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: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
 
What you see of Quaddicted when you visit the homepage is a wiki. Additional components are the forum (which handles user accounts) and the review system.

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

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


As for Wikia:

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

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

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

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

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

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

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

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

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


-----------

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

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

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

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

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

Fuck YEAH. At last a modder making sense.

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

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

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

Neg, I will probably make a folder as you suggest. :) 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.