You can now download the e1m6rq level (RMQ demo version) from this site.
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.
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.
Because all the interesting stuff moved into Scout’s Journey 😉
ROEM is on ModDB:
I’ve received friendly hails and the first collab offers. This is promising to be cool.
The current task is to go through the RMQ scrapyard and decide what to pass on / what to keep. I’ll then assemble a streamlined distribution of the new mod; I’ll keep the original Episode 1 levels and a bunch of code. I guess I’ll need to set up MDL export from Blender, that is, if IQM isn’t the better option.
I also hope to recruit more helping hands.
Just as a reminder, this is what the episode looked like before RMQ died. This is basically the current status.
I’m just re-posting these to make it clear that I’m not fooling around. This is what we have right now. Some of that has probably been ripped by Scout’s Journey or Schism, but likely not in its original form. And there should be room enough to improve.
If anyone is interested in joining a progressive Quake mod with a long history and a strong art direction, there are a few possibilities where you could fit in:
Environment artist / Lighting artist
You add new areas to the existing levels and/or create decorative assets and/or art-pass the levels and/or light the levels.
Requirement: You must use the existing project pipeline. This includes GTKRadiant or Netradiant and Blender, and the BSP2 toolchain from the RMQ project. You cannot use any editor that is incompatible with GTKRadiant.
Game designer / Combat designer
You populate the levels with monsters, using the randomizer feature from the RMQ project. You also come up with cool features, scripted sequences, small cutscenes and other stuff like that.
Requirement: You do not feel bound to recreate Quake’s original gameplay. You are willing to experiment and simply create cool, progressive stuff. You ideally have some coding or game scripting experience.
You go over the RMQ source code and add/remove stuff where necessary. Rune of Earth Magic “is Isildur’s heir, not Isildur himself”, if you get my drift. You fix bugs.
Requirement: You are able to hold a pencil, type in English, and generally fix more bugs than you create. You learn to use the features of FTEQCC, such as structs, arrays, pointers and classes where appropriate. You learn how to do a HUD with CSQC. You ideally have C/C++ experience.
You create things like loading screens, HUD icons and other 2D art. You optionally deal with textures if you want.
Requirements: You have access to a drawing tablet or are otherwise able to digitize your drawings.
Musician / Sound effects person
You add to the existing pool of sound effects, creating ambient tracks for the various environments and/or music.
Requirements: You are able to use sample editors, or in the case of music, a Digital Audio Workstation. You scour the various sources for free audio samples or create your own (must be CC licensed or similar.)
You lend your voice to monsters or the player character.
Requirements: You have some way to record your voice, such as a microphone/headset and software such as Audacity. You are confident you can act well enough for a mod.
If you think you can help, please meet me on IRC.
Server: irc.anynet.org Channel: #rmq
A year and a day have long passed since the Remake Quake project died.
Its offspring, such as Scout’s Journey and Schism, have since ventured forth in pursuit of their own goals. The former is alive and kicking, the latter has kept a lower profile. Various former team members are working on their own, unrelated projects, the most notable of which is probably Brood Hunter.
It so happens that I have a half-completed Quake single player episode rotting on my hard disk, which could be seen as a direct result of those past endeavours. There is also a humungous QuakeC codebase. Most of this stuff has not been touched in over a year.
You see, I granted the Schism project the right to use any of my levels in whatever way they please. Scout’s Journey has also happily ripped out parts for its own purposes, discarding others. So my original Episode 1 (a from-scratch remake of the levels from Quake’s shareware episode) has become food for a hungry wolf pack… and I’m one of them.
Various signs are currently pointing at the possibility that large parts of this older work might end up forgotten. They are not necessarily bad, just not fitting the purpose that either of the wolf packs have in mind.
It would be a shame if that content was left to rot in a defunct SVN repo. So I guess it is time to rear my ugly head and utter words to the effect of, “It lives.”
There won’t be any results overnight. After all, Scout’s Journey has the first right to the large scrapheap we’re talking about here. All I’m doing, I guess, is raising my flag and declaring my inheritance.
The new, old baby is called “Rune of Earth Magic.”