Abuse
#28416 posted by
Qmaster on 2016/11/10 22:27:05
Is pretty cool. Gets ridiculously hard in the later levels.
QME 3.1
#28417 posted by
negke on 2016/11/12 13:17:43
Someone recently asked about QME sans the installer. Here it is:
qME31full.zip
Pak Vs Loose
#28418 posted by
Qmaster on 2016/11/12 21:13:41
Mod packaging question. Which is better, to use pak files or have everything loose in folders?
Fun Fact
#28419 posted by
dwere on 2016/11/12 21:39:04
The list of comments on the Quaddicted page for Arcane Dimensions became taller than the list of files in the mod only about a month ago.
Just a neutral observation.
#28420 posted by
Mugwump on 2016/11/12 21:59:50
...which reminds me I still have to play AD_skanky a.k.a. Froggy Frogbosom :p and complete my reviews, preferably before 1.5 comes out, thus adding yet another comment. Been sidetracked. Hmffff... playing Quake is a lot of work!
Pak Vs Loose
#28421 posted by
spy on 2016/11/12 22:08:30
theres no particularly difference between pak and whatever loose , if your mod contains a lot of sounds, mdls and all that shite(sorry) , just stick with pak
Ad Comment Count
#28422 posted by
Qmaster on 2016/11/13 00:08:45
I'm sure sock has been hard at work to ensure AD 1.5's filecount will outpace the comments, at least for the next few months.
#28423 posted by anonymous user on 2016/11/13 01:12:03
.Pak was only useful to id as very minor form of copyright protection. It serves no purpose whatsoever in Quake mods in 2016. All it does is make patching your mod more bothersome, and annoys end users who might modify your mod on their own harddrive.
Put all your stuff in a .zip file with proper directories and ship it.
Paks - The Cynical Response
#28424 posted by Spike on 2016/11/13 02:11:45
yup, shove it all in a zip, rename it to pk3, and then call it done. the user doesn't even have to decompress anything! assuming the engine supports it.
pk3s or paks are handy with engines that can download them - especially if you want you .lit files to be downloaded at the same time.
but hey, screw coop+deathmatch and/or decent engines and just fill up their harddrive with a thousand more files with which to bog down windows' shitty filesystem even more.
that said, .pk3 don't work in every engine, and .pak tools suck (including for the mythical people that actually care enough to try hacking/breaking your creation).
Hilarity always ensues when files inside different packages conflict, so lets just put another z infront of the filename, that'll fix it! On the other hand, loose files are easier to diagnose, and easier to corrupt too.
whatever you do has downsides, so just do whatever the hell you personally prefer for other modders to do, and hopefully the people who like you mod will hope your other preferences too.
I personally favour packages over loose, but then I can get away with pk3s for the junk that I package, and you probably can't.
Pak Vs Loose.
#28425 posted by
Shambler on 2016/11/13 13:18:26
Pretty much the same-titled discussion my arse has the morning after the previous night's curry.
#28426 posted by anonymous user on 2016/11/13 15:10:29
Whatever you choose, don't put config files in packs; specially autoexec.cfg and config.cfg.
I Think
#28427 posted by
Qmaster on 2016/11/14 01:11:24
I'll keep it loose, ya know. Free spirited and easily accessible.
Shambler
#28429 posted by
Kinn on 2016/11/15 15:08:49
I prefer the term "soft Brexit" to describe early morning curry evacuations.
@shambler Or Nitin Or Other Moderator
#28430 posted by Baker on 2016/11/20 09:52:33
A bit crazy to have 2 threads open about basically same thing.
Whenever it is convenient, could someone close the oldMark V thread at
http://celephais.net/board/view_thread.php?id=60831
A bit crazy have 2 new posts in 2 different threads.
#28431 posted by Baker on 2016/11/20 10:39:13
Thanks!
Retro Jam 5 Is Out Like The Wind!
A brand new, Wind Tunnels themed, retro jam map pack release! But what even is a retro jam?
(...) the original Quake maps still look great in 2016, and the vague idea behind retro jams is to recreate their simplistic beauty.
Featuring maps by Breezeep, Bloughsburgh, ItEndsWithTens, NewHouse, QMaster, Shamblernaut, and a
mysterious special guest star!!!
Screenshot gallery
Download (5.96 MB)
My God
#28433 posted by
mjb on 2016/11/22 02:06:43
Now this is exciting...not worthy of a release thread?
#28434 posted by
metlslime on 2016/11/22 02:16:16
it is, OTP just got impatient
It's 2 Am Here
Thanks for approval metl!
Doom On The MacBook Pro Touch Bar
#28436 posted by
mfx on 2016/11/22 19:55:03
Best Use Of That Thing So Far.
#28437 posted by
SleepwalkR on 2016/11/22 23:38:14
Quake On The Sega Saturn Analysis
#28438 posted by
killpixel on 2016/11/24 00:30:39
Map Stalling
#28439 posted by
Qmaster on 2016/11/25 04:35:03
Qmaster's Projects:
======================
Standalone Releases:
----------------------
QMA1. Tech/Base Style Level. Very large interconnected and exploratory underground cave base/factory. My largest level yet and only halfway to where I want it. Off an on project for the past 4-5 years. Motivation comes and goes in spurts of tech goodness.
QMA2. Random mishmash of styles. Getting to the point that the indivual sections (which were originally the starts of other maps whose theme and small areas I didn't have motivation to expand on) aren't very good by todays standards, set by AD of course. As such I'm less and less interested in working on this icky mess of a map. Suggestions?
Mods:
------
QMA3. Keep. Old knave mod that's technically finished though it never ended up what I wanted it to be. Not sure if I should release it since the underlying mod is technically still WIP. Not sure if I should renane the mappack and keep Keep as the mod name either. Suggestions?
QMA4. The Quake 2 Project That is Yet To Be Named. This is my long planned game to create a sequel for Quake, something which no one has made yet. It saddens me that there has never been a sequel to Quake. AD however is a sequel in its own right and gave me the idea to instead of developing this massive project from scratch later on in life in another engine after to instead start creating this with AD as a base. The stylized look is imo much better than any more realistic games and lends itself to more interesting art.
Qmaster
#28440 posted by
Mugwump on 2016/11/25 04:59:02
QMA2. Suggestions? Have you tried Ubiquitous' first release, Infernal Ascent? That's a prime example of mixed-style done right. It could serve as inspiration. Also, you could consider a collaboration with another mapper.