Forum

Remake Quake Demo

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Remake Quake Demo

Postby ijed » Sun Aug 02, 2009 1:11 am

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.
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

Postby Downsider » Sun Aug 02, 2009 3:22 am

I for one am a fan of this project.

One of the better attempts at making Quake's gameplay a more modern experience, rather than trying to bring back the glory days or making it look more modern.
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby avirox » Sun Aug 02, 2009 4:33 am

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!
avirox
 
Posts: 137
Joined: Wed Aug 16, 2006 3:25 pm

Thanks

Postby ijed » Sun Aug 02, 2009 5:18 am

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 :)
ijed
 
Posts: 64
Joined: Sat Jul 26, 2008 4:26 am
Location: Chile, SA

Postby leileilol » Sun Aug 02, 2009 6:04 am

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 should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Postby goldenboy » Sun Aug 02, 2009 8:38 am

No credit to mindgrid for most of your sounds?


There is.

Note, if it isn't clear, this pack should be run with -sndspeed 44100 on the command line. 44.1 kHz sounds throughout.
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Postby goldenboy » Sun Aug 02, 2009 8:40 am

Oh, and headphones.
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Postby r00k » Sun Aug 02, 2009 3:38 pm

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!
r00k
 
Posts: 1110
Joined: Sat Nov 13, 2004 10:39 pm

Postby ijed » Sun Aug 02, 2009 4:32 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.
ijed
 
Posts: 64
Joined: Sat Jul 26, 2008 4:26 am
Location: Chile, SA

Postby MauveBib » Sun Aug 02, 2009 6:20 pm

The skin on the rain model is horribly, horribly inefficient. It's huge!
Apathy Now!
User avatar
MauveBib
 
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Postby ijed » Sun Aug 02, 2009 6:25 pm

:shock:

Ahem - stole it from Nehahra and never got round to changing . . .
ijed
 
Posts: 64
Joined: Sat Jul 26, 2008 4:26 am
Location: Chile, SA

Postby goldenboy » Sun Aug 02, 2009 6:50 pm

Wow, good find!
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Ugh

Postby ijed » Sun Aug 02, 2009 10:36 pm

1500*168 pixels across six skins, two of which are the same.
ijed
 
Posts: 64
Joined: Sat Jul 26, 2008 4:26 am
Location: Chile, SA

Postby xaGe » Sun Aug 02, 2009 11:35 pm

..I really enjoyed it as long as I turned the sound off... That horrible static sounding rain splash noise is over powering and kills the ambience of the mod.
User avatar
xaGe
 
Posts: 461
Joined: Wed Mar 01, 2006 8:29 am
Location: Upstate, New York

Postby ijed » Sun Aug 02, 2009 11:50 pm

use -sndspeed 44100 in your commandline setup - all the sound is high quality.
ijed
 
Posts: 64
Joined: Sat Jul 26, 2008 4:26 am
Location: Chile, SA

Next

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest