Author Topic: Ideas & Feature Requests  (Read 663 times)

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Offline ijed

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Re: Ideas & Feature Requests
« Reply #30 on: March 09, 2012, 05:28:03 AM »
Thanks for the feedback :)

Indeed, there is a railgun style weapon called the Cauteriser that works at extreme ranges.  Use the give all cheat (impulse 9) to play around with that - it comes after the Thunderbolt in the weapon order.

We're looking a lot at more complex ai - teamwork would be good, similar to the grunts in HL1 possibly.  There are a few ideas, we're deciding how to make it all happen, basically.  At the same time we're putting together lots of new enemies, including a large addition to the base set by Gb.

More news on the enemy stuff for the next demo, which we'll be announcing 'soon'.
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Offline gb_remake

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Re: Ideas & Feature Requests
« Reply #31 on: March 09, 2012, 07:31:18 AM »
The presence of Vores etc. in base maps is explained by the war. They are part of Quake's assault troops. You have a point though, in that mappers could make it a little more obvious that the base is under attack, and the vores and fiends could emanate from broken slipgates and so on in order to drive the point home.

And I agree about better AI for certain monsters; at least the military style enemies, despite being "mind controlled", should probably instinctively remember their squad based tactics. We have "monstergroups" already where they will alert each other and not infight, but this feature is still underused and it needs to be taken further.

Also, I personally appreciate the way it is done in Crysis, where the mapper can place AI anchors (entities) to tell a monster "hey, here is a good hiding place and please pop out of cover in that direction".

Finally, the nailgun is a lot more range ready in RMQ than it was in Quake. The nails travel faster, which increases the accuracy over range. So this is one reason why you're given the nailgun right at the start in e2m1rq.

And finally finally, like Louis hinted at,

http://spawnhost.wordpress.com/2011/12/18/protagonist/



« Last Edit: March 09, 2012, 07:39:49 AM by gb_remake »
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Offline luizera

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Re: Ideas & Feature Requests
« Reply #32 on: March 09, 2012, 05:15:17 PM »
Finally, the nailgun is a lot more range ready in RMQ than it was in Quake. The nails travel faster, which increases the accuracy over range. So this is one reason why you're given the nailgun right at the start in e2m1rq.

Yea, I've used it to kill enemies at long range. Will try cauteriser later. I've also noticed SSG is a lot slower what I think is very clever. I'm glad to know you'll revamp the ai. And, Wow! Very nice previews!

Just finished E3 maps and it was lots of fun as well. From now on I hate zombies! Those bastards can be very annoying. Loved the laser gun, used it most of the time. But maybe it's a little overpowered, isn't it? It seems the game was harder when I was not using it. Also loved the traps! They caught me off guard several times hahaha. And that beholder-like monster is a very nice addition. My only real complaint is against the rope ladders at the end. Had lots of troubles to climb them.

I might play it all again over the weekend, if I get the chance, so do you need glitches to be reported?

oh...have I seen ogres cooking? Oo

Offline ijed

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Re: Ideas & Feature Requests
« Reply #33 on: March 10, 2012, 06:20:09 AM »
Glad you're enjoying the mod!

We're working a lot on the zombies at the moment, creating an explosive version and a fast version that the player dismembers, so those will be mixed in with regular versions, who've had a few improvements like making a ripping sound when tearing off a piece of meat to throw - this let's you locate them before they fire.

The blaster gets more damaging the more you fire, maybe this is happening a bit too quickly just now, since nobody seems to get the mechanic and it feels OP instead.  Will look into it.

Always good to hear bugs :)

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Offline gb_remake

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Re: Ideas & Feature Requests
« Reply #34 on: March 10, 2012, 07:23:43 AM »
Yes please (glitch reports). We can't fix it if we don't know it  :)
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Offline madfox

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Re: Ideas & Feature Requests
« Reply #35 on: March 10, 2012, 08:55:00 PM »
HEY ZOMBIE!



Yes, I walked with a zombie.


Offline luizera

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Re: Ideas & Feature Requests
« Reply #36 on: March 20, 2012, 09:30:21 PM »
Played e2m1rq again and found these bugs:

-in the tunnel at the beginning, water doesn't appear until you fall into it. Also there are some points where you get stuck.
-the first bridge cutscene doesn't seem right. The camera moves strangely and shows the sky at the end.
-camera is tilted in the cutscene with a platform and two enforcers.
-the fiend inside the box beside engineering door might be stuck.
-there's a room near the end where there're holes in the ground and an ogre inside one of them that is lifted.  I fell into one of these holes but the lift didn't move.
-if rinng of shadows and quad are secret areas, then secrets aren't being counted.

Guess that's all folks. 

Offline luizera

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Re: Ideas & Feature Requests
« Reply #37 on: March 21, 2012, 11:08:49 AM »
Played e2m1rq again and found these bugs:

-in the tunnel at the beginning, water doesn't appear until you fall into it. Also there are some points where you get stuck.


Here's a screenshot. There should be water where I was pointing at.



Just notice something else, sometimes enemies are telefraged in the beginning of e2m1rq.

I believe this is an engine limitation, water drops can be seen under water.



In e3m2rq there are two gold keys, the first one should be a silver key.

Offline gb_remake

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Re: Ideas & Feature Requests
« Reply #38 on: March 21, 2012, 11:32:11 AM »
Thanks for the feedback! The water drops thing is weird, because in one of my maps these do "end" at the water surface. They probably only work correctly with func_water.

The vanishing water in e2m1rq is known, as far as I remember, but I'm not sure if it was fixed yet.

A re-packaging of the last demo is still on the list for me, perhaps we'll include some fixes.
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Offline mh

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Re: Ideas & Feature Requests
« Reply #39 on: March 21, 2012, 12:08:46 PM »
The vanishing water has been fixed, but not released yet.

The "sometimes getting stuck" bug has just been identified today and a fix may or may not be forthcoming - we need to discuss this internally (I'll be posting in the private threads about this).
It would take an eternity to reach the earth and even when you reached the destination, you wouldn't actually hit the ground. You'd be going so fast you'd just go through and out the other side.

Offline Spiney

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Re: Ideas & Feature Requests
« Reply #40 on: May 07, 2012, 12:16:05 PM »
Regarding graphics, I wonder if anyone ever considered the idea of dudv detailmapping. Point filtering textures makes everything nice and crisp, vector graphics like.
Linear filtering smears everything out. So I was thinking if it would be possible to use point filtering and multitexturing to 'increase' the resolution of the textures not by overlay textures, but using a dudv-map as detail map to induce artist controllable dithering of the texels. If you watch a painting from a distance it flows together, but close to the surface you can see the brush strokes, rather than uniform interpolation we see in games. I'm not sure it would look great, but in my mind the concept works -- off course I could be an idiot.
« Last Edit: May 07, 2012, 12:18:50 PM by Spiney »

Offline Spiney

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Re: Ideas & Feature Requests
« Reply #41 on: May 08, 2012, 07:38:49 AM »
whipped this up in Photosoup, to illustrate the basic idea

Offline gb_remake

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Re: Ideas & Feature Requests
« Reply #42 on: May 08, 2012, 08:59:34 AM »
This is actually pretty cool.

Not sure how the performance tradeoff would be and how much work this would require.
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Offline Spiney

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Re: Ideas & Feature Requests
« Reply #43 on: May 08, 2012, 03:11:04 PM »
Thanks, it seems like a useful idea, even if it wouldn't work in every case.
Using bilinear filtering should reduce the aliasing at expense of percieved sharpness.
I think if the texture is stretched enough you'dd still get smearing depending on the scaling of the detail texture.
I don't know how well these Photoshop tests actually map to the GPU pipeline though. So all of this is kind of pure speculation on my part.



Also important to note this isn't a cheat to get more texture detail magically,
rather about breaking the illusion of regular sampling whenever texels get magnified by a certain amount.

Offline digs

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Re: Ideas & Feature Requests
« Reply #44 on: May 08, 2012, 09:21:53 PM »
It can be used not dudv, and do roughness, imposing a special texture? For example, as is done in Serious Sam