Quake corner. "Everything related to the Quake franchise. Discuss here."
#1051 Posted 01 May 2022 - 11:56 PM
This post has been edited by NightFright: 01 May 2022 - 11:56 PM
#1052 Posted 14 May 2022 - 02:34 AM
https://github.com/a...ases/tag/v0.6.0
My personal highlights:
Quake Rerelease v3 support, mdds menu, new HUD styles, increased particle limit.
#1053 Posted 21 May 2022 - 06:21 PM
I swear to god that I'm missing more of my shots with hitscan than I am with projectiles. Once I noticed it the first time I wasn't able to stop, and now it's really bugging me. I refuse to believe that I just somehow "aim" better with an attack that has travel time vs. instantaneous (especially since my hitscans go behind the enemy when they miss so I'm certain I'm not leading my shots when I'm not supposed to).
So my question is simple: Am I actually losing my mind here, or is there a technical explanation for this? Do enemies have different hitboxes depending on if it's hitscan or projectile? Or is it something like Doom's frustrating blockmap bug? Or some other reason?
#1054 Posted 31 May 2022 - 05:35 PM
Twitter post about the release from @func_sheep, one of the creators of the mod.
This post has been edited by jkas789: 31 May 2022 - 05:40 PM
#1056 Posted 31 May 2022 - 08:25 PM
#1057 Posted 01 July 2022 - 04:18 PM
https://twitter.com/...ujeKpiLZGxAv2Ew
Very likely an announcement related to this will happen during this years QuakeCon. My guess is it’s going to be a Quake II remaster, a Quake II OST remaster/limited release, or both.
#1058 Posted 04 July 2022 - 07:40 PM
jkas789, on 31 May 2022 - 08:25 PM, said:
As I've understood it they should work fine. Even Dimension of the Machine works, just without all the custom dynamic lights.
DNSKILL, on 01 July 2022 - 04:18 PM, said:
https://twitter.com/...ujeKpiLZGxAv2Ew
Very likely an announcement related to this will happen during this years QuakeCon. My guess is it’s going to be a Quake II remaster, a Quake II OST remaster/limited release, or both.
Perhaps a vinyl release as well? Exciting!
EDIT: Someone asked if there would be a vinyl release and he responded "Could be ".
This post has been edited by MusicallyInspired: 04 July 2022 - 07:42 PM
#1059 Posted 18 August 2022 - 11:00 PM
Quake Re-Release Update #4 release notes
Interview with Rubicon 2 authors
This post has been edited by NightFright: 19 August 2022 - 12:18 AM
#1060 Posted 19 August 2022 - 12:51 PM
#1061 Posted 20 August 2022 - 05:54 AM
#1062 Posted 28 August 2022 - 06:26 AM
If anyone is interested i'm selling a boxed copy of the Quake 1 Conversion Malice. I'm also selling what is left of my Duke Nukem collection. Need the money for bills and legal fees.
#1064 Posted 28 August 2022 - 06:32 PM
Thrice Cursed, on 19 August 2022 - 12:51 PM, said:
Id Software and Bethesda have really put Gearbox to shame on that front.
EDIT: BTW I have been playing Rubicon 2 both on my PC and on my Switch and damn it is pretty fine.
This post has been edited by jkas789: 28 August 2022 - 07:39 PM
#1065 Posted 29 August 2022 - 02:58 AM
#1066 Posted 29 August 2022 - 08:45 AM
I just wish Gearbox cared as much as we do.
#1067 Posted 29 August 2022 - 04:55 PM
#1068 Posted 30 September 2022 - 02:59 AM
Announcement
Interview with "Beyond Belief" creator Matthias Worch
#1070 Posted 04 October 2022 - 05:57 PM
Personally, I'm still sticking to vQuake.
#1072 Posted 04 October 2022 - 09:26 PM
This post has been edited by NightFright: 04 October 2022 - 09:31 PM
#1073 Posted 05 October 2022 - 04:49 AM
#1074 Posted 05 October 2022 - 11:08 AM
NightFright, on 04 October 2022 - 09:26 PM, said:
Not gonna lie that looks interesting.
Quote
I still like Quakespasm but vkQuake runs better on my machine.
#1075 Posted 05 October 2022 - 03:05 PM
Mark, on 05 October 2022 - 04:49 AM, said:
I didn't watch much of it either. The point was to give an idea of whether you'd be interested in playing the maps. Didn't even notice any peculiarities of the aiming.
#1076 Posted 05 October 2022 - 05:21 PM
jkas789, on 05 October 2022 - 11:08 AM, said:
I'm still running a dinosaur.
I'll probably move to Spiked before too long, whenever I get around to doing AD's newer addition(s), or otherwise come across any other mod that needs it. Until then, Quakespasm is a simple but effective port, runs good for me, still looks and feels classic (even if it isn't), and altogether does exactly what I want a Quake source port to do.
#1077 Posted 12 October 2022 - 04:42 PM
Also, QSS can be fine tuned in a way that makes it pretty faithful to the original game as far as graphics and whatnot are concerned. You may have to type a few things in the command line to get it perfect though. A lot of the commands I use, I also used when I played through DOS and WinQuake such as the +mlook command, the crosshair command, and the command that turns off autoaim.
This post has been edited by DNSKILL: 12 October 2022 - 04:42 PM
#1078 Posted 16 October 2022 - 09:34 PM
DNSKILL, on 12 October 2022 - 04:42 PM, said:
You are not the only one actually. I also feel as if the game runs more smoothly on vkQuake than on the official port.
#1079 Posted 31 October 2022 - 11:58 PM
The "Mjolnir" project (massive 90+ maps collection, mixing old but overhauled releases with new ones, combined with a sophisticated weapons mod) seems to be approaching release. "Dwell" might also see updates in the not-too-distant future (updated ep.1 and new ep.2).
#1080 Posted 11 January 2023 - 09:39 AM
This post has been edited by Ninety-Six: 11 January 2023 - 09:40 AM