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Posted by dsubburam 1 day ago

Quake – 30th Anniversary Update(slayersclub.bethesda.net)
402 points | 193 commentspage 2
ZiiS 1 day ago|
Whilst they owe me nothing with the amount I played my CD, feels a bit harsh to trade on the 30th aniversary but only support much newer sales.
ColdStream 1 day ago||
They have modified the engine heavily since and thus it doesnt really roll back to the older releases. Also, I think it is on discount currently and only costs a few dollars.

The quality of life improvements are done very well and I would recommend. Heck even if just for the new lighting engine.

chocochunks 19 hours ago||
They did update Steam and GOG sales to the Enhanced Edition for free when that launched, so "much newer sales" might still be almost 20 years old at this point.
jiffygist 1 day ago||
Does the new episode work well in opensource ports? (don't feel like installing steam rn and don't care about nightdive port)
AgentME 1 day ago||
They need changes to support it, but I don't expect it to take long. Both vkQuake and IronWail work well with the previous new official episode (Dimension of the Machine) and the remastered models after they were updated for that.
eseymour 1 day ago|||
The modding changes mentioned at the bottom of TFA seem to imply that text strings won't render properly until the source ports are updated. You're going to have to install the NightDive port anyway to download the new episode. I don't think they have a separate download for it. I'd imagine everything else might work okay already or will be fixed alongside the string issues.
joshmarinacci 1 day ago||
Is this an update for the original quake or do you need one of the newer ones?
AgentME 1 day ago||
It's for people who own the original game on Steam or one of the other supported digital storefronts.
testfrequency 1 day ago||
New. Modern platform versions from their respective stores.
RobRivera 1 day ago||
I have zero real excuse for never having built the game from source.

I have played with the modding surface available in the quakeC files tho!

I was experimenting with a game design element where firing a weapon didnt decrement the ammo, but auto fired.

In other words, you always fired whatever you had out, removing the ammo hoarder behavior, but also makes you very cognizant about explosive barrels and where you point that rocket.

html5cat 1 day ago||
Surprised they didn't port these to Mac yet. Between M series and Game Porting Toolkit (4 now?) it seems like small effort can unlock huge wave of new players nostalgic for childhood game.
MindSpunk 1 day ago||
You can't actually ship a game on the porting toolkit without breaching the license. It's intended by Apple to aid porting to use Mac's native APIs one component at a time, but the license forbids redistribution or commercial use. The community can hack away with it however they want because Apple isn't going to chase every individual person, but a business can't ship it unless they want a nice call with Apple's legal team.
html5cat 22 hours ago||
If i understand correctly Bethesda has the original IP and would just need a regular apple dev account if they wanted to publish, no?
VCFundedGenYer 1 day ago||
Nope. Unless Game Porting Toolkit is free and open like Proton, there is little to no prospect of the macOS gaming landscape to improve.
html5cat 22 hours ago||
it is free though, no? am i missing something?
bigyabai 12 hours ago||
GPTK cannot be freely redistributed, Steam cannot integrate the tech like they do with Proton.
_rwo 23 hours ago||
so awesome; as a side note I still host quake net pl (plz do not visit it, it's hosted on my home NAS and currently supports up to 10rpm xD) which was dedicated to Quake 3 and have origins starting 1998; I need to figure out how to keep it alive once I'm dead, lol

insert: how do you do, fellow kinds meme jpg

fiatpandas 1 day ago||
Is there a technical reason why this update won’t land on GOG?
Uvix 1 day ago|
The FAQ reads as "not yet", not "won't". This is second-hand but my impression is that publishing patches through GOG is not as easy as through other platforms (possibly because of their need to build new installers?).
bsimpson 1 day ago||
I had the Mac version of Quake II.

They encoded the game as an audio CD, so you could toss the disc in a boombox and listen to the soundtrack when you weren't playing. Very cool!

nizmow 1 day ago||
This was actually just how CDDA music tracks worked in almost all CD games in the late 90s. :)
hamdingers 1 day ago||
Tony Hawk's Pro Skater 1 and 2 got more play in my car than they ever did in my Playstation.
barbs 6 hours ago|||
Same with my Wipeout 3 disc
bsimpson 1 day ago|||
HOLY SHIT THOSE SOUNDTRACKS WERE JUST CDS?!

THPS and Crazy Taxi had some of the best soundtracks ever compiled.

terinjokes 12 hours ago||
The ConsoleMods wiki[0] has a list of games that contain standard CD-DA tracks, which doesn't include any Tony Hawk Pro Skater releases (nor Crazy Taxi).

[0]: https://consolemods.org/wiki/PS1:List_of_Multi-Track_PS1_Gam...

vor_ 1 day ago|||
That was standard practice in the 90s. Track 1 on the CD is the data track, and subsequent tracks are standard CD audio tracks that happen to be played in the game.

If the game didn't require accessing data on the CD after installation, you could even swap the CD with a different album and listen to what you want.

hansor 16 hours ago|||
Back then most common CPUs were 386 and 486DX - in real life they can't decode 44khz stereo mp3 file in realtime[1].

Only later Pentium 233mmx could handle mp3 decode in background + game (UT or Q3 Arena lets say).

[1]. Yes it is possible to play mp3 at 386SX 33mhz using magic with mplayer or mpg123(?) or (forgot the name) but it needs to be downgraded to 11khz, mono and other tricks.

RetroTechie 9 hours ago||
CD audio track != mp3.

Either CD player would play audio itself (passed over analog audio connector), with the game occasionally changing track #. Zero CPU time.

Or a DMA controller would read digital audio from the CD, and CPU pass that on as-is to audio hardware. Lots of audio data streaming, but easy on the CPU.

r721 1 day ago|||
The term for that is "Mixed Mode CD": https://en.wikipedia.org/wiki/Mixed_Mode_CD
cosmotic 1 day ago|||
This was very common at the time. I suspect there was a technical reason, maybe freeing up the CPU and memory from dealing with music and offloading that to the CDROM drive.
vor_ 1 day ago|||
It was just a standard way to play CD-quality audio tracks (by actually playing CD audio tracks!).
formerly_proven 1 day ago|||
There's a reason you used to have a separate four-pin cable going from the CD drive to the sound card ;)
ColdStream 1 day ago||
Due to the way computers cost a fortune back then, you could skip huge parts of hardware changes in the space of a few years. I must have skipped over that part and jumped from no CD audio (or CD-ROM at all) to, everything over IDE.

Never knew about the 4 pin link.

ZiiS 1 day ago|||
Strictly speeking the was a seperate track with the game, the music was just in the native Audio CD format.
rzzzt 1 day ago|||
How many hours did you play when you found out you can dismiss the "computer updated" notification?
xnx 1 day ago||
AKA redbook audio
scoofy 1 day ago|
Reminder that the NIN Quake soundtrack rules: https://www.youtube.com/watch?v=Mv5Jvr2Fp48&list=PLs7s7YCW40...
BLKNSLVR 1 day ago|
Seconded!
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