#25802 posted by
necros on 2015/08/02 22:20:42
yeah, i try to get all my games from there when I can. sadly not all stuff on steam is available there.
#25803 posted by
Spirit on 2015/08/02 23:19:55
Yes, I am awaiting Galaxy!
#25804 posted by
- on 2015/08/03 01:11:02
Demos not existing anymore is not Steam's fault in the slightest.
Off
#25805 posted by
madfox on 2015/08/03 03:16:07
This Duke couldn't get in Steam
because it refuzes my earlier 3DNukum
CD identity! Thanks CD owner!
Steam
#25806 posted by
madfox on 2015/08/03 03:21:16
There is already a participant that's has played this game.
Of course, meself that remembers his log file.
Make another username and log in again.
Windows Life welcoms you.
madfox, get off steam.
Losing It The Win 10 Style
#25808 posted by
stevenaaus on 2015/08/04 10:27:42
These Halls I Walked: An Homage To Doom And Quake
#25809 posted by
DaZ on 2015/08/05 17:31:06
#25811 posted by
Joel B on 2015/08/05 20:17:01
Great read. Thanks for the link!
A Haiku, By Scampie
#25813 posted by
- on 2015/08/07 22:04:26
i hate func_trains and
think that they really suck;
why are they so bad?
seriously, why do they teleport to the first path_corner you target them at? that means if you want to do several spaced out trains, you need that many path nodes, which introduces slight noticable stops into the path. Why not just let them start where I built them in the level and just float toward their first path_corner?
#25814 posted by
necros on 2015/08/07 22:43:34
It's sp you can light them in separate areas...
#25815 posted by
- on 2015/08/08 01:37:18
oh crap, you're right, that actually is super useful for what I am doing... I was positioning things really carefully and trying to light them each reasonably the same way... but fuck that, I'll just stack them and they'll all light exactly the same.
Also... I am dumb, I can just make path_corners that are only start positions, they don't have to be part of the chain.
Ah
#25816 posted by
ijed on 2015/08/08 01:56:44
Good idea, I made them part of the chain for a stupidly over complex map I abandoned ages ago.
Quake is great for these types of proto hacks.
For Fuck's Sake
#25818 posted by
Spirit on 2015/08/12 18:22:20
I looked at engines that allow different screenshot formats. I looked at 6 of them and I found 5 different ways.
scr_screenshot_jpeg/scr_screenshot_png
scr_screenshotformat
scr_sshot_format
scr_sshot_type
sshot_format
#25818
#25820 posted by
Kinn on 2015/08/12 19:27:43
I'd be more amazed if they were consistent tbh. I think the days of there being some sort of committee-agreed "standards" for quakery is kinda over.
#25821 posted by
metlslime on 2015/08/12 20:55:41
you don't need a committee to check if any other engines have implemented a feature before you, and if they have, conform to their implementation (as long as it's not really dumb.)
To Be Honest
#25822 posted by
necros on 2015/08/13 01:30:06
If i was doing my own engine, I wouldn't give a crap what others were doing and make everything the way I want.
The fact there is _anything_ in common between engines is a damn miracle.
Necros:
#25823 posted by
metlslime on 2015/08/13 01:36:17
it seems that most other engine creators follow the same philosophy.
#25824 posted by
necros on 2015/08/13 01:40:20
yeah... I guess I'm just saying to look at the other side of the picture.
I think we'd all balk if someone told us all end level triggers had to look like the big gates in id maps or something.
Engine coders are in a funny position in that they are doing something creative yet are heavily constrained unlike mappers who have the freedom to do whatever they want.
I don't know what point I was trying to make now.
Compatibility Is A Lost Cause
#25825 posted by Spike on 2015/08/13 01:44:36
spirit, if it helps, fte's cvar was named to match fuhquake.
except that fuhquake renamed its cvar with 0.31. randomly renaming cvars will always result in issues like this.
personally I'd say to go with screenshot_format, that way people stand a reasonable chance of finding it with tab (in engines that provide alternatives anyway).
sure, its not on your list, but hey...
the problem with committees is that you need someone to take charge and harass people until they get their act together.
my own attempts at getting other people to stick to the standards that they claim to support didn't really go too well. frankly, its kinda impossible to disagree with Kinn - people just don't give a damn about compatibility until they're humiliated by it. On some level its actually beneficial when other engines can't run the mods targetted at your engine because you implemented the standard wrong (embrace, extend, extinguish).
the stupid thing is that there's no reason that a cvar can't have multiple names. sure, each engine will still have a preferred name that is used for saving configs, but they should still accept other names for the cvar.
metlslime, not a committee, no, but you do need teeth to ensure that people actually put in that extra effort.
it doesn't help that there are so many different engines that would need to be checked, and half the time engine devs don't bother looking further than their favourite competitor (if that).
the other problem is that most engines are dead now, even if they're still used (who'd want to upgrade to a third-party fork that claims only to break their configs?).
</rant>
Peekaboom Here
#25826 posted by
Mezmorki on 2015/08/13 15:09:20
Hello all. Figured I'd drop a note saying hello given that my article was referenced earlier. Many old and new faces around here!
I think I last posted here probably 10+ years ago, and haven't been very close to the quake scene in a long time. The most staggering thing is the number of new quake engines to navigate!
I've been going back through a bunch of old maps playing against the Omicron bots on a massive nostalgia tour. I've managed to hunt down a fewer new DM maps (newer as in circa 2005) as well, which has been fun. I think I've settled on using the JoeQuake (after trying out about 6) since it has a lot of nice options and actually works with the Omicron bots.
Hope all is well. Cheers!