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Worth also reporting that the addons do seem to have been enhanced for this release, in particular, Terra; there is an interview with the author about how he refreshed it for the new release; so although they can mostly be got from QAddicted, if only for the readme files, the new versions are probably worth getting anyway.

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Speaking of Linux, I think it could have been distributed as AppImage for working on almost any distro where Vulkan is available.

vkQuake is distributed as AppImage and it works very well for that purpose.

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2 hours ago, bobbie424242 said:

Speaking of Linux, I think it could have been distributed as AppImage for working on almost any distro where Vulkan is available.

No amount of "appimage" will magically create a Linux client library for Playfab.

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Nice, congrats to the GOG release!

It is always nice to see, when GOG customers are not handled less than the other customers.

Edited by Kyle07

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Is is possible to do splitscreen and online at the same time? We’re trying to do deathmatch with three people on an XBOne and two on PC but can’t seem to add more than one player on the XBOne.

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9 minutes ago, Faceman2000 said:

Is is possible to do splitscreen and online at the same time? We’re trying to do deathmatch with three people on an XBOne and two on PC but can’t seem to add more than one player on the XBOne.

Unfortunately not. Being able to implement crossplay and get it approved across all platforms was a lot of work on its own, there was no time to sort out the logistics of networking splitscreen. I rather hacked the netcode in a way that it could either do splitscreen or online, but it had no idea how to do both as the node count was mismatched, and online play requires additional policy checks and account management for handling multiple local players that I didn't have time to implement in Kex itself with it's aging lobby system (we've been working with a system that Quasar originally wrote for Strife:VE, that wasn't even for Kex at the time).

Edited by Edward850

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I started Dimension of the Machine a couple of days ago out of curiosity, ended up not wanting to put it down. It was mostly excellent, with some stunning visuals that reminded me of Quake meets Half-Life meets Quake II meets Dark Souls, or something. I've never really followed the Quake community, are there any essential map sets out there I should be checking out?

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9 hours ago, Somniac said:

I started Dimension of the Machine a couple of days ago out of curiosity, ended up not wanting to put it down. It was mostly excellent, with some stunning visuals that reminded me of Quake meets Half-Life meets Quake II meets Dark Souls, or something. I've never really followed the Quake community, are there any essential map sets out there I should be checking out?

I'm sure someone will come in with a full list, but just off the top of my head I would suggest Arcane Dimensions. It's generally regarded as one of the best, and most impressive Quake map sets ever made. It really pushes Quake to it's limits.

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8 minutes ago, Jello said:

. It really pushes Quake to it's limits.

 

Especially ad_sepulcher - The Forgotten Sepulcher (Henrik Oresten/Simon OCallaghan) and  ad_tears    - Tears of the False God (Benoit Stordeur)

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  • 4 weeks later...

Does anyone know of a mod that replaces the tougher Dissolution of Eternity enemies’ models with their higher quality counterparts from the remaster? Like the multi-grenade Ogre and the green Spawn and so forth. I dug through the files in Slade trying to find what to replace to do so but couldn’t figure it out on my own.

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  • 3 months later...

Does anyone of a project that recreates Doom and Doom II maps in Quake?

 

I know of Arcane Dimensions' recreation of E1M1 and it looks amazing, so I was wondering if something similar had been done with the entirety of Classic Doom.

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14 hours ago, Rudolph said:

Does anyone of a project that recreates Doom and Doom II maps in Quake?

 

I know of Arcane Dimensions' recreation of E1M1 and it looks amazing, so I was wondering if something similar had been done with the entirety of Classic Doom.

 

I know it was been done in Quake 2, with Kmquake port by A.Soldier of Light

Edited by irukanjji
info upd

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Thank you, but just so we are clear, I am mostly interested in a mapset that reimagines the geometry of Classic Doom maps for Quake.

 

I would be curious to see how they play with Quake's vanilla assets.

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You could make reproductions of the maps in TrenchBroom pretty easily. I'm not familiar with a pre-made map pack. If you wanted to keep it purely Quake assets it would a simple process. You would need some Quake C for some of the level functionality I think, but most everything else you could place your brushes, slap on some Quake Textures and place your enemies. E1M1 would be very simple to get done. In fact now that I am talking about this I'm going to go make E1M1 in trench broom, I'll let you know how it goes.

 

Edit: so just playing with it a bit there are a couple of ways to do it. I started by exporting E1M1 from doombuilder to an wavefront obj, imported that into blender and exported it as a quake .map file. That will give you the base geometry to work off of, the only problem and why I don't like exporting map files from blender is that the bsp is shot to sunshine and it you won't be able to load it as is in either Quake remastered, Darkplaces or Vanilla. Either way though, that gives you a "model" of the map that you can load into trenchbroom and either try and clean up or just use as a reference. 

 

1539286346_Screenshot2023-04-23004007.png.8de3645bc2baf9c0f2ca142dea8b0456.png

1474178638_Screenshot2023-04-23004056.png.ebf5533d391b9e2877459681afb1a64b.png

Edited by HorseJockey

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I am trying to play Arcane Dimensions with Quake Remaster: the level selection map loads just fine, but when I select a map, I get stuck in the score screen, as clicking on the left mouse button only switches the camera angle. Did I do something wrong?

 

Also, is Abyss of Pandemonium a) compatible with the Remaster and b) worth checking out?

 

 

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10 hours ago, HorseJockey said:

Edit: so just playing with it a bit there are a couple of ways to do it. I started by exporting E1M1 from doombuilder to an wavefront obj, imported that into blender and exported it as a quake .map file. That will give you the base geometry to work off of, the only problem and why I don't like exporting map files from blender is that the bsp is shot to sunshine and it you won't be able to load it as is in either Quake remastered, Darkplaces or Vanilla. Either way though, that gives you a "model" of the map that you can load into trenchbroom and either try and clean up or just use as a reference. 

I think @printz once made a converter that creates Quake maps from Doom maps.

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Wow it is possible to convert doom maps to quake? Crazy. :)

 

I think I saw some times E1M1 and maybe more in Quake on YouTube. But not sure anymore.

 

There was/is a DOOM Quake Crossover mod, which recreates doom maps in a detailed manner for Quake in some sort of dimension crossover.

https://www.pcgamesn.com/quake/doom-mod-crossover

 

But I don't know what the progress is. The YT-channel of this person did upload something in this regard some months ago.

https://www.youtube.com/@DrugodTV

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I went poking around the old series of tubes after what Gez said and found a project called sectorcut that exports maps from id tech 1 and the jedi engine to quake map format, haven't played with it but it's pretty interesting.

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On 8/19/2021 at 10:58 PM, Chip said:

https://limitedrungames.com/collections/neo-frontpage/products/switch-limited-run-119-quake-deluxe-edition-1

image.png.6b1597030d6bf8fea9665bb5a90f211c.png

image.png.572b71dc43ff8e9df6106d67494c995f.png

 

Limited Run Games Ultimate Quake edition. 

 

The Collection includes:

  • Quake Deluxe Edition
  • Physical Quake game for Nintendo Switch
  • Official Nintendo Switch sized Quake SteelBook
  • 18x24" Double Sided Poster
  • Metal Quake Logo Keychain
  • Commemorative Metal Coin 
  • Deluxe PC-style Big Box
  • Quake Logo Shirt
  • Ring of Shadows
  • Enamel Pin
  • 3" Metal Shambler Figure
  • Motorized Rotating Quake Quad Damage Replica Statue
  • Numbered Certificate of Authenticity
  • Deluxe Nail Gun Ammo Outer Box

The box will cost $175.00 USD and will be made available August 27th, 2021

Holy Shit!!! I had no idea that even existed. If I hadn't of bought my switch a year earlier I would had gotten this ASAP. Love Quake and it's expansions. 

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On 4/23/2023 at 8:57 AM, Rudolph said:

Also, is Abyss of Pandemonium a) compatible with the Remaster and b) worth checking out?

It's technically not an official expansion like Dissolution and Armagon are, but still considered canon and the final DLC for quake as it was released as a (Sometimes hard to find)physical along as being backed commercially by a dev team. Kind of like how gunman chronicles is related to half-life. It features a bunch of new weapons and enemies. It is mostly well received by the Quake community, and it's free. It is really difficult though. And the balancing between easy to normal to hard is a complete mess. 

 

I would imagine if your playing the most recent version(It's free) it should work with the kex engine. 

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  • 2 months later...

What's still on my wishlist for expansion-related fixes:
[SoA] Add missing textures in HIP2M4 (i.e. "black", "names", "wexit01", "exit02_3", "+0butn" and "wizwood1_3") + realign exit arch textures (mostly relevant for non-Kex ports, works for some reason in Kex)

[DoE] Guardian death sound (guard\death.wav) keeps looping (should only be played 1x)

[DoE] Shambler near exit of R1M5 won't teleport in on Easy skill (spawnflags need to be removed in ent)

Edited by NightFright

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  • 3 weeks later...

Is there a way to fix the mouse sensitivity being capped at 10? I can put up with mouse acceleration, but since I've been playing other games more frequently recently it's very jarring to come back to such a low sensitivity. The cl_sensitivity command doesn't work unfortunately. In Quakespasm I can use higher mouse sensitivities fine.

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Sensitivity is an arbitrary value, 10 in one game doesn't mean the same thing in another.

Additionally, forcing the value to be higher will start causing a loss in input precision as all increasing sensitivity does is multiply the input values from the mouse. You may not want to actually increase that, rather you should be increasing the dpi of your mouse.

Edited by Edward850

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1 hour ago, Edward850 said:

Sensitivity is an arbitrary value, 10 in one game doesn't mean the same thing in another.

I'm aware. I assumed that the remaster would use the same values as vanilla Quake and other Quake-based games (even Source 2 games still use the Quake 1 sensitivity "measurements"). This issue was actually first brought to my attention a while ago when I was helping a friend set up the remaster. They play multiplayer FPSes more than I do, especially Source ones, and care more about things like sensitivity and mouse acceleration, so I didn't notice before. They managed to come close to what they wanted by editing the config file but the game kept resetting out of range values, so they had to make the file read-only. Was wondering if there was a more elegant solution.

Edited by Individualised

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  • 2 weeks later...

I saw right now, that on 13. July a new community addon was released. Contract Revoked from 2002. Nice to see new content for the 2 year old remaster.

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So I got this on QuakeCon sale, and played for a little bit and then switched over to my run on Doom (playing on switch, mind you) 

 

Oh man I was kinda floored by the jarring change of pace. I was a bit dumbfounded when going back to Doom 

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Here is the tweet where Contract Revoked was added a month ago as an official addon:


Kinda wish it was added on 12th July, since that's the day when Quake Registered 1.01 came out in 1996, at least according to the game files' timestamps. And the day when I do an annual replay of Quake. Was a bit surprised they didn't take advantage of releasing on that day. :P

 

In more recent news, Deathmatch Dimension was added yesterday as an official addon:

 

https://bethesda.net/en/article/2P4lkX9M8W07hL7hBfitdQ/new-add-on-available-contract-revoked-for-quake

https://bethesda.net/en/article/2nnylxG4ColEongctsn39f/new-add-on-available-deathmatch-dimension-for-quake

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