Speaking of which, when playing on nightmare skill the ogres used to spam those things relentlessly. As ridiculous as it was, you'd get used to it and just keep your momentum to avoid the damage. I kinda liked that chaotic "clink, clink, clink" when facing multiple ogres. With the enhanced edition that behavior was nerfed. I find it a bit sad because I like many of the other features of the enhanced edition. Guess I'll have to stick with my GOG version of Quake.
@@Arena_Chess I will stick to GoG too... because my steam version doesn't run after the patch! I guess I could try setting the version (I think it's available in the opt-in beta settings).
The setback is that the enhanced model is the worst of them all. The thunderbolt used to be the most attractive low poly weapon of all times. Now wtf they tried to do.
Kind of cool to know that the models and larger/full size when you have a bigger FOV for the game. And the sounds of the old are almost ear-reip for moderm hardware, is very appreciated to have enhanced SFX that sounds more clear and solid. Cool video! thanks for sharing :)
@@hoppinggnomethe4154 Even with any old speakers, you can hear the saturated noise which are carried because of the low-quality rates of OG audio files. "ear-reip "is about overly loud sound that is interpretated as "noise" due to the inability to contain info of sound in a more accurate and efficient way. I wouldn't judge quality if my hardware is faulty, why waste my and someones time with an irrelevant comment. :) If you don't appreciate the quality improvement of the SFX then why are you defending and old SFX audio file??
@@andresa.ruizv.7413 Who said I don't appreciate remastered sounds? And how is it irrelevant? You just clearly have no idea what earrape is. You need to listen to real earrape before you comment so. I have used various headphones of vastly different qualities from different companies. Those old Quake sounds have simply low sample rate (11 kHz) and are low quality. I bet it's either you have no idea what you're talking about, have a headphone problem, or put the volume on really high. here are the earrapists: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TOl6VslheKw.html
@@hoppinggnomethe4154 Then read my comment as it is! I'm making fun of it comparing it to ear-reip because it sounds ALMOST like one, it was meant to be funny. You just acted like I insulted someone's waifu for saing they look old. :)
So, myself and 3 family members jumped on quake in nightmare and zoomed through in about an hour and a half. Rocket jumping. Getting most of the secrets and all kills along the way from memory. It was wonderful. Like an old glove..
1:34 That's the only gun model i prefer in the original Quake. The compressed sound of the weapon firing sound, low poly model and strange black holes at the back of the model just gives off a unique vibe.
I find strange the way all weapons have new smooth animations except for the Super Nail Gun, which still has only a couple frames for every barrel rotation.
It's because they arent new animations, it's using interpolation to smoothen out the frames. The gun doesnt actually rotate in any specific direction, it just jumps between two positions so you'd just see the barrels wiggle instead of spin unless they outright alter the original animation
The interpolation places every vertex between the real frames, whcih are still 10 per seconds. When you do it on the sng it doesn't look like properly rotating, it looks like the gun is getting weird and smaller.
Love how smooth the animation is now, I think it's because of the interpolation. The remastered sound is so crisp now too, a single shot from the nailgun sounds like a shotgun blast
The FOV in the rereleased version's showcases definitely affect how they appear. I think next time you should stick to default settings so both are more easily comparable. Great work otherwise and thank you for the video!
He did stick to the default settings for the rerelease and for the original, which are both at 90° horizontal (EDIT: The video creator is playing with 100° fov and default is 95° in the rerelease, I messed up. But my point still stands that the fov is different on 16:9 and 4:3 aspect ratios so I won't delete the comment entirely) and 29° vertical by default. On a 4:3 ratio this is the correct 90° value, but on a 16:9 ratio, it will be the same vertical fov but a higher horizontal fov of 108°. So he could have either changed the fov to 108° in original Quake or to 75°/80° (you can only change it in 5er-steps) in the rerelease to get around the same horizontal fov on both games.
@@SeanJohn127 Regardless of if these were default settings or not their comment still stands: they should have been compared at comparable fovs since the wider view by default produces a different look even though the models are similar.
The new engine uses Hor+ FOV, the old one uses Vert-. The former is better for wide-screen monitors. It wouldn't matter if his FOV was default or not, there probably will still be differences anyway.
It's due to the aspect ratio, the widescreen resolution and also the FOV as it's been mentioned, that make them look skinnier, if you were to play the enhanced version in 4:3 you'd probably get them look the same way. 😄
@@morkgin2459 I think he means remasters can go horribly wrong like silent hill hd edition or assassins creed ezio collection.At least thats what i think lol.
@@morkgin2459 He is referring to studios that buy up rights to old games then make then anew for modern release and they with few exceptions end up feeling and looking nothing like the original that spawned a remake. Doom 2016 for example, I get is a decent game, but for people like me, its not doom, there is no feeling of fear nor dread, just a run and gun blood and guts shooter that could have any name slapped on the front of it. Dungeon keeper also got remade, it pales in comparison to the original, same too for theme hospital and syndicate wars.
The game that got me into PC upgrading as it ran log dog meat on my 486 33mhz. Then I got a 200mhz Cyrix :D and could not play Quake at all as the chip had no floating point processing capability. What a way for a CPU company that was making gains, to blow their own foot off. After that came AMD and i've been there ever since. Quake is very special for me, it is why I trained to be a sound engineer and why I write music to this day, often influenced by its tones of lovecraftian carnal dread.
They were saved as 11025 samples wav files, which means their highest audio frequency is 5512hz. Barely acceptable even in 1996 when there already were higher audio standards in games. It's great that they came to restore (or maybe AI-recreate) the higher frequencies on the same files.
@@DarioToledo The method for remastering audio appears to be similar to the mod Quake Sound Bulb. I remember the creator of that mod posting how he did the sounds for that mod somewhere, I'll try to find it. *EDIT:* Found the original thread with the post a few seconds later. This post was for the predecessor of the mod, Sean's Better Quality Sounds, but this is what he wrote: I have no way to really explain, but here's what I got: I used Audacity and Wavosaur. I use Wavosaur for pitchscaling the resampled audio. I save the pitchscaled sound to a subfolder in each folder the base sound comes from. I then put the regular sound and the pitchscaled one into Audacity. I apply a high-pass filter to the pitchscaled one and perform noise reduction with both the built-in tool and RX7 Elements Volume De-Noise tool. (We got it on sale). Some sounds, not many, are voiced over by me... With a high-pass filter. The rest I found from other sources, including Qtest1, Quake 2 and Mindgrid. I am sure that is a good explanation, yes? *SOURCE:* www.celephais.net/board/view_thread.php?id=61714
What you are showing here as “Classic Quake” is GLQuake, where textures are often misapplied and lighting looks wrong. Should have used DOS Quake, WinQuake or maybe even VQuake.
It's a lovecraftian masterpiece kit bashed with a first person shooter and an incredibly atmospheric sound system and musical score. If you take your time playing it instead of running through it like a madman as too many do, it gets under your skin.
@@johndexterzarate6663 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JbCWf5g2SKI.html This modder from the vid was able to do what Nightdive Studios failed to do for the DoE weapons.
Probably because they didn't spend a lot of dev time on the expacs other than to make sure they worked. They might not have been part of the original project scope. I wouldn't be surprised if Nightdive updates them later on.
You and me both friend, but all that would happen is someone would remake Quake as a modern run and gun shooter, it would lose its atmosphere and other worldly discomforting feeling that penetrate the entire game with lovecraftian nightmares. The hurtling stormy skies, the whispers in the background. It would all be junked for some in your face shiny gore fest. Everything today is quick quick quick, original Quake is not a game to be ran through, indeed many times in Quake you end up running from tanky hoards of the underworld, for dear life.
Interpolated animations exist in source ports, but not tweaked as well to avoid animation issues. In the original Quake everything but mouselook aiming works at 20 FPS.
@@noop9k Actually all animations are 10 fps. As for source ports, many have fixed the interpolation problems like the weird rotation of the SNG, while the NG I think was fixed by having two flamebrst models instead of one floating from one part of the model to the other.
@@ChristianIce IIRC anims can be played at arbitrary (up to 20) speed in QuakeC. Though my memory can fail me after 25 years. So, not sure if 10 is standard for all animations. As the models weren’t created with interpolation in mind, they may contain parts that are ok to interpolate and parts that are not ok, so basically you need to hardcode this or add some unreliable heuristic to the interpolating code. Or replace MDL anims with a different format altogether.
@@noop9k You can be 100% sure that all animations in quake are 10 fps. You can push it quicker, of course, but that's how all the models were designed. The speed doesn't depend on the mdl model, you can have an mdl model animated at 50 fps, all you need to do is changing the entity .nexthink time.
I prefer the original, because the animations are clunky, and they use polygon animations instead of skeletal animations, the enhanced models have skeletal animations, which don't heave that 1996 feel to them. Plus I play without animation smoothing, because it feels weird to me, like I am playing Quake 2.
It might be due to nostalgia but I personally prefer the original weapon animations with less frames compared to the more smoother ones of the Enhanced version. It just gives it a bit more style in my opinion.
I really wanted to try this one out. Shame that all remasters nowadays have to have every aspect cranked up to the maximum possible setting, with a different engine, making them impossible to run on older, yet perfectly functional computers.
@Fenn Byers out of the people who played the original release?...everyone? Lol. They'll also remember what a dissapointment Quake 2 was because it ditched the dark H.P. Lovecraft atmosphere for heavy metal music.
@Fenn Byers Back in the day it was labelled as a "Horror FPS". It was dark and gloomy and had creepy ambiance music and grotesque looking monsters with archaic medieval level designs. Versus the 2nd one that was all lit up with fruity colored lightning effects and a peppy prog metal soundtrack in futuristic power plants.
Yes, GLQuake not only filters textures too much, but also applies them incorrectly on some weapons, has bad lighting. Even Q2 often looks better in software mode.
The enhanced versions are too slim and narrow. They look like personal massagers from a BDSM shop, not awesome weapons! And the originals have better sound.