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Oi OTP 
Shadesmaster wants to add your SM189 map to Slayers Testament (that Doom2016+Eternal-in-Quake mod).

He'll do all conversions himself. (Q1-->Doom entities)

He just wants your permission. Is that fine? 
Lizard 
You can right click and drag the Quakespasm exe to your desktop and make a shortcut to it. Then you edit the shortcut as seen here: https://www.quaddicted.com/files/misc/Quake_customcommandlinewindows.gif

Here's another example with drakebeta as the mod and ryu1 as the map: https://imgur.com/Qi2aaSN

Good luck! 
Slayer's "i Made This" Testacle 
 
Madfox 
You just coined the phrase 'treasureware'!

At least for me :D 
Eh 
Also, I need a playtester. One who hates my stuff and prefers skill 1.

Email is in the profile :) 
Lizard 
Okay I will give it a try. Thanks 
 
why is there mention of an ICBM launch site in E4M8?

This one won't let me sleep at night still. 
Quake Alt Ending 
Was Hcmsp1 Never Posted Here? 
Just ran across this older Mazu map: https://www.quaddicted.com/reviews/hcmsp1.html

It's a banger FYI. 
More On Ad Maps 
discovered if I drop the console while in the ad map start or any where ad I can type in a map and play it. weird that they don't just come up 
Quake Arcade Tournament Edition Gameplay 
Seeing as no one else had recorded footage, I've taken the time to record some single-player as well as multi-player gameplay of this peculiar port. Many thanks to Shamblernaut who provided me with the MEGA link with everything included.
https://www.youtube.com/watch?v=RTx4JAEzBPQ
https://www.youtube.com/watch?v=dC-1ox671Gs 
Tip For Streamers 
I posted a tip for streamers on r/Quake that I wanted to post here. If you stream or record gameplay for YouTube please take a look.

In a nutshell, consider using gl_cshiftpercent 50 or 25 to make underwater sections easier to see for your audience.
Example image 
#31602 
That's not DM7. The real DM7 is the one in the Nintendo 64 port of Quake, and its .map source is included in Romero's ID1 map sources release.

This deathmatch map you've recorded reminds me of one of the vanilla Quake 2 dm maps, because of the curved staircases against tall curved walls.

Really interesting stuff. 
#31604 
more than reminding, it seems to me that it is a almost exact copy of Q2DM1, as even the items are at the same place. 
 
Townscaper is in Early Access:

https://steamcommunity.com/app/1291340

Build quaint island towns with curvy streets. Build small hamlets, soaring cathedrals, canal networks, or sky cities on stilts. Block by block.

No goal. No real gameplay. Just plenty of building and plenty of beauty. That's it.

Townscaper is an experimental passion project. More of a toy than a game. Pick colors from the palette, plop down colored blocks of house on the irregular grid, and watch Townscaper's underlying algorithm automatically turn those blocks into cute little houses, arches, stairways, bridges and lush backyards, depending on their configuration.
 
Tools Question. 
I'm almost sure this is not the case, but: did the id light tool have its own equivalents of what we now call delay and wait?

I seem to recall they were implemented comparatively late in the game (possibly by Tronyn?).

I checked the one light that seemed a bit contrary to this claim, but that one is a spotlight. 
Err 
Tyrann, not Tronyn. 
 
I think they are not in the id tools but were added within the first year.

Maybe iklite had them? Or arghlite? 
 
Idle thought from watching the Shadow Warrior 3 trailers: I want a game where your character is elderly Steve Buscemi breaking the fourth wall by addressing his fellow kids and every other NPC just being embarrassed by his bullshit. 
 
Context? 
 
Hell Spawn Not Spawning 
I was playing Dissolution of Eternity again after many years, and I noticed that one of the "new" enemies, the so-called Hell Spawn ( https://quake.fandom.com/wiki/Hell_Spawn ) seems to be missing from the game, more or less. I thought it was a cool concept to have an enemy which can clone itself like an amoeba, and that's part of what got me interested in playing DOE again. But so far, I haven't encountered any Spawn with "eyes" in their skins, and the green ones I've encountered almost never create a clone, except occasionally when I damage them. Most of the time, they just behave like normal blue Spawn. Yet oddly enough, the Guardians have no trouble at all spawning clones of themselves during combat.

My guess is that the game was supposed to randomly spawn either a green one with eyes, or a green one without eyes... but instead, it's only spawning the latter or a blue one.

Does anyone know why this is? Could it be an issue with the port I'm using, QuakeSpasm 0.93.2? Last time I played DOE, I was using Darkplaces, but I don't remember if the enemy worked properly in that port or not (if it ever did.) I switched to QuakeSpasm so I could play more mods. 
@Strogg-Sothoth 
Looks like it's tied to skill 2 (?) and randomized if they are not specifically placed in the level via a spawnflag. I am pretty terrible with the math here so not sure how often this would be.

You can view the code here
@dumptruck_ds 
Thanks for helping clear that up. I guess there wasn't any bug after all, I was just too unlucky (or lucky, depending on your perspective) to notice the "mitosis" ability. That being said, having it only happen when going into its pain state may not have been the best coding choice, due to the fact all Spawns explode on death, thus killing the new Spawn of the Spawn. Plus, it looks like the "tbaby_mitosis" function itself is also randomized and won't always create a new Spawn when called. 
Quake 2 Maps By Author. 
Does anybody recall seeing such a list? 
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