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tomek123pl: and when exactly should this refreshed version appear? I installed the gog galaxy on purpose
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gnome.chompski: I bet they're not going to update the GOG version until the 'games festival sale' is over (on 02.09). Otherwise, the $3 sale price on GOG would greatly undercut Steam and the Windows Store, where it's currently the full price of $10. No way they're gonna do that the week of release.

It sucks for us poor GOG plebs, but it's almost certainly a demand by Bethesda or Id, so it's out of CDP's hands.
so you say they may not update at all?
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Kuroko: First of all the movement is different. Player moves faster forwards than in original Quake and player moves slower when moving backwards than in original Quake.
These are my findings In a comparison between Quakespasm-Spiked and the enhanced version in the KEX Engine. On opening the Quake 1 starting hub and timing the run to the easy portal, then timing the sprint to the easy portal, both engines gave the same time. That being 3 seconds whilst sprinting, and just over 5 seconds when not sprinting. The stopwatch on my keyboard only does whole seconds, but as sprinting should be twice as fast as normal speed, this seems approximately correct, give or take some rounding of partial seconds.

When Always Run is enabled, both Quakespasm-Spiked and KEX Engine show cl_forwardspeed of 400 and cl_sidespeed of 350. They vary in their method for when Always Run is turned off, however, as Quakespasm-Spiked reduces the forward and back speed values to 200, whilst KEX Engine retains the 400 and 200 values for forward and back speed values respectively.

There is something off with KEX Engine when Always Run is turned on, though. The speed toggle to walk slows you down much more than it should. It is like it goes between sprinting and walking, rather than sprinting and running. When Always Run is turned off, though, the speed toggle does take you to sprinting speed, but when not used, the default speed is as expected, not that awful slow movement, except when going backwards. For going backwards, I have no idea why they halved the standard speed. It can easily be fixed with a console command, though, doubling the cl_backspeed value in the KEX Engine version from 200 to 400.

So in summary:

KEX Engine Always Run On
Forwards and backwards at sprinting speed (400).
With speed toggle key pressed, forwards and backwards at quarter speed.

KEX Engine Always Run Off
Forwards at half speed (running speed), backwards at quarter speed.
With speed toggle key pressed, forwards and backwards both at sprinting speed.

Quakespasm Always Run On (Vanilla)
Forwards and backwards at sprinting speed (400).
With speed toggle key pressed, forwards and backwards at half speed (running speed).

Quakespasm Always Run Off
Forwards and backwards at running speed (200).
With speed toggle key pressed, forwards and backwards both at sprinting speed.

It seems better to have Always Run turned off in the KEX Engine port, and change the cl_backspeed console variable to 400 to fix the too slow backwards speed, and this then mirrors what Quakespasm has.
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gnome.chompski: I bet they're not going to update the GOG version until the 'games festival sale' is over (on 02.09). Otherwise, the $3 sale price on GOG would greatly undercut Steam and the Windows Store, where it's currently the full price of $10. No way they're gonna do that the week of release.

It sucks for us poor GOG plebs, but it's almost certainly a demand by Bethesda or Id, so it's out of CDP's hands.
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tomek123pl: so you say they may not update at all?
I think we will get the update eventually, since the GOG rep said so. But I predict the update will not happen for the GOG version until the current sale is over, on 02 September.
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DarkJaguar: Fortunately even on Steam the Bethesda login is entirely optional. Unfortunately, the attempt and fail to login does still slow down launching the game.
Care to elaborate? Doom Eternal was only 'optional' if you disconnected from the internet.
Can you play it without a Bethesda Account at all?
Post edited August 23, 2021 by Scalari
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Scalari: Can you play it without a Bethesda Account at all?
Well Doom 64 and Quake Enhanced don't actually require a Bethesda.net account to play single-player. The Quake add-ons menu does require a Bethesda.net account, however. I can't say for Doom Eternal as I don't have that.
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gnome.chompski: I bet they're not going to update the GOG version until the 'games festival sale' is over (on 02.09). Otherwise, the $3 sale price on GOG would greatly undercut Steam and the Windows Store, where it's currently the full price of $10. No way they're gonna do that the week of release.

It sucks for us poor GOG plebs, but it's almost certainly a demand by Bethesda or Id, so it's out of CDP's hands.
The Bethesda Sale is over in a few hours so maybe already after that
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honx: will we still be able to download the currently available version of quake after enhanced version is available?
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Berzerk2k2: Probably not so I recommend saving yourself a copy of that version in case you want to play some custom stuff like AD. From what I've heard so far the new one comes bundled with the original version though and you can then pick wich one you want to launch.
For every other game you can always download 'classic' version if you bought it when only 'classic' version was available. Later on you can no longer buy 'classic' version - it is removed from store - but not from your downloads.

It would be nice to get official confirmation - but I think it will be the case here.
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DarkJaguar: Fortunately even on Steam the Bethesda login is entirely optional. Unfortunately, the attempt and fail to login does still slow down launching the game.
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Scalari: Care to elaborate? Doom Eternal was only 'optional' if you disconnected from the internet.
Can you play it without a Bethesda Account at all?
The Unity ports of Doom and Doom II also don't require a Bethesda-net account to play singleplayer (as it should be after how they got blasted for DRM'ing a game that is over two decades old now and had its engine open-sourced), but you do however need an account to download their respective add-ons (though they're free).
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Korell: Well Doom 64 and Quake Enhanced don't actually require a Bethesda.net account to play single-player. The Quake add-ons menu does require a Bethesda.net account, however. I can't say for Doom Eternal as I don't have that.
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AmethystViper: The Unity ports of Doom and Doom II also don't require a Bethesda-net account to play singleplayer (as it should be after how they got blasted for DRM'ing a game that is over two decades old now and had its engine open-sourced), but you do however need an account to download their respective add-ons (though they're free).
Thanks for the clarification!

Doom Eternal had a forced Bethesda login (i.e. no cancel or skip-button) and that drove me so far up the wall I refunded the game and vowed to never buy a game that included such an aggressive conduct from a publisher. I have my own reasons for doing so, but for those wondering, they do it so they can a) get your e-mail address and b) get you to agree to a new set of publisher-wide EULA and Privacy policy - often much broadly written than what most people would agree to if they actually read them. With Doom Eternal they also forced you to link your Bethesda account to your Steam account, so that they could get access to your list of games for the sake of analytics and that was waaaaay over my line. Though most people didn't read the fine print and just clicked OK and claimed the freebies.

I just wanted to make sure it wasn't another case of that, because you don't really read about those things in reviews since most people just click past it. I'm glad to see it didn't progress further in that direction with their recent releases.
Post edited August 23, 2021 by Scalari
Ok, i am exited, do we have an estimated release date?
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AmethystViper: The Unity ports of Doom and Doom II also don't require a Bethesda-net account to play singleplayer (as it should be after how they got blasted for DRM'ing a game that is over two decades old now and had its engine open-sourced), but you do however need an account to download their respective add-ons (though they're free).
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Scalari: Thanks for the clarification!

Doom Eternal had a forced Bethesda login (i.e. no cancel or skip-button) and that drove me so far up the wall I refunded the game and vowed to never buy a game that included such an aggressive conduct from a publisher. I have my own reasons for doing so, but for those wondering, they do it so they can a) get your e-mail address and b) get you to agree to a new set of publisher-wide EULA and Privacy policy - often much broadly written than what most people would agree to if they actually read them. With Doom Eternal they also forced you to link your Bethesda account to your Steam account, so that they could get access to your list of games for the sake of analytics and that was waaaaay over my line. Though most people didn't read the fine print and just clicked OK and claimed the freebies.

I just wanted to make sure it wasn't another case of that, because you don't really read about those things in reviews since most people just click past it. I'm glad to see it didn't progress further in that direction with their recent releases.
+com_skipSignInManager 1

This is one way. Another is to just set a firewall block on Doom Eternal, and then the game doesn't require Bethesda's account.
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Scalari: Can you play it without a Bethesda Account at all?
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Korell: Well Doom 64 and Quake Enhanced don't actually require a Bethesda.net account to play single-player. The Quake add-ons menu does require a Bethesda.net account, however. I can't say for Doom Eternal as I don't have that.
In theory, you shouldn't need to use Bethesda's server at all for addons. There's already a community addon server - q1mods.xyz.
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tomek123pl: so you say they may not update at all?
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gnome.chompski: I think we will get the update eventually, since the GOG rep said so. But I predict the update will not happen for the GOG version until the current sale is over, on 02 September.
Hey, we've all done fine without it for this long, what's another week or so? :p
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gnome.chompski: I think we will get the update eventually, since the GOG rep said so. But I predict the update will not happen for the GOG version until the current sale is over, on 02 September.
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DarthCrunchus: Hey, we've all done fine without it for this long, what's another week or so? :p
The sale on Id's stuff at least is already over.
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SmollestLight: As you may have noticed, Quake® Enhanced (updated and visually enhanced version of the original) is available on Steam since Aug 19th. We're in talks with the publisher and have their confirmation that the GOG version of the update is currently being finalised, and will be available on GOG.COM. We'll be sure to let you know when that happens.
GOG users who already own Quake will automatically receive the new enhanced version with a free download.
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