Deathmatch Quaked : Source is a tribute to the work of Valve and id for their work on Deathmatch Classic and QuakeWorld. We will bring the game into this decade by adding more game modes and gameplay options while retaining the fast paced feel of the originals. It is very important to us that we retain the physics of QW while adding great eye candy and competitive game modes.

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Well, we have been working on DMQ:Source for a couple of weeks now so I thought it was time for a little update. Read on for information about physics, weapons and items.

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Well, we have been working on DMQ:Source for a couple of weeks now so I thought it was time for a little update.

Physics

The player hull is now the same size as in QW so although the models can look a little odd at times, movement is not restricted.

Teleporters work properly and can maintain the player's speed rather than drop speed down to 300.

Rocket jumps do work, but are not perfect yet.

Bunny hopping works - properly - like QW and DMQ, not the dodgy Deathmatch Classic version. The air control needs some tweaking but this will get perfected as we have more maps and do some play testing.

Weapons

All of the weapons now work:

  • Shotgun
  • Super Shotgun
  • Nailgun
  • Super Nailgun
  • Grenade Launcher
  • Rocket Launcher
  • Lighting Gun / Shaft

The grenade bounce isn't correct yet and the shaft could do with some tweaks, but we are getting there!

Items

The following are now all fully functional and ready to go:

  • Health Packs - Small, Large and Mega
  • Armour - Green, Yellow and Red
  • Ammo - Small and Large for all ammo types.

General Bits and Pieces

We have also setup all of the infrastructure required for any sort of development - Subversion for version control, forums and a bug tracker (all internal use only at the moment).

The initial spawn sequence is a little bit better - not quite right, but at least players are not put in the server until after they have closed the MOTD.

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