#32510 posted by
Joel B on 2024/03/12 21:57:42
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
#32513 posted by
mh on 2024/04/10 15:29:56
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
#32514 posted by
Kalt on 2024/04/11 17:41:28
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!!
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
#32522 posted by
Preach on 2024/06/24 23:09:56
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
}
#32525 posted by
Jaromir83 on 2024/08/27 18:15:16
so with Official DOOM Eternal modding tools out do u plan to map for DE now somebody pls?
#32526 posted by
Jaromir83 on 2024/08/30 20:09:35
how do I download/install/run new custom DOOM Eternal maps pls? thanks
Vondur Jam
#32527 posted by
PuLSaR on 2024/09/02 03:56:27
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
Merry Christmas!
#32530 posted by
metlslime on 2024/12/25 10:15:14
Hope everyone has a good one.
Merry Christmas, Everyone!
#32531 posted by
generic on 2024/12/25 16:02:09
Best Classic Software Engine?
#32532 posted by
ranger on 2024/12/27 13:05:11
Is Quakespasm the best software render looking engine?
In terms of modern PC compatibility, and stability?
#32533 posted by
gila on 2024/12/28 11:44:26
It all depends on what do you mean by "software render looking". Is it pixelated (non filtered) textures? Is it square (not round) particles? Is it imitation of low resolution so everything is super pixelated (render scale)? Is it lack of model movement and animation interpolation?
Quakespasm, vkQuake and Ironwail can all be configured to be in varying degrees of closeness to the look of original software rendering of Quake. vkQuake and Ironwail also have their own means of emulating the software rendering color palette. Out of these three, Ironwail can get you the closest, it even has an option to render 2D elements like HUD and messages slightly stretched vertically as it was in original Quake's 320x200 being displayed on 4:3 monitors.
#32534 posted by
mh on 2024/12/30 10:21:35
In my opinion a lot of what people consider the "software Quake look" is quite misguided.
Quake is actually pixel art, on a par with some of the great 2D side-scrollers. Adrian Carmack packed a huge amount of pixel-level detail into those tiny 64x64 textures.
That deserves to be seen at it's best.
So you don't blur it, you don't filter it, you don't blend it with colours that were never there in the first place, you don't smudge it or smear it.
But you also don't reduce it to even lower resolution, you also don't introduce huge amounts of noise and aliasing, and you definitely don't take the areas where software Quake was objectively worse and celebrate them.
It's perfectly possible to set up a hardware-accelerated renderer that preserves all of the crisp pixel-level detail and presents it in all it's glory.