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/vr/ - Retro Games


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File: 26 KB, 1024x768, quake-2-logo.jpg [View same] [iqdb] [saucenao] [google]
1847120 No.1847120[DELETED]  [Reply] [Original]

Quake Thread - Previous Thread: >>1796072

Site: http://www.freewebs.com/quakehell/
IRC: #vrquake @ quakenet.org
Pastebin: http://pastebin.com/K1bkjbSN

>> No.1847127

==News==

http://quakeone.com/
https://www.quaddicted.com/forum/viewforum.php?id=5
http://www.moddb.com/games/quake/news
http://www.celephais.net/board/news.php
http://www.inside3d.com/
http://www.quakeworld..nu/blog
http://quake.speeddemosarchive.com/quake/

==Technical Support==

http://quakeone.com/forums
http://forums.inside3d.com/

==Information==

http://quakewiki.org/wiki/Main_Page
http://quakewiki.org/wiki/Engines
http://quakewiki.org/wiki/History_of_Quake

==Tutorials==

http://www.moddb.com/games/quake/tutorials
http://www.quakeworld..nu/guide/getstarted
http://quake.speeddemosarchive.com/quake/gettingstarted/
http://quakewiki.org/wiki/Getting_Started

If you know of any more sites, please post them.

>> No.1847145 [DELETED] 

>>1847120
>>>/vg/

>> No.1847160
File: 78 KB, 570x505, welp.jpg [View same] [iqdb] [saucenao] [google]
1847160

I just got into QL and I'm having a great time, why do people say it's so difficult? strafe jumping isn't that complicated then its just rotating RL/LG/RG. I mean unless you're new to FPS doesn't seem all that different. Other than that maps and timers are the only thing that takes some time to learn.

>> No.1847174 [DELETED] 

>>1847120

Quite happy with it being in /vr/ thanks.

>>1847160

People don't say it's difficult unless you've been talking to contards, it's actually not as hard as QW or Q3.

>> No.1847175

>>1847145

Quite happy with it being in /vr/ thanks.

>>1847160

People don't say it's difficult unless you've been talking to contards, it's actually not as hard as QW or Q3.

>> No.1847340

>>1847175
Don't worry about that age old troll of "go to /vg/", we had the same shit in the doom threads, asked moot about it, we's cool.

>relevant
Doom threads are 90's/retro shooters general, why not pop in there? I'm assuming most people in there are in here and vice versa, and I'd love to have more of a competitive DM atmosphere focus for those threads. Just a thought.

also...
>tfw modern gaymen computer
>turn off Quake's vsync
>3000+FPS

Wonder if I can run the game...

>> No.1847410

>>1847340

As said in the previous thread, DOOM fans and Quake fans do not get along. It always ends up being the argument that "Quake is too ugly" or "DOOM is faster."

>> No.1847485
File: 232 KB, 1193x669, chthon___quake_1_by_cristianac-d5bgjh4.jpg [View same] [iqdb] [saucenao] [google]
1847485

what's the best way to play the first quake?
I remember trying a DarkPlaces version but I got stuck somewhere because a key was missing from the game.

>> No.1847502

>>1847485
Quakespasm is probably the best sourceport around, unless you're playing on a toaster in which case you should get directq.

>> No.1847509

>>1847502
is it the equivalent of zdoom? i.e. supports every mod you throw at it

>> No.1847510

I'm not gonna lie, I think this part of 4chan seems better than the rest.

>> No.1847518

>>1847509
A significant amount of Quake mods are created with the original Quake engines (or a limit-removing engine) in mind. You should be fine.

>> No.1847652
File: 31 KB, 280x224, crescendo_of_dreams.jpg [View same] [iqdb] [saucenao] [google]
1847652

This is a quake map that looks like a doom map. pretty neat.

http://youtu.be/Eorkno5UXrA

>> No.1847660

>>1847485
I'd say FitzQuake, but I'm based towards more vanilla stuff with it. If you want quad graphics, go DarkPlaces

>> No.1847727

>>1847652
Didn't think I would watch a 20 minute long quake map review and then it was over. Thanks for posting, cool stuff.

>> No.1847797

>>1847485
I've been working on this problem for a while, and I think I've come up with the best way to play Quake on a modern system while making it look like vanilla:

1. First, get QuakeSpasm. On the command line, add "-fitz." This allows the beginning demos to play when you start the game up and generally makes the main menu look more vanilla. Other than that, it's just default QuakeSpasm.
2. Get the soundtrack (preferably in 320kbps MP3 and de-emphasized) and stick it in a "music" folder inside your "id" folder.
3. Create an "autoexec.cfg" file and put these console commands in it; they will change variables back to the software default from whatever FitzQuake changed them to:
gl_farclip 4096
gl_flashblend 0
gl_subdivide_size 32
gl_texturemode GL_NEAREST
host_maxfps 72
max_edicts 600
r_lerpmodels 0
r_lerpmove 0
r_oldwater 0
r_particles 2
r_waterquality 32
scr_conalpha .6
scr_conspeed 300
scr_sbaralpha 1

That should be enough to get you started, but if you want a bit more, you can change the resolution and GUI element sizes to more closely emulate that 320x200 (it's not available by default):

1. Change the res to 640x480, which is twice as wide as the standard DOSQuake size.
2. You can change the bit depth to 16 bit either in the options menu or with "-bpp 16" on the command line. It's not the software 8 bit we all remember but it's kinda close.
2. Double the size of the GUI elements using these commands:

scr_conscale 2
scr_crosshairscale 2
scr_menuscale 2
scr_sbarscale 2

And now you can party like it's 1997.

>> No.1847813

>>1847797

Yeah, but the only thing non-software engines can't do is the shading that was in software mode. The shading in software mode is much different when you look at it. That's why I can't use non-software engines, I guess I'm a little OCD...

>> No.1847819

>>1847160
> why do people say it's so difficult?
If you're hearing people say that, it's likely because they're talking about strafe jumping that you're not doing, IE most likely doing it well. Just because two people can strafe jump doesn't mean it's the same quality of strafe jumping.

>>1847175
>or Q3
Other than the improved mouse input, it's pretty much exactly as hard as Q3.

QW would be 'harder' just for requiring heavier mouse twist for complicated boosts, but otherwise it's effectively a strafe jump then the same problem as Q3 smoothness and angle for speed build up.

>> No.1847873

>>1847410
but quake is ugly, and doom is faster, and I still love them both :(

Fair enough. I'll just have both tabs open, no big for me.

>> No.1847915

>>1847813
Software engines also can't play the soundtrack straight from the hard drive, which is why I use QuakeSpasm.

>> No.1847938

>>1847915

I have _inmm.dll setup in the Quake download, but people seemed to ignore that. I had a read me of the thing.

Look here: http://www.vogons.org/viewtopic.php?t=18882

Using this not only plays it without having to use the CD, but also loops it.

>> No.1847960

>>1847873
>doom
>faster
what?
>cannot explosivesjump
>cannot strafejump
>cannot turn while jumping
>cannot circlejump
theres a reason why racing maps only popped up in Quake and Tribes you know.

Also I cannot be the only person to like how Quake turned out, graphically wise. All of Dooms colors look washed out, and all the sprites look like they were done by /b/ in multiplayer mspaint.

>> No.1848009

>>1847938
I had done something similar for Quake 2 since it doesn't have any good vanilla Quake 2 sourceports. reposting the guide because it took me awhile to write and might be pretty useful to somebody.
http://pastebin.com/eKpY6dhC

if I had to add one thing though, you can make separate batch files for each addon, which would reopen explorer, but I wasn't thinking about it at the time. It would probably be preferable that you do that, since you probably don't have two filemanagers like me.

>> No.1848131

God Tier:
Quake World

High Tier:
Quake III Arena

Mid Tier:
Quake II

Low Tier:
Quake IV

Shit Tier:
Quake Wars

>> No.1848163

>>1848131
What is Quake World?

>> No.1848164

>>1848131
Eldergod Tier:
Quake II (I am a real big fan of it's singleplayer, really nice progression, and it's multiplayer is phenominal as well)

God Tier:
Quake III Arena (very good multiplayer, arguably the best, but I wish it had singleplayer)

High Tier:
Quake Live (solid multiplayer, but not being able to make servers without subscription is fucking stupid)
Quake IV (really though Quake 4's multiplayer is probably the best, a shame it didn't catch on)

Mid Tier:
Quake World (very good singleplayer, multiplayer is generally okay but extremely imbalanced with barely any satisfaction of firing weapons)

Low Tier:
Quake Wars (a battlefield clone it was with shit AI, but was still enjoyable)

>> No.1848168

>>1848163
An official Quake I source port I believe, focused on multiplayer but singleplayer is fine too.

>> No.1848171

>>1847960
Quake marine does move at 320 units per second.
Doom marine moves at 583 units per second.

Though realistically, Doom uses strafe running and therefore typical movement speed by players is more like a constant 747 ups.
Quake uses bunnyhopping and can usually get 600-800 on the first hop and then increasingly more depending on speed, style and distance but smaller maps 800 is typical unless rocket boosted which I don't remember how fast a rocket boost initially gets you, I want to say with turning into it about 1200 ups.

The problem is if you stop moving in Quake and switch to strafing around and fighting you speed drops drastically. In Doom however, you can still keep more or less that speed mid fight and circling.

On maps like you suggested race maps, definitely can boost speed to 1800-2000 ups where it ends up capping the max velocity. Doom's max movement speed is is 1470 ups, and typically you only hit 1050 ups from wallrunning.

Deathmatching speed has enough variables that either one could be faster depending on the situation at hand. But in my experience, it typically goes to Quake.

>> No.1848191

>>1848163
http://quake.wikia.com/wiki/QuakeWorld

It's essentially a port of quake made for playing on the internet because Quake ran like crap except on LANs at the time. Though either one doesn't really run amazingly well except on low latency connections even today. It'll play, but it makes a huge difference in timing, having above 60ms ping starts to really hinder the gameplay and over 120 is a serious disadvantage. You can play it with that, you can still be better than people with less, but either they're really bad or you're really good.

The original Quake called netquake for multiplayer, has a bit different physics. Bunnyhopping isn't a thing and rocket jumping is far far less effective. It plays slower because of this. You can still strafe jump - not like Q2/Q3, just the initial strafe jump and a circle-strafe jump since those don't rely on reducing friction.

>> No.1848215

>>1847410
>As said in the previous thread, DOOM fans and Quake fans do not get along.
Sure they do. I love me some Doom and I love me some Quake. They're both great games and I'm a fan of both.

>> No.1848229

Quake is inherently superior to DooM because it was designed around interacting in a true 3D environment for things like jumping, aiming, solving puzzles in level design, etc.

>> No.1848238

Hello, I downloaded Yamagi's Quake II port on my Arch Linux system. I got the music (ogg files) to work but the volume is extermely low on the music, why? I tried tunring the sound effects down and the system audio up but that didn't help. Is there a better Quake 2 port for Linux?

>> No.1848251

>>1847960
>Doom colors
>Washed out
As opposed to quake? you're crazy

>> No.1848384

>>1848251
maybe washed out wasn't the right word. i meant ugly. go through Doom, right now. the game is fucking ugly, a hodgepodge of strange colors and undetailed scenery. obviously this is subjective. but look at the fucking sprites. especially of things like the imps, or any fucking wall. Quake might not have many colors, but it doesn't take many to look better. the sprites are aligned, none are ambiguous, and overall the game is just much more tasteful graphically, because they followed a theme. nobody can say that Doom is known for it's graphics, nor Quake really. its like comparing shit to shit with sprinkles on top, Doom and Quake respectively, but Quake is much better looking to me.

>> No.1848402

>>1848009

OR you could've just downloaded this unofficial patch which both runs & loops music without needing the cd (just place your tracks into baseq2/music) and supports widescreen: http://www.markshan.com/knightmare/downloads/quake2-3.24-win32.zip..

Download Palette Stealer Suspender: http://static.macuyiko.com/files/palettestealersuspender/PalettestealerSuspender.zip..

And you're fine...

>> No.1848407

>>1847938

Sorry, that's a different link, I was meant to post this (which is an actual tutorial): http://steamcommunity.com/sharedfiles/filedetails/?id=113399618..

>> No.1848431

>>1848238
Not really, Quake 2 doesn't have any decent vanilla-esk ports, like ProQuake or ChocolateDoom. Only ones that either change the games physics among other things (KMQuake2, BeefQuake, Beserker@Q2, et cetera), or focuses on nothing but multiplayer (R1Q2). Though I couldn't get it to run, Yamagi is your best bet, besides of course vanilla Quake 2, for singleplayer. For multiplayer go for R1Q2.

>> No.1849746

Reminder that id software are killing QL

http://esreality.com/post/2635250/ql-gameplay-update-leaked-by-quakethrow/

>> No.1850035

>>1848431

Doesn't need one to be honest.

>>1849746

I cannot believe that is fucking real... wow.

>> No.1850082

>>1849746
>http://esreality.com/post/2635250/ql-gameplay-update-leaked-by-quakethrow/
Wow ESR, used to post there a lot from 2002 to 2006, kinda surprised the place is still that active as I always thought Q4 killed the player base and nobody played QL for longer than 3 months maybe...

>> No.1850092

>>1847410
Well now that both games run on Texas Instruments calculators it is fair to say that DOOM is faster (on them).

>> No.1850572

Best sourceport of Quake 2?

>> No.1850589

>>1850572

What do you want out of a sourceport?

>> No.1850607

>>1850589
no frills, just to play the game.

>> No.1850636

>>1850607
Yamagi, unless you mean to play multiplayer.

>> No.1850994

Are there any Quake coop servers? I've really wanted to just do some fun coop like with doom but all I ever find is just DM

>> No.1850998

just so you guys know, iD is raping the corpse of QL:

http://pastebin.com/7dYZRS7D

>> No.1851004

>>1850998
>http://pastebin.com/7dYZRS7D
I thought this was a joke?

>> No.1851010

>>1850607

Are you having a problem with vanilla Q2?

>>1850994

Not sure, sometimes they hold server events at quakeone.com. I am not sure if any are coop...

>> No.1851076

So I downloaded Quakespasm, what other files do I need? Is Quake just a .wad file too?

>> No.1851329

>>1849746
This is really fucking disgusting and I don't even play Quake Live JFC.

>> No.1852043

>>1851004
Several fairly reputable people on ESR have said they've had friends in the focus groups verify it, so probably not.

>> No.1852082

>>1849746
>Introduced Loadouts, allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (mg, sg, gl, pg).
I don't even play Quake Live that much and that sounds absolutely terrible.

>> No.1852265

>>1850082
The strafejump changes remind me of painkiller.

The gauntlet movement is reminiscent of CS, but it's not entirely a bad move to improve melee speed because it's rare to hit with otherwise.

The primary/secondary/loadout shit is useless. The game already gave you everything you needed.

Ammo packs sound kind of retarded if they only give you ammo for what you have, so you can't collect up on something you will have.

In game timers, are useful, they reduce the reliance on player skill though. But at the same time it should improve the overall tactical abilities of most players who aren't as good at tracking.

Collision boxes for items needed to be fixed in Q3 anyway. Realistically they should have made them the same size and shape as the item since you could jump through them.

The heavy minigun is retarded, the normal machinegun used to be fairly dangerous at 7, which is all they needed to do - change it back. If you could hit every shot it has a higher DPS than the Railgun.

>> No.1852286

>>1851076

Huh? Quake isn't a WAD file, you need the whole installation of Quake not just QuakeSpasm.

Get it here: http://www.freewebs.com/quakehell/apps/links/..

>> No.1852376

>>1852286
I was just asking, since zdoom is pretty much it and an iwad (doom.wad, hexen.wad) or if it was something different.

>> No.1852420

>>1852376
Same guy here, how do mods and maps work? Would rather ask first than mess everything up.

>> No.1852445

>>1852420

Create a shortcut to your Quake executable, go to shortcut properties, add -game [mod folder name] at the end of the target.

For maps, well just bring down the console by pressing the tilde and type in: map [mapname].

>> No.1852447

>>1852420

And if you wanna know where to place them, well just put the maps in id1/maps.

For mods just drag the contents of the mod into a folder in the Quake directory.

>> No.1852459

>>1852445
>>1852447
Would I do the same with the expansions? At first I just put it all in the same quake folder but then I realized it wouldn't work so I've just got the main game folder unzipped but I've got no clue about the expansions.

>> No.1852486

So is posting only every half hour normal for this thread?

>> No.1852504

>>1852486
/vr/ is a slow board man.

>>1852447
Quake Injector takes care of all that for you.

>> No.1852509

>>1852376
For Quake1 you need pak0.pak and pak1.pak in the ID1 subdirectory. pak0.pak is the shareware version content and pak1.pak is the rest of the game. This is not useful knowledge, because any version of the game you download will have these files in the correct spot.

>>1852459
To play the mission packs use the following command-lines without quotes & replacing "quake" with the engine of choice.
"quake -game hipnotic -hipnotic" (mission pack 1)

Use batch files. They're simpler & quicker to edit than shortcuts.
"quake -game rogue -rogue" (mission pack 2)

If you install the games from disc they'll have batch files you can edit, just replace "quake" with "quakespasm" or whatever you want to use.

>> No.1852513

>>1852509
>Use batch files. They're simpler & quicker to edit than shortcuts.
That line should have been at the end of my post. Not randomly thrown in the middle. I don't know why that happend.

>> No.1852723

>>1849746
>>1850998
what the actual fuck? surely you jest

>> No.1852981

>>1847727
Pretty much all of Daz's stuff is worth watching. I'm really happy I found him.

>> No.1853464

When a mod says it needs a certain sourceport, like Darkspaces, does it really need it?

>> No.1853601

I really really don't want to cause a shitstorm, but are there any sound packs/ effect packs for Q1?

Also an ammo box retexture would be nice

>> No.1853609

>>1852513
I don't find making a batch file any quicker or simpler to edit than a shortcut for the most part. Neither are dreadfully slow or anything.

But a shortcut is just righclick drag create shortcut, rightclick properties and start typing in the target area. Then two slow clicks on the name and call it what you want rename it. It also keeps the icon which nice visually.
Creating a batch file is right click -> new -> text, automatically renaming. Right click edit in text editor, then type out the name of the program.
A batch file you'd have to take alternative special steps if you wanted to change the icon - at the very least you'd create a shortcut which is redundant.

Maybe if you some ultralong arguments it might be better for a batch file since you could see everything easier with a text editor, but it's generally not that big of a deal. Though you can still copy and paste into a text editor and edit and then paste it back easy enough for a shortcut.

I'm not suggesting anyone shouldn't use batch files, it's really just a personal preference. Not really slower or faster. About the same assuming you're editing them in small footprint apps that take no time to load, otherwise shortcuts are faster to edit since properties window is always fast to open.

>> No.1855359

>>1853464

NO, it probably just needs FitzQuake or QuakeSpasm.

>> No.1856135

>>1852981
I wish more people made videos like Daz's, most modding communities just ignore any criticism even it it's constructive.

>> No.1856160

Did you guys play mapjam #2 already?

>> No.1856731

Anyone know some good sp maps for quake 2

Oblige is nice every now and then but I'd like something more concrete

>> No.1856797

>>1856731
This site has reviews of most released Quake 2 maps, just pick a random map that got a gold award and start playing.
http://tenfourmaps.telefragged.com/php/revidx.php?gameid=q2&sortby=date&reversesort=1&page=1

>> No.1856908

>Playing Quake 1
>Fucking Zombies all over Ep3 and 4
>Start thinking of who they are, how they were reanimaed and if they are aware of whats going on
>Imagine leaving the level, trapping them inside-unable to die- for all eternity

Quake is seriously fucking creepier than people give it credit for. And don't get me started on Spawns...little, hard-to-see, pieces of shit.

>> No.1856957

>>1856908
That's why there are people who RAEG over the lack of a proper story after all these years.
Everything, but a storyline is already in there.

>> No.1858616

>>1856908

Goddamn spawns... what the fuck are they? They remind me of the Blob.

>> No.1858642

>>1858616
They're most likely inspired by the Shoggoth monster from Cthulhu mythos. I wonder who was into Lovecraft in id so much that Quake ended up being heavily influenced by his books.

>> No.1858645

>>1858642
That's Sandy Petersen, who wrote the Call of Cthulhu tabletop RPG. He also worked on Doom II.

>> No.1858736

>>1858642

Definitely Sandy Peterson's influence.

>> No.1861318

>>1858645
Funny when you think of it like that, the creator of the Call of Cthulu RPG WORKED ON DOOM AND QUAKE

>> No.1861484
File: 432 KB, 1920x1080, q2vr_001.jpg [View same] [iqdb] [saucenao] [google]
1861484

>/vr/ - Virtual Reality

Man, Quake 2 is fucking fast in VR. I can't play it for more than fifteen minutes at a time without getting sick.

>> No.1862094

hey guys, i need some help-

i want to co-op quake with some friends but i cant figure out how to host a server. we all have the Nquake client, but i cant get a server working.

does anyone know how to set one up?

>> No.1862256

>>1856908
>>1856957
This is because you guys have inference. You can build a story off the environment, you know, that life-skill? And you know what? That ability almost makes you guys like archons of society because nobody seems to have this ability, they all need stories spoonfed to them. If I bet 10$ I would say you guys have also read more than the people who need story blatantly given to them in their games.

You guys are superheroes, you could be like detectives or something, some of the few people who enjoy quakes story.

>> No.1862271

>>1861484
Привет, Роман.

>> No.1862478

>>1862256

Heh, thanks. It just struck me as really bizarre -fitting, giving the game's abstractness- that a mysterious, hellish dimension would have human burial mounds and tombstones. People can dismiss it as "lol autism 2deep4me", but the abstractness and fill-in-the-gaps design makes for seriously freaky shit. Makes me wish we'd get another Quake set in that universe, I'm bored of the Strogg storyline.

>> No.1863193

>>1848384
>complaining about color
You wanna know how I know you think Call of Duty has good graphics?
>undetailed scenery
Could easily be said for both games. Quake levels only appear more "detailed" because they have more complex 3D, which has been circumvented in some fan-made Doom levels.
>look at the SPRITES
Yeah, the sprites were ugly compared to 3D models. Quake 1's 3D models are ugly compared to modern 3D. Hell, I actually prefer the sprites to Quake's models, because they fit the old-school vibe Doom has.
>None of the sprites are ambiguous
Each wall texture in Doom is just as clear as the Quake textures. You have your rock walls, your concrete walls, your computers, your crates, your tech-base walls, so on and so forth. Hell, it's easier to tell what the Doom textures are, because the palette's wider and you don't need to worry about all the brown running together.
>THEY FOLLOWED A THEME
Doom had themes, too. Heck, both games had specific themes which changed throughout their episodes. Quake may not have had as much variation, but it did have it.
>It's like comparing shit to shit with sprinkles on top
Hey, you got something right! Give yourself a pat on the back and eat some shit, because you're arguing with someone over whether or not shit tastes better with sprinkles. Be happy, maybe you can call yourself a troll now that you've dragged someone else into it.

>> No.1863198

>>1849746
>letting players pick a pair of weapons to get moar CAWADOODY
>making jump delay longer
>you run faster with your knife out lel
God fucking dammit they really are ruining it.

>> No.1863274

Where's the first place you find the Rocket Launcher in Quake's episode 4? Is it really E4M6 or am I missing a secret sowewhere? It's so late in that episode to finally get the RL.

>> No.1863308

>>1863193
Not the guy you're arguing with but, christ. Fucking Doombabbies.

Doom is such a boring game mechanically. Excluding your movement, everything else is far too slow. Enemies are slow, their reactions are slow, their projectiles are slow, even squeezing the trigger on the player's part has noticeable input lag. On top of that the game is far far too easy on any mode excluding Nightmare. I never at all feel like I'm in danger in Doom on UV. I don't know why anybody would keep going back to the original unmodded games. I can sleep through any of the originals (Ultimate, II, Final) whenever I play them now. But eh, first time I played it was '94 (when you were probably still in diapers), so w/e.

>> No.1863321

>>1863308
Eh, I do tend to play large amounts of gameplay mods (such as Crossfire, GMOTA, and Brutal Doom).
But I gotta say, even though Doom was made before full 3D tech was ready, it still stands up. Even if it has to stand on a bunch of fans who modded it.

>> No.1863992

I won't be around for a few days because my internet's fibre awptics dub goof'd (posting this from a mobile). So I won't be able to start a new thread if this one dies, someone will have to take over for me.

-dessicated corpse

>> No.1864049

>>1863274
pls respond

>> No.1864114

>>1862478
The Strogg are really dull, I was massively disappointed when 99% of them were former humans instead of aliens.

>> No.1864976

>>1863274
There's a secret rocket launcher in E4M1
http://www.corvardus.f9.co.uk/quake/e4levels/e4m1.htm

>> No.1866327

>>1864976
thanks a lot man

>> No.1866340
File: 64 KB, 1316x116, Capture.png [View same] [iqdb] [saucenao] [google]
1866340

>>1864976
>>1866327
Pretty sure this is wrong. You find a nailgun there, not a rocket launcher; at least on Nightmare.

>> No.1867150

I read that Quake 1 type movement could be brought to quake 2 by changing a config option, how do I do this?

>> No.1867596

>>1847485

I am confused about how the DP engine would break the game. I've been using DP in one form or another since like 1999. Never had that happen to me.

In any case yeah, you can do like the other anon said and try to push it to that 1996 320x240 software mode as hard as possible, like CRT monitor and everything, or play around with the various enhancements. rlight replacements can really add to the atmosphere, and the current state of the environmental texture replacements are very nice.

It's the monsters that end up being a clusterfuck. Near as I can tell, no one has any idea what the fuck to do with the monsters from a texture or model standpoint, and I don't think any sort of concept art or reference model exists for them, so all the ideas come from what the original tiny muddy textures and dumpy models seem to suggest; for instance, the Shambler has alternately been described as wooly or shaggy, or a pale, blotchy kinda rubbery skinned thing. I've always wished someone would look at Q3's Ranger and kinda match the monsters to at least match his fidelity.

>> No.1868465

>>1867150
Mess with the sv_airaccelerate variable.