#169 posted by mh on 2021/09/08 17:57:22
An interesting content bug in the new MD5s is that some of them have bad bounding boxes. That's easily resolvable by recalculating them at load time, but it's still annoying and shouldn't have happened.
All of the d_polyse ASM code actually turned out to be usable, without modification, for both model types. That makes sense because that just consumes trisoup with a position/light/texcoord vertex format.
It's interesting to look at the MD5s in a software renderer without frame interpolation. The 10 fps animations don't look as bad as the old MDLs, probably because the positions aren't compressed down to 8-bit as well. It's still obviously 10 fps, of course, just a subtle improvements.
The MD5s don't support framegroups but they can support skingroups. Anything with framegroups is still a MDL.
Has Anybody Managed
To successfully decompile the progs.dat files from the rerelease? Would be interesting to know what they changed. Especially since there's apparently some code that breaks some vanilla maps. I know at least of one, Pulsar's "The Elder Reality" from Retro Jam 4.
Interview With Nightdive
#171 posted by metlslime on 2021/09/14 20:28:52
sCary's shugashack interviewed some nightdive studios people about the re-release
https://www.youtube.com/watch?v=7uWUuqTsnGY
The Part About Updating
is somewhat missing. Anyway, nice to see some faces of the guys behind this.
#173 posted by Text_Fish on 2021/09/15 11:18:16
Yeah that was kind of an odd interview to be honest. It seemed like the guy in the home gym was more interested in making sure they don't get mis-credited, the ceo was obviously just on a by-the-numbers promotional tour and the shacknews guy was waaaay overdoing the "excitable fanboy" schtick, to the point where I wonder if he's overcompensating for never having touched Quake 1 in his life. I'd much rather see an in depth Machine Games interview.
It's A Good Port
for consoles, I'll give them that. But for PC, there are better alternatives. Right now they are rather trying to have some stuff exclusive to their port, like that new DOTM campaign, but the community beat them to it, in spite of them not revealing their source code.
In the end, it's OK for people who just want to play Quake and don't want to get too much into tweaking, searching for custom expansions and so on.
Motion-blur
Maybe I am just conditioned by playing AAA console titles like Last of Us and Horizon Zero Dawn; but does anyone else like the motion blur in the new release?
I really like it. Don't miss it too much when playing in other ports but it's a good addition to Quake Ex.
Don't hear this discussed very much.
re: the Nightdive interview. Go back and watch the game capture video. Whoever capped that was NOT familiar with the game and it's hysterical to watch.
#176 posted by metlslime on 2021/09/16 21:12:43
*gets double barrel shotgun*
*shoots ogre from 100 feet away*
#177 posted by mankrip on 2021/09/17 01:55:52
Whoever recorded that gameplay was playing with a gamepad, and don't know how to use strafe to dodge enemy attacks. Also, they tried to get ammo boxes when already having full ammo. At 7:20, they tried several times to jump over the wrong steps on the wall, and eventually gave up. And they keep wasting non-explosive ammo on zombies...
The KEX engine only does the underwater warp horizontally, not vertically. I don't know why they didn't warp it vertically, but it seems that they doubled the amount of horizontal warping to try to compensate.
The lack of view bobbing is disturbing. Turning it off by default was a mistake.
The fog and lighting are very cool, but I'll always miss lightmapped liquids and properly lit item boxes.
#178 posted by MrKilles on 2021/09/17 09:22:08
Why in gods perversion's would someone address such a absolute turdifical abomination in fucking Quake ?!?
Jesus fucking christ are you baiting Dumptruck or what ?
Do you want lens flares too ??
#179 posted by mh on 2021/09/17 10:58:42
The KEX engine only does the underwater warp horizontally, not vertically. I don't know why they didn't warp it vertically, but it seems that they doubled the amount of horizontal warping to try to compensate.
I noticed that too and it looks bad. Hopefully just a bug that'll be addressed in the upcoming patch. They also changed the underwater colour from brown to blue, which also looks bad most of the time.
The lack of view bobbing is disturbing. Turning it off by default was a mistake.
This one probably has the community to blame, as switching off the view bob is something that a lot of people seem to like.
The fog and lighting are very cool, but I'll always miss lightmapped liquids and properly lit item boxes.
I'm still unconvinced by lightmapped liquids, particularly when combined with translucency. I can accept the wrongly lit item boxes so long as they're only used for items, as it does make them stand out more in the scene. When people start using them for geometry the lighting flaws are really bad though, with lack of dynamic lights on them being perhaps the worst. Kex Quake does at least put dynamic lights on them.
Viewbobbing
#180 posted by Text_Fish on 2021/09/17 11:21:05
Until I saw the viewbobbing option in the remaster I'd forgotten it was even a thing in Quake, mostly because when I think of viewbob I think of that godawful sea-sickness inducing side-to-side sway that a lot of inferior FPS use. Quake's viewbob is more of a phallic thrusting motion, which is much less intrusive until you start to think about it as a phallic thrusting motion that is.
Botion Mlur
#181 posted by MrKilles on 2021/09/17 14:15:53
Ok so, I'll address it in a civilized manner as it seems some education is necessary for the young ones and the older ones not quite right in their taste.
The First Person Shooter puts you, like it says on the tin, in first person.
Before we go further, dear reader, if you do see motion blur when casually moving about in daily life, please contact you doctor and get that checked.
Now, you might say if I see one thing move really fast across my field of vision it looks like a blur. That is object motion vector based blur, and that can look good and makes some sense. Its just the one or two fast moving things that blur.
What games and Quake re-release is doing is CAMERA movement based blur, and that makes no sense nor does it look "good". Like lens flares.
I shall quote a consultant on the matter to drive the point home a bit.
Camera based motion blur is unusually offensive though. It says “this camera is a camera” instead of “this camera is a person”, happily throwing away the single most fucking fundamental and compelling aspect of a first person game just to score some sweet FX wank points.
Unless the game has a gimmick like You're in the pitch black and seeing everything through your camera lens night mode or something.
But that is NOT Quake is it ?
#182 posted by Text_Fish on 2021/09/17 15:32:45
Maybe the medkits are having a negative effect on Ranger's vision.
When I See An Explosive Box
In E2M1 on the path across the pool while going for the gold keycard, I also get blurry vision. But with a strong red tint. Because it shouldn't be there.
#179
#184 posted by mankrip on 2021/09/17 19:15:00
A very subtle detail that I really liked in the KEX lighting is that it casts a bright but small lighting around all flames. This fixes the problem of fullbright flame models with low lighting values looking out of place in very dark places.
It's not as effective as the effect I've implemented to fade out the flames, but it fixes the problem without changing the original behavior of the flames.
I can accept the wrongly lit item boxes so long as they're only used for items, as it does make them stand out more in the scene.
In that case, none of the items should get ambient lighting, including the armor, weapon and powerup pickups. It doesn't make sense for some items to get ambient lighting while others don't. Neutral lighting values for all.
And items with neutral lighting should have the same treatment of flame models in the KEX engine, with a bright but small dynamic light being cast from them, to make sense for them to be bright in dark areas.
The light in the super shotgun spot in E1M2 is an evidence that id Software originally wanted for all items to cast a small light on the environment, but they probably gave up on the idea because of technical issues: dynamic lighting on all items would impact the performance too much, and switchable lights would raise the filesize & memory requirements.
I'm still unconvinced by lightmapped liquids, particularly when combined with translucency.
That's what user options are for.
#185 posted by mh on 2021/09/17 20:00:13
In that case, none of the items should get ambient lighting, including the armor, weapon and powerup pickups. It doesn't make sense for some items to get ambient lighting while others don't. Neutral lighting values for all.
I'd be OK with that.
Quake 2 made lighting on bonus items pulse with time. It's also just as easy to set a minimum light level on any EF_ROTATE item.
Ultimately it's a game, and it comes down to "how does this contribute to gameplay?" Highlighting items you can pick up in some way is something I'd be perfectly OK with. (I draw the line at bouncing though, but some form of adjusted lighting is fine with me.)
You're absolutely right about the SSG spotlight in e1m2 and there's similar spotlights on the GL and SNG in e1m3. These aren't dynamic lights though, they're baked into the static lightmap. But it's definitely evidence that id did wish to draw attention to these pickups.
#186 posted by mankrip on 2021/09/17 22:34:41
Yup. All I advocate for is to have a consistent visual language, just that.
#187 posted by mankrip on 2021/09/17 22:34:42
Yup. All I advocate for is to have a consistent visual language, just that.
#188 posted by mh on 2021/10/07 19:26:36
Major update is out.
Just downloading now, ~700mb so it looks pretty major indeed. Haven't read the change logs yet, but word is there's quite a few fixes in this one.
Did They Rename The Hell Knight?
#189 posted by metlslime on 2021/10/07 19:38:49
#189
#190 posted by h4724 on 2021/10/08 01:27:22
Nope
Slowly Getting There
Correct music in the EXm5 maps, it's already something! Sadly, not everything seems to be addressed, such as MD5 versions of the SoA/DoE weapons, missing default.cfg in ID1 pak0.pak and still no colored lights for DoE.
Don't want to rant too much though, the update shows their commitment. Fingers crossed they won't stop too soon before everything is the way it should be.
Hell/Death Knight
Hmm... still no "add-ons" besides Quake 64. Glad to hear they restored the level 5 music, though.
And since metlslime mentioned it, does anyone know why it was necessary to change Death Knight's first name to "Hell"? He may have been referred to as "hknight" internally, but the Quake manual called him "Death Knight," and the original code said "Player was slain by a Death Knight" when he killed you. So that was the final name that Id settled on, and I don't understand the logic behind the name change in Copper or in this re-release.
Just curious. I tend to think of "Hell Knight" as a weaker, pale downgrade of the Baron of Hell from Doom... whereas the "Death Knight" is a stronger, deadlier upgrade of the Knight.
#193 posted by Tribal on 2021/10/08 22:10:44
Even in Quake Champions he is called Death Knight.
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