Yes I Know How To Make It Work
#30801 posted by SleepwalkR on 2019/02/11 20:02:17
Read the manual and look at the examples ;-)
Problem With Bsp
#30802 posted by Reyond on 2019/02/12 15:24:46
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
#30804 posted by Reyond on 2019/02/12 23:29:02
@PointClass base(Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : model}) = misc_model
what exactly should I change here?
#30805 posted by muk on 2019/02/13 00:30:45
@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!
#30806 posted by muk on 2019/02/13 00:31:06
this is what i have set for AD, btw
No Beer For Muk But Thanks :)
#30807 posted by Reyond on 2019/02/13 00:43:20
But it still does not display .bsp models. Nothing changed
#30808 posted by muk on 2019/02/13 01:13:49
screenshot of the entity keys and directory in which to bsp is placed, please
Restrictions
#30809 posted by Reyond on 2019/02/13 21:46:15
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
#30810 posted by Reyond on 2019/02/13 22:22:45
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 :)
Age Of The Quake-universe
#30811 posted by Ultrabepis on 2019/02/17 00:44:13
I had a discussion on Discord recently about how old the Quake-levels are supposed to be, or what age, if any, they are supposed to represent. There are so many conflicting architectural styles in them that they are hard to place, but due to their seemingly low-tech appearance with a dependency on magical(?) elements for things like lighting, one could say at youngest they'd be from the 1800's, and to the oldest, maybe millions, even billions of years old?
Are they just a refraction of human history over the years that they have taken in through rifts in time, or portals, or has id Software already explained this somewhere?
@Ultrabepis
#30812 posted by Tribal on 2019/02/17 02:06:30
I don't know about the castles or the temples, but i think the base maps are from the 50s because of the huge computers they have in there (i know that in the 40s these computers already existed, but the color tv was invented in the 50s and we can see color monitors in the game).
And, since Nikola Tesla claimed to have invented a "death beam" (a huge electric power weapon) in the 1930s, i think the military could used this time to improve the weapon and make a more compact version (that we know in the game as the lightning-gun)
So yeah, to me, the quake campaign/story is happening in the 50s...
In My Head
The episode 4 places were already ancient by the time the numerous castles in the Realm of Black Magic were being built.
The runic maps could possibly be from an even earlier time, since it's kind of supposed to be the equivalent of Hell itself.
#30814 posted by anonymous user on 2019/02/17 12:41:33
The age is irrelevant since those places aren't in Earth. Only the base maps are.
Each base has a teleporter to another dimension. The E*M2 maps are actually the first map of each dimension. The E*M1 maps are still in Earth.
E1M2➡E1M3➡E1M4➡E1M5 are physically connected through doorways, so they're all in the same planet.
All of the runic maps (including E1M6, E1M7 & E1M8) are connected through teleporting portals, IIRC. Given the amount of runic maps, it should be safe to assume that at least most of them are in a single planet. E1M8 could be in a lower-gravity planet, though.
The age is irrelevant since those places aren't in Earth
Not even the dimension which contains the Rune of Earth Magic?
Lol
#30816 posted by Kinn on 2019/02/17 14:05:10
id software put about as much thought into the age of the quake "castles" (or whatever) as they put into the story you'll find in the printed booklet.
"While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast!"
Tolkien-level world-building, this ain't.
#30817 posted by mankrip on 2019/02/18 12:44:51
One of Quake's game designs was about enemies invading from fantasy/fairytale worlds. Thus the ogre, knights and the cancelled dragon. Later on this was mixed with Lovecraftian horror, and zombies.
They put a lot of thought on the story, but not enough to make it cohesive when cutting features.
Age Of The Quake-universe
#30818 posted by Ultrabepis Arcade Edition on 2019/02/18 14:27:33
It seems that there is some rather Quake-inspired architecture in the upcoming DooM. I wonder if they intend to blend the universes to make them all belong to one.
People Will Love This
#30819 posted by mankrip on 2019/02/20 03:14:50
NanoQuake YouTube trailer
NanoQuake is an implementation of Yamagi Quake 2 with Nano based transactions and customisations built in.
The server which hosts the game has its own Nano account which each player pays into (currently set to a 0.1 Nano buy-in). For each kill you gain a reward of Nano and at the end of the round 3rd place gets 10%, 2nd place gets 30% and 1st place gets the rest.
You don't need to pay to play in the games however you only get a payout if you've paid in.
New - There is a mini faucet built into the main servers now, each player receives 0.01 Nano if they have 3 or more frags.
Source
/sarcasm
^
#30820 posted by Kinn on 2019/02/20 11:01:14
I wonder what the legality of that is
#30821 posted by MrKilles on 2019/02/20 14:36:31
hmm, a bit of a nonsense gimmick but sure
my favorite quake 2 mp project is http://www.coopordie.com
Cool little concept, I do wish more decent oldschool SP / coop games implemented a neat world server / persistent data thingy like this one.
These things were well more difficult and costly to implement back then in the day, an idea for the wave of "retro" modern games and beyond
#30822 posted by darude on 2019/02/21 01:52:14
I see a lot of people here saying that Dusk sucks, that game sucks, this modern sucks, etc. So, 2019: what are the essential mods/maps that one should play with Quake? And what engine? What would you install on someone's PC to enjoy Quake?
Darkplaces + AD? That's it?
No, Not Darkplaces
#30823 posted by Kinn on 2019/02/21 02:21:54
Quakespasm is the engine recommended by most people here, including me.
Go here: https://www.quaddicted.com/reviews/
Sort by User Score.
You also might want to prioritise the newer stuff too. A map rated 4.5 / 5 in 1997 probably isn't going to compare to a 4.5 from 2017 :p
#30824 posted by Joel B on 2019/02/21 07:14:34
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