Bitch's Got Told !!
#29694 posted by anonymous user on 2017/09/06 05:33:25
FIFTH HEFFALUMP
#29696 posted by
Shambler on 2017/09/06 12:20:51
Can someone msg / discord Fifth and ask him to not start his Shib stream until 9-ish tonight please? I really want to see his uber-derp through Shib4, but won't be back to lateish. Ta!
Hollywood Holocaust Remake
#29697 posted by
Mugwump on 2017/09/06 13:22:27
#29694
#29698 posted by
PRITCHARD on 2017/09/06 14:12:58
Were people talking about there being some hidden unreleased map or something?
@mugwump
#29699 posted by Baker on 2017/09/06 16:46:01
#29700 posted by Baker on 2017/09/06 16:47:42
Add: Haha, mostly.
There is a Dr. Pepper fountain machine.
Baker
#29701 posted by
Mugwump on 2017/09/06 18:23:19
Yeah, it looks really cool! I can't wait to get my PC up and running again so I can download and try it.
Quake Webtools
#29702 posted by
Qmaster on 2017/09/07 19:10:09
Is there a non-dragndrop version of the Quake Web Tools java model viewer? Windows 10 sucks because it doesn't work in either chrome or ie.
http://pecope.co/experiments/quake_web_tools/QuakeWebTools.html
#29704 posted by Spike on 2017/09/09 09:36:50
FTE has a built-in modelviewer which naturally supports all the formats that FTE supports (as well as all the extra support stuff like .framegroups files and shaders).
use either the modelviewer command or use the dir command (eg: dir progs/*.mdl) and then click one of the listed files (which works for a few filetypes, not just models).
or there's noesis, which has some export functionality too.
or you could even write some modelviewer feature into that mod you're working on.
Thanks Spike!
#29705 posted by
Qmaster on 2017/09/09 14:55:54
Don't know why I didn't think of that. Hmm... a devmode_modelview 1 consolevar that let's me "attack" any model to change it's skin and show it's precached gibs and their corrresponding skins above it would be quite handy.
Mugwump
#29706 posted by
spy on 2017/09/09 15:57:30
mug, would you like to join the gang on terrafusion discord?
https://discord.gg/NJ8sKQf
Is There
#29708 posted by
Qmaster on 2017/09/10 02:32:22
An entity definition from fgd converter?
Whenever A Mod Gets Around To Looking At It
#29709 posted by
Qmaster on 2017/09/10 04:47:08
Could they please add Beta to the title of my Keep mod news post. It's incomplete, hence only 0.2 instead of 1.0.
#29710 posted by
muk on 2017/09/11 20:27:33
Yesterday marked 1 Year on func_ for me.
Happy Anniversary!
#29711 posted by
Mugwump on 2017/09/11 22:06:36
Unless... why the blank face?
#29713 posted by
Mugwump on 2017/09/12 11:41:40
From the Mark V thread:
#1727 posted by NightFright [78.43.230.157] on 2017/09/12 07:59:40
These days, mappers are doing everything to push Quake map specifications beyond any previously known limits.
I was thinking just that the other day and realized it echoed how id used to force the hardware manufacturers to push the technology forward with each new release...
GOG Directories?
Working on tutorials for Quake mapping.
Does GOG put games in specific directory like Steam does? Can you select where it goes? I want to be able to tell newbs where to find their pak files.
#29715 posted by
Joel B on 2017/09/12 21:05:48
Typically in the "GOG Games\Quake" folder on some drive.
BTW are you aware of
http://neogeographica.com/site/pages/tools/quakestarter.html ? That's my own little newbie-assistance project. (Which includes some automated attempts to find existing pak files.)
@Johnny Law
No looks good gonna read the whole thing on my lunch break today... interesting.
And thanks for the heads up about GOG. I didn't really want to buy Quake a third time. Wait, actually i got it for free at QuakeCon when q1 came to Steam they gave us all codes. SO I guess I am still using my WinQuake CD assets. :)
Just noticed your Steam Controller for Quake setup. Nice!
-hipnotic -rogue -game <modname>
#29717 posted by
Qmaster on 2017/09/13 04:29:48
Does -hipnotoc do something cool for .gravity to work on individual entities? My trigger_setgravity and item_antigrav_belt entities do nothing.
Is there a specific file in the engine code that details what happens for WriteByte when using -rogue. I get wierd errors when using either -hipnotic or -rogue in my Keep mod but I'm also using very different IT_WHATEVERs for self.items and self.items2.