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Where's Quake4XR?

Very good question, thanks for asking! I've been wanting to give an update on this for awhile as I work through some of the biggest issues. As you may have seen from the previous video, the game runs and somewhat works. The elephant in the room is the closed source advanced particle system that Quake 4 used. This was unique to Quake4, so ports like Doom 3 or Prey did not have this to contend with. 

Although some effects that use this, like fires, could go unnoticed, the most consequential are the guns themselves. By default, the main blaster's whole visual system is created with particles (the tracer / wall decal / etc). Whilst its relatively interesting watching a gun animation play and then and then enemies drop in the distance seemingly without reason like a Premier League striker in the penalty area, its not quite the feel one would hope for in a game of this manner.  

My time recently has been spent investigating the best way to get around this. The biggest candidate seem to be some sort of Doom 3 hybrid not dissimilar for what we did with Doom3Quest to enable some BFG features. Needless to say as soon as we have a working proof of concept, even if its just one weapon, we will release a version for testing. 

Either way this is now my main focus and would hope to have something to show soon. If I hit a dead end, I'll release a polished version of what I've got so at least you can experience the World as it is now. 

-BaggyG

Where's Quake4XR?

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