 If Quake Was Made Today:
#20989 posted by Scampie [72.12.65.92] on 2011/11/02 04:54:56
 Oh Man
#20990 posted by Tronyn [24.79.116.78] on 2011/11/02 05:24:34
AWESOME!!!!
 True Dat
#20991 posted by RickyT33 [86.133.251.60] on 2011/11/02 11:14:52
The graphics would be worse too.
 Hahahah
#20992 posted by DaZ [78.147.154.92] on 2011/11/02 11:36:20
I love it.
 That Was Great
#20993 posted by jt_ [174.252.228.83] on 2011/11/02 12:55:25
 Fuck Yeah!
#20994 posted by onetruepurple [89.79.96.4] on 2011/11/02 20:24:03
 Same Comment As T'other Thread.
#20995 posted by Shambler [86.25.165.79] on 2011/11/02 20:51:20
Very cool :D
#20996 posted by stevenaaus [42.241.113.153] on 2011/11/02 22:14:20
Haha :)
The funny thing is, rocket jumping was only an accidental feature.
 Ijed Likes This
#20997 posted by ijed [190.22.53.178] on 2011/11/03 00:25:53
 Spirit
#20998 posted by RickyT33 [2.216.134.141] on 2011/11/03 01:36:19
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:
#20999 posted by RickyT33 [2.216.134.141] on 2011/11/03 01:46:23
#21000 posted by Spirit [89.204.153.67] on 2011/11/03 06:43:08
"quoth website" being what exactly? what url?
 Well I Mean The Signs Of Koth Website.
#21001 posted by RickyT33 [2.216.134.141] on 2011/11/03 18:14:26
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.
#21002 posted by Spirit [80.171.53.216] on 2011/11/03 18:21:11
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
#21003 posted by onetruepurple [89.79.96.4] on 2011/11/03 18:22:31
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
#21004 posted by onetruepurple [89.79.96.4] on 2011/11/03 18:23:22
 Er - Ah - I See.
#21005 posted by RickyT33 [2.216.134.141] on 2011/11/03 18:25:55
Well furry muff.
You're welcome. :S
 Onetruepurple
#21006 posted by Spirit [80.171.53.216] on 2011/11/03 18:53:13
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.
#21007 posted by metlslime [159.153.4.50] on 2011/11/03 19:29:28
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
#21008 posted by Drew [173.176.48.105] on 2011/11/03 19:48:59
Wouldn't mind a new Kell sp right now.
 Ditto
#21009 posted by RickyT33 [2.216.134.141] on 2011/11/03 19:57:11
 Geuss I Missed That Drama
#21010 posted by DaZ [78.147.151.75] on 2011/11/03 20:17:39
But it makes me sad, Kell is great. Quoth is great, come back Kell :(
 Anybody Up For DMCfying Kell's DM Maps?
#21011 posted by onetruepurple [89.79.96.4] on 2011/11/03 20:23:04
 Kell
#21012 posted by Tronyn [24.79.116.78] on 2011/11/03 21:22:23
anyone remember those otherworldly palace shots Kell had? those looked awesome.
 Otp
#21013 posted by negke [78.54.89.163] on 2011/11/03 21:28:13
dmc2m5
 I Dont Remember Any Drama
#21014 posted by megaman [88.64.180.60] on 2011/11/03 22:44:54
 Yeah
#21015 posted by RickyT33 [2.216.134.141] on 2011/11/03 23:19:00
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.
#21016 posted by gb [46.142.39.117] on 2011/11/03 23:22:19
Kell made good, inspiring maps. Didn't know him very well.
#21017 posted by necros [99.227.131.204] on 2011/11/04 02:12:09
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
#21018 posted by Zwiffle [97.87.57.94] on 2011/11/04 02:14:43
I was afraid he stopped coming here because I kept pestering him about Contract Revoked 2 :(
 Alright
#21019 posted by madfox [94.215.210.233] on 2011/11/04 03:28:34
I'm a fagot, lunaran.
I want my open source Quoth 3! pppppppurrrleeeaaaase :p
 Quoth Sauce
#21021 posted by gb [46.142.38.181] on 2011/11/05 13:52:56
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
#21022 posted by ijed [186.107.157.99] on 2011/11/05 21:21:07
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
#21023 posted by RickyT33 [2.216.134.141] on 2011/11/05 21:27:52
crazy
 Quoth
#21024 posted by ericw [142.179.129.40] on 2011/11/06 01:03:25
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.
#21025 posted by necros [99.227.131.204] on 2011/11/06 02:05:49
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.
#21027 posted by onetruepurple [89.79.96.4] on 2011/11/06 15:08:05
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?
#21029 posted by ijed [190.22.21.100] on 2011/11/06 18:19:43
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
#21031 posted by ijed [190.22.21.100] on 2011/11/06 19:08:40
The only time when you got in problems was when a herd would corner you.
 Snarf Snarf
#21032 posted by RickyT33 [86.133.253.113] on 2011/11/07 12:14:02
 Scraps/sources Section
#21033 posted by Tronyn [24.79.116.78] on 2011/11/08 07:16:28
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.
#21034 posted by Spirit [82.113.106.104] on 2011/11/08 09:16:55
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.
 K
#21035 posted by Tronyn [24.79.116.78] on 2011/11/08 09:51:05
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
#21036 posted by Spirit [80.171.96.24] on 2011/11/08 14:29:15
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.
#21037 posted by necros [99.227.131.204] on 2011/11/08 18:19:01
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.
#21038 posted by ericw [142.179.129.40] on 2011/11/09 05:16:54
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.
#21039 posted by Shambler [86.25.164.7] on 2011/11/09 12:05:40
Simple as that.
 Awesome
#21040 posted by RickyT33 [2.216.134.141] on 2011/11/12 23:50:23
 Bender
#21041 posted by madfox [94.215.210.233] on 2011/11/13 00:03:33
you forgot the page number!
#21042 posted by Yhe1 [71.160.150.186] on 2011/11/14 03:32:56
Hey, is Quaddicted gonna include mods now? what became of the discussion?
 #21040
#21043 posted by JPL [82.227.229.44] on 2011/11/14 09:26:41
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
#21044 posted by negke [78.54.80.220] on 2011/11/14 11:59:48
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
#21045 posted by nitin [124.170.3.134] on 2011/11/14 12:50:31
yes.
 Negke:
#21046 posted by metlslime [159.153.4.50] on 2011/11/14 20:07:41
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
#21047 posted by gb [46.142.21.27] on 2011/11/15 12:08:14
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
#21048 posted by jt_ [141.217.143.198] on 2011/11/15 15:38:24
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 :)
#21049 posted by ericw [142.179.129.40] on 2011/11/16 00:44:59
 If Anyone Wants To Take A Look At It
#21050 posted by jt_ [141.217.142.13] on 2011/11/16 16:21:57
I'll upload the src to my website.
 OK, So, Recursive Acronyms?
#21051 posted by RickyT33 [90.220.150.150] on 2011/11/17 18:38:04
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:
#21052 posted by negke [213.39.154.171] on 2011/11/17 18:59:11
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'
#21053 posted by RickyT33 [90.220.150.150] on 2011/11/17 19:11:44
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
#21054 posted by RickyT33 [90.220.150.150] on 2011/11/17 19:12:37
on my keyboard. WTF is with that?!?!
 Also
#21055 posted by RickyT33 [90.220.150.150] on 2011/11/17 19:14:12
'RDM'? - Requirements Decision Memorandum?
#21056 posted by negke [213.39.154.171] on 2011/11/17 19:15:47
While PHP originally stood for "Personal Home Page", it is now said to stand for "PHP: Hypertext Preprocessor", a recursive acronym.
#21057 posted by metlslime [159.153.4.50] on 2011/11/17 20:05:22
nobody tell Ricky about GNU...
#21058 posted by necros [99.227.131.204] on 2011/11/17 20:51:22
deep breaths, man! :D
 LOL
#21059 posted by SleepwalkR [92.231.111.98] on 2011/11/17 22:04:16
Ricky, you need more sleep!
 General Nuts Abuse?
#21060 posted by madfox [94.215.210.233] on 2011/11/17 22:24:24
Oh no, something with lie sense?
 You Too MadFox!
#21061 posted by SleepwalkR [92.231.111.98] on 2011/11/17 22:47:01
 ...
#21063 posted by Drew [132.205.103.177] on 2011/11/19 02:12:17
#21064 posted by Yhe1 [71.160.150.186] on 2011/11/19 11:06:00
 Even Better Than Recursive Acronyms
#21065 posted by starbuck [94.194.57.126] on 2011/11/19 14:47:45
 Yhe1.
#21066 posted by Shambler [86.25.164.7] on 2011/11/19 16:40:05
I can't remember it. Have a look in the news threads list, and if not, News Item that badboy!
 Starbuck
#21067 posted by SleepwalkR [85.179.41.230] on 2011/11/19 19:31:48
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?
#21068 posted by negke [78.54.88.181] on 2011/11/19 19:45:56
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...
#21069 posted by rj [86.0.164.53] on 2011/11/19 20:59:36
...or descriptivists?
 Map Looks Cool
#21070 posted by Drew [184.145.208.188] on 2011/11/19 21:41:38
WIP is better than nothing!
DOWNLOADING
 Yeah...
#21071 posted by metlslime [159.153.4.50] on 2011/11/19 22:34:11
interesting how the first half of 2011 had a huge number of releases and now it's really slowed down....
 True
#21072 posted by Drew [184.145.208.188] on 2011/11/20 00:28:19
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
#21073 posted by stevenaaus [114.73.86.51] on 2011/11/20 02:35:22
The shamblers go hide round corners ;>
And holy hell those fire dogs are big bad bastards.
 Yeah
#21074 posted by Drew [184.145.208.188] on 2011/11/20 06:16:18
a few monsters do that weird thing.
 I'd Say Its Worth A News Post
#21075 posted by Drew [184.145.208.188] on 2011/11/20 06:19:26
considering how long its been, considering the generally good quality, considering the dry spell currently going on.
#21076 posted by necros [99.227.131.204] on 2011/11/20 07:23:57
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.
#21077 posted by Yhe1 [71.160.150.186] on 2011/11/20 07:33:51
Possible to extract the hell hound skin from ARWOP and use it for this hell hound?
 If Doom Was Done Today
#21078 posted by Spirit [80.171.144.247] on 2011/11/20 10:05:19
 Harvester Of Chaos
#21079 posted by gb [46.142.24.149] on 2011/11/20 10:20:27
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.
#21080 posted by Spirit [80.171.144.247] on 2011/11/20 11:00:09
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.
#21081 posted by rj [86.0.164.53] on 2011/11/20 11:17:32
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
#21082 posted by negke [78.54.94.73] on 2011/11/20 11:24:34
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
#21084 posted by starbuck [94.194.57.126] on 2011/11/20 12:02:53
bind mouse1 quicksave
 Spirit
#21085 posted by gb [46.142.24.149] on 2011/11/20 14:10:19
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
#21086 posted by gb [46.142.24.149] on 2011/11/20 14:20:46
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
#21087 posted by rj [86.0.164.53] on 2011/11/20 15:56:13
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
#21088 posted by Drew [184.145.208.188] on 2011/11/20 20:05:13
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
#21089 posted by negke [78.54.74.0] on 2011/11/21 10:46:58
Or a script with a "quicksave; wait 30; quicksave" loop.
#21090 posted by starbuck [94.194.57.126] on 2011/11/21 13:05:01
outstanding idea. That's 30 milliseconds, right?
 That Woudn't Work If It Was Milliseconds:
#21091 posted by RickyT33 [90.220.150.150] on 2011/11/21 18:47:51
Quick, you have 0.015 seconds to dodge that bullet or you're dead!
 Doom 3 Source Is Released
#21092 posted by ericw [142.179.129.40] on 2011/11/23 02:19:53
#21093 posted by gb [46.142.41.104] on 2011/11/23 10:02:17
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:
#21094 posted by Shambler [86.25.164.7] on 2011/11/24 16:49:47
|| 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
#21095 posted by Spirit [80.171.29.76] on 2011/11/24 16:54:47
but how would they read this?????
 That's The Funny Part.
#21096 posted by SleepwalkR [92.231.234.11] on 2011/11/24 18:04:49
#21097 posted by digs [46.191.218.65] on 2011/11/24 18:13:17
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
#21098 posted by negke [213.39.155.103] on 2011/11/24 19:08:39
 Video Playthroughs
#21099 posted by DaZ [78.147.159.94] on 2011/11/25 20:13:12
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
#21100 posted by [90.220.150.150] on 2011/11/25 22:29:05
weird
 RickyT23^
#21101 posted by [90.220.150.150] on 2011/11/25 22:29:24
 Re: Celephais.net Problems
#21102 posted by Text_Fish [82.33.101.223] on 2011/11/26 11:01:11
I just removed the www. from my bookmark and it seems to work fine now. Odd.
 Sweet
#21103 posted by rj [86.0.164.53] on 2011/11/26 15:04:06
that worked for me too :)
 Metl Fixed The DNS Problem
#21104 posted by SleepwalkR [85.178.117.120] on 2011/11/26 15:20:45
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.
#21105 posted by Shambler [86.25.164.7] on 2011/11/26 19:43:35
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
#21106 posted by Tronyn [24.79.116.78] on 2011/11/26 20:38:50
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
#21107 posted by spy [95.56.119.18] on 2011/12/01 13:37:41
i just wonder what happened with the tyranns base map
its been 90 something percent completed
 Yeah
#21108 posted by Drew [70.52.21.246] on 2011/12/01 14:53:04
I would hurt somebody close to me to get to play that map in a finished state.
 Https://www.quaddicted.com
#21109 posted by Spirit [80.171.155.115] on 2011/12/02 12:07:33
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
#21110 posted by DaZ [78.147.150.83] on 2011/12/02 18:23:00
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:
#21111 posted by metlslime [159.153.4.50] on 2011/12/02 20:17:13
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.
#21112 posted by negke [31.18.177.156] on 2011/12/02 20:22:43
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
#21113 posted by DaZ [78.147.150.83] on 2011/12/02 20:38:18
thanks for the info :)
 Quake II SP Maps
#21114 posted by quakis [81.111.135.140] on 2011/12/03 13:52:05
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
#21115 posted by [89.154.49.47] on 2011/12/04 21:18:03
#21116 posted by Zwiffle [97.87.57.94] on 2011/12/04 21:48:40
Beam me up, Scotty!
 Quakis
#21117 posted by erc [46.197.68.61] on 2011/12/05 17:32:47
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
#21118 posted by quakis [81.111.135.140] on 2011/12/05 21:44:04
Thanks a ton, this should be handy!
 Question
#21120 posted by Tronyn [24.79.116.78] on 2011/12/08 00:02:26
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
#21121 posted by Tronyn [24.79.116.78] on 2011/12/08 03:28:59
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
#21122 posted by RickyT33 [90.220.150.150] on 2011/12/12 03:38:47
 From The Rmq Forum
#21123 posted by spy [92.47.196.62] on 2011/12/12 13:12:29
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
#21124 posted by ijed [200.73.66.2] on 2011/12/12 13:33:48
"NSFW" Ricky?
 Spy
#21125 posted by ijed [200.73.66.2] on 2011/12/12 13:35:35
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
#21126 posted by ijed [200.73.66.2] on 2011/12/12 13:40:12
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
#21127 posted by spy [92.47.196.62] on 2011/12/12 16:13:01
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
#21128 posted by ijed [200.73.66.2] on 2011/12/12 17:00:42
#21129 posted by gb [46.142.42.115] on 2011/12/13 01:52:55
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.
#21130 posted by rj [86.0.164.53] on 2011/12/13 23:53:52
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
#21132 posted by Drew [216.252.92.136] on 2011/12/14 02:42:43
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
#21133 posted by ijed [190.22.65.202] on 2011/12/14 03:20:20
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
#21135 posted by Spirit [82.113.106.136] on 2011/12/14 20:48:38
IMA MELEE TURRET! DERP!
 Dry Sorrow
#21136 posted by onetruepurple [89.79.96.4] on 2011/12/14 21:04:58
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:
#21137 posted by ijed [200.73.66.2] on 2011/12/14 21:11:34
Ogre Cook.
 Yeah
#21138 posted by Drew [216.252.75.3] on 2011/12/14 21:59:17
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.
#21139 posted by gb [46.142.21.149] on 2011/12/15 02:21:42
tbh I think that TF turret model is horrible, but to each their own. ;-)
 Blame Me.
#21140 posted by madfox [94.215.210.233] on 2011/12/15 05:07:33
they cause obstruction and give no profit.
I hate them!
 Videoz
#21143 posted by DaZ [2.96.236.217] on 2011/12/15 23:21:04
The Rest is Silence by Hrimfaxi http://www.youtube.com/watch?v=7DZ69iKin3o
Very brave fiend, shame he didn't make it :(
 Dazzeled
#21144 posted by madfox [94.215.210.233] on 2011/12/16 00:34:54
What a large map! Like an episode in one.
Almost unreal.
 Nice Daz!
#21145 posted by Hrimfaxi [89.150.173.209] on 2011/12/16 00:45:24
Yes that fiend really had guts!
Thanks for the video.
 Cjhsp1
#21146 posted by DaZ [92.26.163.101] on 2011/12/19 01:33:39
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
#21147 posted by RickyT33 [2.223.172.226] on 2011/12/19 04:19:30
 LOL.
#21148 posted by Shambler [86.25.223.18] on 2011/12/19 12:46:17
u died.
#21149 posted by negke [31.18.185.172] on 2011/12/19 17:46:40
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
#21150 posted by negke [31.18.185.172] on 2011/12/19 23:27:37
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
#21151 posted by erc [46.196.216.186] on 2011/12/19 23:59:22
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
#21152 posted by rj [86.0.164.53] on 2011/12/20 00:32:11
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
#21153 posted by Zwiffle [97.87.57.94] on 2011/12/20 07:12:20
negke - do you want my 33% off Valve items gift?
#21154 posted by gb [46.142.30.207] on 2011/12/20 12:30:15
Offer void if you're a jaded Linux user, or bitter commercialized Christmas hater
Damn.
... Damn...
#21155 posted by negke [31.18.185.172] on 2011/12/20 14:22:39
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
#21156 posted by quakis [81.111.135.140] on 2011/12/20 15:22:50
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
#21157 posted by quakis [81.111.135.140] on 2011/12/20 15:47:14
 @ Rj - Quakis
#21158 posted by erc [46.196.216.186] on 2011/12/20 18:39:20
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
#21159 posted by DaZ [92.24.170.31] on 2011/12/21 23:43:08
 I'm Poor
#21160 posted by ijed [186.107.139.68] on 2011/12/22 00:11:01
And there's too many good games coming out.
 ...on The Cheap
#21161 posted by ijed [186.107.139.68] on 2011/12/22 00:11:20
#21162 posted by gb [46.142.31.52] on 2011/12/22 12:31:50
STALKER is total crack. That price allows you to get the novel, the movie and 2 bottles of vodka on top of it.
 RED
#21164 posted by DaZ [92.24.169.146] on 2011/12/22 18:05:47
Red 777 by Kell AKA secrets shooting out of my arse.
http://youtu.be/CDnruRqqfBk
 Q2 Maps Found
#21165 posted by erc [46.196.216.186] on 2011/12/22 18:20:28
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
#21166 posted by quakis [81.111.135.140] on 2011/12/22 21:14:48
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:
#21167 posted by metlslime [159.153.4.50] on 2011/12/22 21:54:03
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
#21168 posted by DaZ [92.24.169.146] on 2011/12/22 22:25:41
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
#21169 posted by erc [46.196.216.186] on 2011/12/22 23:19:25
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
#21170 posted by quakis [81.111.135.140] on 2011/12/23 01:17:55
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.
#21172 posted by necros [71.99.108.193] on 2011/12/23 22:20:01
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
#21173 posted by DaZ [92.26.173.253] on 2011/12/23 22:48:12
Proper non-borked video ;)
http://www.youtube.com/watch?v=yZf41t9Pc0Y
2nd and 3rd maps coming soon.
 Doom In Quake
#21174 posted by madfox [94.215.210.233] on 2011/12/23 22:49:56
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!
#21175 posted by SleepwalkR [79.204.123.66] on 2011/12/24 22:54:03
#21176 posted by metlslime [198.228.222.96] on 2011/12/24 23:12:10
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
#21177 posted by biff_debris. [96.38.99.22] on 2011/12/25 03:53:09
Dammit, Sleepy beat me to it. And Happy Birthday Func_!
 Cheers To Both...
#21178 posted by generic [166.147.113.222] on 2011/12/25 15:17:25
And to you all!!! :-)
#21179 posted by Scampie [72.12.65.92] on 2011/12/25 15:49:32
HAPPY CHRISTMAS FOREVER!
 INTENSE MERRINESS FOR ALL
#21180 posted by ijed [190.22.13.137] on 2011/12/25 17:35:10
 Merry Christmas All
#21181 posted by DaZ [78.147.149.179] on 2011/12/25 20:42:59
hope you had a good one :)
 Yeaaah
#21182 posted by Tronyn [174.2.53.28] on 2011/12/26 10:41:52
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
#21183 posted by erc [46.196.216.186] on 2011/12/26 20:24:06
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...
#21186 posted by Shambler [86.25.223.18] on 2011/12/29 13:10:35
....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...
#21187 posted by ericw [142.179.129.40] on 2011/12/29 21:07:51
 Rubicon 2 Map 2
#21188 posted by DaZ [92.24.171.240] on 2011/12/30 00:42:27
 Thanks Daz
#21189 posted by ijed [190.22.35.215] on 2011/12/30 22:39:45
 #func Reunion Party 2030
#21190 posted by Shambler [86.25.223.18] on 2011/12/31 18:15:01
#21191 posted by Scampie [72.12.65.92] on 2012/01/01 02:41:13
Standing, Left to right: Vondur, Bal, Shambler, Me, Friction.
Sitting: Biff, Cardo, Pope
 Happy New Year
#21192 posted by JPL [82.234.167.238] on 2012/01/01 09:55:20
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
#21193 posted by ijed [190.22.101.182] on 2012/01/01 15:45:03
Obvious statement is obvious.
 Rubicon 2 Map 3
#21194 posted by DaZ [2.96.230.36] on 2012/01/01 17:23:19
 Fark Off!!
#21195 posted by Shambler [86.25.220.150] on 2012/01/01 19:35:04
I am not the fat one! I'm closest to the pink sitting one but w/o beard.
 Shambler
#21196 posted by onetruepurple [89.79.96.4] on 2012/01/01 20:04:34
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
#21197 posted by madfox [94.215.210.233] on 2012/01/02 01:47:37
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?
#21198 posted by Spirit [80.171.127.156] on 2012/01/02 21:37:36
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
#21199 posted by Baker [69.47.165.224] on 2012/01/03 02:31:28
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.
#21200 posted by Spirit [89.204.153.181] on 2012/01/03 08:19:50
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?
#21201 posted by quaketree [76.14.73.169] on 2012/01/03 08:54:56
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
#21202 posted by erc [46.196.216.186] on 2012/01/03 09:28:17
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
#21203 posted by erc [46.196.216.186] on 2012/01/03 09:31:57
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
#21204 posted by Spirit [80.171.83.79] on 2012/01/03 10:04:01
 Lool Stephen "The Viper" Peterson
#21205 posted by RickyT33 [81.131.106.186] on 2012/01/03 10:49:28
Pseudonym win.
 I Was Impressed
#21206 posted by RickyT33 [2.223.172.220] on 2012/01/04 05:21:42
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
#21210 posted by RickyT33 [2.223.172.220] on 2012/01/04 19:08:27
But what skill?
And ZQF: Sunder looks to have Warpspasm-esque LD.
 OK, I Played The Map Lightmill
#21211 posted by RickyT33 [2.223.172.220] on 2012/01/04 20:09:08
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
#21212 posted by JPL [82.234.167.238] on 2012/01/04 20:28:13
It is fuckingly awesome !!! I'd really love to play like this ! Impressive... wait, now I am depressed :P
#21213 posted by RickyT33 [2.223.172.220] on 2012/01/04 21:01:17
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.
 /\
#21216 posted by necros [99.227.132.108] on 2012/01/06 08:45:10
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
#21218 posted by DaZ [78.147.165.225] on 2012/01/09 15:23:34
 Daz
#21219 posted by sock [96.49.154.150] on 2012/01/09 20:10:35
Wow that is an evil ending, also keep making the playthrough video's. They are awesome to watch during a coffee break. :)
 Question
#21220 posted by Tronyn [24.79.201.144] on 2012/01/11 06:42:09
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
#21222 posted by RickyT33 [2.223.172.220] on 2012/01/11 08:56:30
#21223 posted by Spirit [82.113.106.101] on 2012/01/11 10:28:11
NVIDIA NVIDIA NVIDIA
#21224 posted by Spirit [82.113.106.101] on 2012/01/11 10:30:14
oh and for sp gaming it makes sense to stay a cheap couple of years behind. buy used hardware etc.
 Yeah
#21225 posted by DaZ [92.26.173.143] on 2012/01/11 11:35:00
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...
#21227 posted by generic [67.233.153.30] on 2012/01/14 18:02:17
With all the epic posts lately? Don't you people know I have the attention span of ...
 Just
#21228 posted by madfox [94.215.210.233] on 2012/01/14 19:27:21
 Funny Video:
#21231 posted by RickyT33 [81.155.201.207] on 2012/01/16 18:03:24
#21232 posted by erc [46.197.69.11] on 2012/01/16 18:39:43
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.
#21233 posted by Spirit [80.171.98.200] on 2012/01/16 19:05:39
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?
#21234 posted by SleepwalkR [141.20.193.147] on 2012/01/16 19:19:03
#21235 posted by erc [46.197.69.11] on 2012/01/16 20:06:08
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...
#21236 posted by erc [46.197.69.11] on 2012/01/16 20:07:11
QuakeSpasm's 'SDL'.
 Ahhhh
#21237 posted by rj [86.0.164.53] on 2012/01/16 20:22:21
so that's what quakespasm/rmqengine do with the sounds under the -sndspeed 44100 param. i always assumed it was voodoo magic
 There Is
#21238 posted by spy [92.47.195.21] on 2012/01/17 08:37:08
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?
#21239 posted by Spirit [194.95.77.59] on 2012/01/17 11:01:01
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
#21240 posted by Scampie [72.12.65.92] on 2012/01/20 03:18:15
 Orly?
#21241 posted by SleepwalkR [85.178.190.42] on 2012/01/20 08:56:38
 Irony Being
#21242 posted by nitin [124.170.49.96] on 2012/01/20 13:03:16
a lot of movies now tend to be like video games.
 Wot ??
#21243 posted by JPL [82.234.167.238] on 2012/01/20 18:28:59
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
#21244 posted by DaZ [78.147.106.132] on 2012/01/20 21:44:51
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
#21245 posted by nitin [124.170.49.96] on 2012/01/20 23:56:52
watch most blockbusters, they're more action than anything else. Good example, Sucker Punch.
 I Refuse To Categorize Sucker Punch As A Movie :-)
#21246 posted by mwh [121.73.77.183] on 2012/01/21 08:51:51
How about really creepy music vid.
PS main character is OVER 18 WE JUST SLIPPED THAT IN.
#21248 posted by mwh [121.73.77.183] on 2012/01/21 21:18:19
Yep, that's about right...
 Nitin
#21249 posted by JPL [82.234.167.238] on 2012/01/22 14:22:07
... you are watching to much movies...
 Skyrim DOS Shaders
#21250 posted by RickyT33 [2.223.172.220] on 2012/01/22 15:07:50
 That Looks Fuckign Awesome
#21251 posted by megaman [79.227.136.206] on 2012/01/22 18:32:49
and sooo much better :D
 Worldcraft
#21252 posted by JMac [188.220.86.100] on 2012/01/24 01:14:32
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
#21253 posted by madfox [94.215.210.233] on 2012/01/24 01:26:55
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
#21254 posted by necros [99.227.132.108] on 2012/01/24 01:45:17
 Uhhh
#21255 posted by necros [99.227.132.108] on 2012/01/24 01:45:41
yeah, that was 1.6
i forgot to write a subject. :P
 Cheers
#21256 posted by JMac [91.143.178.131] on 2012/01/24 11:10:26
Thanks for the help! I'll check out the Quakeadaptor route
 Quake2.wad
#21257 posted by JMac [188.220.86.100] on 2012/01/24 22:38:23
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?
#21258 posted by necros [99.227.132.108] on 2012/01/24 23:46:53
 The Marcher Fortress
#21259 posted by DaZ [92.24.168.127] on 2012/01/27 23:17:42
 Awesome
#21260 posted by Tronyn [24.79.203.208] on 2012/01/28 05:51:22
"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...
#21261 posted by DaZ [78.147.157.111] on 2012/01/28 15:57:21
oh shit, I'm getting old ;)
 Pure Epicness
#21262 posted by sock [96.49.154.150] on 2012/01/29 07:40:17
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)
#21263 posted by Tronyn [24.79.203.208] on 2012/01/29 08:27:18
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
#21264 posted by JPL [82.234.167.238] on 2012/01/29 10:56:51
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
#21265 posted by Tronyn [24.79.203.208] on 2012/01/29 11:13:35
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
#21266 posted by Tronyn [24.79.203.208] on 2012/01/29 11:20:49
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
#21268 posted by rj [86.29.94.69] on 2012/01/29 12:55:52
wrong game i know, but i still think that SPoG q2sp map ruins all of them (how awesome would a port be?)
 Oh Yeah
#21269 posted by JPL [82.234.167.238] on 2012/01/29 14:53:15
Plumbers is also a brilliant map too !
#21270 posted by quakis [81.111.135.140] on 2012/01/29 15:23:26
Plumbers is possibly one of my favourite idbase maps.
#21271 posted by necros [99.227.132.108] on 2012/01/29 19:28:59
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
#21272 posted by ijed [190.22.90.19] on 2012/01/29 23:06:40
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
#21273 posted by ijed [190.22.90.19] on 2012/01/29 23:08:27
To the small amount of information on what inspired Kinn on this as well.
http://forum.wordreference.com/showthread.php?t=489252
Interesting.
 Rj
#21274 posted by Nitin [49.192.113.103] on 2012/01/29 23:39:50
Spogsp1 totally rules, I've lost count how many times ive played that map!
 Ah
#21275 posted by ijed [190.22.90.19] on 2012/01/30 00:10:13
Missed that post. Yeah, it's class.
#21276 posted by necros [99.227.132.108] on 2012/01/30 01:02:16
i never played any q2sps... thanks for letting me know about that map. it was awesome. :)
 Necros
#21277 posted by Nitin [175.37.15.209] on 2012/01/30 05:18:01
Need more q2sp recommendations?
#21278 posted by necros [99.227.132.108] on 2012/01/30 05:35:31
if you have any? are there even places that host q2 maps anymore?
 Yeah Please Post If You Have Any
#21279 posted by ericw [23.17.185.198] on 2012/01/30 06:00:25
I've never played any q2sp's either but will check out that one for sure!
 Yeah, Me Too
#21280 posted by spy [2.72.162.87] on 2012/01/30 07:11:46
i'd like to check some quality q2sp maps
#21281 posted by rj [86.29.94.69] on 2012/01/30 09:06:28
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
#21282 posted by nitin [124.148.161.187] on 2012/01/30 11:18:35
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
#21283 posted by spy [2.72.162.87] on 2012/01/30 11:33:18
there was some guy of the quake sadlark fame whos been working on episode/unit some time ago. what happened with him?
 Yeah
#21284 posted by nitin [124.148.161.187] on 2012/01/30 11:57:47
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
#21286 posted by ijed [200.73.66.2] on 2012/01/30 12:49:38
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!
#21287 posted by ijed [200.73.66.2] on 2012/01/30 12:50:55
There is one missing off those lists:
Strogg Towers by Daz
 "Dav"
#21288 posted by ijed [200.73.66.2] on 2012/01/30 12:55:24
 Also
#21289 posted by ijed [200.73.66.2] on 2012/01/30 12:56:59
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)
#21291 posted by rj [86.29.94.69] on 2012/01/30 19:47:28
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
#21292 posted by necros [99.227.132.108] on 2012/01/30 23:02:11
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
#21293 posted by Nitin [49.193.21.117] on 2012/01/31 00:28:38
Grinspq2 or grinspq3 that has that heavy alien vibe?
#21294 posted by rj [86.29.94.69] on 2012/01/31 08:57:48
i have no doubt alien inspired much in both of them :)
 I Can't Place The Maps
#21295 posted by ijed [200.73.66.2] on 2012/01/31 12:34:03
From the screenshots, though I'm sure I've played them.
Time to reinstall Q2?
 Ghd
#21296 posted by ijed [200.73.66.2] on 2012/01/31 12:40:54
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.
#21297 posted by rj [86.29.94.69] on 2012/01/31 18:48:30
the shitty railgun head thing was the makron. the thing that held it was called jorg, i think
#21298 posted by Spirit [80.171.9.93] on 2012/01/31 20:51:18
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
#21301 posted by ijed [200.73.66.2] on 2012/01/31 21:16:03
But it was so big it got stuck on everything.
 There Was A Lot Of Enemy Combat Issues In Q2...
#21302 posted by metlslime [159.153.4.50] on 2012/01/31 21:53:15
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
#21304 posted by Preach [77.98.165.95] on 2012/01/31 23:02:10
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.
#21305 posted by Shambler [86.25.165.67] on 2012/01/31 23:26:36
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
#21306 posted by rj [86.29.94.69] on 2012/02/01 01:24:42
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
#21307 posted by madfox [94.215.210.233] on 2012/02/03 18:19:11
 Q2
#21308 posted by ijed [190.22.88.176] on 2012/02/03 21:51:13
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
#21309 posted by onetruepurple [89.79.96.4] on 2012/02/03 22:05:58
They sorta dropped the ball on forcing the order of placing the cubes instead of making it open ended.
#21310 posted by necros [99.227.132.108] on 2012/02/03 22:13:13
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
#21311 posted by ijed [190.22.88.176] on 2012/02/03 22:56:39
You need a project to apply insights like that to.
 Physics.
#21312 posted by Shambler [86.25.165.67] on 2012/02/03 23:08:27
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.
#21313 posted by necros [99.227.132.108] on 2012/02/04 01:39:36
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.
#21315 posted by rj [86.29.94.69] on 2012/02/04 11:00:01
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
#21316 posted by rj [86.29.94.69] on 2012/02/04 11:03:47
it's only more effective in straight lines. you can't jump round a corner in q2, which is where q1 physics quirks prevail :)
#21317 posted by Nitin [1.43.113.89] on 2012/02/04 13:46:53
Alright peeps, off to tanazania. I expect some releases in my absence :)
Bunny hopping != strafe jumping (:
 Ok
#21319 posted by rj [86.29.94.69] on 2012/02/04 19:57:43
i'll stick my hands up and say i don't know what the difference is :Z
 Is...
#21320 posted by Shambler [86.25.166.178] on 2012/02/04 20:14:55
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.
#21322 posted by spy [95.56.127.80] on 2012/02/04 22:32:47
never been able to perform neither BH nor SJ
maybe i'm just suck
 Actually
#21323 posted by megaman [79.227.134.194] on 2012/02/05 13:53:17
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).
#21324 posted by gb [46.142.21.159] on 2012/02/05 14:46:40
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
#21326 posted by Spirit [80.171.154.110] on 2012/02/05 18:48:06
 Thanks For The Review Tronyn
#21327 posted by RickyT33 [2.124.172.60] on 2012/02/05 19:01:17
U are too kind :)
 Daz Is Now In 3D! ;)
#21328 posted by sock [96.49.154.150] on 2012/02/05 21:22:06
 My Life Is Complete
#21329 posted by DaZ [78.147.160.153] on 2012/02/05 22:35:52
 The Altar Of Storms
#21330 posted by DaZ [78.147.160.153] on 2012/02/06 07:09:43
By Necros
http://youtu.be/tiDb7ZMk9BI
Awesome atmosphere, forgot how great this map was :) Thx Necros!
#21331 posted by necros [99.227.132.108] on 2012/02/07 00:27:41
thanks for the playthrough! :)
i'm glad i put in that anti-death system... saved you twice against those shamblers. ^_^;
 Argh
#21332 posted by DaZ [78.147.107.253] on 2012/02/07 00:39:29
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
#21333 posted by necros [99.227.132.108] on 2012/02/07 01:33:34
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
#21335 posted by DaZ [78.147.107.253] on 2012/02/07 03:56:00
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.
#21337 posted by Kinn [109.150.100.215] on 2012/02/07 22:11:13
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
#21338 posted by DaZ [2.96.231.68] on 2012/02/07 22:14:59
Just finish it ok? :D
 Kinn
#21339 posted by SleepwalkR [85.178.123.199] on 2012/02/07 22:56:42
That's great news! It would be awesome to see new stuff from you. Any teaser screens?
#21340 posted by necros [99.227.132.108] on 2012/02/07 23:23:23
\o/
 Stuff
#21341 posted by Kinn [109.150.100.215] on 2012/02/07 23:41:23
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
#21342 posted by Kinn [109.150.100.215] on 2012/02/07 23:53:45
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
#21343 posted by rj [86.29.94.69] on 2012/02/08 00:16:31
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!
#21344 posted by Drew [65.92.237.212] on 2012/02/08 00:28:24
Good luck!
 Ok
#21345 posted by DaZ [2.96.231.68] on 2012/02/08 00:38:12
Now that you released pics, you have entered into a gentlemans agreement that you will finish and release that thing ;)
Looks great!
 Heh
#21346 posted by Tronyn [24.79.203.208] on 2012/02/08 02:07:31
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
#21347 posted by stevenaaus [42.241.64.60] on 2012/02/08 02:12:18
the scale of everything in Marcher was really well done. So many mods have you crammed in.
 My View
#21348 posted by Tronyn [24.79.203.208] on 2012/02/08 06:56:19
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
#21349 posted by SleepwalkR [85.178.123.199] on 2012/02/08 08:12:27
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.
#21350 posted by negke [31.18.178.13] on 2012/02/08 10:32:51
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.
#21351 posted by digs [77.79.145.52] on 2012/02/08 10:34:29
2xBSP1: that is it?
 Roulf
#21352 posted by spy [95.56.73.107] on 2012/02/08 12:33:02
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!"
#21354 posted by Kinn [109.150.100.215] on 2012/02/08 14:09:42
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
#21355 posted by Spirit [82.113.106.43] on 2012/02/08 15:24:42
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:
#21356 posted by ijed [200.73.66.2] on 2012/02/08 15:38:21
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
#21357 posted by Kinn [86.181.77.123] on 2012/02/08 16:12:08
In that case, it won't affect me as my stuff is intended for WinQuake.
#21358 posted by rj [86.29.94.69] on 2012/02/08 17:52:00
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 :)
#21359 posted by Yhe1 [71.160.150.186] on 2012/02/09 07:17:33
Kinn, do you still have the sources for Bastion and Marcher?
 Yeah
#21360 posted by SleepwalkR [85.179.41.48] on 2012/02/09 07:42:24
I would be interested in those to test my editor's performance.
 What's Marcher's And Bastion's Total Brush Count Anyway?
#21361 posted by negke [31.18.178.13] on 2012/02/09 10:31:15
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
#21362 posted by SleepwalkR [85.179.41.48] on 2012/02/09 11:07:09
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
#21363 posted by negke [31.18.178.13] on 2012/02/09 11:41:24
I would have to extract it from the BSP. Can you do that? TexMex or similar on OS X?
 No
#21364 posted by SleepwalkR [85.179.41.48] on 2012/02/09 12:06:29
Maybe I can get it to run in my Win7 VM
 Yup
#21365 posted by SleepwalkR [130.149.216.32] on 2012/02/09 13:49:53
That worked fine. Thanks!
 Yhe1
#21366 posted by Kinn [86.181.77.123] on 2012/02/09 14:01:28
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
#21367 posted by SleepwalkR [85.179.41.48] on 2012/02/09 14:05:25
That would be awesome, Kinn!
 I Would Like
#21368 posted by spy [92.47.199.109] on 2012/02/09 14:14:22
to look at the qc src too! that q2 to q an infantry dude looks incredible.
 Lana Del Rey
#21369 posted by RickyT33 [2.124.172.60] on 2012/02/10 18:54:24
 Map Scraps
#21370 posted by Zwiffle [97.87.57.94] on 2012/02/10 21:32:21
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
#21371 posted by negke [31.18.178.13] on 2012/02/11 11:53:09
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! ;)
#21372 posted by Spirit [80.171.154.69] on 2012/02/11 12:01:43
 Zwiffle...
#21373 posted by generic [67.233.153.30] on 2012/02/11 16:29:27
If you want to pass that metal map back and forth, I can play ball with you ;-)
 Re: Scraps
#21374 posted by Tronyn [24.79.203.208] on 2012/02/11 21:18:45
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
#21375 posted by negke [31.18.178.13] on 2012/02/12 18:38:12
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.
#21376 posted by JneeraZ [174.109.109.171] on 2012/02/12 18:59:57
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
#21377 posted by negke [31.18.178.13] on 2012/02/12 19:05:13
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?
#21378 posted by JneeraZ [174.109.109.171] on 2012/02/12 19:11:32
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.
#21379 posted by JneeraZ [174.109.109.171] on 2012/02/12 19:14:17
OK, and I changed it so the folder thumbnails default to off now...
 Thanks!
#21380 posted by negke [31.18.178.13] on 2012/02/12 19:45:53
Now that's what I call proper service.
 I Thought This Was Quite Cool
#21381 posted by DaZ [78.147.167.251] on 2012/02/13 12:38:38
http://www.youtube.com/watch?v=TyOF2RsO3ck
Just some dudes thoughts on the original Doom, but its well researched and interesting.
#21382 posted by JneeraZ [174.109.109.171] on 2012/02/13 14:22:02
That WAS really good, thanks!
 Yeah, Tis Good
#21383 posted by negke [31.18.178.13] on 2012/02/13 15:46:04
Well, except for "'wolfenshteen' if you're pedantic"... :|
#21384 posted by JneeraZ [199.255.40.36] on 2012/02/13 16:29:11
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.
#21386 posted by RickyT33 [2.124.172.60] on 2012/02/13 18:51:12
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?
#21387 posted by rj [86.29.94.69] on 2012/02/13 19:18:11
They gave Halo3 10 out of 10
..... and you still pay attention to review ratings.
Unbelievable.
 #21381
#21389 posted by madfox [94.215.210.233] on 2012/02/13 20:59:16
Good demo!
 Mapping Or Some Shit
#21390 posted by DaZ [78.147.173.195] on 2012/02/15 00:32:12
 Hacked
#21391 posted by rj [86.29.94.69] on 2012/02/15 01:35:03
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
#21392 posted by Zwiffle [97.87.57.94] on 2012/02/15 04:07:27
 Don't Use Bad Passwords.
#21393 posted by jt_ [68.42.82.10] on 2012/02/15 04:09:47
Grc.com has a couple of great ways to generate near impossible to brute force passwords.
#21394 posted by JneeraZ [174.109.109.171] on 2012/02/15 14:24:50
Something long and easy to remember is usually best. I wish them the best of luck at brute forcing something like:
"iwishpeoplewouldstoptryingtohackmysite"
#21395 posted by JneeraZ [174.109.109.171] on 2012/02/15 14:25:09
Thanks message board! Anyway, you get the idea...
#21396 posted by Spirit [80.171.98.115] on 2012/02/15 18:53:38
#21397 posted by rj [86.29.94.69] on 2012/02/15 19:07:15
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
#21398 posted by onetruepurple [89.79.96.4] on 2012/02/15 19:10:03
1.38 thousand trillion trillion centuries
#21399 posted by JneeraZ [199.255.40.36] on 2012/02/15 20:02:23
So not TOO long then.
#21400 posted by JneeraZ [199.255.40.36] on 2012/02/15 20:04:08
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.
#21401 posted by Spirit [80.171.98.115] on 2012/02/15 20:28:58
rj make sure you check your logs and or contact your host to actually know what happened.
 Did So
#21402 posted by rj [86.29.94.69] on 2012/02/16 09:05:35
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
#21403 posted by quaketree [76.14.73.169] on 2012/02/16 10:33:36
Never use your luggage combination as your password...
#21404 posted by JneeraZ [174.109.109.171] on 2012/02/16 13:48:41
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
#21405 posted by Kinn [81.154.144.80] on 2012/02/16 19:51:05
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
#21406 posted by DaZ [92.24.170.154] on 2012/02/18 00:55:03
 Gmsp3
#21407 posted by metlslime [159.153.4.50] on 2012/02/18 01:18:29
another one of the greats.
 DaZ
#21408 posted by Mandel [80.217.95.105] on 2012/02/18 07:26:15
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
#21409 posted by than [182.164.48.117] on 2012/02/19 09:49:24
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
#21410 posted by than [182.164.48.117] on 2012/02/19 09:51:54
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
#21411 posted by negke [31.18.178.13] on 2012/02/19 12:24:13
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.
#21412 posted by JneeraZ [174.109.109.171] on 2012/02/19 14:01:31
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
#21413 posted by Spirit [80.171.159.174] on 2012/02/19 14:11:47
How many might play Coop if it worked well?
#21414 posted by negke [31.18.178.13] on 2012/02/19 14:16:47
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
#21416 posted by than [182.164.48.117] on 2012/02/20 02:19:42
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
#21417 posted by ijed [200.73.66.2] on 2012/02/20 13:35:58
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
#21418 posted by than [182.164.48.117] on 2012/02/20 15:14:14
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
#21419 posted by ijed [200.73.66.2] on 2012/02/20 16:23:21
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
#21420 posted by qbism [75.93.198.115] on 2012/02/22 02:14:25
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
#21421 posted by DaZ [92.26.162.129] on 2012/02/22 17:55:10
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
#21422 posted by DaZ [92.26.162.129] on 2012/02/22 17:56:21
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 :)
#21423 posted by JneeraZ [199.255.40.36] on 2012/02/22 19:30:17
- Install Quake via Steam
- Copy FitzQuake.exe into that folder
- Double click.
:P
 Metl I Love You But
#21424 posted by Spirit [89.204.155.3] on 2012/02/22 21:03:17
Quakespasm is the engine to use.
 HERETIC!!!
#21425 posted by generic [67.233.153.30] on 2012/02/23 02:29:27
 Back From Tanzania
#21426 posted by nitin [124.148.178.61] on 2012/02/23 15:04:28
and I see only negke obliged with a map :)
Time to start downloading.
 Actually No
#21427 posted by nitin [124.148.178.61] on 2012/02/23 15:10:42
looks like Lun put one out too!
 ATTN: Tronyn
#21428 posted by Cassy [66.207.141.195] on 2012/02/26 05:44:53
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
#21429 posted by quakis [81.111.135.140] on 2012/02/26 14:33:30
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.
#21430 posted by negke [31.18.178.13] on 2012/02/26 14:51:14
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.
#21431 posted by quakis [81.111.135.140] on 2012/02/26 14:58:59
That explains it then, cheers for the fast response!
 Double Post
#21432 posted by quakis [81.111.135.140] on 2012/02/26 15:03:31
... 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
#21433 posted by ijed [190.22.22.169] on 2012/02/27 01:34:23
Send it over.
#21434 posted by Spirit [80.171.97.237] on 2012/02/29 14:08:16
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
#21435 posted by czg [212.16.188.76] on 2012/02/29 15:15:06
 What Happens
#21436 posted by ijed [200.73.66.2] on 2012/03/01 20:19:35
When you fill up on caffeine and amphetamines and play L4D.
http://www.youtube.com/watch?v=fapFWxsbCyo
 Lol
#21437 posted by jt_ [68.42.82.10] on 2012/03/01 22:57:17
 Lol
#21438 posted by quaketree [76.14.73.169] on 2012/03/01 23:32:06
"I'm not dead, I'm incapacitated... ok, now I'm dead."
 Off Again
#21439 posted by nitin [124.148.133.242] on 2012/03/03 03:38:56
trying my luck at everest base camp this time.
Expect more maps on my return :)
 For Real?
#21440 posted by starbuck [92.237.129.204] on 2012/03/03 12:27:41
Good luck! That's awesome. See if a sherpa will just piggyback you up there.
 I Think I Can Hear
#21441 posted by Kinn [109.150.216.190] on 2012/03/03 14:10:49
...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
#21442 posted by nitin in singapore airport [203.116.11.245] on 2012/03/03 15:21:42
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
#21443 posted by SleepwalkR [85.178.189.129] on 2012/03/03 18:07:26
And take care!
 SDL Compatibility
#21444 posted by negke [31.18.185.232] on 2012/03/04 14:07:34
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.
#21445 posted by negke [31.18.185.232] on 2012/03/04 14:14:03
Or if it's not a problem with SDL, then check the other libraries, eg. for ogg and png support etc.
#21446 posted by necros [99.227.132.108] on 2012/03/04 19:02:36
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
#21447 posted by metlslime [67.188.81.46] on 2012/03/04 20:24:11
It's not possible to just use the latest vision with all engines?
 Or Just Statically Link It
#21448 posted by jt_ [174.252.231.180] on 2012/03/04 21:03:07
 Depth
#21449 posted by metlslime [159.153.4.50] on 2012/03/05 21:51:29
 L4D With Sharks?
#21450 posted by ijed [200.73.66.2] on 2012/03/06 12:42:37
 GUI Conventions...
#21451 posted by [142.55.158.100] on 2012/03/06 16:25:20
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 /\
#21452 posted by necros [142.55.158.100] on 2012/03/06 16:25:39
 GUI Conventions...
#21453 posted by Bal [92.103.98.224] on 2012/03/06 16:30:11
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
#21454 posted by Mandel [192.36.1.252] on 2012/03/06 16:37:08
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
#21455 posted by RickyT33 [81.132.88.129] on 2012/03/06 17:35:50
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.
#21456 posted by [142.55.158.100] on 2012/03/06 18:00:27
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
#21458 posted by Kinn [109.150.216.190] on 2012/03/08 14:27:33
 Lol
#21459 posted by czg [212.16.188.76] on 2012/03/08 14:29:29
 Ghd Fthagn Tralala
#21460 posted by linseo1996blog [31.18.185.232] on 2012/03/08 16:35:38
Metall slime why do you not ban the IP and delete all the users ?
 Here Goes
#21461 posted by Vondur [91.76.49.192] on 2012/03/08 18:30:28
now bots can talk
#21462 posted by metlslime [159.153.4.50] on 2012/03/08 20:37:57
it's not a consistent IP, i checked the last 50 spams and the IP changes almost every day.
#21463 posted by Shambler [86.25.167.140] on 2012/03/08 20:54:19
If username contains linseo, redirect to page with Quake question.
 Bal: You Had Any Involvement In This?
#21464 posted by bear [83.250.35.120] on 2012/03/09 15:38:54
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
#21465 posted by Bal [92.103.98.224] on 2012/03/09 16:46:21
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
#21466 posted by DaZ [2.96.229.165] on 2012/03/10 16:50:21
 Sweet Lookin Map!
#21467 posted by sock [24.82.147.76] on 2012/03/11 04:31:00
@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!
#21468 posted by Yhe1 [71.160.150.186] on 2012/03/11 04:33:00
Can I read Shambler's reviews of old Unreal levels somewhere? or are they gone for good?
 Februus Depth...
#21469 posted by Scampie [72.12.65.92] on 2012/03/11 10:47:25
when I played it however long ago it was, I thought it was made by Vondur.
 Rofl
#21470 posted by RickyT33 [2.124.172.60] on 2012/03/12 18:55:59
 Hilarious...
#21471 posted by JPL [82.227.229.44] on 2012/03/13 11:21:15
... indeed :D
 Nice One Daz!
#21472 posted by starbuck [77.99.142.237] on 2012/03/14 11:03:52
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
#21473 posted by ijed [200.73.66.2] on 2012/03/14 20:16:52
 Yeah
#21474 posted by sock [24.82.147.76] on 2012/03/14 20:30:08
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!!!!!!
#21475 posted by DaZ [78.147.158.1] on 2012/03/15 11:26:34
The Living End by Necros - http://www.youtube.com/watch?v=iPKhoDDV2IU
Shit me this is good!
 Consider Yourself Shat
#21476 posted by ijed [200.73.66.2] on 2012/03/15 12:36:23
Thanks for the video :)
 I'd Forgotten
#21477 posted by ijed [200.73.66.2] on 2012/03/15 12:43:17
How good this one was.
Maybe it's just not noticing all the almost subliminal details whilst playing it.
#21478 posted by Scampie [72.12.65.92] on 2012/03/15 14:13:17
so big O_O
#21479 posted by necros [174.113.119.133] on 2012/03/17 02:48:45
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
#21480 posted by DaZ [78.147.152.17] on 2012/03/17 03:58:29
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
#21481 posted by negke [31.18.185.232] on 2012/03/17 10:24:06
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
#21482 posted by DaZ [78.147.154.150] on 2012/03/17 14:10:20
in the vid.
 Happy St. Patrick's Day!!!
#21483 posted by generic [67.235.217.43] on 2012/03/17 20:48:20
 So, Yes !
#21484 posted by JPL [82.234.167.238] on 2012/03/18 08:49:45
Guiness for the breakfast !!
 Ambush Ninja
#21485 posted by sock [24.82.147.76] on 2012/03/19 15:43:02
@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:
#21486 posted by RickyT33 [2.124.172.60] on 2012/03/19 20:41:15
 ^^^^^^^^
#21487 posted by Scampie [72.12.65.92] on 2012/03/19 21:36:48
EXCLUSIVE REAL LIFE SHAMBLER FOOTAGE
#21488 posted by Spirit [80.171.128.49] on 2012/03/19 21:55:35
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
#21489 posted by sock [24.82.147.76] on 2012/03/19 22:16:25
He does a (comedy) rant channel on youtube, very funny. I saw the one recently about ME3, priceless!
 A Book By Borsato
#21490 posted by Mr Fribbles [118.209.88.171] on 2012/03/20 12:09:39
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!
#21491 posted by Mr Fribbles [118.209.88.171] on 2012/03/20 12:23:20
Only 4 left in stock! Wait... make that 3!
 Bought One
#21492 posted by SleepwalkR [80.187.110.142] on 2012/03/20 12:52:14
Knowing Borasto, I'm sure it's good!
 Definitely.
#21493 posted by Mr Fribbles [118.209.88.171] on 2012/03/20 12:55:32
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!
#21497 posted by Spirit [82.113.98.112] on 2012/03/23 12:55:32
somehow shambler's blog seems to crosspost to func
 Damn That Britt
#21498 posted by Vondur [195.218.191.148] on 2012/03/23 12:56:17
lover of gucci bags....
 @negke
#21499 posted by sock [24.82.147.76] on 2012/03/23 16:12:41
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! :)
#21500 posted by Spirit [82.113.98.112] on 2012/03/23 16:21:27
I am fairly sure the func profile one is correct.
 Sock
#21501 posted by Bal [92.103.98.224] on 2012/03/23 18:13:13
He's on IRC sometimes... ;D
 IRC
#21502 posted by sock [24.82.147.76] on 2012/03/23 18:59:18
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:
#21503 posted by Scampie [72.12.65.92] on 2012/03/24 05:59:15
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.
#21504 posted by JneeraZ [174.109.109.171] on 2012/03/24 10:47:47
Are you running a multi threaded light prog? :)
 Willem
#21505 posted by Scampie [72.12.65.92] on 2012/03/24 14:11:37
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.
#21506 posted by JneeraZ [174.109.109.171] on 2012/03/24 15:04:51
Haha
 Qquak
#21507 posted by erc [195.174.16.25] on 2012/03/24 19:53:47
 The Tower Of Shrakith'a....
#21508 posted by Yhe1 [71.160.150.186] on 2012/03/25 20:48:49
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?
#21509 posted by ijed [190.22.61.9] on 2012/03/25 21:58:36
#21510 posted by quaketree [76.14.73.169] on 2012/03/26 01:01:30
Try looking for multiple ledges to jump on. I haven't played it but a balcony implies height on an outside surface.
 @Yhe1
#21513 posted by quakis [86.22.126.142] on 2012/03/26 19:54:25
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.
#21514 posted by yhe1 [71.160.150.186] on 2012/03/27 05:07:12
Thanks, got it
 Sigh
#21516 posted by Vondur [195.218.191.148] on 2012/03/27 09:19:42
now this linseo4601blog have registered here.... slime please do something about this scum, i'm tired cleaning its shit :(
#21517 posted by Scampie [72.12.65.92] on 2012/03/27 19:47:05
BE STRONG VONDUR!
 Vondur
#21518 posted by negke [31.18.185.232] on 2012/03/28 19:42:22
If I made you a set of tits prefabs, would you use them as light sources throughout your map?
 Sure
#21519 posted by Vondur [91.76.61.38] on 2012/03/28 23:51:07
one cannot let tits rest in oblivion!
 PLEASE!!
#21522 posted by Shambler [86.25.222.132] on 2012/03/30 10:52:45
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;
elseif (errormsg.length == 0)
f.submit();
else
alert(errormsg);
}
 Lol
#21523 posted by RickyT33 [86.172.172.181] on 2012/03/30 11:23:17
Yeah - but please, block Shambler before he posts about his.... spam protection scripts?
WTF?
#21524 posted by JneeraZ [174.109.109.171] on 2012/03/30 12:07:21
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?
#21525 posted by Shambler [86.25.222.132] on 2012/03/30 13:28:56
Chicks?
 Well...
#21526 posted by metlslime [159.153.4.50] on 2012/03/30 20:41:18
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.
#21527 posted by Scampie [72.12.65.92] on 2012/03/30 23:12:02
I'd just like it to be know, 100% of the spam was while I was not moderator.
 Explore Or Die
#21528 posted by DaZ [78.147.164.79] on 2012/03/30 23:19:37
By Speedy. I missed this one when it was released, cool map!
http://www.youtube.com/watch?v=ThOMMiITtEs
 Daz:
#21529 posted by metlslime [159.153.4.50] on 2012/03/30 23:28:14
also try his map "cogs of conflict"
 Daz
#21530 posted by sock [24.82.147.76] on 2012/03/31 00:31:45
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...
#21531 posted by Preach [77.98.165.95] on 2012/03/31 00:40:22
...was intended to weed out people who didn't use coloured light.
 Metlslime
#21532 posted by SleepwalkR [202.120.31.241] on 2012/03/31 01:34:05
Add more moderators maybe? Means less work for each.
 Sleepwalkr:
#21533 posted by metlslime [159.153.4.50] on 2012/03/31 04:17:48
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
#21534 posted by SleepwalkR [130.149.216.211] on 2012/03/31 13:10:42
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.
#21535 posted by Spirit [80.171.143.172] on 2012/04/01 11:36:25
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...
#21536 posted by Mandel [80.217.95.105] on 2012/04/01 12:40:36
...in a good way! That's the way Quake was meant to sound. Plays perfectly with the "Much Obliged" episode.
 Spirit
#21537 posted by than [182.164.28.33] on 2012/04/01 13:21:32
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?
#21538 posted by Scampie [72.12.65.92] on 2012/04/01 14:08:25
than
 Awesome Work
#21539 posted by megaman [79.219.106.29] on 2012/04/01 14:53:25
 Back From Nepal
#21540 posted by nitin [124.148.147.190] on 2012/04/01 15:27:24
and a new czg episode awaits no less.
What did I miss?
 Nitin
#21541 posted by SleepwalkR [80.187.107.74] on 2012/04/01 19:27:35
Were you successful?
 Thanks Spirit!
#21542 posted by ijed [190.22.109.172] on 2012/04/01 20:33:56
 Sleepy
#21543 posted by nitin [124.148.147.190] on 2012/04/02 03:09:24
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
#21544 posted by RickyT33 [2.124.172.60] on 2012/04/02 03:46:39
 Nitin
#21545 posted by SleepwalkR [92.231.111.108] on 2012/04/02 11:08:36
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
#21546 posted by nitin [124.148.147.190] on 2012/04/02 11:16:39
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
#21547 posted by Vondur [195.218.191.148] on 2012/04/02 11:26:32
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
#21548 posted by nitin [124.148.147.190] on 2012/04/02 11:32:02
no, I was trekking in the snow then.
 Nitin.
#21549 posted by Shambler [86.25.222.132] on 2012/04/02 12:11:02
Epic fail on the Napalm Death In Nepal front, dear me, Von can you ban him from fucn?
 Cuz Zwiffle Asked
#21550 posted by Scampie [72.12.65.92] on 2012/04/02 22:22:05
 Willem
#21551 posted by negke [31.18.185.232] on 2012/04/02 23:30:04
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.
#21552 posted by JneeraZ [174.109.109.171] on 2012/04/03 00:17:04
Good suggestion, I'll look into that. I think you're right...
 Scampy
#21553 posted by madfox [94.215.210.233] on 2012/04/03 06:13:14
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
#21554 posted by ericw [23.17.185.198] on 2012/04/03 07:44:37
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.
#21555 posted by Scampie [72.12.65.92] on 2012/04/03 07:47:58
never try to understand the MadFox, it's like staring into the sun.
 Tower Of Shrakith'a (Unreal) Review
#21558 posted by quakis [86.22.126.142] on 2012/04/03 20:19:15
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.
#21559 posted by madfox [94.215.210.233] on 2012/04/03 20:30:20
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
#21560 posted by Drew [216.252.91.195] on 2012/04/04 00:01:31
I really ought to move on to a different editor.
Ogier?
#21561 posted by necros [174.113.119.133] on 2012/04/04 02:06:01
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!
#21562 posted by quakis [86.22.126.142] on 2012/04/04 02:07:56
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
#21563 posted by necros [174.113.119.133] on 2012/04/04 02:10:46
lol
 Poll
#21564 posted by Kinn [86.176.167.133] on 2012/04/04 05:02:48
fiends insta-killing/gibbing you when they land on your head - bug or feature?
 Bug
#21565 posted by Scampie [72.12.65.92] on 2012/04/04 05:10:25
 The Publicly Available Version Of Ogier...
#21566 posted by czg [213.112.239.56] on 2012/04/04 07:09:12
...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
#21567 posted by Shambler [86.25.222.132] on 2012/04/04 09:37:44
 Kinn, Chalk One More Up For Bug
#21568 posted by Preach [77.98.165.95] on 2012/04/04 09:39:23
Make sure you fix it for spawns and dogs too! Spawn insta-killed me in Saint : - (
#21569 posted by Spirit [89.204.153.84] on 2012/04/04 11:06:14
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.
#21570 posted by negke [31.18.185.232] on 2012/04/04 11:10:49
How would one go about fixing it anyway?
What about some sort of max_damage value for those monster classes?
 Holy Lol
#21573 posted by czg [212.16.188.76] on 2012/04/04 11:59:46
 Haha
#21574 posted by Mr Fribbles [118.209.248.120] on 2012/04/04 12:25:38
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
#21576 posted by Preach [77.98.165.95] on 2012/04/04 12:39:36
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
#21577 posted by Kinn [86.176.167.133] on 2012/04/04 14:42:14
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.
#21578 posted by JneeraZ [199.255.40.36] on 2012/04/04 15:10:43
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
#21579 posted by Kinn [86.176.167.133] on 2012/04/04 15:25:49
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
#21580 posted by RickyT33 [94.13.59.176] on 2012/04/04 15:44:12
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?
#21581 posted by JneeraZ [199.255.40.36] on 2012/04/04 15:49:17
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?
#21582 posted by czg [212.16.188.76] on 2012/04/04 16:00:32
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
#21583 posted by Spirit [80.171.83.206] on 2012/04/04 16:07:33
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
#21584 posted by RickyT33 [94.13.59.176] on 2012/04/04 16:09:59
It works a charm on my computer, actually, just tested it. My friend said he had Java, but he was obviously mistaken.
 Well
#21585 posted by Kinn [86.176.167.133] on 2012/04/04 16:11:07
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
#21586 posted by RickyT33 [94.13.59.176] on 2012/04/04 16:11:24
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
#21587 posted by Kinn [86.176.167.133] on 2012/04/04 16:13:31
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.
#21588 posted by metlslime [67.188.81.46] on 2012/04/04 16:41:05
 But
#21589 posted by Zwiffle [97.87.57.94] on 2012/04/04 16:56:13
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
#21591 posted by xDeadLy [79.108.215.245] on 2012/04/04 22:47:35
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!
#21592 posted by SleepwalkR [92.231.107.43] on 2012/04/05 09:23:48
#21594 posted by quaketree [76.14.73.169] on 2012/04/05 12:31:02
Mr. Peterman, is that you?
#21596 posted by JneeraZ [174.109.109.171] on 2012/04/05 13:32:40
Does anyone know where I could buy a shoulder bag or a tote?
 Try.
#21597 posted by Shambler [86.25.222.132] on 2012/04/05 14:18:23
 Wow
#21598 posted by onetruepurple [91.233.197.107] on 2012/04/05 14:22:20
I am so retarded, I took Willem's post seriously.
#21599 posted by Spirit [82.113.98.187] on 2012/04/05 16:09:00
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
#21600 posted by ijed [200.73.66.2] on 2012/04/05 19:06:03
http://www.youtube.com/watch?v=9c6W4CCU9M4
Strangely, it misses out the adverts in the video.
#21601 posted by necros [174.113.119.133] on 2012/04/08 23:40:27
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...
#21602 posted by metlslime [67.188.81.46] on 2012/04/09 00:04:26
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
#21603 posted by necros [174.113.119.133] on 2012/04/09 00:17:10
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:
#21604 posted by metlslime [67.188.81.46] on 2012/04/09 05:10:13
You could also use php includes to avoid duplicating code across pages.
#21605 posted by Spirit [89.204.154.55] on 2012/04/09 09:16:55
get would make crawlers happy.
 I'd Lay A Bum Egg In This
#21606 posted by DaZ [78.147.111.72] on 2012/04/09 15:06:14
#21607 posted by [142.55.153.124] on 2012/04/09 15:38:32
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
#21609 posted by Tronyn [24.79.203.208] on 2012/04/10 23:44:14
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
#21610 posted by AnyLastWords [149.161.77.70] on 2012/04/11 00:06:56
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!
#21611 posted by Scampie [72.12.65.92] on 2012/04/11 22:57:49
#21612 posted by necros [174.113.119.133] on 2012/04/12 00:02:51
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
#21613 posted by ijed [200.73.66.2] on 2012/04/12 00:13:18
Yes... well done :)
 In Fact
#21614 posted by ijed [200.73.66.2] on 2012/04/12 00:14:28
Didn't do those yet, many thanks!
Free beer Wednesdays.
 O Rly?
#21615 posted by Kinn [81.159.47.7] on 2012/04/12 00:18:25
http://dl.dropbox.com/u/61424391/Quake%20Stuff/wizardmetals.png
chipped and weathered whizzerd mettal forms the backbone of all Quake's fortresses.
#21616 posted by necros [174.113.119.133] on 2012/04/12 00:34:29
hmm, those are nice (where are they from?) but too embossed to be true wizmet. ;)
#21617 posted by Kinn [81.159.47.7] on 2012/04/12 00:44:19
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
#21618 posted by DaZ [78.147.174.81] on 2012/04/12 07:53:48
http://youtu.be/_6gIOrTXXQk
Fuck you Scampie, trollolol
#21619 posted by Scampie [72.12.65.92] on 2012/04/12 09:14:27
:>
steam calls are the best calls
 Troll Level: Scampie
#21620 posted by negke [31.18.185.232] on 2012/04/12 11:20:44
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
#21621 posted by Shambler [86.25.222.132] on 2012/04/12 12:00:35
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
#21622 posted by DaZ [78.147.174.81] on 2012/04/12 12:06:21
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
#21623 posted by DaZ [78.147.174.81] on 2012/04/12 12:10:43
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
#21624 posted by onetruepurple [91.233.197.107] on 2012/04/12 12:18:39
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
#21625 posted by RickyT33 [81.131.105.134] on 2012/04/12 12:52:15
Stops triggered lights from working. :(
 You Also Need
#21626 posted by onetruepurple [91.233.197.107] on 2012/04/12 12:54:09
light -onlyents
 Troll Calling
#21627 posted by sock [24.82.147.76] on 2012/04/12 16:40:05
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
#21628 posted by onetruepurple [91.233.197.107] on 2012/04/12 16:51:04
They lead to different maps that weren't ever released.
#21629 posted by sock [24.82.147.76] on 2012/04/12 17:40:50
That is a shame :(
 So I Was Hating On Fox Before
#21630 posted by RickyT33 [81.131.107.84] on 2012/04/12 18:28:06
But to be fair, Jessica Chobot is DAMN fine.
That is all.
 God Damn It !!!
#21633 posted by JPL [82.227.229.44] on 2012/04/13 14:28:09
Let's bomb Shangai and all these morrons !
 Er.......
#21634 posted by RickyT33 [86.136.55.228] on 2012/04/13 15:00:30
No.
 Metslime
#21635 posted by ijed [200.73.66.2] on 2012/04/13 17:45:03
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...
#21636 posted by metlslime [159.153.4.50] on 2012/04/13 19:48:13
those last 2 spams were from people logged in.
 A Shambler
#21637 posted by DaZ [92.26.166.37] on 2012/04/13 22:12:08
#21638 posted by Ankh [91.233.72.6] on 2012/04/13 22:14:18
I would run
 Wow
#21639 posted by Tronyn [24.79.203.208] on 2012/04/13 22:28:10
that really captures the design of that iconic monster that was so disturbing on first seeing it
#21641 posted by necros [174.113.119.133] on 2012/04/14 00:18:43
that looks... digusting! :)
 Dat Ass
#21642 posted by Kinn [81.159.47.7] on 2012/04/14 00:37:18
 21637
#21643 posted by jt_ [68.42.82.10] on 2012/04/14 04:12:36
Do want.
 Interesting Abrash Blog Post
#21644 posted by than [180.146.56.40] on 2012/04/14 17:46:00
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
#21645 posted by Tronyn [24.79.203.208] on 2012/04/14 19:44:55
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.
#21646 posted by necros [174.113.119.133] on 2012/04/14 20:14:18
well, someone does...
#21647 posted by JneeraZ [174.109.109.171] on 2012/04/14 20:37:37
Left 4 Dead? Team Fortress 2? DOTA 2? I don't see any shortage of games from Valve...
 Tronym
#21648 posted by Bal [83.204.218.72] on 2012/04/14 20:46:24
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.
#21649 posted by JneeraZ [174.109.109.171] on 2012/04/14 20:58:07
Fuck, I did. I should be flogged for that as it was one of my faves last year too...
 Valve Culture
#21650 posted by sock [24.82.147.76] on 2012/04/14 21:06:06
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
#21652 posted by JneeraZ [174.109.109.171] on 2012/04/14 21:48:11
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.
#21653 posted by Zwiffle [66.191.125.75] on 2012/04/14 21:55:59
What game starts off exactly as it finishes? Not many.
 The Above Post Brought To You By Peter Molyneux
#21654 posted by onetruepurple [91.233.197.107] on 2012/04/14 21:57:10
 Random Cheese
#21655 posted by negke [31.18.185.232] on 2012/04/14 22:08:11
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
#21656 posted by negke [31.18.185.232] on 2012/04/14 22:11:53
 Valve
#21657 posted by ijed [190.22.65.91] on 2012/04/14 23:38:04
Is where everyone in the industry really wants to work.
 Negke
#21658 posted by Zwiffle [66.191.125.75] on 2012/04/15 00:08:25
That would be nice if it were true.
 Bal
#21659 posted by Tronyn [24.79.203.208] on 2012/04/15 00:38:18
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.
#21660 posted by necros [99.227.156.158] on 2012/04/15 01:42:12
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
#21661 posted by Tronyn [24.79.203.208] on 2012/04/15 02:34:53
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
#21662 posted by ijed [190.22.65.91] on 2012/04/15 02:44:04
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
#21663 posted by nitin [124.168.203.54] on 2012/04/15 03:07:44
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
#21664 posted by Tronyn [24.79.203.208] on 2012/04/15 03:08:39
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."
#21665 posted by necros [99.227.156.158] on 2012/04/15 03:13:58
nitin: yeah, i think so, now that you mention it.
#21666 posted by bear [217.115.56.186] on 2012/04/15 19:31:15
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.
#21667 posted by Shambler [86.25.222.132] on 2012/04/16 12:13:29
Very cool, actually captures the raw brutality of teh smabler. I'd prefer it to be a bit more angular though.
 Quake On Steam
#21668 posted by negke [31.18.185.232] on 2012/04/17 00:40:51
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).
#21669 posted by Scampie [72.12.65.92] on 2012/04/17 01:30:27
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.
#21670 posted by necros [99.227.156.158] on 2012/04/17 03:05:35
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
#21671 posted by negke [31.18.185.232] on 2012/04/17 10:01:53
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
#21672 posted by Scampie [72.12.65.92] on 2012/04/17 10:42:55
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
#21673 posted by JneeraZ [174.109.109.171] on 2012/04/17 11:21:04
Yeah, I use the Steam Quake install with my Quakespasm EXE and it works fine.
#21674 posted by Spirit [80.171.98.105] on 2012/04/17 17:47:44
#21675 posted by mwh [120.136.5.22] on 2012/04/18 01:32:23
"* Still 4 months of 2011 left. "
Really?
 Drm Is Just Their Expression Of Their Creative Urges
#21676 posted by megaman [79.219.111.81] on 2012/04/18 08:10:56
 FUCK OFF
#21679 posted by ijed [190.22.36.226] on 2012/04/19 12:31:44
 This Thread...
#21683 posted by JPL [207.194.223.3] on 2012/04/21 16:09:20
... is a spam target :P
 Tronyn
#21684 posted by ericw [74.115.197.34] on 2012/04/22 03:56:44
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!
#21685 posted by Tronyn [24.79.203.208] on 2012/04/22 04:42:15
"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
#21686 posted by RickyT33 [94.13.59.176] on 2012/04/22 08:39:50
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.
#21687 posted by RickyT33 [94.13.59.176] on 2012/04/22 08:40:36
 Fuuk
#21688 posted by RickyT33 [94.13.59.176] on 2012/04/22 08:48:17
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
#21689 posted by Drew [216.252.90.205] on 2012/04/22 09:07:40
this thread is a spam target.
 Well HEH
#21690 posted by Tronyn [24.79.203.208] on 2012/04/22 11:00:44
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
#21691 posted by RickyT33 [94.13.59.176] on 2012/04/22 20:15:26
Video has now been safely removed from the internet.
 Liquid Guitar
#21692 posted by madfox [94.215.210.233] on 2012/04/23 00:38:12
I was thinking . I'm a too clean to understand or were you skipping the drunk thread.
 Maybe...
#21693 posted by JPL [207.194.223.3] on 2012/04/23 02:32:46
... both ?? :P
 Lol
#21694 posted by RickyT33 [94.13.59.176] on 2012/04/23 03:42:31
I was pretty loaded, yeah. Oh well, it happens. Never mind.
 Ricky123
#21695 posted by Mike Woodham [87.127.250.2] on 2012/04/23 14:53:35
I think you were in the famous 'Dropped D, Snapped E' tuning. Been there myself.
 Yeah
#21696 posted by RickyT33 [217.42.134.93] on 2012/04/23 14:55:58
It's a great tuning :) Especially for Dminor keys.
#21697 posted by Spirit [80.171.85.48] on 2012/04/23 19:42:08
 That Dude 'various'
#21698 posted by RickyT33 [94.13.59.176] on 2012/04/23 23:35:35
Is the most prolific.
 Chords
#21699 posted by madfox [94.215.210.233] on 2012/04/24 01:06:05
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#
#21700 posted by RickyT33 [94.13.59.176] on 2012/04/24 02:09:09
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.
#21701 posted by Spirit [82.113.106.236] on 2012/04/24 08:41:42
various is a problem indeed. we'll need to put in the actual nicknames instead. any volunteers? mail me.
 Actually
#21702 posted by negke [31.18.185.232] on 2012/04/24 10:12:15
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.
#21705 posted by Spirit [82.113.106.236] on 2012/04/24 13:20:37
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
#21706 posted by generic [67.235.217.43] on 2012/04/24 14:00:08
My nick would never show up. Which it doesn't :(
I am only a part of the ubermapper Various.
 Argh
#21709 posted by than [180.147.94.21] on 2012/04/25 13:47:32
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
#21710 posted by ijed [200.73.66.2] on 2012/04/25 14:13:21
If they want to buy a Quake Tote Bag off you first instead.
 Please.
#21711 posted by Shambler [86.25.222.132] on 2012/04/25 16:49:27
Just block / auto-delete linseo****blog stuff...
 After Asking Them To Buy A Bag Of Course
#21712 posted by ijed [200.73.66.2] on 2012/04/25 17:42:18
 Use Your Newly Granted Mod Powers To Remove The Posts
#21713 posted by negke [31.18.185.232] on 2012/04/25 20:08:30
Use the force, Shambler
 One For Me
#21714 posted by madfox [94.215.210.233] on 2012/04/25 20:59:01
I can't post without logging in.
What the handbag has the handles to enter without vandales?
 Test
#21715 posted by JPL [207.194.223.3] on 2012/04/25 22:18:49
not logged... it works... :P
 Haven't Finished Reading This But Seems Interesting.
#21716 posted by Drew [216.252.90.175] on 2012/04/25 22:51:40
 Skip It
#21717 posted by megaman [79.219.117.183] on 2012/04/26 08:26:00
I skimmed over it and saw no valuable info anywhere.
#21720 posted by erc [46.197.68.20] on 2012/04/27 14:51:20
I don't want to see this nonsense anymore.
 74wrfw7fuyeu
#21721 posted by DaZ [78.147.144.15] on 2012/04/27 16:26:30
#21722 posted by nitin [203.158.35.1] on 2012/05/02 13:04:31
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
#21723 posted by JneeraZ [174.109.109.171] on 2012/05/02 14:06:55
Is... is he talking about himself in the third person? The fuck?
 Seems Like Both
#21724 posted by onetruepurple [91.233.197.107] on 2012/05/02 14:10:54
Still WTF.
 Yeah Noticed That
#21725 posted by nitin [203.158.35.1] on 2012/05/02 14:24:07
 Well
#21726 posted by Kinn [109.158.202.75] on 2012/05/02 15:59:05
Is... is he talking about himself in the third person? The fuck?
I think his ego's doing the typing at that point.
 SleepalkR
#21727 posted by SleepwalkR [85.178.190.117] on 2012/05/02 16:32:46
... does not abide
 Or: You Guys Are Just Being Dicks About Something You Read Into It.
#21728 posted by negke [31.18.185.232] on 2012/05/02 16:38:32
Again.
Maybe it's just a joke? At least negke thinks so.
#21729 posted by negke [31.18.185.232] on 2012/05/02 16:39:45
Did I really take six minutes to type that post???
#21730 posted by erc [176.240.76.167] on 2012/05/02 16:47:25
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
#21731 posted by nitin [203.158.35.1] on 2012/05/02 17:30:27
ffs, people around here can be stupid at times.
 This Spam...
#21736 posted by Bal [92.103.98.224] on 2012/05/03 11:46:46
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
#21737 posted by Kinn [109.158.202.75] on 2012/05/03 12:49:55
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
#21738 posted by czg [212.16.188.76] on 2012/05/03 13:26:12
big ole chav u are
#21739 posted by Scampie [72.12.65.92] on 2012/05/03 19:59:37
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.
#21740 posted by necros [99.227.156.158] on 2012/05/03 20:09:37
 Fileplanet.com Is Shutting Down
#21741 posted by DaZ [92.26.172.157] on 2012/05/03 20:12:27
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
#21742 posted by Scampie [72.12.65.92] on 2012/05/03 20:16:18
you sir are a golden god, I didn't think to look in our community's wonderful q1 archives
#21743 posted by necros [99.227.156.158] on 2012/05/03 20:47:39
willem managed to get the original files off of rorshach for uploading. they actually were completely unavailable at that point.
 Fileplanet
#21744 posted by Spirit [80.171.53.241] on 2012/05/03 20:58:04
I wrote a script and am coordinating an attempt to mirror. See http://www.quaddicted.com/forum/viewtopic.php?id=61
#21745 posted by Scampie [72.12.65.92] on 2012/05/03 22:04:42
btw, speaking of hh3, I found this video while googling :D
http://youtu.be/P6NQsnWqxNE
 Hmm...
#21746 posted by than [180.147.94.21] on 2012/05/04 02:30:33
"This video contains content from UMG, who has blocked it in your country on copyright grounds."
Fuck UMG.
 That
#21747 posted by Tronyn [24.79.203.208] on 2012/05/04 07:25:06
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
#21748 posted by SleepwalkR [85.178.123.98] on 2012/05/04 08:05:45
 OR
#21749 posted by Sprit [194.95.79.12] on 2012/05/04 10:06:44
stop using the fucking music industries content and use properly free content instead :))
#21750 posted by negke [31.18.185.232] on 2012/05/04 10:17:11
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
#21751 posted by negke [31.18.185.232] on 2012/05/04 10:19:56
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
#21752 posted by [194.95.79.12] on 2012/05/04 10:27:55
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
#21753 posted by negke [31.18.185.232] on 2012/05/04 10:29:59
You readily fell into my trap.
 Long Post Sorry
#21754 posted by Tronyn [24.79.203.208] on 2012/05/04 10:43:50
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 :(
#21755 posted by [194.95.79.12] on 2012/05/04 11:37:51
#21757 posted by necros [99.227.156.158] on 2012/05/05 01:02:48
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
#21759 posted by necros [99.227.156.158] on 2012/05/05 02:20:23
heh yeah... dunno, just figured i may as well. ne_doom and ne_lend sources are up too now.
 Awesome
#21760 posted by sock [24.82.147.76] on 2012/05/05 02:25:27
I love rummaging through other people's source files, always gives me a chance to learn new tricks and layouts. Thanks :)
 The Terrain?
#21761 posted by negke [31.18.185.232] on 2012/05/05 15:07:44
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...
#21764 posted by than [180.147.94.21] on 2012/05/06 12:31:01
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
#21765 posted by Spirit [80.171.143.149] on 2012/05/06 13:03:30
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 :>
#21766 posted by negke [31.18.185.232] on 2012/05/06 14:08:57
I don't shave my head.
 <- 00rt
#21767 posted by Scampie [72.12.65.92] on 2012/05/06 14:16:59
get it right, fucker
 <- 00rt For Real This Time
#21768 posted by Scampie [72.12.65.92] on 2012/05/06 14:17:23
fuckkkk
 Videoz
#21769 posted by DaZ [92.24.168.204] on 2012/05/08 16:23:25
dm3rmx by thannerz - http://youtu.be/ShBqodvHNLA
got a dm7rmx vid done also, will be up tomorrow probably.
 Thanks
#21770 posted by than [180.147.94.21] on 2012/05/08 17:07:25
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.
#21771 posted by Scampie [72.12.65.92] on 2012/05/08 21:44:22
YOU DIDN'T SAY 'ello guys' AT THE START.
DO IT AGAIN
 I Prefer "ello Treacle"
#21772 posted by Kinn [14.160.39.118] on 2012/05/09 05:59:14
delivered in a gravelly cockney accent.
 That RA Stairs Room
#21773 posted by megaman [79.219.97.248] on 2012/05/09 10:18:15
has fantastic gameplay!
 Nice Video Dranz
#21774 posted by SleepwalkR [92.231.107.251] on 2012/05/09 10:55:07
have to agree with commenter #2 though - some occasional commentary might be nice.
 Heh
#21775 posted by DaZ [92.24.170.183] on 2012/05/09 16:51:51
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
#21777 posted by DaZ [92.24.170.183] on 2012/05/09 18:51:30
I would hide all the ui but I suppose its nice to see my health as I play.
#21778 posted by negke [31.18.185.232] on 2012/05/09 18:56:39
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
#21779 posted by SleepwalkR [92.231.107.251] on 2012/05/09 21:19:46
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.
#21780 posted by Spirit [82.113.121.98] on 2012/05/09 21:34:51
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
#21781 posted by Drew [216.252.91.65] on 2012/05/09 22:06:36
and I don't need HUD - prefer it off for playthroughs, I think.
#21782 posted by Spirit [82.113.121.98] on 2012/05/09 22:42:36
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
#21783 posted by SleepwalkR [92.231.107.251] on 2012/05/09 22:43:03
upvoting Spirit right back!
#21784 posted by Scampie [72.12.65.92] on 2012/05/10 03:39:36
stop using highres textures too please.
 Fair Enough.
#21785 posted by Drew [216.168.101.240] on 2012/05/10 04:33:49
and upvote scampie
 Keep HUD.
#21786 posted by Shambler [86.25.165.253] on 2012/05/10 21:13:12
I love seeing Daz somehow scrape through with 1% health as usual.
#21787 posted by onetruepurple [91.233.197.107] on 2012/05/10 21:19:21
HUD: Yes please.
Hi-res: No please.
Motion blur: No please.
"ello guys": Yes please.
 FOR DAZ
#21788 posted by Scampie [72.12.65.92] on 2012/05/11 00:17:15
 Read #tf Noob
#21789 posted by DaZ [78.147.100.81] on 2012/05/11 00:50:22
Vid is set to private :)
 ITS FIXED NOW
#21790 posted by Scampie [72.12.65.92] on 2012/05/11 01:40:39
 Thanks
#21791 posted by DaZ [78.147.100.81] on 2012/05/11 02:25:36
The wait was totally worth it.
 Darkplaces Problem
#21792 posted by [81.84.20.243] on 2012/05/12 16:38:45
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... :(
#21793 posted by negke [31.18.185.232] on 2012/05/13 10:02:59
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).
#21794 posted by [81.84.20.243] on 2012/05/13 11:29:53
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...
#21795 posted by quakis [86.22.126.142] on 2012/05/13 14:03:21
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 :)
#21796 posted by RickyT33 [86.148.38.210] on 2012/05/17 15:45:10
40Mbp/s FTW :)
 Daz
#21797 posted by starbuck [77.99.142.237] on 2012/05/17 18:10:49
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
#21798 posted by DaZ [78.147.146.144] on 2012/05/17 21:08:38
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!
#21799 posted by starbuck [77.99.142.237] on 2012/05/17 21:55:16
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.... :)
#21800 posted by [89.154.61.55] on 2012/05/17 22:57:25
negke fixed... found a old joequake config that fix that!
thanks you rock as always
#21801 posted by quakis [86.22.126.142] on 2012/05/18 02:37:54
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
#21802 posted by DaZ [92.26.169.171] on 2012/05/18 15:11:32
 Daz
#21803 posted by SleepwalkR [92.231.109.143] on 2012/05/18 19:58:21
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.
#21804 posted by Shambler [86.25.165.253] on 2012/05/21 13:57:19
I like the commentary.
 Quake For Android?
#21805 posted by [Jimbo] [98.174.21.140] on 2012/05/24 21:10:42
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
#21806 posted by ijed [200.73.66.2] on 2012/05/24 22:24:38
I think FTE does.
 Have Some
#21807 posted by ijed [200.73.66.2] on 2012/05/24 23:10:11
Sort of support, that is.
 Doom 3 Single Player Beta Testers Needed
#21808 posted by Tigger-oN [203.206.128.41] on 2012/05/25 05:40:54
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
#21809 posted by [194.65.24.228] on 2012/05/25 09:04:54
Anyone knows were I can find Rogue source code with .map files included?
 What
#21810 posted by Tronyn [24.79.203.208] on 2012/05/25 09:43:35
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.
#21811 posted by erc [176.240.76.167] on 2012/05/25 15:38:56
As far as I know Rogue forms the basis of today's Nerve Software.
 2 New Duke Releases
#21812 posted by quakis [86.22.126.142] on 2012/05/26 14:42:24
PJSloth by Peter Williams
Highland by David B.
 Model Scrag, Awesome!
#21813 posted by DaZ [78.147.167.9] on 2012/05/27 03:16:03
 Awesome.
#21814 posted by jt_ [174.252.254.198] on 2012/05/27 04:02:08
Are they for sale anywhere? A shambler or shal'rath would be amazing.
#21815 posted by necros [99.227.156.158] on 2012/05/27 04:34:17
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
#21816 posted by Spirit [89.204.130.95] on 2012/05/27 10:13:10
source?
 Reddit
#21817 posted by DaZ [78.147.167.9] on 2012/05/27 10:16:06
 Here Is His Shambler
#21818 posted by gibbie [87.210.29.163] on 2012/05/27 11:54:38
 Not Sure If A Repost
#21819 posted by spy [95.56.77.163] on 2012/05/29 21:04:45
#21820 posted by Spirit [80.171.143.200] on 2012/05/29 22:10:07
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
#21821 posted by DaZ [2.96.232.229] on 2012/06/06 17:52:14
#21822 posted by necros [99.227.156.158] on 2012/06/06 19:11:39
geez, i never even knew where that was. o.0
 E1M2 Is My Favourite
#21823 posted by sock [24.82.147.76] on 2012/06/06 22:00:33
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
#21824 posted by Ankh [91.233.72.6] on 2012/06/06 22:44:32
can someone point me to the original thread for this map release? I just can't find it.
 Here You Go
#21825 posted by Tronyn [24.79.203.208] on 2012/06/06 23:02:29
 Oh
#21826 posted by spy [92.47.215.139] on 2012/06/07 15:10:27
sometime ago frib has been mentioned about upcoming sp map , so what gives?
or is this a hoax?
#21827 posted by Spirit [80.171.29.235] on 2012/06/07 22:39:56
Make a FPS in 7 days: http://7dfps.org
#21828 posted by Spirit [80.171.97.208] on 2012/06/09 12:24:10
Doom 3 source code review: http://fabiensanglard.net/doom3/ (includes an JC interview)
#21829 posted by necros [99.227.156.158] on 2012/06/11 05:18:22
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.
#21830 posted by [85.139.129.23] on 2012/06/18 20:22:57
hi ricky
 The Zwifflelessness Of This Place Is Heart-breaking
#21831 posted by negke [31.18.185.232] on 2012/06/21 11:42:07
#21832 posted by [194.65.24.228] on 2012/06/21 12:04:08
NEGKE see your email please
#21833 posted by Spirit [80.171.7.103] on 2012/06/21 20:01:06
Finally went through my fan-art collection again: http://www.quaddicted.com/quake/fan-art/shambler
 Grand Theft Auto Quake:
#21834 posted by RickyT33 [94.13.59.182] on 2012/06/21 22:00:46
 Ricky
#21835 posted by spy [95.56.122.238] on 2012/06/22 18:39:52
lol
 Ricky
#21836 posted by JPL [82.234.167.238] on 2012/06/23 17:29:29
pathetic...
 I'd Like To Watch
#21837 posted by spy [95.56.127.64] on 2012/06/24 18:40:41
an oldskool(classic) dm demos, is there site or something i could download the plain dem/qwd files?
#21838 posted by Spirit [80.171.96.201] on 2012/06/24 18:49:39
 Thank You
#21839 posted by spy [92.46.1.144] on 2012/06/24 20:41:28
 Warp Spasm
#21840 posted by lizard [71.206.118.80] on 2012/06/26 03:57:56
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!
#21841 posted by [190.22.31.106] on 2012/06/26 05:04:06
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
#21842 posted by RickyT33 [86.150.8.203] on 2012/06/29 11:56:20
90, 79, 79 and 75. Buzzing :)
I guess my period of abstinence can be delayed for another week...
 ThroneCraft
#21843 posted by sock [24.84.102.77] on 2012/07/06 01:09:54
http://imgur.com/a/zqtpz
Looks awesome, but I love playing with lego style landscapes. :)
#21844 posted by necros [99.227.156.158] on 2012/07/06 01:18:50
holy FUCK.
is that actually player built or is it imported somehow?
#21845 posted by tr [194.65.24.228] on 2012/07/06 09:56:50
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
#21846 posted by JPL [82.234.167.238] on 2012/07/06 20:53:39
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
#21847 posted by nitin [124.149.82.187] on 2012/07/07 03:57:23
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
#21848 posted by Bal [90.2.109.97] on 2012/07/07 12:17:59
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
#21849 posted by jt_ [68.42.82.10] on 2012/07/07 20:40:53
Will try later.
I take it Westeros is from Game of Thrones?
#21850 posted by necros [99.227.156.158] on 2012/07/07 22:00:53
Hm... it's almost worth getting minecraft to see that.
 Westeros
#21851 posted by ionous [76.119.132.81] on 2012/07/08 01:36:09
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....
#21852 posted by Shambler [86.25.167.171] on 2012/07/09 17:35:40
 Not A Shambler ??
#21853 posted by JPL [82.234.167.238] on 2012/07/09 22:10:55
This is a shambler: Come on !!
#21854 posted by Noob [89.154.57.172] on 2012/07/09 23:22:52
this is a shamber for sure!!!
someone copy our beloved shamby
 But They Called It A Vore
#21855 posted by generic [67.235.210.16] on 2012/07/10 01:42:42
?!?
 Wow
#21856 posted by Drew [216.252.91.96] on 2012/07/10 01:43:26
Planetphillip.com is shut down!
 Weird..
#21857 posted by metlslime [159.153.4.50] on 2012/07/10 02:11:46
seems like he should leave it up as an archive rather than tearing the whole thing offline.
 Yeah
#21858 posted by negke [31.18.178.240] on 2012/07/10 09:53:31
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???
#21859 posted by Shambler [86.25.167.171] on 2012/07/10 10:27:58
NO WAAYS!
 Well
#21860 posted by Tronyn [24.79.203.208] on 2012/07/10 11:03:21
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!
#21861 posted by tr [194.65.24.228] on 2012/07/10 13:03:46
 What Happened To Planetphilippe?
#21862 posted by SleepwalkR [130.149.243.224] on 2012/07/10 14:22:23
Did he visit #tf or something?
#21863 posted by Spirit [82.113.106.43] on 2012/07/10 15:31:14
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
#21864 posted by Spirit [82.113.106.43] on 2012/07/10 15:34:58
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
#21865 posted by negke [31.18.178.240] on 2012/07/10 19:44:59
Dun Dun Dun Another one bites the Daz
 Banelegions
#21866 posted by stevenaaus [114.73.116.195] on 2012/07/11 04:22:53
 Planetphilip Is Back
#21867 posted by nitin [58.6.231.8] on 2012/07/11 11:28:37
 Banelegions... Wait ...
#21868 posted by JPL [82.227.229.44] on 2012/07/11 11:59:15
Just wondering whether the Shambler (and not a Vore you damn heretic) can close its mouth with so long teeth .... :S
 Orwell
#21869 posted by madfox [94.215.208.34] on 2012/07/12 09:17:21
like the rat that must keep carving its teeth otherwise they grow into his brains.
 Quick Question
#21870 posted by spy [178.88.15.231] on 2012/07/12 17:58:01
is there any modern heretic2 engine(port) for windows
 Heretic II Engine Port
#21871 posted by quaketree [76.14.68.190] on 2012/07/13 01:35:52
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
#21872 posted by spy [2.73.66.118] on 2012/07/13 08:11:30
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
#21873 posted by erc [195.174.60.192] on 2012/07/13 12:11:21
..by the same people behind QuakeSpasm.
 A2d2
#21874 posted by DaZ [2.99.125.232] on 2012/07/16 17:35:04
 Dazzle Time
#21875 posted by sock [24.84.102.77] on 2012/07/16 19:45:29
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)
#21876 posted by Mike Woodham [86.176.98.162] on 2012/07/16 22:05:06
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
#21877 posted by madfox [94.215.208.34] on 2012/07/16 22:15:21
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?
#21878 posted by Shambler [86.25.167.171] on 2012/07/17 00:05:44
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...
#21879 posted by MIke Woodham [86.176.98.162] on 2012/07/17 00:18:18
It was Pingu, Mike, & Shambler's map. And Anne Agramme helped.
 OMGWTFBBQ!?!
#21880 posted by sock [24.84.102.77] on 2012/07/17 00:26:13
@Mike, OMG that is awesome :D
#21881 posted by rj [82.3.233.25] on 2012/07/17 01:27:48
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
#21882 posted by bamby [77.95.242.69] on 2012/07/17 20:24:34
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
#21883 posted by quakis [86.22.126.142] on 2012/07/19 21:50:59
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
#21884 posted by JPL [82.227.229.44] on 2012/07/20 13:16:00
 Http://kneedeepinthedoomed.wordpress.com/
#21885 posted by spy [178.88.21.4] on 2012/07/24 20:04:41
The old Remake Quake project is no more.
is it true?
#21886 posted by metlslime [159.153.4.50] on 2012/07/24 20:40:38
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
#21887 posted by Spirit [80.171.96.84] on 2012/07/24 20:55:30
who are on those teams?
/me replays sm141_pack
 Well....killed By Func_ Trolls I Reckon.
#21888 posted by Shambler [86.25.165.77] on 2012/07/24 22:28:50
You know who you are....you've got the blood of RemakeQuake on your hands you scum....
#21889 posted by Scampie [72.12.65.92] on 2012/07/25 02:51:44
such is always the fate of those who meddle with evil
 Really?
#21890 posted by nitin [220.235.240.170] on 2012/07/25 15:43:22
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
#21891 posted by spy [95.56.205.46] on 2012/07/25 16:15:14
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
#21892 posted by Trinca [194.65.24.228] on 2012/07/25 16:53:30
Spy take a look at www.quakeone.com in the forum textures... there are several packs in pk3
 Oh Nevermind
#21893 posted by spy [95.56.205.46] on 2012/07/25 17:09:53
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
#21894 posted by onetruepurple [91.240.47.30] on 2012/07/25 21:07:53
Sad news? The split seems like the best decision they could have taken.
 Otp
#21895 posted by nitin [220.235.240.170] on 2012/07/26 00:35:52
I dont know anything about the behind the scenes, so maybe you are right. Or are you referring to something else?
 Rumours
#21896 posted by madfox [94.215.208.34] on 2012/07/26 01:56:02
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
#21897 posted by Mandel [80.217.74.250] on 2012/07/26 17:25:02
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.
#21898 posted by onetruepurple [91.240.47.30] on 2012/07/26 18:11:30
 Nitin
#21899 posted by onetruepurple [91.240.47.30] on 2012/07/26 18:13:15
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...
#21900 posted by rj [82.3.233.25] on 2012/07/26 19:07:28
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
#21901 posted by Spirit [80.171.1.167] on 2012/07/26 19:34:33
Are you guys open for constructive criticism now?
 Schism
#21902 posted by sock [24.84.102.77] on 2012/07/26 19:41:38
What is it? I could not find any details on what the project is about?
#21903 posted by rj [82.3.233.25] on 2012/07/26 20:04:52
sock: there isn't anything public yet. there will be in time though
spirit: absolutely
 @rj
#21904 posted by sock [24.84.102.77] on 2012/07/26 20:55:21
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
#21905 posted by Mandel [80.217.74.250] on 2012/07/26 21:06:26
thanks, that's the one I was looking for.
 A Quick Question For Anyone ...
#21906 posted by sock [24.84.102.77] on 2012/07/26 22:45:12
How many people like to play Thief and Quake? and do you like stealth combat systems?
 Raises Hand
#21907 posted by quakis [86.22.126.142] on 2012/07/26 23:28:32
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. :(
#21908 posted by Spirit [80.171.1.167] on 2012/07/27 00:03:44
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.
#21909 posted by necros [99.227.156.158] on 2012/07/27 00:08:06
Thanks for reminding me about deus ex... I still haven't played the nameless mod yet.
 @necros
#21910 posted by quakis [86.22.126.142] on 2012/07/27 00:12:25
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/
#21911 posted by necros [99.227.156.158] on 2012/07/27 00:25:01
Thanks, that looks pretty cool! I've been so busy this summer though, barely had a chance to play anything yet. :P
 Stealth
#21912 posted by sock [24.84.102.77] on 2012/07/27 00:43:00
@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.
#21913 posted by Spirit [82.113.106.108] on 2012/07/27 00:45:56
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
#21914 posted by sock [24.84.102.77] on 2012/07/27 00:52:46
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.
#21915 posted by necros [99.227.156.158] on 2012/07/27 00:59:39
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.
#21916 posted by necros [99.227.156.158] on 2012/07/27 01:03:03
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.
#21917 posted by sock [24.84.102.77] on 2012/07/27 01:12:22
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.
#21918 posted by necros [99.227.156.158] on 2012/07/27 01:23:49
You have ruined stealth games for me, dude.
 This
#21919 posted by spy [2.73.239.254] on 2012/07/27 09:24:32
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?
#21920 posted by DaZ [2.96.228.0] on 2012/07/27 17:23:40
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?
#21921 posted by Spirit [80.171.127.196] on 2012/07/27 17:43:22
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.
#21922 posted by negke [31.18.178.240] on 2012/07/27 17:52:44
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
#21923 posted by rj [82.3.233.25] on 2012/07/27 19:56:47
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
#21924 posted by Mandel [80.217.74.250] on 2012/07/27 20:01:31
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
#21925 posted by Preach [77.98.165.95] on 2012/07/27 20:02:22
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.
#21926 posted by necros [99.227.156.158] on 2012/07/27 20:27:02
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
#21927 posted by DaZ [2.96.228.0] on 2012/07/27 20:33:39
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
#21928 posted by DaZ [2.96.228.0] on 2012/07/27 20:35:15
Quaddicted links for said maps would be awesome tytytyty :D
 Suggestion: An Ikblue Map
#21929 posted by Preach [77.98.165.95] on 2012/07/27 22:29:35
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
#21930 posted by sock [24.84.102.77] on 2012/07/28 02:32:28
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!
#21931 posted by negke [31.18.178.240] on 2012/07/28 09:40:27
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...
#21932 posted by rj [82.3.233.25] on 2012/07/28 12:11:52
no mention of kjspq1 yet (although it's tehnically based on ikblue) - definitely one of the most striking/fresh
 Oooh
#21933 posted by DaZ [78.147.157.157] on 2012/07/28 13:25:22
Yeah, totally forgot about that one
Whiteroom also :o
 When I'm Trying To Run
#21934 posted by spy [2.73.69.204] on 2012/07/30 11:06:19
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
#21935 posted by spy [2.73.69.204] on 2012/07/30 11:12:56
i found i've been actually asking the same question a couple years ago
sorry
#21936 posted by Ankh [91.233.72.6] on 2012/07/30 18:12:26
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
#21937 posted by sock [24.84.102.77] on 2012/08/02 02:56:14
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
#21938 posted by Scampie [72.12.65.92] on 2012/08/02 03:50:48
^that's my feedback
 Confused
#21939 posted by DaZ [2.96.225.201] on 2012/08/02 04:15:19
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
#21940 posted by sock [24.84.102.77] on 2012/08/02 04:43:54
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!
#21941 posted by Drew [216.252.92.158] on 2012/08/02 05:17:01
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
#21942 posted by negke [31.18.178.240] on 2012/08/02 10:51:03
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
#21943 posted by sock [24.84.102.77] on 2012/08/02 17:07:12
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
#21944 posted by sock [24.84.102.77] on 2012/08/02 17:12:35
@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.
#21945 posted by Spirit [80.171.81.209] on 2012/08/02 18:57:29
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
#21946 posted by quakis [86.22.126.142] on 2012/08/02 19:22:09
Out of interest; will it be possible to play the entire mod being stealthy, avoiding enemies and combat?
 Stealth
#21947 posted by sock [24.84.102.77] on 2012/08/02 19:34:23
@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 :)
#21948 posted by Spirit [80.171.81.209] on 2012/08/02 22:11:40
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...
#21949 posted by generic [67.235.210.16] on 2012/08/03 01:04:47
That is one impressive mod you have so far. I can't wait to give it a whirl!
 Livestreamer
#21950 posted by jt_ [174.232.68.142] on 2012/08/03 14:15:01
Thanks for that link, spirit! Gonna have to check that out.
 Yes
#21951 posted by madfox [94.215.208.34] on 2012/08/03 19:48:14
Good link, Spirit.
 Sock
#21952 posted by than [180.146.53.140] on 2012/08/04 04:23:27
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
#21953 posted by than [180.146.53.140] on 2012/08/04 04:24:20
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
#21954 posted by than [180.146.53.140] on 2012/08/04 04:27:26
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?
#21955 posted by negke [31.18.178.240] on 2012/08/04 11:46:55
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
#21956 posted by Mandel [80.217.74.250] on 2012/08/04 14:20:23
Thx for the youtube upload, Spirit.
 Mandel, I Just Stole It From The Official Upload For Cheap Views :(
#21957 posted by Spirit [80.171.168.61] on 2012/08/04 14:25:52
Addendum to negke's question: Would less points work for you too? Like 0-3 or 1-3 or something like that?
 Quick Question
#21958 posted by erc [195.174.60.192] on 2012/08/04 16:40:35
Is the original GlQuake a DOS executable or a Windows one?
 1-5 Points Better
#21959 posted by Drew [216.252.90.38] on 2012/08/04 17:11:46
Will totally start voting soon.
 1-5 Points Better
#21960 posted by Drew [216.252.90.38] on 2012/08/04 17:11:47
Will totally start voting soon.
 Erc
#21961 posted by Spirit [80.171.168.61] on 2012/08/04 17:32:18
 @Spirit
#21962 posted by erc [195.174.60.192] on 2012/08/04 17:50:26
Many thanks for clearing that out.
 Ikblue Clone
#21963 posted by sock [24.84.102.77] on 2012/08/04 18:32:07
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
#21964 posted by megaman [79.227.188.205] on 2012/08/05 17:47:28
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
#21965 posted by megaman [79.227.188.205] on 2012/08/05 17:48:30
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
#21966 posted by Drew [216.252.90.38] on 2012/08/06 02:00:03
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...
#21967 posted by erc [195.174.60.192] on 2012/08/06 08:54:03
...this time taking on X-Men: The Ravages of Apocalypse TC. here
#21968 posted by necros [99.227.156.158] on 2012/08/06 09:45:54
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
#21969 posted by onetruepurple [91.240.47.30] on 2012/08/06 15:52:12
Soon.
#21970 posted by Drew [216.252.91.143] on 2012/08/07 00:24:14
Awesome!
 In The Shadows
#21971 posted by sock [24.84.102.77] on 2012/08/07 09:03:56
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.
#21972 posted by necros [99.227.156.158] on 2012/08/07 09:10:33
Is the thing where you can shoot a monster to pull them out of position new? I like it! :)
#21973 posted by sock [24.84.102.77] on 2012/08/07 09:18:52
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.
#21974 posted by negke [31.18.178.240] on 2012/08/07 10:24:15
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
#21975 posted by Drew [216.252.87.54] on 2012/08/07 19:43:18
clicking on the hearts!
 And
#21976 posted by Drew [216.252.87.54] on 2012/08/07 19:43:58
Negke2:
So close yet so far. frustrating.
 Another One I Often Fantasize About:
#21977 posted by Drew [216.252.87.54] on 2012/08/07 20:40:28
#21978 posted by necros [99.227.156.158] on 2012/08/08 09:01:03
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
#21979 posted by negke [31.18.178.240] on 2012/08/08 09:34:15
Drew3: But you need to be logged in for it to work!
Drew4: Drew5
 How I Rate Maps On Quaddicted
#21980 posted by Ankh [194.251.119.198] on 2012/08/08 11:20:10
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.
#21981 posted by Spirit [80.171.143.135] on 2012/08/08 21:51:17
Oh shit, I removed the "you could rate IF you logged in, it fails silently otherwise" text some day? Why!!!?
Sorry Drew :((
 @spirit
#21982 posted by sock [24.84.102.77] on 2012/08/09 02:43:38
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
#21983 posted by Drew [199.180.99.21] on 2012/08/09 03:14:43
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!
#21984 posted by erc [195.174.60.192] on 2012/08/10 14:18:14
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
#21985 posted by RickyT33 [86.149.175.66] on 2012/08/10 15:03:43
#21986 posted by erc [195.174.60.192] on 2012/08/10 15:49:46
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
#21987 posted by onetruepurple [91.240.47.30] on 2012/08/10 16:44:11
spiney_cloudy.zip
Some example usage here :)
 Erc
#21988 posted by RickyT33 [86.149.175.66] on 2012/08/10 17:43:35
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
#21989 posted by sock [24.84.102.77] on 2012/08/10 18:15:40
 Dark Souls
#21990 posted by jt_ [174.232.66.60] on 2012/08/10 19:18:59
Definitely picking it up, hopefully my laptop can run it.
 Dark Souls
#21991 posted by quakis [86.22.126.142] on 2012/08/10 22:32:10
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
#21992 posted by nitin [124.148.188.97] on 2012/08/11 05:03:43
 I Feel A Q1SP Release Coming On
#21993 posted by RickyT33 [94.13.59.186] on 2012/08/12 17:56:04
Nothing too massive though.
 Like A Map,
#21994 posted by RickyT33 [94.13.59.186] on 2012/08/12 17:56:23
dude.
 Uh
#21995 posted by madfox [94.215.208.34] on 2012/08/12 19:40:27
You're mapping quiet fast on 19 sec.
 Uh
#21996 posted by madfox [94.215.208.34] on 2012/08/12 19:40:27
You're mapping quiet fast on 19 sec.
 Meh
#21997 posted by RickyT33 [94.13.59.186] on 2012/08/14 15:04:33
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
#21998 posted by RickyT33 [94.13.59.186] on 2012/08/15 22:04:29
 For Honey
#21999 posted by Spirit [80.171.40.149] on 2012/08/16 12:23:29
 Thankx Babe
#22000 posted by czg [212.16.188.76] on 2012/08/16 12:35:53
 Well
#22001 posted by Tronyn [24.79.202.92] on 2012/08/17 02:22:51
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
#22002 posted by negke [31.18.178.240] on 2012/08/17 14:38:34
Thank you for rating and good comments on Quaddicted. Way to go!
 Thank You For Thanking Me.
#22003 posted by Drew [216.252.87.124] on 2012/08/17 19:30:41
And you're welcome for future ratings.
 Map List
#22005 posted by jt_ [68.42.82.10] on 2012/08/19 00:55:11
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?
#22006 posted by Drew [216.252.92.153] on 2012/08/19 02:39:23
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_
#22007 posted by RickyT33 [94.13.59.186] on 2012/08/19 04:57:08
 Drew
#22008 posted by negke [31.18.178.240] on 2012/08/19 09:21:49
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--
#22009 posted by generic [67.235.200.27] on 2012/08/19 15:03:19
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
#22010 posted by spy [2.132.107.197] on 2012/08/19 16:05:12
for example there are seven to ten various mappers participated to say hm... xxx17 ,
#22011 posted by Spirit [80.171.163.241] on 2012/08/19 16:21:47
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
#22012 posted by spy [95.56.157.158] on 2012/08/19 17:04:34
the title, was actually quoted,
#22013 posted by Spirit [80.171.163.241] on 2012/08/19 17:32:40
Sorry, still not getting it.
 WOOT!!!
#22014 posted by generic [67.235.200.27] on 2012/08/19 18:06:24
Thanks, Spirit!
 Actually
#22015 posted by spy [95.56.157.158] on 2012/08/19 18:16:28
it doesn't matter who did which map in that complex sm maps, 'various' its just fine ,
sorry for embarrassing you
 WHAT A MESS
#22016 posted by negke [31.18.178.240] on 2012/08/19 18:35:55
Shouldn't the entries be called "Speedmapping pack #" anyway`?
#22017 posted by Spirit [82.113.106.93] on 2012/08/19 23:41:20
I have no idea, tell me if I should change it.
#22018 posted by Scampie [72.12.65.92] on 2012/08/20 07:23:00
I always called them Speedmap Packs, and Starbuck called them Speedmapping Packs, when we ran them.
#22019 posted by Spirit [80.171.128.158] on 2012/08/20 08:39:39
Then they will stay speedmapping packs because Starbucks is not a dick.
 What...?
#22020 posted by Mike Woodham [87.127.250.2] on 2012/08/22 13:01:04
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
#22021 posted by jt_ [174.232.18.10] on 2012/08/22 14:01:39
 Re Quaddicted Ratings.
#22022 posted by Spirit [89.204.130.108] on 2012/08/22 15:15:51
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
#22023 posted by Spirit [80.171.84.226] on 2012/08/22 17:05:38
 Hm
#22024 posted by Tronyn [24.79.202.92] on 2012/08/22 17:23:10
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
#22025 posted by ijed [200.73.66.2] on 2012/08/22 17:30:44
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
#22026 posted by sock [24.84.102.77] on 2012/08/22 17:44:50
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.
#22027 posted by Spirit [89.204.130.108] on 2012/08/22 18:15:35
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.
#22028 posted by Spirit [89.204.130.108] on 2012/08/22 18:18:10
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.
#22029 posted by necros [99.227.156.158] on 2012/08/22 18:32:35
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
#22030 posted by sock [24.84.102.77] on 2012/08/22 18:53:34
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
#22031 posted by rj [82.3.233.25] on 2012/08/22 19:07:03
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.
#22032 posted by ijed [200.73.66.2] on 2012/08/22 20:18:46
oh, misunderstood probably.
Yep.
 Yeah
#22033 posted by metlslime [159.153.4.50] on 2012/08/22 20:31:49
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.
#22034 posted by rj [82.3.233.25] on 2012/08/22 21:47:57
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
#22035 posted by Spirit [80.171.84.226] on 2012/08/22 21:56:30
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.
#22036 posted by rj [82.3.233.25] on 2012/08/22 22:33:10
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
#22037 posted by sock [24.84.102.77] on 2012/08/22 22:38:31
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.
#22038 posted by mwh [121.73.77.183] on 2012/08/22 23:42:59
#22039 posted by czg [212.16.188.76] on 2012/08/23 08:19:31
 As I've Said Before
#22040 posted by Scampie [72.12.65.92] on 2012/08/23 08:30:13
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
#22041 posted by Scampie [72.12.65.92] on 2012/08/23 08:30:54
that map was pretty good too
#22042 posted by Scampie [72.12.65.92] on 2012/08/23 08:31:40
...and maybe a few others...
...and I likely got bored before rating all of them...
#22043 posted by negke [31.18.178.240] on 2012/08/23 10:19:40
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
#22044 posted by quaketree [76.14.42.216] on 2012/08/23 23:39:31
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.
#22045 posted by Spirit [89.204.138.102] on 2012/08/24 00:01:42
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.
#22046 posted by metlslime [159.153.4.50] on 2012/08/24 00:23:57
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.
#22047 posted by Spirit [80.171.159.138] on 2012/08/24 14:51:10
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
#22048 posted by megaman [79.219.109.247] on 2012/08/25 10:04:33
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.
#22049 posted by Spirit [82.113.121.140] on 2012/08/25 11:18:58
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
#22050 posted by Spirit [80.171.98.122] on 2012/08/29 15:56:27
 After 8+ Years
#22051 posted by DaZ [2.96.227.174] on 2012/09/02 15:05:47
 Daz
#22052 posted by nitin [124.168.102.91] on 2012/09/02 15:23:38
what is it>
 Nitin
#22053 posted by negke [31.18.186.190] on 2012/09/02 15:28:44
Seriously?
Ah the DNF of mods is still around eh :)
 Negke
#22055 posted by nitin [124.168.102.91] on 2012/09/02 16:30:23
yes. I went to the page but they dont have any screenies or info, well none that I could find.
 Check This:
#22056 posted by RickyT33 [94.13.59.186] on 2012/09/02 16:40:27
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
#22057 posted by necros [99.227.156.158] on 2012/09/02 19:20:55
i think it's the thing with the original hl maps for hl2?
 Nitin
#22058 posted by DaZ [2.96.227.174] on 2012/09/02 22:30:51
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
#22059 posted by DaZ [2.96.227.174] on 2012/09/02 22:36:02
http://www.blackmesasource.com/soundtrack.html
Listened to a few tracks, pretty good stuff actually.
 DaZ
#22060 posted by Preach [77.98.165.95] on 2012/09/02 23:50:06
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
#22061 posted by nitin [124.170.36.167] on 2012/09/03 15:49:12
will definitely check it out.
 Aha
#22063 posted by megmn [141.3.42.183] on 2012/09/05 17:20:30
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
#22065 posted by negke [31.18.186.190] on 2012/09/05 21:31:28
Care to code some simple brushwork <-> mdl converter? Cool, thanks!
#22066 posted by Spirit [89.204.130.44] on 2012/09/05 21:41:08
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.
#22067 posted by necros [99.227.156.158] on 2012/09/06 03:00:59
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
#22068 posted by sock [81.154.59.185] on 2012/09/06 10:42:55
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.
#22069 posted by negke [31.18.186.190] on 2012/09/06 19:45:34
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
#22070 posted by Mike Woodham [86.173.189.248] on 2012/09/06 21:04:29
mdl2map, it definitely existed - see #3884 above. Unfortunately, I cannot find it now. Madfox?
 Doh!
#22071 posted by Mike Woodham [86.173.189.248] on 2012/09/06 21:10:16
#3884 in Mapping Help...
#22072 posted by necros [99.227.156.158] on 2012/09/06 21:27:41
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.
#22073 posted by Spirit [82.113.121.190] on 2012/09/07 19:30:20
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
#22074 posted by JPL [82.234.167.238] on 2012/09/07 20:47:02
this is awesome..... :P
#22075 posted by necros [99.227.156.158] on 2012/09/07 21:00:05
re-owned?
#22076 posted by metlslime [159.153.4.50] on 2012/09/07 21:09:17
Finally we can settle the question of whether Jesus has eyes.
 Lol...
#22077 posted by Tronyn [24.79.202.92] on 2012/09/07 21:10:18
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 ?
#22079 posted by JPL [82.234.167.238] on 2012/09/08 09:09:02
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...
#22081 posted by quakis [86.22.126.142] on 2012/09/08 14:35:04
This is how I dealt with the thieves in Skyrim. :P Clicky!
 ZQF
#22082 posted by DaZ [78.147.167.15] on 2012/09/08 18:13:13
Microsoft Expression Encoder 4.
..Yes seriously, its fucking good! Also free.
 Wub Wub Wub
#22084 posted by onetruepurple [91.240.47.30] on 2012/09/12 15:21:34
 Hehehe
#22085 posted by SleepwalkR [92.231.109.170] on 2012/09/12 20:15:07
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 :)
#22088 posted by Spirit [80.171.51.127] on 2012/09/18 18:48:16
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
#22089 posted by SleepwalkR [92.231.107.177] on 2012/09/18 23:42:09
I had that happen to me a couple of times, too. Very annoying.
 I Wonder...
#22090 posted by distrans [149.144.9.74] on 2012/09/21 09:43:29
...if the Balenciaga Bags thread will be closed before someone starts an off topic conversation?
#22091 posted by Spirit [80.171.152.12] on 2012/09/21 19:08:28
How do I get into that certain secret area in RPGSP1?
 Noclip...
#22092 posted by JPL [82.234.167.238] on 2012/09/21 21:03:34
... is your friend :P
 Lol
#22093 posted by RickyT33 [94.13.59.186] on 2012/09/21 21:35:10
 They Mean Quake 3 / Quake Live
#22094 posted by Scampie [72.12.65.92] on 2012/09/22 09:35:44
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
#22095 posted by Fern [63.228.70.50] on 2012/09/23 22:46:28
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?!
#22096 posted by quakis [86.22.126.142] on 2012/09/28 15:52:33
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.
#22097 posted by Spirit [80.171.144.23] on 2012/09/28 18:51:16
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
#22098 posted by sock [181.20.79.229] on 2012/09/28 21:53:58
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 ...
#22099 posted by Spirit [80.171.155.76] on 2012/09/30 13:18:29
#22100 posted by Spirit [80.171.155.76] on 2012/09/30 13:59:25
That Star Wars movie is really awesome. Just had a really cool Moebius scene. Will continue watching it later.
 Running, Jumping, Standing Still...
#22101 posted by Mike Woodham [86.185.46.242] on 2012/09/30 16:00:55
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?
#22102 posted by negke [31.18.186.190] on 2012/09/30 16:57:12
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
#22103 posted by Mike Woodham [86.185.46.242] on 2012/09/30 17:23:06
#22104 posted by negke [31.18.186.190] on 2012/09/30 17:41:29
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
#22105 posted by Mike Woodham [86.185.46.242] on 2012/09/30 18:59:05
HP, Intel i7, 4M RAM, Windows 7: there's probably some setting somewhere that needs changing.
 Always Run
#22106 posted by quaketree [76.14.42.216] on 2012/10/01 09:41:33
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
#22107 posted by Mike Woodham [87.127.250.2] on 2012/10/01 15:56:55
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:)
#22108 posted by Spirit [80.171.53.174] on 2012/10/01 18:09:42
You can evade much better!
 Evading
#22109 posted by Mike Woodham [87.127.250.2] on 2012/10/01 18:43:15
Ah, it's like a 'wimp' mode for Quake!
I'll stick to walking and take 'em on like a man ;)
#22110 posted by negke [31.18.186.190] on 2012/10/01 19:21:33
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.
#22112 posted by stevenaaus [122.104.139.9] on 2012/10/02 23:36:47
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.
#22113 posted by Scampie [72.12.65.92] on 2012/10/04 02:49:14
#22115 posted by Drew [98.124.14.245] on 2012/10/06 05:42:30
 Morality
#22116 posted by Preach [77.98.165.95] on 2012/10/06 10:58:50
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
#22117 posted by Tronyn [24.79.202.92] on 2012/10/06 11:19:44
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
#22118 posted by Preach [77.98.165.95] on 2012/10/06 12:42:10
 I Remember...
#22119 posted by Fern [63.228.70.50] on 2012/10/06 16:52:11
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
#22120 posted by mechtech [65.190.42.20] on 2012/10/07 05:08:12
#22121 posted by madfox [84.26.169.65] on 2012/10/07 22:04:16
cheers Indy!
 Funny Censorship Fail
#22122 posted by RickyT33 [94.13.59.186] on 2012/10/10 21:12:04
#22123 posted by Spirit [80.171.155.23] on 2012/10/10 21:25:39
 Morning Coffee Break ...
#22124 posted by sock [200.45.39.36] on 2012/10/31 13:00:09
 We Are All Living In A Black Hole
#22125 posted by JPL [82.227.229.44] on 2012/10/31 13:13:43
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
#22126 posted by Shadowdane [72.209.237.102] on 2012/11/01 00:04:34
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
#22127 posted by necros [99.227.223.212] on 2012/11/01 01:00:34
TELEPORTING SOUND!
 Raspberry Pi Quake
#22128 posted by Mr Fribbles [118.209.4.203] on 2012/11/01 13:56:49
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
#22129 posted by RickyT33 [86.161.71.39] on 2012/11/01 16:59:56
Shouldnt it be 'sudo apt-get install quake'?
It fuckin' should be :)
 I Bet It Isn't Though.....
#22130 posted by RickyT33 [86.161.71.39] on 2012/11/01 17:00:15
 Linux Quake...
#22131 posted by JPL [82.234.167.238] on 2012/11/01 18:59:59
.. 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
#22132 posted by negke [31.18.186.190] on 2012/11/01 19:32:21
Wine, or if that doesn't work, Dosbox, and if that doesn't work, internet.
#22133 posted by Spirit [80.171.152.56] on 2012/11/01 20:07:38
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?
#22134 posted by Spirit [80.171.152.56] on 2012/11/01 20:09:42
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
#22135 posted by negke [31.18.186.190] on 2012/11/01 20:32:06
It's about the installer on the Quake CD, no?
 QuakeGuy
#22136 posted by Scampie [72.12.65.92] on 2012/11/02 02:20:20
 SUMO-GET INSTALL E-HONDA!
#22137 posted by Mr Fribbles [118.209.4.203] on 2012/11/02 12:48:47
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!
#22138 posted by Spirit [80.171.96.77] on 2012/11/02 14:12:58
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.
#22139 posted by Spirit [80.171.96.77] on 2012/11/02 14:15:06
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:
#22140 posted by Mr Fribbles [118.209.4.203] on 2012/11/02 14:15:22
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.
#22141 posted by Spirit [80.171.96.77] on 2012/11/02 14:17:22
Nice, then they used an alias for that. Great that they use Quakespasm for that!
 Lol
#22142 posted by RickyT33 [2.223.172.226] on 2012/11/02 14:21:10
I wasn't expecting that to work :)
I just learned a teeny tiny bit of Ubuntu from setting up my VPS.
 Hah!
#22143 posted by Mr Fribbles [118.209.4.203] on 2012/11/02 14:28:31
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
#22144 posted by Mr Fribbles [118.209.4.203] on 2012/11/02 16:21:21
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?
#22145 posted by RickyT33 [86.148.32.47] on 2012/11/02 16:34:03
Maybe if you re-install the video driver it will fix it?
http://forums.xonotic.org/showthread.php?tid=2122
#22146 posted by Spirit [80.171.96.77] on 2012/11/02 17:17:14
-window
-fullscreen
-width XXX -height XXX -bpp XX
 Funnies
#22147 posted by gb [46.142.6.150] on 2012/11/02 19:36:17
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
#22148 posted by Spirit [82.113.121.155] on 2012/11/03 01:25:28
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
#22149 posted by mwh [83.241.234.4] on 2012/11/03 10:49:16
Awesome that raspbian has quakespasm. I should try to get things going on my pandaboard at some point.
 All This Pokemon Discussion
#22150 posted by ijed [200.73.66.2] on 2012/11/03 18:42:25
Goes right over my head...
 Close But No Cigar
#22151 posted by Mr Fribbles [118.209.4.203] on 2012/11/04 01:26:29
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!
#22152 posted by Spirit [80.171.145.150] on 2012/11/08 19:28:50
 Somehting About A Linux Sucks? WoW!!!
#22153 posted by czg [213.112.234.71] on 2012/11/08 20:22:20
#22154 posted by stevenaaus [49.176.67.66] on 2012/11/08 20:23:55
Yeah - the Gnome project is a bit of a worry. But at least KDE 4 is a solid thing now.
 Metl
#22159 posted by RickyT33 [2.223.172.226] on 2012/11/11 18:47:30
 Ricky:
#22160 posted by metlslime [159.153.4.50] on 2012/11/11 23:49:57
yes, that is footage from Cube, which used some of the original rubicon textures (with permission)
 Looking For Architecture
#22161 posted by Tronyn [24.79.202.92] on 2012/11/13 17:05:28
anyone got any scraps?
 Maybe
#22162 posted by Drew [216.168.120.11] on 2012/11/13 18:24:00
 Maybe Not Though
#22163 posted by Drew [216.168.120.11] on 2012/11/13 19:05:22
... 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
#22164 posted by Tronyn [130.179.242.142] on 2012/11/13 19:39:29
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.
#22165 posted by Trinca [194.65.24.228] on 2012/11/14 08:44:52
For such a mapper like you, is hard to have proper scraps tronyn
#22166 posted by quakis [86.22.126.142] on 2012/11/14 14:28:50
Here's some wooden stairs if you really really want them... :P Probably never going to use them.
 Wow
#22167 posted by JPL [82.234.167.238] on 2012/11/14 22:25:43
That's really well done... I can even imagine the wood cracking on each feet when walking on.. :)
 Heh
#22168 posted by Tronyn [24.79.202.92] on 2012/11/14 23:33:05
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
#22169 posted by quakis [86.22.126.142] on 2012/11/15 00:13:50
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
#22170 posted by ijed [200.73.66.2] on 2012/11/16 00:52:06
#22172 posted by czg [213.112.234.71] on 2012/11/16 18:41:10
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
#22173 posted by stevenaaus [49.176.67.170] on 2012/11/16 20:07:42
Metl's markup is too tough, and screws up the spammers :)
But i wonder what sort of person posts this stuff ?
 Obvious Answer !
#22174 posted by JPL [82.234.167.238] on 2012/11/16 22:05:46
But i wonder what sort of person posts this stuff ?
czg does for sure :P
#22177 posted by Spirit [80.171.127.222] on 2012/11/18 20:14:27
 New Website
#22178 posted by Preach [77.98.165.95] on 2012/11/19 01:40:14
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
#22179 posted by sock [190.231.88.92] on 2012/11/19 10:57:51
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.
#22180 posted by necros [142.55.180.86] on 2012/11/19 13:43:01
I'm glad you decided to do that, preach. Looks very informative so far as well.
 Question
#22183 posted by Tronyn [24.79.202.92] on 2012/11/21 22:46:31
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
#22184 posted by ijed [200.73.66.2] on 2012/11/21 23:36:24
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
#22185 posted by Tronyn [24.79.202.92] on 2012/11/22 02:06:41
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.
#22186 posted by Spirit [80.171.143.236] on 2012/12/01 11:04:55
Wonderful blog about creating great looking 2D art with free tools: http://2dgameartforprogrammers.blogspot.com
 Spirit
#22187 posted by than [182.164.38.196] on 2012/12/01 18:10:32
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.
#22188 posted by necros [99.227.223.212] on 2012/12/01 19:28:51
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.
#22189 posted by Spirit [80.171.154.52] on 2012/12/02 20:37:53
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
#22190 posted by ijed [200.73.66.2] on 2012/12/03 19:48:18
Series of good stuff.
 TAW
#22191 posted by quakis [86.22.126.142] on 2012/12/04 21:48:28
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
#22192 posted by sock [190.231.89.202] on 2012/12/06 18:24:32
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
#22193 posted by mechtech [65.190.42.20] on 2012/12/06 19:21:51
I look forward to the beta
#22194 posted by Spirit [80.171.9.157] on 2012/12/06 19:34:12
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
#22195 posted by sock [190.231.89.202] on 2012/12/06 19:55:52
#22196 posted by Spirit [80.171.9.157] on 2012/12/06 21:19:04
Done! Also spammed to Reddit and Fecebook.
 Done
#22197 posted by RickyT33 [2.223.172.226] on 2012/12/06 21:38:59
#22198 posted by necros [99.227.223.212] on 2012/12/06 22:27:12
You got my vote. There's some really sweet stuff in there. :)
#22199 posted by negke [31.18.171.44] on 2012/12/06 23:10:40
Are you sure unregistered votes count? I logged in to vote just to be on the safe side.
#22200 posted by Spirit [194.95.79.12] on 2012/12/07 10:44:53
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
#22201 posted by spy [2.73.90.18] on 2012/12/07 11:41:44
Can't wait to grab this mod
 Voted
#22202 posted by ijed [200.73.66.2] on 2012/12/07 14:30:53
Looks very cool.
 Thanks Everyone
#22203 posted by sock [190.30.18.227] on 2012/12/07 21:05:33
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 :)
#22204 posted by metlslime [159.153.4.50] on 2012/12/07 21:31:03
your publicity campaign is working; some of the LDs at my office were talking about it yesterday.
 So
#22205 posted by megaman [79.227.168.41] on 2012/12/08 09:49:05
is advertising the way to go for something that's actually good?
 Airquake Map Making
#22206 posted by raefamiga [46.129.91.197] on 2012/12/08 09:59:14
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
#22207 posted by Fern [174.29.134.247] on 2012/12/08 16:41:44
is an anagram of "Am I a fag? Er..."
 Pixel Pimping
#22208 posted by sock [190.30.18.227] on 2012/12/08 17:28:26
@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
#22209 posted by NahkahiiR [82.168.83.66] on 2012/12/08 20:46:32
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
#22210 posted by Mandel [80.217.68.43] on 2012/12/08 21:59:21
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
#22211 posted by NahkahiiR [82.168.83.66] on 2012/12/08 22:11:54
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...
#22212 posted by Shambler [86.25.166.91] on 2012/12/09 00:03:27
* 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
#22213 posted by [49.176.100.124] on 2012/12/09 03:24:37
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.
#22214 posted by [49.176.100.124] on 2012/12/09 03:27:23
It's a little tough, so don't leave the house without the shottie.
#22215 posted by onetruepurple [91.240.47.30] on 2012/12/09 11:32:06
* 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
#22216 posted by Spirit [80.171.168.24] on 2012/12/09 11:54:10
<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.
#22217 posted by Shambler [86.25.166.91] on 2012/12/09 12:08:34
How did you manage to collect all those??
<Fuckzwifflebler>
<Spiritisgaybler>
<FuckNegkebler>
<Fuckvigilbler>
lol.
 Errr Did You Break Func?
#22218 posted by Shambler [86.25.166.91] on 2012/12/09 12:08:59
 GG Spirit!
#22219 posted by Shambler [86.25.166.91] on 2012/12/09 12:09:12
 Quake II Is 15, You Are Old.
#22220 posted by starbuck [77.99.186.145] on 2012/12/09 12:54:12
 Just My Client's Logs.
#22221 posted by Spirit [80.171.168.24] on 2012/12/09 14:10:27
 Logging IRC...
#22222 posted by negke [31.18.174.247] on 2012/12/09 14:34:18
It's like keeping all your used toilet paper.
 Negke
#22223 posted by onetruepurple [91.240.47.30] on 2012/12/09 14:46:48
You had a perfect opportunity to make a log pun and you shat all over it.
 ... But...
#22224 posted by JPL [82.234.167.238] on 2012/12/09 14:56:06
... why is everybody writing in italic ??
#22225 posted by Fern [174.29.134.247] on 2012/12/09 15:02:31
we're all excited
#22226 posted by Fern [174.29.134.247] on 2012/12/09 15:02:43
...not
 Hmm....
#22227 posted by metlslime [24.130.203.37] on 2012/12/09 23:20:25
 Heh
#22228 posted by ijed [200.73.66.2] on 2012/12/10 14:59:04
Seen that one before...
#22229 posted by ijed [200.73.66.2] on 2012/12/10 15:00:00
italic?
#22230 posted by Scampie [72.12.65.92] on 2012/12/10 19:23:49
woop woop
#22231 posted by Spirit [89.204.137.70] on 2012/12/11 00:20:37
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.
#22232 posted by madfox [84.26.175.209] on 2012/12/11 03:20:18
I'm defenitly not from Italic.
 Dota2 Invites
#22233 posted by DaZ [92.24.171.198] on 2012/12/11 09:42:57
I have 8 steam dota 2 invites. If anyone wants one just link me your steam account and I'll send it over
#22234 posted by Spirit [80.171.128.62] on 2012/12/11 12:00:25
 Nice
#22235 posted by than [182.164.38.196] on 2012/12/11 15:53:30
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
#22236 posted by than [182.164.38.196] on 2012/12/11 15:54:20
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
#22237 posted by RickyT33 [94.7.222.40] on 2012/12/11 18:34:39
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
#22238 posted by jt_ [68.42.82.10] on 2012/12/12 17:20:50
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
#22239 posted by negke [31.18.186.3] on 2012/12/12 18:02:57
Also in bed, on the toilet, in the supermarket queue, in the cantina, on a surfboard, riding a unicycle, in space.
#22240 posted by Spirit [80.171.52.21] on 2012/12/12 18:20:58
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_
#22241 posted by DaZ [78.147.151.249] on 2012/12/13 01:18:11
sent, I think!
 Sure Than
#22242 posted by madfox [84.26.175.209] on 2012/12/13 01:33:37
it will blend.., 59
and still making maps for a game I first played 16 years ago.
 Old Jerk
#22243 posted by madfox [84.26.175.209] on 2012/12/13 01:55:26
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
#22244 posted by starbuck [92.239.81.184] on 2012/12/13 11:53:39
Google Maps is back on iOS. Thank god.
 Than
#22245 posted by Mr Fribbles [118.209.59.23] on 2012/12/13 12:36:32
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
#22246 posted by Mr Fribbles [118.209.59.23] on 2012/12/13 12:38:14
That definitely qualifies as art! You should feel quite chuffed having such a piece devoted to you <Assgobbler>
#22247 posted by sock [186.124.37.83] on 2012/12/13 12:39:55
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
#22248 posted by Tronyn [24.79.202.92] on 2012/12/13 14:27:39
WHEN IS HRIMFAXI GOING TO MAKE ANOTHER QUAKE MAP
 8-)
#22249 posted by Hrimfaxi [89.150.173.209] on 2012/12/13 18:39:54
Yeah! I would like to know that as well! 8-)
 Me Too
#22250 posted by DaZ [78.147.151.249] on 2012/12/13 19:07:08
go map, tard!
 Map, Please.
#22251 posted by Drew [98.124.1.227] on 2012/12/14 05:21:09
please map.
 Spiiiiiriiiiiiiiiittttt!!!!!!!!!!
#22253 posted by czg [212.16.188.76] on 2012/12/14 10:05:36
 COCKPISSPARTRIDg
#22254 posted by Spirit [80.171.152.255] on 2012/12/14 10:28:47
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
#22255 posted by starbuck [77.99.186.145] on 2012/12/14 13:31:56
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.
#22256 posted by Drew [98.124.1.227] on 2012/12/14 21:24:29
#22257 posted by stevenaaus [49.176.100.65] on 2012/12/15 10:35:00
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
#22259 posted by Fern [174.29.134.247] on 2012/12/15 17:22:04
includes an "impossible Fern"
 Raspberry Pi
#22260 posted by pithan [182.164.54.239] on 2012/12/15 20:27:48
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
#22261 posted by Preach [77.98.165.95] on 2012/12/16 02:37:18
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
#22262 posted by negke [31.18.169.194] on 2012/12/16 10:41:24
Email willem at quaketastic.
 PiThan
#22263 posted by Mr Fribbles [118.209.6.105] on 2012/12/16 13:32:27
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
#22264 posted by Mr Fribbles [118.209.6.105] on 2012/12/16 13:50:47
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
#22266 posted by SleepwalkR [85.178.55.26] on 2012/12/20 23:56:34
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
#22267 posted by Mr Fribbles [59.167.199.179] on 2012/12/21 05:56:20
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
#22268 posted by SleepwalkR [85.178.55.26] on 2012/12/21 07:29:43
Thank you Frib, but I meant floating point coordinates for brush boundary planes, not the face attributes.
 BIG UP.
#22269 posted by Shambler [86.25.166.126] on 2012/12/22 20:05:58
Sock.
Than.
Fern.
Tronyn.
Necros.
For recent Quake releases. Been some great and varied Quake action in the last month.
#22270 posted by necros [99.227.223.212] on 2012/12/22 21:36:34
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??
#22272 posted by nitin [58.6.246.52] on 2012/12/23 02:10:10
 Shamdurr
#22273 posted by Spirit [80.171.145.158] on 2012/12/23 11:07:22
r_speeds be dreamed
 Nitin.
#22274 posted by Shambler [86.25.166.126] on 2012/12/23 11:27:22
Scraps in Wicked. Even tho Tronyn bashed it together each scrap is probably a full map size!
#22275 posted by necros [99.227.223.212] on 2012/12/23 16:46:00
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
#22276 posted by DaZ [78.147.156.171] on 2012/12/24 04:22:55
 Merry X-mas
#22277 posted by JPL [82.234.167.238] on 2012/12/24 09:58:58
... you damn buddies :)
 Merry Christmas!
#22278 posted by Mr Fribbles [118.209.29.47] on 2012/12/24 14:00:44
Right... NOW!
 Happy Christmas Eve Morning Fribbles!
#22279 posted by Scampie [72.12.65.92] on 2012/12/24 15:00:28
 Hmmm....
#22280 posted by Hrimfaxi [89.150.173.209] on 2012/12/24 15:32:17
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!!!
#22281 posted by czg [85.93.249.228] on 2012/12/24 15:42:23
 Frohe Weihnachten From Deutschland!
#22282 posted by SleepwalkR [80.187.106.179] on 2012/12/24 20:56:08
 Feliz Natal
#22283 posted by Trinca [188.37.159.56] on 2012/12/25 00:03:01
And many thanks to those that keep this comunity alive!
My big thanks to then
cheers
Rui Neto
 Nightmare Quakemazz
#22284 posted by madfox [84.26.175.209] on 2012/12/25 03:15:51
many happy returns of the pint!
cheerz
 :)
#22285 posted by mechtech [65.190.42.20] on 2012/12/25 06:45:08
 Merry Christmas!
#22286 posted by than [180.146.58.170] on 2012/12/25 13:46:39
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
#22287 posted by Scampie [72.12.65.92] on 2012/12/25 16:21:57
and the rest of you too I guess
 Forums.indside3d
#22288 posted by jt_ [68.42.82.10] on 2012/12/26 19:47:02
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.
#22289 posted by necros [99.227.223.212] on 2012/12/26 20:03:11
I can log in fine.
#22290 posted by necros [99.227.223.212] on 2012/12/26 20:03:54
Oh nm. when I logged out and logged back in, I got those errors you were talking about.
 Something For The Kiddies
#22291 posted by mechtech [65.190.42.20] on 2012/12/30 19:36:15
 Happy New Year
#22292 posted by SleepwalkR [178.15.236.10] on 2013/01/01 00:15:56
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
#22293 posted by ijed [190.22.9.211] on 2013/01/01 00:37:41
 Happy New Quakemas.
#22294 posted by Shambler [41.141.158.26] on 2013/01/01 00:51:49
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
#22295 posted by Yhe1 [108.0.230.2] on 2013/01/01 08:44:03
Is there any chance CZG can finish Terra?
 Happy New New Year
#22296 posted by metlslime [166.137.191.37] on 2013/01/01 10:16:15
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
#22297 posted by than [180.146.58.170] on 2013/01/01 12:14:55
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!
#22298 posted by sock [200.82.42.123] on 2013/01/01 15:21:50
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
#22299 posted by onetruepurple [91.240.47.30] on 2013/01/01 15:30:18
than he's letting on!
 Another Awful Year With You Fucklords
#22300 posted by starbuck [92.237.129.204] on 2013/01/01 16:14:34
is in the bag! Kill me.
 Happy New Year...
#22301 posted by JPL [82.234.167.238] on 2013/01/01 16:46:24
.. 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
#22302 posted by spy [178.88.22.164] on 2013/01/01 17:56:41
to all of you, guys
#22303 posted by Scampie [72.12.65.92] on 2013/01/01 17:58:19
ELLO NEW YEAR! AND WELCOME TO 2013!
 New Years Resolution:
#22304 posted by starbuck [92.237.129.204] on 2013/01/01 18:13:54
actually do some quake shit/ vaguely-game-related shit
 Happy New Year
#22305 posted by mwh [121.73.77.183] on 2013/01/02 07:03:19
I hope to get to play more quake this year (not having any more babies will help with that I expect)
 Happy New Year!
#22306 posted by bear [217.115.56.186] on 2013/01/02 14:21:10
And Happy Birthday ScamPIE!
#22307 posted by Scampie [72.12.65.92] on 2013/01/02 17:12:35
:>
 Happy Birthday!
#22308 posted by than [180.146.58.170] on 2013/01/03 13:21:19
I hope there is cake and beer. Or beer cake.
 Don't Worry, It Is Just ESD...
#22309 posted by JPL [82.234.167.238] on 2013/01/04 17:41:21
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
#22310 posted by Scampie [72.12.65.92] on 2013/01/10 05:43:09
http://youtu.be/2h7bTo5xLyQ
from about a year before it was released
 Happy New Year!!!
#22311 posted by generic [67.235.205.11] on 2013/01/14 01:07:30
Gil Ziffer is a dickhead! But, anyone living in my part of the world already knows that ;-)
 Also...
#22312 posted by generic [67.235.205.11] on 2013/01/14 01:21:20
If anyone wants to Facebook him indicating so, I will map for you!!!
 Worth A Watch
#22313 posted by mechtech [65.190.42.20] on 2013/01/17 03:34:11
 Mechtech
#22314 posted by JPL [82.227.229.44] on 2013/01/17 14:03:02
Nice find !!!
 Monitor Refresh
#22316 posted by Spiney [91.177.71.163] on 2013/02/03 04:25:34
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
#22317 posted by megaman [79.227.181.157] on 2013/02/05 00:58:48
who didn't wave his hand in front of his screen?
 I
#22318 posted by madfox [84.26.94.131] on 2013/02/05 07:55:26
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!
#22319 posted by Spiney [91.177.71.163] on 2013/02/05 18:49:57
#22320 posted by Scampie [72.12.65.92] on 2013/02/06 05:05:27
 Carmack
#22321 posted by stevenaaus [101.168.255.232] on 2013/02/08 13:13:15
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 ...
#22323 posted by Spiney [91.177.0.254] on 2013/02/08 20:34:36
 Omfg
#22324 posted by thanatwork [221.244.26.90] on 2013/02/14 04:37:16
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.
#22325 posted by Spirit [80.171.53.181] on 2013/02/14 13:06:52
Gut-wrenching story by Don Rosa about why he quit: http://career-end.donrosa.de/
 Silly Post :)
#22327 posted by mechtech [65.190.42.20] on 2013/02/19 01:31:00
 Genius
#22328 posted by ijed [200.73.66.2] on 2013/02/21 21:19:30
 Hmmm
#22329 posted by RickyT33 [2.216.134.182] on 2013/02/22 03:28:20
'Remote Gopher Troopers' gave me an idea...
 Demos From DutchCon
#22330 posted by nahkahiir [188.238.168.90] on 2013/02/24 07:28:01
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
#22331 posted by nahkahiir [188.238.168.90] on 2013/02/24 07:46:20
Dmc2m3 client demo is missing too. A map which I really disliked speedrunning... Still, the missing demo is Rutger's. :)
 Fuckit
#22332 posted by nahkahiir [188.238.168.90] on 2013/02/24 07:49:01
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?
#22333 posted by RickyT33 [2.216.134.182] on 2013/02/24 19:51:37
 WTF!!! For Sure
#22334 posted by mechtech [65.190.42.20] on 2013/02/24 21:12:47
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
#22335 posted by Kinn [86.164.250.110] on 2013/02/24 23:15:21
But yeah that's pretty much a smabs
 Hmph.
#22336 posted by Shambler [86.143.107.236] on 2013/02/24 23:24:06
 Pot Belly Demon?
#22337 posted by sock [186.108.77.104] on 2013/02/25 00:09:04
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. :/
#22338 posted by necros [99.227.223.212] on 2013/02/25 00:11:54
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.
#22339 posted by necros [99.227.223.212] on 2013/02/25 00:12:30
but those legs look way to small to support that much weight.
#22340 posted by Kinn [86.164.250.110] on 2013/02/25 01:29:57
There is no white fur
Has it been proved that smablers have fur? It could just be wrinkled loose skin.
 Kinn
#22341 posted by Scampie [72.12.65.92] on 2013/02/25 06:13:27
100% proven. the lightning is a result of shambler's fur being rubbed the wrong way
#22342 posted by onetruepurple [91.240.47.30] on 2013/02/25 11:11:24
The Shambler is supposed to have a shaggy coat. - John Romero
#22343 posted by Spirit [80.171.97.246] on 2013/02/25 11:19:17
Do fiends have eyes? Do Shamblers have fur?
Yes. Yes.
- American McGee
 Yeah
#22344 posted by ijed [200.73.66.2] on 2013/02/25 14:17:36
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
#22345 posted by Kinn [86.164.250.110] on 2013/02/25 21:22:34
Well bugger me with a canoe - I didn't know the shambler/fur question had been officially answered.
#22346 posted by Spirit [80.171.97.246] on 2013/02/25 22:03:44
Yes but is it long wooly fur or shaggy coaty fur.
 If A Shambler Has Fur
#22347 posted by Kinn [86.164.250.110] on 2013/02/25 22:39:11
then I won't accept his coat is anything other than this:
http://i.imgur.com/4RhtZTX.jpg
 @Kinn
#22348 posted by sock [186.108.77.104] on 2013/02/25 23:10:10
ShamKitty will bite your ankles!
 LOL Sock
#22349 posted by mechtech [65.190.42.20] on 2013/02/26 03:43:00
Hadn't seen that poor kitten in a while. Got to be the most photoshoped cat EVER
 I'd
#22350 posted by onetruepurple [91.240.47.30] on 2013/02/26 09:27:42
pet the hell out of that
 Sock
#22351 posted by Kinn [86.164.250.110] on 2013/02/26 11:59:36
Eldritch, stygian horror has never been so adorable :3
#22352 posted by Spirit [80.187.107.67] on 2013/02/26 12:53:14
I don't know, your mom gave me a pretty cute look last time.
 Heh
#22353 posted by ijed [200.73.66.2] on 2013/02/26 14:49:15
#22354 posted by Spirit [80.171.40.128] on 2013/02/26 17:02:52
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
#22355 posted by sock [186.108.77.104] on 2013/02/26 17:13:05
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?
#22356 posted by Spirit [80.171.40.128] on 2013/02/26 17:33:17
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.
#22357 posted by sock [186.108.77.104] on 2013/02/26 17:41:45
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.
#22358 posted by Spirit [80.171.40.128] on 2013/02/26 20:04:00
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
#22359 posted by RickyT33 [2.216.134.182] on 2013/02/26 21:04:34
Out of curiosity?
 Which One? ;) ;) ;)
#22360 posted by Spirit [80.187.107.67] on 2013/02/26 22:21:11
I'll try to remember to add statistics when I do the long overdue 2012 review and the "thanks for yer monies" post.
 Spirit
#22361 posted by necros [99.227.223.212] on 2013/02/27 04:13:32
I use 7zip, no idea about the version. Not too old though.
 It's Short And Bristly.
#22362 posted by Shambler [86.25.166.192] on 2013/02/27 11:31:12
HTH.
 Sittin' And Wishin' And Hopin' And Prayin'
#22363 posted by Mike Woodham [86.177.187.154] on 2013/03/01 19:32:23
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
#22364 posted by RickyT33 [2.216.134.182] on 2013/03/01 19:58:07
Thank god for WVis and autosave
#22365 posted by negke [31.18.172.250] on 2013/03/01 20:40:21
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&
#22366 posted by spy [95.56.44.124] on 2013/03/02 13:04:03
i miss him
please comeback
 Nonenity
#22367 posted by spy [95.56.44.124] on 2013/03/02 13:10:07
ofcoarse
 What A Shame
#22368 posted by spy [95.56.44.124] on 2013/03/02 13:12:25
i should be banned from its thread,
or just moved to the drunk thread? dammit
#22369 posted by spy [95.56.44.124] on 2013/03/02 13:14:14
nonentity!!!
#22371 posted by Scampie [72.12.65.92] on 2013/03/03 00:31:55
you mean GrindSpire?
 Que Sera, Sera; Whatever Will Be, Will Be
#22373 posted by Mike Woodham [87.127.250.2] on 2013/03/05 12:57:58
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
#22374 posted by Shambler [86.25.166.192] on 2013/03/05 13:09:08
 Smab
#22375 posted by Mr Fribbles [118.209.3.241] on 2013/03/05 13:20:44
Go map, you have no excuse now since TrenchBroom is so easy to set up and use. SILENCE! DO IT!
#22376 posted by JneeraZ [108.228.244.211] on 2013/03/05 13:45:08
Mike - Are you using a multithreaded VIS? Because, damn, really...
 Willem
#22377 posted by Mike Woodham [87.127.85.153] on 2013/03/05 14:28:49
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
#22378 posted by ijed [200.73.66.2] on 2013/03/05 14:39:51
#22379 posted by JneeraZ [199.255.40.36] on 2013/03/05 15:33:45
Pentium4? OK, well it's irrelevant anyway...
 Don't Be Such A Willem!
#22380 posted by Spirit [80.171.9.227] on 2013/03/05 15:51:57
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.
#22381 posted by gb [46.142.22.226] on 2013/03/05 19:27:02
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...
#22382 posted by Mike Woodham [86.177.187.154] on 2013/03/05 19:36:27
...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...
#22383 posted by JneeraZ [199.255.40.36] on 2013/03/05 19:47:08
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!
#22384 posted by negke [31.18.175.98] on 2013/03/05 19:57:37
I found mapping on a laptop to suck big time, not my thing...
#22385 posted by Spirit [80.171.9.227] on 2013/03/05 20:00:22
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
#22386 posted by Mike Woodham [86.177.187.154] on 2013/03/07 20:52:28
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?
#22387 posted by NotoriousRay [74.107.82.97] on 2013/03/07 22:06:44
Noone's tried using one of the high-cpu EC2 instance to compile maps yet?
#22388 posted by JneeraZ [199.255.40.36] on 2013/03/07 22:19:39
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
#22389 posted by Mike Woodham [86.177.187.154] on 2013/03/07 23:18:19
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
#22390 posted by JPL [82.227.229.44] on 2013/03/08 08:38:56
... 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
#22391 posted by Mike Woodham [87.127.250.2] on 2013/03/08 12:09:40
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!
#22392 posted by sock [186.108.77.104] on 2013/03/08 16:31:26
 Wow
#22393 posted by Kinn [86.132.154.77] on 2013/03/08 17:49:27
Reason #18460 why I've never played that sodding game.
 What? I Don't Even...
#22394 posted by SleepwalkR [85.178.60.171] on 2013/03/08 17:57:36
 Nerd Level Up
#22395 posted by ijed [200.73.66.2] on 2013/03/08 18:17:14
Reminded me of that stealing in skyrim video though, which made me smile.
https://www.youtube.com/watch?v=rt5aUdijAN8
 Hur Hur
#22396 posted by ijed [200.73.66.2] on 2013/03/08 18:18:32
 Because I Used To Love Her, But It's All Over Now...
#22397 posted by Mike Woodham [86.177.187.154] on 2013/03/10 18:59:35
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
#22398 posted by deqer [68.149.147.30] on 2013/03/13 22:40:29
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.
#22399 posted by Vondur [80.87.145.18] on 2013/03/13 22:53:15
who are you?
#22400 posted by Vondur [80.87.145.18] on 2013/03/13 22:56:33
who are you?
#22401 posted by metlslime [159.153.4.50] on 2013/03/14 00:33:01
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.
#22402 posted by deqer [68.149.147.30] on 2013/03/14 01:38:53
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
#22403 posted by SleepwalkR [92.231.224.221] on 2013/03/14 07:08:16
Hence the time difference.
 Yea
#22404 posted by Vondur [195.218.191.148] on 2013/03/14 08:34:31
i refreshed and it doubled. slime, add ajax tech here so we don't need to refresh ;)
#22405 posted by Spiney [91.177.59.78] on 2013/03/14 11:44:50
Lol, I really made an ass of myself with the refresh thing last week :P
 Hello Deqer
#22406 posted by Shambler [86.25.166.192] on 2013/03/14 12:27:39
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.
#22407 posted by deqer [68.149.147.30] on 2013/03/14 13:01:51
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.
#22408 posted by deqer [68.149.147.30] on 2013/03/14 13:04:14
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.
#22409 posted by Shambler [86.25.166.192] on 2013/03/14 13:30:49
I've been out-trolled.
GG.
 Deqer:
#22410 posted by metlslime [159.153.4.50] on 2013/03/14 20:12:37
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):
#22411 posted by quaketree [76.14.42.216] on 2013/03/15 05:47:44
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
#22412 posted by negke [31.18.175.98] on 2013/03/15 09:23:46
It's a slightly updated version of czg's and it even has a func_detail entry, although commented out by default.
 Yeah
#22413 posted by SleepwalkR [130.149.243.224] on 2013/03/15 10:14:30
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...
#22414 posted by quaketree [76.14.42.216] on 2013/03/15 11:56:32
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
#22415 posted by rj [82.9.177.217] on 2013/03/15 12:01:16
i can give it a look if you want
 I Should Add..
#22416 posted by quaketree [76.14.42.216] on 2013/03/15 12:09:49
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
#22417 posted by quaketree [76.14.42.216] on 2013/03/15 12:12:41
zombie.abe.vigoda at google mail. I will attach what I have now back to you. It's still in a .txt form.
 RJ
#22418 posted by quaketree [76.14.42.216] on 2013/03/15 12:30:00
Sent you a .fgd copy at your profile email.
 Quaketree
#22419 posted by SleepwalkR [130.149.243.224] on 2013/03/15 12:31:25
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
#22420 posted by quaketree [76.14.42.216] on 2013/03/15 12:58:01
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
#22421 posted by SleepwalkR [130.149.243.224] on 2013/03/15 13:00:52
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
#22422 posted by quaketree [76.14.42.216] on 2013/03/15 13:12:34
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
#22423 posted by SleepwalkR [80.187.102.164] on 2013/03/15 14:22:58
I don't think that offline availability outweighs the benefits of a wiki, though.
#22424 posted by NotoriousRay [74.107.82.97] on 2013/03/15 14:50:46
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
#22425 posted by SleepwalkR [130.149.243.224] on 2013/03/15 14:52:54
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
#22426 posted by quaketree [76.14.42.216] on 2013/03/15 14:59:25
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.
#22427 posted by quaketree [76.14.42.216] on 2013/03/15 15:01:58
No Mac support. Windows and Linux only.
 Erm
#22428 posted by starbuck [77.99.186.145] on 2013/03/15 15:20:30
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.
#22429 posted by deqer [68.149.147.30] on 2013/03/15 15:31:29
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
#22430 posted by SleepwalkR [130.149.243.224] on 2013/03/15 15:35:18
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.
#22431 posted by JneeraZ [199.255.40.36] on 2013/03/15 15:35:43
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
#22432 posted by quaketree [76.14.42.216] on 2013/03/15 15:48:37
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
#22433 posted by SleepwalkR [130.149.243.224] on 2013/03/15 15:55:56
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.
#22434 posted by JneeraZ [199.255.40.36] on 2013/03/15 16:02:51
Dude, come on. It's Quake editing. What about that is fluid or subject to change? :)
 Pick Me, Pick Me, Pick Me, Pick Me
#22435 posted by Spirit [80.171.82.147] on 2013/03/15 16:23:55
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
#22436 posted by SleepwalkR [130.149.243.224] on 2013/03/15 16:26:50
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
#22437 posted by quaketree [76.14.42.216] on 2013/03/15 16:32:16
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
#22438 posted by DaZ [2.99.117.70] on 2013/03/15 19:51:51
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
#22439 posted by ijed [200.73.66.2] on 2013/03/15 20:06:00
There's a Wiki?
 Ie.
#22440 posted by ijed [200.73.66.2] on 2013/03/15 20:06:53
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
#22441 posted by ijed [200.73.66.2] on 2013/03/15 20:11:12
To the top bar might help. There's only highlights?
 Quadwikted
#22442 posted by negke [31.18.175.98] on 2013/03/15 20:21:07
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.
#22443 posted by Spirit [80.171.82.147] on 2013/03/15 21:48:48
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
#22444 posted by DaZ [2.99.117.70] on 2013/03/15 21:55:08
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 :)
#22445 posted by Spirit [80.171.82.147] on 2013/03/15 22:24:24
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
#22446 posted by megaman [79.219.115.236] on 2013/03/16 23:59:08
and someone needs to go thorugh the mapping help thread and convert the info :-)
 We've Got Our First Volunteer!
#22447 posted by SleepwalkR [85.178.57.87] on 2013/03/17 00:02:13
 This Needs It's Own Thread
#22448 posted by mechtech [65.190.158.200] on 2013/03/17 14:19:18
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.
#22449 posted by Spirit [80.171.155.155] on 2013/03/17 15:57:08
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
#22450 posted by deqer [68.149.147.30] on 2013/03/17 16:01:09
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
#22451 posted by SleepwalkR [92.231.109.161] on 2013/03/17 16:26:26
 I Love Those New Models
#22452 posted by FifthElephant [82.12.230.210] on 2013/03/17 17:38:21
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
#22453 posted by sock [186.124.37.216] on 2013/03/18 11:40:12
Upgraded Quake monster models
 Those Are Really Great
#22454 posted by czg [212.16.188.76] on 2013/03/18 12:39:17
I approve.
 Indeed
#22455 posted by Vondur [195.218.191.148] on 2013/03/18 13:05:31
very cool, finally something not broken and not mindlessly "retectured"
 Hmmm
#22456 posted by FifthElephant [82.12.230.210] on 2013/03/18 13:12:20
This doesn't work in FitzQuake but it does work in DirectQ?
 New Models
#22457 posted by Kinn [81.129.126.161] on 2013/03/18 16:07:28
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.
#22458 posted by Shambler [86.25.166.192] on 2013/03/18 16:21:51
"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.
#22459 posted by JneeraZ [199.255.40.36] on 2013/03/18 16:28:46
Yeah, those are great upgrades. I'm not one for high-res anything in Quake. It just looks out of place...
 Brilliant Work
#22460 posted by starbuck [92.239.81.184] on 2013/03/18 18:21:22
that guy nailed it. Can't wait to see more. Hopefully there is more.
 So They Are .mdls
#22461 posted by nitin [180.149.192.139] on 2013/03/19 02:01:13
and will work in any engine?
 ...
#22462 posted by FifthElephant [82.12.230.210] on 2013/03/19 12:25:28
doesn't seem to work in fitz for me nitin, but they are just standard .mdl files. They seem to work in DirectQ.
#22463 posted by metlslime [159.153.4.50] on 2013/03/19 19:24:13
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
#22464 posted by FifthElephant [82.12.230.210] on 2013/03/19 19:36:40
did you put the files in id1/progs ?
Cause I did exactly that and for me they default to the standard models... :-/
#22465 posted by negke [31.18.175.98] on 2013/03/19 20:36:00
The paks are prioritized over loose files. Put in a mod folder or as pak2.pak.
 What Negke Said
#22466 posted by metlslime [159.153.4.50] on 2013/03/19 20:38:44
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
#22467 posted by FifthElephant [82.12.230.210] on 2013/03/19 21:24:33
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
#22468 posted by Lunaran [186.124.37.216] on 2013/03/19 23:00:21
of visiting sock is that he's making me want to spend my entire three month trip to argentina mapping
 Damn Dirty Pirates
#22469 posted by mechtech [65.190.158.200] on 2013/03/19 23:50:27
 Lun
#22470 posted by Scampie [72.12.65.92] on 2013/03/20 00:07:30
Man's gotta do what a man's gotta do
#22471 posted by Scampie [72.12.65.92] on 2013/03/20 00:08:40
and by that I mean go map
 Proof?
#22472 posted by sock [186.124.37.216] on 2013/03/20 00:14:56
No screenshot of mapping, no mapping has happened! :P
 Pirates...
#22473 posted by quaketree [76.14.42.216] on 2013/03/20 00:20:39
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
#22474 posted by FifthElephant [82.12.230.210] on 2013/03/20 00:50:33
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
#22475 posted by Lunaran [186.124.37.216] on 2013/03/20 02:11:59
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
#22476 posted by Lunaran [186.124.37.216] on 2013/03/20 02:12:15
 FifthElephant - DRM
#22477 posted by quaketree [76.14.42.216] on 2013/03/20 03:36:38
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
#22478 posted by nitin [180.149.192.133] on 2013/03/20 04:37:01
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
#22479 posted by Kinn [81.156.206.151] on 2013/03/20 16:24:40
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!
#22480 posted by NotoriousRay [74.107.82.97] on 2013/03/20 16:58:29
Looks like in between base defenses, grunt's been hitting the gym. Looks good though.
 Those Models Are Great
#22481 posted by negke [31.18.175.98] on 2013/03/20 19:17:05
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
#22482 posted by Kinn [81.156.206.151] on 2013/03/20 19:57:20
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.
#22483 posted by SleepwalkR [92.231.110.64] on 2013/03/20 20:13:35
 Tarbaby...
#22484 posted by FifthElephant [82.12.230.210] on 2013/03/20 20:23:09
is the worst damn enemy in the game, hate hate hate!
 Tarbabiezzz
#22485 posted by Spiney [81.241.129.184] on 2013/03/20 21:42:56
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:
#22486 posted by ijed [200.73.66.2] on 2013/03/21 12:36:04
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
#22487 posted by FifthElephant [82.12.230.210] on 2013/03/21 13:37:19
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.
#22488 posted by starbuck [77.99.186.145] on 2013/03/21 17:52:54
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
#22489 posted by negke [31.18.175.98] on 2013/03/21 19:42:09
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
#22490 posted by FifthElephant [82.12.230.210] on 2013/03/21 19:50:12
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
#22491 posted by onetruepurple [91.240.47.30] on 2013/03/21 20:35:01
was the best episode.
 Capnbub Model Update
#22492 posted by Kinn [81.156.206.151] on 2013/03/22 01:18:38
 The Face Bugs Me
#22493 posted by Scampie [72.12.65.92] on 2013/03/22 02:12:37
but the model owns!
 Wish Me Luck As You Wave Me Goodbye,
#22494 posted by Mike Woodham [87.127.250.2] on 2013/03/22 09:29:31
 Well
#22495 posted by Tronyn [24.79.126.117] on 2013/03/22 10:46:36
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
#22496 posted by Lunaran [186.124.37.216] on 2013/03/22 12:17:11
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...
#22497 posted by generic [67.235.217.106] on 2013/03/22 12:51:28
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:
#22498 posted by Shambler [86.25.223.232] on 2013/03/22 15:38:47
Mike rocks, his maps rocked, a great longstanding contribution to the scene :)
#22499 posted by Spiney [81.241.129.184] on 2013/03/22 16:00:04
ugh, i'm rusty. great stuff :D
 Godspeed Mike
#22500 posted by negke [31.18.175.98] on 2013/03/22 19:03:01
Thank you for all your maps and good luck for what's to come. Don't be a stranger.
 @Mike
#22501 posted by sock [186.124.37.216] on 2013/03/22 19:38:28
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
#22502 posted by stevenaaus [49.176.97.231] on 2013/03/22 23:16:04
and maybe you just have to go cold turkey on it sometime.
 Good Luck Mike!
#22503 posted by nitin [220.244.163.153] on 2013/03/22 23:53:26
thanks for all the maps, enjoyed the heck out of them.
 Nice One Lun
#22504 posted by nitin [220.244.163.153] on 2013/03/22 23:53:57
very jealous.
And sock, are you living in BA or just visiting?
 BA For Life!
#22505 posted by sock [186.124.37.216] on 2013/03/23 00:06:31
@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
#22506 posted by madfox [84.26.94.131] on 2013/03/23 01:23:29
for showing examples of floppy bursting levels,
and the heartache to get them back in again.
 Ah
#22507 posted by ijed [200.73.66.2] on 2013/03/23 16:28:11
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
#22508 posted by ijed [200.73.66.2] on 2013/03/23 16:39:57
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
#22509 posted by quaketree [76.14.42.216] on 2013/03/23 16:55:54
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.
#22510 posted by Shambler [86.25.223.232] on 2013/03/23 17:10:40
Are great.
 Could This Be Why...
#22511 posted by FifthElephant [82.12.230.210] on 2013/03/23 17:28:23
 Hah!
#22512 posted by Spiney [81.241.129.184] on 2013/03/23 19:29:21
Carmack always strikes me as some quiet introvert and then there's stuff like this...
 It's The Quiet Ones..
#22513 posted by quaketree [76.14.42.216] on 2013/03/23 19:46:29
that you gotta watch out for. All of that pent up rage and whatnot.
 Carmack Is A Black-belt
#22514 posted by RickyT33 [2.216.134.150] on 2013/03/23 20:40:39
 Quoth DMSP
#22515 posted by FifthElephant [82.12.230.210] on 2013/03/24 00:25:15
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
#22516 posted by mechtech [65.190.158.200] on 2013/03/24 03:29:43
 @mechtech
#22517 posted by quaketree [76.14.42.216] on 2013/03/24 04:21:47
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
#22518 posted by FifthElephant [82.12.230.210] on 2013/03/24 10:17:59
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?
#22520 posted by Scampie [72.12.65.92] on 2013/03/24 15:42:56
I'd rather be poor than a whore.
 Scamps...
#22521 posted by FifthElephant [82.12.230.210] on 2013/03/24 16:13:27
I'm unemployed so I'm already poor, it sucks monkey balls.
 FifthElephant
#22522 posted by mechtech [65.190.158.200] on 2013/03/24 16:53:55
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
#22523 posted by Baker [69.47.162.203] on 2013/03/25 03:03:20
As Magneto clearly explained in X-Men 3:
"In chess, the pawns go first ..."
 Or Another Way To Think Of It ...
#22524 posted by Baker [69.47.162.203] on 2013/03/25 03:09:43
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 ...
#22525 posted by Baker [69.47.162.203] on 2013/03/25 03:14:37
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
#22526 posted by nitin [180.149.192.133] on 2013/03/25 03:37:36
version of Madfox?
 Yes
#22527 posted by Scampie [72.12.65.92] on 2013/03/25 04:20:44
 Awesome
#22528 posted by Tronyn [24.79.126.117] on 2013/03/25 07:52:25
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
#22529 posted by than [182.164.57.115] on 2013/03/25 12:19:51
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
#22530 posted by DaZ [92.26.175.148] on 2013/03/27 05:50:04
Did your email get hacked? I just got spam from you :(
 Was It About Viagra And Penis Enlargement?
#22531 posted by negke [31.18.177.112] on 2013/03/27 19:31:03
Because then it probably was legit.
 Anyone Tried This Already ?
#22532 posted by JPL [82.227.229.44] on 2013/03/28 13:10:51
 Hammerwatch
#22533 posted by affine [68.102.134.42] on 2013/03/28 16:40:59
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
#22534 posted by Vondur [80.87.145.18] on 2013/03/28 19:28:00
because:
1. not sure this is properly formatted news
2. link doesn't work, and i was unable to find this on steam
#22535 posted by starbuck [77.99.186.145] on 2013/03/28 19:54:13
 Yeah
#22536 posted by ijed [200.73.66.2] on 2013/03/28 20:51:33
Looks fun.
#22537 posted by sock [186.124.37.216] on 2013/03/28 20:53:32
wow that does look cool! Long live pixel games! :)
 Oh Man
#22538 posted by onetruepurple [91.240.47.30] on 2013/03/28 20:58:32
1:00 is pure E1M4.
 Hm
#22539 posted by ijed [200.73.66.2] on 2013/03/28 21:09:53
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
#22540 posted by ijed [200.73.66.2] on 2013/03/28 21:13:47
Hit post with putting the link inside those brackets...:
http://www.newgrounds.com/portal/view/555641
 Not Bad..
#22541 posted by FifthElephant [82.12.230.210] on 2013/03/28 23:42:02
It's kind of gauntlet-ish. :)
 Ghost-n-Goblins Mixed With Commando
#22542 posted by JPL [82.227.229.44] on 2013/03/29 11:13:40
.. that's what it reminds me... old-ish 1985 years are back :)
 Portal For DS
#22543 posted by Spiney [91.177.116.26] on 2013/03/29 15:51:25
 "Journalism"
#22544 posted by megaman [79.227.190.143] on 2013/03/31 14:06:14
 Models Models Models
#22545 posted by Spiney [91.177.116.26] on 2013/03/31 15:47:39
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
#22546 posted by SleepwalkR [84.182.194.241] on 2013/03/31 16:55:44
Hey where are my Economy books?! - I took them, needed something soft to sit on.
 Anybody Wanna Tell Me This Is Fake?!?!
#22547 posted by RickyT33 [2.216.134.150] on 2013/03/31 17:10:34
 Hm, I'm No Guitar Guy
#22548 posted by megaman [79.227.190.143] on 2013/03/31 17:24:50
but the 500bpm sounded best to me. maybe it's the compression or something, but it sounded most precise.
 Oh
#22549 posted by megaman [79.227.190.143] on 2013/03/31 17:25:04
and it's fucking awesome :D
 Theres Actually A Guy Who Does 999bpm
#22550 posted by RickyT33 [2.216.134.150] on 2013/03/31 18:15:37
Also looked legit. :O
 Lol
#22551 posted by Spiney [91.177.116.26] on 2013/03/31 22:25:44
#22552 posted by starbuck [77.99.186.145] on 2013/04/01 02:38:27
He once fingered a girl. She died.
 Just Played
#22553 posted by quakis [86.22.126.142] on 2013/04/02 14:49:10
Explore or Die, by Speedy. Love the textures and usage here! Any other maps make use of this set?
#22554 posted by Spirit [80.171.155.102] on 2013/04/02 16:17:37
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.
 ...
#22555 posted by quakis [86.22.126.142] on 2013/04/02 18:03:23
Snap, I forgot about the tags. Cheers.
 Chibi Quake
#22556 posted by FifthElephant [82.12.230.210] on 2013/04/02 19:30:01
Some guy has been making chibi quake characters and such!
http://androidarts.com/kawaiik/kawaiik.htm
 Ooh Look
#22557 posted by RickyT33 [2.216.134.150] on 2013/04/02 19:33:26
A Vomitus!
 That's
#22558 posted by ijed [200.73.66.2] on 2013/04/02 20:04:34
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
#22559 posted by biffmasta [24.12.139.149] on 2013/04/02 21:28:39
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...
#22560 posted by Spiney [81.241.162.177] on 2013/04/02 23:12:23
Is there a tool that takes in a 16*16px palette image and spits out a palette.lmp?
 Playing Coop Online
#22561 posted by FifthElephant [82.12.230.210] on 2013/04/03 00:12:23
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:
#22562 posted by metlslime [159.153.4.50] on 2013/04/03 00:29:03
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.)
#22563 posted by quakis [86.22.126.142] on 2013/04/03 00:36:38
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
#22564 posted by DaZ [92.26.175.148] on 2013/04/03 01:24:17
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
#22565 posted by Spiney [81.241.162.177] on 2013/04/03 14:06:29
 Hmm
#22566 posted by starbuck [77.99.186.145] on 2013/04/03 20:34:58
 :(
#22567 posted by Spirit [80.171.163.64] on 2013/04/03 20:43:27
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
#22568 posted by Spirit [80.171.163.64] on 2013/04/03 20:46:20
 I Think Realism Graphics Would Be A Mistake
#22569 posted by starbuck [77.99.186.145] on 2013/04/03 20:50:52
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.
#22570 posted by Spiney [81.241.162.177] on 2013/04/03 22:26:33
 D3 Was Good
#22571 posted by RickyT33 [2.216.134.150] on 2013/04/03 22:31:29
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 - ?
#22572 posted by Scampie [72.12.65.92] on 2013/04/03 22:59:23
id should've been shrunk into a technology developer years ago, they haven't made a good game since Quake
 Doom4
#22573 posted by Spiney [81.241.162.177] on 2013/04/03 23:00:27
I basically want it to be MetroidQuake with a Doom theme...
 "havent Made A Good Game Since Quake"
#22574 posted by FifthElephant [82.12.230.210] on 2013/04/04 02:24:12
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
#22575 posted by Tronyn [24.79.126.117] on 2013/04/04 03:11:02
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!
#22576 posted by than [182.164.57.115] on 2013/04/04 03:42:36
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
#22577 posted by than [182.164.57.115] on 2013/04/04 03:47:16
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
#22578 posted by Spiney [81.241.162.177] on 2013/04/04 03:52:07
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
#22579 posted by nitin [180.149.192.133] on 2013/04/04 06:22:34
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
#22580 posted by nitin [180.149.192.133] on 2013/04/04 06:23:41
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!!!
#22581 posted by Tronyn [24.79.126.117] on 2013/04/04 07:16:22
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.
#22582 posted by czg [212.16.188.76] on 2013/04/04 07:59:51
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
#22583 posted by nitin [180.149.192.132] on 2013/04/04 08:21:20
just disagreeing that q2 had less of it in comaprison.
#22584 posted by Kinn [86.161.248.120] on 2013/04/04 11:31:19
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
#22585 posted by RickyT33 [31.53.116.69] on 2013/04/04 11:41:20
100 monster base map.
 Looking Up
#22586 posted by Preach [77.98.165.95] on 2013/04/04 11:42:22
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
#22587 posted by Spirit [80.171.163.64] on 2013/04/04 12:25:26
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.
#22588 posted by sock [190.244.7.104] on 2013/04/04 12:34:38
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
#22589 posted by RickyT33 [31.53.116.69] on 2013/04/04 12:47:56
Or I swear I will just release it un-tested.
 Yeah...
#22590 posted by Bal [92.103.231.26] on 2013/04/04 12:48:33
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.
#22591 posted by JneeraZ [108.228.244.211] on 2013/04/04 12:49:31
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
#22592 posted by Spirit [80.171.163.64] on 2013/04/04 12:52:36
 RickyT
#22593 posted by FifthElephant [82.12.230.210] on 2013/04/04 13:16:05
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!
#22594 posted by bear [83.183.67.59] on 2013/04/04 13:26:47
I just discovered triangular LEDs!
 Thanks Guys!
#22595 posted by RickyT33 [2.216.134.150] on 2013/04/04 14:00:45
Check your email :)
 Ricky
#22596 posted by Drew [199.180.99.202] on 2013/04/04 15:01:22
I would love to test as well, and send you an RMQ demo.
 RickyT
#22597 posted by FifthElephant [82.12.230.210] on 2013/04/04 15:06:04
I have sent you a demo of my blind playthrough!
 Quake-like Fps
#22598 posted by than [182.164.57.115] on 2013/04/04 17:29:53
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
#22599 posted by Kinn [86.161.248.120] on 2013/04/04 18:49:51
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
#22600 posted by FifthElephant [82.12.230.210] on 2013/04/04 19:05:17
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
#22601 posted by negke [31.18.177.112] on 2013/04/04 21:09:51
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.
#22602 posted by Spiney [81.241.162.177] on 2013/04/04 21:10:01
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).
#22603 posted by metlslime [159.153.4.50] on 2013/04/04 21:20:04
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.
#22604 posted by Spirit [80.171.85.40] on 2013/04/04 21:31:30
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
#22605 posted by czg [213.112.235.183] on 2013/04/04 22:22:59
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.
#22606 posted by Kinn [86.161.248.120] on 2013/04/04 23:25:36
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
#22607 posted by nitin [220.244.163.153] on 2013/04/04 23:31:00
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
#22608 posted by czg [213.112.235.183] on 2013/04/04 23:32:32
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
#22609 posted by nitin [220.244.163.153] on 2013/04/04 23:32:34
but money talks as much as your modern day average 15-29 year old male with internet access and a smartphone.
 Other Stuff
#22610 posted by Kinn [86.161.248.120] on 2013/04/04 23:36:42
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
#22611 posted by Kinn [86.161.248.120] on 2013/04/04 23:48:02
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.
#22612 posted by [178.70.201.207] on 2013/04/05 14:24:23
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
#22613 posted by than [182.164.57.115] on 2013/04/06 10:19:13
 Erm...
#22614 posted by than [182.164.57.115] on 2013/04/06 10:20:38
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...)
#22615 posted by Spirit [80.171.164.11] on 2013/04/06 10:41:44
 Wow
#22616 posted by than [182.164.57.115] on 2013/04/06 10:53:36
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
#22617 posted by Spiney [91.177.105.165] on 2013/04/06 17:58:52
Using 1bit stainmaps and modulating the edges using detail textures (or something among those lines) to get perma-blood and the like in maps.
#22618 posted by necros [99.227.223.212] on 2013/04/06 18:47:27
DP has stain maps.
 Stain Maps
#22619 posted by FifthElephant [82.12.230.210] on 2013/04/06 18:49:21
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...
#22620 posted by Spiney [91.177.105.165] on 2013/04/06 20:44:47
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...
#22621 posted by FifthElephant [82.12.230.210] on 2013/04/06 21:57:48
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.
#22622 posted by Spiney [91.177.105.165] on 2013/04/07 00:50:04
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.
#22623 posted by RickyT33 [2.124.172.55] on 2013/04/08 19:19:54
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:
#22624 posted by RickyT33 [2.124.172.55] on 2013/04/08 19:25:00
 I Just Landed A New Job! :)
#22625 posted by RickyT33 [2.124.172.55] on 2013/04/08 23:17:26
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
#22626 posted by nitin [220.244.163.153] on 2013/04/08 23:48:41
Ricky!
 Congrats!
#22627 posted by SleepwalkR [85.178.60.157] on 2013/04/08 23:50:23
 Congratulations Rick
#22628 posted by Drew [216.252.91.102] on 2013/04/09 01:06:29
hope you`ll find time on holidays to pump out more quality product here.
 Congrats Ricky
#22629 posted by Baker [69.47.162.203] on 2013/04/09 06:50:01
.
#22630 posted by gb [46.142.10.96] on 2013/04/09 07:04:05
congrats mate.
 What They Said
#22631 posted by Spiney [91.177.105.165] on 2013/04/09 10:36:21
 Hanlon's Razor
#22632 posted by Spiney [91.177.105.165] on 2013/04/09 13:08:33
#22633 posted by JneeraZ [108.228.244.211] on 2013/04/09 13:33:45
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....
#22634 posted by JPL [82.234.167.238] on 2013/04/09 22:16:40
... 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
#22635 posted by DaZ [89.243.12.122] on 2013/04/09 23:08:16
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
#22636 posted by Bal [92.103.231.26] on 2013/04/10 11:14:38
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
#22637 posted by nitin [220.244.163.153] on 2013/04/10 12:26:16
really? shouldnt be surprised but the US just keeps doing it.
 Calm Down Gentlemen
#22638 posted by JPL [82.227.229.44] on 2013/04/10 17:10:17
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.
#22639 posted by JneeraZ [199.255.42.114] on 2013/04/10 17:11:28
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 -
#22640 posted by FifthElephant [82.12.230.210] on 2013/04/10 21:24:26
 DS2
#22641 posted by sock [190.139.229.130] on 2013/04/10 21:46:07
That game better come with a brand new controller because I see a lot of frustration ahead! :)
 To Spirit: I Love Facebook User Comments
#22642 posted by Baker [69.47.162.203] on 2013/04/11 06:33:20
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.
#22643 posted by JneeraZ [108.228.244.211] on 2013/04/11 12:52:51
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.
#22644 posted by Baker [69.47.162.203] on 2013/04/11 13:24:15
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.
#22645 posted by Spirit [80.187.110.82] on 2013/04/11 14:36:36
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
#22646 posted by quakis [86.22.126.142] on 2013/04/11 18:45:37
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?
#22647 posted by JneeraZ [199.255.42.114] on 2013/04/11 18:48:14
Just a note but holy DAMN are your screenshots dark.
#22648 posted by JneeraZ [199.255.42.114] on 2013/04/11 18:50:57
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
#22649 posted by sock [190.138.50.32] on 2013/04/11 18:58:02
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 :/
#22650 posted by quakis [86.22.126.142] on 2013/04/11 19:00:17
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
#22651 posted by sock [190.138.50.32] on 2013/04/11 19:13:36
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
#22652 posted by negke [31.18.177.112] on 2013/04/11 19:16:52
In PS, I usually use brightness 15 and contrast 20 for the average shot. sock's version is still very dark.
#22653 posted by JneeraZ [199.255.42.114] on 2013/04/11 19:23:21
Yeah, socks shot is still almost black. :P
 Testing...
#22654 posted by quakis [86.22.126.142] on 2013/04/11 19:28:46
Increased the brightness of the Explore screenshots; still too dark?
Remember to refresh first!
Link for convenience
 Looks Good To Me
#22655 posted by negke [31.18.177.112] on 2013/04/11 19:30:06
 Yeah Much Better
#22656 posted by sock [190.138.50.32] on 2013/04/11 19:31:26
 Alright, Thanks!
#22657 posted by quakis [86.22.126.142] on 2013/04/11 20:29:00
I'll update the screenshots of the other two reviews soon and keep this in mind with in future.
 Keyboard Support Whining ...
#22658 posted by Spiney [81.241.139.166] on 2013/04/12 01:39:54
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
#22659 posted by Baker [69.47.162.203] on 2013/04/12 04:12:58
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 ...
#22660 posted by Baker [69.47.162.203] on 2013/04/12 04:15:59
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?
#22661 posted by Spirit [80.187.110.209] on 2013/04/12 09:33:07
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
#22662 posted by FifthElephant [82.12.230.210] on 2013/04/12 12:34:34
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..
#22663 posted by FifthElephant [82.12.230.210] on 2013/04/12 12:35:19
click the "snippets" link at the top to see further assets.
 Baker
#22664 posted by negke [31.18.177.112] on 2013/04/12 16:55:12
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
#22665 posted by negke [31.18.177.112] on 2013/04/12 21:08:07
I think I found the 1997 negke: http://www.quaddicted.com/reviews/seraphim.html
Everyone (Shambler) go play this!
 Problem With 'Quake' Facebook Page
#22666 posted by Scampie [72.12.65.92] on 2013/04/13 01:51:38
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
#22667 posted by Spirit [80.187.97.47] on 2013/04/13 02:02:45
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
#22668 posted by Spirit [80.187.97.47] on 2013/04/13 02:04:17
lern hwo to spel u nboo!
 No
#22669 posted by Scampie [72.12.65.92] on 2013/04/13 02:56:11
this is serious. something is wrong on the internet.
 @negke
#22670 posted by Baker [69.47.162.203] on 2013/04/13 09:27:40
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...
#22671 posted by Tronyn [24.79.126.117] on 2013/04/13 09:36:03
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
#22672 posted by RickyT33 [2.124.172.55] on 2013/04/13 18:07:12
Just emailed a vicar to see if they would marry my fiance and I.....
Is that totally inappropriate?
#22673 posted by starbuck [77.99.186.145] on 2013/04/13 19:51:28
didn't know you swung that way ricky.
 Hmmmm
#22674 posted by Baker [69.47.162.203] on 2013/04/13 20:20:13
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
#22675 posted by Baker [69.47.162.203] on 2013/04/13 21:53:33
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:
#22676 posted by Baker [69.47.162.203] on 2013/04/13 21:55:56
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
#22677 posted by Ijed [190.22.16.16] on 2013/04/13 22:54:36
 How Often
#22678 posted by FifthElephant [82.12.230.210] on 2013/04/14 01:22:01
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
#22679 posted by Drew [132.205.103.121] on 2013/04/14 01:35:05
now I have large, large scraps that have never even been compiled.
 @Spiney
#22680 posted by Spike [86.140.150.200] on 2013/04/14 02:13:51
numpad should be fixed now.
 @Spike
#22681 posted by Spiney [91.179.159.247] on 2013/04/14 02:26:19
Thanks! I'll check it out :)
 #22678 Fifth
#22682 posted by mfx [78.55.3.52] on 2013/04/14 02:42:35
Me too doing this after adding one single brush, or even a light source.
Just for the look at it, strange..
 #22678 / #22682
#22683 posted by JPL [82.234.167.238] on 2013/04/14 10:08:38
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
#22684 posted by negke [31.18.177.112] on 2013/04/14 11:03:48
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
#22685 posted by Scampie [72.12.65.92] on 2013/04/14 11:39:20
ALL HAIL
 My Friends Call Me Nova
#22686 posted by Spirit [80.187.97.47] on 2013/04/14 12:45:45
 Quake Soldat Mod
#22687 posted by Spiney [91.179.159.247] on 2013/04/14 13:14:57
Anyone has a working mirror for this?
http://www.moddb.com/mods/soldat
 Review(s)
#22688 posted by quakis [86.22.126.142] on 2013/04/15 10:17:50
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?
#22689 posted by Spiney [91.179.159.247] on 2013/04/15 14:22:33
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
#22690 posted by Kinn [86.149.71.235] on 2013/04/15 15:32:43
but how is that relevant to quake's baked lightmaps?
 Only Useful For RT Engines.
#22691 posted by Spiney [91.179.159.247] on 2013/04/15 15:54:59
Using a similair lightmap layout to do edge marking for static shadow volumes. Would require compiler support etc...
 Thinking About It Some More
#22692 posted by Spiney [91.179.159.247] on 2013/04/15 16:22:56
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
#22693 posted by FifthElephant [82.12.230.210] on 2013/04/16 11:53:06
The multiplayer gameplay looks very oldschool fast. Wish I had the machine to run it -
http://youtu.be/dWhsZAhfyqc
 Best Trailer Ever
#22694 posted by ijed [200.73.66.2] on 2013/04/18 15:11:00
 Hahaha
#22695 posted by DaZ [78.147.172.131] on 2013/04/18 15:38:07
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
#22696 posted by ijed [200.73.66.2] on 2013/04/18 19:23:21
Like me with IGN...
 Zerbrechliche Klauen For Wolf3D (Released: Feb)
#22697 posted by quakis [86.22.126.142] on 2013/04/19 00:17:51
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
#22698 posted by necros [99.227.223.212] on 2013/04/19 01:55:28
you can make maps for wolf3d?????
 No
#22699 posted by than [182.164.57.115] on 2013/04/19 03:02:39
It's an con! Get back to that Quake map you were working on!
 To Be Honest...
#22700 posted by FifthElephant [82.12.230.210] on 2013/04/19 14:08:40
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
#22701 posted by ijed [200.73.66.2] on 2013/04/19 15:58:15
 Trinca
#22702 posted by negke [31.18.177.112] on 2013/04/19 19:59:40
How do you pronounce "roulf"?
 R.O.F.L
#22703 posted by RickyT33 [2.124.172.55] on 2013/04/19 21:47:48
Roll On Floor Laughing
R.O.U.L.F.
Roll On Neg|ke's Mum's Floor Mispelling Flame Bait
 Brigade
#22704 posted by gb [46.142.21.185] on 2013/04/19 22:47:06
Rendering looks similar to Cycles.
Very cool, but performance?
 It Needs
#22705 posted by ijed [190.22.116.41] on 2013/04/20 04:27:37
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
#22706 posted by spy [95.56.156.64] on 2013/04/20 15:53:10
 Brigade
#22707 posted by Spiney [81.241.176.143] on 2013/04/20 22:51:04
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.
#22708 posted by gb [46.142.21.52] on 2013/04/20 23:32:21
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.
#22709 posted by Scampie [72.12.65.92] on 2013/04/21 00:57:21
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
#22710 posted by Scampie [72.12.65.92] on 2013/04/21 01:04:04
 How Fast Is The Quake Guy
#22711 posted by SleepwalkR [92.231.233.113] on 2013/04/21 21:56:30
in units / second? Does anyone know?
#22712 posted by onetruepurple [91.240.47.30] on 2013/04/21 22:03:55
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
#22713 posted by Spiney [81.241.176.143] on 2013/04/22 00:46:42
Scampie: Yeah but... there's already GPU raytracing stuff all over the place? Might be technical stuff I don't get.
#22714 posted by Spiney [81.241.176.143] on 2013/04/22 00:49:10
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
#22715 posted by RickyT33 [2.124.172.55] on 2013/04/22 00:51:49
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
#22716 posted by Barnak [69.157.246.113] on 2013/04/22 16:30:34
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
#22717 posted by megaman [79.227.141.145] on 2013/04/22 20:56:13
*hides*
#22718 posted by necros [142.245.193.1] on 2013/04/22 20:59:13
i don't think that is possible with qc.
 And Maps In Order ?
#22719 posted by Barnak [207.162.105.10] on 2013/04/22 22:02:57
And what about playing all the maps, in order, without having to enter the map name in the console ?
 I Think
#22720 posted by slapmap [178.70.222.105] on 2013/04/22 23:14:16
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
#22721 posted by necros [99.227.215.224] on 2013/04/23 00:31:32
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
#22722 posted by DaZ [92.24.169.48] on 2013/04/23 06:04:19
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
#22723 posted by gb [46.142.20.242] on 2013/04/24 15:20:15
Could probably be hacked into the engine pretty easily.
#22724 posted by gb [46.142.20.242] on 2013/04/24 15:41:08
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.
#22725 posted by metlslime [159.153.4.50] on 2013/04/24 20:16:07
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
#22726 posted by quakis [86.22.126.142] on 2013/04/25 14:57:49
 Nice
#22727 posted by negke [31.18.185.105] on 2013/04/25 18:29:35
 Really Great Great Awesome Blender Tutorial
#22728 posted by RickyT33 [2.124.172.55] on 2013/04/25 23:08:10
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
#22729 posted by RickyT33 [2.124.172.55] on 2013/04/25 23:09:17
.....aaaand I realised that it is identical to Hammers clip tool.
 What's It Like To Import And Export
#22730 posted by RickyT33 [2.124.172.55] on 2013/04/25 23:18:17
Quake mdl into and out of Blender?
 Well
#22731 posted by Preach [77.98.165.95] on 2013/04/25 23:21:15
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
#22732 posted by RickyT33 [2.124.172.55] on 2013/04/25 23:38:48
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
#22733 posted by FifthElephant [82.12.230.210] on 2013/04/25 23:54:18
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
#22734 posted by Preach [77.98.165.95] on 2013/04/29 10:15:56
Don't think I ever saw this on here before
http://www.youtube.com/watch?v=Lgo5BNbiGMo
 Har Har
#22735 posted by ijed [200.73.66.2] on 2013/04/29 21:41:11
 Cheer Up!
#22736 posted by DaZ [92.19.152.113] on 2013/04/30 07:23:48
#22737 posted by onetruepurple [91.240.47.30] on 2013/04/30 10:09:47
^
 Whole Thing Is Genius.
#22738 posted by Shambler [86.25.222.172] on 2013/04/30 11:00:31
"Speedrun time!"
"Put a donk on it"
"Spoon game!"
:D
 New Redesign @ TAW
#22739 posted by quakis [86.22.126.142] on 2013/04/30 21:33:58
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
#22740 posted by negke [31.18.185.105] on 2013/04/30 22:57:51
Smaller font size actually makes it harder to read for me.
 51-things-every-game-student-should-know
#22741 posted by Spirit [80.171.98.247] on 2013/04/30 23:20:44
#22742 posted by quakis [86.22.126.142] on 2013/04/30 23:26:43
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?
#22743 posted by FifthElephant [82.12.230.210] on 2013/05/01 17:27:39
 -things-every-game-student-shoul...
#22744 posted by slapmap [178.70.211.116] on 2013/05/01 23:06:05
 Want This Book
#22745 posted by mfx [78.55.116.181] on 2013/05/02 01:48:42
kenwud.tumblr.com/post/48525299832
 52.376552 5.198303
#22746 posted by RickyT33 [2.124.172.55] on 2013/05/02 17:14:46
On Google Maps.
WTF?!?
 Murderer Caught
#22747 posted by ijed [200.73.66.2] on 2013/05/02 18:02:51
On Google maps...
 ...
#22748 posted by Spirit [80.171.9.253] on 2013/05/02 18:42:31
Take piece of wood, splash water on it, OMG THE STICK IS BLEEDING!
#22749 posted by quaketree [76.14.42.216] on 2013/05/02 20:52:13
Wet dog on a pier after a swim.
 Got A Job!
#22750 posted by FifthElephant [82.12.230.210] on 2013/05/02 21:14:05
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!
#22751 posted by ijed [200.73.66.2] on 2013/05/02 22:22:58
 Quake 2 On VR Glasses
#22752 posted by mfx [78.55.164.164] on 2013/05/02 22:29:36
 ...
#22753 posted by FifthElephant [82.12.230.210] on 2013/05/02 23:36:38
"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!
#22754 posted by SleepwalkR [92.231.109.173] on 2013/05/02 23:42:45
 Congrats On The Job Dude
#22755 posted by RickyT33 [2.124.172.55] on 2013/05/03 00:04:07
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
#22756 posted by FifthElephant [82.12.230.210] on 2013/05/03 00:11:57
... 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
#22757 posted by RickyT33 [2.124.172.55] on 2013/05/03 00:24:07
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
#22758 posted by FifthElephant [82.12.230.210] on 2013/05/03 00:33:11
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
#22759 posted by RickyT33 [2.124.172.55] on 2013/05/03 00:49:31
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
#22760 posted by RickyT33 [2.124.172.55] on 2013/05/03 00:51:48
It's right on the triangles limit. The far-clipping thing is an issue though
 Aye...
#22761 posted by FifthElephant [82.12.230.210] on 2013/05/03 01:25:56
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
#22762 posted by necros [99.227.215.224] on 2013/05/03 02:08:24
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!
#22763 posted by mfx [92.225.220.79] on 2013/05/04 02:26:32
 Fallout Monopoly
#22764 posted by erc [46.197.69.124] on 2013/05/04 10:01:29
 Just Played
#22765 posted by FifthElephant [82.12.230.210] on 2013/05/04 21:46:13
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
#22772 posted by ijed [200.73.66.2] on 2013/05/07 16:35:42
 This Post Was Flagged As Spam.
#22774 posted by Scampie [72.12.65.92] on 2013/05/08 04:19:00
 This Capitalised Post Title Was Flagged As Beans
#22775 posted by RickyT33 [2.124.172.55] on 2013/05/08 04:24:52
#22776 posted by quaketree [76.14.42.216] on 2013/05/08 09:18:21
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:
#22777 posted by JPL [82.234.167.238] on 2013/05/08 10:35:29
Isn't there a food thread already ? Yes there is: http://celephais.net/board/view_thread.php?id=24206 !!!
:P
 Beans
#22778 posted by Cocerello [83.46.158.41] on 2013/05/08 12:04:24
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
#22779 posted by Cocerello [83.46.158.41] on 2013/05/08 12:09:49
I forgot, i don't use spinach in my recipe too.
 Food Thread
#22780 posted by Cocerello [83.46.158.41] on 2013/05/08 12:12:56
 #22777 / #22780
#22781 posted by JPL [82.234.167.238] on 2013/05/08 18:22:47
Metlslime: please merge !!
 #22781
#22784 posted by negke [31.18.179.222] on 2013/05/09 12:45:39
Jpl: please merde !!
#22785 posted by JPL [77.205.101.148] on 2013/05/09 16:46:11
Perkele !
 Negke
#22786 posted by JPL [77.205.101.148] on 2013/05/09 16:47:09
Perkele
(fucking automaticien completion)
 Definitely
#22787 posted by JPL [77.205.101.148] on 2013/05/09 16:47:57
Typing with iPad sucks!!!
 I Hate Making Ceilings!
#22788 posted by FifthElephant [82.12.230.210] on 2013/05/10 00:39:44
Anyone else hate making ceilings in their maps?
If you could outsource any part of your map making process what would it be?
 Brushwork
#22789 posted by ijed [200.73.66.2] on 2013/05/10 00:47:01
#22790 posted by Spirit [80.187.102.95] on 2013/05/10 01:39:00
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
#22791 posted by Cocerello [83.46.158.41] on 2013/05/10 01:46:23
But mostly in base maps.
With some especific textures that tend to require a very specific brushwork.
 Layout
#22792 posted by quakis [86.22.126.142] on 2013/05/10 01:59:43
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...
#22793 posted by FifthElephant [82.12.230.210] on 2013/05/10 02:21:15
appears to have volunteered to do all my ceilings! YAY! ;)
 My God...
#22794 posted by madfox [84.26.94.131] on 2013/05/10 02:34:23
there's a fifth elephant on its floor on my ceiling.
 <@scam_pie> Vigil: Can You Post On Func?
#22795 posted by Vigil [84.250.126.157] on 2013/05/10 05:26:05
I don't know. Can I?
#22796 posted by quaketree [76.14.42.216] on 2013/05/10 05:41:59
I don't know. Can I?
No you cannot due to your double secret probation...
 MANUAL Brushwork
#22797 posted by megaman [79.219.104.195] on 2013/05/10 11:10:31
#22798 posted by Spirit [80.171.40.155] on 2013/05/12 12:27:59
Dear map authors, please test your maps in private before release so you have one release and one release only.
#22799 posted by Scampie [72.12.65.92] on 2013/05/12 22:05:53
oh no, there's a minor difficulty in listing Sock's map on Quaddicted!!! QQ!
 Heh I Did It Too
#22800 posted by RickyT33 [2.124.172.55] on 2013/05/12 22:12:21
Srry Spirit
 Dont Think Its A Reason To Be Sorry
#22801 posted by Drew [216.252.92.203] on 2013/05/13 00:01:27
Like spirit, mappers do it for free.
 Bowie
#22802 posted by mechtech [65.190.158.200] on 2013/05/13 04:14:29
#22803 posted by Spirit [80.171.127.31] on 2013/05/13 10:37:15
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
#22804 posted by RickyT33 [86.145.251.165] on 2013/05/13 12:01:20
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
#22805 posted by FifthElephant [82.12.230.210] on 2013/05/13 19:12:32
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/
#22806 posted by Scampie [72.12.65.92] on 2013/05/13 19:23:08
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
#22807 posted by FifthElephant [82.12.230.210] on 2013/05/13 19:49:48
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
#22808 posted by erc [46.197.69.124] on 2013/05/15 11:57:22
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.
#22809 posted by Spirit [194.95.77.147] on 2013/05/15 12:12:57
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
#22810 posted by than [182.164.64.213] on 2013/05/15 14:43:18
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
#22811 posted by than [182.164.64.213] on 2013/05/15 15:28:47
#22812 posted by Spirit [80.171.152.152] on 2013/05/15 21:39:32
Quaddicted and the wiki are back. I blame systemd and Red Hat and the Gnome pricks.
#22813 posted by FifthElephant [82.12.230.210] on 2013/05/15 22:09:21
Those gnomish bastards!
 Fuck Em
#22814 posted by ijed [200.73.66.2] on 2013/05/16 18:57:45
And their little red hats.
 &
#22815 posted by madfox [84.26.94.131] on 2013/05/16 19:31:19
their pricks
 No Need To Fuck Gnome Pricks
#22816 posted by Drew [216.252.64.154] on 2013/05/17 00:38:23
or their little red prick hats.
 Hmmm... I Sense A Shitstorm A-brewin'...
#22817 posted by the silent [80.17.142.66] on 2013/05/17 09:45:16
 Not Worried...
#22818 posted by Spiney [91.177.70.128] on 2013/05/17 10:45:46
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
#22819 posted by gb [46.142.3.173] on 2013/05/17 14:33:52
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
#22820 posted by Bal [92.103.231.26] on 2013/05/17 15:16:54
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).
#22821 posted by gb [46.142.3.173] on 2013/05/17 15:44:43
If you bring a great portfolio, are you gonna be not hired because it was done in Blender?
 Not Only That, Bal...
#22822 posted by the silent [80.17.142.66] on 2013/05/17 16:10:52
 Yeah
#22823 posted by Bal [92.103.231.26] on 2013/05/17 16:13:16
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
#22824 posted by sock [186.109.171.180] on 2013/05/17 16:17:40
 Silent
#22825 posted by ijed [200.73.66.2] on 2013/05/17 16:24:00
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
#22826 posted by mooreaway [125.39.66.146] on 2013/05/17 16:43:03
 Sock
#22827 posted by Cocerello [83.46.158.41] on 2013/05/17 17:48:29
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
#22828 posted by ijed [200.73.66.2] on 2013/05/17 20:22:45
The contracts from publishers often define which software you can use, up to and including the engine you develop in.
#22829 posted by Scampie [72.12.65.92] on 2013/05/17 21:13:58
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
#22830 posted by ijed [200.73.66.2] on 2013/05/17 22:26:29
Talking more about teamwork than tools.
Obviously an idiot is always going to come second compared to someone who is talented.
 Sure Thing.
#22831 posted by the silent [79.35.20.66] on 2013/05/17 22:27:53
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
#22832 posted by boldo [151.16.172.31] on 2013/05/18 03:00:16
 Afaik
#22833 posted by Scampie [72.12.65.92] on 2013/05/18 03:44:37
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...
#22834 posted by FifthElephant [82.12.230.210] on 2013/05/18 11:05:00
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.
#22835 posted by negke [31.18.179.222] on 2013/05/18 11:11:27
If this is about your pirates mod, forget it.
#22836 posted by Scampie [72.12.65.92] on 2013/05/18 11:48:21
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
#22837 posted by FifthElephant [82.12.230.210] on 2013/05/18 12:00:16
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
#22838 posted by sock [186.109.171.180] on 2013/05/18 14:06:38
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! :)
#22839 posted by Spiney [91.177.72.171] on 2013/05/18 14:28:52
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 ?
#22840 posted by boldo [151.16.172.31] on 2013/05/18 14:40:22
-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,..)
 .................................
#22841 posted by Spirit [80.171.152.130] on 2013/05/18 14:54:17
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
#22842 posted by boldo [151.16.172.31] on 2013/05/18 15:03:00
-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
#22843 posted by starbuck [77.99.186.145] on 2013/05/18 15:55:39
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.
#22844 posted by Spiney [91.177.72.171] on 2013/05/18 18:20:59
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
#22845 posted by FifthElephant [82.12.230.210] on 2013/05/18 19:32:44
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
#22846 posted by Qmaster [50.40.250.234] on 2013/05/18 22:58:18
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?
#22847 posted by quaketree [76.14.42.216] on 2013/05/19 04:37:44
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
#22848 posted by Tronyn [24.79.126.117] on 2013/05/19 09:48:29
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
#22849 posted by starbuck [77.99.186.145] on 2013/05/19 12:05:24
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
#22850 posted by Bal [86.195.189.150] on 2013/05/19 14:16:41
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. :(
#22851 posted by sock [186.109.171.180] on 2013/05/19 14:57:37
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...
#22852 posted by Spiney [91.177.72.171] on 2013/05/19 15:49:07
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
#22853 posted by Spiney [91.177.72.171] on 2013/05/19 15:50:02
 Sock
#22854 posted by Bal [90.2.46.100] on 2013/05/19 17:32:45
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.
#22855 posted by Spirit [80.171.154.226] on 2013/05/19 18:06:48
 Selling Quake
#22856 posted by ijed [190.22.10.52] on 2013/05/19 22:25:51
Why not release the source? Maybe I'm being naive, but it worked for id.
#22857 posted by sock [186.109.171.180] on 2013/05/19 23:16:06
@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
#22858 posted by Bal [90.2.40.12] on 2013/05/20 08:03:16
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
#22859 posted by ijed [200.73.66.2] on 2013/05/20 21:59:24
 Ijed
#22860 posted by mfx [78.55.196.109] on 2013/05/20 23:32:31
have you seen this already?
www.dailymotion.com/video/xzc0u2_giant-god-warrior-appears-in-tokyo_shortfilms#.UZqV_Hkgvxc
 Arghh!!
#22861 posted by mfx [78.55.196.109] on 2013/05/20 23:33:49
#22862 posted by sock [186.109.171.180] on 2013/05/20 23:46:32
@mfx, sorry but that was terrible, you should be playing THIS!?!
 Bal
#22863 posted by sock [186.109.171.180] on 2013/05/20 23:50:15
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
#22864 posted by mfx [78.55.196.109] on 2013/05/20 23:59:29
i don't know...
#22865 posted by Spiney [91.177.72.171] on 2013/05/21 00:52:30
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
#22866 posted by RickyT33 [2.124.172.55] on 2013/05/21 14:33:14
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.
#22867 posted by Spirit [80.171.29.219] on 2013/05/21 14:50:51
Use what you are comfortable with as long as it can run the software you are required to use (if you are).
#22868 posted by sock [186.109.171.180] on 2013/05/21 15:10:35
@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
#22869 posted by Qmaster [50.40.240.99] on 2013/05/21 16:04:22
...ayand counting! Phew!
 Well, RIck...
#22870 posted by the silent [80.17.142.66] on 2013/05/21 16:23:54
...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
#22871 posted by the silent [80.17.142.66] on 2013/05/21 16:25:02
of an edit button.
I guess you got what I mean anyways....
 ..about Kickstarter
#22872 posted by boldo [151.16.160.10] on 2013/05/21 17:38:34
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
#22873 posted by boldo [151.16.160.10] on 2013/05/21 17:59:37
some posts above were you answering to me or to fifthelephant ..about some pirates mod ?
#22874 posted by metlslime [159.153.4.50] on 2013/05/21 20:31:27
macs can support 2 button mice, you just have to plug one in.
#22875 posted by necros [99.227.215.224] on 2013/05/21 23:34:32
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!
#22876 posted by Spiney [91.177.72.171] on 2013/05/22 00:26:58
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.
#22877 posted by Spiney [91.177.72.171] on 2013/05/22 00:28:41
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.
#22878 posted by necros [99.227.215.224] on 2013/05/22 01:28:12
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
#22879 posted by mwh [120.136.5.22] on 2013/05/22 01:42:11
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...
#22880 posted by quaketree [76.14.42.216] on 2013/05/22 01:47:39
Doesn't Mac support Windows dual booting via Boot Camp?
 Yessiree.
#22881 posted by the silent [80.17.142.66] on 2013/05/22 12:11:02
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
#22882 posted by SleepwalkR [130.149.243.224] on 2013/05/22 12:54:03
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.
#22883 posted by the silent [80.17.142.66] on 2013/05/22 16:18:17
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
#22884 posted by SleepwalkR [130.149.243.224] on 2013/05/22 16:23:23
 BSOD
#22885 posted by SleepwalkR [130.149.243.224] on 2013/05/22 16:25:21
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
#22886 posted by Mike Woodham [87.127.250.2] on 2013/05/22 17:59:13
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.
#22887 posted by czg [212.16.188.76] on 2013/05/22 18:25:20
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!
#22888 posted by ijed [200.73.66.2] on 2013/05/22 18:31:04
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
#22889 posted by ijed [200.73.66.2] on 2013/05/22 18:32:43
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
#22890 posted by ijed [200.73.66.2] on 2013/05/22 18:33:08
by 'someone'.
#22891 posted by Spirit [80.171.154.147] on 2013/05/22 19:09:28
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???? ;-)
#22892 posted by czg [212.16.188.76] on 2013/05/22 19:11:03
#22893 posted by Spirit [80.171.154.147] on 2013/05/22 19:21:25
 Wha?
#22894 posted by ijed [200.73.66.2] on 2013/05/22 20:41:41
#22895 posted by necros [99.227.215.224] on 2013/05/22 21:49:17
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. :\
#22896 posted by Spirit [80.171.154.147] on 2013/05/22 21:55:04
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 ;-)
#22897 posted by SleepwalkR [85.178.118.159] on 2013/05/22 22:01:05
 Texture Editor?
#22898 posted by Rick [75.65.159.61] on 2013/05/22 22:04:13
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
#22899 posted by ijed [200.73.66.2] on 2013/05/22 22:04:33
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
#22900 posted by Qmaster [50.40.244.117] on 2013/05/22 22:05:14
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!
#22901 posted by necros [99.227.215.224] on 2013/05/22 22:06:35
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
#22902 posted by Spirit [80.171.154.147] on 2013/05/22 22:25:02
 Texturing Programs Are..
#22903 posted by boldo [151.16.186.156] on 2013/05/22 22:35:01
you could use Photofiltre(7 should be the free version), Paint.net, Photostudio(worked for me)
#22904 posted by Spiney [91.177.96.141] on 2013/05/22 22:38:06
I believe there's some pixel art apps, and some open source recreation of deluxe paint floating around.
 ..yes
#22905 posted by boldo [151.16.186.156] on 2013/05/22 22:45:51
Don't know why Paint.net(free) is so underestimated, it has almost all the Paintshop features
#22906 posted by necros [99.227.215.224] on 2013/05/22 23:32:27
fuck's sake that was a lot of work just to install the base for arch linux.
#22907 posted by Rick [75.65.159.61] on 2013/05/23 00:16:35
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
#22908 posted by nitin [220.244.163.153] on 2013/05/23 00:20:17
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
#22909 posted by RickyT33 [2.124.172.55] on 2013/05/23 01:33:32
Paint Shop Pro 6 if you can find it supports loading the quake palette IIRC
 I Have PSP 4
#22910 posted by Rick [75.65.159.61] on 2013/05/23 01:54:40
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
#22911 posted by Rick [75.65.159.61] on 2013/05/23 02:44:07
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...
#22912 posted by FifthElephant [82.12.230.210] on 2013/05/23 22:19:41
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
#22913 posted by megaman [79.219.107.244] on 2013/05/24 10:04:31
I don't get it, why would you want to do that?
Linux ++ :-) (I'm still stuck on windwos argh)
 Quake Deathmatch?
#22914 posted by Rick [75.65.159.61] on 2013/05/24 19:05:52
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.
#22915 posted by negke [31.18.179.222] on 2013/05/24 19:17:44
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
#22916 posted by Spike [86.129.20.178] on 2013/05/26 05:42:57
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.
#22917 posted by necros [99.227.215.224] on 2013/05/26 08:19:47
Why do some people NOT play games? I always hear about this question from the opposite side...
#22918 posted by Spiney [91.177.81.254] on 2013/05/26 16:18:16
Except that you'll get owned. A lot.
This.
 Flying Car?
#22919 posted by Spiney [91.177.81.254] on 2013/05/26 16:29:11
Okay, not quite, but close
http://www.kickstarter.com/projects/2017062404/b-go-beyond
(including obligatory dubstep)
 Final Compile...
#22920 posted by FifthElephant [82.12.230.210] on 2013/05/26 21:20:58
it's happening right now! :D
#22921 posted by metlslime [50.156.87.109] on 2013/05/26 21:43:18
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...
#22922 posted by FifthElephant [82.12.230.210] on 2013/05/26 23:59:25
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 ;)
#22923 posted by Spiney [91.177.81.254] on 2013/05/27 01:55:40
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
#22924 posted by Drew [216.252.65.213] on 2013/05/27 08:19:39
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...
#22925 posted by Mike Woodham [86.174.24.160] on 2013/05/27 11:16:53
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
#22926 posted by Mike Woodham [86.174.24.160] on 2013/05/27 11:28:11
That's a very generous review of FMB-BDG2 over in Quaddicted. Thank you.
 My Wife
#22927 posted by ijed [200.73.66.2] on 2013/05/27 14:29:27
Doesn't play games and can't understand it.
But she loved Prince of Persia Warrior Within.
 Streetfighter Motion Capture WTF
#22928 posted by mfx [92.225.217.243] on 2013/05/27 19:44:14
 Necros
#22929 posted by Kinn [86.162.142.153] on 2013/05/27 21:24:09
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
#22930 posted by Tronyn [24.79.126.117] on 2013/05/28 01:20:59
Thanks for all the maps over the years
 Adverts
#22931 posted by sock [200.82.40.116] on 2013/05/28 19:09:11
Generally I hate them but for some reason this is just right!
 Who Wants To Play It?
#22932 posted by Cocerello [88.11.111.68] on 2013/05/30 10:37:37
 Demo Chat
#22933 posted by FifthElephant [82.12.230.210] on 2013/05/30 20:59:21
Any idea why when recording a demo in quake using the chat function no longer pauses the game?
#22934 posted by Spiney [91.177.74.141] on 2013/05/30 21:05:26
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.
#22938 posted by Yhe1 [108.0.230.2] on 2013/06/01 23:33:46
Is the last map of CZG's terra unfinished? Was there ever a finished version?
 Website's Been Drupald
#22939 posted by RickyT33 [2.124.172.55] on 2013/06/03 19:02:16
#22941 posted by Spiney [81.242.127.89] on 2013/06/03 20:40:47
It's nice but you shouldn't use small caps for large blocks of text. Lower case is much easier to read.
 Ricky
#22942 posted by SleepwalkR [92.231.233.120] on 2013/06/03 21:49:58
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
#22943 posted by than [182.164.64.213] on 2013/06/04 18:51:30
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
#22944 posted by than [182.164.64.213] on 2013/06/04 18:54:30
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
#22945 posted by metlslime [159.153.4.50] on 2013/06/04 19:24:20
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?
#22946 posted by metlslime [159.153.4.50] on 2013/06/04 19:25:02
(the UV calculation part, I mean)
#22947 posted by Spiney [81.242.127.89] on 2013/06/04 19:40:57
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
#22948 posted by than [182.164.64.213] on 2013/06/04 19:45:01
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
#22950 posted by RickyT33 [2.124.172.55] on 2013/06/05 01:14:11
Moar CSS3!!!
(actually I toned it down a bit overall)
http://rickyt23.com/
 Messed Quaketastic
#22951 posted by madfox [84.26.94.131] on 2013/06/05 09:33:41
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
#22952 posted by than [182.164.64.213] on 2013/06/05 13:34:19
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
#22953 posted by ijed [200.73.66.2] on 2013/06/05 17:07:10
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!
#22954 posted by RickyT33 [2.124.172.55] on 2013/06/05 18:45:27
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
#22955 posted by ijed [200.73.66.2] on 2013/06/05 19:02:40
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
#22956 posted by RickyT33 [2.124.172.55] on 2013/06/05 19:09:56
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:
#22957 posted by metlslime [159.153.4.50] on 2013/06/05 20:01:22
The function Mod_LoadBrushModel is a good place to start (in gl_model.c)
 Ricki
#22958 posted by negke [31.18.179.222] on 2013/06/05 20:02:07
The text color could be a little bit brighter.
 Madfox
#22959 posted by negke [31.18.179.222] on 2013/06/05 20:05:10
Just send Willem an email and ask him to delete the wrongly uploaded files or move them to the right directory.
 Oh...
#22960 posted by metlslime [159.153.4.50] on 2013/06/05 20:08:48
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
#22961 posted by ijed [200.73.66.2] on 2013/06/05 20:41:55
Ok, my bad.
 Metl:
#22962 posted by than [182.164.64.213] on 2013/06/06 15:24:39
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
#22963 posted by JPL [82.234.167.238] on 2013/06/06 18:22:50
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
#22968 posted by mfx [92.230.92.106] on 2013/06/07 20:04:49
 Not Sure But....
#22972 posted by JPL [82.234.167.238] on 2013/06/08 12:36:23
... I hope it is not date + Copenhagen in post #22963 that triggered this spamming burst... though... :P
 JPL
#22973 posted by Hrimfaxi [89.150.173.209] on 2013/06/08 16:28:04
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
#22974 posted by than [182.164.64.213] on 2013/06/09 15:57:12
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
#22975 posted by than [182.164.64.213] on 2013/06/09 15:57:53
 Very Cool
#22976 posted by Preach [77.98.165.95] on 2013/06/09 20:56:24
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
#22977 posted by SleepwalkR [85.178.119.101] on 2013/06/09 21:12:08
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.
#22978 posted by Scampie [72.12.65.92] on 2013/06/09 23:19:53
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
#22979 posted by necros [99.227.215.224] on 2013/06/10 00:07:59
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.
#22980 posted by than [182.164.64.213] on 2013/06/10 00:52:28
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
#22982 posted by starbuck [77.99.186.145] on 2013/06/10 10:28:55
I'd love to see some of the classic maps lit properly, maybe I should download this blender thing
 Light Editor
#22983 posted by mechtech [65.190.158.200] on 2013/06/10 15:26:36
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
#22984 posted by ijed [200.73.66.2] on 2013/06/10 18:58:25
 Hmm...
#22985 posted by mfx [92.227.152.118] on 2013/06/10 19:06:14
 Mfx:
#22986 posted by than [221.244.26.90] on 2013/06/11 06:36:06
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
#22987 posted by than [221.244.26.90] on 2013/06/11 06:48:20
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...
#22988 posted by than [221.244.26.90] on 2013/06/11 06:49:33
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
#22989 posted by [78.48.56.153] on 2013/06/11 13:01:26
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?
#22990 posted by mfx [78.48.56.153] on 2013/06/11 13:07:13
 New QC Compiler?
#22991 posted by Spiney [81.241.148.250] on 2013/06/12 20:35:31
 Get Into Bed With Us And We'll Treat You Like A Princess
#22992 posted by ijed [200.73.66.2] on 2013/06/13 16:26:23
 New QCC Compiler?
#22993 posted by ijed [200.73.66.2] on 2013/06/13 16:26:47
Will have to try it out sometime.
 @Hrimfaxi / Re: #22973
#22997 posted by JPL [82.234.167.238] on 2013/06/17 07:12:49
Ok, no problem. I may have to go back there within the next coming year, so maybe another attempt would be possible ;)
 Checking Func
#22998 posted by FifthElephant [78.189.208.76] on 2013/06/17 22:51:55
Whilst on holiday. I must be cray cray.
 Yay
#22999 posted by Tronyn [24.79.126.117] on 2013/06/18 00:11:26
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.
#23000 posted by mwh [120.136.5.22] on 2013/06/18 00:15:05
Run the demo through lmpc and it'll be in there somewhere... (or run "strings $demo_file | grep bsp" or equivalent).
 Mwh A Winner!!!
#23001 posted by mechtech [65.190.158.200] on 2013/06/18 01:29:38
The 23,000 post award. holy shit that allot of bs for 1 thread
 Blender BSP Importer
#23002 posted by than [182.164.64.213] on 2013/06/21 16:03:06
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
#23003 posted by than [182.164.64.213] on 2013/06/21 16:04:09
getting it into maya -> getting imported bsps from Blender into Maya.
 Double Tool
#23004 posted by Preach [77.98.165.95] on 2013/06/22 04:10:25
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
#23005 posted by than [182.164.64.213] on 2013/06/22 06:01:42
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
#23006 posted by Preach [77.98.165.95] on 2013/06/22 10:02:36
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
#23007 posted by than [182.164.64.213] on 2013/06/22 11:33:44
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
#23008 posted by than [182.164.64.213] on 2013/06/22 11:53:37
#23009 posted by Spirit [80.171.51.252] on 2013/06/22 12:31:05
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!
#23010 posted by jt_ [68.42.82.10] on 2013/06/22 16:26:05
 HBDQ!
#23011 posted by generic [67.235.221.13] on 2013/06/23 01:41:01
 OSes And Macs
#23012 posted by Jago [84.251.33.133] on 2013/06/23 11:42:03
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
#23013 posted by Jago [84.251.33.133] on 2013/06/23 16:13:25
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.
#23014 posted by mfx [92.230.95.226] on 2013/06/23 16:28:31
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....
#23015 posted by Jago [84.251.33.133] on 2013/06/23 17:07:51
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?
#23016 posted by mfx [92.230.95.226] on 2013/06/23 17:44:42
guantanamo now!
 Tbh
#23017 posted by mfx [92.230.95.226] on 2013/06/23 17:54:08
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
#23018 posted by Spirit [80.187.111.169] on 2013/06/23 18:43:19
 Red Nicks Represent!
#23019 posted by Spirit [80.187.111.169] on 2013/06/23 18:43:40
 The Marcher Fortress Reviewed @ TAW
#23020 posted by quakis [86.22.126.142] on 2013/06/23 19:03:47
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
#23021 posted by SleepwalkR [85.178.61.177] on 2013/06/23 20:12:28
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.
#23022 posted by Spiney [91.179.153.167] on 2013/06/23 20:48:21
There's always file encryption...
 Sw
#23023 posted by mfx [92.230.187.106] on 2013/06/23 22:58:31
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..
 ...
#23024 posted by Cocerello [80.174.120.43] on 2013/06/24 11:57:17
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.
#23026 posted by Spirit [80.171.97.147] on 2013/06/25 22:15:22
http://www.sporcle.com/games/Leaveittosteven/quakemaps#
15/38, guess I have to stand in the corner for a day or two.
 5/38
#23027 posted by FifthElephant [82.12.230.210] on 2013/06/25 22:24:30
... I completely drew a blank. :(
 23 / 38
#23028 posted by metlslime [159.153.4.50] on 2013/06/25 22:48:35
For some reason it didn't except "e1m5" as an answer :P
 Accept
#23029 posted by metlslime [159.153.4.50] on 2013/06/25 22:48:59
 Been There Done That
#23030 posted by onetruepurple [91.240.47.30] on 2013/06/25 23:50:10
 Hax
#23031 posted by FifthElephant [82.12.230.210] on 2013/06/26 00:39:55
using the wiki is che4tz0r!
 Wiki?
#23032 posted by onetruepurple [91.240.47.30] on 2013/06/26 01:21:31
I've had them all memorized since I was 9.
#23038 posted by Lunaran [75.28.177.240] on 2013/06/27 23:40:42
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."
 @_@
#23039 posted by Scampie [72.12.65.92] on 2013/06/28 00:14:03
 Whoa ._.
#23040 posted by Spiney [91.179.154.83] on 2013/06/28 00:41:26
 Errrr... What Do We Do Now ?
#23041 posted by JPL [82.227.229.44] on 2013/06/28 08:00:00
Suicide ?
 I Already Told Him Two Years Ago
#23042 posted by negke [31.18.168.249] on 2013/06/28 08:46:07
But what is time to such a transcended being as The Incredible Hylke....
shady.zip
#23043 posted by gibbie [130.37.64.116] on 2013/06/28 15:54:56
:D
 Does Anyone Know Of This One?
#23045 posted by Cocerello [80.174.120.146] on 2013/07/03 18:37:59
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
#23046 posted by Spiney [91.176.160.203] on 2013/07/03 23:07:07
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.
#23047 posted by Spiney [91.176.160.203] on 2013/07/03 23:10:37
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
#23048 posted by mfx [78.48.155.14] on 2013/07/04 00:51:10
is the revolution?
 Spiney
#23049 posted by Bal [83.204.131.191] on 2013/07/04 08:20:39
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
#23050 posted by Spiney [91.176.160.203] on 2013/07/04 12:23:06
so no... :(
#23051 posted by Spiney [91.176.160.203] on 2013/07/04 12:33:44
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.
#23052 posted by Spirit [80.171.98.215] on 2013/07/04 12:36:57
That's what you get for buying DRM'd shite. Hi friends!
 Old Bug
#23053 posted by Preach [77.98.165.95] on 2013/07/05 12:28:25
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?
#23054 posted by DaZ [89.242.156.45] on 2013/07/05 12:58:49
Could be important!
#23055 posted by necros [99.227.215.224] on 2013/07/06 02:17:12
i have never heard of that before. o_O
 Reproduction
#23056 posted by Preach [77.98.165.95] on 2013/07/06 02:23:56
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
#23057 posted by Preach [77.98.165.95] on 2013/07/06 10:28:41
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
#23058 posted by kaffikopp [217.14.11.155] on 2013/07/07 01:58:10
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
#23059 posted by Preach [77.98.165.95] on 2013/07/07 03:00:54
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
#23060 posted by negke [31.18.168.249] on 2013/07/07 09:01:26
 Killer Heads
#23062 posted by ijed [190.22.26.61] on 2013/07/08 03:00:16
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
#23068 posted by lizard [71.206.118.80] on 2013/07/09 04:00:22
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
#23069 posted by nitin [180.149.192.139] on 2013/07/09 08:55:59
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
#23070 posted by negke [31.18.168.249] on 2013/07/09 09:07:29
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
#23071 posted by nitin [180.149.192.139] on 2013/07/09 09:16:20
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
#23073 posted by SleepwalkR [130.149.243.224] on 2013/07/09 11:33:18
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
#23074 posted by nitin [220.244.163.153] on 2013/07/09 11:56:10
 Thanks!
#23075 posted by SleepwalkR [130.149.243.224] on 2013/07/09 12:06:53
 Quake In Occulus Rift
#23076 posted by DaZ [78.147.148.42] on 2013/07/09 16:15:37
 Ogre Bug,
#23077 posted by Shambler [86.25.221.82] on 2013/07/09 20:47:35
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
#23078 posted by Preach [77.98.165.95] on 2013/07/09 21:59:50
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...
#23079 posted by necros [99.227.215.224] on 2013/07/09 22:06:36
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
#23080 posted by FifthElephant [82.24.73.240] on 2013/07/09 22:39:20
omg... this is amazing, definitely will help to breathe even more life into this beautiful game!
 More Technical
#23081 posted by Preach [77.98.165.95] on 2013/07/09 22:50:37
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
#23082 posted by nitin [220.244.163.153] on 2013/07/10 00:48:17
I just had to wiki Oculus Rift.
 Brutal Doom V19?!?!
#23083 posted by RickyT33 [2.124.172.55] on 2013/07/10 03:22:50
 Re Quake To Dark...thanks
#23084 posted by lizard [71.206.118.80] on 2013/07/10 04:16:13
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
#23085 posted by lizard [71.206.118.80] on 2013/07/10 04:21:27
nitin is it the pak 2 file? What do I do with it.
 Nitin's Pak File
#23086 posted by lizard [71.206.118.80] on 2013/07/10 06:35:32
It works! Thanks :)
 The Only Maps/mods Idgamma Doesnt Work Properly With
#23087 posted by nitin [180.149.192.133] on 2013/07/10 08:35:59
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.
#23088 posted by Shambler [86.25.221.82] on 2013/07/10 10:29:12
Thanks, kinda get that.
 Preach
#23089 posted by mwh [193.120.41.115] on 2013/07/10 11:24:52
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
#23090 posted by Preach [77.98.165.95] on 2013/07/10 11:39:25
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
#23091 posted by ijed [200.73.66.2] on 2013/07/10 15:53:51
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?
#23092 posted by spy [95.56.43.252] on 2013/07/10 20:33:25
Someone's should bring him back to Q scene
 Q2
#23093 posted by ijed [200.73.66.2] on 2013/07/10 22:24:51
 He Hasnt Released Anything For Q2 Though
#23094 posted by nitin [220.244.163.153] on 2013/07/11 00:11:25
at least not officially?
 Doom 2 In Name Only
#23095 posted by onetruepurple [91.240.47.30] on 2013/07/11 11:32:18
 Thats A Neat Idea :)
#23096 posted by DaZ [78.147.164.103] on 2013/07/11 12:05:35
 A Plan Forms..
#23097 posted by FifthElephant [31.84.244.237] on 2013/07/11 14:24:03
I would love to see a similar thing to the fan qad called "doom the way id did" but for quake
#23100 posted by Spirit [80.187.104.200] on 2013/07/15 17:31:00
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?
#23101 posted by Scampie [72.12.65.92] on 2013/07/15 18:39:29
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.
#23102 posted by Spirit [80.171.128.82] on 2013/07/15 19:12:24
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...
#23103 posted by metlslime [159.153.4.50] on 2013/07/15 21:44:36
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.
#23104 posted by Spirit [80.187.110.160] on 2013/07/15 22:10:18
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
#23105 posted by Spiney [91.179.187.201] on 2013/07/18 19:48:49
 Hello
#23106 posted by rudl [78.104.107.82] on 2013/07/19 16:32:03
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
#23107 posted by Jago [80.222.155.254] on 2013/07/21 03:29:33
GameSalad vs Stencyl, opinions anyone?
#23111 posted by rudl [78.104.107.82] on 2013/07/23 18:41:05
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
#23113 posted by Spiney [91.179.187.101] on 2013/07/25 02:47:32
is getting increasingly more ridiculous
http://raytracey.blogspot.be/
 Video On How I Feel
#23116 posted by FifthElephant [82.24.73.240] on 2013/07/28 11:22:15
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
#23117 posted by Spirit [80.171.51.86] on 2013/07/28 11:49:52
 Phil Fish
#23118 posted by onetruepurple [91.240.47.30] on 2013/07/28 13:16:51
is an asshole.
 Yes
#23119 posted by Bal [83.204.154.225] on 2013/07/28 13:20:37
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.
#23120 posted by Spiney [81.241.182.98] on 2013/07/28 16:02:21
Wait, only Japanese games take tutorials and hand holding too far? Am I living in the same universe as these guys? Stuck up twits.
#23121 posted by onetruepurple [91.240.47.30] on 2013/07/28 16:28:17
 Good Writeup Of Doom Vs Modern FPS
#23122 posted by Spiney [81.241.182.98] on 2013/07/29 00:47:27
 This Is Too Good Not To Share
#23123 posted by DaZ [2.99.118.240] on 2013/07/29 01:45:48
 #23122
#23124 posted by Cocerello [80.174.120.71] on 2013/07/29 11:52:37
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
#23125 posted by Kinn [86.153.125.3] on 2013/07/29 13:11:07
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
#23126 posted by onetruepurple [89.107.155.11] on 2013/07/29 13:52:34
Not like anybody even knew who Marcus Beer was before this happened.
Oh well, Fish will be back, unfortunately.
 Also
#23127 posted by onetruepurple [89.107.155.11] on 2013/07/29 13:53:33
Don't get the hate for Blow.
 Blow
#23128 posted by Kinn not logged in [80.247.24.248] on 2013/07/29 15:31:37
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
#23129 posted by ijed [200.73.66.2] on 2013/07/29 17:51:08
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
#23130 posted by Kinn not logged in [80.247.24.248] on 2013/07/29 18:52:43
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
#23131 posted by ijed [200.73.66.2] on 2013/07/29 20:24:08
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
#23132 posted by FifthElephant [82.24.73.240] on 2013/07/29 21:31:17
 Ijed
#23133 posted by Cocerello [80.174.120.71] on 2013/07/29 23:49:29
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
#23134 posted by ijed [200.73.66.2] on 2013/07/30 00:29:18
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
#23135 posted by Spiney [81.241.182.98] on 2013/07/30 01:51:05
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
#23136 posted by Spiney [81.241.182.98] on 2013/07/30 01:52:33
Talk about a bad temper, haha.
#23137 posted by czg [212.16.188.76] on 2013/07/30 07:15:41
 Chthon Brightness
#23138 posted by negke [31.19.216.230] on 2013/07/30 19:21:49
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
#23139 posted by Preach [77.98.165.95] on 2013/07/30 20:05:21
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.
#23140 posted by metlslime [159.153.4.50] on 2013/07/30 20:30:34
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
#23141 posted by Spirit [80.171.163.249] on 2013/07/30 21:46:37
#23142 posted by Spiney [81.241.182.98] on 2013/07/30 21:53:17
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
#23143 posted by bear [83.183.67.59] on 2013/07/31 13:22:32
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.
#23145 posted by onetruepurple [91.240.47.30] on 2013/08/01 09:04:20
#23146 posted by FifthElephant [213.205.227.110] on 2013/08/01 09:16:52
Can't see the issue really. It's his game and he can stop making it if he wants.
#23150 posted by Spirit [80.171.127.179] on 2013/08/02 00:22:57
propecia moins cher would be a nice map title.
http://www.twitch.tv/bethesda Carmack Keynote live right now.
#23151 posted by Spiney [91.179.168.228] on 2013/08/02 00:43:10
The chat window next to teh camrack is hilariously juvenile
 That Was Fun
#23153 posted by starbuck [92.233.117.15] on 2013/08/02 09:56:55
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...
#23156 posted by Spirit [80.171.84.55] on 2013/08/03 11:48:56
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?
#23157 posted by megaman [217.190.105.103] on 2013/08/03 13:39:33
I want something with a shell to host my domain
#23158 posted by Spirit [80.171.155.220] on 2013/08/03 14:23:35
If you can live without support, I use OVH: http://www.ovh.de/dedicated_server/isgenug.xml (yes, those are really dedicated servers)
#23159 posted by Spirit [80.171.20.191] on 2013/08/03 17:25:59
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.
#23160 posted by starbuck [92.233.117.15] on 2013/08/03 22:53:20
Spirit, if you're interested I've got a spare invite to GMail
#23161 posted by Spirit [80.171.143.108] on 2013/08/04 09:33:01
That would be nice! Could you mail it to me?
 I Will As Soon As I Can
#23162 posted by starbuck [92.233.117.15] on 2013/08/04 10:59:01
unfortunately I only have webmail access on a Nokia N-Gage I have locked in a safe at the bottom of a lake
 Cool!
#23163 posted by Spirit [80.171.143.108] on 2013/08/04 11:14:12
I bet it will be fabulous to use on my Robotron 300.
 Carmacks Physics Of Light And Rendering
#23164 posted by Spiney [91.179.183.36] on 2013/08/04 14:19:47
 Steam Guide For Custom Maps
#23166 posted by negke [31.19.216.230] on 2013/08/04 18:33:40
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
#23167 posted by Spirit [80.171.152.90] on 2013/08/04 20:38:17
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
#23169 posted by negke [31.18.93.168] on 2013/08/06 22:39:15
Thanks. I'm going to revise the guide some time soonish and will take your comments into consideration.
#23171 posted by Spirit [80.171.51.98] on 2013/08/07 15:53:37
http://7dfps.com/ starts in two days.
 Carmack Leaves Id
#23173 posted by SleepwalkR [141.23.89.34] on 2013/08/07 17:03:37
 Only Kinda
#23174 posted by Spirit [80.187.102.4] on 2013/08/07 17:24:01
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.
#23175 posted by FifthElephant [213.205.237.110] on 2013/08/07 17:55:12
I literally just shouted "what the fuck" when I saw that news story
#23176 posted by negke [31.18.93.168] on 2013/08/07 18:57:35
Joining Oculus VR != leaving id.
 Negke
#23177 posted by SleepwalkR [85.178.191.94] on 2013/08/07 19:04:30
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.
#23178 posted by Spiney [91.179.183.36] on 2013/08/07 19:23:53
Seems Id is firmly in the grip of Zenimax?
#23179 posted by scar3crow [131.107.0.72] on 2013/08/07 20:37:12
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
#23180 posted by ijed [200.73.66.2] on 2013/08/07 21:18:23
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
#23181 posted by FifthElephant [82.24.73.240] on 2013/08/07 22:44:53
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
#23182 posted by Spiney [91.179.183.36] on 2013/08/07 23:36:52
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.
#23183 posted by gb [46.142.48.148] on 2013/08/08 01:52:45
id does more and more appear to fall apart in slow motion.
 How ...
#23184 posted by sock [186.108.74.88] on 2013/08/09 13:36:07
 Id Key Figure Departures
#23185 posted by Spiney [91.179.171.119] on 2013/08/09 15:36:57
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?
#23186 posted by onetruepurple [91.240.47.30] on 2013/08/09 17:15:22
2012: (Zenimax demotes Willits from design?)
This, as opposed to others, would be a big improvement.
#23187 posted by scar3crow [131.107.0.72] on 2013/08/10 01:11:44
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
#23188 posted by Spiney [91.179.171.119] on 2013/08/10 01:28:44
the plot thickens... :o
#23189 posted by Spirit [80.171.163.161] on 2013/08/10 20:06:17
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
#23190 posted by Spirit [80.187.105.130] on 2013/08/10 23:36:49
anyone in dresden? mail me :)
 Started Working On A Huge Map Again
#23191 posted by RickyT33 [2.223.172.210] on 2013/08/13 21:16:59
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.
#23192 posted by rj [86.14.63.89] on 2013/08/13 23:07:27
no i'd long given up hope of including that map. pleased you haven't abandoned it though!
 Yeah
#23193 posted by ijed [200.73.66.2] on 2013/08/14 00:09:05
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
#23194 posted by Tronyn [24.79.126.117] on 2013/08/14 03:31:39
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
#23195 posted by DaZ [78.147.145.52] on 2013/08/14 19:01:08
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
#23196 posted by DaZ [92.24.169.115] on 2013/08/20 08:06:55
 Whoah...
#23197 posted by metlslime [50.156.87.109] on 2013/08/20 08:19:06
welcome back!
 Thank You Sleepi
#23198 posted by negke [31.19.78.49] on 2013/08/20 09:03:07
 GOOD MORNING FUNC!
#23199 posted by Shambler [81.153.156.6] on 2013/08/20 09:44:38
And thank you Sleepy.
Now, people post about maps n shizzle, yo.
 Thank Func For That
#23200 posted by Shamblernaut [203.161.90.29] on 2013/08/20 10:05:09
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
#23201 posted by RickyT33 [176.35.71.152] on 2013/08/20 11:51:33
Hi again
#23202 posted by FifthElephant [213.205.229.65] on 2013/08/20 12:22:34
That downtime scared the shit out of me. This is the only forum I visit!
 Don't Worry
#23203 posted by SleepwalkR [84.144.151.118] on 2013/08/20 12:28:11
The database is backed up every night. Even if the server goes down, the forum will come back.
#23204 posted by sock [190.31.64.50] on 2013/08/20 12:49:44
Wow, func is back! :)
#23205 posted by Cocerello [80.174.120.51] on 2013/08/20 13:38:48
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
#23206 posted by RickyT33 [176.35.71.152] on 2013/08/20 14:26:24
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.
#23207 posted by necros [99.227.215.224] on 2013/08/20 15:05:38
Thanks sleep!
#23208 posted by Scampie [72.12.65.92] on 2013/08/20 15:50:08
Have you discovered who/why was DDOSing your sites?
 Good To See It's Back
#23209 posted by ijed [200.73.66.2] on 2013/08/20 16:11:35
Cheers Sleep.
 Scampie
#23210 posted by RickyT33 [2.223.172.210] on 2013/08/20 18:52:33
Maybe it was the handbags and shoes spammer.
 Computers...
#23211 posted by quakis [86.22.126.142] on 2013/08/20 19:50:51
I hate them... /foams at mouth
At least Func is back!
 Good To See Func Back
#23212 posted by distrans [149.144.171.79] on 2013/08/21 09:03:45
Cheers Sleepy!
 What Are Your Thoughts?
#23213 posted by FifthElephant [82.24.73.240] on 2013/08/23 22:13:54
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
#23214 posted by ALLCAPS [174.106.166.254] on 2013/08/24 21:39:20
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
#23215 posted by quaketree [76.14.45.221] on 2013/08/24 22:27:29
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
#23216 posted by Preach [77.98.165.95] on 2013/08/24 22:43:04
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
#23217 posted by ijed [186.9.133.29] on 2013/08/24 23:07:03
We're all here. The forum was down for a while so everyone is probably busy mapping and haven't checked back yet.
 "mapping"
#23218 posted by Spirit [80.187.102.117] on 2013/08/24 23:24:16
 Fapping?
#23219 posted by ijed [186.9.133.29] on 2013/08/24 23:57:24
 Something Completely Different
#23220 posted by Spiney [91.176.134.219] on 2013/08/25 00:17:31
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
#23221 posted by RickyT33 [2.223.172.210] on 2013/08/25 02:43:33
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')
#23222 posted by RickyT33 [2.223.172.210] on 2013/08/25 02:44:15
 Japan World Cup 3
#23223 posted by ijed [200.73.66.2] on 2013/08/26 19:04:59
 Hey [Kona] !!!111one
#23224 posted by DaZ [92.26.163.60] on 2013/08/27 14:14:19
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
#23227 posted by yhe1 [173.58.254.57] on 2013/08/28 06:21:16
 Haha
#23228 posted by quakis [86.22.126.142] on 2013/08/28 11:09:45
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
#23229 posted by Tronyn [24.79.126.117] on 2013/08/28 13:23:16
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"?
#23230 posted by necros [99.227.215.224] on 2013/08/28 14:56:44
actually, since it is actually +skill 3 that changes skill level, you've been playing on skill 1 (the default). ;)
 Pfft
#23231 posted by quakis [86.22.126.142] on 2013/08/28 15:46:51
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
#23232 posted by ALLCAPS [174.106.183.23] on 2013/08/29 04:36:44
I've been using skill 3 forever, I thought it was hard. 3 is nightmare? whoooooops.
 Deathmatch
#23233 posted by ALLCAPS [174.106.183.23] on 2013/08/29 13:52:09
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?
#23234 posted by gb [46.142.54.244] on 2013/08/29 15:09:06
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?
#23235 posted by spy [2.132.96.102] on 2013/08/29 16:19:30
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
#23236 posted by spy [2.132.96.102] on 2013/08/29 16:20:03
#23237 posted by Scampie [72.12.65.92] on 2013/08/29 16:45:29
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
#23238 posted by ALLCAPS [174.106.183.23] on 2013/08/29 16:53:55
Aren't most modern engines using NetQuake? Darkplaces is the only one offhand that uses QW I thought.
 DP Is NQ
#23239 posted by rj [86.14.63.89] on 2013/08/29 18:30:21
i think. FTE is QW
 If You Wanna Play Online:
#23240 posted by RickyT33 [2.223.172.210] on 2013/08/29 18:42:39
http://ezquake.sourceforge.net/
Worked pretty well for me a little while ago...
 If You Wanna Play Online...
#23241 posted by [78.104.107.82] on 2013/08/29 21:28:25
.. 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.
#23242 posted by [78.104.107.82] on 2013/08/29 21:29:25
spelling = not sober XD
 Tomorrow
#23243 posted by rudl [78.104.107.82] on 2013/08/29 21:38:56
 Ah And I Forgot About UFO:AI
#23244 posted by rudl [78.104.107.82] on 2013/08/29 21:42:24
a very good game.
 Actually
#23245 posted by spy [2.132.96.102] on 2013/08/29 22:02:07
i was confusing about nq servers
i'm aware of qw servers for dm
just a wondering about NQ servers for what purpose
#23246 posted by rudl [78.104.107.82] on 2013/08/29 22:07:11
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
#23247 posted by rudl [78.104.107.82] on 2013/08/29 22:07:48
... and everything else dont judge me
 Ok!
#23248 posted by rj [86.14.63.89] on 2013/08/29 22:10:15
 Damn
#23249 posted by rudl [78.104.107.82] on 2013/08/29 22:11:44
m really down n drunk
 Rudl
#23250 posted by SleepwalkR [92.231.110.6] on 2013/08/29 22:13:12
You got a pretty bad case of tronyn there ;-)
 Madfox
#23251 posted by SleepwalkR [92.231.110.6] on 2013/08/29 22:13:22
I mean madfox.
 Sitd
#23252 posted by rudl [78.104.107.82] on 2013/08/29 22:14:32
the devil changes you
 Well
#23253 posted by rudl [78.104.107.82] on 2013/08/29 22:17:37
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.
#23254 posted by rudl [78.104.107.82] on 2013/08/29 22:23:39
but that was of cours becuse the mchine had no decent gfx card , only intel onboard
#23255 posted by rudl [78.104.107.82] on 2013/08/29 22:30:49
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
#23256 posted by rudl [78.104.107.82] on 2013/08/29 22:32:33
most intelligent person i met
 He
#23257 posted by rudl [78.104.107.82] on 2013/08/29 22:33:13
.... was a OS/2 guy
#23258 posted by rudl [78.104.107.82] on 2013/08/29 22:36:00
I guess he spent tooo much on that crap 30 years ago pc werent thant chep.
 Drunk And Internet Posting Don't Mix
#23259 posted by Spirit [80.187.96.13] on 2013/08/29 22:39:26
all the architects I have met so far were either hipster girls or fabulously different. you seem better ;)
 .
#23260 posted by onetruepurple [91.240.47.30] on 2013/08/29 22:39:32
#23261 posted by rudl [78.104.107.82] on 2013/08/29 22:40:58
...and my mum was an artist
strange combination, however they are are sweet and aperfect math... sweet
 Haha :) Made My Day
#23262 posted by rudl [78.104.107.82] on 2013/08/29 22:42:21
I do avoid hipsters. Which is difficult in Vienna ^^
(not a hipster)
#23263 posted by rudl [78.104.107.82] on 2013/08/29 22:44:34
*match
 Anyway
#23264 posted by rudl [78.104.107.82] on 2013/08/29 22:51:28
I'll publbish all map snipets i can find as soon as posible.
Seeing forward to play the most awesome quake maps ^^ 8-)
 :D
#23265 posted by rudl [78.104.107.82] on 2013/08/29 22:56:26
 :)
#23266 posted by rudl [78.104.107.82] on 2013/08/29 23:06:55
#23267 posted by rudl [78.104.107.82] on 2013/08/29 23:09:27
parov stelar is from ym home town/city/big city LINZ!
 Does Anybody Here
#23268 posted by spy [2.132.96.102] on 2013/08/29 23:34:59
following to the PJtwatter reveal track
 Sometimes I'm Watching To My Post And Thats
#23270 posted by spy [2.132.96.102] on 2013/08/29 23:37:57
really bugging me, so wrong, shit its just a horrible
somebody should teach me a proper english
#23271 posted by FifthElephant [82.24.73.240] on 2013/08/30 01:01:14
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
#23272 posted by Spiney [81.242.111.154] on 2013/08/30 08:54:26
if it would be possible to make some faux megatexture map in Q3 using uber high res lightmaps...
 XD I Should Drink Less
#23275 posted by rudl [78.104.107.82] on 2013/08/30 12:23:10
Drunk And Internet Posting Don't Mix.
 We Have A Special Thread For That...
#23276 posted by Spiney [81.242.111.154] on 2013/08/30 17:11:04
 Rudl
#23277 posted by madfox [84.26.177.181] on 2013/08/31 04:14:35
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.
#23278 posted by Scampie [72.12.65.92] on 2013/08/31 04:55:55
the thing here is, madfox isn't even drunk
#23279 posted by Spiney [81.242.111.154] on 2013/08/31 12:05:31
I aspire to be more of a mad fox every day.
 Spiney
#23280 posted by JPL [82.234.167.238] on 2013/08/31 13:30:06
not sure this is the most impossible thing to do to be honest ;)
 JPL
#23282 posted by Spiney [81.242.111.154] on 2013/08/31 15:04:12
He resides on a different astral plane.
 Madfox Is Madfox
#23283 posted by ijed [186.79.249.125] on 2013/08/31 15:20:58
And makes this board better.
 Madfox Is Madfox
#23284 posted by ijed [186.79.249.125] on 2013/08/31 15:21:00
And makes this board better.
 Madfox Is Madfox
#23285 posted by ijed [186.79.249.125] on 2013/08/31 15:21:15
And makes this board better.
#23286 posted by onetruepurple [91.240.47.30] on 2013/08/31 15:33:40
His name is Madfox Paulson.
 Tronyn
#23287 posted by negke [31.18.176.118] on 2013/08/31 16:06:59
 Woah
#23288 posted by Tronyn [24.79.126.117] on 2013/08/31 17:20:23
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!
#23289 posted by Drew [70.52.25.178] on 2013/08/31 20:47:21
#23291 posted by gb [46.142.34.106] on 2013/09/01 02:33:11
I doubt that real Azathoth worshippers would use a phrase like "In the year of the lord". Apart from that, pretty cool.
 Neveretheless...
#23292 posted by JPL [82.234.167.238] on 2013/09/01 10:26:05
.. 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_!
#23295 posted by ALLCAPS [174.106.183.23] on 2013/09/02 02:24:06
This post was flagged as spam.
Awww.
 Let's Flag A Spammed Level Contest.
#23296 posted by madfox [84.26.177.181] on 2013/09/02 03:47:05
one of my mappers must be a mad fox.
 MadTranslate
#23297 posted by sock [181.1.238.75] on 2013/09/02 04:59:36
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
#23298 posted by madfox [84.26.177.181] on 2013/09/02 05:35:42
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.
#23299 posted by necros [99.227.215.224] on 2013/09/02 05:39:33
Mapping must be something like that.
Must be.
 Heh
#23300 posted by Tronyn [24.79.126.117] on 2013/09/02 07:28:48
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
#23301 posted by Mike Woodham [87.127.250.2] on 2013/09/02 14:57:37
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
#23303 posted by Vondur [80.87.145.18] on 2013/09/02 23:38:22
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...
#23304 posted by Spiney [91.176.132.9] on 2013/09/03 08:40:45
 Ooooohhhhh...
#23305 posted by JPL [82.227.229.44] on 2013/09/03 12:49:31
.. looks like he is carving polygons for a CS2 map :P
 Yay...
#23306 posted by distrans [175.38.73.221] on 2013/09/03 14:07:43
...everyone has Madfox love
 I Spy
#23307 posted by madfox [84.26.177.181] on 2013/09/03 22:40:53
a trenchcoat from Lunanette
with no secret cigarette
keeps his own camera lighter
by securing his manufact tighter.
 Madfox
#23308 posted by JPL [82.227.229.44] on 2013/09/04 08:05:04
Your link is "login-password" protected...
#23309 posted by Spirit [80.171.128.95] on 2013/09/04 13:42:04
Coming back from "abroad" and seeing the server I wanted is sold-out makes me want to .... ... ..... ........
 Skip The Dance Machine?
#23310 posted by ijed [200.73.66.2] on 2013/09/04 15:50:03
 Poke The Orphan Nunnery?
#23311 posted by quaketree [76.14.45.221] on 2013/09/05 08:11:00
I can do this all day...
 ^^
#23315 posted by rudl [78.104.107.82] on 2013/09/05 18:11:12
collecting all the half finished map files ;)
...varying qualy. but at least online somewhere feels better than rottening on my hard drive.
 Rudl
#23316 posted by madfox [84.26.177.181] on 2013/09/07 04:00:55
make a patch-scrap map!
after collecting.
 Where Is Nonetity
#23317 posted by spy [178.88.17.198] on 2013/09/07 22:52:30
 Nonentity
#23318 posted by spy [178.88.17.198] on 2013/09/07 22:53:05
dammit
 Who Cares?
#23319 posted by Scampie [72.12.65.92] on 2013/09/07 23:34:21
 Grimm
#23320 posted by madfox [84.26.177.181] on 2013/09/08 06:30:06
down the spiral
 Heh - Drupal Works Good:
#23321 posted by RickyT33 [176.35.71.152] on 2013/09/09 16:03:02
If you Google 'Quake 1 single player', I rank #11 on the google index. OOps!
 Only #11?
#23322 posted by Drew [70.52.25.178] on 2013/09/10 04:35:43
you'll always be #9 in my heart.
 Not Even Ranked....
#23323 posted by JPL [216.46.23.180] on 2013/09/10 04:47:51
... and happy with this: to make me happy, keep me hidden from the mass ;)
 Well
#23324 posted by Tronyn [24.79.126.117] on 2013/09/10 07:04:29
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
#23325 posted by Spiney [81.242.111.44] on 2013/09/11 02:06:41
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
#23326 posted by Spike [86.140.148.66] on 2013/09/12 05:35:38
Quake3 has no particle system.
It has sprites. It has entities. It has no actual particles.
Try a different question. :P
 [Bona]
#23327 posted by negke [31.18.32.151] on 2013/09/12 20:40:30
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
#23328 posted by nonentity [80.229.115.149] on 2013/09/12 23:22:20
I care :(
 Voyager Has Left The Building?!
#23329 posted by mfx [92.229.217.28] on 2013/09/13 01:08:24
 Spike
#23330 posted by Spiney [81.242.111.44] on 2013/09/13 04:13:07
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
#23331 posted by sock [181.1.93.95] on 2013/09/13 04:37:24
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
#23332 posted by lizard [71.206.118.80] on 2013/09/13 04:38:55
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
#23333 posted by ALLCAPS [174.106.183.23] on 2013/09/13 07:12:59
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
#23334 posted by ALLCAPS [174.106.183.23] on 2013/09/13 07:13:40
Make sure to download the quakeone map pack they have there, it has all the maps that they rotate through.
 Sock
#23335 posted by Spiney [91.177.119.80] on 2013/09/13 17:41:08
Thanks, that might come in handy
 #23328
#23336 posted by spy [95.56.217.53] on 2013/09/13 18:30:21
So do i,
or so i do
 "Superhot" Greenlight Trailer
#23337 posted by metlslime [159.153.4.50] on 2013/09/13 22:30:56
 No
#23338 posted by Scampie [72.12.65.92] on 2013/09/13 22:53:48
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.
#23339 posted by necros [99.227.144.21] on 2013/09/14 02:37:09
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
#23340 posted by lizard [71.206.118.80] on 2013/09/14 03:33:09
Thanks
 Super Hot
#23341 posted by gb [46.142.23.218] on 2013/09/14 07:58:46
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.
#23342 posted by gb [46.142.23.218] on 2013/09/14 07:59:49
I mean, "Kill them all" in a game trailer is pretty psycho.
 Gb
#23343 posted by SleepwalkR [92.231.105.217] on 2013/09/14 08:24:11
You're not the only one. I was having similar thoughts.
 Gb
#23344 posted by Spiney [91.177.119.80] on 2013/09/14 14:19:47
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.
#23345 posted by sock [181.1.93.95] on 2013/09/14 15:37:18
It sure is an interesting twist on the bullet time mechanic but it seriously needs more to do besides shooting red enemies.
#23346 posted by Spirit [80.171.27.158] on 2013/09/14 15:54:35
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
#23347 posted by necros [99.227.144.21] on 2013/09/14 21:21:04
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:
#23348 posted by metlslime [50.156.87.109] on 2013/09/15 02:28:09
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
#23349 posted by Spirit [80.171.29.41] on 2013/09/15 11:07:56
Why is TrustedInstaller.exe trashing my HDD, making gaming impossible and how do I properly stop it?
 I Dont Know, But:
#23350 posted by RickyT33 [2.223.172.210] on 2013/09/15 12:04:48
#23351 posted by necros [99.227.144.21] on 2013/09/15 16:06:46
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...
#23352 posted by quaketree [76.14.45.221] on 2013/09/15 20:11:10
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
#23353 posted by nitin [180.149.192.132] on 2013/09/16 02:07:37
with KB2760411 and KB60760588 appears to be fixed (at least for me).
 GTA 5
 Neogeographica.com
#23355 posted by Johnny Law [76.126.53.122] on 2013/09/17 01:20:01
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 :)
#23356 posted by Spiney [91.176.175.159] on 2013/09/17 11:59:48
#23357 posted by Johnny Law [76.126.53.122] on 2013/09/17 16:47:03
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
#23358 posted by mfx [92.229.216.178] on 2013/09/17 21:25:21
 LMAO
#23360 posted by Spiney [91.176.175.159] on 2013/09/18 13:37:45
 Spiney
#23361 posted by JPL [82.234.167.238] on 2013/09/18 20:23:40
.. well known you know.. always funny but rather old :P
#23362 posted by Spiney [91.176.175.159] on 2013/09/18 20:39:00
noooooooooooooooooooooooooooo idea
#23365 posted by onetruepurple [91.240.47.30] on 2013/09/19 13:39:49
 Steam Box?
#23369 posted by starbuck [92.233.117.15] on 2013/09/23 18:39:39
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
#23370 posted by starbuck [92.233.117.15] on 2013/09/23 19:22:17
http://store.steampowered.com/livingroom/SteamOS/
Now another countdown is going... another announcement in just under 2 days!
 Playing Steam Games On The Tv
#23371 posted by nitin [220.244.163.153] on 2013/09/24 00:49:50
would be kind of cool.
 Steam On TV
#23372 posted by quaketree [76.14.45.221] on 2013/09/24 03:32:01
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...
#23373 posted by mfx [78.49.31.2] on 2013/09/25 00:03:05
 Cool Idea...
#23374 posted by mfx [78.49.31.2] on 2013/09/25 00:06:04
 This Is Huge..
#23375 posted by mfx [78.55.150.250] on 2013/09/25 15:17:38
 Re #23373
#23376 posted by JPL [82.234.167.238] on 2013/09/25 21:11:39
hhmmmmm... I am not sure to understand why there can be hope in this... can you elaborate please ?
#23377 posted by mfx [92.227.159.251] on 2013/09/26 00:46:31
but there may be hope...
 @JPL
#23378 posted by mfx [92.227.159.251] on 2013/09/26 01:33:40
 Mfx
#23379 posted by JPL [82.227.229.44] on 2013/09/26 17:24:44
OK, that is more clear now.. thanks for the clarification :)
 Box Breaker
#23380 posted by RickyT33 [2.223.172.210] on 2013/09/27 19:25:45
redeemer schemer - gesticulation and a few blinds
 OS X
#23382 posted by stevenaaus [49.182.76.101] on 2013/09/29 08:30:00
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
#23383 posted by stevenaaus [49.182.76.101] on 2013/09/29 08:32:09
#23384 posted by Spirit [80.171.155.147] on 2013/09/29 12:51:32
 I'm Back, Cuntsockets.
#23385 posted by Shambler [86.29.207.110] on 2013/09/29 20:54:38
Sleepy helped fixed the dns shizzle for me.
I see I missed fuck all.
Someone go map.
Apart from Sock.
 Yeah
#23386 posted by Drew [132.205.103.139] on 2013/10/01 04:10:23
stop mapping Sock.
 HL3?
#23387 posted by [92.226.237.157] on 2013/10/02 11:13:52
 Steambox Launch Game?
#23388 posted by FifthElephant [82.24.73.240] on 2013/10/02 17:08:55
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.
#23389 posted by RickyT33 [2.223.172.210] on 2013/10/02 21:46:12
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.....
#23390 posted by RickyT33 [2.223.172.210] on 2013/10/02 21:46:39
Windows
 This Is...
#23391 posted by JPL [82.234.167.238] on 2013/10/02 21:52:10
.. the power of re-compiling the source code I guess, plus maybe some optimization here and there ... though... :P
#23392 posted by Spirit [80.171.145.150] on 2013/10/02 22:23:48
#23398 posted by Spirit [80.171.84.66] on 2013/10/04 09:56:18
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.
#23399 posted by Spiney [91.177.123.63] on 2013/10/04 09:58:07
That went viral? As in, people were stupid enough to believe that shit? Sigh...
 Ohh.... Daikatana
#23400 posted by Tronyn [24.79.126.117] on 2013/10/04 12:07:19
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
#23401 posted by Tronyn [24.79.126.117] on 2013/10/04 12:08:17
*Daikatana TEXTURES, as opposed to Daikatana LEVELS. Yer.
And by favourite I meant in the original game.
 Coagula Constest #4
#23404 posted by spy [95.56.32.44] on 2013/10/05 16:55:29
or tribute to czg/kinn
anyone?
 Contest
#23405 posted by spy [95.56.32.44] on 2013/10/05 16:56:44
dammit
 THAT
#23406 posted by RickyT33 [2.223.172.210] on 2013/10/05 18:13:31
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)
#23407 posted by onetruepurple [91.240.47.30] on 2013/10/05 18:17:50
We already had a tribute to czg.
 Coagula
#23408 posted by mfx [78.49.56.78] on 2013/10/05 18:25:54
sure.
#23409 posted by spy [95.56.32.44] on 2013/10/05 18:39:06
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
#23410 posted by Drew [132.205.103.206] on 2013/10/05 19:24:31
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
#23413 posted by SleepwalkR [130.149.243.209] on 2013/10/07 12:40:28
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
#23414 posted by Scampie [72.12.65.92] on 2013/10/07 15:35:39
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?
#23415 posted by FifthElephant [82.24.73.240] on 2013/10/07 16:35:20
or am I hallucinating again?
 Maybe
#23416 posted by ijed [200.73.66.2] on 2013/10/07 20:12:20
 He Definitely Mentioned
#23417 posted by Drew [132.205.103.118] on 2013/10/07 21:50:06
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
#23418 posted by Scampie [72.12.65.92] on 2013/10/07 22:20:15
I do mean Kinn, I know Fingers does indie game stuff (and I think is also still at Valve?)
 Ok
#23420 posted by ijed [190.22.97.80] on 2013/10/08 11:17:58
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
#23422 posted by spy [178.88.3.251] on 2013/10/09 16:34:14
about qw dm players
whatta f*ck is it? http://www.youtube.com/watch?v=ymoT0EBcz8U
and Though i dont 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
#23423 posted by Spirit [80.171.81.188] on 2013/10/09 17:02:21
 Have You Seen Those Vids Yet?
#23424 posted by spy [178.88.3.251] on 2013/10/09 17:10:14
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
#23425 posted by onetruepurple [91.240.47.30] on 2013/10/09 17:10:58
#23426 posted by Spirit [80.171.81.188] on 2013/10/09 17:27:20
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
#23427 posted by spy [178.88.3.251] on 2013/10/09 17:33:44
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
#23428 posted by Spirit [80.171.81.188] on 2013/10/09 17:38:40
It's a fairly new feature, 1-2 years maybe. I lost interest in QW thanks to Quake Live.
#23429 posted by Spike [86.140.26.56] on 2013/10/09 19:34:35
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?
#23430 posted by RickyT33 [2.223.172.210] on 2013/10/10 21:16:03
http://www.youtube.com/watch?v=NiVROBhwHUM
Stonehenge 1'000'000 years old?
Levitating stones with sounds?
Kinda cool methinks.
 No You Idiot.
#23431 posted by Spirit [80.171.51.4] on 2013/10/10 22:48:35
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
#23432 posted by mfx [92.230.96.234] on 2013/10/10 23:04:26
You just nailed it, sorry Ricky, people believe in craziest shit.
 Was Not Meant As Personal Insult Btw, Just The Post
#23433 posted by Spirit [80.171.51.4] on 2013/10/10 23:15:54
http://www.gwup.org/ is a nice open-minded german verein about this kind of stuff.
 I Just Farted.
#23434 posted by Shambler [86.25.17.176] on 2013/10/10 23:24:46
And it smelled like a cross between Ricky's and Spirit's posts.
 Pls Respoind Asap!
#23435 posted by Spirit [80.171.51.4] on 2013/10/10 23:26:05
Can you descrieb the cross? It might be EXACTly the cross show in the vieo sorry For typos I AMA EXITED!
 Another Site, Ricky
#23436 posted by mfx [92.230.96.234] on 2013/10/10 23:38:54
psiram.com
 Here Here (re 23431)
#23437 posted by Tronyn [24.79.126.117] on 2013/10/11 01:50:46
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...
#23438 posted by quaketree [76.14.45.221] on 2013/10/11 03:31:35
has the truth you mere mortals.
#23439 posted by Tronyn [24.79.126.117] on 2013/10/11 03:44:22
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 :-)
#23440 posted by megaman [95.113.203.143] on 2013/10/11 10:46:01
#23441 posted by Spirit [80.171.128.101] on 2013/10/11 12:35:08
Is that what he made you believe?
 Ya'll Are Sheeple Idiots
#23442 posted by Spiney [91.179.161.158] on 2013/10/11 15:47:41
We are ruled by Reptilian shapeshifting overlords!
 STOP CHEMTRAILS
#23443 posted by Spiney [91.179.161.158] on 2013/10/11 15:48:45
High school physics/chemistry is WRONG
 Chthon Redesign
#23444 posted by FifthElephant [82.24.73.240] on 2013/10/12 01:56:58
 Eh
#23445 posted by DaZ [80.47.90.231] on 2013/10/12 02:06:31
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
#23446 posted by FifthElephant [82.24.73.240] on 2013/10/12 02:30:34
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
#23447 posted by FifthElephant [82.24.73.240] on 2013/10/12 02:35:24
that's my understanding... maybe the guy is just a really talented troll.
 The Fiend
#23449 posted by DaZ [80.47.90.231] on 2013/10/12 04:42:35
has eyes. Enough said =)
 Wait A Second
#23450 posted by DaZ [80.47.90.231] on 2013/10/12 05:02:41
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
#23451 posted by negke [31.18.177.97] on 2013/10/12 09:37:31
 That Chthon Is Shit
#23452 posted by onetruepurple [91.240.47.30] on 2013/10/12 10:48:40
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
#23453 posted by Spirit [80.187.101.49] on 2013/10/12 11:12:42
source for him working at id please.
 That Chthon Is Shit
#23454 posted by spy [178.88.10.253] on 2013/10/12 12:14:52
whats your problem with a new chthon? he's pretty assome
QV yay!!!!!
 They Jst Have To Hire Dat Guy JR
#23455 posted by spy [178.88.10.253] on 2013/10/12 12:22:13
i've been wondering what the fuch with you id?
 Reply To #23413 Et Al.
#23456 posted by Kinn [81.132.151.109] on 2013/10/12 12:38:14
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.
#23457 posted by onetruepurple [91.240.47.30] on 2013/10/12 19:02:26
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?
#23458 posted by spy [178.88.7.146] on 2013/10/12 19:48:39
lol
take it easy, dude
 As For The Sumerian Stuff
#23459 posted by RickyT33 [2.223.172.210] on 2013/10/12 19:56:59
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
#23460 posted by RickyT33 [2.223.172.210] on 2013/10/12 19:58:03
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
#23461 posted by mfx [78.55.101.39] on 2013/10/12 20:39:34
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.
#23462 posted by Spirit [80.171.144.140] on 2013/10/12 20:56:01
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...
#23463 posted by Tronyn [24.79.126.117] on 2013/10/12 21:08:34
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
#23464 posted by RickyT33 [2.223.172.210] on 2013/10/12 21:26:56
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.
#23465 posted by RickyT33 [2.223.172.210] on 2013/10/12 21:36:04
#23466 posted by RickyT33 [2.223.172.210] on 2013/10/12 21:41:55
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
#23467 posted by FifthElephant [82.24.73.240] on 2013/10/12 21:44:24
blah blah blah...
I highly doubt the ancient egyptians knew about 20th century technology.
 Jesus, Ricky
#23468 posted by SleepwalkR [92.231.226.119] on 2013/10/12 22:05:53
Seriously...
 An Open Mind Is A Cesspit Full Of Bollocks
#23469 posted by Mike Woodham [86.163.44.31] on 2013/10/12 22:23:03
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
#23470 posted by ijed [186.79.237.164] on 2013/10/12 22:38:03
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"
#23471 posted by onetruepurple [91.240.47.30] on 2013/10/12 22:50:50
 Imo
#23472 posted by Tronyn [24.79.126.117] on 2013/10/13 00:32:04
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?
#23473 posted by RickyT33 [2.223.172.210] on 2013/10/13 01:49:23
 Some Mainstream Science:
#23474 posted by RickyT33 [2.223.172.210] on 2013/10/13 02:24:56
 But Why Are We So Easily Impressed With Those Things
#23475 posted by nitin [220.244.163.153] on 2013/10/13 02:43:58
tronyn, cos the scale is mind boggling? Seriously they are worth checking out in person.
 Heh
#23476 posted by Tronyn [24.79.126.117] on 2013/10/13 02:54:13
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
#23477 posted by ijed [190.22.19.163] on 2013/10/13 03:52:52
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
#23478 posted by ijed [190.22.19.163] on 2013/10/13 03:53:23
 The Pyramids...
#23479 posted by quaketree [76.14.45.221] on 2013/10/13 04:04:59
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?
#23480 posted by ijed [190.22.19.163] on 2013/10/13 04:49:12
 Ijed
#23481 posted by quaketree [76.14.45.221] on 2013/10/13 05:07:41
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.
#23482 posted by necros [99.227.113.78] on 2013/10/13 06:41:34
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!
#23483 posted by SleepwalkR [92.231.226.119] on 2013/10/13 08:08:53
 Those Guys Back Then...
#23484 posted by quaketree [76.14.45.221] on 2013/10/13 08:27:03
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
#23485 posted by Spiney [91.179.146.226] on 2013/10/13 08:29:22
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.
#23486 posted by Spirit [80.187.108.240] on 2013/10/13 08:52:13
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
#23487 posted by Tronyn [24.79.126.117] on 2013/10/13 10:21:56
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
#23488 posted by nitin [220.244.163.153] on 2013/10/13 14:05:54
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
#23489 posted by nitin [220.244.163.153] on 2013/10/13 14:07:52
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
#23490 posted by nitin [220.244.163.153] on 2013/10/13 14:09:00
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
#23491 posted by onetruepurple [91.240.47.30] on 2013/10/13 14:14:19
 Heh
#23493 posted by RickyT33 [2.223.172.210] on 2013/10/13 14:36:23
 ^ Makes More Sense
#23495 posted by Spirit [80.171.95.37] on 2013/10/13 15:38:15
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.
#23496 posted by Spirit [80.171.95.37] on 2013/10/13 15:40:38
err Ricky, the WP link includes an explanation as to how the stones might have been moved.
#23497 posted by JneeraZ [108.228.244.211] on 2013/10/13 15:47:03
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
#23498 posted by ijed [190.22.22.126] on 2013/10/13 16:04:57
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.
#23499 posted by RickyT33 [2.223.172.210] on 2013/10/13 16:16:39
 OK, I Surrender. But This Is Cool
#23500 posted by RickyT33 [2.223.172.210] on 2013/10/13 17:02:36
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
#23501 posted by Scampie [72.12.65.92] on 2013/10/13 19:38:38
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!
#23502 posted by RickyT33 [2.223.172.210] on 2013/10/13 19:50:02
Scampie that isn't a very nice thing to say to someone you know. Shows what kind of person you are I guess.
#23503 posted by RickyT33 [2.223.172.210] on 2013/10/13 19:52:33
I beg you consider how many people I might have known who did commit suicide before saying something as insulting as that.
 Pyramids
#23504 posted by raptore [70.232.39.81] on 2013/10/13 19:54:57
This one time I put a pyramid in a q3 map and it was pretty sweet.
 RE #23501
#23505 posted by RickyT33 [2.223.172.210] on 2013/10/13 20:04:08
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
#23506 posted by Scampie [72.12.65.92] on 2013/10/13 20:15:12
 Drama On The Interbutts
#23507 posted by FifthElephant [31.95.21.141] on 2013/10/13 20:20:21
Seriously though guys, chill out and kiss and make up
 No
#23508 posted by Scampie [72.12.65.92] on 2013/10/13 20:21:54
 Yes
#23509 posted by Friction [91.154.119.202] on 2013/10/13 20:30:06
But scamp does only french kisses.
 Btw
#23510 posted by Friction [91.154.119.202] on 2013/10/13 20:31:50
40k brushes, a lot or not?
 For Quake 1
#23511 posted by RickyT33 [2.223.172.210] on 2013/10/13 20:32:43
That is a fuck-ton. 10'000 is a LOT.
 40k?!?
#23512 posted by mfx [78.55.197.40] on 2013/10/13 22:29:53
Brushes! That's insane..;)
#23513 posted by rj [86.14.63.89] on 2013/10/13 22:32:33
ricky, what on earth were you doing between 19:50 and 20:04 for your mood to change so dramatically..
 I Calmed His Tits...
#23514 posted by FifthElephant [82.24.73.240] on 2013/10/13 22:36:48
:)
#23515 posted by Spirit [80.171.95.37] on 2013/10/13 22:52:06
played halo against fourteen year old kids, err scampie
 Rj
#23516 posted by RickyT33 [2.223.172.210] on 2013/10/14 02:13:49
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
#23517 posted by Shambler [86.29.116.234] on 2013/10/14 11:44:57
Daz is spot on. The fucked up ness of Chthon and his face is what makes him a proper, impressive monster.
 Friction
#23518 posted by Kinn [80.247.24.248] on 2013/10/14 12:05:51
40k brushes, a lot or not?
Depends how long the corridor is.
 40K Brushes...
#23519 posted by Mike Woodham [87.127.250.2] on 2013/10/14 13:04:02
... 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
#23520 posted by onetruepurple [91.240.47.30] on 2013/10/14 13:35:51
 D3
#23521 posted by Mike Woodham [87.127.250.2] on 2013/10/14 17:56:19
Oh! (just pretend that I wasn't here)
#23522 posted by JneeraZ [199.255.40.36] on 2013/10/14 19:22:13
"Depends how long the corridor is. "
Winner.
#23523 posted by JneeraZ [199.255.40.36] on 2013/10/14 19:22:49
"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!
#23524 posted by SleepwalkR [85.178.190.254] on 2013/10/14 19:55:26
Just because one system didn't work, doesn't mean that no system of levers and rollers works. What a stupid argument.
 Yeah
#23525 posted by RickyT33 [2.223.172.210] on 2013/10/14 20:37:55
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
#23526 posted by negke [31.18.177.97] on 2013/10/14 21:50:02
Don't ever apologize to Scampie.
 Not Again
#23527 posted by madfox [84.26.177.181] on 2013/10/14 22:19:52
I also wondered, ricky
he freezed my shrimps and called me a bastard!
then he made me a trisouping scamp.
 Well Whatever
#23528 posted by RickyT33 [2.223.172.210] on 2013/10/14 22:38:48
It was a low blow. And it wasn't true. So whatever.
 Levers And Rollers
#23529 posted by ijed [190.22.111.59] on 2013/10/15 01:39:18
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
#23531 posted by Mike Woodham [87.127.250.2] on 2013/10/15 11:28:27
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
#23532 posted by ijed [190.22.36.126] on 2013/10/15 18:10:19
His wisdom is exceeded only by his knowledge.
 And That Man Was Albert Einstein
#23533 posted by onetruepurple [91.240.47.30] on 2013/10/15 18:47:24
n\t
 Not Einstein
#23534 posted by Mike Woodham [86.163.44.31] on 2013/10/15 20:30:35
It was actually Thor Heyerdahl
 <cardo> Anyway, Yellow Makes Me Standout. No One Picks Yellow!
#23535 posted by Scampie [72.12.65.92] on 2013/10/16 04:05:27
 Been Messing With Canvas Again
#23536 posted by RickyT33 [2.223.172.210] on 2013/10/17 02:11:00
'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
#23537 posted by mfx [78.55.197.5] on 2013/10/17 11:33:47
 Http://projectyourself.com
#23538 posted by Spiney [91.179.148.189] on 2013/10/17 16:16:27
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?
#23539 posted by Spiney [91.179.148.189] on 2013/10/18 19:21:45
#23540 posted by Spike [86.173.174.105] on 2013/10/18 21:06:07
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...
#23541 posted by quakis [86.22.126.142] on 2013/10/19 15:51:48
... who thinks Google has been useless lately. :/
#23542 posted by Spike [86.139.74.106] on 2013/10/20 05:11:55
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
#23543 posted by SleepwalkR [92.231.104.1] on 2013/10/20 08:16:43
Can you elaborate or give a link that describes the changes in more detail?
 Hamburgers!!!!
#23544 posted by RickyT33 [2.223.172.210] on 2013/10/20 13:57:02
http://rickyt23.com/soldier3
click (or tap) the game to drop a bomb.
 That's Fun, Ricky
#23545 posted by SleepwalkR [92.231.104.1] on 2013/10/20 16:18:08
But is there no way to make it faster?
 Worm It Up!
#23547 posted by ijed [186.9.130.162] on 2013/10/20 17:11:16
Napalm, cluster bombs, sticky bombs...
Destructible terrain!
 Worm It Up!
#23548 posted by ijed [186.9.130.162] on 2013/10/20 17:11:30
Napalm, cluster bombs, sticky bombs...
Destructible terrain!
 SleepwalkR
#23549 posted by RickyT33 [2.223.172.210] on 2013/10/20 19:14:10
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
#23550 posted by necros [99.227.113.78] on 2013/10/21 01:31:56
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...
#23551 posted by ijed [186.9.130.27] on 2013/10/21 02:15:33
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....
#23552 posted by RickyT33 [2.223.172.210] on 2013/10/22 04:35:35
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
#23553 posted by Spiney [81.241.153.125] on 2013/10/22 09:55:32
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?
#23556 posted by megaman [77.2.185.67] on 2013/10/22 22:01:39
http://www.louvre.fr/olaf-nicolai I will, err, take part in that performance.
#23557 posted by Spiney [81.241.153.125] on 2013/10/22 22:18:32
I always wanted to hijack a performance like that and call it art.
 Poor Choice Of Domain Name?
#23558 posted by Rick [75.65.159.61] on 2013/10/24 17:48:02
Maybe, maybe not.
http://www.penisland.net/
"We Specialize in Wood"
 Epic
#23559 posted by ijed [200.73.66.2] on 2013/10/24 20:06:01
 OMG !!
#23560 posted by JPL [82.234.167.238] on 2013/10/24 20:45:21
Amazing.. :D
#23561 posted by mwh [120.136.5.22] on 2013/10/25 00:35:56
powergenitalia was my favourite one of those... http://www.snopes.com/business/names/domains.asp
 'musical' Sorting Algorithms
#23562 posted by Spiney [81.241.188.56] on 2013/10/26 15:17:46
 Spiney
#23563 posted by JPL [82.234.167.238] on 2013/10/27 09:47:09
Wow... no more need any DJ now :) Great !
#23566 posted by Spirit [80.171.96.184] on 2013/10/28 13:25:58
Did anyone save Starbuck's func 2.0 mockups?
 No
#23567 posted by onetruepurple [91.240.47.30] on 2013/10/28 19:34:26
 The Post Above
#23568 posted by Spiney [81.241.188.56] on 2013/10/28 21:32:43
is erh... of questionable integrity?
lol
#23569 posted by Shambler [86.29.48.232] on 2013/10/28 21:46:24
is erh... of undeniable awesomeness.
Always worth a rewatch.
 I Posted It Onto Facebook
#23570 posted by RickyT33 [176.253.114.60] on 2013/10/28 22:27:57
and then I thought twice and removed the post.
Typical of me I guess
 I Moderate My Own Posts All The Time...
#23571 posted by Spiney [81.241.151.174] on 2013/10/29 00:32:42
 Onetruepurple
#23572 posted by mechtech [65.190.158.200] on 2013/10/29 00:52:33
WOW that's fun...
#23573 posted by gb [46.142.52.118] on 2013/10/29 01:22:13
yeah, I knew I shouldn't have clicked that. This is func, after all.
 Text With Pics N Shit
#23574 posted by DaZ [80.47.90.231] on 2013/10/30 17:53:57
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
#23575 posted by Scampie [72.12.65.92] on 2013/10/30 19:10:53
Christ, it's ok to release your HL2 maps with a func news post. This is supposed to be a LEVEL DESIGN forum
 Trufax
#23576 posted by FifthElephant [82.24.73.240] on 2013/10/30 19:20:01
They have a button for HL related content and everything ;)
 Quake Question
#23582 posted by dartum [71.206.204.201] on 2013/11/04 03:08:57
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
#23583 posted by DaZ [80.47.90.231] on 2013/11/04 03:31:04
as you run into the changelevel trigger, and can shoot your equipped weapon out of the intermission camera :)
 I Did Not Know That
#23584 posted by RickyT33 [176.35.71.152] on 2013/11/04 10:44:24
 Errr.
#23585 posted by Shambler [86.29.98.113] on 2013/11/04 11:08:20
Nails still in the air, I thought.
 Doom Plushies!!
#23586 posted by mfx [92.226.243.58] on 2013/11/04 15:48:57
 Needs Lost Souls
#23587 posted by Scampie [72.12.65.92] on 2013/11/04 17:21:29
so you can throw them at people
 Quake 2 Action Figures
#23588 posted by Rick [75.65.159.61] on 2013/11/04 20:00:38
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
#23589 posted by mwh [121.73.77.183] on 2013/11/04 20:24:24
Works best with the nailguns. Just another bug :)
 Q2 Action Figures
#23590 posted by Scampie [72.12.65.92] on 2013/11/04 21:42:52
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
#23591 posted by Spirit [80.171.163.3] on 2013/11/05 19:02:26
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. :) :( :)
#23592 posted by Scampie [72.12.65.92] on 2013/11/05 21:11:37
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?
#23593 posted by Spiney [81.241.170.56] on 2013/11/05 22:16:21
aww :[
#23594 posted by Spirit [80.187.108.54] on 2013/11/05 22:51:13
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.
#23595 posted by Spirit [80.171.84.153] on 2013/11/05 22:54:48
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...
#23596 posted by Spirit [80.171.84.153] on 2013/11/05 23:14:37
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.
#23597 posted by Spiney [91.176.171.164] on 2013/11/06 01:43:24
I'll try to see if I can bulk download from the google cache and throw it on some ftp...
#23598 posted by Spiney [91.176.171.164] on 2013/11/06 01:57:19
google doesn't seem to carry older copies, and wayback archive stops at the end of last year for some reason.
#23599 posted by gb [46.142.3.252] on 2013/11/07 00:48:55
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
#23600 posted by FifthElephant [82.24.73.240] on 2013/11/07 01:00:28
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
#23601 posted by ijed [186.79.203.36] on 2013/11/07 03:09:52
I know he's got a lot going on. Shame about the blog though.
#23602 posted by metlslime [159.153.4.50] on 2013/11/07 21:12:00
yeah, that blog was always really interesting to read. He was way beyond me in terms of rendering techniques.
 Experimenting With Youtube Video
#23603 posted by FifthElephant [82.24.73.240] on 2013/11/08 00:33:58
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
#23604 posted by ijed [190.22.84.219] on 2013/11/08 01:17:32
Maybe up the brightness a bit for recording though.
#23605 posted by Spike [81.151.32.246] on 2013/11/08 01:37:28
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.
#23606 posted by Spirit [80.171.128.36] on 2013/11/08 12:32:19
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
#23607 posted by FifthElephant [213.205.232.175] on 2013/11/08 15:58:06
That helps. I have ffmpeg but I had no idea howto configure it
 Oddly
#23608 posted by FifthElephant [213.205.232.175] on 2013/11/08 15:59:40
The bit rate on the actual movie file seems much higher but it becomes muddy when its on YouTube
 Because Youtube
#23609 posted by DaZ [80.47.90.231] on 2013/11/08 18:31:01
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 :(
#23610 posted by Johnny Law [67.188.0.203] on 2013/11/08 20:34:10
Yeah the YouTube encoding is really not kind to a pixelated scene where the whole view is constantly moving.
#23611 posted by Spirit [80.187.108.181] on 2013/11/09 01:44:20
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!
#23612 posted by Spiney [81.241.166.126] on 2013/11/09 02:21:29
 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.
#23614 posted by Kinn [109.152.131.182] on 2013/11/09 12:03:45
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...
#23615 posted by SleepwalkR [85.178.54.209] on 2013/11/09 12:24:15
 ...
#23616 posted by Shambler [86.31.2.105] on 2013/11/09 12:27:31
Rejected as news because:
1. A Youtube channel is not news.
2. Broken links.
3. No useful information.
4. Post too long.
#23617 posted by negke [31.18.32.161] on 2013/11/09 12:40:08
The Qrack_HD pack contains copyrighted material: pak0.pak and pak1.pak, if not more.
 #23616
#23618 posted by onetruepurple [91.240.47.30] on 2013/11/09 13:21:04
5. Gave me cancer.
 OK. That Does It
#23619 posted by gb [46.142.35.81] on 2013/11/09 13:28:06
Some of the dumbest comments I've read in a while.
 How Do I Contact Mh?
#23620 posted by megaman [95.113.209.95] on 2013/11/09 13:28:55
 Kinns Comment
#23621 posted by FifthElephant [82.24.73.240] on 2013/11/09 13:32:00
is golden!
 Gb
#23622 posted by onetruepurple [91.240.47.30] on 2013/11/09 14:14:45
There's the door.
 What Is This?
#23623 posted by mfx [92.225.197.73] on 2013/11/09 14:44:42
 31 Map Designers?
#23624 posted by mfx [92.225.197.73] on 2013/11/09 14:45:25
 Is There A Func Group On Steam?
#23625 posted by FifthElephant [82.24.73.240] on 2013/11/09 14:47:50
??
#23626 posted by onetruepurple [91.240.47.30] on 2013/11/09 15:02:26
#23627 posted by FifthElephant [82.24.73.240] on 2013/11/09 16:28:21
invite only?!
 FilthElephant
#23628 posted by negke [31.18.32.161] on 2013/11/09 16:45:07
What's your Steam name?
#23629 posted by FifthElephant [82.24.73.240] on 2013/11/09 16:56:39
 Megaman
#23630 posted by RickyT33 [176.253.114.60] on 2013/11/09 17:39:24
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
#23631 posted by DaZ [80.47.90.231] on 2013/11/11 19:51:20
Bal got us all a guild stash in PoE.
This means no french jokes for AT LEAST a day k?
 Ok Daz!
#23632 posted by SleepwalkR [92.231.111.76] on 2013/11/11 21:06:33
I surrender!
#23633 posted by Spirit [80.187.100.195] on 2013/11/11 23:23:40
I will retreat from my plan of making any French jokes.
#23634 posted by Scampie [72.12.65.92] on 2013/11/12 03:01:19
I am going to place so many trash white items into the guild stash
#23635 posted by RickyT33 [176.253.114.60] on 2013/11/12 22:14:56
 RIP
#23636 posted by JPL [82.227.229.44] on 2013/11/13 09:41:15
Poor dwarf :P
 Straw Poll
#23637 posted by Preach [77.98.165.95] on 2013/11/15 10:58:28
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.
#23638 posted by Shambler [86.31.253.27] on 2013/11/15 11:06:40
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
#23639 posted by ijed [190.22.39.34] on 2013/11/15 11:21:06
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
#23640 posted by nitin [220.244.163.153] on 2013/11/15 11:21:09
#23641 posted by onetruepurple [91.240.47.30] on 2013/11/15 11:48:02
My name is onetruepurple and I use fitzquake5.exe most of the time.
#23642 posted by mfx [92.230.108.58] on 2013/11/15 13:25:54
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...
#23643 posted by distrans [175.38.56.85] on 2013/11/15 13:28:51
...unless a release calls for a specific engine to run.
#23644 posted by Spirit [80.187.100.136] on 2013/11/15 13:49:50
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
#23645 posted by Mandel [80.217.89.46] on 2013/11/15 14:16:39
which is DirectQ 1.9.0
 My Name Is Fifthelephant And I Use Directq.exe Most Of The Time.
#23646 posted by FifthElephant [31.75.171.18] on 2013/11/15 14:24:56
I used fitzquake as a close second
#23647 posted by negke [31.18.32.161] on 2013/11/15 14:31:30
My name is ScampieSUXCOCK and I use Quakespasm.
 My Name Is RickyT23 And I'm A PC!
#23648 posted by RickyT33 [176.35.71.152] on 2013/11/15 14:33:04
And I use FitzMkV, or RMQE
 My Name Is Rick And I Only Use Fitzquake085.exe
#23649 posted by Rick [75.65.159.61] on 2013/11/15 14:39:47
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
#23650 posted by spy [95.56.216.85] on 2013/11/15 15:27:48
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
#23651 posted by Hrimfaxi [89.150.173.209] on 2013/11/15 15:30:52
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.
#23652 posted by SleepwalkR [130.149.243.224] on 2013/11/15 16:32:56
#23653 posted by metlslime [159.153.4.50] on 2013/11/15 21:00:38
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!
#23654 posted by Drew [63.250.114.126] on 2013/11/15 23:21:16
I vacillate between fitz .85 and the RMQ engine.
#23655 posted by Scampie [72.12.65.92] on 2013/11/16 00:16:28
I AM SCAMPIE I USE QUAKESPASM
Mostly because it's like Fitzquake, but also plays .ogg files from /music/
 Ya
#23656 posted by Tronyn [24.79.126.117] on 2013/11/16 03:08:20
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
#23657 posted by JPL [82.234.167.238] on 2013/11/16 11:51:56
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.
#23658 posted by Kinn [86.132.155.105] on 2013/11/16 13:43:34
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
#23659 posted by Spiney [81.242.110.162] on 2013/11/16 14:31:48
Some would say 'bloated'...
 My Real Name Is Kim Mahdoow
#23661 posted by Mike Woodham [86.163.122.130] on 2013/11/16 18:29:07
and I used FitzQuake0.85 all of the time
 Fitz Quake
#23662 posted by ijed [190.22.87.43] on 2013/11/16 19:11:36
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
#23663 posted by onetruepurple [91.240.47.30] on 2013/11/17 11:44:27
 Engines And Steam
#23664 posted by Preach [77.98.165.95] on 2013/11/18 11:01:19
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.
#23665 posted by Shambler [86.29.170.244] on 2013/11/21 20:29:32
 DONT CLICK
#23666 posted by Spirit [80.171.163.153] on 2013/11/21 21:31:53
fyi that is NSFL gore shit and I don't get how Shambler is a mod here.
 YEAH DUDE - DONT CLICK
#23667 posted by RickyT33 [2.126.215.49] on 2013/11/21 21:56:50
unless you wanna see the inside of a mans scrotum
 CLICK
#23668 posted by Scampie [72.12.65.92] on 2013/11/21 22:17:43
it's safe
 I Rarely Click On Any Posted Link
#23669 posted by ijed [186.9.130.46] on 2013/11/21 22:38:08
But I post lots of links.
I am a member of the meta community.
Who's had a beer or two.
#23670 posted by FifthElephant [213.205.229.96] on 2013/11/21 23:56:51
I find this easy to masturbate to.
 Fuck You Shambler
#23671 posted by SleepwalkR [92.231.225.135] on 2013/11/22 00:02:13
#23672 posted by madfox [84.26.177.181] on 2013/11/22 00:09:48
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:
#23673 posted by RickyT33 [2.126.215.49] on 2013/11/22 00:53:45
 As Always
#23674 posted by ijed [186.9.130.46] on 2013/11/22 02:50:04
Madfox levels the plAying field. Uh, is caps allowed?
 Gore Shit?
#23675 posted by Shambler [86.29.170.244] on 2013/11/22 10:12:22
Are you mad? It's just the natural process of procreation.
#23676 posted by Scampie [72.12.65.92] on 2013/11/22 10:22:48
hey shambler, fuck you
unrelated to your post, just wanted to say fuck you.
 Cool Man.
#23677 posted by Shambler [86.29.170.244] on 2013/11/22 11:22:55
Appreciate it.
 There Are Few Things In Life More Certain
#23678 posted by Kinn [80.247.24.248] on 2013/11/22 12:10:41
than the NSFW-ity of a smabler link. I can't believe you chaps didn't see that one coming.
 Hello Boys
#23679 posted by czg [212.16.188.76] on 2013/11/22 15:39:45
 Cephalotripsy-Uterovaginal Insertion Of Extirpated Anomalies
#23680 posted by spy [95.56.39.107] on 2013/11/22 17:07:56
 Spy.
#23681 posted by Shambler [86.31.28.73] on 2013/11/22 17:49:24
Good theme.
 Shambler
#23682 posted by spy [95.56.39.107] on 2013/11/22 18:43:10
 SPY
#23683 posted by Shambler [86.31.28.73] on 2013/11/22 20:16:33
Got one of their albums, and two from these guys:
http://www.youtube.com/watch?v=3O-Jt2uJUbY
 Clicked Image Link
#23684 posted by kaffikopp [217.14.8.213] on 2013/11/22 23:43:31
Expected goatse. Disappointed.
 Can Never Resist My Curiosity
#23685 posted by Spiney [91.177.94.72] on 2013/11/23 01:00:46
FML.
 Oh
#23686 posted by Scampie [72.12.65.92] on 2013/11/23 01:27:53
 Yep...
#23687 posted by Spiney [91.177.94.72] on 2013/11/23 12:06:23
Who's gonna be CTO now?
JP?
#23688 posted by starbuck [92.233.117.15] on 2013/11/23 18:14:32
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?
#23689 posted by FifthElephant [82.24.73.240] on 2013/11/23 22:51:54
Is there a cvar to turn off fullbrights, some levels have textures which are ruined by fullbrights.
 Gl_fullbrights 0
#23690 posted by mfx [78.55.198.56] on 2013/11/23 22:55:11
 Cheers Man
#23691 posted by FifthElephant [82.24.73.240] on 2013/11/23 23:17:07
also, added to the wiki page...
#23692 posted by Spirit [80.171.144.121] on 2013/11/23 23:26:18
It is not a standard cvar (considering that glquake did not even have any fullbrights).
 Sure
#23693 posted by FifthElephant [82.24.73.240] on 2013/11/23 23:44:54
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
#23694 posted by Spirit [80.171.83.177] on 2013/11/24 22:20:24
Is your mail address (as in the profile) still current? Please reply if, or just mail me if not.
 Tutorial Gfx/site
#23695 posted by Cage [83.31.44.184] on 2013/11/25 01:05:57
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.
#23696 posted by Spirit [80.187.106.170] on 2013/11/25 08:34:49
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!
#23697 posted by Cage [83.28.197.128] on 2013/11/25 09:32:55
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
#23698 posted by Preach [77.98.165.95] on 2013/11/25 11:35:23
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!
#23699 posted by Spiney [91.179.128.198] on 2013/11/25 13:19:15
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
#23700 posted by Preach [77.98.165.95] on 2013/11/28 00:39:17
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
#23701 posted by FifthElephant [31.86.24.24] on 2013/11/28 08:21:51
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
#23702 posted by quakis [86.22.126.142] on 2013/11/28 15:22:46
Would be pretty neat actually.
 Any Source Ports Which
#23703 posted by FifthElephant [82.24.73.240] on 2013/11/28 21:38:41
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
#23704 posted by Spike [86.179.166.25] on 2013/11/29 01:36:30
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
#23705 posted by Preach [77.98.165.95] on 2013/12/01 02:36:12
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/
#23706 posted by yhe1 [173.58.187.144] on 2013/12/01 09:54:34
Terra is sort of Like "Quake the way id did", was always hoping somebody would finish the mappack
 Texture Work
#23707 posted by FifthElephant [82.24.73.240] on 2013/12/01 12:58:39
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 !
#23708 posted by JPL [82.234.167.238] on 2013/12/01 21:53:43
 Terra
#23709 posted by FifthElephant [82.24.73.240] on 2013/12/01 22:08:59
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
#23710 posted by DaZ [80.47.90.231] on 2013/12/01 22:37:20
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
#23711 posted by Spiney [91.179.178.122] on 2013/12/02 02:23:31
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...
#23712 posted by Spiney [91.179.178.122] on 2013/12/02 16:01:24
 Daz
#23713 posted by madfox [84.26.177.181] on 2013/12/02 22:22:21
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
#23714 posted by Shambler [86.31.141.121] on 2013/12/03 18:11:15
 Thanks Shambler
#23715 posted by ijed [200.73.66.2] on 2013/12/03 23:12:37
That would have gone right by me.
 Half-Life Before
#23716 posted by FifthElephant [82.24.73.240] on 2013/12/05 21:10:21
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
#23717 posted by RickyT33 [2.124.138.249] on 2013/12/05 22:57:12
Looks cool man. U tried it?
 Not Yet
#23718 posted by FifthElephant [82.24.73.240] on 2013/12/05 23:16:36
Need to get HL reinstalled I think and have a go of this badboy.
 It's Pretty Short
#23719 posted by Drew [70.53.201.226] on 2013/12/06 07:13:31
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
#23720 posted by Kinn [80.247.24.248] on 2013/12/06 18:32:58
 Thas Cool!
#23721 posted by ijed [200.73.66.2] on 2013/12/06 19:07:07
 Know What 2014 Needs?
#23722 posted by onetruepurple [91.240.47.30] on 2013/12/08 01:41:26
A QExpo.
 Agree
#23723 posted by ijed [190.22.79.109] on 2013/12/08 11:51:14
 Sprite Lamp
#23724 posted by Spiney [81.242.114.212] on 2013/12/08 13:48:21
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.
#23725 posted by necros [99.227.113.78] on 2013/12/08 18:08:26
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.
#23726 posted by JneeraZ [108.228.244.211] on 2013/12/08 19:37:20
There's also Knald (https://www.knaldtech.com/) which is sort of a CrazyBump replacement, but is actively being developed.
 2 Vs 4...
#23727 posted by Spiney [81.242.114.212] on 2013/12/09 14:35:54
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...
#23728 posted by Kinn [80.247.24.248] on 2013/12/09 18:19:35
#23729 posted by Spirit [80.171.20.202] on 2013/12/09 18:52:43
Nowadays one could just take some more photos and generate a 3D model instead.
 Yeah,
#23730 posted by megaman [95.113.225.5] on 2013/12/09 23:08:58
but you need much more sophisticated software for that
 Once Set Up, They Are Just Few Clicks
#23731 posted by Spirit [80.171.20.202] on 2013/12/09 23:17:33
 Shambler!
#23732 posted by DaZ [80.47.90.231] on 2013/12/10 00:40:26
Check trades in steam OMG! >:{ >:{ >:{ >:{ >:{ >:{
 Doom Is 20 Years Old Today!
#23733 posted by metlslime [50.156.87.109] on 2013/12/10 08:30:13
 Wow
#23734 posted by Rick [75.65.159.61] on 2013/12/10 14:38:03
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.
#23735 posted by Yhe1 [173.58.187.144] on 2013/12/11 04:49:23
 I Play Lot Of Fast Attack...
#23736 posted by quaketree [76.14.68.95] on 2013/12/11 05:18:59
submarine game. Can i be submariner captain. I be really good at it.
 Sounds Like A
#23737 posted by ijed [200.73.66.2] on 2013/12/11 13:35:47
Perfect cannon fodder candidate.
 Can Do Better Than That...
#23738 posted by ijed [200.73.66.2] on 2013/12/11 13:43:11
'Natural selection in action'
 #23735
#23739 posted by Spiney [91.176.175.199] on 2013/12/11 14:02:49
BWAHAHAHA
 Nyarlathotep Has Come
#23740 posted by spy [95.56.207.227] on 2013/12/11 18:53:55
Cudos to mr.T
 Daz?
#23741 posted by Shambler [86.29.45.176] on 2013/12/12 13:27:35
What, why?
I've been AFK for a few days.
 Haha
#23742 posted by DaZ [80.47.90.231] on 2013/12/12 22:17:17
nothing serious just wondered if you wanted to trade some metro cards (serious business you understand).
 Poor, Poor Mr. Quick
#23744 posted by Tronyn [24.79.126.117] on 2013/12/13 12:48:04
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!
#23750 posted by ijed [200.73.66.2] on 2013/12/16 12:29:55
 Huh?!
#23751 posted by SleepwalkR [130.149.243.224] on 2013/12/16 12:53:04
How did that happen?
 Photoshop
#23752 posted by ijed [200.73.66.2] on 2013/12/16 14:39:32
 ?!
#23753 posted by onetruepurple [91.240.47.30] on 2013/12/16 16:58:05
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
#23754 posted by onetruepurple [91.240.47.30] on 2013/12/16 17:08:18
 Ouch... :<
#23755 posted by Spiney [91.176.174.68] on 2013/12/16 18:36:54
 Did Tronyn Release Those Hellish Levels Yet?
#23756 posted by distrans [149.144.171.79] on 2013/12/17 06:43:59
?
 Yes He Did But...
#23757 posted by quaketree [76.14.68.95] on 2013/12/17 08:00:33
He named it "Demons_Viagra" and it got deleted as spam.
 Did Distrans Release His E3 Level Yet?
#23758 posted by onetruepurple [91.240.47.30] on 2013/12/17 10:53:43
?
 Otp...
#23760 posted by distrans [149.144.171.79] on 2013/12/18 01:02:16
'''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
#23762 posted by Drew [98.124.27.72] on 2013/12/18 21:35:49
YES PLEASE
 Re: Func's Latest Header Graphic
#23763 posted by quaketree [76.14.68.95] on 2013/12/21 18:40:35
WHAT'S IN THE BOX!?!
#23764 posted by Scampie [72.12.65.92] on 2013/12/21 19:34:01
Same thing that's been in it for the last 10+ years.
A crate
 A Companion Crate?
#23765 posted by ijed [200.73.66.2] on 2013/12/21 20:36:20
 No...
#23766 posted by JPL [82.234.167.238] on 2013/12/21 21:25:28
... a gift crate...
 Like
#23767 posted by madfox [84.26.177.181] on 2013/12/22 00:44:44
 Madfox Is The King Of Quakemas
#23768 posted by Scampie [72.12.65.92] on 2013/12/22 01:31:05
 Madfox!
#23769 posted by ijed [190.22.1.125] on 2013/12/22 02:17:34
 +1 For Madfox
#23770 posted by JPL [82.234.167.238] on 2013/12/22 09:49:38
doh !
 Quake Christmas Comp...
#23771 posted by FifthElephant [82.24.73.240] on 2013/12/23 07:42:36
 What's Going On In This Thread?
#23772 posted by Breezeep_ [98.109.77.30] on 2013/12/24 04:11:57
 Hi Quad
#23773 posted by Preach [77.98.165.95] on 2013/12/24 10:34:01
The person who just sent you a friend request on steam is me! Normally I'd e-mail but you know...
 HAPPY CHRISTMAS!!!
#23774 posted by generic [166.147.123.45] on 2013/12/24 19:00:46
*<:-)
 Merry Christmas To All!
#23775 posted by SleepwalkR [91.5.177.246] on 2013/12/24 19:08:00
 Merry Xmas Guys!
#23776 posted by RingofQuaddamage [70.172.197.14] on 2013/12/24 19:10:02
I'm typing this from my I touch. I'm at my cousin's
 Merry Xmas From Me Too!
#23777 posted by mfx [92.227.130.201] on 2013/12/24 19:35:02
 Happy Jesus Day! Now Where Are The Nails?!
#23778 posted by Spiney [91.179.130.124] on 2013/12/24 20:54:13
 Ad So It Is Christmas
#23779 posted by Hrimfaxi [89.150.173.209] on 2013/12/24 23:31:18
Merry Christmas to you all!
 FUNC_HAPPY_CHRISTMAS!
#23780 posted by Scampie [72.12.65.92] on 2013/12/25 03:55:47
 That's Awesome!
#23781 posted by FifthElephant [82.24.73.240] on 2013/12/25 10:47:36
We should have had a festive speedmap this year x
 Merry Christmas...
#23782 posted by JPL [82.234.167.238] on 2013/12/25 19:19:22
... to all of you guys !
 Just Got Back From My Cousin's...
#23783 posted by Breezeep_ [98.109.77.30] on 2013/12/26 03:33:46
...and I got my new graphics card! :) I will try it out tomorrow.
#23784 posted by stevenaaus [49.182.77.29] on 2013/12/26 21:54:19
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
#23785 posted by Scampie [72.12.65.92] on 2013/12/26 22:24:57
Raven only worked on the MP maps for it, the core game and such are Infinity Ward
#23786 posted by Ankh [91.233.72.6] on 2013/12/27 01:02:58
What is the username for quaketastic?
#23787 posted by onetruepurple [91.240.47.30] on 2013/12/27 01:10:01
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
#23788 posted by Ankh [82.145.221.69] on 2013/12/27 01:17:41
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
#23791 posted by Scampie [72.12.65.92] on 2013/12/27 11:54:16
The only satisfaction will come from you deleting your Youtube channel and leaving the Quake community for good.
Thanks for your cooperation
 Scampie.
#23792 posted by Shambler [82.26.120.22] on 2013/12/27 12:01:19
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.
#23793 posted by Shambler [82.26.120.22] on 2013/12/27 12:09:03
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
#23794 posted by sock [200.82.43.152] on 2013/12/27 21:11:24
 Don't Flag It As Spam
#23795 posted by metlslime [71.227.251.188] on 2013/12/28 02:43:33
Because that penalizes the IP address and account that posted it
 I Would Not Much Mind That
#23796 posted by onetruepurple [91.240.47.30] on 2013/12/28 11:02:47
 Don't Be A Bell
#23797 posted by ijed [186.79.200.31] on 2013/12/28 17:46:43
 So...
#23798 posted by Breezeep_ [98.109.77.30] on 2013/12/29 01:05:32
anyone mind inviting me to the func_msgboard steam group?
 What's Your Steam Name?
#23799 posted by ijed [186.79.200.31] on 2013/12/29 16:47:30
 @Ijed
#23800 posted by Breezeep_ [98.109.77.30] on 2013/12/29 17:26:35
Bяёєzёєp
or, if it's easier, my steam profile:
http://steamcommunity.com/id/Breezeep/
 Oh Crap...
#23801 posted by Breezeep_ [98.109.77.30] on 2013/12/29 17:27:25
I kinda messed up on the name above...
 Nvidia And Winquake
#23802 posted by Orl [68.34.165.196] on 2013/12/29 19:09:13
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
#23803 posted by Rick [75.65.159.61] on 2013/12/29 21:49:42
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
#23804 posted by onetruepurple [91.240.47.30] on 2013/12/29 22:12:32
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!
#23805 posted by roblot [209.87.249.190] on 2013/12/29 23:31:24
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.
#23806 posted by roblot [209.87.249.190] on 2013/12/29 23:39:35
That would of been better posted in the quakespasm thread. But also, it has bsp2 support.
 Orl
#23807 posted by necros [99.227.113.78] on 2013/12/29 23:46:50
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
#23808 posted by ijed [190.22.102.96] on 2013/12/30 01:46:56
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
#23809 posted by nitin [220.244.163.153] on 2013/12/30 02:53:29
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
#23810 posted by Orl [68.34.165.196] on 2013/12/30 04:56:27
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
#23811 posted by negke [31.18.178.155] on 2013/12/30 12:12:34
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.
#23812 posted by JneeraZ [108.228.244.211] on 2013/12/30 16:04:42
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
#23813 posted by bg [46.142.40.58] on 2013/12/30 20:47:00
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.
#23814 posted by bg [46.142.40.58] on 2013/12/30 20:49:34
actually my first map that required BSP2 only had like 50 monsters at the time.
 Agree With BG
#23815 posted by Breezeep_ [98.109.77.30] on 2013/12/30 21:15:32
I've played a large map pack before. It was called unforgiven. So Beautiful...
 Well
#23816 posted by ijed [200.73.66.2] on 2013/12/30 21:43:05
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
#23817 posted by onetruepurple [91.240.47.30] on 2013/12/30 22:14:01
I'm really tempted to set up a monetary bounty for a vertical aim algorithm that doesn't completely suck balls.
 I Just Use
#23818 posted by ijed [186.9.135.112] on 2013/12/30 22:21:09
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
#23819 posted by ijed [186.9.135.112] on 2013/12/30 22:21:10
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
#23820 posted by ijed [186.9.135.112] on 2013/12/30 22:24:28
Pile done Pom sea backside tree dee two tore we al.
Woes pour leaf quid itch?
#23821 posted by sock [200.82.43.152] on 2013/12/30 22:28:36
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
#23822 posted by onetruepurple [91.240.47.30] on 2013/12/30 22:42:29
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
#23823 posted by ijed [186.9.135.112] on 2013/12/30 22:54:22
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.
#23824 posted by negke [31.18.178.155] on 2013/12/31 00:05:25
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
#23825 posted by ijed [186.9.135.112] on 2013/12/31 03:00:28
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
#23826 posted by Rick [75.65.159.61] on 2013/12/31 21:53:28
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
#23827 posted by spy [178.88.17.46] on 2013/12/31 22:10:42
the regular ogres are pretty dangerous too, if you place 'em correctly
 Happy New Year
#23828 posted by spy [178.88.17.46] on 2013/12/31 22:11:10
 That's The Problem
#23829 posted by Rick [75.65.159.61] on 2013/12/31 22:51:37
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?
#23830 posted by Breezeep_ [98.109.77.30] on 2013/12/31 23:33:26
#23831 posted by stevenaaus [49.182.77.25] on 2013/12/31 23:34:29
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.
#23832 posted by stevenaaus [49.182.77.25] on 2013/12/31 23:39:07
Confirm wiki text is broken fo me
 Happy New Year Everybody!
#23833 posted by SleepwalkR [92.231.104.10] on 2014/01/01 00:22:14
 Happy New Year Everybody!!
#23834 posted by mfx [92.227.83.161] on 2014/01/01 01:39:25
 Happy New Year To You All
#23835 posted by roblot [209.87.249.158] on 2014/01/01 03:12:48
And to the soap opera called quake
 Happy New Year
#23836 posted by Spirit [80.187.109.50] on 2014/01/01 10:28:49
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.
#23837 posted by Spirit [80.187.109.50] on 2014/01/01 10:29:57
The timestamps of php files indicate no hacking, but I will properly compare them against my backups later.
 Happy New Year Everyone!
#23838 posted by Breezeep_ [98.109.77.30] on 2014/01/01 15:28:03
 Cheers!
#23839 posted by generic [184.5.49.5] on 2014/01/01 15:55:51
Here's to more excellent Quake in 2014!
HAPPY NEW YEAR!!!
 Happy New Year Quakers!
#23840 posted by Trinca [81.84.241.156] on 2014/01/02 00:03:57
#23841 posted by Killes [195.212.29.176] on 2014/01/03 07:25:17
Someone unban me from tf. Scampie is a twat.
 Errant Signal On Quake
#23842 posted by negke [31.18.178.155] on 2014/01/03 10:36:13
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.
#23843 posted by JneeraZ [108.228.244.211] on 2014/01/03 11:33:50
Great video, negke, thanks!
 Meh
#23844 posted by Mandel [80.217.89.46] on 2014/01/03 13:43:08
"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
#23845 posted by ijed [200.73.66.2] on 2014/01/03 14:08:45
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?
#23846 posted by Spiney [81.241.183.45] on 2014/01/03 20:08:12
As usual I disagree with everything someone thinks of Q1's design... %-)
 Happy New Year
#23847 posted by JPL [82.234.167.238] on 2014/01/04 14:02:19
... 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!
#23848 posted by ijed [186.9.135.183] on 2014/01/04 19:48:59
Every year better than the last.
#23849 posted by Trinca [81.84.241.156] on 2014/01/04 22:48:20
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?
#23850 posted by Spirit [80.171.143.173] on 2014/01/04 23:11:45
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.
#23851 posted by Trinca [81.84.241.156] on 2014/01/04 23:13:18
Thanks for the reply Spirit
I use Darkplaces for years but guess is time to change!
#23852 posted by Spirit [80.171.143.173] on 2014/01/04 23:14:08
The savegame trick works with Darkplaces for sure. I would expect it to support recording at any time too, give it a try!
#23853 posted by Trinca [81.84.241.156] on 2014/01/04 23:26:32
Yes, it works perfect
Thanks Spirit!
 Introduction To The FTE Engine
#23854 posted by gb [46.142.35.169] on 2014/01/05 03:55:46
 Nice...
#23855 posted by FifthElephant [90.210.241.146] on 2014/01/05 11:43:47
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
#23856 posted by sock [200.82.43.152] on 2014/01/05 13:52:33
#23857 posted by Spirit [80.171.27.216] on 2014/01/05 19:34:45
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.
#23858 posted by Johnny Law [50.96.26.191] on 2014/01/05 20:53:01
I think it would help to convince the FTE guy to wrap up and designate a more recent "stable" release.
 Spike
#23859 posted by ijed [186.9.132.43] on 2014/01/05 22:50:59
 Spirit
#23860 posted by Spiney [109.129.69.166] on 2014/01/06 04:26:25
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/
#23861 posted by Spirit [80.187.106.159] on 2014/01/06 16:28:03
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
#23862 posted by Spirit [80.187.106.159] on 2014/01/06 16:30:53
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.
#23863 posted by Shambler [86.9.237.140] on 2014/01/07 18:03:18
"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
#23864 posted by Kinn [80.247.24.248] on 2014/01/07 18:34:37
is WarpSpam is the Dark Souls of Quake?
 Kinn.
#23865 posted by Shambler [86.31.0.171] on 2014/01/07 18:42:13
From what I have heard, yes I guess?
 Hah
#23866 posted by ijed [200.73.66.2] on 2014/01/07 19:23:56
So I probably should play that then...
 Shambler
#23867 posted by ijed [200.73.66.2] on 2014/01/07 19:25:15
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
#23868 posted by ijed [200.73.66.2] on 2014/01/07 19:27:11
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.
#23869 posted by Spiney [109.129.69.166] on 2014/01/07 19:34:29
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
#23870 posted by onetruepurple [91.240.47.30] on 2014/01/07 22:50:51
 Pro Motion
#23871 posted by Kinn [109.145.163.168] on 2014/01/08 01:48:52
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.
#23872 posted by Shambler [86.31.0.171] on 2014/01/08 10:09:39
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
#23873 posted by ijed [200.73.66.2] on 2014/01/08 13:21:24
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.
 ....
#23874 posted by Shambler [82.26.92.14] on 2014/01/08 13:49:29
"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
#23875 posted by ijed [200.73.66.2] on 2014/01/08 14:09:15
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
#23876 posted by ijed [200.73.66.2] on 2014/01/08 16:38:13
 Aw
#23877 posted by ijed [200.73.66.2] on 2014/01/08 16:38:30
The Soap Is A Lie Trap
 Ello Gays!
#23878 posted by Shambler [86.23.108.122] on 2014/01/08 16:57:26
 I Love It
#23879 posted by RickyT33 [2.125.174.170] on 2014/01/08 19:38:18
When the drains in my utility room backfire and sewage ends up all over the floor :(
 Lol!
#23880 posted by Spiney [109.129.69.166] on 2014/01/08 20:25:01
 23864
#23881 posted by Drew [70.53.201.226] on 2014/01/08 20:48:01
My thoughts exactly.
 Question
#23882 posted by Tronyn [24.79.126.117] on 2014/01/11 19:48:36
anyone want to help me out with some texture editing?
 Sure
#23883 posted by onetruepurple [91.240.47.30] on 2014/01/11 19:54:17
 Impressive!
#23884 posted by Trinca [81.84.241.156] on 2014/01/11 20:37:42
 Tronyn
#23885 posted by Spiney [91.177.74.28] on 2014/01/11 20:57:58
Depends...
 OTP
#23886 posted by Tronyn [24.79.126.117] on 2014/01/12 09:05:39
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
#23887 posted by mfx [92.230.93.113] on 2014/01/12 09:16:06
#23888 posted by Spiney [91.177.74.28] on 2014/01/12 13:47:34
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
#23889 posted by onetruepurple [91.240.47.30] on 2014/01/12 14:17:26
pbbofubc@gmail.com, and that is ROT13
#23890 posted by Scampie [72.12.65.92] on 2014/01/12 14:21:38
brb, signing otp up for spam
 Dude Quaketestic Is Broken
#23891 posted by RickyT33 [2.125.174.170] on 2014/01/12 23:48:25
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
#23892 posted by Tronyn [24.79.126.117] on 2014/01/13 00:12:20
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 !
#23894 posted by JPL [82.227.229.44] on 2014/01/13 13:18:01
#23895 posted by Spiney [91.177.74.28] on 2014/01/13 15:27:53
I feel so insignificant ._.
#23896 posted by digs [95.105.65.86] on 2014/01/15 17:54:19
What is the name a jump using an inclined plane?
 I Believe The Correct Vernacular
#23897 posted by Kinn [80.247.24.248] on 2014/01/15 18:08:14
is "wicked air"
#23898 posted by Spirit [80.187.108.223] on 2014/01/15 18:09:30
slope jump
booyakasha, Kinn!
#23899 posted by digs [95.105.65.86] on 2014/01/15 18:37:51
Thanks! :)
#23900 posted by Scampie [72.12.65.92] on 2014/01/15 19:46:03
Kinn's answer is "hip" and "cool", the rest of you are all "squares"!
#23901 posted by negke [31.18.187.170] on 2014/01/15 23:14:53
Anyone interested in Steam keys for Papo & Yo or To The Moon?
 Sure
#23902 posted by quaketree [76.14.68.95] on 2014/01/15 23:22:51
If nobody else wants them...
#23903 posted by quaketree [76.14.68.95] on 2014/01/15 23:24:19
Almost forgot, I'm at zombie(dot)abe(dot)vigoda at google mail
 Chasm The Rift
#23904 posted by Yhe1 [173.58.187.144] on 2014/01/16 06:20:15
How does Quake Fans feel about Chasm the Rift? I remember the weapons and models were great.
 It's Great
#23905 posted by FifthElephant [82.24.73.240] on 2014/01/16 12:18:39
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?
#23906 posted by Scampie [72.12.65.92] on 2014/01/16 15:14:24
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
#23907 posted by FifthElephant [82.24.73.240] on 2014/01/16 15:40:08
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
#23908 posted by FifthElephant [82.24.73.240] on 2014/01/16 15:49:10
 Yeah
#23909 posted by Kinn [109.145.163.168] on 2014/01/16 21:20:18
'96-'98 were absolutely bonkers
Quake, Quake 2, Unreal, Half-Life.
Releasing something like Chasm in that period was suicide.
 That...
#23910 posted by Shambler [86.23.79.248] on 2014/01/16 21:59:01
....looks like the sort of crap Killes has a dry wank about every night.
 Don't Kinkshame
#23911 posted by czg [213.114.218.33] on 2014/01/16 22:07:27
 Shame...
#23912 posted by FifthElephant [82.24.73.240] on 2014/01/17 00:00:23
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.
#23913 posted by Spirit [80.171.27.240] on 2014/01/17 18:49:51
 Nice
#23914 posted by ijed [200.73.66.2] on 2014/01/17 19:44:26
Thanks for that Spirit
 This Should Really Be On #tf
#23915 posted by ijed [200.73.66.2] on 2014/01/17 19:44:44
#23917 posted by gb [46.142.0.160] on 2014/01/18 01:41:02
Inside3d got two new subforums.
One for client-side QuakeC (CSQC) and another for standalone idtech games.
http://forums.inside3d.com/index.php
 Meh
#23918 posted by RickyT33 [176.253.115.9] on 2014/01/18 02:02:50
I'm 30 :/
Three years till the name change...
#23919 posted by JneeraZ [108.228.244.211] on 2014/01/18 11:24:34
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.
#23920 posted by rj [86.14.63.89] on 2014/01/18 19:52:14
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
#23921 posted by JPL [82.234.167.238] on 2014/01/18 20:35:34
We are only old in your mind... 30 is just a number... let's enjoy life !!
 Happy Birthday Ricky
#23922 posted by Drew [76.75.125.157] on 2014/01/18 23:31:08
30 is not just a number and the best part of your life is almost undoubtedly over!
 30
#23923 posted by Mike Woodham [86.130.164.190] on 2014/01/19 00:28:16
You boys narf make I larf
 Formal Attachment To Numbers
#23924 posted by Tronyn [24.79.126.117] on 2014/01/19 02:24:09
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
#23925 posted by ijed [186.9.131.178] on 2014/01/19 04:44:41
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
#23926 posted by ijed [190.22.74.97] on 2014/01/19 05:02:19
 Heh
#23927 posted by RickyT33 [176.253.115.9] on 2014/01/19 05:04:29
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?
#23928 posted by ijed [190.22.74.97] on 2014/01/19 05:08:20
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
#23929 posted by Tronyn [24.79.126.117] on 2014/01/19 05:10:28
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
#23930 posted by ijed [190.22.74.97] on 2014/01/19 05:12:00
Yates as well.
 'Yeats'
#23931 posted by ijed [190.22.74.97] on 2014/01/19 05:13:29
 Link
#23932 posted by ijed [190.22.74.97] on 2014/01/19 05:15:06
 Wheee
#23933 posted by ijed [190.22.74.97] on 2014/01/19 13:46:44
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
#23934 posted by FifthElephant [82.24.73.240] on 2014/01/19 18:13:38
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.
#23935 posted by Spirit [80.187.109.139] on 2014/01/19 22:30:01
If it was used more I would probably be a better admin, sorry.
 Quaketree
#23936 posted by negke [31.18.187.170] on 2014/01/20 19:47:26
Did you get my email?
 I Did, Thanks
#23937 posted by Scampie [72.12.65.92] on 2014/01/20 21:21:06
 Negke
#23938 posted by quaketree [76.14.68.95] on 2014/01/20 21:28:44
Yes. Just looked and responded.
 Spirit
#23939 posted by FifthElephant [82.24.73.240] on 2014/01/21 22:12:42
Speed and being a good admin are different things IMO.
 It Is Fast Again, Right?
#23940 posted by Spirit [80.187.97.73] on 2014/01/21 22:27:46
I can fix the slowness by emptying some silly table which takes just a few minutes.
 Yeah Actually That Is Faster.
#23941 posted by FifthElephant [82.24.73.240] on 2014/01/21 23:06:19
I have been using it as a resource.
 I Just Bought...
#23942 posted by FifthElephant [82.24.73.240] on 2014/01/23 20:41:58
a Das Keyboard. It's the greatest keyboard ever.
#23943 posted by Scampie [72.12.65.92] on 2014/01/23 21:01:25
You should've got a Dranz keyboard, much better at mapping
#23944 posted by FifthElephant [82.24.73.240] on 2014/01/23 21:14:00
wat
 ?
#23945 posted by Rick [75.65.159.61] on 2014/01/23 21:29:49
Even Google has no idea what a Dranz keyboard is.
 Oh Come On You Guys
#23946 posted by Kinn [86.145.179.85] on 2014/01/23 21:32:39
#23947 posted by Trinca [95.94.41.203] on 2014/01/23 21:59:57
Played so many times in dranzdm6 to dranzdm8 :p
Even made waypoints to play in those maps :p'
 Omg #23946
#23948 posted by DaZ [89.168.60.49] on 2014/01/24 00:03:43
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...
#23949 posted by distrans [149.144.183.103] on 2014/01/24 04:28:08
...re-ignite that old Daz==Dranz argument :)
 Old?
#23950 posted by Scampie [72.12.65.92] on 2014/01/24 07:02:26
that accusation is brought up daily in #tf
also, necros = negke and skacky = RingofQuadDamage and sock = Bal and they are all secretly Madfox
 Lol
#23951 posted by Tronyn [24.79.126.117] on 2014/01/24 08:14:06
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.
#23952 posted by metlslime [69.181.116.145] on 2014/01/24 08:33:27
plus Tronyn = Tyrann, right?
 ...and The Are All Secretly Madfox
#23953 posted by distrans [175.35.17.66] on 2014/01/24 09:41:19
G'faw!!! I must get back on to #tf
Made my night Scampie, thanks.
 Arnold Is All Of Us
#23954 posted by SleepwalkR [130.149.243.224] on 2014/01/24 10:18:24
 I'm Scampie
#23955 posted by czg [212.16.188.76] on 2014/01/24 11:44:56
I smell of seafood
 Wasn't There
#23956 posted by Kinn [80.247.24.248] on 2014/01/24 11:55:23
some Kell/Kinn confusion back in the day?
#23957 posted by onetruepurple [91.240.47.30] on 2014/01/24 13:06:08
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
#23958 posted by ijed [200.73.66.2] on 2014/01/24 15:07:09
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...
#23959 posted by Breezeep_ [100.1.255.141] on 2014/01/24 21:23:27
I thought you left...
 None Of You Are Me
#23960 posted by Lunaran [68.201.91.242] on 2014/01/25 02:51:30
 Nope
#23961 posted by ijed [186.79.193.53] on 2014/01/25 03:01:38
 Lun
#23962 posted by Scampie [72.12.65.92] on 2014/01/25 03:49:15
YOU AM I
#23963 posted by Breezeep_ [100.1.255.141] on 2014/01/25 14:30:13
I wonder why Doom's community is bigger than quake's...
 Quake 1 Is The
#23964 posted by FifthElephant [31.94.136.198] on 2014/01/25 14:38:12
Redhead stepchild of ids games.
#23965 posted by Trinca [95.94.41.203] on 2014/01/25 15:02:15
RingofQuaddamage is it?
Don't think so... Quake Dm stills very active
#23966 posted by Spirit [80.187.96.7] on 2014/01/25 15:23:32
One unified community at doomworld
 3D Printing Art
#23967 posted by sock [200.45.126.26] on 2014/01/25 15:59:55
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
#23968 posted by Kinn [81.156.206.160] on 2014/01/25 16:06:51
the possibility that one day 3d printing will put the irredeemably evil and greedy Games Workshop out of business.
#23969 posted by Spirit [80.187.96.7] on 2014/01/25 16:14:52
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
#23970 posted by ijed [190.22.27.77] on 2014/01/25 19:20:00
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
#23971 posted by madfox [84.26.177.181] on 2014/01/26 03:11:04
"Your female parental unit!"
 I Went Home From School Sick...
#23973 posted by Breezeep_ [100.1.255.141] on 2014/01/30 02:11:41
...with a god damn cold. it's so annoying!
#23974 posted by Scampie [72.12.65.92] on 2014/01/31 01:20:19
http://color.method.ac/
onetruepurple posted this in #tf
I got 9.3, Spirit 8.4, raptore 7.2
#23975 posted by quakis [86.22.126.142] on 2014/01/31 01:58:00
8.9
 8.7
#23976 posted by RickyT33 [90.215.37.120] on 2014/01/31 03:27:33
#23977 posted by RickyT33 [90.215.37.120] on 2014/01/31 03:28:11
I think I could do better if i tried harder lol
 Too Irresponsive
#23978 posted by ijed [190.22.122.190] on 2014/01/31 03:50:09
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
#23979 posted by mfx [92.229.66.48] on 2014/01/31 12:52:42
Tried hard, maybe take off my shutter glasses.
 Visually Striking Pictures Of Ukraine...
#23980 posted by FifthElephant [82.24.73.240] on 2014/02/01 01:06:45
 Holy Shit 5th
#23982 posted by ijed [186.9.134.38] on 2014/02/01 02:46:43
 5th
#23983 posted by Spiney [91.176.186.60] on 2014/02/01 04:41:23
Amazing pics. Thanks for sharing!
 Yup Thanks
#23984 posted by SleepwalkR [92.231.104.70] on 2014/02/01 07:46:55
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
#23985 posted by Tronyn [24.79.126.117] on 2014/02/02 09:33:37
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...
#23986 posted by JPL [82.234.167.238] on 2014/02/02 10:19:24
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
#23987 posted by ijed [190.22.54.48] on 2014/02/02 13:37:25
By the shots of guys with historical reenactment weapons and the like.
#23989 posted by Spirit [85.177.117.103] on 2014/02/03 19:11:39
#23990 posted by onetruepurple [91.240.47.30] on 2014/02/03 19:42:12
Of course he would say that, since between Duke3D and Duke4E he hasn't made any other games to receive profits from.
#23991 posted by onetruepurple [91.240.47.30] on 2014/02/03 19:50:15
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
#23992 posted by skacky [90.0.72.217] on 2014/02/03 19:57:45
#23993 posted by quaketree [76.14.68.95] on 2014/02/03 22:13:29
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
#23994 posted by ijed [200.73.66.2] on 2014/02/03 22:52:48
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
#23995 posted by ijed [200.73.66.2] on 2014/02/03 22:53:32
To those of you who enjoyed the Hobbit of course...
#23996 posted by necros [99.227.110.3] on 2014/02/03 23:49:57
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...
#23997 posted by FifthElephant [82.24.73.240] on 2014/02/04 01:25:05
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
#23998 posted by stevenaaus [49.182.77.52] on 2014/02/04 01:48:21
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
#23999 posted by FifthElephant [82.24.73.240] on 2014/02/04 01:59:48
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.
#24000 posted by stevenaaus [49.182.77.28] on 2014/02/04 03:49:43
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
#24001 posted by Tronyn [24.79.126.117] on 2014/02/04 05:26:27
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%.
#24002 posted by necros [99.227.110.3] on 2014/02/04 16:32:18
a lot of great films were made on low budges... primer, cube, and moon come to mind. i'm sure there are more.
#24003 posted by FifthElephant [82.24.73.240] on 2014/02/04 17:47:35
Pulp Fiction's budget was minuscule.
 New Thief Trailer
#24004 posted by sock [190.30.18.32] on 2014/02/04 18:24:37
#24005 posted by FifthElephant [213.205.233.228] on 2014/02/04 19:27:14
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...
#24006 posted by Shambler [86.29.62.42] on 2014/02/04 19:55:12
...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.
#24007 posted by sock [190.30.18.32] on 2014/02/04 20:03:46
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
#24008 posted by ijed [200.73.66.2] on 2014/02/04 20:50:07
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
#24009 posted by skacky [90.0.72.217] on 2014/02/04 21:17:48
Everything else is a disgrace.
#24010 posted by JneeraZ [199.255.40.36] on 2014/02/04 21:31:20
Are you basing that on the video or have you played it?
#24011 posted by sock [190.30.18.32] on 2014/02/04 21:36:18
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
#24012 posted by skacky [90.0.72.217] on 2014/02/04 22:07:26
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.
#24013 posted by skacky [90.0.72.217] on 2014/02/04 22:43:16
Here's a cool video on Dungeon Keeper, regardless of your liking or hatred for TotalBiscuit: http://www.youtube.com/watch?v=6DJmS7prcmE
 Skacky
#24014 posted by Shambler [86.29.62.42] on 2014/02/04 23:30:00
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
#24015 posted by skacky [90.0.72.217] on 2014/02/04 23:46:40
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
#24016 posted by FifthElephant [82.24.73.240] on 2014/02/05 00:42:13
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,,,
#24017 posted by Shambler [86.29.62.42] on 2014/02/05 12:14:31
"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
#24018 posted by SleepwalkR [130.149.243.224] on 2014/02/05 12:40:29
Which was not a good game in its own right. I found it dull and boring gameplay wise.
 I Enjoyed Doom 3
#24019 posted by FifthElephant [82.24.73.240] on 2014/02/05 13:05:11
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...
#24020 posted by Shambler [86.29.62.42] on 2014/02/05 13:26:38
Is Q3A.
 I Disagree With That So Much.
#24021 posted by FifthElephant [82.24.73.240] on 2014/02/05 13:32:44
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...
#24022 posted by Shambler [86.29.62.42] on 2014/02/05 13:50:18
...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...
#24023 posted by Shambler [86.29.62.42] on 2014/02/05 13:52:40
...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.
#24024 posted by FifthElephant [82.24.73.240] on 2014/02/05 14:24:46
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
#24025 posted by SleepwalkR [130.149.243.224] on 2014/02/05 14:34:19
I'm not sure what it has to offer in terms of better multiplayer game play than Quake 1.
#24026 posted by Spirit [80.187.101.184] on 2014/02/05 14:59:45
lol bler, you must have mixed up UT and Q3A in your memories.
 Oh Yeah!
#24027 posted by sock [190.30.18.32] on 2014/02/05 15:06:43
 Not Quite 16 Bit...
#24028 posted by FifthElephant [82.24.73.240] on 2014/02/05 15:10:24
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
#24029 posted by ijed [200.73.66.2] on 2014/02/05 15:37:35
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.
#24031 posted by Shambler [86.9.235.7] on 2014/02/05 16:18:49
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?
#24032 posted by JneeraZ [199.255.40.36] on 2014/02/05 18:33:32
"appallingly broken damage feedback"
*beep**beep**beep**beep**beep**beep**beep**beep*
 Never Heard Of DK Mobile
#24033 posted by Kinn [80.247.24.248] on 2014/02/05 19:02:49
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
#24034 posted by Kinn [80.247.24.248] on 2014/02/05 19:12:50
Kinn, can we presume that you are celebrating the death of a bad thing?
Wait, what was that in reference to?
 Free Free Free
#24035 posted by sock [190.30.18.32] on 2014/02/05 19:24:38
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
#24036 posted by Spirit [78.50.177.203] on 2014/02/05 19:32:37
 Yay Long Links On Func!
#24037 posted by Spirit [78.50.177.203] on 2014/02/05 19:32:51
 Spirit
#24038 posted by Kinn [80.247.24.248] on 2014/02/05 19:54:59
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
#24039 posted by onetruepurple [91.240.47.30] on 2014/02/05 19:57:07
Removing that shite "high res" texture on the columns would be an improvement.
#24040 posted by Spirit [80.187.102.187] on 2014/02/05 20:10:26
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...
#24041 posted by FifthElephant [82.24.73.240] on 2014/02/05 20:12:20
clearly there are good ones... but 95% of them are really genuinely garbage.
#24042 posted by sock [190.30.18.32] on 2014/02/05 20:18:10
@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?
#24043 posted by necros [99.227.110.3] on 2014/02/05 20:36:55
never noticed how much dwarf fortress is similar to dungeon keeper (never played dungeon keeper)
 Specifically...
#24044 posted by FifthElephant [82.24.73.240] on 2014/02/05 21:04:05
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?
#24045 posted by Breezeep_ [100.1.255.141] on 2014/02/06 01:35:25
hats. loads of hats.
 Wow
#24046 posted by Kinn [109.145.165.230] on 2014/02/08 21:54:46
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
#24047 posted by Breezeep_ [100.1.255.141] on 2014/02/08 21:56:30
EA is doing what it does best: making shitty games to make money.
 Oh
#24048 posted by Kinn [109.145.165.230] on 2014/02/08 21:58:32
#24049 posted by Scampie [72.12.65.92] on 2014/02/08 23:06:21
They can get away with that because Android basically has no protections against that. Apple will actually kick you off their store for that.
#24050 posted by necros [99.227.110.3] on 2014/02/08 23:57:42
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.
#24051 posted by Spiney [91.177.77.92] on 2014/02/09 00:57:38
How are Hawken and TF not typical F2P games?
Those are the first two that come to my mind when F2P gets mentioned.
 Yeah
#24052 posted by ijed [190.22.48.75] on 2014/02/09 01:53:20
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.
#24053 posted by necros [99.227.110.3] on 2014/02/09 02:17:57
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
#24054 posted by Kinn [109.145.165.230] on 2014/02/09 02:42:26
I remember being disappointed by DK2.
#24055 posted by necros [99.227.110.3] on 2014/02/09 02:45:29
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
#24056 posted by spike [86.135.169.127] on 2014/02/09 04:59:26
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
#24057 posted by ijed [190.22.48.75] on 2014/02/09 05:04:17
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!
#24058 posted by necros [99.227.110.3] on 2014/02/09 05:42:38
DK2 was crash-happy uh oh... haven't seen one yet. this means I will see 4 next time I play. -_-
#24059 posted by skacky [90.0.72.217] on 2014/02/09 06:13:26
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
#24060 posted by skacky [90.0.72.217] on 2014/02/09 06:15:53
You can quicksave in DK2 with Ctrl+S and quickload with Ctrl+L.
 Thanks Skacky
#24061 posted by ijed [186.9.132.130] on 2014/02/09 06:21:45
 Game Of Adverts
#24062 posted by sock [190.139.229.230] on 2014/02/09 19:32:59
Mobile Games are often about Advert Management and Money
 Heh
#24063 posted by Kinn [109.145.165.230] on 2014/02/09 20:47:43
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
#24064 posted by sock [190.139.229.230] on 2014/02/09 21:42:43
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.
#24065 posted by necros [99.227.110.3] on 2014/02/09 21:57:18
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.
#24066 posted by Kinn [109.145.165.230] on 2014/02/09 22:44:07
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
#24067 posted by Kinn [109.145.165.230] on 2014/02/09 22:55:24
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
#24068 posted by FifthElephant [82.24.73.240] on 2014/02/09 23:41:44
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
#24069 posted by sock [190.139.229.230] on 2014/02/09 23:51:46
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.
#24070 posted by sock [190.139.229.230] on 2014/02/10 03:50:53
Clone Wars anything that gets popular, clone it! :P
 Relevant
#24071 posted by onetruepurple [91.240.47.30] on 2014/02/10 20:42:14
#24072 posted by necros [99.227.110.3] on 2014/02/11 00:00:40
that's also how the game propagates itself.
#24073 posted by Spirit [92.196.30.48] on 2014/02/13 12:06:33
 TL, DR:
#24074 posted by Shambler [82.26.200.19] on 2014/02/13 12:13:56
I like TotalBiscuit's WTF is... series. I've found them pretty useful as honest first looks at games.
 What A Pussy
#24075 posted by onetruepurple [91.240.47.30] on 2014/02/13 12:15:10
Fucking Generation Y.
 I Like TotalBiscuit
#24076 posted by FifthElephant [82.24.73.240] on 2014/02/13 13:20:52
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
#24077 posted by sock [190.139.229.230] on 2014/02/13 14:35:05
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
#24078 posted by Kinn [86.153.125.30] on 2014/02/13 15:06:41
 Sock.
#24079 posted by Shambler [82.26.197.93] on 2014/02/13 18:07:19
U R TEH FAMOUS TOOOOO :)
#24080 posted by necros [99.227.110.3] on 2014/02/14 00:21:17
where's a good spot to get pc hardware troubleshooting questions answered?
 Ask
#24081 posted by mechtech [65.190.158.200] on 2014/02/14 00:50:23
 I Think There Is A Hardware Thread
#24082 posted by metlslime [159.153.4.50] on 2014/02/14 02:12:03
#24083 posted by necros [99.227.110.3] on 2014/02/14 04:03:36
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.
#24084 posted by ericw [172.219.249.35] on 2014/02/14 04:23:29
http://hardforum.com is pretty good, iirc
 Awww
#24085 posted by Bal [109.7.65.250] on 2014/02/14 09:46:40
Weighted companion cube, metl <3
 Happy Valentine's Day!
#24087 posted by Breezeep_ [100.1.255.141] on 2014/02/14 14:16:22
Glad to see a companion cube in a long time.
 Never Ever, Ever, Ever, Ever, Ever
#24088 posted by Kinn [86.153.125.30] on 2014/02/14 18:43:38
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,
#24089 posted by Shambler [86.31.244.201] on 2014/02/14 18:47:29
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?
#24090 posted by Kinn [86.153.125.30] on 2014/02/14 20:09:03
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
#24091 posted by ijed [200.73.66.2] on 2014/02/14 22:10:30
Dell used to be good. Their customer service, product quality and everything was great back in the day.
Good luck with the new one.
#24092 posted by Spirit [85.177.188.251] on 2014/02/15 10:28:07
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
#24093 posted by FifthElephant [82.24.73.240] on 2014/02/15 13:16:27
is horrific dog turd.
RMQ is decent engine with features I wished were in other engines.
#24094 posted by JneeraZ [199.255.40.36] on 2014/02/15 15:47:09
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.
#24095 posted by Scampie [72.12.65.92] on 2014/02/15 16:01:05
<a "href=http://www.logicalincrements.com/">This site</a> can be helpful if you want to build on your own.
#24096 posted by Scampie [72.12.65.92] on 2014/02/15 16:01:59
goddamnit, the one time I don't preview before posting....
http://www.logicalincrements.com/
 Scampie.
#24097 posted by Shambler [86.31.244.201] on 2014/02/15 19:00:59
Welcome to func.
#24098 posted by stevenaaus [49.182.77.41] on 2014/02/16 01:57:09
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
#24099 posted by negke [31.18.180.46] on 2014/02/16 22:45:43
Just realized sock is like a modern Jesus figure! And we are only just beginning to realize the impact of his ministry...
 WTF
#24100 posted by sock [181.1.245.30] on 2014/02/17 00:03:11
@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...
#24101 posted by FifthElephant [82.24.73.240] on 2014/02/17 00:23:41
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
#24102 posted by onetruepurple [91.240.47.30] on 2014/02/17 13:27:24
Make a start map with four exits and a rune.
Or even better, make Sock make a start map! Roulf!
 <sock Saves>
#24103 posted by negke [31.18.180.46] on 2014/02/17 18:34:46
Hallelujah!
 Sock
#24104 posted by Scampie [72.12.65.92] on 2014/02/17 20:07:50
plz stop twittering and return to #tf
 Ok Serious Time Now
#24106 posted by DaZ [89.168.60.49] on 2014/02/20 17:55:51
Madfox must create a twitter account and tweet regularly for the enrichment of the entire human race.
 +10
#24107 posted by sock [181.1.245.30] on 2014/02/20 17:58:22
Oh to read the delicious tweaks of madfox ...
 MADFOX 4 LIFE
#24108 posted by Scampie [72.12.65.92] on 2014/02/20 18:20:03
also, I made a twitter account finally
@ShrimpScampie
#24109 posted by onetruepurple [91.240.47.30] on 2014/02/20 19:01:19
<@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
#24110 posted by onetruepurple [91.240.47.30] on 2014/02/20 19:08:26
<onetruepurple> get a twitter Stuffbler
<Stuffbler> fuck off
#24111 posted by Spirit [80.187.103.68] on 2014/02/20 19:11:06
@Horse_ebooks
 New Wallpaper
#24112 posted by RickyT33 [90.214.4.209] on 2014/02/20 23:36:42
 Eye Shading For Everyone!
#24113 posted by mfx [78.49.254.121] on 2014/02/24 12:59:08
 Nice
#24114 posted by Spiney [81.241.131.89] on 2014/02/24 17:09:57
 Serious ?
#24115 posted by madfox [84.26.177.181] on 2014/02/24 23:48:27
 EXTERMINATE EXTERMINATE
#24116 posted by ijed [190.22.113.77] on 2014/02/25 11:45:32
#24117 posted by stevenaaus [49.182.77.43] on 2014/02/26 10:33:49
Interesting colours
 Quake Expo 2014
#24118 posted by Chip [93.107.235.184] on 2014/02/27 10:33:18
 New XBOX
#24119 posted by Spiney [81.242.105.38] on 2014/03/01 13:12:03
"Oh no! A device by a large multinational corporation with a microphone and a camera that's permanently plugged into the internet."
#24120 posted by Spirit [92.196.100.140] on 2014/03/01 13:31:00
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
#24121 posted by JneeraZ [199.255.40.36] on 2014/03/01 16:30:10
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...
#24122 posted by Spiney [81.242.105.38] on 2014/03/01 19:45:22
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.
#24123 posted by JneeraZ [199.255.40.36] on 2014/03/01 19:53:51
Your point is obviously too advanced for us. Can you dumb it down so we can join in the fun?
 Spiney
#24124 posted by onetruepurple [91.240.47.30] on 2014/03/01 20:11:11
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
#24125 posted by Spiney [81.242.105.38] on 2014/03/01 20:56:58
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
#24126 posted by Lunaran [68.201.92.59] on 2014/03/01 20:58:16
Vote now!
http://www.quakewiki.net/quake-expo-2014/
When would QExpo be? It's June, right? The anniversary of the release?
#24127 posted by onetruepurple [91.240.47.30] on 2014/03/01 21:03:43
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,
#24128 posted by onetruepurple [91.240.47.30] on 2014/03/01 21:04:21
If most people want June then it will be June.
#24129 posted by Spirit [92.196.100.140] on 2014/03/01 21:27:08
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.
#24130 posted by onetruepurple [91.240.47.30] on 2014/03/01 21:34:29
I made sure of that before clicking Submit.
#24131 posted by JneeraZ [108.228.244.211] on 2014/03/02 12:10:19
"I don't care for nonconstructive dramatic internet bullshit."
Then stop posting it.
#24132 posted by JneeraZ [108.228.244.211] on 2014/03/02 12:10:48
"I hate drinking."
*throws back a shot*
#24133 posted by ijed [190.22.62.126] on 2014/03/02 12:23:20
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
#24134 posted by FifthElephant [82.24.73.240] on 2014/03/02 12:41:20
though I doubt I'd have much to show for it. I'm mapping at an incredibly slow rate...
 I Measure People...
#24135 posted by Shambler [86.31.190.13] on 2014/03/02 13:02:05
...by the quality of their nonconstructive dramatic internet bullshit.
 Frankly, Shambler
#24136 posted by ijed [190.22.62.126] on 2014/03/02 13:33:42
I don't give a damn <exits>
 Is This Really Necessary?
#24137 posted by sock [186.124.42.251] on 2014/03/02 14:22:53
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.
#24138 posted by JneeraZ [199.255.40.36] on 2014/03/02 19:33:29
No, YOU'RE wrong!
#24139 posted by RickyT33 [94.3.101.54] on 2014/03/02 19:53:22
Fucking BACON!!!!
 Fucking, Bacon
#24140 posted by Drew [63.250.108.165] on 2014/03/02 21:33:02
 Well
#24141 posted by Tronyn [24.79.126.117] on 2014/03/02 22:10:17
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
#24142 posted by madfox [84.26.177.181] on 2014/03/03 00:16:21
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
#24143 posted by stevenaaus [49.182.77.40] on 2014/03/04 12:43:16
Just make sure it's better than the Alien mod.
 DelToros SketchBook
#24144 posted by mfx [92.229.68.127] on 2014/03/04 17:37:17
#24145 posted by Kinn [86.151.102.127] on 2014/03/04 18:09:57
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
#24146 posted by Scampie [72.12.65.92] on 2014/03/04 19:42:31
 In His Sty At R'lyeh, Dead Pigthulhu Wallows Dreaming
#24147 posted by Scampie [72.12.65.92] on 2014/03/04 19:45:41
 Oink Oink Pigthulhu Fhtagn
#24148 posted by Scampie [72.12.65.92] on 2014/03/04 19:46:49
#24149 posted by JneeraZ [199.255.40.36] on 2014/03/04 20:25:31
Fhbacn
 Sndwhich Fhbacn!
#24150 posted by ijed [186.79.243.249] on 2014/03/05 04:02:16
Breakfast classic of the outer spheres.
 I Second Tronyn's Giant Project.
#24151 posted by biff_debris. [68.119.114.1] on 2014/03/05 04:16:57
Ah'bthnk Pigthulu y'hah, btw.
 Not Dead
#24152 posted by Lunaran [68.201.92.59] on 2014/03/05 07:55:51
but curing
#24153 posted by Scampie [72.12.65.92] on 2014/03/05 09:05:25
That is not fat which can eternal cure, yet with stranger eons, even bacon may fry
 Pigthulhu
#24154 posted by ijed [200.73.66.2] on 2014/03/05 13:42:51
Madfox, you're up!
 Pig2u
#24155 posted by madfox [84.26.177.181] on 2014/03/06 00:01:04
light of the sun takes 100.000 years to reach surface,
yet it's gone three times faster within a second.
pavlov
 Herp Derp
#24156 posted by DaZ [89.168.60.49] on 2014/03/06 01:15:14
can anyone shed any light on how you open the GL water secret and trapdoor above the exit room secret in IKSPQ2 thx!
#24157 posted by Scampie [72.12.65.92] on 2014/03/06 01:36:02
shoot the button
 Yeah,
#24158 posted by Shambler [86.25.22.214] on 2014/03/06 11:08:39
The secret button, that is.
 A
#24159 posted by madfox [84.26.177.181] on 2014/03/06 18:39:52
poor swine
 GDC 2014
#24161 posted by than [126.204.168.70] on 2014/03/11 02:15:15
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.
#24162 posted by JPL [82.227.229.44] on 2014/03/11 09:40:32
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...
#24163 posted by JPL [82.227.229.44] on 2014/03/12 08:31:36
 Halp!
#24164 posted by Spirit [92.196.46.150] on 2014/03/16 17:49:20
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
#24165 posted by Spirit [92.196.69.194] on 2014/03/18 22:07:04
make me happy
 UE4 For 19$/m + 5%
#24167 posted by megaman [95.114.0.123] on 2014/03/22 14:14:17
 Weapons
#24168 posted by megaman [95.114.0.123] on 2014/03/22 15:36:50
 Heh
#24169 posted by Tronyn [24.79.126.117] on 2014/03/23 05:39:03
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
#24170 posted by FifthElephant [82.24.73.240] on 2014/03/23 15:07:06
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
#24171 posted by Scampie [72.12.65.92] on 2014/03/23 16:03:10
 Oh
#24172 posted by Scampie [72.12.65.92] on 2014/03/23 16:07:11
oh, 1.5 gigs was demos which are now deleted.
 Cute
#24173 posted by Spirit [92.196.39.83] on 2014/03/23 16:51:46
#24174 posted by FifthElephant [82.24.73.240] on 2014/03/23 20:16:16
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
#24175 posted by Spirit [92.196.120.214] on 2014/03/24 09:49:19
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
#24176 posted by Kinn [86.147.54.143] on 2014/03/26 02:40:07
#24177 posted by Scampie [72.12.65.92] on 2014/03/26 03:15:20
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?
#24178 posted by Kinn [86.147.54.143] on 2014/03/26 03:30:49
 Also
#24179 posted by Kinn [86.147.54.143] on 2014/03/26 03:31:31
Lollin at the fact Teh Carmack now works for facebook. Dunno why, just seems wrong.
 Wow,
#24181 posted by metlslime [159.153.4.50] on 2014/03/26 08:27:25
first spam I've seen in a while... maybe the first spam since google's Penguin update?
 It's The Metaverse Baby
#24182 posted by Spiney [81.242.113.232] on 2014/03/26 13:41:33
Didn't see that coming...
#24183 posted by JneeraZ [199.255.40.36] on 2014/03/26 16:48:41
"Minecraft on occulus cancelled - oh noes"
Yeah. Now I'll have to live with playing Minecraft on every other device in my life.
#24184 posted by onetruepurple [91.240.47.30] on 2014/03/26 17:02:06
 <-goggles
#24185 posted by Lunaran [68.201.85.200] on 2014/03/26 17:42:20
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
#24186 posted by Spiney [81.242.113.232] on 2014/03/26 18:02:50
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)
#24187 posted by necros [99.227.110.3] on 2014/03/26 21:39:56
what languages do you use, what languages do you prefer?
 Groovy And Grails
#24188 posted by SleepwalkR [92.231.235.187] on 2014/03/26 21:42:53
#24189 posted by FifthElephant [82.24.73.240] on 2014/03/26 23:03:20
The quotes from Carmack do more for me to explain what's going on than anything said so far.
 Sleepwalkr
#24190 posted by necros [99.227.110.3] on 2014/03/27 01:53:45
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!
#24191 posted by SleepwalkR [92.231.107.189] on 2014/03/27 06:46:12
#24192 posted by necros [99.227.110.3] on 2014/03/27 22:04:22
anyone have opinions on python for web dev?
 ...
#24193 posted by necros [99.227.110.3] on 2014/03/27 22:10:56
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
#24194 posted by stevenaaus [49.182.77.58] on 2014/03/28 01:10:20
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
#24196 posted by Spirit [92.196.41.17] on 2014/03/31 19:43:49
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.
#24197 posted by Spirit [92.196.41.17] on 2014/03/31 19:44:14
Using questionable fan models is encouraged!
 Nvm
#24198 posted by Spirit [92.196.41.17] on 2014/03/31 21:42:54
 Python
#24199 posted by mwh [120.136.5.22] on 2014/04/01 00:29:35
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?
#24200 posted by necros [99.227.110.3] on 2014/04/01 01:56:13
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.
#24201 posted by mwh [120.136.5.22] on 2014/04/01 02:07:19
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
#24202 posted by starbuck [92.233.117.15] on 2014/04/02 14:56:48
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
#24203 posted by Not yet registered [91.145.122.159] on 2014/04/06 00:18:07
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
#24204 posted by mfx [78.48.188.86] on 2014/04/06 02:00:36
maybe an engine issue? Kinda scary, dead gibs looking in your direction!
 One Time
#24205 posted by ijed [190.22.110.76] on 2014/04/06 03:35:15
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.
#24206 posted by Scampie [72.12.65.92] on 2014/04/06 05:29:53
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.
#24207 posted by Breezeep_ [100.1.255.141] on 2014/04/06 14:43:33
I'm 15 now!
 Congratulations!
#24208 posted by Spirit [92.196.57.106] on 2014/04/06 16:20:55
#24209 posted by ijed [190.22.110.76] on 2014/04/06 18:13:34
 All The Best Wishes
#24210 posted by mfx [85.180.174.251] on 2014/04/06 18:35:50
from me to you!
 Soon You'll Be Old Enough To Play Quake
#24211 posted by Scampie [72.12.65.92] on 2014/04/06 18:57:16
 When I Were Young
#24212 posted by madfox [84.26.177.181] on 2014/04/06 19:14:09
I would stop again.
 Oh To Be 15 Again
#24213 posted by Kinn [86.147.54.143] on 2014/04/06 20:51:50
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...
#24214 posted by Spirit [92.196.57.106] on 2014/04/06 21:13:32
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?
#24215 posted by SleepwalkR [85.178.60.137] on 2014/04/06 21:49:03
Worst phrase ever.
 Brooke Satchwell
#24216 posted by SleepwalkR [85.178.60.137] on 2014/04/06 21:51:48
So, did that lady ever wear anything else than blue bikinis, because that's all there is on youtube :-P
 Fyi
#24217 posted by Spirit [92.196.57.106] on 2014/04/06 22:01:12
 Well
#24218 posted by Kinn [86.147.54.143] on 2014/04/06 22:05:22
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
#24219 posted by ijed [190.22.110.76] on 2014/04/06 22:07:39
 Socks?!
#24220 posted by SleepwalkR [85.178.60.137] on 2014/04/06 22:24:08
 Kinn
#24221 posted by SleepwalkR [85.178.60.137] on 2014/04/06 22:24:58
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
#24222 posted by mfx [85.180.174.251] on 2014/04/06 22:41:44
"Nazis want to show how easy Refugees can enter Europe from Africa, nearly drown."
link
 Neighbours
#24223 posted by ijed [190.22.7.37] on 2014/04/07 01:56:08
 I Remember
#24224 posted by ijed [190.22.7.37] on 2014/04/07 02:03:30
Thinking when I was little 'why is Neighbours in with the kid's shows?' a couple of years later it all made sense.
#24225 posted by Lunaran [70.113.209.200] on 2014/04/07 02:06:34
wow, 19 new posts in GA, I wonder wh- oh
 Achievement Unlocked
#24226 posted by ijed [190.22.7.37] on 2014/04/07 04:11:52
 HAPPY BIRTHDAY LUNARAN!!!
#24227 posted by Scampie [72.12.65.92] on 2014/04/07 11:11:50
 Func_ Feature Request:
#24228 posted by starbuck [77.89.190.218] on 2014/04/07 15:50:51
let users enter DoB and when it's their birthday put a party hat on their username.
priority: high
 Shouldn't That Be
#24229 posted by ijed [200.73.66.2] on 2014/04/07 17:26:30
'showstopper' ?
#24230 posted by Lunaran [70.113.209.200] on 2014/04/08 02:39:51
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."
#24231 posted by Scampie [72.12.65.92] on 2014/04/08 09:22:07
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%?
#24232 posted by SleepwalkR [130.149.243.224] on 2014/04/08 12:00:23
 Telling Me To GTFO
#24233 posted by onetruepurple [91.240.47.30] on 2014/04/08 13:50:30
And "get rekt"
 SleepwalkR
#24234 posted by Scampie [72.12.65.92] on 2014/04/08 21:07:02
0.5% Stalk game dev friends and 0.5% to post about my cat.
#24235 posted by RickyT33 [90.221.254.207] on 2014/04/08 22:04:11
 All Of These Just Show
#24236 posted by SleepwalkR [92.231.105.25] on 2014/04/08 22:58:35
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.
#24237 posted by Drew [132.205.103.206] on 2014/04/08 23:41:38
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.
#24238 posted by Drew [132.205.103.206] on 2014/04/08 23:41:38
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
#24239 posted by FifthElephant [82.24.73.240] on 2014/04/08 23:42:06
So take it back!!
 Fuck
#24240 posted by Drew [132.205.103.206] on 2014/04/08 23:42:17
 I'll Accept Adaptation
#24241 posted by SleepwalkR [92.231.105.25] on 2014/04/08 23:48:16
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!
#24242 posted by FifthElephant [82.24.73.240] on 2014/04/09 00:04:17
He should have clearly been awarded an oscar for his incredible performance in Vampire's Kiss.
 Cage
#24243 posted by Spiney [91.177.108.66] on 2014/04/09 15:33:34
Is the devil's tits!
#24244 posted by Lunaran [70.113.209.200] on 2014/04/10 04:34:54
Bad Lieutenant
God, this movie made me so happy.
 Necronomithong
#24245 posted by RickyT33 [176.35.71.152] on 2014/04/10 14:27:14
 Tardigrades
#24246 posted by Not yet registered [91.145.122.159] on 2014/04/11 19:13:13
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
#24247 posted by ijed [200.73.66.2] on 2014/04/11 20:59:13
 Tardigrade
#24248 posted by Kinn [86.139.153.136] on 2014/04/11 23:24:18
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.
#24249 posted by Johnny Law [50.242.126.113] on 2014/04/11 23:58:41
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
#24250 posted by ijed [190.22.80.217] on 2014/04/12 00:00:25
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
#24251 posted by FifthElephant [82.24.73.240] on 2014/04/12 14:09:31
 In The Shadows
#24252 posted by Spiney [91.177.122.247] on 2014/04/12 19:20:12
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
#24253 posted by Not yet registered [91.145.122.159] on 2014/04/13 11:46:28
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
#24254 posted by Not yet registered [91.145.122.159] on 2014/04/13 12:42:31
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
#24255 posted by Preach [77.98.165.95] on 2014/04/13 12:57:03
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...
#24256 posted by Spike [81.151.32.202] on 2014/04/13 14:42:43
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
#24257 posted by Not yet registered [91.145.122.159] on 2014/04/13 16:34:01
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
#24258 posted by Not yet registered [91.145.122.159] on 2014/04/13 17:46:42
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.
#24259 posted by [78.48.189.157] on 2014/04/13 22:08:19
#24260 posted by [190.178.166.38] on 2014/04/16 13:01:24
 Matthias Worch On Meaningful Choice In Games
#24261 posted by RT [178.71.176.28] on 2014/04/17 10:20:29
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!
#24262 posted by Spiney [81.242.124.32] on 2014/04/18 16:23:32
#24263 posted by Spirit [92.196.36.236] on 2014/04/19 13:38:45
Someone please hide some eggs in id1 maps.
#24264 posted by Spirit [92.196.36.236] on 2014/04/19 13:41:58
I mean actual eggs, so one can search around and collect them all. If you need suggestions for places to hide in, contact me. :)
#24265 posted by necros [99.227.110.3] on 2014/04/19 18:22:08
what? o_O
#24266 posted by Spirit [80.187.102.163] on 2014/04/19 19:10:23
like e1m1red but with eggs in really hard to find places
 Your Mom
#24267 posted by quaketree [76.14.68.95] on 2014/04/19 19:39:10
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
#24268 posted by Scampie [72.12.65.92] on 2014/04/19 19:53:43
 You Seem To Like Insults But They Don't Seem To Like You Back
#24269 posted by Spirit [92.196.36.236] on 2014/04/19 20:25:54
 Just Like You & Women
#24270 posted by SleepwalkR [91.5.163.97] on 2014/04/19 20:59:32
 ^^
#24271 posted by mfx [78.55.103.237] on 2014/04/19 21:03:39
 All This #rekt ITT
#24272 posted by onetruepurple [91.240.47.30] on 2014/04/19 21:08:06
 2rekt4dem
#24273 posted by Spirit [92.196.36.236] on 2014/04/19 21:17:05
 Insults?
#24274 posted by quaketree [76.14.68.95] on 2014/04/19 23:29:14
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
#24275 posted by ijed [190.22.51.37] on 2014/04/20 01:18:30
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
#24276 posted by quaketree [76.14.68.95] on 2014/04/20 06:37:04
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
#24277 posted by SleepwalkR [91.5.167.56] on 2014/04/20 08:39:15
#24278 posted by Spirit [92.196.0.33] on 2014/04/20 10:15:52
ijed: Wolfgang. :)
#24279 posted by RickyT33 [90.221.254.207] on 2014/04/20 17:20:57
#24280 posted by mfx [78.55.234.37] on 2014/04/20 19:39:10
#24281 posted by necros [99.227.110.3] on 2014/04/20 22:33:25
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.
#24282 posted by FifthElephant [37.221.173.66] on 2014/04/20 23:04:17
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
#24283 posted by Friction [91.154.119.202] on 2014/04/20 23:36:40
Seriously tho, Filco Majestouch is p.nice.
#24284 posted by Spiney [81.242.124.32] on 2014/04/20 23:40:42
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
#24285 posted by Spiney [81.242.124.32] on 2014/04/20 23:50:18
Actually, they're 'scissor' switches, not mechanical...
 Necros
#24286 posted by SleepwalkR [92.231.104.4] on 2014/04/21 02:23:38
I have a Filco Majestouch Tenkeyless with Cherry MX brown switches. Das Keyboard is very good also, but I like Tenkeyless.
#24287 posted by necros [99.227.110.3] on 2014/04/21 03:20:00
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.
#24288 posted by quaketree [76.14.68.95] on 2014/04/21 04:46:17
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.
#24289 posted by quaketree [76.14.68.95] on 2014/04/21 04:46:26
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
#24290 posted by Spiney [81.242.124.32] on 2014/04/21 12:54:30
http://i.minus.com/iYiJpPLEqe5yu.png
could be a logo for... fishing wares?
 KDH
#24291 posted by Mike Woodham [86.163.37.112] on 2014/04/21 17:17:48
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.
#24292 posted by necros [99.227.110.3] on 2014/04/22 01:05:37
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.
#24293 posted by FifthElephant [82.24.73.240] on 2014/04/22 01:28:14
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
#24295 posted by Not yet registered [91.145.122.159] on 2014/04/23 18:23:58
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
#24296 posted by Preach [77.98.165.95] on 2014/04/23 19:12:02
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.
#24297 posted by necros [99.227.110.3] on 2014/04/24 01:34:10
honestly, the whole 'falling out of the level' default behaviour in qc is pretty stupid. that has caused more hassle than most legitimate problems. :(
#24299 posted by negke [31.18.93.87] on 2014/04/24 09:09:29
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
#24300 posted by Preach [77.98.165.95] on 2014/04/24 09:33:50
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
#24301 posted by Preach [77.98.165.95] on 2014/04/24 09:35:13
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
#24303 posted by Not yet registered [91.145.122.159] on 2014/04/24 10:38:58
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?
#24304 posted by Spirit [92.196.111.77] on 2014/04/24 11:44:20
cl_gameplayfix_quakespasm_or_requiem 1
 Been Testin' Engines
#24305 posted by Not yet registered [91.145.122.159] on 2014/04/26 09:10:05
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 :)
#24306 posted by Johnny Law [76.126.53.122] on 2014/04/26 09:13:43
It's reQUAKiEm. The AK is silent.
 Quake Stream On Twitch
#24307 posted by FifthElephant [82.24.73.240] on 2014/04/26 11:46:53
http://www.twitch.tv/doomed_spacemarine
This guy is streaming so much stuff from quake injector
 More Darkplaces Cvar Notes
#24308 posted by Preach [77.98.165.95] on 2014/04/26 13:27:40
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
#24309 posted by Preach [77.98.165.95] on 2014/04/26 13:41:59
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
#24310 posted by negke [31.18.93.87] on 2014/04/26 13:43:39
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
#24311 posted by FifthElephant [82.24.73.240] on 2014/04/26 14:18:38
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.
#24312 posted by Spiney [81.241.156.196] on 2014/04/26 16:02:28
Watching other people getting Tronyn'd is way too fun to watch.
#24313 posted by negke [31.18.93.87] on 2014/04/26 16:13:38
He got through surprisingly well, especially considering it was hard skill. Hell, he even chainsawed the final boss!
#24314 posted by Spirit [92.196.26.222] on 2014/04/26 16:22:37
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
#24315 posted by Not yet registered [91.145.122.159] on 2014/04/27 10:18:57
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
#24316 posted by megaman [77.3.116.205] on 2014/04/27 15:49:35
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
#24317 posted by necros [99.227.110.3] on 2014/04/27 18:06:24
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
#24318 posted by SleepwalkR [92.231.105.133] on 2014/04/27 19:19:53
replace those with combinations?
#24319 posted by necros [99.227.110.3] on 2014/04/27 20:15:48
are you talking about autohotkey?
 Or Linux :-)
#24320 posted by megaman [77.2.25.16] on 2014/04/27 23:42:27
 I Have Cherry Blues
#24321 posted by FifthElephant [31.94.109.210] on 2014/04/28 08:32:30
And I got them because they are the loudest.
 Doomguy Says HI
#24322 posted by Breezeep_ [100.1.255.141] on 2014/04/29 00:11:51
 QExpo Update
#24323 posted by onetruepurple [91.240.47.30] on 2014/04/29 10:30:22
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.
#24324 posted by Spirit [92.196.100.98] on 2014/04/29 10:42:07
Are you out of your mind?
 Fyi Qexpo 2014 Thread At I3d
#24325 posted by Spirit [92.196.100.98] on 2014/04/29 10:55:21
 Nicely Done, Otp
#24326 posted by SleepwalkR [130.149.243.224] on 2014/04/29 12:25:33
 *Gets Popkorn*
#24327 posted by czg [212.16.188.76] on 2014/04/29 16:08:01
 For OTP
#24328 posted by ijed [200.73.66.2] on 2014/04/29 16:11:56
 Wow OTP...
#24329 posted by FifthElephant [82.24.73.240] on 2014/04/29 16:32:17
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).
#24330 posted by digs [136.169.139.220] on 2014/04/30 19:36:42
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
#24331 posted by digs [136.169.139.220] on 2014/04/30 19:37:59
last error "no precache rubble1.mdl". How fix?
 @digs
#24332 posted by quaketree [76.14.68.95] on 2014/04/30 22:28:15
What engine and have you tried a different one?
 @quaketree
#24333 posted by digs [81.30.223.188] on 2014/05/01 03:31:55
Any: Bengt Jardrup's winquake, RMQEngine, Fitzquake
#24334 posted by Spike [86.183.27.137] on 2014/05/01 03:38:40
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
#24335 posted by digs [81.30.223.188] on 2014/05/01 03:56:07
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
#24336 posted by metlslime [76.103.211.139] on 2014/05/01 06:46:29
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
#24337 posted by mfx [85.180.173.208] on 2014/05/01 20:49:38
#24338 posted by Johnny Law [50.242.126.113] on 2014/05/01 21:57:35
Unfortunately if you use the font its alien geometries will drive you mad. :-(
#24339 posted by mfx [85.180.173.208] on 2014/05/01 21:58:28
 Digs
#24340 posted by necros [99.227.110.3] on 2014/05/02 02:29:53
try http://super8.qbism.com/ for software quake also
 Necros
#24341 posted by digs [136.169.236.183] on 2014/05/02 03:32:05
Worked! Thank's
 Software Quake
#24342 posted by quaketree [76.14.68.95] on 2014/05/02 03:55:29
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
#24343 posted by ijed [186.79.214.244] on 2014/05/03 01:20:01
Is the initial bsp process supposed to go to 212%?
#24344 posted by erc [95.10.193.131] on 2014/05/03 16:28:12
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
#24345 posted by Preach [77.98.165.95] on 2014/05/04 11:14:41
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
#24348 posted by Preach [77.98.165.95] on 2014/05/09 23:18:26
I'm starting the hype on your new website early!
 @_@
#24349 posted by Scampie [72.12.65.92] on 2014/05/10 02:56:22
how do people already know I have a site that is half-ass set up?
#24350 posted by Spirit [92.196.108.254] on 2014/05/10 03:33:46
http://penisland.net has been around forever, so this is about a relaunch or wat?
 Referrer Logs
#24351 posted by Preach [77.98.165.95] on 2014/05/10 10:27:34
I got a referral to the Quoth site from it, guess you were testing the links...
 Purty UE4 DX:HR Inspired Scene
#24352 posted by Spiney [91.177.120.42] on 2014/05/10 12:28:26
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
#24353 posted by Scampie [72.12.65.92] on 2014/05/10 14:56:45
Got an archive of my maps up on my new site! Hurray!
http://scampie.net/wp/?p=70
#24354 posted by Spiney [91.177.120.42] on 2014/05/10 15:22:06
Clockwork droid looks awesome, I'm a sucker for that color palette.
#24355 posted by JneeraZ [108.228.244.211] on 2014/05/10 19:02:32
Spiney
And if you have Unreal Engine 4, we released that scene in the marketplace. Download for free and play around with it!
#24356 posted by JneeraZ [108.228.244.211] on 2014/05/10 19:04:00
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.
#24357 posted by mfx logged out [78.55.48.221] on 2014/05/13 12:01:01
 Giger Is Such An Inspiration
#24358 posted by FifthElephant [82.24.73.240] on 2014/05/13 12:52:07
can't believe he died in such a way!
 Popular Tumblr Guy And Vlogger Playing Quake Maps
#24360 posted by FifthElephant [82.24.73.240] on 2014/05/16 21:47:37
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
#24361 posted by mfx [85.180.125.52] on 2014/05/16 22:06:13
 Good Stuff
#24362 posted by ericw [172.219.249.35] on 2014/05/16 22:48:22
watched a bit of him playing unforgiven (@ 3:55:00), pretty entertaining :)
 He Got Tronyned
#24363 posted by [85.180.125.52] on 2014/05/16 23:20:18
 Nvidia FLEX Physics Solver
#24364 posted by Spiney [91.177.105.252] on 2014/05/17 11:35:23
The future looks a lot more interactive...
http://blog.mmacklin.com/
 QuakeEd Haiku
#24365 posted by Lunaran [70.124.85.229] on 2014/05/17 20:09:00
trigger_hurt
any entity
touching this will be hurt, to
see if it still feels
 Nice Lunaran
#24366 posted by Preach [77.98.165.95] on 2014/05/17 22:19:21
#24367 posted by onetruepurple [93.105.42.252] on 2014/05/17 23:42:52
Battle not with monster activation issues, lest ye become a monster. And if you gaze into the void, the trigger_hurt gazes also. -Preach
#24368 posted by mfx [92.226.95.128] on 2014/05/18 00:02:47
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!
#24369 posted by mfx [92.226.95.128] on 2014/05/18 00:05:42
 2004 John Carmack Keynote
#24370 posted by killpixel [98.211.184.167] on 2014/05/18 06:58:41
I thought this talk was particularly interesting
https://www.youtube.com/watch?v=N0auhzHZe5k
 I Got Married!
#24371 posted by RickyT33 [90.221.255.195] on 2014/05/18 13:27:38
 Holy Poops!
#24372 posted by FifthElephant [82.24.73.240] on 2014/05/18 13:37:02
Congrats dude!
 Congrats!
#24373 posted by SleepwalkR [85.178.58.234] on 2014/05/18 14:56:58
I hope he always treats you well.
 ...
#24374 posted by Tronyn [24.79.126.117] on 2014/05/18 17:21:17
lol
 Hahah
#24375 posted by ijed [68.67.217.115] on 2014/05/18 19:55:48
Yeah congrats
 Congrats Ricky
#24376 posted by ericw [172.219.249.35] on 2014/05/19 01:36:23
 Cheerz Ricky!
#24377 posted by madfox [84.26.177.181] on 2014/05/19 05:22:09
can I buy the guitar now?
 Congrats Ricky
#24378 posted by quaketree [76.14.68.95] on 2014/05/19 05:29:26
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
#24379 posted by Lunaran [70.124.85.229] on 2014/05/19 05:58:58
YOUR WIFE IS GONNA TAKE YOUR BALLS EVEN THOUGH WE HAVE NO IDEA WHAT YOUR RELATIONSHIP IS LIKE
 Lunaran
#24380 posted by quaketree [76.14.68.95] on 2014/05/19 06:13:14
Lighten up Francis, it was an old joke, not a statement of fact.
#24381 posted by Lunaran [70.124.85.229] on 2014/05/19 07:24:48
You didn't use sarcasm caps!
#24382 posted by quaketree [76.14.68.95] on 2014/05/19 11:15:26
I didn't get this years F_M style guide yet...
 Lol
#24383 posted by [78.55.54.235] on 2014/05/19 14:00:09
 Twitch Heart Attack?
#24384 posted by [78.55.54.235] on 2014/05/19 14:02:46
 Wolfenstein: Teh N3w 0rd3r
#24385 posted by killpixel [108.253.89.9] on 2014/05/19 22:24:23
Downloading now... 40.7gb...
...damn.
 It's Not Megatexture'd Is It?
#24386 posted by Spiney [91.177.105.252] on 2014/05/19 22:38:14
 I Believe It Is...
#24387 posted by killpixel [108.253.89.9] on 2014/05/19 22:48:33
...Judging by the size of the download and quality of environment textures from the screenhots anyway (most of which are out of focus)...
 Errrrmmmm.
#24388 posted by Shambler [82.25.237.247] on 2014/05/21 23:33:10
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??
#24389 posted by FifthElephant [82.24.73.240] on 2014/05/21 23:40:01
As long as the main pc is a good pc and you have a fast network should be fine.
#24390 posted by Scampie [72.12.65.92] on 2014/05/22 00:36:55
I'll have to try it later. There's likely a couple ms delay, but likely nothing terrible for most games.
 Come Back Ijed!
#24391 posted by Scampie [72.12.65.92] on 2014/05/23 03:05:04
#tf misses you already :(
 Har
#24392 posted by ijed [190.22.29.193] on 2014/05/23 03:21:37
 Patience Isnt My Virtue
#24393 posted by ijed [190.22.29.193] on 2014/05/23 03:22:02
 Eric Brosius Sampled Quake For Thief Soundtrack?
#24395 posted by FifthElephant [82.24.73.240] on 2014/05/26 03:11:14
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?
#24396 posted by Scampie [72.12.65.92] on 2014/05/26 03:19:26
It's very likely the sound is from a library. Lots of game sounds are.
#24397 posted by FifthElephant [82.24.73.240] on 2014/05/26 03:45:18
 "John Carmack Has Explaining To Do"?
#24398 posted by Lunaran [70.124.85.229] on 2014/05/26 04:42:26
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!!!
#24399 posted by Scampie [72.12.65.92] on 2014/05/26 07:20:53
Stealin' all them sounds for his VIDDY-O GAMES
#24400 posted by Spiney [91.176.188.73] on 2014/05/27 23:31:30
There's probably more straight-from-library stuff in games than you think.
#24401 posted by quaketree [76.14.68.95] on 2014/05/30 15:45:19
"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.
#24402 posted by JneeraZ [199.255.40.36] on 2014/05/30 16:06:11
I know I've heard Doom door sounds in movies and TV shows.
 Heh
#24403 posted by DaZ [89.168.60.49] on 2014/05/30 16:07:18
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 :)
#24404 posted by JneeraZ [199.255.40.36] on 2014/05/30 16:15:20
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.
#24405 posted by Spirit [92.196.44.169] on 2014/05/30 23:56:43
#24406 posted by necros [99.227.110.3] on 2014/05/31 01:05:40
also the drip sound in quake! you can recognize it by the quick cluster of drips.
 Yes
#24407 posted by SleepwalkR [92.231.111.207] on 2014/05/31 01:56:49
Those are very distinctive and they keep getting used in movies and TV shows.
 Awesome QW Final!
#24408 posted by Trinca [95.94.45.26] on 2014/06/04 00:33:40
QuakeWorld #Refragged Grand Finals Rikoll vs LocKtar
https://www.youtube.com/watch?v=s_wu00Phpl8
 Ftw
#24410 posted by megaman [95.114.117.27] on 2014/06/05 21:15:50
there's like 5 telefrags in the first game and they're not from teleporters. I didn't know qw was so luck-based :(
#24411 posted by Spirit [92.196.60.65] on 2014/06/05 21:38:54
It's not.
 Now Test The SSL QI
#24412 posted by Spirit [92.196.60.65] on 2014/06/05 21:39:12
 FTW Etc.
#24414 posted by Shambler [86.29.251.168] on 2014/06/06 13:39:03
Surely the relentless spawn-rape on ZTNDM3 is more concerning? Frag 31 being a prime example.
 No Man's Sky
#24415 posted by starbuck [62.253.137.95] on 2014/06/12 14:40:23
 Well Maybe More The ""style" Than The Graphical FX Engineering
#24416 posted by starbuck [62.253.137.95] on 2014/06/12 14:42:16
 Yeah
#24417 posted by ijed [200.73.66.2] on 2014/06/12 15:36:46
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
#24418 posted by [186.9.135.71] on 2014/06/15 20:05:55
 Oh God...
#24419 posted by onetruepurple [93.105.236.23] on 2014/06/15 20:10:11
Do you know something I don't?
 Well,
#24420 posted by ijed [186.9.135.71] on 2014/06/15 20:15:54
It is here. Phone your Dad anyway.
 Big Daddy
#24421 posted by madfox [84.26.177.181] on 2014/06/16 00:30:33
I can see angels dancing through the stars..,
 MADFOX
#24422 posted by onetruepurple [93.105.236.23] on 2014/06/16 00:31:16
COME ON AND SLAM
AND WELCOME TO THE JAM
 /me Casts Wrack Brains. It's Not Very Effective!
#24423 posted by DaZ [89.168.60.49] on 2014/06/16 22:34:40
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
#24424 posted by Scampie [108.61.59.19] on 2014/06/16 22:41:57
for every map of every year
 I Would Nominate
#24425 posted by FifthElephant [82.24.73.240] on 2014/06/16 22:49:59
my own map... Deck is the sexiest map ever made. The end.
 Preliminary List Of Brushwerks
#24426 posted by DaZ [89.168.60.49] on 2014/06/16 23:05:41
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?
#24427 posted by Johnny Law [50.242.126.113] on 2014/06/16 23:11:01
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. :-)
#24428 posted by Scampie [108.61.59.19] on 2014/06/16 23:12:22
 Christ Zacharias Gay Oh Seven
#24429 posted by Spirit [92.196.77.128] on 2014/06/16 23:27:06
dm too?
 Cool List
#24430 posted by DaZ [89.168.60.49] on 2014/06/16 23:42:52
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.
#24431 posted by Johnny Law [50.242.126.113] on 2014/06/17 01:55:36
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.
#24432 posted by negke [31.18.93.198] on 2014/06/17 07:04:58
Definitely something by Tronyn! For example, a flythrough of this area from NSOE, Something Wicked and Arcanum.
 Yeah
#24433 posted by ericw [172.219.249.35] on 2014/06/17 07:36:43
Maybe wickedstart.bsp from something wicked - amazing cyclopean architecture!
 "This Is Phil Fish"
#24435 posted by Spirit [92.196.109.151] on 2014/06/18 11:42:30
 Daz
#24436 posted by Spirit [92.196.109.151] on 2014/06/18 11:50:52
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!!
#24437 posted by dazzers [193.183.99.211] on 2014/06/18 14:02:15
 Lol
#24438 posted by DaZ [89.168.60.49] on 2014/06/18 14:32:44
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
#24439 posted by ijed [200.73.66.2] on 2014/06/18 15:08:14
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
#24440 posted by Spiney [81.241.142.57] on 2014/06/18 15:10:47
Critiques everyone but can't stand being critiqued.
 Sry, Read Over The Video Post
#24441 posted by Spiney [81.241.142.57] on 2014/06/18 16:05:22
It's interesting!
 Awesomeness!
#24442 posted by ijed [200.73.66.2] on 2014/06/20 22:01:49
#24443 posted by Spirit [92.196.76.131] on 2014/06/22 12:54:12
necros, you sadist. I am trying to finish your 100b3 map.
#24444 posted by necros [99.227.110.3] on 2014/06/22 17:55:53
but... why..? :P
 That's Our Kind Of Girl
#24445 posted by onetruepurple [93.105.236.221] on 2014/06/22 19:36:34
#24446 posted by Lunaran [70.124.85.229] on 2014/06/22 22:20:23
uh
 And That Was The 18th Anniversary Of Quake, Too!
#24447 posted by onetruepurple [93.105.236.148] on 2014/06/23 13:57:58
It all fits!
#24448 posted by madfox [84.26.177.181] on 2014/06/23 23:07:50
my defs are ruined.
()void touche RETURN FALSE;
EF_BRIGHTFIELD = overload
 Lol
#24449 posted by Spiney [81.241.178.71] on 2014/06/23 23:24:51
 Space Hulk
#24450 posted by RickyT33 [90.221.254.133] on 2014/06/24 19:57:20
#24451 posted by Rick [75.65.159.61] on 2014/06/24 21:55:01
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
#24452 posted by Yhe1 [173.58.187.144] on 2014/06/25 07:31:34
Daikatana 1.3 is in open beta
http://www.daikatananews.net/
#24453 posted by Johnny Law [67.188.146.229] on 2014/06/25 08:21:39
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
#24455 posted by killpixel [98.211.184.167] on 2014/06/26 17:50:09
...underaged?
 Quakewiki.org Style
#24456 posted by Spiney [91.177.94.107] on 2014/06/26 17:51:10
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 :)
#24457 posted by Spirit [92.196.42.160] on 2014/06/26 22:24:26
Yeah, 'Monaco'. Starbuck made the style, it is super mega pretty (just like him, I am sure).
https://github.com/dantman/monaco-port
 @#24455
#24458 posted by Shambler [86.25.44.11] on 2014/06/27 01:00:30
....small tits?
 Spirit
#24459 posted by Spiney [91.177.94.107] on 2014/06/27 11:02:50
Thanks!
 Oouch
#24460 posted by stevenaaus [49.182.76.86] on 2014/06/27 13:36:00
#24461 posted by JneeraZ [199.255.40.36] on 2014/06/27 14:12:43
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
#24463 posted by Preach [77.98.165.95] on 2014/06/27 20:10:57
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?
#24464 posted by Breezeep_ [100.1.255.141] on 2014/06/27 21:16:20
#24465 posted by metlslime [159.153.4.50] on 2014/06/27 21:52:37
it's summer?
#24466 posted by metlslime [159.153.4.50] on 2014/06/27 21:52:47
/me looks outside
 Nah
#24467 posted by ijed [200.73.66.2] on 2014/06/27 22:04:07
It's winter.
The car windshield was frozen this morning.
 Meanwhile In Japan
#24468 posted by mfx [78.55.177.209] on 2014/06/27 22:08:20
 Usb Burns To Ear/chest
#24469 posted by Steve [49.182.76.28] on 2014/06/27 22:19:08
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)
#24470 posted by Spike [86.173.175.99] on 2014/06/28 05:23:51
I'm only huge if you arouse me.
 <- Duff
#24472 posted by Scampie [72.12.65.92] on 2014/06/28 11:31:27
 ^spam
#24474 posted by Breezeep_ [100.1.255.141] on 2014/06/28 14:39:22
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
#24475 posted by Spiney [81.241.178.116] on 2014/06/28 21:39:13
maybe have a verification question for x number of first posts
#24476 posted by stevenaaus [49.182.76.123] on 2014/06/29 03:25:13
The silly bartards certainly are persistent
 Quick Question
#24478 posted by Johnny Law [50.242.126.113] on 2014/06/30 19:02:14
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?
#24479 posted by metlslime [159.153.4.50] on 2014/06/30 20:55:36
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
#24480 posted by than [126.204.193.95] on 2014/07/01 01:21:05
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.
#24481 posted by Johnny Law [50.242.126.113] on 2014/07/01 01:45:13
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?
#24482 posted by metlslime [159.153.4.50] on 2014/07/01 03:06:15
many glquake variants have the same behavior in 16bpp mode. fitzquake included.
 Oi, Fog
#24483 posted by Lunaran [99.112.162.57] on 2014/07/01 04:02:14
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
#24484 posted by than [126.204.193.95] on 2014/07/01 17:01:15
or add dithering. I wonder if that's tricky to implement.
 Dithering
#24485 posted by lei-lei [109.163.234.9] on 2014/07/02 03:27:00
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
#24486 posted by Shambler [86.25.44.11] on 2014/07/02 10:13:11
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?
#24487 posted by Lunaran [216.188.254.244] on 2014/07/02 18:49:17
 Some Of My Hl2
#24489 posted by PuLSaR [83.139.149.54] on 2014/07/04 21:05:27
#24490 posted by onetruepurple [93.105.236.36] on 2014/07/04 23:30:21
 Way To Go OTP...
#24491 posted by FifthElephant [82.24.73.240] on 2014/07/04 23:36:25
Seanza had been sending verbal abuse to TotalBiscuit constantly before he replied with that, admittedly tasteless, comment.
 Yeah Sure.
#24492 posted by onetruepurple [93.105.236.36] on 2014/07/04 23:44:56
Maybe if that dude didn't spend so many years in a business he wasn't suited for, he'd be okay right now.
#24493 posted by FifthElephant [82.24.73.240] on 2014/07/04 23:51:31
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
#24494 posted by RickyT33 [90.221.255.158] on 2014/07/05 01:05:42
That tone is awesome. I loVe the map. Reminds me of Aliens for some strange reason. Nice work!
 TotalBiscuit.
#24495 posted by Shambler [86.25.44.11] on 2014/07/05 13:04:31
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
#24496 posted by FifthElephant [82.24.73.240] on 2014/07/05 13:11:31
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
#24497 posted by RickyT33 [90.221.255.158] on 2014/07/06 05:40:16
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....
#24498 posted by Lunaran [99.112.162.57] on 2014/07/07 00:02:20
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
#24499 posted by necros [99.227.110.3] on 2014/07/07 00:22:51
it's a quote from pulp fiction
 Son...
#24500 posted by FifthElephant [82.24.73.240] on 2014/07/07 00:30:06
I am disappoint
#24501 posted by Lunaran [99.112.162.57] on 2014/07/07 02:12:56
I know that, you buttheads
 If You Didn't Realize...
#24502 posted by Scampie [72.12.65.92] on 2014/07/07 05:39:34
 Got My Results Back For The FdSc Degree I Spent The Last 3 Years Doing
#24503 posted by RickyT33 [176.35.71.152] on 2014/07/07 14:07:23
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!
#24504 posted by mfx [85.181.44.2] on 2014/07/07 14:22:41
Well done!
#24505 posted by mwh [120.136.5.22] on 2014/07/08 02:14:13
Good effort calibration there Ricky :)
 Congrats!
#24506 posted by than [39.2.242.10] on 2014/07/08 13:15:24
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 :) :) :)
#24507 posted by RickyT33 [176.35.71.152] on 2014/07/08 13:49:22
 Mfx, Negke, SleepwalkR
#24508 posted by onetruepurple [93.105.42.63] on 2014/07/09 00:03:49
I fear for your collective livers.
 "phew, That Was Close"
#24509 posted by SleepwalkR [85.178.189.247] on 2014/07/09 01:26:29
 Hahah
#24510 posted by ijed [190.22.73.79] on 2014/07/09 03:27:16
Look at all those sad Brazilian faces!
 Spirit, Mfx, Negke, SleepwalkR
#24511 posted by spy [212.96.66.142] on 2014/07/09 05:27:56
seconded
Congrats on the win
 7-1
#24512 posted by stevenaaus [49.182.76.76] on 2014/07/09 13:01:11
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
#24513 posted by onetruepurple [93.105.42.160] on 2014/07/09 14:17:16
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
#24514 posted by RickyT33 [176.35.71.152] on 2014/07/09 14:38:04
Also 'Rather well done, fine Sir.'
 It's Everyone's Favorite Gameshow!
#24517 posted by Scampie [72.12.65.92] on 2014/07/10 03:33:01
 Definitely Madfox
#24518 posted by Lunaran [216.188.254.244] on 2014/07/10 04:07:58
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!
#24519 posted by madfox [84.26.177.181] on 2014/07/11 00:27:37
#24520 posted by Scampie [72.12.65.92] on 2014/07/11 01:54:27
i have no words
#24521 posted by necros [99.227.110.3] on 2014/07/11 02:35:01
madfox, you have reached new heights!
 Level Design Tip: Fewer Doorways For Less Confusion?
#24522 posted by negke [31.18.93.198] on 2014/07/11 09:21:58
#24523 posted by metlslime [159.153.4.50] on 2014/07/11 09:30:38
start with fewer teleporters :)
 Sleepwalkr
#24524 posted by Spirit [92.196.38.176] on 2014/07/12 14:49:39
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
#24525 posted by RickyT33 [90.221.255.158] on 2014/07/12 15:29:26
A self-reference to ones adoration to the hub of shub...
 *of
#24526 posted by RickyT33 [90.221.255.158] on 2014/07/12 15:29:37
 OK
#24527 posted by spy [5.76.63.187] on 2014/07/12 19:08:04
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
#24528 posted by spy [5.76.63.187] on 2014/07/12 19:12:26
#24529 posted by spy [5.76.63.187] on 2014/07/12 19:13:10
 AEIOU AEIOU AEIOU AHUJ9
#24530 posted by czg [95.199.201.200] on 2014/07/12 19:33:29
JOHN MADDEN
 There's Been....... *suicide*
#24531 posted by spy [5.76.63.187] on 2014/07/12 19:35:17
there's a bunch of scraps
 JOHN MADDEN
#24532 posted by spy [5.76.63.187] on 2014/07/12 19:37:26
is a former NJD hockey player
#24533 posted by czg [95.199.201.200] on 2014/07/12 19:39:39
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.
#24534 posted by czg [95.199.201.200] on 2014/07/12 19:40:30
Subday = Sunday. How can it be.
 As Mr. Sock Has Stated
#24535 posted by spy [5.76.63.187] on 2014/07/12 19:49:29
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
#24536 posted by czg [83.209.69.152] on 2014/07/12 20:13:52
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
#24537 posted by Spirit [80.187.103.173] on 2014/07/12 22:50:20
was ist los was ist das
#24538 posted by JneeraZ [174.97.226.218] on 2014/07/13 00:12:14
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...
#24539 posted by onetruepurple [93.105.236.150] on 2014/07/13 00:26:56
 GGGGGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLL
#24540 posted by onetruepurple [93.105.236.150] on 2014/07/13 23:37:11
 Jaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!!!!!!!!!!!!!!
#24541 posted by mfx [78.55.209.188] on 2014/07/13 23:38:04
JAAAAAAAAAAAAAAA!
 Gg No Re
#24542 posted by rebb [91.35.81.178] on 2014/07/13 23:42:50
 Germany Stronk
#24543 posted by skacky [90.0.62.21] on 2014/07/13 23:45:25
 Schlaaaaand!!!!!!!
#24544 posted by SleepwalkR [85.178.62.166] on 2014/07/14 00:19:33
 Schwanzstucker!
#24545 posted by Lunaran [99.112.162.57] on 2014/07/14 03:00:39
 Gott
#24546 posted by stevenaaus [49.182.76.124] on 2014/07/16 00:32:03
What a magic finish.
 Had
#24547 posted by stevenaaus [49.182.76.124] on 2014/07/16 00:33:25
a dream with those figgin' land-bound fish from someone's recent speedmap chasing me round.
#24548 posted by Lunaran [216.188.254.244] on 2014/07/16 21:35:45
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
#24549 posted by mwh [120.136.5.22] on 2014/07/17 00:31:43
And the cone is traced from where the play has moved to at the time of projectile impact? That sounds ... wacky.
#24550 posted by Lunaran [216.188.254.244] on 2014/07/17 01:08:03
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..
#24551 posted by mfx [92.229.66.66] on 2014/07/17 01:27:02
 I Wrote A Research Paper
#24552 posted by megaman [77.3.101.125] on 2014/07/17 09:59:47
http://cg.ivd.kit.edu/890.php if someone is interested :-)
 Vondur Farted.
#24553 posted by Shambler [86.27.47.202] on 2014/07/17 11:50:50
Mystery solved.
 Megaman
#24554 posted by ijed [200.73.66.2] on 2014/07/17 15:30:16
Over my head. Looks nice though.
#24555 posted by Johnny Law [67.188.146.229] on 2014/07/17 16:30:28
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:
#24556 posted by Scampie [72.12.65.92] on 2014/07/17 16:48:43
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.
#24557 posted by Johnny Law [50.242.126.113] on 2014/07/17 19:03:47
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. :-)
 :-)
#24558 posted by megaman [77.3.125.38] on 2014/07/18 22:41:54
 Cthulhu Crypto Currency
#24559 posted by mfx [92.229.97.229] on 2014/07/20 12:15:14
 ...and I'm Back.
#24560 posted by Breezeep_ [100.1.255.141] on 2014/07/20 18:53:09
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.
#24561 posted by Drew [24.114.108.61] on 2014/07/20 21:13:31
Obviously.
Did you hang out with Madfox while you were there?
 No.
#24562 posted by Breezeep_ [100.1.255.141] on 2014/07/20 22:10:44
Don't ask me a question like that again. I don't know that guy or any of you.
 LOL
#24563 posted by Shambler [86.23.72.171] on 2014/07/20 22:20:01
 Nice
#24564 posted by onetruepurple [93.105.42.72] on 2014/07/20 22:32:33
Did you score?
#24565 posted by madfox [84.26.177.181] on 2014/07/21 02:50:53
win
looz or
drew.
 ^ :)
#24566 posted by Lunaran [99.112.162.57] on 2014/07/21 03:42:04
 Been A Long Time
#24567 posted by ijed [200.73.66.2] on 2014/07/21 15:12:24
Since I fell asleep at my desk working on Quake.
 Since I Fell
#24568 posted by madfox [84.26.177.181] on 2014/07/21 22:58:10
out of my map while I was still dreaming.
 QBSP Texture Coordinate Compuation
#24569 posted by SleepwalkR [92.231.235.170] on 2014/07/21 23:44:14
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
#24570 posted by SleepwalkR [92.231.235.170] on 2014/07/21 23:51:18
BSP doesn't - the engine does. So does anyone know where the engine does it?
 BuildSurfaceDisplayList
#24571 posted by ericw [199.126.128.107] on 2014/07/22 00:19:11
I think.. seems to compute the final texture coords that are passed to OpenGL
 Thanks!
#24572 posted by SleepwalkR [92.231.235.170] on 2014/07/22 00:21:00
 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.
#24576 posted by Scampie [72.12.65.92] on 2014/07/26 18:16:48
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
#24577 posted by Drew [70.55.66.130] on 2014/07/26 21:12:45
facebook status worthy
 Echidnas
#24579 posted by quaketree [76.14.68.95] on 2014/07/27 04:09:50
Why did I read that as "Enchilada" at first? Time to go make dinner I guess.
 Does Anyone Have
#24580 posted by SleepwalkR [130.149.243.224] on 2014/07/28 11:40:42
a copy of Left 4 Dead (1 or 2) that they don't need and would gift to me?
That be awesome.
#24581 posted by JneeraZ [174.97.226.218] on 2014/07/28 12:13:40
Those are, like, $5 on Steam aren't they? :)
 20 Euros Here
#24582 posted by SleepwalkR [130.149.243.224] on 2014/07/28 12:14:35
#24583 posted by JneeraZ [174.97.226.218] on 2014/07/28 12:17:21
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
#24584 posted by RickyT33 [176.35.71.152] on 2014/07/28 12:33:56
Whats your steam id?
 Nope Sorry
#24585 posted by RickyT33 [176.35.71.152] on 2014/07/28 12:51:54
It's Portal 2 I have a spare copy of, sorry...
 Thanks Anyway!
#24586 posted by SleepwalkR [80.187.107.30] on 2014/07/28 14:17:33
#24587 posted by JneeraZ [199.255.40.36] on 2014/07/28 15:46:20
SleepwalkR, what's your Steam name? I'm warren.marshall, add me.
 Willem
#24588 posted by negke [31.18.93.198] on 2014/07/28 19:46:08
Even if it were on sale, keep in mind you can only buy a low violence version in Germany (and Australia) which sucks.
#24589 posted by JneeraZ [199.255.40.36] on 2014/07/28 19:59:40
Damn it SleepwalkR ... I can't gift you what you already own! :)
 Lol
#24590 posted by SleepwalkR [92.231.234.230] on 2014/07/28 21:44:04
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.
#24591 posted by JneeraZ [199.255.40.36] on 2014/07/28 21:49:21
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...
#24592 posted by negke [31.18.93.198] on 2014/07/28 22:26:30
You could trade the game. This way it'll be in Sleepy's inventory and he can gift it to his colleague.
 SleepwalkR
#24593 posted by RickyT33 [90.202.250.103] on 2014/07/28 22:43:13
 Ricky
#24594 posted by SleepwalkR [92.231.234.230] on 2014/07/28 22:54:27
Yeah, the previous owner probably forgot to unregister his key or some shit.
 Negke
#24595 posted by SleepwalkR [92.231.234.230] on 2014/07/28 22:54:34
do explain...
 Apparently If You Write To Steam
#24596 posted by RickyT33 [90.202.250.103] on 2014/07/28 23:01:11
they can remove the inactive copy you have, then Willem can try and gift you it again...
#24597 posted by Spirit [80.187.103.82] on 2014/07/28 23:06:57
now that sounds massively convenient.
#24598 posted by Scampie [72.12.65.92] on 2014/07/29 02:06:24
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?
#24600 posted by mfx [78.55.65.1] on 2014/07/29 09:55:21
 Spirit Are You There?
#24601 posted by mfx [78.55.65.1] on 2014/07/29 09:55:49
check mail please.
 Spirit Are You There?
#24602 posted by MIke Woodham [87.127.250.2] on 2014/07/29 12:47:10
...are we having a seance?
#24603 posted by JneeraZ [174.97.226.218] on 2014/07/29 14:05:56
Spirit can't see when he has new email and has to be notified here. Apparently...
#24604 posted by Spirit [92.196.1.59] on 2014/07/29 14:10:17
I reply/react to emails in my own pace. Can be days to months.
 Spirit Are You There?
#24605 posted by Lunaran [99.112.162.57] on 2014/07/29 16:27:07
it's me, margaret
#24606 posted by JneeraZ [199.255.40.36] on 2014/07/29 16:44:20
Spirit, are you in there? Blink once for yes, twice for no.
 Humor Are You There?
#24607 posted by mfx [78.55.65.1] on 2014/07/29 17:15:39
 No
#24608 posted by RickyT33 [176.35.71.152] on 2014/07/29 17:59:41
 Fuck
#24609 posted by JPL [87.202.12.220] on 2014/07/29 21:59:04
we are alone...
 Let's
#24610 posted by ijed [186.9.134.175] on 2014/07/29 23:09:52
Fire off some bottle rockets in the map archive while old man Spirit is away!
 August Is Almost Here...
#24611 posted by Breezeep_ [100.1.255.141] on 2014/07/29 23:20:48
I'm excited to go to High School and at the same time I don't want summer to end.
 August Is Almost Here...
#24612 posted by Scampie [72.12.65.92] on 2014/07/29 23:25:07
Finally, those damn kids will get off my lawn and I can enjoy some peace and quiet.
#24613 posted by Lunaran [216.188.254.244] on 2014/07/30 00:31:58
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 ^
#24614 posted by Scampie [72.12.65.92] on 2014/07/30 00:34:12
#24615 posted by Lunaran [216.188.254.244] on 2014/07/30 01:21:53
a longer jam hopefully
"e4 remixes" was another one that keeps coming up.
#24616 posted by negke [31.18.93.198] on 2014/07/30 06:51:54
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"
#24617 posted by spy [5.251.170.201] on 2014/07/30 13:42:28
sounds tasty
 DirectQ Engine
#24618 posted by DaZ [89.168.60.49] on 2014/07/31 12:57:05
Its page disappeared : http://directq.codeplex.com/ and I can't find any mirrors or new pages hosting it.
Anyone know any?
#24619 posted by Johnny Law [67.188.146.229] on 2014/07/31 15:07:06
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!
#24620 posted by DaZ [89.168.60.49] on 2014/07/31 15:09:54
 Mh Retired
#24621 posted by lei-lei [173.254.216.68] on 2014/08/01 07:32:03
Intentional takedown :'(
#24622 posted by negke [31.18.93.198] on 2014/08/01 10:07:02
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
#24624 posted by ijed [186.9.130.79] on 2014/08/01 14:19:36
It was personal reasons, not to do with the community itself.
#24625 posted by onetruepurple [93.105.42.195] on 2014/08/01 16:15:18
In loving memory of MH, I'm going to replay every Quoth map ever made.
"heuuu-arrrgghh!"
 Map Jam 2: Ikwhite/ikblue
#24626 posted by Scampie [72.12.65.92] on 2014/08/01 23:13:47
 How Did This End Up Here?
#24627 posted by metlslime [159.153.4.50] on 2014/08/01 23:17:06
#24628 posted by Scampie [72.12.65.92] on 2014/08/01 23:19:57
Shambler and I both submitted news at the same time, delete mine if you want
 Toxikk
#24630 posted by Shadowdane [72.192.239.103] on 2014/08/02 17:59:11
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.
#24631 posted by Shambler [82.31.22.202] on 2014/08/02 19:32:35
Looks like a cross between UT, UT, and UT. I look forward to the Epic lawsuit.
 Anyone
#24632 posted by ijed [190.22.112.186] on 2014/08/02 23:51:07
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?
#24633 posted by skacky [90.0.188.72] on 2014/08/03 00:06:04
 Hm
#24634 posted by ijed [190.22.112.186] on 2014/08/03 00:19:09
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
#24635 posted by Scampie [72.12.65.92] on 2014/08/03 00:21:27
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.
#24636 posted by onetruepurple [93.105.236.212] on 2014/08/03 00:23:46
#24637 posted by onetruepurple [93.105.236.212] on 2014/08/03 00:24:42
Just kidding, hope you spend your time off in brave new ways.
 Also
#24638 posted by ijed [190.22.112.186] on 2014/08/03 00:28:05
Props to Sock for getting the Jamball rolling.
May it never gather moss.
#24639 posted by Johnny Law [67.188.146.229] on 2014/08/03 01:28:03
A rolling jamball probably gathers lots of gross stuff. :-/
 Gibs
#24640 posted by ijed [190.22.112.186] on 2014/08/03 01:31:10
 This Thing Happens BTW
#24641 posted by ijed [190.22.112.186] on 2014/08/03 03:51:42
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
#24642 posted by ijed [190.22.112.186] on 2014/08/03 03:52:26
real mappers
 FFS
#24643 posted by ijed [190.22.112.186] on 2014/08/03 04:02:16
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
#24644 posted by negke [31.18.93.198] on 2014/08/03 08:19:30
I miss you
 What?
#24645 posted by onetruepurple [5.172.252.25] on 2014/08/03 10:16:55
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
#24646 posted by spy [5.251.205.105] on 2014/08/03 11:09:49
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_
#24647 posted by necros [99.227.110.3] on 2014/08/03 18:56:20
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
#24648 posted by FifthElephant [82.24.73.240] on 2014/08/03 19:26:14
 Daikatana Episode 4 WAD
#24649 posted by generic [184.5.53.41] on 2014/08/03 21:36:26
Has some but I don't know if I would call them good...
#24650 posted by Spiney [91.177.84.249] on 2014/08/04 12:31:15
maybe have a mapjam with the only requirement it has to use a totally new texture set
#24651 posted by Spirit [92.196.121.71] on 2014/08/04 13:13:24
jam3: There Must Be No Knight Visible Right From The Playerstart
#24652 posted by PuLSaR [188.234.142.218] on 2014/08/04 15:36:00
jam3: There Must Be No Knight Visible Right From The Playerstart
impossible
#24653 posted by Lunaran [99.112.162.57] on 2014/08/04 16:27:11
are knights the new crates?
#24654 posted by czg [212.16.188.76] on 2014/08/04 16:41:31
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.
#24655 posted by spy [5.251.41.160] on 2014/08/04 17:38:48
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
#24656 posted by FifthElephant [82.24.73.240] on 2014/08/04 21:11:45
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
#24657 posted by Mike woodham [87.127.250.2] on 2014/08/05 11:23:06
I'll play it...
 Misc Ideas
#24658 posted by Tronyn [24.79.126.117] on 2014/08/06 19:58:31
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?
#24659 posted by PuLSaR [46.164.239.68] on 2014/08/06 21:29:35
#24660 posted by Lunaran [216.188.254.244] on 2014/08/06 21:51:38
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
#24661 posted by onetruepurple [93.105.236.95] on 2014/08/06 22:50:05
Coagula?
 Wheee
#24662 posted by ijed [200.73.66.2] on 2014/08/06 23:22:39
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
#24663 posted by onetruepurple [93.105.236.95] on 2014/08/06 23:32:57
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.
#24664 posted by Lunaran [216.188.254.244] on 2014/08/07 00:14:35
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"?
#24665 posted by onetruepurple [93.105.236.95] on 2014/08/07 00:39:24
"Paganism"
"Burial Mound"
"Citadel with a Moat"
 Hollow Earth
#24666 posted by mfx [78.55.236.223] on 2014/08/07 00:53:59
 Oh Man
#24667 posted by Tronyn [24.79.126.117] on 2014/08/07 01:24:11
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
#24668 posted by RickyT33 [90.214.161.249] on 2014/08/07 03:39:48
 Haha
#24669 posted by stevenaaus [49.182.76.117] on 2014/08/07 09:07:52
Sadist :)
Rubicon 2
 Lunarans Doom Style Textures
#24670 posted by FifthElephant [82.24.73.240] on 2014/08/07 20:03:32
Have barely been used!!
 NOOO
#24671 posted by Lunaran [216.188.254.244] on 2014/08/07 23:24:40
they're shit
if you're going to do that just use the actual doom textures
#24672 posted by necros [99.227.110.3] on 2014/08/08 00:11:48
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.
#24673 posted by FifthElephant [82.24.73.240] on 2014/08/08 00:51:20
Those textures are great. I will make something with them eventually :)
probably a quoth base map
#24674 posted by Lunaran [99.112.162.57] on 2014/08/08 03:37:53
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.
#24675 posted by necros [99.227.110.3] on 2014/08/08 04:15:05
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.
#24676 posted by onetruepurple [5.172.252.154] on 2014/08/08 07:16:27
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.
#24677 posted by necros [99.227.110.3] on 2014/08/09 05:05:44
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.
#24678 posted by Killes [195.212.29.178] on 2014/08/09 09:13:26
 Lol
#24679 posted by DaZ [89.168.60.49] on 2014/08/09 15:12:41
This was Lunaran's finest hour correct?
 I Thought The Same Thing
#24680 posted by onetruepurple [93.105.236.173] on 2014/08/09 15:59:20
 IRC?
#24681 posted by Hipshot [94.137.102.38] on 2014/08/10 13:08:21
Does this site have an irc on quakenet?
 #terrafusion #yoloswag #rekt
#24682 posted by onetruepurple [93.105.42.231] on 2014/08/10 13:21:33
(Just the first one actually)
 Aftershock Textures?
#24683 posted by lei-lei [37.157.195.143] on 2014/08/10 13:25:58
Those noisy purple bricks should look stylish on something.
 Check Sm174
#24684 posted by Cocerello [193.144.61.240] on 2014/08/10 13:31:01
 Hipshot
#24685 posted by Spirit [92.196.19.59] on 2014/08/10 13:34:36
Not if you are looking for mapping discussion.
#24686 posted by onetruepurple [93.105.42.231] on 2014/08/10 13:38:05
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
#24687 posted by Hipshot [94.137.102.38] on 2014/08/10 13:54:59
Ok!
 Onetruepurple
#24688 posted by Spirit [92.196.19.59] on 2014/08/10 14:02:42
Ok!
 #terrafusion Is Very NSFW
#24689 posted by FifthElephant [82.24.73.240] on 2014/08/10 15:20:09
be warned!
 Onetruepurple
#24690 posted by Hipshot [94.137.102.38] on 2014/08/10 17:04:41
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
#24691 posted by madfox [84.26.177.181] on 2014/08/10 22:51:44
#24683 I uploaded the original Thred wad to Quaketastic with the name thred.zip.
 RE: #terrafusion Is Very NSFW
#24692 posted by quaketree [76.14.68.95] on 2014/08/11 00:12:03
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
#24693 posted by megaman [77.2.178.179] on 2014/08/11 23:50:59
has stalled since czg isn't around that much anymore.
 The Plural Of Penis Is Not Penii
#24694 posted by negke [31.18.93.198] on 2014/08/12 09:23:50
 But It Should Be.
#24695 posted by SleepwalkR [92.231.106.237] on 2014/08/12 10:24:44
#24696 posted by quaketree [76.14.68.95] on 2014/08/12 12:39:16
Why are we even talking about the plural of penises? Shambler not withstanding most of us just don't care...
o_O
#24697 posted by onetruepurple [46.77.124.78] on 2014/08/12 14:51:33
There are more people than just Shambler who suck on multiple penises.
#24698 posted by quaketree [76.14.68.95] on 2014/08/12 17:30:45
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.
#24699 posted by madfox [84.26.177.181] on 2014/08/12 22:20:51
I miss my penicilin..,
 Honey
#24700 posted by Spirit [92.196.99.110] on 2014/08/23 18:00:39
 ^ Lol
#24701 posted by Spiney [91.177.118.192] on 2014/08/24 23:55:56
#24702 posted by Spike [86.178.8.43] on 2014/08/25 05:33:05
As foresaw by lovecraft...
The treerats, that is. Those things are evil.
#24703 posted by mfx [78.49.251.59] on 2014/08/25 23:06:46
#24704 posted by Spirit [92.196.39.225] on 2014/08/26 23:20:48
 Fuck
#24705 posted by ijed [190.22.69.124] on 2014/08/27 01:44:00
BSP is slow... Can't we have some new tools rev to make it as fast as vis!?
 New Func_Msgboard URL
#24706 posted by Scampie [72.12.65.92] on 2014/08/27 22:53:32
 Go Map Scampie
#24707 posted by skacky [90.0.58.149] on 2014/08/28 00:26:39
 This Is A Good Thing.
#24708 posted by onetruepurple [93.105.236.81] on 2014/08/29 22:13:56
 SWORD AND OGRE MENS
#24709 posted by Lunaran [99.112.162.57] on 2014/08/30 00:51:53
 Demos
#24710 posted by Cocerello [80.174.120.241] on 2014/08/30 22:50:31
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
#24711 posted by mfx [85.178.113.23] on 2014/08/30 22:54:17
Try to type "say" (without quotes) in the console.
Now type "say I didnt know that, thanks mfx".
Got it?
 I Know ... Now
#24712 posted by Cocerello [80.174.120.241] on 2014/08/30 23:01:06
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?
#24713 posted by ijed [186.9.133.21] on 2014/08/31 00:57:45
Press T
 Psst...
#24714 posted by mfx [85.178.113.23] on 2014/08/31 01:08:22
 Not Yet
#24715 posted by ijed [190.22.66.23] on 2014/08/31 02:54:09
But I'm getting there.
 Cocerello:
#24716 posted by metlslime [76.103.211.139] on 2014/08/31 08:48:05
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
#24717 posted by Cocerello [80.174.120.241] on 2014/08/31 10:48:38
 Interesting Audio Tech
#24718 posted by than [112.69.161.231] on 2014/08/31 12:22:17
#24719 posted by Lunaran [99.112.162.57] on 2014/08/31 14:06:04
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.
#24720 posted by Lunaran [99.112.162.57] on 2014/08/31 14:06:32
a multiplayer mode where everyone is wearing tap shoes
#24721 posted by necros [99.227.110.3] on 2014/08/31 20:27:54
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.
#24722 posted by ptoing [93.216.196.10] on 2014/08/31 23:14:54
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
#24723 posted by Spiney [91.179.142.148] on 2014/09/01 00:04:03
but doppler was removed when it *was* in q3.
Q3's doppler sounds pretty hacky though.
I agree sound doesn't get enough loving!
#24724 posted by necros [99.227.110.3] on 2014/09/01 00:26:50
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
#24725 posted by Vondur [185.6.245.138] on 2014/09/01 08:31:10
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..
#24727 posted by mfx [78.55.82.0] on 2014/09/02 12:06:00
 Cool Doom Screenshot
#24728 posted by Preach [77.98.165.95] on 2014/09/02 20:46:03
It's a pretty large animated gif but it's neat
http://i.imgur.com/f3NwMiS.gif
#24729 posted by JneeraZ [199.255.40.36] on 2014/09/02 20:59:27
Neat! Is this the renderer in slow motion?
 Yeah...
#24730 posted by metlslime [159.153.4.50] on 2014/09/02 21:07:50
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?
#24731 posted by Rapidgame7 [190.55.230.150] on 2014/09/03 09:17:28
Title.
Are you?
 I Haven't Seen THIS Before
#24732 posted by RickyT33 [176.35.71.152] on 2014/09/03 14:41:08
 Me Either
#24733 posted by Lunaran [99.112.162.57] on 2014/09/03 17:17:04
downloaded, trying to get it to run
 It's Amazing
#24734 posted by RickyT33 [176.35.71.152] on 2014/09/03 17:23:29
What you can find on reddit.com
#24735 posted by Lunaran [99.112.162.57] on 2014/09/03 17:39:49
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
#24736 posted by Spirit [92.196.110.68] on 2014/09/03 17:52:25
You haven't lived if you haven't played Quake with Engoo's low res mode and lots of Gore enabled.
#24737 posted by Lunaran [99.112.162.57] on 2014/09/03 23:00:43
well, then I haven't because I still can't get it to run
#24738 posted by Johnny Law [50.242.126.113] on 2014/09/03 23:41:42
R.I.P. Lunaran
 :(
#24739 posted by lei-lei [92.222.172.41] on 2014/09/04 09:15:50
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
#24740 posted by Lunaran [99.112.162.57] on 2014/09/04 21:35:50
think I see why I couldn't get it to run
... something renamed my /id1/ folder to /engoo_win/
not cool bro
 Unusual
#24741 posted by lei-lei [72.52.91.30] on 2014/09/04 21:56:21
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.
#24742 posted by Spirit [92.196.5.192] on 2014/09/04 23:07:50
#24743 posted by Lunaran [99.112.162.57] on 2014/09/05 01:49:44
Everyone should.
 I Read Half
#24744 posted by ijed [186.79.209.249] on 2014/09/05 03:12:00
And will finish tomorrow.
 Sv_aim
#24745 posted by ptoing [93.216.208.236] on 2014/09/05 16:22:32
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.
#24746 posted by Lunaran [99.112.162.57] on 2014/09/05 17:26:49
one is all you need
#24747 posted by ptoing [93.216.208.236] on 2014/09/05 18:35:19
Thanks
 Guess Who Just Made It Onto A Massive Polygon Blacklist?
#24748 posted by onetruepurple [93.105.236.192] on 2014/09/07 23:59:54
 Anyone Interested In Posting To My Blog?
#24749 posted by FifthElephant [82.24.73.240] on 2014/09/08 01:31:49
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
#24750 posted by nobodyhome [24.3.11.183] on 2014/09/11 04:31:32
I cannot figure out how to set mouse acceleration in darkplaces. Does quake even have mouse acceleration?
#24752 posted by necros [142.55.180.143] on 2014/09/11 19:30:03
i believe darkplaces turns off windows mouse accel.
 And Then This..
#24755 posted by mfx [78.55.194.92] on 2014/09/15 18:18:20
 On The Subject Of Doom On Printers...
#24756 posted by Preach [77.98.165.95] on 2014/09/15 23:29:00
#24757 posted by Spirit [92.196.119.205] on 2014/09/16 12:22:58
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
#24758 posted by Baker [69.47.162.203] on 2014/09/18 13:20:47
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.
#24759 posted by onetruepurple [93.105.236.116] on 2014/09/20 14:35:13
 Really?
#24760 posted by onetruepurple [5.172.252.22] on 2014/09/21 17:31:45
No one?
#24761 posted by Spirit [92.196.94.119] on 2014/09/21 17:50:51
Just what FifthElephant and I are thinking.
#24762 posted by necros [99.227.110.3] on 2014/09/21 17:51:45
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
#24763 posted by onetruepurple [93.105.42.93] on 2014/09/21 18:58:29
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
#24764 posted by Spirit [92.196.61.23] on 2014/09/21 19:10:14
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.
#24765 posted by Spirit [92.196.61.23] on 2014/09/21 19:53:30
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
#24766 posted by ijed [186.9.129.137] on 2014/09/21 21:36:03
And yes, you need a much tighter theme for a jam.
I have a suggestion: Kingpin textures
 Get A Room
#24767 posted by ijed [186.9.129.137] on 2014/09/21 21:36:04
And yes, you need a much tighter theme for a jam.
I have a suggestion: Kingpin textures
#24768 posted by onetruepurple [93.105.42.93] on 2014/09/21 21:39:32
 No It's Not
#24769 posted by ijed [190.22.9.32] on 2014/09/21 22:07:24
Zerstorer had multiple texture styles. And then you changed it to brutality.
#24770 posted by onetruepurple [46.77.124.97] on 2014/09/21 22:55:02
A theme should be more than a texture set, like I already told you above.
 Forwards Compatible
#24771 posted by Yhe1 [173.58.187.144] on 2014/09/21 23:04:45
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
#24772 posted by madfox [84.26.177.181] on 2014/09/21 23:49:06
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
#24773 posted by necros [99.227.110.3] on 2014/09/22 00:01:03
there's no source on that page. how is it bugged?
 OnlyScampies
#24774 posted by onetruepurple [46.77.124.97] on 2014/09/22 00:03:16
 Necros
#24775 posted by madfox [84.26.177.181] on 2014/09/22 00:09:27
#24776 posted by madfox [84.26.177.181] on 2014/09/22 00:10:59
Tere's something with the EndBoss Enforcer.
Shoots in the ground and lacks aim.
 Ugh
#24777 posted by Scampie [72.12.65.92] on 2014/09/22 00:13:51
that such a bad picture of me too :|
#24778 posted by necros [99.227.110.3] on 2014/09/22 00:14:30
oic, it's inside the release zip...
 Also
#24779 posted by Scampie [72.12.65.92] on 2014/09/22 00:15:17
why the fuck is it apsp3?
 Why Not Just Textures?
#24780 posted by ijed [190.22.9.32] on 2014/09/22 00:56:31
ikwhite/ikblue worked fine.
#24781 posted by necros [99.227.110.3] on 2014/09/22 01:19:18
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
#24782 posted by onetruepurple [46.77.124.97] on 2014/09/22 01:30:48
Were texture and architecture themes.
 How About An 'Unreal' Theme For Th Emap Jam
#24783 posted by nitin [220.244.163.153] on 2014/09/22 01:45:38
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
#24784 posted by Yhe1 [173.58.187.144] on 2014/09/22 03:24:18
Hi Necros, I am sorry, I don't know qc, is that the problem and must the qc be recompiled to fix the issue?
#24785 posted by necros [99.227.110.3] on 2014/09/22 03:54:14
Yes, it is a qc problem. It was probably a last minute change and he didn't check.
#24786 posted by Yhe1 [173.58.187.144] on 2014/09/22 04:29:20
Well, how much work is it to try to fix this issue. Would like to try myself but I do not have any experience
#24787 posted by necros [99.227.110.3] on 2014/09/22 04:50:26
#24788 posted by Yhe1 [173.58.187.144] on 2014/09/22 04:58:52
Thanks, this should be uploaded on to quaketasic
#24789 posted by Scampie [72.12.65.92] on 2014/09/23 05:21:08
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
#24790 posted by czg [85.224.36.170] on 2014/09/23 20:51:32
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.
#24791 posted by Shambler [82.26.177.122] on 2014/09/23 22:21:24
Is that the Jam3 theme then??
#24792 posted by Lunaran [99.112.162.57] on 2014/09/24 02:46:15
does objects = brushwork or entities? what version of radiant? is this the 90 degree snap rotate button or free rotation?
#24793 posted by czg [85.224.36.170] on 2014/09/24 09:07:07
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.
#24794 posted by Lunaran [99.112.162.57] on 2014/09/24 19:10:11
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
#24795 posted by czg [212.16.188.76] on 2014/09/24 21:14:18
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.
#24796 posted by Scampie [72.12.65.92] on 2014/09/24 21:18:29
Well, if you hate it, then don't do that.
 Oh Ok.
#24797 posted by czg [83.253.6.34] on 2014/09/24 22:54:24
 It'd The Radiant Way
#24798 posted by Lunaran [99.112.162.57] on 2014/09/25 00:30:57
yeah, czg, never seen that. :(
it's pretty tho!
 Jam 3 Idea?
#24799 posted by quakis [86.22.126.142] on 2014/09/25 03:58:35
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
#24800 posted by spy [5.251.33.178] on 2014/09/25 17:04:22
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
#24801 posted by spy [5.251.33.178] on 2014/09/25 17:05:24
tribute to Trinca
 Yeah
#24802 posted by onetruepurple [93.105.236.251] on 2014/09/25 17:22:02
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
#24803 posted by onetruepurple [93.105.236.251] on 2014/09/25 17:26:20
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??
#24804 posted by spy [5.251.33.178] on 2014/09/25 17:54:54
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
#24805 posted by spy [5.251.33.178] on 2014/09/25 18:04:55
thiefG/thief TMA recently, and some ideas had grown in me, about remake of e4m8, the 'nameless city'
 Day Of The Lords
#24806 posted by Preach [77.98.165.95] on 2014/09/25 19:19:09
^^map pack theme suggestion, not seen those textures used often...
 Also
#24807 posted by onetruepurple [93.105.236.251] on 2014/09/25 19:30:54
The Living End, and the coag3 start map.
 How About
#24808 posted by Tronyn [24.79.126.117] on 2014/09/25 19:55:23
Jam3 Theme: "The Living End & Elder World Waystation"! I might even map for that.
 The Living Zerend.bsp & Elder World Bunker
#24809 posted by onetruepurple [93.105.236.251] on 2014/09/25 20:08:17
#24810 posted by onetruepurple [93.105.236.251] on 2014/09/25 20:14:06
With 10 entries named "True Love Waits".
 Elder World
#24811 posted by nitin [220.244.163.153] on 2014/09/26 01:18:55
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
#24812 posted by RickyT33 [176.35.71.152] on 2014/09/26 13:49:57
Zerstorer
#24813 posted by [31.18.93.198] on 2014/09/26 13:53:48
OZ.
 OZ.
#24814 posted by mfx [85.182.12.104] on 2014/09/26 14:47:29
 I Want The Func Logo Tatoo..uhhuu...ed Above My One Tiny Penis
#24815 posted by [81.214.7.136] on 2014/09/27 04:00:02
with blood and such, dwelling from the scrotum..
But one tiny penis.
One Tiny Penis.
 Nitin
#24816 posted by Cocerello [193.144.61.240] on 2014/09/27 12:16:26
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
#24817 posted by DaZ [89.168.60.49] on 2014/09/27 14:15:53
Is still the greatest rock texture ever created. You know the one I'm talking about!
 Dat Txture
#24818 posted by ijed [186.79.245.74] on 2014/09/27 15:09:03
 Look What I Found In My Wads Folder
#24819 posted by grahf [71.81.192.201] on 2014/09/28 02:18:09
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. :)
#24820 posted by quaketree [76.14.68.95] on 2014/09/28 03:02:21
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.
#24821 posted by JneeraZ [174.109.106.46] on 2014/09/28 11:40:11
"wot_WarrenT.wad"
Hahaha ... I ... sweet.
#24822 posted by Spirit [92.196.105.212] on 2014/09/28 11:58:24
grahf, I would rather have you finish THAT MAP but sent them in!
#24823 posted by JneeraZ [174.109.106.46] on 2014/09/28 12:30:12
"Should I upload these somewhere?"
YES.
 Decisions Decisions
#24824 posted by ijed [186.79.226.32] on 2014/09/28 23:43:52
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
#24825 posted by rebb [91.35.109.72] on 2014/09/29 00:21:21
It wouldn't be foul. 8)
 I Hate Maya
#24826 posted by ijed [186.79.226.32] on 2014/09/29 02:28:56
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.
#24827 posted by starbuck [37.205.58.214] on 2014/09/29 10:53:21
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
#24828 posted by ijed [200.73.66.2] on 2014/09/29 14:00:58
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.
#24829 posted by JneeraZ [174.109.106.46] on 2014/09/29 14:11:59
All the artists? Making environment and prop artists use Maya is just ... mean.
 Yeah
#24830 posted by ijed [200.73.66.2] on 2014/09/29 14:22:18
For animation it makes sense, at least.
 Oh Lawd
#24831 posted by Spiney [81.241.165.48] on 2014/09/29 14:49:51
Finally taking the time to go trough all of the maps released in the past few months. You people are insane.
#24832 posted by Lunaran [216.188.254.244] on 2014/09/29 23:34:01
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
#24833 posted by Bal [83.204.129.91] on 2014/09/30 07:43:47
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
#24834 posted by ijed [186.79.216.88] on 2014/09/30 08:55:23
#24835 posted by Spiney [91.176.161.200] on 2014/09/30 13:18:53
Both seem quite convoluted in the UI department to me.
They should hire sleepwalkr C:
#24836 posted by JneeraZ [174.109.106.46] on 2014/09/30 13:34:58
"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
#24837 posted by czg [85.183.137.58] on 2014/09/30 21:03:58
 Bad Brushwork
#24838 posted by onetruepurple [93.105.236.252] on 2014/10/04 00:27:33
 Awesome Solution
#24839 posted by mfx [92.229.128.221] on 2014/10/04 01:45:13
 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
#24841 posted by negke [31.18.93.198] on 2014/10/05 09:01:34
get rekt!
 :)
#24842 posted by Spirit [92.196.118.38] on 2014/10/05 12:33:49
#24843 posted by czg [212.16.188.76] on 2014/10/09 21:23:25
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.
#24844 posted by Lunaran [99.112.162.57] on 2014/10/10 20:57:24
is that feeling 'so bored you go post on func'
 I Was Going To Put It On Facebook First.
#24845 posted by czg [213.113.222.149] on 2014/10/11 01:34:00
But then I realized I'd get about zero likes so it might as well go here.
#24846 posted by czg [213.113.222.149] on 2014/10/11 01:34:52
 Does The Love Ewe Count?
#24847 posted by ijed [190.22.68.100] on 2014/10/11 02:18:18
 It's So True
#24848 posted by Lunaran [99.112.162.57] on 2014/10/11 05:03:56
also, sounds like a pretty shit toolchain
 GGGGGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLL
#24849 posted by onetruepurple [93.105.42.23] on 2014/10/11 22:35:22
 Dafuq Happened?
#24850 posted by onetruepurple [93.105.42.23] on 2014/10/11 22:43:58
Was Germany's locker room freshly painted or what?
 Dm1m1
#24851 posted by Yhe1 [173.58.187.144] on 2014/10/12 10:07:30
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
#24852 posted by Pekka [81.175.152.198] on 2014/10/13 19:42:53
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
#24854 posted by micholas [151.16.170.150] on 2014/10/18 05:48:35
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!
#24855 posted by Tronyn [24.79.126.117] on 2014/10/18 06:49:22
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...
#24856 posted by stevenaaus [49.182.76.36] on 2014/10/18 07:14:15
! :)
#24857 posted by Lunaran [99.112.162.57] on 2014/10/18 18:52:42
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?
#24858 posted by Spirit [80.187.108.16] on 2014/10/18 21:55:22
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
#24859 posted by micholas [151.16.56.233] on 2014/10/18 23:24:45
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 ?
#24860 posted by necros [99.227.110.3] on 2014/10/18 23:52:24
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..,
#24861 posted by madfox [84.26.177.181] on 2014/10/18 23:58:22
get your other single life back in nightmare mode.
 Playin' Every 'kin' Quake Map
#24862 posted by Mike woodham [86.143.19.155] on 2014/10/19 09:35:25
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 ;)
#24863 posted by Spirit [92.196.2.79] on 2014/10/19 17:39:56
Come plan the most awesome qexpo 2016 if you are a DOer.
http://www.quakeexpo.com/forum/
 Spirit
#24864 posted by nitin [220.244.163.153] on 2014/10/20 06:48:12
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 !
#24865 posted by micholas [151.16.244.152] on 2014/10/21 00:58:49
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...
#24866 posted by distrans [149.144.183.103] on 2014/10/21 02:16:41
...you are probably well aware, but just in case; Aard released a DMSP2 version as well.
 Katharsis Alpha 0.1 Out Posted By Wakey
#24867 posted by Shambler [82.26.220.47] on 2014/10/21 22:44:58
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
#24868 posted by Spirit [92.196.126.168] on 2014/10/22 00:08:26
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
#24869 posted by Pekka [81.175.152.198] on 2014/10/22 08:29:48
http://hitestudios.com/icons-of-doom/
It's the Icon of Sin recreated with miniatures and the artist's own models & sculpture.
 Very Cool.
#24870 posted by Shambler [82.26.220.47] on 2014/10/22 12:04:07
The demon head looks brutal and the splatted Cacodemn is great.
 I Was Replaying Some Of Kona's Old Maps
#24871 posted by Yhe1 [173.58.187.144] on 2014/10/23 06:09:37
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
#24872 posted by negke [31.18.93.198] on 2014/10/24 09:50:53
Any new reviews coming up?
 Heh
#24873 posted by Tronyn [24.79.126.117] on 2014/10/24 14:44:34
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
#24874 posted by Tronyn [24.79.126.117] on 2014/10/24 14:45:50
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
#24875 posted by otp [213.227.95.103] on 2014/10/25 16:51:59
Made me wish it had a Trenchbroom-like 3D view.
#24876 posted by necros [99.227.110.3] on 2014/10/25 19:12:51
what are you smoking???
also access db. T_T
#24877 posted by JneeraZ [174.109.106.46] on 2014/10/25 22:46:26
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
#24878 posted by ijed [190.22.20.69] on 2014/10/26 03:15:51
Discussion topic: were Nihilism Unlimited trying hard enough to be evil?
 Fucking ROFL
#24879 posted by onetruepurple [5.172.252.59] on 2014/10/26 12:49:43
me: hey girl i'm going to this thing feel free to come along
her: can't i'll be doing crossfit
 Schtarbucke!
#24880 posted by Spirit [92.196.115.20] on 2014/10/27 18:33:02
 I Bet If I Search For That Filename
#24881 posted by starbuck [185.30.24.132] on 2014/10/27 18:57:38
on my old laptop I could find it. But why in the world would you want such a thing? :)
#24882 posted by Spirit [92.196.115.20] on 2014/10/27 19:23:35
The Helvetica discussion reminded me of them, surely you used that for it back then?
 Test
#24883 posted by mfx [78.55.215.109] on 2014/11/07 22:26:53
#24884 posted by mfx [78.55.215.109] on 2014/11/07 22:27:15
back to the lab
#24885 posted by onetruepurple [93.105.42.114] on 2014/11/08 00:11:09
 O_O
#24886 posted by RickyT33 [94.3.102.158] on 2014/11/08 23:41:02
 FFS
#24887 posted by Shambler [82.26.220.47] on 2014/11/09 10:41:25
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..
#24890 posted by metlslime [159.153.4.50] on 2014/11/18 21:42:24
I still gotta flag it as spam
 Yup :)
#24891 posted by Shambler [86.23.100.60] on 2014/11/19 00:46:50
Will keep nuking 'em normally.
 I Am Now Known As Quaddy.
#24892 posted by Breezeep_ [100.1.255.229] on 2014/11/19 02:25:38
Because I decided that RingofQuaddamage sounded a little stupid to me.
 Interesting Game-o-id
#24893 posted by onetruepurple [93.105.42.153] on 2014/11/20 14:36:40
 *
#24894 posted by PyroGXPilot [96.41.154.19] on 2014/11/20 20:46:57
Banana for scale!
 A Bunch Of
#24895 posted by wakey [194.166.49.107] on 2014/11/20 23:10:18
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
#24896 posted by mfx [85.180.50.44] on 2014/11/21 00:24:30
most are very generic, all need retouching, but thanks nevertheless, i found some gems. :)
 BONUS JAM4!!!
#24897 posted by Shambler [86.23.100.60] on 2014/11/22 22:18:11
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..
#24898 posted by Shambler [86.23.100.60] on 2014/11/22 22:19:38
I think he means "22nd Nov" ;)
 Link To The Wad Used For Retrojam
#24899 posted by DaZ [89.168.60.49] on 2014/11/22 22:45:01
 Ah Well
#24900 posted by Zwiffle [24.241.228.118] on 2014/11/22 22:49:31
Would have been fun, but I've about run out of time and have entered house clean mode.
 Ah Fuck
#24901 posted by ionous [72.130.254.47] on 2014/11/23 08:04:51
Would have attempted to participate if I had seen an announcement on this board...
 Yes.
#24902 posted by Shambler [86.23.100.60] on 2014/11/23 11:49:59
Very strange not announcing it on here.
 Agreed.
#24903 posted by onetruepurple [93.105.42.22] on 2014/11/23 11:54:06
#24904 posted by FifthElephant [213.205.235.127] on 2014/11/23 13:11:15
Strange to not announce on here
#24905 posted by JneeraZ [174.109.106.46] on 2014/11/23 13:29:20
Panties are bunched up and full of sand, or something...
 Isn't The Quakewiki.org Having Server Issues?
#24906 posted by Breezeep_ [100.1.255.229] on 2014/11/23 16:05:38
 Seems To Be A Private Jam
#24907 posted by Cocerello [83.165.94.30] on 2014/11/23 18:27:00
#24908 posted by Spirit [80.187.113.2] on 2014/11/23 20:21:25
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!
#24909 posted by mfx [78.53.139.233] on 2014/11/23 23:03:54
#24910 posted by Spirit [92.196.30.4] on 2014/11/23 23:26:58
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.
#24911 posted by ericw [199.119.235.202] on 2014/11/24 00:37:04
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.
#24912 posted by Spirit [92.196.46.149] on 2014/11/24 09:06:28
oh, I blindly assumed they supported it.
 Welcome To The Revolution...
#24913 posted by Mike Woodham [87.127.250.2] on 2014/11/24 12:32:19
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.
#24914 posted by JneeraZ [174.109.106.46] on 2014/11/24 12:38:12
Because sock.
#24915 posted by Scampie [72.12.65.92] on 2014/11/25 13:22:01
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
#24916 posted by Scampie [72.12.65.92] on 2014/11/25 13:25:30
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.
#24917 posted by onetruepurple [93.105.236.74] on 2014/11/25 14:09:42
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!
#24918 posted by JneeraZ [174.109.106.46] on 2014/11/25 14:37:59
Especially since, you know, THIS is where the maps come from these days. :P
 Do We Really Have To Behave Like Children
#24919 posted by skacky [90.0.70.77] on 2014/11/25 17:12:44
 "behave" Is A Strong Assumption
#24920 posted by Spirit [92.196.120.100] on 2014/11/25 17:22:39
 Forgive Me
#24921 posted by Scampie [72.12.65.92] on 2014/11/25 17:29:44
I thought with all the talk about Twitter chat being a giant secret or something, you guys were suggesting NEFARIOUS PURPOSES!!!
 #mappergate
#24922 posted by Bal [109.7.65.250] on 2014/11/25 17:31:35
#24923 posted by JneeraZ [199.255.40.36] on 2014/11/25 17:35:35
#sockgate
#crustysock
I'll be here all week!
 #flouncersrevenge
#24924 posted by Shambler [86.23.100.60] on 2014/11/25 17:45:17
 Hey Look, I'm Spoiling Another Secret!
#24925 posted by onetruepurple [93.105.236.47] on 2014/11/25 19:48:53
 Map Objects
#24926 posted by Preach [77.98.165.95] on 2014/11/25 19:55:01
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
#24927 posted by Cocerello [193.144.61.240] on 2014/11/25 21:27:27
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
#24928 posted by Zwiffle [71.13.169.66] on 2014/11/25 21:35:33
Func just needs twitter/facebook integration, then we can retweet every post and like/dislike them as well.
 Another Zwiffle Post
#24929 posted by Scampie [72.12.65.92] on 2014/11/25 22:47:21
another dislike
 Dear God No
#24930 posted by Blitz [24.56.255.62] on 2014/11/26 02:21:08
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.
#24931 posted by Blitz [24.56.255.62] on 2014/11/26 02:22:22
but = by
also overuse of the word internet. It's me. I'm the idiot.
 Have An Upvote
#24932 posted by Scampie [72.12.65.92] on 2014/11/26 02:27:00
 +1
#24933 posted by necros [99.227.110.3] on 2014/11/26 03:12:25
 Can We Have Facebook Stickers Though? Please?
#24934 posted by czg [213.113.222.149] on 2014/11/26 07:54:07
[pusheen smoking a blunt]
 That Sounds Bretty Gud
#24935 posted by skacky [90.0.70.77] on 2014/11/26 19:11:06
<onetruepurple> thtc made me think
<onetruepurple> how about "knave but not a quoth library" as a jam theme
 Heh
#24936 posted by metlslime [159.153.4.50] on 2014/11/26 19:29:38
 Is Quakeaddicted Down For Anyone Else?
#24937 posted by Breezeep_ [100.1.255.229] on 2014/11/27 02:41:37
 Yep Here Too
#24938 posted by mfx [78.53.139.88] on 2014/11/27 03:45:25
 Inside3D
#24939 posted by madfox [84.26.177.181] on 2014/11/27 09:30:37
hacked by systemshock.
 Quaddicted Is Back
#24940 posted by JPL [82.227.229.44] on 2014/11/27 14:35:18
Good news...
 Puplic Domain Collections...
#24941 posted by wakey [178.190.1.51] on 2014/11/27 22:20:46
any known good ones for texture creation out there?
 #Q1RetroJam2
#24942 posted by sock [190.229.39.46] on 2014/11/28 13:34:37
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
#24943 posted by RickyT33 [176.35.71.152] on 2014/11/28 14:05:16
Hooray!
(Wife's staff party tonight though... I'll try not to pickle myself too much)
 Nice One Sock
#24944 posted by Shambler [86.23.100.60] on 2014/11/28 14:51:40
:)
 Video Tutorial Peeves
#24945 posted by Spiney [81.242.109.29] on 2014/11/28 16:11:38
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!!
#24946 posted by Shambler [86.23.94.196] on 2014/11/29 12:12:44
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
#24947 posted by sock [190.229.39.46] on 2014/11/29 13:15:39
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
#24948 posted by mfx [78.52.254.152] on 2014/11/29 13:31:26
 No No.
#24949 posted by Shambler [86.23.94.196] on 2014/11/29 19:52:05
Don't watch that. Do your own bloody mapping!
 Anyone Want To Do MY Mapping?
#24950 posted by Tronyn [24.79.126.117] on 2014/11/30 03:29:24
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
#24951 posted by Tronyn [24.79.126.117] on 2014/11/30 20:45:31
confirming it won't make the deadline and will be a late entry, hopefully in a week or two.
 For Some Values Of Realistic
#24952 posted by Pekka [81.175.152.198] on 2014/12/02 11:37:39
 Who's Tatoo Is This ?
#24953 posted by JPL [82.234.167.238] on 2014/12/02 21:31:19
#24956 posted by metlslime [159.153.4.50] on 2014/12/03 03:46:34
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?
#24957 posted by necros [99.227.110.3] on 2014/12/03 05:11:57
...penguin scare?
 Google Has Nothing
#24958 posted by SleepwalkR [85.178.61.177] on 2014/12/03 07:41:58
 JPL
#24959 posted by mfx [78.55.217.130] on 2014/12/03 08:47:32
#24960 posted by mwh [121.73.77.183] on 2014/12/03 09:56:34
 Super Wolf 3d
#24961 posted by starbuck [37.205.58.214] on 2014/12/03 11:59:11
looks amazing, absolutely love that cartoony style.
#24962 posted by JneeraZ [174.109.106.46] on 2014/12/03 12:36:53
" 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
#24963 posted by ijed [200.73.66.2] on 2014/12/03 12:54:12
But it sounds like he's referring to the hacks players used back in the day to see through walls and stuff.
#24964 posted by Johnny Law [67.188.146.229] on 2014/12/03 17:21:48
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
#24965 posted by ijed [200.73.66.2] on 2014/12/03 19:21:59
They only beat me because of their <insert butthurt reasoning here>!
 Okay So What Happened To RetroJam2?
#24966 posted by Shambler [86.23.94.196] on 2014/12/04 10:58:02
Did Skacky break it by making a full map?
 IDK
#24967 posted by RickyT33 [176.35.71.152] on 2014/12/04 11:08:12
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.
#24968 posted by skacky [90.0.181.239] on 2014/12/04 17:24:37
I teamed up with MFX and we broke the universe.
 #Q1RetroJam2 Released
#24969 posted by sock [190.229.39.46] on 2014/12/05 00:09:25
#24970 posted by Spirit [92.196.50.25] on 2014/12/05 13:43:38
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?
#24971 posted by RickyT33 [176.35.71.152] on 2014/12/05 16:20:24
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?
#24972 posted by onetruepurple [93.105.42.90] on 2014/12/05 16:21:45
QuakeSpasm supports FSAA as a console argument as of 0.90.
 What Do I Type? Why Isn't It In The Menu?
#24973 posted by RickyT33 [176.35.71.152] on 2014/12/05 16:30:38
cheers for the info btw :)
 Yeah
#24974 posted by ericw [199.126.128.107] on 2014/12/05 20:55:03
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
#24975 posted by RickyT33 [90.221.252.134] on 2014/12/05 21:07:34
I'll have to check out the latest on QuakeSpasm :D
 So
#24976 posted by Zwiffle [24.241.228.118] on 2014/12/06 18:49:30
Any jams going on this weekend?
 Yeah There Is.
#24977 posted by Shambler [86.31.13.216] on 2014/12/06 19:05:34
Theme is "cyclopean". Deadline is Monday night to give extra finishing tweaks if needed. Go map.
 Is Cyclopean Trouser Snake Ok?
#24978 posted by ijed [190.22.77.161] on 2014/12/07 02:50:41
 Jam Returns.
#24979 posted by onetruepurple [93.105.42.35] on 2014/12/08 00:32:59
 ^^like
#24980 posted by RickyT33 [90.202.248.249] on 2014/12/08 00:34:55
+1
 Nice And Oppressive Looking
#24981 posted by ericw [199.126.128.107] on 2014/12/08 01:25:25
#24982 posted by necros [99.227.110.3] on 2014/12/08 22:13:56
floating ziggurat???
 It Would Appear So
#24983 posted by onetruepurple [93.105.42.208] on 2014/12/09 00:11:56
#24984 posted by necros [99.227.110.3] on 2014/12/09 01:55:00
not a ziggurat exactly, but damn cool nonetheless.
 Red
#24985 posted by JPL [82.80.62.194] on 2014/12/10 20:14:17
.. it is red...
... but fucking looking good !
#24986 posted by Spirit [92.196.110.51] on 2014/12/11 12:08:00
Romero is posting a lot of unseen Doom things at https://twitter.com/romero
 Romero
#24987 posted by starbuck [37.205.58.214] on 2014/12/11 15:56:26
wow, quite a treasure trove of assets! Would love to see a quake version of this
 Stats By Sock
#24988 posted by Pekka [81.175.152.198] on 2014/12/11 16:41:04
@SimsOCallaghan tweeted a useful table of Quake weapon statistics.
https://twitter.com/SimsOCallaghan/status/542691212222685185
 Fuck Yeah.
#24989 posted by Shambler [86.31.13.216] on 2014/12/11 19:45:01
Top quality nerdage there :)
 Intel Tablet Cpus
#24990 posted by stevenaaus [49.182.3.201] on 2014/12/13 02:37:09
 (distant Dog Barking)
#24991 posted by RickyT33 [90.214.162.121] on 2014/12/15 19:35:10
*sound of wind blowing trees*
Faint clicking of mfx in the very far distance....
 Inside3d
#24992 posted by lth [194.62.232.103] on 2014/12/17 10:38:56
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
#24993 posted by Zwiffle [24.241.228.118] on 2014/12/17 16:07:49
 Thanks Zwiffle.
#24994 posted by lth [194.62.232.103] on 2014/12/18 09:51:58
nt
 Clank Clank
#24995 posted by Pekka [81.175.152.198] on 2014/12/20 09:18:29
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...
#24996 posted by Tronyn [24.79.126.117] on 2014/12/20 09:22:48
"Canned meat. Open 'er up and see if it's still fresh."
 Roulf
#24997 posted by onetruepurple [93.105.236.206] on 2014/12/20 10:07:59
 I Didn't Know There Was A Butt Jam
#24998 posted by Zwiffle [24.241.228.118] on 2014/12/20 16:02:42
...
 Accounts Obtained
#24999 posted by primal [81.175.152.198] on 2014/12/21 18:02:22
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
#25000 posted by DaZ [92.11.228.93] on 2014/12/21 18:40:00
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
#25001 posted by DaZ [92.11.228.93] on 2014/12/22 01:57:12
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
#25002 posted by Zwiffle [24.241.228.118] on 2014/12/22 02:51:40
Beyond Belief is classic :O
 @Daz
#25003 posted by primal [81.175.152.198] on 2014/12/22 18:14:37
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.
#25004 posted by Spirit [92.196.101.116] on 2014/12/22 23:07:19
#25005 posted by necros [99.227.110.3] on 2014/12/24 16:14:38
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
#25006 posted by DaZ [92.11.228.93] on 2014/12/25 11:06:17
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
#25007 posted by DaZ [92.11.228.93] on 2014/12/25 11:06:33
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
#25008 posted by DaZ [92.11.228.93] on 2014/12/25 11:06:33
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
#25009 posted by DaZ [92.11.228.93] on 2014/12/25 11:06:33
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...
#25010 posted by DaZ [92.11.228.93] on 2014/12/25 11:08:37
 DaZ Picked Up The Quad Damage
#25011 posted by Spirit [92.196.62.96] on 2014/12/25 11:10:04
All the best to you too :)
 Derping At Its Finest
#25012 posted by SleepwalkR [212.184.92.162] on 2014/12/25 13:18:37
 Christmas Derper
#25013 posted by Shambler [86.136.227.38] on 2014/12/25 18:39:49
Couldn't have done it better, Dazerp :D
#25014 posted by metlslime [71.86.81.83] on 2014/12/25 19:37:34
Yeah merry Christmas all!
 Yay
#25015 posted by mfx [78.55.74.198] on 2014/12/25 20:29:50
Merry Christmas! Hohoho..
 Merry Christmas
#25016 posted by ericw [199.119.235.135] on 2014/12/25 20:52:19
#25017 posted by Scampie [72.12.65.92] on 2014/12/26 00:10:20
M E R R Y C H R I S T M A S !
 Oi!
#25018 posted by ijed [190.22.57.36] on 2014/12/26 03:05:59
But yeah, merry Christmas.
And may the 2nd bring a mild-to-nothing hangover.
 Nah
#25019 posted by Scampie [72.12.65.92] on 2014/12/26 15:34:01
Everyone get drunk on the 2nd, that's my birthday, a world holiday
 Warren Pls
#25020 posted by onetruepurple [93.105.42.89] on 2014/12/27 16:08:44
 Merry X-Mas
#25021 posted by JPL [82.234.167.238] on 2014/12/27 20:47:48
I hope Santa Klaus brought you nice gifts this year ;)
 Samsung Galaxy S5 For Me!
#25022 posted by Breezeep_ [100.1.255.229] on 2014/12/27 21:33:43
 Oh Man At Least Coal Has A Resale Value
#25023 posted by czg [85.93.249.228] on 2014/12/27 22:30:35
 Quake On Your Lab Device
#25024 posted by Preach [77.98.165.95] on 2014/12/29 00:44:07
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 ?
#25025 posted by Breezeep_ [100.1.255.229] on 2014/12/29 01:08:59
Because I don't really know what to do.
#25026 posted by Lunaran [99.112.162.57] on 2014/12/29 03:23:05
Pretty sure you just extract with directories into the same folder quake3.exe is in. What's the error?
 Quke On Oscilloscope
#25027 posted by JPL [82.234.167.238] on 2014/12/30 11:21:22
 ... Missed The Youtube Vid :P
#25028 posted by JPL [82.234.167.238] on 2014/12/30 11:22:11
 I Totally Missed This, Downloading...
#25029 posted by RickyT33 [94.3.103.149] on 2014/12/31 21:08:39
 Merry New Year Everyone.
#25030 posted by Breezeep_ [100.1.255.229] on 2015/01/01 02:53:59
 Quke
#25031 posted by spy [5.251.240.56] on 2015/01/01 05:46:41
:)
 2015
#25032 posted by spy [5.251.240.56] on 2015/01/01 05:47:20
Happy New Year, guys
 Happy New Year
#25033 posted by JPL [82.234.167.238] on 2015/01/01 12:26:08
May 2015 brings happiness and many good things !
#25034 posted by FifthElephant [82.24.73.240] on 2015/01/01 13:59:42
But what if I cant wait until May? What if I want to be happy now? :(
 Happy Has Long Since Left The Building
#25035 posted by Kinn [86.164.147.200] on 2015/01/01 15:08:33
and has been replaced by regret, cynicism, and a stark, tangible awareness of one's own mortality.
#25036 posted by Lunaran [99.112.162.57] on 2015/01/01 19:34:50
^ map jam theme #4
#25037 posted by Yhe1 [173.58.187.144] on 2015/01/01 22:18:38
Fifth, what happened to that retro episode you're working on?
 Yhe1
#25038 posted by FifthElephant [82.24.73.240] on 2015/01/01 22:28:32
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
#25039 posted by Skiffy [219.92.52.161] on 2015/01/02 02:02:58
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.
#25040 posted by onetruepurple [93.105.42.22] on 2015/01/02 21:08:35
In about two hours from this post.
http://www.twitch.tv/mworch
 Shit
#25041 posted by onetruepurple [93.105.42.22] on 2015/01/02 21:09:10
More like 26 hours.
 Onetruefail.
#25042 posted by Shambler [82.26.143.253] on 2015/01/02 21:29:57
 Happy New Year!
#25043 posted by mfx [85.179.163.235] on 2015/01/02 23:43:23
 I Hope
#25044 posted by SleepwalkR [85.178.60.111] on 2015/01/03 00:03:22
you're not one of the idiots shooting fireworks at anything but the sky.
#25045 posted by mfx [85.179.163.235] on 2015/01/03 00:23:39
 Best Enjoyed
#25046 posted by mfx [85.179.163.235] on 2015/01/03 00:24:45
with sound this time.
 Half Life 2 Without Steampipe
#25047 posted by Yhe1 [173.58.187.144] on 2015/01/03 05:06:18
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?
#25048 posted by Johnny Law [67.188.146.229] on 2015/01/03 06:52:39
 Attheskyyousay?
#25049 posted by Shambler [82.26.143.253] on 2015/01/03 10:18:53
Gotta admit, that is pretty fucking cool :)
 Offtopic
#25050 posted by Zwiffle [24.241.228.118] on 2015/01/04 23:27:09
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
#25051 posted by FifthElephant [82.24.73.240] on 2015/01/04 23:38:25
 Drunk Thread?
#25052 posted by onetruepurple [93.105.42.109] on 2015/01/04 23:38:27
 I'd Say This Thread
#25053 posted by FifthElephant [82.24.73.240] on 2015/01/04 23:39:17
 Fifth Obviously Needing That Thread Already.
#25054 posted by Shambler [82.26.143.253] on 2015/01/05 11:13:59
#25055 posted by mfx [78.55.164.17] on 2015/01/06 08:32:24
 Haha
#25056 posted by stevenaaus [49.182.1.11] on 2015/01/06 13:48:52
holy cow
 BOOM
#25057 posted by ijed [200.73.66.2] on 2015/01/06 14:18:23
 Tap A Repeatedly To Get Back Up
#25058 posted by Kinn [86.164.147.200] on 2015/01/06 14:23:53
 Ziggurat Gameplay Stream
#25059 posted by FifthElephant [82.24.73.240] on 2015/01/06 18:43:12
 BTW
#25060 posted by Spirit [92.196.78.239] on 2015/01/09 22:25:46
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).
#25061 posted by Spirit [92.196.78.239] on 2015/01/09 22:26:25
I just hope they add public shares some day so I can publish all the archives.
#25062 posted by Yhe1 [173.58.187.144] on 2015/01/11 00:23:26
 I Need A Drug Mule
#25063 posted by Spirit [92.196.29.124] on 2015/01/11 13:15:03
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
#25064 posted by Spirit [92.196.29.124] on 2015/01/11 13:23:36
 Neil Gaiman's Handwriting
#25065 posted by onetruepurple [93.105.42.171] on 2015/01/12 11:53:29
Looks exactly what you imagine it to look like: http://i.imgur.com/gxUPLKp.png
 Omg
#25066 posted by Zwiffle [24.241.228.118] on 2015/01/12 16:06:23
Poor guy did he have a stroke?
 Looks A Little Bit Like That Of Quentin Blake
#25067 posted by RickyT33 [94.3.103.149] on 2015/01/12 22:58:37
 Shub Niggurath ?
#25068 posted by Killes [195.212.29.178] on 2015/01/15 14:03:06
 Well
#25069 posted by Kinn [86.164.147.200] on 2015/01/15 14:06:16
It definitely has the "Of the Woods" bit nailed.
#25070 posted by FifthElephant [82.24.73.240] on 2015/01/15 14:10:06
"shrub niggurath" ;)
 Ijed
#25071 posted by onetruepurple [93.105.236.61] on 2015/01/15 14:35:32
That's Rhogog 1.0, innit?
 What Happens When You Search For OTP
#25072 posted by FifthElephant [82.24.73.240] on 2015/01/17 04:13:40
 And Why
#25073 posted by SleepwalkR [85.178.190.217] on 2015/01/17 07:41:46
Would you do that?
 5th
#25074 posted by [92.229.71.32] on 2015/01/17 15:11:59
Why?
 :D
#25075 posted by FifthElephant [82.24.73.240] on 2015/01/17 15:21:53
 Accurate
#25076 posted by onetruepurple [93.105.42.247] on 2015/01/17 22:46:58
 The Url Is All You Need To Know
#25077 posted by [80.110.122.216] on 2015/01/20 23:43:40
#25078 posted by Lunaran [216.188.254.244] on 2015/01/21 01:02:46
so began the most elaborate wolfenstein viral marketing campaign yet
#25079 posted by Scampie [72.12.65.92] on 2015/01/21 01:57:22
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
#25080 posted by FifthElephant [82.24.73.240] on 2015/01/21 13:46:05
 Lol
#25081 posted by Kinn [86.164.147.200] on 2015/01/21 13:57:39
has anyone put the entirety of Quake into a single BSP(2) yet? I know they've done the individual episodes.
 Fuck That
#25082 posted by onetruepurple [93.105.236.89] on 2015/01/21 14:01:30
Put Rubicon 2 into one BSP2.
#25083 posted by JneeraZ [174.109.106.46] on 2015/01/21 14:04:13
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 :-/
#25084 posted by czg [212.16.188.76] on 2015/01/21 14:20:44
And the dam is at the bottom of the mass.
#25085 posted by JneeraZ [174.109.106.46] on 2015/01/21 14:30:19
Yeah, here and there a little ... but it's not bad!
 Crunch
#25086 posted by ijed [200.73.66.2] on 2015/01/21 15:11:51
#25087 posted by Lunaran [99.112.162.57] on 2015/01/21 16:22:15
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.)
#25088 posted by JneeraZ [174.109.106.46] on 2015/01/21 16:26:35
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.
#25089 posted by JneeraZ [174.109.106.46] on 2015/01/21 16:27:02
Oh, 18 hours a day / 7 days a week.
#25090 posted by FifthElephant [82.24.73.240] on 2015/01/21 16:33:07
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.
#25091 posted by JneeraZ [174.109.106.46] on 2015/01/21 16:38:30
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.
#25092 posted by Kinn [86.164.147.200] on 2015/01/21 16:41:22
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!
#25093 posted by Skiffy [210.195.225.27] on 2015/01/21 17:07:31
 That Blows
#25094 posted by FifthElephant [82.24.73.240] on 2015/01/21 17:08:03
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.
#25095 posted by Lunaran [216.188.254.244] on 2015/01/21 17:51:33
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.
#25096 posted by Lunaran [216.188.254.244] on 2015/01/21 17:52:27
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
#25097 posted by Bal [109.7.65.250] on 2015/01/21 18:32:29
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).
#25098 posted by Scampie [72.12.65.92] on 2015/01/21 21:31:49
...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
#25099 posted by kaffikopp [109.108.206.15] on 2015/01/21 23:50:04
 Got To 40
#25100 posted by Zwiffle [71.13.169.66] on 2015/01/21 23:52:34
Quit.
 ROFL.
#25101 posted by onetruepurple [93.105.236.89] on 2015/01/22 00:03:54
Good game.
 Not Sure If Posted
#25102 posted by Zwiffle [24.241.228.118] on 2015/01/22 16:05:42
 Doomero
#25103 posted by Kinn [86.164.147.200] on 2015/01/22 16:15:34
Interesting, but did they have to use that horrible engine with all those glows and blooms and weird texture filtering? :(
 Nice Videos
#25104 posted by SleepwalkR [92.231.107.240] on 2015/01/22 19:33:17
Also, "gib sounds" as in, djibb:
http://www.youtube.com/watch?v=XJzbE8wz1Wo&t=6m20s
Eat it, Dazers / Dranners / Danzers / Dranz.
 Ah Fuck Me
#25105 posted by SleepwalkR [92.231.107.240] on 2015/01/22 19:36:56
nevermind
#25106 posted by JneeraZ [199.255.40.36] on 2015/01/22 19:39:21
JIB. Eat it, haters. :P
 I've Been Saying JIB For Yeasr
#25107 posted by DaZ [92.11.228.93] on 2015/01/22 19:41:47
Get wrecked world!
 Yeah I Was Confused
#25108 posted by SleepwalkR [92.231.107.240] on 2015/01/22 20:12:42
 But.
#25109 posted by Shambler [82.26.189.251] on 2015/01/22 21:20:30
it is still Gib, you cocksniffers.
#25110 posted by quaketree [68.224.14.247] on 2015/01/22 21:24:41
Look at you guys getting a "Nautical" and stuff.
[popeye]I like the cut of you'se guy's jibs...[/popeye]
#25111 posted by FifthElephant [82.24.73.240] on 2015/01/22 21:30:20
Don't listen to Daz, he can't even pronounce WAD correctly.
#25112 posted by JneeraZ [199.255.40.36] on 2015/01/22 21:33:51
Who would be authoritative on that if not Romero?
#25113 posted by FifthElephant [82.24.73.240] on 2015/01/22 21:35:11
A butcher...?
 So...
#25114 posted by Shambler [82.26.189.251] on 2015/01/23 13:28:11
http://www.bbc.co.uk/news/world-europe-30937492
Sleepy, MFX, Spirit, Negke, etc - you guys PSYCHED FOR THIS?
#25115 posted by Lunaran [99.112.162.57] on 2015/01/23 17:19:36
those who choose to sit are often referred to as a "Sitzpinkler"
I learned three german words today!
#25116 posted by [85.180.176.154] on 2015/01/23 18:14:42
Etchin patterns in the marble with piss is the shit.
#25117 posted by metlslime [67.169.151.72] on 2015/01/23 18:15:35
seems like a bad material choice for a bathroom floor if it is damaged by contact with urine.
#25118 posted by quaketree [68.224.14.247] on 2015/01/23 18:38:15
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
#25119 posted by Zwiffle [71.13.169.66] on 2015/01/23 18:51:22
Makes it nearly impossible to believe some of the pristine marble textures in Doom =/
#25120 posted by Lunaran [99.112.162.57] on 2015/01/23 22:02:26
i too find it harder and harder with every passing year to believe doom was real
 It's Still Real To Me Damn It
#25121 posted by Blitz [24.56.255.62] on 2015/01/24 02:19:50
 One Of The Last Liberties A Man Has Left In The Modern World Is SAVED
#25122 posted by negke [31.18.32.183] on 2015/01/24 09:55:19
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
#25123 posted by onetruepurple [93.105.42.233] on 2015/01/24 23:54:57
 "stimulating"
#25124 posted by SleepwalkR [85.178.63.119] on 2015/01/25 00:32:16
 Yes.
#25125 posted by onetruepurple [93.105.42.233] on 2015/01/25 00:34:15
It makes my brain jizz.
#25126 posted by necros [99.227.110.3] on 2015/01/25 02:19:52
ehhh... a twitter conversation is just an endless stream of one-liners. boring.
 ^ 80 Characters
#25127 posted by Lunaran [99.112.162.57] on 2015/01/25 03:40:14
 Making Your Game "juicy"
#25128 posted by FifthElephant [82.24.73.240] on 2015/01/25 15:12:17
 Great Presentation
#25129 posted by ijed [190.22.66.240] on 2015/01/25 23:48:25
Getting Devs to follow it is like getting blood out of a stone though.
 Awesome
#25130 posted by FifthElephant [82.24.73.240] on 2015/01/28 00:23:48
#25131 posted by necros [99.227.110.3] on 2015/01/28 02:21:39
that shambler looks disgusting.
in other words, awesome.
 Too Warty Not Enough Bristly Fur.
#25132 posted by Shambler [86.9.242.69] on 2015/01/28 10:54:16
 Just Updated It With A Scrag :D
#25133 posted by Kinn [86.164.147.200] on 2015/01/28 12:04:42
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
#25134 posted by onetruepurple [93.105.42.1] on 2015/01/28 12:22:29
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
#25135 posted by nitin [220.244.163.153] on 2015/01/28 12:59:04
what is that page actually about? A project?
 Shape.
#25136 posted by Shambler [86.9.242.69] on 2015/01/28 14:59:10
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
#25137 posted by spy [178.88.145.188] on 2015/01/28 15:22:16
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
#25138 posted by Lunaran [99.112.162.57] on 2015/01/28 20:17:53
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
#25140 posted by onetruepurple [93.105.42.18] on 2015/02/02 13:21:54
JAMMINENT
 This Is Neat!
#25141 posted by FifthElephant [82.24.73.240] on 2015/02/03 09:50:58
 Also This
#25142 posted by FifthElephant [82.24.73.240] on 2015/02/03 09:54:39
 Nice
#25143 posted by SleepwalkR [130.149.243.224] on 2015/02/03 10:30:08
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)
#25144 posted by onetruepurple [93.105.42.114] on 2015/02/03 19:33:09
 Also From The Epic Twitter Account...
#25145 posted by starbuck [87.114.181.116] on 2015/02/03 23:26:02
#25150 posted by Drew [68.148.86.57] on 2015/02/08 03:58:54
 For The GW Homies...
#25151 posted by Shambler [92.22.63.245] on 2015/02/10 13:47:12
 Wow. Titties AND A Willy. Progressive.
#25152 posted by czg [212.16.188.76] on 2015/02/10 14:26:37
 Why Not
#25153 posted by Zwiffle [24.241.228.118] on 2015/02/10 15:26:46
Shooty and shooty ... and stompy?
 Also
#25154 posted by Zwiffle [24.241.228.118] on 2015/02/10 15:27:12
Looks good Bler
 Epic Was Awesome
#25155 posted by ijed [200.73.66.2] on 2015/02/10 16:00:08
 Thx
#25156 posted by Shambler [92.22.63.245] on 2015/02/10 20:03:40
There may be a bit of stompiness available. Just in case.
Czg I bet yours has scorch marks on hur hur
 Feature Request:
#25157 posted by Scampie [72.12.65.92] on 2015/02/11 16:28:24
Put real sunlight into Tyrlite and/or a Fitz engine
 What Is With That (win)quake Software Settings
#25158 posted by spy [178.88.146.92] on 2015/02/11 17:00:19
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.
#25159 posted by czg [212.16.188.76] on 2015/02/11 17:02:39
 Winquake Settings
#25160 posted by Scampie [72.12.65.92] on 2015/02/11 17:12:46
it's just Kinn. and Kinn wears vests as pants.
#25161 posted by Lunaran [99.112.162.57] on 2015/02/11 17:24:40
we take the atmosphere and we squoosh it
psssshhht
down into this much!
 Kinn
#25162 posted by spy [178.88.146.92] on 2015/02/11 17:28:28
i wish i could've been Kinn
#25163 posted by Scampie [72.12.65.92] on 2015/02/11 17:33:41
Don't make fun Lun, it was nominated for the Light Source Innovation of the Year Award at this year's Lux Awards.
 Shambler
#25164 posted by Cocerello [193.144.61.240] on 2015/02/12 14:22:53
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.
#25165 posted by Shambler [92.22.63.245] on 2015/02/12 14:31:00
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
#25167 posted by spiney [91.179.148.32] on 2015/02/14 15:11:46
 Epic !
#25168 posted by JPL [82.234.167.238] on 2015/02/14 16:51:42
... and so funny :)
 This Guy Makes The Best Comics...
#25169 posted by FifthElephant [82.24.73.240] on 2015/02/16 00:47:15
#25170 posted by necros [99.227.110.3] on 2015/02/16 01:38:53
if you say so...
#25171 posted by JneeraZ [174.109.106.46] on 2015/02/16 01:48:44
I think he just posted the wrong link, give him a chance to find the right one.
#25172 posted by Drew [68.148.86.57] on 2015/02/16 02:28:01
 Maybe He Was Visited By The Brainman...
#25173 posted by SleepwalkR [80.187.102.71] on 2015/02/16 07:37:11
 Confessions Of A Ziggurat Addict
#25174 posted by primal [81.175.152.198] on 2015/02/16 08:35:23
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
#25175 posted by Shambler [92.22.63.245] on 2015/02/16 11:27:48
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
#25176 posted by ijed [200.73.66.2] on 2015/02/16 12:56:43
 What's With All The Punz?
#25177 posted by spiney [91.179.148.32] on 2015/02/18 15:18:36
#25178 posted by Kinn [86.191.154.147] on 2015/02/18 15:53:12
What's with all the links to these edgy lolrandom monkeycheese "humour" sites recently? What's wrong with good old-fashioned wit?
 Indeed!
#25179 posted by ijed [200.73.66.2] on 2015/02/18 16:10:10
ಠ_ರೃ
 Kinn
#25180 posted by onetruepurple [88.156.138.163] on 2015/02/18 16:22:20
Millenials like #25177 don't understand wit.
 Goatse.cx
#25181 posted by czg [213.113.222.149] on 2015/02/18 17:35:45
goatse.cx hello.jpeg
 <This Post Was Flagged As Spam>
#25182 posted by spiney [91.179.148.32] on 2015/02/18 22:39:46
#25183 posted by spiney [91.179.148.32] on 2015/02/18 22:43:03
What's with all the links to these edgy lolrandom monkeycheese "humour" sites recently?
Yeah man, but it's like meta and shit!
 Aliens
#25184 posted by DaZ [92.11.228.93] on 2015/02/19 01:17:21
#25185 posted by necros [99.227.110.3] on 2015/02/21 07:16:05
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:
#25186 posted by metlslime [67.169.151.72] on 2015/02/21 08:13:35
what's the map pictured in your header image? Is that ne_ruins?
 Want To Know That Too
#25187 posted by Cocerello [83.165.94.30] on 2015/02/21 13:44:35
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.
#25188 posted by necros [99.227.108.31] on 2015/02/21 23:52:27
it's an unfinished map, but it's blue so it fits the theme! :)
 Hmmm
#25189 posted by stevenaaus [49.182.2.230] on 2015/02/23 12:03:17
... The yellow/orange is too bright for me.
 Strafe:
#25190 posted by RickyT33 [176.35.71.152] on 2015/02/23 14:34:04
 I Liked Strafe Better The First 3 Times It Was Posted
#25191 posted by Kinn [86.191.154.147] on 2015/02/23 15:22:36
 So It's Getting Worse?
#25192 posted by Lunaran [99.112.162.57] on 2015/02/23 17:45:52
 Yes
#25193 posted by Scampie [72.12.65.92] on 2015/02/23 21:43:22
Didn't you play the demo?
Y axis wasn't even inverted!
#25194 posted by JneeraZ [199.255.40.36] on 2015/02/23 21:47:54
Why would it be? Oh, do you .. uh, never mind.
 Would Be A Pain To Vis
#25195 posted by Cocerello [193.144.61.240] on 2015/02/24 16:30:53
 Highbrow!
#25196 posted by ijed [200.73.66.2] on 2015/02/25 13:48:34
#25197 posted by Spirit [80.187.109.88] on 2015/02/25 18:10:50
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
#25198 posted by Cocerello [83.165.94.30] on 2015/02/26 12:10:36
 You Guys Like Dark Souls Right?
#25199 posted by FifthElephant [82.24.73.240] on 2015/02/26 14:12:49
 Came For The Boobs...
#25200 posted by Kinn [86.191.154.147] on 2015/02/26 15:01:32
...stayed for the arse-hammer
Anyway, now let's have a look at that video fifth just posted...
 Romero New Shooter?
#25201 posted by FifthElephant [82.24.73.240] on 2015/02/26 15:24:39
 Holy Shit, YES!!!
#25202 posted by negke [31.18.32.183] on 2015/02/28 20:13:14
#25203 posted by FifthElephant [82.24.73.240] on 2015/02/28 20:47:17
For some this is a dream come true, for others it's a nightmare.
#25204 posted by JneeraZ [174.109.106.46] on 2015/02/28 21:01:02
That's ... actually pretty cool.
 Yes But.
#25205 posted by Shambler [92.30.90.50] on 2015/02/28 21:12:55
Could you combine that with the mod that made all the other enemies Spawn?
 Why Cant
#25206 posted by ijed [186.9.133.206] on 2015/02/28 23:53:07
You turn into a crate though?
 Http://www.moddb.com/mods/tarbaby-quake
#25207 posted by PuLSaR [94.141.40.125] on 2015/03/01 00:05:56
Wow, that's cool. But why does tarbaby have an icon of a quake guy?
#25208 posted by Kinn [86.191.154.147] on 2015/03/01 00:38:15
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
#25209 posted by Tronyn [24.79.126.117] on 2015/03/01 01:45:24
he is a tarbaby that sexually identifies as a human
watched the video, this mod looks awesome. imagine deathmatch in it!
#25210 posted by FifthElephant [82.24.73.240] on 2015/03/01 02:45:12
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.
#25211 posted by Lunaran [99.112.162.57] on 2015/03/01 04:45:36
the other cis tarbabykin ostracized him ... now he's going to give them a safe space
IN HELL
 Lol
#25212 posted by Tronyn [24.79.126.117] on 2015/03/01 08:35:35
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
#25213 posted by onetruepurple [5.172.252.231] on 2015/03/01 10:18:28
Stop triggering me!
#25214 posted by JneeraZ [174.109.106.46] on 2015/03/01 13:22:51
Tronyn - The drunk thread is over there. *points*
 Triggering, Awesome Concept (I Wonder If The Universe/reality Cares)
#25215 posted by Tronyn [24.79.126.117] on 2015/03/01 15:08:27
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?
#25216 posted by generic [67.233.170.171] on 2015/03/01 15:11:50
You just sit around for eons waiting to be telefragged by a lone space marine ;)
#25217 posted by Spirit [92.196.73.9] on 2015/03/01 15:17:22
Tronyn, you sober? Congrats!
#25218 posted by JneeraZ [174.109.106.46] on 2015/03/01 15:54:22
generic - Nice! What it lacks in gameplay it makes up for in ... ambiance.
 Tronyn :(
#25219 posted by Lunaran [99.112.162.57] on 2015/03/01 18:54:52
 Nemesant?
#25220 posted by arkngt [81.232.75.79] on 2015/03/02 12:56:37
 Is That The One
#25221 posted by ijed [200.73.66.2] on 2015/03/02 13:09:04
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
#25222 posted by negke [31.18.32.183] on 2015/03/02 13:24:59
...essentially Speedy wearing nose glasses.
 What Ijed Said
#25223 posted by onetruepurple [93.105.176.226] on 2015/03/02 13:29:37
It's a pretty unfair monster to fight.
#25224 posted by arkngt [94.234.170.52] on 2015/03/02 16:04:00
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.
#25225 posted by arkngt [80.216.177.13] on 2015/03/02 18:17:54
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 -
#25226 posted by FifthElephant [82.24.73.240] on 2015/03/02 21:04:57
 Is That A Pig Bear Man
#25227 posted by Lunaran [99.112.162.57] on 2015/03/02 21:15:16
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/)
#25228 posted by FifthElephant [82.24.73.240] on 2015/03/02 21:17:56
Awesome, looks very quakey to me!
#25229 posted by Spirit [92.196.91.61] on 2015/03/02 21:43:57
https://whispersystems.org/blog/the-new-signal/
Finally proper secure messaging and voiping between iOS and Android.
 Re: Pig Bear Man
#25230 posted by Zwiffle [71.13.169.66] on 2015/03/02 22:37:21
 Chimeras And Melted Peoples
#25231 posted by ijed [200.73.66.2] on 2015/03/03 13:12:59
Hmmm
 Just Tried Doom Builder For The First Time
#25232 posted by FifthElephant [82.24.73.240] on 2015/03/04 13:40:37
and it's a nightmare compared to using TB. Sleeps has spoiled us man...
I dunno how anyone can be bothered using DB.
#25233 posted by JneeraZ [199.255.40.36] on 2015/03/04 14:38:43
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
#25234 posted by Zwiffle [24.241.228.118] on 2015/03/04 14:47:03
But Build will always have a place in my heart <3
 Do Class If
#25235 posted by ijed [200.73.66.2] on 2015/03/04 19:40:33
#25236 posted by necros [99.227.108.31] on 2015/03/05 18:36:24
doombuilder2 is great. also try slade.
 So This Just Happened To Me...
#25237 posted by FifthElephant [82.24.73.240] on 2015/03/05 21:31:52
 Folder P Is For His Piano Lessons
#25238 posted by mfx [78.55.178.204] on 2015/03/05 21:39:58
i assume..
#25239 posted by quakis [86.4.149.240] on 2015/03/05 21:42:23
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.
#25240 posted by czg [85.224.36.12] on 2015/03/05 22:12:21
 Mfx
#25241 posted by FifthElephant [82.24.73.240] on 2015/03/05 22:14:42
is wrong... it's for my favourite penguin websites.
 Czg
#25242 posted by FifthElephant [82.24.73.240] on 2015/03/05 22:16:43
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.
#25243 posted by czg [85.224.36.12] on 2015/03/05 22:18:49
#25244 posted by FifthElephant [82.24.73.240] on 2015/03/05 22:22:55
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
#25245 posted by ijed [186.9.135.180] on 2015/03/05 23:45:18
That's good marketing :)
#25246 posted by Zwiffle [24.241.228.118] on 2015/03/06 03:57:15
#25247 posted by FifthElephant [82.24.73.240] on 2015/03/06 07:54:45
No.
#25248 posted by Shambler [92.22.77.235] on 2015/03/06 11:04:26
No.
#25249 posted by JneeraZ [174.109.106.46] on 2015/03/06 11:19:50
Probably not. I have a PC and several consoles. .. not sure I need another machine to play games on.
 Yeah Maybe
#25250 posted by ijed [200.73.66.2] on 2015/03/06 14:23:47
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.
#25251 posted by JneeraZ [199.255.40.36] on 2015/03/06 15:41:33
The Steam controller interests me tho ... can you get that separately from the steam boxes?
 Yeah, I Believe So
#25252 posted by Scampie [72.12.65.92] on 2015/03/06 16:00:03
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
#25253 posted by Bal [109.7.65.250] on 2015/03/06 18:08:22
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
#25254 posted by spy [5.251.168.179] on 2015/03/06 20:44:51
what is the latest (unofficial) version of the game?
1.42?
 Dear Kinn:
#25255 posted by Scampie [72.12.65.92] on 2015/03/07 02:39:11
~_^
 Scampie
#25256 posted by Kinn [86.191.154.147] on 2015/03/07 14:09:09
yes...?
 ^_~
#25257 posted by Scampie [72.12.65.92] on 2015/03/07 14:50:19
#25258 posted by Trinca [85.244.94.61] on 2015/03/08 17:03:55
dawn can't login
 Yesterday I Started To Play Sp Quake Maps For The 1st Time..
#25259 posted by konstructor [151.16.237.38] on 2015/03/08 18:15:04
 FYI Tools Programmers
#25260 posted by necros [99.227.108.31] on 2015/03/09 00:34:37
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
#25261 posted by Zwiffle [24.241.228.118] on 2015/03/09 23:45:19
Qonquer Map Jam?
 Qonquer??
#25262 posted by FifthElephant [82.24.73.240] on 2015/03/09 23:57:12
 I Do Not Qonquer
#25263 posted by mfx [78.55.216.2] on 2015/03/10 00:00:14
ehm, just had to say that.
#25264 posted by JneeraZ [174.109.106.46] on 2015/03/10 00:03:59
Oh yes! That would be awesome...
#25265 posted by FifthElephant [82.24.73.240] on 2015/03/10 00:07:36
Someone enlighten me??
 Http://www.wantonhubris.com/qonquer/Qonquer.html
#25266 posted by Zwiffle [24.241.228.118] on 2015/03/10 00:15:08
#25267 posted by JneeraZ [174.109.106.46] on 2015/03/10 00:34:59
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 ...
#25268 posted by quakis [86.4.149.240] on 2015/03/10 00:44:33
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.
#25269 posted by JneeraZ [174.109.106.46] on 2015/03/10 00:45:40
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?
#25270 posted by necros [99.227.108.31] on 2015/03/10 02:26:57
quick hack that barely gets the job done:
http://shoresofnis.com/temp/qonquer.fgd
#25271 posted by JneeraZ [174.109.106.46] on 2015/03/10 10:33:51
Are we doing this? I actually have a few days off here this week ... I might be interested!
#25272 posted by Zwiffle [24.241.228.118] on 2015/03/10 14:06:42
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.
#25273 posted by JneeraZ [199.255.40.36] on 2015/03/10 14:17:23
The Qonquer site has a DEF you can download ... does it read those?
 Dunno, Would Need To Look Into It At Home
#25274 posted by Zwiffle [71.13.169.66] on 2015/03/10 18:01:22
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
#25275 posted by Scampie [72.12.65.92] on 2015/03/10 18:37:08
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
#25276 posted by FifthElephant [82.24.73.240] on 2015/03/10 22:22:55
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.
 ^^^
#25277 posted by necros [99.227.108.31] on 2015/03/11 01:03:56
def == ent
 Then
#25278 posted by Zwiffle [24.241.228.118] on 2015/03/11 01:19:38
I should be set ... I suppose.
 K
#25279 posted by Zwiffle [24.241.228.118] on 2015/03/11 02:27:08
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
#25280 posted by DaZ [92.11.228.93] on 2015/03/14 19:59:46
I would be quite happy to run this event if people are serious about making levels for it
#25281 posted by Zwiffle [24.241.228.118] on 2015/03/14 20:27:05
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.
#25282 posted by JneeraZ [174.109.106.46] on 2015/03/14 20:58:05
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.
#25283 posted by Scampie [72.12.65.92] on 2015/03/14 22:08:31
I'd make a map.
 I'd Say Yes
#25284 posted by onetruepurple [93.105.177.141] on 2015/03/14 22:58:46
But my jam:finished map is 4 to 0 so far.
 ???
#25285 posted by Cocerello [83.165.94.30] on 2015/03/15 09:52:43
#25286 posted by JneeraZ [174.109.106.46] on 2015/03/15 11:50:47
Building to a 32 grid sounds kind of awful.
#25287 posted by Scampie [72.12.65.92] on 2015/03/15 14:43:01
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.
#25288 posted by JneeraZ [174.109.106.46] on 2015/03/15 15:11:32
Technically, 10 is on the grid too.
#25289 posted by Scampie [72.12.65.92] on 2015/03/15 15:33:12
True, 10 units is certainly A grid...
 My Biggest Issue With UE4 =/
#25290 posted by Zwiffle [24.241.228.118] on 2015/03/15 15:40:15
#25291 posted by Scampie [72.12.65.92] on 2015/03/15 16:07:24
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
#25292 posted by Zwiffle [24.241.228.118] on 2015/03/15 16:10:36
But 32 :(
#25293 posted by JneeraZ [174.109.106.46] on 2015/03/15 16:12:00
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...
#25294 posted by Scampie [72.12.65.92] on 2015/03/15 16:21:31
True, 2 units is certainly A grid..
 #25285
#25295 posted by Kinn [86.191.154.147] on 2015/03/15 16:28:03
And the name of that .map? Albert Einstein. Then everyone stood up and clapped.
 Anyway
#25296 posted by Kinn [86.191.154.147] on 2015/03/15 16:37:39
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.
#25297 posted by JneeraZ [174.109.106.46] on 2015/03/15 17:31:44
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
#25298 posted by Kinn [86.191.154.147] on 2015/03/15 17:41:06
but back in the 90s, I would imagine it sped up bsp, as it had to do less work or something.
Or not!
#25299 posted by necros [99.227.108.31] on 2015/03/15 22:54:11
looks nicer in the editor though.
 Http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolutio
#25300 posted by Shambler [92.22.77.235] on 2015/03/16 12:11:26
Might be of interest
 Ahaha
#25301 posted by Shambler [92.22.77.235] on 2015/03/16 12:11:47
 HahahahahahahahaHahahahahahahahaHahahahahahahahaHahahahahahahahaHahaha
#25302 posted by onetruepurple [88.156.138.119] on 2015/03/16 12:13:22
 WarrenM
#25303 posted by nitin [220.244.163.153] on 2015/03/16 12:27:14
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?
#25304 posted by JneeraZ [174.109.106.46] on 2015/03/16 12:38:03
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
#25305 posted by nitin [220.244.163.153] on 2015/03/16 13:54:40
that looks really nice.
#25306 posted by JneeraZ [174.109.106.46] on 2015/03/16 15:28:33
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
#25307 posted by Zwiffle [71.13.169.66] on 2015/03/16 16:43:29
I want to go to there.
Would be great for an Oculus Rift/Vive/VR Commodore 64 emulator.
 Warren
#25308 posted by mfx [92.229.135.4] on 2015/03/16 16:46:08
Great design, lovely, lovely. Now make the keyboard really dirty, like you know, pizzaboxes and empty coke and cigs all over..
#25309 posted by mfx [92.229.135.4] on 2015/03/16 17:56:08
 High Quality Bait.
#25310 posted by onetruepurple [5.172.252.154] on 2015/03/16 18:39:16
Keep it up Warren.
 Yeah...
#25311 posted by ijed [200.73.66.2] on 2015/03/17 13:13:12
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...
#25312 posted by ijed [200.73.66.2] on 2015/03/17 13:16:48
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.
#25313 posted by Shambler [92.22.77.235] on 2015/03/17 13:32:51
Ijed needs the deeper rim and the wider hole for sure.
 Careful Shambler
#25314 posted by ijed [200.73.66.2] on 2015/03/17 14:49:36
Don't cut your tongue on the hole.
#25315 posted by mfx [78.55.217.122] on 2015/03/18 15:20:35
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
#25316 posted by Mike Woodham [87.127.250.2] on 2015/03/18 17:01:35
That's great.
Did you happen across it, or were you looking?
 Could Also Be "MS"
#25317 posted by Kinn [86.191.154.147] on 2015/03/18 17:08:20
hehe
 Not Been Looking For It
#25318 posted by mfx [78.55.217.122] on 2015/03/18 17:18:29
just stumbled upon. Maybe its American McGees girl back then, who knows?
 Aha
#25319 posted by ijed [200.73.66.2] on 2015/03/18 19:53:48
I found those once as well - inside the Zombie Vault.
 Fascinating!
#25320 posted by Spirit [92.196.90.92] on 2015/03/18 21:17:47
#25321 posted by Scampie [72.12.65.92] on 2015/03/18 21:30:47
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
#25322 posted by Kinn [86.191.154.147] on 2015/03/18 21:36:40
never 'eard of any of those things.
 Qonqueror Jam
#25323 posted by Zwiffle [71.13.169.66] on 2015/03/18 21:43:44
Is this happening? I got my workflow set up and everything last weekend :(
#25324 posted by JneeraZ [174.109.106.46] on 2015/03/18 23:01:12
"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?
#25325 posted by Scampie [72.12.65.92] on 2015/03/19 00:47:58
It lets you know that that side of the map is pointing toward the southwest.
#25326 posted by JneeraZ [174.109.106.46] on 2015/03/19 00:51:41
I feel like I'm being trolled. That's ridiculous.
 Yeah
#25327 posted by Kinn [86.191.154.147] on 2015/03/19 01:01:52
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
#25328 posted by FifthElephant [82.24.73.240] on 2015/03/19 01:05:01
Maybe it means Sleepwalkr... what if he's time travelling?
#25329 posted by Scampie [72.12.65.92] on 2015/03/19 01:35:39
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
#25330 posted by Kinn [86.191.154.147] on 2015/03/19 02:31:19
 Scampie Go Map
#25331 posted by Lunaran [99.112.162.57] on 2015/03/19 03:40:14
 No U
#25332 posted by Scampie [72.12.65.92] on 2015/03/19 04:17:02
#25333 posted by mfx [78.55.219.249] on 2015/03/19 12:57:14
 Scampie
#25334 posted by Mike Woodham [87.127.250.2] on 2015/03/19 16:49:49
Nice
 Fun Little Building Toy
#25335 posted by Scampie [72.12.65.92] on 2015/03/19 16:58:47
 So
#25336 posted by Kinn [86.191.154.147] on 2015/03/19 19:55:02
which is the best site to browse custom maps for UT 2004?
 Unfortunately
#25337 posted by Zwiffle [71.13.169.66] on 2015/03/19 19:57:58
The only site I can think of off the top of my head is http://ut2k4.gamebanana.com/
 DAZ
#25338 posted by Scampie [72.12.65.92] on 2015/03/19 21:36:26
http://scampie.net/etc/Jam5HYPE.png
The jam will get cold if left out too long Daz.
 Check It Boys
#25339 posted by DaZ [92.11.228.93] on 2015/03/19 23:13:20
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
#25340 posted by DaZ [92.11.228.93] on 2015/03/19 23:16:58
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 :)
#25341 posted by Zwiffle [24.241.228.118] on 2015/03/19 23:40:08
Arena must contain at least one penis.
 HYPE UP THE JAM
#25342 posted by Scampie [72.12.65.92] on 2015/03/20 00:04:02
 Zwiffle
#25343 posted by Kinn [86.191.154.147] on 2015/03/20 00:16:54
cheers - found that site a bit "meh", but mapraider.com seemed to be pretty good.
#25344 posted by JneeraZ [174.109.106.46] on 2015/03/20 00:57:26
This is pretty cool ... A Qonquer map jam that kicks off on my birthday. Perfect. :)
 It's All For You WIllem
#25345 posted by Zwiffle [24.241.228.118] on 2015/03/20 01:06:15
That's a slice of birthday cake.
 The Cake Is A Lie...
#25346 posted by generic [67.233.188.233] on 2015/03/20 01:17:55
;)
 Http://imgur.com/gallery/w8FWy
#25347 posted by Zwiffle [24.241.228.118] on 2015/03/21 00:28:48
 Kinda Loses The Charm Methinks
#25348 posted by Kinn [86.191.154.147] on 2015/03/21 00:32:26
#25349 posted by JneeraZ [174.109.106.46] on 2015/03/21 00:42:55
Yeah. I don't get the remaking Quake in higher def graphics. As if it needs that...
#25350 posted by Scampie [72.12.65.92] on 2015/03/21 00:54:36
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
#25351 posted by Kinn [86.191.154.147] on 2015/03/21 01:28:42
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
#25352 posted by RickyT33 [94.3.103.149] on 2015/03/21 01:34:36
But DAT health....
 I Still Don't Get Why People Are Salivating Over It.
#25353 posted by Kinn [86.191.154.147] on 2015/03/21 01:39:58
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.
#25354 posted by quakis [86.4.149.240] on 2015/03/21 04:53:41
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.
#25355 posted by ericw [199.126.128.107] on 2015/03/21 05:31:35
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.
#25356 posted by onetruepurple [93.105.176.42] on 2015/03/21 10:10:58
It's a fucking cube
Nice geometry knowledge.
 Boxes You Say?
#25357 posted by negke [31.19.141.9] on 2015/03/21 10:18:09
 Tyrann's
#25358 posted by spy [5.251.168.179] on 2015/03/21 10:35:14
tyrintro.wav, from OUM i suppose. i'd love to hear the full version. where is it from?
#25359 posted by JneeraZ [174.109.106.46] on 2015/03/21 10:38:12
"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
#25360 posted by Killes [195.212.29.181] on 2015/03/21 16:33:39
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.
#25361 posted by Lunaran [99.112.162.57] on 2015/03/21 18:13:34
killes that is the best thing you have ever written
#25362 posted by FifthElephant [213.205.236.86] on 2015/03/21 20:02:50
Splooge!
 Another Thought
#25363 posted by primal [81.175.152.198] on 2015/03/21 20:50:25
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.
#25364 posted by Scampie [72.12.65.92] on 2015/03/21 21:46:42
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.
#25365 posted by negke [31.19.141.9] on 2015/03/22 16:18:48
Btw: streaming Travail. First episode done, now starting second episode.
 Www.twitch.tv/negke
#25366 posted by negke [31.19.141.9] on 2015/03/22 16:19:09
 Done
#25367 posted by negke [31.19.141.9] on 2015/03/22 19:12:50
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.
#25368 posted by Scampie [72.12.65.92] on 2015/03/23 00:00:00
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
#25369 posted by FifthElephant [82.24.73.240] on 2015/03/23 00:16:45
I think mangle is used for something else like info_intermission or something so it's been loaned to other features.
#25370 posted by Scampie [72.12.65.92] on 2015/03/23 00:21:05
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
#25371 posted by Kinn [86.191.154.147] on 2015/03/23 00:26:27
So you only have yourself to blame.
 That Sucks
#25372 posted by ericw [199.126.128.107] on 2015/03/23 00:32:34
To make things more uniform I can add "_sunlight_mangle" as a synonym for "_sun_mangle" in my tyrutils branch.
#25373 posted by Scampie [72.12.65.92] on 2015/03/23 00:39:27
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
#25374 posted by Kinn [86.191.154.147] on 2015/03/23 00:47:13
#25375 posted by necros [99.227.108.31] on 2015/03/23 02:12:41
does anyone have the dkt2.wad file without fullbrights everywhere? the one on quaddicted is... bad. :(
#25376 posted by necros [99.227.108.31] on 2015/03/23 02:13:45
DktE2 (eg: episode 2 daikatana textures, the white roman ones)
#25377 posted by ericw [199.126.128.107] on 2015/03/23 03:46:12
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
#25378 posted by Scampie [72.12.65.92] on 2015/03/23 04:24:42
*twitch*
 Quake Stuff From /r/programming Subreddit
#25379 posted by primal (not logged in) [130.231.240.140] on 2015/03/23 13:04:16
 #25379
#25380 posted by Kinn [86.191.154.147] on 2015/03/23 13:15:09
Interesting but the smug tone of that article is annoying.
#25381 posted by Lunaran [99.112.162.57] on 2015/03/23 13:46:12
Man, quake is so old. Literally nobody knows how to run it any more!
 Yeah
#25382 posted by Kinn [86.191.154.147] on 2015/03/23 13:49:58
and the quake file formats are just so obtuse and poorly documented!
 LOLIKR
#25383 posted by ijed [200.73.66.2] on 2015/03/23 13:50:00
Not even Steam!
#25384 posted by JneeraZ [199.255.40.36] on 2015/03/23 14:23:14
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!
#25385 posted by SleepwalkR [130.149.243.224] on 2015/03/23 14:23:18
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.
#25386 posted by JneeraZ [199.255.40.36] on 2015/03/23 14:26:48
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.
#25387 posted by Scampie [72.12.65.92] on 2015/03/23 21:38:24
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.
#25388 posted by Scampie [72.12.65.92] on 2015/03/23 21:39:12
#25389 posted by JneeraZ [199.255.40.36] on 2015/03/23 21:55:17
Scampie - That's not a bad idea. Where do workshops come from, does Valve have to birth them?
#25390 posted by Scampie [72.12.65.92] on 2015/03/23 22:29:54
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.
#25391 posted by Scampie [72.12.65.92] on 2015/03/23 22:34:10
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
#25392 posted by primal [81.175.152.198] on 2015/03/23 23:49:25
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
#25393 posted by necros [99.227.108.31] on 2015/03/24 00:13:01
Thanks, that tool was fantastic!
 Great Spamming
#25399 posted by starbuck [37.152.235.57] on 2015/03/25 09:38:28
we all know there are a lot of big louis vuitton bag fans here. Has this community ever even contained a single woman?
#25400 posted by starbuck [37.152.235.57] on 2015/03/25 09:42:33
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
#25401 posted by FifthElephant [82.24.73.240] on 2015/03/25 09:46:15
I'm beautiful!
 Cis Scum
#25402 posted by Kinn [86.191.154.147] on 2015/03/25 10:07:38
Oh so handbags are a female only thing now?
 Starbuck
#25403 posted by onetruepurple [5.172.252.47] on 2015/03/25 10:37:51
Asurfael, Sidhe, and that one Caitlin girl who briefly posted in some thread about Q1 monster design.
#25404 posted by Scampie [72.12.65.92] on 2015/03/25 11:26:28
starbuck is female, her real name is Kara Thrace
#25405 posted by Spirit [80.187.108.30] on 2015/03/25 12:03:39
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.
#25406 posted by JneeraZ [174.109.106.46] on 2015/03/25 12:15:14
"I feel so uncomfortable in this rap culture. "
I feel unsafe with all this slipping going on...
#25407 posted by Spirit [80.187.108.30] on 2015/03/25 12:21:40
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.
#25408 posted by czg [212.16.188.76] on 2015/03/25 12:30:38
 Dont Make Me Unfollow You On Tweeter
#25409 posted by Spirit [80.187.108.30] on 2015/03/25 12:49:34
 Check Your Respective Privileges, Guys!
#25410 posted by SleepwalkR [80.187.102.119] on 2015/03/25 13:31:09
 Handbags Out
#25411 posted by negke [31.19.216.230] on 2015/03/25 13:54:07
Of course there are handbags for males, too. For instance, this elegant piece: https://www.behance.net/gallery/Astra-Herrenhandtasche/8683955?ilo0=1
 Lol
#25412 posted by Tronyn [24.79.126.117] on 2015/03/25 18:52:19
this whole exchange was awesome, just what this thread was created for I'd say.
 ~iM A GurL~
#25413 posted by Blitz [24.56.255.62] on 2015/03/25 21:24:06
but only on the internet
 Boobs
#25414 posted by Zwiffle [71.13.169.66] on 2015/03/25 22:06:52
Blitz show me your boobs.
Your boobs, blitz.
 Great Baghand
#25416 posted by madfox [84.84.178.104] on 2015/03/26 00:10:59
and Hall is a she spammer
 This Post Was Flagged As Spam.
#25419 posted by Zwiffle [71.13.169.66] on 2015/03/27 17:58:24
 Drawing!
#25421 posted by quakis [86.4.149.240] on 2015/03/30 22:55:10
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
#25422 posted by FifthElephant [82.24.73.240] on 2015/03/30 22:56:08
pretty cool quakis... keep it up!
 Zwiffle!
#25429 posted by megaman [78.53.210.89] on 2015/04/02 23:03:14
 Drawing! #2
#25430 posted by quakis [86.4.149.240] on 2015/04/02 23:08:39
Another scene drawing I finished up today for those interested;
http://i.imgur.com/2VLLgbJ.png
#25431 posted by FifthElephant [82.24.73.240] on 2015/04/02 23:09:07
Looks like Majula from DS2?
 Pretty Cool.
#25432 posted by Shambler [92.22.71.144] on 2015/04/02 23:47:12
Not entirely convinced by the land, but the lighting is magnificent. I'm liking seeing these :)
 That's Cool
#25434 posted by ijed [186.9.132.117] on 2015/04/03 05:18:20
I feel like running it through a pixellation filter :D
 Japanese Mobile Phone Hands Free Kit
#25436 posted by JPL [82.234.167.238] on 2015/04/03 19:29:14
 Tronyn
#25437 posted by negke [31.18.19.131] on 2015/04/06 10:10:33
Where dem reviews??
 I Know I Have A Huge Backlog
#25438 posted by Tronyn [24.79.126.117] on 2015/04/06 14:56:33
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??
#25439 posted by FifthElephant [213.205.234.88] on 2015/04/06 15:04:35
I didn't think it was still being worked on!
Someday I will make a drake map...
#25440 posted by Lunaran [99.112.162.57] on 2015/04/06 16:01:16
drake the type of mod to put a hundred monsters in a secret area
 Eastern Eggs
#25441 posted by madfox [84.84.178.104] on 2015/04/06 17:28:38
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!
#25442 posted by [142.245.59.15] on 2015/04/06 18:13:03
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
#25443 posted by starbuck [146.199.147.3] on 2015/04/06 19:06:06
well played
 #25441
#25444 posted by Mike Woodham [87.127.250.2] on 2015/04/07 12:53:37
I bet MadFox could translate American Pie with no problems at all ;)
#25451 posted by metlslime [159.153.4.50] on 2015/04/09 22:17:03
i wonder if i should close this thread for a while since this one spammer is so persistent.
 There's Your Answer?
#25453 posted by ijed [200.73.66.2] on 2015/04/09 22:33:57
 How About Adding Certain Words To A Ban-list?
#25454 posted by FifthElephant [82.24.73.240] on 2015/04/09 22:39:58
I suggest "Louis Vuitton" being in a post should prevent the post from being made at all.
#25455 posted by Scampie [72.12.65.92] on 2015/04/09 22:45:26
Maybe just make a new General Abuse, hide this one for regular view for awhile, and see if it still gets spam
#25456 posted by JneeraZ [199.255.40.36] on 2015/04/09 22:49:01
Don't allow posts unless you're logged in? Seems simple enough.
#25457 posted by Spirit [92.196.73.15] on 2015/04/09 23:23:16
Does it maybe have a common user agent? Otherwise maybe add a random question about quake as captcha. Please don't disable unregistered posting.
#25458 posted by Kinn [86.191.154.147] on 2015/04/10 01:37:42
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"
#25459 posted by JneeraZ [174.109.106.46] on 2015/04/10 01:54:24
"Please don't disable unregistered posting."
What's the value vs the annoyance of the spam? Just curious...
#25460 posted by Scampie [72.12.65.92] on 2015/04/10 03:33:04
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.
#25461 posted by Lunaran [99.112.162.57] on 2015/04/10 05:47:31
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.
#25462 posted by Lunaran [99.112.162.57] on 2015/04/10 05:50:31
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
#25463 posted by madfox [84.84.178.104] on 2015/04/10 06:25:16
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?
#25465 posted by metlslime [67.169.151.72] on 2015/04/10 08:59:30
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
#25466 posted by Primal (not logged in) [81.175.152.198] on 2015/04/10 14:20:48
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
#25467 posted by ijed [200.73.66.2] on 2015/04/10 14:23:24
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.
#25468 posted by JneeraZ [174.109.106.46] on 2015/04/10 14:25:57
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
#25469 posted by DaZ [92.11.224.245] on 2015/04/10 15:47:48
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?
#25470 posted by Scampie [72.12.65.92] on 2015/04/10 15:51:52
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
#25471 posted by Scampie [72.12.65.92] on 2015/04/10 15:57:09
"I think it lost count ... somehow."
I had that too when I had a rogue spawner spawn a monster inside a wall.
#25472 posted by JneeraZ [199.255.40.36] on 2015/04/10 16:04:32
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...
#25473 posted by JneeraZ [199.255.40.36] on 2015/04/10 16:09:40
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
#25474 posted by DaZ [92.11.224.245] on 2015/04/10 16:30:03
:D
#25476 posted by Lunaran [99.112.162.57] on 2015/04/10 18:35:10
So if there are humans making these posts, should we not share tips where they can see them? :)
#25478 posted by metlslime [159.153.4.50] on 2015/04/10 20:53:32
i assume the humans are dumb, though :)
#25479 posted by metlslime [159.153.4.50] on 2015/04/10 21:02:26
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
#25480 posted by madfox [84.84.178.104] on 2015/04/10 21:28:50
writing nonsense I'm still human?
Andromedians..,
#25481 posted by RickyT33 [90.204.201.246] on 2015/04/10 22:42:25
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...
#25482 posted by quakis [86.4.149.240] on 2015/04/11 00:34:38
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
#25484 posted by mfx [78.49.248.32] on 2015/04/11 04:59:21
nt
 We Will Kill Them On The Beaches
#25485 posted by ijed [186.9.130.47] on 2015/04/11 06:34:05
 Spam
#25486 posted by Tronyn [24.79.126.117] on 2015/04/11 08:21:38
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
#25489 posted by onetruepurple [93.105.177.111] on 2015/04/12 00:37:32
Shambler spotted.
 Haha
#25490 posted by stevenaaus [49.182.0.1] on 2015/04/12 00:48:45
You're a troll alright :)
 Themes For Jam 6
#25491 posted by skacky [90.0.199.216] on 2015/04/12 03:45:22
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!
#25493 posted by Skiffy [60.53.18.199] on 2015/04/12 18:23:31
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
#25494 posted by FifthElephant [82.24.73.240] on 2015/04/12 18:53:33
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?
#25495 posted by Spirit [92.196.105.89] on 2015/04/12 18:53:44
 ?
#25496 posted by Scampie [72.12.65.92] on 2015/04/12 18:58:14
 Jam 6 Theme -
#25497 posted by FifthElephant [82.24.73.240] on 2015/04/12 19:26:20
80's noir cyber punk with neon.
 #25495
#25498 posted by Shambler [92.22.71.144] on 2015/04/12 19:31:17
Yes? Is there some question?
 ⍽
#25499 posted by Spirit [92.196.105.89] on 2015/04/12 19:55:54
#25500 posted by Lunaran [99.112.162.57] on 2015/04/12 21:16:41
Another thing I do to cut spam is just block any post that contains the same url more than once. Surprisingly effective.
 Re: 25493
#25501 posted by necros [99.227.108.31] on 2015/04/13 02:38:48
starting around 2:30
https://youtu.be/Kjqx6cKUepc?t=2m30s
love that edge/face/vertex manip, basically 3dsmax.
 Rubicon Rumble Jam
#25502 posted by skacky [90.0.184.51] on 2015/04/13 13:39:00
<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
#25503 posted by ijed [200.73.66.2] on 2015/04/13 14:41:14
Is clean and ready to use, although the editing guide got stuck in a separate download somewhere.
That's a cool Unity video, thanks.
#25504 posted by quaketree [68.224.14.247] on 2015/04/14 09:18:12
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
#25505 posted by madfox [84.84.178.104] on 2015/04/14 23:46:59
the shlambagger?
 Crates
#25506 posted by ijed [200.73.66.2] on 2015/04/15 21:50:23
#25507 posted by Lunaran [99.112.162.57] on 2015/04/15 23:41:36
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
#25508 posted by CrackSmoker [50.111.49.202] on 2015/04/20 03:20:40
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!
#25509 posted by Lunaran [99.112.162.57] on 2015/04/20 16:20:55
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
#25510 posted by FifthElephant [213.205.233.156] on 2015/04/20 17:06:37
Is weird, moving down a sloped surface is very clunky
#25511 posted by metlslime [159.153.4.50] on 2015/04/20 19:16:10
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?
#25512 posted by Ionous at work [70.199.142.8] on 2015/04/21 13:37:37
Jam 6: Day of the Lords
I'm in!
 More "epic" Maps? Yawn!
#25513 posted by Spirit [194.95.79.3] on 2015/04/21 17:36:23
 Web Hosting.
#25514 posted by FifthElephant [82.24.73.240] on 2015/04/23 00:12:43
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
#25515 posted by DaZ [92.11.224.245] on 2015/04/23 13:15:54
if he is still hosting dudes on fov120
 Yeah No Probs
#25516 posted by SleepwalkR [80.187.106.159] on 2015/04/23 17:11:55
Drop me an email
 Opinion Poll
#25517 posted by Lunaran [216.188.254.244] on 2015/04/23 21:03:15
Orange is a very bright shade of brown: (y/n)
 All Of Valve Games
#25518 posted by FifthElephant [82.24.73.240] on 2015/04/23 21:07:57
are essentially quake.
I'm assuming that is the connection you're making?
 Lunaran
#25519 posted by mfx [85.179.31.210] on 2015/04/23 21:11:13
yes.
 Though It Upsets Me For Some Reason
#25520 posted by RickyT33 [176.249.40.96] on 2015/04/23 21:16:35
 Yes
#25521 posted by Scampie [72.12.65.92] on 2015/04/23 22:47:36
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
#25522 posted by megaman [85.9.20.145] on 2015/04/24 12:39:35
github pages?
 Go Map!
#25523 posted by skacky [90.0.60.169] on 2015/04/25 02:42:56
 Https://twitter.com/hashtag/Q1RetroJam3?src=hash
#25524 posted by Shambler [92.22.56.253] on 2015/04/26 17:27:24
Go Map!
 Transmissions : Element 120
#25525 posted by DaZ [92.11.224.245] on 2015/04/28 00:27:19
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.
#25526 posted by metlslime [159.153.4.50] on 2015/04/28 00:59:08
ah, so it's the Air Fist mod from 1997 but with real levels designed around it :)
 Pff
#25527 posted by mwh [118.149.253.114] on 2015/04/28 05:03:41
how can there be 180 unread posts in the mark v thread?
#25528 posted by Lunaran [99.112.162.57] on 2015/04/28 05:16:40
170 of those are new builds because nobody uses email for bug reports
 Transmissions
#25529 posted by Shambler [92.22.56.253] on 2015/04/28 20:46:09
Looks sweet in the video. Website is annoying as fuck. Sound by default, fuck off.
 I Thought
#25530 posted by stevenaaus [49.182.3.255] on 2015/04/30 15:10:31
Baker was putting Mark V on the back burner
 Kindly Hosted By Google.
#25531 posted by stevenaaus [49.182.2.124] on 2015/05/02 07:53:24
 Early Half-life Footage -
#25532 posted by FifthElephant [82.24.73.240] on 2015/05/02 23:52:35
 That's Cool
#25533 posted by ijed [190.22.61.13] on 2015/05/03 22:01:09
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.
 ...
#25534 posted by Lunaran [216.188.254.244] on 2015/05/05 01:14:17
 I Think He Means
#25535 posted by onetruepurple [93.105.176.134] on 2015/05/05 01:19:00
It's a shame games stopped experimenting and started rote copying HL.
 GTA 2 Live
#25536 posted by Spirit [194.95.79.3] on 2015/05/06 14:05:20
 #25536
#25537 posted by JPL [46.218.101.20] on 2015/05/07 08:43:41
terrible
 #25536
#25538 posted by Mike Woodham [87.127.250.2] on 2015/05/07 11:46:07
Absolutely brilliant!
 #25536
#25539 posted by erc [78.167.136.85] on 2015/05/07 18:45:51
Probably the best tube vid I've ever seen. :)
#25540 posted by JneeraZ [174.109.106.46] on 2015/05/10 15:41:11
 Haha
#25541 posted by Bal [83.204.217.196] on 2015/05/10 16:00:13
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
#25542 posted by DaZ [92.11.224.245] on 2015/05/10 16:37:20
that Alyx
#25543 posted by skacky [90.0.57.108] on 2015/05/10 16:56:41
This is worse than these Cinematic Mod things.
 Wtf...
#25544 posted by FifthElephant [82.24.73.240] on 2015/05/10 18:21:42
this is bananas.
#25545 posted by Spirit [92.196.89.25] on 2015/05/10 18:35:11
halflifetwo.com?
#25546 posted by Lunaran [67.161.125.230] on 2015/05/11 20:05:05
lol @ obvious photo of hugh laurie as face texture
 Hi And Welcome To The Froum :-)
#25556 posted by czg [212.16.188.76] on 2015/05/12 15:22:21
 Forum, Soz
#25557 posted by czg [212.16.188.76] on 2015/05/12 15:22:32
 Really Philip#spambot
#25558 posted by Shambler [92.22.12.39] on 2015/05/12 16:31:33
You DO need CZG inside your body.
 My Cholesterol Is Just Fine Thank You!
#25561 posted by czg [212.16.188.76] on 2015/05/12 17:20:45
 Nightmare Fuel
#25563 posted by DaZ [92.11.224.245] on 2015/05/13 00:23:07
http://forums.metrocop.net/single/?p=8153520&t=7945969
Quake vore using the Antlion animations from Half-Life 2.
THAT RUN
#25568 posted by Johnny Law [50.242.126.113] on 2015/05/13 01:50:23
That vore has a suspicious quantity of legs...
#25569 posted by necros [99.242.92.201] on 2015/05/13 01:51:28
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
#25573 posted by Blitz [24.56.255.62] on 2015/05/13 02:40:20
hail buttery satan
 Moving Away From Pixel Art
#25578 posted by primal [130.231.156.28] on 2015/05/13 13:08:30
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
#25579 posted by negke [31.17.253.2] on 2015/05/13 14:24:07
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...
#25580 posted by Spirit [92.196.33.214] on 2015/05/13 15:28:23
 I Like Negke's Idea
#25581 posted by skacky [90.0.57.108] on 2015/05/13 18:39:27
 Downsampling GIMP Vs Photoshop
#25582 posted by RickyT33 [176.249.40.96] on 2015/05/27 23:25:53
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.
#25583 posted by Spirit [194.95.79.3] on 2015/05/28 11:20:08
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
#25584 posted by Bal [109.7.65.250] on 2015/05/28 12:46:01
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
#25585 posted by RickyT33 [176.249.40.96] on 2015/05/28 23:51:46
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
#25586 posted by Spirit [92.196.56.225] on 2015/05/29 00:27:26
Well, give it a try. Write that algorithm you described and see what happens. ;)
 Lol
#25587 posted by RickyT33 [176.249.40.96] on 2015/05/29 00:44:29
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
#25588 posted by ericw [199.126.128.107] on 2015/05/29 00:44:49
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 :-/
#25589 posted by RickyT33 [176.249.40.96] on 2015/05/29 00:45:32
*prominence
 ImageMagick Result
#25590 posted by Primal (not logged in) [81.175.152.198] on 2015/05/29 09:40:15
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
#25591 posted by ericw [199.126.128.107] on 2015/05/29 10:16:35
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.
#25592 posted by Spirit [194.95.79.3] on 2015/05/29 10:29:32
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.
#25593 posted by Spirit [194.95.79.3] on 2015/05/29 10:33:17
I had no idea IM had liquid rescaling though, that looks fun http://www.imagemagick.org/Usage/resize/animate_lqr.gif
 Ericw
#25594 posted by RickyT33 [176.35.71.152] on 2015/05/29 12:11:55
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
#25595 posted by Primal (still not logged in) [81.175.152.198] on 2015/05/29 12:44:04
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.
#25596 posted by JneeraZ [199.255.40.36] on 2015/05/29 15:45:21
"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...
#25597 posted by Bal [109.7.65.250] on 2015/05/29 15:47:10
Photoshop is a bit expensive. :)
#25598 posted by JneeraZ [199.255.40.36] on 2015/05/29 15:53:22
$10 a month if you take the cheapest subscription. But yeah, it's not free.
 Well
#25599 posted by Bal [83.204.153.203] on 2015/05/29 19:43:56
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. ;)
#25600 posted by JneeraZ [199.255.40.36] on 2015/05/29 19:50:28
Did they change it? Are you locked in for a year now or something? Lame...
 I Think The Full Suite Costs
#25601 posted by RickyT33 [176.249.40.96] on 2015/05/29 20:50:11
 We Pay Monthly
#25602 posted by RickyT33 [176.249.40.96] on 2015/05/29 20:50:40
 Command Line Capabilities
#25603 posted by Primal (log in? another day) [81.175.152.198] on 2015/05/30 16:13:53
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 posted by Lunaran [216.82.211.198] on 2015/06/01 21:06:07
 #25604
#25605 posted by Kinn [81.129.184.169] on 2015/06/01 21:31:11
tl:dr
 RickyT23
#25606 posted by gb [46.142.20.183] on 2015/06/05 16:46:25
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
#25607 posted by RickyT33 [176.249.40.96] on 2015/06/05 18:39:10
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
#25608 posted by gb [46.142.20.183] on 2015/06/05 19:23:14
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
#25609 posted by RickyT33 [176.249.40.96] on 2015/06/05 22:05:12
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.
#25610 posted by gb [46.142.28.80] on 2015/06/06 15:16:43
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...
#25611 posted by hypnos [69.158.31.245] on 2015/06/07 08:41:27
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
#25612 posted by Spirit [92.196.25.218] on 2015/06/07 09:12:34
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!
#25613 posted by RickyT33 [176.249.40.96] on 2015/06/07 14:27:49
#25614 posted by gb [46.142.85.216] on 2015/06/07 17:01:22
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
#25615 posted by Kinn [81.129.184.169] on 2015/06/07 17:15:32
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.
#25616 posted by JneeraZ [174.109.106.46] on 2015/06/07 17:56:53
"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
#25617 posted by hypnos [69.158.31.245] on 2015/06/07 18:28:07
@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.
#25618 posted by Spirit [80.187.109.43] on 2015/06/07 21:30:36
#25619 posted by necros [99.242.92.201] on 2015/06/07 21:46:24
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.
#25620 posted by hypnos [216.123.6.74] on 2015/06/09 20:38:14
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.
#25621 posted by necros [99.242.92.201] on 2015/06/10 01:31:48
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
#25622 posted by JneeraZ [199.255.40.36] on 2015/06/12 16:11:49
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!
#25623 posted by czg [212.16.188.76] on 2015/06/12 16:28:59
 Yeah
#25624 posted by ijed [200.73.66.2] on 2015/06/12 16:34:05
Best of luck!
And the Shamblers will still be waiting for you here when you get back.
 Best Of Luck!
#25625 posted by onetruepurple [88.156.138.127] on 2015/06/12 17:26:31
:)
 Yeah Shambler Will Still Be Waiting For You.
#25626 posted by Shambler [92.30.80.182] on 2015/06/12 17:41:01
Handcuffs, lube, and cactus in hand....
GL, HF, etc.
#25627 posted by Scampie [72.12.65.92] on 2015/06/12 17:45:40
15 years at one company, especially in games, is a long fucking time. Congrats and good luck!
 Good Luck Warren!
#25628 posted by mfx [78.55.17.132] on 2015/06/12 18:40:27
#25629 posted by JneeraZ [199.255.40.36] on 2015/06/12 18:49:50
Thanks guys!
 Gl!
#25630 posted by DaZ [92.19.150.160] on 2015/06/12 19:06:54
15 years, daaaaaayyyyym!
#25631 posted by JneeraZ [199.255.40.36] on 2015/06/12 19:36:08
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
#25632 posted by skacky [90.0.62.40] on 2015/06/12 20:28:47
 Congrats Warren
#25633 posted by ericw [199.126.128.107] on 2015/06/12 21:21:28
and GL with what comes next !
#25634 posted by metlslime [159.153.4.50] on 2015/06/12 21:35:51
if you're unemployed you should have more time for quake mapping, not less :)
#25635 posted by JneeraZ [174.109.106.46] on 2015/06/12 21:55:43
You'd THINK that...
 I Would Think That...
#25636 posted by JPL [82.234.167.238] on 2015/06/12 22:01:47
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 !!
#25637 posted by FifthElephant [82.24.73.240] on 2015/06/12 22:24:59
definitely have more time for quake mapping mate. Good luck with your future venture, I really hope it's gaming related! ;)
 Good Luck!
#25638 posted by generic [172.56.5.78] on 2015/06/12 23:16:55
 Good Luck Bruv
#25639 posted by starbuck [146.199.147.3] on 2015/06/13 00:15:32
hope you find a cosy new job making quake maps!
 Good Luck
#25640 posted by Blitz [24.56.255.62] on 2015/06/13 00:35:36
I hear your old colleague (Cliff...something??) is looking for designers ;)
 Hiatus?
#25641 posted by RickyT33 [94.3.102.112] on 2015/06/13 01:27:56
You going to explore the world?
 Best Of Luck To You, Sir
#25642 posted by rebb [91.35.82.33] on 2015/06/13 02:32:37
 Nice One Warren
#25643 posted by nitin [220.244.163.153] on 2015/06/13 02:33:18
good luck with next endeavours, as long as they include some more quake maps :)
#25644 posted by necros [174.113.85.164] on 2015/06/13 03:11:51
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!
#25645 posted by JneeraZ [174.109.106.46] on 2015/06/13 10:59:18
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
#25646 posted by Steveaaus [49.197.9.114] on 2015/06/13 11:43:58
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 ?!
#25647 posted by SleepwalkR [93.209.78.160] on 2015/06/13 11:53:22
#25648 posted by JneeraZ [174.109.106.46] on 2015/06/13 12:14:05
Seriously.
#25649 posted by Spirit [92.196.58.193] on 2015/06/13 13:03:33
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 ;)
#25650 posted by czg [83.253.6.253] on 2015/06/13 16:06:56
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
#25651 posted by SleepwalkR [93.209.78.160] on 2015/06/13 16:09:11
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 :(
#25652 posted by Scampie [72.12.65.92] on 2015/06/13 16:20:56
my windows taskbar is on top edge of my screen
 Grow Up Scampie
#25653 posted by czg [83.253.6.253] on 2015/06/13 16:24:35
I don't understand what you mean Sleepy, but I'm sure it would make sense if I did.
#25654 posted by JneeraZ [174.109.106.46] on 2015/06/13 16:46:18
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
#25655 posted by czg [83.253.6.253] on 2015/06/13 17:01:45
Do you guys disable Aero as well?
#25656 posted by JneeraZ [174.109.106.46] on 2015/06/13 17:11:07
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.
#25657 posted by Scampie [72.12.65.92] on 2015/06/13 17:14:32
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
#25658 posted by onetruepurple [88.156.138.81] on 2015/06/13 23:07:37
 Holy Shit
#25659 posted by SleepwalkR [93.209.78.160] on 2015/06/13 23:36:07
I'm speechless.
 That Does Look Really Cool
#25660 posted by nitin [220.244.163.153] on 2015/06/14 03:01:08
#25661 posted by onetruepurple [88.156.138.83] on 2015/06/15 12:53:52
#25662 posted by Spirit [194.95.79.3] on 2015/06/15 13:53:10
who is that and what are the dev archives?
#25663 posted by onetruepurple [88.156.138.83] on 2015/06/15 14:27:12
 Toth Buresh
#25664 posted by bhupinder paul [122.162.98.108] on 2015/06/17 14:22:12
 Http://i.imgur.com/MWJ5rCe.png
#25665 posted by onetruepurple [93.105.177.202] on 2015/06/18 21:50:34
#25666 posted by mfx [78.52.255.253] on 2015/06/21 11:05:51
 Lunaran
#25667 posted by negke [31.17.253.2] on 2015/06/27 16:04:26
#25668 posted by mfx [78.55.76.87] on 2015/06/30 01:13:27
#25669 posted by JneeraZ [174.109.106.46] on 2015/07/02 21:35:42
'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!
#25670 posted by FifthElephant [82.24.73.240] on 2015/07/02 21:47:12
 Gz!
#25671 posted by DaZ [92.19.150.160] on 2015/07/02 21:48:17
(go map Quake yeeeeayy!)
#25672 posted by JneeraZ [174.109.106.46] on 2015/07/02 21:51:11
It's crossed my mind ... too much to do at the moment tho. :P
 Hehe
#25673 posted by DaZ [92.19.150.160] on 2015/07/02 21:56:21
So you're working freelance now? Good luck and have fun :)
#25674 posted by JneeraZ [174.109.106.46] on 2015/07/02 22:25:33
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
#25675 posted by RickyT33 [90.204.131.226] on 2015/07/02 22:31:51
Nice mugshot :)
#25676 posted by Spirit [92.196.106.167] on 2015/07/08 21:10:17
Can someone please deepdream demo1? My GPU is too weak and CPu would take 100 hours.
 Ok, Just 90 Hours, Not 100
#25677 posted by Spirit [92.196.106.167] on 2015/07/08 21:15:03
#25678 posted by JneeraZ [174.109.106.46] on 2015/07/08 21:20:45
Am I the only one not interested in this thing and the images it creates? :)
#25679 posted by Spirit [92.196.106.167] on 2015/07/08 21:27:15
#25680 posted by JneeraZ [174.109.106.46] on 2015/07/08 21:36:42
Get back to me when it's in real time.
#25681 posted by JneeraZ [174.109.106.46] on 2015/07/08 21:36:48
And I'm high.
 Curiosity Satisfied
#25682 posted by Spirit [92.196.106.167] on 2015/07/08 23:33:20
didn't try any other models but the default one.
http://imgur.com/a/gysay
 It's Unsettling
#25683 posted by starbuck [80.189.72.65] on 2015/07/09 12:43:04
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
#25684 posted by Scampie [72.12.65.92] on 2015/07/09 14:02:09
Deep Dream was neat for a bit, but everything turns into eyeballs and snakes... but that Deep Stereo project seems much cooler!
#25685 posted by Spirit [80.187.113.185] on 2015/07/09 18:58:12
It's the training set/model.
 We Need A Quake Training Set/model
#25686 posted by ericw [199.126.128.107] on 2015/07/09 20:26:46
shamblers everywhere!
 Lads
#25687 posted by spy [178.88.138.89] on 2015/07/17 17:37:02
what is the best available engine for hexen2
 Is Quakeaddicted Down For Anyone Else?
#25688 posted by Breezeep_ [108.53.84.156] on 2015/07/17 18:18:36
 Yeap
#25689 posted by spy [178.88.138.89] on 2015/07/17 18:20:35
for this moment
#25690 posted by Spirit [80.187.99.28] on 2015/07/17 18:38:12
If you spell it right it might come back.
 I'M JAMMIN'
#25691 posted by DaZ [92.19.150.160] on 2015/07/17 19:36:41
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'!
#25692 posted by JneeraZ [174.109.106.46] on 2015/07/17 19:45:28
My schedule is clear ... I am in you. Unless the theme is terrible, natch.
 Hmmm...
#25693 posted by Breezeep_ [108.53.84.156] on 2015/07/17 19:48:13
I'm more into Doom mapping nowadays, but I'll try my hand at this.
 Dr Daz
#25694 posted by onetruepurple [5.172.252.239] on 2015/07/17 23:22:50
I'm J.A.M.
 OTP.
#25695 posted by Shambler [92.22.39.46] on 2015/07/17 23:32:20
uR C.O.C.K.
 I May Participate
#25696 posted by RickyT33 [176.252.37.192] on 2015/07/18 01:17:21
 I'm A Noob.
#25697 posted by khreathor [93.105.182.33] on 2015/07/18 02:04:19
I'm IN.
 I Am Tentatively In
#25698 posted by ionous [76.173.83.147] on 2015/07/18 02:16:21
 Ionous.
#25699 posted by Shambler [92.22.39.46] on 2015/07/18 11:06:59
You are tentatively finishing your RetroJam3 DLC map.
#25700 posted by yhe1 [98.119.189.135] on 2015/07/18 11:07:52
Travail Jam mixed with Rubicon
 Shambler
#25701 posted by ionous [76.173.83.147] on 2015/07/18 11:37:47
It has tentatively been sent out for testing.
 Ionous
#25702 posted by Shambler [92.22.39.46] on 2015/07/18 13:28:30
I tentatively approve of this progress.
 BTW, Jam 6 Theme Is....
#25703 posted by Shambler [92.22.39.46] on 2015/07/18 13:29:09
#25704 posted by JneeraZ [174.109.106.46] on 2015/07/18 15:19:09
Shit, those are niiice...
#25705 posted by Scampie [72.12.65.92] on 2015/07/18 23:15:04
#25706 posted by Scampie [72.12.65.92] on 2015/07/19 04:33:19
#25707 posted by Scampie [72.12.65.92] on 2015/07/19 04:34:19
#25708 posted by Scampie [72.12.65.92] on 2015/07/19 04:36:59
 Quakeaddicted Is Still Down.
#25709 posted by Breezeep_ [108.53.84.156] on 2015/07/20 16:31:54
#25710 posted by Spirit [92.196.49.152] on 2015/07/20 18:31:03
and you still spelled it wrong
#25711 posted by JneeraZ [174.109.106.46] on 2015/07/20 18:38:30
Quaddickted is still down.
#25712 posted by Spirit [92.196.49.152] on 2015/07/20 18:41:39
#25713 posted by skacky [90.0.65.93] on 2015/07/21 04:20:00
RetroJam3DLC is coming. SOON.
 Aloha!
#25714 posted by M4CGYV3R [181.26.92.36] on 2015/07/21 08:52:52
 RetroJam3DLC
#25715 posted by M4CGYV3R [181.26.92.36] on 2015/07/21 08:54:51
Nice.
#25716 posted by Shambler [92.22.28.131] on 2015/07/21 19:36:31
* 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
#25717 posted by Breezeep_ [108.53.84.156] on 2015/07/21 20:05:09
Where can I get on the IRC channel, anyway?
 #terrafusion On Quakenet
#25718 posted by ericw [199.126.128.107] on 2015/07/21 20:22:24
#25719 posted by Scampie [72.12.65.92] on 2015/07/22 02:15:00
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.
#25720 posted by Breezeep_ [108.53.84.156] on 2015/07/22 02:31:57
 Speak Up
#25721 posted by adib [177.17.26.194] on 2015/07/22 06:04:10
JAM
never used irc, though.
Seriously, what's the theme?
 Btw
#25722 posted by adib [177.17.26.194] on 2015/07/22 06:06:46
nQuake site at sourceforge is down as well.
#25723 posted by JneeraZ [174.109.106.46] on 2015/07/22 11:51:17
MAP. JAM. HYPE.
 Im Curious What Theme It Will Be
#25724 posted by mfx [78.55.123.52] on 2015/07/22 13:00:35
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
#25725 posted by JneeraZ [174.109.106.46] on 2015/07/22 13:34:49
It wouldn't be a jam if everyone could get started early, now would it?
 Im Curious What Theme It Will Be
#25726 posted by mfx [78.55.123.52] on 2015/07/22 13:47:51
k?
 -= SPOILER ALERT =-
#25727 posted by adib [177.197.158.18] on 2015/07/22 13:59:59
go ahead.
 #mapjam6 Theme
#25728 posted by DaZ [92.19.150.160] on 2015/07/22 14:42:33
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
#25729 posted by Primal (not logged in) [81.175.152.198] on 2015/07/22 15:50:44
 Quakeisdead
#25730 posted by quakeisdead [69.123.215.132] on 2015/07/22 18:50:41
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
#25731 posted by Scampie [72.12.65.92] on 2015/07/22 19:15:26
RIP :_(
 Hwat
#25732 posted by Breezeep_ [108.53.84.156] on 2015/07/22 20:30:15
 ???
#25733 posted by mfx [78.55.123.52] on 2015/07/22 20:57:02
???
 Yeah Quake Is Really Dead...
#25734 posted by Shambler [92.22.28.131] on 2015/07/22 20:57:57
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
#25735 posted by starbuck [90.152.127.246] on 2015/07/22 21:43:06
is amazing, definitely a worthwhile read.
 Quake Is Undead.
#25736 posted by adib [177.17.26.194] on 2015/07/23 03:12:11
 Thatisbeautiful
#25737 posted by quakeisdead [69.123.215.132] on 2015/07/23 15:18:11
http://i.imgur.com/fQ3VK3f.jpg Where is this from? really want to play it
#25738 posted by JneeraZ [174.109.106.46] on 2015/07/23 16:18:53
Something MFX teased in the screenshots thread ...
 No No, Quakeisdead.
#25739 posted by Shambler [92.22.28.131] on 2015/07/23 16:29:09
So you don't need to play it....
 Quake Is Dad
#25740 posted by adib [200.217.4.25] on 2015/07/23 19:11:08
 #25730
#25741 posted by madfox [84.84.178.104] on 2015/07/24 04:08:04
Is dead your quake
??? ??? ??? ??? ??? ???
Explain Your Username.
ah,
you're in the wrong toppic .
 MAPJAM6
#25742 posted by DaZ [92.19.150.160] on 2015/07/24 13:20:51
Will be announced in 6 hours! GET HYPE
#25743 posted by ADD riddled 12 year old [88.156.138.141] on 2015/07/24 14:21:38
QUAKEADDICKATED is still down.
#25744 posted by adib [200.217.4.25] on 2015/07/24 16:23:05
what time is it?
#25745 posted by adib [200.217.4.25] on 2015/07/24 16:25:01
I'm five hour behind you, it's 11:24 here.
 I Thought It Was Going To Be Announced Tomorrow.
#25746 posted by Breezeep_ [108.53.84.156] on 2015/07/24 16:31:39
 Test
#25747 posted by DaZ [92.19.150.160] on 2015/07/24 16:51:23
it's announced in 2 hours and 10 minutes
GET READY TO JAM!
#25748 posted by JneeraZ [174.109.106.46] on 2015/07/24 18:07:40
It's barely lunchtime here ... CALM YOURSELF DAZ.
 So
#25749 posted by adib [200.217.4.25] on 2015/07/24 19:44:28
where is it?
 Awaiting Mod Approval
#25750 posted by DaZ [92.19.150.160] on 2015/07/24 19:49:28
 Dammit Mods, Approve The Damn Thing Already!
#25751 posted by Breezeep_ [108.53.84.156] on 2015/07/24 20:07:20
I want to play around with all the cool textures (or probably make a crappy map with them)!
 Ctrl+F5
#25752 posted by adib [186.228.0.25] on 2015/07/24 20:20:27
Ctrl+F5 Ctrl+F5 Ctrl+F5
 Wating
#25753 posted by [178.129.162.162] on 2015/07/24 20:24:09
 Posted At Daz' Channel
#25754 posted by Spirit [92.196.43.5] on 2015/07/24 20:43:25
#25755 posted by JneeraZ [174.109.106.46] on 2015/07/24 20:58:29
 Spirit
#25756 posted by onetruepurple [93.105.176.44] on 2015/07/24 21:17:26
...
 The Suspense
#25757 posted by Shamblernaut [121.45.239.210] on 2015/07/24 21:26:32
it's killing me.
 RTCW - SP: The Fortress 2 V1.1
#25758 posted by vicpas [201.93.76.243] on 2015/07/29 15:06:46
 Sooooo
#25759 posted by Scampie [72.12.65.92] on 2015/07/30 01:34:42
Anyone try Fitz/Quakespasm on Win10? How about TexMex / TB / Compilers / Radiant / etcetcetc
I ain't updating for a couple weeks
 Yes
#25760 posted by DaZ [92.19.150.160] on 2015/07/30 01:50:51
would be very interested to hear from anyone who has bitten the bullet!
 Yeah
#25761 posted by Scampie [72.12.65.92] on 2015/07/30 01:57:38
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...
#25762 posted by Breezeep_ [108.53.84.156] on 2015/07/30 02:15:43
...But it's a bit difficult to control.
 I Just Got Win10
#25763 posted by ericw [199.126.128.107] on 2015/07/30 05:57:23
Quakespasm and TB seem fine so far
 Windows 10
#25764 posted by FifthElephant [82.24.73.240] on 2015/07/30 15:50:23
Texmex, mark_v, tb, compilers, negke compiling tool works.
 Should I Get Windows 10?
#25765 posted by Breezeep_ [108.53.84.156] on 2015/07/30 17:06:44
Would most of the tools I use (DoomBuilder, Trenchbroom) still work?
#25766 posted by Spirit [92.196.111.172] on 2015/07/30 17:21:37
If you don't give a flying fuck about your privacy and computers turning into company-controlled terminals, sure!
#25767 posted by JneeraZ [174.109.106.46] on 2015/07/30 20:24:35
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
#25768 posted by FifthElephant [82.24.73.240] on 2015/07/30 22:21:44
wasdasdasdawdwwdwwwwwwwwasdsawdwwwwwwdwawwwwwwwasasdwdawwdwwwwwwwwwwwwaaaaaaddddwwwsadswwwasdwasdwasd
Or porn related. Infact it will be mostly porn.
#25769 posted by mfx [92.229.165.15] on 2015/07/31 00:19:13
 And Grover Gets You Anyway..
#25770 posted by mfx [92.229.165.15] on 2015/07/31 02:20:43
dot dot
 Negke Compiling Tool?
#25771 posted by Drew [68.148.86.57] on 2015/07/31 04:31:56
You mean Necros' right?
I feel like Negke would be willfully obscure and require strange arcane knowledge and unearthly intuitions.
#25772 posted by Drew [68.148.86.57] on 2015/07/31 04:32:46
STRANGE arcane knowledge!
 Of Course He Meant That
#25773 posted by mfx [92.229.165.15] on 2015/07/31 04:34:40
you can go sleep now,
prehistoric evil monster you are ;)
 And
#25774 posted by mfx [92.229.165.15] on 2015/07/31 04:35:44
it hurts with every heart beat.
 Trying
#25775 posted by Drew [68.148.86.57] on 2015/07/31 04:36:37
I can't, when I close my eyes that frosted dungeon is all I can see.
 That Will Be Alright After Level CZG
#25776 posted by mfx [92.229.165.15] on 2015/07/31 04:37:54
 GOOD MORNING MFX HOW IS YOUR HEAD
#25777 posted by Spirit [92.196.88.181] on 2015/07/31 09:55:03
 This Is All You Need To Know About Windows 10
#25778 posted by Kinn [109.147.48.122] on 2015/07/31 11:12:17
 Well
#25779 posted by onetruepurple [5.172.252.140] on 2015/07/31 12:40:13
It was the case with Windows 8 already and it's completely optional, but.
 Surprisingly Well Spirit
#25780 posted by mfx [78.55.122.83] on 2015/07/31 16:54:59
surprisingly well..
 Seriously
#25781 posted by Rick [75.65.153.192] on 2015/08/01 18:31:20
https://imgur.com/iHge6RJ
Is that for real?
If it is, Windows 10 will never get installed on anything I own.
#25782 posted by necros [108.61.228.93] on 2015/08/01 20:53:00
wasn't that for the test version?
 Win10 Home Version
#25783 posted by Mike Woodham [86.175.37.160] on 2015/08/01 22:56:43
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...
#25784 posted by Tronyn [24.79.108.14] on 2015/08/02 02:51:28
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
#25785 posted by DaZ [92.19.150.160] on 2015/08/02 05:13:47
#25786 posted by Spike [86.191.133.46] on 2015/08/02 05:49:23
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
#25787 posted by starbuck [146.199.78.62] on 2015/08/02 10:23:37
that is incredible, actual laughs out loud. For real. IRL
 Windows 10. What. The. Fuck.
#25788 posted by ijed [190.22.116.28] on 2015/08/02 16:41:25
My main fear is that the mainstream are culpable enough to buy into it.
#25789 posted by Spirit [92.196.123.129] on 2015/08/02 17:00:22
Of course they will, look at how happy everyone is using Steam.
 I'm Happy With Steam
#25790 posted by ijed [190.22.116.28] on 2015/08/02 18:27:54
 So...
#25791 posted by Kinn [109.147.48.122] on 2015/08/02 18:54:16
What's the problem with steam?
#25792 posted by Rick [75.65.153.192] on 2015/08/02 19:22:37
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.
#25793 posted by necros [108.61.228.128] on 2015/08/02 19:45:23
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.
#25794 posted by Breezeep_ [108.53.84.156] on 2015/08/02 19:56:28
Steam is one of the reasons why PC Gaming is still relevant.
 Steam
#25795 posted by FifthElephant [82.24.73.240] on 2015/08/02 20:17:07
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.
#25796 posted by Rick [75.65.153.192] on 2015/08/02 20:18:12
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.
#25797 posted by necros [108.61.228.128] on 2015/08/02 20:31:32
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.
#25798 posted by mfx [85.181.159.154] on 2015/08/02 20:46:56
thank you
#25799 posted by JneeraZ [174.109.106.46] on 2015/08/02 20:58:22
I don't think it's a far cry to say that PC gaming still exists because of Steam.
#25800 posted by Spirit [92.196.123.129] on 2015/08/02 21:48:42
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?
#25801 posted by Breezeep_ [108.53.84.156] on 2015/08/02 21:59:46
#25802 posted by necros [108.61.228.128] on 2015/08/02 22:20:42
yeah, i try to get all my games from there when I can. sadly not all stuff on steam is available there.
#25803 posted by Spirit [92.196.123.129] on 2015/08/02 23:19:55
Yes, I am awaiting Galaxy!
#25804 posted by Scampie [72.12.65.92] on 2015/08/03 01:11:02
Demos not existing anymore is not Steam's fault in the slightest.
 Off
#25805 posted by madfox [84.84.178.104] on 2015/08/03 03:16:07
This Duke couldn't get in Steam
because it refuzes my earlier 3DNukum
CD identity! Thanks CD owner!
 Steam
#25806 posted by madfox [84.84.178.104] on 2015/08/03 03:21:16
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
#25807 posted by DaZ [92.19.150.160] on 2015/08/03 17:48:18
 Losing It The Win 10 Style
#25808 posted by stevenaaus [49.182.0.52] on 2015/08/04 10:27:42
 These Halls I Walked: An Homage To Doom And Quake
#25809 posted by DaZ [92.19.150.160] on 2015/08/05 17:31:06
#25810 posted by Scampie [72.12.65.92] on 2015/08/05 17:41:54
^written by peekaboom
#25811 posted by Johnny Law [50.242.126.113] on 2015/08/05 20:17:01
Great read. Thanks for the link!
 A Haiku, By Scampie
#25813 posted by Scampie [72.12.65.92] on 2015/08/07 22:04:26
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?
#25814 posted by necros [207.164.79.37] on 2015/08/07 22:43:34
It's sp you can light them in separate areas...
#25815 posted by Scampie [72.12.65.92] on 2015/08/08 01:37:18
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
#25816 posted by ijed [190.22.125.114] on 2015/08/08 01:56:44
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
#25818 posted by Spirit [92.196.42.186] on 2015/08/12 18:22:20
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
#25819 posted by ijed [200.73.66.2] on 2015/08/12 19:20:12
 #25818
#25820 posted by Kinn [86.176.189.74] on 2015/08/12 19:27:43
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.
#25821 posted by metlslime [159.153.4.50] on 2015/08/12 20:55:41
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
#25822 posted by necros [109.201.154.162] on 2015/08/13 01:30:06
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:
#25823 posted by metlslime [159.153.4.50] on 2015/08/13 01:36:17
it seems that most other engine creators follow the same philosophy.
#25824 posted by necros [109.201.154.162] on 2015/08/13 01:40:20
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
#25825 posted by Spike [81.141.229.250] on 2015/08/13 01:44:36
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
#25826 posted by Mezmorki [204.126.73.101] on 2015/08/13 15:09:20
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 :)
#25827 posted by DaZ [92.19.150.160] on 2015/08/14 06:20:48
Welcome back! That was a great article you wrote.
 Thanks!
#25828 posted by Mezmorki [172.56.11.58] on 2015/08/14 14:30:16
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
#25829 posted by ijed [200.73.66.2] on 2015/08/14 14:33:55
 Better
#25830 posted by Spirit [194.95.79.3] on 2015/08/14 14:49:55
 Thanks!
#25831 posted by Mezmorki [24.56.126.234] on 2015/08/15 13:32:05
#25832 posted by Spirit [92.196.95.17] on 2015/08/16 18:46:35
#25833 posted by Scampie [72.12.65.92] on 2015/08/18 22:19:07
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 :(
#25834 posted by necros [46.166.186.239] on 2015/08/18 22:40:00
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!
#25835 posted by Rick [75.65.153.192] on 2015/08/18 22:54:12
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!
#25836 posted by necros [46.166.186.239] on 2015/08/19 03:24:38
use *waterskip with 1px size to extend the range of the sound.
#25837 posted by Rick [75.65.153.192] on 2015/08/19 03:57:04
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.
#25838 posted by metlslime [67.169.151.72] on 2015/08/19 09:03:24
quoth and other mods already have an general ambient entity that can take any looped wav file, just use those.
 @Skacky
#25839 posted by Primal (nli) [81.175.152.198] on 2015/08/19 12:12:34
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?
#25840 posted by skacky [90.0.65.59] on 2015/08/19 12:38:50
Wow thanks, that's very cool! I can most probably use this as a base to clean it and complete it.
 =)
#25841 posted by adib [186.228.0.26] on 2015/08/19 17:52:28
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.
#25842 posted by czg [213.113.210.124] on 2015/08/19 19:01:08
#25843 posted by necros [46.166.190.181] on 2015/08/19 19:07:40
so passionate, so helpful and kind
which func_ are you using?
#25844 posted by Johnny Law [50.242.126.113] on 2015/08/19 19:30:04
Oh necros stop it you snugglebunny.
#25845 posted by Johnny Law [50.242.126.113] on 2015/08/19 19:30:16
It's true you guys are pretty cool!
 Func_|_
#25846 posted by adib [200.217.4.26] on 2015/08/19 19:32:05
#25847 posted by JneeraZ [174.109.106.46] on 2015/08/19 19:53:09
#25848 posted by adib [186.228.0.26] on 2015/08/19 20:27:32
Hahahaha
 So...
#25849 posted by Shamblernaut [121.45.251.157] on 2015/08/21 21:39:50
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
#25850 posted by ptoing [79.248.180.85] on 2015/08/21 21:43:24
There's Doom, and Doom 2.
 I Wonder If Negke Has Any Unread Posts Left
#25851 posted by Spirit [92.196.4.241] on 2015/08/21 22:07:29
#25852 posted by onetruepurple [93.105.176.139] on 2015/08/21 22:22:01
What`s Happened In Gaming In The Last 8 Months?? - All 108, Last 50, New 108
#25853 posted by JneeraZ [12.252.11.134] on 2015/08/22 20:22:20
What happened to the code help thread? I can't find it .. am I derping hard or something?
 This One?
#25854 posted by quakis [86.4.149.240] on 2015/08/23 03:18:58
 Spirit
#25855 posted by negke [31.16.58.231] on 2015/08/23 11:46:22
Yes, the Quaddicted thread.
 Berlin People?
#25856 posted by Mandel [87.140.194.2] on 2015/08/23 22:51:40
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
#25857 posted by SleepwalkR [87.146.37.131] on 2015/08/23 23:55:14
So are inertia and mfx.
 So Was I
#25858 posted by lunaran [75.148.179.249] on 2015/08/24 21:22:28
We could have broken the record!
#25859 posted by Scampie [72.12.65.92] on 2015/08/24 22:24:07
HI LUNARIAN!
 HI SCAMPIE!
#25860 posted by ijed [186.79.228.240] on 2015/08/25 04:42:18
 Duplicate Colors In The Quake Palette
#25861 posted by primal [81.175.152.198] on 2015/08/25 17:54:18
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.
#25862 posted by ptoing [79.248.180.85] on 2015/08/25 18:06:52
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
#25863 posted by Preach [77.99.55.146] on 2015/08/25 19:09:10
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
#25864 posted by Spirit [80.187.112.216] on 2015/08/25 19:10:54
 Addendum
#25865 posted by primal [81.175.152.198] on 2015/08/25 20:00:03
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
#25866 posted by ptoing [79.248.180.85] on 2015/08/25 20:10:52
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
#25867 posted by Preach [77.99.55.146] on 2015/08/26 03:00:09
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
#25868 posted by ptoing [79.248.180.85] on 2015/08/26 03:15:07
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
#25869 posted by primal [81.175.152.198] on 2015/08/26 16:34:29
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
#25870 posted by Primal (nli) [81.175.152.198] on 2015/08/26 16:36:26
Actually some thoughtful person has written a review of Quake for them and mentioned Quakespasm and Quaddicted already.
#25871 posted by ptoing [79.248.180.85] on 2015/08/26 16:53:13
Does this have the soundtrack in some form?
 I Can Ask
#25872 posted by primal again [81.175.152.198] on 2015/08/26 17:04:02
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.
#25873 posted by Johnny Law [67.188.146.229] on 2015/08/26 17:04:23
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
#25874 posted by Primal once more [81.175.152.198] on 2015/08/26 17:12:06
 Nice,
#25875 posted by ptoing [79.248.180.85] on 2015/08/26 17:38:22
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.
#25876 posted by Spirit [80.171.85.2] on 2015/08/26 18:01:22
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]
#25877 posted by Johnny Law [50.242.126.113] on 2015/08/26 19:07:47
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.
#25878 posted by Johnny Law [50.242.126.113] on 2015/08/26 19:13:02
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 ).
#25879 posted by Johnny Law [50.242.126.113] on 2015/08/26 22:13:42
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
#25880 posted by BDEKSA [41.36.157.254] on 2015/08/27 00:19:43
AHMED SAMI
 AHMED
#25881 posted by BDEKSA [41.36.157.254] on 2015/08/27 00:19:43
AHMED SAMI
 AHMED
#25882 posted by BDEKSA [41.36.157.254] on 2015/08/27 00:19:44
AHMED SAMI
 Hi Ahmed
#25883 posted by czg [213.113.210.124] on 2015/08/27 00:38:18
 CHRISTIAN
#25884 posted by Scampie [72.12.65.92] on 2015/08/27 01:39:56
CHRISTIAN ZIGGURANT GRAWERT
 CHRISTIAN
#25885 posted by Scampie [72.12.65.92] on 2015/08/27 01:39:56
CHRISTIAN ZIGGURANT GRAWERT
 CHRISTIAN
#25886 posted by Scampie [72.12.65.92] on 2015/08/27 01:39:56
CHRISTIAN ZIGGURANT GRAWERT
 PAX
#25887 posted by Blitz [24.56.245.177] on 2015/08/28 22:47:36
Any of you at PAX this year?
#25888 posted by Zwiffle [71.13.169.66] on 2015/08/28 22:50:37
I'm never at PAX :(
 Scampie
#25889 posted by negke [31.16.58.231] on 2015/08/29 09:25:21
It's Ziggurath.
 Negke
#25890 posted by Scampie [72.12.65.92] on 2015/08/29 10:02:56
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
#25891 posted by madfox [84.84.178.104] on 2015/08/30 01:50:27
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.
#25892 posted by necros [46.166.190.197] on 2015/08/30 01:53:26
There is no meaning in this
and how!
#25893 posted by mfx [78.48.253.236] on 2015/08/30 05:44:32
 #25891
#25894 posted by Shambler [90.206.40.38] on 2015/08/30 10:33:11
Jesus christ. My brain wants OUT.
#25895 posted by Spirit [92.196.100.185] on 2015/08/30 16:00:37
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
#25896 posted by JneeraZ [174.109.106.46] on 2015/08/30 16:24:36
dzip. Strike 1!
linux. Strike 2!
...and here's the wind up ...
 You're Getting Weak, Old Man
#25897 posted by Spirit [92.196.100.185] on 2015/08/30 18:45:09
#25898 posted by JneeraZ [174.109.106.46] on 2015/08/30 19:40:34
Old man joke. Strike three!
You're outta there!! :P
#25899 posted by Spirit [92.196.100.185] on 2015/08/30 20:01:15
It also happens with a fresh compile from the source.
#25900 posted by necros [184.151.190.235] on 2015/08/30 20:22:27
I didn't know dzip was open source?
#25901 posted by Spirit [92.196.100.185] on 2015/08/30 20:43:20
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
#25902 posted by czg [83.253.6.253] on 2015/08/30 21:57:35
#25903 posted by necros [173.199.65.41] on 2015/08/31 04:26:05
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
#25904 posted by mwh [121.73.77.183] on 2015/08/31 06:37:33
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.
#25905 posted by Rick [75.65.153.192] on 2015/08/31 08:31:26
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.
#25906 posted by Spirit [92.196.94.171] on 2015/08/31 17:56:48
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
#25907 posted by mwh [118.149.198.231] on 2015/08/31 20:34:01
I might try to have a poke if work is especially boring today.
 Ah OK Then
#25908 posted by mwh [118.149.198.231] on 2015/08/31 20:34:02
I might try to have a poke if work is especially boring today.
#25909 posted by necros [184.151.178.247] on 2015/08/31 22:45:17
Wow, that is way more complicated than I thought... I'll let you know how it worked out...
 Dzip Linux
#25910 posted by mwh [103.23.18.41] on 2015/09/01 01:15:24
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
#25911 posted by ericw [108.173.17.134] on 2015/09/01 01:22:26
what if you run a vintage .exe of it with wine?
 Q1 DM Custom Map Server
#25912 posted by mezmorki [98.209.21.68] on 2015/09/01 04:48:03
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
#25913 posted by adib [177.17.33.226] on 2015/09/01 05:54:50
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
#25914 posted by FifthElephant [82.24.73.240] on 2015/09/01 10:53:15
#25915 posted by Spirit [80.187.99.181] on 2015/09/01 16:37:02
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.
#25916 posted by Spirit [80.187.99.181] on 2015/09/01 16:37:22
#25917 posted by Spirit [92.196.38.173] on 2015/09/01 20:16:22
dzip.exe with wine works fine
7c8f0b58d5962e0bc1e32bb95d2ac80c demo1.dz
#25918 posted by mwh [103.23.18.41] on 2015/09/02 00:07:45
Yeah, sda download is broken.
 Some People Here Might Enjoy This.
#25919 posted by ptoing [93.216.208.223] on 2015/09/02 04:12:48
 Map Hunt!
#25920 posted by Mezmorki [204.126.73.101] on 2015/09/02 17:16:45
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.
#25921 posted by Spirit [92.196.54.80] on 2015/09/02 17:56:30
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?
#25922 posted by adib [200.217.4.26] on 2015/09/02 18:39:56
Cloudy day. Some dude take a walk downtown taking pictures of floor, walls and facade ornaments.
 @ Spirit
#25923 posted by Mezmorki [204.126.73.101] on 2015/09/02 18:44:02
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 ...
#25924 posted by Mezmorki [204.126.73.101] on 2015/09/02 19:08:39
I also can't find Danzdm1 (also listed on Cardo's website link above).
 Perfect!
#25925 posted by Spirit [92.196.54.80] on 2015/09/02 19:11:09
 Thx
#25926 posted by Spirit [92.196.54.80] on 2015/09/02 19:12:10
#25927 posted by Spirit [92.196.54.80] on 2015/09/02 19:12:56
 Awesome!
#25928 posted by Mezmorki [204.126.73.101] on 2015/09/02 19:16:47
Thanks!
 Cool Thing Happening
#25929 posted by Mezmorki [204.126.73.101] on 2015/09/02 21:17:26
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.
#25930 posted by necros [173.199.65.34] on 2015/09/02 22:13:58
you are like spirit's long lost twin brother.
#25931 posted by Spirit [92.196.54.80] on 2015/09/02 22:36:23
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
#25932 posted by Spirit [92.196.54.80] on 2015/09/02 22:43:32
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
#25933 posted by FifthElephant [82.24.73.240] on 2015/09/02 22:52:18
There's an archive of quake maps... maybe try there?
http://mpqarchive.pauked.com/index.php
 A Curated Map Thing......
#25934 posted by Mezmorki [98.209.21.68] on 2015/09/03 02:28:35
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!
#25935 posted by necros [174.113.85.164] on 2015/09/03 02:47:50
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 ...
#25936 posted by Mezmorki [98.209.21.68] on 2015/09/03 03:04:36
... 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.
#25937 posted by necros [174.113.85.164] on 2015/09/03 05:59:30
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
#25938 posted by Shamblernaut [121.45.251.157] on 2015/09/03 07:13:33
this work is really sexy, thanks.
 Necros
#25939 posted by SleepwalkR [130.149.243.224] on 2015/09/03 09:58:32
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.
#25940 posted by Spirit [194.95.79.3] on 2015/09/03 13:50:37
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
#25941 posted by Mezmorki [204.126.73.101] on 2015/09/03 16:33:03
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
#25942 posted by mfx [78.48.253.252] on 2015/09/03 16:49:50
 Also
#25943 posted by adib [186.228.0.26] on 2015/09/03 16:54:55
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
#25944 posted by Mezmorki [204.126.73.101] on 2015/09/03 17:27:56
#25945 posted by Lunaran [24.180.199.42] on 2015/09/03 18:34:53
"formulaic"
 "formulaic"?
#25946 posted by mfx [78.48.253.252] on 2015/09/03 18:35:54
 Back In 1975.....
#25947 posted by Mezmorki [172.56.10.69] on 2015/09/03 19:00:56
.... 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
#25948 posted by Lunaran [24.180.199.42] on 2015/09/03 23:01:40
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
#25949 posted by Mezmorki [98.209.21.68] on 2015/09/04 00:14:41
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.
#25950 posted by FifthElephant [213.205.251.186] on 2015/09/04 00:49:49
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
#25951 posted by SleepwalkR [130.149.243.224] on 2015/09/04 18:21:30
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!
#25952 posted by Spirit [92.196.58.180] on 2015/09/04 19:45:12
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.
#25953 posted by Johnny Law [50.242.126.113] on 2015/09/04 20:11:13
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
#25954 posted by Johnny Law [50.242.126.113] on 2015/09/04 21:52:10
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
#25955 posted by Mezmorki [208.54.40.160] on 2015/09/04 22:09:52
What data does this generate?
 Mezmorki
#25956 posted by SleepwalkR [87.146.48.19] on 2015/09/04 23:01:27
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
#25957 posted by SleepwalkR [87.146.48.19] on 2015/09/04 23:01:55
but it could be extended to display other information as well.
#25958 posted by Shambler [90.206.40.38] on 2015/09/04 23:46:22
 Hey
#25959 posted by ericw [108.173.17.134] on 2015/09/04 23:55:49
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!
#25960 posted by ShaunNoWay [100.13.12.163] on 2015/09/05 00:29:57
Hey, that fixed it! Thanks!
Sorry I posted in the wrong place.
 Good To Hear :)
#25961 posted by ericw [108.173.17.134] on 2015/09/05 01:00:32
 Http://www.rockpapershotgun.com/2015/09/07/dooms-snapmap-id-tech-6/
#25962 posted by Zwiffle [24.241.228.118] on 2015/09/07 17:00:12
 SleepwalkR's Bsp Thing ...
#25963 posted by Mezmorki [204.126.73.101] on 2015/09/08 14:30:59
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
#25964 posted by SleepwalkR [130.149.243.224] on 2015/09/08 14:47:40
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!
#25965 posted by Mezmorki [204.126.73.101] on 2015/09/08 14:53:22
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
#25966 posted by Mezmorki [204.126.73.101] on 2015/09/08 14:56:35
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!
#25967 posted by JneeraZ [174.109.106.46] on 2015/09/08 15:52:57
Geez, 937 ... what a year.
 On The Bsp Data Thing...
#25968 posted by Mezmorki [204.126.73.101] on 2015/09/08 16:04:24
How easily can it generate the map name and author name if it was provided inside the bsp?
#25969 posted by Lunaran [24.180.199.42] on 2015/09/08 16:30:52
I'm more interested in the 3 people who managed to make QWDM maps in 1989.
#25970 posted by Spirit [92.196.41.192] on 2015/09/08 16:30:52
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
#25971 posted by adib [200.217.4.26] on 2015/09/08 17:09:41
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?
#25972 posted by Mezmorki [204.126.73.101] on 2015/09/08 17:17:37
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
#25973 posted by adib [186.228.0.26] on 2015/09/08 18:10:25
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.
#25974 posted by metlslime [67.169.151.72] on 2015/09/08 18:24:24
aren't those all just client settings that you can change locally?
 More Plans ...
#25975 posted by Mezmorki [204.126.73.101] on 2015/09/08 18:28:25
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 :)
#25976 posted by adib [186.228.0.26] on 2015/09/08 19:00:35
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.
#25977 posted by Kinn [31.54.196.96] on 2015/09/08 21:39:41
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 :)
#25978 posted by adib [186.228.0.26] on 2015/09/08 23:13:52
In 2038 Quake you can't respawn. Try not to die.
#25979 posted by Kinn [31.54.196.96] on 2015/09/09 00:43:27
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 ...
#25980 posted by Mezmorki [98.209.21.68] on 2015/09/09 02:00:03
... In 2038 when you lose, John Romero actually does make you his bitch.
#25981 posted by Lunaran [24.180.199.42] on 2015/09/09 02:01:29
and you won't like how john romero looks by 2038
no siree bob
 Been Thinking About A Custom Episode Using Quoth
#25982 posted by Daya [90.58.116.141] on 2015/09/10 00:03:34
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
#25983 posted by onetruepurple [93.105.177.89] on 2015/09/10 01:00:35
But this kind of post is exactly why the Quoth source code is not public.
 I'm Not Asking About The Sourcecode
#25984 posted by Daya [90.58.116.141] on 2015/09/10 01:29:12
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.
#25985 posted by Daya [90.58.116.141] on 2015/09/10 01:33:38
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?
#25986 posted by Scampie [72.12.65.92] on 2015/09/10 02:30:48
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
#25987 posted by Lunaran [24.180.199.42] on 2015/09/10 03:12:46
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
#25988 posted by Daya [90.58.116.141] on 2015/09/10 10:07:23
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?
#25989 posted by Kinn [31.54.196.96] on 2015/09/10 10:08:33
Yet still that's not enough apparently.
 Re Hashing The Quoth Argument
#25990 posted by ijed [190.22.38.167] on 2015/09/10 12:36:14
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
#25991 posted by ijed [190.22.38.167] on 2015/09/10 12:37:30
I think that was Drake...
#25992 posted by JneeraZ [174.109.106.46] on 2015/09/10 13:18:28
"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
#25993 posted by ijed [200.73.66.2] on 2015/09/10 13:57:18
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]
#25994 posted by Shambler [2.99.177.28] on 2015/09/11 16:48:18
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
#25995 posted by Spirit [194.95.79.3] on 2015/09/11 17:02:36
#25996 posted by Rick [75.65.153.192] on 2015/09/11 17:25:57
I turned off the music in Quake 2 after hearing it one time.
#25997 posted by Kinn [31.54.196.96] on 2015/09/11 18:16:49
I turned off Quake 2 after playing it one time.
FTFY
 Reposting This Here For A Wider Audience
#25998 posted by czg [213.113.210.124] on 2015/09/11 18:55:31
<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
#25999 posted by DaZ [92.19.148.67] on 2015/09/11 19:09:27
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.
#26000 posted by JneeraZ [12.252.11.134] on 2015/09/11 19:15:47
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 ...
#26001 posted by czg [213.113.210.124] on 2015/09/11 19:23:22
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!
#26002 posted by czg [213.113.210.124] on 2015/09/11 19:25:25
#26003 posted by Lunaran [24.180.199.42] on 2015/09/11 19:42:35
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.
#26004 posted by skacky [90.0.56.129] on 2015/09/11 19:55:43
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
#26005 posted by Spirit [92.196.33.234] on 2015/09/11 19:58:42
#26006 posted by JneeraZ [12.252.11.134] on 2015/09/11 20:05:47
"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. :)
#26007 posted by Kinn [31.54.196.96] on 2015/09/11 20:10:59
You only get one bullet. Make it count, noob.
 Lunaran
#26008 posted by adib [186.228.0.26] on 2015/09/11 20:12:12
That leads to... what newer engine? It's something I intended to ask sometimes here. What shooter should I mod these days?
 Parry
#26009 posted by czg [213.113.210.124] on 2015/09/11 20:18:38
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
#26010 posted by rebb [91.35.91.180] on 2015/09/11 20:29:37
Make sure it has fat-rolling.
 Czg
#26011 posted by Lunaran [24.180.199.42] on 2015/09/11 21:06:49
why don't you have email, i don't want to facebook message you
that's for teenagers
#26012 posted by Kinn [31.54.196.96] on 2015/09/11 21:08:25
I thought facebook was purely for mothers to spam pictures of their small children and literally nothing else.
 Christig At Gmail Dot Com
#26013 posted by czg [213.113.210.124] on 2015/09/11 21:16:41
Send me cool stuff yo
#26014 posted by Spirit [92.196.33.234] on 2015/09/11 22:27:47
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
#26015 posted by czg [213.113.210.124] on 2015/09/11 22:30:50
#26016 posted by necros [66.102.6.224] on 2015/09/11 22:44:01
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
#26017 posted by SleepwalkR [93.209.76.192] on 2015/09/11 23:19:00
Until I'd rage quit after five minutes.
No really I'd play it.
 Fuck My Shit
#26018 posted by SleepwalkR [93.209.76.192] on 2015/09/11 23:19:34
I would PLAY that.
 Also Fuck You For Hexing My Kitchen Sink Spirit
#26019 posted by czg [213.113.210.124] on 2015/09/11 23:35:14
It just exploded shitty water all over my floor again.
 Weirdest Pet Name I Ever Heard!
#26020 posted by Spirit [92.196.33.234] on 2015/09/11 23:49:13
 Parry
#26021 posted by onetruepurple [93.105.177.89] on 2015/09/12 00:06:12
 Lol
#26022 posted by DaZ [92.19.148.67] on 2015/09/12 00:16:26
Necros already built QuakeSouls.
Should have known :)
 Just Wait
#26023 posted by FifthElephant [213.205.253.208] on 2015/09/12 00:20:17
Socks mod will satiate all these needs
#26024 posted by JneeraZ [12.252.11.134] on 2015/09/12 00:47:44
Until it ships, it can do anything!
#26025 posted by Lunaran [24.180.199.42] on 2015/09/12 05:21:02
 CZG + SOCK MOD TEAM.
#26026 posted by Shambler [2.99.177.28] on 2015/09/12 11:17:33
End of debate. Go charm him, czg.
 I Work Alone Kid
#26027 posted by czg [213.113.210.124] on 2015/09/12 11:28:08
#26028 posted by skacky [90.0.56.129] on 2015/09/12 11:49:08
That looks rad as fuck necros
 Gentle Reminder Of How Gorgeous Vondur Is
#26029 posted by czg [213.113.210.124] on 2015/09/12 12:19:50
 Parry Is A Cool Idea.
#26030 posted by Shambler [2.99.177.28] on 2015/09/12 13:09:12
Given the obviousness of most Quake melee attacks. Could be fun trying to parry fiend jumps...
#26031 posted by onetruepurple [93.105.176.143] on 2015/09/12 15:21:49
<@negke> that might well be the last time czg smiled
 DarkQuakeSouls
#26032 posted by sock [186.125.129.103] on 2015/09/12 15:52:28
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...
#26033 posted by Shambler [2.99.177.28] on 2015/09/12 16:06:19
...we need a top mapper and a top modder/mapper to join forces to do it :)
#26034 posted by Spirit [92.196.81.148] on 2015/09/12 16:18:31
Melee in first person sucks unless it's stealth.
#26035 posted by Kinn [31.54.196.96] on 2015/09/12 17:42:57
Melee in first person sucks unless it's stealth.
I quite liked Dark Messiah of Might and Magic.
#26036 posted by PuLSaR [94.141.38.5] on 2015/09/12 18:02:54
shadow warrior remake had great melee mechanics
 Otp
#26037 posted by necros [173.199.65.49] on 2015/09/12 18:30:04
i'd do the mod, but not interested in doing the maps :P
#26038 posted by Shambler [2.99.177.28] on 2015/09/12 18:32:43
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...
#26039 posted by FifthElephant [31.115.113.138] on 2015/09/12 21:12:46
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
#26040 posted by negke [31.16.58.93] on 2015/09/12 21:54:30
I think the (yet unreleased) Lunaraxe mod has much of what you describe?
 Sshhhh
#26041 posted by Lunaran [24.180.199.42] on 2015/09/12 21:56:10
 Ooooh
#26042 posted by FifthElephant [31.115.113.138] on 2015/09/12 22:25:00
Secret projects!?
 Yeah.
#26043 posted by Shambler [2.99.177.28] on 2015/09/12 22:36:54
The secret FifthElephant map project :p
 My Mapping Projects
#26044 posted by FifthElephant [31.115.113.138] on 2015/09/12 22:39:08
Are hardly secret. Abandoned yes but never secret.
 Nothing To See Here
#26045 posted by negke [31.16.58.93] on 2015/09/12 22:40:46
No secret melee project in the works. Move along.
 So Parry Is
#26046 posted by ijed [190.22.55.75] on 2015/09/13 05:04:47
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
#26047 posted by ijed [190.22.55.75] on 2015/09/13 05:12:38
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
#26048 posted by Kinn [31.54.196.96] on 2015/09/13 10:34:51
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
#26049 posted by negke [31.16.123.147] on 2015/09/13 11:46:37
 Ijed
#26050 posted by Lunaran [24.180.199.42] on 2015/09/13 17:03:33
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.
#26051 posted by Scampie [72.12.65.92] on 2015/09/13 17:10:58
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...
#26052 posted by Mike Woodham [81.154.209.251] on 2015/09/13 17:20:32
...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
#26053 posted by Spirit [92.196.29.160] on 2015/09/13 18:51:12
 Lack Of Quicksave Is A Pile Of Cock...
#26054 posted by Shambler [2.99.177.28] on 2015/09/13 18:51:57
...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?
#26055 posted by adib [177.40.235.145] on 2015/09/13 19:04:08
Tell me more.
#26056 posted by skacky [90.0.56.129] on 2015/09/13 19:20:27
Fiends can instantly kill you if they jump on top of you. Dogs can do that too, but it's very rare.
#26057 posted by JneeraZ [174.109.106.46] on 2015/09/13 19:23:34
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 -
#26058 posted by FifthElephant [82.24.73.240] on 2015/09/13 20:27:29
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
#26059 posted by Kinn [31.54.196.96] on 2015/09/13 21:21:49
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"
#26060 posted by Kinn [31.54.196.96] on 2015/09/14 10:16:01
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.
#26061 posted by Shambler [2.99.177.28] on 2015/09/14 10:33:56
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.
#26062 posted by JneeraZ [174.109.106.46] on 2015/09/14 12:45:20
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
#26063 posted by ijed [190.22.88.92] on 2015/09/14 12:53:02
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
#26064 posted by czg [213.113.210.124] on 2015/09/15 17:56:08
 E=CxT
#26065 posted by Scampie [72.12.65.92] on 2015/09/15 18:45:35
That's wrong, it equals MC^2 dumbass
 Had A Quake
#26066 posted by ijed [200.73.66.2] on 2015/09/17 15:20:22
8.4 Richter - but all is well.
 Midair
#26067 posted by Hipshot [83.140.153.62] on 2015/09/17 15:39:06
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
#26068 posted by Daya [83.192.25.111] on 2015/09/17 15:44:30
 Hipshot
#26069 posted by Spirit [80.187.108.200] on 2015/09/17 16:54:16
Should be included in ktx, iirc enabled with 'midair' when connected.
 Hipshot
#26070 posted by Scampie [72.12.65.92] on 2015/09/17 17:16:13
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!
#26071 posted by Johnny Law [50.242.126.113] on 2015/09/17 19:35:51
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
#26072 posted by Tronyn [24.79.108.14] on 2015/09/18 02:00:31
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
#26073 posted by hipshot [83.140.153.62] on 2015/09/18 15:12:23
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
#26074 posted by adib [177.133.135.12] on 2015/09/19 06:28:03
Are you in Chile?
 Yep
#26075 posted by ijed [190.22.121.190] on 2015/09/19 14:35:30
 Ijed
#26076 posted by adib [177.133.135.12] on 2015/09/19 14:50:56
 Where?
#26077 posted by ijed [190.22.121.190] on 2015/09/19 17:42:55
#26078 posted by adib [177.98.76.179] on 2015/09/20 00:17:20
Rio.
We're having Rock in Rio these days. Korn, Motley Crue and Metallica will play today. Lots of friends going.
 Korn!
#26079 posted by Drew [70.114.212.240] on 2015/09/21 04:02:47
Also what the fuck do the equations indicate in czg screen?
 I Broke Jackhammer, Lol
#26080 posted by Shamblernaut [121.45.234.43] on 2015/09/22 09:26:52
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
#26081 posted by czg [212.16.188.76] on 2015/09/22 09:48:47
Please stop. Just stop.
 All Good Man
#26082 posted by Shamblernaut [121.45.234.43] on 2015/09/22 10:52:58
I made it work for me another way, better than the carve tool could anyways.
 #26080
#26083 posted by Kinn [31.54.196.82] on 2015/09/22 12:26:27
That post caused me actual physical pain, like actual pain in real life.
 Same Here
#26084 posted by Vondur [185.6.245.138] on 2015/09/22 12:35:32
#26085 posted by Kinn [31.54.196.82] on 2015/09/22 12:44:43
It's the mapping equivalent of goatse, but somehow so much worse.
 #26080
#26086 posted by skacky [90.0.188.211] on 2015/09/22 13:01:57
#26087 posted by JneeraZ [174.109.106.46] on 2015/09/22 13:49:03
Madness. Absolute madness. You're lucky Jackhammer didn't uninstall itself. You don't deserve nice things.
 I Learned My Lesson
#26088 posted by Shamblernaut [121.45.234.43] on 2015/09/22 14:03:50
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
#26089 posted by Zwiffle [24.241.228.118] on 2015/09/22 14:19:48
Duke Nukem Forever was made entirely by carving spheres using cylinders, hence both its quality and production time.
 Carving
#26090 posted by SleepwalkR [130.149.243.217] on 2015/09/22 14:20:48
Is only useful in very few cases. You'll usually get better results with clipping.
 I Got You
#26091 posted by DaZ [92.19.148.67] on 2015/09/22 14:51:00
 Kek
#26092 posted by Shamblernaut [121.45.234.43] on 2015/09/22 14:57:29
that last annotation comment
 The Carve Tool
#26093 posted by ijed [200.73.66.2] on 2015/09/22 15:20:48
Is shit.
I don't think I've seen any package where boolean operations don't turn your geometry to garbage.
 Hmm
#26094 posted by Zwiffle [24.241.228.118] on 2015/09/22 15:25:20
I smell a Carve Jam coming ...
#26095 posted by Kinn [31.54.196.82] on 2015/09/22 15:45:18
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!
#26096 posted by [Jimbo] [173.245.108.38] on 2015/09/22 15:46:04
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..
#26097 posted by onetruepurple [93.105.176.245] on 2015/09/22 15:55:28
he actually did it the absolute madman hahahahahahaha!
 Use The Clip Tool
#26098 posted by Scampie [72.12.65.92] on 2015/09/22 16:07:45
It lets you make things like cubes simply and easily:
http://scampie.net/etc/rubiconwip2.jpg
#26099 posted by mfx [85.181.112.151] on 2015/09/22 16:37:06
That moire is beguiling.
#26100 posted by JneeraZ [174.109.106.46] on 2015/09/22 16:45:59
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.
#26101 posted by SleepwalkR [80.187.102.180] on 2015/09/22 17:25:30
#26102 posted by JneeraZ [174.109.106.46] on 2015/09/22 17:43:47
It's a cube being carved out of another cube. Worry about geometric efficiency in that case is counter productive IMO.
#26103 posted by Lunaran [24.180.199.42] on 2015/09/22 21:00:22
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.
#26104 posted by SleepwalkR [93.209.82.196] on 2015/09/22 21:06:39
 You're Making All Of Us Look Bad.
#26105 posted by SleepwalkR [93.209.82.196] on 2015/09/22 21:06:50
 Title Talk!
#26106 posted by adib [177.159.43.150] on 2015/09/23 02:06:50
#26107 posted by Scampie [72.12.65.92] on 2015/09/23 02:14:11
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?
#26108 posted by distrans [149.144.162.33] on 2015/09/23 02:47:12
 My Elder 0gre
#26109 posted by madfox [84.84.178.104] on 2015/09/23 02:49:39
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
#26110 posted by ericw [108.173.17.134] on 2015/09/23 03:13:39
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
#26111 posted by Shamblernaut [121.45.234.43] on 2015/09/23 07:58:07
is bookmarked :)
 DISTRANZ
#26112 posted by negke [31.19.71.105] on 2015/09/23 09:32:10
Where is Travail 2 ????
 Prominence Via GoogleDoc
#26113 posted by Mezmorki [204.126.73.101] on 2015/09/23 17:14:00
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 ...
#26114 posted by Mezmorki [204.126.73.101] on 2015/09/23 17:15:17
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.
#26115 posted by Johnny Law [50.242.126.113] on 2015/09/23 19:13:35
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!
#26116 posted by Mezmorki [68.42.73.113] on 2015/09/23 19:23:38
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
#26117 posted by primal [81.175.152.198] on 2015/09/23 19:45:54
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
#26118 posted by Johnny Law [50.242.126.113] on 2015/09/23 19:56:08
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.
#26119 posted by Johnny Law [50.242.126.113] on 2015/09/23 19:57:32
As someone who very rarely plays multiplayer Quake outside of local LAN stuff, please don't take my word as gospel.
 QuakeWorld Rooles!
#26120 posted by Spike [86.176.35.74] on 2015/09/23 21:05:46
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:
#26121 posted by Lunaran [24.180.199.42] on 2015/09/23 21:22:19
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.
#26122 posted by JneeraZ [12.252.11.134] on 2015/09/23 21:29:32
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.
#26123 posted by Scampie [72.12.65.92] on 2015/09/23 22:32:55
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.
#26124 posted by Spirit [92.196.41.51] on 2015/09/23 22:40:07
It is if you are on a good connection. Are there any modern fps that don't use prediction?
#26125 posted by Scampie [72.12.65.92] on 2015/09/23 22:57:09
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).
#26126 posted by Lunaran [24.180.199.42] on 2015/09/23 23:49:21
sounds like they just wrote bad prediction code
says area man who knows what he's talking about
#26127 posted by Lunaran [24.180.199.42] on 2015/09/23 23:52:30
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"
#26128 posted by Scampie [72.12.65.92] on 2015/09/24 00:23:47
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
#26129 posted by adib [179.176.132.228] on 2015/09/24 05:54:10
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
#26130 posted by Mezmorki [204.126.73.101] on 2015/09/24 16:40:08
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 ...
#26131 posted by Mezmorki [204.126.73.101] on 2015/09/24 16:43:14
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
#26132 posted by Lunaran [24.180.199.42] on 2015/09/24 18:08:41
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:
#26133 posted by adib [186.228.0.25] on 2015/09/24 18:28:51
 It Was About Memorisation Correct?
#26134 posted by Shamblernaut [121.45.234.43] on 2015/09/24 19:07:21
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
#26135 posted by Mezmorki [204.126.73.101] on 2015/09/24 19:07:29
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 ...
#26136 posted by Mezmorki [204.126.73.101] on 2015/09/24 19:09:16
... 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.
#26137 posted by Scampie [72.12.65.92] on 2015/09/24 19:11:24
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.
#26138 posted by Spirit [80.187.98.226] on 2015/09/24 20:01:07
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.
#26139 posted by Johnny Law [50.242.126.113] on 2015/09/24 21:25:48
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 ...
#26140 posted by Mezmorki [204.126.73.101] on 2015/09/24 21:33:51
... 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...
#26141 posted by FifthElephant [82.24.73.240] on 2015/09/25 01:59:58
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
#26142 posted by Tronyn [24.79.108.14] on 2015/09/25 02:11:00
HPB or LPB, the Elder World hates you all...
 Beaten Before Blindsight
#26143 posted by madfox [84.84.178.104] on 2015/09/25 02:34:08
I got always beaten on the internet.
I'm still a keyboard player in his own Sp world.
#26144 posted by JneeraZ [12.252.11.134] on 2015/09/25 11:35:21
I don't see how one could even play SP with a keyboard anymore ... shit is way too hectic. :)
#26145 posted by mfx [85.179.28.14] on 2015/09/25 15:15:07
a few beers, hitting the bong, setting maxfps to 10.
jk
 Hey WantonHubris
#26146 posted by negke [31.17.252.92] on 2015/09/25 19:30:51
Did you take down the blog?
#26147 posted by JneeraZ [174.109.106.46] on 2015/09/25 20:24:27
Not intentionally ... looks broken tho. :)
 Design Thoughts About New Set Of Weapons
#26148 posted by Daya [90.1.210.118] on 2015/09/28 00:00:12
 Just Got A Game Idea In An Obnoxious Mall Toilet In Warsaw
#26149 posted by onetruepurple [46.77.124.166] on 2015/09/28 13:30:19
Thought you all should know that.
 Shithouse
#26150 posted by ijed [200.73.66.2] on 2015/09/28 13:55:14
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
#26151 posted by dogman [144.37.181.130] on 2015/09/28 16:22:44
don't go forward with the button mashing, have the player switch to some tool like an electric saw or shithammer instead
 Pixelized Crap
#26152 posted by adib [186.228.0.25] on 2015/09/28 16:49:13
 Quakeworld
#26153 posted by dogman [144.37.181.130] on 2015/09/28 17:21:57
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
#26154 posted by foogs [174.45.227.142] on 2015/09/29 03:27:49
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
#26155 posted by FifthElephant [82.24.73.240] on 2015/09/29 10:36:19
looks like a decent board to me, I would consider adding several teleporters to get to the upper area.
 GOG Adds More Quake Titles
#26156 posted by primal [81.175.152.198] on 2015/10/01 19:11:53
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
#26157 posted by ijed [200.73.66.2] on 2015/10/05 16:17:42
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
#26158 posted by madfox [84.84.178.104] on 2015/10/05 21:24:02
May I request you kindly
(and once again) to renew
your email adress.
 I Can't See Anything There...
#26159 posted by ijed [190.22.44.96] on 2015/10/05 22:37:48
Can you resend?
 Awh Fuck
#26160 posted by madfox [84.84.178.104] on 2015/10/06 01:09:55
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
#26161 posted by madfox [84.84.178.104] on 2015/10/06 01:31:48
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
#26162 posted by negke [31.16.58.169] on 2015/10/06 01:33:54
Nice minimalistic style!
 Try
#26163 posted by ijed [190.22.44.96] on 2015/10/06 02:25:01
louis.manning AT bhvr DOTCOM
 Negke
#26164 posted by ijed [190.22.44.96] on 2015/10/06 02:25:30
Background too noisy?
 Ijed
#26165 posted by madfox [84.84.178.104] on 2015/10/06 04:50:28
yes, that did it.
 Oh Shit
#26166 posted by DaZ [92.19.148.67] on 2015/10/06 10:37:43
You work at bhvr? Nice!
Do/did you know Steven Lumpkin? He worked on your WH40K mmo.
 I'm At
#26167 posted by ijed [200.73.66.2] on 2015/10/06 13:40:09
BHVR STGO.
I see footage of the 40K game now and again, it's coming along - though I've not met Steven.
 Ahh Ok
#26168 posted by DaZ [92.19.148.67] on 2015/10/06 14:17:43
I didn't realise they had multiple studios. Derp!
 Czg's Entire Being In Gif Form
#26169 posted by Zwiffle [71.13.169.66] on 2015/10/06 20:02:56
#26170 posted by adib [186.228.0.26] on 2015/10/06 20:17:02
I'll feel part of the family when I can pick on czg like everybody else.
 13 Acres Of Hell - Custom DM Map Server
#26171 posted by Mezmorki [204.126.73.101] on 2015/10/06 20:17:31
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
#26172 posted by czg [213.113.210.124] on 2015/10/06 20:31:59
 Pure DM 1!
#26173 posted by adib [186.228.0.26] on 2015/10/06 20:38:48
#26174 posted by Zwiffle [71.13.169.66] on 2015/10/06 21:00:26
czg you don't know who you are
you are a very happy trotting kitty cat
 Wait A Minute?
#26175 posted by Shambler [92.22.79.254] on 2015/10/06 21:29:29
40k MMO? Any public info on this?
(I know I could search but whatever)
 Moo
#26176 posted by DaZ [92.19.148.67] on 2015/10/06 21:37:12
 Www.rockpapershotgun.com/2015/10/04/the-new-40k-mmorpg-looks-amazing
#26177 posted by Spirit [92.196.61.127] on 2015/10/06 21:38:13
#26178 posted by Zwiffle [71.13.169.66] on 2015/10/06 21:52:02
bler where you been
 I Can Connect
#26179 posted by SleepwalkR [93.209.93.121] on 2015/10/06 22:03:19
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.
#26180 posted by Shambler [92.22.79.254] on 2015/10/06 22:11:30
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.
#26181 posted by Shambler [92.22.79.254] on 2015/10/06 22:13:18
 @Sleepwalker
#26182 posted by Mezmorki [204.126.73.101] on 2015/10/06 22:16:01
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 ;)
#26183 posted by necros [173.199.65.36] on 2015/10/06 23:07:08
]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
#26184 posted by Mezmorki [204.126.73.101] on 2015/10/06 23:09:13
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.
#26185 posted by SleepwalkR [93.209.93.121] on 2015/10/06 23:47:20
#26186 posted by necros [173.199.65.36] on 2015/10/06 23:49:48
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......
#26187 posted by Mezmorki [68.49.164.215] on 2015/10/07 00:25:39
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
#26188 posted by ericw [108.173.17.134] on 2015/10/07 01:00:58
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
#26189 posted by ericw [108.173.17.134] on 2015/10/07 01:01:24
 Mezmorki
#26190 posted by FifthElephant [82.24.73.240] on 2015/10/07 02:38:22
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...
#26191 posted by Mezmorki [68.49.164.215] on 2015/10/07 03:26:05
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.
#26192 posted by FifthElephant [82.24.73.240] on 2015/10/07 03:41:11
http://mpqarchive.pauked.com/index.php
The list of maps here is comprehensive. I'm surprised you didn't include aerowalk or ZTNDM3.
 @FifthElephant
#26193 posted by Mezmorki [68.49.164.215] on 2015/10/07 03:58:15
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.
#26194 posted by FifthElephant [82.24.73.240] on 2015/10/07 04:07:58
func_ mapping event!
#26195 posted by FifthElephant [82.24.73.240] on 2015/10/07 04:07:59
func_ mapping event!
#26196 posted by Scampie [72.12.65.92] on 2015/10/07 04:40:30
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
#26197 posted by FifthElephant [82.24.73.240] on 2015/10/07 04:50:02
and call it scampgrounds.
#26198 posted by Lunaran [24.56.201.253] on 2015/10/07 05:12:59
lundm1
hey, awesome
I'm wanting to showcase maps that aren't the ones usually played
hah, heh, eh, yeahh :(
 DM 1v1 Jam!
#26199 posted by adib [179.176.46.232] on 2015/10/07 06:01:40
 Shambler Spotted.
#26200 posted by onetruepurple [5.172.252.175] on 2015/10/07 10:46:18
 Mezmorki
#26201 posted by negke [31.16.58.169] on 2015/10/07 11:55:51
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)
#26202 posted by Spirit [80.187.110.191] on 2015/10/07 12:51:08
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.
#26203 posted by Mezmorki [172.56.10.40] on 2015/10/07 14:45:38
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.
#26204 posted by Zwiffle [24.241.228.118] on 2015/10/07 14:47:09
If I had an 80 lb scrotum I'd be upset at everything like bler is too.
 @ijed
#26206 posted by ericw [108.173.17.134] on 2015/10/10 21:05:10
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?
#26207 posted by negke [31.18.227.54] on 2015/10/10 22:36:30
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.
#26208 posted by necros [173.199.65.57] on 2015/10/10 22:47:01
same for me, thought that was the joke?
 Ffs Error 42
#26209 posted by ijed [190.22.63.127] on 2015/10/11 08:24:40
#26210 posted by ijed [186.9.135.229] on 2015/10/11 08:33:51
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
#26211 posted by onetruepurple [88.156.138.101] on 2015/10/11 11:45:12
The video from where 2 Girls 1 Cup originated was produced by "MFX Media"
 Boardgames
#26212 posted by Mezmorki [68.49.164.215] on 2015/10/11 19:29:19
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
#26213 posted by Zwiffle [24.241.228.118] on 2015/10/11 20:57:30
Find it very fun.
 Otp
#26214 posted by mfx [77.180.40.77] on 2015/10/12 02:18:20
:)
 Big Game Theory
#26215 posted by ijed [190.22.95.22] on 2015/10/12 21:21:11
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
#26216 posted by Johnny Law [50.242.126.113] on 2015/10/12 22:27:03
My ping (from the SF bay area) is 100-ish. Fine for messing about!
 Coolio
#26217 posted by Mezmorki [68.49.164.215] on 2015/10/13 01:11:00
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
#26218 posted by adib [186.228.0.26] on 2015/10/13 18:44:39
... but "night" where you are may be day (working hours) here.
 Onr For The Kids...
#26219 posted by distrans [149.144.162.33] on 2015/10/14 08:29:28
 Best Video On Indie Game Dev
#26220 posted by FifthElephant [82.24.73.240] on 2015/10/14 13:14:49
 Re: Boardgames
#26221 posted by Zwiffle [71.13.169.66] on 2015/10/14 22:45:45
Really trying to find a reason to justify buying Cthulhu Wars right now. -_- sooo expensive =/
 Prominence Database
#26222 posted by Mezmorki [204.126.73.101] on 2015/10/15 22:26:59
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!
#26223 posted by Johnny Law [50.242.126.113] on 2015/10/16 00:29:38
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)
#26224 posted by Johnny Law [50.242.126.113] on 2015/10/16 00:32:12
Did you manually take all those screenshots or did you do something like automating shots from intermission points (or other entity)?
 Mezmorki:
#26225 posted by metlslime [159.153.4.50] on 2015/10/16 00:36:32
does this also have DM maps from any speedmap packs?
 I've Got Answers!
#26226 posted by Mezmorki [68.49.164.215] on 2015/10/16 01:53:40
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.
#26227 posted by Johnny Law [67.188.146.229] on 2015/10/16 02:49:59
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
#26228 posted by Scampie [72.12.65.92] on 2015/10/16 02:58:04
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.
#26229 posted by metlslime [159.153.4.50] on 2015/10/16 03:07:58
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 ....
#26230 posted by Mezmorki [68.49.164.215] on 2015/10/16 04:53:12
.... 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
#26232 posted by Johnny Law [50.242.126.113] on 2015/10/16 19:27:02
misspelled "Medieval"
#26233 posted by Mezmorki [204.126.73.101] on 2015/10/16 19:31:01
fixed it!
#26234 posted by Johnny Law [50.242.126.113] on 2015/10/16 19:32:34
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 ...
#26235 posted by Mezmorki [204.126.73.101] on 2015/10/16 21:00:04
... 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.
#26236 posted by metlslime [159.153.4.50] on 2015/10/16 21:03:04
i wonder if it can be hosted in such a way that the "quake injector" could download them.
#26237 posted by Johnny Law [50.242.126.113] on 2015/10/16 21:40:29
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
#26238 posted by Mezmorki [204.126.73.101] on 2015/10/16 21:59:20
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!
#26239 posted by Scampie [72.12.65.92] on 2015/10/16 23:04:13
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.
#26240 posted by Spirit [92.196.10.201] on 2015/10/16 23:50:52
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
#26241 posted by Shamblernaut [121.45.229.88] on 2015/10/18 18:46:11
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!
#26242 posted by Mezmorki [204.126.73.101] on 2015/10/19 15:03:49
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
#26249 posted by madfox [84.84.178.104] on 2015/10/19 18:58:51
spam.
 On A Shop Near My House
#26250 posted by Shamblernaut [121.45.236.172] on 2015/10/19 20:06:18
 My Thoughts Exactly
#26253 posted by Mezmorki [204.126.73.101] on 2015/10/20 14:25:17
 Reading H.P. Lovecraft
#26258 posted by killpixel [98.211.184.167] on 2015/10/25 18:28:51
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.
#26259 posted by Lunaran [24.56.201.253] on 2015/10/25 19:17:06
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
#26260 posted by mankrip [66.249.88.154] on 2015/10/25 21:35:59
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
#26261 posted by ijed [186.79.241.232] on 2015/10/26 02:56:06
 At The Mountains Of Madness
#26262 posted by ijed [186.79.241.232] on 2015/10/26 02:56:36
 Yeah...
#26264 posted by Bal [109.7.65.250] on 2015/10/26 11:45:52
North Face Jackets Clearance is one of the best HPL stories, very under-rated.
 LOL.
#26265 posted by Shambler [2.96.207.68] on 2015/10/26 12:12:50
Leaving that one in for comedy value!
 Oh Lawdy
#26266 posted by onetruepurple [93.105.176.206] on 2015/10/26 12:21:42
I didn't even realise it was a bot and not ijed.
 Huahah
#26267 posted by ijed [200.73.66.2] on 2015/10/26 12:43:26
That takes the edge off Monday morning.
 Guys
#26268 posted by DaZ [89.168.60.163] on 2015/10/26 14:32:16
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?
#26269 posted by Shambler [2.96.207.68] on 2015/10/26 15:39:44
Also, vote Dead Pig Oral Sex Guy.
#26270 posted by JneeraZ [12.252.11.134] on 2015/10/26 16:31:48
They're already backing away from the clickbait headline. It's fine. Everyone relax and eat bacon.
#26271 posted by onetruepurple [93.105.176.206] on 2015/10/26 16:36:35
 The Music Of Erich Zahn
#26272 posted by skacky [90.0.197.178] on 2015/10/27 01:04:59
is my favorite HPL story.
 Jam
#26274 posted by [186.228.0.26] on 2015/10/27 13:14:33
I need a map jam.
 ^ Me
#26275 posted by adib [186.228.0.26] on 2015/10/27 13:15:39
#26276 posted by FifthElephant [82.24.73.240] on 2015/10/27 13:26:23
Arrange one then. How about a Halloween speedmap?
 Yep
#26277 posted by PuLSaR [217.150.42.141] on 2015/10/27 13:26:52
I want to make something small
 HalloWEEn Speedmap
#26278 posted by ijed [200.73.66.2] on 2015/10/27 13:39:38
 Halloween Turtlemap Maybe?
#26279 posted by PuLSaR [217.150.42.141] on 2015/10/27 14:26:47
 Don't Say I Didn't Warn You.
#26280 posted by onetruepurple [88.156.138.56] on 2015/10/27 15:34:58
 Marmelade
#26281 posted by madfox [84.84.178.104] on 2015/10/27 19:48:31
I need a marmelade jam.
 Alan`s Psychedelic Jam..?
#26282 posted by mfx [78.55.221.128] on 2015/10/27 20:31:20
#26283 posted by adib [200.217.4.26] on 2015/10/27 21:41:01
Toast... coffee...
#26284 posted by mankrip [66.249.88.164] on 2015/10/27 21:58:54
 No, It's A Pink Floyd Song
#26285 posted by adib [177.206.91.220] on 2015/10/28 00:34:23
 At Least
#26286 posted by madfox [84.84.178.104] on 2015/10/28 01:04:44
I have a name.
 That
#26287 posted by necros [64.233.172.233] on 2015/10/28 01:33:21
Is True.
 Van Damme Vs QII
#26289 posted by erc [78.172.189.6] on 2015/10/29 16:04:20
 Hah
#26290 posted by ijed [200.73.66.2] on 2015/10/29 16:10:40
 Rofl
#26291 posted by PuLSaR [217.150.42.141] on 2015/10/29 16:57:36
 It's The Jump Sounds That Make It
#26292 posted by Kinn [86.139.243.200] on 2015/10/29 17:02:39
 METROID: THE SKY CALLS
#26294 posted by ijed [200.73.66.2] on 2015/11/04 18:41:30
 Sometimes I Get Confused
#26296 posted by mankrip [66.249.88.10] on 2015/11/06 04:19:26
#26297 posted by ericw [108.173.17.134] on 2015/11/06 06:00:08
Yeah, the full QS team is szo, stevenaaus, svdijk, SleepwalkR, and me.
#26298 posted by Baker [65.60.224.195] on 2015/11/06 10:42:07
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
#26299 posted by onetruepurple [93.105.176.97] on 2015/11/06 10:44:48
 YOU HAVE SUMMONED ME
#26300 posted by ijed [200.73.66.2] on 2015/11/06 12:57:33
 Go Map
#26301 posted by PuLSaR [217.150.42.141] on 2015/11/06 13:00:10
#26302 posted by stevenaaus [49.182.1.136] on 2015/11/06 13:04:56
I'm gonna play Warp again... one day
 I Have Been Taking A Break
#26303 posted by ijed [200.73.66.2] on 2015/11/06 13:30:03
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
#26304 posted by adib [200.217.4.26] on 2015/11/06 13:30:24
Your thoughts about it. Anyone have tried? It's CSG, it has AI, physics........
 Archeaology = Autocannabalism
#26305 posted by ijed [200.73.66.2] on 2015/11/06 13:35:06
 Ijed
#26306 posted by onetruepurple [213.227.95.1] on 2015/11/06 17:01:43
Read ykcaks backwards.
 !!!
#26307 posted by ijed [200.73.66.2] on 2015/11/06 18:09:43
 Warcraft Trailer
#26308 posted by ijed [200.73.66.2] on 2015/11/06 20:37:34
 Yeah
#26309 posted by necros [46.166.188.219] on 2015/11/06 21:30:27
that could be cool. the storyline, while not amazingly original, is good enough to be a film.
 So ...
#26310 posted by Cocerello [193.254.230.233] on 2015/11/06 22:35:15
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
#26311 posted by Kinn [86.139.243.200] on 2015/11/07 11:00:34
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
#26312 posted by primal [81.175.152.198] on 2015/11/07 11:38:38
#26313 posted by JneeraZ [76.182.53.183] on 2015/11/07 12:42:12
"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
#26314 posted by ijed [186.79.255.233] on 2015/11/07 15:07:21
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
#26315 posted by ijed [186.79.255.233] on 2015/11/07 15:08:46
If you count picardy as mass market instead of just for kids then it's a different story.
 Pixar
#26316 posted by ijed [186.79.255.233] on 2015/11/07 15:09:06
 Fuck WoW
#26317 posted by Scampie [72.12.65.92] on 2015/11/07 15:11:42
 Your Guinea Pig's Broken.
#26318 posted by Kinn [86.139.243.200] on 2015/11/07 15:13:28
 The Joy Of Playing Kell Maps
#26319 posted by onetruepurple [88.156.138.104] on 2015/11/07 15:15:50
 Aww
#26320 posted by mfx [92.228.96.220] on 2015/11/08 01:00:00
that puppy..
#26321 posted by Kinn [86.139.243.200] on 2015/11/08 01:17:53
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
#26322 posted by mfx [92.228.96.220] on 2015/11/08 01:29:39
= instant billionaires.
 ClassicQ
#26325 posted by Zwiffle [71.13.169.66] on 2015/11/09 22:26:21
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
#26326 posted by onetruepurple [93.105.177.32] on 2015/11/10 23:21:06
<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
#26327 posted by onetruepurple [93.105.177.32] on 2015/11/10 23:22:30
<Shamblurp> jack and coke tastes kinda tangy now too
 Errr.
#26328 posted by Shambler [92.22.44.99] on 2015/11/10 23:28:54
It *could* have been an accident.
 Rob Boss
#26329 posted by Shambler [92.22.44.99] on 2015/11/11 16:32:55
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 posted by Shambler [92.22.44.99] on 2015/11/11 16:33:15
 #26330
#26331 posted by Kinn [86.139.243.200] on 2015/11/11 16:42:37
Slammin' 'Ham, Sham!
 I Learned Something New Today
#26332 posted by Rick [75.65.153.192] on 2015/11/11 19:38:06
Reading user comments for Fallout 4 on Steam, I learned that "mostly positive" actually means "almost 10%".
#26333 posted by JneeraZ [12.252.11.134] on 2015/11/11 19:41:22
I'm about 6 hours in ... I have nothing but positive things to say. It's amazeballs.
#26334 posted by Scampie [72.12.65.92] on 2015/11/11 21:43:31
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.
#26335 posted by Zwiffle [71.13.169.66] on 2015/11/11 22:05:17
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
#26336 posted by Zwiffle [71.13.169.66] on 2015/11/11 22:07:47
#26337 posted by JneeraZ [12.252.11.134] on 2015/11/12 01:17:01
Eh, that's people focusing on shit that doesn't matter. At all. :)
That's forest-for-the-trees type stuff.
#26338 posted by Rick [75.65.153.192] on 2015/11/12 01:41:09
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
#26339 posted by mfx [77.180.148.148] on 2015/11/12 01:50:34
Enough betatesters bought it by now, maybe in half a year it is free of bugs/glitches.
 FO4
#26340 posted by Shambler [92.22.44.99] on 2015/11/12 11:27:33
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
#26341 posted by ijed [200.73.66.2] on 2015/11/12 12:34:28
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.
#26342 posted by Lunaran [24.56.201.253] on 2015/11/12 12:46:42
I didn't know big sandbox games were ever about combining sprockets with dog cops or whatever
#26343 posted by skacky [90.0.189.225] on 2015/11/12 13:19:36
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
#26344 posted by skacky [90.0.189.225] on 2015/11/12 13:21:18
#26345 posted by JneeraZ [76.182.53.183] on 2015/11/12 13:52:45
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.
#26346 posted by Shambler [92.22.44.99] on 2015/11/12 14:14:36
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.
#26347 posted by skacky [90.0.189.225] on 2015/11/12 19:59:51
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.
#26348 posted by Spirit [92.196.66.44] on 2015/11/12 21:20:48
Has anyone ever made a map (think cartography) of the Quake universe?
#26349 posted by FifthElephant [82.24.73.240] on 2015/11/12 21:22:10
I wish!
 Spirit.
#26350 posted by Shambler [92.22.44.99] on 2015/11/12 21:27:26
I have a very vague recollection someone did at some point....but can't recall any details. Nice idea though!
#26351 posted by Zwiffle [71.13.169.66] on 2015/11/12 21:51:37
What would that even look like?
#26352 posted by Lunaran [24.56.201.253] on 2015/11/12 22:18:56
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
#26353 posted by mankrip [66.102.8.199] on 2015/11/13 21:49:27
 Maps
#26354 posted by Kinn [86.175.217.138] on 2015/11/13 22:10:08
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
#26355 posted by mankrip [66.249.88.154] on 2015/11/13 23:27:23
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
#26356 posted by onetruepurple [93.105.177.53] on 2015/11/13 23:33:15
Metal maps Are set in the "bad future" that awaits the universe if Shub-Niggurath's plan is successful.
#26357 posted by JneeraZ [12.252.11.134] on 2015/11/13 23:37:00
 STAY SAFE FRENCHIES
#26358 posted by Zwiffle [71.13.169.66] on 2015/11/13 23:40:15
#26359 posted by onetruepurple [93.105.177.53] on 2015/11/13 23:43:17
As we all know, sales = quality.
Err how about no.
 Re: Geographic Quake Universe Map
#26360 posted by Zwiffle [24.241.228.118] on 2015/11/14 00:47:19
 Fallout 4 Is Great
#26361 posted by FifthElephant [82.24.73.240] on 2015/11/14 00:48:32
I don't need 12 million sales to say that. It could have sold 3 copies and I would stand by it.
#26362 posted by JneeraZ [12.252.11.134] on 2015/11/14 00:55:21
More people playing it simultaneously than GTA V.
It's god awful.
 I'm Fine.
#26363 posted by Daya [90.47.231.46] on 2015/11/14 01:40:16
 Warren
#26364 posted by skacky [90.0.189.225] on 2015/11/14 01:45:18
Popular doesn't necessarily mean good. :^)
#26365 posted by JneeraZ [12.252.11.134] on 2015/11/14 02:02:19
The cry of the hipster.
#26366 posted by skacky [90.0.189.225] on 2015/11/14 02:23:46
Not really. McDonalds is very popular but it's shit food.
#26367 posted by skacky [90.0.189.225] on 2015/11/14 02:24:32
I also enjoy popular games, when they're actually good. Like The Witcher 3, for instance.
#26368 posted by FifthElephant [213.205.253.236] on 2015/11/14 07:55:11
Religion is also popular. And bad.
Which is why I wouldn't fight popularism as q good metric for quality
 Yeah
#26369 posted by stevenaaus [122.108.190.245] on 2015/11/14 10:00:20
But it makes it hard to argue against
 One Direction Sold 12 Million Albums In Their Career, Hth.
#26370 posted by Shambler [92.22.44.99] on 2015/11/14 10:49:57
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.
#26371 posted by Kinn [86.175.217.138] on 2015/11/14 11:31:00
The Transformers films must be amazing, going by Warren's metric.
#26372 posted by JneeraZ [76.182.53.183] on 2015/11/14 12:27:48
You're all WAY too easy.
At any rate, I'm loving Fallout 4. Sorry that you're not. :)
 So About Bal
#26373 posted by Vigil [37.219.224.240] on 2015/11/14 12:55:54
Anyone know if he's okay?
#26374 posted by Scampie [72.12.65.92] on 2015/11/14 13:59:27
Yes, he's fine, and playing Fallout4 as we speak.
 The Transformers Films Are Amazing
#26375 posted by mankrip [66.249.88.159] on 2015/11/14 17:46:06
 Gamekings
#26376 posted by madfox [84.84.178.104] on 2015/11/14 18:09:34
and I fall out 4 the screen.
 #26358
#26377 posted by JPL [82.234.167.238] on 2015/11/14 20:01:44
Thanks Zwiffle.... It has been a sad day for freedom.
 Daya
#26379 posted by adib [66.102.8.209] on 2015/11/16 17:22:58
Good to hear.
 Sandy Petersen AMA Today
#26380 posted by Zwiffle [71.13.169.66] on 2015/11/16 18:25:00
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
#26381 posted by FifthElephant [31.92.227.54] on 2015/11/16 19:18:17
About the map jam!!
#26382 posted by onetruepurple [93.105.176.30] on 2015/11/16 19:26:56
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
#26383 posted by mankrip [66.249.88.154] on 2015/11/16 23:23:38
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.
#26384 posted by FifthElephant [82.24.73.240] on 2015/11/16 23:33:23
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
#26385 posted by mankrip [66.249.88.154] on 2015/11/16 23:52:06
"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
#26386 posted by onetruepurple [93.105.176.30] on 2015/11/16 23:56:36
 Spongebob
#26387 posted by madfox [84.84.178.104] on 2015/11/17 00:09:48
I'm a squirrel!
 Func_DoomJam
#26388 posted by negke [31.18.227.54] on 2015/11/17 11:19:38
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
#26389 posted by skacky [90.0.58.112] on 2015/11/17 13:13:18
#26390 posted by JneeraZ [76.182.53.183] on 2015/11/17 13:14:36
If a ZIP was provided with all the necessary tools or something, I could be down with that. A simple DOOM jam sounds fun...
#26391 posted by Scampie [72.12.65.92] on 2015/11/17 13:30:17
I'd only do it if there was a 7z with all the necessary tools
 Slow Clap
#26392 posted by DaZ [89.168.60.163] on 2015/11/17 13:57:07
#26393 posted by Rick [75.65.153.192] on 2015/11/17 14:15:38
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
#26394 posted by Spirit [80.187.112.109] on 2015/11/17 14:27:24
#26395 posted by negke [31.18.227.54] on 2015/11/17 14:30:41
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
#26396 posted by DaZ [89.168.60.163] on 2015/11/17 16:15:10
Downloaded it to have a look, seems very cool to use but it crashes every few minutes with no error msg :P
#26397 posted by JneeraZ [12.252.11.134] on 2015/11/17 16:48:52
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
#26398 posted by onetruepurple [93.105.176.50] on 2015/11/17 23:13:09
#26399 posted by necros [64.233.172.241] on 2015/11/17 23:27:09
I'm in!
#26400 posted by mankrip [66.102.8.199] on 2015/11/18 01:24:57
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?
#26401 posted by JneeraZ [76.182.53.183] on 2015/11/18 15:49:18
OTP - This comment wins.
"An FPS about Nothing."
#26402 posted by JneeraZ [76.182.53.183] on 2015/11/18 15:49:45
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
#26403 posted by Shamblernaut [121.45.231.146] on 2015/11/18 16:48:56
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.
#26404 posted by adib [200.217.4.26] on 2015/11/18 16:56:32
Modularity? Cohesion?
#26405 posted by JneeraZ [76.182.53.183] on 2015/11/18 17:00:07
My guess is because it's never become a priority.
#26406 posted by metlslime [50.150.122.79] on 2015/11/18 17:15:37
people are probably satisfied enough using separate tools, plus it does mean you can mix and match your favorite variant for each step.
 #26403
#26407 posted by Kinn [86.175.217.138] on 2015/11/18 17:26:27
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.
#26408 posted by Rick [75.65.153.192] on 2015/11/18 17:42:53
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.
#26409 posted by mankrip [66.102.8.189] on 2015/11/18 17:52:55
For mapping, there aren't too many tools; unless you count texture/wad creation/editing, which can be a tricky pain indeed.
#26410 posted by Spirit [92.196.68.14] on 2015/11/18 18:57:26
hmap2 is all-in-one but still needs to be called differently for each step.
 And What Would Be The Benefit
#26411 posted by SleepwalkR [79.195.7.98] on 2015/11/18 20:51:56
of having a single tool over having three?
 Lol
#26412 posted by DaZ [89.168.60.163] on 2015/11/19 03:03:26
 The Benefits
#26413 posted by Shamblernaut [121.45.231.146] on 2015/11/19 03:49:39
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?
#26414 posted by Drew [68.148.86.57] on 2015/11/19 04:06:30
playing fallout 4?
make him return please.
 ^
#26415 posted by Blitz [24.56.254.199] on 2015/11/19 07:37:47
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
#26416 posted by onetruepurple [213.227.95.2] on 2015/11/19 08:44:51
On 10 Q1SP jams.
 Warren
#26417 posted by negke [31.18.227.54] on 2015/11/19 09:40:35
Cool. Maybe a discussion thread is in order at some point if a bunch of people are interested in doing this.
 Drew
#26418 posted by than [153.142.97.177] on 2015/11/19 10:20:20
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
#26419 posted by Kinn [86.175.217.138] on 2015/11/19 11:25:40
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.
#26420 posted by JneeraZ [12.252.11.134] on 2015/11/19 11:47:03
"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.
 ^
#26421 posted by necros [64.233.172.241] on 2015/11/19 14:09:45
Which I would say is a good thing..?
#26422 posted by JneeraZ [12.252.11.134] on 2015/11/19 14:12:14
It's a good thing, for sure. But it also helps explain why nobody has bothered to make a universal compile tool.
#26423 posted by Kinn [86.175.217.138] on 2015/11/19 14:47:26
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
#26424 posted by Shamblernaut [121.45.231.146] on 2015/11/19 16:38:37
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.
#26425 posted by Kinn [86.175.217.138] on 2015/11/19 17:31:16
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
#26426 posted by Shamblernaut [121.45.231.146] on 2015/11/19 17:48:33
why my examples or why my thoughts? or both?
#26427 posted by Kinn [86.175.217.138] on 2015/11/19 18:28:13
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?
#26428 posted by JneeraZ [76.182.53.183] on 2015/11/19 18:33:32
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
#26429 posted by Shamblernaut [121.45.231.146] on 2015/11/19 19:12:27
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
#26430 posted by SleepwalkR [79.195.4.65] on 2015/11/19 19:54:25
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.
#26431 posted by ericw [108.173.17.134] on 2015/11/19 19:56:29
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.
#26432 posted by Shamblernaut [121.45.231.146] on 2015/11/19 20:22:29
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
#26433 posted by [91.219.237.244] on 2015/11/19 21:18:01
Hmap2 does exactly what you suggest.
 Ongoing Development
#26434 posted by Preach [77.99.55.146] on 2015/11/19 21:30:55
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.
#26435 posted by mankrip [66.102.8.204] on 2015/11/19 23:06:25
#26436 posted by necros [64.233.172.251] on 2015/11/19 23:26:43
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...
#26437 posted by Lunaran [66.235.55.196] on 2015/11/20 00:06:20
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.
#26438 posted by necros [172.98.67.35] on 2015/11/20 01:36:52
i don't mind waiting if it means we can get more people on board for this.
#26439 posted by JneeraZ [76.182.53.183] on 2015/11/20 02:02:08
Yeah, no rush. God knows I don't REALLY have time for this ... but I was going to do it anyway. :P
#26440 posted by Scampie [72.12.65.92] on 2015/11/20 02:18:25
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
#26441 posted by Daya [81.250.125.67] on 2015/11/20 15:26:25
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).
#26442 posted by mankrip [66.249.88.199] on 2015/11/20 17:25:31
 DoomJam
#26443 posted by negke [31.18.227.54] on 2015/11/20 20:58:18
Sure thing, it can wait a little. I'm actually surprised this many people would be up for it.
#26445 posted by mankrip [66.249.88.154] on 2015/11/21 22:48:12
Should Quake engines replace QC with this?
http://lhartikk.github.io/ArnoldC/
#26447 posted by stevenaaus [49.182.0.183] on 2015/11/22 01:33:31
He should make an ArnieHub and self-host like Linus.
#26448 posted by adib [177.17.119.133] on 2015/11/22 03:07:48
Do robots dream of electric sheep?
http://imgur.com/gallery/kDTbkhS
#26449 posted by Spirit [92.196.7.27] on 2015/11/22 12:40:57
 The Quakes
#26450 posted by madfox [84.84.178.104] on 2015/11/22 15:15:14
they sure dropped out before their hair could fall in tune.
 DoomJam
#26451 posted by quakis [86.4.149.240] on 2015/11/22 17:16:27
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
#26452 posted by Kinn [31.48.139.161] on 2015/11/22 17:54:31
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
#26453 posted by Breezeep_ [108.53.84.156] on 2015/11/22 21:07:25
I'd be totally up for a Doom jam!
#26454 posted by negke [31.18.227.54] on 2015/11/22 21:41:05
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
#26455 posted by FifthElephant [82.24.73.240] on 2015/11/22 21:43:39
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
#26456 posted by Breezeep_ [108.53.84.156] on 2015/11/22 21:51:26
I hope we're allowed to have custom sky replacements and custom music in our levels.
#26457 posted by Lunaran [66.235.55.196] on 2015/11/22 22:38:14
If it's vanilla doom2: music will work, sky won't.
#26458 posted by quakis [86.4.149.240] on 2015/11/22 22:44:55
No problems with vanilla Doom 2 - but not even limit-removing?
#26459 posted by JneeraZ [76.182.53.183] on 2015/11/22 23:45:58
It's a map jam ... I can't imagine you'll have time to hit limits.
 No Public Hyping
#26460 posted by DaZ [89.168.60.163] on 2015/11/23 00:23:04
because we wouldn't want level designers to hear about a map jam would we :P
#26461 posted by quakis [86.4.149.240] on 2015/11/23 01:00:22
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.
#26462 posted by FifthElephant [82.24.73.240] on 2015/11/23 01:11:40
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.
#26463 posted by Rick [75.65.153.192] on 2015/11/23 02:32:25
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
#26464 posted by negke [31.18.227.54] on 2015/11/23 09:46:29
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
#26465 posted by Breezeep_mobile [70.192.66.160] on 2015/11/23 13:57:58
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
#26466 posted by quakis [86.4.149.240] on 2015/11/23 18:45:36
Thanks, was unaware of ChocoRenderLimits.
 STRAFE Live Stream
#26469 posted by killpixel [174.48.226.30] on 2015/11/25 06:29:05
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 ...
#26471 posted by Lunaran [66.235.55.196] on 2015/11/28 01:11:46
... you spawn facing a key you can't get, a megahealth, and ten monsters' asses.
 Just Their Asses?
#26472 posted by DaZ [89.168.60.163] on 2015/11/28 01:18:37
 Doom Map Jam
#26473 posted by FifthElephant [82.24.73.240] on 2015/11/29 14:49:05
Why not do a Doom 64 EX map jam? This game is woefully under-supported by the community.
https://doom64ex.wordpress.com/
#26474 posted by JneeraZ [76.182.53.183] on 2015/11/29 16:17:55
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."
...
#26475 posted by onetruepurple [93.105.176.67] on 2015/11/29 16:21:09
#26476 posted by Lunaran [66.235.55.196] on 2015/11/29 22:07:18
then why the fuck is it called doom anything
 Doom64
#26477 posted by ijed [190.22.76.191] on 2015/11/29 22:28:14
 OTP Is Trollin Yo
#26478 posted by FifthElephant [82.24.73.240] on 2015/11/29 22:39:01
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.
#26479 posted by necros [172.98.67.24] on 2015/11/29 22:41:44
hmm, just tried it (never played it on the n64). it's pretty cool, like a mod. :)
#26480 posted by FifthElephant [82.24.73.240] on 2015/11/29 22:58:12
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.
#26481 posted by Lunaran [66.235.55.196] on 2015/11/30 05:38:04
skidding off a dark road into a ditch is more worthy of the Doom name than Doom3 was
#26482 posted by skacky [90.0.188.180] on 2015/11/30 12:33:38
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
#26483 posted by ijed [200.73.66.2] on 2015/11/30 13:10:05
#26484 posted by Lunaran [66.235.55.196] on 2015/12/01 05:48:09
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.
#26485 posted by Scampie [72.12.65.92] on 2015/12/01 05:52:55
Make your dreams a reality
 Lunaran
#26486 posted by negke [31.18.227.54] on 2015/12/01 10:12:11
#26487 posted by Lunaran [66.235.55.196] on 2015/12/01 13:27:22
scampie: YES
negke: YES
#26488 posted by necros [172.98.67.117] on 2015/12/02 03:31:12
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).
#26489 posted by Lunaran [66.235.55.196] on 2015/12/02 07:23:52
I think it's 'eisencuben.' probably
 STACKENBLOCHEN
#26490 posted by Lunaran [66.235.55.196] on 2015/12/02 07:24:08
#26491 posted by Scampie [72.12.65.92] on 2015/12/02 07:34:28
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?)
#26492 posted by Lunaran [66.235.55.196] on 2015/12/02 09:49:58
#26493 posted by FifthElephant [82.24.73.240] on 2015/12/02 13:12:29
Someone implement that icon, stat.
To be honest though most of the icons arent being used.
 This One Is Been Used A Lot.
#26494 posted by adib [186.228.0.26] on 2015/12/02 15:31:43
 <-- TrenchBroom Icon FTW
#26495 posted by SleepwalkR [130.149.243.224] on 2015/12/02 15:53:39
 Just Replace The Counterstrike Icon
#26496 posted by czg [212.16.188.76] on 2015/12/02 16:11:29
because lmao counterstrike
 <--- Fleshlight
#26497 posted by FifthElephant [82.24.73.240] on 2015/12/02 17:10:52
 Oh Yeah I See It Now
#26498 posted by czg [212.16.188.76] on 2015/12/02 17:28:05
 Why The Fuck Is There A Pitfall Icon?
#26499 posted by onetruepurple [213.227.95.2] on 2015/12/02 18:14:07
 Premium Icons/Stickers Needed
#26500 posted by PuLSaR [83.139.136.202] on 2015/12/02 18:43:12
#26501 posted by JneeraZ [76.182.53.183] on 2015/12/02 18:49:50
func_dlc
#26502 posted by Lunaran [66.235.55.196] on 2015/12/02 21:01:44
honestly I'd be excited about a wolf icon just because it'd make both rows the same length
 Dat Offset Doe
#26503 posted by Kinn [86.155.172.32] on 2015/12/02 21:06:41
 Surely
#26504 posted by onetruepurple [88.156.138.232] on 2015/12/02 21:18:39
We could get enough new icons to have a third row of even smaller length.
 We Should Have An Icon Jam!
#26505 posted by Kinn [86.155.172.32] on 2015/12/02 21:23:15
#26506 posted by Zwiffle [71.13.169.66] on 2015/12/02 21:24:35
I am surprised there is no penis icon.
Because reasons.
#26507 posted by Kinn [86.155.172.32] on 2015/12/02 21:27:02
Because 90% of posts would use it?
 <- Yes, This One Is Close Enough
#26508 posted by adib [66.249.88.154] on 2015/12/02 22:18:31
#26509 posted by Lunaran [66.235.55.196] on 2015/12/03 01:39:16
that is the honorary penis icon, yes
 <- Goatse
#26510 posted by Scampie [72.12.65.92] on 2015/12/03 02:50:07
 You Guys Are Very Creative
#26511 posted by Zwiffle [24.241.228.118] on 2015/12/03 02:56:49
 <- Zwiffle
#26512 posted by Scampie [72.12.65.92] on 2015/12/03 02:59:20
RIP :_(
 <-- UR MOM
#26513 posted by JneeraZ [76.182.53.183] on 2015/12/03 10:49:02
 ... My Mom Is A Firm Wedge Aged To Perfection?
#26514 posted by NarNar [104.186.56.220] on 2015/12/03 15:29:11
#26515 posted by adib [186.228.0.26] on 2015/12/03 15:49:54
yes, yo mama is a door stopper.
 James Cameron
#26516 posted by adib [186.228.0.26] on 2015/12/03 15:51:41
 <=
#26517 posted by madfox [84.84.178.104] on 2015/12/03 18:10:39
 <--
#26518 posted by NarNar [104.186.56.220] on 2015/12/03 18:24:13
 David Cameron,
#26519 posted by adib [66.249.88.179] on 2015/12/04 15:54:17
... I mean. Sorry, James.
 Ohhhh
#26520 posted by NarNar [208.118.203.104] on 2015/12/04 16:38:37
That makes a lot more sense. I was like, sure maybe Avatar wasn't all that good, but Aliens tho!
#26521 posted by adib [186.228.0.26] on 2015/12/04 21:49:38
I'm on vacation until Christmas. Too bad retrojam4 deadline is monday.
#26522 posted by mankrip [66.249.88.154] on 2015/12/05 04:02:26
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...
#26524 posted by Shambler [2.96.204.133] on 2015/12/05 12:32:20
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
#26525 posted by DaZ [89.168.60.163] on 2015/12/05 12:35:47
#26526 posted by Scampie [72.12.65.92] on 2015/12/05 13:10:01
...why the fuck do you care if games you own, and have no obligation to install, are on your steam account?
 Because...
#26527 posted by Shambler [2.96.204.133] on 2015/12/05 13:18:26
I don't want any possible link to their existence. Even having purchased them in the first place is bad enough.
 Meh
#26528 posted by Kinn [86.155.172.32] on 2015/12/05 13:18:53
it cleans up the list of games in your library i guess.
Amusing watching Shambler getting triggered by it though
#26529 posted by Lunaran [66.235.55.196] on 2015/12/05 13:23:28
shambler is literally the guy from the red letter media videos
#26530 posted by Lunaran [66.235.55.196] on 2015/12/05 13:24:04
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
#26531 posted by negke [31.18.227.54] on 2015/12/05 13:28:25
 Oh God
#26532 posted by Kinn [86.155.172.32] on 2015/12/05 13:31:18
Now I'm reading all Shambler posts in Mr. Plinkett's voice and it's glorious.
 Or....
#26533 posted by FifthElephant [31.122.79.9] on 2015/12/05 14:53:07
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?
#26534 posted by Shambler [2.96.204.133] on 2015/12/05 15:51:22
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.
#26535 posted by JneeraZ [12.252.11.134] on 2015/12/05 15:57:32
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.
#26536 posted by Shambler [2.96.204.133] on 2015/12/05 16:34:14
Exactly, I already did that ages ago, now the shite is fully deleted.
 Meh
#26537 posted by ijed [190.54.104.227] on 2015/12/05 22:40:22
They should let you gift them.
#26538 posted by JneeraZ [12.252.11.134] on 2015/12/05 22:45:28
Gift shitty games? And the recipient is forced to accept and can't delete them for 6 months .. fuck yes.
 Hey Willem
#26539 posted by Zwiffle [24.241.228.118] on 2015/12/05 23:26:46
"Fuck you."
*gifts Duke Nukem Forever*
"Jerk"
 Rekt
#26540 posted by onetruepurple [88.156.138.223] on 2015/12/05 23:34:15
#26541 posted by quakis [86.4.149.240] on 2015/12/05 23:59:28
A feature to move those unplayed games you've never installed into the inventory for gifting purposes would be a much more welcome addition.
#26542 posted by Lunaran [66.235.55.196] on 2015/12/06 00:06:50
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
#26543 posted by Rick [75.65.153.192] on 2015/12/06 01:42:13
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.
#26544 posted by Text_Fish [2.99.239.228] on 2015/12/06 01:47:13
I guess the people who make money off the game want to ... make money off it. Still.
 ^
#26545 posted by Lunaran [66.235.55.196] on 2015/12/06 04:03:23
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.
#26546 posted by Shambler [92.22.39.64] on 2015/12/06 10:58:40
You think I accept gifts from you knobends?
#26547 posted by kaffikopp [129.241.137.114] on 2015/12/06 12:54:27
Seems like your wish has been granted, Shambler: link
 Cool Thanks For The Update Kaffikopp
#26548 posted by Kinn [86.155.172.32] on 2015/12/06 12:59:52
#26549 posted by JneeraZ [12.252.11.134] on 2015/12/06 13:03:27
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.
#26550 posted by Shambler [92.22.39.64] on 2015/12/06 13:37:54
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
#26551 posted by kaffikopp [129.241.137.114] on 2015/12/06 13:45:47
my reading skills are up to par
#26552 posted by Lunaran [66.235.55.196] on 2015/12/06 14:03:09
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.
#26553 posted by Kinn [86.155.172.32] on 2015/12/06 14:31:21
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.
#26554 posted by Rick [75.65.153.192] on 2015/12/06 16:29:21
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
#26555 posted by FifthElephant [82.24.73.240] on 2015/12/06 17:35:52
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
#26556 posted by Kinn [86.155.172.32] on 2015/12/06 17:44:55
That would require modified compilers, a new bsp format, and new engine support.
#26557 posted by JneeraZ [12.252.11.134] on 2015/12/06 17:48:05
File size? Really?
 Kinn
#26558 posted by FifthElephant [82.24.73.240] on 2015/12/06 18:12:50
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?
#26559 posted by mankrip [66.249.88.164] on 2015/12/06 18:14:30
#26560 posted by Kinn [86.155.172.32] on 2015/12/06 18:18:42
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.
#26561 posted by FifthElephant [82.24.73.240] on 2015/12/06 18:42:46
We'll agree to disagree. ;)
#26562 posted by metlslime [50.150.122.79] on 2015/12/06 20:05:26
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.
#26563 posted by metlslime [50.150.122.79] on 2015/12/06 20:06:07
Oak = pak, thanks iphone
#26564 posted by Spike [86.161.56.215] on 2015/12/06 20:09:08
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.
#26565 posted by Kinn [86.155.172.32] on 2015/12/06 22:53:36
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.
#26566 posted by Lunaran [66.235.55.196] on 2015/12/06 23:36:56
hey let's have this argument again
 Trigger Warning
#26567 posted by onetruepurple [93.105.177.253] on 2015/12/06 23:50:46
I play Quake with linear filtering and model interpolation disabled.
 Well Anyway
#26568 posted by necros [172.98.67.14] on 2015/12/06 23:55:50
with TGAs, you can always palettize and maintain pixel resolution yourself. at least the option is there either way.
 TGA Jam?
#26569 posted by onetruepurple [93.105.177.253] on 2015/12/06 23:57:21
#26570 posted by Kinn [86.155.172.32] on 2015/12/07 00:12:14
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.
#26571 posted by FifthElephant [82.24.73.240] on 2015/12/07 00:29:04
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
#26572 posted by Lunaran [66.235.55.196] on 2015/12/07 19:52:01
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.
#26573 posted by Lunaran [66.235.55.196] on 2015/12/07 19:55:25
CORRECTION
- e2m4 wins for most rockets with fucking 118
 Run It On
#26574 posted by onetruepurple [88.156.138.229] on 2015/12/07 20:53:29
smqe08d_lun.bsp
 Lunaran:
#26575 posted by metlslime [159.153.4.50] on 2015/12/07 20:54:54
Very interesting.
 Upload The Progs.dat
#26576 posted by DaZ [89.168.60.163] on 2015/12/07 20:58:18
for science!
 And, Well
#26577 posted by onetruepurple [88.156.138.229] on 2015/12/07 21:06:00
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?
#26578 posted by Spirit [92.196.55.115] on 2015/12/07 21:28:39
If there are tarbabies, it needs more ammo.
 O Rly?
#26579 posted by Kinn [86.155.172.32] on 2015/12/07 21:39:02
 Awesome
#26580 posted by FifthElephant [82.24.73.240] on 2015/12/07 21:54:54
This is really interesting stuff. Definitely something the more studious mappers are likely to use
 Oh God Spirit.
#26581 posted by Shambler [92.22.39.64] on 2015/12/07 22:07:38
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
#26582 posted by adib [177.98.12.52] on 2015/12/07 23:15:52
So, NarNar Katedral was not so unbalanced after all. Believing your metric, maybe ammo would just be better positioned.
#26583 posted by JneeraZ [12.252.11.134] on 2015/12/07 23:25:18
That's a good point. The raw math is fun but placement and pacing is also key.
#26584 posted by Lunaran [66.235.55.196] on 2015/12/07 23:58:21
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.
#26585 posted by Scampie [72.12.65.92] on 2015/12/08 00:40:33
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.
#26586 posted by onetruepurple [93.105.177.160] on 2015/12/08 17:57:01
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
#26587 posted by DaZ [89.168.60.163] on 2015/12/09 21:52:11
<Daz_> czg fucking make id let machine games make the inevitable Quake remake ok?
<czg> no.
#26588 posted by JneeraZ [12.252.11.134] on 2015/12/09 22:00:12
Oh please, no. No Quake remake. Oh god ...
 NO
#26589 posted by PuLSaR [46.164.245.24] on 2015/12/09 22:04:29
 I'm Sure That
#26590 posted by FifthElephant [82.24.73.240] on 2015/12/09 22:13:04
with the stellar job they're doing with Doom we'll all be clamouring for them to remake Quake.
#26591 posted by Lunaran [66.235.55.196] on 2015/12/10 00:12:10
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.
#26592 posted by onetruepurple [93.105.177.175] on 2015/12/10 00:18:10
#26593 posted by FifthElephant [82.24.73.240] on 2015/12/10 00:23:11
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.
#26594 posted by Rick [75.65.153.192] on 2015/12/10 00:33:30
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.
#26595 posted by FifthElephant [82.24.73.240] on 2015/12/10 00:50:11
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.
#26596 posted by Johnny Law [50.242.126.113] on 2015/12/10 00:51:46
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.
#26597 posted by FifthElephant [82.24.73.240] on 2015/12/10 01:31:04
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.
#26598 posted by onetruepurple [93.105.177.175] on 2015/12/10 01:37:09
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
#26599 posted by Lunaran [66.235.55.196] on 2015/12/10 04:51:08
 #26597
#26600 posted by skacky [90.0.61.90] on 2015/12/10 07:52:29
This is what Stockholm Syndrome feels like.
 Cacodemon Awards 2015
#26601 posted by Zwiffle [71.13.169.66] on 2015/12/10 23:32:40
#26602 posted by Lunaran [66.235.55.196] on 2015/12/11 02:31:23
I really really have to get doom2 off my old machine already
 "Cacodemon Awards"?
#26604 posted by onetruepurple [93.105.177.71] on 2015/12/11 13:44:11
You had one job Zwiffler.
 "Cacodemon Awards"?
#26605 posted by onetruepurple [93.105.177.71] on 2015/12/11 13:44:12
You had one job Zwiffler.
 You Had One Post Onetruepurpler
#26606 posted by czg [212.16.188.76] on 2015/12/11 13:55:02
 Cockawards 2015
#26607 posted by Zwiffle [24.241.228.118] on 2015/12/11 14:28:26
OTP wins 1st place -_-
j/k i luv u otp
 GG Well Doubleposted.
#26608 posted by Shambler [92.6.43.48] on 2015/12/11 14:49:09
#26609 posted by adib [177.19.61.9] on 2015/12/12 13:23:04
Only now I realized Simonoc and Sock are the same person.
#26610 posted by Spirit [92.196.102.246] on 2015/12/12 13:58:43
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
#26611 posted by adib [177.19.61.9] on 2015/12/12 14:16:08
Are they really the same or you're trolling?
#26612 posted by Scampie [72.12.65.92] on 2015/12/12 14:41:18
They are in fact the same person. Lunaran and Madfox are the same as well.
#26613 posted by Kinn [109.147.141.18] on 2015/12/12 15:01:55
Daz / Drannerz
Kinn / Kell
Oh god what have I done
 Stahp
#26614 posted by DaZ [89.168.60.163] on 2015/12/12 16:48:56
#26615 posted by adib [177.19.61.9] on 2015/12/12 17:10:49
So, Func is like that movie "Identity" and I've been talking only to Baker this whole time?
#26616 posted by Lunaran [66.235.55.196] on 2015/12/12 20:16:32
you've actually only been talking to yourself
on the plus side, you made every map in jam6
 Yup
#26617 posted by ijed [190.22.103.0] on 2015/12/12 20:36:35
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.
#26618 posted by Zwiffle [24.241.228.118] on 2015/12/12 22:16:44
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
#26619 posted by adib [66.249.88.169] on 2015/12/13 00:31:24
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
#26620 posted by skacky [90.0.62.44] on 2015/12/13 00:52:21
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.
#26621 posted by madfox [84.84.178.104] on 2015/12/13 01:24:56
this editor machine is stolen its 25 years old bike and will never be the same.
#26622 posted by stevenaaus [49.182.1.46] on 2015/12/13 01:36:40
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
#26623 posted by Tronyn [24.79.108.14] on 2015/12/14 01:27:16
the idea of Jekyll and Hyde mapping personalities is pretty great.
 Tronyn
#26624 posted by adib [177.17.116.117] on 2015/12/14 05:21:23
A great idea for this thing you've been working on.
 Who
#26625 posted by adib [66.249.88.169] on 2015/12/14 15:24:07
forgot to groom and now look like a terrorist on the passport?
 ID's Super Marios Bros 3 PC Footage
#26626 posted by Daya [90.47.165.131] on 2015/12/14 22:33:17
John Romero just posted footage of id's Super Mario Bros 3 PC port before settling on Commander Keen:
https://vimeo.com/148909578
#26627 posted by onetruepurple [93.105.177.242] on 2015/12/14 22:48:57
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?
#26628 posted by Daya [90.47.165.131] on 2015/12/14 22:54:38
#26629 posted by adib [177.17.116.117] on 2015/12/14 23:29:20
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.
#26630 posted by Lunaran [66.235.55.196] on 2015/12/15 00:07:49
Are there any quake engines that correctly account for the position of a bmodel when casting dynamic lights?
#26631 posted by ericw [108.173.17.134] on 2015/12/15 00:22:13
MarkV and Darkplaces do
 Makaqu Also Does.
#26632 posted by mankrip [66.249.88.164] on 2015/12/15 03:01:33
Dynamic lights takes BSP entity position in account, but not rotation. I always forget to implement the rotation part.
 #26626
#26633 posted by mankrip [66.249.88.164] on 2015/12/15 03:12:05
From that to Quake III Arena in 9 years. Amazing.
 This Post Was Flagged As Go Map.
#26635 posted by mfx [78.49.223.148] on 2015/12/17 00:11:28
 Roger That
#26636 posted by adib [179.177.38.95] on 2015/12/17 00:31:06
 This Post Was Flagged As Go Map.
#26637 posted by mfx [78.49.223.148] on 2015/12/17 01:29:44
 This Flag Was Mapped As Double
#26638 posted by madfox [84.84.178.104] on 2015/12/17 02:36:27
 Oh Lol
#26639 posted by mfx [78.49.223.148] on 2015/12/17 02:50:26
how cool!
 This Post Was Flagged As Go Map.
#26640 posted by mfx [78.49.223.148] on 2015/12/17 02:51:20
#26641 posted by necros [66.249.83.83] on 2015/12/17 02:52:30
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
#26642 posted by Shamblernaut [121.45.231.146] on 2015/12/17 12:49:24
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
#26643 posted by onetruepurple [213.227.95.73] on 2015/12/17 12:57:58
#26644 posted by necros [66.249.83.80] on 2015/12/17 17:50:21
No, only to Madfox.
 BUUUURRRRRRRRRRRRRRRRRRR
#26647 posted by DaZ [89.168.60.163] on 2015/12/19 02:18:15
#26648 posted by Scampie [72.12.65.92] on 2015/12/19 02:32:57
Lay off the curry, Daz
 100% Genuine Spam! Now With Even More Pig's Anuses!
#26653 posted by Scampie [72.12.65.92] on 2015/12/19 15:02:42
#26654 posted by JneeraZ [76.182.53.183] on 2015/12/19 16:37:57
Hey, 5 new posts! ..... oh.
 Hang On A Sec....
#26655 posted by Shambler [92.6.43.48] on 2015/12/19 17:38:52
FFS. Just had to check all of those, couldn't find any pig anuses >:(
 Spam
#26656 posted by madfox [84.84.178.104] on 2015/12/20 05:14:52
#26657 posted by Lunaran [66.235.55.196] on 2015/12/20 22:32:52
some men see things as they are and they ask why
others are madfox
#26658 posted by adib [201.22.114.8] on 2015/12/21 05:11:10
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.
#26659 posted by adib [201.22.114.8] on 2015/12/21 05:16:52
Ah, and negke and necros are not the same guy, there's no negkros. Stop messing with my head like this, you gaslighting trolls.
#26660 posted by madfox [84.84.178.104] on 2015/12/21 06:09:52
some things will never change and better forgotten
 Madfox And Madfox On The Other Hand...
#26661 posted by SleepwalkR [87.146.34.24] on 2015/12/21 07:14:24
 Adib
#26662 posted by Kinn [86.158.147.60] on 2015/12/21 11:11:29
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.
#26663 posted by metlslime [50.150.122.79] on 2015/12/21 11:23:33
well, 80% of us know.
 Split Personality Much?
#26664 posted by DeeDoubleU [134.249.211.108] on 2015/12/21 11:46:50
#26665 posted by negke [31.18.227.54] on 2015/12/21 12:10:07
I only go by "necros" when I release the good maps.
 ^
#26666 posted by Spirit [92.196.49.215] on 2015/12/21 12:39:41
It's true.
 Since The QuakeWiki Is Always Down When You Need It
#26669 posted by Daya [92.155.135.3] on 2015/12/21 14:54:05
How do you make sprites? What do the numbers mean in sprites.qc?
#26670 posted by Spirit [92.196.49.215] on 2015/12/21 15:01:23
It's not down for me, what's the error message you get?
 ERR_CONTENT_DECODING_FAILED
#26671 posted by Daya [92.155.135.3] on 2015/12/21 15:14:52
Also using Chrome
 Huh!
#26672 posted by Spirit [92.196.49.215] on 2015/12/21 16:08:22
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.
#26673 posted by DeeDoubleU [134.249.211.108] on 2015/12/21 16:21:41
 Fine Here
#26674 posted by DaZ [89.168.60.163] on 2015/12/21 16:33:21
also using chrome
#26675 posted by Baker [65.60.224.195] on 2015/12/21 17:16:27
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
#26676 posted by Daya [92.155.135.3] on 2015/12/21 17:34:47
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:
#26677 posted by metlslime [50.150.122.79] on 2015/12/21 17:38:09
when i made sprites, i used a program called Fimg.
Try here: http://www.insideqc.com/frikbot/fimg/
 Thanks Metslime
#26678 posted by Daya [92.155.135.3] on 2015/12/21 18:29:27
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?
#26679 posted by metlslime [50.150.122.79] on 2015/12/21 19:12:18
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.
#26680 posted by Spirit [92.196.49.215] on 2015/12/21 19:23:18
Was Able To Get Into QuakeWiki
How?
Also, the wiki lives from contributions of people who know things. If you learn something, add it.
#26681 posted by madfox [84.84.178.104] on 2015/12/21 19:28:50
Would it be reasonable to put in QCman10 and Qccspecs3?
#26682 posted by Spirit [92.196.49.215] on 2015/12/21 19:58:32
If their licenses permit
 @Spirit
#26683 posted by Daya [92.155.135.3] on 2015/12/21 20:36:56
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
#26684 posted by madfox [84.84.178.104] on 2015/12/21 21:48:19
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
#26685 posted by adib [201.22.114.8] on 2015/12/21 21:57:27
Yes, please. Make a tutorial. Even if QWiki isn't the place, I'd like to read it.
 Wtf
#26686 posted by DaZ [89.168.60.163] on 2015/12/21 23:00:48
I understood a Madfox post. Guy is slippin'
#26691 posted by onetruepurple [93.105.176.133] on 2015/12/23 10:24:31
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.
#26692 posted by JneeraZ [76.182.53.183] on 2015/12/23 10:42:09
Dude should totally Patreon that project ...
 So, Arcane Dimensions Team
#26693 posted by adib [66.249.88.174] on 2015/12/23 14:13:44
... now have 24 hours to deliver, right?
#26694 posted by JneeraZ [76.182.53.183] on 2015/12/23 16:04:41
I don't want to have to resort to talking to people on xmas ... I demand a new mod!
 ^ Of Course!!
#26695 posted by adib [177.133.130.191] on 2015/12/23 17:31:49
 That Will Do
#26696 posted by adib [177.133.130.191] on 2015/12/23 17:46:46
Jackhammer 1.1.8 is out. Already installed, already voted for it on Steam.
#26697 posted by JneeraZ [76.182.53.183] on 2015/12/23 18:34:57
Sky rendering is the shit ...
Sadly, tablet still not supported correctly. :(
 @onetruepurple
#26698 posted by Baker [65.60.224.195] on 2015/12/23 23:39:10
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
#26699 posted by onetruepurple [93.105.176.133] on 2015/12/24 00:02:02
Reading that post without remembering the context at first.
#26700 posted by adib [177.133.130.191] on 2015/12/24 01:37:31
Well, I will follow his demise on youtube and blog. Let's see what happens.
 Textures
#26701 posted by adib [177.133.130.191] on 2015/12/24 01:42:59
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
#26702 posted by Zwiffle [24.241.228.118] on 2015/12/24 03:30:44
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
#26703 posted by Zwiffle [24.241.228.118] on 2015/12/24 03:33:05
Texture set using the theme(s) Trypophobia and/or Teeth.
 #26698
#26704 posted by mankrip [66.249.88.154] on 2015/12/24 03:43:22
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.
#26705 posted by Kinn [86.174.52.213] on 2015/12/24 07:00:19
But we can still look forward to the hilarious schadenfreude though, right?
#26706 posted by Spirit [92.196.16.252] on 2015/12/24 10:30:53
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
#26707 posted by JneeraZ [76.182.53.183] on 2015/12/24 12:14:32
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!
#26708 posted by Spirit [92.196.16.252] on 2015/12/24 12:17:45
 Zomg 3 Minutes
#26709 posted by Spirit [92.196.16.252] on 2015/12/24 12:17:57
 Zwiffle
#26710 posted by adib [177.133.130.191] on 2015/12/24 12:32:49
This trypophobia.com thing is giving me trypophobia. Couldn't look at the images. But I see, a nasty flesh texture pack...
#26711 posted by Kinn [86.174.52.213] on 2015/12/24 13:19:06
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.
#26712 posted by JneeraZ [76.182.53.183] on 2015/12/24 13:45:45
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
#26713 posted by ijed [190.22.92.76] on 2015/12/24 19:06:55
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.
#26714 posted by JneeraZ [76.182.53.183] on 2015/12/24 19:58:31
"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...
#26715 posted by generic [172.58.169.161] on 2015/12/24 20:02:59
Anyone other than func_us willing to give Quake a whirl is something to be celebrated. Merry Christmas!
 Free?
#26716 posted by ijed [190.22.92.76] on 2015/12/24 21:03:17
Its through Youtube though, so he'll get Ad revenue.
But yeah, I tend to be over zealous with the details :(
 Merry Christmas
#26717 posted by SleepwalkR [87.146.38.62] on 2015/12/24 21:57:47
You godless bastards!
 Feliz Natal!
#26718 posted by adib [66.249.88.169] on 2015/12/24 22:03:36
 @spirit
#26719 posted by Baker [65.60.224.195] on 2015/12/24 23:52:18
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.
#26720 posted by Baker [65.60.224.195] on 2015/12/25 00:04:09
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
#26721 posted by Daya [86.192.37.192] on 2015/12/25 01:50:26
#26722 posted by mankrip [66.249.88.154] on 2015/12/25 01:58:58
Have a func_hristmas everyone!
#26723 posted by Scampie [72.12.65.92] on 2015/12/25 03:06:07
MERRY CHRISTMAS AND A HAPPY ARCANE DIMENSIONS
#26724 posted by JneeraZ [76.182.53.183] on 2015/12/25 03:57:50
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!
#26725 posted by Breezeep_ [108.53.84.156] on 2015/12/25 04:37:28
 Merry Christmas
#26726 posted by DaZ [89.168.60.163] on 2015/12/25 10:10:47
May your quad damage never run out and may you find all the secrets!
#26727 posted by FifthElephant [82.24.73.240] on 2015/12/25 11:26:13
Merry Christmas funcers!
 Merry Christimas
#26728 posted by Baker [65.60.224.195] on 2015/12/25 12:17:03
Merry Xmas
[WarrenM, sounds like a plan]
 Good Afternoon Everybody!
#26729 posted by Kinn [86.174.52.213] on 2015/12/25 13:18:56
So, when's AD dropping?
#26730 posted by FifthElephant [82.24.73.240] on 2015/12/25 13:22:56
When I stop finding bugs in my map.
 You Monster
#26731 posted by Kinn [86.174.52.213] on 2015/12/25 13:23:46
 ADHD
#26732 posted by Spirit [92.196.23.130] on 2015/12/25 13:28:48
Arcane Dimensions Have Delay
#26733 posted by JneeraZ [76.182.53.183] on 2015/12/25 13:31:32
Santa Sock has failed us?!
 I Have A
#26734 posted by onetruepurple [93.105.177.58] on 2015/12/25 13:49:41
bad feeling about AD coming out this year...
#26735 posted by Kinn [86.174.52.213] on 2015/12/25 14:00:39
And just to think I wore my "special trousers" today in anticipation...
#26736 posted by onetruepurple [93.105.177.58] on 2015/12/25 14:09:03
At least we got another "Kinn talking about pants" post out of it.
#26737 posted by Spirit [92.196.23.130] on 2015/12/25 14:27:30
Those with the sewn-in sock?
 Happy Festivus
#26738 posted by Zwiffle [174.102.139.120] on 2015/12/25 14:58:05
I have grievances with all of you.
 Dammit, Sock!
#26739 posted by Breezeep_ [108.53.84.156] on 2015/12/25 15:42:38
#26740 posted by Lunaran [24.180.199.42] on 2015/12/25 16:52:11
#26741 posted by mankrip [66.249.88.159] on 2015/12/25 17:41:41
It's the sock of past Christmas, the sock of present Christmas and the sock of future Christmas.
 Merry Christmas To You All
#26742 posted by ijed [186.9.133.236] on 2015/12/25 17:42:47
 Wow Crazy!
#26743 posted by onetruepurple [46.77.124.255] on 2015/12/25 17:47:54
 Merry Christmas/Festivus/etc
#26744 posted by Tronyn [174.2.98.223] on 2015/12/25 19:23:25
good luck and go map!
 Cherry Christmaz
#26745 posted by madfox [84.84.178.104] on 2015/12/25 19:54:41
remember who blew off sock's intentions for projects,
now get them anyway and all other maps fall to dust.
#26746 posted by Lunaran [24.180.199.42] on 2015/12/25 20:09:16
who can argue with that
#26747 posted by JneeraZ [76.182.53.183] on 2015/12/25 20:10:20
Yeah, I ... I'm out.
 It's Happening.gif
#26748 posted by mfx [77.180.159.122] on 2015/12/25 21:27:57
 Xmas Presents
#26749 posted by sock [200.82.43.134] on 2015/12/25 21:37:12
Is under the tree waiting for a func admin to authorize it!
Merry Xmas Everyone
 I KNEW IT
#26750 posted by onetruepurple [93.105.177.58] on 2015/12/25 21:49:50
21:14:55 | <onetruepurple> maybe sock already posted it but the mods aren't there to approve it
#26751 posted by Baker [65.60.224.195] on 2015/12/25 23:54:56
The scale and depth defies all comprehension!
 Sock = Santa
#26752 posted by NarNar [208.118.203.104] on 2015/12/26 00:07:30
???
 Sock = Satan
#26753 posted by onetruepurple [93.105.177.58] on 2015/12/26 00:24:57
 Merry X-Mas
#26754 posted by JPL [82.234.167.238] on 2015/12/26 19:36:34
#26755 posted by adib [66.249.88.179] on 2015/12/26 21:44:40
Merry 2016 christmas, JPL!
 Schafer.png
#26756 posted by onetruepurple [93.105.177.58] on 2015/12/31 18:03:44
 The Price Of An Opinion
#26757 posted by ijed [190.22.29.218] on 2015/12/31 19:29:10
 WTF
#26758 posted by Kinn [86.174.52.213] on 2015/12/31 19:33:15
Psychonauts wasn't even very good.
 TBH.
#26759 posted by Shambler [92.22.70.215] on 2015/12/31 19:34:29
It would be quite good if OTP had to pay $33 to join discussions on func...
 Happy New Year
#26760 posted by ijed [190.22.48.37] on 2015/12/31 20:46:13
 Merry Xmas Is Late
#26761 posted by mfx [78.55.171.101] on 2015/12/31 21:14:24
Happy New Year is good.
"Lets hope it's a good one, without any fear."
Yoko Ono
 Happy New Year 2016
#26762 posted by JPL [92.90.17.39] on 2015/12/31 21:45:00
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
#26763 posted by JneeraZ [76.182.53.183] on 2015/12/31 22:06:53
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!
#26764 posted by SleepwalkR [80.187.111.136] on 2016/01/01 01:21:02
 Warren
#26765 posted by adib [177.19.57.71] on 2016/01/01 03:03:34
Thanks for sharing. Best of luck for you and wife.
Happy 2016 everybody!
#26766 posted by Scampie [72.12.65.92] on 2016/01/01 06:08:35
HAPPY NEW YEAR
#26767 posted by Baker [65.60.224.195] on 2016/01/01 06:19:10
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.]
#26768 posted by Baker [65.60.224.195] on 2016/01/01 06:26:57
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...
#26769 posted by necros [66.249.83.80] on 2016/01/01 07:11:33
I already bumped the drunk thread, just for you!
 Yah
#26770 posted by stevenaaus [49.182.2.27] on 2016/01/01 07:23:49
Happy New Years :)
Hell - i don't even join a facebook group to join the conversation.
 @necros
#26771 posted by Baker [65.60.224.195] on 2016/01/01 07:34:07
"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
#26772 posted by Daya [92.142.7.168] on 2016/01/01 10:48:50
I wish you all good things coming to you this year!
#26773 posted by JneeraZ [76.182.53.183] on 2016/01/01 10:52:40
Hmm, alleged drunk posts with zero spelling errors and proper punctuation. I have a skeptical. :)
 Have A Better New Year!
#26774 posted by Cocerello [193.254.230.233] on 2016/01/01 11:24:08
I wish myself the best
 Huh
#26775 posted by necros [66.249.83.80] on 2016/01/01 15:19:17
Must have been drunker than I thought.
 HAPPY NEW YEAR!!!
#26776 posted by generic [67.235.219.97] on 2016/01/01 15:27:50
#26777 posted by Baker [65.60.224.195] on 2016/01/01 16:30:47
Happy New Years, Necros!
 Mappy New Year!
#26778 posted by FifthElephant [213.205.253.172] on 2016/01/01 19:07:30
Go map!
 :(
#26779 posted by stevenaaus [49.182.0.0] on 2016/01/02 08:07:29
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?
#26780 posted by Yhe1 [71.165.238.106] on 2016/01/02 08:29:27
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.
#26781 posted by Spirit [92.196.87.194] on 2016/01/02 09:55:46
Router hacked?
#26782 posted by Spike [86.163.87.85] on 2016/01/02 15:52:48
does it still count as hacked if that malware is pre-installed? :s
#26783 posted by necros [66.249.83.77] on 2016/01/02 16:56:39
DNS?
#26784 posted by Lunaran [66.235.55.196] on 2016/01/02 17:55:10
There is no way in hell the next map jam is not going to be Arcane Dimensions.
 Speaking Of
#26785 posted by Zwiffle [24.241.228.118] on 2016/01/02 18:04:35
Anytime February or later is good for me, and can we make it more than 4 days this time? Maybe a month-long jam?
#26786 posted by skacky [90.0.66.60] on 2016/01/02 18:34:49
RetroJams are short but regular Jams are usually 2-3 weeks long if not longer.
#26787 posted by stevenaaus [49.182.1.0] on 2016/01/02 21:28:16
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
#26788 posted by adib [201.47.124.213] on 2016/01/03 00:00:51
It's probably some extension installed when you were fished by a click bait.
 AD Jam
#26789 posted by adib [201.47.124.213] on 2016/01/03 00:08:39
A ton of possibilities to explore. Yes, we have to do it.
#26790 posted by stevenaaus [49.182.0.130] on 2016/01/03 13:47:39
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
#26791 posted by JneeraZ [76.182.53.183] on 2016/01/03 13:48:46
CTRL+D
#26792 posted by JneeraZ [76.182.53.183] on 2016/01/03 13:49:27
And CTRL+SHIFT+B to reveal the bookmarks toolbar.
 With What I've Been Working On These Past Months
#26793 posted by Daya [92.142.7.168] on 2016/01/03 17:21:13
Would a BFG that functions like the one in Q2 fit in?
#26794 posted by adib [201.47.124.213] on 2016/01/03 17:39:03
Depends on how are the other weapons.
 Handeness
#26795 posted by adib [201.47.124.213] on 2016/01/03 17:48:24
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?
#26796 posted by Kinn [86.174.52.213] on 2016/01/03 17:53:17
I don't like side-offset weapons because it obfuscates Quake's very deliberate penis metaphor.
#26797 posted by Zwiffle [24.241.228.118] on 2016/01/03 18:01:35
But what is your penis IS side-offset?
 @adib
#26798 posted by Baker [65.60.224.195] on 2016/01/03 18:29:54
 Adib
#26799 posted by Daya [92.142.7.168] on 2016/01/03 19:24:21
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
#26800 posted by adib [66.249.88.169] on 2016/01/04 00:25:47
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
#26801 posted by adib [66.249.88.179] on 2016/01/04 00:29:50
But it's a modified engine. Did you have to fix something to make the weapons work firing from the right hand?
#26802 posted by Baker [65.60.224.195] on 2016/01/04 02:49:55
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
#26803 posted by adib [177.40.167.209] on 2016/01/04 04:48:56
 Adib
#26804 posted by Daya [92.142.7.168] on 2016/01/04 10:39:55
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...
#26805 posted by Daya [92.142.7.168] on 2016/01/04 11:36:05
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
#26806 posted by onetruepurple [5.172.252.170] on 2016/01/04 13:19:14
 What's This, Some Mod Or Quoth Modification That Has A BFG?
#26807 posted by Daya [83.198.182.130] on 2016/01/04 13:50:25
 300 Damage
#26808 posted by adib [66.249.88.174] on 2016/01/04 16:44:34
would be good. We could do a true E4 shambler fragfest.
 OBS And Quakespasm Don't Like Each Other
#26811 posted by primal [81.175.152.198] on 2016/01/05 13:22:59
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?
#26812 posted by Daya [83.198.182.130] on 2016/01/05 15:04:45
Or is it already compatible somehow?
 Daya
#26813 posted by Shamblernaut [121.45.236.153] on 2016/01/05 17:51:58
does texmex have that ability?
 With Texmex, Yes
#26814 posted by Cocerello [193.254.230.233] on 2016/01/05 18:50:34
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
#26815 posted by Cocerello [193.254.230.233] on 2016/01/05 18:51:38
so i suppose the opposite should work
 Warren
#26816 posted by adib [177.206.59.34] on 2016/01/06 01:56:15
Why you keep calling him Willem?
#26817 posted by JneeraZ [76.182.53.183] on 2016/01/06 02:10:18
Used to be my nick here. Some people still use it for whatever reason. Habit?
 I Still Say Willem
#26818 posted by Zwiffle [24.241.228.118] on 2016/01/06 02:46:55
Yes, out of habit more than anything.
#26819 posted by Lunaran [66.235.55.196] on 2016/01/06 03:30:03
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.
#26820 posted by Scampie [72.12.65.92] on 2016/01/06 04:24:00
I say we just call him Taskmaster.
#26821 posted by adib [177.206.59.34] on 2016/01/06 05:27:15
I was thinking "Wilbour", but ok.
 ... [Trackback]
#26822 posted by [14.142.4.2] on 2016/01/06 08:12:23
 DeathmatchClassic.wad, Now Usable For Quake
#26823 posted by Daya [83.198.182.130] on 2016/01/06 10:48:15
Since I'm gonna use it, might as well share it with the others
https://www.mediafire.com/?jv7i5kj9a96ap96
 Adib
#26824 posted by Kinn [86.174.52.213] on 2016/01/06 11:32:47
Same reason some people call necros "negke", or call madfox "czg", etc.
#26825 posted by JneeraZ [76.182.53.183] on 2016/01/06 11:55:35
Lunaran - That's a terrible idea.
 So I Want To Use Scourge's Sourcecode To Add To My Mod
#26826 posted by Daya [83.198.182.130] on 2016/01/06 14:25:37
(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
#26827 posted by ijed [200.73.66.2] on 2016/01/06 14:56:39
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.
#26828 posted by Daya [83.198.182.130] on 2016/01/06 15:11:59
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.
#26829 posted by Daya [83.198.182.130] on 2016/01/06 15:12:34
 By The Way,
#26830 posted by Daya [83.198.182.130] on 2016/01/06 16:46:39
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,
#26831 posted by Daya [83.198.182.130] on 2016/01/06 16:48:44
So I could use its lightning trap shooter
 Spirit
#26832 posted by adib [66.249.88.179] on 2016/01/06 19:30:33
must know. Quaddicted should have it frozen in carbonite.
#26833 posted by Lunaran [66.235.55.196] on 2016/01/06 21:13:40
Lunaran - That's a terrible idea.
nice
 Quaddicted Doesn't Have The Mission Pack Fgds
#26834 posted by Daya [83.198.182.130] on 2016/01/06 21:53:47
Looked into "Tools" and I don't think there's any other sections on the website.
 Quaddicted Has
#26835 posted by Cocerello [193.254.230.233] on 2016/01/06 22:08:06
 Oh Right, Thanks
#26836 posted by Daya [83.198.182.130] on 2016/01/06 22:38:01
 FTEQCC Is A Very Wierd Program
#26837 posted by Daya [83.198.182.130] on 2016/01/06 23:51:42
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
#26838 posted by SleepwalkR [79.195.24.224] on 2016/01/06 23:53:36
Is that supposed to sound german?
 Eyup
#26839 posted by Daya [83.198.182.130] on 2016/01/07 00:10:06
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
#26840 posted by adib [66.249.88.169] on 2016/01/07 00:23:45
Call the DOS version on a batch that ends with "pause" command.
 "Is That Supposed To Sound German?"
#26841 posted by onetruepurple [93.105.177.58] on 2016/01/07 00:33:11
It's only 2016 but this may be the burn of the year.
 The Burn Of The Year
#26842 posted by ijed [190.22.35.182] on 2016/01/07 00:46:33
So Far
 The DOS Prompt Doesn't Execute
#26843 posted by Daya [83.198.182.130] on 2016/01/07 00:51:45
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
#26844 posted by ijed [190.22.35.182] on 2016/01/07 00:54:58
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
#26845 posted by Daya [83.198.182.130] on 2016/01/07 01:24:16
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!
#26846 posted by onetruepurple [93.105.177.58] on 2016/01/07 01:57:04
"Task Master doesn't know fuckshit."
^ Moved to func beef thread.
 Daya
#26847 posted by ericw [108.173.17.134] on 2016/01/07 02:01:32
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/ .
#26848 posted by JneeraZ [76.182.53.183] on 2016/01/07 02:20:55
"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
#26849 posted by Lunaran [66.235.55.196] on 2016/01/07 03:43:42
chill
I don't think you want to come across the way you're coming across.
#26850 posted by Rick [75.65.153.192] on 2016/01/07 05:46:01
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
#26851 posted by Daya [83.198.182.130] on 2016/01/07 10:36:35
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
#26852 posted by Daya [83.198.182.130] on 2016/01/07 13:28:54
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
#26853 posted by Daya [83.198.182.130] on 2016/01/07 16:01:39
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
#26854 posted by SleepwalkR [80.187.102.186] on 2016/01/07 16:16:53
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
#26855 posted by Cocerello [193.254.230.233] on 2016/01/07 16:21:52
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
#26856 posted by Daya [83.198.182.130] on 2016/01/07 17:42:32
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
#26857 posted by SleepwalkR [130.149.243.224] on 2016/01/07 18:19:24
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.
#26858 posted by Lunaran [66.235.55.196] on 2016/01/07 20:13:49
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
#26859 posted by Daya [83.198.182.130] on 2016/01/07 20:26:16
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
#26860 posted by adib [200.217.4.26] on 2016/01/07 21:56:17
 That's In DD/MM/YYYY Format
#26861 posted by mankrip [66.249.88.159] on 2016/01/07 22:40:33
 The Only One That Makes Sense!
#26862 posted by Daya [83.198.182.130] on 2016/01/07 22:42:28
 What?
#26863 posted by ijed [190.22.7.6] on 2016/01/07 22:44:30
There is no such thing as computer magic
All that wishing for nothing.
 Daya
#26864 posted by adib [66.249.88.179] on 2016/01/07 22:50:30
I just had two pounds and an ounce of laugh.
#26865 posted by adib [66.249.88.169] on 2016/01/07 22:53:21
There is no such thing as computer magic
No white magic, at least.
 Daya
#26866 posted by SleepwalkR [79.195.31.114] on 2016/01/07 23:30:50
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.
#26867 posted by Daya [83.198.182.130] on 2016/01/07 23:35:57
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.
#26868 posted by Lunaran [66.235.55.196] on 2016/01/07 23:40:17
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
#26869 posted by Daya [83.198.182.130] on 2016/01/07 23:44:00
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
#26870 posted by Daya [83.198.182.130] on 2016/01/07 23:47:22
Must be the fteQCC execs. I'll reboot now to take them away.
 Rebooted The Laptop, Still Can't Rename The Directory
#26871 posted by Daya [83.198.182.130] on 2016/01/07 23:53:52
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?
#26872 posted by JneeraZ [76.182.53.183] on 2016/01/08 00:22:46
Might be time to launch this laptop into the fires of Mordor and try again ...
#26873 posted by Daya [83.198.182.130] on 2016/01/08 01:10:18
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?"
#26874 posted by necros [209.171.88.43] on 2016/01/08 01:49:53
Google? File unlocker or sometime.
 Got One
#26875 posted by Daya [83.198.182.130] on 2016/01/08 02:16:37
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
#26876 posted by onetruepurple [93.105.177.58] on 2016/01/08 13:04:05
#26877 posted by JneeraZ [76.182.53.183] on 2016/01/08 13:15:30
OK.
 Who?
#26878 posted by Daya [83.198.182.130] on 2016/01/08 13:17:50
#26879 posted by necros [66.249.83.92] on 2016/01/08 13:17:58
The school bus guy?
 Daya
#26880 posted by ijed [200.73.66.2] on 2016/01/08 13:27:20
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...)
#26881 posted by Kinn [86.151.102.31] on 2016/01/08 13:30:47
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
#26882 posted by adib [66.249.88.174] on 2016/01/08 15:14:20
Gotta learn this one.
 Ijed
#26883 posted by Daya [83.198.182.130] on 2016/01/08 15:39:38
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...
#26884 posted by adib [200.217.4.26] on 2016/01/08 16:00:41
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
#26885 posted by Daya [83.198.182.130] on 2016/01/08 16:07:10
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
#26886 posted by Lunaran [66.235.55.196] on 2016/01/08 20:43:35
all that anger over how shitty FTEQCC was paid off!
#26887 posted by Rick [75.65.153.192] on 2016/01/08 21:02:19
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.
#26888 posted by necros [66.249.83.80] on 2016/01/08 21:40:06
I like avira.
 In Which Flavour?
#26889 posted by mfx [77.180.79.189] on 2016/01/08 22:24:27
 Reading Back At "What Makes The Quake Community So Active"
#26890 posted by Daya [83.198.182.130] on 2016/01/09 01:18:04
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
#26891 posted by Kinn [86.151.102.31] on 2016/01/09 01:19:28
yes
 Oooooh The Absolute Joy
#26892 posted by Daya [83.198.182.130] on 2016/01/09 01:30:34
 Elgu_ Does It Again
#26893 posted by Daya [83.198.182.130] on 2016/01/09 20:49:59
 Rant
#26894 posted by mankrip [66.249.88.159] on 2016/01/09 21:53:02
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
#26895 posted by Daya [83.198.182.130] on 2016/01/09 22:19:29
But since we're likely not locals...
 IMHO
#26896 posted by madfox [84.84.178.104] on 2016/01/09 22:32:54
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
#26897 posted by ijed [190.22.42.27] on 2016/01/10 03:25:28
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
#26898 posted by adib [177.205.228.178] on 2016/01/10 05:09:42
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
#26899 posted by Scampie [72.12.65.92] on 2016/01/10 05:24:26
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
#26904 posted by madfox [84.84.178.104] on 2016/01/10 12:53:53
what shall we dowith the drunken shrimpies?
#26905 posted by Kinn [86.151.102.31] on 2016/01/10 13:01:13
That's borderline Shakespeare.
 Mapping Bobbleheads
#26908 posted by Spirit [92.196.112.206] on 2016/01/10 13:10:30
 Ijed
#26911 posted by mankrip [66.249.88.159] on 2016/01/11 01:05:29
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
#26912 posted by Daya [83.198.182.130] on 2016/01/11 02:27:30
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.
#26913 posted by Baker [65.60.224.195] on 2016/01/11 02:43:49
Daya's anti-virus seems to be at least as bad as any actual virus.
 Mankrip
#26914 posted by ijed [190.22.101.140] on 2016/01/11 04:11:34
Where's Local? I doubt I know anyone though.
Also, Baker - user is error?
 It's As I Thought
#26916 posted by Daya [83.198.182.130] on 2016/01/11 10:26:21
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
#26917 posted by Spirit [194.95.79.3] on 2016/01/11 11:18:38
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
#26918 posted by mankrip [66.249.88.154] on 2016/01/11 11:58:48
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
#26919 posted by adib [66.249.88.174] on 2016/01/11 12:26:13
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
#26920 posted by ijed [200.73.66.2] on 2016/01/11 13:59:09
I'm in Chile.
The industry here is small, but pretty active for it.
 HUE BR
#26921 posted by adib [186.228.0.26] on 2016/01/11 16:02:05
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
#26922 posted by Daya [90.1.46.242] on 2016/01/11 18:28:20
#26923 posted by Baker [65.60.224.195] on 2016/01/11 18:36:55
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
#26924 posted by adib [66.249.88.179] on 2016/01/11 21:28:03
 R.I.P. David Bowie
#26925 posted by generic [67.235.213.226] on 2016/01/12 02:18:29
Space-bard supreme :^(
 RIP
#26926 posted by [77.180.190.108] on 2016/01/12 05:05:46
 OBS Issue Update
#26927 posted by primal [81.175.152.198] on 2016/01/12 22:12:50
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.
#26928 posted by mankrip [66.249.88.159] on 2016/01/13 04:33:50
 Alan Rickman Has Left Valve
#26929 posted by onetruepurple [213.227.95.2] on 2016/01/14 13:51:58
 Who's That?
#26930 posted by czg [212.16.188.76] on 2016/01/14 13:55:46
#26931 posted by JneeraZ [76.182.53.183] on 2016/01/14 14:05:03
Cancerdore killed Snape.
#26932 posted by Kinn [86.158.147.23] on 2016/01/14 14:06:47
Oh wait no he just went out for lunch.
 Oh.
#26933 posted by Kinn [86.158.147.23] on 2016/01/14 14:07:54
That'll teach me not to read the news before posting
#26934 posted by JneeraZ [76.182.53.183] on 2016/01/14 14:08:42
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.
#26935 posted by skacky [90.0.193.175] on 2016/01/14 16:53:32
 I Can Definitely Relate To Most Of This:
#26936 posted by mankrip [66.249.88.159] on 2016/01/14 21:57:37
#26937 posted by [85.180.174.229] on 2016/01/14 23:25:35
 ... Seeks To Require That All Smartphones Sold In The State
#26938 posted by Lunaran [66.235.55.196] on 2016/01/15 00:09:35
... can be decrypted or unlocked.
#26939 posted by metlslime [159.153.4.50] on 2016/01/15 00:56:08
i'm glad they made it clear where new york is in that headline.
#26940 posted by adib [66.249.88.179] on 2016/01/15 02:15:53
Like Paris, Texas?
#26941 posted by adib [66.249.88.169] on 2016/01/15 02:15:54
Like Paris, Texas?
 Exactly Like
#26942 posted by ijed [186.9.133.168] on 2016/01/15 02:57:00
Paris, Texas
#26944 posted by JneeraZ [76.182.53.183] on 2016/01/15 18:57:59
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
#26945 posted by Daya [90.58.245.222] on 2016/01/15 21:16:25
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
#26946 posted by skacky [90.0.57.24] on 2016/01/15 21:16:55
Everyone go play this right now.
 No Rickroll, Just Tried It
#26947 posted by Lunaran [66.235.55.196] on 2016/01/15 21:25:59
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
#26948 posted by Kinn [86.154.183.77] on 2016/01/15 21:30:34
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
#26949 posted by FifthElephant [82.24.73.240] on 2016/01/15 21:34:17
I would recommend Zdoom. It's as close to the quakespasm of doom as you're gonna get.
 However!
#26950 posted by FifthElephant [82.24.73.240] on 2016/01/15 21:35:43
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.
#26951 posted by Lunaran [66.235.55.196] on 2016/01/15 21:35:56
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!
#26952 posted by metlslime [159.153.4.50] on 2016/01/15 21:40:38
a long time ago, zdoom was a good choice. (authentic software renderer with bug fixes and stuff.) I have no idea now.
#26953 posted by skacky [90.0.57.24] on 2016/01/15 21:54:08
I still use ZDoom myself. I rarely used GZDoom and it fullscreens on the wrong monitor for some reason.
 OK
#26954 posted by Kinn [86.154.183.77] on 2016/01/15 21:55:11
I have just pruchased "Doom Classic Complete" on Steam.
Let's see how this goes then.
My body is ready...
 ZDoom
#26955 posted by Zwiffle [71.13.169.66] on 2016/01/15 22:08:44
GZDoom is alright, feels laggy to me for whatever reason.
#26956 posted by Daya [90.58.245.222] on 2016/01/15 22:12:28
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
#26957 posted by ericw [108.173.17.134] on 2016/01/15 22:45:38
I keep playing the first level of Valiant because the music is so good. :D
Wow, going to have to check this out
 Eric
#26958 posted by Lunaran [66.235.55.196] on 2016/01/15 23:22:25
#26959 posted by mankrip [66.249.88.159] on 2016/01/15 23:47:13
I like Prboom, because I'm a kernel-filtered software rendering bitch. Will try this one.
#26960 posted by Scampie [72.12.65.92] on 2016/01/16 01:12:18
Others Files By Author : doom1.wad, doom2.wad
lol
#26961 posted by Scampie [72.12.65.92] on 2016/01/16 01:50:39
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
#26962 posted by Kinn [86.154.183.77] on 2016/01/16 12:32:17
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.
#26963 posted by JneeraZ [76.182.53.183] on 2016/01/16 12:44:19
Translation : I didn't see the red button on the wall.
 ^
#26964 posted by onetruepurple [93.105.177.58] on 2016/01/16 12:47:44
#26965 posted by Kinn [86.154.183.77] on 2016/01/16 13:02:03
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
#26966 posted by mankrip [66.249.88.164] on 2016/01/16 14:03:29
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.
#26967 posted by onetruepurple [93.105.177.58] on 2016/01/16 14:15:42
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
#26968 posted by skacky [90.0.57.24] on 2016/01/16 15:00:03
#26969 posted by Lunaran [66.235.55.196] on 2016/01/16 19:16:35
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.
#26970 posted by metlslime [50.150.122.79] on 2016/01/16 20:28:37
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
#26971 posted by adib [177.17.12.218] on 2016/01/16 22:33:18
will be my epitaph.
 TL,DR: Welcome To 24 Years Ago.
#26977 posted by Shambler [92.26.119.137] on 2016/01/17 11:00:10
 Romero Confirmed He's Gonna Make More Doom Maps
#26978 posted by Daya [90.1.213.156] on 2016/01/17 13:54:53
#26979 posted by FifthElephant [82.24.73.240] on 2016/01/17 13:57:43
Nice one. can't wait. :)
 Right
#26980 posted by Kinn [86.151.102.31] on 2016/01/17 14:16:08
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
#26981 posted by onetruepurple [5.172.252.152] on 2016/01/17 15:37:48
He said he'll map. Not necessarily for either Doom or Q1.
 If He Makes Q1 Maps That'd Be Sooo Great
#26982 posted by Daya [90.58.245.98] on 2016/01/17 16:01:29
 For AD
#26983 posted by PuLSaR [185.3.33.25] on 2016/01/18 15:55:49
#26984 posted by onetruepurple [93.105.177.58] on 2016/01/18 18:28:51
 #26984
#26985 posted by Kinn [86.151.102.31] on 2016/01/18 18:40:42
lol, wassat from?
 New Planet Found
#26986 posted by mankrip [66.249.88.159] on 2016/01/21 05:42:50
#26987 posted by Baker [65.60.224.195] on 2016/01/21 07:18:41
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.
#26988 posted by Baker [65.60.224.195] on 2016/01/21 21:59:46
 There Has Been A Great Distrubance In The Force.
#26989 posted by parubaru [81.183.61.134] on 2016/01/21 22:20:05
#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...
#26990 posted by Kinn [86.154.183.77] on 2016/01/21 23:00:40
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
#26991 posted by Lunaran [66.235.55.196] on 2016/01/21 23:20:05
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.
#26992 posted by FifthElephant [86.4.213.148] on 2016/01/22 00:16:11
many drama, much penis waving. wow.
#26993 posted by parubaru [81.183.61.134] on 2016/01/22 00:22:34
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.
#26994 posted by JneeraZ [76.182.53.183] on 2016/01/22 01:25:28
If you want to slog it out with monsters, play Qonquer. :)
 #26992 Wins.
#26995 posted by Shambler [92.26.119.137] on 2016/01/22 10:34:34
#26996 posted by metlslime [159.153.4.50] on 2016/01/22 21:10:56
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
#26997 posted by onetruepurple [93.105.177.58] on 2016/01/22 21:13:23
Completely bizarre.
 I Kinda Like It
#26998 posted by Daya [83.192.154.127] on 2016/01/22 22:25:28
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
#26999 posted by [77.179.193.5] on 2016/01/23 00:08:29
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
#27000 posted by mfx [77.179.193.5] on 2016/01/23 00:12:58
that was satisfying somehow.
 27k Posts
#27001 posted by mfx [77.179.193.5] on 2016/01/23 00:12:58
that was satisfying somehow.
 20k Of Which Are Double Posts.
#27002 posted by Scampie [72.12.69.27] on 2016/01/23 00:14:30
 20k Of Which Are Double Posts.
#27003 posted by Scampie [72.12.69.27] on 2016/01/23 00:14:30
 Oh Noes
#27004 posted by [77.179.193.5] on 2016/01/23 00:16:17
#27005 posted by metlslime [50.150.122.79] on 2016/01/23 07:48:14
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?
#27006 posted by mankrip [66.249.88.159] on 2016/01/23 08:18:15
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.
#27007 posted by JneeraZ [76.182.53.183] on 2016/01/23 12:35:51
metl - Yeah, that was always weird. The START map is sort of an anomaly...
 Doom2's MAP02 In Doom 3
#27008 posted by Daya [90.58.20.133] on 2016/01/23 15:53:35
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.
#27009 posted by necros [174.95.107.3] on 2016/01/23 16:08:22
i like it! that is very well done! i would have removed weapon clips since it already had modded monster sounds and such.
 #27008;
#27010 posted by Shambler [92.26.119.137] on 2016/01/23 20:40:27
Would be great if the map was lit.
 Daya
#27011 posted by adib [177.98.5.63] on 2016/01/24 05:27:03
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.
#27012 posted by skacky [90.0.64.202] on 2016/01/24 13:56:50
#27013 posted by FifthElephant [86.4.213.148] on 2016/01/24 16:33:37
I remember asking Sock to include an arch-vile type enemy to AD.
Missed opportunity IMO.
#27014 posted by Kinn [86.151.102.31] on 2016/01/24 16:49:57
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...
#27015 posted by Daya [90.58.20.133] on 2016/01/24 17:03:21
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
#27016 posted by FifthElephant [86.4.213.148] on 2016/01/24 17:08:08
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...
#27017 posted by generic [67.235.205.240] on 2016/01/24 17:20:02
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 ;^)
#27018 posted by Kinn [86.151.102.31] on 2016/01/24 17:24:26
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.
#27019 posted by JneeraZ [76.182.53.183] on 2016/01/24 17:25:25
I agree, which is why the arch-vile is a better archetype to go with. Resurrection rather than healing.
#27020 posted by JneeraZ [76.182.53.183] on 2016/01/24 17:26:19
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
#27021 posted by Kinn [86.151.102.31] on 2016/01/24 17:27:50
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.
#27022 posted by Kinn [86.151.102.31] on 2016/01/24 17:31:27
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
#27023 posted by Daya [90.58.20.133] on 2016/01/24 17:35:30
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
#27024 posted by Kinn [86.151.102.31] on 2016/01/24 17:36:41
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
#27025 posted by sock [186.109.169.59] on 2016/01/24 17:50:08
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!
#27026 posted by Scampie [72.12.69.27] on 2016/01/24 17:50:13
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.
#27027 posted by Kinn [86.151.102.31] on 2016/01/24 18:03:11
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
#27028 posted by Daya [90.58.20.133] on 2016/01/24 18:08:43
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?
#27029 posted by sock [186.109.169.59] on 2016/01/24 18:30:58
@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
#27030 posted by Kinn [86.151.102.31] on 2016/01/24 18:32:59
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
#27031 posted by Kinn [86.151.102.31] on 2016/01/24 18:35:16
Damn, that would work I guess.
Impossible to intercept hitscan with SOLID_TRIGGER though, right?
 All Or Nothing
#27032 posted by sock [186.109.169.59] on 2016/01/24 18:44:20
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!
#27033 posted by Shambler [92.26.119.137] on 2016/01/24 20:26:07
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
#27034 posted by Kinn [86.151.102.31] on 2016/01/24 20:50:19
can't tell if sarcastic or serious.
#27035 posted by necros [174.95.107.3] on 2016/01/24 23:07:06
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
#27036 posted by adib [177.98.5.63] on 2016/01/24 23:23:52
 Kinnbler.
#27037 posted by Shambler [92.26.119.137] on 2016/01/24 23:52:48
Serious, HTH, xx
 Adib
#27038 posted by FifthElephant [86.4.213.148] on 2016/01/25 00:02:56
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
#27039 posted by adib [177.98.5.63] on 2016/01/25 01:23:40
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.
#27040 posted by Scampie [72.12.69.27] on 2016/01/25 01:41:39
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
#27041 posted by adib [177.98.5.63] on 2016/01/25 01:52:16
 The Whole Wad Is Excellent
#27042 posted by Daya [90.47.103.4] on 2016/01/25 07:50:05
 I Enjoyed The Death Lord As Well As The Zer Enforcer
#27043 posted by Drew [68.148.86.57] on 2016/01/25 19:50:18
although the latter's shield was sometimes glitchy/unpredictable, I actually felt it added something new to enemy routines and freshened up gameplay.
Serious.
#27044 posted by onetruepurple [93.105.177.58] on 2016/01/25 19:58:06
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
#27046 posted by mankrip [66.249.88.159] on 2016/01/26 09:05:02
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.
#27047 posted by FifthElephant [86.4.213.148] on 2016/01/26 10:52:48
I think a mouse driven interface for Quake would be a nice addition.
 Maybe One Of The Most Sensible Talk About Doom's Design
#27050 posted by Daya [86.192.94.91] on 2016/01/26 18:55:04
 Fifth
#27051 posted by mankrip [66.249.88.164] on 2016/01/26 21:30:27
 Mankrip
#27052 posted by mfx [77.180.76.34] on 2016/01/26 21:46:33
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?
#27053 posted by Daya [86.192.94.91] on 2016/01/26 22:05:58
#27054 posted by ericw [108.173.17.134] on 2016/01/26 22:29:05
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.
#27055 posted by mankrip [66.249.88.154] on 2016/01/26 22:44:13
 EricW
#27056 posted by mankrip [66.249.88.159] on 2016/01/26 22:53:58
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
#27058 posted by onetruepurple [93.105.177.58] on 2016/01/27 07:19:28
You set wait to 9999 (over 2 hours)?
 Eh
#27059 posted by onetruepurple [93.105.177.58] on 2016/01/27 07:19:49
Mapping Help.
 Not Sure If This Have Been Posted Before
#27060 posted by spy [178.89.85.35] on 2016/01/27 16:32:33
#27061 posted by FifthElephant [86.4.213.148] on 2016/01/27 16:34:43
I want to steal all those lovely cobweb textures.
#27062 posted by Bal [109.7.65.250] on 2016/01/27 16:40:18
Would have been more authentic if the quake models had been converted to sprites instead of just transferred over. :)
#27063 posted by Kinn [86.136.122.222] on 2016/01/27 16:52:15
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.
#27064 posted by JneeraZ [76.182.53.183] on 2016/01/27 18:23:38
Yes, sprites would have made that sing .. too bad.
 Going Back To Scrolling Textures
#27065 posted by Daya [90.18.123.191] on 2016/01/28 14:56:56
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
#27066 posted by Daya [90.18.123.191] on 2016/01/28 15:05:28
 GL Texture Filtering???
#27067 posted by Qmaster [70.195.64.180] on 2016/01/28 18:56:27
If I want texture filtering, I'll remove my glasses. GL engines take the "player checks his glasses" killquote too seriously.
 #27065
#27068 posted by mankrip [66.249.88.159] on 2016/01/29 04:36:27
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
#27069 posted by ijed [186.9.129.9] on 2016/01/29 09:48:13
You might want to distort the lightmap, like on the water surface.
I can imagine that looking pretty cool at the pixel lod.
#27070 posted by mankrip [66.249.88.164] on 2016/01/29 12:19:58
 Daikatana Speedrun When?
#27073 posted by Daya [109.31.36.149] on 2016/02/02 00:17:16
 XCom 2 Stream
#27074 posted by primal (nli) [81.175.152.198] on 2016/02/02 14:22:22
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
#27075 posted by Daya [109.31.36.149] on 2016/02/02 22:40:03
#27076 posted by Kinn [86.190.22.230] on 2016/02/03 12:38:35
That moment when a mailshot I send from work just bounced from Terry Wogan's email address :(
 Kinn
#27077 posted by Spirit [194.95.79.3] on 2016/02/03 13:52:20
#27078 posted by JneeraZ [76.182.53.183] on 2016/02/04 20:20:09
http://www.twitch.tv/unrealengine
Unreal Editor being demo'd in VR. I'm not kidding.
 Watching The Vod
#27079 posted by DaZ [89.168.60.163] on 2016/02/04 21:19:58
#27080 posted by adib [66.249.88.169] on 2016/02/04 22:49:55
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
#27083 posted by mankrip [66.249.88.159] on 2016/02/06 09:52:48
 Twitter To Become Confusing And Pointless As Soon As Next Week
#27084 posted by primal (nli) [81.175.152.198] on 2016/02/06 10:47:07
#27085 posted by mankrip [66.249.88.164] on 2016/02/06 11:08:36
That could be interesting for hashtag searches, but definitely not for the main feed.
#27086 posted by JneeraZ [76.182.53.183] on 2016/02/06 11:34:34
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
#27087 posted by SleepwalkR [79.195.31.31] on 2016/02/06 13:00:42
Just like the facebook "timeline". That really became more useful when they made that change. Not.
#27088 posted by JneeraZ [76.182.53.183] on 2016/02/06 13:07:13
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
#27089 posted by SleepwalkR [79.195.31.31] on 2016/02/06 13:19:50
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?
#27090 posted by necros [64.233.172.241] on 2016/02/06 14:57:21
Is twitter not in the same position now?
 Already Impressed By The Engine Not Crashing
#27091 posted by primal [81.175.152.198] on 2016/02/06 15:38:50
When shit gets real in Portal: Crushed between two portals experiment.
https://www.youtube.com/watch?v=0TZd95BCKMY
 Necros
#27092 posted by SleepwalkR [79.195.31.31] on 2016/02/06 16:02:09
Yup, which is why I'm afraid that they're going to stick with it unless it hurts their revenue.
#27093 posted by zaphodwurst [50.190.212.58] on 2016/02/06 17:38:39
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
#27094 posted by mfx [78.50.142.205] on 2016/02/06 18:09:46
There are no more maps than e1m1rmx and e1m2rmx for quoth.
I assume you expect e1m3rmx, we all do..
 Zaphodwurst
#27095 posted by DaZ [89.168.60.163] on 2016/02/06 19:25:05
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
#27096 posted by onetruepurple [93.105.177.18] on 2016/02/06 19:26:27
 Does Anyone Ever Say Thanks To Shambler?
#27097 posted by Baker [65.60.224.195] on 2016/02/08 04:30:50
For keeping things tidy when required. I'm sure nitin does it too sometimes.
 No.
#27098 posted by Shambler [2.99.180.113] on 2016/02/08 11:50:17
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:
#27099 posted by Shambler [2.99.180.113] on 2016/02/08 11:50:53
4 stickies.
Engines
Coding
Other PC Games
+1 more?
 Thanks Shambler
#27100 posted by nitin [220.244.163.153] on 2016/02/08 11:51:33
 DelkoDuck Speaks For All Of Us
#27101 posted by primal (nli) [81.175.152.198] on 2016/02/08 12:44:56
https://twitter.com/DelkoDuck/status/696042177600864256
"Maybe twitter should add a damn edit function instead of some lizard people ass algorithms"
 Suggestion
#27102 posted by Preach [77.99.55.146] on 2016/02/08 19:14:51
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
#27103 posted by Baker [65.60.224.195] on 2016/02/08 19:29:57
That reply was about as perfect as a perfect reply could ever be!
#27104 posted by mankrip [66.249.88.159] on 2016/02/08 22:16:50
"Other PC games" don't need to be stickied. They should bow down before Quake!
Seriously, that's unnecessary.
 Yes
#27105 posted by Kinn [86.154.183.77] on 2016/02/08 22:25:38
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.
#27106 posted by FifthElephant [86.4.213.148] on 2016/02/08 22:34:06
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
#27107 posted by SleepwalkR [79.195.23.171] on 2016/02/08 22:53:47
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...
#27108 posted by Shamblernaut [121.45.236.153] on 2016/02/09 05:49:31
... you smug cunt.
 Amazon Releases Game Engine
#27109 posted by primal [130.231.194.147] on 2016/02/09 10:50:30
#27110 posted by Johnny Law [4.16.194.34] on 2016/02/09 19:14:36
Yeah looks like they have branched from CryEngine to make something to encourage games to use AWS and Twitch. Interesting.
 Google Drive Image Shitbollocks
#27111 posted by Kinn [86.154.183.77] on 2016/02/10 01:54:06
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.
#27112 posted by mankrip [66.249.88.164] on 2016/02/10 02:36:27
They probably changed that to avoid hotlinking.
 Bah
#27113 posted by Kinn [86.154.183.77] on 2016/02/10 10:35:46
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
#27114 posted by Daya [109.31.36.149] on 2016/02/11 00:46:48
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)
#27115 posted by Baker [65.60.224.195] on 2016/02/11 01:09:21
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
#27116 posted by PuLSaR [66.102.9.21] on 2016/02/11 01:25:01
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
#27117 posted by Daya [109.31.36.149] on 2016/02/11 01:29:28
Putting it to "quake" and restarting a level crashes it, lol
 But In That Case
#27118 posted by Daya [109.31.36.149] on 2016/02/11 01:41:15
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)?
#27119 posted by ericw [108.173.17.134] on 2016/02/11 01:48:13
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
#27120 posted by Daya [109.31.36.149] on 2016/02/11 02:02:48
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
#27121 posted by Daya [109.31.36.149] on 2016/02/11 02:03:49
#27122 posted by Baker [65.60.224.195] on 2016/02/11 02:46:45
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
#27123 posted by Spike [86.180.169.148] on 2016/02/11 05:31:06
 Darkplaces Settings
#27124 posted by primal (nli) [81.175.152.198] on 2016/02/11 07:49:13
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
#27125 posted by primal (nli) [81.175.152.198] on 2016/02/11 07:56:34
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...
#27126 posted by Daya [109.31.36.149] on 2016/02/11 13:45:10
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
#27127 posted by Baker [65.60.224.195] on 2016/02/11 14:16:55
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
#27128 posted by Baker [65.60.224.195] on 2016/02/11 14:56:52
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
#27129 posted by Kinn [86.154.183.77] on 2016/02/11 17:59:36
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
#27130 posted by mankrip [66.249.88.159] on 2016/02/11 18:19:25
 Funding Management
#27131 posted by mankrip [66.249.88.159] on 2016/02/11 19:06:59
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
#27132 posted by sock [186.124.231.105] on 2016/02/11 20:10:41
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!
#27134 posted by Baker [65.60.224.195] on 2016/02/11 21:08:41
Fine!
#27137 posted by sock [186.124.231.105] on 2016/02/11 21:27:18
Thanks!
 Didn't See The Spam Just The Bandwagon!
#27138 posted by ijed [200.73.66.2] on 2016/02/11 23:34:10
 @baker (#27127)
#27139 posted by Spike [86.180.169.148] on 2016/02/12 18:11:09
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
#27144 posted by Daya [109.31.36.149] on 2016/02/14 18:39:46
 Reminds Me Of The Bad Apple Stuff
#27145 posted by ijed [190.22.35.85] on 2016/02/14 21:21:50
 Streamline Studios Working On Street Fighter 5
#27146 posted by Skiffy [203.115.201.11] on 2016/02/15 09:54:58
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! :)
#27147 posted by FifthElephant [178.107.135.44] on 2016/02/15 16:13:40
Nice. They're all rodents? Maybe call it squeak fighter?!
#27148 posted by mankrip [66.249.88.159] on 2016/02/15 17:22:54
That's great. I wish I could say "Street Fighter Vs Quake confirmed!".
#27149 posted by Skiffy [203.115.201.11] on 2016/02/16 01:03:03
Thats just the promo image Fifth. Its our company mascot cosplaying as various fighters from the game.
 OMG
#27150 posted by [77.179.40.122] on 2016/02/16 02:35:13
Your mascot is a squirrel?
Sigh, i thought.. well, you know what we ALL thought.
That's the new IP right there.
/sigh
#27151 posted by adib [200.217.4.25] on 2016/02/16 17:37:59
Looks like a Guinea Pig or a Hamster.
#27152 posted by Johnny Law [4.16.194.34] on 2016/02/16 22:48:55
icculus.org DNS name isn't resolving anymore. Does anyone know what's up?
 Twitter Is Useful
#27153 posted by Spirit [92.196.99.240] on 2016/02/16 23:40:15
 Warning
#27154 posted by onetruepurple [93.105.177.18] on 2016/02/17 00:21:58
Cancerous opinions within.
 Icculus Is Cancer
#27157 posted by otp is right [37.59.123.142] on 2016/02/17 23:50:41
it too bad darkplace rely on icullus
down with sjw's
 Haha
#27158 posted by peter maffay [78.55.14.177] on 2016/02/17 23:54:05
otp is right
is like
/pol is right
it hurts, but it is true.
 I'm A SJW
#27159 posted by czg [212.16.188.76] on 2016/02/18 10:25:19
 Warren Spector Returns To Gamedev
#27160 posted by primal [130.231.195.180] on 2016/02/18 11:26:19
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."
#27161 posted by FifthElephant [86.4.213.148] on 2016/02/18 11:28:17
I'd love to see something new from him... like what he did with ion storm.
 Pretty Excited About Spector Joining OtherSide
#27162 posted by skacky [90.0.188.224] on 2016/02/18 12:41:58
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
#27163 posted by onetruepurple [93.105.177.18] on 2016/02/18 12:50:41
 And Ron Johmero.
#27164 posted by Shambler [2.99.180.113] on 2016/02/18 16:27:16
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.
#27165 posted by skacky [90.0.188.224] on 2016/02/18 16:34:26
Looking Glass is pretty much the reason why Wolf3D exists.
 Oh Noes The Cover Art!
#27166 posted by bear [81.170.194.153] on 2016/02/18 17:37:33
 Oops
#27167 posted by bear [81.170.194.153] on 2016/02/18 17:38:29
obviously meant for the doom IV thread
 #27166
#27168 posted by Kinn [86.154.183.77] on 2016/02/18 18:08:48
Is that a Rob Liefield?
 The Graphics Are
#27169 posted by ijed [200.73.66.2] on 2016/02/18 18:33:36
So High Resolution and State of the Art that they made megaman shit himself!
 What's Up Chtulu?
#27173 posted by madfox [84.84.178.104] on 2016/02/18 20:23:20
 Oooo Er Misus
#27174 posted by Mike Woodham [86.191.125.242] on 2016/02/18 21:44:51
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...
#27175 posted by Mike Woodham [86.191.125.242] on 2016/02/18 21:49:58
... and the cow's still there!
WTFWTFWTF
#27176 posted by Johnny Law [4.16.194.34] on 2016/02/18 21:58:57
So you have James Patterson audiobooks on CD, it's OK, you can admit it.
 Lol Yeah
#27177 posted by Kinn [86.154.183.77] on 2016/02/18 22:23:05
check your cd drive lmao
 <Embarrased Smirk>
#27178 posted by Mike Woodham [86.191.125.242] on 2016/02/18 23:15:16
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
#27179 posted by ijed [186.9.129.162] on 2016/02/18 23:18:12
Of the original disk - track 1 is the game data, all the others are the music.
Thanks, this cheered me up a lot :)
#27180 posted by necros [64.233.172.233] on 2016/02/18 23:18:29
Lol, that was awesome.
 THE ANSWER
#27181 posted by Johnny Law [4.16.194.34] on 2016/02/19 00:24:43
Yah I literally just googled that phrase, it turned up the Patterson book when I did it.
 Hahhahah
#27182 posted by SleepwalkR [79.195.24.133] on 2016/02/19 00:55:09
Awesome
 For Some Reason...
#27183 posted by generic [208.54.85.178] on 2016/02/19 01:51:55
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
#27184 posted by killpixel [174.48.226.83] on 2016/02/19 03:05:31
This is possibly the most exciting news I've ever heard.
 Generic.
#27186 posted by Shambler [2.99.180.113] on 2016/02/19 10:55:20
Do you really want to be sharing Daz's hotdog???
 Ha!
#27187 posted by generic [67.235.205.240] on 2016/02/19 13:26:06
No.
 GET ON THE HOTDOG
#27188 posted by onetruepurple [93.105.177.230] on 2016/02/19 13:47:57
#27189 posted by [78.55.27.37] on 2016/02/20 01:16:39
Umberto Eco has died.
#27190 posted by [78.55.27.37] on 2016/02/20 01:53:10
 Scrolling Textures
#27195 posted by mankrip [66.249.88.159] on 2016/02/22 14:14:48
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.
#27196 posted by Kinn [89.238.158.37] on 2016/02/22 14:28:10
Flowing water? That seems like a really commmon thing a mapper would want to do.
 Kinn
#27197 posted by mankrip [66.249.88.164] on 2016/02/22 14:41:53
Molten mapping already takes care of that, in a much better way.
 Scrolling Textures
#27198 posted by ijed [200.73.66.2] on 2016/02/22 15:33:28
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.
#27199 posted by Kinn [109.147.141.66] on 2016/02/22 15:52:44
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
#27203 posted by madfox [84.84.178.104] on 2016/02/22 21:57:33
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.
#27204 posted by FifthElephant [178.97.200.7] on 2016/02/22 22:09:57
I would love to make a speeding train level. I have a few ideas on how to do it.
 MadFox
#27205 posted by mankrip [66.249.88.154] on 2016/02/22 23:24:45
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
#27206 posted by adib [66.249.88.174] on 2016/02/23 00:37:18
I need animated fences!
About scrolling, remember those Q3A scrolling neon trims?
 Mankrip
#27207 posted by madfox [84.84.178.104] on 2016/02/23 00:39:10
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.
#27208 posted by adib [66.249.88.179] on 2016/02/23 00:39:41
On an unrelated request, I really think you should reconsider colored lights. Warm hearted.
#27209 posted by mankrip [66.249.88.159] on 2016/02/23 01:26:51
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
#27210 posted by mankrip [66.249.88.164] on 2016/02/23 01:40:02
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
#27211 posted by madfox [84.84.178.104] on 2016/02/23 02:07:48
That's what I also thought, but the func_wall acts rather bumpy compared to the static_entity.
#27212 posted by necros [172.98.67.12] on 2016/02/23 03:11:31
mankrip, that reminds me. an absolute must for all engines is full floating point for angles and not shorts!
 #27211
#27213 posted by mankrip [66.249.88.154] on 2016/02/23 03:32:21
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.
#27214 posted by necros [172.98.67.12] on 2016/02/23 03:36:02
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?
#27215 posted by madfox [84.84.178.104] on 2016/02/23 05:39:34
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.
#27216 posted by mankrip [66.249.88.164] on 2016/02/23 06:27:06
 Brutalism
#27217 posted by adib [200.217.4.26] on 2016/02/24 19:04:09
is a trend, so people are calling "brutalism" any exposed concrete or anything that even just "feel brutal".
 Brutal.
#27218 posted by Shambler [88.15.182.178] on 2016/02/24 20:14:06
Is what I did to your mom the other night. No lube, no mercy. HTH.
#27219 posted by adib [66.249.88.179] on 2016/02/24 23:39:20
Any concrete involved?
#27220 posted by Spirit [92.196.67.176] on 2016/02/25 00:09:30
He couldn't get hard without.
 On Animated Textures
#27221 posted by Shamblernaut [121.45.225.252] on 2016/02/25 17:56:53
A 'living' texture set (e.g. breathing walls, bleeding brick mortar, spiders escaping orifices), with a lovecraftian feel would be great.
 Try
#27222 posted by ijed [200.73.66.2] on 2016/02/25 18:12:59
 No
#27223 posted by onetruepurple [93.105.177.230] on 2016/02/25 18:23:32
Try the actual Matrix before the Animatrix.
 Derp
#27224 posted by ijed [200.73.66.2] on 2016/02/25 18:45:16
#27225 posted by ericw [108.173.17.134] on 2016/02/25 20:21:47
Yeah those breathing walls are classic!
 Brutalism = Style Focusing On Non-hidden Concrete
#27226 posted by megaman [141.3.42.183] on 2016/02/26 12:19:23
definition has nothing in common with being 'brutal'
 Also
#27227 posted by megaman [141.3.42.183] on 2016/02/26 12:20:06
brutalism was a trend in the fecking 60s
#27228 posted by JneeraZ [76.182.53.183] on 2016/02/26 14:20:40
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.
#27229 posted by adib [66.249.88.174] on 2016/02/26 16:08:53
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
#27230 posted by onetruepurple [88.156.140.200] on 2016/02/26 16:40:19
This is all your fault you brutalist cubist!!1
 ^
#27231 posted by adib [66.249.88.174] on 2016/02/26 16:55:04
That was an impressive level, btw.
#27232 posted by Jaromir83 [87.249.129.250] on 2016/02/27 11:50:36
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_
#27233 posted by Spirit [92.196.123.143] on 2016/02/27 11:55:29
Kinn's
 RE Spirit
#27234 posted by Jaromir83 [87.249.129.250] on 2016/02/27 21:56:54
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?
#27235 posted by Kinn [109.147.141.66] on 2016/02/27 23:51:47
try using QuakeSpasm
I don't think JoeQuake has been updated in ten years.
 Also
#27236 posted by Kinn [109.147.141.66] on 2016/02/27 23:53:37
Playing a map other than bastion when using the bastion mod is completely untested and unlikely to work properly.
 This Is A Vore.
#27237 posted by the silent [87.6.206.226] on 2016/02/28 16:58:43
 Ogre With Spiked Shoulder Armor?
#27238 posted by Jaromir83 [87.249.129.250] on 2016/02/29 11:16:36
I remember once having grenade-ogre model replaced with newer one with spiked shoulder armor. Any idea which mod was that?
 AD I Think
#27239 posted by Bloughsburgh [75.151.243.225] on 2016/02/29 11:59:32
Arcane Dimensions has different types of Ogres with a metal skin that has the shoulder pad your speaking about.
 :P
#27240 posted by Kinn [109.147.141.66] on 2016/02/29 12:20:31
I'm pretty sure they first made an appearance in "In The Shadows" (2012)
 AD Isn't In The Shadows Part 2?
#27241 posted by Qmaster [70.195.5.143] on 2016/02/29 20:10:29
 This May Piss Off Some People
#27242 posted by mankrip [66.249.88.154] on 2016/03/01 01:14:05
 You Are Among Good People Here...
#27243 posted by generic [172.56.26.71] on 2016/03/01 01:38:35
Don't sweat it ;)
#27244 posted by necros [172.98.67.74] on 2016/03/01 02:45:32
that probably means no one will ever use it as a target for mods or maps though.
#27245 posted by Kinn [109.147.141.66] on 2016/03/01 15:22:42
 A Dozen People
#27246 posted by Qmaster [50.44.246.55] on 2016/03/02 02:06:30
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
#27247 posted by Jaromir83 [87.249.129.250] on 2016/03/02 11:34:48
reupload/link smbody pls? thnx
 @jaromir83
#27248 posted by Baker [65.60.224.195] on 2016/03/02 13:01:24
That's the Coagula Contest start map. So why not download Coagula Contest.
 RE: Baker, Coagula Contest
#27249 posted by Jaromir83 [87.249.129.250] on 2016/03/02 13:32:00
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?
#27250 posted by Baker [65.60.224.195] on 2016/03/02 13:56:08
Get Pakscape and you can pull files out of pak files.
 Dragon Unpacker
#27251 posted by Jaromir83 [87.249.129.250] on 2016/03/02 19:56:20
worked, installation was full of malware though, spent half a day reinstalling windows, beware
#27252 posted by necros [172.98.67.99] on 2016/03/02 21:34:13
should have used pakscape...
http://www.fileplanet.com/50620/download/PakScape
first hit on google.
#27253 posted by mankrip [66.249.88.159] on 2016/03/03 00:11:19
 @mankrip - PakExplorer Is Of Very Limited Use
#27254 posted by Baker [65.60.224.195] on 2016/03/03 02:21:18
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.
#27255 posted by metlslime [159.153.4.50] on 2016/03/03 02:26:46
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?
#27256 posted by Kinn [86.136.123.237] on 2016/03/03 02:34:42
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
#27257 posted by Baker [65.60.224.195] on 2016/03/03 03:28:50
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
#27258 posted by Baker [65.60.224.195] on 2016/03/03 03:33:33
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
#27259 posted by mankrip [66.249.88.159] on 2016/03/03 04:29:07
#27260 posted by Baker [65.60.224.195] on 2016/03/03 04:43:05
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
#27261 posted by Daya [109.31.36.149] on 2016/03/07 00:49:12
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?
#27262 posted by adib [177.41.230.98] on 2016/03/07 05:07:59
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:
#27263 posted by Daya [109.31.36.149] on 2016/03/07 10:07:52
#27264 posted by mankrip [66.249.88.209] on 2016/03/07 10:51:17
Well, go on and try it now. There have been several fixes in the last 3 years.
 Theme Song Of Func
#27265 posted by onetruepurple [78.88.28.122] on 2016/03/07 19:48:02
 Shambler?
#27266 posted by Hipshot [213.115.169.130] on 2016/03/08 16:02:56
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
#27267 posted by Shamblernaut [121.45.232.68] on 2016/03/08 16:13:06
how else does he build up all that static.
 Hipshot
#27268 posted by Kinn [86.154.183.77] on 2016/03/08 16:44:55
That's just fanart. And I hate that awful "i can used zbrush" skin they put on it.
 Kinn
#27269 posted by Hipshot [213.115.169.130] on 2016/03/08 16:59:49
Yes, that is awful!
I just wanted to get some more real authority to answer this.
 I Get Strong Q3 Vibes From That Shambler
#27270 posted by DeeDoubleU [134.249.210.88] on 2016/03/08 17:55:25
 Hipshot
#27271 posted by DaZ [89.168.60.163] on 2016/03/08 20:42:42
 ^
#27272 posted by adib [200.217.4.26] on 2016/03/08 22:04:08
No, this is a Cheech & Chong shambler. A chambler, if you will.
 But Do Fiends Have Eyes?
#27273 posted by [72.12.69.27] on 2016/03/09 01:37:33
 Free Dark Souls For PC
#27275 posted by DaZ [89.168.60.163] on 2016/03/09 12:09:03
http://store.goldenjoystick.com/free-dark-souls
Works in UK/EU but some USA people are saying it works for them too.
 Oh And
#27276 posted by DaZ [89.168.60.163] on 2016/03/09 12:10:50
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
#27277 posted by Kinn [86.154.183.77] on 2016/03/09 12:18:20
Can we get Shambler to do a "let's play" video for that shizzle?
 Roflingtons
#27278 posted by DaZ [89.168.60.163] on 2016/03/09 12:25:27
yeah Shambler, stream that shit!
 Dark Souls
#27279 posted by Mike Woodham [87.127.250.3] on 2016/03/09 12:37:26
Does it have FPS mode - the gameplay videos that I have seen are 3rd person?
#27280 posted by onetruepurple [213.227.95.2] on 2016/03/09 12:43:45
"ello gaylords, and welcome to custom <one of many variations on the word shambler>"
#27281 posted by czg [212.16.188.76] on 2016/03/09 12:50:36
Shambler played it once and screamed at the asylum demon (first encounter) for 40 mins then uninstalled it.
 It's A 3rd Person Game
#27282 posted by DaZ [89.168.60.163] on 2016/03/09 12:54:37
 Also Shambler Played It With Mouse And Keyboard
#27283 posted by czg [212.16.188.76] on 2016/03/09 12:56:35
#27284 posted by Kinn [86.154.183.77] on 2016/03/09 13:12:42
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
#27285 posted by FifthElephant [86.4.213.148] on 2016/03/09 13:16:43
 Lol
#27286 posted by Bumbler [5.79.74.90] on 2016/03/09 13:22:05
"which button do i press 2 make it quake"
 I Think
#27287 posted by Kinn [86.154.183.77] on 2016/03/09 13:26:15
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
#27288 posted by Jaromir83 [87.249.129.250] on 2016/03/09 19:19:58
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
#27289 posted by onetruepurple [78.88.28.122] on 2016/03/09 20:02:53
 Wish They'd Let This Loose On Speedrunning Quake
#27290 posted by Primal (nli) [81.175.152.198] on 2016/03/10 14:27:22
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
#27291 posted by Shamblernaut [121.45.232.68] on 2016/03/10 16:29:18
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...
#27292 posted by negke [31.16.58.85] on 2016/03/11 08:08:02
 Metlslime Spotted
#27293 posted by Vondur [188.35.130.195] on 2016/03/11 10:09:03
 Looking For A Map I Once Played
#27294 posted by Jaromir83 [87.249.129.250] on 2016/03/12 12:20:59
DM, base, several huge rooms crossed by catwalks in different height. thunderbolt available in the highest tier, any idea? thanks
#27295 posted by Jaromir83 [87.249.129.250] on 2016/03/12 12:24:59
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
#27296 posted by Kinn [86.154.183.77] on 2016/03/12 12:41:41
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
#27297 posted by Jaromir83 [87.249.129.250] on 2016/03/12 12:59:58
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
#27298 posted by SleepwalkR [87.146.56.140] on 2016/03/12 13:23:15
Can you also port Marcher and Bastion to AD plz?
 Marcher And Bastion In AD
#27299 posted by onetruepurple [95.160.159.6] on 2016/03/12 13:33:53
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
#27300 posted by Kinn [86.154.183.77] on 2016/03/12 14:13:53
...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:
#27301 posted by Jaromir83 [87.249.129.250] on 2016/03/12 14:38:15
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
#27302 posted by Jaromir83 [87.249.129.250] on 2016/03/12 15:53:05
.
 I Was Kidding
#27303 posted by SleepwalkR [87.146.56.140] on 2016/03/12 16:12:35
 DeepMind Possibly Going To Play StarCraft
#27304 posted by primal [81.175.152.198] on 2016/03/13 07:57:47
 RE Kinn
#27305 posted by Jaromir83 [87.249.129.250] on 2016/03/13 10:01:14
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
#27306 posted by Kinn [86.143.78.151] on 2016/03/13 11:19:07
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.
#27307 posted by FifthElephant [86.4.213.148] on 2016/03/13 20:00:04
tbh I would rather see new content than re-hashed stuff.
 Alphago Vs Lee Sedol Match Finished
#27308 posted by primal [81.175.152.198] on 2016/03/15 10:38:47
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
#27309 posted by Kinn [89.238.129.78] on 2016/03/15 11:03:21
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
#27310 posted by primal [81.175.152.198] on 2016/03/15 11:03:21
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
#27311 posted by SleepwalkR [130.149.243.224] on 2016/03/15 11:07:35
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.
#27312 posted by Baker [65.60.224.195] on 2016/03/16 04:37:13
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.
#27313 posted by Shamblernaut [121.45.232.68] on 2016/03/16 05:24:23
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
#27314 posted by negke [31.16.58.85] on 2016/03/16 09:54:59
 No Linux No Love
#27315 posted by Spirit [141.0.12.137] on 2016/03/16 10:31:23
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
#27316 posted by N.N. [130.231.194.154] on 2016/03/16 11:54:03
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.
#27317 posted by Kinn [109.147.49.6] on 2016/03/16 12:21:23
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
#27318 posted by ijed [200.73.66.2] on 2016/03/16 12:55:43
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
#27319 posted by mankrip [66.249.88.164] on 2016/03/16 13:35:32
 AI And Goalposts
#27320 posted by primal [81.175.152.198] on 2016/03/16 14:19:14
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
#27321 posted by mankrip [66.249.88.164] on 2016/03/16 17:12:36
#27322 posted by Killes [79.222.38.239] on 2016/03/17 07:27:11
When are we getting deep enemies and/or bots huh ? :D
#27323 posted by Shamblernaut [121.45.232.68] on 2016/03/17 08:19:49
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?
#27324 posted by Hipshot [213.115.169.130] on 2016/03/17 16:16:48
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?
#27325 posted by necros [174.95.107.3] on 2016/03/17 16:19:31
what ai?
 Lol
#27326 posted by SpecialBomb [24.145.128.172] on 2016/03/17 16:21:52
#27327 posted by Kinn [109.147.49.6] on 2016/03/17 16:22:33
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
#27328 posted by Kinn [109.147.49.6] on 2016/03/17 16:54:42
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$ ;_;
#27329 posted by SpecialBomb [24.145.128.172] on 2016/03/17 17:12:02
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
#27330 posted by Johnny Law [4.16.194.34] on 2016/03/17 17:16:15
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
#27331 posted by SpecialBomb [24.145.128.172] on 2016/03/17 17:18:34
Port the bots from CS to Quake.
Professional campers for Quake :)
 What Was Considered The Best Bot For Quake?
#27332 posted by Shamblernaut [121.45.232.68] on 2016/03/17 19:14:21
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
#27333 posted by FifthElephant [86.4.213.148] on 2016/03/17 19:22:22
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
#27334 posted by SpecialBomb [24.145.128.172] on 2016/03/17 19:47:24
ZUES is an oldie but goodie. It may not be the best, but it works well.
 FrikBot X Is Great
#27335 posted by mankrip [66.249.88.164] on 2016/03/17 19:57:11
The code is great, easy to implement and behaves really well.
#27336 posted by Johnny Law [4.16.194.34] on 2016/03/17 20:17:09
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
#27337 posted by [92.229.134.156] on 2016/03/17 21:00:50
 AlphaGoingToKillYou
#27338 posted by Bal [83.204.198.236] on 2016/03/17 21:28:49
 Fuck This Guy In His Silly Face
#27339 posted by DaZ [89.168.60.163] on 2016/03/18 04:45:10
(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
#27340 posted by Shamblernaut [121.45.232.68] on 2016/03/18 04:59:01
what an awesome encounter!
 Yes Please
#27342 posted by czg [212.16.188.76] on 2016/03/18 09:00:34
 Quake 2 Levels?
#27344 posted by Hipshot [213.115.169.130] on 2016/03/18 10:24:56
Anyone know some great custom Q2 levels?
#27345 posted by stevenaaus [49.182.6.57] on 2016/03/18 10:47:35
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
#27346 posted by total_newbie [94.222.25.122] on 2016/03/18 11:22:45
#27347 posted by Johnny Law [4.16.194.34] on 2016/03/18 15:45:47
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
#27348 posted by metlslime [159.153.4.50] on 2016/03/18 18:59:39
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...
#27349 posted by metlslime [159.153.4.50] on 2016/03/18 19:41:42
#27350 posted by Rick [75.65.153.192] on 2016/03/18 21:18:43
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.
#27351 posted by Rick [75.65.153.192] on 2016/03/18 21:21:21
I played almost every one that was released
(edit button needed badly)
 Q2 Custom Maps
#27352 posted by Kinn [86.154.183.77] on 2016/03/18 21:24:25
That's interesting because I played almost one.
#27353 posted by Rick [75.65.153.192] on 2016/03/18 21:32:17
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
#27354 posted by SleepwalkR [80.187.102.97] on 2016/03/18 21:51:28
Is Quake 2's Marcher Fortress. Unfortunately, it did not inspire people in the same way as Marcher did.
 Great Q2 Maps
#27355 posted by Ionous @ work [70.212.130.11] on 2016/03/18 21:58:10
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
#27356 posted by DaZ [89.168.60.163] on 2016/03/18 22:22:45
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
#27357 posted by mfx [78.55.225.234] on 2016/03/18 22:48:46
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
#27358 posted by nitin [220.244.163.153] on 2016/03/19 05:10:44
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"
#27359 posted by negke [31.16.58.85] on 2016/03/19 08:43:29
Quake2.wad, duh!
 Right
#27360 posted by mfx [77.179.176.138] on 2016/03/19 10:36:52
 Meh
#27361 posted by DaZ [89.168.60.163] on 2016/03/19 11:21:11
It shouldn't have been called Quake 2. Strogg Boppin would have been a better name
 Hmmm
#27362 posted by stevenaaus [49.182.5.115] on 2016/03/19 12:36:35
 Thanks Guys!
#27363 posted by Hipshot [94.137.102.38] on 2016/03/19 13:26:31
Wow, you helped me a lot, found several good ones. I've downloaded several =D
 DS1 Re-release And You Guys.
#27364 posted by Shambler [92.22.47.86] on 2016/03/19 14:17:55
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.
#27365 posted by Shambler [92.22.47.86] on 2016/03/19 14:21:17
It's tough bristly fur FFS. Noobs.
#27366 posted by Rick [75.65.153.192] on 2016/03/19 15:38:34
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
#27367 posted by nitin [220.244.163.153] on 2016/03/20 02:25:51
Slightly Mechanical Destruction, get on it.
 I Just Want To Say
#27369 posted by Shamblernaut [121.45.232.68] on 2016/03/25 06:44:32
That I'm in love with Sock's texture packs. Does such a good job.
 Agreed
#27370 posted by Bloughsburgh [75.151.243.225] on 2016/03/25 13:12:04
His Egyptian set is particularly impressive!
 Half-life Deathmatch Map Recommendations?
#27371 posted by megaman [141.0.12.125] on 2016/03/25 13:41:52
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
#27372 posted by Hipshot [213.115.169.130] on 2016/03/25 13:52:55
What region is this? States?
 Germany :/
#27373 posted by megaman [141.0.12.125] on 2016/03/25 13:54:45
#27374 posted by Hipshot [213.115.169.130] on 2016/03/25 14:23:24
What do I need to join? Just HL from Steam or HLSource or what?
 Yes, Just HL From Steam ;-)
#27375 posted by megaman [141.0.12.125] on 2016/03/25 17:16:10
#27376 posted by Hipshot [213.115.169.130] on 2016/03/25 17:31:33
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 =)
#27377 posted by Spirit [92.196.1.105] on 2016/03/25 20:32:02
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
#27378 posted by megaman [141.0.12.125] on 2016/03/26 01:03:37
a mix, i'd say :D definitely not just camping and definitely no big skill
@hipshot added
#27379 posted by Jaromir83 [87.249.129.250] on 2016/03/26 08:25:36
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?
#27380 posted by madfox [84.84.178.104] on 2016/03/26 14:24:57
There's an "adjust screen" in the console options config video, that gives 5 sec delay to keep or draw the settings.
 Saving Changes
#27381 posted by Rick [75.65.153.192] on 2016/03/26 15:52:55
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
#27382 posted by metlslime [50.150.122.79] on 2016/03/26 18:51:17
autoexec.cfg he means
#27383 posted by [187.126.177.230] on 2016/03/26 22:15:07
 This Is...
#27384 posted by JPL [82.234.167.238] on 2016/03/26 22:25:18
... the new pornQuake edition
 Jaromir83
#27385 posted by mankrip [187.126.177.230] on 2016/03/27 01:39:12
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.
#27386 posted by Baker [65.60.224.195] on 2016/03/27 01:42:12
I think he uses JoeQuake so he'd need to type cfg_savevars 1 in the console.
 Quakespasm 0.91.0
#27387 posted by Jaromir83 [87.249.129.250] on 2016/03/27 11:58:24
quakespasm -heapsize 64000 -game quoth -zone 4096 -width 1600 -height 1200
after each start game is bright no matter what
 Ok
#27388 posted by Jaromir83 [87.249.129.250] on 2016/03/27 12:09:01
autoexec.cfg file, write
viewsize "100.000000"
gamma "0.990000"
scr_menuscale "1.5"
scr_sbarscale "1.5"
thanks
 What Ever Happened To...
#27389 posted by Mike Woodham [86.134.53.105] on 2016/03/27 15:11:24
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
#27391 posted by Baker [65.60.224.195] on 2016/03/27 22:15:33
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
#27392 posted by onetruepurple [95.160.159.161] on 2016/03/27 22:20:40
Is actually less than the current QS default.
#27393 posted by Kinn [81.131.206.43] on 2016/03/27 22:25:54
tbf, every map readme up until quite recently is gonna tell the player to stick all that crap in...
#27394 posted by Baker [65.60.224.195] on 2016/03/27 23:24:10
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
#27395 posted by Hipshot [94.137.102.38] on 2016/03/27 23:49:45
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
#27396 posted by mankrip [66.249.88.164] on 2016/03/28 00:34:03
 Mankrip
#27397 posted by mfx [77.179.192.117] on 2016/03/28 00:46:01
not sure, seems to be a duplicate name.
#27398 posted by Hipshot [94.137.102.38] on 2016/03/28 02:09:04
haha, I don't think that's the same guy =)
 Black Widow
#27399 posted by Mike Woodham [86.134.53.105] on 2016/03/28 08:10:54
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
#27400 posted by Jaromir83 [87.249.129.250] on 2016/03/28 13:30:59
possible to have this effect around laserbolts/explosions/shoooting grunts in other mod than Quoth pls?
#27401 posted by necros [172.98.67.52] on 2016/03/29 00:36:22
that's actually not part of quoth. simply set 'gl_flashblend' to 1.
#27402 posted by negke [31.16.58.85] on 2016/03/29 07:00:10
No. Set it to 0.
 +gl_flashblend 1
#27403 posted by Jaromir83 [87.249.129.250] on 2016/03/29 08:58:49
to the *.bat file, ok, thanks
#27404 posted by Jaromir83 [87.249.129.250] on 2016/03/29 09:22:37
whats the best +r_wateralpha settings to have transparent glass but not broken lava/slime pls?
#27405 posted by onetruepurple [95.160.159.161] on 2016/03/29 10:37:59
+gl_flashblend 1 to the *.bat file, ok, thanks
Like negke said: no, set it to 0.
#27406 posted by metlslime [50.150.122.79] on 2016/03/29 10:53:18
he says he wants the orange light sphere though.
 I Know
#27407 posted by onetruepurple [95.160.159.161] on 2016/03/29 11:59:39
But it's silly at best.
 Got Distorted Blurry Slime/lava In Quoth
#27408 posted by Jaromir83 [87.249.129.250] on 2016/03/29 12:30:06
any idea how to fix it pls?
 To The *.bat File
#27409 posted by spy [92.46.210.171] on 2016/03/29 15:15:59
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
#27410 posted by Rick [75.65.153.192] on 2016/03/29 15:35:16
#27411 posted by Shamblernaut [121.45.232.68] on 2016/03/30 20:09:59
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
#27412 posted by czg [85.227.145.43] on 2016/03/30 20:15:35
#27413 posted by metlslime [159.153.4.50] on 2016/03/30 20:20:13
they made mostly interior, architecture-heavy maps. box-shaped brushes are suited to that type of geometry.
#27414 posted by Kinn [86.131.180.198] on 2016/03/30 20:23:11
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
#27415 posted by onetruepurple [95.160.159.161] on 2016/03/30 20:28:23
quads produce better edges, smoother transitions and create better floor sections for players
the only time you triangulate is for tricky edge splits
#27416 posted by Kinn [86.131.180.198] on 2016/03/30 20:32:20
going off at a tangent, but I would love to know who decided to call them "brushes" and why.
#27417 posted by Rick [75.65.153.192] on 2016/03/30 20:59:32
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
#27418 posted by Kinn [86.131.180.198] on 2016/03/30 21:20:16
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
#27419 posted by Shamblernaut [121.45.232.68] on 2016/03/30 21:23:53
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.
#27420 posted by PuLSaR [66.102.9.21] on 2016/03/30 21:26:42
going off at a tangent, but I would love to know who decided to call them "brushes" and why.
+1
 Shamblernaut
#27421 posted by Kinn [86.131.180.198] on 2016/03/30 21:31:17
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.
#27422 posted by Kinn [86.131.180.198] on 2016/03/30 21:36:07
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.
#27423 posted by mankrip [66.249.88.164] on 2016/03/30 22:23:52
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
#27425 posted by Shamblernaut [121.45.232.68] on 2016/03/31 06:14:45
Yeah Jackhammer.
Thanks for the advice. I'll switch to TB for the more complicated stuff.
 SHAMBLERRRRRR-
#27426 posted by Shambler [92.28.130.0] on 2016/03/31 18:36:03
-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.
#27427 posted by FifthElephant [86.4.213.148] on 2016/03/31 18:59:44
Hah, that's great stuff!
 That Treeman
#27428 posted by PuLSaR [128.69.196.193] on 2016/03/31 20:46:19
is awesome. I wonder if lightning burns the hands of this treeman when he strikes with it.
 Wow Great Job
#27429 posted by Bloughsburgh [73.214.214.192] on 2016/03/31 21:18:24
No idea you did that kind of stuff, very impressive!
 Cheers Gays
#27430 posted by Shambler [92.28.130.0] on 2016/03/31 21:52:48
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?
#27431 posted by Shamblernaut [121.45.232.68] on 2016/04/01 05:59:19
make a map full of trees where you have to battle treeblers?
 TreeQblerSP
#27432 posted by negke [31.16.58.85] on 2016/04/01 08:02:46
Someone retexture the one from OpenQuartz!
 YouTube Comments
#27433 posted by mankrip [187.126.190.231] on 2016/04/01 21:23:10
"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."
#27434 posted by Kinn [109.147.49.71] on 2016/04/01 21:43:35
Do you mean to say that you browse the internet without a "disable YouTube comments" script?
 Youtube Comments Are Mostly Garbage.
#27435 posted by Shamblernaut [121.45.232.68] on 2016/04/01 21:51:34
Download a chrome plugin called Alientube, shows reddit comments for youtube videos. Far less shitposting, better discussion.
 Shamblernaut
#27436 posted by SpecialBomb [24.145.128.172] on 2016/04/01 21:53:10
Thanks for that!
 Reddit Vs Youtube Comments
#27437 posted by killpixel [174.48.226.83] on 2016/04/01 21:59:09
The difference between the two is becoming less noticeable. I feel like most redditors would prefer a 'show only my comments' option :P
#27438 posted by mankrip [187.126.190.231] on 2016/04/01 22:01:20
I never browse Reddit, so I know almost nothing about it. Will take a look.
#27439 posted by Kinn [109.147.49.71] on 2016/04/01 22:04:52
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?
#27440 posted by killpixel [174.48.226.83] on 2016/04/01 22:18:57
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.
#27441 posted by Kinn [109.147.49.71] on 2016/04/01 22:26:07
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
#27442 posted by killpixel [174.48.226.83] on 2016/04/01 22:31:20
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...
#27443 posted by SpecialBomb [24.145.128.172] on 2016/04/02 03:07:09
 Bounty Request
#27444 posted by onetruepurple [95.160.159.161] on 2016/04/02 19:44:45
A Twitch plugin which would forward stream chat into Quake chat.
#27445 posted by Spirit [80.187.98.91] on 2016/04/02 20:13:51
FTE does IRC.
 OTP
#27446 posted by Shamblernaut [121.45.232.68] on 2016/04/02 20:39:48
that would actually be really useful.
#27447 posted by negke [31.16.58.85] on 2016/04/03 10:09:40
I think there are tools to display Twitch chat in an overlay window.
 There Are Indeed
#27448 posted by onetruepurple [95.160.159.161] on 2016/04/03 10:16:10
But that's not as cool.
 Hey Distrans
#27449 posted by negke [31.16.58.85] on 2016/04/03 11:44:25
#27450 posted by kaffikopp [90.149.244.93] on 2016/04/03 15:34:05
 LOL
#27451 posted by mankrip [66.249.88.154] on 2016/04/03 17:40:02
 Is Quakenet Down?
#27452 posted by ionous [76.173.83.147] on 2016/04/03 23:13:36
It seems I cannot load Quakenet through my web browser...keeps timing out.
 Level Design Idea From H.P. Lovecraft
#27453 posted by primal [130.231.195.12] on 2016/04/04 12:07:53
 Best One
#27454 posted by onetruepurple [5.172.252.161] on 2016/04/04 12:34:52
148 Vampire dog.
 Good Dm Map Similar To Spinev2
#27455 posted by Jaromir83 [87.249.129.250] on 2016/04/05 19:07:12
pls?
 Just Played This..
#27456 posted by Mike Woodham [31.49.137.183] on 2016/04/05 21:02:58
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
#27457 posted by Bloughsburgh [73.214.214.192] on 2016/04/05 21:33:55
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
#27458 posted by Jaromir83 [87.249.129.250] on 2016/04/08 14:02:33
a ) very curvy (almost quake3-curvy), blueish(?), one wind jump.
b ) vertical, small, base, nicely curvy (Occupied Base DM3RMX style).
somebody pls tip
#27459 posted by gibbie [139.191.16.81] on 2016/04/08 14:04:55
#27460 posted by Spirit [80.187.99.121] on 2016/04/08 14:23:46
a) efdat something
#27461 posted by Johnny Law [4.16.194.34] on 2016/04/08 20:48:49
 Quake II Killers
#27463 posted by mankrip [66.249.88.159] on 2016/04/09 21:28:57
 RE: DM
#27464 posted by Jaromir83 [87.249.129.250] on 2016/04/10 13:04:09
a ) bless
b ) alcyone
thanks
 Free Sounds - 16Gb
#27465 posted by sock [190.231.253.199] on 2016/04/10 14:56:39
#27466 posted by necros [172.98.67.118] on 2016/04/10 19:37:41
that's very cool, thanks for the link. :)
#27467 posted by Baker [50.4.45.41] on 2016/04/10 20:41:37
+1 Sock link
 +2
#27468 posted by mankrip [187.126.184.143] on 2016/04/11 00:21:11
Time to boot up my other computer so I can download this.
#27469 posted by onetruepurple [95.160.159.80] on 2016/04/12 18:44:27
 At Their Center, Is Azathoth
#27470 posted by mankrip [66.249.88.159] on 2016/04/12 19:51:36
 No, Its Metatron
#27471 posted by mfx [78.55.75.134] on 2016/04/12 22:46:56
#27472 posted by Hipshot [94.137.102.38] on 2016/04/13 07:56:04
Maybe Stroggos is there somewhere...
 Stroggos Is Here
#27474 posted by [187.126.98.117] on 2016/04/15 22:12:01
 Science Fiction
#27475 posted by DeeDoubleU [37.229.210.193] on 2016/04/15 23:47:48
 Headshot's DM Map Links
#27476 posted by Jaromir83 [87.249.129.250] on 2016/04/17 09:01:40
tridm2
tridm3
fsdm3
ukooldm6
qcon1
contamin
dapak2 4 5 7 8 9
somebody pls? thnx
 Player/bot Gibbed/severed Head
#27477 posted by Jaromir83 [87.249.129.250] on 2016/04/17 09:15:48
too big. has it been fixed already in the last 20 years pls?
 Edit: Got
#27478 posted by Jaromir83 [87.249.129.250] on 2016/04/17 15:00:37
qcon1
contamin
dapak9
links for the rest somebody pls? thnx
#27479 posted by Kinn [217.35.212.81] on 2016/04/17 15:18:33
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.
#27480 posted by Spirit [80.187.104.98] on 2016/04/17 15:52:57
#27481 posted by mankrip [187.126.98.117] on 2016/04/17 23:40:46
Holy crap, OBS works incredibly better than Fraps, and has no time limit. Now I can record gameplay videos.
 OBS
#27482 posted by Bloughsburgh [73.214.214.192] on 2016/04/18 01:48:43
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.
#27483 posted by mankrip [187.126.98.117] on 2016/04/18 02:22:29
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
#27484 posted by DaZ [89.168.60.163] on 2016/04/18 14:21:22
#27485 posted by mankrip [187.126.85.41] on 2016/04/18 18:39:32
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
#27486 posted by DaZ [89.168.60.163] on 2016/04/18 20:15:39
^^
 Linux Users
#27487 posted by SleepwalkR [87.146.46.130] on 2016/04/19 20:50:38
Where are your engines installed? Are they all in one directory or is the layout different on Linux than on other platforms?
#27488 posted by Shamblernaut [121.45.237.106] on 2016/04/19 22:42:25
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)
#27489 posted by ericw [108.173.17.134] on 2016/04/19 23:06:29
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.
#27490 posted by necros [64.233.172.233] on 2016/04/20 01:32:30
I'd recommend an engine subfolder for each one, that way you don't get dll collisions.
 I Once Played A DM Map
#27492 posted by Jaromir83 [87.249.129.250] on 2016/04/20 19:38:35
via QW with some nice corridors (pentagrams in ceilings?) and a room with water reaching player's knees. ideas?
 Making Of Die Hard Trilogy
#27493 posted by Blitz [66.235.6.38] on 2016/04/21 08:06:34
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
#27494 posted by onetruepurple [95.160.159.80] on 2016/04/21 19:53:58
 As Did Chyna
#27495 posted by Bloughsburgh [75.151.243.225] on 2016/04/21 20:32:45
RIP
Far too young.
#27496 posted by Kinn [81.129.184.245] on 2016/04/21 22:41:46
My cock currently stands at half-mast in respectful memory of Chyna's meaty clitorenis.
#27497 posted by mankrip [187.126.84.14] on 2016/04/22 05:17:43
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
#27498 posted by Shamblernaut [121.45.237.106] on 2016/04/22 05:39:19
I discovered that VLC can record screen and individual windows, at least in linux anyways.
#27499 posted by mankrip [187.126.84.14] on 2016/04/22 05:47:41
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
#27500 posted by mankrip [187.126.84.14] on 2016/04/22 06:58:58
Here's my first video: Adib Murad's Signati.
Now I'll record another.
#27501 posted by Shamblernaut [121.45.237.106] on 2016/04/22 08:31:52
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
#27502 posted by Bloughsburgh [75.151.243.225] on 2016/04/22 12:10:18
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.
#27503 posted by mankrip [187.126.84.14] on 2016/04/22 15:26:02
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.
#27504 posted by scar3crow [129.135.0.21] on 2016/04/22 18:08:52
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
#27505 posted by JPL [82.234.167.238] on 2016/04/22 22:21:46
 <-
#27506 posted by [72.12.69.27] on 2016/04/22 23:21:27
 Adrian Is His New Bitch
#27507 posted by mfx [77.180.57.85] on 2016/04/22 23:35:13
that was a yt comment, i myself am sparse on those.
#27508 posted by mankrip [187.126.84.14] on 2016/04/22 23:45:11
"Comments currently unavailable."
 Good.
#27509 posted by Daya [81.250.122.194] on 2016/04/22 23:55:10
#27510 posted by Kinn [81.129.184.245] on 2016/04/23 00:43:27
"Comments currently unavailable."
Probably too many people pointing out that this Carmack is not that Carmack.
 Wait, There Is More Of Em?
#27511 posted by mfx [77.180.57.85] on 2016/04/23 01:09:27
Prolly blows some people right now.
 You Should See How Many Romeros There Are...
#27512 posted by Shambler [82.132.239.215] on 2016/04/23 09:07:25
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.
#27513 posted by Shambler [82.132.239.215] on 2016/04/23 09:10:03
Calling the "no humility" early.
 Shambs
#27514 posted by FifthElephant [86.4.213.148] on 2016/04/24 12:31:00
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.
#27515 posted by skacky [90.0.66.26] on 2016/04/24 12:56:01
Didn't Carmack have an hotel or something like that in Ireland as well?
 Yes
#27516 posted by mfx [85.179.26.251] on 2016/04/24 14:18:03
5-star Heritage Golf & Spa Resort in Killenard.
 I Dunno
#27517 posted by DaZ [89.168.60.163] on 2016/04/24 14:32:26
it's not very quakey, but could be a cool map I guess.
#27518 posted by mankrip [66.102.8.204] on 2016/04/24 18:35:36
 He Even Made An ARG
#27519 posted by Daya [92.142.135.81] on 2016/04/24 18:42:21
 Quake Hit Top 25 On Gog
#27520 posted by primal (nli) [81.175.152.198] on 2016/04/28 11:44:45
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
#27521 posted by czg [212.16.188.76] on 2016/04/28 18:04:44
#27522 posted by Johnny Law [4.16.194.34] on 2016/04/28 20:59:42
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
#27523 posted by mankrip [152.238.96.93] on 2016/04/29 02:07:23
Thanks czg, I've saved 36 pages of Quake-related stuff from that album. Will upload it later.
#27524 posted by mankrip [152.238.96.93] on 2016/04/29 03:09:50
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.
#27525 posted by crystallize [37.194.180.120] on 2016/05/02 16:01:17
Are there some cool Quake demos for protocol 666?
 Crystallize
#27526 posted by Daya [81.49.12.58] on 2016/05/02 21:06:16
 Whu?
#27527 posted by ijed [201.223.218.100] on 2016/05/04 14:38:22
 Lol That Hippie Get Me To Download A Warez Copy
#27528 posted by [188.166.6.40] on 2016/05/05 03:41:07
#27529 posted by mankrip [152.238.96.93] on 2016/05/05 04:47:06
 WTF 2
#27530 posted by mankrip [152.238.96.93] on 2016/05/05 06:00:34
 Apple Music?
#27531 posted by ijed [201.223.29.12] on 2016/05/06 02:21:46
Isn't that the one that removes unrecognised audio files from your harddrive and replaces wavs with mp3s?
 Wouldn't Suprise Me
#27532 posted by steveaaus [49.197.13.162] on 2016/05/08 12:00:09
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
#27533 posted by [49.197.13.162] on 2016/05/08 12:02:30
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
#27534 posted by Daya [86.192.84.88] on 2016/05/13 22:23:28
 RetroAhoy
#27535 posted by Mandel [80.217.64.153] on 2016/05/14 11:59:47
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)
#27537 posted by SleepwalkR [87.146.43.136] on 2016/05/15 19:30:24
that allow multiple mods?
 This Was Asked Just Recently Somewhere On These Forums
#27538 posted by Spirit [92.196.14.9] on 2016/05/15 21:20:38
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
#27539 posted by SleepwalkR [87.146.43.136] on 2016/05/15 22:08:36
TB has this ability and I was wondering if it was useful at all. I guess I'll keep it in then.
 Sleepy
#27540 posted by mfx [77.179.96.150] on 2016/05/15 22:16:19
 Uhmm
#27541 posted by mfx [77.179.96.150] on 2016/05/15 22:19:46
NVM.
 Thanks Mfx
#27542 posted by SleepwalkR [87.146.43.136] on 2016/05/15 23:23:20
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.
#27543 posted by ericw [108.173.17.134] on 2016/05/15 23:40:45
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
#27544 posted by Spirit [92.196.14.9] on 2016/05/15 23:49:11
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
#27545 posted by SleepwalkR [79.195.30.148] on 2016/05/16 08:01:20
 IGN Is Fucking Cancer
#27546 posted by killpixel [174.48.226.83] on 2016/05/16 20:53:08
that's all.
 Quake Mapping Stream -
#27547 posted by FifthElephant [82.21.157.236] on 2016/05/16 21:58:26
 Eric
#27548 posted by ijed [201.223.20.29] on 2016/05/17 21:00:44
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
#27549 posted by skacky [90.0.188.169] on 2016/05/18 00:25:48
 This Is Scary
#27551 posted by megaman [141.3.42.183] on 2016/05/20 12:35:39
 Uhmm What?
#27553 posted by mfx [92.229.133.107] on 2016/05/22 05:48:23
 It's Ok,
#27554 posted by onetruepurple [95.160.159.80] on 2016/05/22 15:14:45
They denied it, I believe them. :^)
 Impromptu Mapping Stream -
#27555 posted by FifthElephant [82.21.157.236] on 2016/05/22 23:29:11
 Anyone Know Anything?
#27556 posted by Zwiffle [24.241.228.118] on 2016/05/23 22:48:34
#27557 posted by [72.12.69.27] on 2016/05/24 00:07:13
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
#27558 posted by Zwiffle [24.241.228.118] on 2016/05/24 00:37:37
 I Agree With Anonymous
#27559 posted by Kinn [86.158.147.7] on 2016/05/24 01:00:41
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) ?
#27560 posted by FifthElephant [82.21.157.236] on 2016/05/24 01:04:31
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
#27561 posted by killpixel [174.48.226.83] on 2016/05/24 01:32:37
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.
#27562 posted by Kinn [86.158.147.7] on 2016/05/24 01:52:09
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
#27563 posted by killpixel [174.48.226.83] on 2016/05/24 02:26:08
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.
#27564 posted by Shambler [92.22.35.88] on 2016/05/24 10:38:26
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
#27565 posted by czg [212.16.188.76] on 2016/05/24 10:39:53
 First Person Dark Souls With Tons Of Jumping Puzzles
#27567 posted by onetruepurple [213.227.95.71] on 2016/05/24 11:41:03
Sounds pretty damn good to me.
 When's The Kickstarter?
#27568 posted by ijed [201.223.38.136] on 2016/05/24 13:48:07
 People Usually Frown On Backtracking These Days.
#27611 posted by czg [212.16.188.76] on 2016/05/24 15:14:34
#27612 posted by Shamblernaut [121.45.248.140] on 2016/05/24 16:00:33
that's a lot of spam.
 Holy Shit
#27613 posted by Kinn [86.158.147.7] on 2016/05/24 16:23:00
what sort of spam was that?
#27614 posted by metlslime [166.216.157.22] on 2016/05/24 16:42:05
50 new posts!
Oh.
 Still Not Convinced Another Proper Quake Is Happening
#27615 posted by Kinn [86.158.147.7] on 2016/05/24 16:59:07
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
#27616 posted by czg [212.16.188.76] on 2016/05/24 17:02:14
#27617 posted by Izhido [186.15.132.134] on 2016/05/24 17:15:59
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
#27618 posted by killpixel [174.48.226.83] on 2016/05/24 17:19:44
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...
#27619 posted by Shambler [92.22.35.88] on 2016/05/24 20:37:06
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....
#27620 posted by Kinn [86.158.147.7] on 2016/05/24 22:22:01
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.
#27621 posted by [72.12.69.27] on 2016/05/24 22:28:11
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
#27622 posted by onetruepurple [95.160.159.80] on 2016/05/24 22:40:11
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.
#27623 posted by killpixel [174.48.226.83] on 2016/05/24 23:22:53
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
#27624 posted by FifthElephant [82.21.157.236] on 2016/05/24 23:42:28
 Wagh?
#27625 posted by ijed [201.223.38.136] on 2016/05/25 04:50:06
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.
#27626 posted by metlslime [50.150.122.79] on 2016/05/25 07:31:54
not sure that quake 3 told its story well :)
 LOL.
#27627 posted by Shambler [92.22.8.149] on 2016/05/25 10:24:27
Id needs to revisit RAGE really.
 Quake Doesn't Need Remaking
#27628 posted by starbuck [92.0.170.127] on 2016/05/25 12:53:22
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
#27629 posted by starbuck [92.0.170.127] on 2016/05/25 12:59:33
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
#27630 posted by Kinn [86.158.147.7] on 2016/05/25 13:32:24
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
#27631 posted by starbuck [92.0.170.127] on 2016/05/25 14:03:42
minor setback
 Games In Dev
#27632 posted by killpixel [174.48.226.83] on 2016/05/26 01:48:16
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...
#27634 posted by FifthElephant [82.21.157.236] on 2016/05/26 15:39:40
 Motorcycles Are Just Molotov Cocktails With Wheels.
#27635 posted by stevenaaus [49.182.0.249] on 2016/05/27 00:44:29
No way - SS3 :)
#27638 posted by mfx [77.180.149.243] on 2016/05/28 20:04:46
#27639 posted by onetruepurple [95.160.159.80] on 2016/05/28 20:10:05
#27640 posted by mfx [77.180.149.243] on 2016/05/28 20:36:47
 No Base In Quake?
#27641 posted by biff [99.45.86.4] on 2016/05/29 16:33:22
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.
#27644 posted by FifthElephant [82.21.157.236] on 2016/06/01 16:31:21
I'm going to be streaming for maybe an hour - https://www.twitch.tv/fifthelephant
 TIL Zer Sampled Akira
#27645 posted by onetruepurple [95.160.159.80] on 2016/06/01 17:00:35
#27647 posted by Kinn [86.158.147.7] on 2016/06/01 20:19:33
I'm going to be streaming for maybe an hour
That's what I say when I hit the gents after the 5th pint...
#27648 posted by Izhido [186.15.132.134] on 2016/06/01 23:04:40
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?
#27649 posted by mfx [77.179.164.102] on 2016/06/01 23:44:03
#27650 posted by Izhido [186.15.132.134] on 2016/06/01 23:56:27
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)?
#27651 posted by onetruepurple [95.160.159.80] on 2016/06/02 00:07:56
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)
#27652 posted by killpixel [174.48.226.83] on 2016/06/02 01:09:53
I hope they don't call it that. They did with Doom, so I guess Quake is fair game :/
#27653 posted by Zwiffle [24.241.228.118] on 2016/06/02 01:28:39
Would probably come with the new QuakeMake editor? tm
 SIGGRAPH Stuffs
#27654 posted by primal [81.175.152.198] on 2016/06/02 07:55:41
 That Reeally Was A Horrid Voiceover.
#27655 posted by Shamblernaut [121.45.230.95] on 2016/06/02 16:41:25
The "Interactive Sketching of Urban Procedural Models" looked interesting.
 Preview Of Unreal VR Editor Available
#27656 posted by primal [81.175.152.198] on 2016/06/03 08:41:43
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
#27657 posted by onetruepurple [95.160.159.80] on 2016/06/04 01:45:13
Shambler spotted.
 Brewing #27640
#27658 posted by madfox [84.84.178.104] on 2016/06/04 06:45:37
#27659 posted by onetruepurple [95.160.159.80] on 2016/06/06 10:35:59
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?
#27660 posted by FifthElephant [82.21.157.236] on 2016/06/06 12:45:52
No idea who runs that tumblr
 Tumbles
#27661 posted by Bloughsburgh [75.151.243.225] on 2016/06/06 13:55:52
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
#27662 posted by Kinn [86.158.147.7] on 2016/06/06 14:29:29
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.
#27663 posted by Spirit [92.196.3.182] on 2016/06/06 18:53:50
quakemaps.tumblr.com rules and does more good for Quake than onetruedurple ever did.
#27664 posted by FifthElephant [82.21.157.236] on 2016/06/06 23:27:04
#27665 posted by onetruepurple [213.227.95.2] on 2016/06/08 10:28:02
#27666 posted by Daya [86.192.38.41] on 2016/06/12 01:12:15
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
#27667 posted by onetruepurple [95.160.159.80] on 2016/06/12 01:20:54
FTE supports it?
#27668 posted by Baker [50.4.45.41] on 2016/06/12 01:30:28
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".
#27669 posted by Spike [86.169.39.20] on 2016/06/12 02:50:00
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
#27670 posted by Shamblernaut [121.45.230.253] on 2016/06/12 05:57:34
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
#27671 posted by total_newbie [91.64.85.121] on 2016/06/12 20:25:37
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
#27672 posted by Preach [77.99.55.146] on 2016/06/12 21:04:20
 Thanks!
#27673 posted by total_newbie [91.64.85.121] on 2016/06/12 23:31:49
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 =(
#27674 posted by PuLSaR [128.72.3.25] on 2016/06/13 05:05:25
 Yeah :/
#27675 posted by killpixel [174.48.226.83] on 2016/06/13 05:09:45
prey seems neat though.
#27676 posted by FifthElephant [82.21.157.236] on 2016/06/13 05:21:17
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
#27677 posted by killpixel [174.48.226.83] on 2016/06/13 05:44:16
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
#27678 posted by skacky [90.0.190.208] on 2016/06/13 06:29:14
the guys who brought you amazing, timeless classics such as Will Rock, Timeshift or RIPD: The Game.
#27679 posted by mankrip [186.227.14.198] on 2016/06/13 06:52:50
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.
#27680 posted by Zwiffle [24.241.228.118] on 2016/06/13 07:03:43
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
#27681 posted by Daya [86.192.38.41] on 2016/06/13 11:00:37
Never cared that much about Q3, for FPS multiplayer action I always had UT.
 Anybody In Irland?
#27683 posted by megaman [77.176.37.200] on 2016/06/14 22:55:20
 Romero Is!
#27684 posted by generic [67.233.133.11] on 2016/06/15 00:50:27
:)
 Weirdness When Using "restart" To Restart A Map
#27685 posted by total_newbie [91.64.85.121] on 2016/06/16 01:47:34
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
#27686 posted by ijed [201.223.26.168] on 2016/06/16 13:41:35
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
#27687 posted by total_newbie [91.64.85.121] on 2016/06/16 14:28:37
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
#27688 posted by Cocerello [213.60.80.32] on 2016/06/16 19:22:48
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.
#27689 posted by total_newbie [91.64.85.121] on 2016/06/16 19:59:31
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.
#27690 posted by Shambler [92.22.57.138] on 2016/06/17 18:04:12
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
#27691 posted by negke [31.16.58.85] on 2016/06/17 19:35:55
 Sounds Good I'll Take A Dozen
#27693 posted by Kinn [81.131.159.129] on 2016/06/17 20:57:54
 Lmao Thats So Fucking Old I Recognize The Url
#27694 posted by onetruepurple [178.37.204.221] on 2016/06/17 21:15:55
Glad you finally found a penis you can ferl good about Spirit.
 LGR Does Quake
#27695 posted by killpixel [174.48.226.83] on 2016/06/17 22:41:35
#27696 posted by Baker [50.4.45.41] on 2016/06/18 09:27:49
He must be old school. He's using ProQuake. But it isn't modern ProQuake either, looks like GL ProQuake 3.50.
#27697 posted by Baker [50.4.45.41] on 2016/06/18 09:40:00
Ah, I guess it is modern version of ProQuake. Had a "Name Maker" in the setup menu.
 #27690
#27698 posted by JPL [82.234.167.238] on 2016/06/18 19:08:42
Have you tried anus analyzer ??
czg = secret exotic oasis
... that explains it all :)
 Dear God
#27699 posted by Bloughsburgh [24.131.201.197] on 2016/06/18 19:47:32
 InsideQC Is Dead
#27700 posted by mankrip [177.179.240.221] on 2016/06/19 06:49:07
It logs me out as soon as I click on the "reply" or "quote" buttons. It's impossible to post in there.
:\
#27701 posted by Baker [50.4.45.41] on 2016/06/19 07:14:50
I just posted there in a trivial reply to a post Spike did less than an hour ago.
#27702 posted by Izhido [181.194.213.65] on 2016/06/19 08:10:55
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..
#27703 posted by madfox [84.84.178.104] on 2016/06/19 20:04:21
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
#27704 posted by Preach [77.99.55.146] on 2016/06/19 22:21:26
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
#27705 posted by total_newbie [91.64.85.121] on 2016/06/20 00:59:21
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
#27706 posted by Baker [50.4.45.41] on 2016/06/20 04:41:17
Cleveland Cavaliers defeat Golden State Warriors NBA Game 7.
 Happy 20th Birthday
#27707 posted by RickyT33 [90.204.130.164] on 2016/06/22 02:43:58
Quake!
#27708 posted by metlslime [159.153.4.50] on 2016/06/22 03:51:24
oh yeah -- how is it summer already?
#27709 posted by dwere [213.87.152.124] on 2016/06/22 15:18:13
What's the okayest way of compiling a bunch of images into a new gfx.wad?
#27710 posted by Baker [50.4.45.41] on 2016/06/22 22:01:08
 This Tool Is Weird
#27711 posted by dwere [213.87.152.124] on 2016/06/22 23:22:38
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.
#27712 posted by Baker [50.4.45.41] on 2016/06/22 23:43:42
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
#27713 posted by dwere [213.87.152.124] on 2016/06/22 23:46:13
 Hypothesising Negative Effects Of Modular Mesh Based Level Design
#27714 posted by Bal [109.7.65.250] on 2016/06/23 15:04:51
Not sure I agree with all of it, but interesting little rant.
https://www.youtube.com/watch?v=6ubu76gEvM8
 Hmm
#27715 posted by Bal [109.7.65.250] on 2016/06/23 15:08:00
That's actually a one year old video, was probably posted here already since then, still interesting these days anyways.
 #27714
#27716 posted by Kinn [86.190.136.228] on 2016/06/23 16:33:09
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.
#27717 posted by [82.234.167.238] on 2016/06/23 20:31:00
ditto...
 FML
#27718 posted by dwere [213.87.152.252] on 2016/06/24 01:11:42
#27719 posted by dwere [213.87.152.252] on 2016/06/24 01:38:54
Apparently, it doesn't like true color PNG pics. Indexed work fine.
#27720 posted by Spike [86.183.130.73] on 2016/06/24 01:47:08
the image clearly wasn't brown enough...
hurrah for palettes.
 Well
#27721 posted by Bal [109.7.65.250] on 2016/06/24 10:02:10
My condolences to all our British comrades.
#27722 posted by Baker [50.4.45.41] on 2016/06/24 12:17:33
Frexit
#27723 posted by dwere [213.87.152.252] on 2016/06/24 13:00:24
#27724 posted by Baker [50.4.45.41] on 2016/06/24 13:13:07
You've heard of Pakscape, right?
#27725 posted by dwere [213.87.152.252] on 2016/06/24 13:38:52
I've heard of PakExplorer.
I need that thing for wads.
 Meh?
#27726 posted by ijed [201.223.28.116] on 2016/06/24 16:07:19
It does nothing with wads, apart from extract them from paks.
For wads you need TexMex.
#27727 posted by dwere [213.87.152.252] on 2016/06/24 17:16:04
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
#27728 posted by killpixel [174.48.226.83] on 2016/06/24 17:33:18
The next few months/years will be pretty interesting.
 @dwere
#27729 posted by Shamblernaut [121.45.230.253] on 2016/06/24 17:44:10
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!?!
#27730 posted by sock [186.124.169.173] on 2016/06/24 18:56:57
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?
#27731 posted by negke [31.16.58.85] on 2016/06/24 19:00:55
#27732 posted by Kinn [86.190.136.228] on 2016/06/25 12:18:35
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?
#27733 posted by Daya [90.47.73.225] on 2016/06/25 14:51:54
 Welcome To Democracy, Bitch.
#27734 posted by Shambler [77.96.60.67] on 2016/06/25 14:53:34
 I'm Not Happy That Remain Lost
#27735 posted by FifthElephant [82.21.157.236] on 2016/06/25 15:30:43
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
#27736 posted by Zwiffle [24.241.228.118] on 2016/06/25 16:13:19
#27737 posted by Kinn [86.190.136.228] on 2016/06/25 17:22:12
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
#27738 posted by Zwiffle [24.241.228.118] on 2016/06/25 19:24:02
I'm not sure if you're joking or not. Tata Steel sounds like some kind of porn name.
#27739 posted by stevenaaus [144.139.192.13] on 2016/06/26 02:26:14
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.
#27740 posted by onetruepurple [95.160.159.80] on 2016/06/26 13:45:43
#27741 posted by Kinn [86.190.136.228] on 2016/06/26 16:31:53
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
#27743 posted by Zwiffle [24.241.228.118] on 2016/06/27 15:53:02
 Don't Try This At Home
#27744 posted by mankrip [177.179.241.250] on 2016/06/28 21:33:39
 OTP Pointed Out A 404,so...
#27745 posted by Shambler [77.96.60.67] on 2016/06/28 21:35:35
 Welcome Home.
#27746 posted by onetruepurple [95.160.159.80] on 2016/06/28 22:06:47
 Postal Much?
#27747 posted by Daya [92.155.130.53] on 2016/06/28 23:47:17
 So
#27748 posted by onetruepurple [95.160.159.80] on 2016/06/30 01:04:31
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.
#27749 posted by czg [85.227.145.43] on 2016/06/30 01:11:49
#27750 posted by Izhido [181.194.213.65] on 2016/06/30 03:20:46
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
#27751 posted by mankrip [187.126.186.243] on 2016/06/30 03:56:22
#27752 posted by mankrip [187.126.186.243] on 2016/06/30 05:31:37
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!
#27753 posted by xaGe [104.228.17.55] on 2016/06/30 16:29:37
 Okay This Sucks
#27754 posted by Daya [92.155.130.53] on 2016/07/01 14:09:00
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
#27755 posted by Bloughsburgh [75.151.243.225] on 2016/07/01 14:27:30
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
#27756 posted by Daya [92.155.130.53] on 2016/07/01 14:30:45
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
#27757 posted by mankrip [187.126.186.243] on 2016/07/01 15:14:39
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
#27758 posted by Daya [92.155.130.53] on 2016/07/01 15:18:50
is to release the demo with just the one finished map. But I feel like that'd be too little.
#27759 posted by Izhido [181.194.213.65] on 2016/07/01 18:47:46
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
#27760 posted by xaGe [107.77.161.7] on 2016/07/01 20:13:59
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.
#27761 posted by mankrip [187.126.186.243] on 2016/07/02 01:43:25
Nah, no problem. This way I can focus better on the rest.
 A Little Late (I Know).
#27762 posted by biff [99.45.86.4] on 2016/07/02 12:37:07
But Happy 20th B-day Quake! One more, and we can go drinking: http://i.imgur.com/aEBhyUk.jpg
 Biff0r!
#27763 posted by DaZ [79.66.140.62] on 2016/07/02 13:13:57
Nice one man :)
 Boeuf!
#27764 posted by Shambler [77.96.60.67] on 2016/07/02 14:19:35
Happy gang there :)
#27765 posted by necros [172.98.67.69] on 2016/07/04 05:18:35
why are models in a folder called 'progs'????
 License Question
#27767 posted by Jacob Rees-Mogg's Pomade [85.248.227.163] on 2016/07/05 00:11:25
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?
#27769 posted by mankrip [177.79.18.58] on 2016/07/05 12:44:08
Id doesn't license any of their engines anymore. GPL is your only option.
 @mankrip
#27770 posted by Jacob Rees-Mogg's Pomade [37.187.129.166] on 2016/07/05 13:12:36
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?
#27771 posted by Jacob Rees-Mogg's Pomade [212.47.244.193] on 2016/07/05 13:26:02
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.
#27772 posted by killpixel [174.48.226.83] on 2016/07/05 15:17:09
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.
#27773 posted by Jacob Rees-Mogg's Pomade [37.59.42.55] on 2016/07/05 19:02:56
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?
#27774 posted by Baker [50.4.45.41] on 2016/07/05 21:33:20
I think this is the same guy that insulted Kinn in the Quakespasm thread.
#27775 posted by metlslime [159.153.4.50] on 2016/07/05 21:36:20
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.
#27776 posted by FifthElephant [82.21.157.236] on 2016/07/05 21:39:58
Best to learn Unreal Ed or Unity I think.
 #27774
#27777 posted by onetruepurple [95.160.159.80] on 2016/07/05 21:52:59
I feel as if we've been getting trolled for the same anonymous person for months now.
 @fifth
#27778 posted by Baker [50.4.45.41] on 2016/07/05 22:14:22
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
#27779 posted by Jacob Rees-Mogg's Pomade [163.172.211.135] on 2016/07/05 22:43:11
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!
#27780 posted by generic [172.56.27.33] on 2016/07/11 00:10:02
GG :^)
#27781 posted by kaffikopp [90.149.244.93] on 2016/07/11 01:54:04
 Kaff
#27782 posted by FifthElephant [82.21.157.236] on 2016/07/11 02:01:59
mod of the year
#27783 posted by onetruepurple [213.227.95.71] on 2016/07/11 11:02:26
There now exists a video of me explaining the benefits of virtual reality night clubs to a group of 40 people.
 Link Plz
#27784 posted by killpixel [174.48.226.83] on 2016/07/11 16:38:16
#27785 posted by Kinn [81.131.159.129] on 2016/07/11 17:09:30
are you doing it whilst throwing shapes to some filthy beat?
 Hahah
#27786 posted by ijed [201.223.254.220] on 2016/07/13 20:18:50
That's the funniest thing I've seen today.
 Bal, Skacky, Jpl Etc.
#27788 posted by Shambler [82.132.187.46] on 2016/07/15 10:27:47
Really sorry about the Nice attack. You guys have had too much shit in the last year's. Ionous - French mapper stream playthrough soon?
#27789 posted by skacky [90.0.191.198] on 2016/07/15 11:53:07
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
#27790 posted by kaffikopp [90.149.244.93] on 2016/07/15 14:33:16
 Sickening News
#27791 posted by Daya [88.165.71.250] on 2016/07/16 10:15:31
Hopefully QExpo 2016 will cheer ourselves up.
 Shambler
#27792 posted by ionous [76.173.83.147] on 2016/07/16 18:26:18
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.
#27793 posted by ionous [76.173.83.147] on 2016/07/16 19:24:16
https://www.twitch.tv/ionous
Going stream a few maps from JPL and Skacky. Starts in about thirty minutes.
 Yeah
#27794 posted by ijed [201.223.40.186] on 2016/07/16 20:13:51
All the best for our French brothers and sisters.
 Still Alive... And Will Never Give Up
#27795 posted by JPL [65.103.204.174] on 2016/07/17 05:59:35
.. 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
#27796 posted by Zwiffle [24.241.228.118] on 2016/07/19 06:36:44
Anyone else? No one I know is watching it -_- so good
 Yup
#27797 posted by SleepwalkR [93.209.75.130] on 2016/07/19 07:04:30
Sooo good.
 Very Good
#27798 posted by DaZ [79.66.140.62] on 2016/07/19 12:34:38
recommended!
 Yeah
#27799 posted by killpixel [107.72.162.75] on 2016/07/19 23:15:57
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
#27800 posted by SleepwalkR [93.209.75.130] on 2016/07/19 23:21:15
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.
#27801 posted by . [77.180.176.217] on 2016/07/19 23:52:01
#27802 posted by . [85.181.155.14] on 2016/07/20 04:09:50
#27803 posted by [85.181.155.14] on 2016/07/20 04:13:25
 Can't Help
#27806 posted by spy [2.133.174.39] on 2016/07/25 22:41:04
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
 ಠ_ಠ
#27807 posted by killpixel [174.48.226.83] on 2016/07/25 22:48:15
 The Aristocrats
#27808 posted by Kinn [86.136.33.218] on 2016/07/26 00:53:21
 Mission 64 (Q2 N64 -> PC Recreation Attempt)
#27810 posted by MaxED [212.98.191.76] on 2016/08/01 11:56:10
About:
Missio n64 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
#27811 posted by dwere [213.87.147.226] on 2016/08/01 16:16:07
Someone should've done this a long time ago.
 #27810
#27812 posted by Kinn [86.136.33.218] on 2016/08/01 16:24:11
I am a large fan of this sort of thing
#27813 posted by dwere [213.87.147.226] on 2016/08/01 17:29:17
Even the soundtrack is in place, great.
Why autoexec though?
 MaxED
#27814 posted by FifthElephant [82.21.157.236] on 2016/08/01 20:07:10
It's good that you have done this because it was on my to-do list. :P
 MaxED
#27815 posted by mankrip [187.126.143.163] on 2016/08/02 21:28:31
Great stuff. Does it also have the extra effects of the N64 port, such as muzzleflashes and lens flare?
#27816 posted by yhe1 [74.100.55.81] on 2016/08/03 06:18:51
Someone should port the Saturn exclusive levels for Quake too!
 Lol
#27817 posted by FifthElephant [213.205.253.199] on 2016/08/03 14:07:44
They're a bit pants... The boxing ring might need extra code
#27818 posted by onetruepurple [95.160.159.80] on 2016/08/04 13:46:50
Today, 21 years ago, John Romero released the first screenshots of Quake.
 #27818
#27819 posted by Kinn [86.152.167.63] on 2016/08/04 14:06:11
...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
#27820 posted by Shamblernaut [121.45.230.253] on 2016/08/04 14:15:17
what quake would have been if the time constraints weren't there.
 Like Molyneux Promises
#27821 posted by FifthElephant [178.111.143.155] on 2016/08/04 14:23:11
Except the game is still good without the features.
#27822 posted by dwere [213.87.131.77] on 2016/08/04 14:52:36
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.
#27823 posted by Kinn [86.152.167.63] on 2016/08/04 15:20:46
Episode 4 could have benefited from being less ugly, but I doubt another month would have appreciably changed the game.
#27824 posted by Shamblernaut [121.45.230.253] on 2016/08/04 15:24:11
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
#27825 posted by Mike Woodham [87.127.250.3] on 2016/08/04 15:53:03
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.
#27826 posted by dwere [213.87.131.77] on 2016/08/04 18:12:21
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
#27827 posted by Daya [90.1.169.197] on 2016/08/05 00:32:21
https://www.youtube.com/watch?v=-UhHcEiegb8
Huh. It doesn't look that bad. Whaddaya know.
 Hmm
#27828 posted by Bloughsburgh [24.131.201.197] on 2016/08/05 00:58:18
Yeah, decent enough I liked some of those enviroments. Orbb tribute? hah.
 Quake Chumpions
#27829 posted by Kinn [86.152.167.63] on 2016/08/05 01:39:45
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
#27830 posted by FifthElephant [82.21.157.236] on 2016/08/05 01:42:58
I thought it was amusing
 Gibs
#27831 posted by Kinn [86.152.167.63] on 2016/08/05 02:00:23
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.
#27832 posted by Izhido [190.10.90.129] on 2016/08/05 04:02:08
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
#27833 posted by killpixel [174.48.226.83] on 2016/08/05 05:18:32
Is the antagonist in QCMOBAFPS2017, wasn't expecting that.
#27834 posted by dwere [213.87.130.77] on 2016/08/05 10:36:25
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.
#27835 posted by Shambler [77.96.60.67] on 2016/08/05 11:17:48
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
#27836 posted by primal [81.175.152.198] on 2016/08/07 09:42:40
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
#27837 posted by JPL [82.234.167.238] on 2016/08/07 12:15:46
http://www.scorn-game.com/
Very Alien-ish / Prometheus-ish like... really interested by the final result... though..
 Space Willies
#27838 posted by Kinn [86.154.183.109] on 2016/08/07 12:37:49
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??
#27839 posted by Shambler [77.96.60.67] on 2016/08/07 21:37:17
....that was posted in the other PC games thread two months ago??
 YES.
#27840 posted by xaGe [104.228.17.55] on 2016/08/08 02:52:34
 Just Played DMC3 While Waiting For A Download To Finish.
#27842 posted by negke [31.16.58.85] on 2016/08/14 19:55:16
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?
#27843 posted by khreathor [95.160.158.53] on 2016/08/15 02:44:00
 Ok Nevermind, I'm Blind....
#27844 posted by khreathor [95.160.158.53] on 2016/08/15 02:46:04
 Coagula
#27845 posted by Qmaster [104.235.150.207] on 2016/08/15 03:54:25
Next jam should be coagula methinks.
 I Agree, That Would Be Neat
#27846 posted by killpixel [174.48.226.83] on 2016/08/15 04:00:03
 Coagula's Been Done To Death
#27848 posted by ijed [201.223.200.193] on 2016/08/15 17:48:34
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
#27849 posted by dwere [213.87.154.241] on 2016/08/15 20:44:39
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
#27850 posted by Yhe1 [108.184.12.29] on 2016/08/17 02:34:09
Travail Sequel Jam Please!!!!
 Zero Punctuation : Quake
#27851 posted by DaZ [92.5.7.39] on 2016/08/18 01:57:33
 Mmmm
#27852 posted by Bloughsburgh [24.131.201.197] on 2016/08/18 04:28:25
Sepia strongholds with chocolate shadows...yum
 Jam Suggestion
#27853 posted by Qmaster [50.44.246.144] on 2016/08/19 04:05:39
AD, Egyptian all the way.
 #27852
#27854 posted by Kinn [86.128.231.129] on 2016/08/19 18:17:28
 +1 To Negke
#27855 posted by adib [192.228.162.157] on 2016/08/19 21:17:02
"small, action-packed levels" means more people delivering maps on time.
 Hrm
#27856 posted by killpixel [107.72.162.96] on 2016/08/19 21:45:51
I'd like to try and eek one out...
 Holy Shit, Is This True?
#27857 posted by killpixel [174.48.226.83] on 2016/08/20 03:58:36
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
#27858 posted by FifthElephant [82.21.157.236] on 2016/08/20 14:47:04
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
#27859 posted by Kinn [86.128.231.129] on 2016/08/20 14:54:09
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.
#27860 posted by FifthElephant [82.21.157.236] on 2016/08/20 15:13:09
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...
#27861 posted by Bal [83.204.135.60] on 2016/08/20 19:07:22
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 posted by mankrip [189.70.95.135] on 2016/08/20 22:30:13
 #27862
#27863 posted by Kinn [86.128.231.129] on 2016/08/20 22:50:28
trenchbrrom 3 looking good
 Game Dev
#27864 posted by killpixel [174.48.226.83] on 2016/08/20 23:05:12
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
#27865 posted by SleepwalkR [87.146.57.223] on 2016/08/20 23:25:27
Hahahaha
 Quake/MacOS X/gamepad
#27866 posted by Jago [88.113.113.204] on 2016/08/21 15:37:10
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
#27867 posted by ijed [152.172.162.246] on 2016/08/21 15:45:39
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
#27868 posted by Pritchard [131.170.5.4] on 2016/08/23 03:00:12
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.
#27869 posted by metlslime [159.153.4.50] on 2016/08/23 03:04:22
"An enemy codenamed Quake, is using his own slipgates to insert death
squads inside our bases to kill, steal, and kidnap..
 Your Point?
#27870 posted by Pritchard [131.170.5.4] on 2016/08/23 03:11:34
"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.
#27871 posted by Mugwump [80.215.72.127] on 2016/08/23 04:26:11
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
#27872 posted by Pritchard [131.170.5.1] on 2016/08/23 06:40:04
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".
#27873 posted by yhe1 [74.100.55.81] on 2016/08/23 07:03:24
Shamblers, Fiends or Vores can be scientific experimentation creatures. They fit into base theme
 Stroggos?!
#27874 posted by SleepwalkR [79.195.1.60] on 2016/08/23 07:12:11
 In My Quake?!
#27875 posted by Pritchard [131.170.5.1] on 2016/08/23 07:18:11
It's more likely than you think!
 @27873
#27876 posted by Pritchard [131.170.5.1] on 2016/08/23 07:19:18
That's an interesting take on it. So many fresh ideas! now I want to go put a shambler in a cage...
 SleepwalkR
#27877 posted by Mugwump [80.215.72.127] on 2016/08/23 09:16:21
Yes, I was referring to the Edie Pritchard and I were talking about earlier in the mapping help thread.
 Pritchard
#27878 posted by Mugwump [80.215.72.127] on 2016/08/23 09:33:32
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.
#27879 posted by Shambler [77.96.60.67] on 2016/08/23 10:19:35
HTH.
 Shambler
#27880 posted by Mugwump [80.215.72.127] on 2016/08/23 10:47:09
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?
#27881 posted by onetruepurple [95.160.159.80] on 2016/08/23 11:18:10
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?
#27882 posted by adib [192.228.161.18] on 2016/08/23 22:43:10
Imagine a base on a planet. Shamblers, vores and fiends could be fauna in the surroundings.
 Nic Idea...
#27883 posted by khreathor [95.160.158.53] on 2016/08/23 23:08:54
...but it's hard to make good looking flora in Quake.
 @kreathor
#27884 posted by [77.179.22.100] on 2016/08/23 23:47:46
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
#27885 posted by mfx [77.179.22.100] on 2016/08/23 23:49:05
i forgot my pw long ago.
#27886 posted by Kinn [86.128.231.129] on 2016/08/23 23:50:26
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
#27887 posted by ericw [199.247.128.35] on 2016/08/24 01:28:53
Latest Quakespasm supports gamepads on osx, should just work. there are some config options in the readme
 Do It Like The 90s
#27888 posted by Pritchard [131.170.5.2] on 2016/08/24 05:55:36
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
#27890 posted by adib [192.228.161.18] on 2016/08/24 21:34:34
Yes, I intend to do it in my ex-jam7 entry.
 Double Sprite Statics..,
#27891 posted by madfox [84.84.178.104] on 2016/08/24 21:55:29
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.
#27892 posted by Pritchard [121.219.4.122] on 2016/08/25 02:28:25
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
#27893 posted by killpixel [174.48.226.83] on 2016/08/25 03:58:22
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
#27895 posted by Pritchard [49.199.0.145] on 2016/08/25 04:37:27
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
#27896 posted by killpixel [174.48.226.83] on 2016/08/25 04:58:59
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
#27897 posted by Baker [50.4.45.41] on 2016/08/25 06:03:58
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
#27898 posted by Pritchard [131.170.5.3] on 2016/08/25 06:40:26
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
#27899 posted by Kinn [86.128.231.129] on 2016/08/25 09:36:23
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....
#27900 posted by dwere [213.87.145.76] on 2016/08/25 09:58:39
IIRC, even Hexen 2 had masked textures on models. I even remember it having partially translucent models.
#27901 posted by Baker [50.4.45.41] on 2016/08/25 17:19:29
Yeah, Hexen 2 that's why Spike already had it FTE. ;-)
 That's The Ticket To The Thicket!
#27902 posted by killpixel [174.48.226.83] on 2016/08/25 18:10:02
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
#27904 posted by Qmaster [50.45.43.116] on 2016/08/26 00:27:10
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...
#27906 posted by Mike Woodham [86.191.20.201] on 2016/08/28 16:15:16
...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...
#27908 posted by Mike Woodham [109.147.242.48] on 2016/08/28 20:06:38
...ch1sp1. Green, grungy, and rivetty. Nice.
 Get This
#27909 posted by onetruepurple [95.160.159.80] on 2016/08/28 20:14:45
 OTP
#27911 posted by Mike Woodham [109.147.242.48] on 2016/08/29 11:47:53
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
#27912 posted by negke [31.18.51.150] on 2016/08/29 16:31:34
Did the author submit a news post or what's the plan?
#27913 posted by Johnny Law [4.16.194.34] on 2016/08/29 18:12:53
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
#27914 posted by gotshun [96.252.231.140] on 2016/08/31 00:53:54
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.
#27915 posted by Baker [50.4.45.41] on 2016/08/31 06:39:47
Screenshots are in the folder above your maps folders.
Convert to jpg ...
http://image.online-convert.com/convert-to-jpg
#27919 posted by Pritchard [121.219.4.122] on 2016/09/01 05:16:12
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?
#27920 posted by metlslime [67.161.57.57] on 2016/09/01 08:04:35
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
#27922 posted by Pritchard [121.219.4.122] on 2016/09/01 15:07:36
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!
#27923 posted by dwere [213.87.162.49] on 2016/09/01 16:58:35
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
#27924 posted by onetruepurple [95.160.159.80] on 2016/09/01 17:30:51
HTH.
#27925 posted by Kinn [86.143.77.118] on 2016/09/01 17:38:07
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.
#27926 posted by dwere [213.87.162.49] on 2016/09/01 18:18:08
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
#27928 posted by Shamblernaut [121.45.230.242] on 2016/09/01 20:23:28
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
#27929 posted by Shamblernaut [121.45.230.242] on 2016/09/01 20:26:58
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
#27930 posted by madfox [84.84.178.104] on 2016/09/01 21:07:53
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.
#27931 posted by dwere [213.87.162.49] on 2016/09/01 21:17:18
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.
#27932 posted by Shambler [77.96.60.67] on 2016/09/01 22:45:18
#27933 posted by FifthElephant [82.21.157.236] on 2016/09/01 22:54:12
I still haven't completed them
#27934 posted by Baker [50.4.45.41] on 2016/09/01 23:03:04
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
#27935 posted by Pritchard [121.219.4.122] on 2016/09/02 06:46:15
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
#27936 posted by madfox [84.84.178.104] on 2016/09/02 18:32:05
Don't tell me I'm the only jerk that lost his gun to a Gremlin?
#27937 posted by dwere [213.87.162.113] on 2016/09/02 18:58:18
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
#27938 posted by Cocerello [213.60.80.32] on 2016/09/02 22:15:58
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
#27942 posted by Mugwump [80.215.130.206] on 2016/09/04 14:50:45
"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!
#27943 posted by madfox [84.84.178.104] on 2016/09/04 16:37:17
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!
#27944 posted by Mugwump [80.215.153.74] on 2016/09/04 17:37:10
Mapping, modeling, animating, coding... is there anything that you don't know?
 Chtulu
#27945 posted by madfox [84.84.178.104] on 2016/09/05 02:29:32
.
 Hah!
#27946 posted by Mugwump [80.215.157.172] on 2016/09/05 02:39:18
#27947 posted by killpixel [201.202.198.162] on 2016/09/05 03:30:17
ahoy released a new video today
And if you're not already subbed, go have a long, hard look in the mirror.
 Wtf Link
#27948 posted by killpixel [201.202.198.162] on 2016/09/05 03:32:05
On phone and slow, foreign wifi.
#27949 posted by Mugwump [80.215.73.194] on 2016/09/05 03:51:44
"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.
#27950 posted by Shambler [77.96.60.67] on 2016/09/05 10:22:56
On PC and fast, watched, incomprehensible shit.
 Those
#27951 posted by stevenaaus [1.132.97.67] on 2016/09/05 13:42:10
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.
#27952 posted by onetruepurple [95.160.159.80] on 2016/09/05 13:45:15
Ban skacky pls thx.
 Nothing Decent Ever Comes From This Community, Just Circle Jerking Ove
#27953 posted by czg [212.16.188.76] on 2016/09/05 15:05:46
r a 20 yo game.
This is true and good.
 Stevenaaus
#27954 posted by Mugwump [80.215.158.175] on 2016/09/05 15:37:45
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.
#27955 posted by Mugwump [80.215.153.74] on 2016/09/05 16:17:11
I mean, there's no signature on Quaddicted, only on QuakeOne, but I use the same alias and avatar on both sites.
 #27952
#27956 posted by skacky [90.0.198.238] on 2016/09/05 16:43:29
 Reds Are Evil
#27957 posted by dwere [213.87.144.150] on 2016/09/05 17:23:14
 Red
#27958 posted by Mugwump [80.215.134.186] on 2016/09/05 17:36:01
Red is blood. Red is life. Red is lava. Red is death. Red is Cacodemon. Red is Chthon. Red is 777. Red rocks!
 Skacky
#27959 posted by Mugwump [80.215.88.100] on 2016/09/05 17:44:47
You're red. Like me. And others. Don't mind purple people. They tend towards blue.
#27960 posted by dwere [213.87.144.150] on 2016/09/05 17:50:17
 Hah, Nice!
#27961 posted by Mugwump [80.215.88.100] on 2016/09/05 17:59:36
 Fukken Lol
#27962 posted by ayy lmao [166.70.207.2] on 2016/09/05 18:20:38
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
#27963 posted by onetruepurple [95.160.159.80] on 2016/09/05 18:27:09
The biggest piece of shit on func in 2016 has spoken.
 ???
#27964 posted by Mugwump [80.215.159.76] on 2016/09/05 18:29:34
???
 I Know Right?
#27965 posted by ayy lmao [178.217.187.39] on 2016/09/05 18:30:09
and I thought I was bad! ayy lmaaoooooo....
 General Abuse
#27966 posted by Mugwump [80.215.74.123] on 2016/09/05 18:38:39
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
#27967 posted by onetruepurple [95.160.159.80] on 2016/09/05 18:48:15
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.
#27968 posted by ajj lmau :DDDD [95.160.159.80] on 2016/09/05 18:50:19
huheuehueh otp got mad!!! roulf!!!!!
 There
#27969 posted by onetruepurple [95.160.159.80] on 2016/09/05 18:50:39
Spared you a response.
 Oh, The Irony...
#27970 posted by Mugwump [80.215.132.178] on 2016/09/05 18:53:20
...of calling others pieces of shit. Priceless!
 This Is Getting Old
#27971 posted by dwere [213.87.144.150] on 2016/09/05 18:57:36
#27972 posted by Mugwump [80.215.132.178] on 2016/09/05 19:02:24
He was pissing me off, but now he's really starting to become inadvertently hilarious. It's so surreal! Let him barf.
#27973 posted by Johnny Law [67.188.146.229] on 2016/09/05 19:08:07
Dude he's not even talking about you.
Take a deep breath.
 I Know!
#27974 posted by Mugwump [80.215.132.178] on 2016/09/05 19:10:31
It's like he can't help himself. Like tourette's.
 Ayy Lmao
#27975 posted by czg [212.16.188.76] on 2016/09/05 19:18:09
#27976 posted by Shamblernaut [121.45.230.242] on 2016/09/05 19:31:41
go map
 So, The Ipecacfest...
#27977 posted by Mugwump [80.215.67.15] on 2016/09/05 19:48:23
...is already over? Aww, I was having a blast! Oh well...
#27978 posted by madfox [84.84.178.104] on 2016/09/05 21:10:34
 SORRY IF REPOAST.
#27979 posted by Shambler [77.96.60.67] on 2016/09/05 23:14:35
<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
#27980 posted by stevenaaus [49.182.138.98] on 2016/09/06 11:23:13
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.
#27981 posted by ayy lmao [178.20.55.16] on 2016/09/06 11:55:56
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
#27982 posted by czg [212.16.188.76] on 2016/09/06 12:07:43
 Red = Bad
#27983 posted by Pritchard [121.219.4.122] on 2016/09/06 12:21:16
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!
#27984 posted by Mugwump [80.214.64.142] on 2016/09/06 12:54:25
With yellow in the middle... Why not trying NOT to be so exclusive? The world isn't either/or.
 Gremlins
#27985 posted by Qmaster [70.208.9.217] on 2016/09/06 19:18:45
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
#27986 posted by dwere [213.87.145.130] on 2016/09/06 19:56:41
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.
#27987 posted by negke [31.18.51.150] on 2016/09/06 20:45:43
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
#27988 posted by Cocerello [213.60.80.32] on 2016/09/06 22:37:27
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.
#27989 posted by Graf Frag [77.179.68.94] on 2016/09/07 00:42:07
What NegKe proposed is a good idea.
 Spike Mines
#27990 posted by Pritchard [121.219.4.122] on 2016/09/07 00:55:13
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...
#27991 posted by Spike [86.140.27.93] on 2016/09/07 00:58:34
MINE! MINE! THEY'RE ALL MINE!
*cough*
 Cocellero Has The Right Idea
#27992 posted by Qmaster [70.212.33.81] on 2016/09/07 03:18:41
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)
#27993 posted by Qmaster [70.212.33.81] on 2016/09/07 03:39:54
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
#27994 posted by madfox [84.84.178.104] on 2016/09/07 10:26:46
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
#27995 posted by madfox [84.84.178.104] on 2016/09/07 10:38:59
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
#27996 posted by onetruepurple [213.227.95.2] on 2016/09/07 10:52:18
Reading up on multithreaded programming and discovering that "Dekker's algorithm" is a thing.
 #27995
#27998 posted by killpixel [201.202.198.162] on 2016/09/07 18:09:01
What is that from? Did you make that?
 Shrak
#27999 posted by madfox [84.84.178.104] on 2016/09/07 22:11:27
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 !
#28000 posted by dwere [213.87.145.66] on 2016/09/07 22:25:50
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.
#28001 posted by khreathor [78.88.31.56] on 2016/09/07 23:06:56
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
#28002 posted by Kinn [86.143.77.118] on 2016/09/07 23:20:33
The only decent commercial addons were the official mission packs and malice. Everything else was cack.
 Oh, I Remember Passing Up Shrak
#28003 posted by killpixel [201.202.198.162] on 2016/09/07 23:32:15
 Shat Out By Kinnes
#28004 posted by SleepwalkR [80.187.114.86] on 2016/09/07 23:37:23
 I Know How Shotgun Will Look In CACK
#28005 posted by khreathor [78.88.31.56] on 2016/09/07 23:50:59
 Malice Is Very OK
#28006 posted by dwere [213.87.145.66] on 2016/09/07 23:54:57
#28007 posted by Kinn [86.143.77.118] on 2016/09/08 00:07:43
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
#28008 posted by dwere [213.87.145.66] on 2016/09/08 00:14:26
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!
#28009 posted by Bloughsburgh [24.131.201.197] on 2016/09/08 01:17:49
I'd love to see a nice rain effect in AD. Would add a ton of atmosphere.
 QuakeC Rain Has Problems:
#28010 posted by Baker [50.4.45.41] on 2016/09/08 02:08:53
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?
#28011 posted by ericw [108.173.17.134] on 2016/09/08 03:29:03
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
#28012 posted by killpixel [201.202.198.162] on 2016/09/08 03:50:00
DP rain/snow can easily become a framerate destroyer.
 Snowsprite
#28013 posted by madfox [84.84.178.104] on 2016/09/08 03:59:52
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
#28014 posted by metlslime [166.137.242.126] on 2016/09/08 04:40:22
Could do it as a static entity if the drop falling and splashing is a looping model animation
#28015 posted by Baker [50.4.45.41] on 2016/09/08 04:56:59
All the cheetz ideas.
/Static entity idea is very, very intriguing. Becomes almost free.
 @killpixel Re:DP Rain/snow Slow
#28016 posted by Baker [50.4.45.41] on 2016/09/08 05:03:02
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
#28017 posted by killpixel [201.202.198.162] on 2016/09/08 05:20:52
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.
#28018 posted by Kinn [86.143.77.118] on 2016/09/08 10:53:48
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
#28019 posted by Baker [50.4.45.41] on 2016/09/08 11:14:47
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
#28020 posted by DaZ [79.66.129.119] on 2016/09/08 11:29:52
 Dat Reticle Tho
#28021 posted by Kinn [86.143.77.118] on 2016/09/08 11:42:21
#28022 posted by Shamblernaut [121.45.232.24] on 2016/09/08 12:49:33
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
#28023 posted by onetruepurple [31.0.66.175] on 2016/09/08 13:02:57
#28024 posted by Kinn [86.143.77.118] on 2016/09/08 13:11:30
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.
#28025 posted by Newhouse [109.240.146.87] on 2016/09/08 15:35:54
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
#28026 posted by Baker [50.4.45.41] on 2016/09/08 20:46:39
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
#28027 posted by Newhouse [109.240.146.87] on 2016/09/08 21:02:38
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.
#28028 posted by Baker [50.4.45.41] on 2016/09/08 21:14:51
Yeah, like how torches are animated, even though they are completely inert.
#28029 posted by Spike [86.140.27.93] on 2016/09/08 21:29:57
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...
#28030 posted by Baker [50.4.45.41] on 2016/09/08 21:34:20
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.
#28031 posted by metlslime [159.153.4.50] on 2016/09/08 21:39:44
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
#28034 posted by primal (nli) [81.175.152.198] on 2016/09/09 17:40:12
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
#28035 posted by Preach [77.99.55.146] on 2016/09/09 21:41:04
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
#28036 posted by LTH [176.7.18.90] on 2016/09/09 22:52:36
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?
#28037 posted by Baker [50.4.45.41] on 2016/09/09 23:52:36
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)?
#28038 posted by Baker [50.4.45.41] on 2016/09/09 23:56:05
Here is a link to the shareware version of QME 3.1 (QMELite)
https://www.quaddicted.com/files/tools/qme31.zip
#28039 posted by Baker [50.4.45.41] on 2016/09/09 23:57:00
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 posted by killpixel [201.202.198.162] on 2016/09/10 02:08:17
 #28040
#28041 posted by mfx [92.228.155.143] on 2016/09/10 03:18:02
wow, thx kp for linking that!
 You're Very Welcome
#28042 posted by killpixel [201.202.198.162] on 2016/09/10 03:49:15
I was happy to find such a quality write-up!
 Yeah Thanks!
#28043 posted by ericw [108.173.17.134] on 2016/09/10 03:52:28
#28044 posted by Rick [75.65.153.192] on 2016/09/10 05:04:33
I need a better computer so I can play that game.
 28040
#28045 posted by Shambler [77.96.60.67] on 2016/09/10 09:46:04
Simple as that huh :0
 Sorry
#28046 posted by megaman [95.113.237.194] on 2016/09/10 15:02:21
I need a better game so I can play that computer.
 Thanks Baker
#28047 posted by LTH [176.0.90.124] on 2016/09/10 15:04:59
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
#28048 posted by negke [31.18.51.150] on 2016/09/10 17:39:48
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
#28050 posted by Joca64 [94.61.243.90] on 2016/09/11 02:06:03
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
#28051 posted by negke [31.18.51.150] on 2016/09/12 09:38:05
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
#28052 posted by megaman [95.114.122.157] on 2016/09/13 14:33:40
whats the faeture request there?
 (maybe Put It On Github)
#28053 posted by megaman [95.114.122.157] on 2016/09/13 14:33:58
 Dear Rick Lipsey.
#28054 posted by onetruepurple [95.160.159.80] on 2016/09/13 19:33:44
How's the wishes remake going?
#28055 posted by Rick [75.65.153.192] on 2016/09/13 20:47:31
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
#28056 posted by onetruepurple [95.160.159.80] on 2016/09/13 21:03:09
#28057 posted by Rick [75.65.153.192] on 2016/09/14 01:32:18
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
#28059 posted by Mugwump [80.214.116.39] on 2016/09/14 02:48:30
 Gibs Or Jibs
#28060 posted by DaZ [79.66.129.119] on 2016/09/14 02:49:51
#28061 posted by metlslime [159.153.4.50] on 2016/09/14 03:02:22
anyway it's giblets with an L, not gibets.
#28062 posted by Rick [75.65.153.192] on 2016/09/14 03:48:03
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
#28063 posted by Pritchard [131.170.5.2] on 2016/09/14 04:23:11
#28064 posted by Rick [75.65.153.192] on 2016/09/14 05:17:52
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
#28065 posted by Mike Woodham [87.127.250.3] on 2016/09/15 14:43:36
I really hate Windows sometimes. I was messing around in the registry and accidently deleted...
#28066 posted by Rick [75.65.153.192] on 2016/09/15 15:14:30
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.
#28067 posted by [177.79.19.219] on 2016/09/15 17:58:32
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
#28068 posted by Qmaster [70.195.72.82] on 2016/09/15 19:08:12
It would have in app purchases. And bug you about sharing match results on facebook.
 Hey Mike
#28069 posted by Tronyn [130.179.244.30] on 2016/09/17 04:00:27
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.
#28070 posted by Rick [75.65.153.192] on 2016/09/17 04:32:30
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.
#28071 posted by Pritchard [121.219.4.122] on 2016/09/17 05:21:52
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!
#28072 posted by Qmaster [50.109.143.170] on 2016/09/17 17:15:40
 Just Played...
#28073 posted by Mike Woodham [109.148.208.61] on 2016/09/17 21:08:57
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?
#28074 posted by adib [192.228.171.156] on 2016/09/17 22:20:23
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...
#28075 posted by Mugwump [80.215.42.230] on 2016/09/17 22:37:08
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
#28076 posted by Bloughsburgh [24.131.201.197] on 2016/09/18 00:19:22
Are great for map names.
#28077 posted by Mugwump [80.215.103.77] on 2016/09/18 10:14:29
Dibs on Welcome to the Machine.
 8-)
#28078 posted by Hrimfaxi [89.150.173.209] on 2016/09/18 16:30:51
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
#28079 posted by adib [192.228.171.156] on 2016/09/18 17:06:01
My TCC at college, back in 1995, was a strategy 2D game in Visual Basic, called Sysyphus.
 8-) Nice!
#28080 posted by Hrimfaxi [89.150.173.209] on 2016/09/18 17:23:52
#28081 posted by Mugwump [80.215.103.77] on 2016/09/18 20:00:06
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
#28082 posted by Pritchard [49.199.7.42] on 2016/09/19 04:31:54
"The Final Cut", "Terminal Frost", "In The Flesh", "The Thin Ice" would all make pretty decent names, I think.
#28083 posted by Mugwump [80.214.26.1] on 2016/09/19 05:00:12
Another Brick in the Wall could be used for a Backsteingotik-inspired map.
 Just Played...
#28085 posted by Mike Woodham [109.148.208.61] on 2016/09/19 10:04:35
...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?
#28086 posted by Mugwump [80.214.26.1] on 2016/09/19 10:37:10
 Mi!ke
#28087 posted by negke [31.18.51.150] on 2016/09/19 12:02:33
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
#28088 posted by Mike Woodham [109.148.208.61] on 2016/09/19 13:27:02
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
#28089 posted by Mugwump [80.214.26.1] on 2016/09/19 15:57:15
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
#28096 posted by Mugwump [80.215.159.117] on 2016/09/20 07:31:17
It would seem spammers are on a roll today...
 Just Played...
#28097 posted by Mike Woodham [109.148.208.61] on 2016/09/20 23:02:51
...Hangover Devastation by Ankh.
Good monster placement, and nice architecture. Liked it.
 Deathmatch Classic's Unusable Leftovers Of 3WaveCTF Has Been Recreated
#28100 posted by Daya [86.192.98.7] on 2016/09/21 21:44:02
#28101 posted by Johnny Law [4.16.194.34] on 2016/09/22 00:29:47
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.
#28102 posted by dwere [213.87.146.123] on 2016/09/22 00:44:21
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.
#28104 posted by Daya [86.192.98.7] on 2016/09/22 14:01:11
DMC's weapons ported to Quake when?
 Complaining About The Weather ...
#28105 posted by Baker [50.4.45.41] on 2016/09/22 14:11:48
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...
#28106 posted by Pritchard [121.219.4.122] on 2016/09/22 14:18:30
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.
#28107 posted by Kinn [86.140.23.106] on 2016/09/22 14:31:33
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:
#28108 posted by Shamblernaut [121.45.237.124] on 2016/09/22 14:32:23
is there any possibility that these can retain the original particle aesthetic?
each individual pixel bigger with less of them?
#28109 posted by dwere [213.87.146.123] on 2016/09/22 14:43:54
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!
#28110 posted by Baker [50.4.45.41] on 2016/09/22 14:50:00
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.
#28111 posted by Pritchard [121.219.4.122] on 2016/09/22 14:51:50
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
#28112 posted by Daya [86.192.98.7] on 2016/09/22 14:53:31
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
#28113 posted by Kinn [86.140.23.106] on 2016/09/22 15:14:25
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.
#28114 posted by dwere [213.87.146.123] on 2016/09/22 15:19:02
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
#28115 posted by dwere [213.87.146.123] on 2016/09/22 15:20:16
Learn a new word every week with Kinn!
 Baker
#28116 posted by Shamblernaut [121.45.237.124] on 2016/09/22 15:49:11
will the effects be available via quakec?
#28117 posted by Baker [50.4.45.41] on 2016/09/22 21:11:41
AFAIK they are, but I'm not Mr. QuakeC and know little about it.
 Just Played...
#28118 posted by Mike Woodham [109.148.208.61] on 2016/09/22 21:17:54
Egypt by Drew and Hrimfaxi, from February 2006.
Great architecture and real sense of scale. Quoth not overused at all. Nice map.
#28119 posted by Pritchard [49.199.1.74] on 2016/09/22 23:44:17
Thanks, Kinn. Now I'm counting the days until someone makes a goatse particle...
#28120 posted by Kinn [86.140.23.106] on 2016/09/22 23:50:50
I believe the Large Hardon Collider is currently trying to create the Goatse Particle.
#28121 posted by Mugwump [80.214.17.167] on 2016/09/23 02:19:40
I didn't know the LHC people were stretching their anus. Where are they on the prolapse front?
 For Science
#28122 posted by Pritchard [131.170.5.5] on 2016/09/23 02:58:01
Still waiting for the perfect "black" hole to come along, I think.
 Oh My...
#28123 posted by Mugwump [80.215.195.211] on 2016/09/23 03:09:19
Have we stumbled into Clerks 3?
 "Google"
#28125 posted by Pritchard [131.170.5.5] on 2016/09/23 07:08:24
Man, I just know when I see that post that func_msgboard is really shooting up the PageRanks...
#28126 posted by Pritchard [121.219.4.122] on 2016/09/23 14:00:58
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
#28127 posted by DaZ [79.66.129.119] on 2016/09/23 14:03:14
#28128 posted by Mugwump [80.215.207.223] on 2016/09/23 14:10:27
Why get rid of it? It looks cool. Do you mean fun gameplay-wise or detail-wise?
#28129 posted by Pritchard [121.219.4.122] on 2016/09/23 14:19:35
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!
#28130 posted by Mugwump [80.215.107.166] on 2016/09/23 14:52:12
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.
#28131 posted by Mugwump [80.215.101.97] on 2016/09/23 15:01:43
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.
#28132 posted by Pritchard [121.219.4.122] on 2016/09/23 15:40:38
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...
#28133 posted by Mugwump [80.215.203.181] on 2016/09/23 16:50:56
"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.
#28134 posted by Rick [75.65.153.192] on 2016/09/23 17:45:40
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.
#28135 posted by Mugwump [80.214.24.222] on 2016/09/23 19:11:25
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.
#28136 posted by Pritchard [49.199.37.20] on 2016/09/24 02:21:50
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...
#28137 posted by Rick [75.65.153.192] on 2016/09/24 02:48:58
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.
#28138 posted by Pritchard [49.199.37.20] on 2016/09/24 03:28:02
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.
#28139 posted by Mugwump [83.202.132.146] on 2016/09/24 03:34:45
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?
#28142 posted by Pritchard [101.180.189.241] on 2016/09/24 04:49:20
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
#28143 posted by Mugwump [83.202.132.146] on 2016/09/24 05:00:41
 Someone Really Needs To Sell Jerseys...
#28152 posted by Mugwump [80.215.46.240] on 2016/09/24 12:55:04
 Can An Admin Please Block This Spambot Address?
#28155 posted by Mugwump [80.215.46.240] on 2016/09/24 14:49:25
 Doom And Fallout 4 For $20
#28156 posted by Rick [75.65.153.192] on 2016/09/24 15:29:49
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??
#28157 posted by Shambler [88.111.223.224] on 2016/09/24 15:39:16
Sick promo anyway bro :)
#28158 posted by Rick [75.65.153.192] on 2016/09/24 15:48:56
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
#28159 posted by Mugwump [80.215.46.240] on 2016/09/24 16:34:53
 Why Aren't Posts That Are Flagged As Spam Not Hidden Or Deleted?
#28161 posted by negke [31.18.51.150] on 2016/09/24 16:59:59
All the mention of spam increases this sites spamgoogle rang!
 +1 Negke
#28163 posted by Mugwump [80.215.46.240] on 2016/09/24 17:33:41
Yeah, they should.
 An Article From Pc Gamer
#28166 posted by primal (nli) [81.175.152.198] on 2016/09/24 22:30:49
#28167 posted by Baker [50.4.45.41] on 2016/09/25 07:48:15
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 ...
#28168 posted by Spike [86.169.38.94] on 2016/09/25 10:21:15
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
#28169 posted by mankrip [177.79.17.50] on 2016/09/25 11:21:08
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.
#28170 posted by Baker [50.4.45.41] on 2016/09/25 11:52:30
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."
#28171 posted by Mugwump [80.214.125.174] on 2016/09/25 12:26:53
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
#28172 posted by primal (nli) [81.175.152.198] on 2016/09/25 12:31:34
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
#28173 posted by dwere [213.87.146.138] on 2016/09/25 12:34:31
 Mod Contest?
#28174 posted by Mugwump [80.215.174.203] on 2016/09/26 03:09:25
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
#28176 posted by Mugwump [80.215.174.203] on 2016/09/26 10:45:54
Spambots are getting smarter here... Now they try to look like real people, like this Ravi "person" above.
#28177 posted by onetruepurple [213.227.95.2] on 2016/09/26 12:04:16
There would be significantly less spam if you didn't frequently comment on spam posts.
 OTP
#28178 posted by Mugwump [80.215.174.203] on 2016/09/26 12:44:32
I didn't know that commenting after a spam increased the spam attacks. Sorry.
 I Think The Point Is That
#28179 posted by Kinn [86.140.23.106] on 2016/09/26 17:19:29
Replying to a spam post with a worthless comment is also spam. HTH :)
#28180 posted by Error 71 [88.111.208.81] on 2016/09/26 17:22:06
Spam error.
#28181 posted by [80.215.174.203] on 2016/09/26 17:37:29
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...
#28182 posted by Mike Woodham [109.149.215.187] on 2016/09/26 18:18:19
"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?
#28184 posted by Daya [86.192.98.7] on 2016/09/27 11:41:18
 Boom Ka-chuk
#28185 posted by quacky_boom_boom [178.32.3.240] on 2016/09/27 23:24:29
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
#28186 posted by killpixel [174.48.226.83] on 2016/09/29 00:39:27
here's a bunch of free texture resources, or you can buy the zip of ~600 images.
#28187 posted by Pritchard [121.219.4.122] on 2016/09/29 01:41:24
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
#28188 posted by Qmaster [50.45.47.8] on 2016/09/29 01:52:37
#28189 posted by mankrip [186.227.14.198] on 2016/09/29 01:56:53
Those seems to be for CG movies, not for games. <a href="http://seamless-pixels.blogspot.com.br/2011_11_01_archive.html">Source.
#28190 posted by mankrip [186.227.14.198] on 2016/09/29 01:58:05
 Well, Yeah
#28191 posted by killpixel [174.48.226.83] on 2016/09/29 02:01:28
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!
#28192 posted by Pritchard [131.170.5.6] on 2016/09/29 05:13:47
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.
#28193 posted by dwere [213.87.145.36] on 2016/09/29 12:16:14
Making all the bumps from scratch is pure masochism, so yeah.
 Glad
#28194 posted by Cocerello [213.60.80.32] on 2016/09/29 14:44:42
to see your textures again, it's been a long time.
 #28191
#28195 posted by mankrip [179.236.233.183] on 2016/09/29 16:56:38
I've taken another look, and there's definitely a few ones I could use.
#28196 posted by killpixel [174.48.226.83] on 2016/09/29 18:09:44
Cocerello - more to come, this time accompanied by geometry and lighting! (not for quake, I'm afraid)
Mankrip - good, glad someone found it useful.
#28197 posted by Mugwump [80.215.71.189] on 2016/09/29 18:15:11
"not for quake, I'm afraid"
What for, then?
#28198 posted by killpixel [174.48.226.83] on 2016/09/29 18:55:24
Just a personal project.
#28199 posted by Baker [50.4.45.41] on 2016/09/30 00:32:55
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
#28200 posted by Mugwump [80.215.76.113] on 2016/09/30 02:18:28
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
#28201 posted by primal (nli) [81.175.152.198] on 2016/09/30 16:01:32
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
#28202 posted by Qmaster [70.195.75.145] on 2016/09/30 16:13:13
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.
#28203 posted by Mugwump [80.214.116.128] on 2016/09/30 16:41:37
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.
#28204 posted by onetruepurple [95.160.159.80] on 2016/09/30 16:48:39
1. Plasma Gaunt.
2. I really don't think those two are comparable at all.
3. Quoth Plasma Gun.
 Good Questions.
#28205 posted by Shambler [88.111.205.36] on 2016/09/30 17:26:22
1. Gaaaaay.
2. Bent as fuck.
3. Your mom.
#28206 posted by mindbound [62.85.19.238] on 2016/09/30 18:37:34
AD on all counts.
 None
#28207 posted by kaffikopp [90.149.246.64] on 2016/09/30 19:25:02
id1 fo lyfe
#28208 posted by metlslime [159.153.4.50] on 2016/09/30 19:49:43
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
#28209 posted by Kinn [86.140.23.106] on 2016/09/30 19:58:11
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
#28210 posted by killpixel [107.72.162.57] on 2016/09/30 19:59:43
#28211 posted by Rick [75.65.153.192] on 2016/09/30 20:21:43
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
#28212 posted by mankrip [179.236.233.183] on 2016/09/30 22:42:05
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
#28213 posted by khreathor [78.88.31.113] on 2016/10/01 05:33:26
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
#28214 posted by killpixel [174.48.226.83] on 2016/10/01 05:41:17
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
#28215 posted by Mugwump [83.202.84.73] on 2016/10/01 05:49:23
Sorry... couldn't resist the wordplay. Me likey the snowy texies!
 Kingpin
#28216 posted by Rick [75.65.153.192] on 2016/10/01 06:19:58
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.
#28217 posted by khreathor [78.88.31.113] on 2016/10/01 06:41:20
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.
#28218 posted by Mugwump [80.215.36.162] on 2016/10/01 11:07:18
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
#28219 posted by nitin [220.244.163.153] on 2016/10/01 13:34:38
is a very nice game.
 Hey
#28220 posted by Qmaster [50.40.202.177] on 2016/10/01 14:55:05
Should we create a Netradiant thread with the links provided by ww in the mapping help thread?
#28221 posted by Kinn [86.140.23.106] on 2016/10/01 16:34:59
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
#28222 posted by Qmaster [50.40.202.177] on 2016/10/01 18:38:42
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...
#28223 posted by Mike Woodham [109.146.201.87] on 2016/10/02 10:30:13
... 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
#28224 posted by dwere [213.87.129.9] on 2016/10/02 10:56:16
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.
#28225 posted by onetruepurple [95.160.159.80] on 2016/10/02 13:34:29
<cardo> yes, spoiler alert: I am onetruepurple's ass skin
 Dwere
#28226 posted by Mugwump [80.215.14.136] on 2016/10/03 05:58:58
Yeah, the first gun sucks major ass, but it gets better when you have more firepower.
 Question
#28227 posted by mankrip [179.236.233.183] on 2016/10/04 02:51:20
#28228 posted by Baker [69.47.142.25] on 2016/10/04 03:05:26
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.
#28229 posted by Pritchard [49.199.31.19] on 2016/10/04 03:49:43
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
#28230 posted by Mugwump [80.214.22.110] on 2016/10/04 04:41:48
What was the question?
This seems like a cool article, thanks for the link. I had no idea Laidlaw had worked @id.
 #28230
#28231 posted by mankrip [179.236.233.183] on 2016/10/04 04:53:42
Oh, I forgot to remove the title before posting.
I couldn't formulate the question.
#28232 posted by mankrip [177.79.17.56] on 2016/10/05 03:31:02
#28233 posted by dwere [213.87.147.122] on 2016/10/05 04:00:28
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
#28234 posted by Qmaster [70.195.71.100] on 2016/10/05 04:47:04
 @mk
#28235 posted by Baker [69.47.142.25] on 2016/10/05 05:09:28
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.
#28236 posted by Mugwump [80.215.155.162] on 2016/10/05 05:13:22
I guess if id were starting today they would be an indie dev team.
 Baker
#28237 posted by mankrip [186.227.14.198] on 2016/10/05 05:51:20
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"
#28238 posted by Baker [69.47.142.25] on 2016/10/05 06:02:59
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
#28239 posted by mankrip [186.227.14.198] on 2016/10/05 10:27:15
#28240 posted by mankrip [186.227.14.198] on 2016/10/05 13:28:34
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...
#28241 posted by [87.127.250.3] on 2016/10/05 17:11:05
...people who liked the kinds of things they were creating...
Yup, that's what being popular means.
#28242 posted by Killes [91.1.52.223] on 2016/10/05 17:17:24
"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
#28243 posted by Mugwump [80.215.11.114] on 2016/10/05 20:56:04
 Too Bad The Mod Itself Is So Trashy
#28244 posted by dwere [213.87.147.122] on 2016/10/05 21:38:53
 Poppycock
#28245 posted by [109.147.247.191] on 2016/10/05 22:47:20
Gobbledygook, Hogglewash
 Anyone Who Hates Brutal Doom Is A SJW Feminist Cuck
#28246 posted by Vivian James [62.80.200.190] on 2016/10/06 04:24:45
 Thought I'd Share This
#28247 posted by Qmaster [50.40.202.177] on 2016/10/06 06:05:44
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
#28248 posted by primal (nli) [81.175.152.198] on 2016/10/06 09:01:54
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
#28249 posted by Pritchard [121.219.4.122] on 2016/10/06 11:04:13
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
#28250 posted by Daya [81.49.140.252] on 2016/10/06 11:06:18
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
#28251 posted by Kinn [82.132.244.127] on 2016/10/06 11:18:44
No flak, I tread over those noises too - the grunts are so annoying.
#28252 posted by dwere [213.87.147.250] on 2016/10/06 13:46:29
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.
#28253 posted by Pritchard [121.219.4.122] on 2016/10/06 13:50:27
Being in constant pain makes it really metal. It's part of the Quake aesthetic /s
#28254 posted by Killes [91.1.58.37] on 2016/10/06 14:00:27
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.
#28255 posted by Kinn [86.149.69.132] on 2016/10/06 14:07:13
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
#28256 posted by DaZ [79.66.139.150] on 2016/10/06 14:32:13
ooiOioiOiOioiio
#28257 posted by mankrip [179.197.182.165] on 2016/10/06 19:39:01
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
#28258 posted by SleepwalkR [93.209.90.84] on 2016/10/06 20:05:51
 LOL Daz.
#28259 posted by Shambler [88.210.179.35] on 2016/10/06 23:15:03
 Could Try Smaller Buttplug?
#28260 posted by Kinn [86.149.69.132] on 2016/10/07 01:33:14
 So That's What Hardcore Gaming Is All About
#28261 posted by dwere [213.87.147.250] on 2016/10/07 01:52:50
#28262 posted by Mugwump [80.214.112.98] on 2016/10/07 03:34:41
If I wore that thing you'd have to call me Cameltoe.
Jessica Jones, S01E05
 New Directors Commentary On Bioshock
#28263 posted by killpixel [174.48.226.83] on 2016/10/07 07:19:30
 #28260.
#28264 posted by Shambler [88.210.179.35] on 2016/10/07 11:34:38
Don't even know what that's replying to, but I agree.
 Another 44khz Shotgun Sound Test
#28265 posted by [167.114.118.4] on 2016/10/07 15:45:56
 I Think I Broke That Site
#28266 posted by [37.187.147.158] on 2016/10/07 15:59:10
Probably cause it had "cock" in that filename.
This should work...
guncock.wav
#28267 posted by khreathor [194.181.150.108] on 2016/10/07 17:27:02
Probably cause it had "cock" in that filename.
haha :D
 New Q2 MOD - Strogg Empire
#28268 posted by Void-995 [178.137.64.240] on 2016/10/07 21:40:40
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
#28269 posted by dwere [213.87.128.33] on 2016/10/07 22:30:00
Why is the rocket launcher white?
 The Graphics Are Too Good
#28270 posted by [185.100.87.82] on 2016/10/08 08:32:23
 If They Wanted To Attract More Audience
#28271 posted by Daya [81.49.140.252] on 2016/10/08 09:57:20
They should make the controls more like Q1's :^)
 Guncock.wav
#28272 posted by megaman [95.114.12.220] on 2016/10/08 13:20:58
Lacks some punch in the beginning!
 New Q2 MOD - Strogg Empire
#28273 posted by Void-995 [178.137.64.240] on 2016/10/08 11:15:52
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.
#28274 posted by Shambler [88.111.205.36] on 2016/10/08 13:30:55
What features does this in-development mod actually include??
#28275 posted by dwere [213.87.129.161] on 2016/10/08 13:42:51
Well, looks like the announcer was dropped today!
#28276 posted by Shamblernaut [121.45.237.124] on 2016/10/08 15:13:01
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.
#28277 posted by Pritchard [121.219.4.122] on 2016/10/08 15:30:16
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...
#28278 posted by Shamblernaut [121.45.237.124] on 2016/10/08 16:58:42
Early cs did it pretty well... It isn't used these days, at least not officially I think.
#28279 posted by Pritchard [121.219.4.122] on 2016/10/09 00:18:08
The only game i know of right now with a VIP mode is Insurgency. I've never tried it though.
 Strogg Empire Q2
#28280 posted by Void-995 [178.137.64.240] on 2016/10/09 08:44:01
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.
#28281 posted by Shambler [88.111.205.36] on 2016/10/09 10:24:46
So what does it currently feature??
 The Problem With
#28282 posted by Shamblernaut [121.45.237.124] on 2016/10/09 10:31:26
125 initial HP to prevent rail spam on respawn points
is one of map design, not game mechanics.
 Current State
#28283 posted by Void-995 [178.137.64.240] on 2016/10/09 11:38:58
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.
#28284 posted by Shambler [88.111.205.36] on 2016/10/09 12:59:16
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
#28285 posted by Void-995 [178.137.64.240] on 2016/10/09 13:25:44
Thanks, betas would useful for sure! I might post from time to time there about mod and my lighting tool.
#28286 posted by dwere [213.87.129.161] on 2016/10/09 20:30:13
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
#28287 posted by Daya [81.250.124.37] on 2016/10/10 22:54:41
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
#28289 posted by Void-995 [178.137.64.240] on 2016/10/11 07:43:42
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:
#28290 posted by Shambler [88.111.197.111] on 2016/10/11 22:20:43
#28291 posted by Mugwump [80.215.91.41] on 2016/10/11 22:30:30
Nice! A bit colorful IMHO (green sword?!) but very well done.
#28292 posted by Kinn [86.149.69.132] on 2016/10/11 22:36:35
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.
#28293 posted by Mugwump [80.215.69.224] on 2016/10/11 22:44:31
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
#28294 posted by FifthElephant [178.98.24.232] on 2016/10/11 23:26:22
The blue reminds me of shovel knight
 Very Cool Shambler!
#28295 posted by Bloughsburgh [71.61.61.77] on 2016/10/12 02:29:35
 Cheers Guys.
#28297 posted by Shambler [88.111.197.111] on 2016/10/12 12:18:00
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
#28298 posted by Shamblernaut [121.45.237.124] on 2016/10/12 12:38:02
It's barely painted at all, I bought it years ago.
Squigs are awesome.
 Looks Good
#28299 posted by Cocerello [213.60.80.32] on 2016/10/12 14:46:25
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.
#28300 posted by Shambler [88.111.197.111] on 2016/10/12 16:27:37
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.
#28301 posted by Rick [75.65.153.192] on 2016/10/12 16:44:14
Oblivion had weapons that were an even brighter shade of green than that.
#28302 posted by Mugwump [80.215.134.55] on 2016/10/12 22:13:34
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
#28303 posted by Cocerello [213.60.80.32] on 2016/10/13 00:37:26
Looked around a bit and it seemed to be a generic one, so i assumed, wrongly.
#28304 posted by mankrip [177.79.19.186] on 2016/10/13 16:12:12
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.
#28305 posted by mankrip [189.25.255.201] on 2016/10/13 19:16:21
Forget that. It's actually the laptop itself.
#28306 posted by Shamblernaut [121.45.237.124] on 2016/10/13 19:19:46
can you salvage the disk?
#28307 posted by mankrip [189.25.255.201] on 2016/10/13 19:44:36
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
#28308 posted by Pritchard [131.170.5.6] on 2016/10/13 23:58:52
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
#28310 posted by mankrip [189.25.255.201] on 2016/10/14 05:26:39
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
#28311 posted by Shamblernaut [121.45.233.149] on 2016/10/14 06:36:23
run it in software mode for higher fra...
oh wait.
=P
 LOL
#28312 posted by mankrip [186.243.122.92] on 2016/10/14 16:37:35
 Six On Func_msgboard
#28313 posted by Shambler [88.111.197.111] on 2016/10/15 10:53:19
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
#28314 posted by adib [192.228.140.89] on 2016/10/15 16:16:32
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
#28315 posted by dwere [213.87.144.137] on 2016/10/15 16:51:34
Lots of ideas, not enough life.
#28316 posted by mankrip [189.24.37.168] on 2016/10/15 19:51:45
Adib.
Be guided by your vision, not by your ideas.
 Flat
#28317 posted by MarRWing [94.254.145.229] on 2016/10/15 23:36:28
To paraphrase Willem: For the record, I agree that people aren't your friends. They aren't even to be trusted, really.
#28318 posted by Baker [72.168.130.59] on 2016/10/15 23:49:36
I seem to be on an ipv6 network, checking out of curiosity to see what happens here ...
 Does This Thing Have A News Thread?
#28319 posted by megaman [95.113.197.31] on 2016/10/16 12:21:24
#28320 posted by Pritchard [121.219.4.122] on 2016/10/16 12:24:27
 WHAT IF Quake 1 Was A Children's Book?
#28321 posted by onetruepurple [95.160.159.80] on 2016/10/16 22:38:30
 #28321
#28322 posted by mankrip [186.243.81.42] on 2016/10/17 01:46:18
Quake's Ranger looks like Trent Reznor in that.
 Mission 64 (Q2 N64 -> PC Recreation Attempt)
#28323 posted by Q [24.45.129.52] on 2016/10/17 16:47:25
 Does Anyone Mind Me Using Their Mod In My Mod?
#28325 posted by Qmaster [50.45.18.249] on 2016/10/18 05:53:48
I'll of course have you in the credits and readme.
#28326 posted by Pritchard [49.199.32.59] on 2016/10/18 06:19:01
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
#28327 posted by megaman [95.113.202.234] on 2016/10/18 13:00:59
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?
#28328 posted by khreathor [91.217.18.31] on 2016/10/18 13:49:22
"Steal" it from the allocated memory! :O
 It Was A Very Specific Question For What I'm Doing...well Almost Done.
#28329 posted by Qmaster [70.195.91.117] on 2016/10/18 16:04:49
#28330 posted by metlslime [159.153.4.50] on 2016/10/18 19:34:26
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?
#28331 posted by Baker [72.168.129.178] on 2016/10/18 23:23:53
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.
#28332 posted by Spike [81.141.229.167] on 2016/10/19 09:28:18
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.
#28333 posted by Baker [72.168.129.173] on 2016/10/19 12:01:15
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
#28334 posted by Mugwump [80.215.3.72] on 2016/10/21 00:19:30
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
#28335 posted by ayy lmao [109.163.234.2] on 2016/10/21 00:26:15
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.
#28336 posted by ericw [108.173.17.134] on 2016/10/21 00:40:47
 Thanks, Eric
#28337 posted by Mugwump [83.202.198.77] on 2016/10/21 00:48:02
 About 10 Seconds In...
#28338 posted by Qmaster [50.45.18.249] on 2016/10/21 02:57:24
#28339 posted by Mugwump [80.215.3.72] on 2016/10/21 03:52:19
Ha ha, awesome! It looks like a trippy music video from the 70's...
 And The Most Informative Thread Goes To:
#28340 posted by Shambler [88.111.199.146] on 2016/10/21 11:55:24
Dusk
Posted by [212.21.66.6] on 2016/10/21 02:56:30
Have you hear of the game Dusk
#28341 posted by Pritchard [121.219.4.122] on 2016/10/21 12:03:39
I was wondering if it would manage to exist or not. Guess not.
 Buoyancy Assist Harness For A Disabled Goldfish
#28342 posted by DaZ [79.66.129.68] on 2016/10/22 12:21:33
 Well.
#28343 posted by Shambler [88.111.199.146] on 2016/10/22 12:30:04
That's made my morning.
 Re: Quake Map Status
#28344 posted by megaman [77.2.181.210] on 2016/10/24 14:02:33
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.
#28345 posted by Baker [72.168.128.136] on 2016/10/24 22:02:00
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.
#28346 posted by Killes [46.89.143.145] on 2016/10/27 08:31:58
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 ?
#28347 posted by mukor [73.94.117.141] on 2016/10/28 09:39:03
 How 2k Killed Irrational
#28348 posted by killpixel [107.72.162.93] on 2016/10/28 23:25:41
 Guess Who's Back?
#28349 posted by onetruepurple [95.160.159.222] on 2016/10/29 18:29:57
 Killpixel
#28350 posted by kditd [46.142.70.52] on 2016/10/29 22:48:51
interesting read, thanks for the link.
 You're Welcome
#28351 posted by killpixel [107.72.162.75] on 2016/10/30 02:40:09
I found it interesting too
 Heh
#28352 posted by kaffikopp [90.149.246.64] on 2016/10/31 22:48:37
 Titanfall 2 Uses Heavily Modded Source Engine
#28353 posted by primal (nli) [81.175.152.198] on 2016/11/01 08:59:38
 I Will Say Something...
#28354 posted by Shambler [77.96.60.67] on 2016/11/01 10:44:26
Titanfall2 looks fucking amazing. Even if it's Call Of Mechs.
#28355 posted by FifthElephant [82.21.157.236] on 2016/11/01 20:13:06
Been hearing a lot of good things about Titanfall 2.
 Tile Based 3d Tool
#28356 posted by FifthElephant [82.21.157.236] on 2016/11/02 00:08:43
#28357 posted by Mugwump [80.215.12.155] on 2016/11/02 16:13:55
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.
#28358 posted by negke [31.18.51.150] on 2016/11/02 19:27:08
Is it just me or is everything about jams around here in recent months?
 Huh?
#28359 posted by Bloughsburgh [75.151.243.225] on 2016/11/02 20:21:07
What's wrong with a popular topic around here being about Quake community mapping events?
#28360 posted by negke [31.18.51.150] on 2016/11/02 22:14:43
Nothing. Just don't forget to keep some individual mapping going.
 Lead By Example, Mang
#28361 posted by SleepwalkR [79.195.3.171] on 2016/11/03 00:03:59
 You Show Me Yours...
#28362 posted by generic [66.87.148.105] on 2016/11/03 00:04:52
;)
 Titanfall 2 Network
#28363 posted by DaZ [79.66.129.68] on 2016/11/03 00:14:08
search for #TF tag and join, it's public.
 Ah Okay
#28364 posted by Bloughsburgh [75.151.243.225] on 2016/11/03 12:38:47
Judging by recent screenshots, I think there are plenty of individual maps in the works!
 #28356
#28365 posted by primal (nli) [81.175.152.198] on 2016/11/03 17:02:50
It does look pretty funky. Thanks.
 I Think The General Conclusion Of This Discussion Is....
#28366 posted by Shambler [77.96.60.67] on 2016/11/03 22:04:01
NEGKE GO MAP.
 Sup Guys
#28367 posted by Shamblernaut [121.45.233.149] on 2016/11/04 22:22:16
does anyone have an animated conveyor belt texture?
#28368 posted by Mugwump [80.215.133.93] on 2016/11/04 22:40:38
Maybe check Quake 2 textures? I remember reading that it used some.
 Word Up
#28369 posted by DaZ [79.66.129.68] on 2016/11/04 23:08:02
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
#28370 posted by Qmaster [70.195.87.83] on 2016/11/05 14:37:51
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
#28371 posted by Shamblernaut [121.45.233.149] on 2016/11/05 16:18:23
You're a champ, thanks man :)
 Four Player Quake Support
#28372 posted by Baker [69.47.142.25] on 2016/11/05 17:34:26
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
#28373 posted by Shamblernaut [121.45.233.149] on 2016/11/05 18:25:51
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?
#28374 posted by SleepwalkR [87.146.34.205] on 2016/11/05 19:02:34
#28375 posted by Shamblernaut [121.45.233.149] on 2016/11/05 19:33:35
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
#28376 posted by Spike [86.139.74.68] on 2016/11/06 06:45:11
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
#28377 posted by Shamblernaut [121.45.233.149] on 2016/11/06 07:45:12
I'm a little surprised since opengl has been around forever, thanks spike
#28378 posted by Spike [86.139.74.68] on 2016/11/06 10:23:22
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
#28379 posted by Qmaster [70.195.88.164] on 2016/11/08 00:05:06
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.
#28380 posted by mukor [73.94.119.42] on 2016/11/08 01:01:31
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
#28381 posted by primal (nli) [81.175.152.198] on 2016/11/08 09:29:37
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
#28382 posted by primal (nli) [81.175.152.198] on 2016/11/08 09:34:14
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
#28383 posted by SleepwalkR [80.153.248.211] on 2016/11/08 11:04:22
So +1 for pandoc. asciidoctor is also very good and adhoc has a more expressive syntax than markdown.
 Map Process
#28384 posted by Bloughsburgh [75.151.243.225] on 2016/11/08 13:46:54
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?
#28385 posted by Pritchard [49.181.195.81] on 2016/11/08 15:05:14
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...
#28387 posted by Qmaster [70.198.69.254] on 2016/11/08 21:06:17
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:
#28388 posted by metlslime [159.153.4.50] on 2016/11/08 21:09:01
 And This One Too:
#28389 posted by metlslime [159.153.4.50] on 2016/11/08 21:11:03
#28390 posted by Rick [75.65.153.192] on 2016/11/08 21:53:22
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
#28391 posted by Qmaster [70.195.92.73] on 2016/11/08 22:36:06
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
#28392 posted by Bloughsburgh [71.61.61.77] on 2016/11/09 12:46:03
Is now the most powerful person in America.
I....I...never asked for this.
#28393 posted by Pritchard [49.180.175.107] on 2016/11/09 13:40:41
Remember: the GEP gun takedown is the most silent takedown.
deus ex theme plays in the distance (the good one)
 Mapping Process
#28394 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 14:38:00
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
#28395 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 14:38:00
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
#28396 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 14:38:00
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
#28397 posted by spy [5.251.205.85] on 2016/11/09 14:57:31
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
#28398 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 15:09:05
Cute spy.
Anyway, no idea know why that happened...clicked submit once. O_o
#28399 posted by Mugwump [80.215.103.204] on 2016/11/09 15:40:29
Must be the Brexit effect x3...
#28400 posted by Mugwump [80.215.103.204] on 2016/11/09 15:52:52
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.
#28401 posted by onetruepurple [95.160.159.222] on 2016/11/09 16:14:46
Well played everyone.
 Here's One More!
#28402 posted by czg [213.113.209.223] on 2016/11/09 17:17:53
 Salt?
#28403 posted by mfx [92.229.68.254] on 2016/11/09 17:23:11
 Welcome To Canada (and Mexico), Poor US Citizens !
#28404 posted by Barnak [70.26.251.150] on 2016/11/09 19:18:49
USA is now doomed. Trump will destroy America.
 Thank You
#28405 posted by DaZ [79.66.129.68] on 2016/11/09 19:35:36
for your bottomless political insight that everyone on this message board about Quake needed to read.
 PSA For General Abuse
#28406 posted by FifthElephant [82.21.157.236] on 2016/11/10 01:40:50
"Talk about anything in here"
;)
 I Had An Excellent Poop Today
#28407 posted by killpixel [174.48.226.83] on 2016/11/10 01:45:27
 It Was A 4 At Best.
#28408 posted by generic [66.87.149.185] on 2016/11/10 02:16:06
 So
#28409 posted by [177.79.21.106] on 2016/11/10 03:48:45
Does any of the 28K+ posts in this thread explain who's abusing the general?
 General Abuse
#28410 posted by Drew [96.52.66.66] on 2016/11/10 04:53:08
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.
#28411 posted by Mugwump [83.202.79.151] on 2016/11/10 05:28:33
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
#28412 posted by dwere [213.87.159.73] on 2016/11/10 08:39:49
 PANTMAN
#28413 posted by onetruepurple [95.160.159.222] on 2016/11/10 09:11:25
 Abuse
#28414 posted by Qmaster [70.195.90.172] on 2016/11/10 22:15:55
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!
#28415 posted by Mugwump [80.215.82.174] on 2016/11/10 22:22:58
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
#28416 posted by Qmaster [70.195.90.172] on 2016/11/10 22:27:05
Is pretty cool. Gets ridiculously hard in the later levels.
 QME 3.1
#28417 posted by negke [31.18.51.150] on 2016/11/12 13:17:43
Someone recently asked about QME sans the installer. Here it is: qME31full.zip
 Pak Vs Loose
#28418 posted by Qmaster [172.79.191.163] on 2016/11/12 21:13:41
Mod packaging question. Which is better, to use pak files or have everything loose in folders?
 Fun Fact
#28419 posted by dwere [213.87.158.137] on 2016/11/12 21:39:04
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.
#28420 posted by Mugwump [80.214.123.218] on 2016/11/12 21:59:50
...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
#28421 posted by spy [5.251.205.85] on 2016/11/12 22:08:30
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
#28422 posted by Qmaster [172.79.191.163] on 2016/11/13 00:08:45
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.
#28423 posted by [72.12.69.27] on 2016/11/13 01:12:03
.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
#28424 posted by Spike [86.183.130.116] on 2016/11/13 02:11:45
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.
#28425 posted by Shambler [88.111.211.224] on 2016/11/13 13:18:26
Pretty much the same-titled discussion my arse has the morning after the previous night's curry.
#28426 posted by [177.79.18.81] on 2016/11/13 15:10:29
Whatever you choose, don't put config files in packs; specially autoexec.cfg and config.cfg.
 I Think
#28427 posted by Qmaster [50.109.141.225] on 2016/11/14 01:11:24
I'll keep it loose, ya know. Free spirited and easily accessible.
 Shambler
#28429 posted by Kinn [81.131.206.126] on 2016/11/15 15:08:49
I prefer the term "soft Brexit" to describe early morning curry evacuations.
 @shambler Or Nitin Or Other Moderator
#28430 posted by Baker [69.47.142.25] on 2016/11/20 09:52:33
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.
#28431 posted by Baker [69.47.142.25] on 2016/11/20 10:39:13
Thanks!
 Retro Jam 5 Is Out Like The Wind!
#28432 posted by onetruepurple [95.160.159.210] on 2016/11/22 02:01:57
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
#28433 posted by Bloughsburgh [71.61.61.77] on 2016/11/22 02:06:43
Now this is exciting...not worthy of a release thread?
#28434 posted by metlslime [159.153.4.50] on 2016/11/22 02:16:16
it is, OTP just got impatient
 It's 2 Am Here
#28435 posted by onetruepurple [95.160.159.210] on 2016/11/22 02:17:13
Thanks for approval metl!
 Doom On The MacBook Pro Touch Bar
#28436 posted by mfx [77.179.44.174] on 2016/11/22 19:55:03
 Best Use Of That Thing So Far.
#28437 posted by SleepwalkR [87.146.40.69] on 2016/11/22 23:38:14
 Quake On The Sega Saturn Analysis
#28438 posted by killpixel [174.48.226.83] on 2016/11/24 00:30:39
 Map Stalling
#28439 posted by Qmaster [69.54.98.145] on 2016/11/25 04:35:03
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
#28440 posted by Mugwump [80.215.165.53] on 2016/11/25 04:59:02
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?
#28441 posted by Mugwump [80.215.99.185] on 2016/11/25 10:19:56
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
#28442 posted by metlslime [67.161.57.57] on 2016/11/25 10:22:22
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.
#28443 posted by Shambler [88.111.211.224] on 2016/11/25 11:38:31
" 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.
#28444 posted by Cocerello [213.60.80.32] on 2016/11/25 12:02:26
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
#28445 posted by madfox [84.84.178.104] on 2016/11/25 23:49:57
@-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
#28446 posted by Mugwump [80.215.99.185] on 2016/11/26 00:53:10
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.
#28447 posted by onetruepurple [95.160.159.210] on 2016/11/28 10:42:46
#28448 posted by Mugwump [80.215.170.218] on 2016/11/28 12:08:54
 Non
#28449 posted by FifthElephant [178.109.213.110] on 2016/11/28 13:50:21
;)
 Non
#28450 posted by FifthElephant [178.109.213.110] on 2016/11/28 13:50:22
;)
 Heh!
#28451 posted by Mugwump [80.215.33.69] on 2016/11/28 14:01:25
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
#28452 posted by czg [212.16.188.76] on 2016/11/28 15:40:10
ue
#28453 posted by Kinn [81.131.206.126] on 2016/11/28 15:44:31
I am so triggered right now.
 Czg
#28454 posted by Mugwump [80.215.32.55] on 2016/11/28 16:24:00
I don't disagree with this statement but any culture is so much more than its stereotypes.
 Also...
#28455 posted by Mugwump [80.215.174.16] on 2016/11/28 16:29:21
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!
#28456 posted by czg [212.16.188.76] on 2016/11/28 16:31:08
 That Would Be "omelette Au Fromage"
#28457 posted by Mugwump [80.215.173.186] on 2016/11/28 16:35:20
Omelette with cheese, not omelette of the cheese... ;)
#28458 posted by Shamblernaut [121.45.234.64] on 2016/11/28 17:08:34
I just added steam to steam as a non-steam game so I could play steam while playing steam.
...I was bored.
 Yo Dawg
#28459 posted by Qmaster [70.195.89.109] on 2016/11/28 18:08:41
#28460 posted by mukor [73.94.119.115] on 2016/11/29 00:08:17
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
#28461 posted by Qmaster [50.40.206.103] on 2016/11/30 04:07:49
(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.
#28462 posted by Pritchard [121.214.6.61] on 2016/11/30 04:36:03
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!
#28463 posted by Mugwump [80.215.79.66] on 2016/11/30 04:53:11
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?
#28464 posted by mukor [73.94.117.139] on 2016/11/30 04:53:15
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...
#28465 posted by Mugwump [80.215.79.66] on 2016/11/30 04:54:20
#28466 posted by mukor [73.94.117.139] on 2016/11/30 04:59:51
"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.
#28467 posted by mukor [73.94.117.139] on 2016/11/30 05:05:25
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
#28468 posted by Pritchard [121.214.6.61] on 2016/11/30 05:09:55
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...
#28469 posted by mukor [73.94.117.139] on 2016/11/30 05:14:14
Perhaps "Only Show Verts of Brushes Under Mouse" or something like that.
#28470 posted by Mugwump [80.215.77.74] on 2016/11/30 05:24:41
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.
#28471 posted by Rick [75.65.153.192] on 2016/11/30 09:06:22
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
#28472 posted by Pritchard [121.214.6.61] on 2016/11/30 09:33:42
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.
#28473 posted by Baker [69.47.142.25] on 2016/11/30 12:28:38
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?
#28474 posted by khreathor [91.217.18.31] on 2016/11/30 12:39:33
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
#28475 posted by Bloughsburgh [75.151.243.225] on 2016/11/30 13:19:09
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
#28476 posted by Mugwump [80.215.6.217] on 2016/11/30 15:19:12
#28477 posted by Rick [75.65.153.192] on 2016/11/30 19:15:38
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.
#28478 posted by Shamblernaut [121.45.229.244] on 2016/11/30 19:55:48
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
#28479 posted by Qmaster [70.195.68.135] on 2016/11/30 22:28:00
Also supports a "rock" primitive.
#28480 posted by Shamblernaut [121.45.229.244] on 2016/12/01 06:36:49
yeah, but that isn't much good for cliff faces is it?
 Soooo...
#28481 posted by FifthElephant [82.21.157.236] on 2016/12/01 23:54:33
it looks like the lightning gun is now real ;)
https://www.youtube.com/watch?v=_fTC_Ud_k3U
 Ooh, Me Wants One For Xmas!
#28482 posted by Mugwump [80.215.170.50] on 2016/12/02 04:22:01
 FPS VR
#28483 posted by JPL [82.234.167.238] on 2016/12/02 21:11:40
 Not Sure About That
#28484 posted by FifthElephant [82.21.157.236] on 2016/12/02 21:37:11
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
#28485 posted by Kinn [81.131.206.49] on 2016/12/02 21:40:28
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
#28486 posted by dwere [213.87.159.206] on 2016/12/02 21:58:04
 QUAKE
#28488 posted by Shambler [88.111.193.83] on 2016/12/03 13:18:50
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
#28489 posted by Bloughsburgh [71.61.61.77] on 2016/12/03 16:41:14
 Sheer Charmbler.
#28490 posted by mfx [77.180.113.49] on 2016/12/04 00:42:27
#28491 posted by mukor [73.94.117.219] on 2016/12/05 02:04:14
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
#28492 posted by madfox [84.84.178.104] on 2016/12/05 03:49:20
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.
#28493 posted by mukor [73.94.117.219] on 2016/12/05 03:52:09
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
#28494 posted by madfox [84.84.178.104] on 2016/12/05 04:00:17
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.
#28495 posted by Mugwump [80.214.66.212] on 2016/12/05 04:09:31
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.
#28496 posted by mukor [73.94.117.219] on 2016/12/05 04:14:08
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
#28497 posted by mukor [73.94.117.219] on 2016/12/05 04:14:46
Ill look into that.
#28498 posted by mukor [73.94.117.219] on 2016/12/05 04:18:26
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.
#28499 posted by Baker [69.47.142.25] on 2016/12/05 08:52:03
JoeQuake does something like that.
 @mukor
#28500 posted by Baker [69.47.142.25] on 2016/12/05 08:56:07
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).
#28501 posted by mukor [73.94.117.219] on 2016/12/05 09:15:56
Yeah the idea here is for it to work with "modern" Quake.
#28502 posted by Baker [69.47.142.25] on 2016/12/05 11:05:02
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.
#28503 posted by mukor [73.94.117.219] on 2016/12/05 11:08:55
Even if they worked, I wouldnt have a clue where to start tackling that issue. Time to learn QuakeC? errrr?
 Mirrors Tutorial
#28504 posted by Baker [69.47.142.25] on 2016/12/05 11:09:22
A quickly made mirrors tutorial:
https://youtu.be/BSSnY9DfZ9Y - Mirrors Tutorial @ YouTube
 @mukor
#28505 posted by Baker [69.47.142.25] on 2016/12/05 11:12:48
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?
#28506 posted by Newhouse [109.240.126.85] on 2016/12/05 19:04:12
Wanna make mirrors
 Newhouse
#28507 posted by PuLSaR [128.69.236.83] on 2016/12/05 19:29:26
You can find one in Leptis Magna (AD 1.5), but it's hidden well.
 Perfect~
#28508 posted by Newhouse [109.240.126.85] on 2016/12/05 19:57:15
I will find it eventually*
 @newhouse
#28509 posted by Baker [69.47.142.25] on 2016/12/06 01:00:48
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
#28510 posted by Newhouse [109.240.126.85] on 2016/12/06 03:15:54
So do everything need to be under some draw distance limitations + it must twice the amount of draws?
 Hewhouse
#28511 posted by Baker [69.47.142.25] on 2016/12/06 03:22:49
Yes, not a good idea to put a mirror in a wide open area with complex brush work and 200 monsters ;-)
#28512 posted by Baker [69.47.142.25] on 2016/12/06 03:23:31
"Hewhouse" ... sorry. Lack of edit strikes again!
 A Method For Chaining Commands
#28513 posted by primal [81.175.152.198] on 2016/12/06 13:37:36
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
#28514 posted by negke [31.18.51.150] on 2016/12/07 11:39:06
Did you happen to save the Madfox Band gifs linked here?
 Just Browsed To Func Using Lynx
#28515 posted by Shamblernaut [121.45.229.244] on 2016/12/07 17:41:06
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
#28516 posted by killpixel [174.48.226.83] on 2016/12/07 20:26:48
 Negke
#28517 posted by madfox [84.84.178.104] on 2016/12/08 00:15:43
..,and end up like Ball's Born Robotic Song?
#28518 posted by negke [31.18.51.150] on 2016/12/08 10:39:45
Quite the feature!
 Ahoy
#28519 posted by Shamblernaut [121.45.229.244] on 2016/12/08 16:43:57
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
#28520 posted by madfox [84.84.178.104] on 2016/12/08 23:42:29
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!
#28522 posted by madfox [84.84.178.104] on 2016/12/10 02:28:04
 Haha
#28523 posted by Bloughsburgh [71.61.61.77] on 2016/12/10 03:20:06
 Xiangjiao Has Won!
#28526 posted by madfox [84.84.178.104] on 2016/12/12 00:11:58
China has the biggest banana stock!
He who has the most bananas,
has won the world!!
Fyffez.
 New Doom Mini-doc
#28527 posted by killpixel [174.48.226.83] on 2016/12/13 00:51:09
#28532 posted by stevenaaus [49.181.135.31] on 2016/12/13 10:06:14
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
#28533 posted by Baker [69.47.142.25] on 2016/12/13 22:37:03
Kindly redirecting misguided guy about QuakeC stuff in wrong thread to instead post into correct thread and providing link.
 Thanks Baker
#28534 posted by Mugwump [80.215.6.36] on 2016/12/13 22:48:34
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
#28535 posted by damage_inc [208.54.85.242] on 2016/12/14 05:57:10
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
#28536 posted by Shamblernaut [121.45.229.244] on 2016/12/14 07:24:32
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
#28537 posted by Kinn [86.149.69.247] on 2016/12/14 09:30:31
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.).
#28538 posted by damage_inc [172.56.27.4] on 2016/12/14 10:45:19
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.
#28539 posted by Shamblernaut [121.45.229.244] on 2016/12/14 17:25:35
thanks for the clarification Kinn
 Rotation Support Has Oddities That Must Be Dealt With ...
#28540 posted by Baker [69.47.142.25] on 2016/12/14 18:12:12
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.
#28541 posted by ericw [108.173.17.134] on 2016/12/14 20:23:32
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?
#28542 posted by mfx [77.179.44.51] on 2016/12/14 20:30:26
Even the player?
 Umm
#28543 posted by ericw [108.173.17.134] on 2016/12/14 20:51:22
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).
#28544 posted by metlslime [159.153.4.50] on 2016/12/14 21:36:47
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.
#28545 posted by damage_inc [208.54.85.250] on 2016/12/14 21:40:29
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?
#28546 posted by metlslime [159.153.4.50] on 2016/12/14 22:02:02
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.
#28547 posted by Baker [69.47.142.25] on 2016/12/14 22:45:21
@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
#28548 posted by Baker [69.47.142.25] on 2016/12/14 23:10:00
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?
#28549 posted by ericw [108.173.17.134] on 2016/12/14 23:10:57
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
#28550 posted by Baker [69.47.142.25] on 2016/12/14 23:15:00
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.
#28551 posted by damage_inc [208.54.85.250] on 2016/12/14 23:34:52
@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...
#28552 posted by damage_inc [172.56.27.15] on 2016/12/15 02:21:19
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
#28553 posted by Shamblernaut [121.45.229.244] on 2016/12/15 04:36:04
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.
#28554 posted by Baker [69.47.142.25] on 2016/12/15 04:53:56
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
#28555 posted by Baker [69.47.142.25] on 2016/12/15 05:02:10
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...
#28556 posted by damage_inc [172.56.26.240] on 2016/12/15 05:20:06
 Baker
#28557 posted by Shamblernaut [121.45.229.244] on 2016/12/15 05:43:19
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$
#28558 posted by Mugwump [80.215.226.166] on 2016/12/15 06:32:22
Yet another reason to boycott Losedows 10! Once assholes, always assholes I guess...
 Early Demo Of A Real-time Raytracing 3D Engine
#28559 posted by primal (nli) [81.175.152.198] on 2016/12/17 11:31:18
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.
#28560 posted by Pritchard [121.214.6.61] on 2016/12/17 13:27:45
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.
#28561 posted by Shamblernaut [121.45.229.244] on 2016/12/17 15:21:32
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
#28563 posted by primal (nli) [81.175.152.198] on 2016/12/17 16:23:46
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
#28564 posted by damage_inc [172.56.27.46] on 2016/12/17 22:39:17
Euclideon???
#28565 posted by Pritchard [121.214.6.61] on 2016/12/18 01:31:23
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
#28566 posted by Shamblernaut [121.45.229.244] on 2016/12/18 04:30:26
They actually have software out there using their tech.
Just not games... maybe never games.
You can't really call that vaporware.
 @Shamblernaut
#28567 posted by damage_inc [172.56.26.151] on 2016/12/18 07:10:05
I only saw the cheesey "unlimited power" YT vids, hehe. Thanks for letting me know.
#28569 posted by mukor [73.94.119.139] on 2016/12/19 00:10:47
https://www.youtube.com/watch?v=JfMpG3RW_kU
Wolfenstein 3D running on a Game Boy Color.
#28570 posted by Shamblernaut [121.45.229.244] on 2016/12/19 06:12:26
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.
#28571 posted by Pritchard [121.214.6.61] on 2016/12/19 06:48:09
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.
#28572 posted by Shamblernaut [121.45.229.244] on 2016/12/19 09:07:04
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.
#28575 posted by Mugwump [80.214.29.232] on 2016/12/20 20:09:13
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?
#28576 posted by Johnny Law [4.16.194.34] on 2016/12/20 20:40:53
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
#28578 posted by Mugwump [90.24.129.248] on 2016/12/20 23:56:26
 70 Minutes Of Hugo Martin Talking About Cool Shit
#28579 posted by killpixel [174.48.226.83] on 2016/12/24 02:45:42
 Xmas At Func
#28580 posted by Bloughsburgh [71.61.61.77] on 2016/12/24 15:07:58
Cute present :)
 Merry Xmas Func_!
#28581 posted by Mugwump [80.215.9.145] on 2016/12/24 20:29:01
The evening has already started here, so I'll see y'all on the other side of the Christmas tree.
 Merry Xmas Too
#28582 posted by topher [190.210.159.117] on 2016/12/24 22:17:14
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
#28583 posted by skacky [82.229.36.95] on 2016/12/24 23:21:35
 On The Other Hand,
#28584 posted by Mugwump [80.215.167.243] on 2016/12/25 01:15:16
lava doesn't even hurt Superman... ;)
 @Shamblernaut
#28586 posted by Baker [69.47.142.25] on 2016/12/25 02:59:03
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
#28587 posted by Shamblernaut [121.45.229.244] on 2016/12/25 10:26:37
@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,
#28588 posted by Mugwump [80.215.175.55] on 2016/12/25 16:27:00
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
#28589 posted by Shamblernaut [121.45.229.244] on 2016/12/25 17:36:26
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
#28590 posted by onetruepurple [37.8.230.83] on 2016/12/25 17:52:58
#28591 posted by Kinn [86.149.69.247] on 2016/12/25 20:35:25
Porn On #tf Is Never Random
Indeed. It's very, very targeted.
 Merry Christmas, Happy Holidays, Cthulhu Fhtagn!
#28592 posted by Blitz [204.195.9.135] on 2016/12/25 22:55:32
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.
#28593 posted by Shambler [81.151.133.185] on 2016/12/25 23:50:44
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!
#28594 posted by mfx [77.180.170.86] on 2016/12/26 00:42:44
Go map Scampie!
 Merry Xmazz
#28595 posted by madfox [84.84.178.104] on 2016/12/26 01:57:09
yeh there's my xmass crate!
I keep promoting, a legendary year for quake2016!
 Steam Winter Sale PSA
#28596 posted by killpixel [174.48.226.83] on 2016/12/26 03:36:27
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.
#28597 posted by Pritchard [101.180.189.85] on 2016/12/26 04:39:24
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
#28598 posted by Kinn [86.149.69.247] on 2016/12/26 04:51:40
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
#28599 posted by killpixel [174.48.226.83] on 2016/12/26 05:13:25
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??
#28600 posted by dwere [158.255.177.159] on 2016/12/26 13:56:10
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
#28601 posted by Kinn [86.130.5.96] on 2016/12/26 14:16:26
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.
#28602 posted by dwere [158.255.177.159] on 2016/12/26 14:34:00
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.
#28603 posted by Mugwump [80.215.157.30] on 2016/12/26 15:27:10
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
#28604 posted by Kinn [86.130.5.96] on 2016/12/26 15:48:11
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
#28605 posted by dwere [158.255.177.159] on 2016/12/26 16:27:03
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
#28606 posted by killpixel [174.48.226.83] on 2016/12/26 18:19:53
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.
#28607 posted by dwere [5.228.164.220] on 2016/12/26 18:46:36
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.
#28608 posted by Mugwump [80.215.66.41] on 2016/12/26 19:05:34
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.
#28609 posted by Shambler [81.151.133.185] on 2016/12/26 20:25:09
But AFAIK it was decent enough. I liked Doom3 too.
But TBH, Doom4 is everything Doom3 should have been and completely overriden it.
#28610 posted by killpixel [174.48.226.83] on 2016/12/26 20:45:13
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
#28611 posted by czg [188.93.189.140] on 2016/12/28 13:37:13
 You Caught A Case Of 'the Internets'
#28612 posted by DaZ [80.42.79.117] on 2016/12/28 13:41:54
stay off public forums and it should clear up!
 #28611
#28613 posted by Kinn [86.131.182.165] on 2016/12/28 13:48:00
I see you opened that picture attachment I sent you then.
 I Thought That WAS The Picture Attachment.
#28614 posted by Shambler [217.71.204.143] on 2016/12/28 20:02:30
 Shambler
#28615 posted by Kinn [86.131.182.165] on 2016/12/28 20:32:01
My Grindr profile image can be...challenging for some to process.
 Quakec Profile
#28616 posted by madfox [84.84.178.104] on 2016/12/29 03:23:49
I have been mapping and scripting nonstop for the last strikes!
#28617 posted by Mugwump [80.215.130.59] on 2016/12/29 03:39:36
Does this mean we're gonna play a new Quake map by Madfox soon?
#28618 posted by madfox [84.84.178.104] on 2016/12/29 05:29:40
I'm more hiding for czg fog's attachment!
 True Size Of The Earth's Landmasses
#28623 posted by Kinn [86.131.182.165] on 2016/12/31 15:30:18
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
#28624 posted by killpixel [107.72.162.101] on 2016/12/31 17:19:42
 #tf In A Nutshell
#28625 posted by onetruepurple [37.8.230.53] on 2017/01/01 00:19:36
00:02:24 | <skacky__> 4053 detail
00:02:48 | <skacky__> happy new year btw
 Extended Interview With Kevin Cloud
#28626 posted by killpixel [174.48.226.83] on 2017/01/01 03:59:25
 Happy New Year!
#28627 posted by than [125.9.10.222] on 2017/01/02 06:06:17
Since I don't actually have anything interesting to say, I'll just leave it at that.
 @than
#28628 posted by khreathor [95.160.158.215] on 2017/01/02 11:07:38
Any quake mapping plans for 2017?
 Yah,
#28629 posted by Mugwump [80.215.230.236] on 2017/01/02 22:32:17
Happy New Year y'all!
#28630 posted by onetruepurple [37.8.230.53] on 2017/01/03 18:12:50
Quake to be run at AGDQ '17 next Monday: https://gamesdonequick.com/schedule
 Another Map Jam?
#28631 posted by PuLSaR [37.147.244.207] on 2017/01/03 18:28:30
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?
#28632 posted by mukor [73.94.119.159] on 2017/01/03 18:35:14
Explore Jam. No monsters on skill 0.
 @mukor
#28633 posted by dumptruck_ds [168.161.192.15] on 2017/01/03 19:37:40
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.
#28634 posted by Mugwump [80.215.44.242] on 2017/01/03 19:40:51
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
#28635 posted by dumptruck_ds [168.161.192.15] on 2017/01/03 19:49:21
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.
#28636 posted by topher [186.124.190.94] on 2017/01/03 19:51:29
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
#28637 posted by topher [186.124.190.94] on 2017/01/03 20:03:36
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
#28638 posted by Bloughsburgh [75.151.243.225] on 2017/01/03 20:03:37
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
#28639 posted by dumptruck_ds [168.161.192.15] on 2017/01/03 20:19:46
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
#28640 posted by ericw [108.173.17.134] on 2017/01/03 20:37:49
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
#28641 posted by ericw [108.173.17.134] on 2017/01/03 20:39:39
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
#28642 posted by Baker [69.47.142.25] on 2017/01/03 23:51:07
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
#28643 posted by dumptruck_ds [168.161.192.15] on 2017/01/04 00:51:16
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
#28644 posted by mfx [77.180.4.116] on 2017/01/04 03:15:50
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
#28645 posted by Shamblernaut [121.45.229.244] on 2017/01/04 04:56:02
Why is the particle code so storage / network intensive?
Does it record / transfer the location of each particle every frame?
#28646 posted by Baker [69.47.142.25] on 2017/01/04 05:58:47
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
#28647 posted by dumptruck_ds [138.229.243.25] on 2017/01/04 06:37:51
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:
#28648 posted by Shamblernaut [121.45.229.244] on 2017/01/04 07:12:16
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.
#28649 posted by Baker [69.47.142.25] on 2017/01/04 07:54:01
@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
#28650 posted by Shambler [79.154.138.169] on 2017/01/04 09:18:46
 Roulf
#28651 posted by onetruepurple [37.8.230.53] on 2017/01/04 11:08:03
Time to whip out that clip tool.
 #28649
#28652 posted by xaGe [104.228.17.55] on 2017/01/04 11:54:30
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.
#28653 posted by topher [190.210.159.117] on 2017/01/04 16:52:18
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
#28654 posted by Qmaster [70.195.88.189] on 2017/01/04 18:11:50
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.
#28655 posted by Shambler [79.154.138.169] on 2017/01/04 18:54:32
Is it b0rked for everyone?
 Works Fine For Me
#28656 posted by skacky [90.0.192.217] on 2017/01/04 18:55:33
 Extar4 Mod
#28657 posted by madfox [84.84.178.104] on 2017/01/04 19:13:46
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
#28658 posted by Shambler [79.154.138.169] on 2017/01/04 19:29:52
[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
#28659 posted by dumptruck_ds [168.161.192.15] on 2017/01/04 20:47:19
@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
#28660 posted by Baker [69.47.142.25] on 2017/01/05 07:49:46
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.
#28661 posted by xaGe [208.105.136.99] on 2017/01/05 08:07:57
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...
#28663 posted by Qmaster [70.195.89.242] on 2017/01/05 18:43:09
Contains an html readme. Maybe its the same?
 @qmaster
#28664 posted by Baker [69.47.142.25] on 2017/01/05 23:06:58
At least the page lives on in the download ;-)
 Looks The Same.
#28665 posted by xaGe [208.105.136.99] on 2017/01/06 05:36:33
 Poke Poke
#28666 posted by Shamblernaut [121.45.238.31] on 2017/01/06 17:51:26
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...
#28667 posted by Mugwump [80.215.70.57] on 2017/01/06 17:56:16
...unless the maps also have SP capability. I don't play DM.
 #28666
#28668 posted by onetruepurple [37.8.230.53] on 2017/01/06 18:01:25
Sounds like a complete waste of time.
 No Thanks
#28669 posted by Bloughsburgh [75.151.243.225] on 2017/01/06 18:12:22
I would not be interested, but a noteworthy idea!
 What's The Best Bot Mod?
#28670 posted by Kinn [86.131.182.165] on 2017/01/06 18:44:23
I'd be interested in playing some new q1dm bot action.
 Unlike Some Of These Pricks....
#28671 posted by Shambler [88.23.219.16] on 2017/01/06 18:45:20
....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
#28672 posted by Kinn [86.131.182.165] on 2017/01/06 18:47:57
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
#28673 posted by metlslime [159.153.4.50] on 2017/01/06 18:50:02
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.
#28674 posted by Mugwump [80.215.67.251] on 2017/01/06 18:53:18
What's The Best Bot Mod?
I heard (from Baker, I think) it was Frogbot.
 Cheers
#28675 posted by Kinn [86.131.182.165] on 2017/01/06 18:57:01
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
#28676 posted by Shamblernaut [121.45.238.31] on 2017/01/06 19:16:38
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.
#28677 posted by Shambler [88.23.219.16] on 2017/01/06 19:45:07
It's Kinn and yourself already, so that's a good start...
 Gah
#28678 posted by Kinn [86.131.182.165] on 2017/01/06 19:46:26
I can't enter myself obvs - too busy with work and other boring real-life stuffs!
#28679 posted by topher [190.230.241.92] on 2017/01/06 19:50:41
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?
#28680 posted by Kinn [86.131.182.165] on 2017/01/06 19:56:15
How about "maps designed primarily for DM, but with waypoints for [bot mod x] added, and also monsters for SP"
 Sounds Good
#28681 posted by Cocerello [213.60.80.32] on 2017/01/06 20:54:46
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...
#28682 posted by khreathor [95.160.158.215] on 2017/01/06 21:13:05
...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
#28683 posted by Kinn [86.131.182.165] on 2017/01/06 21:24:10
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?
#28684 posted by topher [190.230.241.92] on 2017/01/06 21:44:05
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
#28685 posted by Qmaster [70.195.69.0] on 2017/01/06 22:25:26
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.
#28686 posted by khreathor [95.160.158.215] on 2017/01/06 22:36:44
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?
#28687 posted by killpixel [107.72.162.125] on 2017/01/06 22:52:38
 The Way I Set Ezquake When I Bother To Play Quake Dm
#28688 posted by topher [190.210.159.117] on 2017/01/07 01:32:33
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
#28689 posted by Baker [72.168.130.129] on 2017/01/07 02:13:33
#28690 posted by Yhe1 [108.184.12.29] on 2017/01/07 02:44:11
Just extend the jam by a few days and add sp monsters
 #28666
#28691 posted by dumptruck_ds [168.161.192.15] on 2017/01/07 02:59:39
@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.
#28692 posted by Shamblernaut [121.45.238.31] on 2017/01/07 06:30:31
Yeah the coop thing is really interesting. Especially if you force the two players to separate and complete different portions to progress.
 Shitting Fuckomy.
#28693 posted by Shambler [88.23.219.16] on 2017/01/07 10:21:26
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.
#28694 posted by topher [190.210.159.117] on 2017/01/07 13:14:26
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
#28695 posted by topher [190.210.159.117] on 2017/01/07 13:14:26
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
#28696 posted by Shamblernaut [121.45.238.31] on 2017/01/07 14:00:54
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
#28697 posted by Breezeep_ [108.53.84.156] on 2017/01/07 22:36:12
It would be pretty interesting to see a jam that uses those kinds of mods.
 Hmmm.
#28698 posted by Shambler [88.23.219.16] on 2017/01/07 22:42:45
"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
#28699 posted by khreathor [95.160.158.215] on 2017/01/08 09:04:17
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
#28700 posted by khreathor [95.160.158.215] on 2017/01/08 09:05:09
 Paradoxes
#28701 posted by Baker [72.168.129.57] on 2017/01/08 13:10:47
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.
#28702 posted by Shamblernaut [121.45.238.31] on 2017/01/08 15:10:31
Sock has been encouraging people to map with AD on twitter.
Poke him enough and he might join in :)
#28703 posted by mukor [66.87.77.75] on 2017/01/08 15:33:26
Yeah ive come to realize how much id1 sucks to map for. Ill be avoiding it for some time.
 Nothing Wrong With Id1
#28704 posted by FifthElephant [178.107.170.172] on 2017/01/08 20:52:42
#28705 posted by mukor [73.94.118.197] on 2017/01/09 00:18:20
"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:
#28706 posted by Kinn [86.131.182.165] on 2017/01/09 00:25:09
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.
#28707 posted by Kinn [86.131.182.165] on 2017/01/09 00:26:53
I mean "The inability to have". Did a bit of double negative there I think...
 Yep
#28708 posted by Bloughsburgh [71.61.61.77] on 2017/01/09 00:31:13
The entity state system in AD is the biggest pull from me. That allows so much more creative ideas really shine.
 Demos
#28709 posted by Kinn [86.131.182.165] on 2017/01/09 17:49:49
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
#28710 posted by Kinn [86.131.182.165] on 2017/01/09 17:59:08
Has QS/MarkV made "startdemos demo1 demo2 demo3" not work anymore? I try typing that into the console and nothing happens...
 Quakespasm Disabled It
#28711 posted by onetruepurple [37.8.230.53] on 2017/01/09 17:59:09
 Ah Ok
#28712 posted by Kinn [86.131.182.165] on 2017/01/09 18:04:34
so it's totes impossible to loop demos in QS?
 Kinn
#28713 posted by ericw [108.173.17.134] on 2017/01/09 20:04:26
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
#28714 posted by topher [190.230.241.92] on 2017/01/09 20:16:31
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
#28715 posted by Kinn [86.131.182.165] on 2017/01/09 20:21:15
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.
#28716 posted by negke [31.18.51.150] on 2017/01/09 20:36:32
It also restores the level time counter in the status bar!
 Well Topher D4D Is Seriously Fun.
#28717 posted by xaGe [104.228.17.55] on 2017/01/10 02:37:11
#28718 posted by topher [190.210.159.117] on 2017/01/10 03:49:36
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
#28719 posted by Killes [62.217.45.26] on 2017/01/11 10:05:46
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
#28720 posted by Mugwump [80.215.42.252] on 2017/01/11 10:36:23
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
#28721 posted by onetruepurple [37.8.230.53] on 2017/01/11 10:53:52
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.
#28722 posted by Shambler [88.111.214.216] on 2017/01/11 11:11:52
Any new Quake maps to play??
#28723 posted by Kinn [86.131.182.165] on 2017/01/11 12:07:14
Are we in for the best year yet?
Only if Shambler makes one.
 #28721
#28724 posted by Bloughsburgh [75.151.243.225] on 2017/01/11 13:41:01
That's fucking wicked.
I'm going to contribute to that number personally.
 Make It 28
#28725 posted by onetruepurple [37.8.230.53] on 2017/01/11 19:17:25
 That's Worth A Counter
#28726 posted by dumptruck_ds [168.161.192.15] on 2017/01/11 19:29:41
on Quaddicted. Can that be added?
#28727 posted by Kinn [86.131.182.165] on 2017/01/11 19:56:49
something something quality / quantity something something...
#28728 posted by Mugwump [80.215.1.136] on 2017/01/11 21:07:22
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
#28729 posted by onetruepurple [37.8.230.53] on 2017/01/11 21:10:42
Mugwump: 0
 If You Say So...
#28730 posted by Mugwump [80.215.173.113] on 2017/01/11 21:13:46
You realize trolling people makes you the butt of the joke, not them, right?
 #28728
#28731 posted by Kinn [86.131.182.165] on 2017/01/11 21:44:01
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!
#28732 posted by Baker [69.47.142.25] on 2017/01/11 21:52:11
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
#28733 posted by Bloughsburgh [71.61.61.77] on 2017/01/11 21:55:39
 Thank You Baker
#28734 posted by Mugwump [80.215.44.103] on 2017/01/11 22:57:01
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
#28735 posted by Kinn [86.131.182.165] on 2017/01/11 23:14:38
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
#28736 posted by Baker [69.47.142.25] on 2017/01/11 23:43:24
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
#28737 posted by dumptruck_ds [168.161.192.15] on 2017/01/11 23:45:03
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
#28738 posted by Baker [69.47.142.25] on 2017/01/11 23:58:06
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
#28739 posted by Kinn [86.131.182.165] on 2017/01/12 00:14:30
No need to get all fighty about it.
 @kinn
#28740 posted by dumptruck_ds [168.161.192.15] on 2017/01/12 00:18:11
Peace!
 Fans Clamoring In The Distance
#28741 posted by Mugwump [80.215.170.41] on 2017/01/12 00:22:01
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?
#28742 posted by Baker [69.47.142.25] on 2017/01/12 00:42:40
Wouldn't that augment the hearing distance of all sounds in the map?
That's exactly what it does.
 @Baker
#28743 posted by dumptruck_ds [138.229.243.25] on 2017/01/12 09:51:41
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 ...
#28745 posted by Baker [69.47.142.25] on 2017/01/12 23:21:27
 Just Watched A Simester Of Computer Graphics Courses On Youtube
#28746 posted by killpixel [174.48.226.83] on 2017/01/13 05:42:12
now my Hindi is on point!
#28747 posted by Shamblernaut [121.45.238.31] on 2017/01/13 20:42:55
almost finished my retrojam 5 map
 Cool!
#28748 posted by Mugwump [80.215.226.107] on 2017/01/13 21:23:59
 Ah That Preach Thread Is Great
#28749 posted by Baker [69.47.142.25] on 2017/01/13 23:50:31
I don't want to post in it because I could ruin what he did there!
That's an inventive concept.
#28750 posted by Pritchard [110.148.118.214] on 2017/01/14 00:04:29
Years from now it'll be found with no context and that'll be great
#28751 posted by Pritchard [110.148.118.214] on 2017/01/14 00:04:30
Years from now it'll be found with no context and that'll be great
#28752 posted by Pritchard [110.148.118.214] on 2017/01/14 00:04:47
Oh no my first double post :(
#28753 posted by Kinn [86.131.182.165] on 2017/01/14 00:19:50
Oh no my first double post :(
I chose to read #28751. Although the content was the same, I appreciated the choice of paths :}
 Kinn
#28754 posted by mfx [78.55.120.192] on 2017/01/14 02:50:31
go map dude.
#28755 posted by Pritchard [110.148.118.214] on 2017/01/15 14:39:29
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
#28756 posted by Kinn [86.131.182.165] on 2017/01/15 14:55:17
 COD MW Or CounterStrike??
#28757 posted by Shambler [88.111.214.216] on 2017/01/15 16:43:03
#28758 posted by Johnny Law [107.208.11.198] on 2017/01/15 19:21:49
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.
#28759 posted by onetruepurple [37.8.230.53] on 2017/01/15 19:29:57
Trash person writes trash article for trash website.
He even links to fucking Darkplaces to "offend your eyes a little less".
#28760 posted by topher [190.210.159.117] on 2017/01/15 19:37:46
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
#28761 posted by adib [192.228.144.250] on 2017/01/15 20:00:56
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
#28762 posted by skacky [90.0.69.146] on 2017/01/15 21:24:21
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.
#28763 posted by Johnny Law [107.208.11.198] on 2017/01/16 01:36:08
You guys need to be less angry sometimes. :-)
#28764 posted by Pritchard [110.148.118.214] on 2017/01/16 02:05:03
this is func_, people are just always angry. <3
 Thoughts?
#28765 posted by Shamblernaut [121.45.238.31] on 2017/01/16 02:09:44
@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?
#28766 posted by khreathor [78.88.31.219] on 2017/01/16 02:17:16
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
#28767 posted by onetruepurple [37.8.230.53] on 2017/01/16 02:17:32
#28768 posted by mukor [73.94.116.245] on 2017/01/16 02:19:34
What makes a jam a jam?
#28769 posted by khreathor [78.88.31.219] on 2017/01/16 02:21:20
#28768 fruits?
 And Sugar
#28770 posted by Mugwump [90.24.132.82] on 2017/01/16 04:40:01
making design / planning documentation public (...) i.e. sketches, flow charts, etc.
Could be a valuable resource for novice mappers. Approved.
 Mukor
#28771 posted by Breezeep_ [108.53.84.156] on 2017/01/16 05:58:44
Maps, varying in size and quality. That's what makes a jam a jam.
#28773 posted by mfx [85.179.30.70] on 2017/01/17 14:58:19
 Thief
#28774 posted by madfox [84.84.178.104] on 2017/01/17 15:34:14
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...
#28775 posted by primal (nli) [81.175.152.198] on 2017/01/17 15:47:10
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
#28776 posted by xaGe [104.228.17.55] on 2017/01/17 18:09:26
The Thief game/map editor is called DromEd. You can find more than one video on Youtube about it.
#28777 posted by skacky [90.0.67.57] on 2017/01/17 18:37:37
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
#28778 posted by dumptruck_ds [168.161.192.15] on 2017/01/17 19:35:49
 +1 For Welcome To Last Week's Beef.
#28779 posted by Shambler [88.111.214.216] on 2017/01/17 20:29:54
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
#28780 posted by Kinn [86.131.182.165] on 2017/01/17 20:54:18
Not using an engine with autocomplete?
 @shambler
#28781 posted by dumptruck_ds [168.161.192.15] on 2017/01/17 21:23:15
I assumed Fifth would rename it for the final release. Never again!
8-P
 You Ain't The Boss Of Me
#28782 posted by FifthElephant [31.95.133.177] on 2017/01/18 11:55:41
 Boss
#28783 posted by madfox [84.84.178.104] on 2017/01/18 20:08:48
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
#28784 posted by adib [192.228.144.250] on 2017/01/19 15:36:09
Yes, agreed about documentation. Hope I don't loose this announcement.
 XCOM 2 Long War 2 Mod Released
#28785 posted by DaZ [80.42.79.117] on 2017/01/19 20:44:10
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...
#28786 posted by topher [190.229.13.86] on 2017/01/19 21:11:15
yeah, i saw that a few weeks ago
it's ready now
 UnrealHD (High-Res Skins)
#28787 posted by Lightning_Hunter [76.25.102.76] on 2017/01/20 01:33:30
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
#28788 posted by Shambler [88.111.214.216] on 2017/01/20 10:40:42
Shurely the AD of XCOM with Skills 0-2 missing??
#28789 posted by topher [201.253.131.77] on 2017/01/20 17:52:49
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
#28790 posted by Bloughsburgh [75.151.243.225] on 2017/01/20 18:23:29
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!
#28792 posted by madfox [84.84.178.104] on 2017/01/20 21:51:09
I've just finished one also.
Hard to keep it tight as the maps grows.
 "Dimension Of The Boomed" By Uthar
#28793 posted by Breezeep_ [108.53.84.156] on 2017/01/20 22:05:11
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
#28794 posted by FifthElephant [213.205.192.85] on 2017/01/21 00:51:37
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
#28795 posted by topher [190.210.159.117] on 2017/01/21 01:21:57
how to make a torus in trenchbroom
http://imgur.com/a/HKrNj
hopefully it's at least understandable
 @topher
#28796 posted by Newhouse [109.240.6.39] on 2017/01/21 02:06:12
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.
#28797 posted by Shambler [88.111.212.238] on 2017/01/22 20:23:40
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
#28798 posted by onetruepurple [37.8.230.53] on 2017/01/22 20:44:36
Dude who uses HIGH RES CONTENT on games from 199x is an asshole, news at 11!
 A HD-Texture-On-Low-Poly-Content Flamewar?
#28799 posted by Kinn [86.131.182.165] on 2017/01/22 21:11:01
Why that's my fetish!
I'll just leave this here: http://i.imgur.com/83v8gy1.png
#28800 posted by dwere [79.139.145.228] on 2017/01/22 21:30:25
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
#28802 posted by mankrip [189.84.178.135] on 2017/01/24 15:51:58
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...
#28804 posted by brassbite [188.98.235.185] on 2017/01/26 20:18:05
https://youtu.be/0g9SazeaeK0
Watch it!
Contains: -A very nice Quake review
-epic map names
 FreeCAD
#28806 posted by primal (nli) [85.131.26.63] on 2017/01/31 14:18:31
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!
#28808 posted by onetruepurple [37.8.230.53] on 2017/02/01 14:07:56
I voted no.
 Is It Even Legal?
#28809 posted by Cocerello [77.231.161.92] on 2017/02/01 14:41:47
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.
#28810 posted by onetruepurple [37.8.230.53] on 2017/02/02 00:17:14
 That's So Carmack.
#28811 posted by Pritchard [101.160.171.215] on 2017/02/02 00:29:47
I wonder what will happen to him. As far as I'm aware he's still rich...
 OTP
#28812 posted by mukor [73.94.119.39] on 2017/02/02 01:00:15
Where are you reading this from? Id fancy a read.
#28813 posted by Baker [69.47.142.25] on 2017/02/02 02:02:04
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.
#28814 posted by FifthElephant [82.21.157.236] on 2017/02/02 02:30:51
Imagine writing countless lines of code over multiple years... then you're told that you stole it.
Humans are weird huh?
#28815 posted by Pritchard [101.160.171.215] on 2017/02/02 03:28:32
 Re 28810
#28816 posted by Blitz [66.171.190.42] on 2017/02/02 04:15:21
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
#28817 posted by starbuck [86.136.237.67] on 2017/02/02 15:37:33
if john carmack himself is googling "how to wipe hard drive secure" there's hope for all of us
#28818 posted by Rick [75.65.153.192] on 2017/02/02 23:45:11
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
#28835 posted by megaman [95.113.221.116] on 2017/02/05 14:14:32
https://en.wikipedia.org/wiki/Data_erasure
Also: did anybody wonder why they know his google history?
#28836 posted by killpixel [174.48.226.83] on 2017/02/05 19:45:09
*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
#28837 posted by Pritchard [131.170.5.4] on 2017/02/06 01:17:09
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
#28838 posted by madfox [84.84.178.104] on 2017/02/06 20:54:10
says:
log in your sniff chip.
/P
 Fuck Kucktaku
#28839 posted by [185.165.168.123] on 2017/02/07 02:19:29
#28840 posted by Pritchard [101.160.171.215] on 2017/02/07 02:31:58
What did they do to the poor shotgun? ;-;
#28841 posted by dwere [109.252.172.59] on 2017/02/07 02:57:45
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.
#28842 posted by Shambler [88.111.202.28] on 2017/02/07 10:53:15
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...
#28843 posted by khreathor [91.217.18.31] on 2017/02/07 12:20:15
#28844 posted by Kinn [86.131.180.250] on 2017/02/07 12:36:27
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
#28845 posted by Kinn [86.131.180.250] on 2017/02/07 12:40:44
a quick ip lookup on #28839 suggests he could be our proxy troll friend
 @metl
#28846 posted by onetruepurple [37.8.230.53] on 2017/02/07 12:51:35
6 posts not shown on this page because they were spam or posted from proxy/TOR exits
 Yeah That Article Was Good
#28847 posted by starbuck [80.169.94.194] on 2017/02/07 13:42:22
really nice run down considering its from a mainstream blog that i'd agree is often pretty low-quality.
#28848 posted by metlslime [159.153.4.50] on 2017/02/07 18:55:18
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.
#28849 posted by Kinn [86.131.180.250] on 2017/02/07 19:15:42
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
#28850 posted by Kinn [86.131.180.250] on 2017/02/07 22:03:02
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
#28852 posted by onetruepurple [213.227.95.2] on 2017/02/08 10:46:38
#28808 now looks super rude.
#28853 posted by mukor [66.41.60.228] on 2017/02/08 16:35:16
lmao, oh the woes of spam filtration :P
 Heh
#28854 posted by Kinn [86.131.180.250] on 2017/02/08 16:49:22
#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 :}
#28855 posted by metlslime [159.153.4.50] on 2017/02/08 18:25:32
don't reply to spam is a good rule. Since it will be flagged eventually, your response will almost never make sense.
#28856 posted by mukor [66.41.60.228] on 2017/02/08 18:33:48
It wasnt the usual spam but instead someone thinking anyone gives a shit about a free access quake 2 remake on steam greenlight.
#28857 posted by metlslime [159.153.4.50] on 2017/02/08 18:50:14
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
#28858 posted by mfx [77.179.53.105] on 2017/02/09 02:13:29
https://www.youtube.com/embed/SVDR-y03XX4
its an official vid?!? idk, really. i have been told so..
watch it please.
 ^^^ Rejected News Item
#28860 posted by Shambler [88.111.202.28] on 2017/02/09 10:36:02
TBH avocado is pretty tasty.
#28861 posted by Pritchard [101.160.171.215] on 2017/02/09 11:00:36
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
#28862 posted by czg [212.16.188.76] on 2017/02/09 11:04:26
It's a plant
 Oh Shit I Read Wrong It Says Miracle
#28863 posted by czg [212.16.188.76] on 2017/02/09 11:04:47
mea culpa
#28864 posted by Pritchard [101.160.171.215] on 2017/02/10 08:16:14
 Pritchard
#28865 posted by Shamblernaut [121.45.236.226] on 2017/02/10 08:45:59
there is some maintenance being done on the quaddicted site atm.
follow it on twitter for news of outages and shit.
 Pritchard
#28866 posted by mukor [66.41.58.34] on 2017/02/10 09:06:52
#28867 posted by Pritchard [101.160.171.215] on 2017/02/10 11:20:27
First update since 2010 \:D/
 New Twitch Communities Feature
#28868 posted by DaZ [79.66.142.159] on 2017/02/10 14:30:29
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!
#28869 posted by Bloughsburgh [75.151.243.225] on 2017/02/10 15:04:46
#28870 posted by khreathor [91.217.18.31] on 2017/02/10 15:35:46
Sadly you can't follow this communities, which makes it redundant...
#28871 posted by PuLSaR [92.241.15.106] on 2017/02/10 16:13:07
Sadly Daz doesn't stream for this community
 Half-Life - Unreleased Deathmatch Map "Cloister"
#28872 posted by Daya [90.47.231.6] on 2017/02/10 17:09:34
 Daz Go Stream.
#28873 posted by Shambler [88.111.202.28] on 2017/02/10 21:21:09
 Steam Greenlight Is On The Way Out
#28874 posted by killpixel [174.48.226.83] on 2017/02/11 20:11:23
 #28874
#28875 posted by Bloughsburgh [71.61.61.77] on 2017/02/11 22:33:02
Videogames are Art
#28876 posted by Pritchard [101.160.171.215] on 2017/02/12 03:46:28
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
#28877 posted by Shambler [88.111.202.28] on 2017/02/12 10:44:37
I don't expect anything to change.
 So I've Been Thinking
#28878 posted by Daya [90.47.231.6] on 2017/02/12 19:57:07
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
#28879 posted by killpixel [174.48.226.83] on 2017/02/12 20:21:05
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
#28880 posted by Kinn [86.131.180.250] on 2017/02/13 01:20:20
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?
#28881 posted by brassbite [178.7.26.132] on 2017/02/13 07:19:22
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
#28882 posted by khreathor [91.217.18.31] on 2017/02/13 12:52:23
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
#28883 posted by Kinn [86.131.180.250] on 2017/02/13 13:45:34
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 ?
#28884 posted by Killes [62.217.45.26] on 2017/02/13 16:30:21
 Contract Revoked Turns 15 In June
#28885 posted by onetruepurple [37.8.230.26] on 2017/02/13 19:56:16
Knave jam around that time?
#28886 posted by PuLSaR [37.144.58.62] on 2017/02/13 20:55:35
we need to get Kell back here
 I'm Not Looking For A 1:1 Recreation Of Quake/quake 2
#28887 posted by Daya [90.47.231.6] on 2017/02/13 21:02:38
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
#28888 posted by [77.179.55.164] on 2017/02/13 21:23:36
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.
#28889 posted by onetruepurple [37.8.230.26] on 2017/02/13 21:31:02
Discarded, try again with a name.
#28890 posted by mukor [66.41.63.182] on 2017/02/13 21:31:56
Im up for a knave jam.
Arcane Dimensions or at the very least, Quoth, please.
#28891 posted by onetruepurple [37.8.230.26] on 2017/02/13 21:33:29
If it's going to be a celebration of the Contract Revoked themes then Quoth is the only option.
 Otp You F***face
#28892 posted by mfx [77.179.55.164] on 2017/02/13 21:49:19
who else could trigger you so bad, heh?
#28893 posted by Kinn [86.131.180.250] on 2017/02/13 21:51:18
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
#28894 posted by Baker [65.60.237.219] on 2017/02/13 21:59:45
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
#28895 posted by onetruepurple [37.8.230.26] on 2017/02/13 22:29:14
I thought that was lost forever when the 2005 expo went down!
Thanks Baker.
 Kinn
#28896 posted by Daya [90.47.231.6] on 2017/02/13 22:42:25
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
#28897 posted by killpixel [174.48.226.83] on 2017/02/13 23:15:20
here are some games using DP:
SteelStorm
Blood Omnicide
Xonotic
Warsow
there are more out there including a bunch of smaller projects.
#28898 posted by Baker [65.60.237.219] on 2017/02/13 23:20:48
Do the Warsow developers know they are using DarkPlaces?
That would be an interesting conversation.
 Er...
#28899 posted by killpixel [174.48.226.83] on 2017/02/13 23:21:00
 #28898
#28900 posted by killpixel [174.48.226.83] on 2017/02/13 23:24:19
My mistake, it's qfusion. I could've sworn they were using DP at one point.
#28901 posted by Jonas [46.142.20.136] on 2017/02/13 23:25:19
Warsow used qfusion.
#28902 posted by Johnny Law [4.16.194.34] on 2017/02/13 23:45:49
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
#28903 posted by adib [192.228.185.222] on 2017/02/14 18:21:40
#28904 posted by khreathor [91.217.18.31] on 2017/02/14 18:31:00
Ohhh... I didn't knew it's on Darkplaces!
Sadly development died...
 Staying At A Hotel
#28905 posted by FifthElephant [82.69.176.92] on 2017/02/14 19:12:08
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.
#28906 posted by Pritchard [49.199.107.135] on 2017/02/14 22:52:58
Try loading the entire General Abuse thread
 Retroblazer Is For Furfags By Furfags
#28907 posted by [93.158.216.52] on 2017/02/15 01:25:10
 So DP Seems More Capable As An Engine That I Thought
#28908 posted by Daya [90.58.149.121] on 2017/02/15 13:14:10
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
#28909 posted by Jonas [46.142.48.139] on 2017/02/15 13:22:46
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
#28910 posted by Daya [90.58.149.121] on 2017/02/15 18:46:01
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?
#28911 posted by mukor [66.41.63.21] on 2017/02/15 19:05:13
Try http://sabrecsg.com/ for brush building in Unity
 .map In Unity
#28912 posted by Kinn [86.131.180.250] on 2017/02/15 19:13:35
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.
#28913 posted by Kinn [86.131.180.250] on 2017/02/15 19:22:17
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.
#28914 posted by dwere [109.252.172.59] on 2017/02/15 19:46:47
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
#28915 posted by Daya [90.58.149.121] on 2017/02/15 20:49:56
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.
#28916 posted by Johnny Law [4.16.194.34] on 2017/02/15 21:37:10
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
#28917 posted by starbuck [86.146.193.106] on 2017/02/16 13:14:16
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
#28918 posted by Kinn [86.131.180.250] on 2017/02/16 14:54:17
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
#28919 posted by onetruepurple [37.8.230.26] on 2017/02/16 15:48:34
 #28918
#28920 posted by starbuck [86.146.193.106] on 2017/02/16 16:03:23
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.
#28921 posted by Kinn [86.131.180.250] on 2017/02/16 16:36:50
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
#28922 posted by dwere [109.252.172.59] on 2017/02/16 16:44:49
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
#28923 posted by dwere [109.252.172.59] on 2017/02/16 16:47:12
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
#28924 posted by starbuck [86.146.193.106] on 2017/02/16 22:39:09
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!
#28925 posted by Johnny Law [4.16.194.34] on 2017/02/17 02:09:30
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)
#28926 posted by ericw [108.173.17.134] on 2017/02/17 03:07:54
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
#28927 posted by madfox [84.84.178.104] on 2017/02/17 05:42:04
wasn't it changed into InsideQc?
 How The Internet Ruins Productivity (by Design)
#28928 posted by killpixel [174.48.226.83] on 2017/02/17 19:58:31
 New Q1SP By QuakeOne User 'MissBubbles'
#28929 posted by Breezeep_ [108.53.84.156] on 2017/02/18 16:30:29
 #28928
#28930 posted by Cocerello [77.231.161.92] on 2017/02/18 19:09:45
That part about drugs sown as something necessary foe work reminded me on how crunch work is regarded the same.
 #28928
#28931 posted by Kinn [86.131.180.250] on 2017/02/18 19:22:24
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
#28932 posted by metlslime [67.161.57.57] on 2017/02/18 20:47:35
Thanks breezeep_, this is now a news post!
 What's Wrong With Otp?
#28933 posted by Baker [65.60.237.219] on 2017/02/19 19:42:20
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.
#28934 posted by FifthElephant [82.21.157.236] on 2017/02/19 19:54:20
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
#28935 posted by onetruepurple [37.8.230.26] on 2017/02/19 20:04:30
 Who's Behind Quake_txt Btw?
#28936 posted by Kinn [86.131.180.250] on 2017/02/19 20:33:20
I mean he's clearly someone who browses the func
#28937 posted by mukor [66.41.63.57] on 2017/02/19 20:44:15
quake_txt is sentient AI developed by hexcalk after spatial transcendence.
 Best Move This To The Beef Thread Baker
#28938 posted by SleepwalkR [87.146.59.224] on 2017/02/19 20:46:35
 #28933 @Baker
#28939 posted by sock [200.45.126.1] on 2017/02/19 23:15:57
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
#28940 posted by Shamblernaut [121.45.236.226] on 2017/02/20 07:01:51
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?
#28941 posted by Pritchard [101.160.171.215] on 2017/02/20 07:28:13
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.
#28942 posted by Yhe1 [47.144.77.12] on 2017/02/20 08:50:16
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?
#28943 posted by khreathor [78.88.31.236] on 2017/02/20 12:07:05
Cool, but what id someone fail to finish his map and whole Episode flow will be rekt?
#28944 posted by Shamblernaut [121.45.236.226] on 2017/02/20 12:15:15
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.
#28945 posted by Shambler [88.111.202.28] on 2017/02/20 12:21:21
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
#28946 posted by Shamblernaut [121.45.236.226] on 2017/02/20 12:27:34
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
#28947 posted by DaZ [79.66.142.159] on 2017/02/20 12:34:40
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
#28948 posted by Shamblernaut [121.45.236.226] on 2017/02/20 13:12:25
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.
#28949 posted by khreathor [91.217.18.31] on 2017/02/20 13:40:33
Yeah, weapon progression is the biggest problem imo.
1-3 are easily solvable.
 Interesting
#28950 posted by Bloughsburgh [75.151.243.225] on 2017/02/20 13:58:32
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.
#28951 posted by Shamblernaut [121.45.236.226] on 2017/02/20 14:12:44
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
#28952 posted by sock [200.45.126.1] on 2017/02/20 14:27:21
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
#28953 posted by Breezeep_ [108.53.84.156] on 2017/02/20 15:48:20
I still would like to use my colored lights tho.
 Fun Idea!
#28954 posted by Giftmacher [213.67.144.28] on 2017/02/20 18:35:32
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
#28955 posted by Daya [90.58.149.121] on 2017/02/20 18:41:10
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
#28956 posted by DaZ [79.66.142.159] on 2017/02/20 19:14:27
Great idea :)
 +1 Shotgun Start
#28957 posted by quakis [82.25.133.233] on 2017/02/20 20:12:32
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
#28958 posted by FifthElephant [82.68.146.212] on 2017/02/21 00:37:17
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
#28959 posted by FifthElephant [82.68.146.212] on 2017/02/21 00:40:56
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
#28960 posted by killpixel [174.48.226.83] on 2017/02/21 00:49:42
I like that brain fart.
#28961 posted by onetruepurple [37.8.230.26] on 2017/02/21 01:11:57
 #28959
#28962 posted by [78.49.221.186] on 2017/02/21 04:40:50
neat!
@otp, go play with your guinea pig. or sth.
#28963 posted by Shamblernaut [220.253.136.68] on 2017/02/22 04:02:01
so do we have any buy-in for the jam? or am I just mapping this thing in solitude?
 @Shamblernaut
#28964 posted by Newhouse [109.240.68.210] on 2017/02/22 08:54:48
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.
#28965 posted by Shamblernaut [220.253.136.68] on 2017/02/22 10:46:06
yeah, I'm about to make a thread for it.
 I'm Buying In For This
#28966 posted by Giftmacher [213.67.144.28] on 2017/02/22 10:55:49
A small/medium sized classic map with Id1+ architecture (and texture alignment :P)
 I'm Currently Working On Something
#28967 posted by FifthElephant [213.205.192.148] on 2017/02/22 14:25:25
But I might cobble something together
 /me Wants Chainmap Jam
#28968 posted by PuLSaR [88.86.80.42] on 2017/02/22 15:28:06
 Shotgun Start
#28969 posted by Mike Woodham [87.127.250.3] on 2017/02/22 17:04:35
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
#28970 posted by Daya [90.47.201.192] on 2017/02/22 19:11:52
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?
#28971 posted by FifthElephant [213.205.192.148] on 2017/02/22 19:25:57
 It Autosaves At Levelstart
#28972 posted by brassbite [94.218.127.102] on 2017/02/22 19:53:03
 It's Like Daya Says
#28973 posted by negke [31.18.51.150] on 2017/02/22 21:03:46
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
#28974 posted by stevenaaus [49.182.2.219] on 2017/02/25 06:53:32
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!
#28975 posted by brassbite [94.217.19.34] on 2017/02/25 07:29:02
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 !
#28976 posted by [166.70.207.2] on 2017/02/28 02:23:12
 How Do I
#28977 posted by Jaromir83 [87.249.129.250] on 2017/02/28 12:43:24
increase size of the HUD and console text pls? thanks
#28978 posted by Johnny Law [4.16.194.34] on 2017/02/28 18:37:59
What Quake engine are you using?
 Quakespasm
#28979 posted by Jaromir83 [87.249.129.250] on 2017/03/01 08:15:49
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
#28980 posted by ericw [108.173.17.134] on 2017/03/01 08:36:02
Quakespasm has a few cvars for scale, try these:
+scr_conscale 2 +scr_crosshairscale 2 +scr_menuscale 2 +scr_sbarscale 2
which maps crash?
 .
#28981 posted by Jaromir83 [87.249.129.250] on 2017/03/01 09:35:04
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
 .
#28982 posted by Jaromir83 [87.249.129.250] on 2017/03/01 09:44:52
* "retrojam6_breezeep" crashes after opening silver door (after the ambushes)
** console text still tiny
#28983 posted by Bre_mobile [47.19.194.66] on 2017/03/01 15:52:58
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
#28984 posted by negke [31.18.51.150] on 2017/03/01 17:43:14
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
#28985 posted by Johnny Law [4.16.194.34] on 2017/03/01 18:20:59
Quakespasm has a Scale slider in its preferences menu which tweaks multiple things at once. That has always worked well for me.
 Recording Demos
#28986 posted by dumptruck_ds [168.161.192.15] on 2017/03/01 19:43:17
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.
#28987 posted by Bloughsburgh [75.151.243.225] on 2017/03/01 19:59:43
You're welcome to mine whenever I post them!
 @bloughsburgh
#28988 posted by dumptruck_ds [168.161.192.15] on 2017/03/01 20:08:49
Excellent! I will probably do a trial run later this week and will startbwith some of yours.
 I Like This!
#28989 posted by Daya [109.12.193.236] on 2017/03/02 00:48:36
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
#28990 posted by dumptruck_ds [168.161.192.15] on 2017/03/02 00:52:56
And it's a good choice as I have yet to play Quoth!
 Very Nice Idea
#28991 posted by PuLSaR [88.86.80.42] on 2017/03/02 14:48:05
tho videos with commentary are more appreciated
#28992 posted by Killes [62.217.45.26] on 2017/03/02 17:25:57
A webtool to play, rec and upload .dem's automatically would be awesome.
 More On .dem Videos
#28993 posted by dumptruck_ds [168.161.192.15] on 2017/03/02 19:12:58
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.
#28994 posted by Johnny Law [4.16.194.34] on 2017/03/02 20:55:55
 #28933
#28995 posted by mankrip [189.70.94.160] on 2017/03/03 03:53:26
Baker pretty much disappeared from everywhere after February 20...
#28996 posted by Pritchard [49.183.155.188] on 2017/03/03 04:04:24
Hope they're ok :(
 #28996
#28997 posted by khreathor [91.217.18.31] on 2017/03/03 13:59:23
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.
#28998 posted by Bre_mobile [159.203.78.57] on 2017/03/03 15:36:07
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.
#28999 posted by Killes [62.217.45.26] on 2017/03/03 16:16:43
#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.
#29000 posted by Johnny Law [4.16.194.34] on 2017/03/03 18:47:57
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
#29001 posted by dumptruck_ds [168.161.192.15] on 2017/03/03 23:05:15
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.
#29002 posted by onetruepurple [37.8.230.26] on 2017/03/03 23:37:50
I need to map my ass off before I turn 30.
 @otp
#29003 posted by dumptruck_ds [168.161.192.15] on 2017/03/04 00:18:32
Yes. Highly recommended. :)
#29004 posted by mukor [66.41.62.126] on 2017/03/04 02:00:47
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
#29005 posted by brassbite [188.105.103.47] on 2017/03/04 07:58:41
I think Quake is a great opportunity to escape reallife, at least for a moment.
 Bender ^h^h^h Baker's Q1 Sig
#29006 posted by stevenaaus [49.182.128.12] on 2017/03/04 09:04:49
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
#29007 posted by onetruepurple [37.8.230.26] on 2017/03/04 09:25:17
My opposite is just me with a goatse.
 Lots Of New Q1SP! Oh Boy!
#29008 posted by Qmaster [70.195.70.196] on 2017/03/06 16:34:58
 Streaming .dems Update
#29009 posted by dumptruck_ds [168.161.192.15] on 2017/03/06 19:26:23
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
#29010 posted by killpixel [174.48.226.83] on 2017/03/06 23:01:40
 First Custom Quake Level?
#29011 posted by dumptruck_ds [168.161.192.15] on 2017/03/06 23:22:19
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
#29012 posted by mankrip [189.25.103.25] on 2017/03/07 00:24:35
 @mankrip
#29013 posted by dumptruck_ds [168.161.192.15] on 2017/03/07 02:28:08
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.
#29014 posted by Johnny Law [67.188.146.229] on 2017/03/07 06:00:25
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
#29015 posted by khreathor [31.11.131.238] on 2017/03/07 17:48:15
 @Johnny
#29016 posted by dumptruck_ds [168.161.192.15] on 2017/03/08 00:34:10
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
#29017 posted by killpixel [174.48.226.83] on 2017/03/08 00:57:59
#29018 posted by mfx [77.180.32.219] on 2017/03/08 03:34:08
r/stallmanwasright
#29019 posted by khreathor [91.217.18.31] on 2017/03/09 02:08:09
Someone already made DUSK mod for Quake. They even share quality of execution: https://youtu.be/pcwowe80MHM?t=11m53s
 Pistol Viewmodel
#29020 posted by killpixel [174.48.226.83] on 2017/03/09 02:11:43
the perspective is pretty nice!
 1080Ti
#29021 posted by Bloughsburgh [75.151.243.225] on 2017/03/09 17:03:59
#29022 posted by Rick [75.65.153.192] on 2017/03/09 20:41:25
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.
#29023 posted by [191.16.234.132] on 2017/03/10 02:19:39
#29024 posted by topher [190.210.159.117] on 2017/03/10 05:37:00
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
#29025 posted by brassbite [178.2.244.230] on 2017/03/12 19:36:36
I can now legally drink beer and wine as I live in Germany!
 Good Decals Mods/Ports?
#29026 posted by Kim Smoltz [122.57.107.217] on 2017/03/14 23:19:41
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
#29027 posted by khreathor [31.11.131.48] on 2017/03/15 03:51:17
 Gollum Spotted:
#29029 posted by Shambler [88.111.207.178] on 2017/03/16 20:58:00
 Too Bad The Episode Jam
#29030 posted by adib [211.25.237.35] on 2017/03/17 02:31:24
is for a small group running in secret. Any other collective mapping effort that anyone can see and jump in?
 Yeah,,,
#29031 posted by Shambler [88.111.207.178] on 2017/03/17 14:24:46
AdibSP1, a map collectively made by adib and adib, in a theme of his choosing.
 Adib
#29032 posted by Tronyn [50.71.112.214] on 2017/03/17 23:04:01
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...
#29033 posted by generic [66.87.148.106] on 2017/03/18 00:47:48
I am always down to help if there is anything that I can do! :)
 Tronuh
#29034 posted by negke [31.18.51.150] on 2017/03/18 09:48:29
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
#29035 posted by Tronyn [50.71.112.214] on 2017/03/18 15:03:38
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
#29036 posted by adib [192.228.160.24] on 2017/03/18 18:43:39
Just sent you an e-mail. Seems that the pace of your projects is a little like mine.
 Tenebrae Have The Best Decal Blood
#29037 posted by [146.185.163.44] on 2017/03/21 03:05:16
 #29024
#29039 posted by topher [190.210.159.117] on 2017/03/26 21:02:53
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.
#29041 posted by czg [213.114.45.124] on 2017/03/28 09:33:46
 No
#29042 posted by Vondur [185.6.245.138] on 2017/03/28 10:44:47
you haven't, relax
 It's Going To Happen Tho
#29043 posted by czg [212.16.188.76] on 2017/03/28 10:53:49
the App knows I did it, and it's just waiting for right time to send the data packet
#29044 posted by Kinn [86.131.182.211] on 2017/03/28 20:49:38
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
#29045 posted by czg [213.114.45.124] on 2017/03/28 20:50:14
 Trust Me, It's Definitely Not That
#29046 posted by Kinn [86.131.182.211] on 2017/03/28 20:52:14
#29047 posted by Kinn [86.131.182.211] on 2017/03/28 21:00:34
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
#29048 posted by Kinn [86.131.182.211] on 2017/03/28 21:23:59
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
#29049 posted by negke [31.18.51.150] on 2017/03/28 21:31:22
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
#29050 posted by Kinn [86.131.182.211] on 2017/03/28 21:34:01
seems to be blocking things on that page
 No More Internet Privacy
#29051 posted by Daya [90.47.228.241] on 2017/03/29 09:57:24
 #29051
#29052 posted by Kinn [86.131.182.211] on 2017/03/29 14:13:26
Whatevs. I'm more worried about him ripping up all the climate change commitments.
 Kinn
#29054 posted by [77.179.147.153] on 2017/03/31 02:05:49
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
#29055 posted by Qmaster [70.195.86.34] on 2017/03/31 16:29:36
 I'm Not The Best Person To Say
#29056 posted by Kinn [86.131.182.211] on 2017/03/31 16:40:54
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
#29057 posted by onetruepurple [178.235.146.203] on 2017/03/31 17:35:23
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
#29058 posted by Spike [86.139.74.201] on 2017/03/31 18:53:27
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
#29059 posted by Rick [73.203.182.173] on 2017/04/01 22:30:03
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.
#29060 posted by [77.180.112.96] on 2017/04/02 05:04:22
uMatrix seem to be the chrome browser plugin to control it all. "what a sentence"
 Spike
#29061 posted by Shamblernaut [203.59.103.83] on 2017/04/02 21:29:57
out of interest, do you have anything else on the boil at the moment?
 @Shamblernaut
#29062 posted by Spike [86.139.74.201] on 2017/04/03 07:38:16
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...
#29063 posted by Mike Woodham [109.150.43.125] on 2017/04/03 10:32:30
...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.
#29064 posted by ayy lmao [89.34.237.192] on 2017/04/03 20:45:14
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...
#29065 posted by Breezeep_ [108.53.84.156] on 2017/04/04 02:06:41
Mods? We've got a shitposter here.
 Shitposting? On MY Func_msgboard?? It's More Likely Than You Think!
#29066 posted by Pritchard [49.184.141.188] on 2017/04/04 04:07:57
 Just Played...
#29067 posted by Mike Woodham [109.150.43.125] on 2017/04/05 10:19:36
...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!!
#29068 posted by generic [66.87.148.210] on 2017/04/05 11:37:42
 Generic2
#29069 posted by Mike Woodham [109.150.43.125] on 2017/04/05 12:31:41
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
#29070 posted by Preach [82.46.16.57] on 2017/04/06 00:25:55
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!
#29071 posted by generic [67.233.206.67] on 2017/04/06 00:30:29
(^:
 So...
#29073 posted by Qmaster [50.40.221.174] on 2017/04/08 04:05:14
Who would be the one to ask to get the Coding Help thready stickied under Mapping Help?
 No One
#29074 posted by onetruepurple [178.235.146.156] on 2017/04/08 08:58:16
 #29073
#29075 posted by Bloughsburgh [71.61.61.77] on 2017/04/08 13:32:23
I would ask in Site Help so metlslime can see it.
 Just Played...
#29077 posted by Mike Woodham [109.150.43.125] on 2017/04/10 17:23:35
...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?
#29078 posted by onetruepurple [85.232.250.182] on 2017/04/11 11:38:33
 #29029
#29079 posted by onetruepurple [85.232.250.182] on 2017/04/12 12:03:25
#29080 posted by Shamblernaut [203.59.103.83] on 2017/04/12 14:12:25
is that a quarter of a credit card I see OTP?
#29081 posted by mukor [66.87.77.32] on 2017/04/12 16:33:16
Its from all the amphetamines i had to use for RJ6 and 24HR jam. /s
 No Shorties Allowed?
#29082 posted by Rick [73.203.182.173] on 2017/04/13 03:08:54
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
#29083 posted by negke [31.18.51.150] on 2017/04/14 10:21:30
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.
#29084 posted by onetruepurple [85.232.250.182] on 2017/04/14 12:02:33
Mark the above post as spam PLZ&THX.
 Rune Of Blood
#29085 posted by negke [31.18.51.150] on 2017/04/14 13:52:36
There also appears to be a new Quoth episode that Bloughsburgh didn't tell us about: Rune of Blood.
 :O
#29086 posted by Bloughsburgh [75.151.243.225] on 2017/04/14 15:03:30
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?
#29087 posted by Shadowdane [72.192.233.14] on 2017/04/15 22:45:46
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.
#29088 posted by onetruepurple [178.235.146.156] on 2017/04/16 11:05:08
[9:04 PM] czg: anyway, I'm having a weird dick adventure
 Just Played...
#29089 posted by MIke Woodham [109.148.152.217] on 2017/04/22 11:47:44
...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.
#29090 posted by Shambler [88.111.211.245] on 2017/04/22 14:17:01
#29091 posted by onetruepurple [178.235.146.55] on 2017/04/27 18:46:08
 What's Your Future Of Gaming If It Becomes Like This:
#29092 posted by damage_inc [208.54.44.222] on 2017/04/27 20:48:44
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?
#29093 posted by Rick [73.203.182.173] on 2017/04/27 22:50:20
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.
#29094 posted by Killes [62.217.45.26] on 2017/04/28 17:41:18
#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.
#29095 posted by onetruepurple [178.235.146.55] on 2017/04/29 22:29:23
 Skin Would Be Fine On 20x The Polys.
#29096 posted by Shambler [81.155.99.168] on 2017/04/29 23:01:15
 Vores Are Female
#29097 posted by [189.84.178.135] on 2017/04/30 04:22:11
 Dat Enforcer
#29098 posted by RickyT33 [176.249.40.230] on 2017/04/30 14:19:32
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
#29099 posted by Shambler [81.132.220.133] on 2017/04/30 22:52:50
That's in pretty poor taste
 #29095
#29100 posted by Jonas [46.142.21.65] on 2017/05/02 18:15:10
Cancer? Seriously? A game skin?
What's with the verbal brutalism?
Then again, #29097.
Gaming forums these days.
#29102 posted by Killes [62.217.45.26] on 2017/05/04 16:49:33
Oh, I think this community was always a tad brutal :D
 ID Panel @ 2016 Zbrush Summit
#29103 posted by killpixel [174.48.226.83] on 2017/05/04 21:09:18
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
#29104 posted by [130.231.195.140] on 2017/05/05 13:52:41
 Android/iPhone Mapping
#29105 posted by Qmaster [69.54.98.145] on 2017/05/05 16:24:50
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 !!!
#29106 posted by khreathor [91.217.18.31] on 2017/05/05 16:33:37
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.
#29107 posted by Shamblernaut [203.59.103.83] on 2017/05/05 19:52:54
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.
#29108 posted by Spike [86.140.27.141] on 2017/05/06 00:58:09
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.
#29109 posted by negke [31.18.51.150] on 2017/05/06 09:14:41
Press the screen and tilt your phone in the direction you want to move or expand the brush.
 Input On Mobile
#29110 posted by Qmaster [70.198.37.124] on 2017/05/07 00:45:46
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
#29111 posted by Qmaster [99.196.205.196] on 2017/05/08 01:28:22
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.
#29112 posted by FifthElephant [82.21.157.236] on 2017/05/08 11:46:27
This is basically how I block out levels in TB
 Oh LOL
#29113 posted by [189.25.98.162] on 2017/05/08 14:24:56
 #29113
#29114 posted by skacky [90.0.91.81] on 2017/05/08 15:35:31
 Surely, Thats An Oximoron?
#29115 posted by Mike Woodham [173.170.169.243] on 2017/05/08 19:44:56
 I Love Everything About This
#29116 posted by onetruepurple [178.235.146.55] on 2017/05/10 18:55:12
 Interesting
#29117 posted by Tronyn [50.71.112.214] on 2017/05/11 02:02:46
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
#29118 posted by lpowell [64.85.226.50] on 2017/05/12 22:16:40
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
#29119 posted by madfox [84.84.178.104] on 2017/05/13 04:58:47
Buy my ID and I unlock your computer for bitcoins!
 Tronyn
#29120 posted by adib [192.228.166.68] on 2017/05/13 05:23:54
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...
#29121 posted by mankrip [189.84.178.135] on 2017/05/13 07:32:17
I am a potato.
 Good Question Adib
#29122 posted by Tronyn [50.71.112.214] on 2017/05/13 07:45:51
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
#29123 posted by FifthElephant [82.21.157.236] on 2017/05/13 13:39:11
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
#29124 posted by PuLSaR [128.69.238.7] on 2017/05/13 14:19:24
Ionous said he would be organizing quoth jam in June
 I Agree With Fifth
#29125 posted by mankrip [189.84.178.135] on 2017/05/13 19:42:03
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
#29126 posted by Tronyn [50.71.112.214] on 2017/05/13 21:34:19
https://lvlworld.com/review/id:1210
I'm surprised he was able to pull off that brushwork.
#29127 posted by FifthElephant [213.205.253.60] on 2017/05/13 21:51:24
Amazing
 Tronyn...
#29128 posted by Qmaster [67.45.40.52] on 2017/05/14 01:04:40
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
#29129 posted by lpowell [64.85.226.50] on 2017/05/14 02:10:32
Glad to hear it.
#29130 posted by Pritchard [137.147.25.141] on 2017/05/14 15:00:15
https://youtu.be/DFYjSkUdfb4
DF Retro on Quake 2, mentions a bit of Q1 as well.
 #29122
#29131 posted by topher [181.31.13.224] on 2017/05/18 02:19:11
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.
#29132 posted by topher [181.31.13.224] on 2017/05/18 03:23:19
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
#29133 posted by Qmaster [67.45.40.52] on 2017/05/18 03:59:43
Has the cooler closer sun thing, because in their perspective the world is a disc.
 Wait, What Are We Talking About
#29134 posted by Qmaster [67.45.40.52] on 2017/05/18 04:18:10
Oh right map jams!
#29135 posted by topher [181.31.13.224] on 2017/05/18 04:26:36
yeah, sorry
i should finish my small map for the QUMP jam, it's nearly done in all its smallness
 Small Maps
#29136 posted by Qmaster [67.45.40.52] on 2017/05/18 05:07:59
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
#29137 posted by killpixel [174.48.226.83] on 2017/05/19 00:48:28
https://youtu.be/OGzVYyV_Jsg
heard about this a couple years ago, but I was under the impression it was a sequel film.
#29138 posted by FifthElephant [82.21.157.236] on 2017/05/19 02:07:24
Looks neat killpixel!
 I Think So Too :D
#29139 posted by killpixel [174.48.226.83] on 2017/05/19 05:30:45
#29141 posted by mfx [78.55.67.201] on 2017/05/23 02:16:41
In the year one million and a half, humankind is enslaved by giraffe.
 How Did I Miss To Post That Pic, Jfc?!?
#29142 posted by mfx [78.55.67.201] on 2017/05/23 02:17:46
 Favorite Mod?
#29143 posted by Qmaster [70.195.86.190] on 2017/05/25 02:31:20
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.
#29144 posted by Pritchard [121.219.24.161] on 2017/05/25 02:48:37
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 :(
#29145 posted by Rick [73.203.182.173] on 2017/05/25 04:47:13
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.
#29146 posted by mfx [77.179.37.129] on 2017/05/25 05:51:26
 Tour Of Nvidia's Failure Analysis Lab
#29147 posted by killpixel [174.48.226.83] on 2017/05/25 08:01:28
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.
#29148 posted by Shambler [92.234.138.226] on 2017/05/25 11:24:17
I generally prefer maps to mods. But the better mods are cool.
 Drake And Quake
#29149 posted by Bloughsburgh [75.151.243.225] on 2017/05/25 12:07:41
Drake mod because that's about the only other mod I have tried!
 #29144
#29150 posted by brassbite [188.98.227.235] on 2017/05/25 13:28:52
Qonquer-mod!
It was used for Mapjam5
#29151 posted by Qmaster [70.195.86.190] on 2017/05/26 02:40:03
I kinda liked the character of Madfox's mod...quirky in a very Quakey way. Reminded me of MDK.
 But
#29152 posted by Qmaster [70.195.86.190] on 2017/05/26 02:45:50
Like Shambler, I suppose I prefer single maps.
 TCs
#29153 posted by Pritchard [131.170.239.17] on 2017/05/26 05:27:13
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?
#29154 posted by brassbite [188.99.44.6] on 2017/05/26 07:21:08
I liked it because you could spam d-pad to get a gib fountain. Also 2048 is nice!
 Mods?
#29155 posted by spy [178.89.252.207] on 2017/05/26 16:35:43
i would pick that travail mod, as a best mod evar
 Tough To Pick A Favorite Mod But...
#29156 posted by dumptruck_ds [168.161.192.15] on 2017/05/26 20:29:46
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
#29157 posted by mankrip [189.84.178.135] on 2017/05/28 01:15:37
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
#29158 posted by Qmaster [67.45.32.18] on 2017/05/28 20:20:16
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
#29159 posted by [163.172.101.137] on 2017/05/29 07:22:01
#29160 posted by Johnny Law [4.16.194.34] on 2017/05/30 21:01:54
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
#29161 posted by starbuck [86.146.193.50] on 2017/05/31 12:59:26
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?
#29163 posted by brassbite [2.247.243.172] on 2017/06/01 13:54:52
Alternate spelling:Cuvfyfy in case Cuvfefe isn't unpronouncable enough.
 Centurions Are Real.
#29164 posted by onetruepurple [85.232.250.182] on 2017/06/02 10:36:38
 They're Going To Fight Spiderman
#29165 posted by mankrip [189.84.178.135] on 2017/06/02 12:40:32
Parker, quick! Get some pictures.
 Half-Life 3 Released
#29166 posted by czg [212.16.188.76] on 2017/06/02 14:28:23
 I Wonder...
#29167 posted by Qmaster [70.195.69.252] on 2017/06/03 00:59:57
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
#29168 posted by dumptruck_ds [168.161.192.15] on 2017/06/03 01:11:16
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
#29169 posted by mankrip [187.14.53.224] on 2017/06/03 01:16:42
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...
#29170 posted by Qmaster [70.195.69.252] on 2017/06/03 02:17:12
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.
#29171 posted by topher [181.31.13.224] on 2017/06/03 02:48:30
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
#29172 posted by Spike [86.161.56.64] on 2017/06/03 13:14:45
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).
#29173 posted by negke [31.18.51.150] on 2017/06/03 14:34:38
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
#29174 posted by SleepwalkR [87.189.105.92] on 2017/06/03 23:38:11
 #29186
#29175 posted by madfox [84.84.178.104] on 2017/06/03 23:47:31
/Don't remember what it was called though :(
qonquer
#29176 posted by mankrip [189.84.178.135] on 2017/06/04 04:03:10
 Thanks For Copying It. Not Giving Feminist Sites My Hits
#29177 posted by [51.15.79.107] on 2017/06/04 05:24:29
#29178 posted by metlslime [67.169.150.119] on 2017/06/04 07:15:58
Can't tell if it's satire or not
#29179 posted by Jonas [46.142.79.0] on 2017/06/05 19:06:58
#29177 is a TOR node
 Monster Wave Mods
#29180 posted by dumptruck_ds [168.161.192.15] on 2017/06/07 02:49:19
@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
#29181 posted by madfox [84.84.178.104] on 2017/06/07 17:01:27
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
#29182 posted by dumptruck_ds [168.161.192.15] on 2017/06/07 20:16:57
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
#29183 posted by mfx [77.179.180.137] on 2017/06/08 20:12:21
#29184 posted by mankrip [179.103.116.190] on 2017/06/08 23:42:23
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
#29185 posted by mfx [77.179.180.137] on 2017/06/09 00:10:10
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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