Been Streaming Old Games With Period Correct Hardware:
#31839 posted by
RickyT33 on 2021/03/15 22:42:42
"Para-nightmare" Mode To Extend A Map's Life...
#31840 posted by
Barnak on 2021/03/19 19:25:12
You play a map, kill all monsters and find the exit. But before leaving the map, you want more from it. You move back to explore the map but there's no monsters left. You then feels a strong "solitude" atmosphere while moving around and try to find the secrtets you missed.
I'm wondering if there's an option or a way to brink back all the monsters programmed in the map when you finished it, or to make the monsters to reappear one by one after their death (with some time delay).
This option could bring more life to the map, by allowing the player to explore it in the reverse way (from the exit to the start place, if there's no dead-end or permanently closed door).
So is there a way to do this?
Barnak:
#31841 posted by
metlslime on 2021/03/19 20:01:14
It would have to be a feature added to a mod.
Or, perhaps the map itself could have extra scripting to respawn enemies, in some mods that might already make that possible (like, maybe AD or progs_dump.)
Could Be Done
#31842 posted by
Cocerello on 2021/03/20 12:48:39
easily with Quoth and some func entities, but would need the map to have it as a feature, like Metlslime wrote.
1 Year !
#31843 posted by anonymous user on 2021/03/22 23:54:18
Fucking Shite
#31844 posted by
Shambler on 2021/03/24 21:52:16
Don't waste a few bytes of forum data posting such drivel on here.
YouTube
I made a video featuring my first Quake map from early 1997. Thought it would be fun to share. Made it with Quest. Fun to look back!
#31846
#31847 posted by
h4724 on 2021/03/26 19:19:41
The moment at 2:35 is great
Hey Dumpytruck
#31848 posted by
negke on 2021/03/28 10:43:50
Nice blast from the past.
Better not talk shit about Quest though - I've made quite a few not-entirely-bad maps with it!
@negke
Oh no way I enjoyed Quest and I am actually working on a new map in Quest 2.4 for that video (Quest 2 Beta 1 in the console).
Oh
#31801: RMQ originated directly from Fitz 0.85, not QS.
OTP:
#31851 posted by
metlslime on 2021/03/30 05:14:12
Okay good to know, I must have misunderstood long ago
I‘m Not Sure About That
#31852 posted by
SleepwalkR on 2021/03/30 07:30:50
Isn‘t the RMQ engine platform independent? I vaguely remember that it was either based on my SDL port or on QS, which also derives from the SDL port of Fitz. I want to say I helped out with the bindings to the GL functions at some point, but I might also be wrong.
SDL
#31853 posted by
SleepwalkR on 2021/03/30 07:40:45
So the engine comes with the SDL dlls. That indicates that I remember correctly (but it doesn't prove it).
Looking further, here's a link to RMQ's gl_vidsdl.c file, containing copyright notices from Ozkan Sezer (szo), who is QuakeSpasm's maintainer. I think that proves that it's based on QS.
https://svn.icculus.org/*checkout*/remakequake/engine/Stable/2010-07-19%20RMQ%20Engine%20MSVC/RMQ%20Engine%20MSVC/gl_vidsdl.c?revision=2271&content-type=text%2Fplain
Addendum
#31854 posted by
SleepwalkR on 2021/03/30 07:43:19
gl_sdl.c seems to be the only file that has a copyright notice from QS (but I haven't checked all of them). Other files contain copyright notices from me, so it might also be based on the SDL port, and then someone copied only gl_sdl.c from QS.
#31855 posted by
mh on 2021/03/30 07:57:42
It was a fork of an earlier version of QuakeSpasm, can't remember which, but at the time QuakeSpasm really was just an SDL port of FitzQuake with additional bugfixes.
Rege
#31858 posted by rege on 2021/04/03 04:18:06
hello
I'm
#31859 posted by
RickyT33 on 2021/04/03 20:14:42
going to try and run the RMQ Winter 11 demo on an XP machine. I seem to remember it working perfectly at one point. When I try and run the demo now it doesn't run IIRC.
Why
#31860 posted by anonymous user on 2021/04/04 04:34:25
just use windows 10
Already
#31861 posted by BanOtP on 2021/04/05 17:58:18
nt