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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed Aug 05, 2009 12:35 am Post subject: |
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mh wrote: | One slightly annoying bug was that the number of enemies on the map (when pressing TAB) was always 0. I don't know if that was an engine bug or a progs bug though. |
Yeah, this happens with FitzQuake 0.85, too. Looks like a QC bug. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Wed Aug 05, 2009 12:57 am Post subject: |
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finished it =) ladders suck, i think this will be fun once finished. _________________ QuakeDB - Quake ModDB Group |
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ijed
Joined: 26 Jul 2008 Posts: 46 Location: Chile, SA
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Posted: Wed Aug 05, 2009 1:40 am Post subject: |
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The total kills possible isn't shown because we were floating the idea of not showing it. Similar to doom percentage kills, but with even less info.
Seems to be alot of dislike for it, so we'll see what happens.
The rain sprite is actually a distributed model - that many sprites would probably bring most pc's to their knees. Will have to test out some ideas though. |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Wed Aug 05, 2009 2:53 am Post subject: |
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i liked the rain, could be made prettier , my only issue with the rain is the sound is almost everywhere and it gets annoying. _________________ QuakeDB - Quake ModDB Group |
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ijed
Joined: 26 Jul 2008 Posts: 46 Location: Chile, SA
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Posted: Wed Aug 05, 2009 4:02 am Post subject: |
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Well, in theory the sound is everywhere - I screwed up. It should be global with the thunder and some mild trickling sounds at some points, with the actual rain sound loud outside.
Ah well, it is an alpha. |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Wed Aug 05, 2009 5:06 am Post subject: |
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..That's right. It's not going to be perfect 1st time out, but its pretty good except the annoying rain sounds... I really like how the textures where used in the map.
ijed wrote: | ..Ah well, it is an alpha. |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Wed Aug 05, 2009 10:51 pm Post subject: |
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Quake's sound capabilities are just pretty limited... play more than a couple sounds at the same time, and it'll clip, and really slow the game down. The rain sound effect is an ersatz ambient sound - to do it for real, you'd have to code it in the engine I guess.
A higher -mem or -heapsize setting will definitely help a lot, I use -mem 128.
I don't know if most people realize this, but a lot more maps are being worked on. There will be a good variety eventually. Especially the base maps seem to all look and play differently.
Well.
Not displaying the monster count was a conscious decision. Keep in mind that this is a Quake remake, so the levels largely follow the originals - hence you should usually be able to estimate how far you are in the map without needing a monster count display.
None of the levels is double the length of the original or something. There are possibly some additional areas or new secrets, but the basic layout is the same in most levels.
A couple undocumented features:
"addbot" will add bots in DM. This also works with the stock DM maps, of course. So far, there are no additional game modes, but that might change.
Several things are Gyro objects now. You can for example launch a grenade, then place a rocket close to it in order to blow the grenade around a corner.
You can use the shaft to climb, similar to plasma climbing. I think this was an idea by R00k.
"inventory" will show you which custom keys you are carrying atm. This map doesn't use too many, but other maps rely heavily on that.
You can intentionally enter Rage mode by letting yourself get hit. When your health is low, you'll hear the heartbeat and your weapons do much more damage, like a mini Quad. Supa's idea.
For fun, you can try out "observer" in DM, although it doesn't do much yet. There are a couple other features which aren't visible in this demo.
The alpha feature is optional. You can run the mod in software even, if you're so inclined. The windows will be opaque, but that's purely a visual issue.
Sounds are necessarily a question of taste. It is planned to replace some sounds for a while now, but this was really no reason to delay the demo.
We might need to work on ladders a bit, yeah, they didn't really get much attention yet.
This demo is really more of a "we exist and we can release stuff" than anything else. Stay tuned.
PS: Thanks for giving constructive feedback in a civilized manner, this makes it pretty likely for me, at least, to consider it. Thanks. _________________ ReMakeQuake
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Lardarse

Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK
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Posted: Fri Aug 07, 2009 2:48 am Post subject: |
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mh wrote: | One slightly annoying bug was that the number of enemies on the map (when pressing TAB) was always 0. I don't know if that was an engine bug or a progs bug though. |
Actually, it's a limitation. We'd like the engine to just display something like "123" instead of just "123/0", but this requires engine support. I have an engine patch for GLQuake that does this (but only when total_monsters or total_secrets is 0); would you be willing to add this to your engine? _________________ <ekiM> Son, you're writing data structures your CPU can't cache. |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Fri Aug 07, 2009 8:46 am Post subject: |
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Lardarse wrote: | mh wrote: | One slightly annoying bug was that the number of enemies on the map (when pressing TAB) was always 0. I don't know if that was an engine bug or a progs bug though. |
Actually, it's a limitation. We'd like the engine to just display something like "123" instead of just "123/0", but this requires engine support. I have an engine patch for GLQuake that does this (but only when total_monsters or total_secrets is 0); would you be willing to add this to your engine? |
Yeah, I'd be willing to add this for sure. It seems like a non-breaking change that won't mess with other mods, so I've no issues with it.
Anyone else?
_________________________
OK, I've added this to DirectQ for both monsters and secrets (which this mod doesn't need but which is relevant for the ID1 start map). _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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ijed
Joined: 26 Jul 2008 Posts: 46 Location: Chile, SA
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Posted: Sat Aug 08, 2009 1:40 am Post subject: |
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Thanks  |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Tue Aug 18, 2009 10:49 pm Post subject: |
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OK, it's constructive feedback time.
I appreciate that the mod is only alpha, that this is a pre-release, and that things are liable to change, but that's a good time to give constructive feedback.
DO SOMETHING ABOUT THAT RAIN MODEL
Please.
I've just hacked a r_normqrain cvar into my engine to enable me to disable it.
Suggestions: Replace it with particles. OK, most engines impose a hard limit on particles, but that's easy to overcome (hell, I posted a tutorial on it here, there's no excuse), they're faster to render, and you can replace each big batch of verts with a single particle quad. This can result in a potential 4x or more speedup in rendering the rain, meaning that you can add even more cool stuff to slow it back down again.
If that's not acceptable then reduce the texture size. It's not even funny. For starters it's HUGE, and secondly it's a non-power-of-2 size. There is no excuse in this day for having any texture with a non-power-of-2 size in a mod (some external texture packs suffer from this too). Most hardware accelerated engines normally can't cope with such textures and must resample them, normally up. That's a 2048x64 texture, which is starting to push on the limits of some cards. Multiply it by the number of skins in the model (6) and we're just being silly.
Given the amount of detail that actually is in the image, I'd suggest that no more than 256x64 should be enough. What this will mean is that the engine and GPU don't have to waste muscle on squeezing a huge texture into a tiny space, meaning yet more headroom available for cool stuff.
OK, I appreciate that you're a mapper/modder first of all, and that finer details of what can and can't work engine-wise may not be your thing, but here's a chance for mappers/modders and engine coders to do some work together that will result in a better end result all round.
Seriously though, it's a cool mod, and what I've seen on the QExpo pages indicates even better is on the way, and it would be sad if something like this - especially something that could be so atmospheric in medieval maps - ended up ruining it. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
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ijed
Joined: 26 Jul 2008 Posts: 46 Location: Chile, SA
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Posted: Thu Aug 20, 2009 2:57 am Post subject: |
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Well, the rain is placeholder - I doubt particles will look so great, but I'll try it anyway although tbh I'll have to look into how to make a . . . particle quad?
If it was to remain a model then it'd have something like a 4x4 pixel texture - it really was just an oversight, so don't go breaking stuff to make it less wasteful.
It runs off p0x emitter systems, for example most of the fireballs are now volumetric emissions - so they're properly random but behave exactly the same. And also cheaper.
The emission system supports sprites, bsps, models and probably other stuff - all depends what these things are.
Can you explain particle quad's and wtf they are  |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Fri Aug 21, 2009 12:54 am Post subject: |
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@ijed: I realized a small bug replaying the demo: near the end, you can see the flame shadows under the not-yet destroyed exit teleporter. Maybe you should just spawn the flame entity after the explosion to avoid this detail that spoils a bit the cinematic at the end. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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ijed
Joined: 26 Jul 2008 Posts: 46 Location: Chile, SA
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Posted: Mon Aug 24, 2009 11:10 pm Post subject: |
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Will do. Most likely it'll become a modified (as opposed to hexen2) fire as well. |
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