Https://www.youtube.com/watch?v=t1QOixRxGvQ&t=1m58s
Shambler spotted.
Brewing #27640
#27658 posted by madfox on 2016/06/04 06:45:37
Who runs http://quakemaps.tumblr.com/ and why have they not yet been shot in the head for taking screenshots of id1 maps with awful, ignorantly made colored lighting?
No idea who runs that tumblr
Tumbles
#27661 posted by mjb on 2016/06/06 13:55:52
I belive it is a person named: "trumad" and he is on the quaddicted fourms.
It's a passionate project to display screenshots of numerous maps in hopes of enticing you to play. Apparently he enjoyed the colored lighting additions. To each his own I suppose.
Aye
#27662 posted by Kinn on 2016/06/06 14:29:29
What's worse is that 99% of videos on youtube about quake always show the game using some eye-gougingly offensive hi-res texture pack and/or bile-hurlingly obnoxious particle effects.
The worst are the "history of FPS games"-type videos, where the whole point is to provide a historical look at old games, and then you get to the Quake bit, and yep, again it's some cock-sniffer bunny-hopping through E1M1 via the Tenebrae engine or whatever the fuck, where the enemy skins are all saturated colours and glossiness, as if they've been spunked on by a clown.
#27663 posted by Spirit on 2016/06/06 18:53:50
quakemaps.tumblr.com rules and does more good for Quake than onetruedurple ever did.
#27666 posted by aDaya on 2016/06/12 01:12:15
Is it possible for Quake to support real-time portals? Like the one used in UT's DM-Fractal and which was accomplished months ago on Doom
Thought this could make really neat tricks, coupled with good use of sky brushes to create unusual architectures.
I Think
FTE supports it?
#27668 posted by Baker on 2016/06/12 01:30:28
If someone made something like that, I'd play it for sure and I can't be alone.
There are plenty of opportunities to do interesting things with the 2 advanced engines available.
And somewhat disappointing that there is a distinct lack of any quality single player releases that use those features.
/If I wrong, *please* correct me. I can name maybe a prototype or 3, but nothing "complete".
#27669 posted by Spike on 2016/06/12 02:50:00
http://triptohell.info/moodles/junk/pourtall.pk3
might need sv_nopvs 1 still.
use impulse 10 to select the portal gun. there's also a lame grabber weapon that can pick stuff up, but no real physics engine.
very much a prototype mod.
supposedly it has some func_pressureplate entity thing, but meh, that requires maps.
source is inside the pk3.
divverent or someone associated with xonotic made some 'warpzone' library which should work in either engine if you want statically placed portals, but it can be abusive due to the qc-based traceline+movetype workarounds.
also not a single player release. :P
things can get much faster if you skip the physics parts.
So
A qc mod can allow shooting through teleporters, or can allow for personal teleporters (drop a teleport location, teleport to it later), but anything more advanced particularly graphics wise would need an engine mod.
Frozen Monsters
Is this a known bug in Quake? It just happened to me while playing through a map that an ogre became completely frozen in place, like a statue. No idle animations. It blocked the player and when I tried to shoot or axe it, it would give the same feedback as when shooting or axing level geometry (that metallic "clink clank" from the axe, and grey particles). I seem vaguely to remember seeing this happen once before...
Yes
#27672 posted by Preach on 2016/06/12 21:04:20
I'm pretty sure I remember this bug and the cause:
void() walkmonster_start =
{
���self.nextthink = self.nextthink + random()*0.5;
When this function runs, the monster typically has a nextthink value of 0. If random() happens to return exactly 0 as well, then the calculated nextthink time will be 0 - which is a special value which tells the engine never to run a think function on the entity. It's exceedingly unlikely which is why the bug is so rare to encounter, but it happens. The fix is to add something like 0.01 to the calculated time so it can never be zero.
Thanks!
Thanks very much for the explanation, Preach. I have to confess it's too technical for me to understand at the moment, unfamiliar as I still am with Quake C (and coding in general) -- but I'm bookmarking it and will come back to it.
No Single Player =(
#27674 posted by PuLSaR on 2016/06/13 05:05:25
Yeah :/
#27675 posted by killpixel on 2016/06/13 05:09:45
prey seems neat though.
I wasn't expecting much for Quake 1's anniversary as it's the redheaded step-child of id's catalogue. And yet I still ended up disappointed.
This isn't 1999 any more and we're not going to get a rich community of mappers for Quake Champions. It's competing directly with Overwatch, Battleborn, Paragon and any other number of Hero Class shooters.
Also it's going to drive yet more nails in the coffin of Doom's MP.
Speaking Of Doom Mp
#27677 posted by killpixel on 2016/06/13 05:44:16
They're adding deathmatch, so there's that, at least.
Class-based Q3 multiplayer doesn't interest me at all, really bummed they didn't go the SP route. That said, I expect it will be pretty good.
Oh And It's Apparently Co-developed With Saber Interactive
#27678 posted by skacky on 2016/06/13 06:29:14
the guys who brought you amazing, timeless classics such as Will Rock, Timeshift or RIPD: The Game.
#27679 posted by mankrip on 2016/06/13 06:52:50
So, it's a Q3A reboot, not a Quake reboot.
The name "Champions" sounds unimaginative.
Anyway, I'm uninterested in multiplayer-only games, so whatever.
#27680 posted by Zwiffle on 2016/06/13 07:03:43
I, too, was disappointed by Quake Champions.
I, too, was disappointed by the cancellation of Prey 2.
Well At Least The Q1 Universe Is Intact
#27681 posted by aDaya on 2016/06/13 11:00:37
Never cared that much about Q3, for FPS multiplayer action I always had UT.
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