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.

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

#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.

Genetic Algorithms In Strafe Jumping

MIssion64 - A Quake2 For N64 Remake Mod Was Released Today
#31769 posted by AnonymousCoward on 2020/12/21 17:05:58

AnonymousCoward:
#31770 posted by
metlslime on 2020/12/21 17:19:07
That link didn’t work for me.

Ogre Nosewear
Messing around with some Ogre skins and it dawned on me that in the Rogue version the second skin for h_ogre.mdl has a nose ring. The second body skin has no nose ring.
I wonder if anyone made an edited skin or knows the story behind this quirk?

Q1 Test Ogre.
#31773 posted by
madfox on 2020/12/24 12:45:16
I think that goes back to the first screenshots of the Q1Test Ogre. On the scrambled screenshots it looks as if it had a quirky nose.
The discussion ended like... do vomits have eyes?