Kingpin: Reloaded

Kingpin: Reloaded

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Six6tring Dec 6, 2023 @ 5:20pm
Faces rippling
I had this problem with the original game on my last PC. The face textures were rippling like they were made of water. I thought this modern remake would solve that somehow but no. The rippling faces are back, just in higher res. Does anyone know a fix for this?
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Showing 1-15 of 19 comments
potato Dec 6, 2023 @ 5:22pm 
it's supposed to

classic vertex wobble
Last edited by potato; Dec 6, 2023 @ 5:23pm
ChubbiChibbai Dec 6, 2023 @ 5:40pm 
This is a feature in many games form this era and i'm hugely grateful they left it in.
It's part of the experience.

I'm not sure technically why it's happening. Maybe UV's slipping around on the low poly geo. But i honestly love it. Shadow-man remaster has this, Quake has this, Turok has this.

There are even some retro looking games made in UE5 that deliberately add this :D
Damien Azreal  [developer] Dec 6, 2023 @ 7:07pm 
Yes, the vertex wobbling of the models was caused by the Quake 2 engine not using a skeletal animation system.

So, any animations of character models, weapons.. was done by the animators moving the various vertices, which could cause the "wobble" as the spaces between the vertices would change.


Since the source code, and source files for Kingpin completely lost.. this also means the model sources are long gone. So, updated the models was not possible.
Malygris Dec 6, 2023 @ 7:15pm 
Kingpin is supposed to look like that. I'm glad they left it alone.
Dosto Dec 6, 2023 @ 8:21pm 
Classic vertex wobbling from Quake engine games, those are charming at this point, same with SIN.
ChubbiChibbai Dec 6, 2023 @ 8:39pm 
Originally posted by Dosto:
Classic vertex wobbling from Quake engine games, those are charming at this point, same with SIN.

What is SIN?
It's really charming. That is a good word for it. I love it because it reminds me of playing the games back in the day when this tech was ground breaking.
Furry Slurry Dec 6, 2023 @ 11:14pm 
Originally posted by Damien Azreal:
Yes, the vertex wobbling of the models was caused by the Quake 2 engine not using a skeletal animation system.

So, any animations of character models, weapons.. was done by the animators moving the various vertices, which could cause the "wobble" as the spaces between the vertices would change.


Since the source code, and source files for Kingpin completely lost.. this also means the model sources are long gone. So, updated the models was not possible.
Yet, how you able to do all of this crap plus Cant you just actually just remove the actual wobbleness since you are recreating the damn source code?
Groote Goffert Dec 6, 2023 @ 11:45pm 
Originally posted by FurrySlurry (the sergal king):
Originally posted by Damien Azreal:
Yes, the vertex wobbling of the models was caused by the Quake 2 engine not using a skeletal animation system.

So, any animations of character models, weapons.. was done by the animators moving the various vertices, which could cause the "wobble" as the spaces between the vertices would change.


Since the source code, and source files for Kingpin completely lost.. this also means the model sources are long gone. So, updated the models was not possible.
Yet, how you able to do all of this crap plus Cant you just actually just remove the actual wobbleness since you are recreating the damn source code?

I'd like to know this as well... I always disliked the wobbling, even back in the nineties. The latest Quake II remaster had the wobbling - thank f*cking God - removed.

Why take several years to rebuild from scratch, run textures through an upscaler, add all kinds of fancy bloom effects (that turn out sh*tty) but make models look exactly the same? That's quite a weird decision.

What the hell happened?
morte Dec 7, 2023 @ 12:02am 
Bill the Butcher Dec 7, 2023 @ 12:29am 
The characters are cursing too much, is there a way to censor them cause it offends me.
[TMI]RastaMan Dec 7, 2023 @ 1:01am 
Originally posted by Damien Azreal:
Yes, the vertex wobbling of the models was caused by the Quake 2 engine not using a skeletal animation system.

So, any animations of character models, weapons.. was done by the animators moving the various vertices, which could cause the "wobble" as the spaces between the vertices would change.

Since the source code, and source files for Kingpin completely lost.. this also means the model sources are long gone. So, updated the models was not possible.

Did you know that these models can be re-saved in the newer model format to exclude that atrocious wobbling?
Don't mind me wrong, but looks like that your team just doesn't know how to fix that, obviously, disgusting bug or they just doesn't wanted to spent their time on that particular thing in whole project.

For those who "loves" that wobbling - they always can let that wobbling stay in "classic" render mode, but "enhanced" one must look ideal.

Also, AI upscaled textures looks really bad on old models with low polygon count...
Last edited by [TMI]RastaMan; Dec 7, 2023 @ 1:04am
Groote Goffert Dec 7, 2023 @ 1:13am 
Originally posted by TMIRastaMan:
Originally posted by Damien Azreal:
Yes, the vertex wobbling of the models was caused by the Quake 2 engine not using a skeletal animation system.

So, any animations of character models, weapons.. was done by the animators moving the various vertices, which could cause the "wobble" as the spaces between the vertices would change.

Since the source code, and source files for Kingpin completely lost.. this also means the model sources are long gone. So, updated the models was not possible.

Did you know that these models can be re-saved in the newer model format to exclude that atrocious wobbling?
Don't mind me wrong, but looks that your team just doesn't know how to fix that, obviously, disgusting bug or they just doesn't wanted to spent their time on that particular thing in whole project.

Elsewhere I read something along the lines of "wobble=soul" and "charming".

It wasn't charming back in '99, and it sucks even worse in 2023. It was a technical limitation back in the day. A f*ckin' game like this, with all the f*ckin' cursin' and all the f*ckin' bloodshed and all the f*ckin' bad taste doesn't need to be charming. That's just bullsh*t.

Anywayz. I can live with the blobby, squeaky chew toy, cutesy models, but rest is in quite an atrocious state. Rushed out the door because of... Reasons. It took 'em three years to sh*t out this thing in this state. Like I asked before:

What the hell happened?

You can't just throw a thing like this in some kind of magical oak cask, hoping it will be matured three years later.
Last edited by Groote Goffert; Dec 7, 2023 @ 1:16am
Damien Azreal  [developer] Dec 7, 2023 @ 4:41am 
Originally posted by FurrySlurry (the sergal king):
Originally posted by Damien Azreal:
Yes, the vertex wobbling of the models was caused by the Quake 2 engine not using a skeletal animation system.

So, any animations of character models, weapons.. was done by the animators moving the various vertices, which could cause the "wobble" as the spaces between the vertices would change.


Since the source code, and source files for Kingpin completely lost.. this also means the model sources are long gone. So, updated the models was not possible.
Yet, how you able to do all of this crap plus Cant you just actually just remove the actual wobbleness since you are recreating the damn source code?


We did not recreate the source code.
That is not possible.

The team reverse engineered the game to make it work on a new, custom engine. Kingpin Reloaded has it's own "source code", but that code is unique to Reloaded... it is not the same as Kingpin's original 1999 code.
Fredspekvet Dec 7, 2023 @ 5:02am 
by leaving it in , it's one of the few things these devs actually got right.
Groote Goffert Dec 7, 2023 @ 5:19am 
Originally posted by Damien Azreal:
Originally posted by FurrySlurry (the sergal king):
Yet, how you able to do all of this crap plus Cant you just actually just remove the actual wobbleness since you are recreating the damn source code?


We did not recreate the source code.
That is not possible.

The team reverse engineered the game to make it work on a new, custom engine. Kingpin Reloaded has it's own "source code", but that code is unique to Reloaded... it is not the same as Kingpin's original 1999 code.

I really appreciate the fact that you are still here to provide us with answers, getting all the flak while you're trying to contain this dumpster fire. All credit goes to you. I'd hate to have your job at this moment...
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