Quake corner. "Everything related to the Quake franchise. Discuss here."
#1111 Posted 05 August 2023 - 07:37 PM
#1112 Posted 06 August 2023 - 07:19 PM
#1113 Posted 10 August 2023 - 09:21 AM
#1114 Posted 10 August 2023 - 01:35 PM
Full Tech Rundown on the Enhanced Quake II
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Improved Decision Making
AI decision making has been improved and enemies will act with more depth compared to the original release. Enemies have a much better time determining if they can even hit you, especially those with multiple attacks.
For example, a Gunner whose chaingun arm is blocked by a wall will instead use their grenades rather than unload their munitions into the corner. Enemies will also sometimes choose to fire while closing distance instead of waiting until they reach their movement goal. These changes help prevent the AI from making poor choices without really changing how they behave or fight.
New Flying AI
Flying AI has been completely revamped to look more natural and will decelerate and glide into turns instead of making sudden stops. Swarms of Flyer drones will bump into and deflect off each other as they jockey into position.
Restored Content
Anyone who has dug around the original Quake II files has found extra animations that were never used in its initial release. We went through these, polished them up and re-added them to the game. For example, the Technician now extends its fearsome claws to announce an ambush and the Berzerker has become even fiercer with a leaping ground attack.
#1115 Posted 26 August 2023 - 10:06 PM
This post has been edited by NightFright: 26 August 2023 - 10:26 PM
#1116 Posted 12 December 2023 - 10:32 PM
Here is the link to the interview.
#1117 Posted 13 December 2023 - 01:57 AM
#1118 Posted 29 December 2023 - 01:32 PM
Also a new Egyptian themed Quake map dropped a few days ago. It's called Starslave and it looks pretty neat.
#1119 Posted 30 December 2023 - 03:25 AM
#1120 Posted 30 December 2023 - 11:28 AM
NightFright, on 30 December 2023 - 03:25 AM, said:
It feels like an incomplete map set in more ways than one. They really should have paid the map maker to actually complete at least the first 2 episodes or something.
#1121 Posted 27 March 2024 - 11:38 PM
#1123 Posted 28 March 2024 - 04:12 PM
Lunick, on 28 March 2024 - 05:30 AM, said:
Excellent! Danke.
Wow, 2021. That is far more new than I expected.
#1124 Posted 16 May 2024 - 09:11 PM
Here is a interview some PR rep on Bethesda did with the mod maker.
Looks cool ngl. I love that Quake keeps getting this type of "community addon" releases.
#1125 Posted 17 May 2024 - 04:28 AM
#1126 Posted 17 May 2024 - 08:12 PM
NightFright, on 17 May 2024 - 04:28 AM, said:
I noticed the comment in the interview. Is that something unique to this version of the addon or do the other official releases contain modified visuals and bug fixes?
#1127 Posted 17 May 2024 - 10:34 PM
#1128 Posted 17 May 2024 - 10:49 PM
#1129 Posted 27 August 2024 - 11:19 PM
NightFright, on 17 May 2024 - 10:49 PM, said:
I would assume that most of the changes to the Quake curated expansions pertain to bug fixing.
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Me too. Ironwail runs amazingly on my computer. Here is a little piece of advice that Shockwave on the Discord told me in regards to getting mod names to show up in Ironwail's mod menu.
Added here because I don't trust Quake for archival.
Anyways has there been any new cool Quake mods recently?
#1130 Posted 28 August 2024 - 01:24 PM
https://poppyworks.i...io/episode-enyo
Sadly only six levels so far, though.
#1131 Posted 07 September 2024 - 08:51 PM
NightFright, on 28 August 2024 - 01:24 PM, said:
https://poppyworks.i...io/episode-enyo
Sadly only six levels so far, though.
Oh that looks cool! I will definitely be trying it out.
#1132 Posted 12 September 2024 - 10:15 PM
#1133 Posted 14 September 2024 - 02:24 AM
NightFright, on 12 September 2024 - 10:15 PM, said:
Nice! I hope it gets merged to the master branch someday. I will try it out later tonight.
I have been playing Alkaline recently. Very nice user episode.
The main reason that I wanted to make this post though is to document somewhere the way to get to this fucking secret in Tellus Terminus:
The way to get to the teleporter is by shooting a particularly well hidden button. So in the area where you get the chainsaw, you need enter from the front:
And then continue through the room to the little room/cell directly in front of you:
When you get to the door frame of the little room/cell look inside the damn door frame. There you will find the fucking button that you need to shoot to activate the platforms and get to the fucking teleporter.
I fucking hate this secret button. There was absolutely no need to be this fucking obtuse not even the original Quake or the expansion's secrets are as fucking hidden as this. And the worst thing is that it is not even worth it why are you fucking wasting my time on fucking golden armor at the very least give me red for something this unhinged.
This post has been edited by jkas789: 14 September 2024 - 02:27 AM
#1135 Posted 14 September 2024 - 05:53 PM
For the unaware, the PSX port used its own custom engine, and Paril pretty much had to recreate all the levels by hand. The levels are mostly from the PC version, with the starting map from the N64 version tacked onto the start. roughly half the units of the game are in, those being base, jail, power plant, a mashup of big gun and hangar, and final showdown. for some reason it uses the FMVs for Ground Zero though.
#1136 Posted 23 September 2024 - 01:37 AM
#1137 Posted 24 September 2024 - 02:29 PM
Ninety-Six, on 14 September 2024 - 12:27 PM, said:
I didn't. I found the answer on a random youtube comment.
NightFright, on 23 September 2024 - 01:37 AM, said:
God that map is beautiful.
#1138 Posted 24 September 2024 - 09:41 PM
#1139 Posted 25 September 2024 - 11:23 AM
This post has been edited by jkas789: 25 September 2024 - 11:23 AM