Yeah
#23845 posted by ijed on 2014/01/03 14:08:45
I can't really agree with everything he says since a lot of it is predicated on self-referential data. He obviously likes the game of Doom more than Quake, both as a game and an aesthetic.
Possibly this has caused him to miss out on a lot of the Quake news - ports to Oculus Rift and other devices, the various mods and custom maps that are made and so on.
But interesting to hear his ideas, they're concise and well reasoned.
Orly?
#23846 posted by Spiney on 2014/01/03 20:08:12
As usual I disagree with everything someone thinks of Q1's design... %-)
Happy New Year
#23847 posted by JPL on 2014/01/04 14:02:19
... a little bit late, but I am just back from 1 week of ski with wife and kids.. anyway...
I whish you all the best for this new year ;)
And The Same!
#23848 posted by ijed on 2014/01/04 19:48:59
Every year better than the last.
#23849 posted by Trinca on 2014/01/04 22:48:20
One question guys...
When I record a demo I make
record mapname mapname
but when I want top record from a load map?
any command?
#23850 posted by Spirit on 2014/01/04 23:11:45
Depends on the engine. Quakespasm and reQuiem (and others) supports recording at any time with "record demoname" while the map is running. If you want to record a saved game, go to the console, "disconnect", "record demoname" and then load the savegame.
#23851 posted by Trinca on 2014/01/04 23:13:18
Thanks for the reply Spirit
I use Darkplaces for years but guess is time to change!
#23852 posted by Spirit on 2014/01/04 23:14:08
The savegame trick works with Darkplaces for sure. I would expect it to support recording at any time too, give it a try!
#23853 posted by Trinca on 2014/01/04 23:26:32
Yes, it works perfect
Thanks Spirit!
Introduction To The FTE Engine
#23854 posted by gb on 2014/01/05 03:55:46
Nice...
I have FTE but I didn't know it was quite this feature rich. The heightmap thing is especially interesting.
I know a lot of mappers here would love to have heightmaps as a standard quake feature, I know I would.
Gabe Chat Part 1
#23856 posted by sock on 2014/01/05 13:52:33
#23857 posted by Spirit on 2014/01/05 19:34:45
I am looking for some timelapse imagery to use for a building visualisation (university project). Best would equirectangular, some moving clouds, bonus points if it includes a full sunrise to sunset. Can be generated (not filmed) but should look fairly realistic. I have not been able to find anything like this, at least not for free. I have no budget for this so it better be free (but I would _play_ with a pirated one for fun too).
Eg something like http://hdrmaps.com/freebies/cumulus-fractus-at-late-afternoon but as image sequence over at least some seconds.
#23858 posted by Joel B on 2014/01/05 20:53:01
I think it would help to convince the FTE guy to wrap up and designate a more recent "stable" release.
Spike
#23859 posted by ijed on 2014/01/05 22:50:59
Spirit
#23860 posted by Spiney on 2014/01/06 04:26:25
I remember this site, not sure if it's got what you need (seems to have both timelapses and probes, but don't know if probe timelapses)
http://www.openfootage.net/
#23861 posted by Spirit on 2014/01/06 16:28:03
cheers, I looked around that site but it's underwhelming. The more interesting Ines cost money.
I am mostly looking for a full 360/90+ timelapse to fill the background of a rotation around my building.
I will look for some standard slow motion timelapses too though, for static camera scenes. Those should be easier to find.
What does "probe" mean here?
--------
someone should write a "minimal distance between info_player_start and a crate texture" BSP parser so we can objectively rate maps.
Actually
#23862 posted by Spirit on 2014/01/06 16:30:53
oh god, I want this for April fool's! objective ratings with eg
number of monsters
weapon arsenal
leafs vs portals ratio (or something like that)
average color
running in dosquake
day of the week of the release date
WarpSpasm Etc.
#23863 posted by Shambler on 2014/01/07 18:03:18
"It's as if some mappers are trying to copy Warp Spasm without actually taking note of what made Warp Spasm a manageable grind - good pacing, good balance, and a great atmosphere. "
"At the time there was a lot of discussion about how grueling the experience was for some. I can understand the sentiment, but unfortunately I'm mapping for me. "
I've been replaying WarpSpasm recently. Once again it is a horrifying but fascinating experience. In particular I am fascinated to remember that I originally managed to get 1/3 to 1/2 through most of the maps without dying. God knows I managed that.
I'm hesitant to say there is a "good" balance or "good" pacing. Nothing feels "good" about it....but it is not "bad", it is EVIL, relentlessly evil. The balance is evil, it is JUST enough to make it playable, the pacing is evil, it is relentlessly and consistently paced to be utterly gruelling for the player.
The gameplay isn't "fair"....but it is immaculately unfair with such deliberation and panache. The combats, the ambushes, the monster choice, the supplies - all laid out to make gameplay that is only just survivable with a feel that nothing whatsoever is stacked in the player's favour.
In short it is an act of cruelty towards Quake players, but done so effectively I still like it even though I don't enjoy it.
So What You're Saying
#23864 posted by Kinn on 2014/01/07 18:34:37
is WarpSpam is the Dark Souls of Quake?
Kinn.
#23865 posted by Shambler on 2014/01/07 18:42:13
From what I have heard, yes I guess?
Hah
#23866 posted by ijed on 2014/01/07 19:23:56
So I probably should play that then...
Shambler
#23867 posted by ijed on 2014/01/07 19:25:15
What difficulty / mode are you playing on?
There are hidden Quoth + and Quoth - modes in the start map which make it more and less difficult, respectively.
Also
#23868 posted by ijed on 2014/01/07 19:27:11
I remember you solving the, for want of a better phrase slaughter puzzle in the secret map as well.
That usually took me 10+ tries to get through on each session.
#23869 posted by Spiney on 2014/01/07 19:34:29
What does "probe" mean here?
Oh right, I'm referring mainly to those photographs of reflective or matte spheres (or a diffusely convolved cubemap etc...). Captured light from a real scene to lit a cg scene. Actually, I'm not sure 'probe' is correct terminology now I think of it. Afaik in film they're referred to it as that.
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