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Wow 
@sock that looks tedious. I tend to func_detail and plan my brushes for detail as I go but to each his own. 
I Agree... It's Quiet 
I think it's because #tf Discord channel is so popular. i.e. ~95% of the conversations re: DM4Jam happened there. 
 
rabble rabble discord ruins every community it touches etc 
@Spud 
I love func and assume it's not going to change much (for good reason) but Discord makes it very easy to share images, links and embedded streams etc. it's really enticing compared to a simple forum. It's a different experience to be sure and func cannot be beat for archival information and its vast knowledge base. 
Silence The Discord! 
Wait wrong game reference. 
RE 30161 UK Impressionist 
lol, read it in Red Dwarf's Lister's voice 
Christ Has Returned! 
Hmm 
Never heard of him before, BicMacDavis that is! c; 
And That's Never A Good Thing! 
 
Textures From The Blender Foundation 
There is a curated collection of images and textures for 3D work on the Blender site. The license is CC-0: free to use anywhere, for any purpose.

https://cloud.blender.org/p/textures/ 
Co-op With Some Friends 
Hi!

Me and a friend decided we should put on Quake and play some custom maps and custom campaigns together (and probably we'll have some other people to join us too) and maybe do even some deathmatch from time to time.

My question is... well, I really like the Quakespasm engine.
But I don't know if it's really that great for this purpose.
I know it's the most used and most functional with custom maps though, and so what I want to know is if it's possible to play such levels in co-op with that engine. I mean, we don't want to curse each time we have to host the game, nor using some odd software to do that. So, is Quakespasm good to go, or should I look onto some other engine (any reccomendation if so?)? 
Yup QS Is Good For Coop. 
Keep calm and carry on. 
Coop Online 
For local Coop (on a LAN) Quakespasm would be fine. But for Online play you'll probably want to use FTEQW.

Keep in mind whoever will be the server needs to poke a hole in their router to allow connections. It's not impossible but info is tough to find. FTEQW has a wiki though and you should be okay. Good luck!

http://fte.triptohell.info/index.php?p=downloads 
Yeah It's For Online Matches. 
Thanks a lot! 
Whoa, Hold Your Biscuits 
If you really like Quakespasm, but want the networking superiority of FTE, then use Quakespasm-Spiked

It was specifically made for this exact scenario. 
And The Linkeh 
@Kinn 
It was specifically made for this exact scenario.

I was unaware that QSS had any network improvements. I thought it was solely the FTE/DP visual effects. Very interesting and good to know. 
@spike - Sv_gameplayfix_setmodelrealbox 0 <----- 
Quoth 2.2 added some stuff to try to support DarkPlaces by turning off all the irregular stuff stuff in DarkPlaces.

Sadly, unless you want to weird up Quakespasm Spiked you better not call your cvar sv_gameplayfix_setmodelrealbox.

Quoth will decide set it to zero, changing the normal behavior of Quakespasm to whatever physics irregularities await for sv_gameplayfix_setmodelrealbox 0 --- which will cause a FitzQuake style engine to not use FitzQuake style bounding boxes.

What will happen? I don't know. 
 
QSS still has no network prediction. If your players are in different countries then FTE is still a noticeably better choice.
Vs QS, QSS provides proper network nack-compression (using FTE's network protocol) meaning much higher entity limits (at least for mostly static ents like monsters, while dynamic ents [like AD's qc particles] will still have higher limits but at the cost of slight potential lag).
Mods like AD can FTE's/QSS's particle system to perform effects clientside instead of serverside, which has significant reductions.
Note that the visual effects in QSS have defaults that exactly match QS (unless a mod or user explicitly uses the stuff that would be impossible in QS). QSS was never about the visuals, but rather fixing all the bugs and limitations that pissed myself off with QS (primarily networking and QC related). The particles are there just because they are actually useful to mods like AD - and especially so when networked.

@Baker
sv_gameplayfix_setmodelrealbox is the 'correct' name for the feature, and renaming it will just cause problems elsewhere. If quoth needs it on in order to function then quoth shouldn't be turning it off even if it only affected DP. Additionally, if its value actually changes anything then quoth is buggy (and bugged in either vanilla/dp/fte or fitzquake/qs). Presumably if no one noticed then it doesn't matter and might not even be buggy.
Either way, 0 has more predictable results when replacement models are in use, and is potentially faster for dedicated servers, so hurrah for buggy quoth. And boo hiss at fitzquake for being incompatible with quake, and I really wish I could justify setting it to 0 by default in QSS, and renaming the cvar would just mean that noone would remember the new name breaking any mods that do actually need a specific value for that cvar.
So, won't rename. I prefer consistency to randomness. 
Uuuuh... 
That Quakespasm Spiked seems indeed very interesting!
Thanks a lot!

Anyway I don't want to put any graphic bullshit in it, really. lol
I like how Quake looks on its own and Quakespasm with the modern resolution etc. enhanches it a bit already. And it's got very cool visuals, from what I've seen from Custom Gamer.

Perfect!
Dankeschön! 
No Problem. 
We're all in the same country anyway, so it's good.
I guess. 
 
I really wish I could justify setting it to 0 by default in QSS

FWIW, last time we discussed it in the FitzQuake thread ( http://www.celephais.net/board/view_thread.php?id=60306&start=691&end=714 ), metl confirmed he introduced the change by accident and recommended fixing it as well.

I support changing to vanilla behaviour by default, at least for a "testing" release of qss, and asking for help testing mods that were likely tested only on Fitzquake / Quakespasm. 
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