Author Topic: RMQ Demo 3  (Read 1318 times)

0 Members and 1 Guest are viewing this topic.

Offline negke

  • Newbie
  • *
  • Posts: 6
RMQ Demo 3
« 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.

Offline gb_remake

  • Veteran
  • ***
  • Posts: 815
Re: RMQ Demo 3
« Reply #1 on: November 15, 2011, 07:24:07 AM »
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.
Deyr fé,: deyja fręndur,: deyr sjįlfur iš sama. Eg veit einn: aš aldrei deyr: dómur um daušan hvern.

Offline ijed

  • Main Offender
  • Administrator
  • Veteran
  • *
  • Posts: 746
Re: RMQ Demo 3
« Reply #2 on: November 15, 2011, 07:27:22 AM »
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.
EPIC CLUSTERFUCK!

Offline RickyT23

  • Level Design
  • RMQ Team
  • Veteran
  • *
  • Posts: 169
    • RickyT23.com/dissociative
Re: RMQ Demo 3
« Reply #3 on: November 15, 2011, 12:45:55 PM »
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'.

Offline gb_remake

  • Veteran
  • ***
  • Posts: 815
Re: RMQ Demo 3
« Reply #4 on: November 15, 2011, 10:36:43 PM »
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.
« Last Edit: November 16, 2011, 04:35:04 AM by gb_remake »
Deyr fé,: deyja fręndur,: deyr sjįlfur iš sama. Eg veit einn: aš aldrei deyr: dómur um daušan hvern.

Offline ijed

  • Main Offender
  • Administrator
  • Veteran
  • *
  • Posts: 746
Re: RMQ Demo 3
« Reply #5 on: November 16, 2011, 05:31:33 AM »
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.
EPIC CLUSTERFUCK!

Offline RickyT23

  • Level Design
  • RMQ Team
  • Veteran
  • *
  • Posts: 169
    • RickyT23.com/dissociative
Re: RMQ Demo 3
« Reply #6 on: November 16, 2011, 07:07:29 PM »
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

Offline Spiney

  • RMQ Contributors
  • Member
  • *
  • Posts: 70
Re: RMQ Demo 3
« Reply #7 on: November 17, 2011, 07:30:12 AM »
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  :)

Offline ijed

  • Main Offender
  • Administrator
  • Veteran
  • *
  • Posts: 746
Re: RMQ Demo 3
« Reply #8 on: November 17, 2011, 09:08:01 AM »
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.
EPIC CLUSTERFUCK!

Offline RickyT23

  • Level Design
  • RMQ Team
  • Veteran
  • *
  • Posts: 169
    • RickyT23.com/dissociative
Re: RMQ Demo 3
« Reply #9 on: November 17, 2011, 11:53:09 AM »
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 :)

Offline gb_remake

  • Veteran
  • ***
  • Posts: 815
Deyr fé,: deyja fręndur,: deyr sjįlfur iš sama. Eg veit einn: aš aldrei deyr: dómur um daušan hvern.

Offline madfox

  • Madfox
  • RMQ Team
  • Member
  • *
  • Posts: 79
    • dude
Re: RMQ Demo 3
« Reply #11 on: December 15, 2011, 05:53:15 PM »
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.



Small question.
What are IMQ models?

Offline ijed

  • Main Offender
  • Administrator
  • Veteran
  • *
  • Posts: 746
Re: RMQ Demo 3
« Reply #12 on: December 15, 2011, 06:52:55 PM »
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/
EPIC CLUSTERFUCK!

Offline gb_remake

  • Veteran
  • ***
  • Posts: 815
Re: RMQ Demo 3
« Reply #13 on: December 15, 2011, 10:31:12 PM »
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.
Deyr fé,: deyja fręndur,: deyr sjįlfur iš sama. Eg veit einn: aš aldrei deyr: dómur um daušan hvern.

Offline ijed

  • Main Offender
  • Administrator
  • Veteran
  • *
  • Posts: 746
Re: RMQ Demo 3
« Reply #14 on: December 16, 2011, 05:27:45 AM »
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?
EPIC CLUSTERFUCK!