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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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#208 
Let's hope for Rubicon 2 sometime soon... 
@h4724 
Yeah that could happen ... it's almost entirely original work (or modified quake assets) with the exception of the sounds, of which many were borrowed or sampled from outside sources. I would mainly have to substitute or remove the problematic sounds to make it clean, from a copyright standpoint.

I also might do so minor fixes for usability problems, for example the nailgun in rub2m1 that people often miss. 
 
Does the curated version of honey include the Swedish gameshow music in the credits level? 
Uhh 
Nevermind, I misremembered completely. 
Horde Mode 
I got some friends together last night to try out the coop "Horde" mode from the latest update, and we all found it quite disappointing. It's best described as a very watered down version of the Qonquer mod, where waves of Quake monsters come at you in an arena setting.

Sadly this version is pathetically easy, even for my friends who really only play Quake because I like it. We were playing on Nightmare skill.

There's an interesting mechanic by which surviving a "boss wave" will drop a silver key in to the centre of the map which can then be used to open doors with high level weapons or pickups behind them, but thanks to Machine Games' overly symmetrical arena design it's pretty difficult to communicate to other players which door you've just unlocked. The same frustration comes in to play any time you want to alert your colleagues about a high level monster, or try to regroup when you've been split up.

Eventually a gold key will drop that allows you to open an exit which unceremoniously dumps you back in to the lobby without any real sense of reward, especially as the key seemingly drops before any serious amount of high level waves have spawned to provide any kind of real challenge. You then just have to decide whether to keep on playing until you're all dead (which again dumps you back in the lobby without any fanfare), or jump through the exit portal and play a better game. We were charitable enough to give all four of the arenas a try, but unless they fix this up in a future update it's unlikely we'll be playing again.

On the offchance any devs are reading this with interest, here's what we thought would improve Horde mode:

-Up the ante by increasing the amount of monsters that spawn from the very beginning
-Include the mission pack monsters for variety and to increase the number of high level monsters available
-Bring in high level monsters earlier
-Once it's only high level waves spawning, start gradually reducing ammo and health spawns
-Provide more visual queues in the arena to help with communicating locations
-Put a timer on the HUD to show players how long they've survived so far
-Dead players should be able to spectate living players
-If you must keep the gold key/exit mechanic, at least let it trigger one last really difficult horde
-When a game win or loss happens, show the players a scoreboard instead of dumping them back in the lobby
-Add some secrets that require players to work together 
#202 
mh - you just spent a post ripping a graphical feature in your engine to shreds that you had total control over and could have implemented any way you liked.

Like bal said, there's _a_ good solution, somewhere, if people give enough of a toss. 
Anycrumbles 
I actually came here to ask: can someone give me chapter and verse on running quake re-release in Quakespasm? Because I am so done with that engine it comes with. 
Nevermind 
was opening the wrong version of 'spasm.

carry on cheps. 
So Yeah 
Late to the party.

Real mixed bag. For every cool thing like the palace at the start of mge4m1, you then get an equal amount of filler jank like the sequence of crap rooms that comprise the latter part of mge4m1.

That critique extrapolates to the entirety of the new content imo. All the bland filler undermines the few bits that are good.

czg's 2 maps hit the spot though, ofc, big willie style - will keep coming back to those. 
Lightmapped Water 
I see that vkQuake has just pushed a commit with lightmapped water support, so I guess everyone will be able to see it and make up their own minds soon enough. 
Quakespasm-Fast 
aka Ironwail also supports lightmapped water now. 
Sorry If Already Asked 
Will maps with this still be compatible with other engines that don't feature lightmapped water? 
Ran Violent Rumble Maps With It 
and it works with regular Quakespasm or even Mark V (according to the readme), so I assume the answer is yes. Lightmapped water can be toggled to see the difference, and IMO it's quite considerable.

I dunno if all VR maps support the feature, but the one I tried (which had lots of water since it's a huge ship inside a harbor) worked. So far I know vkQuake and Ironwail have the feature (in the latter it's turned on by default). 
Unexpected Hipnotic (upd 2) 
 
OT: would rather have Quake 1 sequel with Doom Eternal graphics/gameplay obviously 
#223 
Quake 1 sequel with Doom Eternal graphics/gameplay

I just threw up a little.

It's okay, I swallowed it back down. 
 
OT: would rather have Quake 1 sequel with Doom Eternal graphics/gameplay obviously
Doom Eternal, in other words?

How about Q1 sequel with Q1 gameplay? It can be a logical evolution of Q1 gameplay, but it must be noticeably Q1 gameplay nonetheless. Doom Eternal gameplay is not Q1. 
 
Yeah if Quake 1 SP got a sequel/reboot, it makes more sense for the Doom and Quake franchises to not be identical in terms of gameplay and art style. I'd want it to lean into the different flavor quake 1 offers rather than take the exact same route as doom franchise. The doom reboots seem to really embrace the arcadey, action movie, thrash metal aspects of the series. The player feels like a super soldier with godlike abilities.

A quake that was more moody, industrial/ambient, with horror/lovecraftian and dark fantasy aesthetics would feel pretty distinct. In terms of gameplay, it seems like Quake has fewer monsters and they are more threatening, and the player's power curve doesn't go as high. It could borrow a bit from Dead Space and Dark Souls, games where each enemy matters (though it should still be a true shooter, unlike those.) Quake also seems to be more about paying attention the the environment and solving the "level as a puzzle." The levels also feel more like they are trying to kill your rather than being a fun playground for shooting and jumping.

But, it seems like id/zenimax think of quake as an MP franchise first (quake 3, quake live, quake champions) and a sci-fi shooter second (Q2, Q4, quake wars) and whatever Quake 1 SP is comes in distant 3rd place. So the realistic answer is they will probably keep making MP-only quake games, and have doom be their single player FPS franchise. 
 
A quake that was more moody, industrial/ambient, with horror/lovecraftian and dark fantasy aesthetics would feel pretty distinct. In terms of gameplay, it seems like Quake has fewer monsters and they are more threatening, and the player's power curve doesn't go as high. It could borrow a bit from Dead Space and Dark Souls, games where each enemy matters (though it should still be a true shooter, unlike those.) Quake also seems to be more about paying attention the the environment and solving the "level as a puzzle." The levels also feel more like they are trying to kill your rather than being a fun playground for shooting and jumping.

I know you're a fan of the Wind Tunnels, but all of this is exactly why the Pain Maze is my favourite ID1 map. It's like a tactical puzzle box that you can unlock in multiple different ways, and has huge replayability, but yet never overloads you - the important thing is that it's something you *can* solve. And then solve again, but a different way. That's the kind of feel I'd like in a hypothetical Q1 reboot. 
 
If they could make Quake 4 based on Doom3 engine... Let's take Doom Eternal engine and make new Quake! 
We Have New Content 
Looks like Underdark Overbright and Copper have been added to the Re-Release.

See announcement 
MH 
I'm porting your MD5 code to Retroquad, but I have a few questions:

In R_MD5DrawModel, why do this:
md5header_t *hdr = (md5header_t *)currententity->model->cache.data;
Instead of this?
md5header_t *hdr = (md5header_t *)Mod_Extradata (currententity->model); 
#230 
...because I didn't send MD5 models through the Cache_Alloc system.

Note that this is the same way as Software Quake handles sprite models as well; they're not Cache_Alloc'ed so R_DrawSprite retrieves the data by directly accessing currententity->model->cache.data:

void R_DrawSprite (void)
{
int i;
msprite_t *psprite;
vec3_t tvec;
float dot, angle, sr, cr;

psprite = currententity->model->cache.data;

r_spritedesc.pspriteframe = R_GetSpriteframe (psprite);


To be honest, a modern engine should be getting rid of the Cache_Alloc system anyway; that was just complexity and overhead to get Quake running on MS-DOS with 8 MB of RAM and no virtual memory. 
MH 
Thanks a lot, I got it fully working.

There are a couple issues with the vertex normals, though. While they're not very noticeable with the standard MDL lighting, they look really bad with chiaroscuro lighting: screenshots.

Not only are the normals split (not smoothed) between the back and the front of the models, it also seems that the angles of the normals are wrong, because the angle of the lighting isn't coming from the camera as it should.

I've confirmed that in the KEX engine the normals are properly smoothed between the front and the back of the models. The only thing I can't confirm in it are the angles, since the KEX engine doesn't feature chiaroscuro lighting.

Any idea how to fix these? 
 
The MD5 files don't store normals so you need to recalculate them yourself. I grabbed the normal code from ID's original modelgen.c to do this: https://github.com/id-Software/Quake-Tools/blob/master/qutils/MODELGEN/MODELGEN.C#L768 - on the basis that if it was going to be wrong, it may as well be at least consistent. It's entirely possible that I made a mistake, as I verified by eyeballing a comparison between shading on the MD5 file vs shading on the origjnal MDL, checking that the angles all looked correct (using an all-white (actually all-grey) texture to do so). But if there are cases where it doesn't work right, or where my verification approach missed something, I wouldn't be surprised, and it could probably stand to be rewritten. 
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