News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
 
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 
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 
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. 
 
 
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. 
 
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. 
 
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 
 
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. 
 
bind F2 "quicksave;menu_save"

Now, when you hit F2 and save the game, quickloading will load a state identical to the latest. 
 
That's the one, thanks mankrip 
 
Hmmmm, doesn't work. Seems to be trying to load quick.sav which doesn't exist. 
 
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. 
 
It keeps accessing quick.sav
I'm using QuakeSpasm 0.93 
 
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. 
 
yes that works, thanks ericw and mankrip. 
What's The Difference Between That 
And just hitting F6 to quicksave, then F9 to quick load? 
 
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 
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 
any news on your map pak 
MRW When Reading Post #30290 
Ok Normal Answer 
I'm just sort of building stuff with the idea of it all being part of some full-length adventure game using modern quake engine tech, not really quake levels.

No imminent release date I'm afraid :} 
 
After the Wikia debacle and other transgressions, you'll have to release a Quake version to appease the Quake gods (Vondur)! 
Funny You Should Say That 
I was always aware that the chances of such a project going tits up are pretty high, so I am deliberately designing all the content in such a way so that if the aforementioned tits were to assume a vertical trajectory, then most of the stuff can be minimally reworked and released as Quake content without everything being lost. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.