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InsideQC Forums • View topic - Remake Quake Demo

Remake Quake Demo

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Postby xaGe » Mon Aug 03, 2009 12:38 am

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Postby frag.machine » Mon Aug 03, 2009 2:04 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby ceriux » Mon Aug 03, 2009 2:29 am

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Postby frag.machine » Mon Aug 03, 2009 11:54 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby ceriux » Tue Aug 04, 2009 5:05 am

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Postby mh » Tue Aug 04, 2009 9:32 am

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Postby Urre » Tue Aug 04, 2009 9:40 am

I was once a Quake modder
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Postby ijed » Tue Aug 04, 2009 12:06 pm

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Postby mh » Tue Aug 04, 2009 12:45 pm

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Postby ijed » Tue Aug 04, 2009 4:40 pm

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Postby mh » Tue Aug 04, 2009 10:35 pm

OK, it's working under DirectQ now. Turns out that I had coded .alpha support server-side but hadn't quite finished it (i.e. it wasn't client-side, so while I was sending the bits and the alpha value from the server, I wasn't reading them at the client. Totally my bad :oops: )

Very smooth gameplay, very nice. I still stand by not liking the offset weapons too much, but the map quality and overall finish/etc are top-notch. Some of the WarpSpasm style comes through nicely (secret names), it was quite a shock to be circle-strafed by Grunts, movable crates caught me out (well done!), cutscenes were a nice surprise, and I wasn't too bothered by the rain noise, although the sprite used for it certainly needs some work.

One slightly annoying bug was that the number of enemies on the map (when pressing TAB) was always 0. I don't know if that was an engine bug or a progs bug though.

Otherwise, and considering it's an alpha release, I'm happy with what I see here. I'd really love to see this style carry over into a medieval map next.
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