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Quake Enhanced is out NOW !!

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  • Rivarez
    replied
    Anyone have rtlights for use it with DarkPlaces?

    Leave a comment:


  • NightFright
    replied
    First major update has been released:
    https://steamcommunity.com/games/231...53788150871156

    Leave a comment:


  • Seven
    replied
    Hello webangel,

    Unfortunately I cannot help you much because on my side it is working out of the box.


    What you could try is the following:
    - Temporary rename the folder: C:\Users\*your_name*\Saved Games\Nightdive Studios (be aware that "Saved Games" is "Gespeicherte Spiele" in German)
    - Temporary rename the file in your game folder: Quake Enhanced \rerelease\id1\fte.cfg
    - Maybe you have a typo in your shortcut: Quake Enhanced\rerelease\fteqw64.exe .exe" -game mg1
    - Be sure to have fteqw64.exe inside your rerelease folder.


    If it still isnt working, you could try to copy the Quake Enhanced folder out of your Steam standard folders to any other harddisc / folder.
    If nothing helps, you could copy the mg1 folder into a standard FTE Quake setup and start it as any other mod.


    Best wishes,
    Seven


    PS: To change language text strings in FTE, use the cvar 'lang' (default is your windows language). Change cvar to us_us to have english (if you prefer).
    PPS: Be sure to use the Graphics Preset in options: Realtime to get the best visuals. No need to enable the "force" settings though.

    Leave a comment:


  • webangel
    replied
    Originally posted by Seven View Post
    Hello,

    Great news !

    FTEQW now supports:
    • Lighting (moving shadows, etc.)
    • Texture strings in your mother tongue
    • All gamecode features
    • full MD5 support (MD5 model names need to be renamed to .mdl. Example: dog.md5mesh into: dog.mdl)

    It can now fully replace the KEX engine.


    As we know, FTE is highly adjustable (from vanilla Quake visuals to all the bells and whistles).


    Installation:
    Drop the FTE executable into the same folder where Quake_x64_steam.exe is.


    Thank you very much Spike !
    Hi,
    FTEQW doesn't work for me. Dopa work but mg1 isn't starting.
    Version is 6060. Any idea?

    Leave a comment:


  • NightFright
    replied
    The problem is this: As it stands now, the progs.dat from Enhanced is not 100% vanilla compatible. I found already at least one map from the Retro Jams (which are just levels without any custom code) which did not work before I placed a vanilla progs.dat in my id1 folder.

    The new DOPA needs at least one addition in clients.qc if you want it to be 100% like the rerelease while using vanilla code, which is the episode ending text (for e5end.bsp). It's already in my AMQ and Vanilla Fixes packs. You can take the AMQ progs.dat and drop it into your DOPA (Enhanced) folder to override the embedded progs.dat. Might not make a big difference, but you'll still get a lot of code fixes Nightdive didn't bother to implement.

    As for DOTM... I guess I'll keep trying, but it's not easy to pick all the new code elements and insert them into my existing code base. Sure, there are entire files they added, but it's not like you just add those to progs.src and it will magically work. The master question could be: Why even bother if it's working already with FTE and Quakespasm? Well, for one there are those Megahealth respawns. This might get fixed in a future update, but we don't know when it will be. Then, there are people who want the original Nightmare difficulty back. Plus there are my fixes from the URQP which are not implemented.

    Leave a comment:


  • Seven
    replied
    Hello Nightfright,

    I did tell you this:
    Download fteqcc and decompile the rerelease progs.dat as if it were any other progs.dat.

    Originally posted by NightFright View Post
    I actually tried that, but it always stops in the beginning due to errors.
    I think I didn't try with fteqcc though, rather frikdec or proqcc.
    Your answer is rather strange to me. As you did not do what I wrote and wonder why it doesnt work ?





    Originally posted by NightFright View Post
    There's good and bad news.

    The good:
    I managed to decompile the progs.dat files with FTEQCC.
    I wrote:
    Download fteqcc and decompile the rerelease progs.dat as if it were any other progs.dat.

    Did you think I lie to you when I wrote that fteqcc decompiles it with a single mouse click ?




    Originally posted by NightFright View Post
    The bad:

    - DOTM is a mess.
    For some its a mess. For others its good structured code with some code snippets borrowed from other mods.



    Originally posted by NightFright View Post
    - Source files don't recompile directly. This was somewhat expected.
    That is always the case with advanced source code.



    Originally posted by NightFright View Post
    It was easy with DOTA since basically just the episode ending text needed to be added, a few lines of code.
    DOPA and DOTM have the exact same progs.dat in the rerelease. You are talking about the initial DOPA release from 20th anniversary, that doesnt have its own progs.dat at all.
    That is why it can be played with any other mod or id1, as it uses only id1 code.



    Originally posted by NightFright View Post
    DOTM on the other hand... I assumed it would only be the changed boss and episode texts
    Com' on, you are seeing all the new stuff in the DOTM episode (like rotating brushes, eplodable geometry/walls, earthquake, advanced particle code, new hub system, etc.) and think it uses vanilla id1 features ?
    Why is that ? All that needs additional gamecode of course. Those are not engine features.



    Originally posted by NightFright View Post
    but apparently it's more and I cannot determine what it is and where it belongs. It might be possible to add all the custom code to a vanilla-style progs.dat, but not with the limited knowledge I have.
    Itīs in all the new .qc files that you now see in the decompiled code.
    The rerelease is capable of running id1 maps and mods. It even doesnt crash when used with other engines (for the most part).
    The code that made it crash was edited and removed by that monkey guy and posted some posts above in this thread.

    Just like the advanced code of Mission Pack 1 (Hipnotic) and Mission Pack 2 (Rogue) are capable of running id1 maps.
    Looking and comparing the id1 source, Rogue, Hipnotic and Rerelease code, you will see exactly what is new and different.
    You can combine them all if you want. It takes some time and patience.

    Best wishes,
    Seven

    Leave a comment:


  • NightFright
    replied
    There's good and bad news.

    The good:
    I managed to decompile the progs.dat files with FTEQCC.

    The bad:
    - Source files don't recompile directly. This was somewhat expected.
    - DOTM code is a mess. It was a lot easier with DOTA since basically just the episode ending text needed to be added, a few lines of code. DOTM on the other hand... I assumed it would only be the changed boss and episode texts, but apparently it's more and I cannot determine what it is and where it belongs. It might be possible to add all the custom code to a vanilla-style progs.dat, but not with the limited knowledge I have.
    Last edited by NightFright; 09-14-2021, 09:32 AM.

    Leave a comment:


  • NightFright
    replied
    I actually tried that, but it always stops in the beginning due to errors. Did you do anything special to get it working? I think I didn't try with fteqcc though, rather frikdec or proqcc. Both are quite old now and may not be up to the task.
    Last edited by NightFright; 09-13-2021, 02:48 PM.

    Leave a comment:


  • Seven
    replied
    Hello Nightfright,

    Yes sure: Download fteqcc and decompile the rerelease progs.dat as if it were any other progs.dat.
    It will give you all the source files.

    You should know the procedure from there.

    Have fun tinkering with rerelease source.

    Regards,
    Seven

    Leave a comment:


  • NightFright
    replied
    Question at Seven:
    Since you guys made a patch for DOTM for Non-Kex ports (which is now mostly not needed any more since at least FTE/Quakespasm/QSS/vkQuake support it, but anyway) - did you manage to decompile its progs.dat? And if you did: Did you find out what exactly are the differences in the code?

    I'd like to add support for it in my AMQ/Vanilla Fixes projects, provided it's possible without breaking old content.

    Leave a comment:


  • NightFright
    replied
    Quakespasm-Spiked now supports Quake Enhanced.

    It can also load MD5 models now. On top of that, the new release features a new "Extras" menu in options where you can tweak stuff like model lerping, texture filtering, classic (square) particles etc. It appears Spiked also ported over latest Quakespasm changes which includes support for external .vis files (for transparent water).

    DOPA (re-release):
    - Copy over the "dopa" folder from your Steam installation (default dir: C:\Program Files (x86)\Steam\steamapps\common\Quake\rerelease) into your QSS dir
    - Open "QuakeEX.kpf" with 7-Zip (or another zip manager of your choice) and extract the "localization" folder into the "dopa" folder in your QSS dir
    - Start the game with parameter -game dopa

    DOTM:
    - Copy over the "mg1" folder from your Steam installation (default dir: C:\Program Files (x86)\Steam\steamapps\common\Quake\rerelease) into your QSS dir
    - Open "QuakeEX.kpf" with 7-Zip (or another zip manager of your choice) and extract the "localization" folder into the "mg1" folder in your QSS dir
    - Start the game with parameter -game mg1

    There are still a few minor bugs, e.g. Grunt corpses will move on top of you when you walk over them, but it seems to be playable in general. Also no dynamic shadows.

    Leave a comment:


  • Seven
    replied
    Hello,

    Great news !

    FTEQW now supports:
    • Lighting (moving shadows, etc.)
    • Texture strings in your mother tongue
    • All gamecode features
    • full MD5 support (MD5 model names need to be renamed to .mdl. Example: dog.md5mesh into: dog.mdl)

    It can now fully replace the KEX engine.


    As we know, FTE is highly adjustable (from vanilla Quake visuals to all the bells and whistles).


    Installation:
    Drop the FTE executable into the same folder where Quake_x64_steam.exe is.


    Thank you very much Spike !

    Leave a comment:


  • kreaper
    replied
    Originally posted by Seven View Post
    There is a superior texture pack available from QRP, which makes Rygels almost absolete.
    But that is just the beginning.

    If you find dead links, please post in those threads, to be able to find out which you mean and be able to reupload them.
    Awesome, thank you for the heads up.
    Sorry for getting off topic, I havent played with this stuff in forever and went deep lol

    Leave a comment:


  • bonbons
    replied
    Quake enhanced!

    Leave a comment:


  • Polarite
    replied
    Enjoying myself on the Bethesda matchmaking servers , classic quake love it !

    Leave a comment:

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