NEW QUAKE NEW QUAKE NEW QUAKE !
#31946 posted by NEW QUAKE NEW QUAKE NEW QUAKE ! on 2021/08/13 06:34:46
Quakecon2021
#31951 posted by EARP on 2021/08/19 18:15:15
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.
#31962 posted by gila on 2021/08/24 02:13:10
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.
#31963 posted by metlslime on 2021/08/26 00:31:22
#31964 posted by Joel B on 2021/08/26 04:00:26
That whole 3-article series is strong. It's for a general audience, so we hairy old quakers could have nits to pick, but I think Yang knocked it out of the park overall.
Personal Sites
#31965 posted by Poorchop on 2021/08/26 06:06:29
One of the things that I love about this place is that a bunch of people have been around long enough to have experienced life before social media, back when people took a few minutes to learn a few HTML tags in order to throw together a basic site. It's always a treat to stumble upon someone's website, even when it hasn't been updated in years.
Unfortunately, some people have started nuking their websites but to those who still push updates, please maintain an RSS feed if you don't already do so. I subscribe to hundreds of feeds but I enjoy seeing new Quake content the most. It's how I keep up with new releases on Func, Quaddicted, QuakeOne, and so forth. I also generally just enjoy reading content from people around here, especially since people are more inclined to post about something interesting on their sites/blogs as opposed to Twatter where everyone just spews political diarrhea.
^ Metlslime
#31966 posted by ws on 2021/08/27 01:13:04
Interesting how nearly every single mod in that list is from the mid/late 2010s or 2021... Not biased at all...
WS
#31967 posted by Text_Fish on 2021/08/27 08:23:35
Yeah, I noticed that bias towards recent stuff as well, I think it's to lend weight to the "Quake renaissance" theory that underpins the series of articles.
#31968 posted by metlslime on 2021/08/27 08:37:55
Well, the visual standards have gone up compared to older maps. Newer maps are more likely to use more custom features like fog, colored light, skyboxes, expanded bsp limits, and other tools improvements that combine to make maps look better to newcomers.
But I agree with Text_fish, the whole premise of the article is "there is a quake renaissance that started in 2010" so it makes sense that they would choose maps from that time period to represent this.
#31969 posted by MrKilles on 2021/08/27 12:18:25
Bias to recent stuff.
Bashing of the established/old community.
Renaissance? Did it ever die?
By the way, interesting read, Yang's approach :
https://www.blog.radiator.debacle.us/2021/08/quake-renaissance-for-rock-paper-shotgun.html
|