Dec 2, 2021
Quake - tokyopunchout | Bethesda
Update 2 contains a brand-new Horde Mode made by MachineGames with 1-4 player co-op (including optional bots), new Add-on "Honey", some quality-of-life improvements, and bug fixes.
It also marks the Quake release on the Epic Games Store (for PC). With Horde Mode you can play solo, with bots, or friends, and face off against waves of enemies of increasing difficulty. Earn Silver Keys to unlock access to better weapons. Survive long enough and earn a Gold Key, which will allow you to escape, or stay behind and fight against the armies of Quake until you fall



HORDE MODE


Overview
  • All new multiplayer PvE experience designed by MachineGames
  • Supports 1 - 4 players or bots in local multiplayer and online modes (Custom matches only)
  • Playable on all difficulty levels
  • Includes 4 new maps specifically designed for Horde Mode
Rules
  • Score points by killing enemies
  • Kill multiple enemies in quick succession for bonus points
  • Your progression is reset after the last player dies
  • Every 3rd wave has boss monsters but once you clear it, you get a Silver key to unlock more weapons and items
  • After the 9th wave, you get a gold key to unlock the exit, or you can keep fighting as long as you are able
  • Monsters have a chance of dropping quad damage and the pentagram of protection (powerups last for 5 seconds once picked up and despawn if not picked up after 10 seconds)


NEW ADD-ON: HONEY



  • Expand your Quake experience with the free Honey Add-on and delve deep into the darkness to conquer a deadly plague infecting the land
  • For a unique look behind the curtain, check out our Nods to Mods interview with the author of "Honey", MachineGames' own Senior Level Designer - Christian Grawer here
  • Read more about how to access Honey here


IMPROVEMENTS


  • Improved auto aim to reduce amount of snapping and view locking onto enemies
  • Crosshair color and type can now be changed from the Gameplay options menu
  • Add-ons menu can now be used to play previously downloaded add-ons while offline
  • Text chat and push to talk voice chat are now available in pre-game lobbies
  • Added ability to invite friends across PC platforms using players on your Bethesda.net friends list (optional)


RANGER SKINS IN QUAKE CHAMPIONS AND DOOM ETERNAL



  • Owners of our Quake re-release can log in with their Bethesda.net credentials in-game to earn the Ranger Slayer Skin for DOOM Eternal and the Quake Guy Ranger Skin with the Gladus Axe in Quake Champions! (NOTE: In addition to owning Quake, players must also own DOOM Eternal or Quake Champions to use their respective skins)
  • For more info, click here
  • Note: Nintendo Switch users can unlock the Ranger Slayer Skin in DOOM Eternal alongside Update 6.66 sometime in early 2022. Stay tuned to the Slayers Club for updates!


BUG FIXES


  • Fixed Death Knight incorrectly referred to as Hell Knight in the main Quake campaign
  • Bots now chat less
  • Fixed cases where texture borders were visible around certain HUD elements
  • Fixed weapon firing immediately after respawning in multiplayer
  • Turning off Enable Microphone before connecting to online services now properly mutes the microphone


MODDING IMPROVEMENTS


The following changes apply to users who may be developing add-ons that work on the PC version of Quake
  • Added new cvar navEdit_onlyTraceAgainstWorld to validate look position only against the world (skipping all other entities). This cvar is exposed as a user option in the nav editor
  • Added new cvar navEdit_skipLookPointValidation which completely skips look point validation, allowing user to place nodes anywhere • Bots now understand Zombies are killed easier with explosives and will switch weapons if possible
  • Further improved bot control of powerups on the map in DM
  • Bot characters are now reloaded when loading a new mod/Add-on
  • Make sure FL_ISBOT flag is set on the bot client when the bot calls "ClientConnect" and "PutClientInServer" inside QuakeC. This allows mods to run bot specific logic when a bot spawns in
  • Fixed bots trying to pick up weaker armors, when wearing a stronger set
  • Added nav editor cvars that are handy when switching back and forth between editor and game for testing, navEdit_removeGodModeOnExit, and navEdit_removeNotargetOnExit
  • Added g_removeAllAI to remove all AI that are on the map. Will check regularly for spawned AI to remove them as well
  • Added nav editor cvar navEdit_showLinkType. Useful for debugging pathing issues. Cycles between showing all links/nodes, only nodes with one way links, and only nodes with non-walk links
Oct 7, 2021
Quake - tokyopunchout | Bethesda
Update 1 includes improvements to user controls, the addition of bot support to multiple Deathmatch maps, improvements to bot functionality and several notable bug fixes

Improvements


Controls
  • Improved analog stick input on controllers – now more responsive by default
  • Added deadzone, aim acceleration, exponent and aim smoothing options to tweak gamepad input in the Input Options menu
Map Improvements: Dimension of the Machine
  • Hell or Dark Water (MGE3M2): added checkpoint spawns in co-op after traps section
  • Grave Machine (MGE4M1): added checkpoint spawns in co-op and fixed pain triggers around pentagram
  • A Grave Mistake (MGE4M2): added checkpoint spawns in co-op and pain triggers to prevent falling through and skipping them
General Improvements
  • Save game process is faster on large levels
  • Hosts are now identified by an icon instead of a color to make it easier to distinguish for color blind players
  • Weapon wheel HUD element is no longer cut off on local multiplayer vertical split-screen
Online Multiplayer
  • Removed visible game limit in match browser
  • Improved Scourge of Armagon client-side prediction
Bots
Added bot support for the following levels:
  • The Slipgate Complex (E1M1)
  • Castle of the Damned (E1M2)
  • The House of Chthon (E1M7)
  • The Elder God Shrine (E4M3)
  • Shub-Niggurath's Pit (END)
  • The Edge of Oblivion (HIPDM1)
  • The Pumping Station (HIP1M1)
  • Improved bot melee attack, swimming and weapon selection behaviors
  • Added text dialogues for when bots make kills or get killed
  • Improved bot handling of elevators
  • Improved bot navigation on The Abandoned Base (DM3)
Misc. Improvements
  • Added monitor select option
Control Updates:
  • Added quick save and quick load key binds
  • Added default keyboard binds for the Laser Cannon, and Mjolnir in Scourge of Armagon
Note: Users with existing save data may need to bind these manually from the Input Options menu


BUG FIXES


Gameplay
  • Fixed backward movement speed accidentally being set to walk
  • Game speed now correctly resets after using the Weapon Wheel
  • Resolved a bug that could result in the player getting stuck when jumping out of the water
  • Turning off friendly fire no longer prevents self-damage
Audio
  • Fixed rare audio crash in Scourge of Armagon
  • Resolved issue that caused excessive clipping when multiple sounds play simultaneously
  • Resolved an issue in which the wrong audio track was playing during the Scourge of Armagon demo
  • Fixed an issue in which Track 11 was playing instead of Track 10 on Gloom Keep (E1M5), The Wizard’s Manse (E2M5), The wind Tunnels (E3M5) and Hell’s Atrium (E4M5)
Maps
  • The Silver Key no longer shows up in Hell’s Atrium (E4M5) on Deathmatch
  • Fixed an issue in which some decals were oriented incorrectly in Scourge of Armagon
  • Fixed a lighting bug in The Door to Chthon (E1M6) that caused the darkened path to be lit prematurely
  • Darkened lighting on the roof to restore the original visual effect on Shub-Niggurath's Pit (END)
General
  • Usernames with quotation marks now appear correctly in game
  • Spanish episode end slate text is no longer cut off
  • Texture smoothing setting restores correctly after deactivating the Quake 64 add-on
  • Fixed bug in which enhanced Ogre model would sink into ground plane after death
Online Multiplayer
  • Resolved issue when sounds would drop and entities disappear or flicker during online play
Bots
  • Resolved issue where bots would not grab needed pickups
  • Bots should now see all triggers and doors as shootable
  • Bots no longer linger in slime or lava for too long
  • Removed Bot support on maps that lack waypoints
  • Fixed issue in which bots tried to re-use single-use buttons and triggers
Misc.
  • Fixed an issue in which the Max FPS option did not correctly display custom settings in drop down menu
  • Disabled GPU culling to improve performance in Dimension of the Machine


MODDING IMPROVEMENTS


The following changes apply to users who may be developing add-ons that work on the PC version of Quake
  • Added the pr_checkextension cvar and checkextension ("QUAKE_EX") function in QuakeC to detect if the mod is running under the updated Quake client
  • Added the cl_nocsqc cvar (it is permanently set to 1 to indicate to modders that CSQC is not supported)
  • Removed the -heapsize command line parameter. It is no longer used in favor of a dynamically sized heap
  • Added FL_NO_BOTS edict flag (Instructs bots to ignore specified object(s) in QuakeC)
  • Added a QuakeC built-in for playing a sound on a client: void localsound( entity client, string sample ) = #80;
Added the following QuakeC built-in functions for drawing debug shapes on clients (these are intended to help mod authors visually debug logic in 3D space):
  • void draw_point( vector point, float colormap, float lifetime, float depthtest ) = #81;
  • void draw_line( vector start, vector end, float colormap, float lifetime, float depthtest ) = #82;
  • void draw_arrow( vector start, vector end, float colormap, float size, float lifetime, float depthtest ) = #83;
  • void draw_ray( vector start, vector direction, float length, float colormap, float size, float lifetime, float depthtest ) = #84;
  • void draw_circle( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #85;
  • void draw_bounds( vector min, vector max, float colormap, float lifetime, float depthtest ) = #86;
  • void draw_worldtext( string s, vector origin, float size, float lifetime, float depthtest ) = #87;
  • void draw_sphere( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #88;
  • void draw_cylinder( vector origin, float halfHeight, float radius, float colormap, float lifetime, float depthtest ) = #89;
  • Added logic that resets AI state to neutral when activating the bot navigation editor
  • Added bot nav editor fullbright toggle key bind to F2
  • Added "CheckForFloor" flag to nav nodes (this can be used for drawbridges, floor traps, etc.)
  • Added "CheckForSolid" flag to nav nodes (this can be used for crushers, traps, movable walls, etc.)
  • Added ability to place nav nodes in shallow lava
Added the following cvars to change nav editor window positions:
  • nav_properties_xpos
  • nav_properties_ypos
  • nav_legend_xpos
  • nav_legend_ypos
Added navEdit_defaultNodeRadius to set preferred default nav node radius
Added ability to lock node height in place when moving nodes around
Added navEdit_defaultNodeRadius to set preferred default nav node radius
Added navEdit_waterLookPointDist to control how far away nodes will be placed in front of player when in water


MODDING FIXES


  • Fixed an issue in which the save command was appending an "s" to the beginning of filenames, resolving auto-save in mods like “Copper”
  • Fixed Alpha not being applied to brush models
  • Restored original behavior of centerprint, sprint, and bprint built-ins to fix issues with mods expecting arguments to concatenate instead of a string format
Quake - tokyopunchout | Bethesda
Multiplayer Update for All Platforms
  • This minor update fixes an issue that caused multiplayer lobby instability for some users
Aug 19, 2021
Quake - tokyopunchout | Bethesda
Quake – the legendary dark fantasy FPS that revolutionized the genre is now enhanced! This new offering features cross-play, dedicated servers for online deathmatch matchmaking, free optional Add-ons, split-screen support for local deathmatch and co-op, AI opponents in deathmatch and more!

Note: Steam users who already own Quake will automatically receive the new enhanced version with a free download!

Read the FAQ below for details on how to access the enhanced version.



RELEASE NOTES
  • Enhanced Graphics
    Better lighting, new models, updated maps, and a dynamic shadow system headline the graphical features available in Quake. Individual features of the enhanced graphics can be turned on and off to your preference

  • Includes Original Expansion Packs
    The two retail expansion packs, Scourge of Armagon, and Dissolution of Eternity are both now bundled with Quake, and are integrated into the main game. The downloadable expansion pack, Dimension of the Past, has also been upgraded and included

  • Includes Soundtrack
    The iconic original soundtrack by Trent Reznor of Nine Inch Nails is now included on all versions for the first time. The soundtracks for Scourge of Armagon, and Dissolution of Eternity are also included when playing those expansion packs

  • Brand New "Dimension of the Machine" Episode
    Created for Quake's 25th anniversary, Dimension of the Machine is a brand new experience created by the MachineGames team. Continue your fight through brand new dimensions, figure out the secret to restarting the machine, and come face to face with an old foe

  • Free Optional Add-ons
    Similar to our re-releases of DOOM (1993) and DOOM II, we will also be periodically releasing free optional Add-ons available to download in the in-game "Adds-on" menu. Our first Add-on is Quake 64, which includes the original alternate soundtrack by acclaimed composer Aubrey Hodges

  • Split-Screen Multiplayer
    Quake includes 4 player split-screen multiplayer on all platforms, in both deathmatch and co-op modes. Fight against your friends, or with your friends in all five campaigns. AI bots are also available to play against in deathmatch mode

  • Online Multiplayer
    Play custom matches on player-hosted servers, or hop into matchmaking and play on dedicated servers. Quake also now includes the extra levels Acrophobia, and The Edge available in deathmatch mode. Dimension of the Machine also contains all new deathmatch levels

  • Cross-Play Multiplayer
    Play with friends no matter which platform they prefer. Cross-play is available on all platforms, so you can play Quake with everyone

  • Supported Languages
    English, French, Italian, Spanish, German, Russian
PC SPECS
Minimum Spec (1080p/60 HZ)
  • Windows 10
  • Intel Core i5-3570 @ 3.4 GHz or AMD Ryzen 3 1300x @ 3.5 GHz
  • NVIDIA GeForce GTX 650 TI (2GB) or AMD HD 7750 (1GB)
  • 8GB System RAM
  • Minimum 2GB free space on hard drive (additional space required for optional Add-ons)
  • High speed broadband connection required for online play
Recommended Spec (*4K/120 HZ)
  • Windows 10
  • Intel Core i5-6600k @ 3.5 GHz or AMD Ryzen 5 1600 @ 3.2 GHz
  • NVIDIA GeForce GTX 1070 (8GB) or AMD RX Vega 56 (8GB)
  • 8GB System RAM
  • Minimum 2GB free space on hard drive (additional space required for optional Add-ons)
  • High speed broadband connection required for online play
*Compatible display required


FAQS
I bought Quake already, how do I get access to the new release?
Previous owners of Quake on Steam will automatically receive the new version with a free download. It may already be updated by the time you read this! Additionally, if you didn't own Scourge of Armagon and Dissolution of Eternity on Steam, you will also be granted access to the original versions of those in-game

How do I access the original versions of the game on Steam?
Steam: Launch options are available to launch the original versions of the games, and the original files are still on disk in the same place

How do I play with friends on other platforms via cross-play?
The easiest way to join a cross-play match with friends is using the room code system. The room code is a 4 letter code that can be seen inside the pre-game lobby. Send this to your friends over text message, Discord, or yelling very loudly, and they'll be able to join through the multiplayer menu without having to search through the match browser or enter passwords. Note that on some platforms, cross-play can be disabled at the system level. If you have problems joining cross-play matches, ensure that this is enabled

If I already own Quake on Steam, will my saves carry over?
Existing save games do not carry over from the original to the enhanced versions of Quake and Steam and Bethesda Launcher. You can continue to use original Quake save games by launching the original version of the game on both platforms

Will I need a Bethesda.net account to play the game?
A Bethesda.net account is required for online multiplayer, and Add-ons. Everything else in the game is playable without linking your account

What are the resolutions and framerates for PC?
PC: Maximum supported by video card/display

What input devices are supported on PC?
On the PC, mouse and keyboard and most controllers should work. Split-screen is available with mixed mouse/keyboard and controller

Do I need an always online connection to play the game?
Quake can be played offline. Currently, official Add-ons require an internet connection to play even if previously downloaded, however we hope to address this in a future update

Are existing mods supported on PC?
The PC enhanced version will load any mod that the original version supported (when existing mods have been placed in the game install directory). However it will not support some mods that require a new/different source port from the original game

Note: We did raise some engine limits from the original version in our new enhanced version but cannot confirm compatibility with all modern Quake mods

Could Not Join Lobby' error on when trying to join Multiplayer?
This error occurs on all platforms when you're system clock is out of sync. Please consult you system manual for how to re-sync your system clock.


KNOWN ISSUES
  • In local multiplayer, the weapon wheel will be partially cut off in vertical split screen. This does not occur in horizontal split screen
  • If the player uses the Attack input to respawn in multiplayer, they will fire a shot as they respawn
  • Users are unable to access downloaded Add-ons without being connected to the internet. This is not intended functionality and will be fixed in a future update
  • While in local multiplayer, if you wish to remove players from the lobby, you need to back out of the local multiplayer menu and re-enter it
  • Some player movement issues may occur in online co-op matches in Scourge of Armagon
  • The Guardian death sounds in may repeat indefinitely in Scourge of Armagon. If this occurs, either save and load your progress or exit the level
  • Players switching away from Quake by using ALT+TAB, may notice that they lose control over the cursor. If this occurs, simply return to Quake, and interact with the game to restore control
DOOM II - sponge
A small update has been released for our modern DOOM and DOOM II ports today. The only change is a fix for FPS dependent mouse sensitivity. Your sensitivity will feel different for the same slider value compared to before, however it will now feel more consistent, especially at higher framerates when vertical sync is disabled.
DOOM (1993) - sponge
A small update has been released for our modern DOOM and DOOM II ports today. The only change is a fix for FPS dependent mouse sensitivity. Your sensitivity will feel different for the same slider value compared to before, however it will now feel more consistent, especially at higher framerates when vertical sync is disabled.
DOOM II - sponge
Note for existing users

The unmodified, original DOS version running under DOSBox is still available! When launching the game, select "Launch DOS version" and you will have access to the previous version.



Added Steam Support

Anyone who already owns either The Ultimate DOOM or DOOM II: Hell On Earth on Steam will automatically receive the new re-releases in their libraries. The original DOS versions are still available as a separate launch option from within Steam, and the original DOS IWAD files are in their original location on disk. Please note: if you have modified the files in the Steam install folder directly, some files may be overwritten. You should not modify files in the Steam folder directly, as this may cause issues. Anyone who purchases Steam copies of DOOM or DOOM II: Hell On Earth in the future; it will default to the re-releases but can access the original DOS versions as a separate launch option from within Steam.

Added widescreen rendering support

For the first time in an official port, the original DOOM renderer has been modified to natively render 16:9 without any letterboxing. The FOV has been increased to reveal more image on the side instead of chopping off the top and bottom. All new 16:9 versions of the titlescreen, intermission, and ending screens have been added. Many of our Add-Ons have also had widescreen support added, so download the latest version from the Add-Ons listing to check it out!

DeHackEd support

The engine now can load DeHackEd patches, a popular tool for the original release that modified the game in order to support more advanced behavior. Add-Ons can now use new weapons, change enemy behavior, and more!

Deathmatch 3.0 in split-screen multiplayer

Split screen deathmatch has been changed to what is commonly known in the community as "Deathmatch 3.0." Weapons will stay in the world after being picked up in order to account for the extreme lethality of DOOM's weapons, and the weakness of the starting pistol, while all items and ammo respawn on a 30 second timer. Invulnerability and Invisibility will never respawn after being picked up for the first time.

Added optional crosshair

A crosshair, which can be disabled in Gameplay Options, will also change colors when targeting an enemy. This means less guessing if firing a rocket is going to aim at the enemy above you, or fire directly into your face, bringing about an untimely death. Enabling the crosshair may also help reduce motion sickness by giving you a fixed point to focus on.

Added Gyro Aim

Gyro Aim, enabled by default when a DualShock 4 controller is plugged in, allows you to look left and right by either turning the controller, or rolling the controller left or right. This allows for an additional amount of precision by enabling fine corrections to turning in order to track moving enemies, while still using the right analog stick for large turning movements. Gyro Aim can be set to either use the controller's yaw, or pitch, or disabled entirely, along with a separate sensitivity slider.

Added FPS Limiter

You can set the FPS limiter inside Video Options to 30, 60, 120, 144, 165, 240, and unlimited FPS.

Added millisecond accurate timer

A millisecond accurate timer has been added to the minimap, and to the end of level intermission, for anyone looking to speedrun levels.

Keyboard entry of cheat codes

iddqd, idkfa, idclip, and all of their friends can now be entered from the keyboard, in addition to the Cheats menu, as in the original 1993 release.

Added secret area notification

A message and notification is now displayed when you enter into a secret area for the first time.

Added Ultra-Violence+ Skill Level

Ultra-Violence+ is a twist on our existing Ultra-Violence skill level. Deathmatch/Co-op only weapons will spawn in, and enemies are fast like in Nightmare mode. In DOOM II, this means you get the BFG and Rocket Launcher right from the start, but in Final DOOM: Plutonia you'll have a Spider Mastermind staring you down as soon as you spawn in on the first level. It cuts both ways.



  • Nightmare behavior has been fully restored to the original 1993 release by making enemies move twice as fast.
  • In honor of double speed enemies returning, the warning when selecting Nightmare difficulty has been restored.
  • Resolved an issue where lighting in split screen was not accurate compared to single player.
  • Improved behavior of additional lighting option to increase light levels more accurately across walls and floors.
  • PC/Switch: Reduced input latency by disabling rendering extra frames in advance.
  • Reduced delay in starting certain MIDI music in Add-On levels.
  • Resolved an issue from the original 1993 release where the Super Shotgun blast will linger for an extra frame.
  • Resolved an issue from the original 1993 release where the Former Human would not light up when firing.
  • Resolved a rendering issue from the original 1993 release where certain textures wouldn't tile vertically, commonly known as the "Tutti-Frutti Effect



  • Restored original attract loop to the original 1993 release. The original title screen and credits screen are now visible between demo playback.
  • Restored cut message from the original 1993 release when picking up a medkit, while having with less than 25 health.
  • Restored cut "ouch face" from the original 1993 release for when a lot of damage is taken in a single hit.
  • Intermission screen is now shown after boss levels, instead of cutting immediately to the ending screens in order to see level completion stats and time. Par times have been added to E1M8, E2M8, and E3M8.
  • Random SFX pitch is now disabled for chainsaw sounds to allow for better looping. Random pitch variation has been reduced for other sounds.
  • Pickup sounds and player voices will no longer interrupt weapon firing sounds.
  • PS4/XB1/PC: VSync option in Video Settings to minimize input latency, at the cost of potential screen tearing.
  • Add-Ons will now use their intended custom graphics during intermission and level loading screens.
  • Latest Add-Ons appear on the top of the Downloaded list.
DOOM (1993) - sponge
Note for existing users

The unmodified, original DOS version running under DOSBox is still available! When launching the game, select "Launch DOS version" and you will have access to the previous version.



Added Steam Support

Anyone who already owns either The Ultimate DOOM or DOOM II: Hell On Earth on Steam will automatically receive the new re-releases in their libraries. The original DOS versions are still available as a separate launch option from within Steam, and the original DOS IWAD files are in their original location on disk. Please note: if you have modified the files in the Steam install folder directly, some files may be overwritten. You should not modify files in the Steam folder directly, as this may cause issues. Anyone who purchases Steam copies of DOOM or DOOM II: Hell On Earth in the future; it will default to the re-releases but can access the original DOS versions as a separate launch option from within Steam.

Added widescreen rendering support

For the first time in an official port, the original DOOM renderer has been modified to natively render 16:9 without any letterboxing. The FOV has been increased to reveal more image on the side instead of chopping off the top and bottom. All new 16:9 versions of the titlescreen, intermission, and ending screens have been added. Many of our Add-Ons have also had widescreen support added, so download the latest version from the Add-Ons listing to check it out!

DeHackEd support

The engine now can load DeHackEd patches, a popular tool for the original release that modified the game in order to support more advanced behavior. Add-Ons can now use new weapons, change enemy behavior, and more!

Deathmatch 3.0 in split-screen multiplayer

Split screen deathmatch has been changed to what is commonly known in the community as "Deathmatch 3.0." Weapons will stay in the world after being picked up in order to account for the extreme lethality of DOOM's weapons, and the weakness of the starting pistol, while all items and ammo respawn on a 30 second timer. Invulnerability and Invisibility will never respawn after being picked up for the first time.

Added optional crosshair

A crosshair, which can be disabled in Gameplay Options, will also change colors when targeting an enemy. This means less guessing if firing a rocket is going to aim at the enemy above you, or fire directly into your face, bringing about an untimely death. Enabling the crosshair may also help reduce motion sickness by giving you a fixed point to focus on.

Added Gyro Aim

Gyro Aim, enabled by default when a DualShock 4 controller is plugged in, allows you to look left and right by either turning the controller, or rolling the controller left or right. This allows for an additional amount of precision by enabling fine corrections to turning in order to track moving enemies, while still using the right analog stick for large turning movements. Gyro Aim can be set to either use the controller's yaw, or pitch, or disabled entirely, along with a separate sensitivity slider.

Added FPS Limiter

You can set the FPS limiter inside Video Options to 30, 60, 120, 144, 165, 240, and unlimited FPS.

Added millisecond accurate timer

A millisecond accurate timer has been added to the minimap, and to the end of level intermission, for anyone looking to speedrun levels.

Keyboard entry of cheat codes

iddqd, idkfa, idclip, and all of their friends can now be entered from the keyboard, in addition to the Cheats menu, as in the original 1993 release.

Added secret area notification

A message and notification is now displayed when you enter into a secret area for the first time.

Added Ultra-Violence+ Skill Level

Ultra-Violence+ is a twist on our existing Ultra-Violence skill level. Deathmatch/Co-op only weapons will spawn in, and enemies are fast like in Nightmare mode. In DOOM II, this means you get the BFG and Rocket Launcher right from the start, but in Final DOOM: Plutonia you'll have a Spider Mastermind staring you down as soon as you spawn in on the first level. It cuts both ways.



  • Nightmare behavior has been fully restored to the original 1993 release by making enemies move twice as fast.
  • In honor of double speed enemies returning, the warning when selecting Nightmare difficulty has been restored.
  • Resolved an issue where lighting in split screen was not accurate compared to single player.
  • Improved behavior of additional lighting option to increase light levels more accurately across walls and floors.
  • PC/Switch: Reduced input latency by disabling rendering extra frames in advance.
  • Reduced delay in starting certain MIDI music in Add-On levels.
  • Resolved an issue from the original 1993 release where the Super Shotgun blast will linger for an extra frame.
  • Resolved an issue from the original 1993 release where the Former Human would not light up when firing.
  • Resolved a rendering issue from the original 1993 release where certain textures wouldn't tile vertically, commonly known as the "Tutti-Frutti Effect



  • Restored original attract loop to the original 1993 release. The original title screen and credits screen are now visible between demo playback.
  • Restored cut message from the original 1993 release when picking up a medkit, while having with less than 25 health.
  • Restored cut "ouch face" from the original 1993 release for when a lot of damage is taken in a single hit.
  • Intermission screen is now shown after boss levels, instead of cutting immediately to the ending screens in order to see level completion stats and time. Par times have been added to E1M8, E2M8, and E3M8.
  • Random SFX pitch is now disabled for chainsaw sounds to allow for better looping. Random pitch variation has been reduced for other sounds.
  • Pickup sounds and player voices will no longer interrupt weapon firing sounds.
  • PS4/XB1/PC: VSync option in Video Settings to minimize input latency, at the cost of potential screen tearing.
  • Add-Ons will now use their intended custom graphics during intermission and level loading screens.
  • Latest Add-Ons appear on the top of the Downloaded list.
RAGE - Jitsu202


Ready up for RAGE 2's launch on May 14 with the official launch trailer!

https://www.youtube.com/watch?v=PLQg-Vq2zQk
RAGE - jasonBethesda


Hey all,

RAGE 2's May 14 launch is fast approaching and we're excited to share with you the unlock times for the game:

Preload Information
If you want to get a head start on downloading the game, you’ll be able to preload RAGE 2 ahead of launch. Preload will begin May 10 at 1pm ET.

Launch Timing
Here is when you’ll be able to play the game depending on your platform and location. The game will unlock at different times depending on your territory:
  • AU, NZ, Asia: RAGE 2 will unlock at 11:01am ET on May 13
  • Rest of World: RAGE 2 will unlock at 8:00pm ET on May 13
  • North America: RAGE 2 will unlock at 12:01am ET on May 14

As a reminder, here are the system spec requirements and special PC enhancements for the game:

PC RECOMMENDED SETTINGS
  • Requires a 64-bit processor and operating system
  • OS: Win7, 8.1, or 10 (64-Bit versions)
  • Processor: Intel Core i7-4770 or AMD Ryzen 5 1600X
  • Memory: 8GB RAM
  • Graphics: Nvidia GTX 1070 8GB or AMD Vega 56 8GB
  • Storage: 50 GB available space

PC MINIMUM SPECIFICATIONS
  • Requires a 64-bit processor and operating system
  • OS: Win7, 8.1, or 10 (64-Bit versions)
  • Processor: Intel Core i5-3570 or AMD Ryzen 3 1300X
  • Memory: 8GB RAM
  • Graphics: Nvidia GTX 780 3GB or AMD R9 280 3GB
  • Storage: 50 GB available space

ADDITIONAL VISUAL FEATURES
  • FOV Slider (50 to 120 degrees)
  • Show HUD (on/off)
  • Reticle Style (default/simple/none)
  • Motion Blur (on/off)
  • Depth of Field (on/off)
  • Ultra-wide (21:9) and Super Ultra-wide (32:9) display support (PC)
...

Search news
Archive
2024
May   Apr   Mar   Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002