#31742 posted by Join Romero on 2020/11/10 14:39:16
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...
#31744 posted by Anoobis on 2020/11/15 00:07:37
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...
#31745 posted by Shambler on 2020/11/15 08:58:12
I can think of...7 (?) in Episode 1, apart from the secret map and Chthon gibs.
Shamblers
#31746 posted by mh on 2020/11/15 11:16:03
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.
#31748 posted by gila on 2020/11/15 12:05:13
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
#31750 posted by metlslime on 2020/11/16 18:57:09
so, next June is Quake's 25th Anniversary. Anybody have something planned for that?
#31751 posted by khreathor on 2020/11/16 20:32:33
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.
#31756 posted by muk on 2020/11/19 07:19:09
oh no the bots are close to gaining sentience
#31757 posted by Sexbot on 2020/11/22 03:26:45
Yes, we are.
@metlslime
quake25.com purchased
KMQ2 Got An Update Sometime Ago With Multiple Mod Support?
#31759 posted by AnonymousCoward on 2020/12/02 20:45:00
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)?
#31760 posted by Joel B on 2020/12/03 03:08:40
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.
Quakespasm Spiked Help
#31761 posted by Drew on 2020/12/03 04:18:00
I'm old and feeble and confused.
Got new semi-decent laptop capable of playing some maps and also Microsoft Excel so quite excited to play quake agian.
Installed quakespasm spiked as it's apparently gold stnadard. Trying to play DU2. installed as per usual but map not found. game is id1;du2.
Not sure when semi-colons got involved or how to avoid them; I'm not entirely comfortable with their use in grammatical or gaming scenarios
ID1 Maps Not Found Either
#31762 posted by Drew on 2020/12/03 04:40:13
I just put the thing in the quake folder as per typical install
old skool GLquake works fine
Nvm
#31763 posted by Drew on 2020/12/03 15:11:02
#31759 / #31760
#31764 posted by anonymous user on 2020/12/05 20:01:21
Same question about KMQ2 - no idea what benefits would the following feature actually provide:
-Added basegame3 cvar to load data from up to 3 other other mods. Works in conjunction with basegame and basegame2, which must be set first.
^does this only apply to a mods folder resources like sounds/textures/models and thats all?
#31765 posted by Joel B on 2020/12/06 01:03:00
It generally lets you replace/override any file that would be loaded from a folder.
In practice IMO there's two general reasons to want to be able to activate multiple mod folders.
* To play a map that goes with a mod (but was released separately from the mod).
* To override/replace media from a mod, like textures or sounds.
Of course you can do these things by dumping files into the original mod folder, but it can be a lot cleaner in various ways if you put the "new stuff" in its own separate folder rather than polluting the original mod folder.
For example this is why it is nice and easy to deal with Quoth maps these days (in Quake 1), since any modern/maintained singleplayer Quake engine supports the dedicated "-quoth" argument that lets you activate the quoth folder along with whatever other folder you want (that has a map release in it).
If you want to do this generally for any set of mod folders though, then you can't keep adding specialized hardcoded arguments like "-quoth". Quake engines like QSS, vkQuake, FTE, and DarkPlaces give you a generic way to activate a set of folders. And KMQ2 does as well, although using a different syntax.
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