Comment History  (30 - 60 of 84)
simonoc
simonoc Feb 8 2014, 6:34am replied:

You are totally right, it is indeed very cheeky of me, but there are so few people left who are interested in Quake that I thought that even some programmers might want a quick blast through an old style custom map. If you want me to leave the QC group out from further updates, please let me know.

+1 vote   news: The Ivory Tower
simonoc
simonoc Feb 3 2014, 2:27am replied:

I am still working on this MOD, just not all of the time. Hopefully soon there will be an update released with new maps, monsters, art assets and lots of Dark Places visual enhancements.

+2 votes   mod: In The Shadows
simonoc
simonoc Feb 3 2014, 2:22am replied:

It is called a demo because the MOD is not complete. This version is just a couple of maps (S1M1,S1M2,TOS) and the base stealth combat system. This demo was produced to give people an impression of what the final MOD will be like when finished.

+1 vote   download: In The Shadows - Demo Version 1.1
simonoc
simonoc Sep 1 2013, 1:22pm replied:

Thanks, hopefully more people will be interested in playing Quake with the new engines.

+3 votes   mod: In The Shadows
simonoc
simonoc Sep 1 2013, 1:19pm replied:

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.

+1 vote   media: Slime Pit Hazards
simonoc
simonoc Sep 1 2013, 1:15pm replied:

I am also surprised how good Quake can look in the DP engine with subtle coloured lighting and a few nice shaders.

+2 votes   media: Slime Pit Hazards
simonoc
simonoc Aug 21 2013, 5:12pm replied:

Thanks, hopefully the next demo will be even more fun.

+2 votes   mod: In The Shadows
simonoc
simonoc Aug 21 2013, 5:10pm replied:

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.

+2 votes   news: New Toys
simonoc
simonoc Aug 5 2013, 2:16pm replied:

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.

+3 votes   news: New Toys
simonoc
simonoc Jul 29 2013, 9:41pm says:

Thanks everyone for the kind words and support! :)

+1 vote   media: Down the Crypt
simonoc
simonoc Apr 26 2013, 5:48am replied:

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.

+1 vote   news: Winding around the Mountain
simonoc
simonoc Apr 12 2013, 8:45pm replied:

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.

+1 vote   download: In The Shadows - Demo Version 1.1
simonoc
simonoc Apr 12 2013, 6:24pm replied:

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.

+2 votes   news: Winding around the Mountain
simonoc
simonoc Apr 12 2013, 6:19pm replied:

I am looking forward to completing the next version

+2 votes   news: Winding around the Mountain
simonoc
simonoc Mar 27 2013, 1:52pm replied:

Thanks, I have always loved fighting against Hell Knights and now there is an army of them!

+2 votes   media: Knights of the Realm
simonoc
simonoc Mar 27 2013, 1:51pm replied:

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.

+2 votes   media: Knights of the Realm
simonoc
simonoc Feb 16 2013, 6:52am replied:

Thanks!

+1 vote   news: Exit stage left
simonoc
simonoc Feb 16 2013, 6:38am replied:

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.

+2 votes   news: Exit stage left
simonoc
simonoc Feb 16 2013, 6:34am replied:

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.

+2 votes   news: Exit stage left
simonoc
simonoc Feb 14 2013, 4:21pm replied:

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.

+2 votes   news: Exit stage left
simonoc
simonoc Feb 14 2013, 4:17pm replied:

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!

+2 votes   news: Exit stage left
simonoc
simonoc Feb 14 2013, 4:12pm replied:

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.

+2 votes   news: Exit stage left
simonoc
simonoc Feb 13 2013, 8:09pm replied:

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.

+1 vote   news: Exit stage left
simonoc
simonoc Feb 13 2013, 8:04pm replied:

Thanks

+2 votes   news: Exit stage left
simonoc
simonoc Feb 13 2013, 8:02pm replied:

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.

+1 vote   news: Exit stage left
simonoc
simonoc Feb 13 2013, 12:05pm says:

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.

+3 votes   news: RAGE Tool Kit Available Today on Steam
simonoc
simonoc Feb 1 2013, 5:12am replied:

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.

+1 vote   news: Demo V1.1 Released!
simonoc
simonoc Feb 1 2013, 5:09am replied:

I recommend you try the FTE Linux Client
Fteqw.com

+1 vote   news: Demo V1.1 Released!
simonoc
simonoc Jan 20 2013, 6:09pm replied:

Thanks, I am glad you like it.

+1 vote   mod: In The Shadows
simonoc
simonoc Jan 16 2013, 10:13am replied:

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?

+1 vote   mod: In The Shadows
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