Quake corner. "Everything related to the Quake franchise. Discuss here."
#691 Posted 09 September 2019 - 01:12 PM
This post has been edited by Zaxx: 09 September 2019 - 01:12 PM
#692 Posted 09 September 2019 - 01:58 PM
#693 Posted 09 September 2019 - 02:54 PM
Zaxx, on 09 September 2019 - 01:12 PM, said:
Maybe I'll check it out. I looked at the website a few months ago and didn't see anything about that feature.
#694 Posted 11 September 2019 - 08:24 AM
Looking forward to playing more of it. Hope it only keeps getting better now.
This post has been edited by Putrid Pete: 11 September 2019 - 08:26 AM
#697 Posted 17 September 2019 - 11:15 PM
This post has been edited by NightFright: 17 September 2019 - 11:16 PM
#698 Posted 18 October 2019 - 08:45 PM
This new episode fits right in with the rest. But maybe a little too much. That last map was paying homage to the last level of Quake where you fight Shub-Niggurath, except... without Shub-Niggurath. I already kinda hate that final map because the boss battle was very anticlimactic... even back in the day. So as you can imagine, experiencing a version that doesn't really change much except removing the boss fight altogether was a complete let down. At the very least I expected some creative twist and maybe even an awesome surprise boss fight to compensate for the one in the original game, but nope. Just fight an endless array of Shamblers and Vores until you win. Lame.
But that issue aside, I was quite impressed with the quality of the level design and the attention to detail that required to make a set of maps so in tune with the original game. You can tell there was some real love put in here by MachineGames, and it really shines through this episode. Other than the issues I mentioned with the last map and maybe that the episode uses too many Death knights in a few levels for my taste, I really can't think of anything negative to say about it. Just keep in mind that this episode is tough. Sort of like what Thy Flesh Consumed is to Doom: an episode intended for hardened Quake veterans.
Also this episode really rewards you for conserving ammo and hunting for secrets. Ammo is scarcer here but never to the degree that its totally unfair, so being more tactical makes your life easier. For instance, I finished the last level with almost all my guns depleted, because I forgot to search for ammo and secrets at the end of the penultimate map of the episode.
But anyway, it was a solid 9/10 for me. Good challenge, complex but not confusing level design, good difficulty balance while still testing your skills beyond what the other 4 episodes ever did, and quite fun overall. Knocking half a point for the last level and another half for abusing Death Knights in the later maps. God, do I hate bullet spongy enemies.
#700 Posted 31 January 2020 - 11:16 AM
Quake 2 Rtx off: 1000 fps
Quake 2 Rtx on: 78 fps
I feel sick, all those poor frames murdered for pretty lights.
This post has been edited by Lazy Dog: 31 January 2020 - 11:18 AM
#701 Posted 31 January 2020 - 08:01 PM
Lazy Dog, on 31 January 2020 - 11:16 AM, said:
Nah, dude played on low skill level.
NVidia made it so that you can adjust the settings to be as original looking as QuakeII was, as possible. Works for me.
Ray Tracing is awesome technology. Just make NEW games for it, and don't do cheap/lazy/asinine reruns of excellent classics.
This post has been edited by Hank: 31 January 2020 - 10:21 PM
#702 Posted 01 February 2020 - 12:40 AM
#703 Posted 01 February 2020 - 01:02 AM
NightFright, on 01 February 2020 - 12:40 AM, said:
It is.
https://www.pcworld....racing-dxr.html
But since it's software level(on driver support) so it won't like those RTX card, only basic features, cast much less rays, so if you have something more complicated or if you want see the real power of ray casting then you still need RTX cards and its RT cores.
#704 Posted 01 February 2020 - 01:55 AM
#705 Posted 01 February 2020 - 02:32 AM
NightFright, on 01 February 2020 - 01:55 AM, said:
Yeah, that's why I don't like HDR or something similar in past. Too bright for no reasons just hurts my eyes...
#706 Posted 01 February 2020 - 07:46 AM
Player Lin, on 01 February 2020 - 02:32 AM, said:
I remember having to turn off Bloom in Oblivion, shit was way overused, it was painful to look at.
This post has been edited by Lazy Dog: 01 February 2020 - 07:48 AM
#707 Posted 01 February 2020 - 05:38 PM
I played it last year, and I think it was darker, I suppose it's light bouncing or something that makes it bright. or maybe the dude is playing with very bright settings, well that looks off anyway
#708 Posted 28 February 2020 - 10:52 AM
#709 Posted 28 February 2020 - 11:52 AM
#710 Posted 26 July 2020 - 04:52 AM
really really
really
REALLY late, but I honestly kind of forgot about it until I set Quake up for my friend, so better late than never I suppose:
NightFright, on 04 May 2018 - 08:13 AM, said:
If you can't get it done, I have a finished version I use by myself, with .lit and .vis files included for colored lighting and transparent water (.vis files only work in Mark V, though). Can provide you with it if needed.
You can download Pakscape here:
https://cdn.valvedev...fP/pakscape.zip
Once extracted, it's just an exe that does not require installation.
Thank you very much. This worked.
So what is the deal with these colored lights, anyway? Are they imported from one of the console versions, or hand-made by fans to make it a little less brown?
#711 Posted 26 July 2020 - 09:40 PM
This post has been edited by NightFright: 26 July 2020 - 09:41 PM
#712 Posted 26 July 2020 - 10:34 PM
NightFright, on 26 July 2020 - 09:40 PM, said:
danke
#713 Posted 29 July 2020 - 08:33 AM
If you want to check it out, the QuakeOne forum link is here:
http://quakeone.com/...all-2020-update
It's also recommended to read about the changes and fixes the comm guy applied. Apparently this wasn't really fully playable before. In fact I found some issue with three of the maps still and made a small patch, together with colored lights.
#715 Posted 29 July 2020 - 01:28 PM
That guy who edited the mod said:
Comparing it to the original plot, it seems a bit different, but I guess the plot in a Quake mod doesn't make all that much difference as long as it doesn't affect the ga-
That guy who edited the mod said:
Some of the points in this changelist seem needlessly intrusive and arbitrary as they go beyond technical fixes. That's all good and well, but there are changes that wipe out the character and quirks the original team intentionally infused into their work. Even recording new demos means you no longer get to see the developers playing through their mod in 5 player co-op, a brief glimpse of the team enjoying the fruits of their labor forever memorialized in demo form that we may witness 20+ years later. I guess some of this was done for the sake of Dreamcast optimization, but I'd rather see the subjective alterations and irrelevant-on-PC DC stuff kept separated from the genuine improvements.
#716 Posted 29 July 2020 - 01:37 PM
"The enemy, originally called "Bitch", was changed as I felt that its original design was immature and out of place. Whilst the other enemies in the game were either aliens or robots, Bitch was simply a tall woman in a bikini.
Now known as "Lass", she appears as a female counterpart to the basic lizardman trooper."
This is taking it way too far, and I'm the type of guy who scoffs at modern games having this kind of content.
Don't mess with history. If it's there, it's there. A record of the time and the developers creative choices.
Edit: Started playing the original version with Night's light maps and I'm gonna see how far I get in it. I wonder if that one also has that ENT empty line problem...
This post has been edited by Cartaphilus: 29 July 2020 - 01:58 PM
#717 Posted 29 July 2020 - 08:52 PM
- Changing visuals of at least one enemy (quite obvious why you shouldn't change this)
- Removing NPCs (to "fit the new background story" --> as if anybody cares about that)
- Removing locked doors instead of adding a key somewhere
- Altering/erasing music tracks of levels (if the TC ever had custom music and it ever surfaces, it won't work like this)
Anything that fixes the game is OK. I can also live with changing ingame texts or relocating items if they are in suboptimal locations, at least to some degree. These edits however go quite far and tend towards a "fan edition" where someone alters a game to their personal liking. It's something I tried to avoid in the Addon Compilation, hopefully with success.
This post has been edited by NightFright: 29 July 2020 - 09:28 PM
#718 Posted 02 August 2020 - 05:31 AM
NightFright, on 29 July 2020 - 08:52 PM, said:
So basically the guy made a mod of a mod, right? I'm not sure if this is actually that questionable once you look at it like that, unless of course the original was deliberately destroyed or made unavailable, which I think did not happen.
AFAIK there are no simple guidelines for this kind of modding endeavour if the original authors left no clear statement whether they allow their work to be used as a basis for something else, and considering that the original mod was never completed. The first thing to do would probably be to try and contact the authors if they still can be reached, but if this failed and the update went ahead anyway I don't think it is much of a problem, unless it somehow irreversibly destroyed the original (which should really not be possible except if the author of the update was in possession of the only copy of the original work I guess).
#719 Posted 02 August 2020 - 06:45 AM
It's a personalized edition of one guy that had nothing to do with the authors and people playing the mod for the first time might get the wrong impression when using this edition. I experienced a similar issue with my custom DukeDC soundtrack. People complained about my hand-picked music missing when the addon was re-released since it had the standard ep.3 soundtrack (as it should).
I found just a few severe bugs which I will probably fix myself just to make it playable:
- Easy skill setting is broken on start map
- Sewer exit in E2M3 is broken (showstopper)
- You can get stuck in E4M1 and E4M2 wind tunnels (showstopper)
- Some enemies are stuck in ceilings
More than this shouldn't be needed for preserving the original experience. Unfortunately my skills with Quake editors are very limited. So far I was able to fix the start map with a simple ENT edit at least. That one was easy since the ingame error message already indicates what is wrong. Instead of using the skill id 0, they entered the text "(Select Easy)" in the definitions for some reason. This way you are stuck with normal even if you take the center bridge.
This post has been edited by NightFright: 02 August 2020 - 06:59 AM