Captain red pants Posted August 12, 2023 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! 5 Share this post Link to post
Dweller Dark Posted August 12, 2023 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. 2 Share this post Link to post
WorldMachine Posted August 12, 2023 Yooo, this remasters multiplayer goes hard! 2 Share this post Link to post
,,, Posted August 12, 2023 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. 1 Share this post Link to post
scalliano Posted August 12, 2023 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: The Invul stays on the map after pickup, and as a result the match devolved into the image below: 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. 1 Share this post Link to post
BGreener Posted August 12, 2023 (edited) 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. 1 Share this post Link to post
,,, Posted August 12, 2023 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. 1 Share this post Link to post
Midway64 Posted August 12, 2023 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. 1 Share this post Link to post
Midway64 Posted August 12, 2023 15 hours ago, scalliano said: Yes. 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. 0 Share this post Link to post
Agent Slacker Posted August 12, 2023 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 1 Share this post Link to post
Amiga Angel Posted August 12, 2023 any technical details on this? are they using the original MD2 models or have they remade them in MD3 or some other superior format? 0 Share this post Link to post
Midway64 Posted August 12, 2023 The models have been enhanced in the MD5 format, and the original MD2 models still are available for use if one wishes to. 1 Share this post Link to post
Captain Muskrat Posted August 12, 2023 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. 0 Share this post Link to post
Amiga Angel Posted August 12, 2023 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 0 Share this post Link to post
WorldMachine Posted August 12, 2023 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 I've noticed this too... I want to use the CRT but it's a bit too chunky for my liking... 0 Share this post Link to post
WorldMachine Posted August 12, 2023 Also has anyone noticed centered weapons don't work? 0 Share this post Link to post
WorldMachine Posted August 12, 2023 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! 0 Share this post Link to post
,,, Posted August 12, 2023 8 minutes ago, WorldMachine said: Also has anyone noticed centered weapons don't work? They didn't in vanilla either. 0 Share this post Link to post
WorldMachine Posted August 12, 2023 (edited) 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! 0 Share this post Link to post
G19Doom Posted August 12, 2023 (edited) 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. 0 Share this post Link to post
hfc2x Posted August 12, 2023 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. 0 Share this post Link to post
WorldMachine Posted August 12, 2023 (edited) 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... 1 Share this post Link to post
WorldMachine Posted August 12, 2023 Oh yeah one more thing for my fellow switch players Keyboard and mouse is fully supported... 😳 Go crazy 0 Share this post Link to post
Rudolph Posted August 12, 2023 (edited) 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? 0 Share this post Link to post
WorldMachine Posted August 12, 2023 (edited) 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 2 Share this post Link to post
Devalaous Posted August 12, 2023 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. 2 Share this post Link to post
G19Doom Posted August 12, 2023 (edited) 25 minutes ago, Devalaous said: I hope the PS1 enemies get new models in an update down the line for mod purposes. I agree, I think that would be the best because they can be utilized more with user maps. Though it seems they are in the new episode already. Edited August 12, 2023 by G19Doom 0 Share this post Link to post
Blzut3 Posted August 12, 2023 8 hours 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 ? I can't quite parse this sentence but I think this may answer it: The released source is for the game module which is somewhat equivalent in function to QuakeC scripts in the original Quake. This was always open source for Quake II engine games (at least most of them if not all) since it's needed to make mods. The client/server and renderer parts are what Kex wraps are not there and yeah Kex would serve a similar function to Unity in the Doom re-release. 8 hours ago, Daytime Waitress said: (I honestly can't remember the PSX version getting a release and if you told me it was close to this, I'd assume witchcraft was involved) It did get released, from what I understand it uses a custom engine, but excepting for the intro level (shared with N64) the game content is directly based off the PC version (there are some differences, most notably the new enemies which have been included in the new mission in this re-release, which is why some people wanted it included). It does chop up the levels to have more loading zones, but they're mostly there otherwise. This is different from the N64 version where only a couple levels are direct ports, a bunch borrow set pieces from the PC levels, and some as far as I can tell are completely new. May not technically be as fresh as Doom 64, but it certainly feels like it. 1 Share this post Link to post
scalliano Posted August 12, 2023 1 hour ago, Devalaous said: 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. They couldn't say "Sega Saturn" in Quake I either. 1 Share this post Link to post
Devalaous Posted August 12, 2023 21 minutes ago, scalliano said: They couldn't say "Sega Saturn" in Quake I either. Amusingly, they CAN say Nintendo 64 in the patch notes on steam. Guess it cant be said inside a product. Lawyers are weird. also from the patch notes: 'The PC versions of the enhanced Quake II support mods. However, due to the move from 32-bit to 64-bit, existing mods are not compatible. Along with this release, we have made the source code for the game DLL available, allowing mods to be updated and new mods to be created supporting all the enhancements in our updated engine.' So I guess someone needs to make remaster versions of the unofficial mission packs and stuff using that method? 0 Share this post Link to post