Quake (enhanced) 2021

Anyone having hit reg issues on single player?

Can't say I ever noticed it on the original game before but having issues on the re-release with hits just passing right through enemies.

At first I thought it was just the rocket launcher, but seen it on the super shotgun too.

Shamblers in particular are an issue with rockets just passing clear through them when fired in succession. Seems kind of like the animations make them ethereal somehow! Dead weird.

Also seen the same with SS against death knights, particularly when they are running right at me and I am moving backwards pumping in SS hits one after the other.
 
Annoyingly can't quite get the mouse right - though it was never 100% in Quake 1 - the first 45 degrees or so of a turn is perfect but then I get progressively more negative acceleration which none of the usual tricks seem to sort.
In the original versions of Quake there were some issues with the mouse if you used non-integer values for acceleration that could manifest itself a bit like negative accel, due to rounding errors. I don't know what codebase this remaster is branched from but it's clearly vastly inferior to what we are using today for Quakeworld, so you could try setting sensitivity to an integer value and then tweak using either mouse DPI or m_pitch and m_yaw variables to scale it to whatever you need.

Is Quake MegaTF wtill a thing?
I see it pop up in the Quakeworld server browser from time to time, so yes. Seems there's about half a dozen servers still around, although activity is limited.
 
In the original versions of Quake there were some issues with the mouse if you used non-integer values for acceleration that could manifest itself a bit like negative accel, due to rounding errors. I don't know what codebase this remaster is branched from but it's clearly vastly inferior to what we are using today for Quakeworld, so you could try setting sensitivity to an integer value and then tweak using either mouse DPI or m_pitch and m_yaw variables to scale it to whatever you need.


I see it pop up in the Quakeworld server browser from time to time, so yes. Seems there's about half a dozen servers still around, although activity is limited.

Not using any acceleration, sensitivity is already an integer value. I've offset it as much as I can with tweaking FOV and sensitivity but it is still there at the edges.

I think it is down to floating point precision at some point in the code though.
 
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