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Quake Advent Calender
Merry Quakemas everybody!

We're celebrating the season over on Quaddicted with an Advent calender of Quake content every day!

This is a Quake community wide project with several mappers and modders pitching in with a wide range of articles. The first post was written by Spirit and can be found here

Check back on Quaddicted or in this news thread every day to follow the new content!
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Easy Run 
route is doable with a +100 less, but meh getting through the "library/pillar" part is tedious

http://members.upc.nl/verorber/demos/nyar_er.dem 
Nice 
that was awesome
I tried to be light on the pentagrams as opposed to quads and rings, thinking some people might just grenade-jump with the pent, not realizing others might do that with the quad lol. I still remember this old Quake Haiku:

Quad rocket jumper
Thought he could fly
Messy way to die 
:) 
there is a saying by mandel ( i think) if there 's an unused quad there's a faster route. Actualy was satisfied by a 0:58 route got bored (and was pissed by ajax's draw against milan) so went for a full clearance. ended with one kill and secret missing, wich was the quad and the shambler, so then had to redo the run:) 
 
Keep the demos coming, Orbs... This is the kind of level I won't play myself (not without godmode and such), but demos are always nice.

Shouldn't the map get its own news thread btw? It'd make it easier to find once the christmas season is over. 
Damn You Lazy Farts 
yesterday was johnny law's https://www.quaddicted.com/quake_advent_calendar_2013/7-12#th_december_-_johnny_law

I'm gonna make you wait today as punishment.

The apathic lack of promotion outside our circle jerk is :(. We need more fresh blood, so promote Quake. See the great new mappers who appeared recently, surely we all want even more ;) 
Posting For Lazy Fart Spirit 
Right On, CocoT 
I still think Coffee's tutorials are the best writing about QuakeC out there. They're written with such a tutor's voice, encouraging you to think about things at all the right moments, to try things out, and they never drag a lesson out too far before summing up. Above all, he shows time and again how impressive-seeming features are often achievable with just a little clever code, and what could be more inspiring than that! 
 
There should be a proper news post for Tronyn's release. 
 
I remember loading the minion website on ISDN and being sad that it was just two gigantic images. I only found out that content was hidden below the fold much later. 
Negke 
Sorry, you are not allowed to do that! 
Finding Coffee's 
Tutorials a while back was like walking in to a warm sunny glade of knowledge. 
Day 14 
negke talks about Lunkin's Journey;

https://www.quaddicted.com/quake_advent_calendar_2013/13-18#th_december_-_negke

Have never come across this one before, colour me interested though. 
Lunkin's Journey Is Awesome 
One of the most fun mods I've played. :) 
Re; #66 
The Rubicon Rumble Pack is based on the Rubicon2 QC, with a few extra features bolted on. 
Day 16 
by efess

Pretty cool stuff! 
 
Yep it is. Just to copy some of the stuff I was saying in the chat widget over there: every now and then some other forum community (e.g. SA, Shacknews) puts up a QuakeWorld server in a burst of nostalgia, and schedules a few games, but it doesn't stick around for long because the energy for organizing games peters out and people don't have a good way to see when someone else is wanting to play.

efess' doodad could help with that, and I was also wondering how much adaptation would be required to embed the realtime status display from a particular server into some arbitrary webpage.

Also ironically(?) it might have helped getting players involved with the server that was advertised on day 15. :-) 
Online Quake 
This looks really cool.

But, not having any experience with online Quake (I mostly stick with Quake 2) I was wondering of someone could explain the difference between Net Quake and Quake World?

TIA! 
 
 
Tamarisk: the most basic difference is that QuakeWorld includes client-side prediction -- and then correction from the server, if the client predicted wrongly. That makes it more responsive to your inputs for moving and firing, but occasionally it can jump or "undo" stuff when there was a wrong prediction.

NetQuake has no prediction. Rotating your view is still done client-side, but every other change must be confirmed by the server before it is shown on the client. This makes the observed behavior very "solid", but also laggy, which is why people would say that NetQuake movement was like ice-skating when you had high ping.

On a low-ping connection there's not a huge amount of difference between having and not having client-side prediction, but it can still be noticeable.

There are also some differences in player movement physics between the two, and maybe someone else will want to tackle describing those. :-) 
Re: Online Quake 
Thanks Johnny Law.

Another question though...

Am I able to connect to NetQuake and QuakeWorld servers using Quakespasm for example? Or do I need another client. I believe I've seen in the past separate clients for QuakeWorld. 
 
Yep, there are different clients for NetQuake vs. QuakeWorld. I would humbly recommend this as one useful breakdown: http://neogeographica.com/site/pages/guides/engines.html

It's written for Steam users, but that just means there are some extra bits of information that you can ignore if you are not getting your Quake from Steam. 
Mr. Hand Needs To Know... 
Does anyone have a link to the bgbot16.zip file to Mr Coffee's tutor4 page? 
 
I mean Mr. Hat, I think. I didn't see Southpark in awhhile.

Link file is here:
http://www.quaddicted.com/files/idgames2/quakec/bots/ 
Sweet 
I love the idea that we can all refer to each other as Mr. (Object) as in Dark City. 
Yes, Mr Dog Gib 
 
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