So, the guy is including pirated copies of Quake's official mission packs ("hypnotic" and "rogue").
John Carmack Interview
Nice To See So Much Going On
Quite a few stand alone, beta releases, mini-eps and WIP screenshots both here and on the various Discords. Nearly 300 map releases this year!
Kudos to Bal for picking up the map count from otp this year.
Highlighting the specific section where they talk about custom Quake maps and minimal textures in competitve matches.
I wonder if Joe is talking about QMD's maps...
Imagine if Rogan just straight up started throwing quotes from old tf at Carmack.
"John, DMM is the shit of my life."
I think he's talking about high r_picmip settings for Quake 3 competitive play which make every map look like minimal textures.
Yep either that or the similar clientside settings that players use in Quake 1.
Please Post A Description And Context, Thanks.
Maybe some encouragement to discuss the content too.
Imagine working at a game studio where you're required to bring your wife to work everyday to stay with you all the time.
What The Hell Is This Drivel
Top Quality Content
smash that like button
smash that subscribe button
Wtf Is Wrong With You And Posting Without Any Context??
Sign Of Koth.ogg
music track/file link somebody pls?
I can't find it online (Mug took it off of his websites) but I have it on my HD somewhere I will find it for you this weekend.
Just so I can (not) make a map called "Edgington of Oblivion" or maybe "Edge of Oblivington", whichever sounds better.
Someone Beard Me To It!
Just Made An Archive Of Myself
All my old maps (as much as I can remember) just got uploaded to my new webby. https://crankyrabbit.nz/quake
This is just a bag on the side of my DJ webbo, since I'm more into that these days. https://crankyrabbit.nz
Just so you know.
Welcome Back, Fat Controller!
Nice One Fat Controller :)
I reckon that Daz might be well up for your dark psy-trance mix. I'll give it a check too.
very nice :)
not sure I have really earned having any maps named after me.
But if anyone does a hipdm1 jam I will try to actually join in.
Nice site there... good screenies, and I'd be happy to see even more little comments about the maps. I love seeing the good old stuff lovingly collected.
which open source engine would you guys say has the best netcode in 2019? Based on amount of players and stability, I would say ioquake3. It's just awesome. However, I've been hearing lot's of good things about DP's protocol and, well, Nexuiz and Xonotic are proof of that.
There's also QFusion from Warsaw and a few others. If you were starting a multiplayer-only total-conversion, which engine would you choose? I'm asking because I was initially planning to use ioquake for my experiment
FAO Quake Mappers.
You lot have been making quite a bit of stuff recently and no doubt some of it is decent / good / great. Normally I'd be playing and commenting and critiquing on it, but I'm kinda not that psyched Quake-wise ATM, I've been catching up on other games. Hence not replying in any of the recent release threads. But I might catch up at some point, and GGWP everyone anyway, hope you're having fun doing it.
quakespasm is fitzquake is glquake is netquake
Can you confirm the above? In context of discussing physics/air control.
onetruepurple: i am wrong
Can you confirm the above? In context of everything.
Yes, QS and fitzquake and glquake are all “netquake” engines
Help A Quake God
...those cows get to play HL3, the bastards.
This Would Be For Damage Inc. If You Were The One From Megatf.
It would be really awesome if there was an archive to the "that hurt and damage Inc." radio show back a long time ago. I'd love to relisten to those if you still have them somewhere.
Vote For AD On The Moddb Moty Awards!
ive set up a page for the original. no hd textures, just pure fun. plenty of 1080p screenshots, and a smaller 1.71 7zip file.
...yes i know the official moddb tweet sounded that the new hd version IS THE SHIT, but sometimes the social guy has not much to work with from the mod profiles. i really dont blame him.
anyway, it's time to make ad a lot more popular, and get those votes rollin!
the new hd version IS THE SHIT
Most of those words are correct.
Mod Of The Year?
AD didn't come out this year though.
Even The Title Image Is An Adequate Review.
In The Interests Of Complete Stupidity
Wut? Someone broke into your account?
I occasionally watch random games I don't want to play on twitch, usually chilling out on my phone in bed, and quite enjoy spectating WOT, and then happened to choose streamers based on the amount of cleavage, and then it became kinda moreish trying to collect them all ;)
P.S. Will be playing more Battletech later and finishing Plague Tale soon!
Get married. You'll never want to think about women again, specially your own.
Is beside me, almost invariably looking at pictures of cute dogs on her own phone...
Send Her A Pom.
There Might Be A Very Occasional Pom Crossover...
...between her insta and our discord.
Abyss Of Pandemonium V2.0 Improved Edition (2019) (Part #1)
I remember myself enjoying to play AOP as it really felt like a continuation of Quake's story and had some unique features which fit quite well into the world of Quake.
There were some things I wanted to improve and polish while playing this mission pack and now most of this stuff has finally been implemented.
So, let me introduce you a very useful patch created by me and Seven for Abyss Of Pandemonium The Final Mission v2.0.
The following bugs have been fixed:
-Legond's lightning attack spawns from wrong position (too low), now it spawns right from the
hand of Legond as she commits a lightning attack
-Dog is partially stuck in the wall near the exit area of aop1m2.bsp map (Core Reactor),
now the dog stands near the wall and does not touch it
-Hovering box with shotgun shells at aop1m3.bsp map (The Power Station), now the box stands on the floor
-Knight spawns behind the player and stucks in the ceiling at skill 3 at aop1m5.bsp map (The Dark Palace),
now it spawns in a proper place and does not get stuck
-Two death knights are improperly placed at aop1m5.bsp map (The Dark Palace). The first one spawns at the same place
and time as the ogre once you press all 4 buttons after falling into basement and both these enemies telefrag one
another upon their spawn. The second one teleports into the super shotgun area when you have already passed half of
the map and you have to go all the way back into that area in order to kill this guy for the sake of 100% kills.
If you step into the teleporter to the final part of the map you won't be able to go back and kill that guy.
The decision was made to remove those two death knights
-aop1m1.bsp map (Gates of Abyss) was missing soundtrack, now it uses impel music track #11
-aop1m2.bsp map (Core Reactor) was missing soundtrack, now it uses impel music track #2
-aopdm2.bsp map (Runic Raging) was missing soundtrack, now it uses impel music track #2
-aopdm3.bsp map (Mental Overlord) was missing soundtrack, now it uses impel music track #11
-aopdm4.bsp map (Mental Overlord II) was missing soundtrack, now it uses impel music track #6
-Grammatically incorrect message "Hell passage is save now" occurred at
start.bsp map (Enter the Abyss), now the message says "Hell passage is safe now"
-There was half of the ending text missing when exiting aop1m6.bsp map (The Forgotten One).
It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
Now there is a full ending text displayed when exiting aop1m6.bsp map (The Forgotten One)
-There was half of the ending text missing when exiting aopend.bsp map (Legonds of Quake).
It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
Now there is a full ending text displayed when exiting aopend.bsp map (Legonds of Quake)
Abyss Of Pandemonium V2.0 Improved Edition (2019) (Part #2)
The following features and tweaks have been added:
-Added different looking Lightning Enforcer to make him better
distinguishable from regular Enforcer
-Created and added new skin for world model of Napalm Gun to make it better
distinguishable from regular Grenade Launcher
-Added footstep sounds when walking with low speed or velocity
-Added "Previous Weapon" (impulse 12) support
-Added name "Iron Fury" to aopdm6.bsp map since that map didn't have any name
-Added more ammo boxes to aop1m1.bsp map (Gates of Abyss)
-Added more ammo boxes to aop1m2.bsp map (Core Reactor)
-Added more ammo boxes to aop1m3.bsp map (The Power Station)
-Added more ammo boxes to aop1m4.bsp map (Temple of Moon)
-Added more ammo boxes to aop1m5.bsp map (The Dark Palace)
-Added more ammo boxes to aop1m6.bsp map (The Forgotten One)
-Added more ammo boxes to aop2m1.bsp map (Heresy)
-Added more ammo boxes to aop2m2.bsp map (Carnage Castle)
-Added more ammo boxes to aop2m3.bsp map (Central Complex)
-Added more ammo boxes to aopend.bsp map (Legonds of Quake)
Pak5.pak contains :
There are also 3 custom icons included to use with game's shortcut and AOP official soundtrack (.mp3 format) to use with Mark V or QuakeSpasm.
The soundtrack from quaddicted is in .ogg format only so decided to convert it to .mp3.
1997-2005 by Impel Team
2008 by Resurrection Team
2019 by 0V3RDR!VE & Seven
progs.dat stuff adding, editing and compiling. .ent files editing and testing.
Repositioning or removing entities. Assigning missing music tracks and names to
the maps. Adding full ending texts to the source code provided by Seven. Fixing
grammaticaly incorrect message. Creating custom skin.
Adding features into source code and cleaning it from bugs found. Providing
features and fixes used in his own project "AOP - The Final Mission v2.0 extended_20160330.rar"
1) An engine port which provides external .ent files support (e.g. Mark V or QuakeSpasm)
Mark V v1.99 (Revision #4) Download Link:
QuakeSpasm v0.93.2 Download Link:
2) Abyss Of Pandemonium The Final Mission v2.0 itself
Abyss Of Pandemonium The Final Mission v2.0 Download Link:
1) Create a folder called "Impel" in your quake directory and unpack all the files from
aopfm_v2.zip into it
2) Download our patch and unpack all the contents of the archive into Impel directory
3) Use shortcut or .bat file (both of which must be created by you) to launch the AOP
For example, If you use Mark V the launch parameters should be like this:
Mark_V.exe -game Impel -particles 8000
P.S. -particles 8000 is necessary because there is a huge amount of pixel particles used by exit teleporter at aop2m3 (Central Complex)
and playing this map with default value will simply remove grenade/rocket pixel trails from your grenade/rocket launcher.
That's a bug from original developers.
Patch For Abyss Of Pandemonium v2.0 (12.12.2019) Download Link:
In russian language "скачать" means "download"
Just Make One Succinct Post, Not A 2 Post Essay, Please.
agreed, that would be a worthy news post, but needs to be a summary, not the whole readme file
An Issue Solved
I've corrected my post in order to meet regulations and resubmitted it to you.
Please take a look.
Would be nice to see it in the news section.
thanks.... it's still really long so i'll take some time to edit it down when i get home tonight, then approve it.
Thank you, will be waiting.
I Made A Doom 2 Map...
Hey... been a while. I got around to finishing a Doom 2 map I was working on like 6 years ago...
Only tested on GZDoom. Just drag ne_sea.wad onto the executable. Recommend OPL Emulator music for it to not sound shit. Also, you have to turn off 'infinitely tall monsters' or else bridges are broken.
Submit As News Plz
Welcome back! I look forward to playing your new map!
Negkros Is Back!!!
AI Generated Text Learns Fast.
Shambler has the smallest cock on Terrafusion. Obedient, yes, but much less drooling than the average teenage. No, Captain, it's not that simple. Maybe if you used your golden aura like the average middle schooler does, I would think that a cock so small was actually huge. But I haven't heard anything of you messing around with a boy's little cock. What does that even mean? [laugh] 'Asshole' or 'os', I'm not even sure. Maybe 'child'.
Merry Christmas Everyone
I hope everyone will have a few peaceful days with lots of time for mapping!
Yeah Happy Christmas To All Funcers And Tfers
May Satan Claus bring your all sorts of evil goodies.
What happend? I can open the main site, but forum section gives me "critical error".
Tim Switcher 3: The Wild Hunt
Did his defection to Sabre affect their port for CD Project Red? What is he supposed to do for them?
First map of the 2010s: http://celephais.net/board/view_thread.php?id=60401
Last map of the 2010s: ???
It's been that long?
Well it won't be me with the last map!
But happy new year anyway to you all!
Happy New Year!
Let‘s hope that 2020 will be another great year for the Quake community with lots of great releases from you talented people!
HAPPY NEW YEAR!!!!
New Year Resolution:
New Happy Year!
#31384 ; no one left to catch the cooky duty on InsideQc ?
Vehemently Soft Squish
My chronological progression of mapping for the Quake-series have raught the point of the next map being for Quake. I started with Quake 3: Arener, then Quake 2, and now it shall be Quake.
Just give me another decade, unless I quit my job... *sigh*
Quake 3 In Rust
Apparently there's a tool now that transpiles C into Rust.
Remilia Scarlet released a new quake map called Xala'noth today on twitter:
Some screenshots and download link:
There's a new Arcane Dimensions map by Comrade Beep:
"Includes a custom ambient music track by Matthias Fluor."
Thanks Tribal, i made a news post for the last one.
Future reference, you can and should submit map releases as news.
"you can and should submit map releases as news"
i know, but i always think "what if the author itself want to make a news post?"
i don't want to step on anyone's toes, that's why i only posted a link to the original tweet :/
Did We 'lose' Anything When We Got Modern Quake Engine 'ports'?
There's a thread on doomworld about source 'ports', and unlike previous discussions here re: quake engines, the discussion there is primarily based around the physics and behaviour of the engine, whereas here, iirc, mostly it was centered around aesthetics (eg: colour banding from software quake, gamma in GLQuake vs Software, overbrights + fullbrights, etc... i'm sure i'm forgetting a bunch)
But I can't recall, other than the brief time where Quakeworld based clients were being used where there was a real change to the game physics and engine behaviour.
There's some bug fixes like allowing framerates over 72 not bugging out on downward moving lifts and such. But those are (i assume?) widely regarded as true bugs that pose a detriment to the game, whereas things like wall running and other weird collision/physics bugs in Doom are lauded by some.
Found this link on discord: https://joshua.itch.io/quake-tools
Some example results:
(the SVGs are multiple megabytes, so these are converted to PNGs :)
This makes me think there should be a "name the map from the layout" web quiz.
New Q1SP: "Green Hale" By Chris Holden
oh those textures are really cool!
3d Realm New Game !
error: absolute path in filename /progs/player.mdl_0.skin
have error why?
Remove '/' before progs.
Also: use TAB to auto-complete.
On A More Serious Note
Is It Me?
Or is there a lot going on in the Quake scene right now? Ter Shib part 2, a steady stream from Muk and other AD mappers. Lot's of new faces etc. And metlslime suggesting new engine features!
This is going to be a great year for Quake!!
Yeah, the high number of map releases this month is cool to see.
Func is pretty dead though; I think a lot of the activity is happening on discord and twitter.
I see func as the place for "evergreen" conversations, announcements and historical reference. It is hard to compete with the immediacy and multimedia capabilities of Discord.
But hell, 20k Mapping Help posts is reason enough to keep func around.
For my part, I do link to func quite often on the Quake Mapping Discord and encourage people to make their JAM, SM and map release announcements here first.
After three bloated visits on discord I had to chang the site because the reloading of the screen every four seconds made my chance to follow something very limited.
Not a bad word for discord because it might be my computer.
20k Mapping Help posts: that is probably one of the biggest issues with Discord, as we will be losing in the future all the new information that is posted there now. Sure, we can go back and check older posts or we could make a backup of Discord's chat, but it is a lot harder to navigate there and not the same as having it here public where anyone can see it anytime.
Well, more like an issue with the social networks as a whole than of Discord's, but an issue still. Could be nice to have a archive here of all of that information to store.
That's above my pay grade. What we need a is a legion of people updating Quakewiki.org with said info.
I still care for InsideQc, although it might be my critical error.
Saved the tutorials on quaketastic in time.
Even If Conversation Lags Here
This site’s use as an archive is invaluable. It has a way of crystallizing events and milestones in a way Discord cannot.
That is an option too, but apart that it would need a legion of people like you say, in the transcription parts are lost for sure.
I keep seeing the updates from mankrip here: https://twitter.com/mankrip
But there's no github, bitbucket or anything with the engine itself. Was it ever released?
How is that possible? His words: "Nothing would make me happier than someone willing to create a new game using the technology I'm creating for Retroquad. Nothing would make me happier than knowing that my tech inspired someone to do that.
There's nothing I crave more than that in my life."
And then again: ""Impressive, but worthless" would be a nice description for my work."
All I know is that he hasn't made it public.
I've found this on Reddit:
"Improved collision detection for Quake 1" (by faisal_who)
"... I was able to hack up quakespasm to allow proper collision detection. Bullets can now fly through gaps in the model (since im testing against actual geometry, not a bounding box).
Even though in this vid im using quakeguy as my target, I can actually play the entire quake1 camping with precise collision detection for hitscan attacks (i.e bullets)."
And here is the video:
Interesting. Very very interesting...
You Need Some Cartoon Art / Imagery? Well ADaya Needs Your Custom.
Help a Quaker out:
So he doesn't have to chop up and eat his own mother to survive.
Don't Like His Art.
But by saying so I might convince others to take pity and buy his art. Such is life.
Must be my nostalgic qmap cube feeling.
most Q1 and Q2 mappers seem to gather around this board. but does anyone know any *breathing* Q3 mapping community?
Q3 Mapping Community
Well, there is always lvlworld.com, but i dont know how active it is atm.
These Things Take Time
VR growth. If they can shave $100 and a few grams/ounces off the headsets in the next gen, things will be looking good.
So I Made A Music Video That Might Be In Poor Taste.
Welcome to my sense of humour. Doctors are standing by.
What they're standing by I've no idea, but it must be in a bad way.
Why Do You Design Levels For The .bsp-format?
I've done this for 20 years now and it's like a drug that is impossible to quit.
Finally I Understand VR:
Yeh... The New Quake !
Very Cool Stuff.
I really appreciate how organic and old world the cities look by being build on an irregular polygon grid.
Maybe I can get some of these several HUGE maps finished. One question, what is best engine for super expanded limits? And what are the best compilers these days? I've been mapping on and off for years, with several on the back burner since even before Quarantine and Catatonic, but they are big maps. I might try and release them one at a time as an episode that comes in parts.
Only Thing Is
compiler needs to be supportive of +++ limits but also valve 220 texture mapping XD
Trent In Quarantine Map Jam?
There's a good opportunity for a "Trent in Quarantine" map jam now. Quake maps, NIN-themed, focused on environmental traps and socially isolated combat.
Wear your envirosuit and go on a quest for The Perfect Drug against COVID-19!
Compiler : https://ericwa.github.io/ericw-tools/
For engines, these days people mostly use Quakespasm, Quakespasm-Spiked, FTE, Mark V, all of them should be ok with expanded limits.
Give us new maps!
Thanks dude! I'll see what happens when I get to the point of sealing this biyotch.
Alcohol Rehab Near Me
Welcome Back SPY!
With this damn quarantine, I'm playing a lot of coop Quake 1 with my brother. We've been using Darkplaces and Hamachi. I also tried FTE and QSS, but both still need Hamachi. Does anyone know any engine port that has a built-in Hamachi? Or something similar? Kind of a pain to have to have Hamachi to host coop games.
FTE/QSS shouldn't need Hamachi if you forward the port on your router to the computer where the server is running.
FTE also has some sort of automatic router holepunching thing mentioned here: https://www.frag-net.com ... but I haven't tried that & don't know the details.
my brother is a dumbass and couldn't configure his router, that's why we use hamachi
does anyone know how to enable this hole-punching thing?
Did you try what that frag-net site said to do? Seems straightforward, if it works.
i don't see a Holepunch option, so maybe it's a compile-time flag? grepping the source also yields no results to holepunch or fragnet.
Hmm! And you have the latest version?
I'll check it out later tonight.
I do see that option when using client version 5647 on Linux. Choose Multiplayer, then New Game, then fiddle with the settings for the Public option.
Lol Get Fucked
did we lose forums.insideqc.com for good?
Not Only That
We lost nextgenquake for good :o
For video playthroughs of the 2 of Quake custom maps I know that Cmdr. Theodoricos and Aqui De Rossi do a great job over at the Tubes of Ewe, but for the One Quake, who does the best playthroughs? I prefer no comment, 100% completion runs of custom mappes.
Holepunch - FTEQW
Does anyone know if you can use holepunch for a dedicated server? My impression is not.
Assuming I'm interpreting the notes in the code (below) correctly:
sv_public 0 = private LAN
sv_public 1 = IP address listed publicly
sv_public 2 = use broker via holepunch
However, elsewhere I've read in the code that if the server is dedicated sv_public is set to 1.
So maybe you can only set this through the UI on a hosted server.
-1: Fully blocks all inbound connections.\n0: Disable subscribing to master servers (for private lan-only games).\n1: Subscribe to public master servers. Your IP address will be listed publicly. Make sure your Router/NAT+Firewall are set to allow inbound connections.\n2: Subscribe to a broker master, allowing firewall hole punching.
i find the whole netcode of fteqw suboptimal. just go with darkplaces.
holepunch is fine for dedicated server.
Holepunch - FTEQW
@Johnny Law - if I set it to holepunch my IP is still visible in the browser.
@bulab_mulma - Is Darkplaces much better? I've only tried it breifly but I prefer the look of FTE.
it is. and you can make it look retro too, if thats your thing.
oh and you can also use this:
also dp is easier to mod and compile. fte is just a mess.
Welcome Back SPY!
RTCW: Real Saboteur.
This misson pack was originally made by Dan using basic stuffs from original game and creating a good story with well designed environments. Now it was adapted to RealRTCW Mod.
Link to Download: https://www.moddb.com/mods/realrtcw-realism-mod/addons/real-saboteur
It seems that very few actually click the link to the file, or install, at least judging from the numbers on Twitter and ModDB. My latest map has been loaded down under 50 times, and my most "popular" unit Sonic Mayhem has a little over 900.
What's it like for the other Quakes?
Probably because of problems running it and your underwhelming sales pitch, ie. "it will tear Q2 apart" and "it will not run in almost any client available". That's not gonna get you a lot of downloads. So much effort and then people can't play it. Sonic Mayhem was an awesome unit, complex but functional, in line with your previous maps. This latest one seems to be an exception.
gone down a lot, both for Quake and Quake 2.
Also i have noticed that tastes have changed with the isolation and people do not download fan content as much as before and do things more instead.
I have to be honest with the map. It was rather overambitious. Better to be upfront than dealing with all the complaints. Hiding anything is bad.
I see that maps re being pumped out for Quake+ though, so I thought it would have been better there.
I should look into statistics for my other maps. I don't expect triple digit numbers there either even if some have been out for a while, though.
I also wonder what the ratio is like for map releases between mappers and players. It seems most people playing the maps also make them.
Not sure what you mean by Quake community activity having "gone down". The Quake Mapping Discord has a massive amount of activity and I assume tf is humming along as well. There are nightly multiplayer events in North America thanks to the US QuakeWorld Community. A group of modders are making LibreQuake. Tons of new maps in the news section here as well. I can't keep up with the releases myself.
For my part, I try to encourage mappers and modders to post here as IMO this is the place for "evergreen" Quake discussion and links.
I know, but as you say is on Discord: People on Discord/Whatssapp and similar ones only care about what happens in there and rarely click on links posted on those places, in this community and in any other and even more if a mobile was used, hence they won't get to see his map much.
The other facts you pointed out have nothing to do with his map being played or with Quake 2.
I see that maps re being pumped out for Quake+ though
No, they're for Quake.
Release For Dream Cast Quake !
Processing Central (jpdm2.bsp)
Hi, here's my Quake 1 deathmatch map - "Processing Central" (jpdm2.bsp).
Map has a vanilla base setting, most weapons & pickups are available, it's best suited for 2 to 4 players (rather small). More info in readme.
Playtested by Patrol (twitch: patrol1985) and 1 other guy in DM, and apparently, it was fun :)
Try And Get Some High Profile Streamers To Play Maps!
That will get a little bit of traffic.
Quakespasm Issue With "forgotten Valley" Mod In Linux
I'm running quakespasm 0.93.2 in Linux Mint.
I have the full Quake 1 and mission packs.
I downloaded Quoth and Forgotten Valley mod (fv.* and lostv.*).
A video of a run through of the "Forgotten Valley" map on YouTube shows at the very beginning getting lava nail ammo, yet I only see regular nail ammo.
Also the 2nd secret room seems to be missing the floating,moving platforms that are needed to get across to the exit.
I've specified '-hipnotic -quoth -game lost +map lostv'.
Is there some issue with the '-hipnotic' implementation in the Linux port of Quakespasm?
Remove -hipnotic -quoth and add -rogue instead
Maybe you saw my video on youtube. In my playthroughs i replace the nail-box models with lavanail-box models because i think the original/green nail-boxes are too similar to the shell-boxes and i always get confused by them. This way, if i see a green box far away i know its sheels and not nails :P
Is this due to colour blindness?
Just interested - most of my siblings are colourblind, although I'm not.
If the current boxes are confusing I might change them up in my current project.
An Item On My Todo List:
"Steal ideas from Bal"
"Learn the player model rescue swimming".
Ammo stash left necron
I'm not colorblind, i just think with different colors for the ammo-boxes it's easier to tell them apart in the middle of a fight.
I've heard people say that players of Quake have special eyes, that can see more shades of brown than normal human eyes 0_0
Quakespasm Issue With "forgotten Valley" #2
Thank you for the suggestions.
I removed -hipnotic and -quoth, and added -rogue but that only resulted in the Quoth specific monsters not appearing. It was worth a try just to see if it helped. The README for "Forgotten Valley" specifies use of "-hipnotic" and "-quoth".
I don't mind if there's no lava nails, wasn't sure if that was someone's tweak though the idea had occurred to me.
The missing floating platforms however make passing through the 2nd and 3rd secret rooms impossible without the 'Fly' cheat.
I also tried "-rogue -quoth" which was no different than specifying "-hipnotic -quoth".
I might guess that such parameters as -hipnotic and -quoth should be appending to the loaded modules, but given the lack of the floating platforms which may be specific to Mission Pack 1 (not sure about that), I wonder if for the Linux quakespasm that instead of appending to the loaded Hipnotic modules that the loading of the Quoth modules is replacing what is/was loaded from Hipnotic.
FWIW I played this with -quoth and had no issues completing it. Don't exactly remember floating platforms tho.
Also: the use of "-hipnotic" was a thing that used to be required for playing Quoth in order to get some HUD behaviors. Not required in current Quake engines when playing Quoth stuff.
I played this with Quakespasm 0.93.2 on Linux.
All three secrets should work with just -quoth
Please Update Download Link In Topic
Dear administrators, could you please update download link regarding my patch for Abyss Of Pandemonium Improved Edition (2019) in this topic?
I had to enter some amendments and reupload the file. Please replace the download link in this sentence:
3) This patch: Patch For Abyss Of Pandemonium v2.0 (12.12.2019) (note: In russian language "скачать" means "download")
New Download Link :
okay did that, but... why is the new version still 2.0? Shouldn't it be 2.1 or something? That's the point of version numbers
About The Patch.
Thank you very much. I would say it is still v2.0 because it is very heavily based on v2.0 and I reckon that Resurrection Team really had to implement these essential fixes and tweaks way back in 2008 when v2.0 was released but this never happened and that's what I did in December of 2019. I call my patch simply - AOP v2.0 Improved Edition (2019) because I have never been an official member of this project. I'm just a passionate enthusiast who simply wants this unofficial mission pack #3 to be played with joy.
ah i see... yeah that makes some sense.
You may give it a try :)
It plays flawlessly, in one breath.
Did Spike disappear from here? I don't see him posting anything anymore.
FTEQW continues being updated, though.
I Found A (possible) Bug Within Trenchbroom/ericw Tools' Lighting.
i inserted a light entity within my level, but i noticed i didn't need it anymore so i removed it. when i compiled the level the lighting just went to shit and light was just scattered randomly across the map. the only way i could fix this was to bring back the light with ctrl+z. does anyone know ho to fix this or which program is the cause? i tried compiling the same map with various compilers but i always got the same result.
Most likely you just have an old .lit file next to your .bsp, cause that light was the only colored light in your map?
This is not an issue with TB or the compiling tools, just more of a workflow issue that almost everyone comes across sooner or later.
He's quite active on Discord and #qc channel on irc
Quakespasm really should check that the LIT file size is 3x the size of the BSP lighting lump, it's really more robust than just enforcing loading from the same gamedir.
True although if your only change was deleting a light and recompiling, it probably wouldn’t change the lump size
My expectation is that if the offsets are wrong then the size is going to be wrong as well.
External files that depends on the integrity of internal data must be implemented with some sort of data check…
In Retroquad, the external texture format stores a CRC32 of the original texture's mip 0 texels, and the engine refuses to load it if there's a CRC mismatch. Plus, these CRC values are appended to the external textures' filenames, which solves most cases of multiple textures sharing the same name. Across ID1, ROGUE and HYPNOTIC, there's only one case of different textures sharing both the same name and same CRC32.
Appending CRC values to filenames would help with using old external file formats that can't be modified, but would complicate usage in engines that don't perform such checks; users would have to manually rename the files to remove the CRC value.
A less trustworthy method would be to just compare the external file date against the BSP file date, and issue a warning if the BSP file is newer.
Today I was really close to open Trenchbroom but then reminded myself I would have to learn all the keyboard shortcuts to use it efficiently.
Does it have a GTKRadiant-style of input presets I can just select from a list?
So we can just import/export mdls from Blender now without having to dick around through endless arcane loops and wondering which particular edge case is breaking things right now in this particular instance...
And apparently there's no thread for this?
I can't tell what you are responding to.
that is cool... so this means you don't even need qME on your computer, the entire workflow is just blender -> quake?
Yes you can export MDLs straight from Blender.
This is a plugin that was started by taniwha for QuakeForge project. I just took it and updated few features, to better fit Blender 2.8.
I still fix and adjust few things, but majority of features work as expected.
does it support baking physics simulation? PRECORDED RAGDOLLS
Quakespasm Issue With "forgotten Valley" #3
I found my issue.
I had Quoth 2.1 but I needed Quoth 2.2.
Once I put the pak2.pak file from 2.2 in place, the floating platforms for secrets #2 and #3 appeared.
Thank you all for your input.
You can export simulation, but:
- MDL vertex/triangle limit is 2048/1024;
- atm it can only export one object, so you have to merge multiple objects into one (if your simulation contains multiple objects);
Works fine so far. Can it do the flags?
For the time being I've been using Qme to add those.
Semi-Official Definitions Needed
I know this has been brought up many times before but how would YOU define the rules for the following:
speedmap: ~2 hours
turtle map: 1 week
map jam: seems like these are usually a month or so?