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Quake Delirium Max/Msp Patch Demo Video

June 6, 2009 | 3:23 am

Here’s a demo video of the Max/Msp patch i’ve been working on. The basic idea is that it manipulates Quake to make a more trippy and delirious version of the game.

It reads the qconsole.log file from Quake, and sends direct input keystrokes to Fitzquake 0.85 which manipulates graphical parameters of the game using special .cfg files, such as FOV, game speed, FOG density, FOG colour, gamma and one or two others. The values for these are controlled via sliders in the patch which can be controlled with a MIDI controllers, so you can record a script which alters these parameters in realtime, and then that script is played back when you play the game. I’ve got a basic system setup where the automation starts when a level loads, and you can select whether or not the automation goes back to the start when you pick up health boxes (thus you can stave off delirium if you keep moving and grab the health, otherwise things will get weird! (not in the demo video so you get to see the full weirdness)). The soundtrack follows the automation of the visual controls, since they are also assigned to midi cc# values which manipulate audio parameters such as reverb when the patch is ReWired to Renoise.

Video:

http://www.loadsavedelete.com/g/quake_final1_shrunk_camaudio.avi

Screenshot of the patch:

http://www.loadsavedelete.com/g/quake_delirum_screen.JPG


June 6, 2009 | 3:47 pm

This is very cool! Thanks for sharing.

jb


June 7, 2009 | 11:48 am

really funny stuff.

the combination of effects on speed, perspective, and
reverb really could save people some $$ of LSD.

reminds a bit on certain UT mods, just better.

will you share the app/patch one day?


June 7, 2009 | 2:28 pm
Roman Thilenius wrote on Sun, 07 June 2009 05:48
will you share the app/patch one day?

yes hopefully. it needs some neatening up first and hopefully i can get an collective or application of it working. i’m trying to work out if there is some way to make get the application file to open the patch and to open quake, and have quake run the associated .cfg file. if i can do that then you can just drop it in the quake folder and run that file rather than having to set everything going manually in order to use it. at the moment i’m not sure how to do that though… if anyone has any tips i’d appreciate it. all that needs to happen is basically this:
open patch
open fitzquake085.exe -condebug
exec q_delirium.cfg in quake


June 8, 2009 | 4:55 pm

There’s a basic application of the patch here now with the associated Quake files, if anyone wants to play around. There are quite a few problems still but it is possible to get it to work (hopefully).

You need Quake and Fitzquake 085 already to use it, then you copy the contents of the Quake Delirium folder into the Quake directory (so that the maxmsp patch is in Quake and the config files are in QuakeID1).

Run the patch first then run the QuakeDelirium.cmd to start the game.

http://www.loadsavedelete.com/g/Quake_Delirium_1.3.rar

Key problems:
-Automation of the visual effects doesn’t always start automatically, so you may have to hit ‘start’ on automation playback in the patch, then skip back into the game to get it to work.

-The qconsole.log file is expected to be in C:QuakeId1qconsole.log if that isn’t the path you need to locate it yourself by hitting the locate button. The log reading can be abit hit and miss, if it isn’t reading the patch won’t trigger automatically and picking up health won’t reset the delirium cycle. You can tell by whether the Quake Log Reader counters go up or not.

-DSP status window seems to be broken when I use it, so no audio.


June 15, 2009 | 12:07 pm

quick update on this patch:

http://www.loadsavedelete.com/g/Quake_Delirium_13.rar

fixes broken audio problem. is possible to now use the patch ReWired to any ReWire master and have the ReWire master control audio effect parameters using midi cc# to manipulate any audio track in sync with the visual changes in the game (reverb increases as fog increases, for example).

if anyone tries it let me know how you get on.


June 15, 2009 | 5:01 pm
genfu wrote on Mon, 15 June 2009 14:07
(reverb increases as fog increases, for example).

But in the real world reverb decreases if fog increases…Wink

btw. does it run also on Mac? There is only a Fitzquake 0.80 around…

Stefan


June 15, 2009 | 8:56 pm
stefantiedje wrote on Mon, 15 June 2009 11:01
But in the real world reverb decreases if fog increases…Wink

hehe you got me

stefantiedje wrote on Mon, 15 June 2009 11:01
btw. does it run also on Mac? There is only a Fitzquake 0.80 around…

it would probably mostly work with fitzquake 0.80, although i think you might miss out on some stuff like the changing colour of the fog. i think it won’t work on a mac though (although i haven’t had chance to test it) because it works by sending keystrokes, and the mac keyboard is different to windows. it wouldn’t be too hard to fix that for a max version, as it’s just a case of changing the key numbers… but for now i think it probably won’t work.


August 18, 2009 | 3:02 am

You can select whether or not the automation goes back to the start when you pick up health boxes? how is it?

Smile


February 18, 2010 | 4:26 am

finally got round to making a slightly better quality demo video of this and putting it on youtube. (a higher quality version of this video is on my website)

http://www.youtube.com/watch?v=9ueXduUEMQM

@spikemedic; the automation goes back to the start when you pick up a health box due to a part of the patch which reads the logfile of the game. this is just a text file in the game folder which gets updated with all the game info. so when you pick up a health box, the logfile says "you got health". the patch matches the phrase and sends a bang, the bang goes to the automation and restarts it. you can turn this on and off with a gate that stops that bang restarting the automation. automation also restarts when you load/enter a level in the same way meaning you can play through the game without adjusting the patch.


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