mrBarrelNut
Member
It's on gamepass so I downloaded it. Playing it with controller sucks. Played in on PC in 96 when it was released and I noticed I remember the maps quite well still.
It's on gamepass so I downloaded it. Playing it with controller sucks. Played in on PC in 96 when it was released and I noticed I remember the maps quite well still.
you only need to register for online and add-ons, all the base package stuff you can just cancel pastHopefully someone can confirm console doesn’t prevent the split screen from working offline.
boss fights in these older shooters are often pretty shit unfortunatelyI just beat the base game. Episode 4 wasn't great, and the final boss was awful (what were they thinking?). But the rest is awesome.
I know it is not what a pro should do, but on Switch and PS4 you can use motion control to tweak your aim (maybe some auto aim too) and you can play decently on normal too.It's on gamepass so I downloaded it. Playing it with controller sucks. Played in on PC in 96 when it was released and I noticed I remember the maps quite well still.
Hey man, it was a different time. I appreciate there being a final boss at all, haha.I just beat the base game. Episode 4 wasn't great, and the final boss was awful (what were they thinking?). But the rest is awesome.
I just beat the base game. Episode 4 wasn't great, and the final boss was awful (what were they thinking?). But the rest is awesome.
I wish PS5 was getting a physical. 120FPS seems like a fun thing to have and try though without mouse / keyboard support it might not matter.There will be!
Limited Run Games on Twitter: "We're loading up physical Quake pre-orders on Aug 27th! Choose from the Standard, Deluxe, and Ultimate Editions on PlayStation 4 and Nintendo Switch via https://t.co/uFFLbeCnQB! https://t.co/jVnAUjmlVQ" / Twitter
PS4 and Switch are getting physical releases in standard, limited, and collector's edition variants. I really wish Xbox would have gotten one, but I believe there is a thing where Microsoft or LRG requires a certain number of discs to be produced? Not too sure, to be honest. Maybe someone who knows more about that situation can shed some more light on it.
So… they’re all so different but see my thoughts below.Is there a definitive favorite? Also don't they have RTX now?
Because of this I would start with quake 1. This was a time where each id software game was a new engine, wolfenstein, doom, doomII, quake, QII, Q3A and each time a big jump.Each iteration used a new idtech engine that continued to improve and grow with each game.
I wish PS5 was getting a physical. 120FPS seems like a fun thing to have and try though without mouse / keyboard support it might not matter.
So… they’re all so different but see my thoughts below.
Because of this I would start with quake 1. This was a time where each id software game was a new engine, wolfenstein, doom, doomII, quake, QII, Q3A and each time a big jump.
to experience what us old bastages experienced I would start with quake 1 as I assume you played doom or doom II even for 30 min at a friends house. If not go grab the demo for doom and start there.
As for story many have said that Lovecraftian term a few times for Quake and I think it rings true.
honestly quake II in retrospect while good is also to me the most… well kinda generic. I say that as a huge 1990s id software fan. There is nothing wrong with QII but more that it’s a sci-fi story told through FPS. Elements that were fresh for me as a teen in the 1990s will feel hella generic if you’ve played a lot of modern sci-fi FPS. That said it’s still good.
Holy shit the stick settings on PS4 are just damn shitty. I just can't get both axis to work correctly, the dead zone is quite big and after that it goes from 0 to 60 too fast
the stick aiming in this game is among the worst I've seen in recent memory.
gigantic dead zone and aim acceleration, and not only any aim acceleration but basically the worst kind (activates as soon as you move the stick instead of when hitting the outer edge) which even the worst devs stopped using for over a decade, but whoever was responsible for the controller settings didn't get the memo from 20 years ago that this sucks ass.
maybe to try to make sure people know that downloadable mods will be a thing? If I was making the effort to curate mods for a console release, I'd like to encourage people to use that feature.Wonder why they made it so convoluted to find Quake 64 on here. I think a lot of people had no clue there was Q64 included with this and you have to "activate" it. Weird.
It is and i don't know how they messed it up like this.the stick aiming in this game is among the worst I've seen in recent memory.
I really hope so, because as of now, the game is borderline unplayable to me and i'm pissed i paid for it. The content and changes may ve great but i can't play this shit and i'm angry i'm itching for a refund. Reviews be damned!The most recent Doom ports got patches so hopefully they'll listen to community feedback.
I really hope so, because as of now, the game is borderline unplayable to me and i'm pissed i paid for it. The content and changes may ve great but i can't play this shit and i'm angry i've paid money for it. Reviews be damned!
I got all the classic id fps games and i'm ngl - i went in blind. First and last time i did it. I may be overreacting, because i'm pissed, but the control issues are there and review outlets not mentioning ANY stick movement problems should have their dicks nailed to a board.I got through Episode 1 on normal (PS4) just fine but I'd be lying if I said I wasn't playing it like Doom and often forget I have the ability to look up/down or jump. In my defense, I was in the middle of a Doom 64 playthrough when this dropped.
It is and i don't know how they messed it up like this.
At least every PS4 review that doesn't mention the controller issues is a paid ad for the game.
*q3dm7I absolutely appreciate that multiplayer in this game has a version of Q2dM1 “the edge”. One of the greatest FPS multiplayer maps of all time. It’s called DM7 in this game (original quake only had dm1-6). Plus you can play bots if you want!
Jesus, on Switch (and I'd imagine other consoles) the aiming isn't perfect, sure. But it's entirely playable. Going through on Nightmare didn't show me any radical frustration with controls. Devs on Twitter have already said they're looking into it. But come on, insinuating that it's broken, should be refunded, etc. Is pretty over dramatic, lmao.
Been having some good Railgun only Free For All's on there the past couple of days.*q3dm7
That map is like if God would be real and created MP maps:
When I work (programmer), just to chill, I boot this game, 100 kill level with bots on this map and it`s few minutes of pure fun. Nothing comes close.Been having some good Railgun only Free For All's on there the past couple of days.
My word was Quake 3 fun
I'm just really pleased with it period, glad it exists, etc. For me, the controls are the only issue, it was minuscule. But hey, to each their own.you have the right to have low standards and be tolerant towards bad controls, but nah, the aiming is dogshit, and it's so easy to fix, which is what makes it infuriating.
they literally had to do additional work in order to make it as bad as it is. there is an old og Xbox port of this game that didn't bother with that and has better aiming controls as a result. that port simply did a 1 to 1 translation of mouse input to analog stick movement, as it should be.
and the even sadder part, the guy who did that port was also part of the team who did this version -_-
I'm playing on PC, so I'm happy with M+KB, but because of comments like yours I have also tried playing with xbox one gamepad and aiming is indeed really bad. But I dont think this is dead zone related issue (because thumbsticks register even a slight movement and that's not the case if dead zone is set too high), it has something to do with movement acceleration and it feels like playing with huge input lag. Aiming on gamepad in this game is not good for sure and I'm surprised they have overlooked such big issue.the stick aiming in this game is among the worst I've seen in recent memory.
gigantic dead zone and aim acceleration, and not only any aim acceleration but basically the worst kind (activates as soon as you move the stick instead of when hitting the outer edge) which even the worst devs stopped using for over a decade, but whoever was responsible for the controller settings didn't get the memo from 20 years ago that this sucks ass.
Controls are broken (to me). I can't have fun with the game. I don't want a refund, i want to play Quake on my PS4. If you find the controls ok, then good for you. I just can't play it the way it works now.Jesus, on Switch (and I'd imagine other consoles) the aiming isn't perfect, sure. But it's entirely playable. Going through on Nightmare didn't show me any radical frustration with controls. Devs on Twitter have already said they're looking into it. But come on, insinuating that it's broken, should be refunded, etc. Is pretty over dramatic, lmao.
Jesus, on Switch (and I'd imagine other consoles) the aiming isn't perfect, sure. But it's entirely playable. Going through on Nightmare didn't show me any radical frustration with controls. Devs on Twitter have already said they're looking into it. But come on, insinuating that it's broken, should be refunded, etc. Is pretty over dramatic, lmao.
That's a shame, but fair enough. From what I saw the devs were on it. So I'm sure it'll be fixed soonly.Controls are broken (to me). I can't have fun with the game. I don't want a refund, i want to play Quake on my PS4. If you find the controls ok, then good for you. I just can't play it the way it works now.
The Q64 port works better only because the enemies are dumber and move less/slower.
yes fixed all of itDid they fix the control issues on console? Playing on xbox was awful because of then dead zone issues
FTFYThe greatest FPS multiplayer map of all time.
quake 1 just got an update on the eshop.
It support mouse and keyboard now. On the freaking switch lol
nah just a simple usb hub + some wired gearWhoa, that's crazy but so obvious and easy conceptually (I assume it's Bluetooth M&KB?) Mouse and JoyCon would be a killer combo.
quake 1 just got an update on the eshop.
It support mouse and keyboard now. On the freaking switch lol
This is hilarious. Been fragging for a while now.
yes fixed all of it
they basically took the HALO code or something one of the devs stated.. since it's the same owned company nowfor real? Imma test that right now...
edit: yeah, they fixed the controls. but they labeled some of the options weirdly. pretty sure the acceleration settings, at least one of them, change the reaction curve not the acceleration... so you might have to tinker with the controls for a bit.
but it now has deadzone settings (sadly only inner deadzone, not outer deadzone... and the outer one still feels pretty large) and you can turn off the god awful "smoothing" as they call it (which is actually the acceleration setting)
Update 1 includes improvements to user controls, the addition of bot support to multiple Deathmatch maps, improvements to bot functionality and several notable bug fixes
Improvements
Controls
- Improved analog stick input on controllers – now more responsive by default
- Added deadzone, aim acceleration, exponent and aim smoothing options to tweak gamepad input in the Input Options menu
Map Improvements: Dimension of the Machine
- Hell or Dark Water (MGE3M2): added checkpoint spawns in co-op after traps section
- Grave Machine (MGE4M1): added checkpoint spawns in co-op and fixed pain triggers around pentagram
- A Grave Mistake (MGE4M2): added checkpoint spawns in co-op and pain triggers to prevent falling through and skipping them
General Improvements
- Save game process is faster on large levels
- Hosts are now identified by an icon instead of a color to make it easier to distinguish for color blind players
- Weapon wheel HUD element is no longer cut off on local multiplayer vertical split-screen
Online Multiplayer
- Removed visible game limit in match browser
- Improved Scourge of Armagon client-side prediction
Bots
Added bot support for the following levels:
- The Slipgate Complex (E1M1)
- Castle of the Damned (E1M2)
- The House of Chthon (E1M7)
- The Elder God Shrine (E4M3)
- Shub-Niggurath's Pit (END)
- The Edge of Oblivion (HIPDM1)
- The Pumping Station (HIP1M1)
- Improved bot melee attack, swimming and weapon selection behaviors
- Added text dialogues for when bots make kills or get killed
- Improved bot handling of elevators
- Improved bot navigation on The Abandoned Base (DM3)
Misc. Improvements
- Added monitor select option
Control Updates:
- Added quick save and quick load key binds
- Added default keyboard binds for the Laser Cannon, and Mjolnir in Scourge of Armagon
Note: Users with existing save data may need to bind these manually from the Input Options menu
BUG FIXES
Gameplay
- Fixed backward movement speed accidentally being set to walk
- Game speed now correctly resets after using the Weapon Wheel
- Resolved a bug that could result in the player getting stuck when jumping out of the water
- Turning off friendly fire no longer prevents self-damage
Audio
- Fixed rare audio crash in Scourge of Armagon
- Resolved issue that caused excessive clipping when multiple sounds play simultaneously
- Resolved an issue in which the wrong audio track was playing during the Scourge of Armagon demo
- Fixed an issue in which Track 11 was playing instead of Track 10 on Gloom Keep (E1M5), The Wizard’s Manse (E2M5), The wind Tunnels (E3M5) and Hell’s Atrium (E4M5)
Maps
- The Silver Key no longer shows up in Hell’s Atrium (E4M5) on Deathmatch
- Fixed an issue in which some decals were oriented incorrectly in Scourge of Armagon
- Fixed a lighting bug in The Door to Chthon (E1M6) that caused the darkened path to be lit prematurely
- Darkened lighting on the roof to restore the original visual effect on Shub-Niggurath's Pit (END)
General
- Usernames with quotation marks now appear correctly in game
- Spanish episode end slate text is no longer cut off
- Texture smoothing setting restores correctly after deactivating the Quake 64 add-on
- Fixed bug in which enhanced Ogre model would sink into ground plane after death
Online Multiplayer
- Resolved issue when sounds would drop and entities disappear or flicker during online play
Bots
- Resolved issue where bots would not grab needed pickups
- Bots should now see all triggers and doors as shootable
- Bots no longer linger in slime or lava for too long
- Removed Bot support on maps that lack waypoints
- Fixed issue in which bots tried to re-use single-use buttons and triggers
Misc.
- Fixed an issue in which the Max FPS option did not correctly display custom settings in drop down menu
- Disabled GPU culling to improve performance in Dimension of the Machine
MODDING IMPROVEMENTS
The following changes apply to users who may be developing add-ons that work on the PC version of Quake
- Added the
pr_checkextension
cvar and
checkextension ("QUAKE_EX")
function in QuakeC to detect if the mod is running under the updated Quake client- Added the
cl_nocsqc cvar
(it is permanently set to 1 to indicate to modders that CSQC is not supported)- Removed the
-heapsize
command line parameter. It is no longer used in favor of a dynamically sized heap- Added
FL_NO_BOTS
edict flag (Instructs bots to ignore specified object(s) in QuakeC)- Added a QuakeC built-in for playing a sound on a client:
void localsound( entity client, string sample ) = #80;
Added the following QuakeC built-in functions for drawing debug shapes on clients (these are intended to help mod authors visually debug logic in 3D space):
- void draw_point( vector point, float colormap, float lifetime, float depthtest ) = #81;
- void draw_line( vector start, vector end, float colormap, float lifetime, float depthtest ) = #82;
- void draw_arrow( vector start, vector end, float colormap, float size, float lifetime, float depthtest ) = #83;
- void draw_ray( vector start, vector direction, float length, float colormap, float size, float lifetime, float depthtest ) = #84;
- void draw_circle( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #85;
- void draw_bounds( vector min, vector max, float colormap, float lifetime, float depthtest ) = #86;
- void draw_worldtext( string s, vector origin, float size, float lifetime, float depthtest ) = #87;
- void draw_sphere( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #88;
- void draw_cylinder( vector origin, float halfHeight, float radius, float colormap, float lifetime, float depthtest ) = #89;
- Added logic that resets AI state to neutral when activating the bot navigation editor
- Added bot nav editor fullbright toggle key bind to F2
- Added
"CheckForFloor"
flag to nav nodes (this can be used for drawbridges, floor traps, etc.)- Added
"CheckForSolid"
flag to nav nodes (this can be used for crushers, traps, movable walls, etc.)- Added ability to place nav nodes in shallow lava
Added the following cvars to change nav editor window positions:
- nav_properties_xpos
- nav_properties_ypos
- nav_legend_xpos
- nav_legend_ypos
Added
navEdit_defaultNodeRadius
to set preferred default nav node radius
Added ability to lock node height in place when moving nodes around
Added
navEdit_defaultNodeRadius
to set preferred default nav node radius
Added
navEdit_waterLookPointDist
to control how far away nodes will be placed in front of player when in water
MODDING FIXES
- Fixed an issue in which the save command was appending an "s" to the beginning of filenames, resolving auto-save in mods like “Copper”
- Fixed Alpha not being applied to brush models
- Restored original behavior of
centerprint, sprint,
and
bprint
built-ins to fix issues with mods expecting arguments to concatenate instead of a string format
I absolutely agree but at the time I didn’t want to get this whole thread into a “lol this map in random game is better”. Now that time has passed, Q2dm1 is the best map ever.FTFY