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
 
Wargasm UK = Quake 3 Arena Slash https://i.postimg.cc/D2JGqtKb/maxresdefaulthjgk.png 
Quake General Map Resolution Question 
Hi im quite new to the quake mapping scene and i had a question, is there any setting in TB2 that allows for a general resolution setting so that one can use higher resolution textures without always having to resize.
I do not know exactly know a good repository for these sorts of questions, if you do know i would like to.

Thanks
Hecatomb 
You Can Build A Map Using Common Wad With A "sd" Textures 
and after just use an "hd" textures as external .tga files. 
 
The Trenchbroom discord server is one good place.

For this particular question, one thing you could do is create your own "game configuration file" (the TB manual goes into detail about this). It can mostly just be a copy of whatever game config file you are currently using... just give it a new name, and also modify it to set a default texture scale.

The easiest way to see how to do this is to look at the default Quake 3 game config. Inside the "faceattribs" section there is this:

"defaults": {
"scale": [0.5, 0.5]
},

(hope the formatting doesn't get screwed up too much on that)

This makes the texture applications start off at 0.5 scale when using the Quake 3 game config. So you could do something similar for the custom/personal game config that you make. 
Is There A Way To Play Call Of The Machine On The 1997 Engine? 
is it possibel ? 
Quake II In Half-Life ? 
is it possible to run Quake II on the Goldsrc engine ? Goldsrc IS based on IDtech2 afterall 
 
is it possible to run Quake II on the Goldsrc engine ? Goldsrc IS based on IDtech2 afterall

Goldsrc is based on the Quake 1 engine, not Quake 2. 
QuakeInjector Suddenly Stopped Working 
It was working fine a few days ago, but now I see "Failed to fetch current database; using previously downloaded info" when I open it, and when I try and download any map it tells me "Couldn't open file! PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target".

4 other people on r/quake are also experiencing the same thing, fwiw 
I Don't Have Specifics BUT 
Quaddicted is slowly going through some changes and this isn't surprising. I've posted over on QD. Hopefully it temporary. 
Quake Injector Fixed!! 
You'll need to download the latest version. https://www.quaddicted.com/tools/quake_injector 
I Coded The BFG Into Quake (theres Also A Plasma Gun) 
the way the bfg works was inspired by Q2 lol

https://streamable.com/8lnroq (video link)

https://www.mediafire.com/file/ai2zuzj1hzwayal/pak0.pak/file (pak file download)

theres also other stuff like uhh more powerful shotguns and a chaingun (also gibbable corpses like quake 2 this was from a tutorial by wazat) 
BFG Bits And Pieces 
Hey hooberserenity, fun mod! I enjoyed the interaction between the gibbable corpses and the BFG effect.

I had a little play around with your BFG model as an exercise to keep my skills sharp. I set myself the goal of compacting the skin down to a 256x256 size (because skins with power-of-two dimensions are sharper in early GLQuake engines and waste less texture memory in more modern ports).

The resulting model is uploaded at
https://www.quaketastic.com/files/models/v_4.zip
Grab a copy in case you release a follow-up v2 of hte mod. 
Question For The Sages 
I tend to recall that .dem files can ignore some kill counts under specific conditions. Am I dreaming? We have a map in Map-Center Retrojam1 that has a spawn closet that should be killing remaining monsters once conditions are met.

I screened a demo file of this and the kill count seemed off. The map author used trains to crush the monsters. Not sure why a door wasn't used but that might have something to do with it? Here's the entity:

// entity 0
{
"classname" "func_train"
"targetname" "summon_block2_crusher"
"speed" "100"
"dmg" "69420"
"target" "summon_block2_crusher_path1"
// brush 0
{
coords here
}
 
 
so with Official DOOM Eternal modding tools out do u plan to map for DE now somebody pls? 
 
how do I download/install/run new custom DOOM Eternal maps pls? thanks 
Vondur Jam 
I think that you all know who Vondur is. He's a legend of Quake mapping. He's recently spent his 50th anniversary. I believe that it's a good reason to make a Vondur jam. Just to make your old and lazy maps that use 90-degree angles only. 
QD Still Alive 
The Quaddicted revamp is getting closer to completion. Here's a thread on the forum that will show off new features. https://discuss.quaddicted.com/t/whats-new-at-quaddicted/7742?u=dumptruck_ds 
7 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.