News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
Episdoe 4 Replacements? 
Fuck Sandy 
#31938 
try Nehahra (without using nomonsters 1) 
Tremor E4 
 
BASED SANDY 
 
Which Was The Map With The Bathroom Shambler Encounter 
and the bar of soap? 
Soapbler.bsp 
@RickyT33 
NEW QUAKE NEW QUAKE NEW QUAKE ! 
Quakecon2021 
Quake Rerelease 
Details, screenshots and trailer:

https://www.microsoft.com/en-us/p/Quake/9P1Z43KRNQD4 
Interesting... 
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. 
 
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 
I like it! But some people are having performance issues :D 
Dont Support Micro$oft Bethe$da 
#31956 
The irony of it being on Github is not lost on me. 
About The Secret Counter 
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 
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. 
 
Thanks for the reply Preach, much appreciated. 
How To Create A List Of Maps To Be Played One After The Other? 
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. 
 
I don't think any sourceport has that. The only way to do it is to extract entity information (.ent) from the .bsp files and edit the .ent files - find trigger_changelevel, and set 'map' key to name of the desired next map.

For example, e1m2 has a trigger_changelevel that points to e1m3:

{
"classname" "trigger_changelevel"
"map" "e1m3"
"model" "*36"
}

Not sure about Quakespasm, but QSS, MarkV, vkQuake all support use of external entity files.

This way however I don't think the player's inventory will reset. 
5 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.