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Terrcraft

Quake II Remastered

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57 minutes ago, LuciferSam86 said:

Since Sponge released the source code of this remaster on github, the task of the Kex engine here, is something like id did with the Unity engine for the re-release of Doom ? 

That would be correct. I asked on the Quake Mapping Discord. A lot of it is Kex tech in the sense that provides a framework. Rendering is still very much Q2 though.

 

Ontopic:

Reading reviews over here and YT, it seems there is a consensus regarding the Beserker leap attack being too much for its own good. I saw attacks where the player is literally 3 tiles away and yet still got hit by the leap attack blast radius, which makes that attack more akin to a BFG10K plasma ball.

 

So i agree that if there is anything that needs addressing, it would be that, because it does venture in BS territory with the kind of damage range it has now.

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44 minutes ago, Rudolph said:

Speaking of Aubrey Hodges's soundtrack, is there a way to replace the main game's sountrack with it?

The Aubrey Hodges soundtrack is in the game files under the rerelease/baseq2/music directory, as "track64.ogg" and above. Keep track77.ogg where it is as that's the Aubrey Hodges main theme and is already used by default. If you want to hear that track all of the time on the main menu instead of only after exiting back to the main menu after playing the campaign or in the multiplayer lobby screen, you can disable the attract demo loop in Options -> Gameplay -> Run Attract Demo.

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30 minutes ago, Individualised said:

Let me out!

I really want a brutal doom style "free captured marines" mod already. Let me and the boys have a proper jail break!

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1 hour ago, Redneckerz said:

Ontopic:

Reading reviews over here and YT, it seems there is a consensus regarding the Beserker leap attack being too much for its own good. I saw attacks where the player is literally 3 tiles away and yet still got hit by the leap attack blast radius, which makes that attack more akin to a BFG10K plasma ball.

 

So i agree that if there is anything that needs addressing, it would be that, because it does venture in BS territory with the kind of damage range it has now.

 

I'm not sure how this could be done, but I think changing the Berserker AI to perform the leap attack only in wide, open spaces would help. Either that or a toggle for individual enemy AI behaviors so it can be turned off completely.

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20 minutes ago, Captain red pants said:

I really want a brutal doom style "free captured marines" mod already. Let me and the boys have a proper jail break!

I think they're too mentally scarred by the atrocities that the Strogg committed for that.

4 minutes ago, WorldMachine said:

Yooo, this remasters multiplayer goes hard!

Just wait until the dedicated servers launch, then shit will get real.

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Okay, first tech issue I've found:

 

I fired up a few bot matches on the N64 maps, and on Fortress I came across this:

htuzBBN.jpg

The Invul stays on the map after pickup, and as a result the match devolved into the image below:

qabKGdv.jpg

It did raise a chuckle, but it probably needs addressed.

 

1 hour ago, Redneckerz said:

Reading reviews over here and YT, it seems there is a consensus regarding the Beserker leap attack being too much for its own good. I saw attacks where the player is literally 3 tiles away and yet still got hit by the leap attack blast radius, which makes that attack more akin to a BFG10K plasma ball.

 

So i agree that if there is anything that needs addressing, it would be that, because it does venture in BS territory with the kind of damage range it has now.

Having personally been 1HK'd with full health/armour on the lava bridge near the end of Receiving Center, I am inclined to agree.

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1 hour ago, Individualised said:

The Aubrey Hodges soundtrack is in the game files under the rerelease/baseq2/music directory, as "track64.ogg" and above. Keep track77.ogg where it is as that's the Aubrey Hodges main theme and is already used by default. If you want to hear that track all of the time on the main menu instead of only after exiting back to the main menu after playing the campaign or in the multiplayer lobby screen, you can disable the attract demo loop in Options -> Gameplay -> Run Attract Demo.


I’ve been trying to do some track replacements myself - other Sonic Mayhem songs from other games, switching N64 tracks around - and my installation of the game through Steam hasn’t taken kindly to that: It either gives me some weird “silver athena” error message or CTD with no warning right after the 64 menu music plays. I’ve had to reinstall the game twice after two replacement attempts. I might see how it is through a GOG install.

 

43 minutes ago, Captain red pants said:

I really want a brutal doom style "free captured marines" mod already. Let me and the boys have a proper jail break!

 

There was a recent big mod for Quake 2 that did this. I think it was a mod made for the 25th anniversary but I’ve gone through a few the last few weeks and may have mixed them up.

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20 minutes ago, BGreener said:

I’ve been trying to do some track replacements myself - other Sonic Mayhem songs from other games, switching N64 tracks around - and my installation of the game through Steam hasn’t taken kindly to that: It either gives me some weird “silver athena” error message or CTD with no warning right after the 64 menu music plays. I’ve had to reinstall the game twice after two replacement attempts. I might see how it is through a GOG install.

That's bizarre, Quake 1 Enhanced doesn't have any issues like this (I replaced the Dissolution of Eternity soundtrack with the Nine Inch Nails soundtrack). More aggressive DRM here maybe? Sometimes I can't launch the game at all and I have to kill Proton or restart Steam for me to be able to launch it again, wonder if that's related.

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12 hours ago, Individualised said:

Do people actually like the alternative font or do people just not know how to turn it off? Almost every video of this remaster I see has it turned on. I turned it off on first launch when the game asked me if I wanted it on. I get why it's there but it seems a disproportionate amount of people use it.

 

I'm not sure about other people, but personally I'm ok with the alternate typeface, even though I prefer the original font, as since it's a remaster anyway, I don't really chase the vanilla feeling in this case. New graphics and new lighting, so why not a new font :)

 

I think most people are just truly excited on the first play of the remaster, so they don't really care about the font, as they are hungry to see the main new features and how it looks like etc. Then they probably get used to it and just play with the same typeface.

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31 minutes ago, BGreener said:


I’ve been trying to do some track replacements myself - other Sonic Mayhem songs from other games, switching N64 tracks around - and my installation of the game through Steam hasn’t taken kindly to that: It either gives me some weird “silver athena” error message or CTD with no warning right after the 64 menu music plays. I’ve had to reinstall the game twice after two replacement attempts. I might see how it is through a GOG install.

 

The GOG install doesn't have any aggressive DRM (duh) excluding multiplayer, so you might be able to do what you want to do.

Or you could replace the music tracks by the Saved Games folder, avoiding modifying the base game.

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15 hours ago, scalliano said:

Yes.

krH8GZj.jpg

Doesn't seem to like the OG video files, but the maps are playable.

 

Maybe convert that shit into an OGV file, that's how the base videos work.

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13 hours ago, Individualised said:

 

Do people actually like the alternative font or do people just not know how to turn it off? Almost every video of this remaster I see has it turned on. I turned it off on first launch when the game asked me if I wanted it on. I get why it's there but it seems a disproportionate amount of people use it.

I think it's just a matter of people forgetting to turn it off, like how some people don't check and remap their bindings before starting a game. As you mentioned, it serves its purpose as an accessibility option.

Anyways, Nightdive have outdone themselves once again. I ended up buying it on the Switch because I got it for free on Steam, and I wanted to give these guys my money. 
I do have a couple of issues with it though. The gyro controls seem to have a deadzone and some filtering applied to them, which is a bit of a hindrance. In my opinion, good gyro controls should feel like a mouse.
The other issue is the CRT filter on the Switch specifically. It's a bit too chunky.
The first screenshot is the PC, the second one is the Switch

20230812112231_1.jpg

2023081211315300-557DEC2417FA53D2AFFB286C955DB86D.jpg

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any technical details on this? are they using the original MD2 models or have they remade them in MD3 or some other superior format?

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The models have been enhanced in the MD5 format, and the original MD2 models still are available for use if one wishes to.

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32 minutes ago, Midway64 said:

The models have been enhanced in the MD5 format, and the original MD2 models still are available for use if one wishes to.

nice! I love quake 2 but I have grown to hate the MD2 model format that its engine originally used

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2 hours ago, Agent Slacker said:

I think it's just a matter of people forgetting to turn it off, like how some people don't check and remap their bindings before starting a game. As you mentioned, it serves its purpose as an accessibility option.

Anyways, Nightdive have outdone themselves once again. I ended up buying it on the Switch because I got it for free on Steam, and I wanted to give these guys my money. 
I do have a couple of issues with it though. The gyro controls seem to have a deadzone and some filtering applied to them, which is a bit of a hindrance. In my opinion, good gyro controls should feel like a mouse.
The other issue is the CRT filter on the Switch specifically. It's a bit too chunky.
The first screenshot is the PC, the second one is the Switch

20230812112231_1.jpg

2023081211315300-557DEC2417FA53D2AFFB286C955DB86D.jpg

I've noticed this too... I want to use the CRT but it's a bit too chunky for my liking...

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1 hour ago, Captain Muskrat said:

Haven't played Machine Games' campaign yet, but they did a stellar job with their Quake one. I found that to be far superior to id's own efforts back in 1996.

It's great! Really puts the new lighting engine to good use!

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8 minutes ago, WorldMachine said:

Also has anyone noticed centered weapons don't work?

They didn't in vanilla either.

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1 minute ago, Individualised said:

They didn't in vanilla either.

So do is the "Centered" option even there!?

 

Could have atleast fixed it to work!

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5 minutes ago, WorldMachine said:

So do is the "Centered" option even there!?

 

Could have atleast fixed it to work!

They “center” the weapon aim but remove the model. This is how it has always been since Q2’s initial release. That’s why there are no centered weapon animations. 

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3 hours ago, Midway64 said:

 

The GOG install doesn't have any aggressive DRM (duh) excluding multiplayer, so you might be able to do what you want to do.

This doesn't seem to have anything to do with DRM lol. Besides, GOG is shit. They use the claim that the games they sell don't come with DRM as a marketing gimmick, but if you use Linux, fuck you.

 

1 hour ago, WorldMachine said:

Also has anyone noticed centered weapons don't work?

This didn't work, in vanilla because the weapons weren't fully modeled or textured, or whatever. If you chose left hand for weapon position, the game would just mirror the model, because the other side was never supposed to be seen. It's also why you're not allowed to see them centered, or it would break the illusion. Not sure why they chose to keep it this way in this release, though.

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16 minutes ago, hfc2x said:

 

This didn't work, in vanilla because the weapons weren't fully modeled or textured, or whatever. If you chose left hand for weapon position, the game would just mirror the model, because the other side was never supposed to be seen. It's also why you're not allowed to see them centered, or it would break the illusion. Not sure why they chose to keep it this way in this release, though.

Y'know, they could have just made the centered viewmodels. They went and redid all the other models in the game! Hell, they were even generous to remake old levels from E3 1997! But not make those? Hope this gets fixed by the first update...

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10 minutes ago, WorldMachine said:

Hell, they were even generous to remake old levels from E3 1997

They did? Have those levels been integrated to the main game or are they available separately, like a custom campaign?

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Go to the "Development" page in the Id vault, and you can play the E3 levels and earlier versions of some of the main campaign levels!

 

Be warned however, they're a little tough

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I hope the PS1 enemies get new models in an update down the line for mod purposes, even if the PS1 campaign isn't coming officially, they are the only ones in the enemy list to only have original ones. I also spotted the PS1 version in the credits, just referred to as 'console version' as usual. Its sad that you cant say Playstation unless your Sony.

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