Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Quake Enhanced Edition

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,261
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Mouse in the remastered Kex port / engine feels a lot more responsive and immediate than what I get in Quakespasm.

Any ideas how to turn off smoothing / acceleration in the Quakespasm engine? Mouselook in Spasm just feels floaty, like you have quite a bit of accel/smoothing going on, while in the remaster it's much better and more immediate.

AFAIK there isn't smoothing or acceleration in Quakespasm however note that the Quake Remaster engine uses client interpolation to overcome the FPS limit that Quake had (and Quakespasm still has) and most likely decouples mouselook from it. Try Quakespasm-Spiked which also does something similar and you might get better results even with a 60Hz monitor (assuming vsync off).
 

Curratum

Guest
Mouse in the remastered Kex port / engine feels a lot more responsive and immediate than what I get in Quakespasm.

Any ideas how to turn off smoothing / acceleration in the Quakespasm engine? Mouselook in Spasm just feels floaty, like you have quite a bit of accel/smoothing going on, while in the remaster it's much better and more immediate.

AFAIK there isn't smoothing or acceleration in Quakespasm however note that the Quake Remaster engine uses client interpolation to overcome the FPS limit that Quake had (and Quakespasm still has) and most likely decouples mouselook from it. Try Quakespasm-Spiked which also does something similar and you might get better results even with a 60Hz monitor (assuming vsync off).

It has to be the input decoupling. I run the remaster vsync locked at 60 and the mouse still feels a lot better. I will try Spiked, thanks!
 

Curratum

Guest
Don't know if it's placebo or Spiked really fixed the perceived issue. I just wish they'd officially embed Arcane Dimensions into the re-release so I can just stop faffing about with the additional engines.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
810
Oh, by the way... is there any source port based on winquake that *only* has the bare minimum features to run things like Arcane Dimensions? What I mean by minimum is interpolated model animations/movement and support for increased map limits.

Only quake.exe, winquake and vquake keep the original lighting. Pretty much every other mod is based on GLQuake and it just doesn't exactly look right. The Remaster is bad here, too.

PS: after hooking up my ancient CRT display I launched winquake and had a blast like it was 1996!
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,136
Oh, by the way... is there any source port based on winquake that *only* has the bare minimum features to run things like Arcane Dimensions? What I mean by minimum is interpolated model animations/movement and support for increased map limits.

Only quake.exe, winquake and vquake keep the original lighting. Pretty much every other mod is based on GLQuake and it just doesn't exactly look right. The Remaster is bad here, too.

PS: after hooking up my ancient CRT display I launched winquake and had a blast like it was 1996!
Arcane Dimensions is designed to work with Quakespasm-Spiked, and apparently other source ports don't support all of the features that the mod uses. However, the readme does list Mark V as a viable choice and it's quite faithful to the appearance and behaviour of WinQuake (it comes with a software renderer).
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,261
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Only quake.exe, winquake and vquake keep the original lighting.

Doesn't Quakespasm look correct? AFAIK it is based on FitzQuake which added support for overbright (software quake's lightmaps went beyond 100% which is why GLQuake, which couldn't do that in the 90s 3D hardware, looked dimmer). Perhaps try FitzQuake? According to this comparison it should look almost indistinguishable. It isn't maintained anymore AFAIK though.
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,136
Only quake.exe, winquake and vquake keep the original lighting.

Doesn't Quakespasm look correct? AFAIK it is based on FitzQuake which added support for overbright (software quake's lightmaps went beyond 100% which is why GLQuake, which couldn't do that in the 90s 3D hardware, looked dimmer). Perhaps try FitzQuake? According to this comparison it should look almost indistinguishable. It isn't maintained anymore AFAIK though.
Mark V is based on FitzQuake.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,261
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Mark V is based on FitzQuake.

So does QuakeSpasm (just checked the readme and the first line in the About section says that) as well as a few others AFAIK. FitzQuake was basically the most popular sourceport among mappers who wanted to stick with the original style (as opposed to adding new bells and whistles like in DarkPlaces) so i find it weird that the lighting looks different for soulburner.
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,136
Mark V is based on FitzQuake.

So does QuakeSpasm (just checked the readme and the first line in the About section says that) as well as a few others AFAIK. FitzQuake was basically the most popular sourceport among mappers who wanted to stick with the original style (as opposed to adding new bells and whistles like in DarkPlaces) so i find it weird that the lighting looks different for soulburner.
Well, apart from differences in lighting, I think soulburner has in mind the over-all look of the software renderer, which Quakespams does not include, I think. Disabling just the texture filtering won't make the OpenGL renderer look the same. Another thing that makes most source ports feel rather different is that they change the position of the weapon viewmodels with regard to the HUD, the way they sway during movement, sometimes disabling it entirely by default, and then the HUD itself is also handled a little differently in each one.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,261
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Yeah there are other differences from the software renderer too (i think a big one is how mipmaps are handled which make the SW quake more grainy, which kinda fits with its style), i was just curious about the lighting bit because that was the bit brought up and AFAIK it is one of the few things that are the closest to the SW version in modern ports.
 

ferratilis

Magister
Joined
Oct 23, 2019
Messages
2,354
QuakeCon is soon, you know what that means...
ii8phzp11xg91.jpg
 

toughasnails

Guest
Perhaps, there were rumors about possible Quake reboot in the past.
I am a bit disappointed bc it doesn't look like Quake 2 will get the same remaster treatment, at least not this year. But Quake 2 being ignored might also mean that the new game might actually be a throwback to the first game's theme rather than a continuation of the Space Marines vs. Borg stuff.

btw this came out recently
https://www.slipseer.com/index.php?resources/coppertone-summer-jam-2.103/
A lot of new maps, some by well known mapper, and looks like there's some real eye candy in there...
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Threewave CTF is now an official mode. https://steamcommunity.com/games/2310/announcements/detail/3337750462906016220

Quake - Update 4
This is the forth major update since the release of the enhanced version.

Update 4 for Quake includes the return of the legendary progenitor of team-based multiplayer: Threewave Capture the Flag! We have resurrected nine iconic levels from the original mod just in time for QuakeCon to bring you and seven of your closest frag friends back together again!

THREEWAVE CAPTURE THE FLAG (CTF)
Quake_ctf.gameplay.png

The rules for Capture the Flag are similar to the backyard game: protect your flag, steal the enemy’s, and return it to your own flag to score a point. Threewave CTF comes with some extras to this basic formula by adding power-up runes for teams to fight over, and the famous grappling hook!

A BRIEF HISTORY
For all those scholarly Rangers out there, here's a brief history...
Threewave CTF was first released in October of 1996 by Zoid Kirsch. The mod back then was simple, and remixed existing game content to create something new. Matches took place on the single player levels modified to create bases. Keys were used in place of flags, and the grappling hook was an axe that fired a Vore ball. While a little bit of imagination was required, this didn’t hurt the mod’s reception at all. It caught on fire immediately and built a large fanbase of players looking for a deeper alternative to deathmatch.
Over the course of many updates, and eventually a QuakeWorld version, Threewave CTF would go on make Capture the Flag a household name in multiplayer game modes, and even spawn websites that exclusively covered Capture the Flag modes in games. Threewave CTF would be released officially as a part of Quake II, and the Quake III version of the mod would bring in new flag-based game modes and maps that would later make their way into Quake Live. Quake multiplayer and Threewave CTF have always been intertwined, and now the mod that started it all is now available for free in the enhanced Quake re-release

NEW ENHANCEMENTS
This latest version of Quake has been enhanced, with an improved flag status display showing if your flag is safely in base, team scoring, and a modern interface. The maps included have been updated with improved lighting and fog effects. All of this is included free in Update 4, and requires no additional download

RUNES
Four power-up runes spawn randomly throughout the map at the start of the match. Teams will vie for control over them, as they bestow their holders great benefits, and will stay with them until death. They fly out of the player on death, so keep an eye out, and grab them as quickly as possible to posses their power. If nobody picks them up eventually, they'll respawn elsewhere. Holding these runes are key to giving your team the edge to win!

Quake_Rune_Earth.Magic_960x540.png

Rune of Earth Magic | Resistance
- Take half damage from all weapons

Quake_Rune_Black.Magic_960x540.png

Rune of Black Magic | Strength
- All weapons deal double damage

Quake_Rune_Hell.Magic_960x540.png

Rune of Hell Magic | Haste
- Most weapons fire twice as fast, and nail projectile speed doubles

Quake_Rune_Elder.Magic_960x540.png

Rune of Elder Magic | Regeneration
- Regenerate some lost health and armor every second, up to 150

GRAPPLING HOOK
The grappling hook, accessed via the weapon wheel or by pressing the key bound to the Axe, is more utility than weapon than most options in your armory. Holding down the fire button will shoot the hook, where it will fly straight forward until it hits a wall. Once attached, the hook will pull you in at a very high speed. The hook can be attached to players to do a constant stream of damage; however this will leave you vulnerable to the player you are attached to.
Switching weapons while the hook is attached will allow you to hang off walls and fire, however you will be vulnerable as you will be unable to move, doing your best impression of a turret. Using this to ambush an attacker can be an effective tactic, however it should be used sparingly as ambushes only work if they are unexpected!
Advanced players can shoot the hook at the ground, and then immediately let go as soon as the hook starts to pull you. This lets you launch into a bunny hop at a very high speed, and makes you less predictable of a target as you weave your way around the map

MAPS
Our update includes nine of the maps from the original mod
ctf1.png

CTF1: MCKINLEY BASE
Created by Zoid Kirsch
Two bases connected by bridges, and an underwater route. An instant classic, and the most iconic map of the mod

ctf2.png

CTF2: MCKINLEY STATION
Created by Zoid Kirsch
The sequel to McKinley Base, with bigger bases, a bigger flag room, and more routes. A classic, refined

ctf3.png

CTF3: SPILL THE BLOOD
Created by Dale Bertheola
Catwalks and bridges hanging over lava and acid, with a wind tunnel into the flag room that provides ample opportunities to overwhelm the defense for some skeet shooting practice

ctf4.png

CTF4: GLOOM CASTLES
Created by Tim Willits
A CTF version of the classic E1M5: Gloom Keep. Two Gloom Keeps, face to face. The front door is the shortest route, but also the riskiest. Lose the defense by taking the long way around

ctf5.png

CTF5: CAPTUREPHOBOPOLIS
Created by American McGee
The mouthful of a map returns, but now with flags! This time, the bases are stacked on top of each other: red team on top, and blue team below

ctf6.png

CTF6: VERTIGO
Created by Dale Bertheola
Each flag is flanked by a hulking Quake Q, looking over three paths out of the flag room and one-way wind tunnels

ctf7.png

CTF7: THE STRONGBOX
Created by Brent McLeod
With a warehouse at its center, elevators and trains between bases provide ample grapple opportunities into tight flag rooms

ctf8.png

CTF8: CHTHON’S CAPTURE HOUSE
Created by Tim Willits
Chthon’s hellish domain has been converted into a base in our smallest map of the set, providing intense combat with nowhere to hide
ctf9.png

CTF9: DA ANCIENT WAR GROUNDS
Created by Matt Hooper
Catapult yourself over the moats into two traditional medieval castles and grab the flag from the throne room

BUG FIXES
  • Fixed Fiend arm clipping into the floor at death
  • Fixed auto aim debug variables that could be used to cheat in multiplayer
  • Fixed loading lightmaps in huge levels, such as when users side-loaded "Tears of the False God" in Arcane Dimensions
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
It could be theoretically cool. But I think using the original sky textures directly as environment light detrimental to the effect.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
810
I'll test it later today. Looks promising, but without updating the assets (textures with PBR shaders, updated models with at least the Enhanced version ones, etc.) it looks a bit weird on the video.
Additionally, I wonder how this thing handles light entities - maps in Quake 1 did not use any sort of radiosity simulation, unlike Quake 2, which made the latter easier to develop an "RTX" edition for. Quake uses "fake" lights all over the place to simulate light reaching some areas. With ray tracing being so realistic, those additional light entities will cause trouble. Revisiting each map and adjusting stuff is a necessity. We have the map sources available, so it shouldn't be a problem, just an issue of someone's time and effort.
 

Semiurge

Cipher
Joined
Apr 11, 2020
Messages
6,244
Location
Asp Hole
I solemnly swear I won't replay Quake until GOG gets the EE. Getting the original soundtrack to play with the 3D accelerated version is too much trouble.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom