#253 posted by
mankrip on 2022/06/09 03:30:48
Hmm, capnbubs actually used Blender. Might be the licensing thing then.
#254 posted by
mh on 2022/06/09 12:17:31
I've implemented IQM in GL before, and it seems like it should be straightforward to do in software as well.
The big pressure point of doing it in GL was limited constant register space for storing bone matrices, as I was constrained to SM2.0 hardware at the time (256 constant registers - ouch!) That wouldn't exist in software as you'd be doing the bone animation in software anyway (you could also do the bone animation in software with a GL implementation, but it's substantially slower).
Otherwise I'd advocate the same approach as I took with the MD5 software code - just produce the same data structs as are used by the stock MDL code so it will easily plug into the rasterizer.
Re: community vs ID: they used BSP2 and that's definitely community-made (I made it, so I can say that quite authoritatively). Obviously I haven't seen the remaster engine code, but I'd hazard a guess that they used MD5 because they could just lift over most of the code from Doom 3.
Otherwise nobody authors directly in either MD5 or IQM - they'll author in a proper modelling package and use an exporter.
Threewave CTF Added To Re-release!
Sweet! I'll be playing the blue and red shit out of this.
Release Notes
Threewave CTF was first released in October of 1996 by Zoid Kirsch. The mod back then was simple, and remixed existing game content to create something new. Matches took place on the single player levels modified to create bases. Keys were used in place of flags, and the grappling hook was an axe that fired a Vore ball. While a little bit of imagination was required, this didn’t hurt the mod’s reception at all. It caught on fire immediately and built a large fanbase of players looking for a deeper alternative to deathmatch.
And Rubicon 2!!!
I wasn't aware Rubicon 2 had been added to the Re-Release today as well. That's amazing. Congrats to metlslime and czg!
Read an interview about it
here
Woo
#257 posted by
metlslime on 2022/08/18 20:17:53
I knew this was happening but didn't realize it was today!
Community Mod Server For Re-release
New video on this project:
https://youtu.be/VFrHR0O_jB8
Notes from YT:
Find out how to access a growing collection of singleplayer mods for the official rerelease of Quake also known as Quake Enhanced or KEX Quake. Once you make a small change to your launch configuration of Quake, this collection will appear in the Add-ons menu.
Website with complete instructions:
https://kexquake.s3.amazonaws.com/index.html
Here's the text to paste in "Launch Options" on Steam and Epic Games:
+ui_addonsBaseURL "https://kexquake.s3.amazonaws.com/"
Add-On Server Discord
https://discord.gg/EDucpqTrpP
Beyond Belief Added To The Re-release!
#259 posted by
metlslime on 2022/09/29 19:10:18
Beyond Belief has now been added as an official add-on for the Quake re-release. Looks like Matthias has updated the maps for this release.
Announcement
Interview with Matthias Worch
Interview
The interview with Matthias is such a fun read. Think about tweaking texture alignment in a text editor!
If anyone is curious about the editor Quest he mentions take a look at this video from last year:
https://youtu.be/E6QZdDzQlsk
#261 posted by
Jaromir83 on 2023/04/25 13:45:39
who made the 25th anniv. DotM episode pls? solely J.F. Gustafsson's work (the DoPa creator)?
#261
#262 posted by
gila on 2023/04/25 14:29:50
Dimension of the Machine was made by several people from MachineGames:
Christian Grawert
Andrew Yoder
Tom Fritzson
Kevin Dunlop
Oscar Göthberg
Kristoffer Kindh
Erik Hörnström
Anton Eriksson
Iuliu-Cosmin Oniscu
Abigail Cox
Dennis Karlsson
Sabina Sveica
Pierre Willbo
Jens Matthies
Jerk Gustafsson
#263 posted by
Jaromir83 on 2023/04/26 09:55:12
got some FPS drops w/ Enhanced engine, which older engine can run the DotM episode5 platforms correctly pls? tried copying MG1 directory from Enhanced Quake to a directory of my Quake game with some older egine and running it like this
quakespasm-spiked-win64 -game mg1 +r_farclip 100000 +sv_protocol 999 +sv_aim 1 +scr_conscale 2 +gl_flashblend 1 +scr_crosshairscale 2 +scr_menuscale 2 +scr_sbarscale 2 +scr_conwidth 1920 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +skill 1
to play new DotM maps. the 1st four miniepisodes and boss fight work, some broken platforms in episode 5 tho (had to use noclip cheat in mge5m1+mge5m2 maps)
Why So Many Wariables?
#264 posted by
CV on 2023/04/26 13:39:50
Most of them should put to autoexec.
r_farclip
r_maxsurfs
not needed, use default
sv_protocol 999 QSS used by default,
scr_conwidth 1920 - why so much? - try default
gl_flashblend 1 - try 0 {not affected to performance on my machine}
What is in Your autoexec? Your hardware specs?
#265 posted by
Jaromir83 on 2023/04/27 16:23:22
a ryzen and GTX980 Ti. how about DotM jam any time soon pls? the new textures are awesome
Good Idea
No one needs permission to call a jam at least not here.
#267 posted by
Jaromir83 on 2023/05/14 18:56:18
ok, so is there somebody here able to extract the textures from the MG1/pak0.pak file pls? I assume TrenchBroom can do DoMa-style rotating brushes/cogs/fans?
There has been a jam using textures from the remaster. sm_217.
Is There A Comprehensive List
Of vanilla bugs which have NOT been fixed in the re-release? Speaking of code-related issues like the fish count bug or Megahealth rot issue, not map-specific stuff like incorrect spawns.
#270 posted by
mankrip on 2023/06/25 14:14:29
The remaster has a number of classic bugs in the gamecode, while also introducing a few new ones in the engine. But as it is I don't care about fixing bugs in the remaster's gamecode, because if the fixes aren't released in an official update, they won't be compatible with achievements and such.
If there was any hope for another official update addressing community feedback, sure, I'd do a lot of research to help. I don't care about fixing my experience, but I would certainly value being able to provide bugfixes to improve everyone else's experience.
The whole point of the remaster was to give an updated experience for everyone who bought a (digital) copy of Quake. If we have to go back to unnoficial fixes to use it, I prefer to simply stick with the classic community-made engines and mods we have with over two decades of improvements.
Did Anybody
Ever encounter
this issue here in SoA?
I dunno if it's port-specific, but at least in Ironwail, the exit of HIP2M4 doesn't look the way it should.
At Any Engine, Three Different Hipnotic `21 Maps:
#273 posted by
CV on 2023/06/29 20:19:20
#273
#274 posted by
gila on 2023/06/29 21:23:13
that door texture on hipdm1 is not a bug, it's the same in the original
Checked HIP2M4
That map is missing a couple of textures in its BSP file compared to the original, especially "black", "names", "wexit01", "exit02_3", "+0butn" and "wizwood1_3".
However, even if you copy those over manually from the same map in the original release, the exit isn't textured properly, misalignments all over the place.