Wavy Posted February 9, 2022 (edited) Bit of a bump, but Underdark, Overbright and Copper have both been added as official add-ons. Edited February 9, 2022 by Wavy 8 Quote Share this post Link to post
luke11685 Posted February 9, 2022 (edited) Would it be classic remake/reboot of Quake series or rather "odgrzany kotlet" which means "heated up porkchop".? If you know guys and gals what I mean right now. Or rather another sequel? Edited February 9, 2022 by luke11685 0 Quote Share this post Link to post
AmethystViper Posted February 15, 2022 Apparently some people on GOG forums that the GOG staff have lied about Quake enhanced coming over there since last month and they never got in touch with Bethesda at all regarding the situation of the game's enhanced not ever coming. 1 Quote Share this post Link to post
adamastor Posted February 15, 2022 That's a bummer. Still, Quake KEX on Steam requires you (or at least bullies you around a little) to get online and have a Bethesda account, which is something the nice folks at GOG don't agree with much. 1 Quote Share this post Link to post
Gez Posted February 15, 2022 The fact that the Doom remaster never made its way to GOG was proof enough that the Quake remaster would never make its way to GOG either. The Doom 64 remaster also never made its way to GOG. Also not on GOG: Skyrim, Fallout 4, Fallout 76, Doom 2016, Doom Eternal. They do have relatively recent titles from Arkane, MachineGames, and Tango; but nothing from id or BGS has been put on GOG since the BethesdaNet launcher was unleashed upon an unsuspecting world. 4 Quote Share this post Link to post
Edward850 Posted February 15, 2022 (edited) 10 hours ago, Mr. Kong said: That's a bummer. Still, Quake KEX on Steam requires you (or at least bullies you around a little) to get online and have a Bethesda account, which is something the nice folks at GOG don't agree with much. GOG doesn't have any problem with having accounts for online play, GOG Galaxy is already objectively this. However their systems are very undercooked. For example, with Turok2 we are blocked from updating it with crossplay with the Switch and PS4 (and Steam in beta) because GOG doesn't have an OpenID service, preventing us from setting up a secure login with PlayFab. (FYI no I can't talk about Quake and GOG.) Edited February 15, 2022 by Edward850 4 Quote Share this post Link to post
hfc2x Posted February 17, 2022 On 2/15/2022 at 4:20 PM, Edward850 said: For example, with Turok2 we are blocked from updating it with crossplay with the Switch and PS4 (and Steam in beta) because GOG doesn't have an OpenID service, preventing us from setting up a secure login with PlayFab. Well, this explains why most games (particularly fighting games) don't support crossplay with the Steam versions. 0 Quote Share this post Link to post
Sonikkumania Posted February 18, 2022 Played it, enjoyed it, but I'm suffering from lag while playing deathmatch or co-op. 0 Quote Share this post Link to post
Edward850 Posted February 18, 2022 (edited) 28 minutes ago, Sonikkumania said: Played it, enjoyed it, but I'm suffering from lag while playing deathmatch or co-op. The connection quality is based on the connection between you and the host player. Join a player closer to you, and with more reliable internet. Edited February 18, 2022 by Edward850 0 Quote Share this post Link to post
Sonikkumania Posted February 19, 2022 On 2/18/2022 at 9:19 AM, Edward850 said: The connection quality is based on the connection between you and the host player. Join a player closer to you, and with more reliable internet. I'm playing with my friend who lives like 50 km from my location and he's an active live streamer so his connection shouldn't be an issue. 0 Quote Share this post Link to post
Edward850 Posted February 19, 2022 (edited) And who created the lobby? Him or you? Whoever creates the lobby is the host, they need a decent available upstream. Also if you are running the PC version, make sure you keep "Allow Direct Connections" enabled for both players to ensure there's minimal hops the connection needs to jump through (this is permanently disabled on consoles, where all connections are tunneled through Playfab for security). Also never use WiFi. Though that applies to all games. Edited February 19, 2022 by Edward850 0 Quote Share this post Link to post
Old-Doomguy Posted February 19, 2022 14 minutes ago, Edward850 said: And who created the lobby? Him or you? Whoever creates the lobby is the host, they need a decent available upstream. Also if you are running the PC version, make sure you keep "Allow Direct Connections" enabled for both players to ensure there's minimal hops the connection needs to jump through (this is permanently disabled on consoles, where all connections are tunneled through Playfab for security). Also never use WiFi. Though that applies to all games. I have some difficulties with lag. I have a 100/100 broadband and a wired connection to my PC. Where do I check "allow direct connections"? 0 Quote Share this post Link to post
Edward850 Posted February 19, 2022 37 minutes ago, Old-Doomguy said: Where do I check "allow direct connections"? Multiplayer options. 0 Quote Share this post Link to post
Azuris Posted February 19, 2022 On 2/15/2022 at 8:20 PM, Edward850 said: GOG doesn't have any problem with having accounts for online play, GOG Galaxy is already objectively this. However their systems are very undercooked. For example, with Turok2 we are blocked from updating it with crossplay with the Switch and PS4 (and Steam in beta) because GOG doesn't have an OpenID service, preventing us from setting up a secure login with PlayFab. (FYI no I can't talk about Quake and GOG.) Do you know if this is a political Thing within Gog or just a "hasn't developed yet because of Reasons/Ressources"? Because it seems a bit Paradox for me, that this isn't possible. On one Site they allow to connect to other Services as Steam, also have got a bit of a Shitstorm for allowing Account based online Stuff and on the other they hinder Crossplay because the Lack of some Implementations. 0 Quote Share this post Link to post
Edward850 Posted February 19, 2022 6 hours ago, Azuris said: Do you know if this is a political Thing within Gog or just a "hasn't developed yet because of Reasons/Ressources"? I couldn't say for sure. I even wonder if they don't understand the problem. 1 Quote Share this post Link to post
durian Posted February 28, 2022 Okay, I recently just picked this up on the Switch - outstanding work, Nightdive! Absolutely loving it. One question though: there seems to be around a half-second delay on all sound effects. Is it just me? Is there a setting I can tweak to fix this? 0 Quote Share this post Link to post
Kinsie Posted February 28, 2022 (edited) 1 hour ago, durian said: Okay, I recently just picked this up on the Switch - outstanding work, Nightdive! Absolutely loving it. One question though: there seems to be around a half-second delay on all sound effects. Is it just me? Is there a setting I can tweak to fix this? Huh, I seem to be getting the same thing. https://streamable.com/1ikwy3 Issue was also present in portable mode, so this isn't just some A/V setup lag thing. Actually, I think it might have been a little worse in portable mode? Edited February 28, 2022 by Kinsie 1 Quote Share this post Link to post
durian Posted February 28, 2022 ^Many thanks for confirming that it's not just me! 0 Quote Share this post Link to post
Edward850 Posted February 28, 2022 I'm not sure what's going on with the Switch's audio processing that adds so much more delay, but I've addressed that internally by reducing Quake's mixers time slice. It may not be be perfect but it'll be much better than what it is now. 1 Quote Share this post Link to post
durian Posted February 28, 2022 23 minutes ago, Edward850 said: I'm not sure what's going on with the Switch's audio processing that adds so much more delay, but I've addressed that internally by reducing Quake's mixers time slice. It may not be be perfect but it'll be much better than what it is now. Nice one - looking forward to the update! 0 Quote Share this post Link to post
hfc2x Posted March 1, 2022 What are you guys doing for this to trigger? I can't even get anything similar to happen at all in either docked or portable mode. No matter what settings I try sound plays normally as it should. Maybe it's console revision differences? Are you experiencing this on a launch edition Switch, or a later revision? 0 Quote Share this post Link to post
Kinsie Posted March 1, 2022 50 minutes ago, hfc2x said: What are you guys doing for this to trigger? I can't even get anything similar to happen at all in either docked or portable mode. No matter what settings I try sound plays normally as it should. Maybe it's console revision differences? Are you experiencing this on a launch edition Switch, or a later revision? Launch-era standard Switch from before they did the battery-life extension revision (HAC-001). I don't have to do anything to get this to happen, just boot the game up and play. 0 Quote Share this post Link to post
durian Posted March 1, 2022 Mine's a later edition - the OLED - and as Kinsie said, the sound is delayed from launch, noticeable even just navigating the menus. 0 Quote Share this post Link to post
Kinsie Posted March 29, 2022 This updated version adds a start map, swaps around the level order for better difficulty progression, slips in Witch House Mixtape (an unrelated 2021 map by the same author) because he felt like it'd fit, and wraps it up with a brand new level as the grand finale. 14 Quote Share this post Link to post
Faceman2000 Posted March 29, 2022 I recently learned you can do coop on the addons but starting a coop level and then using the console to warp to the addon using the command “game” followed by the internal name of the addon - “q64” in Quake 64’s case and “honey” in the case of, well, Honey. Is there an easy way to find the internal names for the other addons too? A couple of my friends and I would like to do a coop run of these. 0 Quote Share this post Link to post
Kinsie Posted March 30, 2022 15 hours ago, Faceman2000 said: I recently learned you can do coop on the addons but starting a coop level and then using the console to warp to the addon using the command “game” followed by the internal name of the addon - “q64” in Quake 64’s case and “honey” in the case of, well, Honey. Is there an easy way to find the internal names for the other addons too? A couple of my friends and I would like to do a coop run of these. Your downloaded add-ons are saved into C:\Users\Your Windows Username\Saved Games\Nightdive Studios\Quake. You should be able to figure things out from there. 1 Quote Share this post Link to post
Faceman2000 Posted April 20, 2022 There’s a new update with bugfixes and three new Horde mode maps. https://beth.games/3Onip7i 8 Quote Share this post Link to post
Kinsie Posted April 20, 2022 23 minutes ago, Faceman2000 said: There’s a new update with bugfixes and three new Horde mode maps. https://beth.games/3Onip7i In addition, the remaster's QuakeC code has been GPLed for modders, and some improvements have been made for mods and modding - the biggest of which is that there's now a way for entities to use bot pathfinding nodes to navigate the level. 10 Quote Share this post Link to post
Murdoch Posted May 17, 2022 10 hours ago, Kinsie said: Stuff Neat. I recall that episode fondly. 0 Quote Share this post Link to post
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