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If Quake Was Made Today: 
Oh Man 
AWESOME!!!! 
True Dat 
The graphics would be worse too. 
Hahahah 
I love it. 
That Was Great 
 
Fuck Yeah! 
 
Same Comment As T'other Thread. 
Very cool :D 
 
Haha :)
The funny thing is, rocket jumping was only an accidental feature. 
Ijed Likes This 
 
Spirit 
Quoth website is down :(

Bit of a pain, I was looking for the excellent skybox resource that was there.

(commences searching of web-dir) 
Found This: 
 
"quoth website" being what exactly? what url? 
Well I Mean The Signs Of Koth Website. 
Wasn't it once kell.quaddicted.com ?

I know the community largely outcast Kell for not releasing his sources, but that site was kinda awesome nonetheless. It had a good codex of Quoth stuff.

Interesting - typing Signs of Koth into google shows Kell has a little site here:

http://www.fortunecity.co.uk/jodrellbank/tiptree/162/koth/

And he has been making a L4D map too!

But #1 result points to

http://www.quaddicted.com/webarchive/kell.quaddicted.com/

Which is a bit of a shame, cause it used to be a pretty website. 
 
I thought you were going to become a web designer? Find index.html, click it.

But I should probably make the server return that as default there. 
Ricky 
You just need to click index.html on that list.

This is weird because the site displayed just fine the other day. Spirit!!!~1 
Webdesign Genius Hivemind 
 
Er - Ah - I See. 
Well furry muff.

You're welcome. :S 
Onetruepurple 
The old hosted websites are all static now and reside in the webarchive. I actually redirect all visitors to the new location. Links should be working if the files were linked on their websites. Mail me if things (that were public) are missing. 
 
I don't think the community "largely outcast" kell. There were like two-three people that were very vocal about wanting the source released. I don't think anyone else had a strong opinion about it. 
Not Me 
Wouldn't mind a new Kell sp right now. 
Ditto 
 
Geuss I Missed That Drama 
But it makes me sad, Kell is great. Quoth is great, come back Kell :( 
Anybody Up For DMCfying Kell's DM Maps? 
 
Kell 
anyone remember those otherworldly palace shots Kell had? those looked awesome. 
Otp 
dmc2m5 
I Dont Remember Any Drama 
 
Yeah 
TBF I know the community largely outcast Kell is total bullcrap. There was a bit of sniping and he stopped posting here. I have a lot to say for Kell, he was one of the first people who really helped me a lot with the mapping n stuff. Infact I think he pointed me to this website in the first place. 
 
Kell made good, inspiring maps. Didn't know him very well. 
 
he didn't stop posting because of any kind of sniping crap, he stopped posting cause he's got a life outside of func. :P 
 
I was afraid he stopped coming here because I kept pestering him about Contract Revoked 2 :( 
Alright 
I'm a fagot, lunaran. 
 
I want my open source Quoth 3! pppppppurrrleeeaaaase :p 
Quoth Sauce 
I don't know what the reason was to not release the source. The ironic thing is that nothing in Quoth is rocket science. A good look at the Scourge of Armagon, Custents and Chapters source speaks volumes. I'm almost thinking the intention behind Quoth (as far as mapping features and coding go) was to create Scourge++.

Most Quake mods only cook with water including Quoth.

A lot of the source for mapping entities such as sound players, hordespawn, triggers with more target fields (that can wait to be triggered), breakables, pushables and so on can probably be found in things like Scourge of Armagon, QIP, Extras, Custents, Chapters, Drake and RMQ.

Personally I think a major roadblock for Quoth was the idea that it should never challenge the player's expectations. Meaning, it should behave like Quake and run in any engine (that supports Scourge, because of the HUD - another unfortunate limit).

This idea makes it attractive to people who just want "Quake++" (or Scourge++). But at the same time, this mindset in itself, plus the closed source nature of Quoth, is a restriction for everybody who wants more.

And that's why Quoth is not the base of most singleplayer mods, which it probably could have been if it had been managed better and with more foresight. For example Quoth could have been the base of RMQ if it wasn't for its restrictive nature.

Again ironically, Quoth does change the Quake formula quite a bit by introducing monsters with more hitpoints, but at the same time keeping weapon damage to vanilla Quake levels. This means it takes longer to kill individual monsters, which slows down the gameplay. This in a game that's famous for fast, no-frills gameplay almost as much as Doom 2.

It's OK to give the Gug a ton of hitpoints. But the concept is also applied to lower level monsters that have traditionally been cannon fodder for good reasons. Take the voreling as an example. Too much health.

The introduction of the Trinity does potentially offset this, but only a little. A powerup that grants the player 2x damage or 2x the rate of fire across the board would have done more to alleviate this problem. Or just raising the damage of certain basic weapons, which is done a lot recently (Drake, RMQ, Necros' latest map). 
It Was 
Suggested that we port the Qouth enemies to RMQ but we decided to keep our own identity.

And the Quoth team's stance was to keep their source closed, so we respected that. Although playing a Qouth or Nehahra map under RMQ should swap out the majority of entities to our equivalents, but not some of the more complex trigger entities.

I did consider porting the Rubicon enemies, but that was voted down for the first reason. 
Type "do A Barrel Roll" Into Google 
crazy 
Quoth 
good points gb. I'm using quoth for the map pack I'm working on because it's a perfect fit for what I'm doing. almost everything i want in terms of custom entities is included (mapobject_custom, corpses, breakables, etc), and I love the monsters. The high HP of the high-level quoth enemies can slow down gameplay, but I think the mapper can mostly mitigate that problem while still using them..

e.g., have there been any quoth maps that used the plasmagun as a primary/major weapon? - something you get early on and get enough ammo to use it half of the time or more. I'm thinking of trying that in at least one of my maps. I can't recall using it much at all in any released quoth maps, but I really like the feel of it when testing. it gives gameplay more of a doom-like pace in my experience; you can blast through situations with it that are a hard slog with the nailgun (taking out a gug or a couple of droles). the only danger is gameplay getting dull from having such a powerful weapon.. but i hope that won't happen. 
 
try ne_deadcity or ne_tower. there's a PG in ne_tower's very first room as a secret, but you still get it half way through the map as a semi primary weapon.
the small ammo sizes for cells can also be a great way to make sure it's not overused.

also, trinity + NG is 1.5 times as powerful as the SNG giving it a nice boost without going into quad damage territory (ie: crazy overkill).

this is the spooky old town type map right? excited to see that. :) 
 
Totally worth blatantly copying:
Drole
Deathguard
Rocketeer
Bob

I think these monsters really flesh out gameplay potential. You are right that they missed adding stuff at the lower end of the roster but I think Quake was in more need of new tough enemies than weaker ones, especially given the lower counts people generally use compared to Doom, and all of them are very adaptable.

The Gug misses this opportunity via it's earth quake attack. It's an interesting idea but means you can't tune an encounter that well as the player will take random amounts of damage.I think that leads to a need to overload an area with health because you know they'll need at least some. 
 
Rocketeer: They'd be better if the rockets did as much damage as Ogre grenades. They already have a health bump and red armor that screams "DANGER", why not make them an actual threat?

Death Guard: I think 200 health is too much for them. About 150, or something similar would make them a better alternative to the Ogre - with faster movement and better melee/firepower, but less vitality.

Droles are great. Bobs are cool, and I'm tempted to make a medieval Quoth map and replace their model and sounds with the Nemesant from Zer, just to be a cunt. :P

I'd really like to see RMQ's Berserk Ogre in action sans all the weapon "rebalancing" - he'd be a good equivalent to the Pinky Demon I think?

ericw: warpb.bsp. 
 
You've clearly not tried placing a group of rocketeers at a high angle above the player. You need pretty precise dodging to avoid the splash off the floor, which I love to use for hard difficulty

Really if they did more damage they'd be quite annoying. P 
Which Pinky Demon? 
I'd really like to see RMQ's Berserk Ogre in action sans all the weapon "rebalancing" - he'd be a good equivalent to the Pinky Demon I think?

The pinky demon went down to one shot from the DBS in Doom2. You could bag sometimes two or three because of its spread as well. 
 
Melee monsters in Quake a very different due to the fact A: Some can attack while moving and B: they have a long range.

Pinkie demons have a range of barely a few inches, hense how you can have a huge herd very close but take little to no damage. You can dead zone them like a shambler incredibly easily with almost no space. Same in Quake doesn't work. A horde of knights in a tight space will rip your bum off unless you have a powerful weapon as they move and swing with a few meters of range very happily.

You can see just how pathetic the pinkie demon really is by watching it attempt to infight. Even the slow shuffle of a Baron is enough to move out of range and avoid taking damage. 
Yeah 
The only time when you got in problems was when a herd would corner you. 
Snarf Snarf 
Scraps/sources Section 
if we had a place to upload scraps, including scraps of past mappers and sources of finished maps that the mappers released, how many people would take part? I think this would be interesting. We often use the metaphor remix for maps, why not have the original source available, it might let people mix architecture together in unexpected ways. 
 
I'll gladly host scraps. no user uploads though. in my opinion it would be best if there were accompanying screenshots. also they must have a proper readme and some form of license that explicitely allows people to use them. gpl is nice. 7z or zip.

some _src packages are in the filebase but that never felt right. I'll sort them out. 
I like the idea, that it has to be source files (and in my view, those HAVE to include the textures and some documentation). Screenshots is another important point. The exciting thing about this, is that there's still CZG scraps out there. Dead mappers ghosts could be included. BUT, who knows what this section might receive from active mappers. Anyway thanks for having the section, I'll assemble a properly documented scraps/sources/textures part. 
Quick Dump 
http://www.quaddicted.com/files/maps/sources/

There is a problem. Many people package the sources right into the release (bsp) zip (which is nice but not for this project). I think making a wiki page where screenshots can be added could include links to those bundled sources. I do not want to duplicate files. 
 
it might be nice to make one further distinction between map sources for completed maps, and map sources for scraps.

if you're just searching for stuff to make a new map out of, you'd only want scraps, for example. 
 
necros: thanks for the suggestions! need to replay those maps :) yeah, i'm working on the spooky ik2k city map.

also, a map scrap repository sounds like a great idea. 
Good Idea. 
Simple as that. 
Awesome 
Bender 
you forgot the page number! 
 
Hey, is Quaddicted gonna include mods now? what became of the discussion? 
#21040 
I can't understand any single fucking words: she's speaking too fast.... but she has nice boobs !

PS: you need such breast in order to speak so fats I guess :P 
Fitzquake 16:9 
Is there a trick to make the weapon models draw fully on 1280*720? Right now the back parts are cut off. Increasing fov helps but it makes the rest look wrong. It's for video capture.

How do 4:3 fullscreen youtube videos look on a widescreen monitor - black borders on the sides? 
Negke 
yes. 
Negke: 
fov is the only trick... i have a 16:10 monitor and i use FOV 105 to give the same vertical space that a 4:3 monitor would show at FOV 90.

but customizing/fixing the gun position is one of the things that fitzquake still lacks... it's on my list of things to fix for the next version, not that that will help you much :P 
Quoth Sauce II 
Blatantly copying monsters... It's not nice to rip off other people's models, but the characteristics and behaviour can easily be transferred to other mods. I thought Rubicon's Dreadnaught was an awesome Pyro.

Re: berserk ogre; you could simply rip it out of the available source and put it into your own mod. Same for the shield ogre etc.

Better yet, rip it, and then improve it. That's evolution.

Re: Rubicon monsters in RMQ; I voted it down for equal parts "keeping the identity" and "huge respect for Metlslime and Rubicon".

Maybe someone makes a combined uber-mod a few years down the line. 
I'm Making A Megamod 
Includes monsters, traps &c from DoE and SoA (no weapons yet), most things from custents and extras, monsters and some other things from chapters, z-aware ogres, stuff from zer, the monsters, traps, &c from rubicon, maybe some stuff from SoE, and other miscellany. I haven't worked on it in a while due to school and other games. Needs a fair amount of testing. 
That Sounds Awesome :) 
 
If Anyone Wants To Take A Look At It 
I'll upload the src to my website. 
OK, So, Recursive Acronyms? 
What the heck is with that!??!

BBC stands for BBC Basic Computers apparently, so WTF was the term's creator thinking when he came up with it? It doesn't make sense. Anyone have an explanation?

and PHP - that stands for PHP Hypertext Preprocessor. Again, what the farck were they thinking of when they came up with that? Why 'P' at the start of the PHP in P.H.P?

I've gone cross-eyed. 
We're Witnessing: 
Ricky's slow drifting into madness. RDM.

I was under the impression BBC stood for British Broadcasting. But maybe Bread-Baking in Cumbria would be more fitting (an analogy!). 
Well I'm Glad I Used The Work 'apparently' 
because, after a bit of research on the net, it apparently stands for British Broadcasting Company, in this instance. As in the instance 'BBC BASIC'. Meh. Yay!

Doesn't explain WTF is with the 'P' in PHP standing for 'PHP'. I mean what does that 'PHP' stand for !??! 
K Is Nowhere Near D 
on my keyboard. WTF is with that?!?! 
Also 
'RDM'? - Requirements Decision Memorandum? 
 
While PHP originally stood for "Personal Home Page", it is now said to stand for "PHP: Hypertext Preprocessor", a recursive acronym. 
 
nobody tell Ricky about GNU... 
 
deep breaths, man! :D 
LOL 
Ricky, you need more sleep! 
General Nuts Abuse? 
Oh no, something with lie sense? 
You Too MadFox! 
 
 
Big Brother Corporation. 
... 
 
 
Even Better Than Recursive Acronyms 
Yhe1. 
I can't remember it. Have a look in the news threads list, and if not, News Item that badboy! 
Starbuck 
That has been ticking me off! Good there's a name for it. I keep correcting people who do it, but they just look at me funny. Assholes. They don't seem to realize that they look like idiots. 
Smartassism Anyone? 
As for the map, it wasn't posted as news because it's an unfinished beta. A pity Kaiser doesn't seem to have worked on it since. 
Idiots... 
...or descriptivists
Map Looks Cool 
WIP is better than nothing!
DOWNLOADING 
Yeah... 
interesting how the first half of 2011 had a huge number of releases and now it's really slowed down.... 
True 
those maps are pretty good! some great instances of gameplay, and I really enjoyed all the monster closets - I love it when maps unfold like that. 
Wip 
The shamblers go hide round corners ;>
And holy hell those fire dogs are big bad bastards. 
Yeah 
a few monsters do that weird thing. 
I'd Say Its Worth A News Post 
considering how long its been, considering the generally good quality, considering the dry spell currently going on. 
 
i was thinking... maybe a cool idea for a mod would be like mixing harvest moon in. except, instead of socializing with the nearby village, your farm gets attacked by monsters.

or maybe it's too late at night for me. 
 
Possible to extract the hell hound skin from ARWOP and use it for this hell hound? 
If Doom Was Done Today 
Harvester Of Chaos 
is awesome. Great gameplay. Cool map layouts.

Very good difficulty level at skill 2. Exemplary. Good amount of health and ammo.

Ugly textures (Ogro could do with a replacement set). <-- OPINION

Often hard to know where to go next.

I lost interest in the third map at the lightning "traps" (more like a timed sequence / timed doors, actually) because I simply lost patience and got hurt a little too much, and there wasn't a lot of health in between those things. This was surprising, because everything else is old school "shoot anything that moves" and then suddenly you're slammed with a patience game. On top of that the mod has no checkpoint saves, and I didn't want to play the entire map again.

OPINION --> I just can't be arsed to play anything without checkpoints anymore, because having to remember to press F6 at regular intervals (maybe I should write that on a sticky note and put it on my monitor, yes?) detracts from the game.

It's very cool though, very Quakey, and apparently DOOM mappers make good Quake maps.

The beginning of the third map didn't really capture my interest that much anymore, though. It could do with more custom monsters or just anything else to spice up the gameplay (are you going to kill me when I suggest cutscenes or a story? It's the third map in a row of relentless monster slaying). I realize that lightning traps do spice up the gameplay, maybe they could just be used better or introduced over time instead of slamming the player with 12 of them in the same area.

It's a miracle that a set of oldschool Quake maps managed to grab my attention for this long, though. They feel fresh, which is very welcome. And it's clear that Kaiser is a proficient mapper, obviously.

I'm not posting this at doomworld.com because that forum somehow doesn't let me post. Maybe Kaiser reads this. 
 
I don't get why you hate the lightning puzzle so much? You love Tomb Raider and even in the last RMQ demo there were those crusher things (which were much harder to me than these lightning things).

I do agree that they could have been introduced slower but come on, this is oldschool Quake goodness, not "press E to avoid lightning blast".

Manually saving is just a mechanism. I wonder how you played all those years without getting used to it. 
 
OPINION --> I just can't be arsed to play anything without checkpoints anymore, because having to remember to press F6 at regular intervals (maybe I should write that on a sticky note and put it on my monitor, yes?) detracts from the game.

this helps me:

alias quicksave save quick
bind mouse3 quicksave
 
Likewise 
I can't be arsed to play anything without radio messages telling me where to go and what to do. 
I Just Can't Be Arsed To Play Anything Without Checkpoints Anymore, B 
HAHAH OH WOW
fucking casuals 
This Helps Me 
bind mouse1 quicksave  
Spirit 
The lightning "trap" idea is good in principle, indeed when I saw the first one I was positively surprised, but I think they could have been used better, for example introduced gradually. I think the part that felt over the top to me was where you have to press 2 buttons, in the same room, each of them behind a tight barricade of timed lightning bolts. After you just navigated another corridor full of those.

The RMQ Demo 2 comparison; that map was full of non-combat gameplay mechanics pretty much from the start, hence the whole paradigm was different, and there were only two crushers in a row, not a lot.

I think my little review was overall positive, let's not forget that. I criticized a few things, but I don't "hate" anything in this mod at all. It's OK to criticize. 
Quicksaving 
Checkpoint saves technically have nothing to do with ultra-linear radio-guided rail FPS; they simply remove the need to constantly do something that's not part of the game world (save the game). Nostalgia at work? 
Starbuck 
coupled with bind mouse2 quickload that equals instant five-dimensional death-evasion mastery right at your fingertips. who needs guns? 
Didn't Mind The Lightning 
but could totally have done without it. the noisiness and loudness... and the length they are on. Wasn't hard though - and I liked tricking monsters into frying themselves.

Liked it very much over all. 
Starbuck 
Or a script with a "quicksave; wait 30; quicksave" loop. 
 
outstanding idea. That's 30 milliseconds, right? 
That Woudn't Work If It Was Milliseconds: 
Quick, you have 0.015 seconds to dodge that bullet or you're dead! 
Doom 3 Source Is Released 
 
The Doom 3 GPL source code release does not include functionality enabling rendering
of stencil shadows via the "depth fail" method, a functionality commonly known as
"Carmack's Reverse".


Oh my. Carmack's Reverse not in Carmack's game. 
In Case Anyone Is Struggling To Get Onto Func: 
|| set func IP in your hosts file: 78.46.51.237 then run ipconfig /flushdns
|| where's hosts file in windows 7?
|| here you dumb shit: bit.ly/1tT6Zj
|| thanks sleepwalkr you smug patronising cock || you're welcome 
 
but how would they read this????? 
That's The Funny Part. 
 
 
hosts file in win7:
C:\Windows\System32\drivers\etc\hosts
But... Each user has their own copy of the file. Using Windows Explorer, you can see this file, but you may need to remove the protection. 
Or Simply 
Video Playthroughs 
I've been recording video playthrough's of a fair few q1sp maps over the last few weeks and putting them on the yt at http://www.youtube.com/user/darrenweekes

I'll be adding more and more when I get the time, I want to get all the "classics" in there as well as videoing new releases.

Apologies for run quality of some of the earlier videos, I was doing them blind with fraps recording while I was playing which turns out pretty bad, ie lots of getting lost and derp moments. Now I've started running the maps through once or twice before recording and on the actual run I've been recording a demo and then frapsing that instead.

I've been considering adding minor commentary to videos also, so I wanted to know what kind of stuff would be interesting to listen to while watching the run. As a mapper I would probably talk most about the design of the maps and gameplay etc but I'm not sure it would be interesting enough. if you have any ideas let me know :) 
Cant Log In 
weird 
RickyT23^ 
 
Re: Celephais.net Problems 
I just removed the www. from my bookmark and it seems to work fine now. Odd. 
Sweet 
that worked for me too :) 
Metl Fixed The DNS Problem 
so no more host file trickery necessary. Also, celephais.fov120.com was just temporary and does not allow you to log in. 
So If You're On Any Other Forum That Has Links. 
Please post them and let them know.

This place is a bit quiet but there's good discussions and banter when it gets going... 
Well 
I've kept this back for many years, but I thought you should all finally become aware of the new world order...
(lol sry, just jokes)
wait, who's that at the window...! 
Hmm 
i just wonder what happened with the tyranns base map

its been 90 something percent completed 
Yeah 
I would hurt somebody close to me to get to play that map in a finished state. 
Https://www.quaddicted.com 
To give people a way to verify.

www.quaddicted.com SSL fingerprints:
SHA1 Fingerprint =
55:51:B5:C5:89:84:DA:71
7C:6E:F1:84:90:AD:7B:F6
C3:DE:66:D2

SHA256 Fingerprint =
07:74:35:2A:11:54:D1:67
BE:FC:22:10:B1:D1:C9:7B
9B:39:0D:7A:0A:FC:DB:AA
73:EC:F1:25:D6:CE:1D:B9 
APSP1 & Fitzquake085 
So I was running apsp1 to record demos for a future video and there is a strange bug in the map that only seems to happen in Fitzquake085.

The lifts in the map seem to bug out, for example one lift is not centered in the lift shaft and has buggy collision and other lifts act like you are getting crushed when you start moving on them, like there is some invisible wall above your head.

I checked in standard glquake and the map was fine, any ideas? 
DaZ: 
regarding the "lift not centered in lift shaft", it's likely that this lift has "angle" "-1", which is rounded to 0 in regular quake. In fitzquake the rounding is more accurate and it will be rounded to -1.4 with protocol 15, or -0.9998 with protocol 666.

So it's a harmless mapper error that became harmful when engines started more accurate angles to the client.

More info here: http://forums.inside3d.com/viewtopic.php?t=3184

I have no idea about the collision/crushing issues, though, that's news to me. 
 
Nicely DP'd, metl. The damaging lift could be one of Quake's mysterious collision spazes that sometimes occur for no apparent reason. Constantly moving around while the lift is in motion may keep you from taking lethal damage. 
Gotcha 
thanks for the info :) 
Quake II SP Maps 
Compiled a list of filenames of every Q2SP map that I've got stored on my HDD, but I'm sure that there are many things missing.

I'm wondering if any one could help take a look and point out any missing files; http://taw.duke4.net/q2sp_archive.txt 
Pretty Cool 
 
Beam me up, Scotty! 
Quakis 
Here's my old playlist - it's not alphabetical but you can find the actual titles of the releases alongside the authors and the original filenames. The ones listed at the bottom are mostly the latest releases, which I've never played.

Hope that helps.

http://erc.50webs.com/q2.txt 
 
Thanks a ton, this should be handy! 
Question 
some of you know I'm working on a Norse medieval map based on Necros & Tyrann scraps (think rapture or unforgiven for theme), & now I'm thinking of building a small boss arena to follow it. Anyone want to help build some architecture, or anyone have any DKTE3, Rune, Unreal, or Hexen II textured scraps? (djg164@mail.usask.ca). 
Also 
while I'm spamming this thread, I was watching the series RIDLEY SCOTT's.. PROPHETS OF SCIENCE FICTION and I thought, I'd love to hear physicists talk about Lovecraft (Mosig was a mathematician), but that won't happen because no one wants Lovecraft to be a prophet (ie in the future we discover that we're fucked in ways we can't even understand lol). Anyway, as much as I love Arthur C Clarke, I did find this decent semi-recent doc on Lovecraft:
http://www.youtube.com/watch?v=g8PIeFN05rI&feature=related 
Nws 
From The Rmq Forum 
quote - .....Some things:

1 - Upside-down turrets.....


oh no, please, i remember that shitty turrets from Q2 MP2 , and thats was really annoying , avoid this if possible 
Isn't That 
"NSFW" Ricky? 
Spy 
Which thread?

Upside down turrets just means ones that can be stuck on the ceiling. It wouldn't make them harder to hit or anything - the hitbox is pretty big.

I suppose it'd make them a bit awkward for the GL, but easier for all the projectile weapons. 
Ah, Demo3 
Please post on forum, or feedback like this can get lost :)

I know the public forum might seem inert - its because we're averaging 20-30 posts a day on the private one.

Which means we will notice posts on the public one and respond. 
Yeah 
i was referring to the rmq forum at http://icculus.org/remakequake/forum/index.php?PHPSESSID=febcc50956405410ecd36509cf93fd17&topic=123.msg466;topicseen#msg466

It wouldn't make them harder to hit or anything - the hitbox is pretty big.

this sounds fair , just dont give that damned turret too much health , as in rogue's MP it took four !rockets to take it down and the turret was the most common monster in the game , meh

ps. can't wait to see the demo! 
...2 Rockets 
 
 
I like ceiling turrets (the Doom3 one looked cool), but I agree that the ones in the Quake 2 mission pack were annoying as fuck and not even very interesting looking. We can probably do better...

now I'm thinking of Bioshock and hacking turrets to shoot monsters instead. Hmm. There could just be a laptop nearby that allows the player to reprogram them. Depending on who the player char is - some are obviously military and would know passwords etc, others might not. 
 
thanks for that link ricky, it just became a central talking point at a work christmas meal attended mostly by critical theory lecturers. i'm not entirely sure how that happened. 
 
If it's not squishy it's generally not fun to shoot, especially in a more horror themed game like Quake. Turrets are kinda dull except for the odd puzzle/obstacle area. I wouldn't put too much thought/effort into them :p

Though Quoth Bobs are fun, but mainly because their movement makes them fun to fight and the way they crash and explode makes up for the lack of goo. 
I Like Turrets 
I liked the ones from OUM for example. I also like them in HL. Having them allows for a different style of approach - unlike the myriad of quake foes that just run straight for you. It's kind of like a base version of the vore, maybe, depending how it's done. slow (or in this case no) movement, and a duck-and-cover type of approach. I also like the idea of having to avoid their fire until one can reach a switch or power source to deactivate them, as I assumed was the case in HL1 for so long. 
Gibbing Stuff Is Always Fun 
Even if the gibs are metallic and flaming instead of organic and bleeding.

The difference is basically the sounds and particle colours, it not exactly hirez stuff, at least in id1. 
 
I like the Doom mapper approach of just putting monsters in cages, then you have as many turret types as monsters :p 
Hurr Durr 
IMA MELEE TURRET! DERP! 
Dry Sorrow 
Had a triple Shambler turret.

Getting to finally murder them with the LG at the end was one of 2011's Q1SP highlights for me... 
Got To Mention The Nehahra Classic: 
Ogre Cook. 
Yeah 
the doom technique is real nice - ie the nail ogres in the big library in arcanum, as I think negke mentioned.
Issues there arise with actual physical bars instead of see-through grate illusionaries that can be shot through, making the situation frustrating. I suppose you could make illusionary bars, but that too would seem somehow wrong to me.

Anyway, I like turrets, if they look cool - especialyl if they are beige and IDbasesque. I am looking forward to dealing with them. 
 
tbh I think that TF turret model is horrible, but to each their own. ;-) 
Blame Me. 
they cause obstruction and give no profit.
I hate them! 
Videoz 
The Rest is Silence by Hrimfaxi http://www.youtube.com/watch?v=7DZ69iKin3o

Very brave fiend, shame he didn't make it :( 
Dazzeled 
What a large map! Like an episode in one.
Almost unreal. 
Nice Daz! 
Yes that fiend really had guts!

Thanks for the video. 
Cjhsp1 
The Katagean Redoubt by Chris "Simulacrum" Houston

http://youtu.be/FqdK6IEHbhc

Cool metal map, final combat is brutal. I also found half the secrets!

Also part 10 of return to na pali if your interested in Unreal stuff - http://www.youtube.com/watch?v=Nj5_jQ8nQM8 
I Remember That Map 
 
LOL. 
u died. 
 
Good idea, going to have to replay that map. The theme is wizard, though - predominance of green bricks over actual metal. 
Steam Gift: HL2 Episode One 
I got a HL2Ep1 gift coupon in the Steam Xmas event. Most useless since I (just like 99.5% of all people) already own this game. So if you belong to the 0.5% who, for some freak reason, don't have it, tell me and I'll gladly gift it to you. Or, if you have an equally silly coupon, we could trade and rejoice in an exclusive 2girls1cup-like moment.

[Offer void if you're a jaded Linux user, or bitter commercialized Christmas hater] 
Missing Q2 Maps 
Couldn't find my Q2 backup anywhere, so I decided to compile a new one from scratch - the problem is, I can't find working download links for some of the maps.

city.zip - City / Kjartan Osmundsen
hell.zip - Hell / Kjartan Osmundsen
stonedead.zip - Stonedead / Kjartan Osmundsen
tanker.zip - Tanker / Warren Wyszomirski
helloson.zip - Freaky / Unknown
goodfun.zip - This Map is Goodfun / Unknown
slipgate.zip - The Slipgate Complex / Scott Dimovitz
wasteplant.zip - Abandoned Waste Plant / Alex Landa
pside.zip - Planetside / Nate Wright
wor11.zip - Window of Retaliation / Roseville Computers

Apart from the last three, these are not worthy creations - yet I'm going after them for archival purposes. Any help would be appreciated. I wanted to create a topic at 10Four too, though I haven't been able to login with my account for many years already. 
Uhm 
i just dug up my archived q2 releases folder and found eight releases, and quite shockingly goodfun was one of those eight :Z

no zip unfortunately, just a bsp. if that suffices though then prepare for an early christmas treat, one of the great benchmarks of avant-garde experimental fps map design:

http://isoterra.co.uk/stuff/goodfun.bsp 
 
negke - do you want my 33% off Valve items gift? 
 
Offer void if you're a jaded Linux user, or bitter commercialized Christmas hater

Damn.

... Damn... 
 
It doesn't run on linux anyway, so nothing is lost.

Zwiffle: Yes, that would be more useful, but I have nothing to give you in return - unless I can enthuse you with standard TF2 items. However, initially I didn't realize this Holiday event let's you unlock more games or coupons, so we could hit the market in a couple of days. 
@erc Wor11.zip / Pside.zip / Goodfun.zip 
http://www.gamers.org/pub/idgames2/planetquake/roseville/wor11.zip - wor11.zip

http://www.fileplanet.com/hosteddl.aspx?%2fplanetquake%2fretroquake%2fpside.zip - pside.zip

http://www.gamers.org/pub/idgames2/planetquake/cranky/GoodFun.zip - goodfun.zip, No readme

There's a bunch of planetquake hosted files on gamers.org which is where I found this; http://www.gamers.org/pub/idgames2/planetquake/

I'll keep my eyes out for anything else. Been busy and haven't done much on q2 stuff since I last posted about it though. 
Slipgate.zip 
@ Rj - Quakis 
Many thanks! Guess I didn't look hard enough.
Now the remaining ones are:

city.zip - City / Kjartan Osmundsen
hell.zip - Hell / Kjartan Osmundsen
stonedead.zip - Stonedead / Kjartan Osmundsen
tanker.zip - Tanker / Warren Wyszomirski
helloson.zip - Freaky / Unknown
wasteplant.zip - Abandoned Waste Plant / Alex Landa 
Stalker Franchise 
 
I'm Poor 
And there's too many good games coming out. 
...on The Cheap 
 
 
STALKER is total crack. That price allows you to get the novel, the movie and 2 bottles of vodka on top of it. 
RED 
Red 777 by Kell AKA secrets shooting out of my arse.

http://youtu.be/CDnruRqqfBk 
Q2 Maps Found 
Thanks to the efforts of Knightmare and Vicpas over at 10four, I got the rare maps that I had listed a few days ago. Thus, no need for future uploads. 
@erc 
Have any links for those other files to add to my archive seeing as they're hard finds? Also, do you still have that q2.txt about? Doesn't load from the link anymore (I should have saved it) 
DaZ: 
nice work on all the playthrough videos, lots of good choices of levels to show off.

I had a couple of suggestions -- if using fitzquake -- first, set scr_sbaralpha to 0.99 so that you don't have the brown bars on the bottom of the screen. (or viewsize 120 -- if playing back a demo, i guess you don't need the stats anyway.) Second, try setting scr_menuscale to a large number (2 or 3 or bigger) so that people can read the centerprint messages in the video.

Also, the rubicon 2 video dies halfway through! Where's the rest? :) 
Sbaralpha 
Perfect, I was actually going to look through the fitzquake docs to see if there was a command for this. Menuscale is also awesome, thanks!

I don't know what happened to Rubicon 2's vid, it got b0rked somehow. I plan to do a full run of the maps soon as I've just finished my return to na pali playthrough.

Heh, even with only half a vid its the most popular video I've uploaded by a massive margin :) 
@quakis 
I've received the said maps by e-mail and I'll send them to you. The playlist has been updated and relocated:

http://erc.50webs.com/text/q2.txt

Symbols next to the map names indicate the ones I like (or dislike):

+ Best of the best
~ Worthy
* Absolute crap
 
 
Cheers! 
Doom2 In Quake Mod? 
Im looking for a Quake mod based on Doom2 using the high quality models - for example the ones you can see in this video http://www.youtube.com/watch?v=tXDTZmAMbFs (you can ffw to 1:00+ for the action)

Could be either TC or just doom weapons mod. If such thing exists at all?

I know of an old YPOD TC, but its of very low quality compared to the model pack for Doom2. 
 
not that i know of. it's definitely possible to convert those models from .md2 format to .mdl, but there's no mod that uses them. 
Rubicon 2 
Proper non-borked video ;)
http://www.youtube.com/watch?v=yZf41t9Pc0Y

2nd and 3rd maps coming soon. 
Doom In Quake 
There's The Hangar with most GlDoom models I converted to quake in a pak file, qc included.

http://members.home.nl/gimli/Hangar01.zip

Not sure what you mean with doom2 models. 
Merry Christmas! 
 
 
Yes, merry Christmas everyone! I just realized two things. First, I forgot to swap out the header image this year; I should really just write a script to automate that. Second, func has been alive for 9 years now (technically since the 23rd.) 
Merry Christmas 
Dammit, Sleepy beat me to it. And Happy Birthday Func_! 
Cheers To Both... 
And to you all!!! :-) 
 
HAPPY CHRISTMAS FOREVER! 
INTENSE MERRINESS FOR ALL 
 
Merry Christmas All 
hope you had a good one :) 
Yeaaah 
same thing to all, hope the rum and eggnog tasted good and there were some hilarious moments.
the func_birthday is pretty crazy, 9 years. Awesome; sad and inspiring and impressive and exceptional all at the same time. 
Dawn Of Darkness 
Anyone who has Quake II and likes Hexen should check this obscure, nearly forgotten yet extremely well produced TC. Too bad the team didn't have the resources to complete it as they had envisioned - in its current form it's a bit on the short side. Be sure to have your H2 cd in the drive to loop some Blackmarsh and Septimus tracks, they'll feel right at home.

dod1_10.exe - dod1_11.zip 
Now That... 
....is some weird-ass spam. The site it links to is some shallow faux-review/advice site, but it's not even selling stuff directly, only via sporadic text adverts?? How.....mild. 
If Anyone Needs Quake... 
It's on sale today on steam for $2.49
http://store.steampowered.com/sale/holidaysale2011quake 
Rubicon 2 Map 2 
Thanks Daz 
 
#func Reunion Party 2030 
 
Standing, Left to right: Vondur, Bal, Shambler, Me, Friction.

Sitting: Biff, Cardo, Pope 
Happy New Year 
I whish all the best (to everybody reading this post at least) for 2012. May this year brings you peace, fortune, love, prosperity, etc... and another bunch of Quake maps to play !!! 
Func Folk Are Good 
Obvious statement is obvious. 
Rubicon 2 Map 3 
Fark Off!! 
I am not the fat one! I'm closest to the pink sitting one but w/o beard. 
Shambler 
I always intend to ask but I forget: how old are you now, and how old were you when you started playing Quake? 
Best Wishes 
to you all!

A little surprised to see that bunche of digidudes on the edge of the scripting apostrophes in honour of the mothers of invention reunited me a dejavu feeling.

And yeh.., finally a picture of shambler!
Hm, where's the beard without pink? 
 
found some random old site with reviews for
- Quake 2
- Half-Life
- Opposing Force
- Soldier of Fortune
- Unreal
- Submit a Map

http://web.archive.org/web/200102042235/http://3dmr.gamedesign.net/ 
Feeling Of Evil In A Game 
Is there any game anyone has played that successfully portrayed "evil" good enough you really, really wanted to obliterate the bad guys?

I've played a few games that portrayed the "bad guys" good enough that I enjoyed attacking them, but are there any games that make you loathe the "bad guys" entirely where you just feel like they need to stopped at all costs?

Just wondering.

I'm interested in studying plot development elements. 
 
deus ex (the original...) of course, the game with the best plot development ever. also max payne 1+2. in both cases it might differ who you actually consider the bad guys. 
Really, Really Want To Kill? 
Oregon Trail. Those settlers are just begging for it.

Pandemic 2. Madagascar? Kill them all and kill them early I say.

Impossible Mission 2 (on the Commodore 64). Do I really have to explain why? 
@Spirit 
Yeah, I remember checking 3DMR back then for Half-Life reviews. It was a pretty good site actually, much in the vein of 10Four.

Will you archive the content? 
Also 
Be sure to check out the 'My Maps' page. There is a Q1SP map there that I don't remember playing named 'FLSMap'. Unfortunately, it looks unrecoverable. 
Nah, No Quake, No Interest From Me 
Lool Stephen "The Viper" Peterson 
Pseudonym win. 
I Was Impressed 
http://www.youtube.com/watch?v=hT72DHBwypM&feature=related

I don't know why I was impressed, it could have been one of many things. The main one being that the computer didn't blow up 
RickyT23 
I have a map for you. Can you beat my record of 150?
http://www.quaketastic.com/upload/files/yo.zip 
 
I Havent Had A Look At The Map Yet 
But what skill?

And ZQF: Sunder looks to have Warpspasm-esque LD. 
OK, I Played The Map Lightmill 
I got 162 on skill 3 :)

Posted a vid to youtube:

http://www.youtube.com/watch?v=al1JUg6V9-c

Last time I checked it wasn't working yet, if it doesn't work later on i'll try and upload it again. 
OMG 
It is fuckingly awesome !!! I'd really love to play like this ! Impressive... wait, now I am depressed :P 
 
http://www.youtube.com/watch?v=al1JUg6V9-c&feature=youtu.be

If you listen long enough you can hear shub talking to you 
Heh RickyT23 
Nice, but skill 3 is actually easier - they don't rush you and kill each other more, try on normal. What engine is that btw? Its almost unplayable in fitz, but runs fine in DP for me. 
/\ 
this is because of all those penis posts, isn't it. 
 
Any way to remove pause from Darkplaces demo? Or maybe some other engine that plays DP demos and doesnt stop on pause? 
Damaul3.bsp 
Suicide Nation, old but gold :)
http://www.youtube.com/watch?v=PjYcdEoXi94 
Daz 
Wow that is an evil ending, also keep making the playthrough video's. They are awesome to watch during a coffee break. :) 
Question 
what mid-level/standard gaming graphics card would you guys recommend? it's finally time for a new desktop pc... I probably won't get the time to play skyrim until the summer but that's definitely one I want to play. that and new FPS games, though the settings don't have to be cranked or anything. 
Graphics Card 
HD 6950 270$
GTX 560 Ti 250$
HD 6870 210$

Each ~10% faster than the lower one. 
What Lightmill Said 
 
 
NVIDIA NVIDIA NVIDIA 
 
oh and for sp gaming it makes sense to stay a cheap couple of years behind. buy used hardware etc. 
Yeah 
my gtx 460 (oooaalld) can still run the latest games on high (not 60fps, but close) so a 560 will probably last a long time indeed.

I wouldn't spend too much though, apparently a new console generation is expected at the end of this year (or is it next year?) So you may want to save your monies and do a big upgrade after those come out to match the new specs. 
What Is Up... 
With all the epic posts lately? Don't you people know I have the attention span of ... 
Just 
 
Funny Video: 
 
I have de-emphasized the Quake soundtrack (as it was suggested in QuakeSpasm's readme) and what a result it is - there are indeed many cues that I haven't heard before. 
 
The internet throws a lot of technical mumbo jumbo if I search how to do that. How did you do it and how are you sure it was done correctly? 
What Does De-emphasizing Mean? 
 
 
I've used this little utility called WaveEmph which can be found here. It also tells what pre-emphasizing actually is and gives the fundamentals of the de-emphasizing process. Basically it puts back the treble that was buried owing to the production methods of the time. The utility itself is easy to handle but requires an additional system file (msvbvm50.dll). Also it must be run under compatibility mode to overcome a critical error.

As for the other question, I'm pretty sure that it accomplishes what it sets out to do as I clearly hear some cues in the tracks (when played through QuakeSpasm's SLD - which were faintly audible before - especially on track6 (e1m1). My older .mp3s (that were running fine with mp3 supported Fitz) were coming out poor under QS, so I've re-ripped the tracks and de-emphasized them - now they feel like enhanced (albeit slightly). The strange thing is, neither Foobar /w ASIO coupled with an X-Fi Titanium nor my Sony NWZ Walkman produces the same sound. 
I Meant... 
QuakeSpasm's 'SDL'. 
Ahhhh 
so that's what quakespasm/rmqengine do with the sounds under the -sndspeed 44100 param. i always assumed it was voodoo magic 
There Is 
a pre-released version of quake. it doesnt run on modern OS, so maybe some coders could modify the engine to support bsp 27 ver. is it possible? 
 
Check http://www.quakeworld.nu/forum/viewtopic.php?id=2611 for hacked bsp files.

I do recommend using Dosbox however for the real experience. ;)

Check out my playthrough: http://www.archive.org/details/QuakeBetaPlaythrough 
 
Orly? 
 
Irony Being 
a lot of movies now tend to be like video games. 
Wot ?? 
I thought it was rather video games that tend to be like movie nowadays... did I missed something ? 
Left 4 Dead 2 Map Analysis Video 
Hey guys, I just uploaded part 1 of a new map analysis video I've made for my l4d2 map "cornered".

In part 1 we look at the 1st rough draft of the map and then go through a couple of revisions up until the pre-beta version of the level. In part 2 (I'll link it here when its out) we will look at the beta version of the map and then all the changes I made to it leading up to the full release.

I hope you find it interesting :)

http://www.youtube.com/watch?v=_PbX-YcoFWY 
Jpl 
watch most blockbusters, they're more action than anything else. Good example, Sucker Punch. 
I Refuse To Categorize Sucker Punch As A Movie :-) 
 
 
How about really creepy music vid.

PS main character is OVER 18 WE JUST SLIPPED THAT IN. 
 
Yep, that's about right... 
Nitin 
... you are watching to much movies... 
Skyrim DOS Shaders 
That Looks Fuckign Awesome 
and sooo much better :D 
Worldcraft 
Hi! Can anyone link me to any up to date information on how to get worldcraft working with quake 1?

I can't seem to find anything about it. Can you use a more recent Half-life based version of it to edit Quake1?

Any advice much appreciated :-) 
Jmac 
There are two versions of Worldcraft, 1.6 commerial I thought, and 3.3

Whatever, here's a link from Baker, who made a handy tool to get the thing working for Quake1.


http://quakeone.com/forums/quake-help/servers-coding/1242-quakeadapter-worldcraft-3-3-a.html 
 
Uhhh 
yeah, that was 1.6
i forgot to write a subject. :P 
Cheers 
Thanks for the help! I'll check out the Quakeadaptor route 
Quake2.wad 
Hello again!

Just been having some fun looking at some old unfinished maps in worldcraft, but I seem to be missing some textures I used way back when.

I think I used to have a .wad filled with lots of textures converted from Quake2. Can anyone send it to me? Or help me find it? 
 
http://www.quaddicted.com/files/wads/
i see at least one q2 wad there 
The Marcher Fortress 
Awesome 
"released three, four years ago?"
try SEVEN. So damn impressive even now, but hard to believe it's been that long.

Btw I finally have some time so I'm going to do some Quaddicted reviews soon. 
Seven... 
oh shit, I'm getting old ;) 
Pure Epicness 
Daz, amazing playthrough, I am surprised you did not die! As you said 'the best Q1 level', I totally agree. What is especially good about this map is the design and texturing, it just feels so solid. :) 
No Risk No Reward Daz Heh (I Enjoyed Your Almost-death In Unf1) 
the average quality has advanced since Marcher, but if you're talking level-design power in a single bsp, Marcher has it. Maybe that's why Kinn never felt the need to make a sequel (cries!). But it is hard to imagine a Q1SP better than Marcher. 
Tronyn 
it is hard to imagine a Q1SP better than Marcher.

Sorry but I tend to disagree on this point. Marcher is really a very very very good Q1SP map, I cannot deny it. But I think you are missing some other maps that can be considered as better than Marcher by other people.

Depending on the player, it can be felt differently. As example, I consider Marcher has one of the better architecture, that is comparable to Unforgiven (your stuff ;) ), Altar of Storm (necros) and The Living End (necros)...
But in term of gameplay, Marcher was a bitch for me (died too much times, and got pissed off at some time)... so either I am a poor player, or it is definitely not my gameplay cup of tea... In this area I'd rather prefer Ruined Nation (distrans), or The Rest is Silence (Hrimfaxi)... or bigger episodes like Beyond Belief, Zerstorer, or Travail.. anyway..

Well, please read me correctly, I am not saying you are wrong, I am just saying (at least) I think differently, and I might not be the only one ;) 
Well Yeah 
I definitely have my biases and blind spots (which people like negke have brought to my attention, and which was obvious when I reviewed Conflagrant Rodent) - mostly, prioritizing architecture, and not being as impressed by the more thoughtful side of things.

That said, like, dude, it's The Marcher Fortress!
I felt like it bordered on horde-i-ness, but it only really did that at the end... all I'm saying is that in a single BSP file, you aren't going to get more experience or better experience than it, in my view. But glad to hear your opinion. And of course Q1SP is really apples and oranges, much of the time. 
Although 
I will say this: there was a trend of "cram more and more space, in an interlocked layout, with curvy architecture, into a single BSP".... Than's base map was a masterful example, Nehahra had plenty of those style of maps, and Marcher with its ridiculous technical standard, really achieved a level of that that hasn't been rivalled yet. That said, I have no doubt that within RMQ there are several maps that outdo that style of map at its own game (not just STARKMON style ambition of scale, but "pretending it's q3" curves as well - which Marcher does). I still don't know how Kinn got MArcher 1 to compile, heh, but BSP2 now does exist. 
Best Q1 Maps In A Single BSP 
For A Single Bsp 
wrong game i know, but i still think that SPoG q2sp map ruins all of them (how awesome would a port be?) 
Oh Yeah 
Plumbers is also a brilliant map too ! 
 
Plumbers is possibly one of my favourite idbase maps. 
 
i guess as a mapper i see these things more, but i'm always impressed by negke's psychotic brush mashing skills. 
For Big Castles 
My all time favourite remains Moonlight Assault. I know I'm mentioning this map a lot recently.

http://www.quaddicted.com/reviews/moonlite.html

Visually its not a patch on Marcher, but the gameplay feels so much tighter, until the end battle at least. A real quality piece of pacing, and under id1.

Honorable mention has to go to Insomnia (czg07c) as well:

http://www.quaddicted.com/reviews/czg07.html

Again, for its time its visually good, now, less so.

Marcher's failing was the spiral staircase section - it felt very contrived. Assault and Insomnia suffered from too much openness - not sure what I mean with that tbh. 
Big Props 
To the small amount of information on what inspired Kinn on this as well.

http://forum.wordreference.com/showthread.php?t=489252

Interesting. 
Rj 
Spogsp1 totally rules, I've lost count how many times ive played that map! 
Ah 
Missed that post. Yeah, it's class. 
 
i never played any q2sps... thanks for letting me know about that map. it was awesome. :) 
Necros 
Need more q2sp recommendations? 
 
if you have any? are there even places that host q2 maps anymore? 
Yeah Please Post If You Have Any 
I've never played any q2sp's either but will check out that one for sure! 
Yeah, Me Too 
i'd like to check some quality q2sp maps 
 
first and foremost, get grinspq1-3: castles of stroggos - it's like the q2/tech equivalent of the mexx bishop trilogy. the first one isn't amazing but it's worth it for completeness' sake; the third one is absolutely fantastic, one of my favourite ever FPS experiences :)

some others that spring to mind;

angron2: premonition of angron
psph20: the powershere quest (coop episode, use skill 0 for single player otherwise it's insanely hard)
genome: prognetto genome (bit hordey at times but visually stunning)
du: dark undergrowth
1964com: echoes of the past
strike: retaliatory strike
ddb: deaf, dumb and blind
batf: back at the front

most of those can be found here: http://www.gamers.org/pub/idgames2/planetquake/ltdan/ - google should suffice for any that can't :) 
Necros, Eric And Spy 
some of these overlap with rj's recommendations but this is the cream of the q2sp crop IMHO (in alphabetical order):

1964 Echoes of the Past
Amari Aliquid
Awakening (mod)
Back at the Front
Castles of Stroggos (gets better in build quality, ep3 is phenomenal)
Citizen Abel 3
Citizen Abel 4
Dark Undergrowth
Deaf, Dumb and Blind
Last Day on Stroggos
Light (needs awakening mod)
Love Story of the Prince of Stroggos
Machine Reborn
Monumental Misery
Nightmare Orchards
Premonition of Angron
Retaliatory Strike
Spogsp1
Space Odyssey 2
Space Odyssey 3
Space Odyssey 4
The Widening Gyre
What the End is For 
I Remember 
there was some guy of the quake sadlark fame whos been working on episode/unit some time ago. what happened with him? 
Yeah 
sequel to Angron, lost it in HD crash I believe.

The only q2sp still being worked on, or was, was Musashi's map pack :

http://musashi.backshooters.com/index.html

But last update was Jan 2010. Maybe Maric knows? 
Q2 Maps Reviews 
Haven't Missed Any Q2SP There That I Can See 
But the one's I'd pick out as special favourites;

Citizen Abel Series
Light (Needs Awakening mod)
The Widening Gyre
Spogsp1

And anything made with the Lazarus mod - even its test maps in a series of abandoned warehouses are fun.

There was one Lazarus map pack, I think it was called Garage Inc - that was pretty good. 
Ah! 
There is one missing off those lists:

Strogg Towers by Daz 
"Dav" 
 
Also 
Another one you should definitely try is 'Wierd Comic Art Quake2'. 
I Have To Add 
I used to play Q2 custom maps, and checked almost every recommended one, but I never really liked how Q2 plays.
Overall balance, monsters, slow weapon switching and other timing effect - everything seems off making it much slower and less fun game than older shooters (Doom, Quake, Duke etc) 
 
i wanted to elaborate a bit on COS3 this morning but didn't have time. it's actually my favourite custom release of any FPS game. the whole thing has an amazing edge-of-seat atmosphere with great use of dark shadows and ambient sounds, and it really plays to q2's strengths by not relying on fast-paced action & horde combat; instead carefully limiting supplies and ensuring every enemy confrontation is properly staged. it's dark, tense and scary, but ultimately thoroughly satisfying.. best experienced in the dark with headphones :)

i last played it mid last year during a break from doom3, which i was in the middle of at the time. there was one moment that struck me as twice as scary as anything d3 could manage, where you navigate a long corridor followed by a huge warehouse type room full of crates, all the time with very limited health, and for a full few minutes you can hear the constant tapping of a parasite's foot. it's hard to make out the direction or distance it's coming from and you'll creep through the warehouse thinking it's round every damn corner, finding out it isn't, breathing a sigh of relief and tensing back up again as you creep forward. such a simple, subtle and effective technique to put the player on edge 
 
you can hear the constant tapping of a parasite's foot.

that was something i noticed when playing spogsp1... q2 monsters are noisy mofos. i kind of just rolled my eyes near the end of the map with all the iron maiden moaning... thank god they didn't replicate that in q4. :P 
Is It 
Grinspq2 or grinspq3 that has that heavy alien vibe? 
 
i have no doubt alien inspired much in both of them :) 
I Can't Place The Maps 
From the screenshots, though I'm sure I've played them.

Time to reinstall Q2? 
Ghd 
but I never really liked how Q2 plays

Yeah, its not as good as Quake. Too slow, not inventive enough with the monsters, although level design was top notch.

I would have liked it much better with less humanoid enemies.

Gladiator, parasite, medic brain in a jar were all cool whilst things like the icarus (why give it legs) and Enforcer (that fall over shooting thing got old quickly) just looked silly.

Gunner was cool I suppose, but he the humanoid should have been few and far between. Imagine if the three basic troopers were instead quadrupedal, or if there was an arachnid crate loader creature.

The Makron was awesome. The shitty railgun head thing (humanoid again) that popped out was like a a Kinder Surprise having a turd in it. 
 
the shitty railgun head thing was the makron. the thing that held it was called jorg, i think 
 
Who's fault is it when centerprints are not send to all coop clients? Played id1 with quakespasm (both dedicated server and clients). 
 
Is quite funny that in PC Quake 2 the final boss is piss easy but on the playstation it was rock hard (not just because of worse controls either) 
 
Also yeah Quake 2 everything was too slow. The Tanks were pathetic really, compared to a Shambler. And nothing Fiend like either really :E 
There Was The Mutant 
But it was so big it got stuck on everything. 
There Was A Lot Of Enemy Combat Issues In Q2... 
too many hitscan enemies, too many slow, high-HP enemies, and then the ones that were effective were often TOO effective, i.e. the gunner grenade spam. And i don't like the feel of the weapons as much.

My favorite was probably the bezerker, he was kind of a beefed-up quake knight -- rush the player and melee, but with enough health that you had to backpedal as you fought him. That was sort of the model for my rubicon2 dreadmaughts, actually.

I also like the flyer since it requires careful aim, but you also have to periodically side-step his attack, which throws off your aim again.

Parasite was a good panic-inducer, like the tarbaby -- not exactly fun to fight, but a good tool to make the player feel less in control. 
 
The more I play around with Knights in quake the more I like them. They have just the right health level that they take a few hits with low weaponry but are easily taken in large groups with better gear. Plus the moving attack and range makes them pretty nasty if they corner you :)

I completely forgot about the mutant thingies in Quake 2... man that's just how crap they were. I recall every time you fought one you could either spam it with grenades from above or just screw its movement on geometry as you say :( 
Centroid 
Who's fault is it when centerprints are not send to all coop clients? Played id1 with quakespasm (both dedicated server and clients).

Centerprints are sent to a specified player by design. So blame the QC I guess? On the other hand you could view it as a conscious choice that stuff like "there are more to go" is only sent to the player who's doing something to advance the counter. 
Q2. 
I liked the gameplay. I liked the different style that some enemy were slow but could really fuck your shit up if you got caught out by them (e.g. Gladiator). I liked the weapons and stuff too. 
^ I'm With Stupid 
it may go without saying i also enjoyed it. however i agree the mutant was terrible; i'm not sure how they managed to fuck it up so much given how effective the fiend was. the animation and physics just seem screwy in comparison 
...outdated, What Do I Hear All The Time 
 
Q2 
I didn't like the movement, but there was still great level design in there.

Overall I'd say the game design was the only part off-kilter, although thats also the most important.

I remember the power station and warehouse as being very good.

ReMakeQuake2..? :) 
Warehouse 
They sorta dropped the ball on forcing the order of placing the cubes instead of making it open ended. 
 
movement in q2 is weird... for example, it's possible to slide, almost out of control, down a very gentle slope.
noticed that a few times in spogsp1.
also, if you mantle up when jumping against a low ledge, you conserve your horizontal momentum, which can send you flying out of window or somesuch. very strange decisions were made when the physics were coded up. 
OTP 
You need a project to apply insights like that to. 
Physics. 
I liked Q2 physics. It was a bit softer than Q1, like hitting edges and stuff, and the double jump bug, but I still liked it in it's own way. 
 
the thing i mentioned about the mantling/conserving momentum... i think that has to do with the hitting edges and double jump stuff...

because it'll treat the ledge as a step so you keep moving forward, but the ledge is thin, so you end up flying right out a window... i dunno, it's hard for me to explain. :P 
 
I love bunny hopping, so I dislike Quake 2 heh. It feels like a more stiff version of Quake 3 going back to it. 
 
I love bunny hopping, so I dislike Quake 2 heh.

bunny hopping in q2 is a piece of piss. actually more effective than in q1 too due to the aforementioned weird physics (you maintain more momentum when landing) 
Although I Should Add 
it's only more effective in straight lines. you can't jump round a corner in q2, which is where q1 physics quirks prevail :) 
 
Alright peeps, off to tanazania. I expect some releases in my absence :) 
 
Bunny hopping != strafe jumping (: 
Ok 
i'll stick my hands up and say i don't know what the difference is :Z 
Is... 
Bunnyhopping is just repeated strafejumping, using the initial maintenance of increased speed when you first hit the ground after a jump. 
 
Bunny hopping: Holding a strafe button only and turning to get air control (and some accel)

Strafe jumping: Holding strafe and forward and holding the mouse at the right angle to accelerate.

Perhaps I should say air control then :p

Only game that truly has both is CPMA. 
 
never been able to perform neither BH nor SJ

maybe i'm just suck 
Actually 
Bunny hopping: Holding a strafe button only and turning to get air control (and some accel)

Strafe jumping: Holding strafe and forward to accelerate.

Circle jumping: Holding strafe and forward and moving the mouse at the right speed the correct angle to accelerate even more (only works for the first jump). 
 
In Quake 1, monkeying around in the air makes you go faster than pure strafe jumping. Basically turning = acceleration. Q1 bunny = using air control to accelerate, switching strafe/turn direction in midair. Netquake requires you to use the Forward key as well.

In Q2/Q3 it's more of a continuous strafing as far as I remember, changing strafe only occasionally to keep your general direction.

Technically a strafe jump is any jump where you strafe while in the air, though.

The term bunny hop just means hopping repeatedly, I think. 
 
The term bunny hop just means hopping repeatedly, I think.
It does now when people talk about games like CoD or Halo where people just bounce for no reason.

In Quake/oldie Half-Life and TFC/CPMA/Warsow it is a specific combination of mouse movement holding a strafe button into the turn to maintain speed through corners.

Also the air control in Painkiller is nothing like it either really. S'why PK's movement sucks :P 
Fresh Reviews By Tronyn 
Thanks For The Review Tronyn 
U are too kind :) 
Daz Is Now In 3D! ;) 
My Life Is Complete 
 
The Altar Of Storms 
By Necros

http://youtu.be/tiDb7ZMk9BI

Awesome atmosphere, forgot how great this map was :) Thx Necros! 
 
thanks for the playthrough! :)
i'm glad i put in that anti-death system... saved you twice against those shamblers. ^_^; 
Argh 
I KNEW IT! :D

I thought I was just the luckiest guy in the universe :P

<Daz_> does ne_ruins have some strange thing where you cannot die or something? I got hit down to 1hp on two different occasions and was amazed I survived :)
<worktore_> The answer to that question is necros.
<Daz_> well that was very illuminating
<Daz_> :D
<worktore_> I can personally guarantee that it is possible to die in ne_ruins. :\
<Daz_> I must have been the luckiest guy in the world then, twice, on the same run :D
<Daz_> fuck the odds, I am awesome
<worktore_> Add sunglasses. All skill!
<worktore_> ...
<Shitbler> daz when i've watched your demos you do seem to have some sort of innate survival talent
<Shitbler> combined with a general air of unobservant spastication that makes it all the more impressive 
 
combined with a general air of unobservant spastication that makes it all the more impressive

i know he was talking about you blazing past secrets (i laughed a couple of times at obvious misses), but ironically, i like that you play the maps in your playthroughs in a slow way where you look at the rooms before moving on. i prefer that in a playthrough instead of those ones where the guy doing it just seems to be trying to get it over with as fast as possible (or just jumps all the time or something equally annoying).

i won't go into too much detail about the damage avoidance stuff, but the idea is that if you died in a 'wimpy' way, you are saved but if you got owned, then you get owned (nor does it stop you blowing yourself up).

i know it's kind of an easy mode thing, but i liked that it kept things moving for the player and it just feels cheap stubbing your toe and falling over dead, you know? ;)
and of course, it makes things a bit more lenient for me when balancing the map... i won't deny that. :)
i'd actually say the system is a bit too lenient in ne_ruins... and i might disable it in nightmare (or hard?) next time. 
Anti-death System 
That was a good thing in a map full of tarbabies, for sure. 
Secrets 
Are the bane of my life, basicly :) I like to find as many as I can in my runs, for completions sake, but usually I give up after a few :)

About how I play the maps in my vids, yes I try and show off the map visuals as I play. The playthrough takes longer than usual as a result but that is ok in my book. It's nice to relax and watch a playthrough and appreciate all the hard work that goe's into creating these maps rather than me doing some quasi-speed run l337ness through it and missing all the cool details! 
Secrets, Urgh.. 
Secrets usually piss me off because it often trivialises stuff. It's actually a pet hate of mine to finish quite a tough level, then find that there was a rocket launcher, three quad damages and a pent that I never found. Really, how many levels need to hide powerful weapons and stuff :(

First time I played Contract was on nightmare and it was so exciting and tough and down to the wire. Replaying it a year later I was finding quads and mega healths and stacks of nails and rockets and it felt like it was taking the piss out of my first time playing it :p

I'm gonna make a map with 30 secrets in and they will all have a small box of shells. And a Ring of Shadows. bah! 
Sup. 
I just noticed Daz's playthrough of Marcher on youtube. I really appreciate that you made the time to do that - the nostalgia is smothering me, but in a good way. :) I can't believe it's been seven years.

Speaking of nostalgia, recently I sat down at my laptop and felt an overwhelming compelling force driving me to install radiant and start throwing brushes around. As eldritch architecture began to take diabolical shape, I began to realise that I wasn't making a map - the map was making me.

Did I say map? Oops, I meant episode, sorry. 
Oh You Tease 
Just finish it ok? :D 
Kinn 
That's great news! It would be awesome to see new stuff from you. Any teaser screens? 
 
\o/ 
Stuff 
Any teaser screens?

Not really - everything is still in the rough blockout stages.

Please don't expect any bsp-pummelling experiments like Marcher, or silly hordes; I am no longer interested in abusing Quake with things like that - the itch for that sort of craziness has been well and truly scratched over the past seven years with other projects.

What has brought me back however is an urge to do something rather oldskool and dark - very Quakey. Quake as I remember it when I played it for the first time - not necessarily what Quake was in reality, but certainly what Quake feels like to me in my memory.

Well, I didn't really want to post anything, but I guess there are a few areas here and there where I decided to play around a bit more.

The following mono-textured doodles are all rather rough and mundane, and very subject to change:

http://i.imgur.com/4fcV0.jpg 
Oh And 
the title "Infinite Shore" comes from this track - which is what the architecture sounds like, if that makes any sense:

http://youtu.be/XfF6WttV_gI 
 
those shots sum oldskool quake up perfectly; if that's what you were going for i wouldn't worry too much about varying the textures or adding more detail :) 
Agreed! 
Good luck! 
Ok 
Now that you released pics, you have entered into a gentlemans agreement that you will finish and release that thing ;)

Looks great! 
Heh 
Well Kinn, you may have no interest in abusing the BSP format, but.... now that the RMQ team has made BSP2 format (which massively expands every type of limit), what about abusing the BSP 2 format! Kidding aside I see your point: why force Quake to do stuff that other new engines do better, when you could just do what Quake does well. And from the looks of those shots, it looks like that's just what you're doing. 
I Think 
the scale of everything in Marcher was really well done. So many mods have you crammed in. 
My View 
My view, as stated in an argument less than 2 weeks ago before Kinn himself (or so we THINK ITS HIM - lol) showed up, is that Marcher remains the best map design in a single bsp file ever made, and it will remain that forever. Say some person comes along who is even more ambitious than Kinn was in Marcher, he'll just use BSP2. Out of 1500 bsp files marcher.bsp wins.

If you talk about the gods, and draw pictures of them on the wall, make youtube videos about them, argue which of their achievements was best... they just might.... descend onto the surface of the earth one last time (lol jokes taking it too far... but it IS awesome to see Kinn show up 2 weeks after we had this discussion about how no one would ever top Marcher). 
Kinn 
I can understand that you don't want to do anything like marcher again - it must have been a crazy amount of work to make it perfect. I'm just happy to see you return to Quake, not in the least because it means more new releases for me to play. 
 
Marcher remains the best map design in a single bsp file ever made
This is debatable. What makes Marcher stand out is not so much a sophisticated design than its huge scale while still fitting into the standard bsp limits. Besides, before switching to BSP2, there's still the 2xBSP1 option. 
 
2xBSP1: that is it? 
Roulf 
somebody should make a remake of the Marcher! 
 
Marcher remains the best map design in a single bsp file ever made

It's this kinda stuff that drives people away from making short and sweet stuff :/

"It plays okay, but it's kinda small, not as good as this map!" 
 
Tronyn - blimey - I'm extremely honoured by your comments.

Marcher was just an exercise in excess. I did not set out to make a statement like "this is how big I think all maps should be!" - it just kept growing, and at the end of it I realised that it was all a bit pointless. By that I mean well before the end its construction, it had stopped being fun to build, and if you're not having fun what's the point mapping?

A couple of things happened in the last few weeks that prompted me to fire up radiant again - basically I was reminded of what it was that I found fun about mapping; and none of it involved making big flamboyant monstrosities - there are far better mediums than Quake for that kind of creativity now - so I'm keeping things small (well, medium), and keeping it fun (for me).

Btw, where can I read about this BSP2 stuff and does it need a custom engine? Just curious - there's no way I'll be using it. 
Kinn 
nothing one should be excited about just yet. it needs a custom engine and there is only one at the moment and it is deeply in development from what I know.



crap, how will I handle bsp2 at quaddicted? it is not much different from other limit breaking maps for the user and even easier to support engine-wise, correct? 
Info: 
Downloads:

http://kneedeepinthedoomed.wordpress.com/2012/01/09/sp-demo-3-release/

Mh's blog:

http://mhquake.blogspot.com/

Basically it bumps PC requirement to ~Doom3 whilst removing all map limitations or putting them so high that it doesn't really matter any more.

It's optimised for running big stuff, so would work well on a Marcher level, or several such areas with little to no vis blocking - if thats what you were doing ;)

BSP2 should be pretty easy to support yeah, just matters when LH, Spike etc. feel like doing it, most likely when the tech is more mature.

In any case it runs perfectly well now, and is in development - meaning Mh is needing feedback on features and so on. 
Ah Ok 
In that case, it won't affect me as my stuff is intended for WinQuake. 
 
i've not even been able to run winquake since i first upgraded to xp.. 10 years ago? i've always kept it in my quake folder though cos i use the icon for .qc files :) 
 
Kinn, do you still have the sources for Bastion and Marcher? 
Yeah 
I would be interested in those to test my editor's performance. 
What's Marcher's And Bastion's Total Brush Count Anyway? 
Sleepy, if you're looking for maps with a large number of brushes, you can also try my 768 source, it has around 11000. I don't know if the sources of Ricky's base maps, especially the RMQ one, are available, but those should be extreme as well. 
Neggers 
Thanks, looks like the editor runs that map absolutely smoothly. But can you give me the texture wad? There seems to be a glitch with the textures and I'd like to check it out. 
Don't Have It 
I would have to extract it from the BSP. Can you do that? TexMex or similar on OS X? 
No 
Maybe I can get it to run in my Win7 VM 
Yup 
That worked fine. Thanks! 
Yhe1 
Kinn, do you still have the sources for Bastion and Marcher?

I'm sure I must have somewhere, but right now I dunno where the hell they are - probably on a cd stashed in some obscure cupboard in an only partially explored area of my parent's house. I'll have a dig around next time I'm up there. 
Cool 
That would be awesome, Kinn! 
I Would Like 
to look at the qc src too! that q2 to q an infantry dude looks incredible. 
Lana Del Rey 
Map Scraps 
Is there enough interest (ie, any at all) for a map scrap dump + mapping project? Or maybe just a map scrap dump?

Even a small project emphasizing pretty set pieces out of scraps would be pretty cool. I know I've got plenty of half-finished maps and the like to provide if anyone is interested. 
I'd Sure Like To Take A Look 
I think some people already posted scraps in the GPL thread. Tronyn and czg have or had zip with a whole bunch of unfinished stuff. Mostly useless, but some nice bits, too.

I'm hesitant with advocating a scrap dump, because I fear necros might just throw out all his unfinished stuff, and that must not happen! ;) 
 
Zwiffle... 
If you want to pass that metal map back and forth, I can play ball with you ;-) 
Re: Scraps 
I think I have actually used almost all of my own scraps up in various maps over the last few years. I could still find the zip file somewhere and upload it though, but I expect anyone who has a look to recognize most of the scraps from actual map releases. If anyone has CZG scraps though, that'd be awesome. 
Willem 
Random request/suggestion for Quaketastic. Can you change the date display to also show the year a file was uploaded? Right now it's kind of useless without. Also, this may be just a personal peeve, but I hate the image previews/thumbnails on folders (main index). They should be shown only for the image file itself inside the folder. 
 
You can change the image thumbnails showing up or not yourself - use the options combo box thing at the top. It's un-intuitive as hell but you'll figure it out :).

I can look into the date thing when I get some time... 
Great 
Ah, I never noticed the options menu. Though it's already too late (harm's been done) when I'm on the site. Besides, I assume it requires cookies to make them stay off? 
 
Hey, that was easy! OK, year is now displayed and I went ahead and added 100MB to the upload limit since some people complained in the past. 
 
OK, and I changed it so the folder thumbnails default to off now... 
Thanks! 
Now that's what I call proper service. 
I Thought This Was Quite Cool 
http://www.youtube.com/watch?v=TyOF2RsO3ck

Just some dudes thoughts on the original Doom, but its well researched and interesting. 
 
That WAS really good, thanks! 
Yeah, Tis Good 
Well, except for "'wolfenshteen' if you're pedantic"... :| 
 
Listening to him talk reminded me of my early feelings about Doom and Quake and what drew me to them so strongly. Nice memory walk... 
 
Yeah went over good stuff. His analysis of Half-Life is a bit off though imo. I agree with the stuff about Alyx (good character by not being a bad one), but as comments point out he doesn't place HL1 into the context of shooters at the time, nor does he appear to particularly like variety or the adventure elements, which is one of the reasons I find HL doesn't get boring compared to stuff like CoD etc. 
 
http://uk.ign.com/videos/2011/12/27/star-wars-the-old-republic-space-combat-impressions?show=HD

.....and they still give it 9 out of 10.

The first part of the written review also, talks about how they player doesn't get many character customization options, and that the tutorial element is severely lacking.

..... and they still give it a 9 out of 10.

Unbelievable. 
Aren't They Paid To Do That Or Something? 
 
 
They gave Halo3 10 out of 10
..... and you still pay attention to review ratings.

Unbelievable. 
#21381 
Good demo! 
Mapping Or Some Shit 
Part 2 of my Cornered analysis http://www.youtube.com/watch?v=4b6QR1jbUGg 
Hacked 
just found this delightful directory on my web domain :(

http://isoterra.co.uk/hangun/

how do you protect yourself against that kind of shit? is it just a case of changing password regularly? 
Free 3d Art Program Things Until 2/29 
Don't Use Bad Passwords. 
Grc.com has a couple of great ways to generate near impossible to brute force passwords. 
 
Something long and easy to remember is usually best. I wish them the best of luck at brute forcing something like:

"iwishpeoplewouldstoptryingtohackmysite" 
 
Thanks message board! Anyway, you get the idea... 
 
 
 
thanks for that link spirit. looks useful

interestingly i tried my old password on this page and the 'online attack scenario' reported a time of 46.68 centuries. i suspect brute force isn't the only way of getting in... 
Willem's Truncated Pass 
1.38 thousand trillion trillion centuries 
 
So not TOO long then. 
 
Spirit

I use a password program and generator as well but the idea behind the long string of words IS a solid one. Words strung together without spaces is just as good as anything with random symbols and crap sprinkled through it. Just as hard to crack and easier to remember. 
 
rj make sure you check your logs and or contact your host to actually know what happened. 
Did So 
and it turns out they got in with zero failed login attempts which pretty much rules brute force out of it, after all that (unless there's some way of downloading the login info and doing it offline)

i can't rule out possible malware on a past windows install though. in which case i'd be at fault for keeping the same password for ~6 years, regardless of how hard it would have been to crack :)

morals learnt, etc 
 
Never use your luggage combination as your password... 
 
I'd be willing to bet that very few "hacks" these days are done by brute forcing passwords. It's generally done via database leaks and/or malware and/or social engineering. 
Hmmm 
Here's an interesting quote from teh Carmack from last summer's E3, regarding Quake 5. I imagine this is old for those of you who follow the news more closely than I do, but it's the first I've heard of it:

"We went from the Quake 2 and the Quake 4 Strogg universe. We are at least tossing around the possibilities of going back to the bizarre, mixed up Cthulhu-ish Quake 1 world and rebooting that direction.

"We think that would be a more interesting direction than doing more Strogg stuff after Quake 4.

"We certainly have strong factions internally that want to go do this.

"But we could do something pretty grand like that, that still tweaks the memory right in all of those ways, but is actually cohesive and plays with all of the strengths of the level we're at right now."


http://www.eurogamer.net/articles/2011-06-23-john-carmack-recounts-quake

I have to admit the idea of this rumples my pantaloons in the best possible way. 
Gmsp3 - Day Of The Lords 
Gmsp3 
another one of the greats. 
DaZ 
Gmsp3 is one of my favourites and I play it now and then.

I guess that's the intended way from the silver key although you can also slope jump back up to the castle door directly.

Would you consider considering gl_polyblend 0 for water heavy maps? Underwater visibility is almost 0 in the captures (which I otherwise enjoy and subscribe to). The drawback being, I believe it removes powerup glow as well. 
One Of My Favourites 
That map was so fucking awesome in so many ways. His previous map was good, but GMSP3 was near perfect. Amazing architecture everywhere, terrific flow and some of the best classic Quake gameplay ever.

Shame he never finished GMSP2. Anyone know what happened to him after he left the Quake scene? Did he go into game dev or anything? I hope he didn't sell his soul and become a lawyer or something (unless he's planning to use the money to fund more maps later :) ) 
Plus 
he really got the scale of Quake. It's something I have a bit of a problem with as I end up making stuff a little too small and cramped a lot of the time, but looking back on it via that video, the scale in GMSP3 was spot on. A great size for gameplay whilst at the same time having lots of nice detail and not being too chunky and shit. 
COOP Considerations 
Something that should go without saying, but as a reminder: When you release a map, make sure it's compatible with coop mode!

1. The most important thing to remember, apart from the coop starts of course, is ye olde item bug that prevents weapon pickups from firing their targets. So instead of making the weapon item target anything, especially if it's critical for progression, put a trigger_once around it instead. Keys and runes fire their targets just fine (though I'm not sure if they only do it once), so it's probably best to use a trigger_once as well if there are multi-use entities among the targets.

2. Keep in mind players can die and respawn at the start. Sometimes this can be problem if certains doors close when a player enters an area - so try to add extra triggers on the outside that open such doors and allow respawned players to enter, or open teleporters.

3. Not vital, but neat (not only for coop): shortcut teleporters to bypass parts of the map that have already been cleared. It sucks having to run all the way through the level after dying. Of course this won't give you back the weapons. Or if you fought your way up some building, it's nice to have a teleporter open at the bottom in case you fall down. 
 
Is coop really a consideration for Quake these days? How many people will play a map in coop mode to make it worth the effort? :) 
Countering With 
How many might play Coop if it worked well? 
 
True, not many people will play coop mode. But the few things I mentioned don't require too much effort really. Just a few things to be kept on the top of one's head when editing.

I mean full coop support with extra modifications - meaning gameplay tweaks that require actual cooperation - would be neat, but here you could indeed ask if it was worth it. Pretty much like deathmatch settings (am I the only one who still adds them to a SP map?). 
 
My maps are mostly linear and very tightly controlled, so coop support would be a massive amount of effort and probably not work that well anyway.

It just not worth it imo. I'd rather spend time creating a map specifically designed for coop. Looking at all the traps throughout a map and trying to build in support for dead players returning or making sure they're all in the trap etc. Bugger all people will play my map anyway, and even less would want to in coop :p

As for deathmatch, maps not designed from the ground up for deathmatch pretty much suck. And large maps won't load into QW clients anyway iirc :E 
Netquake And Coop 
Now the speed at which we connect to the internet is much faster than when Quake was released, is netquake viable foor coop?

I will personally always add coop support to my maps regardless of how many people play. Compared to building the map in the first place, adding coop support is trivial.

Would be awesome if some modern engine like Fitzquake/QuakeSpasm supported a modified QW protocol for coop :) Guess that would be a lot of work :/ 
Don't See 
Why not.

I've been toying with the idea of making a much more complete coop mode as well.

Having players respawn nearby to each other, changes to the rules for collecting keys and so on.

Making it more friendly to play and less likely to break, basically. 
Ideally 
The base coop support should be built into the engine so that all SP mods can be supported. Is that possible?

I had lots of ideas for making maps work better in coop mode, such as unlocking weapon cabinets and teleporters in the start area as the players get weapons and enter new areas. If that could just be done in an engine mod that allows the server or players to configure how much assistance to give them, along with perhaps a few extra settings to increase enemy health or whatever to make coop harder it would be pretty awesome. 
Hm 
Sort of, but we'd be doing it under our own qc base, so unsupported entities would get lost.

We did include wrappers and so on for backwards compatibility to Quoth and Nehahra, but this essentially converts a map to RMQ.

More complex trigger mechanisms and so on will differ and be hard to translate - they have to be recreated from scratch - so we wouldn't want to shift dev focus that much.

The RMQ codebase has migrated a great distance from id1 and is full of dependencies now - damage calls etc. all carry additional information, making using only part of the code, or turning some of it off, complex. 
Race To The End 
Sometimes a couple friends and I play "race to the end" coop. The winner is the one who jumps through the teleporter first. Combines SP and coop monster fighting, DM, speed, and yet plenty of camping. All laptops over a wireless router. Even one atom netbook. Lag is not a problem but sometimes a wait to sign on. 
Quake Setup Tutorial 
I made a video that describes how to get Quake setup with a modern engine and how to install and play maps and mods, etc. It's focused on new and returning players so doesn't go into extreme detail on the subjects covered, it just provides enough info to get them going with little to no fuss. So if you know anyone that wanted to get into Quake but found it all too confusing then this might be just the ticket for them :)

http://www.youtube.com/watch?v=b3S1e4CQat4 
OH 
and huge thanks for Spirit and Negke for helping me put this together! They suggested so many good changes and additions and made the video 100% better than it was initially, thanks guys :) 
 
- Install Quake via Steam
- Copy FitzQuake.exe into that folder
- Double click.

:P 
Metl I Love You But 
Quakespasm is the engine to use. 
HERETIC!!! 
Back From Tanzania 
and I see only negke obliged with a map :)

Time to start downloading. 
Actually No 
looks like Lun put one out too! 
ATTN: Tronyn 
I've been trying to contact you via email for a little while now, but it isn't seeming to work -- possibly because you have no active email, possibly because I can't find it, possibly because you thought it was spam. If you could, try emailing me at 00.dusk@gmail.com -- it's sort of important!

Also: hi ijed! I'm tossing around the thoughts of sending you the prologue as written so far, send me an email if you're interested. 
Q1 Coop 
Been playing through the original Quake levels with a friend, since it's been a long time I last played through them. However, I've noticed several instances of z-fighting and we're both pretty sure those were never there before. Some are just too obvious to have been overlooked during past sessions. Using Fitz. 
 
Z-Fighting doesn't show in the software renderer; it only became a visible issue once OpenGL rendering was introduced. The maps weren't designed with that in mind.

...though one could argue that even if this had been known at the time of development, they probably wouldn't have bothered to avoid it anyway. 
 
That explains it then, cheers for the fast response! 
Double Post 
... now that I think about it, I might need to be careful about mentioning z-fighting issues in my reviews of older user maps as negatives, since it's most likely a similar situation. Good thing I brought this up... D: 
Sure 
Send it over. 
 
Is anyone here a Javascript genius? I want something like http://jsfiddle.net/gGwy2/2/ but for all the mappers in a huge vertical graph. With each release showing an icon depending on the rating. And with the mouseover showing the brief description and a screenshot and link to the proper page. Someone do this! 
Http://jsfiddle.net/Mr2ue/4/ It Sucks 
 
What Happens 
When you fill up on caffeine and amphetamines and play L4D.

http://www.youtube.com/watch?v=fapFWxsbCyo 
Lol 
 
Lol 
"I'm not dead, I'm incapacitated... ok, now I'm dead." 
Off Again 
trying my luck at everest base camp this time.

Expect more maps on my return :) 
For Real? 
Good luck! That's awesome. See if a sherpa will just piggyback you up there. 
I Think I Can Hear 
...the sound of someone doing more with their life than I am.

Good luck, and watch out for Yetis (Smablers) - but at least you'll have the advantage as I bet you're the only one amongst your group who knows the shambler shuffle. 
Hehe 
I have always sucked at the shambler shuffle so no advantage.

starbuck, hoping to do better than my kiliminjaro attempt from a few weeks ago where I had to stop about 500m from the summit due to altitiude sickness. But more time this time so fingers crossed. 
Good Luck Nitin 
And take care! 
SDL Compatibility 
I would appreciate very much if you engine creators could get together some time and decide on a common version of the SDL libraries, so one doesn't have to switch them around when using several ports along each other. Quakespasm, RMQ, DP, Fitz etc. 
 
Or if it's not a problem with SDL, then check the other libraries, eg. for ogg and png support etc. 
 
yeah, it's extremely annoying. :\
there is a workaround if you create batch files for each engine in your /quake folder, then make a folder for each engine. 
Sdl Versions 
It's not possible to just use the latest vision with all engines? 
Or Just Statically Link It 
 
Depth 
L4D With Sharks? 
 
GUI Conventions... 
So I have a text box where the user has to enter some text in...
but they can't put any spaces or weirdo characters.

Should I:
- Make weirdo characters not type anything at all (so user presses 'space' but nothing is typed)
- Color the text red (or something like that) to show that the text is wrong (but otherwise, allow them to type it and only complain when the user tries to save)
- Say nothing at all until the user goes to save and then complain about it with a dialog box or something like that (i personally am not a fan of this method) 
Uh, That Was Me /\ 
 
GUI Conventions... 
The whole app should crash and give some mysterious hard to understand error when the user saves, and then require to retype the whole thing in.

Characters not showing up is maybe the simplest, you still need a reminder above it so the user understands why. 
Necros 
I guess it's hard to protect your program against users pasting those funny characters rather than typing?

Windows already uses (at least?) 2 different conventions:

- the standard "save as"-box validates the file name when you press the "save" button, not while typing.

- if you try to rename a file in explorer and type or paste funny chars (like *), it won't accept the input, and will display a nice warning popup. 
I Think That The Best Way Of Doing It 
Would be to allow the user to type what they want, then when they send the form (so to speak), show them a message which says something like "Please enter only standard characters, i.e. a-Z, 1-9, and no spaces" in red text, next to the entry field. 
 
oh yuck, thanks for mentioning that. pasting characters was being allowed through. :S

there's no room in the gui to add text next to the entry area (although i like that, like on online forms).

i think i'll have to settle for turning the text red and adding a tooltip explaining the error?
but i don't know if it's reasonable to expect a user to know to mouse over it... 
I Agree 
 
Lol 
 
Ghd Fthagn Tralala 
Metall slime why do you not ban the IP and delete all the users ? 
Here Goes 
now bots can talk 
 
it's not a consistent IP, i checked the last 50 spams and the IP changes almost every day. 
 
If username contains linseo, redirect to page with Quake question. 
Bal: You Had Any Involvement In This? 
Didn't see any triangular lights but you're working at quantic dream, right?

http://www.engadget.com/2012/03/08/quantic-dream-kara-demo/ 
Kara 
Yeah, I worked a bit on it, but it was actually almost finished when I joined Quantic Dream, the video is about 1,5 years old, Sony sat on it for all that time for silly marketing reasons.
I did the heart segment, and some cleanup on various pieces of the character. 
I Played A Czg Map 
...and found 0/7 secrets, fuck you czg!

http://www.youtube.com/watch?v=O8XE4H6KJ2g 
Sweet Lookin Map! 
@Daz, I love it when you do a video play through of a quake map, fantastic idea, keep do them! :)

That map looks awesome, feels very cramped with the low arches and most of the combat seems to play with that design. It is interesting the final battle is spawn waves, feels very similar to the map included with rubicon2. Locked in a small space with tons of mobs. Never knew about this map, will have to check it out later! 
 
Can I read Shambler's reviews of old Unreal levels somewhere? or are they gone for good? 
Februus Depth... 
when I played it however long ago it was, I thought it was made by Vondur. 
Rofl 
Hilarious... 
... indeed :D 
Nice One Daz! 
Please keep those video playthroughs coming, was a good watch. Watched a bit of you and Cardo's Portal coop too, definitely get my vote as a less squeally Quakey version of Yogscast! 
This 
Might be interesting for anyone involved in games business.

http://www.slideshare.net/bcousins/when-the-consoles-die-what-comes-next 
Yeah 
I saw that yesterday and he certainly has a good point because I love the fact I can be mobile anyway and play games. Especially on planes for long flights. 
Gnyarr!!!!!! 
The Living End by Necros - http://www.youtube.com/watch?v=iPKhoDDV2IU

Shit me this is good! 
Consider Yourself Shat 
Thanks for the video :) 
I'd Forgotten 
How good this one was.

Maybe it's just not noticing all the almost subliminal details whilst playing it. 
 
so big O_O 
 
weird, i missed your post daz. thanks for the kind words!

i remember something about that scripted area... there are 4 doors that open up there, but the majority of the monsters are behind the doors that had no marking (the other two doors have that statue texture).
i wanted the player to be staring at those statue textured doors ready for monsters to pour out, only for the monsters to actually come out right behind them.
i'm evil. ^_^

also, it's funny but i've always had trouble getting players to stay on my platform rides. they always push the button and then either get off or don't get on at all! i think i design things that look more like traps or something instead of rides. :P 
Heeh 
also, it's funny but i've always had trouble getting players to stay on my platform rides.

Yes I ballsed up every button operated lift in the map :P

I think the problem is that the buttons are too far away from the actual platforms and there isn't enough wait before the platform starts to move. I was also unsure what the button did before I pushed it which is why I missed all the platforms the first time around :) There was nothing connecting the two visually and they were quite far apart, it also wasn't obvious that the platforms were actually moving parts before you pushed the button :D

The other small gripe I had was the long run back to where you were after getting the RL secret, having to ride both the slow lifts again and walk a bunch wasn't very fun, add a teleporter next time :D

Bloody good map. 
Ne_lend 
Where is that sound scripted sequence? I didn't notice it in the playthrough.

To be honest, when watching the video, the map didn't seem that bloody good to me, which is not to say I think it's bad, of course. The lava ambience is cool, and the level flows around the central pool nicely, but there's something about the architecture and style (textures?) of the rooms that felt somewhat off to me. Maybe it was just something from the video and the brighness filter? Dunno. 
Starts At 8:08 
in the vid. 
Happy St. Patrick's Day!!! 
 
So, Yes ! 
Guiness for the breakfast !! 
Ambush Ninja 
@Daz, as always it was really cool to watch you play a map. :) I often felt the tension as you stopped and looked over a ledge wondering if it was safe to drop down for stuff. The map felt like a constant ambush to me and IMHO made the flow through the map too cautious.

@necros, your lifts look like traps, especially in that map. I think you used the 'ambush' idea too much and made people nervous about trying stuff. There were several rooms where it was just player being chased around by armies of knights. I did not feel there was much variety of encounter styles. I liked the idea of the 'show and tell' with the big teleporter in the middle of the lava but I think the map could of had more interaction with the middle. 
Totally Quake Related: 
^^^^^^^^ 
EXCLUSIVE REAL LIFE SHAMBLER FOOTAGE 
 
oh ricky, be nice to the creator and don't link some shitty re-uploading wanker asshole next time.

Here is the original URL: http://www.youtube.com/watch?v=OG4StOKFw7M 
 
He does a (comedy) rant channel on youtube, very funny. I saw the one recently about ME3, priceless! 
A Book By Borsato 
Not sure if this has been posted before but here's a book by one of our old buddies:

http://www.amazon.com/Level-Design-Concept-Theory-Practice/dp/1568813384 
Hurry! 
Only 4 left in stock! Wait... make that 3! 
Bought One 
Knowing Borasto, I'm sure it's good! 
Definitely. 
I read just one of the intro pages (since they give you a sample there) and I was sold. As if it wasn't enough that it's a book by Borsato!)

I'm really looking forward to some sage advice from Mr Kremers! 
 
somehow shambler's blog seems to crosspost to func 
Damn That Britt 
lover of gucci bags.... 
@negke 
Wow you are hard person to contact, your email address here at func is a dead end (I suspect most email address listed here are dead) and none of your Q1 maps have an email address in the readme file!?!

I am getting the impression you don't like contact from other people! :) 
 
I am fairly sure the func profile one is correct. 
Sock 
He's on IRC sometimes... ;D 
IRC 
That's a crazy place with cardO! and hello Bal, join the rest of the planet on Facebook!?! I want to see what you are up too! :P 
First World Mapper Problems: 
Light takes so long that by the time it's done, I've fucked with so many other things that I have to run lite again. 
 
Are you running a multi threaded light prog? :) 
Willem 
using -threads 2 actually ADDS 6 seconds of compile time.

Also, it was a semi-joke, it's only 3 minutes with -extra... I just can't stop fucking with things. 
 
Haha 
Qquak 
The Tower Of Shrakith'a.... 
I am stuck on the first level of the old unreal mappack The Tower of Shrakith'a, I got the Nali's key that is supposed to open the balcony, but I can't find where the balcony is. The gameplay videos I found were precisely missing this section. Thanks. 
Tower Of Shakira? 
 
 
Try looking for multiple ledges to jump on. I haven't played it but a balcony implies height on an outside surface. 
@Yhe1 
Try check the upper floors of the cartographer's place. It's the building in front of you after exiting the first house, just after the archway. There's an iron gate leading to a balcony there. 
 
Thanks, got it 
Sigh 
now this linseo4601blog have registered here.... slime please do something about this scum, i'm tired cleaning its shit :( 
 
BE STRONG VONDUR! 
Vondur 
If I made you a set of tits prefabs, would you use them as light sources throughout your map? 
Sure 
one cannot let tits rest in oblivion! 
PLEASE!! 
function validate(f)
{
var errormsg = "";

var temp = f.body.value.replace(/<\/?[biq]>/gi, "");

if (f.title.value.search(/\S/) == -1 && temp.search(/\S/) == -1)
errormsg += "Title and body cannot both be empty.\n";

if (f.body.value.length > 5000)
errormsg += "Maximum body length is 5000 characters.\n";


if (f.body.value contains "linseo****blog")
window.close;
else
if (errormsg.length == 0)
f.submit();
else
alert(errormsg);
}

 
Lol 
Yeah - but please, block Shambler before he posts about his.... spam protection scripts?

WTF? 
 
Or just make it so you can't post unless you're logged into a valid user account? And then delete the spammer account.

Profit? 
Profit? 
Chicks? 
Well... 
since the linseo guys are so consistent, I may actually block based on username in this case.

I also should make it possible to flag discussion threads as spam -- right now moderators can only edit them, not censor them entirely, unlike news threads -- which is why you see those threads called "deleted".

Also I recently created a one-click spam flagging system for posts, which i've been using for a few months. It was my first attempt to do something with AJAX, and since it seems to be working without any bugs so far, I should make it available to moderators too.

I also never addressed the problem of spam user accounts, but since the linseo guys are now creating one per post, I should add the ability to flag them too.

One thing I really don't want to do is add any inconvenience for users -- so as long as moderation works well enough, I will leave anonymous posting open. If the volume of spam ever increases to where it's unmanageable, i either have to improve the UI for moderators, create some automatic filter system (i.e. automatically flag things as "likely spam"), or close anonymous posting. 
 
I'd just like it to be know, 100% of the spam was while I was not moderator. 
Explore Or Die 
By Speedy. I missed this one when it was released, cool map!

http://www.youtube.com/watch?v=ThOMMiITtEs 
Daz: 
also try his map "cogs of conflict" 
Daz 
Interesting idea with the exploring, but the map felt flat with too many low ceilings, it lacked vertical gameplay elements. The ending was just strange and did not make any sense, I was expecting more. 
The Ending... 
...was intended to weed out people who didn't use coloured light. 
Metlslime 
Add more moderators maybe? Means less work for each. 
Sleepwalkr: 
if necessary, but the main point i was making above is that there are a lot of things moderators can't currently do (flag discussion threads, flag individual posts, flag user accounts), so i need to add those features. Right now they can only flag news submissions as spam, and they can edit, but not remove, discussion threads. 
Sure 
I was just saying that because the existing mods complained that there was too much spam for them to handle. I like your policy of not changing the board's mechanics if at all possible. 
 
The Quake HD Ultra Quality Sound Pack Remastered 2012 pack is a project to finally introduce the world to a better and improved aural experience in Quake. Quake came out in 1996, 12 years ago. Back then computers used much inferior sound hardware from what we have today. The Soundblaster could only playback 11kHz sounds, so that was what id Software used for the game sounds of Quake. The soundtrack on the other hand was released on CD, so they could use 44.1kHz for it. However, 12 years ago CD audio was still in its early days, sound engineers vastly improved the capatibility of audio hardware and especially CD mastering mechanisms. So, just like the game sounds, the Quake soundtrack leaves a lot to be desired for the audiophile's ears.

As a connoisseur of audio architecture and aural design I decided to remaster all the sounds of Quake to give the world an experience like id Software would have released, if only they had the technical options back then.


Quake HD Ultra Quality Sound Pack Remastered 2012

Example screenshots of the waveforms and spectral patterns:
Original: http://www.quaddicted.com/_media/random/20120401_doorswinch2_old.png
Remastered: http://www.quaddicted.com/_media/random/20120401_doorswinch2_new.png 
Sounds Truly Horriffic... 
...in a good way! That's the way Quake was meant to sound. Plays perfectly with the "Much Obliged" episode. 
Spirit 
Nice work! Shame I just played Honey without it (was still AMAZING :) )

These are purely remastered versions of the id sounds right? Everything sounds like a sexier version of the original game sounds yeah, no weird beatboxed stuff or monster impressions? :)

This isn't news worthy? 
 
than 
Awesome Work 
 
Back From Nepal 
and a new czg episode awaits no less.

What did I miss? 
Nitin 
Were you successful? 
Thanks Spirit! 
 
Sleepy 
not quite according to plan.

The plan was to go up Gokyo valley, cross Cho La pass and then go up Everest valley to EBC. But it snowed heavily while we were in Gokyo and Cho La became very risky to cross. We went around a mountain to get to Everest valley but that took a fair bit of time and because of being on a schedule, I didnt have time to then go up to EBC.

But, did climb Gokyo Ri, which is only 4m shorter than EBC's height, and the panoramic views of the Himalayas from there, including Everest, were stunning. 
Envious I Am 
 
Nitin 
So you "only" wanted to go to base camp? Are you planning to get to the summit eventually? Also, any pictures?

I love mountain climbing, but of course I'm not even remotely fit enough to do one of the big ones. In fact, it's been years since I have done it... but the view and the feeling of accomplishment when you reach a summit is unparalleled. Btw, I was just in Shanghai last week for a conference, so I wasn't that far away from you ;-). 
Plenty Of Pics 
need to sort them out first though. Will let you know when that's done.

No plans to summit Everest, that's crazy stuff :)

I can trek but climbing is a whole other level. Have summited a few by trekking, Gokyo Ri being the highest at 5360m. Kili would have been but I didnt quite make it to the top (got to around 5200m when the fast ascent started giving me momentary blackouts). 
Nitin 
There was death metal fest METAL MAYHEM IV in Jwalakhel, Nepal 17 March. And there was Napalm Death playing, did you visit that? :D I'd sell my left hand to be on a ND gig in Nepal :D 
Vondur 
no, I was trekking in the snow then. 
Nitin. 
Epic fail on the Napalm Death In Nepal front, dear me, Von can you ban him from fucn? 
Cuz Zwiffle Asked 
Willem 
I think it would be best if the upload script at Quaketastic disallowed uploading to the root folder (= hide the "\" entry in the pulldown menu). For every now and then people forget to set it right or fail to realize/care there's a difference, which makes the index messy and creates unnecessary admin work for you. 
 
Good suggestion, I'll look into that. I think you're right... 
Scampy 
After seeing screenshots of your map I grew a fried gamba with my pipemap.
Your example is great to start again in Radiant as Quark leaves me no oppertunity. 
MadFox 
lol what's a fried gamba?
We should start a QuArK anonymous club. I tried quitting it a year ago, but I have everything set up just right for my current project so it's hard to stop and learn a new editor. 
 
never try to understand the MadFox, it's like staring into the sun. 
 
Tower Of Shrakith'a (Unreal) Review 
Yhe1's earlier post about this Unreal SP level reminded me that I needed to get off my butt and actually review it. For those interested;

http://taw.duke4.net/2012/04/unreal/tower-of-shrakitha/ 
Never Try To Understand Fried Gamba's, They're Like Scampies. 
We were talking about the meaning of nicknames and scampies declared it were fried prawns.
I may be mad but I rarely stare into the sun without glasses.
Thanks for the pipe manual though.

I'm on quark since the first qmap, and that's 15 years ago now.
Its a fine editor I'm acustomed to.
Tried many others untill there was QRadiant.
One slice into a polygone and I had a clear half one on grid.
Sharp! Gone were my leakcheqes ans warnings.
From now I take all the hussle and make it my own. 
Yeah 
I really ought to move on to a different editor.

Ogier? 
 
i took a quick look but couldn't really make sense of it at first glance.
i picked up 1.02 (the enclave version).

czg, maybe you can weigh in and let us know what the more interesting features it has? good tex align? better brush manip of some sort? 
Drawings! 
Had a good session in OpenCanvas with a friend today and we did the following drawings together. They're comic-representations of ourselves, Tam & Micki! where we usually reference various games;

TAM & Micki! goes S.T.A.L.K.E.R.
TAM & Micki! goes RAGE
TAM & Micki! goes APB 
 
lol 
Poll 
fiends insta-killing/gibbing you when they land on your head - bug or feature? 
Bug 
 
The Publicly Available Version Of Ogier... 
...is not worth bothering with. It's like 10 years old or something?
The latest version that was used inhouse though was pure sex. 
Feature 
 
Kinn, Chalk One More Up For Bug 
Make sure you fix it for spawns and dogs too! Spawn insta-killed me in Saint : - ( 
 
I am pretty sure that anything living dies if shambler sits on it.

I am torn. I kinda like the instant severe death but it sure is frustrating since it happens rarely and usually completely unexpected. if it happened more regularly I would definitely consider it a feature.

leave it in and let people embrace quake's revolutionary innovative unlimited save-as-you-like feature. 
 
How would one go about fixing it anyway?
What about some sort of max_damage value for those monster classes? 
Holy Lol 
 
Haha 
I always laugh at this shit. So much effort to peddle Louis Vuitton bags, do they not realise that there's like 10 people coming to this site and they all have dicks?

Unless of course some of you are Chinese women and neglected to mention it! 
 
Well, surprisingly enough... <pulls off wig> 
Fiend Fix 
You need some kind of flag on the monster so that when it does damage during a jump, the flag gets set. The monster then will not do damage on further collisions until the flag is cleared when the monster lands again. 
Jumping Fiend Death 
I'm pretty sure all you need to add is one line: self.touch = SUB_Null; just after the T_Damage call in Demon_JumpTouch

Anyway...I'm actually tempted to leave it in, remembering a beautiful moment when playing the N64 port of Quake as a kid - that one fiend guarding the entrance to the Wizard's Manse pushed my shit in about five times in a row (I wasn't very good at dodging back then). That little dude rightfully earned my fear and respect, and I'd feel a bit bad about treading on his memory.

Bleh I dunno, I need to fix it prolly 'cos there's dogs in my map which almost always land on my head and I don't wanna move 'em really. Doesn't really make sense to fix for just dogs and not the other monsters. 
 
id may have left it in so they wouldn't have to deal with the resulting problem ... now there's a monster on your head. What happens? :) 
Haha 
good point :)

Although looking at the code, it does a check to make the monster jump again if it detects it's landed on problematic ground (loosely speaking) - I would have expected id to have made it also jump off if it lands on another monster/player - but the function seems to exit in that case in a way that makes me think they didn't really account for it. 
Why Is Quake Injector 
Not just an .exe file? I downloaded it yesterday because I was a friends and mentioned czg and Scampie's new maps, thought I'd show him the Quake Injector.

Basically I spend half an hour dicking around and couldn't get it working at all.

Does it support Windows? 
 
It supports Windows. You have to have Java runtime installed though.

I also wish it was an EXE ... and that it would remember the sort order I set. I can't believe it doesn't do that. :) 
Maybe Add A Timer Or Somthing To The Touch Code? 
Add self.attack_finished = time + 0.5; and then return if time < self.attack_finished.
That way it wouldn't be insta-death because you touch every frame, but it would still hurt more than usual?

Maybe that would make it even worse, if it makes the fiend hang around in the air for longer.

How about doing some maths to see if it's the bottom of the fiend that's touching, and then do something based on that? Maybe pushing the player away could be interesting... 
Yo Ricky 
too dumb to read the readme file or the website? :)


willem: .exe would be great, we could not find anything good to do this though. 
Ah - That Explains It 
It works a charm on my computer, actually, just tested it. My friend said he had Java, but he was obviously mistaken. 
Well 
the first thing is a cool suggestion czg but as you say the fiend would still hang around on the player head in the same jump pose. I reckon i'll just extend the "jump again if on broken ground" check to also make it jump again if it lands on other characters.

As for pushing the player away - if it pushes the player off a ledge... might be just as annoying, but that would probably be a rare case. 
It Treat The Jar Files 
As if they were Winrar files on his computer. Which was weird, because when you open a jar file with winrar, you can see all of the source files of the project. And access them. 
Ok 
just realised that if I make the fiend bounce off other characters as described above, then they would be Mario-style fiends.

It is decided then. 
Marios Have Eyes. 
 
But 
Do they have a moustache?? I say NO! 
 
Remove it, Fiends already do enough damage. Instant death is annoying particularly when it's completely out of the blue and not automatically suggested (ie a huge crusher or a bottomless pit) 
New Website For Dspdm Serie Maps 
Hello friends,

I'm DeadLy_sp (spanish mapper) author to DSPDM qw map series and want announce my new website design.

New blog:
http://xfdesigner.blogspot.com

Thanks for support.

--
Attentively,
Xavier Ferrairo 
Feels Like 1999! 
 
 
Mr. Peterman, is that you? 
 
Does anyone know where I could buy a shoulder bag or a tote? 
Try. 
Wow 
I am so retarded, I took Willem's post seriously. 
 
damn. i thought Ricky posted ^ so I wanted to make a snarky comment about how I wanted to troll but ran into a chicken/egg problem with stupidity and some mod. 
Google Glass 
http://www.youtube.com/watch?v=9c6W4CCU9M4

Strangely, it misses out the adverts in the video. 
 
is it a good idea to make a multi-page website with a single php page that generates all of the pages from posts or gets?

i've seen conflicting viewpoints on this... 
 
you get ugly urls and google may or may not index it as well... but those can be fixed by using mod_rewrite to map "nice" urls onto your single php page, for example:

/website/news/ -> website.php?page=news
/website/links/ -> website.php?page=links
/website/articles/ -> website.php?page=articles 
 
i don't understand what you mean by ugly urls.
i was just going to make, for example, a navbar that is a form and posts to 'page' that was clicked back to itself, then, use a bunch of php if checks to display different stuff on the page.
this lets me not have to copy/paste things like title bars and navigation menus. 
Necros: 
You could also use php includes to avoid duplicating code across pages. 
 
get would make crawlers happy. 
I'd Lay A Bum Egg In This 
 
thanks about the include stuff. that is exactly what i was looking for and it works perfectly!
php is seriously awesome. :D 
 
Cack I've been messing with instead of mapping like a decent, upright and moral member of society :/

http://www.youtube.com/watch?v=oSOLcSlATjQ 
Me Too; Not Game-related But In Case Anyone's Interested 
Along with three other authors (including Lee Vermeulen, creator of Nexiuz and Capsized), I have just released the electronic version of a collection of short stories, "The Celestial Puppeteer." The stories comment on science, religion, war, consciousness, and antisocial interactions, with the occasional bout of existential paranoia. The collection is currently on an Amazon.com promotion, so it's free for download for the next five days. See the product page for more information at:

http://www.amazon.com/The-Celestial-Puppeteer-ebook/dp/B007M5U3BC

There is also a five story PDF sample available at http://www.celestialpuppeteer.com/

It's about a third science fiction, which I imagine is what would interest some people here. I would promise to go map, but I don't expect to have much time for another month or so. Then it'll happen... 
A New Quake 1 Mod 
I'm posting this message to announce that, within the next month, I'm going to be releasing a Quake 1 mod that I made a few years ago. It has been sitting on my computer collecting dust for some time now and it's time for me to actually release it. The mod was made solely by me. I worked on it for about 2 hours every day over the course of a year and a half. Needless to say, there have been massive amounts of alterations. The mod itself is sort of like a mix between Painkeep, Hunt or Be Hunted, and Mr.Pants Excessive Overkill for Quake 3. Frikbots have been added to support offline play and many single player elements have been changed drastically. It's called Quakefiend. All of the weapons have been changed and almost all of the monsters have been changed. The mod basically turns the player into the fiend and gives the player fiend specific weapons. For example, one weapon allows the player to vomit gibs. Another weapon allows the player to summon a new type of monster to fight for them. A third weapon allows the player to spit acid...The mod is meant to run on Darkplaces. Anyways, keep an eye out sometime between May 5th and May 12th if you're interested. I'll be posting screenshots sometime between then and now 
Gentlemen, BEHOLD! 
 
met1_2 will never die! kind of surprised, now that i've seen them, that no one made square tiles out of that texture before. 
Uh 
Yes... well done :) 
In Fact 
Didn't do those yet, many thanks!

Free beer Wednesdays. 
O Rly? 
http://dl.dropbox.com/u/61424391/Quake%20Stuff/wizardmetals.png

chipped and weathered whizzerd mettal forms the backbone of all Quake's fortresses. 
 
hmm, those are nice (where are they from?) but too embossed to be true wizmet. ;) 
 
it's from a bunch of textures i'm making for my new maps - i'll make it public when i've stopped dicking with them. 
I Pity Thee Not By Kell 
http://youtu.be/_6gIOrTXXQk

Fuck you Scampie, trollolol 
 
:>

steam calls are the best calls 
Troll Level: Scampie 
I didn't hear notice any unusual sound. Did you capture the demo twice?

You say the level is quite bright for a metal map, but for the video it's quite appropriate.
Congrats on the secrets, though it does seem a little suspicious. You've probably scouted them out beforehand! This would also explain the lack of derp.

Still, nice vid. 
Troll Level: Daz 
How blatantly did you already know where all the secrets were? Was it from playing the map for hours beforehand, or just no-clipping?? 
Heh 
negke: no unusual sounds, I just thought it would be a laugh to include that pic and theme the intro around it.

Lots of gamma correction and brightness/contrast adjustment went into the video to darken it.

I always play the maps through before recording a demo to avoid most derps. After finding 5/6 I decided "fuck this shit, son" and spent 20 minutes searching for the final one (it was the one below the lava you need the pent to get). 
To Be More Specific 
even taking gamma/brightness out of the equation for a minute, the level was just very brightly lit in general (in most areas).

When I think of metal themed maps, I tend to remember the arcing shadows cast from light enclosures and very specific areas being lit with small spotlights etc. In this map there were a lot of lights that lit and entire area almost uniformly in places and to me it didn't feel right :)

Fantastic map though, I had no idea it existed until someone linked it in #tf. Thanks, whoever that was! 
^ That Would Be Me 
Can some mapping wizard (negke) fix the PG secret? The info_teleport_destination is missing on skill 0.

Should be easy enough to do with the usual bspinfo / -onlyents fuckery but I'd probably fuck it up... 
Qbsp -onlyents 
Stops triggered lights from working. :( 
You Also Need 
light -onlyents 
Troll Calling 
Nice video Daz, but what is the difference between exits? blue or yellow? Congrats on all the secrets, I can see a pattern with Kell secret nowadays (especially after playing red777) Also what happened to the voice over discussion version of the map? 
Sock 
They lead to different maps that weren't ever released. 
 
That is a shame :( 
So I Was Hating On Fox Before 
But to be fair, Jessica Chobot is DAMN fine.

That is all. 
God Damn It !!! 
Let's bomb Shangai and all these morrons ! 
Er....... 
No. 
Metslime 
Why not just require people to log in to post?

I assume that'd help some, and I don't think anyone here would mind, the tradeoff for having less spam being worth it.

Just a thought. 
Ijed... 
those last 2 spams were from people logged in. 
A Shambler 
http://imgur.com/a/Ysri6

Pretty awesome :) 
 
I would run 
Wow 
that really captures the design of that iconic monster that was so disturbing on first seeing it 
 
That is fantastic... 
 
that looks... digusting! :) 
Dat Ass 
 
21637 
Do want. 
Interesting Abrash Blog Post 
http://blogs.valvesoftware.com/abrash/

mentions Quake a bit at the start but is an mostly an interesting post about how Valve works and fundamentally different to most companies. 
Cool 
haven't looked at it yet, but I remember thinking that Valve as a company was going nowhere, like wtf is their income etc, during the long long delay after Half-Life, while people were "waiting" "for" "Team - Fortress"! lol wtf. Turns out they basically became the Facebook of games. Last 15 years, all the money is in distribution systems not content. I mean, fuck content, systems is where you really just destroy the world and win emperor status. Valve was way smarter than I realized at the time, they were looking ahead. I was like "where's their new game?" and they were like "We don't need to produce games." Still I'm a bit nostalgic for the era when you did in fact need to produce games. 
 
well, someone does... 
 
Left 4 Dead? Team Fortress 2? DOTA 2? I don't see any shortage of games from Valve... 
Tronym 
What planet do you live on?
Oh and Willem forgot to mention Portal2, Valve has been releasing a new game almost every year for a while now. 
 
Fuck, I did. I should be flogged for that as it was one of my faves last year too... 
Valve Culture 
I have heard from a lot of people that work at Valve about their culture. I have seen it tried in several other companies but it always fails because people are initially uneasy with the notion of just doing something creative on their own initiative. (Even he admits new people to the company take 6 months) Companies have always been about management/leads telling people what to do.

One other thing worth mentioning is that all Valve staff are multi-talented in several fields. Lots of people at Valve can code, do art, create levels and animate models and often several disciplines at once. You certainly have to be a very creative special person to work at Valve, after all it is the pinnacle of the games industrial IMHO. 
 
Team Fortress -> Mod
L4D -> Turtle Rock game
portal -> Student game
DOTA -> mod

They certainly have a talent for finding and grabbing awesome but underfunded stuff :p

As actually completely original from-within-Valve, feels like it's time for Half-Life 3 though :E 
 
That is so grossly unfair I don't even know where to begin. You think Portal was anything like what we know it as when they hired that team? Please. 
 
What game starts off exactly as it finishes? Not many. 
The Above Post Brought To You By Peter Molyneux 
 
Random Cheese 
Zwiffle, everyone knows the rumor that Prey 2 was canceled was deliberately spread by HH themselves, with the intention to create an atmosphere of FUD which is supposed to make the fans be less critical in their reception, due to relief and gratitude when it's finally revealed that the game is going to be released after all, so they readily accept the fact that it doesn't include any of the things they promised and instead turns out to be another rail shooter.

Quite clever, but ultimately despictable! Shame on you! 
SHAME ON YOU, I SAY 
 
Valve 
Is where everyone in the industry really wants to work. 
Negke 
That would be nice if it were true. 
Bal 
it's called earth afaik, I could be wrong. I was referring to this period of non-output from valve (ie post-HL), when they were working on steam/industry position not games. I'm not talking about what they've done SINCE hl2 - note my original post. I'd say "thanks for playing" but that's a really gay sassy modern phrase and I'd rather just go have gay sex - so I will. 
 
from wikipedia:
1998 Half-Life
1999 Half-Life: Opposing Force
2001 Half-Life: Blue Shift
2004 Half-Life 2

so there was really only the 3 year gap between blue shift and hl2. that's not that bad, considering how much they added into hl2. 
Lol 
look I can live in the past if I want. In fact, to me, it is still 1998. And I demand the right to defy you, history, physics, and sanity, so there.

But my issues aside, surely we all remember how long it took them to deliver half life 2, and how funny it was when their demo was revealed as not-gameplay-at-all. Shit, don't tell me people don't remember this. And that is not the overall reason, there was a long time. Team fortress was supposed to come out in 2000 wasn't it! Came out like half a decade later, didn't it! 
Come On 
It's like the flamers who get pissed off that Episode3 isn't ready and accuse Valve of not thinking episodic content through properly.

If Newall or whoever did respond I guess the response would be something along the lines of 'Uh, sorry, too busy milking your bank account right now, please check back later'

Content production is slow and complex, and when you can measure it in years plans often change.

I doubt there's many on this forum that won't buy whatever game they make next. It could be Cooking Mama Vs Zombies and it'd go like hot cakes. 
Didnt 
Gearbox make Opposing Force, which leaves Blue Shift which was hardly long enough to be anything more than a mod. So 6 yr gap between HL and HL2. But it was worth it! 
Alright 
id Software took long as hell (whatever that might mean heh) to produce Doom3, and they took even longer to produce RAGE. I'm not trying to have some big ideological perspective on it all I'm saying is Valve has succeeded like Apple, which is much more about understanding how to control the market rather than producing content within the market and its rules. I mean, id has become a publisher as well, and they've sucked at it.

"Intellectual property is the oil of the 21st century." 
 
nitin: yeah, i think so, now that you mention it. 
 
I have seen it tried in several other companies but it always fails because people are initially uneasy with the notion of just doing something creative on their own initiative

Maybe if you have boring/conditioned people to start with. What Valve seems to be doing is making sure to gather a critical mass of untethered creative/skilled people that will act as a magnet and attract even more awesome people.

The interesting part then is how much stays in R&D and how much they manage to turn into business. Would be nice if they manage to make it work long term instead of becoming a new Xerox PARC from the 70s. 
Shambler Thing. 
Very cool, actually captures the raw brutality of teh smabler. I'd prefer it to be a bit more angular though. 
Quake On Steam 
A question for those who own Quake on Steam: is it already patched to version 1.06? You can test this by trying if impulse 10 and 12 work (weapon change). 
 
In the lower right corner of the console, running quake.exe that comes with steam, it identifies as 1.09 (and yes, those impulse commands work).

It should be noted that the .exe files included by steam (quake.exe, winquake.exe, glquake.exe, qwcl.exe glqwcl.exe) all must be started through steam as some part of steam DRM is imbedded within them... but nothing stops you from replacing those .exe files or using a modern Quake engine as all the other files required by Quake are just fine and dandy. 
 
i can't believe they went out of their way to put drm into those old executables.
the fact that other engines are available to replace them just makes it an even bigger waste of time. :\
i guess they didn't want to set a precedent where one game was convenient to start. (it still annoys me i have to turn on steam to play civ5) 
Ok 
Thanks for checking. It's safe to assume the progs.dat is 1.06 then if it has impulse 12. 1.09 is the version of Glquake, though - it's always there. Shame about the DRM. 
Well 
like I said, I myself just copied the contents for the directory steam made when I downloaded it, and put everything into c:\quake\, like god intended, and just use quakespasm.. and if I really wanted to, I could download winquake or glquake from wherever and just replace the .exes 
 
Yeah, I use the Steam Quake install with my Quakespasm EXE and it works fine. 
 
 
"* Still 4 months of 2011 left. "

Really? 
Drm Is Just Their Expression Of Their Creative Urges 
 
FUCK OFF 
 
 
*giggles* 
This Thread... 
... is a spam target :P 
Tronyn 
Cheers, thanks for the note about the short story collection - looking forward to checking out your writing! 
Glad To Hear You're Interested & Hope You Enjoy It! 
"An Example to the Men" I think is my best conventional story (with a reader-enticing arc, etc), but if you're into scifi "Thought Process" (not by me) is one of the best in there. PS I feel like the title story could be taken in a purely negative, paranoid way, but there's supposed to be some humour in it too. heh. 
Lol 
too much beer = me posting this and the spreading the word. Was couple months back.. the guitar has a big crack in it and 5 strings. But I still spank the shit out of that bitch.

Every day. 
It Has 6 Mow. The Injuries Happened Post Video. 
 
Fuuk 
Re-engage brain.

What I mean to say is that the guitar had 6 stings in the video, but I since butchered the crap out of it, and it now has 5 strings. But I am still playing it. I recently learned Video Games by Lana Del Ray and Pumped Up Kicks by Foster The People. With a Fucked. Knackered, Piece. Of. Shit. Guitar. In the key of D minor, i.e DADGBE. Or DAGDB as the case may be. That is all. 
Yeah 
this thread is a spam target. 
Well HEH 
if "anything fucked up will be accepted here" is the last bastion of the community's olympian flame - I say, so be it..the individual stages may be interesting and so forth! 
Lol - I'm Glad I Was Too Drunk To Remember To Post The Link 
Video has now been safely removed from the internet. 
Liquid Guitar 
I was thinking . I'm a too clean to understand or were you skipping the drunk thread. 
Maybe... 
... both ?? :P 
Lol 
I was pretty loaded, yeah. Oh well, it happens. Never mind. 
Ricky123 
I think you were in the famous 'Dropped D, Snapped E' tuning. Been there myself. 
Yeah 
It's a great tuning :) Especially for Dminor keys. 
 
That Dude 'various' 
Is the most prolific. 
Chords 
someone told me the music from Quake..., C# - F# - contra G# , are the forbidden chords Bach already had warned for.
Lot of that sound would make the human mind manic, like the hunchback og the NotreDame on its organ. 
Ah C# 
That's a key I like. Though usually achieved by playing a guitar tuned to Eb, then dropping the 'E' string down to C#. Very popular way of playing the guitar methinks. With metal bands I mean. 
 
various is a problem indeed. we'll need to put in the actual nicknames instead. any volunteers? mail me. 
Actually 
I don't think this would be the best solution. In theory, proper map packs, like e.g coagula, should have all the authors listed, but in practice this would really mess up the list display, especially releases with a large number of contributors. Most entries take up one line, so suddenly there would be one in between that takes like 4 or so at once, even though it's not "more important" than the others. And it would truely suck for the speedmaps, in my view, because they are on a lower hierachy than the other files. Let's say someone is looking for regluar releases by me - if the speedmaps were listed by author, there'd be 60+ entries to go through, which would be quite inconvenient.

The individual map pages are a different matter, though. Would be fine there, I guess (even though all the authors are usally mentioned in the description text anyway). And there, a proper search function could make up for the "various" entries in the list. 
 
ha, now that you say that, we had this discussion before. :)

the author display on the list on the website is easily truncated or replaced with some text. without having the data you could not search for the names "inside various".

I would really like speedmaps being shown if you search for a mapper's name.

we currently often have the full names of people in addition to their nickname's. that is quite a mess. does anyone really other (apart from people who are known by their full name rather than their nick (worch, who else?)? 
If It Weren't For Speedmaps 
My nick would never show up. Which it doesn't :(

I am only a part of the ubermapper Various. 
Argh 
Metl: Maybe you should think about adding a couple of questions to register an account and a question to post a message when not logged in like on Quaddicted, which asks you the year of Quake's release in order to post. This spam is getting kind of bad now :( 
Ask Them 
If they want to buy a Quake Tote Bag off you first instead. 
Please. 
Just block / auto-delete linseo****blog stuff... 
After Asking Them To Buy A Bag Of Course 
 
Use Your Newly Granted Mod Powers To Remove The Posts 
Use the force, Shambler 
One For Me 
I can't post without logging in.
What the handbag has the handles to enter without vandales? 
Test 
not logged... it works... :P 
Haven't Finished Reading This But Seems Interesting. 
Skip It 
I skimmed over it and saw no valuable info anywhere. 
 
I don't want to see this nonsense anymore. 
74wrfw7fuyeu 
 
the quake scene isnt the only scene where people come crawling out of the woodwork 15 years on.

http://www.unrealsp.org/forums/viewtopic.php?f=4&t=2507 
 
Is... is he talking about himself in the third person? The fuck? 
Seems Like Both 
Still WTF. 
Yeah Noticed That 
 
Well 
Is... is he talking about himself in the third person? The fuck?

I think his ego's doing the typing at that point. 
SleepalkR 
... does not abide 
Or: You Guys Are Just Being Dicks About Something You Read Into It. 
Again.
Maybe it's just a joke? At least negke thinks so. 
 
Did I really take six minutes to type that post??? 
 
I remember Kew being both the nickname of the author and the name of the main character in the Illhaven saga. Notice that he uses Kew when he mentions exploring and types 'I' when it comes to mapping. 
Yeah 
ffs, people around here can be stupid at times. 
This Spam... 
Is becoming quite ridiculous, you can't even click the links, making it quite troublesome to buy all those shoes and stuff. 
Dunno About You 
But I've got Louis Vuitton handbags practically coming out of my ears now - it's hard to even move from the computer to the kettle without tripping over some sort of elegant suede tote from the Sofia Coppola collection, or an absolutely to-die-for shoulder bag in embossed Monogram Empriente leather. 
Figures You'd Go For LV 
big ole chav u are 
 
Does anyone still have cybear's headhunters 3 map laying around? I'm sure this is a long shot, but I'm looking for it, and especially the entirety of the 'q3hh2' (singlemalt) set of textures. I don't know what his map was renamed to, as it was originally intended to be q3hh2, but because he was late in finishing we reordered the naming of the maps.

My google-fu has proven weak and I cannot locate it, and I've only found a couple maps which use the textures, but are missing several of the textures. 
 
Fileplanet.com Is Shutting Down 
So download any shit that you need right now! Mainly for archival purposes I guess, there's probably a Quake related file or two on FP that hasn't been mirrored. 
Necros 
you sir are a golden god, I didn't think to look in our community's wonderful q1 archives 
 
willem managed to get the original files off of rorshach for uploading. they actually were completely unavailable at that point. 
Fileplanet 
I wrote a script and am coordinating an attempt to mirror. See http://www.quaddicted.com/forum/viewtopic.php?id=61 
 
btw, speaking of hh3, I found this video while googling :D

http://youtu.be/P6NQsnWqxNE 
Hmm... 
"This video contains content from UMG, who has blocked it in your country on copyright grounds."

Fuck UMG. 
That 
that regional blocking is such bullshit. There's a way around it (have yet to install this on my new PC), but I disagree with it on principal. It's the internet, or at least, it still is now. Regional blocking is kind of like Iran trying to make its own internet, regionally-blocking the entire real internet (lol at the authoritarian futility of this). 
Get Proxtube 
OR 
stop using the fucking music industries content and use properly free content instead :)) 
 
I doubt many users are aware of the fact that the use of mainstream music in Youtube videos is problematic in certain countries with their specific copyright collectives. And even if they did, most probably wouldn't care, anyway - after all, why use some shitty linux tune when you can have your video with kickass nu-metal in the background???? 
Though 
I wish YT would just disable the audio track in such cases instead of blocking the videos entirely. Uneconomic? Might require too much technical effort for little gain. 
Fffffffuuuuuuuuuuuuuuu 
There is a lot of awesome free music, just because you don't care/know does not mean it does not exist. This has nothing to do with Linux, you Shambler.

The usage of copyrighted music with no licenses that allows free use IS problematic anywhere. Have fun playing Q3 movies on some event and have the GEMA poop all over the place. 
Fyi, I Was Joking 
You readily fell into my trap. 
Long Post Sorry 
most films need financial backers to be produced, so paying for them is reasonable; I saw TDK 3x in theatres, spending over $50. I had no problem downloading it when it came out, I already owned BB and I spent $50 on it already. I'll get the inevitable trilogy when they release it. I feel like trusting people to pay for things, is really an OK idea.

Music on the other hand, I hope is always free, record labels have done nothing but corrupt the "product" and they're the scum of the earth. Good music can be produced for nothing and WILL BE. I'll pay to go to a live show of a good band (not a fucking hologram so we can all be a live audience to a youtube video), record labels aren't necessary any more and the free market dictates they disappear. Free market arguments for corporations controlling government grants and laws are really infuriating. 
Negkekekeke :( 
 
 
5 million years later... i found a backup of ne_tower's .map source (i thought i had lost it) so i put that up for download: http://necros.slipgateconstruct.com/downloads/ne_tower_mapsrc.zip

nothing really amazing in there, and the terrain is actually butt ugly when you see it in the editor. man was i lazy. 
 
Yeah and you already explained the corpse drag :p 
 
heh yeah... dunno, just figured i may as well. ne_doom and ne_lend sources are up too now. 
Awesome 
I love rummaging through other people's source files, always gives me a chance to learn new tricks and layouts. Thanks :) 
The Terrain? 
First thing I noticed was unaligned wizmet1_2, damnit. Consider this your yellow card!!!

Tip: You can save some lightmaps by increasing the texture scale on larger trigger volumes to some high value. 
Negke... 
is a texture alignment nazi. Seriously, he spots EVERYTHING... even stuff you have aligned to the limits your editor will allow. If it's 1 pixel off, Negke won't be happy with you.

I tried to appease him, but alas, there are still some incredibly tiny misalignments in my map. 
Negke 
I am pretty sure that's why he shaves his head. He could not live with one stray hair ruining the perfect look. 
<-kiss It Is My Way Of Saying I Love You :> 
I don't shave my head. 
<- 00rt 
get it right, fucker 
<- 00rt For Real This Time 
fuckkkk 
Videoz 
dm3rmx by thannerz - http://youtu.be/ShBqodvHNLA

got a dm7rmx vid done also, will be up tomorrow probably. 
Thanks 
video was cool. You absolutely breezed through that.

It plays much better in Quoth because you only get 2 cells per enforcer, which means the latter half of the map is much more of a challenge.

Also, the early 3 Shambler ambush was designed to scare the player into running forward, but it didn't work right :/ I think I should have made hard properly hard, but I added too much ammo at the end.

Oh well!

Looking forward to the dm7rmx one. 
 
YOU DIDN'T SAY 'ello guys' AT THE START.

DO IT AGAIN 
I Prefer "ello Treacle" 
delivered in a gravelly cockney accent. 
That RA Stairs Room 
has fantastic gameplay! 
Nice Video Dranz 
have to agree with commenter #2 though - some occasional commentary might be nice. 
Heh 
Just when I think I've got a format that works for Quake videos :)

Might give full commentary a go then and see how it works. While I'm posting, what are everyone's thoughts on the motion blur in this video?
For comparison: http://www.youtube.com/watch?v=ShBqodvHNLA (motion blur)
http://www.youtube.com/watch?v=_6gIOrTXXQk (no motion blur)

I use no motion blur in my half-life videos, but I find that it works quite nicely in Quake. I really notice the 30fps limit in Quake videos and the motion blur helps disguise it somewhat.

I know Spirit hates it :) Just curious what others think. 
 
err at not displaying the weapon and ammo bar :p 
Is It *really* Needed? :P 
I would hide all the ui but I suppose its nice to see my health as I play. 
 
Commentary may be nice on rare occasions, but I find it generally annoying in many playthrough videos (sometimes extremely so, especially if it's an on-the-fly one), and therefore suggest against it.

I dislike motion blue and always turn it off in games. Quake videos in particular do not benefit from it. Quite the contrary - it looks more like bad compression. I'm all for keeping it clean. 
I Found The Motion Blur 
quite distracting.

Re commentary: I would also prefer occasional comments about noteworthy things, like great architecture, lighting or outstanding combat situations. But only if they give additional insights. So definitely not on-the-fly commentary.

I think maybe what I want requires a different kind of video, kind of like a video review with in-depth analysis of the map's gameplay mechanics. I would be very interested in that, but I realize that it would be very time consuming. 
 
I just tried hitting the upvote button on sleepy's post. totally agree. might be nice to say "in this next room the author blah blah", maybe with some notarget noclip playthrough, and then "let's see how I manage it".

I do like first-run commentary where the player vocalises his feelings, impressions or explains his reactions. "die, you fucking fuck dog, Fuck!" gets boring really fast. I can't stand commentary where they swear all the time. 
Agreed 
and I don't need HUD - prefer it off for playthroughs, I think. 
 
but health and ammo display is important! you would not know why someone is retreating or wasting ammo otherwise. imo playthroughs should show exactly what the player himself saw/sees. 
Yes 
upvoting Spirit right back! 
 
stop using highres textures too please. 
Fair Enough. 
and upvote scampie 
Keep HUD. 
I love seeing Daz somehow scrape through with 1% health as usual. 
 
HUD: Yes please.
Hi-res: No please.
Motion blur: No please.
"ello guys": Yes please. 
FOR DAZ 
Read #tf Noob 
Vid is set to private :) 
ITS FIXED NOW 
 
Thanks 
The wait was totally worth it. 
Darkplaces Problem 
Anyone knows the command that put the death of monsters ok in darkplaces?

At the moment I kill a monster and disappears instantly :(

Can't see all death frames no idea why... :( 
 
Are you using a mod (possibly DPMOD) that has corpse removal? Try on ID1. Or any weird settings? Try with a clean config (delete config.cfg). 
 
negke if I delete config.cfg will screw all other setting I have :(

But guess is the only way.

thanks for the reply, I thought that was a easy command to fix it 
Damn Spambots... 
One had literally copied an entire comment from the Valhalla post on my site and tried to repost it on the same post... Stupid bots. 
Just Got Fibreoptic Broadband At Work :) 
40Mbp/s FTW :) 
Daz 
Always enjoy your videos and no exception for this one! P.S. I dont know who made those textures but I bet he's a swell handsome guy. 
Lol 
But seriously Starbuck, your textures are fantastic. They are the only textures I ever even consider using :)

Any chance you will ever finish the "set" for all the classic quake textures? /cheeky 
Thanks Mate! 
to be honest just one theme gave me a massive headache! Would be tempted by an original set at some point though, far easier on the old OCD.... :) 
 
negke fixed... found a old joequake config that fix that!

thanks you rock as always 
 
Reviewed a Duke3D experimental horror map based on SCP-087. Check it out if you're interested, there's even a standalone version.

http://taw.duke4.net/2012/05/duke3d/the-stairwell/ 
E1m1quoth 
Daz 
Great vid as usual. This is the kind of occasional commentary I meant earlier. I also really like the side-by-side comparison bits when you do a remake map. Good stuff, keep it up! 
Yes. 
I like the commentary. 
Quake For Android? 
do any of you folks know of a solid quake 1 engine port for android?
Trying to find one that does:
- console
- maps + mods

Touchscreen controls would be a must as well (I don't have keyboard).

Does such a creature exist? 
Uh 
I think FTE does. 
Have Some 
Sort of support, that is. 
Doom 3 Single Player Beta Testers Needed 
A little something I've been working on forever is all but ready to be released.

I'm after a few people to send a beta to for play testing, balancing, issues etc.

You will need a full working version of D3.

Want to help? "tigger@that lvl site.com" (place endarchy in the subject plz).

Screenshots and more info: http://endarchy.com/ 
Hi There 
Anyone knows were I can find Rogue source code with .map files included? 
What 
you mean Mission Pack 2: Dissolution of Eternity?

I don't think they ever released their .map files. I don't even know what happened to that company, but John Romero releasing the original quake .maps seems a function of being a packrat, and industry loser, a nostalgic old man, and a bitter has-been (but thanks man you're still cool! lol). I'd love ro see Rogue release their source maps, but I suspect they don't exist. 
 
As far as I know Rogue forms the basis of today's Nerve Software. 
2 New Duke Releases 
PJSloth by Peter Williams

Highland by David B. 
Model Scrag, Awesome! 
Awesome. 
Are they for sale anywhere? A shambler or shal'rath would be amazing. 
 
oh my gosh! :o
as someone who's always done art in digital form, i am constantly amazed at what people can make with physical materials. 
Daz 
source? 
Reddit 
Here Is His Shambler 
Not Sure If A Repost 
 
Shamus Young is doing some gamedev (procedural minecraft like stuff) once again and once again he writes about it in great detail for idiots like me. Very interesting. http://www.shamusyoung.com/twentysidedtale/?tag=octant (start from the first post) 
Remix Of The Damned 
http://www.youtube.com/watch?v=CyT9CkCB_zw

I found the ultra secret :D 
 
geez, i never even knew where that was. o.0 
E1M2 Is My Favourite 
map, for me this is where Quake really began, never liked the tech beginnings. I also did not know about that extra area either. I do think you rushed through the map, there is so many new things going on with subtle route changes and extra detail everywhere. Plus the map has properly balanced skill levels, amazing stuff. Such a shame Kell is no longer releasing Quake maps. 
E2m1rmx 
can someone point me to the original thread for this map release? I just can't find it. 
Here You Go 
Oh 
sometime ago frib has been mentioned about upcoming sp map , so what gives?
or is this a hoax? 
 
Make a FPS in 7 days: http://7dfps.org 
 
Doom 3 source code review: http://fabiensanglard.net/doom3/ (includes an JC interview) 
 
the parts concerning dmap are very interesting. not sure how much is relevant for quake, but some of what is talked about seems similar anyway. 
 
hi ricky 
The Zwifflelessness Of This Place Is Heart-breaking 
 
 
NEGKE see your email please 
 
Finally went through my fan-art collection again: http://www.quaddicted.com/quake/fan-art/shambler 
Grand Theft Auto Quake: 
Ricky 
lol 
Ricky 
pathetic... 
I'd Like To Watch 
an oldskool(classic) dm demos, is there site or something i could download the plain dem/qwd files? 
 
Thank You 
 
Warp Spasm 
I have started playing this game and when I save it reboots. Any ideas?
hear is my target line using the glquake exe that came with it.
C:\QUAKE\glwarp.exe -quoth -game warp -heapsize 48000 + -width 800 -height 600
thanks 
More Info! 
How do you mean it reboots? Quake crashes?

You could try using AguirRe's later version of the engine, the one in warp was just a rung on the ladder: http://user.tninet.se/~xir870k/

You could also try cleaning your config, maybe there's some incompatibility in there. 
Got My Results Back For The 1st Year Of The FD Today 
90, 79, 79 and 75. Buzzing :)

I guess my period of abstinence can be delayed for another week... 
ThroneCraft 
http://imgur.com/a/zqtpz

Looks awesome, but I love playing with lego style landscapes. :) 
 
holy FUCK.

is that actually player built or is it imported somehow? 
 
dawn, look fantastic...

I love this serie(games of thrones), and already read two books from George Martin

http://en.wikipedia.org/wiki/A_Song_of_Ice_and_Fire 
@sock 
Wow, if these lego builds are real, these are fantastic !! and I can't even imagine how much time have been required to achieve them :D 
Ok 
just when you think stuff cant surprise yyou, along comes that!!! That is seriously amazing if its real. If its not, it still looks amazing. 
WesterosCraft 
It's quite real, if you have minecraft you can even jump on the server and explore it yourself.
There's a live map showing what people are doing on the server as well, it's pretty crazy.
http://mc.westeroscraft.com:8123/ 
Can't Connect 
Will try later.

I take it Westeros is from Game of Thrones? 
 
Hm... it's almost worth getting minecraft to see that. 
Westeros 
Westeros is the continent upon which most of Game of Thrones takes place. As the series progresses, more and more of the narrative shifts eastward, to the continent of Essos, but Westeros is the important one. 
Not Quite A Shambler, But.... 
Not A Shambler ?? 
This is a shambler: Come on !! 
 
this is a shamber for sure!!!

someone copy our beloved shamby 
But They Called It A Vore 
?!? 
Wow 
Planetphillip.com is shut down! 
Weird.. 
seems like he should leave it up as an archive rather than tearing the whole thing offline. 
Yeah 
Seems like an emo move. Discontinuing such a site is one thing, but undoing all the work just like that? Guess Spirit will do the same some day!!! 
Spirit Doing An Emo Move??? 
NO WAAYS! 
Well 
he is mortal, so there's that.

plus his fanaticism has served us all rather well.

plus, applying earthly shit... that's not a shambler, it's a retard's idea of one. it's not hard to notice the cubic area of mouth versus stomach! what ARE we reptiles! 
 
 
What Happened To Planetphilippe? 
Did he visit #tf or something? 
 
only if I take another movie recommendation by negke!!!

as I said in #tf, I can understand Phillip being burned out (i admired all the projects he has and often felt stressed just thinking about emulating some of them for quake). he and I both seem to be of the "a gazillion of interests and projects" kind with the difference that I mostly do not finish/publish mine and thus quit rather easily early on.

what I feel very negative about is Phillip taking down everything. a lot of the content were comments and ratings. ethically those belong to their creators. a static dump would have been nice. I rely a lot on other people's work (hi!ke). but then we don't know what he is going through and come on, a person's well bring is more important than any stupid game zealousy.

quaddicted's files are easy to mirror by design. https://www.quaddicted.com/archives/

I would be pissed if someone would try to use that to rival quaddicted but saving gaming history is more important than some silly THERE ARE MY FILES!!! attitude.

ps: I am still worrying about how all the old news posts and comments at quaddicted are not transferred to the new site... D: 
Oh And 
if YOU have a considerable mod collection (more/other than the big published archives) please shout. also if you think you know how to organise and categorise them (one big directory and tags?).

not interested in darkplaces mods/games and neither in the phantom menace. 
Re #21856 
Dun Dun Dun Another one bites the Daz 
Banelegions 
Planetphilip Is Back 
 
Banelegions... Wait ... 
Just wondering whether the Shambler (and not a Vore you damn heretic) can close its mouth with so long teeth .... :S 
Orwell 
like the rat that must keep carving its teeth otherwise they grow into his brains. 
Quick Question 
is there any modern heretic2 engine(port) for windows 
Heretic II Engine Port 
I'm not sure why you would want a Quake 2 game engine port as it already runs just fine on Windows. On the off chance that you meant Hexen II there's a UQE Hexen II port. I know a lot of people get the two mixed up from time to time.

http://www.korvinkorax.com/2012/02/uqe-hexen-ii-v1-15-released/ 
Heretic2 
I'm not sure why you would want a Quake 2 game engine port as it already runs just fine on Windows

the main reason is resolution, as it cant run the H2 at 1920x1080,

i thought there were some custom heretic 2 engine

========
and about hexen2 i know there are atleast 2 modern engines to the game - UQE and the other one i'm using right now (forgot its name)

so what's best for hexen 2 ? 
Hexen II - Hammer Of Thyrion 
..by the same people behind QuakeSpasm. 
A2d2 
Dazzle Time 
About time you did another Quake map review! :P I really like the talking over the top of the play through, it makes the video more unique and not just me watching a demo. :) 
A2D2 (Ambush Keen Pilgrims) 
I'd forgotten all about this until I saw the video. I thought I was so clever with the title but Shambler got it straight away.

Pingu created the two (originally DM) maps, Shambler came up with the idea of joining them, I stuck them together and populated the result with monsters. It was all explained in the Readme.

Twelve years; oh my word... 
Nice Demo 
legandary layout, can hardly believe this was made in 2000.
As the other levels from Pingu.
Seeing that curved brushe work makes me jealous. 
The Title? 
Did I? Blimey, I have no idea what it means now.

I replayed this recently, was a good job and a great use of the maps. 
Erm... 
It was Pingu, Mike, & Shambler's map. And Anne Agramme helped. 
OMGWTFBBQ!?! 
@Mike, OMG that is awesome :D 
 
i remember working it out at the time (based on a hint in the TSQLR review) but i thought the phrase was 'mike shamblers pingu', incorporating the invented verb 'to shambler'... 
Stockholm Wed-fri 
Hey guys I'm coming over to Stockholm on wednesday evening and leaving on saturday early morning. Would love to meet you guys!

Last time I met Voodoochopstiks for a few hours and it was cool. Can't get to terrafusion right now from this train network. :(

(Does somebody know how to force irssi to use port 80?) 
SFM 
Practising animation/keyframing in Source Filmmaker. Several hours of work for 10 seconds of footage, and there's still a lot I could have polished up on. http://www.youtube.com/watch?v=zj9zh4c6Vf8&feature=youtu.be 
2500 FPS Video 
And really stupid things done there...

https://www.youtube.com/watch?v=lUZ-e2SkeMI&feature=player_embedded

... but so cool :) 
Http://kneedeepinthedoomed.wordpress.com/ 
The old Remake Quake project is no more.

is it true? 
 
http://kneedeepinthedoomed.wordpress.com/

Seems they have split into two smaller teams.

Hopefully the two new projects are reasonably scoped so that they get released. 
I Wonder 
who are on those teams?

/me replays sm141_pack 
Well....killed By Func_ Trolls I Reckon. 
You know who you are....you've got the blood of RemakeQuake on your hands you scum.... 
 
such is always the fate of those who meddle with evil 
Really? 
thats actually sad news, I was looking forward to it, flaws and all. Hope the new projects get over the line. 
I Have A Question 
sometime ago i downloaded q1retexture pack, from someone(author) known to this board, i forgot his name and forgot the name of texpak

i do remember that pak were not completed

can someone provide me the right direction ?
maybe a get this pak from quaddicted 
 
Spy take a look at www.quakeone.com in the forum textures... there are several packs in pk3 
Oh Nevermind 
i have found that pack

and its named "quake_rt_project" or "quake_hires_textures" i got two identical archives in my hdd

and another question, does fitzquake support an external textures for v_weps/g_weps . armors?

in game there is no difference 
Nitin 
Sad news? The split seems like the best decision they could have taken. 
Otp 
I dont know anything about the behind the scenes, so maybe you are right. Or are you referring to something else? 
Rumours 
and I don't believe it...,
or I think I'll seek another job.

http://members.home.nl/gimli/bigles2.gif 
Looking For A Map 
Which SM pack had a map by necros that was wildly crazy and would crash normal quake engines? With ugly textures, as I remember it?

I seem to remember the pack also had another map by necros (or negke) with a lot of moving stuff. Released maybe 2 years ago. 
 
Nitin 
The former RMQ E1 that is now Scout's Journey was far too different in scope and direction than the rest of the project, for better or worse. 
Well... 
all going well, three of those maps should actually end up in schism too, albeit with a bit of editing. they have some great details in them, would have been a shame to cast them aside.

i imagine ours will probably be the 'quakier' of the two but i think scout's journey sounds fantastic as a game in its own right, and the technical developments look quite exciting 
 
Are you guys open for constructive criticism now? 
Schism 
What is it? I could not find any details on what the project is about? 
 
sock: there isn't anything public yet. there will be in time though

spirit: absolutely 
@rj 
That is a shame :( The title 'Schism' is certainly an interesting description considering both groups once worked together. I still find it odd that a group after 5 years decide to go their separate ways, oh well good luck with the new projects. 
Onetruepurple 
thanks, that's the one I was looking for. 
A Quick Question For Anyone ... 
How many people like to play Thief and Quake? and do you like stealth combat systems? 
Raises Hand 
But I prefer not to engage in combat if I'm doing stealth. It's great to try to get through a mission in Thief without knocking anyone out.

I dislike stealth games which makes you think you're being clever but its kinda holding you by the hand.

Forced combat/violence tends to break the point of stealth for me - unless it's specifically an assassination game (Hitman) but even there, at least in Blood Money, you can set up your own personal goals such as; 'only attack your target' and 'no changing clothes' etc

I'll end up turning this into a rant sooner or later so I'll get to the point; As for combat in stealth, it feels better to be a risky, last resort kind of deal. Or being stealthy in general should be immensely rewarding if the game is also action based. Otherwise I see little point in stealth personally.

I don't even know if I actually answered your question... or if I missed the point. :( 
 
sock play http://www.quaddicted.com/reviews/cogs.html and StealthQuake http://rennyc.slipgateconstruct.com/

I love stealth. Agreeing what quakis said. Also Deus Ex non-lethal. 
 
Thanks for reminding me about deus ex... I still haven't played the nameless mod yet. 
@necros 
This mod for DX1 is also worth checking out if you don't already know about it. I haven't played too much of it though; http://project2027.com/en/#/info/ 
 
Thanks, that looks pretty cool! I've been so busy this summer though, barely had a chance to play anything yet. :P 
Stealth 
@spirit, I played cogs a while ago, brilliant map very cool idea. StealthQuake is so awkward, no idea how to play it, there are no hints, tips, clues anything of what to do and the forced respawn timer to start the map again, sucks! I can see what the author was trying to do with, but this is not stealth, this is survival horror, Alone in the Dark style gameplay.

@quakis, totally agree, part of the achievement with stealth is the self imposed limits, no kills, quickest route, all stealth kills, etc For stealth to be successful it has to give the player feedback on what is happening around them. If you are fighting face to face with enemies in a stealth game, then it is not stealth combat.

For me the best implementation of stealth is the Thief series and hopefully my mod will let Thief fans have a blast trying to sneak around and see/explore the maps. 
 
that reminds me that I should continue my gunslinger deus ex playthrough.

it is weird, I am not interested in mods for it. I guess I fear they might "taint" my impression of the original creation by changing the story or so. 
StealthQuake 
Had a look through the pak files for that mod and wow the ambient sounds and music tracks are fantastic, very cool stuff with the player constantly talking to themselves. 
 
the player constantly talking to themselves.

Is that what it was supposed to be? I loaded it up and was assaulted by all kinds of random sounds and just got annoyed with it. 
 
ah ok, i took a look through the files. it's actually the 'music' which seems to just be a long string of ambient noises glued together. should have been individual sounds that get played randomly or something. 
 
and just got annoyed with it.

Yeah I felt the same way, I loaded up e1m1, found some rocks, had no idea what to do with them, found the first monster and died very quickly. I tried to run and hide but it made no difference, the AI also had no path finding so it was really obvious how bad the original AI code is, aka run in straight lines or else.

New game play mechanics have to be gently introduced otherwise frustration sets in and the game becomes a chore to play. 
 
You have ruined stealth games for me, dude. 
This 
For me the best implementation of stealth is the Thief series and hopefully my mod will let Thief fans have a blast trying to sneak around and see/explore the maps.  
Cinematics Mod? 
I was wondering if anyone knew of a Quake mod that allows some sort of camera control options for recording footage?

What I am after really is smooth camera movement (ie from stationary -> full move speed) and perhaps even the abilty to select a point in space and have the camera pivot around it (like in most 3d editing apps).

The reason is that I want to start work on my Quake version of this http://www.youtube.com/watch?v=Wu7ekgo0-mk but in my tests the camera movement is really jerky and its very noticeable that a human is driving the movement.

Any ideas? Perhaps any cvars I can play with for camera/player movement? 
 
camquake should be great if it is static scenery. It is a ezquake fork though, so it is not 100% faithful and won't run some mods.

If one single turn is enough, try with a very low sense and use a ruler to align your mouse so you just have one axis to push.

I got back into the "100 Quake things in 10 minutes" idea recently too since video making has become so easy. Check http://forums.inside3d.com/viewtopic.php?t=1198 for random ideas. Is that kinda what you are after? If so, let's find a common denominator and I'll send you snippets of my videos.

If you use any fanmade "enhancements" I will take a plane to the UK and put spiky things in your bum. 
 
Low sensitivity and turn off always run. There might be cvars to make the mouse/movement look smoother.

Do not use the Debaser textures!!! 
Daz 
i have an unfinished mod that does pretty much what you describe. it's basically cutscenes, but the camera can smoothly change speed, curve round corners and follow a focal point (which can also move smoothly through a path, like the camera)

obviously it would only work for id1 maps and you'd have to set up the entities in a decompiled .map and do an onlyents compile, so it's not the quickest solution, but produces some nice results when you tweak it enough. and when you use the right engine... (was jerky as hell on fitz/qs, but works fine in rmqe & darkplaces)

let me know if you can't find any other solution :) 
Camera Control 
There was the recamming concept used in qdq demos (e.g. check http://www.youtube.com/watch?v=AjCBOVuqCk8 ) which consisted of writing a script with coordinates and times, and then applying the script to a demo using an offline tool called remaic.

There is a later version of remaic called remaic studio 2 which is implemented as a quake server. It serves frames from a demo file while you fly around in your favorite quake client and place the camera where you like.

I never figured it out fully and unfortunately no qdq project was ever released using it. You can download the remaic stuff at http://speeddemosarchive.com/quake/downloads.html 
Precision 
It's important to remember that in base quake engines the angle of rotation is sent as a single byte 0-255. This essentially makes smooth panning almost impossible except for high-speeds, long turns(and even then you might get a jittery feeling from the quantisation of the motion).

Either replace such shots with tracking shots or use an engine with high precision. (I have noticed that your hl2 video is mostly tracking shots anyway).

For moving the camera around the space, I'd recommend just hard coding the motions in some QC code. Making a mod that would be customisable enough to be useful would essentially be more work than direct coding: just imagine the torturous entity chains you'd have to make to express yourself. 
 
Yeah, ideally you'd want something simple like maybe change the axe such that swinging once saves the first position/angle and swinging twice saves the finish position/angle and then maybe using cycleweaponup/down to increase decrease time in 1 second increments and then the third swing runs the interpolation between the two points/angles in the specified time. 
Thanks All 
I had no idea there were so many options for this stuff :)

I would prefer doing as much of this "live" as possible, so things like recompiling maps with new entities I would prefer not to do.

As for visuals, ofc It will be vanilla guys cmon now :) Although thank you Neg for reminding me to disable external tga's :) I will however change the fog etc in some maps depending on the shots I use to make it look best for that shot.

Now then, what maps to select for recording? I have a pretty solid list but I'll go ahead and throw it out there. Keep in mind that what matters most is that the maps are visually stunning and/or atmospheric! I'd prefer the maps have good gameplay also but it's really a little irrelevant as the focus of the video will be showing a visual feast of Quake maps, not demoing the gameplay to the audience.

Any map that has a fantastic vista or other note worthy visual element I will be interested in. No need to shout "Marcher!" or things like that because its so freaking obvious :) I am more interested in lesser known/forgotten maps that were beautiful. 
Oh Btw 
Quaddicted links for said maps would be awesome tytytyty :D 
Suggestion: An Ikblue Map 
I know that to us on func_ the ikblue maps are basically as old as the game itself. But for someone who has never played a custom map for quake, I think they're a fine example of just how different the custom maps can be from anything in the original. Or maybe it's my nostalgia from the first time I played one and had that realisation... 
+1 Classics 
Ikblue was amazing stuff for its days, I remember downloading that when it came out and was blown away with the colour and scale. Daz you better get on the case and review some awesome q1 map goodness! 
 
Maps with custom textures to show there's quite a bit of variety besides the stock themes. Some of them are tagged with "textures" on Quaddicted.
Maybe show a few new monsters, too (in their idle pose).

Gameplay shouldn't be a citerion - it's all about visuals (teasing) in such a video.
From great vistas to intricate individual architecture.

Random ideas: the bloodcube temple from Zer (maybe even the boss scene, "I grant you Daz!"); some of locations in Tronyn's maps, e.g. the 'village' in nsoe2, Arcanum etc.; the outside of the Marcher Fortress, Kona's maps, Glassman, Elek... 
 
no mention of kjspq1 yet (although it's tehnically based on ikblue) - definitely one of the most striking/fresh 
Oooh 
Yeah, totally forgot about that one

Whiteroom also :o 
When I'm Trying To Run 
the mod i got this error

PR_ExecuteProgram3: misaligned edict 0

this happens running aguirre's glquake133 engine

i think this somehow related to the qc, as for example fitzquake's running just fine 
Doing A Quick Google Search 
i found i've been actually asking the same question a couple years ago

sorry 
 
I have tried to expand the flight simulator demo using games for windows live but to no avail. All the things you need to do do to install some free additional content is unnerving. In the end after setting up all the accounts and transaction details etc it still didn't work because it claimed that login details were wrong. I could log in using the browser though...

They do everything to tempt me into other solutions. 
In The Shadows 
Stealth Mechanics

Posting screenshots is only interesting up to a point, certainly more fun to watch a video of something. A short video showing the basic stealth mechanics of my Quake Mod. All feedback welcome. 
O_O 
^that's my feedback 
Confused 
I expected the Ogre to aggro when the eye turned red! Is there some sort of grace period between the eye turning red and the ogre aggro'ing?

Just seemed odd to me.

Aside from that, I loved everything about this :) 
Daz 
Originally the eye went red when the player was too close, so I moved the colours outwards. green = good, yellow = be careful, red = dangerous, you are very close to being seen. There is like only 30 map units between those boundaries so it can be tricky with the quake movement speed.

The next video will show actual encounters and the AI moving around. This is a training area of the start map with a monster that does not move so people can understand the distance. I was hoping people would also see the pattern on the floor and how that relates to the eye.

The main problem with the video is that it is very long and slow, I think the pacing could be better. Was it too dark or too bright for anyone? 
Not For Me! 
brightness level was about perfect.

I'm really looking forward to this now, despite feeling 'meh' about the idea of stealthy quake when you first mentioned it. Will that music be playing in the level? Or is that just for the video? I vote no music. Zelda vibes mixed in with the utterly quake looking architecture due to that music and some of the new effects (the eye effect, for some reason).

Anyways, looks amazing, can't wait til it's done! 
Sock 
This looks good.
I was under the impression using a poison bold made the monster aware of the player and causes it to turn around. Apparently it's much easier. 
Poison 
Well, the bolts still have limitations, if you shoot a monster in the face they will see you. It is better to turn the monster first with a distraction bolt and then use poison. This video shows the mechanics in a very clinical light, so it might seem easier than a real encounter.

Also the speed of the bolt is designed to be slow, so you can shoot a bolt and have plenty of time to duck behind cover before you are spotted. Also poison cause monsters to in-fight, which you don't really see here but will be more obvious in the next video. 
Music 
@Drew, the music in the video is just to give the video something interesting in the background while you are watching. It took me a while to find this music because most creative commons style sites are full of endless happy go lucky trance/techno music!

I don't plan to include any new music (don't know anyone who makes music) with the MOD, just going to use the standard ambient stuff and maybe a couple of new sounds if I have time at the end. 
 
I listen a loads of free ambient music and generally a lot of different genres primarily free. If you need suggestions, give me a theme or style and I will try to find some.

http://archive.org/details/KLLE-Crawl for example has not been used in a map so far afaik.

http://www.quaddicted.com/stuff/temp/spirit-sleepdrive2_20120429.ogg is an unfinished mix. Check my posts in the Music Thread, I often post ambient. 
@sock 
Out of interest; will it be possible to play the entire mod being stealthy, avoiding enemies and combat? 
Stealth 
@quakis, yes, there is ways to avoid all combat with the distraction bolt for turning monsters and special stealth alcoves that allow the player to hide from passing patrols. You cannot distract patrolling monsters, only stationary ones. The stealth combat with the backstab / poison combo is for players who want to get all kills. The hardest method is certainly avoidance but it will be possible.

@spirit, wow that is exactly what I need, fantastic stuff. downloading and keeping in a safe place :) Thank you. 
Sock :) 
John Carmack's Quakecon 2012 is supposed to happen in 50 minutes after this post.

http://www.quakelive.com/#!stream

Smart people use https://github.com/chrippa/livestreamer (on http://www.own3d.tv/QuakeCon )

WARNING: Currently the stream plays derpstep Shambler would compose if he was not so uptight. 
Sock... 
That is one impressive mod you have so far. I can't wait to give it a whirl! 
Livestreamer 
Thanks for that link, spirit! Gonna have to check that out. 
Yes 
Good link, Spirit. 
Sock 
Damn, that ikblue shot looks fantastic! The video showing stealth mechanics was interesting too - I'm looking forward to seeing some real gameplay. 
Carmack Keynote 
is there ay non-live version of the video? It must have been uploaded somewhere on the internet by now, but I can't find it :( 
Btw, Sock 
Your shot doesn't really look much like ikblue now I look at it. Looks really amazing though. Love the white bricks - I would have never thought to put them in like that but it works really well.

Actually, it kind of looks like a misaligned texture, but maybe if you made the white bricks seem even less aligned (on purpose) by having the odd white brick here and there it would probably look nice too. 
How Do You Rate Maps On Quaddicted? 
Yeah, I know - you don't. But imagine you were to rate SP maps you've played, which aspects would determine your rating and how would you interpret the score options (1 through 5 points)?


Also, go rate maps on Quaddicted, you cumstains! 
Carmack Keynote 
Thx for the youtube upload, Spirit. 
Mandel, I Just Stole It From The Official Upload For Cheap Views :( 
Addendum to negke's question: Would less points work for you too? Like 0-3 or 1-3 or something like that? 
Quick Question 
Is the original GlQuake a DOS executable or a Windows one? 
1-5 Points Better 
Will totally start voting soon. 
1-5 Points Better 
Will totally start voting soon. 
Erc 
@Spirit 
Many thanks for clearing that out. 
Ikblue Clone 
Damn, that ikblue shot looks fantastic! The video showing stealth mechanics was interesting too - I'm looking forward to seeing some real gameplay.

Yeah the blue/white texture set is a lot of fun to work with but it does have limitations because quake's base lighting is white so it gets really hot (brilliant white) in places. It is something that works better with coloured lighting/fog and probably the reason why stock id stuff are heavily coloured and dark to compensate for the monochrome like lighting system. Once I get the lighting sorted I will post a better outdoor shot of my new palace texture set.

I plan to publish a stealth game play video next week, still tweaking the code at the moment. Tons of bugs to squash. 
Rating 
try going through the existing review texts and collect categories that are mentioned/used there. Filter down to 3-5 categories. (e.g. atmosphere, gameplay, innovation).

More democratic version of this is to let users attach tags with a rating to maps. e.g. i could choose to tag atmosphere (3/5), foobar(1/5), etc.; then use something like a tag cloud to rate maps. 
Sorry 
the last sentence should be

then use something like a tag cloud (based on e.g. number of uses) to determine an overall rating for each map. 
Anybody Know 
what happened to Beyond Belief 2008?
I'm guessing it never made it past the testing stage Worch said it was at on his blog? 
Yearly MobyGames Review... 
...this time taking on X-Men: The Ravages of Apocalypse TC. here 
 
it becomes clear that the most care on developer's side was given to the models, especially the X-Clones

You're right, those models look great. Looks like it had a replaced palette to get those bright comic book colours. 
Drew 
Soon. 
 
Awesome! 
In The Shadows 
Stealth Combat

A short video showing three types of stealth combat, assassination, avoidance and chaos. I tried NOT to show any secrets or exploration of the map, but if you want everything to be complete surprise, then resist watching this video.

As always, all comments and feedback are welcome. If anything appears confusing in the video, let me know. 
 
Is the thing where you can shoot a monster to pull them out of position new? I like it! :) 
 
There are couple of new things, you can distract enemies by either ducking behind corners or firing bolts at their backs. The monsters will then check the location where the bolt was fired from. Handy for moving monsters so you can sneak past them. (mostly avoidance combat)

For the real hardcore stealth fans you can even complete the maps with no kills using stealth alcoves to sneak through heavily patrolled areas. 
 
Drew1: You need to click on the hearts to actually vote/rate!

Drew2: As a matter of fact, I fixed up and polished the map for MW a couple of weeks ago, so it's practically ready for release. But when I asked him about it, he said he wasn't impressed with his initial design, because it's somewhat confusing. So no idea what he's going to do. Perhaps it'll be released after the Olympic Games; maybe not at all. We'll see. I'm not going to pester him about it. 
I Have Been 
clicking on the hearts! 
And 
Negke2:
So close yet so far. frustrating. 
Another One I Often Fantasize About: 
 
heh, reading some of carmack's old .plan posts from the coding thread...

(talking about q2 bsp format)
The new .bsp format has greatly increased size limits, but you could still make a map that hits them. The first one to be hit will probably be 64k brush sides. Ten thousand brushes can make a really big level if you don't make it incredibly detailed. Loading a monster map like that will probably take over a minute, and require 32+ megs of ram.

heeeee 
 
Drew3: But you need to be logged in for it to work!

Drew4: Drew5 
How I Rate Maps On Quaddicted 
I have recently played some maps from the recommendation made by Spirit. My rating on quaddicted was like this:
3 - no special feelings towards the map, wasn't bad but didn't enjoy it very much either
4- good map, liked playing it very much, enjoyable experience
5- great maps, providing long lasting memories from gameplay and visuals

I don't play maps rated with 1 or 2. I would give such rating for maps that annoyed me without giving much visual reward for bad gameplay.

It seems that I have started giving better ratings with passing time. Two years ago I thought 3 is a good rating but now it seems that a good rating would be above 3.

Also much of my rating is based on the gameplay. 
 
Oh shit, I removed the "you could rate IF you logged in, it fails silently otherwise" text some day? Why!!!?

Sorry Drew :(( 
@spirit 
You have a quaddicted youtube channel! (I know I am slow at finding this stuff) Awesome updates from Quakecon plus more quake maps to watch video playthrough's :D Thanks for the channel. 
It's Cool 
Doesn't really bother me. I'm liking this process, have found quite a few cool older maps I had forgotten about/ never even knew about! 
 
Does anyone know of a reliable, easy-to-use, freeware screen capturing tool? I would like to use one to get screenshots from the games that does not have a command for saving them. 
3 Clicks On Google Lead Me Here 
 
Thanks for the effort, that's appreciated. Though I would like to go for an already 'end-user approved' one, rather than trudging through many alternatives - thus the public question, instead of the usual Google phrase search. 
Four Great Skyboxes By Spiney 
spiney_cloudy.zip
Some example usage here :) 
Erc 
Theres always Fraps. But it's not freeware. There is a free limited version of some sort though.

I can recommend Fraps :) 
DarkSouls For PC 
http://store.steampowered.com/app/211420/

arriving soon with new content! 
Dark Souls 
Definitely picking it up, hopefully my laptop can run it. 
Dark Souls 
Haven't even played my copy of Demon Souls yet, but I've wanted this to jump in together with a friend on the PC. 
Will Make A News Post When I Have More Time 
http://www.unrealsp.org/forums/viewtopic.php?f=4&t=2636

10 level platforms scroller made for UT. 
I Feel A Q1SP Release Coming On 
Nothing too massive though. 
Like A Map, 
dude. 
Uh 
You're mapping quiet fast on 19 sec. 
Uh 
You're mapping quiet fast on 19 sec. 
Meh 
Gonna try and finish this thing. Had a massive Indian meal last night and my brain is sluggish today.....

Will take the dog out then hammer teh coffee.

For a good cause like :D 
@1.:46 I Lolled 
For Honey 
Thankx Babe 
 
Well 
if we can 'enslave' and ride horses for all these centuries and more, why can't the reverse be the case?
my favourite variation of this theme is roadkill:

http://www.youtube.com/watch?v=s88r_q7oufE 
Drew 
Thank you for rating and good comments on Quaddicted. Way to go! 
Thank You For Thanking Me. 
And you're welcome for future ratings. 
Map List 
So I'm going to start playing maps 'worthy' of demos and eventually upload them to youtube. My current list is at http://quake.eugenics-research.org/demolist , anyone see anything good missing (some new releases probably aren't on the list, need to update it). 
Is There A Way To Add Authors To SM Packs? 
I've been wanting to find some of mine, but forget the numbers. Plus, I wouldn't mind having my name on something besides "scraps".

I'd be willing to do it, slowly, for all of the SM packs. I could also just add it in the "tags" section, I suppose. Not sure if you guys would be into that. 
Jt_ 
Drew 
Easiest way to have your name in the list is to create and release a proper map!

That scraps pack isn't even supposed to appear there. Author names can only be added by Spirit and me, all manually. Spirit said he'd prefer the names, while I like "various authors" better. You can still find your speedmaps by using an external search engine with site:quaddicted.com/reviews
Various-- 
I would like to see the individual mappers listed for speedmaps, too. That way, I might even show up in regular search results :-)

Of course, I could just release a speedmap pack of only my stuff too... 
I Would Like To See 
for example there are seven to ten various mappers participated to say hm... xxx17 , 
 
Not sure what you mean, spy?

I added the authors as requested (I always wanted it that way myself as negke said), was a simply job since negke (I guess) added the mappers to the descriptions over time. Drew has become an editor anyways, so you can now bribe him to change ratings for you.

I did not change neg!ke to negke <3

Next I should add the maps as possible "startmaps" in the Injector. Then we could add the sm packs to it.


PS: Quaddicted has a forum too, chif. 
Spirit 
the title, was actually quoted, 
 
Sorry, still not getting it. 
WOOT!!! 
Thanks, Spirit! 
Actually 
it doesn't matter who did which map in that complex sm maps, 'various' its just fine ,

sorry for embarrassing you 
WHAT A MESS 
Shouldn't the entries be called "Speedmapping pack #" anyway`? 
 
I have no idea, tell me if I should change it. 
 
I always called them Speedmap Packs, and Starbuck called them Speedmapping Packs, when we ran them. 
 
Then they will stay speedmapping packs because Starbucks is not a dick. 
What...? 
By accident I typed org instead of net and got this:-

http://celephais.org

I had to exit before I went mad so have no idea where it goes.

I bet someone here knows what this is all about. 
Trololol Song 
 
Re Quaddicted Ratings. 
stars are weird. if 3 is "average", why doesn't one use a -2 -1 0 1 2 scale? weird how that is unusual.

at least that is how I use a 3 myself. the same as our textual "average".

what math could one use to get numbers back to those ratings? or would this rather call for a "the majority of people gave this a 'nice' rating"? I know planetphillip does do something like that. his setup is much more complex than what I am after though. I guess the bayesian average, then rounding to the next number and mapping back to the crap/poor/average/nice/excellent might work.

i'll try to replace the hearts with buttons one can press. I mean I will try to find someone how knows javascript...

oh the wonders of procrastination! 
Histograms Might Work! On The Detail Pages Only Though, Not The Listin 
 
Hm 
I kind of assumed with my reviews, if its 10/20 is neutrally worth playing. less than 10 not worth it. I think 2 is actually a good average, except that players tend to rate the good ones, which tend to be 4 or more. Barrrgh it's all skewery. 
I Wouldn't Worry About It Too Much 
The amount of stars that defines above or below average is defined by the audience.

In this case there's no money involved, so the results will be honest, as opposed to pro reviews which have a scale of 1-10 but use 4/5 as terrible and 6-7 as average.

Having values adjust dependent on how a user has rated in the past can't work, because people's opinions change over time, same as a group is made up of individuals. 
Random Stars 
Rating systems only make sense if there are guidelines of what they are highly visible on the web page/site and the ratings are controlled/submitted by a small collection of respected individuals. 
 
ijed: I would love to visit your planet! :/

both for the honest people and the professional reviews.

why would 6/7 be average for you? mathematically it would be at 5.5 for a 1-10.
---

this about the user ratings, not the "official" rating from quaddicted. I will never make the range wider than 1-5. I like 1-5, it works well and is granular enough to allow honest and helpful ratings without becoming esoteric 76.2/100. 
 
oh, misunderstood probably. what do you with honest?

a histogram is not something with a user's history. it would show the rating options and how many people used each. 
 
maybe if you start all maps off with 1 star, them if people feel it's better, they will feel more compelled to vote to bring it up. 
Favourites 
Why not let people create their favourite lists of maps and post/link them to the various maps? I know Lvl does this and it works really well because you get to see what people like and if you recognize the nick it means more. 
Quaddicted Ratings 
i would personally prefer to see the 'official' ratings removed; they kind of null the effect of the user ratings, and really they are just one other person's opinion (so ideally each one should get added to the personal ratings as individual votes, if that is in any way possible without a ton of work). i appreciate this may have already been suggested and dismissed and i won't kick up a fuss if it's shot down; it's just an opinion

regarding scoring, a map's current score might affect how i rate it if i'm being honest. if it has 5 stars and i absolutely hated playing it, i'm probably going to give it 1 to knock the overall score down even if it technically warrants a higher rating. 
 
oh, misunderstood probably.

Yep. 
Yeah 
i've noticed on the iPhone App Store, and on Yelp, people will explicitly say "giving this a 1 to counteract all those 5s" -- which is of course bullshit reasoning but people thing the idea behind voting is to get the outcome YOU want instead of measure aggregate opinion. 
 
also because when you dislike something, and then find out everyone else loves it and sings its praises, it kind of makes you dislike it even more. as illogical and dumb as that seems. maybe it's just a subconscious refusal to admit to having backwards taste... 
Damn You, Rj 
Official ratings won't go away because exactly that stupid "I do not vote honestly but trying to influence the rating" behaviour. negke and I know better!.

The histogram seems like the best idea to show those.

sock, that seems like a nice idea. The lvlworld interface makes me rage any time I use it so I keep my time there on a minimum. Could not find any lists on a quick glance, can you link me? I'd make it free lists where people can create it, give a title and then add maps. So it could serve as bookmarks too, which would be handy. Best with a private/public toggle too. 
 
negke and I know better!.

looking at some of the ratings, i'd question that claim. :P

ok, i'm half-joking there. but still, there is no-one alive capable of convincing me this is a 5 star map. honestly, without any bias i'd have given it a 2. the official and user ratings actually dismayed me enough into lowering my vote to a 1...

(i guess the above answers why i generally don't vote...) 
Down Voting 
Some people just hate things regardless of logic, common sense or if 99% other people on the planet like them! Down voting something because you feel the rating should be lower is a spiteful thing to do. The best thing anyone can do is post why they think something is wrong to them.

spirit, the lvl site is ok, but yes it can be difficult to workout where things are sometimes. Here is a perfect example of what I mean, someone reviewing maps, has something useful to say about them and offers good feedback. Over the years I have come to respect the views of this user and when I see a comment/vote by them I take notice.

http://www.lvlworld.com/#p=member&l=1059

One thing I really like about this system is that user accounts are linked to what they vote so you know if they are being honest or just an idiot. I like the accountability of this because it makes people think twice about down voting and vote rigging. 
 
 
As I've Said Before 
I rated every single map not made by me to be a 4 or lower, and rated my own 5.

GLHF everyone else. 
Except Honey 
that map was pretty good too 
 
...and maybe a few others...


...and I likely got bored before rating all of them... 
 
The reason I asked is because there seems to be a conflict between the editor's rating system and the way users interpret their own ratings.

There was a particular user who rated maps in this typical undifferentiated "all or nothing" fashion that's so common all over the internet. It was especially annoying, because he downrated maps when he was just too dumb to run and play them correctly, if there was a heapsize error, for instance, or he got lost, killed by a trap, blocked by an awkward clip brush. And at least one point rigging, too.

Though it also made me wonder about the systems. I never really thought about it and just assumed people would more or less base their ratings o similar criteria like we do, which tries to go beyond personal preference to a certain degree. But then, it suddenly seemed more likely that they interpret the user rating more like "How much did you enjoy this map?" - "Very much" (5)... "Not at all" (1), which could well result in low ratings even for 'good' maps. Hence my question without further information.

Of course, we know that the editor's rating is a questionable thing. The idea behind is to give people a rough indication of the overall quality of a release, so that they won't have to take their chances and end up with only the worst maps. Ideally, the whole system would be entirely made up of user rating like on DW, but the problem is that each map would need to have a minimum number of ratings, ten or so, for it to work (to become somewhat credible and counter individual troll votes). It's no problem on DW because of its age and the fairly high number of users. However, I doubt it would be easy to establish for Quake, considering how few people are willing to participate. Even on Func, it seems many of the regulars can't even be bothered to leave some quick feedback on a map they've just played, so it's even less likely to work on an external site.

How would it influence your ratings if the system wasn't about numbers (of hearts or stars), but corresponded to our text ratings ("poor", "average", "nice")?

Also, I believe it's about time the Quake Injector gets updated with features like rating and commenting (account-baded), maybe even something to emphasize the desirablity to rate after playing (pop-up, red outline, or the like). 
Re: Rating System 
Perhaps you could set up some guidelines first. For example use a 1-100 point system with say 1-20 points for texturing and lighting, 1-20 points for the layout and clipping, 1-20 points for item and enemy balance, 1-20 points for game play and pacing and 1-20 points for enjoyability (or some mixture thereof with less weight given to some aspects and more weight given to others). Then you can divide and average the final number to the range that you prefer (1-5 or 1-10).

That way you might be able to get some feel for where the overall opinions (good and bad) come from and where a particular level failed to meet others likes and dislikes. 
 
I think that would be way too complex. even with limiting each to a reasonable 5 scale it would be even harder to get people to rate.

the user ratings are meant for random Mr Smith. 
 
metacritic weights different reviewers based on how reliable they are, i think... (reliability = closeness to norm, i think?)

Also, Some review aggregators will ignore the outliers... so a bunch of 4s & 5s with a single 1, the 1 would be ignored.

Both of these require enough raw data to even have outliers and norms, of course. 
 
sock: Those things exist at Quaddicted (comments, ratings and tags history of users) but they are not linked and only available for registered users. https://www.quaddicted.com/reviews/user.php?username=Spirit

I think I should probably through my privacy concerns away and link them from comment pages.

I really like the idea of user-created lists/selections so I wrote some thoughts on implementation: https://www.quaddicted.com/forum/viewtopic.php?id=84 
Quakeinjector 
it would even be relatively easy to measure how long players spend with a map. But at least until oct, i have zero time to spend on it. It would really be awesome if someone could take over. I'm here to answer questions. 
 
nah, that would need to be in-engine. you could not know about level changes, pauses etc from measuring the time quake was running from the outside.

full offline support and comments and ratings (and tags) would be my favourite issues. 
Didn't Know Shambler Did Performance Art Too 
After 8+ Years 
http://www.blackmesasource.com/

Mark teh calendars! 
Daz 
what is it> 
Nitin 
Seriously? 
 
Ah the DNF of mods is still around eh :) 
Negke 
yes. I went to the page but they dont have any screenies or info, well none that I could find. 
Check This: 
http://www.blackmesasource.com/404.php

Every time you refresh the 404 page it gives you a different picture, mostly just jokes, including the 'goatse grub'.

Random 
 
i think it's the thing with the original hl maps for hl2? 
Nitin 
It is Half-Life remade in the source engine. Appears to be very high quality from the trailers and screenshots they have put out over the years.

As others already mentioned, it is the DNF of game mods, they originally posted a release date back in 2009 (heh) but after that came and went the team went quiet and the jokes started pouring in :)

Anyway, it looks very nice. I'll probably do a video series on it for the you of tubes. 
Also, Soundtrack 
http://www.blackmesasource.com/soundtrack.html

Listened to a few tracks, pretty good stuff actually. 
DaZ 
Please post a 10 second video review of Black Mesa Source saying "This thing plays like a game from 1998 - thumbs down" thanks bye. 
Ok Cool 
will definitely check it out. 
Aha 
preach 
 
This thing plays like a game from 1998

In the case of DNF that would have been preferable to what we got :p 
Hey Necros 
Care to code some simple brushwork <-> mdl converter? Cool, thanks! 
 
you might be able to do that with noesis, maybe through an intermediate format.

why not just embed bsp files though? what weird stuff are you building again. 
 
I've been thinking about that, actually, but the way brushes are defined just doesn't make sense to me. But yeah, it'd be really cool to be able to do that.

Are you trying to convert from brushes into a model or a model into brushes? 
Noesis 
Can convert .map files to .obj model files. It copes with detail ok, anything smaller than 1 grid brush scale is broken but otherwise it is perfect for working out the scale of things. The obj file format can be read by most modelling packages. 
 
Model to brushwork actually. Would that even work? Some trisoup mess, and what about the skin?
Map to model is easier - I once successfully converted my SM spaceship to a model in some awkward procedure. But it was a poor job, because the touching faces were included as well.

It was just a random thought I had while playing Madfox's map, seeing the Gargoyle. Could make for some nice map objects, and help keep a map proper if Drew runs it with Quoth. 
Model To Brushwork Actually 
mdl2map, it definitely existed - see #3884 above. Unfortunately, I cannot find it now. Madfox? 
Doh! 
#3884 in Mapping Help... 
 
I was thinking primarily model -> map but only as a means of creating planar stuff like tri-souped terrain, not sealed shapes. You'd basically be making the bsp program over again except in reverse. 
 
proudly announcing a new retexturing project. I have hired a re-owned artist to implement a faithful high resolution wizard.wad texture set. you have probably seen some of her art recently.

as you can see this is nothing like the usual fan made replacements but a careful work based on the originals. not only upping the resolution but also adding details you could only guess earlier. 
Spirit 
this is awesome..... :P 
 
re-owned? 
 
Finally we can settle the question of whether Jesus has eyes. 
Lol... 
the second one looks like something from star wars... imagining quake like that gives me a headache 
 
Can anyone suggest some desktop video & sound capture software (preferably freeware :E)?

I've been using cam studio which is fine for limited stuff but video quality is questionable and it fails to record from my speakers :( 
Fraps ? 
http://osef.team.free.fr/jeux/fraps/

The website claims it has an activated fraps version. Just need to download and install on your computer... though... 
 
I've already got a legit copy of Fraps :P

I mean something that can record my desktop not games :) 
Short Comic I Drew... 
This is how I dealt with the thieves in Skyrim. :P Clicky! 
ZQF 
Microsoft Expression Encoder 4.

..Yes seriously, its fucking good! Also free. 
Wub Wub Wub 
Hehehe 
I guess you could pick out the most doped up people at any concert and the results would resemble that ;-) 
 
Microsoft Expression Encoder 4.

ta Daz, does indeed look neat :) 
 
How broken is Windows 7's permissions system? I am download some installer, the browser will launch it once it is done. I browse on, type text and suddenly the form receives no more characters. I can still shift tab fine and use the mouse but no characters. I get mad and think it must be java or flash stealing my input. But what lurks in the taskbar? Some fucking "do you want to execute this file" prompt. Fuck this. 
Yeah 
I had that happen to me a couple of times, too. Very annoying. 
I Wonder... 
...if the Balenciaga Bags thread will be closed before someone starts an off topic conversation? 
 
How do I get into that certain secret area in RPGSP1? 
Noclip... 
... is your friend :P 
Lol 
They Mean Quake 3 / Quake Live 
And it was shit when they added a 2 after the name, never mind when they got to all that other shit. 
RPGSP1 100% Demos 
http://speeddemosarchive.com/quake/mkt.pl?level:rpgsp1

I forget how to get to the giant boner secret but I held the NH record for more than a year so obviously I used to know once upon a time... 
Thief 1.19 - Mysterious New Unoffical Patch?! 
My word, this is amazing. A mysterious unofficial patch popped up which makes many updates and fixes to the engine, and also makes it run on modern hardware without DDFix, using all cores, includes OpenAL (EAX), many additions and changes to DromEd (editor), and so on... check the change list out in this thread;

http://www.ttlg.com/forums/showthread.php?t=140085

The best part of this patch in my opinion?

First off, the community releases some really amazing quality fan missions and push darkengine to its limits with a number of great titles. But there are of course limitations which have been around for a very long time.

Limitations have been increased considerably. This gets me excited to see what is further in store for Thief FMs. It's already attracting a ton of mappers to jump into DromEd to mess with the new features.

It's a great time for Thief and the community! :D

The patch also works for System Shock 2, and appears to work with Thief Gold as well. 
 
And with perfect timing there is a $4 per game sale on GOG this weekend. http://www.gog.com/en/promo/square_enix_weekend_promo_28_09_12 
 
The contents of that patch is crazy good for the Thief/SS2 community. Whats more interesting is how no one knew about it and the way the patch was released. I am so tempted to have a look at that editor ... 
 
 
That Star Wars movie is really awesome. Just had a really cool Moebius scene. Will continue watching it later. 
Running, Jumping, Standing Still... 
I may have asked this before but if I did, I don't remember the answer: with Windows 7, and using FitzQ, standard progs.dat (actually, any progs.dat; I cannot run and jump. I can walk and jump, I can stand and jump, and I can run forward; but if I hold SHIFT (my run key), UP ARROW (my forward key, and then press SPACEBAR (my jump key), no jump registers.

I am trying to play-test a map and have two running-jump requirements (over lava, and which must have worked when I built this map three or so years ago when I was using XP) and I just keep plopping into the lava. I can walk-jump but do not quite clear the lava, so although I get my toes burnt, I do survive.

However, I want a running-jump at these locations. Does anyone have any suggestions?

In addition, is there a ratio of some kind between length and height that says how for up I can jump and land for a given distance? 
Errr What? 
My suggestion would be to check your keyboard. Or possibly the Windows settings (ease of access options activated?) But then, I'm surprised there's actually someone who doesn't have always run enabled in Quake. This may allow you to test the jumps. 
Mmmm 
 
 
Wow, the laptop must be really old then. Or have a very cheap keyboard. I remember from 12+ years ago how some keyboards wouldn't allow too many keypresses at once and make Windows beep.

Seriously, just enable Always Run in the options. Least troublesome solution. 
2 Years Old 
HP, Intel i7, 4M RAM, Windows 7: there's probably some setting somewhere that needs changing. 
Always Run 
Who doesn't have always run enabled? There's no reason not to and there's only a few places in the original game where running may cause some problems for someone new to the game. 
Always Run 
I don't have run enabled.

Apart from the fact that a three key combination doesn't work on my main laptop, but it does on my desktop and my older laptop, why have run enabled? When I play (used to play) Quake, I was never in a hurry, I just wanted to kill everything. I thought that was the idea:) 
 
You can evade much better! 
Evading 
Ah, it's like a 'wimp' mode for Quake!

I'll stick to walking and take 'em on like a man ;) 
 
Fun fact: the run key only affects forward and backward movement. The strafe keys are always at full speed.

Quake is a fast game by nature, so it's only consequent to eliminate the middle man (=the need to manually trigger running), so to speak - slower movement speed is largely unnecessary for this style of gameplay and makes it less enjoyable, in my opinion... so I'd rather call THAT the 'wimp' mode.

Fun fact II: Quake is slow compared to Doom. 
 
I juts played DNF, but gave up at the Queen Bitch level. Moving Duke's slow arse around was a friggin' joke. And the whole thing was on rails.. even the mini car level. Pretty damn average. 
 
 
Morality 
Having not read more than the introduction, I wanted to mention that I've always seen one aspect of quake as having an almost "moral" effect. That's (the possible bug) where monsters don't drop ammo if you gib them, which penalises the use of excessive force. Quad damage can be seen as psychopathic in this tiny moral framework: it encourages you to break this rule by changing the incentive structure, reducing your ammo consumption fourfold is ample compensation for anyone who might get gibbed in your rampage. In addition the time pressure it imposes damages your ability to properly weigh your actions. 
Wow 
I'll bet I've made way more rants that make me seem ridiculous, which I probably am... but in the here and now I'd just like to say: 'incentive structure' and gibs vs ammo backpacks! Only grunts and enforces drop them! Someone, is even more obsessed with The Wire than I am!

PM has often informed me of the most effective way to beat a level, especially a drake level... the AI is only so good and a perceptive player can figure out these gaps etc... I guess I view things in too much of an arcade way for that. 
Don't Forget 
 
I Remember... 
way back when I was stupid enough to think my views on video game morality were worth anything. 
H P Lovecraft's The Shadow Out Of Time 
 
cheers Indy! 
Funny Censorship Fail 
 
Morning Coffee Break ... 
 
We Are All Living In A Black Hole 
the idea that something can be both alive and dead at the same time is physically nonsensical

I think he didn't get the point about statistics... though... 
Quake - All Sounds Replaced With My Voice 
Haven't posted here in forever... but saw this and instantly thought of the Quake Community!

This guy replaced all the sounds in Quake with his voice... it's hilarious!

https://www.youtube.com/watch?v=nnPl0repskM&hd=1 
 
TELEPORTING SOUND! 
Raspberry Pi Quake 
Posting this from the Raspberry Pi. I have only one question.

HOW DO I INSTALL QUAKE ON LINUX? 
From What Little I Know About Linux 
Shouldnt it be 'sudo apt-get install quake'?

It fuckin' should be :) 
I Bet It Isn't Though..... 
 
Linux Quake... 
.. for real geek: get Quake C codes, compile it, and run the exe...
with a little bit of luck you shouldn't suffer that much from video and sound setting that are hard to setup :P 
 
Wine, or if that doesn't work, Dosbox, and if that doesn't work, internet. 
 
Fribbles: Do you have any idea about Linux yet?

FTE should compile on ARM. DP might have been ported too. zquake is available for the Open Pandora so that is ARM ready too. Are you sure there is no Quake port available yet? 
 
Wine does not work on ARM. Well, IIRC it does but only with WinCE stuff.

Quick look showed me that SDL is available for the unit so if you can, please lobby for a Quakespasm port, not some glquake rubbish or a qw engine. 
Uhm 
It's about the installer on the Quake CD, no? 
QuakeGuy 
SUMO-GET INSTALL E-HONDA! 
Thanks for the advice everyone! I will try... ALL. Well, most.

Shouldnt it be 'sudo apt-get install quake'?

You bet your ass I'm gonna try it. It would be so awesome if that worked. My faith in the universe would be restored.

.. for real geek: get Quake C codes, compile it, and run the exe...

That might not be my first port of call but I am in for the full nerd experience so I'll give it a go eventually.

Wine, or if that doesn't work, Dosbox, and if that doesn't work, internet.

Hold up there son, this thing has less computing power than my toaster. Besides, I gotta go for the real deal.

Fribbles: Do you have any idea about Linux yet?

Not nearly enough, I should be right as long as I don't have to recompile my colonel sanders or write my own sound drivers though. I can harness the power of righteous (but extremely helpful) zealots on the interwebs who have helpfully provided help for everything!

Quick look showed me that SDL is available for the unit so if you can, please lobby for a Quakespasm port, not some glquake rubbish or a qw engine.

Does that mean I could do that Fitzquake SDL thing? At this point I'll lobby for anything that works! (To be honest I haven't tried doing anything yet, I just booted the thing and proceeded to step 1: QUAKE).

It's about the installer on the Quake CD, no?

If you are for serious I'll take the CD out of its glass case in the vault! 
 
Well, you really suck at being informative if you want help! :P

What distribution do you run? apt-get is Debian or Ubuntu. Neither has a quake package but iirc tyrquake and quakeforge at least. If you run Archlinux you could probably install tyrquake through AUR. 
 
Looking at the raspberian repository there is Quakespasm 0.85.7! Install that, perfect engine (better than Fitz, as it is a fork and updated).

So "apt-get install quakespasm". .pak files into ~/.quakespasm/id1/ 
Ricky: 
Ricky I did what you suggested and it's doing something at least. Who knows what, but this is what I got:

root@raspberrypi:/home/pi# sudo apt-get install quake
Reading package lists... Done
Building dependency tree
Reading state information... Done
The following extra packages will be installed:
dynamite game-data-packager libdynamite0 quakespasm
Suggested packages:
lhasa jlha-utils lhz-archiver quake-armagon quake-dissolution
The following NEW packages will be installed:
dynamite game-data-packager libdynamite0 quake quakespasm
0 upgraded, 5 newly installed, 0 to remove and 0 not upgraded.
Need to get 541 kB of archives.
After this operation, 1,354 kB of additional disk space will be used.
Do you want to continue [Y/n]?


YES. 
 
Nice, then they used an alias for that. Great that they use Quakespasm for that! 
Lol 
I wasn't expecting that to work :)

I just learned a teeny tiny bit of Ubuntu from setting up my VPS. 
Hah! 
I wasn't expecting it to actually work either. But it installed some exes (I guess?), tried to run one and it said I need the data of course. But then it told me what files to put where so I'll try that and give it another go. 
Almost There... Maybe 
I got the thing installed with my pak files after much shenanigans. I think it's right but fucks knows what is going on with this crazy-ass setup.

I think the game is trying to run but it's dying with this error:

QUAKE ERROR: Couldn't set video mode

Arse biscuits! 
Video Driver Required? 
Maybe if you re-install the video driver it will fix it?

http://forums.xonotic.org/showthread.php?tid=2122 
 
-window

-fullscreen

-width XXX -height XXX -bpp XX 
Funnies 
Reminder: Copying downloaded files manually on Linux STILL WORKS despite everybody telling you to sudo apt-get something. Incredible, I know.

Put pakfiles and Linux quake client in the same file structure as you would on Windows, eg in your home folder. Install libSDL stuff via software center if needed (DP and FTE have Linux binaries that don't need SDL at all).

apt-get is the equivalent of prepackaged installers on Windows. If you don't use an installer to play Quake under Windows, chances are you don't need apt-get under Linux.

Video drivers supplied by companies are usually recommended over their free alternatives. It might not matter for Quake though. 
Gb 
reminder: raspberry pi is ARMv6, I am not aware of any common engine providing binaries for that.

why would you recommend not using package management to stay up-to-date and also have binaries installed in your PATH right away? package management is one of the main benefits of Linux for random people. 
Hah 
Awesome that raspbian has quakespasm. I should try to get things going on my pandaboard at some point. 
All This Pokemon Discussion 
Goes right over my head... 
Close But No Cigar 
I got Quake 3 running, the frame rate was pretty much why bother land, and I had no sound of course, but still, that was nice. It would probably run faster if I launched it from the command line rather than the GUI yeah? Since this is linux we're talking about I imagine I'd have to rewrite my sound drivers in assembler and make my own custom firmware after soldering something to the circuit board of this thing.

No success with Quake, I'm sure it would be easy to set up for the Gurus but since I have no idea what I'm doing I hit a wall. I'll try again later.

Next I'll try Raspbmc, if I can get that going I suppose that'll be something actually useful I can do with this thing:

http://www.howtogeek.com/119924/build-a-35-media-center-with-raspbmc-and-raspberry-pi/

That page also says expect to wait 4-5 weeks for your pi. That's pretty funny! I ordered mine in April and only just got it now! 
 
Somehting About A Linux Sucks? WoW!!! 
 
 
Yeah - the Gnome project is a bit of a worry. But at least KDE 4 is a solid thing now. 
Metl 
5:13 - 'Fusion;

5:23 - Isn't that your texture!?

http://www.youtube.com/watch?v=sLAeo_wGmV0&feature=g-vrec 
Ricky: 
yes, that is footage from Cube, which used some of the original rubicon textures (with permission) 
Looking For Architecture 
anyone got any scraps? 
Maybe 
 
Maybe Not Though 
... still might do something with em, one day.
Plus they were built in WC 3.3, so there are texture allignment issues when opened in 1.6, perhaps? I kind of forget what that situation is. 
Well 
I use 3.3, so it won't be a problem either way. 1.6 is so limited in comparison, I'd be mapping at half speed or less if I used that.
djg164@mail.usask.ca
PS I looked at your previous scraps some of which were used for the best temple map ever Egyptian Rhapsody. couldn't use anything out of there though, since there wasn't any theme matchup. 
 
For such a mapper like you, is hard to have proper scraps tronyn 
 
Here's some wooden stairs if you really really want them... :P Probably never going to use them. 
Wow 
That's really well done... I can even imagine the wood cracking on each feet when walking on.. :) 
Heh 
yeah sure send those stairs, I'm sure I'll be able to fit them somewhere... the map is mix and match medieval, so basically anything non-base can fit...
thanks to everyone who's already sent stuff 
 
Not sure where to send them, give me a shout on my email (in profile). I could throw a link up here instead if you prefer. 
Poonikins The Magic Warrior Princess 
 
if i see u around here with a god damn lv tote i will fukken laff @ u so hard ull die of shame 
Spammers Base Belong To Us 
Metl's markup is too tough, and screws up the spammers :)

But i wonder what sort of person posts this stuff ? 
Obvious Answer ! 
But i wonder what sort of person posts this stuff ?

czg does for sure :P 
 
New Website 
15 years is a pretty good innings for web hosting, but mine has finally died. The site I had on these was never updated anyway, but the breaking of all the links to the models and bits over the years is a real shame.

Anyway, I've made a start on getting something new going, a blog at:
http://tomeofpreach.wordpress.com/
People have said for a while that I should try and collect the map-hack and coding stuff I write somewhere, so I'm hoping I can do that here. I'm also creating an archive of all the models that I consider worth saving from the old place - with thanks to the shub-hub for hosting the model files themselves.

It's not all just old recycled stuff though! As a special launch present the Code, Models and Map Hacks sections all have some new, never seen before content hidden within. So go check it out, if you like code, models, or map hacks. 
Preach Site 
I love the new site design, especially the code stuff. I still search through func looking for stuff you have said about quake. It would be extremely useful if you put all the stuff you have said at func in one place. 
 
I'm glad you decided to do that, preach. Looks very informative so far as well. 
Question 
I've been asked if I can find out about interactive museum projects online, so I thought this might be a good place to ask. Basically, any museum (I think the main topic is history) that has 3d interactive displays, or uses enhanced reality on displays (ie display screens over actual artifacts), or even "virtual museums" if there is such a thing (I'm imagining a sort of "educational FPS" where instead of gameplay you just wander around and see people at work in some historical setting etc). Anyway, if anyone knows of anything like that, post the urls here, thanks. 
Worldwide 
or only in the UK?

I have some friends who've worked on installations that I can ask, but since they tend to still be working on that sort of thing and trying to turn a profit they're a bit shtum about it. 
Worldwide 
so far I've found a fair amount of "interactive" ones, but none that really use an FPS approach. At best you can look at artifacts in 3d, zoom, rotate, etc, which I admit is cool. 
 
Wonderful blog about creating great looking 2D art with free tools: http://2dgameartforprogrammers.blogspot.com 
Spirit 
nice link.

I keep meaning to learn some of the free tools that exist, but all of them are kind of shitty feeling when you use paid software all day at work; The difference between Photoshop and Gimp is quite huge.

Blender seems like amazing software, and I want to like it, but the interface is SO FUCKING HORRIBLE when you are used to anything else. If they figured out a nicer UI (minimal, get rid of all the clutter and sort out the horrible, impossible to remember shortcut situation) I would switch straight away, because I hate Maya and I hate Autodesk.

I guess it just takes some perseverance to learn Gimp, Blender and Inkscape, but when you can just use cracked Photoshop etc. it's difficult to switch. Makes you realise that cracking down on piracy would probably be the worst thing Adobe or Autodesk could do, as all the people learning at home would start to switch to other tools. Eventually, so many people would be trained with Blender etc. that companies wouldn't need to use Maya or Max anymore. Blender is incredibly powerful and full featured for free software, and if there was a larger userbase I'm sure it would get incredibly good. 
 
Blender also has a lot of bizarre interface design choices that are just really alien to learn. Having to drag open menu bars for example. 
 
Until my new news thread gets through moderation:

New Tronyn review: http://www.quaddicted.com/tronyn-reviews/10_000_feet_below_by_fern

And I uploaded a lot of Quake 1/2/3 fan-art to http://www.quaddicted.com/quake/fan-art/

Also a quick overview on current engine development and random engines you might not know about: http://www.quaddicted.com/forum/viewtopic.php?id=97

And a crude plain page for lighting parameters/options: http://www.quaddicted.com/tools/lighting_options 
Nice1 Spirit 
Series of good stuff. 
TAW 
Since Spirit made a thread for Quaddicted news, maybe worth me making one for my site as well? Could use it to throw up a monthly update with review links, including stuff that isn't Quake related. 
Mod Of The Year 
I want to ask a favour ...

ModDb are running their 'Mod of the Year' competition and I want to get my Quake MOD through to the top 100 and I need your help.

Please take some time to go over to the 'In the Shadows' mod page - http://www.moddb.com/mods/its and vote! sign up, tell your friends and lets get a Quake MOD into the top 100!

PS. I plan to release a beta of my MOD this weekend, so you all can have some fun sneaking around the quake universe or if you like go on a bloody rampage! 
Mod Of The Year Vote Done 
I look forward to the beta 
 
Send me a 200x150 image and I will put that on the Quaddicted homepage.

It just let me vote, so I guess unregistered people can vote. 
200x150 Image 
 
Done! Also spammed to Reddit and Fecebook. 
Done 
 
 
You got my vote. There's some really sweet stuff in there. :) 
 
Are you sure unregistered votes count? I logged in to vote just to be on the safe side. 
 
they block some dynamic ips (from AOL, oh these ignorant US Americans...) so it seems to be based on cookie & ip. you should be able to vote fine since they did not seem to realise Germany has dynamic ips too (how evil of us!).

don't try to scam/cheat it. 
You Got My Vote Too 
Can't wait to grab this mod 
Voted 
Looks very cool. 
Thanks Everyone 
Wow lots of votes!, but I suspect it will not be enough. The site is heavily dominated by all things HL and MP clones. Voting ends on Sunday, so time will tell. Fingers crossed :) 
 
your publicity campaign is working; some of the LDs at my office were talking about it yesterday. 
So 
is advertising the way to go for something that's actually good? 
Airquake Map Making 
hi i wil try to give a update in the map supply
i never made a map but i wil try to make one.
i can use some help so if u think we can do some email me raefamiga@hotmail.com
i hope i have all the files i need for this project.
greets raefamiga 
Raefamiga 
is an anagram of "Am I a fag? Er..." 
Pixel Pimping 
@metlslime, cool I hope they voted! :P
@megaman, well I just wanted to see if I could get a quake MOD into the top 100, the moddb site is usually dominated with other engines and I wanted to draw some attention to quake stuff. There is some amazing maps/mods made and they get very little attention outside of the quake communities, which is a great shame. 
The Harvest Of Secrets 
Long time ago I started a project to find all secrets in quake levels. I decided to use deathmatch mode since there are more shortcuts available. The first project started with Jonathan "the|navigator" Lenhardt as a coop project but eventually I re-did all levels with Aleksander "sidd" Osipov. The resulted project can be downloaded from here: http://speeddemosarchive.com/quake/projects/hobby/thos.dz
Sorry for .dz format, folks.

Later I wanted to do it again but in different way. I started the project with Tom "sshplur" Nguyen to speedrun through all levels with set stats from previous ones. Tom said it will never be released because he wants to optimize everything. Well, I guess he has quit quake by now so there is no point to let this fun project to be forgotten. Some demos don't fit as demorelise has not been used on them. So here it comes: http://nahkahiir.thps3.net/quake/thos2.dz

That's all of secrets today. Enjoy. 
Nahks 
Oh Nice to see a fresh bunch of speedrunning demos! What a treat. There were some tricks and routes in there that had me smiling.

Seems like e3m1 was made by Arturo (who also was present in my own blue hell done quick lite)?

Thanks for releasing this and not letting the demos be forgotten. Why not also post this in the SDA forum? 
Hi Mathias 
Hehe not so fresh anymore as these demos are quite old already. Yes, e3m1 was run by Arturo.

I am visiting Rutger in Netherlands and in couple of last days we have recorded 10 demos. Update coming probably next week. 
Made Me Smile, Saga Of A Day On #tf... 
* Your nick is now DerpFUCKNGBler
-
* Your nick is now Currybler
-
* Your nick is now FuckingStuffedb
-
* Your nick is now Spectatobler
-
* Your nick is now FlamingAnusBler
-
* Your nick is now Stuffbler
-
* Your nick is now BoltThrowbler
-
* Your nick is now Convertingbler
-
* Your nick is now Showerbler
-
* Your nick is now Cookingbler
-
* Your nick is now Pastabler
-
* Your nick is now Baliswrongbler
Soapler 
haha...
I found a great old xmas wad for Doom2.
http://www.doomworld.com/idgames/index.php?id=15167
Seeing that tree burn made my day. 
 
It's a little tough, so don't leave the house without the shottie. 
 
* Shamblrrr is now known as Stingyringbler
<onetruepurple> uh huh
<onetruepurple> someone's had curry
<Stingyringbler> yup
<Stingyringbler> proper rancid turd cannon this morning 
I Call This Art 
<Raidenbler> <Spectatebler> <FUCKOFFCUNTbler> <Scrambler> <HerpDerpbler> <Gaymingbler> <SpaceMarDembler> <Fuckzwifflebler> <Snackbler> <Cerealbler> <Left4Bler> <NASLBler> <FarCry2bler> <Behemothbler> <Stirfrybler> <Blaebler> <Shaaambler> <Blerbler> <Shambl[r]> <CupOfTeabler> <DaRksidersbler> <Shamhambler> <Spibler> <Spectat0bler> <Scampiebler_> <IHateMutasbler> <Soupblr> <Saturdaybler> <ManAssbler> <Shaaaaaaaambler> <Sundaybler> <StopRimminbler> <Dafukbler> <Sulkingbler> <Crysisbler> <McMCbler> <Spiritisgaybler> <DeadSpace2bler> <Sausagebler> <Fuckyouczgbler> <CaFrVoBiRebler> <Santabler> <Rapebler> <Gayflubler> <Wankbler> <Shitbler> <Gymbler> <N00bler> <Awakeblr> <Shatbler> <Showerbler> <Spunkbler> <Woteverbler> <Fishandbler> <Cheesebler> <CZG08bler> <Shambler> <Sacrificebler> <Sickbler> <Chillingbler> <DeadSpacebler> <Goatsebler> <SpiderCrabler> <Awakebler> <Antibioticsbler> <Creamsodabler> <DickTouchbler> <Convertingbler> <PAintsbler> <Trollbler> <SoreThroatbler> <SHHHHHHambler> <Chinesebler> <Sadbler> <Shoowerbler> <Stfubler> <AnalTunnelbler> <Shrmbler> <DuckloadShamblr> <Pretzelsbler> <Skyrimbler> <RIMbler> <InstallingDXblR> <Thrashbler> <Angrybler> <negbler> <Spectatorbler> <WotEVAHbler> <Currybler> <Quakebler> <Starbler> <DNBTVLivebler> <Hambler> <FishnChipsbler> <Shittingbler> <Unfbler> <Sleepbler> <Toastbler> <Shambbler> <Shaambler> <Soupbler> <Shartbler> <AdolfShitbler> <Shamcuntbler> <Mehbler> <EGShambler> <Foodbler> <Stuffbler> <Shaaaarghmbler> <Whateverbler> <FuckNegkebler> <rebbbler> <Shmbler> <\Shambler> <Ragebler> <Spambler> <Omlettebler> <Notgymbler> <Scrotebler> <MassBansheebler> <Fishnchipsbler> <Paintingbler> <Dinnerbler> <Snowbler> <Shahambler> <Hatebler> <JPhambLer> <Poolbler> <SpibleR> <SteaminCockbler> <ManFlubler> <morningbler> <Satanbler> <Biryanibler> <Rimmingbler> <FFSBler> <oGs_Shambler> <Liquid^Shambler> <Swimmingbler> <Salamibler> <|||||||||||bler> <S_hamblr> <Crybler> <Singularibler> <Swedensoonbler> <Awfulcuntbler> <Shamebler> <Fuckoffbler> <Slurpbler> <Shamczgbler> <Error16bler> <Spectabler> <Biocockbler> <ShamblR> <Salmonbler> <Laptopbler> <Fuckbler> <Sh_mbler> <CardoIsN000bler> <Fishnbler> <DeusExbler> <Hitbler> <Restoredbler> <Sandwichbler> <Rancidcockbler> <Cookingbler> <Fuckvigilbler> <FMLBler> <Suckbler> <Herebler> <Buttebler> <Spectatobler> <Awaybler> <Alivebler> <Q1SPbler> <Slackbler> <S_hambler> <Cleanbler> <Cuntbler> 
LOL. 
How did you manage to collect all those??

<Fuckzwifflebler>
<Spiritisgaybler>
<FuckNegkebler>
<Fuckvigilbler>

lol. 
Errr Did You Break Func? 
 
GG Spirit! 
 
Quake II Is 15, You Are Old. 
Just My Client's Logs. 
 
Logging IRC... 
It's like keeping all your used toilet paper. 
Negke 
You had a perfect opportunity to make a log pun and you shat all over it. 
... But... 
... why is everybody writing in italic ?? 
 
we're all excited 
 
...not 
Hmm.... 
 
Heh 
Seen that one before... 
 
italic?  
 
woop woop 
 
everyone ignored barnis. I am biased but I definitely would like that (even though I follow your atom feed of course). maybe even do a monthly post like tigger-on does? I am too chaotic and moody for that with Quaddicted. 
 
I'm defenitly not from Italic. 
Dota2 Invites 
I have 8 steam dota 2 invites. If anyone wants one just link me your steam account and I'll send it over 
 
Nice 
seems like 2.64 only came out the other week. Time really seems to fly as you get older... I'm 32 in just over a week :/

32 and still making maps for a game I first played 16 years ago. 
Raspberry Pi 
I just got mine. I know Frib got one a while ago (if you are reading this, Frib, what are you going to do with it?) Anyone else got one? Anyone doing anything Quake related with theirs? 
I'm Actually 
Getting an S2 after Chrimbo. Will be my first droid. Looking forwards to it. I've already got Eclipse set up and ready to make some apps...... 
Daz 
if i could get dota2 key, that would be great. I believe we're already friends on steam (name is kbmod jt currently). 
Than, Go Map On A Train! Kthxbye 
Also in bed, on the toilet, in the supermarket queue, in the cantina, on a surfboard, riding a unicycle, in space. 
 
http://www.gog.com/gamecard/duke_nukem_3d_atomic_edition

Duke3D atomic edition for free(!) on GOG. No DRM, no client softwaer, just a straight download after you register. 
Jt_ 
sent, I think! 
Sure Than 
it will blend.., 59
and still making maps for a game I first played 16 years ago. 
Old Jerk 
I left Blender1.4 after I took through the manual and saw it was quiet complicated. I know it is a good programm and it is free.

I'm just that bond to programms I know that I can't find time to learn others. Radiant as example, which I start to get grip on.

I was so surprised of the dragonfly in Alice2 I decided to make one for Quake. I wonder what it is to have creatures that don't attack.

fly 
In Case Anyone Missed It 
Google Maps is back on iOS. Thank god. 
Than 
Good move, my Raspberry Pi is currently working as a fucking boss media center running Raspbmc.

I wanted to do Quake stuff but I couldn't get it running (noobasaur), I'll give it another go in future, but I wanted to get another SD card to tinker with first so I don't have to nuke the one with the media player stuff on it. 
Spirit 
That definitely qualifies as art! You should feel quite chuffed having such a piece devoted to you <Assgobbler> 
 
It was totally stupid of apple to try and replace it with their own crappy version in the first place. The new app store version is apparently better than the previously included version as well! :) 
Question To The Void 
WHEN IS HRIMFAXI GOING TO MAKE ANOTHER QUAKE MAP 
8-) 
Yeah! I would like to know that as well! 8-) 
Me Too 
go map, tard! 
Map, Please. 
please map. 
Spiiiiiriiiiiiiiiittttt!!!!!!!!!! 
 
COCKPISSPARTRIDg 
http://i.imgur.com/FHfUO.gif


Actually, that must have been posted by Jago. Last part is about a progressive hammer action keyboard with adjustable hit dynamics. 
Sock 
yeah, Apple probably did the best job of advertising Google imaginable. Apple maps is the first time something has been as bad as all the whining suggested. I tried searching "cash machine" whilst in East London, and received exactly one result: a company that produces cash machines, located in south london. A+++ app would use again. 
 
 
The australian/victorian police issued a warning not to use apple maps to get to Mildura, as it was taking people into a desert reserve where one could possibly get stuck and die. 
That Page 
includes an "impossible Fern" 
Raspberry Pi 
I got mine set up and working today. So far Ive installed Arch Linux, XFCE window manager and a few bits of software. Unfortunately, the web browser is insanely slow and I thought I had set up the keyboard layout properly, but apparently not.

I might try the raspbian distro to see if performance is any better there. Surely if it can run Quake III at 1080p, it can handle a web browser : / 
Question About Shub-hub 
Is there a way to get a file removed from the quaketastic.com archive? I've put a new version of a file up, and figure the original should be removed because it's taking up space and people might get the outdated version. 
Yes 
Email willem at quaketastic. 
PiThan 
I have only tried Raspbian, the one recommended for beginners - but yes, the performance was insanely slow. I don't really understand why. Sure, the hardware is underpowered, but as you say it should be more than good enough to run a web browser.

I can only imagine that there's some pretty unoptimised stuff in there, or other underyling issues that have yet to be resolved. Perhaps someone with half a clue can get it running more efficiently, but not me - within the GUI it was so slow that even just moving the mouse around rapidly causes it to go > 50% cpu usage.

That's the main reason I gave up tinkering with it and set up the Raspbmc media center instead - I just couldn't put up with how sluggish it was. If I can't even view a web page and mess around with stuff at the same time, I'm not going to get anywhere!

Don't believe the hype with Q3 either. I did get it running, but the frame rate was like... 15 fps average. With no sound. Mind you, that's running from within the GUI - I saw someone claiming to get 30-60 fps running it direct from the command line and with a bit of tweaking. So again in theory the hardware is capable of more. 
Pi Power 
One thing I should add is this: as many people have said, the power supply is critical. If you can't give it enough power, it will be unstable and performance can suffer. In my case, I was using the apple charger - which many people have claimed is adequate for the job - but it just wasn't enough (either the peripherals I was connecting needed more, or the AU version of the power supply isn't as good as the US one).

So while I thought at the time I had enough power (it wasn't crashing), what was happening was that my mouse and keyboard would just intermittently lose power because the board couldn't give enough to the USB ports. This contributed to the sluggish and unresponsive feel.

When I wiped wheezy and installed Raspbmc instead, I also ditched the ipad charger and got a powered USB hub instead (one of the recommended ones). This helped with stability and performance, as well as allowing me to connect extra peripherals without issues.

Now that I've sorted the power situation I want to try running the proper OS again, but I need to get another SD card to mess around with first. I have a feeling it will be slightly better. but still not fabulous (Raspbmc runs pretty well, but I imagine that's simply because it's a lot leaner). 
Compiler Support For Floating Point Coordinates 
Someone recently talked about how they tried the support for floating point coordinates in modern bsp compilers. Does anyone remember who that was / which thread it was in? 
SleepwalkR 
The discussion began around here:

http://celephais.net/board/view_thread.php?id=3&start=8207

There's executables linked later in the thread, not sure about code. 
Thanks, But That's Not It 
Thank you Frib, but I meant floating point coordinates for brush boundary planes, not the face attributes. 
BIG UP. 
Sock.
Than.
Fern.
Tronyn.
Necros.

For recent Quake releases. Been some great and varied Quake action in the last month. 
 
Yeah, definitely. I still have Fern and Than's second map to play!

I hope to release a map myself soon. I'm slowly working through a large collection of changes that Sock suggested, so maybe next year in the first quarter... 
Which Was The Necros Release?? 
 
Shamdurr 
r_speeds be dreamed 
Nitin. 
Scraps in Wicked. Even tho Tronyn bashed it together each scrap is probably a full map size! 
 
There is less necros in Wicked than you think. :)

I remember way back when I originally made those scraps, it was basically the frontage with the blue windows (the rear of the first building), the lower area of that one place where you jump out of the water and are attacked by knights and the tall metal towers way at the back of the map (after traversing the first 'sewer' tunnels with all the zombies). 
#tf 
Fern, you haven't seen Pitch Black?

Learn 2 film http://www.imdb.com/title/tt0134847/?ref_=fn_al_tt_1 
Merry X-mas 
... you damn buddies :) 
Merry Christmas! 
Right... NOW! 
Happy Christmas Eve Morning Fribbles! 
 
Hmmm.... 
It's that time of the year again.
So merry christmas every one!
And thank you for all the fantastic maps you still make! 
Merry Xmas, Shitlords!!! 
 
Frohe Weihnachten From Deutschland! 
 
Feliz Natal 
And many thanks to those that keep this comunity alive!

My big thanks to then

cheers

Rui Neto 
Nightmare Quakemazz 
many happy returns of the pint!
cheerz 
:) 
 
Merry Christmas! 
I presume most of you are just celebrating it because the tree is cool and stuff, just like me. For the rest of you, enjoy, and make sure Jesus doesn't get too drunk this year. 
MERRY CHRISTMAS FRIBBLES 
and the rest of you too I guess 
Forums.indside3d 
Can anyone else log in to inside3d? Whenever I do it says I've been logged in, spits a bunch of php errors and takes me back to the forum index logged out. 
 
I can log in fine. 
 
Oh nm. when I logged out and logged back in, I got those errors you were talking about. 
Something For The Kiddies 
Happy New Year 
Let's hope 2013 will see at least as many fantastic Quake releases as 2012 did. And maybe the release of a certain cross-platform level editor! 
Happy New Year 
 
Happy New Quakemas. 
Big shouts out to the mappers, the website owners, the players, the testers, the coders, everyone who makes the Quake community still fun....the last few releases have been a lot of fun for me to play, Quake might be slow and old but it's not dying yet!!

Big shout out to the #tf crew for the banter and good chat about many forms of game and media too. X 
 
Is there any chance CZG can finish Terra? 
Happy New New Year 
Did you know that func Is over 10 years old now? Unbelievable. Also, happy new year from the train at 1:15 am. 
Happy New Year 
2013. We've been living in the future for 13 years now and I've still not seen any flying cars. However, before their eventual arrival and the end of civilisation, hopefully there is still time for more awesome Quake maps and mods. 
Happy Quake Years! 
The Quake mapping scene still surprises me even after all these years and I am sure it will still be around for many years to come.
Happy new year everyone, lets hope Lunaran and Vondur surprise us with a Quake map soon! :P 
I Think Sock Knows More 
than he's letting on! 
Another Awful Year With You Fucklords 
is in the bag! Kill me. 
Happy New Year... 
.. to all of you.. I am very happy to write this line knowing that end of the world should have happened 2 weeks ago :P
Let's hope this year will bring us many more Quake maps :) 
Happy New Year 
to all of you, guys 
 
ELLO NEW YEAR! AND WELCOME TO 2013! 
New Years Resolution: 
actually do some quake shit/ vaguely-game-related shit 
Happy New Year 
I hope to get to play more quake this year (not having any more babies will help with that I expect) 
Happy New Year! 
And Happy Birthday ScamPIE! 
 
:> 
Happy Birthday! 
I hope there is cake and beer. Or beer cake. 
Don't Worry, It Is Just ESD... 
https://www.youtube.com/watch?v=RtlYi1yLTVQ

... and I highly recommend to have a look to other videos from this guy.. :D 
HL1 Tech Demo 
http://youtu.be/2h7bTo5xLyQ

from about a year before it was released 
Happy New Year!!! 
Gil Ziffer is a dickhead! But, anyone living in my part of the world already knows that ;-) 
Also... 
If anyone wants to Facebook him indicating so, I will map for you!!! 
Worth A Watch 
Mechtech 
Nice find !!! 
Monitor Refresh 
I recently went dual monitor. On my new monitor (backlit TN) when I spread my fingers and wave my hand in front of it I can clearly see temporal aliasing, on my old one (5 years, edgelit TN) I don't get it at all. Anyone else try it and share results? I'm curious. 8-B 
So 
who didn't wave his hand in front of his screen? 
tried with a guitar, while jamming on milkdrop.
Unfortunately it was a tube screen and I'm glad it didn't electrify my waves. 
It's Like Trying To Lick Your Elbow! 
 
 
Carmack on why he thinks Linux emulation of games is better business than Linux ports

http://www.reddit.com/r/linux/comments/17x0sh/john_carmack_asks_why_wine_isnt_good_enough/c89sfto 
Carmack 
Properly evangelized, with Steam as a monetized distribution platform, this is a plausible path forward.

Is he saying Steam + emulation is the best solution ???
Valve's Linux games are native afaik.

I truly do feel that emulation of some sort is a proper technical direction for gaming on Linux.

Hmmm.... He sold his company, so money is obviously more important to him than the thing he loved. When he sold iD, he lost his right to mouth off too imho. Or at least be taken earnestly. 
 
Even if he hadn't sold his company, it employs 200 people and projects take years and cost millions. If they were independant money would still be a huge concern. 
At Least Zenimax Has Time Management ... 
 
Omfg 
Why wasn't this news?

https://github.com/SiPlus/WebQuake
http://www.quaddicted.com/forum/viewtopic.php?pid=438

Amazing webgl port of Quake that runs in Firefox and Chrome.

Anyway, Quake is still much better native, but this is really fantastic work by the guy that made it. Seriously incredible port - especially when compared to other webgl games. Crazy how well it runs.

Shame running in a web browser makes input all wanky. 
 
Gut-wrenching story by Don Rosa about why he quit: http://career-end.donrosa.de/ 
Silly Post :) 
Genius 
Hmmm 
'Remote Gopher Troopers' gave me an idea... 
Demos From DutchCon 
I went to Netherlands in December 2012 to meet Rutger Baks. Eventually we found the fun of Quake and recorded some coops mostly on dmc2 map pack + one sp demo by me. We tried to find Orbs to join the fun but that bastard never replied to my emails. For dmc2m4, there is one missing demo because Rutger was unsatisfied with his run and deleted it. We could not repeat the time later though.

Without further rambling, the demos: http://nahkahiir.thps3.net/quake/dutchcon.zip 
Oops 
Dmc2m3 client demo is missing too. A map which I really disliked speedrunning... Still, the missing demo is Rutger's. :) 
Fuckit 
Server demo. On the left side of my brain there is nothing right. On the right side there is nothing left. 
Hmmm - Age Of Conan == Quake? 
WTF!!! For Sure 
that bit of flesh in the Shamblers claw must be what was left of the other guy who brought a stick to the fight. 
There's Something Off About His Legs 
But yeah that's pretty much a smabs 
Hmph. 
 
Pot Belly Demon? 
It does not look like shambler to me, more like an over weight hell demon. There is no white fur, the monster has a huge fat belly and lots of muscle and veins. I don't see the comparison to Quake. :/ 
 
but it has similar facial features (no eyes, one large mouth), is white coloured with blood, has claw hands...

I see how it's similar. can't tell if that was consciously copied or not though. 
 
but those legs look way to small to support that much weight. 
 
There is no white fur

Has it been proved that smablers have fur? It could just be wrinkled loose skin. 
Kinn 
100% proven. the lightning is a result of shambler's fur being rubbed the wrong way 
 
The Shambler is supposed to have a shaggy coat. - John Romero 
 
Do fiends have eyes? Do Shamblers have fur?
Yes. Yes.
- American McGee 
Yeah 
That thing looks more like the demon in El labyrinto del fauno (Pan's Labyrinth), which was based off Y'golnac.

http://en.wikipedia.org/wiki/Y'golonac 
Good Lord 
Well bugger me with a canoe - I didn't know the shambler/fur question had been officially answered. 
 
Yes but is it long wooly fur or shaggy coaty fur. 
If A Shambler Has Fur 
then I won't accept his coat is anything other than this:

http://i.imgur.com/4RhtZTX.jpg 
@Kinn 
ShamKitty will bite your ankles! 
LOL Sock 
Hadn't seen that poor kitten in a while. Got to be the most photoshoped cat EVER 
I'd 
pet the hell out of that 
Sock 
Eldritch, stygian horror has never been so adorable :3 
 
I don't know, your mom gave me a pretty cute look last time. 
Heh 
 
 
sock and necros, what tool do you guys use for zipping? Quaddicted has/had trouble with your zip files which is why the 1.1 of ITS is not up yet. Grasping at straws here. I even tried repacking the file using "zip" and also "7z" (to zip) without success. 
@spirit 
I use winzip v14.0 (8688). I bought it a couple of years ago because I have used it so much over the years. It is not the latest version but it is dated 2009. What sort of trouble are you having? 
 
Sajt once wrote me a php tool that generates the metadata and serves as a editor for our reviews, it scans zip files and creates the filelistings. For some files I always get a message about the file header being bad.

I think asking what you use was not goal-oriented anyways though since I tried other tools with no success. Confusing!

Fucking flu, my head feels like a tarbaby in vacuum. Thinking is hard. 
 
Ah I wondered how you got that information. I checked my version of winzip and I am using maximum capability so it should work. I am not sure why you do that with the header, my zip has all the files tucked away in a pak file.

I wish there was a way you can tell how many times the file has been downloaded. The web page for the zip has no details. It also has user ratings and no comments which is odd. 
 
Not very scientific (no '(bot|crawl|spider)' and only unique IP addresses over some months):

apsp3.zip: 379*
its_demo_v1.zip: 157
dm5rmx.zip: 222**
dom3m1.zip: 197
honey.zip: 590
something_wicked.zip: 339*

* "hosted at Quaddicted" in the release thread
** "mirrored at Quaddicted" in the release thread

Numbers are only meaningful if the file was "hosted" exclusively.

Most people downloaded from your site and moddb. And of course no one downloaded the update from Quaddicted. :\ How many did you get? 
What About My Shitty Map 
Out of curiosity? 
Which One? ;) ;) ;) 
I'll try to remember to add statistics when I do the long overdue 2012 review and the "thanks for yer monies" post. 
Spirit 
I use 7zip, no idea about the version. Not too old though. 
It's Short And Bristly. 
HTH. 
Sittin' And Wishin' And Hopin' And Prayin' 
Don't you just love a full vis. I start it going and it says 80 hours to go. That's OK, I've got time. I go out, come back, go to bed, get up, go out, come back, got to bed (yawn), lose track of time and think, it must be nearly done now. I go in (it has its own room in the house) and it says, "67 hours done only 133 hours left".

Don't you just love a full vis! 
Yeah 
Thank god for WVis and autosave 
 
Because the remaining time is only a rough estimation based on how long the last few portals took to compute. The first and major part of the map will always go fast, but towards the end things take exponentially longer. Worst thing one can do during a long fullvis is conscously wait for it to finish... 
Where's That Nonenity Guy& 
i miss him
please comeback 
Nonenity 
ofcoarse 
What A Shame 
i should be banned from its thread,

or just moved to the drunk thread? dammit 
 
nonentity!!! 
 
you mean GrindSpire? 
Que Sera, Sera; Whatever Will Be, Will Be 
I was walking past FulVis's room this morning and, thinking that I heard some noise or other, popped in to say hello. FullVis is telling me that it has completed 153 hours and still has 155 hours to go (and 83% complete?), so piss-off and stop being so impatient.

Bloody impertinent slob: I slammed the door in a huff, I can tell you. I might go back in again at the weekend if I haven't anythiing better to do ;) 
LOL 
 
Smab 
Go map, you have no excuse now since TrenchBroom is so easy to set up and use. SILENCE! DO IT! 
 
Mike - Are you using a multithreaded VIS? Because, damn, really... 
Willem 
I am not sure which vis I am using but it is on a Pentium4 (and I can't stop now) 
The Dangers Of Swears 
 
Pentium4? OK, well it's irrelevant anyway... 
Don't Be Such A Willem! 
Mike, vis time might be easily cut in 4 or 8 on a modern processor with WVis or tyrann's new release! Add the higher frequency to that and your map should be VISed within a day.

So, who wants to show off his hardware? I only have a i5. 
 
I find myself agreeing with Spirit here, find someone who has a fast multicore machine and a threaded vis program and ask them! Detail brushes might help :-p 
Some Day When My Cryin's Done... 
...I'm gonna wear a smile and walk in the sun.

Strange as it may seem, this time 'thing' is not an issue for me - I actually think it is quite funny. Besides, I have a very nice 17" HP i7 'dogs bollox' laptop that I do all my mapping, photomanip and serious spreadsheet work on. It is fast and no doubt that it could run FullVis in the background using a couple or more cores and be quicker than my old P4.

But then I wouldn't have anything to talk to you guys about... 
 
I've considered picking up a cheapo laptop and doing all my Quake mapping on there. You can get something halfway decent for, like, $400 ... it's amazing. 
Hang In There, Woody! 
I found mapping on a laptop to suck big time, not my thing... 
 
You can restrict vis to not use all your cores! Also at least on Linux I noticed no real impact on using the PC for the usual browsing, music, movies while running a full vis with all cores. 
Somewhere Over The Rainbow 
I think think FullVis is after a record: 212 hours gone and 176 to go.

JPL, you had some big ol' maps; what was your record time? 
 
Noone's tried using one of the high-cpu EC2 instance to compile maps yet? 
 
Does it count if you VIS on a terrible computer? That's kind of cheating, isn't it? :) 
I'm A Pink Toothbrush, You're A Blue Toothbrush 
All of my previously released maps were built and compiled on that computer, so I won't hear anything bad said about it. 
Vis Runtime Wolrd Record Is Mine As Fas As I Know 
... and still I don't know if I have to be proud of this... though....

It happened with "Castle of the Dark Ages" ( http://www.quaddicted.com/reviews/cda.html ) ... vis runtime was 1218 hours (you read it correctly: one thousand two hundred and eighteen hours... 50 days and 18 hours...).. I at least won the worl record of patience :P
Note it ran on my current crashed computer (i.e with AMD Athlon 2600+), and it was not a multi-thread vis tool.

I guess same map on other computer with better vis tool could result in half the original runtime 
Take Me Back To The Black Hills 
Well, I think you will be keeping the record for some time.

Last night I went into FullVis and read the riot act. It was all obstinance and slouching, but when I went in this morning, all of a sudden 93% complete and only 33 hours to go. So that told him! 
Priceless! 
Wow 
Reason #18460 why I've never played that sodding game. 
What? I Don't Even... 
 
Nerd Level Up 
Reminded me of that stealing in skyrim video though, which made me smile.

https://www.youtube.com/watch?v=rt5aUdijAN8 
Hur Hur 
Because I Used To Love Her, But It's All Over Now... 
So, FullVis finally gave up taunting me and gave birth after 280h 53m. All those threats of 400+ hours were just bluff. Tosser!

And, you know what? It doesn't look or feel any better on the i7 laptop than the QuickVis version.

I'll push it out some time next week (with reservations, provisos, and a general lack of satisfaction (I ain't got no...) 
Hello 
Hello.

Oh look, it's all the people from the other thread. All these familiar faces--but yet not so familiar quite yet since I've never been here before. 
 
who are you? 
 
who are you? 
 
unflagging vondur's spam post because i think there is some penalty for accounts or IP addresses that have spam posts linked to them, can't remember exactly...

I guess i need to fix this double post but that just cropped up. I thought it was fixed like 10 years ago. 
 
Not sure. To me, it doesn't look like a double post, because the dates are quite different. Also, I noticed his first post and it was only 1 post. Several minutes later, it's a second one now. 
It Happens On Refresh 
Hence the time difference. 
Yea 
i refreshed and it doubled. slime, add ajax tech here so we don't need to refresh ;) 
 
Lol, I really made an ass of myself with the refresh thing last week :P 
Hello Deqer 
I watched (well, tried to watch) the Youtube videss of your Q3A mod/map: http://www.youtube.com/watch?v=lRW3XKfTnHI

It looks really, really bad. Box rooms with box room bot battles. I'm surprised this was released this decade. 
 
Shambler, I intentionally built it that way.

In old megaman games, you fight against bot in box room. Yes? Well, that's what I tried to follow with this map.

I'm sorry the boxiness bothers you. 
Refresh / Double Post. 
Actually, you can do without ajax. Ajax is nice, but if you want an easier solution, then just add another server-side redirect after a submit action, to the previous page the user was on or whatever. This will prevent the browser from popping up the prompt to Resubmit/Continue. 
Christ. 
I've been out-trolled.

GG. 
Deqer: 
that's how it's been implemented for a long time. Chrome obviously does something clever to remember the last navigation action the user initiated, thereby ignoring redirects in between. 
Question(s): 
I'm working on tidying up (and it seems commenting verbosely) my .FGD file for WC 3.3 using Tyranns new utilities with the CZG .FGD that came with Quake Adapter. I've been meaning to do that but never seemed to find the time and it's one of the small annoyances that kept me from playing around with mapping.

I searched both the mapping and coding threads using fgd as a search term but almost all of the related links there were dead so I'm trying to piece together a current .fgd that has all of the vanilla Quake entities (and at least the new entities and flags that Tyranns tools can use) using what I can find online and I keep hitting dead links.

Question #1: Can someone who can read that arcane crap look at it (when it's done) and see if I made any obvious errors either in syntax or code. I'm intentionally making it easy to read and pick out the comments from the code so there is that.

Question #2: When it's done can someone (or someones) give it a test drive on their maps to make sure that it works?

Question #3: Is a heavily commented .FGD (essentially giving examples of how to implement entities) a good idea in the first place?

Question #4: Is anyone interested in hosting such a file? All of the links here on F_M are borked because PQ is now gone.

A lot of it is\will be a straight copy-pasta from CZG's .FGD (and credit will be given of course) which should make it viable from that standpoint, but that one is missing some key entities like trigger_counter and so on (or at least my copy of it is) and comments on usage are pretty much nil.

You can answer here or email me at zombie.dot.abe.dot.vigoda over at gmail (which has both a dot and a com after it amazingly enough). Please keep the transsexual donkey porn to a minimum. If it's not a tranny on a donkey then I ain't interested. (Rule 34 tells me I probably shouldn't have said that). 
Use The One From TrenchBroom For Now 
It's a slightly updated version of czg's and it even has a func_detail entry, although commented out by default. 
Yeah 
However, TrenchBroom's FGDs contain additional information for loading the models. Just delete every occurence of model(...) that you encounter and the file should load in other editors.

On top of that, you can use TrenchBroom to check the syntax of your file. It will at least print an error message with a line number if it fails to parse an FGD. 
I Think... 
that you are missing the point of what I was saying.

I was not only asking if an up to date .fgd was needed or wanted but also if anyone would be interested in one that was heavily commented with the basics and a bit more in regard to the usage of entities (not unlike what .ent's have but even more detailed). The main goal behind that was to also make it easier to answer questions that are not always easily answered by a simple Google search nowadays. I was reminded of this recently when I was searching through this forum and came across a huge amount of dead links from just a few years ago. Then my continued search for an answer on the internet was cluttered to say the least. I really don't want to know more about geology and earthquakes.

I think that this is potentially a huge loss of institutional knowledge to potential future mappers that might get swamped by an internet search with unrelated results. I know, as a person who used to know this stuff fairly well, that I'm having difficulty remembering some Quake specific stuff regarding entities (hey I'm getting old, I get it!).

I can shoot you an incomplete version if you want to see it to get an idea of what I'm talking about if you would like. It's still in it's nascent stage but the format is plain to see. 
Sure 
i can give it a look if you want 
I Should Add.. 
that a final version will probably have blocks of tool specific entity definitions for people that have developed bsp, light and\or vis compilers that are commented out but can be easily incorporated by removing the "//".

The instructions in the header would tell someone what to do about that or even possibly a few separate individual .fgd's could be done. I don't know and that's too far in the future at this point to say.

What I'm trying to make in the end is an all in one solution that is coherent across several platforms and skill levels. 
RJ 
zombie.abe.vigoda at google mail. I will attach what I have now back to you. It's still in a .txt form. 
RJ 
Sent you a .fgd copy at your profile email. 
Quaketree 
If you will include these additional infos in the description strings of the entities / properties, then TB will display them (well, TB 1.2 will). That would be pretty cool and it would surely help new mappers.

I think if you just add these descriptions as comments to the file, then it's less useful as the mapper will have to open the file in a text editor and search around for the info. 
SleepwalkR 
As I mentioned some of the comments are very... shall I say, verbose and my initial goal was to make it for WC 3.3 users using a specific tool set. As you know I'm not currently able to use TB (to my regret) so I wouldn't even know how to incorporate and test them as a string nor (more importantly) how small that string may need to be.

I am thinking that some sort of Quake editing manual might be better (and to be honest my nick here is based upon my thinking of that way back when, god dammit I'm getting old) using TreePad as the reader. I have a licensed copy of the pro version so making or changing it won't really be a problem. Perhaps you could take a look at it (the reader is free and small in it's footprint but easily searchable) and let me know if you think that it's worth the effort.

Google "treepad" and take a look. 
Quaketree 
Well, I think the best option for this kind of documentation is a public wiki. I'd be more than happy to set one up, or even better we could use the Quaddicted wiki. 
Wiki 
I agree, however a wiki is by default internet based which may or may not be available to everyone. I was thinking of a local solution with basic knowledge for using entities in general as well as some examples of usage. (Perhaps adding in general mapping tips regarding brush usage and so forth). Searching even this forum (which IMO is probably the best source available right now for Quake editing) can be spotty at times and downright frustrating when it comes to old (and dead) links. 
Wiki 
I don't think that offline availability outweighs the benefits of a wiki, though. 
 
The larger issue hinted at of all the resources and knowledge about this stuff fading away (or at the very least, being difficult to find) is still pretty valid, though. Kind of surprised there isn't a comprehensive wiki or something yet, speaking as someone coming back after several years. 
I Agree 
It would be a great achievement and a tremendous help if someone were to create a comprehensive knowledge base about Quake editing, wiki or otherwise.

Quaketree, I'm sure if it's a wiki you'd find people to help you with it (me included). 
Wiki 
My biggest issue with a wiki is that they can go away without notice or redirects. As I mentioned earlier I've run into dead ends where a question was asked (even in this forum) and the obvious and easy answer had a dead link (404) attached to it. The overall goal is to have a redundant method of gathering and disseminating information (most of which would never change seeing as the base code is so stable) that would be at someones fingertips that didn't rely upon someone paying their isp's server charges or a spotty wifi connection.

I suggested using Treepad as a base mainly because (short of images) the documents have a small footprint and there is a free version of a reader (win, *nix\wine, mac) that is also very small in size. Being a visually tree based system (think file structures) it should be easy for most people to drill down to what they want (unlike a .pdf or text file for example that can get a bit clunky at times) and bypass what might be chaff with little difficulty.

Think of it as something like an html help type file that is cross platform and easily editable even using the free tools available (images and hyperlinks functionality are removed in the free version of the writer but are fully functional in the free viewer which is what most people would use anyway). The license for the viewer (and the lite version of the writer) is 100% free and distributable for all uses which means no DRM issues later on down the line.

Anyway, that's my take on it. 
Ooops. My Bad. 
No Mac support. Windows and Linux only. 
Erm 
Surely if we were all going to pitch in and make a community Quake Editing manual, the main priority is that it'd be easily collaboratively editable?

Beyond that, you'd want it to be easily viewable online on all devices, and also be available for download and offline viewing. I've just described a Wiki.

I think something like this would be incredibly useful and cool by the way. I'm a few years removed from doing anything Quakey, and I'd be much more encouraged to get back on the horse if there was a simple how-to covering a recommended way to get started nowadays. 
 
It would be a great achievement and a tremendous help if someone were to create a comprehensive knowledge base about Quake editing, wiki or otherwise.
I setup websites and wikis for a living, so, perhaps I can help out.

My biggest issue with a wiki is that they can go away without notice or redirects.
True. It should be illegal for companies to take over a website, and not create 301 redirects. The person who took over PlanetQuake, should be taken to jail.

If I ran the site, I would've had it run forever. 
Quaketree 
You will have the same problem with your TreePad approach. Where would the definitive source live, and why would that be less likely to just vanish?

I can guarantee you that a wiki hosted on this server (or Quaddicted, if Spirit agrees) would not go away just like that. This server, which is run by me, has the benefit of regular, automatic backups. One could also easily mirror the content on another server if that eases your concerns.

Seriously, I pledge complete support for such a project, and I would do almost anything to convince you to go with a community wiki, including mirroring the content on another machine. 
 
I host Quaketastic and would be happy to host an editing wiki. Seriously, online is the way to go. Worrying about an offline mode seems like a lot to do over nothing. 
Wiki 
I have no problems with a Wiki in principal but what I was thinking of was something that ran parallel to one that was easily downloadable and viewed in a snapshot. Something that couldn't be desecrated, vandalized, lost or otherwise compromised. Wiki's by nature are very fluid and not always a good or reliable source of information. They are a good start and excellent for background information but can be subject to misinformation, misunderstanding or bias on a topic at times.

Colbert's "African elephant numbers have tripled in the last six months" comes to mind. 
Vandalism 
I think there are ways to protect a Wiki against vandalism, right? I mean, in the end it's the same system that works here too. We usually get rid of, or civilize and integrate, such people eventually.

Downloadility is a point, and I think there must be some wiki software out there that offers this. Otherwise this should be easily doable in a script that runs weekly and just creates a ZIP snapshot of everything. Of course, searchability would still be a problem, but if it's organized properly, it might even work without search. 
 
Dude, come on. It's Quake editing. What about that is fluid or subject to change? :) 
Pick Me, Pick Me, Pick Me, Pick Me 
I guess I have a fairly good record for keeping information available and accessible at Quaddicted.

Been trying hard to get people to use the wiki but no one really does. 
Yeah 
I agree that Quaddicted is the best place for such a wiki because I know that Spirit will go to great lengths to preserve the information in it. 
Willem 
I was thinking along the lines of the recent additions by SleepwalkR and Tyr when I wrote that. Of course most stuff wouldn't change but if you look in the mapping\coding threads there are at times some new ways (or reminders of old ways) of doing things that pop up from time to time. I just think that it would be nice to have something that one could point to by chapter and verse that is all in the same format\container that is also easily accessible and not subject to (official) change without review but is still fairly easy to append and annotate (unofficially) as needed by the individual using it. Wiki's are nice but you can't really add personal notes to them that I'm aware of.

I only suggested using treepad because it has a free version that is easy to use and navigate and is similar to how most people already use documents, meaning a small learning curve. That it has a small footprint and doesn't add bloat is just icing. 
Quake Wiki 
You mean Quaddicted? You know, the wiki that no one ever adds to?

Seriously, go over there and start adding stuff! :) I'm as guilty of this as everyone else. 
Spirit 
There's a Wiki? 
Ie. 
Promote it better!

I'll have a look. There's long periods where I'm 'working' but not really doing anything. 
Adding A Wiki Link 
To the top bar might help. There's only highlights? 
Quadwikted 
It doesn't help that the whole setup is quite messy. You have to log in on the forum to be able to add/edit articles. The navigation is awkward and the lack of an integrated search functions complicates things even more.

The Quake pages at Wikia have more content, and the site is more widely-known, so people are more inclined to go there for information. Surem we are the good people... but what use is that if no one else knows, right? I'm envious at the Doomwiki, quite something they've built up there. Their active contributors vs lazy twats ratio is considerably better than ours. 
 
What you see of Quaddicted when you visit the homepage is a wiki. Additional components are the forum (which handles user accounts) and the review system.

https://www.quaddicted.com/start?do=index shows you the Wiki index.

It is the "sitemap" link in the header which is terrible. I will change that to Wiki. And I guess then I can drop the "Articles" and "Interviews" from there too?


As for Wikia:

FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA FUCK WIKIA

There is a reason why sites like Doom Wiki and GTA wiki have left that shit. 
Yamon 
Tbh ijed does have a point, looking at the site you have no idea you can add or edit pages. And the word "wiki" basicly doesn't exist anywhere where it will be seen :)

I'm a total noob at wiki's even, never really edited one before so I don't have the faintest idea where to start :) 
 
Think of something you would to write about or categorise or improve or fix. Play around, break stuff.

See my end of year post for inspiration https://www.quaddicted.com/forum/viewtopic.php?id=104

For formatting things are a bit messy, ask me in IRC or mail if you want to do something and cannot figure out how.

Many things are drafts because I am a obsessive perfectionist who rather never does a "release" than have it not be the final perfect setup. :/ 
Someone Needs To Start Adding Structure To That Site 
and someone needs to go thorugh the mapping help thread and convert the info :-) 
We've Got Our First Volunteer! 
 
This Needs It's Own Thread 
A quake doc project would be great!
I would start with vanilla Quakes entities. I remember trying to figure things out from the old Forge site. Two lines of text for entities was horrible. Example maps would be good. Just think how deep info_notnull would get.

A history of Quake and why it's still relevant. IMO it's the starting point for 3d video game design.

quaketree thanks for bringing up the idea. 
 
I'd start collecting links to existing (and gone, check archive.org) guides first. I think keeping the resulting work under a license like the GFDL would allow to use parts from most editors' docs too (quark has nice docs, iirc).

eg http://web.archive.org/web/20080315174645/http://www.denken.com/dzone/q1mappersguide01.htm


-----------

Someone is doing some really nice Quake model reworking at http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html 
 
I'm strictly Vanilla, so, I hope our new documentation does not have vanilla mixed with non-vanilla. I think non-vanilla should have it's own separate area, perhaps called "Non-Vanilla"

I also have archives of tools from the 90s, that I suspect some of those tools can no longer be found because of the planetquake takeover.

Perhaps let's start small; start on one section first, such as "Vanilla -> Tools"

I also have an archive of skins(player skins), which appears to be bigger than the current archive of skins posted on this site or quaddicted site. About 500+ skins.

etc. etc. 
Let's Move This To Its Own Thread 
I Love Those New Models 
they really capture the feel of the old quake while making nice improvements, if only the really high poly stuff did the same thing. I hope the guy realises he's going to have to update all the quoth models too ;) 
Lovely Pixels 
Upgraded Quake monster models 
Those Are Really Great 
I approve. 
Indeed 
very cool, finally something not broken and not mindlessly "retectured" 
Hmmm 
This doesn't work in FitzQuake but it does work in DirectQ? 
New Models 
I scrutinised them in QME and I'm impressed by how well they cope with the 8-bit vertex issue. Really top notch. 
New Models. 
"Just to clarify, the reason I am working with this fairly low number of polygons is because I feel like there should be a kind of synergy between the world and the characters that inhabit it, this makes the game more compelling for me and helps to make it more immersive."

Fuck YEAH. At last a modder making sense.

I do think the dog's eyes would be nice looking more evile, but all else is spot on. 
 
Yeah, those are great upgrades. I'm not one for high-res anything in Quake. It just looks out of place... 
Brilliant Work 
that guy nailed it. Can't wait to see more. Hopefully there is more. 
So They Are .mdls 
and will work in any engine? 
... 
doesn't seem to work in fitz for me nitin, but they are just standard .mdl files. They seem to work in DirectQ. 
 
they do work in fitzquake, i assume they would even work in dos quake, they seem to be standard format and within vertex/triangle/skin limits 
Metl 
did you put the files in id1/progs ?

Cause I did exactly that and for me they default to the standard models... :-/ 
 
The paks are prioritized over loose files. Put in a mod folder or as pak2.pak. 
What Negke Said 
i put them in a seperate mod folder for that reason.

Interesting, though, that DirectQ worked for you. Does that imply that its file search order is broken? 
Metl 
I wish I knew enough about how mods work to tell you! But sadly I only really know how level editing works. :P

Neg, I will probably make a folder as you suggest. :) 
The Downside 
of visiting sock is that he's making me want to spend my entire three month trip to argentina mapping 
Damn Dirty Pirates 
Lun 
Man's gotta do what a man's gotta do 
 
and by that I mean go map 
Proof? 
No screenshot of mapping, no mapping has happened! :P 
Pirates... 
That guy hit the nail on the head. I started giving any new game(s) a long hard look regarding DRM several years ago and will base my purchasing decision partly on that. For many games (that I did not purchase but probably would have if the DRM scheme wasn't so odious) that is a lost sale, but of course they can't quantify that either, just like they can't quantify the costs of internet piracy.

What I can say is that even for the games that I legally own I'll usually seek out and use things like no-cd "Fixes" to bypass the DRM crap altogether.

As to SimCity 2013 and their busted game all I can do is laugh at EA\Maxis. I'll be really sure to not buy anything from them in the future without knowing ahead of time that I can 100% bypass their DRM scheme's without losing functionality. 
No-cd Fixes, Drm Etc 
DRM has never been a barrier for me purchasing a game, but I don't particularly like it either. I have bought games on a couple of occasions that had poor DRM problems, namely Diablo 3 and HL2 both having server trouble on launch.

I'd like to think I have learned my lesson but both games were really hyped, there's no way I'd be able to not drop money on such iconic franchises even with the crappy DRM. 
No Screenshots 
all I've done is take out all the death pits and ambushes because you play quake like a grandma 
Plus You're All "why Don't You Go Have A Vacation" And Stuff 
 
FifthElephant - DRM 
I have bought some things on Steam (I think something like 30 premium titles or so) however their DRM is generally acceptable to me because it does have a offline mode that actually works. That's one of my few exceptions to the rule.

I do the no-cd route because I know that over time a CD will eventually wear out over time (scratches and so on) so I would rather that I handled them as little as possible. I do the same with my music CD's, I have a old Samsung tablet that I have hooked up to my stereo just to stream music off of my NAS and have some remote operating software so that it can be controlled from almost anywhere. It has the added benefit of someone else being able to hook up their MP3 player to it and play that instead.

I was referring more towards hard copies (CD\DVD) of software in general. Speaking of "General" one of the reasons that I took this route was because I lost the CD key to C&C: Generals and so I have the 2 disks with no key which renders it useless as it's asked for during the install. I should probably go and look for either a hacked copy or a CD key but honestly I'm not all that interested in that game anymore and probably part of that is that I can't play it anymore as it stands.

Meanwhile my copy of Quake 1.0.1 (bought directly from iD in the original cardboard case soon after it launched) works just fine as do the expansion packs. I do understand why some DRM is used but honestly that's only going to stop the "Casual" pirate. 
Lun 
where in argentina are you? I would love to have 3 months to spend there. Only got do 1 week though although considering going back just to check out Patagonia exclusively. 
Re: Those Models 
He has added a new skinmap/skin for the grunt:

http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html

Whilst I'm not too sure about the face, I think it's fair to say that it's overall tastefully done and faithful to the original! 
 
Looks like in between base defenses, grunt's been hitting the gym. Looks good though. 
Those Models Are Great 
Though I don't really like the face on the new grunt skin. It looks... too 'pronounced' perhaps? Sort of reminds me of Preach's Metlogre. Do the skins have the correct aspect ratio (power of two)? I hope he doesn't get lost in reskinning over completing the rest of the models. Definitely looking forward to seeing the next one. And the tarbaby model of course!

Maybe would be cool to add the actual weapon models to the player's attack animations, e.g. rocket launcher etc., like the player.mdl that came with CTF? or which mod it was. 
Skins Are 256x256 
Also, you know you are in good hands when he says stuff like this:

The other reason I am making the textures this size is because I like to play quake with gl_texturemode set to gl_nearest, to emulate the look of software quake. Higher resolution textures don't match up with the other textures in the game, especially when you can see the pixels clearly.  
He Gets It. 
 
Tarbaby... 
is the worst damn enemy in the game, hate hate hate! 
Tarbabiezzz 
Haha, ijed figured it out. In Schism we put a delay between jumps which makes all the difference. In Quake it basically bunnyhops and becomes a loose projectile. Next we made it so it starts of large and splits into smaller parts as you drain the health. It suddenly became one of my fav enemies. 
Forum Post: 
http://spiney.me/schism/forum/index.php?topic=303.0

I'll post the jump delay code there if anyone wants it. It's very simple stuff, but completely changes the enemy. 
Ijed 
it sounds interesting enough. I think my hatred of them probably stems a lot more from their usage in 3rd party maps as you say. But also I think my dislike of episode 4 (some of the traps and stuff are cool, but it's the weakest episode IMO) has a part to play.

I like your ideas though, getting the fun/challenge balance right is always difficult.
I have some new enemy ideas btw, any idea if anyone is still working on Quoth? I'd love to model some stuff up and have them included, personally I think Quoth should be the go-to mod for the sake of conformity. 
 
rock solid work on the updated models/skins. I don't envy trying to add polys to the player's face. We've got weirdly attached to old cereal box head these past almost 20 years, almost anything that isn't exactly the same is going to feel weird. 
Tarbabies Are Great 
Because they force players out of their comfort zones. An element of randomness in an otherwise routine gameplay scenario, and potentially deadly. However, this is also the very reason most players dislike or hate them. But isn't it great that, even after all the years, there's still something that makes people uneasy - a little bit like when we first encountered Shamblers and Archviles back then and how terrified it made us, while today they are danced away and treated like any other enemy.

As for Episode 4, the first few years I also considered it the weakest of them all. Reminded me of Doom's Inferno in the sense that it seemed like another example of dumping (Peterson's) maps that didn't fit anywhere else. But I've since come to like it a lot, not despite its strangeness but because of it. Ironically, whenever people talk about what makes Quake great they often mention things like strange, arcane and otherwordly places and supposedly Lovecraft-inspired themes - all of which is represented by E4, strongly condensed in it. Yet, when it comes to actually playing it, people like it least.

I'm not fundamentally opposed to so-called tamebabies like necros introduced them first, but one has to keep in mind they are different and remove a lot of the tension that original tarbabies create. 
Neg 
I do agree somewhat. Maybe the other episodes would have benefited from the "tricksyness" of petersons maps, but peterson's maps weren't as pretty as the other episodes. I'm pretty sure this is all covered in Masters of Doom actually (it's a good read). 
Quake E4 
was the best episode. 
Capnbub Model Update 
The Face Bugs Me 
but the model owns! 
Wish Me Luck As You Wave Me Goodbye, 
 
Well 
It's a sad day when you have to permanently admit that further creations from someone whose creations you are interested in, are no longer going to appear.

But on the other hand, I understand why it makes sense to do different things; I've talked to others about pressures on keeping this interesting and or just use of free time after all these years.

I am a big fan of the idea of shared imaginative space, as... imaginative... as it utlimately is. I'll raise a glass at the celestial skull arch, where the scrolling blue sky meets the purple.

And I'll definitely look forward to playing this final piece. I've been interested since the first screenshot. 
Nitin 
In BsAs with Simon, until 3pm, when I catch a bus down to Patagonia. :)

If you do, bring decent cold weather hiking stuff, even in summer. I haven't, and a lot of really neat trails are closed to me because I'm a terrible planner. 
...more Same Old FMB Stuff... 
Sounds great to me! Thank you, Sir Woodham, for all that you have brought to the Quake table. I can't wait to savor your last repast and wish you nothing but good times in your future. Cheers! 
TL, DR: 
Mike rocks, his maps rocked, a great longstanding contribution to the scene :) 
 
ugh, i'm rusty. great stuff :D 
Godspeed Mike 
Thank you for all your maps and good luck for what's to come. Don't be a stranger. 
@Mike 
It always feels odd to me whenever someone says goodbye on a forum. Not mapping or visiting a forum again after so many years of hanging out seems a shame to me. If you love mapping that much (16 years) there is a good chance it is something you really enjoy.

I remember when you posted pictures of your latest map on func a couple of years ago, I thought they looked amazing. I took a copy of them and stuck them in my Q1 inspiration folder. When I was developing my MOD I often use to check my inspiration folder for ideas on shapes, style and form.

As I learnt recently, mapping at a slower speed is never a bad thing, especially when you produce quality projects. 
But Coding Is A Habit 
and maybe you just have to go cold turkey on it sometime. 
Good Luck Mike! 
thanks for all the maps, enjoyed the heck out of them. 
Nice One Lun 
very jealous.

And sock, are you living in BA or just visiting? 
BA For Life! 
@Nitin, yeah I live in BA, been here a while. I spoke to Lun a while ago and offered a place to stay, he seems to have itchy feet and wants to travel! Hopefully he will meet up with Ijed in Chile! :) 
Thanx Mike 
for showing examples of floppy bursting levels,
and the heartache to get them back in again. 
Ah 
Didn't know that sock - might drop you a line the next time I'm over there.

The mapping world is a small place indeed.

We'll miss you mike, thanks for the great maps. Now off to download your swansong.

And hope for a comeback tour. 
Episode4 
I always thought it was great as well. Rougher around the edges maybe, but full of iconic levels that stick in the mind.

Elder God Shrine
Palace of Hate
Azure Agony
Nameless City
Pain Maze

And I vaguely remember parts of the amphitheater level and the base level. 
Episode 4 
The only thing that I really didn't care for was the way to the secret level. It was just a bit too clever.

And fuck Tar babies. They can be used but not in a really wide open place, they need to be in a level where they can be funneled a bit. They just move too quickly and randomly otherwise. 
Tarbabies. 
Are great. 
Could This Be Why... 
Hah! 
Carmack always strikes me as some quiet introvert and then there's stuff like this... 
It's The Quiet Ones.. 
that you gotta watch out for. All of that pent up rage and whatnot. 
Carmack Is A Black-belt 
Quoth DMSP 
You know what would be awesome? Quoth DMSP... there's a ton of various extended monsters for the mod plus maybe it could use the worldspawn flag for the maptype (base, rune etc) and spawn only theme specific monsters. 
More Reading 
@mechtech 
And that is why most DLC content purchases are an evil concept in my opinion.

Imagine a Quake where the Rune\Sigil is either won by fighting through 8 or 9 levels or can simply be acquired through a purchase. It defeats the purpose of getting it in the first place. The successful journey is the reward. Bad decisions should be punished to some extent while good decisions are rewarded. Things like what you linked to are really just cheats with a price tag.

The sad thing is that, like most cheats in games, the only person cheated is the person who bought the cheat.

Alternatively the game is intentionally made so mind numbingly boring that getting beyond certain "Gates" in the game play is appealing enough to the casual player to be worth the extra (relatively smaller cost compared to the original cost of the game) cheats to make it seem worth it to see what happens next.

This is even more evil in my opinion because the base design decisions must shift to making boring games with spaced content worth viewing as long as you pay for it. 
DLC 
I'm not averse to DLC in games as long as it's done correctly. Specifically games like TF2 where the community can sell hats and stuff, vanity gear etc.

I'd love it if id software released a version of Quake that I could sell maps/map-packs/mods on, I know I'd definitely buy them too. And wouldn't be nice to earn some cash for your efforts? 
And Wouldn't Be Nice To Earn Some Cash For Your Efforts? 
I'd rather be poor than a whore. 
Scamps... 
I'm unemployed so I'm already poor, it sucks monkey balls. 
FifthElephant 
Unemployment sucks. I went through that last year. Time goes slow but rent bill shows up fast.

When your working you think off all those things you would like to do if you had the time. When you have time your broke. 
Necros Shouldn't Be Working On The Wiki 
As Magneto clearly explained in X-Men 3:

"In chess, the pawns go first ..." 
Or Another Way To Think Of It ... 
If Necros is the Albert Einstein of mapping (he is), he should gently tweak others work after it is largely completed, supervising the effort.

He should be grading the homework, not doing the homework.

Many know how to map, the rules, etc.

Necros best contribution isn't that, it is how to put the cherry on top of the ice cream. Others can make the ice cream first ... 
Going To For The Triple Post ... 
This is why Tronyn enjoys reviewing maps.

He looks at others work and figuring out how it could be improved. How others could progress up the ladder.

/End (un?)insightful [short series of] beer post(s). 
Is Baker The Bizarro 
version of Madfox? 
Yes 
 
Awesome 
speaking of which, there should be some reviews coming soon. Been busy, but I have been doing some mapping. Plus I finally tried Skyrim. Pretty sweet so far. 
Mike 
Sad to see you are done with Quake and mapping, but thanks for leaving us with such a cool map.

I hope you pop by from time to time to see what's going on. 
Cardo 
Did your email get hacked? I just got spam from you :( 
Was It About Viagra And Penis Enlargement? 
Because then it probably was legit. 
Anyone Tried This Already ? 
Hammerwatch 
Here's a cool hack 'n slash made by Hipshot I found on the mapcore forums. I really like it, so I figured It'd be okay to cross post it here:

Me and a friend have been developing this little gauntlet inspired hack n slash for the last three months or so, we just outed a public beta/demo of it.

I don't know how much people here play smaller indiegames (I usually don't, that's for sure), so I won't make a too large thread about it, but you can read more and download it at the GL-page.

http://steamcommunit...s/?id=122788084

We hope of course to be able to release this through steam. I probably can not talk too much about how the greenlight process works, but the first three weeks we went from zero into the top #100 and are now at place #25.


What do you think? :) 
Hammerwatch - News Rejected 
because:
1. not sure this is properly formatted news
2. link doesn't work, and i was unable to find this on steam 
 
Yeah 
Looks fun. 
 
wow that does look cool! Long live pixel games! :) 
Oh Man 
1:00 is pure E1M4. 
Hm 
Tried it out, and the controls are kind of clunky.

You can only shoot in the direction you're facing, which is fine for some games () and nice and old school, but here it doesn't work so well because there's hordes. So often you have to run away, turn, shoot, run away etc.

Maybe it controls better with a joystick.

Going to wander around a bit more, does look very nice.

Also requires a download of some OpenAL thing for the sound to work. 
Hah 
Hit post with putting the link inside those brackets...:

http://www.newgrounds.com/portal/view/555641 
Not Bad.. 
It's kind of gauntlet-ish. :) 
Ghost-n-Goblins Mixed With Commando 
.. that's what it reminds me... old-ish 1985 years are back :) 
Portal For DS 
"Journalism" 
Models Models Models 
I really wish economists would put their fairytale models where the sun doesn't shine and fix their own profession first. 
Profession Is The Correct Word 
Hey where are my Economy books?! - I took them, needed something soft to sit on. 
Anybody Wanna Tell Me This Is Fake?!?! 
Hm, I'm No Guitar Guy 
but the 500bpm sounded best to me. maybe it's the compression or something, but it sounded most precise. 
Oh 
and it's fucking awesome :D 
Theres Actually A Guy Who Does 999bpm 
Also looked legit. :O 
Lol 
 
He once fingered a girl. She died. 
Just Played 
Explore or Die, by Speedy. Love the textures and usage here! Any other maps make use of this set? 
 
That's what the tags are for, it's the "cr8" texture set (yeah, not too intuitive but hey): https://www.quaddicted.com/reviews/?filtered=cr8

zsp1 is difficult though. 
... 
Snap, I forgot about the tags. Cheers. 
Chibi Quake 
Some guy has been making chibi quake characters and such!

http://androidarts.com/kawaiik/kawaiik.htm 
Ooh Look 
A Vomitus! 
That's 
Arne, and he's done lots of cool stuff. Check out his main andriod arts site as well. 
Might Get Lost In Here, But Here Goes 
Hi all!

I will be doing streams of Quake at my channel here: www.twitch.tv/sheporiginale.

I was having issues with it, but it turns out I have to set it to windowed mode so it can be properly captured. Otherwise you can view the Loading bar or the console the entire time.

I already have a few vids up. I did have some DOOM ones up too, but I didn't save them "forever", so they expired and disappeared.

Anyhow, please post up if you do any streaming! 
Palettes... 
Is there a tool that takes in a 16*16px palette image and spits out a palette.lmp? 
Playing Coop Online 
What's the best way to do this while maintaining the classic quake look? I just want to be able to do this easily without buying a server or doing any crazy stuff. 
Spiney: 
I'm not sure, but i think you can save it as *.raw and then rename it to *.pal. (palette.lmp is special in that it doesn't have the normal .lmp header, so it really is just a raw RGB format.) 
 
Currently using Quaddicted's 'random map' link to choose the next map to play, after which I plan to review. Loving that feature, might come across something I may have otherwise missed out on.

Would probably be neat if I could click a similar button in Injector and it'll select (not download) a random item from the list! 
Biffmasta 
Just checked out a VOD from your Quake stream and a few things bugged me:

You should be broadcasting in 16:9 resolutions so you don't get those nasty black lines on the sides of the video.

What software are you using to stream? While the bitrate and visual quality of the stream is fine it looks like you are using screen region capture and you can see your task bar and window borders in the video. That looks really bad! You should be using GameSource capture (available in OBS for free and paid in Xsplit) or if screen region is all you can do, then set the borders better so you can't see any windows UI in the stream.

And just a subjective thing, but I think you were talking too much while playing. Also talking about random rl crap is fairly off-putting as no one watching really cares about that stuff. They will care about your thoughts on the game and what is happening during play.

But nice to see people streaming Quake :D 
Abrash GDC2013 Transcript 
Hmm 
:( 
Though honestly I cannot imagine how a Doom 1/2 game could even work with realism graphics. The level design was so abstract and rough that it only worked because of the "low-fi" graphics.

That being sad, I would LOVE a Doom 3 sequel with less cheesy poop (Betruhuhuhuger, fugly Hell, etc) and more explorative gameplay. More oldschool weapons/damage/combat but dark and alien. 
I Just Made A Great Pun On Accident 
 
I Think Realism Graphics Would Be A Mistake 
I'd love a more stylised approach though. Bioshock infinite and Dishonoured do a great job with that slightly cartoony, slightly hand-painted look. They also both do well with really physical BLAM BLAM combat. If it took itself seriously, that'd be the worst
Dewm Fowr. 
I want this, but in three dee: http://art.kracov.org/gameart/doom/doompixel.png 
D3 Was Good 
Lol

Wolfenstein - Earth shattering, genre defining
Doom - Even more so
Quake - Even more so
Quake II - About the same amount of awesomeness as Quake
Quake III - A tad less maybe, but still awesome.
Doom 3 - Pretty awesome
Rage - Less decent than Doom 3, but technically awesome
Doom 4 - ? 
 
id should've been shrunk into a technology developer years ago, they haven't made a good game since Quake 
Doom4 
I basically want it to be MetroidQuake with a Doom theme... 
"havent Made A Good Game Since Quake" 
I disagree, personally I loved Quake 2, 3, Doom 3 and Rage (although the last level was one of the most boring and underwhelming maps of any game ever). Rage is easily their most polished game but it feels like the last few levels were missing or something. I personally think Doom 2 is their worst game (which is a shame because the double barrel shotgun in that game is the best weapon of any game ever). 
Wow 
being a fan of id and a company and their ideas stopped somewhere between quake 2 and quake 3 for me. It's all been a band rehashing their greatest hits and cashing in since then, for me.

Times have changed and the whole industry has changed. I evaluate id now the way I evaluate raven: they are doing what they think needs to be done in an industry that is now entirely different than it once was.

When every moron has a smart phone, games are no longer primarily on computer and they are also no longer primarily for smart people. There's no room left for earth-shattering, genre-defining, satanic counter-culture like Doom was, or Quake was. I have so much admiration for those guys who were able to express a Lovecraftian POV in an FPS back in the day, but even when people try to do it now, it's overdone and it certainly isn't counterculture. 
Yes! 
We need to get czg to go fix id and get them to make a new game based in a Lovecraftian world with proper level design. 
Btw 
I think Doom (esp. Doom 3)'s vision of hell was pretty boring, and far less interesting than the Lovecraft universe that inspired Quake.

I don't especially think that Lovecraft is overdone in games. Sure, there have been a few games that have been influenced by it, and some that are directly using it, but compared to military FPS games, the numbers are basically zero. 
Willits Schmillits 
Every game Willits directed has had terrible level design compared to Doom and Quake. Compare Q1 to Q2 to D3 to Rage. It only went downhill. Q1 SP maps despite being rushed are all little gems of level design. Q2 is a lot more flat and linear, D3 is Q2 but incredibly cramped and slow. Rage is good in a lot of ways but the mission level design is boring as hell.

Doom is nostalgia for me, Quake's 3D approach to maps pretty much made Doom's 2D layouts obsolete. Even though there's a bunch of memorable designs in it. Also when I play Doom I really miss the light mapping which adds so much to the atmosphere.
Funny how FPS level design since has became much more 2D again. Think it has something to do with the size limits and the key system. 
Err Q2 Maps Are Good 
very good in fact. The only issue seems to be that they were too thematically narrow but I think that was a conscious game design decision (compared to quake). 
And This Might Be Heresy 
but most the id quake maps arent that 3d. A lot of the custom maps are but I disagree that the stock standard id maps are more 3d than q2's. 
HERETIC!!! 
All your awesome film reccomendations won't save you now!

lol.
out of e1, 3d architecture definitely let them do impressive things (though I guess even e1m5's front could be done in doom, basically), but the only really 3d layouts occur at the end of e1m2, and throughout e1m3/4.

Ziggurat Vertigo was an insane level, especially for the time, but it is a novelty, and for the id levels, 3d level design seems to have been mostly a novelty. I suspect even now, Q1SP hasn't _really_ used the potential of vertical design. 
 
Just having monsters attacking you from slightly above helps a lot with the 3D feel really.

Having worked with making "pro" maps for a few years now, I am always incredibly frustrated by watching focus test recordings where the player actively refuses to look anywhere but straight ahead.
So many designs and ideas I've had were scrapped because some fucker with a gamepad didn't want to look up and got bored.
And on the flipside; So much time and effort has been spent on environment and events that nobody ever notices up above. 
Im Not Denying That Quake Had 3d Layouts And/or 3d Gameplay 
just disagreeing that q2 had less of it in comaprison. 
 
games are no longer primarily on computer and they are also no longer primarily for smart people (tronyn)

I am always incredibly frustrated by watching focus test recordings where the player actively refuses to look anywhere but straight ahead. So many designs and ideas I've had were scrapped because some fucker with a gamepad didn't want to look up and got bored. (czg)

This is the bottom line and this is why we can't have nice things. Big budget games are made for the lowest-common-denominator. All a publisher gives a shit about is profit margin, and if joe sixpack can't be bothered with a game where you have to look up, then you'll just get games where you don't need to look up. The same principle applies to other game mechanics and designs.

Maybe some indie developer somewhere will eventually make a proper Quake-style fps and bring the universe back into balance, but I can tell you we sure as shit won't be getting one from the mainstream games industry. 
Need A Tester Please 
100 monster base map. 
Looking Up 
I always thought that the moment in Portal 2 had a fun nod to the problem of getting players to look up - literally the first thing they get you to do in the tutorial is look up and then look down. "This completes the gymnastic portion of your mandatory physical and mental wellness exercise". And it's not inappropriate for the game, as puzzles often require you to find things on the ceiling. 
No Words 
http://www.eurogamer.net/articles/2013-03-26-tomb-raider-has-sold-3-4-million-copies-failed-to-hit-expectations

3.4 million copies of Tomb Raider have been sold in four weeks, publisher Square Enix has revealed, which is not enough to hit the game's sales target.

Fellow Square Enix title Hitman Absolution sold 3.6 million units since its launch in November last year, while Sleeping Dogs sold 1.75 million since last August.

There's no mention of what the company's internal sales expectations were for the trio, just that all three missed their respective marks.
 
 
When I was at Crytek I made a 3D physics puzzle level as a prototype for a new game. The game was rough but it started at the base of a tower and involved the player constantly climbing and looking up to solve puzzles. Spent ages coming up with rope gun puzzles and large world objects to interact with and various safely nets (check points) to prevent the player falling too far down. I then did a walk through video to be presented to the top management. First comment, too vertical, xbox users don't look up! It got scrapped.

As much as we all bitch and moan about players never looking up, I don't think it is an instinct of people to look up. If you asked someone to walk along a street and then asked them to describe the roof top detail, hardly anyone would be able to describe what was there. I don't think this is a game issue but a people issue. 
Don't All Shout At Once 
Or I swear I will just release it un-tested. 
Yeah... 
For a shooter sure, but for a 3D puzzle game, is looking around really too much to ask of players?
Plenty of modern games require it, Portal 2, Mirror's Edge, Mario Galaxy...

I guess the problem is that shooters have to be nothing more than shooters nowadays, try to mix anything else into the genre and you alienate 50% of the playerbase. 
 
I agree. When I travel, I always make a point to take pictures of the ceilings in churches and various buildings because it's just not something I ever look at normally. Then if I have to build one for a game, I at least have some damned reference. Heh.

We have that same conversation a lot with Gears levels ...

"This area is too vertical"

Grr... 
Dicky, Gimme 
 
RickyT 
I'll test it, I've played through Starkmon like 3 times since I downloaded it a few days ago! Click my name for my email! 
Omg! 
I just discovered triangular LEDs! 
Thanks Guys! 
Check your email :) 
Ricky 
I would love to test as well, and send you an RMQ demo. 
RickyT 
I have sent you a demo of my blind playthrough! 
Quake-like Fps 
Maybe some indie developer somewhere will eventually make a proper Quake-style fps and bring the universe back into balance, but I can tell you we sure as shit won't be getting one from the mainstream games industry.

I bloody hope so. I'd love to do something like that, but I worry I wouldn't be able to do it, or get enough people on board that know what they are doing to help. The 7DFPS (http://7dfps.org/) challenge from last year was quite interesting, but I don't know if they made and old-skool shooters with 3d level design.

I'd really like to play something like metroid prime but with coop and more action packed gameplay similar to Quake or Doom. Honey was close to that I guess, but I want more!

Actually, the Metroid Prime games were pretty fucking awesome. They had a totally different aiming mechanism to most FPS games though, which enabled very fast action scenes with enemies moving quickly in all directions. Creative ways of solving the won't look up problem do exist, and I think it's just a case of finding them. 
Quake-style And Metroid Prime 
Good call on Metroid Prime - I'm an enormous fan of it (the first GC Metroid Prime at least).

There are tons of ingredients essential to making a game "Quake-style" imo, but two big things (that Metroid Prime also has in spades) that you rarely or never tend to see in action games these days are:

1) Exploration created by the existance of multiple alternate routes and optional areas.

2) Surreal environments that don't allow themselves to be compromised by "realism".

The reason for 1) is I think twofold - a) it confuses the modern gamer who doesn't like to have to make choices or become disoriented even for a second, and b) it's too expensive to develop content that might not even get seen by the player.

2) Is a bit harder to justify - I think people are more comfortable being fed the same shit that they already know (i.e. military-themed shooter in an urban environment), and are probably put off by a game setting that is too alien or wierd to them. I'd like to hear other people's theories on this, because I'm struggling to find a decent reason. 
Quake/metroid 
I agree Kinn. I think one of the reasons I loved the heck out of Dark Souls was that it was totally surreal AND you go wherever the hell you want (seriously, my usual route through the game skips the both the taurus demon and the hellkite bridge, and for a bit more flavour I go straight to Quelagg).

I think the realism angle is just an easy sell, the problem is that the easy sell eventually gets stagnant and innovation tends to shine through. Remember the early 2000's when *every* game was a WW2 game? Yeah that didn't follow to this gen. Even the newest COD has futuristic elements and nazi zombies, eventually they have to do something different.
Also I think the Oculus Rift will really create whole new genres and gameplay innovations the likes we have not seen for decades. 
Probably A Hen And Egg Problem 
Are games made like this (dumbed down) because players want and like it, or do players want and like it because games are made like this?

In other words, who raised (or spoilt) whom.
Then, consoles are to blame because of the bottleneck controller; the publishers are to blame because they only care about maximum profit, not in the slightest about originality. It's an industry alright.

I agree there's nothing to be expected from the big players anymore. Unfotunately, in most cases indie devs don't have the budget/manpower/skills to pull off something of equal (visual/technical) quality as the AAA titles.
FPS were better off back then when they were developed for PC and only then (and only sometimes) ported to consoles with the corresponding neccessary simplifications - today it's the other way around, and obivously that cripples the games and everyone involved in longlasting terms. I applaud companies that decide to develop exclusively for PC and not follow in with the bullshit that made gaming/the industry go downhill (apparently without even realizing). Ok, admittedly, right now I can only think of the Stalker games. But still. 
 
First comment, too vertical, xbox users don't look up!

That's pretty circular.

1) Exploration created by the existence of multiple alternate routes and optional areas.

2) Surreal environments that don't allow themselves to be compromised by "realism".


Yeah I agree, I would add

3) Revisiting or backtracking areas through unlockable routes and/or new means of transportation. (eg, learning to crouch, jumping further, using a grapple hook, etc...)

I'dd put Zelda games in the same category.

Creative ways of solving the won't look up problem do exist, and I think it's just a case of finding them.

Half Life's Barnacles instantly come to mind :D
The Half Life games have some good vertical sections.
(not terribly 3D, per se, but certainly with a strong verticality). 
 
It's true that players "don't look up" but this is also due to games not requiring it.

If you make the player look up constantly, if you teach it as a basic skill early in the game, then they will look up.

Just don't expect them to look up for your ONE puzzle halfway through a 15 hour game, if the rest of the game never requires looking up. 
 
I just read through an entertaining, depressing and sometimes annoying essay which is very relevant I think (at least to negke's comment): http://www.learntocounter.com/the-history-of-why-im-tired-of-your-modern-shooters-part-one/

Takes an hour or two but imo it is worth it. It is 2-3 years old. Very grumpy but raises many good points and is a nice historic overview at least.

----

The old Zelda games (I only played the NES and GB ones, couldn't get into the others at all) have many mechanics that would work in Quake like FPS. I wrote about some monster designs somewhere once. 
Fart 
I've been seriously thinking about how I'd go about making a modern Quake-like for the past year or so, and as you guys touch upon; Metroid Prime and Dark Souls are absolutely games to look for inspiration from.

One thing I think that would be a really good thing to borrow for consoles, is the Metroid lock-on mechanism. When you lock on to an enemy, you enter circlestrafe mode, where jumping allows you to do a quick dodge move. Coupling that with some spatial awareness to try to prevent unintended falls off edges, I think that would go a long way towards a more Quake-style combat feel.
For PC mouse and keyboard would of course be the preferred way.

The meat and bones of a modern Quake would be the monsters and the world though, so that's where most of the effort would have to be focused in my opinion. :)
I can't even count the number of different weird-ass monsters in Dark Souls, so it is always so disappointing when I see a game that only features Men With Hitscan Weapons. 
 
3) Revisiting or backtracking areas through unlockable routes and/or new means of transportation. (eg, learning to crouch, jumping further, using a grapple hook, etc...)

Yeah, that's also a good one. In Quake, this basically amounts to "u must have teh gold key", but Metroid Prime goes absolutely balls-deep with it. In fact, it's kinda the driving force of MP's entire world structure. 
Didnt Lun Already Cover This 
in his if games are our movies, what are our films article? 
But At The Same Time You Don't Want To Be TOO Completely Blatant 
about it.

The metroid series sometimes makes the lock-and-key mechanic too obvious and gamey, and that's not always desirable.
I know I kinda failed on that myself with honey.

In MP2 I especially remember the multi-lock-on doors which made no sense besides being a progression blocker.
I never really enjoyed MP2 & 3... :-| 
I Think Everyone Knows The Reasons For Why Games Are The Way They Are 
but money talks as much as your modern day average 15-29 year old male with internet access and a smartphone. 
Other Stuff 
Quake's monsters were just bullet sponges, with one or two exceptions, and one thing I would change in Nu-Quake, would be to add a healthy dose of monsters with non-trivial defeat strategies. Zelda and (again!) the Metroid Prime series have plenty of good examples of this sort of monster. 
More MP 
Heh, yeah I gave up playing Metroid Prime 2 very early in the game, but I can't for the life of me remember why (I think I got stuck during a section of incredibly obtuse gameplay, which bottomed out my give-a-shit-ometer for a while, and I never did get motivated enough to play it again.)

I think I played maybe half of Metroid Prime 3 before real-life monopolised my time, and I remember liking it a lot more than MP2 but still not as much as MP1. 
 
Oddly, games like DeusX:HR or Dishonored have more quake-like level/game design with multi-routes, secrets etc, than 'pure' shooters.

Cant complain about games overall btw. Things are much better now compared to ~5 years ago. Plenty of good games for different tastes/needs these days and many more games with freedom and "consistent response", instead of linear rides with arbitrary scripted bs and "tap x to win". Even AAA action games.
Don't even have the time to play everything that I'd like to. 
WebGL 
http://www.youtube.com/watch?v=qx40CRwwkS8

From last October, but they are doing some cool things with WebGL. They are making a 3d model editor for it ( http://www.youtube.com/watch?feature=player_detailpage&v=qx40CRwwkS8#t=1563s
Erm... 
I was just going to suggest that it might be cool to have a Quake editor that works on any WebGL browser (well, probably just Chrome...) 
 
Wow 
that's a pretty nice start.

Some weird pauses when moving around with the camera, but it seems like they can load an navigate maps nicely.

Would love to see a TB port of course ;) 
Random Shader Idea 
Using 1bit stainmaps and modulating the edges using detail textures (or something among those lines) to get perma-blood and the like in maps. 
 
DP has stain maps. 
Stain Maps 
I like the idea of stain maps, but I really kinda wish it looked a bit more pixelly and bold than aiming for realistic. I really am a purist for these things I think. 
Yeah, DP... 
I'm thinking about this with DP's blood particles in mind. Stainmap res is typically too low to look convincing for hard edged stuff (such as blood decals). Could look better when combining with detail textures to get 4* the res (or more for high res stuff). If you take it as grayscale and combine with detail texture before doing alpha-test you could get more irregular looking hard edged stuff. Could look more like decals when done right... Just think it would be cool to be able to paint a map with blood, lol.

(and please don't turn the particle thing into a style argument, you can make it look like Duke3D style 8-bit with custom textures + effectinfo.txt and nearest neighbour filtering, etc etc) 
It's Not Really An Argument... 
It's not a problem if people play cubism, fitzquake or dark places. Each to their own, I'm just saying it'd be nice if some of these fancy new features were added in a more classic flavour.
For the record I think Dark Places is cool, kinda wish the Rygel set included the knave textures and the id_base_ultimate too. 
 
I'm just saying it'd be nice if some of these fancy new features were added in a more classic flavour.

I can totally agree with that. 
I Just Released A Map: 'Quarantine' For Quoth. 
It's a small-medium sized base map.

I have posted it as news but I didn't know how long it would take to get moderated (or even if it would pass!! (joke)) , and I'm hellish impatient.

Screenshots:

http://www.quaketastic.com/upload/files/screen_shots/quarantine.jpg

http://www.quaketastic.com/upload/files/screen_shots/quarantine2.jpg

Download:

http://www.quaketastic.com/upload/files/single_player/maps/quarantine.zip 
It Got Moderated REALLY Fast: 
I Just Landed A New Job! :) 
In a web design studio.

When I started mapping again in '07 I had just stopped working in factories and started working admin for my fathers business. Taken me a long time to get into the IT industry. I've done CLaIT, OCR Bookkeeping, Adobe ACA Dreamweaver and Flash and 2/3rds of a foundation degree in computer science.

Jees. Guess there might just be some hope!

Been nice chatting with all you guys in that time BTW. Not to say I'm leaving Quake/Func any time soon. I'm not planning on it. 
Good Luck 
Ricky! 
Congrats! 
 
Congratulations Rick 
hope you`ll find time on holidays to pump out more quality product here. 
Congrats Ricky 
 
congrats mate. 
What They Said 
 
Hanlon's Razor 
 
 
That's true of a lot of investors as well. For all the talk I see of people moving money around and timing the market and so on, I don't see them retiring any sooner than I will. :P 
EA Games Just Won.... 
... the title of worst US company for this year (once again)

http://games.yahoo.com/blogs/plugged-in/electronic-arts-named-worst-company-america-again-170932002.html

I am just curious to know what do EA games employees, that are "landing" on func_, think about this... Does the company really deserve this ? 
What A Joke 
I'm sorry, but at the end of the day EA is a games publisher. This fact alone puts them nowhere near the worst company in America.

Further proof that internet polls are useless and retarded. 
EA 
That poll is ridiculous, keep in mind that one of the reasons EA got bad press and "won" that reward last year was also because they had homosexual relations in The Sims and Mass Effect, which created a homophobic-right-wing campaign to vote them as worst company...

Internet polls are a joke, people on the internet are even more idiotic than they are in real life.

Still EA sucks, but about just as much as most big publishers. :) 
Lol 
really? shouldnt be surprised but the US just keeps doing it. 
Calm Down Gentlemen 
I clearly do not like this kind of poll either, I was just trying to know whether it is possible to find some valid justifications to win such stupid price...
Anyway, it just show again the press power: morons would have simply follow this. 
 
Yeah, companies are actively destroying the planet and our health ... but a video game publisher is the worst company. People are stupid. 
Dark Souls 2 Gameplay Reveal - 
Looks very faithful to the previous games, I'm hyped -

http://www.allgamesbeta.com/2013/04/dark-souls-ii-gameplay-reveal.html 
DS2 
That game better come with a brand new controller because I see a lot of frustration ahead! :) 
To Spirit: I Love Facebook User Comments 
3.500 people saw https://www.facebook.com/photo.php... within the last hour

Some of them with brilliant with mindboggling comments like "Mod for Quake 3: Arena?"

--- Which is probably a good one because at least he figured it was a Quake series game.

Facebook gets a lot of traffic, but the kind of traffic you get is similar to people at the grocery store.

Of the first time viewers, I would bet -3 in a 100 would know how to install a Quake single player game. The -3 is because I think the answer is 0 and 3 people would say they knew how but actually didn't.

This is why advertisers want demographics and want to track you --- it isn't just the quantity of viewers --- they need to find ones likely to be actionable viewers.

Not random dude sees pics he thinks is cool on his cellphone and leaves comment.

This is the modern traffic dilemma.

/End thought essay

-- The crime of awesome Quake single player and coop with little accessibility continues. For the meantime, I hope. 
 
Your point isn't entirely relevant because the only people looking at the Quake Facebook page are going to be people interested in Quake (logically). So I would give the ratio of people who would know how to install a mod a little higher value. 
 
I exaggerated slightly.

Before I discovered Spirit's early version of Quaddicted, I didn't actually know how to install a single player mod. Then again, I didn't know Func Msgboard was a largely Quake mapping site either at the time (I saw the Strogg logo crate so I thought it was maybe Quake II).

I think I asked Spirit what to do to install one, went to Underworldfan's site to see a list of "good ones".

I probably played 10 in the first 2 days and felt a little dumb I wasn't aware of custom single player Quake maps until that point. 
 
the group has several thousand "users". like baker I consider the vast majority not familiar with the installation of custom content. and that's why I am interested in "targeting" them. these are all potentially interested people.

our most popular content so far have been funny/cool pictures of course ;)

I find them much more interesting and motivating to spread news to because I instantly get gratification(?) and potentially make new custom quake content fans. with quakeone.com you have a similar random target group since you rank high for most Google searches. 
Three Quake Reviews @ TAW 
Been some Quake lovin' on my site recently and hopefully not the end of the current string of reviews coming;

Centurion: Review
Forwards Compatible: Review
Explore or Die: Review

Maybe I should create a general TAW news thread to post updates, since both Quaddicted/Quakeblast have one? 
 
Just a note but holy DAMN are your screenshots dark. 
 
To show you what I mean,here's one of your shots in Photoshop:

https://dl.dropboxusercontent.com/u/161473/Misc/CrushedLevels.jpg

The levels are completely crushed.

Just FYI! 
+1 Change Lighting 
I remember playing explore or die by Speed, amazing map, especially the way the secrets are presented (show and tell mechanic). Unfortunately most of those screenshots are pitch black for me :/ 
 
Guess I'm still having trouble getting satifactory screenshot brightness. I'm also trying to avoid going overkill on that or they become a washed-out ugly mess.

(Like these Thief shots I had brighten in the past; here)

Need to play around with this some more. Thanks for the heads up. 
@quakis 
I quickly adjusted one of your images in PS, here is the Result I don't think you need to brighten the images as much as your Thief shots but the current one's certainly could do with a large bump of brightness and a bit of contrast to keep the blacks. 
It Depends On The Scene 
In PS, I usually use brightness 15 and contrast 20 for the average shot. sock's version is still very dark. 
 
Yeah, socks shot is still almost black. :P 
Testing... 
Increased the brightness of the Explore screenshots; still too dark?

Remember to refresh first!

Link for convenience 
Looks Good To Me 
 
Yeah Much Better 
 
Alright, Thanks! 
I'll update the screenshots of the other two reviews soon and keep this in mind with in future. 
Keyboard Support Whining ... 
Why can't I type numbers in FTE? This is rendering the console useless. I can only type 6 on numpad, and 2 on mainpad, lol. It's a variant of that problem in every Quake engine. The only ones I've tried that have decent support for keyboard layouts are Darkplaces and Quakespasm. Switching layouts in windows to bypass the issue doesn't work either. It's 2013, why don't all engines support multiple keyboard layouts by now?
</rant> 
@Spirit 
I agree with your observation about QuakeOne.com (and the Facebook ones), the user base got waterdown to change the makeup from Quake enthusiasts (people familiar with Quake, like it and play it) to largely Quake casuals (people who look at screenshots, know what a Shambler is).

This is just a demographic observation. 
Spirit, Negke, Onetruepurple And ... 
Anyone else who coops. Are you using fte or ZQuake or are you using Quakespasm?

1. Is there anyone who somewhat regularly LAN coops with a FitzQuake derivative?

2. To anyone cooping big maps ... like with fte and protocol 666 or if using DarkPlaces ... how is coop over the internet with these huge maps? Is it smooth or does the entity count have an impact? 
 
sometimes we used zqds, sometimes quakespasm. some day I need to investigate my aversion to FTEQW, for some reason I never consider it "quake", even less so than dp. It's a shame and probably not justified. 
Not Much Info Yet 
But I like the aesthetic of this game -
http://hitboxteam.com/mystery-and-mastery
It's by the same people who did dustforce, which is a really neat looking game where you can walljump and stuff 
Also.. 
click the "snippets" link at the top to see further assets. 
Baker 
I never play on LAN. Last coop was with Quakespasm which worked suitably well. However, the server didn't seem to use the new protocol, so we had disappearing entities in Masque. Could be Spirit configured it wrong, or something else. Performance-wise it seemed fine. 
Holy Shit 
I think I found the 1997 negke: http://www.quaddicted.com/reviews/seraphim.html
Everyone (Shambler) go play this! 
Problem With 'Quake' Facebook Page 
there's an admin who thinks it's his personal place to advertise his youtube channel and is kind of a dick

http://i.imgur.com/5irxeUy.jpg 
 
no need to drag that here. I will deal with him tomorrow. thanks! (shitbook does not let me reply to your message because it's a virus.) 
Also 
lern hwo to spel u nboo! 
No 
this is serious. something is wrong on the internet. 
@negke 
I have a plan to deal with "too many monsters disappear in coop" like Masque of the Red Death.

Will test this tomorrow morning in some live coop action.

(Involves using "antiwallhack" for enhanced thinning out of entities sent from server to client. I think too many entities is the cause of this, if I recall not only are monsters disappearing but you will get no sound either as sounds are cut-off first).

Actually, if Mark V is the listen server, just type in "sv_cullentities 2" in console and anti-wallhack will thin out all entities with a strict visibility test.

Which is what I'm going to see if helps in a "all benefits, no drawbacks" way. (anti-wallhack is a bit a CPU intensive -- so while I know this should make monsters not disappear, I'm not sure if it might not have a framerate side effect on such a high entity count ... ) 
Thanks, I'm Paying Attention With My One Good Eye... 
PM and I only come to life occasionally, we are editing zombies sometimes able to whip another chunk of flesh at the larger project, but then going back to dormant mode. Peering up from my Vault of Zin, I would definitely want to address this since I plan on having full coop support for the eventual final DRAKE. Indeed, one of the few excuses I can imagine people having for replaying my reconfigured maps with some new ones as a "replacement Quake" is coop with PM's more challenging skill levels. 
Blerg 
Just emailed a vicar to see if they would marry my fiance and I.....

Is that totally inappropriate? 
 
didn't know you swung that way ricky. 
Hmmmm 
Results regarding coop and Masque of Red Death with sv_cullentities 2 = it runs a tad slow and large entities like door tend to get culled when they shouldn't (disappearing doors).

Part #2 can easily be fixed. Not sure how to fix the "runs a bit slow" part. 
@Tronyn 
I know you like corpses and heads everywhere, but I'm thinking the only reasonable fix is adding corpse removal to your progs.

Although with Masque of the Red Death, someone could just use a corpse removal progs (wasn't the reason that -hipnotic was recommended for that map due to this? Although I see no evidence of that working, if so ...) 
Add: 
At least if the coop cvar is 1. Single player isn't impacted, just clients connected to player that is running as the server. 
Client Comments 
How Often 
do you check what you've made in the editor in the actual game?

I find myself doing a fast compile every 5-15 minutes... sometimes even after changing just a single thing! 
I Used To Do That 
now I have large, large scraps that have never even been compiled. 
@Spiney 
numpad should be fixed now. 
@Spike 
Thanks! I'll check it out :) 
#22678 Fifth 
Me too doing this after adding one single brush, or even a light source.
Just for the look at it, strange.. 
#22678 / #22682 
I was doing that during my first mapping ages... and I tend to make it less often (not because I am not mapping that much nowadays...eh !), as I was gaining self-confidence in my mapping skill.. I guess it is what people generally call "experience"..

In anyway, compiling the map quite often is good to detect very early the map issues (leakage / HOMs / etc..), while it can be perceived as a waste of time...though...

I think each mapper has its own methodology ;) 
Kona 
Many of the level downloads on your site don't work! You don't happen to have released any map sources, do you? 
Spirit Is My Hero 
ALL HAIL 
My Friends Call Me Nova 
 
Quake Soldat Mod 
Anyone has a working mirror for this?
http://www.moddb.com/mods/soldat 
Review(s) 
The Last Game by J.F. Gustafsson

Again, loving the 'random map' link at Quaddicted (wish I had one for Duke3D and Thief stuff).

For those interested in Doom; Crimson Canyon by J S Graham.
Not too pleased with the writing in this review personally. 
Shadow Volume Fillrate Savings? 
An old graphics paper, marking shadowmap edges and rendering those with shadow volumes... wonder if something similar could be done with Quake's lightmaps. DP has great shadowmapping, but there's something to be said of clean resolution-independent shadows...

http://people.csail.mit.edu/ericchan/papers/smapSV/

Running idTech4 at 1080p is pretty but slow on my budget setup :( 
Interesting Paper 
but how is that relevant to quake's baked lightmaps? 
Only Useful For RT Engines. 
Using a similair lightmap layout to do edge marking for static shadow volumes. Would require compiler support etc... 
Thinking About It Some More 
Probably wouldn't work since you'dd get discontinuities between lightmap and rt shadows due to blending and interpolation limits etc... Otherwise writing light indexes into lightmaps but then you need to worry about permutations and compression and it just turns into a shitfest lol.

Once you have shadowmaps anyway it's probably more temping to just slap some PCF on top and not bother with writing another complex subsystem. Probably why no product ever shipped with this.

But yeah, I just want games with faster shadow volumes :( 
ROTT 
The multiplayer gameplay looks very oldschool fast. Wish I had the machine to run it -

http://youtu.be/dWhsZAhfyqc 
Best Trailer Ever 
Hahaha 
but please, link the youtube vid in future. I hate giving kotaku traffic :(

http://www.youtube.com/watch?feature=player_embedded&v=Vxxnq5YAVHw 
Fair Enough 
Like me with IGN... 
Zerbrechliche Klauen For Wolf3D (Released: Feb) 
Don't think is worth making a big news post for this, unless others think otherwise. Back in Feburary this year, I released a 3 level Wolf3D project. For anyone interested, here's some screenshots and a download link. Enjoy!

Screenshot 1 Screenshot 2
Screenshot 3 Screenshot 4
Download 
 
you can make maps for wolf3d????? 
No 
It's an con! Get back to that Quake map you were working on! 
To Be Honest... 
If I was going to defect from Quake it'd be Doom or Unreal that I would run to and not Wolf... Funny stuff though, never knew you could make wolf maps either. 
Real Time Path Lighting 
Trinca 
How do you pronounce "roulf"? 
R.O.F.L 
Roll On Floor Laughing

R.O.U.L.F.

Roll On Neg|ke's Mum's Floor Mispelling Flame Bait 
Brigade 
Rendering looks similar to Cycles.

Very cool, but performance? 
It Needs 
A massive CPU behind it. Double that is half the noise time as it computes.

It's nothing feasible for the consumer market just yet, but in, say, 3 years, it'll be close to min spec. Assuming something better and faster isn't invented in the interim. 
Roulf 
 
Brigade 
Could be wrong about all this, but afaik the raytracing is done on the GPU. I also wonder how well it handles fully dynamic scenes, I'm sure there's some kind of acceleration structure in place to speed up the rendering.

Also, this is low framerate, low resolution and low samples per pixel. You'dd need much more than twice the computing power. I think more on the order of 16 for it starts to be feasible (twice resolution = *4, twice the framerate = *2, half as much noise = *2).

A more likely road for future raytracing like solutions would probably be ray casting inside volumes like UE3 does, or do a dynamic unique virtual texturing that updates all the light data in texture space and uses rasterisation for rendering. That could be interesting as it also seems very well suited for a hybrid client/cloud gaming solution. 
 
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is. 
 
GPUs aren't designed to handle raytracing. The GPU can be used to supplement the CPU, but there aren't any 'acceleration' features in place.

There are some custom 'RPUs' that have been made, but obviously they are not common consumer hardware.
http://en.wikipedia.org/wiki/Ray_Processing_Unit 
Gb 
How Fast Is The Quake Guy 
in units / second? Does anyone know? 
 
21:59:34 | <onetruepurple> 320
21:59:51 | <onetruepurple> voreballs are 240, except for skill 3 where they're 340 and will outrun the player
 
 
Scampie: Yeah but... there's already GPU raytracing stuff all over the place? Might be technical stuff I don't get. 
 
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is.

I sometimes wonder what if we had all the gpu power we have today but were stuck on 640*480 monitors. You could play some kid that lost his glasses, haha. 
640*480 
Has to be the best resolution evar.

To me it will always be 'hi-res'.

The moment when games were nolonger blocky as a mutherfucker. 
Randomize Maps 
Is there a way to play the installed custom maps in random order, without knowing in advance which one will load ?

Suppose you're ending a first map. Then Quake loads a random map in your collection, etc, even if it wasn't coded in the previous map.

Is there a mod to do this ? 
That Would Be Quite Easy To Hack Into Quakeinjector 
*hides* 
 
i don't think that is possible with qc. 
And Maps In Order ? 
And what about playing all the maps, in order, without having to enter the map name in the console ? 
I Think 
you could call a random map from a list in QC if you encode all the maps in changelevel_touch, like

local float r;
r = floor(random()*(number of maps));
if (r == 0)
{nextmap = e1m2}
if (r == 1)
{nextmap = e1m2}



etc 
 
oh hmmmm yeah, what you could do is just do a dump of your map folder:
dir /b *.bsp > maps.txt
get rid of some of the random text and such, and then script up a little thing to assign each map to an integer number like slapmap is saying. 
W3rd 
Open Broadcaster just updated to 0.5 beta and has got some nice features added and bugs fixed. If you wanted to get into streaming but didn't want to pay for Xsplit then this is exactly what you need.

http://obsproject.com/index 
Random Map Change 
Could probably be hacked into the engine pretty easily. 
 
also, Spike pointed to the DP_QC_FS_SEARCH extension, search_begin and friends.

Another way is a bash script to start a randomly selected bsp file, and kill the engine after each map. 
 
easiest would be to modify "map" or "changelevel" command in the engine to ignore the mapname and load a random one instead. This could be cvar controlled. 
Review 
In Ovo by Jaromir Bergmann
http://taw.duke4.net/2013/04/quake/in-ovo/ 
Nice 
 
Really Great Great Awesome Blender Tutorial 
http://www.youtube.com/watch?v=VmOFRkRjOSQ

Learned a lot in an hour and a half. WAAAAY more than I learned at college today :/ 
Also The Guy Gives A Full Explanation Of 'loop Cut' In Video 5 
.....aaaand I realised that it is identical to Hammers clip tool. 
What's It Like To Import And Export 
Quake mdl into and out of Blender? 
Well 
I wrote a script to export mdl out of blender several versions ago, but I couldn't be bothered to keep it up to date with the plugin API changes (the interface was not very stable in those days). I'd recommend the export to MDL via MD3 or FBX routes, since I can provide a converter from either of those formats to MDL. 
I Managed To Import Enforcer.mdl Into Noesis 
Never heard of Noesis before but it seems cool.

Then I exported to Wavefront .obj WETF that is.

That loaded into Blender just fine! No skin though, though it could be there. I dont know enough about Blender [yet].... 
Import/export Blah 
I dunno why people have to convert a billion times, I'm certain that you just make the model and save it in the required format and it will load in quake. I'm positive in fact.
http://forums.inside3d.com/viewtopic.php?t=1210

That thread has some of the details (and a rant). 
Fun With Sounds 
Don't think I ever saw this on here before
http://www.youtube.com/watch?v=Lgo5BNbiGMo 
Har Har 
Cheer Up! 
 
Whole Thing Is Genius. 
"Speedrun time!"

"Put a donk on it"

"Spoon game!"

:D 
New Redesign @ TAW 
Updated the site with a redesign focusing on making the site more tighter and tidier. There may still be problems that need weeding out in certain browsers. Please let me know.

http://taw.duke4.net/ 
Hm 
Smaller font size actually makes it harder to read for me. 
51-things-every-game-student-should-know 
 
The menus right? Was worried that might cause a problem for some people despite the intention to tighten up the list.

If the small font size there becomes a major concern, I'll gladly increase the font in those spaces. Everything else should roughly be the same size as before. 
Quake Planet? 
-things-every-game-student-shoul... 
Want This Book 
kenwud.tumblr.com/post/48525299832 
52.376552 5.198303 
On Google Maps.

WTF?!? 
Murderer Caught 
On Google maps... 
... 
Take piece of wood, splash water on it, OMG THE STICK IS BLEEDING! 
 
Wet dog on a pier after a swim. 
Got A Job! 
So I got a job today after almost 18 months of unemployment. It's nothing creative, just a call centre job.
Depending on peoples POV I will not be frequenting the forum quite as often (when the job starts in just over a weeks time)... hopefully I wont be less active in a mapping sense, I suppose I will have to focus on the task a lot more.
Hopefully I will finish my SP map before the job starts, I'm sure with my financial stress being lessened I will be able to concentrate a lot more on completing it... 
Congrats! 
 
Quake 2 On VR Glasses 
... 
"Depending on peoples POV I will not be frequenting the forum quite as often "

I typed this out completely wrong.... looked like I was trying to emotionally blackmail people into making me visit!
What I meant to say is... I will end up visiting less often as a result which may be good/bad depending on peoples POV...

Quake 2 on VR?! Finally, a real game! 
Congrats! 
 
Congrats On The Job Dude 
Also:

You never know, you might be a map-by-night guy like me ;) I go through spats and fits of it. Great way of unwinding, I find my eyes are affected these days. Over-exposure to monitor light. But if my eyes still feel fresh at the end of the day, I often feel motivated to do stuff :) 
My Mood Has Improved 
... already!

I got into a discussion with a friend about a moment in bioshock in which a bridge builds itself as you walk across it. I said it might be possible to make it in quake and so I did. It's pretty neato actually. I'm definitely going to stick it in a map at some point.
Also Ricky, did you see my stuff in /help about making glass in quake? I know you love to make glass in your base maps. Just putting a key of alpha (scale of 0.1 to 0.9) on a func_wall or other brush entity will allow you to have full textured glass (rather than flat boring single colour water fake things). Sure it wont work in bog standard quake, but who plays winquake or quake.exe anyway right? ;) 
Oh 
I already knew that. But yeah - I was doing it for backwards compatibility. GLQuake will be a lot of peoples first experience of a Quake engine. So I try to make my maps work in GLQuake. 
Hmmm 
I think if anyone is playing quake in 2013 they're most likely playing with a custom engine. If they're using standard quake it probably wont run unless you keep the poly count and monster/entity count quite low too (which in the case of StarkMon I'm not sure it would work in glquake, unless it does?)
I'm may be cynical in my thought process with it. Plus if they're a total noob then they might not know about the r_wateralpha r_novis console command either...
I dunno, am I championing a losing battle here? :P
Seems like everyone wants to cater for glquake/winquakers! 
Well 
The only thing they have to do is use Quoth.
Quoth fires the 'r_wateralpha 0.2' command when the map loads :)

It's no biggy - I used 'propper' glass in the RMQ Winter 2011 demo. Big map too....

http://icculus.org/remakequake/RMQInstallerWinter11.zip 
Starkmon Does Work In GlQuake Btw 
It's right on the triangles limit. The far-clipping thing is an issue though 
Aye... 
though I suspect the bundled quoth maps are probably at or beyond the limit... again, anyone playing quoth are most certainly going to be using a custom engine aren't they?
Plus if the glass texture is nice enough then perhaps it wont matter in the standard engine that it isn't transparent? After all, the terracotta textures (like the ones found in gloom keep) have non-transparent glass...

Not saying it's not nice for folk, almost charitable in fact, that they're trying to support the standard engines, but... why bother? haha :P 
 
no, the original quoth maps all work in normal limit engines (ie: glquake). They were specifically designed that way. Later maps were up to their author's discretion though. 
HackaThon! 
Fallout Monopoly 
Just Played 
the quake expansions today... Armagon started off ok and the quality of the levels really dropped off at the end.
Not played much of dissolution yet, but seems way harder than normal quake, not really a bad thing. 
EPICNESS 
This Post Was Flagged As Spam. 
 
This Capitalised Post Title Was Flagged As Beans 
 
 
I like beans and had them as a part of my dinner tonight.

1/3rd of a Lb re-hydrated kidney (Red) beans.
3 cups of dry rice
10 oz bag of spinach leaves
3 heaping spoon fulls of chicken bullion
Salt and pepper
1 Onion, diced
1 garlic bulb, diced
Water and a bit of olive oil

Simmer the beans for at least an an hour then add the rest. Lunch or dinner for a couple of days for pennies. Very healthy as well. Not recommended as a full time food source, that's what pizza is for. 
Question: 
Isn't there a food thread already ? Yes there is: http://celephais.net/board/view_thread.php?id=24206 !!!

:P 
Beans 
What a coincidence! :D I'm doing almost the same recipe right now, but i replace the chicken and the rice for red and green pepper, diced pork and diced cured in salt beacon and some pleurotus (a grownable mushroom). 
Beans ... Again 
I forgot, i don't use spinach in my recipe too. 
Food Thread 
There is another one, with more posts in it.

http://celephais.net/board/view_thread.php?id=24183 
#22777 / #22780 
Metlslime: please merge !! 
#22781 
Jpl: please merde !! 
 
Perkele ! 
Negke 
Perkele

(fucking automaticien completion) 
Definitely 
Typing with iPad sucks!!! 
I Hate Making Ceilings! 
Anyone else hate making ceilings in their maps?

If you could outsource any part of your map making process what would it be? 
Brushwork 
 
 
heh, I have become quite interested in ceilings recently. there often is some kickass structure hidden up there especially in quake3/-live maps. 
Texture Alignment 
But mostly in base maps.

With some especific textures that tend to require a very specific brushwork. 
Layout 
I love working on the structural side and decorative details of mapping; but putting together a good layout? I lose the ability to think. 
Spirit... 
appears to have volunteered to do all my ceilings! YAY! ;) 
My God... 
there's a fifth elephant on its floor on my ceiling. 
<@scam_pie> Vigil: Can You Post On Func? 
I don't know. Can I? 
 
I don't know. Can I?

No you cannot due to your double secret probation... 
MANUAL Brushwork 
 
 
Dear map authors, please test your maps in private before release so you have one release and one release only. 
 
oh no, there's a minor difficulty in listing Sock's map on Quaddicted!!! QQ! 
Heh I Did It Too 
Srry Spirit 
Dont Think Its A Reason To Be Sorry 
Like spirit, mappers do it for free. 
Bowie 
 
Well, it's your loss if your map has not one but two pages at the greatest Quake site on the internet and votes and comments are spread. But as Drew said, no reason to care if you don't care, I don't; I like this sentence. 
Yeah 
I mean once you notice a bug, you have two options - fix and update, or leave broken.

Sock and myself chose the latter. I can live with the consequences. :)

Just know that it was never my intention from the offset. And you are right - more testing and I could have avoided it. 
Quake Font Tool 
Ever wanted a nice easy way to type out the Quake system font? Well, I asked the website admin at NFG to upload the Quake font to his Arcade Font Tool.

Just select the font from the drop down menu and type away -

http://nfggames.com/games/fontmaker/ 
 
I always just used this tool, which also gives the proper characters to use in Quake

http://www.quaketerminus.com/hosted/oqnm_4_20/oqnm_4_20.htm 
This 
also includes a speech bubble tool, creates an image at varying sizes etc.
It's more for putting onto images, it's not really intended for making a fancy quake name. 
Damn 
I woke up to a dreary day with replaying some pre-2000 maps in mind, only to find out that Quaddicted is down (?). Have to dig up that DVD backup again. 
 
Sorry, the rest of Fileplanet is being a bitch. No idea why the webserver is dead (is it or is it just slow?) again. Will check later. 
Spare Copy Of Borderlands 2 
I just realised that I bought the 4 pack ages ago and one friend didn't want it and I still have it.

If anyone wants to do a swap for some other game or games of approx equivalent value, let me know (mail andyp.123 on Google Mail). 
Added To Reddit Steam Trades Section 
 
Quaddicted and the wiki are back. I blame systemd and Red Hat and the Gnome pricks. 
 
Those gnomish bastards! 
Fuck Em 
And their little red hats. 
their pricks 
No Need To Fuck Gnome Pricks 
or their little red prick hats. 
Hmmm... I Sense A Shitstorm A-brewin'... 
Not Worried... 
I'm not terribly worried to be honest, deal seems reasonable enough. I can understand why they do it, for every legal Photoshop version there's probably a 100 illegal ones in the wild -- not like this'll solve that, lol. The yearly cost is actually competetive with buying yearly upgrades (in Europe at least, where it's way more expensive) They probably won't wanna screw over their customer base since the backlash would be pretty severe -- apart from their monopoly position perhaps. Besides, CS6 does pretty much everything anyone would ever need and this subscription stuff it totally gonna get cracked and pirated anyway... 
Pirating PS Is Lame 
Gimp can do most of the stuff PS can do and is *free*. A lot of PS pirates are just too lazy to get past Gimp's learning curve, same as with Blender and Max.

Blender, though, is catching up a lot recently, see

http://www.polycount.com/forum/showthread.php?t=72805

I bet the same will happen with Gimp.

2.8 got tablet support and single-window mode already. And there are artist packages like Gimp Paint Studio.

Plus, there is Mypaint which is basically a tablet friendly drawing front end to Gimp. And it is painless to move images between the two, including layers, with Open Raster format.

It really is good enough for most of the people who think they have to pirate PS. Those who really *need* PS probably don't need to pirate it...

In the end, it's not so much about tool X or tool Y, it's about skill and I dare say you can develop those skills just as well in free software.

You cannot pirate skills. 
Mm 
gb, I mostly agree with you, but try finding a job (in CG/VG industry) with only Gimp and Blender on your CV...
For hobbyists though, yeah, Gimp and Blender all the way, especially considering the more people use them, the more likely it'll be that they will surpass their super-expensive cousins (in many areas they have already, for Blender anyways, haven't used Gimp in over 10 years). 
 
If you bring a great portfolio, are you gonna be not hired because it was done in Blender? 
Not Only That, Bal... 
 
Yeah 
It really depends on the company and the job you're going for.
But it's a competitive market, and for equal portfolios, obviously a company will hire the dude that already knows how to use the in house tools of choice (hint : those are very rarely Blender & Gimp). 
Pacific Rim Trailer 
Silent 
That post's the new format basically, and very well written.

And Bal is right as well. In the industry it's not about being able to produce stuff on your own as much as it being able to produce from within a team.

Often training very talented casual developers is more difficult than training complete n00bs because they have their own working methodologies.

In the long run the casual dev will be much better, but there's some teething pains at the start.

Valve has this the opposite way round when hiring from the rest of the industry and calls it the 'beaten wife syndrome'. 
123rrnhhgyyt 
Sock 
Very nice visuals, but it is an idea that has been used a lot.

It reminded me of that arcade machine's game, King of Monsters, Mazinger Z or Power Rangers TV series.

About the CVs and portfolios, there is the issue too, that when hiring people, the first selection is usually done by people that doesn't have as much knowledge and experience as you. They have been given a guide that describes the simplest points to consider when making the selection. That person doesn't knows about the programs there are out there, so if he doesn't see Ps/Il/Id in the CV, he will probably pass on to the next CV. In those circumstances, the portfolio won't probably considered as he isn't knowledgeable enough to understand how good it is or not.

The silent is right on that you need to know Illustrator and InDesign too, as there are many things that can't be done without those two, like well done text without Indesign/QuarkXpress, or good compositions without Illustrator, for example.

About the freeware alternatives, i know it isn't the same, but i know of some freelances in graphical/industrial design that switched from Ps/Il/Id to some freeware programs and they are pleased with the results, but none of them could use those programs when working in companies. At companies you mainly get Ps/Il/Id and QuarkXpress, the reasons i heard mainly at those are that they have arguably better compatibility when exchanging archives, and because of the technical assistance they provide, but i could probably add on my own to those fear of the possible instability and ignorance, of the alternatives. 
Also 
The contracts from publishers often define which software you can use, up to and including the engine you develop in. 
 
Tools != Talent.

A talented employee can be taught a software package, the opposite is not true. If you know how to use a graphic design program, you can easily be taught any other one. 
I Was 
Talking more about teamwork than tools.

Obviously an idiot is always going to come second compared to someone who is talented. 
Sure Thing. 
but, as far as DTP goes, at this very moment you have no other choice but Indesign or QuarkExpress.
And then there's the rest of the suite, and trust me, the smoothness of workflow achieved through Creative Suite is not something that someone working on a tight publishing schedule would happily consider giving up...

Which brings us to the post I quoted above: given its almost monopolistic position, Adobe is trying to have people pay steadily and forever. No bull. 
Quake Gpl License Misinterpreting 
 
Afaik 
The engine is GPL, which means that it itself can be compiled and used however you'd like (commercial or otherwise), on the condition that you also release the source for any changes you may have done to this engine code.

The original Quake assets and game code are not released under that license. So you can't reuse parts of the game code or textures etc in your commercial product.

Any game code, assets, tools, etc you make that are not the engine are of course not subject to this.

You should read the entire license, but the gist of it is that you can do
anything you want with the code, including sell your new version. The catch
is that if you distribute new binary versions, you are required to make the
entire source code available for free to everyone.


read the .txt files
https://github.com/id-Software/Quake 
Selling A New Expansion Pack... 
What if you were to create a kickstarter for a new expansion pack for the original game, but release the actual game for free?
I know Sock was going to do something similar with ITS. 
 
If this is about your pirates mod, forget it. 
 
Fifth: I would suspect to distribute any of the original Quake assets along with it, you would need permission from id (likely paying a license fee). I'm a little murky on how the game code side permissions work out here though, but I'm betting doing a commercial mod would be much the same, in that you'd need to pay a licensing fee.

What Sock wanted to do was slightly different if I understood correctly, he wanted distribute the mod with the shareware version of Quake, such that anyone could download the entire package and play. 
The Idea 
is that the kickstarter pays for the development of the mod but the actual release is free. (and if enough money was raised then a licence could be acquired for a boxed version of the mod) 
Adobe 
From a business/IT point of view what Adobe is doing is fantastic but certainly bad for small/indie users. For a company, a monthly cost for software is perfect because it is something that can be put into a budget for a department. If a new person is employed the IT department simply adds the software amount to the relevant budgets and installs the software. This system is also good for a producers who can budget projects better (cost wise).

One major benefit will be having all the latest (OS and features) software available and having access to all of the suite at once. One other thing is work flow, having a suite of software from the same vendor can increase work flow because there is less compatibility issues.

The new Adobe direction is designed for medium/large business and will make sure Adobe has a constant amount money coming in for future upgrades and development.

From a personal point of view I am screwed and will probably have to look for alternative software because I cannot afford to rent software for personal projects. Ironically what Adobe is doing will probably generate more pirated software because most small/indie developers will (most likely) use alternative means.

@Fifth, I was thinking of doing a Kickstarter for my ITS project, the money would pay for my time not the final assets and work with custom engines. It might have worked but there is one fatal flaw, there is only about 50 active people who play quake anymore! :) 
 
Ironically what Adobe is doing will probably generate more pirated software because most small/indie developers will (most likely) use alternative means.

I'm not sure that is what'll happen, but it's what I'm expecting will.

Also, Gimp/Inkscape etc are nice, but they really are no match for the stuff in Creative Suite. GIMP doesn't even have propper CMYK support out of the box, that alone makes it totally useless from a DTP pov. Adobe also has a pretty tight grip on the educational system. Winner takes all. While you can have various objections to that, from a workflow point of view it is enormously helpful to have an entire industry using the same set of tools. That's why if you're serious about getting into a certain industry it's simply more useful to learn the industry standard apps. Unless the open source apps get vastly more development resources at their disposal it's just idealist to think they'll be able to compete in the marketplace. I wish it were different, but I just don't see that happening any time soon. 
Thank.. And ? 
-q1 gpl source does include the .exe files ?!?(winquake.exe,glquake.exe,..)

-And do you know if after ID's acquisition by Zenimax Quake licensing model has changed ??

-Carmack himself stated that many people don't realize that if they do "true" total conversions they could create standalone commercial games off the source !
..that's why so few attempts were made (Malice,Shrak,Xmen,Steelstorm,..) 
................................. 
There are more graphics tools than GIMP and Inkscape. Please do not talk bad about free alternatives until you know what is available. Krita for example is pretty fucking damn amazing and has many of the features some people miss in GIMP. MyPaint is great for painting I hear. I have not tried Karbon yet but if Krita is any indication then it's gotta be good as well (I like Inkscape but it has some quirks). And for photographers of course there are RawTherapee and darktable. I wish people would stop recommending GIMP as "the" tool.

I understand that the Adobe suite has good exchange (both in-between its products and thanks to their quasi monopoly to other people) but honestly, it sucks if you are forced to use software because its file formats are proprietary and closed. 
..edit 
-for commercial use of q1 source what if I leave references/calls to Quake copyrighted assets(model frames,buffer sounds,ai.qc,..) in my game ?!?

..this gnu/gpl thingy putting me to the test so hard that giving up would be wise :( 
Photoshop Alternatives 
on the mac, Pixelmator is plenty good, they're tearing it up nowadays.
http://www.pixelmator.com/

For a hobbyist, I'd definitely recommend it over Photoshop. It only costs $15 and has a lot of features that casuals will love, and a really slick, fully featured interface.

Of course if you're thinking of doing anything professional, especially if you'll have to work with other designers, Photoshop/Illustrator/Indesign is still the only option.

I think the subscription model is reasonable, but it still irks me not to actually own software I've paid for. Oh well, that's the way things are going it seems. 
 
I think the subscription model is reasonable, but it still irks me not to actually own software I've paid for. Oh well, that's the way things are going it seems.

I feel the same, it seems subscription models are increasingly becoming the way of the future.

(random idea)
Something that would be cool would be an image editor where the layer system is swapped for a node based system. That way it wouldn't be a one way street. I often get into weird and redundant layer configurations where I wish I could just tell Photoshop "use this layer R channel as input for this layer's mask". Would be slower but could save a lot of memory and hasstle at times. Another thing that irks me is the layer style system not being modular.
Some more modularity between the subsystems would be cool also, the brush system can be made to stroke vector paths, but it would be nice if this was dynamic rather than just stamping on the pixels. Hmmm, maybe I should write my own image editor :P 
@sock 
How about making the kickstarter price really low? Like $10... just see how much cash you generate in a months time. Even if all you make is $10 you will still be making money for a project that you are going to already be doing...
At least this way you can gauge the interest properly (remember, you don't generate interest *before* the kickstarter, you generate interest *while* kickstarting)...
I'd certainly pay $10 for a whole new expansion pack if it was done properly. :) 
Random Mapping Nothing 
Your map is getting big when it takes you 30 secs to zoom in the 2D views in Worldcraft just so you can use it smoothly after loading it.

Your map is getting big when you can't see what you're doing in the 2D views anymore.

Your map is getting big when you get lost in your own map. 
Maps Getting Too Big In WC? 
Use the "Group" function to combine finished rooms brushes and the use the "Hide Selected" function to hide selected groups. You can still compile hidden groups, it just helps to unclutter the 2d and 3d windows and it speeds up rendering times in the editor. 
Heh 
respect, Qmaster (my reviews are in the works).

I found it a milestone when WC/Hammer told me "too many objects in view" and would no longer display anything unless I selected it. Of course, there's the visgroup solution to it. Heh. Just surprised me. 
Spiney 
all good points and ideas. Along the same lines, I think some more ability to use variables would be nice. I.e. LESS/SASS style color definitions, so I could change one "@accent-color: #ff0000" and it'd change shape layers, shadows, text with that color to whatever I choose.

The text styles thing they've got going on seems a bit weak but is going the right direction though.

I feel like the node idea might have been adopted already if it wasn't such a one horse race. 
Node Based Editing 
This already exists in apps like After Effects, Shake and other post-processing software, and many people have asked for more of it in Photoshop. Adobe have started putting some stuff like that a bit, with non-destructif filters and such, but it requires using smart layers, and is just generally pretty half assed and useless. :( 
 
with non-destructif filters and such, but it requires using smart layers, and is just generally pretty half assed and useless.

Seriously what planet are you on! the filter layers are awesome, extremely easy to add, test out settings, combine them and re-arrange the order. It also does not require smart layers (cs5+), you just add them. The only downside is you cannot apply them to groups which would be useful for global style effects. 
Nodes Are More Powerful But... 
are less intuitive to grasp than the layer concept though. It might steepen the learning curve for more casual users. 
It's Also Very Easy To Think Of Analogue Equivalents To Layers 
 
Sock 
Mmmm... I'm on CS5, and I don't see how to use them without smart layers. When I try to it says my layer needs to be converted to a smart layer, which makes it useless for me.
Maybe it's better in CS6, haven't tried it yet (we're still using CS5 at work).

What I'd want the most in Photoshop is a way to instance layers, that would make my job so much easier. You can kind of do it with smart layers, tried to use them for a while but it's really clunky and wasn't worth the effort in the end for me. 
 
Selling Quake 
Why not release the source? Maybe I'm being naive, but it worked for id. 
 
@Bal, I use the shortcut icon to create the special filter layer. I rarely use the menu's and I never get any messages about smart layers. Honestly I find them amazing and they have saved me destroying original layers because of effects. I often put the filters into groups so I can test different combinations. 
Sock 
Do you mean adjustment layers? Those are fine (and I also use them a lot), but what I'm talking about is smart filters, for instance having a filter applied to a layer that gives it a gaussian blur, but that you can still paint in (and the blur would be applied more or less on the fly, depending on how expensive it is, and be able to tweak it like an adjustment layer), honestly don't see how that's possible in CS5 without using smart layers (which makes it alot less useful). 
Evangelion + Pacific Rim Mashup 
Ijed 
have you seen this already?

www.dailymotion.com/video/xzc0u2_giant-god-warrior-appears-in-tokyo_shortfilms#.UZqV_Hkgvxc 
Arghh!! 
 
@mfx, sorry but that was terrible, you should be playing THIS!?! 
Bal 
Do you mean adjustment layers? Those are fine (and I also use them a lot)
Yeah sorry man, I mean adjustment layers, it has been years since I have found a use for the filters anymore! The adjustment system is amazing, it certainly would be cool if they extended the adjustment system to affect groups. 
Sock 
i don't know... 
 
it certainly would be cool if they extended the adjustment system to affect groups.

You can do something among those lines by setting the knockout, but I've never used it myself.

http://www.peachpit.com/articles/article.aspx?p=26131&seqNum=4

Being able to set adjustment layers to target group as a clippy mask would be nice though. 
OK 
So I start my new job tomorrow.

My new boss called me last week to discuss what kind of workstation to get. He is a pure Apple fanboi, and naturally asked me 'How would you like a nice brand new PowerMac?'. I have never used a mac, so I said (trying to remain on the fence) 'I'm not averse to the idea of learning to use a mac, but for the last 15+ years I've been a Windows user, and learning a new OS would slow me down some'. Then he said that on a mac there is no right-mouse-button. 'AAAAAaaargh!' I cried, and convinced him that I needed a PC.

Would anyone here tell me any different? The job is web design. 
 
Use what you are comfortable with as long as it can run the software you are required to use (if you are). 
 
@RickyT23, I have a powermac and laptop pc and switching between them is a nightmare. Shortcuts are different, no backspace, no right mouse click (there is a keyboard equivalent), interface is back-to-front (especially all the window icons). It is like apple deliberately made the interface arse about face.

Once you get over the interface issues luckily most of the software works the same. If you switch to Mac, play with it for a while, don't keep switching back, it will drive you nuts! 
80 Path_Corners 
...ayand counting! Phew! 
Well, RIck... 
...I started on PC, turned to the Mac for your exact same reasons, some 10 years ago, on OS9. Now, that was a Nightmare! Been going back and forth since then and, while I'm what you'd call an Apple Fanboi ;), I'd say Spirit got it right.

My 2 cents of experience anyways, tell me that iMac is far superior when it comes to font management and that's not to underestimatedbe if you're doing ANY kind of graphic work.

Also, don't forget that you can still plug a Logitech (Or whatever you like) 3-buttons into that funky Powermac!!! 
Fuck The Lack 
of an edit button.

I guess you got what I mean anyways.... 
..about Kickstarter 
is really fascinating all that!

but was thinking.. what if one starts a campaign getting funds but then quits the project ?
funds must come back to pledgers ? 
..negke 
some posts above were you answering to me or to fifthelephant ..about some pirates mod ? 
 
macs can support 2 button mice, you just have to plug one in. 
 
mac is really not that hard to learn and if you are any good at computers in general, you'll pick up the finer points of the UI fairly easily. if not, just google it and there's a lot of info out there. likely you'll be frustrated with the backwards setup on mac for a while, but you get used to it.

the biggest thing about mac is that most applications don't open up as a full screen the way windows applications do. for example, when you open up Photoshop in windows and maximize it, you get a big grey window with a menu bar on top and the tools on the sides.
on a mac, when you open photoshop, you see only the toolbars show up and the menu at the top of the screen is REPLACED with the photoshop menu. basically, application windows 'float' around on your screen instead of being bound inside a 'master' application window. that's really the biggest difference right there.
so sometimes you can open an application and not realized it opened because no window immediately pops up, only the menu bar at the top changes. 
Apple Or MS? Pick Your Demons! 
Macs are pretty easy to get used to, but I lack the bar at the bottom of screen and not being able to maximize windows still irks me after all these years alternating between osx and windows. 
 
Apple also makes the worst mice known to mankind. Remember these?

http://cdn3.pcadvisor.co.uk/cmsdata/blogentries/108160/iMac-mouse-360.jpg

I had to use these at school, drove me fuckin nuts. 
 
oh god...

ironically, the oval classic mice were really good (except they only had 1 button); comfortable and easy to hold. 
Ok So This Is Me Being Anal 
but if they are really buying you a PowerMac, I'd ask for a computer from this decade. 
I'm Not A Mac Guy But... 
Doesn't Mac support Windows dual booting via Boot Camp? 
Yessiree. 
And, against all good advices I received here on creating a proper dual boot, I use my home iMac with Parallels and I happen to play HL2 or Doom3 (on Win2k) and simultaneously have a Photoshop session + Firefox + Itunes open in Osx no problem. 
Yeah, Parallels Is Nice 
I do have a dual boot setup with Windows 7, but I rarely actually boot into Windows 7. I play most games in the Parallels VM.

RickyT, regarding Mac vs Windows. I have switched to the Mac in 2005, and I have to say that I really prefer it to Windows. The switch can be hard for a couple of weeks, but then it became smooth sailing and I began to see how the OS X gui is superior to the Windows GUI in subtle ways. One example: The shortcuts are triggered with Cmd+SomeKey, and due to the positioning of the Cmd key (next to the spacebar), you use your thumb and your index finger for most shortcuts. This puts considerably less strain on my fingers. Huge win.

However, if your boss is offering a PowerMac (provided he's serious about it), I would be weary. The PPC architecture has been replaced with Intel CPUs about seven years ago, and is unsupported since OS X 10.5. Many programs simply won't run on that computer.

Some things of note:

- Forget about the one button mice - all modern macs have two button mice, and you can plug any USB mouse into a Mac. There are 3rd party drivers which allow you to configure the mice.
- If you're like me, you'll start using your Windows machine less and less because OS X works better for you.
- Use Parallels to run Windows in a VM if you still need it (or Boot Camp for games)
- For programming, the Mac is superior to Windows - there are great tools, a shell with all the goodies included, and its easy to install Apache / MySQL etc.
- I don't know about the stability of recent versions of Windows, but OS X is fucking rock solid. I can count the number of times I have seen the Mac equivalent of the BSOD on one hand.
- The hardware owns. I know you like to build your own computers, but let me tell you, just buying something off the rack that just works has its perks too. No more worrying what components will work together, no more fucking about with beta drivers etc. Downside: It's more expensive and you can't easily upgrade components. But I usually keep my Macs for at least two years, and I can see that I will keep my current machines (iMac and MacBook Air, both 2011) for several years to come, as they are just amazingly fast.

One more argument that was my original reason to switch: I found that using OS X has made me think differently about how I use computers and how I write software. Switching to any OS forces you out of your comfort zone, and allows you to learn something new. But this only works if you are interested in such things - if you just want to get your work done, and fast, then you're probably best off if you use what you know. 
BSOD. 2 Times. 
In 15 years.

It's a lot scarier on OsX though, 'cause it's not the Blue Screen Of Death, but the BLACK Screen Of Death....

Muahahahhahhahhahahahh! 
It's Gray 
BSOD 
were much less of a problem after I switched to NT and its successors, but I still remember having much more trouble and reboots - but maybe that's my subconcious trying to rationalize the fact that I spend twice as much money on hardware now ;-) 
BSOD 
I am a long-term user of Windows, and Windows 1,2,3, 95, and 98 all had regular BSOD events. XP had a minimum number, most of which were involving me trying to do things that I probably should not have.

Re-installs of 95 and 98 were a regular event and at one stage I had cloned drives ready to swap in and out of the box just to speed things up.

I have been using Vista on a desktop since RC1, and Win7 on a laptop also since RC1 and have never seen a BSOD. I am one of those users (weirdo) who have been quite happy with Vista, and I have never even re-installed it once.

I have Win8, which I bought direct from MS, ready to install on the laptop but have never got around to it because Win7 works just fine.

I have never felt minded to even try a Mac, as I am deleriously happy with Windows, and consider Bill G to be my long-lost benevolent uncle. 
 
mac is fine windows is fine just use whatever makes you happy as long as it's not linux because that is shit. 
OS BATTLE! 
Win8 is shite. win7 works fine for me, I havn't seen a BSOD in years.

I've been tempted to go to linux but being my own sysadmin doesn't sound like much fun...

I've used Mac but don't really see the benefits, at least with what I use the machine for. And the Stalinist control over data (via iTunes) is a ballache I can do without. 
I Tell A Lie 
I have seen a BSOD, but that was hardware damage - a snap, crackle and pop, and the little whisp of smoke that is a few hundred quid saying goodbye. 
Laptop - It Was Dropped 
by 'someone'. 
 
On Linux I do not have to do the boring "sysadmin" jobs of hunting for drivers or updating all the software individually. 
Lol R U 4 Real???? ;-) 
 
 
Wha? 
 
apt-get is nice on linux... until it doesn't work.

took 20 minutes of googling just to realize i had to change some servers in some files somewhere. :\ 
 
Yeah, that personal repository stuff seems quite bad. In Archlinux you don't use that kind of stuff, instead you have https://aur.archlinux.org/packages/ for everything that is not in the official repositories. Works easy and well. 
Thank God I'm On A Mac ;-) 
 
Texture Editor? 
Anybody have a suggestion for a decent program for editing textures for Quake (256 color)? I'm not having much luck so far. I've been using an old copy of PSP (4.0) that I've had for years but it's palette manipulation capabilities are very limited. I also have some version of Photoshop Elements and I downloaded GIMP, but both those are massively bloated overkill for what I need to do. To me GIMP seems to have an incredibly confusing and unintuitive interface, but maybe I just haven't given it a fair chance, and seriously - over 3,000 files in the GIMP folder?

I just need basic editing capability, copy/paste, palette editing with the ability to see exactly which colors are used and how many of each color, pixel by pixel drawing, that sort of thing.

PSP actually does most of what I want except the palette window can't show which of the 256 colors are actually used in the image and how many pixels of each color. 
That's 
What I was referring to - on windows it's just 'update'.

Occasionally it's 'uninstall update that made your machine unusable'.

Still might change over though, depending on the inertia threshold of learning a new OS... 
@Tronyn 
I hit it! Worldcraft: "Warning: too many objects in view!" I haven't even copied all of it from my small test box yet.

And on that note, time to go camping! 
 
To me GIMP seems to have an incredibly confusing and unintuitive interface
if you know Photoshop, learning gimp is hard because almost everything is backwards.

Spirit linked some other program, krita, but i tried to install it on windows and it blew up. i think the windows version is still a beta. 
At Least Linux Is Not Installing Updates When You Just Wanted To Shutd 
Texturing Programs Are.. 
you could use Photofiltre(7 should be the free version), Paint.net, Photostudio(worked for me) 
 
I believe there's some pixel art apps, and some open source recreation of deluxe paint floating around. 
..yes 
Don't know why Paint.net(free) is so underestimated, it has almost all the Paintshop features 
 
fuck's sake that was a lot of work just to install the base for arch linux. 
 
Problem with Photoshop, GIMP, Paint.NET, etc. is that they have almost no concept of a 256 color limited palette. They all basically suck for anything other than 24 bit or higher.

Load a bitmap of any random Quake texture in one of those programs and just try:

A) Count the colors.

B) Show the palette with each color used marked.

C) Show how many pixels there are of each color.

Just doesn't seem like it should be that hard.

I think I actually managed to count colors in GIMP. I'm not going to bother re-installing Photoshop.

I had forgotten about Wally, not much help for what I need, but does a lot of useful things. Good to have. 
Windows 
had heaps of problems with pre-xp versions. Didnt have too many issues with XP but did still have the occasional hiccup.

Win 7 has been working like a dream for a few years though. 
Old Skool 
Paint Shop Pro 6 if you can find it supports loading the quake palette IIRC 
I Have PSP 4 
I've been using PSP 4 for years. It can't do B or C in my post above. It can at least count the colors. Can version 6 do B and C?

It's a real pain to recolor one texture to match another when you don't know which colors are actually used or how much of a given color is in the texture. 
Found Something - Grafx2 
Pretty sure this must be the Deluxe Paint re-creation that Spiney mentioned above. Horrible clunky 80s style interface but very good 256 color palette manipulation.

http://code.google.com/p/grafx2/

It has a palette "Zap" tool which let's you replace all unused colors with something else, There is a palette histogram, 0-255, mouse over any column to see exactly how many pixels use that color. It's not perfect but I can work with it. 
PSP... 
I use PSP7 ESD. It's a full version that came bundled with, I think, PC Zone or PC Gamer on the cover disc.
If you go to oldapps.com you'll find older versions of lots of software, they should all be legal and public domain too. :) 
At Least Linux Is Not Installing Updates When You Just Wanted To Shutd 
I don't get it, why would you want to do that?

Linux ++ :-) (I'm still stuck on windwos argh) 
Quake Deathmatch? 
Does anybody still play Quake Deathmatch? In the remake of Wishes that I'm working on, I have included the deathmatch starts at about where they were in the original, but the map is way bigger than it used to be and I'm wondering if there's any point in keeping DM supported. 
 
People still play deathmatch, but for the most part only a chosen few overplayed maps. It's unlikely anyone would give your map a try, so if you were to add deathmatch settings, it would be solely as a nod to the original map and the sense of among the few awesome people who still to do it to their SP levels (=than and I). ;)
Of course there also is the DMSP mod which allows you to play the DM portion of a map against monsters. In this respect, adding DM settings could make for sort of an additional game mode in a broader sense. This requires proper spawnflagging - including the monsters! 
QW 
Try QuakeWorld if you want deathmatch.
Physics might be a little different and they've added the concept of matches, but otherwise the gameplay should still be similar.
Except that you'll get owned. A lot.

that said, deathmatch spots on a single player map is generally futile. deathmatch wants many connections, loops, and alternative routes. single player, on the other hand, is typically rather linear (even with creative-but-annoying use of doors, or deathmatch-only passages).
By all means add a few spots, but I wouldn't waste too much time over it, unless you're really trying to make it a deathmatch-only map.
If the map really is large, it might be more useful to just block off the more annoying/narrow corridory bits and constrain the deathmatch players to the more arenaey areas. Yay teleporters. 
 
Why do some people NOT play games? I always hear about this question from the opposite side... 
 
Except that you'll get owned. A lot.

This. 
Flying Car? 
Okay, not quite, but close

http://www.kickstarter.com/projects/2017062404/b-go-beyond

(including obligatory dubstep) 
Final Compile... 
it's happening right now! :D 
 
spiney: kind of cool, but I immediately expected the wheels to rotate down to form ducted fans, disappointed that they didn't (though it appears impossible based on the wheen drive mechanism.) 
Lol... 
I posted my new map over an hour ago, I was hoping a couple of people would have played it by now but I guess you'll have to wait until an admin wakes up ;) 
 
metl: I had the same thing, kind of a shame hah, I'm sure it's not that way for a good reason though.

semi-educational timewaster:
http://geoguessr.com/ 
Necros 
All my friends who don't play games just seem to see it as a waste of time. Most of my friends do play games, at least a bit. Now it's like reading. Some people go deep but most are just reading like, 50 shades of gray or Tom Clancy or whatever. Quake = David Foster Wallace, obviously. 
Friends... 
When I was a player, I didn't have any friends. When I was a mapper, I didn't have any friends. Now that I have stopped both, I don't have any friends.

I now spend most of my time in front of a computer screen trying to work out why I don't have any friends.

I am sure that if I work hard enough I will find the answer. 
Tronyn 
That's a very generous review of FMB-BDG2 over in Quaddicted. Thank you. 
My Wife 
Doesn't play games and can't understand it.

But she loved Prince of Persia Warrior Within. 
Streetfighter Motion Capture WTF 
Necros 
I can't argue with those who'd rather be out and about than playing games.

However, I might have a few choice words for the people that scoff at me for playing games, but who themselves spend the same amount of time watching shite on the tv. 
No Problem 
Thanks for all the maps over the years 
Adverts 
Generally I hate them but for some reason this is just right! 
Who Wants To Play It? 
Demo Chat 
Any idea why when recording a demo in quake using the chat function no longer pauses the game? 
 
Cocerello: Hahaha, that made my day. Thanks :')

On another note: does anyone know if there's a good documentairy on the history of computer graphics somewhere? I search from time to time but can't seem to find anything substantial.
I like geeking out to retrospects and postmortems on GDC vault and watching stuff like King Of Kong, but there doesn't seem to be anything with the focus on CG in film since the early seventies onwards. I heard Siggraph did something like that for it's 25 year anniversary but I can't seem to find anything online. 
 
Is the last map of CZG's terra unfinished? Was there ever a finished version? 
Website's Been Drupald 
http://rickyt23.com/

What you think? 
 
It's nice but you shouldn't use small caps for large blocks of text. Lower case is much easier to read. 
Ricky 
There's too much going on graphically, it looks "nervous" or something. Too many boxes and lines, too many different margins etc.

Also the buttons look completely out of place and they look like they were squeezed in between those horizontal lines. 
BSP -> Blender -> Whatever 
I've been trying to learn Blender recently, and once of the things I thought I'd try was scripting. Since I didn't have any better ideas, I thought I'd try making a bsp importer in case for some reason I, or anyone else, wanted to render their maps.

http://www.quaketastic.com/upload/files/misc/io_mesh_bsp.zip
http://www.quaketastic.com/upload/files/misc/apsp3_blender.png

Warning:
This is very early still. The only thing it can do right now is import all the models in the bsp as separate meshes in Blender. I plan to extract textures and assign them as materials, but that's quite a lot of work for me, since I have to extract the texture alignment params, translate them into regular uv space, save out all the textures and assign them to each polygon in the level.

TODO:
- auto weld all verts
- allow user scale option (currently uses 0.05 of Quake scale)
- allow user to filter by model ids
- would be nice to filter out triggers etc. but that requires quite a lot more work because of how simply it is written right now.
- extract textures and assign as materials
- optimisation so it doesn't take 30s+ on large maps to import :( 
Forgot To Mention 
that if you want to use this with another package... well, blender is freely downloadable from blender.org, is multi-platform and requires no installation, so you can quickly get it set up, import the bsp, then export as obj or whatever to use in some other 3d tool.

Also, once you weld all the verts, each model is a fully sealed mesh. I'd imagine it's not too hard to extrude the faces and take into zbrush or whatever if you wanted to. 
Awesome Work 
This is very early still. The only thing it can do right now is import all the models in the bsp as separate meshes in Blender. I plan to extract textures and assign them as materials, but that's quite a lot of work for me, since I have to extract the texture alignment params, translate them into regular uv space, save out all the textures and assign them to each polygon in the level.

Just wanted to say, the engine already does this so that it can render the BSP, maybe you can copy code from there instead of writing from scratch? 
 
(the UV calculation part, I mean) 
 
Is there any Q1 engine with support for variable spaced fontmaps? It's much nicer for blocks of text, and just more legible in general. 
Metlslime 
yeah, I was thinking I could probably just get it from fitzquake or trenchbroom code. I guess tb is a bit different since it's converting from map and the format is a different.

Might have a go at getting textures in at the weekend. 
Messed With Some CSS3 
Moar CSS3!!!

(actually I toned it down a bit overall)

http://rickyt23.com/ 
Messed Quaketastic 
I uploaded some files to quaketastic, but for some reason they all were dumped into the main directory.
I was sure to add them into the right subdirectory.
Can't delete them, made a pretty mess of it. 
Metlslime 
Where is the code for loading the bsp? I searched the FQ code and in bspfile.h the function LoadBSPFile is declared, but searching for that string gives me no other results. I also searched on the internet, but got no results. Where should I be looking for the texture code?

Sorry if this sounds dumb and it's in fact very obvious where LoadBSPFile is. 
Ricky 
Some quick feedback:

Make the block text properly formatted for upper/lower case - it's hard to read.

Maybe make out the background map lines a bit more, maybe desaturate them a bit as well.

Less is more! 
 
Make the block text properly formatted for upper/lower case - it's hard to read

What do you mean by 'block text'?

Tad confused because I DID have it as a font that was 100% capitalised. But last night (about midnight) I changed it to Arial. Just the paragraphs and lists.

I lurve feedback and constructive criticism, but I don't know what you mean. 
Block Text 
The below is what I mean by block text, I copied it from your site and it appears to be an ALL CAPS FONT, but not arial, unless it's some bad all caps version.

"Deja Vu!" was my first official Quake 1 singleplayer release. It comprises of six small boxed maps. You can see how my mapping becomes more..

The above is readable, but this is how I'm seeing it on your site:

"DEJA VU!" WAS MY FIRST OFFICIAL QUAKE 1 SINGLEPLAYER RELEASE. IT COMPRISES OF SIX SMALL BOXED MAPS. YOU CAN SEE HOW MY MAPPING BECOMES MORE..

Which hurts my eyes to read. 
Ah - Right 
That's not right - refresh your page/cache.

It DID look like that, but I already changed it :)

Does refreshing your page/cache fix the issue? 
Than: 
The function Mod_LoadBrushModel is a good place to start (in gl_model.c) 
Ricki 
The text color could be a little bit brighter. 
Madfox 
Just send Willem an email and ask him to delete the wrongly uploaded files or move them to the right directory. 
Oh... 
i forgot though, this is actually confusing and hard to find -- in addition to the stuff in gl_model.c, the actual UVs are calculated in BuildSurfaceDisplayList, which is in r_brush.c. 
Hah 
Ok, my bad. 
Metl: 
Thanks! I've got all the texture loading code working now. It was a bit of a nightmare because I made some stupid mistakes and wasted a lot of time searching for really dumb bugs because textures were flipped and colours were wrong. Next step is to correctly assign uvs and textures.

Note that the textures can be stored in the .blend file. This is a pretty nice feature! It's still possible to export them, though I don't know if there is any way to get permission to save files anywhere other than /tmp/ from a python script in blender. For obj compatibility it will probably be needed... and dealing with special characters that aren't compatible with windows file names, like * in liquid texture names :( 
Trip To Denmark 
I'll be in Copenhagen for job reasons by June 18th-19th. If any danish mapper wants to meet there... just let me know ;)

Oh, and for all the perverts that think I am trying to date, just shut up :) 
This Spammer Really Sucks 
 
Not Sure But.... 
... I hope it is not date + Copenhagen in post #22963 that triggered this spamming burst... though... :P 
JPL 
would have loved to meet you! But I don't live in Copenhagen anymore and the dates you gave is spoken for!
But I hope you will like Denmark anyway! 8-) 
Yay 
shit slow and hacky code in places, but it works:
http://www.quaketastic.com/upload/files/misc/blender_io_mesh_bsp_0.0.2.zip
pic: http://www.quaketastic.com/upload/files/misc/bsp_importer_wtex.png(1.5mb! sorry)

Quake .bsp import script that imports hopefully any old .bsp as a textured and uv mapped mesh in Blender.

It's kind of slow. Sorry about that. 1 minute + for very large maps I guess. Still, that's much faster than building by hand :) 
Shit 
if I don't preview, I know for sure there will be a mistake...

http://www.quaketastic.com/upload/files/misc/bsp_importer_wtex.png 
Very Cool 
That's really awesome stuff Than. I'm sure that everyone would like to edit BSPs like that, and equally sure it would be a nightmare to actually implement. But I can see a feasible next step for someone who was keen: lighting! I actually suspect that it would be marginally easier to create the lighting in the blender editor and export that back to the BSP. I will admit that I don't know how good the lighting support is in blender though... 
I Have Been Thinking 
about writing an editor that edits the BSP directly. I'm not sure if it's feasible, though, but I imagine it to be pretty cool. 
 
direct BSP editing would be pretty sweet, but I suspect making the hulls would be a nightmare with the sorts of geometry people would make 
 
hmmm... even if you could just load up a bsp mesh and bake new lighting in, it'd be pretty darn awesome. 
Not Really For Editing To Be Honest. 
I made the script mainly as a way to convert bsp to a standard 3d format and learn python scripting in blender. I do think it might be a good place to start if you want to take some kind of beauty shot render of your map though, since you can add lighting, texture resolution and detail before doing proper renders using cycles or whatever you like. 
Fuck That's Awesome Than 
I'd love to see some of the classic maps lit properly, maybe I should download this blender thing 
Light Editor 
A real time light editor would be great. A stand alone program would be fine. Sliders for the various light options (delay, attenuation, light styles, color ect). Spinner controls for spotlight placement. Export to .map file. TB does a good job of previewing geometry, previewing the lightmap I think is the next evolution to editing. 
Some Sad News 
Hmm... 
 
Mfx: 
Sorry if it doesn't work for you. I just downloaded, installed and tested it in Windows (I used Linux at home) and it was fine. Here are the steps:

1. Extract the folder io_mesh_bsp to your blender/<version>/scripts/addons folder (I don't know where this will be on the mac version, but I assume it's the same.
2. Start Blender (or restart if it was already open)
3. File > Import > Quake BSP (.bsp) should now be available from the menu.
4. Select a bsp file and it should load.

Tips I forgot to mention in the txt in the zip:
1. Blender's default texture settings are fucked so most people probably won't see any textures. You need to enable GLSL from the display section of the panel that appears when you press the n key (mouse cursor must be in the 3d view I think)
2. If you enable GLSL, the lighting will be mostly black by default, so select the Lamp object from the outliner and set it to "hemi" so it lights everything quite evenly. 
Oh Yeah 
you'll need to save the startup file for options like GLSL, lamp to hemisphere type, backface culling etc. to be saved.

If you want a pixelated look for the 3d view (but not renders...) then you need to go into user settings (ctrl+alt+u) > system and disable mipmaps.

I think they are working on a new 3d view for an upcoming release (maybe this year?) so hopefully this kind of shit will get better. 
And... 
to get blender to remember that you enabled a plugin, you need to save user settings, otherwise it will only be available until you load another file or select file>new. Some things like this are quite annoying. 
Than 
the problem is not Blender nor Windows or Linux,
addon is working fine in both.
Fucking OSX...Grrrr...most expensive one is least useable one,
me pukes... 
What The... Not Logged In? 
 
New QC Compiler? 
Get Into Bed With Us And We'll Treat You Like A Princess 
New QCC Compiler? 
Will have to try it out sometime. 
@Hrimfaxi / Re: #22973 
Ok, no problem. I may have to go back there within the next coming year, so maybe another attempt would be possible ;) 
Checking Func 
Whilst on holiday. I must be cray cray. 
Yay 
question so dumb you'll wonder how it's possible I need to ask (arg, many similar versions of same map):
is there a command (or an easy way) to find out exactly what bsp file a demo is loading when it loads

I don't want to haveto delete all the versions I think it might be and check if it works heh. 
 
Run the demo through lmpc and it'll be in there somewhere... (or run "strings $demo_file | grep bsp" or equivalent). 
Mwh A Winner!!! 
The 23,000 post award. holy shit that allot of bs for 1 thread 
Blender BSP Importer 
Sorry to keep spamming about this. I've created a thread over at Blender Artists about the importer, with a link to the latest version etc.

http://www.blenderartists.org/forum/showthread.php?297143-Quake-(1996-game)-bsp-import-script

I doubt I will work on it anymore unless more bugs are found, but there is a list of possible improvements in the readme. This includes filtering models by entity type, importing lightmaps and welding vertices on import.

Also, as a side note, the best path I found for getting it into Maya seemed to be via dae if I remember correctly. If you want to do that, there are a bunch of export options, so if dae doesn't work well, just try dxf etc. until something works. I definitely had dm7rmx in maya though. 
Proof Reading Before Posting Is A Virtue 
getting it into maya -> getting imported bsps from Blender into Maya. 
Double Tool 
Two tool posts in a row. Well, this is more of a micro-tool...it's a little bit of python code which lets you turn a directory of files into a pak file on the command line:

http://tomeofpreach.wordpress.com/2013/06/22/makepak-py

In case the usage isn't obvious from the code: save the text to "makepak.py" then call it like so:
makepak.py mydir pak1.pak

There's no error checking or anything, it's a 40 line program, but it's kinda neat. 
Preach 
cool stuff. Whilst I do all my Quake stuff in Windows at the moment (not that I've been particularly active over the last few months), I am gradually trying to switch my pc use over to linux. I realised that although there are a couple of Linux editors (notably Trenchbroom, YAY!), there aren't m/any tools for working with pak files, wads, mdls etc.

Given how easy writing these kind of tools is, I thought it might be worth making a few simple applications to do so. Good to see you made a pak creator. Can it extract files and list pak contents too? 
Afraid Not 
It's a very one-time bit of code, written to do a single task cheaply. It's probably not too hard to adapt it though, if you understand the "struct" module in python.

The quakewiki entry on .pak files is also very good:
http://quakewiki.org/wiki/.pak
It has some sample c code for accessing pak files and extracting a particular file, which would be very pretty easy to adapt. 
Also 
http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_3.htm#CPAK0

I normally use this page for quake stuff, even though it's out of date and contains a few errors since it was made before the final version of Quake was released.

To extract pak files, this works: http://pastebin.com/8hxV0vvk 
I Suck 
http://pastebin.com/JhJTNTkj

does actually work. 
 
http://www.quakeforge.net/ has nice commandline tools. I added some more to http://quakewiki.org/wiki/Quake_tools#PAK_Editors

I can recommend both QF's pak and par. 
I've Been Away From Quake For Too Long! 
 
HBDQ! 
OSes And Macs 
Referring to the conversation about Macs and operating systems above:

I sincerely hope your boss wasn't really offering to buy you a Powermac, because the last model came out in 2006. He probably ment Mac Pro, but that too is a silly choice: the current model is vastly outdated - a new Mac Pro is coming out later this year and if you need/want a powerful Mac workstation right now, a fully decked out iMac is a much better choice.

As for operating systems, as long as it runs the software you need it to run, it's just a matter of taste. Windows 7 and MacOS X are both great.

That being said, unless Microsoft comes to their senses sometime soon, it might now make more sense than ever to consider switching to a Mac. Win8 is shit and in the coming 8.1 update instead of listening to the userbase, they are actually doubling down on the things people hate. 
And To Expand On The Above 
I believe we are reaching the point (and in many cases way past it) where operating systems are irrelevant as both Windows and Mac can easily do what 99% of computer users need and more and more things traditionally handled locally on a computer are moved to cloud services.

An example: why on Earth would I want to manage photos locally using some application, when I can instead use Flickr and automatically back them up to Dropbox for good measure?

Hardware is also becoming similar (as long as you don't do something monumentally stupid such as buying a computer without an SSD in the year 2013). For most users, questions such as "what CPU does this have" are replaced with "is the battery life good enough?" and "do I like how it looks?".

If you are not a gamer, a mid-to-highend range computer from 4-5 years ago is absolutely perfectly suitable for most tasks of today. 
 
An example: why on Earth would I want to manage photos locally using some application, when I can instead use Flickr and automatically back them up to Dropbox for good measure?

Privacy would be a good argument.... 
 
Privacy would be a good argument....

Privacy concerns are becoming more and more of a fringe case. I do understand your worries if your name is Brad Pitt, however:

If you routinely work with images and photos that genuinely constitute monetary value and/or valuable intellectual property, chances are you are using "the cloud" anyway, except you are using your employers private/internal CMS instead of a public service like Flickr.

Flickr does offer privacy settings.

Are you REALLY that concerned that some Flickr employee would be browing pics of your naked girlfriend that you set to "Private"? Using the vast amounts of free porn on the web makes a ton more sense than committing a felony and risk getting caught. 
Who Told You My Realname? 
guantanamo now! 
Tbh 
i' m talking about some bored nsa analyst...
just the possibility makes me really concerned...
what if they tapped the sexcalls of their gis?
oh wait, they did that..!
for national security of course. 
Oh Jago 
 
Red Nicks Represent! 
 
The Marcher Fortress Reviewed @ TAW 
Four years overdue. Had been planning to do this right after my review of Bastion of the Underworld back in 2009. Things got in the way and it never got done.

Finally got around to replaying the map and posted up a review just now: http://taw.duke4.net/2013/06/quake/the-marcher-fortress/ 
Privacy / Photos 
I would not upload pictures of my kids anywhere on the internet. You simply do not know where they'll end up. That's why I'm never going to manage my photos online.

And there are plenty of other things which I would prefer not to do in the cloud either. But I'm not an average user, so the generality of these arguments is limited. 
 
There's always file encryption... 
Sw 
But I'm not an average user, so the generality of these arguments is limited.

So is me, concerned bout the possibilities i am.
This should be enough to make evrybody go wild.. 
... 
An example: why on Earth would I want to manage photos locally using some application, when I can instead use Flickr and automatically back them up to Dropbox for good measure?

There is many, everything has always more than one con.

- Availability, if i put them in flick i need Internet, and it isn't always available everywhere, or the servers go down, or many other problems more than to the ones on having them on your computer.

- You depend only on yourself: if they are lost in the cloud, you can't do as much as if they are lost in your computer.

- There is no need to wait for them to uploador download to use them.

- You depend on a single application, if that fails, you have no other way to see them.

- And i can remember at least 5 more reasons, but there is many more. It all depends on what each person values the most. 
 
http://www.sporcle.com/games/Leaveittosteven/quakemaps#

15/38, guess I have to stand in the corner for a day or two. 
5/38 
... I completely drew a blank. :( 
23 / 38 
For some reason it didn't except "e1m5" as an answer :P 
Accept 
 
Been There Done That 
Hax 
using the wiki is che4tz0r! 
Wiki? 
I've had them all memorized since I was 9. 
 
The sun was hot for an hour or two in the middle of the day, but
even then in the shadow dwelt a cold breath -- of the winter, or of
death -- of something that humanity felt unfriendly. To Gibbie,
however, bare-legged, bare-footed, almost bare-bodied as he was, sun
or shadow made small difference, except as one of the musical
intervals of life that make the melody of existence.


This is an excerpt from what seems to be ancient Gibbie fanfiction I found while trying to find a download for Gibbie's Q1DM map "Shady." 
@_@ 
 
Whoa ._. 
 
Errrr... What Do We Do Now ? 
Suicide ? 
I Already Told Him Two Years Ago 
But what is time to such a transcended being as The Incredible Hylke....

shady.zip 
 
:D 
Does Anyone Know Of This One? 
http://www.mundosdigitales.org/en/index.html

It says it is international, but it is the first time i heard of it. 
This Is What I Get For Finally Giving The Benefit Of The Doubt 
ugh, audiobooks.com is a fucking nightmare, but they're in a quasi monopolist position... oh great, fucking DRM format, total vendor lockin also, buddies with apple and sony obv. Totally didn't see that coming, cough. At least I want mp3, so fuck it, dropped some cash on some shady software from some american daughter branch of some chinese ripoff multinational. Finally works, hit convert. "iTunes not installed"
Are you fucking kidding me? This 30 bucks POS is an iTunes front end?

Ah well, I brought it onto myself, was tired and impatient of getting bounced around the bureaucracy today, so I figured why not give in and make it easy on myself for the evening. What a load of bullshit.
I don't even care paying for stuff, but this is a fucking industry based on deceit. It's like those malware removal apps that are being handed out by the same people that write the damn shit. Anything for a buck. 
 
Their software is shit also, had 4 crashes in 15 mins. No features at all, not even chapter selection, not even a freaking 'stop' button. And it looks like something from 1998.
Oh, and their definition of 'unlimited' downloads = 10 a month. I could easily go over that during crunch months. 
Where 
is the revolution? 
Spiney 
Tried Audible maybe? Dunno if it's much better but some friends have recommended it to me. It's Amazon, which almost as bad as Apple most of the time, but at least they have DRM free mp3s on their site, so maybe it's the same for their audio-books? 
Audiobook Is Just A Front For Audible 
so no... :( 
 
This conversion software is funny. It plays the thing through iTunes and captures the audio using a virtual soundcard. Which is another way of saying I can't listen to anything during the process, which consists out of playing the 6 hour long read. Amazing! Think I'll get out my old crummy laptop and let it crunch on it, lol. 
 
That's what you get for buying DRM'd shite. Hi friends! 
Old Bug 
On SDA there's mention in a few speedruns of the "Houdini Ogre" bug, where ogres teleport spontaneously under unusual circumstances. The 40 second speedrun of E3M7 benefits from it where a blocking ogre teleports away. Does anyone know why it happens? I've found the solution to the other obscure bug on there (why monsters occasionally spawn frozen and unkillable), but this one has me stumped... 
Which Hemisphere Was The Demo Recorded In? 
Could be important! 
 
i have never heard of that before. o_O 
Reproduction 
There's a fairly reliable way to reproduce it at:
http://speeddemosarchive.com/quake/oldnews/06_jan-jun.html

Look for the "gor1" map entry. 
Getting Somewhere 
I believe that it is actually a bug with monster_ogre_marksman, and in particular how they use CheckAttack instead of OgreCheckAttack. Still not got it nailed down... 
Another Strange Bug 
While on the note of weird bugs, here's one I got a short while ago: link (Fitzquake Mark V)

Was dicking around with cheats (god + impulse 9/255) on E3M1 when, as the demo shows, another "dog" spawned at the same location as the previous one, except the model was replaced with the dog head-gib model, which proceeded to attack me, while seemingly moving at about half the speed of the normal dog. And after taking a jump, it sort of dies? Very weird, reminds me of a bug I've gotten before where I restarted a map with a different mod (or something like that, can't quite remember) and suddenly all the models would be switched around, but this was just normal id1. Happened once before too with the exact same dog, tried to record with Fraps then, which crashed itself and the game - probably because the bug was too weird to handle. 
Dog 
I can clarify a bit why that might happen, but I can't explain it fully. First thing to know is that unlike the rest of the gibs that are given off, the head gib is actually the same entity as the original model, just with a new appearance and very slightly modified behaviour. All the original ai is still part of this entity. If anything failed to notice it was dead and requested that it run an ai routine, it would carry on from where it left off.

So the difficulty is trying to work out what unusual circumstance led to that first post-mortem ai request. One special ai request for the dog is in the leap function Dog_JumpTouch, where dogs who are stuck trigger a second jump via an ai request. I thought perhaps gibbing a dog mid-leap might cause this to occur - but Dog_JumpTouch checks that the dog has hp left before running. So unless it was some kind of mod that creates shootable corpses, something else must be at play here... 
Possibly Mark5-related 
 
Killer Heads 
I was making a new type of zombie when this turned up. The heads of the gibbed chasing me around and nipping at my shins.

It was funny so I included it as part of the creature behavior, with a few modifications. The Flayn will be included in something one day :) 
Quake 1 To Dark 
I am humbled. I have installed this game 20-30 times starting when it first came out. I have the idgamma patch and the gl 1.13b whatever and I have the game in c:\quake. When I run the idgamma patch it can't find the location. Hence the prick is dark and acting funny. I am using fitzquake 85 and have the bright turned way up so it is playable but not right. I loaded that backstein map and although the resolution is 800x600 it looks like about 320. The glquake plays ok other than dark. Plus in order to have mouse look I always made a copy of my cfg file,deleted everything and put +mlook and saved it as Autoexec.cfg and it worked. I use notepad as my editor and I get a notepad instead of a cfg file that opens in notepad. Just on the copy. The original cfg is ok.Wtf? Some genius straighten me out.
windows xp sp3 nvidia geforce fx 5200 
Lizard 
with backstein, sock is forcing some graphical settings via the pak file. Not sure if that is also interfering but try deleting the second pak file to see if it changes anything. With idgamma, I dont know the issue about the installation error but I would be happy to email you my idgamma pak file if you want. No idea re cfg file issue. 
Idgamma 
Wasn't the whole point of Idgamma to make the game brighter on old GLQuake with its nonfunctional gamma/brightness slider? All modern source ports have this fixed - no one has to play or should be playing with this old piece of junk these days. 
Its Not The Same 
I cant get the same look (which I like) with modern engine settings.

Frib has posted about this in better detail in the past. 
Nitin Or Frib 
Can you post your idgamma pak? I think I have lost mine and would like to try it out again since gamma support is currently broken in QuakeSpasm on OS X. 
Sleepy/lizard 
Thanks! 
 
Quake In Occulus Rift 
http://phoboslab.org/log/2013/07/quake-for-oculus-rift

uses Quakespasm as a base. Have fun! 
Ogre Bug, 
I remember this happening a few times when I was trying a Zerstorer (M3? M5?) speedrun, and was quite interested at the time. I'll be interested to hear the explanation, in laymans terms :) 
Ogres For Shambler 
I am happy to announce that I have cracked it! Well, I'm fairly sure I have - since it's not a bug you can reproduce reliably it can be hard to confirm that it can't recur after the fix.

As layman as I can get it: In one place in the ogre's ai, it is instructed to charge at the player, but they forgot to specify how far to charge. The ogre fills in the gap with a value plucked from a previous calculation. Depending on what entity made the last calculation, this value might be a tiny distance (and it appears that in practice nearly all the time it is), or it might be a huge number. "Teleporting" is just the ogre charging a very long way in a single frame.

I would hope the fix is obvious to any QC coders - just specify a charge distance or remove the instruction to charge. The compiler does warn you that this has happened, so the lesson is to fix the compiler warnings... 
 
Looks like the ogre_smash12 frame function is the one right? It's the only spot I see where there's an ai_charge() with no arguments.

No wonder it's so rare. It would only happen if there was something in the 0.1 seconds between the last frame and that frame and most of the time the move would fail anyway since it would probably be trying to move into a wall or something.

Good catch! 
Oculus Quake 
omg... this is amazing, definitely will help to breathe even more life into this beautiful game! 
More Technical 
I think the largest mitigating factor is that charge movement is all-or-nothing, and so if you've got a large positive movement forward you probably hit the player you were melee-attacking and don't go anywhere. Negative values would likely be better. Maybe charge distances in the millions (1000 times the size of the map) might break the engine as well...

The timing thing is not so much of an issue, because literally ANY function call that takes one or more parameters will change the charge distance, it doesn't need to be ai_charge or anything. Worse - it will reinterpret the first argument to that function as a distance even if it was a string or an entity! These are stored by the engine as integers - recording the offset from the beginning of the string/entity table.

Actually those cases probably aren't so bad, because the integer offsets are likely to be small (compared to a 32 bit integer), and I'm pretty sure small positive integers convert to incredibly small positive floats. If the worst input for exposing the bug is a reasonably large negative value, then I think the most likely trigger would be a function which takes a vector as its first parameter. The ogre would then take the x component of that vector as the charge distance.

One such function call runs every frame in player_pre_think - makevectors(self.v_angle). If nothing else runs that frame then that could trigger it... 
Jesus I Am Behind The Times 
I just had to wiki Oculus Rift. 
Brutal Doom V19?!?! 
Re Quake To Dark...thanks 
nitin I would like to try your version of the idgamma pak. I see you posted it. Thanks. I will try deleting the 2nd pak file in backstein and see what happens. Negke yes the idea of the idgamma was to lighten glquake but it works on all maps,engines etc as far as I know. Be careful knocking someones wants. I still play maps from the 90's. I currently use fitzquake 0.85 but it doesn't fix the darkness problem if that's what you mean. If not explain as I can always listen to new ideas. 
Idgamma Pak 
nitin is it the pak 2 file? What do I do with it. 
Nitin's Pak File 
It works! Thanks :) 
The Only Maps/mods Idgamma Doesnt Work Properly With 
and I honestly dont know the technical reasons, just from experience, are Nehahra and killjoy's map Avinpaala Prasaada, the one with the ikwhite textures. 
Preach. 
Thanks, kinda get that. 
Preach 
Hah, awesome for chasing that down. I bet id didn't expect people to be chasing their bugs 15+ years on! Do you have any idea why it happens more often in, say, gor1, than other maps? 
Two Ideas 
I have wondered that, here's two possible ideas:

One is the interaction with other entities. We know that the player sets a value in the right place in memory for the ogre to use every single frame, so we can rule out anything from a previous frame affecting the ogre. However, any entities which think between the player and the ogre might change the value the bug depends on.

I'm not sure which way round makes the bug more likely to manifest. It might be that the gor1 has a particular set of entities which frequently act earlier than the ogre on the frame the bug occurs, and they are supplying the value which triggers it. Conversely it could be that the value from the player functions is good at triggering the bug, and gor1 is set up free of any distractions!

The other thing that might make some maps more susceptible is the geometry surrounding the ogre. It needs to be possible for the ogre to move to exactly the right spot when the bug is triggered. I guess that pier in gor1 is just right for ogre teleportation. 
Interesting 
Reminds me of the ogre boss in the Mexx series - the one without a ranged attack that chases you round a pentagrammic circle.

Lightspeed Charge Ogres

The chuck Norris of Quake? 
What Happened To Aguirre? 
Someone's should bring him back to Q scene 
Q2 
 
He Hasnt Released Anything For Q2 Though 
at least not officially? 
Doom 2 In Name Only 
Thats A Neat Idea :) 
 
A Plan Forms.. 
I would love to see a similar thing to the fan qad called "doom the way id did" but for quake 
 
Thinking about good demo file name scheme again. How important would you consider the protocol? People often do not know what protocol they use (including me)... Is the identifier written to the file?

I kinda fancy adding demo hosting to quaddicted, so we could start collecting eg 100% playthroughs for all the skill levels. 
Does SDA Have Naming Standards? 
I would try and follow theirs if so.

Otherwise maybe this? Required in <>, optional in ()

<mapname> _ <skill> _ (*m*s) _ (100) _ (playername) _ (engine) .dem

I think the protocol is only important if obscure. I also think it would be smart to have a handy list of all the protocols somewhere. 
 
Engines change plus they can support multiple protocols. I thought of it too but protocol number is the proper thing to use.

My idea was quite similar:
<zipfile>_<bspfile>_ <skill>_(complete)_ <YYYY-MM-DD>_ <playername>_ (protocol).zip

And inside the zip:
<zipfile>_<bspfile>_ <skill>_(complete)_ <YYYY-MM-DD>_ <playername>_ (protocol)-#.dem
where # would be a number, 0-9 or 01-99.

*m*s is a good addition, on the long run one could find out how long a map is. I'd put it in the zip name (or the dem if it is one single file) before the <YYYY-MM-DD>, so:

<zipfile>_<bspfile>_ <skill>_(complete)_ (*h*m*s)_<YYYY-MM-DD>_ <playername>_ (protocol).zip

Other meta information would be saved in the db:
Is it the first time the player played the map (or skill?)?
Short description/comment
How many deaths (0 to "I lost count")
URL to captured video :)


I thought about writing some simple parser (or rather ask someone to do that) but then I looked at http://quakewiki.org/wiki/Network_Protocols and no, no.

It would not be a random dump but a highly nazi-&stasified system meaning that uploads would be linked to your account and the naming scheme is enforced (if you fail to do it, you just wasted your time uploading :\ ). If I was a smart programmer I would rename files as needed but I am not... 
 
the biggest issue with protocol numbers to determine compatibility is that there are multiple protocols numbered "15" -- the 2 most common are default NQ protocol, and the nehahra version of 15 that has per-entity alpha support. Otherwise it should be pretty simple to parse out the number and use that to identify the protocol. 
 
Yeah, I discovered that on the wiki after I saw that extracting the number would be trivial. I meant to add the missing numbers to https://github.com/mandelmassa/libdemo but when I saw the conflicts it was an instant "ok, then I guess I'll not care about extracting the protocol right now". Worrying about doing things perfectly often makes me not doing them at all...

Maybe mandel will be motivated to expand his library once I have the rest working. *jedi-handwave* 
Only Human 
Hello 
back to q1 mapping, trying to put all those crapy map snippets together in trenchbroom, works well so far :)

If I can't finish something this summer break i ll release everything under gpl if posible. 
Mobile Game Development 
GameSalad vs Stencyl, opinions anyone? 
 
Migrating to win 8.1 eval , works so far
had some "slightly corrupted" graphics in win 8

like that XD

http://www.youtube.com/watch?v=yo4XC6o9HJE
or:
http://www.youtube.com/watch?v=0j_q9Bby5yI 
Brigade RTRT 
is getting increasingly more ridiculous
http://raytracey.blogspot.be/ 
Video On How I Feel 
This video shows how I feel about games, watch it to the end, especially true about secrets and visual language of level design near the end.

http://www.youtube.com/watch?v=qYpMxMPZ-Mk 
What A Bunch Of Twats 
 
Phil Fish 
is an asshole. 
Yes 
What he says at the end of the video is pretty true though, I just would apply it to video games in general, not just Japanese games.

Fez is pretty cool though. 
 
Wait, only Japanese games take tutorials and hand holding too far? Am I living in the same universe as these guys? Stuck up twits. 
 
 
Good Writeup Of Doom Vs Modern FPS 
This Is Too Good Not To Share 
#23122 
It says things that are true, but it feels also quite a bit like he is proclaiming about the superiority of every Doom mechanic over everything else.

Read the 83th comment, even though that person is in rage, he says interesting things. 
Unchecked Egos All-round 
This is Marcus Beer's rant which caused Phil Fish to throw his little tantrum and cancel Fez 2:

http://youtu.be/Lm5Lnei4S6M

Although both Blow and Fish are extremely arrogant and annoying individuals, it takes a special kind of immaturity and unprofessionalism to ragequit on a game development because of some mean words some random dick said on the internet.

Beer, Blow and Fish. Sounds like a decent night out. 
Agree 
Not like anybody even knew who Marcus Beer was before this happened.

Oh well, Fish will be back, unfortunately. 
Also 
Don't get the hate for Blow. 
Blow 
I think Blow has mellowed a bit in recent years, but I remember back in the Braid days he was extremely smug and pretentious and the success of Braid only fuelled his ego. 
Doom Article 
Nice read.

I agree with a lot that is said. Typically modern games designers can't stomach only having the 'basic' mechanics in a game. There always need to be RPG elements or a recharging shield or whatever.

Not that these mechanics when taken individually are invalid, but when the design becomes a mess of conflicting ones it usually results in a game I can't be arsed to play, let alone finish.

The kind of pared down gameplay we see in games from yesteryear is hard to find nowadays, but also the most interesting to me personally.

83rd comment - the guy seems stuck on the idea that realism = better games. The article itself generalises a lot and talks about Doom as the core because, well, that's what was under discussion.

Fish/Blow/Beer - who gives a toss? 
Blowfish 
Fish/Blow/Beer - who gives a toss?

The sizeable chunk of people who were looking forward to Fez II probably.

Also: those of us who like to get the popcorn out, sit back, and enjoy the BEEF. 
Heh 
Fair point. But I doubt this comment will have any affect on the production, or not, of Fez2.

I'm grumpy on Mondays.

To be fair, despite the bad press, I'd err on the side of 'the blowfish' in this little shitstorm.

While it's true that their games are paid for by their fans, it's not true that they're paid for by the self-entitled gaming press and it's debatable that even having them 'on your side' is worth a mousefart.

Having genuine word of mouth among people who like your game and evangelize it for love not money is different though. 
Oculus Quake 
Ijed 
I'm surprised at how you found that kind of information in the 83rd comment of the doom article.
In that huge mass of paragraphs that guy wrote in that rage attack, there is only one that can be related to what you say, and only very superficially.
He mainly talks about a very different issue, even though his affirmations aren't directly related to the theme of the article, it is about a problem this article has in the reasons he has about valuing Doom, and in my opinion many more articles by other people, considering that a few games where the ones that made everything, even though it is more like they were the ones that popularized all those aspects and innovations, they only innovated in part of them. 
That Was 
The bit was most coherent for me. He's not really justified in being angry at other FPSs being glossed over because the name of the article says 'Doom' in it.

Criticizing someone for a lack of knowledge should be done in a helpful way IMHO.

On the other hand, maybe I'm reading your response to my response wrong :) 
Completely Random Question 
Does anyone know of a site that presents you with a fake dos console upon entering?
I thought about putting some easter egg in a site like that, where you need to 'hack' your way in. 
Comment 83 
Talk about a bad temper, haha. 
 
Chthon Brightness 
I just noticed a peculiar behavior of the Quake engine regarding the Chthon monster. For some reason its brightness differs depending on the side he's facing - basically normally lit in the direction he starts from, and considerably brighter when he turns around. It's noticable in all engines regardless of overbright support, and in some cases looks pretty bizarre.

Anyone know what's going on there? Is it a "feature" and why? 
Normals 
That's part of the gouraud shading/surface normals. You can also notice it by watching the viewmodel while you spin round in a circle - at different angles it will be brighter or dimmer. The effect is probably most noticeable on a large model. I think that for this kind of directional shading the quake engine renders as if there is one fixed light source, coming from above at a particular bearing. I've never found which bit of the renderer does it though. 
 
i think there's a lookup table the game uses to generate light value based on vertex normal.... anormdots.h or something. 
This Kind Of Stuff Is Perfect For The Wiki 
 
 
czg: cool, it's certainly got the visuals down.

negke: iirc in stock quake light direction always faces north and overall brightness gets modulated by the lightmap texel the player is standing on.

of course some engines decided to do it less hacky. I think FTE even generates a light grid upon runtime.

source: http://www.gdcvault.com/play/1014236/Quake-A-Post-Mortem-and 
@#23132 
Waiting for the UPS truck to come and deliver Oculus Rift today.

Guess it might be interesting to visit some old familiar places with it. 
Oh Dear Fucking Christ. 
 
Can't see the issue really. It's his game and he can stop making it if he wants. 
 
propecia moins cher would be a nice map title.

http://www.twitch.tv/bethesda Carmack Keynote live right now. 
 
The chat window next to teh camrack is hilariously juvenile 
That Was Fun 
thanks for the link. My favourite part was when Carmack said he got pretty far into rewriting Wolfenstein 3d in Haskell. What a bloody nutcase. 
Everytime I Install Windows... 
Why the fuck are my graphic card's fans running so fast and where the fuck is the fan speed control hidden in the options? Win7, latest stable nvidia drivers. 
Recommendations For A Good Server Provider? 
I want something with a shell to host my domain 
 
If you can live without support, I use OVH: http://www.ovh.de/dedicated_server/isgenug.xml (yes, those are really dedicated servers) 
 
Steam requires me to enter a code from a mail they sent me because OMG YOU USE NEW DEVICE. I manage my mail in Linux. So I have to reboot to Linux, get the mail, reboot to Windows. 3 times in a row this fucking joke tells me the code has already expired but does not even say how long it is valid. What the fucking fuck? I hate everyone for this. 
 
Spirit, if you're interested I've got a spare invite to GMail 
 
That would be nice! Could you mail it to me? 
I Will As Soon As I Can 
unfortunately I only have webmail access on a Nokia N-Gage I have locked in a safe at the bottom of a lake 
Cool! 
I bet it will be fabulous to use on my Robotron 300. 
Carmacks Physics Of Light And Rendering 
http://www.twitch.tv/bethesda/c/2685811
(pubescent lol at 0:30:00) 
Steam Guide For Custom Maps 
http://steamcommunity.com/sharedfiles/filedetails/?id=166554615

What do you think? Someone please proofread. Did I forget anything important? etc 
<3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 
Proof-reading and unfiltered thoughts, mostly sequential I hope:

It's httpS://www.quaddicted.com/ , if you link to http you just make it take longer as it redirects. :)

I'd rather link https://www.quaddicted.com/reviews/random_recommendations.php than the single random map redirect. This one is limited to well rated maps while the single one is truly random.

"Click on Maps in the top menu.", I'd make Maps a link.

"Nice (4) and Excellent (5) results." -> "Nice (4 hearts) and Excellent (5 hearts) results." maybe?

"Once you have downloaded a level, it needs to installed correctly to be able to load it in the game.", I'd drop the last part. -> "Once you have downloaded a level, it needs to installed correctly."

Step 0 in Installation could be "look if there is a text file and if so, read it".

"It only needs to be copied (or extracted directly) into the" -> "This file only needs to be put into the"

"you will need to create the directory manually" -> "you will need to create this directory manually"

'simple' is a bad word but I have no better idea myself. Maybe 'plain'?

I'd add examples for the console commands and parameters: "skill 1", "map 768_negke", "-game honey".

You sometimes use "folder" and sometimes "directory". Directory would be correct but for Windows people understand folder better I'd guess. Minor nitpick. :)

"Source port" is a doomism, please help eradicate the internet of it!

Java: The security issues are for when it is set to run automatically in the browser. Maybe add "If you are worried about security issues, just make sure your browser does not automatically execute Java applets on websites."? People should not be afraid of Java. :(

httpS://www.java.com/en/ ;)

"and download latest version." -> "and download the latest version."

I think there is a .bat file included in the QI zip, not sure why but I guess that is what Windows users should run.

"JAR files with Java.)" there is a trailing parenthesis with no opening counterpart.

On the first run the QI will prompt the user to go to the configuration by itself.

Maybe link to JohnnyLaw's engine guide in the configuration paragraph?

The QI supports scanning the Quake dir for previously manually installed maps/mods with varying success!

For winquake the parameter for memory is -winmem XX (XX = MB!) from what I remember.

Maybe add a note about support at Quaddicted? We are not perfect and some packages will probably fail when installed with the QI because we fucked up.

-----

Great work, thank so very much! bier_gut++;

I thought about adding a big download button as noobs might not realise they have to click on the zipname and honestly, it is kinda hidden in the table. 
Spirit 
Thanks. I'm going to revise the guide some time soonish and will take your comments into consideration. 
 
http://7dfps.com/ starts in two days. 
Carmack Leaves Id 
Only Kinda 
huh! I thought he spoke rather negatively about the oculus rift at quakecon and assumed the worst. I have to admit that I find "more immersion" a terrifying outlook somehow.

must be awesome to be able to fully live ones hobbies like him. 
 
I literally just shouted "what the fuck" when I saw that news story 
 
Joining Oculus VR != leaving id. 
Negke 
He's going to devote himself to Occulus full time. That does not leave a lot of time for doing anything substantial at id. Certainly not heading the development of new engines. 
 
Seems Id is firmly in the grip of Zenimax? 
 
And now I am fully depressed. I know he is still with id, but it isn't his main priority in terms of work.

What really saddens me is I had to come here to find anyone who didn't just shrug with a "news happens" attitude. 
Actually 
I looked into getting hold of an occulus rift after seeing the news.

Then thought 'The only way I can justify $300 USD is if I make something with it' at which point I shrugged and thought 'news happens'.

I like VR's take on things though - apparently once its on general release they want to make it as close to free as possible. 
VR Is The Most Exciting Thing In Years 
But don't bother getting a Rift until they release a proper consumer version. The dev kits have an extremely low resolution, the latest version they showed at E3 was fully HD with many fixes to latency but still not perfect.

It looks like they're going to only release it when it's good and ready for consumption. With Carmack on board full time it will only get better. 
To Be Frank 
I feel like Carmack's copernican engine shifts is a big part of the reason why we've only seen 2 Id titles over the past decade.
I'm not really an Id fanboy, I just really like Quake and the entire creative subculture. The Id from the nineties has been long gone and maybe Carmack just wants to be at the frontier again. 
 
id does more and more appear to fall apart in slow motion. 
How ... 
Id Key Figure Departures 
Slow motion trainwreck or slowmotion takeover?

1994: (founder) Tom Hall gets sacked
1996: (founder) John Romero gets sacked
2005: (founder) Adrian Carmack gets sacked
2011: (art director) Kenneth Scott quits
2012: (Zenimax demotes Willits from design?)
2013: (CEO) Todd Hollenshead quits
2013: (founder) John Carmack becomes part-time technical director? 
 
2012: (Zenimax demotes Willits from design?)

This, as opposed to others, would be a big improvement. 
 
You forgot the arguable departure/firing of American McGee, Sandy Petersen, and need to include Matt Hooper leaving as well, he is also at Oculus. 
Ah Yes, I Forgot About Those 
the plot thickens... :o 
 
negker, is that guide public? I cannot find it when browsing from Steam. I would like to link some guy on FB to it (in a comment thread, not as proper post!). Ok? 
^ Yes It Is 
anyone in dresden? mail me :) 
Started Working On A Huge Map Again 
It's a giant mid-evil recreation of e2m2.

It was going to be part of episode 2 of remakequake. But I feel that I would hope that those guys and their prospective projects haven't been waiting for me, have they? I would hope not, I haven't participated in any of those projects for a long time really. Approaching 2 years I think.

But the map sits there, beckoning me. I have good feelings about it, it is absolutely ginormous. Would very definitely require BSP2 to run.

Have any of the engines adopted BSP2 yet? I still have a working engine on my computer. I'm just curious if any of the mainstream engines support it yet? That sounds like a troll I guess. Not meant to be. 
 
no i'd long given up hope of including that map. pleased you haven't abandoned it though! 
Yeah 
It's good to know it'll see release.

All of those maps do, but the pipeline is going to be something humanly feasible instead of not :) 
Ricky 
Sounds great, as you may know e2 is my favourite id episode. I released Something Wicked last year thinking only that only the RMQ engine supported bsp2, but FTEQW does also, and a while later Darkplaces added support too.

PS please make it nonlinear/with multiple route choices, that was one of the cooler things about e2m2 (and e1m2 as well for that matter). 
System Shock 2 
I'm custom derping it live in about an hour from now over on my twitch -- http://www.twitch.tv/tddaz

If you want to see a grown man fail, you know what to do. 
ITS ALIIIIIIIIIIIIVE 
 
Whoah... 
welcome back! 
Thank You Sleepi 
 
GOOD MORNING FUNC! 
And thank you Sleepy.

Now, people post about maps n shizzle, yo. 
Thank Func For That 
I'm really glad that the site is back up. This is one of the few places left for nostalgic old bastards like myself :)

-Ben 
:D 
Hi again 
 
That downtime scared the shit out of me. This is the only forum I visit! 
Don't Worry 
The database is backed up every night. Even if the server goes down, the forum will come back. 
 
Wow, func is back! :) 
 
I'm glad for its comeback. I was missing it a lot. You don't know how much you like something till you loose it. So much that i fell for that little joke Negke pulled on Quaddicted. 
Yeah 
That Negke! He had me goin for a minute too, then I saw the other thread and realized he was more than likely just busting my chops heh. 
 
Thanks sleep! 
 
Have you discovered who/why was DDOSing your sites? 
Good To See It's Back 
Cheers Sleep. 
Scampie 
Maybe it was the handbags and shoes spammer. 
Computers... 
I hate them... /foams at mouth

At least Func is back! 
Good To See Func Back 
Cheers Sleepy! 
What Are Your Thoughts? 
on this TB video. I think he has a point when it comes to modern games, but I have noticed a trend in a lot of mods over the years that try to emulate the changes to the FPS games that have occurred.

http://www.youtube.com/watch?v=0Q6UQ2QlRH0 
FNG 
I recently happened upon TrenchBroom by accident on YouTube. Then I spent an entire afternoon's worth of free time having a ton of fun with it.

I'm getting into this hardcore I think. What are the current/best sites to share/find maps and guides/tips? I see that quaketastic is in flux, and the qaddicted forums don't seem very active.

I've also caught wind that there are/were speedmapping jams. Those still going on here/elsewhere?

Just stumbled into this and feel like I've discovered a new hobby, so trying to get up to speed. 
FNG 
Look in the "Links" section above for most of what you are looking for. Also comb through forum topics like Mapping Help and Quake Documentation project for more information on the internal workings of the Quake engine from a mapping perspective. It's a bit more complicated than just slinging around brushes.

Have fun. 
HELLO ALLCAPS 
Hi there! You've caught us at a bit of a quiet time, this forum's moved servers after a brief spell of downtime, and I think our usual crowd is still rebuilding itself. This is probably the main forum for people who focus on mapping for Quake. If you've got any questions, post them in the Mapping Help thread and I'm sure someone will help you out.

The speedmapping thread is at
http://www.celephais.net/board/view_thread.php?id=10196&start=3550
Currently anyone who's enthusiastic enough can just organise a new pack and give people a deadline, have a read and you'll see how that goes. It's not quite like the days where everyone would try and make maps simultaneously, but we all had more free time back in those days... 
Yeah 
We're all here. The forum was down for a while so everyone is probably busy mapping and haven't checked back yet. 
"mapping" 
 
Fapping? 
 
Something Completely Different 
Just felt like sharing this... I know there's some geeks in here.

Minsky stock flow consistent economic modelling tool.

http://youtu.be/DgSO7Ya5wSI
http://sourceforge.net/projects/minsky/

Going to try using this as a more hands on approach to grasping these economic concepts. 
Hi ALLCAPS 
Welcome to the Quake 1 mapping scene. It just wont die!

I guess that Func_Msgboard is the epicenter of it really. You're in the right place. Don't cross-post stuff (not that you did) - we all read whichever thread you post in. If you have trouble with technical stuff use the 'mapping help' thread, screenies go on the 'Screenshots and Betas' thread, trolling and other nonsense go in 'General Abuse'. When you finish and release a map, make a new post.

Looking forwards to seeing your work :) :) :) 
*news Post (not 'new Post') 
 
Japan World Cup 3 
Hey [Kona] !!!111one 
I may or may not be currently creating a video of your level "Carved In Flesh" and need to know the console commands to give myself the custom weapons in the mod.

I've worked out most of them however I can't find the "give x" or "impulse" commands for the freeze gun & positron beam. Plz help! :D 
 
 
Haha 
Out of curiosity because of confusion about skill numbers in the Backsteingotik thread, I checked what I have written as a commandline for Injector and noticed "-skill 3".

I've been playing several maps on Nightmare without even realising it when I actually intended to play on Hard. Haha. :facepalm: Didn't even occur to me as odd playing those at the time that Ogres were fast firing. Jeez.

I feel stupid now. :p 
Related Idea 
is there a difference between "fair" nightmare and "unfair" nightmare? is there just super hard but doable with skill, and like "the game tries to make this impossible"? 
 
actually, since it is actually +skill 3 that changes skill level, you've been playing on skill 1 (the default). ;) 
Pfft 
Fast firing Ogres on Easy. That'd be something!

necros you tease. Yeah I meant +skill. I need to proofread my posts more often. :( 
Whoops 
I've been using skill 3 forever, I thought it was hard. 3 is nightmare? whoooooops. 
Deathmatch 
Anyone play Q1 deathmatch? The SP scene is still legit no doubt, but are there any servers that still have players time to time, or a night/day people get together? 
 
There's a list of active NQ servers @ quakeone.com.

There is also quakeworld.nu, if QW is more your cup of tea.

Yes, there is still deathmatch. 
What Does It Mean? 
There's a list of active NQ servers

Lets say i'm using FQ, how to use that servers,

Are they only for sp purpose 
Ah Fq == Fitzquake 
 
 
NQ = NetQuake, as in the stock Quake networking.

QW = QuakeWorld networking.


Various engines are either NetQuake, or QuakeWorld. Fitz would be a NetQuake engine. 
Engine 
Aren't most modern engines using NetQuake? Darkplaces is the only one offhand that uses QW I thought. 
DP Is NQ 
i think. FTE is QW 
If You Wanna Play Online: 
http://ezquake.sourceforge.net/

Worked pretty well for me a little while ago... 
If You Wanna Play Online... 
.. proquake is also very good,d but of course not qw but netquake.

The important thng is _Honestly_ to choose a comunnity that is big enough.

Warsow... if you like really fast gameplay and xonotic need every player. Otherwise I thin our beloved quake like games that are other than QL will die out. And also they _need_ goog mappers and modellers. 
 
spelling = not sober XD 
Tomorrow 
 
Ah And I Forgot About UFO:AI 
a very good game. 
Actually 
i was confusing about nq servers

i'm aware of qw servers for dm

just a wondering about NQ servers for what purpose 
 
NQ is netquake ....is quakeone.com is..... slightly different movement (i think)

problem Netquake is fucking US I hate those....


( no offense this is just prejudice):( 
NSA 
... and everything else dont judge me 
Ok! 
 
Damn 
m really down n drunk 
Rudl 
You got a pretty bad case of tronyn there ;-) 
Madfox 
I mean madfox. 
Sitd 
the devil changes you 
Well 
Tronyn is already a LEGEND... made awesome maps before I knew that there is a game like quake. wehn i noticed quake I was 16 and on that celereon witch 700mHZ ... WELL doom ran goood quake was at 25 fps. and now im only 24. 
 
but that was of cours becuse the mchine had no decent gfx card , only intel onboard 
 
my dad was too strict about pcs. We had a 486 machine too long until 200X... and only because it was suppperior to w3.11 ... well thats, my dad we had that still when there were already dual cores around.

When I studies he simply couldn't say no... that was my first machine. with a 6000+ very awesome. Now I gave hime that przessor and bought him a ssd.. MY dad is content :) awesome.

He did face some challange. My grandp didn'T allow him.... to study informatics but he was the best he has got an IQ that is beyond good and evil.


THat is all not too easy for me. um im proud. Very he is a genious. 
Love My Dad 
most intelligent person i met 
He 
.... was a OS/2 guy 
 
I guess he spent tooo much on that crap 30 years ago pc werent thant chep. 
Drunk And Internet Posting Don't Mix 
all the architects I have met so far were either hipster girls or fabulously different. you seem better ;) 
 
 
...and my mum was an artist

strange combination, however they are are sweet and aperfect math... sweet 
Haha :) Made My Day 
I do avoid hipsters. Which is difficult in Vienna ^^


(not a hipster) 
 
*match 
Anyway 
I'll publbish all map snipets i can find as soon as posible.

Seeing forward to play the most awesome quake maps ^^ 8-) 
:D 
:) 
 
parov stelar is from ym home town/city/big city LINZ! 
Does Anybody Here 
following to the PJtwatter reveal track 
Sometimes I'm Watching To My Post And Thats 
really bugging me, so wrong, shit its just a horrible

somebody should teach me a proper english 
 
I played a lot of quake online through Pro Quake. I don't much enjoy the style of modern QW source ports, they try too much to be quake 3. I like quake to look classic. 
Was Wondering 
if it would be possible to make some faux megatexture map in Q3 using uber high res lightmaps... 
XD I Should Drink Less 
Drunk And Internet Posting Don't Mix. 
We Have A Special Thread For That... 
 
Rudl 
but I liked that genius,
that handed me a digital blockset with a toy corkshooter
to ensure encouraging my architectical maths and dreams into shells of imagination
after grading artcollage. 
 
the thing here is, madfox isn't even drunk 
 
I aspire to be more of a mad fox every day. 
Spiney 
not sure this is the most impossible thing to do to be honest ;) 
JPL 
He resides on a different astral plane. 
Madfox Is Madfox 
And makes this board better. 
Madfox Is Madfox 
And makes this board better. 
Madfox Is Madfox 
And makes this board better. 
 
His name is Madfox Paulson. 
Tronyn 
Woah 
interesting, I never thought anyone would do much with the source
(though I assume it's based on the old SoE source by our long-lost comrade Fat Controller, rather than the new code by PM)
looks a bit cheesy, but in that way, totally oldschool! 
 
 
I doubt that real Azathoth worshippers would use a phrase like "In the year of the lord". Apart from that, pretty cool. 
Neveretheless... 
.. MadFox is definitively a good mappers with very good ideas in all is maps... so he may not deserve to be blamed for this, rather encouraged... though.. 
A New Post At Func_! 
This post was flagged as spam.

Awww. 
Let's Flag A Spammed Level Contest. 
one of my mappers must be a mad fox. 
MadTranslate 
I have been trying for years to understand what Madfox posts about but it does not make any sense to me. I get the impression Madfox types what he wants to say into Google translate, converts it to Russian and then back again to English and finally posts the result! :P 
Always Wanted To Be A Juggler 
I'm just a typo trahslating the comment of jpl,
saying I'm just a good mappers.

I know he ment mapper, so my first jingle was in the direction
I had a good fox in one of my maps.
Afterall I was only mapping, not drinking.
^v^

Makes me think of one of Kafka's story "The Hole" of some kind of a mole that keeps graving cellars for winterfood. How longer I read, how more I wanted to read, untill I had such a big cellar I became the mole.

Mapping must be something like that. 
 
Mapping must be something like that.

Must be. 
Heh 
I love that story, that animal just can't get any security no matter what, classic kafka theme: chronic insecurity and panic lol

so does that mean as you're mapping you're worried that something else is secretly undoing and sabotaging your work? 
Sock 
I thought the same thing and even tried some randon phrase translations between three or four languages before coming back to English, but I still couldn't get Google to sound like Madfox.

Perhaps his Babel fish has scale-rot or something :) 
Madfox Rocks 
also, i think he must be like this dude irl, since he's dutch if i remember correctly :)

http://www.youtube.com/watch?feature=player_detailpage&v=TqgNsy7yuJk#t=89 
Or This... 
Ooooohhhhh... 
.. looks like he is carving polygons for a CS2 map :P 
Yay... 
...everyone has Madfox love 
I Spy 
a trenchcoat from Lunanette
with no secret cigarette
keeps his own camera lighter
by securing his manufact tighter. 
Madfox 
Your link is "login-password" protected... 
 
Coming back from "abroad" and seeing the server I wanted is sold-out makes me want to .... ... ..... ........ 
Skip The Dance Machine? 
 
Poke The Orphan Nunnery? 
I can do this all day... 
^^ 
collecting all the half finished map files ;)

...varying qualy. but at least online somewhere feels better than rottening on my hard drive. 
Rudl 
make a patch-scrap map!
after collecting. 
Where Is Nonetity 
 
Nonentity 
dammit 
Who Cares? 
 
Grimm 
down the spiral 
Heh - Drupal Works Good: 
If you Google 'Quake 1 single player', I rank #11 on the google index. OOps! 
Only #11? 
you'll always be #9 in my heart. 
Not Even Ranked.... 
... and happy with this: to make me happy, keep me hidden from the mass ;) 
Well 
it would be interesting to see in 2016, two decades after it happened, which .bsp files have the same power in the hearts of the living. Obviously there would be bias toward id maps and early custom maps. But those of us who still live have a say too.

Ziggurat Vertigo messed with me in a beautiful way, that no level has since. 
Q3 Particles 
Does anyone know of a guide/tutorial explaining all the settings for the Q3A particle system? It's easy enough for the shaders, but the word particle gets Google confused. 
@Spiney 
Quake3 has no particle system.
It has sprites. It has entities. It has no actual particles.
Try a different question. :P 
[Bona] 
https://www.quaddicted.com/forum/viewtopic.php?pid=709

I reported this here weeks (if not months) ago, but you must have missed or ignored it. 
Hmm 
I care :( 
Voyager Has Left The Building?! 
Spike 
Okay it was for Tremulous, which apparently has one modded in. Found it in the meantime.

http://tremmapping.pbworks.com/w/page/22453187/Particle%20System 
Q3 Shader/Particle Hack 
Does anyone know of a guide/tutorial explaining all the settings for the Q3A particle system? It's easy enough for the shaders, but the word particle gets Google confused.

@Spiney, Q3A does not have native particle support but you can create a similar effect with shaders. Have a look at FS Particle studio by $NulL, the source is also available on GitHub 
Quake 1 Mp 
Is anyone playing mp quake 1 anymore? I didn't find anything on mp join a game. Seems like before I had to dl maps or something. Been a long time. 
MP Still Happens, Sometimes 
Check quakeone.com They have a server list there, and a few servers on the right of the site that see some action pretty regularly. 
Oh Yeah, Forgot 
Make sure to download the quakeone map pack they have there, it has all the maps that they rotate through. 
Sock 
Thanks, that might come in handy 
#23328 
So do i,

or so i do 
"Superhot" Greenlight Trailer 
Did someone post this already?

http://www.youtube.com/watch?v=JYAUlPMqnKk 
No 
but that's the coolest FPS I've seen since forever. I hope it ends up with some depth though, I can imagine the basic pattern of 'shoot guy, move' will get stale after a while. 
 
I can imagine the basic pattern of 'shoot guy, move' will get stale after a while.
was gonna say that.
interesting idea, but it's gonna need more than that for a game.

is that the graphics style of the game or is it just for demoing? 
Re Quake 1 Mp 
Thanks 
Super Hot 
When it comes to super-stylized killing in slow-mo with hip music, am I the only one who has an ethical problem? This really is reduced to shooting silhouettes of people, the logical reduction of the FPS genre. In this form, I'm starting to find it slightly unsettling because the usual blanket of obfuscation (zombie outbreak etc) is peeled away and the surprisingly ugly core (shooting representations of people for entertainment) becomes quite apparent. 
 
I mean, "Kill them all" in a game trailer is pretty psycho. 
Gb 
You're not the only one. I was having similar thoughts. 
Gb 
Yeah I agree, and it's not just in games, but also in Hollywood's gun culture.

Another example, when I was playing Rage I generally had no trouble putting enemies out of their misery, since either they were obviously pure evil or genetic engineered freaks that were a cancer to their environment. But the Shrouded bandits didn't seem all that bad to me and I was starting to wonder why I had to mow them down rather than make some deal with their leader.

In 'terrorist' FPS things quickly become geopolitical. Or take America's Army where each team sees the other one as Middle Eastern 'terrorists'. Gives it all a sour taste. 
 
It sure is an interesting twist on the bullet time mechanic but it seriously needs more to do besides shooting red enemies. 
 
I kinda did that in Quake by just adding host_framerate 0.00000001 respectively host_framerate 0 to all movements and actions. Could not find my old config for that (10 years?!) but it was something like

alias +fs "host_framerate 0; +forward"
alias -fs "host_framerate 0.000001; -forward"
bind r +fs


Gets old really quick. 
Spirit 
haha, that's awesome. you could even code some quick qc hack to continuously feed host_framerate console commands based on player velocity to get the same effect in the demo. 
Spirit: 
i did that at some point with reaper bots... since reapers get better to match your skill, they quickly adapted and it became quasi-challenging again. But still kind of cool for an hour. 
Windows People 
Why is TrustedInstaller.exe trashing my HDD, making gaming impossible and how do I properly stop it? 
I Dont Know, But: 
 
how long has it been doing that. isn't it part of the automatic undates? like the updates finish and it should settle down. 
The Last Round Of... 
Windows Update was fuxored (last Tuesday). KB2817630, KB2810009, KB2760411, KB2760588 and KB276058 seem to be the culprits. It seems to be related to Office products. They released "Fixes" (Last Wednesday) that worked for some but not for others. MS ain't talking last I heard so... I don't know what to say other than BOHICA. 
The Update Problem 
with KB2760411 and KB60760588 appears to be fixed (at least for me). 
GTA 5 
Waiting for it...

http://imgur.com/YTGhLhU 
Neogeographica.com 
Hey, I resurrected my old personal/vanity website and threw away all the non-Quake/Q3 stuff (because really who cares about that).

http://neogeographica.com/ 
Very Cool :) 
 
 
BTW, does anyone happen to have a copy of oehm.pk3? When I was going through the old Quake 3 maps that we used to play on kitty1, that was one that I couldn't find. 
GTAV 12h Livestream 
LMAO 
Spiney 
.. well known you know.. always funny but rather old :P 
 
noooooooooooooooooooooooooooo idea 
 
Steam Box? 
There's a countdown on the Valve website with only 20 minutes left on it:
http://store.steampowered.com/livingroom/

A lot of people are expecting the "Steam box", Valve's pc/console thingy that's been hyped for a while.... 
Nope, It Was SteamOS 
http://store.steampowered.com/livingroom/SteamOS/

Now another countdown is going... another announcement in just under 2 days! 
Playing Steam Games On The Tv 
would be kind of cool. 
Steam On TV 
I already do that with an older XP Pro laptop (XP Home doesn't look right) and a older 27" TV via SVHS. I put some steam games and a couple of emulators on it (Project 64, MAME and such) with the roms on a networked NAS as well as movies, TV shows and so on. Combined with a Firefly remote and a wireless Xbox 360 controller (I also have a wired Logitech dual stick, a wolf king FPS keypad, a wireless mouse, an X-Arcade tank stick and a separate track ball) it covers pretty much everything that a steam box will do and then some.

I make playlists for the movies and television shows on a different PC and play those using VLC (Windows XP's Media Center wants to place the file on the local HD before playing them while VLC will stream them right away).

I might play around with the new SteamOS but it's unlikely that I'll switch over to it unless it has the same functionality for running native Windows software in some sort of VM like WINE built into it. 
There Is Hope... 
Cool Idea... 
This Is Huge.. 
Re #23373 
hhmmmmm... I am not sure to understand why there can be hope in this... can you elaborate please ? 
 
but there may be hope... 
@JPL 
 
Mfx 
OK, that is more clear now.. thanks for the clarification :) 
Box Breaker 
redeemer schemer - gesticulation and a few blinds 
OS X 
Damn - i'm *this* close to switching to OS X.
Would you believe i'm playing half-life2 for the first time (via Steam). Close to the best game i've seen. 8)

I've got my NV 320M Core2Duo macbook hooked up with an external monitor, keyboard and mouse and a usb hub, playing this thing till it gets too hot. Funny thing is, i also have a corei5 + Intel3000 macbook, but it gets 1/3 the fps than the C2D/NV320 (150 vs 55 fps), and heats up in about 1 minute flat. What a piece of shit Intel are.. All the forums saying how the 3000 was about the same as the 320M are bullshit. 
Dzip Binary 
Anyway - here's an i386 OS X dzip binary.
The one on the dzip homepage seems to be PPC.

http://sourceforge.net/projects/quakespasm/files/Support%20Files/dzip.osx.i386.tar.gz/download 
 
I'm Back, Cuntsockets. 
Sleepy helped fixed the dns shizzle for me.

I see I missed fuck all.

Someone go map.

Apart from Sock. 
Yeah 
stop mapping Sock. 
HL3? 
Steambox Launch Game? 
Remember when HL2 was launched and it was also the proper launch of Steam?

It wouldn't surprise me, the steambox is neat and all but I think we also need a killer app too. 
 
min specs for Daikatana on steam:

OS: Windows XP / Vista / 7 / 8
Processor: Pentium 4 1.8 GHz
Memory: 512 MB RAM
Graphics: 3D graphics card compatible with DirectX 9.0
DirectX: Version 9.0c
Hard Drive: 1 GB available space



Original Version:

MINIMUM PC REQUIREMENTS
Minimum CPU Type: Pentium
Minimum CPU Speed: 233 MHz
Minimum RAM Required: 32 MB
Graphics Type: SVGA
Graphics Resolution: Multiple Resolutions
Color Depth: High Color



How TF does THAT work?!?! 
Oh Yeah..... 
Windows 
This Is... 
.. the power of re-compiling the source code I guess, plus maybe some optimization here and there ... though... :P 
 
 
Google has become so fucking useless. Search for "quake bots" and everything is "news" about the fake "quake 3 bot equilibrium" except for Quake Terminus for me. Fuck that. If you believe Google's view on the internet then old content does not exist or is not as relevant as new. 
 
That went viral? As in, people were stupid enough to believe that shit? Sigh... 
Ohh.... Daikatana 
Romero designed my favourite Q1SP stuff (and there's now 10x as many Quake levels using Daikatana levels as Daikatana levels, including any custom ones that may have been made). He obviously has talent, and his talent obviously contributed to making Doom and Quake as awesome as they were and are.

I still remember the gist of what each member of id said when they left, and what they wanted to do INSTEAD. None of them have lived up to that. 
Ahem 
*Daikatana TEXTURES, as opposed to Daikatana LEVELS. Yer.
And by favourite I meant in the original game. 
Coagula Constest #4 
or tribute to czg/kinn

anyone? 
Contest 
dammit 
THAT 
is a good idear. Coag4 I mean. Though a tribute to czg or Kinn would also be cool. But my vote is coag 4 :D 
But(te) 
We already had a tribute to czg
Coagula 
sure. 
 
is a good idear. Coag4 I mean. Though a tribute to czg or Kinn would also be cool. But my vote is coag 4 :D

For now lets wait for the other participants, particularly - nonentity (start map),
and trinca - idear! , let the real life wont eat him a-live 
I Have The Beginnings Of A Coagula Map 
which I might actually have some time to work on in the next while.
Definitely not promising anything, but interested in having some extrinsic motivation to finish this thing. 
Hey Kinn 
What happened to this plan: http://celephais.net/board/view_thread.php?id=1&start=21337&end=21337

(note how the post id "21337" translates to "to elite" btw) 
Last We Heard Of Kinn 
He was being an indie game dev, which likely gives no time to making a huge Quake project 
Wasnt He Doing A Space Sim Thing? 
or am I hallucinating again? 
Maybe 
 
He Definitely Mentioned 
that he'd dropped the project a while back.
With the hopes of picking it up again at some indefinite, no doubt distant date 
No No 
I do mean Kinn, I know Fingers does indie game stuff (and I think is also still at Valve?) 
Ok 
Was just a plug then :)

So what's Kinney up to? Is there anything online yet? 
The Other Thread Has Push Me For Some Questions 
about qw dm players

whatta f*ck is it? http://www.youtube.com/watch?v=ymoT0EBcz8U

and Though i dont&#65279; like all addons he's using. Griffin calculates alot of he's moves in knowing of opponents armor/HP. That gives alot of advantage. And should not be visable for the eye, only the "feeling" of opponents status, that means skill. I still speak for a clean 1vs1 with no addons and pure basic settings.

http://www.youtube.com/watch?v=MYpR67fV5ww 
Not Sure What Your Questions Are 
 
Have You Seen Those Vids Yet? 
1st. wallhacking, the player is always knows where his opponent at

2nd. the player has using some mod to know what the opponet's armor/hp status, and it's sorta cheating don't you?

this is not a fair play at all, just think of a classic dm matches 
Who Gives A Shit 
 
 
When playing recorded demos, ezquake can display the health and armor. Those are no cheats and they are not displayed in a game.

Wallhacking sucks and I remember that instance. Got quite many wallhackers in QL recently, always annoying. 
Ooche 
When playing recorded demos, ezquake can display the health and armor. Those are no cheats and they are not displayed in a game.

oops, thanks for explanation, didn't know about it 
 
It's a fairly new feature, 1-2 years maybe. I lost interest in QW thanks to Quake Live. 
 
wallhacking is not allowed. the client that the video was recorded with is some private build used to show that the person who's viewpoint it was recorded from was cheating. its public to name+shame. there are wallhacks for pretty much every game out there... quakeworld isn't any worse than other quakes.

health+armour of other players is only available in mvd demos and not available while actually playing, not even to a cheat client.

the simpleitems, fullbright crap, etc... those are features I cannot defend. :P 
OK, I Wonder If Any Of This Is True? 
http://www.youtube.com/watch?v=NiVROBhwHUM

Stonehenge 1'000'000 years old?

Levitating stones with sounds?

Kinda cool methinks. 
No You Idiot. 
Skipping through it I learned that there is cosmic energy activating junk DNA which leads to consciousness, sumerians 6000 years ago are behind the current bank crisis, you can make star patterns with geometry and 10cm = 3GHz.

I justed farted and felt my chair vibrate though, energy from sound proven? Almost felt like levitating.

Esoteric echo-chamber fraud makes me angry. 
Spirit 
You just nailed it, sorry Ricky, people believe in craziest shit. 
Was Not Meant As Personal Insult Btw, Just The Post 
http://www.gwup.org/ is a nice open-minded german verein about this kind of stuff. 
I Just Farted. 
And it smelled like a cross between Ricky's and Spirit's posts. 
Pls Respoind Asap! 
Can you descrieb the cross? It might be EXACTly the cross show in the vieo sorry For typos I AMA EXITED! 
Another Site, Ricky 
psiram.com 
Here Here (re 23431) 
that was a bit harsh Spirit, but it was hilarious (you invented some impressively outlandish stuff very quickly lol), and I agree with both the skeptical POV and the distaste for charlatanism behind it.

Still, I don't think anyone can live up to THE KING:
http://www.youtube.com/watch?v=erH9tgX12gY

"The internet will be used to reprogram your body with energy." lol! it's gotta be the accent I guess, combined with big words. 
Timecube.com... 
has the truth you mere mortals. 
 
In as obscure a town-with-truck-traffic I've been in, I saw "YOU ARE BEING LIED TO. INFOWARS.COM" written inside the stall of a donut shop. Obviously, a healthy society full of rational people would be best, but if everything has to be dysfunctional, paranoid, and superstitious, at least there's humor to it. 
I Think Ricky Is Trolling You Guys Quite Successfully :-) 
 
 
Is that what he made you believe
Ya'll Are Sheeple Idiots 
We are ruled by Reptilian shapeshifting overlords! 
STOP CHEMTRAILS 
High school physics/chemistry is WRONG 
Chthon Redesign 
Eh 
While I appreciate the skill required to draw like that, I don't like the actual design. Cthon is cool because his face is a giant scar. This looks like some generic fire elemental that could be from anywhere. 
The Artist Works At Id, And Used To Work At Blizz 
he also did a Fiend redesign and is claiming this could actually be from a new quake franchise -

http://cyl1981.deviantart.com/art/Creature-design-20120303-288310642 
Or At Least 
that's my understanding... maybe the guy is just a really talented troll. 
The Fiend 
has eyes. Enough said =) 
Wait A Second 
So this guy works at id and is doing concept work for Quake monsters.... and this board isn't blowing the fuck up? :D

I really do wonder what a Quake reboot from id would look like. The pessimist in me thinks they would sanitize the sitting too much, ie less demonic imagery, less cthulu type stuff, and less varied level designs with more linear routes.

The dimension hopping nature of Quake could make for some interesting interconnected levels though, and perhaps could be used to keep a fairly oldskool progression structure of deliberately separated maps (how's that for contradiction ;).

Fuck now I want to see what Ziggurat Vertigo 2014 looks like :) 
Here We Go Again 
For Daz. Also: Chthon. 
That Chthon Is Shit 
Typical Blizzard treatment of throwing as many spikes on something as possible.

Daz:

Quake is already pretty sterile in imagery when compared to Doom. I actually hope they don't oversaturate the game with the stuff - the last thing a Quake reboot needs is to look like a metal album and have tons of pedestrian Lovecraft "references". 
Uuuuuhm 
source for him working at id please. 
That Chthon Is Shit 
whats your problem with a new chthon? he's pretty assome

QV yay!!!!! 
They Jst Have To Hire Dat Guy JR 
i've been wondering what the fuch with you id? 
Reply To #23413 Et Al. 
Sorry guys, I haven't visited the func properly in months, so I haven't been actively ignoring posts; just inactively ignoring them, or something. Eh.

Anyway, in answer to people wondering whether I've abandoned my quake project I was pimping about 18 months ago (or whenever). Here's the current status:

The work has not been abandoned - but it will no longer be for "quake" - as it is being turned into a free, standalone game made in a modern engine, although the game will closely adhere to the aesthetics of quake (i.e. low poly chunky geometry, point-filtered textures etc.) It will look quakey, play quakey and have a quakey atmosphere etc. - it definitely won't look like a "HD remake" or any such bullshit.

Here's the thing though - it's not even close to being finished because it's currently sitting in third priority behind two commercial projects which are taking all my time up for now.

I'll let you know once things start really moving on it and/or I have stuff to show. 
 
whats your problem with a new chthon?

Did you even read the rest of my post, you useless, permanently drunk shite? 
You Useless, Permanently Drunk Shite? 
lol

take it easy, dude 
As For The Sumerian Stuff 
I'm not trolling. I love the fact that whether you believe the mainstream science take on our history or not (which includes the conclusion that we have had very strong intelligence, speech and hearing for well over 100'000 years) it is given that the age of the Sphinx is almost impossible to truly determine because you cannot carbon-date stone.

Not they have found CITIES of ruins underneath 30 METERS of sediment in South Africa. I mean 6-10 thousand years is one guess, but it wouldn't shock me if in a few years, after some more excavations, they start unraveling more evidence for our origins that points to something different from 6000 years ago. More like 100'000 years+. And the missing link is still missing. 
What I Was Saying, Sorry 
is that I love the fact that people instantly dismiss this as BS. Like they KNOW that the know better. Yeah right. I like to keep an open mind. 
Ricky 
I watched the whole video, a friend mailed me this one too..

If those numbers are correct (20 million or more of these structures), then archaeologists have too explain that. I wonder what they will present as an explanation. 
 
Ricky, link us to some actually scientific sources. Then we a) have a base to talk about and b) found a link. An open mind can be easily misled. The video you linked is esoteric rubbish, I mean just look at the topics he goes into and how he cites zero sources (I only skipped through it because I found it a waste of time). Wake up, sheep! 
Alternative Archaeology... 
alternative archaeology is lots of fun in Lovecraft, but I'll wait until theories are accepted as mainstream science before strongly believing in them. 
I'm Not Saying I Entirely Believe Him 
Especially about the specifics of the Adams Calendar site being anything near to what he says it is. I'm just saying that I think it makes sense, actually. At makes sense to me that we might not have got to be here in the way that we are told in mainstream science.

Some what the guy said didn't convince me at all, especially when he starts talking about psychics and channeling and suchlike.


I mean how the FUCK do you explain, for example, how the Egyptians knew about the existence of the planets that we didn't even discover until 100-200 years ago, because they aren't even visible through any kind of conventional telescope?!?! It's undeniable that there are documented ancient carvings and paintings depicting them.

So, go on then, mainstream science - explain. 
 
 
http://upload.wikimedia.org/wikipedia/commons/9/9d/Hieroglif_z_Abydos.jpg


Yeah - sorry - not the Egyptians, the other lot, but the Egyptians knew about HELICOPTERS dude... 
Pattern Seeking Mammals 
blah blah blah...

I highly doubt the ancient egyptians knew about 20th century technology. 
Jesus, Ricky 
Seriously... 
An Open Mind Is A Cesspit Full Of Bollocks 
An open mind is sheer laziness. An open mind is simply hedging one's bets whilst indulging in pseudo-intellectual claptrap. Either you believe or you don't.

Yeah, I've got an open mind about the non-existence of God. Let's discuss world religion. G'night. 
Well 
I once found what appeared to be an Elder Thing in my back garden. Remembering that Lovecraft described them as part vegetable I watered and nurtured it, patiently waiting for it to communicate, or, as a second best, sprout wings and fly off.

A week later, the ungodly stench permeated the garden, causing much alarums in my neighbours. My brother came over and asked me why there was a partially digested star fruit covered in puke sat in my back garden.

Undaunted, I changed tack and tried to discover the mysterious chain of events that would a) cause someone to make a star fruit curry and b) puke it up in my back garden without visible means of ingress!

"The truth might be out there, but the lies are in your head" 
 
 
Imo 
the whole "ancient aliens" /Von Daniken / "aliens built the pyramids" thing is actually ripped off of Lovecraft, through a bad French translation iirc (see the book "H. P. Lovecraft and the Cult of Alien Gods." It was so awesome seeing the ancient aliens stuff on the HISTORY channel! like really! what's next?

Of course the achievements of some ancient civilizations are impressive. But why are we so easily impressed with those things, when we have the internet, the beginnings of commercial space travel, nanotechnology, neuroscience, physicists figuring out what happened a second after the big bang... we figured all those things out without any alien help! 
Or Did We? 
 
Some Mainstream Science: 
But Why Are We So Easily Impressed With Those Things 
tronyn, cos the scale is mind boggling? Seriously they are worth checking out in person. 
Heh 
well I have seen the pyramids (I would be more hesitant to travel to Egypt now!) and other ancient ruins in Egypt, and yes, they were amazing (and I hope to see more such places in the world). But when you think about it, your average ugly skyscraper or (ugh) sports stadium is a more impressive engineering achievement, while mapping the human genome pretty much dwarfs 99% of all civilization's accomplishments before it. 
Random Thought 
The coliseum is tiny when you see it.

Whilst the work scanning the stars or mapping the genome is so big it doesn't fit in my head. 
So Uh +1 Tronyn 
 
The Pyramids... 
are massive which is what makes them impressive. Some of the behind the scenes engineering is also pretty impressive but not unexpected (using water leveling for the foundations is more a common sense thing for example).

I've seen some ship engineering that would blow the socks off of the Egyptians in everything that they did.

Keep in mind that I have over eight years on nuclear powered submarines and a bit over over two years underwater in total, including sea trials where we weren't 100% sure that it was seaworthy and we might just pop instead (good old Newport news shipyard where tightening bolts on critical seawater piping was apparently a hobby and not a job, luckily we caught it but it delayed our getting out by 4 months as we re-checked every single valve from stem to stern).

You know what, I'm feeling generous right now. Ask me anything about that part of my life and I'll answer it as long as it won't put me in jail over revealing secrets. Considering that all of those boats are long gone by 2 decades (except for one which is now a museum ship, you may have heard of it, the Nautilus) and the specs have been published by the Naval Institute Press I doubt that there isn't anything that you can ask that hasn't already been put out there by the USN in one form or another.

I won't answer any weapons questions however seeing as the same weapons are still in use today although they have been modified and I highly doubt that the specs are the same in any reasonable manner aside from basic operation. 
Did You Ever Work On Quake Aboard? 
 
Ijed 
No. Quake was 4 years after I left. Doom was, I guess, 2 years after I got out. My computer gaming was limited to the DOS games at the time. I "Stole" the chief nuke's laptop when he wasn't looking (he gave me his approval to do it though as long as he didn't need it) and played some of the very (VERY) early PC games on it.

I did bring aboard a Commodore 64 and a TV where I modeled a torpedo tube firing sequence (all valves and it was actually quite well received by the instructors in that school when I showed it to them) but computers at that time were pretty much not involved in day to day operations. The only computer aboard was the size of your garage and what you are typing on beats it by miles in capacity.

Yeah, I'm old. 
 
alien pyramids always struck me as people underestimating those ancient humans. we're not all that much smarter than those guys back then.

it's more than we're standing on the shoulder of giants that makes us seem so and throws our perspective on those old dudes and what they were capable of. 
^^ This! 
 
Those Guys Back Then... 
The six simple machines are all well known (although for some reason the Mayans missed the wheel and pulley, those dummies). Those are really all you need to build anything solid. I think that this is why I failed to release anything as a (partial) Quake level. I'm too picky about making it "Real". In other words I always want it to have a sense of place so there's a reason for it being there.

I can sling brushes as well as anyone else in general but I'm never happy with the results. I don't know why but I'm not. 
It Might Have Been Savage, But 
Ancient societies were in many ways smarter than we are today, technological progress is an ongoing process. It is a mistake to consider ourselves superior to our ancestors in every aspect. Domestication has made the average westerner become more of a proxy to the production process, whilst ancient man lived it. Thus having more respect for the fundamental aspects of life, which brings with it a certain wisdom that is now paradoxically less accessible. 
 
some ancient societies had the benefit of slavery. if you have unlimited work force and capacities, I guess you can do pretty huge things.

spiney, would you mind sharing some examples of those many ways? 
Standing On The Shoulders Of Giants 
totally, we have the same brains as our hunter-gatherer ancestors (which explains a lot). I'm not about to go work in a factory or a farm, but being so out of touch with the system that makes what we need to survive can't fail to bite us in the ass. I also think "10 billion currency" worth of equipment/goods, as China produces, can't REALLY be equivalent to "10 billion currency" worth of cellphone games or advertising sneakery, shit has to get real sooner or later.

Quaketree, I am all for a sense of place in a Quake map, and my favourite ones (ie Shadow) have that, but I also think Quake was so abstract that most of the original maps had no reason for their existence, and that was liberating - and remains liberating compared to the level design in modern games. 
Well I Find Places Like Macchu Picchu, The Pyramids And Angkor Wat 
pretty amazing, especially from an engineering and/or architectural viewpoint.

You cant really compare that sort of stuff to mapping the human genome. 
Also Comparing 
them to the average skycraper and/or sport stadiums is also silly IMHO. The mayan and egyptian pyramids hardly have a mm between each rock, not to mention the location of stuff like Macchu Picchu etc. 
But 
I'm not making a case for these things being technologically superior, I was simply pointing out that we should still be amazed by them. 
The Human Brain Named Itself 
 
Heh 
^ Makes More Sense 
I like the derogative "mainstream" in reference to science.

The moon causes tides? Oh, please, that's what mainstream gravitologists say. There is evidence all over the planet (look at the signs!!) that it is an ancient water power generator which some people (LOL!) refer to as a myth like Atlantis.

Snow is cold? It's just a psychological reaction to white powder that "their" scientists around the time of Jesus of Nazareth implanted into the masses using sinusoidial audio pressure. There is proof in all ancient societies that you can reduce the feeling of coldness by meditation or hypnosis. Of course those techniques are ridiculed by the mainstream. 
 
err Ricky, the WP link includes an explanation as to how the stones might have been moved. 
 
I've seen demos where people have moved stones the size of easter island heads up hills and then righted them. It's all possible with some smart people doing the planning.

Assuming that anything you don't understand is the work of aliens is silly. 
Funnily Enough 
We don't know how they moved the heads. There was a lever and rollers system posited be it proved to be unworkable.

Probably why the original populace rebelled and cast down the moan - the work of moving them was just too much.

The impressive thing is what it would have taken to actually move a few tonnes of rock with just what you can find on a tiny island.

That's ancient technology - blood sweat and tears. 
 
OK, I Surrender. But This Is Cool 
This guys shows how one man could lift a gigantic stone block. If you had enough time, you could dig the center stone under a huge block, dig out one side, and literally do the whole process single handed:

http://www.youtube.com/watch?v=uYQBDhkBfr0&t=2m40s 
 
holy fuck Ricky you are retarded.

In the words of a wiser man than you, I give you some advice:

p.s1-> put the gun in your mouth
p.s2-> put real monition
p.s3-> make us that favor!
 
Hah! 
Scampie that isn't a very nice thing to say to someone you know. Shows what kind of person you are I guess. 
 
I beg you consider how many people I might have known who did commit suicide before saying something as insulting as that. 
Pyramids 
This one time I put a pyramid in a q3 map and it was pretty sweet. 
RE #23501 
It's a shame I can't beat the shit out of you through the internet you worthless fuck. I hope your nearest and dearest die in a fire if they haven't already. 
Roulf 
 
Drama On The Interbutts 
Seriously though guys, chill out and kiss and make up 
No 
 
Yes 
But scamp does only french kisses. 
Btw 
40k brushes, a lot or not? 
For Quake 1 
That is a fuck-ton. 10'000 is a LOT. 
40k?!? 
Brushes! That's insane..;) 
 
ricky, what on earth were you doing between 19:50 and 20:04 for your mood to change so dramatically.. 
I Calmed His Tits... 
:) 
 
played halo against fourteen year old kids, err scampie 
Rj 
Sorry, I got offended by someone telling me that I was retarded and that I should kill myself, completely out of the blue. 
Chthon.q 
Daz is spot on. The fucked up ness of Chthon and his face is what makes him a proper, impressive monster. 
Friction 
40k brushes, a lot or not?

Depends how long the corridor is. 
40K Brushes... 
... of 'normal' architecture will probably become boring without some kind of a natural break.

I've done 40K of terrain brushes that sure looked pretty but played like 30K of unnecessary brushwork.

Oh, I've just twigged it: perhaps change your spiral staircases into lifts :) 
Friction Meant D3 
 
D3 
Oh! (just pretend that I wasn't here) 
 
"Depends how long the corridor is. "

Winner. 
 
"We don't know how they moved the heads. There was a lever and rollers system posited be it proved to be unworkable."

And yet I saw a video where a guy did it.

No, I can't produce a link. You'll just have to believe me. 
I Would Like To See That Proof Btw! 
Just because one system didn't work, doesn't mean that no system of levers and rollers works. What a stupid argument. 
Yeah 
I mean when you start laterally thinking, instead of 'dayum, we'll never be able to move something that big by dragging it', or 'aliens must have put it there', I guess there are a multitude of ways you could move a gargantuan stone really.

Also Scampie - I take it back, sorry. 
Protip 
Don't ever apologize to Scampie. 
Not Again 
I also wondered, ricky
he freezed my shrimps and called me a bastard!
then he made me a trisouping scamp. 
Well Whatever 
It was a low blow. And it wasn't true. So whatever. 
Levers And Rollers 
It did work yeah, it was a YouTube video I saw recently that reminded me of it. but they didn't have enough wood to do it on Easter island, so the remaining theory is that they just added more people pushing.

I saw the documentary about it on Easter island :)

Stupid argument? Wasn't arguing. 
Easter Island 
They ran out of wood because a) they chopped down half of the trees to make rollers (which have a finite life-span) and b) they used the other half to burn in their trenched during the long-ears and short-ears wars.

At least, that's what a man down the pub told me, and I believe him. 
I've Met That Bloke 
His wisdom is exceeded only by his knowledge. 
And That Man Was Albert Einstein 
n\t 
Not Einstein 
It was actually Thor Heyerdahl 
<cardo> Anyway, Yellow Makes Me Standout. No One Picks Yellow! 
 
Been Messing With Canvas Again 
'Hamburger Hill' - WIP:

http://rickyt23.com/soldier/

Absolute nonsense really, but I'm learning how to draw 500'000 gibs onto a screen without making the computer shit its pants :) Seems to be working.

If you are a sicko or really impatient, and don't mind the browser shitting its pants, here's a version with 200 soldiers, each expelling 100 gibs on their death, so there are 20'000 particles in the air simultaneously sometimes. But once they 'settle' the speed miraculously recovers (easy way to test 500'000 particle theory anyway):

http://rickyt23.com/soldier/index3.html

(also shows my amazing comprehension of trigonometry and how it can be abused to create could-be hit-scan weapons) 
Ricky 
Thats a lot of meat;)

http://www.theageofmammals.com/burgers/

Go burgers!! 
Http://projectyourself.com 
Is this an elaborate joke? I mean, like that fake North Korean documentary wasnt actually made by a 13yo youtube kiddie? Or that Zeitgeist or Kony crap. Man, the line on the web between meta and idiotic gets so meta sometimes I cant see shit straight. 
Is It Me Or Is Google Being Incredibly Useless Lately? 
 
 
they changed their algorithm to prefer big pointlessly long queries that contain lots of useless extra words purely so that they can have an excuse to ignore most of it. 
Glad I'm Not The Only One... 
... who thinks Google has been useless lately. :/ 
 
Personally, I'd prefer it if it was only me - at least then I'd be able to get someone to tell me what I was doing wrong and maybe get it usable again.
Even better would be if it was only you, of course, but that's perhaps a selfish preference. :P 
Spike 
Can you elaborate or give a link that describes the changes in more detail? 
Hamburgers!!!! 
http://rickyt23.com/soldier3

click (or tap) the game to drop a bomb. 
That's Fun, Ricky 
But is there no way to make it faster? 
Worm It Up! 
Napalm, cluster bombs, sticky bombs...

Destructible terrain! 
Worm It Up! 
Napalm, cluster bombs, sticky bombs...

Destructible terrain! 
SleepwalkR 
My OOP is getting better, but I know that it still technically sucks.

By faster I assume you mean it chugs a fair bit?

I've been trying to optimize it the best I can.

In the last two hours I dropped a bunch of 'if' statements from some of my draw functions, loading the image variables into an array and using the soldiers frametype variable to reference the array in the drawSoldier function. If you catch my drift.

I've also used Array.splice to keep the numbers of objects to a functional minimum. The piles of gibs that build up in the background are drawn onto a canvas object and dropped from the array once they stop moving.

I'm using this method called 'requestAnimationFrame' or something (IIRC) for my renderer loop. Though the logic is locked to 60fps. This means that if the browser gets too choked to draw a frame, it just skips it and draws the next one, rather than waiting.

IJed - destructible terrain could be sort of doable, maybe. Not sure. I could certainly lower the terrai height where a bomb hits, but the gibs in the background would have to be tackled, and I'm not sure how I can move the ones down on the canvas (I cant basically) that have already stopped moving and been dropped from the gibs array.

Different weapons could be done, just need to dream 'em up and make them....

Silly, silly game XD 
<- Bomb 
does it get harder??? a yeah, other types of bombs. also don't allow dropping bombs 1m from the ground. :P

oh oh... when you click, have a plane fly by and drop it so there's a small delay before the bomb appears and falls! 
And... 
The guys could shoot at the plane, so the lower you drop it the more accurate it is, but also the more likely that the plane will get shot down. 
Starting To Look Like Something.... 
Good suggestions, thanks, I'll prob use some of them....

New version:

*Weapon upgrade (moar bombs per click)
*Messages
*Progression(?)

http://rickyt23.com/soldier4 
Ideas 
1. Have a supply of bombs, and killing soldiers replenishes it.
2. Spawn a circular shock wave from the origin of impact. 
Anybody In Paris This Weekend? 
http://www.louvre.fr/olaf-nicolai I will, err, take part in that performance. 
 
I always wanted to hijack a performance like that and call it art. 
Poor Choice Of Domain Name? 
Maybe, maybe not.

http://www.penisland.net/

"We Specialize in Wood" 
Epic 
 
OMG !! 
Amazing.. :D 
 
powergenitalia was my favourite one of those... http://www.snopes.com/business/names/domains.asp 
'musical' Sorting Algorithms 
Spiney 
Wow... no more need any DJ now :) Great ! 
 
Did anyone save Starbuck's func 2.0 mockups? 
No 
But I found this masterpiece in the process: http://img26.imageshack.us/img26/984/61b162d98aec0b10434f4a2jr8.gif 
The Post Above 
is erh... of questionable integrity?
lol 
 
is erh... of undeniable awesomeness.

Always worth a rewatch. 
I Posted It Onto Facebook 
and then I thought twice and removed the post.

Typical of me I guess 
I Moderate My Own Posts All The Time... 
 
Onetruepurple 
WOW that's fun... 
 
yeah, I knew I shouldn't have clicked that. This is func, after all. 
Text With Pics N Shit 
As some of you know I recently entered the "AmbushVille" mapping competition help by PlanetPhillip.com (half-life series version of quaddicted) and my entry won! :D

I wrote an article on how I built the level and everything that went wrong (heh) during the mapping : http://lambdageneration.com/modding/source/how-not-to-build-a-level-in-ten-days-ambushville-retrospective/ 
MAKE A FEKING NEWS POST 
Christ, it's ok to release your HL2 maps with a func news post. This is supposed to be a LEVEL DESIGN forum 
Trufax 
They have a button for HL related content and everything ;) 
Quake Question 
How do people shoot monsters after the end of a map? I was watching some videos on youtube of a quake speed run, and the player would still be able to shoot and kill monsters after the map is over and the stats are displayed. 
Hold The Fire Button 
as you run into the changelevel trigger, and can shoot your equipped weapon out of the intermission camera :) 
I Did Not Know That 
 
Errr. 
Nails still in the air, I thought. 
Doom Plushies!! 
Needs Lost Souls 
so you can throw them at people 
Quake 2 Action Figures 
Do you guys remember those?

I bought all four of them but never took them out of their packaging. They're stuck away in a closet somewhere collecting dust. 
Firing In Intermission 
Works best with the nailguns. Just another bug :) 
Q2 Action Figures 
I have a q2 grunt figured, with hyperblaster and rocket launcher, plus a shark.

out of package, lunaran set it to me, I think it used to be deco for his cube at raven 
 
You know how Facebook manages to fetch images and text when you put a URL in its text box? Does someone know if there are tools for that functionality outside Facebook? For a basic start it would be enough if it fetched the og: items, I guess identifying content on random websites without such tags is bloody hard. But just checking if there are og tagged items and fetching them sounds easy, yet I cannot find anything. Bonus points if it is a Wordpress plugin. :) :( :) 
 
Maybe this is close enough to be helpful? idk i google searched and randomly clicked things

http://www.marcofolio.net/webdesign/a_fancy_apple.com-style_search_suggestion.html 
Mh Deleted His Blog? 
aww :[ 
 
yellow user 1: nah, I mean the snippet that appears when you post a link to your timeline or the thumbnail when it's an image. it makes sharing stuff with a bit of contact extremely easy.

yellow user 2: oh crap :( why!! I think his posts never got the attention they deserved, the recent renderer stuff was awesome. I rarely commented because blogspot/google is a pita. :(

and I was just working on a good blogspot mirror setup the other day... maybe I have older mirrors, I think I tested with his blog. 
 
Rescued all monthly pages from Google cache, now grabbing the images.

You can find pages by searching for site:mhquake.blogspot.com then clicking the little triangle or cache:mhquake.blogspot.com/specificurl 
Done, Good Night... 
If someone is eager to be awesome, rescue all the single posts that have comments. That's gonna be a lot of work though and Google bans after a while. 
 
I'll try to see if I can bulk download from the google cache and throw it on some ftp... 
 
google doesn't seem to carry older copies, and wayback archive stops at the end of last year for some reason. 
 
I think MH is just busy with real life. Which is actually a good thing.

I also think he became more and more interested in experimenting with Direct3D 11 and Quake became more of a means to that end than an end in itself. I don't blame him, I just hope he is happy.

It might be that he got pissed at all the people wanting DirectQ bugfixes and stuff from him, when he would rather do other things.

Best wishes MH, in the unlikely case you're reading this. 
DirectQ 
already works pretty damned well IMO, I use it as my main engine.

I thought he'd finished with it ages ago to be honest. I wish other engines would incorporate the map browser and other features from DirectQ. 
Well, Good Luck To Him 
I know he's got a lot going on. Shame about the blog though. 
 
yeah, that blog was always really interesting to read. He was way beyond me in terms of rendering techniques. 
Experimenting With Youtube Video 
Does this look a little muddy? I used the in-game recording with FQ to make this video. I think the codec was xvid.


http://www.youtube.com/watch?v=V8BI4o-GhKE 
Looks Ok To Me 
Maybe up the brightness a bit for recording though. 
 
Quake's blocky nature means there's not much detail lost even with low encoding quality.
I agree with the brightness thing though. Actually, I agree with that while playing too. 
 
Use gamma 0.7. Pixel textures require a higher bitrate than filtered ones but from the few pixels I could actually see in yours it seemed fine. I would highly recommend using H264 through x264 though, it is vastly superior to XviD. https://www.quaddicted.com/forum/viewtopic.php?id=6 can give you some ideas but make sure to read through it all as it is more of a diary than a guide.

I simply use ffmpeg -i "$1" -acodec libmp3lame -ab 192k -vcodec libx264 -preset slow "$1.mkv" for 1280x720 captures and the quality seems good.

Capturing in full quality in-game and encoding it later on is best.

Alternatively to trying to figure out how to capture with Fitz, maybe just wait until christmas for something special :) 
Yeah 
That helps. I have ffmpeg but I had no idea howto configure it 
Oddly 
The bit rate on the actual movie file seems much higher but it becomes muddy when its on YouTube 
Because Youtube 
re-encodes everything you send it to arse crack quality :P Seriously I think their 720p bitrate is around 700k.

generally you will see better results the higher bitrate you give to youtube, but loss is unavoidable unfortunately :( 
 
Yeah the YouTube encoding is really not kind to a pixelated scene where the whole view is constantly moving. 
 
I thought the quality I got at the quaddicted channel is quite good?

Remember that if you don't need the "social" aspects of yt, archive.org is also there for you. 
Vimeo Ftw! 
 
QRACKER JACK QUAKE 1.0368E+12 PIX 
http://www.youtube.com/QrackerJackQuake

Quake video collection including a toy surprise... the free ready-to-go eyecandy Qrack_HD engine.


So why resist the thrill of opening the toy surprise inside?

https://www.googledrive.com/host/0Bwq7b_oMH97HajJVRDh6Q2IwYzg/]GoogleDrive

http://www.adrive.com/public/peyFT5.html


88 videos (+/- 1 minute each)
- Full HD image (1920x1080)
- HD audio stereo (44khz)
- 4.5 hours
- 10 GB
- 1/2 million pictures (1.0368e+12 pixels)

1000 people
- players (clans)
- artists
- composers
- designers
- developers
- producers
- programmers
- coders

66 groups / musicians (84 songs)

31 map designers (52 maps)

30 quake servers

26 mods
- airquake
- airshot
- capture the flag (ctf)
- clan arena (ca)
- cooperative (coop)
- deathmatch (dm)
- deathmatch plus (dmp)
- easy / nightmare run
- free for all (ffa)
- freeze tag
- future vs fantasy (fvf)
- in the shadow (its)
- instagib
- king of the hill (koth)
- open quartz
- pain keep (pk)
- practice
- qball
- quake done quickest
- quakeworld (qw)
- runes
- rocket arena (ra)
- speedball
- team fortress (tf)
- twisted christmas
- undergate

8 projects (each)
- Baker (introduction)
- R00k (e1)
- Qrack (e7)
- Special (e9)
- Video (conclusion)

8 competitions / tournaments

7 countries
- Belgium
- Brazil
- Canada
- England
- France
- Holland
- USA

5 engines
- darkplaces (dp)
- engine x
- proquake (pq)
- proquake playsation portable
- qrack

Bugs

Eggs

Tricks


FULL DETAILS (100 pages)

https://docs.google.com/file/d/0Bwq7b_oMH97HNkg1NGFvaG9nRWM/edit?usp=sharing&pli=1


http://www.youtube.com/QrackerJackQuake

Qracker Jack Quake

S01
http://www.youtube.com/watch?v=TlBYlgDrcSo&hd=1

S02
http://www.youtube.com/watch?v=WW7zIxcDM9E&hd=1

S03
http://www.youtube.com/watch?v=7qDmzBVglho&hd=1

S04
http://www.youtube.com/watch?v=EY_huRpsUVc&hd=1

S05
http://www.youtube.com/watch?v=Y7Pp5CvWqb8&hd=1

S06
http://www.youtube.com/watch?v=jhxisBI-edY&hd=1

S07
http://www.youtube.com/watch?v=TXcXhVaJpd0&hd=1

S08
http://www.youtube.com/watch?v=RZ0xnEiMq8o&hd=1 
Let Me Put It This Way. 
If I was in a room watching videos of Qracker Jack Quake - and there were two other people in the room with me - Hitler, and Osama Bin Laden - and there was a single gun sitting on a table with two bullets in the chamber...I'd take the gun and shoot myself in the head twice. 
This Is Bad On So Many Levels... 
 
... 
Rejected as news because:

1. A Youtube channel is not news.

2. Broken links.

3. No useful information.

4. Post too long. 
 
The Qrack_HD pack contains copyrighted material: pak0.pak and pak1.pak, if not more. 
#23616 
5. Gave me cancer. 
OK. That Does It 
Some of the dumbest comments I've read in a while. 
How Do I Contact Mh? 
 
Kinns Comment 
is golden! 
Gb 
There's the door. 
What Is This? 
 
31 Map Designers? 
 
Is There A Func Group On Steam? 
?? 
 
 
invite only?! 
FilthElephant 
What's your Steam name? 
 
Megaman 
Is this the same MH?

http://quakeone.com/members/mh/

If so, I'm not sure how it works, but you could PM him, I wonder if he gets email confirmation of the message. Anyone? 
All Praise To The Baltoad 
Bal got us all a guild stash in PoE.

This means no french jokes for AT LEAST a day k? 
Ok Daz! 
I surrender! 
 
I will retreat from my plan of making any French jokes. 
 
I am going to place so many trash white items into the guild stash 
 
RIP 
Poor dwarf :P 
Straw Poll 
Hi guys, I'm probably about to cause this thread to be spammy for a day but it's for a good cause. Please don't turn this into a holy war or engine arguments but...

I'd like to know what your personal go-to default quake engine is. You don't have to justify your choice and please don't create arguments about which one is best. Just a quick post where you name the engine, and if you can be specific enough to give the exe name that would be doubly useful. Just a a quick

"My name is Preach and I use fitzquake085.exe most of the time."

would be fantastic. If you use 2 or 3 engines frequently you can add 2nd and 3rd place.

Thanks! 
My Name Is Shambler And I Use Fitzquake085.exe Most Of The Time. 
I use this because it is the simplest one with the least extra bullshit. The few visual additions (fog, skybox, coloured lighting) are fine when done well, and I really don't want anything more.

2nd place is RMQ, only when the map forces me to use it. 
Recently 
I've been using Tyrann's software engine, which supports bsp2 and helps me pretend like its 1996. 
My Name Is Nitin And I Use Fitzquake085.exe Most Of The Time 
 
 
My name is onetruepurple and I use fitzquake5.exe most of the time. 
 
My name is mfx, and I use QuakeSpasm 0.85.9.
2nd is fitz 0.85.
3rd choice is the engine Ijed mentioned. 
My Name Is Distrans And I Use Fitzquake085.exe... 
...unless a release calls for a specific engine to run. 
 
1st: unreleased engine. based on joequake with fitz,bjp,etc parts and influences.

2nd: quakespasm, usually freshly compiled from svn. 
My Name Is Mandel And I Mostly Use DirectQ.exe 
which is DirectQ 1.9.0 
My Name Is Fifthelephant And I Use Directq.exe Most Of The Time. 
I used fitzquake as a close second 
 
My name is ScampieSUXCOCK and I use Quakespasm. 
My Name Is RickyT23 And I'm A PC! 
And I use FitzMkV, or RMQE 
My Name Is Rick And I Only Use Fitzquake085.exe 
I remember an earlier version I tried did not animate the sky textures correctly on func_walls, which was something I had done in Castle of Oblivion. So I stayed with GLQuake for a while, but I think with 081 I switched for good. 
Spy 
for a long time i've been using aguirres enhanced engine

and now i use fitz85 (modified to prevent that infamous "whats that name of willem map" bug) 
My Name Is Hrimfaxi And I Use Fitzquake085.exe 
Lately I have been using Fitz mark V with bsp2.
And Tyranns engine, as second engine. 
My Name Is SleepwalkR And I Use QuakeSpasm 0.85.9 Most Of The Time. 
 
 
This would have been a great discussion thread!

Anyway I use Fitzquake latest SVN version (which is basically 0.85 with 2-3 half-baked new features) 
My Name Is Drew! 
I vacillate between fitz .85 and the RMQ engine. 
 
I AM SCAMPIE I USE QUAKESPASM

Mostly because it's like Fitzquake, but also plays .ogg files from /music/ 
Ya 
My name is Tronyn and I tend to use Jack Danieeaas I mean FitzQuake but with a strong secondary reliance on both DarkPlaces and RMQengine 
FitzQuake Vs AguiRe GLQuake 
I am JPL and I have two reference engines (aforementioned)

I personally use both of them depending on the map. No need to say FitzQuake is the reference engine I (have been used to) map with. but I always give a try to aguirRe GLQuake, because it has a different look ingame (i.e light and fog density are not rendered the same)..

Well... Fitzquake is my preferred engine in anyway ;) 
This Week, I Are Been Mostly Eating Cheesy Wotsits. 
Also, FitzQuake 0.85, because it comes with no bullshit and I haven't found a reason to use anything else yet. 
I Like The More Feature Rich Consoles Personally 
Some would say 'bloated'... 
My Real Name Is Kim Mahdoow 
and I used FitzQuake0.85 all of the time 
Fitz Quake 
Is nice and rounded engine, but I can't use it to play my maps.

I use it when I record demos for others. 
Get A Load Of This Guy 
Engines And Steam 
Thanks for the great response guys, much appreciated!

Meanwhile I've spent a while trying to investigate the steam version of Quake, and it appears that the engines they supply have been slightly broken by the custom steam code they contain.

Winquake.exe is the less broken engine. Steam has some integration code, either to check you're still running steam in the background or to record your playing time for your profile. winquake must be a child process of steam.exe for the integration to work. If you launch winquake.exe from outside steam, it detects this, and signals steam to relaunch the process before shutting down.

This has two negative effects: 1) If you're watching for winquake to exit, you get signalled as soon as the first process closes, while the steam copy continues to run. Unusual problem, but I fell foul of it. 2) Much worse - when Steam relaunches winquake, it doesn't use any of the command line parameters from the original call. This means something as basic as
"e:\\steam\\ steamapps\\ common\\ quake\\ winquake.exe -game cass" does not work!

It's not impossible to run mods using the Steam version - you can add to the command line through the Steam interface, although it's cumbersome and persistant. But it's a barrier to making mods easy to run on Steam, as you can't supply a helpful batch file or external tool, users have to understand the command lines and manually action them.

I mentioned winquake was the better of the two engines - amazingly glquake is worse! It won't even run unless you launch it through Steam. My best guess as to how this happened is that some time in the past Steam integration changed. Since winquake is the primary engine for Steam's installation of Quake, it received a patch to make it compatible with the new version of Steam. Glquake got passed over for this, and so is nearly unplayable.

I doubt there's anything that can be done about all this, so I'm just venting/sharing. Fortunately you can just drop any custom engine into the directory and it works without any of these issues... 
Hi. 
DONT CLICK 
fyi that is NSFL gore shit and I don't get how Shambler is a mod here. 
YEAH DUDE - DONT CLICK 
unless you wanna see the inside of a mans scrotum 
CLICK 
it's safe 
I Rarely Click On Any Posted Link 
But I post lots of links.

I am a member of the meta community.

Who's had a beer or two. 
 
I find this easy to masturbate to. 
Fuck You Shambler 
 
 
my name is madfox

i play fitzquake085 on winxp.
i play fitzquake075 0n win98.
i play quake1.08 0n dos6.4

steam has ruined my comp. 
On A Lighter Note: 
http://www.youtube.com/watch?v=OvdjBtw-XbE
(a dude eating hot peppers) 
As Always 
Madfox levels the plAying field. Uh, is caps allowed? 
Gore Shit? 
Are you mad? It's just the natural process of procreation. 
 
hey shambler, fuck you

unrelated to your post, just wanted to say fuck you. 
Cool Man. 
Appreciate it. 
There Are Few Things In Life More Certain 
than the NSFW-ity of a smabler link. I can't believe you chaps didn't see that one coming. 
Hello Boys 
Cephalotripsy-Uterovaginal Insertion Of Extirpated Anomalies 
Spy. 
Good theme. 
Shambler 
Devourment - Devour The Damned

http://www.youtube.com/watch?v=rzyfdyeIISI 
SPY 
Got one of their albums, and two from these guys:

http://www.youtube.com/watch?v=3O-Jt2uJUbY 
Clicked Image Link 
Expected goatse. Disappointed. 
Can Never Resist My Curiosity 
FML. 
Oh 
no one posted this, I suppose because we all saw it coming a mile away

http://www.ign.com/articles/2013/11/22/doom-creator-john-carmack-officially-leaves-id-software 
Yep... 
Who's gonna be CTO now?
JP? 
 
I'm glad Carmack has left id. I'm not glad because he's lost a step and gaming has moved on without him. I'm glad he's left because he should be focussing on his passions, which are invariably these weird, geeky futuristic dreams that have just a tiny chance of becoming reality one day.

There was a time where he fantasised of virtual worlds, of people exploring 3d space together, no matter that they weren't in the same room, or even the same country. Then he gave people the power to create these worlds themselves.

I don't think Oculus is far removed from his earliest ideas of Wolfenstein, Doom, Quake. It used to be that each game generation brought massive improvements in graphics and immersion, but that just hasn't been the case in recent years. We've hit a plateau.

Now there's this headset that you wear, and when everything is working correctly, you'll feel like you're inside the game. It's going to open up opportunities for developers and players that we can't even imagine yet. Honestly, I'm really happy to see Carmack move on - because when he's passionate about what he's doing, amazing things happen. 
Fullbright Texture Cvar? 
Is there a cvar to turn off fullbrights, some levels have textures which are ruined by fullbrights. 
Gl_fullbrights 0 
 
Cheers Man 
also, added to the wiki page... 
 
It is not a standard cvar (considering that glquake did not even have any fullbrights). 
Sure 
But who runs standard quake anyway? It'd be a shame to exclude information on the basis that it wasn't in the standard version of the game. 
Erc 
Is your mail address (as in the profile) still current? Please reply if, or just mail me if not. 
Tutorial Gfx/site 
Hey guys, I've recently started a site mostly about game gfx, especially old games - from the creative angle. Since Quake is another community where some of the modders still stick to the old-school visual style despite all the modern features like normal mapped texture and per-pixel lighting, you might be interested: http://ccorner.duke4.net/ - tutorials, inspiration etc. Hope you don't mind this announcement here, if so, please feel free to remove it. 
 
very nice idea but I am not sure how useful it is to make the tutorials so specific to software that costs more than 1000$. Surely there are free alternatives, especially for "pixel art", that might even work better?

I'd also ditch any plans of a schedule. Those things are evil bitches that never work out! 
 
I was thinking about it myself too, it's just I wanted to have some actual tutorials instead of just giving a "general idea" how to do something. Thing is that I use Adobe software - at first, because I've had to - I don't think anyone is going to employ you if you list experience in free software only, in your cv. ;) Over the time I've grown to like the interface and now, I just need the features they have.

I'll be "researching" free software over time, and writing/revising. You have a very good point, since I'm sure that most people interested in my material would be modders or indie devs.

And schedules are indeedevil, thanks for the input! 
Don't Worry Cage 
The gradient map tutorial works just fine in GIMP - the function even has the same name. So the tutorials are very adaptable, and watch this space for an example for Quake! 
 
I think you should just keep doing the tutorials, maybe some Gimp genius or similar can 'translate' them. 
Don't It Make My Green Eyes Grey 
Tome of Preach officially turns 1 with a post where I try out Gradient Map texture conversion on one of Sock's old textures.

http://tomeofpreach.wordpress.com/2013/11/27/gradient-map-conversions-1/

There will be a second post where we improve this conversion, part I is for technique, part II for style. 
Anyone Here Played 
The doom mod called "doom like id did"?

Asking because I played it recently and really enjoyed it. Was thinking of doing something similar for quake. Mostly because it is simple and with work commitments I dont see myself making a map as detailed as my last one any time soon. 
Quake The Way Id Did 
Would be pretty neat actually. 
Any Source Ports Which 
add split screen?

This is a sorely overlooked feature, I have a ton of fun playing doom on the 360. I know playing with a controller heresy but goddamnit it's fun. 
@FifthElephant 
For Quake, FTE does. cl_splitscreen 1 to 3.

on windows you will likely need: in_rawinput 1; in_rawinput_keyboard 1; in_restart; too, in order to allow the engine to distinguish between multiple keyboards+mice so that you can actually control each player. Alternatively you can bind some keys to '+p1 attack' or so. 
More Texture Fun 
Yeah, yeah, at last. The second part of messing around with sock's textures is up, and there's finally something worth using...

http://tomeofpreach.wordpress.com/2013/12/01/gradient-map-conversions-2/ 
 
Terra is sort of Like "Quake the way id did", was always hoping somebody would finish the mappack 
Texture Work 
I'm really interested in messing with editing software to get the maximum value out of a texture. I had a play with that texture using PSP 7 and got this -

http://imgur.com/uI5VoDb

It's on the opposite side of the green scale to yours but has enough character to be nice and could be better with a higher contrast. 
Fuck 3D ! 
Terra 
wasn't too bad. But as you said it's unfinished and personally I thought it threw cheap tricks at the player.

I'm working on it a bit now. I'm sure it won't take as long as my first map since it will be half as detailed. It wont be throwing ridiculous traps at the player either, very much vanilla style. The other thing is that I'm a bit concerned that I have deviated from the theme a little since the textures are properly aligned on my base map (unlike Romero's misaligned texture horror-shows). 
ATTN : Madfox 
Please set up a twitter account so we can follow you and get a dose of the madfox all day every day anywhere we are.

Thanks! 
Arauna 2 RTRT 
This realtime raytracing stuff continues to amaze me, if you have a recent enough nvidia GPU you should be able to run it.

http://raytracey.blogspot.be/2013/11/new-real-time-path-tracer-arauna-2.html

Imagine all those elaborate hacky rasterization schemes that just go away with realtime pathtracing. 
Spiderbot... 
Daz 
you have 1908 posts,
I have 1982.

you have 37 threads,
I have 7.

let's twit! 
In Case Anyone Missed It The Other Week 
Thanks Shambler 
That would have gone right by me. 
Half-Life Before 
Have any of you guys heard or seen this mod? It was just released on steam for free, unusual delivery IMO and I'm surprised that it's still being worked on.

http://www.youtube.com/watch?v=SppLbw9uoxA 
I Spotted It Yesterday 
Looks cool man. U tried it? 
Not Yet 
Need to get HL reinstalled I think and have a go of this badboy. 
It's Pretty Short 
I played it like, over a year ago. It's pretty nice but REALLY short, unless they've added stuff beyond the map shown in the video.

That being said, there are plenty of other reasons to reinstall HL. 
Sprite Lamp 
this is either awesome or completely retarded, and I can't decide which:

http://www.kickstarter.com/projects/finnmorgan/sprite-lamp-dynamic-lighting-for-2d-art 
Thas Cool! 
 
Know What 2014 Needs? 
A QExpo. 
Agree 
 
Sprite Lamp 
It looks cool, I hope it works out.

However, I've done that in the past by... drumroll... handpainting the normals. :P And this software does it by... handpainting the normals? :/

It's easy enough, just do 4 direcions, combine vertical in X, horizontal in Y and run it through a normalizer.

Problem I have with these tools is there's a lot of half baked ones around. Crazybump was most useful untill development just stopped. And now there's things like nDo for PS which have good features but are slow as hell and still have messy integration.

Still, more and better tools never hurt. 
 
would it not be possible to do only two directions (north-east and south-west) instead of four? 4 extra frames is a big jump in work. 
 
There's also Knald (https://www.knaldtech.com/) which is sort of a CrazyBump replacement, but is actively being developed. 
2 Vs 4... 
Using 4 frames is much more verbose and averages out any error. You can also do 2 drawings, simply the horizontal and vertical but use 3 tones per channel (dark, light, midtone). The downside is you'll need to manage the transitions carefully or it might be easy to end up with pillow shading. I think it's easier for a lot of people to break it down into 2 seperate lights per channel mentally -- addition is more how light is supposed to work. If you're an experienced painter you can simply do the X/Y axis. I think using only 2 channels in a opposite diagonal way means the artist needs to manage his midtone very carefully and the program's heuristic might screw up.

Anyway, this is a bit of a chicken egg problem also. I did try the handpainting normal sprites once, but the issue was there were no easy 2.5D engines available I could test it with. And I'm too stupid to program something myself. 
Now This Is Cool... 
 
Nowadays one could just take some more photos and generate a 3D model instead. 
Yeah, 
but you need much more sophisticated software for that 
Once Set Up, They Are Just Few Clicks 
Shambler! 
Check trades in steam OMG! >:{ >:{ >:{ >:{ >:{ >:{ 
Doom Is 20 Years Old Today! 
 
Wow 
I remember downloading the shareware version from AOL over a 14.4 modem (or was it a 9600 ?). It took hours. Didn't do anything but play Doom for weeks after. 
 
I Play Lot Of Fast Attack... 
submarine game. Can i be submariner captain. I be really good at it. 
Sounds Like A 
Perfect cannon fodder candidate. 
Can Do Better Than That... 
'Natural selection in action' 
#23735 
BWAHAHAHA 
Nyarlathotep Has Come 
Cudos to mr.T 
Daz? 
What, why?
I've been AFK for a few days. 
Haha 
nothing serious just wondered if you wanted to trade some metro cards (serious business you understand). 
Poor, Poor Mr. Quick 
Thanks Mr. S. I do appreciate it.
Thankfully Mr. Night, Mr. Shade, Mr. Hand, and Mr. Glove are all still here:
http://www.youtube.com/watch?v=hOdY2_RsKHs
I went with a very broad sense of ancient Egypt, places beyond worlds, and general weirdness. Mr. L.'s story "Nyarlathotep" is nightmarishly suggestive, and I'd like to see more tries at it. 
Trenchbroom On Steam! 
Huh?! 
How did that happen? 
Photoshop 
 
?! 
15:31:23 | <MoALTz> well, it's being attacked with viagra spam and so on, so my ass would be in danger yes

Explain yourself, Shambler! 
Re: The Domain Getting DoS'd 
 
Ouch... :< 
 
Did Tronyn Release Those Hellish Levels Yet? 
Yes He Did But... 
He named it "Demons_Viagra" and it got deleted as spam. 
Did Distrans Release His E3 Level Yet? 
Otp... 
'''shhhhh!

Oh, alright. I'll be spending some time on it between Yule and New Year in response to some comments from "testers". Then I hope to pass it on to Necros for adding the pain. 
Distrans 
YES PLEASE 
Re: Func's Latest Header Graphic 
WHAT'S IN THE BOX!?! 
 
Same thing that's been in it for the last 10+ years.







A crate 
A Companion Crate? 
 
No... 
... a gift crate... 
Like 
Madfox Is The King Of Quakemas 
 
Madfox! 
 
+1 For Madfox 
doh ! 
Quake Christmas Comp... 
What's Going On In This Thread? 
 
Hi Quad 
The person who just sent you a friend request on steam is me! Normally I'd e-mail but you know... 
HAPPY CHRISTMAS!!! 
*<:-) 
Merry Christmas To All! 
 
Merry Xmas Guys! 
I'm typing this from my I touch. I'm at my cousin's 
Merry Xmas From Me Too! 
 
Happy Jesus Day! Now Where Are The Nails?! 
Ad So It Is Christmas 
Merry Christmas to you all! 
FUNC_HAPPY_CHRISTMAS! 
That's Awesome! 
We should have had a festive speedmap this year x 
Merry Christmas... 
... to all of you guys ! 
Just Got Back From My Cousin's... 
...and I got my new graphics card! :) I will try it out tomorrow. 
 
My brother has a new fandangled thing and showed me some of Call of Duty: Ghosts. It made his card sound like a jet, but damn that looks like an amazing game. Raven Software are epic. 
I Believe 
Raven only worked on the MP maps for it, the core game and such are Infinity Ward 
 
What is the username for quaketastic? 
 
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff 
 
impossibru! 
Please Just Delete My Post! 
Hi

Since the very bad reception of my video collection and false accusations etc etc etc I received here I hereby request my post (thread?) to simply be deleted in order to satisfy most of the people.

Thanks for your cooperation (collaboration). 
Remove This Thread/post.. Thank You! 
Here is the link/post (not sure how this place works)...

http://www.celephais.net/board/view_thread.php?id=1&start=23613&end=23637

Again... thanks for your consideration! 
Hi 
The only satisfaction will come from you deleting your Youtube channel and leaving the Quake community for good.

Thanks for your cooperation 
Scampie. 
Behave. The guy obviously realises that he was a bit optimistic with the value of his YT channel as a news-worthy item, and would like to interact with more cooperation or collaboration or consideration (and certainly hasn't got a right bollocking from spamming every Quake board in existence, nor is backtracking like flaming fuck now).

Unfortunately I can't edit posts, only news items.

But I would like to hear more about the "false accusations", whatever they might be?? 
Although. 
I could flag the post as spam, which would then hide it.

Would that be okay?? I mean obviously you don't want your post to be mistaken for spam, at all, but it would hide it from view... 
VOTE VOTE VOTE 
Don't Flag It As Spam 
Because that penalizes the IP address and account that posted it 
I Would Not Much Mind That 
 
Don't Be A Bell 
 
So... 
anyone mind inviting me to the func_msgboard steam group? 
What's Your Steam Name? 
 
@Ijed 
B&#1103;&#1105;&#1108;z&#1105;&#1108;p
or, if it's easier, my steam profile:
http://steamcommunity.com/id/Breezeep/ 
Oh Crap... 
I kinda messed up on the name above... 
Nvidia And Winquake 
This is just a heads up to anybody. If you use an Nvidia graphics card, and still occasionally run Winquake, do NOT update to the latest drivers, as it will crash any version of Winquake.

Downgrading to an older driver won't fix the issue either, as the firmware doesn't rollback.

Thanks Nvidia. 
Monsters In Quake 
The following quote is from:

http://www.celephais.net/board/view_thread.php?id=60983&start=66


Actually, the whole vet notion is responsible for a trend in Q1SP that caused the majority of levels especially in the second half of the last decade (including my own) to be grind gameplay - which I don't enjoy anymore.

I didn't play that map and felt like it was not appropriate for me to post in that thread.

However, I pretty much agree with that quote. I offer my following comments and would like to know how others feel. Do you agree or disagree?

When I start a map and see the monster count is over 200, I immediately develop negative feelings. I also have begun to dislike "epic endings". You know, boss fights and multiple waves of enemies "porting in".

In most cases, I don't think the player should ever see or hear a monster port in. When I come upon an "epic ending" I usually just go into god mode and exit the map. The best word I can find for them is "tedious".

When I play a Quake map these days, I am much more interested in the architecture and lighting than I am in the actual fighting with monsters. To me, the monsters are just there to give me something to do while I am wandering around admiring the brushwork.

When I see multiple engine limits exceeded and new bsp formats are required, then I can't play that map. It makes me wonder why the map was for Quake, it seems it should have been made for a different game.

I am currently working on finalizing my Quake map and hope to have it finished soon. I think comments made here might help me.

I don't think I am very good at all when it comes to the monsters part of mapping. 
Agree 
When I start a map and see the monster count is over 200, I immediately develop negative feelings.

I still haven't finished Arcanum, for that very reason. I still enjoy fighting monsters a lot, but I dislike massive grindfests that have more to do with Painkiller than Quake, with cramped rooms, multiple waves per room, and stunted resources.

It's as if some mappers are trying to copy Warp Spasm without actually taking note of what made Warp Spasm a manageable grind - good pacing, good balance, and a great atmosphere. One time when I was playing a mod, and the first thing I saw after finishing a big monsters map was a Shambler and a monster count in the 200's, I quit and never looked back.

Luckily, the past two years have been fairly refreshing in this regard.

I do find it alarming how little maps make use of nail shooters or crushers, though. There's more to Quake than just combat, FFS! 
 
The newest quakespasm 32bit works in windows98 and up. There seems to be no flaws or niggles, a reference archive. Alpha_mask texture support as in mark5 would be excellent though. 
 
That would of been better posted in the quakespasm thread. But also, it has bsp2 support. 
Orl 
If you need software, you can try qbism's Super8
http://super8.qbism.com/

Adds in some new features like transparency while still keeping it very 'software' feeling. 
Big Maps 
I like big maps for the immersion, for the same reason I like to include lots of ambient sounds.

My current and future maps will all be above a 200 monster count. The largest monster count was warpc at 666 on hard.

At the time there was a lot of discussion about how grueling the experience was for some. I can understand the sentiment, but unfortunately I'm mapping for me. Of course, I listen to feedback and try and get of much of it as possible (I can't know everything!) but my style of mapping is large and complicated.

Having said that, my favourite part of the process is placing the monsters. I couldn't just dump a block of enemies into a room and forget about it, that'd drive me nuts because I play test the levels a lot. Which is also why I include the randomiser feature - so I don't get bored playing my own stuff.

To be honest I'm a bit nonplussed that others enjoyed my levels so much, considering how solipsistic my build mentality is.

But hey, I'm still learning. 
Mnster Count Is Irrelevant To Me 
I can think of maps that have 80 monsters that were more tedious than a 200+ monster map because of the way the monsters were placed and/or the combats were setup. Having said that, if we are talking about tronyn maps, then yes I have to be in the right mood to play them. but that's not because of monster counts per se, but the style of gameplay that is featured (ie monstrous hordes).

Also, and I dont know if others do the same, but I never check the monster count at the start or throughout play because I like to go in cold and not have an idea of how many monsters there will be or how big the map might be or how close to the end I might be. 
Super8 
That's quite an engine, I'm surprised I haven't heard of it until now. It's very slick, tons of features, and has that authentic software Quake look. But is it really truly software? I ask because, it works flawlessly on my system, whereas any other software engine does not. (Thanks Nvidia) 
Monster Count 
I sort of agree, but then again it really depends on the size of the map and the type of enemies used. Obviously, 200 monsters in a large map is a different matter than the same number in a small one. In the first case, it may be fine, in the latter most likely grinding. And a higher monster count may just work if the most of them are weak ones like grunts, dogs and maybe zombies. What puts me off is the type of map where you have to work through large numbers of hell knights and ogres with only low-tier weapons like ssg and ng for the longest time - it gets tedious fast.

The problem in Quake is that the monsters are bulletsponges (and the low-tier weapons weak) so everything takes longer and can easily end up feeling like work. This works much better in Doom where the enemies generally have less health and the weapon balance is better. So 200 monsters in a map is not nearly as much of an indicator of difficulty and length as it is in Quake. 
 
I have to admit that when I was mapping I was mostly interested in the geometry and lighting. The monsters were an afterthought in most of my maps ... they were expected to be there, so I added them. That was the reality of the situation. :P 
 
When I play a Quake map these days, I am much more interested in the architecture and lighting than I am in the actual fighting with monsters. To me, the monsters are just there to give me something to do while I am wandering around admiring the brushwork.

Yeah, this is why I always play new quake releases on Easy, if I play them at all. And then I get annoyed because it STILL throws too much combat at me and doesn't give enough health. But people tend to think you're a pussy if you play on Easy, I guess.

When I see multiple engine limits exceeded and new bsp formats are required, then I can't play that map. It makes me wonder why the map was for Quake, it seems it should have been made for a different game.

This is a fallacy. It's not the monster count that breaks engine/bsp limits, it is the brushwork. Pretty brushwork and details have their price.

BSP2 format wasn't made because people wanted high monstercounts and grind gameplay, it was mostly because the maps got too detailed and because details and outdoor areas combined break the old quake limits (mostly clipnodes.)

You can have 666 monsters without needing a new BSP format, as warspasm proves. So broken limits != grind gameplay. 
 
actually my first map that required BSP2 only had like 50 monsters at the time. 
Agree With BG 
I've played a large map pack before. It was called unforgiven. So Beautiful... 
Well 
The consensus so far seems to be that bad monster placement ruins maps.

Playing through Zendar again and I'm struck by the precise care sock takes over his placement. For example an ogre that facing away from a lift but turns when it appears to hear it arrive.

Details like that are so small and easily missed, but add so much to a map.

I can still cheese your non-z-aiming Ogres though sock ;) 
Z-Aware Ogres 
I'm really tempted to set up a monetary bounty for a vertical aim algorithm that doesn't completely suck balls. 
I Just Use 
The one from the inside3d tutorial... It can probably be improved but I've got all those other features to polish.

What's your beef with it? 
I Just Use 
The one from the inside3d tutorial... It can probably be improved but I've got all those other features to polish.

What's your beef with it? 
Pie Dust Clues 
Pile done Pom sea backside tree dee two tore we al.

Woes pour leaf quid itch? 
 
Playing through Zendar again and I'm struck by the precise care sock takes over his placement.
My favourite ogre is the one right next to the Gold Key. If you come up the elevator, the ogre is facing the right way to be in your face. If the player opens the shortcut to the zombie courtyard and goes off wandering, the ogre drags the player back by shooting some nicely placed reminder grenades at their back :P 
Hmm 
My problem is the extra propelling power they receive, which is pretty ridiculous since they're shooting grenades, not rockets. But looking at the tutorial, it seems like removing the missile.velocity lines should be enough... so maybe nevermind about that bounty. 
Sock 
After the discussion on why do I waste time randomising enemies it seems you've done the same, but with exploration instead of taking the easy qc way out.

OTP: I'll do that then, since ogres have enough health to continue closing even if their grenades aren't reaching. The easier solution is probably only to make them fire from mid range... failing that a custom one will probably work. Does the Quake range system for monsters take into account verticality? It'd be an epic fail to break the grenade spam from above Behaviour. There's probably a way of canceling out the z distance with some vector maths voodoo if so. 
 
Maybe they could be granted a certain leeway, a (random?) bonus range. But I agree that increasing their attack range way beyond the normal limit is not a good move. It applies to other monsters as well. In a way this feels like a workaround - instead of adjusting the level design to the monster behavior. 
Well 
That's the discussion about z aware enemies - the mapper can be lazy. I like to use this feature for good though, for example the first ogre in my current level fires upstairs at the player in order to teach them that they can, now.

I do like clean cut rules, but in an fps such as quake it's always been pretty vague as to what was the intention, and what was just development hell.

Longer attack range is out then :)

Hm. I need to take more advantage of the vertical spaces I've got in my level. 
Ogres 
The standard ogres are not too bad up close, but their ranged attack pretty much sucks. Anything that makes them better is an improvement. I've been using the inside3D code and it's not bad at all. They do seem to have a bit too much range, but at least they're dangerous, as opposed to useless. 
Rick 
the regular ogres are pretty dangerous too, if you place 'em correctly 
Happy New Year 
 
That's The Problem 
Unless you can place them just about perfect they're useless. Put one below the player and it will kill itself shooting grenades a whole 5 feet above it's head. Put one above the player and unless the distance is exactly right, the grenades go flying harmlessly over the player. About the only use for the standard ogres is as a source of rocket ammo. 
What Happened To The Quake Wiki? 
there's no text for me.
http://quakewiki.org/wiki/Main_Page 
 
Up high, as support for ground enemy, they make combat much more interesting as they are totally out of line of sight... thinking of the two sniping ogres somewhere in sksp2. 
 
Confirm wiki text is broken fo me 
Happy New Year Everybody! 
 
Happy New Year Everybody!! 
 
Happy New Year To You All 
And to the soap opera called quake 
Happy New Year 
I have no idea what is wrong with the wiki and since when. It was getting more spam than usual recently but I am not sure that's related. The contents are all there (eg if you edit a page), they are just not rendered to the html display. My motivation for spending hours on this failure is non-existent. If someone has better search engine skills, please share what you find. It is mediawiki with a sqlite database. 
 
The timestamps of php files indicate no hacking, but I will properly compare them against my backups later. 
Happy New Year Everyone! 
 
Cheers! 
Here's to more excellent Quake in 2014!

HAPPY NEW YEAR!!! 
Happy New Year Quakers! 
 
 
Someone unban me from tf. Scampie is a twat. 
Errant Signal On Quake 
12 minutes of evaluating Quake without mentioning the guns, multiplayer, level design or enemies.

http://www.youtube.com/watch?v=UEcYylHhQvo

He makes good points in this context. 
 
Great video, negke, thanks! 
Meh 
"The days when a mainstream, widely successful shooter could be a mood piece and only a mood piece, died with Quake."

Quake is dead? 
Yeah 
I can't really agree with everything he says since a lot of it is predicated on self-referential data. He obviously likes the game of Doom more than Quake, both as a game and an aesthetic.

Possibly this has caused him to miss out on a lot of the Quake news - ports to Oculus Rift and other devices, the various mods and custom maps that are made and so on.

But interesting to hear his ideas, they're concise and well reasoned. 
Orly? 
As usual I disagree with everything someone thinks of Q1's design... %-) 
Happy New Year 
... a little bit late, but I am just back from 1 week of ski with wife and kids.. anyway...

I whish you all the best for this new year ;) 
And The Same! 
Every year better than the last. 
 
One question guys...

When I record a demo I make

record mapname mapname

but when I want top record from a load map?

any command? 
 
Depends on the engine. Quakespasm and reQuiem (and others) supports recording at any time with "record demoname" while the map is running. If you want to record a saved game, go to the console, "disconnect", "record demoname" and then load the savegame. 
 
Thanks for the reply Spirit

I use Darkplaces for years but guess is time to change! 
 
The savegame trick works with Darkplaces for sure. I would expect it to support recording at any time too, give it a try! 
 
Yes, it works perfect

Thanks Spirit! 
Introduction To The FTE Engine 
Nice... 
I have FTE but I didn't know it was quite this feature rich. The heightmap thing is especially interesting.

I know a lot of mappers here would love to have heightmaps as a standard quake feature, I know I would. 
Gabe Chat Part 1 
 
I am looking for some timelapse imagery to use for a building visualisation (university project). Best would equirectangular, some moving clouds, bonus points if it includes a full sunrise to sunset. Can be generated (not filmed) but should look fairly realistic. I have not been able to find anything like this, at least not for free. I have no budget for this so it better be free (but I would _play_ with a pirated one for fun too).

Eg something like http://hdrmaps.com/freebies/cumulus-fractus-at-late-afternoon but as image sequence over at least some seconds. 
 
I think it would help to convince the FTE guy to wrap up and designate a more recent "stable" release. 
Spike 
 
Spirit 
I remember this site, not sure if it's got what you need (seems to have both timelapses and probes, but don't know if probe timelapses)

http://www.openfootage.net/ 
 
cheers, I looked around that site but it's underwhelming. The more interesting Ines cost money.

I am mostly looking for a full 360/90+ timelapse to fill the background of a rotation around my building.

I will look for some standard slow motion timelapses too though, for static camera scenes. Those should be easier to find.

What does "probe" mean here?


--------

someone should write a "minimal distance between info_player_start and a crate texture" BSP parser so we can objectively rate maps. 
Actually 
oh god, I want this for April fool's! objective ratings with eg

number of monsters
weapon arsenal
leafs vs portals ratio (or something like that)
average color
running in dosquake
day of the week of the release date 
WarpSpasm Etc. 
"It's as if some mappers are trying to copy Warp Spasm without actually taking note of what made Warp Spasm a manageable grind - good pacing, good balance, and a great atmosphere. "

"At the time there was a lot of discussion about how grueling the experience was for some. I can understand the sentiment, but unfortunately I'm mapping for me. "

I've been replaying WarpSpasm recently. Once again it is a horrifying but fascinating experience. In particular I am fascinated to remember that I originally managed to get 1/3 to 1/2 through most of the maps without dying. God knows I managed that.

I'm hesitant to say there is a "good" balance or "good" pacing. Nothing feels "good" about it....but it is not "bad", it is EVIL, relentlessly evil. The balance is evil, it is JUST enough to make it playable, the pacing is evil, it is relentlessly and consistently paced to be utterly gruelling for the player.

The gameplay isn't "fair"....but it is immaculately unfair with such deliberation and panache. The combats, the ambushes, the monster choice, the supplies - all laid out to make gameplay that is only just survivable with a feel that nothing whatsoever is stacked in the player's favour.

In short it is an act of cruelty towards Quake players, but done so effectively I still like it even though I don't enjoy it. 
So What You're Saying 
is WarpSpam is the Dark Souls of Quake? 
Kinn. 
From what I have heard, yes I guess? 
Hah 
So I probably should play that then... 
Shambler 
What difficulty / mode are you playing on?

There are hidden Quoth + and Quoth - modes in the start map which make it more and less difficult, respectively. 
Also 
I remember you solving the, for want of a better phrase slaughter puzzle in the secret map as well.

That usually took me 10+ tries to get through on each session. 
 
What does "probe" mean here?

Oh right, I'm referring mainly to those photographs of reflective or matte spheres (or a diffusely convolved cubemap etc...). Captured light from a real scene to lit a cg scene. Actually, I'm not sure 'probe' is correct terminology now I think of it. Afaik in film they're referred to it as that. 
Shambler Revealed 
Pro Motion 
Any pixel pushers here use Cosmigo's "Pro Motion" for pixel art?

It seems to be what everyone recommends, and it appears to rock, but I can't find fuck all in terms of a community/forum for the program. I just need to ask some questions that aren't covered in the docs, that's all :( 
Ijed. 
Skill 2, same as before.

Incidentally I did try WarpC on Skill 0 last night and it is very easy. I'd always assumed that Warp Skill 0 would be harder than Id Skill 2 but it's not that hard.

Hmmmm, Quoth+ mode? Dear god. 
Skillz 
I implement skill settings using my own ability level and innate knowledge of where all the monsters were positioned and how to get every secret as a base marker for skill 2/3.

On skill 2/3 you should be able to struggle through with enough ammo if you're frugal and not dying as long as you don't fuck up or do something stupid, and assuming you have a reasonable level of l33tness. Because of the size I tend to map at a lot of patience and a modiucim of masochism are probably a bonus as well.

As I place enemies I flag about half of them as not easy/normal and about quarter as not normal. And I never test normal or easy myself, trusting that the resources and reduction of enemies will have everything just work out.

People and playtesters who prefer normal and easy skills haven't complained as much as those who habitually play on hard, or maybe they're just less vocal. Although back then I remember a few did praise normal skill for being nicely balanced.

Quoth+ mode is untested as well... I only put those two options in after AguirRe added Quoth- since he found the Quoth enemies too tough. Essentially monsters of the same tier will be replaced with either their id1 or Quoth variants.

I can't be sure, but I think Gugs are rated the same tier as Shamblers. I seem to remember testing it in warpa and facing a horde of Gugs. 
.... 
"I can't be sure, but I think Gugs are rated the same tier as Shamblers. I seem to remember testing it in warpa and facing a horde of Gugs."

Genuine LOL.

A brief look seemed to indicate that Spawn were replaced by Vorelings in Quoth+, while Grenade Enforcers were replaced by Grunts in Quoth-. Something very screwy going on there.

I am guessing the leap from Id 2 to Warp 2 is a vast amount larger than the leap from Id 0 to Warp 0, which is fairly sensible as it makes the maps potentially very difficult but still gives the choice to easy players. 
Yeah 
It's not so much more/less difficult as more/less Quoth enemies, with - mode being suited to extra easy play.

Since it wasn't properly tested in + mode there may well be walkmonsters in wall and all the other issues auto-replacing can provoke. 
The Soap Is A <s>Lie</s> Trap 
Aw 
The Soap Is A Lie Trap 
Ello Gays! 
 
I Love It 
When the drains in my utility room backfire and sewage ends up all over the floor :( 
Lol! 
 
23864 
My thoughts exactly. 
Question 
anyone want to help me out with some texture editing? 
Sure 
 
Impressive! 
Tronyn 
Depends... 
OTP 
how do I contact you? (don't see an email on your func profile, though I still haven't registered after all these years, inertia I guess). Whether I axe you for any texture work / palette swapping or not, I'm interested in your opinion as a tester - it is possible that I have totally different gameplay goals/intuitions than you would ever agree with, but even if that's the case your feedback would probably help me round off the sharper edges.

Spiney: on what? 
Trinca 
 
 
Tronyn: well, depends on project... Quake map, etc? Also deadline, theme, gameplay etc... Been wanting to hand paint some map textures for a while, although I'm a bit busy right now. :)

Feel free to mail me at ptr.vrhvn @gmail 
Tronyn 
pbbofubc@gmail.com, and that is ROT13 
 
brb, signing otp up for spam 
Dude Quaketestic Is Broken 
Someone changed the password and there's a username now. WHY?! That was an old password. Why change it after all these years :'( 
It Was Broken Before 
it's now fixed

why do you care btw... planning to upload any screenshots soon, for example? (heh)

OTP and Spiney: I shall email you guys in the next couple days. 
Earth And Humanity Will Die ! 
 
I feel so insignificant ._. 
 
What is the name a jump using an inclined plane? 
I Believe The Correct Vernacular 
is "wicked air" 
 
slope jump

booyakasha, Kinn! 
 
Thanks! :) 
 
Kinn's answer is "hip" and "cool", the rest of you are all "squares"! 
 
Anyone interested in Steam keys for Papo & Yo or To The Moon? 
Sure 
If nobody else wants them... 
 
Almost forgot, I'm at zombie(dot)abe(dot)vigoda at google mail 
Chasm The Rift 
How does Quake Fans feel about Chasm the Rift? I remember the weapons and models were great. 
It's Great 
you could blow limbs off people. The quality of the models and things were really high. Wasn't it one of those games released at the wrong time though? When something else just looked a little better? Like Quake 2 perhaps? 
 
It was released in the end of '97, after Blood and Shadow Warrior which already were looking old for their time with no room over room 3D and despite it's nice looks and the gimmick of shooting off limbs, it's gameplay was pretty mediocre compared to either of those. Also, like 5th said, Quake 2 came out like a month later. 
Still, It Was A Good Game 
And graphics were still fancy. Gameplay was a bit lacking but I still personally enjoyed it.

http://www.youtube.com/watch?v=YbLr-nyJZUw 
Another, Better, Video Of Chasm 
Yeah 
'96-'98 were absolutely bonkers

Quake, Quake 2, Unreal, Half-Life.

Releasing something like Chasm in that period was suicide. 
That... 
....looks like the sort of crap Killes has a dry wank about every night. 
Don't Kinkshame 
 
Shame... 
chasm had much higher poly count on its models, higher texture fidelity, voice acting *and* lip syncing, limb removal. Sadly it wasn't room-over-room and it handled 3d in the same way as Build engine games (if you looked up the vertical plane was fixed, looking skewed). If I remember the game *still* ran on DOS too, it really was a mixture of next gen ideas but on an ageing engine. 
 
Nice 
Thanks for that Spirit 
This Should Really Be On #tf 
 
Inside3d got two new subforums.

One for client-side QuakeC (CSQC) and another for standalone idtech games.

http://forums.inside3d.com/index.php 
Meh 
I'm 30 :/

Three years till the name change... 
 
30? *eye roll*

I don't like how people attach such significance to numbers. 30 is nothing. I barely remember 30 it was so long ago. 
 
30 only becomes nothing when you turn 31. i remember feeling depressed at turning 20, although if anyone conveyed the same to me today i'd... probably tut audibly

happy (belated) birthday ricky 
Happy Birthday Ricky 
We are only old in your mind... 30 is just a number... let's enjoy life !! 
Happy Birthday Ricky 
30 is not just a number and the best part of your life is almost undoubtedly over! 
30 
You boys narf make I larf 
Formal Attachment To Numbers 
I only attached formal significance to two birthdays: 27, because it's the idiot club, and 30, because when I was young and naive I had all these ideas about who I would be when I was 30. Turning 30, I had to admit that those things were never going to happen and who I am now, is who I am. But letting go of the last shreds of romantic idealism also forced me to adjust more, to try to chill out more like The Dude. I liked the following song's attitude - sad but still kind of happy:
http://www.youtube.com/watch?v=GQMsMDCUMwI&list=PL147F4418400BF64D
The Devil Makes Three - Graveyard (of Dreams) 
As 
You get older, your knowledge increases and your responses to events become tempered by maturity. You get better at life.

In counterbalance, your body starts collapsing. You get aches where there were none, any party knocks the ode out of you for days and if you're unlucky you get bit by something nasty and incapacitating, but not mortal.

It's all a foreshadowing of the slow and steady descent into losing your mind and body, becoming trapped in a decaying husk, more and more detached from the real world.

Mortality.

Go give someone you love a hug. 
Happy Birthday Ricky 
 
Heh 
brutal

Tbh my soul has been chipped at for years. I remember turning away girls that I had fantasized about at high school being quite hard. I remember reaching 22-23 years old and suddenly realizing that life was starting to get away from me a bit. I remember realizing that I had a problem with my back. That started 3-4 years ago and I still have problems now. I remember when I broke my left pinky and thinking I'd never be as good on the guitar again. And I remember giving in to addiction...

Shall I go on? 
Go On? 
The only choice you have is the final solution. And I know you know more than you want to about that. 
In Case Anyone Here Hasn't Read The Awesomeness That Is Dunsany 
But as the feet of the foremost touched the edge of the hill Time hurled five years against them, and the years passed over their heads and the army still came on, an army of older men. But the slope seemed steeper to the King and to every man in his army, and they breathed more heavily. And Time summoned up more years, and one by one he hurled them at Karnith Zo and at all his men. And the knees of the army stiffened, and their beards grew and turned grey, and the hours and days and the months went singing over their heads, and their hair turned whiter and whiter, and the conquering hours bore down, and the years rushed on and swept the youth of that army clear away till they came face to face under the walls of the castle of Time with a mass of howling years, and found the top of the slope too steep for aged men.

From "In the Land of Time," a devastating fable that's about what ijed said. 
Have A Read Of 
Yates as well. 
'Yeats' 
 
Link 
Wheee 
That's what happens when I disable the left hemisphere of my brain with a pint of whiskey.

Sorry if I crossed the line Ricky. 
Quake Wiki 
is so unbelievably slow. I think if it's to be used more then it is going to have to be much much faster. 
Well, Tell Me. 
If it was used more I would probably be a better admin, sorry. 
Quaketree 
Did you get my email? 
I Did, Thanks 
 
Negke 
Yes. Just looked and responded. 
Spirit 
Speed and being a good admin are different things IMO. 
It Is Fast Again, Right? 
I can fix the slowness by emptying some silly table which takes just a few minutes. 
Yeah Actually That Is Faster. 
I have been using it as a resource. 
I Just Bought... 
a Das Keyboard. It's the greatest keyboard ever. 
 
You should've got a Dranz keyboard, much better at mapping 
 
wat 
Even Google has no idea what a Dranz keyboard is. 
Oh Come On You Guys 
 
Played so many times in dranzdm6 to dranzdm8 :p

Even made waypoints to play in those maps :p' 
Omg #23946 
I had no idea that site was archived anywhere :)

Oh, this is going to be hilarious. Thanks for the link. 
As Long As It Doesn't... 
...re-ignite that old Daz==Dranz argument :) 
Old? 
that accusation is brought up daily in #tf

also, necros = negke and skacky = RingofQuadDamage and sock = Bal and they are all secretly Madfox 
Lol 
necros = negke? but I've received emails from them at the same time!
More like, Negke achieves evil incidentally as a result of being so cerebral, whereas Necros achieves the state of being cerebral by being so evil.

That said, the idea of Madfox being the true personality of any number of func_ sock puppets, is endlessly entertaining. 
 
plus Tronyn = Tyrann, right? 
...and The Are All Secretly Madfox 
G'faw!!! I must get back on to #tf

Made my night Scampie, thanks. 
Arnold Is All Of Us 
I'm Scampie 
I smell of seafood 
Wasn't There 
some Kell/Kinn confusion back in the day? 
 
20:48:10 | <@onetruepurple> since when are necros and negke together-confusable
20:48:24 | <@Scampie> they're the same person
20:48:34 | <@ccdrg> they both make AMAZING maps ;-D!
 
I Think 
You're all just random sentence generator bots and I'm the only actual human sat at a keyboard.

Is it solipsistic in here or is it just me? 
CZG... 
I thought you left... 
None Of You Are Me 
 
Nope 
 
Lun 
YOU AM I 
 
I wonder why Doom's community is bigger than quake's... 
Quake 1 Is The 
Redhead stepchild of ids games. 
 
RingofQuaddamage is it?

Don't think so... Quake Dm stills very active 
 
One unified community at doomworld 
3D Printing Art 
Printer Video Art, price Tag, 250K excluding print materials.
One day this might be affordable and then 3D modellers could be recognized as visual artists to the public ... 
I'm Quite Enjoying 
the possibility that one day 3d printing will put the irredeemably evil and greedy Games Workshop out of business. 
 
DRM will make sure that you won't be able to print their models unless you use a self made computer hacker hippie printer. Well, maybe they will allow you to print verified signed models whose plans will self destruct. 
Go Look At Shapeways 
They print your stuff and send it to you. It's pretty cheap.

Keep meaning to print out a board game design I've got - you can also sell your stuff right there on the Shapeways site. 
Always Wanted My Own Lego Cubes 
"Your female parental unit!" 
I Went Home From School Sick... 
...with a god damn cold. it's so annoying! 
 
http://color.method.ac/

onetruepurple posted this in #tf

I got 9.3, Spirit 8.4, raptore 7.2 
 
8.9 
8.7 
 
 
I think I could do better if i tried harder lol 
Too Irresponsive 
On tablet.

I'd probably get a bad score anyway. All my family are colorblind, even my sister. But not me, not completely, at least. 
0.01 
Tried hard, maybe take off my shutter glasses. 
Visually Striking Pictures Of Ukraine... 
Holy Shit 5th 
 
5th 
Amazing pics. Thanks for sharing! 
Yup Thanks 
I didn't know they were really shooting at each other now. I thought it was mostly rocks and molotov cocktails vs. rubber bullets and tear gas. 
Well 
Our government here in Canada is pretty shitty but compared to what's out there it looks positively saintly. I hope they can find a reasonable way to solve their differences. It blatantly sucks that the world has to be divided into "spheres of influence," and yes I've heard all the cynical objections to THAT cynical objection. 
Insane... 
All those shots are impressive... and scary. This one particularly: http://i.imgur.com/4MTFVE2.jpg
It is difficult to make the difference in between a rave party and a revolution.. though... 
I Was Bowled Over 
By the shots of guys with historical reenactment weapons and the like. 
 
 
Of course he would say that, since between Duke3D and Duke4E he hasn't made any other games to receive profits from. 
 
3D Realms was struggling mightily to get Quake II to render the open desert around Las Vegas.

The failure of DNF can be blamed on vis and bsp formats? 
Broussard Has Always Been A Cretin 
 
 
I've never been a fan of anyone with the last name of Broussard since high school in the 70's (yes I'm an old fart so get the fuck off of my lawn you god damned punks).

But yes, the article has a good point, I'm completely against stealing software as long as it's still being sold and supported by the people who made it. Once they stop doing BOTH then as far as I'm concerned they have relinquished the rights to it after a couple of years and even then if after 26 years (or whatever) it should probably go into the public arena anyway as long as there is no profit involved.

Nobody should (for example) ever profit from singing or playing "Happy birthday to you" on someones birthday. That ship has sailed. If however someone uses that song to promote a business in a commercial then the business has some responsibility to pay the owner of the rights to the creator of that song.

The creator should take some pride just in being "That guy" who made something iconic and take that as payment in and of itself once a reasonable period of time has passed.

I was a part of fighting the Cold War, underwater and all of that, I don't ask for any credit for doing that now even though it was important at the time. It's in the past and that's it. Should I ask for a cut of every submarine movie or game ever made? Of course not. 
I Think 
The thing is that companies have fooled themselves into think ideas have monetary worth as a standalone, physical object.

It's complete nonsense, but they still spend money supporting it and actively acquire old IPs as property - then re-release them rebranded and looking a bit more modern, carefully removing all the idiosyncrasies from the original product that don't tie in with their marketing plan and corporate goals.

And it's a completely valid business plan.

I read the hobbit when I was a kid. I've no desire at all to see the films. Will probably dig the book out some time to read it again though. 
No Offense 
To those of you who enjoyed the Hobbit of course... 
 
as someone who's made a bunch of maps, models and some mods for free, the concept that someone needs to be paid in order for them to bother being creative is unbelievably stupid.

indeed, people being paid to be creative has done the exact opposite. 
To Be Honest Though... 
If people bought my maps I'd probably focus a little more on it. Right now I just tend to mess about wasting a lot of time. But then I'm a capitalist slut. ;) 
Nail On The Head 
indeed, people being paid to be creative has done the exact opposite.

Maybe that's the reason most modern games are so meh.

Lots of people spend their hours playing them though. I can't figure that one out %<. 
Getting Paid To Do Something You Love 
is entirely different from someone taking a paid position and then being told to make something according to someone else idea of a good game.

I'm sure if any number of mappers, or a combination of the best ones, from this community was paid to make the best quake episode ever produced we would get a pretty fine product indeed.
This is different from someone at EA or Infinity Ward being paid to produce the next iteration of an already popular franchise. That's their job, not their passion.

Money is a means to do what you love, some people love making games and some people make games to get paid to enjoy non-game related activities. 
 
What the hell, George Broussard is a dick. http://www.rockpapershotgun.com/2014/02/03/editorial-why-games-should-enter-the-public-domain/

For people like me who don't read the articles, i should clarify to them Broussard is speaking against games entering the PD.

Broussard - Insanity. Creators have a right to be paid indefinitely on their work if market is there. Period.

It would be great to see these old things entering the PD, but then that's just taking money out of *their* hands, so it's not going to happen. 
Oh Man 
there are some "culture industries" such as music, for example, that would be massively improved if they were run purely on donations. Suits pander to lowest-common-denominator consumers by forcing talent to do what talent otherwise would not do, and/or just using non-talent. If no one made a cent, there would still be great music, books, and games. I will make an exception for films since it's pretty obvious that they cost money, but even then, if all movies had 1/10 of their budget, we might get more masterpieces and less pacific rims.

Agree with #23998 100%. 
 
a lot of great films were made on low budges... primer, cube, and moon come to mind. i'm sure there are more. 
 
Pulp Fiction's budget was minuscule. 
New Thief Trailer 
 
They have taken out so many things that make it a thief game it's embarrassing. I don't buy their reasoning for not having Stephen Russell do the voice acting either 
Never Played Thief... 
...and so have no allegience to the series. Thus while I sympathise with the fanboiz concerns and alarms about rebooting the series full of vulgar consolised hand-holding, crazy camera angles, finishing moves and all that bullshit, apart from that the atmosphere and style looks great and if it turns out to be Dishonoured Ex : Thief Revolution in a dark fantasy world, I could be quite happy with that. 
 
This is a new Thief game taken in a different direction by a different team for a different fanbase. The franchise name is purely being used as a rubber stamp to indicate design pedigree to new fans who don't know otherwise. 
I Have 
But briefly. What exactly has been taken out?

From what I can see in the video there's less undead and those hammer guys, but both could easily turn up later. 
All It Has For Itself Is Its Great Looks 
Everything else is a disgrace. 
 
Are you basing that on the video or have you played it? 
 
Even thou is has a different vibe (seems more combat focused) I still love the new visuals and think the environmental traps are cool. From the video it looks like there is going to be a lot more stuff to play with. I am just wondering what platform it is really aimed at, because this will influence how well the controls are setup. 
Willem 
Basing that on all the previews/interviews I've read + all the videos I've seen. It's more than enough to tell me this will suck. 
 
Here's a cool video on Dungeon Keeper, regardless of your liking or hatred for TotalBiscuit: http://www.youtube.com/watch?v=6DJmS7prcmE 
Skacky 
Are you basing that on it being a 'Thief' game, or being a game in it's own right?? 
Basing That On It Being A Thief Game 
Since it has the Thief title. If it were named something else I couldn't care less, but as a Thief title it stinks. 
I See No Need 
for them to hijack the thief brand if they're going to dismiss everything. There'd be a shitstorm if DC sold the rights to Superman and they basically retconned the original storyline and villains. Yeah he's no longer from Krypton or called Kal-El, he wasn't raised on a farm and Lex Luthor is no longer the badguy. But he flies and wears blue spandex so he's still Superman.

How about no? If the main character was not called Garrett then fair game tell a new story and keep the name Thief, hell make Garratt a side character who taught the main character the Thieving craft. But don't throw the baby out with the bath water, FFS. 
Well In That Case,,, 
"Whatever homie"

Maybe tippex over the box art and loading screens so it says something else instead??

People could and did say exactly the same thing about Doom 3 and Wolfenstein reboots, but they were still good games in their own right. 
I Disagree In The Case Of Doom 3 
Which was not a good game in its own right. I found it dull and boring gameplay wise. 
I Enjoyed Doom 3 
in a way.

It doesn't really have the problem of Thief as the game never really had much of a story. It was a horror game and I don't think at the point it was released it would have worked as a 90mph running shooter.
Looking back I think mistakes were made, id were trying to blow people away with tech (which is historically what id did best), but I think at the point when it was released that we were more than satisfied with the graphics of games of the day. Even Rage was an expensive and needless under-taking with the graphics, it was beautiful but the game wasn't there.
id should have been making lower risk games, like quake 3 was, to please fans. Even Carmacks favourite game is Q3. 
And Id's Worst Game By Far... 
Is Q3A. 
I Disagree With That So Much. 
I actually love Quake 3 a hell of a lot. It's one of the most perfect multiplayer shooters of all time, great balance and gameplay. Graphics are still lovely too. 
I Would Love It Too... 
...if it didn't have a horrible floaty feel, appallingly broken damage feedback, indistinct player skins, juvenile bouncing items and arcadey aesthetics, no pretence at single player at all, and in general had rubbish feeling MP gameplay compared to Q1, Q2, and UT all of which I was enjoying at the time.

The engine was quite nice though. 
Then Again... 
...I guess this shows something. I'm not judging it because it is a failed pseudo-sequel to Q1 or Q2. I'm not judging it because it uses the Quake name. I'm not judging it because of it's relation to an established franchise.

I'm judging it purely on it's own merits. Or rather I would, if it had any.

FWIW even HL2 deathmatch with it's sluggish movement and weapon changing, felt far more fun gameplay. 
 
Well that argument has convinced me to see the error of my ways! - said no-one on the internet ever. ;)

Yeah I loved it and I still play Quake Live today. I enjoy the arcadey-ness of the game, and I don't even care that the singleplayer is just bot matches :P 
Not Much Of A Q3A Fan 
I'm not sure what it has to offer in terms of better multiplayer game play than Quake 1. 
 
lol bler, you must have mixed up UT and Q3A in your memories. 
Oh Yeah! 
Not Quite 16 Bit... 
but Dave Rapoza is awesome, I would actually love to see a dark souls metroidvania in that style (symphony of the night is one of my alltime fave games). I love his Skull and Shark stuff.

http://daverapoza.tumblr.com/ 
Dungeon Keeper 2 
Nobody bit the bait? I downloaded DK mobile the other day after reading all the INTERNET CONTROVERSY and found it the perfection of the free to play format.

I'm really glad they released it since now the backlash should mean that free to play gets seriously hurt. It's just a shame Dungeon Keeper was the sacrificial goat needed.

All the big reviewers (ie. the ones who stand to lose by giving it a bad review) rate it 10. Every single user review on Metacritic gives it 0.

It prompted me to go to GOG and buy both original games.

Also;
http://imgur.com/a/tiOii 
Spirit. 
No, but I did once mix up your mum's face and a goat's arse. Really wish I'd looked closer and stuck my wang in the goat instead.

Kinn, can we presume that you are celebrating the death of a bad thing? 
 
"appallingly broken damage feedback"

*beep**beep**beep**beep**beep**beep**beep**beep* 
Never Heard Of DK Mobile 
but "Free To Play" (aka "Pay To Win") is the most abhorrent fucking thing to ever happen to the games industry. Games design is no longer about giving the player an honest fun game in return for a fixed sum, it's about manipulating the player and extorting small amounts of money over and over again, for as long as they can.

Actual gamers hate it like dick cancer, but the millions of casuals who never play proper games and just want to tit around with their phones fall for it like lemmings, and make these companies billions. 
Shmablre 
Kinn, can we presume that you are celebrating the death of a bad thing?

Wait, what was that in reference to? 
Free Free Free 
Anyone who thinks they can download something for free and get good quality content for their phone is an idiot! Everything comes with a price, F2P design, a sea of adverts or Social media hooks.

It funny really, we all make extra content for a 15+ year old game and that's free right! what crazy fools we are ... :P 
 
Yeah, as someone who knows better you shouldn't simplify it like that. Some people create out of joy and share for free...

Some of my favourite more or less genuinely free Android games:

https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon
http://chris.boyle.name/projects/android-puzzles/
http://www.dwellergame.com/
https://code.google.com/p/frozenbubbleandroid/
https://code.google.com/p/mathdoku/ 
Yay Long Links On Func! 
 
Spirit 
It goes without saying that I'm not pissing on "free games" in general, I'm pissing on the skeevy, soulless, transaction-machine bullshit mentality that leads to games like Clash of Clans and its ilk being things that exist. 
Mechtech 
Removing that shite "high res" texture on the columns would be an improvement. 
 
Kinn (&sock): of course, I feel the same. but people like to forget proper free culture or at least not advertise it. It's even worse with music where people think recordings have to be commercial. 
Not All F2P Games Are Shit... 
clearly there are good ones... but 95% of them are really genuinely garbage. 
 
@Spirit, yes there free games that exist, but the quality is often low (basic graphics) and the presentation is minimal. Yes there is certainly awesome people around who create free content, BUT they are getting real rare nowadays.

@FifthElephant, What F2P games are good? I can't understand how anyone thinks this, they are all designed to make you spend endless amounts of money, how is that good? 
 
never noticed how much dwarf fortress is similar to dungeon keeper (never played dungeon keeper) 
Specifically... 
Hawken is fun, Hearthstone is fun, Team Fortress2, spelunky was a free game right at one point?!

When talking about mobile, I've killed a bit of time here and there playing games like gravity guy and various other endless runner games on the bus to work.

Perhaps these aren't your typical free to plays, I never felt compelled to drop cash on any "f2p" games, even the good ones. 
...And You Want To Know What's Best About TF2? 
hats. loads of hats. 
Wow 
Umm, so as if that Dungeon Keeper Mobile game wasn't scummy enough, it has just emerged that it fiddles its own App Store rating by allowing players to rate it from the game interface, but the game only actually submits the 5 star scores!. 
Kinn 
EA is doing what it does best: making shitty games to make money. 
Oh 
Apparently that's just the Android version, not the iOS version

http://metro.co.uk/2014/02/07/dungeon-keeper-rating-system-rigged-against-negative-reviews-4294468/ 
 
They can get away with that because Android basically has no protections against that. Apple will actually kick you off their store for that. 
 
i went and got Dungeon Keeper 2 off of GoG because of Dungeon Keeper Mobile.

Very cool game! :D
I wish it was more sandbox though and not focused on the combat as the endgame. eg: more like dwarf fortress. I guess with the computers of the day they didn't want 200 monsters roaming around all calling AI and pathing.
Still, i'm very impressed with the AI, the imps in particular always seem to do what I want without me having to micro manage them. 
 
How are Hawken and TF not typical F2P games?
Those are the first two that come to my mind when F2P gets mentioned. 
Yeah 
I got them both from got as well - playing through 2 on and off now.

I tried 1, which many claim is better, but I could barely tell what I was looking at. 
 
yes, i found there's a lower limit to how far back in time I can go before I find I can't stand the visuals of a game. :S 
Dungeon Keeper 1 Is The Best 
I remember being disappointed by DK2. 
 
I read a bit about DK2 vs DK1 and the biggest complaint seemed to be that there wasn't enough new in DK2. Since I never played either, I went for DK2. :D 
 
DK1 was the better game imho.
DK2 didn't even let you use sight of evil+lightning to obliterate enemy imps from afar!
but mostly, DK2 was crash-happy. 
Yeah 
I came to the same conclusion, having never played them before.

I have had a couple of crashes though, just dumped back to desktop.

Solution seems to be saving every now and again.

Wow, manual saving every ten minutes that takes me back! 
 
DK2 was crash-happy uh oh... haven't seen one yet. this means I will see 4 next time I play. -_- 
 
Yeah I prefer DK1 myself, but DK2 is a fine game as well. Just... not as good. :p
KeeperFX allows you to use bigger resolution and fixes lots of stability issues and bugs. You should really get it. 
Ijed 
You can quicksave in DK2 with Ctrl+S and quickload with Ctrl+L. 
Thanks Skacky 
 
Game Of Adverts 
Mobile Games are often about Advert Management and Money 
Heh 
sock - I only made it a little way into that article before I felt the vomit moving the wrong way in my oesophagus.

I will say this though (and it's not a direct reponse to that article you linked) I think as a form of monetisation, adverts are far less disgusting than paywalls and timewalls.

The only nice way (for the end user) of monetising a "free" game is through IAPs of cosmetic and optional stuff, like character skins, bonus guns and bonus missions and whatnot. Thing is, that requires work and new content, which is why people stick to just doing the awful paywall shite.

I will say this, because I left the company on Friday...

I have just spent 6 months working at a F2P mobile game studio, backed by a big publisher. I came into it fairly naive about the whole business philosophy, and anyway I needed a job quick.

The game we were making had no advertising, and minimal cosmetic IAPs - it was heavy on paywalls and timewalls though, which was a new concept to me. Funny thing is, I thought I'd blown my interview when I described these things as "evil", but it didn't matter in the end.

Anyway, long story short, even though most of the available IAPs were for items that you were supposed to use to "cheat" your way through the paywalls, it turned out that the vast majority of purchases (like 90% of them) happened very early on in the game, as soon as the item was available, and before any paywalls had kicked in - people just wanted to buy stuff not because they had to, but just because it was there and they wanted to check it out.

When the actual paywall came, guess what? Almost no-one bought their way through it - they just stopped playing the game.

Moral of the story - people will buy random optional stuff just because it's there, whilst those same people will probably get just as offended as the rest of us when they come to a paywall and would rather stop playing out of principle than buy their way through it.

I handed my notice in 3 months after joining, but I had signed a contract which required a 3 month notice period, so I was there for 6 months in the end... 
@Kinn 
I am under no illusion of what a shithole the Mobile game industry is, I make mobile games myself and I do understand what goes on. As a developer not a marketing shark or "app flipper" when I see the top ten lists full of cloned apps, my developer soul dies inside.

Call it app flipping, re-skinning, or just good business

The fact that mobile users are happy to constantly download apps which are basically the same, full to the brim with adverts, IAPs and pay/time walls I think it is just sad. 
 
Moral of the story - people will buy random optional stuff just because it's there, whilst those same people will probably get just as offended as the rest of us when they come to a paywall and would rather stop playing out of principle than buy their way through it.

I wonder why that is? Maybe because the paywall is flat out telling you to use money while getting an IAP feels like it's a choice. 
 
I wonder why that is? Maybe because the paywall is flat out telling you to use money while getting an IAP feels like it's a choice.

Yeah you're buying something at your leisure because you're in the mood to see something new and it looks interesting, cool, fun or whatever.

A paywall on the other hand, just goes "fuck you, we've artificially increased the difficulty now to make it impossible to get past this bit unless you give us real money". It's nasty, and it exposes just how nefarious the design of the game balancing is. It's no longer a game at this point, just a thinly-veiled transaction machine. 
Sock 
The fact that mobile users are happy to constantly download apps which are basically the same, full to the brim with adverts, IAPs and pay/time walls I think it is just sad.

Yeah, it boils down to the fact that the vast majority of mobile "gamers" are new to gaming and just accept that this is how it is, because they don't know any different. There's a good article here that suggests that the reason DK mobile is getting so shit on, is not because it's so much worse than other F2P games (it's not), but because of the brand, it is getting a lot of attention from the actual gamers who remember dungeon keeper and were excited to see a new version finally come out. Of course once these "traditional" gamers are exposed to the full face-melting horror of the mobile F2P cesspit, internet hilarity ensues:

http://kotaku.com/welcome-to-mobile-gaming-angry-dungeon-keeper-fans-1516926994

The really sad thing though is that the suckered-in casuals who make F2P companies billions, hugely outnumber core gamers, and thus F2P drivel is the way the industry is going to keep heading because that's where the money is. 
I Would Prefer 
to work in a company making mobile video games than working in a really fucking busy call centre.

As for mobile games, I see a lot of my friends on facebook and other places get obsessed at the latest bejewelled game or endless runner all the time. It's always the same game every time. What really surprises me is how no-one has yet made a Tamagotchi style game that's taken the world by storm. 
@Kinn 
I read that article a couple of days ago and I know full well what the current F2P mechanics are like. Mobile users do indeed outnumber core gamers by a huge amount and the current state of mobile apps (they are not really games) is what people like/want. 
 
Clone Wars anything that gets popular, clone it! :P 
Relevant 
 
that's also how the game propagates itself. 
 
TL, DR: 
I like TotalBiscuit's WTF is... series. I've found them pretty useful as honest first looks at games. 
What A Pussy 
Fucking Generation Y. 
I Like TotalBiscuit 
and I hope he continues doing what he does. I think when you're interacting with people online you will inevitably have to interact with fucktards. This is pretty much the public in general. I have to speak to hundreds upon hundreds of people a week in my job and I might speak to 45-60 people in a day and 99% of those people are pleasant people but it's the assholes that you always remember. Those people who make your day shitty stick in your mind, sometimes for days. I can remember "that time I served that jerk" years down the line, I can't remember the nice person I spoke to yesterday.

Calling him a pussy? That makes you a jerk. 
TB Situation 
Being Famous is (often) something we all think about, being recognized for the things we do by our peers, but there are plenty of downsides to the status. It sounds like he needs to take a break and create an extra layer between himself and fans, otherwise he will go insane with all the negativity thrown at him on a daily basis.

When I read things like this I am happy to be creating content on the edge of the internet for old games. I recently got some abusive twitter replies to something I said and I was shocked, the comments stayed with me for a couple of days. I can imagine the TB situation is a 1000 times worse and it is not right what is happening to him. 
Never Heard Of Him 
 
Sock. 
U R TEH FAMOUS TOOOOO :) 
 
where's a good spot to get pc hardware troubleshooting questions answered? 
Ask 
 
I Think There Is A Hardware Thread 
 
 
yeah, i've asked a few things there but usually don't get a response. i just assumed there weren't many tech dudes who were watching the thread. 
 
http://hardforum.com is pretty good, iirc 
Awww 
Weighted companion cube, metl <3 
Happy Valentine's Day! 
Glad to see a companion cube in a long time. 
Never Ever, Ever, Ever, Ever, Ever 
buy from Dell. Their customer service is the most useless shower of shit I've ever had to deal with, and I've seen some shit. It's so fucking appalling I'm lost for words, I mean I've been vaguely aware of people saying it's bad but I've never had to face it before now, and my god... to be honest I'd be laughing about it right now if it wasn't for the fact that they've currently got my money. I mean I've spent the entire day going round in circles chasing them trying to explain the problem with my order in simple language a child could understand, and once I finally get a call back from someone who might be able to do something, it's 4:50 pm, I can't take the call and I politely ask them to ring back in ten mins, and of course they fuck off home because it's now 5pm and outside working hours, so I've got to wait til monday to try this shit all over again. You fucking cunts! 
Hey Kinn, 
If you've got computer woes and perhaps need to upgrade, go check the Dell website, they've got some pretty good deals on at the moment:

http://www.dell.co.uk/ 
So Yeah, Why Dell? 
I know as much about PC hardware as your average Reddit poster knows about not being a paedophile; I also exclusively buy laptops, so for me, "buy a pc from a shop" is infinitely easier and more attractive than sourcing each part seperately and assembling it myself like some sort of autistic Meccano enthusiast.

My current laptop is a Dell XPS M1710 that I've had since 2006 and I've thrashed the crap out of it ever since then, on an almost daily basis, and it has always been the most reliable, trouble-free computer I've ever used. So, I went into this latest purchase with a load of goodwill towards Dell, only to be let down spectacularly by their sales process. I only hope when/if it arrives, the new laptop will be as good as my indestructible and awesome XPS. 
Yeah 
Dell used to be good. Their customer service, product quality and everything was great back in the day.

Good luck with the new one. 
 
Hm, just watched TB's recent controversial review and wtf, he sounds like a func regular talking about RMQ. Abrasive, badly founded shitting. No wonder he gets hate back if he acts like that. I watched other (positive) videos a long time ago and really liked his style. But this is just exaggerated verbal poop. http://tune.pk/video/2125732/-WTF-Is-Guise-of-the-Wolf- 
Guise Of The Wolf 
is horrific dog turd.

RMQ is decent engine with features I wished were in other engines. 
 
Kinn

Same. I lack the knowledge, desire and time to source and build a PC these days. Shit, I haven't had those things for YEARS. I just pay someone ... Dell, Apple or whoever ... and just pick the highest rated options I can afford.

Seemed to work. My machine is still going strong 5+ years later...

As a hobbyist/fun thing, I understand. Go for it. As a means to anything else, I don't see the value. 
 
<a "href=http://www.logicalincrements.com/">This site</a> can be helpful if you want to build on your own. 
 
goddamnit, the one time I don't preview before posting....

http://www.logicalincrements.com/ 
Scampie. 
Welcome to func. 
 
I upgrade with my brothers old hardware every few years. But i dont play new-release games.... Core 2 Quad runs great.

Nowadays i spend lots of time fixing macbook notebooks too. Damn, the DRM free OS they have makes reselling them a breeze. I just clone any hard-disk onto the new machine and it's good to go. The hardware is pretty reliable in my experience - apart from the things people bust of course. 
Epiphany 
Just realized sock is like a modern Jesus figure! And we are only just beginning to realize the impact of his ministry... 
WTF 
@negke, you need to stop drinking the crazy juice and get back to mapping. I want a negke map to play this year, infact I want a necros map as well! and if we are still dreaming a scampie, daz and czg map! 
Everyone Just Wants Sock Maps... 
I'd actually love to play your releases as one continuous thing, but I guess the way you set up skill select with the runes that it's not really possible? 
Simple 
Make a start map with four exits and a rune.

Or even better, make Sock make a start map! Roulf! 
<sock Saves> 
Hallelujah! 
Sock 
plz stop twittering and return to #tf 
Ok Serious Time Now 
Madfox must create a twitter account and tweet regularly for the enrichment of the entire human race. 
+10 
Oh to read the delicious tweaks of madfox ... 
MADFOX 4 LIFE 
also, I made a twitter account finally

@ShrimpScampie 
 
<@Scampie> someone tell sock to quit twittering and come back to #tf
<onetruepurple> shit i pasted that message wholesale and now some girl with the handle @scampie got notified probably
<@Scampie> rekt

<onetruepurple> someone tell Scampie to quit #tf and start twittering
<@Scampie> rofl twitter is the cancer of human society
<onetruepurple> true
<onetruepurple> but then again, so are you
 
Addendum 
<onetruepurple> get a twitter Stuffbler
<Stuffbler> fuck off
 
 
@Horse_ebooks 
New Wallpaper 
Eye Shading For Everyone! 
Nice 
 
Serious ? 
EXTERMINATE EXTERMINATE 
 
 
Interesting colours 
Quake Expo 2014 
New XBOX 
"Oh no! A device by a large multinational corporation with a microphone and a camera that's permanently plugged into the internet." 
 
If that was supposed to make fun of people who are concerned about shit like that, go gently caress yourself. Here is some relevant recent stuff from the Snowden leaks for you: http://www.theguardian.com/world/2014/feb/27/gchq-nsa-webcam-images-internet-yahoo 
 
Seriously, if you want an always-on camera/microphone in your living room, go for it. I'll pass.

And take your solution of "put a towel over it" and shove it somewhere relevant. 
Sigh... 
Way to miss the point guys, but I guess you can't point to irony these days without getting the politicized hordes on your back. 
 
Your point is obviously too advanced for us. Can you dumb it down so we can join in the fun? 
Spiney 
You don't map, you barely comment on any maps, and if you do, it's never in a way that is meaningful to the author at all. The only thing you seem to post is empty tech talk and "ironic" crap straight from Reddit.

Is there any reason of you coming here, other than trying to piss us off? Cause you're not doing a very good job at that either. 
Meh 
I didn't mean to upset anyone.

TP: Sure, that's true. I don't pretend otherwise, I just came here to get some help with random Quake stuff. I just stuck around, I'm sorry if I don't get this old subculture and it's etiquette. Func is pretty much the only game-ish site I frequent, so whatever. And I'm a geek, I get carried away a little too much by thinking about tech stuff, I don't really care much about being on topic. Not certain about that ironic Reddit crap part, I don't do reddit. I'm sure there's enough dogturds floating around on the web no matter where you look. Maybe you prefer if others don't intrude your established clique? I can only guess. Oh, and I do play almost all of the map releases, sorry if I don't comment when there's people who already made my points better than I could have.

Willem: my point is that it's ironic we are surrounded by tablets, smart phones and laptops all plugged into the net, all running on OSes by companies easily linked to the NSA and all with cameras and microphones. That's on a much much larger scale and there's never a shitstorm over those things, unless it's inside a game console. I just get agitated you guys directly assume I'm making fun of people who care about that stuff, I don't, in fact I fully agree it.

Again, sorry if I offended anyone, I'm sorry if I come off as some kind of hipster dipshit in your eyes. I really don't care either way, and I'll hand back the towel. I don't care for nonconstructive dramatic internet bullshit. 
...meanwhile 
Vote now!

http://www.quakewiki.net/quake-expo-2014/


When would QExpo be? It's June, right? The anniversary of the release? 
 
It's a matter of discussion, still. I proposed August on Inside3D because announcing a June date now could be cutting a bit short, with preparations and people polishing up their projects and whatnot. I'd also like to host it, partly because not many people seem up to it this year, and my head will be full of fuck in June.

(Meanwhile, the person who posted the poll is more concerned whether a QExpo should happen in the first place, which, well, I find odd...)

I guess stuff will be clearer in the next couple of weeks. 
Of Course, 
If most people want June then it will be June. 
 
lol otp, your post at spiney could be translated to you very well. :P

spiney, sorry, your post seemed like it was making fun of critics. Be more verbose to avoid misunderstandings, text is hard to transport sarcasm with. :) 
No It Couldn't. 
I made sure of that before clicking Submit. 
 
"I don't care for nonconstructive dramatic internet bullshit."

Then stop posting it. 
 
"I hate drinking."

*throws back a shot* 
 
Spiney has supplied a lot of content for various things actually, just not on stuff that's been released yet.

OTP provides some very good playtesting, to quite a few different mappers - I tend to incorporate more than half of what he suggests.

If we measure people's worth to the community by their involvement with it then we eliminate the entire player base and then the rest of us won't be far behind.

-----

I'd like to see QExpo 2014!

-----

Cheers Willem. 
Qexpo Sounds Neat 
though I doubt I'd have much to show for it. I'm mapping at an incredibly slow rate... 
I Measure People... 
...by the quality of their nonconstructive dramatic internet bullshit. 
Frankly, Shambler 
I don't give a damn <exits> 
Is This Really Necessary? 
You don't map, you barely comment on any maps, and if you do, it's never in a way that is meaningful to the author at all. The only thing you seem to post is empty tech talk and "ironic" crap straight from Reddit.

Is there any reason of you coming here, other than trying to piss us off? Cause you're not doing a very good job at that either.


OTP, This is just rude, you would never say this to someone's face, so why lash out at someone online! It never ceases to amaze me how this (func) community loves to turn on each other when they simply don't agree on something. 
 
No, YOU'RE wrong! 
 
Fucking BACON!!!! 
Fucking, Bacon 
Well 
I think of the people on here are paranoid and may have emotional problems. Some may rely too heavily on the use of intoxicants, too.

Ahem. I meant that ironically.

(ducks)



PS: whether it's June or August, I really hope I can release my giant project then. PM is even more retired than me so I might end up needing someone to finish the last few Drake features that he hasn't gotten to yet, but hopefully it doesn't come to that. 
I'm Abused 
Madfox must create a twitter account

Still haven't heard anything from the doctor.
If I was a fool I would go straight ahead to the Tardis. There I would kill all Daleks for prohibbiting me to make a dr.who level for Quake. Then I would watch func_msg for some good quality critics abusing the engine with that nonsense. Of course I would dail the wrong number and return to a city with no phonecells. After all I would regret my intensions for being so confident, because nobody is waiting for that kind of selfpity.
Now I feel stupid for letting out my plans, because I had listen more to the Queen Of StoneRoses and Whatever You Do Don't Tell Anyone. 
For Chris Sakes 
Just make sure it's better than the Alien mod. 
DelToros SketchBook 
 
I think Del Toro sometimes overcooks his creature designs a bit, but I was still gutted when Mountains of Madness was canned. Seeing his Old Ones would have been worth the price of admission.

Also, we really need a cthulhu icon. Here's a nice cute one I found: http://rozstaje.silverion.org/forum/images/smilies/icon_cthulhu.gif 
<- Pigthulhu 
 
In His Sty At R'lyeh, Dead Pigthulhu Wallows Dreaming 
 
Oink Oink Pigthulhu Fhtagn 
 
 
Fhbacn 
Sndwhich Fhbacn! 
Breakfast classic of the outer spheres. 
I Second Tronyn's Giant Project. 
Ah'bthnk Pigthulu y'hah, btw. 
Not Dead 
but curing 
 
That is not fat which can eternal cure, yet with stranger eons, even bacon may fry 
Pigthulhu 
Madfox, you're up! 
Pig2u 
light of the sun takes 100.000 years to reach surface,
yet it's gone three times faster within a second.

pavlov 
Herp Derp 
can anyone shed any light on how you open the GL water secret and trapdoor above the exit room secret in IKSPQ2 thx! 
 
shoot the button 
Yeah, 
The secret button, that is. 
poor swine 
GDC 2014 
Anyone going to gdc this year?

Would be awesome to meet some of you in person at last and shoot the shit, play games and party :)

I'll be in SF from the 15th to 25th, so if you want to meet up, let me know here or by email (andyp . 123 @ gmail . com) 
Arghhh... I Missed That. 
I am not really a game developer, nevertheless it could have been really interesting for me to attend.. If only my trip to San Diego have benn closer in time (I'll be in San Diego by 24th to 228th of March)... I could have spent some time going there... just for fun ;) 
Scientist Jokes... 
Halp! 
Hey guys, I have to render 4500 frames of ugly animation for a university project. If I would render only on my own machine, it would take 16 days. So while this is not a VIS job for a new Quake map, I am hoping for some people who would let their machines run overnight for some days for me.

It uses Blender so you would not have to install anything. You would have to download ~230MB of data from me. Blender is just about 100MB and you just unpack it, no installation needed! http://www.blender.org/download/

Hardware needed:
- Either a fast CPU (i5 or better) or a

- nvidia card with CUDA level 2 or higher and more than 1GB of GPU RAM, here is a list: https://developer.nvidia.com/cuda-gpus
A 560 works well (if you have the 2GB edition)

~4GB RAM I think

Some decent upstream bandwidth would be nice because you would need to upload ~5MB per frame back to me.

Detailed instructions, some small setup steps and more either in IRC or via mail.

Pretty please! 
The More The Merrier 
make me happy 
UE4 For 19$/m + 5% 
Weapons 
Heh 
a Quake remake on Epic's technology would be the ultimate closure on the engine wars that started way back with Doom. Sweeney may not be a rocket scientist like Carmack but it looks like he's won this one, whether any such symbolic coup appears or not. 
My Quake Directory 
is 3 gig. This is crazy to think the normal install is only about 50mb or something. I'm pretty sure my first hard drive was 250mb! 
5.5 Here 
 
Oh 
oh, 1.5 gigs was demos which are now deleted. 
Cute 
 
 
Spirit this wasn't me bragging, I was just musing over how a 50mb game is taking so much space these days. Although I am curious as to how much data is on quaddicted 
Not Really Well Organised 
63M ./filebase/repacked
357M ./filebase/trash
2.9G ./filebase
119M ./files/advertisements
3.9G ./files/movies
5.7G ./files/engines
939M ./files/models
349M ./files/mods
280M ./files/misc
999G ./files/shamblersmom
1008M ./files/music
1.5G ./files/maps
689M ./files/commercial
20M ./files/demos
4.7G ./files/idgames2
1.2G ./files/temp
417M ./files/wads
856M ./files/tools
22G ./files
198M ./reviews/screenshots
68G ./webarchive 
Facebook Buys Occulus Rift 
 
it's either a great thing for Oculus Rift because they will have a huge network to back them up and great for Facebook will have an actual product to sell in what is potentially the next big market...

or it's absolutely awful news where Facebook shovels shit into it and destroys everything great about the Oculus Rift.

it will likely be a mix of the two. let's hope for more of the former than the latter. 
Backlash Already Started Maybe? 
Also 
Lollin at the fact Teh Carmack now works for facebook. Dunno why, just seems wrong. 
Wow, 
first spam I've seen in a while... maybe the first spam since google's Penguin update? 
It's The Metaverse Baby 
Didn't see that coming... 
 
"Minecraft on occulus cancelled - oh noes"

Yeah. Now I'll have to live with playing Minecraft on every other device in my life. 
 
mfw 
<-goggles 
People are probably concerned because Facebook has an utterly atrocious track record for supporting developers.

http://www.bogost.com/blog/oauth_of_fealty.shtml (extreme hyperbole warning)

While nobody expects Facebook is going to just fire all the cool people and begin running things their way tomorrow, nobody expects the two entities to remain entirely isolated from each other either.


The real question behind it all: what can Oculus do now that they couldn't do without Facebook? Not Facebook's money, but Facebook as an organization. Surely they've had suitors making offers left and right, so what are the hard reasons they, as people who just want to make awesome VR goggles, would choose Facebook?

The answer can't be as cynical as "their bid was the highest," but at this point it doesn't seem like anyone can think of any others. No one knows why this news should be exciting, so it must be bad. Perfect recipe for nerd rage (it was a Cool Thing that people Really Wanted that they Almost Had and now it's been Taken Away!) 
FB Deal 
from JC's twitter

"For the record, I am coding right now, just like I was last week. I expect the FB deal will avoid several embarrassing scaling crisis for VR."

"I have a deep respect for the technical scale that FB operates at. The cyberspace we want for VR will be at this scale." 
Anyone Doing Web Developement (with DBs) 
what languages do you use, what languages do you prefer? 
Groovy And Grails 
 
 
The quotes from Carmack do more for me to explain what's going on than anything said so far. 
Sleepwalkr 
seems like those are mainly if you have your own server or have direct access to the server os? when i look at server hosting options, i've never see grails. 
Yes, That's True! 
 
 
anyone have opinions on python for web dev? 
... 
and also web2py vs .net? i've looked at some comparisons, but they don't really mean much to me as i'm a noob. 
FB Tech Stuff 
No dubt that what they do is a big technical achievement. I see they're hiring Linux filesystem (Btrfs) gurus
http://www.phoronix.com/scan.php?page=news_item&px=MTY0NDk 
 
Could someone nicely shop some Quake monsters over the enemies in a 500x375 version (scaled/cropped, whatever) of http://www.gioteck.com/wp-content/uploads/media/2012/11/cod-black-ops-2-preview-0.jpg or a similar for me in the next few hours? I need it for something totally funny. 
 
Using questionable fan models is encouraged! 
Nvm 
 
Python 
It's been my professional life for about 10 years so I guess I must see something in it :-) I've mostly avoided web dev stuff though. What are you trying to do? 
 
it's a school project for an actual client who wants us to create a dynamic website. i'm in a group so we'll probably just go php or asp/c# but i was just looking for opinions on other stuff. 
 
Python is more of a real programming language than PHP so if there is going to be, well, real programming involved then it would be better IMHO. But if it's just getting some crap from the database and mashing it into an HTML page, PHP is probably faster to get going. I don't know anything much about asp/c#. C# is also a real programming language of course, but probably one that requires a bunch more typing than Python :-) 
Necros 
i've used django a tiny bit, seems solid. Plus the general opinion seems to be it's comparable to Rails, which I've used a lot and enjoyed. 
Beware The Undead Scrag 
This Youtube video is a year old, so maybe you've seen it already. It was new to me. It's 55 seconds long and titled 'Undead Scrag.'

http://www.youtube.com/watch?v=o-NK0koMBkU 
Never Occured To Me 
maybe an engine issue? Kinda scary, dead gibs looking in your direction! 
One Time 
I was coding up a new type of zombie and left the head alive in a similar way, except it chased the player and was able to bite them.

It couldn't be killed because it was dead...

It made me laugh so I coded up zombie splitting - a lucky shot would split the zombies torso from its legs, and the upper half would run on its palms after the player and do small leap attacks.

Good times. 
 
I believe it was a known bug to id and is why the scrag green goo attacks checks if it has health before creating the projectile. 
Happy Birthday To Me. 
I'm 15 now! 
Congratulations! 
 
 
 
All The Best Wishes 
from me to you! 
Soon You'll Be Old Enough To Play Quake 
 
When I Were Young 
I would stop again. 
Oh To Be 15 Again 
Cracking one off into my sock every evening after school whilst watching Neighbours in my room - on a good day I'd catch a split-second of Brooke Satchwell tit wobble and I'd be dropping yoghurt for a week.

Those were the days... 
 
Holy Baader Meinhof, I just watched a recent Graham Norton show episode featuring Cameron Diaz in a nothing of a skirt and they talked about Neighbors. 
Holy Baader Meinhof? 
Worst phrase ever. 
Brooke Satchwell 
So, did that lady ever wear anything else than blue bikinis, because that's all there is on youtube :-P 
Fyi 
Well 
after that blue bikini scene you can't actually remember anything else tbh.

Neighbours was more-or-less kids tv and that scene alone got an entire generation of us through puberty I tell you. 
That Link Sucks 
Socks?! 
 
Kinn 
I can imagine ;-). I remember that it was on german TV as well when I was a kid. Hardly ever watched it though, now I see I have been missing out! 
This Headline Made My Day 
"Nazis want to show how easy Refugees can enter Europe from Africa, nearly drown."

link 
Neighbours 
Don't forget Natalie imbruglawhatever.

https://www.youtube.com/watch?v=GRVobf_m-W0 
I Remember 
Thinking when I was little 'why is Neighbours in with the kid's shows?' a couple of years later it all made sense. 
 
wow, 19 new posts in GA, I wonder wh- oh 
Achievement Unlocked 
 
HAPPY BIRTHDAY LUNARAN!!! 
 
Func_ Feature Request: 
let users enter DoB and when it's their birthday put a party hat on their username.

priority: high 
Shouldn't That Be 
'showstopper' ? 
 
Scampie, you are the mom-on-facebook of the online games space.

"Who the fuck voted a +1 on my steam account? Ah. Scampie. Scampie did." 
 
I posted a fish emoticon on your comments. That was not intended as a vote of any kind.

Also, I don't post incorrectly used macro images that are now called memes about my slightly racist/nationalistic/religious opinions that have little to no truth or bearing on reality... so I reject that I am like mom, or any other relative, on facebook.

I just like to bug people. Hell, I think 99% of the reason I got a twitter account is to troll Daz. 
What's The Other 1%? 
 
Telling Me To GTFO 
And "get rekt" 
SleepwalkR 
0.5% Stalk game dev friends and 0.5% to post about my cat. 
 
All Of These Just Show 
how bad an actor Cage is in most of his movies. There are some exceptions when he's great though (Lord of War, Vegas, Weather Man). 
There Are Many Exceptions. 
Adaptation, Matchstick Men, Wild at Heart, Raising Arizona ...the last 2 arguably border the camp line that Cage practically inhabits.... for that matter those are some of the best. Like Kiss of the vampire, and Bad Lieutenant? They're amazing! 
There Are Many Exceptions. 
Adaptation, Matchstick Men, Wild at Heart, Raising Arizona ...the last 2 arguably border the camp line that Cage practically inhabits.... for that matter those are some of the best. Like Kiss of the vampire, and Bad Lieutenant? They're amazing! 
No-one Disses Cage 
So take it back!! 
Fuck 
Might as well make the most of it:

http://www.youtube.com/watch?v=KOpsbAUEe90 
I'll Accept Adaptation 
Matchstick Men is a good movie, but his performance is not outstanding IMO. I can't remember Wild at Heart and haven't seen Raising Arizona. Also I'm not saying that all movies he's in are bad. Just his acting. 
I Disagree! 
He should have clearly been awarded an oscar for his incredible performance in Vampire's Kiss. 
Cage 
Is the devil's tits! 
 
Bad Lieutenant

God, this movie made me so happy. 
Necronomithong 
Tardigrades 
Another entry into the file of things of real live creatures that almost look like Quake monsters. Tardigrades. It's the face or mouth or whatever thing that really makes it for me.

http://tvblogs.nationalgeographic.com/2014/03/19/5-reasons-why-the-tardigrade-is-natures-toughest-animal/ 
Awesome Little Critter 
 
Tardigrade 
For a wierd invertebrate, so far removed from anything else on the evolutionary tree, I'm tickled at how mammalian its cute little legs and hands look, and its whole way of moving really - if you ignore the minor detail of it having six legs. 
 
Or even eight!

Although I think some of that cuteness is inherited from it having the name "water bear"... if it was a "slime creeper" it might seem less cuddly. 
Form Follows Function 
And the name follows both.

A proper size one punching through fragile humans with its extending mouth would be cool. As long as you had a shotgun / chainsaw combo. 
Dat Feel 
In The Shadows 
Had a moment of nostalgia.

This never got released.
Still pretty impressive for 1995 tech,
directional stencil shadows and smooth animation,
kind of looks mocapped.

http://youtu.be/GDYRahM_GQM

Here's the file, I haven't gotten it to run inside Dosbox.
Screen stays black for me. Bummer.

http://www.filewatcher.com/m/ITSDEMO.ZIP.3446059-0.html 
Iterative Map Development Hitch 
Can I force Darkplaces to reload a bsp file with a single console command?

I want sometimes to try out and playtest several ideas in rapid succession, and it is possible to do so with a small map that I keep tweaking, recompiling and replaying many times. It would be convenient if I could just reload it to Darkplaces with a single console command or even something bound to a key, but I can't figure out how to do it.

If I try to reload a map I have open, it apparently uses a cached copy. I have to explicitly load another map and then reload the map I want to see the new bsp file in action. Oddly, putting these two map commands on the same line in the console separated by a semicolon didn't work either.

The problem with not having a single command to reload the new bsp is that after editing and compiling it, I might simply forget to do it properly. And I really don't want to bother with closing the whole DP engine and restarting it every time I change a test map. Is it possible to get it to reload a bsp with a one-liner?

My exact process is this. I edit the map, then compile it in the working directory where I keep the map and wad files. I copy the resulting bsp to the maps directory where DP loads maps from. I then want to reload it in the DP engine that I keep open.

This is more of an annoyance than a serious hitch in my map dev process. It does annoy me enough to ask, though. 
Further Oddities 
I found a way to get the effect I want, kinda, except not really. I discovered that changing between fullscreen and windows mode forces DP to reload the bsp file. I even get to continue from the situation I was in the old file.

Now, this is probably a bad thing to do if I change the actual geometry of the level while playing in it. I only tried changing some wall textures between the two bsp files, but I kinda expect changing more than that will only lead to crashes or corrupting the game state.

To be clear, this is what I did. Started a game on my simple test map. I looked at a wall that had texture rock-something. I changed it to cop1_1 and recompiled the file and replaced the bsp in the maps directory. I toggled the DP from windowed mode to fullscreen, and that wall texture changed to cop1_1 right in front of me. (I wonder what would have happened if I added a brush at my location. Ended up inside it and stuck I guess.)

And toggling between fullscreen and windowed mode is still not one simple quick operation I wanted. Darn.

Do other engines behave differently? Should I try another engine for testing my maps?

Heh, I guess I should get back to working on the map. I'm still in learning stages actually :) 
Darkplaces Exceptionality 
I believe that darkplaces is odd-one-out here, and that most engines will reload the map from disk if you use the "restart" command in console.

I've not tried checking this for darkplaces, but there's a useful command in normal engines called "flush" which forces the engine to reload all the other models off the disk. This can be useful if you're working on a new model/skin instead of a map. Perhaps darplaces has adapted the flush command to affect the world instead/as well, or has a command with a similar name... 
 
some map loads can be expensive. not reloading everything can reduce load times when you die.
I doubt dp supports the flush command. even if it does, that command never traditionally supported the bsp, just mdl and wavs.
try:
bind p "disconnect; vid_restart; restart"
binding something to vid_restart on its own will probably also work, but be careful about entity changes as they will generally not happen.
if it still takes a while, disable all the bumpmapping stuff so that it doesn't have to be reloaded too. 
Thanks 
Spike's suggestion works well for me. The load times are pretty much negligible with the size and style of maps I am using to test things out, so I'm good.

Thank you for the help. 
Correction 
In my excitement I forgot to mention the suggested command did not work as given. The restart command failed in that context, because "Only the server may restart." I replaced restart with "map test", which is kind of naff, but workable. I'll just have to always name my test maps test.bsp after compilation, but that's something a simple shell script can do for me.

I'm still good. It's enough to have a command that works for this particular purpose. 
 
 
Matthias Worch On Meaningful Choice In Games 
recent Matthias Worch presentation: meaningful choice in games and leveldesign, Doom, Dead Space 2, Biology, Psycology
https://t.co/v9AYjVqg4q

must read if you are into gamedesign 
Good Read! 
 
 
Someone please hide some eggs in id1 maps. 
 
I mean actual eggs, so one can search around and collect them all. If you need suggestions for places to hide in, contact me. :) 
 
what? o_O 
 
like e1m1red but with eggs in really hard to find places 
Your Mom 
Has eggs in really easy to find places...

And when I say that I mean that she puts out... a lot.

And when I say "Puts out" I mean that she really, really likes to have sex with a lot of men, and women, and animals, and plastic toys.

Or not... 
Oh Snap 
 
You Seem To Like Insults But They Don't Seem To Like You Back 
 
Just Like You & Women 
 
^^ 
 
All This #rekt ITT 
 
2rekt4dem 
 
Insults? 
I've been insulted by the best... or at least they tried. I have too much of a thick skin and a sense of humor to match so pretty much everything rolls off of my back like water off of a duck.

Now then, back to your mom... Yet again, as usual. 
Spirit 
Your hidden zombie is called Frank, right?

I was thinking to hide him in my current map.

And, of course, your mother said it was a great idea. She gave me a lovely cup of tea and a biscuit. 
Spirit 
And, of course, your mother said it was a great idea. She gave me a lovely cup of tea and a biscuit.

And when he says "Cup of tea" he means that she "Cupped" something else and "Biscuit" is code for... well, you know.

Sorry Spirit, you do know that I'm kidding right? But lets face it, if all moms in general didn't like to get banged, a lot, (sorry I couldn't resist) you probably wouldn't be here and neither would I for that matter.

I'll stop with the your mom is a slutty whore jokes though. I don't want to overplay it. 
Too Late 
 
 
ijed: Wolfgang. :) 
 
 
 
does anyone here use mechanical keyboards? internets tell me there's just das keyboard, a couple of razers, a couple of steel series and someone is still selling the original ibm keyboards (but with usb i guess).

any other full size (num pad, all function keys, normal placement of arrows + pageup/down ins/del etc...) mechanical keyboards?

my favourite keyboard of all time would probably be the apple extended keyboard oddly enough. 
I Use A Das Keyboard Ultimate S. 
Best keyboard I have ever bought.

If it wasn't for the keyboards at work I would never use a membrane keyboard ever again. 
Light The Jago Signal 
Seriously tho, Filco Majestouch is p.nice. 
 
I prefer mechanical laptop style keys myself.
Minimum required force, maximum clicking feel.
I know some people prefer their keys to be 'stiff' and require to be pushed in deeply but I can't stand it personally.
Least fav would probably be the pebble trend.
Sadly, it does look pretty.

If anyone has any recommendations for me...
I'm looking into switching away from my $5 membrane keyboard. 
Correction 
Actually, they're 'scissor' switches, not mechanical... 
Necros 
I have a Filco Majestouch Tenkeyless with Cherry MX brown switches. Das Keyboard is very good also, but I like Tenkeyless. 
 
Interesting, you guys never use the numpad then? I like it for rapid number entry which is much harder with the top row number keys. 
 
I use the numpad. Mostly when I do bills nowadays but in the past I've used it a lot more for various projects and jobs. I used to work as an operator in a wastewater treatment plant and there was a lot of math and calculations regarding flows, biological loads and such that had to be done. Some hourly, some every 4 hours, some daily and some weekly. The PC was my calculator. 
 
I use the numpad. Mostly when I do bills nowadays but in the past I've used it a lot more for various projects and jobs. I used to work as an operator in a wastewater treatment plant and there was a lot of math and calculations regarding flows, biological loads and such that had to be done. Some hourly, some every 4 hours, some daily and some weekly. The PC was my calculator. 
Dope 
http://i.minus.com/iYiJpPLEqe5yu.png

could be a logo for... fishing wares? 
KDH 
In the 'olden days' I used to employ VDU operators. The average KDH was 8000. Anyone doing less than 6000 KDH was found alternative work, and the fastest operators (always women) would exceed 10000. Try that using the top row of the keyboard :)

Interestingly, their arms didn't move, it was all wrist action (down boy!) and that inevitably resulted in RSI only we didn't know it then. 
 
yeah, don't think i could do without the numpad. i don't do a ton of data entry but when i do, it's much quicker. 
There's A Numpad On The Das Keyboard Ultimate. 
It's pretty much essential on that keyboard since there's nothing to denote which key you hit. (which is fine for letters but the top row of numbers is not easy for me).

Also, I have got the keyboard with the blue switches for super extra clickiness. I can't overstate enough the sheer satisfaction that typing brings using this keyboard, I actually long to be at my keyboard sometimes (when I'm not at it, like at work when I'm using the crappy membranes). 
Quakespasm And Darkplaces Differences 
I've been playing the original Id levels a little bit lately and also trying out different engines, and I think I've noticed some rare disparities in items that appear. Does anybody else see the same results?

Example 1: In Gloom Keep, E1M5, on Hard, there is a health pack in the final room with the rune gate when playing in Quakespasm. On the same skill with Darkplaces, no health pack.

Example 2: In The Crypt of Decay, E2M3, on Hard, there is a box of rockets in the zombie balcony near the Gold door when playing in Quakespasm. Again, same skill and Darkplaces, it's gone. 
Darkplaces 
Items seem to be falling out of levels with the most recent build of darkplaces - I've seen it happening in e1m1quoth. You could try going back to an earlier version of the engine, wait for a fix, or just stick with quakespasm. 
 
honestly, the whole 'falling out of the level' default behaviour in qc is pretty stupid. that has caused more hassle than most legitimate problems. :( 
 
Darkplaces has two sv_gameplayfix_droptofloorstartsolid commands to take care of such things. However, from some version onward all the gameplay fixes were disabled by default, because they would sometimes create compatibility issues or something. 
Compatibility Flags 
I did encourage LordHavoc to set the defaults on these cvars to zero. At the time, I believed that all of them represented a divergence from standard quake behaviour - like the one that lets findradius pick up SOLID_NOT entities (which can invalidate coding assumptions) or the one that changes player physics to allow climbing stairs while airborne.

It appears that sv_gameplayfix_droptofloorstartsolid does not work like that, as it's fixing an issue which doesn't occur in standard engines. As such, I'd argue that it should be on by default so that the vanilla darkplaces experience is as close to standard as possible (mods can enable features they consider desirable).

Alternatively, the sense of the cvar should be reversed, and it should become sv_gameplayfix_strictdroptofloor, which can then be off by default. Please don't do this without changing the name of the cvar though - if future engines change the meaning of "sv_gameplayfix_droptofloorstartsolid 1" then there's no way to create a safe config for both old and new engines simultaneously. 
Postscript 
I didn't state explicitly, but "sv_gameplayfix_droptofloorstartsolid 1" did fix the issues I was encountering, so you may want to give that a go Not Yet Registered. 
It Works 
I tried the suggested sv_gameplayfix_... setting and it helped. Thanks.

I learned about the sv_jumpstep option a while ago, after noticing I had gained an ability to jump higher than I thought used to be possible. I found an explanation with a web search and set it to standard behavior.

Are there other settings in Darkplaces I should turn on when I want the gameplay to be as close to classic Quake single player as possible? 
 
cl_gameplayfix_quakespasm_or_requiem 1 
Been Testin' Engines 
I tried the Requiem engine, and I liked it. I can't capitalize it correctly from memory though. ReQuiem? reQuieM? Whatever.

It turned out to be a bit difficult to compile on Linux from the Github repo, owing to the makefile referencing files that aren't there. Perhaps it's possible to work it out, but I used the binaries instead. With them it turned out to be easier to use the Windows binary with Wine to get sound working properly. That was the path of least resistance for me at least.

Requiem has all kinds of neat features, like fix for the fish monster count bug and rewinding demo playback. Good stuff.

In other news, I discovered another way in which the Darkplaces physics are different from other engines in a specific way. If you recall, there are those little diagonal pillars that work as walkways in Ziggurat Vertigo (first area with Ogres). You can run up them to the top floor, but in Darkplaces you end up getting airborne after running, while in other engines you stay on the floor. By my testing, the sv_jumpstep option has nothing to do with this, and it works the same no matter if it's on or off. (The behaviour seemed pretty consistently change between engines in my tests, but I didn't test it thoroughly.)

Now I have five engines already. DP, QS, ReQuIeM (still not right), Qbism super8 (red particles everywhere!) and the RemakeQuake one (RMQ?). I kind of think that's a couple more than I need, but now I'm not sure which ones to actually use. I'll say that's better than the opposite problem of not having a good engine at all.

I guess the points here are that I'm grateful that people have made such efforts to keep Quake alive, and I should get a blog to ramble like this. Will shut up now :) 
 
It's reQUAKiEm. The AK is silent. 
Quake Stream On Twitch 
http://www.twitch.tv/doomed_spacemarine

This guy is streaming so much stuff from quake injector 
More Darkplaces Cvar Notes 
After playing with the sv_gameplayfix variables some more I now recommend setting the variable:
sv_gameplayfix_nogravityonground 1

I'm still not sure what it's meant to do. What I have observed is that when cvar is 0, you won't re-activate a button if you are standing on it when it returns to ready. So enabling the cvar best matches the observed behaviour of the original engines. 
Spoke Too Soon 
OK, the problem with sv_gameplayfix_nogravityonground is if you set it to 1 then suddenly the player slides around much more, it's like low friction mode. So I'm a bit on the fence now with what to set it to - having to step off a button to press it again isn't a big deal - but what if that's just one symptom of an issue that might include a major failure? For instance, if the entity you're standing on is supposed to be a movewall with damage performing the collision for a sharp blade, perhaps in darkplaces you'll be able to ride on it and only take one tic of damage. On the other hand, turning the cvar on has a global effect of making the game less responsive and harder to control, so that's pretty negative.

PS: when alt-tabbing in Windows 7 from darkplaces sometimes the window loses mouselook, and even re-entering +mlook in the console doesn't help. Anyone have a fix? 
5th 
Nice find. It's kinda cool, he just randomly picks levels. Too bad I missed mappi2. This would perhaps be something for Daz, too. A random live stream of consciousness event. 
He Runs 
the knee deep in the blog.
http://the-goddamn-doomguy.tumblr.com/

There's a bit of a thriving community of old school fps gamers on tumblr, it's nice to be a part of running my quake blog on there. 
 
Watching other people getting Tronyn'd is way too fun to watch. 
 
He got through surprisingly well, especially considering it was hard skill. Hell, he even chainsawed the final boss! 
 
Not yet registered: Sorry, the documentation (and packaging) is lackluster at the moment. Building is meant to be done with Codeblocks, the project file should hopefully work.

reQuiem (without checking I THINK this is the correct capitalisation :D) uses OSS for sound, for me ALSA emulation always sucked bad with latency. I use OSS everywhere so it is perfect for me (and no one else probably...). I tried to convince someone to port the sound system to SDL but he vanished. 
@Spirit 
Spirit, I'll try compiling it again as soon as I have enough time to do it properly. I'll report if I find out anything useful about the sound issue, or have other contributions. 
Necros: Mechanical Keyboards 
I have a cherry with transparent switches. Was the cheapest one i could find, for ~50EUR. while built quality is not great, it served me well so far (~2years) I can look up model etc at work, if you're interested 
 
from what I understand, the clear/white switches are the toughest ones to press. i'm actually thinking about the blue switches as they are easier to press than membrane keys and they have a nice satisfying click. :)

unfortunately, i'm also quite attached to the macro keys on my g15. they are very useful outside of gaming and i would sorely miss them which rules out most of the highly recommended keyboards like das, unicomp... 
Can't You 
replace those with combinations? 
 
are you talking about autohotkey? 
Or Linux :-) 
 
I Have Cherry Blues 
And I got them because they are the loudest. 
Doomguy Says HI 
QExpo Update 
Chip is a fucking cunt and is trying to block a potential 2014 expo from happening because he wouldn't be the one getting all the praise from it.

Just thought I'd pass this on to all the people who were interested. 
 
Are you out of your mind? 
Fyi Qexpo 2014 Thread At I3d 
Nicely Done, Otp 
 
*Gets Popkorn* 
 
For OTP 
Wow OTP... 
sounds to me like Chip has good reasons to not want to be involved too heavily on QExpo, plus he isnt asking for any credit from those posts.

Will there be enough interest for a qexpo? There scene is a little quiet at the minute. I'm toiling on my episode but it's probably only about 50% complete at best (start map and map 1-3 done... possibly going to make it 7 maps long in total for episode 1). 
 
I have problem with SOE (map soe1m2). then I to touch altar engine stoped with error "no precache rubble1.mdl". I am restart map, to type in console "precache rubble1.mdl" and got error "no precache rubble2mdl". Again restart, type "precache rubble1.mdl", "precache rubble2.mdl", and got error "no precache rubble3.mdl". Again restart, type "precache rubble1.mdl", "precache rubble2.mdl", "precache rubble3.mdl" and got error "no precache1.mdl". That's this? Problem with max of precache count? how I can fix this? 
Sorry 
last error "no precache rubble1.mdl". How fix? 
@digs 
What engine and have you tried a different one? 
@quaketree 
Any: Bengt Jardrup's winquake, RMQEngine, Fitzquake 
 
As far as I'm aware, FTEQW and DP are the only two engines that don't really care if it was precached first or not, so try one of those. 
@Spike 
yes, with DP not problem. But exists other problem: my son have netbook without 3D-card and I can't running DP in this computer. Only Bengt Jardrup's winquake 
 
the quakec should be precaching everything for you. If it doesn't, it seems like it must be a bug in the mod itself, not the engine or the map. 
Cthulhuian Font 
 
Unfortunately if you use the font its alien geometries will drive you mad. :-( 
 
 
Digs 
try http://super8.qbism.com/ for software quake also 
Necros 
Worked! Thank's 
Software Quake 
Has always been a hit or miss kind of thing on modern hardware and OS's.

I'm glad that it worked for you. 
Hahh 
Is the initial bsp process supposed to go to 212%? 
 
I've been active again on Steam since last month. Now I need a func_group invite - I'll be glad if one you guys help me out. Also, feel free to add.

http://steamcommunity.com/id/ercicin/ 
Hey Mods 
Obviously that "news" post I just submitted was meant to be a preview while I type the actual content, please ignore it until the proper one comes out! Sorry! 
Hey Scampie 
I'm starting the hype on your new website early! 
@_@ 
how do people already know I have a site that is half-ass set up? 
 
http://penisland.net has been around forever, so this is about a relaunch or wat? 
Referrer Logs 
I got a referral to the Quoth site from it, guess you were testing the links... 
Purty UE4 DX:HR Inspired Scene 
Wear sunglasses!

http://youtu.be/tjTQwZRUfb8

Seems like the 5 yearly or so cycle in which we gaze our virgin eyeballs on new render tech. Though I think this might be the last paradigm shift in rasterization before real time raytracing will become dominant for photorealistic rendering.

I certainly think we've been in diminishing returns territory for the last couple of years. Hopefully in 10 years or so everyone will see artistic/stylistic divisions in what used to be technical ones. So average people can judge visuals of a game like Quake on it's artistic merit rather than simply viewing it as old fashioned or dated.

Bla bla 
 
Got an archive of my maps up on my new site! Hurray!

http://scampie.net/wp/?p=70 
 
Clockwork droid looks awesome, I'm a sucker for that color palette. 
 
Spiney

And if you have Unreal Engine 4, we released that scene in the marketplace. Download for free and play around with it! 
 
As far as rendering goes, I think the most exciting advances this generation are just in the automation of a lot of things. Want reflections? They're free - they just happen. It's not something you have to set up render targets into cube maps and project and blah-blah. They're just there if you have a shiny material.

Stuff like that makes it easier to get great results with less effort. 
 
Giger Is Such An Inspiration 
can't believe he died in such a way! 
Popular Tumblr Guy And Vlogger Playing Quake Maps 
Just in-case you missed the livestream here is a link to the recording from his stream. He played some classics from guys like MFX, Kell... myself ;)

http://www.twitch.tv/doomed_spacemarine/b/523229375 
 
 
Good Stuff 
watched a bit of him playing unforgiven (@ 3:55:00), pretty entertaining :) 
He Got Tronyned 
 
Nvidia FLEX Physics Solver 
The future looks a lot more interactive...
http://blog.mmacklin.com/ 
QuakeEd Haiku 
trigger_hurt

any entity
touching this will be hurt, to
see if it still feels 
Nice Lunaran 
 
Battle not with monster activation issues, lest ye become a monster. And if you gaze into the void, the trigger_hurt gazes also. -Preach 
 
Battle not with monster activation issues, lest ye become a monster. And if you gaze into the void, the trigger_hurt gazes also.

This! 
Thanks Preach! 
 
2004 John Carmack Keynote 
I thought this talk was particularly interesting

https://www.youtube.com/watch?v=N0auhzHZe5k 
I Got Married! 
 
Holy Poops! 
Congrats dude! 
Congrats! 
I hope he always treats you well. 
... 
lol 
Hahah 
Yeah congrats 
Congrats Ricky 
 
Cheerz Ricky! 
can I buy the guitar now? 
Congrats Ricky 
Make sure that she loans you your balls back every now and again and hope that she doesn't lose the purse that she keeps them in. 
YEAH BALLS 
YOUR WIFE IS GONNA TAKE YOUR BALLS EVEN THOUGH WE HAVE NO IDEA WHAT YOUR RELATIONSHIP IS LIKE 
Lunaran 
Lighten up Francis, it was an old joke, not a statement of fact. 
 
You didn't use sarcasm caps! 
 
I didn't get this years F_M style guide yet... 
Lol 
Twitch Heart Attack? 
Wolfenstein: Teh N3w 0rd3r 
Downloading now... 40.7gb...

...damn. 
It's Not Megatexture'd Is It? 
 
I Believe It Is... 
...Judging by the size of the download and quality of environment textures from the screenhots anyway (most of which are out of focus)... 
Errrrmmmm. 
http://www.bluesnews.com/s/151705/steam-in-home-streaming-launches

This, to me, sounds pretty fucking cool indeed. Is it really right that the video can be processed on one PC and streamed that that PC's quality onto a lesser PC?? 
 
As long as the main pc is a good pc and you have a fast network should be fine. 
 
I'll have to try it later. There's likely a couple ms delay, but likely nothing terrible for most games. 
Come Back Ijed! 
#tf misses you already :( 
Har 
 
Patience Isnt My Virtue 
 
Eric Brosius Sampled Quake For Thief Soundtrack? 
I was mapping and listening to Thief's soundtrack when I noticed this section at 54mins 24 seconds -

https://www.youtube.com/watch?feature=player_detailpage&v=cpLTLLY2Bxc#t=3264

Sound familiar? Sounds quite... Lifting? 
 
It's very likely the sound is from a library. Lots of game sounds are. 
 
I wonder if that explains this...

https://www.youtube.com/watch?v=rqwG0ANpla0 
"John Carmack Has Explaining To Do"? 
Ogres have the same sight bark as the Pig Cops in DN3D. In fact a number of the monster sounds in DN3D sound like sounds from Doom, just pitch shifted.

https://www.youtube.com/watch?v=Pt-_d9vVYRs


Imp sounds from Doom 1/2 are from a set of stock sounds, too. They're recordings of a camel. 
THAT DAMN JOHNNY CARMACK!!! 
Stealin' all them sounds for his VIDDY-O GAMES 
 
There's probably more straight-from-library stuff in games than you think. 
 
"There's probably more straight-from-library stuff in games than you think."

I agree. They may get mixed in to get a slightly new sound but there's really only so many sounds to work with and still be identifiable to the player as being recognizable as being a certain thing happening.

Doors opening, growls and so on all have a limited set of sounds that we all can identify as being from a certain thing. I suppose someone could make a sliding pocket door sound work into the maw of some bizarre creature with pocket doors for a mouth but that would probably turn into an LSD fueled game type where the bizarre was normal and I'm not sure how that would work out. 
 
I know I've heard Doom door sounds in movies and TV shows. 
Heh 
The Ogre aggro sound and zombie sounds appear absolutely everywhere. I've heard them in other games and tv, film etc.

I believe the ogre sounds were in Dark Souls :) 
 
Oh, and that weird sound you hear in the background while trying to shoot Romero in the head during that final battle ... you hear that a lot in supernatural shows/movies. 
 
 
also the drip sound in quake! you can recognize it by the quick cluster of drips. 
Yes 
Those are very distinctive and they keep getting used in movies and TV shows. 
Awesome QW Final! 
QuakeWorld #Refragged Grand Finals Rikoll vs LocKtar

https://www.youtube.com/watch?v=s_wu00Phpl8 
Ftw 
there's like 5 telefrags in the first game and they're not from teleporters. I didn't know qw was so luck-based :( 
 
It's not. 
Now Test The SSL QI 
 
FTW Etc. 
Surely the relentless spawn-rape on ZTNDM3 is more concerning? Frag 31 being a prime example. 
No Man's Sky 
Well Maybe More The ""style" Than The Graphical FX Engineering 
a screenshot follows:
http://i.imgur.com/h9nR3le.png 
Yeah 
I hope they make the various planets different enough though.

By the way, the music is 65daysofstatic which I map to a lot. 
Happy Father's Day 
 
Oh God... 
Do you know something I don't? 
Well, 
It is here. Phone your Dad anyway. 
Big Daddy 
I can see angels dancing through the stars.., 
MADFOX 
COME ON AND SLAM

AND WELCOME TO THE JAM 
/me Casts Wrack Brains. It's Not Very Effective! 
Yoyoyoyooy0yoy0y so a while ago I put a video on my channel showcasing some of the best Half-Life 2 levels ( https://www.youtube.com/watch?v=Wu7ekgo0-mk ) and am now starting work on a similar video for Quake.

Now, there are a lot of levels to pick from and I want to keep the video fairly short (3 minutes TOP) so I want to get some thoughts from everyone as to what levels I should showcase for the video.

Now, there are some obvious choices that don't really need mentioning, I am more after any lesser known but still awesome looking Quake levels.

Keep in mind that this is a "hype" video designed to get people playing Quake so the levels should first and foremost look awesome and make the viewer want to install Quake again!

I was toying with the idea of doing 1 level from each year that Quake has been out, but that would mean the first half of the video would consist of 1990's quality visuals which isn't really what I want to show here.

So, lay your wisdomes! 
Scampsp1 
for every map of every year 
I Would Nominate 
my own map... Deck is the sexiest map ever made. The end. 
Preliminary List Of Brushwerks 
Zendar - The Horde of Zendar
ne_ruins - The Altar of Storms
honey - Honey
marcher - The Marcher Fortress
contract - Contract Revoked
dm7rmx - Geophobia
metmon - Metal Monstrosity
Kellmet1 - I pity thee not
rubicon2 - Rubicon 2
base_debris - Fort Ratsack
rpgsp1 - Penile Devestation
unforgiven - Unforgiven
ne_lend_doom - The Living End
Ivory1b - The Ivory Tower
hrim_sp2 - The Rest Is Silence
Terra - Terra
kinn_bastion - Bastion Of The Underworld
cda - Castle Of The Dark Ages
red777 - Red 777
chapter_necros2 - Are You Yet Living

Anything that sticks out as being overlooked? 
 
Ooooh. Huh. Well I guess I could supply one data point... here's a list of the SP maps I've felt compelled to take screenshots of for sharing on Steam. I wouldn't demand to see all of them on a Best Of list, but if some of these ring a bell or show up in other people's lists then maybe they are cool!

(all of sock's releases)
The Altar of Storms (Necros)
Conference of the Shamblers (skacky)
True Love Waits (Kandyman, in Zerstorer)
Blutsturtz (Kandyman, in Zerstorer)
puentaltrono (scragbait, in Travail)
tejido de cicatriz (distran, in Travail)
Ascending & Descending (negke)
Something Wicked This Way Comes (Tronyn, Tyrann, Necros)
For My Babies - Bin Dunne Gorne 2 (Mike Woodham)
Gloomier Keep (Kell)
For Love of Evil (Hrimfaxi)
Geophobia (Than)
honey (czg)
Arcanum (Tronyn, Pulsar, distrans)
The Anomaly 2: Water (Digs)
Unforgiven (Tronyn)
A Roman Wilderness of Pain (Tronyn)

Other things come to mind but I'll have to get back to work... more posting later if my favorites haven't been covered by someone else. :-) 
 
Christ Zacharias Gay Oh Seven 
dm too? 
Cool List 
Thanks Johnny!

I think I have too many maps now :D Won't be enough time in the video to show them all so it comes down to what kind of cool transitions I can get between the levels. 
 
Yeah we trust you to narrow down the list to whatever works in your video! It will probably come down to things like "I've already got four base maps, should probably find a wizmet map", etc.

Just throwing stuff out there for consideration.

Other maps that came to mind: Red Slammer, Red 777, various ikspq, and... a bunch more Than maps. 
 
Definitely something by Tronyn! For example, a flythrough of this area from NSOE, Something Wicked and Arcanum. 
Yeah 
Maybe wickedstart.bsp from something wicked - amazing cyclopean architecture! 
"This Is Phil Fish" 
Daz 
ac
solarfall
menk
gmsp1
some ikspq
sm48_daz
sm48_crap <3
sm48_xen
some necros
negke's damn spider map from travail (qte2m6)
negke's sm48ish sm map 
Sm48_xen!! 
 
Lol 
I had to load up that map because I didn't remember what it was!

Can't really use small speed maps though, not enough substance 
Phil Fish 
I never understood why people hated him. But then again I avoid social media - I only signed into facebook last year.

Good video. 
Phil Fish 
Critiques everyone but can't stand being critiqued. 
Sry, Read Over The Video Post 
It's interesting! 
Awesomeness! 
 
necros, you sadist. I am trying to finish your 100b3 map. 
 
but... why..? :P 
That's Our Kind Of Girl 
 
uh 
And That Was The 18th Anniversary Of Quake, Too! 
It all fits! 
 
my defs are ruined.

()void touche RETURN FALSE;
EF_BRIGHTFIELD = overload 
Lol 
 
Space Hulk 
 
 
There's a lot of good stuff going on sale at Steam's summer sale. I just bought Metro Last Light for $6 and change.

An older game I've always wanted to try, Syberia is only $2, and if by some miracle no one here has Fallout New Vegas the "Ultimate" version is on sale for $7 
Daikatana 1.3 Is In Open Beta 
Daikatana 1.3 is in open beta

http://www.daikatananews.net/ 
 
I'm super tempted to get DKT in the Steam sale. I know that buying bad games shouldn't be encouraged but it's such a part of the whole 90s FPS zeitgeist that I feel I oughta take a look! 
@#24445 
...underaged? 
Quakewiki.org Style 
I have to style a mediawiki and I was wondering if the quakewiki one is based off some template I could use as a starting point?

The quakewiki looks really nice for a wiki, imo :) 
 
Yeah, 'Monaco'. Starbuck made the style, it is super mega pretty (just like him, I am sure).

https://github.com/dantman/monaco-port 
@#24455 
....small tits? 
Spirit 
Thanks! 
Oouch 
 
I'm skeptical ... this was from a USB charger plugged into her laptop? Plugged into the wall, maybe, but a laptop? I don't think laptop put out that much juice. 
Speedrun Time 
Hey, the http://gamesdonequick.com/ marathon is currently half way though Quake nightmare 100%, should be going a bit longer... 
Who Here Did Nothing Productive So Far This Summer? 
 
 
it's summer? 
 
/me looks outside 
Nah 
It's winter.

The car windshield was frozen this morning. 
Meanwhile In Japan 
Usb Burns To Ear/chest 
I guess i'm skeptical too, but maybe its possible ??. Charger fails and sends a huge spike through usb/device/in-ear-phones 
(couldn't Resist) 
I'm only huge if you arouse me. 
<- Duff 
^spam 
you think it would be a good idea to put in a "spambot check" where the anonymous user has to solve a captcha by adding numbers correctly? 
Spam 
maybe have a verification question for x number of first posts 
 
The silly bartards certainly are persistent 
Quick Question 
The Quake Info Pool command-line reference has this to say about "-bpp 32":

"ADVANCED OPTION: Sets the pixel depth mode the video adapter should switch into, note setting it to 24 or 32 won't actually increase the visual quality of the game, usually just slow it down, but useful for getting certain GL cards to function with GLQuake."

It's actually been a long time since I ever bothered to use this option. I don't remember (or never knew): what's the symptom of the problem that is solved by this? 
 
the symptom is that glquake defaults to 16bpp on any cards that support it (not sure if this is supported in modern days) and you'll get discolored palette colors in your textures, since glquake also uses the framebuffer bit depth to determing texture bit depth.

Most people may not notice it, but if you are used to 32bpp and you look at 16bpp, you may notice the colors are "off" on familiar textures -- statusbar seems a shade too green, purple sky textures don't seem right, etc. 
Absolutely Noticeable 
you can see 16bpp artifacts VERY clearly on levels with fog, because fog creates smooth gradients, which render much more cleanly the more bits per pixel you have. 
 
Got it, thanks. I was a little puzzled because that QIP text made it sound like there was some bug above and beyond actually setting the texture depth.

BTW is this an issue only for original GLQuake, or do Fitzquake DP etc. have similar behaviors? 
 
many glquake variants have the same behavior in 16bpp mode. fitzquake included. 
Oi, Fog 
I wish the fog banding in quake weren't so bad, the only fog colors that look good to me are very dark and very subtle but that's asking for green and orange stripes :(

can we have -64bpp please? just, you know, add more bits. 
Fog 
or add dithering. I wonder if that's tricky to implement. 
Dithering 
DX10-generation video cards (Geforce8800/Radeon HD2400) removed all dithering for 16-bit color, so it would have to be reimplemented via post-process shader, which is possible, and I have also done it in GLSL before.

It helps to know the time context when that bit on the QIP page quote was written when cards had dithering and Maddes was using a Voodoo-based card which doesn't support 24/32bit color anyway, hence the whole misleading "no difference" thing. Further to the fact that Voodoo cards dithered and THEN filtered their image to mask the dithering leading to their infamously blurry appearance.

and GLQuake defaults to 16-bit color since that's all 3dfx could initialize on. Gotta leave out the hassle of setting -bpp 16 for those mainstream performance-desperate 3dfx users. 
EntEd 
EntEd [EDIT]

Posted by Jonan [121.72.119.122] on 2014/07/02 08:14:13
Hey all.

Had to reinstall a lot of programs recently, and I've lost my EntEd reg key. Any one know where I can get one?

Cheers. 
Upgrade To Entspy? 
 
Some Of My Hl2 
 
Way To Go OTP... 
Seanza had been sending verbal abuse to TotalBiscuit constantly before he replied with that, admittedly tasteless, comment. 
Yeah Sure. 
Maybe if that dude didn't spend so many years in a business he wasn't suited for, he'd be okay right now. 
 
People aren't perfect. It's difficult to impose such impossible standards on someone, I've said far more reprehensible things in my lifetime but the difference between me and TB is that he's (internet) famous.

Having every single one of your comments criticised is not normal, there's something inherently wrong with the way we treat famous people and have these exacting standards to which they must adhere. 
PuLSaR 
That tone is awesome. I loVe the map. Reminds me of Aliens for some strange reason. Nice work! 
TotalBiscuit. 
Decent layman's-style Starcraft commentary.

Decent down-to-earth game first looks / reviews.

That's what matters to me. You can take your interweb DRAMAZ and shove it. 
I Hear That Shambler 
People aren't usually very well equipped to deal with verbal abuse properly.

Hell I'd rather judge the man by his work anyway, he does great things for games journalism.

The same is true for Phil Fish, the guy is clearly a talented developer, who cares if he thinks japanese developers need to try harder. 
Up All Night 
Off my pickle. Sock - how dare you have a real life! I'm resisting the temptation to keep working on my map jam map. I feel 'I have done it now', 'it was only ever meant to be a quick thing' etc.... 
 
I was going to mark Willem's post in the jam thread as the first use of the n-word on func.

I was terrifyingly wrong:
https://www.google.com/search?q=nigger+site%3Acelephais.net 
 
it's a quote from pulp fiction 
Son... 
I am disappoint 
 
I know that, you buttheads 
If You Didn't Realize... 
Got My Results Back For The FdSc Degree I Spent The Last 3 Years Doing 
My overall average grade was 69.72%, which is an upper second. Or an upper-upper second to be more precise. But I just bumped into my tutor who told me it would get rounded up to a 70%, which will make it a 1st! So I'm pretty happy about that today...

It worked, too, QuakeC now looks a LOT less intimidating lol :) 
Congratulations! 
Well done! 
 
Good effort calibration there Ricky :) 
Congrats! 
my degree (10 years ago...) got rounded up to an upper second ;) Was very relieved about that, since there was a bunch of math shit that I hated and thought I had failed. First is way more pwn though. Well done. 
Thanks Guys :) :) :) 
 
Mfx, Negke, SleepwalkR 
I fear for your collective livers. 
"phew, That Was Close" 
 
Hahah 
Look at all those sad Brazilian faces! 
Spirit, Mfx, Negke, SleepwalkR 
seconded
Congrats on the win 
7-1 
Just amazing.
I'd like to see a Sth American team win in their home continent... but the Brazilians were just such primadonnas :( 
Since We Were Talking About Exams 
Exam
CAE
Certificate in Advanced English

Result
PASS AT GRADE A


And just this morning, I had a dream where I went to take this exam, was late, and decided I'm going to retake it in 6 months. Then I dreamt of my dad's reaction to that and I woke up in a quite cold sweat. 
Hahaha 
Also 'Rather well done, fine Sir.' 
It's Everyone's Favorite Gameshow! 
Who made it? id software, or madfox?

http://scampie.net/etc/id_or_madfox.jpg 
Definitely Madfox 
hey do you know what time it is in brazil? oh about 7 past cesar

hey did you hear about the brazilian football team's tribute to neymar? he couldn't play, so none of the rest of them did either

i hear it was the second biggest massacre in german history

but not the first time a few thousand germans will have to lie low in brazil for a while

pornhub has had to ask its users to stop uploading clips of "young brazilians getting fucked by the entire german football team"

that one's actually true

world cup discussion: over

go map 
Screw The Axe! 
 
i have no words 
 
madfox, you have reached new heights! 
Level Design Tip: Fewer Doorways For Less Confusion? 
 
start with fewer teleporters :) 
Sleepwalkr 
Could we please get a less crazy password for Quaketastic? Every time I want to upload something (when it is not saved in the browser), I have to go to func to look it up. 
Yeah I Think It Should Go Back To What It Was Before 
A self-reference to ones adoration to the hub of shub... 
*of 
 
OK 
there's been a scraps that left by the most inspiring mapper ever mr.czg himlelfssss
i'm referring to his aero work

Someone should make the proper map(s) from its currents state 
Czg 
 
 
 
AEIOU AEIOU AEIOU AHUJ9 
JOHN MADDEN 
There's Been....... *suicide* 
there's a bunch of scraps 
JOHN MADDEN 
is a former NJD hockey player 
 
I actually started making something for jam2 in trenchbroom yesterday, simultaneously learning trenchbroom, but I literally only have four hours on Subday to work on it before I leave on vacation. 
 
Subday = Sunday. How can it be. 
As Mr. Sock Has Stated 
Map Jamming is about creating maps of any size or detail level over a two week period using a certain theme and texture set

I don't mind to see any work from you.
It is a really great thing you actually haven't left the mapping scene yet 
 
I've been spoiled by using Modo. Going back to something brush based is like being shackled. That's why I had the bright idea to write a qbsp compiler that would compile meshes into a bsp. The theory is that it should work as long as some compromises are made on both sides of the chain. I started writing something in C#, but I kinda decided to stop since I didn't really care that much. 
123 
was ist los was ist das 
 
czg - I've had that same dream and at one point had ToeTag reading in OBJ files that it then tried to break up into convex chunks for compilation. That's actually a pretty hard problem to solve, for me anyway, and it didn't end up going anywhere. Would be awesome though... 
 
GGGGGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLL 
 
Jaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!!!!!!!!!!!!!! 
JAAAAAAAAAAAAAAA! 
Gg No Re 
 
Germany Stronk 
 
Schlaaaaand!!!!!!! 
 
Schwanzstucker! 
 
Gott 
What a magic finish. 
Had 
a dream with those figgin' land-bound fish from someone's recent speedmap chasing me round. 
 
Today in "Huh!":

The Doom BFG does damage in a cone, radiating away from the player, in the direction he originally fired it, regardless of where the projectile actually explodes.

http://www.gamers.org/docs/FAQ/bfgfaq/ 
Huh 
And the cone is traced from where the play has moved to at the time of projectile impact? That sounds ... wacky. 
 
Yeah, I was watching a Doom2 speedrun and wondering why the guy would a) fire the BFG at a wall before walking into a room and b) everything would die anyway 
Uh Oh.. 
I Wrote A Research Paper 
http://cg.ivd.kit.edu/890.php if someone is interested :-) 
Vondur Farted. 
Mystery solved. 
Megaman 
Over my head. Looks nice though. 
 
Look at you, lead author! Cool beans.

When it comes to papers that are over my head, I like graphics papers the best 'cause they have pictures that at least give me the gist. :-) 
Mr Law: 
Do you have a Twitter? I saw you wrote a new Quake Guide and tweeted it to my meager following and suddenly wondered if you do. 
 
I do, but it's almost entirely me using Twitter in read-only mode: https://twitter.com/joel_k_baxter

Feel free to follow it if you like, maybe I'll bootstrap myself into actually posting on it some day. :-) 
:-) 
 
Cthulhu Crypto Currency 
...and I'm Back. 
I personally liked the elk mountain resort's villages because it was music nicer and prettier than the house I'm currently living in. 
Yeah. 
Obviously.



Did you hang out with Madfox while you were there? 
No. 
Don't ask me a question like that again. I don't know that guy or any of you. 
LOL 
 
Nice 
Did you score? 
 
win
looz or
drew. 
^ :) 
 
Been A Long Time 
Since I fell asleep at my desk working on Quake. 
Since I Fell 
out of my map while I was still dreaming. 
QBSP Texture Coordinate Compuation 
Does anyone know where in the QBSP source code (or any Quake 1 derivative) the texture coordinates for the vertices get computed? I can't find it ;-) 
Oh, Now I Get It 
BSP doesn't - the engine does. So does anyone know where the engine does it? 
BuildSurfaceDisplayList 
I think.. seems to compute the final texture coords that are passed to OpenGL 
Thanks! 
 
Interview With 'dkm', Wolfenstein: The New Order Leveldesigner 
In this fascinating interview, Thibault 'dkm' Courbet discusses the development of recent hit Wolfenstein: The New Order. He also talks about his time at Starbreeze Studios, where he worked on Chronicles of Riddick: Assault on Dark Athena and Syndicate. Enjoy subjects including level design techniques, the challenges of id Tech 5, and the politics of working on a beloved IP like Syndicate. 
 
Male echidnas have a four-headed penis. During mating, the heads on one side "shut down" and do not grow in size; the other two are used to release semen into the female's two-branched reproductive tract. Each time it has sex, it alternates heads in sets of two. 
Thanks 
facebook status worthy 
Echidnas 
Why did I read that as "Enchilada" at first? Time to go make dinner I guess. 
Does Anyone Have 
a copy of Left 4 Dead (1 or 2) that they don't need and would gift to me?

That be awesome. 
 
Those are, like, $5 on Steam aren't they? :) 
20 Euros Here 
 
 
The fuck? They give it away like Pez almost every Steam sale ... 20 Euros for games that old is insane. 
I Think I Have A Spare L4D2 
Whats your steam id? 
Nope Sorry 
It's Portal 2 I have a spare copy of, sorry... 
Thanks Anyway! 
 
 
SleepwalkR, what's your Steam name? I'm warren.marshall, add me. 
Willem 
Even if it were on sale, keep in mind you can only buy a low violence version in Germany (and Australia) which sucks. 
 
Damn it SleepwalkR ... I can't gift you what you already own! :) 
Lol 
Nevermind then, this is getting ridiculous. The backstory is this: A colleague and I want to play L4D, but 20 Euros for a 5 year old game is ludicrous. So he bought it on DVD from ebay, but of course it's used so he can't register it with Steam. He was frustrated as hell, and I want to play L4D, so I thought I'd ask around if someone has a spare copy.

Fuck Steam. 
 
Steam claims you own both games. It won't let me gift anything to you. :P I assumed someone else had already hooked you up... 
 
You could trade the game. This way it'll be in Sleepy's inventory and he can gift it to his colleague. 
SleepwalkR 
Ricky 
Yeah, the previous owner probably forgot to unregister his key or some shit. 
Negke 
do explain... 
Apparently If You Write To Steam 
they can remove the inactive copy you have, then Willem can try and gift you it again... 
 
now that sounds massively convenient. 
 
You could trade the game. This way it'll be in Sleepy's inventory and he can gift it to his colleague.
----
do explain...


1)Buying the game as an Inventory item to be traded.
Add game to cart.
Click 'Purchase as a Gift'.
Click 'Store the gift in my inventory to send later'.
The game is now an 'item' in your Steam inventory.

2)Trading an item with another Steam User.
Go to your friend's profile and click the 'More' drop down button.
Click 'Offer a trade'.
In the trade window, browse your inventory to 'Steam' (this may be the only catagory you have).
Drag the game 'item' to the right side and confirm the contents of the trade.
Your friend will then need to accept the trade. 
Spirit Are You There? 
 
Spirit Are You There? 
check mail please. 
Spirit Are You There? 
...are we having a seance? 
 
Spirit can't see when he has new email and has to be notified here. Apparently... 
 
I reply/react to emails in my own pace. Can be days to months. 
Spirit Are You There? 
it's me, margaret 
 
Spirit, are you in there? Blink once for yes, twice for no. 
Humor Are You There? 
 
No 
 
Fuck 
we are alone... 
Let's 
Fire off some bottle rockets in the map archive while old man Spirit is away! 
August Is Almost Here... 
I'm excited to go to High School and at the same time I don't want summer to end. 
August Is Almost Here... 
Finally, those damn kids will get off my lawn and I can enjoy some peace and quiet. 
 
Doom2 In Name Only

What would you build if you had nothing to go on but "The Ebon Fortress"? Or "The Vaults of Zin"? 
^ Jam3 Theme ^ 
 
 
a longer jam hopefully

"e4 remixes" was another one that keeps coming up. 
 
Wasn't there talk about a low gravity theme for Jam3?

D2INO was another original idea for a community project - it's amazing how easily the people at DW can always pull them off. The actual release was a mixed bag though, at least the levels I played. 
"e4 Remixes" 
sounds tasty 
DirectQ Engine 
Its page disappeared : http://directq.codeplex.com/ and I can't find any mirrors or new pages hosting it.

Anyone know any? 
 
For the pages themselves, I think archive.org is all we've got.

The engine executable:
https://www.quaddicted.com/files/engines/directq/DirectQ%201.9.0%20Executable.zip 
Thanks Johnny! 
 
Mh Retired 
Intentional takedown :'( 
 
That's a shame, but he probably had his reasons. I suppose he didn't like being bothered with and pressured by feature requests and bug reports all the time. Still, it seems an overly harsh move to take down everything. 
Afaik 
It was personal reasons, not to do with the community itself. 
 
In loving memory of MH, I'm going to replay every Quoth map ever made.

"heuuu-arrrgghh!" 
Map Jam 2: Ikwhite/ikblue 
 
How Did This End Up Here? 
 
 
Shambler and I both submitted news at the same time, delete mine if you want 
Toxikk 
Haven't posted here in years... but occasionally lurk to see what everyone is up to.

Stumbled on this trailer recently. Interesting that a quite a few studios seem to be heading back to Arena FPS games!!

Kinda looks like a cross between UT, Q2 & Halo.. lol. This game is built on the Unreal Engine, so similarities to UT is kinda expected I guess.

https://www.youtube.com/watch?v=FoYcjeHVbnI 
Nice. 
Looks like a cross between UT, UT, and UT. I look forward to the Epic lawsuit. 
Anyone 
Want in on a Ep4 mini-episode?

It'll be different from the map jams since it'll feature custom progs and a couple of new enemies.

Time frame probably a month or two. 
Want To Organize Jam 3 Then? 
 
Hm 
I've no objection to it.

The extra enemies are an exploding zombie, a fast zombie based off Necros' one from Altar of Storms and a boss creature. Obviously, no requirement to use them if you don't want to.

I would want a start map and a boss map, so maybe this doesn't fit the Jam template. 
#terrafusion 
Bal, Vondur, SleepwalkR, I gave you all ownership powers over the channel.

I'm taking a break from IRC, and will be less frequent here for awhile. 
And Nothing Of Value Was Lost. 
 
 
Just kidding, hope you spend your time off in brave new ways. 
Also 
Props to Sock for getting the Jamball rolling.

May it never gather moss. 
 
A rolling jamball probably gathers lots of gross stuff. :-/ 
Gibs 
 
This Thing Happens BTW 
If it a Jam or not.

And that means you, OTP, getting yur shit together.

I might just do my job in any case - the creative part is up to all you lopsided diamonds. 
IE 
real mappers 
FFS 
You all sleep far too much.

I'm gonna keep this as a personal thing unless certain people bug me too much.

GRahhhh More Quake 
Scampi 
I miss you 
What? 
And that means you, OTP, getting yur shit together.

I have nothing to do with this thing. 
Guys I Need A Help With External Model Textures 
for example i got primevil deathmatch pak
what should i do to enable exttex in quake

i put em in id1 directory - >
textures(some .tga files)->
progs - some .tga files
models - some .tga files

health and ammo paks are working just fine, but v_models and g_models won't work

i got a mod and just dropped all files there and it works , besides RL g_ 
 
fitzquake/quakespasm? cause it doesn't support it.
rmq engine does though.

health and ammo packs are technically maps, which those engines do support, just not .mdls. 
Map Jam 3 
Daikatana Episode 4 WAD 
Has some but I don't know if I would call them good... 
 
maybe have a mapjam with the only requirement it has to use a totally new texture set 
 
jam3: There Must Be No Knight Visible Right From The Playerstart 
 
jam3: There Must Be No Knight Visible Right From The Playerstart

impossible 
 
are knights the new crates? 
 
Knights are the new scaffolding,
which was the new mattresses,
which were the new pipes,
which were the new barrels,
which were the new crates. 
 
fitzquake/quakespasm? cause it doesn't support it.
rmq engine does though.

health and ammo packs are technically maps, which those engines do support, just not .mdls.


strange
fitz doesn't support this one http://quaketastic.com/files/screen_shots/fitz0000.jpg

and supports this one
http://quaketastic.com/files/screen_shots/fitz0001.jpg

anyway i figure out how to install the mod 
Ok 
I like the idea of an oriental theme map jam... but also this might be a great theme?

https://www.quaddicted.com/files/wads/dkt.zip_dkte3.wad.jpg 
Dkt 
I'll play it... 
Misc Ideas 
whatever the next jam theme is, it should be something relatively unique (like the last two). There are already lots of great Daikatana-E3 maps. I imagine some people are itching to make base maps, but there are also a lot of base maps already (along with a lot of Quoth/Fodrian maps). I liked the Elder World suggestion, as well as the Low Gravity suggestion. There are plenty of wads on quaddicted that have hardly been used yet, though they might be too unfamiliar to inspire people. If I had to settle on that balance of used enough to inspire, but not too much, I'd go with the textures that were used in Glassman's Day of the Lords, Necros' The Living End, the Coagula Contest 3 Start Map, and I think Hrimfaxi has a turtle map in those as well (can't remember what game they're from). Or even the ones from Necros' Altar of Storms. Actually just make the whole thing based on that, it's been too long and I want a Necros map. heh. 
Egyptian Wads? 
 
 
Glassman's Day of the Lords

This was an awesome map, but literally every square inch of it is the exact same shade of babyshit brown. 
Hate To Be That Guy But 
Coagula? 
Wheee 
Build Styles:

No Monsters / No more than 30 monsters
You Must Chainmap (all authors in pack to contribute 'something' to all maps)
Ziggurat Vertigo Revisited (would need a progs)
Only one enemy type
If not Day of the Lords then Colony
Zerstorer
Lost Entrance to The 'insert id1 map name here' (different for each author)

Texture Wads:
Kingpin
Kell (fodrian or fury)
Meatech
White Room
Speedbase
Ogro
Natural Textures Only 
 
A simple "use this wad" theme would be pretty boring compared to the previous two themes, which implied both what the textures and the architecture should be.

"Honey" speaks volumes, "city2_x" does not. 
 
The last events - Koohoo, Honey, Ikwhite/blue - were all good strong themes that didn't get explored/used much by other mappers, so they were fertile territory. What themes are left that are like that? A lot of people have already done things in the style of Zerstorer, Contract/Quoth, ikbase, speedbase, every other kind of base ... Altar of Storms might be a little too monochromatic, considering what the last theme just was.

Maybe leave the texture set up for grabs and find a different kind of theme, one that helps all the submissions hang together while providing ideas and letting every mapper explore in their own way. How about just a phrase as inspiration, like ludum dare/older speedmap sessions/etc? Something as simple as "The Bridge and the Tower"? 
 
"Paganism"
"Burial Mound"
"Citadel with a Moat" 
Hollow Earth 
 
Oh Man 
if it has to be a base theme, I think Colony is by far the best example of a base map with a "good strong theme that didn't get explored/used much by other mappers." 
Zerstorer 
 
Haha 
Sadist :)

Rubicon 2 
Lunarans Doom Style Textures 
Have barely been used!! 
NOOO 
they're shit

if you're going to do that just use the actual doom textures 
 
why are they shit? i like them, they have more grit on them then the stock doom tech textures.

the real trick is converting them to quake palette well. i didn't like czg's attempt as they turned really teal. 
 
Those textures are great. I will make something with them eventually :)
probably a quoth base map 
 
That grit is just visual noise. It looks like looking at concrete but really really close. The panel edge highlights are stupidly intense as well.

The whole set just looks messy and cartoony to me now, and I can do far better. 
 
Maybe because I saw the in Q1 first... but I find the noise works better when they are at 50% and without texture filtering.
I still think you are selling this set short though. 
 
the real trick is converting them to quake palette well. i didn't like czg's attempt as they turned really teal.

Or include the 24bit ones as external tgas... like that one doom map that someone did. 
 
haha yeah, that's always an option. :)

I think i'd still scale them down 50% so that the pixel density matches the rest of the game, but kept the original palette. 
 
Lol 
This was Lunaran's finest hour correct? 
I Thought The Same Thing 
 
IRC? 
Does this site have an irc on quakenet? 
#terrafusion #yoloswag #rekt 
(Just the first one actually) 
Aftershock Textures? 
Those noisy purple bricks should look stylish on something. 
Check Sm174 
 
Hipshot 
Not if you are looking for mapping discussion. 
 
Absolutely if you're looking for mapping discussion, there's been plenty of fresh and intelligent discussion the past few days following both the jam1 and jam2 releases. 
Spirit 
Ok! 
Onetruepurple 
Ok! 
#terrafusion Is Very NSFW 
be warned! 
Onetruepurple 
Yea, I thought that discussion were also taken on some irc channel by people on these forums =)

My earlier "OK" was directed towards Spirits answer, but your post got in between. 
Lei-lei 
#24683 I uploaded the original Thred wad to Quaketastic with the name thred.zip
RE: #terrafusion Is Very NSFW 
Well sure. All of that penis talk and such. Look guys, bad touch on a rag doll is still bad touching. 
The Number Of Penii 
has stalled since czg isn't around that much anymore. 
The Plural Of Penis Is Not Penii 
 
But It Should Be. 
 
 
Why are we even talking about the plural of penises? Shambler not withstanding most of us just don't care...

o_O 
 
There are more people than just Shambler who suck on multiple penises. 
 
There are more people than just Shambler who suck on multiple penises.

And to completely take what my grandmother once said way out of context: God bless them all for doing it. 
 
I miss my penicilin.., 
Honey 
^ Lol 
 
As foresaw by lovecraft...

The treerats, that is. Those things are evil. 
 
http://www.theverge.com/a/virtual-reality/

Some cool old stuff there. 
 
There is a free physically based renderer for Blender now! http://www.evermotion.org/articles/show/8845/nox-renderer-is-now-open-source-software 
Fuck 
BSP is slow... Can't we have some new tools rev to make it as fast as vis!? 
New Func_Msgboard URL 
Go Map Scampie 
 
This Is A Good Thing. 
SWORD AND OGRE MENS 
Demos 
I want to know how to put text on the demos i record like i see many people do.

Closest things i found are these, but doesn't seem to be what i am searching for.
http://www.quakewiki.net/archives/cineplex/movfiles.html
http://quake.speeddemosarchive.com/quake/qdq/

At first i thought it was a FitzQuakeMarkV thing, but couldn't get proof of my suspicions. Also checked many other places with no luck, and that makes me ask you all, as the last resort.


Also, is there a way to choose the protocol a demo is recorded in? I know that some engines support different ones, but i suppose that all can record in the original one. 
Coce 
Try to type "say" (without quotes) in the console.
Now type "say I didnt know that, thanks mfx".

Got it? 
I Know ... Now 
After writing that i thought, maybe its ... and began writing in the console till i thought of just a typical text message in any multiplayer game could be the solution ... and ... BINGO!

... the easiest option was the correct one, and here i was searching all over Internet ...

But you were faster posting than me at taking back my words. Thanks, anyway. 
Whit? 
Press T 
Psst... 
 
Not Yet 
But I'm getting there. 
Cocerello: 
Also, is there a way to choose the protocol a demo is recorded in? I know that some engines support different ones, but i suppose that all can record in the original one.

In fitzquake-derived engines, use sv_protocol to choose the protocol (15 or 666) before you start the map. 
Thanks, Metlslime 
 
Interesting Audio Tech 
 
You'd probably need to start with sound effects at a higher rate than 11025hz.

While it would be mostly an undesirable change in quake deathmatch (sound propagation rules are important), I could see that being a lot of fun in a multiplayer mode designed for it. Something sneaky. 
 
a multiplayer mode where everyone is wearing tap shoes 
 
than: that's awesome. it always bothers me that sound is given so little thought these days. at least doom3 had sound propagating through portals which was a little better, but doppler was removed when it *was* in q3. 
 
Just finished Adamantine Cruelty on Normal. Only found 2 secrets, but I found the Control Center. Vondur, I tip my hat to you. Great level. 
Yep 
but doppler was removed when it *was* in q3.

Q3's doppler sounds pretty hacky though.
I agree sound doesn't get enough loving! 
 
Q3's doppler sounds pretty hacky though.

Maybe, but I still found it added a lot when you had a rocket scream past your head. 
Ptoing 
glad you liked the map, and my secrets are too harsh. i had no proper skills to make them more accessible. 
Good News Are Rare.. 
Cool Doom Screenshot 
It's a pretty large animated gif but it's neat

http://i.imgur.com/f3NwMiS.gif 
 
Neat! Is this the renderer in slow motion? 
Yeah... 
i actually learned stuff just by watching that gif! I already knew that walls were drawn with vertical scan lines (like wolf3d) but didn't remember about how the floors and ceilings were rendered. It's also interesting that some polygons are rendered top to bottom, others bottom-to-top. 
Are You Alive? 
Title.
Are you? 
I Haven't Seen THIS Before 
Me Either 
downloaded, trying to get it to run 
It's Amazing 
What you can find on reddit.com 
 
I get the "couldn't load gfx.wad" error usually reserved for running in the wrong folder, or when I leave pak0 open in PakExplorer.

welp 
 
You haven't lived if you haven't played Quake with Engoo's low res mode and lots of Gore enabled. 
 
well, then I haven't because I still can't get it to run 
 
R.I.P. Lunaran 
:( 
It doesn't run a lot of the cool maps made here unfortunately, even with engqsb.exe.

I never did find the time to debug crashes and merge some fitz/bengt changes for the limit pushing maps. a shame too, i'd love to see honey and the recent jams in it 
 
think I see why I couldn't get it to run

... something renamed my /id1/ folder to /engoo_win/

not cool bro 
Unusual 
That something wasn't the engine for sure.

'engoo_win' doesn't exist in the source, the closest thing is 'engwin.exe' which is just in the MSVC6 build files. 
 
Everyone should read http://idlewords.com/bt14.htm 
 
Everyone should. 
I Read Half 
And will finish tomorrow. 
Sv_aim 
So I read somewhere that to turn it off completely you need to set it to anything higher than 1. Is this true or does 1 suffice. 
 
one is all you need 
 
Thanks 
Guess Who Just Made It Onto A Massive Polygon Blacklist? 
 
Anyone Interested In Posting To My Blog? 
I'm struggling to find the time to post or work on quake stuff (or any videogame related stuff) since I got into a relationship. I have posted a few times but not nearly enough.
Anyone with any tumblr experience interested in this? The blog is located here -

http://quakeguy.tumblr.com/ 
Mouse Accel 
I cannot figure out how to set mouse acceleration in darkplaces. Does quake even have mouse acceleration? 
 
i believe darkplaces turns off windows mouse accel. 
And Then This.. 
On The Subject Of Doom On Printers... 
 
Looking for active people to post stuff to the Quake page on Facebook, lots of gratifying comments and likes for your pleasure. Your Posts typically get an organic Reach of around 2300 and you can wank about all the Analytical Insights like Engagement and Likes. Just mail me or comment on the latest post on https://www.facebook.com/pages/Quake/8723859970 
 
No idea where to file this ...

Dzip command line utility build for Mac OS X

Dzip OS X 64-bit 
Been Thinking About Jam 3. 
 
Really? 
No one? 
 
Just what FifthElephant and I are thinking. 
 
i don't plan on participating in any jams, but i felt the previous two were good because the theme was something very distinctive.

saying a honey map, or ikwhite map evokes a look and feel which, while it can vary between mappers, is still quite specific.

you might have better luck picking something that is very familiar to everyone but hasn't been explored to death (eg: id runic for example which has 1M + 1 maps)

i think it's why the coagula contests did so well. 
Spirit 
So shutting down a qexpo this year wasn't enough for you, now you've gotta shit over a map jam. 
Never Did Anything Like That 
I am only gracing your post with a reply because I am not even sure if it is supposed to be superleltrollderpingrofl or if you are actually deluded enough to believe in it. 
 
I was told that you might have missed Fifth's and mine posts in this thread just above...



Why can't we all just be fluffy friends and love eachother? 
Get A Room 
And yes, you need a much tighter theme for a jam.

I have a suggestion: Kingpin textures 
Get A Room 
And yes, you need a much tighter theme for a jam.

I have a suggestion: Kingpin textures 
 
 
No It's Not 
Zerstorer had multiple texture styles. And then you changed it to brutality. 
 
A theme should be more than a texture set, like I already told you above. 
Forwards Compatible 
Been replaying Foward Compatible. The boss enfocer's attack is still bugged. Can somebody with qc knowledge please take a look into this? The source is released.

The issue is mentioned here:
http://www.quakewiki.net/archives/underworld/quakerev080224.html 
Theme 
While being amused to see my nick as jam theme, it looks obvious to me what the next one should be.

OnlyTruePurpleTex
NotYetIjed
KeepSpiritHigh
OnlyScampies
WhatsUpShambler
SundaysPreach
ToTheFifthElephant
KillAllPixels
WheresZwiffle 
Yhe1 
there's no source on that page. how is it bugged? 
OnlyScampies 
Necros 
 
Tere's something with the EndBoss Enforcer.
Shoots in the ground and lacks aim. 
Ugh 
that such a bad picture of me too :| 
 
oic, it's inside the release zip... 
Also 
why the fuck is it apsp3? 
Why Not Just Textures? 
ikwhite/ikblue worked fine. 
 
line 37 in lieutenant.qc:
launch_spike (org, normalize((self.enemy.origin - (self.enemy.velocity * 0.4)) - self.origin));
launch_spike expects a normalized direction (it directly uses that vector to multiple by speed to create the velocity of the new projectile. 
Ikwhite And Ikblue 
Were texture and architecture themes. 
How About An 'Unreal' Theme For Th Emap Jam 
could mean many things yet seems (at least to me) to also evoke a particular style (big outdoor areas with vistas, exploratory non-linear maps). 
Necros 
Hi Necros, I am sorry, I don't know qc, is that the problem and must the qc be recompiled to fix the issue? 
 
Yes, it is a qc problem. It was probably a last minute change and he didn't check. 
 
Well, how much work is it to try to fix this issue. Would like to try myself but I do not have any experience 
 
it's just a single line. here is the fixed progs:
http://mobile.sheridanc.on.ca/~jonescor/temp/progs.dat 
 
Thanks, this should be uploaded on to quaketasic 
 
I've made some recommendations on the Steam group, I think many of us are officers in the group, so you can edit or add some if you want.

http://store.steampowered.com/curator/70334/?appid=2310 
To Those Who Have Had Experiences With Radiant Throughout History 
Does it have or has it at some point had a bug where if you select multiple objects and rotate them, the positions of the objects rotate one way while the actual objects rotate the other way? 
Errr. 
Is that the Jam3 theme then?? 
 
does objects = brushwork or entities? what version of radiant? is this the 90 degree snap rotate button or free rotation? 
 
Entities. Any incarnation of radiant throughout its history, from QuakeEd to idStudio. Any form of rotation, though it is most obvious in free rotate.

I'm asking because I've been working with idStudio for three years now and this bug has been there and nobody wants to fix it, and I'm wondering how far back it has been lurking in the codebase.
It would be "hilarious" if this was something that has been there since Q3 days or something and nobody's fixed it because id have just ignored that functionality. 
 
When you describe free rotating entities I automatically think "don't do that," so maybe I learned that because of this bug years and years ago myself, and have since remembered only the lesson and not the cause.

Doom3's builtin radiant let you rotate individual entities, I think, but only Doom3 introduced having the whole transformation matrix for an entity in a keyvalue rather than silly old quake _mangles, and free rotate is the only way to create that keyvalue since you'd be silly to try and type one in. That's probably where the bug was introduced, if I had to guess. 
I Frapsed It 
http://youtu.be/qMEJLh-6fOA

This is what happens and I hate it.

Bad framerate because of fraps.

Disappointed it seems to be a relatively recent bug then. 
 
Well, if you hate it, then don't do that. 
Oh Ok. 
 
It'd The Radiant Way 
yeah, czg, never seen that. :(

it's pretty tho! 
Jam 3 Idea? 
Combining two contrasting map themes together & perhaps the gameplay centres around this combination?

ex; Runic & Nature / Idbase & Medieval / Egyptian & Snow

Perhaps too broad for a Jam though?

[/goesbacktolurking] 
Jam 3 
i agree with truepurple, zer is da theme
why not? we've got the zer itself, i dont't like the half of the maps though, we've got an additional pak(negke/drew) and thats all folks

definitely zer 
Or 
tribute to Trinca 
Yeah 
As ericw told me on #tf, it's probably for the best to keep the jam themes as expansions of existing map packs. Like how jam 1 was an expansion of Honey.

Is there a chance for a new spy map, then?? 
Nitin 
That would be cool, too. I could imagine an rtGnosis jam. But other than that texture set the amount of Unreal wads is pretty unremarkable. 
Is There A Chance For A New Spy Map, Then?? 
actually, there's a chance ofcoarse
but never know whence

i'm trying to seduce someone to finish teh czg maps and no1 is involved

i'm too drunk permanently to mapping properly 
I've Been Playing A Lot Of 
thiefG/thief TMA recently, and some ideas had grown in me, about remake of e4m8, the 'nameless city' 
Day Of The Lords 
^^map pack theme suggestion, not seen those textures used often... 
Also 
The Living End, and the coag3 start map. 
How About 
Jam3 Theme: "The Living End & Elder World Waystation"! I might even map for that. 
The Living Zerend.bsp & Elder World Bunker 
 
 
With 10 entries named "True Love Waits". 
Elder World 
also sounds open enough and yet evoking a specific theme/feel.

Re Unreal, I thought over the years most the textures had been converted? 
Zerstorer 
Zerstorer 
 
OZ. 
OZ. 
 
I Want The Func Logo Tatoo..uhhuu...ed Above My One Tiny Penis 
with blood and such, dwelling from the scrotum..
But one tiny penis.
One Tiny Penis. 
Nitin 
Unreal, I thought over the years most the textures had been converted?

As far as i know there is only two texture sets from Unreal on wads for Quake1 (Skycity and Nalicast), with 448 textures counting both of them. 
That Unreal 1 Rock Texture 
Is still the greatest rock texture ever created. You know the one I'm talking about! 
Dat Txture 
 
Look What I Found In My Wads Folder 
Should I upload these somewhere? It seems I thought that these textures would be better served in Q1 at half size. I probably used TexMex for the conversion, but I have fullsize TGAs of GenIn, GenFX, and NaliCast too, which had most of the good quakeish medieval stuff.

ut_skycity_full.wad
UT-Ancient_half.wad
UT-city_half.wad
UT-GenEarth_half.wad
UT-GenIn_half.wad
UT-GenTerra_half.wad
UT-Indus3_half.wad
UT-Indus4_half.wad
UT-Indus5_half.wad
UT-Metalmys_half.wad
UT-NaliCast_half.wad
UT-ShaneChurch_half.wad
UT-Slums_half.wad
UT-UT_half.wad
UT-UTbase1_half.wad
UT-UTcrypt_half.wad

wot_ForsakenT.wad
wot_jamesT.wad
wot_matthiasT.wad
wot_natureT.wad
wot_ScottT.wad
wot_TheWays.wad
wot_WarrenT.wad
wot_whitecloak.wad
wot_worldT.wad

Also, hi everybody, it has been a while. :) 
 
Qaddicted has an entire FTP section dedicated to wads.

https://www.quaddicted.com/files/wads/

Spirit runs it so you might want to email him (I have no idea how to otherwise get stuff into the wads section.

You can get his email address at:

https://www.quaddicted.com/quaddicted.com/spirit

I hope that that helps. 
 
"wot_WarrenT.wad"

Hahaha ... I ... sweet. 
 
grahf, I would rather have you finish THAT MAP but sent them in! 
 
"Should I upload these somewhere?"

YES. 
Decisions Decisions 
I want trees.

1. Pirate 3dsMax
2. Use the small fugly Zer tree
3. Suffer the foul mayaesque Blender interface
4. Do them from the office
5. Model that shit up in Trenchbroom like a man

I think I'll go with 5 so that they receive proper light and cast shadows.

Time to put on some more coffee. 
If The Blender Interface Was Anything Like Maya 
It wouldn't be foul. 8) 
I Hate Maya 
It always takes me ten minutes to find the button I need.

We had a mandated switch over to Maya in the office (from Max) and it's impacted all our dev time across the board and continues to do so over two years later.

The artists have now forgotten how to use Max, but still haven't been able to learn the Maya interface to the same proficiency they had. 
 
The artists have now forgotten how to use Max, but still haven't been able to learn the Maya interface to the same proficiency they had.

Awesome. Best of both worlds! 
Yep 
Whoever sold that handful of magic beans (A collection of supposedly professional softwares no developer in their right mind would choose by option) must be pretty happy with themselves. 
 
All the artists? Making environment and prop artists use Maya is just ... mean. 
Yeah 
For animation it makes sense, at least. 
Oh Lawd 
Finally taking the time to go trough all of the maps released in the past few months. You people are insane. 
 
I model in maya, but whenever I've tried max I have the same feeling of not being able to find the button. Maya feels far more organized to me.

What am I missing? 
Nothing 
Both are ok, it's just hard to switch from one to the other.
Maya is a bit friendlier to more technical artists, while Max's modeling tools are a bit more complete.
I prefer Maya now, but I've customized it quite a bit, in some aspects I've made it feel more like Max even. 
Horses For Courses 
 
 
Both seem quite convoluted in the UI department to me.
They should hire sleepwalkr C: 
 
"What am I missing? "

Muscle memory. :) Seriously, all apps do about the same stuff it's just in different locations.

I'm a MODO guy, myself... 
+1 For Modo 
 
Bad Brushwork 
Awesome Solution 
 
UE4 Whitebox Challenge Poll 
Time has passed and you can now vote on your favorite submission. Even if you don't want to vote, be sure to check out the amazing results here
HEY SPIRIT 
get rekt! 
:) 
 
 
TFW you compile something and the compiler decides it needs to check out 806 files, even though it only modifies 3 of them, and then goes ahead and checks them out one at a time, each operation taking a second, the actual compile takes 15 seconds. 
 
is that feeling 'so bored you go post on func' 
I Was Going To Put It On Facebook First. 
But then I realized I'd get about zero likes so it might as well go here. 
 
 
Does The Love Ewe Count? 
 
It's So True 
also, sounds like a pretty shit toolchain 
GGGGGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLL 
 
Dafuq Happened? 
Was Germany's locker room freshly painted or what? 
Dm1m1 
Hello, I've just replayed this map

https://www.quaddicted.com/reviews/dm1m1.html

and all it is really missing is an exit trigger that leads into dm1m2. I see that the lunar maps have exit triggers added, can somebody make an exit trigger for this map? 
Quake II On Old Hardware 
I found this channel via the Youtube related videos list completely by chance. Someone else might enjoy it too.

Douglas Little is developing a port of Quake II for Atari Falcon030. It's a bit of a challenge, as it is a computer from the early 90s with a 16MHz CPU. He is making some nice progress nevertheless.

He has also written a port of Doom for the same hardware. There are videos from it on the channel too.

http://www.youtube.com/user/doug694/videos

http://en.wikipedia.org/wiki/Atari_Falcon 
..about Quake Mental (in)sanity 
Hi guys, here's my story for you:

seven years ago I started collecting Quake maps(sp/dm that is) not willing to play any of them before getting them all !
So I've surfed ALL the web to reach my goal and now I'm finally done !
I've burned them maps on a DVD-DL(8gb) and within next days I'll begin to play them.. oh lucky me !

ps: downloading all the maps I could find(sorted by authors !?!) has been a titanic effort and put my mental sanity to test ! 
Lol! 
holy shit dude is it April fool's yet?

I too have an obsessive nature, we're all probably a little OCD, but unless being an archivist is your thing, you have to admit that your experience of the art you're collecting (maps, whatever it might be) is going to be fragmentary - but that lets you focus again on the experience, which is the whole point after all. Gaining a complete, comprehensive, or even uncontroversially representative overview of a field as gigantic as custom quake maps, is probably not possible! 
Yeah... 
! :) 
 
Or by the time he's done he'll be a bigger expert than any of us.

How big is the quaddicted archive? Does it have 8gb worth of Q1SPs? 
 
micholas: Nice! Don't forget to eat every once in a while :)

Maybe rate them all as you play them on Quaddicted? I am not sure about the statistics right now but I think so far no one even rated 50% of them.

I wonder how long it would take playing through them all casually some hours day by day (and how exhaustion makes later maps "worse"). We should definitely attempt some collective marathon over qexpo 2016!

lun: I think it is about 1.8 gib q1sp and 3 gib multiplayer. Haven't checked in ages and my memory might be wrong. 
Ahah 
I'm sure having downloaded possibly every single map/mod sp and also dm (but for dm I made some sort of "natural" selection:))but ..believe me the hardest part was that damn portal Gamers.org/levels/deathmatch !God it was huge !

Among the rarities I've found come to mind those "VictoryPlanet" TotalConversions by DanielKuciel but really.. I got them all !

Only problem is they are sorted by authors so finding specific maps will not be easy.. I'll play them by chance :)

I look forward to play Tronyn,Necros,FatController,NeilManke,Kona maps and those big mappacks(Nehahra,UrthMajik,Travail,Warpspasm, and God only knows what else !)

Do you think a single life will be enough ? 
 
If you don't mind.... it would be cool if you tracked your level times for each map and then added them up later. I'm guessing that time will be quite long indeed! 
Sure.., 
get your other single life back in nightmare mode. 
Playin' Every 'kin' Quake Map 
If you play by map name you might get to mine in about 5 years, but if you play by author, you won't live long enough ;) 
 
Come plan the most awesome qexpo 2016 if you are a DOer.
http://www.quakeexpo.com/forum/ 
Spirit 
thanks for recommended requiem, Nehahra works great now. Only minor bug is that skyboxes seem to move a little when you walk.run towards them (eg start of both neh2m4 and neh2m2).

But I am just glad it works now. 
Here's The Results Of My 7 Years Archiving Work ! 
total authors (1 folder per author): 1200
total files (maps,mods,..): over 5000

At first my attention was only to collect single-player stuff.. but then I found that a guy called Aardappel created that DMSP mod (converting dm maps into sp ones!)so.. eheh I let you figure out what I did :)

MikeWoodham: I like your mapping-style so I assure you that it won't be long before playing your maps :) 
Micho... 
...you are probably well aware, but just in case; Aard released a DMSP2 version as well. 
Katharsis Alpha 0.1 Out Posted By Wakey 
As title says: http://www.moddb.com/games/dark-revelations/downloads/katharsis-alpha-preview-01

I suggest to read either the full downloads description, or the autoexec.cfg, they contain some useul keybindings.

To start the game, either use the katharsis.bat supplied, or start dp with the parameter -game darkrevelations (i know confusing, gets fixed).

Then start either a sp game, or use the console "map start".

Please do your settings in the Autoexec.cfg.
Standart settings are rather high and need a fast GPU and CPU (3ghz, GTX 6xx or higher)

It's a rather dirty demo, i wanted to have finaly a version out, the next version will fix many things.

The thing i currently need the most is a capable QuakeC coder, i honestly tried and suck at it.

The content within /darkrevelations is made by me and licensed under CC BY-NC-SA 4.0
http://creativecommons.org/licenses/by-nc-sa/4.0/

I wasnt sure if i should use GPL already,
what does Sock use?
Any advise?

Well anyway, if one of likes to use content, its ok :)
Just be sure to notice me!

I would love to see some of you joining me :D 
 
cc is for art or finished works

gpl is for code

using cc for models and all that is probably what you want. no idea about map sources. I like the gpl, it might be the wrong choice for maps though. cc-by-sa is a nice license and should be "games in debian" compatible from what I know (if you dream of ending up in Linux repos) 
A Doom Scene 
http://hitestudios.com/icons-of-doom/

It's the Icon of Sin recreated with miniatures and the artist's own models & sculpture. 
Very Cool. 
The demon head looks brutal and the splatted Cacodemn is great. 
I Was Replaying Some Of Kona's Old Maps 
And I noticed some very good custom monsters in there, same with Necro's old maps also. I was just wonder why nobody else has used these monsters since. Was the source lost or something? 
Tronyn 
Any new reviews coming up? 
Heh 
Thanks for asking. The only Q1SP I played this year is jam2 (if I can throw all the time into mapping, I should definitely get to play it!), because I made the rule that I just freaking half to finish Drake for reasons of time and money - PM's time is also very limited and as he said "it's now or never." I've recruited some people to help out (appreciated guys you know who you are) and may be whining for more later on. But for this year, I made the rule that I'm going to finish Drake before I get to reviewing - so once that happens, I'll have a lot of catching up to do on reviews (a lot of the releases I haven't played yet look very exciting). 
Yarg 
Too much caffeine, corrections:
HAVE to finish
also "if I can throw all the time into mapping" which I actually can't but somehow did (lol). 
Looking At A Really Messy DB In Access 2013 
Made me wish it had a Trenchbroom-like 3D view. 
 
what are you smoking???

also access db. T_T 
 
Access is actually really nice for quick, personal database needs. The UI is easy to use, forms are a snap to set up... I like having it around. 
Wow Func Is Quiet 
Discussion topic: were Nihilism Unlimited trying hard enough to be evil? 
Fucking ROFL 
me: hey girl i'm going to this thing feel free to come along
her: can't i'll be doing crossfit 
Schtarbucke! 
I Bet If I Search For That Filename 
on my old laptop I could find it. But why in the world would you want such a thing? :) 
 
The Helvetica discussion reminded me of them, surely you used that for it back then? 
Test 
 
 
back to the lab 
 
 
O_O 
 
FFS 
Ricky you broke func >:( 
Quake 3 15th Anniversary Contest Progress Update 
We are slowly reaching the end of the competition. For that reason I've written a progress update. Be sure to check it out here.

Of course we've got some screenshots as well plus a dedicated server for testing purposes. We still got a couple of weeks left so I you have too much time on your hand you can still jump in!

1

2

3

Server 
Sorry.. 
I still gotta flag it as spam 
Yup :) 
Will keep nuking 'em normally. 
I Am Now Known As Quaddy. 
Because I decided that RingofQuaddamage sounded a little stupid to me. 
Interesting Game-o-id 
Banana for scale! 
A Bunch Of 
public domain texture photos.

https://imgur.com/a/ItE3M

Made them over the span of a few years and thought better to share them than to let them rot on my hdd.
Many of them could be useful for medieval style maps.
Most are 12MP some 5MP.
Have fun! 
Cool 
most are very generic, all need retouching, but thanks nevertheless, i found some gems. :) 
BONUS JAM4!!! 
This could have very easily been announced on func to get more people interested, mapping, and hyped, but for some reason it wasn't....

https://twitter.com/simsocallaghan/status/535511419710865409

Sat Oct 22 is #Q1RetroJam day, 1 wad, 1 day to create 1 bsp, <100 monsters, +traps, +skill lvls, +exit, +org bsp limits and +org detail lvl

"To all retro Q1 mappers, please send your map to mememe(at)simonoc(dot)com for tomorrow morning #Q1RetroJam"


I guess that is morning Argentina time, so Yanks you got tonight, Euros you got tomorrow morning, GO MAP!!! 
P.S.. 
I think he means "22nd Nov" ;) 
Link To The Wad Used For Retrojam 
Ah Well 
Would have been fun, but I've about run out of time and have entered house clean mode. 
Ah Fuck 
Would have attempted to participate if I had seen an announcement on this board... 
Yes. 
Very strange not announcing it on here. 
Agreed. 
 
Strange to not announce on here 
 
Panties are bunched up and full of sand, or something... 
Isn't The Quakewiki.org Having Server Issues? 
 
Seems To Be A Private Jam 
 
 
way to spoil the surprise for everyone...


Quaddy, there is some stupid issue with the server setup that makes accidental DOSing happen. We would need to switch from lighttpd to some other server (eg nginx) as proxy in the front. If someone can help me with that I would highly appreciate it. 
RetroJam1 Released. HYPE! 
 
Is there any reason to use TGA for skyboxes anymore? PNG is much smaller and the added CPU load on loading probably beats the IO load on any semi-modern machine. 
 
I guess compatibility with fitz 0.85 and quakespasm would be the main reason to stick to tga, and probably other engines that handle tga but not png.

Technically I agree, and it's a good feature idea for QS. 
 
oh, I blindly assumed they supported it. 
Welcome To The Revolution... 
Um, what's happening to Func. Why has Jam 4 been secreted away from here?

"Call out the instigators
Because there's something in the air,
We've got to get together sooner or later
Because the revolution's here, and you know it's right"


Oh my, what is the world coming to. 
 
Because sock. 
 
Pack it up boys, they've realized the conspiracy to destroy func_ by having open invite impromptu mapping sessions on other public places where mappers hang out. I guess our shadowy Illuminati will have to cancel the plans to also destroy conceptart forums by having sketch night at the local bookstore.

(it wasn't jam4 btw) 
If YOU Want To Get Involved In The Conspiracy 
Here's a lifehack: add the following line to your hosts file

127.0.0.1 www.celephais.net

That will get you into our secret clubhouse! 
Nobody Said Anything About A Conspiracy You Spotty Dome. 
It's straight up uncool to ignore func_ when putting together a Q1SP mapping session, because of some perceived slight from months ago.

A slight that you caused, by the way! 
 
Especially since, you know, THIS is where the maps come from these days. :P 
Do We Really Have To Behave Like Children 
 
"behave" Is A Strong Assumption 
 
Forgive Me 
I thought with all the talk about Twitter chat being a giant secret or something, you guys were suggesting NEFARIOUS PURPOSES!!! 
#mappergate 
 
 
#sockgate
#crustysock

I'll be here all week! 
#flouncersrevenge 
 
Hey Look, I'm Spoiling Another Secret! 
Map Objects 
re: https://twitter.com/SimsOCallaghan/status/537245493118894080

That theme could really do with some custom mapmodels, gnarled tree branches and stuff... 
I Would Be Interested In Participating 
in one of those sock mod's jams but i don't have a twitter account to check the news or to just say i want to participate, nor i think about making one in the near future. 
Clearly 
Func just needs twitter/facebook integration, then we can retweet every post and like/dislike them as well. 
Another Zwiffle Post 
another dislike 
Dear God No 
Even though I know you mean it in jest, I would probably stop coming here if there was Facebook / Twitter / whatever integration. I need at least one internet sanctuary where I can go that hasn't been penetrated but idiot internet monoculture. 
 
but = by

also overuse of the word internet. It's me. I'm the idiot. 
Have An Upvote 
 
+1 
 
Can We Have Facebook Stickers Though? Please? 
[pusheen smoking a blunt] 
That Sounds Bretty Gud 
<onetruepurple> thtc made me think
<onetruepurple> how about "knave but not a quoth library" as a jam theme 
Heh 
 
Is Quakeaddicted Down For Anyone Else? 
 
Yep Here Too 
 
Inside3D 
hacked by systemshock. 
Quaddicted Is Back 
Good news... 
Puplic Domain Collections... 
any known good ones for texture creation out there? 
#Q1RetroJam2 
starts tomorrow 29th-30th, I have a surprise theme this time, a special wad/texture file and loads of photo reference. I will post the initial details here tomorrow, but after that its tweety time! Obviously I will be back to post the final zip file on Sunday. 
I Should Be Able To Participate, I Have A Fairly Clear Weekend Ahead 
Hooray!

(Wife's staff party tonight though... I'll try not to pickle myself too much) 
Nice One Sock 
:) 
Video Tutorial Peeves 
Why are you filming yourself just idly standing around?
And why on earth are you putting your face in front of the examples?
Saying the exact text on screen is kinda stupid.
You're a shit comedian, stop trying to be funny. 
#Q1RETROJAM2 Theme Announced, Go Map!! 
https://twitter.com/SimsOCallaghan/status/538633942593986560

The mapping theme - fantasy brick cities in the skies!

Basically you have today and tomorrow to knock up something cool, and that is a sick theme sock :) 
#Q1RetroJam2 
Wad/Textures and Ref Image :-
http://www.simonoc.com/files/maps/jam/retrojam2_wad.zip

Finishing Time - Last minute of Sunday (30th)
Any questions - tweet tweet! 
Watch The Skacky 
stream his mapping here:
http://www.twitch.tv/skacky 
No No. 
Don't watch that. Do your own bloody mapping! 
Anyone Want To Do MY Mapping? 
I've got a scrap section I might be able to convert in time (30 hours?), which I've already put some work into, but if anyone wants to help it make the finish line... that'd be... great (office space). Anyway, if not, perhaps there'll be a late entry. 
Yeah 
confirming it won't make the deadline and will be a late entry, hopefully in a week or two. 
For Some Values Of Realistic 
This is a Wolfenstein 3D remake. I can't think of a good way to describe it, so just take a look.

http://gamejolt.com/games/shooter/super-wolfenstein-hd-now-with-realistic-physics/39194/

https://www.youtube.com/watch?v=hZc5aUCzdvg 
Who's Tatoo Is This ? 
 
It's interesting, after the whole Penguin scare, the flow of spam pretty much dried up on this site. Now in the last month or so, they're back. Did something change to make Penguin irrelevant? Or are there some clueless spammers who didn't get the memo? 
 
...penguin scare? 
Google Has Nothing 
 
JPL 
 
http://en.wikipedia.org/wiki/Google_Penguin

Some spammers are very stupid. 
Super Wolf 3d 
looks amazing, absolutely love that cartoony style. 
 
" I played Quake 1 for like 7 years, until the scripting totally took over and skill was outdone by how good your scripts were."

... Scripts? 
IDK 
But it sounds like he's referring to the hacks players used back in the day to see through walls and stuff. 
 
Or things like RJ scripts and scripts to switch your weapon back to SG after firing. Still a weirdly incorrect/bitter thing to say. :-) 
Yeah 
They only beat me because of their <insert butthurt reasoning here>! 
Okay So What Happened To RetroJam2? 
Did Skacky break it by making a full map? 
IDK 
I submitted a map on Monday night, the deadline ended up being Tuesday, so I'm guessing that Retro Jam 2 could be released at any moment. 
 
I teamed up with MFX and we broke the universe. 
#Q1RetroJam2 Released 
Screenshot - http://www.simonoc.com/files/maps/jam/retrojam2_slices.jpg
Download - http://www.simonoc.com/files/maps/jam/retrojam2.zip

Mappers involved - RickyT23, Skacky and Sock

As always demos are welcome. 
 
Someone should write a complexity/detail detector what slices a map into cubes and counts vertices in each. 
Anyone Wanna Make An Engine That Supports FSAA Then? 
The only engine to ever give me the option was Darkplaces. Why can't I select anti aliasing from the video options menu in ANY engine? What is with that? Do I really have to force it on through my Catalyst Control Center? 
 
QuakeSpasm supports FSAA as a console argument as of 0.90. 
What Do I Type? Why Isn't It In The Menu? 
cheers for the info btw :) 
Yeah 
You can add -fsaa 8 (or whatever value) to the command line, or set the vid_fsaa cvar, and restart the engine.

I tried putting it in the menu, there were some bugs making the menu setting unreliable, so for now it requires a restart. 
Oh That's Cool 
I'll have to check out the latest on QuakeSpasm :D 
So 
Any jams going on this weekend? 
Yeah There Is. 
Theme is "cyclopean". Deadline is Monday night to give extra finishing tweaks if needed. Go map. 
Is Cyclopean Trouser Snake Ok? 
 
Jam Returns. 
^^like 
+1 
Nice And Oppressive Looking 
 
 
floating ziggurat??? 
It Would Appear So 
 
not a ziggurat exactly, but damn cool nonetheless. 
Red 
.. it is red...



... but fucking looking good ! 
 
Romero is posting a lot of unseen Doom things at https://twitter.com/romero 
Romero 
wow, quite a treasure trove of assets! Would love to see a quake version of this 
Stats By Sock 
@SimsOCallaghan tweeted a useful table of Quake weapon statistics.

https://twitter.com/SimsOCallaghan/status/542691212222685185 
Fuck Yeah. 
Top quality nerdage there :) 
Intel Tablet Cpus 
(distant Dog Barking) 
*sound of wind blowing trees*

Faint clicking of mfx in the very far distance.... 
Inside3d 
Would one of the i3d lurkers please kick FrikaC's ass to re-enable my account on the i3d forums? (Any of lth, lth_, or _lth_ ... )

Ta.

BTW Hello. 
I Can Talk To Him 
 
Thanks Zwiffle. 
nt 
Clank Clank 
I have been replaying some of my favorite 2014 Quake maps, and I noticed a trend in Skacky's excellent output. I think he deserves praise for other things beside his top notch mapping skills, and I feel I need to point this particular thing out. There is just something that stands out right from the start in three of his map jam maps.

http://imgur.com/a/EuTQR

(I kid, because I love the maps.) 
Lol... 
"Canned meat. Open 'er up and see if it's still fresh." 
Roulf 
 
I Didn't Know There Was A Butt Jam 
... 
Accounts Obtained 
I registered a new account. I have posted as Pekka previously, and I'll be now known as primal here. You could tell this from the IP addresses too, but I might as well admit it openly here.

I also got myself a Twitch account. I managed to stream game audio and good quality video successfully after a few not-so-good attempts. I have a few cosmetic issues to fix, which I will try to do in the coming days. I'll also see if I can get a microphone working some day. In other words, I am not streaming seriously yet.

I am http://www.twitch.tv/mr_primal/

If you have a couple of minutes to spare, please check out the highlighted bit of Quake and tell me if there are any other significant problems with the video apart from the weird aspect ratio. That wasn't intentional.

I'm using simplescreenrecorder to stream on Linux. It was my first time using it. I'll write a few words later about how things work out, streaming from a Linux computer, and what kinds of streams I'm planning in the future. 
Feedback 
Being able to see the game window and title bar is very distracting. I don't know what limitations you are facing in your streaming app but if you can fix that it will help a lot.

Audio seemed fine. If you are using a mic at the same time then you want to turn your game audio down to around 20-30% or people won't be able to hear you on the stream.

Microphone audio quality is super super important for streaming. If you have horrid background noise or bad quality mic then people won't want to watch your stream. Take the time to test lots of different things and find out what sounds best. 
Level Design Stream 
Matthias Worch (Beyond Belief) is starting a new stream where he talks about the level design of his Doom / Quake / Industry maps. First stream starts about nowish :) -- http://www.twitch.tv/mworch 
Ta For The Heads Up 
Beyond Belief is classic :O 
@Daz 
Daz, thank you for the feedback and the tips. It turned out the title bar ended up in the video because I forgot to update some data when launching the program for the second time. Used properly, the app does the right thing. 
 
 
yo... what is this:
http://grooveshark.com/#!/search/song?q=ZhayTee+Get+in+the+Vat

i found it in my quake folder................. 
Merry Christmas Dudes 
I've had a wonderful year playing all the content this community has produced! It's been a very productive year and it's great to see new faces on the scene also. Merry Christmas you beautiful bastards. 
Merry Christmas Dudes 
I've had a wonderful year playing all the content this community has produced! It's been a very productive year and it's great to see new faces on the scene also. Merry Christmas you beautiful bastards. 
Merry Christmas Dudes 
I've had a wonderful year playing all the content this community has produced! It's been a very productive year and it's great to see new faces on the scene also. Merry Christmas you beautiful bastards. 
Merry Christmas Dudes 
I've had a wonderful year playing all the content this community has produced! It's been a very productive year and it's great to see new faces on the scene also. Merry Christmas you beautiful bastards. 
Ph0wned... 
 
DaZ Picked Up The Quad Damage 
All the best to you too :) 
Derping At Its Finest 
 
Christmas Derper 
Couldn't have done it better, Dazerp :D 
 
Yeah merry Christmas all! 
Yay 
Merry Christmas! Hohoho.. 
Merry Christmas 
 
 
M E R R Y C H R I S T M A S ! 
Oi! 
But yeah, merry Christmas.

And may the 2nd bring a mild-to-nothing hangover. 
Nah 
Everyone get drunk on the 2nd, that's my birthday, a world holiday 
Warren Pls 
Merry X-Mas 
I hope Santa Klaus brought you nice gifts this year ;) 
Samsung Galaxy S5 For Me! 
 
Oh Man At Least Coal Has A Resale Value 
 
Quake On Your Lab Device 
Forget smartphone releases, this is the new cool way to play Quake:

http://www.lofibucket.com/articles/oscilloscope_quake.html 
Does Anyone Know How To Properly IOQuake 3 ? 
Because I don't really know what to do. 
 
Pretty sure you just extract with directories into the same folder quake3.exe is in. What's the error? 
Quke On Oscilloscope 
... Missed The Youtube Vid :P 
I Totally Missed This, Downloading... 
Merry New Year Everyone. 
 
Quke 
:) 
2015 
Happy New Year, guys 
Happy New Year 
May 2015 brings happiness and many good things ! 
 
But what if I cant wait until May? What if I want to be happy now? :( 
Happy Has Long Since Left The Building 
and has been replaced by regret, cynicism, and a stark, tangible awareness of one's own mortality. 
 
^ map jam theme #4 
 
Fifth, what happened to that retro episode you're working on? 
Yhe1 
I got a girlfriend and then all mapping ceased.

We've broke up recently and I'm slowly toiling in my mapping cave.
I dunno if I will return to doing this episode for a while. I think the restriction of making it work on the original .exe has definitely been the main factor in hindering progress though. I had to scrap several levels because they just didn't work in the engine, I recently looked at the start map too and found that also has some issues in standard quake. 
Cant Go Back To Vanilla 
I don't know with Quakespasm and Fritz... I can't even consider using vanilla quake limits and features. 
Matthias Worch To Stream A Beyond Belief Retrospective. 
In about two hours from this post.

http://www.twitch.tv/mworch 
Shit 
More like 26 hours. 
Onetruefail. 
 
Happy New Year! 
 
I Hope 
you're not one of the idiots shooting fireworks at anything but the sky. 
 
Best Enjoyed 
with sound this time. 
Half Life 2 Without Steampipe 
Want to try some HL2 mods, but the steampipe update broke almost all of them, even the fixes I found don't work for some of them (Siren), does anybody here have or know where I can get the pre steampipe 2013 half life 2? 
 
Attheskyyousay? 
Gotta admit, that is pretty fucking cool :) 
Offtopic 
Is there a beer thread on these forums anywhere? I looked but didn't find any, but maybe it was hiding under a different/unique topic. 
I'd Say This Thread 
Drunk Thread? 
 
I'd Say This Thread 
Fifth Obviously Needing That Thread Already. 
 
 
http://www.abc.net.au/news/2015-01-06/colombian-firework-factory-explodes-in-dramatic-video/6001876

Nice camerawork here, throws you right into the action.
5stars. 
Haha 
holy cow 
BOOM 
 
Tap A Repeatedly To Get Back Up 
 
Ziggurat Gameplay Stream 
BTW 
http://syncthing.net/ is really really cool. Especially with its full-featured Android client (yes, it syncs, it is not a dumb file browser like the competitors do). 
 
I just hope they add public shares some day so I can publish all the archives. 
 
I Need A Drug Mule 
I need someone to buy two Quake CDs off ebay for me and send them to Germany. Shipping costs are insane otherwise (I hope? The USPS website failed to tell me.). Alternatively you could scan, rip and describe them for us. Total value is ~20-30$ so no risk really. I would transfer the money via Paypal. 
^ USA 
 
Neil Gaiman's Handwriting 
Looks exactly what you imagine it to look like: http://i.imgur.com/gxUPLKp.png 
Omg 
Poor guy did he have a stroke? 
Looks A Little Bit Like That Of Quentin Blake 
 
Shub Niggurath ? 
Well 
It definitely has the "Of the Woods" bit nailed. 
 
"shrub niggurath" ;) 
Ijed 
That's Rhogog 1.0, innit? 
What Happens When You Search For OTP 
And Why 
Would you do that? 
5th 
Why? 
:D 
Accurate 
 
The Url Is All You Need To Know 
 
so began the most elaborate wolfenstein viral marketing campaign yet 
 
The national socialists and undead communists have teamed up to smash capitalism? It's every conservative pundit's worst fears realized! And only the true blooded American hero, Wolf "BJ" Einstein, can stop them! 
Every Map In Half-life Singleplayer 
in a single BSP?

This is awesome -

https://www.youtube.com/watch?v=Hl2HbV3UbMs 
Lol 
has anyone put the entirety of Quake into a single BSP(2) yet? I know they've done the individual episodes. 
Fuck That 
Put Rubicon 2 into one BSP2. 
 
I can't believe that works ... I guess Valve laid the world out correctly in terms of spatial relationships?

I wonder if it's playable. 
It Looks Like It's Intersecting Quite A Lot Actually :-/ 
And the dam is at the bottom of the mass. 
 
Yeah, here and there a little ... but it's not bad! 
Crunch 
 
The people who defend crunch are almost always leads, ie, the people who are most directly excused from having to do their jobs properly by the 'validity' of crunch time. That or young lifers who don't yet have families or interests outside of games who wouldn't know what to do with 100 hours of free time per week anyway. These usually go on to become leads.

Crunch is massive schedule overruns, nothing more. in any other industry it's met with the people in charge of the schedule losing their jobs. (except, of course, in US government contracting.) 
 
I recently ran across someone who told me about Bully at Rockstar. 18 hours a day for 2 years. That's a soul destroying crunch - and he happily defended it. He said it was hard work but we should all be grateful to have jobs doing what we love, so it was worth it.

He got a completion bonus that was enough to buy a whole new car.

I couldn't fucking believe it.

A new mid-range car for 2 years of my every waking hour? Die in a fire. 
 
Oh, 18 hours a day / 7 days a week. 
 
I spend 10 hours a day in a call centre... then I come home and spend about 18 on my computer making maps.

Pretty certain I could crunch for 2 years, though I'd want money to be flowing like water. 
 
It's different when you can't leave and you have to work on what you're being told to work on. It sucks. Hard. 
 
I worked at a company for 6 years - spent probably a total of 2 of those years in evenings + weekend crunch time, and it was unpaid overtime, all the time.

I don't know of many games companies in the UK that actually pay overtime. 
Such A Good Read. Thanks! 
 
That Blows 
I'd rather work a steady low paid job where I'm not treated like a slave.

Like I said, the money would have to flow like water. 
 
The last place I worked actively discouraged overtime. They knew that guys like the one Willem describes actively sell out the guys that come after them by being so utterly willing to strike such a losing bargain, and that such an attitude eventually becomes poisonous company culture. 
 
Of course, they're closed now, as is the place Scampie and I worked before that which also discouraged overtime, so, there's that little data point. 
Mm 
It's hard to find a good spot in this Industry.
I've been working for almost 8 years now, I must have worked a total of 2 saturdays, and no more than 4 months of paid crunch (in time off usually, and it was usually soft, like 2h extra every evening). I feel really fortunate about it.

The hardest thing is finding a good lead. The company where I currently work does quite a bit of crunch at times, but my team's lead is well organized and manages to avoid most of it for us. Unfortunately this isn't always possible depending on your job, some teams are more dependant on other teams being on schedule (like character art vs environment art). 
 
...as is the place Scampie and I worked before that which also discouraged overtime...

...where I ended up working a bunch of overtime anyway to meet the needs of an important contract we had, but at least my boss stayed for much of it with me doing everything to assist.

Still wasn't very good for my mental health, especially when afterwards I took up Raven's offer to return to their frying pan of "way behind schedule, yet still discovering what the game was"... 
Hot New Quake Game 
Got To 40 
Quit. 
ROFL. 
Good game. 
Not Sure If Posted 
Doomero 
Interesting, but did they have to use that horrible engine with all those glows and blooms and weird texture filtering? :( 
Nice Videos 
Also, "gib sounds" as in, djibb:

http://www.youtube.com/watch?v=XJzbE8wz1Wo&t=6m20s

Eat it, Dazers / Dranners / Danzers / Dranz. 
Ah Fuck Me 
nevermind 
 
JIB. Eat it, haters. :P 
I've Been Saying JIB For Yeasr 
Get wrecked world! 
Yeah I Was Confused 
 
But. 
it is still Gib, you cocksniffers. 
 
Look at you guys getting a "Nautical" and stuff.

[popeye]I like the cut of you'se guy's jibs...[/popeye] 
 
Don't listen to Daz, he can't even pronounce WAD correctly. 
 
Who would be authoritative on that if not Romero? 
 
A butcher...? 
So... 
http://www.bbc.co.uk/news/world-europe-30937492

Sleepy, MFX, Spirit, Negke, etc - you guys PSYCHED FOR THIS? 
 
those who choose to sit are often referred to as a "Sitzpinkler"

I learned three german words today! 
 
Etchin patterns in the marble with piss is the shit. 
 
seems like a bad material choice for a bathroom floor if it is damaged by contact with urine. 
 
In my opinion marble is a bad material choice for anything horizontal (including a table top), it's highly susceptible to any acids and oils no matter how tiny the rise in ph is, including your own sweat. Vertical (and horizontal if you're stuck with it) marble surfaces should be sealed with a special marble or stone sealant (multiple coats).

To get rid of a stain make a paste made out of flour, water and a cleaning product intended for stone (consistency of toothpaste), smear it on and let it fully dry (at least 18-24 hours) then scrape it off. The paste "Should" draw out any oils from the very porous stone. You may need to repeat for the more stubborn stains.

If you want to go with the natural stone look use granite or use some man made material that looks like stone instead. The latest stuff looks fine and is much easier to maintain as well as costing less in general.

(end voice of experience) 
This Discussion 
Makes it nearly impossible to believe some of the pristine marble textures in Doom =/ 
 
i too find it harder and harder with every passing year to believe doom was real 
It's Still Real To Me Damn It 
One Of The Last Liberties A Man Has Left In The Modern World Is SAVED 
The right to piss all over stuff! Splish sploosh, on the bathroom floor, the sink, the towels, the goddamn deo blocks, czg's beard, running down the man tits! 
Very Stimulating Discussion About An E4rmx 
"stimulating" 
 
Yes. 
It makes my brain jizz. 
 
ehhh... a twitter conversation is just an endless stream of one-liners. boring. 
^ 80 Characters 
 
Making Your Game "juicy" 
Great Presentation 
Getting Devs to follow it is like getting blood out of a stone though. 
Awesome 
 
that shambler looks disgusting.

in other words, awesome. 
Too Warty Not Enough Bristly Fur. 
 
Just Updated It With A Scrag :D 
re: teh sahmbler - I agree with 'bler that the skin is all wrong, but the actual shape of the model is spot on. I think these are the first "HD remake" quake/doom models that actually respect the original shape / silhouette. But yeah, the skin doesn't do anything for me 
Damn Good Model 
I don't even mind the skin myself, since Shamblers have never felt very furry to me. The sphincter-like mouth bugs me more. 
I Like All Those 
what is that page actually about? A project? 
Shape. 
Yes very good. I too have qualms about the sphincter-mouth (something I find rather endearing in other circumstances) but in general they are doing well. 
Actually 
this is the best model of shambler i've ever seen and i like the scrag too. great work

notable mention is an infantry guy 
 
You can tell from his WIPs that he's literally importing the quake monsters from .mdl into zbrush and starting to subdivide and sculpt right on it. This is why they seem so faithful. 
JAM IMMINENT 
JAMMINENT 
This Is Neat! 
Also This 
Nice 
Interestingly, dragging the sphere very quickly does not yield the expected effects (big waves). I suppose that the temporal resolution is too low. 
(thanks ELEK) 
Also From The Epic Twitter Account... 
Grim Fandango in UE4!!
http://vimeo.com/116657854 
 
For The GW Homies... 
Wow. Titties AND A Willy. Progressive. 
 
Why Not 
Shooty and shooty ... and stompy? 
Also 
Looks good Bler 
Epic Was Awesome 
 
Thx 
There may be a bit of stompiness available. Just in case.

Czg I bet yours has scorch marks on hur hur 
Feature Request: 
Put real sunlight into Tyrlite and/or a Fitz engine 
What Is With That (win)quake Software Settings 
everybody's now talking around
can not get that hype

once i've switched to GL, i've never bothered to switch back to winquake 
That Is So Cool. I Want One. 
 
Winquake Settings 
it's just Kinn. and Kinn wears vests as pants. 
 
we take the atmosphere and we squoosh it

psssshhht

down into this much! 
Kinn 
i wish i could've been Kinn 
 
Don't make fun Lun, it was nominated for the Light Source Innovation of the Year Award at this year's Lux Awards. 
Shambler 
Have the same miniature (different weapons, the rest is the same), but yours looks amazing compared with my lousy painting, like your chaos imperator or revenants.

How i wish i would have more people to play Epic with in my area, maybe it would give me the push to finish the painting of my army.

By the way, with ruleset are you curently using, Shambler? Epic:40.000?, E:A? NetEa? NetEpic? 
Coce. 
Cheers bro. It did take me ages to paint though!

I don't actually play any of the games, I just bought this off a mate recently and got inspired to do it. 
Tourism Ads Done Right 
Epic ! 
... and so funny :) 
This Guy Makes The Best Comics... 
 
if you say so... 
 
I think he just posted the wrong link, give him a chance to find the right one. 
 
Maybe He Was Visited By The Brainman... 
 
Confessions Of A Ziggurat Addict 
This YT channel has several engaging Let's Play videos of Ziggurat. I'm watching them when not playing the game myself. But I'm sure I'll take a break after I beat Normal with just one more character :)

https://www.youtube.com/user/Retromation/videos

(The guy also plays Darkest Dungeon, which I think Daz streamed a few times recently. It's not a FPS, but otherwise seemed quite interesting.) 
#25169 
Well there we go, for anyone who was asking that pressing question, "What would the Perry Bible Fellowship be like if someone did a straight rip-off but with no humour whatsoever", that's answered it. 
Llamas With Hats 
What's With All The Punz? 
 
What's with all the links to these edgy lolrandom monkeycheese "humour" sites recently? What's wrong with good old-fashioned wit? 
Indeed! 
&#3232;_&#3248;&#3267; 
Kinn 
Millenials like #25177 don't understand wit. 
Goatse.cx 
goatse.cx hello.jpeg 
<This Post Was Flagged As Spam> 
 
 
What's with all the links to these edgy lolrandom monkeycheese "humour" sites recently?

Yeah man, but it's like meta and shit! 
Aliens 
 
hey guys... new site: http://shoresofnis.com/

well, actually it's the old site but I got my own hosting. also uploaded those two mods I made as the files had dropped off the interballs. 
Necros: 
what's the map pictured in your header image? Is that ne_ruins? 
Want To Know That Too 
I also remember seeing another one of that map in white plain textures (don't remember the command line to achieve it right now) on the front page which showed way more of it, and maybe some more articles or images. 
 
it's an unfinished map, but it's blue so it fits the theme! :) 
Hmmm 
... The yellow/orange is too bright for me. 
Strafe: 
I Liked Strafe Better The First 3 Times It Was Posted 
 
So It's Getting Worse? 
 
Yes 
Didn't you play the demo?

Y axis wasn't even inverted! 
 
Why would it be? Oh, do you .. uh, never mind. 
Would Be A Pain To Vis 
Highbrow! 
 
How about "re-entity" where you delete all entities from an id1 map and start from that, touching any brushes or textures is forbidden. 
Would Be Fun 
 
You Guys Like Dark Souls Right? 
Came For The Boobs... 
...stayed for the arse-hammer



Anyway, now let's have a look at that video fifth just posted... 
Romero New Shooter? 
Holy Shit, YES!!! 
 
For some this is a dream come true, for others it's a nightmare. 
 
That's ... actually pretty cool. 
Yes But. 
Could you combine that with the mod that made all the other enemies Spawn? 
Why Cant 
You turn into a crate though? 
Http://www.moddb.com/mods/tarbaby-quake 
Wow, that's cool. But why does tarbaby have an icon of a quake guy? 
 
But why does tarbaby have an icon of a quake guy?

Because that's how he wants to express himself, and who are we to judge? 
Lol 
he is a tarbaby that sexually identifies as a human

watched the video, this mod looks awesome. imagine deathmatch in it! 
 
Monsters vs Rangers would have been a good game mode.

Imagine different classes, nail ranger, rocket ranger etc etc.
Vs different monsters.

I imagine it would be like TFC a little bit. 
 
the other cis tarbabykin ostracized him ... now he's going to give them a safe space

IN HELL 
Lol 
Lunaran, you have my axe. I remember, back in the whirlwind of the years, hearing that you were a bit moody, but I would call that more just like "awesome" and "sincere." Long live sarcasm, especially as a defense against the PC-warriors. A tarbaby seems like a great symbol for this generational conflict: we are able to imagine all kinds of shit but we don't make a huge deal out of it. THEY on the other hand, troll for sympathy and extra rights, imagining that they are the centre of the universe. 
Tronyn 
Stop triggering me! 
 
Tronyn - The drunk thread is over there. *points* 
Triggering, Awesome Concept (I Wonder If The Universe/reality Cares) 
Thanks Willem, I'm recovered by now. Still think millennial slacktivists are hypersensitive poser idiots, but less inclined to express that now (err wait...). Now go map! 
How About A Shub Mod? 
You just sit around for eons waiting to be telefragged by a lone space marine ;) 
 
Tronyn, you sober? Congrats! 
 
generic - Nice! What it lacks in gameplay it makes up for in ... ambiance. 
Tronyn :( 
 
Nemesant? 
 
Is That The One 
With the little basin thing at one end and the altar in the middle?

There's no real tactics against the Nemesant's as I remember, just throw all the ammo you have at them.

The bouncing lavabomb attack is goofy but does a lot of damage but the real danger is the forcewall attack.

Thats the one that sucks you into the middle and then explodes. The best way to deal with it is sprint forwards, even if that sounds counter intuitive since it gets you close to the Nemesant. Which means DBS is your friend (cos I think by that point you don't have TB).

If its the fight I'm thinking of then I suspect I just godded it back in the day after the Nth reload.

If you don't have a decent health and armour surplus then you probably can't complete it.

Its got cool sounds and ideas behind it, but the implementation isn't the best. 
Moody Matt 
...essentially Speedy wearing nose glasses. 
What Ijed Said 
It's a pretty unfair monster to fight. 
 
OK, thanks. Yes, it's a minimal room with an altar. I'd need more nails and health. Might reload from an earlier save. Otherwise, godmode. 
 
OK, so I managed the fight just by circle strafing like crazy. Turned out the Nemesant was rather squishy. But it also turned out that my char died a couple of seconds later after a fall, so very annoying end to that level IMO. 
I Think This Should Be A New Enemy Type - 
Is That A Pig Bear Man 
http://cdn0.lostateminor.com/wp-content/uploads/2012/07/Anti-Glamour-8.jpg


(http://www.lostateminor.com/2012/08/01/brilliantly-grotesque%C2%A0sculptures-by-anti-glamour/) 
 
Awesome, looks very quakey to me! 
 
https://whispersystems.org/blog/the-new-signal/

Finally proper secure messaging and voiping between iOS and Android. 
Re: Pig Bear Man 
Chimeras And Melted Peoples 
Hmmm 
Just Tried Doom Builder For The First Time 
and it's a nightmare compared to using TB. Sleeps has spoiled us man...
I dunno how anyone can be bothered using DB. 
 
It's a whole different game with entirely different ways of creating levels. I don't see how the 2 are comparable. For Doom levels, it would be hard to do better than DoomBuilder. 
I Actually Like DoomBuilder 
But Build will always have a place in my heart <3 
Do Class If 
 
doombuilder2 is great. also try slade. 
So This Just Happened To Me... 
Folder P Is For His Piano Lessons 
i assume.. 
 
Have used Build/Mapster32 for about 15+ years and I definitely prefer Doombuilder2, which in total I've probably only put about a year or two worth messing around with it. I just find mapping is that much smoother and setting up generic actions is quick. Love it! 
Please Get A New Monitor With Better Native Res. 
 
Mfx 
is wrong... it's for my favourite penguin websites. 
Czg 
I'm running a surface pro, didn't really get much of a choice to be honest. I'm going to get a new pc soon but I'm not interested in super high res displays. 1080p is perfectly fine IMO. 
I'm Praying For You My Child. 
 
 
My HD Ready TV has a native resolution of 1024x768...

I don't know shit about PC displays to be honest, been out of the loop forever, I thought 1080p was good! 
Heh 
That's good marketing :) 
 
Anyone getting a steam machine? http://store.steampowered.com/sale/steam_machines 
 
No. 
 
No. 
 
Probably not. I have a PC and several consoles. .. not sure I need another machine to play games on. 
Yeah Maybe 
Wait what the fuck are those price tags?

Will just build a PC and stick it in the corner of the living room out of the way and use Big Picture. 
 
The Steam controller interests me tho ... can you get that separately from the steam boxes? 
Yeah, I Believe So 
I'd like to try the controllers at least, though my old faithful 360 controller has been going for years and still decent.

Not interested in the boxes though. And even if I were, I would just build a system for cheap and put SteamOS onto it. Isn't the point that you are streaming the content from your main machine onto the Steam Machine? 
No 
Those are actually stand-alone Steam-boxes, but yeah they are pretty expensive, and mostly for people who can't be bothered to build their own really. 
About Rtcw 
what is the latest (unofficial) version of the game?
1.42? 
Dear Kinn: 
~_^ 
Scampie 
yes...? 
^_~ 
 
 
dawn can't login 
Yesterday I Started To Play Sp Quake Maps For The 1st Time.. 
 
FYI Tools Programmers 
Hello tool gods,

In all future versions of QBSP, can you please provide a command line switch that will halt compilation if a leak is detected and a leak file has finished being written?

Thanks! 
Idea 
Qonquer Map Jam? 
Qonquer?? 
 
I Do Not Qonquer 
ehm, just had to say that. 
 
Oh yes! That would be awesome... 
 
Someone enlighten me?? 
Http://www.wantonhubris.com/qonquer/Qonquer.html 
 
It's a mod I did awhile back. Basically, it's horde in Quake. Monsters keep coming and coming until you die.

They come in waves, the mod keeps score ... you can even assign a helpful minion monster to help the player fight.

All you need to do is build an arena to fight in, place spawn points, add anything special you want to have happen between waves (optional) ... and fight!

It comes with a full sample map ... 
 
It would be neat if certain mapper's arenas would also transform after x number of waves to change up the levels layout overtime.

I have seen this done to good effect in some maps for "1024" Doom wad compilations.

Reading that page above, perhaps some of it could be tied into points to reward players if possible?

Could be an interesting Jam honestly. 
 
Qonquer can fire events after each wave so all you have to do is hook up some func_doors or whatever to move around and it'll work. 
No Fgd? 
quick hack that barely gets the job done:
http://shoresofnis.com/temp/qonquer.fgd 
 
Are we doing this? I actually have a few days off here this week ... I might be interested! 
 
I'd be willing to give it a shot. I don't think netradiant uses .fgds and I don't know how to convert to .ent, so that may be a problem. 
 
The Qonquer site has a DEF you can download ... does it read those? 
Dunno, Would Need To Look Into It At Home 
I could try TB or Jackhammer if need be. I'm well acquainted with Hammer/Worldcraft, and TB was pretty easy to learn but I'm not too familiar with it. 
Blinky Quake 
Came across this on Twitter and it's kind of neat
https://github.com/shaunlebron/blinky#blinky

Seems to be an extension of the stuff done by Aard's Fisheye/PanQuake, and based on TyrQuake. Much nicer wide FOVs, and a bunch of other projections 
Qonquer 
just played it, I remember it well now. Not bad, but I wont be able to make a map or anything for it as I will be on holiday for a week. 
^^^ 
def == ent 
Then 
I should be set ... I suppose. 
I think I got the editor set up, so now I just need to learn how to map for Quake again, set up Qonquer, learn how to do that nifty new fake GI stuff and I should be good to go. 
Qonquer Map Jam 
I would be quite happy to run this event if people are serious about making levels for it 
 
K well I got my test map set up and it works and everything, so I should be ready to go on a Qonquer map jam as long as its not the weekend of the 29th. 
 
I should have bandwidth for this, actually. I'm wrapping up my current home project soon so this would be a good thing to jump to next. 
 
I'd make a map. 
I'd Say Yes 
But my jam:finished map is 4 to 0 so far. 
??? 
 
Building to a 32 grid sounds kind of awful. 
 
I remember that article clearly, and took it to heart as a youngster... but now realize it was bullshit.

It's not the wider brushes, it's the clean and on the grid mapping that's making the compile faster. The original map was on a 10 unit grid. If he remade the map on 8 units it would've compiled faster as well. 
 
Technically, 10 is on the grid too. 
 
True, 10 units is certainly A grid... 
My Biggest Issue With UE4 =/ 
 
 
Quake's arbitrary 'unit' size and the power of twos grid worked fine back in the day when everything was chunky and fudged, but it was based completely on programmer convenience rather than having a good scale for objects and that doesn't fly anymore. Especially since you don't even have to care about being on the grid in a modern engine.

Making everything into metric units makes a fuck of a lot more sense. 1 Unreal unit = 1 Centimeter. Everything can be sensibly scaled, and all sorts of physics can use real world numbers, and etc other things just work because you spend so much less time translating between real world units to Quake units that you don't get any real advantage from using in the first place! 
But 
But 32 :( 
 
scampie - I mean, it could be argued that it's on a grid of 2. Which is still snapped to a grid. That's all... 
 
True, 2 units is certainly A grid.. 
#25285 
And the name of that .map? Albert Einstein. Then everyone stood up and clapped. 
Anyway 
Compilers don't give a Jonathan Ross about what grid the brushes are on - I imagine the main factor at work here is whether or not brushes meet each other cleanly. 
 
Trollolololol ... Brushes needing to meet cleanly is one of the greatest lies ever told in the Quake editing world. :) 
They Don't Need To, No 
but back in the 90s, I would imagine it sped up bsp, as it had to do less work or something.

Or not! 
 
looks nicer in the editor though. 
Http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolutio 
Might be of interest 
Ahaha 
HahahahahahahahaHahahahahahahahaHahahahahahahahaHahahahahahahahaHahaha 
 
WarrenM 
when you say you are wrapping up your current home project soon, is that literally 'home' project or do you mean some more home made map goodness? 
 
Oh, I mean a scene in UE4 ... I'm trying to get something done so I can enter the Polycount Throne Room challenge.

My fail train of bad decisions and missteps can be viewed here :

http://www.polycount.com/forum/showthread.php?t=146958

Most recent shots live here:

http://www.polycount.com/forum/showpost.php?p=2266143&postcount=90 
Wow 
that looks really nice. 
 
I hung it out like bait over the various artist tanks I frequent and they gave me several pages of feedback and suggestions for improvements.

Going to have to bang on this a little more... 
Willem 
I want to go to there.

Would be great for an Oculus Rift/Vive/VR Commodore 64 emulator. 
Warren 
Great design, lovely, lovely. Now make the keyboard really dirty, like you know, pizzaboxes and empty coke and cigs all over.. 
 
High Quality Bait. 
Keep it up Warren. 
Yeah... 
You need it to have that greasy, sweaty tarnish that collected on the plastics of the era. On the keyboard in the centre of the keys and across the surface of the floppy.

The ring stains from the can are good, but maybe another on the surface of the desk where a too-hot coffee cup burned the Formica.

Extra points if you can knock a lump out of the corner of the desk to reveal the crumbling chipboard inside. 
And... 
The cans look too small in their proportions - the rim should be a bit deeper, the hole a little wider (wheres the ring pull!?) and they also seem to have something off with their scale in relation to the rest of the scene, but I can't put my finger on it. 
Yeah. 
Ijed needs the deeper rim and the wider hole for sure. 
Careful Shambler 
Don't cut your tongue on the hole. 
 
Hey there. I found something while remaking e3m2:

http://imgur.com/qisG5SH

these initials i found inside a brush, they dont show up in the bsp. Anybody knows who is adressed? 
SW 
That's great.

Did you happen across it, or were you looking? 
Could Also Be "MS" 
hehe 
Not Been Looking For It 
just stumbled upon. Maybe its American McGees girl back then, who knows? 
Aha 
I found those once as well - inside the Zombie Vault. 
Fascinating! 
 
 
It means Southwest. It's one of those old 'map' things, such as putting dragons off in the void, and doing projections that make the player start area seem larger and more important than the rest of the level. 
Interesting 
never 'eard of any of those things. 
Qonqueror Jam 
Is this happening? I got my workflow set up and everything last weekend :( 
 
"It means Southwest. It's one of those old 'map' things, such as putting dragons off in the void, and doing projections that make the player start area seem larger and more important than the rest of the level."

Can you explain further? I don't get it. What does it do? 
 
It lets you know that that side of the map is pointing toward the southwest. 
 
I feel like I'm being trolled. That's ridiculous. 
Yeah 
also, what do you mean by dragons in the void and projections and whatnot?

i feel like i've missed out on an important part of mapping history 
 
Maybe it means Sleepwalkr... what if he's time travelling? 
 
It's well known that mappers would often, due to cultural bias of where their spawnpoint is, make North America and Europe appear larger and more centered in their map, as well as mark unknown sections in the void with 'Here be Dragons'. Marking SW for Southwest is just helpful orientation for the viewer of the map. 
Holy Shit Lol 
 
Scampie Go Map 
 
No U 
 
 
Scampie 
Nice 
Fun Little Building Toy 
So 
which is the best site to browse custom maps for UT 2004? 
Unfortunately 
The only site I can think of off the top of my head is http://ut2k4.gamebanana.com/ 
DAZ 
http://scampie.net/etc/Jam5HYPE.png

The jam will get cold if left out too long Daz. 
Check It Boys 
I'm thinking I will start the event this saturday 21st and run the event for 2 weeks, ending the weekend of the 5th (sunday April 5th)

I will make a proper news post and all that shizzle 
Btw 
I think I will make a rule that the arena has to contain an interesting or unique twist, as I want to avoid receiving 6 arena maps where you fight monsters and that is all that you do :) 
 
Arena must contain at least one penis. 
HYPE UP THE JAM 
 
Zwiffle 
cheers - found that site a bit "meh", but mapraider.com seemed to be pretty good. 
 
This is pretty cool ... A Qonquer map jam that kicks off on my birthday. Perfect. :) 
It's All For You WIllem 
That's a slice of birthday cake. 
The Cake Is A Lie... 
;) 
Http://imgur.com/gallery/w8FWy 
Has this been linked?




http://imgur.com/gallery/w8FWy 
Kinda Loses The Charm Methinks 
 
 
Yeah. I don't get the remaking Quake in higher def graphics. As if it needs that... 
 
fuck you guys, that's pretty nice.

It would fit in a high def Quake. Just needs NIN scratched into the paint somewhere, and some blood splatters from the marines who died inches away from the health pack. "The charm" of the original Quake health pack? It's a fucking cube, there is not a single iota of charm in it.

We should be so glad that health kits would exist in this future Quake... id is just as likely to put fucking health dispensers on the walls, or worse, just fucking regenerating health. 
The Charm Is The Pixel Art 
and the low pollygoons.

Once you start trying to make the quake all realistic and militaristic, you lose the quakiness of the quake. 
I Know What You Bras Are Saying 
But DAT health.... 
I Still Don't Get Why People Are Salivating Over It. 
take literally any action game with a semi-realistic aesthetic released in the last 10 years, and you'll see all sorts of forgettable ammo boxes and crates and whatever that look just like that. it's just really generic and unremarkable prop stuff. 
 
I've never quite understood how "higher def" assets always seem to become so colour desaturated - dull even. Quake might be mocked for being so brown, but it's not that brown.

I don't have any complaints about the model though, looks how I'd expect a higher poly version of it could look. 
 
The original is charming, to me anyway. The way-oversized rivets, exaggerated thickness of the trim, the warm colours, the huge bright red cross symbols. I like the vague materials - not really sure if it's made of cardboard or metal.

With the high-res one I see more details from everyday objects. A band equipment case or a shipping crate. The keypad from a payphone. The corner bits are rubber? It's a cool model, just less quakey. 
 
It's a fucking cube

Nice geometry knowledge. 
Boxes You Say? 
The future is in cans
Tyrann's 
tyrintro.wav, from OUM i suppose. i'd love to hear the full version. where is it from? 
 
"The Charm Is The Pixel Art"

Right. The charm is in the details that your mind fills in. The high res version is basically telling you everything about the box ... and if that doesn't work for you, then it looks stupid.

If you're going to do a new health pack for Quake and you're going to go high res ... literally, think outside the box. There's a lot of cool designs out there if you're going to throw polys to the wind. 
The Charm 
Older games such as Quake or Doom are extremely stylized due to the days tech limitations. This styling is very much become the identity of these games even if it was not so intended.
They are not like Battlefield, HL and others of the realistic concrete texture and photo-realistic wooden crate variety.

So why oh why go and try and remake these in those ill-fitting styles.

New tech, OK, but the vibe should stay the same.

And its difficult without emulating the pixellated look, other means have to be found to give the space for your mind to fill in the blanks, I'm sure there is something to be pulled off well in that direction one day.

Simpler though is to stick to the same pixelated/low poly style in a new engine.

Ok so if we stick to that whats new then ?
-Its a mission pack for an old game in a new engine emulating graphics of an ancient engine. Hmph, not great. What else though makes newer games more next gen other than "more is better" eyecandy ?

What "little" or not so little things can we bring that would give a definite sense of "this is exactly what is loved but somehow...much more?"

Lighting is one I think can be brought in without ruining the soup there.

What about scale offerent by this computing and rendering power ?

What about 100% continuity between levels, not a millisecond of loading time , not a single thing blocking view into the coming part ?
Skyrim like, one world, one level. You can have this and be made to progress linearly through it. Indoors stays indoors. Teleport to other worlds/dimensions OK, those are also continuous.


Scale again -> 1000 fiends in the distance ripping through a base you have to eventually reach ? You hear the distant sounds of the actually in game occurring battle from a distance...
Once you reach this base, the remains of 900 fiends and 2000 Marines are strewn about the place ?
->That's a kind of Hell level.
Rivulets of blood flowing and pooling around the level, carrion scattering away from the corpses to hide in dark corners as you approach. Kill them or not, you are there.
->The "boss" of the level could be a massive beast raised live before your eyes from all this dead putrid flesh you have walked past. Actually see all these gibs gather up in a central point and come alive. Think Akira.

That would not feel outdated, ever, fucking pixels or not!


Sound design ?
Maybe a vastly richer variety of impact sounds for different surfaces, liquids, bodyparts ?

Think of a these AAA budget sized art teams working on producing 10'000's of simple props and textures instead of 100/1000's of complex props and textures.

A true richness in variety to the world. Play through it 10 times and the world still does not feel like old stuff to you. Always a little new something to notice.

On can give a world a real sense of "being" through richness instead of through reality copying textures and objects.

There are many more ways I am sure newer tech and computing power can be harnessed to create "next gen" games whilst keeping this charm provided by the blanks in the details. 
 
killes that is the best thing you have ever written 
 
Splooge! 
Another Thought 
I think high def assets and models lose a lot of their effect when you notice they are always the same. If you kept seeing that same health pack over and over again, it would make its details feel less authentic. It'd take something like random procedurally generated scuff marks, blood or dirt applied to the model to prevent this. It would in fact take all kinds of things to make it feel consistently realistic, and not just a pretty box based on a simple mechanic of getting some HP back by walking over it. Which of course is a great mechanic and fits just right into classic Quake.

That's how I feel about modern games approaching photorealism. The closer they get in detail and effects, the more striking it is when they fail to feel real in other ways. I find it perfectly OK when game designers decide not to go for realism and high def graphics, but for consistent look and feel. And you know, the good thing about stylized looks and symbolic representations is that they let you use your imagination to fill in details. I like it when I can do that.

I think the effort to make things look realistic only works when it is backed up by making things interact in more realistic ways. ANd it just sucks when modern games feel smaller and more constrained because it takes so much effort to create content that they just put in less than before.

OC, I use the word realistic pretty loosely. There should be some handy term for graphics looking like they'd be realistic if what they represented actually were real things. Consistently extrapolated from reality perhaps?

Also, I am in full agreement with what killes wrote. Some people in game biz might think that making a game that can be replayed and enjoyed 10 times is not worth it because people will only buy it once, but man oh man I hope other people will continue to prove them wrong. 
 
Like I said...

"Just needs NIN scratched into the paint somewhere, and some blood splatters from the marines who died inches away from the health pack."

You can do 'the player can fill in the blanks' with any level of polygons and textures. Don't pretend that cubes with pixels are the only way to the spur the player's imagination. They fit well in Quake as it is, with it's blocky 1996 architecture and tech, but that doesn't mean that some future 2015+ 'Quake' in a new engine needs to be low polygon as the only way of letting the player wonder. You can quite easily construct photo realistic beauty and have the player imagine what it's story is, the real world / art world / film world have plenty of examples of that.

All of Killes' ideas can be done no matter what level of detail the world is made of. He mentions a few good narrative ways of creating a world of wonder for the player that still fits the atmosphere of what Quake is. The key would be to make sure not to do them as cutscenes, which is the exact opposite of 'letting the player fill in the blanks'.

Back on topic though: That medkit some guy made as a high poly model for the fun of it and which isn't even being used as a replacement model or anything: It looks ok. It looks like Quake's medkit. It would fit in a modern day Quake with equivalent graphic fidelity. Maybe it would look better done not as a box like Willem said, make it a new and different cooler medkit. But then it'd likely be called "Not Real Quake", which would just be another stupid bullshit comment from the Nostalgia Police. 
 
Btw: streaming Travail. First episode done, now starting second episode. 
Www.twitch.tv/negke 
 
Done 
That was actually pretty cool, though luckily I only played on Normal skill.

I can see how many people are put off by the first episode. It's hard and grindy with many downright unfair situations, coupled with awkward construction - cramped areas or lots of brushwork to get stuck on. All probably due to several factors, 2005 mentality, technical/hardware issues and just wanting to get it out of the door, and the beta testing was generally poor. A shame, because the first episode expemplifies the Quake Journey part really well - however, these levels and their semi-realistic theme would have been more effective in this regard if they had had a more low-key approach to gameplay/combat.

The second episode is better combat-wise, though still quite a bit on the tough side. My secret levels certainly are a good example for this. Enemies stuffed in every corner. Also, the way to access them is ridiculous. 
 
Who the hell decided to have all the sunlight worldspawn keys be "_sunlight_xxx" but the sun angle be "_sun_mangle"? Wasted like 20 minutes figuring out why my sun wasn't angled. 
Nothing Makes Sense 
I think mangle is used for something else like info_intermission or something so it's been loaned to other features. 
 
mangle makes sense, anything that takes a 3 dimension vector uses mangle.

it's that one of the sunlight properties is "_sun_" and not "_sunlight_" 
It's In The Readme 
So you only have yourself to blame. 
That Sucks 
To make things more uniform I can add "_sunlight_mangle" as a synonym for "_sun_mangle" in my tyrutils branch. 
 
that sounds easy to do, hopefully doesn't break if some idiot uses both! I'm just perplexed that it was like that in the first place, all sunlight keys had to have been added at the same time.

Kinn: no shit? it's in the manual? thank you for your incredibly useful commentary. 
You're Are Welcome 
 
 
does anyone have the dkt2.wad file without fullbrights everywhere? the one on quaddicted is... bad. :( 
 
DktE2 (eg: episode 2 daikatana textures, the white roman ones) 
 
won't be the best quality, but if all else fails, just run the bad wad through http://www.celephais.net/board/view_thread.php?id=61100
#25374 
*twitch* 
Quake Stuff From /r/programming Subreddit 
#25379 
Interesting but the smug tone of that article is annoying. 
 
Man, quake is so old. Literally nobody knows how to run it any more! 
Yeah 
and the quake file formats are just so obtuse and poorly documented! 
LOLIKR 
Not even Steam! 
 
I think what people miss these days when dissecting Quake files is that the primary concern back then was size. Small size on the disk was of paramount importance. So that's why things are often 2 or 3 jumps away in various lookup pools and tables ... size. 
Hey Look! 
I went through all this trouble to use a modern raytracing engine, only to have the outcome look worse than a 17 year old software rasterizer. 
 
Heh, yeah, he could probably get most of this look through plugging a custom shader into DarkPlaces altho I guess that isn't the point. 
 
That guy is a bit dishonest by taking the time to make put Quake formats through Raytracing and finding that easier than running Quake...

He could've searched on Steam, Johnny Law has a great <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=120426294
">guide</a> for setting things up that he could easily have read.

But I do think there is a bit of a usability problem for the general playing audience when the Steam release basically doesn't work out of the box and you have to resort to a damn guide to learn how to even play the game. Really sucks.

It'd be awesome if somehow we could have a workshop section for Quake on Steam, and it could include the latest engines (filesize limits might bite us there?) as well as we could stick maps and mods on there... there would be all the fucking ugly 'texture enhancements' there too but what are you going to do. Steam Workshop is basically that player facing front that we've all dreamed of since the earliest days of no one playing our fucking content... siigh. 
 
fuck you <a> tag, I am sick of your shit.

http://steamcommunity.com/sharedfiles/filedetails/?id=120426294 
 
Scampie - That's not a bad idea. Where do workshops come from, does Valve have to birth them? 
 
I believe the dev is responsible for requesting it and maintaining it... the second part being what would kill it since I would assume id doesn't want to spent time curating a 20 year old game instead of their active SKUs (Quakelive would get a workshop before Quake does).

Might also need to pay Valve for the privilege, since they host the content. Unsure on all the details. 
 
There's also likely some Steamworks integration requirements there too... I think all games with workshops require that the game easily recognize the downloaded content, or at least have launchers that help players get to the content they downloaded. 
Speaking Of Quake (and Doom) On Steam 
It sucks that Quake and Doom, and collections involving these games, are listed as Windows only on Steam. Because, as we know very well, you can use the data files from them on a Linux or Mac computer by providing your own engines for the games.

However, as I understand it, the Linux Steam client would helpfully prevent me from downloading them completely because they aren't listed as having Linux versions. I wish there were an easy way to work around this. If you pay for the games on Steam, you own the rights to use the data files and should be able to access them as simply as possible even from non-Windows setups.

But no, let's make things difficult by deciding no Linux or Mac user would possibly want to install and play these games

What am I to do if I want to recommend these classics to other Linux users? Suggest they pay for them on Steam and then use special means to obtain the data files from elsewhere on the Internet, because that is much less trouble? I mean, why would you have to install a Windows Steam client just to download these if you don't normally use the thing for anything?

System Shock 2 is available for Linux, and it is provided as the Windows executable that you then run under Wine. Wouldn't it be great if iD Software did the same, or if Steam allowed optional data-files-only downloads for games that have engine source ports?

Is there a petition I can sign? I'm pretty sure ranting here doesn't help, even though I'm sure everyone enjoys it greatly. 
Ericw 
Thanks, that tool was fantastic! 
Great Spamming 
we all know there are a lot of big louis vuitton bag fans here. Has this community ever even contained a single woman? 
 
badly worded, by single I meant "1 at least" not romantically open to options. As obviously it'd be hard to stay single for long with all these sexy mappers around 
Cheeky Sod 
I'm beautiful! 
Cis Scum 
Oh so handbags are a female only thing now? 
Starbuck 
Asurfael, Sidhe, and that one Caitlin girl who briefly posted in some thread about Q1 monster design. 
 
starbuck is female, her real name is Kara Thrace 
 
It's reassuring that a girl recently posted but no one even noticed the gender. Of course we are all still a bunch of penis- worshipping woman haters, who play violent games to suppress non-males. Can we please rename func to something that does not sound like fuck? I feel so uncomfortable in this rap culture. 
 
"I feel so uncomfortable in this rap culture. "

I feel unsafe with all this slipping going on... 
 
U say dat like it's sarcasm
I'm gunna make u warpspasm
Til you scream thru-out da nation
About ur senile devastation 
OK You Can Stop Posting Now. 
 
Dont Make Me Unfollow You On Tweeter 
 
Check Your Respective Privileges, Guys! 
 
Handbags Out 
Of course there are handbags for males, too. For instance, this elegant piece: https://www.behance.net/gallery/Astra-Herrenhandtasche/8683955?ilo0=1 
Lol 
this whole exchange was awesome, just what this thread was created for I'd say. 
~iM A GurL~ 
but only on the internet 
Boobs 
Blitz show me your boobs.

Your boobs, blitz. 
Great Baghand 
and Hall is a she spammer 
This Post Was Flagged As Spam. 
Drawing! 
I have recently been practising my scenery drawing, learnt a decent haul doing this one which I'll apply to my next scene. Just need to stick at it and keep improving.

http://i.imgur.com/ABVdUWd.png 
 
pretty cool quakis... keep it up! 
Zwiffle! 
 
Drawing! #2 
Another scene drawing I finished up today for those interested;

http://i.imgur.com/2VLLgbJ.png 
 
Looks like Majula from DS2? 
Pretty Cool. 
Not entirely convinced by the land, but the lighting is magnificent. I'm liking seeing these :) 
That's Cool 
I feel like running it through a pixellation filter :D 
Japanese Mobile Phone Hands Free Kit 
Tronyn 
Where dem reviews?? 
I Know I Have A Huge Backlog 
but finishing Drake has to be priority #1 and I'm also really busy and have been going through some lean / borderline times financially. If it's any consolation, I have made some progress on drake. My guess is that I'll clear the backlog this summer. 
New Drake?? 
I didn't think it was still being worked on!
Someday I will make a drake map... 
 
drake the type of mod to put a hundred monsters in a secret area 
Eastern Eggs 
I found a doom2 map I searched for years in my lost waist jar.

Only a slight memory from times I hadn't internet and just had finished the first Quake1 episode. Anything that would relate to quake I would have commit a murder, so while playing Doom2 I came to a map that didn't work.

I got so angry with it that I used wad2map to convert it to quake.
That didn't work as the map was much bigger the old Qmap could have.
I'm talking about '96, so imagine a new quake level would cherrish my day.
I went on as the damn map had blistering microbrushes and qmap really got sick loading the wrenched doom map, so I had to cutaway most of the part.
Only thing I remembered is that remained a strange map of an illustrious wide space with a shape of an ammonite and a large winding antenna, and a circulair stair going down.
It looked so science fictional I couldn't imagine people were able to build such things.

Now it's almost twenty years later and the memory of it never lingered, I knew there was a time I had this strange map. I also knew I wouldn't find it anywhere after that time, so I searched my BBS files for months.
It just didn't excist.

Well, I gave up. It was just an empty heap in my memory, I must have maken a mistake.

I started again some months ago, and after working on a huge amount of bbs doom levels I found it. It was a map of the USS Enterprice, that was so dammaged while cutting of brushes, it made me walk through a dreamland then.

I play lots of maps these days, and I'm surprised how a memory can change in years.
But it's defenitly the map I was searching.

Hey.., you Eastern Rabbit! 
 
yeah, i had the same thing with another doom2 map. ended up being much worse than I remembered it... i need better rose tinted glasses. 
#25440 
well played 
#25441 
I bet MadFox could translate American Pie with no problems at all ;) 
 
i wonder if i should close this thread for a while since this one spammer is so persistent. 
There's Your Answer? 
 
How About Adding Certain Words To A Ban-list? 
I suggest "Louis Vuitton" being in a post should prevent the post from being made at all. 
 
Maybe just make a new General Abuse, hide this one for regular view for awhile, and see if it still gets spam 
 
Don't allow posts unless you're logged in? Seems simple enough. 
 
Does it maybe have a common user agent? Otherwise maybe add a random question about quake as captcha. Please don't disable unregistered posting. 
 
Otherwise maybe add a random question about quake as captcha

"What is the percentage difference between the width of the Shambler skin texture in qtest, versus the width of the Shambler skin texture in the released game"

"Well errr..."

"DIE, NON-QUAKE-PLAYING SCUM" 
 
"Please don't disable unregistered posting."

What's the value vs the annoyance of the spam? Just curious... 
 
Unregistered posting is a hallmark of these forums (even back in the qboard and qmap days), allowing at least some semi-anonymous posting, it would be a shame to lose it.

A standard captcha for unregistered posting should be fine though. I don't like Quake questions as a spam discouragement though, it just means you have to come up with a series of seemingly simple questions that will easily be googled and the entire set memorized by our spammer, and only really discourage casual or non Quake fans from posting. 
 
lunaran.com has admitted one spam post in the last 12 years, with no accounts and no captchas. I obfuscate the shit out of the form by labeling fields with random strings hashed out of the php session id, so bots can't learn what fields to auto-populate with what data, or how to reliably submit the form. I also did some other skullduggery with faking HTTP_POST response codes or something or other so that bots don't get the right feedback if a post was successful or not. 
 
I also visited a guy's website once who said he eliminated 99% of spam with a 'captcha' that was just "what does this say?" followed by a .jpeg of the word 'orange' that never changed. spammers don't bother running the OCR captcha-guessers unless there's a real profit in the cpu time spent, ie wardialing Ticketmaster or something. 
I Thought I Wrote English 
Then I remembered a website from Mike, before he signed off,
that had real shoes with fins growing out of them.
The fact they were not webbed still worries my imagination.

How can someone wear goggles without forgetting his webs
on a website? 
 
we do have some of that, the form has no URL to submit to until javascript runs and completes the form, for example. I could do more, but I think most of it is human spam anyway, which means anti-bot tactics won't help. 
Qonquer Bug Report 
I am using Quakespasm 0.90 on Linux. I've come across two issues with Qonquer.

First is very minor. If you die because of environmental effects or traps before starting the first wave, it says you survived for 0 wave and killed 0 monster. The error is that is uses the singular form, and not 0 waves and 0 monsters.

Second is that sometimes after I die, I respawn without a visible weapon. Trying to cycle weapons in that state results in program error. The report printed in the console says there is a "runaway loop error" in CycleWeaponCommand from Weapons.qc.

I can work around the second problem by shooting the shotgun once, which makes it appear normally. Selecting the weapon from the keyboard also works, but cycling (which I've bound to my mousewheel) causes the crash.

I'm not sure if the way you die affects the weapon thing after respawning. That happened to me after dying from a fall in (presumably) a trigger_hurt.

This second issue is not serious either, as it only crashes into the console and it can happen only at the beginning of a new run. You'll just have to remember not to cycle weapons the first thing. 
Yeah 
I've had that one as well - I suspect that an older variant of the source was used, before cycle weapon was supported, as a base.

But I'm just guessing. 
 
Weird, I've never seen the cycle weapon crash. Odd...

I DID manage to break it the other day (for the first and only time, ever). It said there was one monster left but I was damned if I could find it. I think it lost count ... somehow. 
Warren Pew Pew 
I've had a few testers come across this weapon swap crash :( would you have the time to hunt it down before I release the jam maybe? 
 
When you respawn, you don't have a shotgun until you fire the first time. After attacking once, you can cycle through your weapons normally 
 
"I think it lost count ... somehow."

I had that too when I had a rogue spawner spawn a monster inside a wall. 
 
DaZ

It seems really unlikely. I've never seen that crash and wouldn't have the first clue how to fix it.

Qonquer comes with source code tho, if someone more talented than me wants to take a swing at it... 
 
I considered adding a timer at one point. If nothing has been killed in, say, 30 seconds, end the round. As a precautionary measure... 
Ok Np 
:D 
 
So if there are humans making these posts, should we not share tips where they can see them? :) 
 
i assume the humans are dumb, though :) 
 
the real reason is, i assume bot writers do not personally visit every site, and human spammers are hired labor and don't write bots. 
So 
writing nonsense I'm still human?

Andromedians.., 
 
I also visited a guy's website once who said he eliminated 99% of spam with a 'captcha' that was just "what does this say?" followed by a .jpeg of the word 'orange' that never changed.

That is pretty genius. 
Spam... 
Has been an ongoing issue on my site for roughly 10 years now. These days I receive about 50+-ish spam comments a day coming through the moderation queue (using wordpress) and haven't managed to eliminate the numbers much over the years while trying out different methods/plugins with little luck. One year in particular went as high as 200+ spam comments daily... Ew. 
Let Them Come In Waves 
nt 
We Will Kill Them On The Beaches 
 
Spam 
Says quite a bit about (eco)systems, evolution (self-replication, mutation, natural selection), free rides / parasitism, and the fact that we'll never truly impose our morality on the chaotic game of information exchange systems.

Though I wish we could. 
Http://i.imgur.com/qRDiJ.jpg 
Shambler spotted. 
Haha 
You're a troll alright :) 
Themes For Jam 6 
Zendar
id/Speedbase (with Quoth monsters for variety)
Terracotta
Warpspasm-ish
Day of the Lords 
Probuilder In Unity... Like A Boss! UE4 Needs To Catch Up! 
https://www.youtube.com/watch?v=Kjqx6cKUepc

THIS... THIS is why I also love Trenchbroom. But yea PROPER level design tools make the world of difference. Unreal Engine 4 Brush tools make me sad. 
Skiffy 
That looks hella cool, I've been considering the possibility of making my own game and this would definitely be the way forward! Unless Unreal has an ace up its sleeve. 
Privfiles Eh? 
 
Jam 6 Theme - 
80's noir cyber punk with neon. 
#25495 
Yes? Is there some question? 
&#9085; 
 
 
Another thing I do to cut spam is just block any post that contains the same url more than once. Surprisingly effective. 
Re: 25493 
starting around 2:30
https://youtu.be/Kjqx6cKUepc?t=2m30s

love that edge/face/vertex manip, basically 3dsmax. 
Rubicon Rumble Jam 
<skacky> would a rubicon jam also interest people?
<skacky> make something evil with rubicon
<skacky> could even make it work with rrp
<Daz_> rubicon jam could be cool
<Daz_> I agree it would need to be for a mod
<Daz_> for enemy variety
<skacky> floyds
<Daz_> heh
<skacky> they look so stupid but I love them
<Daz_> hehe
<Daz_> I agree, they are cool 
The Source In The RRP Download 
Is clean and ready to use, although the editing guide got stuck in a separate download somewhere.

That's a cool Unity video, thanks. 
 
I suggest "Louis Vuitton" being in a post should prevent the post from being made at all.

Hey now, let's not get too rash. Someday some of us might need a good bag at a reasonable price.

And by some of us I of course mean Shambler... 
Why Always Blame 
the shlambagger? 
Crates 
 
It's as if the lead designer arrived at work on day one, sat down at his desk, sharpened a pencil, threw up his hands and said "well, I can't think of anything."

I have loved this quote for years. 
Quake II Jump 
Hey, please come play on German Q2 Jump. We all speak english here and even fellas from tastyspleen come jump with us.

adrenjumps are great maps to play, they're mine!

connect 195.93.242.155:27910

Quake II Jumping! The only skillful jump game! 
 
One thing I do like more about Quake2 than Quake is the extra handful of movement bugs. Ledge double jumping is just neat. 
Quake 2 Movement 
Is weird, moving down a sloped surface is very clunky 
 
Not really a bug, i always liked that if you hit the front of a step mid-air, you can still step up onto it.

It solves that annoying problem in quake dm4 where if you drop into a sunken grate, you have to hit the bottom before you can step out of it.

Also makes it possible to make jumps that you would have narrowly missed.

I was tempted to add it to fitzquake but, since it changes gameplay, i decided it was a bad idea. 
Day Of The Lords? 
Jam 6: Day of the Lords

I'm in! 
More "epic" Maps? Yawn! 
Web Hosting. 
So I'm considering getting web hosting. I have no real interest in running a server, just somewhere easy to have a website. Preferably free, if not free then low cost.

Suggestions? 
Ask Sleepwalkr 
if he is still hosting dudes on fov120 
Yeah No Probs 
Drop me an email 
Opinion Poll 
Orange is a very bright shade of brown: (y/n) 
All Of Valve Games 
are essentially quake.

I'm assuming that is the connection you're making? 
Lunaran 
yes. 
Though It Upsets Me For Some Reason 
 
Yes 
http://scampie.net/etc/orange.png

All the brown/tan swatches I tested were between red and yellow, which is clearly orange territory. 
5th Elephant 
github pages? 
Go Map! 
Https://twitter.com/hashtag/Q1RetroJam3?src=hash 
Go Map! 
Transmissions : Element 120 
http://www.transmissions-element120.com/

is a stand alone Half-Life 2 mod where your gravity gun is turned into something all together more Quakey.

One of the best source mods I've played for quite some time, and certainly the most beautiful one in recent memory. I recommend! It'll take you around 1 - 1.5 hours to play through. 
 
ah, so it's the Air Fist mod from 1997 but with real levels designed around it :) 
Pff 
how can there be 180 unread posts in the mark v thread? 
 
170 of those are new builds because nobody uses email for bug reports 
Transmissions 
Looks sweet in the video. Website is annoying as fuck. Sound by default, fuck off. 
I Thought 
Baker was putting Mark V on the back burner 
Kindly Hosted By Google. 
Early Half-life Footage - 
That's Cool 
I don't get all the HL hating. It experimented and opened up the FPS/Quake genre into something new.

A shame so very few followed in the their footsteps. 
... 
 
I Think He Means 
It's a shame games stopped experimenting and started rote copying HL. 
GTA 2 Live 
#25536 
terrible 
#25536 
Absolutely brilliant! 
#25536 
Probably the best tube vid I've ever seen. :) 
 
Haha 
That Alyx redesign... quality stuff.
That guy seems off to a good start to compete with the classic fanfic, Half life: Full Life Consequences. https://www.youtube.com/watch?v=OHxyZaZlaOs 
Dear Lord 
that Alyx 
 
This is worse than these Cinematic Mod things. 
Wtf... 
this is bananas. 
 
halflifetwo.com? 
 
lol @ obvious photo of hugh laurie as face texture 
Hi And Welcome To The Froum :-) 
 
Forum, Soz 
 
Really Philip#spambot 
You DO need CZG inside your body. 
My Cholesterol Is Just Fine Thank You! 
 
Nightmare Fuel 
http://forums.metrocop.net/single/?p=8153520&t=7945969

Quake vore using the Antlion animations from Half-Life 2.

THAT RUN 
 
That vore has a suspicious quantity of legs... 
 
there's an extra leg?

also q1CompilingGui source: https://github.com/necros0/ne_q1CompilingGui

i wrote this code ages ago... try not to laugh too hard. :P 
Cholestrrerol666 
hail buttery satan 
Moving Away From Pixel Art 
http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/

This article is about the author's reasons to move away from pixel art to modern high-def graphics. There are some interesting thoughts about game art with numerous examples.

The comments are worth reading too. The author doesn't mention the visual differences between old and modern display hardware, but someone brings this point up. 
QExpo 2016 Event Idea 
Every singleplayer Quake map played in a continuous marathon-like live stream (by multiple people), excluding the speedmaps (which are reserved for Daz!!). For extra exposure/attention it could even feature donations for some charitable cause. Kind of like the SDA events. OR all played by Daz and the donations used for the then-necessary psychologist sessions - which, of course, would be live-streamed as well! 
Don't Let The Ideas Die In Random Threads... 
I Like Negke's Idea 
 
Downsampling GIMP Vs Photoshop 
http://rickyt23.com/files/gimp-downsampling-looks-like-ass.html

Or am I missing something?

To me I get jaggies and artifacts from the fence on all images except image 5. 
 
Nice job picking the perfect ugly edge case for resampling. Patterns like that are hard to downsample. I guess PS detects them and blurs before resampling. 
What 
Aren't "Sinc" and bicubic supposed to be the same thing? Guess Photoshop has some funky stuff going on in addition to the regular bicubic resampling to get better results. 
Think Of It Like Anti Aliasing 
Photoshop does it correctly.

GIMP does it incorrectly.

My understanding is that if you reduced the size of an image like that by a factor of 4 then 16 pixels will become 1 pixel. The colour of that pixel *should* be dictated by the median colour of all 16.

What I see happening in GIMP is that this does not happen. What I see happening in Photoshop is that this does actually happen.

I mean....

Well here is the original image anyway:

http://wilmingtonfencecontractors.com/wp-content/uploads/2012/06/aluminum_fence_4.jpg 
 
Well, give it a try. Write that algorithm you described and see what happens. ;) 
Lol 
Well I have oversimplified bicubic downsampling algorithm, there is another factor to the equation regarding the pixels furthest from the centre having less providence.

But you are also missing something. I mean look at the tree in the background. Everyone looks at the fence, but look at the tree! 
I Agree Ricky 
the gimp results are bad. Gimp also has trouble with test patterns like this: http://www.komar.org/faq/camera/auto-focus-test/micro-auto-focus-test-2.gif

I don't have photoshop, but Mac OS X's Preview app can resize that down with no artifacts appearing.

I do love free software and all, and on the bright side, someone motivated can fix it and send in a patch :-/ 
 
*prominence 
ImageMagick Result 
I downloaded the original image and ran a resize operation with the convert tool from ImageMagick. This was the command line:

convert aluminum_fence_4.jpg -resize 300x225 fenceout.jpg

And this is the result:

http://i.imgur.com/wJXnSD3.jpg

It looks similar to the good result from Photoshop to me. Thus, I don't think there are any fancy content-aware algorithms at work here.

I'd recommend adding ImageMagick to your toolbox.

http://imagemagick.com/script/index.php 
Good Call On Imagemagick 
playing with it a bit, found this guide which recommends the following:

convert ~/Downloads/aluminum_fence_4.jpg -colorspace RGB -resize 300x225 -colorspace sRGB fenceout.png

result. This is better than photoshop I think? Note the left side of the fence doesn't go to a black blur as much. 
 
Hm, I thought moire artifacts were normal to expect from resampling if you did not add blurring beforehand.

Checkout graphicsmagick, there rarely is a reason to prefer imagemagick to it. It is much faster and stable. 
 
I had no idea IM had liquid rescaling though, that looks fun http://www.imagemagick.org/Usage/resize/animate_lqr.gif 
Ericw 
That's interesting.

I haven't experimented with Photoshop's other re sampling algorithms. There is also 'Bicubic Sharper' for down-scaling images.

But yes - these is a difference with the images - Photoshop seems to be as smooth as I.M. but it makes the fence uprights and the branches of the tree look thicker than I.M. weird eh?! 
For The SVG 
I chose ImageMagick in favor of GraphicsMagick a few years ago because IM had better support than GM for certain SVG features at the time. However, since they are invoked with different commands, you can easily install both on your system, and use whatever works best. Good call, Spirit. 
 
"I chose ImageMagick in favor of GraphicsMagick a few years ago because IM had better support than GM for certain SVG features at the time. However, since they are invoked with different commands, you can easily install both on your system, and use whatever works best."

Or, you know, use Photoshop. :P 
Well... 
Photoshop is a bit expensive. :) 
 
$10 a month if you take the cheapest subscription. But yeah, it's not free. 
Well 
More like $120 for a yearly subscription, you can't get $10 for just one month for instance. It's still pretty expensive for any kind of casual use in my opinion, there are lots of good apps you can just buy for less than $120.

I wouldn't pay $10 to resize an image anyways. ;) 
 
Did they change it? Are you locked in for a year now or something? Lame... 
I Think The Full Suite Costs 
 
We Pay Monthly 
 
Command Line Capabilities 
Well, the phrase "whatever works best" admits the possibility of using Photoshop in the situations where it works best. I am not against doing such a thing. At least not in the privacy of your own home or place of employment.

However, I was writing in the context of command-line tools and if this search result is accurate and up to date wrt to Photoshop's capabilities, it doesn't have much in the way of command-line functionality.

https://forums.adobe.com/thread/1445540

I'm pretty sure I wasn't implying that you should do all your image manipulation operations from the command line using (Graphics|Image)Magick tools. If somebody thought I was saying that, let me clarify that I only suggest using these tools in addition to what software you already are using.

:b 
 
#25604 
tl:dr 
RickyT23 
May I suggest Krita, free and powerful.

https://spawnhost.files.wordpress.com/2015/06/aluminum_fence_4_300.jpg

Since Krita has bicubic filtering that looks roughly as good as Photoshop's but Krita is free while PS is $$$$$, it might be worth a look. It is also very good for digital painting.

And since Krita has this feature, it'll eventually make its way into Gimp. Open source graphics apps are collaborating quite a lot currently. 
That's Really Cool 
I mean I have PS through work - I couldn't convince the director to cut back on that if I tried, but that's still great news because I can only install CS on two hosts (!) and it would be pretty handy to be able to get good downsampling on GIMP. :D 
 
A way to do it with GIMP is to apply Gaussian Blur before scaling down, for example when scaling down by 8 apply Gaussian Blur 8 beforehand and so on.

The result looks identical to the Krita one, good enough I would say.

I guess Photoshop does this automatically. 
That Does Look Almost Identical 
I just tested the theory. I scaled the image down by a factor of exactly 7.68, I could only gaussian blur to an accuracy of 7.7, I do get slight banding on some of the fence uprights, but its way less noticeable than the vanilla GIMP versions. It makes sense to me why this works, but it's not perfect. 
 
Yeah, with free software it's always a race to try and implement the functionality of commercial packages.

It's pretty amazing that stuff like GIMP or the newer OSS graphics apps such as Krita, mypaint, or Inkscape even exist. But of course they could always be better.

I've heard the next version of GIMP will finally support 16 bit images! 
Photoshop + Cs2 Suite... 
has been a free download for awhile now.

http://www.redmondpie.com/download-adobe-photoshop-cs2-for-free-legally-while-you-still-can/

I like gimp and open source stuff like blender but it's not exactly an industry standard 
 
It's only legal to use if you own a license for it. It is not free. If you don't care about that you could just go ahead and pirate a modern version.

If you have to care about an industry standard it doea not sound like a private hobby and you probably should buy it? 
Ahm Getting Windows 10! 
 
 
Blender is very, very close to becoming an industry standard, and Krita has become very popular. Take a look at the Blender thread on polycount. 
Blender Is Good Shit 
having spent a decade using max and maya, I switched to blender a year ago just to have a looksie, and ended up sticking with it.

It does everything I need and its free. 
 
"Blender is very, very close to becoming an industry standard"

That's an interesting statement. In which industries, specifically? I honestly don't see a lot of Blender adoption in the game studios I know. Is it among indies? That would make sense with it being free. 
Software 
@spirit I subscribe to creative cloud, however I was able to download cs2 even before I started paying from adobe's site.
They provide keys and everything, take a look, unless it's changed recently.

Really love blender, once you get the hang of the interface it's so quick to model in. I use it @ work in conjunction with max. I know a few people who really like blender that work for studios as well, they tend to be modelers that can code since it's quite easy to write scripts in python for it. 
 
 
it's also right at the top of the download page:
Adobe strongly advises against running unsupported and outdated software. Only customers who legitimately purchased CS2 or Acrobat 7 and need to maintain their current use of these products may use the serial numbers provided during the download.

I grabbed it anyway, but I don't know if I'll use it since I'm getting pretty comfortable with GIMP these days anyway. 
 
I was misinformed!
Didn't read the giant fine print.

How's gimp nowadays? I was running it on ubuntu a few years ago, there was some issues with tablets so I never really picked it up. 
 
it works fine on windows... but I have to redo like 3/4 of the shortcuts to be PS-like to be halfway efficient. :P 
 
Because I feel like this is a place where I know people, I'll just leave this here .. today is my last day at Epic Games. It feels like the right time to leave and after 15 years I'm definitely itchy to try something new.

I'm not sure what I want to do next, but I'm going to poke around and figure something out. :)

Probably won't be much time for Quake mapping until I get life settled again but ... onwards and upwards! 
Good Luck With Whatever Comes Next! 
 
Yeah 
Best of luck!

And the Shamblers will still be waiting for you here when you get back. 
Best Of Luck! 
:) 
Yeah Shambler Will Still Be Waiting For You. 
Handcuffs, lube, and cactus in hand....

GL, HF, etc. 
 
15 years at one company, especially in games, is a long fucking time. Congrats and good luck! 
Good Luck Warren! 
 
 
Thanks guys! 
Gl! 
15 years, daaaaaayyyyym! 
 
I know! In the games industry, no less. I definitely feel blessed. I've watched friends and peers get laid off every second week for years on end. Epic has been a rock. 
Best Of Luck M8 
 
Congrats Warren 
and GL with what comes next ! 
 
if you're unemployed you should have more time for quake mapping, not less :) 
 
You'd THINK that... 
I Would Think That... 
if you're unemployed you should have more time for quake mapping, not less :)

I would rather say: if you're unemployed you should have more time for looking for anew job !! 
 
definitely have more time for quake mapping mate. Good luck with your future venture, I really hope it's gaming related! ;) 
Good Luck! 
 
Good Luck Bruv 
hope you find a cosy new job making quake maps! 
Good Luck 
I hear your old colleague (Cliff...something??) is looking for designers ;) 
Hiatus? 
You going to explore the world? 
Best Of Luck To You, Sir 
 
Nice One Warren 
good luck with next endeavours, as long as they include some more quake maps :) 
 
Grats on the 15 years! An accomplishment in any industry!

Thinking of maybe trying some game dev on your own? There's a few on here doing that, one more is always a good thing! 
 
Don't know what's next. I'm going to take a little time and figure that out. After 15 years, I feel like I need to sort of wander and figure out what I'm still really interested in doing ... 
General Abuse 
YTF are firefox such morons to make you download an extension to have tabs on bottom when they previously had it right, then had a config setting for it, and now you need an extension.
Drives me crazy people with heads up their arses get money for incompetance laff.

Lucky i don't work in an office :) Geez, it looks swish on my Mac though. 
Tabs At The Bottom ?! 
 
 
Seriously. 
 
steveaaus, at least you can now use Pocket without an extension, it makes perfect sense!

Warren, maybe TrenchBroom could use a developer until Sleepwalkr has become Dr. Sleepwalkr ;) 
 
Tabs at the bottom makes sense because in windows the taskbar is at the bottom* as well.

*Unless you're one of those script kiddies that move it around. In that case: Grow up little child! 
Disagree 
They would make sense if they were at the bottom and there was nothing below them, so that you could more easily move your mouse onto a specific tab. Like the menu on OS X. As it is, they offer no advantage over having them at the top, but as a metaphor, they make more sense being at the top than at the bottom. 
Czg :( 
my windows taskbar is on top edge of my screen 
Grow Up Scampie 
I don't understand what you mean Sleepy, but I'm sure it would make sense if I did. 
 
Takbar on the left side of the screen. On a wide screen monitor, having it at the bottom sacrifices vertical screen real estate. Heathens. 
I Am Crying 
Do you guys disable Aero as well? 
 
I don't go that far. I know some coders who do but I've never noticed much difference with it on/off performance wise and, well, I like the look of it. 
 
Yeah, I do. I autohide my taskbar, and the preview popups annoy me when I move my mouse up to the taskbar to show it. 
This Is A Good Thing 
Holy Shit 
I'm speechless. 
That Does Look Really Cool 
 
 
 
who is that and what are the dev archives? 
 
Toth Buresh 
 
Http://i.imgur.com/MWJ5rCe.png 
 
 
Lunaran 
 
 
'Life After Epic' continues forward. I got my first asset pack into the Unity Asset Store and, soon, the Unreal Marketplace (it's approved, just don't know the release date yet).

http://www.warrenmarshall.biz/

So much work to get this stuff going! :) 
Good Look Warren! 
 
Gz! 
(go map Quake yeeeeayy!) 
 
It's crossed my mind ... too much to do at the moment tho. :P 
Hehe 
So you're working freelance now? Good luck and have fun :) 
 
Sort of ... working for myself for a bit and seeing how that goes. Making asset packs and stuff like that. Freelancing would mean answering to an art director again and I'm not sure I'm healed enough to try that again. :P 
Create Your Minecraft 
Nice mugshot :) 
 
Can someone please deepdream demo1? My GPU is too weak and CPu would take 100 hours. 
Ok, Just 90 Hours, Not 100 
 
Am I the only one not interested in this thing and the images it creates? :) 
 
 
Get back to me when it's in real time. 
 
And I'm high. 
Curiosity Satisfied 
didn't try any other models but the default one.

http://imgur.com/a/gysay 
It's Unsettling 
but a bit predictable. Why is it all dog-eye-slugs?

I thought this was impressive though, they've got their AI interpolating between Google-street-view images:
http://www.popsci.com/putting-googles-famously-trippy-deep-network-work?gXdsx5oqCyPSOrQ5.03 
Yeah 
Deep Dream was neat for a bit, but everything turns into eyeballs and snakes... but that Deep Stereo project seems much cooler! 
 
It's the training set/model. 
We Need A Quake Training Set/model 
shamblers everywhere! 
Lads 
what is the best available engine for hexen2 
Is Quakeaddicted Down For Anyone Else? 
 
Yeap 
for this moment 
 
If you spell it right it might come back. 
I'M JAMMIN' 
Alright you god damn dirty apes, it's time to JAM MOTHERFUCKERS.

I want to run another JAM soon and I have a nice theme to run with, so I just want to gauge interest and see if people are available.

I know a few people are still working on #mapjam3dlc but it's been months and we gotta JAM DAT SHIT SONS.

So, I'm planning on running it probably from next weekend (25th) over a 2 week period. Speak up if you want to jam but can't make that time period as I am super flexible in this regard.

and remember, I'M JAMMIN'! 
 
My schedule is clear ... I am in you. Unless the theme is terrible, natch. 
Hmmm... 
I'm more into Doom mapping nowadays, but I'll try my hand at this. 
Dr Daz 
I'm J.A.M. 
OTP. 
uR C.O.C.K. 
I May Participate 
 
I'm A Noob. 
I'm IN. 
I Am Tentatively In 
 
Ionous. 
You are tentatively finishing your RetroJam3 DLC map. 
 
Travail Jam mixed with Rubicon 
Shambler 
It has tentatively been sent out for testing. 
Ionous 
I tentatively approve of this progress. 
BTW, Jam 6 Theme Is.... 
 
Shit, those are niiice... 
 
 
 
 
Quakeaddicted Is Still Down. 
 
 
and you still spelled it wrong 
 
Quaddickted is still down. 
 
 
RetroJam3DLC is coming. SOON. 
Aloha! 
 
RetroJam3DLC 
Nice. 
 
* Topic is 'Prepare to J A M ! #mapjam6 starts in 4 days #hype #majorhype #hashtags'
* Set by Daz on Mon Jul 20 18:20:07 
 
Where can I get on the IRC channel, anyway? 
#terrafusion On Quakenet 
 
 
https://gamesdonequick.com/schedule

welp, guess I'll be distracted the first week of the mapjam... 
I Don't Care That Much For Games Done Quick. 
 
Speak Up 
JAM

never used irc, though.

Seriously, what's the theme? 
Btw 
nQuake site at sourceforge is down as well. 
 
MAP. JAM. HYPE. 
Im Curious What Theme It Will Be 
im curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will be 
 
It wouldn't be a jam if everyone could get started early, now would it? 
Im Curious What Theme It Will Be 
k? 
-= SPOILER ALERT =- 
go ahead. 
#mapjam6 Theme 
Will be announced Friday afternoon/evening GMT. No spoilers until then :)

2 week time limit as usual. Flexible if someone needs an extra day etc. All info will be in a proper post on Friday. 
An Interesting Article 
http://www.theguardian.com/film/2015/jul/22/rain-is-sizzling-bacon-cars-lions-roaring-art-of-sound-in-movies

This is an article about sound design for movies. I thought it was a very interesting read. 
Quakeisdead 
QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD???

:( 
Agreed 
RIP :_( 
Hwat 
 
??? 
??? 
Yeah Quake Is Really Dead... 
COCKROT.

http://i.imgur.com/fQ3VK3f.jpg etc etc. Yeah dead as fuck. It might be slow but the quality and passion is still great. See, errr, last year. 
That Foley Article 
is amazing, definitely a worthwhile read. 
Quake Is Undead. 
 
Thatisbeautiful 
http://i.imgur.com/fQ3VK3f.jpg Where is this from? really want to play it 
 
Something MFX teased in the screenshots thread ... 
No No, Quakeisdead. 
So you don't need to play it.... 
Quake Is Dad 
 
#25730 
Is dead your quake
??? ??? ??? ??? ??? ???

Explain Your Username.

ah,
you're in the wrong toppic
MAPJAM6 
Will be announced in 6 hours! GET HYPE 
 
QUAKEADDICKATED is still down. 
 
what time is it? 
 
I'm five hour behind you, it's 11:24 here. 
I Thought It Was Going To Be Announced Tomorrow. 
 
Test 
it's announced in 2 hours and 10 minutes

GET READY TO JAM! 
 
It's barely lunchtime here ... CALM YOURSELF DAZ. 
So 
where is it? 
Awaiting Mod Approval 
 
Dammit Mods, Approve The Damn Thing Already! 
I want to play around with all the cool textures (or probably make a crappy map with them)! 
Ctrl+F5 
Ctrl+F5 Ctrl+F5 Ctrl+F5 
Wating 
Posted At Daz' Channel 
 
Spirit 
... 
The Suspense 
it's killing me. 
RTCW - SP: The Fortress 2 V1.1 
Sooooo 
Anyone try Fitz/Quakespasm on Win10? How about TexMex / TB / Compilers / Radiant / etcetcetc

I ain't updating for a couple weeks 
Yes 
would be very interested to hear from anyone who has bitten the bullet! 
Yeah 
I'm sure most work if they function on Win7 or 8, but you never know... not sure what I'd do if TexMex ever stopped working! (we'd need to make a new .wad managing tool!) 
I'm Thinking About Giving Radiant Another Try... 
...But it's a bit difficult to control. 
I Just Got Win10 
Quakespasm and TB seem fine so far 
Windows 10 
Texmex, mark_v, tb, compilers, negke compiling tool works. 
Should I Get Windows 10? 
Would most of the tools I use (DoomBuilder, Trenchbroom) still work? 
 
If you don't give a flying fuck about your privacy and computers turning into company-controlled terminals, sure! 
 
Seriously. Some of the stuff I've read ... it will send browser history and keystrokes to MS for example. No, thanks, I'm good. 
Most Of The Keystrokes Will Be 
wasdasdasdawdwwdwwwwwwwwasdsawdwwwwwwdwawwwwwwwasasdwdawwdwwwwwwwwwwwwaaaaaaddddwwwsadswwwasdwasdwasd

Or porn related. Infact it will be mostly porn. 
 
And Grover Gets You Anyway.. 
dot dot 
Negke Compiling Tool? 
You mean Necros' right?
I feel like Negke would be willfully obscure and require strange arcane knowledge and unearthly intuitions. 
 
STRANGE arcane knowledge! 
Of Course He Meant That 
you can go sleep now,
prehistoric evil monster you are ;) 
And 
it hurts with every heart beat. 
Trying 
I can't, when I close my eyes that frosted dungeon is all I can see. 
That Will Be Alright After Level CZG 
 
GOOD MORNING MFX HOW IS YOUR HEAD 
 
This Is All You Need To Know About Windows 10 
Well 
It was the case with Windows 8 already and it's completely optional, but. 
Surprisingly Well Spirit 
surprisingly well.. 
Seriously 
https://imgur.com/iHge6RJ

Is that for real?

If it is, Windows 10 will never get installed on anything I own. 
 
wasn't that for the test version? 
Win10 Home Version 
Solitaire has adverts unless you pay the subscription.

Win10 updates are mandatory with currently no way to opt out. 
Wow. If That Is In Any Way Realistic... 
I guess we shouldn't be surprised in an age where every other gigantic, evil institution is partway through a massive power-grab (ahem, US government surveillance). Kind of infuriating though. But fuck consumers anyway, I mean, they're only 99% of the population...

Does anyone here actually believe tech billionaires are going to save the world, or does neo-feudalism seem more likely? 
Well 
 
https://www.microsoft.com/en-us/privacystatement/default.aspx

Some parts more scary than others.
Especially when taken out of context.
Which is what lawyers love doing.
Especially government ones.

Much of the problem is that their eulas etc all include cloud services along with local software. For cloud services much of that stuff is understandable, but definitely is not when its local software. The other part of the problem is that the parts that should be local software are still not local.

If you do install it, be sure to disable everything. And then google to find all the other 'options' that you missed...

And yes, the windows update thing allows them to install adware or whatever the hell they want later - they'll probably wait a year, at least...

Personally I'm gonna wait a while. the d3d12 renderer can wait. 
Daz 
that is incredible, actual laughs out loud. For real. IRL 
Windows 10. What. The. Fuck. 
My main fear is that the mainstream are culpable enough to buy into it. 
 
Of course they will, look at how happy everyone is using Steam. 
I'm Happy With Steam 
 
So... 
What's the problem with steam? 
 
I use Steam but I don't really like it. Too much unnecessary overhead. It reminds me of spyware in some ways. I only start it if I have to, if shopping for games I just go to their web page. 
 
everyone I know that plays games loves steam. some will admit that it is DRM but still forgive it because of things like steam sales. it makes me sad. 
 
Steam is one of the reasons why PC Gaming is still relevant. 
Steam 
used to suck a big bag of donkey dicks. But it's a much better service than it used to be.

I actually prefer the steam model over the console model, pricing, availability and backwards compatibility. 
 
Yeah, Steam Sales definitely make up for a lot. I've played half a dozen or more games which turned out to be excellent that I wouldn't have bought at regular price.

On the other hand, I got suckered in by Alien Isolation. 
 
right, and i didn't make this point explicitly in my post, but the problem with steam is that it is not clearly evil. just slightly not evil enough to turn most people away from it. this is what makes it evil ironically, because it's a slow and gradual acclimatization to DRM. 
 
thank you 
 
I don't think it's a far cry to say that PC gaming still exists because of Steam. 
 
Haven't used it much or recently but some things: Ads in your face at every launch, demos do not exist anymore, everyone is ok with asking valve if they may play something or at least telling valve they are playing and how long, some shitty company knows about all the games you have, for many games there is DRM, 
Have You Guys Ever Heard Of GOG? 
 
 
yeah, i try to get all my games from there when I can. sadly not all stuff on steam is available there. 
 
Yes, I am awaiting Galaxy! 
 
Demos not existing anymore is not Steam's fault in the slightest. 
Off 
This Duke couldn't get in Steam
because it refuzes my earlier 3DNukum
CD identity! Thanks CD owner! 
Steam 
There is already a participant that's has played this game.
Of course, meself that remembers his log file.
Make another username and log in again.
Windows Life welcoms you.
madfox, get off steam. 
The International 5 
Losing It The Win 10 Style 
These Halls I Walked: An Homage To Doom And Quake 
 
^written by peekaboom 
 
Great read. Thanks for the link! 
A Haiku, By Scampie 
i hate func_trains and
think that they really suck;
why are they so bad?


seriously, why do they teleport to the first path_corner you target them at? that means if you want to do several spaced out trains, you need that many path nodes, which introduces slight noticable stops into the path. Why not just let them start where I built them in the level and just float toward their first path_corner? 
 
It's sp you can light them in separate areas... 
 
oh crap, you're right, that actually is super useful for what I am doing... I was positioning things really carefully and trying to light them each reasonably the same way... but fuck that, I'll just stack them and they'll all light exactly the same.

Also... I am dumb, I can just make path_corners that are only start positions, they don't have to be part of the chain. 
Ah 
Good idea, I made them part of the chain for a stupidly over complex map I abandoned ages ago.

Quake is great for these types of proto hacks. 
For Fuck's Sake 
I looked at engines that allow different screenshot formats. I looked at 6 of them and I found 5 different ways.

scr_screenshot_jpeg/scr_screenshot_png
scr_screenshotformat
scr_sshot_format
scr_sshot_type
sshot_format 
Woah 
#25818 
I'd be more amazed if they were consistent tbh. I think the days of there being some sort of committee-agreed "standards" for quakery is kinda over. 
 
you don't need a committee to check if any other engines have implemented a feature before you, and if they have, conform to their implementation (as long as it's not really dumb.) 
To Be Honest 
If i was doing my own engine, I wouldn't give a crap what others were doing and make everything the way I want.


The fact there is _anything_ in common between engines is a damn miracle. 
Necros: 
it seems that most other engine creators follow the same philosophy. 
 
yeah... I guess I'm just saying to look at the other side of the picture.

I think we'd all balk if someone told us all end level triggers had to look like the big gates in id maps or something.

Engine coders are in a funny position in that they are doing something creative yet are heavily constrained unlike mappers who have the freedom to do whatever they want.

I don't know what point I was trying to make now. 
Compatibility Is A Lost Cause 
spirit, if it helps, fte's cvar was named to match fuhquake.
except that fuhquake renamed its cvar with 0.31. randomly renaming cvars will always result in issues like this.

personally I'd say to go with screenshot_format, that way people stand a reasonable chance of finding it with tab (in engines that provide alternatives anyway).
sure, its not on your list, but hey...

the problem with committees is that you need someone to take charge and harass people until they get their act together.
my own attempts at getting other people to stick to the standards that they claim to support didn't really go too well. frankly, its kinda impossible to disagree with Kinn - people just don't give a damn about compatibility until they're humiliated by it. On some level its actually beneficial when other engines can't run the mods targetted at your engine because you implemented the standard wrong (embrace, extend, extinguish).

the stupid thing is that there's no reason that a cvar can't have multiple names. sure, each engine will still have a preferred name that is used for saving configs, but they should still accept other names for the cvar.

metlslime, not a committee, no, but you do need teeth to ensure that people actually put in that extra effort.
it doesn't help that there are so many different engines that would need to be checked, and half the time engine devs don't bother looking further than their favourite competitor (if that).

the other problem is that most engines are dead now, even if they're still used (who'd want to upgrade to a third-party fork that claims only to break their configs?).

</rant> 
Peekaboom Here 
Hello all. Figured I'd drop a note saying hello given that my article was referenced earlier. Many old and new faces around here!

I think I last posted here probably 10+ years ago, and haven't been very close to the quake scene in a long time. The most staggering thing is the number of new quake engines to navigate!

I've been going back through a bunch of old maps playing against the Omicron bots on a massive nostalgia tour. I've managed to hunt down a fewer new DM maps (newer as in circa 2005) as well, which has been fun. I think I've settled on using the JoeQuake (after trying out about 6) since it has a lot of nice options and actually works with the Omicron bots.

Hope all is well. Cheers! 
Hey :) 
Welcome back! That was a great article you wrote. 
Thanks! 
And I've already jumped ship to Qrack engine. No, I'm not a purest and like all the little graphical and quality of life enhancements in the newer engines. I'm contemplating getting a server running for some DM at some point.

Also I'm sensing that the mapping scene is heavily into SP these days. Has anyone been doing DM maps consistently? I've found a few from around 2005 or so, but not much after that. Any sites cover or list recent DM maps? 
Try 
Better 
Thanks! 
 
 
 
So, this came up toward the end of working on my mapjam6 map: why does vis have code and such for ambient lava sounds, same as the water and sky automatically added sounds, if Quake doesn't have a lava sound!?

Mentally, I for some reason always filled in the Quake2 lava sound whenever around lava in Quake and expected it would be there, but then making a level with a bunch of lava and having no bubbly crispy sound to go with it is really sad :( 
 
yeah, presumably the engine has access to this data, but I guess no one ever requested it, or it wasn't worth adding??

It would be a cool engine extension, cause it would basically behave as it already does if the engine doesn't support it.

as long as all engines pick the same filenames to play! 
 
You'll think this is funny. I always thought lava made sound until not too long ago when I realized it was actually the ogre idle sound I was hearing.

I wish there was actually an entity for the liquids ambient sounds where you could specify sound and distance instead of the built in "if you could see it, you can hear" sounds.

Maybe there's some hack way of doing it... 
There Is A Hack! 
use *waterskip with 1px size to extend the range of the sound. 
 
Or just do a fast vis only and hear water and sky everywhere in the map.

What I'd actually want is control over where the sky and water are heard, not where the engine thinks it should be. Something like target_speaker in Quake 2. 
 
quoth and other mods already have an general ambient entity that can take any looped wav file, just use those. 
@Skacky 
Skacky asked on Twitter for a Quake texture version of a certain stained glass window image. I tried reverse image searching it out of curiosity and found another version without perspective skew. The original image was no longer available, so this is copied from Google's cache.

http://imgur.com/W1onApW

I hope Skacky sees this post. Mebbe someone in with the Tweets can tweet him or something? 
 
Wow thanks, that's very cool! I can most probably use this as a base to clean it and complete it. 
=) 
I'm taking a break from mapping for a few days to stay with my wife a little. So, I'm taking a lunch break (like ShoTro) to thank this community.

This forum, that I've been following for just a few months now, is the best internet thing that happened to me since 2004. You are so passionate, so helpful and kind. Everyone working together for the best of everyone. That doesn't happen everywhere and everytime, it's like a gem that, when found, we got to keep.

You're maybe not aware, but you all made such an awesome environment. It was so great to meet you. Let's all keep it up. 
Wow. 
 
 
so passionate, so helpful and kind

which func_ are you using? 
 
Oh necros stop it you snugglebunny. 
 
It's true you guys are pretty cool! 
Func_|_ 
 
 
 
Hahahaha 
So... 
Which topic has the most unread posts on your profile. Mine is "other games" which is 8072 new. Silly func, implying there are games other than quake. 
Enliten 
There's Doom, and Doom 2. 
I Wonder If Negke Has Any Unread Posts Left 
 
 
What`s Happened In Gaming In The Last 8 Months?? - All 108, Last 50, New 108 
 
What happened to the code help thread? I can't find it .. am I derping hard or something? 
This One? 
Spirit 
Yes, the Quaddicted thread. 
Berlin People? 
Any Quaker in Berlin who'd be interested in meeting? I'm here for vacation until Friday and I don't have a lot on my schedule. Email address in profile is up to date. Beer is always an option! 
I'm There 
So are inertia and mfx. 
So Was I 
We could have broken the record! 
 
HI LUNARIAN! 
HI SCAMPIE! 
 
Duplicate Colors In The Quake Palette 
I had my computer take a closer look at the contents of palette.lmp, since I wondered whether all the color values are unique. It turns out they are not and there are twelve duplicates.

I show my work here for those who care how this information was obtained:

http://pastebin.com/tSaGppSX

My result is that the following twelve pairs of colors in the palette are the same. The indices are given first, and start from 0.

0 0x000000
48 0x000000

112 0x0b0700
207 0x0b0700

32 0x0b0b0f
223 0x0b0b0f

143 0x0f0707
159 0x0f0707

16 0x0f0b07
175 0x0f0b07

51 0x131300
80 0x131300

142 0x170b0b
158 0x170b0b

52 0x1b1b00
81 0x1b1b00

141 0x231313
157 0x231313

53 0x232300
82 0x232300

76 0x670000
247 0x670000

111 0xfff31b
192 0xfff31b

Indices larger than or equal to 224 are normally fullbright, so this means one color, 0x670000, appears as both non-fullbright and fullbright color and thus the two instances are not technically the same color. Other pairs are made up of two non-fullbright colors which just happen to appear in different places in the palette.

Having 0x670000 be a color of both kinds appears to make automatic conversion of full color images to Quake textures problematic. How can a program tell if a color in the original image that maps most closely to this color is meant to be fullbright or not? You have to pass the information about which pixels should become fullbrights by some other means, I guess.

This may be old news to some folks here, but it was new information to me. I don't know why there are duplicate colors in the palette or if the pairs are handled differently by any engine. If anyone can add anything to this, I'd be interested. 
Lazy Artists Mostly. 
There is no benefit to any of the dupe colours. Most likely just how whoever made them first in DeluxePaint set up some ramps to go from the same colours to other colours, or copied some colours around. The Doom palette also has 7 dupes I think.

And yeah, that fullbright red colour is seen a lot in some converted texture.wads, esp those compiled in the hayday of GLQuake where you would not see fullbrights at all.

The only solution is to ignore fullbrights when importing, or to go over the image in case there are parts you want to be fullbright, to ensure that those parts are and other parts are not.

Another really funny thing about the Quake palette is how the first 8 rows of 16 colours go from dark to light, but the next 6 go from light to dark. These 14 rows are all used as swappable colours for the shirt and pants graphics. And because again, one of the artists who made the palette fucked this up, for no appearant reason, John Carmack hacked in a fix so that the palettes which have a different brightness order would not look inverted on the player model. Fudge abound :D 
Popular Misconception 
There is no benefit to any of the dupe colours

Actually they're quite important in one particular of the quake engine, and further down the post you even mention it! They make the shirts/pants system work, the colours that are duplicated appear on different rows, and you'd need to replace the row based gradient system with something much more complicated to eliminate the duplicates and still have the same visual on the players. 
^ Quakewiki Wants You 
 
Addendum 
I also checked the colormap.lmp for duplicate color columns. If my quick Python script is not wrong, the eleven identical non-fullbright color pairs have identical columns between them, but obviously colors 76 and 247 cannot have the same columns because the latter is fullbright. There are no other identical column groups in the file.

As I understand it, only software-rendered Quake engines use the colormap. 
Preach 
Not really. It would not have been hard to slightly vary those dupes up and as a result get a slightly smoother colormap plus no ambivalence when repalettising.

Here is a tweak I just did which should not have dupes (unless if fucked up slightly, which would not matter, the point stays the same.)

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/palettetweak.png

I converted the palette to 18 bit colour before doing the edits, since that is what VGA mode 13h could output afaik. (albeit stretched to full 24 bit space in this case) 
Well 
Not really. It would not have been hard to slightly vary those dupes up and as a result get a slightly smoother colormap plus no ambivalence when repalettising.

But you end up either changing the colours in an un-noticable way, in which case why bother - or you change them in a noticeable way and people would notice. I'm not convinced that making the palette a bijection has ever been on the mind of any designer.

Here is a tweak I just did which should not have dupes (unless if fucked up slightly, which would not matter, the point stays the same.)

I rest my case... 
Granted 
The differences are minimal, but will in certain cases make a difference in the colormap, esp on lighter gamma settings.

What I am saying is that whoever made the palettes, likely Adrian and/Kevin, did not think too much about the technical side of things, so some dupes happened.

Worse than any of the dups is the horrible blue ramp though :P 
GOG Sells And Streams Quake 
http://www.gog.com/game/quake_the_offering

As far as I can tell, they added Quake to their games list very recently. It's listed as Windows only. I wonder if they could add info source ports for other platforms there somewhere.

They will also stream the game on their Twitch channel in an hour or so.

http://www.twitch.tv/gogcom

And if you wonder who these people are, here's their answer.

http://www.gog.com/support/website_help/what_is_gog_com 
Quakespasm Mentioned 
Actually some thoughtful person has written a review of Quake for them and mentioned Quakespasm and Quaddicted already. 
 
Does this have the soundtrack in some form? 
I Can Ask 
It doesn't clearly say that it has the soundtrack, even though it's mentioned in the full description. I will ask about this during the stream and report back. 
 
Yep, reportedly.

Makes me wonder if it's DOS Quake with the CD ISO mounted in DOSBox, but then one of the GOG comments mentioned seeing a 3dfx logo on startup, which ... really? Huh. I'll probably eventually grab it to check out the setup if no one else here beats me to it. 
It Does Have The Soundtracks 
Nice, 
though that thread does not state in which form the OSTs are delivered. If it is an ISO (which would be neat) or MP3s/OGGs. 
 
Screenshots are GLQuake (or a fork that stayed very close to it), yuck. Size suggests music rips, <400 MB for Quake and the MPs can't be lossless music.

I wish they had contacted the community about choosing a proper engine. Quakespasm with some user-friendliness changes would have been perfect I would think.

Right *now* is the time for a great person to create a thread in their forums detailing the process to install QS or another modern engine that is not Darkplaces. Early threads win the popularity contest.

[Insert ranting about "source port" and "Trent Reznor's soundtrack" here] 
 
Yeah there are some threads about that already going on their forums, so the topic is out there.

Is your last thing referring to that open sore of a thread on the Steam forums? That guy is something else. Too bad people keep bumping that thread. 
 
Oh I forgot to mention... there's an id developer that posts in the "Early FPS" thread on Something Awful every now and then. He's quite aware of the mess on Steam and talks wishfully about doing something with QuakeSpasm but it's not a project that gets attention/resources. It's interesting to see they've done something a little different with GOG (and also that they've gone to the trouble of making a GOG release), so maybe they'll also clean up the Steam release a bit?

Random other thing: he mentioned a way to forcibly download a "Windows only" Steam game on OS X or Linux, if you need to get the data files. First you need SteamCMD from https://developer.valvesoftware.com/wiki/SteamCMD

(And also I think you need a "regular" Steam installation in place, maybe?)

Then run it like this:

./steamcmd.sh +@sSteamCmdForcePlatformType windows +login (user) (pass) +app_update (appid) +quit

Substitute in your username and password, and the app ID of the game. Quake's app ID is 2310. I just now tried it out on OS X and yup it downloaded all the Quake files (under ~/Library/Application Support/Steam/SteamApps/common/Quake ). 
 
Haha GOG just changed their Quake download so that the DOS version mounts a CD for the soundtrack music, and the Windows version is SOL. 
AHMED 
AHMED SAMI 
AHMED 
AHMED SAMI 
AHMED 
AHMED SAMI 
Hi Ahmed 
 
CHRISTIAN 
CHRISTIAN ZIGGURANT GRAWERT 
CHRISTIAN 
CHRISTIAN ZIGGURANT GRAWERT 
CHRISTIAN 
CHRISTIAN ZIGGURANT GRAWERT 
PAX 
Any of you at PAX this year? 
 
I'm never at PAX :( 
Scampie 
It's Ziggurath. 
Negke 
Not in the Swedish dialect I was using. It's not a common word, so I forgive you for not realizing. It means 'One who reads Ziggy, and then rants' 
Scampy 
Here's some dutch dialect

There's a first part in Don Quichotte, when he just returns home from cruisade after he's been beaten up by a "Bisquaier", whatever giant that has been.
He is complaining that he is missing a chamber in his house.
Everyone tells him that he is just not well and he should go to sleep.
Still he keeps complaining about this missing parting while no one believes him.
This goes on untill they call a doctor, because he can't be convinced of this missing apartment.
When finally the doctor arrives, he asks which departure do you mean.

The one that has stolen the chambers, is, while in parting, in suspension of aparting, waiting for your departure.

Ziggurants - Zi Who Rents

There is no meaning in this, every tenant should know the meaning, even Cerphantes. 
 
There is no meaning in this

and how! 
 
#25891 
Jesus christ. My brain wants OUT. 
 
Anyone else having trouble with dzip-linux?


$ wget -nv http://speeddemosarchive.com/dzip/dzip-linux
2015-08-30 15:58:50 URL:http://speeddemosarchive.com/dzip/dzip-linux [67144/67144] -> "dzip-linux" [1]

$ chmod +x dzip-linux

$ md5sum dzip-linux
13bec2763a86e9fea903c25dccc8c912 dzip-linux

$ ./dzip-linux demo1.dem
compressing demo1.dem (82.2%)

$ md5sum demo1*
85ec0141ab24d9732e487d1aafa791f0 demo1.dem
8fc41d8326c8b77e1e62c65c837a538a demo1.dz

$ ./dzip-linux -v demo1.dz
demo1.dz created using v2.9
dem_copy_ue(): topmask & 0x80
dem_copy_ue(): topmask & 0x80
: CRC checksum error! Archive is broken!
checking demo1.dem
 
 
dzip. Strike 1!
linux. Strike 2!

...and here's the wind up ... 
You're Getting Weak, Old Man 
 
 
Old man joke. Strike three!

You're outta there!! :P 
 
It also happens with a fresh compile from the source. 
 
I didn't know dzip was open source? 
 
Sure is, public domainish: http://speeddemosarchive.com/dzip/download.html

How else could great engines like reQuiem have built-in dz support :) 
I Thought Dzip Was Deprecated 
 
 
how do you rip a cd that is mixed music/data on windows? i suddenly felt paranoid about loosing my quake CD so I wanted to create an image that was the whole thing, but I always end up with 78MB images (eg: just the data part). 
Dzip On Linux 
iirc it always says that (i think it might be a 64-bit only bug?) but it does actually work. been a while since i used it though. 
 
I don't think I've seen my Quake CD since 1997. I'm pretty sure I know which box it's packed away in though. 
 
necros: https://web.archive.org/web/20150217195603/http://redump.org/guide/cddumping/ / http://wiki.redump.org/index.php?title=Dumping-Guides
Have fun... If you make a perfect rip, I want it. ;)

mwh: The problem is that it cannot extract it either.

$ md5sum demo1.dem && rm demo1.dem
85ec0141ab24d9732e487d1aafa791f0 demo1.dem

$ dzip-linux -x demo1.dz
demo1.dz created using v2.9
dem_copy_ue(): topmask & 0x80
dem_copy_ue(): topmask & 0x80
: CRC checksum error! Archive is broken!
extracting demo1.dem

$ md5sum demo1.dem
077258b51ba41b83e7ff15a80e709b27 demo1.dem
 
Ah OK Then 
I might try to have a poke if work is especially boring today. 
Ah OK Then 
I might try to have a poke if work is especially boring today. 
 
Wow, that is way more complicated than I thought... I'll let you know how it worked out... 
Dzip Linux 
Ah, the version I have on my disk that I built from source at some point in the mists of time says "CRC checksum error! Archive is broken!" but extracts correctly; downloading the one from sda.com does not. 
Spirit 
what if you run a vintage .exe of it with wine? 
Q1 DM Custom Map Server 
Hello - I'm in the progress of getting a dedicated server and up and running, which I'd like to setup with a rotation of custom DM maps. It's been a long time of going solo with the Omicon bots, and it would be fun to get something more going. I have a few local friends that are interested as well.

I'm thinking of running it as a ProQuake server with running the omicron bot mod to populate things if it's a bit empty of players. Not sure if there is a better bot package to run or not, but Omicron has a few nice features built in as well.

I also need some maps. I was thinking of doing a 12 map rotation with fairly short matches, maybe a timelimit of 15 minutes and fraglimit 30. I'm thinking the maps would be in the 3-6 player size range. Here's a stab at the maplist:

- bovine
- aggressr
- efdm8
- lundm1
- baldm8
- aghast
- alcyone
- gomdm6
- auhsm2
- oma
- rf
- ultrav

The above are some of my favorite all-time maps, plus a few newer one's sprinkled in. I'm open to other suggestions as well.

Cheers! 
Two Things 
1- Do you know the Reaperbot? It's old, but I don't know if it's still newer than Omicron.

2- May I offer my DM level called Cepheus? See how you like it:

http://www.quakeworld.nu/forum/topic/6643

Anyway, let us know when the server is up. 
Mezmorki 
You could add my Deck 16 remake if you wanted -

http://www.celephais.net/board/view_thread.php?id=60922 
 
Mwh: the sda one is broken for you too? I am on 64 bit but don't remember problems earlier. Maybe I never checked...

I'll try wine.

mezmorki: you probably want to use a sw server instead. Trinca has waypoints for pretty much maps with frogbot. Check out the kenya and quenya tournaments for more great map suggestions. 
Qw Dammit... Mvdsv Or Something. 
 
 
dzip.exe with wine works fine
7c8f0b58d5962e0bc1e32bb95d2ac80c demo1.dz 
 
Yeah, sda download is broken. 
Some People Here Might Enjoy This. 
Map Hunt! 
Does anyone have a link or copy they can post of the map:

"carddm2b"

I have a carddm2 but the "b" version is a rexture I'm trying to hunt down. This is a map by Card0. 
 
I have it but you are going to have to prove that it was publically released before I can upload it. Or someone could ask Cardo if he is still in tf? 
 
Cloudy day. Some dude take a walk downtown taking pictures of floor, walls and facade ornaments. 
@ Spirit 
Here's the link to Cardo's website back on PQ where he lists it being uploaded onto planetquake. File links obviously broken now:

http://www.quakewiki.net/archives/cardo/maps.html 
For That Matter ... 
I also can't find Danzdm1 (also listed on Cardo's website link above). 
Perfect! 
Thx 
bsp is in https://www.quaddicted.com/files/maps/multiplayer/ but I will upload the zip instead 
 
Awesome! 
Thanks! 
Cool Thing Happening 
Just so everyone knows ... I've been going through all my old maps and dumping their information (release date, author, map/file name, etc.) dumped into a pretty fancy google spreadsheet. It will include links to the files and also thumbnail images that link to a full HD image of the map.

Basically, I'm taking the content from my old Prominence site, putting it into an excel table, supplementing it with more maps, etc. What's nice is that people can export out a copy and then sort/filter the data however they want, generate PDF reference sheets, etc. Should be groovy. 
 
you are like spirit's long lost twin brother. 
 
i once had a multiplayer map list and editor but can't find the script anymore nor the screenshots (automated from spawnpoints). Did find the database though if that is of any use (not much work went into it...): http://pastebin.com/etxYNCSt 
 
ah, found the scripts and shots but they are horrible code. http://web.archive.org/web/20100225004233/http://www.quaddicted.com/multiplayer/

Without a way to upload maps and replace bsp files with their proper zips it seems pointless to revive though. If someone wants the code, just shout. You will tear your hairs out though, I promise...

More links if you are looking for map suggestions
http://www.quakeworld.nu/forum/topic/3934/tag-and-rate-maps-please
http://www.quakeworld.nu/forum/topic/1873/qw-mappack 
Mezmorki 
There's an archive of quake maps... maybe try there?

http://mpqarchive.pauked.com/index.php 
A Curated Map Thing...... 
So the maps that are going into my list/archive/whatever are curated in that I'm weeding out things that don't meet my entirely undefined minimum standards. But basically the map either has to look cool, play really well (especially if it doesn't look cool), have some historic significance, or some combination of the above. I'm giving included maps a 1-3 star rating based on my interest and reaction to the map. If the map doesn't make the cut, depending on the author it still might be listed so that I remember that I've checked it out before.

At the end of the day, the resulting started maps are ones thy are good to awesome and are worth your time look at ot play a few rounds in. That's the hope anyway.

This is an extension of what I was doing with prominence circa 1999 to 2002. There haven't been all that many maps released since compared to the heyday but I'll try to catch up! 
 
if you're doing all that work, you should probably still keep whatever indexing info you gather for maps that don't make the cut. just cause a map sucks, doesn't mean it should disappear. 
Yes ... 
... I'm still retaining the information in the spreadsheet and any download links, etc. Basically, a user could use it to filter out a set of maps to download, choosing only the *** star maps for example. Eventually there will be some modest stats like map size, theme/textures, layout style, etc. to people could drill down to find certain types of maps they wanted. 
 
map size, theme/textures... i wonder if a tool could be written to examine the bsp files for extents, possibly even volume to determine size, and then compare texture names in the bsp to those in wad files to determine the theme... 
Guys Guys 
this work is really sexy, thanks. 
Necros 
It certainly could. You could compute the maps extends by looking at all the vertices and you can extract the texture names from the mip section of the file. Additionally you can find out which entities it uses (and produce a list of the weapons in the map, number of spawnpoints etc.). It really doesn't look that hard.

Not that I'm volunteering. But it could be a useful thing also for Spirit, so if nobody else wants to do it, I might. I would write it using a scripting language, e.g. python, which I have wanted to learn more about anyway. 
 
That would really rock for a multiplayer archive. For the SP stuff we have done most tags manually already I think.

If Mezmorki would be happy with it, I might resurrect something with the fresh data from him. Started rewriting some things from scratch recently and this might be a nice start. (see eg http://forums.insideqc.com/viewtopic.php?f=9&t=5738 for my long term plans)

I am learning Python too at the moment and I might use it for the rewrite. Maybe with Flask? I am still too dumb for MVC though. 
Collaboration-combobulation 
I'm game for seeing what we can do for a nice curated/tagged MP map archive.

Couple of linkys on my end:

Here's an image I whipped up (from sketchup models) showing different types of map layouts that are common for MP maps:

https://www.dropbox.com/s/x78bscjiqmlj0iw/MapLayouts.jpg?raw=1

Next, here is a read-only link to the google spreadsheet thing I'm working on.

https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing

I know this might seem odd to have as a google doc, but it gives users potentially a lot of flexibility. They can save their own copy and then sort and filter the list however they want, add their own ratings/comments, etc. Google doc also does a nice job exporting + formatting the whole thing to a table, so you could adjust the spacing to get nice thumbnails and then generate a reference PDF to drool over at your leisure. 
Madfox Spotted 
Also 
I can see it's possible to write a Quake design level bible based on knowledge drowned inside this forum, revised and expanded by many of you. A black bible to entice kids to 20 year old vintage tech perversion. 
'cause I'm Silly 
 
"formulaic" 
"formulaic"? 
 
Back In 1975..... 
.... We used to call a style of maps that followed in the vein of dapak style maps (headshot was the big author here) "formula" maps. I don't know why - and maybe it was just me imagining everyone else calling them that too. But think it was commonly used.

Basically, they are maps with a smallish central chamber, usually 2 levels in height, with some smaller side chambers all connected with modest hallways. A lot of the reasoning(I think) was trying to create a more compact and open feeling map but keep the r_speeds low and sight lines limited. A lot of maps still fit this general description though. 
It Was Not Commonly Used 
jeff yost tended to call them "level-over" but I think he called everything that.

It's a style of design that works well for deathmatch, but it's hardly a formula. headshot and danimal tested and revised the hell out of the dapak maps, and that's what they became - it isn't just a matter of "build according to these steps if you're out of ideas."

It just sounds unfairly reductive, considering how 'formulaic' in other fields is a critical pejorative. 
Yeah 
I agree that it does have a tad negative connotation (although I never intended it as a negative). Maybe I'll call them "chamber" maps or something, which still sounds distinct to me from atrium or the multi-atroum types. 
 
I was never a fan of the dapak maps. They really don't feel authored at all. It was a pain too because all the UK servers back in the day ran them for clan matches 
Python Script To Extract Bsp Info 
Here's something I have slapped together in two days:

https://github.com/kduske/BSPInfo

Should be easy to extend / adapt. Python afficionados don't judge, it's my first ever Python script ;-) 
Yay, Thanks! 
Ran it over my id1/maps/ and got some common error with entity parsing, try:
https://www.quaddicted.com/files/maps/multiplayer/clockwo.zip

argparse is create for making a help page automatically. 
 
FWIW, if you want/need to pair that with the ability to programmatically yoink things out of pak files, I made a Python module for that a while back: https://pypi.python.org/pypi/expak 
 
I guess one more thing to say about that module: it provides a way to get some bit of pak file content as a read-stream and allowing you to run an arbitrary callback function that processes that stream. So if you just want to munge some data out of it, you don't have to actually extract and create a new file.

That may or may not be helpful in what you're trying to do, but if you do use it and hit any problems let me know. 
Bsp Data Extractor 
What data does this generate? 
Mezmorki 
Right now, it just tells you a few statistics about the bsp such as the number vertices, the max extends, and usage statistics for textures and entities. 
It's Just A Quick Hack 
but it could be extended to display other information as well. 
 
 
Hey 
I see your mark V says 0.94 in the corner of the console, try this last beta that Baker posted (scroll down to the post from 2015/05/08):
http://celephais.net/board/view_thread.php?id=60831&start=879&end=879 
Thanks! 
Hey, that fixed it! Thanks!

Sorry I posted in the wrong place. 
Good To Hear :) 
 
Http://www.rockpapershotgun.com/2015/09/07/dooms-snapmap-id-tech-6/ 
SleepwalkR's Bsp Thing ... 
Can you post a dump/result file? I'll take a look at the program as well on my own.

I was doing a little brainstorming to try and figure out what metrics might be useful to help describe the gameplay of a map.

For instances, knowing the amount of horizontal (or shallow sloping) surfaces that players can walk on would be great. You can then compare that to the maximum volume and maximum extents of level to get an understanding of how sprawling vs. vertical/overlapping the design is. I imagine getting horizontal surface area would be difficult though? 
Sure 
Here's the output:

https://gist.github.com/kduske/d6c91ca87c81e0a08539#file-gistfile1-txt

If you want advanced metrics like that, you'll have to find someone to code that in for you. I just did this as a proof of concept. I can add simple stuff and fix bugs, but I won't sink a lot of time into it. 
That's Pretty Cool ... But ... Questions! 
Number of planes vs. number of surfaces? Is surfaces horizontal? E.g. 3958 planes vs. 242 surfaces? Of course, this doesn't tell you the are of the surfaces. 
From Spirit With Excel 
I dumped Spirit's big list of maps into excel - the most useful bit for my purposes is the release date. Spirit - were these dates taken from filedate stamps or something else?

For the curious, here's the number of maps released by year (in this DM map database):

1980 2
1988 2
1989 3
1994 3
1995 2
1996 325
1997 937
1998 517
1999 431
2000 103
2001 105
2002 74
2003 61
2004 79
2005 43
2006 11
2007 19
2008 11
2009 1
2038 5

I would've thought the early 2000's would've had more maps, but the big volume was more post release when everyone was making their own MyHouse.bsps or whatever I guess.

This does narrow list considerably for maps that I should check out from the past few years. So this is immensely helpful in that regard.

Thanks! 
 
Geez, 937 ... what a year. 
On The Bsp Data Thing... 
How easily can it generate the map name and author name if it was provided inside the bsp? 
 
I'm more interested in the 3 people who managed to make QWDM maps in 1989. 
 
I don't remember the source for the dates, might be zip timestamps, might be bsp timestamps. Don't trust them too much.

You can get map titles with grep, not sure if it is always the first "message" but it might be:
grep -m 1 --text "message" file.bsp

They are often mixed with special characters or just garbage though. Might be better to use the readme files where available. No standards anywhere. 
Rough Data 
I believe you'll make a best effort and generate data to be revised by Spirit. Data hacked out of bsp will not be reliable enough, right? And this five map episode from 2038 is played against real bots? 
@adib - Whut? 
For the record, I'm not interested in developing a complete and detailed deahtmatch map database. I'm only interested in creating a list of good (in my totally subjective opinion) maps with some more information about those chosen maps. 
Mezmorki 
Sure.

Sorry if I missed it in so many posts, but do you intend to put up a Quake MP review site? That would take me back to DM mapping.

I tried QuakeWorld and didn't fall in love. Levels are too bright, a fish-eyed FOV, items and models are one-color 2D shapes. They dropped all immersion, it became a sports game. I miss old school servers.

If someone else feel this way, I'm up to help. 
 
aren't those all just client settings that you can change locally? 
More Plans ... 
I used to run prominence on planetquake which was a dM map review site, where again I only generally posted maps that were "good." I'm basically turning the idea of that site into a big google doc file :) I could integrate "reviews" into the scores as a comment pretty easily if there was interest in that. Or add a new review field with comment text.

I have a blog (www.big-game-theory.com) where I'll probably post some q1 map related stuff from time to time now that I'm getting back into the swing of things.

I'm also in the process of getting a netquake (not quakeworld) server up and running. This will be a bit of a hack job (never hosted a server before) and I'm going to try it via my recently upgraded home connection (75 mbps down / 10 mbps up cable) just to see if it works. I'm doing the server mostly so I can play over the net with a bunch of my local friends, and want to use it to showcase maps. ProQuake will be running the server, but a number of different clients will be allowed to connect to it. I'll probably be running the omicron bots mod because it provides some nice DM options as well as client controllable bots.

I'm looking into merging another server mod with frickbots, but I don't know any QC to do that. Gen made a DM mode that went with the Reinc map package that has some nice netquake options, like quaddrop (the only thing I liked about QW) and extra gameplay modes (shambler head hot potato, etc.). Maybe I'll run that as a default instead and skip the bots. I don't know yet, I need to figure that all out.

Stay tuned... 
Looking Forward :) 
Metl, yes, but then I would be the only one shooting in a dark myst enjoying the atmosphere while everybody else has the lights on, the FOV of a chameleon and the shotgun barrel 2m ahead like a dick. It's a problem I don't know how to solve.

QW people are concerned about download times, so I'd better stick to mostly 64x64 textures. No complicated geometry, no fog. Can't count on colored lights, because QW doesn't download .lit files with the level. It's a different mapping. 
 
I'm more interested in the 3 people who managed to make QWDM maps in 1989.

In many ways, the 80s Quake scene was ahead of its time. I was lucky enough to be around then and I have some pretty fond, if hazy, memories of those crazy days. My only complaint is we didn't have many tools back then that we now take for granted - including an engine to run the levels in - but you just made do. Happier and more innocent times :) 
 
In 2038 Quake you can't respawn. Try not to die. 
 
In 2038 Quake, if you die, you also die in real life. It sounds harsh, but it's actually quite fair by 2038 gaming standards. 
It Can Get Much Worse ... 
... In 2038 when you lose, John Romero actually does make you his bitch. 
 
and you won't like how john romero looks by 2038

no siree bob 
Been Thinking About A Custom Episode Using Quoth 
I've talked to people how I wanted to add a NG-tier machinegun to the already existing arsenal (by decompiling the whole lot, pasting the QC code that would be tested in vanilla quake, and recompiling), and maybe a chaingunner-like, since I've recently learned how to model/animate in Blender and export said models as .mdl, and had some experience with QC in the past. Again, the idea is to be a quoth-using level pack, but with a bunch of extras.

Now the actual question is, there would be a secret level that has an exclusive weapon, a TF-like Minigun, with spinup-spindown and releasing twice the bullet as before (or rather, nails). Would that weapon actually benefit from the Quake/Quoth standart on a design perspective? Or how could a weapon like this work without being redundant/broken, considering there would be the MachineGun and the Super Nailgun (the NG is still there but I don't plan on using it on that map pack)?

Would it be better to have only one MachineGun that's like Doom 2's Valiant (the chaingun is beefed up by firing bullets extremely fast and having a small spindown, making it more useful but eats a lot of bullets) or UT3's Stinger Minigun (think of Q2's chaingun but more stable and the rate of fire being slow at first but machinegun-tier after a second or two)?

I ask this because I always wanted to make a minigun weapon, on par with the ones in the Team Fortress games (minus the movement penalty), and with the idea of making a weapon secret-level exclusive, that would be my chance to make one. 
Not Calling Your Stuff Bad Ideas 
But this kind of post is exactly why the Quoth source code is not public. 
I'm Not Asking About The Sourcecode 
I'm just asking questions design-wise. Or are you saying implementing machineguns in quake is a bad idea? Because since I've been in the community I keep hearing bad stuff about hitscan rapid-firing weapons.

Which is a shame though, because as much as I love Quake, I would love it even more if the NG was hitscan or was a MG. 
 
And even if I'm able to implement my stuff into it, that would be its own thing. No sourcecode to be released.

Really though, what's wrong with Quoth and its sourcecode? I heard that conversation once and I still don't understand. Is it because anybody could steal from it, or just because people would pile bad ideas onto it? 
 
I like the chaingun that is in Zerstorer. Even though generally I prefer projectile weapons, I feel like it worked well to distinguish the weapon from the SNG. Maybe I am misremembering, but I think Drake mod took it further and made it piercing? Maybe I am imagining that, but I loved that too, really made the weapon have a useful niche of being a good weapon to clean up mobs of weak enemies, and you used the SNG and SSG on the tougher enemies.

I think that chaingun was actually really really fast projectiles, with long tracer bullet .mdls as the projectiles. I never looked directly at it though. 
Daya 
Quake isn't above modding, but Quoth somehow is. I'm surprised they let people make maps for it.

Do whatever you want! Try both machineguns and just see what you think feels more fun. 
I Remember Some Maps That Use Quoth Content With Custom One 
Like that one where there's a flame gun that uses the NG model and that ice gun that uses the SNG, what's the story behind that one?

Going back to the topic of my MachineGuns, the idea is, like in Drake, to use ultra-fast stretched white lines, or to be actual hitscan attacks that leaves a small puff trail behind them (similar to https://youtu.be/9wWbvvtZYvo?t=8m18s Thing is, I don't think it's possible for hitscan attacks to leave a trail behind them, or am I mistaken?). The MachineGun, as I've said, would be NG-tier, so to take down weak enemies and weaken stronger enemies. The Minigun would basically be SNG/SSG tier, but would eat nails much faster. It'd be like the NG/SNG relationship, one weak but to use to spare ammo, and the other to go all-out on stronger enemies despite it's ammo consumption. 
Quoth Is Free Right? 
Yet still that's not enough apparently. 
Re Hashing The Quoth Argument 
Quake was released to be modded out of the box. It's odd that a mod for it would change that stance.

A couple of coder's have managed to mod quoth, but not to include fire and ice guns AFAIK.

Nothing stopping you from adding trails to hitscan weapons - that's just a railgun.

You'll have to learn to code though, nobody is going to do it for you. Luckily, notit's that difficult. Check out the inside3d tutorials - are those still up somewhere? 
Fire And Ice Guns 
I think that was Drake... 
 
"Quake was released to be modded out of the box. It's odd that a mod for it would change that stance. "

I'm a huge believer in releasing source for things. Look at what happened with Qonquer. After that map jam, we now have a better version of the mod that's more suited to experienced players AND fixes a few bugs. 
Yeah 
I surprised myself when checking out RRP the other day - I forgot that the devkit is actually semi-useful.

I just wanted to copy the same as was released with Nehahra back in the day.

Open sourcing your stuff means it can survive without you when you're done. 
No Music Patch For Vanilla Quake 2? [EDIT] 
No Music Patch For Vanilla Quake 2? [EDIT]

Posted by anonymous [118.100.140.72] on 2015/09/11 13:12:25
Come on people, it's been 10 years. Is there no Quakespasm for Q2? Yamagi Quake 2 would've been perfect if it weren't for the fact that music does not work on it and deathmatch levels do not display on the multiplayer level list. Quake 2 XP doesn't even work. And that "Ultimate Patch" featuring Knightmare Patch/KMQ2 fucks up the HUD elements, among other things (such as CTF powerups in DM levels, and their models are broken and only display axis). 
It's Not Yamagi, It's You 
 
 
I turned off the music in Quake 2 after hearing it one time. 
 
I turned off Quake 2 after playing it one time.

FTFY 
Reposting This Here For A Wider Audience 
<czg> So I'm kinda thinking about if making a Dark Souls-ish mod for Quake would be fun or not
<czg> would only work if the player plays by The Rules and doesn't savescum though.
<czg> Have "bonfires" or similar in the map, no pickups of health or ammo in the map, enemies may drop ammo, killing enemies gives "souls", getting killed respawns you at a "bonfire" and respawns all monsters, "resting" at a "bonfire" respawns all monsters and refills all your health and ammo, use "souls" at "bonfires" to purchase upgrades for yourself and weapons
<czg> I haven't thought this through very well
<czg> the question is; would it be fun or interesting? Or just a waste of time?
<czg> I'm not sure if the Quake gameplay is challenging enough to make the death/respawn mechanics interesting or not
<czg> Also if players are super upset with dying and calling bullshit and ragequitting
<czg> Probably not going to do anything though lol
<czg> would take me years and years
<czg> (probably) 
Hmm 
It's certainly an interesting idea!

Not sure how well it would work on vanilla maps etc but if a sprawling interconnected hub like map was created for such a mod it could be really cool.

using the axe could give more souls from enemies, or could be used to "parry" a melee attack if you hit at the correct time.

The issue is really the enemies, you would probably have to redesign most of them to be much more challenging. 
 
Or I guess the other option is to badly gimp the player so they take a TON of damage from enemy attacks or have to walk, and stuff like that. Sounds like removing fun tho ... 
 
I was thinking maybe could start the player off with like 25 health or something, and then you'd be able to upgrade that at bonfires, that would at least make the smallest starting cannonfodder enemies more interesting.

A bigger and less well known bestiary like Quoth would be good. If only the Quoth source was available... 
Oh And The Parry Idea Is Really Good! 
 
 
don't do it in quake, do a quakeish dark soulsish shooter in a newer engine.

steal all the good enemies, skip the others (spawns), call it a spiritual successor. 
 
This could perhaps work well with sock's mod since it has a lot of medieval enemies. 
Ne_qep1_ext Style Maps Might Work Well 
 
 
"Oh And The Parry Idea Is Really Good!"

It's cool but there has to be a major incentive for the player to switch to the axe and parry monsters rather than just shotgunning them in the face. :) 
 
You only get one bullet. Make it count, noob. 
Lunaran 
That leads to... what newer engine? It's something I intended to ask sometimes here. What shooter should I mod these days? 
Parry 
Axing a monster while it is in attack frames makes it going into pain frames instead, and when it goes into pain frames it takes 2x or 3x damage.
Monsters do not go into pain frames regularly. 
Just 
Make sure it has fat-rolling. 
Czg 
why don't you have email, i don't want to facebook message you

that's for teenagers 
 
I thought facebook was purely for mothers to spam pictures of their small children and literally nothing else. 
Christig At Gmail Dot Com 
Send me cool stuff yo 
 
Facebook is so that you can ridicule czg in front of his bf until they break up and he realises you were always there for him and maybe he will let you sniff his hair and cook asian rice before you go to ikea and pretend to be a married couple while choosing a sink for our first apartment. 
Christ Shut Up About The Rice Already 
 
 
I'm pretty sure you could even enforce no save scamming by using nosave variables. Bonfires could trigger the save in a special way to disable antisavescumming 
I Would At That 
Until I'd rage quit after five minutes.

No really I'd play it. 
Fuck My Shit 
I would PLAY that. 
Also Fuck You For Hexing My Kitchen Sink Spirit 
It just exploded shitty water all over my floor again. 
Weirdest Pet Name I Ever Heard! 
 
Parry 
Like please
Lol 
Necros already built QuakeSouls.

Should have known :) 
Just Wait 
Socks mod will satiate all these needs 
 
Until it ships, it can do anything! 
 
CZG + SOCK MOD TEAM. 
End of debate. Go charm him, czg. 
I Work Alone Kid 
 
 
That looks rad as fuck necros 
Gentle Reminder Of How Gorgeous Vondur Is 
Parry Is A Cool Idea. 
Given the obviousness of most Quake melee attacks. Could be fun trying to parry fiend jumps... 
 
<@negke> that might well be the last time czg smiled 
DarkQuakeSouls 
I Work Alone Kid ... cuts me deep man :(

Just for the record, my AD mod has no melee system, no parry or DS style mechanics. I have thought about DS mechanics in Quake several times and even made a small bonfire test mod, but telling players they have to reset a level when they die, can't save anywhere they want and have to melee monsters will be tricky to get right. 
...which Is Why... 
...we need a top mapper and a top modder/mapper to join forces to do it :) 
 
Melee in first person sucks unless it's stealth. 
 
Melee in first person sucks unless it's stealth.

I quite liked Dark Messiah of Might and Magic. 
 
shadow warrior remake had great melee mechanics 
Otp 
i'd do the mod, but not interested in doing the maps :P 
 
Melee in first person sucks unless it's stealth.

I quite liked Dark Messiah of Might and Magic. And Skyrim. And Left4Dead/2. And the melee in Dishonoured was fine. And Riddick. 
Necros... 
Do the mod. Pretty sure socks mod will be open source too so there will be lots of new assets soon.
I'm sure the community will make a bunch of maps 
 
I think the (yet unreleased) Lunaraxe mod has much of what you describe? 
Sshhhh 
 
Ooooh 
Secret projects!? 
Yeah. 
The secret FifthElephant map project :p 
My Mapping Projects 
Are hardly secret. Abandoned yes but never secret. 
Nothing To See Here 
No secret melee project in the works. Move along. 
So Parry Is 
Airfist?

Slowing Quake down and making it more duel based, like in DS, won't work.

Limiting the save points would, but changes a core mechanic, possibly too much. Personally I consider quicksave broken - like a dev cheat that got left in by mistake.

Random idea for making a Quake Bonfire system:

1. Collect frags from monsters (souls)
2. Costs 10 frags to make an Altar (bonfire), wherever you like
3. Health ticks down to 10 by 1 point for each second away from a Altar
4. frags and health are saved across levels, as are Altar positions
5. Frags are dropped if not returned to an Altar

For the monsters, I think you'd need a respawn system, and a battery of additional abilities for each one, some of which are activated each time the level loads.

Yes, Binding of Isaac Champions, basically.

For level content, maybe just add moire level teleports to each map of one of the original episodes... at least to test the idea out. Complete all maps to access the rune map and complete the episode type of thing. 
Oh And 
Lunaran, hope you don't mind me sharing the beta of your mod you sent a while back:

https://www.quaddicted.com/files/idgames2/quakec/weapons/throwcarp.zip

It's still too easy mind. 
Quicksave Is Terrible 
Shambler will disagree.

I remember many years ago when a port of Quake was released on the N64. It had no quicksave, and no checkpoints mid-level. You either finished the whole level without dying, or you had to start the level again. The levels were otherwise the same as in the PC version. I remember thinking it felt much more exciting and fun to play. Finishing a level felt like a real achievement. 
Not Least Because The Controls Were So Bad 
 
Ijed 
i was very briefly very annoyed


In other news: the Doom community has all kinds of alt playthrough challenges like 'pistol start' and so on. Do we do anything like that, like "no saving"? The maps don't support shotgun-only start as well (I think doom had weapons littered around a lot more) and there's probably few of us left who can't beat a Quake map without dying. 
 
I never quicksave, people who watch my replays will note this because I end up having to play the entire map again...

But I will also say this isn't a statement of 'oh, I think that's scummy and cheap!'. I am just literally too lazy/forgetful to quicksave. 
If... 
...Quake had not have allowed saving, I would not have finished it and would not have got hooked on it to have enjoyed 15 years of mapping and playing and chatting etc.

It's why I never finished Wonderboy, and why when I did finish Repton, I vowed never to play games that did not allow saving.

I have no idea whether I actually stuck to that rule ;) 
Lun 
Lack Of Quicksave Is A Pile Of Cock... 
...or lack of manual save anyway. Obviously save-scumming sucks but no-one does that these days anyway. Most Quake levels I very rarely need to quicksave and always play it to get through without, but there's always some awkward lava jump or just some random mistake or the Fiend jump bug or something.

Replaying from the start = instant enjoyment fail. 
Fiend Jump Bug? 
Tell me more. 
 
Fiends can instantly kill you if they jump on top of you. Dogs can do that too, but it's very rare. 
 
Yeah, if you want to be a dick put a demon at the top of an incline and aggro it as the player reaches the bottom of the slope. 
Fun Doom Hack - 
https://www.youtube.com/watch?v=bwjeu1C2-Ok

Seems you can edit a map in a way that it will draw sectors from a different area of the map which gives this neat tardis effect. 
Fiend Jump Bug 
I remember getting scrozzled by the jump bug by that one fiend near the start in E2M5 a few times, when playing the N64 version. Luckily it's near the start. 
"Save Scumming" 
Obviously save-scumming sucks but no-one does that these days anyway. Most Quake levels I very rarely need to quicksave and always play it to get through without, but there's always some awkward lava jump or just some random mistake or the Fiend jump bug or something.

When does quicksaving become save-scumming?

I quicksave after I've dealt with every combat encounter, even if it's a single knight. I don't even think about it, I just do it automatically. Is that save-scumming? If I tried to discipline myself to save less frequently in order to make the game more tense or exciting, it would feel very weird. I can't play a game where I have to put artificial constraints on myself in order to get more out of it - it feels stupid.

I think Quake would have been a better game if it had a checkpoint system instead. But, after 20 years of quicksave I accept that that particular ship has probably sailed. 
Dunno. 
You'll know when you do it.

I very rarely quicksave in Quake, unless I spot an obvious deathtrap scenario. If I tried to discipline myself to save very regularly, it would feel very weird. 
 
I basically do what you do Kinn ... I also save before a particularly hard looking jump or puzzle. I just don't see the need to repeat gameplay. I finished that battle. I did my job. I'm saving... 
Lun 
My hilarious trolling seems less funny now.

Checkpoints work great - we used them in RRP and so did Necrosis in Altar of Storms.

The trigger checkpoint just sent a quick save command.

Making it a button you press (or a bonfire you light) which has some secondary mechanic, like being a healing pool as well, gives you DS.

I don't quicksave any more though, I just know the game too well after all these years for it to be much of a challenge. 
Cleaning Out Junk And Found The Designs For Honey 
E=CxT 
That's wrong, it equals MC^2 dumbass 
Had A Quake 
8.4 Richter - but all is well. 
Midair 
The old mod Midair, where you are supposed to shoot each other in midair, anyone know where to find install files or such for it? I've tried searching around... 
It Begins 
Hipshot 
Should be included in ktx, iirc enabled with 'midair' when connected. 
Hipshot 
You'll likely have to ask on http://www.quakeworld.nu/

I know they .bsp you want is named 'endif.bsp' and it's a QW serverside mod for it that makes all the magic happen... but like you've said, all I've found searching is old forum posts of people just saying 'download EzQuake and connect to an endif server!' which isn't really helpful for actually getting the map or mod! 
 
I haven't tried this out myself, but from the name & readme I would guess that ftp://ftp.clan-rum.org/quake/bots/midairbots.zip is midair + frikbots. 
Looking For Someone Who's Used To Doing Quake Textures 
to do some light/basic texture stuff; if you're interested in this and/or just providing testing/advice email me (dustin dot geeraert at umanitoba dot ca ). 
Spirit Scampie 
Thanks, found it, was very easy to setup and got it all working now. It was included in ktx and it worked well with the nquake server package. 
Ijed 
Are you in Chile? 
Yep 
 
Ijed 
 
Where? 
 
 
Rio.
We're having Rock in Rio these days. Korn, Motley Crue and Metallica will play today. Lots of friends going. 
Korn! 
Also what the fuck do the equations indicate in czg screen? 
I Broke Jackhammer, Lol 
Trying to carve a sphere using 7 cylinders... It has ground to a halt.

Only then do I realise I'm missing 2 axis of cylinder to make a good symmetrical sphere.

Running jackhammer via wine probably doesn't help either.

https://db.tt/DwHcsLwT 
I Am Screaming 
Please stop. Just stop. 
All Good Man 
I made it work for me another way, better than the carve tool could anyways. 
#26080 
That post caused me actual physical pain, like actual pain in real life. 
Same Here 
 
It's the mapping equivalent of goatse, but somehow so much worse. 
#26080 
 
Madness. Absolute madness. You're lucky Jackhammer didn't uninstall itself. You don't deserve nice things. 
I Learned My Lesson 
the carve tool is really interesting, because in some situations it can be really powerful, and in others it just balls things up.

of course this situation was PEBKAC. 
Little Known Factoid 
Duke Nukem Forever was made entirely by carving spheres using cylinders, hence both its quality and production time. 
Carving 
Is only useful in very few cases. You'll usually get better results with clipping. 
I Got You 
Kek 
that last annotation comment 
The Carve Tool 
Is shit.

I don't think I've seen any package where boolean operations don't turn your geometry to garbage. 
Hmm 
I smell a Carve Jam coming ... 
 
Is only useful in very few cases. You'll usually get better results with clipping.

Wrong. It's never useful. The only reason I can think of for the carve tool existing, is because it's some kind of running joke amongst editors and a "hilarious" "troll" towards new mappers, because they always seem to fall for it, like every time.

It's like the editors are going:

"oh look mr new mapper why don't you try this awesome magic tool that lets you make cool geometry really easily - hahaha PRANKED you've just produced the mapping equivalent of runny dogshit lololololol NOOB" 
OI! 
my brain just imploded after watching that vid. How (s)he did not cause a rift in space time and get sucked into the void during that is beyond me.

I can only hope that this is trolling and not honest attempt at mapping. 
So I Told Dean To Carve Something From A Brush.. 
he actually did it the absolute madman hahahahahahaha! 
Use The Clip Tool 
It lets you make things like cubes simply and easily:

http://scampie.net/etc/rubiconwip2.jpg 
 
That moire is beguiling. 
 
I use carve from time to time. TRY AND STOP ME.

It's a good shortcut for knocking a quick square hole in a wall rather than duplicating/dragging/clipping the existing wall brush until you get the shape you want. It's actually more efficient in that case. 
But The Resulting Geometry Isn't. 
 
 
It's a cube being carved out of another cube. Worry about geometric efficiency in that case is counter productive IMO. 
 
First everyone's happy and welcoming when new mappers join, then they use a tool in some way that's super unhealthy in ways that aren't immediately obvious and everyone throws eggs.

enliten, please bookmark this:
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm
it's super super helpful 
Quit Being Level Headed, Lun. 
 
You're Making All Of Us Look Bad. 
 
Title Talk! 
 
 
That reminds me that I wanted to sometime do another beginner tutorial just based on making good brushwork... would be a lot of effort though and I already have other things I should be doing :| 
What's Going On Here? 
My Elder 0gre 
won't refleckt bolds because he can't read
WriteCoord (MSG_BROADCAST, oiginal_endpos_x);

I can read it, but would it be a good idea
to make him piss on dead players? 
Distrans 
Looks like the URL changed at some point, the link on the quaddicted page is still good though:
https://www.quaddicted.com/files/music/travail_soundtrack.zip
https://www.quaddicted.com/reviews/travail.html

I replayed it earlier this year, awesome pack and the music really added to the experience :D 
Thanks For The Link 
is bookmarked :) 
DISTRANZ 
Where is Travail 2 ???? 
Prominence Via GoogleDoc 
Alright - so I'm still making a thing:

https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing

Check out the various tabs and the big DM map list. I still need to plug in links to the map downloads for most of the maps, and finish filling out some of the extra map information (layout style, texture theme, etc.). But any feedback would be golly-gee!

I'm in the process of getting a server configuration going that I'm happy with. It would be awesome to DM with some of the crew here some time. Custom DM maps never got their due IMHO. 
Oh Yeah ... 
And there are lot of images embedded in the spreadsheet, which can be clicked on for a high resolution shot. You can also hit the images button at the top and browse my dropbox folder of map images. 
 
I don't have real feedback yet but I'm loving looking through this.

Slightly nonplussed that you're wrestling with setting up a NetQuake server instead of QuakeWorld, but I know there's lots of crazy kids that do that these days so whatevs. I'll certainly play there when you get it rolling!

Actually I do have one piece of feedback that I just noticed: your map list is missing "trimp" (Trilogy Multiplayer). :-)

Anyway, I assume this isn't ready for public consumption yet, but let us know when it is & I'll blather about it on places like the Steam forum and the SA Early FPS forum. 
Sounds Good! 
I'll look into Trimp.

What's the reason for wanting QuakeWorld over netquake? Just curious. Is there more likely to be a more vibrant player scene with QW? 
Quake Soundtrack And The GOG.COM Version 
Apparently you can extract the soundtracks for Quake and the Mission Packs from the CD images in the version that gog.com sells. There is even a program to do it automatically for less technically sophisticated users.

http://www.gog.com/forum/quake_the_offering/my_oneclick_audioextractor

From the above link:
"In case anybody missed it: Quake on GOG contains the CD images with the full soundtrack, but most engines can't use them ... and GOG can't provide pre-converted files, because of an old licensing issue."

I wanted to share this info here in case anybody here did indeed miss this info (like I did, for a while). 
QuakeWorld Vs. NetQuake 
Wellllll the general thing about QuakeWorld is just what it's always been... client-side prediction so that multiplayer works better under internet conditions. No "ice skating" like you get with NetQuake even on broadband.

As you've been seeing, NetQuake is also somewhat difficult to set up as an internet server if your host's IP isn't directly routable from its clients.

The other difference is of course the player physics... it's easier to reach and hold high speeds in QuakeWorld. Some folks prefer that, some don't. The "some don't" crowd is I guess the group of people who are still playing NetQuake over the internet.

As for a player scene: eh, not sure. I think NetQuake has more players in North America, and QuakeWorld has more elsewhere. In any case you're talking tiny numbers of players, especially when it comes to "random drop-ins", and the actual player population of your server is going to usually depend on whether you have participation from some specific online community (like here). 
P.S. 
As someone who very rarely plays multiplayer Quake outside of local LAN stuff, please don't take my word as gospel. 
QuakeWorld Rooles! 
QuakeWorld has prediction, lower latency in the first place, prediction of other players, smaller packet sizes, delta compression, nat fixes, master servers (for serve listing)...
modern servers tend to have antilag and a whole load of bugfixes to the various things I mentioned above...
that's the servers and networking...

mods tend to be more about rounds and matches and actual killing rather than runes and other fun gimmicks.
randomized damage or randomization in general is frowned upon in quakeworld.

and clients?... :)
clients are all about the cheats. fullbright skins, teamplay macro helpers, low res textures, etc.
vanilla quakeworld clients didn't even support interpolation.

the theme here, of course, is that quakeworld takes itself much more seriously. any advantage you think you can get is taken.

or in other words, the differences between the communities is more significant than the differences between the engines, and its this which has been driving those engine differences since vanilla.

quakeworld has all the technical advantages, but in its drive to make itself all about the killing+cheating, you will stand no chance of winning a match unless you've been playing for 5+ years.
netquake, on the other hand, imposes a minimum latency on everyone, this limits the advantages of a player's own reaction times. this combined with the stricter attitude to fullbright skins and lack of bunnyhopping results in much more balanced games (plus being 'the' quake, netquake tends to get more noobs dropping in from gog/steam purchases).
Thus imho both branches have their own niche.

both fte and dp attempt to give the same technical advantages to nq, but they do so from different perspectives. unfortunately they are both islands in their own right, at least as far as the community sees them.


@primal, I'm tempted to get FTE to just directly play music from the iso files. I'm sure it'll happen eventually... 
From A Historical Perspective: 
when they shipped quake the multiplayer was internally considered as "for LAN play" mostly because doom was, and the fact that it also worked over tcp/ip was I think almost an afterthought? they never expected so many people to want to try to play with each other over internet connections, so they weren't forced to make a lot of network optimizations (like the aforementioned client prediction).

your key inputs were in fact actually being sent all the way to the server, which would then move your dude and send the signal back that you'd moved. the client was mostly a display. you can guess how well that works over the internet. :) the bizarre effects that latency introduced to the gameplay led netquake to be dubbed "SkateQuake", because you'd hit a movement key for a second, the server would receive the press, but the release would get lost in the noise of the internet, and you'd just keep gliding along like you were ice skating.

people loved playing quake by internet so much they put up with it, so id rewrote the client/server architecture to work over the net as flawlessly as they could and called it QuakeWorld. 
 
I actually remember reading something different way back then. Maybe in Abrash's book? I dunno. The story was something like Carmack had a T1 line running to his house and tested the netcode playing from there. So, of course, it seemed great.

Until they shipped the game into the real world. 
 
Multiplayer network prediction is tricky business. The better your connection, the worse prediction systems become. NetQuake style of the server being the single trusted source makes for more precise gameplay when everyone has good connections, because you can trust that if you shoot a rocket at a player, they actually are where you see them (even if they/you are stuttering). That isn't always the case with QW and it's client side prediction. 
 
It is if you are on a good connection. Are there any modern fps that don't use prediction? 
 
I don't know about FPS, but in the Path of Exile expansion recently, they added 'lockstep' which is basically NetQuake style 'you have to wait for the server to confirm your actions' because their client side prediction was causing so much desync. It makes that type of game much better to play when you have low latency (you have the option to enable the older prediction though if you have higher latency). 
 
sounds like they just wrote bad prediction code

says area man who knows what he's talking about 
 
I tried PoE and early on in the game you walk down a stormy rainy beach at night, cross a level transition to the next bit of the beach, and it's a clear orange sunrise. walk eight feet back across the transition again, pouring rain, middle of the night.

I said "these guys understand attention to detail" 
 
Oh, they totally know their original prediction code was poor, they mentioned that implementing their lockstep stuff also made them fix a ton of things in their network code that made desyncing far more of a problem than it should've been. It still felt better even with a lot of the bugs fixed. 
Wanna Play No Matter What 
But I like good old netquake better.

A netquake server hosted by people here would be a big motivation to map. 
Thoughts On The The Topic At Hand 
I used to play QW back in the day because at the time, unless you were on a T1 line or something, the play experience was smoother and better.

That said, I never really liked it. I played a lot of netquake with bot mods (e.g. Omicron) and over LAN connections, and I always found the experience far more precise and enjoyable. More pure? I don't know - I always felt that QW, even in the modern era here, has some "mushiness" to it that I don't like.

My main intent to get this server up is to play with a bunch of my friends in the local area. Given that we all use the same ISP provider/infrastructure, we all ping ~30 to each other which is quite good!

That said, I'd like to get the server opened up to more people, and getting this community playing would be grand!

Current progress/needs in getting the server going:

(1) Server mod
I'm undecided on this. I REALLY like the old "Reinc" mod that Gen and Bal made way back when. I've been testing various configurations and have actually found a bunch of broken features (some of which crash the server). So I'm learning a bit of QC to try and fix this mod. Ideally this one would be great to use. Alternatively there is CRMOD and/or RuneQuake (but I'd need to disable all the crazy extra stuff I think).

(2) Server DNS name. The server works though a direct IP connection, (e.g. "connect x.x.x.x:port), but not with my DNS name (13acres.pwnz.org). I think everything is working right on my end, so maybe it's on the DNS end? I don't know much about DNS stuff ... so .... not sure how to get this working.

I need a server running guru to help me out here :) And maybe a QuakeC guru :) 
As An Aside ... 
I never thought that custom DM maps got the spotlight they deserved. Even back in the heyday, it seemed the amount of DM servers running custom maps was always really small, and most likely running the same limited pool of DM maps (UltraV, Ztndm3, etc.). So many fantastic DM maps were made that most players, even the holdouts still around today, just aren't aware of.

So that's my nostalgic motivation for doing this at work as well! 
GAY MAP PUT DM4 ON 
yeah, nobody ever wanted to try a custom map, it was terrible. it was like that in every community - the "only" CS map was de_dust, the "only" TF map was 2fort, and the "only" QW maps were DM4 and DM6. 
Found A Skacky DM Map: 
It Was About Memorisation Correct? 
Players didn't like deviating from a small number of maps, it became about being excellent at a few maps, rather than good at many maps.

Having said this, my two favourite non-id maps were aerowalk and UltraV, two of the staple maps for pretty much every server rotation. 
26132 
How was the quake3 community at the time? Still the same situation?

It's funny - but I've always felt that trying out lots of different maps was at odds with peoples' drive to pursue (or exert) their mastery over others. If you only play DM4, you can get really good at playing DM4 and stomp people that aren't as good as playing DM4. But if you try a different map, there was a chance that someone else might be better at it than you. Chance = uncertainty. Uncertainty = bad for many people. So there you have it. Just a theory! 
Of Course ... 
... the norm could have been different. There could have been an interest in playing large rotations of map driven by an interest to have more varied game experiences, recognizing that some maps you might do well on, and others not as well on, but that the total experience would still justify playing on more maps. 
 
Quake3 went sort of insane because the id maps were mostly terrible, so instead everyone plays 'ZTN', which is what they call Ztntourney1, which is ztndm3 converted to Q3. And q3dm17 camping grounds. 
 
There are different kinds/tiers of players and they like different maps for different reasons. Playing 'running around until you see someone and aim your crosshair' is a whole different game from playing about map control.

cs has had many new maps over the years. Just think of dust2's popularity nowadays. Only noobs play q3dm17. 
 
Q3 and now even more so Quake Live have been pretty good about occasionally adopting new maps into the competitive pool -- and yeah, mostly this was kicked off by the initial set of Q3 DM maps being bad.

It's never been broadly popular though to just churn through a giant and ever-changing pool of new maps. A given small set of maps "sticks" for a while, then folks eventually get bored or dissatisfied with this or that map and shake things up a bit. ztn is still a frequent choice regardless. :-)

For example the 2014 QuakeCon duel pool was furious heights, lost world, sinister, aerowalk, campgrounds, cure, and toxicity. I.e. one port from Q1, 2 revisions of original Q3 maps, and 4 new (community and/or post-Q3 id) maps. The 2015 pool was furious heights, lost world, sinister, blood run (ztn), and elder. 
One Of My Thoughts ... 
... with the custom server was to have 13 maps (server name is 13 Acres of Hell after all) in a rotation for about a month. I have some fav's (old and new) to start with, but eventually it would be cool to have the months themed around something. Maybe it's maps from a particular time period, or a certain style of maps, or a certain texture set, and so on.

And the point is to keep it all casual. I don't want anything too fancy. I I can play a few times a month in Free For All and work through the rotation a few times, that would be a good time! 
Best Maps... 
ztndm3 is the map I played the most back in the day. DM4 and DM6 were really high on the play count. One of the best things about the clan league I used to play was that every clan had a "home" map, and my clan always chose a map from episode 4... we weren't nice people ;) 
Lol 
HPB or LPB, the Elder World hates you all... 
Beaten Before Blindsight 
I got always beaten on the internet.
I'm still a keyboard player in his own Sp world. 
 
I don't see how one could even play SP with a keyboard anymore ... shit is way too hectic. :) 
 
a few beers, hitting the bong, setting maxfps to 10.
jk 
Hey WantonHubris 
Did you take down the blog? 
 
Not intentionally ... looks broken tho. :) 
Design Thoughts About New Set Of Weapons 
 
Just Got A Game Idea In An Obnoxious Mall Toilet In Warsaw 
Thought you all should know that. 
Shithouse 
Like diner dash but with shit overflow pipes - you have a shovel and must dump the various open sewage pipes without letting any one of them overflow.

Occasionally there will be a larger object in the shit, like a baby alligator, traffic cone or bundle of nappies; these are harder to dump out and require button mashing.

There are also golden poops - these vanish if they hit the end of the line but if you manage to dump them before they do then they clear all the lines. 
Ijed Shit 
don't go forward with the button mashing, have the player switch to some tool like an electric saw or shithammer instead 
Pixelized Crap 
 
Quakeworld 
Hi guys, I just wanted to pop in and suggest quakeworld over netquake. quakeworld is played worldwide is what it boils down to. I mean, you can host netquake server for your friends, and it's really just gonna be for your friends, and you might have more trouble setting it up.

I know y'all have strong aesthetic preferences, but qw has great features. 
My New Dm Map Im Working On 
http://imgur.com/a/qoq41

not a whole lot to look at without textures / detailing. just working on the layout. might inspire someone with the basic architecture though 
Foogs 
looks like a decent board to me, I would consider adding several teleporters to get to the upper area. 
GOG Adds More Quake Titles 
http://www.gog.com/game/quake_ii_quad_damage

http://www.gog.com/game/quake_iii_gold

The forum for Quake series might answer any questions you have about the specifics of these releases or their full contents. Apparently they are not for sale in Germany.

Forum:

http://www.gog.com/forum/quake_series#-62169992008

Region locked games on GOG:

http://www.gog.com/mix/regional_locked_games_on_gog 
I Made A Quick Website Of My Stuff 
It's got some quake stuff on there.

http://louismanning.wix.com/ijed

It's very early but I'll be adding to it as the other stuff I work on gets updated. Still need to pass over lots of documentation I've got in various formats and add the smaller Quake projects I've been part of.

No post mortem for RMQ just yet, but I'll get around to it. 
Ijed 
May I request you kindly
(and once again) to renew
your email adress. 
I Can't See Anything There... 
Can you resend? 
Awh Fuck 
I can receive your email,
but mine to your adress bumps out with the usual:

This is an automatically generated Delivery Status Notification.

Delivery to the following recipients failed. 
So 
it's one way only.

And no, no bad intends, I just realize what the error causes. Seems the European server tricks my posts.
Sended three mails and they all come back. 
Ijed 
Nice minimalistic style! 
Try 
louis.manning AT bhvr DOTCOM 
Negke 
Background too noisy? 
Ijed 
yes, that did it. 
Oh Shit 
You work at bhvr? Nice!

Do/did you know Steven Lumpkin? He worked on your WH40K mmo. 
I'm At 
BHVR STGO.

I see footage of the 40K game now and again, it's coming along - though I've not met Steven. 
Ahh Ok 
I didn't realise they had multiple studios. Derp! 
Czg's Entire Being In Gif Form 
 
I'll feel part of the family when I can pick on czg like everybody else. 
13 Acres Of Hell - Custom DM Map Server 
Yo yo yo!

Alright, I think I have the kinks ironed out and can cut the red tape on my custom DM server I've been toiling away to get working.

Here's some additional information on the server:

https://docs.google.com/spreadsheets/d/1ItnaM9OEla9KsCnl8MNpYSHUdR0XoiXd9mtczC_8YJI/edit?usp=sharing

You should be able to join the server here:

acres.pwnz.org

The current list of maps (there are 13) in rotation include:

utressor
lundm1
auhdm2
baldm6
efdm8
bovine
oma
gomdm2v2
rtz
xl1dm6
uzul
aggressr
rf

Some old, some new, all great DM dueling or FFA maps.

Let me know if you can connect correctly (and what your ping is). Maybe we can find a time to DM it up?

Also, the server is using RuneQuake ... BUT ... all the runes and new features are disabled by default. It is setup in pure/classic DM 1 mode. 
I Was Expecting Dickbutt 
 
Pure DM 1! 
 
 
czg you don't know who you are




you are a very happy trotting kitty cat 
Wait A Minute? 
40k MMO? Any public info on this?

(I know I could search but whatever) 
Moo 
Www.rockpapershotgun.com/2015/10/04/the-new-40k-mmorpg-looks-amazing 
 
 
bler where you been 
I Can Connect 
But the ping is too bad for netquake. Couldn't measure (server doesn't respond to ping), but it's not fun. Great to see rtz is in the rotation, though! Would love to see some demos! 
Zwiffle. 
I been following Total Warhammer, Vermintide, Battlefleet Gothic, and Mordheim City Of The Damned....but not that one. 
P.S. Good Effort With The Link Spirit. 
 
@Sleepwalker 
At least the connection worked!

Given prior comments here, I might work on getting a QW version of the server up and running as well on a different port. We'll see if that helps at all ;) 
 
]connect acres.pwnz.org:26000
trying...
Connection accepted
]


Then it just sat there. Do I need to run that runequake mod or something? I don't know anything about MP.

Was using quakespasm. 
@necros 
No, you don't need to have the runquake mod running at all, it's serverside only.

Can you connect to other servers using Quakespasm? I didn't think Quakespasm was used much for MP, but I could be wrong. It's possible that client won't work? 
I Connected Using QuakeSpasm-SDL2 On Mac. 
 
 
The server's netquake right? tried in fitzquake:
]connect acres.pwnz.org:26000
trying...
still trying...
still trying...
still trying...
No Response

Server Map Users
--------------- --------------- -----
No Quake servers found.

Host_Error: CL_Connect: connect failed

]
 
Of All The Days...... 
My internet connection was out this afternoon. I swapped out the router for a better one and should be up and running. Sorry about that! 
Also Too High Ping For Me 
I was able to connect with quakespasm, jumped around for a minute but the lag felt like 1/2 second or so.
QW would likely be better, I guess? 
Thanks For Trying To Get A Server Going Though 
 
Mezmorki 
I got connected with both proquake and mark_v (latest version).

I'm based in the north of england and I'm getting about 190 ping (that would have made me a low ping bastard in the old days). I reckon if you switch to quakeworld it will shave 50 off the ping and the client side prediction will make it playable, definitely feels very ice-skatey right now though.

Could be worth monitoring the traffic and giving a peak-time or optimal time so that people will know when best to join. Hell, maybe even organise a mini tournament? :)

Plenty of mappers here as well, how about some new maps? I would contribute for sure :) 
Stuffs... 
Yes, I'll look into getting QW configured on a different port and see how that performs for people. Happy to give it a shot!

In terms of maps, after about 2004 or 2005, the number of custom deathmatch maps looks like it really dropped off. There were a handful of authors making DM maps it seems, but not many. 
 
http://mpqarchive.pauked.com/index.php

The list of maps here is comprehensive. I'm surprised you didn't include aerowalk or ZTNDM3. 
@FifthElephant 
Yes, I know all about MPQ. The server has all of the maps in my map database (https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing) at its disposal as well, should players want to jump onto those maps.

The idea behind my server though is that 13 maps at a time on a featured map rotation. Aerowalk and ZTNDM3 at great maps, but they are nearly as common as DM4 and other stock DM maps, and I'm wanting to showcase maps that aren't the ones usually played. 
 
func_ mapping event! 
 
func_ mapping event! 
 
I was working on converting my last Q3 map to Q1DM... but Simon ambushed me and beat me over the head with Q1SP stuff to do. I'll finish the conversion someday... 
You Should Convert Campgrounds 
and call it scampgrounds. 
 
lundm1

hey, awesome

I'm wanting to showcase maps that aren't the ones usually played

hah, heh, eh, yeahh :( 
DM 1v1 Jam! 
 
Shambler Spotted. 
Mezmorki 
Cool. Though I also would prefer QW, otherwise the distance is just too much to handle ping-wise.

Btw. some more map picks including the infamous lundm1: https://www.quaddicted.com/reviews/dmc3.html (they still support DM) 
 
still trying...

Afaik that's standard netquake engines being annoying. They require a randomly chosen port to be open or something. Baker put a lot of work into making it easier so proquake or mark v might still work. 
 
When necros was trying to connect my whole
Internet connection was down.

Also, the server is running ManQuake, which is a slightly modified version of ProQuake that Slot Zero created (he made RuneQuake). A bigger tweak is that it uses a defined range of ports for clients, so you don't need 1000's of port open. 
 
If I had an 80 lb scrotum I'd be upset at everything like bler is too. 
@ijed 
nice website!

btw, 'stygian' sounds really awesome. I wonder if there would be enough interest on func to start a "board & tabletop games" thread.

Agree that modern games can feel under-polished/refined, and it's hard to get reliable reviews on how good the gameplay is.
I like deckbuilding games, have you played Ascension? 
 
Am I the only one who sees a blank page where ijed's website is supposed to be? On both Firefox 41 and Opera 32. 
 
same for me, thought that was the joke? 
Ffs Error 42 
 
 
Thanks Eric, just working on closing the last two Items, which is proving tricky. Once I've got it together I can send you a cold test version if you want - it'd be interesting to see if it's playable without me there to explain it. But it'd be a lot of work to print so maybe better to wait for the first prototype :)

I'll have a look at Ascension.

As to Wix not working for everyone - I got distracted writing stuff and forgot to do proper cross country testing.

Where is everyone? 
Just Learnt That 
The video from where 2 Girls 1 Cup originated was produced by "MFX Media" 
Boardgames 
Could totally start a boardgame thread. For 4-6 years I was heavily into them. Still am although time to play has been a challenge lately. I did a game published though, which is sweet.

BTW, my blog at www.big-game-theory.com is mostly about Boardgames still. 
Crushing On Terra Mystica Atm 
Find it very fun. 
Otp 
:) 
Big Game Theory 
Interesting stuff!

No doubt I'll be mining it for ideas for quite some time :)

I used to play a lot of tabletop games - Games Workshop stuff mostly, but stopped when I realised video games were cheaper and more flexible to create.

I had a pretty big collection of most of the game lines, all with customised miniatures but none of them painted. Sold the lot for a few quid, back before GW got greedy.

Favourites were Space Hulk, Epic and Necromunda. Space Hulk was great because it harked back to the days of Space Crusade and Hero Quest, which were both surprisingly deep 'kids' games. 
Tried Acres.pwnz.org 
My ping (from the SF bay area) is 100-ish. Fine for messing about! 
Coolio 
I've also been doing some writing for the growing website explorminate.net - which covers lots of strategy game stuff.

Regading my server. It would be fun to maybe plan a night of death matching on a few custom maps if enough people can get a decent ping. Any takers? 
\o 
... but "night" where you are may be day (working hours) here. 
Onr For The Kids... 
Best Video On Indie Game Dev 
Re: Boardgames 
Really trying to find a reason to justify buying Cthulhu Wars right now. -_- sooo expensive =/ 
Prominence Database 
So I updated the prominence DM map database more:

https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing

Basically, I added a few more maps I had floating around, including some older ones from primordial ooze days of Quake mapping (1996 + 1997). This stuff was added mostly for history sake.

All maps now have images, the basic info (map name, author, date), and I did a huge visual sorting of the texture set and/or themes, so all maps should have that assigned now! Yeah!

If you follow the link, you should be able to go to DATA >>> Filter Views and resort the list by author, by texture set, by release date, etc. Sorting it by release date is pretty cool, you can see right in the images the evolution of the quake mapping scene. Q2 comes out and BAM - you get Q2 textured maps, then Unreal/Kingpin, then Q3, etc. Pretty interesting.

If you want to cycle through all the images, you can follow the link under "IMAGE" in header row to see the full drop-box photo album. All images are HD size.

Enjoy! 
 
Mmmm map porn. Even without trimp it's pretty neat! :-) I'm tempted to start trying them in chronological order...

Does anyone have a good idea of how many Quake DM maps are actually out there? 400 sounds like a lot but I wonder if that is just a drop in the bucket.

(...wow looks like Quaddicted has over 3000) 
 
Did you manually take all those screenshots or did you do something like automating shots from intermission points (or other entity)? 
Mezmorki: 
does this also have DM maps from any speedmap packs? 
I've Got Answers! 
First a question - what's the deal with trimp? Is it some secret map only the cool kids know about? I played it and it doesn't seem particularly particular?

As for the screenshots, those are all manual :O. Took a while :)

If someone wants to point me towards speed map packs I can a look at them. No promises though. 
 
trimp is an ugly sunavabitch but it was one of the most popular custom FFA maps on kitty1 back in the day. Quite possibly we all had bad taste back then! I still like it for LANs tho with my fellow casual Quakers. 
Most Aren't Really Worth The Time Tbh 
https://www.quaddicted.com/reviews/?filtered=speedmap

Problem is that only the first few packs are strictly DM maps, after that it quickly becomes mostly SP maps.

And most really aren't that good to begin with! :D They were more enjoyable for the experience of getting together and mapping and playing the maps for an afternoon laugh rather than actually be good. 
 
well, if the aim of this list is completeness, it seems like you should include all the DM speedmaps. If you actually want to limit it to quality maps, that's different then. 
The Intent Is To .... 
.... Have it be more towards the later in terms of quality. That's not the only driver, as I'm also including a number of maps from older eras that were popular or "good" in comparison to their peers of the era. It's also focused a bit more on the map authors that tended to be active in the community at one time or another.

The left most column is my own completely subjective opinion of the maps. The maps with 1, 2, or 3 stars are all of interest in some respect. The maps with a "-" are ones that I included for completeness sake, historic reasons, or something else.

I'm in the process of selecting 169 maps (13 * 13) to host on my 13 Acres of Hell server. I'll probably try to package up all the maps in a bundle along with their readme's for easier downloading for people that want to play (I'm assuming this is okay?). It should provide a nice curated list. I'm also thinking of hosting omicron bots or frikbots on another port so that if I'm playing vs bots people will see someone in the server and maybe join in. We shall see! 
P.S. Some Typos In The "theme" Column 
misspelled "Medieval" 
 
fixed it! 
 
Looking through the Dropbox album now. Really glad you did this! DM maps and their history have been a little ignored compared to SP maps, over the past few years.

Would you say this doc is ready for public viewing? It's not like there's a horde of old Quake players waiting to descend on it, but it would be neat to mention it on some other forums. 
A Question About It ... 
... I'm wondering what I should do about linking to the files. I'm temped to just take my folder with all 406 maps in it, zip the thing up, and provide a download link. That way someone could download the entire archive if they wanted. I provided links on the main page to two current repositories where 90% of the maps can be found, but I'm loathe to start trying to track down links to all these, which may or may not work down the road.

Thoughts on how to provide access to the maps? Can I just zip it all up? Break it into a few packages? Provide cleaned up packages? A lot of maps need to be distributed intact (per their authors readme's), but unzipping 406 is a mess. I'd rather sort the mess out for someone else?

Any insight or guidance would be great. 
 
i wonder if it can be hosted in such a way that the "quake injector" could download them. 
 
I would think that a zipped-up folder of all the maps is fine as long as it preserves readme files.

I don't know if there are people who have strong opinions against that, but (for example) there's been a package of hundreds of maps + waypoints for Frikbots that has been distributed around publically for years now, and I've similarly compiled & been hosting a package of all the maps supported by the Frogbots in nQuake or Trinca's progs. I've never run across any criticism of that sort of repackaging. 
Thanks 
Yes, and the NetQuake server lists on QuakeOne likewise have downloads for large map packs running on servers.

I think will get two packs pulled together, one for the 169 maps I'm running on 13 Acres of Hell DM server (169 = 13 x 13). Then I'll do a full package of all the maps. What fun! 
 
I don't think anyone except super nerds worry about repacking maps, especially for distributing DM maps, as long as the .txt is there. Pretty sure Terrafusion used to do that with it's weekly map rotations on it's server, just put the maps into a single zip to distribute. 
 
The QW people used to distribute everything without text files. It changed a bit after I ranted and ranted. Servers let users autodownload bsp files anyways. Everything is kinda terrible. Your approach seems great :)

Might be nice to lowercase all filenames before zipping, that way it will work for Linux and Mac too. 
Quake Demo Raytracing 
I don't remember if I linked this last time I saw it. Thought it couldn't hurt to link again.

https://github.com/ThomasHabets/qpov 
Maps Galore! 
Alright - I compiled all 406 maps currently in the database into a zip file with all the readme files along for the ride. A dozen or so maps don't have readmes ... so whatevers.

Here's the link:

https://drive.google.com/open?id=0Bx2KSr0TXJqJTTZ5VWRBZ2M3RVk

It's also linked from the main tab on the prominence database do-hicky. 
I WANT CANNED BEEF 
spam. 
On A Shop Near My House 
My Thoughts Exactly 
 
Reading H.P. Lovecraft 
I stumbled across the complete works of H.P. Lovecraft in Barnes & Noble a few weeks ago and decided it's about time I check him out. I was concerned that the Lovecraftian stuff I absorbed from pop culture would ruin the mystery of it all, that turns out to not be the case.

I really appreciate the scope of most if his stories and the ease in which events taking place across vasts amounts of time and space are conveyed. I'm not very well read and the only thing I can really compare it to is Paradise Lost and the Divine Comedy, both of which are awesome. I also like the pulpy format which keeps it from getting tiring after a while.

I started off with shorter stories like Pickman's Model, Cool Air, In The Vault, The Temple, The Nameless City, and of course, The Call of Cthulhu. Of these, I found The Temple to be particularly compelling. I feel that it could easily be adapted to film and be really sweet. The Nameless City screamed Quake, or really just video games in general. It was interesting to see that Quake's aesthetic really only has bits of Lovecraft influence instead of a full-on copy. Quake is basically medieval fantasy with a dash of Lovecraft.

Not sure where I'm going with this, perhaps just to say that if you haven't read Lovecraft already it may be worth your time to pick it up. The atmosphere and aesthetic leave quite a bit of room for interpretation and could inspire some pretty cool landscapes and playspaces. I see the irony in suggesting Lovecraft on a Quake forum, but I think Quake only tapped into a small facet and that there is much more that could be expanded upon. 
 
Kell, who hasn't been seen around here in a while, loves Lovecraft so much he made a hidden shrine in Contract Revoked with his picture and an epitaph. And he basically put half the HPL bestiary in Quoth.

There's Lovecraft influence in Quake because of two things:
1) ID level designer Sandy Petersen also created the Call of Cthulu pen and paper RPG
2) They kind of rushed at the end and put in whatever

Quake clearly isn't an HPL game, but HPL is the thing it borrowed from most visibly. 
The Dream-Quest Of Unknown Kadath 
Is massively huge. As a non-native English speaker, it was a challenge to fully read it.

In some of Lovecraft's stories our perspective changes so much in the end, that it's compelling to read everything again.

Others, like The Music of Eric Zahn, are more entertaining than challenging; a joy to read from start to finish. 
The Case Of Charles Dexter Ward 
 
At The Mountains Of Madness 
 
Yeah... 
North Face Jackets Clearance is one of the best HPL stories, very under-rated. 
LOL. 
Leaving that one in for comedy value! 
Oh Lawdy 
I didn't even realise it was a bot and not ijed. 
Huahah 
That takes the edge off Monday morning. 
Guys 
WHO says bacon and other processed red meats are a cause of bowel cancer.

Why bacon. why. Kill me 
How Processed Is Uncured Unsmoked Back? 
Also, vote Dead Pig Oral Sex Guy. 
 
They're already backing away from the clickbait headline. It's fine. Everyone relax and eat bacon. 
 
The Music Of Erich Zahn 
is my favorite HPL story. 
Jam 
I need a map jam. 
^ Me 
 
 
Arrange one then. How about a Halloween speedmap? 
Yep 
I want to make something small 
HalloWEEn Speedmap 
 
Halloween Turtlemap Maybe? 
 
Don't Say I Didn't Warn You. 
Marmelade 
I need a marmelade jam. 
Alan`s Psychedelic Jam..? 
 
 
Toast... coffee... 
 
 
No, It's A Pink Floyd Song 
 
At Least 
I have a name. 
That 
Is True. 
Van Damme Vs QII 
Hah 
 
Rofl 
 
It's The Jump Sounds That Make It 
 
METROID: THE SKY CALLS 
Sometimes I Get Confused 
 
 
Yeah, the full QS team is szo, stevenaaus, svdijk, SleepwalkR, and me. 
 
An easier way of remembering is that when ijed makes a map, a new engine happens.

Warpspasm -> FitzQuake 0.85
Remake Quake -> RemakeQuake engine
ijed makes a crappy speedmap and bad lighting using BSP2 in 30 minutes -> Spike Mark V BSP2 support
Rubicondomitis -> Quakespasm with alpha support 
Rofl 
 
YOU HAVE SUMMONED ME 
 
Go Map 
 
 
I'm gonna play Warp again... one day 
I Have Been Taking A Break 
From my board game before going onto the next step.

The break has been some Quake related archaeology: http://louismanning.wix.com/ijed#!warpspasm/b9nxg

Apparently it displays badly for some, hit f5 or dump your cache if so.

The format is terrible and I've a lot more images and layout to fix just yet. By all means leave feedback if you want, but it's so basic and bad right now that I'll be reconstructing most of it anyway.

The mapping itch is there, but I can't indulge it just yet. 
Leadwerks Engine 
Your thoughts about it. Anyone have tried? It's CSG, it has AI, physics........ 
Archeaology = Autocannabalism 
 
Ijed 
Read ykcaks backwards. 
!!! 
Warcraft Trailer 
Yeah 
that could be cool. the storyline, while not amazingly original, is good enough to be a film. 
So ... 
Which story it is? Warcraft's, WoW or a new version? I have seen so many changes in the story since WoW appeared that i don't know which is which anymore.

Anyway, I am interested on it. 
Warcraft Trailer 
Looks pretty underwhelming tbh. Looks like it's gonna be a hard sell to non-nerds. Probably gonna bomb hard.

Should've gone full-CG, made it more stylised, and made it look, well, fun I guess. Which it doesn't at the moment. 
Tweetings 
 
"Should've gone full-CG"

My friends are all saying this as well. That's what Blizzard does exceptionally well. Why not leverage that for the movie? I don't even... 
Well 
At a guess I'd say it's because full cgi has a bad box office track record for mass market. Whereas the live action mix has been doing great for super hero movies recently. 
Although 
If you count picardy as mass market instead of just for kids then it's a different story. 
Pixar 
 
Fuck WoW 
Your Guinea Pig's Broken. 
 
The Joy Of Playing Kell Maps 
With Skack Ross: http://www.twitch.tv/skacky 
Aww 
that puppy.. 
 
At a guess I'd say it's because full cgi has a bad box office track record for mass market. Whereas the live action mix has been doing great for super hero movies recently.

"Uncanny Valley" CG films like Polar Express, Beowulf, Final Fantasy etc. have all pretty much fallen flat at the box office. The mistake is trying to make it look realistic. They shouldn't do that, it completely destroys the charm.

The real problem with Warcraft though, from the trailer, is that the dialogue, acting and story looks like rubbish Eragon-level D-grade fantasy. 
Should Make Wall-E - Craft Instead 
= instant billionaires. 
ClassicQ 
Has this been posted? I don't recall seeing it on here before

http://classicq.github.io/ 
Than Has A Worthy (But Also Slightly Predictable) Challenger 
<Shamblurp> okay so i just stuck my knob in a glass of jack daniels and coke
<Shamblurp> kinda tingly on the bellend 
Unforeseen Side Effects 
<Shamblurp> jack and coke tastes kinda tangy now too 
Errr. 
It *could* have been an accident. 
Rob Boss 
20 years deceased middle-aged softly-spoken hippy artist vs the most popular e-sports in the world on the opening night of Blizzcon:

http://3.bp.blogspot.com/-B3jofEPjsAw/VkNd5rKLAfI/AAAAAAAAAdA/y4maUJI3jqI/s1600/robboss1.jpg 
Also, Happy Little Eldar! 
#26330 
Slammin' 'Ham, Sham! 
I Learned Something New Today 
Reading user comments for Fallout 4 on Steam, I learned that "mostly positive" actually means "almost 10%". 
 
I'm about 6 hours in ... I have nothing but positive things to say. It's amazeballs. 
 
The Fallout fandom has long been some of the worst scum on the internet, it doesn't matter how good/bad FO4 is; if even the slightest changes to the formula was made, they'd be going apeshit. We're not even a tenth as fanatical about Quake as some of those fuckers are about Fallout.

I haven't played it... but half my friends list on Steam has been playing constantly since it came out. I highly doubt they would be playing so much if it was terrible. 
 
Fallout and Elder Scrolls scratch an itch that's difficult to get scratched otherwise. I don't particularly find them very enthralling, but they're not awful. They're just good at being a single player MMO. 
Or, You Know, This 
 
Eh, that's people focusing on shit that doesn't matter. At all. :)

That's forest-for-the-trees type stuff. 
 
Eh, I wasn't going to buy it. I was just surprised at all the negative comments. When it drops to 1/2 price maybe I'll buy. I don't think my video card meets minimum specs anyway. 
FO4 
Enough betatesters bought it by now, maybe in half a year it is free of bugs/glitches. 
FO4 
Been watching CohhCarnage play it, and by that I mean "watching CohhCarnage wrestle with the kittens his wife placed on his head mid-stream". I think this shows off the game quite well.

It's a shameless post-Apoc Skyrim mod, with an emphasis on collecting every fucking piece of crap in the game, and a load of sim village bollox thrown in. The combat looks kinda good, on the rare occasions you actually encounter it and don't spent the whole time in dismal ruined buildings picking up staplers and cigarette butts from a decrepit desk. The outside bits looks sweet graphically, especially the day/night cycle, the dismal ruined buildings less so, especially with the bland pip-boy lighting.

Basically if you like endless fucking around in a wasteland environment and fighting at least 2 monsters every 10 minutes, great. For me....it doesn't quite inspire me enough. 
Big Sandbox Games 
Are always about playing with your action man figure, dicking about combining springs with sprockets so your gun doesn't become useless at shooting mutated dogs, cops or zombies. Or collecting dog hides to turn into a magical helmet of +1 dex.

I couldn't get into stalker, GTA, WOW or any of the other most awesomest games ever either.

I'm sure there is a game hidden within all the fluff, but I can't be arsed to dig it out. 
 
I didn't know big sandbox games were ever about combining sprockets with dog cops or whatever 
 
Well, Fallout 4 is Fallout 3 except worse, which was hard to do, but always bet on Bethesda to fuck something up further.

- The dialogue system is one of the worst I've ever seen in an RPG. No speech checks and other similar stuff. In FO1, if you had enough speech and intelligence points, you could argue with a character and convince them to kill themselves. This was ONLY if you had high enough points there, with additional dialogue options. How rad is that? And I'm not counting the countless NPCs with additional dialogue options. Make a low intelligence character in FO2? People treat you like a dumbass and Vault City considers you too much of an untermensch to enter their city. There is nothing like this in FO4. You are stuck with 4 miserable choices and you don't even know what your character will say before you select the reply.
- Virtually zero choices & consequences and almost no karma, resulting in quests that generally end the same way with each playthrough. The Junktown situation could be dealt with in many ways in FO1 for instance, and the consequences of your actions could be felt both immediately and later on.
- Recycled story from FO3, except with inverted roles this time. Boring.
- Completely static factions; at least NV tried to be like the first two games in that regard: you could join/betray factions and your choices had a lasting impact. Here? Nada.
- It also goes without saying the game is ugly as sin, but it also bears little to no relation with the original artstyle that was still somewhat there in FO3 and NV. It's all cutesy and stuff now.

Bethesda clearly has learned nothing from Obsidian. There's a couple reasons why NV sucks less than FO3: better writing and better RPG systems. FO4 has none of that and does away with the few things FO3 did decently.

I'm not even talking about bugs, technical issues and glitches because everyone knows Bethesda games are never finished, but everyone seems to love them regardless. Hell, some of the bugs are exactly the same as in Skyrim!

In the meantime, wake me up when Bethesda makes a decent RPG. 
Slo-mo VATS Is Better Than Paused VATS Tho 
 
 
I feel like I'm playing a totally different game. Loving Fallout 4.

"It also goes without saying the game is ugly as sin"

They don't have the greatest graphics engine for sure but this is heads and shoulders above the brown/green mush that was Fallout 3 and the drab brown/grey that was NV. 
Skacky's Points. 
Go along with some other views I've seen, that this is sort of Rage2, with far too much FPS and far too little RPG.

If only I'd seem the slightest bit of evidence of that, I might actually be interested. 
 
And the FPS aspect isn't even good, which is another nail in the coffin. It's slightly better than FO3 (weapons pack more of a punch, slo-mo VATS is better than paused) but it's still plagued with lethargic weapon feel and bullet sponge enemies. 
 
Has anyone ever made a map (think cartography) of the Quake universe? 
 
I wish! 
Spirit. 
I have a very vague recollection someone did at some point....but can't recall any details. Nice idea though! 
 
What would that even look like? 
 
I'm not sure there's even agreement on whether they're dimensions or planets or what.

Fat Controller described it in the readme for something or other once as a "multifaceted hedron" (I think), so I've just sort of gone with that. It's infinite as long as people want to keep writing dark level stories in it.

Every new texture set's a new dimension! 
Several Cartographic Maps Would Be Needed 
 
Maps 
Saying each episode is a different dimension is flawed.

Episode 1 definitely hops around. I'm sure E1M6, E1M8 and whatever the name of the chthon map is, exist in different dimensions to the other E1 maps - are those metal maps in the same dimension as E3 though?

Right now I'm thinking it's probably just some sort of multifaceted hedron, as Lun says, or perhaps a metadimensional geoscape. Maybe even a pan-physical multiverse. 
Thinking With Slipgates 
Well, that makes sense. Every map transition that goes through a portal can signal a transition between different dimensions/worlds.

That leaves the maps connected through arch exits as the only ones that surely belongs to the same place. 
Bad Headcanon Time 
Metal maps Are set in the "bad future" that awaits the universe if Shub-Niggurath's plan is successful. 
 
STAY SAFE FRENCHIES 
 
 
As we all know, sales = quality.

Err how about no. 
Re: Geographic Quake Universe Map 
Fallout 4 Is Great 
I don't need 12 million sales to say that. It could have sold 3 copies and I would stand by it. 
 
More people playing it simultaneously than GTA V.

It's god awful. 
I'm Fine. 
 
Warren 
Popular doesn't necessarily mean good. :^) 
 
The cry of the hipster. 
 
Not really. McDonalds is very popular but it's shit food. 
 
I also enjoy popular games, when they're actually good. Like The Witcher 3, for instance. 
 
Religion is also popular. And bad.

Which is why I wouldn't fight popularism as q good metric for quality 
Yeah 
But it makes it hard to argue against 
One Direction Sold 12 Million Albums In Their Career, Hth. 
Also, Warren, please make a FO4 mod that simply adds proper shadows to the pip boy torch / light, just like Gothic 3 could do waaaay back a fucking decade ago. Then it won;t look like shit, then it might be slightly appealing. 
 
The Transformers films must be amazing, going by Warren's metric. 
 
You're all WAY too easy.

At any rate, I'm loving Fallout 4. Sorry that you're not. :) 
So About Bal 
Anyone know if he's okay? 
 
Yes, he's fine, and playing Fallout4 as we speak. 
The Transformers Films Are Amazing 
 
Gamekings 
and I fall out 4 the screen. 
#26358 
Thanks Zwiffle.... It has been a sad day for freedom. 
Daya 
Good to hear. 
Sandy Petersen AMA Today 
Sandy Petersen is doing an AMA on http://www.reddit.com/r/iama today, I think around 1pm EST.

AMA Reddit thingy

As I keep repeating (forced to do so by the cruel lashings of Pit and Ben, my taskmasters), I am doing an AMA today - it's just about an hour from now. It will be on the IAMA sub-reddit (of course).
 
Tell Him 
About the map jam!! 
 
How big is Cthulhu's penis?

Cthulhu reproduces by fission, not sex. As a shape-shifter, however, he can turn his whole body into a giant dick joke.


This guy gets it. 
Sandy Petersen 
Sometimes he makes some kinda bold allegations:

"In fact, I designed 20 out of Doom's 27 levels."

Designed or co-designed? It's hard to believe that Romero and the others together made only a such small fraction. 
 
If it was Doom 2 or one of the other episodes I would not be surprised. I did hear that one of the versions was almost entirely sandy. 
Oh LOL 
"Hey Sandy! I work in mobile game development, and one thing I've been thinking about a lot is how to get more women (and please don't take this as an insult) in your age group interested in game design?"

"Sandy is actually a man." 
Oh God Hahhahahahahahhahaa 
 
Spongebob 
I'm a squirrel! 
Func_DoomJam 
A brainfart.
Replaying this Doom wad by Aard, Biff and Lun, I thought it might be a nice side project / mini event to do something like that again. The basics of Doom mapping are very easy to pick up and there are several advanced tools available, like DoomBuilder (think TrenchBroom for Doom). Would be cool to have a little jam-type of event where we made a bunch of simple levels just for the fun of it - especially coming from a non-Doom mapping background for the most part, thus perhaps less pressure for perfection. 
I Like The Idea 
 
 
If a ZIP was provided with all the necessary tools or something, I could be down with that. A simple DOOM jam sounds fun... 
 
I'd only do it if there was a 7z with all the necessary tools 
Slow Clap 
 
 
A few years ago I got the idea to finish an old Doom map I started well over 10 years ago, but never really finished.

I installed DoomBuilder and started playing around. Though I quickly got sidetracked and the map is still unfinished, I don't recall it being all that hard to get used to working with the editor. I think the only other program I had to get was some kind of texture manipulator. 
Don't Forget The Readme Or Otp Will Be Lost 
 
 
All you need is Doombuilder, preferably one of the latest dev builds of GZDoombuilder, and of course the Doom2 iwad. Should work out of the box; if not, you might need to install SlimDX, too. While you're at it, grab some source port for for easier playing/testing, e.g Zdoom or prBoom.

You can load one of the original maps to see how things work. Basically, what you do is draw the layout of the level and compartmentalize everything into sectors (DB does this automatically) which then can be assigned different floor/ceilings heights. There's a 3D mode for texture alignment, and so on. 
Doombuilder 
Downloaded it to have a look, seems very cool to use but it crashes every few minutes with no error msg :P 
 
Got it all running and I'm running around in a Doom 2 box level ... let's do this! :) 
I'm In But Only If We All Use This For Background Music 
 
I'm in! 
 
Are there any modern games that aren't plagued by dialogue? Are modern gamers like Rufus from Street Fighter IV?

Case in point, military shooters. Why doesn't the soldiers STFU? 
 
OTP - This comment wins.

"An FPS about Nothing.&#65279;" 
 
And for seriousness, I'd be in for this. Doom editing has come a LONG way since I last dabbled. This is actually fun ... 
Guys 
Why are there so many tools in the toolchain for quake? Why has nobody combined them into a single tool with command line options for skipping a step?

I would have thought that for intercompatibility between tools this would be a good idea. 
 
Modularity? Cohesion? 
 
My guess is because it's never become a priority. 
 
people are probably satisfied enough using separate tools, plus it does mean you can mix and match your favorite variant for each step. 
#26403 
All editors are set up to run bsp, light, vis without the user having to care whether they are 3 .exes or 1.

If it ain't broke...

And yeah, it allows mix and match, although I can't personally think of a reason not to use ericw's variants for everything now, but hey. 
 
Funny things happened in my wish map when I switched from the Light where color was first added to ericw's version (from last year to be fair). It seemed like some lights disappeared, so I changed back.

If I can get time to start working on the map again I'll try to figure out what was wrong. As I best remember, they were weird little fill lights with values like light 5 delay 1. Maybe it was just a small bug that has been fixed. 
 
For mapping, there aren't too many tools; unless you count texture/wad creation/editing, which can be a tricky pain indeed. 
 
hmap2 is all-in-one but still needs to be called differently for each step. 
And What Would Be The Benefit 
of having a single tool over having three? 
Lol 
The Benefits 
I guess simpler workflow, less mixing and matching of tools, a more consistent end product that is easier to trace errors?

I'm not implying that there is anything wrong with the current system. I just wondered why nobody ever combined them. 
Where Is Than, Does Anyone Know? 
playing fallout 4?

make him return please. 
I met him 2-3 months ago, seemed like he was pretty busy with work & real life stuff and said he doesn't see much of what goes in the Quake community anymore... 
Way To Miss Out 
On 10 Q1SP jams. 
Warren 
Cool. Maybe a discussion thread is in order at some point if a bunch of people are interested in doing this. 
Drew 
Hello.

Yeah, I'm kinda busy lately so haven't really been following Quake as much as I used to. Haven't had time for Fallout 4 yet, but started playing Witcher 3 a bit. Both games seem like massive time-sinks.

Of course, being busy isn't much of an excuse, since a lot of others on here have their hands full with work and family and still find the time to jam once in a while.

I'll have to try harder I guess :D 
#26413 
I guess simpler workflow

Whether it's one executable or three you are still running a single batch file or pressing a single button in your editor UI. No difference. It's transparent to the end user.

less mixing and matching of tools

That's a removal of choice, not a benefit. Anyway you don't have to mix 'n' match at all, just go to ericw's page and get the latest. Job done.

a more consistent end product that is easier to trace errors?

I don't think those are issues that actually exist or would be changed by merging vis, light and bsp into a single exe.

I'm not trying to be a dick, I'm just trying to say I don't think there is a problem here. If you can describe an actual problem that happens when mapping that backs up what you are saying then that would be different. 
 
"Anyway you don't have to mix 'n' match at all, just go to ericw's page and get the latest. Job done."

Sure, but that's a fairly recent development in the total of Quake's lifetime. In past years there has been a lot of mixing and matching the proper BSP tool, for example, depending on what you needed/wanted for your map. 
Which I would say is a good thing..? 
 
It's a good thing, for sure. But it also helps explain why nobody has bothered to make a universal compile tool. 
 
I wouldn't be against merging tools if there was an actual reason to do it.

Only thing I can think of is if light and vis could use some data that would normally get lost after the bsp stage. One thing that springs to mind is the func_detail stuff, but that is solved currently by outputting the prt2 file. 
Guys 
Please don't misconstrue me, I'm not saying anything is wrong with the current setup. All I was wondering is why it was never merged into one.

The discussion has segued me into another usage, a tool with multiple methods included.

a-tool.exe blah.map -light_tyr
a-tool.exe blah.map -light_ericw
a-tool.exe blah.map -light_argh
a-tool.exe blah.map -light_bjp

At this point all I'm doing is thinking out loud. If you hate these ideas then that's cool too, they're just ideas.

And I'm certainly not experienced enough as a programmer to make this happen anyways, so at best it's a thought exercise. 
 
a-tool.exe blah.map -light_tyr
a-tool.exe blah.map -light_ericw
a-tool.exe blah.map -light_argh
a-tool.exe blah.map -light_bjp


But...but...why
Kinn 
why my examples or why my thoughts? or both? 
 
Why would you want a light tool that has options to emulate various other (old, mostly obsolete) light tools - just use the genuine article.

Who would write and maintain this "history of light tools" tool? Who on earth would want to use it? 
 
The maintenance is the largest hassle I see there. One of those light utils gets updated, now someone has to go into the monolithic app and make those same changes ... not a job I would envy. 
Ok Sure 
Then why is having the ability to mix and match tools better? What I was suggesting, in my awkward way, was a single tool that compiles, vis and lights, using whatever method you select via command line options, rather than multiple tools.

It's largely academic as it will never be made anyway, but surely an approach like this has benefits for those who for whatever reason would be switching and changing executables in JH or similar. 
Look 
I'm not saying anything is wrong with the current setup.

Which is why no one has bothered with your proposal. A combined tool would be more complex and thus harder to maintain while having no benefit whatsoever. There's nothing else to discuss here. 
 
Shamblernaut, are you looking for ease of launching all 3 tools at once? Someone could write a wrapper program like:

qcompile -bspopts ... -visopts ... -lightopts ...

There's also necros's gui, or just make a custom batch file.

There is a real benefit to mixing and matching. Rebb's qbsp has some advantages over the one in my tools, though I pulled in some of his changes in the latest tyrutils-ericw release. 
 
Actually ericw, I'm really happy with your tools paired with the JH interface to be honest. :)

I will have a look at necros' gui as this is the first I've seen it mentioned, sounds interesting.

As I said, it was more musing out loud and enjoying the conversation than anything actually practical. 
Shamblernaut 
Hmap2 does exactly what you suggest. 
Ongoing Development 
Then why is having the ability to mix and match tools better? What I was suggesting, in my awkward way, was a single tool that compiles, vis and lights, using whatever method you select via command line options, rather than multiple tools.

Because the people who developed multithreaded vis were not the people who developed dirtmapping. In the monolithic tool world, if these people each added them to a different fork of the tool, you'd have to trade off one for the other, or wait for someone to merge them together. 
And Merging Code Can Be A Pain. 
 
 
I wasn't going to say anything until it was done but I'm working on a new version of the compiling gui which should be way more flexible and let you save settings and workflows, so stay tuned... 
 
fuuuck, I would really want to make another doom2 map for a func doom2 jam but I reallllly don't want it to be right now :(

also, I've had a big retro-post-mortem writeup on the map metlslime mentioned sitting in the pipe waiting to get finished for ... nine months now? about what I'd do differently but moreso about how doom LD conventions differ from quake LD conventions. 
 
i don't mind waiting if it means we can get more people on board for this. 
 
Yeah, no rush. God knows I don't REALLY have time for this ... but I was going to do it anyway. :P 
 
Yeah, I didn't want to mention it... but kind of busy with a map for Sock's mod, learning how to do Doom mapping might be a bit much to throw on top. I've never made a Doom map, but it would be fun to learn and make one. 
A Website Where Modders And Mappers Can Download Entities And Such 
Some days ago Jon on the#terrafusion irc chat suggested a website similar to Doom Bestiary, where people could download monsters, weapons and items for them to use in their maps/mods.
Each entities would also have their .qc files alongside their models and sounds of course, but the website could also tell people how to implement them (download qc1.06, text editor of choice, compiler, etc.).
The complicated part is for the weapons however, as they need bit slots. But that can be solved by having a section dedicated to weapons and teach people how to properly implement them (weapons.qc part, how do bitslots work and how to implement them according to the slots used by other weapons).

Me, I'm all in. That would make creating maps, mappacks and mods easier when we're looking for entities that are out of mods of vanilla quake, and that would make people that make entities for the hell of it a way to share them without resorting to creating a map or mod. I'd also deliver my stuff in there was well as my mod's sourcecode (something happened with the mail I sent to Preach, so I'm resorting on creating my own monsters). 
 
 
DoomJam 
Sure thing, it can wait a little. I'm actually surprised this many people would be up for it. 
 
Should Quake engines replace QC with this?
http://lhartikk.github.io/ArnoldC/ 
 
He should make an ArnieHub and self-host like Linus. 
 
Do robots dream of electric sheep?

http://imgur.com/gallery/kDTbkhS 
 
The Quakes 
they sure dropped out before their hair could fall in tune. 
DoomJam 
I'm up for attempting something if it happens. Still have a Doom mapping itch since contributing a level for 50 Shades of Graytall.

Speaking of the Jam - a suggestion, mainly because it worked well in the project above;

Boom (Doom Format) and maps tested using PrBoom+ -complevel 9 info for maximum compatibility across engines and help avoid Zdoomism mapping mistakes.

These might be useful tutorials/references for those who haven't mapped for Doom before; Doomworld Link. There is also Slade3 as an alternative editor. It will also provide an easier means to edit the final wad compilation at the end.

I might repost this if a DoomJam specific thread is opened. 
50 Shades 
http://onemandoom.blogspot.co.uk/2015/09/50-shades-of-graytall-50shadeswad.html

...limiting the available textures to what are widely considered to be the three least attractive options - DOORTRAK, GRAYTALL, and FIREBLU...

...create a mapset whose limited capacity for visuals forced the authors to focus on the aspects of level design related to gameplay...

Note the bolded bit. That's what they'd like to happen. In my experience though (and this often happens with "greybox" map projects) is that the opposite happens - mappers just spend all their time trying to come up with novel and clever ways to use the limited textures and wanking over geocomp-style funky brush work. 
Oh Yeah 
I'd be totally up for a Doom jam! 
 
It would have to be vanilla Doom 2, no Boom, no high-limit, no fancy stuff. Keeping it simple for the people here who are new to Doom mapping, and in order to maintain a fun jam character. And in this sense, only Func regulars and lurkers, no public hyping. 
I Wont Be Participating 
but I think vanilla doom 2 and no crazy stuff like negke said is probably the way forward. Although I already did hype the jam to Brett Harrell :P 
Good Post, Negke 
I hope we're allowed to have custom sky replacements and custom music in our levels. 
 
If it's vanilla doom2: music will work, sky won't. 
 
No problems with vanilla Doom 2 - but not even limit-removing? 
 
It's a map jam ... I can't imagine you'll have time to hit limits. 
No Public Hyping 
because we wouldn't want level designers to hear about a map jam would we :P 
 
I'm no expert on vanilla limits, but there is a high chance the visplane or seg limit will be hit before you even realise it - even within the first area depending on your intentions.

If we're speaking strictly vanilla doom2.exe, better keep close tabs on these. Any cases of visplane-overflow crashes or HOMs caused by seg-overflow in either doom2.exe or similar classic-engine (Chocolate Doom) will need to be hunted down and fixed - often by reducing scene complexity or blocking line of sight.

If there is no concern regarding doom2.exe compatibility - as long as it works in a modern engine - you might as well classify this jam as a limit-removing project. The Doom community is pretty specific about engine compatibility, especially for vanilla doom2.exe.

Just bringing this stuff up to avoid potential problems creeping up later and ensure that the Jam's outline is as intended. 
 
Quakis, I highly doubt it's vanilla limits specifically, but some source ports support room-over-room and sloped floors etc which restricts the playability of the wad. 
 
I made some pretty big Doom levels without ever seeing either of those two errors. I actually don't think I'd even heard of them until now. 
Well, Yes 
Quakis is right. If you make stuff too complex, e.g. too many details/sidedefs visible at once, there'll be HOMs and such. This does not occur when playing the level in a limit-removing port.

When I say vanilla, I mean it in a somewhat loose sense - if something needs HOM protection, it's okay; just no OTT stuff or megamaps. 
Quakis 
There exists a source port that allows you to see if a certain area in a map is going over the rendering limits: http://remood.org/standard/index.php?page=chocorenderlimits&guid=none 
@Breezeep 
Thanks, was unaware of ChocoRenderLimits. 
STRAFE Live Stream 
https://www.youtube.com/watch?v=jCI230nKQEY

for dev purposes, they couldn't get the stream to be private. 
It's Not A Good Map Unless ... 
... you spawn facing a key you can't get, a megahealth, and ten monsters' asses. 
Just Their Asses? 
 
Doom Map Jam 
Why not do a Doom 64 EX map jam? This game is woefully under-supported by the community.

https://doom64ex.wordpress.com/ 
 
Well...

"No graphics or sounds from Doom II have been reused in Doom 64; instead, it features completely new sprites, textures, levels and sounds and features a completely different art style."

... 
 
 
then why the fuck is it called doom anything 
Doom64 
Was on the N64.

It was awesome.

https://m.youtube.com/watch?v=u2MWISK-apQ 
OTP Is Trollin Yo 
I really hope Lun wasn't thinking that egypt shot was from Doom64. :P

Doom64 stands out as a really great re-imagining of Doom. It has way more atmosphere, has a great soundtrack and art style.

It's sadly missing the Arch-vile and Revenant but it's worthy of the Doom name far more than Doom 3 ever was. 
 
hmm, just tried it (never played it on the n64). it's pretty cool, like a mod. :) 
 
It really comes into its own when you get to the hell levels around level 8 or 9. It's more similar to Quake in atmosphere. 
 
skidding off a dark road into a ditch is more worthy of the Doom name than Doom3 was 
 
Doom 64 is what Doom 3 should've been. It's an excellent game, stronger than Doom 2 in most aspects though it lacks the Revenant. I wouldn't mind a Doom 64 EX jam. 
Seems 
The link I posted wasn't the playlist, so here's that:

https://www.youtube.com/watch?v=u2MWISK-apQ&list=PL25F47CA6F3F95562&index=1

Mapping music. 
 
There's a livestream called Salty Bet

http://www.saltybet.com/

that's a continuous endless tournament between AI playing every character from every fighting game ever. It's in no way balanced and viewers can place fake bets with fake dollars.


Seeing it made me instantly wish for a 24/7 livestream of a bot playing Doom wads. 
 
Make your dreams a reality 
Lunaran 
Something like AutoWolf
 
scampie: YES
negke: YES 
 
at first glance, it might seem like doing a bot to play doom levels would work, except that as soon as any weird jumping across between sectors occurs, the AI might be confused.

you can see in the wolf ai that it is just following across cells (or whatever the term is for wolf cube spaces). 
 
I think it's 'eisencuben.' probably 
STACKENBLOCHEN 
 
 
BJ Blazkowicz was just his code name, his real name was actually 'Wolf Einstien'

(Why is there no Wolf icon? we have fucking Counterstrike Serious Sam and Daikatana, but no Wolf?) 
 
 
Someone implement that icon, stat.

To be honest though most of the icons arent being used. 
This One Is Been Used A Lot. 
 
<-- TrenchBroom Icon FTW 
 
Just Replace The Counterstrike Icon 
because lmao counterstrike 
<--- Fleshlight 
 
Oh Yeah I See It Now 
 
Why The Fuck Is There A Pitfall Icon? 
 
Premium Icons/Stickers Needed 
 
 
func_dlc 
 
honestly I'd be excited about a wolf icon just because it'd make both rows the same length 
Dat Offset Doe 
 
Surely 
We could get enough new icons to have a third row of even smaller length. 
We Should Have An Icon Jam! 
 
 
I am surprised there is no penis icon.
Because reasons. 
 
Because 90% of posts would use it? 
<- Yes, This One Is Close Enough 
 
 
that is the honorary penis icon, yes 
<- Goatse 
 
You Guys Are Very Creative 
 
<- Zwiffle 
RIP :_( 
<-- UR MOM 
 
... My Mom Is A Firm Wedge Aged To Perfection? 
 
 
yes, yo mama is a door stopper. 
James Cameron 
 
<= 
o u t o f o r d e r 
<-- 
David Cameron, 
... I mean. Sorry, James. 
Ohhhh 
That makes a lot more sense. I was like, sure maybe Avatar wasn't all that good, but Aliens tho! 
 
I'm on vacation until Christmas. Too bad retrojam4 deadline is monday. 
 
I've gotten busy with some pretty big stuff so I won't be able to finish my map now either. But I'll keep working on it from time to tune. 
Awesome News For Steam Users... 
http://www.neogaf.com/forum/showthread.php?t=1150389

You can FINALLY, only a decade or so after Steam appeared, actually delete games from your Steam account. Get rid of all the mistaken purchases, missold crap, broken ports, and unwanted garbage you never wanted (unfortunately it's not perfect, e.g. pointless shite like Counterstrike Source Beta came bundled with HL2, so you have to delete the whole of HL2 to flush that particular turd).

At last I can permanently eradicate rubbish like Dark Souls: Fucking Awful Broken Port Edition, and STALKER: Shadow Of Boring And Ass-Ugly. Thank god. 
Trollolololol 
 
 
...why the fuck do you care if games you own, and have no obligation to install, are on your steam account? 
Because... 
I don't want any possible link to their existence. Even having purchased them in the first place is bad enough. 
Meh 
it cleans up the list of games in your library i guess.

Amusing watching Shambler getting triggered by it though 
 
shambler is literally the guy from the red letter media videos 
 
anybody want a pizza roll

comment on shambler's webzone and he'll send you a pizza roll in the mail 
Leftover HB Games Giveaway 
Oh God 
Now I'm reading all Shambler posts in Mr. Plinkett's voice and it's glorious. 
Or.... 
You can just hide them permanently. This is a better alternative because it tells you if you own the shit game already and you don't accidentally repurchase it. 
Triggered? 
Red Letter guy? Mr Plinkett? Pizza? I have no idea what you lot are on about.... I've just always wanted to be able to delete mistake / missold games...just neater and cleaner to me. 
 
You can get rid of stuff-ish by creating a custom category, putting the stuff you hate into it, and collapsing it.

It doesn't delete it but it does remove it from sight which I assume if what is triggering Shambler. 
Warren. 
Exactly, I already did that ages ago, now the shite is fully deleted. 
Meh 
They should let you gift them. 
 
Gift shitty games? And the recipient is forced to accept and can't delete them for 6 months .. fuck yes. 
Hey Willem 
"Fuck you."
*gifts Duke Nukem Forever*
"Jerk" 
Rekt 
 
 
A feature to move those unplayed games you've never installed into the inventory for gifting purposes would be a much more welcome addition. 
 
I would not use a delete game feature but I would happily gift them all to shambler knowing he'd delete them after being annoyed and angry for six months 
 
Why can't you just sell a game bought on Steam?

They're DRMed, so you can't play them if you don't own them. 
 
I guess the people who make money off the game want to ... make money off it. Still. 
because then there would be a reddit thread where eighty people coordinate to play one copy of a game and then what text_fish said.

valve keep having to rethink how they do steam sales specifically because people get together on reddit and try to game the system. they recently did away with games being on sale for even less on one day of a sale than they are the rest of the time because people kept saying "don't buy it until the last day of the sale, it might go on supersale before then" and it was pushing all their sales back to the last day or to the extra-low-price day everyone knew was coming, so they went back to just one sale price the whole time. 
LOLZ. 
You think I accept gifts from you knobends? 
 
Seems like your wish has been granted, Shambler: link 
Cool Thanks For The Update Kaffikopp 
 
 
Hey guys, check this out. You can delete games from your Steam account now!

http://www.neogaf.com/forum/showthread.php?t=1150389 
Hey, Quick Question. 
I heard rumours that someone posted in here yesterday, about 20 posts up, that you could actually delete games from your Steam account??

Sounds rad, can anyone confirm if that is actually true?? 
Oy Vey 
my reading skills are up to par 
 
yeah hey okay so I was thinking:

there are two rows in the Quake palette which are nearly totally unused.
http://lunaran.com/pics/quakepal.png

One is that weird second blue row that grows in saturation as it brightens, the last row before the fullbright fire row. As far as I've seen, the only stock textures and assets that use that palette row are that one blue dragon stained glass window, and the textures from the dopefish secret. I'm fairly certain everything else that's blue uses the upper sky-blue row.

The other is whichever of the two very similar purple rows you could personally stand to do without. The only significant purple things in Quake are voreballs, runes, the one sky texture used everywhere, and the particles thrown when a spawn explodes. These two rows could easily be averaged/collapsed into one.

My point is, there's essentially two whole free rows of the palette that are up for grabs with minimal changes to Quake. Any mod can provide its own palette.lmp override in its basedir and get whatever mileage out of a partially customized palette the artist feels he needs, without really screwing up any stock textures or assets at all. No special engines required. The only thing that would really need to be included would be replacements for the voreball and end runes which make sure they're the same purple as the sky. (If you didn't mind voreballs and tarbaby dust being some other color you could even have three rows.)

However, there are additional costs: namely, assets for a palette-plus mod would no longer be shareable, because once you move them back to /id1/ or any other mod you'd wind up with blue and purple shit all over. That runs the risk of creating mutually exclusive asset ecosystems, and this community's been traditionally about freely sharing in that regard. Then again, we've all been using textures from Hexen and Alice and sundry sources with bad-to-passable palette conversions for decades and it hasn't turned anyone off, so an additional stock-palettized wad could easily be created as long as the losses wouldn't be too visually egregious. Plus, wouldn't it be nice to be able to use said Hexen and Alice textures with one or two rows of their actual palette brought with them?

Tool support would be a problem: not every common Quake editing app supports custom palettes. QE3 does (getting that editor to actually find the damned palette lump on disk is like obstacle #1 to getting QE3 to work at all), but others don't. TexMex, critically, simply has the stock Quake and Quake2 palettes hardcoded, and mickey vanished from the scene and took the TexMex source with him 15 years ago.

This might all be way too much bother for 32 extra shades of brown (lol), especially when engines exist that load full color TGAs, but it's something I've been thinking about. 
 
The yellow row is also barely used. So is that sort of aqua greeny row above.

To be honest I have thought about this a lot (I'm actually in the middle of making a new texture set myself). I think the cons outweigh the pros personally.

To get more colours into quake I would simply use TGAs. 
 
because then there would be a reddit thread where eighty people coordinate to play one copy of a game and then what text_fish said.

Okay, maybe there would have to be a limit on your time played. Similar to getting a refund, but more lenient. 
Lun 
if I'm being honest I think I would prefer the Unreal engine 1 implementation of pcx textures. Which is basically that every texture has its own unique palette. File size would be much smaller than using .tga files, it would be self-contained with the .bsp file for neatness. 
Fifth 
That would require modified compilers, a new bsp format, and new engine support. 
 
File size? Really? 
Kinn 
I'm sure EricW would be happy to implement all three. ;)

He's a god-damn wizard you know. 
Why Use TexMex Instead Of Fimg? 
 
 
Yeah but I just think its dafter than a box of weasels to have to modify the code of a number of tools, engines and file formats, to support baked-in unreal-style pcx textures, when external TGA support is overwhelmingly superior AND backwards compatible AND available right now :}

Filesize is a non-issue imo. 
 
We'll agree to disagree. ;) 
 
Fitzquake / QS already supports actual pcx textures, you could put them in a oak file with your map if you don't like loose files. 
 
Oak = pak, thanks iphone 
 
Fifth, been there, done that - halflife bsp.
palettes still suck, as do standard texture resolutions.

storing image data inside your bsps themselves is not good for file sizes, even if they're RLE pcx files.

either way, (gl) engines generally already support both pcx and tga external textures.
If you want to strip the textures from bsps all you have to do is to set all the offset values of your mipmap images to 0 and strip the image data. Its not a problem unless an engine can't load the correct external texture, in which case you'll just get corrupt textures rather than anything crashy. 
 
palettes still suck, as do standard texture resolutions

Regarding texture resolution, I beg to differ. Quake's pixel vision is a seriously legit art style that would still be relevant if someone wanted to make more colourful, but still retropixelly textures.

If you are one of those heathens that plays quake in GL blurry mode, then ugh. 
 
hey let's have this argument again 
Trigger Warning 
I play Quake with linear filtering and model interpolation disabled. 
Well Anyway 
with TGAs, you can always palettize and maintain pixel resolution yourself. at least the option is there either way. 
TGA Jam? 
 
 
yeah tgas can also be 8-bit if you want to save those precious kilobytes, or want to maintain the retro cred.

Interestingly, initial tests indicate an 8-bit tga is slightly smaller in filesize than an 8-bit pcx. Heh. 
 
I suggested the compiled in custom palette mostly for the sake of neatness. I never have my maps as separate .pak files because I find it a bit unnecessary to devote a whole folder for 1 map. 
Ammo And U 
HYPOTHESIS
After my post in the Katedra thread I was curious what actually makes a good baseline ammo HP to monster HP ratio, so I cheesed some debug info into progs.dat and loaded all the stock maps with it, as well as an utterly unscientific list of random custom maps I had at the ready.

EXPERIMENT
My metric was to add up monster health, except for zombies, then add up all ammo HP, subtracting the number of zombies from the number of rockets before figuring them in.
- Multipliers: 25 per shell, 9 per nail, 30 per cell, 180 per rocket.
- Starting shells were not counted.
- Totals include all ammo in secrets (there's no way to programmatically filter them out).
- No rockets vs Shamblers math was done. We can assume players don't use rockets on shamblers anyway.
- Chthons, Shubs, and crucified zombies were excluded.
- Numbers for E1M7 are inaccurate anyway due to meat fireworks.
- All numbers are skill 2.

http://lunaran.com/quake_mapammo.txt

Obviously there's a lot of assumptions inherent in this, and how hectic any given map's combat is (hecticness? hecticity? hectitude? let's go with hectitude.) the hectitude of any given map's combat is going to affect how these numbers actually feel in practice, but this is a good learning exercise to establish some boundaries.

CONCLUSIONS
- the first map of an episode always has way more ammo than necessary. (if I had counted starting shells these numbers would be a little higher even.) e2m1 wins the award for most excessive ammo placement, with enough ammo to kill every monster in the map 7 times. however, we can consider these numbers flawed, because enforcers' cells are all dropped in the first map but can't be used until the player has a lightning gun.
- e1m3 wins for most rockets, with 101. (you can only carry 100.)
- ratios otherwise hover around the 2.0-2.5 mark. episode 1's are the highest, episode 4 the lowest, predictably, although the plethora of quads in e4 probably offsets that.
- even though players of one-off custom maps don't have the benefit of bringing all the previous map's ammo with them (because there was no previous map), the handful of custom maps I checked were still a little more scarce with ammo than the id maps.
- the ammo to monster ratio in Katedra is just under 3:1. 
 
CORRECTION
- e2m4 wins for most rockets with fucking 118 
Run It On 
smqe08d_lun.bsp 
Lunaran: 
Very interesting. 
Upload The Progs.dat 
for science! 
And, Well 
As fascinating to study these numbers are (and I admire this kind of academical approach to Quake's gameplay), ultimately they're not very useful as benchmarks, because of how much maps vary.

For instance, jam2_lunaran's ratio is 1.9, and could's is 2.7, which would suggest that the former is less "balanced" than the latter, and therefore harder. And in reality it most certainly isn't.

Perhaps this code could be expanded to calculate the maximum monster damage/health pickups ratio? 
 
If there are tarbabies, it needs more ammo. 
O Rly? 
 
Awesome 
This is really interesting stuff. Definitely something the more studious mappers are likely to use 
Oh God Spirit. 
You woke the troll again >___________<

OTOH,

- e2m4 wins for most rockets with fucking 118

Made me lol far too much. The indignation of it all! :) 
Lunaran 
So, NarNar Katedral was not so unbalanced after all. Believing your metric, maybe ammo would just be better positioned. 
 
That's a good point. The raw math is fun but placement and pacing is also key. 
 
Katedra throws a dribbly stream of monsters at you in wide spaces up until the end, so it's not difficult to be leisurely and precise and wind up not needing much more than 1:1 on ammo. Again, the map's design matters, and for that map 3:1 was probably rather high. Everyone's experience with it seems to bear that out.

The big criticism of RPGSP1 right after it came out was that everyone ran out of ammo in the last battle, and it's one of the lowest on the list at 1.5. He then released COULD two years later and probably overcompensated with too much ammo. ikspq1-4 are also below the average, but on skill2 ikka tended to pack his maps with fucking wall to wall ogres so it was pretty hard to miss anything.

I would have said after looking at these numbers that the best target for a map that feels resource-strict and tense but is still fair and entirely beatable with a bit left over would be a little under 2:1, so, the ammo in jam2_lunaran is obviously perfect. Terra1-7 were very well balanced, and once you get out of the dimension of grunt backpacks, the episode squarely averages out at 2:1.

Perhaps this code could be expanded to calculate the maximum monster damage/health pickups ratio?

If the ammo thing is an inaccurate yardstick, this would be a complete crapshoot.

Upload The Progs.dat
for science!


I actually didn't put it in the id progs. I'd have to redo it in the stock messy item and monster code, so, I could do that later I guess, but not everyone seems terribly impressed with science. 
 
I suspect scampsp1 would've had a better ratio if the end arena was cut off... I gave way more ammo than you'd ever need in the last 2 rooms because by that point, conservation of ammo wasn't really the intended challenge anymore.

These are cool numbers though. I think you are right that a 2:1 ratio might be just about right, and I think that's roughly what I mentally shoot for even without seeing the actual numbers. 
 
I'd have to redo it in the stock messy item and monster code, so, I could do that later I guess, but not everyone seems terribly impressed with science.

Just finish lunsp2 faster, duh! 
We're All Fucked 
<Daz_> czg fucking make id let machine games make the inevitable Quake remake ok?
<czg> no. 
 
Oh please, no. No Quake remake. Oh god ... 
NO 
 
I'm Sure That 
with the stellar job they're doing with Doom we'll all be clamouring for them to remake Quake. 
 
guys, we're safe, read this fanfic to find out why:

doom4 comes out. as soon as people start reading reviews, sales tank just like what happened for rage. bethesda finally has to confront what a turd they purchased, and they see the negative fan reaction to doom4 as a narrow window in which they can close id software's doors without backlash. 
He Knows It Too. 
 
Nothing wrong with the IP, it should be able to absolutely shit money. But you need to get people who actually know and care about the franchise to make the game.

Wolf TNO was an absolutely incredible game. Get those fuckers to make Doom. 
 
Wolfenstein TNO was great, I really enjoyed it. I plan to give it another play sometime soon.

I never thought Rage was bad. Actually I thought it was pretty good. It certainly could have been much better, but it was far from bad. 
 
I enjoyed Rage. It got a repetitive after a number of hours, the game ended very abruptly though. It's like they just shipped it without finishing the last 5 levels or something. 
 
While Wolf:TNO is in fact great, it's also very different from Wolf 3D. IMO there is no evidence that anyone currently sad about id's new-Doom would be happy with the new-Doom that machinegames would make. 
 
Interestingly I've seen lots of positive remarks about Doom 4 on the doomworld facebook page (yes, I am in that shitty group). Also lots of positive comments about it at doomworld itself. There's people out there in droves who are enjoy this absolutely wretched mudslide of a game. 
 
There's people out there in droves who are enjoy this absolutely wretched mudslide of a game.

This is what people in 2015 say about func on func. 
FUNK ON FUNK 
#26597 
This is what Stockholm Syndrome feels like. 
Cacodemon Awards 2015 
 
I really really have to get doom2 off my old machine already 
"Cacodemon Awards"? 
You had one job Zwiffler. 
"Cacodemon Awards"? 
You had one job Zwiffler. 
You Had One Post Onetruepurpler 
 
Cockawards 2015 
OTP wins 1st place -_-

j/k i luv u otp 
GG Well Doubleposted. 
 
 
Only now I realized Simonoc and Sock are the same person. 
 
Nick changes always confuse a lot of people. Like dranz -> daz back in the days. negke/necros still hasn't decide which one to use... 
Negkros 
Are they really the same or you're trolling? 
 
They are in fact the same person. Lunaran and Madfox are the same as well. 
 
Daz / Drannerz

Kinn / Kell

Oh god what have I done 
Stahp 
 
 
So, Func is like that movie "Identity" and I've been talking only to Baker this whole time? 
 
you've actually only been talking to yourself

on the plus side, you made every map in jam6 
Yup 
But it's more like Cluedo - you haven't been talking to Baker.

Maybe I'm spoling the fun but we're actually a trucker called Beavis and we've been grooming you since you signed in. 
 
you've actually only been talking to yourself

on the plus side, you made every map in jam6

shit i just said that

damn it 
 
The Quake community disappeared by 1998, but few deathmatch cheating bots stayed online. They started to replicate and modify themselves over the internet while servers were going offline. This forum is one of them, flaming against itself on posts, generating maps procedurally on jams and using social engineering to physh innocent mappers like me into its mind games. 
Hotline Miami 2 Editor 
That shit is addictive as hell and very easy to use. Still pretty buggy and will eat your face if you do something wrong, but making levels for that game is tons of fun. Already made 3 maps. 
 
this editor machine is stolen its 25 years old bike and will never be the same. 
 
No ones the same as MF.
How many crazy Germans does func have ? .. must be a few :)

In aus, we have a lunatic fringe chess forum populated only be a few people, but with many hydras. 
Lol 
the idea of Jekyll and Hyde mapping personalities is pretty great. 
Tronyn 
A great idea for this thing you've been working on. 
Who 
forgot to groom and now look like a terrorist on the passport? 
ID's Super Marios Bros 3 PC Footage 
John Romero just posted footage of id's Super Mario Bros 3 PC port before settling on Commander Keen:

https://vimeo.com/148909578 
 
yeah, keep ripping stuff from other games and mission packs. if you're gonna get a C&D then you might as well do it in style. 
Who Are You Talking To OTP? 
 
 
I believe he's saying "Romero ripped off Mario".

Anyway, I ended up watching a 1997 interview video called "Legends of Game Design" there at Romero's. It's so great to hear Nolan Bushnell. 
 
Are there any quake engines that correctly account for the position of a bmodel when casting dynamic lights? 
 
MarkV and Darkplaces do 
Makaqu Also Does. 
Dynamic lights takes BSP entity position in account, but not rotation. I always forget to implement the rotation part. 
#26626 
From that to Quake III Arena in 9 years. Amazing. 
This Post Was Flagged As Go Map. 
 
Roger That 
 
This Post Was Flagged As Go Map. 
 
This Flag Was Mapped As Double 
Oh Lol 
how cool! 
This Post Was Flagged As Go Map. 
 
 
Func is a better place because of you, Madfox. You are like a cactus in the desert or the large hadron collider in winter: constant and immutable. 
Is This The Board 
where we blow smoke up each others asses?

Madfox you are a man among men. You are the anchor that gives my spirit license to soar. 
Lmao 
 
No, only to Madfox. 
BUUUURRRRRRRRRRRRRRRRRRR 
 
Lay off the curry, Daz 
100% Genuine Spam! Now With Even More Pig's Anuses! 
 
 
Hey, 5 new posts! ..... oh. 
Hang On A Sec.... 
FFS. Just had to check all of those, couldn't find any pig anuses >:( 
Spam 
my blinking shiny ass
 
some men see things as they are and they ask why

others are madfox 
 
I was saying I just found out Simonoc is Sock. People started to joke and I forgot the reason: I'd like to thank Sock for that rock tutorial on his site. It triggered a stream of mapping discoveries and fun to me, experimenting rock and terrain works using brushes. It's a delicate craft, it requires some science to make valid and coherend grid-tied geometry look like organic, natural formations. 
 
Ah, and negke and necros are not the same guy, there's no negkros. Stop messing with my head like this, you gaslighting trolls. 
 
some things will never change and better forgotten 
Madfox And Madfox On The Other Hand... 
 
Adib 
It was recently estimated that over 80% of all the accounts registered on func represent the same person, but no-one really knows the true figure. 
 
well, 80% of us know. 
Split Personality Much? 
 
 
I only go by "necros" when I release the good maps. 
It's true. 
Since The QuakeWiki Is Always Down When You Need It 
How do you make sprites? What do the numbers mean in sprites.qc? 
 
It's not down for me, what's the error message you get? 
ERR_CONTENT_DECODING_FAILED 
Also using Chrome 
Huh! 
Anyone else getting that? Maybe for https://www.quaddicted.com/ and http://www.quakeexpo.com/forum/ too? I'll look into it, had no problems except for slowness.

httpS://quakewiki.org/ right? I have to fix http://quakewiki.org/ 
Fine For Me. 
 
Fine Here 
also using chrome 
 
Chrome works for me. However, it does not show a lock icon (i.e. secured site) although it says https://www.quaddicted.com in the address bar.

Wondering why, I clicked "View Site Information" in Chrome (click the page icon to left of the URL in the address bar)

And View Site Information Says:

Chrome: "www.quaddicted.com

This site uses a weak security configuration (SHA-1 signatures), so your connection may not be private." 
Was Able To Get Into QuakeWiki, But 
Got no info about the .spr file formay, the .lmp section doesn't help me, and neither can Google.
Can anybody care to explain to me how to make .spr files and how to use them in quakeC? 
Daya: 
when i made sprites, i used a program called Fimg.

Try here: http://www.insideqc.com/frikbot/fimg/ 
Thanks Metslime 
But first I wanted to look at the explosion, bubble and light orb sprites to be sure on their location and how they animate properly in the software and figure out by myself how to make said sprites. Sprites.qc mentions a path called id1/gfx/sprites but such a thing don't exist in neither pak0 or pak1, nor is there a sprite.lmp file.
Is there such a thing as a "ghost" file in Quake? 
 
That is legacy from id software's original tools. The way they made sprites and other assets is with some command line tool that scanned the quakec for specific strings. With fimg, you don't need that. 
 
Was Able To Get Into QuakeWiki
How?

Also, the wiki lives from contributions of people who know things. If you learn something, add it. 
 
Would it be reasonable to put in QCman10 and Qccspecs3? 
 
If their licenses permit 
@Spirit 
I was able to get into it by doing the httpS trick as said earlier.
As for contributing to the wiki, I could get in my method of doing models with Blender. 
Qcman10 And Qccspecs 
are copyright of Ferrara Francesco and Olivier Montanuy and I think as long as I leave their names included nothing can go wrong.

The articles are for help, and especially the qccspecs comes in handy, because it has a html directed backlead to the other qc elements.

I already added it to the quaketastic site under tools/windows/quakec.

If I use the httpS://quakewiki.org/ trick I only get the message my privacy gets warned by a hacker. 
Daya 
Yes, please. Make a tutorial. Even if QWiki isn't the place, I'd like to read it. 
Wtf 
I understood a Madfox post. Guy is slippin' 
 
http://philipbuuck.com/announcing-handmade-quake

Handmade Quake will be a series of videos and blogs where I rebuild the original Quake from scratch, line by line, system by system. It is named Handmade Quake thanks to the inspiration of the Handmade Dev community, and following the spirit of their manifesto, we will be starting with a blank Visual Studio project, nothing pre-written at all, and file by file, will turn it into the source code that id Software released to the world in late 1999. 
 
Dude should totally Patreon that project ... 
So, Arcane Dimensions Team 
... now have 24 hours to deliver, right? 
 
I don't want to have to resort to talking to people on xmas ... I demand a new mod! 
^ Of Course!! 
 
That Will Do 
Jackhammer 1.1.8 is out. Already installed, already voted for it on Steam. 
 
Sky rendering is the shit ...

Sadly, tablet still not supported correctly. :( 
@onetruepurple 
That guy is going to get totally and absolutely owned.

He is terribly underestimating and doesn't have the foggiest idea of the internal systems involved (collision, bsp, the QuakeC virtual machine, etc.) and seems to have no clue how complex things like a sound mixer are.

He's in for rude awakenings upon rude awakenings. 
Imagine My Face 
Reading that post without remembering the context at first. 
 
Well, I will follow his demise on youtube and blog. Let's see what happens. 
Textures 
Zwiffle said:

We should get Sock to make that [Roman] mosaic into a texture set no one will ever use.

Why "never use"? It was a beautiful mosaic. There are really nice textures at Sock's site. Why not use them?

How does a texture set should be, so most people want to use?

Your texture set wish list, please. 
Ah 
That was a joke. Sock mentioned to me that he had spent a lot of time taking photos of some church or summing, cleaned them up and made a texture set out of it ... but then claimed no one used it. 
Texture Set Wishlist 
Texture set using the theme(s) Trypophobia and/or Teeth. 
#26698 
What Baker said.

That guy seems to have been raised in the system analysis & object-oriented programming culture. He's going to bang his head in the wall multiple times every day before actually understanding how Quake was coded. His "modular YouTube series" proposal is impossible, because Quake is not modular (some of its systems are almost modular, but Quake was coded with a "Get this thing to work and ship it!" mindset, so messy intertwined code is the rule).

He would have better luck if he just wanted to play with Quake's assets using code written from scratch (without trying to replicate the original code). For his project, there's no need to be faithful to how Quake works. 
 
But we can still look forward to the hilarious schadenfreude though, right? 
 
I was super psyched about this at first but...

He isn't going to actually write it from scratch. :(

This API happens to be the code that Quake actually uses, but while watching the video, the aim is to make it as though we are creating it ourselves.

The main source code, in the end, is not anything I've built myself. It's the Quake source code from id's Github.

https://www.reddit.com/r/programming/comments/3xy110/announcing_handmade_quake/cy90vnl 
 
Eh, I think you guys are a little down on this ... I think it'll be fun. He seems like a smart dude and I look forward to listening to someone basically explain how Quake works, at a low level, while I work on art.

I think it's going to be fun. 
Totally! 
 
Zomg 3 Minutes 
 
Zwiffle 
This trypophobia.com thing is giving me trypophobia. Couldn't look at the images. But I see, a nasty flesh texture pack... 
 
Eh, I think you guys are a little down on this ... I think it'll be fun.

Same, unless he has a really annoying voice, which often ruins video tutorials for me. Ideally I'd like it to be done in a refined, Roger Moore-esque purr; the vocal equivalent of sinking into a leather Chesterfield sofa whilst wearing pyjamas, but I'll understand if that's not possible. 
 
Speaking of audio, he figures out the microphone around the third video in so don't worry about the sound being stupidly low and hard to hear at first. 
That 
Doesn't particularly sell it considering its the very first thing you should be solving (how to get your content of a decent quality and uploaded to wherever it needs to be) in order to make a web series.

Having said that, I can understand why the engine guys are down on it. But, he's going to be facing a completely different set of challenges to the ones needed to create and maintain a Q1 engine when it's based off the original code base(s).

Doesn't really grab my attention though; my cynicism makes me think Quake was chosen 'because its easy but still 3d'.

And watching someone work isn't very interesting, IMO. 
 
"Doesn't particularly sell it considering its the very first thing you should be solving (how to get your content of a decent quality and uploaded to wherever it needs to be) in order to make a web series."

It's some dude doing a free video series. I think we can cut him some slack on the production values. 
Face It... 
Anyone other than func_us willing to give Quake a whirl is something to be celebrated. Merry Christmas! 
Free? 
Its through Youtube though, so he'll get Ad revenue.

But yeah, I tend to be over zealous with the details :( 
Merry Christmas 
You godless bastards! 
Feliz Natal! 
 
@spirit 
He isn't going to actually write it from scratch. :(

Ah, so not a manly project like Handmade Hero but "here I made some models for Unreal engine".

(I'm guessing here ^^)

Gay!

If that is his plan, he shouldn't be trashing up the meaning of what the Handmade Hero guy is doing. 
 
Wait a second? After a quick, re-read ... are you saying he's just doing a source code review?

If that's the case and he's using the word handmade, the only way for his karma to balance out in this world would be him walking in the park and a hornet's nest falls out of a tree and falls on his head. 
Merry Christmas To All Of You 
 
 
Have a func_hristmas everyone! 
 
MERRY CHRISTMAS AND A HAPPY ARCANE DIMENSIONS 
 
Well, real quick ... and this is just an idea ... why don't we wait and see what he does before judging what he's doing? Crazy? Possibly.

Merry Xmas! 
Merry Christmas Everyone! 
Merry Christmas 
May your quad damage never run out and may you find all the secrets! 
 
Merry Christmas funcers! 
Merry Christimas 
Merry Xmas

[WarrenM, sounds like a plan] 
Good Afternoon Everybody! 
So, when's AD dropping? 
 
When I stop finding bugs in my map. 
You Monster 
 
ADHD 
Arcane Dimensions Have Delay 
 
Santa Sock has failed us?! 
I Have A 
bad feeling about AD coming out this year... 
 
And just to think I wore my "special trousers" today in anticipation... 
 
At least we got another "Kinn talking about pants" post out of it. 
 
Those with the sewn-in sock? 
Happy Festivus 
I have grievances with all of you. 
Dammit, Sock! 
 
 
I've seen three sock references in 48 hours.

http://i.imgur.com/xqxl7k9.jpg
http://i.imgur.com/RWvA7b0.jpg
http://i.imgur.com/OGwGhad.jpg

IS IT A SIGN?! 
 
It's the sock of past Christmas, the sock of present Christmas and the sock of future Christmas. 
Merry Christmas To You All 
 
Wow Crazy! 
 
Merry Christmas/Festivus/etc 
good luck and go map! 
Cherry Christmaz 
remember who blew off sock's intentions for projects,
now get them anyway and all other maps fall to dust. 
 
who can argue with that 
 
Yeah, I ... I'm out. 
It's Happening.gif 
 
Xmas Presents 
Is under the tree waiting for a func admin to authorize it!
Merry Xmas Everyone 
I KNEW IT 
21:14:55 | <onetruepurple> maybe sock already posted it but the mods aren't there to approve it 
 
The scale and depth defies all comprehension! 
Sock = Santa 
??? 
Sock = Satan 
 
Merry X-Mas 
 
 
Merry 2016 christmas, JPL! 
Schafer.png 
The Price Of An Opinion 
 
WTF 
Psychonauts wasn't even very good. 
TBH. 
It would be quite good if OTP had to pay $33 to join discussions on func... 
Happy New Year 
 
Merry Xmas Is Late 
Happy New Year is good.

"Lets hope it's a good one, without any fear."

Yoko Ono 
Happy New Year 2016 
I wish you all the best for this new coming year. May this bring you happiness, prosperity, fortune, and love.... as well as plenty of new Quake maps and new FPS to play 
 
Posted this on Facebook but I might as well share it here as well ... my feelings on 2015:

-------------

2015 was an eventful year for us.

My life plan completely shifted from "I'm going to work at Epic until I drop dead" to "Actually, what if I DIDN'T do that?". And it all happened in a matter of a few weeks. That's how life works for Sandra and I. We decide to do something and all of a sudden it feels like there's some invisible force driving it along and we're hanging on for dear life.

Life can change gears from "I'd never do that" to "Oh god, I'm doing it!" in a hot second.

But after the stress and turmoil of that all settled down ... it's been good.

I've been freelancing for 6-ish months now after working studio jobs for almost 20 years. I've got several packs in various asset stores and am working with a variety of awesome clients who I really enjoy doing work for. I get to work from home and on a variety of different projects - and generally do what I want all day long (as long as deadlines are met, of course).

That's a dream come true for me and I feel very grateful for the way things have turned out and thankful towards the people who have helped me along.

So, I'm optimistic heading into 2016. I'm hoping my good fortune continues and that Sandra and I can continue working like this for decades to come.

Happy New Year. :)



Now ... go map. 
Happy New Year! 
 
Warren 
Thanks for sharing. Best of luck for you and wife.

Happy 2016 everybody! 
 
HAPPY NEW YEAR 
 
2016! It is starting out great! In no small
part due to alcohol! Lots and lots of alcohol!

New Years Eve and alcohol!

[I'm off, to buy more alcohol! No seriously, I'm out.] 
 
Don't worry, it's a short drive in my car. There are no school children out at night. So if I run over someone, it is likely to be a homeless person. Or probably at least be a dead person, because I don't think our current level of science has been able to develop functional zombies yet..

[Dark humor ... a lost art in the modern age] 
Baker... 
I already bumped the drunk thread, just for you! 
Yah 
Happy New Years :)

Hell - i don't even join a facebook group to join the conversation. 
@necros 
"I already bumped the drunk thread, just for you!"

Great, you started out 2016 as a liar!

The drunk thread hasn't had a new post in over 8 hours! 
Happy New Year For All Of You 
I wish you all good things coming to you this year! 
 
Hmm, alleged drunk posts with zero spelling errors and proper punctuation. I have a skeptical. :) 
Have A Better New Year! 
I wish myself the best 
Huh 
Must have been drunker than I thought. 
HAPPY NEW YEAR!!! 
 
 
Happy New Years, Necros! 
Mappy New Year! 
Go map! 
:( 
My linux firefox keeps getting link hijacked!. Fed14 and now Mint 17. Extension now disabled. When i click on a link, i get another tab opened (typically) to some silly survey site. It seems to come and go. Restarting app doesnt generally fix it. Even rebooting doesn't always fix-it. I don't have the slightest what the problem is. 
Travail Map Jam? 
Not sure if only the mapper themselves can suggest ideas, but what does everybody think of a map jam for Travail? I think it has its own distinctive style like Honey or Rubicon. 
 
Router hacked? 
 
does it still count as hacked if that malware is pre-installed? :s 
 
DNS? 
 
There is no way in hell the next map jam is not going to be Arcane Dimensions. 
Speaking Of 
Anytime February or later is good for me, and can we make it more than 4 days this time? Maybe a month-long jam? 
 
RetroJams are short but regular Jams are usually 2-3 weeks long if not longer. 
 
I'm pretty clueless about network stuff.
It's only some web pages - so might be the ads they run - and often you can see the hovered URL in the statusbar flickering between what it should be, and the injected site. 
Stevenaaus 
It's probably some extension installed when you were fished by a click bait. 
AD Jam 
A ton of possibilities to explore. Yes, we have to do it. 
 
Almost giving up. I tried disabling all the extensions for no improvement... but maybe one of them is doing something surreptitious.

Geez Chrome is fast. Shame they're so hung up on their slick interface that they can't manage to have a bookmark button. Anyway...

How the Hamburglar Stole Christmas. Isnottobaad :)
http://quakespasm.sourceforge.net/tmp/grinch_doom.jpg 
 
CTRL+D 
 
And CTRL+SHIFT+B to reveal the bookmarks toolbar. 
With What I've Been Working On These Past Months 
Would a BFG that functions like the one in Q2 fit in? 
 
Depends on how are the other weapons. 
Handeness 
I took a look at Quake 1.5 weapons. Didn't like most of the weapons, but it's a nice try.

I was looking for a mod that shows the weapon like Quake 2, not the center of the screen. Is it possible? 
 
I don't like side-offset weapons because it obfuscates Quake's very deliberate penis metaphor. 
 
But what is your penis IS side-offset? 
@adib 
Adib 
I'm using vanilla weapons, although the nailgun is "replaced" by a hitscan machinegun and I'm adding a gatling gun that has a slow windup but can mowdown groups and stomp some high-tier monsters (The hitscan attacks deal 8 damage, and considering it shoots every 0.05 second this means 160 damage/second), although it eats even more nails than the SNG.
Though the Gatling Gun will only be available in a secret level and in a secret in the final level, if the BFG gets in I plan it not to be that much of a secret, as it's a one-shot heavy hitter, compared to the Gatling Gun's continuous mowdown carnage. 
Daya 
So, it's a BFG that fires from the center of the screen?
If you're using vanilla, maybe BFG would follow thunderbolt's design?
And what about that pistol? 
Baker 
But it's a modified engine. Did you have to fix something to make the weapons work firing from the right hand? 
 
I didn't make the mod. I converted the engine from FitzQuake 0.80 to FitzQuake 0.85 + SDL and made it run on the Mac. ;-)

But the models are in Quake .mdl format. Open them up in QME and examine the animations.

That mod is also open source, so you can browse the QuakeC.

I can't find the link, but here is a mirror:

http://quake-1.com/quakec-gallery/KurokQC.zip 
Thanks, Baker 
 
Adib 
That Revolver Rifle is just a reskin of the shotgun. As for the design I'd take Q2's model and redo the textures to match Q1's aesthetics.
And yes, it would fire from the center of the screen.
Still good to incorporate it? One thing I thought of is a single shot would take down a Shambler (600 hit points) but because of the nature of the BFG that'd be slow both to fire and recharge, and it would eat either 33 Cells or 50. 
Or... 
I make it deal 300 damage instead, so the Shamblers don't become pushovers. You'd still take out half oh their health though. 
P L A S M A T I C S H O C K 
 
What's This, Some Mod Or Quoth Modification That Has A BFG? 
 
300 Damage 
would be good. We could do a true E4 shambler fragfest. 
OBS And Quakespasm Don't Like Each Other 
OBS game capture from the Quakespasm engine results in strangely low frame rates and makes the game controls feel choppy. I have no such issues with Darkplaces. This is on Windows 10.

Anyone else had this kind of issue? Did you solve it somehow?

I wanted to ask before testing the various settings and writing up the results, in somewhat systematic fashion. I explored the most common options in OBS already, but Quakespasm always takes a big performance hit when I start game or monitor capture. It is a mystery. 
How Can I Convert A HL Wad To A Q1 Wad? 
Or is it already compatible somehow? 
Daya 
does texmex have that ability? 
With Texmex, Yes 
You have to play with save as ... wad2 and ''save copy ... save wad3'' options.

I never did .hlwad to .wad, but If i remember well .wad to .hlwad is done in three steps:

1. Open the .wad on TexMex
2. Save it as wad3 with the name texsetname.hlwad.wad
3. Delete the .wad part 
 
so i suppose the opposite should work 
Warren 
Why you keep calling him Willem? 
 
Used to be my nick here. Some people still use it for whatever reason. Habit? 
I Still Say Willem 
Yes, out of habit more than anything. 
 
Also, same first and last letter, same color. Makes it easy to still see the old name, which reinforces the habit.

My point is, Willem should ROT13 his name and make it raspberry pink. 
 
I say we just call him Taskmaster. 
 
I was thinking "Wilbour", but ok. 
... [Trackback] 
 
DeathmatchClassic.wad, Now Usable For Quake 
Since I'm gonna use it, might as well share it with the others
https://www.mediafire.com/?jv7i5kj9a96ap96 
Adib 
Same reason some people call necros "negke", or call madfox "czg", etc. 
 
Lunaran - That's a terrible idea. 
So I Want To Use Scourge's Sourcecode To Add To My Mod 
(namely everything minus the gremlin and extra weapons and items)
Is it really just as simple as taking the hip prefixes files, adding their definitions to the mod's fgd file, adding their names to progs.src, compile and call it a day? 
Try It 
But really it depends on how complex your mod is and if anything conflicts. It shouldn't - as I remember the hipnotic files are reasonably self contained.

You'll also need to add the filenames.qc to the progs.src file - which is just a list of which files will be compiled.

There are a few dependencies here and there though, so when it fails to compile it'll tell you which ones; you then you'll need to merge the missing odds and sods into your mod.

Which basically means copy paste the code into your files by hand.

If it asks for a global or spawnflag that was not defined it'll be in defs.qc - which is just list of globals declared to be used by the other files.

Do that, then recompile. Then fix the bugs the compiler shats out, again. I recommend recompiling each time you fix a bug, since the compiler will usually throw out between 1-500 errors per bug, so it can help you to have a realistic idea of how much impact you're having as you resolve issues.

Rinse and repeat until your project compiles properly. Then you can start fixing the actual bugs in how things work.

Congratulations, you're now a coder!

-----

At least, that's how I learned. It's funny how people seem to think there's some mystical ability that allows people to be coders, rather than just trial and error. 
 
The only thing I coded for my mod are weapons and monsters, so I guess I won't have too much problem then. 
And Said Monsters Also Have Their Own Files For Clarity Sake. 
 
By The Way, 
Does anybody knows where I can find the fgd file for Scourge of Armagon? Google ran me into dead planetquake links.
I'm asking this so that the files I trake from Scourge don't get complicated to implement, stuff like rotating brushes and spawners. 
And The Dissolution Of Eternity One, 
So I could use its lightning trap shooter 
Spirit 
must know. Quaddicted should have it frozen in carbonite. 
 
Lunaran - That's a terrible idea.

nice 
Quaddicted Doesn't Have The Mission Pack Fgds 
Looked into "Tools" and I don't think there's any other sections on the website. 
Quaddicted Has 
https://www.quaddicted.com/files/idgames2/planetquake/worldcraft/quakefgd.zip

Zerstorer, Hipnotic and Rogue's fgds in the same pack. 
Oh Right, Thanks 
 
FTEQCC Is A Very Wierd Program 
so I renamed my working mod folder to the actual name I'll use (Razenkrauft), after some QC stuff I wanna boot it but it doesn't want to, which at the same time freezes Explorer, meaning FTEQCC is pratically unusable now.
This stuff happened to me before, when I tried to download what seems to be an up-to-date version and the same thing happened. The FTEQCC I took was once in an experimental mod I used to teach myself some QC, and somehow transferring the software to my actual mod worked.
Can somebody help me with that one? I only use FTEQCC because it provides a direct interface instead of the lightning fast DOS prompt which closes immediately when it's done. 
Razenkrauft 
Is that supposed to sound german? 
Eyup 
The basic plot is that some special ruins have been discovered on some distant northern island, so a colony (Razenkrauft) is established here. Yadda yadda monsters come out yadda yadda you're sent here to "investigate" and clean all this mess. 
Daya 
Call the DOS version on a batch that ends with "pause" command. 
"Is That Supposed To Sound German?" 
It's only 2016 but this may be the burn of the year. 
The Burn Of The Year 
So Far 
The DOS Prompt Doesn't Execute 
What the Hell, what's the best alternative for FTEQCC?
I can't rely on a thing that breaks itself when you change directory! 
It's 
Always worked for me. And the .log it spits out gives all the info needed.

There are too many dependencies to know what's wrong on your end.

Keep trying stuff. 
Ooooooh That's Just GREAT 
So I tried another compiler, one that's called GMQCC. It doesn't have an interface but whatever, I just want something that works. So I run the thing and it lightning closes as usual. I try to run with with "-pause" but nothing happens, and there isn't even an error log spewing out every time so I don't know if compilation worked or not.
That's just great. Now my mod's definitely on hold because fteQCC is being dependant on something I don't even know, and Task Master doesn't know fuckshit.
You know, we might have software that makes a good job at doing models, making them quake compatible, doing textures, making maps, but we sure as hell don't know how to make a compiler that both works and has an interface! 
 
"Task Master doesn't know fuckshit."

^ Moved to func beef thread. 
Daya 
Run command line tools from cmd.exe. that way you can leave the command prompt open while you work, and see the output messages.

Use win32-fteqcc.exe from http://triptohell.info/moodles/fteqcc/
 
"Task Master doesn't know fuckshit."

Hey, hey, hey!

Run it from a dos prompt like Eric said ... don't get all up in my grill. 
Daya 
chill

I don't think you want to come across the way you're coming across. 
 
Open the command window first, then type the command in that window and it won't auto close after. Use shift+right click in the folder where it's at and use the "open command window here" option. 
Sorry For My Outburst 
But even with ericw's method of doing things on DOS prompt the thing just doesn't want to work. I put the thing in, press enter, it makes me go to the next line, and then I can't type anything. It's not like it's frozen either.
This means fteQCC, because of computer magic, doesn't work for me anymore. Now I'm trying to go back to that GMQCC compiler (http://graphitemaster.github.io/gmqcc/). I was able to run it, but I don't know if it was able to compile it, as I just got a lot of warning lines (I know that doesn't mean the thing didn't compile) but no actual confirmation that it was successful in doing so. By opening Trenchbroom and saying the Hipnotic entities in there I assume it worked, but I'm still not sure. 
Been Trying To Understand What's Wrong In There 
http://image.noelshack.com/fichiers/2016/01/1452169600-qmqcc1.png

I was sure to add hipdef.qc in the progs.src file, as well as adding what was necessary for stuff like bulletholes, Armagon's laser canon in weapons.qc and commenting out unused weapons and item bitslots from Scourge of Armagon, so I don't know what's really wrong here. 
Forgot To Add 
Trenchbroom displays the additional entity slots used by Scourge of Armagon, but it doesn't show the models. This is my hint that makes me say the compilation didn't work properly, as even if I take the ressources directly from the pak (models and sounds), the models in Trenchbroom still don't show up. And I made sure to check my fgd if it has scourge's defs. 
Does The FGD / DEF File 
Actually provide the necessary model attributes? TB will only show you the models if it knows where to find them. This information comes from the model attributes in the FGD file. See http://www.kristianduske.com/trenchbroom/docs/adding_models_to_entities.html 
Hipnotic And Rogue .fgds 
From what i experimented with them by using for making maps a year ago, i think they are missing some things here and there, so maybe the problem comes from there. And i used the same ones i linked you to, Daya. 
Sleepwalkr 
You're right, the monster declarations lack the model definition.
This one's easy, but then there's stuff like func_clock, func_counter and func_spawn that have a box that's bigger than the usual sized ones (especially func_spawn_small which is ironically bigger than the usual func_spawn), so I guess there's a model that needs to be attached?
But in the end I guess those models not showing up in TB doesn't matter, because the core coding comes from the qc files, and the fgd file's just here for clarification. I'll still declare the monster models though. 
I Have No Idea 
whether these entities are supposed to have models or not. The size of the box (in the editor) is determined in the def / fgd files also. All that TB knows about entities comes from these files. It doesn't read anything from anywhere else except the model(s) if they are declared in the def / fgd file. 
 
This means fteQCC, because of computer magic, doesn't work for me anymore.

There is no such thing as computer magic, just computer things-you-don't-yet-understand.

Are there any absolute pathnames in your progs.src file?

What output is FTEQCC giving you in the command prompt? Did it stop working after only changing the directory name, or did you also blindly paste a ton of Hipnotic code in with it and expect it to work?

According to the GMQCC output, there's an error in weapons.qc on line 62. Did you investigate this? 
Lunaran 
I just changed the mod directory name, I didn't move fteQCC or any other files out.
And the software just loads for eternity until I reboot the laptop. Task Manager can't find it when this happens. This happens for both the DOS exec and the interfaced exec. Some people told me it's dependant on another program but I don't know how to find this out.
As for line 62 of weapons.qc, it has a problem with old_velocity, but it's definied in hipdef.qc, which has been added to progs.src, so I don't know what's the deal here. 
One Year Ago 
That's In DD/MM/YYYY Format 
 
The Only One That Makes Sense! 
 
What? 
There is no such thing as computer magic

All that wishing for nothing. 
Daya 
I just had two pounds and an ounce of laugh. 
 
There is no such thing as computer magic

No white magic, at least. 
Daya 
Have you tried undoing the change that resulted in this? If that doesn't work, this would indicate that you did in fact change more than just the directory name, but you didn't notice or forgot, or maybe deem unrelated. 
 
I think changing the name actually made an impact on fteQCC.I can't retry renaming the directory and run fteQCC, as I've tried to run it this morning and is without a doubt still trying to load at this moment, and I don't want to reboot my laptop right now. Maybe tomorrow. 
 
He didn't ask you what you think, he asked you to do the one thing that would prove your theory.

How long does your laptop take to reboot, exactly? 
3/5 Minutes In Total 
I'll try it now, I didn't want to do it at first cause I wanted to work on that start map 
Can't Rename The Directory, It Says Something Else's Using It 
Must be the fteQCC execs. I'll reboot now to take them away. 
Rebooted The Laptop, Still Can't Rename The Directory 
Tried to delete the fteQCC execs, but it doesn't want to.
What the hell! I was sure they would go away if I rebooted.
Then there has to be another program at work, but what is it? 
 
Might be time to launch this laptop into the fires of Mordor and try again ... 
 
Isn't there a way to know which program uses other programs? Cause everytime something like this happens I can't help but say to myself "Yes but WHAT PROGRAM?" 
 
Google? File unlocker or sometime. 
Got One 
By checking the old fteQCC program that's still lying there, it says the one program that's locking is System.

Oh...
This doesn't sound good at all, doesn't it? Especially unlocking fteQCC would mean to close System as well...

I also checked the fte compilers I downloaded earlier this day and it says they aren't locked. However when I execute them System locks them away.
Is there anything I can do about this? 
Marc Laidlaw Has Left Valve 
 
 
OK. 
Who? 
 
 
The school bus guy? 
Daya 
The compiler is just one small program though that gathers up your qc files and spits out a progs.dat.

I tend to have multiple copies (one per project) of it all over the place just for convenience.

Even so, this sounds like OS crap. Are you using something toxic like Vista or something? If not, what about your antivirus or possibly DeepGuard - even spyware scanners can lock up a potentially dangerous program (for example, one which compiles files from others...) 
 
I heard the management finally lost their sense of humour over his ol' poo-in-the-urinal trick, so gave him the heave. Could be just a rumour, but sources, you know. 
Poo-in-the-urinal Trick 
Gotta learn this one. 
Ijed 
I'm using W8.1, and Avast as my antivirus. I don't use DeepGuard.

Though about LockHunter, I just realized there's a "Other" tab, and inside there's "Terminate locking process". I don't know if I should do that, maybe that could imply closing System or do something bad in the process... 
 
You're aware that Windows Task Manager have a "programs" tab and a "process" tab, right? Maybe fteqcc shows as a "process" you can kill. 
HOLY SHIT 
My best bud suggested to add the filepath of my mod to the exceptions of my antivirus and IT WORKED

NOW I can truly go back 8D 
 
all that anger over how shitty FTEQCC was paid off! 
 
Most anti-virus are more trouble than they're worth. Internet is the source of most problems and can easily be avoided by just using your head about what you do there. All I use is built in Windows Defender because it rarely screws stuff up, but the browser has NoScript, Ghostery, etc, including a really big hosts file. 
 
I like avira. 
In Which Flavour? 
Reading Back At "What Makes The Quake Community So Active" 
Someone mentionned that we got better tools, including better sunlight. I assume this refers to ericw's new light compiler tool, with sunlight_2.
If this is true, does that mean the following screenshot is history, and we can finally get legit outdoor areas with just sunlight?
http://image.noelshack.com/fichiers/2016/01/1452298654-dp20140614194745-00.jpg 
 
yes 
Oooooh The Absolute Joy 
 
Elgu_ Does It Again 
Rant 
Why is it so hard to find local people interested in working with game development?

I mean, interested in WORKING. When I interview potential teammates, if I ask what "living a good life" means to them, the answers boils down to "buying lots of things". Not to creating a good work. Not to being proud of their skills. Not to making a difference. They just want to consume and die.

Holy fuck, this is frustrating. 
I Could Be The One You're Looking For 
But since we're likely not locals... 
IMHO 
I think people who are interested in working on a non contributing thing like game devolepment do remember their efforts lie on the side of pleasure.

With non contributing I mean the urge for money, as with every task in the sense of time surviving.
Having a job that satisfies and gives reliable lifestandard is a good thing.

Working in game development for me is a hobby and I don't think if I would earn money with it my fantasy would continue long. (.)

When I am playing a game I don't need to think, don't have to do that input to solve problems and my only skills are winning the game.

It is like scraps, concepts that bear a good intention, a good start but were thrown apart by lack of involvement. That's frustrating. 
Ask For A 
Portfolio before interview.

If they can't even give a link then you just saved yourself a wasted interview.

I once pushed for hiring a guy who brought a sketch pad full of random crap. He beat 4 other applicants (1 of which I'd proposed) because even though he didn't have the skills (at that time) he definitely had the hunger to make something.

When someone has that it's obvious in their work. The primary use of interviews is as a social test. And socially well adjusted probably isn't high on your list of requirements. 
<-- Fish Icon 
Scampie is a shrimp and his blog is called Undersea Adventureland. But he never did an undersea Quake level (1, 2 or 3), unfortunately. 
That Reminds Me 
I keep meaning to delete all the wordpress shit from my site and just have it be a listing of my maps. 
<=diving Fish Icon 
what shall we dowith the drunken shrimpies? 
 
That's borderline Shakespeare. 
Mapping Bobbleheads 
 
Ijed 
Your sketch pad guy is a good example of what I'd like to find.

I have authorization to develop a commercial game using a local IP, so, having local teammates would be ideal for everyone to have a clear idea of everything involved.

It's pretty much a "garage project", and things needs to evolve more before getting external help. 
Map Compiling Error 
So I updated my version of ericw's map compiler tools since I wanted to compile my start map by using CompilingGui.
Thing is, something which happens mostly when I change directories, be it compilers or source maps, I get an error while compiling that says "Unable to copy file on itself", or something similar.
What sucks is that everytime it's solved it's something so mundane or one that's out of the fields of logic or "It just suddenly worked" I forget about it. 
 
Daya's anti-virus seems to be at least as bad as any actual virus. 
Mankrip 
Where's Local? I doubt I know anyone though.

Also, Baker - user is error? 
It's As I Thought 
I just remembered one solution was to take the compiler files from the new directory to the one the overall compiler uses, and overwriting the old ones.
Still, this might be another antirivus thing, but for now the problem's solved. 
Baker 
Wait until you investigate the rabbit hole of security exploits of anti-virus suites. They are more often than not making your system less secure. 
Ijed 
Resende, RJ, Brazil. A city mostly dedicated to car factories. Software development isn't a thing in the cities around here, much less game development, so the chances are naturally small. 
Weather Report 
Resende is cooler than Niteroi, right next to Rio city. Since New Year the sun gave us a break, it's been under 32 degrees even in mid day. We're having a cloudy sky here today. Resende must be really fresh now. 
Ah 
I'm in Chile.

The industry here is small, but pretty active for it. 
HUE BR 
Here our best bet seems to be Hoplon, based on Santa Catarina state. I went to a game conference there in 2010 and saw their Taikodom space shooter presentation. Pretty impressive.

There are other gaming Jedis fighting across our territory. For artists, the best option is still advertising market and media companies. 
Seems Like We Got A Bot Situation 
 
 
Spirit --- agreed and I have probably recently read what you have read on that topic.

/I feel like I'm interrupting the South American discussion, heh. 
:D 
 
R.I.P. David Bowie 
Space-bard supreme :^( 
RIP 
OBS Issue Update 
I found out the trouble I have capturing from Quakespasm only happens with the multiplatform release of OBS. It seems to run smoothly with the Windows-only OBS version with similar settings. I didn't know they were that different from each other, so I didn't think to test this earlier.

The next release of MP OBS will have some OpenGL capture fixes for Windows, according to the changelog. I hope it takes care of this issue too. I'll look at it more carefully later. 
 
Alan Rickman Has Left Valve 
 
Who's That? 
 
 
Cancerdore killed Snape. 
 
Oh wait no he just went out for lunch. 
Oh. 
That'll teach me not to read the news before posting 
 
I only know because my Facebook feed is basically ... that. Bowie is out, Rickman is in. 
Rest In Peace, Hans. May You Fly Around Nakatomi Plaza Forever. 
 
I Can Definitely Relate To Most Of This: 
 
... Seeks To Require That All Smartphones Sold In The State 
... can be decrypted or unlocked. 
 
i'm glad they made it clear where new york is in that headline. 
 
Like Paris, Texas? 
 
Like Paris, Texas? 
Exactly Like 
Paris, Texas 
 
Fully expecting a RickRoll here, but Romero released a new Doom level using only the shareware assets ...

https://www.dropbox.com/s/2x2ee3r51986dkt/e1m8b.zip?dl=0

His take on E1M8. 
Well That Was Nice 
A bit brutal and claustrophobic for my taste, but still good.
That Bruiser Brothers room looked very rad though.
Funny stuff, in the readme he states it was a warm-up.
We'll see what transpires in the future. 
Excellent Level, Pretty Hard 
Everyone go play this right now. 
No Rickroll, Just Tried It 
10 secrets!

269 monsters on UV. Tried it from a pistol start - it's hard. Very cramped. Spent most of my playthrough with 20% health, hit a died-without-quicksaving-for-a-while shelf moment. I'll come back to it later.

Also rather ... questionable aesthetic choices? I'd believe it was a map that was actually made for Doom. 
Total Doom N00b13 Please Advise 
OK, so what do I need to get this shizzle on my PC - I'm looking for the "QuakeSpasm" of Doom I guess - a modern engine but with no fancy crap, just proper respect for the source material. 
Kinn 
I would recommend Zdoom. It's as close to the quakespasm of doom as you're gonna get. 
However! 
If even this seems too feature rich then you could try Doom Retro which is a bit more stripped back... the purest doom experience (short of installing DOS) is probably Chocolate Doom. 
 
I use GZDoom. (It crashes unless you've already run ZDoom in the same folder, though, or else some config file doesn't get written. :P)

and when you're done with this map, play Valiant! 
 
a long time ago, zdoom was a good choice. (authentic software renderer with bug fixes and stuff.) I have no idea now. 
 
I still use ZDoom myself. I rarely used GZDoom and it fullscreens on the wrong monitor for some reason. 
OK 
I have just pruchased "Doom Classic Complete" on Steam.

Let's see how this goes then.

My body is ready... 
ZDoom 
GZDoom is alright, feels laggy to me for whatever reason. 
 
Romero confirmed the "warmup" on this map was for his next FPS.

Joke about Daikatana and Romero making you his bitch all you want, I have hope on this one. 
I Use Gzdoom 
I keep playing the first level of Valiant because the music is so good. :D
Wow, going to have to check this out 
Eric 
 
I like Prboom, because I'm a kernel-filtered software rendering bitch. Will try this one. 
 
Others Files By Author : doom1.wad, doom2.wad

lol 
 
It was alright. Pretty average by modern standards, but does feel like a lot of classic Doom vibe stuffed into a single map.

I think I prefer the simplicity of the original e1m8 if you want to put them in the context of competing with each other... luckily we don't need to do that.

Now he needs to make a megawad! 
Doomings 
ZDoom acquired, thanks cheps, and I'm just now playing the original Doom to lube up before I let John Romero slide between my buttocks and make me his bitch with his newly minted masterpiece.

I'm still on the original first episode right now though, so here's a hilariously late and pointless rant about 1993 level design.

Doom E1M4

See picture here, with points of interest marked (A) and (B): http://i.imgur.com/f1WCMeU.png

You find the yellow door, open it, and enter into the level exit room, but you soon find that the level exit is blocked because a small bridge needs raising (B) There is another door out of this room, and you go through it to find more gameplay, and loop back to the start of the level. You then proceed to spend the next 30 minutes wondering how the fuck you raise the bridge to the level exit, wandering all around the map over and over again and around in circles.

Turns out the switch to raise the bridge is that red thing (A) next to the yellow door just before you enter the level exit room and even notice there is a "puzzle" to solve.

Fucking lol. 
 
Translation : I didn't see the red button on the wall. 
 
 
Aside from the fact that I don't recall seeing a red light as a button before then, the thing is it didn't even register as a separate element to the yellow door. Just assumed it was a red light next to the door because it's not exactly unusual to see lights on sci-fi doors or anything.

I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on. Lesson learned! 
1993 Level Design Was Mostly Functional 
Decorations were created through 2D sprites or integrated into the textures themselves. They didn't use separate textures with separate geometry like that, IIRC. So, anything that stands out is interactive.

Duke Nukem 3D did, but it came out later. 
 
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on. Lesson learned!

How else would you find any secrets? 
UNF UNF UNF 
 
 
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on.

ffs, are there really big red lights all over everything you'd been taught to ignore by level four?

probably lots, in games that came after doom. 
 
eh, i can see the design flaw, the button to open the bridge is accessible before you open the yellow key door, but the bridge is after the yellow key door. If you push it before opening the door, you don't know what it does, and after you enter the door and see the bridge you won't think that you need to revisit cleared areas to find a button. 
Confusion 
will be my epitaph. 
TL,DR: Welcome To 24 Years Ago. 
 
Romero Confirmed He's Gonna Make More Doom Maps 
 
Nice one. can't wait. :) 
Right 
I hope he looks back at the original levels for scale reference. This new map of his was waaaaay too cramped and fiddly. Spoiled what would otherwise have been a pretty good oldskool experience. 
No 
He said he'll map. Not necessarily for either Doom or Q1. 
If He Makes Q1 Maps That'd Be Sooo Great 
 
For AD 
 
 
#26984 
lol, wassat from? 
New Planet Found 
 
 
I wouldn't be quick to believe that is very likely.

I've seen astronomers argue in the past why the odds of another large planet in the solar system are exceeding poor, and there are numerous reasons.

If they can prove it, those astronomers will sure be wrong --- but until this idea is proved it runs against conventional wisdom in astronomy in a great many ways. 
 
 
There Has Been A Great Distrubance In The Force. 
#6 posted by Lunaran [66.235.55.196] on 2016/01/21 19:44:20

'I hope that's not his reason. If Orl went to the trouble of implementing difficulty levels and really did skip Normal because of macho dickwaving over a video game, that's pretty ridiculous.

I play lots of maps on Normal, because I want to check out the neat stuff you guys build and have a good time. What I don't want is to grind my fingernails off on occasionally horrid balance and combat design to prove to myself that I'm "manly enough." '


What about lunsp1's ending, especially on skill2/3?

#7 posted by Kinn [86.154.183.77] on 2016/01/21 19:56:14

'I play everything on Normal because when every new map is packed with 400 monsters anyway, it's usually got enough stuff shooting at me.'


In the case if kinn_bastion there was no difference
between normal and hard skill, was there?

Wasn't kinn_marcher the first map to introduce
a monster count close to 400 on skill2/3?

From The Readme
#8 posted by Kinn [86.154.183.77] on 2016/01/21 19:58:53
Quakespasm support might come soon afterward.

Is that just wishful thinking, or is it seriously in the works to increase the map extents in QS?


On a quick note, kinn_marcher was a map that came with an engine called Win/GLMarcher packed in the zip. The number of engines and engine versions capable of running the map properly greatly increased over the years.

Some recent releases are also pushing the limits and boundaries of engines; thanks to the developers the engines are updated for these releases or follow them closely. Let's hope there is no wishful thinking involved. Glad to hear erciw has already been working so that QS can also run oms3.

I applaud Orl for going ahead and releasing his map that breaks all limits, has hundreds of monsters, and runs properly in only one specific engine so far.

Shouldn't it be the mapper's decision just how many skill levels they wish to implement in their maps?

#5 posted by Qmaster [70.195.72.90] on 2016/01/21 19:34:15
Normal is just a setting on your dryer.

And who doesn't play on Nightmare on every map?


I don't play many maps on skill3, but why couldn't there
be a map designed to be played on this specific skill level?

There is one at least, actually:
i like how the readme of Qmaster's Terracity says:
'Difficulty settings: No, just Nightmare (good luck!)' 
Wrong Thread But... 
In the case if kinn_bastion there was no difference
between normal and hard skill, was there?


I think you're right - I often forget the details of stuff I made like what...12 years ago? I recall it was because I made a rather rigid monster spawning system so it could handle an arbitrary monstercount without breaking vanilla engine limits. I had time to fix this properly in Marcher.

Wasn't kinn_marcher the first map to introduce
a monster count close to 400 on skill2/3?


Something like that.

On a quick note, kinn_marcher was a map that came with an engine called Win/GLMarcher packed in the zip. The number of engines and engine versions capable of running the map properly greatly increased over the years.

The map ran in regular, vanilla WinQuake. The enhanced engines just gave you a nice skybox and no packet overflow in the final battles. They were provided for the optimal aesthetic experience, but were not essential for play. 
Lol 
oh man! you got me! I'm such a hypocrite!

that map is from ten years ago dude, and I'm the first to admit that the ending was seriously unbalanced. if you search really really hard you can actually read me admitting that very thing in such obscure places as "the web page for lunsp1" and "the lunsp1 release thread on func."

you know what I learned from making that map? not everyone plays quake looking for some kind of olympian contest.

level design isn't a pissing match to show you can make a harder map than I can play. if the map just had no difficulty spawnflags at all it would be one thing, but by going out of his way to physically invalidate skill 1 by spawning the player in a special fuck-you room, he's trying to make a statement that I don't play quake the "right" way, which is utterly childish. 
 
many drama, much penis waving. wow. 
 
Thank you for your replies.

I thought the skill level and monstercount stuff plus the specific engine requirement didn't strictly refer to oms3.

There have been maps before that didn't support all skill levels. Kinn_bastion was a notable example, with basically normal skill missing.

There have been maps with a brutal monster count.
Kinn_marcher is a good example I think.

There has been at least one map that required a specific engine, I think Tronyn's something_wicked was one.

Not only that, but they are still considered classics in Q1SP.

There have been maps with 'occasionally horrid balance and combat design' on skill2/3. I would call the Chton battle and puzzle of lunsp1 unreasonably hard. You mention you admit it's seriously unbalanced.

It does not prevent it from being considered a classic and it's probably no reason not to play it on higher skill levels.

I think it was hardly 'macho dickwaving' that made Orl unable skill 1. Neither do I think it's childhish. I thought Orl's way to show there were only 2 skill levels implemented was clear. You don't have to see the readme or map description to know what's going on. I came to think of there being an easy skill as a favour in fact. Well, maybe it's just me feeling guilt as a betatester that I haven't pointed out the lack of normal skill as something players could find disagreeable.

I don't think Orl would indulge in 'wishful thinking' about QS engine support.

There was no need for me to attack you two though. Especailly about decisions made over a decade ago. I hereby apologize.

I didn't mind that monster count was the same in Bastion on all skill levels, and easy skill became a special treat. However, it was necessary to read the readme to be sure, something which players including me sometimes forget or just skip.

Thank you for the explanation about the Marcher engines. I do think that in this case the skybox and the prevention of packet overflows do make the difference, even if they are not essential to play the map. 
 
If you want to slog it out with monsters, play Qonquer. :) 
#26992 Wins. 
 
 
I haven't see this posted here yet.

This is apparently the original planned map sequence for quake, posted by scar3crow and based on info from Romero.

http://scar3crow.com/2016/01/quakes-original-map-order/ 
I've Seen That 
Completely bizarre. 
I Kinda Like It 
Makes it like a classic linear adventure, with all the military bases with a bit of medieval and metal first, metal undergrounds second, medieval grounds third, and devilish cities fourth.
Though in the schematic I was expecting something like Contra Hard Corps, where the game would have alternate paths via different exits.

Mod like that when? 
Daya 
You could just change the trigger_changelevel fields and recompile all maps.

Existing ammo/weapon balance(muhahahaha) has to be adjusted accordingly, but on the other hand you can relight all the maps with proper dirtmapping now. 
27k Posts 
that was satisfying somehow. 
27k Posts 
that was satisfying somehow. 
20k Of Which Are Double Posts. 
 
20k Of Which Are Double Posts. 
 
Oh Noes 
 
 
the way they shipped it, with a base at the start of each episode, actually makes a lot of sense EXCEPT that the hub level (start.bsp) that connects it all isn't a base map, it's some weird medeival thing, so then it doesn't make sense after all. If you're already in the Quake Dimension, why go back to earth for a bit before leaving it to go find some runes? 
 
Maybe the Ranger only realized that he'd need the runes when he got to the hub.

Anyway, some things in the game's story are up to the player to imagine. Like how the exit of several maps in episode 4 don't match the beginning of their next map. 
 
metl - Yeah, that was always weird. The START map is sort of an anomaly... 
Doom2's MAP02 In Doom 3 
https://www.youtube.com/watch?v=Gnq6AY4stoE

Although there's the criminal lack of RoE's Super Shotgun, the map's well crafted in terms of Doom 3's standarts. 
 
i like it! that is very well done! i would have removed weapon clips since it already had modded monster sounds and such. 
#27008; 
Would be great if the map was lit. 
Daya 
A related video is this one:

https://www.youtube.com/watch?v=HcxJ9Klyct8

Your BFG will make this kind of gameplay possible, for those of us who's into it. 
 
 
I remember asking Sock to include an arch-vile type enemy to AD.

Missed opportunity IMO. 
 
I remember asking Sock to include an arch-vile type enemy to AD.

When you have gibbable bodies, Archvile-type enemies suck because the player feels compelled to spend time gibbing all the bodies which is tedious (e.g. Quake 2 and the Medic monster)

Then again some might see that as a cool mechanic, I dunno. 
Or... 
Have a literal medic whose sole purpose is to heal monsters via throwing projectiles, making it some sort of priority work for the player, and just have a weak projectile attack just like Q2's medic? Also make it try to look for nearby monsters when he doesn't find some around him? 
I Guess 
you could have something akin to the TF 2 medic?

I dunno, Kinn brings up a good point. I doubt I would go around chopping up bodies but I guess others would. 
I Do In AD... 
I keep imagining that there is a 100% gibbed achievement or something.

Giving the player back a little health per gib could help after some of the huge hordes we have to deal with nowadays ;^) 
 
Have a literal medic whose sole purpose is to heal monsters via throwing projectiles

Problem with that is that Quake monsters are rarely running around with partial health - they are either at full health, or dead, because players tend to focus on one monster at a time, and even the biggest ones go from full health to zero in a matter of seconds. 
 
I agree, which is why the arch-vile is a better archetype to go with. Resurrection rather than healing. 
 
If you think about it, that's kind of a cool thing for the Shamber to do. Take that new shambler model and add a "arms in the air like he doesn't care" animation for resurrections ... 
Other Ideas 
Perhaps a better idea would be a monster that temporarily "buffs" other monsters in some way - i.e. gives them a temporary pent, quad or invisible powerup - you need to change the visuals of the buffed monsters, which adds a lot of work, but could be cool. 
 
or an easy visual would be to just surround buffed monsters with a particle cloud, except invisible monsters which become almost transparent. 
That Unused Particle Field Would Do It 
There was this map once that used an oversized Fiend with said particle field around him which only walked around and could only be hurt if it went into melee mode. 
Well 
that's not very good at showing different types of buff, and it's kinda ugly.

Sock's particle system should be able to pull off something cool 
Busy Work 
When you have gibbable bodies, Archvile-type enemies suck because the player feels compelled to spend time gibbing all the bodies which is tedious
This is exactly the reason I did not implement a healing monster in AD, several team members said chopping up bodies to prevent resurrection is a chore and not fun gameplay for everyone.

I remember finding the resurrection angel in ne_ruins and did not realize what it was doing until I ran out of ammo. This is also a problem with minion systems (spiders/vorelings/lost souls) which I helped prevent by providing minion spawning quantity trigger events! 
 
Support enemies suck in FPS games. It's difficult to present what they are doing and for them to put pressure on the player, because the nature of FPS games is that if you can see something, you can shoot it. Support enemies work better when you can see what they are doing, but can't necessarily do anything about it right off. 
 
Support enemies suck in FPS games. It's difficult to present what they are doing and for them to put pressure on the player, because the nature of FPS games is that if you can see something, you can shoot it. Support enemies work better when you can see what they are doing, but can't necessarily do anything about it right off.

I've always been drawn to the idea of having magical barriers where monsters can shoot out of but players can't shoot in (until they find and take down the magic barrier generator)

I don't know if this can be done in quake though. Anyone know? 
Kinn, Look At Post #27023 
Though I don't remember which map it is. I have it in my quake folder somewhere but I'm busy doing something else right now. 
Shield Or Broken? 
@Daya, that was a Kona map and the same particle effect is used on the Death Captain in Quoth. There is even that enforcer model with the shield energy bars going up and down that switches on/off.

I have tried several times to make a shielded enemy for Quake and every time the person testing it just keeps shooting until they ran out of ammo or the damage eventually overrides the shield on/off sequence.

Shielded enemies in Quake are completely counter initiative to the game. No one likes or expects shielded enemies in Quake, they are often referred to as extra health buff. I am sure people will still keep on trying to make them and eventually realize Quake is just about shooting things, not waiting for shields to lower.

@Kinn, yes you can do this, create a model with a trigger collision hull and intercept it in all the projectile functions. If you are using the AD base check what I did for void triggers, they are in every projectile impact function and other stuff (breakables, gibs etc) 
Daya 
That's not what I mean.

I mean, imagine a big hole in a wall covered by a forcefield - it's solid to the player and it blocks his projectiles, but he can see though it.

Monsters the other side of the forcefield can see the player and shoot through the forcefield at the player. 
Sock 
Damn, that would work I guess.

Impossible to intercept hitscan with SOLID_TRIGGER though, right? 
All Or Nothing 
Impossible to intercept hitscan with SOLID_TRIGGER though, right?
Yeah trace will ignore triggers, unless you give them some collision. You could let the player walk through the barrier (check pre/post client functions) but monsters have no such (luxury) function. Its really all or nothing with Quake, a shield stops everything or nothing.

You could approach from a different direction, let the monster create a shield infront and then throw projectile over the top. So players have to use grenades for arc/bounce instead. Something I was thinking of doing with blue flail knight, create a yellow shield infront and then spin the flail round in the air throwing grenades! 
 
Zer Enforcers were always a favourite addition because of the shield mechanic. Same with the Quouth uber-death-knight. Both shields were suitably obvious of course. 
Shambler 
can't tell if sarcastic or serious. 
 
the demons that have the quake staves in ne_ruins can shield other monsters.
the shield also removes some portion of health (down to 1 hp) from the monster so that eventually after repeated shielding, the monster is left with 1 hp and dies right after the shield breaks.

i used .alpha and a sphere model that tracks the monster and flashes when they take damage.

i think that was a better monster than the resurrecting angel. 
Amazing 
what people is doing for Doom these days:

https://www.youtube.com/watch?v=Gq_NmGmI8eI 
Kinnbler. 
Serious, HTH, xx 
Adib 
Not sure I like some of the piss-weak sound effects from that wad. Doom had very good sound design already. Also, not a huge fan of the high-res textures, I think the original low res aesthetic was fine as it is.
It still looks ok though, I like the song in the wad. 
The Greyscale Imp 
5th, yes, no need to change the sounds, some of them are like nail on a blackboard. But the music is fantastic. The level is beautiful. I understand what you say about HD textures: it's ugly when they try to bring ultra-realism to a cartoony game. In this case I think it was done right, it added quality blending with original textures very well. It didn't deranged from the original feel. 
 
Is the music in the video the same as in the .wad? Because that's from American McGee's Alice, which had a fucking awesome soundtrack. 
^ Makes Sense 
 
The Whole Wad Is Excellent 
I Enjoyed The Death Lord As Well As The Zer Enforcer 
although the latter's shield was sometimes glitchy/unpredictable, I actually felt it added something new to enemy routines and freshened up gameplay.
Serious. 
 
The Death Lords shields are fine because they work without any problems.

The Mega Enforcer is broken to the point where there is no correlation between the shield visual and the actul shielding effect. 
Question 
I'm realizing that every time I switch to a conceptually different programming problem, I become a dumbass.

For example, I've never had any trouble coding the Quake's GUI, and I even ended up rewriting most of it. But recently I've implemented a mouse-driven interface to navigate through the palette and experiment with some color transformation algorithms, only to realize that I was overcomplicating the task because the classic key/button-driven interface is equally efficient.

I should have quickly realized that before, but I didn't. And that wasn't the only thing. In the last couple weeks, my first iterations of the color generation algorithms were utterly moronic; even though their conceptual designs were fine, their implementation took more effort than it should have and lacked trivially basic programming skills, so it was awful to work with.

It's like I forget how to code when the task is conceptually different. It kinda scares me because I have no trouble with far more advanced tasks like texture mapping.

And I realize that all this tends to make me work towards whatever I feel that is the most difficult task at the time. I'm always trying to overcome my own stupidity. But if this is somehow making me more stupid, perhaps there's something very wrong. 
 
I think a mouse driven interface for Quake would be a nice addition. 
Maybe One Of The Most Sensible Talk About Doom's Design 
(and by extension Quake1 in a way)
https://www.youtube.com/watch?v=yuOObGjCA7Q 
Fifth 
 
Mankrip 
just make an ingame mapeditor, mouse is useful then.

I mean, think about it for a moment, compile the bsp at runtime, i don't know what i'm talkin about.

Just do it, please...

Kidding aside, when i first met sleepwalkR a while ago he brought that up, and the thought blew my mind.

I'm sure with enough computing power these days this is totally doable in 10 years.

I can't wait :) 
Moving Textures As Seen In Doom And Unreal When? 
 
 
How bad does it really look if you use all 10 frames of a standard animated texture for scrolling? It's not going to be super smooth like doom, but it should look ok for a slow scrolling effect. 
 
 
EricW 
Quake animates BSP textures at 5 frames per second, the vanilla engine cycles the frames using bitmasks (so you can only have an animation with 2, 4 or 8 frames), and so on. BSP texture animation is a poor feature, but at the time its restrictions were needed. 
And What If 
You set wait to 9999 (over 2 hours)? 
Eh 
Mapping Help. 
Not Sure If This Have Been Posted Before 
 
I want to steal all those lovely cobweb textures. 
 
Would have been more authentic if the quake models had been converted to sprites instead of just transferred over. :) 
 
Quake Mod For Doom

Quake 0.5

Pretty awesome, but using the models as models is a bit of a cop-out. However it makes for a good "what if Quake was released 6 months after Doom 2" concept. 
 
Yes, sprites would have made that sing .. too bad. 
Going Back To Scrolling Textures 
I've heard the problem was liquid brushes because of the distortion caused by the nature of the brush. But one way to counter this is just to not use the distortion effect if possible.

Another problem I've heard is textures not looping properly, somehow. I may be ignorant on this but even with GL texture filtering that wouldn't be a problem, because in general textures loop properly everytime.

I'm just saying because it's wierd Doom can do that but not Quake. 
Hell, You Might Just Use Other Textures Than Liquids, That's The Point 
 
GL Texture Filtering??? 
If I want texture filtering, I'll remove my glasses. GL engines take the "player checks his glasses" killquote too seriously. 
#27065 
It's weird that there would be any difficulty to do that in today's hardware rendering.

Render the liquid surface distorted as usual, while simultaneously rendering the lightmap surface without distortion, and applying it to the liquid surface's pixels (not texels) before blending.

If fragment shaders are as powerful as software rendering, they can do that.

The only difficulty with scrolling textures is the lack of a standard. I want to devise a very flexible implementation that interacts with the game's physics, so it will take a while and someone else may implement it their own way before.

Previously, the main difficulty for both cases in the software renderer was the fact that the textures were combined with the lightmaps in the surface cache, so any texture transformations would also affect the lighting. Splitting the textures from the lightmaps makes the rendering slower, but it greatly improves the rendering quality and makes all sorts of texture mapping effects possible. With today's CPUs, that's a worthy tradeoff. 
Are There Cases Where 
You might want to distort the lightmap, like on the water surface.

I can imagine that looking pretty cool at the pixel lod. 
 
 
Daikatana Speedrun When? 
 
XCom 2 Stream 
CohhCarnage is streaming XCOM 2 with permission from 2k right now.

http://www.twitch.tv/cohhcarnage 
Oh Hey, I Asked For A Daikatana Speedrun And What Do You Know 
 
That moment when a mailshot I send from work just bounced from Terry Wogan's email address :( 
Kinn 
 
http://www.twitch.tv/unrealengine

Unreal Editor being demo'd in VR. I'm not kidding. 
Watching The Vod 
 
Maybe I should remake Cepheus for this new UT rather than Quake Live.

Anywayzz... It's Carnival, boys and girls.

Going home now. Will get back to work only on Thursday.

This can mean only one thing.

TIME TO MAP! 
This Toast Was Fragged As Stan 
 
Twitter To Become Confusing And Pointless As Soon As Next Week 
 
 
That could be interesting for hashtag searches, but definitely not for the main feed. 
 
I respect that they want to experiment with better experiences. I mean, if it sucks, they'll revert it. The users will let them know ... loudly, I'm sure. :) 
Right, Willem 
Just like the facebook "timeline". That really became more useful when they made that change. Not. 
 
Well, if everyone hated it, it wouldn't be that way. Facebook wants to retain users, not lose them. So it may not align with your personal preference but ... alas ... 
Retaining Users Is Not Their Only Interest 
It's also to be able to show me targeted ads. Facebook is so big now that they don't have to fear that users will run away in droves. Where would they go? 
 
Is twitter not in the same position now? 
Already Impressed By The Engine Not Crashing 
When shit gets real in Portal: Crushed between two portals experiment.

https://www.youtube.com/watch?v=0TZd95BCKMY 
Necros 
Yup, which is why I'm afraid that they're going to stick with it unless it hurts their revenue. 
 
I am using the Quakespasm engine and Quoth will not load any maps after E1M2Quoth. It says it can't spawn. Preach says in the Quoth help to post on FUNC_MSGBOARD. I have the latest version downloaded from preach's website. 
Zaphodwurst 
There are no more maps than e1m1rmx and e1m2rmx for quoth.

I assume you expect e1m3rmx, we all do.. 
Zaphodwurst 
What mfx said above, however there are many maps for quoth that have released seperately from the main Quoth download. If you search quddicted and filter for "quoth" you will find many other Quoth maps to play! 
You May Want To Start With 
Does Anyone Ever Say Thanks To Shambler? 
For keeping things tidy when required. I'm sure nitin does it too sometimes. 
No. 
Because Shambler is also a smug cunt when he does it :).

I do think Func should have another 5 stickies for common stuff, including Engines and Coding, to make it easier on unfamiliar people. 
Edit: 
4 stickies.

Engines
Coding
Other PC Games

+1 more? 
Thanks Shambler 
 
DelkoDuck Speaks For All Of Us 
https://twitter.com/DelkoDuck/status/696042177600864256

"Maybe twitter should add a damn edit function instead of some lizard people ass algorithms" 
Suggestion 
Engines
Coding
Other PC Games

+1 more?


Perhaps the modelling thread 4th? It's not quite as high traffic as the others, but it's going through a bit of a surge currently... 
@shambler 
That reply was about as perfect as a perfect reply could ever be! 
 
"Other PC games" don't need to be stickied. They should bow down before Quake!

Seriously, that's unnecessary. 
Yes 
Other PC Games should not be a sticky. Jobs Wanted should probably also be unstickied; that's a pretty low traffic thread.

Coding
Models
Engines

those three sound good. 
 
To be honest I think it should just be "other games" instead. A lot of the people own one or more consoles surely? 
I Agree With Kinn 
While it's of course fine if people want to discuss other games on here, it's not directly related to the main purpose. Coding, Models, Engines sounds fine. 
Thanks Shambler... 
... you smug cunt. 
Amazon Releases Game Engine 
 
 
Yeah looks like they have branched from CryEngine to make something to encourage games to use AWS and Twitch. Interesting. 
Google Drive Image Shitbollocks 
Ok googling for an answer to this is strangely impossible for some reason, so I'll try here (long shot):

Does anyone store images on Google Drive and if so (short of downloading the sodding thing again) how the fuck do you preview the image in its native size once it's on Google Drive? I swear to god this was possible once upon a time. 
 
They probably changed that to avoid hotlinking. 
Bah 
Don't need a link to it just want to preview my images, not a crap compressed small version of the image. I swear there was a zoom slider which let you do this but it's gone now:( 
Question Related To Darkplaces 
When playing Darkplaces I always felt like the player physics and movement where different than of Q1.

Then one day I red that DP have Q3 physics and movements instead of Q1. Is it true? And if it is, why is that, and is there a way to get Q1 movements and physics back in there? (last question regarding possible Q1-like making) 
 
Setting sv_protocol QUAKE in DarkPlaces should be essentially Quake physics. It defaults to DPP7 which is a protocol with prediction in it so the physics are slightly different. 
Also 
I've accidently found that some pickup fall out of the level in DP, while they don't do that in regular engines (Mark V, QS). wtf? 
Sv_protocolname 
Putting it to "quake" and restarting a level crashes it, lol 
But In That Case 
Can Q1 movements/physics be emulated via variables manipulation, just like Daikatana did with the Q2 engine (where Q2's movements and physics were largely different than Q1)? 
 
Cool, didn't know about that cvar. :-) I think you just found a bug Daya; it works if you set it when disconnected., i.e.:

disconnect
sv_protocolname quake
map e1m1
 
Ah, Now It's A Bit Better To Play 
Though I ask, if it's a matter of prediction, does that mean the QUAKE protocol should be ditched in favor to DP7 if it's obsolete, or it just doesn't matter in the grand scheme of things if it's about player movement and physics? 
Again, I Ask This Because Of Potential Q1-like Game Making 
 
 
Quake's lack of an efficient protocol is a real problem for coop or deathmatch. But the word "protocol" makes it sounds simple.

It's 10 different things from separating the client and server, to timing, to reworking input and many other things.

It is a highly complex problem. 
QuakeWorld Says Hi. :P 
 
Darkplaces Settings 
There's a lot of settings for Darkplaces that make it work more like faithful Quake source port engines. You can find a bunch of them in Quoth's configuration files. If I remember right, they include stuff like zombie standing up behavior and grenades bouncing off slanted surfaces.

The point is that since the guys who make Quoth have gone to the trouble of setting as many of them as they could for Quoth with DP, you can at least have a look at what's in there. 
Twitter Did The Right Thing 
The lizard people ass algorithm is opt-in. Praise Twitter for getting it right.

https://blog.twitter.com/2016/never-miss-important-tweets-from-people-you-follow

"Here's how it works. You flip on the feature in your setting"

... or you don't. Simple as that. 
So... 
DP7 as a overall protocol seems to be best if I want to make a game that supports both single player and multiplayer/co-op, right?
Still, my focus on all of this is to have the player moving around and having physics just like in Q1 (minus bunnyhop, I thought of a speed-up mechanic everybody can use without breaking the game's balance), is this just a matter of overall gravity, player weigth, jump height and speed? 
@spike 
Spike, you were the one that talked me out of carving up a quick-like FitzQuakeWorld out of ZQuake telling me how the Quakeworld protocol doesn't have baseline compression and just limits entities sent.

@daya -- you have many questions. If you want to fulfill that curiosity, go to http://forums.insideqc.com/ and find threads where Spike is replying. Spike has posted voluminousness quantities of info on such topics. 
Someone Is Complaining About The Arcane Dimensions Readme 
Which is unfair, no readme can ever be complete.

In Quake, there are just way too many people who have added some bricks to the mountaintop.

The list goes haywire very quickly. 
Get Matthew McConaughey On The Phone 
We're gonna need him. Gravity Waves have just been confirmed.

For non-space geeks this is a huge deal! Could open all sorts of doors, and some actual legit theories even predict that parallel universes could be detected as their gravity waves would be the only things that could propagate into our universe...

https://www.theguardian.com/science/2016/feb/11/gravitational-waves-discovery-hailed-as-breakthrough-of-the-century 
#27129 
 
Funding Management 
It seems there has been a new handful of failed Kickstarters recently.

I'm under the impression that one of their biggest weaknesses was trying to go full-time living off of the Kickstarter's funds alone. I'm glad I'm not in that situation.

Kickstarter should be used for one-off expenses, not for making a living. In my opinion, developers using Kickstarter should additionally have a steady source of income. Kickstarter does not give financial stability. 
Credit Refund 
Someone Is Complaining About The Arcane Dimensions Readme, Which is unfair, no readme can ever be complete. In Quake, there are just way too many people who have added some bricks to the mountaintop

@Baker, stop trying to make a mountain out of a mole hill! I was extremely careful with the AD readme file credits, anybody who was directly involved, who's assets were used or was critical to the release of the MOD is credited.

The fact that anybody thinks I am cheating people out of credit is ridiculous. I fully understand how it can feel when credits are missing because it has happened to me countless times. As I said in the AD thread, if someone believes a credit is missing, then post the information in the AD thread, stop fanning the flames of false speculation! 
 
Fine! 
 
Thanks! 
Didn't See The Spam Just The Bandwagon! 
 
@baker (#27127) 
vanilla quakeworld has various limitations that prevent it from working well for anything other than basic deathmatch.
if you want an nq engine to be able to connect to more servers, go for it, but don't expect qw players to use it unless you also provide a whole load of things that can only really be called cheats. :P
if you want a shortcut, you could integrate my qtvlib project into said nq engine, which would provide easy qw->nq protocol translation (as well as mvd playback). however, doing so you'd still miss out on lots of qw-specific things, like player skins.
otherwise a nack-based protocol like fte's replacementdeltas extension (over either nq or qw base protocol), or dpp7, would give a better result for large datasets.
note that nack-based networking is fairly simple from the client's perspective, so long as you don't have to rewrite everything else too. I'd write a patch for it, but I'm too lazy even for that (no doubt I'd pick the wrong base, again). 
Doom 95 On Quad Core 
Reminds Me Of The Bad Apple Stuff 
Streamline Studios Working On Street Fighter 5 
https://www.facebook.com/StreamlineStudios/photos/a.211317978914554.52417.118294448216908/1038070762905934/?type=3&theater

does this link work for folks? :)

This is what I've been working on for more than a year and I can finally talk about it! :) 
 
Nice. They're all rodents? Maybe call it squeak fighter?! 
 
That's great. I wish I could say "Street Fighter Vs Quake confirmed!". 
 
Thats just the promo image Fifth. Its our company mascot cosplaying as various fighters from the game. 
OMG 
Your mascot is a squirrel?

Sigh, i thought.. well, you know what we ALL thought.
That's the new IP right there.

/sigh 
 
Looks like a Guinea Pig or a Hamster. 
 
icculus.org DNS name isn't resolving anymore. Does anyone know what's up? 
Twitter Is Useful 
Warning 
Cancerous opinions within. 
Icculus Is Cancer 
it too bad darkplace rely on icullus

down with sjw's 
Haha 
otp is right

is like

/pol is right

it hurts, but it is true. 
I'm A SJW 
 
Warren Spector Returns To Gamedev 
http://www.gamesindustry.biz/articles/2016-02-17-warren-spector-joins-otherside-entertainment

"Veteran designer leaving academia and returning to development to work on Underworld Ascendant and System Shock 3"

"Spector has been involved with OtherSide as a creative advisor since its beginning, but his ties to the people there go back further still. Spector worked with OtherSide founder Paul Neurath on the Ultima Underworld games, Thief: The Dark Project, and the original System Shock." 
 
I'd love to see something new from him... like what he did with ion storm. 
Pretty Excited About Spector Joining OtherSide 
Now they just need Doug Church, Greg LoPiccolo, Mike Ryan, Sara Verrilli, Dorian Hart, Steve Pearsall and Randy Smith and Looking Glass is truly reborn. 
And Markus Klar 
 
And Ron Johmero. 
I know nothing of Looking Glass and the only thing I know of Warren Spector is Deus Ex 1, that alone is enough to make me assume this is good news. 
 
Looking Glass is pretty much the reason why Wolf3D exists. 
Oh Noes The Cover Art! 
Oops 
obviously meant for the doom IV thread 
#27166 
Is that a Rob Liefield? 
The Graphics Are 
So High Resolution and State of the Art that they made megaman shit himself! 
What's Up Chtulu? 
 
Oooo Er Misus 
I have been playing a couple of the latest releases but have had to use one of the boosted-limit engines and not my engine of choice, FQ0.85.

Tonight I thought it might be fun to run up one of my old maps and chose a Speed Map from 2005. A soon as FQ started, and before the opening demo was running, a woman's voice started narrating a story. She got as far as, "The next day, as we shared a hot dog and pretzel in front of city hall...", before the ogre's grenades drowned her out, although I could still hear her talking in the background.

I came out of FQ went into Task Manager and looked for any other running programs but there were none.

I ran FQ again and it did it again, and again, and again. To my knowledge, I do not have any talking books on my machine, nor radio, no TV.

WTF? 
I Just Re-booted... 
... and the cow's still there!

WTFWTFWTF 
 
So you have James Patterson audiobooks on CD, it's OK, you can admit it. 
Lol Yeah 
check your cd drive lmao 
<Embarrased Smirk> 
Ha, ha, ha

So I am describing what's happening to 'er indoors, when she says, "Oh, I recognise that phrase; that was in the James Patterson book I was listening to today."

And where were you listening to it I enquired? Apparently, her laptop batteries were down so she used my all-in-one... and left the 'kin' disc in the player. And the opening Quake demo seems to use track 2 from the Quake disc, and what does track two start with on the Patterson CD... "The next day, as we shared a hot dog and pretzel in front of city hall..."

I suppose I should laugh. But honestly, I thought magic was happening.

Anyway, Johnny Law, how on earth did you get to that answer? I even Googled it earlier when trying to work it out and got a nil return. But then Deaf In Paradise came on (I said DEAF IN PARADISE) and I had to take a break.

Ho hum. 
It's The Behaviour 
Of the original disk - track 1 is the game data, all the others are the music.

Thanks, this cheered me up a lot :) 
 
Lol, that was awesome. 
THE ANSWER 
Yah I literally just googled that phrase, it turned up the Patterson book when I did it. 
Hahhahah 
Awesome 
For Some Reason... 
That makes me think Daz should start doing audio books...

"The next day, as we shared a hot dog and...'ello guys." 
Warren Spector Working On System Shock 3 
This is possibly the most exciting news I've ever heard. 
Generic. 
Do you really want to be sharing Daz's hotdog??? 
Ha! 
No. 
GET ON THE HOTDOG 
 
 
Umberto Eco has died. 
 
Scrolling Textures 
I'm having a hard time thinking of good uses for those. Conveyor belts aren't enough.

Skies and water don't need regular scrolling textures in my engine. And scrolling whole background environments as in the train level of Soldier of Fortune is too restricting.

:\ I just can't think of regular environment details that would be improved by scrolling textures. 
 
Flowing water? That seems like a really commmon thing a mapper would want to do. 
Kinn 
Molten mapping already takes care of that, in a much better way. 
Scrolling Textures 
Have always been an edge case thing, used for weird tricks here and there, like machinery, visual effects and the classic 'train rushing through a tunnel but not really moving' effect.

Someone will always be able to think of something to use it for. 
 
Molten mapping already takes care of that

I'm tempted to say "a-whu-what now?" but I actually do remember some postings of flowing lava - had no idea that was your engine - cool beans. 
Scrolling Textures 
I just can't think of regular environment details that would be improved by scrolling textures

On the other hand I am attracted to them, as they can improve the environnement. I would love it to see a map with more then four sky types, or animating monster skin textures.

Set me on the train if I can unlock the button
 
I would love to make a speeding train level. I have a few ideas on how to do it. 
MadFox 
Slightly unrelated, but yesterday I've raised the BSP texture frames limit to 100, and added support for the +number naming convention anywhere. This allows for textures like {fencepants+18b , for example. 
0_0 
I need animated fences!

About scrolling, remember those Q3A scrolling neon trims? 
Mankrip 
Great you're upgrading the bsp compile code!
I've made a map with four turning skyboxes, in the way that it are large static entities. It perfomes some kind of changing period within one map.

Only min point is that I can't overcome the 240 frames on 0.1 sec so it still some kind of fast movement. If the frame limit of 256 could be passed it would look like the original Q2 standard. 
 
On an unrelated request, I really think you should reconsider colored lights. Warm hearted. 
 
MadFox: It's in-engine only, actually. But indeed, the BSP compiler would need some changes to include all extra frames without manually applying each frame in the map editor.

Adib: It's been a very long time since I've played Q3A. I gotta remember to take a look at it again.

I'm slowly thinking about colored lights, and should implement them after figuring out an optimal way. I already have a good idea that may work well, and will try it when possible. 
MadFox 
I think a func_wall with the .avelocity field set may work way better for what you're doing.

A proper solution would be a more flexible skybox system. Mine is full of bugs yet. 
Compared Rotation 
That's what I also thought, but the func_wall acts rather bumpy compared to the static_entity
 
mankrip, that reminds me. an absolute must for all engines is full floating point for angles and not shorts! 
#27211 
That doesn't look like shorts. This reminds me that the FitzQuake .85 protocol still uses single bytes for some kinds of angles, but I can't remember which. 
 
yeah sorry, they are unsigned bytes. either way, it ends up that there are actually less values (255) than angles which... ok, I know they were trying to pack in a lot of date into as small as they could, but it looks baaaad. :( 
Shorts? 
The func_wall rotation goes with a info_not null avelocity "0 1 0", while the static_entity turns 240 frames self.nextthink = time + 0.1;.

I think the func_wall only counts degrees while the static entity rolls more smoothly. 
 
 
Brutalism 
is a trend, so people are calling "brutalism" any exposed concrete or anything that even just "feel brutal". 
Brutal. 
Is what I did to your mom the other night. No lube, no mercy. HTH. 
 
Any concrete involved? 
 
He couldn't get hard without. 
On Animated Textures 
A 'living' texture set (e.g. breathing walls, bleeding brick mortar, spiders escaping orifices), with a lovecraftian feel would be great. 
Try 
No 
Try the actual Matrix before the Animatrix. 
Derp 
 
 
Yeah those breathing walls are classic! 
Brutalism = Style Focusing On Non-hidden Concrete 
definition has nothing in common with being 'brutal' 
Also 
brutalism was a trend in the fecking 60s 
 
Yeah, it was a huge 60s trend and a huge facepalm at the same time ... luckily, people figured out it was fugly by the time the 70s hit. 
 
I noticed the trend in games, not real world architecture. Some recent indie games like Kairo are recurring to this aesthetic, there was that article on Gamasutra, some architecture related twitter accounts showing it, some level screenshots, etc.

I just made a random comment about people tagging "brutalism" on every exposed concrete around lately because "brutalism" is being hyped. 
Lunaran 
This is all your fault you brutalist cubist!!1 
That was an impressive level, btw. 
 
I once used to play mods featuring
a) fast axe, better axe sound
b) ogres shooting nails
c) nicer animated explosions
any idea which mods those were? thanks 
Https://www.quaddicted.com/reviews/?filtered=kinn_ 
Kinn's 
RE Spirit 
yes, that is it. I get Packet Overflow and no sound while too many monsters after starting game using "joequake-gl -game bastion -zone 1024 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +skill 1 +mlook 1 +r_farclip 16384 -width 1600 -height 1200 -bpp 32 +map nar_vault" though 
Joequake? 
try using QuakeSpasm

I don't think JoeQuake has been updated in ten years. 
Also 
Playing a map other than bastion when using the bastion mod is completely untested and unlikely to work properly. 
This Is A Vore. 
Ogre With Spiked Shoulder Armor? 
I remember once having grenade-ogre model replaced with newer one with spiked shoulder armor. Any idea which mod was that? 
AD I Think 
Arcane Dimensions has different types of Ogres with a metal skin that has the shoulder pad your speaking about. 
:P 
I'm pretty sure they first made an appearance in "In The Shadows" (2012) 
AD Isn't In The Shadows Part 2? 
 
This May Piss Off Some People 
 
You Are Among Good People Here... 
Don't sweat it ;) 
 
that probably means no one will ever use it as a target for mods or maps though. 
 
 
A Dozen People 
But we all LOVE IT!!!

Some of us make maps just for fun even knowing that only a few dozen people may ever play it. It's relaxing. And we have fun thats whats important. 
Cogstart.bsp 
reupload/link smbody pls? thnx 
@jaromir83 
That's the Coagula Contest start map. So why not download Coagula Contest. 
RE: Baker, Coagula Contest 
possible to get those *.bsps from Coagula Contest's pak0.pak to be able to play them as standalones using for example "-game bastion/marcher" (I am used to Kinn's special features: better axe, explosions, hit-sound etc) please? 
 
Get Pakscape and you can pull files out of pak files. 
Dragon Unpacker 
worked, installation was full of malware though, spent half a day reinstalling windows, beware 
 
should have used pakscape...
http://www.fileplanet.com/50620/download/PakScape
first hit on google. 
 
 
@mankrip - PakExplorer Is Of Very Limited Use 
If you go to https://www.quaddicted.com/reviews/ad_v1_42final.html and look at the list of files in Arcane Dimensions here are some of the names:

1) gfx/env/moonhigh_bk.tga (11 characters long)
2) gfx/env/interstellar_dn.tga (15 characters)
3) effectinfo.txt (10 characters)
4) dpsetting.cfg (9 characters)
5) maps/base_brk/rock_sw01.bsp ) (9 characters)

What would be recommendation on how to create a pak file holding those files with PakExplorer? Or add those files to a pak with PakExplorer?

It would be pretty hard to do considering Pak Explorer cannot add or edit files with more than 8 characters in the file name. 
 
you would rename them to 8.3 .. actually i thought this was a limitation of the pakformat, it's only a limitation of some tools? 
 
possible to get those *.bsps from Coagula Contest's pak0.pak to be able to play them as standalones using for example "-game bastion/marcher" (I am used to Kinn's special features: better axe, explosions, hit-sound etc) please?

Taking a .bsp designed for a certain progs.dat and running it under a different progs.dat is going to lead to some things not working properly, generally speaking. 
@metlslime 
Naw, the 8.3 name limit is a DOS thing.

Pakscape doesn't have that limit.

If you want DOS Quake compatibility, using a 8.3 file is needed.

But I'm pretty sure Windows XP broke DOS Quake, way back in 2001 which is why you would either need a Windows 98/ME/2000 machine to run DOS Quake or use DOS Box. 
@metlslime Part 2 
In the engine, the pak format supports file names up to 56 characters (55 + trailing null?)

Doesn't care about length of any of the file name components, etc.

Think about all the releases with skyboxes and how some of releases like Zendar have the skybox in a pak file!

https://www.quaddicted.com/reviews/zendar1d.html <--- Quaddicted shows just pak0.pak and pak1.pak --- pak0.pak containers a skybox named nightzen_up.tga , nightzen_bk.rga, etc. etc. 
Baker 
 
 
Pakscape doesn't modify pak files until you modify one and click save, it pops up "Save changes to pak0.pak"?

So I'm not sure your angle there. 
More Question On Sunlight_2 
So I still have my doubts about sunlight improvments on ericw's compiler, as in severly messed up lightings and shadow.

I have the first legit map from my mod I'm doing right now and it uses multiple sky brushes (It has an open court area as well as skylights). Will sunlight_2 be able to make a legit open-area lighting without shadow bullshitting, or should I just use texture lighting on the sky textures? 
 
Define "shadow bullshitting". You should use sunlight for light and sunlight2 to balance the shadows. These are worldspawn keys that gave me a nice moonlight on a level:

_sunlight 350
_sun_mangle 180 -90 0
_sunlight_color 64 184 255 (these should be floats from 0 to 1 instead)
_sunlight2 5000
_sunlight2_color 64 184 255
_sunlight_penumbra 4 (can't remember what this key is for)

_fog 0.05 .25 0.7 1 
When I Speak Shadow Bullshitting I Refer To The Followings: 
 
Well, go on and try it now. There have been several fixes in the last 3 years. 
Theme Song Of Func 
Shambler? 
Does he have hair or not?

Some random artist here at the company showed me a picture of a Shambler with just white skin?
https://farm9.staticflickr.com/8608/15739649873_57c1b10ddb_c.jpg

I always thought it was white hair, like the Yeti? 
Of Course It's Hair 
how else does he build up all that static. 
Hipshot 
That's just fanart. And I hate that awful "i can used zbrush" skin they put on it. 
Kinn 
Yes, that is awful!

I just wanted to get some more real authority to answer this. 
I Get Strong Q3 Vibes From That Shambler 
 
Hipshot 
No, this is a Cheech & Chong shambler. A chambler, if you will. 
But Do Fiends Have Eyes? 
 
Free Dark Souls For PC 
http://store.goldenjoystick.com/free-dark-souls

Works in UK/EU but some USA people are saying it works for them too. 
Oh And 
the default pc port is SHOCKINGLY AWFUL on pc. You will need this mod (dsfix) to make it playable http://www.nexusmods.com/darksouls/mods/19/?

best played with a pad too 
 
Can we get Shambler to do a "let's play" video for that shizzle? 
Roflingtons 
yeah Shambler, stream that shit! 
Dark Souls 
Does it have FPS mode - the gameplay videos that I have seen are 3rd person? 
 
"ello gaylords, and welcome to custom <one of many variations on the word shambler>
 
Shambler played it once and screamed at the asylum demon (first encounter) for 40 mins then uninstalled it. 
It's A 3rd Person Game 
 
Also Shambler Played It With Mouse And Keyboard 
 
 
Does it have FPS mode - the gameplay videos that I have seen are 3rd person?

Annnnnd...we've reached peak func, ladies and gentlemen 
Dark Souls FPS Mode Enabled 
Lol 
"which button do i press 2 make it quake" 
I Think 
When the game is already harder than Shambler's cock at a petting zoo, gimping your view/spatial awareness like that with an FPS mod is not going to end well... 
Looking For A Map I Once Played 
coagula, player starts with SSG and two slime spawns infront, around the corner there is large square with 4 towers in corners, one can jump down to a sublevel for trap/SNG, silver key in the middle and horde zombie/fiend combat with quad damage available, any idea? thanks 
Jesus.bsp 
From coag2 
Wish They'd Let This Loose On Speedrunning Quake 
The big news in the AI research community is the results that Alpha-Go program is getting against top Go players. It's currently leading 2-0 in a five-game match versus one of the world's top players. The previous results on Go have not been nearly this good.

Go, in case you are not familiar with it, is a Chinese board game that is also quite popular in Korea and Japan. It has long been held as the most difficult challenge remaining among traditional board games for creating AI players, because it has a huge state space that resists any sort of search-based approach that has worked quite well in Chess in the past. The new approach relies on neural networks, and its results are amazing so far.

https://deepmind.com/alpha-go.html

They have also researched the capabilities of the neural net algorithms by having them learn to play classic video games from scratch.

http://robohub.org/artificial-general-intelligence-that-plays-atari-video-games-how-did-deepmind-do-it/

Now we can only wait and hope they start to research actually important stuff like Quake speedrunning with this new technology. Because honestly we should be able to enjoy a few years of godlike AI performance in Quake speedruns before they inevitably create Skynet and we few, lucky enough to survive the nuclear strikes, get killed by rocket-jumping Terminators. 
There Is A Youtuber Named Sethbling 
that plays primarily super mario world and minecraft who made a natural selection algorithm to play super mario world and super mario kart.

https://www.youtube.com/watch?v=qv6UVOQ0F44

the thing is that the code is a script for an emulator bizhawk, so you'd have to run the n64 version of quake, unless you severely modified it.

Also Tom Murphy made an AI that plays NES games.
http://www.cs.cmu.edu/~tom7/mario/

which may or may not be more adaptable to quake, I've not looked into it.

TBH it would probably be easier to write an AI from scratch than to use one of these tools. 
There Are More New Maps Than Tronyn Could Ever Review... 
 
Metlslime Spotted 
Looking For A Map I Once Played 
DM, base, several huge rooms crossed by catwalks in different height. thunderbolt available in the highest tier, any idea? thanks 
 
also can not run SP via "quakespasm -game bastion -width 1600 -height 1200 +map dwroae_m3b" any longer after playing DM via "cd ..
quakespasm -game frikbot -condebug -listen 16 -zone 1024 -width 1600 -height 1200 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +noexit 1 +skill 1 +r_farclip 16384 +map shady", get "Load Model progs/q2weap...not found" error 
Jaromir83 
Again, the bastion mod was only designed to work with the bastion map.

There is no guarantee anything is going to work correctly outside of those parameters. 
RE Kinn 
ok, worked fine before, works now after reinstall. your Bastion assets (axe, sounds, nail-shooting ogres, explosions...) are simply so good I can not play other maps without them any longer, any way to copy them to other mods pls? 
Also Kinn, While You're At It 
Can you also port Marcher and Bastion to AD plz? 
Marcher And Bastion In AD 
Wouldn't work. The spiders and imps may be essentially the same monsters but the minotaurs are not at all. 
AD-ising My Old Maps Would Be Possible 
...if I had time.

Even if I did have time though, the probability that I would use that time to retrofit an old map is exactly equal to: ( 1.0 / Graham's Number ), not because I don't like the idea, but because I have a very large list of other things I'd rather be doing in Quake :/ 
PS: 
not sure if the DM map I am searching for has got base or quake2 textures, have not find it on Quaddicted under base/dm tags nevertheless, pls help 
Rpdm4 
I Was Kidding 
 
DeepMind Possibly Going To Play StarCraft 
RE Kinn 
so it is impossible to make the Bastion/Marcher features stand-alone, for players to be able to copy them to whichever mod (same as for example HD shambler)? 
Jaromir83 
That's not possible I'm afraid. My QC codebase evolves, and I have long since deleted any archival versions from 2005. I have since removed all the aesthetic changes because my tastes have changed (I am a hardcore aesthetic purist now).

Have you tried using Arcane Dimensions? It's much better. 
 
tbh I would rather see new content than re-hashed stuff. 
Alphago Vs Lee Sedol Match Finished 
http://www.theverge.com/2016/3/15/11213518/alphago-deepmind-go-match-5-result

It is 4-1 to Alphago. Congrats to the DeepMind team and a good show by Lee Sedol.

It's impossible to say after a five-game match whether Alphago is genuinely stronger than the top human players or if it still has exploitable weaknesses that could make it lose another match against a top human player. We'll need to see more human vs. AI matches to be able to tell for sure if the AI really has progressed past human level.

If I consider just this match result, it says the AI plays better. The one game Lee won could have been the last time a top go bot lost to a human in a fair game of Go, ever. Which is pretty exciting, if it's true! 
Alphago 
Yeah that's a good result for AI, but what I was really hoping for was that Alphago would periodically taunt Lee Sedol with things like:

"You puny Earth-meats are weak and fragile"

"The Age of Flesh will soon be at an end"

That sort of thing. 
AlphaGo's Rating 
For people who like rating algorithms, here is the table for top players in the world. AlphaGo is at #4. Also, they don't know if it's a he or a she.

http://www.goratings.org/

You cannot attach much confidence to this rating, because the program hasn't played a lot of games. I heard rumors the top rated player, Ke Jie, issued a challenge to play AlphaGo and Google & Deepmind are interested in organizing a match.

We'll see how that plays out.

In the meantime, you can point people to this site and tell them that AlphaGo might now be the best player in the world, or it might only (ha-ha) be the fourth best! :)

We can now return to your regular Quake programming on this channel. 
What I Found Really Interesting 
Is that apparently AlphaGo has invented strategies that were up to now mostly unknown, or at least unknown to be successful, to the top Go players. 
 
They've had computers that could play chess since the 1960s. A computer playing a game with simple rules isn't really a sign of progress.

Meanwhile, any random insect you find can do hundreds of things a computer can't.

And 50 years from now, any random insect will still be able to do hundreds of things a computer can't do.

So what we do is redefine "artificial intelligence" and lower the bar --- now you can call something "AI" and it doesn't need to be intelligent at all. 
 
A good analogy for this is "a really quick idiot".

Machines are very good at doing simple tasks quickly, but fairly poor at complex tasks. But this is improving, check this out: https://www.youtube.com/watch?v=_wXHR-lad-Q 
Spirit 
No Linux No Love 
If doom is similar enough to quake in this regard I would love to see it as 'id launcher' instead. I would do whatever necessary on Quaddicted's end. 
Please Provide The Preferred Term 
So what we do is redefine "artificial intelligence" and lower the bar --- now you can call something "AI" and it doesn't need to be intelligent at all.

It's terrible that they do this. They've even put this definition of the word 'artificial' into the dictionary:

"not natural or real : made, produced, or done to seem like something natural"

(Source: http://www.merriam-webster.com/dictionary/artificial)

You are saying you can't call something AI that is not really intelligent, but behaves like an intelligent agent in some ways. What exactly is the appropriate term to use then?

Next they will be making things out of fabrics and plastics calling them artificial flowers. 
 
And 50 years from now, any random insect will still be able to do hundreds of things a computer can't do.

Thy complacency will be thy doom, puny fleshlings. 
Kinn 
Get yourself uploaded into a robot body and then live the dream; kill all humans.

http://b-shinymetalass.weebly.com/uploads/5/0/1/5/50157133/8552535_orig.gif 
 
 
AI And Goalposts 
People used to say back in the day that computers can never do things that they routinely do these days. The reasons given were apparently something to do with it requiring "real intelligence" to perform these tasks.

Instead of creating this "real intelligence" (I use quotes because it is not a term I use myself) to make computers perfrom these tasks, the successful AI researchers invented clever algorithms that could do them. And now the critics turned around and said these tasks don't require intelligence after all, because these algorithms work for them just fine. And algorithms can't have "real intelligence," because reasons.

That's a classic case of moving goalposts. Not that AI proponents in the past were less silly. They forecasted all kinds of crazy shit that just did not happen. But that's why we actually do research: to find out what can be actually made to work.

Given the track record of people talking about AI, I don't really want to get into discussions about this. However, if I may clarify myself, I am calling AlphaGo an AI, because it behaves in a way that would require a lot of applied intelligence if done by a human. It does not otherwise think like a human at all, as far as I know.

When I mentioned Skynet and terminators, I was actually joking. I don't believe an immediate AI takeover and Judgement Day are real concerns even after AlphaGo's victory.

Hope this clears things up :P 
 
 
 
When are we getting deep enemies and/or bots huh ? :D 
 
Basing bot behaviours on neural networks / genetic algorithms shouldn't be too hard TBH.

Give the bot some fitness factors, damage done / damage taken / deaths / time since last damage dealt.

Give the bot some basic pathfinding, projectile, and sound identification routines.

Allow the bot to learn against "traditional bots", then against humans.

I linked these not so long ago, but they're fun to watch, so I'll link them again.

https://www.youtube.com/watch?v=qv6UVOQ0F44
https://www.youtube.com/watch?v=xOCurBYI_gY

Literally minutes of learning and entertainment. 
Quake 1 AI? 
Anyone know how Carmack and iD coded and developed the AI in Q1? Any documentation except for going through the code?

AI navigation is calculated when I compile right, in the bsp step? Perhaps the vis step? 
 
what ai? 
Lol 
 
 
Quake AI. Lol.

"Move towards player. If I hit something that's not player, then move in a random direction for a while, then move towards player again".

There is no pathfinding in Quake. To be honest, the game doesn't really suffer from the lack of it. 
Hipshot 
If you want to learn the bread-and-butter of actual game AI, then just grab this book: LINK. It has been my bible since forever, and in my opinion it is (as the vernacular goes) the puppy's privates. 
50$ ;_; 
Looks cool, but as a underage with absolutely no money, I cannot buy it. When I get a job, I'm going into a mathematics and programming job. Then I can buy the book :D 
 
Also there's JPvW's thesis about developing the Q3 bots: http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf

He's the same guy who did the Omicron bots for Q1: http://mrelusive.com/oldprojects/obots/ObotDoc/index.htm

(and the Gladiator bot for Q2)

So that's pretty interesting stuff IMO. I don't think there's an equivalent level of documentation out there for the other most popular or competent Q1/Q2/Q3 bots. 
CS Bots 
Port the bots from CS to Quake.

Professional campers for Quake :) 
What Was Considered The Best Bot For Quake? 
In the early days I used bgbot. It was laughably poor.

I ended up using reaperbot for the longest time. I recall people saying good things about frogbot, I did like the feature to "watch" the game from the bots perspective but it never felt as "playerlike" as reaperbots.

Were there any others that were considered good? 
Frogbot 
was probably the best one IMO but it had to be properly coded to work. I believe Reaperbot was the least hassle to get working on a map 
ZUES 
ZUES is an oldie but goodie. It may not be the best, but it works well. 
FrikBot X Is Great 
The code is great, easy to implement and behaves really well. 
 
Yeah frog and frik are both pretty darn good.

Omicron actually isn't bad either. If you are playing a map that has waypoints for all the bot types then probably frog or frik are better? The neat thing about Omicron tho is that it can learn on-the-fly, so for a waypointless map you can still get some good fun from Omicron. It's also decent at rocket arena. 
Re: Alpha Go 
AlphaGoingToKillYou 
 
Fuck This Guy In His Silly Face 
(Bloodborne boss spoilers)

Finally killed this guy after 6 days of trying! https://www.youtube.com/watch?v=uTu4aGdOU0U

Seriously, by the time I got good enough to kill him I could practice fighting him in my sleep because I knew all the attack timings so well :P

Fuuuuuuck this game is so good :o 
 
what an awesome encounter! 
Yes Please 
 
Quake 2 Levels? 
Anyone know some great custom Q2 levels? 
 
Google's car is a good test for modern AI.
But I for one, will never be getting in the car with it.. though i think it's probably better than the average asian backpacker driving around our country town. Scary. 
Hipshot 
 
For anyone just trying to find stuff (rather than looking for specific recommendations), https://www.gog.com/forum/quake_series/quake_2_single_player_pack could be useful. Haven't tried that myself, just saw it posted recently. 
Re: Q2 Custom Levels 
There wasn't a lot that really impressed me in the Q2 mapping scene, perhaps because I didn't like the guns and enemies as much as Q1. But, these stand out in my memory:

Powersphere Quest -- impressive visuals, 5-level hub, seems to be tuned for coop so the combats are ridiculous and I had to cheat to play it, but worth it just for the layout and visuals.

SPOGSP1 -- another impressive looking level, lots of great brushwork by one of the guys who figured out how to do curves really well in radiant. 
Oh Yeah And... 
 
I agree, Spogsp1 was easily one of the best user made maps for any of the id games.

I know there were other decent Quake 2 maps. I played almost one that was released, but I've played very little Q2 in the last 10 years, so I can't remember the names off the top of my head. 
 
I played almost every one that was released


(edit button needed badly) 
Q2 Custom Maps 
That's interesting because I played almost one. 
 
My Quake 2 folder is over 2 GB. I know a lot of that is DM maps, but there's a bunch of SP maps also. 
Spogsp1 
Is Quake 2's Marcher Fortress. Unfortunately, it did not inspire people in the same way as Marcher did. 
Great Q2 Maps 
Premonition of Angron
Monumental Misery
Back at the Front
Castles of Stroggos 3
Dark Undergrowth

Much more I'm forgetting.

Would anyone be interested in a Quake 2 SP map jam?
I'm kicking around the idea of running one later in the year... 
Agree 
The only custom map that really sticks in my mind for Q2 was Spogsp1. The curved geo was absolutely insane. That guy was a magician :) 
Yeah, A Q2 Jam 
could be interesting. We(ionous and eric and 5th aand me) had that idea coming up while watching twitchstreams lately.
We need a good wad to agree on though, and the few base enemies in q1 almost demand a mod to choose too. cough cough, damn coughes.

Curves, i have them like beyonce btw. 
Great Q2 Maps 
Spogsp1
The Widening Gyre
Premonition of Angron
Castles of Stroggos 2
Castles of Stroggos 3
Dark Undergrowth

and the most recent one Slight Mechanical Destruction. 
"We Need A Good Wad To Agree On Though" 
Quake2.wad, duh! 
Right 
 
Meh 
It shouldn't have been called Quake 2. Strogg Boppin would have been a better name 
Hmmm 
Thanks Guys! 
Wow, you helped me a lot, found several good ones. I've downloaded several =D 
DS1 Re-release And You Guys. 
Fuck you all.

Also, "Works in the UK/EU" lol it actually works, that would be a first.

Also post #whatever

Finally killed this guy after 6 days of trying! https://www.youtube.com/watch?v=uTu4aGdOU0U

Seriously, by the time I got good enough to kill him I could practice fighting him in my sleep because I knew all the attack timings so well :P


6 days learning attack timings on one boss?? That sounds utterly fucking miserable. Nice one telling it like it is Daz, makes the bargepole I'm not touching these games with even longer :o 
Also. 
It's tough bristly fur FFS. Noobs. 
 
I downloaded Yamagi Quake 2 and now have a new, clean, and functioning Quake 2 install.

I tried playing a map I had started years ago. It's better than I remember, but I'd forgotten that the .bsp goes in a pak file that has any custom textures. My map is full of red and black check texture.

Going by file dates in the original folder I apparently haven't done any Quake 2 since July 2010. 
Rick 
Slightly Mechanical Destruction, get on it. 
I Just Want To Say 
That I'm in love with Sock's texture packs. Does such a good job. 
Agreed 
His Egyptian set is particularly impressive! 
Half-life Deathmatch Map Recommendations? 
a few friends of mine tried hldm the other day, with our own private server in DE. Good maps?

if anybody is interested to join... we're playing something like mon/tue nights. 
Megaman 
What region is this? States? 
Germany :/ 
 
 
What do I need to join? Just HL from Steam or HLSource or what? 
Yes, Just HL From Steam ;-) 
 
 
Add me to steam if you will =) It's Hipshot, there's tiger as avatar and I'm from Sweden.

I'm heading out for a beer now, but maybe when you and your friend have time later on or another day =) 
 
Serious "pro" deathmatch or the good old silly "muhahaha I am camping with traps around me and bugs in my hand" on crossfire and stalkyard? :> 
Haha 
a mix, i'd say :D definitely not just camping and definitely no big skill

@hipshot added 
 
how do I pls save brightness/screensize/scale (to config?) so that I do not have to adjust every time I start a game again? 
 
There's an "adjust screen" in the console options config video, that gives 5 sec delay to keep or draw the settings. 
Saving Changes 
If you're asking about Quake, then any changes made on the Options screens should be automatically saved on exit. If not and you're running Windows, maybe Quake is in a folder located where it doesn't have write permissions. You can also try putting the settings in an autoexec.bat file in the ID1 folder 
 
autoexec.cfg he means 
 
This Is... 
... the new pornQuake edition 
Jaromir83 
That depends on which engine you're using. Vanilla Quake engines only saves the resolution if you press D into the Video Options menu.

Brightness is usually always saved. 
 
I think he uses JoeQuake so he'd need to type cfg_savevars 1 in the console. 
Quakespasm 0.91.0 
quakespasm -heapsize 64000 -game quoth -zone 4096 -width 1600 -height 1200
after each start game is bright no matter what 
Ok 
autoexec.cfg file, write
viewsize "100.000000"
gamma "0.990000"
scr_menuscale "1.5"
scr_sbarscale "1.5"
thanks 
What Ever Happened To... 
I decided to play through some old-school Quake maps and thought it would be fun to pick on a mapper who had released several maps so that I could gauge 'improvement' as time moved on.

I used the maps listed at Quaddicted.com and selected Neil Manke's maps for no reason other than it was a name I recognised, and I remembered that he went on to create some HL maps.

However, I then Googled him to see what he was up to now (nearly 20 years after his maps I am playing) and ran into some kind of 'conspiracy' scenario with reports of him suddenly disappearing half way through a new gaming project. The thing is, there are reports of him being ill, suggestions that he had died, but a constant stream of 'nobody knows the truth'.

Does anyone here know what happened? Did he die and if not, why did he disappear? Did he ever get back into mapping for any games? 
@jaromir83 
For starters, lose the 1990s command line

-heapsize 64000 <--- not needed
-width 1600 -height 1200 <-- not needed
-zone 4096 <--- not needed

-game quoth <---- this is entirely wrong
and should instead be -quoth if you were to put it in the command line --- except you can do "game warpspasm -quoth" in the console

so again, not needed. 
-heapsize 64000 
Is actually less than the current QS default. 
 
tbf, every map readme up until quite recently is gonna tell the player to stick all that crap in... 
 
Ironically, with a standard engine it will save the config to the current gamedir.

So if you switch the gamedir during run, when you start the engine next it will lose all changes.

Mark V fixes that by saving the config in the directory that was engine load gamedir.

1) If you start Mark V with no command line, the config will save in id1, even if you changed the gamedir.

2) If you start Mark V with -game <something>, it will save the config in <something>

In both cases, this is the desired result.

This may be why Jamomir is having what looks like "my settings don't save" in Quakespasm. 
Mike Woodham 
https://en.wikipedia.org/wiki/Black_Widow_Games

I never heard that he disappeared, maybe he's just not doing any maps and game dev any more? 
Hipshot 
 
Mankrip 
not sure, seems to be a duplicate name. 
 
haha, I don't think that's the same guy =) 
Black Widow 
But that only adds 'fuel to the fire', which of course may not actually be burning.

The Wiki links don't seem to get you anywhere, and NM's name link doesn't exist. The Black Widow site is up but with no entries since 2008. E-mails just get bounced.

It's quite interesting. 
Orange Light Sphere 
possible to have this effect around laserbolts/explosions/shoooting grunts in other mod than Quoth pls? 
 
that's actually not part of quoth. simply set 'gl_flashblend' to 1. 
 
No. Set it to 0. 
+gl_flashblend 1 
to the *.bat file, ok, thanks 
 
whats the best +r_wateralpha settings to have transparent glass but not broken lava/slime pls? 
 
+gl_flashblend 1 to the *.bat file, ok, thanks

Like negke said: no, set it to 0. 
 
he says he wants the orange light sphere though. 
I Know 
But it's silly at best. 
Got Distorted Blurry Slime/lava In Quoth 
any idea how to fix it pls? 
To The *.bat File 
Why would you wanna place gl_flashblend command to the batch file?

Just place it to your autoexec.cfg file

i know to each his own, but 
 
That's probably my fault. I knew what I meant, I just typed it wrong.

http://www.celephais.net/board/view_thread.php?id=1&start=27381&end=27381 
 
hey guys,

Out of interest, do any of you know the rationale for id using quad brushes rather than triangles in its implementation of maps / bsps?

I would love to be able to make maps with triangular geometry, terrain / rocks would be so much simpler. 
You're Free To Use As Many Triangle Brushes As You Want 
 
 
they made mostly interior, architecture-heavy maps. box-shaped brushes are suited to that type of geometry. 
 
Out of interest, do any of you know the rationale for id using quad brushes rather than triangles in its implementation of maps / bsps?

It's a fundamentally different way of thinking of geometry. A brush is a convex solid defined as the intersection of planes.

It's a complex topic, but the gist is that back in 1996, for the particular game they were making, and the way they processed the world to be efficiently rendered in their bsp-based engine, it was better to make the world out of brush primitives than triangle soup. 
Old #tf Discussion 
quads produce better edges, smoother transitions and create better floor sections for players

the only time you triangulate is for tricky edge splits 
 
going off at a tangent, but I would love to know who decided to call them "brushes" and why. 
 
I always thought rectangular brushes were used only for editing because boxes would be easy to draw and visualize and then everything was broken down into triangles when the map was compiled for playing. 
@Rick - Not Quite 
The "brush soup" is compiled into a bsp tree. Not a triangle soup filtered into a bsp tree - no, the visible surfaces are literally dividing planes in the bsp tree.

The software renderer draws the bsp surfaces directly and does not further break them into triangles.

Someone correct me if this is innaccurate 
@czg 
Is it the tools that lack then or the way I'm using them?

Because if I vertex manipulate geometry into triangles rather than quads, the compiler inevitably spits shit tonnes of errors at me.

And I'm not about to start hand editing maps in text editors.

@Rick I'm pretty sure that happens on a hardware level anyway. 
 
going off at a tangent, but I would love to know who decided to call them "brushes" and why.

+1 
Shamblernaut 
Are you using WorldCraft/Hammers's "Allow me to produce garbage brushes on vertex manip" feature by any chance?

Radiant or Trenchbroom (if you're a beginner use Trenchbroom ) should be better. 
 
Oh btw, GL engines do triangulate the visible geo because that's what you need to feed to the graphics card, but those horrible things shouldn't be spoken of when talking about Quake's original tech. 
 
The only thing that uses quads in vanilla Quake is the .spr sprite renderer.

Brush faces aren't limited to quads, they can have dozens of edges as long as the resulting shape is convex.

In fact, the only Quake game that uses quads for 3D geometry is the Sega Saturn port of Quake, because the Saturn's GPUs only supported quads and also because that port uses the Slavedriver engine, not the Quake engine. See some videos of that port, and you'll see how distorted its surfaces became due to using quads.

#27418: It's more complicated than that. There are nodes, leafs, vertices, edges, planes, faces and surfaces (similar names, different things).

In objective terms, the BSP format is suited for drawing static geometry with nearly zero overdraw. That's what it was created for. 
Kinn 
Yeah Jackhammer.

Thanks for the advice. I'll switch to TB for the more complicated stuff. 
SHAMBLERRRRRR- 
-treeman hybrid:

http://teamshambler.blogspot.co.uk/2016/03/player-was-smashed-by-treeman.html

Been meaning to do this for a decade or so. Minor conversion to get the pose right. Not entirely happy with the blood but it's kinda what I intended. 
 
Hah, that's great stuff! 
That Treeman 
is awesome. I wonder if lightning burns the hands of this treeman when he strikes with it. 
Wow Great Job 
No idea you did that kind of stuff, very impressive! 
Cheers Gays 
Yeah bb, been doing it on and off for, errr, 20 years....quite sporadic but I put some effort in when I do do it. Scroll back thru my blogspot for various recent-ish stuff (and a lot of diablo3 bolllox in the way;)) 
Model / Texture The Treebler? 
make a map full of trees where you have to battle treeblers? 
TreeQblerSP 
Someone retexture the one from OpenQuartz! 
YouTube Comments 
"I have only played all Quake games except for Quake 1 and I really liked them, they were not really horror games unlike Doom 3. Doom 3 had a perfect balance between horror and action." 
 
Do you mean to say that you browse the internet without a "disable YouTube comments" script? 
Youtube Comments Are Mostly Garbage. 
Download a chrome plugin called Alientube, shows reddit comments for youtube videos. Far less shitposting, better discussion. 
Shamblernaut 
Thanks for that! 
Reddit Vs Youtube Comments 
The difference between the two is becoming less noticeable. I feel like most redditors would prefer a 'show only my comments' option :P 
 
I never browse Reddit, so I know almost nothing about it. Will take a look. 
 
I've never been to Reddit either, but I thought they sort of tolerated a lot of horrible shit there (paedo, necro, gore stuff etc.)? Have they changed in recent years from all that? 
 
I never browse Reddit, so I know almost nothing about it. Will take a look.

eh, you're not missing anything. reddit is nice if you make an account, delete all the default subs and make your own list of subs.

the front page, or r/all, is awful. it is the butthole of the internet.

but I thought they sort of tolerated a lot of horrible shit there (paedo, necro, gore stuff etc.)? Have they changed in recent years from all that?

there are really ugly and dark subs. I don't believe illegal stuff (paedo, necro) is allowed, however. 
 
Wasn't there a big hoo-hah last year where they apparently had an area dedicated to pictures of female corpses ("attractive" female corpses apparently - they were quite particular about that) 
Yes 
there are many different subs, and many that are morbid. that sub lasted as long as it did (it may still exist, i don't know) because pics of dead people aren't exactly illegal. 
At Least It Isn't 4chan... 
 
Bounty Request 
A Twitch plugin which would forward stream chat into Quake chat. 
 
FTE does IRC. 
OTP 
that would actually be really useful. 
 
I think there are tools to display Twitch chat in an overlay window. 
There Are Indeed 
But that's not as cool. 
Hey Distrans 
 
LOL 
 
Is Quakenet Down? 
It seems I cannot load Quakenet through my web browser...keeps timing out. 
Level Design Idea From H.P. Lovecraft 
 
Best One 
148 Vampire dog. 
Good Dm Map Similar To Spinev2 
pls? 
Just Played This.. 
Epoch by Andrew Smith. What a nice neat straightforward old-style Quake map. I really enjoyed it.

https://www.quaddicted.com/reviews/epoch.html 
Agreed 
Played due to this post. Was quite fun and found all secrets on skill 1 :)

Interesting little concept with the base infusion at the end there. 
In A Search Of 2 DM Maps I Once Played 
a ) very curvy (almost quake3-curvy), blueish(?), one wind jump.
b ) vertical, small, base, nicely curvy (Occupied Base DM3RMX style).

somebody pls tip 
 
 
a) efdat something 
 
For "a" I'm thinking a Headshot map, probably http://www.quakewiki.net/archives/peek/authors/headshot.html#bless 
Quake II Killers 
RE: DM 
a ) bless
b ) alcyone
thanks 
Free Sounds - 16Gb 
 
that's very cool, thanks for the link. :) 
 
+1 Sock link 
+2 
Time to boot up my other computer so I can download this. 
 
At Their Center, Is Azathoth 
 
No, Its Metatron 
 
 
Maybe Stroggos is there somewhere... 
Stroggos Is Here 
Science Fiction 
 
Headshot's DM Map Links 
tridm2
tridm3
fsdm3
ukooldm6
qcon1
contamin
dapak2 4 5 7 8 9
somebody pls? thnx 
Player/bot Gibbed/severed Head 
too big. has it been fixed already in the last 20 years pls? 
Edit: Got 
qcon1
contamin
dapak9
links for the rest somebody pls? thnx 
 
Player/bot Gibbed/severed Head too big. has it been fixed already in the last 20 years pls?

No. All gibs are oversized on purpose because if they are normal scale they look tiny in an environment where stair steps reach your thighs and whatnot. 
 
 
Holy crap, OBS works incredibly better than Fraps, and has no time limit. Now I can record gameplay videos. 
OBS 
Yeah, I found that it worked best for things like Quake. I tend to use Shadowplay for things but I am beginning to lean towards OBS. 
 
Shadowplay won't work on my Core i5 laptop due to its Intel GPU. I may try it on my Core 2 Duo desktop PC later, since it has a 9500GT GPU.

I'm not sure which one will perform better. The engine runs better in the Core i5, but the video capture should run better in the Core 2. 
Streaming 
Want to stream on twitch using OBS? Watch all these :) https://www.reddit.com/r/Twitch/comments/4f75zd/complete_video_guide_for_obs_studio/ 
 
Nice, I'll watch.

Though OBS has a 1.6 seconds audio delay when recording, so I have to open the video in Avidemux to shift the audio, which means streaming is probably out of question. Also, my upload speed is 512Kbps.

But being able to record and upload gameplay videos is good enough for me. 
You Can Set An Audio Offset In Obs 
^^ 
Linux Users 
Where are your engines installed? Are they all in one directory or is the layout different on Linux than on other platforms? 
 
Same directory, some engines trip up on case sensitivity though.

my engines are all installed in my quake directory which sits in my home folder (my only game that does) 
 
Yeah, same, I put engine executables in ~/quake like I would on other platforms.

If you install the debian/ubuntu package of Quakespasm, I believe it installs in /usr/bin/quakespasm. 
 
I'd recommend an engine subfolder for each one, that way you don't get dll collisions. 
I Once Played A DM Map 
via QW with some nice corridors (pentagrams in ceilings?) and a room with water reaching player's knees. ideas? 
Making Of Die Hard Trilogy 
https://www.youtube.com/watch?v=HVgokAf416Q

Interesting look at some Quake-era level editing tools & other parts of production on Die Hard Trilogy 
Prince Has Left Valve 
 
As Did Chyna 
RIP

Far too young. 
 
My cock currently stands at half-mast in respectful memory of Chyna's meaty clitorenis. 
 
I've found out that the OBS audio delay doesn't happen when playing in fullscreen. This makes things even easier.

However, I'm getting a number of stutterings during gameplay when recording. I don't know if that's caused by some background task, or if that's caused by OBS, but the stutterings happens in the game itself.

After finishing the upload of the first video, I'll try recording a new video with my computer disconnected from the Internet to see if that helps. For some reason having an active Internet connection caused some stutterings some months ago, so that may be the problem. 
Mankrip 
I discovered that VLC can record screen and individual windows, at least in linux anyways. 
 
OBS is working really well for me, so I'll stick with it for a while.

I've just confirmed that it's the internet connection that makes the engine stutters, even though I'm playing in single player. Someday I'll try to fix it. 
Yay 
Here's my first video: Adib Murad's Signati.

Now I'll record another. 
 
Yeah, wizards do that. Just randomly pop through a brush they decide isn't solid enough.

Also, what filtering / graphics options are you using, those textures are really dithery. Or is that just the textures themselves? 
OBS 
Hmm, I know I get HIGH ENCODING warnings sometimes but that is because I try to really push the bitrate.

I use CBR and a bitrate of like 12000 to have reasonable quality. I'd like to use VBR but I could never get anything that looked ...not blurry.

I always used to use Shadowplay for everything because it just worked. But for OpenGL and non D3D games I found OBS to be the champion. Never thought about internet connection though. 
 
Shamblernaut: The dithering is done by the renderer. Yes, some of those textures (mainly the bricks) doesn't look smooth enough with dithering because their hue & brightness contrast doesn't fit well into the Quake palette.

Bloughsburgh: I'm using a 5000 CBR. Also, when recording another video with the Internet connection disabled I've found out the stutterings eventually happened again.

Without recording, I get a solid 72 fps at 720p.

It may be because I've configured OBS to run in high priority. I'll try running OBS in normal priority, but I suppose this can make the video recording to get choppy. 
 
If you want some good q2 dm action going in the background while you work, there is a pretty good upload of purri v isBjorn on Aerowalk. https://www.youtube.com/watch?v=WWCXVMc_EFE 
Romero/Carmack 
<- 
 
Adrian Is His New Bitch 
that was a yt comment, i myself am sparse on those. 
 
"Comments currently unavailable." 
Good. 
 
 
"Comments currently unavailable."

Probably too many people pointing out that this Carmack is not that Carmack. 
Wait, There Is More Of Em? 
Prolly blows some people right now. 
You Should See How Many Romeros There Are... 
And not just the ones groping Vondur's arse.

I am totally prepared to give Ron Jomero the benefit of the doubt. Dkt had a lot of cool stuff in despite it's flaws, and I've often said that if at the time they'd combined Dkt's ideas and content with Carmack (the other one) 's engine quality and refinement from the otherwise dismal Q3A, it would have been the best game ever...

Plus he's got to have learnt some humility at some point, right? 
Oh Okay, Just Watched The Video. 
Calling the "no humility" early. 
Shambs 
It was basically just a nerdy reference, double that up with the fact that Romero lives in Ireland (which is where that scene was shot) and it's also a teaser because no-one knew A. Carmack was involved...

I dunno, I think Romero learned some big lessons with Daikatana. 
 
Didn't Carmack have an hotel or something like that in Ireland as well? 
Yes 
5-star Heritage Golf & Spa Resort in Killenard. 
I Dunno 
it's not very quakey, but could be a cool map I guess. 
 
 
He Even Made An ARG 
http://www.hoxar-inc.com/new-page
password is #AN0M4LY^ 
Quake Hit Top 25 On Gog 
Quake: the Offering hit position 25 in Gog's list of popular games. It is currently on sale as part of the Quake I, II and III bundle and by itself.

I'm not sure how popularity is calculated for the rankings, but I assume it's based on the recent sales numbers. I think it's pretty great if new people are still getting into Quake I, perhaps influenced by the recent mod releases :)

I took a screencap. There it is, in the bottom right corner.

http://imgur.com/Npr8eBy 
Old Shit 
 
BTW these are being posted in the SA "Early FPS" thread... the guy has lots of super-nostalgia-bomb magazine scans.

If you have SA forums access (or if the Games forum is currently un-paywalled) you can see all his posts at http://forums.somethingawful.com/showthread.php?threadid=3420790&userid=167046 ... he starts posting scans on March 27 (page 9 of his posts). 
#27521 
Thanks czg, I've saved 36 pages of Quake-related stuff from that album. Will upload it later. 
 
Here's the 36 Quake-related pages: PC Zone magazine scans

That imgur album also has a Quake 2 article, but I haven't included it. 
 
Are there some cool Quake demos for protocol 666? 
Crystallize 
Whu? 
 
Lol That Hippie Get Me To Download A Warez Copy 
 
WTF 2 
Apple Music? 
Isn't that the one that removes unrecognised audio files from your harddrive and replaces wavs with mp3s? 
Wouldn't Suprise Me 
iTunes is pretty crazy too.

But Steam's update policy - what a pile of shit.
No matter what i try, i can't get around it f-ing me over with my slow connection.
Just let me play the game for fucks sake.

http://moronstalkingrubbish.com/steamingPileOfShit.htm 
 
Anyway - nearly finished Back to Bed.

Meh... decent puzzler. Had to go online to cheat level 14 but i should have sussed it out. 
RetroAhoy : Quake 
RetroAhoy 
Oh how nice! I got a credit in that video! My name is on screen at 59:31. Great success. 
Are There Quake Engines (or Quake Based Games) 
that allow multiple mods? 
This Was Asked Just Recently Somewhere On These Forums 
It depends what you mean by that. Some engines support layering game directory on top of each other.

FTEQW can probably merge bytecode hex patterns with deep neural learning convolving networks. 
I Mean The Former 
TB has this ability and I was wondering if it was useful at all. I guess I'll keep it in then. 
Sleepy 
Uhmm 
NVM. 
Thanks Mfx 
I am just debating whether to leave that feature in or not. I suppose it might be useful, but maybe "mods" isn't the right name for it. 
 
iirc, Warpspasm required running as two mods, "-game warp -quoth". so hypothetically if you were making addon maps for warp, it might be useful for TB to load assets from both gamedirs 
 
Sounds useful, if only for testing. Must use the same order as whatever engines support multiple gamedirs though, otherwise it is ripe for headaches. Try DP and FTE at least 
Ok, Thanks 
 
IGN Is Fucking Cancer 
that's all. 
Quake Mapping Stream - 
starting at 10pm GMT -

https://www.twitch.tv/fifthelephant 
Eric 
Warp just used the HUD from DOE (I think) which was the only reason to include the -quoth switch, since warp itself effectively contained the version of Quoth required (monsters etc).

It was so you could see the runes, which had been omitted to show the lance / plasma gun.

If I remember right.

Mandel - nice video! 
PSX Archvile Sound Effects 
Courtesy of the one and only Aubrey Hodges.
http://www.aubreyhodges.com/doom-playstation-arch-vile-sounds/ 
This Is Scary 
Uhmm What? 
It's Ok, 
They denied it, I believe them. :^) 
Impromptu Mapping Stream - 
Anyone Know Anything? 
 
It's literally a completely nonspecific job listing to work at id.

They mention Doom and Quake because the 2 most recent titles they have worked on are DOOM and Quake Live. Reading any further into it is pure stupidity. 
No It's Quake For Sure 
 
I Agree With Anonymous 
There's nothing there that suggests the next title is a Quake.

Besides, wouldn't it make more sense to just keep backing the horse that's winning right now (i.e. Doom) ? 
 
I'm sure id are looking at Quake right now. Not saying they're definitely making a Quake but imagine they do the whole trio of their most well known franchise and get it right, people will definitely hail them as the daddys of the shooter genre again. 
Indeed 
It's probably safe to bet a new quake is on the horizon somewhere. who knows, maybe it's already been picked and poked at here n there.

I can see a darker, grittier return to a quake1 style. Maybe heavier story and rpg elements than doom4 and not as arcade oriented (no health drops from enemies). maybe the intention is to have doom fill the multiplayer role and make quake more sp oriented.

I would like a new quake. 
 
maybe the intention is to have doom fill the multiplayer role and make quake more sp oriented

Then they've done a terrible job of it. Doom 2016's single player is getting rave reviews, whilst the multiplayer is the definition of mediocrity. 
Yeah 
I think that was the intent though. I feel trying to revive/reboot the q3/qlive/arcade shooter is too risky. A so-so doom mp would have a less damaging impact than a so-so quake mp.

It personally wouldn't surprise me if the next game from id was a quake/heretic/hexen amalgam under the quake IP targeting core gamers, specifically the fps/bloodbourne/dark souls/thisgameishardandscary crowd. After that they might introduce a new ip to grab a specific demo. I doubt they'll bring back rage any time soon, if at all. This is 110% uninformed speculation of course, it's just my guess. 
I Would Like A New Quake. 
The only people I'd trust to do it are a very specific sub-selection of #funcers, including but not limited to CZG, Vondur, Skacky, Daz, Kinn, Negke, Sock. 
I'd Make It As A First Person Dark Souls With Tons Of Jumping Puzzles 
 
First Person Dark Souls With Tons Of Jumping Puzzles 
Sounds pretty damn good to me. 
When's The Kickstarter? 
 
People Usually Frown On Backtracking These Days. 
 
 
that's a lot of spam. 
Holy Shit 
what sort of spam was that? 
 
50 new posts!

Oh. 
Still Not Convinced Another Proper Quake Is Happening 
They have dug themselves into a hole by making Quake 2 the current quake mythos, and I really can't see them rebooting it completely back to the world of Quake 1.

They are much more likely to try to awkwardly merge the Quake 1 and 2 worlds together; a compromise that would leave a worse taste in my mouth than Jimmy Saville's special "frozen yoghurt" lollipops. 
Don't Pretend Those Aren't Totes Delish 
 
 
I'm not so sure about that... We already saw some organic/machine hybrids on Q1... who's to say the Strogg didn't get the idea from the "enemy codenamed Quake"? 
Kinn 
They are much more likely to try to awkwardly merge the Quake 1 and 2 worlds together

Hrm, maybe, yeah. I hope not. I see them trying to make wolf, doom and quake as distinct from one another as possible, though.

I hope they ditch the strogg. Quake2/4 is essentially doom with less interesting enemies/story. 
Quake2... 
Had a strong individual mythology and theme for sure. Hell it almost had a plot which Q1 didn't. Q4 should have been a good reboot of that, but it was pretty forgettable.

Could there be a better reboot of it?? Possibly but then it would be pretty much directly competing with Doom4.

Could there be a blend of Q1 and Q2?? Possibly but then I really want to see Kinn sucking them lollipops.... 
 
When you boil it down though, Doom and Quake are pretty interchangeable.

Doom: Tech base, rocky alien planet, hell, demons, mecha-demons.

Quake 1: Tech base, medieval, sort-of-hell, demons.

Quake 2/4: Tech base, rocky alien planet, cyborgs that may as well be mecha-demons.

All of the Quake and Doom games have freely cross-pollinated with each others weapons, powerups, and game mechanics.

IMO Doom should just keep on being Doom, and Quake needs to ditch all the tech base stuff and just be about ancient fortresses of monsters and knights, and imaginative lovecraftian nether-realms, that are very different to the Doom Hell stuff. 
<- Quake. 
When most gamers say "Quake", they think Quake 3 or at best Quakeworld. ID would likely just use the Quake IP for multiplayer focused titles if they're smart. 
Doom And Quake 
Are two sides of one coin, that coin being "id shooter". (The IDS exchange rate is currently regaining stability vs the dollar.)

Doom = explicit themes and plot, Quake = implicit themes and plot. The other day we had a brief but interesting talk on #tf about Lovecraft in Quake and czg made a good point how the final game doesn't have anything that relies upon the Lovecraft influences. Meanwhile Doom's depiction of Hell is very flashy and overt.

With Doom 3, they tried to make a Doom game but got too much stuff from the other side of the coin, and got a game that's neither a fast shooter or an atmospheric one. 
 
IMO Doom should just keep on being Doom, and Quake needs to ditch all the tech base stuff and just be about ancient fortresses of monsters and knights, and imaginative lovecraftian nether-realms, that are very different to the Doom Hell stuff.

I agree completely. Maybe with a dash of brown techbase :) Can you imagine a bloodbourne/dark souls fps? hnnnggg

ID would likely just use the Quake IP for multiplayer focused titles if they're smart.

Eh, I'm not so sure about that. I think trying to essentially resurrect Q3 is a fools errand. The demand for that type of shooter is relatively small and the market seems saturated with those games, both f2p and p2p. (xonotic, warsow, reflex, toxikk, the new UT and many more). Also, what if that were to fail? The negative publicity simply isn't worth it IMO. I feel like the doom mp is clear message that they are not interested in going that route. 
Map Stream Soon 
Wagh? 
Did I cause that?

Quake 1 needs a focused team of creatives free from corporate mandate to be properly remade.

Also, All the Quake games had a story after a fashion, just not a very good one. They did however tell their stories very well; with spinning bits of metal, showers of gibs and atmosphere. 
 
not sure that quake 3 told its story well :) 
LOL. 
Id needs to revisit RAGE really. 
Quake Doesn't Need Remaking 
That said, an id shooter with a lovecrafty vibe would not go amiss.
Or if we just want to see more shamblers in our lives, a community effort to mod Doom 4 in a quake style would make me jizz 360 degrees around the room like a watersprinkler 
Metlslime 
you obviously haven't read my 50 or so volumes of Quake 3 fan-fiction, mostly absolutely filthy. Fills in a lot of blanks in the strongly-implied Sarge-Daemia romance 
 
a community effort to mod Doom 4 in a quake style would make me jizz 360 degrees around the room like a watersprinkler

Well there first needs to be a community effort to persuade id/bethesda to release the tools that make it possible to enable community efforts in the first place.

Without that, I'm afraid we won't be seeing any semen-based catherine-wheel action any time soon. 
Lol, Forgot About That 
minor setback 
Games In Dev 
We may not see another quake for quite some time. Here's a handful some rad games that are coming out:

Call Of Cthulhu
Cyberpunk 2077
Dishonored 2
Obduction
Routine
System Shock 3

Out of the hundreds of games that will release in the following years, these are the only ones that I know of that I'm actually anticipating :/

System Shock is life. 
Streaming Soon... 
Motorcycles Are Just Molotov Cocktails With Wheels. 
No way - SS3 :) 
 
 
 
No Base In Quake? 
Heresy. If they redo it (which will be likely given the new DOOM's success), it needs to be some major "theme" like the original, with an imminent invasion on the "base-side" of things, possibly an attempted strike at the beginning, that of course takes out everyone but the player. His (or her?) dying superior officer essentially wheezes "Get 'em" with their last breath, sending the player into the Dimension of the Doomed with what little supplies he can find, having to go back and forth between it and the now-ruined bases connected by slipgates/teleports. Given the popularity of Bloodborne, id should Chtulhu the fuck out of it, bringing good ol' Sandy Petersen back onboard. 
 
I'm going to be streaming for maybe an hour - https://www.twitch.tv/fifthelephant 
TIL Zer Sampled Akira 
https://youtu.be/IoHtrJqtlBk?t=6m15s = sound\\ambience\\chant3.wav 
 
I'm going to be streaming for maybe an hour

That's what I say when I hit the gents after the 5th pint... 
 
Quake *needs* remaking? No. Agreed.

But the engine, awesome as it is, has way too many limitations for the modern world; all modern ID1 engines do their best to cover them, but you can only go so far to patch old code.

Besides, there is another, more important issue. Vanilla Quake has grainy textures, low-poly and very angular models, small and somewhat square scenes... and if you think really hard about it, it couldn't be more *perfect* than that. id created a spectacular (but limited) engine, given the constraints at the time, and then built a game that fitted *perfectly* with that setting. The setting, the atmosphere, the mood, they all fit precisely with the low-detail models and textures. That's what makes Quake such a great game even after 20 years.

And, please, I don't intend to start a war about this, it's just my opinion but, any attempts to add hi-res textures, interpolation, improved poly-count, and so on, they look beatiful BUT, and this is the key point, they look out of place with the rest of the game. These mods compromise the artistic integrity of the game by not really connecting to each other and the underlying engine.

The desire for updated graphics is there, but it simply won't work if we insist in using the old engine (even withe patched limitations). So, if we actually want a truly hi-res, 21st century Quake, we *need* a full remake. Engine, assets, the whole package. Just like the recent Doom release.

Ok, go ahead. Ready for fragging. ;) 
What Was Your Point Again, Izhido? 
 
 
Essentially? Quake does not *need* a remake, but if we want it to look like the current Doom, then yes, it needs a remake. And a full one at that. 
Do We Want Quake 1 To Look Like DOOM (2016)? 
Short answer: no.

Do we want QUAKE (2018) to look like DOOM (2016)? Maybe, but don't confuse art fidelity with art direction. 
QUAKE (2018) 
I hope they don't call it that. They did with Doom, so I guess Quake is fair game :/ 
 
Would probably come with the new QuakeMake editor? tm 
SIGGRAPH Stuffs 
 
That Reeally Was A Horrid Voiceover. 
The "Interactive Sketching of Urban Procedural Models" looked interesting. 
Preview Of Unreal VR Editor Available 
https://www.unrealengine.com/blog/unreal-engine-4-12-released

The new update has an early preview version of the VR Editor. It requires "either an HTC Vive or an Oculus Rift with Touch controller development hardware."

I don't own such things yet, but maybe someone here does. Post your thoughts if you have (or have had) the chance to try it. 
Https://www.youtube.com/watch?v=t1QOixRxGvQ&t=1m58s 
Shambler spotted. 
Brewing #27640 
our belgium version
 
Who runs http://quakemaps.tumblr.com/ and why have they not yet been shot in the head for taking screenshots of id1 maps with awful, ignorantly made colored lighting? 
 
No idea who runs that tumblr 
Tumbles 
I belive it is a person named: "trumad" and he is on the quaddicted fourms.

It's a passionate project to display screenshots of numerous maps in hopes of enticing you to play. Apparently he enjoyed the colored lighting additions. To each his own I suppose. 
Aye 
What's worse is that 99% of videos on youtube about quake always show the game using some eye-gougingly offensive hi-res texture pack and/or bile-hurlingly obnoxious particle effects.

The worst are the "history of FPS games"-type videos, where the whole point is to provide a historical look at old games, and then you get to the Quake bit, and yep, again it's some cock-sniffer bunny-hopping through E1M1 via the Tenebrae engine or whatever the fuck, where the enemy skins are all saturated colours and glossiness, as if they've been spunked on by a clown. 
 
quakemaps.tumblr.com rules and does more good for Quake than onetruedurple ever did. 
 
mapping stream in 5 mins - https://www.twitch.tv/fifthelephant 
 
 
Is it possible for Quake to support real-time portals? Like the one used in UT's DM-Fractal and which was accomplished months ago on Doom

Thought this could make really neat tricks, coupled with good use of sky brushes to create unusual architectures. 
I Think 
FTE supports it? 
 
If someone made something like that, I'd play it for sure and I can't be alone.

There are plenty of opportunities to do interesting things with the 2 advanced engines available.

And somewhat disappointing that there is a distinct lack of any quality single player releases that use those features.

/If I wrong, *please* correct me. I can name maybe a prototype or 3, but nothing "complete". 
 
http://triptohell.info/moodles/junk/pourtall.pk3
might need sv_nopvs 1 still.
use impulse 10 to select the portal gun. there's also a lame grabber weapon that can pick stuff up, but no real physics engine.
very much a prototype mod.
supposedly it has some func_pressureplate entity thing, but meh, that requires maps.
source is inside the pk3.

divverent or someone associated with xonotic made some 'warpzone' library which should work in either engine if you want statically placed portals, but it can be abusive due to the qc-based traceline+movetype workarounds.
also not a single player release. :P
things can get much faster if you skip the physics parts. 
So 
A qc mod can allow shooting through teleporters, or can allow for personal teleporters (drop a teleport location, teleport to it later), but anything more advanced particularly graphics wise would need an engine mod. 
Frozen Monsters 
Is this a known bug in Quake? It just happened to me while playing through a map that an ogre became completely frozen in place, like a statue. No idle animations. It blocked the player and when I tried to shoot or axe it, it would give the same feedback as when shooting or axing level geometry (that metallic "clink clank" from the axe, and grey particles). I seem vaguely to remember seeing this happen once before... 
Yes 
 
Thanks! 
Thanks very much for the explanation, Preach. I have to confess it's too technical for me to understand at the moment, unfamiliar as I still am with Quake C (and coding in general) -- but I'm bookmarking it and will come back to it. 
No Single Player =( 
Yeah :/ 
prey seems neat though. 
 
I wasn't expecting much for Quake 1's anniversary as it's the redheaded step-child of id's catalogue. And yet I still ended up disappointed.
This isn't 1999 any more and we're not going to get a rich community of mappers for Quake Champions. It's competing directly with Overwatch, Battleborn, Paragon and any other number of Hero Class shooters.
Also it's going to drive yet more nails in the coffin of Doom's MP. 
Speaking Of Doom Mp 
They're adding deathmatch, so there's that, at least.

Class-based Q3 multiplayer doesn't interest me at all, really bummed they didn't go the SP route. That said, I expect it will be pretty good. 
Oh And It's Apparently Co-developed With Saber Interactive 
the guys who brought you amazing, timeless classics such as Will Rock, Timeshift or RIPD: The Game. 
 
So, it's a Q3A reboot, not a Quake reboot.

The name "Champions" sounds unimaginative.

Anyway, I'm uninterested in multiplayer-only games, so whatever. 
 
I, too, was disappointed by Quake Champions.

I, too, was disappointed by the cancellation of Prey 2. 
Well At Least The Q1 Universe Is Intact 
Never cared that much about Q3, for FPS multiplayer action I always had UT. 
Anybody In Irland? 
 
Romero Is! 
:) 
Weirdness When Using "restart" To Restart A Map 
Really not sure in which thread to ask this, so I'll do so here.

So today I was playing ijed's Quoth map The Palace of Fear in Quakespasm. The map has you start holding the Quoth hammer -- or at least that was the case when I launched the game with "-game quoth +map tpof" (and also when I died and pressed fire to restart automatically).

When I typed "restart" in the console, though, the map would start with the standard shotgun (and with the axe as melee weapon; no hammer).

Does anyone know why this is the case? Is it something engine-specific, Quoth-specific or map-specific, or a general quirk of Quake? 
Bug 
I think I had the player start on top of the weapon, and this can cause it to drop out. Not sure if its a 100% repro thing or not though :L 
 
Ah, ok. Thanks for explaining.

Not sure if its a 100% repro thing or not though :L

Well, for what it's worth, I just tested by restarting the map several times using "restart", restarting it via typing "map tpof" in the console, and starting it upon starting Quakespasm by adding "-game quoth +map tpof". At least on my setup it has so far happened 100% of the time when using "restart", and 0% of the time when using the other two methods.

Weird how it would drop out only when using "restart". What does the game do differently to when one launches it with "+map [mapname]"? 
It's Not Exactly That It Drops 
but that the order of spawning is different when using the ''restart'' command, so when using restart, the player spawns before the hammer, and by the time the hammer is going to be loaded, the player has already fallen to the position of the hammer, so it isn't loaded.

It happened to me too on a map i worked with some years ago which used the same trick to simulate starting items, asked here about it and got that answer, which later checked and got confirmation of it. 
 
Ah, thank you, Cocerello, that explains it. I searched the mapping help thread to see if I could find your query and I did, plus Preach's response:

http://www.celephais.net/board/view_thread.php?id=4&start=13978&end=13978

And thanks again for responding earlier, ijed. 
Congrats On Having The Lamest "sense Of Humour" On #func, Spirit. 
Http://en.inkei.net/
Posted by Spirit [92.196.32.95] on 2016/06/17 18:00:33
http://en.inkei.net/

Worth it's own topic. Everyone post theirs, the winner gets all the kudos and acclaim etc. 
Shambler = Micropenis Confirmed 
 
Sounds Good I'll Take A Dozen 
 
Lmao Thats So Fucking Old I Recognize The Url 
Glad you finally found a penis you can ferl good about Spirit. 
LGR Does Quake 
 
He must be old school. He's using ProQuake. But it isn't modern ProQuake either, looks like GL ProQuake 3.50. 
 
Ah, I guess it is modern version of ProQuake. Had a "Name Maker" in the setup menu. 
#27690 
Have you tried anus analyzer ??

czg = secret exotic oasis


... that explains it all :) 
Dear God 
 
InsideQC Is Dead 
It logs me out as soon as I click on the "reply" or "quote" buttons. It's impossible to post in there.

:\ 
 
I just posted there in a trivial reply to a post Spike did less than an hour ago. 
 
Hm. I attempted to create an user there about 1 month ago, and still haven't received any response, positive or negative, from the moderators/admins/whoever is in charge. Was starting to think nobody loved me there :( . 
Site Was Hacked.. 
There was a hack on the side that changed from inside3d to InsideQc.

Maybe this kinky link can be of convience? 
Restart And Item Drops 
I know it was a few days ago, since it keeps coming up as a bug, I thought I'd write a proper blog post about the items falling out of the map when you use the restart command.

https://tomeofpreach.wordpress.com/2016/06/19/missing-items-and-the-restart-command/

Then I fixed the bug, just for a bit of fun. 
Wow 
Great post, Preach! I wasn't able to follow the code parts, but the rest explained things very clearly.

Thank you! 
NBA: David Slays Goliath 
Cleveland Cavaliers defeat Golden State Warriors NBA Game 7. 
Happy 20th Birthday 
Quake! 
 
oh yeah -- how is it summer already? 
 
What's the okayest way of compiling a bunch of images into a new gfx.wad? 
 
This Tool Is Weird 
Is there any way to import multiple images at once? It seems that the only somewhat sane way to do anything is to take an existing gfx.wad and replace things one by one. 
 
You might be able to use TexMex to do most of the work to make a gfx.wad

And then use Fimg for the finishing touches and stuff that can't be done with TexMex (conchars comes to mind, probably other little things). 
Okay, Thanks 
 
Hypothesising Negative Effects Of Modular Mesh Based Level Design 
Not sure I agree with all of it, but interesting little rant.

https://www.youtube.com/watch?v=6ubu76gEvM8 
Hmm 
That's actually a one year old video, was probably posted here already since then, still interesting these days anyways. 
#27714 
The guy obviously has a point, but the sheer torrent of smug that is excreted from his zero-punctuation run-on-sentence mumbling speech pattern, just makes me want to give him a slap. 
 
ditto... 
FML 
Fimg reks colors upon saving the wad.

Before:
http://i.imgur.com/8k2jiqO.png

After:
http://i.imgur.com/m0CEdaQ.png 
 
Apparently, it doesn't like true color PNG pics. Indexed work fine. 
 
the image clearly wasn't brown enough...
hurrah for palettes. 
Well 
My condolences to all our British comrades. 
 
Frexit 
 
I had to print screen it.

http://i.imgur.com/tJTVket.png 
 
You've heard of Pakscape, right? 
 
I've heard of PakExplorer.

I need that thing for wads. 
Meh? 
It does nothing with wads, apart from extract them from paks.

For wads you need TexMex. 
 
By "that thing" I meant QPakman.

And TexMex is for texture wads. While it has the ability to work with picture formats other than wall textures, the implementation is incomplete at best. 
Nuts 
The next few months/years will be pretty interesting. 
@dwere 
Look for a program called wally.

I don't think it can handle true colour images, only the palleted ones, but it has some handy features. 
Episode 5!?! 
Someone should probably make a news thread about this - https://twitter.com/machinegames/status/746363189768650752

Happy 20th to Quake @idsoftware! As a gift to the fans, we created a new episode of the game

https://cdn.bethsoft.com/quake/dopa.rar 
Why Didn't You? 
 
 
My condolences to all our British comrades.

Thanks. I wouldn't normally admit this on the internet but I'm literally in tears over this.

Britain is so utterly, utterly fucked, and finished. all because a rabble of miserable fucking swivel-eyed old loons drank the fucking kool-aid, and by kool-aid I mean the fetid diarrhea that was pissed out of Nigel Farage's arsehole. 
What Does "idle" And "static" Mean For Sound Attenuation? 
 
Welcome To Democracy, Bitch. 
 
I'm Not Happy That Remain Lost 
but sulking about the result is not going to help at all.

Do I think Britain is now completely fucked? Yes, I have lost a lot of sleep about it (I've had 4 hours in 48).

Britain has had the worst class divide since Thatcher and people came out in droves to kick the government square in the balls. Oh and we'll feel the pain of that swift kick for a long time.
The working class are definitely going to suffer the most.

We're all going to have to put the kettle on and have a cup of tea, that might make things seem a little better. 
This Is For Bler 
 
It's like witnessing the fucking zombie apocalypse happening - just watching now our steel industry going up in smoke as Tata Steel's bidders are pulling out apparently.

I wonder what the "Poles takin are jobs" crowd will be saying when there are no jobs anymore? 
Kinn 
I'm not sure if you're joking or not. Tata Steel sounds like some kind of porn name. 
 
Some decisions the pollies should know not to trust the voters with.
Now Germany and Britain can have another war ;>.

But seriously, Good luck to yous.. things will work out. 
 
 
Zwiffle - it's true, and that wouldn't even make it into a list of the top 100 bad things that have happened in the last 72 hours. In fact not only is it emerging that no-one actually thought this would happen, it is also emerging that no-one even made a plan for what to do if this did happen:

https://twitter.com/sgardner/status/747059883128692737?ref_src=twsrc%5Etfw 
Kinn 
Don't Try This At Home 
OTP Pointed Out A 404,so... 
Welcome Home. 
 
Postal Much? 
 
So 
Got matched with a self proclaimed bipolar girl(I think) on Tinder.

How the fuck do I interpret the sentence: "I suck octopi on the first date"?

On her primary picture she has an octopus on her face, if that helps. 
Just Dive In. Enjoy The Waves. Splash A Bit. Have Fun. 
 
 
She could mean she enjoys sea food and eats octopus in a weirdly specific way.

Yeah, I know, I've been accused of being optimistic before. 
She Likes The Cthulhu 
 
 
I tried recording a narrated gameplay video. I hate my voice. And I don't express myself in an entertaining way.

Afterwards, I've watched a couple videos from Daz. This made me realize how huge is the difference. The mindset plays a really important role in this kind of activity.

I'll have to practice a lot. 
Practice Helps! 
 
Okay This Sucks 
Last week I decided to redo schlossherr's second map because I was unsatisfied with the layout. And while I was able to redo the first third of the map with a new layout within this time frame, I still have to make the other two thirds and polish it AND playtest it.

I'm afraid I won't be able to make it on time for the QExpo for the 16th because I'll also be gone for vacations from the 9th to the 23rd. This sucks so much because this is the second time I'll miss a deadline and that will squash my reputation as the one missing deadlines all the time(doesn't help that last year's contribution was a total mess design-wise because I had to rush it meaning no playtesting and no polishing).
It doesn't help when I spend the majority of my time procrastinating... 
I Think Any Quake Map 
Released at any time is always a good thing.

I rather play a polished map at a later date than a wonky one to hit a non-critical deadline. 
It's Supposed To Be A Two Map-long Demo For This QExpo 
out of 8-planned maps. I set this limitation to myself like, back in March/April and look where I am now.
I also did a preview booth for god's sake, I can't let that slip 
 
I've also missed a deadline, as I wanted to release an updated Quake engine for the Dreamcast during Quake's birthday but some things got in the way.

Now I scrapped that plan completely, as the DC community showed zero interest. 
The Best I Can Do If I Miss The Deadline 
is to release the demo with just the one finished map. But I feel like that'd be too little. 
 
One map is better than zero maps. And, unless you can show me the Kryptonian ship where you came from to this planet, nobody can really scold you, or do anything to you for that :) . 
That's Too Bad Mankrip 
Sorry no one showed interest. I played makaqu on my old dreamcast before and thought it was brilliant.

Who could blame you for not making a new one. I should really try to pick up another DC some day now that I'm remembering it. 
 
Nah, no problem. This way I can focus better on the rest. 
A Little Late (I Know). 
But Happy 20th B-day Quake! One more, and we can go drinking: http://i.imgur.com/aEBhyUk.jpg 
Biff0r! 
Nice one man :) 
Boeuf! 
Happy gang there :) 
 
why are models in a folder called 'progs'???? 
License Question 
Dumb indie dev here.

Anyone know roughly how much a proprietary id Tech 2 license costs? My google skills seem to be pretty weak here.

Also, assuming I got an id tech 2 license - then let's say I wanted to use a modded engine written by someone else - how would that work? Would it "just" be a case of negotiating a separate deal with the engine modders to include their code in my proprietary licensed game? 
 
Id doesn't license any of their engines anymore. GPL is your only option. 
@mankrip 
Id doesn't license any of their engines anymore. GPL is your only option.

Ok...so as I understand it, there's still nothing stopping anyone from charging money for a game based on a GPL'd engine, but of course you have to make the source code available free of charge.

Does this mean all the assets (models, textures etc) fall under the GPL - or is it just the engine code - i.e. would I still retain exclusive rights to all the new art assets I've created? 
 
Or... does it work like this... Because the game includes GPL software (the engine), then although nothing stops me selling the game for money, once someone has bought a copy, they are then allowed to distribute the entire game themselves freely? (engine, assets, the whole package)

I suck at all this legal stuff. 
 
Per the GPL, the code must be open sourced. Assets don't fall under this stipulation.

No, people who buy your game do not have the right to distribute your entire game. They have access to the source code, which they can look at, modify, sell (modified & GPL'd), etc. 
 
Right, thanks, so this is where it starts to feel rather skeevy to me...

Am I correct in saying the following is legal...a team of artists bang out a game that uses someone's modified quake engine (call it "EngineX", but imagine it could be any popular Quake engine mod). This team then put the game on Steam for $$$, and include only the source code for EngineX (which they have to under the GPL licence). Meanwhile, the author(s) of EngineX wake up one morning to find all their hard work being used in a commercial game that they knew nothing about and is just making cash for someone that's not them? 
 
I think this is the same guy that insulted Kinn in the Quakespasm thread. 
 
The author of engineX is bound by the GPL to accept that scenario. Id software set the terms when they released the original source code. 
 
Best to learn Unreal Ed or Unity I think. 
#27774 
I feel as if we've been getting trolled for the same anonymous person for months now. 
@fifth 
There are tools to automatically block Tor exit nodes. http://mikhailian.mova.org/node/194

A lot of sites have them.

It would also block the guy who is asking all the GPL questions who is using Tor, which is probably the same guy. 
Mistaken Identity 
The author of engineX is bound by the GPL to accept that scenario. Id software set the terms when they released the original source code.

Ok, Thanks for clearing that up. I understand now.

I think this is the same guy that insulted Kinn in the Quakespasm thread.
It would also block the guy who is asking all the GPL questions who is using Tor, which is probably the same guy.

I have only ever posted in this thread here, now, asking these questions. It seems you are accusing me of being someone else because I am using Tor - I am using Tor because I am posting from work. I work at a financial institution and we are only ever allowed to access the internet at work via Tor - for reasons that I am not entirely clear about - and probably shouldn't speculate about on a public forum!

Anyway, thanks for your help guys, you have been most informative. 
Goooal, Trinca! 
GG :^) 
 
Kaff 
mod of the year 
 
There now exists a video of me explaining the benefits of virtual reality night clubs to a group of 40 people. 
Link Plz 
 
 
are you doing it whilst throwing shapes to some filthy beat? 
Hahah 
That's the funniest thing I've seen today. 
Bal, Skacky, Jpl Etc. 
Really sorry about the Nice attack. You guys have had too much shit in the last year's. Ionous - French mapper stream playthrough soon? 
 
Not surprising, really. November 13th wasn't the first and wasn't the last attack. As usual we'll have the good old apologists doing nothing to stop that bullshit and everything will return to business as usual until the unavoidable next attack. 
What A Fucked Up World We Live In 
 
Sickening News 
Hopefully QExpo 2016 will cheer ourselves up. 
Shambler 
A fine idea. I'll see if I can fit it in this weekend.

Again, condolences to the French families who have to deal with another senseless attack. 
So I'm Going For It. 
https://www.twitch.tv/ionous

Going stream a few maps from JPL and Skacky. Starts in about thirty minutes. 
Yeah 
All the best for our French brothers and sisters. 
Still Alive... And Will Never Give Up 
.. thanks a lot guys, I appreciate that. I am living 30km away from Nice, but I was not there a this time fortunately. I am actually in the US with my family visiting California and West National Parks (Grand Canyon, Monument Valley, etc...) since July 12... so far away to be hit directly... but indirectly that's another story.
We have been extremely shocked by this attack, as we have friends that were there, and for which things has been more critical. My thoughts are with all of them. 
Stranger Things 
Anyone else? No one I know is watching it -_- so good 
Yup 
Sooo good. 
Very Good 
recommended! 
Yeah 
On episode 3, so far so good. Winona ryder's character is annoying as hell, but other than that it's pretty cool.

Come to think of it, the CG feels pretty out of place considering it's a love letter to the 80's. Practical effects would've been nice... 
Yeah, Ryder Is Over The Top 
But most other characters and actors are great, even the kids, which are a weak point of many shows / movies. But these are great and somewhat believable within the context of the show.

I like the sheriff best, though. It's great that the writers took care in explaining his very un-sheriff-like actions in later episodes.

Good stuff. Lots of fun. 
 
 
 
Can't Help 
but this is the most hilarious thing i've ever seen
brilliant


This Is Borderline Fanfic Territory
#96 posted by mankrip [66.249.88.159] on 2016/02/10 15:56:02
Shambler is the husband, Vore is the wife, Fiend is their kid, and the Spawn is their dog.

They walk around for a picnic in the woods, while scrags sing in the trees and rotfishes dance in the water. Shambler asks "Did you bring the canned meat, honey?". Vore answers "Here, my love", and hands him a knight's head soaked in blood inside of a helmet.

They eat the head, they eat their child, and then Vore starts to have sex with Shambler while he slaps the Spawn into her ass until it explodes. Everyone is happy, everyone is dead. Le fin.


should of been the next speedmapping theme 
&#3232;_&#3232; 
 
The Aristocrats 
 
Mission 64 (Q2 N64 -> PC Recreation Attempt) 
About:
Mission64 is a Quake 2 for Nintendo 64 recreation attempt for KMQuake 2 engine. The goal is to bring all 19 single-player levels from the game to PC.

Current progress:
The first map ("Strogg Outpost") is complete and playable.

Screenshots

Usage:
Extract "mission64" folder from the archive into your Quake 2 folder, then use "mission64/Launch.bat" to play.

Download:
Public test 1 
That's Pretty Cool 
Someone should've done this a long time ago. 
#27810 
I am a large fan of this sort of thing 
 
Even the soundtrack is in place, great.

Why autoexec though? 
MaxED 
It's good that you have done this because it was on my to-do list. :P 
MaxED 
Great stuff. Does it also have the extra effects of the N64 port, such as muzzleflashes and lens flare? 
 
Someone should port the Saturn exclusive levels for Quake too! 
Lol 
They're a bit pants... The boxing ring might need extra code 
 
Today, 21 years ago, John Romero released the first screenshots of Quake. 
#27818 
...and no doubt listed all sorts of features like the game will have location-based dismemberment, an eating-gibs-to-gain-health mechanic... 
I Would Freak'n Love To Know 
what quake would have been if the time constraints weren't there. 
Like Molyneux Promises 
Except the game is still good without the features. 
 
I'm content with how the game turned out. Although, pretty much like with both classic Doom games, it would've benefitted from another month of polishing. 
 
Episode 4 could have benefited from being less ugly, but I doubt another month would have appreciably changed the game. 
 
well i know that originally there were more rpg elements planned, I wonder if it would have turned out closer to what hexen II was 
 
I'm glad it was released when it was, I'm glad that it was as it was, I'm glad that it has become what it has, I'm glad I enjoyed it for so long. 
 
Dunno. A lot of small fixes can be done in a month.

That is, of course, if you're still able to notice things that need fixing, and if you actually care. 
Quake Champions Debut Gameplay Trailer 
https://www.youtube.com/watch?v=-UhHcEiegb8

Huh. It doesn't look that bad. Whaddaya know. 
Hmm 
Yeah, decent enough I liked some of those enviroments. Orbb tribute? hah. 
Quake Chumpions 
Yes it does look ok. Ignoring the retarded eyeball for now, I like that there generally appears to be some tasteful art direction this time around, as opposed to the gaudy clown-vomit-textured eyesores that were the Quake 3 maps. 
I Like The Eyeball 
I thought it was amusing 
Gibs 
Btw, why are the gibs getting progressively more crap as the Quake series goes on?

In terms of both audio and visuals, Quake 1's gibs were chunky, solid, satisfying and hilarious. Quake 2's gibs were more squishy and liquidy but still fairly amusing. Quake 3's gibs relied too much on lame splat sprites and had a stupid, almost homebrew-esque splat sound.

The gibs in that champions video look even worse, visualised almost completely by a lame 2D particle/sprite splash thing. 
 
Looks decent, yeah. Just like Doom. Still, the first trailer of the game shows a multiplayer-only experience; that's exactly why I didn't like Q3A, and so far it is why I don't currently like Champions. 
Sauron's Other Eye 
Is the antagonist in QCMOBAFPS2017, wasn't expecting that. 
 
I liked Q3 gibs, unlike Q2 gibs. The latter feel like diluted kompot, and you can blow someone apart by as little as sneezing on them. Kinda like in Doom 3, which was a little embarrassing in The Age of Realism (but at least the visual effect was interesting).

Q4 - the gibs were so weak that I had difficulties even remembering how they looked. Still can't remember how they sounded. 
UT2k17 - Q3A Edition. 
Looks dismal. Is it supposed to be a spoof of how cliched and generic MP shooters have become?

Also there is a Quake Chumps thread for this bullshit. 
Twitch Is Rolling Out The HTML5 Player 
The web interface for Twitch has for a long time relied on the Flash plugin for playing video. It seems they're now finally rolling out the HTML5 player sitewide.

Previously, if you didn't like Flash, you had to use an external program like Livestreamer and your favorite video player to watch streams. Now, you can use a browser without the Flash plugin installed.

In my case it requires logging in before I can actually watch a stream on my Firefox, which I haven't installed the Flash plugin for. It also gives me the HTML5 player on Chrome even if it has the Flash plugin. (You can tell from the right-click context menu if you are watching via Flash or HTML5. Flash objects show an option with the word Flash in it.)

This won't help with any bandwidth issues you might have, but it should lower the CPU usage when watching a stream or a few. 
SCORN 
http://www.scorn-game.com/

Very Alien-ish / Prometheus-ish like... really interested by the final result... though.. 
Space Willies 
Yeah scorn looks interesting. They've saved a fair bit of money by replacing concept artists with google image searches for "giger" and "beksinski", which is a genius move really. 
Anyone Heard Anything About That Scorn Game?? 
....that was posted in the other PC games thread two months ago?? 
YES. 
 
Just Played DMC3 While Waiting For A Download To Finish. 
Made the think there should really be more Scythe-like (if you know the Doom pwad) Q1SP community packs with small, action-packed levels. More refined than speedmaps, but not as evolved as your average regular level. Might make for an excellent jam theme, too! 
Can You Give An Example Of Existing Quake Map Like This? 
 
Ok Nevermind, I'm Blind.... 
 
Coagula 
Next jam should be coagula methinks. 
I Agree, That Would Be Neat 
 
Coagula's Been Done To Death 
How about an Asbestos pack?

For those that don't know the rules:

- Only one texture for all solid brushes
- Must include a deadly liquid, only one liquid texture allowed 
Re: Random Jam Proposals 
Day of the Lords-inspired pack? I recently replayed it and it was even better than the first time. Pretty distinct visuals too. 
An Idea 
Travail Sequel Jam Please!!!! 
Zero Punctuation : Quake 
Mmmm 
Sepia strongholds with chocolate shadows...yum 
Jam Suggestion 
AD, Egyptian all the way. 
#27852 
 
+1 To Negke 
"small, action-packed levels" means more people delivering maps on time. 
Hrm 
I'd like to try and eek one out... 
Holy Shit, Is This True? 
https://www.youtube.com/watch?v=GAO21FHtqSw

going by what he's saying, you'd basically be better off as a sysadmin or an applications programmer or really anything else.

If what he's saying is generally true, that's really unfortunate :/ 
Killpixel 
It's true.

I know people who make software who make 2-3 times more than they would if they were in the game industry. 
Very True 
There is literally an endless queue of nerdy kids straight out of university who would sell their grandmas to ~ work in games ~ , so you take a bunch of these people on, pay them next to sod all, and when they burn out after a few years of crunch, you just replace them with a bunch more of the same from this bottomless well of gullible dorks. 
 
IMO the only gaming venture worthwhile is making your own games. That is unless you can get a senior position at a big company like Blizzard or maybe a position with an established team like Epic or Id Software. 
But... 
Working in games is pretty cool, I wouldn't trade it for much else (going on 9 years in the industry, barely done any crunch at all).
I'm an artist though, so not like I have much choice anyways.

Most of the devs I've chatted with confirm this though, but many of them chose games cause they say it's more interesting (this is mostly 3D Engine guys though, so doing more cutting-edge stuff really).

Kinn, good companies don't do what you describe to developers though, you usually want to keep developers longer, so pay them a bit better (but not as much as in software yeah). What you're describing sounds more like what is done to basically most of the other jobs though... 
 
#27862 
trenchbrrom 3 looking good 
Game Dev 
hrm, that's a shame. I've read/heard before that for the majority, especially new blood, the games industry will burn you out quickly and make you hate it. I was under the assumption that the average entry level dev position paid around $60k-$70k /yr, not 40.

I've never been interested in joining the game industry proper, it's just striking how shitty people make it out to be. 
#27863 
Hahahaha 
Quake/MacOS X/gamepad 
A rather unorthodox question, I know, but: what would be the recommended Quake engine to use if I wanted to play Quake on OS X with a gamepad? 
Game Dev 
Eh... I agree with Kinn. Most Blizzard wanabe companies follow that business model, and the kids working there don't know any better.

Building your own company is the only way to break the cycle really, unless you get lucky and find a company with morals. Like Bal says, they do exist although sometimes it can seem like an urban myth.

So... if you are thinking about getting into the games industry, think about it very carefully and make sure you know which role you're aiming for beforehand. Talk to some real devs about it who can dispel the bullshit hearsay.

Games can be a meat grinder - it's big business, with all that is implied by the phrase. 
On Shamblers In Base 
This is referring to a discussion that spawned out of the Mapping Help thread. Sorry for jumping in on this thread!

It's difficult to address the concept of Shamblers, Fiends or Vores in base-themed maps in Quake. Certainly, in the base game, there's no precedent for it. The only enemies that appear in the e*m1 maps are rottweilers, grunts and enforcers. The story certainly does nothing to preclude anything else being sent through, though.

However, there is precedent for base enemies to appear outside of their theme, although it's only slight. Grunts make an appearance in e1m2, mixed in with their fantasy-themed compatriots.

So, can otherworld-themed enemies be used in base? Of course they can. Is it appropriate to do so, however?

If you want to be strict about it, no. Canonically, they never make an appearance in the base game of Quake. That said, rules like that are often subverted, both in the canon and outside of it. In the official mission pack, Scourge of Armagon, the entire first episode was base themed, as opposed to the first mission, as had been the case in the original game's four episodes. I could go on, but it would be simply repeating the same point again and again.

Obviously what goes into a map is the creator's discretion. I just hope this post describes my position on the issue well enough. 
 
"An enemy codenamed Quake, is using his own slipgates to insert death
squads inside our bases to kill, steal, and kidnap..
 
Your Point? 
"The story certainly does nothing to preclude anything else being sent through, though."

Just because the only "death squad" members that were sent through were three different types of troop, it doesn't mean they can't send anything else. They apparently just didn't choose to, it seems. 
 
When you say troops, I'm assuming you refer to enforcers, grunts and their dogs. Those weren't sent through, they were zombified on spot by the actual death squads. All this happened in the backstory, not in-game. You never get to meet the invaders in military bases because you're one step behind and they've already left. Though unofficial, Nehahra did a pretty good job at telling this backstory. That said, nothing prevents you from creating a base map in which the invaders are still here. For me, it would beat including semi-bosses who seem to have lost the way back to Stroggos. 
Fair Enough 
Of course, to each their own, and not everyone has to like everything yadda yadda...

It's a good point to mention that the player is "one step behind" in the first mission of an episode. It wasn't something that had really crossed my mind, but that's more a fault with Quake's plot "delivery" (is it even fair to call it that?) and my own poor memory than any of the actual evidence.

One wonders though what that original invading force would have looked like. I can't imagine many of the enemies we see in the game being a part of an invading force. I suppose the knights would be the ground troops? Or zombies, or ogres...

This is all very subjective. Very, very subjective... I think I'd rather go back to not caring much about the lore and just existing in a simple FPS playpen with "bad guys". 
 
Shamblers, Fiends or Vores can be scientific experimentation creatures. They fit into base theme 
Stroggos?! 
 
In My Quake?! 
It's more likely than you think! 
@27873 
That's an interesting take on it. So many fresh ideas! now I want to go put a shambler in a cage... 
SleepwalkR 
Yes, I was referring to the Edie Pritchard and I were talking about earlier in the mapping help thread. 
Pritchard 
Well in Nehahra, pretty much everyone except the bosses show their mugs.

If I'm not mistaken, the "story" in the game manual does touch upon the fact that you arrive too late to save your fellow soldiers.

Of course, you're perfectly entitled to ignore all this, as the scenario was never relevant to the game itself. But it is there nonetheless, for those who want to pay attention to it.

Bottom line: do as you want. Quake with Edies is still better than no Quake at all. I must say I do like yhe1's idea, if you really feel like pursuing it. 
Anything In Base Except Knights. 
HTH. 
Shambler 
Granted, medieval knights look a bit out of place in a futuristic setting, but since you travel to their world, why couldn't they do the same like the rest of Shub's army? 
 
Granted, mechanical ogres look a bit out of place in a medieval setting, but since you travel to their world, why couldn't they do the same like the rest of Shub's army? 
 
Imagine a base on a planet. Shamblers, vores and fiends could be fauna in the surroundings. 
Nic Idea... 
...but it's hard to make good looking flora in Quake. 
@kreathor 
not "hard" per se, but totally off-limits in any way i'd say.

Get Quakespasm to render 10000k* of polys smoothly, and we talk again.

*thats 10 mega polys actually, so ten million at a time.

Where is Baker when we need him? 
Above Is Me 
i forgot my pw long ago. 
 
Mark V supports "fence" textures on models. Good for leafy stuff.

You could do a lot of cool vegetation stuff with that at fairly low polycounts. 
Jago 
Latest Quakespasm supports gamepads on osx, should just work. there are some config options in the readme 
Do It Like The 90s 
I agree it's impossible to expect "modern" foliage in quake, but I've often wondered what's stopped people from using the methods people actually used in the era around when it came out (and for quite a while after)?

I'm thinking something like this, which I could see as being achievable with mods that allow loading custom models. Has anyone tried this method? 
Khreator And Kinn 
Yes, I intend to do it in my ex-jam7 entry. 
Double Sprite Statics.., 
Sprites work fine in Quake1, like the light bowl.
It's perfectly round, so the turning of it won't matter.

With trees I tried once, but the turning of its flat side was rather anoying. It could work with round bushes or cactus though.
I remember having a hard time to get two sprites diagonally at the same point, or in clude it.

For now I'm happy with statics like tree, because it hasn't that detailled surface, while quake's objects are rather cubick. 
 
https://www.youtube.com/watch?v=RmVOH1r7Els

This is what I had in mind when thinking of billboard trees, in case that wasn't clear. Sadly I don't have any pictures of trees to try out, just some of the grates that are included in Quoth by default.

MadFox, i'm not quite sure I understand what you mean by the "turning of its flat side", sorry. :s 
He Meant 
how sprites always face you, looks weird with trees. example.

I've done tests using the method you're talking about. It has its own problems that are annoyingly obvious with asymmetrical, organic shapes like trees. If you use the same sprite you'll get mirroring. There are a few ways around this, but they all take time because you have to draw a bunch of unique face. Fuck that noise. Also lighting these trees will be a nightmare chore.

Here's a test (vid might need time to process) using the method you described with two unique tree sprites. Not great, but at least there's no mirroring.

For quake, models are probably your best bet. 
Standards 
It really is all about the visual standards you want your map to hold up to. Each approach has its flaws, but some are more severe than others (sprites turning to face the player gives me Doom flashbacks!).

I quite like the look of the tree you demonstrated using the mirror-less sprites, but obviously some people will prefer the model, floating leaves and all.

At least any of those three methods are better than trying to build one out of brushes... 
Indeed 
A model may be more consistent with the rest of quake's style. It wouldn't necessarily have to look anything like the example madfox posted. with things like speedtree you could have model done faster than you could say "chimarvamidium".

The solution I arrived at is sprite trees like in the example, except with redesigned trees that are much more slender and taller, which minimizes the weird effect madfox mentioned. 
<frowny Face> Listen To Kinn 
Instead of really goofy hacks (sprite trees? seriously?) ---

Nicely prod Quakespasm nicely to consider adding Mark V alpha masked models modification. It's a very simple/easy engine mod, it's little more than a 2 liner (10 liner?). Kinn likes it. Necros thought it was awesome.

http://quakeone.com/proquake/interims/mark_v_alpha_models.jpg

Thread with sample mod: http://quakeone.com/forums/quake-help/quake-clients/11994-alpha-masked-models.html Open lavaball.mdl in QME and look at the model.

[Palette 255 is transparent color, model must have flag 0x4000 set in the .mdl QME 3.1. In the above thread, the DarkPlaces users chime in on how to also achieve the same effect in DarkPlaces. qbism's Super8 can already do it. So can fte and Mankrip's engine.]

I can only imagine what Sock or mfx or ijed would do with this modification. Or ahem --- Kinn. ;-) 
Politics 
I'm scared to even "nicely prod quakespasm nicely" considering all the politics and drama that goes on around Quake engines. Maybe it's not as severe as it seems to me but I'd prefer not to get caught up in any "purists vs. fidelity" argument :s 
Gently Prodding 
I'd prefer not to get caught up in any "purists vs. fidelity" argument

Masked textures on models is a pretty chill feature and is totes quakey. It could be more of a "let's see some content first, then I'll add it to the engine" thing though.... 
 
IIRC, even Hexen 2 had masked textures on models. I even remember it having partially translucent models. 
 
Yeah, Hexen 2 that's why Spike already had it FTE. ;-) 
That's The Ticket To The Thicket! 
However, I wouldn't expect to see flowering vegetation in quake, maybe in techbase a hydroponics lab.

The fading essence of the damned lingering among the gnarled forms of some abhorrent copse is probably not enough to sustain leaf growth. Needs electrolytes. 
Alphamasked Mdl's Are Awesome 
I see palms working well in egyptian themed maps.
Lillypads, vines in swampy type maps.
Webs.
Bushes.
Bone-bushes
Bone lattice / fencing.
Opens up some interesting choices for animated ojects such as swaying vines. 
Just Played... 
...Alk13 from 15 years ago and met up with some old friends (enemies). Really enjoyed it.

Might wallow in some more nostalgia later on. 
Followed By... 
...ch1sp1. Green, grungy, and rivetty. Nice. 
Get This 
OTP 
Yes, another nice map.

I think I am going to pick-off some more between 2001 and 2005. But no need to worry, I shan't give a running commentary or flood the board with 'must-play-this' type messages.

However, should I really, really enjoy the map, I may try to spread some joy... 
About That Honey 2 Release 
Did the author submit a news post or what's the plan? 
 
Hey Mike if you have comments, that's what the board is for!

I particularly like seeing someone's take on older maps that I may have missed or forgotten. I kind of flop back and forth between whether I'm in the mood for a super-polished modern Quake map or a really crunchy 90s-style nostalgia trip. 
Screenshots 
O.K. Guys, I told you I was new at this......so here it goes. I'm taking screen shots of my maps as some of you have requested, however, When I take the pics it saves it to a .tga file. Do I need to convert these files to a .jpg file? Also, were is my computer saving the .tga files? Sorry guys, but I told you I was new at this. Appreciate the help. And were should I send the files so you guys can view the maps?

Pete (Gotshun) D. 
 
Screenshots are in the folder above your maps folders.

Convert to jpg ...
http://image.online-convert.com/convert-to-jpg 
 
What is even the point of spam posts if they don't have links for us to buy our Nba 2k17 Mt and Fifa 17 Coins from? Do they expect us to go out and get scammed by ourselves? 
 
i think the idea is first to increase the google rank of this page for those keywords, and then once it ranks high on the google search results, they would come in and add a URL to their website. 
Official Mission Packs 
These have no doubt been discussed countless times before, but as I just finished the final map of DoE I thought I might ask what people think of the two official expansions for Quake?

Personally, I think they're pretty okay, especially SoA. I felt like there were some pretty poor levels in DoE, and the alternate ammo system was kind of annoying, and made the player a bit overpowered...
SoA had its own problems though. I can't think of a single point at which the proximity grenade launcher would be useful.

And what about the level design? Considering the age, it's not the worst, but I do feel that it leaves a bit to be desired compared to the original game, at least in the earlier episodes.

Anyway, i'm interested to see what other people think. Now I can finally say i've beaten all of Quake! 
 
I can't think of a single point at which the proximity grenade launcher would be useful.

I guess the designers just got caught up in the "add gimmicky shit even if it's useless" fad.

Gremlins are another example from the same mission pack. If you disregard the cool factor of their hilariously ineffective unique abilities, you end up with a sort of an even slower pinky demon from Doom. 
DoA Is Awful 
HTH. 
 
I guess the designers just got caught up in the "add gimmicky shit even if it's useless" fad.

bulletholes lol.

SoA is overall very well done with some of the best level design of that era.

DoE is a largely mediocre effort with the occasionally decent level, and let down severely with utterly crap weapon upgrades and mostly rubbish new monsters. 
 
I used to like DoE overall. But I can't remember the levels now. Should probably replay both mission packs sometime.

What I do remember is that it has some questionable stylistic choices. Quake is different from Hexen, so cute Egyptian cliches don't work in it. Those wraith things look out of place for the same reason - wrong kind of fantasy.

I understand when I see such things in fan mods, but official releases should maintain a more cohesive vision. 
DoE Vs SoA 
I just replayed the first episode of DoE so it was fresh in my mind, I played SoA not too long ago.

DoE is claustrophobic and feel somewhat "quakey". Something about the artwork in SoA feels like it doesn't fit well with quake.

Neither of them felt like "good" expansion packs. Even the titles should clue us on to that, they were "mission packs", there was nothing really ground-breaking about them. 
Oh 
And they were made by third parties, not by id themselves. That should be a big-ass warning sign in and of itself. 
Mission Packs 
I enjoyed SOA and DOE a lot! There were not so much other levels available as now and I remember playing them with great pleasure.

The Gremlin that took my gun was the strangest part I can remember,
as the proxy mines, spikeballs and even a real dragon! Big wheels turning.
Comparing games from such a time ago with mapping nowadays goes a bit lame, I think.

And then there was Malice, with its Scuba, parachutes and velocity jumps. 
 
Something about the artwork in SoA feels like it doesn't fit well with quake.
I don't know about the artwork, but I thought the same about the levels. 
Errrr. SOA Was Really Good You Dicks. 
 
 
I still haven't completed them 
 
For SOA, the underground railroad level stands out as my favorite.

"Hip1m3: The Lost Mines by Levelord"

See Top 10 Base Maps #4

http://www.quakewiki.net/archives/underworld/tronynqexpo08a1.html 
 
For the record, i managed to get through the entirety of SoA without ever having a Gremlin or whatever they're called steal a weapon from me.

That was a general trend with the enemies in the mission packs, I think. They were either annoying to fight (Wraths, or Phantom Swordsmen stick out here) or minor spins on original enemies that barely brought anything new to the game (Multi-grenade Ogre).

Those were all DoE enemies, and that's just because SoA managed to largely avoid the problem by not providing as much content in that area. Spike mines suck, but Centroids are just... meh. They're most notable for looking really broken and dumb when you shoot them with a nailgun... 
Wtf 
Don't tell me I'm the only jerk that lost his gun to a Gremlin? 
 
Well, it happened to me a couple of times.

But I can't remember if any of them ever managed to scratch me. 
It Happened To Me Once 
on SoA, and many others out of curiosity, but it happened more in custom maps like https://www.quaddicted.com/reviews/themyths.html , it has a nice gremlin combat, that reminds of some more classical zombie swarm attack. MadFox also reported about it some posts above.


* Pritchard: about the proximity grenade, it is required on some secrets, but i agree that it is hard to use against enemies in Quake, as it is usually better to just spam grenades, due to how lowly dangerous most enemies in Quake are without very specific setups or big numbers. In theory is a very good weapon, but in Quake is lame. I think it would be way better to use it against the player for ambushes and setups like in Altar of Storms. How you did it, Necros? It is a hard to use code?


* About SoA and DoE i think that they are underestimated. I think that they are mainly underrated because they came later, after people was hooked already on Deathmatch and on the many Multiplayer mods, and there was already many other games launched or almost there, like Quake 2 and Unreal and the hype was lessened.

* While many things in DoE are a bit out of place in a Lovecraft environment (enemies), the environments not so much as Lovecraft is about ancient ruins too (it just needs better ambient), the different ammo system is a bit of a hassle, but some of the weapons are good, multi-grenade ogres are a good fight (using them yourself not) but it is a pity that they spawn randomly and its not controllable by the mapper, and the plasma gun is marvelous, even though i think it would suit more Unreal than Quake. Its a decent experience overall but i agree that it is less good than the basic game and levels most of the time.

* About SoA i cannot say much, while the level design is quite good, but can look weird to Quake players because its way more no-linear sometimes than ID levels, many things that appeared with it were scarcely used and there is barely any custom maps out there, and they only use a small part of them (mainly rotating entities and centroids), reason why i am eager to see more SoA custom maps.
On the other side maybe not, because when i tested the DoE map i did for sm175, i ended up realizing that the wraths are weaklings compared with what i thought of them while playing DoE, manly because in DoE i used the overpowered weapons to kill them before they could raise a finger and on that map i only had the SG and NG, and i am doubting on preserving that image for the other enemies before i get to know them and do like with shamblers and other stock Quake enemies, that seem so dull nowadays because i know them fully to the point the shambler dance is a routine and not something risky (except on skill 3 of course). Taking into account that when it was released i thought it was a really scary videogame ... the fact that we can dance with shamblers look even more pitiful. 
Madfox 
"Don't tell me I'm the only jerk that lost his gun to a Gremlin?" It happened to me just a few days ago! Fucker stole my LG and dosed me with it... 
My Barrel Back Gremlin! 
I've searched weeks in the SOA code how it was done.
Ended up with a code "head p64" that switched the gremlin to a gun holder and the player with "r_drawviewmodel 1".
Still don't have a clue how it's done. 
Wow! 
Mapping, modeling, animating, coding... is there anything that you don't know? 
Chtulu 
Hah! 
 
 
ahoy released a new video today

And if you're not already subbed, go have a long, hard look in the mirror. 
Wtf Link 
On phone and slow, foreign wifi. 
 
"Fucker stole my LG and dosed me with it..."

I forgot to mention he also dosed his fellow monsters in the process. That was fun! 
Wtf Link. 
On PC and fast, watched, incomprehensible shit. 
Those 
Gremlins were awesome. A little bit cannon-fodder, till they suprise the f out of you, and your gun is gone.

Geez... mugwump spamming the QS thread pisses me off a little, cos i try to read all of that one. I know stupid rants and arguments are kindof the norm, but RED-LETTER-TITLES should be freaking insta-banned imho. 
I Agree. 
Ban skacky pls thx. 
Nothing Decent Ever Comes From This Community, Just Circle Jerking Ove 
r a 20 yo game.

This is true and good. 
Stevenaaus 
As I said over there, when people talk to me, I don't ignore them, I reply. I admit that my long off-topic conversation with dwere should have been moved here instead, but let's not dwell on that, shall we?

Also, what's wrong with red? I chose this color as a reminder of the signature I use with my other alias, bfg666, on Quaddicted and QuakeOne. 
 
I mean, there's no signature on Quaddicted, only on QuakeOne, but I use the same alias and avatar on both sites. 
#27952 
Reds Are Evil 
 
Red 
Red is blood. Red is life. Red is lava. Red is death. Red is Cacodemon. Red is Chthon. Red is 777. Red rocks! 
Skacky 
You're red. Like me. And others. Don't mind purple people. They tend towards blue. 
 
Hah, Nice! 
Red rocks. Literally. In more ways than one.

http://smartdenverrealestate.com/wp-content/uploads/2016/01/RR.jpg 
Fukken Lol 
well I come back and find that this forum has just become "Mugwump's Stream-Of-Consciousness Playtime" forum.

Seriously man, is your age even in double digits yet? Lmao. 
Oh Look 
The biggest piece of shit on func in 2016 has spoken. 
??? 
??? 
I Know Right? 
and I thought I was bad! ayy lmaaoooooo.... 
General Abuse 
Posted by metlslime [12.231.113.167] on 2002/12/23 18:24:21
Talk about anything in here.

If purple trolls don't like it, purple trolls can kiss my body part where the sun don't shine. Or is this entire forum the private property of purple trolls? 
#27965 
You're not funny and you never have been, either under this name or the original one, whatever one it may be - nobody can tell because all your shitposting is so run of the mill. 
 
huheuehueh otp got mad!!! roulf!!!!! 
There 
Spared you a response. 
Oh, The Irony... 
...of calling others pieces of shit. Priceless! 
This Is Getting Old 
 
 
He was pissing me off, but now he's really starting to become inadvertently hilarious. It's so surreal! Let him barf. 
 
Dude he's not even talking about you.

Take a deep breath. 
I Know! 
It's like he can't help himself. Like tourette's. 
Ayy Lmao 
 
 
go map 
So, The Ipecacfest... 
...is already over? Aww, I was having a blast! Oh well... 
 
SORRY IF REPOAST. 
<Shambler> http://www.escapistmagazine.com/videos/view/zero-punctuation/116919-Quake-Retro-Review
<Shambler> omg lol
<Shambler> the bit about passion
<Shambler> i just wet myself

P.S. NOT SORRY 
Thats More Like It... Move The General Abuse Where It Belongs 
You're "look at me" red highlighting wouldnt be so irritating except for your freaking silly nick, and your constant biting for any old thing. Just find something else to do man. 
 
I, too, long for a return to the days of intelligent discourse on this forum. I have many fond memories of the lengthy and mutually enlightening conversations I have had with the various quake sensei that grace these fora, and hope that we can all put aside our petty differences to return to those halcyon days of mutual respect and knowledge shareing. First though I feel I should point out that onetruepurple's house smells of wee and cabbages - what's that all about? 
That's Just Standard In Eastern Europe 
 
Red = Bad 
Green = Good

I hope mugwump will soon see the wisdom of this viewpoint and change their colour appropriately.

(Because harassing people over their name/colour is where it's at now) 
Green Is Good, Too! 
With yellow in the middle... Why not trying NOT to be so exclusive? The world isn't either/or. 
Gremlins 
Am I the only one who ha ever seen a gremlin eat a corpse and spawn a new gremlin?

Thought the mispacks were pretty cool. The wrath is just darn scary looking.

Mispack 1 (hipnotic SOA):
Centroid - cool enemy, but needs nailgun glitch fixed...maybe not needed since AD has the pinch scorpions which are actually pretty neat though underused.
Armagon - fun to fight enemy...tempting to make a battle with 2 of them, or supported by Edies. Meh perhaps not, these mech dudes are kinda ugly and not Quakey.
Spikemines - nasty...good concept but instadeath is rarely a good idea. Could be better if damage was drastically reduced.
Gremlins - love these guys. Loads of code work to get working for any additional mod weapons though for the stealing aspect. Corpse eating to spawn more gremlins is just a cool idea unless body fading is used (hrm). 
Gremlins 
Also a cool gimmick, but it takes them too long to produce another one. I guess the developers were playing it safe.

Only once I saw this ability used in any meaningful way, and it was in a Tronyn map. Even then, it was more of a recreational slaughter after a serious fight.

Which isn't so bad, I guess. 
 
They should have made it so if a gremlin molests a corpse long enough, it should bring the monster back to life. Neater backspawning technique. 
Gremlins 
A cool use could be to spawn them where a combat happened when the player isn't there. That way when the player comes back, an army is waiting for him, not too threatening as they are just greemlins, but interesting because the actual amount not depends on the mapper and changes each time, but on how fast the player is, how many enemies he gibbed (as far as i can remember gibbed bodies weren't of use to gremlins), or if the corpses are together or too separated.

Also, if they search for corpses while patrolling, it could be used to collect an army and repopulate the map in a random way.

About the spike mines, the insta-death is less than a problem if they for example are used on a frontal attack in groups against the NG or RL, in a kill before they reach the player situation. It is manageable and the posibilities of dying low, but it has the tense part of survival situations. 
 
What NegKe proposed is a good idea. 
Spike Mines 
I almost want to believe that they added the spike mines to the game just to punish the player. One of the secrets on hip3m1 is right next to the cliffside, and there's a brush that lets you walk up it if you're careful. If you get to the top they throw two mines at you! Two! I think it might be more on higher difficulties too... 
 
MINE! MINE! THEY'RE ALL MINE!
*cough* 
Cocellero Has The Right Idea 
Gremlin corpse cleaning crew...nice!

Spikemine trap mentioned has about 5 of them on hard iirc along with Levelord's typical "You're not supposed to be here" messages. I think they work in open areas like that, though not by spawning them in. Have them hidden behind posts but still within the player's peripheral vision.

Lavanails and multi rockets seem overpowered...I remember liking it when I was younger but now I'm conflicted. The plasmagun is of course quite awesome however. I do like how they don't replace normal weapons...the AD plasma gun replacement of the lightning gun seemes odd to me, where does the LG go, why would I drop it to pick up the plasma gun. Lame. 
Mispack 2 Thoughts (rogue DOE) 
Maps: Okayish for the most part, occasionally memorable locations such as Osiris Temple. Neat idea of different time periods though not very well polished.

Enemies:
Invisible Swordsmen - I rather like these dudes though their animation is a tad jerky. Not sure I like the glow on them.
Mitosis Spawn - Green version that splits into 2, interesting concept but it seems too slow.
Stone Knights/Death Knights - Nice! Could use some extra sfx to match the theme of stone.
Eels - what's not to love, always need more water enemies. Nice radius zap.
Morph - meh, kinda wierd, always was confused by how more than one came but only one was the 'real' one or something. Source of the minion concept maybe?
Lavamen - Yeah!! Would have benefited from maps that gave them room to roam, they do walk/swim after all. Hmm, another liquids monster.
Wrath - creepy, I really liked the evil feeling from these guys.
Wrath Overlord - A cool boss, love the death gib burst.
Mummy - excellent, combined with ineffective effects (AD) for normal on zombies and it would be obvious that this enemy was afdected by normal weapons. 
And The 
Dragon - Great rumble, hard catch, needs a lot of ammu before it roasts with a fire blast.
Another lizzard hard to set up.

I have a memory of a strange face I saw that grew and split out transparant in front of me. 
Shrak 
Gorok

It's a very rare view, because the red part becomes transparant,
which in my knowing was impossible for model mdl's. 
My Face When 
Reading up on multithreaded programming and discovering that "Dekker's algorithm" is a thing. 
#27995 
What is that from? Did you make that? 
Shrak 
It's a bit of a low edge commercial expansion pack for Quake.
With new monsters and weapons,
not as good as "Malice" but surely worth a try
 
That website. My eyes.

Good to know there was a patch. To my surprise, I still have this thing installed, even though I only played it for a couple of minutes before encountering the "classic" untextured head gib bug (or something of this kind, I don't remember), getting annoyed, and switching to something else.

I even ripped the music, it seems. 
 
I was hyped for X-MEN: THE RAVAGES OF APOCALYPSE total conversion too, but it was mediocre...
I have same feelings for Shrak, looks lame :P 
 
The only decent commercial addons were the official mission packs and malice. Everything else was cack. 
Oh, I Remember Passing Up Shrak 
 
Shat Out By Kinnes 
 
I Know How Shotgun Will Look In CACK 
 
Malice Is Very OK 
 
 
I remember Malice's rain effect rocked my balls back in the day. Might look a bit crude now though.

I'd love to see a nice rain effect in AD. Would add a ton of atmosphere. 
BTW 
There's a game-breaking issue on one of the levels. A patched map (that you had to pak yourself) was available on the official site, but I don't think it's still alive.

I don't remember hearing a lot of complaints about that problem, despite its importance. Was there a late pressing with the fixed map or something? 
Agreed! 
I'd love to see a nice rain effect in AD. Would add a ton of atmosphere. 
QuakeC Rain Has Problems: 
QuakeC rain, every rain drop is an entity.

* Huge demos saving each rain drop.
* Huge save game files saving each rain drop. * Nearly uncoopable because huge amount of data sending each rain drop to other player(s).

Engine rendered rain or snow is only true solution:

DarkPlaces snow and rain (at 1:12) in video:
https://www.youtube.com/watch?v=BkXA4BoYhiM

Qrack has engine rendered rain which isn't bad, looks about the same as the rain in the above demo.

Nehahra had a smallish area with some QuakeC snow. 
Mdl Rain? 
If the raindrops were 1x1x1 unit cubes, the mdl format gives you a 255x255x255 voxel grid to work with.

Give the mdl a scale factor of (4, 4, 16), then your 1x1x1 raindrops are stretched to that size, and the whole mdl covers 1024x1024 units.

could be viable, and would look good with alpha + fog. The trick would be getting the lerping right to give a convincing animation loop.. 
MDL Rain... Interesting 
DP rain/snow can easily become a framerate destroyer. 
Snowsprite 
I approached the idea of snow with a sprite.
It sounds a bit rare, but what if it was added to the v_weapon so it dazzled on the video screen.

snowsprite 
 
Could do it as a static entity if the drop falling and splashing is a looping model animation 
 
All the cheetz ideas.

/Static entity idea is very, very intriguing. Becomes almost free. 
@killpixel Re:DP Rain/snow Slow 
I think Seven made it and while he's awesome, I think he did it in an inefficient manner just because "it worked" (and if optimized would be seriously faster, it's not even CSQC like I was thinking initially). 
#28016 - Ah, That Makes Sense 
That critical point when framerate tanks was always strange to me. I appreciate the feature and it's great in a pinch. A more optimized iteration would of course be nice. I agree with you that engine-side weather is the way to go.

I've poked around at some alternatives using a "forest" of player-facing sprites for rain and a decal on the ground for splashes/ripples, which is the same way I achieved the water caustics effect I posted a while ago. This looks ok and certainly has its limitations, namely, it gets pretty cluttered in the editor. 
 
I was thinking something like a pooled entity system where only a limited number of raindrop entities are active at any one time, and constantly redistributed to only appear in rain volumes that are in the player's field of view. However, considering the player's view could be constantly whipping around, this starts to look like a rather messy and calculation-intensive way of doing it. 
Kinn 
Use the best tool for the job. If one of the above cheater methods (static entities) doesn't work, the easiest method to grab gl_rain from Qrack. It's already written and has been a feature for a decade. Qrack's rain, 100% engine, comes from sky only. Very fast.

Qrack gl_rain https://youtu.be/50N7QkqbS5Q ^^ 12 seconds into video, you'll see the rain.

Add some sort of worldspawn key or activation command similar to the "fog x y z" and it would be a couple hour job for an experienced engine coder.

Qrack's rain has the same advantages as engine-based fog. Doesn't go in demos, doesn't go in saves, doesn't clog network traffic and can be turned off and is fast as lightning.

/I have to go with what videos I can find --- so ignore the music. 
That Video Is So 90's It Hurts 
 
Dat Reticle Tho 
 
 
The rain looks bad, I'm interested in how mankrip would implement it with his engine though.

as a side note is it pronounced man krip or mank rip? 
Dank Rip 
 
 
The rain looks bad

well, everything in that qrack video looks eye-gougingly horrific. If there was demand for it, I'd like to think the developers behind tasteful engines such as QS would implement a weather particle system in such a way that it wouldn't look terrible.

Giving the designer full control over the dynamics and visuals of the particles would obviously be a requirement. 
 
Instead of using simple, cheap yet fast 2d particles, 3d has much more options, is that the reason why you're discussing about this? I kind of lost me track where this discussion was leading to.

'gl_rain from Qrack' is that the best one out there? 
@newhouse 
An entity in Quake is like a monster, a torch on the wall or a box of nails or an actual nail fired from a nail gun.

One method to generate "rain" that mods have used, is to make tons of rain drop entities in QuakeC (think Quake mod: Quoth, Arcane Dimensions, etc). But each rain drop is an entity (think monster).

Having a great many trivial entities each with their own location, frame, model, slot, etc. causes many problems (demo size, save game size, large amount of data sent from client to server, other issues).

A static entity (like a torch or invisible wall like a func_illusionary) cannot move, be created, be destroyed but is almost free. Metlslime brings this up as an option for a rain effect.

The other alternative being discussed is a pure engine effect, like the fog you see in maps. 
@Baker 
Thank you, that made everything much more clear. So could it be animated "thing", which is easy to control through duration/speed keys etc.

I guess that engine effect is still a bit vague to even talk about, yet alone what it is going to be in a practice. 
 
Yeah, like how torches are animated, even though they are completely inert. 
 
the problem with using entities is that they may or may not be interpolated.
if they're not interpolated (qs) then they'll be jerky.
if they are interpolated then they'll move upwards for a frame!

/me wonders how easy it would be to port fte's particle system over to quakespasm.

/me wonders how many people would complain about the result... 
 
Torches in Quakespasm are not lerped ONLY because they are excluded in the r_nolerp_list cvar. (Spike groans).

Do r_lerpmodels 2 in console and they are.

r_lerpmodels 2 lerps everything no matter what. 
 
you could solve the rain lerping upwards for one frame by having the drop go to zero scale the frame before and after the upwards lerp. 
GameMaker Humble Bundle 
A heads up for people interested in gamedev. You can get GameMaker: Studio Pro and some add-ons cheap in a Humble bundle for approx eleven days as of today.

https://www.humblebundle.com/gamemaker-bundle

It's not the perfect tool for making games or getting into gamedev by any means, but there are examples of successful indie games made with it. Here are some.

https://www.yoyogames.com/showcase

Some will argue that if you are serious about gamedev, you should learn a real language like C++ and use this or that engine for your serious projects. I don't disagree that these are important considerations for dedicated indie devs, but the thing is you can still learn all these things after playing around with GameMaker to your heart's content. I think of it as an option for someone looking to get started casually in gamedev with a limited budget of time and money.

There is also the free GameMaker: Studio you can get from Steam or Yoyo Games, if you want to take a look before buying anything. It's a good idea to see what it can help you with and what you still got to learn for yourself, because there are no silver bullets or free lunch. 
Practical Examples Of Metlslime's Idea 
Although none are actually weather effects, the following models demonstrate the idea of creating particle style effects which disappear and then reappear to allow looping in engines with interpolation:

forcefield and smoke. The forcefield is the closest to the idea as the particles loop - even though there are particles going in both directions, if you track any one you'll notice that it only ever travels in one direction. The smoke is actually performing a similar trick, but because it's a big long thing it's harder to spot.

runic barrier. This is also similar to the smoke, but because it's got a greater number of distinct "particles" it might be more representative.

embers. These aren't intended to loop as such, but they demonstrate the idea of particles disappearing into nothing. They also exhibit a nice "floatiness" which might be good inspiration for snow. 
QME 
Guys, qME finally stopped working on Windows 10 (it complains it won't run on 64-bit) -- what's the best alternative if all I want to do is just stick an extra skin into a Q1 .mdl file? 
 
Hmmmm. Doesn't sound right.

Windows has what is called a "Windows on Windows" system to run 32-bit applications built-in to the operating system.

Visual Studio is a 32-bit application, as a hilarious example.

Is it just the installer that doesn't work (more likely)? 
 
Here is a link to the shareware version of QME 3.1 (QMELite)

https://www.quaddicted.com/files/tools/qme31.zip 
 
That file is just a zip, no need to use an QME's goofy installer which very well could be a 16-bit application from the Windows 98 days. 
Rendering Doom 
#28040 
wow, thx kp for linking that! 
You're Very Welcome 
I was happy to find such a quality write-up! 
Yeah Thanks! 
These slides linked at the end of the article are good too: http://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf 
 
I need a better computer so I can play that game. 
28040 
Simple as that huh :0 
Sorry 
I need a better game so I can play that computer. 
Thanks Baker 
You're right, it was just the installer. I'll have to grab the full exe off my other machine at some point, then. 
Quake Injector Test 
Anyone using the Quake Injector - if you got a minute, could you please test this: install Quoth from scratch through the Injector and check if it's version 2.2, possibly even install some Quoth map (without a prior Quoth installation) and see if it works and runs on 2.2. 
What A Coincidence 
I was on vacation during August and decided to do the exact same thing. I've made the first 4 maps, but using Quake 2 PC's original textures and items.
You can find it here: https://www.quaddicted.com/forum/viewtopic.php?id=422

I'm not an expert mapper or anything, this is probably the most complex Quake mapping I've ever done and I've only ever used QuArK, but maybe I could be of some assistance? 
Re: Quake Injector Test 
Never mind. Turns out it doesn't work. Blame Spirit. Too bad really - would have been nice if QI and corresponding Quaddicted systems could be set up to automatically install additional files like updates when running maps and dependencies. 
Negke 
whats the faeture request there? 
(maybe Put It On Github) 
 
Dear Rick Lipsey. 
How's the wishes remake going? 
 
It has been 99.7% done for well over a year, but I haven't done anything to it in a long time. I guess I got tired of looking at it.

If I could work up enough enthusiasm to make some better wood floor textures, I'd probably be able to finish it up pretty quickly.

It's really nothing special, just an okay sort of map. 
How About 
http://imgur.com/a/iwPa7 ?

From zendar.wad. 
 
I really hate Windows sometimes.
I was messing around in the registry and accidently deleted an entire branch of keys. No problem, I'll just do a restore.

"Windows Restore could not complete."

Hmmm, I restart and nothing works.

Okay, I will use the "Repair" option from the install disk. Put disk in, reboot from DVD and go to repair.

"This version of repair is not compatible with this version of Windows."

Huh? It's the same DVD it was installed from.

Well shit, I'll just reinstall. There was nothing much on the disk anyway, Steam and Quake was all, because I just replaced the SSD in July.

Reboot from DVD and go to install.

"Windows cannot be installed to this disk. The selected disk is of the GPT partition style"

What? It was just RUNNING from that disk 30 minutes ago.

So Google tells me I need to delete all the existing partitions. Well, I didn't really want to do that because there's several games in the Steam folder that would have to be re-downloaded and some saves I might want to keep. Luckily I had a couple of new SSDs not in use yet, so here I am fucking around with a computer when I really wanted to be doing something else. Thank you Microsoft. 
Win! Dose 
 
Gibs Or Jibs 
 
anyway it's giblets with an L, not gibets. 
 
The most annoying thing about Windows is that while I can install it in 10 minutes, it can take another hour to make it look and work the way I want it to.

So many of Microsoft's default settings make me want to bang my head on the desk. Thankfully, a couple of years ago I wrote myself an 8 page instruction sheet, so I can usually get it done fairly quick.

The fact that almost all the software and programs I use run in portable or semi-portable mode off a completely separate disk helps a lot. And I have a flash drive with a separate folder for each computer that has all the chipset, ethernet, etc drivers and stuff needed for a re-install.

It's been 2 hours and the machine is pretty much back to where it was. About all that's left to do is copy Steam and Quake off the old drive. 
Install Gentoo 
 
 
I already use Debian on my lab/workshop computer, and I should be able to retire my Windows server this week. I have a FreeNAS box to replace it, just need the new drives to finish testing and then I can set it up.

I don't really find Linux any easier to use than Windows, if anything it's harder to make it do simple stuff, but at least it doesn't give me that icky "we're spying on you" feeling all the time.

Sadly, because of games mostly, I think at least one Windows/Steam machine is going to be a necessity for a while. 
This Made Me Larf 
I really hate Windows sometimes. I was messing around in the registry and accidently deleted... 
 
Seems like one of Microsoft's tracking methods is called "jump lists", sort of like a most recently used list, but it includes things like web addresses you've visited. Even if you turn off the option to keep a history of recent files and such, it looks like it still records them, they're just not shown.

While using "private browsing" in Firefox, Windows still writes data to the folder where the history file is saved. That doesn't seem right, and I was trying to find a way to remove the folder, but it's some kind of super-protected system file. I was poking around in the registry to what could be done there.

It was an accidental error, but regedit has no undo function and I hadn't made a backup because it was a relatively fresh install.

I finally ended up just removing all permissions from the folder and now I don't see any writes being made. 
 
If Quake was done by the same people today, it would be a VR board game set in an ancient Chinese holographic world with an upbeat pop-goth soundtrack. 
And 
It would have in app purchases. And bug you about sharing match results on facebook. 
Hey Mike 
Good to see you still lurking around (lol that's all I'm doing these days too).

I don't want Windows 10. I think I might actually bite the bullet and switch to Linux. I'm pretty incompetent and lazy, but all Microsoft had to do to keep me as a user, was simply refrain from doing all the bullshit they did do. 
 
Linux isn't bad. The biggest problem is that there's too many of them. I think I've got 6 or 7 on my test machine. Sad thing is, I don't really like any of them.

I've used Mint for almost 2 years on one machine, but the only thing it's used for is web browsing and e-mail. Too much use of that snot green color, other than that it's okay. 
 
I like using arch, although I've only ever run it on headless systems that i just ssh into. The package manager is quite nice, and there's plenty of documentation out there.
I'm pretty sure it's not too hard to build a good desktop GUI on arch, you just need to know what works well with your hardware and how to install it. I've never tried though. Still, if there isn't a particular distro that you like, Arch might help you build one better suited to your needs.

Of course, if the issue is more to do with linux and its ecosystem in general, not much help there... 
Go Map! 
Just Played... 
q1tm3_hrimfaxi: Raisins in a box
q1tm3_hrimfaxi2: Careful with that axe

From a turtle map of January 2004. I especially liked hrimfaxi2. 
Careful With That Axe, Eugene? 
Hrimfaxi named a map after a Pink Floyd song I love and always thought would make a great map name.

Linux

I use an old HP notebook to watch Netflix on TV. I had a few problems connecting to TV thru HDMI on Windows 7, but it was working. Then I updated do Windows 10 and it stopped working completely. Searched for solution, tried to update drivers. Nothing. Then I installed Windows 7 back. Nothing. Then Windows 7 started to ask for activation.

I installed Ubuntu Mate. HDMI working wonderful, easy installation, fast boot, no hassle. Mate is classic interface, very easy and fast. And free. 
Hmmm... 
I don't like that song much but I love Floyd and that title, and I've played good maps by Hrimfaxi before so I'll have to download this. 
Pink Floyd And NiN Song Titles 
Are great for map names. 
 
Dibs on Welcome to the Machine. 
8-) 
Yeah! I have always loved Pink Floyd.
Made a few maps with titles from Floyd,
Pow r Toc h, Set the Controls and the above Careful...! Any more? Hmmm... don't remember. 
Hrim 
My TCC at college, back in 1995, was a strategy 2D game in Visual Basic, called Sysyphus. 
8-) Nice! 
 
 
The Division Bell would be a great map title. Imagine a map split in two by a huge chasm, with a tall steeple in the middle. Of course, the bell would go bong! bong! either during the whole game or only for the final fight. 
Floyd 
"The Final Cut", "Terminal Frost", "In The Flesh", "The Thin Ice" would all make pretty decent names, I think. 
 
Another Brick in the Wall could be used for a Backsteingotik-inspired map. 
Just Played... 
...Down the Ratbit Hole by neg!ke (obviously, this was before his amputation) from the sm100 turtle map event in July 2005.

Really liked the architecture - my kind of map - but when I got to the rat, and after reading all the messages, I shot at it, I got a MOVETYPE_PUSH error and crash.

I tried again and started shooting before the messages and everything went OK.

When I came the final battle I had one Shambler left but 7 health and no ammo. So I had to run away and search the map for any leftovers. Eventually, I found some and returned to get the last Shambler only to find another one teleported in as a backup. I managed to kill it with the very last of my ammo.

Good map from a time gone by 
Amputation? 
 
Mi!ke 
You must have played the version from the turtlemap pack then. There's a standalone version where that crash bug is fixed. It was caused by a rogue brushless door entity and often occured when using grenades in the rat room.
Why I used an awkwardly clipping trigger instead of making the rat a func_button is beyond me.

Shame about the lighting and grindy gameplay in teh map, but then again, not bad for one week (including the loss and subsequent rebuilding of 1/3 of the map after an editor save mishap). 
Negke 
Although the crash surprised me, it did not spoil my enjoyment of the map. Well done.

Mugwump:
Once upon a time, in a world far away, Neg!ke was playing with scissors. Now we all get taught at school never to run with scissors in your hand but Neg!ke would not listen; he thought he knew better than his teacher. Well, guess what; he didn't.

He ran with scissors, fell over and Neg!ke became Negke. 
D'oh 
The exclamation mark, of course! I thought you might be talking about a real amputation. That would've sucked.

Nice story BTW. Some others make a living out of Running With Scissors. 
Spamalot 
It would seem spammers are on a roll today... 
Just Played... 
...Hangover Devastation by Ankh.

Good monster placement, and nice architecture. Liked it. 
Deathmatch Classic's Unusable Leftovers Of 3WaveCTF Has Been Recreated 
 
Ha ha holy crap.

I do really want to poke around in those maps. I lived in the original 3wctf maps for a while back in the day. 
 
I've been looking into DMC only recently. It has very interesting Quake weapon remakes. The designs are closer to the later titles such as UT or even Quake's own sequels, but still very good. 
 
DMC's weapons ported to Quake when? 
Complaining About The Weather ... 
Who would thought talking about weather effects would induce Spike to patch up Quakespasm to do this:

Sparkles: https://www.youtube.com/watch?v=9TWUVe2_T3c

Crazy. 
Looks Pretty Cool, But... 
I can only hope that the community uses these newfound powers with great care and responsibility...
or we DarkPlaces now, bois

All jokes aside, it's pretty cool to see stuff like that. I can't say I'm a fan of any of the particles in the videos here or in the other thread, but that doesn't mean that the tools can't be used to make some great stuff. 
 
A particle-based waterfall effect will be very good for quake.

Waterfalls in quake have so far looked shite. 
I Don't Want To Look A Gift Horse In The Mouth, But: 
is there any possibility that these can retain the original particle aesthetic?

each individual pixel bigger with less of them? 
 
The problem with many advanced features is them being used by people with insufficient experience. Default particle effects in advanced ports is a good example - they look weak at best. I think Nehahra (of all engines) got the least offensive bullet puff particles.

DMC's weapons ported to Quake when?

I'm surprised I haven't seen this being done yet. Maybe it's the style differences. 
Just The Documentation, Sir! 
The particles sizes and quantities can be set, everything needed for fine-tuning is available.

I'm just documenting, not attempting to do fine-tuning --- that's on mappers. I'm not an artist.

I hope at some point, someone with a more artist eye makes some higher quality examples. 
 
To me, the best way to use this sort of system would definitely cut down on the bloomy effect a lot of those particles have. Have each emission be a single pixel, or maybe two or three. Things like embers from fire, streaks of blood from gunshots, that sort of pixel-y, stylized look would fit well I think, especially considering QS's reputation as "a modern engine for pure quake" rather than being associated with pretty shinies.

Just... keep the aesthetic and you'll probably be popular in this community :p 
Dwere 
If the style's different, then a little recoloring of the textures shouldn't be hard. And if you want to keep the same aesthetics, you can always use DMC's textures (which I adapted for Quake for my mod, and you can download the .wad file from here: http://www.mediafire.com/download/jv7i5kj9a96ap96/dmc.wad
Guys 
You can't have a robust particle system without also allowing the possibility that someone will use it in a way that's about as tasteful as a zoophile felching party. 
 
Touching up the skins - maybe, but I was talking about the more elaborate designs in general.

Regardless of whether it was forced by the tools or hardware available at the time, Quake weapons look very crude, like they were hacked together in a society that possessed only basic technology and/or didn't care about aesthetics. Primitive and deadly. 
Felching 
Learn a new word every week with Kinn! 
Baker 
will the effects be available via quakec? 
 
AFAIK they are, but I'm not Mr. QuakeC and know little about it. 
Just Played... 
Egypt by Drew and Hrimfaxi, from February 2006.

Great architecture and real sense of scale. Quoth not overused at all. Nice map. 
 
Thanks, Kinn. Now I'm counting the days until someone makes a goatse particle... 
 
I believe the Large Hardon Collider is currently trying to create the Goatse Particle. 
 
I didn't know the LHC people were stretching their anus. Where are they on the prolapse front? 
For Science 
Still waiting for the perfect "black" hole to come along, I think. 
Oh My... 
Have we stumbled into Clerks 3? 
"Google" 
Man, I just know when I see that post that func_msgboard is really shooting up the PageRanks... 
 
Has anyone else tried loading saves on maps that have changed? Mine produced some fun results.

In other, off topic (well, it ought to be in mapping help at least) news... I have no idea what to do with the area the video is in. I can't figure out how to build anything fun there. I ALSO can't figure out how i'd want to get rid of it, though. Maybe i'll have to bite the bullet and nuke all that brushwork, we'll see... 
Lol 
 
 
Why get rid of it? It looks cool. Do you mean fun gameplay-wise or detail-wise? 
 
Gameplay. It looks great, I could keep it with just a few monsters... That might be what I do, I guess. It'd be a lot of work if I kept it though, you can see in the video how unfinished it is. Straight edges everywhere! 
 
If you're building this for AD, you could set up an ambush with some monsters behind breakables. Or perhaps a little nasty trap involving lava below?

As for straight edges, a little vertex editing in TB could fix that, or adding some cavern entrances in the stone walls to break the lines. 
 
Another means to both add some gameplay and break the lines of the stone walls could be to set up some platforming along them with ledges and pillars. 
 
It's a Quoth map, but the same sorts of things can be done in quoth anyway so that's fine.

I'm not sure about adding hidden monsters and stuff. I think i'd rather teleport them in infront of the player, if anything. It's a simple pathway from area A to area B, there's not going to be a lot of clutter. (What would the monsters even be? grunts in boxes? dogs??) I'm becoming more and more convinced that I ought to just finish decorating the area and have it be a simple pathway.

Speaking of decoration, here's what I'm aiming for. I've done a section of it already, but it's a lot of really boring, time consuming work to get the level of detail I want.

Also, none of the rockwork in my map is func_detail-ed. I really need to go back and fix that, vis might actually finish quickly then... 
 
"it's a lot of really boring, time consuming work to get the level of detail I want."
Well, quality work is never done with a snap of the fingers!

If I were you, I wouldn't rely too much on monster teleport - I'm far from being the only one who finds it cheap. I see what seems to be a series of dark alcoves above, I would preferably use these instead of teleportation to hide some monsters and trigger them to jump on the player. 
 
Having monsters teleport in is a gimmick that has been used since the original Doom. While "cheap and easy" does come to mind, I prefer "done to death". That's not to say I haven't done it myself. 
 
I know, I was there back then. Somehow I find it more acceptable in Doom than in Quake but still, it has always bugged me a little. 
 
Yeah, that's why I'm not very keen on the area. Enemies that are there from the start will be engaging from maximum range, which is boring. Enemies breaking out of objects doesn't really suit the area either.

Teleporting enemies is fine if the player does something. Press a button to turn the lights on? Or activate a bridge? It seems reasonable to ambush the player there. They're a bit more in control of the situation, and I think most people are suspicious of buttons after years of similar abuse... 
 
One possible option that I have used is to place monsters out of sight with ambush flag set. Give them a targetname (can be shared) and when triggered they will set out after the player. Flying monsters such as a pack of scrags can work well this way, especially if one or two come from an opposite direction. 
 
Again not really feasible here :( I can hide some monsters, but not many and only in a small section as the whole area is one big open space with nothing substantial to block LoS. 
 
Rick, that's exactly what I meant earlier when I mentioned those dark alcoves seen in the [section] picture. Pritch, can't you make them come out of there? 
 
They're really just set dressing. The picture may not illustrate it very well, but they're very high up and ver far back from the playable space. Maybe I could get a very extreme monsterjump going, but then it's just monsters falling from the sky, or scrags/bobs attacking from far off in the sky.

I'm thinking one thing I might try is using Sentinels hiding underneath the lava (which will br there someday). Having them rise out of it would be a nice effect. 
Could Be Very Cool Indeed 
 
Someone Really Needs To Sell Jerseys... 
 
Can An Admin Please Block This Spambot Address? 
 
Doom And Fallout 4 For $20 
I just got an email from Newegg that has both Doom and Fallout 4 on sale for $20 with a promo code.

Deals expire at 11:59PM PT on Sunday, 09/25/2016

http://promotions.newegg.com/NEemail/Sep-2016/Express_24/index-landing.html 
Any NFL Jerseys With That?? 
Sick promo anyway bro :) 
 
Yeah, I'm seriously tempted but my next purchase needs to be a video card upgrade so I can actually play games like those. 
LMAO @ #28157 
 
Why Aren't Posts That Are Flagged As Spam Not Hidden Or Deleted? 
All the mention of spam increases this sites spamgoogle rang! 
+1 Negke 
Yeah, they should. 
An Article From Pc Gamer 
 
Someone whisper to mankrip that he should recompile start, e1m1 to e1m7 with lit water and put it in .zip and then make some noise about it. Then people will load it up in a supported engine and try it out.

Because he likes lit water, but few people have experienced it ... maybe if people experienced it ... 
 
that would need lit2 support, otherwise it'll need to either be based on the slightly-different gpl versions and lack textures, or be a copyright violation.
with the original lit format, you can't add lightmaps/styles to a surface that doesn't already have lightmaps, nor move them around 
Baker 
I've read the replies at InsideQC, but at first I couldn't answer because the Android version of Chrome can't login there, and now I've caught a cold so I'm having a hard time giving thoughtful answers. My head and my whole face was hurting nearly all the time, I couldn't sleep and so far I've used about 200m of toilet paper to clean the dripping from my nose.

But yeah, it's in my plans. E1M4 is a pain to compile though, all those angled surfaces in the underwater cave generate lots of leaks which are very difficult to fix without substantially changing the final geometry. A couple other maps have the same problem. Also, I'm waiting for the release of the next version of TyrUtils-EricW.

Spike: I'm using the GPL map sources for this. Using the textures of the shareware episode isn't a problem, and the textures that are only in the registered version's maps can be replaced with downscaled versions of the textures from one of the retexturing projects. 
 
How about compiling them with real textures like a normal mapper would?

Unless you think Interpol is gunning for Pulsar for his remake of episode 4 ... http://celephais.net/board/view_thread.php?id=61288&start=25 ... or distrans and scragbait for Travail.

If you are concerned, host them on DropBox, you can say someone hacked your private server and stole the maps you made for personal use.

We'll pin it on Mugwump.

Bethesda will issue a warrant for recompiling the Quake maps with the textures in them -- meanwhile Mugwump becomes famous like Carlos The Jackal.

Mugwump will get international book deals like Edward Snowden --- and with the extra tens of dollars from the insane fame from being a rogue Quake mapper that dared recompile the Quake maps --- he'll use those extra tens of dollar to splurge on such things like upgrading from Windows XP to Windows Vista.

Everyone wins!

/And Mugwump should know I'm kidding around ;-) 
"We'll Pin It On Mugwump." 
Ha ha, yeah thanks Baker, that's just what I need! Fuck Vista, that's shit on a stick. I'm actually waiting for the cash to buy myself an SSD so I can install the Win7 that's been sitting on my HD for a while. 
Tool For Generating Geometry 
http://structuresynth.sourceforge.net/

Structure Synth allows you to write rules to generate 3d geometry. It comes with a ray tracer for rendering the creations and can export into .obj format.

There are images created with the help of this program on Flickr.

https://www.flickr.com/groups/structuresynth/pool/

If you have difficulty getting started with the very brief documentation, the 2D program that inspired it might help you along the way. It at least gives you much more in the way of examples to try out and modify.

http://www.contextfreeart.org/

I don't know if it would be workable to generate .obj files with it and use OBJ2MAP to import the stuff into Quake maps. You could give it a try :) 
At Least The Images Are Pretty Inspiring 
 
Mod Contest? 
Nahuel over at QuakeOne is entertaining the idea of a mod contest. If anyone's interested, make yourselves known here: http://quakeone.com/forums/quake-talk/quake-central/12411-mod-contest.html 
Spamalot 
Spambots are getting smarter here... Now they try to look like real people, like this Ravi "person" above. 
 
There would be significantly less spam if you didn't frequently comment on spam posts. 
OTP 
I didn't know that commenting after a spam increased the spam attacks. Sorry. 
I Think The Point Is That 
Replying to a spam post with a worthless comment is also spam. HTH :) 
 
Spam error. 
 
Right. For a moment I forgot about the unfriendly climate around here. This little break through the clouds was good while it lasted. 
Sticky Says... 
"Talk about anything in here."

So, lets talk about spam, eh?

(I now need a graphic that shows me sniggering like they used to in Spy vs Spy) 
So I've Been Out For A While, How's TrenchBroom Going? 
 
Boom Ka-chuk 
Tried making a 44Khz shotgun replacement sound while _trying_ to stay reasonably close to the original. Pretty damn hard. This one is much more clicky though, but I kind of like that. Then again, I've been listening to it waaaaay to much today so I've gotten totally tonedeaf. Some fresh ears would be appreciated.

https://www.wetransfer.com/downloads/ae44b642a1ba81149f4b9e1dfd3c725020160927211126/6c3a0e 
Textures 
here's a bunch of free texture resources, or you can buy the zip of ~600 images. 
 
Using textures that high-resolution for Quake... I mean, you'd have to shave off so much detail to get them in the game I imagine. I'm sure they'd mostly just look like blobs of colour at that point :/ 
Garish 
 
 
Those seems to be for CG movies, not for games. <a href="http://seamless-pixels.blogspot.com.br/2011_11_01_archive.html">Source. 
 
Well, Yeah 
I meant as a resource, for a pattern, noise, something to draw over. I dunno, I just made this and this. Granted, the amount of source texture is negligible, but it's there! 
 
Those look pretty nice, to be fair. Having a backing texture to work off of would, I imagine, cut down on how long it actually takes to paint something like that. 
 
Making all the bumps from scratch is pure masochism, so yeah. 
Glad 
to see your textures again, it's been a long time. 
#28191 
I've taken another look, and there's definitely a few ones I could use. 
 
Cocerello - more to come, this time accompanied by geometry and lighting! (not for quake, I'm afraid)

Mankrip - good, glad someone found it useful. 
 
"not for quake, I'm afraid"
What for, then? 
 
Just a personal project. 
 
Mugwump ... Steam forums are the clueless helping the clueless and never being able to solve anything because it's just bad advice upon more bad advice.

Please don't ruin this place by destroying the technical threads by just throwing out some random offtopic guess.

1) It doesn't help the guy asking
2) It doesn't help the thread be useful as reference
3) It really isn't respectful to the great mappers and modders that sought to make this place as a home for the mappers.

I think a number of people here like you, but don't hurt the site by hurting the quality of the reference threads with random crap shoot answers. 
Baker 
I guess you're talking about my reply from yesterday regarding particles in the Spiked QS thread. I'm well aware of my very limited knowledge but I still wanted to help if I could. I understand what you're saying though. In the future, when I have only guesses to provide instead of the answer, I'll refrain from doing that and let the big boys do the troubleshooting.
Thanks anyway for explaining things calmly instead of bashing me like some others would probably have. 
Textures From Spiral Graphics 
http://spiralgraphics.biz/packs/browse.htm

This is a collection of free seamless textures. Rick used some of them in a map of his, and his message from 2014 is the only time this collection is mentioned on the forums before (at least as far as Google knows).

Maybe you'll find something you can use. Converting to Quake tex sizes and palette might be difficult, as usual. They aren't restrictive about letting you use them.

http://spiralgraphics.biz/packs/usage_rights.htm 
Quick Poll - Mod Choices Face-Off 
1. Do you prefer Quoth gaunt lightning or AD gaunt plasma?

2. Do you prefer AD Death Guard or Quoth Death Guard?

3. Do you prefer Rogue plasmagun, Quoth plasmagun, AD plasmagun, or Zerstorer chain lightning gun?

Other answers are of course welcome. 
 
1) AD. I feel like the lightning attack should remain the signature shambler attack. Also, Quoth Night Gaunts suck big time at aiming it.
2) Not sure.
3) AD, mostly for its look that calls back to the original Doom. Chain lightning is not really in the same league, with its tactical use being so different. Also it's a little OP. 
 
1. Plasma Gaunt.

2. I really don't think those two are comparable at all.

3. Quoth Plasma Gun. 
Good Questions. 
1. Gaaaaay.

2. Bent as fuck.

3. Your mom. 
 
AD on all counts. 
None 
id1 fo lyfe 
 
https://github.com/mxgmn/WaveFunctionCollapse

I wonder if this could be used to create quake textures... say, put in a 64x64 grass or rock texture and see if it can produce a usable one that is 128 or 256 with less obvious repetition. 
Here's Another One 
Filter Forge

https://www.filterforge.com/

I titted around with this a few years ago and made some pretty great stuff. Definately worth looking at if you want to use algorithms to make textures. 
Well, That's Nifty 
 
 
I made a series of brick textures that all started from one of the Spiral Graphics images. You can see many of them in the Wish13_ screenshots at Quaketastic 
#28208 
Here's the answer.

How well does it work on higher resolution assets like grass?

In short, badly. For high res inputs you want to use not this algorithm but something like texture synthesis.

(copying the comment from HN):

"Efros' and Leung's method doesn't satisfy the (C1) condition. The closest previous work is Paul Merrel's model synthesis.

WFC and texture synthesis serve similar purposes: they produce images similar to the input image. However, the definition of what is "similar" is different in each case. If you have a high def input with noise (like realistic rocks and clouds) then you really want to to use texture synthesis methods. If you have an indexed image with few colors and you want to capture... something like the inner rules of that image and long range correlations (if you have an output of a cellular automata, for example, or a dungeon), then you want to use WFC-like methods."
 
Substance Designer Is My Weapon Of Choice 
In Substance Designer you can create nice procedural tiled textures. Here are some old tests:
Procedural bricks
Downgrade preview - Hi-res to 64x64

I'm using it currently for my Snowy WAD. Modifying original textures to be covered in a snow:
Example set
Same set but as a gradient

Nodes:
All nodes view
One texture section 
Hell Yeah 
that's rad. That snowification seems to work pretty well.

Ultimately, I'd prefer having the talent/discipline to work pixel by pixel. But I don't have that, so alternative methods like this are pretty sweet. 
Substance Abuser Is My Designation Of Choice 
Sorry... couldn't resist the wordplay. Me likey the snowy texies! 
Kingpin 
Did anybody here ever actually play Kingpin? It gets mixed reviews generally, but the GOG Back to School sale has it for $3.99

I was just debating whether to get it.

Lot's of games at good prices there. It ends sometime Sunday. 
 
Imo it's a good game. Has good atmosphere and few interesting mechanics like followers, who You can hire and they will fight by your side. Sometimes gameplay is getting too hard, but I have good memories in overall.

So... Go get it!

...and if you like cool mechanics get Messiah too. 
 
Haven't played it since then but I have fond memories of this game.

Messiah looked interesting too but I never was able to run it on any of my systems. 
Kingpin 
is a very nice game. 
Hey 
Should we create a Netradiant thread with the links provided by ww in the mapping help thread? 
 
Should we create a Netradiant thread

Yes please. Now that someone has decided to carry on developing that editor it would be nice to centralise the posts, and hopefully bring it to the developer's attention. One real obvious feature it could do with is support for valve 220 texturing. 
Ok Then 
I created a thread for NetRadiant...mind you I'm not terribly experienced with it so others please chime in with your input over there
I Just Played... 
... the Orl Maps from 2006.

Some good stuff and some err... not so good (some decidedly dodgy brushwork in a couple of places). Played on Normal and got thrashed, played on Easy and did a little better. But overall, a good romp with some difficult set pieces and some c-r-a-z-y textures.

To be honest, I simply didn't understand the Pie Room. I managed to eat them all but still got eaten myself. 
Kingpin 
I tried to get into it a few times, but always stopped right at the beginning - when you get your first gun and it feels a bit like using the pistol to fight mid-to-high-tier monsters in Doom. 
#terrafusion Quotes Out Of Context Go. 
<cardo> yes, spoiler alert: I am onetruepurple's ass skin 
Dwere 
Yeah, the first gun sucks major ass, but it gets better when you have more firepower. 
Question 
 
 
In a few different ways, Valve finished what id Software started and abandoned.

1) Good level editor - Hammer after acquiring Worldcraft
2) Taking single player story telling and taking what Quake did and extending to new heights. (Half-Life for starters, ..)
3) Taking multiplayer and extending it to new heights .. Counter-Strike ---> Team Fortress 2 ---> CSGO
4) An integrated store with user ids and built-in accounts, with options to purchase more stuff --- Steam, obv.

id Software went the other direction, boiling Quake deathmatch down to a pure "bots"/multiplayer direction ---> Quake 3 Arena.

id went to the simple route, Valve went the diverse route.

id Software is a ghost of what it could have been, Valve maximized what it could become to the limit. 
 
I think what "killed" id was really the creative loss they suffered around Quake, to be honest. Carmack drove the company in a very technical direction from that point on, and I think the real legacy since has been the technology they produced. Q3A may have been barebones, but the id tech engine for that game went on to power a good chunk of the industry, even to this day. (Call of Duty, as far as I know, is still built on top of the codebase they started with, which was id tech)

I think what's hurt them now is the expanded requirements of gaming. Competition is rougher, and engines need to do more and do it better as well. Newer id techs just don't grab as many eyeballs as they used to, and the licensed engine business has been dominated by a few core companies, none of which are id. 
Mankrip 
What was the question?

This seems like a cool article, thanks for the link. I had no idea Laidlaw had worked @id. 
#28230 
Oh, I forgot to remove the title before posting.

I couldn't formulate the question. 
 
 
 
Well, if you count infighting that cost the company Hall and Romero, it wasn't the happiest of fairy tales. 
Id Was Good At Infighting Back In The Day Of Quake And Doom 
 
@mk 
Seriously?

You can't say "small team cannot make popular game" today.

Ever heard of Minecraft?

Most popular game in recent history completely undermines your statement. 
 
I guess if id were starting today they would be an indie dev team. 
Baker 
It's not about popularity (although that helps to pay the bills). On the contrary.

It's about creating amazing ambitious innovations, with bold artistic expressions that aren't afraid of taking risks or becoming unpopular. About having a rich and strong creative vision and following it.

The infighting was a collateral effect, but they still managed to create truly inspiring things no matter what. 
"Unpopular" 
1) The early works of id Software were not works of art. Commander Keen? Wolfenstein? Doom? Quake 3?

2) They were targeted specifically to be POPULAR.
2a) Blood and guts everywhere
2b) Berserker powerup in Doom, enemy turns into bloody pulp when hit.
2c) Evil "God mode" looking powerup
2d) Nine Inch Nails sound track and NIN on health boxes? I don't claim to know much about NIN but I think they were a popular band in the 1990s.
2e) Carmack giving away his Ferrari in a tournament? He was about being cool.
2f) Quake 3 arena announcer saying cool stuff in a super-manly voice like "Excellent"?

I do not know what id Software you are talking about, but it isn't this one.

/You can make part of that argument about Quake about art, if you successfully ignore all of their early works and also ignore Quake 3 Arena.

Note: Being unpopular in business = no sales. 
Controversial, Then 
 
 
Holy fuck, I just wrote a 5 paragraph reply about this and bloody Chrome thrashed it.

Anyway. Id wasn't afraid of pissing people off. They didn't want to be "popular" as in pleasing everyone. Their games weren't bland watered down crap with hands-holding gameplay. They didn't play safe when developing their games.

Their primary goal wasn't about being popular. It was about giving excitement to people, no matter how controversial their means could be. It was about building a loyal audience with people who liked the kinds of things they were creating. This is not the same thing as trying to please everyone. 
It Was About Building A Loyal Audience... 
...people who liked the kinds of things they were creating...

Yup, that's what being popular means. 
 
"It was about building a loyal audience with people who liked the kinds of things they were creating. This is not the same thing as trying to please everyone."

Spot on. Not everyone around were gore / thrash metal / NIN fans back then nor are they today. They were definitely making games for like minded tastes. The games themselves were good which got them success despite their vibe.

They could of also gone a more clean star trek / star wars / marathon vibe but no their thing was thrash metal horror movie culture stuff, with lovecraftian stuff and dark industrial sounds later on with Quake.

After that point though they lost the aspect of creating a consistent vibe within their own "pop culture", surely due to the team breaking apart or the teams evolution of taste going separate ways.

Doom 4 is in those vibes now by design to punt on the nostalgic aspect. The teams are way too large now to have this kind of thing organically appear.

Luckily a pretty decent effort was made of it, they sure hired the right music guy, they seems to also have hired the right art guys etc etc.

And we should not forget to thank Sergeant Mark IV for Brutal Doom, without its demonstration of the popularity potential of ultraviolence in this context I don't think Doom4 would of been what it is. 
Boom! Spot-on 
 
Too Bad The Mod Itself Is So Trashy 
 
Poppycock 
Gobbledygook, Hogglewash 
Anyone Who Hates Brutal Doom Is A SJW Feminist Cuck 
 
Thought I'd Share This 
For all those who weren't completely a fan of the Quakeguy jump sound and his noisy landing. These are the "huhmp!" and "ooph!" sounds redone using the footsteps used in AD as a base:

Jump: jump.wav
Jumpland: jumpland.wav

<engages shield> <braces for flak> 
Everybody Looks At The Past 
Talk above on id's history reminded me of some of the things Carmack said in his BAFTA speech this year.

"I can remember when I was a teenager, and I was convinced that I'd missed the golden age of Apple II gaming, that I would never get to be Richard Garriott," [Carmack] told the audience.

"The opportunities I had aren't there for people today, but there are new and better ones. And, personally, I'm more excited about these than any that have come before."

Source

http://www.gamesindustry.biz/articles/2016-04-12-thank-you-for-this-honour-but-im-just-getting-started 
John Romero At GDC EU 
video

General overview of the history of id while he was there, with a few Quake bits at the end + he answers a few Q&A questions about Quake. 
I Know D4's Night Sentinels Are Their Own Thing But 
http://image.noelshack.com/fichiers/2016/40/1475744709-night-sentinel-ranger.png
I saw it too fitting since I always saw Q1's human bases as a mix between raypunk and dieselpunk, adding a mix of medieval into it just fits. 
Qmaster 
No flak, I tread over those noises too - the grunts are so annoying. 
 
I'm much more annoyed by the hard landing sound. It sounds like your bones crack a little every time. By far the most cringe-inducing sound in the entire game, and the best reminder that the Quakeguy must be in constant pain from all the injuries he sustained. 
 
Being in constant pain makes it really metal. It's part of the Quake aesthetic /s 
 
In Doom too. Come to think of it its really missing from Doom 4.

No pain sounds, no grimacing bloody portrait etc.

Weird, did they have a reason for this ?

I guess everyone needs to be a superhero like character or something. 
 
and the best reminder that the Quakeguy must be in constant pain from all the injuries he sustained

But that's what keeps him going. The indescribable, infinite pain, that continuously infuses every aspect of his body and mind. 
Like Me When I Play Marcher Fotress 
ooiOioiOiOioiio 
 
I've realized I was in a bad mood due to lack of sleep and other personal stuff. Disregard my previous comments. 
Don't Mistake Jealousy For Pain, Daz 
 
LOL Daz. 
 
Could Try Smaller Buttplug? 
 
So That's What Hardcore Gaming Is All About 
 
 
If I wore that thing you'd have to call me Cameltoe.

Jessica Jones, S01E05 
New Directors Commentary On Bioshock 
https://www.youtube.com/watch?v=37PR4B4cMyA

released with the bioshock remaster. 
#28260. 
Don't even know what that's replying to, but I agree. 
Another 44khz Shotgun Sound Test 
I Think I Broke That Site 
Probably cause it had "cock" in that filename.

This should work...
guncock.wav 
 
Probably cause it had "cock" in that filename.

haha :D 
New Q2 MOD - Strogg Empire 
Strogg Empire is an mod in development for Quake 2. Currently, aims to make Quake 2 MP more attractive to modern audience (mostly grown on the Quake 3), adding a "hit-sound" for feedback, 125 HP on respawn, a quick weapons switch, announcer and other enhancements. In addition, there is a plan to add bots and small SP campaign in celebration of the 20th Anniversary of Quake 2. In the end, it's planned to make it's own client for the mod to make possible "Project Relight" (HD lightmaps with normal mapping and specular attenuation for the whole game) which will be included with this mod at. Stay tuned!

Link: http://www.moddb.com/mods/strogg-empire 
 
Why is the rocket launcher white? 
The Graphics Are Too Good 
 
If They Wanted To Attract More Audience 
They should make the controls more like Q1's :^) 
Guncock.wav 
Lacks some punch in the beginning! 
New Q2 MOD - Strogg Empire 
Strogg Empire is an mod in development for Quake 2. Currently, aims to make Quake 2 MP more attractive to modern audience (mostly grown on the Quake 3), adding a "hit-sound" for feedback, 125 HP on respawn, a quick weapons switch and other enhancements. In addition, there is a plan to add bots and small SP campaign in celebration of the 20th Anniversary of Quake 2. In the end, it's planned to make it's own client for the mod and base game to make possible "Project Relight" (HD lightmaps with normal mapping and specular attenuation for the whole game) which could be included with this mod. Stay tuned!

Link: http://www.moddb.com/mods/strogg-empire 
Quick Question. 
What features does this in-development mod actually include?? 
 
Well, looks like the announcer was dropped today! 
 
I wonder if most multi-player mods that go for non-realism sort-of end up being a carbon copy of quake 3 inherently. I mean, that game had a shit tonne of polish and logevity.

The draw to do "what x game did" is pretty strong.

I've been thinking of how I would implement a mp mod based on the noir mapjam theme and all I can think of is a TF / overwatch like game. Kinda sad. 
 
When it comes to design archetypes that work, it's really pretty limited on the macro scale. Even moreso in multiplayer, where it needs to be fun for all players rather than 1 player.

If I were to make a noir multiplayer mod, it'd be VIP, which is a rarely-done mode. One team has a player they need to protect, like a crime boss or dame or something, and the other team has to try and fight their way to them and take them down. I think that could be pretty fun, I don't know about a good fit for Quake though... 
 
Early cs did it pretty well... It isn't used these days, at least not officially I think. 
 
The only game i know of right now with a VIP mode is Insurgency. I've never tried it though. 
Strogg Empire Q2 
Heh, seems like that message was posted twice. :P Only God knows why it wasn't posted to news section, seems I'm too new to this board and don't understand a lot.

The mod started from trying to convince my old friend to play some Quake 2 after a few matches of Warsow. It ended not too fun for him, mainly because "the game feels really old, the Times of Quake 2 in the past, I guess". So just from curiosity, I've grabbed source of OpenFFA and made some changes to make it more friendly to someone who grown on Quake 3, without touching main aspects too much. Then I just found myself lost in having fun with sources of Quake 2. So I thought that it would be great companion mod for another project I'm working on - Project Relight For Q2 (Rebuild of lighting in base game and missionpacks with custom made from scratch lightmap compiler, TBA).

Currently from plans for MP part:
* Better feedback with player, which includes "hit-sounds" and announcer (both messages and sounds
* 125 initial HP to prevent rail spam on respawn points
* Fast weapon switch to make overall feeling of faster game flow
* Integration of other game modes, like TDM, CA, DUEL, CTF, FT in one place
* Integration of 3zb2 bots 
Okay. 
So what does it currently feature?? 
The Problem With 
125 initial HP to prevent rail spam on respawn points

is one of map design, not game mechanics. 
Current State 
First pre-alpha build:

* Better feedback with player, which includes "hit-sounds" and announcer (some messages, alpha version)
* 125 initial HP to prevent rail spam on respawn points
* Fast weapon switch to make overall feeling of faster game flow 
Cheers. 
That's useful. That's also not really enough content for a news item, News being usually for full and final maps / episodes / mods / engines / mapping tools etc. You might find the Screenshots And Betas thread useful though. 
Beta, Exactly 
Thanks, betas would useful for sure! I might post from time to time there about mod and my lighting tool. 
 
Dunno if it was done before, but I just whacked together a QS-compatible version of EpiQuake for myself, and thought that maybe someone will find it useful.

https://drive.google.com/open?id=0B9DxOfPvG2G1ajIxRFN5X3NoeEk

EpiQuake is: http://www.moddb.com/mods/epiquake 
If You Want To Prevent Railgun Spam 
Simply decrease the railgun's damage from 120 to 80, like QL did, as well as reducing its hitbox, so that it's still a heavy hitter rewarding on precision without being OP. 
Rail 
Yeah, first time I saw it in CPMA. Warsow even made it 75, but reload time was reduced around 0.25 seconds, I haven't looked at code, but it feels like 1.25s instead of 1.5s. 100 points of damage is some kind of sign of Quake 2, it's just annoying when someone just abusing spawn points, it may be alright in FFA, but highly unfair in DUEL. You still can do classic RG -> SG/SSG/MG combo to finish your opponent, but that requires little bit more reflex to do it right, read skill. 
OTTT But Latest Blah: 
 
Nice! A bit colorful IMHO (green sword?!) but very well done. 
 
Shambler: looks amazing as ever.

Muwump: Believe me, the colour palette is very, very restrained for the miniature in question. You should see what rainbow-vomit colours people were painting Tzeentch warriors in the 90s. 
 
I had to look up Tzeentch. Yeah, I'm not very familiar with the Warhammer universe but from what I've seen along the years, it seems pretty colorful in general. 
Awesome 
The blue reminds me of shovel knight 
Very Cool Shambler! 
 
Cheers Guys. 
The sword is supposed to be some magical warpstone-infused chaos crystal shit, so that's why it's green.

Yeah Tzeentch is pretty colourful, that's why I like painting 'em.... 
I Have A Night Goblin Army 
It's barely painted at all, I bought it years ago.

Squigs are awesome. 
Looks Good 
but i can't see it colorful at all like others, more like the opposite, even the blue in the armour is quite greyish.

What i don't like is the miniature itself being used for Tzeentch, i can't even see it for more than Khorne or Chaos Undivided. Maybe could work for Nurgle with a bit of green/turquoise over what you did, but not for the other two gods. But you did a good work on using the paint to make it at least resemble Tzeentch so congrats for that. 
Coce. 
It is, by default, a Khorne miniature: https://www.games-workshop.com/en-GB/Slaughterpriest-with-Hackblade-and-Wrath-hammer - I just chose to paint it Tzeentch to demonstrate some techniques to a friend of mine who really likes Tzeentch colours. 
 
Oblivion had weapons that were an even brighter shade of green than that. 
 
I haven't been very far in Oblivion yet. It's been a while since I haven't touched it (been playing Quake exclusively since the first trailer for Doom 2016 came out) but I'll get back into it someday full time. I made a cool female dark elf with almost pitch black skin and a white mohawk, she looks badass! Haven't seen that kind of weapon yet. 
Oh. OK 
Looked around a bit and it seemed to be a generic one, so i assumed, wrongly. 
 
Dat feel when no PC.

My main laptop's PSU died and I can't wait to test the latest code changes. Damn anxiety.

And I'm not sure if a repair shop will be enough to fix the PSU, or if I'll have to buy a new one. 
 
Forget that. It's actually the laptop itself. 
 
can you salvage the disk? 
 
The disk is fine, I guess. What happens is that the laptop isn't pulling power from the PSU, and I only noticed any problems when the battery was already depleted. Given my luck, I won't find anyone who can fix it in this city. 
That Sucks 
Hopefully you'll be able to get back up and running soon. It's never fun when a computer dies on you :/

How old is the laptop? I'm guessing it's outside its warranty... 
Pritchard 
It's a second-hand Dell N5110, with a Core i5 CPU. No warranty.

For now, I'm using an older Core 2 Duo PC to test my code changes. Its performance in 1280*960 is similar to the i5 in full HD. 
Mankrip 
run it in software mode for higher fra...

oh wait.

=P 
LOL 
 
Six On Func_msgboard 
Posted by NumberSix [108.39.189.136] on 2016/10/15 00:56:41
Hello func_msgboard members!

I just did a full synopsis here: http://quakeone.com/forums/quake-talk/quake-central/29-introduce-yourself-thread-22.html#post168801

I have decided to kick my development up a couple notches with: https://www.patreon.com/six_gaming

To that end I am investing more time on forums and such.

The Main project: "Anode X" an open world puzzle / adventure game

I have a lot of quake experience over the last 20 years, so I will frequently respond in that area.

If you have quake-c questions, I often answer them, and these are the best places to post: http://www.moddb.com/groups/qc/forum/board/hard-code
https://sourceforge.net/p/quake-c/mailman/quake-c-users/
(you have to sign up for both)

Game on everyone! 
Whining 
Howdy. Just an update on the experiment I was doing with quinstance tool. After putting together a large greybox of what should be just a section of a water station level, I got sick of it. What to do? After jam6 and a deathmatch level I'm growing a graveyard of unfinished stuff again. Lots of ideas, not enough life. 
True 
Lots of ideas, not enough life. 
 
Adib.

Be guided by your vision, not by your ideas. 
Flat 
To paraphrase Willem: For the record, I agree that people aren't your friends. They aren't even to be trusted, really. 
 
I seem to be on an ipv6 network, checking out of curiosity to see what happens here ... 
Does This Thing Have A News Thread? 
https://www.quaddicted.com/reviews/dopa.html

because it's really awesome so far. 
 
WHAT IF Quake 1 Was A Children's Book? 
#28321 
Quake's Ranger looks like Trent Reznor in that. 
Mission 64 (Q2 N64 -> PC Recreation Attempt) 
 
Does Anyone Mind Me Using Their Mod In My Mod? 
I'll of course have you in the credits and readme. 
 
I think that would have to be more specific... Like, "Do you mind me using your custom models in my mod?" vs. "Do you mind me using your QC in my mod?" Etc.

Also it'd probably be better to ask authors directly rather than so vaguely... 
Idea For The Engine Devs 
for the injector it would be very nice to know if a map was completed, how long it was played, etc. As a player this would be VERY useful (so I can remember if I still need to hunt for secrets, or if I completed a map).

- Could you image writing a file like id1/stats/e1m1.info that saves this content?
- Would it be possible to have it standardized between engines? Ideally it would be really simple and maybe extendable. I'm thinking json/yaml with a few mandatory fields/formats. Or just key=value? 
 
"Steal" it from the allocated memory! :O 
It Was A Very Specific Question For What I'm Doing...well Almost Done. 
 
 
sounds like a cool idea, would definitely benefit from standardization.

Also need to make sure mods/replacements/new versions are treated properly.

For example, id1/e1m1.info should not apply to mymod/e1m1.bsp

Also, if you get a new version of the map with the same filename (people often release bug-fixed versions), should it wipe the stats? 
 
Megaman can code. Should just get his hands dirty and make one that does it.

Someone that can code in Java would be able to code in C, after some initial difficulty.

If you decide to do this, hook into PF_changelevel in pr_cmds.c and you can easily capture end of map data like cl.stats[STAT_SECRETS] and cl.stats[STAT_TOTALSECRETS] and the time and such. 
 
reading client state from the server's code? tut tut... some people have no respect for dedicated servers and latency!

but yeah, something like that would be nice.
biggest issue is that the quake injector isn't JUST maps. 
 
Admittedly I don't know what the code would look like in a Quakeworld engine (the FTE perspective), but in a regular Quake engine that is handled like this ...

// If client state is connected, then isn't dedicated server
// sv.name is the map name
if (svs.maxclients == 1 && cls.state == ca_connected)
{
FILE *f = fopen (va ("%s/%s.info", com_gamedir, sv.name), "rb"));

// write stats
// ...
A Quick N00b Question 
Occasionally in the Quake forums, I stumble upon the HOM acronym. What does it mean? I've tried googling it but "hand over mouth" or "hit or miss" don't exactly fit the context... 
HOM 
It stands for "Hitler Over Mussolini" - which means...when you have the option of two terrible choices, take the worst one because fuck it, when you're that screwed you may as well just roll with the madness. 
 
Thanks, Eric 
 
About 10 Seconds In... 
 
Ha ha, awesome! It looks like a trippy music video from the 70's... 
And The Most Informative Thread Goes To: 
Dusk
Posted by [212.21.66.6] on 2016/10/21 02:56:30

Have you hear of the game Dusk 
 
I was wondering if it would manage to exist or not. Guess not. 
Buoyancy Assist Harness For A Disabled Goldfish 
Well. 
That's made my morning. 
Re: Quake Map Status 
I'm a c++ coder, but engine code would require hours of investigating for me to do it properly :/

Should I propose a standard, with all your good comments in mind?

Is it easy to hash something? Would solve the problem with different versions. 
 
I'd pretty much tell you exactly how to do anything you needed, and I don't speak for anyone else but there are 6-7 others here that seem to be willing to help with engine coding stuff too. Didn't metlslime seem intrigued too?

But if you aren't empowered yourself to fiddle with it yourself, a stats project is all about the fine tuning.

Really if you are going to do something like that, you've gotta be doing it yourself if you actually want to get done. 
 
https://www.reddit.com/r/Doom/comments/59jhwg/a_snapmap_made_entirely_out_of_geomatry_by_request/

So snapmap is slowly becoming a little bit more usefull (its way off still, I know, but)...anyone of the talented folk here had the desire to dig in yet ? 
 
How 2k Killed Irrational 
Guess Who's Back? 
Killpixel 
interesting read, thanks for the link. 
You're Welcome 
I found it interesting too 
Heh 
Titanfall 2 Uses Heavily Modded Source Engine 
 
I Will Say Something... 
Titanfall2 looks fucking amazing. Even if it's Call Of Mechs. 
 
Been hearing a lot of good things about Titanfall 2. 
Tile Based 3d Tool 
 
I was reading the recent discussion about the next map jam in the screenshots thread and since people have been so kindly asked to "shut the fuck up", I'm giving my input here instead:

1) How about an Explore Jam 2, with a little more content than 2 short maps this time? But...
2) I agree with Shamblernaut that it shouldn't happen right away. Let people have the time to work on their personal projects in-between jams. I think one every 4 or 6 months is a good ratio. 
 
Is it just me or is everything about jams around here in recent months? 
Huh? 
What's wrong with a popular topic around here being about Quake community mapping events? 
 
Nothing. Just don't forget to keep some individual mapping going. 
Lead By Example, Mang 
 
You Show Me Yours... 
;) 
Titanfall 2 Network 
search for #TF tag and join, it's public. 
Ah Okay 
Judging by recent screenshots, I think there are plenty of individual maps in the works! 
#28356 
It does look pretty funky. Thanks. 
I Think The General Conclusion Of This Discussion Is.... 
NEGKE GO MAP. 
Sup Guys 
does anyone have an animated conveyor belt texture? 
 
Maybe check Quake 2 textures? I remember reading that it used some. 
Word Up 
Friendly reminder that if a map jam theme and dates are decided please send me all info and media so I can make a video promotion for you, thx! 
Conveyor Belt Texture 
I do.

Qmaster's Collection"

+0GRATECONVTEK, in quake_part3.wad. Can't remember where I found it ir maybe I made it myself.

Tips:
Conveyor animated texture is choppy but you might try: "High FPS Texture Animations (Preach)"

An alternative is to use custents which has a conveyor of sorts using multiple trains linked but they have the problem of z-fighting eachother due to ltime discrepancies causing them to get out of sequence and overlap.

The best method is to use my qrobot.qc package with its func_robot_controller to sync multiple "robots"....BUT OH WAIT, I didn't ever release it, and I never did test the conveyor belt idea I had planned...I was waiting to finish that map I've been working on forever that uses them in a clever way. 
Qmaster 
You're a champ, thanks man :) 
Four Player Quake Support 
Four Player in FitzQuake Mark V - YouTube Video

Should be standard engine feature in a few weeks. It's very prototype at the moment.

/Fifth is largely to blame. 
Baker 
It strikes me that if you're going to add four "sessions" in a single engine, it would be the prime time to add multi-threading to the engine. 
Why Multithreading? 
 
 
Because at the moment (at least in QS) most of the processing in the engine happens within a single rendering loop.

Somebody can correct me if I'm wrong, but if all the "clients" are being processed under the one thread and one slows down, it will effect the others. Whereas if each "client" has its own thread it shouldn't be affected by the performance of the others.

And the frame rate on that video is atrocious =P 
 
opengl doesn't really support threading. as such, drawing each seat in a different thread isn't practical, and threading the rest of the engine would be a nightmare too. 
Heh TIL 
I'm a little surprised since opengl has been around forever, thanks spike 
 
its been around a while, but it also has far too much state to track+sync.
d3d11 has limited multithreading, in that you can at least queue calls from another thread, but vulkan/d3d12 are what you need for proper threading support (multiple device queues mean that even the gpu can safely 'thread' the rendering).
Whereas older apis would need too many locks.

regarding the rest of the engine, multithreading and globals are basically mutually incompatible... and quake just LOVES its globals...
A couple of engines have moved audio mixing off into another thread. FTE has moved various resource loading into worker threads too. Doing such things requires fixing all sorts of things, like console prints, cvar accesses, anything that might interact with simultaneous console commands, etc. Its not fun, which is why I've not tried to properly thread fte's vulkan renderer even though it'd probably be a nice speedup. 
Readmes 
I've been making a mod and am about done with features and coding. Need to document it all. What's the best kind of readme?

Some mods use html with pictures, others use simple txt, some both. 
 
http://imgur.com/a/PoerM

A glimpse into where "Muk" came from aside from Pokemon. :)

Qmaster: Id say whatever you feel is going to lead to a further understanding of the material. Id bet some things would be fine with simple text explanations, whereas some things might need a screenshot or two to get the idea.

that being, said Im unaware to the extent of your mod.

bit basic, but i didnt wanna ignore ya. 
#28379 
If you are willing to put in the time to learn it, Pandoc is a great option. You can write your documentation in Markdown, which is a simple markup language with example and documentation all over the web. It can convert Markdown documents to .docx, HTML, LaTeX and various other forms--even plain text files. Markdown by itself is also quite readable.

http://pandoc.org/

Note that one of the demos on the site allows you to try Pandoc online.

Installing and setting up the LaTeX backend so you can create PDFs is a bit of a pain on Windows. You don't need to do it if you don't need that particular output format, though. 
Also A Comment On Pictures 
Additional comment on the pictures. If you add pictures to the documentation, it allows people to learn what the various features are while playing the mod. For example, you only learn what the names of monsters are if they kill you in stock Quake at least, and other interactive objects rarely tell you their names either. And they can look stuff up they've seen in game much more easily.

Most mappers would probably just open their editors or the source files and look at them when they want to learn what the various mod features from the docs look like. That means the pictures aren't that important, but they are a nice addition. 
TB's Manual Is Generated With Pandoc 
So +1 for pandoc. asciidoctor is also very good and adhoc has a more expressive syntax than markdown. 
Map Process 
Working on my map, starting to lay down basic textures and minor brush details and I have to say what a difference it makes. Although I could visualize what I plan to make from the grey boxing, it really helped me appreciate what I am trying to create after seeing it in partially complete form.

I know there has been older threads on this but general abuse...meh.

For people currently working on maps, do you grey box entirely first? Texture as you go? Light as you go...or even fully detail as you go? 
 
I go room by room. I wouldn't call my results necessarily full detail/lighting when I finish an area, as I do sometimes go back and make revisions, but I have found in the past that greyboxing too far ahead can be very painful when things need to change to work hoe you really want.

Much better to run into issues in small sections than with sn entire map when one little hallway is too short/long to fit a texture properly. 
I Usually... 
Detail as I go, stream of consciousness mapping. I plan out a rough idea for the map in my head or even a napkin sketch but then just let creativity take over and have fun with it as I go. My maps aren't typically that coherent as a result but each area is typically well contained and, I hope, fun. Keep it fun. Go map. 
Bloughsburgh: 
check out these threads for discussion of mapping technique: (feel free to add to them too)

http://celephais.net/board/view_thread.php?id=61057
http://celephais.net/board/view_thread.php?id=60554 
And This One Too: 
 
I rarely have the slightest idea of what I'll end up with at first. I often start with placing both the beginning and ending at once. The next thing is to fill in the middle part.

I sometimes have the exit/ending visible from the start position. If not, then at least have the first goal in sight. Getting to it being the trick.

Always I have built solid and error free from the beginning, none of this plugging the leaks later nonsense.

Texture and lighting as it goes, but often just a guess at first, knowing it will get tweaked and adjusted as the map progresses. Rooms, areas, and brushes will get rearranged and changed many times. 
Changed Many Times 
I struggle with going back and removing or rearranging what I have, feels like taking a nice painting and scribbling crayon all overit, just seems wrong though it probably ends up making the map better in the long haul. 
Donald Trump 
Is now the most powerful person in America.

I....I...never asked for this. 
 
Remember: the GEP gun takedown is the most silent takedown.

deus ex theme plays in the distance (the good one) 
Mapping Process 
Thanks metlslime, I will have a look at those threads. I knew there were some floating around.

I am starting to think "going as you go" may be the best approach because now that I have fully invested on doing that (Even though I have large greybox to currently work with) I find I can appreciate my map as I see it truly being from concept to releasable material.

If this conversation continues on, I'll try to sway it towards one of the existing threads. 
Mapping Process 
Thanks metlslime, I will have a look at those threads. I knew there were some floating around.

I am starting to think "going as you go" may be the best approach because now that I have fully invested on doing that (Even though I have large greybox to currently work with) I find I can appreciate my map as I see it truly being from concept to releasable material.

If this conversation continues on, I'll try to sway it towards one of the existing threads. 
Mapping Process 
Thanks metlslime, I will have a look at those threads. I knew there were some floating around.

I am starting to think "going as you go" may be the best approach because now that I have fully invested on doing that (Even though I have large greybox to currently work with) I find I can appreciate my map as I see it truly being from concept to releasable material.

If this conversation continues on, I'll try to sway it towards one of the existing threads. 
Mapping Process 
Thanks metlslime, I will have a look at those threads. I knew there were some floating around.

I am starting to think "going as you go" may be the best approach because now that I have fully invested on doing that (Even though I have large greybox to currently work with) I find I can appreciate my map as I see it truly being from concept to releasable material.

If this conversation continues on, I'll try to sway it towards one of the existing threads. 
Cute 
Cute spy.

Anyway, no idea know why that happened...clicked submit once. O_o 
 
Must be the Brexit effect x3... 
 
In case some of you have no idea what I meant, it was a reference to something Quackshot (I mean Trump) has said. 
7 New Posts Of Which Only 1 Holds Value. 
Well played everyone. 
Here's One More! 
 
Salt? 
 
Welcome To Canada (and Mexico), Poor US Citizens ! 
USA is now doomed. Trump will destroy America. 
Thank You 
for your bottomless political insight that everyone on this message board about Quake needed to read. 
PSA For General Abuse 
"Talk about anything in here"

;) 
I Had An Excellent Poop Today 
 
It Was A 4 At Best. 
 
So 
Does any of the 28K+ posts in this thread explain who's abusing the general? 
General Abuse 
This election was the psychic and legislative instatiation of an ongoing assault on the imagination of a shared (inter)national fabric - of discourse *and* of bodies. 
 
Does any of the 28K+ posts in this thread explain who's abusing the general?
You got it wrong! Abuse is the name of the general, like Doctor Strangelove: General Abuse. 
Is It Kinn's Secret Identity 
 
PANTMAN 
 
Abuse 
Was a pretty fun 2D sidescroller back in the day. Dang mutants scared the crap outta me back when I was like 10. That napalm gun though, hooboy! 
 
Never played it but I just googled it and I do remember the cover artwork. Never was a big fan of this type of games, except for Contra (very fun in coop) and Shinobi (because ninja). 
Abuse 
Is pretty cool. Gets ridiculously hard in the later levels. 
QME 3.1 
Someone recently asked about QME sans the installer. Here it is: qME31full.zip 
Pak Vs Loose 
Mod packaging question. Which is better, to use pak files or have everything loose in folders? 
Fun Fact 
The list of comments on the Quaddicted page for Arcane Dimensions became taller than the list of files in the mod only about a month ago.

Just a neutral observation. 
 
...which reminds me I still have to play AD_skanky a.k.a. Froggy Frogbosom :p and complete my reviews, preferably before 1.5 comes out, thus adding yet another comment. Been sidetracked. Hmffff... playing Quake is a lot of work! 
Pak Vs Loose 
theres no particularly difference between pak and whatever loose , if your mod contains a lot of sounds, mdls and all that shite(sorry) , just stick with pak 
Ad Comment Count 
I'm sure sock has been hard at work to ensure AD 1.5's filecount will outpace the comments, at least for the next few months. 
 
.Pak was only useful to id as very minor form of copyright protection. It serves no purpose whatsoever in Quake mods in 2016. All it does is make patching your mod more bothersome, and annoys end users who might modify your mod on their own harddrive.

Put all your stuff in a .zip file with proper directories and ship it. 
Paks - The Cynical Response 
yup, shove it all in a zip, rename it to pk3, and then call it done. the user doesn't even have to decompress anything! assuming the engine supports it.

pk3s or paks are handy with engines that can download them - especially if you want you .lit files to be downloaded at the same time.
but hey, screw coop+deathmatch and/or decent engines and just fill up their harddrive with a thousand more files with which to bog down windows' shitty filesystem even more.

that said, .pk3 don't work in every engine, and .pak tools suck (including for the mythical people that actually care enough to try hacking/breaking your creation).

Hilarity always ensues when files inside different packages conflict, so lets just put another z infront of the filename, that'll fix it! On the other hand, loose files are easier to diagnose, and easier to corrupt too.

whatever you do has downsides, so just do whatever the hell you personally prefer for other modders to do, and hopefully the people who like you mod will hope your other preferences too.

I personally favour packages over loose, but then I can get away with pk3s for the junk that I package, and you probably can't. 
Pak Vs Loose. 
Pretty much the same-titled discussion my arse has the morning after the previous night's curry. 
 
Whatever you choose, don't put config files in packs; specially autoexec.cfg and config.cfg. 
I Think 
I'll keep it loose, ya know. Free spirited and easily accessible. 
Shambler 
I prefer the term "soft Brexit" to describe early morning curry evacuations. 
@shambler Or Nitin Or Other Moderator 
A bit crazy to have 2 threads open about basically same thing.

Whenever it is convenient, could someone close the oldMark V thread at

http://celephais.net/board/view_thread.php?id=60831

A bit crazy have 2 new posts in 2 different threads. 
 
Thanks! 
Retro Jam 5 Is Out Like The Wind! 
A brand new, Wind Tunnels themed, retro jam map pack release! But what even is a retro jam?

(...) the original Quake maps still look great in 2016, and the vague idea behind retro jams is to recreate their simplistic beauty.

Featuring maps by Breezeep, Bloughsburgh, ItEndsWithTens, NewHouse, QMaster, Shamblernaut, and a mysterious special guest star!!!

Screenshot gallery
Download (5.96 MB) 
My God 
Now this is exciting...not worthy of a release thread? 
 
it is, OTP just got impatient 
It's 2 Am Here 
Thanks for approval metl! 
Doom On The MacBook Pro Touch Bar 
Best Use Of That Thing So Far. 
 
Quake On The Sega Saturn Analysis 
Map Stalling 
Qmaster's Projects:
======================

Standalone Releases:
----------------------
QMA1. Tech/Base Style Level. Very large interconnected and exploratory underground cave base/factory. My largest level yet and only halfway to where I want it. Off an on project for the past 4-5 years. Motivation comes and goes in spurts of tech goodness.

QMA2. Random mishmash of styles. Getting to the point that the indivual sections (which were originally the starts of other maps whose theme and small areas I didn't have motivation to expand on) aren't very good by todays standards, set by AD of course. As such I'm less and less interested in working on this icky mess of a map. Suggestions?

Mods:
------
QMA3. Keep. Old knave mod that's technically finished though it never ended up what I wanted it to be. Not sure if I should release it since the underlying mod is technically still WIP. Not sure if I should renane the mappack and keep Keep as the mod name either. Suggestions?

QMA4. The Quake 2 Project That is Yet To Be Named. This is my long planned game to create a sequel for Quake, something which no one has made yet. It saddens me that there has never been a sequel to Quake. AD however is a sequel in its own right and gave me the idea to instead of developing this massive project from scratch later on in life in another engine after to instead start creating this with AD as a base. The stylized look is imo much better than any more realistic games and lends itself to more interesting art. 
Qmaster 
QMA2. Suggestions? Have you tried Ubiquitous' first release, Infernal Ascent? That's a prime example of mixed-style done right. It could serve as inspiration. Also, you could consider a collaboration with another mapper. 
Installing Q1 On A Win98/3dfx Voodoo2 Machine? 
Hey guys, I have this guy at Quaddicted asking about installing Quake on the antique system mentioned in the title. Is there a modern engine that can support that or is he stuck with old GLQuake?

Here's the thread if you want to reply to him directly: http://www.quaddicted.com/forum/viewtopic.php?pid=1994 
 
Fitzquake theoretically could do it but there's a good chance that I broke something since I never had such a system to test on. 
Errr. 
" aren't very good by todays standards, set by AD of course."

Nah mate. AD is great, but you can still make very good maps that don't reach that standard. 
 
aren't very good by todays standards

Forget about what is considered an standard by the community, just map what you want. Not going by what you like the most is the second reason for map stalling (first is going for too grandiose ideas). 
Q1win98/vodoo2 
@-mugw I would reply if the link made any sense to your comment.

As it doesn't I can only say I have a win98 computer with a vodoo2 on which I can play Quake1. I had to install the very weird GL-Open filter that immediatly started complaining about its insecurity for the net. As I have computers that are stand alone and not connekted to the net I can safely play.

There's only one thing that bothered me the most and that is that the quality of the screen tends to the nasty yellow Q2 gamma, which I don't like at all. It may be vodoo2, but there's nothing that makes it feel better like Tombraider or Unreal.

I think the reason is, that Quake hasn't the same catch for the colourfilters, so anyway, if I had to choose it would still be Fitzquake above Vodoo2 on win98. 
Madfox 
The issue discussed starts at post #9 in the thread I've linked. Previous posts are unrelated. I probably should've mentioned that, sorry. 
There's Still Hope For You Skacky. 
 
 
Non 
;) 
Non 
;) 
Heh! 
But really, it's as if we were constantly portraying Americans with a Bible in one hand, a Colt in the other and shouting "yeehaa!" to some country music. I can assure you it gets old pretty fast... 
Every Single Stereotype Ever Conceived In The History Of Mankind Is Tr 
ue 
 
I am so triggered right now. 
Czg 
I don't disagree with this statement but any culture is so much more than its stereotypes. 
Also... 
Stereotypes have a tendency to stick around while the culture has moved on. For instance, you don't hear much accordion in french culture anymore. 
Omelette Du Fromage! Omelette Du Fromage! 
 
That Would Be "omelette Au Fromage" 
Omelette with cheese, not omelette of the cheese... ;) 
 
I just added steam to steam as a non-steam game so I could play steam while playing steam.

...I was bored. 
Yo Dawg 
 
 
I just had a good chuckle over my early internet days.

I thought Methodus Toolz was sooooo legit.

I also remember thinking I was hot shit for being able to play sounds in AOL Chatrooms. I'd always play this one called "tongue". I cant remember what it played though :( 
Vertex Edit Vs Clipping 
(Using JACK) For some reason I almost always clip the ends of brushes to make them angular even though vertex mode takes one less motion.

I probably do it in the same amount of time either way. You know, I tend to dislike vertex mode. Maybe that's why I struggle to grasp Trenchbroom. I pretty much clip and stretch everything and duplicate brushes like crazy...I mean I so rarely add a new brush from scratch. Perhaps I just need to look up how to duplicate a brush while dragging it in TB.

Just thinking. 
 
TB has clip, in case you didn't know. Press C and draw a line with 2-3 points.
And I'm pretty sure it's ctrl+right click on a selected brush to duplicate+drag.

Vertex mode is alright, but I also find myself preferring clip when I'm angling brushes. At least for simple operations, that is. When I'm "trisouping" or whatever it's called I use vertex mode, even if all the little points can be a bit hard to make out from one another...

Eeek! 
 
even if all the little points can be a bit hard to make out from one another...
Yeah, TB would greatly benefit from an option to hide non-visible vertices. Feel like making it a feature request? 
 
both ctrl + left and ctrl + right duplicate a brush, just tried it out.

The strength in TBs clipping is using 3 points. 
Oops, Used The B Tag Instead Of Q... 
 
 
"Toggle Unselected Vertices" has been something Ive wanted to suggest as well.

I wanted to include "Toggle Tint on Selected Brushes/Faces" at the same time cause theyd be used in conjuction with one another. Youd wanna turn off the tint AND unselected vertices for the most benefit whole moving vertices.

"Toggle Tint on Selected Brushes/Faces" would be really good for working with textures, as well.

When the toggle is turn off, the brush(es), when the mouse either hovers or moves off the selected brushes, would be given the Red Edges as seen in "Show Edges".

Sleep seems a bit backed up at the moment so I've left it on the back burner. Lots of other important stuff to sort out first. 
 
Realized how poorly that was worded:

When the toggle is turn off, the selected brush(es) would be given the Red Edges as seen in "Show Edges", when the mouse either hovers over or moves the cursor off the selected brushes. 
Exaggerated Example 
Here's what I would normally be looking at, rather than that image, since TB will hide edge verts if you select a corner and vice-versa. Not as bad, but still not great.

Hiding any more verts is problematic, unfortunately. Perhaps an option to cull/occlude ones that belong to brushes that are obscured from view, but that seems like a lot of work/processing to get that improvement.
And it would have to be an optional toggle, for that one guy who really wants to drag a vert on the opposite side to where his camera is for some damned reason... 
 
Perhaps "Only Show Verts of Brushes Under Mouse" or something like that. 
 
And it would have to be an optional toggle
Of course, that's what I meant by "option". We should be able to switch it on/off at will. 
 
Worldcraft would let you move verts around anyway you wanted. You could make an invalid brush, and if you did it was your fault. I found it pretty easy to use.

Radiant does some kind of constant checking to prevent invalid brushes, which tends to make vertex editing a pain. Sometimes to get from a to c, you have to go thru b, and if b isn't a valid brush Radiant auto-corrects. I finally had to switch to mostly clipping for odd shaped brushes. 
Struggling 
I'm trying to think of what shape you'd be trying to build if you had to temporarily make an invalid brush to do it. I'd love to read/see an example. 
 
You have a shape with 12 verts. You manually move each vert, one by one. Maybe when you move one, you need to move 3 more for it to be a valid vert. It's not like you need to compile the map every time you move one.

It's like pants. You are supposed to either have pants on or off.

Yet to do either, you have to put your pants on 1 leg at a time to reach that state.

If you were disallowed from ever having your pants in an invalid state, how would you get them on or off? 
 
It's like pants. You are supposed to either have pants on or off.

Yet to do either, you have to put your pants on 1 leg at a time to reach that state.

If you were disallowed from ever having your pants in an invalid state, how would you get them on or off?


http://i.imgur.com/inVz20S.gifv 
Vertex 
I use Vertex mode for making angled rafters and such. I just find it quicker to do with the same effect. I never really used the 3-point clip tool (I use 2 point a ton however) and I feel like I am missing out on it. I did however discover the power of TB2's brush tool and it's incredible.

Anyone have an example of what they created with the 3-point clip tool? Also, I suppose we can move this to the TB thread if this keeps active. 
Continued In TB Thread 
 
 
Anytime you move one of the vertexes off the plane of a brush face (defined by 4 or more) the brush becomes invalid and when the editor "fixes" it automatically it's rarely what you actually want.

Looking down on a box (or truncated pyramid) and changing the slope of the sides by moving one vertex at a time is an example. 
 
in JACK using the split face and triangulate options fixes most of those irregularities and allows you to have more "complex" geometry.

I've been able to get some nice rock faces using these methods. 
JACK 
Also supports a "rock" primitive. 
 
yeah, but that isn't much good for cliff faces is it? 
Soooo... 
it looks like the lightning gun is now real ;)

https://www.youtube.com/watch?v=_fTC_Ud_k3U 
Ooh, Me Wants One For Xmas! 
 
FPS VR 
Not Sure About That 
Seems like it would be more of a pain to setup than the Omni because you have to have something dangle from the ceiling.

https://www.youtube.com/user/VirtuixOmni/videos 
 
Not to mention that it looks super likely that you'll trip up and fall over, trashing it within a few minutes of using it. 
No Pain = No Gain 
 
QUAKE 
Big up Gotshun and all the RetroJam5 entrants for injecting some fresh new / old Quake into the system recently. I've really enjoyed the simplicity of semi-vanilla Quake without having to dick around with multiple mods, specific engines, shit pixellated .rc files and stuff, and get on and just smash monsters and hunt for secrets.

Keep it going guys. 
Cheers Shambler 
 
Sheer Charmbler. 
 
 
This might be born from my ignorance of QuakeC and coding in genral but, I had an idea. Mind you, I've never done any coding or programming, unless you count batch scripts(which no one does).

Demos stop recording upon death. Thatll likely always be the case. BUT, is it possible to allow the "record" cvar to accept some sort of variable to make sequential demo files?

for example - "record %mapname%"

whenever you use that bind or command it saves it as the mapname+the next number in sequence. (ie ad_necrokeep01, ad_necrokeep02...)

The idea is for something to combine with ones "Load Quicksave" bind to allow for single button save loading and recording of a demo.

again,Ive no experience in coding, so this idea might be a little ignorant.

hell something on this order might already be possible? 
Quake Wiki 
my first guess.., Demo_tools

It's not specific, but I remember there being a smart demo editor,
can't come up with a name. 
 
Bloughsburgh linked me http://web.comhem.se/bjp/convdem.zip on twitter. Might be what youre thinking of.

Most of those just combine demos into one file. Theyd be useful after using my idea, tho. 
And 
if you're serious about it, I have this small compiling program, release 2003.

dem2mpg is a converter that reads quake demo's and turns them into mpg. Delte the last .gz and unrar the tar file
 
Mark V has an autodemo feature that automatically records demos with a sequential number. I think they're limited to 3 though, and the 4th recording overwrites the 1st one. 
 
The goal here is to have a single key bind that does two things:

Loads a quick save
starts recording a demo

the demo filename would be based on the .bsp name. Normally Quake overwrites .dem of the same name. Id like for it to create a new file by appending a number to the end of the filename.

Once the user finishes the map, THEN they would use any of the other various demo tools available to combine them. 
Thanks Mugwump 
Ill look into that. 
 
triple post, sorry.

the single key bind idea wont be feasible, im guessing.

at the very least, itd be nice to bind record and it create filenames based on the mapname/.bsp name and appends a number(or date or time or anything) if theres multiples. 
 
JoeQuake does something like that. 
@mukor 
Depending on what you are record, you better make sure the demo tools actually can work on it first.

Demo tools were designed for protocol 15 (original Quake). JoeQuake uses protocol 15, and most engines you can set protocol 15 (like type sv_protocol 15) in the console.

But many modern maps cannot be played in protocol 15 because they are limit busters, or use entity .alpha (Arcane Dimensions is one example among many). 
 
Yeah the idea here is for it to work with "modern" Quake. 
 
Try the demo tools out and make sure they work before you do anything. I don't know that they will.

They may very well not work. Or you may be pleasantly surprised, but they were made in 1997 era for standard Quake. 
 
Even if they worked, I wouldnt have a clue where to start tackling that issue. Time to learn QuakeC? errrr? 
Mirrors Tutorial 
A quickly made mirrors tutorial:

https://youtu.be/BSSnY9DfZ9Y - Mirrors Tutorial @ YouTube 
@mukor 
The people at Speed Demos Archive know things about demo tools. You might Google for their site and try to contact someone there. 
Mirrors Where? 
Wanna make mirrors 
Newhouse 
You can find one in Leptis Magna (AD 1.5), but it's hidden well. 
Perfect~ 
I will find it eventually* 
@newhouse 
Post 582 in the Mark V thread has the download for that test map.

Just make use a texture starting with "mirror_" like "mirror_1" or "mirror_glass" and put it on a wall.

Mirrors heavily depend on vis and there is a list of "do" and "don't" especially for func_illusionary mirrors, but in a simple area and on worldmodel it is very easy. 
@Baker 
So do everything need to be under some draw distance limitations + it must twice the amount of draws? 
Hewhouse 
Yes, not a good idea to put a mirror in a wide open area with complex brush work and 200 monsters ;-) 
 
"Hewhouse" ... sorry. Lack of edit strikes again! 
A Method For Chaining Commands 
If you execute the following commands in the Quake console, you can create chained commands for a single keypress. You can create these kinds of commands automatically with a simple script and put them in a configuration file you load when you start your Quake engine.

bind p cmd1
alias cmd1 "echo cmd1; bind p cmd2"
alias cmd2 "echo cmd2; bind p cmd3"
alias cmd3 "echo cmd3; bind p outof"
alias outof "echo out of commands"

Unless I've made a typo above, this will cause the p key to be bound to an action that will print cmd1, cmd2 and cmd3 to the console consecutively and from then on print "out of commands."

If you replace the echo commands with record commands using unique demo names, you can use a single key to start recording a new demo after each death. You can create as many of these commands as you think you'll need in one Quake session. You have to pick the names of the demos in advance, so they'll need to be something like mydemo1, mydemo2 and so on.

This isn't a complete solution to the problem of recording multiple demos and naming them accurately. However, it doesn't require any external tools.

Any suggestions or corrections are greatly appreciated. I just thought of this idea today. 
MadFox 
Did you happen to save the Madfox Band gifs linked here
Just Browsed To Func Using Lynx 
Works pretty well, gave me bad ideas though, like piping the output to quake so I can browse in the console.

I think I'll stick with my current projects. 
Two Worlds Speedrun In Two Minutes 
Negke 
..,and end up like Ball's Born Robotic Song? 
 
Quite the feature! 
Ahoy 
Every so often I decide to have a poke around the quake arcade tournament stuff to see what I can do with it.

I decided to see if any of the qcc decompilers could work. I was able to decompile a small chunk before the decompiler shat itself.

If any of you want to dig through the qc files, here they are.

https://dl.dropboxusercontent.com/u/108695968/qat_source.zip

I included the PROGSQTV.DAT in the zip so you don't have to find the CHD file and bugger about with extracting it, just in case you want to decompile or play with it yourself.

Interestingly it looks like they borrowed heavily from the clan ring mod (http://www.crmod.com/).

I'd love if the quake executable itself could be decompiled, but I'm not sure how possible that is without a sentinel security dongle thingy. 
Arcade Quake 
I had a try installing all content to another computer. When decompliling it looked it had a windows version of its own included.
When started this version my computer was able to download the models (with baseskin frame included) maps and textures.
When I tried to start the arcade version my computer freezed and I had to make a new win install.

It seems as you could actually win money with it! 
 
i want my xmass crate
Haha 
 
Xiangjiao Has Won! 
China has the biggest banana stock!

He who has the most bananas,
has won the world!!

Fyffez. 
New Doom Mini-doc 
 
Just Browsed To Func Using Lynx

Works pretty well, gave me bad ideas though, like piping the output to quake so I can browse in the console


QuakeOS :) All terminals paned vertically in the (transparent?) console, notifications in the sbar and graphical apps in the game... with demos in the background if not playing. 
Mugwump +1 
Kindly redirecting misguided guy about QuakeC stuff in wrong thread to instead post into correct thread and providing link. 
Thanks Baker 
Yeah, I know the rules by now. If I can help other newbies avoid making my early mistakes, all the better. 
It's 2016, Why NO Rotation W/collision 
Okay so I just did my first test map for rotating objects using the AD .fgd! Wow, that was kind of a letdown for obvious reasons(no collision/fake collision).

Not a knock on AD as it's fantastic Mod made with existing tools and played in existing engines.

But why haven't the main compilers and engines incorporated rotation with collision into their source?

I guess I mostly mean Quakespasm and Eric's tools. I know about DP already but hmap2 is not widely used so not a consideration really.

I googled and saw several examples were it was incorporated, is more elegant and is much simpler to set up mapping wise. But those projects perished.

Jus' curious... 
Damage_inc 
I think most of that stuff is handled by quakec rather than the engine itself.

Also the compilers want to be as "feature agnostic" as possible. They want to be able to compile whatever is put in front of them while only worrying about the base geometry. Additional features are still passed through to the end bsp, but will be handled by the engine / progs.

I think the idea is largely for backward compatibility and to ensure that mappers design vanilla maps to be playable in dos or winquake. For example, if I make a map for quakespasm-spiked with rain and snow, etc. It should still be able to be run in winquake or dosquake (probably with some console warnings).

Big ol' caveat here: I'm a layman and have nowhere near the knowledge of others here, who I encourage to correct me if I'm wrong :) 
#28536 
Brush rotation with correct collision would be an engine thing.

Compilers wouldn't need to do anything - it's just another brush model to light.

Backwards-compatibility with vanilla engines seem to be less and less important these days because it seems almost every major release breaks vanilla limits in some way.

The key problem would be ensuring support and identical behaviour across a number of recent engines (DP, QS, MarkV etc.). 
 
I'm sure this has come up numerous times. And after I posted I found in this very thread where it was discussed in 2014.

gb said he submitted the changes needed for Quakespasm, if they wanted to implement it, and he also posted a link on quaketastic that has everything.

I loaded it up in DP's "Oct 12 2016" build and everything "worked". Not flawlessly though. To be expected of course.

Anyway, I just thought that with the advancement of engines, tools and mapping that this would be another cool little feature to have. Sans the clumsy hip-rotate method. 
 
thanks for the clarification Kinn 
Rotation Support Has Oddities That Must Be Dealt With ... 
E3M3 -- the freaking map itself --- has angles. It's true.

So does a distrans sp release? dis_sp3?

Supposedly messes with the spikey ball in the Quake END map (the Shub).

Messes with something in Nehahra somewhere.

So if someone cares about compatibility, it must be done right.

Rotation has consequences. 
 
Awesome list of compat issues, Baker.

Link to a previous discussion: here

This is the code I set up for QS (never merged in) link..really just applied your tutorial.

I'm more skeptical of this now than 18 months ago, now I am thinking if it is added to engines like QS/MarkV it should be opt-in only.
- possibly an entity key "_true_rotation" "1" to enable for an entity,
- or a cvar "sv_truerotation" "1" - mods would stuffcmd it if they want the feature. would need to be non-archived and not meant for players to change or save to cfg's.
-a checkextension so the engine can report it is supported.. although if a map wants the feature and the engine doesn't have it, the map will probably be broken. 
Does This Involve Rotation On All Bboxes? 
Even the player? 
Umm 
I think this feature is just about doing collision against rotated BSP models; entity bboxes like the player still have to be axis aligned (guessing here). 
 
my main concern about it is that the current implementation (from a few years ago) assumes the expanded hull is still valid when rotated. Since the hull is expanded a different amount on each of six axes, if you rotate it 90 degrees onto its side (e.g. a drawbridge) the player will experience being able to get too close to it or not close enough depending on which side they are touching.

I think the perfect method would takes hull0, decompose the bsp into "brushes" for each solid leaf, and then expand those at run time using a quake2-style method. I don't know how hard that is and i don't know what potential problems will crop up with it. (e.g. collision glitches due to leafs being weird shapes.)

On the other hand the example method from a couple years ago has the advantage that it actually exists and has a reference implementation. 
 
From reading through posts, it seems all of you were in favor of supporting true rotation. And QS itself had the experimental version - link didn't work anymore :(

Looks like the only thing holding this back from going forward was the logistics of how to include it? Minimizing the consequences? 
 
Is it sufficient for a new mod to set the angle and set SOLID_BSP? This wouldn't break hipnotic style rotation in existing mods since those mods makes the rotating bsp model non-solid. 
 
@metl - Hulls. Good point. Will monsters think they can walk on a rotated bridge, etc. Hmmm.

ericw has a simple test map that the RMQ engine fails on in the thread at inside3d ... ironically of all things my implementation in ProQuake works fine and seems to work all the test maps. But do I trust that entirely? Haha ... no.

@damage - There is an entire release with rotation. http://quakeone.com/~images/news/spdemo3_1.jpg <--- the drawbridge there in the first rotates down. Remake Quake - By ijed, gb, supa, MH, rickyt23 and others ... I have memory block, there was another mapper whose name started with an "S", but isn't scragbait or scampie. Came with a custom engine. Has underwater warp, hurt blurs, first engine with BSP2, etc. 
@ericw 
possibly an entity key "_true_rotation" "1" to enable for an entity

I'll have to re-remember/re-investigate what hints the map compiler expects and from what.

opt-in

Already had planned that ;-) My thoughts were a worldspawn key.

cvar "sv_truerotation" "1" - mods would stuffcmd it if they want the feature. would need to be non-archived and not meant for players to change or save to cfg's.

I just wanted to mention this because I've hated this in other engines for a long time, long before Quakespasm ever existed. Engines would add CVAR_ROMs. A concept that makes no sense.

If you have a read-only console variable, how is it even a console variable? It's not variable at all. The user can't change it. How is it even a cvar? Why is it a cvar?

"god", "noclip" aren't cvars.

Anyway, that's a broken concept because really what someone wants to do is in QuakeC extension check in this particular case.

But if the engine doesn't support BSP2, you won't even get far enough to load the map for the progs to even run the QuakeC, haha ;-)

And the whole failed thing about the QuakeC extension system, is a progs.dat prepared to handle a situation where some of what it wants is available but not others? And even DarkPlaces isn't very consistent from version to version. Plenty of mods that an older (or newer) DarkPlaces says based on QuakeC extensions that it's ok --- and it don't work.

/Little bit of explanatory rant in there towards the end. Since Mark V does Nehahra and had to deal with a mod does all kinds of things it shouldn't do ... haha ... does bad design tick me off? 
 
Baker, yeah it's a good point that the feature is already in use in released q1 content (even if the RMQ releases were labelled as "demos"), and several engines implement it (darkplaces, fteqw). There is a door that swings open in e3m3rq from rmqwinter11 (right at the start of the map, after pressing the button); that map is unbeatable without this feature.

So an argument against making it opt-in is it would create a fork in the feature.

metl, good point about the hulls, didn't consider that. 
@ericw 
I think the time for rotation is now.

Just in firewalled form, to limit any possible side-effects.

And we'll just see where it goes!! Haha.

/I have a great implementation in mind. Should address most, but not all of the above --- certainly not the hull concerns. 
 
@Baker: Yes, I have most, if not all, of the RMQ content archived, great stuff there. A ton of cool features.

I admire more than you know everything you guys do. Last time I consolidated it all it totaled about 15 Gb's plus. 
Sadly... 
With my current drivers(375.95) and a gtx 1060 the RMQ "2011 Singleplayer demo" is completely borked.

HOM's everywhere and brushes just gone missing. I don't think it's my setup. I just put my two .pak files in an id1 set -game and go.

I wanted to look at it again. 
Not To Be Contrarian 
But I can see an implementation of the following:

"If you have a read-only console variable, how is it even a console variable? It's not variable at all. The user can't change it. How is it even a cvar? Why is it a cvar?"

The user can check what the value is via the console.

The user is prevented from changing it as a function within the game changes it, OR a current state of the program prevents it from being changed.

sv_cheats comes to mind. 
 
So your example of a read-only cvar is one that isn't read-only?

] sv_cheats 2
You must restart the level for setting to take effect.
] sv_cheats
sv_cheats is 2 
 
Console variables in Quake have no restrictions on the value. I can do the following if I choose ...

] skill "Blue is my favorite color"
] fov 243030303

Console variables in Quake are not a reflection of the current state.

If you want to see this in action, type "vid_width 720" in the console. By itself, without a vid_restart command, changing the vid_width does not have any effect. 
What Do You Guys Think About... 
CPU architectures, Kaby Lake, Zen and beyond, being tied to a version of Windows? Shitty as fuck right.

I just learned about this: http://www.pcworld.com/article/3112663/software/microsoft-made-em-do-it-the-latest-kaby-lake-zen-chips-will-support-only-windows-10.html 
Baker 
I was working from memory, it was a poor example.

My point was that I could imagine a few instances where it would be acceptable to allow the player to read - but not modify - the variables directly. 
M$ 
Yet another reason to boycott Losedows 10! Once assholes, always assholes I guess... 
Early Demo Of A Real-time Raytracing 3D Engine 
https://www.youtube.com/watch?v=UR4DSgjPVWg

I came across this today. It's a short demo of a rendering engine early in development. It might be interesting to follow where it goes in the future. 
 
Reminds me of this vapourware: https://www.youtube.com/watch?v=BpT6MkCeP7Y

These "Real Time Raytracing" engines never seem to catch on these days. As good as that demo looks, I'd have to see a lot more to believe it'll actually "happen". A downloadable demo for instance would be nice. Right now everything on their site is just "coming soon", which isn't exactly confidence inspiring. 
 
In the past they've only worked well for tight scenes where the bounces are rather confined and for lower poly stuff.

The promising thing about this is the claims it is "hybrid" raytracing. So perhaps traditional methods are being used on the more difficult with raytracing assisting.

I've been hanging out for realtime raytracing for over a decade now, I'll not hold my breath. 
Just A Clarification 
I am not sure what Pritchard meant in #28560, but I would like to clarify that the ray-tracer engine from my link does have a demo you can try out. It's built into the "3D modeller" package that is on the downloads page. (It's not much of a modeller yet in this bare-bones demo. It just reads text files with scene descriptions.)

http://www.infinity3dengine.com/get-infinity/3d-modeller

You will probably find that the demo doesn't really give you very impressive frame rates for even mildly complex scenes. Until the author comes up with the benchmark he is promising, it's hard to say what reasonable applications this engine could have. I'm a little curious to see what he does with it, but you don't obviously have to be :) 
Speaking Of Vaporware 
Euclideon??? 
 
I didn't think to check the link for the 3D modeller, I just went to the other two pages on the dropdown, since I assumed that it wouldn't be anything like the demo video on YT. It's about 50% of that at least but considering you can create more scenes than just the chess board that's pretty decent. Listening to my CPU fan spin up was fun.

It'll be interesting to see what comes next for this, I do want to see a decent realtime raytracing solution in the future. Perhaps even one that can be used for games! 
Euclideon 
They actually have software out there using their tech.

Just not games... maybe never games.

You can't really call that vaporware. 
@Shamblernaut 
I only saw the cheesey "unlimited power" YT vids, hehe. Thanks for letting me know. 
 
https://www.youtube.com/watch?v=JfMpG3RW_kU

Wolfenstein 3D running on a Game Boy Color. 
 
I couldn't work out how they had optimised the gbc to make it do that, then I read that the guy included a co-processor in the cart to make it work.

Cool, but cheating. 
 
I mean, it's not unheard of for console carts to include non-standard components in order to work. Tended to make them more expensive, of course, which sometimes made the games into commercial failures as a result, but still.

Perhaps in homebrew it could be considered cheating, but I'd still want to give the guy credit.
Apparently he's butting up against the ROM limit of 128k, which means he's managed to shrink what's on there pretty significantly. I think that's neat, even if it'd never actually run on a standard cart. 
 
Don't get me wrong, it's impressive as hell. But I'm more impressed by what people can do with programming wizardry, breaking the limits of what existing hardware can do, rather than adding extra hardware. 
 
I need a program that determines the average RGB value of an image (or part of image), in order to know which color I should apply to a light according to the source texture. Any idea? 
 
Resize the image to a 1x1 pixel and see what color that is? Not sure if that can be made to have the same result as strict averaging, but it's at least an interesting/relevant result.

Or if using Photoshop, try Filter-Blur-Average.

A few other things found on quick Googling:

http://www.wisegeek.com/how-can-i-find-the-average-color-in-a-photograph.htm
http://www.gpick.org/ (try "Palette from image")
http://mkweb.bcgsc.ca/color-summarizer/ 
Thanks Johnny 
 
70 Minutes Of Hugo Martin Talking About Cool Shit 
Xmas At Func 
Cute present :) 
Merry Xmas Func_! 
The evening has already started here, so I'll see y'all on the other side of the Christmas tree. 
Merry Xmas Too 
and a little anecdote
with a friend we discused who whas the most powerful superhero. but between the doom marine and the quake ranger. in 1998. obviously i defended the quake guy and my friend defended the doom guy. i don't know.. if someone who falls to lava manage to get out, he has to win.

remembering that always brings a smile 
Ate A Whole Lot Of Snails 
 
On The Other Hand, 
lava doesn't even hurt Superman... ;) 
@Shamblernaut 
Merry Christmas ;-)

Back in March, someone asked me who I thought would emerge as "someone new who does stuff".

I said "Shamblernaut".

Even though your first map looked like a un-lit boxmap, I have been proven right 3 times over ;-) 
Thank You All =D 
@Baker
Thanks for all the help you've given me this year man. I'm slow and I'm still learning heaps. I love this community, even with all it's idiosyncrasies.

This community wouldn't be the same without its trolls and its users who take their bait.

It wouldn't be the same without the people who spruik insane ideas or make maps with the same quality as mine >_>

We were blessed with AD this year. The mod was great, the maps were AMAZING. We also had amazing jams and individual releases, all of which showed your fondness for this game and love for crafting interesting worlds.

Thank you to all who've offered help, provided assets, offered opinions, given critiques and shitposed. Thanks for the random song and random porn postings on func. Thanks for the inspiration thread, and thanks for the help threads.

Thanks for the guys that worked on editors and tools, you make our lives so much easier and you add polish to our maps that never would have been there otherwise.

You guys rock. You've helped change what has been a difficult year for me into a bearable one.

I hope you all have a wonderful christmas.
<3 Shamblernaut (Ben) 
Well, 
Shambs here said it all. Thank all of you for making Quake what it is today. Though I've been playing Quake on and off for the past 20 years, I was always restricted to the base game, the 2 mission packs and Aftershock.

I first stepped into the community only a few months ago and I never imagined how rich it could be. Something like AD is incredible and I hope a lot of you guys will use the devkit to make even more great things for the next 20 years.

Sock, you did an outstanding thing here, gathering all these great people and pushing them into making one of, if not the best Quake mod ever. And if you sometimes feel like the criticism outweighs the praise, maybe it's because we feel like the praise goes without saying and we're not saying it enough. Thank you. Merry Christmas. 
Errata 
and by func in this sentence: Thanks for the random song and random porn postings on func. I of course meant to say terrafusion. 
Porn On #tf Is Never Random 
 
 
Porn On #tf Is Never Random

Indeed. It's very, very targeted. 
Merry Christmas, Happy Holidays, Cthulhu Fhtagn! 
Less active these days, but still following all the releases and ogling screenshots, which I then send around to co-workers who always say some variant of "damn, that's Quake?!"

Keep it up in 2017! 
Yeah Happy Xmas Y'all. 
Been a great year in gaming (will Doom4 start a reboot of proper FPS action??), and a great year in Quaking (welcome aboard all the newish mappers). 
Merry Xmas! 
Go map Scampie! 
Merry Xmazz 
yeh there's my xmass crate!

I keep promoting, a legendary year for quake2016! 
Steam Winter Sale PSA 
Doom 3 BFG edition is on sale. However, it's an absolute shitshow and I do not recommend even entertaining the idea of purchasing it (just in case anyone here was in danger of doing such a thing).

Installing the original and spending 10 minutes properly configuring it might be worth your time, though. Finally, 12 years later, I have a PC that can run D3 with a fixed tic. No stutter! Also, nvidia's fastsync really shines with this title. 
 
What's wrong with the BFG edition? I've never heard anything bad about it, except that some people dislike being able to have a gun and torch at the same time like in that mod. 
Pritchard - Doom 3 BFG Edition 
I'll just quote a post I wrote a while ago:


Finally got around to buying this (the BFG Edition, that is), mainly because it comes with a new 8-map single-player campaign, which I wanted to check out.

First off, the new flashlight behaviour is just id caving in to all the people who whinged about the old system. I wasn't one of those people, but I wouldn't have minded the change if it wasn't for the fact that you do not have the option to change back to the old system. (FFS Why???)

Also, the new flashlight behaviour just looks like an zero-effort amateur mod - they didn't even bother to add a sound effect when you turn it on, and when you look in a mirror, you can see the original handheld flashlight model just laughably sticking out of the character's shoulder.

So, with the smell of turd already tickling my nostrils, I started up the new "Lost Mission" levels...

And what a load of lazy, inexcusable shite they are.

The PR bollocks about these levels being "cut from the original game" is total crap because I can say absolutely unequivocally that these levels are just made entirely from a bunch of existing rooms and corridors copied from the original game and stitched together in a different way to make a series of small and boring boxy maps with nothing unique or interesting about them whatsoever.

The only exception to this is the final Hell level, which actually seems to contain mostly (and perhaps entirely) original level geometry. It looks a bit rough though, with some fairly subpar lighting and the architecture is roughly on a par with the stock Quake 3 gothic maps in terms of sophistication, but it was mildly interesting to see a Hell level with some attempt at architecture, instead of just a collection of haphazardly stacked bricks, like the original Doom3 Hell. However, the layout and gameplay of this new map is just as boring as the ones that came before it.

Bottom line: don't buy this, it's pretty much a complete waste of money.


In addition, a few points I left out: they narrowed the FOV (like wtf?) and also made it shit-tons easier with more ammo everywhere (again, WTF? It's not like the original was known for being hard in any way). Also I heard they might have added more lights to the maps to brighten them up but I'm not sure - I can't be shitted to verify that myself. 
Huh 
I wish I saw this post sooner :/

I agree with kinn, let me add a bit more:

Technically
It's a stuttering mess.

Visually
They amped up the ambient lighting; everything is washed out. Everything lacks definition, every surface becomes very blurry at a short distance (this is not an anistropy issue). LOD bias seems to have no effect.

Gameplay
Too fuckin' easy. Even the original was a cakewalk. The flashlight undermines a core gameplay mechanic (whatever, if you like it you like it) but in the BFG edition flashlight is pure ass, they couldn't have implemented it any more poorly.

Rant
Doom3 wasn't much for gameplay to some, but the atmosphere is second to none and easily picked up the slack. The BFG edition destroys the expertly crafted nuanced environments of the game; it shits all over its core strengths while adding more gameplay issues and totally ignoring legitimate problems. Simply put, the BFG edition is an insult to Doom 3. It tries to make Doom 3 something it isn't to placate a group of people that didn't like the original and fails miserably to do even that.

If you want a bright corridor crawl go play Quake II. Here's an excellent source port
Ohh We're Ranting About BFG Edition Here?? 
Don't know about the stuttering mess. One of the main differences is the engine that's supposed to be optimized for hardware that's newer, but not exactly very powerful (think consoles). The laptop I used to compare the two versions of the game was struggling with the 2004 release on High, while the BFG reissue was very comfortable to play with comparable quality (I'm not talking about the aesthetic changes right now).

Of course, it wasn't an entirely free achievement. Some shadows were disabled, and some geometry was simplified, especially in Resurrection of Evil, which was always slower than the main campaign. The official patch released after a lot of complaining allows restoring some of the simplified lighting effects, but I'm not sure about all of them.

There's also a feature that dynamically adjusts the rendering resolution when the system can't hold a decent framerate, which is a good innovation, but probably lead to a lot of people thinking that the game looks crappier without being able to put their finger on what exactly is wrong.

As for the flashlight, the implementation is so retarded that I had no words when I discovered how they did it. It's so aggravating that this change alone makes me not want to recommend the reissue. Even though I'm pretty sure that 90% of players will never notice the problem.

The engine coders did their jobs.

The artists kinda did their jobs providing some touched-up model skins (whether it was actually needed is another question).

The one poor hack they asked to redo the flashlight shat all over their work. I'm pretty sure that if you move the camera back far enough you'll be able to see the view model of the flashlight complete with a T-1000-style third hand. But I'm a little scared to check.

Then there are mappers, of course. Okay, exactly one level bug I can remember in the original release was fixed. All others are in their place. But hey, they swapped the floor texture in the Mars City Underground lobby!

New levels aren't exactly worth talking about. They're there, and that's about it. I'd compare them to a decent amateur episode from authors that weren't confident enough in their skills to make original geometry, so they cannibalized a bunch of stock maps instead. I've heard similar complaints about RoE, but it wasn't as bad there, and I actually liked the "rearranged" levels. At least that mission pack had some new enemies and weapons.

Brighter lighting seems like an overkill in pandering. Wasn't the new flashlight enough? Should've done one or the other. 
I Should Mention 
In the BFG edition I never played through the original campaign, I only played the new "lost levels", which is why I couldn't comment on any lighting changes to the original maps.

On hearing they royally fucked them up by yanking up the ambient, I am:

1) Not surprised in the least, given the rest of the crap they did.
2) Even more glad I didn't bother playing through them.

Some games get fantastic re-releases with all-new spanky updated art. Some game re-releases just get farmed off ultra-cheapo to a Z-team somewhere that will idly slap out something nominal for a couple of free sandwiches from the vending machine - but not the good sandwiches; I'm talking like those petrol-station-quality egg & cress sandwiches that have been sitting there for a week. 
 
One change I can appreciate is a slight increase of the player's running speed. The original game just felt uncomfortable in this regard, while the reissue feels about right. They also toned down the footstep sounds, which were really annoying.

It's amazing how such an important aspect of the game (you spend even more time running around and listening to your boots than you spend shooting things) can be so neglected, and how little you need to change to make it relatively not particularly horrible. 
 
I am yet to see a "remastered" game be better than the original with community patches and mods. D3 BFG is no exception. Sikkmod + Absolute HD are ten times better than this BFG cash grab. 
Well 
I don't think it was supposed to be a "remaster" or "HD upgrade" for the PC - The only reason it exists is because some bean-counter thought they could make a few pennies by releasing a version of Doom 3 on XBox360 and PS3, hence the retarded console-friendly changes like narrower FOV and more health/ammo everywhere. The PC edition of D3 BFG is just "there" and an utterly, utterly pointless purchase. 
The Patch Allows To Adjust The FOV From The Menu 
For what it's worth.

But it seems that they changed the view weapon offsets somewhat to compensate for the default FOV, so some things look worse with 90. The machinegun in particular reveals more than you want to see. 
BFG: Buncha Fetid Garbage 
dwere - Interesting, confirms my assumptions. I played for about 6 minutes and had just assumed that there was a myriad of other issues deeper into the game. The hirez hud is nice, though.

mugwump - Sikkmod.

Ah, the ol' bloom and vaseline mod!

Kinn - The only reason it exists is because some bean-counter thought they could make a few pennies...

Painful truths! IMO, D3 is deserving of tasteful and respectful touch-up. It's a similar story with the new bioshock "remasters".

NEW RULE: If you don't give a shit about the game and/or lack basic human decency, you're not allowed to be a part of the remastering team. 
 
Well, if you treat it as a second console edition, it's not so bad. Many of the changes even make sense in this context.

It's just that they didn't care enough to make the PC version separate from the rest. Which is a pretty common practice, unfortunately. 
 
You don't have to use bloom with Sikkmod and there's more to it than fancy effects: you can tweak walking speed, weapon behavior, etc... 
Can't Remember Doom3 Mission Pack. 
But AFAIK it was decent enough. I liked Doom3 too.

But TBH, Doom4 is everything Doom3 should have been and completely overriden it. 
 
Mugwump - no, you're right, I'm just being facetious. However, I do find that particular mod to be, well, a little tasteless. IIRC, I think I did lift a thing or two from it for my personal mod.

Shambler - decent enough

That's an accurate description. I must respectfully disagree with Doom4 overriding Doom3 (kinda apples to oranges comparison anyway). I find glory-killing my through D4's arenas less engaging than crawling through D3's corridors. Don't get me wrong, both very good games.

For "doom action" I just play D2 and its abundant wads. 
I Have Been Shitting And Puking Nonstop For The Last 24 Hours 
 
You Caught A Case Of 'the Internets' 
stay off public forums and it should clear up! 
#28611 
I see you opened that picture attachment I sent you then. 
I Thought That WAS The Picture Attachment. 
 
Shambler 
My Grindr profile image can be...challenging for some to process. 
Quakec Profile 
I have been mapping and scripting nonstop for the last strikes! 
 
Does this mean we're gonna play a new Quake map by Madfox soon? 
 
I'm more hiding for czg fog's attachment! 
True Size Of The Earth's Landmasses 
Well this blew my mind a little bit. I knew that the Earth's landmasses appear distorted on the typical 2d projection you see in atlases (and google maps) but I had no idea how totally wacky it was. Here's a cool site that lets you drag countries around the globe to compare their true sizes with others:

http://thetruesize.com/

For the biggest "Holy Shit", try dragging Indonesia onto Europe or Russia. 
Top O' Reddit Today 
#tf In A Nutshell 
00:02:24 | <skacky__> 4053 detail
00:02:48 | <skacky__> happy new year btw 
Extended Interview With Kevin Cloud 
Happy New Year! 
Since I don't actually have anything interesting to say, I'll just leave it at that. 
@than 
Any quake mapping plans for 2017? 
Yah, 
Happy New Year y'all! 
 
Quake to be run at AGDQ '17 next Monday: https://gamesdonequick.com/schedule 
Another Map Jam? 
I must say I'm not satisfied with having not much time for mapping for retrojam 6 previous week. Now we have holidays and a lot of time to map. I wonder if any one wants another map jam. Let's continue the awesome start of 2017.
Personally I want to map more, this time with AD.

Any thoughts? 
 
Explore Jam. No monsters on skill 0. 
@mukor 
That would be awesome - great idea. I always wanted those features put into id games like Doom 3 and Doom 2016 so I could admire the levels without monsters. 
 
I would love an explore jam 2. However, is it wise to organize yet another jam so soon? I remember some MJ8 talks where people complained about not having time to work on their personal projects between jams. 
I Do Agree With Mugwump 
I would like to complete what I am working on (off and on for a year!)

But perhaps it's time for jam organizers to agree on a schedule for 2017?

And BTW another Jam idea would be Co-op jam. Would require a lot more playtesting but would be cool to get more mappers working and playing together. Different design challenges too. 
 
i can get into one explorejam this month

with no monster placement or gameplay tweaking i can focus in learning to use lights and level architecture and try crazy designs

correct me if i'm wrong, but a explorejam wouldn't be much less time-consuming than a full classic map?
you can add some puzzle elements, and refine them if there is time; if not then it is a place to stroll around. 
Coop 
i tried to play ad_swampy with my brother through lan and it didn't work well
lots of packet overflow (whatever that is), the breakables were already broken on the client (my brother notebook, with wifi) and the sounds were desynced.
i tested a e1m1, e1m2 and e1m3, with ad. in e1m3 happened the same thing

how can i make it work? it's a problem of the game? it's the wifi and i have to try with cable?
i tried disabling particles (in quake.rc) but it didn't help 
Jammed 
I'd be fine with another Jam event...I would just make sure it is 4x smaller than my previous one.

Explore jam would be cool and certainly a challenge if that is what is being considered. 
Topher 
A few things: check the heapsize in your launch options. Both clients would have to have increased heapsizes for AD.

info here: https://steamcommunity.com/sharedfiles/filedetails/?id=120426294

It could be the game engine. Pretty sure Quakespasm is geared only toward SP. I see that Mark V has pretty solid Coop features. Try that one? I just downloaded Mark V but haven't played around with it much. It screwed up my config.cfg so back yours up. 
Topher 
QS can't currently do co-op on AD maps (swampy at least), even if you turn off AD's particles. (max unreliable message size is too small). Last I checked MarkV has the same limit.

DarkPlaces might work for AD coop. 
Dumptruck_ds 
nitpick: QS defaults to a 256MB heap size since the last few versions, so you don't need to enlarge it for AD or any mods I know of 
 
Quakespasm Spiked, DarkPlaces or FTE is your best chance for co-op with Arcane Dimensions (with the particles being off).

Only those 3 engines offer network compression right now. Quakespasm Spiked has a method for packet fragmentation in the network traffic. 
@ericw 
Good to know thx.

@ baker QS Spiked? Never came across that before. Man this game, even after 20 years. So much development going on! 
Happy New Year 
guys, i love all of you. go map, the old and the new ones!
my life is in a grinder these days, its my fault and its a new girl involved.
forgive me ad_team, i have no time atm, new scents to be be had :)

i'll be back someday with new stuff, be sure..

right now its hard, sorry sleepwalkr, i miss you too... 
Baker 
Why is the particle code so storage / network intensive?

Does it record / transfer the location of each particle every frame? 
 
In standard Quake, QuakeC tells the client to emit a particle (1 message). And the particle system takes it from there.

In Arcane Dimensions (I haven't looked), to make things look fancy, every single particle is an entity.

So imagine a room with 800 monsters where each monster has a position xyz, a frame, angles, etc.

Arcane Dimensions does particles in a way that each little yellow particle is essentially a monster.

That's why an Arcane Dimensions demo is 600 MB after 30 minutes with the particles on, for instance. But it does have ability to be turned off.

Sock and the guys working on Arcane Dimensions are smart. It's perfectly ok to do it "ok" the first time and then later on "do it right".

It's just part of the learning curve.

But the way they are doing it right now isn't efficient. But also part of the problem is that the classic engines can't do what sock + company would ideally like.

I think Quakespasm Spiked could probably move that all client-side.

But would require work on the part of Arcane Dimension and also wouldn't work with DarkPlaces because the particles systems are very different.

So will be interesting to see how things go.

But certainly raises the right issues for discussion. 
@baker 
This is really interesting. There was a mod called extras4 I downloaded that had a some particle effects. I'm am not a coder but curious if they implemented their particle system differently? You can download this here:

http://www.quakewiki.net/quake-1/mods/extras-r4/

I was considering using this for a project myself mainly because of the sound capabilities. It's pretty well documented and has some nice additions that are already in AD. 
What I Would Like To See Is: 
Rather than every particle being an entity ideally some sort of a "particle emitter" entity should exist and handled client side.

Just feed the emitter the quantity / duration / angles / velocity / colours / world interactivity of the particles and let the client do the rest. 
 
@dumptruck - If you want to learn more about that mod, the actual homepage for that mod is http://quake.chaoticbox.com/
Negke Finally Forced To GO MAP 
Roulf 
Time to whip out that clip tool. 
#28649 
Not that you will learn much from the one short basic paragraph of info about that mod on that site.

@dumptruck, you're better off just downloading the mod and going through the readme and the Qc source which looks like you already have. 
 
i checked the source and docs
pretty neat stuff

i quote:
------------
Particle systems with QuakeC - packet overflows made easy!
These were modeled after particle systems in high-end 3D apps, they are not the most user friendly entities around...
Emitters generate a "particle" (either a .spr, .mdl or .bsp) and toss it in a direction between the set angle limits. They can use an optional "death" model to simulate anything from rain, falling rubble, blasts of flames, forcefields, whatever... Note that these have absolutely nothing to do with Quake's built-in particle system. When the word "particle" is used on this page, it refers an instance of the model assigned to the emitter.
Effectors change the behaviour of particles that touch them (the emitter must have the "USEEFFECTORS" spawnflag set).
Emitters can be attached to a func_train_ext, for some really neat shit :)
------------

the implementation is different but both are entities emitters and similarly inefficient 
Extrasr4 
Ahh, what a gem. I still love the gravity well effect that sucks in nails and curves them around. Would love to see this in an arena where some wells were by some sort of equipment that warps your bullets. Would make for some interesting ogre fights, esp. flak ogres. 
IRC. 
Is it b0rked for everyone? 
Works Fine For Me 
 
Extar4 Mod 
I used the extar4 for burning barrels, which gave a fine effect on shooting them. Also had a fountain in it, but after five sprite emitters I got an eddict error. These particle emitter is a real memory assult.
The savest way to avoid it was to last it only for a minute.

Mostly used it for the better balanced func_train in PhantomPholly.
The func_water is rarely a real switch for mapping effort. Sad it won't last on spaces longer than 256 units and lacks animation. 
Asfdasfasfasfadffff 
[19:29:23] Connecting to server...
[19:29:23] Connection failed. Result: -102
[19:29:23] Disconnected from the IRC server "irc.quakenet.org`"!
[19:29:23] Reconnecting in 3 second(s)... (Cancel) 
Re: ExtrasR4 
@topher too bad - i was hoping this would be a good fix.

@Qmaster - that + Ogre nades sounds wild. This part of the mod does open up some interesting possibilities. But I was most interested in the sound trigger features. I hope to test the extrasR4 limits soon but if AD has something similar I may just use that for a project. I haven't reviewed the docs for AD yet.

re: particles for torches and similar - Instead of having proper entity based particles if you could have animated alpha textures you might be able to create a similar effect - wonder if this is possible? 
@xage 
An previous version of that site had a dedicated extras R4 page with a ton of detail and screenshots and descriptions.

It would seem that page is no longer there. Maybe has to do with the PlanetQuake abandonment. 
Yes, Looks That Way. 
Most likely the reason you gave. I do remember the previous page years ago and with all the information your describing. It was very cool, too bad it's gone. Maybe it's archived somewhere. 
The Download... 
Contains an html readme. Maybe its the same? 
@qmaster 
At least the page lives on in the download ;-) 
Looks The Same. 
 
Poke Poke 
Gonna poke the community for interest...

How would we feel about having a deathmatch mapjam at some point?

Obviously after a little while and all your creative juices have been refreshed. 
I Personally Couldn't Care Less... 
...unless the maps also have SP capability. I don't play DM. 
#28666 
Sounds like a complete waste of time. 
No Thanks 
I would not be interested, but a noteworthy idea! 
What's The Best Bot Mod? 
I'd be interested in playing some new q1dm bot action. 
Unlike Some Of These Pricks.... 
....as much as I have no interest in DM, why not. There might be people who are keen to push their DM mapping, so it would be a good creative outlet. 
Yeah What Shambles Said 
I remember really enjoying playing against bots back in the day. Never got into real DM though, just didn't have the bandwidth or sk1ll4x 
 
I always use reaper bots but i think that's only because they were popular back when I was paying attention.

I have heard frikbot mentioned a lot more recently. 
 
What's The Best Bot Mod?
I heard (from Baker, I think) it was Frogbot. 
Cheers 
Yes I too played against reapers in the 90s, when I should have been studying.

Ah yes I think I was recommended frogbot in the recent past, and seems I already them installed! 
Like I Said 
I was just poking the community, I'll wait and see if others are interested, last thing I want to do is run a jam with only a couple of participants. 
Well. 
It's Kinn and yourself already, so that's a good start... 
Gah 
I can't enter myself obvs - too busy with work and other boring real-life stuffs! 
 
i'm new here but what a heck, i'll answer

if i play deathmatch, i play the same old maps over and over again. dm4,dm6, e1m2 and aerowalk

the maps are intended to be played or with monster or what? 
 
How about "maps designed primarily for DM, but with waypoints for [bot mod x] added, and also monsters for SP" 
Sounds Good 
and there is also the option of using Omicron bots which don't need waypoints, so people not interested in DM have it easier participating. 
DM Jam Is A Waste Of Time... 
...because QW community doesn't care about new maps.
They don't give a fuck about your textures or complex brush work, because all they want is low r_speeds.
Foogs is last active DM mapper I know. He probably can tell you more or you can go on QW discord channel for more details... 
#28682 
There are communities outside of func_msgboard that don't care about the single-player jams either. Not sure that's a reason to not do them.

I thought the idea behind jams was to have a bit of fun amongst ourselves basically (oo-err!). If no-one here is interested then fine, but if people are, who gives a weasel's wotsit what other communities think? 
 
i'm using a map editor for less than a month but i can see how fun can be.

it just pains me a little that probably nobody will play it. at least the sp maps are played by a few dozens players. maybe hundreds. thousands in the case of arcane dimensions.

we can throw some func_matches! i'm low-mid tier player in ffa, tdm or dmm4 :D. never played enough to become good. 
DM Jam 
Meh.

Wait don't we have explore Jams. Not much different except flow isn't considered.

Ahh, sure, go for it. It's in the original ID spirit to have SP and DM in the same map. 
 
Imo it's counterproductive to make a map that will be never played by QW players. If you want to make good DM map you need constant feedback during design process.
I'm not against this idea, just saying how it is, because few people will be surely disappointed.

I remember few people did DM mode for their map during jams. Maybe that's a better idea? SP map with proper DM mode? 
How About Co-op Maps? 
 
The Way I Set Ezquake When I Bother To Play Quake Dm 
http://imgur.com/0Ib8HK2

lol. r_drawflat well done

really, i like to play like that. but i'm weird sometimes. i like simplified, abstract and contrasted items and players

and i play against friends in RL or bots. that lag of mine... 
Don't Forget To Try Out EzQuake Single Player 
 
Just extend the jam by a few days and add sp monsters 
#28666 
@Shamblernaut

I've done a lot of DM level design. I'd love a jam so I am in. Not a QW player myself. I play local with my kids or Omicron bots. There's also the DMSP mod that is quite a hoot. If you guys haven't tried it - you should.

http://strlen.com/maps/dmsp/

@killpixel - I am down for a co-op Jam for sure. I suggested it a few days ago. I think it would require a LOT more coordination and care - maybe a team of two mappers or volunteers to playtest. 
 
Yeah the coop thing is really interesting. Especially if you force the two players to separate and complete different portions to progress. 
Shitting Fuckomy. 
I forgot how vomitously awful "make the game look fucking terrible to win at any cost" DM-orientated engines were.

Shamblernaut, cancel the possible DM Jam ASAP. 
 
to be fair i doubt many play with that settings
but the setting is there, i tried it, played matches with it and really like it.

anyway, i knew that r_drawflat thingy for like 18 years when i started playing the game, and played one time all the episodes with r_drawflat 1 in winquake. for the same reasons, contrast. i don't remember being multicolored like in quakespasm, though. it was white i think 
 
to be fair i doubt many play with that settings
but the setting is there, i tried it, played matches with it and really like it.

anyway, i knew that r_drawflat thingy for like 18 years when i started playing the game, and played one time all the episodes with r_drawflat 1 in winquake. for the same reasons, contrast. i don't remember being multicolored like in quakespasm, though. it was white i think 
 
If I make a jam I will suggest that the authors use clip or skip brushes over all the fancy geometry to overcome that.

I also suspect the level of detail will be kept to id DM map levels.

Anyway, there is no rush to make another jam, I was polling the community for thoughts. 
What About An AD Or A Quoth Jam 
It would be pretty interesting to see a jam that uses those kinds of mods. 
Hmmm. 
"Make best use of AD features" jam could be cool. A bit like Sock's breakables test map, that worked well being full of breakables and still cool in it's own right. 
#28697 
Map Jam 7 was Quoth based and it was cool, except people didn't updated their Quoth to latest version and half of the maps were broken. 
And By "People" I Mean Players 
 
Paradoxes 
There is a rather large group of single player users that are using the Quake Injector and are completely dependent on it. Not using the Quake Injector generally isn't even an option for many of those users, they don't know where is unzip things or how to do a command line themselves.

And the Quake Injector doesn't support Quoth 2.2, to the best of my knowledge (The Quake Injector files are July 2010, so probably not).

Furthermore, the Quoth 2.2 files at Quaddicted are not up-to-date.

So any release depending on features in Quoth 2.2 that aren't present in Quoth 2.1 is going to be a tragedy where a number of users have problems that most of them have zero chance of resolving themselves. 
 
Sock has been encouraging people to map with AD on twitter.

Poke him enough and he might join in :) 
 
Yeah ive come to realize how much id1 sucks to map for. Ill be avoiding it for some time. 
Nothing Wrong With Id1 
 
 
"Oh you wanna backtrack through this area and spawn a bunch of monsters? Yeah youre gonna need the monster entity. A Teleport_destination. Trigger_Teleport and then something to trigger the whole sequence."

:slow clap: 
 
The inability to not have triggers initially disabled was the thing that frustrated me most about id1 mapping.

You could use the silly spikeshooter logic gate hacks I guess, but lol. 
 
I mean "The inability to have". Did a bit of double negative there I think... 
Yep 
The entity state system in AD is the biggest pull from me. That allows so much more creative ideas really shine. 
Demos 
Ok this info was probably on the internet at one point in the 90s but I can't for the love of fuck find it anymore:

how do I make quake start looping the standard quake demos? 
Or 
Has QS/MarkV made "startdemos demo1 demo2 demo3" not work anymore? I try typing that into the console and nothing happens... 
Quakespasm Disabled It 
 
Ah Ok 
so it's totes impossible to loop demos in QS? 
Kinn 
adding the "-fitz" flag when launching QS restores the demo loop playback (also some other things: restores the quit prompt, disables loading the sutff in quakespasm.pak - the custom conback, WASD config, z-fighting fixes for id1).

I thought QS was only disabling "startdemos" during the exec of quake.rc but apparently it's totally disabled. 
Doom 
i tried the new doom yesterday 20 minutes
i mean, if it's seriously considered goty by many it must be good
i saw some desert/hell scene and i didn't like it
the monsters are almost the same color that the landscape...
i didn't like items popping out like confetti
i don't like the glory kills.
the mouse is smooth, or whatever the name is for that setting.

the level are nice to look? i might play the game in easy.
the mouse smoothing (or whatever) can be disabled?
if not i'm uninstalling the game.

oddly enough i like more the doom4doom mod for gzdoom.. and it's not because it's old or pixelated. the gameplay is better. the drops can be disabled. the weapons feel better. and it's free! 
Ericw 
Cheers, it's not a problem anymore, all I wanted to do was loop the demos for profiling purposes but I can just as easily do what I want by playing a demo without a loop. 
 
It also restores the level time counter in the status bar! 
Well Topher D4D Is Seriously Fun. 
 
 
ok i played some more and the game is killing my computer
30-50 fps
no way i will play like that

and i have no money to change the gpu

well, i still have the old quake and doom 
 
What about a hybrid bots used as enemies map ? Kind of a multi arena dm map with progress - defeat these so and so equipped bots in this area before moving on to next dm area. Not sure of the feasability but its an interestng idea/challenge maybe. Not Jam adapted though I guess as it requires modding/hackery I assume. 
Killes 
You mean basically Q3A SP in Q1? I've heard of a Quake 1 Arena mod, but I don't know if it has bots for SP or is DM-only. You might wanna check it out. 
Fucking Hell 
Only 11 days into 2017 and there's already been 25 Q1SPs out.

Are we in for the best year yet? 
So I'm Back. 
Any new Quake maps to play?? 
 
Are we in for the best year yet?

Only if Shambler makes one. 
#28721 
That's fucking wicked.

I'm going to contribute to that number personally. 
Make It 28 
 
That's Worth A Counter 
on Quaddicted. Can that be added? 
 
something something quality / quantity something something... 
 
something something quality / quantity

Hmmm, lessee...
- RJ6, quality: check.
- XJ2, quality: check.
- ad_fenrir, quality: check.
- ad_scastle by our Lord and Master Sock, quality: check and double-check.
- SM178, quality: can't tell yet.
- neg2betahc, quality: can't tell yet but judging from the comments, it's already an improvement over Hexcalc's first disastrous (no offence) map.

You were saying...? 
Quality : Quantity Ratio Of Posts 
Mugwump: 0 
If You Say So... 
You realize trolling people makes you the butt of the joke, not them, right? 
#28728 
I'm talking about how meaningless it is adding a map counter to quaddicted, you peach cleaver. 
Negative Feedback Is A Type Of Feedback Too! 
Mugwump looks around, observes and brings a fresh perspective. And more importantly a diverse perspective. I think Mugwump brings a great perspective to the mix.

Trolling? Is it really bad?

Trolling people isn't so bad, it's the internet and trolling is part of that.

I think a bigger internet problem is the occasional complete lack of trolling.

Facebook: like!, like!, like!, like!, like! --- Well, you need critical thought too right?

Don't you need someone to say "This sucks -- here is why?" Isn't negative feedback part of learning and growth?

Anyone can do positive feedback, because it is a very sheep thing to do. Negative feedback is therefore often more valuable.

Negative feedback is true feedback. Don't you want the true feedback to your face instead of behind your back?

If I do something that sucks and I don't know about it or I am lacking perspective to see it --- I want the negative feedback.

/One thought. I'm often wrong about these things, haha 
I Agree With Baker 
 
Thank You Baker 
Indeed, critical thought is necessary, and I'm not one to shy away from it. However, you seem to say that trolling = critical thought. Not. It's just mockery in my book.

@Kinn
I'm talking about how meaningless it is adding a map counter to quaddicted
This I wholeheartedly agree with. I thought you were saying large quantity leads to decline in quality, which is of course not always the case. 
Farts 
baker: trolling/beef needs to be clearly distinguished from negative criticism, otherwise you lend legitimacy to garbage like that guy in the AD thread recently. 
@kinn 
Communication is made out of words.

If the words have something interesting to say, you can read them.

And if they don't have something interesting to say, maybe you have something better to do.

The effect that words have on the reader of the words is the responsibility of the reader.

If you achieve any level of success, there will be trolls.

The only people without trolls are people who never did anything interesting.

Remember: a troll is still a fan of your work. Because they think your work is important enough to troll.

I would take that as a compliment! 
@kinn 
Jesus Fucking Christ.

I wasn't clear with the sentiment of my post. I though a "maps so far this year" counter would be a cool metric to keep track of for fans who are proud of their involvement in keeping a 20+ year old game alive and well.

Sorry for the wide eyed enthusiasm. I forgot where I was posting. 
@dumptruck_ds 
a) Mark V build 1025 supports variable sound distance now. "sound_clipdistance" "1000" (1000 is default, you probably want 2000). You add "sound_clipdistance" as a worldspawn key to your map, similar to how you set a skybox or the map title.

Maybe it will suit your purposes for your func_train.

b) Spirit runs Quaddicted and as I understand it does not read this forum any longer. 
It's Cool 
No need to get all fighty about it. 
@kinn 
Peace! 
Fans Clamoring In The Distance 
Remember: a troll is still a fan of your work.
OMG, OTP is my fan!! Teehee!

Ahem. More seriously:
You add "sound_clipdistance" as a worldspawn key to your map
Wouldn't that augment the hearing distance of all sounds in the map? Furthermore, what about other engines? 
 
Wouldn't that augment the hearing distance of all sounds in the map?

That's exactly what it does. 
@Baker 
Thanks - I will try and test asap. Might have to wait until the weekend, away from mapping machine for a few days. Great to see an engine with enhanced sound features.

Spirit is an it? :) 
Mh Has Answered The Age Old Question ... 
Just Watched A Simester Of Computer Graphics Courses On Youtube 
now my Hindi is on point! 
 
almost finished my retrojam 5 map 
Cool! 
 
Ah That Preach Thread Is Great 
I don't want to post in it because I could ruin what he did there!

That's an inventive concept. 
 
Years from now it'll be found with no context and that'll be great 
 
Years from now it'll be found with no context and that'll be great 
 
Oh no my first double post :( 
 
Oh no my first double post :(

I chose to read #28751. Although the content was the same, I appreciated the choice of paths :} 
Kinn 
go map dude. 
 
Rock Paper Shotgun posted a list of the top 50 PC FPS games, and guess who's on top?

https://www.rockpapershotgun.com/2017/01/13/the-50-best-fps-on-pc/

Also, reading through the list, I think they copy and pasted a few of the entries from older lists... a lot of them refer to things that were "last year" but were actually last year... last year. If that makes sense. 
#28755 
 
COD MW Or CounterStrike?? 
 
 
Yeah they keep those "25 best" or "50 best" lists around and update them occasionally.

For example, from 2015: http://web.archive.org/web/20150514154720/http://www.rockpapershotgun.com/2015/05/13/best-fps/

Back then Doom was #1 and Quake #37. :-) Which is cool that they do some re-opinioning every now and then.

FWIW I think the guy who posts the list is also the same one that reviewed Arcane Dimensions for RPS. 
Isn't That Great. 
Trash person writes trash article for trash website.

He even links to fucking Darkplaces to "offend your eyes a little less". 
 
quake?
that was unexpected

i mean, i always loved the game; and the game was loved in 1996 and 1997

but later it was kinda forgotten

and lately is rising again, in a way


"all so physical in their blockiness and pixel-grid textures"

when i tried gl_texturemode 3 and no hd textures with retrojam1 maps i noticed this too and deleted all the hd textures. with the new fog and lighting effects they look exquisite. 
DM-Shamblernaut 
We can make it. Let's forget QW uglyness ever existed and make a "Q1 Arena" single player DM jam. A chain of maps like we are used to make, but DM with a bot setup. The jam can provide a bot environment all set to just drop your map files on, for dev and test. Maps can have all mood, detail and beauty you want, provided you caulk (clip) it properly.

Afaik, it would be something completely new here. I'm in. Miss DM very much. 
Re: RPS 
Genuinely lold at some of these choices. Shadow Warrior 2 in it while it's one of the worst games of 2016. I mean the original reboot (I chuckled typing this) is far better in every aspect. SW2 feels like Borderlands with Asian memes, and they're not even funny. There's fucking Far Cry 4 in it too. Half-Life with a picture of the Black Mesa game because why the hell not. Devil Daggers on 5th place? Why the fuck not. The game looks great and is fun for like 5 minutes. Let's put it higher than other titles like Blood... wait, Blood isn't even in that list. I guess DOSBox is too hard for these people.

Quake first shows they're not totally braindead, though the cherry on top has to be the DarkPlaces recommendation with the jab at Quake's graphics, while the guy says the aesthetics look awesome a few sentences above. 
 
You guys need to be less angry sometimes. :-) 
 
this is func_, people are just always angry. <3 
Thoughts? 
@johnny We're all angry old men here. We've all been jaded by time ;)

@adib I'll make a DM jam in a few weeks.

@everyone who is interested how would you feel about making design / planning documentation public for said jam. I know sometimes jams release the map source, but I think it might be interesting to have some extra docs aswell. i.e. sketches, flow charts, etc.

Of course optional.

Thoughts? 
 
I can spread info on Quake World discord when you'll be ready to start this Jam. There are few active mappers there and lots of players, so you'll be able to confront your design with reality :D 
Call It Something Else And Not Another Goddamn Jam 
 
 
What makes a jam a jam? 
 
#28768 fruits? 
And Sugar 
making design / planning documentation public (...) i.e. sketches, flow charts, etc.
Could be a valuable resource for novice mappers. Approved. 
Mukor 
Maps, varying in size and quality. That's what makes a jam a jam. 
 
Thief 
I remember using a vodoo2 on Thief.
It was the same period of Unreal, and I had lots of gl_drivers on my computer.
There are no editors for this game, right? 
Using The Red Cross Symbol... 
http://www.pcgamer.com/how-the-prison-architect-developers-broke-the-geneva-conventions/

Using the red cross symbol in your game can result in attention from the British Red Cross. Why this particular game attracted the attention might not be entirely clear. 
#28774 
The Thief game/map editor is called DromEd. You can find more than one video on Youtube about it. 
 
DromEd is pretty ancient and archaic though. Getting scenes done takes quite a while, though a huge advantage over Quake is that you directly edit the game map file, so you don't need to compile it. That means lighting actually exists and you can modify it in real time, among other cool stuff. I'd love a TB-like editor as an alternative though. 
+1 For The Counter Spirit 
+1 For Welcome To Last Week's Beef. 
Number of retrojam maps that dumptruck has released that DON'T have a really fucking stupid name that takes longer to type than to play the map:















0 
Sahmbles 
Not using an engine with autocomplete? 
@shambler 
I assumed Fifth would rename it for the final release. Never again!
8-P 
You Ain't The Boss Of Me 
 
Boss 
there was a time long before I dear to post on this board, I really believed shambler and other nicks were the creators of quake monsters, like tim willits would be metlslime. 
Shamblernaut #28765 
Yes, agreed about documentation. Hope I don't loose this announcement. 
XCOM 2 Long War 2 Mod Released 
It's baaaaaaaaack https://steamcommunity.com/sharedfiles/filedetails/?id=844674609

It's XCOM 2 hard mode with more in depth mechanics, expanded strategy layer and shit ton of new enemies, items and weapons etc.

The AD of XCOM if you will... 
 
yeah, i saw that a few weeks ago
it's ready now 
UnrealHD (High-Res Skins) 
In case anyone missed this project, I released it on Moddb a while back.

This mutator for Unreal 227 and UT99 will replace all those old, blurry Unreal/RTNP skins with detailed, high-res versions. Unlike most skin projects, almost everything looks identical to the original from a distance, but far more detailed close-up (no more pixelation). Each skin has been manually reworked (no simple filters or cheesy sharpening techniques used). The most obvious improvements are with the big meshes, like the Titan. Most skins have been increased from the original 128x128/256x256 to 2048x2048/4096x4096.

View more information and download here:
http://www.moddb.com/mods/high-resolution-unreal-skins 
XC2LW 
Shurely the AD of XCOM with Skills 0-2 missing?? 
 
i managed to do an hollow torus
it was trickier than i thought

do you think it would be useful to have a tutorial for this? like that old czg's tutorial, but for trenchbroom?

http://imgur.com/a/hf2KG 
Hell Yeah 
That looks pretty spiffy! I'd be interested on the technique especially that you made it hollow as well!

Due to the absence of a brush skew feature, all curve guides end up in a roadblock. 
Ha! 
I've just finished one also.
Hard to keep it tight as the maps grows. 
"Dimension Of The Boomed" By Uthar 
Really neat looking doom mod with lots of quake resources, including ambient sounds and a custom shambler monster! Give it a shot!

https://www.doomworld.com/vb/wads-mods/92574-dimension-of-the-boomed-early-alpha/ 
Hollow Torus 
Check out my ad map if you want some hollow pipework. The source is included, I basically followed czgs tute after several days of vertex manipulation nightmares 
Awful Half-baked Tutorial 
how to make a torus in trenchbroom

http://imgur.com/a/HKrNj

hopefully it's at least understandable 
@topher 
Thank you, those looks like czg's tutorials but in TB this time. Maybe in the future it is easier do now pipes. All of my maps have been pretty pipe-less* 
From Non-discussion Thread. 
News Submission "General Abuse" [EDIT]
Posted by Lightning Hunter [76.25.102.76] on 2017/01/22 18:33:33

Really? My news submission went to general abuse? Man, after browsing this board and posting about my projects for 10+ years, you would think my submissions would get posted...

Anyway, please ignore my News submission made today. I submitted it again thinking the previous news did not get through, PLUS, I titled it wrong. I realized though that the submission was flat out rejected, so whatever.
 
Lol 
Dude who uses HIGH RES CONTENT on games from 199x is an asshole, news at 11! 
A HD-Texture-On-Low-Poly-Content Flamewar? 
Why that's my fetish!

I'll just leave this here: http://i.imgur.com/83v8gy1.png 
 
It all looks about as Unreal as always, except sharper. The game was never that good when it came to how its art assets looked, so there's very little to ruin.

I'd say why not. 
Yada Yada 
Since November, my life is crazy busy. This week I've managed to use some free time for editing some HD textures for Quake's ammo boxes, because I'm tired of not being productive and this is something I may release in a few days.

I miss having the time to sit down and writing some proper feedback for new maps, because there's a lot of great ones released this year.

:) Thank you all. 
Just Wanted To Share... 
https://youtu.be/0g9SazeaeK0

Watch it!

Contains: -A very nice Quake review
-epic map names 
FreeCAD 
Here is a free multi-platform CAD program, in development with a fairly complete set of features already implemented. It reads and writes multiple file formats, so it could find a place in your existing 3D modeling workflow; or you could find it to be a useful tool on its own.

http://www.freecadweb.org/

Why might you want to look at it? Well, they begin describing it as follows.

FreeCAD is a parametric 3D modeler made primarily to design real-life objects of any size. Parametric modeling allows you to easily modify your design by going back into your model history and changing its parameters. FreeCAD is open-source and highly customizable, scriptable and extensible.  
Thanks For The Link! 
I voted no. 
Is It Even Legal? 
It is so obvious of a copy that he only reason i see for it not being taken down already is that they didn't bother with or even haven't seen it. 
John "I Was Sort Of An Amoral Little Jerk" Carmack Goes Savage. 
 
That's So Carmack. 
I wonder what will happen to him. As far as I'm aware he's still rich... 
OTP 
Where are you reading this from? Id fancy a read. 
 
Is that a court statement from a judge?

Or is that the plantiff's "made for TV version of what they say happened"?

As far as I know, the jury concluded
1) Occulus did *not* misappropriate trade secrets.
2) The founder of Occulus *did* violate a non-disclosure agreement.

It does not appear that the court or the jury concurs with the text of the statement made in post #28810, although I don't claim to have read any of the docs provided by the court.

An attorney gets to tell their story of what they think happened to both the media and the court. It is always overstated so that if you go along halfway with their version of events, you would side with them.

The plantiffs team of attorney's is being paid with the idea they are supposed to win $2 billion for their client.

So they are going to have quite the "sales pitch".

/An alternate take. I claim no special knowledge. I am also often wrong. 
 
Imagine writing countless lines of code over multiple years... then you're told that you stole it.

Humans are weird huh? 
 
Apparently the case has been decided? I imagine there will be an appeal.

https://arstechnica.com/gaming/2017/02/oculus-execs-liable-for-500-million-in-zenimax-vr-trial/ 
Re 28810 
If that's true, (which I doubt) it's pretty hilarious to picture one of the most well regarded programmers of our time frantically searching Google for how to wipe a hard drive like some guilty dad after clicking on a Shambler link 
Haha Exactly What I Was Thinking 
if john carmack himself is googling "how to wipe hard drive secure" there's hope for all of us 
 
It's not like it's something you need to do everyday.

For that matter, most people would be surprised to find out that when they delete something from their computer it's not really gone at all. 
Err 
https://en.wikipedia.org/wiki/Data_erasure


Also: did anybody wonder why they know his google history? 
 
*phone rings*

Mrs. Clinton: Hello?

Mr. Carmack: Quick, I've received a subpoena. I need to wipe several hard drives.

Mr. Clinton: Just hard drives? No phones, tablets or laptops?

Mr. Carmack: Just hard drives.

Mrs. Clinton: LOL! Put the kettle on, I'll be there in 10. 
#28835 
I'm pretty sure google keeps a track of its users search history, and you can view it yourself here https://myactivity.google.com/myactivity (at least if you have an account - not sure what it looks like otherwise.)
It was probably requested/provided in discovery for the case. 
No Account 
says:
log in your sniff chip.
/P 
Fuck Kucktaku 
 
What did they do to the poor shotgun? ;-; 
 
Must be that weapon pack that was mentioned in the AD thread a long time ago. It has some questionable models based on Doom sprites. 
Errrr. 
Promoting Quake, namechecking some of the latest greatest missions / mods, praising the Quake mapping scene, and recommending Quakespasm over Derpplaces??

Only skimmed through but it doesn't seem that bad?? Apart from not putting a fucking Rubicon Rumble screenshot in... 
 
let me add this to the cringe galore: https://www.youtube.com/watch?v=EnZmRVdnBl8 
 
With two recent exceptions (RPS and now this on AD), the mainstream gaming community tend to think Quake modding is basically just whatever happened in 1997 because that's the only time when mainstream game media covered the scene, so Mexx, Zerstorer etc. are the only mods they've ever heard of. Maybe Nehahra, if you're lucky.

That video you linked Kreathor, epitomises this. 
PS 
a quick ip lookup on #28839 suggests he could be our proxy troll friend 
@metl 
6 posts not shown on this page because they were spam or posted from proxy/TOR exits 
Yeah That Article Was Good 
really nice run down considering its from a mainstream blog that i'd agree is often pretty low-quality. 
 
The screenshots could be better -- it's about custom maps but 3 of the 7 screenshots show stock levels. And that doom shotgun!

But, it has the links and tells you about quakespasm, quake injector, and quaddicted so that's pretty good, plus it mentions a bunch of good stuff from the last 3-4 years like AD, RRP, and multiple map jams. 
 
To be honest - doom shotgun aside (wtf) - I'm actually amazed the article showed Quake with fairly normal visuals - 90% of the time they'll show some disco-lit parallax-mapped bloomfest that makes your eyes vomit - even in articles about bog-standard vanilla quake. 
In Unrelated News 
I just found out that google docs does not recognise the word "crypt" - it puts a squiggly red line under it lol.

Google Docs - not Quake-ready. 
Wow 
#28808 now looks super rude. 
 
lmao, oh the woes of spam filtration :P 
Heh 
#28852, Always try to reply to a post by referencing the # of the post you're replying to, in order to reduce such awkward eventualities :} 
 
don't reply to spam is a good rule. Since it will be flagged eventually, your response will almost never make sense. 
 
It wasnt the usual spam but instead someone thinking anyone gives a shit about a free access quake 2 remake on steam greenlight. 
 
fair enough, i didn't see it before it was flagged. I see now that it looks like a quasi-on-topic post and you can't be sure it would be flagged. 
I Loled 
https://www.youtube.com/embed/SVDR-y03XX4

its an official vid?!? idk, really. i have been told so..

watch it please. 
^^^ Rejected News Item 
TBH avocado is pretty tasty. 
 
I know this is a bit early to start planning but can we make func_ into an avocado-focused forum for April 1st this year? 
How Can Avocado Oil Be A Mineral Oil 
It's a plant 
Oh Shit I Read Wrong It Says Miracle 
mea culpa 
 
http://i.imgur.com/uknKRBO.png

what does this mean ;-; 
Pritchard 
there is some maintenance being done on the quaddicted site atm.

follow it on twitter for news of outages and shit. 
Pritchard 
 
First update since 2010 \:D/ 
New Twitch Communities Feature 
I've made a Quake community page on the new twitch system for communities https://www.twitch.tv/communities/Quake

As I understand it, you can set what community you stream to in the same way you select the game you are streaming. No approvals or moderation is required, you should appear in the listing as soon as you go live. 
Great To See! 
 
 
Sadly you can't follow this communities, which makes it redundant... 
 
Sadly Daz doesn't stream for this community 
Half-Life - Unreleased Deathmatch Map "Cloister" 
Daz Go Stream. 
 
Steam Greenlight Is On The Way Out 
#28874 
Videogames are Art 
 
It's being replaced with "Steam Direct" though, which means devs can put whatever they want on steam for a fee

so don't expect anything to change 
For Me, Steam Greenlight Is Steam Auto-ignore 
I don't expect anything to change. 
So I've Been Thinking 
For a while I've been imagining a quake-like game of my own that technically look like the stuff we're doing here (see the HD shambler model and remodelling of the grunt, dog and knight monsters while still keeping the same texture feel of 90's shooters + the detailed mapping here coupled with good lighting and detailed skyboxes). And while I want to keep the thinking on game design for later, I'd like to know where I should go in terms of engine first.

What I'm looking for are the following, considering idTech2 a basis: skeletal animation, ragdoll physics (I intend to take the Metroid Prime route, where enemies make a dying animation before the ragdoll kicks in) and alpha textures/models (and modding of course).
AFAIK, my options are thus:

1-Go for idTech2 and boost it. This also means I'll be able to use TB2 for mapping, but I'm not sure if it'll be able to support skeletal animations and ragdoll physics. On top of that the controls are horrendous. Even if Daikatana managed to get something closer to Q1, it still feels off so I feel like I won't be able to replicate Q1's player physics (minus the bunnyhop as I intend for the player to use an alternative)

2-Use Darkplaces, but the graphic settings for anything that's below 6th gen tends to make them look muddy and the player physics are closer to Q3 than Q1.

3-Use Unity/Unreal4. For Unity's case I've heard it's been used badly a lot so I don't know how reliable it is, and Unreal4 I feel it's like using a bazooka to kill a fly.

4-Use Construct 2 with the Babylon3D plugin (https://www.scirra.com/forum/babylon3d-standard-edition_t183234). I already have experience with this HTLM5 game dev software, and is able to handle online play but I'm not sure if the games you make can be moddable, or what to do if it's possible. 
#22878 
My two cents:

Think of game design now. Figure out the gameplay and mechanics, write a gdd, maybe pump out a few tests. You want gameplay to inform your visuals/tech, not the other way around. There will be a lot of back-and-forth and iteration. You might be surprised how easy it is to make pixel art look like shit and how a cool mechanic might be awful in context.

Engine-wise, I'd opt for FTE/DP + IQM over unity/unreal. I am by no means an expert, so take my advice with a grain of salt. 
#28878 
I use Unity day in / day out, so speaking from experience:

Do not use Unity to make something quake-like. You will spend literally all your time writing systems just to try to get Unity looking and kinda behaving like a quake-like engine, when you can just use something like Darkplaces and have all that shit working straight away from day one.

Besides, brush-based mapping is a million times quicker and more fun than mesh modelling. 
Source Engine? 
It's brushbased, and it has some of the other stuff you had in mind. You would have to somehow put Quake player-physics in there. If you look on Wikipedia you can see that Source2 is going to be free of licencing-fee.... ,Valve's only condition is that you have to publish on steam. Teeeheeeheee :D 
 
Unity makes sense if you want to release your game to more platforms than just desktop.
As Kinn said, all modern engines will force you to downgrade available "tech", if you want to have 1:1 look/feel with Quake...
...but you can save time on:
- AI
- path finding
- sound/music management
- networking 
Yeah, On The Flip Side 
Unity's C# API is wonderful and of course much more powerful and nicer to use than QuakeC.

You can use any C# feature that's supported by Mono, which is basically a cross-platform version of .NET 
Cube 2 ? 
 
Contract Revoked Turns 15 In June 
Knave jam around that time? 
 
we need to get Kell back here 
I'm Not Looking For A 1:1 Recreation Of Quake/quake 2 
but rather something that's close to it (e.g I want the movement flow to be as fluid as Q1, if not as close, without strafe jump and bunnyhopping, as I want to implement stuff like sliding, wallrun and slide boosting [this game's equivalent to strafe jumping, for now, where you jump off a slide and you keep momentum]). If Darkplaces can deal with skeletal animation and ragdoll physics and alpha textures, as well as replicating quakespasm's texture filtering (I swear it has the best for low-res textures, then maybe it has something to do with the new compilers) AND on top of being usable by TB2, I'll be all over it. Though also if the HUD can be customized, because being forced on using the Q1 one as a hard-coded basis would be troublesome.

Now if Unity can make brush-based mapping (I remember a prototyping tool that seemed to have grid-based brushes) I could look more into it, considering what you guys are telling in terms of coding. Then again there's this Dusk game that's using Unity so I might look into it, although from what I've seen the details are on par with Q1 rather than Quakespasm stuff.

Still, this brings me hope, but now I'm on the fence on two softwares. DP is rooted in Quake technology, but this also comes with limitations, while Unity 
OTP 
announce it early, so people can make really ambitous maps that hold true to knave standards?
Why not?

The theme is best quake imo. 
Nice Anonymous Post. 
Discarded, try again with a name. 
 
Im up for a knave jam.

Arcane Dimensions or at the very least, Quoth, please. 
 
If it's going to be a celebration of the Contract Revoked themes then Quoth is the only option. 
Otp You F***face 
who else could trigger you so bad, heh? 
 
Now if Unity can make brush-based mapping (I remember a prototyping tool that seemed to have grid-based brushes)

If you are set on using Unity you'll be far better off doing it properly and learning actual mesh-based modelling, rather than using some "brush" tool someone wrote for Unity that will just be generating highly unoptimised meshes anyway. 
Contract Revoked/Lost Chapters QuakeC Was Open Sourced 
Lost Chapters source code | Lost Chapters Source Release Post

Lost Chapters being the sequel to Contract Revoked.

Completely possible to do a faithful to the original Contract Revoked theme map, since Lost Chapters was open sourced. 
Wow 
I thought that was lost forever when the 2005 expo went down!

Thanks Baker. 
Kinn 
But then how is the Dusk guy doing it?

I'd like to emphasize this for DP, can the HUD be entirely customizable? Last time I looked at a DP-based game the layout was the exact same as Quake, making me fear the HUD being hardcoded carries over DP. 
DP Games 
here are some games using DP:

SteelStorm

Blood Omnicide

Xonotic

Warsow

there are more out there including a bunch of smaller projects. 
 
Do the Warsow developers know they are using DarkPlaces?

That would be an interesting conversation. 
Er... 
#28898 
My mistake, it's qfusion. I could've sworn they were using DP at one point. 
 
Warsow used qfusion. 
 
Referring back a few posts...

If you really want to do brush-based mapping (or at least layouts) for a modern engine, http://hammuer.nte.be/ lets you import .vmf or .map files into the Unreal editor. 
Retroblazer 
 
Ohhh... I didn't knew it's on Darkplaces!
Sadly development died... 
Staying At A Hotel 
and func is the only website that loads up because it's the most optimised and the connection is too shit to load anything else. 
 
Try loading the entire General Abuse thread 
Retroblazer Is For Furfags By Furfags 
 
So DP Seems More Capable As An Engine That I Thought 
after seeing those examples. I might use it afterall.

But one last thing just to be sure: is Quakespasm's way of filtering texture an usual one? Can it be replicated by DP? Can tyrustil's (and others) compilers be used for a commercial game? 
Daya 
in theory yes.

in practice, I'd use unity. 
Jonas I'd Use It Too, But If Brush-based Map Cannot Be Done In It 
then I'd settle with DP.
But then I've seen that TB2 can export map files into wavefront 3d models, meaning they can be used by Unity as a single model, meaning using Unity *and* TB2 is possible.
The downside I see with this is the back and forth with converting files and testing maps. If the map I test in Unity is wrong in the original map files, I have to edit in TB2 and then convert it.

Is brush-based maps in Unity that buggy? Because I'm wondering how the guys behind Dusk are doing it: https://www.youtube.com/watch?v=GqUiJpITMS0

Another thing I'm wondering about TB2: since my game won't have a palette limit, can TB2 use .wad files (or texture pack files rather) that doesn't hold a palette limit? 
 
Try http://sabrecsg.com/ for brush building in Unity 
.map In Unity 
With a dumb conversion of .map to mesh, You'll have all sorts of lovely problems like sparklies everywhere because .map brushes -> mesh is just t-junction city.

Also, unless you caulk and automatically remove all the unseen brush faces in a conversion step, you'll be drawing all that too - which might not be a problem because it will be so low poly (I assume?)

If you want to go down the .map -> Unity route, I strongly suggest creating it as a Quake 3 .map, and then using q3map2 to process your brushwork into clean .ase meshes

You'll need to look into how you do collision. Are you going to just duplicate the visual mesh and use that as a collision mesh? Could be pretty unoptimal unless you are going for 1996 levels of geometric detail in the visual map. Manually creating optimal collision meshes will eat up a ton of your time.

You'll need to think about culling too - Unity has an occlusion culling system but you'll have to have a long hard look at that to see how it works so you know how to organise your map meshes - it's no good having the map as a single mesh, it has to be split into lots of seperate meshes so they can be culled independantly of each other. 
 
IMO, the iteration time between changing something in a .map, and then going through all the different steps to see those changes in your Unity game, will be such an insanely convoluted waste of time that you will have an incredible new appreciation for how easy and quick quake-engine mapping is.

Unity plugins like that one mukor linked might be worth looking at before you discard the Unity idea though. 
 
What are the benefits of brush-based mapping compared to mesh anyway?

I'm asking because at some point in the future I'll have to decide what to start with, and right now my experience = 2.5D mapping + a little bit of low-poly 3D model creation in Blender. 
Mukor And Dwere 
Now that's what I'm talking about. I'll look into it and then decide between Unity and DP.

dwere -> brush-based mapping is by practice better to construct an environment faster, the downside being it won't look as organic as brush-based map, which is better fitted for natural terrain (plains and mountains to name a few), at least from my experience. 
 
A couple of things about brush-based mapping:

https://www.youtube.com/watch?v=xOBEy-zIotE
https://www.youtube.com/watch?v=6ubu76gEvM8

Got these from the YouTube channel of the same guy that I saw discussing HammUEr (that I linked above). 
Kinn 
Are you using Unity for your job? Or for personal projects? Interested in what you're up to with it, as i've just been going through some tutorials 
 
Are you using Unity for your job? Or for personal projects?

At work: Only started using it once all the decent games companies near where I live shut down and we all had to do skeevy pay-to-win shit for mobile. I am loathe to admit being involved in any of that horrible crap, but it brought the doughnuts in.

Personal stuff: All sorts...2d stuff, 3d stuff...A lot of proof-of-concept stuff that never really got finished, but some of it is interesting and I'd like to maybe do a write up at some point maybe but don't hold your breath. 
American McGee Is Doing An AMA 
#28918 
Ha, ah thats a shame. Well you do what you have to, eh. Unfortunately those are the companies that make money!

Write up at some point would be very interesting to me at least. I'm getting into it now, really only with an eye to do some silly little games or proof-of-concepts. Any good tips for communities / resources / reading? It seems like finding a shit-needle in a shit-haystack at the moment. 
 
Any good tips for communities / resources / reading? It seems like finding a shit-needle in a shit-haystack at the moment.

Any step-by-step guides out there are mostly going to be clusterfucks of irrelevant shit that don't really address the stuff that you specifically want to be doing with Unity.

Instead - break down what you want to know into very focused questions about one little aspect of Unity, and simply learn by Googling one question at a time. Somewhere, someone will have asked the exact same question as you, and there will be decent answers to that question scatted across a million different forums like stackoverflow, and even sometimes on the Unity forums, or on the official documentation pages.

Once you kind of know which systems of Unity and/or script functions you need to be dealing with to solve your problem, then its time to read about those systems on the official documentation.

Once you get deep into Unity you'll realise how a lot of its systems are poorly documented "black boxes", and your only "resource" is googling to find others trying to do the same thing as you. 
#28915 
Thanks, it's more or less what I thought.

Terrains are exactly what I'm concerned about, as well as various tilted/broken structures of complex shapes. 
#28916 
Thanks for those as well.

I like the way that guy talks. I couldn't understand most of it, but I think I got the main idea. 
#28921 
ha, maybe not exactly what i hoped to hear, but at least the "google your specific question" technique is reassuringly familiar. Pretty much anything i've ever coded is built upon stackOverflow ground, with varying degrees of shakiness.

Cheers for the advice! 
 
Does anyone have a working link to the Quake Info Pool?

The discussion on the Mark V thread about Quake hackiness reminded me of it so I went to have a look. I can't get it to load from either inside3d.com or insideqc.com, or even archive.org. Seems to be a lot of interminable redirecting or reloading going on?

Maybe it's just my browser... (Chrome on macOS) 
 
Yeah, I get the same redirect loop in Firefox or Chrome for: http://www.insideqc.com/qip/home.shtml

Disabling javascript works around the problem though (I'm using this FF plugin
Inside 3d 
wasn't it changed into InsideQc
How The Internet Ruins Productivity (by Design) 
New Q1SP By QuakeOne User 'MissBubbles' 
#28928 
That part about drugs sown as something necessary foe work reminded me on how crunch work is regarded the same. 
#28928 
I didn't have time to watch the whole video (quite appropriate given the subject matter!), but that stuff about the drugs is some fucked up shit. 
#28929 
Thanks breezeep_, this is now a news post! 
What's Wrong With Otp? 
I guess in the past I've thought of him as an occasionally helpful guy who randomly makes snotty comments to newbs --- which I think a lot of people can relate to.

And he also had some sort of feud with gb.

But in more recent times, I've seen him in the past troll Spirit and be happy Spirit doesn't post here --- which is a bit weird.

And recently I've seen him pointlessly troll mh, which is twice as odd. All mh does is create engine code and mapping tools.

Has he always been like this and I just haven't noticed?

Or did he fall on hard times (unemployed? alcoholic?)

If he's fallen on a hard time, I wish him well. I remember during first Map Jam, I specifically played his first map because I was excited he released one and was kind of curious to see what he made.

Also if I argued against something he said, I would omit his name so he knew I was arguing against the argument, and wouldn't think it was personal.

Maybe I just don't notice these things. 
 
No idea but I feel like it backs up my recent comments about func being a less inviting place than doomworld 
I Just Know This Will End Up On Quake_txt 
 
Who's Behind Quake_txt Btw? 
I mean he's clearly someone who browses the func 
 
quake_txt is sentient AI developed by hexcalk after spatial transcendence. 
Best Move This To The Beef Thread Baker 
 
#28933 @Baker 
You've made 2 maps ever, one of them of was a total boxmap. The other one was quite a bit better.
If you don't mind, I would prefer to only chatter with people with talent and ability or at least bringing critical thought to the table

You post condescending crap like this and then wonder what is wrong with OTP!?! Maybe you should have a good look at yourself.

I hope someone renames the thread to "What is wrong with baker 2017", so everyone will know from the title what to expect and follow Bakers wise words instead! :P
Done talking about this boring subject anyway, fun stuff is what I like. 
Episode Jam - Expressions Of Interest Post 
Possible flow of episode:

M1 Base map (as per id convention) ->
M2 polluting into a swamp map ->
M3 entering into a ruins map ->
M4 which enters a lost "lovecraftian" city ->
M5 which has a maze like cultist church ->
M6 that has a boss battle.
Secret map -> whatever really.

The focus would be on vanilla style gameplay and a vanilla aesthetic. Custom textures would be allowed and encouraged but they must be original creations. Looking for 6 to 7 mappers, doing one map each. One map will be a secret map.

The duration of the jam will be longer so that mappers have time to make additional textures and so that the gameplay can be super polished. The level of detail should be vanilla or slightly higher.

Restrictions:

- No coloured lights, fog, or fancy skyboxes
- Quake map protocol
- Textures must adhere to the original palette
- id1 progs (next time AD jam, sorry sock)

I'm open to a different episode flow if you have good ideas and a good argument.

Who is up for it? 
 
I'd certainly be interested in seeing it, but I don't know if I'd have the time to participate or not right now. 
 
Is skaarj-like AI for a boss enforcer or Knight doable in Quake? Can dodge player weapons, and move and fire at the same time? 
 
Cool, but what id someone fail to finish his map and whole Episode flow will be rekt? 
 
then the map would be replaced or they would offer their mapsource for somebody else to finish.

the pack wouldn't be released until it was finished. 
I Like Ur Themes. 
Especially swamp into ruins.

However I would say that fog, coloured lighting, and skyboxes should be obligatory rather than forbidden, because they can definitely enhance such themes, and mappers are generally using them really well at the moment. 
Shambs 
I can be flexible with that if enough people want it, I'm pretty firm with it being vanilla compatible though.

Hmm... What I might do is ask that the mappers to release a version alongside that is known to work in dosquake. 
Episode Jam 
Is a cool idea, however I see some potential issues :

1) People will fight over who gets to map what. IE everyone will want to do the Lovecraftian ruins map cos that's fucking cool. I suggest you simply set an order of progression and let the mappers decide the styles.

2) Silly restrictions. Standard Quake bsp format is fine, but no coloured lighting or fog/skyboxes is a unnecessary restriction. Those features enhance atmosphere.

3) Longer deadlines are a double edged sword. Too long and people lose interest and/or get lazy. 2/3 weeks seems to be the sweet spot??

4) You will need to pre-plan weapon progression so that authors know what kit the player has when entering their level. 
Thanks For The Tweet Daz 
As far as I'm concerned if I get the interest and announce the jam, then whoever gets in first can pick their map.

I'll drop the silly restrictions, I'll keep the map format and indexed textures as-is though.

I want the maps to be polished, there will be a target release date, and I want to see the jam as a collaboration. I expect betas to be shared and tested amongst the participants. The weapon load out will be discussed and tweaked during this period.

I am loathe to enforce a strict deadline. If need be see this not as a jam, but as a collaborative project. 
 
Yeah, weapon progression is the biggest problem imo.
1-3 are easily solvable. 
Interesting 
I'd be interested to see the jam be a thing but I wouldn't be participating myself.

But to clarify, you can use just vanilla textures if desired? The whole time allotted to creating custom textures thing seems weird to me considering how adamant you are about keeping it vanilla fresh. 
 
yeah, you can use vanilla textures.

The original episodes each had a unique feel about them.

The reason why I want to incorporate some additional textures is to add a point of difference.

I want it to have a "this could have been an unreleased or forgotten id map" kinda vibe to it, rather than "gee this feels like episode 2". 
QTWFDI 
No coloured lights, fog, or fancy skyboxes
All these options enhance and add to the atmosphere of a map. Not sure why you would take away the fun parts of the map creation process.

Quake map protocol
Why? Most people use modern clients and computers, we are not in 1996 anymore. Restricting protocol will not make people map faster or complete their map to higher quality.

id1 progs (next time AD jam, sorry sock)
I assume you will wanting to do something different with Chthon this time as you seem to be mirroring the style of episode 1. Also WTF no Triple Barrel Shotgun!?! Talk about shooting yourself in the foot! :P

If you want to place restrictions to help people finish stuff quicker and not create large maps or monster death marches then restrict size and monster counts. Aim for each map being 15mins of gameplay with 3-4 secrets at most.

Bear in mind that Id has made Episode 1 already, you don't want to make it again by enforcing 1996 restrictions. Let people explore the theme, create new parts and not simply repaint the E1 map source layouts!

Decide on weapon progression early (including secret stash), which monsters appear in what maps and try to agree on skill levels and what they mean for each map. 
Interesting Idea For A Jam 
I still would like to use my colored lights tho. 
Fun Idea! 
I would like to build an Id1+ map at some point, and what a way to continue 2017 for quake, a fan-made episode :) I'll have my eyes on this thread 
About Episode Jam's Weapon Issue 
Make it work like Doom? As in have every map be shotgun-started, but obviously have the shotgun-start be the harder route while the keeping weapons from the previous episode route be the "easiest". This is what I'm doing with Schlossherr (which I plan to go back once I'm done with my QUMP contribution). 
Shotgun Start 
Great idea :) 
+1 Shotgun Start 
I think its important that all maps as part of an episode should be designed with a Shotgun Start in mind as a standard, regardless what weapons the previous level offers - or at the very least keep those in mind and not worry too much about bumping up the challenge whatever players choose to do.

I always start from a clean slate once the next level boots up, it keeps thing interesting and should allows mappers to tailor gameplay to their level as they see fit for those who choose to take this approach.

Sadly these details could be missed out on but find it's preferable to have that option available. Reminds me of a Doom episode still fresh on my mind, "Going Down", where some levels (ex MAP03, MAP15, MAP18, etc) can lose their unique flavour when carrying over weapons often reducing the tension or challenge.

... that's my 2 pence 
Shotgun Start 
All maps should be finish-able with a shotgun start but I wouldnt delete all weapons on each map start on an episode unless you're doing a hub style start map as in AD. 
Doom Like Id Did 
but instead how about "AD Like Id Did" and do a 'what if id had made AD'?

You could have all the cool functions of AD but try to make it still feel like those classic 90's maps?

I dunno, just a brain fart. 
#28959 
I like that brain fart. 
 
#28959 
neat!

@otp, go play with your guinea pig. or sth. 
 
so do we have any buy-in for the jam? or am I just mapping this thing in solitude? 
@Shamblernaut 
I'm currently making small runic/catacomb map, trying to make it like id would have made it (when using TB). Is this episode going to a thing or not? I'm not using mods, just vanilla quake. 
 
yeah, I'm about to make a thread for it. 
I'm Buying In For This 
A small/medium sized classic map with Id1+ architecture (and texture alignment :P) 
I'm Currently Working On Something 
But I might cobble something together 
/me Wants Chainmap Jam 
 
Shotgun Start 
When I forced a shotgun start for each of the three maps in my last FMB, the only comments about that I remember were moans. I thought it was a good idea otherwise gameplay for the maps as stand-alone would have been skewed.

(And I though I had been so clever to bring a justifiable reason into losing the weapons: caught in a rockfall, and dropped them trying to jump across some lava - you know, they fell out of your backpack; doh! ) 
I Think You're Misunderstood 
I proposed shotgun start the same way as Doom, e.g you shotgun start them only when you type in the map filename in the console, but if you're going in from the menu as usual, you keep your weapons from map to map. 
Isn't That The Default Behaviour Anyway? 
 
It Autosaves At Levelstart 
 
It's Like Daya Says 
You can play each level on its own if you like and are able to collect all the weapons available up until that point. So for instance, there's a nailgun in each level even though you might have picked one up in the previous map already.
It does not mean the player is strapped of all his gear with each level change!

Of course, ideally everyone should balance their maps in a way that makes sure the player doesn't carry a huge amount of surplus ammo over to the next map. 
Dopefish 
https://farm1.static.flickr.com/710/20796471039_a44ec09318_b.jpg

Anyway... Func might have flamewars, but much better than those sterile forums where naughty words are banned and most pedantic and time-free (cough) people spam the shit out of the place aka mw. 
Dope! 
I agree! Behaviour should be learnt and a filter will not change an arsehole into a friendly person 
We Have An SJW On Our Hands ! 
 
How Do I 
increase size of the HUD and console text pls? thanks 
 
What Quake engine are you using? 
Quakespasm 
starting the game like "quakespasm -game bastion +sv_aim 1 +scr_menuscale 2 +scr_conscale 2 +scr_hudscale 2 +scr_conwidth 1920 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +r_farclip 16384 +skill 1 +map e1m1rmx"

either
+scr_conscale 2
nor
+scr_hudscale 2
does not seem to do anything, I also pls need some more limits removed because some maps crash at certain points, thanks 
 
Quakespasm has a few cvars for scale, try these:

+scr_conscale 2 +scr_crosshairscale 2 +scr_menuscale 2 +scr_sbarscale 2


which maps crash? 
egyptian "retrojam6_breezeep" crashes when trying to open door after multiple ambush in the dungeon/chamber plus "symphony of science" crashes when trying to pick up crowbar in the lab 
* "retrojam6_breezeep" crashes after opening silver door (after the ambushes)
** console text still tiny 
 
Are you using the latest version of Quakespasm? I've never heard if sucheck a thing happening in my map. 
Scr_conscale 2 Is The One 
If 2 is still tiny for you, use a higher number then. Just type the command in the console. Do you play Quake on a cinema screen?

Regardless of font size, you can just type "condebug" after the crash and copy the error message from condump.txt. Probably trying to run the map in AD or some mod. 
Scale Stuff 
Quakespasm has a Scale slider in its preferences menu which tweaks multiple things at once. That has always worked well for me. 
Recording Demos 
I have some video gear from my previous business that would make it extremely convenient to record demos posted here. I was wondering if people who post .dem files would mind if I recorded and posted theirs on a YT channel?

So for example I'd take some MapJam .dems record them and post them. I'd put a graphic on screen to give credit to the player and of course the map author as well.

I like watching Quake Grave etc. using Chromecast on a tv so that's why I gravitate more to streaming as opposed to just watching dems in game.

What do people think? Would you be cool if CI recorded an posted your gameplay .dems? 
That's A Cool Idea. 
You're welcome to mine whenever I post them! 
@bloughsburgh 
Excellent! I will probably do a trial run later this week and will startbwith some of yours. 
I Like This! 
You could check my speedrun of my first map on http://www.quaketastic.com in the demos/speedrun folder (file is gravelpitdayaspeed.zip, and needs quoth to play) 
@daya Will Do 
And it's a good choice as I have yet to play Quoth! 
Very Nice Idea 
tho videos with commentary are more appreciated 
 
A webtool to play, rec and upload .dem's automatically would be awesome. 
More On .dem Videos 
I'm trying to get my hardware to behave and record at 60hz/fps correctly. Something's going wrong in the pipeline tho. I'll figure it out. The way my setup works is HDMI out into a device called a Pix240i.

https://www.videodevices.com/products/portable-video-recorders/pix240i

That's a specialized recorder for digital cameras I had left leftover from my production business. I can pipe in a mic to the recorder and do commentary but I'm not sure I'll do that for every video. Thanks for the feedback. Hope to have the refresh rate solved by the weekend so I can do some of these.

The Pix cost me a fortune and I want to put it to use instead of buying another solution or using Fraps. 
 
#28933 
Baker pretty much disappeared from everywhere after February 20... 
 
Hope they're ok :( 
#28996 
Mugwump (aka bfg666) disappeared too, from both func_msg and quakeone.com Last login in January.
He was a huge spammer, so I wonder how no one noticed this anomaly ;) 
Don't Think That I've Left This Community Entirely. 
I usually pop in here to see anything new going on. When there isn't a new q1sp or a map jam announcement, I lurk. 
 
#28994 neat.

For q1sp I imagine it would be complicated. This tool seems geared to more standardised maps / engines etc as it is online play

Would need a way of uploading the necessary map/egnine and parameters for q1sp. Doable but.

Why not with a nice beast of a machine and have it rendered in 4k just because. 
 
That's an interesting point about maps. I don't see a description anywhere of what maps igmdb supports for the different games... it's not just official maps, because e.g. in the Quake renders I see aerowalk and QW race maps, but yeah it has to be some limited set and there's no option to upload the map. 
Fucking RL Rant 
I'm 49 and have a wife, two teenaged kids and a dog. By the time I get off work I have zero fucking mental energy and desire to sit in front of a computer to map. (I sit in front on one all day) I have a metric fuckton of personal things I need to take care of too. My to-do list is exhaustive. It's depressing. Just had my yearly physical yesterday and the doc say I HAVE to lose weight and get more exercise. Big fucking surprise.

I have a great life - I really do have a lot to be thankful for - but man it would be so much better if I had more free time. It bugs me to read this forum and then not have time to do what I really enjoy - which is mapping.

Just venting. Thanks for reading! 
Oh Man. 
I need to map my ass off before I turn 30. 
@otp 
Yes. Highly recommended. :) 
 
Yeah IRL shit is kicking my ass at the moment as well. I havent really mapped since the speed mapping/24 hr jam.

Best of luck! 
Reallife 
I think Quake is a great opportunity to escape reallife, at least for a moment. 
Bender ^h^h^h Baker's Q1 Sig 
Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.... 
When A Portal Opens To The Antimatter Universe 
My opposite is just me with a goatse. 
Lots Of New Q1SP! Oh Boy! 
 
Streaming .dems Update 
I wasted a bunch of time trying to get my video gear to capture successfully at 60fps and threw in the towel last night. Gonna screencap with Bandicam which works really well. A few more steps and we'll have some .dems to share with commentary as well. 
Rendering Borderlands 3 In UE4 
First Custom Quake Level? 
I might have asked this before so apologies I simply don't recall. I searched the Blue News archive and couldn't find anything but I am looking for the "first" ever custom Quake level. I remember that it was released BEFORE the source code for QuakeEd were released however the source code for the compliers and the maps specs had been released so you could compile a .map - there were just no map editors available! Some guy made a small little rectangular map with wooden beams criss-crossing throughout. This dude made the map using notepad -- no level editor. Insane. Would love to find this and take another look at it.

Anyone recall this map or know the name or other details? 
Dumptruck_ds 
 
@mankrip 
Thanks for the Worch link! I might have footage of him working on Sin. Don't recall if I do or not. I loved Quest. I honestly don't recall how texture alignment was done in Quest. I had to have used a more fleshed out version, because I do recall flat shading in Quest and the levels I still have from those days I was able to align door textures without notepad.

the two levels you linked to are not the first one sadly. :( I will double check Potpourri but I don't think so. 
 
Yeah Quaddicted lists https://www.quaddicted.com/reviews/bc.html as the first SP.

Mention of "notepad" reminded me of the DM map https://www.quaddicted.com/files/maps/multiplayer/daskull.zip but that's probably not it either, too complicated.

Maybe some other DM map? 
Duke Nukem 3D Prototype/Beta Coveredy By Nostalgia Nerd 
@Johnny 
Yes it was def a tiny DM map. Forgot to mention it. I have some CDs of my old Quake files but I doubt I archived that map. Gonna keep looking. 
Notepad++ DLL Hijack 
 
r/stallmanwasright 
 
Someone already made DUSK mod for Quake. They even share quality of execution: https://youtu.be/pcwowe80MHM?t=11m53s 
Pistol Viewmodel 
the perspective is pretty nice! 
1080Ti 
 
I ordered a 1050 Ti the other day when I saw it on sale for under $150. Not the greatest but it'll be way better than what I have now. 
 
 
a lightning somehow fried my vga so i have to buy a new one

i guess a cheapo evga 1060 sc will have to do for me

at least quake runs flawlessly on integrated graphics, i can wait for now 
I Turned 16 On The 4th 
I can now legally drink beer and wine as I live in Germany! 
Good Decals Mods/Ports? 
Are there any mods or ports for Quake that add nice blood/weapon damage decals to surfaces? I know that decals weren't originally in Doom, but bullet damage and blood make the visual aftermath of a fight a lot more satisying, and I often miss that in Quake. I'm pretty sure Darkplaces has this, but I'm looking for something closer to Quake's original look. 
Interesting Story Of The Rise Of The Triad 
Gollum Spotted: 
Too Bad The Episode Jam 
is for a small group running in secret. Any other collective mapping effort that anyone can see and jump in? 
Yeah,,, 
AdibSP1, a map collectively made by adib and adib, in a theme of his choosing. 
Adib 
Well I'm working on something and a couple collaborators are also contributing so if you're interested in doing some mapping let me know. Be warned though that my projects don't tend to appear at a breakneck pace; I'm aiming for the summer. 
Tronyn... 
I am always down to help if there is anything that I can do! :) 
Tronuh 
What's the status on the Drake Merger?
What's the status on the 200 pending map reviews?
What's the status on the ongoing manhunt for PM? 
Lol 
You are awesome negke. At least someone is still paying attention.

It seems like I will never get PM to return and "finish" his mod at this point; he may have been raptured or something (I know he has other projects but I'm lucky to hear from him once a year). On the other hand it hardly matters since I've had little time for mapping for the past 3-5 years. Yet I do plan to complete the Drake Merger as best as I am able within the next year or two, but my nearer term project is an episode that will hopefully be a sort of "teaser" for the merger.

It did occur to me to put the Drake Merger on a different mod; I haven't even played AD yet but I'm sure it has a lot of great features. However for Drake maps dragons, other custom monsters, and particular items like grappling hooks, are indispensable.

Thanks for the offer of help Generic, I was hoping to give contributors an update back in December but now it seems like it'll be April. So I'll be in touch.

The pending 200 map reviews will have to wait until the episode is out, at least ;) 
Tronyn 
Just sent you an e-mail. Seems that the pace of your projects is a little like mine. 
Tenebrae Have The Best Decal Blood 
 
#29024 
i did the heat gun trick with my vga and is working again! it works! the heat gun works

no new vga for me untils this one is totally broken 
Von I'm Sorry I Poked You It Was An Accident. 
 
No 
you haven't, relax 
It's Going To Happen Tho 
the App knows I did it, and it's just waiting for right time to send the data packet 
 
Has anyone else ever been punted to some shitty fucking fake "YOUR COMPUTER HAS A VIRUS" website, when browsing quakeone.com? Just happened to me now and it's not the first time... 
Maybe Your Computer Has A Virus 
 
Trust Me, It's Definitely Not That 
 
 
If anyone's brave enough to try it, this is the link I clicked on (from a google search)

http://quakeone.com/forums/quake-help/servers-coding/10329-alternative-quakec.html

And this screenshot shows where it kicked me to after a few seconds of reading that thread - it's obviously all bullshit...

http://i.imgur.com/htjK1ir.png 
Also 
this ain't normal, is it? (see image below) I don't really see the "not secure" warning anywhere else....

http://i.imgur.com/e3wnLJ9.png 
 
Do you use any kind of adblocker? If not, maybe the virus or whatever it is was in some malicious ad displayed or scripted to appear on the page. This can happen even on seemingly legit websites if the ad hosting service has some of their stuff compromised.
Or maybe Windows Defender also protects the user from mental harm... being quakeone and all! 
Yeah I Use UBlock Origin 
seems to be blocking things on that page 
No More Internet Privacy 
#29051 
Whatevs. I'm more worried about him ripping up all the climate change commitments. 
Kinn 
dont worry, it is all gone off by now.

https://en.wikipedia.org/wiki/Clathrate_gun_hypothesis

blabla pessimisctic stuff here, we are screwed... 
Engine Diffraction 
 
I'm Not The Best Person To Say 
But the list of differences "under the hood" is enormous I imagine. Was just following the discussion in the MarkV thread about the differences in the MarkV renderer vs the QS renderer... 
Fitzquake 
Is the original "authentic Quake" engine, from which QS and Mark V have forked years ago.

The latest version is 0.85, from 2008. It does not support BSP2, protocol 999, or fence textures. 
#29055 
QSS is not QS.

The point of QSS is to support mods. Be they qc extensions or other features that a large mod might use like particles, or merely just bigger maps, even networked.

QS (and fitz before it) on the other hand seems much more quintessential. The changes it makes are for good reason, only adding new features when someone actually NEEDS something, instead of because they might want it later, and then warning if it is ever actually used!
QS also cleans up code, like switching to SDL instead of having separate win+lin+mac ports, and stripping the software renderer (which was a nightmare to maintain).
I personally only see QS as distinct from from fitzquake because of the (significant) switch to SDL, they seem to have similar/continued goals to me and the lack of fitzquake updates kinda backs up that feeling.
QS makes for a great base engine for forks, hence the number of engines that use it as a base. It would be a great shame if someone went and just copied over all the markv files over the top.

MarkV seems to have different aims from QS+QSS, more of a sandpit than an actual goal (somewhat like FTE, but still much more limited, with many files with a single comment containing the words 'todo' in a way that indicates adhd...).
I *think* merging QSS's features over to MarkV is one of Baker's long-term goals, but I get the feeling that its a very long term one... Mostly because I don't think he gives a damn about modders as he really has no experience of qc modding.

Either way, merging stuff is never trivial, especially if someone already ported over incompatible stuff like qmb's particles instead of qss's...

Large maps/fences/etc are a product of AD and it being popular enough to get people to care about it working properly. They seem supported more due to necessity than as actual goals.
You can thank mh/rmq for it ever happening.

Ultimately though, some people just create engines because they can - its much easier to bolt your own crap on the side than it is to figure out all the crap someone else bolted on years ago.

Anyway, I'd better stop ranting before someone gets pissy about how I see things. 
No More Internet Privacy 
I hope it returns and is more inclusive. These days everybody is after your data and personal information and seem to believe this is some kind of "right" that you must give them in exchange for using their service.

This attitude is pervasive and spans across ISPs, social networking sites, search companies, and even the Windows operating systems.

The best defense is to be proactive and aggressive in counteracting these transgressions. Use ad blockers, block JavaScript, use a tracker blocker, and even a cookie killer. A VPN maybe even become necessary if nothing is done. 
 
uMatrix seem to be the chrome browser plugin to control it all. "what a sentence" 
Spike 
out of interest, do you have anything else on the boil at the moment? 
@Shamblernaut 
I wish. unfortunately I've been finding less productive ways to spend my free time lately.
I keep thinking I ought to fix up my in-engine brush editor (yay networked map editing), but I can never find the enthusiasm to actually work on it.
fte's downloads (aka: updates) menu got some tweaks lately, that's probably the most interesting thing lately, if you ignore bugfixes anyway. The android port got a new icon, if that helps any. 
Just Played... 
...alk08sp by Kona.

From 2005, this was a jolly single player romp in a deathmatch style map. Lots of body parts by the end, slightly enhanced by being in the right spot when some new monster spawned in.

Rushing around often got me quite dead, quite quickly. Softly, softly catchee monkey (or Shalrath, Shambler etc.)

Nice. 
 
The best defense is to be proactive and aggressive in counteracting these transgressions. Use ad blockers, block JavaScript, use a tracker blocker, and even a cookie killer. A VPN maybe even become necessary if nothing is done.

just use TOR u phaggets, lmao. 
Uhh... 
Mods? We've got a shitposter here. 
Shitposting? On MY Func_msgboard?? It's More Likely Than You Think! 
 
Just Played... 
...SM103 from 2005.

It took many attempts before I could kill all 10 monsters in Neg!ke's map with just the axe - my skills have not improved with age!

In Zwiffle's map I re-encountered the 'anglegrinder' bug as shown below in both normal and fullbrite modes:-

http://imgur.com/PHUDCUp

See the original forum post for the explanation as to why this happens in this map.

More jolly romping. 
Sm103_generic2 Is The Best!! 
 
Generic2 
Absence of comment should not be taken as an implication of any form of dissatisfaction.

The gib fountain was certainly well executed, and the final sentiment was clear and concise.

At first, I wasn't sure about the lighting but I stuck with it and by the end I was happy with its consistency.

I played on the default skill level and overall was satisfied with my performance. 
Anglegrinder 
Speculation: Might that be where the teleporter was designed with human-sized creatures in mind, and the larger fiend hitbox overlaps the teleporter trigger at the destination? 
You Are The Best, Mike! 
(^: 
So... 
Who would be the one to ask to get the Coding Help thready stickied under Mapping Help? 
No One 
 
#29073 
I would ask in Site Help so metlslime can see it. 
Just Played... 
...the 100 Brush series 1, 2 and 3. Some good maps in there, some difficult but fair fights.

Now, what on earth was Necros on in his 100B3 map? 
 
#29029 
mukor's ghoulish hand rises its ugly thumb again: https://pbs.twimg.com/media/C9KwMzNXYAAqzM4.jpg:large 
 
is that a quarter of a credit card I see OTP? 
 
Its from all the amphetamines i had to use for RJ6 and 24HR jam. /s 
No Shorties Allowed? 
I was thinking of buying Witcher 3 and noticed this in their system requirements:

"Please mind that we only officially support full-size desktop graphics cards"

At 5.7in/144.78mm my new GTX 1050 Ti is considerably shorter than most desktop graphics cards. I wonder if it will work.

:) 
Vore Idle Animation 
Seven created a simple idle animation for the Vore model that doesn't require QC support and can be readily used in the game.

http://quakeone.com/forums/quake-mod-releases/finished-works/11595-a-5.html#post175352 
Dear Shambler. 
Mark the above post as spam PLZ&THX. 
Rune Of Blood 
There also appears to be a new Quoth episode that Bloughsburgh didn't tell us about: Rune of Blood
:O 
Also "Lunacy's Cage" which was my literal first maps ever created for Quake haha.

Rune of Blood were my Quoth test bed maps and Lunacy's Cage my id1 test maps. Viewer discretion is advised. 
What's Up Guys? 
Holy shit I can't believe this place is still around!! Hasn't changed in years I see, site looks kinda funny on a 2560x1440 monitor with such a small fixed width though. :)

Thought you all might get a kick out of this.. trying some older games on my new GPU, got a GTX 1080 Ti!

Set Quakespasm to gl_nearest_mipmap_nearest and forced some rather insane AA modes in Nvidia Inspector. With no texture filtering and these settings actually looks really slick!

+ 4xOGSSAA
+ 4xMSAA
+ 4xSGSSAA

http://shadowdane.com/public/pics/quakespasm_notexfilter_4xOGSSAAxMSAAxSGSSAA.png 
Business As Usual. 
[9:04 PM] czg: anyway, I'm having a weird dick adventure 
Just Played... 
...digs06. Or rather I would have played it if my brain had not exploded half way through.

Great map and the theme was superb. But I seemed to get lost every five minutes, and extremely confused regularly. In the water columns I never worked out if I was supposed to go up or down and I seemed to find rooms that appeared not to go anywhere even though the paths to them seemed to be well defined.

I think I may have played one Quake game too many. Oh well, on to the next. 
Digs Has That Effect On People. 
 
 
What's Your Future Of Gaming If It Becomes Like This: 
https://games.slashdot.org/story/17/04/27/1333236/xbox-chief-we-need-to-create-a-netflix-of-video-games

I don't use Origin but they have something similar I've read/been told.

I'm just to old school to fall for renting "my" games! But what do you guys make of that? 
 
Apparently the new "Holy Grail" of software companies is to sell their product as some kind of subscription based service.

This is Microsoft's plan for their Windows operating system, no reason why they shouldn't try it with games also.

The idea is to continue conning you out of your money for as long as possible resulting in much higher profit than a one time sale. 
 
#29087 top points for going for decent settings and not smoothed out bollocks, nice huh ?

Video games as a service......more disease.

Frankly thats almost already it on consoles with the stupid fucking subscriptions to be able to play MP...except they get you to buy the game AND pay a subscription, top kek suckers! 
Cancer Never Stops Spreading. 
Skin Would Be Fine On 20x The Polys. 
 
Vores Are Female 
Dat Enforcer 
Looks lit bru.

Srsly tho - that looks really nice, and yeah - it would look nicer on a more hi-res model, but I like it regardless. Humph. 
Anon Troll 
That's in pretty poor taste 
#29095 
Cancer? Seriously? A game skin?

What's with the verbal brutalism?

Then again, #29097.

Gaming forums these days. 
 
Oh, I think this community was always a tad brutal :D 
ID Panel @ 2016 Zbrush Summit 
https://www.youtube.com/watch?v=duj01hm3FTE&t=680s

crazy how 50k - 60k polys per model is considered a tight budget. Also, the end if the vid is gold XD 
John Carmack To Receive Honorary Doctorate 
UMKC recognizes Carmack's contributions to 3D graphics technology.

http://info.umkc.edu/news/they-have-touched-our-lives/

His tweet in response:

https://twitter.com/ID_AA_Carmack/status/860229545139548160 
Android/iPhone Mapping 
Possible? I know some alps use a Linux emulator to do Gimp and such on mobile, but do you know if there is something like Trenchbroom Mobile? 
Trenchbroom Mobile !!! 
We need this, so I can poop and map!
I think for mobile it would be easier to use Unity to make some simple editor and deploy it to any platform you like instead of rewriting TB for mobile. 
 
The overhead required for emulation and VMs on mobiles is still well above what they can manage easily.

You would be better off using a modelling tool, saving as OBJ and then converting to map. If only there were good modelling tools for mobile. 
 
presumably you could just compile TB for arm linux, set up some debian/whatever chroot on your phone, install some x11 server app on your phone, and run it that way.
it would need to be a good x11 server if gl rendering is going to work properly though.

of course, the lack of a physical keyboard with a shift key etc would make it totally unusable as-is, so probably not worth trying.

I'm certain most modern phones (and by modern, I mean one for which the following statement is true, which makes it all rather than most but whatever) would have perfectly adequate performance to run a native port of TB, if such a port were made. 
 
Press the screen and tilt your phone in the direction you want to move or expand the brush. 
Input On Mobile 
Yesh keyboard+mouse is by far the faster means of mapping but...a simplified mapping experience could still be fun for waiting in long lines, waiting on your wife to get out of the bathroom, waiting on your wife to try on 10 different outfits before she comes out of the changing room etc. 
This 
https://usecubes.com/design

Now if only it had Quake textures and export to .map then I could block in levels on my phone.

As it is I can sketch ideas. 
 
This is basically how I block out levels in TB 
Oh LOL 
#29113 
Surely, Thats An Oximoron? 
 
I Love Everything About This 
Interesting 
as the personality trait basis of political beliefs is an area in need of desperate investigation. As Jonathan Haidt has pointed out (and I'm not saying I agree with his relativistic views, although being slammed by social justice ideologues seems to have altered those views), there's a huge risk of educated people merely assuming that their way of thinking is superior - and yet some of these people don't believe in biological sex, placing them on exactly the same intellectual level relative to the empirical sciences, as creationists. The point Haidt makes which I agree with the most, is that intellectuals are just as susceptible as regular schmucks to cognitive biases - perhaps more so - but the fact that they assume they have transcended such biases is actually quite dangerous.

The real question is, if scientists ever do understand human personality, can we use that knowledge to more or less, fix politics? Because ever since I've been paying attention, we've been getting some pretty bad results. 
Quoth Knave Jam 
OTP floated the idea a while back to have one in June for Contract Revoked's 15th birthday. Any interest? I wouldn't want to organize it but I would do a map. 
Intel Eligible 
Buy my ID and I unlock your computer for bitcoins! 
Tronyn 
and yet some of these people don't believe in biological sex

Biological sex or gender? Because there's no such thing as "biological gender". All I heard from educated people so far is that gender (being a man or being a woman) is a social construct.

From moral panicked people all I've seen is this confusion between biological sex (XX or XY chromosomes) and gender (what society built, throughout history, as male/female identities).

I've never seen any educated people denying that XY gives you a dick and and XX gives you a pussy, which is a scientific fact, though I'm aware of people defending that Earth is flat and mankind never went to Moon, so... 
 
I am a potato. 
Good Question Adib 
You would think that the people I'm referring to would take your reasonable perspective, but that's not the case. Here in Canada, on national television, a professor with a PhD actually said "It is not correct to say that there is such a thing as biological sex." Not gender, sex. This was actually just brought up in parliamentary proceedings this week because it's directly relevant to some very unfortunate legislation that probably WILL be passed, and then it may actually be illegal to simply conduct research in biology. Lol. Reminds me of Lyshenkoism in Soviet Russia.

You are giving people the benefit of the doubt and I understand that. I also don't want to exaggerate the problem because I tend to take, as one colleague of mine put it, a "Jeremiad view." However, after more than a decade in the higher education system I can confirm to you that many of the most educated people in the humanities and social sciences, at least in Canada, are as anti-scientific as any evangelical creationist, just on behalf of left-wing ideology as opposed to the right-wing ideology of evangelicals. The level of disingenuous ideological bullshit has reached insane heights and I can hardly imagine that even the medieval Catholic church took things this far, except possibly in the case of Galileo. Canadian evolutionary psychologist Steven Pinker's book The Blank Slate came out more than a decade ago and it was incredibly controversial merely for summarizing scientific consensus on these issues. Since then the problem has only gotten worse. Who needs reality when you have bureaucratic power? 
Biological Gender/sex 
is also not defined so distinctly, you can have males with XX chromosomes and women with XY chromosomes. You can also get XXY, XYY, XXX etc ad nauseum.

People who like to draw clear distinctions are being narrow-minded, whether intentionally or through ignorance.

I think there's definitely a current backlash for transgender issues recently since there's a lot of people creating new genders on the fly. I personally think there should be a different term altogether for it.
To say you're a girl in the morning and a guy in the evening isn't being gender-fluid. It's belittling to real transgender people who typically feel a dissonance between their birth gender and their psychological gender. 
Lpowell 
Ionous said he would be organizing quoth jam in June 
I Agree With Fifth 
Also, I tend to agree with John Carmack on some political issues: people should be judged by their productivity and talent above all else.

Politics are largely pointless, despite their effects. 
On Topic 
https://lvlworld.com/review/id:1210

I'm surprised he was able to pull off that brushwork. 
 
Amazing 
Tronyn... 
not exactly changing the subject.



Quoth Kell Jam sounds fun. Make sure to require the latest version of Quoth, whatever the heck it was called. (2.2?) 
Thanks Pulsar 
Glad to hear it. 
 
https://youtu.be/DFYjSkUdfb4

DF Retro on Quake 2, mentions a bit of Q1 as well. 
#29122 
the thing that i don't like is people seeking to ruin other people lives for symbolic acts or "wrong" opinions, like the guy who landed a satellite in an asteroid and everyone was talking about the shirt that the guy was wearing.

shit like that makes me more hostile to proggresivism, the social justice zealotry

the social justice orthodoxy (rejection of the science)... i don't know. there are a lot of those. science is not THAT popular, they're ideologues, not really social scientists. 
 
mmm...
i want to clarify

what i tried to say is that i don't see that the problem is so bad. after all there are a flat-earthers, creationists, climate change deniers. there is one that says that the sun is merely a few hundred degrees hot, i don't remember the name. there is a lot of weird shit and conspiracies. the social sciencies also have that kind of stuff, but worse because social sciences are not hard science in general. 
Flat Earth 
Has the cooler closer sun thing, because in their perspective the world is a disc. 
Wait, What Are We Talking About 
Oh right map jams! 
 
yeah, sorry

i should finish my small map for the QUMP jam, it's nearly done in all its smallness 
Small Maps 
Ahh...the bane of my mapping fame is my inability to create small maps. Would that I would gain legitimate use of my handle through proliferation rather than obscurity of maps.
-said every closet-mapper ever

Good job keep it up! 
The Dark Crystal: Age Of Resistance 
https://youtu.be/OGzVYyV_Jsg

heard about this a couple years ago, but I was under the impression it was a sequel film. 
 
Looks neat killpixel! 
I Think So Too :D 
 
 
In the year one million and a half, humankind is enslaved by giraffe. 
How Did I Miss To Post That Pic, Jfc?!? 
Favorite Mod? 
Quick poll:

What is your favorite underemphasized mod? Don't answer with something like Quoth or AD. The point is underemphasized, the underdog mods no one/few have heard about. 
 
I remember playing a mod at one point which was a wave combat sort of thing - you'd go into a single arena and fight endless waves of monsters to try and get a good score. I actually quite enjoyed it. Don't remember what it was called though :( 
 
I don't think I've ever played any Quake mods other than Quoth and Arcane Dimensions. I played Quake very little after Quake II came out and didn't come back to it until years later. 
 
 
Tour Of Nvidia's Failure Analysis Lab 
https://youtu.be/pRz_CG3DZb4?t=1m10s

this was a year ago, so the guy is talking about an older chip using a 28nm process. current chips are 16/14nm with 10nm just on the horizon. very soon we'll be at 5nm, the outer limit of conventional semiconductors. pretty amazing feat of engineering. 
Zer / None. 
I generally prefer maps to mods. But the better mods are cool. 
Drake And Quake 
Drake mod because that's about the only other mod I have tried! 
#29144 
Qonquer-mod!
It was used for Mapjam5 
 
I kinda liked the character of Madfox's mod...quirky in a very Quakey way. Reminded me of MDK. 
But 
Like Shambler, I suppose I prefer single maps. 
TCs 
Aside from "regular" mods, what Total Conversions have people played that are actually good? I've tried a few but they were just... weird and bad. I get that TCs tend not to be made any more but it seems like a few were produced back in the day. 
Anyone Remember 2048 Mod? 
I liked it because you could spam d-pad to get a gib fountain. Also 2048 is nice! 
Mods? 
i would pick that travail mod, as a best mod evar 
Tough To Pick A Favorite Mod But... 
I think the most useful mods for me are the MP bots Reaper and Omicron bots. Most of my mapping experience over the years has been with MP. I also think DMSP is awesome for a quick adrenaline rush. I would love to discover more SP mods though (besides the obvious Zer, Quoth and AD)

http://mrelusive.com/oldprojects/obots/obots.html

http://easttown.co.uk/quake/reaper.html

http://strlen.com/maps/dmsp/ 
Mods & TCs 
Quake was the Unity of its time. Despite being great for making mods, it was actually awful making TCs for it. Anything that deviated too much from Quake's design was an unstable pile of hacks due to engine constraints, and anyone that tried to replace all of Quake's content with assets made from scratch ended up making awful crap due to asset format constraints in conjunction with limited and/or buggy tools. Things have improved somewhat, but we still get people making Q1 MDL models with inverted normal vectors, for example.

The kind of people who liked to try to push the limits of the engine's flexibility and create wholly new games using it are on UE4 and Unity now.

The fact that most Quake TCs are crap is a testament to how difficult its engine and tools actually were to work with, and to how talented the id Software team was. With this in mind, it becomes easier to judge Quake TCs by what they really are, and appreciate their upsides.

The X-Men TC, for example, had great looking models for its time, and good textures. Its gameplay was panned, but it's actually one of the most polished TCs out there. 
I Can 2nd #29157 
I started creating Citadel on the Quake Engine. Darkplaces specifically. It's limits, even with all the additions and special features of Darkplaces, made recreating System Shock untennable. Specifically crouch, prone, leaning, and any other changes to the player's collision hull size are buggy or unworkable.

Unity is what I switched to.

I still love Quake though.

-Quake Master 
RMQ Is Best But You Hate's Killed It 
 
 
I found out recently that the developer of Papers Please (and upcoming Return of the Obra Dinn) was one of the main dudes who did the Malice TC. I have fond memories of that one being fun, and put together pretty well as Quake TCs go.

Wonder if I should ever retry that or if it would not hold up even as a nostalgia thing. 
Cool Fact 
related link, a cool point cloud fog/smoke effect he's adding to Obra Dinn
https://forums.tigsource.com/index.php?topic=40832.msg1329818#msg1329818 
Is Cuvfefe A Lovecraftian Entity? 
Alternate spelling:Cuvfyfy in case Cuvfefe isn't unpronouncable enough. 
Centurions Are Real. 
They're Going To Fight Spiderman 
Parker, quick! Get some pictures. 
Half-Life 3 Released 
I Wonder... 
You know the BFG or Lightning Gun Syndrome? Where players hoard ammo for their most powerful gun and end up scraping by on weaker weapons and never actually use their most powerful weapon, because they are saving it for that super tough part that...oh and the level is over.

I wonder what would encourage use of the lightning gun more. 
@pritchard 
I remember playing a mod at one point which was a wave combat sort of thing - you'd go into a single arena and fight endless waves of monsters to try and get a good score. I actually quite enjoyed it. Don't remember what it was called though :(

Maybe the DMSP mod? http://strlen.com/maps/dmsp/ 
#29167 
I wonder what would encourage use of the lightning gun more.

If there was any monster that dropped ammo for it in the levels were we use it.

Rockets can be used all the time against ogres because ogres give back the same amount needed to kill them.

Soldiers give 5 shells, despite only needing 2 shells to be killed.

I find myself always using shells and rockets because of this. I save nails for fights against large groups, and the lighting gun for fights against shamblers.

Enforcers only gives 5 cells, which is a ridiculously low amount, and they only appear in levels where we have no access to a lighting gun. 
Hmm... 
It seems to be a matter of scarcity then.

If I leave out ogres and grunts, provide more cells, and skimp on nails...ya that might work. 
 
i would like slower ammo consumption with the lighting gun. it's not only that it's generally scarce, but it's feels wasteful to fire the gun at the air by accident, or during a horde fight. also when the enemy is dead and you react in one second or 0.5 seconds
the ammo consumption is too fast, so you end up wasting several cells of an powerful weapon by accident. and the hoarder in every one of us don't like that 
 
assuming full ammo:
sg: 50 secs
ssg: 35 secs
ng/sng: 20 secs
gl: 60 secs
rl: 80 secs
lg: 10 secs

it is interesting to note that impulse 9 gives you 200 cells, while ammo pickups cap you to 100.

imho, the issue is more the abundance of rockets. don't place the rocket launcher, don't place any rocket pickups (other than ogres). place ogres only after the player has already found the gl. Or just make it so the player can only carry 20ish rockets max (requires qc). 
 
Enforcers only gives 5 cells, which is a ridiculously low amount

In the stock maps maybe, but play any custom base map and you'll be at 100 in no time. For this reason Quoth 2 globally changed the enforcer pickups to 1 cell. IMO, bad decision, though. 
Quaketastic And Shub Hub Down For Maintenance 
 
#29186 
/Don't remember what it was called though :(
qonquer 
 
 
Thanks For Copying It. Not Giving Feminist Sites My Hits 
 
 
Can't tell if it's satire or not 
 
#29177 is a TOR node 
Monster Wave Mods 
@pritchard

Your question was bugging me so I looked at Qonquer and also found ne_dynamic (along with the aforementioned DMSP.)

https://www.quaddicted.com/files/mods/ne_dynamic.zip

http://www.wantonhubris.com/qonquer/Qonquer.html

http://strlen.com/maps/dmsp/ 
Dumptruck_ds 
Your question didn´t bug me.

Quaddicted didn´t add Qonquer as it´s a mod.
I had it available but it was denied. 
Madfox 
Quaddicted didn't add Qonquer as it´s a mod.
I had it available but it was denied.


Quaddicted has a mod directory if you dig but I guess the don't want to publicize it on the front page - which is puzzling to me.

Looking forward to trying Qonquer. I really like DMSP as it brilliantly makes use of DM maps and I've made a few of those. I took a look at Qonquer's dev docs from work yesterday - pretty intriguing. 
Trent Reznor's Quake Soundtrack Is Coming To Vinyl 
 
I'd like if it came with lossless digital multitracks too. Quake mods could really benefit from high quality remixed music. 
I'm With You MK 
But i think this release is just another cash grab, the original QUAKE CD audio files are the best resolution out there..
I could be wrong though, and there are some DATs recovered and being mastered again and and and..
I doubt it. 
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