Faceman2000 Posted May 31, 2022 Another addon is live! This one also uses Honey and has its own soundtrack: 9 Quote Share this post Link to post
Kyle07 Posted June 1, 2022 I think you mean Chopper instead Honey. Nice seeing another add-on release for Quake I. :D I will have to play the second Mission Pack next. After all the official expansions, I would play the community add-ons. Nice to see that even a 1997 mod "Beyond Belief" is probably coming to the add-on system. It does not happen often, that such old mods get released in these (Doom and Quake) remasters. 0 Quote Share this post Link to post
irukanjji Posted June 3, 2022 (edited) Quote I think you mean Chopper instead Honey Its not Honey neither Chopper, its Copper Edited June 5, 2022 by irukanjji update info 0 Quote Share this post Link to post
boris Posted June 3, 2022 3 hours ago, irukanjji said: Its not Honey neither Chopper , its Cooper You mean Copper? 2 Quote Share this post Link to post
Kinsie Posted August 18, 2022 The Quake remaster has updated with a new fan-mod (Rubicon 2), AND the return of Threewave Capture the Flag! 6 Quote Share this post Link to post
Reviver Posted August 20, 2022 (edited) I tested this in other browsers and noticed that the link from Twitter would not always function properly: I'm providing a plain text/hyperlink for those browsers' users: https://twitter.com/LevelDoom/status/1560966318861565955?cxt=HHwWhoC-4Zem1akrAAAA Edited August 20, 2022 by Reviver The link does not appear in other certain browsers properly: plain text link/hyperlink provided for other browsers' consideration. 0 Quote Share this post Link to post
Kyle07 Posted August 22, 2022 Very nice update! I was eager to play some Quake CTF in general recently, so this update comes really handy. I played CTF for the very first time in Jedi Knight II and it was fun. But one thing I recognized in general: The mission pack #2 Dissolution of Eternity has only one multiplayer map, which is a CTF map. The official remaster has bot support for this CTF map, but no CTF mode. This did not change with the inclusion of the Threewave CTF mod. I'm a newbie in Quake, as I play it now this year for the very first time. Why is it that there is no CTF mode? Was it forgotten? I wonder that this did not change with the inclusion of the Threewave CTF mod. How was the original release of the mission pack #2 Dissolution of Eternity in 1997? Was it also this empty multiplayer map, which required seperat download of a CTF mod, in order to be able to play it? Or is even QuakeWorld a reason, why there is no mode included? Anyway, very nice updates for Quake! :) I only missed on the Steam news a sentence about the file size of the update. I was downloading the update for the Switch with my limited mobile internet. But checking now my data volume, it seems it was not even 1 GB big. I hope that Quake 1 will still be updated nicely. Maybe not only with major updates, I know that resources are money. But some love for Quake like for the DOOM unity versions would be great. I was a little bit sad that no Quake 2 remaster was announced. But only a little! The PC version with its source ports are still great. And as far as I think I have heard, the Quake 1 remaster took around 2 years to develop? So no wonder that there is no Quake 2 remaster after 1 year. We will see what is in Nightdive Studio's pipeline. 0 Quote Share this post Link to post
Kinsie Posted August 22, 2022 35 minutes ago, Kyle07 said: Very nice update! I was eager to play some Quake CTF in general recently, so this update comes really handy. I played CTF for the very first time in Jedi Knight II and it was fun. But one thing I recognized in general: The mission pack #2 Dissolution of Eternity has only one multiplayer map, which is a CTF map. The official remaster has bot support for this CTF map, but no CTF mode. This did not change with the inclusion of the Threewave CTF mod. I'm a newbie in Quake, as I play it now this year for the very first time. Why is it that there is no CTF mode? Was it forgotten? I wonder that this did not change with the inclusion of the Threewave CTF mod. How was the original release of the mission pack #2 Dissolution of Eternity in 1997? Was it also this empty multiplayer map, which required seperat download of a CTF mod, in order to be able to play it? Or is even QuakeWorld a reason, why there is no mode included? The officially-supported CTF is a seperate mod from Dissolution. The original release incorporated parts of the Threewave CTF mod, and presumably bits would be have to be ported over (like the new team select menu) for it to work properly. 0 Quote Share this post Link to post
sponge Posted August 22, 2022 (edited) Basically, that CTF map isn't very good, it was included more for completeness sake in the original game, it still worked as a DM map. We ended up having more maps than we were expecting, so didn't think it was worth it to update that map. Dissolution of Eternity contained a CTF mode based on Threewave (that's where the hook model comes from since we couldn't get the rights to the morningstar model) however it was not played very much. We didn't bother supporting Dissolution's CTF mode in the initial release due to time constraints and general quality reasons-- 3W was always much more popular. Edited August 22, 2022 by sponge 0 Quote Share this post Link to post
Kyle07 Posted August 26, 2022 Thanks for those explanations. :) Thanks for all the efforts, which went in this remaster, I enjoy Quake a lot on PC and Switch. I think I will try then to find somewhen a CTF bot mod (maybe obviously Threewave) with the original Dissolution on PC, just to see how it plays. 1 Quote Share this post Link to post
Reviver Posted August 28, 2022 Am I in the minority of Quake Remastered players who learned how to play custom .bsp maps through the Steam network services? Am I also contrary to what's popular because I want to Deathmatch players using my and their custom level choices through Steam online play? I wanted to avoid asking such questions, but I'm having a more difficult time locating ready-and-willing custom map players who want to use Steam network services to host Deathmatch sessions. I've even begun searching the internet for forums and Discord servers that might have players with intent to use custom maps via Steam connections. I don't mean to sound like I'm complaining and would gladly re-supply my Steam Friend Code to those like-minded individuals wishing to use custom .bsp creations in Steam Multiplayer. 0 Quote Share this post Link to post
Edward850 Posted August 28, 2022 You keep using the phrase "steam network services", what exactly are you talking about? 0 Quote Share this post Link to post
Reviver Posted August 29, 2022 5 hours ago, Edward850 said: You keep using the phrase "steam network services", what exactly are you talking about? When I say "services" I am mentioning it based on this term in computer networking: A responsibility to an Operating System that is assumed by an application or cohesive team of unique applications. An example would be how the applications responsible for Ethernet connections enable one to utilize an Intranet and the Internet -- these applications provide a service that is extraordinary and is considered vital in the functioning of a Network Operating System. Network Operating Systems rely upon Steam to facilitate connections and hardware communication between two or users during a multiplayer game, using various applications working in harmony to provide a series of related services so that one may use local/multiplayer game modes. The service is these group of applications issuing a service to gamers is a responsibility the Network Operating System performs. 0 Quote Share this post Link to post
sponge Posted August 29, 2022 We don't use Steam connections or Steam network services, so it's just weird the way you keep saying it that way. But no, I don't think there are a ton of people interested in custom content on the remaster, they'll more likely just use existing QuakeWorld clients. 2 Quote Share this post Link to post
Edward850 Posted August 29, 2022 (edited) 59 minutes ago, Reviver said: When I say "services" I am mentioning it based on this term in computer networking: A responsibility to an Operating System that is assumed by an application or cohesive team of unique applications. An example would be how the applications responsible for Ethernet connections enable one to utilize an Intranet and the Internet -- these applications provide a service that is extraordinary and is considered vital in the functioning of a Network Operating System. Network Operating Systems rely upon Steam to facilitate connections and hardware communication between two or users during a multiplayer game, using various applications working in harmony to provide a series of related services so that one may use local/multiplayer game modes. The service is these group of applications issuing a service to gamers is a responsibility the Network Operating System performs. Okay, uhh, you seem to have picked up on a lot of buzz words that don't actually mean anything (a Network Operating System is not what you think it is). What you said is borderline gibberish, but I'll decode what I can. 1) We aren't using Steam for multiplayer, obviously being a crossplay game we need to use a crossplatform service that we can run on all platforms. In this case, Playfab. 2) The service is actually meaningless. Quake runs the same way regardless of the service driving the packet data, it doesn't actually care how it's pushing data. Mentioning the service explicitly is rather redundant for this reason, as the service equally doesn't care what Quake is, it just pushes network traffic. 3) Loading user levels in network games is as old as Quake itself (or at least as old as Quake mapping is), so it's not really anything unique to crossplay. However doing it over crossplay is somewhat of a disruptive experience in public games as maps can't be automatically downloaded (or downloaded at all if you're on a console) so people tend not to do that in public games. It has been happening a lot already, though, and for awhile is how people have been playing CTF until Threewave came out officially. You just didn't see it usually as custom game modes are automatically turned into private games on the master server, for much the same reason. Edited August 29, 2022 by Edward850 4 Quote Share this post Link to post
Reviver Posted August 29, 2022 (edited) . . . . I appreciate you responding and clearing up a different perspective towards usage of the Steam application platform, but I feel as a bonus I want to clarify something minor in a response: "Okay, uhh, you seem to have picked up on a lot of buzz words that don't actually mean anything (a Network Operating System is not what you think it is). What you said is borderline gibberish, but I'll decode what I can." https://www.techtarget.com/searchnetworking/definition/network-operating-system A network operating system (NOS) is a computer operating system (OS) that is designed primarily to support workstations, personal computers and, in some instances, older terminals that are connected on a local area network (LAN). The software behind a NOS allows multiple devices within a network to communicate and share resources with each other.[. . . .] [. . . .]Due to earlier versions of basic operating systems not being designed for network use, network operating systems emerged as a solution for single-user computers.[. . . .] [. . . .]There are two basic types of network operating systems, the peer-to-peer NOS and the client/server NOS:[. . .] [. . . .]Peer-to-peer network operating systems allow users to share network resources saved in a common, accessible network location. In this architecture, all devices are treated equally in terms of functionality. Peer-to-peer usually works best for small to medium LANs and is cheaper to set up.[. . . .] [. . . .]Client/server network operating systems provide users with access to resources through a server. In this architecture, all functions and applications are unified under one file server that can be used to execute individual client actions regardless of physical location. Client/server tends to be most expensive to implement and requires a large amount of technical maintenance. An advantage to the client/server model is that the network is controlled centrally, makes changes or additions to technology easier to incorporate.[. . . .] I'm just going to source this website which includes the definition of what was previously stated as the proper meaning of a Network Operating System along with another definition that would seem to hold value as something not used as a buzzword. The article is not very long to read, and goes into details and terms that would appear to be recognized as official terms in Information Technology/Computer Science fields. I'm not going to argue, or try to troll, or insist on being right in any way -- rather I let what is considered the objective truth speak for itself and let others come to their own conclusions. Edited August 29, 2022 by Reviver Minor mistake in a sentence. . . 0 Quote Share this post Link to post
Cantleylads Posted August 30, 2022 On 8/29/2022 at 10:17 AM, Reviver said: . . . . I appreciate you responding and clearing up a different perspective towards usage of the Steam application platform, but I feel as a bonus I want to clarify something minor in a response: "Okay, uhh, you seem to have picked up on a lot of buzz words that don't actually mean anything (a Network Operating System is not what you think it is). What you said is borderline gibberish, but I'll decode what I can." https://www.techtarget.com/searchnetworking/definition/network-operating-system A network operating system (NOS) is a computer operating system (OS) that is designed primarily to support workstations, personal computers and, in some instances, older terminals that are connected on a local area network (LAN). The software behind a NOS allows multiple devices within a network to communicate and share resources with each other.[. . . .] [. . . .]Due to earlier versions of basic operating systems not being designed for network use, network operating systems emerged as a solution for single-user computers.[. . . .] [. . . .]There are two basic types of network operating systems, the peer-to-peer NOS and the client/server NOS:[. . .] [. . . .]Peer-to-peer network operating systems allow users to share network resources saved in a common, accessible network location. In this architecture, all devices are treated equally in terms of functionality. Peer-to-peer usually works best for small to medium LANs and is cheaper to set up.[. . . .] [. . . .]Client/server network operating systems provide users with access to resources through a server. In this architecture, all functions and applications are unified under one file server that can be used to execute individual client actions regardless of physical location. Client/server tends to be most expensive to implement and requires a large amount of technical maintenance. An advantage to the client/server model is that the network is controlled centrally, makes changes or additions to technology easier to incorporate.[. . . .] I'm just going to source this website which includes the definition of what was previously stated as the proper meaning of a Network Operating System along with another definition that would seem to hold value as something not used as a buzzword. The article is not very long to read, and goes into details and terms that would appear to be recognized as official terms in Information Technology/Computer Science fields. I'm not going to argue, or try to troll, or insist on being right in any way -- rather I let what is considered the objective truth speak for itself and let others come to their own conclusions. Gotta bring it down to Earth, man. Even here. 0 Quote Share this post Link to post
Mr Masker Posted August 31, 2022 Bruh I just wanted to look at Quake Remastered not learn Matrix lore 9 Quote Share this post Link to post
Ozcar Posted September 10, 2022 On 8/29/2022 at 2:17 AM, Reviver said: . . . . I appreciate you responding and clearing up a different perspective towards usage of the Steam application platform, but I feel as a bonus I want to clarify something minor in a response: "Okay, uhh, you seem to have picked up on a lot of buzz words that don't actually mean anything (a Network Operating System is not what you think it is). What you said is borderline gibberish, but I'll decode what I can." https://www.techtarget.com/searchnetworking/definition/network-operating-system A network operating system (NOS) is a computer operating system (OS) that is designed primarily to support workstations, personal computers and, in some instances, older terminals that are connected on a local area network (LAN). The software behind a NOS allows multiple devices within a network to communicate and share resources with each other.[. . . .] [. . . .]Due to earlier versions of basic operating systems not being designed for network use, network operating systems emerged as a solution for single-user computers.[. . . .] [. . . .]There are two basic types of network operating systems, the peer-to-peer NOS and the client/server NOS:[. . .] [. . . .]Peer-to-peer network operating systems allow users to share network resources saved in a common, accessible network location. In this architecture, all devices are treated equally in terms of functionality. Peer-to-peer usually works best for small to medium LANs and is cheaper to set up.[. . . .] [. . . .]Client/server network operating systems provide users with access to resources through a server. In this architecture, all functions and applications are unified under one file server that can be used to execute individual client actions regardless of physical location. Client/server tends to be most expensive to implement and requires a large amount of technical maintenance. An advantage to the client/server model is that the network is controlled centrally, makes changes or additions to technology easier to incorporate.[. . . .] I'm just going to source this website which includes the definition of what was previously stated as the proper meaning of a Network Operating System along with another definition that would seem to hold value as something not used as a buzzword. The article is not very long to read, and goes into details and terms that would appear to be recognized as official terms in Information Technology/Computer Science fields. I'm not going to argue, or try to troll, or insist on being right in any way -- rather I let what is considered the objective truth speak for itself and let others come to their own conclusions. Did you speak entire of quake lore? 1 Quote Share this post Link to post
Ozcar Posted September 10, 2022 Also its me or quake remastered movement feel diferent compared to another source port aka vquake? 0 Quote Share this post Link to post
Kinsie Posted September 10, 2022 24 minutes ago, Ozcar said: Also its me or quake remastered movement feel diferent compared to another source port aka vquake? I believe the movement/physics are the same as the original single player NetQuake, but input handling is slightly different due to it being handled by the KEX side of things so some obscure weird speedrunny things might feel a little off. 0 Quote Share this post Link to post
heliumlamb Posted September 10, 2022 32 minutes ago, Ozcar said: Also its me or quake remastered movement feel diferent compared to another source port aka vquake? it feels noticeably off, anything that involves circle jumping requires more effort to get to the same speed. air strafing feels very different, you seem to go go a little bit more in the the direction of the strafe key, instead of trajectory+mouse. because of this i can say that without question bunnyhopping in CSGO feels closer to bhopping in quake, than kexquake does to netquake/quakeworld/cpma/goldsrc and any other game that has that movement quirk. it doesn't feel unlike quake but it doesn't feel exactly like quake either. i got it recently for dimensions of the machine + expansions but i am now wondering this: is a gtx 970 a known potato mode gpu for this? seem to get unpleasant frame drops when there's more than 5 or so models onscreen. noticed it in a botmatch and when trying to see how it handles czg03 out of curiosity. i can understand so, as we are far removed from true pentium computability. this hasn't been mentioned in the thread yet but it's "cl_sensitivity" now, no longer "sensitivity". took me at least a week to figure that out. values are the same. 1 Quote Share this post Link to post
Edward850 Posted September 10, 2022 (edited) 1 hour ago, Kinsie said: I believe the movement/physics are the same as the original single player NetQuake, but input handling is slightly different due to it being handled by the KEX side of things so some obscure weird speedrunny things might feel a little off. Input handling is ultimately the same, it runs through kex first but only as an intermediate for handling the input queue, all this ends up into Quake's same old frame command builder. People insist some things are different but this ranges from placebo, and usually from people who don't understand that vanilla Quake and QuakeWorld had two very different player movement models, or people who are too used to movement bobbing which is disabled by default now and think it somehow effects movement (it does not), to "I can't do this one very specific trick that required sub pixel perfect movement", for which is too precise of a complaint to gleam anything of worth. About the only thing that is different is we hard cap the player at 60hz to prevent movement anomalies from occurring (such as players being crushed by lifts they are simply standing on), where other source ports allow this to reach 72hz. Edited September 10, 2022 by Edward850 4 Quote Share this post Link to post
heliumlamb Posted September 10, 2022 3 minutes ago, Edward850 said: About the only thing that is different is we hard cap the player at 60hz to prevent movement anomalies from occurring (such as players being crushed by lifts they are simply standing on), where other source ports allow this to reach 72hz. that's probably what's causing the almost placebo effect of physics discrepancies, as i think physics were client framerate dependent for at least the vanilla idtech 2's and 3? another example would be jump height in idtech 3, higher at 125, lower at 60. quake 2 also has a bizzare framerate dependent vortex towards the origin of the map, to mention a few. 72 in quake 1 is the limit before things get broken and lifts get violent, and i think it also affects the acceleration gained through circle strafing and air strafing. thank you! 1 Quote Share this post Link to post
Kyle07 Posted September 23, 2022 On 9/10/2022 at 8:42 AM, Edward850 said: People insist some things are different but this ranges from placebo, and usually from people who don't understand that vanilla Quake and QuakeWorld had two very different player movement models, or people who are too used to movement bobbing which is disabled by default now and think it somehow effects movement (it does not), to "I can't do this one very specific trick that required sub pixel perfect movement", for which is too precise of a complaint to gleam anything of worth. About the only thing that is different is we hard cap the player at 60hz to prevent movement anomalies from occurring (such as players being crushed by lifts they are simply standing on), where other source ports allow this to reach 72hz. As a newbie I would like to know why people remember more the QuakeWorld movement. Of course, if you play online nowadays with a source port, it should be QuakeWorld's movement. But QuakeWorld was released after the initial Quake. Does no one remember anymore the original Quake or why did that happen? Did QuakeWorld at some point replace the original release as a sort of patch or was QuakeWorld from the beginning a seperate client / executable? I remember games like Jedi Knight II and Jedi Academy had also different executables and different physics / movement. I just wonder why "everyone" is so used to the QuakeWorld movement. But maybe we are talking here about multiplayer only experience only instead considering the singleplayer experience as well and this would explain something. 0 Quote Share this post Link to post
Edward850 Posted September 23, 2022 (edited) QuakeWorld sort of became the default way to play multiplayer, and it's movement quirks are shared by Quake2 and 3, and even in some capacity made it to Doom3, Rage and even Half-Life 2. So it's not even just QuakeWorld, but also the effect of assuming how Quake worked simply by everything else that came after it. I suspect there's a lot of people whose first time actually playing Quake has been this port. Edited September 23, 2022 by Edward850 1 Quote Share this post Link to post
Dweller Dark Posted September 29, 2022 (edited) Does anyone know what today's Quake update is for? There isn't a changelog for it yet, so I have no clue myself. EDIT: It was apparently to include Beyond Belief as a new addon. Edited September 29, 2022 by Eddie 2077 Added info 0 Quote Share this post Link to post
Kinsie Posted September 29, 2022 (edited) Here's That Tweet, with an interview with That Worch. EDIT: Update 4.1 patch notes. Improved handling of the Accessibility stuff plus some minor bugfixes. Edited September 29, 2022 by Kinsie 8 Quote Share this post Link to post
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