This has always been possible. None of the Quake modding stuff has been removed from the original engine, so you've always been able to make and load custom content. We did make a change in Update 1 so you can even load stuff into the mod menu manually if you wanted to go that route (as in instead of command line or dev console commands), instead of it just being server entries.I'm curious about the modding stuff in the last update: is that opening the door for ports of stuff like Arcane Dimensions? I know one of the add-ons already has a mod as part of it but I assume it's a bit more far reaching for the AD stuff.
Even if it can't be done as an "official" release due to the Hexen stuff, is it feasible it could work with the remaster if released separately?
You're right. I'm dumb and replayed the wrong level with the wrong secret exit.Just tested on an alt and managed to get The House of Doom popped on PS4 and PS5 (playing both on PS5) - uncertain if anything else is needed, like starting the level from scratch or otherwise
Thanks, I'll cross my fingers then!This has always been possible. None of the Quake modding stuff has been removed from the original engine, so you've always been able to make and load custom content. We did make a change in Update 1 so you can even load stuff into the mod menu manually if you wanted to go that route (as in instead of command line or dev console commands), instead of it just being server entries.
The modding stuff in Update 3 is just new QuakeC functions to interact with the bot systems more, and changing the compiler logic so it can use names rather than pre determined numbers to help prevent conflicts with QuakeC op code numbers with other ports.
There's been a rather strange number of people spreading misinformation about this Quake port, including it's supposed lack of support for third party content. But the truth is that nothing about that support has ever been lost, only ever expanded upon from the original engine, given this is directly built from the original glQuake. And from the get go we've removed just about every memory limit we could find, expanded the netcode entity limits and added in a lot of new features just for DotM alone. But it all still operates the same way, and can be modded the same way with the same tools.
How's the Switch port's performance in hh mode nowadays? I forgot if this has gyro
Release Notes.New update on Steam. Adds a bunch of accessibility options:
The low res option on PC is still busted, guess they're not gonna bother fixing it.
I quite like the Quake expansions, and i'm really happy to hear you're enjoying them! When you're done, be sure to check out the mods that are available. There are only 3 (outside of Quake 64), and they're all worth playing. Especially Honey.Finished the scourge of armagon campaign. That's my favorite campaign so far. I really prefer quake with a rock soundtrack as opposed to the noise in the original game. Is Armagon suppose to be a Strong cause he certainly looks like one?
I would say ps5 version, adaptive triggers and haptic feed back is another step above switch hd rumble. Plus 4k 120fps if you got the display. I prefer it over pc version even due to DualSense support alone.it's the best version as it has gyro aim and hd rumble and it's portable at 60fps.
If you would own multiple consoles, this one is the way to go.
I was surprised at how much the DualSense added to Quake.I would say ps5 version, adaptive triggers and haptic feed back is another step above switch hd rumble. Plus 4k 120fps if you got the display. I prefer it over pc version even due to DualSense support alone.
Yup, it is is literally 1 button (R2), I mean haptic feedback, gyro, controller speaker as well but but that R2 tension is awesome. Wish they would support DualSense on pc like many bethesda games. It has some performance dip however and load time isnt instantaneous which is actually surprising to me but overall PS5 like a new experience just for the DualSense alone. Hoping nightdrive will release a native ps5 version of powerslave with dualsense support.
Yeah, Honey was short and sweeet and the silly ending put a big stupid grin on my face. Loved it. Hope we get a few more "out there" addons like that. Not that the professional levels are not welcome, but there are so many creative and bizarre Quake mods out there that really showcase the flexibility and moddability of the engine.I quite like the Quake expansions, and i'm really happy to hear you're enjoying them! When you're done, be sure to check out the mods that are available. There are only 3 (outside of Quake 64), and they're all worth playing. Especially Honey.
I have spent so much time on this remaster. It's everything I wanted and more. Nightdive do incredible work, and i'm a lifelong fan.
We're so excited to be featuring our most modern Add-on yet: Originally released just last year on community hubs, The Punishment Due is now available as a free 5 level Add-on that uses the Copper gameplay mod for the re-release of Quake.
For those out there who may have missed it – check out our Nods to Mods interview with Copper mod authors Lunaran & Scampie, alongside their map release, Underdark Overbright – both of which are available to download today.
New add on as well.THREEWAVE CAPTURE THE FLAG (CTF)
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 update just dropped, adding CTF.
Quake - Quake - Update 4 - Steam News
This is the fourth major update since the release of the enhanced version.store.steampowered.com
New add on as well.
View: https://twitter.com/bethesda/status/1560297992841732096
Maybe it's because it's been a while since I have played it (have been playing a lot of Left4Dead, Wolfenstein Enemy Territory and the Anacrusis) but does movement feels overly-smoothed? It feels to me like just a light tap on the keyboard leads to your character to slide for a bit, and moving the mouse takes a bit for the view to snap where it's meant to be.
Just use luxtorpeda + vkQuake for the Deck.I'd love to know why this doesn't run perfect on the deck. There's hitching now and again.
Linux. Well, Proton specifically. It's always had problems running our stuff, we have no idea why and no means to investigate.I'd love to know why this doesn't run perfect on the deck. There's hitching now and again.
Means as in time to spent on that or what exactly?Linux. Well, Proton specifically. It's always had problems running our stuff, we have no idea why and no means to investigate.
As in we don't write Proton, so we naturally have zero insight on it.
Set the refresh rate limiter to 59. Might have something to do with forced vsync in Wayland compositor which is what Game Mode on the Steam Deck uses.I'd love to know why this doesn't run perfect on the deck. There's hitching now and again.
Thanks for the reply! I'm sure it's a bitch to deal with.Linux. Well, Proton specifically. It's always had problems running our stuff, we have no idea why and no means to investigate.
Ah, unfortunate! No big deal then. Thanks for checking.
The Kex engine of the Quake remaster doesn't have gl_texturemode commands.Looking at those screenshots I think correct ones have textures with No bilinear filtering + mipmaps disabled into Nearest filtering screen resolution but last one has textures with No bilinear filtering + Mipmaps enabled in Nearest filtering screen resolution. That's why distant textures are "blurrier"
Rickenslacker
You can try gl_texturemode GL_NEAREST because maybe you're using GL_NEAREST_MIPMAP_NEAREST or GL_NEAREST_MIPMAP_LINEAR
Yeah I've fiddled about with Nvidia control panel but no dice, but I don't think this is an issue on my end as I tend to have things aside from some framerate/hz/latency options on default.Rickenslacker Have you looked at your driver settings and checked that your PC isn't adding texture filtering as a 'quality improvement'?
Just tested. Kex engine uses r_texturemode but it doesn't give a shit about no mipmaps values.Rickenslacker Have you looked at your driver settings and checked that your PC isn't adding texture filtering as a 'quality improvement'?
We have no reason to believe it has anything to do with mipmapping, given the issue doesn't affect every platform and Quake mipmapping is emulated (as they were a software render feature).@Edward850 How is possible you can't see what your engine is doing with mips?
We have no reason to believe it has anything to do with mipmapping, given the issue doesn't affect every platform and Quake mipmapping is emulated (as they were a software render feature).
Multiplayer is old school on demand, join someone's ongoing game or host your own. Matchmaking didn't really work out as I initially predicted, it's the wrong sort of game for that.One thing I cant quite work out is the online multiplayer. There is a list of servers but unfortunately they are not very populated, am I missing something?
Can't do multiple keyboard's and mice, we don't have that kind of HID access.Also, could I theoreticly connect 2 sets of keyboard and mouse for 2 player or would one person have to be on a controller? (Which I'm crap at but it actually feels pretty good.)
Multiplayer is old school on demand, join someone's ongoing game or host your own. Matchmaking didn't really work out as I initially predicted, it's the wrong sort of game for that.
Can't do multiple keyboard's and mice, we don't have that kind of HID access.