2021 Remaster on Steam. Mod crashes when using "kill" console command in PVP. Guess Remaster is also to blame for Slayer's double jump sound - it sounds too high-pitched and very unpleasant on the ears.
I (almost) finished the campaign and played every character - it was pretty fun. Unfortunately, the very last section of the campaign, when you see Shub-Niggurath for the first time, crashes in the Remaster too.
I also have a few aesthetics suggestion:
Slayer needs a more distinct shade of red for Berserk (like QC did it), so it doesn't look similar to the color when you are taking damage.
I suggest giving playable Death Knight unique visuals (at least in a form of new default skin) and sounds. It might be confusing in coop having the same models as an enemy and as a friendly player. Same with audio, sharing pain and jump grunts with other Death Knights might be confusing in the midst of battle. Audio is information, and information in a fast paced game such as Quake means a difference between life and death.
Nothing else to report. Looking forward to the next update.
Super helpful that you run it in the engine I intended the mod for!
I never tried using the "Kill" command in Deathmatch, only in the campaign. All the footage is from the Remaster, which is how I prefer to play. And yeah, like I said, Doom Slayer's double jump will sound like that in most engines if they use the same sound code as vanilla, since the Quake engine automatically resamples the PCMs in-game.
I made a major Shub change where she looks for Duke. It's supposed to just ignore everyone else, but that may have had unforeseen consequences. Thanks for bringing it to light, I'll look into it.
Unfortunately, the Berserk shade is a bit of a hack. Quake doesn't actually let you pick specific colors to flash or tint the screen with. Instead it has predefined commands for it. The reason it looks similar to the color when you take damage is because.... it is the color when you take damage! And the punchangle / head tilt effect! I pull it off by tricking the engine into thinking you're constantly receiving damage, which is where the damage tint and head tilt is controlled. The pain sound and health reduction are in QuakeC, so they don't get processed. The only alternative was to play the yellow pickup flash effect. Of the two options, I preferred the Red Tint. The other tints (gray for invis, blue for Quad, yellow for Pent) are also controlled via engine code, not QuakeC.
Death Knight I'm torn on. Partly because I think it's fun to be just another Death Knight from Quake 1 and don't really want to differentiate between Player Death Knight and NPC Death Knight, and partly because I want to stick to Quake 1's design aesthetics, as if Quake Champions was released in 1996. Another no-longer-founded-after-Duke-Nukem fear was hitting some invisible sound cache limit, which is present in vanilla Quake but seems to be raised to an untouched amount in the ports. It's also less work for me, as this is meant to be a hobby project and a learning exercise that I don't want to dwell too much on. I get what you're saying, and these are all things I had thought about when making the mod. I just ultimately decided not to go that direction.
Death Knight does needs some additional skins though, as does Nyx. I'll see if I can get them in the next major update. For now, I'll see about getting a hotfix out for that Shub crash and hopefully figure out the "Kill" crash.