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Quake Documentation Project
Quaketree brought up the idea that the community needs to rescue / dig out the information from this forum and other sources and store it in one accessible place.

Others chimed in and most agree that this place should be a wiki. Spirit has suggested Quaddicted, and I personally agree that it's the right place for such a project, but the Wiki over there seems to be limited. Others (Willem, me) have also volunteered to set up such a Wiki.

Let's discuss this idea further in this thread. I think it would be a fantastic thing to have a community Wiki for Quake level design.

UPDATE: there is now a URL: http://quakewiki.org/
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Woof 
cool beans, no rush. 
Thanks To LordHavoc 
I successfully imported a database dump of the quakery.quakedev.com/qwiki wiki locally now. More later. 
 
Great!

Looking forward for updates!

Oh, and hi, my name's matfac! 
@ Starbuck 
I like the new colors and backgrounds however the "More" menu is unreadable right now. 
Some Text Is Too Small On Firefox / Mac 
https://dl.dropbox.com/u/7009168/quakewiki_firefox_mac.jpeg

It looks fine on Safari:
https://dl.dropbox.com/u/7009168/quakewiki_safari_mac.jpeg

Also, what font is that in the Safari screenshot? 
Hmm 
Seems like the font isn't Futura after all. 
Maybe 
The font is not available on Macs. I would like to urge you guys to not use a special font for Quakewiki. Please use something that everyone is used to such as

Helvetica, Arial, DejaVu sans, sans-serif

Spirit suggested these for TrenchBroom's site, and it works quite well on all operating systems. 
Hold Off On The Feedback Until It's Somewhere Near Done Please 
I'm having to develop the theme on the live site, this is obviously a work in progress. There's a rats nest of existing CSS rules, and it's neither complete nor cross-browser tested so you're only wasting your time. 
Alright 
Wasn't aware of that, apologies. 
 
sexy looks are gone for now as I am working on the import 
Looking Good, Another Saturday Night Wasted 
Alright, if you want to help:

Play around on http://quakewiki.org/ and test the functionality.

Do not do any constructive work since I will reimport from scratch!

Test things, edit, register, visit random pages. try features.

If you had an account at quakery.quakedev.com/qwiki it should work. Go to http://quakewiki.org/w/index.php?title=Special:Preferences&success=1#mw-prefsection-rendering after logging in and choose the Monaco theme.

See http://quakewiki.org/ for a list of bugs and errors and please add ones you find there. 
 
Ok. I played around with it (and made the bug report page so people can edit it and add their reports easily). It seems to work ok but I was fooling around with my own page (QuakeTree) and can't figure out how to imbed an image. I'm a complete noob when it comes to Wiki editing so perhaps a link somewhere that is just a tad dumbed down on proper formatting for things like that might be helpful when you get it fully functional. 
Sigh 
imbed, embed, ombed, ambed, umbed... what's a vowel between friends right? That's what I get for trusting spell check. 
What Is The Wiki For Exactly? 
Is the plan just to write as much information about modding and mapping for Quake as possible, or are we going to add information about the monsters, levels etc. in the original game, document important mods, maps, collect interviews etc?

Btw, it's not super important, but if you are creating a new account and press tab to switch between the password and retype password boxes, the cursor goes somewhere completely unexpected (in Chrome at least). This also affects the login page, where tab from the password box takes you to the search box instead of the remember me checkbox. 
 
i'm not sure if i'm missing something, but the font is tiny, like 6 or 7 pixels high. 
Firefox 19 
 
quaketree: yeah, I think the help link is broken.

than: everything!

necros: absolutely right! 
 
Yay Everything!

I can't wait till it's ready to be written on. 
Quick Start 
I'd like to see a detailed section on the basics. Totally a noob start point. Get as many new people to give Quake a look as we can. Right now the time cost to learn Quake mapping is too high, info is scattered, links are long dead.
Lets get people able to build that first box room quickly. 
On The Basics 
I agree. And I do mean "The basics". Right down to what exactly is a brush. I know that it sounds stupid but way back when, like in 1997 when I first started looking at making a level, I kept seeing the word brush and I kept thinking to myself that "Painting on" a texture was nice and all but what does that have to do with making stuff. I finally figured it out of course but it took me about half an hour to figure out what people meant when they said brush, the name itself isn't intuitive to what it is relative to real world items. I mean seriously, one of the most important tools and I couldn't find a solid and concise definition of what it was anywhere on the internet.

So yeah. Something with no assumptions of knowledge on the part of the reader other than how to read and click a mouse button. One thing that I learned in the Navy was that there was no such thing as a dumb question as long as it was an honest one. 
 
Is there anybody who would be interested in making Quake 1 maps these days that wouldn't have baseline knowledge like, "What is a brush?" 
Like I Said 
That assumes that they already know what a brush is. How exactly is someone supposed to know that unless they either figure it out through context or are told? I used the brush as an example but there are probably plenty more examples out there where the jargon is assumed to be understood but isn't laid out somewhere in plain english in case it comes up as a question.

The whole point of a Wiki is to impart knowledge no matter how trivial. Assume nothing on the part of the reader.

As far as to who might still be interested in mapping for Quake I'd just say that Quake is probably one of the best engines for people new to the idea to start off with. It's relatively simple (no meshes, shaders and so on to deal with). The tools are similar (or the same if you use Radiant) to what's used in much more complex games and much of the same terminology is used throughout most games. Overall an excellent platform to start off with to learn the basics because this game was where the basics of 3D level design were first though up and implemented. 
Willem I Hope So 
Half life 1-2 and it's mods what else is there? The more modern a game is the steeper the learning curve. The harder to learn the faster a game falls into obsolesce. I may be wrong but what other game would be a good start, from zero knowledge of game design.
What game would be good for a kid to start with? 
What Could Possibly Go Wrong 
Did the final import, user rights should be working. Now browse and edit around and knock yourself out with content. Do not advertise it yet please, this is the beta stage. We should first see what happens.

There is a lot of house-keeping to do. Categories, templates, license reminders. Keep in mind that you must not copy and paste things in there. If you use references, please link them. If you plan want to do big restructuring, please discuss it somewhere in the wiki (using Talk pages). The wiki should be self-contained. Discussion and decision that happens inside the wiki has precedence over anything said elsewhere.

Content-wise, you decide.

Busy and productive users become admins. So far scar3crow and Sajt are fellow admins. Both were imported that way. I am not sure if Sajt is still interested at all, we'll see. 
 
I set the Wiki to be case-sensitive, so you can now actually create pages starting with lowercase characters. This is great for variables and stuff. We could rename the existing pages with a bot (or sore fingers). 
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