RMQ forum
Public Forums => Feedback & Discussion => Topic started by: negke on November 15, 2011, 05:47:32 AM
-
So, what's the status?
Progress, new features, scheduled release date (Christmas?). The public wants to know.
-
Tentative release date: Around Xmas.
The current cycle, according to the Heathen grandfather clock, runs until 12/21; allow a bit of time for last-ditch efforts, testing and packaging, factor in that 12/24 is a decidedly bad release date for anything, and you'll arrive at some spot in end-December.
I know we announced demos several times, and we did not manage to release a demo in June like we wanted, because my map ran into the BSP format limit and the others were close, surviving on hacks to circumvent it... Then BSP2 was done.
However, as you know e3m3rq has been more or less ready for a while and is very pretty (and scary), and I guess ijed could polish up some other Episode 3 maps for release if he wanted.
RickyT23's e2m1rq is another candidate; it is more or less layout complete as far as I remember, and somewhat finished despite its gargantuan size... last thing I heard Ricky still wanted to work on details.
RJ has been chipping away at his Episode 2 maps; while I have seen pretty screenshots recently, I'm not up to date with the progress on e2m3rq and e2m4rq. One of them might be a release candidate.
Considering it's only six weeks, and that's precious little time, I'm not sure how much will make it into the demo, but something from ijed (and hence Episode 3) is a pretty safe bet.
New features, off the top of my head:
- BSP2; map limits chopped down, nuff said. Tools & engine.
- Possibly HDR lighting; down to MH, depends if he wants to finish this off; we were testing it.
- IQM support; unlikely to be actually used in practice due to the fact only one guy is making IQM models, and that guy is busy.
- New monsters
- New and very evil traps
- Helicopters and / or other mapmodels
- Spellcasting (OK, there was a spellcaster Vore in the last demo but I doubt many people found it)
- New weapon
- Hi-res map textures, a lot of them custom made / QRP variations
First and foremost, as you might guess from the names of the involved people, and the feature list, this demo will show off the maps. The Episode 3 stuff is pretty, scary, and deeply Lovecraftian, while the Episode 2 stuff has been described as Unrealesque. Needless to say, map limits were obliterated and engines were left in the dust crying. Yadda yadda.
It's basically MAPS.
-
e3m1rq and e3m3rq are confirmed for beta release. e3m2rq depends on if I let it go really.
I think I will - the fixing it needs is relatively minor, checkpoints, a door fix and some other odds and sods (famous last words).
So maps 1, 2 and 3 for episode 3.
We should make this clear that it's another demo / beta though, subject to change.
-
Well, I don't mind if you release e2m1rq or not. I maintain I can polish it up for the deadline if required. At the same time, it's nice to think there are a bunch of 'secret' maps, which wont be shown until nearer the project finish. It's up to you guys.
Personally, I'm indifferent - if you wanna release e2m1 then 'Yay!', if not then 'no worries'.
-
I'm sure the people want another RickyT23 map ;)
If you really want project lead to decide this, then I guess I'll have to give it a good play right about now and convene with Louis about it.
Edit: Played through, was impressed, posted a list of suggestions in the map ticket. If a couple things get polished up in the next weeks, I'll give a "thumbs up". Damn fine map.
Edit: I just also looked at RJ's e2m3rq, or at least part of it. O.M.G., is that map pretty. I hope he posts the screenies here.
-
I'll take a look today, but if Gb says its good then it probably is.
The only downside to including a map in the xmas download is showing people stuff you'll finish later, meaning the final impact is diminished.
I've dealt with that though - I want to release almost half my episode - meaning it's in the hands of those who choose to download and play the demo, if they dilute the final RMQ experience for themselves.
-
Right. Cool. Awesome. 8) I'll give it a good rub, and we'll see where it ends up. ;)
Some things:
1 - Upside-down turrets.
2 - Making my func_breakaway floor at the (very) beginning of the map emit particles. I made a couple of .bsps but they dont show, and I just haven't had much luck with destructibles.
3 - Some textures need work still.
4 - Particularly the rock textures. At the moment I'm using the internet hi-res Quake2 rock textures. But I'm sure we could do better - any suggestions?
5 - Who can show me a link to some great music / ambiance for the level? Or any other sound resources for that matter. I know I talked about making some music or contributing some samples a while ago, but I have been drawn away from my musical exploits lately because of RL.
I'm gonna go map now for a while, Skyrim can wait. :D
-
Hi guys, I really enjoyed the RMQ demos so I thought I'dd sign up :)
To be frank, I'm relatively new to Quake -- only discovered this old gem last year!
Right. Cool. Awesome. 8) I'll give it a good rub, and we'll see where it ends up. ;)
5 - Who can show me a link to some great music / ambiance for the level? Or any other sound resources for that matter. I know I talked about making some music or contributing some samples a while ago, but I have been drawn away from my musical exploits lately because of RL.
This app is great for making ambient sounds:
http://hypermammut.sourceforge.net/paulstretch/
Also freesound.org is good if you want to search samples with a liberal license.
http://www.freesound.org/
Also I'm quite adept at texturing, so if you give me examples and directions I could do work on some replacements.
I don't have a ton of time for those things at the moment, but a few I could handle. PM me incase you're interested :)
-
Thanks for the support, always nice to hear.
Interesting sound tool that, will have a play with it sooner or later since atmosphere = good 8)
Textures are being handled by inkub right now, so he has the info and whats needed and so on.
-
Thanks for the links, Spiney. I found this on one of them, which is cool:
http://www.freesound.org/people/Setuniman/sounds/135045/
Didn't have to look further than the first page either :S I'll have a go at finding some good sounds for some events n stuff :)
-
MH about the engine:
http://mhquake.blogspot.com/2011/12/updates-december-13th-2011.html
gb about the project:
http://spawnhost.wordpress.com/2011/12/14/pre-demo-release-thoughts/
-
I reply to post 2:
New feathers: new weapon (couldn't find the weapon ticket)
I remade the model of dr shadowborough's Railgun.
Its's in the testing files, one for playing and one for picking up.
There's a bright new ring ffect in it.
(http://members.home.nl/gimli/railgun.jpg)
Small question.
What are IMQ models?
-
Nice. We've got the cauteriser though. Maybe send it to DrS and see what he says - probably be pretty damn pleased :)
As for IQM, I don't know much myself, it's more Jonas' thing. Here's what google turned up:
http://lee.fov120.com/iqm/
-
IQM is Inter-Quake Model format. It is a modern model format for Quake type games. It supports skeletal animation (using a rig / bones / armature), it has less vertex drift than MDL, it can be animated from CSQC (animation blending), and it probably doesn't have the limits that MDL has. It also has per frame bounding boxes.
There are two ways to export to IQM:
- a Blender export script comes with the IQM devkit
- Noesis model converter can export to IQM.
http://lee.fov120.com/iqm/
An IQM model is used from QuakeC in exactly the same way as a MDL. It is simply a better and more modern format. Games like AlienArena and Nexuiz/Xonotic use IQM models. Now RMQ does, too.
-
Ah, yeah... I'm getting old and these things get buried. Basically, the model format we should be using.
What were the problems with the flyer mesh from before?
-
Just to note that we have per-frame bounding boxes with MDLs as well now (r_showbboxes 2 to check them out); not that difficult to implement and they can save some performance in places.
-
The buggy flyer was caused by a version switch of Blender from 2.4 to 2.5 IIRC and changes in how Blender does animations. It worked fine before that.
Just need to redo the anims really.
-
Will the demo be ready for a xmas / newyear release?
-
Yep. We were gonna go for xmas day, but there's some model issues to fix that will take a few more days.
Expect 3 maps at least, plus new monsters, weapons, BSP2 tools, hirez textures, improved engine, and a whole bunch of other features.
We've been busy :)
-
Another delay!
It's the 30th, and I'm tired. And want to be drunk(er).
We beg your patience for a little while longer. I'm sure most of you are having non-Quake related fun around now anyway.
-
Haha I totally understand ;D
-
Releasing around holiday-time was never very realistic IMHO ;)
-
Ok, we seem to have settled on a release date - Ricky's map was at 73% vis and counting at last check, I've got a few different meshes and sounds to fix and we're good.
So in order to have a stress free life 'this weekend' is the new date, you lucky people.
So get ready to tear yourselves away from the Steam purchases and enjoy 4 (!) new RMQ levels. This release will also include a full devkit, with the tools for BSP2 and the various sources for everything as well.
-
What's the average vis time for a full vis, on a RMQ map? :O
-
Dunno but mine took 13 hours and 30 minutes in the end :) Louis's maps probably vis in much less time.
-
Mine are less than an hour on a dual core laptop, on a decent quad machine around 10-20 minutes.
It helps that I just add boxes together... although there is the the occasional:
(http://dc169.4shared.com/img/KKinZIaD/0.5920829871866483/moon_galley_final.png) (http://www.4shared.com/photo/KKinZIaD/moon_galley_final.html)
-
Release? Release! Release! Release! :D
-
Ok, ok!
-
The demo is uploading, and will most likely finish when I'm not here.
Look at my spot on ZOMG CENSORSHIP
And when its finished a remakequake_winter_2011.zip should appear...
-
Hurry up! >:(
;D
-
F.
I left it uploading and had to go out. It didn't upload.
Second attempt.
Please be patient, this much work can't break on the last hurdle.
-
E2M1rq cannot be run. It is missing a bsp file. Please look into it.
-
Could someone else be kind enough to host (or torrent?) it someplace else? 4shared tells me I should register.
Having an exam in 2 days, not that I'm not prepared, but I'll see this little inconvenience as a stimulus not to procrastinate last minute :P
-
We should really only release a tested and known good version, otherwise chaos will ensue.
-
That version isn't meant as release - just for internal testing before it gets uploaded elsewhere.
Things are happening, but slowly. It's a lot of content.
-
lool :)
-
To all players: Please do not bother with the 700-something megabytes version posted earlier; it is missing stuff and a better one is in the works.
-
While you wait, why not enjoy some rock music:
http://www.youtube.com/watch?v=fjo0X84ppWg&feature=related
...
http://en.wikipedia.org/wiki/Chewbacca_defense
-
still waiting... (http://iwdrm.tumblr.com/)
-
http://www.rotfllol.com/like/3416
-
Funkin' "a", man!!
-
Demo up.
http://kneedeepinthedoomed.wordpress.com/2012/01/09/sp-demo-3-release/
-
*fastens seatbelt on his deskchair*
-
I think the lava texture in E3M2 look a little odd, I happened to do some lava textures today, feel free to use these (or not) if you like...
(http://img854.imageshack.us/img854/3105/magmaj.png)
(http://img80.imageshack.us/img80/2458/lava2w.png)
(http://img40.imageshack.us/img40/5608/lavai.png)
-
Hey, cool! I'll try the first one in e1m6rq.
-
very nice, i'm doing something by myself, but i'll consider this too =)
-
Hmm, I just read through the thread at func_msgboard.
Was a bit surprised with some of the critique, I guess the name is a bit unfortunate at this point.
But I think this unorthodoxy and experimentation should be one of RMQs strong points, it is a re-imagining afterall.
I guess after 15 years every first hour Quake player has formed his own idea of what Quake should be,
and frankly I know little games that are so enigmatic and fuzzy around the edges as Quake -- that's what makes it so fascinating to me.
( I also consider grunts calling you noob etc. to be awesome -- you should put a Peej soda machine in a base map, and watch the riot haha )
I also read gb's blog with the new platforming parts, also read about walljumping.
Is it going to be UT style walldodging, or something among the lines of climbing up by jumping to either side in a shaft.
Also regarding the remakequake name, one could consider a pseudonym or anagram that sounds like something otherworldly -- remaqu, rmakq, qremak...
So it could mean the same thing, but be much more implicit, just an idea.
-
The name is what it is: we can take that one on the nose. :)
(I like the sound of "Requiem Mortem in Quietus" though, but I wouldn't seriously suggest it - the current name also serves as a nice two fingers to those who indulge in unconstructive criticism, behave like a private-members-mutual-appreciation-society, or just want to hate. It's a fast and convenient way of identifying people like that! (Half joking...))
Much of the unconstructive criticism comes from a relatively small handful of key sources, and - crucially - most of those who have actually released stuff are either supportive or neutral (or avoiding the topic). The opinion of someone like Necros or Tronyn means a billion times more in the broader scheme of things than that of some armchair keyboard warrior (the opinion of someone who's actually played it and wants to contribute feedback that can help make the next one better - rather than bitch and moan - matters most, of course). This is broadly the same old story as last time out, and I think we could release an identi-clone of e2m7 right now and still draw fire for it. Oh well, got productive things to do instead.
-
The anagram idea isn't bad actually. We discussed this internally, but so far nobody sees an imminent need to change the name / nobody had a better idea. It's not been shot down but there isn't a huge movement to change the name either.
Walljump; this is actually more like Quake 2's double jump, you know you basically jump towards a wall and jump again.
You can only jump once while in the air, ie only one additional "hop". Warsow is another comparison although movement in RMQ is generally less crazy than that. It is pretty hard to walljump higher than 256 units right now, at least I haven't managed to do that. It also has to be said that much the same can be achieved by other methods already in the game (lure an ogre or enforcer to where you want to jump, wait for a grenade and use that, for example).
This can be combined with Quake's physics / air control to sort of circle jump into the wall, then circle jump away from the wall to get some more reach. The height (and/or horizontal distance) you can get strongly depends on how good the player is - a veteran DM player or speedrunner will be able to walljump better than someone like me. :-)
Walljump is still being tweaked and tested, and it's possible that like other things, the effectiveness of walljump will be episode dependant (ie dependant on the player character's physis and weight, which might very obviously differ between e.g. an Enforcer in full gear and some other character). Walljump can also be disabled on certain surfaces.
Surfaces where you are encouraged to use walljump, or where walljump is impossible, should eventually be somewhat recognizable in the game. See the striped wall in the platform room. Same as with grapple points, these also usually look much the same as each other so there's no confusion where you can grapple. However walljump defaults to "always on" at the moment, although checking and fixing is still required to not allow too extreme shortcuts (ie walljumping straight to the exit, for example). Luckily all our maps are still in a development phase where they can adapt to stuff like this. There are little tricks such as overhangs, sloped walls, waterfalls (no walljumping out of water) etc. to limit walljumps.
As for the monster taunt sounds, it was actually the intention to make these somewhat rare (not quite an easter egg, but something you wouldn't hear very often - I mean how often do you get killed by an enforcer in this game? There are only a handful of base maps, anyway). I might make them rarer than they are now, perhaps. But this issue was indeed blown out of proportion.
As for being unorthodox and experimenting, the team overwhelmingly is in favour of that, no worries. Yes, there absolutely will be soda boxes and a lot more stuff that wasn't in original Quake. I don't think Quake had jeeps or helicopters ;)
(http://kneedeepinthedoomed.files.wordpress.com/2011/10/ka50_1.jpg?w=640)
-
I like that third lava - will get that on the list of to do for ep3 as a whole, I think. Could you do a lavafall version as well?
The name. I think its a stupid thing to find fault with. There's so much to legitimately complain about in an unfinished project, that at least some are trolling. The rest Gnoming.
An anagram would be pretty clever, but like I said to Gb recently - I like the idea that there will be detractors who'll focus on the name. It's misdirection I spose.
And there's no way I'd change the name to appease that menagerie of fairytale fuckwits.
-
Tried to make an explosion sprite from some (open) source footage (forgot the source atm, i'll quote it later), it's more fireball-like then a rocket explosion.
It was just to try out the process of creation, I packed it into a 512*1024 atlas, the two last frames are blank. Maybe it's useful to RMQ -- deathknight projectiles?
(http://img689.imageshack.us/img689/2500/magicexp.png)
I'll also do some lava-fall textures later on.
-
There's other magic as well, though we need to figure out a more comprehensive list of spells. Particles are fine but I can imagine floor-drawn pentagrams, weird glows and lights etc. filling out the effects for the Vores and Wizard boss.
After I'm finished monkeying around with the Zombies I'll be moving on tothe Knights. The Knights will definitely need some new vfx - not sure what just yet though.
After those I'll be onto the HyperEnforcer - and the shielded variant. These have been waiting longer than the knights, but are a smaller task.
I'll do some thinking and get the relevant sections of the forum - Knights (http://icculus.org/remakequake/forum/index.php?topic=80.0) and Enforcer (http://icculus.org/remakequake/forum/index.php?topic=77.0), fixed up with more detailed descriptions.
Oh, and can't see the image - why not upload it to the server?
-
The fireball is a bit too realistic-looking imo, it would work in some modern game but RMQ is comicky, not photorealistic, hence photorealistic explosions don't really fit.
-
http://www.rockpapershotgun.com/2012/02/10/valve-drops-mad-beats-on-tf2-adds-a-boombox/
(http://www.rockpapershotgun.com/images/2012/02/boombox.jpg)
They’ve released a paid for (£6.99! – too rich for my roots) community item called the “Boston Boom-Bringer“. Whenever the Scout taunts, it’ll play one of four phat beats.
Let's strap one of those to the RMQ Enforcer.