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Quake Re-release!!!
Id/Bethesda just announced a new release of Quake with a bunch of enhancements.

Trailer: https://www.youtube.com/watch?v=vi-bdUd9J3E

More info: https://www.microsoft.com/en-us/p/Quake/9P1Z43KRNQD4#
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mh, are you planning to port DirectQII to UWP or something similar? 
#137 
Here's the default .cfg file - http://gila.deathmask.net/kekengine/

Try this one. I think sometimes if it fails to start, it does not create the config. 
Hmm 
placed file in slot as directed, spotted you had already changed the field noted. Tried to launch from steam to no avail. Computer thinks for a sec but does not launch. 
#140 
Hm, I dunno. Usually changing the rendering API helps, as was reported by a lot of people. Try removing stuff like v_width or w_height from the .cfg file? Or just leave ONLY r_rhirender family line in cfg file?

https://www.gamepretty.com/quake-how-to-fix-crashing-in-new-remastered-version/

Or maybe they will patch it, the patch is coming but no information on when. 
As Expected 
They are NOT releasing the source code for the port and its files. Which will make adjustments harder for other ports. 
All Hail The Corporate Overlords 
That just totally goes against the philosophy of Quake in general. God, I hate corporate meddling and their greed driven jealous guarding of things they could never understand just because "I-OWN-THIS-NOT-YOU". The only reason they'll be selling the numbers of the re-release they are is because of the openess of the community over the past couple of decades.

Honestly, the collapse of global capitalism can't come soon enough. 
 
Kex is a closed-source engine. The "philosophy of Quake" stuff is bullshit. Quake always had proprietary content, ID always retained closed-source licensing options after the original GPL release, and people really shouldn't be dreaming that any of this is something that it's not.

If you really wanted to go down the paranoid fantasy route, you could say that this is an evil corporate plot to Make Quake Closed Source Again. The irony is that under Microsoft ownership ID are now more open-source friendly than they have been in years, and new open-source released are now more likely to happen than they have in years. If you haven't updated your information since 1998, perhaps you should.

On the other hand you could stop whinging and start doing. The content is all there, there's already sample code, people have already done work on this stuff. Stop being a negative contributor and start being a positive contributor. 
Macro$haft 
I heard Bill Gates hid a vaccine in the new Rottweiler skin which is going to turn us all in to face masks. YOU CAN'T PROVE HE DIDN'T. 
Whisfull Thinking 
I feel a bit sorry. I know I'm like the Old One, lame & quirky. I played Quake five years on a stand-alone system, never cared about DM.
I hate it to be adjusted to the net for many reasons. It isn't 1998 anymore, but I would have apreciated if I could get Quake-Rereleased on a CD in my hands, not an abstract phantom on the net. Maye someday. 
 
Just saw someone is working on the progs.dat already:
https://quakeone.com/forum/quake-talk/quake-central/283211-quake-enhanced-is-out-now?p=283403#post283403

I'm not sure what it does exactly but there is a download at least. 
 
I've an update to my MD5 code up: https://github.com/mhQuake/MD5Stuff

This fixes a content bug in the Quake reissue. Some of the new MD5s were created with bad bounding boxes, so it's necessary to recompute them properly at load time. This was noticeable on the armor and backpack models; possibly others but I didn't check everything. 
Progs.dat 
To put it simple, contains all the code necessary to make game-related things work. Monster AI, weapons, player... you name it. If a mod contains this file, it means they modified original game behavior to some extent.

Normally, the only way to edit a progs.dat file is to decompile it and put it back together with the changes you need. This sounds easier than it is, I can tell since I have already done the same for Shrak, another (exotic) old Quake addon. I am surprised they managed to pull it off so quickly, but these guys are good at this and determined, so: hats off! 
#144 
Wow, dude, I think you read a bit much into my post. I never mentioned Id, the closed source that they used or anything to do with GPL. I spoke of the open community (which includes you) and how that community has kept the game alive and thus nurturing the huge interest that has been shown by the mainstream gaming press in recent weeks.

I am not a paranoid fantasist nor am I stuck in 1998. Sharing my negative feelings is not whinging. The real "bullshit" is people that respond to something with which they disagree with the over-used adage of "put up or shut up". My opinion whether negative or otherwise is valid. I disrespected no individual only a global philosophy that I find to be abhorent. Whether I code or not is irrelevant. If my statement had been positive I highly doubt anyone would shrug it off with "your positive opinion is ill informed, go code".

I try my best to share positive thoughts wherever applicable. In this instance I shared something negative. Surely, I'm allowed to do that on occasion.

Anyway, peace. 
Actually, please disregard the above post. I should've kept my opinion to myself. These things never go well on the internets and the last thing I want is to derail this thread or detract from the fact that we got some lovely new content to play with.

I would delete it but there's no edit button. *shrug*

Apologies to all. 
DOPA Patch V2 
Updated my "DOPA Kex" patch in order to also add that missing "Congratulations" screen at the end. Get it here (142 KB). 
Missed Opportunities 
I finally saw the new models (got the MD5->MDL conversions).

Sadly, they went through the hacky route of disabling interpolations instead of creating the models in an interpolation-friendly way. Most of the new viewmodels have bad issues with muzzleflash interpolation, and the new enforcer also has a problematic muzzleflash.

Sorry, but disabling interpolations to "fix" model animations is an ugly hack.

The new grenade launcher's muzzleflash has poor texturing, each side of it looks completely different.

The kneel animation in the new knight model has the wrong height; the original model also has this problem, but they could have fixed that in the remade model.

Most of the new models are perfect, but these technical issues could have been fixed. 
 
We already fixed the muzzleflash for the RL in the AMQ which has the flash "travelling" through the model when firing. A mistake inherited from the md5, btw.

As for the Enforcer, Knight and GL, I have forwarded your feedback to osj over at QuakeOne. Fingers crossed! 
Z-fighting 
The rebuilt maps aren't z-fighting fixed. Instead the Kex engine is using polygon offset on brush models. That's massively disappointing, if understandable enough given competing demands on limited time. 
 
In the meantime, that QuakeOne patch for DOTM still has some flaws. Walking over corpses causes weird glitches (corpses are moving above you, so you basically walk underneath them, then they drop back down) and most ingame messages (e.g. for pickups) are still loca variables. 
Re: #156 
Yeah, I found it still crashes QSS, so I have been using FTE for playing DOTM these days and am now at Episode 2. FTE supports dynamic lights so the fan shadow rotating effect in the hub map is preserved too. Don't know what other minor differences are there between FTE and KEX Engine, though. Loca variables are quite annoying for every slipgate tip, pick up tip, end message, etc. 
Kex Engine Lighting 
I haven't yet figured out how it's doing dynamic lights, but for animated lightstyles it's using something similar to the GPU lightmaps technique I've used for years.

My normal approach is to have 3 textures, one for each of the red, green and blue colour components. Each component in a texture represents one of the Quake styles. Each of the final colour channels can then be composed by a texture read and a dotproduct with the surface styles.

The Kex approach uses a 4-slice array texture, with each slice representing a style, and each texture being an RGBX colour. These are conditionally accumulated when styles are not 255.

I use array textures to allow me to only have a single lightmap texture that's bound only once at the start of the frame. Kex can't so that as it already uses array textures for styles, so it just seems to pack each style into a really large texture.

My approach uses less texture memory, and performance is absolutely level, irrespective of the complexity of the lightstyles on a surface. An optimization path exists for surfaces with only one style, but it adds some code complexity and I generally don't bother writing it up.

The Kex approach has potentially fewer texture accesses, as a tradeoff vs some shader branching and using more texture memory. Performance falls off for more complex styles.

Both approaches mean that lightmap textures are never updated at runtime, lightstyle interpolation can be done without affecting performance, lightmap accumulation runs at full internal precision, the maximum light value is never clamped, overbright lighting just comes out naturally, and the runtime codepaths are considerably simpler.

On balance I favour my own approach, for reasons of performance levelling and being more economical with texture memory, but I can understand why Nightdive did it their way. 
 
Does any of the custom engines have the realtime ambient occlusion that the KEX engine has? 
 
why would realtime AO be useful on a game like Quake? baked has much better quality 
 
I disabled AO but I guess some people seem to like it. It does add a shadow around the edges of some moving objects, which can help make doors, plats, etc seem more grounded in the world instead of "floating there", so there is that. But for me it's one of those things I've never really paid much heed to. 
#160 
As mh said, it helps with moving objects. See in the first demo, when the ceiling lowers to crush the player, the small shadows in the edges of the ceiling moves along the walls. It's a nice effect that I guess some people will demand custom engines to have.

However, I've noticed that in the Rogue mission pack the ambient occlusion is overdone, darkening wide angle corners that looks better without ambient occlusion. 
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