Www.twitch.tv/negke
#25366 posted by negke on 2015/03/22 16:19:09
Done
#25367 posted by negke on 2015/03/22 19:12:50
That was actually pretty cool, though luckily I only played on Normal skill.
I can see how many people are put off by the first episode. It's hard and grindy with many downright unfair situations, coupled with awkward construction - cramped areas or lots of brushwork to get stuck on. All probably due to several factors, 2005 mentality, technical/hardware issues and just wanting to get it out of the door, and the beta testing was generally poor. A shame, because the first episode expemplifies the Quake Journey part really well - however, these levels and their semi-realistic theme would have been more effective in this regard if they had had a more low-key approach to gameplay/combat.
The second episode is better combat-wise, though still quite a bit on the tough side. My secret levels certainly are a good example for this. Enemies stuffed in every corner. Also, the way to access them is ridiculous.
#25368 posted by - on 2015/03/23 00:00:00
Who the hell decided to have all the sunlight worldspawn keys be "_sunlight_xxx" but the sun angle be "_sun_mangle"? Wasted like 20 minutes figuring out why my sun wasn't angled.
Nothing Makes Sense
I think mangle is used for something else like info_intermission or something so it's been loaned to other features.
#25370 posted by - on 2015/03/23 00:21:05
mangle makes sense, anything that takes a 3 dimension vector uses mangle.
it's that one of the sunlight properties is "_sun_" and not "_sunlight_"
It's In The Readme
#25371 posted by Kinn on 2015/03/23 00:26:27
So you only have yourself to blame.
That Sucks
#25372 posted by ericw on 2015/03/23 00:32:34
To make things more uniform I can add "_sunlight_mangle" as a synonym for "_sun_mangle" in my tyrutils branch.
#25373 posted by - on 2015/03/23 00:39:27
that sounds easy to do, hopefully doesn't break if some idiot uses both! I'm just perplexed that it was like that in the first place, all sunlight keys had to have been added at the same time.
Kinn: no shit? it's in the manual? thank you for your incredibly useful commentary.
You're Are Welcome
#25374 posted by Kinn on 2015/03/23 00:47:13
#25375 posted by necros on 2015/03/23 02:12:41
does anyone have the dkt2.wad file without fullbrights everywhere? the one on quaddicted is... bad. :(
#25376 posted by necros on 2015/03/23 02:13:45
DktE2 (eg: episode 2 daikatana textures, the white roman ones)
#25377 posted by ericw on 2015/03/23 03:46:12
won't be the best quality, but if all else fails, just run the bad wad through http://www.celephais.net/board/view_thread.php?id=61100 ?
#25374
#25378 posted by - on 2015/03/23 04:24:42
*twitch*
Quake Stuff From /r/programming Subreddit
#25379 posted by primal (not logged in) on 2015/03/23 13:04:16
#25379
#25380 posted by Kinn on 2015/03/23 13:15:09
Interesting but the smug tone of that article is annoying.
#25381 posted by Lunaran on 2015/03/23 13:46:12
Man, quake is so old. Literally nobody knows how to run it any more!
Yeah
#25382 posted by Kinn on 2015/03/23 13:49:58
and the quake file formats are just so obtuse and poorly documented!
LOLIKR
#25383 posted by ijed on 2015/03/23 13:50:00
Not even Steam!
#25384 posted by JneeraZ on 2015/03/23 14:23:14
I think what people miss these days when dissecting Quake files is that the primary concern back then was size. Small size on the disk was of paramount importance. So that's why things are often 2 or 3 jumps away in various lookup pools and tables ... size.
Hey Look!
#25385 posted by SleepwalkR on 2015/03/23 14:23:18
I went through all this trouble to use a modern raytracing engine, only to have the outcome look worse than a 17 year old software rasterizer.
#25386 posted by JneeraZ on 2015/03/23 14:26:48
Heh, yeah, he could probably get most of this look through plugging a custom shader into DarkPlaces altho I guess that isn't the point.
#25387 posted by - on 2015/03/23 21:38:24
That guy is a bit dishonest by taking the time to make put Quake formats through Raytracing and finding that easier than running Quake...
He could've searched on Steam, Johnny Law has a great <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=120426294
">guide</a> for setting things up that he could easily have read.
But I do think there is a bit of a usability problem for the general playing audience when the Steam release basically doesn't work out of the box and you have to resort to a damn guide to learn how to even play the game. Really sucks.
It'd be awesome if somehow we could have a workshop section for Quake on Steam, and it could include the latest engines (filesize limits might bite us there?) as well as we could stick maps and mods on there... there would be all the fucking ugly 'texture enhancements' there too but what are you going to do. Steam Workshop is basically that player facing front that we've all dreamed of since the earliest days of no one playing our fucking content... siigh.
#25388 posted by - on 2015/03/23 21:39:12
#25389 posted by JneeraZ on 2015/03/23 21:55:17
Scampie - That's not a bad idea. Where do workshops come from, does Valve have to birth them?
#25390 posted by - on 2015/03/23 22:29:54
I believe the dev is responsible for requesting it and maintaining it... the second part being what would kill it since I would assume id doesn't want to spent time curating a 20 year old game instead of their active SKUs (Quakelive would get a workshop before Quake does).
Might also need to pay Valve for the privilege, since they host the content. Unsure on all the details.
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