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Modloader? 
Does this exist yet or are we still dumping into Id1? 
I Can't Seem To Log In To Quaketastic. 
I tired searching for the User and Password, but the ones I found do not work. Hints, anyone? 
Re: 31737 
if you copy/paste the password directly from the thread, you need to delete a space at the end of it. 
That Was It. 
Never noticed those pesky spaces. Thanks. 
 
Just happened to notice that Shadow Warrior (1997) is free on gog.com. Don't know if that's always the case, but just in case it's a time-limited thing I thought it might be worth mentioning here. 
Posting On Behalf Of Fw. 
🍔 SPEEDMAP SNACK PACK 🍔

YOUR MISSION: Pick a slot and create a map in the given theme with the given weapon limitations. Levels must be able to be completed from a 'shotgun-start' and have standard Quake gameplay. (keep it meat n' potatoes!)

Levels will be assembled after the deadline, meaning that all levels should be made with the fact in mind that the player can have any given weapon in each slot. For example, levels in Slot 2 (green brick) and onwards have the capacity to have the Rocket Launcher, so keep an eye on breakable bits of your level.

Focus on something small and digestible, mappers can create several maps over the 24hrs, but very low quality maps will not be included. Keep it lean!
Do not include Shub or Cthon in your levels.

SLOT 1: Base (shotgun, nailgun) (secret SSG)

SLOT 2: Green brick (SSG, GL) (secret RL/SNG)

SLOT 3: Metal (SNG, RL) (secret LG)

SLOT 4: Sandy / Episode 4 (everything)

STARTS: NOV 1ST 00:01 PST
ENDS: NOV 1ST 23:59 PST
TEXTURES: anything id, or slight modifications / additions thereof.
PROGS: Copper
SUBMISSIONS: fw#1312 / frwthr[dot]design[at]gmail[dot]com
@jamming @speedmappers 
 
We are up BIG, but they are trying to STEAL the Flag. We will never let them do it. Frags cannot be added after the Scoreboard is closed! 
Today's Fun Fact... 
func_episodegate was meant to display a message when touched.

You can see it in the start map source file where all four have the message field specified.

It also refers to E1 as "The Doomed Dimension" rather than "Dimension of the Doomed" for some reason... 
 
I completed Quake's first episode for the first time today on skill 2. There were a lot of shamblers, for sure. Played blind and used save states. 
There May Be More Shamblers Later Too... 
I can think of...7 (?) in Episode 1, apart from the secret map and Chthon gibs. 
Shamblers 
This is kinda weird because the first Shambler in e1 on other difficulties is in Gloom Keep, after you get the Gold Key and with the nifty teleport secret. It's just so obviously constructed as a set-piece that it seems it was intended to introduce the Shambler, and the earlier appearances do diminish it's impact as a set-piece. I wouldn't be surprised if those earlier appearances were actually added very late in development as a cheesy way to ramp up the difficulty at skill 2. 
Not To Mention 
In the same map, there's an Ogre close to the one behind barriers. On skill 2 it gets replaced by two Fiends.

It's really as if Normal was their HNTR and Hard was UV, with no middle difficulty inbetween. 
 
Ah, this reminds me of this article I recently stumbled upon, which was interesting to me, as certain things I didn't even notice (like removing the message).

https://scar3crow.com/2017/10/the-axes-of-difficulty/ 
 
Other interesting examples include:

- The silver keycard in E2M1
- The Grenade Launcher in E3M2
- The pentagram in E4M2 
 
so, next June is Quake's 25th Anniversary. Anybody have something planned for that? 
 
bruhhh... lets make Quake Expo 
I'd Say. 
Stream the whole thing. Make it like Realms Deep, but for all Quakes.

But who would even watch it? :( 
@metlslime 
Good reminder to start planning something now. Thinking cap on. 
@metlslime 
Good reminder to start planning something now. Thinking cap on. 
 
oh no the bots are close to gaining sentience 
 
Yes, we are. 
@metlslime 
quake25.com purchased 
KMQ2 Got An Update Sometime Ago With Multiple Mod Support? 
Apparently it now allows you to load data from up to 3
other modded baseq2 folders simultaneously - can anyone confirm if this allows to combine different mods/expansion features together (for example - can you get the WODX mod weapons while also running the Ground Zero / The Reckoning expansions)? 
 
I doubt that you can do anything like your example. If it works the way that similar features work in Quake 1 engines, it just means you can declare a bunch of folders in some priority order that the engine will look through to find files.

A mod's game logic (where stuff like weapon behavior is defined) is just in one file, so there will still just be one set of game logic loaded (from whichever folder is highest priority).

So for example if you arranged your folder priorities so that the WODX game logic gets loaded, you would _not_ get any game logic loaded for the GZ or Reckoning expansion, which would almost certainly mean that the maps in those expansions would not work. 
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