Thanks, hopefully more people will be interested in playing Quake with the new engines.
Unfortunately there is no surface triangle movement because of how liquids work with the Quake Compiler Tools. I did add a subtle turbulence and X/Y movement to the texture so that it gives the illusion of movement.
I am also surprised how good Quake can look in the DP engine with subtle coloured lighting and a few nice shaders.
Thanks, hopefully the next demo will be even more fun.
I was totally surprised by the RPS article, it has made my week. I certainly understand your views towards Quake, I found it such a blast to play. This MOD is about capturing the essence of Quake but from a different angle, hopefully everyone will enjoy the trip down memory lane.
You are certainly right, I did post after Christmas I was not going to work on this project anymore, but I changed my mind after I found I had a ton of stuff that I had not finished and thought it would be a shame not to release it. I am glad you like the visual style, I really want to maintain the retro pixel look of Quake for this MOD.
Thanks everyone for the kind words and support! :)
I am not sure if mods will work with the phone versions of Quake. Getting the files in the right location can be difficult for regular pc Quake and phones typically don't allow much access to the internal file system. I think I will save telling Kotaku for the next release because it will be better for new players.
In the first room of the start map (Temple of Swords) with the rune pillars shoot the central ceiling light and you will see an alcove with the Amulet.
Good point, the MOD is probably 50% for me and 50% for others. The highlight for me is seeing the demo's of other people playing the maps. Makes me smile when I know what is around the corner and the person playing is seeing it for the first time.
I also love seeing people doing ghost runs of the stealth maps, that takes a lot of time and effort to learn and it is amazing to see other players find their own routes.
I am looking forward to completing the next version
Thanks, I have always loved fighting against Hell Knights and now there is an army of them!
Yes I am still working on this MOD, but extremely slowly. I have had these knights in various states of completion for a while now and they are finally finished with new sounds, a fully functional AI script and extra animations.
The problem is I don't know what the press really thinks of the MOD, ultimately they are the gatekeepers to the larger audience. I would love to know why it is not popular so I can fix it, but that is often not possible.
I only need to replace some sounds for the knights and I can run this MOD with the shareware version of Quake, which is free to download. The engine has been released under GPL and I can add my own security check for this MOD, which will not interfere with the existing checks for registered assets. Maybe this might help with people wanting to play this MOD.
I have gradually been replacing the art assets from Quake with newer versions and it amazing how many models there are just in an old game like Quake.
An interesting question and something I have not considered. After weeks of marketing and lack of responses from large internet site I thought it would be better to let everyone know what was happening. It certainly would be ironic that when I decide to stop working on the mod it gets noticed!
The MOD was designed to work within the Quake universe and to make this standalone would require a new set of art assets. Part of the reason I picked Quake was my love of the original art style, it would be a shame to let that go.
This is the problem, trying to get this mod noticed is just a constant uphill struggle. Without a lucky break or an industry contact (journalist) this MOD is too far off the radar of most people. Making this MOD was a lot of fun for me, but it is time to cut my loses and move on to another project.
The problem with the Quake MOD scene is most new players don't own the game anymore. At least with the indie route you can supply the whole package and not have to rely on any existing software requirements.
Taken from the EULA for the toolkit :
"If You distribute or otherwise make available New Materials, You automatically grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, adapt, perform, display, distribute and otherwise exploit and/or dispose of the New Materials (or any part of the New Materials) in any way Bethesda Softworks, or its respective designee(s), sees fit."
I think this is the first time I have seen the EULA give away (creators) rights, anyone creating and releasing content will have no right over their creation. Besides the restrictive rights of use, I imagine this is a good tool for someone wanting to enhance their portfolio or show they can / understand new technology. The editor will certainly require a huge amount of time to learn but the end results can be spectacular compared to other engines.
The maps s1m1/s1m2 are based on the original ID maps which I rebuilt from scratch so the texture fit properly and the stealth gameplay has new routes.
I recommend you try the FTE Linux Client
Thanks, I am glad you like it.
Awesome, good to know. How did you get on with the MOD? Did you find the stealth tutorial and play the extra maps ok? Was there anything you thought could be changed?
Standing AI will notice the sound of crossbow bolts and turn to face the source of the noise if it is within their distraction range. After a specific time the AI will turn back to what they were doing. All the AI are split into four groups which have a different radius/range for distractions.
All AI will notice if another AI is killed infront of them (front 90 degree angle) and start hunting for the player. The range is 512 map units and this can easy occur across a room if the AI is looking in the right direction.
Environmental triggers (door/buttons being used) will alert AI in vanilla quake but when in stealth these sounds are ignored. Footstep sounds are turned off by default and not noticed by AI because they are optional.
I only tested the MOD with two custom engines, Fitz and Mark V (there are links in the readme file of where you can download them). All of the textures and art assets I specifically designed to fit in with the original Quake assets so everything was consistent and nothing felt out of place.
I love medieval style architecture, I usually spend most of my holidays taking pictures of old buildings. The books were designed to catch the players eye and hopefully get them interested in the background story.