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Continued In TB Thread 
 
 
Anytime you move one of the vertexes off the plane of a brush face (defined by 4 or more) the brush becomes invalid and when the editor "fixes" it automatically it's rarely what you actually want.

Looking down on a box (or truncated pyramid) and changing the slope of the sides by moving one vertex at a time is an example. 
 
in JACK using the split face and triangulate options fixes most of those irregularities and allows you to have more "complex" geometry.

I've been able to get some nice rock faces using these methods. 
JACK 
Also supports a "rock" primitive. 
 
yeah, but that isn't much good for cliff faces is it? 
Soooo... 
it looks like the lightning gun is now real ;)

https://www.youtube.com/watch?v=_fTC_Ud_k3U 
Ooh, Me Wants One For Xmas! 
 
FPS VR 
Not Sure About That 
Seems like it would be more of a pain to setup than the Omni because you have to have something dangle from the ceiling.

https://www.youtube.com/user/VirtuixOmni/videos 
 
Not to mention that it looks super likely that you'll trip up and fall over, trashing it within a few minutes of using it. 
No Pain = No Gain 
 
QUAKE 
Big up Gotshun and all the RetroJam5 entrants for injecting some fresh new / old Quake into the system recently. I've really enjoyed the simplicity of semi-vanilla Quake without having to dick around with multiple mods, specific engines, shit pixellated .rc files and stuff, and get on and just smash monsters and hunt for secrets.

Keep it going guys. 
Cheers Shambler 
 
Sheer Charmbler. 
 
 
This might be born from my ignorance of QuakeC and coding in genral but, I had an idea. Mind you, I've never done any coding or programming, unless you count batch scripts(which no one does).

Demos stop recording upon death. Thatll likely always be the case. BUT, is it possible to allow the "record" cvar to accept some sort of variable to make sequential demo files?

for example - "record %mapname%"

whenever you use that bind or command it saves it as the mapname+the next number in sequence. (ie ad_necrokeep01, ad_necrokeep02...)

The idea is for something to combine with ones "Load Quicksave" bind to allow for single button save loading and recording of a demo.

again,Ive no experience in coding, so this idea might be a little ignorant.

hell something on this order might already be possible? 
Quake Wiki 
my first guess.., Demo_tools

It's not specific, but I remember there being a smart demo editor,
can't come up with a name. 
 
Bloughsburgh linked me http://web.comhem.se/bjp/convdem.zip on twitter. Might be what youre thinking of.

Most of those just combine demos into one file. Theyd be useful after using my idea, tho. 
And 
if you're serious about it, I have this small compiling program, release 2003.

dem2mpg is a converter that reads quake demo's and turns them into mpg. Delte the last .gz and unrar the tar file
 
Mark V has an autodemo feature that automatically records demos with a sequential number. I think they're limited to 3 though, and the 4th recording overwrites the 1st one. 
 
The goal here is to have a single key bind that does two things:

Loads a quick save
starts recording a demo

the demo filename would be based on the .bsp name. Normally Quake overwrites .dem of the same name. Id like for it to create a new file by appending a number to the end of the filename.

Once the user finishes the map, THEN they would use any of the other various demo tools available to combine them. 
Thanks Mugwump 
Ill look into that. 
 
triple post, sorry.

the single key bind idea wont be feasible, im guessing.

at the very least, itd be nice to bind record and it create filenames based on the mapname/.bsp name and appends a number(or date or time or anything) if theres multiples. 
 
JoeQuake does something like that. 
@mukor 
Depending on what you are record, you better make sure the demo tools actually can work on it first.

Demo tools were designed for protocol 15 (original Quake). JoeQuake uses protocol 15, and most engines you can set protocol 15 (like type sv_protocol 15) in the console.

But many modern maps cannot be played in protocol 15 because they are limit busters, or use entity .alpha (Arcane Dimensions is one example among many). 
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