#32263 posted by
metlslime on 2023/04/28 17:55:23
if they have the same frames as the originals, you could just extract them and put them in a new pak file in your id1 folder.
#32265 posted by
Jaromir83 on 2023/05/06 20:08:28
or the fixed axe from Copper. possible to get it as stand-alone progs somewhere pls?
Fog In Original Quake Maps
Greetings slipgaters!
I would like to play the original quake maps with fog enabled, but is it possible to have it enabled permanently without having to set the value in the console on each map?
Maybe the better question is has anyone made custom fog values for each original map and posted them somewhere?
Please be kind to this first time poster ;)
Thank you!
The Easiest Solution
#32267 posted by
CV on 2023/05/09 19:03:45
is to copy id folder from Your steam or epic library, rename it to smth like id2022 and run Your favorite souceport with parameter -game id2022
#32268 posted by
Jaromir83 on 2023/05/15 20:13:09
which maps/episodes have got the best colored lighting pls (besides XL4, XL6 and Dimension of the Machine)?
#32270 posted by
Jaromir83 on 2023/06/04 21:01:19
Q3A: there was this nice like desert base (not Egypt), orange fog. name somebody pls? thanks
#32272 posted by
Jaromir83 on 2023/06/07 09:28:00
A No-Rip Request:
It’s annoying that I have to ask this …. but PLEASE do not rip and repost these videos elsewhere – it’s un-cool. Thanks! ~Joe
#32275 posted by
Tribal on 2023/06/14 21:48:51
27 years of quake and i never heard of this lightning bug :P
https://www.youtube.com/watch?v=zfY96tAqmdI
#32276 posted by
Baker on 2023/06/15 23:14:01
Did a post a news article?
I think I did. If I didn't please let me know.
I'm a patient and relaxed guy, if I did it right and just need to wait that's just prime.
Baker
There's usually a little lag on news posts here. A day most in my experience. Most times much faster.
Mystery
#32278 posted by
Baker on 2023/06/22 06:26:27
I have been writing tutorials for a Quake 3 mapping package for Quake 1 and it is a work in progress.
And a lot of my articles, because I'm very specific with formatting, I noticed unwanted centering would occur (from my perspective, I prefer left alignment).
I wasn't sure why this was happening.
Then I had a thought and then
...
Oh!
Now I get it and I'll leave it like that, haha.
(moddb likes visually attractive tutorials and they curate them a bit and want images centered.).
https://www.moddb.com/mods/quake3-quake1-mapping-resources
Pleasantly surprised.
Congrats!
#32279 posted by
Hrimfaxi on 2023/06/22 18:55:35
Happy Quake birthday!!
27 years still looking young!
"I Am Completely Retired"
#32280 posted by
madfox on 2023/06/23 19:23:34
The Old One
Congrats Quake!
#32281 posted by
madfox on 2023/06/24 05:52:14
Mjolnir1.0
#32282 posted by anonymous user on 2023/06/24 23:10:41
is there a way to turnoff the body awareness
Legs?
#32283 posted by
Qmaster on 2023/06/26 19:19:09
Legs can be turned off by setting `player_legs_visibility` to 0. It's on by default. Add to your autoexec.cfg for repeat use.
#32284 posted by
mankrip on 2023/06/28 01:09:18
My legs usually turn off when I walk too much. I miss being able to do long rides on my bike.
Trimmed A Screen Recording By Hand
#32285 posted by
Baker on 2023/06/30 05:03:45
And by luck hit exactly the frames (without seeing them) to get a continuous scroll effect.
https://media.moddb.com/images/members/5/4671/4670468/profile/pawned2.gif
I did it for an ongoing a body of tutorials for the Q3 map format.
85% of mapping using Q3 format is identical to Q1, I'm trying to document how to deal with the final 15%.
Stuff like:
1. How animated textures work
2. How skies work
3. How water works
https://www.moddb.com/mods/quake3-quake1-mapping-resources
The lucking into trimming a clip to the exact frames by hand was fortunate because not I'm not exactly sure what video editor lets you look at each frame and really didn't want to mess around with all of that.
Holy Fuck !!!! Dynamic Light On Quake 3 Map Format!
#32287 posted by
Baker on 2023/07/02 09:25:30
Dynamic light is supposed to be impossible in Quake 3.
It is considered the sole drawback of the map format, compared to its predecessors.
I was digging deep into the DarkPlaces engine code, chatting with jakub1 @ quaddicted and trying to shake out how rtlights work -- since I only used DarkPlaces every once in a while mostly when something new and cool came out).
So I look in the code:
I find that the same code for realtime lighting also has a flag for "regular lighting".
I suspect there is no way that this could work, right?
Because you'd think the Xonotic people who still actively maintain DarkPlaces and continue to develop the Xonotic game would do stuff with switchable normal dynamic lights, if they worked.
Except likely what would happen is that Xonotic like Quake 3/ Warsow / Quakeworld / prob Quake Champions ... they focus on turning everything off.
So I think of a scenario, go to test it and to my shock I copied a E1M1 flicking fluorescent light effect on a Q3 map immediately.
Tried the other lightstyles like strobe and yeah they worked, they all worked.
I'll make a video sometime, maybe tomrrow.