How faithful is this to the N64 version? I remember the cool animated sky textures that looked better and more ominous than the PC version. Maps had colored lightning unlike on PC, more secret areas to make up for the missing maps due to the N64 limitations, and no episode system but linear gameplay. And let's not forget about the fantastic soundtrack by Aubrey Hodges. How much of this stuff is there?
Nevermind. BTW, you forgot the gravity thing in Ziggurat Vertigo.
Maps are as faithtul as I could make them, should have all the secrets, unless I missed something. No episode system and soundtrack are also there.
No new textures and colored lighting.
Low gravity in Ziggurat Vertigo should be there, did you include the progs.dat?
I was using Copper Quake with it, which has its own progs.dat; that was probably causing issues with Ziggurat Vertigo. No colored lighting is a real bummer, but I understand the difficulties in recreating the console port. The Quake Remaster version isn't even 100% accurate, and to be honest, it looks pretty damn ugly. The Nintendo 64 hasn't aged well at all, I'm afraid.
I like that you kept the PC texture quality and the nice additions to the difficulty select hub! These set it apart from the official DLC. It doesn't seem to have the colored lighting iconic of Quake 64 though. I am running it on Quakespasm, so perhaps it didn't load it in properly, or the colored lighting was not done?
Problem with Quake editing is that damn progs.dat file, as the exe can only handle one; apparently it doesn't matter if it alters the most insignificant aspect of a map, as long as it's present you're screwed if you try and load your own progs file. I have my own mod with several gameplay, audio and visual changes, but I can't use it with custom maps if they come with their own progs. Similar with colored lightning. Even if you add fancy lighting to vanilla maps and load a custom map that uses the same textures, the lightning won't show because you need to add them manually to said custom map. This happens no matter what source port you are using. It's a real hassle.
How faithful is this to the N64 version? I remember the cool animated sky textures that looked better and more ominous than the PC version. Maps had colored lightning unlike on PC, more secret areas to make up for the missing maps due to the N64 limitations, and no episode system but linear gameplay. And let's not forget about the fantastic soundtrack by Aubrey Hodges. How much of this stuff is there?
Nevermind. BTW, you forgot the gravity thing in Ziggurat Vertigo.
Maps are as faithtul as I could make them, should have all the secrets, unless I missed something. No episode system and soundtrack are also there.
No new textures and colored lighting.
Low gravity in Ziggurat Vertigo should be there, did you include the progs.dat?
I was using Copper Quake with it, which has its own progs.dat; that was probably causing issues with Ziggurat Vertigo. No colored lighting is a real bummer, but I understand the difficulties in recreating the console port. The Quake Remaster version isn't even 100% accurate, and to be honest, it looks pretty damn ugly. The Nintendo 64 hasn't aged well at all, I'm afraid.
I like that you kept the PC texture quality and the nice additions to the difficulty select hub! These set it apart from the official DLC. It doesn't seem to have the colored lighting iconic of Quake 64 though. I am running it on Quakespasm, so perhaps it didn't load it in properly, or the colored lighting was not done?
Problem with Quake editing is that damn progs.dat file, as the exe can only handle one; apparently it doesn't matter if it alters the most insignificant aspect of a map, as long as it's present you're screwed if you try and load your own progs file. I have my own mod with several gameplay, audio and visual changes, but I can't use it with custom maps if they come with their own progs. Similar with colored lightning. Even if you add fancy lighting to vanilla maps and load a custom map that uses the same textures, the lightning won't show because you need to add them manually to said custom map. This happens no matter what source port you are using. It's a real hassle.
I really love it. Thank you, Joca
can you add the 64 hud? because its odd