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Quake II Remastered


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11 hours ago, Hellektronic said:


Eh, anything is debatable really. I've just had bad experiences with it in certain games. Others, not so much. It's only certain games and their framework, and apparently how they react to (video) drivers.

 

My biggest gripe has got to be id Tech 5, I think Carmack just fkn botched it before he bailed to do Oculus stuff, Wolf TNO only runs silky smooth on the Xbox Series for me, I have more than met it's requirements on two different PC setups before and besides blatantly unoptimized shit like...ugh, Hatred, nothing else around the time or newer ran as horribly as the micro stuttering variable frame rate mess that is this fkn engine. I just started joking that the game runs at a consistent 20-30 fps with some fights for cinematic purposes. But all the reports vary so wildly with the game it's anywhere from my cases to "runs fine on my end." The point is however is it was mostly underreported.

 

Until Dishonored 2, which used mostly its own proprietary "Void" engine with some id Tech 5 code or whatever, and tah-dah! It ran like shit too, but only then did people care to notice to report about it. Then just like that it was never in any games again and the engine wasn't even redeemed with a source code release. TRASH!

 

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On 10/18/2023 at 12:14 AM, Dark Pulse said:

I'm on a 1080 and I pretty much don't recall any FPS drops, ever. Something is weird with your system, or it's time to update your crusty 3+ year-old driver.

 

It's not serious, i'm whining for nothing, sometimes there was a drop of framerate like 50 fps but that didn't stop me from finishing the game.

I'm on the 357.42 DCH Nvidia drivers cause i have a run of Last of Us part I Remake, who could be best optimized but it works good, This game only crash and freeze once, so reboot of the Computer with a blue screen and chkdsk in the background, but i will finish this TPS before my videocard burn.

 

 

On 10/17/2023 at 3:32 AM, Hellektronic said:

Probably that filthy Vulkan API everybody claims is better than Direct X and Open GL, lol. I don't believe in it, personally. But it's the newest, hippest thing.

I imagine Quake II remaster probably has an option for that, like Doom 64.

 

I'm on Vulkan API.

 

 

On 10/18/2023 at 3:44 PM, Lila Feuer said:

Until Dishonored 2, which used mostly its own proprietary "Void" engine with some id Tech 5 code or whatever, and tah-dah! It ran like shit too, but only then did people care to notice to report about it. Then just like that it was never in any games again and the engine wasn't even redeemed with a source code release. TRASH!

 

Dishonored 2 needs a powerfull CPU, an i7 of 9th generation for example, when i ran it on a i5, the framerate was desastrous.

Edited by P_A_Z

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48 minutes ago, P_A_Z said:

This game only crash and freeze once, so reboot of the Computer with a blue screen and chkdsk in the background

Just an FYI, a game being userland software can't cause a BSoD, this will be instead indicative of hardware or driver failure (can also be caused by overheating, check your system thermals, this can also explain performance drops). Quake2 doesn't even have an anti cheat driver so it has no component to cause such an issue.

Edited by Edward850

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1 hour ago, Edward850 said:

Just an FYI, a game being userland software can't cause a BSoD, this will be instead indicative of hardware or driver failure (can also be caused by overheating, check your system thermals, this can also explain performance drops). Quake2 doesn't even have an anti cheat driver so it has no component to cause such an issue.

 

I have problems with games who needs full ressources of the videocard, my computer warm up like an electric heater and make noise like a vacuum cleaner. It doesn't happen when i play Half-Life Alyx or Quake 2 RE, especially with multiplatform games or console games who are porting on PC, the fans are in total panic and it's not the first time that my system crash, two times also on a run of Doom 2016 and also on Metro Last Light Redux last year. My CPU is alright it is an I7, the problem is coming from my videocard, i know it, when i open the case. You're right, i have to uncheck the card and clean it with a toothbrush before she burns. In despite, if she burns, i will buy a 4070.

Edited by P_A_Z

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I've asked about this before, but something I'd like to see made in a future update is if the Quake 2 64 intermission theme could play on the intermission screens. Not the FMV ones, but I mean the end of level intermission screens like this:

image.png.cd7ebdf3b8440e2192495cfe001ed33e.png

Right now, the only time the theme is heard is at the end-of-level cutscenes in Quake 2 64, meaning only the first few seconds can be heard. Given that the Quake 2 64 menu theme is used as the menu theme for the entire game it would be nice if it was a similar case with the intermission music too!

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1 hour ago, Individualised said:

Beat the game for the first time!!!!!!

You did it!

 

Quote
Spoiler

1484217676_FistoftheBitterman.png.c8bec6fc9fb67ebbb2dc90c41a347df8.png

Spoiler

GREAT JOB SOLDIER

 

 

Did you have a favorite level or moment?

Edited by BGreener

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2 minutes ago, BGreener said:

You did it!

 

 

Did you have a favorite level or moment?

Honestly the game was full of good levels, it's hard to pick one. I liked Unit 2 especially

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That's surprising, I get the general impression that the warehouse unit is the least interesting. It's not my favorite but only because it's very samey. My favorite Unit is probably 6 because by then you get the last of your weapons and all the enemies come out to play and compliment each other's strengths.

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I like some of the moments you have with the lighting in Unit 2: There’s that room that goes dark after removing a power cube, and there’s that level-start where you get to see the area get powered up.

 

 

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Wouldn't know, I assume it involves modifying DLL files like the original game unless the info's in english somewhere in a PAK file this time around. IIRC the damage was nerfed, as was their targeting, as was their health. I agree they were pretty garbage in the original but they are little more than a bee sting now.

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12 hours ago, Tetzlaff said:

The warehouse unit is crate.

Who here remembers the start to crate meme?

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Nobody seem to have talked about this, but has anyone managed to port the remaster-exclusive content into legacy Quake 2, such as maps, balancing changes, and mechanics like improved A.I. and the berserker's slam attack?

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11 minutes ago, Panzermann11 said:

Nobody seem to have talked about this, but has anyone managed to port the remaster-exclusive content into legacy Quake 2, such as maps, balancing changes, and mechanics like improved A.I. and the berserker's slam attack?

Uhhh, I mean, maybe look exactly one post above yours?

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That's physically not possible. The game DLL is 64bit now, has a lot more export/import extensions, uses a different save serialization format, and the map format itself is expanded upon and with many increased requirements and features. The netcode alone would melt from the machine games maps, I specifically had to write two different fragmentation handlers just for them. I'm scratching the surface because we also needed to increase the effect bits and I needed to write a 64bit integer handler for the netcode to synchronize all the effects. Some of the AI improvements also requires understanding of the bot navigation mesh, as does the compass.

 

Heck just to be nitpicky, NDCTF0 as a map can't even play its music in a vanilla port, as it specifically uses a new worldspawn key to define arbitrary music files.

Edited by Edward850

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On 11/1/2023 at 2:41 PM, Edward850 said:

That's physically not possible. The game DLL is 64bit now, has a lot more export/import extensions, uses a different save serialization format, and the map format itself is expanded upon and with many increased requirements and features. The netcode alone would melt from the machine games maps, I specifically had to write two different fragmentation handlers just for them. I'm scratching the surface because we also needed to increase the effect bits and I needed to write a 64bit integer handler for the netcode to synchronize all the effects. Some of the AI improvements also requires understanding of the bot navigation mesh, as does the compass.

 

Heck just to be nitpicky, NDCTF0 as a map can't even play its music in a vanilla port, as it specifically uses a new worldspawn key to define arbitrary music files.

Oh. I see. I thought these kind of things would be easy to implement for vanilla Quake 2.

Edited by Panzermann11

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Edit: You edited your whole post. This response is defunct.

Edited by Edward850

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  • 1 month later...

Regarding console controls - Lowering the deadzone on the right thumbstick in both Q1 and Q2 remastered seems to somehow take away precision aiming. Is there a reason for this? It's as if your fine aiming ability is removed. The default deadzone percentages are quite unwieldy on anything but a very low controller sensitivity. This is an issue on at least XSX.

 

Edit: to be more specific, the lowest deadzone of 5 registers far smaller thumbstick movement, as intended, but the sensitivity is already ramped up from the moment an input is registered. I hope this makes sense.

Edited by Cantleylads
Clarification added

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Just wanted to say how much I appreciate an option to invert the gun to left handed. Being a lefty, there's so few FPS games that have this option. Unreal was the only one I remember from back in the day that let you set the gun for a southpaw.

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27 minutes ago, A339 said:

Just wanted to say how much I appreciate an option to invert the gun to left handed. Being a lefty, there's so few FPS games that have this option. Unreal was the only one I remember from back in the day that let you set the gun for a southpaw.

This was an option in the original game!

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  • 1 month later...

Playing through Quake 2 64 and the game seems to switch to the intermission theme randomly when the objective changes sometimes? This is really distracting and obviously the intermission theme isn't meant to be played as level music. Is there a way to fix this so it doesn't interrupt the level music? I kinda wish it actually played on the intermission screens in the PC campaigns (like how the N64 main theme is now used on the title screen), but I guess I'll have to resort to mods for that.

 

EDIT: So I realise this happens when all objectives in a level are completed, so please disregard this. It's not ideal behaviour, but I understand the reasoning behind it.

Edited by Individualised

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