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Early Access Alpha Quake 0.0.9 (aka Baby Strogg)

Its time to share a very early in-development version of Quake 4. This has been a strange project and considering the amount of work already sunk into it, we'd usually be far further along. But for the reasons described in previous Patreon posts its taken a long time to get the core both stable enough and with the potential that we can add enough work, fixes and polish to make it a compelling VR mod.

However, I think there is enough for you guys to at least get the core project set-up and ready for further updates. Now the fundamentals are done we can tackle the issues in isolation and start releasing more frequent updates. This release does include some preliminary weapon fixes by Team Beef Friend and all round great guy Vince Crusty.

I've actually played through the first 3 levels of this. If you want to enjoy the best VR version of Quake 4 I'd recommend holding off, but if you'd like to see how things are going and the general graphic fidelity feel free to jump in! 

There are some BIG Caveats going in:

This build is for Quest / Quest 2 only. We've needed to keep this as per the Doom3Quest foundation to avoid the situation of contracted development by not knowing where a graphical issue was caused by the renderer or OpenXR. This will be coming later. 

Guns are somewhat lined up but not perfect. 

Currently the game crashes when you die. Try not to! This is a priority for us to solve and should be fixed in the next update. 

Flashlight is currently unbound. You might have some luck binding this, but it will be fixed in the next update hopefully later this week. 

Some missing decals like blood on the floor. 

Double Vision currently makes the screen go blank. 

HUD is barely visible. 

Lots of particle effects need improvement. 

+ Plenty more bugs to be seen on the Trello page: 

https://trello.com/b/yU4LwCRa/quake-4 


All I can promise is that now the fundamentals are done, we'll be working hard to make this as the best VR port possible. If you feel there is something that we don't already have listed on Trello or are unaware of, please let us know, but please be aware it is early in development. 

-BaggyG

Install Instructions:

https://trello.com/c/v2KaRjYX/42-install-instructions-quest-quest-2

Team Beef Download Page: 

https://www.quakevr.com/patreon/ 

Early Access Alpha Quake 0.0.9 (aka Baby Strogg)

Comments

Comprehensive as usual Colin! :-) Many thanks. > Graphics - Bummser has suggested we try to add a specular element to boost textures to something similar to Doom 3 and match the great enemy / NPC models. Its also the case that we a re missing a few decals currently, which will make the levels a bit more detailed. > Not encountered the issue with not being able to fire etc. Let me know if you can replicate consistently. > Opening Cinematic - this is a bit more difficult. Its made with a perspective for flatscreen, not 3D so the models will feel off. I fear if we start trying to artificially scale them it will cause problems. I'll keep this in mind but we've never changed scaling on any other game, although they've all had similar problems. I might be able to move the camera a bit so you are closer. > Cursor. Its head aimed with the right trigger being the interaction button. If it feels its not in the right point then step away and back again. That button is definitely able to be pressed. There is also a weapon aiming version of the interaction but is a little bit more fiddly so I didn't set it as default. If you still have problems I can tell you how to change it. > Rifle.... all guns need tweaking for position > File Explorer... I don't think I've seen my quest files through Windows Explorer for about a year. It has terrible problems with folder caching, which Sidequest doesn't as it runs a new ADB command. I hope you'll retry things as we make improvements!

I gave it a shot, and here are my initial impressions: - At first, I thought Quake 4 graphics looked worse than those of Doom 3, but playing Doom 3 afterwards, Quake 4 looks about the same as Doom 3. Quake 4 seems to look better with respect to weapons firing, how the enemies fade away, and a higher visual quality on both friends and enemies. - The first time playing I could not get the weapons to fire, or be able to switch weapons, or pick up any ammo. Restarting the game fixed that. - I thought going into the options and switching 'Smooth Mouse' to max would give me smooth turning, but no luck. Smooth Mouse was originally set to 0, but I could only set it back to 1. - The opening cinematic was fun to watch, but the scale of the spaceships seemed 'off'. All ships came across as if I was holding a model in front of my face; it looked cool but didn't feel 'big'. - I played to a point to where I dropped through a floor, but upon reaching a control panel to open an access hatch above a ladder, I could get a hand cursor, but could not seem to press the control panel to open anything. - Firing the rifle felt like I was holding it in dead center of my chest (almost like you stick a plunger to the center of your chest). - I didn't play long enough to get a 'feel' for the game plot (about 20 minutes), so I'll just say it had a similar feel to Doom 3 with respect to basic gameplay. - There are other minor issues, but you covered them nicely in your 'BIG Caveats' section. Lastly, when it came to installing the pak files, I was able to install them through SideQuest; what was strange was that File Explorer was not displaying the Quake4 file, but was through SideQuest. Weird! Thanks for the opportunity to play this. I'll definitely be looking forward to updates.

Collin Drennen

For sure, better. It surprisingly performant already, but I look forward to upping the refresh rate / resolution. Some of the particles aren't their final version. Things like fire I'm pretty sure we can improve.

Cool man, particles can be so finicky. I wonder how things will perform on the Quest 3 when it hits.

David Gohman


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