Hehehe
#31113 posted by Kinn on 2019/06/14 09:47:20
https://www.twitch.tv/customshambler/videos :}
Lloyd Morris eh..... Keeps showing off his double-jointed thumb? Always carries a scotch egg? Is that the chap? Never liked Eggy Morris if I'm honest with you. I think I epoxy-resin'd his locker door shut once but for the life of me can't remember what for.
Fribbles.
Fribbles.
#31115 posted by Shambler on 2019/06/14 11:13:13
I imagine he sounds like a right proper bell-end!
Damn right. Of all my many redeeming qualities, having a rich manly voice is not one of them. Posh squeaky cunt voice. I make up for it in content tho - like apparently insulting mappers before they even have chance to watch me playing their map. Allegedly.
Quakespasm On *buntu 18.04
#31117 posted by ftn on 2019/06/25 11:13:56
Anyone else using Ubuntu 18.04 or one of its derivatives (e.g. Mint 19.1) and getting bad performance and/or weird issues when running Quakespasm -- as in brush faces flickering in and out of existence, the game freezing for several seconds, or outright crashing with an error message that says "i965: Failed to submit batchbuffer: Input/output error"? I've tried three different distros now, all based on Ubuntu 18.04 and all with the same problem. This is on a machine with Intel integrated graphics, for what it's worth.
I've tried googling and searching around on Linux forums, with little success (perhaps because I know too little to even know what to search for). Thought maybe someone here might have run into the same issues and/or know what the solution is and/or be able to point me in the right direction...
REPLYING TO SHAMBLER'S "QUAKE 2" THREAD
#31118 posted by Kinn on 2019/06/25 13:58:17
(NOTE: SHUMS KEEPS DELETING MY REPLY - HERE IT IS)
Wor is clearly inferior to Quake for me mainly because:
The over-reliance on enemies with hitscan attacks (and so-fast-it-may-as-well-be-hitscan attacks), meaning combat is mostly about popping in and out of corners and doorways, instead of strafing around like in Quake.
Wor's setting just feels too drab and charmless - ubiquitous concrete warehouses instead of weird fantasy "castles". There is much less thematic variation than in Quake.
Wind-ups/wind-downs on weapons, and stupid recoil (like the machinegun), and silly crap like the railgun equip animation taking approximately one million years in real-time, make the "gunplay" (sorry for that tosser word) too clunky, and fudgier even than in many of these fussy "realistic" FPS games with reload and stuff. Balancing weapon power by making the gun more or less laggy/tedious to handle is just bum design.
I guess I'm glad the Quake single-player brand started and ended with the first game.
Wor and the instantly forgettable/generic Wor 2 are just dried up, crusty dollops of guano clinging to a dead grey branch of the FPS family tree.
Fucking Lol
This arc is my favorite part of this season.
Dunno What You're On About Kinn.
#31120 posted by Shambler on 2019/06/25 14:04:06
But since it's a Quake 2 thread for Quake 2 discussion, it's best to take your tangential off-topic ramblings about some imaginary other game elsewhere. GA I suppose is the default.
OTP - I KNOW RIGHT?
#31121 posted by Kinn on 2019/06/25 14:05:11
it even triggered shums so much he had to close his wor thread
Unfortunately It Seemed To Be A Spam Magnet.
#31122 posted by Shambler on 2019/06/25 14:07:30
And since we're trying to cut down on spam here are func....
So
If the Quake 2 thread got deleted for attracting too much spam, does that create a legal precedent wherein the same can be done to other spam attracting threads?
But There Was No Spam In The Wor Thread
#31124 posted by Kinn on 2019/06/25 14:31:26
only my posts, which shums found disagreeable for some reason.
Dumptruck_ds
#31125 posted by ijazz on 2019/06/25 16:19:40
excuse me
when are you gonna release the final version of progs_dump 1.1.0?
I need a reason to start the qc part of my mod and stop being a lazy ass
@ijazz
I am getting very close. By this weekend and hopefully even sooner if I can swing it.
All that needs to be done now is testing in QSS, FTE, Mark V and DarkPlaces. Finalizing the readme (last minute stuff really) and then finishing off the archive.
The good news is, if you are simply waiting for the QC and not all the sample maps etc, it's available on Github right now.
Feel free to clone or download it now: https://github.com/dumptruckDS/progs_dump_qc
#31127 posted by Izhido on 2019/06/25 19:00:52
Do you guys have any (active) URLs to download hi-res .mdl files for Quake? I know there are lots of resources out there for modern engines, but the few ones that I managed to find out specifically in .mdl format seem to be no longer accessible - either that, or my google-fu is failing me big time :(
I'm interested in .mdl files that go over 2000 vertices and/or skins in excess of 480x480 pixels (the current vanilla limitations)...
Mdls
#31128 posted by Spike on 2019/06/25 20:28:55
firstly, there's no such thing as a hi-res .mdl
they're limited to 8-bit vertex coords, so high vertex counts is a stupid thing to do...
secondly, I believe smc has such models...
spider.mdl - 2323 verts
afrit.mdl - 1024*1024 skins
Got It. However...
#31129 posted by Izhido on 2019/06/25 20:49:42
... I'm not familiar with this smc thing you mention. Do you know where I could get an URL to that? :)
... Or Person
#31130 posted by Izhido on 2019/06/25 20:51:17
Oops. Didn't stop to consider you might be talking about someone. Sorry.
@izhido
#31132 posted by Tribal on 2019/06/26 03:37:00
some cool features in the prodeus level editor
https://www.youtube.com/watch?v=LDNyw87vUS4
Tribal
#31133 posted by Poorchop on 2019/06/26 22:43:17
That looks like it'll be really fun to use and easy to pick up. I was actually surprised when I found out that it's brush based because the game play video I watched a little while back showed what look like a sector based map without true room over room.
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