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

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Offline mh

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Re: Ideas & Feature Requests
« Reply #15 on: January 19, 2012, 08:10:56 PM »
Can the zit pulse while it's moving?  The zit must pulse!
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 ijed

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Re: Ideas & Feature Requests
« Reply #16 on: January 19, 2012, 08:16:56 PM »
It pulses even now, ripe with poisonous gibs to spray upon the unwary slipgater.

Also, we can have one special zombie type per episode, if everyone agrees, with the old zombie as the regular filler version.

In fact the zit should move like there's something trying to fight its way out from inside..
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Offline mh

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Re: Ideas & Feature Requests
« Reply #17 on: January 19, 2012, 08:26:49 PM »
I think a basic pulsing is slightly more disgusting, so long as it's reasonably irregular.

It needs to occasionally spray a gob of green goo too.  Make it look like "this baby's gonna burst!"

We're revolting, aren't we?  8)
« Last Edit: January 19, 2012, 08:28:28 PM by mh »
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 gb_remake

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Re: Ideas & Feature Requests
« Reply #18 on: January 19, 2012, 08:30:55 PM »
I like the exploding zit, warts and all.
Deyr fé,: deyja fręndur,: deyr sjįlfur iš sama. Eg veit einn: aš aldrei deyr: dómur um daušan hvern.

Offline ijed

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Re: Ideas & Feature Requests
« Reply #19 on: January 19, 2012, 08:37:12 PM »
HEY, MADFOX!  ;D
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Offline ijed

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Re: Ideas & Feature Requests
« Reply #20 on: January 19, 2012, 08:43:34 PM »
EPIC CLUSTERFUCK!

Offline mh

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Re: Ideas & Feature Requests
« Reply #21 on: January 19, 2012, 08:43:48 PM »
We'll need to change the damage tint to green of course.

MADFOX!

Edit: since this is the public forum, talking in more general terms on the "zit should just pulse" thing.

In the chestburster scene in Alien, the real moment of terror is just when the swelling begins.  You know the guy is having some kind of fit, but that's the point at which you think "woah, something really wrong here".  After that when things go nuts  - by then you're just in for the ride, you're in gross-out city and you're just trying to see how disgusting things can be.  But the first swelling just beginning to rise - that's when it suddenly shifts to genuinely unnerving.
« Last Edit: January 19, 2012, 08:59:31 PM by mh »
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 #22 on: January 20, 2012, 08:58:49 AM »
The explosive zombies made me think of the headless kamikazes in Serious Sam, those were pretty fun in large open areas.
Fast and explosive, easy to kill... when mixed with other enemies those should be first priority, perhaps a bit close to the tarbabies gameplay wise though.

Offline mh

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Re: Ideas & Feature Requests
« Reply #23 on: January 20, 2012, 10:02:27 AM »
Were they the ones who ran at you screaming or was I thinking of something else?

I never got far in Serious Sam.  I picked up an aversion to all things Egypt after having been there some years back - it's amazing how quickly you get so totally fed up of hieroglyphs, temples and mummys.  Even in the Pergamon I had to run away from the Egyptian section.
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 ijed

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Re: Ideas & Feature Requests
« Reply #24 on: January 20, 2012, 10:31:12 AM »
Remember that they were in very large open plazas though.

It was a fun game, just didn't have enough enemy types.
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Offline gb_remake

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Re: Ideas & Feature Requests
« Reply #25 on: January 30, 2012, 05:10:24 AM »
Deyr fé,: deyja fręndur,: deyr sjįlfur iš sama. Eg veit einn: aš aldrei deyr: dómur um daušan hvern.

Offline Spiney

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Re: Ideas & Feature Requests
« Reply #26 on: February 04, 2012, 05:35:05 PM »
Throwing out some 'shader' ideas...

Since underwater screen distortion seems to work I was wondering if you could apply that to looking inside and outside the water.
I was looking down transparent water today coming from playing some newer games, and thinking how nice it would look if there would be a subtle warp perfectly synced with the water movement. When you're underwater though it's a full screen effect, so it might be difficult getting it to work on certain parts only -- distorting the buffer could cause silhouettes of objects to "bleed underneath" the water, you see that often in modern games. Probably way to heavy for RMQ, but I had some more ideas regarding reflection... one of those is a "scribble cell". That's an old 2D animator trick, thinking this could also apply on wet floors and such...
here's an explanation: http://www.biteycastle.com/blog/2006/11/scribble-cel.html

Another idea is to have a reflection texture, very fake, not a cubemap. More something that's aligned to the viewport, Q3 had those I think.
You could also use a normalmap to get more interaction into the speculars. With a single view-aligned texture that wouldn't work with xyz vectors like in a cubemap, but instead I was thinking, what if throwing out z and using x and y as horizontal/vertical offsets of the reflection texture, that should give somewhat of a similar effect.

Sorry if nothing of this is applicable and I'm just posting useless junk, I'm aware this is not Darkplaces, I just enjoy thinking up 'hacks' like these haha.

Offline mh

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Re: Ideas & Feature Requests
« Reply #27 on: February 04, 2012, 06:06:54 PM »
This is my current understand of this stuff: subject to change.

Warping a portion of the scene while looking into water is possible.  You'd use the stencil buffer to mask off portions of the scene that water is drawn on then capture the scene and redraw it.  That would interfere with r_shadows 1 mode which also needs to use the stencil buffer.  That's solvable by drawing all water surfaces a second time, with depth and colour writing disabled but depth testing enabled.  It needs a clear of the stencil buffer before drawing and because the stencil buffer is interleaved with the depth buffer on most hardware that can hurt performance.  The edges where the scene needs to transition from distorted to not distorted are troublesome, yes.  I'm not sure how to tackle that one.  Overall I think it wouuld be too much overhead for an effect that's not going to matter much in general gameplay.

The scribble cell idea looks nice but I don't think it would be suitable for a murky pool in an underground dungeon.

I actually have Q3A-like environment mapping coded up, tested and working, and I'm intending to use it on glass surfaces.  We currently don't have a way of properly identifying glass surfaces though...

Anything involving more general reflections involves drawing the entire scene an extra time per reflection plane (that's why games with mirrors typically have them in fairly tight areas where the reflection doesn't actually reflect very much.  Knowing this lot they'd want to use a sphere centered in a huge open arena!!!)
« Last Edit: February 04, 2012, 06:08:37 PM by mh »
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 gb_remake

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Re: Ideas & Feature Requests
« Reply #28 on: February 04, 2012, 06:40:07 PM »
The scribble cel stuff is nice, but a bit gimmicky.

I'm planning to write a blog entry about what works and what doesn't work in (Remake) Quake. The short version of it is that Quake's visuals are not photo realistic at all; they are very comicky even when you use hires replacement textures (they even bring it out more - Quake's textures look like paintings, not like photographs). Add to that the low poly models and the reliance on brushes to create environments - everything is angular and blocky. It is much more comparable to Team Fortress 2 than Crysis 2.

Realistic water etc. don't work too well in this comicky environment. I was fiddling around with a very pretty wrought iron fence texture today, and ended up dropping it (despite it being pretty) because it didn't fit with everything else. Similar problem with pretty mosaics or colorful floor tiles - it's a total mismatch in the Quake environment.



It would be reasonable to stick to the comicky appearance and make the most of it, like TF2 does.

Angular, simple, geometric, massive, comicky work well in RMQ. Brush-based detail generally looks more appropriate than fancy sprites etc.

I'm not a big fan of Quake's water surface warp, because water simply doesn't do this in real life, but a "pretty water" shader would be even less appropriate. What I would like is reflective water, though - simple reflection, possibly cubemap, nothing too fancy. Staying in the comicky realm and just adding some polish to the comic.
Deyr fé,: deyja fręndur,: deyr sjįlfur iš sama. Eg veit einn: aš aldrei deyr: dómur um daušan hvern.

Offline luizera

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Re: Ideas & Feature Requests
« Reply #29 on: March 08, 2012, 09:39:20 PM »
Hey there

I've just played e2m1rq and it was really entertaining. You're doing a very nice job.  Right now I have only two suggestions/comments/whatever:

There are some large areas in e2m1rq where enemies are far away, it would be fun to have some sort of railgun/pulse rifle/sniper rifle to kill them from afar. I've seen a screenshot of a model in another thread so I believe you're already taking care of that.

One thing that I thought was weird was meeting fiends and a vore in a base themed map. That's nothing really wrong with that, I just feel they don't belong in the map. Thinking about that I had some sort of minor brainstorm. I think it would be nice if different themed maps require different play styles. For example, base maps could require a tactical play style, with grunts and enforcers acting like a squad, defending their positions, taking cover, maybe even falling back after some casualties. Players would have to be more cautious, trying to find good positions to kill enemies, using grenades to take covered enemies and to clear rooms before going in, etc. On the other hand, duck in a corner wouldn't be of much help in a medieval level filled with knights and spellcasters with area effects. And things could get pretty frantic when fighting demons. In quake players just rush toward the monsters and shot at them with the biggest weapon available (well, at least it's what I do =P), it would be nice to have a little change.