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Quake Remastered


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39 minutes ago, Kyle07 said:

There is a Q64 mod on moddb.com. It was released after the Quake remaster, but it is stated that the work on the mod began way earlier then the release of the remaster: https://www.moddb.com/mods/quake-64-for-pc

Let me guess, this is related to the even earlier Quake 64 Ultra mod? I remember spending a lot of time looking for an active back-up download link since forever back then, to no result.

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2 hours ago, Kyle07 said:

Another question: I connected yesterday my Nintendo Switch Pro Controller with my PC and recognized that the remaster on PC does not support Gyro Aim. Is there any way that this could be added to the remaster via an update? It would be nice to have dualshock 4, dualsense and Switch Pro supported.

Native gyro on PC is in Kex4, but was only added later (it's in Powerslave). I don't think we can backport it, no.

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18 hours ago, Kyle07 said:

Is there any way that this could be added to the remaster via an update? It would be nice to have dualshock 4, dualsense and Switch Pro supported.

You're going to have to rely on something like Steam Input and set the gyroscope to act like a mouse. It's not the best solution because unless you assign the gyroscope to to a dedicated toggle button, the mouse will be on all the time, even in menus. It's a bit messy, but it should get the job done.

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On 11/7/2022 at 3:37 PM, DoomGater said:

Proton or Wine are just helpful workarounds. Like a crutch for a broken leg.It works, but is not the real thing.
I as a Linux gamer simply don't care who has to order a port. Fact is, as long as there is none, they don't get my money.

 

On 11/9/2022 at 5:03 PM, DoomGater said:

 

Aquisition of compatibility -or -portability-  is one thing. Adding more and more layers of abstraction
and virtualizations, adding just another box to the box-in-a-box and sell this as a benefit is another matter, which I disrespect.

 

I almost can't believe you used the term "Linux gamer" and bashed compatibility layers at the same time without a shed of irony. To me personally, rather interesting to witness, considering it should be a known fact that gaming is a multi-billion dollar industry that targets Windows end users pretty much exclusively. Linux as a gaming platform has always been considered (when at all), an afterthought. You and me as Linux users should know very well that if we want to not use Windows and still be able to play our favorite games, compatibility layers are a must because we simply aren't the target audience to begin with.

 

And I don't know why you would even have a problem with this Quake release not having a native executable, considering it runs perfectly fine on the Steam Deck anyways (which runs on a fork of Debian). I mean, unless you're under the impression that Proton adds significant overhead? Because it doesn't. Unless your concerns are about Steam DRM, but unless you're a PureOS user, why would you care?

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15 minutes ago, taufan99 said:

How do I access Horde Mode exactly? All these news and I still don't know the steps.

It's in the Multiplayer menu. You have to go to game settings, and change the mode to horde.

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On 11/25/2022 at 1:26 PM, Edward850 said:

Native gyro on PC is in Kex4, but was only added later (it's in Powerslave). I don't think we can backport it, no.

Ah okay, thanks for the information. Good to know that Powerslave has it natively.

Could have been that its already in the code, because I thought it is easy to setup if the Nintendo Switch has already the Gyro-Aim.

But understandable that backporting is too much to ask.

 

On 11/26/2022 at 5:23 AM, Agent Slacker said:

You're going to have to rely on something like Steam Input and set the gyroscope to act like a mouse. It's not the best solution because unless you assign the gyroscope to to a dedicated toggle button, the mouse will be on all the time, even in menus. It's a bit messy, but it should get the job done.

I'm currently discovering this function. Thank you for recommending it!

I played DOOM 2016 with this, were the Switch Pro Controller uses the mouse via gyroscope. It played awesome! The sensitivity was to high, but I was able to reduce it.

 

Since last week I have a PS5 controller on PC and DOOM 2016 plays even great without adjusting any setting.

 

I also now discovered thanks to you, that assigning the mouse to the gyroscope is quite awesome. I miss nothing. Playing Quake I with the PS5 controller feels like the Switch Pro Controller on the Switch. Even Age of Empires can be played with the PS5 controller. xD Its awesome. :)

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15 minutes ago, Kyle07 said:

Could have been that its already in the code, because I thought it is easy to setup if the Nintendo Switch has already the Gyro-Aim.

But understandable that backporting is too much to ask.

You're not far off. Kex itself obviously has gyro for the Switch and Playstation so the input support is already there. Because we froze Quake1's Kex4 version for its launch we would have to bring more over than just the gyro updates.

To add it for PC required updating SDL2 to expose the HID gamepad functions but also had to include a spec update in Kex itself as to allow for different gamepads to report gyro functionality. On PS4/5 and Switch all controllers have gyro* so the check used to be per platform, but on PC we actually need to check this on a case-by-case basis because you can have a mix of different controllers even at the same time (i.e splitscreen).

 

*Yes even third-party controllers that physically don't, the SDKs still report a gyro. And the Switch makes it weirder because third-party joycons may not have a gyro, but the Switch unit itself does (which we use in handheld mode).

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Thank you for the interesting in-depth explanation. :)

I have to say, with Steam mapping the mouse to the gyroscope, its a good workaround. Better than no gyroscope support at all.

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1 hour ago, DoomGater said:

I don't know Amazing Prime Gaming or the Epic Games Store. I guess, this is a DRM'ed version, right?

I'm getting a hold of it the Epic Games version of Quake Remastered with the help of my older brother's Amazon Prime account. I'll see if this version is DRM'd or not...

 

Update: Apart from needing the Epic Games launcher for multiplayer and a Bethesda.net account to download the add-ons (if you haven't already downloaded and activate them), it is playable without needing the launcher and can be launched directly from the executable. Screw GOG for lying to customers about the remaster of Quake coming to their store, may as well make my Epic Games copy the "DRM-free" build.

Edited by AmethystViper

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The PCGamingWiki is listing which versions are DRM-free. Also the wiki has the source, where it was stated that Quake Enhanced could come to GOG. But since this source only mentions, that GOG will talk with the publisher, I do not see any lie.

 

https://www.gog.com/forum/quake_series/quake_enhanced_update/post1

 

Why its not just Bethesda's fault? Strangely they also released DOOM 64 two years later on GOG for no real reasons. Maybe Bethesda does only release for GOG with huge delay.

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I've been out of the loop for ages; but in any case always prefer DRM free versions, playing SP campaigns from the local machine with no internet connection.

 

So please can anyone tell me which of the modern source ports for Quake, that can be built and run natively* on Linux, can play the new/refurbished content, at least enough that they can be completed and there are no major bugs?

 

(*i.e., no WINE, no Steam, etc)

 

Thanks :)

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Thanks; I've heard a lot of good things about Ironwail, so will give it a go.

 

I understand it's forked off QS, but not QSS; does it include any functionality of QSS that isn't present in QS? Or more succinctly, are there any mods that QSS will run that IW won't?

Edited by Martin Howe

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Unfortunately I am a dough head that has only used Ironwail for testing custom maps, but I haven't gone that far into a deep dive to see what QS/QSS does better than IW does not.  I will leave this thread from Slipseer (they are probably actually the best to give insight onto what is broken by IW that QS/S would not).

https://www.slipseer.com/index.php?threads/what-source-port-do-you-recommended-to-play-the-quake.38/

Edited by vyruss
speelig, grammometry

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11 hours ago, Kyle07 said:

Why its not just Bethesda's fault? Strangely they also released DOOM 64 two years later on GOG for no real reasons. Maybe Bethesda does only release for GOG with huge delay.

Not to mention GOG brought the Unity ports of Doom I and II earlier this year as free updates to existing owners of The Ultimate Doom and Doom II + Final Doom release along with the store listing changes two years after Steam got them, but somebody also broke the original cheats input method via keyboad with the newer build of the Unity ports (the Steam version hasn't been affected since it didn't get the newer Unity 2020.3 build) and nobody — not the GOG staff despite being notified about this problem, and not the dev team of the Unity ports despite that I and many others on and off this site have been reporting this problem — ever patched the issue and some problems that has reported for months.

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Not related to the comments or conversation about QSS vs IW or anything in general, but...

 

HOLY CRAP GUYS THE LIMITEDRUNGAMES QUAKE BOX I ORDERED A LOOOONG TIME AGO FINALLY SHOWED UP!

 

I will never order anything from that outfit again, the price didn't feel right and the long delay with no explanation to shipping time extensions certainly left a bad taste in my mouth too...  The product is cute though!  I absolutely adore the steelbook case that the game software came in, reminds me of seeing the bargain-bin game my parents brought home after taking a sibling to an appointment - little did I realize how big an impact ol' Quake would have on me as a child.

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On lundi 5 décembre 2022 at 10:49 AM, Kyle07 said:

Why its not just Bethesda's fault? Strangely they also released DOOM 64 two years later on GOG for no real reasons. Maybe Bethesda does only release for GOG with huge delay.

Considering it took them 11 years to bring Skyrim to GOG...

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On 12/5/2022 at 10:18 PM, vyruss said:

Not related to the comments or conversation about QSS vs IW or anything in general, but...

 

HOLY CRAP GUYS THE LIMITEDRUNGAMES QUAKE BOX I ORDERED A LOOOONG TIME AGO FINALLY SHOWED UP!

 

I will never order anything from that outfit again, the price didn't feel right and the long delay with no explanation to shipping time extensions certainly left a bad taste in my mouth too...  The product is cute though!  I absolutely adore the steelbook case that the game software came in, reminds me of seeing the bargain-bin game my parents brought home after taking a sibling to an appointment - little did I realize how big an impact ol' Quake would have on me as a child.

 

It is because:

- They collect the Orders

- They order it
- It costs more because they order less than a big AAA Company
- Their Order is not the highest Priority for the Manufactor
- They have to pay the Copyright Holders

- It gets made somewhere in China

- It gets send to them over the Sea

- They send it to you (maybe also over the Sea again...)

 

I think the Price and Quality of their Stuff is ok, but it is truly something to pay for if you really like a Game or System.

Edited by Azuris

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Spoiler

image.png

I've been unable to download mods from a custom server, due to the Download button being "covered" by the extensive list of mods.

Spoiler

image.png

Rather curiously, Activate button for already available mods can still be clicked, but once a mod is activated, the Deactivate button remains unclickable, forcing you to close (and restart, should you just want to use another mod/disable the mod itself).

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4 minutes ago, Kyle07 said:

You can put third party mods into the addons section?

Yes, but you need to point out a custom server link first. (On the other side, whereas Immorpher's link works like a charm now, https://q1mods.xyz is currently inactive...)

Also, my problem has been solved with this binary patcher from jpiolho, one of the features putting the mod download/activation button in the middle. (WARNING: Those playing multiplayer mods may need to be wary, as this could be seen as cheating by the main server.)

 

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5 hours ago, taufan99 said:

Yes, but you need to point out a custom server link first.

Don't need to do that at all. Mods can be added to the list entirely offline without touching the server address.

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2 hours ago, Edward850 said:

Don't need to do that at all. Mods can be added to the list entirely offline without touching the server address.

Any way to get them detected by the Remaster, or is it an automatic process? I mostly have other mods for play on IronWail (or, in the special case of Quake Rally, QuakeSpasm-Spiked).

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It's not quite automatic, you have to add entries to the addons.json to reflect the additions. But the json doesn't care if the entry exists server side or not.

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oh neat, so I can get my own copy of Malice and...Shrak was it? on the addon list? Playing the various 'unofficial add-ons' in the official remaster sounds like a guilty pleasure

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