• Quake - So, do you like the brown castle or the other brown castle?
    114 replies, posted
That video looks too bright and red Also, for the GLQuake textures: gl_texturemode GL_NEAREST_MIPMAP_LINEAR
[QUOTE=elevate;38091529]Quake 5 better be a Quake 1 remake. Also Quake has more than brown castles! There are also grey and blue ones![/QUOTE] Personally, the way I think Quake V should pan out would be as such; it's set some time after Quake IV, with the Strogg having been severely weakened with the death of the Makron. Chunky Space Marine de jour go in to capture a Strogg science facility, only to discover that something went terribly wrong. The Chunky Space Marines fall one by one until the player-controlled Marine, Biff McGrill, reaches the heart of the base where he finds a sinister black book as the object of the Strogg's study, with the Quake symbol emblazoned on the front. Biff touches the Book, and is transported to a mysterious many-pillared dimension where strange creatures dwell. After fighting his way through some of the creatures, and getting brutally murdered in a "supposed to lose fight", a being robed in yellow appears, takes pity on Biff, and sends him back into the Strogg Base with new life. When discovered by another platoon of space marines, he is found to have gone insane from the terrors he'd faced, and spends several years in therapy, with the Book being studied by the military despite Biff's desire to have the Book destroyed. Several years later, all hell breaks loose; the Slipgate Network is compromised and armies of strange alien creatures, bestial and intelligent alike, start to invade the many worlds inhabited by humanity and the Strogg. Biff manages to escape the Asylum, twisted into a nightmarish zone by the otherworldly forces. The Yellow One appears before Biff and whisks him away to a place where the Book resides, revealing that whilst the Book is what caused the recent dimensional incursions, it is also the key to stopping them; Biff must use the Book to travel to several different Realms to fight several powerful Bosses, claim the Runes they guard, and open a gateway to the mastermind of the invasion. Biff is also advised to read as many arcane texts as he can, so he can learn to use supernatural abilities that would help him to stay alive. From here, the player can choose which Realms they want to visit in the order of their choosing; including but not limited to the Burning Place (based off of Hell from Doom), the Abyss (dark watery depths full of sea monsters and tentacles), the Putrescent Garden (nasty jungle of giant insects and killer plants), the Gritty Place (a patchwork pastiche of grey and brown castles like in the original Quake), and even the Womb (not so much a place so much as a massive creature in it's own right), to name a couple. Each Realm introduces new stuff, but the difficulty of a Realm depends on how many Realms you had cleared previously. The levels would ideally reward exploration and secret-finding, embracing the non-linear nature of levels in earlier iD titles and Duke3D. As for the Chunky Space Marine protagonist, initially he's a tight-lipped bland gritty guy, a parody of certain flat poorly-written characters in certain shooters; up until he leaves the Asylum, at which point he goes totally doo-lally and becomes admirably quirky (and somewhat campy) in a similar fashion to characters like Serious Sam, Duke Nukem (pre-Forever), and Doomguy in that one Doom comic, with a tendency to point out weird things, self-narrate, and break the fourth wall as if it were made out of Rice Krispies, whilst retaining a somewhat tragic undercurrent that he's only doing it so he doesn't succumb to true crippling insanity. This includes him thinking that the supernatural powers are totally awesome, with "YEEHAW!"s and "HOLY SHIT THIS IS AWESOOOOOME"s being common when he's melting enemy faces with hand-fired death ray spells (for the first couple of times), and a tendency to giggle like a schoolgirl when he reduces an enemy to chunky salsa and giblets. That's how I'd like Quake V to turn out; a crazy trip that takes us back to a time that wasn't so serious or generic, with varied and awesome visuals coupled with explorationist level design and a protagonist that characterises the quirky game heroes of yore, with the impression that he isn't all there. There would also need to be potential for stylish and amusing kills, like having slippery patches or the ability to juggle enemies with your weapons, with enough variety and comedic potential to keep the player entertained and engaged until the final boss fight with Mastermind Nyarlathotep.
[QUOTE=Griml3xx;38118806]I remember back when I was 8 or 9 and yelling through the whole house for nobody to pick up the phone because I was playing Quake. Good times. I still even remember the I.P address (203.76.2.252) not sure what it is now though.[/QUOTE] You poor boy, my Dad was the one to get me into Quake so he was out to get a 2nd phone line for us immediately to help fuel our addiction. My nightmares as a kid consisted of getting to a level in Quake where zombies start rising out of the swamp and I've got not no rocket or grenade launcher. Fucking hated those fiend things as well, sweet jesus they were terrifying at the time. [editline]21st October 2012[/editline] [QUOTE=PaChIrA;38104484]Anyone here remember the Quake 2 toys? [img]http://gearmedia.ign.com/gear/image/article/808/808780/ultimate-setup-xxxxi-20070727024735317-000.jpg[/img] I had the left two, and also had that Duke Nukem toy.[/QUOTE] I saw those [b]once[/b] in this store but I was too shit-broke at the time to afford them. Then they were gone, opportunity missed.
[QUOTE=MuTAnT;38124064]You poor boy, my Dad was the one to get me into Quake so he was out to get a 2nd phone line for us immediately to help fuel our addiction. My nightmares as a kid consisted of getting to a level in Quake where zombies start rising out of the swamp and I've got not no rocket or grenade launcher. Fucking hated those fiend things as well, sweet jesus they were terrifying at the time. [editline]21st October 2012[/editline] I saw those [b]once[/b] in this store but I was too shit-broke at the time to afford them. Then they were gone, opportunity missed.[/QUOTE] I'm sure you could find it on ebay or amazon.
So does anyone know how to change resolution for GLQuake over Steam?
[QUOTE=Cows Rule;38125519]So does anyone know how to change resolution for GLQuake over Steam?[/QUOTE] Use a source port instead. FuhQuake or EzQuake if you want multiplayer, Darkplaces if you want pretty singleplayer.
If I want to play Quake, where do I start? Should I play Quake Live?
Depends on what you want to do. If you want Multiplayer, Quake Live is the most active Quake, so go for that. If you want single player, play Quake 1 then Q2. Q1 has droves of really fun maps and mods, and people still are making stuff for it, much like Doom. [QUOTE=Cows Rule;38125519]So does anyone know how to change resolution for GLQuake over Steam?[/QUOTE] If you insist on using GLQuake, you should be able to change the resolution by setting the cmd line/launch options with " -width x -height y -bpp 32" where X and Y is, obviously, your width and height respectively.
[QUOTE=Cows Rule;38125519]So does anyone know how to change resolution for GLQuake over Steam?[/QUOTE]Don't use GLQuake. It's a bad source port that actually breaks the visuals: [url]http://www.quaddicted.com/engines/software_vs_glquake[/url] DarkPlaces is fine if you're into faux-modern visuals, but if you just want experience vanilla singleplayer Quake with all of today's high resolution widescreen conveniences and such, you should check out [url=http://directq.codeplex.com/]DirectQ[/url]. It's a very lightweight port with high compatibility that offers plenty of visual options that can accurately emulate the original software look or be customized if you prefer. If you want multiplayer, TextQUAKE's suggestions may be suitable.
I second DirectQ. It's probably the best port I've seen so far for vanilla Quake for single player, has extended engine limits, and works well on laptops. It also has some HUD customization options, different (and optional, but IMO better) underwater warping and fog, and loading and enabling mods and maps straight from the options menu. Plus you can turn off ALL the filtering if you want from the options to make it look like a better software Quake. For multiplayer with updated visuals, use the ones above, or for the most stable client with classic visuals get [URL="http://quakeone.com/proquake/"]ProQuake[/URL]
I hate how the top comment on every quake video is about "the golden age of gaming" and how call of duty is garbage.
Going to give Quake II XP a try, I hope it has Reckoning and Ground Zero support.
What's this, no Quake Wars? This is disappointing.
With all the talk about how awesome Quake II is, I feel bad for buying Quake III instead.
[QUOTE=Bloodshot12;38102613]I love the soundtrack, it used to scare me as a kid so I would turn it off, but now I can't play Quake without it (it's still scary, but in an atmospheric and cool way)[/QUOTE] The music for Quake was written by Trent Reznor, which is why the Nine Inch Nails symbol is on the ammo boxes for the nailgun. I think Rob Zombie was involved in the Quake 2 soundtrack as well.
I kinda figured that out when I first looked up the Quake soundtrack on youtube about 4 years ago. Quake is what got me listening to NiN
[QUOTE=LaughingStock;38131251]I hate how the top comment on every quake video is about "the golden age of gaming" and how call of duty is garbage.[/QUOTE] I hate how Call of Duty is garbage too. :v:
Quake II XP doesn't seem to work, so I guess I'll just go back to Quake II Evolved. [editline]22nd October 2012[/editline] Anyone know where I can get whatever is the latest version of Quake 2 Evolved? Can't seem to find it on google.
[QUOTE=gufu;38134085]What's this, no Quake Wars? This is disappointing.[/QUOTE] Does anyone play that? I've always wanted that game, but I never got around to buying it.
[QUOTE=Pocket Medic;38134967]Does anyone play that? I've always wanted that game, but I never got around to buying it.[/QUOTE] It's alright, but the guns really lack oomf.
[QUOTE=Pocket Medic;38134967]Does anyone play that? I've always wanted that game, but I never got around to buying it.[/QUOTE] I think I played the demo or something for like 15mins but I couldn't really get into it. Which was tragic because I really had high hopes for it as well and I probably just didn't give it enough of a chance maybe.
[QUOTE=Pocket Medic;38134967]Does anyone play that? I've always wanted that game, but I never got around to buying it.[/QUOTE] I quite like it. Online is a bit dead but the bots are decent enough. The visuals are average but the controls and shooting are solid, plus there is enough variety in weapons to keep it interesting.
I don't think Quake is for me. Every time I start having fun, the awful spawns of Quake Live kick in and the fun just stops.
[QUOTE=Agoat;38139167]I don't think Quake is for me. Every time I start having fun, the awful spawns of Quake Live kick in and the fun just stops.[/QUOTE] To be honest, the current map rotation is really bad. But dying on spawn doesn't mean much as you respawn pretty much instantly.
I disdain quake live for the simple fact that I can't stand the transformation of Gore into sparks
I've gotten used to it, but I'd prefer that to a basically dead community.
I just go back and play NetQuake and QuakeWorld instead. Nothing beats classic Threewave and that sexy grapple.
Hey everyone! I just bought Quake, and I'm running it with Darkplaces on my Arch Linux system. Are there better sourceports out there? What mods should I start with? Have I dun goof'd?
DirectQ for an enhanced engine-limit really classic looking Direct3D renderer and music support, DarkPlaces for fancy visuals and model+texture packs and particle effects, ProQuake for a straight-up vanilla experience with good netplay support, and Fitzquake for engine limit enhancements, in OpenGL
DirectQ looks just like software Quake it's neat
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