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GG Kaisersozeh 
Glad you worked it out. +1 for apologizing it takes guts (not many people do it around here.)

BUT.... What mod/game was it???????? 
 
hey props to you for admitting your mistake and apologising, a lot of people would just nope the fuck out...

We're a grumpy old bunch, but we do try to help, if you have questions about things that we can actually help with then most of us here are up for it =P 
No Worries 
+1 for being curious about what mod it was... 
The Mod I Used 
is something I'm writing. I am new to this but essentially I am writing a mod close the original but with an onus on player immersion.
SO screen shake, rumble on landing, weapons customised around the interface. more blood than ID could get away with, that sort of thing. The wii interface is the same as contemporary(ish) wii FPS, like COD. Wiimote to shoot and nunchuck to move. It's a really immersive way to play, I'd honestly say it's better than console joypad, way better than a keyboard and mouse. Anyhoo, was cherry picking bits of qc from tutorials and old mods sharing their qc - and I ended up with a big mess. I couldn't tell you where i got all this stuff from, and I am meant to have rolled back and started from scratch.
tHAnkS peoples, I am a idiot 
GG WP Getting To The Bottom Of It. 
 
Kaisersozeh 
Keep us updated. I love that this uses Wiimotes! Want to try it when ready. 
A Good Week For Quake 
Lots of new releases. From new faces to boot. Quake Mod Jam seems to be cooking up well. All kinds of activity on func as well.

GG Quakers. 
 
Watching some gameplay videos, what I dislike the most about multiplayer-style gameplay is people behaving like epileptic coffee addicts on crack, shaking the camera more than Michael Bay.

This may be fun in multiplayer, but completely ruins the atmosphere of the game in singleplayer.

I do recognize that it requires a lot of skill though. 
Shaking The Camera More Than Michael Bay. 
depends on the mouse sensitivity, i used to play with 20 something bUck in the days, and 5-6 now 
Fgd Settigns For .bsp Models In Misc_model 
Hello, I place models on the map in Trenchbroom using misc_model entity and I have some code for fgd file which works with mdl models. I wonder is it possible to display bsp models in editor? Which code should I use in this case? Here is the fgd settings that I use:


@PointClass base(Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : model}) = misc_model : "A point entity for displaying models. A frame range can be given to animate the model.

mdl: The model to display. Can be of type mdl, bsp, or spr.
frame: Single frame to display. Can also be used to offset the animation.
first_frame: The starting frame of the animation.
last_frame: The last frame of the animation.
speed: The frames per second of animation. Divide 1 by the fps for this value.
angles: pitch roll yaw (up/down, angle, tilt left/right)
NOTE: set angle value to 0 if using angles key to rotate mdls"
[
model(string) : "Model Selection (ex progs/model.mdl)" angles(integer) : "set 'angle' to 0 if this is used"
Reyond 
This might be a limitation in TrenchBroom or FGDs in general. ( I assume someone will jump in if I am wrong) You will likely have to add each BSP model by hand to the FGD. Note the bogus classname misc_model_custom. I think you'll need that to keep the misc_model from be superseded by this new one.

Perhaps try a new entry that looks like this:

@PointClass base(Appearflags, Target, Targetname) model({ "path": ":directory/nameofbsp.bsp"}) = misc_model_custom : "my model" []

I have no idea if this will work but it's what I would try. 
I‘m Not Sure What The Question Is 
But TB definitely supports loading bsp models, and it also supports entities where the model, frame, and skin is specified using entity properties rather than hardcoding them into the fgd. This is explained in the manual. 
Hey, Bal! 
Get on Twitch already and do some more mapping. Come on! 
Reply To SleepwalkR 
Do you know how to make it work? 
@Reyond 
For this custom bsp model stuff you do need to edit your .fgd file. Take a look at Display Models for Entities in the manual. What you want to use is under the Advanced section below: 
Yes I Know How To Make It Work 
Read the manual and look at the examples ;-) 
Problem With Bsp 
I can already display custom MDL models. I can display bsp models. But I can not display custom bsp models for which I should make path in entity properties in the editor. There is not even a word about displaying custom bsp models in TB manual. So that is why I am asking here 
@reyond 
Treat the bsp the same as you would an mdl. Same syntax just use .bsp instead. 
@dumptruck_ds 
@PointClass base(Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : model}) = misc_model

what exactly should I change here? 
 
@PointClass base(Appearflags, targetname) size(-16 -16 -16, 16 16 16)
color(255 128 64) studio({
"path" : mdl,
"skin" : pos2,
"frame": pos1
}) = misc_model : "Misc Models" [
spawnflags(Flags) = [
2 : "Collison" : 0
64 : "Start Off" : 0
]
mdl(string) : "Model to load (progs/model.mdl)"
angles(string) : "pitch roll yaw" : : "up/down, angle, tilt left/right "
ideal_yaw(choices) : "Y axis rotation" = [
0 : "No rotation"
1 : "Random"
]
pos1(string) : "Frame Selection" : : "X=0, Y=0, Z=exact frame number, X->Y, Z=0 : will randomly pick a frame from the X,Y range, X->Y, Z=-1 : will animate between the X,Y range, can forward or backward setup"
pos2(string) : "Skin Selection" : : "X=0, Y=0, Z=exact skin number, X->Y, Z=0 : will randomly pick a skin from the X,Y range"
]


now paypal me like $4 USD for some beer. thanks! 
 
this is what i have set for AD, btw 
No Beer For Muk But Thanks :) 
But it still does not display .bsp models. Nothing changed 
 
screenshot of the entity keys and directory in which to bsp is placed, please 
Restrictions 
Seems like there are some restrictions for the model. My models are big and high-poly so TB do not display them. I created a small box and compiled it as bsp. This box is displayed in TB as model. So the problem is in amount of polygons that are allowed for the model for displaying in TB. I wonder if someone knows how to fix that 
Or May Be Just The Wrong Folder 
Or may be the problem was because my map was in "models" folder, while the box model was in "maps" folder. When I added high-poly model to maps folder it worked. Thanks for everyone for help :) 
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