pretty sure that I already saw an Arcade Dimension lobby in the mp search but maybe my eyes were playing tricks on me
edit: pretty sure my eyes were playing tricks on me
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Indeed. Nightmare mode originally just sped up all the enemy reaction times, causing them to become turreted (stand in place and shoot all the time rather than moving) more than anything else. This would have the weird side effect of making the game easier in most cases. So Nightmare's behaviours were changed to make something actually objectively harder. The lower health limit is one of these changes.
You can also choose to play the original if you want. You get a pop-up asking which version to launch when you hit Play. Really best case scenario for this.I only bought it to get the .pak files for using in other things. Glad that it's now a really good modern version.
I imagined it was intentional since, for instance, Ogre behavior on Hard makes it harder than Nightmare because of all the Grenade spam and never approaching to chainsaw us to death LMAOIndeed. Nightmare mode originally just sped up all the enemy reaction times, causing them to become turreted (stand in place and shoot all the time rather than moving) more than anything else. This would have the weird side effect of making the game easier in most cases. So Nightmare's behaviours were changed to make something actually objectively harder. The lower health limit is one of these changes.
Yeah, it's pretty lame. I just grabbed the indie gala version for $1.26 so I can have the Steam version.Am I not getting the update on GOG or what? Fuck that store not getting all updates on the same games as Steam.
This if far better that Quake II RTX. The enhancements here actually respect the aesthetics of the original and can be turned off if you do choose. This port is fantastic!This really doesn't cut it for me or even get me tempted to purchase...and I grew up playing this, multiplayer over 14.4kbps modems, plus everything else had to deal with back in the day.
But after having Quake II RTX for the past year or two, this looks completely underwhelming.
You aren't insane. I seem to remember the original GLQuake having the same problem but I've been using DarkPlaces for the last 20 odd years. Turning off fog helps a little on some maps but it's very annoying. Does the gamma console command let you get it lower than the brightness slider?Am I insane or did they make Quake 1 like, really really bright? The dark moody atmosphere is almost gone. Like, I was just playing Quake through Quakespasm last night and it wasn't this bright.
For people who don't have it on steam, you can get it on indiegala for $1.26, I just bought it and the code does indeed work for the new version, all credit goes to Wario64 of course
EDIT: Seems to be already posted, still an awesome deal
Yes, some source ports allow animation interpolation with the base models. But it causes some issues because the original models were not designed with motion interpolation in mind (watch from 1:34 if the embed does not start at the correct time):With the base models? Interesting. I was under the assumption that required replacing the models, and I've always really liked the look of the base models (strictly keyframed animation aside, of course). I'll need to look into the source ports, as I already own the original on Steam, but I'm definitely picking this up on Xbox. Hell, I'm so excited that I just bought it for Xbox, despite already being subscribed to Game Pass.
You can turn off the additional lighting and effects in the menu and bring it more inline with the original release.Am I insane or did they make Quake 1 like, really really bright? The dark moody atmosphere is almost gone. Like, I was just playing Quake through Quakespasm last night and it wasn't this bright.
If you are playing in custom games, your connection quality is entirely at the mercy of whomever is running the lobby, and 60hz might be a bit much for some folks copper-grade upstreams. Only matchmaking uses dedicated servers.Yeah this is as fun as I remember lol. The multiplayer felt way too laggy from one test match, but I'll have to try some more. It feels decent on controller- not as good as DOOM, but it requires actual aiming so that's to be expected.
You monster.I played so much Quake in college. It'll be hard using a controller instead of a mouse.
I used to swap out the Reznor soundtrack CD for show tunes and annoyed the hell out of my roommate.
Yes, some source ports allow animation interpolation with the base models. But it causes some issues because the original models were not designed with motion interpolation in mind (watch from 1:34 if the embed does not start at the correct time):
PRO QUAKE
It's finally here! Before the inevitable slide into misery and decline that will happen after 100k subs, time to do a long-requested and long-planned video a...www.youtube.com
They're interpolating the enemy animations, so yes. The original enemy animations had crazy low framerates. Like 10 FPS or something.
That's cool, I was wondering about this. Looking forward to firing this up.You can also choose to play the original if you want. You get a pop-up asking which version to launch when you hit Play. Really best case scenario for this.
Other source ports seem to have solved that problem while still using the original models and animations, but I'm actually not sure how they did that. Must have been some manual adjustments.Oh, I didn't even think of the muzzle flash issues. That's funny. Am I correct in assuming that there're mods with the "original" models with proper rigging to allow the animations to play out properly, or are all of the replacement models higher in visual fidelity to the point that they barely resemble the original low-poly ones?
They're interpolating the enemy animations, so yes. The original enemy animations had crazy low framerates. Like 10 FPS or something.
edit: I guess Nightdive even created new models with new animations. This is such a cool release. (Would be nice if it was fully compatible with Arcane Dimensions but I understand that that's not really in scope for a project like this)
We long since ditched OpenGL back in Shadowman. Vulkan is the new default, and for Quake while there is D3D11 it's hidden and only used as a fallback if Vulkan init fails.Question about the API being used (particularly for the Steam version). Is it using OpenGL or is it running on Vulkan? I would very much want to play it using Vulkan.
Awesome!We long since ditched OpenGL back in Shadowman. Vulkan is the new default, and for Quake while there is D3D11 it's hidden and only used as a fallback if Vulkan init fails.
It's a physical copy of Quake. Buy that shit.God, I hate this. It's f'n "Quake" it would sell if you put it out in stores completely normal, why does it have to be Limited Run games? So this 10 dollar game now turns into a 40 dollar game with 40 dollar shipping to Europe or so. Unnecessary.
Just tried Dissolution of Eternity and it had music that wasn't the Reznor stuff, can't tell you with absolute certainty it's what you're asking for as I haven't played the expansions with music before but as far as I can tell, yes.Probably already been answered, but has all the music been restored?
The product listing mentions Trent Reznor, but what about the Jeehun Hwang soundtracks for the expansions?
Go to add-ons.