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
Demo Commands 
Some engines improve the demo handling, I'll let people with more knowledge pitch in on which engines do what.

There also exist come old tools that can take demos that spanned map loads and fix the playback - either by splitting them out into multiple files or by some other magic. However, they may rely on the demos being recorded in the old network protocol (15). Most new engines use different protocols due to the features they add - e.g. fitzquake uses protocol 666 by default (but can be switched back).

What I will say is that in answer to Q1, the following sequence of console commands lets you record a demo to a new file and resume to the quicksave point after dying:

disconnect
record demo_mk2
load quick 
Thanks Preach! 
Does the _mk2 thing need to be typed like that? I supposed I could name it any way I wanted (in my case, I just added simple numbers to the demo name). 
Free Text 
Yeah, you can name the demo anything, that was just meant to be a prompt to ensure you don't use the same demo name as before, because that overwrites the earlier attempt!

I will admit that I do that deliberately sometimes - if I'm creating a demo which resumes from a save game, I use the same demo name for each attempt that starts from that save point, even if I die in the same way 2nd time. I only advance the filename when I get further, make a new quicksave, and then die again. That way I'm only recording two attempts at each section of a map, the time I died there, and the time I finally succeed. 
Mugwump 
Mark_V has cl_autodemo 1(or 2 if you use a refresh rate over 72). It's pretty slick. It will create demos named something like: auto_demo1, auto_demo2 across reloads and deaths. 
Cool! 
Thanks for the clarification, Preach.

And dump, thanks for the tip. I seldom ever use Mark V but it does have a shitload of neat features. This autodemo thing should propagate to other engines IMO. 
@Mugwump 
Mark_v's supporting continuous demo recording, and have the ability to record demos on the fly 
Yes, Thank You Spy, 
dumptruck already pointed me to it two posts above... I was playing an AD map in the latest QS today and also found out that it doesn't stop recording upon changelevel. :)

BTW, you should consider changing the color of your alias: it's quite hard to decipher on the grey background. 
 
Demos shouldn't stop recording at the end of a level.

So Quakespasm is doing it right.

Everyone at func once had a big about that topic. Quakespasm and Mark V followed the consensus that if someone wants to record one demo doing 10 maps, that's the user's perogative to do.

That's why Quakespasm and Mark V (and DarkPlaces and probably FTE) can play back demos recorded across maps.

Which DarkPlaces pioneered. Then some Baker dude mining for truffles noticed and wrote up a tutorial and more engine followed ...

Original Quake records demos across maps and DarkPlaces no doubt does as well. 
 
Quakespasm and Mark V (and DarkPlaces and probably FTE) can play back demos recorded across maps.
Yes, I typed a post in the QS thread explaining that I found out about that. I wasn't aware that you could chain levels in a single demo since I never had recorded or watched one for an episode. Too bad you can't do that upon death+F9, though. 
Bal's Old Maps? 
I was so impressed by Bal's entry in the Xmas jam that I did a search in the Quaddicted database for his old maps. All I saw bearing his name, apart of course from the Xmas jam, was this speedmapping pack 7. Did I miss something? 
 
Too bad you can't do that upon death+F9, though.

quickload the map and type in console "record mugwump2", mugwump3, mugwump4 etc 
 
Sanity.bsp by Bal.

The most fucking awesome 12-16 player Clan Arena map this side of q1edge.

I'm sure he didn't make it with Clan Arena in mind, but for a rowdy game with lots of players, Sanity was incredible for Clan Arena especially with the circular design and paths.

What was Clan Arena? It was Last Man Standing with teams (Red Vs. Blue). With 12-16 players it was blissful chaos.

short YouTube video

AFAIK: Bal mostly made deathmatch maps. 
Ballacks! 
AFAIK: Bal mostly made deathmatch maps.
Ah. That explains the lack of them on Quaddicted. I'll check Sanity sometime but I don't play DM...
Tnanks anyway, Baker.

@spy: Again, Preach told me that in post #30467... Thanks for trying! ;) 
 
but I don't play DM...

That was about as necessary comment as saying you don't eat raw porcupine or taste sample random bird droppings.

With all the truly fantastic multiplayer games made in the last 10 years, there is no reason to play multiplayer Quake and hasn't been in ages.

(Except for co-operative use of single player maps. It is the only remaining valid multiplayer use of Quake, there are very few decent co-operative games in this world.) 
I Don't Eat Raw Porcupine Either... 
...nor do I taste sample random bird droppings. Maybe randomly dropping birds on porcupines could make nice kebabs?

there is no reason to play multiplayer Quake
Some hardcore inverterbrate inveterate quakers still do.

What I meant was that in order to check the quality of a DM map besides just doing a tour of the scenery, you have to test it with other players. Or bots. Quake 1 has always been exclusively a single player experience for me (I started trying MP gameplay only with Q3A, mostly against bots, very few times against real people in LAN). 
Mugwump & Baker 
Mugwump, I mostly made multiplayer maps yeah, but I also made 2 of the final maps of Nehara (neh2m5 and 6), the xmas jam map was my ~15 year comeback.

Baker, I didn't make sanity.bsp. I don't really get that video, my reinc5.bsp is in the video image, but in the actually video I only see people playing a Gen and Pingu map (2 of my favourite authors at the tjme!)
Is it some mashed together custom maps? 
Iirc 
Bal is an author of neh2m5 and neh2m6 of nehahra MP and another never released expansion pack for nehahra 
 
Thank you for your very necessary and spot-on commentary, Baker. What would this community do without you. 
...And What A Brilliant Comeback, Bal! 
Especially considering that you did mostly DM maps before. I hope there's more to come... 
 
You should check out the map he's working on now. It looks very good and it has a unique style. Smoothest pipes you've never seen. 
And Where Should I Check That? 
Smoothest pipes
You mean better than mfx? Hot damn! 
@Bal 
Interesting. Yeah, I knew you were involved in Nehahra. Didn't know you made reinc5 ...

That video was of a server that run Clan Arena and ran exclusively custom maps, largely mined from pauked.com https://mpqarchive.pauked.com/

That server ran some rare insane gems like reinc5, chesdm1 and there was actually an over-complicated DM map by Glassman (his only one?) that I couldn't see working in deathmatch but it worked for large Clan Arena games.

Here is a video with reinc5 ... @ 1 minute in.

https://youtu.be/k7-PgoUcOmA 
Nostalgia Dredd Maps 
aggressr ac4 ferrum
bsdm8 aggressr gendm1 ferrum
xl1dm4 asylum gmdm1 gendm1
chesdm1 blizz2 gomdm4 gmdm1
imp1dm6 bovine gworld gomdm4
efdm12 bsdm2 head-shot gworld
safe1 bsdm7 imp1dm6 head-shot
reinc5 bsdm8 jndm6 imp1dm6
klzinsanity carddm1 jrdm1 jndm6
asylum chesdm1 kikdm3 jrdm1
cleaver cleaver kikdm6 kikdm3
dmfdm2 cmt1 klzinsanity kikdm6
dokkur cmt3 klzvob klzinsanity
efdm12 cmt4 madness klzvob
kikdm3 cmt5b mgdm2 madness
kikdm6 crdm1 nindm2 mgdm2
klzinsanity damaul7 p3a nindm2
summer dazdm12 reinc3 p3a
dm3again reinc5 reinc3
dmfdm1 safe1 reinc5
dmfdm2 safe2 safe1
dokkur spinev2 safe2
edc summer spinev2
efdm10 trimp summer
efdm12 trimp
xl1dm4
ztndm4

oh the memories! 
Sorry My Maplist Wasnt A Perfect Cut/paste There's Duplicates 
 
@Bal 
R00k coded the Clan Arena mod run on that server.

That server was some good times. Crazy enjoyable maps. Even newbies had fun.

reinc5 .. goals:

1) Try to knock other players off the edge.
2) Don't get knocked off the edge.
3) If you get knocked off the edge, try to drift back and land in the lower tier or lightning as much before death.

gmdm1 - Knock other players in the slime. Don't fall in the slime.

gendm1 - Try to be airborne. 
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.