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Remake Quake Demo
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ijed



Joined: 26 Jul 2008
Posts: 46
Location: Chile, SA

PostPosted: Sun Aug 02, 2009 1:11 am    Post subject: Remake Quake Demo Reply with quote

This is the first Remake Quake Demo:

Rar:
http://www.4shared.com/file/122288959/a552174c/RemakeQuakeDemo.html

Zip:
http://www.4shared.com/file/122493551/9eab2bb6/RemakeQuakeDemo.html

It's a pre-alpha with only one map, but supporting the three core game modes.

It's also the full partial conversion in current state, being backwards compatible with id1 and to some degree Nehahra and Quoth.

Screens:

http://www.quaketastic.com/upload/files/screen_shots/rqdemo1.jpg
http://www.quaketastic.com/upload/files/screen_shots/rqdemo2.jpg
http://www.quaketastic.com/upload/files/screen_shots/rqdemo3.jpg
http://www.quaketastic.com/upload/files/screen_shots/rqdemo4.jpg
http://www.quaketastic.com/upload/files/screen_shots/rqdemo5.jpg
http://www.quaketastic.com/upload/files/screen_shots/rqdemo6.jpg

Next up will be a DM orientated demo, in a few months.


Last edited by ijed on Mon Aug 03, 2009 2:25 am; edited 2 times in total
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sun Aug 02, 2009 3:22 am    Post subject: Reply with quote

I for one am a fan of this project.

One of the better attempts at making Quake's gameplay a more modern experience, rather than trying to bring back the glory days or making it look more modern.
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Sun Aug 02, 2009 4:33 am    Post subject: Reply with quote

This is really cool. I haven't played such a refreshing revamp of Quake single player since Dresk's coop mod.

I only have one thing to comment on - the rain is causing a lot of those quake "splash" sounds to spawn and it kills a lot of the ambience of the map for me.

Other than that, top notch! Really loving the style from the cutscenes to the weapon changes. Keep it up!
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ijed



Joined: 26 Jul 2008
Posts: 46
Location: Chile, SA

PostPosted: Sun Aug 02, 2009 5:18 am    Post subject: Thanks Reply with quote

Thanks for the comments.

We could do a visual upgrade, but not at the same time as such a major overhaul of everything else. There's lots of others working on such stuff as well.

As to the rain, it doesn't actually produce noise, there's just a global sound effect. Could be the volume is too high.

Also, try playing it under some other id1 map releases - the AI and weapon changes still apply Smile
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Aug 02, 2009 6:04 am    Post subject: Reply with quote

I don't like it much. It's very bloated (lots of huge uncompressed 2mb+ wav files that end up playing nowhere near their full qualtiy)

I hate the chainsaw. Feels more like a dingsaw.

Rain audio is obnoxious.

No credit to mindgrid for most of your sounds?
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Sun Aug 02, 2009 8:38 am    Post subject: Reply with quote

Quote:
No credit to mindgrid for most of your sounds?


There is.

Note, if it isn't clear, this pack should be run with -sndspeed 44100 on the command line. 44.1 kHz sounds throughout.
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goldenboy



Joined: 05 Sep 2008
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Location: Kiel

PostPosted: Sun Aug 02, 2009 8:40 am    Post subject: Reply with quote

Oh, and headphones.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Sun Aug 02, 2009 3:38 pm    Post subject: Reply with quote

I thought it was cool.

I think the chainsaw's attack rate is too fast. instead of loopin the animation/sound just go thru the animation once and hold and spew blood or sparks...

I noticed that enemies fly when barrels blow up near them, cool! Maybe the rain could be done engine side... or with a particle effect..

Good work!
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ijed



Joined: 26 Jul 2008
Posts: 46
Location: Chile, SA

PostPosted: Sun Aug 02, 2009 4:32 pm    Post subject: Reply with quote

Thanks. Yeah, we discussed chainsaw swinging - swing and hold on hit sounds much better.

As to the rain, it is an emission, but of a cloud of models. Doing it with one emission per drop would strain most machines, so this is the compromise. To do it with particles is practically impossible - they're very difficult to control with any accuracy.

We're using Gyro physics, so the displacement is in but mostly unused as yet, though you'll notice weapons behave very differently in liquids (careful, don't use shotguns submerged). We have plans for more physics related abilities for the monsters.
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sun Aug 02, 2009 6:20 pm    Post subject: Reply with quote

The skin on the rain model is horribly, horribly inefficient. It's huge!
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ijed



Joined: 26 Jul 2008
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Location: Chile, SA

PostPosted: Sun Aug 02, 2009 6:25 pm    Post subject: Reply with quote

Shocked

Ahem - stole it from Nehahra and never got round to changing . . .
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goldenboy



Joined: 05 Sep 2008
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Location: Kiel

PostPosted: Sun Aug 02, 2009 6:50 pm    Post subject: Reply with quote

Wow, good find!
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ijed



Joined: 26 Jul 2008
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Location: Chile, SA

PostPosted: Sun Aug 02, 2009 10:36 pm    Post subject: Ugh Reply with quote

1500*168 pixels across six skins, two of which are the same.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Sun Aug 02, 2009 11:35 pm    Post subject: Reply with quote

..I really enjoyed it as long as I turned the sound off... That horrible static sounding rain splash noise is over powering and kills the ambience of the mod.
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ijed



Joined: 26 Jul 2008
Posts: 46
Location: Chile, SA

PostPosted: Sun Aug 02, 2009 11:50 pm    Post subject: Reply with quote

use -sndspeed 44100 in your commandline setup - all the sound is high quality.
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