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  • golden_boy
    replied
    Well, things like Quoth also give you access to rotation and earthquakes.

    The difference is that RMQ takes a much, MUCH more radical approach and where existing stuff is insufficient, takes the liberty (and puts in the effort) to "make it so". It also takes creative liberties - the expectation of the player, or the old-time Quaker, isn't the law - although there's plenty of Quake left in RMQ.

    RMQ is a toolkit, like Quoth, among other things. It is also a full game, like Nehahra, and an engine that's promising to be pretty sharp, seeing as it's coded by mh and tailored towards the somewhat large needs of the project.

    The cool thing that Quoth has over RMQ are its new monsters and stuff like the corpses and cool powerups. We'll have to get kicking if we want to match that someday. The mapping entities are largely the same or similar, for example RMQ uses identical flags for "delayspawned" monsters, supports hiprotate for backwards compatibility, and even comes with wrappers to generally allow running of Quoth / Nehahra / hipnotic maps under RMQ. Some of our stuff is also genuinely unique.

    Sure it would be nice to eventually merge the two, but I doubt this will happen.

    Ah well, RMQ also has a lot of new monsters and something we call "wargear" for existing ones. Even fully customizable NPCs.

    So, uh, RMQ is a bit more Half-Life than Quoth.
    Last edited by golden_boy; 07-23-2010, 04:53 AM.

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  • MH
    replied
    Can I just say that working with these guys is absolutely the coolest thing in the world. The modder/mapper/coder interaction and feedback back-and-forth is a really amazing experience, and it's the way things should be done.

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  • Baker
    replied
    Originally posted by Phenom View Post
    Looking forwards to that FreeQuake Project!
    Yeah, like gb said ... it isn't free.

    What it is looking to take Quake to a whole new level of providing mappers features for making great single player and multiplayer experiences within the existing framework of Quake.

    Now ... because it isn't sugarcoated with high resolution graphics and eyecandy --- nor is it supposed to be --- at first glance some people wouldn't "get it".

    Some examples ...

    Remake Quake has support for cut-scenes, earthquakes, rotating doors, presumably structures like draw bridges and likely many, many other things.

    That stuff takes a ton of QuakeC coding and some of it requires engine support.

    A mapper might rock at making maps and know nothing about QuakeC --- nor want to --- and won't know a thing about engine coding either. Those obstacles keep every Quake release in the narrow confines of limited imagination not by choice, but by barriers.

    Remake Quake is going to knock down barriers, plus raise the engine standards to support new functionality. ProQuake, Qrack and DirectQ already support rotating doors for example --- a few months ago, they didn't.

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  • golden_boy
    replied
    There will be battle scenes in RMQ involving a large number of monsters (hundreds), those have been planned for a long time actually.

    Our own testmap for this included something like 2 x 50 knights, estimated, and a couple dragons and other monsters. mh: armytest.bsp ;-)

    Knights lend themselves pretty well to this sort of thing since they don't create a lot of extra particles etc., they only have a melee attack. 400 guys with flame throwers or rocket launchers might stress the engine more.

    It is not a Free Quake project. You need Quake to play RMQ.

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  • MH
    replied
    "What it's like to be attacked by an army"...



    This was just a test map to stress-test the engine, and is really nothing to do with RMQ (in fact I made it in response to a "can you do 50 knights?" question). But it will be great to be able to see this kind of thing happening in the Quake engine.

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  • davemiester
    replied
    this is awesome!

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  • Phenom
    replied
    it makes me happy to see people are still pushing Quake so far!

    Looking forwards to that FreeQuake Project!

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  • Baker
    replied
    "On a typical Saturday morning, mh gets up and makes breakfast. While his coffee is being made, he writes a new OpenGL renderer. He finishes before his egg is boiled, so he still has time to shave.

    With an axe."

    You And What Army? The Realm of Blog Magic

    Aptly titled.

    Enough said.

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  • Mindf!3ldzX
    replied
    Wow MH is a busy bee kudo's to MH

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  • Baker
    started a topic Implications ...

    Implications ...

    Survival Mode

    Have you ever wanted to play deathmatch in a Last Man Standing type of environment? You die, that's it. But there are more rounds, of course.

    Bam has written this feature into the standard QuakeC as an option, with the option being "deathmatch 3".

    And, in fact, there is now a tutorial on how to implement this into most ANY mod at Inside3D. You can find the tutorial at this link. Eventually when the Universal Server project gets more attention, this is certainly to be included.

    Pictured: RMQ Engine (not a Remake Quake map)
    MH Joins Remake Quake Project

    Quake Remake (blog site) is an ambitious on-going single player and multiplayer modding project with many goals including bringing a broad new feature set as standard to Quake. It has had a great deal of impact on engine development, for example rotation support.

    MH authored THE color lighting tool used in Quake, is the author of the DirectQ engine and authored some of the "boosted" code in the most recent ProQuake updates (the dx8pro uses his OpenGL to Direct 3D 8.1 wrapper, WinQuake animation smoothing, overbright lighting, etc.)

    Obviously, MH is like having at least 10 engine coders and he has joined the Remake Quake project to help them implement several ambitious features to have more features available for Quake map making.
    Last edited by Baker; 07-21-2010, 10:51 PM.
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