Woof
#51 posted by starbuck on 2013/03/22 12:04:49
cool beans, no rush.
Thanks To LordHavoc
#52 posted by Spirit on 2013/03/23 00:42:01
I successfully imported a database dump of the quakery.quakedev.com/qwiki wiki locally now. More later.
#53 posted by matfac on 2013/03/23 04:19:38
Great!
Looking forward for updates!
Oh, and hi, my name's matfac!
@ Starbuck
#54 posted by quaketree on 2013/03/23 05:50:56
I like the new colors and backgrounds however the "More" menu is unreadable right now.
Some Text Is Too Small On Firefox / Mac
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
#58 posted by starbuck on 2013/03/23 12:05:45
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.
#60 posted by Spirit on 2013/03/23 19:24:53
sexy looks are gone for now as I am working on the import
Looking Good, Another Saturday Night Wasted
#61 posted by Spirit on 2013/03/23 23:37:31
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.
#62 posted by quaketree on 2013/03/24 03:50:41
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
#63 posted by quaketree on 2013/03/24 03:56:39
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?
#64 posted by than on 2013/03/24 05:56:14
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.
#65 posted by necros on 2013/03/24 06:28:08
i'm not sure if i'm missing something, but the font is tiny, like 6 or 7 pixels high.
^
#66 posted by necros on 2013/03/24 06:29:40
Firefox 19
#67 posted by Spirit on 2013/03/24 08:09:46
quaketree: yeah, I think the help link is broken.
than: everything!
necros: absolutely right!
#68 posted by Text_Fish on 2013/03/24 09:29:20
Yay Everything!
I can't wait till it's ready to be written on.
Quick Start
#69 posted by mechtech on 2013/03/24 15:01:53
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
#70 posted by quaketree on 2013/03/24 17:12:06
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.
#71 posted by JneeraZ on 2013/03/24 17:42:13
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
#72 posted by quaketree on 2013/03/24 18:05:34
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
#73 posted by mechtech on 2013/03/24 18:33:57
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
#74 posted by Spirit on 2013/03/24 19:03:57
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.
#75 posted by Spirit on 2013/03/24 19:08:59
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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