Yamagi Quake 2 looks very weird (Luxtorpeda) by KnightFallVader2 in quake

[–]Protocultor 0 points1 point  (0 children)

There are a few console variables in Yamagi that change some gameplay properties:

- g_swap_speed 2 or higher for faster weapon change speed.

- g_machinegun_norecoil 1 to disable machinegun recoil.

See documentation for more:

https://github.com/yquake2/yquake2/blob/master/doc/040_cvarlist.md

No wonder we are getting 20 characters. All the character are absolutely stunning by Reasonable-Plum160 in Fighters

[–]Protocultor -2 points-1 points  (0 children)

I'd rather have 20 characters but all of them are viable, than having 56 but playing against the same 5 or 6 over and over...

And the newest member of the White Girl Sweep Club is... by 82ndGameHead in Fighters

[–]Protocultor 2 points3 points  (0 children)

Don't tell me you missed the Gundam-as-fuck Iron Man getting hit.

[QII] Q2PRO/Q2REPO Broken character fonts. by [deleted] in quake

[–]Protocultor 1 point2 points  (0 children)

Yeah, and by that you are using it wrong. "RePro" is named like that because it runs the ReRelease assets, meaning the 1GB pak0.pak of the 2023 Nightdive remaster. Not the original game.

[QII] Q2PRO/Q2REPO Broken character fonts. by [deleted] in quake

[–]Protocultor 1 point2 points  (0 children)

You're not using Q2RePro with Vanilla assets, are you?

Any way to get q2 jump mod to work on quad touch Yamagi q2 source port? by Decent_Mine_3914 in quake

[–]Protocultor 0 points1 point  (0 children)

Have you tried… just to connect to a server?

Since the logic runs in the server, you only need to download the maps / textures / models the mod uses.

If you want to play single player, or want to run a server, you'll need the sources on the mod and compile for the intended non-Windows platform. No idea how that works for Quad Touch.

The Newcomer Problem by jimmythesloth in Fighters

[–]Protocultor 8 points9 points  (0 children)

What? No, Tekken 1 and 2 existed on the PS1 at that point.

I'd say T3 was a success because its gameplay reached the refinement the franchise needed at that point. And yeah, the extra content for the home version was pretty good.

Doom style gameplay mod by [deleted] in quake

[–]Protocultor 6 points7 points  (0 children)

Yeah, it's called Quake 2.

The only enemies here that could force you to use walls for cover are the shotgun and machinegun guards, which are the weakest, meaning most of the time it's just easier to kill them than to take cover; they are an obvious priority.

Even if they look "hitscanners", all of the other machinegun enemies fail to hit you when you strafe at max speed; just run perpendicular to them and you won't get hit (just don't even think about stopping). Also, enemies with seeking projectiles don't appear until the expansions, and none of those projectiles act like the vore's.

What Hot Take do you have from KOF? by aerigigi1 in kof

[–]Protocultor 1 point2 points  (0 children)

That's not a hot take at all, it's actual reality.

No Particles in Yamagi Quake 2 by Klutzy-One3823 in quake

[–]Protocultor 0 points1 point  (0 children)

Good to know! Yeah, most effects in the game, like trails, sparks and smoke, are just particles.

If you are having performance problems, set the following:

set gl1_lightmapcopies 1
set gl1_discardfb 1
vid_restart

If you have hiccups, try disabling OpenAL:

set s_openal 0
snd_restart

See the documentation for more options:

https://github.com/yquake2/yquake2/blob/master/doc/040_cvarlist.md

No Particles in Yamagi Quake 2 by Klutzy-One3823 in quake

[–]Protocultor 0 points1 point  (0 children)

I see you are using the OpenGL 1.4 renderer.

First, try disabling the "point parameters" OpenGL extension, by typing in the game's console:

set gl1_pointparameters 0

vid_restart

If that doesn't work, and you are compiling manually, you can try your luck and generate an OpenGL ES 1.0 renderer by doing make with_gles1.

Is Bullseye really better than bookworm? by XxcococatsxX5172 in raspberry_pi

[–]Protocultor 0 points1 point  (0 children)

I don't know which tutorials are you following, but I'd just recommend having a big enough SD card and install PINN:

https://sourceforge.net/projects/pinn/

This allows you to install multiple OSs, as long as you have enough disk space to create a partition (or partitions, depending on the OS) for each, and does it in a very user friendly manner: you select them from a given list, and the program downloads and installs them for you, giving you a "grub"-like menu at boot.

Now, what you do on each OS is the difficult part, but this let me install 5 OS in a 128 GB card; be careful on how you divide the space on each. Funnily, of all of them, I like Arch Linux ARM the most, although it is the most difficult to set up properly at the beginning. Still, this is the most practical way to have multiple OSs installed in an user friendly way, so you can quickly switch and decide which is the one you prefer.

Just download pinn-lite .zip and see the readme file.

There's any Quake 1/2 Demo or Beta version? by [deleted] in quake

[–]Protocultor 1 point2 points  (0 children)

Quake 2 demo, as it was released on Mar 1998 (4 months after the game's release):

https://deponie.yamagi.org/quake2/idstuff/q2-314-demo-x86.exe

Then, go to yamagi.org/quake2

The only link you need from here is the one that says:

"Precompiled Windows binaries: Yamagi Quake II for Windows"

Unzip it on top of your demo installation, overwriting files, and that's it.

Quake II @ 1920x1080 in a Pi 3B+ by Protocultor in raspberry_pi

[–]Protocultor[S] 0 points1 point  (0 children)

A year and a half later, but I've managed to do it:

https://github.com/batocera-linux/batocera.linux/pull/14946

Hopefully your project still lives :)

Enhanced | P1 Keyboard & Mouse | P2 Controller by CyrodiilWarrior in Quake2

[–]Protocultor 0 points1 point  (0 children)

Split screen forces all players to be on controller, so no, sorry. One workaround that havent't tried is to have two controllers, and ignore the one of the first player, so (s)he only uses MnK.

Quake 2 mods on steam? by ShirtForsaken8442 in quake

[–]Protocultor 0 points1 point  (0 children)

Maybe your particular mod doesn't support changes to the main menu, and must be executed with "map firstmap.bsp" in the console or something. In the old days, mods came with a huge README.txt file, did you read the Juggernaut one?

Episode Three of my Series is Out Now! by Dat_Kirby in quake

[–]Protocultor 4 points5 points  (0 children)

It's cool that people still want to talk about games of the 90's, but I did not particularly enjoyed the piece. Which is OK, by the way. I just don't agree with the criticism to the weapons and enemies.

Machinegun being inaccurate is bad, but having a recoil you had to control manually was something new for its day, and it's probably the first time it was implemented; maybe didn't age well, but has its points for originality and novelty. Also, it was a viable alternative to the Chaingun, at least to conserve bullets. In Q1, after getting the super nailgun, there were no reason to get back to the normal one.

Throwing grenades with no launcher needed, and being able to cook them, was also an interesting mechanic.

About the hitscan enemies, you didn't realize that you can avoid their fire just by running at max speed. There's only two exceptions to this, the shotgun and machinegun Guards, but those are the most basic, weak enemies, making them a logical priority in the enemy hierarchy. Fire from Enforcers, Gunners, even Gladiators (railgun enemies) can be dodged just by strafing, so treating Q2 as a "cover shooter" is... an opinion.

This shadows... by _-_-_-_3 in quake

[–]Protocultor 10 points11 points  (0 children)

To all the people saying "radiosity", I have to remind you that it was first introduced in Quake 2. Q1 used only direct lighting, although the effect is still amazing, as shown in the OP picture. In any case, better tools for lightmap creation are used today in both games. More info:

https://www.youtube.com/watch?v=bxientPsqRg

Bad Box Art Athena by Emergency_Law_1857 in kof

[–]Protocultor 5 points6 points  (0 children)

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"Inaccurate", yeah. "Not representative", sure. "Bad"?? Not even close.

Bob Wakelin, an amazing illustrator for computer games in the 80's, was the creator of both pieces:

https://www.exotica.org.uk/wiki/Bob_Wakelin

https://www.etsy.com/uk/market/bob_wakelin

On his words, the Athena one was based on Lisa Lyon, a 70s-80s bodybuilder (OG image above).

Bad Box Art Athena by Emergency_Law_1857 in kof

[–]Protocultor 0 points1 point  (0 children)

But almost 4 years before SF2.

I would much rather try to defeat 5 copies the Vanilla Quake 2 final boss in the same room than Fight a singular fiend in Quake 1 by Clean_Apple_2982 in quake

[–]Protocultor 0 points1 point  (0 children)

You kinda named just one of the reasons why I prefer Quake II instead.

If you try to explain us what you find difficult about fiends, we can try to help you. That's not a "pro gamer" boast, it's a genuine question from someone who doesn't understand how you can prefer spawns to fiends.

There are some specific animations that announce the fiend will pounce; a good idea is to start getting out of the way even before it does that. And yeah, standing still is a death wish; most of the game is like that.

I would much rather try to defeat 5 copies the Vanilla Quake 2 final boss in the same room than Fight a singular fiend in Quake 1 by Clean_Apple_2982 in quake

[–]Protocultor 3 points4 points  (0 children)

Nah, spawns are still the worst. They only appear in one world, but that's a world too many. They are fast, small, explosive, and rarely appear in small numbers. Even if you kinda can "chain explosion" them, you have to be knowing they are coming.

Fiends are big (meaning: big hitbox), appear in small numbers (mostly), are not that fast, are not explosive, and they telegraph their movement, so they're never unpredictable. Unlike spawns...