#31937 posted by
Joel B on 2021/07/25 21:58:11
Although in Quakespasm and its derivatives, and probably several other modern Quake engines too, if you try to activate hipnotic or rogue mod folders using the "-game" cmdline option or the "game" console command, those mod folders _are_ treated specially. The program will enable the engine code paths for the correct missionpack as if you had done "-hipnotic" or "-rogue" on the cmdline. This was to help keep people from shooting themselves in the foot since it's pretty clear what they're trying to do in those cases... although it does muddy the water about how all these ways of doing things are meant to behave.
(Similarly, activating the "quoth" mod folder is special-cased to implicitly activate "-hipnotic" as well.)
Episdoe 4 Replacements?
#31938 posted by anonymous user on 2021/07/26 20:06:48
Fuck Sandy
#31938
#31939 posted by
gila on 2021/07/26 20:38:38
try Nehahra (without using nomonsters 1)
Tremor E4
#31940 posted by anonymous user on 2021/07/28 14:33:44
BASED SANDY
#31942 posted by anonymous user on 2021/08/03 21:37:29
Which Was The Map With The Bathroom Shambler Encounter
#31943 posted by
RickyT33 on 2021/08/06 16:47:47
and the bar of soap?
NEW QUAKE NEW QUAKE NEW QUAKE !
#31946 posted by NEW QUAKE NEW QUAKE NEW QUAKE ! on 2021/08/13 06:34:46
Quake Rerelease
#31952 posted by
gila on 2021/08/19 20:15:40
Interesting...
#31953 posted by
metlslime on 2021/08/19 22:00:41
it's more enhanced than I expected -- models are higher poly, there is animation interpolation, they added splitscreen....
There's
one screenshot where they have a dynamic shadow casting light from a muzzle flash.
#31954 posted by
mh on 2021/08/19 22:28:52
I bought it for my Switch and first impressions are good - it looks great and plays hellishly smooth. I could have done without some of the "enhancements" but most of them are toggleable - the menus have all the important stuff to turn on and off.
I'm going to give at least e1 a spin tonight. I think the Switch is a very natural home for Quake, and it'll be great to get some gaming with it on the move.
Runs Quoth
#31955 posted by
RickyT33 on 2021/08/19 23:57:13
I like it! But some people are having performance issues :D
Dont Support Micro$oft Bethe$da
#31956 posted by anonymous user on 2021/08/20 03:58:53
#31956
#31957 posted by
mh on 2021/08/20 06:15:04
The irony of it being on Github is not lost on me.
About The Secret Counter
#31958 posted by
erc on 2021/08/22 08:08:38
Is it possible for the secret counter to be bugged, as in, having two secret triggers in the level but the counter displaying more than that? Or is the counter simply displays the total number of secret triggers within the level, without any chance of bugging out?
Erc
#31959 posted by
Preach on 2021/08/22 13:28:02
It's pretty hard to see any way that the secret counter could go wrong in standard Quake. There's one line of code that ever uses total_secrets, and it adds one each time the trigger_secret spawn function is executed.
I'd open your .map file in a text editor and search for trigger_secret, see how many times it appears.
#31960 posted by
erc on 2021/08/22 13:46:52
Thanks for the reply Preach, much appreciated.
How To Create A List Of Maps To Be Played One After The Other?
#31961 posted by
Barnak on 2021/08/24 02:06:33
Lets say we have three favorite maps in the id1 folder, called map1.bsp, map2.bsp and map3.bsp. Using QS, is there a way to create a file such that it triggers map2 after finishing map1, and then load map3 after finishing map2, instead of having to type everything by hand into the console? It would be great to have that feature, with QS.