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I have sold my computer and purchased another in favor of performance. I am still waiting for parts and expect it will be a few more weeks before I am able to continue work on Quake II: Source, mostly due to integrated graphics limitations, BUT...

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I have sold my computer and purchased another in favor of performance. I am still waiting for parts and expect it will be a few more weeks before I am able to continue work on Quake II: Source, mostly due to integrated graphics limitations, BUT... the idea of making a Quake II mod for Quake 4 has crossed my mind. What better way to remaster the game than bring it to an updated engine such as id Tech 4! But what should it be called...? Quake 2: Reloaded! Please let me know what you think about this idea by sending an e-mail.

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therealgordonfreeman
therealgordonfreeman

i think you should finish this on source then transport it to Q4

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Jozor
Jozor

Makes more sense for you to make it on Quake 4 first imo, allways thought it was silly to make it on HL2..
(lets make HL1 remake on Q4! makes sense?! no...)

Best to make it on Quake 4 then port it to Doom 4(Id Tech 5) when that comes out.. rather than messing about with making it on HL2 then porting it to Quake 4 and then when thats all done Doom 4 has been long out.
Also HL2 lacks Q2 weapons like Q4 lacks HL1 weapons..

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wolfpack99997
wolfpack99997

Doesnt matter to me

It would probably look a lot better on Quake 4 though

Good thing i already own the game ^^_^^

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Sehnsucht! Author
Sehnsucht!

It would be less work on Quake 4, but it would require more learning.

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wing0black
wing0black

Having the mod on the Source engine actualy makes quite a lot of sense, as the Half-Life 1 engine was made from a heavily recoded version of the Quake engine. I personally think it's cool to see the whole thing come full-circle.

I am looking forward to the mod so keep up the good work!

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BJBlazkowicz
BJBlazkowicz

Defintively no. Worst idea ever. Quake 4 because the real time shadows has big problems with illumination, and illumination is a very important aspect for a 3d scene. I am not referring at the dark atmosphere. I am saying that as soon as you put enough light in the maps to see something, all start looking ugly like ****.
In order to make the engine do real time shadows, the engine gives poor shadows calculations, else it would have kill the pcs. There is not such a wonder yet, make computers do real time shadow calculations with final visual results same as the compiling lights techique gives. The so called modern stencil shadows technique comes with its disadvantages. Soft shadows don't fix much of the job, too.
Also doom 4 engine lack materials shaders, there is no metal shader in that engine (they only use specular which is pretty dumb, so all materials has plastic aspect).
Quake 3 has way better material shaders than q4, for example quake4 don't use glossmaps techinques, excepting for some glass material, because creating shaders for realistic metal materials would have stress cpus and gpus even more. Q4 has bad code even without implementing this, as it used to be slow as hell.
Q4 is strong on normalmaps rendering and has particle shaders, the rest of the engine is BS.
If I would have to choose between source and q4, despite the many lacks source has too, I'd choose source.

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BJBlazkowicz
BJBlazkowicz

"the rest of the engine is BS."
Or let's say...unfinished.

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