise from QuakeII. Nothing huge, but as I was grappling up to the grenade launcher they seemed to cut off almost instantly, rather than becoming faint in the background. The slight "merging" of QuakeII aspects (textures, lava, machinery), I didn't particularly like... Its not very Quakey . Sometimes I almost felt as if I was playing QII (the armor shards, health vials) I enjoy Quake II, when I'm playing QII.

That aside, I did like the behavior of the monsters and some of the new additions. I reloaded the level one time and found myself face to face with an Elder Ogre... Reminiscent of ID's earlier ogre designs... Nonetheless it gave me a beatdown, which is why they seem so rare . The new behavior of the scrags I enjoyed, they almost seemed like ghosts with their teleportation. Makes them much more of a challenge (and more scary). Also, the resting shambler was a neat touch .

The sliding box puzzles... I thought were OK.. it took quite awhile for me to complete the first one, I think they should be able to be moved a bit faster. Jamming up the doors with the boxes was some good design. My thoughts are that the puzzles should be kept to a minimum, and they should be able to be completed fairly quickly. If not quickly... then have bits of action interspersed as puzzle actions are completed.

Now the level design... the brushwork... I loved. Tons of attention to detail all over the place. I enjoyed how I would suddenly be in an unfamiliar place, then be transported to a room which I recognized from e1m6. The level design far surpasses games such as Half-Life 2, Bioshock, most overhyped "mainstream" games. I'm eagerly awaiting Gloom Keep

I had a few problems with the engine, as others mentioned, the lava flashblend still staying after I died and reloaded in lava... Also savegames didn't seem to overwrite. I had filled up the save game area and once I tried to save again they didn't appear. Had to manually load with "load s13" in the console. Don't know if this is engine or QC problem, but as the instructions went by, if I clicked the mouse once, they ran through very quickly and I was unable to read. I'm guessing the behavior for this should be to skip through each message. I did like the colored lighting

I feel as if I'm forgetting some things I wanted to mention, but overall... I'm glad to see Remake Quake still going. Some really cool design elements and great ideas. I had a good time revisiting a new e1m6. A good christmas gift this was. Thanks to the RMQ team! Hope you can make some use of my thoughts here...!
__________________
Clan Brotherhood of the Axe

Last edited by bta.monster; 12-26-2010 at 01:28 AM..
Unread 12-26-2010, 02:00 AM   #19 (permalink)
Death Lord
grave_digga's Avatar
USER INFO »
Posts: 511
+/-  Reputation: grave_digga is on a distinguished road
Join Date: Oct 2010
Currently: Offline
I'm not installing SDL-something to my system just for checking out a demo. You should change that.
Unread 12-26-2010, 04:05 AM   #20 (permalink)
Chthon
Seven's Avatar
USER INFO »
Posts: 3,178
+/-  Reputation: Seven is a jewel in the roughSeven is a jewel in the roughSeven is a jewel in the rough
Join Date: Oct 2007
Currently: Offline
no need to install anything grave_digga.

Listen to what gb said and read the thread:
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.
If you are still worried about your beloved windows, run Quake in the sandbox.

Seven
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -6. The time now is 01:38 PM.


eXTReMe Tracker