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Quake Remastered


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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 by luke11685

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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.

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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.

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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.

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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 by Edward850

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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.

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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 by Edward850

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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.

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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 by Edward850

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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"?

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37 minutes ago, Old-Doomguy said:

Where do I check "allow direct connections"?

Multiplayer options.

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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.

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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.

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  • 2 weeks later...

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?

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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 by Kinsie

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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.

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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!

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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? 

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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.

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Mine's a later edition - the OLED - and as Kinsie said, the sound is delayed from launch, noticeable even just navigating the menus.

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  • 4 weeks later...

 

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.

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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.

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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.

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  • 3 weeks later...
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.

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  • 4 weeks later...

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