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Hovercrates

Posted by kneedeepinthedoomed on February 22, 2015
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push_moon_2

blinkypushable

I’ve been back and forth over the design of pushables in ROEM, and Moon[Drunk] made a nice new base texture for them. He’s experimented with animated ones recently that have flickering light.

We’re not quite there yet I think, but it’s a good direction to go in. The goal here is for the pushable boxes to be more recognizable (some players never noticed they were interactive) and especially to revise their function.

They have been renamed “hovercrates” because they will now hover, and I want them to move on their own when shot and grappled, with some kind of grid based 3D movement. No more tedious pushing! That matches a lot better with Quake’s gameplay – shooting things is the main mode of interaction in Quake after all.

All part of returning to Quake-type gameplay again.

Another thing I’m thinking to do is reduce the default weapon damage and monster HP to Quake levels, but have weapon-specific powerups that work a little like “strong ammo” but with a timer.

You got the slugs. BOOM!

Yoghurt sunlight

Posted by kneedeepinthedoomed on February 22, 2015
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spasm0006.tga

spasm0005.tga

ericw dropped by on IRC with these. Top one is AguirRe’s q1bsp light tool with sunlight2 feature, bottom one is the new work in progress sunlight2 in ericw’s version of Tyrann’s light tool.

This is the coolest thing I’ve seen in Quake 1 development for a while, ever since… er… ericw’s own ambient occlusion feature.

Notice (a lot) more detail in the shadows, softer shadows due to sunlight penumbra and slightly brighter outdoors. Pretty amazing improvement. This is without AO, even. I love it!

The map is an older version of RMQ e1m2.

Dirt

Posted by kneedeepinthedoomed on January 30, 2015
Posted in: Uncategorized. Tagged: Mod, mods, Quake, RemakeQuake, RMQ, Rune of Earth magic. 6 Comments

dirt1

Tried the experimental dirtmapping (ambient occlusion) feature of Tyrann’s compilers. I wasn’t so sure this would work well with Quake’s dark textures, but I think I’m convinced now. Perhaps it’s also the hi-res textures that make it “pop” like this. Plus the fact that this map is a thankful test object because of the relatively high amount of brush detail. Having the floor here be a func_detail also solved some lighting issues compared to the release version.

dirt2

dirt3

Looks like AO should to me. Nice. It deepens the creepy atmosphere of the Quake world.

dirt4

I don’t know exactly what makes this nice lava glow look so good, but I’ll take it! (OK, I suspect the hi-res textures do a large part to avoid the colour clamping that Quake does, and MH’s engine has some light shenanigans that I don’t quite remember the details of.)

dirt5

The AO adds subtle lighting detail to the floor grates, the wall details and the grapple point in the ceiling.

The screenshots are not brightened or otherwise photoshopped, they’re dumped straight from the engine and converted to JPG. This is how it looks in game.

It’s quite likeable. Someone recompile vanilla Quake with this.

Shadows

Posted by kneedeepinthedoomed on January 30, 2015
Posted in: Uncategorized. Tagged: Quake, RemakeQuake, RMQ, Rune of Earth magic. Leave a comment

db1

Recompiled e1m6rq with detail brushes. The pipes and stuff now cast shadows. It’s not a very obvious effect, and in detail-rich parts it looks more like some kind of ambient occlusion, but it adds something on a subconscious level.

db2

It’s mostly the ceilings that simply have more ominous shadows now, since there’s quite a lot of shadow-casting stuff up there.

db3

db4

It’s more obvious near bright light sources… there wasn’t so much shadow up there when the map was first released (in rmqdemo2.) I had to convert all that geometry into shadowless func_walls one or two days before release in order to get it to compile.

db5

Kinda looks more modern with the added ceiling detail. Also, Tyrann’s compiler seems to require -oldaxis. Lots of rotated textures in there.

Weird feeling to work on this stuff for the first time in three years. I see lots of possible improvements. And to be honest I find a lot of the old RMQ gameplay etc. a bit grating now. Most of all the difficulty level. I think we had increased the damage that most monsters can do. I found myself at the receiving end of an ogre’s rocket launcher more than once, watching the screen turning red and cursing. I also question ideas like dual-chainsaw ogres today. It removes the more interesting attack from the ogre and makes him deal a shit ton more damage than normal up close… it’s like a dumber monster that does more damage if it manages to hit you. Something that’s best used sparingly to change things up here and there… The same goes for rocket ogres. Completely redundant – this ogre hurls an explosive at you in a straight line instead of in an arc. Considering how good RMQ ogres already are at aiming – hooray.

I’m still a fan of the shield ogre with the projectile-reflecting attack. I just don’t see why he has to be bigger than a shambler really.

There is some ridiculously overdone stuff in RMQ – flaming gibs come to mind. I’m probably going to screw with the qc quite a lot at some point. And I’m gonna strip everything that isn’t used in episode 1.

Well. It’s still terribly brown.

 

Gosh, development

Posted by kneedeepinthedoomed on October 13, 2014
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I was inspired to mess around with e1m6rq again. Tested it in several engines. There are issues with FTE and DP so I’ll just use the RMQ engine.

I’ve got a number of ideas about how to improve the entire thing. Modify weapon models to signify that the damage is not the same, speed up the cube pushing and the cutscenes, offer alternative routes for people who can’t deal with the grappling hook. Include a new start area that teaches the grappling and pushables in a reasonable way. And the lighting needs work, dear gods.

Might also remove stuff like the zombies being killable by the super shotgun. Axe, chainsaw, explosives is enough.

I should also make the altars act as health dispensers, which is more Quakey than what I originally wanted to do with them. The boilers should break gradually. More convenience features and polish should be added.

I dislike the RMQ ammo packs too, I might just do something to make them function more like Doom 3’s. Perhaps I’ll even nerf the RMQ monster sounds.

It’s weird, like stepping back into an old pair of shoes. They still work, of course.

Oh hey, and I should make weapons explode under water again. :-p Just kidding.

Blast from the past.

Posted by kneedeepinthedoomed on October 13, 2014
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Someone asked about getting the final secret on “Doors of Delusion” recently.

Nice to get feedback still after almost four years. It’s really been that long, huh.

In case anyone can’t find the Quad, you need a) the engine version that comes with the map (12/24/2010) and b) to push around the boxes in the room with the symbols on the floor. Very not Quake, I guess.

This makes me think of finishing the map, tweaking the lighting, completing the Chthon model/animations, adding a few secrets and re-releasing it on FTE or Darkplaces (probably without replacement textures.) I would especially like to re-enable all the shadow casting geometry that had to be turned into func_walls to get it to compile… the map would look a lot nicer.

Something for long winter evenings…

Dug In

Posted by kneedeepinthedoomed on April 21, 2014
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The Quake front is quiet. SMC leadership is currently happy to maintain an armed presence but not get into any trouble. The lights are still on, and there is the occasional patrol, but that’s currently it.

Naturally, Quake is not exactly a moving target, so there is nothing to report about enemy forays either. The ogres, grunts and shalraths will still be there tomorrow.

I played Quake today, though.

I haven’t touched it in months except for the purpose of testing other people’s mods and engines. For that, I usually load up E1M1 or DM3. Nothing to write home about.

Today I played E3M4, Satan’s Dark Delight, and E3M5, the Wind Tunnels. And I felt the same malcontent, the same dissatisfaction that I felt over two years ago when I was still in RMQ.

  • E3M4 is not made for a shotgun start. It turns into an obstacle course until you can grab the rocket launcher, at which point it becomes laughably easy, especially as you also get a supernailgun, a megahealth, a quad and a pent. And I probably overlooked things.
  • The part where you ride moving platforms (note: I do love good platformers) is kinda boring because it mainly consists of waiting for a platform. I found a Quad there but it got mostly wasted because of this. An easy fix was if those buttons would allow you to summon a platform.
  • E3M5 still feels confusing to me, and the flashing lights make me pretty sick. The same issue applies: It is too easy as you get the Lightning Gun and enough ammo, as well as quads and rockets. All those Fiends are grilled in no time.
  • Shamblers are laughably easy to kill and not scary at all. Zombies are no challenge if you have explosives, otherwise they’re unkillable. Overall, mid tier monsters (ogres, fiends) probably are the biggest ammo sponges, given how common they are, which just seems wrong.
  • The weapon lineup is completely unbalanced – a supernailgun/rocket launcher is the “get home free” card.
  • The powerups pretty much break the game, especially the pent (100% invulnerability = 0% challenge.)
  • The game is too dark to play it in a sunlit room in Spring. Raising the gamma just makes it look washed out, partly due to the colour scheme (brown and slightly different brown), the lighting (not enough contrast) and the low res textures (graininess).
  • There are some attempts to guide the player (items may appear, arrows may point somewhere or bars may open) but this is half-assed at best. There are cases where the main path through a level is either dark (no functional lighting) or the arrows actually contribute to confusion because they are encountered several times.
  • Exits can often not be distinguished from standard gameplay elements, especially in the two maps I played. Some other maps get this right by using a special shape or texture (as in DOOM.)
  • Player movement is affected by water, but weapons and projectiles aren’t. Even monsters don’t seem to be as limited underwater as the player is. I’m still of the opinion that this just feels wrong.

How can this be fixed? Because I think it deserves to be fixed. We tried in RMQ. We raised the damage output of the lower tier weapons and tried to balance the mid tier ones. We made shamblers look scarier. We used brighter lighting with better contrast. We used Gyro to make rockets etc. be affected by water resistance, which leveled the playing field somewhat. We planned to tweak the powerups to reign them in a little and make them more challenging to use. We made zombies not require explosives anymore. We added a backstab mechanic to the axe. We tried to allow playing each map on its own. We broke our backs about guiding the player, sometimes ending up with draconian measures to make sure they didn’t get lost.

Yet I don’t think we solved the problems. Perhaps it was too big a call.

I think I will have to re-evaluate those old solutions. I’m not sure if the idea to raise base weapon damage and keep monster hitpoints the same was very good. What I’m thinking now is:

  • Functionally balance the weapons, instead of by damage, differentiate between what each weapon is good for. Like the axe backstab. I don’t want extreme things like “magic anti-zombie guns” though. A weapon should just come with an advantage and a disadvantage against any given enemy.
  • Potentially throw in resistances; there was a half assed attempt at this in RMQ involving plate mail and all that which can be much extended.
  • Remedy the fact that mid-tier monsters are the biggest ammo sponges; instead, the toughness of enemies should follow a logarithmic curve, with grunts and dogs being cannon fodder but a Shambler being exceptionally tough.
  • Possibly switch to q3bsp format (and require e.g. Darkplaces) to get away with physically larger monsters instead of being limited to Quake’s default 3 collision hulls. A shambler could then be appropriately sized to look a lot more scary. Shalraths, ogres and fiends could also be bigger than they originally were (the shalrath would be bigger than a vanilla Quake shambler – more like the Vagary from Doom 3.) This brings the possibility of limiting top tier monsters to rooms that can physically accomodate them – doors would be big enough, corridors would be large enough etc and the player could flee from encounters.
  • Consequently, use more high tier monsters as the game is too easy otherwise.
  • Introduce a physics model that makes sense (this too would mandate Darkplaces or FTE because ODE would be needed) and apply e.g. water physics equally to everything.
  • Adhere to functional lighting to guide the player and avoid confusion while still promoting exploration of side areas.
  • All powerups will imply a cost; invulnerability is abolished.
  • Create a nice looking particle set that takes its cue from Quake, but looks a bit nicer (I’m thinking Hellknights here.)
  • q3bsp would allow for higher resolution lightmaps and things like ambient occlusion and radiosity.

Furthermore, I will have to do away with a few ideas from RMQ times:

  • Keep largely to indoor areas like original Quake. This avoids all kinds of problems.
  • A compromise regarding colour scheme and texture resolution. This will require some experimentation, but it might be possible to just enlarge and touch up the original textures to twice the resolution or something. Monsters could be properly UV unwrapped and touched up only where necessary.
  • Do away with normal or specular maps; this because all the original textures have the lighting baked in, or rather drawn on, which makes it hard to justify normal mapping. Possibility of simplified deluxemaps and carefully handcrafted specular maps to allow for some difference between the appearance of e.g. metal and wood.
  • Less coloured lighting, more coloured fullbrights/lumas to guide the player.
  • Be less aggressive about additional gameplay elements; make them more palatable to players. Do not require puzzle solving, rather reward players if they choose to do it.
  • Abolish extra weapons, weapon upgrades, and fancy new monsters (except ones taken from QTest such as Vomitus.) Rather make the existing ones more interesting (better AI, group AI, different attacks etc.)
  • Reduce ruleset changes such as z-aware ogres or strafing grunts to the point where the enemies at least don’t look outright stupid.
  • Use cameras only to lead the player.
  • Do away with most of the vegetation and terrain ideas.
  • Stick with original sounds, possibly touched up for a bit more clarity.
  • Abolish multiplayer. It is just wasted effort – Q1 players aren’t interested.

I guess this illustrates what the current opinion is like inside the bunker.

As for levels, some locations will have to change drastically from RMQ. Others, such as the greatest part of e1m2rq, much of e1m3rq, and almost all of e1m6rq can be salvaged.

Download added

Posted by kneedeepinthedoomed on December 29, 2013
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You can now download the e1m6rq level (RMQ demo version) from this site.

Engine Plans

Posted by kneedeepinthedoomed on December 26, 2013
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ROEM will use the RMQ engine.

I was the one who originally started development of that engine, and who came up with protocol 999, so I’ll maintain a version of it for the purpose of this mod.

I’m not going to maintain my branch as a general-purpose Quake engine; all it is meant to do is run ROEM. I might change its inner workings as the need arises, this includes the protocol and BSP format. I don’t care if anyone else wishes to fork it, if that is anyone’s wish then go right ahead, it’s GPL after all.

RMQe, BSP2 and protocol 999 are to be a part of Rune of Earth Magic, just as they were originally envisioned to be major parts of RMQ. ROEM is a subset of RMQ, you could say, and I want to finish it in the original spirit and also in honor of MH’s contribution to that project and engine. This is a major reason for making this choice.

This also means no “shiny specular crap” as MH so lovingly called it. 32 bit textures yes, bump & gloss no.

RMQe supports CSQC, 2D at least, so new hud == yes.

That’s about it.

Nailing it down

Posted by kneedeepinthedoomed on November 3, 2013
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Here’s ROEM’s high level feature set:

  • 7 Quake singleplayer levels
  • Uses RMQ codebase with features such as pushables, breakables, rotating brushes etc
  • Vanilla weapon set (axe, shotgun, super shotgun, nailgun, super nailgun, grenade launcher, rocket launcher, shaft) with balancing changes (no new weapons)
  • Off-hand grappling hook / grapple point system (optional to use)
  • Vanilla powerups (Quad, Pent, Ring, Suit) with a bunch of functional changes (no new powerups)
  • Linear progression (no hub systems)
  • Player becomes avatar of an Elder God and wields demonic powers (collecting lives etc, arcade-type stuff, no skill trees etc)
  • Some variants of Quake and QTest monsters (no new monsters)
  • No NPCs, no lengthy cutscenes, no RPG mechanics, no story apart from what’s told by the environment
  • Male and female player models, the player chars are identical apart from appearance
  • Kill-and-find-the-exit gameplay.

In short: Much closer to Quake than RMQ was.

Why?

Because all the interesting stuff moved into Scout’s Journey 😉

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