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Remake Quake Winter SP Demo #2

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Remake Quake Winter SP Demo #2

Postby Supa » Fri Dec 24, 2010 6:01 pm

Hello and merry christmas,

We've just finished our third RMQ demo and second singleplayer demo, this time it's gb's take on a certain cramped and dark metal map from the shareware episode..

http://kneedeepinthedoomed.wordpress.com/2010/12/24/xmas-presents-part-2/

QuakeOne mirror

Since we would like to make RMQ useful as a general mapping toolkit as well, we'd appreciate any feedback on anything that might have broke since the last demo, as we are planning a point release patch early next year.

Also, I'd like to take a moment to thank mh again for joining our team, we really wouldn't be able to do half of what we're doing now if wasn't for his help. :)
Last edited by Supa on Sun Jan 02, 2011 3:19 am, edited 1 time in total.
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Postby dreadlorde » Sat Dec 25, 2010 1:05 am

Yay!
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!
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Postby frag.machine » Sat Dec 25, 2010 2:36 pm

Thanks for the Xmas gift, guys! Loved the map.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Monster » Mon Dec 27, 2010 6:17 pm

Thanks to the RMQ team for your dedication and persistence. Here is the link to my thoughts on the demo:

http://quakeone.com/forums/quake-talk/quake-central/6339-what-happened-remake-quake-2.html#post81365

And here is my playthrough on hard skill :)

http://www.quaketastic.com/upload/files/demos/monster_rmqdemo2.zip
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Postby frag.machine » Wed Dec 29, 2010 12:26 am

Okay, some things that need to be fixed:

a) "noclip" is not working (yeah I am a cheater so what ? :P );
b) sometimes you get stuck in the ladders by just passing too close (not touching at all);
c) there's some weird clipping bug with the smaller box when you use it to jam the doors, I'll try to grab a shot later and post it - it's like as if it where using the same hull size from the greater one.

Also, I can't point exactly why, but the game felt a lot like Quake II. Maybe because the fullbright lava and its too high noise (please, adjust the sound level or make it decay with distance). The first demo felt much more like Quake than this, and this is weird. :/
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Supa » Sun Jan 02, 2011 3:17 am

frag.machine wrote:a) "noclip" is not working

I haven't been able to reproduce broken noclip behavior in DP or RMQEngine, if you have a reliable method to do so it would really help me fix this one. :)
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Postby negke » Sun Jan 02, 2011 11:13 am

a) "noclip" is not working

You need to press the jump key, then you can move around as usual. I already complained about this ages ago; but if there's a technical reason for that, it's okay - one gets used to it.

I did have a strange noclip glitch once, though. I could move, but the mouse was locked and only worked again once noclip mode was switched off. The next time it worked fine again. I think at one time +mlook was disabled after noclipping so I had to reenable it manually, or maybe it was right after the situation mentioned before.
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