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lazygecko

Quake Remastered

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*for PC users:
Anyone who wants to remove the CRT filter with Q64:

 

open console and type:

 

r_crtmode 0

 

then press enter. 
 

also found a fix for the backwards movement being slower than the original game: cl_backspeed 320

 

That should make it move backward at the same speed as the original game. 

Edited by TelicAx7 : Edited for clarification

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8 minutes ago, scalliano said:

Yeah, well, it's free, and it does come with Aubrey Hodges' awesome music and a reasonably decent N64-on-a-CRT-mit-RCA-cables screen filter.

 

And yeah, for a moment I thought they'd got their hands on Abyss of Pandemonium but it's just the Dimension of the Past episode from 2016. Hey, maybe we'll see AoP show up as one of the curated mods...

 

AoP makes the Master Levels look like BTSX.

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4 minutes ago, onetruepurple said:

 

AoP makes the Master Levels look like BTSX.

Heh, I never said it was good, just considering how they tried to pan it off as the third expansion back in the day. Still better than Juggernaut for Q2 but that's not a high bar.

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18 minutes ago, sponge said:

Hey all, just popping in here to say hope y'all enjoy the new port! This is the project I've been involved with for the past year, and am excited that it's out on everything.

 

For nightmare, 50HP is intentional. We removed the "turreting" that enemies tended to do in Nightmare, and set health to 50 to compensate as a nod to what Copper did, in order to make Nightmare harder than hard, not easier.

would be possible to have the old nightmare back like you guys did uv+ on the doom releases?

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HOLY SHIT

 

I just woke up to this and I can't wait to get it on my Switch!

 

Great job id! And whoever else developed this updated version! It's truly a good time to be a retro shooter fan!

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30 minutes ago, TelicAx7 said:

Anyone who wants to remove the CRT filter with Q64:

 

open console and type:

 

r_crtmode 0

 

then press enter. 
 

also found a fix for the backwards movement being slower: cl_backspeed 320

 

That should make it move backward like the original 

Unfortunately, non-PC players are out of luck. They can't access the console as far as I can tell (I have this on Switch)

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Question: If I already have a source port, as well as some mods in my Quake install directory on Steam, will this overwrite the mods? I'm not at my PC right now so I can't check

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@lazygecko can you change the title to something like "Quake: Revitalized thread" or something like that, and maybe change the OP up a bit. it will make the thread easier to find. 

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1 minute ago, Denim Destroyer said:

PSA: deleting the video files found under the "movies" subfolder in the rerelease directory will disable the intro videos.

Renaming the folder they are contained in also works ;) 

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1 minute ago, Wavy said:

Question: If I already have a source port, as well as some mods in my Quake install directory on Steam, will this overwrite the mods? I'm not at my PC right now so I can't check

 

The files are grouped similar to the Unity Doom port, so there's all the regular files and then a folder named "Rerelease". I'm not sure if it would overwrite the mods, but the sourceport and those files should be fine.

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1 hour ago, sponge said:

Hey all, just popping in here to say hope y'all enjoy the new port! This is the project I've been involved with for the past year, and am excited that it's out on everything.

 

For nightmare, 50HP is intentional. We removed the "turreting" that enemies tended to do in Nightmare, and set health to 50 to compensate as a nod to what Copper did, in order to make Nightmare harder than hard, not easier.

Congrats! I wondered if you were involved. Thank you for struggling through the initial poor reception of the Doom re-releases to bring us the updated ones and this. These have been very good ports and the addition of the addons for both are a great feature for all the console players.

 

I have a question about multiplayer, is the netcode pretty much the classic Quakeworld stuff or is it new with more modern clientside prediction stuff?

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Looks like a solid vanilla+ port. Be fun to revisit this and play the two new episodes. Also a scene in the trailer made me curious - it shows the player actually shooting the episode 1 boss. Can we now do this instead of that silliness with the electrical stuff?

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18 minutes ago, DavetheDoomguy said:

 

The files are grouped similar to the Unity Doom port, so there's all the regular files and then a folder named "Rerelease". I'm not sure if it would overwrite the mods, but the sourceport and those files should be fine.

I might just move my mods to another folder temporarily just to be safe.

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24 minutes ago, Tarvis said:

I have a question about multiplayer, is the netcode pretty much the classic Quakeworld stuff or is it new with more modern clientside prediction stuff?

It's original netquake (because singleplayer has predictable priority and we weren't in a position to merge QW with vanilla Quake) but dragged kicking and screaming into the modern era between myself and @AlexMax doing some masterful client side prediction work.

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It's out already! damn it caught me by surprise. I was in the middle of a quake playthough already with the expansion packs, so i guess i'll continue in the new port...

 

Great to see some of the fellas who worked on it in here, the port is looking n e a t .

 

 

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Great Great Port! Can't wait for more add-ons! I'm having my ass kicked right now in Single Player. Maybe I'll need to lower the difficulty. Great Job Sponge and the team, also great job Nightdive! I see they helped with the game. 

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Just installed this to say that this feels very solid. And it seemed to not break my Quake install as it just creates a "rerelease" folder within the directory. However, I noticed this mild texture bug at the edge of this slope in E1M1:

20210820092737_1.jpg.a85b02d227f0f8d0e5e9175049833701.jpg

 

Other than that, can't wait to get this on the Switch!

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So... do the people that bought Quake back in 1996 get a free copy due to our support of iD Software?

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One more question, what hz do the physics run at and is there any kind of QSS/vkQuake style framerate interpolation logic? A lot of jumps and such for speedrunning depend on 72hz logic

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Hoping they add a option to crank the music up a bit. I've got it at max of 10 and it's still whisper quiet :(

 

That Reznor score must penetrate my inner ear like a anima!! 

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36 minutes ago, Edward850 said:

It's original netquake (because singleplayer has predictable priority and we weren't in a position to merge QW with vanilla Quake) but dragged kicking and screaming into the modern era between myself and @AlexMax doing some masterful client side prediction work.

 

Worked pretty fine on the Switch in Handheld Mode for those five Rounds i played now.

But i am sure i will test it definitivly more this Weekend.

 

I am also sure that it will be your Fault that i am going to renew the Subscription for the online Play.

Playing Quake Deathmatch in the Bed is just something so stupid, i love it.

 

(i'll never adopt a good feeling playing Games as these with a Controller)

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Not sure if this thread is the best place to seek tech support or whatnot (if there's a better spot, lemme know), but I'm getting some pretty gnarly input lag with the keyboard in the new port -- it takes about a third of a second to register a keypress in both the menus and ingame. Doesn't seem to be tied to vsync, and it doesn't happen for me in the original glquake.exe or Quakespasm, so it's not just the game's low-ish ticrate tricking the brain. 'Unno what's up -- any settings I can try fiddling with?

 

[EDIT] Welp, it went away after a restart. Happened consistently the first 3 times I launched the game though, so I'm 1 for 4 so far.

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For me I noticed it's not enough to disable vsync. You also have to disable borderless fullscreen as Windows (or Windows DWM specifically) forces vsync for windowed games, keeping the input lag even if you turned off vsync.

 

Also, I then had to raise the maximum fps limit in the ingame options past my monitor's HZ because there are random choppy frames otherwise (I find this to be common in every game that has framerate limit option set to monitor hz, such as Risk of Rain 2, so this isnt something I think is the devs' fault)

 

Once I did all those (vsync off, true fullscreen on, framerate limit HIGHER than monitor hz) the port runs smooth as butter for me

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At any rate, playin' the game proper now and it's a damn good remaster (no surprise; Night Dive doin' God's work, as usual :P ) -- the HD models in particular are really really well done -- they perfectly capture the spirit of the originals and have nice n' crisp pixel-y textures. This is gonna be the new definitive "How to remaster a game correctly" example. :P

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I just played through episode 2 and made it into the Dismal Oubliette. I must say I'm pleasantly surprised that they replaced the map with its uncut version, as originally designed by John Romero. Bravo, id software ! 

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I haven't noticed any big problems with the new port, aside from lag/stutter when aiming in any direction. I have anti-aliasing, fog, dynamic shadows, and all that stuff turned off except for model interpolation, but it happens whether I have vsync on or off, framerate cap set to anything, or even when I force vsync with driver settings. As far as I can tell, I'm getting 40fps, but I can't figure out why or anything that helps. I recorded the issue, so it'll be below in a spoiler tag.

 

Other than that, the port is fine, and Dimension of the Machine has some impressive scenery!

 

Framerate thingy: 

Spoiler

 

 

 

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anyone knows if the GOG one comes with this update now?
I vastly prefer GOG over Steam, and i just have a few spare bucks in store there.

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