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.

Incline Quake II enhanced re-release by Nightdive Studios

Zlaja

Arcane
Joined
Aug 17, 2006
Messages
5,731
Location
Swedex
I never had any issue playing this at 9 years old on my PS1 & N64 like a consoletard

How did you handle progress in those versions? I assume you can't save in those. Got gud, or played on easy?
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
27,245
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
So I gave Quake 2 (Enhanced) a go last night for an hour... and then quit.

The truth of the matter is, I was never a Quake 2-fan, even though I played through the game once 20+ years ago... and coming back to it after all this time shows how badly it has aged. Primitive mechanics, primitive AI, level design at least is somewhat clever. But in the end I wasn't that interested, and sadly nostalgia wasn't there to save it.

Quake 2 was a good step forward back when it was released, and its engine laid the foundation for the future of FPS-games... but as a game in and of itself, it has a little trouble standing on its own, especially today. Still, I'm glad this enhanced version got released, especially with all those neat extras. It'll make someone happy.

Oh, and it works on Windows 7 without issues.
 

Zlaja

Arcane
Joined
Aug 17, 2006
Messages
5,731
Location
Swedex

randir14

Augur
Joined
Mar 15, 2012
Messages
644
I saw on the Steam forum that people are beginning to discover a few idiotic and pointless changes that were introduced with the remaster, like reducing the railgun damage in single player.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,552
Normal damage or "sneak attack" one? The latter would not be a bad change tbh.

Edit: Found a thread, seems they nerfed the normal dmg which makes a huge impact on a slow attack/high damage weapon like railgun and it now takes one more shot to kill "medium" enemies (icarus, berserker) - 3 vs 2. :decline: confirmed.
 
Last edited:

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,561
I never had any issue playing this at 9 years old on my PS1 & N64 like a consoletard

How did you handle progress in those versions? I assume you can't save in those. Got gud, or played on easy?

Played on hard of course. Git gud, yeah. I was raised on git gud, that's how all games used to be, at the arcade, no matter what console you or your friend had, gameboy when travelling, just not PC games (unless you play multiplayer). Git gud was the standard back in the day and it's all but gone now. Utmost decline. Games are no longer games by my standards.

Yes you could only save between levels, a limitation as the design gods would intend, however Quake 2's levels are actually quite small and game difficulty not that significant as we all know, so it wasn't that much a challenge. Quake 2 N64 capitalised on difficulty a bit better from what I recall (it's the same game but aside from the intro level, all new maps which were tougher than normal quake 2).
 
Last edited:

schru

Arcane
Joined
Feb 27, 2015
Messages
1,132
There is probably a lot to say about the remake, but for now I'd like to present a little comparison of lighting and other visual changes to the maps.

It should be mentioned at the outset that it's uncertain what gamma and brightness Quake II should actually have. The method for adjusting the brightness in the game affects the textures themselves, so it doesn't seem optimal. On the other hand, apparently the miniGL driver in the original game, meant for the Voodoo Graphics 3D cards, had the gamma set to 1.7 or 1.6, which made the game considerably brighter compared to how it looks in the standard OpenGL renderer. There are some old screenshots that seem to demonstrate this:

2047869-quake-ii-screenshot.jpg


Quake-II-1-gl.jpg


Quake-II-2-gl.jpg


Quake-II-4-gl.jpg


Quake-II-5-gl.jpg


Quake-II-6-gl.jpg


However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?

I've used dgVoodoo to capture screenshots of the 3dfx mode in the original game, but it doesn't seem to use the original gamma value, so I only increased the brightness in the wrapper to 150 % to make the game bright enough to make the shaded areas clear when viewed in a darkened room and on a monitor with a high brightness. To those who can't see the screenshots clearly, please try a different monitor mode or such.

The way the remaster looks, it seems like Night Dive attempted to approximate the higher-value gamma look of the Voodoo cards, but combined with the new lighting and fog, the result seems rather bland and washed out in many places. At the same time, some of the very dark places seem to be darker in the remaster.

The fog (or ‘distance haze’) in particular doesn't really look good in outside areas because of the way it contrasts with the skybox, which seems to have already been altered a bit to make it hazier. Where the effect does look nice, its use still seems questionable because it alters the appearance of the maps considerably, while in itself it seems like an effect borrowed from the fashions of current Quake map-making. It's superficially nice, but cheap if added to older maps just for the sake of it. It also completely spoils the few scattered areas which are meant to be pitch-black, such as the third level of the Bunker, where power cubes need to be inserted to activate lights.

The new, more precise cast highlights and shadows also don't necessarily make the game look better. Having a stronger light against which the player casts a shadow while running around is a neat effect, but other than this, when there are multiple artificial sources of light in a single area, like the very first room, the lighting doesn't seem to mix in a natural way at all. The result is rather like an automatically rendered would-be realistic lighting, rather than something a level designer considered carefully and tweaked with a certain mood in mind. Should that many lights and wall openings even cast hard highlights and shadows given the way the skies look, the fact that the action generally takes place in day-time but cloudy weather?

One more note. I've set dgVoodoo to include dithering and its C.R.T. filter; the latter might not be very accurate to the real thing, but combining both adds a very nice grain and pattern to the picture which I think the remake sorely lacks, its own C.R.T. filter notwithstanding.

On to the comparison screenshots:

firstly, the UI elements look better with bilinear filtering applied to them:

image002.png


BA17D9D8C96B931D936E042E12666F553B7122BB


image003.png


984959C5031C272D01B112B8A82BC875934B2F71


image004.png


492139C50C00253960C22B1E27E09E6C0025789B


image005.png


14BA05180F16BAC8EA948ED34D837D8490DA0E7D


image006.png


F2537B7217622811DA2F07FB6323D19C1299F264


image007.png


891C055AF522B085F777C47B632FC02092D648FA


image008.png


570D24521294A453888CAE7E2C68D6CB66F37915


image009.png


CF4AECC2466A2374B670A1F07487DD63D492D178


image010.png


023C08B3E9F9A7F2C66D41D5D878D3DCDD75E478


image011.png


D32A83CDE703BFC70F0D307AE6DB770590653AA7


image012.png


D5D69178143CCFAB4BD1F22F4B9A0AA983424450


image013.png


B659F517FACE526A7FA13AC6C04ED9B8EA682D6C


image014.png


32DD3080BA890DBB0CAB38506E328B4A9BFE7828


image015.png


A7A0B2E49EE939F7692FE77F7F6C035F867BDEDD


image016.png


AC890C8C0ACCB7BE7BCAD88ABCD83E1E4445AC42


image017.png


44052BC73C065528116259F6D5711BD8FAA7ED9D


image019.png


1841781AE3DF80A236B2D60B969D6880B246083A


image020.png


A0982AA201BD565D187499F0418AE8DBC0044281


image021.png


D5BF2389CA455A10D5B8230FC118C851FB4F6C80


image022.png


7977B4FE480F8636DDEE75A643B56183BE766905


image029.png


A8D7E43FBD35F58646E1130E9594F14878052C3D


image028.png


5BBDE18CC5D744FEEE484CACBDCF9A83C6FE4984


image027.png


227BED964BAB6267399DA3D256D3F19E77C731F0


image026.png


9D13F95C691B017159FB602364DE850A52EE340A


image023.png


EECF6565308492BFC27DC52A0EE51E91E8ACFA1C


image024.png


70ADA6B2143F9A1E83B0FF493FBC05A5E7E667BE


quake2-2023-08-15-13-13-51-33.png


1C8D10015AE9898C3130B69A144F554D9159ED52


image040.png


94CE3326664E02CFB0C874D6E319CF60165FADB0


quake2-2023-08-15-11-48-07-39.png


851CA38877C40EEFE7BD243ECE69C7F82F78AE9E


quake2-2023-08-15-11-48-53-38.png


6EA2ED47AF5D0288F395C8B354A7EA08CC1C3322


image031.png


664BA7CE77A37E513427A2256A9C8996DC2030C5


image032.png


AD37C77A0B1E2F28066B8167A905AA670B8F582B


image038.png


50EE67B003658E3ABEC0BAAFEACF5558340CC0A8


quake2-2023-08-15-15-26-02-37.png


B4CFF294F046A8B769902567AB45C2A0254A7D03


quake2-2023-08-15-15-26-56-29.png


62DA40E3E0AB60D8B50AB7928D84DB62CE71A3F1
 
Last edited:

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,233
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.
However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?

I don't think there is a precise brightness that the game was created with in mind - remember that while 3dfx was the most popular, it had a stupid linear gamma (no other graphics card, GPU or whatever before or after had this) but at the same time Quake 2 was actually made using Windows NT machines running professional 3D cards that could do windowed OpenGL - which did not have that sort of blown out gamma.

Here is a screenshot of the original Quake 2 editor from 1997 which shows hardware accelerated graphics (notice the bilinear filtering), 3dfx voodoo was incapable of running OpenGL in a window (that'd happen way later with Voodoo 3 and even then the driver was very unstable):

sKbd2FR.jpg


Chances are they tried to use brightness that looked good enough for both 3dfx and non-3dfx users.
 

randir14

Augur
Joined
Mar 15, 2012
Messages
644
A Nightdive dev posted on Steam that they have some fixes ready for a patch but need to wait for permission from Bethesda. One of the fixes is to reintroduce animated textures (like flashing computer screens), somehow the game shipped with all of them static and nobody noticed.
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,132
However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?

I don't think there is a precise brightness that the game was created with in mind - remember that while 3dfx was the most popular, it had a stupid linear gamma (no other graphics card, GPU or whatever before or after had this) but at the same time Quake 2 was actually made using Windows NT machines running professional 3D cards that could do windowed OpenGL - which did not have that sort of blown out gamma.

Here is a screenshot of the original Quake 2 editor from 1997 which shows hardware accelerated graphics (notice the bilinear filtering), 3dfx voodoo was incapable of running OpenGL in a window (that'd happen way later with Voodoo 3 and even then the driver was very unstable):

...

Chances are they tried to use brightness that looked good enough for both 3dfx and non-3dfx users.
Thanks, this does seem like the most reasonable explanation. Did the Voodoo 2 and 3 lines of cards also have linear gamma? Was there a similar problem with how games from 1998 or 1999 looked on these cards? Or was it generally accepted that games at the time wouldn't really have very deep dark tones or saturated colours? I'm thinking of titles like Unreal or Thief.
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,132
However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?

I don't think there is a precise brightness that the game was created with in mind - remember that while 3dfx was the most popular, it had a stupid linear gamma (no other graphics card, GPU or whatever before or after had this) but at the same time Quake 2 was actually made using Windows NT machines running professional 3D cards that could do windowed OpenGL - which did not have that sort of blown out gamma.

Here is a screenshot of the original Quake 2 editor from 1997 which shows hardware accelerated graphics (notice the bilinear filtering), 3dfx voodoo was incapable of running OpenGL in a window (that'd happen way later with Voodoo 3 and even then the driver was very unstable):

...

Chances are they tried to use brightness that looked good enough for both 3dfx and non-3dfx users.
Thanks, this does seem like the most reasonable explanation. Did the Voodoo 2 and 3 lines of cards also have linear gamma? Was there a similar problem with how games from 1998 or 1999 looked on these cards? Or was it generally accepted that games at the time wouldn't really have very deep dark tones or saturated colours? I'm thinking of titles like Unreal or Thief.
Heh, I searched for ‘Voodoo linear gamma’ on Google and this came up, so I suppose that's settled:

 

Morenatsu.

Liturgist
Joined
May 6, 2016
Messages
2,647
Location
The Centre of the World
However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?

I don't think there is a precise brightness that the game was created with in mind - remember that while 3dfx was the most popular, it had a stupid linear gamma (no other graphics card, GPU or whatever before or after had this) but at the same time Quake 2 was actually made using Windows NT machines running professional 3D cards that could do windowed OpenGL - which did not have that sort of blown out gamma.

Here is a screenshot of the original Quake 2 editor from 1997 which shows hardware accelerated graphics (notice the bilinear filtering), 3dfx voodoo was incapable of running OpenGL in a window (that'd happen way later with Voodoo 3 and even then the driver was very unstable):

sKbd2FR.jpg


Chances are they tried to use brightness that looked good enough for both 3dfx and non-3dfx users.
Of course, such editors don't have lighting, so using it to judge brightness would have been pointless.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
It's good. The enemies seem to be a lot more aggressive which makes the game more difficult, but otherwise the changes are really minimal.

:incline:
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,240
Location
Poland
Strap Yourselves In Codex Year of the Donut
What a shitty q2 port:

Removed cl_maxfps and r_maxfps. Disabling vsync and the framerate limiter doesn't work. r_maxfps wasn't on release, it was added in r1q2 or q2pro, don't remember which.

Has awful input lag (probably is caused by the above, but modern source ports don't have the same problem with vsync on). Removed m_* settings and even uses mouse acceleration by default!

Added real dynamic shadows and changed maps to emit them, but they don't look good either.

No celshading. It looks good in q2pro actually.

No gl_modulate/intensity and friends, they were more flexible than brightness/gamma alone.

Fancy 'modernized' UI doesn't let you bind keys to multiple weapons, not allowing normies to avoid using the console.

With q2pro you can use the GL_NEAREST magnify filter and GL_LINEAR_MIPMAP_LINEAR minify filter (it's actually trivial to implement). No idea how this port does it, but probably uses GL_NEAREST for minifying when texture filtering is disabled (there are only yes/no options).

Source code for the client hasn't been released.

I doubt they implemented r1q2/q2pro protocol improvements for network play, especially given that they're released under the GPL by third party developers.

I wouldn't play it even if it was free.

TL;DR just play q2pro and configure it.
 
Last edited:

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,208
For those who care, there's a story in the new chapter of Quake 2:

It turns out that the creators of the Strogg are 2 of these electric-throwing monsters from Quake 1, in a final battle that's absolutely disappointing. In addition, the ending is pretty much "you win, enjoy being lost in the void!", similar to Quake 1's one.
 

Semiurge

Cipher
Joined
Apr 11, 2020
Messages
6,211
Location
Asp Hole
For those who care, there's a story in the new chapter of Quake 2:

It turns out that the creators of the Strogg are 2 of these electric-throwing monsters from Quake 1, in a final battle that's absolutely disappointing. In addition, the ending is pretty much "you win, enjoy being lost in the void!", similar to Quake 1's one.

I always assumed that Shub-Niggurath and her spawn were not only from another dimension, but from the past as well, hence the "the mystical past comes alive" description of Q1's first episode. The strogg however seem to reflect the current futuristic times of Q2's human universe, maybe specifically tailored to do so by their creators.
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,240
Location
Poland
Strap Yourselves In Codex Year of the Donut
No gl_modulate/intensity and friends, they were more flexible than brightness/gamma alone.
Maybe if you liked having all the texture quality obliterated by clamped brightness. Those settings were trash.
When tuned properly you could make the difference between shadows and highlights be arbitrarily large or small, and how bright were the textures overall (excessive contrast). It looked good with stock textures like ~~q2dm1~~, q2duel8 and other maps like that.

Nowadays reshade does this but not in lightmap space. It could be adapted actually.
Code:
seta vid_gamma 1
seta vid_hwgamma 1

seta intensity 1.25
seta gl_brightness .5
seta gl_modulate 1.25
seta gl_modulate_world 1.25
seta gl_modulate_entities 1.5
seta gl_saturation .6

seta gl_doublelight_entities 0
seta r_override_textures 1
seta gl_multisamples 0
seta gl_dotshading 1

seta gl_dynamic 0 // YMMV
seta gl_dlight_falloff 1
 

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