Mod.io
#30266 posted by mankrip on 2018/05/23 22:37:43
What are your opinions on Mod.io? It sounds like a beefed up alternative to Quaddicted, including some kind of optional monetization/donations system for content authors, and an automated content upload system (AFAIK, uploading to Quaddicted is a fully manual process).
Mod.io
#30267 posted by anonymous user on 2018/05/23 22:44:53
Yah let's monetise this quake shit yo
#30268 posted by Spud on 2018/05/23 23:44:39
QA$H MONEY
Meh
#30269 posted by Qmaster on 2018/05/24 02:05:44
Requires developers to add content uploading into their software. Would be like if we had a separate utility to upload maps/mods or a console command addition, but someone would have to make it.
I mean I guess it could be nice, but I'm one who likes manual compiling so...
#30270 posted by mankrip on 2018/05/24 02:41:05
Yes, it would be a job for engine developers.
Mark V supports installing from Quadiccted, but Mod.io seems to be a beefed up alternative. Imagine creating a mod and uploading it from the engine itself, with the engine automatically handling all the packaging and dependencies in a standardized way.
Woo
#30271 posted by ijazz3 on 2018/05/24 20:03:48
This is america
Don't catch you slipping now
Watch what I'm whipping now
This shit that I'm typing now
GPUs
How important is the GPU to Quake these days? I'm more familiar with Doom engines and I'm aware that the CPU is much more important than the GPU, even with OGL renderers such as GZDoom.
I know that BiTD the GPU was pretty important when the OGL version of Quake first hit but nowadays things seem to be very different.
Just a noob being nosy.
Pretty Important
#30273 posted by Qmaster on 2018/05/25 22:21:06
If you plan to play Orl or AD maps with any kind of fluidity.
CPU Is More Important To Doom Cuz Rachel Can't Code Worth Shit.
#30274 posted by anonymous user on 2018/05/25 23:28:11
#30275 posted by most stupid camel on 2018/05/29 19:38:29
Stupid question, but how do I set up Quake to automatically load last hard save after dying? By default it takes me back to the start of the level. Thanks.
@camel
F9 defaults to Quickload if I am remembering correctly.
#30277 posted by Joel B on 2018/05/29 20:19:29
If you want to distinguish between quicksaves and other saves, you can also bind another key to save to some other named savefile. So you could bind a key that does "save foo" and then bind another key to do "load foo".
And depending on what you're trying to do here, it also might be useful to know that Mark V does three rotating autosaves named auto_save_0, auto_save_1, and auto_save_2.
#30278 posted by muk on 2018/05/29 20:21:02
https://twitter.com/muk0r/status/1000922935001997312
Been poking at this 2D Shooter thing the last couple months. Slow going as I'm learning Unity and C# as I go but things are picking up pace. :)
Art is by:
https://twitter.com/Ezepov1/status/668824401597628416
#30279 posted by most stupid camel on 2018/05/29 22:08:19
Yes F9 is quickload but I thought I seen some people on youtube autoload from last saved game just by hitting fire or jump upon dying. Don't think they're quickloading.
@Johnny Law: If I want to load a specific save (say second-to-last or older) then I don't mind going through the menu. Just thought there was a way to load most recent hard save at the click of a mouse. F6/F9 comes closest to what I want I guess.
#30280 posted by mankrip on 2018/05/30 00:19:39
bind F2 "quicksave;menu_save"
Now, when you hit F2 and save the game, quickloading will load a state identical to the latest.
#30281 posted by most stupid camel on 2018/05/30 01:33:11
That's the one, thanks mankrip
#30282 posted by most stupid camel on 2018/05/30 01:48:02
Hmmmm, doesn't work. Seems to be trying to load quick.sav which doesn't exist.
#30283 posted by mankrip on 2018/05/30 02:47:28
Put a "wait;" command between both commands, it should work.
Also, it will only work when you open the save menu by pressing F2. It won't work when the save menu is opened from the main menu.
#30284 posted by most stupid camel on 2018/05/30 02:58:43
It keeps accessing quick.sav
I'm using QuakeSpasm 0.93
#30285 posted by ericw on 2018/05/30 04:16:01
bind F2 "save quick;menu_save"
works for me in Quakespasm.
Do any Quake engines have a command for "load the most recent save"? I don't know of any.
#30286 posted by most stupid camel on 2018/05/30 06:49:25
yes that works, thanks ericw and mankrip.
What's The Difference Between That
#30287 posted by Qmaster on 2018/05/30 20:36:48
And just hitting F6 to quicksave, then F9 to quick load?
#30288 posted by mankrip on 2018/05/31 01:34:34
The difference is minimal, but if it doesn't hurt anything, there's no need to be against it.
The savegame subsystem in Quake is something that could be vastly improved, in both usability and robustness. But most people don't care.
@Qmaster
#30289 posted by most stupid camel on 2018/05/31 01:52:30
Not a whole lot, just thought there was a way to "quickload" most recent save by hitting fire instead of F9. By default when you die, hitting fire loads the start of the level. Would be nice if this loaded the last hard save as I don't use F6/F9. Habit :)
@kinn
#30290 posted by spy on 2018/05/31 20:08:21
any news on your map pak
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