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/vr/ - Retro Games


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5719665 No.5719665 [Reply] [Original]

>he unironically enjoys playing Quake 2
Explain yourself.

>> No.5719675

>>5719665
It has fun guns and cool music. Also im the only person on the planet apparently that doesnt stay butthuirt over the title of the game after 20 years. Good fps, just not a great sequel. Why make a thread for this?

>> No.5719689
File: 2.72 MB, 640x480, base3.webm [View same] [iqdb] [saucenao] [google]
5719689

it's objectively better than Q1 and there's not one counter-argument that won't resolve to personal preference

>> No.5719690

>>5719665
try n64 version - the patrician one, really.

>> No.5719698
File: 535 KB, 746x431, Frag on the Beach.png [View same] [iqdb] [saucenao] [google]
5719698

>>5719665
The Iron Maidens make me want to wacky smacky until I shout really loud.

>> No.5719712

>>5719689
The movement is worse than Q1, levels are less detailed. The enemies and animations are also stiff as fuck.

Cool lighting and banging soundtrack though.

>> No.5719719

>>5719689
wow look at that truly inspired level design

>> No.5719737

It fun

>> No.5719739

I didn’t think it was absolute garbage, just... okay, decent, maybe a bit below average. The levels weren’t as “vertical” as they say, and I don’t know if the hitscan enemies could be strafe-avoided like in Q1 or Duke3D. Inventory system with Quad damage let you cheese the final boss.
But this is all singleplayer talk. I wasn’t there for the multiplayer when it was at its peak, but from the little I’ve heard, it seemed to be the hotness. Don’t know how it held up when compared to something like Unreal, UT, or even Q3A.

>> No.5719747
File: 27 KB, 625x391, q2software.jpg [View same] [iqdb] [saucenao] [google]
5719747

>>5719665

Who else prefers Quake 2 in software mode?

When I got my Voodoo 2 I was happy that I could play Q2 in fullscreen at 60fps, but I also thought the game suddenly became a lot uglier.

Q2 in software mode has a cool gray and grimy aesthetic which is lost with all the extra colors and lighting added with 3D acceleration.

>> No.5719749

>>5719665
You're not wrong.
Everything about Q2 is superior, including the multiplayer.

>> No.5719753
File: 2.64 MB, 640x480, ogre.webm [View same] [iqdb] [saucenao] [google]
5719753

>>5719712
>The movement is worse than Q1
case in point - subjective view

>levels are less detailed
factually wrong

>The enemies and animations are also stiff as fuck
animations are much better compared to Q1's 3-5 frame "animations"

>> No.5719765

>>5719753
Now show me some footage of Quake 2 enemies. They look like fucking shit dude.

Also, Q2 level design consists of rooms full of boxes next to some more rooms full of boxes.

>> No.5719780

>>5719665
It's a fun scifi gore fest with big guns (literally) and a 11/10 ost
lick me

>> No.5719786

>>5719739
Ive heard the multiplayer is actually worse than q2 because the weapon switching is so slow

>> No.5719807

>>5719786
Its just a race to who gets the hyperblaster/railgun first

>> No.5719832

>>5719807
the problem I have with those guns, despite them being the objective best in the game, is they're so shitty feeling. They are not fun to use at all.

>>5719665
I just gotta wonder how they greenlit the misaligned crosshairs. Like it's something so basic, how can you possibly fuck it up?

>> No.5719840

I liked it, I never played quake 1, I only played 2 & 3. I went from Doom to Duke Nukem 3D to Quake 2.


The guns, setting, graphics, gameplay, music; these were all good to me. I especially liked the sub-machine gun; the enemy design was cool too.

>> No.5719852

>>5719840
Also, compared to my other PC fps games at the time, the game was great. I was playing a lot of Shogo, Duke 3D, Doom, Turok 2, Redline, etc.

>> No.5719885
File: 1.84 MB, 640x480, q2 silly tank (3).webm [View same] [iqdb] [saucenao] [google]
5719885

>>5719765
>They look like fucking shit
again, subjective
at least the animations are smooth

>> No.5719894

Weapon switching is so brutally slow. I hate that.

I like you can drop weapons though. A few come obsolete after you get upgrades so its good to dump them

>> No.5719923

>>5719852
Turok 2 didn't come out until late 1998 on N64 and 1999 on PC. Between them Turok 2 and Goldeneye made PC fps developers look like they'd been asleep for the past few years.

>> No.5720174

>>5719665
I think the combat and levels are alright, and I kinda like the Strogg and the metal soundtrack.
It's not an excellent game, but I don't actually think it's bad as some people insist.

Quake 1 is a lot more fun though.

>> No.5720197

>>5719832
I like some of the guns.

>blaster pistol feels and is meek (but that's also by design, kinda)
>shotgun feels unsatisfying, the pumping sound comes across like all the internals are loosely attached in there and kind of just rattling back and forth together, doesn't inspire confidence
>super shotgun feels pretty alright, it makes a pretty mighty kaboom and it really feels like it hits hard
>machinegun is ok
>minigun isn't excellent in feel, but when you spin the thing up and tear with it, it's actually pretty nice
>hand grenades are crazy awkward
>grenade launcher is fucking awful
>rocket launcher is weird, useful but weird
>hyperblaster feels very high powered to me, it's one of my favorite weapons
>railgun feels pretty nice
>BFG is kind of peculiar, I thought the green rays were the coolest shit as a kid, but these days I find it looks slightly awkward, it feels properly mighty though

They could badly need some muzzleflashes. I figured they thought the colored dynamic lights would replace them, but it just doesn't, and it makes all the weapons slightly less satisfying.

>> No.5720198

>>5719885
Wasn't Quake 2 still vertex animated like in Quake 1? If so, then that enemy animation is actually very impressive.

>> No.5720214

>>5720198
Well unlike Q1 it had animation interpolation.

>> No.5720268

>>5720198
>weapons warp and wriggle in your path

>> No.5720281

>he unironically enjoys fps games
explain yourself

>> No.5720283

>>5719712
The first point is valid. The levels are definitely less detailed however, and unless you used a source port, the animations are night and day worse in Q1.

I think Quake 1 is better, but I don't know what crack you're smoking that makes you think Quake 2 is even close to being a bad game.

>> No.5720308

>>5720268
Such wobble or distortion wasn't entirely unusual for the era.

>> No.5720317

>>5719747
>When I got my Voodoo 2 I was happy that I could play Q2 in fullscreen at 60fps, but I also thought the game suddenly became a lot uglier.
Did the original Quake 2 hadware renderer have the same issues as GLQuake like no fullbright and overbright? That might explain it looking ugly.

>> No.5720329

>>5720268
I find the warbling and wriggling oddly satisfying.

>> No.5720387 [DELETED] 
File: 221 KB, 648x409, win3x-the-yukon-trail-screenshot.png [View same] [iqdb] [saucenao] [google]
5720387

maximum comfy

who got to retire in wealth?

>> No.5720404
File: 340 KB, 320x180, worms under skin.gif [View same] [iqdb] [saucenao] [google]
5720404

>>5720329
>>5720308
Good old idtech2

>> No.5720413

The secret levels don't add much since you end up using more resources than getting new ones.

>> No.5720418

>>5720413
It's about the experience, not the reward.

>> No.5720457

>>5719665
I bought it the day it came out. I was amazing at the time. Got it on Steam now, It's still good.

I liked Quake 4 also, so eat it!

>> No.5720461

>>5719665
Music is magnificent, violence is visceral, guns are great, pacing is perfect. In every way an upgrade from Q1, for me at least.

>> No.5720490

>>5719689
Wow. In the first few seconds you can already tell how awful both the AI is and how the weapons feel

>> No.5720580

>>5719753
Quake 2 had shit animations as well, it just hid it behind vertex interpolation that also created a 'swimming' polygon effect.

>> No.5720602

>>5719765
You should try my maps:
https://www.moddb.com/mods/sonic-mayhem

And spogsp1 was made in 1998:
https://www.quakewiki.net/archives/spog/default2da8.html?page=SPoGSP1

(Also Quake's original maps were also mostly boxes connected to other boxes, it wasn't until recently that Quake got a huge improvement in level design through modding, and the obvious fact we now have better machines to run it on. Back in the days most custom maps for Quake and Quake 2 were ugly as sin.)

>> No.5720603

>>5719747
I like the extra lighting, but the texture filtering's gotta go. Thankfully you can just use gl_texturemode gl_nearest in it too. Works in nearly every Quake engine game... albeit with varying results.

>> No.5720606

>>5719747
>60fps in fullscreen on Voodoo 2

You must be dreaming or playing it at 320x200.

>> No.5720761

>>5720404
in my head it's just a heat haze effect from the fire

>> No.5720767
File: 109 KB, 354x372, Brain_2.png [View same] [iqdb] [saucenao] [google]
5720767

These things are cute as fuck. I almost feel bad gibbing them

>> No.5720901

>>5719753
>animations are much better compared to Q1's 3-5 frame "animations"
Just because you add tweening doesn't mean you've made a better animation. Might as well say that the average Flash cartoon has better animation than Looney Tunes. Good key frames are critical.

>> No.5721069
File: 111 KB, 538x553, quake2.jpg [View same] [iqdb] [saucenao] [google]
5721069

Save me, Romero.

>> No.5721110

>>5721069
>reply with "Save me, Romero"
>get Daikatana
There is no winning here.

>> No.5721120

>>5719747
soul

>> No.5721149

>>5720767
I don't, fuck those fags and their shields.

>> No.5721150

>>5721069
Romero praised Quake 2 as one of the best games he had ever played when it came out, and this was when he was actively feuding with and shittalking ID at every step.

>> No.5721154

>>5721150
iirc, quake 2 was precisely why he delayed Daikatana.

>> No.5721172

>>5721154
Yes, by god what a terrible fucking decision.
He should have just have finished and released the Dai-Katana they had developed on the Quake 1 engine.

To see someone make this same manner of mistake, but much much worse, and like two or three times, see Duke Nukem Forever.

>> No.5721409

>>5720606

What are you talking about anon?
With a decent cpu of the time, say a Pentium 2 MMX 300mhz, and at least 64MB of ram a voodoo 2 can easily do 60fps at 640x480 and be in the 50ish range at 800x600.

>> No.5721413

Way worse than Quake 1 and the end of the id of old. Quake2 felt like a precursor to big business 3D fading in.
Nonethless it was the bomb on LAN in conjunction with The Edge. We never really played another map... 4 to 5 players(all with C300As@450 and Voodoo2s) on the Edge was just delicious... so many good memories!

>> No.5721430

Oops, forgot to add that Quake2 suffers in a way from Tim Willits syndrome. Solid but in no way outstanding.... just high quality boredom. The Edge being an exception of course.

>> No.5721476

>>5721430
I don't hate Tim Willits as much as everyone else, but man is he an arrogant little twerp.

>> No.5721654

>>5720767
qwall-e

>> No.5721814

>>5721069
The guns are good if you play for more than 5 minutes. Better guns than Daikatana

>> No.5721884
File: 145 KB, 341x329, Icarus_2.png [View same] [iqdb] [saucenao] [google]
5721884

>>5721149
Nah brah. FUCK these hovering fags

>> No.5721906

>>5721149
Have you played Reckoning? ITs got those railgun dudes but with these guys shields x2 strength and shoot rockets

worst enemy in the game

>> No.5722024
File: 1.58 MB, 1191x1617, Q2softwarevshardware.png [View same] [iqdb] [saucenao] [google]
5722024

>>5719747


Here is a comparison shot.

Maybe it's because I played Q2 in software first but I vastly prefer the look of software mode, and software mode obviously runs perfectly on modern machines so the performance downside is gone.

>> No.5722069

>>5719665
It's not shit, it just got old really fast. The enemies weren't fun to fight after a while, the environments didn't inspire me to explore or press forward, the objectives only added so much too. It felt mediocre, more than anything. It could still be fun though.

>> No.5722071

>>5719665
I was hoping Quake1 mood, aesthetics and storyline were you fight lovecraftian horrors.
Instead I got some retarded cyborg war.

>> No.5722216

>>5719665
First proper 3D FPS I've ever played.
And it's quite good for its time too

>> No.5722221

>>5719747
I remember playing it on a 3mb Trident, in software mode.
I was dissapointed on how it looked once I updated my PC 10 years later

>> No.5723291
File: 693 KB, 1024x768, 00-software.png [View same] [iqdb] [saucenao] [google]
5723291

Took some screenshots of Quake 2 the other month on a machine with a Pentium3, Voodoo3500 and a PowerVR PCX2 card.

>> No.5723294
File: 1.14 MB, 1024x768, 01-powervr.png [View same] [iqdb] [saucenao] [google]
5723294

>>5723291
It's odd with the PowerVR render mode it seems to render the map and objects separately

>> No.5723297
File: 746 KB, 1024x768, 02-3dfx.png [View same] [iqdb] [saucenao] [google]
5723297

>>5723294

>> No.5723302
File: 411 KB, 1024x768, 03-opengl.png [View same] [iqdb] [saucenao] [google]
5723302

>>5723297
OpenGL looks dark here but that happens with every OpenGL game with these Voodoo cards, gamma could be adjusted through software

>> No.5723312

>>5720404
that's because the animations only store vertices in integers right?

>> No.5723412

>>5720580
That's not what causes it. Quake 2 has more frames and the frames are interpolated. The "swimming" effect comes from integer vertex indexing and that existed in Quake 1 as well. You just didn't see it because the framerate of the animations is so pitiful and it lacks interpolation so the difference between two frames is too large for you to see a vertex of some body part popping between positions 0 and 1.

>> No.5723438

>>5721069
the irony being romero wasn't in control of any of that when at id except the mediocre levels and MAYBE the setting.

>> No.5723454

>>5723438
You mean for Quake 1? I mean, he did initially, but he just didn't work hard enough on it (admittedly, things were stalling a bit because Carmack was having a hard time figuring out the rendering, it took him a while to get it to behave).

The entire game was a complete compromise and not at all what Romero had envisioned, he hated that it would just be yet another shooter, marines and rocket launchers, he thought iD Software was creatively bankrupt at this point. However he did put in work to finish what Quake became, and in spite of leaving the company somewhat bitterly, it seems he readily accepted that Quake was still a good videogame in the end, even if the much more ambitious vision he had was basically completely scrapped. As said also, he thought Quake 2 was really good.

It's all just that he thought Dai-Katana would be even better than both of them.

>> No.5723473

>>5719665
q2dm1 and addition of railgun to the weapon roster already make Quake 2 the best id FPS.

>> No.5723480

Luckily Quake was just another marine shooter - that's why it's a bit timeless. I highly doubt the original idea for Quake would have been so hot as id's winning formula was simple but at the same time highly polished in terms of handling/feedback and on top of that technically impressive.

>> No.5723489

>>5723480
I mean, I suppose, but that initial idea just never got to be made, I don't think there was even a playable alpha of what Romero had planned.

>> No.5723491

>>5723473

Best as in more balanced - I can agree. But the sheer thrill/charme and explosivity of Quake 1 was unbeatable. There were also more strong deathmatch maps and DM1 was a great map because there was no rocket launcher.

I hardly enjoyed map besides the ingenious Q2DM1 in the successor. Any other maps worth quaking on?

>> No.5723493

>>5723489

It would be great to be able to see what he had in mind, but I'm grateful that Quake turned out to be a real id game.

>> No.5723513

>>5719665
god i miss the quake1 and quake2 online days.

>> No.5723536

>>5723493
Yeah, same. I fucking love Quake.

>> No.5723548 [DELETED] 

>>5719747

Software mode is where the nice colors are.

>> No.5723557

>>5719747
>>5722024

Software mode is where the nice colors are.

>> No.5723614

>>5719747

Yes, the software renderers distinct look gives Quake 2 a bit more credibility of a tough world.

Colored ligthing was fantastic but it turned the game into a bit of a "clown show". Nonetheless seeing how smooth it ran on a Voodo2 was mind blowing - I couldn't believe how seamless the whole affair wooshed over the screen.

In hindsight many of the technical shortcomings seemed to create a more interesting products.

>> No.5723741

>>5719675
You're not alone. I like playing Quake 2.
I just ignore these threads usually because I'm tired of the trashposting. It's not even shit, its just trash. At least shitposting is an attempt at being funny or making light of something.

>> No.5723903

>>5723294
Thanks for the comparison anon, I was under impression that bilinear filter is different on PowerVR but now I see this isn't the case.

>> No.5726189

>>5719665
Does Quakegasm work with Quake 2 or is there another port I should be using for it?

>> No.5726198

>>5719807
Hyperblaster? Lol. You've clearly never played quake 2 online

>> No.5726206

>>5719665
Reminder to play my singleplayer unit:

https://www.moddb.com/mods/sonic-mayhem/downloads/sonicmayhemq2

>> No.5726301

>>5726189
https://www.yamagi.org/quake2/

>> No.5726367

>>5723454
Not at all. They were more than willing to make Quake into an RPG as initially intended but Romero kept fucking off and feasting off his fame from DOOM to actually design and help Carmack finish the engine. The team just decided to do another shooter.

>> No.5726439

>>5726367

Romero is/was in no way knowledgable enough to aid/have aided Carmack in serious engine development. He designer who's able to code not an engineer.

>> No.5726606

>>5726367
Partially true, he was goofing off, and that's probably the main reason, but Carmack actually really struggled for a while to work out how to make the 3D actually render properly and without problems, they didn't expect that Quake's engine would take as long as it did.
It's true that everyone else came to the conclusion that just salvaging what they had into another shooter to actually have something by deadline was the more practical move.

>>5726439
He had some programming knowledge, when Carmack first met him he thought he was a way better programmer than him even, he felt inferior, but he obviously way surpassed, and in a real hurry.

Romero just didn't write groundbreaking 3D rendering code, he made levels (usually the better ones), contributed design and direction, did smaller code stuff at most, and was an ideas guy, but back then, basically everyone working there was also an ideas guy, Sandy was hired to make levels and he still contributed a bunch of ideas, like the Arch-Vile, and supposedly the idea for what the BFG9000 would turn into.

However, what he did often do was spend a lot of time by Carmack's side as he wrote code, he'd have some input and they did discuss code to a point, as Romero was still a programmer and he did actually understand some of Carmack's ideas and approaches, or sometimes not understand exactly what he wrote, but immediately realize what it does and the importance of it. They did also have a few common interests outside of work.
As they grew apart, this was something Carmack came to miss, and just maybe, the absence of this could be why Quake's engine took longer time.

>> No.5726770

>>5719689
Q2 is one of very few games where hitscan enemies don't feel cheap, because each of them broadcasts his attack giving player plenty of time to react, before his HP starts lowering

>laser snipers in Reckoning
way to fuck up

>> No.5728249
File: 9 KB, 180x168, princeadam.jpg [View same] [iqdb] [saucenao] [google]
5728249

>>5719665

Because of this thread I decided to replay Quake 2 for the first time since 1997 and I had so much fun that I played it all the way through in one sitting.

So thanks for making the thread anon!

>> No.5728457
File: 672 KB, 689x900, TastySpleen_new_3.jpg [View same] [iqdb] [saucenao] [google]
5728457

Multiplayer Quake 2 is still alive.

www.tastyspleen.net

>> No.5728462

>>5719665
You must like semen

>> No.5728516

>>5721069
Playing Quake 2 after Daikatana makes it look like a legitimately fantastic game, and a lot hiher quality than Daikatana. Which is absolutely ironic given that Q2 was released in 1997 while Daikatana in fucking 2000.

>> No.5728518

>>5720404
I always thought it was intentional and that it was supposed to be a heat effect from the barrels.

>> No.5728760

>>5728249
Yeah, it's fun.
Have you played Quake 1 recently? It's even more fun.

>> No.5728971

>>5720404
I'm gonna bury those two motherfuckers

>> No.5729124

>>5719665
>quake 2
>boring
Shut the fuck up, simply having better weapons than the first game was good enough.
Quake 1 proved this with its expansion hipnotic but the base game is ass with its low enemy count, low amount of enemy types (gee having to fight dozens and dozens of shamblers and ogres SURE IS FUN, not to mention shamblers and vores are the "boss fight" at the end)
Quake 1 had good explosives and that's about it and you cant even use explosives effectively against all those shamblers or all those tight closed spaces without hurting yourself.
You cant even use electric gun because you lose ammo for it too quickly and ammo supply for it is only decent enough in episode 4
Shooting with shotgun and doublebarrel is painful
>Shoot 5-10 times an enemy (or rarely a group if they're dumb and stupid knights) while walking backwards
>repeat
I've beaten the game on nightmare mode and now I'll never have to play it again. I'll make sure to replay the expansions though, those did a better job than the base game.

>> No.5729161

>>5719665
GET HIM! I used to play around with the codes making modifications to the gameplay and renderer, and then putting sprites with my friends faces on them so we could have a good laugh.

God bless Carmack for making open source every single of his games.

>> No.5729287

>>5726606

Romero is in no way knowledeable enough to have given valid, real life, input on things Carmack was working on during id's important era.
Romero more likely lives off old wives-tales where the military invited him to into their secret bunker. I'm very anal here because he's such a blowhard albeit I love his maps and persona to some part.

Just take a look at the source code of Doom and see where Romero had input on - it's trivial stuff relative to the whole game(some logic for lights and "doors/ceilings"). Code that would make it into the last chapter of a more serious C book - clever but in no way algorithms(+implementation) that require a more daring talent to come up with.
I highly doubt that he could have, for example, implemented the helper routines in the files 'p_map.c' and 'p_maputl.c' let alone the bsp and rendering algorithms which are pretty sophisticated... plus the (now antiquated) bsp map compiler. In QuakeEd he basically was a UI coder.

(Dave) Taylor did write the automap code in Doom which has some interesting stuff in it(codeword Bresenham[lines and clipping] + transformations). He is at least honest enough to refer to himself as a spackle coder which puts Romero's code input in an even more dubious light.

Michael Abrash(a big talent) was the only coder(during Quake's development) who stood toe to toe in a practical sense with Carmack(especially due to his work on vital parts of the renderer[e.g. span drawing] and assembly code for the gut functionality of the renderer geared towards the Pentium).
Albeit Carmack was in a creative way above him Abrash was the fox who had a headstart on him and LOTS of experience. That's also why id mentioned Abrash in the Ultimate Doom's credit screen - his influence on John during the very early days was vital to his career.

>> No.5729693

>>5728249 here

Just played the first couple levels of the first expansion for Q2, it's pretty bad.

I can't even really put my finger on what is wrong with it, it's just off somehow and not good.

>> No.5730805
File: 1.90 MB, 854x480, watchv=DFYjSkUdfb4-[08.27.817-08.39.367].webm [View same] [iqdb] [saucenao] [google]
5730805

jello guns

>> No.5730879

>>5730805
Wow, that Kingpin part is creepy.
Quake 1 had the same problem but they just didn't animate the guns idle pose to avoid it. And you're usually too focused on fighting to notice it on enemies.

>> No.5730882

I kinda started to like the aesthetic of this game, the desolated looking planet with bunch of cyborgs, and lot's prisoners beggin to be mercy killed, it goes well with the soundtrack.

>> No.5731384

>>5730882
It's definitely not bad, even if I like the first game's gothic horror flavor more.
The Strogg are like The Borg from Star-Trek as viewed through 2000 A.D, I always thought a lot of the enemies were pretty damn cool.

>> No.5731478

>>5719665
the soundtrack was dope, the military complex atmosphere was awesome. I liked feeling like I was a saboteur behind enemy lines. This game isn't better than 1, but it is pretty damn good.

>> No.5731523

>>5730879
>Quake 1 had the same problem
It didn't. OG game had no frame interpolation, this was added in the source ports and you can still disable it by typing r_lerpmodels 0 in the console. The wobbly look is still preferable mind you. With no interpolation it just snaps between different frames like in a stop motion movie and the animation speed is only 10 fps

>> No.5731704

>Bad shotgun in Q2.
The hell you say? I loved the cylindrical magazine and it was a sturdy damage dealer at medium to short range outclassed only by the Super Shotgun.
>Bad grenade launcher.
Well okay it wasn't as good as Q1's but it was better than a lot of others that followed.

>> No.5732579

>>5719665
Can I get a rundown as to why Quake 2 is bad?

>> No.5732797
File: 978 KB, 1920x1080, q2xp0013.jpg [View same] [iqdb] [saucenao] [google]
5732797

>>5722024
that is because the filtering DLL for monster textures was broken and carmack Never bothered to fix it, the community did.
Also, the problem that monsters and players never received TGA high res textures for openGL or 3dfx, dooming them to low res pcx textures and garbage filtering caused by the defective dll.

Plus Somehow, 2x sized textures is the sweet spot for Q2 monster textures in higher res, though mesh format limits its size, something that modern ports with Md3 format support may evade if someone could work on it, if not optimize the old md2 meshes for the textures.

Fortunately the Late Paul Steed left a tutorial for any one stupid enough to update them.

>> No.5732804

>>5723312
yes, even RE2 and 3 suffered from that, RE3 still has jello polygons in both Normal And Soucenext Ports
RE2 Sourcenext has none.

GC RE3 has no jello problems

>> No.5733284

Quake 2 is like every generic warehouse and factory level you've every played rolled up into one game. It is actually kind of impressive how consistently generic it is, kind of like the western gaming equivalent of Dragon Quest

>> No.5733584

>>5733284

QuakeII has written Tim Willits all over it... he's devoid of any spark.

>> No.5734079

>>5722024
It's mostly the texture filtering that fucks it. The texture resolutions aren't high enough for for the filtering to do anything other than destroy all hard edges and muddy all the colors - really bad, since Quake 2's steel techbase world is basically all hard edges, and colors that are muddy enough all on their own.

Half Life, Unreal and basically every other 3D game of the same period suffer from the same problem.

Tbh I hate texture texture filtering to this day. I would disable it in everything if I could.

>> No.5734103

>>5734079
>Unreal
It wasn't this noticable with Unreal. The game still looks pretty good all things considered. The interiors hold up better than exteriors though, that's for sure.

>> No.5734112

Nobody actually enjoys Q2. It's all just contrarians being contrarian.

>> No.5734115
File: 2.84 MB, 1280x960, Q2 texture filtering.webm [View same] [iqdb] [saucenao] [google]
5734115

>>5734079
filtering low resolution textures looks acceptable on low display resolutions

>> No.5734120

>>5734112
the soundtrack alone is worth it.

>> No.5734124
File: 1.67 MB, 1300x615, Anisotropic_filtering_en.png [View same] [iqdb] [saucenao] [google]
5734124

>>5734079
I agree, texture filtering just doesn't look nice, aside from maybe anisotropic filtering, but that doesn't smear out your textures or sprites.

>> No.5734125

>>5734103
>It wasn't this noticable with Unreal.
Unreal had some texture detail trick implemented where it added a bit of cheap noise per pixel to each texel viewed up close or something like that

>> No.5734345

>>5734103
Unreal has pretty much the highest resolution textures you'll find in anything from before 2000, and it has detail textures that make the blurred mess behind them less noticable.

I don't know why, but that's a rarely seen technique, even though it works really well.

>> No.5734436
File: 32 KB, 256x256, Wood1.png [View same] [iqdb] [saucenao] [google]
5734436

>>5734125
Unreal has something called "detail textures". It's a modulated grayscale texture rendered onto the main texture as you approach a surface up close. The detail texture is assigned to any given texture eg. wood textures will display wood detail and so on and so forth. Pic related - detail texture for wood.

>> No.5734719

>>5719665
>he didn't stay up late blasting his friends and family having the time of his life long before the weight of the world and a lying whore crushed his joy like a bug

>> No.5736037

>>5732579
you control a supposedly battle hardened space marine but he can't even shoot a light SMG straight
not a barely portable machine cannon, by the way, but a generic light submachine gun

>> No.5736081

>>5736037
>i want the game to be battle hardened for me
you are the marine, you compensate for recoil

>> No.5736459
File: 1.20 MB, 440x404, 1550907722751.gif [View same] [iqdb] [saucenao] [google]
5736459

>>5722024
Yeah its because all the textures are smoothed out, which diminishes the illusion of detail that the raw-pixel textures had.

>> No.5736493

>>5732579
It wasn't. It was a great game and was an extremely popular PC shooter back in the day. One of the first games by a major publisher to mold a story and objectives into gameplay while still maintaining the action at a fast pace.

It was also one of the first popular multiplayer online/ LAN games that provided hours of deathmatch fun during study halls and computer labs (that is until schools discovered content management software and banned it).

It surpassed its predecessors sales by over 20%

Edgy zoomers like to pretend the game is bad by zooming in on textures to point out flaws in late 90s early 3D graphics.

>> No.5736695

>>5736493
>muh zoomers
>reddit spacing

>> No.5736983

>>5736695

I rest my case.

>> No.5737002

>>5719689
Worse enemies.
Worse, low quality sounding music.
Worse, less satisfying weapons.
Awful samey levels with completely unnecessary backtracking.
Waaay worse movement.

It's worse than Quake 1 at the things Q1 excelled at. It's way worse than Unreal at the things it tried to focus on. Shit game and the only old-iD stinker.

>> No.5737042

>>5719689
Turok 1 has better animations, especially in regards to turning. Just look at how awkward that first enemy's entrance is.

>> No.5737071

Name better 1997 fps games.

>> No.5737078

I always post this shite but here goes. Quake 2 was best enjoyed online. The scene was great in 98/99/00/01 etc. I'm not a fan of single player particularly, but at least it came in handy for pve in some q2 mods. It's online play can't be faulted, only picked at by qw fans. - but they got Q3. The scene was huge, it had a huge player base, mods, maps, first AI bots (maybe second after tribes) and it was just great fun. Thresh won a Ferrari for heaven's sake

>> No.5737154

>>5737002
your whole list is subjective opinion/preference, or factually wrong

>low quality sounding music
maybe if you set the in-game sound quality to low, or played with shitty ripped music
>unnecessary backtracking
levels have junctions but if you know where to go there's hardly any backtracking
even when you get a "return to" objective, there's usually a new return path open

>> No.5737340

>>5719665
I like good games

>> No.5737347

>>5723291
>>5723294
>>5723297
>>5723302
Thanks for the comparison

>> No.5737483

>>5737071
Damage Incorporated
Hexen 2
Goldeneye
Shadow Warrior
Dark Forces 2

>> No.5737490

All id games that aren't the original Doom are poorly aged turds that relied on the novelty of the tech to carry it, and yes this includes quake 3

>> No.5737498

>>5737490
>>5737483
cringe.

>> No.5737532
File: 1.14 MB, 1279x678, babby.png [View same] [iqdb] [saucenao] [google]
5737532

The only people who I could see possibly enjoying the insipid campaign of Quake 2 are a)normies who haven't played a better game to compare it to and b)turbo autist misanthropes who are heavy into "industrial" shit

>> No.5737581

>>5719665
I love tech demos

>> No.5737951
File: 48 KB, 500x375, quake4-07.jpg [View same] [iqdb] [saucenao] [google]
5737951

>>5737532
>misanthrope into industrial shit
this but unironically

>> No.5737991

In terms of level design and weapons i actually prefer it to the original quake.

>> No.5737995

>>5737002
i like ambient music but quake 2's crunchy metal soundtrack is objectively better for a shooter than quake 1's spoopy loops
fuck the round particles, though

>> No.5739805

>>5737071
Blood and the Quake 1 expansion packs.
I say this as a fan of Quake 2 btw, I think it's a good game, but it's not the best even of 1997.

>> No.5740030

>>5726198
Blindly spraying hyperblaster with quad clears a room under 2 seconds

>> No.5741181

>>5737154
>maybe if you set the in-game sound quality to low, or played with shitty ripped music

No, I just have a pair of working ears and I can hear when something sounds flat and downright shit, especially compared to well recorded Q1 soundtrack.

>> No.5741531

>>5720404
Keep your fucking ass outta Poisonville, you fuck.

>> No.5742149

>>5722024
I prefer Quake 1 in software and Quake 2 in OpenGL.
For Quake 2 to look good in hardware/OpenGL, you need a small yet really high res CRT, something like 1900x1600 at 21". The texture filtering actually makes sense then since it's so high res yet small. It looks absolutely amazing.

Not many people had access to such hardware though turning the time of Quake 2, so yeah, no wonder they don't like it.
First time I even saw it like this was in like 2001 on a UNIX workstation.

>> No.5742157

>>5734079
That isn't the fault of texture filtering but the textures being low resolution. Texture filtering can be beneficial if it's supersampled or the textures are high resolution to begin with for example, where non-filtered textures would produce artifacts.

>> No.5742168

@5737532
Please keep the projection to a minimum, adults are talking. Thanks.

>> No.5742172

>>5719665

Quake 2 on the n64 was probably my first introduction to shooters and I'll always have it to thank for that. For what it's worth too it's a pretty damn good port.

>> No.5742174
File: 116 KB, 648x595, image.png [View same] [iqdb] [saucenao] [google]
5742174

>>5733584
how do i get the spark?

>> No.5742517

>>5742174
Think of something you really like about videogames, something that you really enjoy and which fascinates you, then try to learn about it and try to understand how to do it yourself.

>> No.5742919
File: 225 KB, 500x738, 1563207423373.png [View same] [iqdb] [saucenao] [google]
5742919

>>5719689
Worse than Q1 in every way. also the mods for q2 were an embarrassment.

>> No.5743079

>>5742149
nah for quake 2 to look good you need rtx, it has a garbage aesthetic otherwise

>> No.5743104

>>5743079
Here's how you spot a zoomer. We have had path traced Quake 2 for over a decade before RTX even came out.

>> No.5743115

>>5743104
My man, it's painfully obvious bait.