News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: http://celephais.net/board/submit_news.php
First | Previous | Next | Last
Retro Jam 5 Is Out Like The Wind! 
A brand new, Wind Tunnels themed, retro jam map pack release! But what even is a retro jam?

(...) the original Quake maps still look great in 2016, and the vague idea behind retro jams is to recreate their simplistic beauty.

Featuring maps by Breezeep, Bloughsburgh, ItEndsWithTens, NewHouse, QMaster, Shamblernaut, and a mysterious special guest star!!!

Screenshot gallery
Download (5.96 MB) 
My God 
Now this is exciting...not worthy of a release thread? 
 
it is, OTP just got impatient 
It's 2 Am Here 
Thanks for approval metl! 
Doom On The MacBook Pro Touch Bar 
Best Use Of That Thing So Far. 
 
Quake On The Sega Saturn Analysis 
Map Stalling 
Qmaster's Projects:
======================

Standalone Releases:
----------------------
QMA1. Tech/Base Style Level. Very large interconnected and exploratory underground cave base/factory. My largest level yet and only halfway to where I want it. Off an on project for the past 4-5 years. Motivation comes and goes in spurts of tech goodness.

QMA2. Random mishmash of styles. Getting to the point that the indivual sections (which were originally the starts of other maps whose theme and small areas I didn't have motivation to expand on) aren't very good by todays standards, set by AD of course. As such I'm less and less interested in working on this icky mess of a map. Suggestions?

Mods:
------
QMA3. Keep. Old knave mod that's technically finished though it never ended up what I wanted it to be. Not sure if I should release it since the underlying mod is technically still WIP. Not sure if I should renane the mappack and keep Keep as the mod name either. Suggestions?

QMA4. The Quake 2 Project That is Yet To Be Named. This is my long planned game to create a sequel for Quake, something which no one has made yet. It saddens me that there has never been a sequel to Quake. AD however is a sequel in its own right and gave me the idea to instead of developing this massive project from scratch later on in life in another engine after to instead start creating this with AD as a base. The stylized look is imo much better than any more realistic games and lends itself to more interesting art. 
Qmaster 
QMA2. Suggestions? Have you tried Ubiquitous' first release, Infernal Ascent? That's a prime example of mixed-style done right. It could serve as inspiration. Also, you could consider a collaboration with another mapper. 
Installing Q1 On A Win98/3dfx Voodoo2 Machine? 
Hey guys, I have this guy at Quaddicted asking about installing Quake on the antique system mentioned in the title. Is there a modern engine that can support that or is he stuck with old GLQuake?

Here's the thread if you want to reply to him directly: http://www.quaddicted.com/forum/viewtopic.php?pid=1994 
 
Fitzquake theoretically could do it but there's a good chance that I broke something since I never had such a system to test on. 
Errr. 
" aren't very good by todays standards, set by AD of course."

Nah mate. AD is great, but you can still make very good maps that don't reach that standard. 
 
aren't very good by todays standards

Forget about what is considered an standard by the community, just map what you want. Not going by what you like the most is the second reason for map stalling (first is going for too grandiose ideas). 
Q1win98/vodoo2 
@-mugw I would reply if the link made any sense to your comment.

As it doesn't I can only say I have a win98 computer with a vodoo2 on which I can play Quake1. I had to install the very weird GL-Open filter that immediatly started complaining about its insecurity for the net. As I have computers that are stand alone and not connekted to the net I can safely play.

There's only one thing that bothered me the most and that is that the quality of the screen tends to the nasty yellow Q2 gamma, which I don't like at all. It may be vodoo2, but there's nothing that makes it feel better like Tombraider or Unreal.

I think the reason is, that Quake hasn't the same catch for the colourfilters, so anyway, if I had to choose it would still be Fitzquake above Vodoo2 on win98. 
Madfox 
The issue discussed starts at post #9 in the thread I've linked. Previous posts are unrelated. I probably should've mentioned that, sorry. 
There's Still Hope For You Skacky. 
 
 
Non 
;) 
Non 
;) 
Heh! 
But really, it's as if we were constantly portraying Americans with a Bible in one hand, a Colt in the other and shouting "yeehaa!" to some country music. I can assure you it gets old pretty fast... 
Every Single Stereotype Ever Conceived In The History Of Mankind Is Tr 
ue 
 
I am so triggered right now. 
Czg 
I don't disagree with this statement but any culture is so much more than its stereotypes. 
Also... 
Stereotypes have a tendency to stick around while the culture has moved on. For instance, you don't hear much accordion in french culture anymore. 
Omelette Du Fromage! Omelette Du Fromage! 
 
That Would Be "omelette Au Fromage" 
Omelette with cheese, not omelette of the cheese... ;) 
 
I just added steam to steam as a non-steam game so I could play steam while playing steam.

...I was bored. 
Yo Dawg 
 
 
I just had a good chuckle over my early internet days.

I thought Methodus Toolz was sooooo legit.

I also remember thinking I was hot shit for being able to play sounds in AOL Chatrooms. I'd always play this one called "tongue". I cant remember what it played though :( 
Vertex Edit Vs Clipping 
(Using JACK) For some reason I almost always clip the ends of brushes to make them angular even though vertex mode takes one less motion.

I probably do it in the same amount of time either way. You know, I tend to dislike vertex mode. Maybe that's why I struggle to grasp Trenchbroom. I pretty much clip and stretch everything and duplicate brushes like crazy...I mean I so rarely add a new brush from scratch. Perhaps I just need to look up how to duplicate a brush while dragging it in TB.

Just thinking. 
 
TB has clip, in case you didn't know. Press C and draw a line with 2-3 points.
And I'm pretty sure it's ctrl+right click on a selected brush to duplicate+drag.

Vertex mode is alright, but I also find myself preferring clip when I'm angling brushes. At least for simple operations, that is. When I'm "trisouping" or whatever it's called I use vertex mode, even if all the little points can be a bit hard to make out from one another...

Eeek! 
 
even if all the little points can be a bit hard to make out from one another...
Yeah, TB would greatly benefit from an option to hide non-visible vertices. Feel like making it a feature request? 
 
both ctrl + left and ctrl + right duplicate a brush, just tried it out.

The strength in TBs clipping is using 3 points. 
Oops, Used The B Tag Instead Of Q... 
 
 
"Toggle Unselected Vertices" has been something Ive wanted to suggest as well.

I wanted to include "Toggle Tint on Selected Brushes/Faces" at the same time cause theyd be used in conjuction with one another. Youd wanna turn off the tint AND unselected vertices for the most benefit whole moving vertices.

"Toggle Tint on Selected Brushes/Faces" would be really good for working with textures, as well.

When the toggle is turn off, the brush(es), when the mouse either hovers or moves off the selected brushes, would be given the Red Edges as seen in "Show Edges".

Sleep seems a bit backed up at the moment so I've left it on the back burner. Lots of other important stuff to sort out first. 
 
Realized how poorly that was worded:

When the toggle is turn off, the selected brush(es) would be given the Red Edges as seen in "Show Edges", when the mouse either hovers over or moves the cursor off the selected brushes. 
Exaggerated Example 
Here's what I would normally be looking at, rather than that image, since TB will hide edge verts if you select a corner and vice-versa. Not as bad, but still not great.

Hiding any more verts is problematic, unfortunately. Perhaps an option to cull/occlude ones that belong to brushes that are obscured from view, but that seems like a lot of work/processing to get that improvement.
And it would have to be an optional toggle, for that one guy who really wants to drag a vert on the opposite side to where his camera is for some damned reason... 
 
Perhaps "Only Show Verts of Brushes Under Mouse" or something like that. 
 
And it would have to be an optional toggle
Of course, that's what I meant by "option". We should be able to switch it on/off at will. 
 
Worldcraft would let you move verts around anyway you wanted. You could make an invalid brush, and if you did it was your fault. I found it pretty easy to use.

Radiant does some kind of constant checking to prevent invalid brushes, which tends to make vertex editing a pain. Sometimes to get from a to c, you have to go thru b, and if b isn't a valid brush Radiant auto-corrects. I finally had to switch to mostly clipping for odd shaped brushes. 
Struggling 
I'm trying to think of what shape you'd be trying to build if you had to temporarily make an invalid brush to do it. I'd love to read/see an example. 
 
You have a shape with 12 verts. You manually move each vert, one by one. Maybe when you move one, you need to move 3 more for it to be a valid vert. It's not like you need to compile the map every time you move one.

It's like pants. You are supposed to either have pants on or off.

Yet to do either, you have to put your pants on 1 leg at a time to reach that state.

If you were disallowed from ever having your pants in an invalid state, how would you get them on or off? 
 
It's like pants. You are supposed to either have pants on or off.

Yet to do either, you have to put your pants on 1 leg at a time to reach that state.

If you were disallowed from ever having your pants in an invalid state, how would you get them on or off?


http://i.imgur.com/inVz20S.gifv 
Vertex 
I use Vertex mode for making angled rafters and such. I just find it quicker to do with the same effect. I never really used the 3-point clip tool (I use 2 point a ton however) and I feel like I am missing out on it. I did however discover the power of TB2's brush tool and it's incredible.

Anyone have an example of what they created with the 3-point clip tool? Also, I suppose we can move this to the TB thread if this keeps active. 
Continued In TB Thread 
 
 
Anytime you move one of the vertexes off the plane of a brush face (defined by 4 or more) the brush becomes invalid and when the editor "fixes" it automatically it's rarely what you actually want.

Looking down on a box (or truncated pyramid) and changing the slope of the sides by moving one vertex at a time is an example. 
 
in JACK using the split face and triangulate options fixes most of those irregularities and allows you to have more "complex" geometry.

I've been able to get some nice rock faces using these methods. 
JACK 
Also supports a "rock" primitive. 
 
yeah, but that isn't much good for cliff faces is it? 
Soooo... 
it looks like the lightning gun is now real ;)

https://www.youtube.com/watch?v=_fTC_Ud_k3U 
Ooh, Me Wants One For Xmas! 
 
FPS VR 
Not Sure About That 
Seems like it would be more of a pain to setup than the Omni because you have to have something dangle from the ceiling.

https://www.youtube.com/user/VirtuixOmni/videos 
 
Not to mention that it looks super likely that you'll trip up and fall over, trashing it within a few minutes of using it. 
No Pain = No Gain 
 
QUAKE 
Big up Gotshun and all the RetroJam5 entrants for injecting some fresh new / old Quake into the system recently. I've really enjoyed the simplicity of semi-vanilla Quake without having to dick around with multiple mods, specific engines, shit pixellated .rc files and stuff, and get on and just smash monsters and hunt for secrets.

Keep it going guys. 
Cheers Shambler 
 
Sheer Charmbler. 
 
 
This might be born from my ignorance of QuakeC and coding in genral but, I had an idea. Mind you, I've never done any coding or programming, unless you count batch scripts(which no one does).

Demos stop recording upon death. Thatll likely always be the case. BUT, is it possible to allow the "record" cvar to accept some sort of variable to make sequential demo files?

for example - "record %mapname%"

whenever you use that bind or command it saves it as the mapname+the next number in sequence. (ie ad_necrokeep01, ad_necrokeep02...)

The idea is for something to combine with ones "Load Quicksave" bind to allow for single button save loading and recording of a demo.

again,Ive no experience in coding, so this idea might be a little ignorant.

hell something on this order might already be possible? 
Quake Wiki 
my first guess.., Demo_tools

It's not specific, but I remember there being a smart demo editor,
can't come up with a name. 
 
Bloughsburgh linked me http://web.comhem.se/bjp/convdem.zip on twitter. Might be what youre thinking of.

Most of those just combine demos into one file. Theyd be useful after using my idea, tho. 
And 
if you're serious about it, I have this small compiling program, release 2003.

dem2mpg is a converter that reads quake demo's and turns them into mpg. Delte the last .gz and unrar the tar file
 
Mark V has an autodemo feature that automatically records demos with a sequential number. I think they're limited to 3 though, and the 4th recording overwrites the 1st one. 
 
The goal here is to have a single key bind that does two things:

Loads a quick save
starts recording a demo

the demo filename would be based on the .bsp name. Normally Quake overwrites .dem of the same name. Id like for it to create a new file by appending a number to the end of the filename.

Once the user finishes the map, THEN they would use any of the other various demo tools available to combine them. 
Thanks Mugwump 
Ill look into that. 
 
triple post, sorry.

the single key bind idea wont be feasible, im guessing.

at the very least, itd be nice to bind record and it create filenames based on the mapname/.bsp name and appends a number(or date or time or anything) if theres multiples. 
 
JoeQuake does something like that. 
@mukor 
Depending on what you are record, you better make sure the demo tools actually can work on it first.

Demo tools were designed for protocol 15 (original Quake). JoeQuake uses protocol 15, and most engines you can set protocol 15 (like type sv_protocol 15) in the console.

But many modern maps cannot be played in protocol 15 because they are limit busters, or use entity .alpha (Arcane Dimensions is one example among many). 
 
Yeah the idea here is for it to work with "modern" Quake. 
 
Try the demo tools out and make sure they work before you do anything. I don't know that they will.

They may very well not work. Or you may be pleasantly surprised, but they were made in 1997 era for standard Quake. 
 
Even if they worked, I wouldnt have a clue where to start tackling that issue. Time to learn QuakeC? errrr? 
Mirrors Tutorial 
A quickly made mirrors tutorial:

https://youtu.be/BSSnY9DfZ9Y - Mirrors Tutorial @ YouTube 
@mukor 
The people at Speed Demos Archive know things about demo tools. You might Google for their site and try to contact someone there. 
Mirrors Where? 
Wanna make mirrors 
Newhouse 
You can find one in Leptis Magna (AD 1.5), but it's hidden well. 
Perfect~ 
I will find it eventually* 
@newhouse 
Post 582 in the Mark V thread has the download for that test map.

Just make use a texture starting with "mirror_" like "mirror_1" or "mirror_glass" and put it on a wall.

Mirrors heavily depend on vis and there is a list of "do" and "don't" especially for func_illusionary mirrors, but in a simple area and on worldmodel it is very easy. 
@Baker 
So do everything need to be under some draw distance limitations + it must twice the amount of draws? 
Hewhouse 
Yes, not a good idea to put a mirror in a wide open area with complex brush work and 200 monsters ;-) 
 
"Hewhouse" ... sorry. Lack of edit strikes again! 
A Method For Chaining Commands 
If you execute the following commands in the Quake console, you can create chained commands for a single keypress. You can create these kinds of commands automatically with a simple script and put them in a configuration file you load when you start your Quake engine.

bind p cmd1
alias cmd1 "echo cmd1; bind p cmd2"
alias cmd2 "echo cmd2; bind p cmd3"
alias cmd3 "echo cmd3; bind p outof"
alias outof "echo out of commands"

Unless I've made a typo above, this will cause the p key to be bound to an action that will print cmd1, cmd2 and cmd3 to the console consecutively and from then on print "out of commands."

If you replace the echo commands with record commands using unique demo names, you can use a single key to start recording a new demo after each death. You can create as many of these commands as you think you'll need in one Quake session. You have to pick the names of the demos in advance, so they'll need to be something like mydemo1, mydemo2 and so on.

This isn't a complete solution to the problem of recording multiple demos and naming them accurately. However, it doesn't require any external tools.

Any suggestions or corrections are greatly appreciated. I just thought of this idea today. 
MadFox 
Did you happen to save the Madfox Band gifs linked here
Just Browsed To Func Using Lynx 
Works pretty well, gave me bad ideas though, like piping the output to quake so I can browse in the console.

I think I'll stick with my current projects. 
Two Worlds Speedrun In Two Minutes 
Negke 
..,and end up like Ball's Born Robotic Song? 
 
Quite the feature! 
Ahoy 
Every so often I decide to have a poke around the quake arcade tournament stuff to see what I can do with it.

I decided to see if any of the qcc decompilers could work. I was able to decompile a small chunk before the decompiler shat itself.

If any of you want to dig through the qc files, here they are.

https://dl.dropboxusercontent.com/u/108695968/qat_source.zip

I included the PROGSQTV.DAT in the zip so you don't have to find the CHD file and bugger about with extracting it, just in case you want to decompile or play with it yourself.

Interestingly it looks like they borrowed heavily from the clan ring mod (http://www.crmod.com/).

I'd love if the quake executable itself could be decompiled, but I'm not sure how possible that is without a sentinel security dongle thingy. 
Arcade Quake 
I had a try installing all content to another computer. When decompliling it looked it had a windows version of its own included.
When started this version my computer was able to download the models (with baseskin frame included) maps and textures.
When I tried to start the arcade version my computer freezed and I had to make a new win install.

It seems as you could actually win money with it! 
 
i want my xmass crate
Haha 
 
Xiangjiao Has Won! 
China has the biggest banana stock!

He who has the most bananas,
has won the world!!

Fyffez. 
New Doom Mini-doc 
 
Just Browsed To Func Using Lynx

Works pretty well, gave me bad ideas though, like piping the output to quake so I can browse in the console


QuakeOS :) All terminals paned vertically in the (transparent?) console, notifications in the sbar and graphical apps in the game... with demos in the background if not playing. 
Mugwump +1 
Kindly redirecting misguided guy about QuakeC stuff in wrong thread to instead post into correct thread and providing link. 
Thanks Baker 
Yeah, I know the rules by now. If I can help other newbies avoid making my early mistakes, all the better. 
It's 2016, Why NO Rotation W/collision 
Okay so I just did my first test map for rotating objects using the AD .fgd! Wow, that was kind of a letdown for obvious reasons(no collision/fake collision).

Not a knock on AD as it's fantastic Mod made with existing tools and played in existing engines.

But why haven't the main compilers and engines incorporated rotation with collision into their source?

I guess I mostly mean Quakespasm and Eric's tools. I know about DP already but hmap2 is not widely used so not a consideration really.

I googled and saw several examples were it was incorporated, is more elegant and is much simpler to set up mapping wise. But those projects perished.

Jus' curious... 
Damage_inc 
I think most of that stuff is handled by quakec rather than the engine itself.

Also the compilers want to be as "feature agnostic" as possible. They want to be able to compile whatever is put in front of them while only worrying about the base geometry. Additional features are still passed through to the end bsp, but will be handled by the engine / progs.

I think the idea is largely for backward compatibility and to ensure that mappers design vanilla maps to be playable in dos or winquake. For example, if I make a map for quakespasm-spiked with rain and snow, etc. It should still be able to be run in winquake or dosquake (probably with some console warnings).

Big ol' caveat here: I'm a layman and have nowhere near the knowledge of others here, who I encourage to correct me if I'm wrong :) 
#28536 
Brush rotation with correct collision would be an engine thing.

Compilers wouldn't need to do anything - it's just another brush model to light.

Backwards-compatibility with vanilla engines seem to be less and less important these days because it seems almost every major release breaks vanilla limits in some way.

The key problem would be ensuring support and identical behaviour across a number of recent engines (DP, QS, MarkV etc.). 
 
I'm sure this has come up numerous times. And after I posted I found in this very thread where it was discussed in 2014.

gb said he submitted the changes needed for Quakespasm, if they wanted to implement it, and he also posted a link on quaketastic that has everything.

I loaded it up in DP's "Oct 12 2016" build and everything "worked". Not flawlessly though. To be expected of course.

Anyway, I just thought that with the advancement of engines, tools and mapping that this would be another cool little feature to have. Sans the clumsy hip-rotate method. 
 
thanks for the clarification Kinn 
Rotation Support Has Oddities That Must Be Dealt With ... 
E3M3 -- the freaking map itself --- has angles. It's true.

So does a distrans sp release? dis_sp3?

Supposedly messes with the spikey ball in the Quake END map (the Shub).

Messes with something in Nehahra somewhere.

So if someone cares about compatibility, it must be done right.

Rotation has consequences. 
 
Awesome list of compat issues, Baker.

Link to a previous discussion: here

This is the code I set up for QS (never merged in) link..really just applied your tutorial.

I'm more skeptical of this now than 18 months ago, now I am thinking if it is added to engines like QS/MarkV it should be opt-in only.
- possibly an entity key "_true_rotation" "1" to enable for an entity,
- or a cvar "sv_truerotation" "1" - mods would stuffcmd it if they want the feature. would need to be non-archived and not meant for players to change or save to cfg's.
-a checkextension so the engine can report it is supported.. although if a map wants the feature and the engine doesn't have it, the map will probably be broken. 
Does This Involve Rotation On All Bboxes? 
Even the player? 
Umm 
I think this feature is just about doing collision against rotated BSP models; entity bboxes like the player still have to be axis aligned (guessing here). 
 
my main concern about it is that the current implementation (from a few years ago) assumes the expanded hull is still valid when rotated. Since the hull is expanded a different amount on each of six axes, if you rotate it 90 degrees onto its side (e.g. a drawbridge) the player will experience being able to get too close to it or not close enough depending on which side they are touching.

I think the perfect method would takes hull0, decompose the bsp into "brushes" for each solid leaf, and then expand those at run time using a quake2-style method. I don't know how hard that is and i don't know what potential problems will crop up with it. (e.g. collision glitches due to leafs being weird shapes.)

On the other hand the example method from a couple years ago has the advantage that it actually exists and has a reference implementation. 
 
From reading through posts, it seems all of you were in favor of supporting true rotation. And QS itself had the experimental version - link didn't work anymore :(

Looks like the only thing holding this back from going forward was the logistics of how to include it? Minimizing the consequences? 
 
Is it sufficient for a new mod to set the angle and set SOLID_BSP? This wouldn't break hipnotic style rotation in existing mods since those mods makes the rotating bsp model non-solid. 
 
@metl - Hulls. Good point. Will monsters think they can walk on a rotated bridge, etc. Hmmm.

ericw has a simple test map that the RMQ engine fails on in the thread at inside3d ... ironically of all things my implementation in ProQuake works fine and seems to work all the test maps. But do I trust that entirely? Haha ... no.

@damage - There is an entire release with rotation. http://quakeone.com/~images/news/spdemo3_1.jpg <--- the drawbridge there in the first rotates down. Remake Quake - By ijed, gb, supa, MH, rickyt23 and others ... I have memory block, there was another mapper whose name started with an "S", but isn't scragbait or scampie. Came with a custom engine. Has underwater warp, hurt blurs, first engine with BSP2, etc. 
@ericw 
possibly an entity key "_true_rotation" "1" to enable for an entity

I'll have to re-remember/re-investigate what hints the map compiler expects and from what.

opt-in

Already had planned that ;-) My thoughts were a worldspawn key.

cvar "sv_truerotation" "1" - mods would stuffcmd it if they want the feature. would need to be non-archived and not meant for players to change or save to cfg's.

I just wanted to mention this because I've hated this in other engines for a long time, long before Quakespasm ever existed. Engines would add CVAR_ROMs. A concept that makes no sense.

If you have a read-only console variable, how is it even a console variable? It's not variable at all. The user can't change it. How is it even a cvar? Why is it a cvar?

"god", "noclip" aren't cvars.

Anyway, that's a broken concept because really what someone wants to do is in QuakeC extension check in this particular case.

But if the engine doesn't support BSP2, you won't even get far enough to load the map for the progs to even run the QuakeC, haha ;-)

And the whole failed thing about the QuakeC extension system, is a progs.dat prepared to handle a situation where some of what it wants is available but not others? And even DarkPlaces isn't very consistent from version to version. Plenty of mods that an older (or newer) DarkPlaces says based on QuakeC extensions that it's ok --- and it don't work.

/Little bit of explanatory rant in there towards the end. Since Mark V does Nehahra and had to deal with a mod does all kinds of things it shouldn't do ... haha ... does bad design tick me off? 
 
Baker, yeah it's a good point that the feature is already in use in released q1 content (even if the RMQ releases were labelled as "demos"), and several engines implement it (darkplaces, fteqw). There is a door that swings open in e3m3rq from rmqwinter11 (right at the start of the map, after pressing the button); that map is unbeatable without this feature.

So an argument against making it opt-in is it would create a fork in the feature.

metl, good point about the hulls, didn't consider that. 
@ericw 
I think the time for rotation is now.

Just in firewalled form, to limit any possible side-effects.

And we'll just see where it goes!! Haha.

/I have a great implementation in mind. Should address most, but not all of the above --- certainly not the hull concerns. 
 
@Baker: Yes, I have most, if not all, of the RMQ content archived, great stuff there. A ton of cool features.

I admire more than you know everything you guys do. Last time I consolidated it all it totaled about 15 Gb's plus. 
Sadly... 
With my current drivers(375.95) and a gtx 1060 the RMQ "2011 Singleplayer demo" is completely borked.

HOM's everywhere and brushes just gone missing. I don't think it's my setup. I just put my two .pak files in an id1 set -game and go.

I wanted to look at it again. 
Not To Be Contrarian 
But I can see an implementation of the following:

"If you have a read-only console variable, how is it even a console variable? It's not variable at all. The user can't change it. How is it even a cvar? Why is it a cvar?"

The user can check what the value is via the console.

The user is prevented from changing it as a function within the game changes it, OR a current state of the program prevents it from being changed.

sv_cheats comes to mind. 
 
So your example of a read-only cvar is one that isn't read-only?

] sv_cheats 2
You must restart the level for setting to take effect.
] sv_cheats
sv_cheats is 2 
 
Console variables in Quake have no restrictions on the value. I can do the following if I choose ...

] skill "Blue is my favorite color"
] fov 243030303

Console variables in Quake are not a reflection of the current state.

If you want to see this in action, type "vid_width 720" in the console. By itself, without a vid_restart command, changing the vid_width does not have any effect. 
What Do You Guys Think About... 
CPU architectures, Kaby Lake, Zen and beyond, being tied to a version of Windows? Shitty as fuck right.

I just learned about this: http://www.pcworld.com/article/3112663/software/microsoft-made-em-do-it-the-latest-kaby-lake-zen-chips-will-support-only-windows-10.html 
Baker 
I was working from memory, it was a poor example.

My point was that I could imagine a few instances where it would be acceptable to allow the player to read - but not modify - the variables directly. 
M$ 
Yet another reason to boycott Losedows 10! Once assholes, always assholes I guess... 
Early Demo Of A Real-time Raytracing 3D Engine 
https://www.youtube.com/watch?v=UR4DSgjPVWg

I came across this today. It's a short demo of a rendering engine early in development. It might be interesting to follow where it goes in the future. 
 
Reminds me of this vapourware: https://www.youtube.com/watch?v=BpT6MkCeP7Y

These "Real Time Raytracing" engines never seem to catch on these days. As good as that demo looks, I'd have to see a lot more to believe it'll actually "happen". A downloadable demo for instance would be nice. Right now everything on their site is just "coming soon", which isn't exactly confidence inspiring. 
 
In the past they've only worked well for tight scenes where the bounces are rather confined and for lower poly stuff.

The promising thing about this is the claims it is "hybrid" raytracing. So perhaps traditional methods are being used on the more difficult with raytracing assisting.

I've been hanging out for realtime raytracing for over a decade now, I'll not hold my breath. 
Just A Clarification 
I am not sure what Pritchard meant in #28560, but I would like to clarify that the ray-tracer engine from my link does have a demo you can try out. It's built into the "3D modeller" package that is on the downloads page. (It's not much of a modeller yet in this bare-bones demo. It just reads text files with scene descriptions.)

http://www.infinity3dengine.com/get-infinity/3d-modeller

You will probably find that the demo doesn't really give you very impressive frame rates for even mildly complex scenes. Until the author comes up with the benchmark he is promising, it's hard to say what reasonable applications this engine could have. I'm a little curious to see what he does with it, but you don't obviously have to be :) 
Speaking Of Vaporware 
Euclideon??? 
 
I didn't think to check the link for the 3D modeller, I just went to the other two pages on the dropdown, since I assumed that it wouldn't be anything like the demo video on YT. It's about 50% of that at least but considering you can create more scenes than just the chess board that's pretty decent. Listening to my CPU fan spin up was fun.

It'll be interesting to see what comes next for this, I do want to see a decent realtime raytracing solution in the future. Perhaps even one that can be used for games! 
Euclideon 
They actually have software out there using their tech.

Just not games... maybe never games.

You can't really call that vaporware. 
@Shamblernaut 
I only saw the cheesey "unlimited power" YT vids, hehe. Thanks for letting me know. 
 
https://www.youtube.com/watch?v=JfMpG3RW_kU

Wolfenstein 3D running on a Game Boy Color. 
 
I couldn't work out how they had optimised the gbc to make it do that, then I read that the guy included a co-processor in the cart to make it work.

Cool, but cheating. 
 
I mean, it's not unheard of for console carts to include non-standard components in order to work. Tended to make them more expensive, of course, which sometimes made the games into commercial failures as a result, but still.

Perhaps in homebrew it could be considered cheating, but I'd still want to give the guy credit.
Apparently he's butting up against the ROM limit of 128k, which means he's managed to shrink what's on there pretty significantly. I think that's neat, even if it'd never actually run on a standard cart. 
 
Don't get me wrong, it's impressive as hell. But I'm more impressed by what people can do with programming wizardry, breaking the limits of what existing hardware can do, rather than adding extra hardware. 
 
I need a program that determines the average RGB value of an image (or part of image), in order to know which color I should apply to a light according to the source texture. Any idea? 
 
Resize the image to a 1x1 pixel and see what color that is? Not sure if that can be made to have the same result as strict averaging, but it's at least an interesting/relevant result.

Or if using Photoshop, try Filter-Blur-Average.

A few other things found on quick Googling:

http://www.wisegeek.com/how-can-i-find-the-average-color-in-a-photograph.htm
http://www.gpick.org/ (try "Palette from image")
http://mkweb.bcgsc.ca/color-summarizer/ 
Thanks Johnny 
 
70 Minutes Of Hugo Martin Talking About Cool Shit 
Xmas At Func 
Cute present :) 
Merry Xmas Func_! 
The evening has already started here, so I'll see y'all on the other side of the Christmas tree. 
Merry Xmas Too 
and a little anecdote
with a friend we discused who whas the most powerful superhero. but between the doom marine and the quake ranger. in 1998. obviously i defended the quake guy and my friend defended the doom guy. i don't know.. if someone who falls to lava manage to get out, he has to win.

remembering that always brings a smile 
Ate A Whole Lot Of Snails 
 
On The Other Hand, 
lava doesn't even hurt Superman... ;) 
@Shamblernaut 
Merry Christmas ;-)

Back in March, someone asked me who I thought would emerge as "someone new who does stuff".

I said "Shamblernaut".

Even though your first map looked like a un-lit boxmap, I have been proven right 3 times over ;-) 
Thank You All =D 
@Baker
Thanks for all the help you've given me this year man. I'm slow and I'm still learning heaps. I love this community, even with all it's idiosyncrasies.

This community wouldn't be the same without its trolls and its users who take their bait.

It wouldn't be the same without the people who spruik insane ideas or make maps with the same quality as mine >_>

We were blessed with AD this year. The mod was great, the maps were AMAZING. We also had amazing jams and individual releases, all of which showed your fondness for this game and love for crafting interesting worlds.

Thank you to all who've offered help, provided assets, offered opinions, given critiques and shitposed. Thanks for the random song and random porn postings on func. Thanks for the inspiration thread, and thanks for the help threads.

Thanks for the guys that worked on editors and tools, you make our lives so much easier and you add polish to our maps that never would have been there otherwise.

You guys rock. You've helped change what has been a difficult year for me into a bearable one.

I hope you all have a wonderful christmas.
<3 Shamblernaut (Ben) 
Well, 
Shambs here said it all. Thank all of you for making Quake what it is today. Though I've been playing Quake on and off for the past 20 years, I was always restricted to the base game, the 2 mission packs and Aftershock.

I first stepped into the community only a few months ago and I never imagined how rich it could be. Something like AD is incredible and I hope a lot of you guys will use the devkit to make even more great things for the next 20 years.

Sock, you did an outstanding thing here, gathering all these great people and pushing them into making one of, if not the best Quake mod ever. And if you sometimes feel like the criticism outweighs the praise, maybe it's because we feel like the praise goes without saying and we're not saying it enough. Thank you. Merry Christmas. 
Errata 
and by func in this sentence: Thanks for the random song and random porn postings on func. I of course meant to say terrafusion. 
Porn On #tf Is Never Random 
 
 
Porn On #tf Is Never Random

Indeed. It's very, very targeted. 
Merry Christmas, Happy Holidays, Cthulhu Fhtagn! 
Less active these days, but still following all the releases and ogling screenshots, which I then send around to co-workers who always say some variant of "damn, that's Quake?!"

Keep it up in 2017! 
Yeah Happy Xmas Y'all. 
Been a great year in gaming (will Doom4 start a reboot of proper FPS action??), and a great year in Quaking (welcome aboard all the newish mappers). 
Merry Xmas! 
Go map Scampie! 
Merry Xmazz 
yeh there's my xmass crate!

I keep promoting, a legendary year for quake2016! 
Steam Winter Sale PSA 
Doom 3 BFG edition is on sale. However, it's an absolute shitshow and I do not recommend even entertaining the idea of purchasing it (just in case anyone here was in danger of doing such a thing).

Installing the original and spending 10 minutes properly configuring it might be worth your time, though. Finally, 12 years later, I have a PC that can run D3 with a fixed tic. No stutter! Also, nvidia's fastsync really shines with this title. 
 
What's wrong with the BFG edition? I've never heard anything bad about it, except that some people dislike being able to have a gun and torch at the same time like in that mod. 
Pritchard - Doom 3 BFG Edition 
I'll just quote a post I wrote a while ago:


Finally got around to buying this (the BFG Edition, that is), mainly because it comes with a new 8-map single-player campaign, which I wanted to check out.

First off, the new flashlight behaviour is just id caving in to all the people who whinged about the old system. I wasn't one of those people, but I wouldn't have minded the change if it wasn't for the fact that you do not have the option to change back to the old system. (FFS Why???)

Also, the new flashlight behaviour just looks like an zero-effort amateur mod - they didn't even bother to add a sound effect when you turn it on, and when you look in a mirror, you can see the original handheld flashlight model just laughably sticking out of the character's shoulder.

So, with the smell of turd already tickling my nostrils, I started up the new "Lost Mission" levels...

And what a load of lazy, inexcusable shite they are.

The PR bollocks about these levels being "cut from the original game" is total crap because I can say absolutely unequivocally that these levels are just made entirely from a bunch of existing rooms and corridors copied from the original game and stitched together in a different way to make a series of small and boring boxy maps with nothing unique or interesting about them whatsoever.

The only exception to this is the final Hell level, which actually seems to contain mostly (and perhaps entirely) original level geometry. It looks a bit rough though, with some fairly subpar lighting and the architecture is roughly on a par with the stock Quake 3 gothic maps in terms of sophistication, but it was mildly interesting to see a Hell level with some attempt at architecture, instead of just a collection of haphazardly stacked bricks, like the original Doom3 Hell. However, the layout and gameplay of this new map is just as boring as the ones that came before it.

Bottom line: don't buy this, it's pretty much a complete waste of money.


In addition, a few points I left out: they narrowed the FOV (like wtf?) and also made it shit-tons easier with more ammo everywhere (again, WTF? It's not like the original was known for being hard in any way). Also I heard they might have added more lights to the maps to brighten them up but I'm not sure - I can't be shitted to verify that myself. 
Huh 
I wish I saw this post sooner :/

I agree with kinn, let me add a bit more:

Technically
It's a stuttering mess.

Visually
They amped up the ambient lighting; everything is washed out. Everything lacks definition, every surface becomes very blurry at a short distance (this is not an anistropy issue). LOD bias seems to have no effect.

Gameplay
Too fuckin' easy. Even the original was a cakewalk. The flashlight undermines a core gameplay mechanic (whatever, if you like it you like it) but in the BFG edition flashlight is pure ass, they couldn't have implemented it any more poorly.

Rant
Doom3 wasn't much for gameplay to some, but the atmosphere is second to none and easily picked up the slack. The BFG edition destroys the expertly crafted nuanced environments of the game; it shits all over its core strengths while adding more gameplay issues and totally ignoring legitimate problems. Simply put, the BFG edition is an insult to Doom 3. It tries to make Doom 3 something it isn't to placate a group of people that didn't like the original and fails miserably to do even that.

If you want a bright corridor crawl go play Quake II. Here's an excellent source port
Ohh We're Ranting About BFG Edition Here?? 
Don't know about the stuttering mess. One of the main differences is the engine that's supposed to be optimized for hardware that's newer, but not exactly very powerful (think consoles). The laptop I used to compare the two versions of the game was struggling with the 2004 release on High, while the BFG reissue was very comfortable to play with comparable quality (I'm not talking about the aesthetic changes right now).

Of course, it wasn't an entirely free achievement. Some shadows were disabled, and some geometry was simplified, especially in Resurrection of Evil, which was always slower than the main campaign. The official patch released after a lot of complaining allows restoring some of the simplified lighting effects, but I'm not sure about all of them.

There's also a feature that dynamically adjusts the rendering resolution when the system can't hold a decent framerate, which is a good innovation, but probably lead to a lot of people thinking that the game looks crappier without being able to put their finger on what exactly is wrong.

As for the flashlight, the implementation is so retarded that I had no words when I discovered how they did it. It's so aggravating that this change alone makes me not want to recommend the reissue. Even though I'm pretty sure that 90% of players will never notice the problem.

The engine coders did their jobs.

The artists kinda did their jobs providing some touched-up model skins (whether it was actually needed is another question).

The one poor hack they asked to redo the flashlight shat all over their work. I'm pretty sure that if you move the camera back far enough you'll be able to see the view model of the flashlight complete with a T-1000-style third hand. But I'm a little scared to check.

Then there are mappers, of course. Okay, exactly one level bug I can remember in the original release was fixed. All others are in their place. But hey, they swapped the floor texture in the Mars City Underground lobby!

New levels aren't exactly worth talking about. They're there, and that's about it. I'd compare them to a decent amateur episode from authors that weren't confident enough in their skills to make original geometry, so they cannibalized a bunch of stock maps instead. I've heard similar complaints about RoE, but it wasn't as bad there, and I actually liked the "rearranged" levels. At least that mission pack had some new enemies and weapons.

Brighter lighting seems like an overkill in pandering. Wasn't the new flashlight enough? Should've done one or the other. 
I Should Mention 
In the BFG edition I never played through the original campaign, I only played the new "lost levels", which is why I couldn't comment on any lighting changes to the original maps.

On hearing they royally fucked them up by yanking up the ambient, I am:

1) Not surprised in the least, given the rest of the crap they did.
2) Even more glad I didn't bother playing through them.

Some games get fantastic re-releases with all-new spanky updated art. Some game re-releases just get farmed off ultra-cheapo to a Z-team somewhere that will idly slap out something nominal for a couple of free sandwiches from the vending machine - but not the good sandwiches; I'm talking like those petrol-station-quality egg & cress sandwiches that have been sitting there for a week. 
 
One change I can appreciate is a slight increase of the player's running speed. The original game just felt uncomfortable in this regard, while the reissue feels about right. They also toned down the footstep sounds, which were really annoying.

It's amazing how such an important aspect of the game (you spend even more time running around and listening to your boots than you spend shooting things) can be so neglected, and how little you need to change to make it relatively not particularly horrible. 
 
I am yet to see a "remastered" game be better than the original with community patches and mods. D3 BFG is no exception. Sikkmod + Absolute HD are ten times better than this BFG cash grab. 
Well 
I don't think it was supposed to be a "remaster" or "HD upgrade" for the PC - The only reason it exists is because some bean-counter thought they could make a few pennies by releasing a version of Doom 3 on XBox360 and PS3, hence the retarded console-friendly changes like narrower FOV and more health/ammo everywhere. The PC edition of D3 BFG is just "there" and an utterly, utterly pointless purchase. 
The Patch Allows To Adjust The FOV From The Menu 
For what it's worth.

But it seems that they changed the view weapon offsets somewhat to compensate for the default FOV, so some things look worse with 90. The machinegun in particular reveals more than you want to see. 
BFG: Buncha Fetid Garbage 
dwere - Interesting, confirms my assumptions. I played for about 6 minutes and had just assumed that there was a myriad of other issues deeper into the game. The hirez hud is nice, though.

mugwump - Sikkmod.

Ah, the ol' bloom and vaseline mod!

Kinn - The only reason it exists is because some bean-counter thought they could make a few pennies...

Painful truths! IMO, D3 is deserving of tasteful and respectful touch-up. It's a similar story with the new bioshock "remasters".

NEW RULE: If you don't give a shit about the game and/or lack basic human decency, you're not allowed to be a part of the remastering team. 
 
Well, if you treat it as a second console edition, it's not so bad. Many of the changes even make sense in this context.

It's just that they didn't care enough to make the PC version separate from the rest. Which is a pretty common practice, unfortunately. 
 
You don't have to use bloom with Sikkmod and there's more to it than fancy effects: you can tweak walking speed, weapon behavior, etc... 
Can't Remember Doom3 Mission Pack. 
But AFAIK it was decent enough. I liked Doom3 too.

But TBH, Doom4 is everything Doom3 should have been and completely overriden it. 
 
Mugwump - no, you're right, I'm just being facetious. However, I do find that particular mod to be, well, a little tasteless. IIRC, I think I did lift a thing or two from it for my personal mod.

Shambler - decent enough

That's an accurate description. I must respectfully disagree with Doom4 overriding Doom3 (kinda apples to oranges comparison anyway). I find glory-killing my through D4's arenas less engaging than crawling through D3's corridors. Don't get me wrong, both very good games.

For "doom action" I just play D2 and its abundant wads. 
I Have Been Shitting And Puking Nonstop For The Last 24 Hours 
 
You Caught A Case Of 'the Internets' 
stay off public forums and it should clear up! 
#28611 
I see you opened that picture attachment I sent you then. 
I Thought That WAS The Picture Attachment. 
 
Shambler 
My Grindr profile image can be...challenging for some to process. 
Quakec Profile 
I have been mapping and scripting nonstop for the last strikes! 
 
Does this mean we're gonna play a new Quake map by Madfox soon? 
 
I'm more hiding for czg fog's attachment! 
True Size Of The Earth's Landmasses 
Well this blew my mind a little bit. I knew that the Earth's landmasses appear distorted on the typical 2d projection you see in atlases (and google maps) but I had no idea how totally wacky it was. Here's a cool site that lets you drag countries around the globe to compare their true sizes with others:

http://thetruesize.com/

For the biggest "Holy Shit", try dragging Indonesia onto Europe or Russia. 
Top O' Reddit Today 
#tf In A Nutshell 
00:02:24 | <skacky__> 4053 detail
00:02:48 | <skacky__> happy new year btw 
Extended Interview With Kevin Cloud 
Happy New Year! 
Since I don't actually have anything interesting to say, I'll just leave it at that. 
@than 
Any quake mapping plans for 2017? 
Yah, 
Happy New Year y'all! 
 
Quake to be run at AGDQ '17 next Monday: https://gamesdonequick.com/schedule 
Another Map Jam? 
I must say I'm not satisfied with having not much time for mapping for retrojam 6 previous week. Now we have holidays and a lot of time to map. I wonder if any one wants another map jam. Let's continue the awesome start of 2017.
Personally I want to map more, this time with AD.

Any thoughts? 
 
Explore Jam. No monsters on skill 0. 
@mukor 
That would be awesome - great idea. I always wanted those features put into id games like Doom 3 and Doom 2016 so I could admire the levels without monsters. 
 
I would love an explore jam 2. However, is it wise to organize yet another jam so soon? I remember some MJ8 talks where people complained about not having time to work on their personal projects between jams. 
I Do Agree With Mugwump 
I would like to complete what I am working on (off and on for a year!)

But perhaps it's time for jam organizers to agree on a schedule for 2017?

And BTW another Jam idea would be Co-op jam. Would require a lot more playtesting but would be cool to get more mappers working and playing together. Different design challenges too. 
 
i can get into one explorejam this month

with no monster placement or gameplay tweaking i can focus in learning to use lights and level architecture and try crazy designs

correct me if i'm wrong, but a explorejam wouldn't be much less time-consuming than a full classic map?
you can add some puzzle elements, and refine them if there is time; if not then it is a place to stroll around. 
Coop 
i tried to play ad_swampy with my brother through lan and it didn't work well
lots of packet overflow (whatever that is), the breakables were already broken on the client (my brother notebook, with wifi) and the sounds were desynced.
i tested a e1m1, e1m2 and e1m3, with ad. in e1m3 happened the same thing

how can i make it work? it's a problem of the game? it's the wifi and i have to try with cable?
i tried disabling particles (in quake.rc) but it didn't help 
Jammed 
I'd be fine with another Jam event...I would just make sure it is 4x smaller than my previous one.

Explore jam would be cool and certainly a challenge if that is what is being considered. 
Topher 
A few things: check the heapsize in your launch options. Both clients would have to have increased heapsizes for AD.

info here: https://steamcommunity.com/sharedfiles/filedetails/?id=120426294

It could be the game engine. Pretty sure Quakespasm is geared only toward SP. I see that Mark V has pretty solid Coop features. Try that one? I just downloaded Mark V but haven't played around with it much. It screwed up my config.cfg so back yours up. 
Topher 
QS can't currently do co-op on AD maps (swampy at least), even if you turn off AD's particles. (max unreliable message size is too small). Last I checked MarkV has the same limit.

DarkPlaces might work for AD coop. 
Dumptruck_ds 
nitpick: QS defaults to a 256MB heap size since the last few versions, so you don't need to enlarge it for AD or any mods I know of 
 
Quakespasm Spiked, DarkPlaces or FTE is your best chance for co-op with Arcane Dimensions (with the particles being off).

Only those 3 engines offer network compression right now. Quakespasm Spiked has a method for packet fragmentation in the network traffic. 
@ericw 
Good to know thx.

@ baker QS Spiked? Never came across that before. Man this game, even after 20 years. So much development going on! 
Happy New Year 
guys, i love all of you. go map, the old and the new ones!
my life is in a grinder these days, its my fault and its a new girl involved.
forgive me ad_team, i have no time atm, new scents to be be had :)

i'll be back someday with new stuff, be sure..

right now its hard, sorry sleepwalkr, i miss you too... 
Baker 
Why is the particle code so storage / network intensive?

Does it record / transfer the location of each particle every frame? 
 
In standard Quake, QuakeC tells the client to emit a particle (1 message). And the particle system takes it from there.

In Arcane Dimensions (I haven't looked), to make things look fancy, every single particle is an entity.

So imagine a room with 800 monsters where each monster has a position xyz, a frame, angles, etc.

Arcane Dimensions does particles in a way that each little yellow particle is essentially a monster.

That's why an Arcane Dimensions demo is 600 MB after 30 minutes with the particles on, for instance. But it does have ability to be turned off.

Sock and the guys working on Arcane Dimensions are smart. It's perfectly ok to do it "ok" the first time and then later on "do it right".

It's just part of the learning curve.

But the way they are doing it right now isn't efficient. But also part of the problem is that the classic engines can't do what sock + company would ideally like.

I think Quakespasm Spiked could probably move that all client-side.

But would require work on the part of Arcane Dimension and also wouldn't work with DarkPlaces because the particles systems are very different.

So will be interesting to see how things go.

But certainly raises the right issues for discussion. 
@baker 
This is really interesting. There was a mod called extras4 I downloaded that had a some particle effects. I'm am not a coder but curious if they implemented their particle system differently? You can download this here:

http://www.quakewiki.net/quake-1/mods/extras-r4/

I was considering using this for a project myself mainly because of the sound capabilities. It's pretty well documented and has some nice additions that are already in AD. 
What I Would Like To See Is: 
Rather than every particle being an entity ideally some sort of a "particle emitter" entity should exist and handled client side.

Just feed the emitter the quantity / duration / angles / velocity / colours / world interactivity of the particles and let the client do the rest. 
 
@dumptruck - If you want to learn more about that mod, the actual homepage for that mod is http://quake.chaoticbox.com/
Negke Finally Forced To GO MAP 
Roulf 
Time to whip out that clip tool. 
#28649 
Not that you will learn much from the one short basic paragraph of info about that mod on that site.

@dumptruck, you're better off just downloading the mod and going through the readme and the Qc source which looks like you already have. 
 
i checked the source and docs
pretty neat stuff

i quote:
------------
Particle systems with QuakeC - packet overflows made easy!
These were modeled after particle systems in high-end 3D apps, they are not the most user friendly entities around...
Emitters generate a "particle" (either a .spr, .mdl or .bsp) and toss it in a direction between the set angle limits. They can use an optional "death" model to simulate anything from rain, falling rubble, blasts of flames, forcefields, whatever... Note that these have absolutely nothing to do with Quake's built-in particle system. When the word "particle" is used on this page, it refers an instance of the model assigned to the emitter.
Effectors change the behaviour of particles that touch them (the emitter must have the "USEEFFECTORS" spawnflag set).
Emitters can be attached to a func_train_ext, for some really neat shit :)
------------

the implementation is different but both are entities emitters and similarly inefficient 
Extrasr4 
Ahh, what a gem. I still love the gravity well effect that sucks in nails and curves them around. Would love to see this in an arena where some wells were by some sort of equipment that warps your bullets. Would make for some interesting ogre fights, esp. flak ogres. 
IRC. 
Is it b0rked for everyone? 
Works Fine For Me 
 
Extar4 Mod 
I used the extar4 for burning barrels, which gave a fine effect on shooting them. Also had a fountain in it, but after five sprite emitters I got an eddict error. These particle emitter is a real memory assult.
The savest way to avoid it was to last it only for a minute.

Mostly used it for the better balanced func_train in PhantomPholly.
The func_water is rarely a real switch for mapping effort. Sad it won't last on spaces longer than 256 units and lacks animation. 
Asfdasfasfasfadffff 
[19:29:23] Connecting to server...
[19:29:23] Connection failed. Result: -102
[19:29:23] Disconnected from the IRC server "irc.quakenet.org`"!
[19:29:23] Reconnecting in 3 second(s)... (Cancel) 
Re: ExtrasR4 
@topher too bad - i was hoping this would be a good fix.

@Qmaster - that + Ogre nades sounds wild. This part of the mod does open up some interesting possibilities. But I was most interested in the sound trigger features. I hope to test the extrasR4 limits soon but if AD has something similar I may just use that for a project. I haven't reviewed the docs for AD yet.

re: particles for torches and similar - Instead of having proper entity based particles if you could have animated alpha textures you might be able to create a similar effect - wonder if this is possible? 
@xage 
An previous version of that site had a dedicated extras R4 page with a ton of detail and screenshots and descriptions.

It would seem that page is no longer there. Maybe has to do with the PlanetQuake abandonment. 
Yes, Looks That Way. 
Most likely the reason you gave. I do remember the previous page years ago and with all the information your describing. It was very cool, too bad it's gone. Maybe it's archived somewhere. 
The Download... 
Contains an html readme. Maybe its the same? 
@qmaster 
At least the page lives on in the download ;-) 
Looks The Same. 
 
Poke Poke 
Gonna poke the community for interest...

How would we feel about having a deathmatch mapjam at some point?

Obviously after a little while and all your creative juices have been refreshed. 
I Personally Couldn't Care Less... 
...unless the maps also have SP capability. I don't play DM. 
#28666 
Sounds like a complete waste of time. 
No Thanks 
I would not be interested, but a noteworthy idea! 
What's The Best Bot Mod? 
I'd be interested in playing some new q1dm bot action. 
Unlike Some Of These Pricks.... 
....as much as I have no interest in DM, why not. There might be people who are keen to push their DM mapping, so it would be a good creative outlet. 
Yeah What Shambles Said 
I remember really enjoying playing against bots back in the day. Never got into real DM though, just didn't have the bandwidth or sk1ll4x 
 
I always use reaper bots but i think that's only because they were popular back when I was paying attention.

I have heard frikbot mentioned a lot more recently. 
 
What's The Best Bot Mod?
I heard (from Baker, I think) it was Frogbot. 
Cheers 
Yes I too played against reapers in the 90s, when I should have been studying.

Ah yes I think I was recommended frogbot in the recent past, and seems I already them installed! 
Like I Said 
I was just poking the community, I'll wait and see if others are interested, last thing I want to do is run a jam with only a couple of participants. 
Well. 
It's Kinn and yourself already, so that's a good start... 
Gah 
I can't enter myself obvs - too busy with work and other boring real-life stuffs! 
 
i'm new here but what a heck, i'll answer

if i play deathmatch, i play the same old maps over and over again. dm4,dm6, e1m2 and aerowalk

the maps are intended to be played or with monster or what? 
 
How about "maps designed primarily for DM, but with waypoints for [bot mod x] added, and also monsters for SP" 
Sounds Good 
and there is also the option of using Omicron bots which don't need waypoints, so people not interested in DM have it easier participating. 
DM Jam Is A Waste Of Time... 
...because QW community doesn't care about new maps.
They don't give a fuck about your textures or complex brush work, because all they want is low r_speeds.
Foogs is last active DM mapper I know. He probably can tell you more or you can go on QW discord channel for more details... 
#28682 
There are communities outside of func_msgboard that don't care about the single-player jams either. Not sure that's a reason to not do them.

I thought the idea behind jams was to have a bit of fun amongst ourselves basically (oo-err!). If no-one here is interested then fine, but if people are, who gives a weasel's wotsit what other communities think? 
 
i'm using a map editor for less than a month but i can see how fun can be.

it just pains me a little that probably nobody will play it. at least the sp maps are played by a few dozens players. maybe hundreds. thousands in the case of arcane dimensions.

we can throw some func_matches! i'm low-mid tier player in ffa, tdm or dmm4 :D. never played enough to become good. 
DM Jam 
Meh.

Wait don't we have explore Jams. Not much different except flow isn't considered.

Ahh, sure, go for it. It's in the original ID spirit to have SP and DM in the same map. 
 
Imo it's counterproductive to make a map that will be never played by QW players. If you want to make good DM map you need constant feedback during design process.
I'm not against this idea, just saying how it is, because few people will be surely disappointed.

I remember few people did DM mode for their map during jams. Maybe that's a better idea? SP map with proper DM mode? 
How About Co-op Maps? 
 
The Way I Set Ezquake When I Bother To Play Quake Dm 
http://imgur.com/0Ib8HK2

lol. r_drawflat well done

really, i like to play like that. but i'm weird sometimes. i like simplified, abstract and contrasted items and players

and i play against friends in RL or bots. that lag of mine... 
Don't Forget To Try Out EzQuake Single Player 
 
Just extend the jam by a few days and add sp monsters 
#28666 
@Shamblernaut

I've done a lot of DM level design. I'd love a jam so I am in. Not a QW player myself. I play local with my kids or Omicron bots. There's also the DMSP mod that is quite a hoot. If you guys haven't tried it - you should.

http://strlen.com/maps/dmsp/

@killpixel - I am down for a co-op Jam for sure. I suggested it a few days ago. I think it would require a LOT more coordination and care - maybe a team of two mappers or volunteers to playtest. 
 
Yeah the coop thing is really interesting. Especially if you force the two players to separate and complete different portions to progress. 
Shitting Fuckomy. 
I forgot how vomitously awful "make the game look fucking terrible to win at any cost" DM-orientated engines were.

Shamblernaut, cancel the possible DM Jam ASAP. 
 
to be fair i doubt many play with that settings
but the setting is there, i tried it, played matches with it and really like it.

anyway, i knew that r_drawflat thingy for like 18 years when i started playing the game, and played one time all the episodes with r_drawflat 1 in winquake. for the same reasons, contrast. i don't remember being multicolored like in quakespasm, though. it was white i think 
 
to be fair i doubt many play with that settings
but the setting is there, i tried it, played matches with it and really like it.

anyway, i knew that r_drawflat thingy for like 18 years when i started playing the game, and played one time all the episodes with r_drawflat 1 in winquake. for the same reasons, contrast. i don't remember being multicolored like in quakespasm, though. it was white i think 
 
If I make a jam I will suggest that the authors use clip or skip brushes over all the fancy geometry to overcome that.

I also suspect the level of detail will be kept to id DM map levels.

Anyway, there is no rush to make another jam, I was polling the community for thoughts. 
What About An AD Or A Quoth Jam 
It would be pretty interesting to see a jam that uses those kinds of mods. 
Hmmm. 
"Make best use of AD features" jam could be cool. A bit like Sock's breakables test map, that worked well being full of breakables and still cool in it's own right. 
#28697 
Map Jam 7 was Quoth based and it was cool, except people didn't updated their Quoth to latest version and half of the maps were broken. 
And By "People" I Mean Players 
 
Paradoxes 
There is a rather large group of single player users that are using the Quake Injector and are completely dependent on it. Not using the Quake Injector generally isn't even an option for many of those users, they don't know where is unzip things or how to do a command line themselves.

And the Quake Injector doesn't support Quoth 2.2, to the best of my knowledge (The Quake Injector files are July 2010, so probably not).

Furthermore, the Quoth 2.2 files at Quaddicted are not up-to-date.

So any release depending on features in Quoth 2.2 that aren't present in Quoth 2.1 is going to be a tragedy where a number of users have problems that most of them have zero chance of resolving themselves. 
 
Sock has been encouraging people to map with AD on twitter.

Poke him enough and he might join in :) 
 
Yeah ive come to realize how much id1 sucks to map for. Ill be avoiding it for some time. 
Nothing Wrong With Id1 
 
 
"Oh you wanna backtrack through this area and spawn a bunch of monsters? Yeah youre gonna need the monster entity. A Teleport_destination. Trigger_Teleport and then something to trigger the whole sequence."

:slow clap: 
 
The inability to not have triggers initially disabled was the thing that frustrated me most about id1 mapping.

You could use the silly spikeshooter logic gate hacks I guess, but lol. 
 
I mean "The inability to have". Did a bit of double negative there I think... 
Yep 
The entity state system in AD is the biggest pull from me. That allows so much more creative ideas really shine. 
Demos 
Ok this info was probably on the internet at one point in the 90s but I can't for the love of fuck find it anymore:

how do I make quake start looping the standard quake demos? 
Or 
Has QS/MarkV made "startdemos demo1 demo2 demo3" not work anymore? I try typing that into the console and nothing happens... 
Quakespasm Disabled It 
 
Ah Ok 
so it's totes impossible to loop demos in QS? 
Kinn 
adding the "-fitz" flag when launching QS restores the demo loop playback (also some other things: restores the quit prompt, disables loading the sutff in quakespasm.pak - the custom conback, WASD config, z-fighting fixes for id1).

I thought QS was only disabling "startdemos" during the exec of quake.rc but apparently it's totally disabled. 
Doom 
i tried the new doom yesterday 20 minutes
i mean, if it's seriously considered goty by many it must be good
i saw some desert/hell scene and i didn't like it
the monsters are almost the same color that the landscape...
i didn't like items popping out like confetti
i don't like the glory kills.
the mouse is smooth, or whatever the name is for that setting.

the level are nice to look? i might play the game in easy.
the mouse smoothing (or whatever) can be disabled?
if not i'm uninstalling the game.

oddly enough i like more the doom4doom mod for gzdoom.. and it's not because it's old or pixelated. the gameplay is better. the drops can be disabled. the weapons feel better. and it's free! 
Ericw 
Cheers, it's not a problem anymore, all I wanted to do was loop the demos for profiling purposes but I can just as easily do what I want by playing a demo without a loop. 
 
It also restores the level time counter in the status bar! 
Well Topher D4D Is Seriously Fun. 
 
 
ok i played some more and the game is killing my computer
30-50 fps
no way i will play like that

and i have no money to change the gpu

well, i still have the old quake and doom 
 
What about a hybrid bots used as enemies map ? Kind of a multi arena dm map with progress - defeat these so and so equipped bots in this area before moving on to next dm area. Not sure of the feasability but its an interestng idea/challenge maybe. Not Jam adapted though I guess as it requires modding/hackery I assume. 
Killes 
You mean basically Q3A SP in Q1? I've heard of a Quake 1 Arena mod, but I don't know if it has bots for SP or is DM-only. You might wanna check it out. 
Fucking Hell 
Only 11 days into 2017 and there's already been 25 Q1SPs out.

Are we in for the best year yet? 
So I'm Back. 
Any new Quake maps to play?? 
 
Are we in for the best year yet?

Only if Shambler makes one. 
#28721 
That's fucking wicked.

I'm going to contribute to that number personally. 
Make It 28 
 
That's Worth A Counter 
on Quaddicted. Can that be added? 
 
something something quality / quantity something something... 
 
something something quality / quantity

Hmmm, lessee...
- RJ6, quality: check.
- XJ2, quality: check.
- ad_fenrir, quality: check.
- ad_scastle by our Lord and Master Sock, quality: check and double-check.
- SM178, quality: can't tell yet.
- neg2betahc, quality: can't tell yet but judging from the comments, it's already an improvement over Hexcalc's first disastrous (no offence) map.

You were saying...? 
Quality : Quantity Ratio Of Posts 
Mugwump: 0 
If You Say So... 
You realize trolling people makes you the butt of the joke, not them, right? 
#28728 
I'm talking about how meaningless it is adding a map counter to quaddicted, you peach cleaver. 
Negative Feedback Is A Type Of Feedback Too! 
Mugwump looks around, observes and brings a fresh perspective. And more importantly a diverse perspective. I think Mugwump brings a great perspective to the mix.

Trolling? Is it really bad?

Trolling people isn't so bad, it's the internet and trolling is part of that.

I think a bigger internet problem is the occasional complete lack of trolling.

Facebook: like!, like!, like!, like!, like! --- Well, you need critical thought too right?

Don't you need someone to say "This sucks -- here is why?" Isn't negative feedback part of learning and growth?

Anyone can do positive feedback, because it is a very sheep thing to do. Negative feedback is therefore often more valuable.

Negative feedback is true feedback. Don't you want the true feedback to your face instead of behind your back?

If I do something that sucks and I don't know about it or I am lacking perspective to see it --- I want the negative feedback.

/One thought. I'm often wrong about these things, haha 
I Agree With Baker 
 
Thank You Baker 
Indeed, critical thought is necessary, and I'm not one to shy away from it. However, you seem to say that trolling = critical thought. Not. It's just mockery in my book.

@Kinn
I'm talking about how meaningless it is adding a map counter to quaddicted
This I wholeheartedly agree with. I thought you were saying large quantity leads to decline in quality, which is of course not always the case. 
Farts 
baker: trolling/beef needs to be clearly distinguished from negative criticism, otherwise you lend legitimacy to garbage like that guy in the AD thread recently. 
@kinn 
Communication is made out of words.

If the words have something interesting to say, you can read them.

And if they don't have something interesting to say, maybe you have something better to do.

The effect that words have on the reader of the words is the responsibility of the reader.

If you achieve any level of success, there will be trolls.

The only people without trolls are people who never did anything interesting.

Remember: a troll is still a fan of your work. Because they think your work is important enough to troll.

I would take that as a compliment! 
@kinn 
Jesus Fucking Christ.

I wasn't clear with the sentiment of my post. I though a "maps so far this year" counter would be a cool metric to keep track of for fans who are proud of their involvement in keeping a 20+ year old game alive and well.

Sorry for the wide eyed enthusiasm. I forgot where I was posting. 
@dumptruck_ds 
a) Mark V build 1025 supports variable sound distance now. "sound_clipdistance" "1000" (1000 is default, you probably want 2000). You add "sound_clipdistance" as a worldspawn key to your map, similar to how you set a skybox or the map title.

Maybe it will suit your purposes for your func_train.

b) Spirit runs Quaddicted and as I understand it does not read this forum any longer. 
It's Cool 
No need to get all fighty about it. 
@kinn 
Peace! 
Fans Clamoring In The Distance 
Remember: a troll is still a fan of your work.
OMG, OTP is my fan!! Teehee!

Ahem. More seriously:
You add "sound_clipdistance" as a worldspawn key to your map
Wouldn't that augment the hearing distance of all sounds in the map? Furthermore, what about other engines? 
 
Wouldn't that augment the hearing distance of all sounds in the map?

That's exactly what it does. 
@Baker 
Thanks - I will try and test asap. Might have to wait until the weekend, away from mapping machine for a few days. Great to see an engine with enhanced sound features.

Spirit is an it? :) 
Mh Has Answered The Age Old Question ... 
Just Watched A Simester Of Computer Graphics Courses On Youtube 
now my Hindi is on point! 
 
almost finished my retrojam 5 map 
Cool! 
 
Ah That Preach Thread Is Great 
I don't want to post in it because I could ruin what he did there!

That's an inventive concept. 
 
Years from now it'll be found with no context and that'll be great 
 
Years from now it'll be found with no context and that'll be great 
 
Oh no my first double post :( 
 
Oh no my first double post :(

I chose to read #28751. Although the content was the same, I appreciated the choice of paths :} 
Kinn 
go map dude. 
 
Rock Paper Shotgun posted a list of the top 50 PC FPS games, and guess who's on top?

https://www.rockpapershotgun.com/2017/01/13/the-50-best-fps-on-pc/

Also, reading through the list, I think they copy and pasted a few of the entries from older lists... a lot of them refer to things that were "last year" but were actually last year... last year. If that makes sense. 
#28755 
 
COD MW Or CounterStrike?? 
 
 
Yeah they keep those "25 best" or "50 best" lists around and update them occasionally.

For example, from 2015: http://web.archive.org/web/20150514154720/http://www.rockpapershotgun.com/2015/05/13/best-fps/

Back then Doom was #1 and Quake #37. :-) Which is cool that they do some re-opinioning every now and then.

FWIW I think the guy who posts the list is also the same one that reviewed Arcane Dimensions for RPS. 
Isn't That Great. 
Trash person writes trash article for trash website.

He even links to fucking Darkplaces to "offend your eyes a little less". 
 
quake?
that was unexpected

i mean, i always loved the game; and the game was loved in 1996 and 1997

but later it was kinda forgotten

and lately is rising again, in a way


"all so physical in their blockiness and pixel-grid textures"

when i tried gl_texturemode 3 and no hd textures with retrojam1 maps i noticed this too and deleted all the hd textures. with the new fog and lighting effects they look exquisite. 
DM-Shamblernaut 
We can make it. Let's forget QW uglyness ever existed and make a "Q1 Arena" single player DM jam. A chain of maps like we are used to make, but DM with a bot setup. The jam can provide a bot environment all set to just drop your map files on, for dev and test. Maps can have all mood, detail and beauty you want, provided you caulk (clip) it properly.

Afaik, it would be something completely new here. I'm in. Miss DM very much. 
Re: RPS 
Genuinely lold at some of these choices. Shadow Warrior 2 in it while it's one of the worst games of 2016. I mean the original reboot (I chuckled typing this) is far better in every aspect. SW2 feels like Borderlands with Asian memes, and they're not even funny. There's fucking Far Cry 4 in it too. Half-Life with a picture of the Black Mesa game because why the hell not. Devil Daggers on 5th place? Why the fuck not. The game looks great and is fun for like 5 minutes. Let's put it higher than other titles like Blood... wait, Blood isn't even in that list. I guess DOSBox is too hard for these people.

Quake first shows they're not totally braindead, though the cherry on top has to be the DarkPlaces recommendation with the jab at Quake's graphics, while the guy says the aesthetics look awesome a few sentences above. 
 
You guys need to be less angry sometimes. :-) 
 
this is func_, people are just always angry. <3 
Thoughts? 
@johnny We're all angry old men here. We've all been jaded by time ;)

@adib I'll make a DM jam in a few weeks.

@everyone who is interested how would you feel about making design / planning documentation public for said jam. I know sometimes jams release the map source, but I think it might be interesting to have some extra docs aswell. i.e. sketches, flow charts, etc.

Of course optional.

Thoughts? 
 
I can spread info on Quake World discord when you'll be ready to start this Jam. There are few active mappers there and lots of players, so you'll be able to confront your design with reality :D 
Call It Something Else And Not Another Goddamn Jam 
 
 
What makes a jam a jam? 
 
#28768 fruits? 
And Sugar 
making design / planning documentation public (...) i.e. sketches, flow charts, etc.
Could be a valuable resource for novice mappers. Approved. 
Mukor 
Maps, varying in size and quality. That's what makes a jam a jam. 
 
Thief 
I remember using a vodoo2 on Thief.
It was the same period of Unreal, and I had lots of gl_drivers on my computer.
There are no editors for this game, right? 
Using The Red Cross Symbol... 
http://www.pcgamer.com/how-the-prison-architect-developers-broke-the-geneva-conventions/

Using the red cross symbol in your game can result in attention from the British Red Cross. Why this particular game attracted the attention might not be entirely clear. 
#28774 
The Thief game/map editor is called DromEd. You can find more than one video on Youtube about it. 
 
DromEd is pretty ancient and archaic though. Getting scenes done takes quite a while, though a huge advantage over Quake is that you directly edit the game map file, so you don't need to compile it. That means lighting actually exists and you can modify it in real time, among other cool stuff. I'd love a TB-like editor as an alternative though. 
+1 For The Counter Spirit 
+1 For Welcome To Last Week's Beef. 
Number of retrojam maps that dumptruck has released that DON'T have a really fucking stupid name that takes longer to type than to play the map:















0 
Sahmbles 
Not using an engine with autocomplete? 
@shambler 
I assumed Fifth would rename it for the final release. Never again!
8-P 
You Ain't The Boss Of Me 
 
Boss 
there was a time long before I dear to post on this board, I really believed shambler and other nicks were the creators of quake monsters, like tim willits would be metlslime. 
Shamblernaut #28765 
Yes, agreed about documentation. Hope I don't loose this announcement. 
XCOM 2 Long War 2 Mod Released 
It's baaaaaaaaack https://steamcommunity.com/sharedfiles/filedetails/?id=844674609

It's XCOM 2 hard mode with more in depth mechanics, expanded strategy layer and shit ton of new enemies, items and weapons etc.

The AD of XCOM if you will... 
 
yeah, i saw that a few weeks ago
it's ready now 
UnrealHD (High-Res Skins) 
In case anyone missed this project, I released it on Moddb a while back.

This mutator for Unreal 227 and UT99 will replace all those old, blurry Unreal/RTNP skins with detailed, high-res versions. Unlike most skin projects, almost everything looks identical to the original from a distance, but far more detailed close-up (no more pixelation). Each skin has been manually reworked (no simple filters or cheesy sharpening techniques used). The most obvious improvements are with the big meshes, like the Titan. Most skins have been increased from the original 128x128/256x256 to 2048x2048/4096x4096.

View more information and download here:
http://www.moddb.com/mods/high-resolution-unreal-skins 
XC2LW 
Shurely the AD of XCOM with Skills 0-2 missing?? 
 
i managed to do an hollow torus
it was trickier than i thought

do you think it would be useful to have a tutorial for this? like that old czg's tutorial, but for trenchbroom?

http://imgur.com/a/hf2KG 
Hell Yeah 
That looks pretty spiffy! I'd be interested on the technique especially that you made it hollow as well!

Due to the absence of a brush skew feature, all curve guides end up in a roadblock. 
Ha! 
I've just finished one also.
Hard to keep it tight as the maps grows. 
"Dimension Of The Boomed" By Uthar 
Really neat looking doom mod with lots of quake resources, including ambient sounds and a custom shambler monster! Give it a shot!

https://www.doomworld.com/vb/wads-mods/92574-dimension-of-the-boomed-early-alpha/ 
Hollow Torus 
Check out my ad map if you want some hollow pipework. The source is included, I basically followed czgs tute after several days of vertex manipulation nightmares 
Awful Half-baked Tutorial 
how to make a torus in trenchbroom

http://imgur.com/a/HKrNj

hopefully it's at least understandable 
@topher 
Thank you, those looks like czg's tutorials but in TB this time. Maybe in the future it is easier do now pipes. All of my maps have been pretty pipe-less* 
From Non-discussion Thread. 
News Submission "General Abuse" [EDIT]
Posted by Lightning Hunter [76.25.102.76] on 2017/01/22 18:33:33

Really? My news submission went to general abuse? Man, after browsing this board and posting about my projects for 10+ years, you would think my submissions would get posted...

Anyway, please ignore my News submission made today. I submitted it again thinking the previous news did not get through, PLUS, I titled it wrong. I realized though that the submission was flat out rejected, so whatever.
 
Lol 
Dude who uses HIGH RES CONTENT on games from 199x is an asshole, news at 11! 
A HD-Texture-On-Low-Poly-Content Flamewar? 
Why that's my fetish!

I'll just leave this here: http://i.imgur.com/83v8gy1.png 
 
It all looks about as Unreal as always, except sharper. The game was never that good when it came to how its art assets looked, so there's very little to ruin.

I'd say why not. 
Yada Yada 
Since November, my life is crazy busy. This week I've managed to use some free time for editing some HD textures for Quake's ammo boxes, because I'm tired of not being productive and this is something I may release in a few days.

I miss having the time to sit down and writing some proper feedback for new maps, because there's a lot of great ones released this year.

:) Thank you all. 
Just Wanted To Share... 
https://youtu.be/0g9SazeaeK0

Watch it!

Contains: -A very nice Quake review
-epic map names 
FreeCAD 
Here is a free multi-platform CAD program, in development with a fairly complete set of features already implemented. It reads and writes multiple file formats, so it could find a place in your existing 3D modeling workflow; or you could find it to be a useful tool on its own.

http://www.freecadweb.org/

Why might you want to look at it? Well, they begin describing it as follows.

FreeCAD is a parametric 3D modeler made primarily to design real-life objects of any size. Parametric modeling allows you to easily modify your design by going back into your model history and changing its parameters. FreeCAD is open-source and highly customizable, scriptable and extensible.  
Thanks For The Link! 
I voted no. 
Is It Even Legal? 
It is so obvious of a copy that he only reason i see for it not being taken down already is that they didn't bother with or even haven't seen it. 
John "I Was Sort Of An Amoral Little Jerk" Carmack Goes Savage. 
 
That's So Carmack. 
I wonder what will happen to him. As far as I'm aware he's still rich... 
OTP 
Where are you reading this from? Id fancy a read. 
 
Is that a court statement from a judge?

Or is that the plantiff's "made for TV version of what they say happened"?

As far as I know, the jury concluded
1) Occulus did *not* misappropriate trade secrets.
2) The founder of Occulus *did* violate a non-disclosure agreement.

It does not appear that the court or the jury concurs with the text of the statement made in post #28810, although I don't claim to have read any of the docs provided by the court.

An attorney gets to tell their story of what they think happened to both the media and the court. It is always overstated so that if you go along halfway with their version of events, you would side with them.

The plantiffs team of attorney's is being paid with the idea they are supposed to win $2 billion for their client.

So they are going to have quite the "sales pitch".

/An alternate take. I claim no special knowledge. I am also often wrong. 
 
Imagine writing countless lines of code over multiple years... then you're told that you stole it.

Humans are weird huh? 
 
Apparently the case has been decided? I imagine there will be an appeal.

https://arstechnica.com/gaming/2017/02/oculus-execs-liable-for-500-million-in-zenimax-vr-trial/ 
Re 28810 
If that's true, (which I doubt) it's pretty hilarious to picture one of the most well regarded programmers of our time frantically searching Google for how to wipe a hard drive like some guilty dad after clicking on a Shambler link 
Haha Exactly What I Was Thinking 
if john carmack himself is googling "how to wipe hard drive secure" there's hope for all of us 
 
It's not like it's something you need to do everyday.

For that matter, most people would be surprised to find out that when they delete something from their computer it's not really gone at all. 
Err 
https://en.wikipedia.org/wiki/Data_erasure


Also: did anybody wonder why they know his google history? 
 
*phone rings*

Mrs. Clinton: Hello?

Mr. Carmack: Quick, I've received a subpoena. I need to wipe several hard drives.

Mr. Clinton: Just hard drives? No phones, tablets or laptops?

Mr. Carmack: Just hard drives.

Mrs. Clinton: LOL! Put the kettle on, I'll be there in 10. 
#28835 
I'm pretty sure google keeps a track of its users search history, and you can view it yourself here https://myactivity.google.com/myactivity (at least if you have an account - not sure what it looks like otherwise.)
It was probably requested/provided in discovery for the case. 
No Account 
says:
log in your sniff chip.
/P 
Fuck Kucktaku 
 
What did they do to the poor shotgun? ;-; 
 
Must be that weapon pack that was mentioned in the AD thread a long time ago. It has some questionable models based on Doom sprites. 
Errrr. 
Promoting Quake, namechecking some of the latest greatest missions / mods, praising the Quake mapping scene, and recommending Quakespasm over Derpplaces??

Only skimmed through but it doesn't seem that bad?? Apart from not putting a fucking Rubicon Rumble screenshot in... 
 
let me add this to the cringe galore: https://www.youtube.com/watch?v=EnZmRVdnBl8 
 
With two recent exceptions (RPS and now this on AD), the mainstream gaming community tend to think Quake modding is basically just whatever happened in 1997 because that's the only time when mainstream game media covered the scene, so Mexx, Zerstorer etc. are the only mods they've ever heard of. Maybe Nehahra, if you're lucky.

That video you linked Kreathor, epitomises this. 
PS 
a quick ip lookup on #28839 suggests he could be our proxy troll friend 
@metl 
6 posts not shown on this page because they were spam or posted from proxy/TOR exits 
Yeah That Article Was Good 
really nice run down considering its from a mainstream blog that i'd agree is often pretty low-quality. 
 
The screenshots could be better -- it's about custom maps but 3 of the 7 screenshots show stock levels. And that doom shotgun!

But, it has the links and tells you about quakespasm, quake injector, and quaddicted so that's pretty good, plus it mentions a bunch of good stuff from the last 3-4 years like AD, RRP, and multiple map jams. 
 
To be honest - doom shotgun aside (wtf) - I'm actually amazed the article showed Quake with fairly normal visuals - 90% of the time they'll show some disco-lit parallax-mapped bloomfest that makes your eyes vomit - even in articles about bog-standard vanilla quake. 
In Unrelated News 
I just found out that google docs does not recognise the word "crypt" - it puts a squiggly red line under it lol.

Google Docs - not Quake-ready. 
Wow 
#28808 now looks super rude. 
 
lmao, oh the woes of spam filtration :P 
Heh 
#28852, Always try to reply to a post by referencing the # of the post you're replying to, in order to reduce such awkward eventualities :} 
 
don't reply to spam is a good rule. Since it will be flagged eventually, your response will almost never make sense. 
 
It wasnt the usual spam but instead someone thinking anyone gives a shit about a free access quake 2 remake on steam greenlight. 
 
fair enough, i didn't see it before it was flagged. I see now that it looks like a quasi-on-topic post and you can't be sure it would be flagged. 
I Loled 
https://www.youtube.com/embed/SVDR-y03XX4

its an official vid?!? idk, really. i have been told so..

watch it please. 
^^^ Rejected News Item 
TBH avocado is pretty tasty. 
 
I know this is a bit early to start planning but can we make func_ into an avocado-focused forum for April 1st this year? 
How Can Avocado Oil Be A Mineral Oil 
It's a plant 
Oh Shit I Read Wrong It Says Miracle 
mea culpa 
 
http://i.imgur.com/uknKRBO.png

what does this mean ;-; 
Pritchard 
there is some maintenance being done on the quaddicted site atm.

follow it on twitter for news of outages and shit. 
Pritchard 
 
First update since 2010 \:D/ 
New Twitch Communities Feature 
I've made a Quake community page on the new twitch system for communities https://www.twitch.tv/communities/Quake

As I understand it, you can set what community you stream to in the same way you select the game you are streaming. No approvals or moderation is required, you should appear in the listing as soon as you go live. 
Great To See! 
 
 
Sadly you can't follow this communities, which makes it redundant... 
 
Sadly Daz doesn't stream for this community 
Half-Life - Unreleased Deathmatch Map "Cloister" 
Daz Go Stream. 
 
Steam Greenlight Is On The Way Out 
#28874 
Videogames are Art 
 
It's being replaced with "Steam Direct" though, which means devs can put whatever they want on steam for a fee

so don't expect anything to change 
For Me, Steam Greenlight Is Steam Auto-ignore 
I don't expect anything to change. 
So I've Been Thinking 
For a while I've been imagining a quake-like game of my own that technically look like the stuff we're doing here (see the HD shambler model and remodelling of the grunt, dog and knight monsters while still keeping the same texture feel of 90's shooters + the detailed mapping here coupled with good lighting and detailed skyboxes). And while I want to keep the thinking on game design for later, I'd like to know where I should go in terms of engine first.

What I'm looking for are the following, considering idTech2 a basis: skeletal animation, ragdoll physics (I intend to take the Metroid Prime route, where enemies make a dying animation before the ragdoll kicks in) and alpha textures/models (and modding of course).
AFAIK, my options are thus:

1-Go for idTech2 and boost it. This also means I'll be able to use TB2 for mapping, but I'm not sure if it'll be able to support skeletal animations and ragdoll physics. On top of that the controls are horrendous. Even if Daikatana managed to get something closer to Q1, it still feels off so I feel like I won't be able to replicate Q1's player physics (minus the bunnyhop as I intend for the player to use an alternative)

2-Use Darkplaces, but the graphic settings for anything that's below 6th gen tends to make them look muddy and the player physics are closer to Q3 than Q1.

3-Use Unity/Unreal4. For Unity's case I've heard it's been used badly a lot so I don't know how reliable it is, and Unreal4 I feel it's like using a bazooka to kill a fly.

4-Use Construct 2 with the Babylon3D plugin (https://www.scirra.com/forum/babylon3d-standard-edition_t183234). I already have experience with this HTLM5 game dev software, and is able to handle online play but I'm not sure if the games you make can be moddable, or what to do if it's possible. 
#22878 
My two cents:

Think of game design now. Figure out the gameplay and mechanics, write a gdd, maybe pump out a few tests. You want gameplay to inform your visuals/tech, not the other way around. There will be a lot of back-and-forth and iteration. You might be surprised how easy it is to make pixel art look like shit and how a cool mechanic might be awful in context.

Engine-wise, I'd opt for FTE/DP + IQM over unity/unreal. I am by no means an expert, so take my advice with a grain of salt. 
#28878 
I use Unity day in / day out, so speaking from experience:

Do not use Unity to make something quake-like. You will spend literally all your time writing systems just to try to get Unity looking and kinda behaving like a quake-like engine, when you can just use something like Darkplaces and have all that shit working straight away from day one.

Besides, brush-based mapping is a million times quicker and more fun than mesh modelling. 
Source Engine? 
It's brushbased, and it has some of the other stuff you had in mind. You would have to somehow put Quake player-physics in there. If you look on Wikipedia you can see that Source2 is going to be free of licencing-fee.... ,Valve's only condition is that you have to publish on steam. Teeeheeeheee :D 
 
Unity makes sense if you want to release your game to more platforms than just desktop.
As Kinn said, all modern engines will force you to downgrade available "tech", if you want to have 1:1 look/feel with Quake...
...but you can save time on:
- AI
- path finding
- sound/music management
- networking 
Yeah, On The Flip Side 
Unity's C# API is wonderful and of course much more powerful and nicer to use than QuakeC.

You can use any C# feature that's supported by Mono, which is basically a cross-platform version of .NET 
Cube 2 ? 
 
Contract Revoked Turns 15 In June 
Knave jam around that time? 
 
we need to get Kell back here 
I'm Not Looking For A 1:1 Recreation Of Quake/quake 2 
but rather something that's close to it (e.g I want the movement flow to be as fluid as Q1, if not as close, without strafe jump and bunnyhopping, as I want to implement stuff like sliding, wallrun and slide boosting [this game's equivalent to strafe jumping, for now, where you jump off a slide and you keep momentum]). If Darkplaces can deal with skeletal animation and ragdoll physics and alpha textures, as well as replicating quakespasm's texture filtering (I swear it has the best for low-res textures, then maybe it has something to do with the new compilers) AND on top of being usable by TB2, I'll be all over it. Though also if the HUD can be customized, because being forced on using the Q1 one as a hard-coded basis would be troublesome.

Now if Unity can make brush-based mapping (I remember a prototyping tool that seemed to have grid-based brushes) I could look more into it, considering what you guys are telling in terms of coding. Then again there's this Dusk game that's using Unity so I might look into it, although from what I've seen the details are on par with Q1 rather than Quakespasm stuff.

Still, this brings me hope, but now I'm on the fence on two softwares. DP is rooted in Quake technology, but this also comes with limitations, while Unity 
OTP 
announce it early, so people can make really ambitous maps that hold true to knave standards?
Why not?

The theme is best quake imo. 
Nice Anonymous Post. 
Discarded, try again with a name. 
 
Im up for a knave jam.

Arcane Dimensions or at the very least, Quoth, please. 
 
If it's going to be a celebration of the Contract Revoked themes then Quoth is the only option. 
Otp You F***face 
who else could trigger you so bad, heh? 
 
Now if Unity can make brush-based mapping (I remember a prototyping tool that seemed to have grid-based brushes)

If you are set on using Unity you'll be far better off doing it properly and learning actual mesh-based modelling, rather than using some "brush" tool someone wrote for Unity that will just be generating highly unoptimised meshes anyway. 
Contract Revoked/Lost Chapters QuakeC Was Open Sourced 
Lost Chapters source code | Lost Chapters Source Release Post

Lost Chapters being the sequel to Contract Revoked.

Completely possible to do a faithful to the original Contract Revoked theme map, since Lost Chapters was open sourced. 
Wow 
I thought that was lost forever when the 2005 expo went down!

Thanks Baker. 
Kinn 
But then how is the Dusk guy doing it?

I'd like to emphasize this for DP, can the HUD be entirely customizable? Last time I looked at a DP-based game the layout was the exact same as Quake, making me fear the HUD being hardcoded carries over DP. 
DP Games 
here are some games using DP:

SteelStorm

Blood Omnicide

Xonotic

Warsow

there are more out there including a bunch of smaller projects. 
 
Do the Warsow developers know they are using DarkPlaces?

That would be an interesting conversation. 
Er... 
#28898 
My mistake, it's qfusion. I could've sworn they were using DP at one point. 
 
Warsow used qfusion. 
 
Referring back a few posts...

If you really want to do brush-based mapping (or at least layouts) for a modern engine, http://hammuer.nte.be/ lets you import .vmf or .map files into the Unreal editor. 
Retroblazer 
 
Ohhh... I didn't knew it's on Darkplaces!
Sadly development died... 
Staying At A Hotel 
and func is the only website that loads up because it's the most optimised and the connection is too shit to load anything else. 
 
Try loading the entire General Abuse thread 
Retroblazer Is For Furfags By Furfags 
 
So DP Seems More Capable As An Engine That I Thought 
after seeing those examples. I might use it afterall.

But one last thing just to be sure: is Quakespasm's way of filtering texture an usual one? Can it be replicated by DP? Can tyrustil's (and others) compilers be used for a commercial game? 
Daya 
in theory yes.

in practice, I'd use unity. 
Jonas I'd Use It Too, But If Brush-based Map Cannot Be Done In It 
then I'd settle with DP.
But then I've seen that TB2 can export map files into wavefront 3d models, meaning they can be used by Unity as a single model, meaning using Unity *and* TB2 is possible.
The downside I see with this is the back and forth with converting files and testing maps. If the map I test in Unity is wrong in the original map files, I have to edit in TB2 and then convert it.

Is brush-based maps in Unity that buggy? Because I'm wondering how the guys behind Dusk are doing it: https://www.youtube.com/watch?v=GqUiJpITMS0

Another thing I'm wondering about TB2: since my game won't have a palette limit, can TB2 use .wad files (or texture pack files rather) that doesn't hold a palette limit? 
 
Try http://sabrecsg.com/ for brush building in Unity 
.map In Unity 
With a dumb conversion of .map to mesh, You'll have all sorts of lovely problems like sparklies everywhere because .map brushes -> mesh is just t-junction city.

Also, unless you caulk and automatically remove all the unseen brush faces in a conversion step, you'll be drawing all that too - which might not be a problem because it will be so low poly (I assume?)

If you want to go down the .map -> Unity route, I strongly suggest creating it as a Quake 3 .map, and then using q3map2 to process your brushwork into clean .ase meshes

You'll need to look into how you do collision. Are you going to just duplicate the visual mesh and use that as a collision mesh? Could be pretty unoptimal unless you are going for 1996 levels of geometric detail in the visual map. Manually creating optimal collision meshes will eat up a ton of your time.

You'll need to think about culling too - Unity has an occlusion culling system but you'll have to have a long hard look at that to see how it works so you know how to organise your map meshes - it's no good having the map as a single mesh, it has to be split into lots of seperate meshes so they can be culled independantly of each other. 
 
IMO, the iteration time between changing something in a .map, and then going through all the different steps to see those changes in your Unity game, will be such an insanely convoluted waste of time that you will have an incredible new appreciation for how easy and quick quake-engine mapping is.

Unity plugins like that one mukor linked might be worth looking at before you discard the Unity idea though. 
 
What are the benefits of brush-based mapping compared to mesh anyway?

I'm asking because at some point in the future I'll have to decide what to start with, and right now my experience = 2.5D mapping + a little bit of low-poly 3D model creation in Blender. 
Mukor And Dwere 
Now that's what I'm talking about. I'll look into it and then decide between Unity and DP.

dwere -> brush-based mapping is by practice better to construct an environment faster, the downside being it won't look as organic as brush-based map, which is better fitted for natural terrain (plains and mountains to name a few), at least from my experience. 
 
A couple of things about brush-based mapping:

https://www.youtube.com/watch?v=xOBEy-zIotE
https://www.youtube.com/watch?v=6ubu76gEvM8

Got these from the YouTube channel of the same guy that I saw discussing HammUEr (that I linked above). 
Kinn 
Are you using Unity for your job? Or for personal projects? Interested in what you're up to with it, as i've just been going through some tutorials 
 
Are you using Unity for your job? Or for personal projects?

At work: Only started using it once all the decent games companies near where I live shut down and we all had to do skeevy pay-to-win shit for mobile. I am loathe to admit being involved in any of that horrible crap, but it brought the doughnuts in.

Personal stuff: All sorts...2d stuff, 3d stuff...A lot of proof-of-concept stuff that never really got finished, but some of it is interesting and I'd like to maybe do a write up at some point maybe but don't hold your breath. 
American McGee Is Doing An AMA 
#28918 
Ha, ah thats a shame. Well you do what you have to, eh. Unfortunately those are the companies that make money!

Write up at some point would be very interesting to me at least. I'm getting into it now, really only with an eye to do some silly little games or proof-of-concepts. Any good tips for communities / resources / reading? It seems like finding a shit-needle in a shit-haystack at the moment. 
 
Any good tips for communities / resources / reading? It seems like finding a shit-needle in a shit-haystack at the moment.

Any step-by-step guides out there are mostly going to be clusterfucks of irrelevant shit that don't really address the stuff that you specifically want to be doing with Unity.

Instead - break down what you want to know into very focused questions about one little aspect of Unity, and simply learn by Googling one question at a time. Somewhere, someone will have asked the exact same question as you, and there will be decent answers to that question scatted across a million different forums like stackoverflow, and even sometimes on the Unity forums, or on the official documentation pages.

Once you kind of know which systems of Unity and/or script functions you need to be dealing with to solve your problem, then its time to read about those systems on the official documentation.

Once you get deep into Unity you'll realise how a lot of its systems are poorly documented "black boxes", and your only "resource" is googling to find others trying to do the same thing as you. 
#28915 
Thanks, it's more or less what I thought.

Terrains are exactly what I'm concerned about, as well as various tilted/broken structures of complex shapes. 
#28916 
Thanks for those as well.

I like the way that guy talks. I couldn't understand most of it, but I think I got the main idea. 
#28921 
ha, maybe not exactly what i hoped to hear, but at least the "google your specific question" technique is reassuringly familiar. Pretty much anything i've ever coded is built upon stackOverflow ground, with varying degrees of shakiness.

Cheers for the advice! 
 
Does anyone have a working link to the Quake Info Pool?

The discussion on the Mark V thread about Quake hackiness reminded me of it so I went to have a look. I can't get it to load from either inside3d.com or insideqc.com, or even archive.org. Seems to be a lot of interminable redirecting or reloading going on?

Maybe it's just my browser... (Chrome on macOS) 
 
Yeah, I get the same redirect loop in Firefox or Chrome for: http://www.insideqc.com/qip/home.shtml

Disabling javascript works around the problem though (I'm using this FF plugin
Inside 3d 
wasn't it changed into InsideQc
How The Internet Ruins Productivity (by Design) 
New Q1SP By QuakeOne User 'MissBubbles' 
#28928 
That part about drugs sown as something necessary foe work reminded me on how crunch work is regarded the same. 
#28928 
I didn't have time to watch the whole video (quite appropriate given the subject matter!), but that stuff about the drugs is some fucked up shit. 
#28929 
Thanks breezeep_, this is now a news post! 
What's Wrong With Otp? 
I guess in the past I've thought of him as an occasionally helpful guy who randomly makes snotty comments to newbs --- which I think a lot of people can relate to.

And he also had some sort of feud with gb.

But in more recent times, I've seen him in the past troll Spirit and be happy Spirit doesn't post here --- which is a bit weird.

And recently I've seen him pointlessly troll mh, which is twice as odd. All mh does is create engine code and mapping tools.

Has he always been like this and I just haven't noticed?

Or did he fall on hard times (unemployed? alcoholic?)

If he's fallen on a hard time, I wish him well. I remember during first Map Jam, I specifically played his first map because I was excited he released one and was kind of curious to see what he made.

Also if I argued against something he said, I would omit his name so he knew I was arguing against the argument, and wouldn't think it was personal.

Maybe I just don't notice these things. 
 
No idea but I feel like it backs up my recent comments about func being a less inviting place than doomworld 
I Just Know This Will End Up On Quake_txt 
 
Who's Behind Quake_txt Btw? 
I mean he's clearly someone who browses the func 
 
quake_txt is sentient AI developed by hexcalk after spatial transcendence. 
Best Move This To The Beef Thread Baker 
 
#28933 @Baker 
You've made 2 maps ever, one of them of was a total boxmap. The other one was quite a bit better.
If you don't mind, I would prefer to only chatter with people with talent and ability or at least bringing critical thought to the table

You post condescending crap like this and then wonder what is wrong with OTP!?! Maybe you should have a good look at yourself.

I hope someone renames the thread to "What is wrong with baker 2017", so everyone will know from the title what to expect and follow Bakers wise words instead! :P
Done talking about this boring subject anyway, fun stuff is what I like. 
Episode Jam - Expressions Of Interest Post 
Possible flow of episode:

M1 Base map (as per id convention) ->
M2 polluting into a swamp map ->
M3 entering into a ruins map ->
M4 which enters a lost "lovecraftian" city ->
M5 which has a maze like cultist church ->
M6 that has a boss battle.
Secret map -> whatever really.

The focus would be on vanilla style gameplay and a vanilla aesthetic. Custom textures would be allowed and encouraged but they must be original creations. Looking for 6 to 7 mappers, doing one map each. One map will be a secret map.

The duration of the jam will be longer so that mappers have time to make additional textures and so that the gameplay can be super polished. The level of detail should be vanilla or slightly higher.

Restrictions:

- No coloured lights, fog, or fancy skyboxes
- Quake map protocol
- Textures must adhere to the original palette
- id1 progs (next time AD jam, sorry sock)

I'm open to a different episode flow if you have good ideas and a good argument.

Who is up for it? 
 
I'd certainly be interested in seeing it, but I don't know if I'd have the time to participate or not right now. 
 
Is skaarj-like AI for a boss enforcer or Knight doable in Quake? Can dodge player weapons, and move and fire at the same time? 
 
Cool, but what id someone fail to finish his map and whole Episode flow will be rekt? 
 
then the map would be replaced or they would offer their mapsource for somebody else to finish.

the pack wouldn't be released until it was finished. 
I Like Ur Themes. 
Especially swamp into ruins.

However I would say that fog, coloured lighting, and skyboxes should be obligatory rather than forbidden, because they can definitely enhance such themes, and mappers are generally using them really well at the moment. 
Shambs 
I can be flexible with that if enough people want it, I'm pretty firm with it being vanilla compatible though.

Hmm... What I might do is ask that the mappers to release a version alongside that is known to work in dosquake. 
Episode Jam 
Is a cool idea, however I see some potential issues :

1) People will fight over who gets to map what. IE everyone will want to do the Lovecraftian ruins map cos that's fucking cool. I suggest you simply set an order of progression and let the mappers decide the styles.

2) Silly restrictions. Standard Quake bsp format is fine, but no coloured lighting or fog/skyboxes is a unnecessary restriction. Those features enhance atmosphere.

3) Longer deadlines are a double edged sword. Too long and people lose interest and/or get lazy. 2/3 weeks seems to be the sweet spot??

4) You will need to pre-plan weapon progression so that authors know what kit the player has when entering their level. 
Thanks For The Tweet Daz 
As far as I'm concerned if I get the interest and announce the jam, then whoever gets in first can pick their map.

I'll drop the silly restrictions, I'll keep the map format and indexed textures as-is though.

I want the maps to be polished, there will be a target release date, and I want to see the jam as a collaboration. I expect betas to be shared and tested amongst the participants. The weapon load out will be discussed and tweaked during this period.

I am loathe to enforce a strict deadline. If need be see this not as a jam, but as a collaborative project. 
 
Yeah, weapon progression is the biggest problem imo.
1-3 are easily solvable. 
Interesting 
I'd be interested to see the jam be a thing but I wouldn't be participating myself.

But to clarify, you can use just vanilla textures if desired? The whole time allotted to creating custom textures thing seems weird to me considering how adamant you are about keeping it vanilla fresh. 
 
yeah, you can use vanilla textures.

The original episodes each had a unique feel about them.

The reason why I want to incorporate some additional textures is to add a point of difference.

I want it to have a "this could have been an unreleased or forgotten id map" kinda vibe to it, rather than "gee this feels like episode 2". 
QTWFDI 
No coloured lights, fog, or fancy skyboxes
All these options enhance and add to the atmosphere of a map. Not sure why you would take away the fun parts of the map creation process.

Quake map protocol
Why? Most people use modern clients and computers, we are not in 1996 anymore. Restricting protocol will not make people map faster or complete their map to higher quality.

id1 progs (next time AD jam, sorry sock)
I assume you will wanting to do something different with Chthon this time as you seem to be mirroring the style of episode 1. Also WTF no Triple Barrel Shotgun!?! Talk about shooting yourself in the foot! :P

If you want to place restrictions to help people finish stuff quicker and not create large maps or monster death marches then restrict size and monster counts. Aim for each map being 15mins of gameplay with 3-4 secrets at most.

Bear in mind that Id has made Episode 1 already, you don't want to make it again by enforcing 1996 restrictions. Let people explore the theme, create new parts and not simply repaint the E1 map source layouts!

Decide on weapon progression early (including secret stash), which monsters appear in what maps and try to agree on skill levels and what they mean for each map. 
Interesting Idea For A Jam 
I still would like to use my colored lights tho. 
Fun Idea! 
I would like to build an Id1+ map at some point, and what a way to continue 2017 for quake, a fan-made episode :) I'll have my eyes on this thread 
About Episode Jam's Weapon Issue 
Make it work like Doom? As in have every map be shotgun-started, but obviously have the shotgun-start be the harder route while the keeping weapons from the previous episode route be the "easiest". This is what I'm doing with Schlossherr (which I plan to go back once I'm done with my QUMP contribution). 
Shotgun Start 
Great idea :) 
+1 Shotgun Start 
I think its important that all maps as part of an episode should be designed with a Shotgun Start in mind as a standard, regardless what weapons the previous level offers - or at the very least keep those in mind and not worry too much about bumping up the challenge whatever players choose to do.

I always start from a clean slate once the next level boots up, it keeps thing interesting and should allows mappers to tailor gameplay to their level as they see fit for those who choose to take this approach.

Sadly these details could be missed out on but find it's preferable to have that option available. Reminds me of a Doom episode still fresh on my mind, "Going Down", where some levels (ex MAP03, MAP15, MAP18, etc) can lose their unique flavour when carrying over weapons often reducing the tension or challenge.

... that's my 2 pence 
Shotgun Start 
All maps should be finish-able with a shotgun start but I wouldnt delete all weapons on each map start on an episode unless you're doing a hub style start map as in AD. 
Doom Like Id Did 
but instead how about "AD Like Id Did" and do a 'what if id had made AD'?

You could have all the cool functions of AD but try to make it still feel like those classic 90's maps?

I dunno, just a brain fart. 
#28959 
I like that brain fart. 
 
#28959 
neat!

@otp, go play with your guinea pig. or sth. 
 
so do we have any buy-in for the jam? or am I just mapping this thing in solitude? 
@Shamblernaut 
I'm currently making small runic/catacomb map, trying to make it like id would have made it (when using TB). Is this episode going to a thing or not? I'm not using mods, just vanilla quake. 
 
yeah, I'm about to make a thread for it. 
I'm Buying In For This 
A small/medium sized classic map with Id1+ architecture (and texture alignment :P) 
I'm Currently Working On Something 
But I might cobble something together 
/me Wants Chainmap Jam 
 
Shotgun Start 
When I forced a shotgun start for each of the three maps in my last FMB, the only comments about that I remember were moans. I thought it was a good idea otherwise gameplay for the maps as stand-alone would have been skewed.

(And I though I had been so clever to bring a justifiable reason into losing the weapons: caught in a rockfall, and dropped them trying to jump across some lava - you know, they fell out of your backpack; doh! ) 
I Think You're Misunderstood 
I proposed shotgun start the same way as Doom, e.g you shotgun start them only when you type in the map filename in the console, but if you're going in from the menu as usual, you keep your weapons from map to map. 
Isn't That The Default Behaviour Anyway? 
 
It Autosaves At Levelstart 
 
It's Like Daya Says 
You can play each level on its own if you like and are able to collect all the weapons available up until that point. So for instance, there's a nailgun in each level even though you might have picked one up in the previous map already.
It does not mean the player is strapped of all his gear with each level change!

Of course, ideally everyone should balance their maps in a way that makes sure the player doesn't carry a huge amount of surplus ammo over to the next map. 
Dopefish 
https://farm1.static.flickr.com/710/20796471039_a44ec09318_b.jpg

Anyway... Func might have flamewars, but much better than those sterile forums where naughty words are banned and most pedantic and time-free (cough) people spam the shit out of the place aka mw. 
Dope! 
I agree! Behaviour should be learnt and a filter will not change an arsehole into a friendly person 
We Have An SJW On Our Hands ! 
 
How Do I 
increase size of the HUD and console text pls? thanks 
 
What Quake engine are you using? 
Quakespasm 
starting the game like "quakespasm -game bastion +sv_aim 1 +scr_menuscale 2 +scr_conscale 2 +scr_hudscale 2 +scr_conwidth 1920 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +r_farclip 16384 +skill 1 +map e1m1rmx"

either
+scr_conscale 2
nor
+scr_hudscale 2
does not seem to do anything, I also pls need some more limits removed because some maps crash at certain points, thanks 
 
Quakespasm has a few cvars for scale, try these:

+scr_conscale 2 +scr_crosshairscale 2 +scr_menuscale 2 +scr_sbarscale 2


which maps crash? 
egyptian "retrojam6_breezeep" crashes when trying to open door after multiple ambush in the dungeon/chamber plus "symphony of science" crashes when trying to pick up crowbar in the lab 
* "retrojam6_breezeep" crashes after opening silver door (after the ambushes)
** console text still tiny 
 
Are you using the latest version of Quakespasm? I've never heard if sucheck a thing happening in my map. 
Scr_conscale 2 Is The One 
If 2 is still tiny for you, use a higher number then. Just type the command in the console. Do you play Quake on a cinema screen?

Regardless of font size, you can just type "condebug" after the crash and copy the error message from condump.txt. Probably trying to run the map in AD or some mod. 
Scale Stuff 
Quakespasm has a Scale slider in its preferences menu which tweaks multiple things at once. That has always worked well for me. 
Recording Demos 
I have some video gear from my previous business that would make it extremely convenient to record demos posted here. I was wondering if people who post .dem files would mind if I recorded and posted theirs on a YT channel?

So for example I'd take some MapJam .dems record them and post them. I'd put a graphic on screen to give credit to the player and of course the map author as well.

I like watching Quake Grave etc. using Chromecast on a tv so that's why I gravitate more to streaming as opposed to just watching dems in game.

What do people think? Would you be cool if CI recorded an posted your gameplay .dems? 
That's A Cool Idea. 
You're welcome to mine whenever I post them! 
@bloughsburgh 
Excellent! I will probably do a trial run later this week and will startbwith some of yours. 
I Like This! 
You could check my speedrun of my first map on http://www.quaketastic.com in the demos/speedrun folder (file is gravelpitdayaspeed.zip, and needs quoth to play) 
@daya Will Do 
And it's a good choice as I have yet to play Quoth! 
Very Nice Idea 
tho videos with commentary are more appreciated 
 
A webtool to play, rec and upload .dem's automatically would be awesome. 
More On .dem Videos 
I'm trying to get my hardware to behave and record at 60hz/fps correctly. Something's going wrong in the pipeline tho. I'll figure it out. The way my setup works is HDMI out into a device called a Pix240i.

https://www.videodevices.com/products/portable-video-recorders/pix240i

That's a specialized recorder for digital cameras I had left leftover from my production business. I can pipe in a mic to the recorder and do commentary but I'm not sure I'll do that for every video. Thanks for the feedback. Hope to have the refresh rate solved by the weekend so I can do some of these.

The Pix cost me a fortune and I want to put it to use instead of buying another solution or using Fraps. 
 
#28933 
Baker pretty much disappeared from everywhere after February 20... 
 
Hope they're ok :( 
#28996 
Mugwump (aka bfg666) disappeared too, from both func_msg and quakeone.com Last login in January.
He was a huge spammer, so I wonder how no one noticed this anomaly ;) 
Don't Think That I've Left This Community Entirely. 
I usually pop in here to see anything new going on. When there isn't a new q1sp or a map jam announcement, I lurk. 
 
#28994 neat.

For q1sp I imagine it would be complicated. This tool seems geared to more standardised maps / engines etc as it is online play

Would need a way of uploading the necessary map/egnine and parameters for q1sp. Doable but.

Why not with a nice beast of a machine and have it rendered in 4k just because. 
 
That's an interesting point about maps. I don't see a description anywhere of what maps igmdb supports for the different games... it's not just official maps, because e.g. in the Quake renders I see aerowalk and QW race maps, but yeah it has to be some limited set and there's no option to upload the map. 
Fucking RL Rant 
I'm 49 and have a wife, two teenaged kids and a dog. By the time I get off work I have zero fucking mental energy and desire to sit in front of a computer to map. (I sit in front on one all day) I have a metric fuckton of personal things I need to take care of too. My to-do list is exhaustive. It's depressing. Just had my yearly physical yesterday and the doc say I HAVE to lose weight and get more exercise. Big fucking surprise.

I have a great life - I really do have a lot to be thankful for - but man it would be so much better if I had more free time. It bugs me to read this forum and then not have time to do what I really enjoy - which is mapping.

Just venting. Thanks for reading! 
Oh Man. 
I need to map my ass off before I turn 30. 
@otp 
Yes. Highly recommended. :) 
 
Yeah IRL shit is kicking my ass at the moment as well. I havent really mapped since the speed mapping/24 hr jam.

Best of luck! 
Reallife 
I think Quake is a great opportunity to escape reallife, at least for a moment. 
Bender ^h^h^h Baker's Q1 Sig 
Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.... 
When A Portal Opens To The Antimatter Universe 
My opposite is just me with a goatse. 
Lots Of New Q1SP! Oh Boy! 
 
Streaming .dems Update 
I wasted a bunch of time trying to get my video gear to capture successfully at 60fps and threw in the towel last night. Gonna screencap with Bandicam which works really well. A few more steps and we'll have some .dems to share with commentary as well. 
Rendering Borderlands 3 In UE4 
First Custom Quake Level? 
I might have asked this before so apologies I simply don't recall. I searched the Blue News archive and couldn't find anything but I am looking for the "first" ever custom Quake level. I remember that it was released BEFORE the source code for QuakeEd were released however the source code for the compliers and the maps specs had been released so you could compile a .map - there were just no map editors available! Some guy made a small little rectangular map with wooden beams criss-crossing throughout. This dude made the map using notepad -- no level editor. Insane. Would love to find this and take another look at it.

Anyone recall this map or know the name or other details? 
Dumptruck_ds 
 
@mankrip 
Thanks for the Worch link! I might have footage of him working on Sin. Don't recall if I do or not. I loved Quest. I honestly don't recall how texture alignment was done in Quest. I had to have used a more fleshed out version, because I do recall flat shading in Quest and the levels I still have from those days I was able to align door textures without notepad.

the two levels you linked to are not the first one sadly. :( I will double check Potpourri but I don't think so. 
 
Yeah Quaddicted lists https://www.quaddicted.com/reviews/bc.html as the first SP.

Mention of "notepad" reminded me of the DM map https://www.quaddicted.com/files/maps/multiplayer/daskull.zip but that's probably not it either, too complicated.

Maybe some other DM map? 
Duke Nukem 3D Prototype/Beta Coveredy By Nostalgia Nerd 
@Johnny 
Yes it was def a tiny DM map. Forgot to mention it. I have some CDs of my old Quake files but I doubt I archived that map. Gonna keep looking. 
Notepad++ DLL Hijack 
 
r/stallmanwasright 
 
Someone already made DUSK mod for Quake. They even share quality of execution: https://youtu.be/pcwowe80MHM?t=11m53s 
Pistol Viewmodel 
the perspective is pretty nice! 
1080Ti 
 
I ordered a 1050 Ti the other day when I saw it on sale for under $150. Not the greatest but it'll be way better than what I have now. 
 
 
a lightning somehow fried my vga so i have to buy a new one

i guess a cheapo evga 1060 sc will have to do for me

at least quake runs flawlessly on integrated graphics, i can wait for now 
I Turned 16 On The 4th 
I can now legally drink beer and wine as I live in Germany! 
Good Decals Mods/Ports? 
Are there any mods or ports for Quake that add nice blood/weapon damage decals to surfaces? I know that decals weren't originally in Doom, but bullet damage and blood make the visual aftermath of a fight a lot more satisying, and I often miss that in Quake. I'm pretty sure Darkplaces has this, but I'm looking for something closer to Quake's original look. 
Interesting Story Of The Rise Of The Triad 
Gollum Spotted: 
Too Bad The Episode Jam 
is for a small group running in secret. Any other collective mapping effort that anyone can see and jump in? 
Yeah,,, 
AdibSP1, a map collectively made by adib and adib, in a theme of his choosing. 
Adib 
Well I'm working on something and a couple collaborators are also contributing so if you're interested in doing some mapping let me know. Be warned though that my projects don't tend to appear at a breakneck pace; I'm aiming for the summer. 
Tronyn... 
I am always down to help if there is anything that I can do! :) 
Tronuh 
What's the status on the Drake Merger?
What's the status on the 200 pending map reviews?
What's the status on the ongoing manhunt for PM? 
Lol 
You are awesome negke. At least someone is still paying attention.

It seems like I will never get PM to return and "finish" his mod at this point; he may have been raptured or something (I know he has other projects but I'm lucky to hear from him once a year). On the other hand it hardly matters since I've had little time for mapping for the past 3-5 years. Yet I do plan to complete the Drake Merger as best as I am able within the next year or two, but my nearer term project is an episode that will hopefully be a sort of "teaser" for the merger.

It did occur to me to put the Drake Merger on a different mod; I haven't even played AD yet but I'm sure it has a lot of great features. However for Drake maps dragons, other custom monsters, and particular items like grappling hooks, are indispensable.

Thanks for the offer of help Generic, I was hoping to give contributors an update back in December but now it seems like it'll be April. So I'll be in touch.

The pending 200 map reviews will have to wait until the episode is out, at least ;) 
Tronyn 
Just sent you an e-mail. Seems that the pace of your projects is a little like mine. 
Tenebrae Have The Best Decal Blood 
 
#29024 
i did the heat gun trick with my vga and is working again! it works! the heat gun works

no new vga for me untils this one is totally broken 
Von I'm Sorry I Poked You It Was An Accident. 
 
No 
you haven't, relax 
It's Going To Happen Tho 
the App knows I did it, and it's just waiting for right time to send the data packet 
 
Has anyone else ever been punted to some shitty fucking fake "YOUR COMPUTER HAS A VIRUS" website, when browsing quakeone.com? Just happened to me now and it's not the first time... 
Maybe Your Computer Has A Virus 
 
Trust Me, It's Definitely Not That 
 
 
If anyone's brave enough to try it, this is the link I clicked on (from a google search)

http://quakeone.com/forums/quake-help/servers-coding/10329-alternative-quakec.html

And this screenshot shows where it kicked me to after a few seconds of reading that thread - it's obviously all bullshit...

http://i.imgur.com/htjK1ir.png 
Also 
this ain't normal, is it? (see image below) I don't really see the "not secure" warning anywhere else....

http://i.imgur.com/e3wnLJ9.png 
 
Do you use any kind of adblocker? If not, maybe the virus or whatever it is was in some malicious ad displayed or scripted to appear on the page. This can happen even on seemingly legit websites if the ad hosting service has some of their stuff compromised.
Or maybe Windows Defender also protects the user from mental harm... being quakeone and all! 
Yeah I Use UBlock Origin 
seems to be blocking things on that page 
No More Internet Privacy 
#29051 
Whatevs. I'm more worried about him ripping up all the climate change commitments. 
Kinn 
dont worry, it is all gone off by now.

https://en.wikipedia.org/wiki/Clathrate_gun_hypothesis

blabla pessimisctic stuff here, we are screwed... 
Engine Diffraction 
 
I'm Not The Best Person To Say 
But the list of differences "under the hood" is enormous I imagine. Was just following the discussion in the MarkV thread about the differences in the MarkV renderer vs the QS renderer... 
Fitzquake 
Is the original "authentic Quake" engine, from which QS and Mark V have forked years ago.

The latest version is 0.85, from 2008. It does not support BSP2, protocol 999, or fence textures. 
#29055 
QSS is not QS.

The point of QSS is to support mods. Be they qc extensions or other features that a large mod might use like particles, or merely just bigger maps, even networked.

QS (and fitz before it) on the other hand seems much more quintessential. The changes it makes are for good reason, only adding new features when someone actually NEEDS something, instead of because they might want it later, and then warning if it is ever actually used!
QS also cleans up code, like switching to SDL instead of having separate win+lin+mac ports, and stripping the software renderer (which was a nightmare to maintain).
I personally only see QS as distinct from from fitzquake because of the (significant) switch to SDL, they seem to have similar/continued goals to me and the lack of fitzquake updates kinda backs up that feeling.
QS makes for a great base engine for forks, hence the number of engines that use it as a base. It would be a great shame if someone went and just copied over all the markv files over the top.

MarkV seems to have different aims from QS+QSS, more of a sandpit than an actual goal (somewhat like FTE, but still much more limited, with many files with a single comment containing the words 'todo' in a way that indicates adhd...).
I *think* merging QSS's features over to MarkV is one of Baker's long-term goals, but I get the feeling that its a very long term one... Mostly because I don't think he gives a damn about modders as he really has no experience of qc modding.

Either way, merging stuff is never trivial, especially if someone already ported over incompatible stuff like qmb's particles instead of qss's...

Large maps/fences/etc are a product of AD and it being popular enough to get people to care about it working properly. They seem supported more due to necessity than as actual goals.
You can thank mh/rmq for it ever happening.

Ultimately though, some people just create engines because they can - its much easier to bolt your own crap on the side than it is to figure out all the crap someone else bolted on years ago.

Anyway, I'd better stop ranting before someone gets pissy about how I see things. 
No More Internet Privacy 
I hope it returns and is more inclusive. These days everybody is after your data and personal information and seem to believe this is some kind of "right" that you must give them in exchange for using their service.

This attitude is pervasive and spans across ISPs, social networking sites, search companies, and even the Windows operating systems.

The best defense is to be proactive and aggressive in counteracting these transgressions. Use ad blockers, block JavaScript, use a tracker blocker, and even a cookie killer. A VPN maybe even become necessary if nothing is done. 
 
uMatrix seem to be the chrome browser plugin to control it all. "what a sentence" 
Spike 
out of interest, do you have anything else on the boil at the moment? 
@Shamblernaut 
I wish. unfortunately I've been finding less productive ways to spend my free time lately.
I keep thinking I ought to fix up my in-engine brush editor (yay networked map editing), but I can never find the enthusiasm to actually work on it.
fte's downloads (aka: updates) menu got some tweaks lately, that's probably the most interesting thing lately, if you ignore bugfixes anyway. The android port got a new icon, if that helps any. 
Just Played... 
...alk08sp by Kona.

From 2005, this was a jolly single player romp in a deathmatch style map. Lots of body parts by the end, slightly enhanced by being in the right spot when some new monster spawned in.

Rushing around often got me quite dead, quite quickly. Softly, softly catchee monkey (or Shalrath, Shambler etc.)

Nice. 
 
The best defense is to be proactive and aggressive in counteracting these transgressions. Use ad blockers, block JavaScript, use a tracker blocker, and even a cookie killer. A VPN maybe even become necessary if nothing is done.

just use TOR u phaggets, lmao. 
Uhh... 
Mods? We've got a shitposter here. 
Shitposting? On MY Func_msgboard?? It's More Likely Than You Think! 
 
Just Played... 
...SM103 from 2005.

It took many attempts before I could kill all 10 monsters in Neg!ke's map with just the axe - my skills have not improved with age!

In Zwiffle's map I re-encountered the 'anglegrinder' bug as shown below in both normal and fullbrite modes:-

http://imgur.com/PHUDCUp

See the original forum post for the explanation as to why this happens in this map.

More jolly romping. 
Sm103_generic2 Is The Best!! 
 
Generic2 
Absence of comment should not be taken as an implication of any form of dissatisfaction.

The gib fountain was certainly well executed, and the final sentiment was clear and concise.

At first, I wasn't sure about the lighting but I stuck with it and by the end I was happy with its consistency.

I played on the default skill level and overall was satisfied with my performance. 
Anglegrinder 
Speculation: Might that be where the teleporter was designed with human-sized creatures in mind, and the larger fiend hitbox overlaps the teleporter trigger at the destination? 
You Are The Best, Mike! 
(^: 
So... 
Who would be the one to ask to get the Coding Help thready stickied under Mapping Help? 
No One 
 
#29073 
I would ask in Site Help so metlslime can see it. 
Just Played... 
...the 100 Brush series 1, 2 and 3. Some good maps in there, some difficult but fair fights.

Now, what on earth was Necros on in his 100B3 map? 
 
#29029 
mukor's ghoulish hand rises its ugly thumb again: https://pbs.twimg.com/media/C9KwMzNXYAAqzM4.jpg:large 
 
is that a quarter of a credit card I see OTP? 
 
Its from all the amphetamines i had to use for RJ6 and 24HR jam. /s 
No Shorties Allowed? 
I was thinking of buying Witcher 3 and noticed this in their system requirements:

"Please mind that we only officially support full-size desktop graphics cards"

At 5.7in/144.78mm my new GTX 1050 Ti is considerably shorter than most desktop graphics cards. I wonder if it will work.

:) 
Vore Idle Animation 
Seven created a simple idle animation for the Vore model that doesn't require QC support and can be readily used in the game.

http://quakeone.com/forums/quake-mod-releases/finished-works/11595-a-5.html#post175352 
Dear Shambler. 
Mark the above post as spam PLZ&THX. 
Rune Of Blood 
There also appears to be a new Quoth episode that Bloughsburgh didn't tell us about: Rune of Blood
:O 
Also "Lunacy's Cage" which was my literal first maps ever created for Quake haha.

Rune of Blood were my Quoth test bed maps and Lunacy's Cage my id1 test maps. Viewer discretion is advised. 
What's Up Guys? 
Holy shit I can't believe this place is still around!! Hasn't changed in years I see, site looks kinda funny on a 2560x1440 monitor with such a small fixed width though. :)

Thought you all might get a kick out of this.. trying some older games on my new GPU, got a GTX 1080 Ti!

Set Quakespasm to gl_nearest_mipmap_nearest and forced some rather insane AA modes in Nvidia Inspector. With no texture filtering and these settings actually looks really slick!

+ 4xOGSSAA
+ 4xMSAA
+ 4xSGSSAA

http://shadowdane.com/public/pics/quakespasm_notexfilter_4xOGSSAAxMSAAxSGSSAA.png 
Business As Usual. 
[9:04 PM] czg: anyway, I'm having a weird dick adventure 
Just Played... 
...digs06. Or rather I would have played it if my brain had not exploded half way through.

Great map and the theme was superb. But I seemed to get lost every five minutes, and extremely confused regularly. In the water columns I never worked out if I was supposed to go up or down and I seemed to find rooms that appeared not to go anywhere even though the paths to them seemed to be well defined.

I think I may have played one Quake game too many. Oh well, on to the next. 
Digs Has That Effect On People. 
 
 
What's Your Future Of Gaming If It Becomes Like This: 
https://games.slashdot.org/story/17/04/27/1333236/xbox-chief-we-need-to-create-a-netflix-of-video-games

I don't use Origin but they have something similar I've read/been told.

I'm just to old school to fall for renting "my" games! But what do you guys make of that? 
 
Apparently the new "Holy Grail" of software companies is to sell their product as some kind of subscription based service.

This is Microsoft's plan for their Windows operating system, no reason why they shouldn't try it with games also.

The idea is to continue conning you out of your money for as long as possible resulting in much higher profit than a one time sale. 
 
#29087 top points for going for decent settings and not smoothed out bollocks, nice huh ?

Video games as a service......more disease.

Frankly thats almost already it on consoles with the stupid fucking subscriptions to be able to play MP...except they get you to buy the game AND pay a subscription, top kek suckers! 
Cancer Never Stops Spreading. 
Skin Would Be Fine On 20x The Polys. 
 
Vores Are Female 
Dat Enforcer 
Looks lit bru.

Srsly tho - that looks really nice, and yeah - it would look nicer on a more hi-res model, but I like it regardless. Humph. 
Anon Troll 
That's in pretty poor taste 
#29095 
Cancer? Seriously? A game skin?

What's with the verbal brutalism?

Then again, #29097.

Gaming forums these days. 
 
Oh, I think this community was always a tad brutal :D 
ID Panel @ 2016 Zbrush Summit 
https://www.youtube.com/watch?v=duj01hm3FTE&t=680s

crazy how 50k - 60k polys per model is considered a tight budget. Also, the end if the vid is gold XD 
John Carmack To Receive Honorary Doctorate 
UMKC recognizes Carmack's contributions to 3D graphics technology.

http://info.umkc.edu/news/they-have-touched-our-lives/

His tweet in response:

https://twitter.com/ID_AA_Carmack/status/860229545139548160 
Android/iPhone Mapping 
Possible? I know some alps use a Linux emulator to do Gimp and such on mobile, but do you know if there is something like Trenchbroom Mobile? 
Trenchbroom Mobile !!! 
We need this, so I can poop and map!
I think for mobile it would be easier to use Unity to make some simple editor and deploy it to any platform you like instead of rewriting TB for mobile. 
 
The overhead required for emulation and VMs on mobiles is still well above what they can manage easily.

You would be better off using a modelling tool, saving as OBJ and then converting to map. If only there were good modelling tools for mobile. 
 
presumably you could just compile TB for arm linux, set up some debian/whatever chroot on your phone, install some x11 server app on your phone, and run it that way.
it would need to be a good x11 server if gl rendering is going to work properly though.

of course, the lack of a physical keyboard with a shift key etc would make it totally unusable as-is, so probably not worth trying.

I'm certain most modern phones (and by modern, I mean one for which the following statement is true, which makes it all rather than most but whatever) would have perfectly adequate performance to run a native port of TB, if such a port were made. 
 
Press the screen and tilt your phone in the direction you want to move or expand the brush. 
Input On Mobile 
Yesh keyboard+mouse is by far the faster means of mapping but...a simplified mapping experience could still be fun for waiting in long lines, waiting on your wife to get out of the bathroom, waiting on your wife to try on 10 different outfits before she comes out of the changing room etc. 
This 
https://usecubes.com/design

Now if only it had Quake textures and export to .map then I could block in levels on my phone.

As it is I can sketch ideas. 
 
This is basically how I block out levels in TB 
Oh LOL 
#29113 
Surely, Thats An Oximoron? 
 
I Love Everything About This 
Interesting 
as the personality trait basis of political beliefs is an area in need of desperate investigation. As Jonathan Haidt has pointed out (and I'm not saying I agree with his relativistic views, although being slammed by social justice ideologues seems to have altered those views), there's a huge risk of educated people merely assuming that their way of thinking is superior - and yet some of these people don't believe in biological sex, placing them on exactly the same intellectual level relative to the empirical sciences, as creationists. The point Haidt makes which I agree with the most, is that intellectuals are just as susceptible as regular schmucks to cognitive biases - perhaps more so - but the fact that they assume they have transcended such biases is actually quite dangerous.

The real question is, if scientists ever do understand human personality, can we use that knowledge to more or less, fix politics? Because ever since I've been paying attention, we've been getting some pretty bad results. 
Quoth Knave Jam 
OTP floated the idea a while back to have one in June for Contract Revoked's 15th birthday. Any interest? I wouldn't want to organize it but I would do a map. 
Intel Eligible 
Buy my ID and I unlock your computer for bitcoins! 
Tronyn 
and yet some of these people don't believe in biological sex

Biological sex or gender? Because there's no such thing as "biological gender". All I heard from educated people so far is that gender (being a man or being a woman) is a social construct.

From moral panicked people all I've seen is this confusion between biological sex (XX or XY chromosomes) and gender (what society built, throughout history, as male/female identities).

I've never seen any educated people denying that XY gives you a dick and and XX gives you a pussy, which is a scientific fact, though I'm aware of people defending that Earth is flat and mankind never went to Moon, so... 
 
I am a potato. 
Good Question Adib 
You would think that the people I'm referring to would take your reasonable perspective, but that's not the case. Here in Canada, on national television, a professor with a PhD actually said "It is not correct to say that there is such a thing as biological sex." Not gender, sex. This was actually just brought up in parliamentary proceedings this week because it's directly relevant to some very unfortunate legislation that probably WILL be passed, and then it may actually be illegal to simply conduct research in biology. Lol. Reminds me of Lyshenkoism in Soviet Russia.

You are giving people the benefit of the doubt and I understand that. I also don't want to exaggerate the problem because I tend to take, as one colleague of mine put it, a "Jeremiad view." However, after more than a decade in the higher education system I can confirm to you that many of the most educated people in the humanities and social sciences, at least in Canada, are as anti-scientific as any evangelical creationist, just on behalf of left-wing ideology as opposed to the right-wing ideology of evangelicals. The level of disingenuous ideological bullshit has reached insane heights and I can hardly imagine that even the medieval Catholic church took things this far, except possibly in the case of Galileo. Canadian evolutionary psychologist Steven Pinker's book The Blank Slate came out more than a decade ago and it was incredibly controversial merely for summarizing scientific consensus on these issues. Since then the problem has only gotten worse. Who needs reality when you have bureaucratic power? 
Biological Gender/sex 
is also not defined so distinctly, you can have males with XX chromosomes and women with XY chromosomes. You can also get XXY, XYY, XXX etc ad nauseum.

People who like to draw clear distinctions are being narrow-minded, whether intentionally or through ignorance.

I think there's definitely a current backlash for transgender issues recently since there's a lot of people creating new genders on the fly. I personally think there should be a different term altogether for it.
To say you're a girl in the morning and a guy in the evening isn't being gender-fluid. It's belittling to real transgender people who typically feel a dissonance between their birth gender and their psychological gender. 
Lpowell 
Ionous said he would be organizing quoth jam in June 
I Agree With Fifth 
Also, I tend to agree with John Carmack on some political issues: people should be judged by their productivity and talent above all else.

Politics are largely pointless, despite their effects. 
On Topic 
https://lvlworld.com/review/id:1210

I'm surprised he was able to pull off that brushwork. 
 
Amazing 
Tronyn... 
not exactly changing the subject.



Quoth Kell Jam sounds fun. Make sure to require the latest version of Quoth, whatever the heck it was called. (2.2?) 
Thanks Pulsar 
Glad to hear it. 
 
https://youtu.be/DFYjSkUdfb4

DF Retro on Quake 2, mentions a bit of Q1 as well. 
#29122 
the thing that i don't like is people seeking to ruin other people lives for symbolic acts or "wrong" opinions, like the guy who landed a satellite in an asteroid and everyone was talking about the shirt that the guy was wearing.

shit like that makes me more hostile to proggresivism, the social justice zealotry

the social justice orthodoxy (rejection of the science)... i don't know. there are a lot of those. science is not THAT popular, they're ideologues, not really social scientists. 
 
mmm...
i want to clarify

what i tried to say is that i don't see that the problem is so bad. after all there are a flat-earthers, creationists, climate change deniers. there is one that says that the sun is merely a few hundred degrees hot, i don't remember the name. there is a lot of weird shit and conspiracies. the social sciencies also have that kind of stuff, but worse because social sciences are not hard science in general. 
Flat Earth 
Has the cooler closer sun thing, because in their perspective the world is a disc. 
Wait, What Are We Talking About 
Oh right map jams! 
 
yeah, sorry

i should finish my small map for the QUMP jam, it's nearly done in all its smallness 
Small Maps 
Ahh...the bane of my mapping fame is my inability to create small maps. Would that I would gain legitimate use of my handle through proliferation rather than obscurity of maps.
-said every closet-mapper ever

Good job keep it up! 
The Dark Crystal: Age Of Resistance 
https://youtu.be/OGzVYyV_Jsg

heard about this a couple years ago, but I was under the impression it was a sequel film. 
 
Looks neat killpixel! 
I Think So Too :D 
 
 
In the year one million and a half, humankind is enslaved by giraffe. 
How Did I Miss To Post That Pic, Jfc?!? 
Favorite Mod? 
Quick poll:

What is your favorite underemphasized mod? Don't answer with something like Quoth or AD. The point is underemphasized, the underdog mods no one/few have heard about. 
 
I remember playing a mod at one point which was a wave combat sort of thing - you'd go into a single arena and fight endless waves of monsters to try and get a good score. I actually quite enjoyed it. Don't remember what it was called though :( 
 
I don't think I've ever played any Quake mods other than Quoth and Arcane Dimensions. I played Quake very little after Quake II came out and didn't come back to it until years later. 
 
 
Tour Of Nvidia's Failure Analysis Lab 
https://youtu.be/pRz_CG3DZb4?t=1m10s

this was a year ago, so the guy is talking about an older chip using a 28nm process. current chips are 16/14nm with 10nm just on the horizon. very soon we'll be at 5nm, the outer limit of conventional semiconductors. pretty amazing feat of engineering. 
Zer / None. 
I generally prefer maps to mods. But the better mods are cool. 
Drake And Quake 
Drake mod because that's about the only other mod I have tried! 
#29144 
Qonquer-mod!
It was used for Mapjam5 
 
I kinda liked the character of Madfox's mod...quirky in a very Quakey way. Reminded me of MDK. 
But 
Like Shambler, I suppose I prefer single maps. 
TCs 
Aside from "regular" mods, what Total Conversions have people played that are actually good? I've tried a few but they were just... weird and bad. I get that TCs tend not to be made any more but it seems like a few were produced back in the day. 
Anyone Remember 2048 Mod? 
I liked it because you could spam d-pad to get a gib fountain. Also 2048 is nice! 
Mods? 
i would pick that travail mod, as a best mod evar 
Tough To Pick A Favorite Mod But... 
I think the most useful mods for me are the MP bots Reaper and Omicron bots. Most of my mapping experience over the years has been with MP. I also think DMSP is awesome for a quick adrenaline rush. I would love to discover more SP mods though (besides the obvious Zer, Quoth and AD)

http://mrelusive.com/oldprojects/obots/obots.html

http://easttown.co.uk/quake/reaper.html

http://strlen.com/maps/dmsp/ 
Mods & TCs 
Quake was the Unity of its time. Despite being great for making mods, it was actually awful making TCs for it. Anything that deviated too much from Quake's design was an unstable pile of hacks due to engine constraints, and anyone that tried to replace all of Quake's content with assets made from scratch ended up making awful crap due to asset format constraints in conjunction with limited and/or buggy tools. Things have improved somewhat, but we still get people making Q1 MDL models with inverted normal vectors, for example.

The kind of people who liked to try to push the limits of the engine's flexibility and create wholly new games using it are on UE4 and Unity now.

The fact that most Quake TCs are crap is a testament to how difficult its engine and tools actually were to work with, and to how talented the id Software team was. With this in mind, it becomes easier to judge Quake TCs by what they really are, and appreciate their upsides.

The X-Men TC, for example, had great looking models for its time, and good textures. Its gameplay was panned, but it's actually one of the most polished TCs out there. 
I Can 2nd #29157 
I started creating Citadel on the Quake Engine. Darkplaces specifically. It's limits, even with all the additions and special features of Darkplaces, made recreating System Shock untennable. Specifically crouch, prone, leaning, and any other changes to the player's collision hull size are buggy or unworkable.

Unity is what I switched to.

I still love Quake though.

-Quake Master 
RMQ Is Best But You Hate's Killed It 
 
 
I found out recently that the developer of Papers Please (and upcoming Return of the Obra Dinn) was one of the main dudes who did the Malice TC. I have fond memories of that one being fun, and put together pretty well as Quake TCs go.

Wonder if I should ever retry that or if it would not hold up even as a nostalgia thing. 
Cool Fact 
related link, a cool point cloud fog/smoke effect he's adding to Obra Dinn
https://forums.tigsource.com/index.php?topic=40832.msg1329818#msg1329818 
Is Cuvfefe A Lovecraftian Entity? 
Alternate spelling:Cuvfyfy in case Cuvfefe isn't unpronouncable enough. 
Centurions Are Real. 
They're Going To Fight Spiderman 
Parker, quick! Get some pictures. 
Half-Life 3 Released 
I Wonder... 
You know the BFG or Lightning Gun Syndrome? Where players hoard ammo for their most powerful gun and end up scraping by on weaker weapons and never actually use their most powerful weapon, because they are saving it for that super tough part that...oh and the level is over.

I wonder what would encourage use of the lightning gun more. 
@pritchard 
I remember playing a mod at one point which was a wave combat sort of thing - you'd go into a single arena and fight endless waves of monsters to try and get a good score. I actually quite enjoyed it. Don't remember what it was called though :(

Maybe the DMSP mod? http://strlen.com/maps/dmsp/ 
#29167 
I wonder what would encourage use of the lightning gun more.

If there was any monster that dropped ammo for it in the levels were we use it.

Rockets can be used all the time against ogres because ogres give back the same amount needed to kill them.

Soldiers give 5 shells, despite only needing 2 shells to be killed.

I find myself always using shells and rockets because of this. I save nails for fights against large groups, and the lighting gun for fights against shamblers.

Enforcers only gives 5 cells, which is a ridiculously low amount, and they only appear in levels where we have no access to a lighting gun. 
Hmm... 
It seems to be a matter of scarcity then.

If I leave out ogres and grunts, provide more cells, and skimp on nails...ya that might work. 
 
i would like slower ammo consumption with the lighting gun. it's not only that it's generally scarce, but it's feels wasteful to fire the gun at the air by accident, or during a horde fight. also when the enemy is dead and you react in one second or 0.5 seconds
the ammo consumption is too fast, so you end up wasting several cells of an powerful weapon by accident. and the hoarder in every one of us don't like that 
 
assuming full ammo:
sg: 50 secs
ssg: 35 secs
ng/sng: 20 secs
gl: 60 secs
rl: 80 secs
lg: 10 secs

it is interesting to note that impulse 9 gives you 200 cells, while ammo pickups cap you to 100.

imho, the issue is more the abundance of rockets. don't place the rocket launcher, don't place any rocket pickups (other than ogres). place ogres only after the player has already found the gl. Or just make it so the player can only carry 20ish rockets max (requires qc). 
 
Enforcers only gives 5 cells, which is a ridiculously low amount

In the stock maps maybe, but play any custom base map and you'll be at 100 in no time. For this reason Quoth 2 globally changed the enforcer pickups to 1 cell. IMO, bad decision, though. 
Quaketastic And Shub Hub Down For Maintenance 
 
#29186 
/Don't remember what it was called though :(
qonquer 
 
 
Thanks For Copying It. Not Giving Feminist Sites My Hits 
 
 
Can't tell if it's satire or not 
 
#29177 is a TOR node 
Monster Wave Mods 
@pritchard

Your question was bugging me so I looked at Qonquer and also found ne_dynamic (along with the aforementioned DMSP.)

https://www.quaddicted.com/files/mods/ne_dynamic.zip

http://www.wantonhubris.com/qonquer/Qonquer.html

http://strlen.com/maps/dmsp/ 
Dumptruck_ds 
Your question didn´t bug me.

Quaddicted didn´t add Qonquer as it´s a mod.
I had it available but it was denied. 
Madfox 
Quaddicted didn't add Qonquer as it´s a mod.
I had it available but it was denied.


Quaddicted has a mod directory if you dig but I guess the don't want to publicize it on the front page - which is puzzling to me.

Looking forward to trying Qonquer. I really like DMSP as it brilliantly makes use of DM maps and I've made a few of those. I took a look at Qonquer's dev docs from work yesterday - pretty intriguing. 
Trent Reznor's Quake Soundtrack Is Coming To Vinyl 
 
I'd like if it came with lossless digital multitracks too. Quake mods could really benefit from high quality remixed music. 
I'm With You MK 
But i think this release is just another cash grab, the original QUAKE CD audio files are the best resolution out there..
I could be wrong though, and there are some DATs recovered and being mastered again and and and..
I doubt it. 
53 posts not shown on this page because they were spam
First | Previous | Next | Last
Post A Reply:
Name:
Title:
Body:
message
question
exclamation
idea
flame
noflame
error
skull
beer
moon
pent
rocket
sheep
pacman
pig
cheese
worldcraft
gauntlet
crate
pitfall
pimp
smile
cool
sad
frown
oi
yay
tongue
evil
wink
neutral
q1
q2
q3
ut
hl
cs
doom
dkt
serious
cube
Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.