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Quake II Remastered


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Finally you can sort the lobbies by the ping? This change would make it definetely easier to find a quick match.

I guess it's not worth to implement this for Quake I. I think the amount of lobbies there is not so high anymore. And of course it is a remaster from 2 years ago.

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7 hours ago, Chow Yun Thin said:

Not quite, one more slug for the tougher enemies.

 

8s7v6q5rg8lb1.png

 

That's literally how it was before the update, did the extra 25 not change it?

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25 minutes ago, Lila Feuer said:

 

That's literally how it was before the update, did the extra 25 not change it?

 

That's showing the enemy health and then how many "slugs to kill" you need to kill the enemies across three different versions: Vanilla Quake 2, initial Quake 2 enhanced, and Q2 Enhanced after the recent patch. For the regular tanky boy it took 5 slugs to take him out, when the remaster was first out it took 8 slugs to kill him, and now with the patch it's 6 slugs to kill him. The medic commanders and daedelus (under normal circumstances) also now take one slug less each to down. There's no change to the "slug to kill" for the medics, gladiators, or brains.

 

I am very, super happy that the flying icarus dudes and the berserkers are back at 2 slugs to kill.

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Okay I see so three enemies take one less now, well still, it's the compromise I would've made, but we can't kid ourselves when it's pretty obvious this is MG balancing their campaign. I still argue that the original value wouldn't change much besides how many shots it takes to down their bosses.

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1 hour ago, Lila Feuer said:

Okay I see so three enemies take one less now, well still, it's the compromise I would've made, but we can't kid ourselves when it's pretty obvious this is MG balancing their campaign. I still argue that the original value wouldn't change much besides how many shots it takes to down their bosses.

 

This is hitting me like a ton of bricks right now: Mutants! Call of the Machines loves the little buggers and it's great; they're placed way more than they ever were in the original campaign, and compared to a lot of the custom maps I've played. All that and they have 300 health - 3 sluggie boys-to-kill in the remaster/CotM, 2 slugs-to-pop in vanilla. I feel they're in a happy balance spot right now and can see MG wanting to keep them there.

Edited by BGreener

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Also worth remembering that in Quake 2, weapons do double damage against enemies that haven't been alerted, and since in many cases you're sniping enemies from a distance, a lot of the time the OG Railgun was actually doing 300 damage a pop.

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5 hours ago, Kinsie said:

Also worth remembering that in Quake 2, weapons do double damage against enemies that haven't been alerted, and since in many cases you're sniping enemies from a distance, a lot of the time the OG Railgun was actually doing 300 damage a pop.

 

I've always wondered why exactly that is, and I have a suspicion it has something to do with cut stealth features from the game, you still have a silencer which with the knowledge of unaware enemies taking more damage makes it a remarkably powerful item. There's also the hand grenades in particular that don't alert enemies when used.

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6 minutes ago, Lila Feuer said:

 

I've always wondered why exactly that is, and I have a suspicion it has something to do with cut stealth features from the game, you still have a silencer which with the knowledge of unaware enemies taking more damage makes it a remarkably powerful item. There's also the hand grenades in particular that don't alert enemies when used.

 

Always find that kind of funny.
 

Strogg: "Hmmm... strange ticking noise... maybe I am due for my oil and fluids ch-" *splat*

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20 hours ago, Murdoch said:

 

Always find that kind of funny.
 

Strogg: "Hmmm... strange ticking noise... maybe I am due for my oil and fluids ch-" *splat*

 

Unfortunately, Bitterman has a weak throwing arm and they never go far enough for me to take advantage of that

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5 minutes ago, Devalaous said:

 

Unfortunately, Bitterman has a weak throwing arm and they never go far enough for me to take advantage of that

 

You have to compensate by looking up high to increase the arc, it also helps to toss while running, or jump toss for platforms above you. But yeah my man's skipped arm day.

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1 hour ago, Lila Feuer said:

 

You have to compensate by looking up high to increase the arc, it also helps to toss while running, or jump toss for platforms above you. But yeah my man's skipped arm day.


I “think” there’s a switcher swap speed for grenades compared to some of the other weapons. It’s the most niche thing ever but it’s there, and also every weapon has a quick swap speed now soooo…

 

Also, it’s odd: I can find old tutorials, old maps, old map packs, old review sites, old DPS calculation spreadsheets…but I’m lagging when it comes to some explanation of unaware enemy damage mechanics. If anyone can assist here, I’d love it!

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You know what I found to be especially interesting? This old promotional material (spoilered for huge scan):
 

Spoiler

next_generation_34_0038.jpg


>shadows to HIDE in

Yeah maybe it's just marketing blurbs because it's a cool new next-gen game and every game wanted to emphasize how revolutionary and realistic the world would be to interact with but I'm pretty certain I've seen a mention of hiding and/or shadows being acknowledged in this game elsewhere before. Makes you think there might've been stealth sections. Hilarious to comprehend when we're talking about Quake, I know, but that didn't stop later FPSes from trying.

Also TIL the first screenshot is what was used as a base and then touched up in post for the cover of PSX and N64 versions of Quake II. Always thought it was odd how you saw the player's grenade launcher in the corner, like it was meant to be in-game but obviously the game doesn't look that stylized:
 

Spoiler

s-l1600.jpg
s-l1600.jpg

 

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1 minute ago, Edward850 said:

That's different from what I'm referring to. Players always seem to drop their currently selected weapon upon death now, this wasn't the case before (and I can confirm by examining old footage). The weapon drop acts like ammo, but has the model of the weapon, which can be slightly irritating as the weapon model often obscures your view and can be confusing as it acts differently from actual weapon pickups (you can always pick it up whilst a real weapon pickup doesn't do anything if you already have the weapon). I have no idea if this is vanilla Quake 2 behaviour or not.

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I think that was something paril fixed, yes. It was vanilla behavior.

Edited by Edward850

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Just now, Edward850 said:

I think that was something paril fixed, yes. It was vanilla behavior.

Would be cool if it was an optional cvar, or if the drop was changed to use the respective ammo pickup models rather than the weapon model. Cool that it was fixed anyway.

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18 minutes ago, CompaVictor99 said:

¿Is there a way to make zaero work properly on quake 2 remaster?

Zaero comes with a modified gamex86.dll. The remaster has an updated API and requires 64bit, so without the source code to this dll it is impossible to run it.

Edited by Edward850

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Before anyone shouts at Edward (as fun as that is): DLL compatibility problems seem pretty common with other source ports too, in my experience. There are a few old (and admittedly terrible) mods I’ve had inexplicable amounts of trouble getting running on Yamagi or the Unofficial Patch, let alone less-vanilla-y stuff.

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Is anyone playing the GOG version? Does it have the first update? I can't find this info in their interface anywhere.

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12 minutes ago, TasAcri said:

Is anyone playing the GOG version? Does it have the first update? I can't find this info in their interface anywhere.

The latest version is 1.0.5967, which yes is deployed to GOG (it would have to be for crossplay to function). If you see that in the in game console, you're golden.

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On jeudi 5 octobre 2023 at 12:48 AM, Murdoch said:

 

Always find that kind of funny.
 

Strogg: "Hmmm... strange ticking noise... maybe I am due for my oil and fluids ch-" *splat*

Tank Commander: Hmm, what is that mysterious ticking noise?
Tank (mumbling): Not over here, not over there...
(Stops and looks to his left and right)
Tank Commander: Kinda... catchy.
(Starts talking to a beat)
Tank Commander: Tank, Tank, Tank Commander. Tank, Tank, Tank Commander.
Gladiator: (pops up) Gladiator!
Tank Commander: Tank, Tank, Tank Commander.
Gladiator: (pops up) Gladiator!
(Loop continues again, and then Technician pops up)
Technician: (as Tank Commander is talking) Tech, Tech, Technician!
(His loop continues as such, and after another, Iron Maiden pops up)
Iron Maiden: Iron Maiden, Iron Maiden!
(Others loop)
Iron Maiden: Iron Maiden, Iron Maiden, Iron Maiden!
(Machine Gun Guard pops up while Iron Maiden joins the loop)
Machine Gun Guard: Machine Gun Guard, Machine Gun Guard, uh! Machine Gun Guard, Machine Gun Guard, yeah!
(Others loop)
Machine Gun Guard: Machine Gun Guard, Machine Gun Guard, uh! Machine Gun Guard, Machine Gun Guard, that's me!
(Looping stops)
(Back and forth, progressively faster)
Tank Commander: Tank!
Machine Gun Guard: Machine Gun Guard!
Tank Commander: Tank!
Machine Gun Guard: Machine Gun Guard!
Tank Commander: Tank!
Machine Gun Guard: Machine Gun Guard!
Tank Commander: Tank!
Machine Gun Guard: Machine Gun Guard!
Tank Commander: Tank!
Machine Gun Guard: Machine Gun Guard!
Tank Commander: Tank!
Machine Gun Guard: Machine Gun Guard!
Tank Commander: Tank!
Machine Gun Guard: Machine Gun Guard!
Tank Commander: Tank!
Machine Gun Guard: Machine Gun Guard!
Gladiator: (naked) GLADIATOOOOOOR!
Iron Maiden: Iiiiiron Maiden!
(Looping begins again, but Machine Gun Guard has a different loop)
Machine Gun Guard: Machine Gun Guard, I’m Machine Gun Guard. I'm Machine Gun Guard, Machine, Machine Gun Guard.
(Looping stops)
(All together)
Singing our song, all day long at Stroooooooooooooggggooooooooos!
Technician: I found the source of the ticking! It's a grenade!
Machine Gun Guard and Iron Maiden: Yaaaaaay!
(Gladiator and Tank Commander look at each other)
(Ticking stops, a huge, fake looking explosion happens. Chunks of Strogg flesh fall.)
(Bitterman pops up)

Bitterman: Muhuhuhuhuhahahaha!
(Bitterman starts tapping his gun on the stage)
Bitterman: Bitterman, Bitterman, ooh, Bitter, Bitter, Bitter, Bitterman!

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4 hours ago, Edward850 said:

Zaero comes with a modified gamex86.dll. The remaster has an updated API and requires 64bit, so without the source code to this dll it is impossible to run it.

 

That source code is available, but I guess it out of the remaster's scope to turn it into a working DLL. Are there any instructions how to convert existing modifications?

Not that that'd help much - far too many mods never released their DLL source, I only recently came across a new mod from last year that did not.

 

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52 minutes ago, Graf Zahl said:

That source code is available, but I guess it out of the remaster's scope to turn it into a working DLL. Are there any instructions how to convert existing modifications?

There aren't instructions per say, but the dll source release has a detailed list of what was updated. In general you need to add the new function exports and update the existing ones, save game functions may be about the biggest change. And any mod about explicitly around 10hz timers needs updating to 40.

https://github.com/id-Software/quake2-rerelease-dll

 

The hypothetical best approach depending on the mod code would be to difference it from the original sdk code to see what the mod changed, then apply those changes to the new sdk.

 

 

Edited by Edward850

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42 minutes ago, TasAcri said:

I was wondering, is there a way to use the flashlight from the new episode in the old ones?

It's already a pickup in The Reckoning, right at the start. Otherwise you can give it to yourself via

give flashlight

In the console. Unlike in CotM you activate it manually in your inventory.

Edited by Edward850

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