mh added support for the new version 2 of the IQM format to the RMQ engine. Since the demo was postponed for a bit, IQM should definitely be part of it.
There’s a new IQM devkit. The new Blender 2.56/2.57 exporters have a toggle to save the material in simple image format, which is great. There are also fixes and a new GPU accelerated demo. Check that stuff out at the IQM page.
We’re on the track towards a triple-map single player demo release during QExpo 2011. That’s around the 20th of June.
Hi-res textures are being phased in at the moment, even though it is a Pandora’s box of unfinished work, and as is usual by now, no one can agree on a common set. But who else should open Pandora’s boxes in Quake if not us?
gb intends to do a full set of new normal maps for the QRP, since the existing ones are often really over the top. This’ll not kick in until after the demo though.
There will be a point release of the SP Demo 2 fixing a lot of niggles soon.
A singleplayer demo #3 will be released in June, with at least three maps by ijed, rjthorne and gb, excellent QC and gameplay enhancements by Supa and Lardarse, and elegant engine coding by mh. It will be slick, scare your pants off, be Quake, and break the usual limits.
It will also shut up any crap about how Quake RMQ is. Most people got the picture by now anyway.
Other stuff is going on beneath the surface, and interesting things can be expected that will be good for everyone, not just us.
Very early beta version of the SP Demo 2 map, e1m6rq. I showed this to a couple external testers during development to get feedback.
Notice the m0ar brutal crusher section (nail shooters), bad (and non-coloured) lighting, the completely different (and very sketchy) end (mini-thon!), the absence of the boiler room, the missing lavatrain area and theĀ still-original lower crusher (no power crystals yet).
The gold key section, the entire pipe stuff and the grapple points are completely missing. This version used a route that was more similar to the original e1m6. Different SK position as well. The new route (and the requirements that came with it) only existed in the TRAC and in the heads of the team.
It was recorded in March 2010, nine months before the extensively changed, polished and greatly expanded version was released in SP Demo 2. Used Darkplaces to record this, since we didn’t even have our own engine yet.