Remake Quake Demo
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Remake Quake Demo
This is the first Remake Quake Demo:
Rar:
http://www.4shared.com/file/122288959/a ... eDemo.html
Zip:
http://www.4shared.com/file/122493551/9 ... eDemo.html
It's a pre-alpha with only one map, but supporting the three core game modes.
It's also the full partial conversion in current state, being backwards compatible with id1 and to some degree Nehahra and Quoth.
Screens:
http://www.quaketastic.com/upload/files ... qdemo1.jpg
http://www.quaketastic.com/upload/files ... qdemo2.jpg
http://www.quaketastic.com/upload/files ... qdemo3.jpg
http://www.quaketastic.com/upload/files ... qdemo4.jpg
http://www.quaketastic.com/upload/files ... qdemo5.jpg
http://www.quaketastic.com/upload/files ... qdemo6.jpg
Next up will be a DM orientated demo, in a few months.
Rar:
http://www.4shared.com/file/122288959/a ... eDemo.html
Zip:
http://www.4shared.com/file/122493551/9 ... eDemo.html
It's a pre-alpha with only one map, but supporting the three core game modes.
It's also the full partial conversion in current state, being backwards compatible with id1 and to some degree Nehahra and Quoth.
Screens:
http://www.quaketastic.com/upload/files ... qdemo1.jpg
http://www.quaketastic.com/upload/files ... qdemo2.jpg
http://www.quaketastic.com/upload/files ... qdemo3.jpg
http://www.quaketastic.com/upload/files ... qdemo4.jpg
http://www.quaketastic.com/upload/files ... qdemo5.jpg
http://www.quaketastic.com/upload/files ... qdemo6.jpg
Next up will be a DM orientated demo, in a few months.
Last edited by ijed on Mon Aug 03, 2009 2:25 am, edited 2 times in total.
- ijed
- Posts: 64
- Joined: Sat Jul 26, 2008 4:26 am
- Location: Chile, SA
This is really cool. I haven't played such a refreshing revamp of Quake single player since Dresk's coop mod.
I only have one thing to comment on - the rain is causing a lot of those quake "splash" sounds to spawn and it kills a lot of the ambience of the map for me.
Other than that, top notch! Really loving the style from the cutscenes to the weapon changes. Keep it up!
I only have one thing to comment on - the rain is causing a lot of those quake "splash" sounds to spawn and it kills a lot of the ambience of the map for me.
Other than that, top notch! Really loving the style from the cutscenes to the weapon changes. Keep it up!
- avirox
- Posts: 137
- Joined: Wed Aug 16, 2006 3:25 pm
Thanks
Thanks for the comments.
We could do a visual upgrade, but not at the same time as such a major overhaul of everything else. There's lots of others working on such stuff as well.
As to the rain, it doesn't actually produce noise, there's just a global sound effect. Could be the volume is too high.
Also, try playing it under some other id1 map releases - the AI and weapon changes still apply
We could do a visual upgrade, but not at the same time as such a major overhaul of everything else. There's lots of others working on such stuff as well.
As to the rain, it doesn't actually produce noise, there's just a global sound effect. Could be the volume is too high.
Also, try playing it under some other id1 map releases - the AI and weapon changes still apply
- ijed
- Posts: 64
- Joined: Sat Jul 26, 2008 4:26 am
- Location: Chile, SA
I don't like it much. It's very bloated (lots of huge uncompressed 2mb+ wav files that end up playing nowhere near their full qualtiy)
I hate the chainsaw. Feels more like a dingsaw.
Rain audio is obnoxious.
No credit to mindgrid for most of your sounds?
I hate the chainsaw. Feels more like a dingsaw.
Rain audio is obnoxious.
No credit to mindgrid for most of your sounds?
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
I thought it was cool.
I think the chainsaw's attack rate is too fast. instead of loopin the animation/sound just go thru the animation once and hold and spew blood or sparks...
I noticed that enemies fly when barrels blow up near them, cool! Maybe the rain could be done engine side... or with a particle effect..
Good work!
I think the chainsaw's attack rate is too fast. instead of loopin the animation/sound just go thru the animation once and hold and spew blood or sparks...
I noticed that enemies fly when barrels blow up near them, cool! Maybe the rain could be done engine side... or with a particle effect..
Good work!
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Thanks. Yeah, we discussed chainsaw swinging - swing and hold on hit sounds much better.
As to the rain, it is an emission, but of a cloud of models. Doing it with one emission per drop would strain most machines, so this is the compromise. To do it with particles is practically impossible - they're very difficult to control with any accuracy.
We're using Gyro physics, so the displacement is in but mostly unused as yet, though you'll notice weapons behave very differently in liquids (careful, don't use shotguns submerged). We have plans for more physics related abilities for the monsters.
As to the rain, it is an emission, but of a cloud of models. Doing it with one emission per drop would strain most machines, so this is the compromise. To do it with particles is practically impossible - they're very difficult to control with any accuracy.
We're using Gyro physics, so the displacement is in but mostly unused as yet, though you'll notice weapons behave very differently in liquids (careful, don't use shotguns submerged). We have plans for more physics related abilities for the monsters.
- ijed
- Posts: 64
- Joined: Sat Jul 26, 2008 4:26 am
- Location: Chile, SA
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