 Jam Returns.
#24979 posted by onetruepurple [93.105.42.35] on 2014/12/08 00:32:59
 ^^like
#24980 posted by RickyT33 [90.202.248.249] on 2014/12/08 00:34:55
+1
 Nice And Oppressive Looking
#24981 posted by ericw [199.126.128.107] on 2014/12/08 01:25:25
#24982 posted by necros [99.227.110.3] on 2014/12/08 22:13:56
floating ziggurat???
 It Would Appear So
#24983 posted by onetruepurple [93.105.42.208] on 2014/12/09 00:11:56
#24984 posted by necros [99.227.110.3] on 2014/12/09 01:55:00
not a ziggurat exactly, but damn cool nonetheless.
 Red
#24985 posted by JPL [82.80.62.194] on 2014/12/10 20:14:17
.. it is red...
... but fucking looking good !
#24986 posted by Spirit [92.196.110.51] on 2014/12/11 12:08:00
Romero is posting a lot of unseen Doom things at https://twitter.com/romero
 Romero
#24987 posted by starbuck [37.205.58.214] on 2014/12/11 15:56:26
wow, quite a treasure trove of assets! Would love to see a quake version of this
 Stats By Sock
#24988 posted by Pekka [81.175.152.198] on 2014/12/11 16:41:04
@SimsOCallaghan tweeted a useful table of Quake weapon statistics.
https://twitter.com/SimsOCallaghan/status/542691212222685185
 Fuck Yeah.
#24989 posted by Shambler [86.31.13.216] on 2014/12/11 19:45:01
Top quality nerdage there :)
 Intel Tablet Cpus
#24990 posted by stevenaaus [49.182.3.201] on 2014/12/13 02:37:09
 (distant Dog Barking)
#24991 posted by RickyT33 [90.214.162.121] on 2014/12/15 19:35:10
*sound of wind blowing trees*
Faint clicking of mfx in the very far distance....
 Inside3d
#24992 posted by lth [194.62.232.103] on 2014/12/17 10:38:56
Would one of the i3d lurkers please kick FrikaC's ass to re-enable my account on the i3d forums? (Any of lth, lth_, or _lth_ ... )
Ta.
BTW Hello.
 I Can Talk To Him
#24993 posted by Zwiffle [24.241.228.118] on 2014/12/17 16:07:49
 Thanks Zwiffle.
#24994 posted by lth [194.62.232.103] on 2014/12/18 09:51:58
nt
 Clank Clank
#24995 posted by Pekka [81.175.152.198] on 2014/12/20 09:18:29
I have been replaying some of my favorite 2014 Quake maps, and I noticed a trend in Skacky's excellent output. I think he deserves praise for other things beside his top notch mapping skills, and I feel I need to point this particular thing out. There is just something that stands out right from the start in three of his map jam maps.
http://imgur.com/a/EuTQR
(I kid, because I love the maps.)
 Lol...
#24996 posted by Tronyn [24.79.126.117] on 2014/12/20 09:22:48
"Canned meat. Open 'er up and see if it's still fresh."
 Roulf
#24997 posted by onetruepurple [93.105.236.206] on 2014/12/20 10:07:59
 I Didn't Know There Was A Butt Jam
#24998 posted by Zwiffle [24.241.228.118] on 2014/12/20 16:02:42
...
 Accounts Obtained
#24999 posted by primal [81.175.152.198] on 2014/12/21 18:02:22
I registered a new account. I have posted as Pekka previously, and I'll be now known as primal here. You could tell this from the IP addresses too, but I might as well admit it openly here.
I also got myself a Twitch account. I managed to stream game audio and good quality video successfully after a few not-so-good attempts. I have a few cosmetic issues to fix, which I will try to do in the coming days. I'll also see if I can get a microphone working some day. In other words, I am not streaming seriously yet.
I am http://www.twitch.tv/mr_primal/
If you have a couple of minutes to spare, please check out the highlighted bit of Quake and tell me if there are any other significant problems with the video apart from the weird aspect ratio. That wasn't intentional.
I'm using simplescreenrecorder to stream on Linux. It was my first time using it. I'll write a few words later about how things work out, streaming from a Linux computer, and what kinds of streams I'm planning in the future.
 Feedback
#25000 posted by DaZ [92.11.228.93] on 2014/12/21 18:40:00
Being able to see the game window and title bar is very distracting. I don't know what limitations you are facing in your streaming app but if you can fix that it will help a lot.
Audio seemed fine. If you are using a mic at the same time then you want to turn your game audio down to around 20-30% or people won't be able to hear you on the stream.
Microphone audio quality is super super important for streaming. If you have horrid background noise or bad quality mic then people won't want to watch your stream. Take the time to test lots of different things and find out what sounds best.
 Level Design Stream
#25001 posted by DaZ [92.11.228.93] on 2014/12/22 01:57:12
Matthias Worch (Beyond Belief) is starting a new stream where he talks about the level design of his Doom / Quake / Industry maps. First stream starts about nowish :) -- http://www.twitch.tv/mworch
 Ta For The Heads Up
#25002 posted by Zwiffle [24.241.228.118] on 2014/12/22 02:51:40
Beyond Belief is classic :O
 @Daz
#25003 posted by primal [81.175.152.198] on 2014/12/22 18:14:37
Daz, thank you for the feedback and the tips. It turned out the title bar ended up in the video because I forgot to update some data when launching the program for the second time. Used properly, the app does the right thing.
#25004 posted by Spirit [92.196.101.116] on 2014/12/22 23:07:19
#25005 posted by necros [99.227.110.3] on 2014/12/24 16:14:38
yo... what is this:
http://grooveshark.com/#!/search/song?q=ZhayTee+Get+in+the+Vat
i found it in my quake folder.................
 Merry Christmas Dudes
#25006 posted by DaZ [92.11.228.93] on 2014/12/25 11:06:17
I've had a wonderful year playing all the content this community has produced! It's been a very productive year and it's great to see new faces on the scene also. Merry Christmas you beautiful bastards.
 Merry Christmas Dudes
#25007 posted by DaZ [92.11.228.93] on 2014/12/25 11:06:33
I've had a wonderful year playing all the content this community has produced! It's been a very productive year and it's great to see new faces on the scene also. Merry Christmas you beautiful bastards.
 Merry Christmas Dudes
#25008 posted by DaZ [92.11.228.93] on 2014/12/25 11:06:33
I've had a wonderful year playing all the content this community has produced! It's been a very productive year and it's great to see new faces on the scene also. Merry Christmas you beautiful bastards.
 Merry Christmas Dudes
#25009 posted by DaZ [92.11.228.93] on 2014/12/25 11:06:33
I've had a wonderful year playing all the content this community has produced! It's been a very productive year and it's great to see new faces on the scene also. Merry Christmas you beautiful bastards.
 Ph0wned...
#25010 posted by DaZ [92.11.228.93] on 2014/12/25 11:08:37
 DaZ Picked Up The Quad Damage
#25011 posted by Spirit [92.196.62.96] on 2014/12/25 11:10:04
All the best to you too :)
 Derping At Its Finest
#25012 posted by SleepwalkR [212.184.92.162] on 2014/12/25 13:18:37
 Christmas Derper
#25013 posted by Shambler [86.136.227.38] on 2014/12/25 18:39:49
Couldn't have done it better, Dazerp :D
#25014 posted by metlslime [71.86.81.83] on 2014/12/25 19:37:34
Yeah merry Christmas all!
 Yay
#25015 posted by mfx [78.55.74.198] on 2014/12/25 20:29:50
Merry Christmas! Hohoho..
 Merry Christmas
#25016 posted by ericw [199.119.235.135] on 2014/12/25 20:52:19
#25017 posted by Scampie [72.12.65.92] on 2014/12/26 00:10:20
M E R R Y C H R I S T M A S !
 Oi!
#25018 posted by ijed [190.22.57.36] on 2014/12/26 03:05:59
But yeah, merry Christmas.
And may the 2nd bring a mild-to-nothing hangover.
 Nah
#25019 posted by Scampie [72.12.65.92] on 2014/12/26 15:34:01
Everyone get drunk on the 2nd, that's my birthday, a world holiday
 Warren Pls
#25020 posted by onetruepurple [93.105.42.89] on 2014/12/27 16:08:44
 Merry X-Mas
#25021 posted by JPL [82.234.167.238] on 2014/12/27 20:47:48
I hope Santa Klaus brought you nice gifts this year ;)
 Samsung Galaxy S5 For Me!
#25022 posted by Breezeep_ [100.1.255.229] on 2014/12/27 21:33:43
 Oh Man At Least Coal Has A Resale Value
#25023 posted by czg [85.93.249.228] on 2014/12/27 22:30:35
 Quake On Your Lab Device
#25024 posted by Preach [77.98.165.95] on 2014/12/29 00:44:07
Forget smartphone releases, this is the new cool way to play Quake:
http://www.lofibucket.com/articles/oscilloscope_quake.html
 Does Anyone Know How To Properly IOQuake 3 ?
#25025 posted by Breezeep_ [100.1.255.229] on 2014/12/29 01:08:59
Because I don't really know what to do.
#25026 posted by Lunaran [99.112.162.57] on 2014/12/29 03:23:05
Pretty sure you just extract with directories into the same folder quake3.exe is in. What's the error?
 Quke On Oscilloscope
#25027 posted by JPL [82.234.167.238] on 2014/12/30 11:21:22
 ... Missed The Youtube Vid :P
#25028 posted by JPL [82.234.167.238] on 2014/12/30 11:22:11
 I Totally Missed This, Downloading...
#25029 posted by RickyT33 [94.3.103.149] on 2014/12/31 21:08:39
 Merry New Year Everyone.
#25030 posted by Breezeep_ [100.1.255.229] on 2015/01/01 02:53:59
 Quke
#25031 posted by spy [5.251.240.56] on 2015/01/01 05:46:41
:)
 2015
#25032 posted by spy [5.251.240.56] on 2015/01/01 05:47:20
Happy New Year, guys
 Happy New Year
#25033 posted by JPL [82.234.167.238] on 2015/01/01 12:26:08
May 2015 brings happiness and many good things !
#25034 posted by FifthElephant [82.24.73.240] on 2015/01/01 13:59:42
But what if I cant wait until May? What if I want to be happy now? :(
 Happy Has Long Since Left The Building
#25035 posted by Kinn [86.164.147.200] on 2015/01/01 15:08:33
and has been replaced by regret, cynicism, and a stark, tangible awareness of one's own mortality.
#25036 posted by Lunaran [99.112.162.57] on 2015/01/01 19:34:50
^ map jam theme #4
#25037 posted by Yhe1 [173.58.187.144] on 2015/01/01 22:18:38
Fifth, what happened to that retro episode you're working on?
 Yhe1
#25038 posted by FifthElephant [82.24.73.240] on 2015/01/01 22:28:32
I got a girlfriend and then all mapping ceased.
We've broke up recently and I'm slowly toiling in my mapping cave.
I dunno if I will return to doing this episode for a while. I think the restriction of making it work on the original .exe has definitely been the main factor in hindering progress though. I had to scrap several levels because they just didn't work in the engine, I recently looked at the start map too and found that also has some issues in standard quake.
 Cant Go Back To Vanilla
#25039 posted by Skiffy [219.92.52.161] on 2015/01/02 02:02:58
I don't know with Quakespasm and Fritz... I can't even consider using vanilla quake limits and features.
 Matthias Worch To Stream A Beyond Belief Retrospective.
#25040 posted by onetruepurple [93.105.42.22] on 2015/01/02 21:08:35
In about two hours from this post.
http://www.twitch.tv/mworch
 Shit
#25041 posted by onetruepurple [93.105.42.22] on 2015/01/02 21:09:10
More like 26 hours.
 Onetruefail.
#25042 posted by Shambler [82.26.143.253] on 2015/01/02 21:29:57
 Happy New Year!
#25043 posted by mfx [85.179.163.235] on 2015/01/02 23:43:23
 I Hope
#25044 posted by SleepwalkR [85.178.60.111] on 2015/01/03 00:03:22
you're not one of the idiots shooting fireworks at anything but the sky.
#25045 posted by mfx [85.179.163.235] on 2015/01/03 00:23:39
 Best Enjoyed
#25046 posted by mfx [85.179.163.235] on 2015/01/03 00:24:45
with sound this time.
 Half Life 2 Without Steampipe
#25047 posted by Yhe1 [173.58.187.144] on 2015/01/03 05:06:18
Want to try some HL2 mods, but the steampipe update broke almost all of them, even the fixes I found don't work for some of them (Siren), does anybody here have or know where I can get the pre steampipe 2013 half life 2?
#25048 posted by Johnny Law [67.188.146.229] on 2015/01/03 06:52:39
 Attheskyyousay?
#25049 posted by Shambler [82.26.143.253] on 2015/01/03 10:18:53
Gotta admit, that is pretty fucking cool :)
 Offtopic
#25050 posted by Zwiffle [24.241.228.118] on 2015/01/04 23:27:09
Is there a beer thread on these forums anywhere? I looked but didn't find any, but maybe it was hiding under a different/unique topic.
 I'd Say This Thread
#25051 posted by FifthElephant [82.24.73.240] on 2015/01/04 23:38:25
 Drunk Thread?
#25052 posted by onetruepurple [93.105.42.109] on 2015/01/04 23:38:27
 I'd Say This Thread
#25053 posted by FifthElephant [82.24.73.240] on 2015/01/04 23:39:17
 Fifth Obviously Needing That Thread Already.
#25054 posted by Shambler [82.26.143.253] on 2015/01/05 11:13:59
#25055 posted by mfx [78.55.164.17] on 2015/01/06 08:32:24
 Haha
#25056 posted by stevenaaus [49.182.1.11] on 2015/01/06 13:48:52
holy cow
 BOOM
#25057 posted by ijed [200.73.66.2] on 2015/01/06 14:18:23
 Tap A Repeatedly To Get Back Up
#25058 posted by Kinn [86.164.147.200] on 2015/01/06 14:23:53
 Ziggurat Gameplay Stream
#25059 posted by FifthElephant [82.24.73.240] on 2015/01/06 18:43:12
 BTW
#25060 posted by Spirit [92.196.78.239] on 2015/01/09 22:25:46
http://syncthing.net/ is really really cool. Especially with its full-featured Android client (yes, it syncs, it is not a dumb file browser like the competitors do).
#25061 posted by Spirit [92.196.78.239] on 2015/01/09 22:26:25
I just hope they add public shares some day so I can publish all the archives.
#25062 posted by Yhe1 [173.58.187.144] on 2015/01/11 00:23:26
 I Need A Drug Mule
#25063 posted by Spirit [92.196.29.124] on 2015/01/11 13:15:03
I need someone to buy two Quake CDs off ebay for me and send them to Germany. Shipping costs are insane otherwise (I hope? The USPS website failed to tell me.). Alternatively you could scan, rip and describe them for us. Total value is ~20-30$ so no risk really. I would transfer the money via Paypal.
 ^ USA
#25064 posted by Spirit [92.196.29.124] on 2015/01/11 13:23:36
 Neil Gaiman's Handwriting
#25065 posted by onetruepurple [93.105.42.171] on 2015/01/12 11:53:29
Looks exactly what you imagine it to look like: http://i.imgur.com/gxUPLKp.png
 Omg
#25066 posted by Zwiffle [24.241.228.118] on 2015/01/12 16:06:23
Poor guy did he have a stroke?
 Looks A Little Bit Like That Of Quentin Blake
#25067 posted by RickyT33 [94.3.103.149] on 2015/01/12 22:58:37
 Shub Niggurath ?
#25068 posted by Killes [195.212.29.178] on 2015/01/15 14:03:06
 Well
#25069 posted by Kinn [86.164.147.200] on 2015/01/15 14:06:16
It definitely has the "Of the Woods" bit nailed.
#25070 posted by FifthElephant [82.24.73.240] on 2015/01/15 14:10:06
"shrub niggurath" ;)
 Ijed
#25071 posted by onetruepurple [93.105.236.61] on 2015/01/15 14:35:32
That's Rhogog 1.0, innit?
 What Happens When You Search For OTP
#25072 posted by FifthElephant [82.24.73.240] on 2015/01/17 04:13:40
 And Why
#25073 posted by SleepwalkR [85.178.190.217] on 2015/01/17 07:41:46
Would you do that?
 5th
#25074 posted by [92.229.71.32] on 2015/01/17 15:11:59
Why?
 :D
#25075 posted by FifthElephant [82.24.73.240] on 2015/01/17 15:21:53
 Accurate
#25076 posted by onetruepurple [93.105.42.247] on 2015/01/17 22:46:58
 The Url Is All You Need To Know
#25077 posted by [80.110.122.216] on 2015/01/20 23:43:40
#25078 posted by Lunaran [216.188.254.244] on 2015/01/21 01:02:46
so began the most elaborate wolfenstein viral marketing campaign yet
#25079 posted by Scampie [72.12.65.92] on 2015/01/21 01:57:22
The national socialists and undead communists have teamed up to smash capitalism? It's every conservative pundit's worst fears realized! And only the true blooded American hero, Wolf "BJ" Einstein, can stop them!
 Every Map In Half-life Singleplayer
#25080 posted by FifthElephant [82.24.73.240] on 2015/01/21 13:46:05
 Lol
#25081 posted by Kinn [86.164.147.200] on 2015/01/21 13:57:39
has anyone put the entirety of Quake into a single BSP(2) yet? I know they've done the individual episodes.
 Fuck That
#25082 posted by onetruepurple [93.105.236.89] on 2015/01/21 14:01:30
Put Rubicon 2 into one BSP2.
#25083 posted by JneeraZ [174.109.106.46] on 2015/01/21 14:04:13
I can't believe that works ... I guess Valve laid the world out correctly in terms of spatial relationships?
I wonder if it's playable.
 It Looks Like It's Intersecting Quite A Lot Actually :-/
#25084 posted by czg [212.16.188.76] on 2015/01/21 14:20:44
And the dam is at the bottom of the mass.
#25085 posted by JneeraZ [174.109.106.46] on 2015/01/21 14:30:19
Yeah, here and there a little ... but it's not bad!
 Crunch
#25086 posted by ijed [200.73.66.2] on 2015/01/21 15:11:51
#25087 posted by Lunaran [99.112.162.57] on 2015/01/21 16:22:15
The people who defend crunch are almost always leads, ie, the people who are most directly excused from having to do their jobs properly by the 'validity' of crunch time. That or young lifers who don't yet have families or interests outside of games who wouldn't know what to do with 100 hours of free time per week anyway. These usually go on to become leads.
Crunch is massive schedule overruns, nothing more. in any other industry it's met with the people in charge of the schedule losing their jobs. (except, of course, in US government contracting.)
#25088 posted by JneeraZ [174.109.106.46] on 2015/01/21 16:26:35
I recently ran across someone who told me about Bully at Rockstar. 18 hours a day for 2 years. That's a soul destroying crunch - and he happily defended it. He said it was hard work but we should all be grateful to have jobs doing what we love, so it was worth it.
He got a completion bonus that was enough to buy a whole new car.
I couldn't fucking believe it.
A new mid-range car for 2 years of my every waking hour? Die in a fire.
#25089 posted by JneeraZ [174.109.106.46] on 2015/01/21 16:27:02
Oh, 18 hours a day / 7 days a week.
#25090 posted by FifthElephant [82.24.73.240] on 2015/01/21 16:33:07
I spend 10 hours a day in a call centre... then I come home and spend about 18 on my computer making maps.
Pretty certain I could crunch for 2 years, though I'd want money to be flowing like water.
#25091 posted by JneeraZ [174.109.106.46] on 2015/01/21 16:38:30
It's different when you can't leave and you have to work on what you're being told to work on. It sucks. Hard.
#25092 posted by Kinn [86.164.147.200] on 2015/01/21 16:41:22
I worked at a company for 6 years - spent probably a total of 2 of those years in evenings + weekend crunch time, and it was unpaid overtime, all the time.
I don't know of many games companies in the UK that actually pay overtime.
 Such A Good Read. Thanks!
#25093 posted by Skiffy [210.195.225.27] on 2015/01/21 17:07:31
 That Blows
#25094 posted by FifthElephant [82.24.73.240] on 2015/01/21 17:08:03
I'd rather work a steady low paid job where I'm not treated like a slave.
Like I said, the money would have to flow like water.
#25095 posted by Lunaran [216.188.254.244] on 2015/01/21 17:51:33
The last place I worked actively discouraged overtime. They knew that guys like the one Willem describes actively sell out the guys that come after them by being so utterly willing to strike such a losing bargain, and that such an attitude eventually becomes poisonous company culture.
#25096 posted by Lunaran [216.188.254.244] on 2015/01/21 17:52:27
Of course, they're closed now, as is the place Scampie and I worked before that which also discouraged overtime, so, there's that little data point.
 Mm
#25097 posted by Bal [109.7.65.250] on 2015/01/21 18:32:29
It's hard to find a good spot in this Industry.
I've been working for almost 8 years now, I must have worked a total of 2 saturdays, and no more than 4 months of paid crunch (in time off usually, and it was usually soft, like 2h extra every evening). I feel really fortunate about it.
The hardest thing is finding a good lead. The company where I currently work does quite a bit of crunch at times, but my team's lead is well organized and manages to avoid most of it for us. Unfortunately this isn't always possible depending on your job, some teams are more dependant on other teams being on schedule (like character art vs environment art).
#25098 posted by Scampie [72.12.65.92] on 2015/01/21 21:31:49
...as is the place Scampie and I worked before that which also discouraged overtime...
...where I ended up working a bunch of overtime anyway to meet the needs of an important contract we had, but at least my boss stayed for much of it with me doing everything to assist.
Still wasn't very good for my mental health, especially when afterwards I took up Raven's offer to return to their frying pan of "way behind schedule, yet still discovering what the game was"...
 Hot New Quake Game
#25099 posted by kaffikopp [109.108.206.15] on 2015/01/21 23:50:04
 Got To 40
#25100 posted by Zwiffle [71.13.169.66] on 2015/01/21 23:52:34
Quit.
 ROFL.
#25101 posted by onetruepurple [93.105.236.89] on 2015/01/22 00:03:54
Good game.
 Not Sure If Posted
#25102 posted by Zwiffle [24.241.228.118] on 2015/01/22 16:05:42
 Doomero
#25103 posted by Kinn [86.164.147.200] on 2015/01/22 16:15:34
Interesting, but did they have to use that horrible engine with all those glows and blooms and weird texture filtering? :(
 Nice Videos
#25104 posted by SleepwalkR [92.231.107.240] on 2015/01/22 19:33:17
Also, "gib sounds" as in, djibb:
http://www.youtube.com/watch?v=XJzbE8wz1Wo&t=6m20s
Eat it, Dazers / Dranners / Danzers / Dranz.
 Ah Fuck Me
#25105 posted by SleepwalkR [92.231.107.240] on 2015/01/22 19:36:56
nevermind
#25106 posted by JneeraZ [199.255.40.36] on 2015/01/22 19:39:21
JIB. Eat it, haters. :P
 I've Been Saying JIB For Yeasr
#25107 posted by DaZ [92.11.228.93] on 2015/01/22 19:41:47
Get wrecked world!
 Yeah I Was Confused
#25108 posted by SleepwalkR [92.231.107.240] on 2015/01/22 20:12:42
 But.
#25109 posted by Shambler [82.26.189.251] on 2015/01/22 21:20:30
it is still Gib, you cocksniffers.
#25110 posted by quaketree [68.224.14.247] on 2015/01/22 21:24:41
Look at you guys getting a "Nautical" and stuff.
[popeye]I like the cut of you'se guy's jibs...[/popeye]
#25111 posted by FifthElephant [82.24.73.240] on 2015/01/22 21:30:20
Don't listen to Daz, he can't even pronounce WAD correctly.
#25112 posted by JneeraZ [199.255.40.36] on 2015/01/22 21:33:51
Who would be authoritative on that if not Romero?
#25113 posted by FifthElephant [82.24.73.240] on 2015/01/22 21:35:11
A butcher...?
 So...
#25114 posted by Shambler [82.26.189.251] on 2015/01/23 13:28:11
http://www.bbc.co.uk/news/world-europe-30937492
Sleepy, MFX, Spirit, Negke, etc - you guys PSYCHED FOR THIS?
#25115 posted by Lunaran [99.112.162.57] on 2015/01/23 17:19:36
those who choose to sit are often referred to as a "Sitzpinkler"
I learned three german words today!
#25116 posted by [85.180.176.154] on 2015/01/23 18:14:42
Etchin patterns in the marble with piss is the shit.
#25117 posted by metlslime [67.169.151.72] on 2015/01/23 18:15:35
seems like a bad material choice for a bathroom floor if it is damaged by contact with urine.
#25118 posted by quaketree [68.224.14.247] on 2015/01/23 18:38:15
In my opinion marble is a bad material choice for anything horizontal (including a table top), it's highly susceptible to any acids and oils no matter how tiny the rise in ph is, including your own sweat. Vertical (and horizontal if you're stuck with it) marble surfaces should be sealed with a special marble or stone sealant (multiple coats).
To get rid of a stain make a paste made out of flour, water and a cleaning product intended for stone (consistency of toothpaste), smear it on and let it fully dry (at least 18-24 hours) then scrape it off. The paste "Should" draw out any oils from the very porous stone. You may need to repeat for the more stubborn stains.
If you want to go with the natural stone look use granite or use some man made material that looks like stone instead. The latest stuff looks fine and is much easier to maintain as well as costing less in general.
(end voice of experience)
 This Discussion
#25119 posted by Zwiffle [71.13.169.66] on 2015/01/23 18:51:22
Makes it nearly impossible to believe some of the pristine marble textures in Doom =/
#25120 posted by Lunaran [99.112.162.57] on 2015/01/23 22:02:26
i too find it harder and harder with every passing year to believe doom was real
 It's Still Real To Me Damn It
#25121 posted by Blitz [24.56.255.62] on 2015/01/24 02:19:50
 One Of The Last Liberties A Man Has Left In The Modern World Is SAVED
#25122 posted by negke [31.18.32.183] on 2015/01/24 09:55:19
The right to piss all over stuff! Splish sploosh, on the bathroom floor, the sink, the towels, the goddamn deo blocks, czg's beard, running down the man tits!
 Very Stimulating Discussion About An E4rmx
#25123 posted by onetruepurple [93.105.42.233] on 2015/01/24 23:54:57
 "stimulating"
#25124 posted by SleepwalkR [85.178.63.119] on 2015/01/25 00:32:16
 Yes.
#25125 posted by onetruepurple [93.105.42.233] on 2015/01/25 00:34:15
It makes my brain jizz.
#25126 posted by necros [99.227.110.3] on 2015/01/25 02:19:52
ehhh... a twitter conversation is just an endless stream of one-liners. boring.
 ^ 80 Characters
#25127 posted by Lunaran [99.112.162.57] on 2015/01/25 03:40:14
 Making Your Game "juicy"
#25128 posted by FifthElephant [82.24.73.240] on 2015/01/25 15:12:17
 Great Presentation
#25129 posted by ijed [190.22.66.240] on 2015/01/25 23:48:25
Getting Devs to follow it is like getting blood out of a stone though.
 Awesome
#25130 posted by FifthElephant [82.24.73.240] on 2015/01/28 00:23:48
#25131 posted by necros [99.227.110.3] on 2015/01/28 02:21:39
that shambler looks disgusting.
in other words, awesome.
 Too Warty Not Enough Bristly Fur.
#25132 posted by Shambler [86.9.242.69] on 2015/01/28 10:54:16
 Just Updated It With A Scrag :D
#25133 posted by Kinn [86.164.147.200] on 2015/01/28 12:04:42
re: teh sahmbler - I agree with 'bler that the skin is all wrong, but the actual shape of the model is spot on. I think these are the first "HD remake" quake/doom models that actually respect the original shape / silhouette. But yeah, the skin doesn't do anything for me
 Damn Good Model
#25134 posted by onetruepurple [93.105.42.1] on 2015/01/28 12:22:29
I don't even mind the skin myself, since Shamblers have never felt very furry to me. The sphincter-like mouth bugs me more.
 I Like All Those
#25135 posted by nitin [220.244.163.153] on 2015/01/28 12:59:04
what is that page actually about? A project?
 Shape.
#25136 posted by Shambler [86.9.242.69] on 2015/01/28 14:59:10
Yes very good. I too have qualms about the sphincter-mouth (something I find rather endearing in other circumstances) but in general they are doing well.
 Actually
#25137 posted by spy [178.88.145.188] on 2015/01/28 15:22:16
this is the best model of shambler i've ever seen and i like the scrag too. great work
notable mention is an infantry guy
#25138 posted by Lunaran [99.112.162.57] on 2015/01/28 20:17:53
You can tell from his WIPs that he's literally importing the quake monsters from .mdl into zbrush and starting to subdivide and sculpt right on it. This is why they seem so faithful.
 JAM IMMINENT
#25140 posted by onetruepurple [93.105.42.18] on 2015/02/02 13:21:54
JAMMINENT
 This Is Neat!
#25141 posted by FifthElephant [82.24.73.240] on 2015/02/03 09:50:58
 Also This
#25142 posted by FifthElephant [82.24.73.240] on 2015/02/03 09:54:39
 Nice
#25143 posted by SleepwalkR [130.149.243.224] on 2015/02/03 10:30:08
Interestingly, dragging the sphere very quickly does not yield the expected effects (big waves). I suppose that the temporal resolution is too low.
 (thanks ELEK)
#25144 posted by onetruepurple [93.105.42.114] on 2015/02/03 19:33:09
 Also From The Epic Twitter Account...
#25145 posted by starbuck [87.114.181.116] on 2015/02/03 23:26:02
#25150 posted by Drew [68.148.86.57] on 2015/02/08 03:58:54
 For The GW Homies...
#25151 posted by Shambler [92.22.63.245] on 2015/02/10 13:47:12
 Wow. Titties AND A Willy. Progressive.
#25152 posted by czg [212.16.188.76] on 2015/02/10 14:26:37
 Why Not
#25153 posted by Zwiffle [24.241.228.118] on 2015/02/10 15:26:46
Shooty and shooty ... and stompy?
 Also
#25154 posted by Zwiffle [24.241.228.118] on 2015/02/10 15:27:12
Looks good Bler
 Epic Was Awesome
#25155 posted by ijed [200.73.66.2] on 2015/02/10 16:00:08
 Thx
#25156 posted by Shambler [92.22.63.245] on 2015/02/10 20:03:40
There may be a bit of stompiness available. Just in case.
Czg I bet yours has scorch marks on hur hur
 Feature Request:
#25157 posted by Scampie [72.12.65.92] on 2015/02/11 16:28:24
Put real sunlight into Tyrlite and/or a Fitz engine
 What Is With That (win)quake Software Settings
#25158 posted by spy [178.88.146.92] on 2015/02/11 17:00:19
everybody's now talking around
can not get that hype
once i've switched to GL, i've never bothered to switch back to winquake
 That Is So Cool. I Want One.
#25159 posted by czg [212.16.188.76] on 2015/02/11 17:02:39
 Winquake Settings
#25160 posted by Scampie [72.12.65.92] on 2015/02/11 17:12:46
it's just Kinn. and Kinn wears vests as pants.
#25161 posted by Lunaran [99.112.162.57] on 2015/02/11 17:24:40
we take the atmosphere and we squoosh it
psssshhht
down into this much!
 Kinn
#25162 posted by spy [178.88.146.92] on 2015/02/11 17:28:28
i wish i could've been Kinn
#25163 posted by Scampie [72.12.65.92] on 2015/02/11 17:33:41
Don't make fun Lun, it was nominated for the Light Source Innovation of the Year Award at this year's Lux Awards.
 Shambler
#25164 posted by Cocerello [193.144.61.240] on 2015/02/12 14:22:53
Have the same miniature (different weapons, the rest is the same), but yours looks amazing compared with my lousy painting, like your chaos imperator or revenants.
How i wish i would have more people to play Epic with in my area, maybe it would give me the push to finish the painting of my army.
By the way, with ruleset are you curently using, Shambler? Epic:40.000?, E:A? NetEa? NetEpic?
 Coce.
#25165 posted by Shambler [92.22.63.245] on 2015/02/12 14:31:00
Cheers bro. It did take me ages to paint though!
I don't actually play any of the games, I just bought this off a mate recently and got inspired to do it.
 Tourism Ads Done Right
#25167 posted by spiney [91.179.148.32] on 2015/02/14 15:11:46
 Epic !
#25168 posted by JPL [82.234.167.238] on 2015/02/14 16:51:42
... and so funny :)
 This Guy Makes The Best Comics...
#25169 posted by FifthElephant [82.24.73.240] on 2015/02/16 00:47:15
#25170 posted by necros [99.227.110.3] on 2015/02/16 01:38:53
if you say so...
#25171 posted by JneeraZ [174.109.106.46] on 2015/02/16 01:48:44
I think he just posted the wrong link, give him a chance to find the right one.
#25172 posted by Drew [68.148.86.57] on 2015/02/16 02:28:01
 Maybe He Was Visited By The Brainman...
#25173 posted by SleepwalkR [80.187.102.71] on 2015/02/16 07:37:11
 Confessions Of A Ziggurat Addict
#25174 posted by primal [81.175.152.198] on 2015/02/16 08:35:23
This YT channel has several engaging Let's Play videos of Ziggurat. I'm watching them when not playing the game myself. But I'm sure I'll take a break after I beat Normal with just one more character :)
https://www.youtube.com/user/Retromation/videos
(The guy also plays Darkest Dungeon, which I think Daz streamed a few times recently. It's not a FPS, but otherwise seemed quite interesting.)
 #25169
#25175 posted by Shambler [92.22.63.245] on 2015/02/16 11:27:48
Well there we go, for anyone who was asking that pressing question, "What would the Perry Bible Fellowship be like if someone did a straight rip-off but with no humour whatsoever", that's answered it.
 Llamas With Hats
#25176 posted by ijed [200.73.66.2] on 2015/02/16 12:56:43
 What's With All The Punz?
#25177 posted by spiney [91.179.148.32] on 2015/02/18 15:18:36
#25178 posted by Kinn [86.191.154.147] on 2015/02/18 15:53:12
What's with all the links to these edgy lolrandom monkeycheese "humour" sites recently? What's wrong with good old-fashioned wit?
 Indeed!
#25179 posted by ijed [200.73.66.2] on 2015/02/18 16:10:10
ಠ_ರೃ
 Kinn
#25180 posted by onetruepurple [88.156.138.163] on 2015/02/18 16:22:20
Millenials like #25177 don't understand wit.
 Goatse.cx
#25181 posted by czg [213.113.222.149] on 2015/02/18 17:35:45
goatse.cx hello.jpeg
 <This Post Was Flagged As Spam>
#25182 posted by spiney [91.179.148.32] on 2015/02/18 22:39:46
#25183 posted by spiney [91.179.148.32] on 2015/02/18 22:43:03
What's with all the links to these edgy lolrandom monkeycheese "humour" sites recently?
Yeah man, but it's like meta and shit!
 Aliens
#25184 posted by DaZ [92.11.228.93] on 2015/02/19 01:17:21
#25185 posted by necros [99.227.110.3] on 2015/02/21 07:16:05
hey guys... new site: http://shoresofnis.com/
well, actually it's the old site but I got my own hosting. also uploaded those two mods I made as the files had dropped off the interballs.
 Necros:
#25186 posted by metlslime [67.169.151.72] on 2015/02/21 08:13:35
what's the map pictured in your header image? Is that ne_ruins?
 Want To Know That Too
#25187 posted by Cocerello [83.165.94.30] on 2015/02/21 13:44:35
I also remember seeing another one of that map in white plain textures (don't remember the command line to achieve it right now) on the front page which showed way more of it, and maybe some more articles or images.
#25188 posted by necros [99.227.108.31] on 2015/02/21 23:52:27
it's an unfinished map, but it's blue so it fits the theme! :)
 Hmmm
#25189 posted by stevenaaus [49.182.2.230] on 2015/02/23 12:03:17
... The yellow/orange is too bright for me.
 Strafe:
#25190 posted by RickyT33 [176.35.71.152] on 2015/02/23 14:34:04
 I Liked Strafe Better The First 3 Times It Was Posted
#25191 posted by Kinn [86.191.154.147] on 2015/02/23 15:22:36
 So It's Getting Worse?
#25192 posted by Lunaran [99.112.162.57] on 2015/02/23 17:45:52
 Yes
#25193 posted by Scampie [72.12.65.92] on 2015/02/23 21:43:22
Didn't you play the demo?
Y axis wasn't even inverted!
#25194 posted by JneeraZ [199.255.40.36] on 2015/02/23 21:47:54
Why would it be? Oh, do you .. uh, never mind.
 Would Be A Pain To Vis
#25195 posted by Cocerello [193.144.61.240] on 2015/02/24 16:30:53
 Highbrow!
#25196 posted by ijed [200.73.66.2] on 2015/02/25 13:48:34
#25197 posted by Spirit [80.187.109.88] on 2015/02/25 18:10:50
How about "re-entity" where you delete all entities from an id1 map and start from that, touching any brushes or textures is forbidden.
 Would Be Fun
#25198 posted by Cocerello [83.165.94.30] on 2015/02/26 12:10:36
 You Guys Like Dark Souls Right?
#25199 posted by FifthElephant [82.24.73.240] on 2015/02/26 14:12:49
 Came For The Boobs...
#25200 posted by Kinn [86.191.154.147] on 2015/02/26 15:01:32
...stayed for the arse-hammer
Anyway, now let's have a look at that video fifth just posted...
 Romero New Shooter?
#25201 posted by FifthElephant [82.24.73.240] on 2015/02/26 15:24:39
 Holy Shit, YES!!!
#25202 posted by negke [31.18.32.183] on 2015/02/28 20:13:14
#25203 posted by FifthElephant [82.24.73.240] on 2015/02/28 20:47:17
For some this is a dream come true, for others it's a nightmare.
#25204 posted by JneeraZ [174.109.106.46] on 2015/02/28 21:01:02
That's ... actually pretty cool.
 Yes But.
#25205 posted by Shambler [92.30.90.50] on 2015/02/28 21:12:55
Could you combine that with the mod that made all the other enemies Spawn?
 Why Cant
#25206 posted by ijed [186.9.133.206] on 2015/02/28 23:53:07
You turn into a crate though?
 Http://www.moddb.com/mods/tarbaby-quake
#25207 posted by PuLSaR [94.141.40.125] on 2015/03/01 00:05:56
Wow, that's cool. But why does tarbaby have an icon of a quake guy?
#25208 posted by Kinn [86.191.154.147] on 2015/03/01 00:38:15
But why does tarbaby have an icon of a quake guy?
Because that's how he wants to express himself, and who are we to judge?
 Lol
#25209 posted by Tronyn [24.79.126.117] on 2015/03/01 01:45:24
he is a tarbaby that sexually identifies as a human
watched the video, this mod looks awesome. imagine deathmatch in it!
#25210 posted by FifthElephant [82.24.73.240] on 2015/03/01 02:45:12
Monsters vs Rangers would have been a good game mode.
Imagine different classes, nail ranger, rocket ranger etc etc.
Vs different monsters.
I imagine it would be like TFC a little bit.
#25211 posted by Lunaran [99.112.162.57] on 2015/03/01 04:45:36
the other cis tarbabykin ostracized him ... now he's going to give them a safe space
IN HELL
 Lol
#25212 posted by Tronyn [24.79.126.117] on 2015/03/01 08:35:35
Lunaran, you have my axe. I remember, back in the whirlwind of the years, hearing that you were a bit moody, but I would call that more just like "awesome" and "sincere." Long live sarcasm, especially as a defense against the PC-warriors. A tarbaby seems like a great symbol for this generational conflict: we are able to imagine all kinds of shit but we don't make a huge deal out of it. THEY on the other hand, troll for sympathy and extra rights, imagining that they are the centre of the universe.
 Tronyn
#25213 posted by onetruepurple [5.172.252.231] on 2015/03/01 10:18:28
Stop triggering me!
#25214 posted by JneeraZ [174.109.106.46] on 2015/03/01 13:22:51
Tronyn - The drunk thread is over there. *points*
 Triggering, Awesome Concept (I Wonder If The Universe/reality Cares)
#25215 posted by Tronyn [24.79.126.117] on 2015/03/01 15:08:27
Thanks Willem, I'm recovered by now. Still think millennial slacktivists are hypersensitive poser idiots, but less inclined to express that now (err wait...). Now go map!
 How About A Shub Mod?
#25216 posted by generic [67.233.170.171] on 2015/03/01 15:11:50
You just sit around for eons waiting to be telefragged by a lone space marine ;)
#25217 posted by Spirit [92.196.73.9] on 2015/03/01 15:17:22
Tronyn, you sober? Congrats!
#25218 posted by JneeraZ [174.109.106.46] on 2015/03/01 15:54:22
generic - Nice! What it lacks in gameplay it makes up for in ... ambiance.
 Tronyn :(
#25219 posted by Lunaran [99.112.162.57] on 2015/03/01 18:54:52
 Nemesant?
#25220 posted by arkngt [81.232.75.79] on 2015/03/02 12:56:37
 Is That The One
#25221 posted by ijed [200.73.66.2] on 2015/03/02 13:09:04
With the little basin thing at one end and the altar in the middle?
There's no real tactics against the Nemesant's as I remember, just throw all the ammo you have at them.
The bouncing lavabomb attack is goofy but does a lot of damage but the real danger is the forcewall attack.
Thats the one that sucks you into the middle and then explodes. The best way to deal with it is sprint forwards, even if that sounds counter intuitive since it gets you close to the Nemesant. Which means DBS is your friend (cos I think by that point you don't have TB).
If its the fight I'm thinking of then I suspect I just godded it back in the day after the Nth reload.
If you don't have a decent health and armour surplus then you probably can't complete it.
Its got cool sounds and ideas behind it, but the implementation isn't the best.
 Moody Matt
#25222 posted by negke [31.18.32.183] on 2015/03/02 13:24:59
...essentially Speedy wearing nose glasses.
 What Ijed Said
#25223 posted by onetruepurple [93.105.176.226] on 2015/03/02 13:29:37
It's a pretty unfair monster to fight.
#25224 posted by arkngt [94.234.170.52] on 2015/03/02 16:04:00
OK, thanks. Yes, it's a minimal room with an altar. I'd need more nails and health. Might reload from an earlier save. Otherwise, godmode.
#25225 posted by arkngt [80.216.177.13] on 2015/03/02 18:17:54
OK, so I managed the fight just by circle strafing like crazy. Turned out the Nemesant was rather squishy. But it also turned out that my char died a couple of seconds later after a fall, so very annoying end to that level IMO.
 I Think This Should Be A New Enemy Type -
#25226 posted by FifthElephant [82.24.73.240] on 2015/03/02 21:04:57
 Is That A Pig Bear Man
#25227 posted by Lunaran [99.112.162.57] on 2015/03/02 21:15:16
http://cdn0.lostateminor.com/wp-content/uploads/2012/07/Anti-Glamour-8.jpg
(http://www.lostateminor.com/2012/08/01/brilliantly-grotesque%C2%A0sculptures-by-anti-glamour/)
#25228 posted by FifthElephant [82.24.73.240] on 2015/03/02 21:17:56
Awesome, looks very quakey to me!
#25229 posted by Spirit [92.196.91.61] on 2015/03/02 21:43:57
https://whispersystems.org/blog/the-new-signal/
Finally proper secure messaging and voiping between iOS and Android.
 Re: Pig Bear Man
#25230 posted by Zwiffle [71.13.169.66] on 2015/03/02 22:37:21
 Chimeras And Melted Peoples
#25231 posted by ijed [200.73.66.2] on 2015/03/03 13:12:59
Hmmm
 Just Tried Doom Builder For The First Time
#25232 posted by FifthElephant [82.24.73.240] on 2015/03/04 13:40:37
and it's a nightmare compared to using TB. Sleeps has spoiled us man...
I dunno how anyone can be bothered using DB.
#25233 posted by JneeraZ [199.255.40.36] on 2015/03/04 14:38:43
It's a whole different game with entirely different ways of creating levels. I don't see how the 2 are comparable. For Doom levels, it would be hard to do better than DoomBuilder.
 I Actually Like DoomBuilder
#25234 posted by Zwiffle [24.241.228.118] on 2015/03/04 14:47:03
But Build will always have a place in my heart <3
 Do Class If
#25235 posted by ijed [200.73.66.2] on 2015/03/04 19:40:33
#25236 posted by necros [99.227.108.31] on 2015/03/05 18:36:24
doombuilder2 is great. also try slade.
 So This Just Happened To Me...
#25237 posted by FifthElephant [82.24.73.240] on 2015/03/05 21:31:52
 Folder P Is For His Piano Lessons
#25238 posted by mfx [78.55.178.204] on 2015/03/05 21:39:58
i assume..
#25239 posted by quakis [86.4.149.240] on 2015/03/05 21:42:23
Have used Build/Mapster32 for about 15+ years and I definitely prefer Doombuilder2, which in total I've probably only put about a year or two worth messing around with it. I just find mapping is that much smoother and setting up generic actions is quick. Love it!
 Please Get A New Monitor With Better Native Res.
#25240 posted by czg [85.224.36.12] on 2015/03/05 22:12:21
 Mfx
#25241 posted by FifthElephant [82.24.73.240] on 2015/03/05 22:14:42
is wrong... it's for my favourite penguin websites.
 Czg
#25242 posted by FifthElephant [82.24.73.240] on 2015/03/05 22:16:43
I'm running a surface pro, didn't really get much of a choice to be honest. I'm going to get a new pc soon but I'm not interested in super high res displays. 1080p is perfectly fine IMO.
 I'm Praying For You My Child.
#25243 posted by czg [85.224.36.12] on 2015/03/05 22:18:49
#25244 posted by FifthElephant [82.24.73.240] on 2015/03/05 22:22:55
My HD Ready TV has a native resolution of 1024x768...
I don't know shit about PC displays to be honest, been out of the loop forever, I thought 1080p was good!
 Heh
#25245 posted by ijed [186.9.135.180] on 2015/03/05 23:45:18
That's good marketing :)
#25246 posted by Zwiffle [24.241.228.118] on 2015/03/06 03:57:15
#25247 posted by FifthElephant [82.24.73.240] on 2015/03/06 07:54:45
No.
#25248 posted by Shambler [92.22.77.235] on 2015/03/06 11:04:26
No.
#25249 posted by JneeraZ [174.109.106.46] on 2015/03/06 11:19:50
Probably not. I have a PC and several consoles. .. not sure I need another machine to play games on.
 Yeah Maybe
#25250 posted by ijed [200.73.66.2] on 2015/03/06 14:23:47
Wait what the fuck are those price tags?
Will just build a PC and stick it in the corner of the living room out of the way and use Big Picture.
#25251 posted by JneeraZ [199.255.40.36] on 2015/03/06 15:41:33
The Steam controller interests me tho ... can you get that separately from the steam boxes?
 Yeah, I Believe So
#25252 posted by Scampie [72.12.65.92] on 2015/03/06 16:00:03
I'd like to try the controllers at least, though my old faithful 360 controller has been going for years and still decent.
Not interested in the boxes though. And even if I were, I would just build a system for cheap and put SteamOS onto it. Isn't the point that you are streaming the content from your main machine onto the Steam Machine?
 No
#25253 posted by Bal [109.7.65.250] on 2015/03/06 18:08:22
Those are actually stand-alone Steam-boxes, but yeah they are pretty expensive, and mostly for people who can't be bothered to build their own really.
 About Rtcw
#25254 posted by spy [5.251.168.179] on 2015/03/06 20:44:51
what is the latest (unofficial) version of the game?
1.42?
 Dear Kinn:
#25255 posted by Scampie [72.12.65.92] on 2015/03/07 02:39:11
~_^
 Scampie
#25256 posted by Kinn [86.191.154.147] on 2015/03/07 14:09:09
yes...?
 ^_~
#25257 posted by Scampie [72.12.65.92] on 2015/03/07 14:50:19
#25258 posted by Trinca [85.244.94.61] on 2015/03/08 17:03:55
dawn can't login
 Yesterday I Started To Play Sp Quake Maps For The 1st Time..
#25259 posted by konstructor [151.16.237.38] on 2015/03/08 18:15:04
 FYI Tools Programmers
#25260 posted by necros [99.227.108.31] on 2015/03/09 00:34:37
Hello tool gods,
In all future versions of QBSP, can you please provide a command line switch that will halt compilation if a leak is detected and a leak file has finished being written?
Thanks!
 Idea
#25261 posted by Zwiffle [24.241.228.118] on 2015/03/09 23:45:19
Qonquer Map Jam?
 Qonquer??
#25262 posted by FifthElephant [82.24.73.240] on 2015/03/09 23:57:12
 I Do Not Qonquer
#25263 posted by mfx [78.55.216.2] on 2015/03/10 00:00:14
ehm, just had to say that.
#25264 posted by JneeraZ [174.109.106.46] on 2015/03/10 00:03:59
Oh yes! That would be awesome...
#25265 posted by FifthElephant [82.24.73.240] on 2015/03/10 00:07:36
Someone enlighten me??
 Http://www.wantonhubris.com/qonquer/Qonquer.html
#25266 posted by Zwiffle [24.241.228.118] on 2015/03/10 00:15:08
#25267 posted by JneeraZ [174.109.106.46] on 2015/03/10 00:34:59
It's a mod I did awhile back. Basically, it's horde in Quake. Monsters keep coming and coming until you die.
They come in waves, the mod keeps score ... you can even assign a helpful minion monster to help the player fight.
All you need to do is build an arena to fight in, place spawn points, add anything special you want to have happen between waves (optional) ... and fight!
It comes with a full sample map ...
#25268 posted by quakis [86.4.149.240] on 2015/03/10 00:44:33
It would be neat if certain mapper's arenas would also transform after x number of waves to change up the levels layout overtime.
I have seen this done to good effect in some maps for "1024" Doom wad compilations.
Reading that page above, perhaps some of it could be tied into points to reward players if possible?
Could be an interesting Jam honestly.
#25269 posted by JneeraZ [174.109.106.46] on 2015/03/10 00:45:40
Qonquer can fire events after each wave so all you have to do is hook up some func_doors or whatever to move around and it'll work.
 No Fgd?
#25270 posted by necros [99.227.108.31] on 2015/03/10 02:26:57
quick hack that barely gets the job done:
http://shoresofnis.com/temp/qonquer.fgd
#25271 posted by JneeraZ [174.109.106.46] on 2015/03/10 10:33:51
Are we doing this? I actually have a few days off here this week ... I might be interested!
#25272 posted by Zwiffle [24.241.228.118] on 2015/03/10 14:06:42
I'd be willing to give it a shot. I don't think netradiant uses .fgds and I don't know how to convert to .ent, so that may be a problem.
#25273 posted by JneeraZ [199.255.40.36] on 2015/03/10 14:17:23
The Qonquer site has a DEF you can download ... does it read those?
 Dunno, Would Need To Look Into It At Home
#25274 posted by Zwiffle [71.13.169.66] on 2015/03/10 18:01:22
I could try TB or Jackhammer if need be. I'm well acquainted with Hammer/Worldcraft, and TB was pretty easy to learn but I'm not too familiar with it.
 Blinky Quake
#25275 posted by Scampie [72.12.65.92] on 2015/03/10 18:37:08
Came across this on Twitter and it's kind of neat
https://github.com/shaunlebron/blinky#blinky
Seems to be an extension of the stuff done by Aard's Fisheye/PanQuake, and based on TyrQuake. Much nicer wide FOVs, and a bunch of other projections
 Qonquer
#25276 posted by FifthElephant [82.24.73.240] on 2015/03/10 22:22:55
just played it, I remember it well now. Not bad, but I wont be able to make a map or anything for it as I will be on holiday for a week.
 ^^^
#25277 posted by necros [99.227.108.31] on 2015/03/11 01:03:56
def == ent
 Then
#25278 posted by Zwiffle [24.241.228.118] on 2015/03/11 01:19:38
I should be set ... I suppose.
 K
#25279 posted by Zwiffle [24.241.228.118] on 2015/03/11 02:27:08
I think I got the editor set up, so now I just need to learn how to map for Quake again, set up Qonquer, learn how to do that nifty new fake GI stuff and I should be good to go.
 Qonquer Map Jam
#25280 posted by DaZ [92.11.228.93] on 2015/03/14 19:59:46
I would be quite happy to run this event if people are serious about making levels for it
#25281 posted by Zwiffle [24.241.228.118] on 2015/03/14 20:27:05
K well I got my test map set up and it works and everything, so I should be ready to go on a Qonquer map jam as long as its not the weekend of the 29th.
#25282 posted by JneeraZ [174.109.106.46] on 2015/03/14 20:58:05
I should have bandwidth for this, actually. I'm wrapping up my current home project soon so this would be a good thing to jump to next.
#25283 posted by Scampie [72.12.65.92] on 2015/03/14 22:08:31
I'd make a map.
 I'd Say Yes
#25284 posted by onetruepurple [93.105.177.141] on 2015/03/14 22:58:46
But my jam:finished map is 4 to 0 so far.
 ???
#25285 posted by Cocerello [83.165.94.30] on 2015/03/15 09:52:43
#25286 posted by JneeraZ [174.109.106.46] on 2015/03/15 11:50:47
Building to a 32 grid sounds kind of awful.
#25287 posted by Scampie [72.12.65.92] on 2015/03/15 14:43:01
I remember that article clearly, and took it to heart as a youngster... but now realize it was bullshit.
It's not the wider brushes, it's the clean and on the grid mapping that's making the compile faster. The original map was on a 10 unit grid. If he remade the map on 8 units it would've compiled faster as well.
#25288 posted by JneeraZ [174.109.106.46] on 2015/03/15 15:11:32
Technically, 10 is on the grid too.
#25289 posted by Scampie [72.12.65.92] on 2015/03/15 15:33:12
True, 10 units is certainly A grid...
 My Biggest Issue With UE4 =/
#25290 posted by Zwiffle [24.241.228.118] on 2015/03/15 15:40:15
#25291 posted by Scampie [72.12.65.92] on 2015/03/15 16:07:24
Quake's arbitrary 'unit' size and the power of twos grid worked fine back in the day when everything was chunky and fudged, but it was based completely on programmer convenience rather than having a good scale for objects and that doesn't fly anymore. Especially since you don't even have to care about being on the grid in a modern engine.
Making everything into metric units makes a fuck of a lot more sense. 1 Unreal unit = 1 Centimeter. Everything can be sensibly scaled, and all sorts of physics can use real world numbers, and etc other things just work because you spend so much less time translating between real world units to Quake units that you don't get any real advantage from using in the first place!
 But
#25292 posted by Zwiffle [24.241.228.118] on 2015/03/15 16:10:36
But 32 :(
#25293 posted by JneeraZ [174.109.106.46] on 2015/03/15 16:12:00
scampie - I mean, it could be argued that it's on a grid of 2. Which is still snapped to a grid. That's all...
#25294 posted by Scampie [72.12.65.92] on 2015/03/15 16:21:31
True, 2 units is certainly A grid..
 #25285
#25295 posted by Kinn [86.191.154.147] on 2015/03/15 16:28:03
And the name of that .map? Albert Einstein. Then everyone stood up and clapped.
 Anyway
#25296 posted by Kinn [86.191.154.147] on 2015/03/15 16:37:39
Compilers don't give a Jonathan Ross about what grid the brushes are on - I imagine the main factor at work here is whether or not brushes meet each other cleanly.
#25297 posted by JneeraZ [174.109.106.46] on 2015/03/15 17:31:44
Trollolololol ... Brushes needing to meet cleanly is one of the greatest lies ever told in the Quake editing world. :)
 They Don't Need To, No
#25298 posted by Kinn [86.191.154.147] on 2015/03/15 17:41:06
but back in the 90s, I would imagine it sped up bsp, as it had to do less work or something.
Or not!
#25299 posted by necros [99.227.108.31] on 2015/03/15 22:54:11
looks nicer in the editor though.
 Http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolutio
#25300 posted by Shambler [92.22.77.235] on 2015/03/16 12:11:26
Might be of interest
 Ahaha
#25301 posted by Shambler [92.22.77.235] on 2015/03/16 12:11:47
 HahahahahahahahaHahahahahahahahaHahahahahahahahaHahahahahahahahaHahaha
#25302 posted by onetruepurple [88.156.138.119] on 2015/03/16 12:13:22
 WarrenM
#25303 posted by nitin [220.244.163.153] on 2015/03/16 12:27:14
when you say you are wrapping up your current home project soon, is that literally 'home' project or do you mean some more home made map goodness?
#25304 posted by JneeraZ [174.109.106.46] on 2015/03/16 12:38:03
Oh, I mean a scene in UE4 ... I'm trying to get something done so I can enter the Polycount Throne Room challenge.
My fail train of bad decisions and missteps can be viewed here :
http://www.polycount.com/forum/showthread.php?t=146958
Most recent shots live here:
http://www.polycount.com/forum/showpost.php?p=2266143&postcount=90
 Wow
#25305 posted by nitin [220.244.163.153] on 2015/03/16 13:54:40
that looks really nice.
#25306 posted by JneeraZ [174.109.106.46] on 2015/03/16 15:28:33
I hung it out like bait over the various artist tanks I frequent and they gave me several pages of feedback and suggestions for improvements.
Going to have to bang on this a little more...
 Willem
#25307 posted by Zwiffle [71.13.169.66] on 2015/03/16 16:43:29
I want to go to there.
Would be great for an Oculus Rift/Vive/VR Commodore 64 emulator.
 Warren
#25308 posted by mfx [92.229.135.4] on 2015/03/16 16:46:08
Great design, lovely, lovely. Now make the keyboard really dirty, like you know, pizzaboxes and empty coke and cigs all over..
#25309 posted by mfx [92.229.135.4] on 2015/03/16 17:56:08
 High Quality Bait.
#25310 posted by onetruepurple [5.172.252.154] on 2015/03/16 18:39:16
Keep it up Warren.
 Yeah...
#25311 posted by ijed [200.73.66.2] on 2015/03/17 13:13:12
You need it to have that greasy, sweaty tarnish that collected on the plastics of the era. On the keyboard in the centre of the keys and across the surface of the floppy.
The ring stains from the can are good, but maybe another on the surface of the desk where a too-hot coffee cup burned the Formica.
Extra points if you can knock a lump out of the corner of the desk to reveal the crumbling chipboard inside.
 And...
#25312 posted by ijed [200.73.66.2] on 2015/03/17 13:16:48
The cans look too small in their proportions - the rim should be a bit deeper, the hole a little wider (wheres the ring pull!?) and they also seem to have something off with their scale in relation to the rest of the scene, but I can't put my finger on it.
 Yeah.
#25313 posted by Shambler [92.22.77.235] on 2015/03/17 13:32:51
Ijed needs the deeper rim and the wider hole for sure.
 Careful Shambler
#25314 posted by ijed [200.73.66.2] on 2015/03/17 14:49:36
Don't cut your tongue on the hole.
#25315 posted by mfx [78.55.217.122] on 2015/03/18 15:20:35
Hey there. I found something while remaking e3m2:
http://imgur.com/qisG5SH
these initials i found inside a brush, they dont show up in the bsp. Anybody knows who is adressed?
 SW
#25316 posted by Mike Woodham [87.127.250.2] on 2015/03/18 17:01:35
That's great.
Did you happen across it, or were you looking?
 Could Also Be "MS"
#25317 posted by Kinn [86.191.154.147] on 2015/03/18 17:08:20
hehe
 Not Been Looking For It
#25318 posted by mfx [78.55.217.122] on 2015/03/18 17:18:29
just stumbled upon. Maybe its American McGees girl back then, who knows?
 Aha
#25319 posted by ijed [200.73.66.2] on 2015/03/18 19:53:48
I found those once as well - inside the Zombie Vault.
 Fascinating!
#25320 posted by Spirit [92.196.90.92] on 2015/03/18 21:17:47
#25321 posted by Scampie [72.12.65.92] on 2015/03/18 21:30:47
It means Southwest. It's one of those old 'map' things, such as putting dragons off in the void, and doing projections that make the player start area seem larger and more important than the rest of the level.
 Interesting
#25322 posted by Kinn [86.191.154.147] on 2015/03/18 21:36:40
never 'eard of any of those things.
 Qonqueror Jam
#25323 posted by Zwiffle [71.13.169.66] on 2015/03/18 21:43:44
Is this happening? I got my workflow set up and everything last weekend :(
#25324 posted by JneeraZ [174.109.106.46] on 2015/03/18 23:01:12
"It means Southwest. It's one of those old 'map' things, such as putting dragons off in the void, and doing projections that make the player start area seem larger and more important than the rest of the level."
Can you explain further? I don't get it. What does it do?
#25325 posted by Scampie [72.12.65.92] on 2015/03/19 00:47:58
It lets you know that that side of the map is pointing toward the southwest.
#25326 posted by JneeraZ [174.109.106.46] on 2015/03/19 00:51:41
I feel like I'm being trolled. That's ridiculous.
 Yeah
#25327 posted by Kinn [86.191.154.147] on 2015/03/19 01:01:52
also, what do you mean by dragons in the void and projections and whatnot?
i feel like i've missed out on an important part of mapping history
#25328 posted by FifthElephant [82.24.73.240] on 2015/03/19 01:05:01
Maybe it means Sleepwalkr... what if he's time travelling?
#25329 posted by Scampie [72.12.65.92] on 2015/03/19 01:35:39
It's well known that mappers would often, due to cultural bias of where their spawnpoint is, make North America and Europe appear larger and more centered in their map, as well as mark unknown sections in the void with 'Here be Dragons'. Marking SW for Southwest is just helpful orientation for the viewer of the map.
 Holy Shit Lol
#25330 posted by Kinn [86.191.154.147] on 2015/03/19 02:31:19
 Scampie Go Map
#25331 posted by Lunaran [99.112.162.57] on 2015/03/19 03:40:14
 No U
#25332 posted by Scampie [72.12.65.92] on 2015/03/19 04:17:02
#25333 posted by mfx [78.55.219.249] on 2015/03/19 12:57:14
 Scampie
#25334 posted by Mike Woodham [87.127.250.2] on 2015/03/19 16:49:49
Nice
 Fun Little Building Toy
#25335 posted by Scampie [72.12.65.92] on 2015/03/19 16:58:47
 So
#25336 posted by Kinn [86.191.154.147] on 2015/03/19 19:55:02
which is the best site to browse custom maps for UT 2004?
 Unfortunately
#25337 posted by Zwiffle [71.13.169.66] on 2015/03/19 19:57:58
The only site I can think of off the top of my head is http://ut2k4.gamebanana.com/
 DAZ
#25338 posted by Scampie [72.12.65.92] on 2015/03/19 21:36:26
http://scampie.net/etc/Jam5HYPE.png
The jam will get cold if left out too long Daz.
 Check It Boys
#25339 posted by DaZ [92.11.228.93] on 2015/03/19 23:13:20
I'm thinking I will start the event this saturday 21st and run the event for 2 weeks, ending the weekend of the 5th (sunday April 5th)
I will make a proper news post and all that shizzle
 Btw
#25340 posted by DaZ [92.11.228.93] on 2015/03/19 23:16:58
I think I will make a rule that the arena has to contain an interesting or unique twist, as I want to avoid receiving 6 arena maps where you fight monsters and that is all that you do :)
#25341 posted by Zwiffle [24.241.228.118] on 2015/03/19 23:40:08
Arena must contain at least one penis.
 HYPE UP THE JAM
#25342 posted by Scampie [72.12.65.92] on 2015/03/20 00:04:02
 Zwiffle
#25343 posted by Kinn [86.191.154.147] on 2015/03/20 00:16:54
cheers - found that site a bit "meh", but mapraider.com seemed to be pretty good.
#25344 posted by JneeraZ [174.109.106.46] on 2015/03/20 00:57:26
This is pretty cool ... A Qonquer map jam that kicks off on my birthday. Perfect. :)
 It's All For You WIllem
#25345 posted by Zwiffle [24.241.228.118] on 2015/03/20 01:06:15
That's a slice of birthday cake.
 The Cake Is A Lie...
#25346 posted by generic [67.233.188.233] on 2015/03/20 01:17:55
;)
 Http://imgur.com/gallery/w8FWy
#25347 posted by Zwiffle [24.241.228.118] on 2015/03/21 00:28:48
 Kinda Loses The Charm Methinks
#25348 posted by Kinn [86.191.154.147] on 2015/03/21 00:32:26
#25349 posted by JneeraZ [174.109.106.46] on 2015/03/21 00:42:55
Yeah. I don't get the remaking Quake in higher def graphics. As if it needs that...
#25350 posted by Scampie [72.12.65.92] on 2015/03/21 00:54:36
fuck you guys, that's pretty nice.
It would fit in a high def Quake. Just needs NIN scratched into the paint somewhere, and some blood splatters from the marines who died inches away from the health pack. "The charm" of the original Quake health pack? It's a fucking cube, there is not a single iota of charm in it.
We should be so glad that health kits would exist in this future Quake... id is just as likely to put fucking health dispensers on the walls, or worse, just fucking regenerating health.
 The Charm Is The Pixel Art
#25351 posted by Kinn [86.191.154.147] on 2015/03/21 01:28:42
and the low pollygoons.
Once you start trying to make the quake all realistic and militaristic, you lose the quakiness of the quake.
 I Know What You Bras Are Saying
#25352 posted by RickyT33 [94.3.103.149] on 2015/03/21 01:34:36
But DAT health....
 I Still Don't Get Why People Are Salivating Over It.
#25353 posted by Kinn [86.191.154.147] on 2015/03/21 01:39:58
take literally any action game with a semi-realistic aesthetic released in the last 10 years, and you'll see all sorts of forgettable ammo boxes and crates and whatever that look just like that. it's just really generic and unremarkable prop stuff.
#25354 posted by quakis [86.4.149.240] on 2015/03/21 04:53:41
I've never quite understood how "higher def" assets always seem to become so colour desaturated - dull even. Quake might be mocked for being so brown, but it's not that brown.
I don't have any complaints about the model though, looks how I'd expect a higher poly version of it could look.
#25355 posted by ericw [199.126.128.107] on 2015/03/21 05:31:35
The original is charming, to me anyway. The way-oversized rivets, exaggerated thickness of the trim, the warm colours, the huge bright red cross symbols. I like the vague materials - not really sure if it's made of cardboard or metal.
With the high-res one I see more details from everyday objects. A band equipment case or a shipping crate. The keypad from a payphone. The corner bits are rubber? It's a cool model, just less quakey.
#25356 posted by onetruepurple [93.105.176.42] on 2015/03/21 10:10:58
It's a fucking cube
Nice geometry knowledge.
 Boxes You Say?
#25357 posted by negke [31.19.141.9] on 2015/03/21 10:18:09
 Tyrann's
#25358 posted by spy [5.251.168.179] on 2015/03/21 10:35:14
tyrintro.wav, from OUM i suppose. i'd love to hear the full version. where is it from?
#25359 posted by JneeraZ [174.109.106.46] on 2015/03/21 10:38:12
"The Charm Is The Pixel Art"
Right. The charm is in the details that your mind fills in. The high res version is basically telling you everything about the box ... and if that doesn't work for you, then it looks stupid.
If you're going to do a new health pack for Quake and you're going to go high res ... literally, think outside the box. There's a lot of cool designs out there if you're going to throw polys to the wind.
 The Charm
#25360 posted by Killes [195.212.29.181] on 2015/03/21 16:33:39
Older games such as Quake or Doom are extremely stylized due to the days tech limitations. This styling is very much become the identity of these games even if it was not so intended.
They are not like Battlefield, HL and others of the realistic concrete texture and photo-realistic wooden crate variety.
So why oh why go and try and remake these in those ill-fitting styles.
New tech, OK, but the vibe should stay the same.
And its difficult without emulating the pixellated look, other means have to be found to give the space for your mind to fill in the blanks, I'm sure there is something to be pulled off well in that direction one day.
Simpler though is to stick to the same pixelated/low poly style in a new engine.
Ok so if we stick to that whats new then ?
-Its a mission pack for an old game in a new engine emulating graphics of an ancient engine. Hmph, not great. What else though makes newer games more next gen other than "more is better" eyecandy ?
What "little" or not so little things can we bring that would give a definite sense of "this is exactly what is loved but somehow...much more?"
Lighting is one I think can be brought in without ruining the soup there.
What about scale offerent by this computing and rendering power ?
What about 100% continuity between levels, not a millisecond of loading time , not a single thing blocking view into the coming part ?
Skyrim like, one world, one level. You can have this and be made to progress linearly through it. Indoors stays indoors. Teleport to other worlds/dimensions OK, those are also continuous.
Scale again -> 1000 fiends in the distance ripping through a base you have to eventually reach ? You hear the distant sounds of the actually in game occurring battle from a distance...
Once you reach this base, the remains of 900 fiends and 2000 Marines are strewn about the place ?
->That's a kind of Hell level.
Rivulets of blood flowing and pooling around the level, carrion scattering away from the corpses to hide in dark corners as you approach. Kill them or not, you are there.
->The "boss" of the level could be a massive beast raised live before your eyes from all this dead putrid flesh you have walked past. Actually see all these gibs gather up in a central point and come alive. Think Akira.
That would not feel outdated, ever, fucking pixels or not!
Sound design ?
Maybe a vastly richer variety of impact sounds for different surfaces, liquids, bodyparts ?
Think of a these AAA budget sized art teams working on producing 10'000's of simple props and textures instead of 100/1000's of complex props and textures.
A true richness in variety to the world. Play through it 10 times and the world still does not feel like old stuff to you. Always a little new something to notice.
On can give a world a real sense of "being" through richness instead of through reality copying textures and objects.
There are many more ways I am sure newer tech and computing power can be harnessed to create "next gen" games whilst keeping this charm provided by the blanks in the details.
#25361 posted by Lunaran [99.112.162.57] on 2015/03/21 18:13:34
killes that is the best thing you have ever written
#25362 posted by FifthElephant [213.205.236.86] on 2015/03/21 20:02:50
Splooge!
 Another Thought
#25363 posted by primal [81.175.152.198] on 2015/03/21 20:50:25
I think high def assets and models lose a lot of their effect when you notice they are always the same. If you kept seeing that same health pack over and over again, it would make its details feel less authentic. It'd take something like random procedurally generated scuff marks, blood or dirt applied to the model to prevent this. It would in fact take all kinds of things to make it feel consistently realistic, and not just a pretty box based on a simple mechanic of getting some HP back by walking over it. Which of course is a great mechanic and fits just right into classic Quake.
That's how I feel about modern games approaching photorealism. The closer they get in detail and effects, the more striking it is when they fail to feel real in other ways. I find it perfectly OK when game designers decide not to go for realism and high def graphics, but for consistent look and feel. And you know, the good thing about stylized looks and symbolic representations is that they let you use your imagination to fill in details. I like it when I can do that.
I think the effort to make things look realistic only works when it is backed up by making things interact in more realistic ways. ANd it just sucks when modern games feel smaller and more constrained because it takes so much effort to create content that they just put in less than before.
OC, I use the word realistic pretty loosely. There should be some handy term for graphics looking like they'd be realistic if what they represented actually were real things. Consistently extrapolated from reality perhaps?
Also, I am in full agreement with what killes wrote. Some people in game biz might think that making a game that can be replayed and enjoyed 10 times is not worth it because people will only buy it once, but man oh man I hope other people will continue to prove them wrong.
#25364 posted by Scampie [72.12.65.92] on 2015/03/21 21:46:42
Like I said...
"Just needs NIN scratched into the paint somewhere, and some blood splatters from the marines who died inches away from the health pack."
You can do 'the player can fill in the blanks' with any level of polygons and textures. Don't pretend that cubes with pixels are the only way to the spur the player's imagination. They fit well in Quake as it is, with it's blocky 1996 architecture and tech, but that doesn't mean that some future 2015+ 'Quake' in a new engine needs to be low polygon as the only way of letting the player wonder. You can quite easily construct photo realistic beauty and have the player imagine what it's story is, the real world / art world / film world have plenty of examples of that.
All of Killes' ideas can be done no matter what level of detail the world is made of. He mentions a few good narrative ways of creating a world of wonder for the player that still fits the atmosphere of what Quake is. The key would be to make sure not to do them as cutscenes, which is the exact opposite of 'letting the player fill in the blanks'.
Back on topic though: That medkit some guy made as a high poly model for the fun of it and which isn't even being used as a replacement model or anything: It looks ok. It looks like Quake's medkit. It would fit in a modern day Quake with equivalent graphic fidelity. Maybe it would look better done not as a box like Willem said, make it a new and different cooler medkit. But then it'd likely be called "Not Real Quake", which would just be another stupid bullshit comment from the Nostalgia Police.
#25365 posted by negke [31.19.141.9] on 2015/03/22 16:18:48
Btw: streaming Travail. First episode done, now starting second episode.
 Www.twitch.tv/negke
#25366 posted by negke [31.19.141.9] on 2015/03/22 16:19:09
 Done
#25367 posted by negke [31.19.141.9] on 2015/03/22 19:12:50
That was actually pretty cool, though luckily I only played on Normal skill.
I can see how many people are put off by the first episode. It's hard and grindy with many downright unfair situations, coupled with awkward construction - cramped areas or lots of brushwork to get stuck on. All probably due to several factors, 2005 mentality, technical/hardware issues and just wanting to get it out of the door, and the beta testing was generally poor. A shame, because the first episode expemplifies the Quake Journey part really well - however, these levels and their semi-realistic theme would have been more effective in this regard if they had had a more low-key approach to gameplay/combat.
The second episode is better combat-wise, though still quite a bit on the tough side. My secret levels certainly are a good example for this. Enemies stuffed in every corner. Also, the way to access them is ridiculous.
#25368 posted by Scampie [72.12.65.92] on 2015/03/23 00:00:00
Who the hell decided to have all the sunlight worldspawn keys be "_sunlight_xxx" but the sun angle be "_sun_mangle"? Wasted like 20 minutes figuring out why my sun wasn't angled.
 Nothing Makes Sense
#25369 posted by FifthElephant [82.24.73.240] on 2015/03/23 00:16:45
I think mangle is used for something else like info_intermission or something so it's been loaned to other features.
#25370 posted by Scampie [72.12.65.92] on 2015/03/23 00:21:05
mangle makes sense, anything that takes a 3 dimension vector uses mangle.
it's that one of the sunlight properties is "_sun_" and not "_sunlight_"
 It's In The Readme
#25371 posted by Kinn [86.191.154.147] on 2015/03/23 00:26:27
So you only have yourself to blame.
 That Sucks
#25372 posted by ericw [199.126.128.107] on 2015/03/23 00:32:34
To make things more uniform I can add "_sunlight_mangle" as a synonym for "_sun_mangle" in my tyrutils branch.
#25373 posted by Scampie [72.12.65.92] on 2015/03/23 00:39:27
that sounds easy to do, hopefully doesn't break if some idiot uses both! I'm just perplexed that it was like that in the first place, all sunlight keys had to have been added at the same time.
Kinn: no shit? it's in the manual? thank you for your incredibly useful commentary.
 You're Are Welcome
#25374 posted by Kinn [86.191.154.147] on 2015/03/23 00:47:13
#25375 posted by necros [99.227.108.31] on 2015/03/23 02:12:41
does anyone have the dkt2.wad file without fullbrights everywhere? the one on quaddicted is... bad. :(
#25376 posted by necros [99.227.108.31] on 2015/03/23 02:13:45
DktE2 (eg: episode 2 daikatana textures, the white roman ones)
#25377 posted by ericw [199.126.128.107] on 2015/03/23 03:46:12
won't be the best quality, but if all else fails, just run the bad wad through http://www.celephais.net/board/view_thread.php?id=61100 ?
 #25374
#25378 posted by Scampie [72.12.65.92] on 2015/03/23 04:24:42
*twitch*
 Quake Stuff From /r/programming Subreddit
#25379 posted by primal (not logged in) [130.231.240.140] on 2015/03/23 13:04:16
 #25379
#25380 posted by Kinn [86.191.154.147] on 2015/03/23 13:15:09
Interesting but the smug tone of that article is annoying.
#25381 posted by Lunaran [99.112.162.57] on 2015/03/23 13:46:12
Man, quake is so old. Literally nobody knows how to run it any more!
 Yeah
#25382 posted by Kinn [86.191.154.147] on 2015/03/23 13:49:58
and the quake file formats are just so obtuse and poorly documented!
 LOLIKR
#25383 posted by ijed [200.73.66.2] on 2015/03/23 13:50:00
Not even Steam!
#25384 posted by JneeraZ [199.255.40.36] on 2015/03/23 14:23:14
I think what people miss these days when dissecting Quake files is that the primary concern back then was size. Small size on the disk was of paramount importance. So that's why things are often 2 or 3 jumps away in various lookup pools and tables ... size.
 Hey Look!
#25385 posted by SleepwalkR [130.149.243.224] on 2015/03/23 14:23:18
I went through all this trouble to use a modern raytracing engine, only to have the outcome look worse than a 17 year old software rasterizer.
#25386 posted by JneeraZ [199.255.40.36] on 2015/03/23 14:26:48
Heh, yeah, he could probably get most of this look through plugging a custom shader into DarkPlaces altho I guess that isn't the point.
#25387 posted by Scampie [72.12.65.92] on 2015/03/23 21:38:24
That guy is a bit dishonest by taking the time to make put Quake formats through Raytracing and finding that easier than running Quake...
He could've searched on Steam, Johnny Law has a great <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=120426294
">guide</a> for setting things up that he could easily have read.
But I do think there is a bit of a usability problem for the general playing audience when the Steam release basically doesn't work out of the box and you have to resort to a damn guide to learn how to even play the game. Really sucks.
It'd be awesome if somehow we could have a workshop section for Quake on Steam, and it could include the latest engines (filesize limits might bite us there?) as well as we could stick maps and mods on there... there would be all the fucking ugly 'texture enhancements' there too but what are you going to do. Steam Workshop is basically that player facing front that we've all dreamed of since the earliest days of no one playing our fucking content... siigh.
#25388 posted by Scampie [72.12.65.92] on 2015/03/23 21:39:12
#25389 posted by JneeraZ [199.255.40.36] on 2015/03/23 21:55:17
Scampie - That's not a bad idea. Where do workshops come from, does Valve have to birth them?
#25390 posted by Scampie [72.12.65.92] on 2015/03/23 22:29:54
I believe the dev is responsible for requesting it and maintaining it... the second part being what would kill it since I would assume id doesn't want to spent time curating a 20 year old game instead of their active SKUs (Quakelive would get a workshop before Quake does).
Might also need to pay Valve for the privilege, since they host the content. Unsure on all the details.
#25391 posted by Scampie [72.12.65.92] on 2015/03/23 22:34:10
There's also likely some Steamworks integration requirements there too... I think all games with workshops require that the game easily recognize the downloaded content, or at least have launchers that help players get to the content they downloaded.
 Speaking Of Quake (and Doom) On Steam
#25392 posted by primal [81.175.152.198] on 2015/03/23 23:49:25
It sucks that Quake and Doom, and collections involving these games, are listed as Windows only on Steam. Because, as we know very well, you can use the data files from them on a Linux or Mac computer by providing your own engines for the games.
However, as I understand it, the Linux Steam client would helpfully prevent me from downloading them completely because they aren't listed as having Linux versions. I wish there were an easy way to work around this. If you pay for the games on Steam, you own the rights to use the data files and should be able to access them as simply as possible even from non-Windows setups.
But no, let's make things difficult by deciding no Linux or Mac user would possibly want to install and play these games
What am I to do if I want to recommend these classics to other Linux users? Suggest they pay for them on Steam and then use special means to obtain the data files from elsewhere on the Internet, because that is much less trouble? I mean, why would you have to install a Windows Steam client just to download these if you don't normally use the thing for anything?
System Shock 2 is available for Linux, and it is provided as the Windows executable that you then run under Wine. Wouldn't it be great if iD Software did the same, or if Steam allowed optional data-files-only downloads for games that have engine source ports?
Is there a petition I can sign? I'm pretty sure ranting here doesn't help, even though I'm sure everyone enjoys it greatly.
 Ericw
#25393 posted by necros [99.227.108.31] on 2015/03/24 00:13:01
Thanks, that tool was fantastic!
 Great Spamming
#25399 posted by starbuck [37.152.235.57] on 2015/03/25 09:38:28
we all know there are a lot of big louis vuitton bag fans here. Has this community ever even contained a single woman?
#25400 posted by starbuck [37.152.235.57] on 2015/03/25 09:42:33
badly worded, by single I meant "1 at least" not romantically open to options. As obviously it'd be hard to stay single for long with all these sexy mappers around
 Cheeky Sod
#25401 posted by FifthElephant [82.24.73.240] on 2015/03/25 09:46:15
I'm beautiful!
 Cis Scum
#25402 posted by Kinn [86.191.154.147] on 2015/03/25 10:07:38
Oh so handbags are a female only thing now?
 Starbuck
#25403 posted by onetruepurple [5.172.252.47] on 2015/03/25 10:37:51
Asurfael, Sidhe, and that one Caitlin girl who briefly posted in some thread about Q1 monster design.
#25404 posted by Scampie [72.12.65.92] on 2015/03/25 11:26:28
starbuck is female, her real name is Kara Thrace
#25405 posted by Spirit [80.187.108.30] on 2015/03/25 12:03:39
It's reassuring that a girl recently posted but no one even noticed the gender. Of course we are all still a bunch of penis- worshipping woman haters, who play violent games to suppress non-males. Can we please rename func to something that does not sound like fuck? I feel so uncomfortable in this rap culture.
#25406 posted by JneeraZ [174.109.106.46] on 2015/03/25 12:15:14
"I feel so uncomfortable in this rap culture. "
I feel unsafe with all this slipping going on...
#25407 posted by Spirit [80.187.108.30] on 2015/03/25 12:21:40
U say dat like it's sarcasm
I'm gunna make u warpspasm
Til you scream thru-out da nation
About ur senile devastation
 OK You Can Stop Posting Now.
#25408 posted by czg [212.16.188.76] on 2015/03/25 12:30:38
 Dont Make Me Unfollow You On Tweeter
#25409 posted by Spirit [80.187.108.30] on 2015/03/25 12:49:34
 Check Your Respective Privileges, Guys!
#25410 posted by SleepwalkR [80.187.102.119] on 2015/03/25 13:31:09
 Handbags Out
#25411 posted by negke [31.19.216.230] on 2015/03/25 13:54:07
Of course there are handbags for males, too. For instance, this elegant piece: https://www.behance.net/gallery/Astra-Herrenhandtasche/8683955?ilo0=1
 Lol
#25412 posted by Tronyn [24.79.126.117] on 2015/03/25 18:52:19
this whole exchange was awesome, just what this thread was created for I'd say.
 ~iM A GurL~
#25413 posted by Blitz [24.56.255.62] on 2015/03/25 21:24:06
but only on the internet
 Boobs
#25414 posted by Zwiffle [71.13.169.66] on 2015/03/25 22:06:52
Blitz show me your boobs.
Your boobs, blitz.
 Great Baghand
#25416 posted by madfox [84.84.178.104] on 2015/03/26 00:10:59
and Hall is a she spammer
 This Post Was Flagged As Spam.
#25419 posted by Zwiffle [71.13.169.66] on 2015/03/27 17:58:24
 Drawing!
#25421 posted by quakis [86.4.149.240] on 2015/03/30 22:55:10
I have recently been practising my scenery drawing, learnt a decent haul doing this one which I'll apply to my next scene. Just need to stick at it and keep improving.
http://i.imgur.com/ABVdUWd.png
#25422 posted by FifthElephant [82.24.73.240] on 2015/03/30 22:56:08
pretty cool quakis... keep it up!
 Zwiffle!
#25429 posted by megaman [78.53.210.89] on 2015/04/02 23:03:14
 Drawing! #2
#25430 posted by quakis [86.4.149.240] on 2015/04/02 23:08:39
Another scene drawing I finished up today for those interested;
http://i.imgur.com/2VLLgbJ.png
#25431 posted by FifthElephant [82.24.73.240] on 2015/04/02 23:09:07
Looks like Majula from DS2?
 Pretty Cool.
#25432 posted by Shambler [92.22.71.144] on 2015/04/02 23:47:12
Not entirely convinced by the land, but the lighting is magnificent. I'm liking seeing these :)
 That's Cool
#25434 posted by ijed [186.9.132.117] on 2015/04/03 05:18:20
I feel like running it through a pixellation filter :D
 Japanese Mobile Phone Hands Free Kit
#25436 posted by JPL [82.234.167.238] on 2015/04/03 19:29:14
 Tronyn
#25437 posted by negke [31.18.19.131] on 2015/04/06 10:10:33
Where dem reviews??
 I Know I Have A Huge Backlog
#25438 posted by Tronyn [24.79.126.117] on 2015/04/06 14:56:33
but finishing Drake has to be priority #1 and I'm also really busy and have been going through some lean / borderline times financially. If it's any consolation, I have made some progress on drake. My guess is that I'll clear the backlog this summer.
 New Drake??
#25439 posted by FifthElephant [213.205.234.88] on 2015/04/06 15:04:35
I didn't think it was still being worked on!
Someday I will make a drake map...
#25440 posted by Lunaran [99.112.162.57] on 2015/04/06 16:01:16
drake the type of mod to put a hundred monsters in a secret area
 Eastern Eggs
#25441 posted by madfox [84.84.178.104] on 2015/04/06 17:28:38
I found a doom2 map I searched for years in my lost waist jar.
Only a slight memory from times I hadn't internet and just had finished the first Quake1 episode. Anything that would relate to quake I would have commit a murder, so while playing Doom2 I came to a map that didn't work.
I got so angry with it that I used wad2map to convert it to quake.
That didn't work as the map was much bigger the old Qmap could have.
I'm talking about '96, so imagine a new quake level would cherrish my day.
I went on as the damn map had blistering microbrushes and qmap really got sick loading the wrenched doom map, so I had to cutaway most of the part.
Only thing I remembered is that remained a strange map of an illustrious wide space with a shape of an ammonite and a large winding antenna, and a circulair stair going down.
It looked so science fictional I couldn't imagine people were able to build such things.
Now it's almost twenty years later and the memory of it never lingered, I knew there was a time I had this strange map. I also knew I wouldn't find it anywhere after that time, so I searched my BBS files for months.
It just didn't excist.
Well, I gave up. It was just an empty heap in my memory, I must have maken a mistake.
I started again some months ago, and after working on a huge amount of bbs doom levels I found it. It was a map of the USS Enterprice, that was so dammaged while cutting of brushes, it made me walk through a dreamland then.
I play lots of maps these days, and I'm surprised how a memory can change in years.
But it's defenitly the map I was searching.
Hey.., you Eastern Rabbit!
#25442 posted by [142.245.59.15] on 2015/04/06 18:13:03
yeah, i had the same thing with another doom2 map. ended up being much worse than I remembered it... i need better rose tinted glasses.
 #25440
#25443 posted by starbuck [146.199.147.3] on 2015/04/06 19:06:06
well played
 #25441
#25444 posted by Mike Woodham [87.127.250.2] on 2015/04/07 12:53:37
I bet MadFox could translate American Pie with no problems at all ;)
#25451 posted by metlslime [159.153.4.50] on 2015/04/09 22:17:03
i wonder if i should close this thread for a while since this one spammer is so persistent.
 There's Your Answer?
#25453 posted by ijed [200.73.66.2] on 2015/04/09 22:33:57
 How About Adding Certain Words To A Ban-list?
#25454 posted by FifthElephant [82.24.73.240] on 2015/04/09 22:39:58
I suggest "Louis Vuitton" being in a post should prevent the post from being made at all.
#25455 posted by Scampie [72.12.65.92] on 2015/04/09 22:45:26
Maybe just make a new General Abuse, hide this one for regular view for awhile, and see if it still gets spam
#25456 posted by JneeraZ [199.255.40.36] on 2015/04/09 22:49:01
Don't allow posts unless you're logged in? Seems simple enough.
#25457 posted by Spirit [92.196.73.15] on 2015/04/09 23:23:16
Does it maybe have a common user agent? Otherwise maybe add a random question about quake as captcha. Please don't disable unregistered posting.
#25458 posted by Kinn [86.191.154.147] on 2015/04/10 01:37:42
Otherwise maybe add a random question about quake as captcha
"What is the percentage difference between the width of the Shambler skin texture in qtest, versus the width of the Shambler skin texture in the released game"
"Well errr..."
"DIE, NON-QUAKE-PLAYING SCUM"
#25459 posted by JneeraZ [174.109.106.46] on 2015/04/10 01:54:24
"Please don't disable unregistered posting."
What's the value vs the annoyance of the spam? Just curious...
#25460 posted by Scampie [72.12.65.92] on 2015/04/10 03:33:04
Unregistered posting is a hallmark of these forums (even back in the qboard and qmap days), allowing at least some semi-anonymous posting, it would be a shame to lose it.
A standard captcha for unregistered posting should be fine though. I don't like Quake questions as a spam discouragement though, it just means you have to come up with a series of seemingly simple questions that will easily be googled and the entire set memorized by our spammer, and only really discourage casual or non Quake fans from posting.
#25461 posted by Lunaran [99.112.162.57] on 2015/04/10 05:47:31
lunaran.com has admitted one spam post in the last 12 years, with no accounts and no captchas. I obfuscate the shit out of the form by labeling fields with random strings hashed out of the php session id, so bots can't learn what fields to auto-populate with what data, or how to reliably submit the form. I also did some other skullduggery with faking HTTP_POST response codes or something or other so that bots don't get the right feedback if a post was successful or not.
#25462 posted by Lunaran [99.112.162.57] on 2015/04/10 05:50:31
I also visited a guy's website once who said he eliminated 99% of spam with a 'captcha' that was just "what does this say?" followed by a .jpeg of the word 'orange' that never changed. spammers don't bother running the OCR captcha-guessers unless there's a real profit in the cpu time spent, ie wardialing Ticketmaster or something.
 I Thought I Wrote English
#25463 posted by madfox [84.84.178.104] on 2015/04/10 06:25:16
Then I remembered a website from Mike, before he signed off,
that had real shoes with fins growing out of them.
The fact they were not webbed still worries my imagination.
How can someone wear goggles without forgetting his webs
on a website?
#25465 posted by metlslime [67.169.151.72] on 2015/04/10 08:59:30
we do have some of that, the form has no URL to submit to until javascript runs and completes the form, for example. I could do more, but I think most of it is human spam anyway, which means anti-bot tactics won't help.
 Qonquer Bug Report
#25466 posted by Primal (not logged in) [81.175.152.198] on 2015/04/10 14:20:48
I am using Quakespasm 0.90 on Linux. I've come across two issues with Qonquer.
First is very minor. If you die because of environmental effects or traps before starting the first wave, it says you survived for 0 wave and killed 0 monster. The error is that is uses the singular form, and not 0 waves and 0 monsters.
Second is that sometimes after I die, I respawn without a visible weapon. Trying to cycle weapons in that state results in program error. The report printed in the console says there is a "runaway loop error" in CycleWeaponCommand from Weapons.qc.
I can work around the second problem by shooting the shotgun once, which makes it appear normally. Selecting the weapon from the keyboard also works, but cycling (which I've bound to my mousewheel) causes the crash.
I'm not sure if the way you die affects the weapon thing after respawning. That happened to me after dying from a fall in (presumably) a trigger_hurt.
This second issue is not serious either, as it only crashes into the console and it can happen only at the beginning of a new run. You'll just have to remember not to cycle weapons the first thing.
 Yeah
#25467 posted by ijed [200.73.66.2] on 2015/04/10 14:23:24
I've had that one as well - I suspect that an older variant of the source was used, before cycle weapon was supported, as a base.
But I'm just guessing.
#25468 posted by JneeraZ [174.109.106.46] on 2015/04/10 14:25:57
Weird, I've never seen the cycle weapon crash. Odd...
I DID manage to break it the other day (for the first and only time, ever). It said there was one monster left but I was damned if I could find it. I think it lost count ... somehow.
 Warren Pew Pew
#25469 posted by DaZ [92.11.224.245] on 2015/04/10 15:47:48
I've had a few testers come across this weapon swap crash :( would you have the time to hunt it down before I release the jam maybe?
#25470 posted by Scampie [72.12.65.92] on 2015/04/10 15:51:52
When you respawn, you don't have a shotgun until you fire the first time. After attacking once, you can cycle through your weapons normally
#25471 posted by Scampie [72.12.65.92] on 2015/04/10 15:57:09
"I think it lost count ... somehow."
I had that too when I had a rogue spawner spawn a monster inside a wall.
#25472 posted by JneeraZ [199.255.40.36] on 2015/04/10 16:04:32
DaZ
It seems really unlikely. I've never seen that crash and wouldn't have the first clue how to fix it.
Qonquer comes with source code tho, if someone more talented than me wants to take a swing at it...
#25473 posted by JneeraZ [199.255.40.36] on 2015/04/10 16:09:40
I considered adding a timer at one point. If nothing has been killed in, say, 30 seconds, end the round. As a precautionary measure...
 Ok Np
#25474 posted by DaZ [92.11.224.245] on 2015/04/10 16:30:03
:D
#25476 posted by Lunaran [99.112.162.57] on 2015/04/10 18:35:10
So if there are humans making these posts, should we not share tips where they can see them? :)
#25478 posted by metlslime [159.153.4.50] on 2015/04/10 20:53:32
i assume the humans are dumb, though :)
#25479 posted by metlslime [159.153.4.50] on 2015/04/10 21:02:26
the real reason is, i assume bot writers do not personally visit every site, and human spammers are hired labor and don't write bots.
 So
#25480 posted by madfox [84.84.178.104] on 2015/04/10 21:28:50
writing nonsense I'm still human?
Andromedians..,
#25481 posted by RickyT33 [90.204.201.246] on 2015/04/10 22:42:25
I also visited a guy's website once who said he eliminated 99% of spam with a 'captcha' that was just "what does this say?" followed by a .jpeg of the word 'orange' that never changed.
That is pretty genius.
 Spam...
#25482 posted by quakis [86.4.149.240] on 2015/04/11 00:34:38
Has been an ongoing issue on my site for roughly 10 years now. These days I receive about 50+-ish spam comments a day coming through the moderation queue (using wordpress) and haven't managed to eliminate the numbers much over the years while trying out different methods/plugins with little luck. One year in particular went as high as 200+ spam comments daily... Ew.
 Let Them Come In Waves
#25484 posted by mfx [78.49.248.32] on 2015/04/11 04:59:21
nt
 We Will Kill Them On The Beaches
#25485 posted by ijed [186.9.130.47] on 2015/04/11 06:34:05
 Spam
#25486 posted by Tronyn [24.79.126.117] on 2015/04/11 08:21:38
Says quite a bit about (eco)systems, evolution (self-replication, mutation, natural selection), free rides / parasitism, and the fact that we'll never truly impose our morality on the chaotic game of information exchange systems.
Though I wish we could.
 Http://i.imgur.com/qRDiJ.jpg
#25489 posted by onetruepurple [93.105.177.111] on 2015/04/12 00:37:32
Shambler spotted.
 Haha
#25490 posted by stevenaaus [49.182.0.1] on 2015/04/12 00:48:45
You're a troll alright :)
 Themes For Jam 6
#25491 posted by skacky [90.0.199.216] on 2015/04/12 03:45:22
Zendar
id/Speedbase (with Quoth monsters for variety)
Terracotta
Warpspasm-ish
Day of the Lords
 Probuilder In Unity... Like A Boss! UE4 Needs To Catch Up!
#25493 posted by Skiffy [60.53.18.199] on 2015/04/12 18:23:31
https://www.youtube.com/watch?v=Kjqx6cKUepc
THIS... THIS is why I also love Trenchbroom. But yea PROPER level design tools make the world of difference. Unreal Engine 4 Brush tools make me sad.
 Skiffy
#25494 posted by FifthElephant [82.24.73.240] on 2015/04/12 18:53:33
That looks hella cool, I've been considering the possibility of making my own game and this would definitely be the way forward! Unless Unreal has an ace up its sleeve.
 Privfiles Eh?
#25495 posted by Spirit [92.196.105.89] on 2015/04/12 18:53:44
 ?
#25496 posted by Scampie [72.12.65.92] on 2015/04/12 18:58:14
 Jam 6 Theme -
#25497 posted by FifthElephant [82.24.73.240] on 2015/04/12 19:26:20
80's noir cyber punk with neon.
 #25495
#25498 posted by Shambler [92.22.71.144] on 2015/04/12 19:31:17
Yes? Is there some question?
 ⍽
#25499 posted by Spirit [92.196.105.89] on 2015/04/12 19:55:54
#25500 posted by Lunaran [99.112.162.57] on 2015/04/12 21:16:41
Another thing I do to cut spam is just block any post that contains the same url more than once. Surprisingly effective.
 Re: 25493
#25501 posted by necros [99.227.108.31] on 2015/04/13 02:38:48
starting around 2:30
https://youtu.be/Kjqx6cKUepc?t=2m30s
love that edge/face/vertex manip, basically 3dsmax.
 Rubicon Rumble Jam
#25502 posted by skacky [90.0.184.51] on 2015/04/13 13:39:00
<skacky> would a rubicon jam also interest people?
<skacky> make something evil with rubicon
<skacky> could even make it work with rrp
<Daz_> rubicon jam could be cool
<Daz_> I agree it would need to be for a mod
<Daz_> for enemy variety
<skacky> floyds
<Daz_> heh
<skacky> they look so stupid but I love them
<Daz_> hehe
<Daz_> I agree, they are cool
 The Source In The RRP Download
#25503 posted by ijed [200.73.66.2] on 2015/04/13 14:41:14
Is clean and ready to use, although the editing guide got stuck in a separate download somewhere.
That's a cool Unity video, thanks.
#25504 posted by quaketree [68.224.14.247] on 2015/04/14 09:18:12
I suggest "Louis Vuitton" being in a post should prevent the post from being made at all.
Hey now, let's not get too rash. Someday some of us might need a good bag at a reasonable price.
And by some of us I of course mean Shambler...
 Why Always Blame
#25505 posted by madfox [84.84.178.104] on 2015/04/14 23:46:59
the shlambagger?
 Crates
#25506 posted by ijed [200.73.66.2] on 2015/04/15 21:50:23
#25507 posted by Lunaran [99.112.162.57] on 2015/04/15 23:41:36
It's as if the lead designer arrived at work on day one, sat down at his desk, sharpened a pencil, threw up his hands and said "well, I can't think of anything."
I have loved this quote for years.
 Quake II Jump
#25508 posted by CrackSmoker [50.111.49.202] on 2015/04/20 03:20:40
Hey, please come play on German Q2 Jump. We all speak english here and even fellas from tastyspleen come jump with us.
adrenjumps are great maps to play, they're mine!
connect 195.93.242.155:27910
Quake II Jumping! The only skillful jump game!
#25509 posted by Lunaran [99.112.162.57] on 2015/04/20 16:20:55
One thing I do like more about Quake2 than Quake is the extra handful of movement bugs. Ledge double jumping is just neat.
 Quake 2 Movement
#25510 posted by FifthElephant [213.205.233.156] on 2015/04/20 17:06:37
Is weird, moving down a sloped surface is very clunky
#25511 posted by metlslime [159.153.4.50] on 2015/04/20 19:16:10
Not really a bug, i always liked that if you hit the front of a step mid-air, you can still step up onto it.
It solves that annoying problem in quake dm4 where if you drop into a sunken grate, you have to hit the bottom before you can step out of it.
Also makes it possible to make jumps that you would have narrowly missed.
I was tempted to add it to fitzquake but, since it changes gameplay, i decided it was a bad idea.
 Day Of The Lords?
#25512 posted by Ionous at work [70.199.142.8] on 2015/04/21 13:37:37
Jam 6: Day of the Lords
I'm in!
 More "epic" Maps? Yawn!
#25513 posted by Spirit [194.95.79.3] on 2015/04/21 17:36:23
 Web Hosting.
#25514 posted by FifthElephant [82.24.73.240] on 2015/04/23 00:12:43
So I'm considering getting web hosting. I have no real interest in running a server, just somewhere easy to have a website. Preferably free, if not free then low cost.
Suggestions?
 Ask Sleepwalkr
#25515 posted by DaZ [92.11.224.245] on 2015/04/23 13:15:54
if he is still hosting dudes on fov120
 Yeah No Probs
#25516 posted by SleepwalkR [80.187.106.159] on 2015/04/23 17:11:55
Drop me an email
 Opinion Poll
#25517 posted by Lunaran [216.188.254.244] on 2015/04/23 21:03:15
Orange is a very bright shade of brown: (y/n)
 All Of Valve Games
#25518 posted by FifthElephant [82.24.73.240] on 2015/04/23 21:07:57
are essentially quake.
I'm assuming that is the connection you're making?
 Lunaran
#25519 posted by mfx [85.179.31.210] on 2015/04/23 21:11:13
yes.
 Though It Upsets Me For Some Reason
#25520 posted by RickyT33 [176.249.40.96] on 2015/04/23 21:16:35
 Yes
#25521 posted by Scampie [72.12.65.92] on 2015/04/23 22:47:36
http://scampie.net/etc/orange.png
All the brown/tan swatches I tested were between red and yellow, which is clearly orange territory.
 5th Elephant
#25522 posted by megaman [85.9.20.145] on 2015/04/24 12:39:35
github pages?
 Go Map!
#25523 posted by skacky [90.0.60.169] on 2015/04/25 02:42:56
 Https://twitter.com/hashtag/Q1RetroJam3?src=hash
#25524 posted by Shambler [92.22.56.253] on 2015/04/26 17:27:24
Go Map!
 Transmissions : Element 120
#25525 posted by DaZ [92.11.224.245] on 2015/04/28 00:27:19
http://www.transmissions-element120.com/
is a stand alone Half-Life 2 mod where your gravity gun is turned into something all together more Quakey.
One of the best source mods I've played for quite some time, and certainly the most beautiful one in recent memory. I recommend! It'll take you around 1 - 1.5 hours to play through.
#25526 posted by metlslime [159.153.4.50] on 2015/04/28 00:59:08
ah, so it's the Air Fist mod from 1997 but with real levels designed around it :)
 Pff
#25527 posted by mwh [118.149.253.114] on 2015/04/28 05:03:41
how can there be 180 unread posts in the mark v thread?
#25528 posted by Lunaran [99.112.162.57] on 2015/04/28 05:16:40
170 of those are new builds because nobody uses email for bug reports
 Transmissions
#25529 posted by Shambler [92.22.56.253] on 2015/04/28 20:46:09
Looks sweet in the video. Website is annoying as fuck. Sound by default, fuck off.
 I Thought
#25530 posted by stevenaaus [49.182.3.255] on 2015/04/30 15:10:31
Baker was putting Mark V on the back burner
 Kindly Hosted By Google.
#25531 posted by stevenaaus [49.182.2.124] on 2015/05/02 07:53:24
 Early Half-life Footage -
#25532 posted by FifthElephant [82.24.73.240] on 2015/05/02 23:52:35
 That's Cool
#25533 posted by ijed [190.22.61.13] on 2015/05/03 22:01:09
I don't get all the HL hating. It experimented and opened up the FPS/Quake genre into something new.
A shame so very few followed in the their footsteps.
 ...
#25534 posted by Lunaran [216.188.254.244] on 2015/05/05 01:14:17
 I Think He Means
#25535 posted by onetruepurple [93.105.176.134] on 2015/05/05 01:19:00
It's a shame games stopped experimenting and started rote copying HL.
 GTA 2 Live
#25536 posted by Spirit [194.95.79.3] on 2015/05/06 14:05:20
 #25536
#25537 posted by JPL [46.218.101.20] on 2015/05/07 08:43:41
terrible
 #25536
#25538 posted by Mike Woodham [87.127.250.2] on 2015/05/07 11:46:07
Absolutely brilliant!
 #25536
#25539 posted by erc [78.167.136.85] on 2015/05/07 18:45:51
Probably the best tube vid I've ever seen. :)
#25540 posted by JneeraZ [174.109.106.46] on 2015/05/10 15:41:11
 Haha
#25541 posted by Bal [83.204.217.196] on 2015/05/10 16:00:13
That Alyx redesign... quality stuff.
That guy seems off to a good start to compete with the classic fanfic, Half life: Full Life Consequences. https://www.youtube.com/watch?v=OHxyZaZlaOs
 Dear Lord
#25542 posted by DaZ [92.11.224.245] on 2015/05/10 16:37:20
that Alyx
#25543 posted by skacky [90.0.57.108] on 2015/05/10 16:56:41
This is worse than these Cinematic Mod things.
 Wtf...
#25544 posted by FifthElephant [82.24.73.240] on 2015/05/10 18:21:42
this is bananas.
#25545 posted by Spirit [92.196.89.25] on 2015/05/10 18:35:11
halflifetwo.com?
#25546 posted by Lunaran [67.161.125.230] on 2015/05/11 20:05:05
lol @ obvious photo of hugh laurie as face texture
 Hi And Welcome To The Froum :-)
#25556 posted by czg [212.16.188.76] on 2015/05/12 15:22:21
 Forum, Soz
#25557 posted by czg [212.16.188.76] on 2015/05/12 15:22:32
 Really Philip#spambot
#25558 posted by Shambler [92.22.12.39] on 2015/05/12 16:31:33
You DO need CZG inside your body.
 My Cholesterol Is Just Fine Thank You!
#25561 posted by czg [212.16.188.76] on 2015/05/12 17:20:45
 Nightmare Fuel
#25563 posted by DaZ [92.11.224.245] on 2015/05/13 00:23:07
http://forums.metrocop.net/single/?p=8153520&t=7945969
Quake vore using the Antlion animations from Half-Life 2.
THAT RUN
#25568 posted by Johnny Law [50.242.126.113] on 2015/05/13 01:50:23
That vore has a suspicious quantity of legs...
#25569 posted by necros [99.242.92.201] on 2015/05/13 01:51:28
there's an extra leg?
also q1CompilingGui source: https://github.com/necros0/ne_q1CompilingGui
i wrote this code ages ago... try not to laugh too hard. :P
 Cholestrrerol666
#25573 posted by Blitz [24.56.255.62] on 2015/05/13 02:40:20
hail buttery satan
 Moving Away From Pixel Art
#25578 posted by primal [130.231.156.28] on 2015/05/13 13:08:30
http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/
This article is about the author's reasons to move away from pixel art to modern high-def graphics. There are some interesting thoughts about game art with numerous examples.
The comments are worth reading too. The author doesn't mention the visual differences between old and modern display hardware, but someone brings this point up.
 QExpo 2016 Event Idea
#25579 posted by negke [31.17.253.2] on 2015/05/13 14:24:07
Every singleplayer Quake map played in a continuous marathon-like live stream (by multiple people), excluding the speedmaps (which are reserved for Daz!!). For extra exposure/attention it could even feature donations for some charitable cause. Kind of like the SDA events. OR all played by Daz and the donations used for the then-necessary psychologist sessions - which, of course, would be live-streamed as well!
 Don't Let The Ideas Die In Random Threads...
#25580 posted by Spirit [92.196.33.214] on 2015/05/13 15:28:23
 I Like Negke's Idea
#25581 posted by skacky [90.0.57.108] on 2015/05/13 18:39:27
 Downsampling GIMP Vs Photoshop
#25582 posted by RickyT33 [176.249.40.96] on 2015/05/27 23:25:53
http://rickyt23.com/files/gimp-downsampling-looks-like-ass.html
Or am I missing something?
To me I get jaggies and artifacts from the fence on all images except image 5.
#25583 posted by Spirit [194.95.79.3] on 2015/05/28 11:20:08
Nice job picking the perfect ugly edge case for resampling. Patterns like that are hard to downsample. I guess PS detects them and blurs before resampling.
 What
#25584 posted by Bal [109.7.65.250] on 2015/05/28 12:46:01
Aren't "Sinc" and bicubic supposed to be the same thing? Guess Photoshop has some funky stuff going on in addition to the regular bicubic resampling to get better results.
 Think Of It Like Anti Aliasing
#25585 posted by RickyT33 [176.249.40.96] on 2015/05/28 23:51:46
Photoshop does it correctly.
GIMP does it incorrectly.
My understanding is that if you reduced the size of an image like that by a factor of 4 then 16 pixels will become 1 pixel. The colour of that pixel *should* be dictated by the median colour of all 16.
What I see happening in GIMP is that this does not happen. What I see happening in Photoshop is that this does actually happen.
I mean....
Well here is the original image anyway:
http://wilmingtonfencecontractors.com/wp-content/uploads/2012/06/aluminum_fence_4.jpg
#25586 posted by Spirit [92.196.56.225] on 2015/05/29 00:27:26
Well, give it a try. Write that algorithm you described and see what happens. ;)
 Lol
#25587 posted by RickyT33 [176.249.40.96] on 2015/05/29 00:44:29
Well I have oversimplified bicubic downsampling algorithm, there is another factor to the equation regarding the pixels furthest from the centre having less providence.
But you are also missing something. I mean look at the tree in the background. Everyone looks at the fence, but look at the tree!
 I Agree Ricky
#25588 posted by ericw [199.126.128.107] on 2015/05/29 00:44:49
the gimp results are bad. Gimp also has trouble with test patterns like this: http://www.komar.org/faq/camera/auto-focus-test/micro-auto-focus-test-2.gif
I don't have photoshop, but Mac OS X's Preview app can resize that down with no artifacts appearing.
I do love free software and all, and on the bright side, someone motivated can fix it and send in a patch :-/
#25589 posted by RickyT33 [176.249.40.96] on 2015/05/29 00:45:32
*prominence
 ImageMagick Result
#25590 posted by Primal (not logged in) [81.175.152.198] on 2015/05/29 09:40:15
I downloaded the original image and ran a resize operation with the convert tool from ImageMagick. This was the command line:
convert aluminum_fence_4.jpg -resize 300x225 fenceout.jpg
And this is the result:
http://i.imgur.com/wJXnSD3.jpg
It looks similar to the good result from Photoshop to me. Thus, I don't think there are any fancy content-aware algorithms at work here.
I'd recommend adding ImageMagick to your toolbox.
http://imagemagick.com/script/index.php
 Good Call On Imagemagick
#25591 posted by ericw [199.126.128.107] on 2015/05/29 10:16:35
playing with it a bit, found this guide which recommends the following:
convert ~/Downloads/aluminum_fence_4.jpg -colorspace RGB -resize 300x225 -colorspace sRGB fenceout.png
result. This is better than photoshop I think? Note the left side of the fence doesn't go to a black blur as much.
#25592 posted by Spirit [194.95.79.3] on 2015/05/29 10:29:32
Hm, I thought moire artifacts were normal to expect from resampling if you did not add blurring beforehand.
Checkout graphicsmagick, there rarely is a reason to prefer imagemagick to it. It is much faster and stable.
#25593 posted by Spirit [194.95.79.3] on 2015/05/29 10:33:17
I had no idea IM had liquid rescaling though, that looks fun http://www.imagemagick.org/Usage/resize/animate_lqr.gif
 Ericw
#25594 posted by RickyT33 [176.35.71.152] on 2015/05/29 12:11:55
That's interesting.
I haven't experimented with Photoshop's other re sampling algorithms. There is also 'Bicubic Sharper' for down-scaling images.
But yes - these is a difference with the images - Photoshop seems to be as smooth as I.M. but it makes the fence uprights and the branches of the tree look thicker than I.M. weird eh?!
 For The SVG
#25595 posted by Primal (still not logged in) [81.175.152.198] on 2015/05/29 12:44:04
I chose ImageMagick in favor of GraphicsMagick a few years ago because IM had better support than GM for certain SVG features at the time. However, since they are invoked with different commands, you can easily install both on your system, and use whatever works best. Good call, Spirit.
#25596 posted by JneeraZ [199.255.40.36] on 2015/05/29 15:45:21
"I chose ImageMagick in favor of GraphicsMagick a few years ago because IM had better support than GM for certain SVG features at the time. However, since they are invoked with different commands, you can easily install both on your system, and use whatever works best."
Or, you know, use Photoshop. :P
 Well...
#25597 posted by Bal [109.7.65.250] on 2015/05/29 15:47:10
Photoshop is a bit expensive. :)
#25598 posted by JneeraZ [199.255.40.36] on 2015/05/29 15:53:22
$10 a month if you take the cheapest subscription. But yeah, it's not free.
 Well
#25599 posted by Bal [83.204.153.203] on 2015/05/29 19:43:56
More like $120 for a yearly subscription, you can't get $10 for just one month for instance. It's still pretty expensive for any kind of casual use in my opinion, there are lots of good apps you can just buy for less than $120.
I wouldn't pay $10 to resize an image anyways. ;)
#25600 posted by JneeraZ [199.255.40.36] on 2015/05/29 19:50:28
Did they change it? Are you locked in for a year now or something? Lame...
 I Think The Full Suite Costs
#25601 posted by RickyT33 [176.249.40.96] on 2015/05/29 20:50:11
 We Pay Monthly
#25602 posted by RickyT33 [176.249.40.96] on 2015/05/29 20:50:40
 Command Line Capabilities
#25603 posted by Primal (log in? another day) [81.175.152.198] on 2015/05/30 16:13:53
Well, the phrase "whatever works best" admits the possibility of using Photoshop in the situations where it works best. I am not against doing such a thing. At least not in the privacy of your own home or place of employment.
However, I was writing in the context of command-line tools and if this search result is accurate and up to date wrt to Photoshop's capabilities, it doesn't have much in the way of command-line functionality.
https://forums.adobe.com/thread/1445540
I'm pretty sure I wasn't implying that you should do all your image manipulation operations from the command line using (Graphics|Image)Magick tools. If somebody thought I was saying that, let me clarify that I only suggest using these tools in addition to what software you already are using.
:b
#25604 posted by Lunaran [216.82.211.198] on 2015/06/01 21:06:07
 #25604
#25605 posted by Kinn [81.129.184.169] on 2015/06/01 21:31:11
tl:dr
 RickyT23
#25606 posted by gb [46.142.20.183] on 2015/06/05 16:46:25
May I suggest Krita, free and powerful.
https://spawnhost.files.wordpress.com/2015/06/aluminum_fence_4_300.jpg
Since Krita has bicubic filtering that looks roughly as good as Photoshop's but Krita is free while PS is $$$$$, it might be worth a look. It is also very good for digital painting.
And since Krita has this feature, it'll eventually make its way into Gimp. Open source graphics apps are collaborating quite a lot currently.
 That's Really Cool
#25607 posted by RickyT33 [176.249.40.96] on 2015/06/05 18:39:10
I mean I have PS through work - I couldn't convince the director to cut back on that if I tried, but that's still great news because I can only install CS on two hosts (!) and it would be pretty handy to be able to get good downsampling on GIMP. :D
#25608 posted by gb [46.142.20.183] on 2015/06/05 19:23:14
A way to do it with GIMP is to apply Gaussian Blur before scaling down, for example when scaling down by 8 apply Gaussian Blur 8 beforehand and so on.
The result looks identical to the Krita one, good enough I would say.
I guess Photoshop does this automatically.
 That Does Look Almost Identical
#25609 posted by RickyT33 [176.249.40.96] on 2015/06/05 22:05:12
I just tested the theory. I scaled the image down by a factor of exactly 7.68, I could only gaussian blur to an accuracy of 7.7, I do get slight banding on some of the fence uprights, but its way less noticeable than the vanilla GIMP versions. It makes sense to me why this works, but it's not perfect.
#25610 posted by gb [46.142.28.80] on 2015/06/06 15:16:43
Yeah, with free software it's always a race to try and implement the functionality of commercial packages.
It's pretty amazing that stuff like GIMP or the newer OSS graphics apps such as Krita, mypaint, or Inkscape even exist. But of course they could always be better.
I've heard the next version of GIMP will finally support 16 bit images!
 Photoshop + Cs2 Suite...
#25611 posted by hypnos [69.158.31.245] on 2015/06/07 08:41:27
has been a free download for awhile now.
http://www.redmondpie.com/download-adobe-photoshop-cs2-for-free-legally-while-you-still-can/
I like gimp and open source stuff like blender but it's not exactly an industry standard
#25612 posted by Spirit [92.196.25.218] on 2015/06/07 09:12:34
It's only legal to use if you own a license for it. It is not free. If you don't care about that you could just go ahead and pirate a modern version.
If you have to care about an industry standard it doea not sound like a private hobby and you probably should buy it?
 Ahm Getting Windows 10!
#25613 posted by RickyT33 [176.249.40.96] on 2015/06/07 14:27:49
#25614 posted by gb [46.142.85.216] on 2015/06/07 17:01:22
Blender is very, very close to becoming an industry standard, and Krita has become very popular. Take a look at the Blender thread on polycount.
 Blender Is Good Shit
#25615 posted by Kinn [81.129.184.169] on 2015/06/07 17:15:32
having spent a decade using max and maya, I switched to blender a year ago just to have a looksie, and ended up sticking with it.
It does everything I need and its free.
#25616 posted by JneeraZ [174.109.106.46] on 2015/06/07 17:56:53
"Blender is very, very close to becoming an industry standard"
That's an interesting statement. In which industries, specifically? I honestly don't see a lot of Blender adoption in the game studios I know. Is it among indies? That would make sense with it being free.
 Software
#25617 posted by hypnos [69.158.31.245] on 2015/06/07 18:28:07
@spirit I subscribe to creative cloud, however I was able to download cs2 even before I started paying from adobe's site.
They provide keys and everything, take a look, unless it's changed recently.
Really love blender, once you get the hang of the interface it's so quick to model in. I use it @ work in conjunction with max. I know a few people who really like blender that work for studios as well, they tend to be modelers that can code since it's quite easy to write scripts in python for it.
#25618 posted by Spirit [80.187.109.43] on 2015/06/07 21:30:36
#25619 posted by necros [99.242.92.201] on 2015/06/07 21:46:24
it's also right at the top of the download page:
Adobe strongly advises against running unsupported and outdated software. Only customers who legitimately purchased CS2 or Acrobat 7 and need to maintain their current use of these products may use the serial numbers provided during the download.
I grabbed it anyway, but I don't know if I'll use it since I'm getting pretty comfortable with GIMP these days anyway.
#25620 posted by hypnos [216.123.6.74] on 2015/06/09 20:38:14
I was misinformed!
Didn't read the giant fine print.
How's gimp nowadays? I was running it on ubuntu a few years ago, there was some issues with tablets so I never really picked it up.
#25621 posted by necros [99.242.92.201] on 2015/06/10 01:31:48
it works fine on windows... but I have to redo like 3/4 of the shortcuts to be PS-like to be halfway efficient. :P
#25622 posted by JneeraZ [199.255.40.36] on 2015/06/12 16:11:49
Because I feel like this is a place where I know people, I'll just leave this here .. today is my last day at Epic Games. It feels like the right time to leave and after 15 years I'm definitely itchy to try something new.
I'm not sure what I want to do next, but I'm going to poke around and figure something out. :)
Probably won't be much time for Quake mapping until I get life settled again but ... onwards and upwards!
 Good Luck With Whatever Comes Next!
#25623 posted by czg [212.16.188.76] on 2015/06/12 16:28:59
 Yeah
#25624 posted by ijed [200.73.66.2] on 2015/06/12 16:34:05
Best of luck!
And the Shamblers will still be waiting for you here when you get back.
 Best Of Luck!
#25625 posted by onetruepurple [88.156.138.127] on 2015/06/12 17:26:31
:)
 Yeah Shambler Will Still Be Waiting For You.
#25626 posted by Shambler [92.30.80.182] on 2015/06/12 17:41:01
Handcuffs, lube, and cactus in hand....
GL, HF, etc.
#25627 posted by Scampie [72.12.65.92] on 2015/06/12 17:45:40
15 years at one company, especially in games, is a long fucking time. Congrats and good luck!
 Good Luck Warren!
#25628 posted by mfx [78.55.17.132] on 2015/06/12 18:40:27
#25629 posted by JneeraZ [199.255.40.36] on 2015/06/12 18:49:50
Thanks guys!
 Gl!
#25630 posted by DaZ [92.19.150.160] on 2015/06/12 19:06:54
15 years, daaaaaayyyyym!
#25631 posted by JneeraZ [199.255.40.36] on 2015/06/12 19:36:08
I know! In the games industry, no less. I definitely feel blessed. I've watched friends and peers get laid off every second week for years on end. Epic has been a rock.
 Best Of Luck M8
#25632 posted by skacky [90.0.62.40] on 2015/06/12 20:28:47
 Congrats Warren
#25633 posted by ericw [199.126.128.107] on 2015/06/12 21:21:28
and GL with what comes next !
#25634 posted by metlslime [159.153.4.50] on 2015/06/12 21:35:51
if you're unemployed you should have more time for quake mapping, not less :)
#25635 posted by JneeraZ [174.109.106.46] on 2015/06/12 21:55:43
You'd THINK that...
 I Would Think That...
#25636 posted by JPL [82.234.167.238] on 2015/06/12 22:01:47
if you're unemployed you should have more time for quake mapping, not less :)
I would rather say: if you're unemployed you should have more time for looking for anew job !!
#25637 posted by FifthElephant [82.24.73.240] on 2015/06/12 22:24:59
definitely have more time for quake mapping mate. Good luck with your future venture, I really hope it's gaming related! ;)
 Good Luck!
#25638 posted by generic [172.56.5.78] on 2015/06/12 23:16:55
 Good Luck Bruv
#25639 posted by starbuck [146.199.147.3] on 2015/06/13 00:15:32
hope you find a cosy new job making quake maps!
 Good Luck
#25640 posted by Blitz [24.56.255.62] on 2015/06/13 00:35:36
I hear your old colleague (Cliff...something??) is looking for designers ;)
 Hiatus?
#25641 posted by RickyT33 [94.3.102.112] on 2015/06/13 01:27:56
You going to explore the world?
 Best Of Luck To You, Sir
#25642 posted by rebb [91.35.82.33] on 2015/06/13 02:32:37
 Nice One Warren
#25643 posted by nitin [220.244.163.153] on 2015/06/13 02:33:18
good luck with next endeavours, as long as they include some more quake maps :)
#25644 posted by necros [174.113.85.164] on 2015/06/13 03:11:51
Grats on the 15 years! An accomplishment in any industry!
Thinking of maybe trying some game dev on your own? There's a few on here doing that, one more is always a good thing!
#25645 posted by JneeraZ [174.109.106.46] on 2015/06/13 10:59:18
Don't know what's next. I'm going to take a little time and figure that out. After 15 years, I feel like I need to sort of wander and figure out what I'm still really interested in doing ...
 General Abuse
#25646 posted by Steveaaus [49.197.9.114] on 2015/06/13 11:43:58
YTF are firefox such morons to make you download an extension to have tabs on bottom when they previously had it right, then had a config setting for it, and now you need an extension.
Drives me crazy people with heads up their arses get money for incompetance laff.
Lucky i don't work in an office :) Geez, it looks swish on my Mac though.
 Tabs At The Bottom ?!
#25647 posted by SleepwalkR [93.209.78.160] on 2015/06/13 11:53:22
#25648 posted by JneeraZ [174.109.106.46] on 2015/06/13 12:14:05
Seriously.
#25649 posted by Spirit [92.196.58.193] on 2015/06/13 13:03:33
steveaaus, at least you can now use Pocket without an extension, it makes perfect sense!
Warren, maybe TrenchBroom could use a developer until Sleepwalkr has become Dr. Sleepwalkr ;)
#25650 posted by czg [83.253.6.253] on 2015/06/13 16:06:56
Tabs at the bottom makes sense because in windows the taskbar is at the bottom* as well.
*Unless you're one of those script kiddies that move it around. In that case: Grow up little child!
 Disagree
#25651 posted by SleepwalkR [93.209.78.160] on 2015/06/13 16:09:11
They would make sense if they were at the bottom and there was nothing below them, so that you could more easily move your mouse onto a specific tab. Like the menu on OS X. As it is, they offer no advantage over having them at the top, but as a metaphor, they make more sense being at the top than at the bottom.
 Czg :(
#25652 posted by Scampie [72.12.65.92] on 2015/06/13 16:20:56
my windows taskbar is on top edge of my screen
 Grow Up Scampie
#25653 posted by czg [83.253.6.253] on 2015/06/13 16:24:35
I don't understand what you mean Sleepy, but I'm sure it would make sense if I did.
#25654 posted by JneeraZ [174.109.106.46] on 2015/06/13 16:46:18
Takbar on the left side of the screen. On a wide screen monitor, having it at the bottom sacrifices vertical screen real estate. Heathens.
 I Am Crying
#25655 posted by czg [83.253.6.253] on 2015/06/13 17:01:45
Do you guys disable Aero as well?
#25656 posted by JneeraZ [174.109.106.46] on 2015/06/13 17:11:07
I don't go that far. I know some coders who do but I've never noticed much difference with it on/off performance wise and, well, I like the look of it.
#25657 posted by Scampie [72.12.65.92] on 2015/06/13 17:14:32
Yeah, I do. I autohide my taskbar, and the preview popups annoy me when I move my mouse up to the taskbar to show it.
 This Is A Good Thing
#25658 posted by onetruepurple [88.156.138.81] on 2015/06/13 23:07:37
 Holy Shit
#25659 posted by SleepwalkR [93.209.78.160] on 2015/06/13 23:36:07
I'm speechless.
 That Does Look Really Cool
#25660 posted by nitin [220.244.163.153] on 2015/06/14 03:01:08
#25661 posted by onetruepurple [88.156.138.83] on 2015/06/15 12:53:52
#25662 posted by Spirit [194.95.79.3] on 2015/06/15 13:53:10
who is that and what are the dev archives?
#25663 posted by onetruepurple [88.156.138.83] on 2015/06/15 14:27:12
 Toth Buresh
#25664 posted by bhupinder paul [122.162.98.108] on 2015/06/17 14:22:12
 Http://i.imgur.com/MWJ5rCe.png
#25665 posted by onetruepurple [93.105.177.202] on 2015/06/18 21:50:34
#25666 posted by mfx [78.52.255.253] on 2015/06/21 11:05:51
 Lunaran
#25667 posted by negke [31.17.253.2] on 2015/06/27 16:04:26
#25668 posted by mfx [78.55.76.87] on 2015/06/30 01:13:27
#25669 posted by JneeraZ [174.109.106.46] on 2015/07/02 21:35:42
'Life After Epic' continues forward. I got my first asset pack into the Unity Asset Store and, soon, the Unreal Marketplace (it's approved, just don't know the release date yet).
http://www.warrenmarshall.biz/
So much work to get this stuff going! :)
 Good Look Warren!
#25670 posted by FifthElephant [82.24.73.240] on 2015/07/02 21:47:12
 Gz!
#25671 posted by DaZ [92.19.150.160] on 2015/07/02 21:48:17
(go map Quake yeeeeayy!)
#25672 posted by JneeraZ [174.109.106.46] on 2015/07/02 21:51:11
It's crossed my mind ... too much to do at the moment tho. :P
 Hehe
#25673 posted by DaZ [92.19.150.160] on 2015/07/02 21:56:21
So you're working freelance now? Good luck and have fun :)
#25674 posted by JneeraZ [174.109.106.46] on 2015/07/02 22:25:33
Sort of ... working for myself for a bit and seeing how that goes. Making asset packs and stuff like that. Freelancing would mean answering to an art director again and I'm not sure I'm healed enough to try that again. :P
 Create Your Minecraft
#25675 posted by RickyT33 [90.204.131.226] on 2015/07/02 22:31:51
Nice mugshot :)
#25676 posted by Spirit [92.196.106.167] on 2015/07/08 21:10:17
Can someone please deepdream demo1? My GPU is too weak and CPu would take 100 hours.
 Ok, Just 90 Hours, Not 100
#25677 posted by Spirit [92.196.106.167] on 2015/07/08 21:15:03
#25678 posted by JneeraZ [174.109.106.46] on 2015/07/08 21:20:45
Am I the only one not interested in this thing and the images it creates? :)
#25679 posted by Spirit [92.196.106.167] on 2015/07/08 21:27:15
#25680 posted by JneeraZ [174.109.106.46] on 2015/07/08 21:36:42
Get back to me when it's in real time.
#25681 posted by JneeraZ [174.109.106.46] on 2015/07/08 21:36:48
And I'm high.
 Curiosity Satisfied
#25682 posted by Spirit [92.196.106.167] on 2015/07/08 23:33:20
didn't try any other models but the default one.
http://imgur.com/a/gysay
 It's Unsettling
#25683 posted by starbuck [80.189.72.65] on 2015/07/09 12:43:04
but a bit predictable. Why is it all dog-eye-slugs?
I thought this was impressive though, they've got their AI interpolating between Google-street-view images:
http://www.popsci.com/putting-googles-famously-trippy-deep-network-work?gXdsx5oqCyPSOrQ5.03
 Yeah
#25684 posted by Scampie [72.12.65.92] on 2015/07/09 14:02:09
Deep Dream was neat for a bit, but everything turns into eyeballs and snakes... but that Deep Stereo project seems much cooler!
#25685 posted by Spirit [80.187.113.185] on 2015/07/09 18:58:12
It's the training set/model.
 We Need A Quake Training Set/model
#25686 posted by ericw [199.126.128.107] on 2015/07/09 20:26:46
shamblers everywhere!
 Lads
#25687 posted by spy [178.88.138.89] on 2015/07/17 17:37:02
what is the best available engine for hexen2
 Is Quakeaddicted Down For Anyone Else?
#25688 posted by Breezeep_ [108.53.84.156] on 2015/07/17 18:18:36
 Yeap
#25689 posted by spy [178.88.138.89] on 2015/07/17 18:20:35
for this moment
#25690 posted by Spirit [80.187.99.28] on 2015/07/17 18:38:12
If you spell it right it might come back.
 I'M JAMMIN'
#25691 posted by DaZ [92.19.150.160] on 2015/07/17 19:36:41
Alright you god damn dirty apes, it's time to JAM MOTHERFUCKERS.
I want to run another JAM soon and I have a nice theme to run with, so I just want to gauge interest and see if people are available.
I know a few people are still working on #mapjam3dlc but it's been months and we gotta JAM DAT SHIT SONS.
So, I'm planning on running it probably from next weekend (25th) over a 2 week period. Speak up if you want to jam but can't make that time period as I am super flexible in this regard.
and remember, I'M JAMMIN'!
#25692 posted by JneeraZ [174.109.106.46] on 2015/07/17 19:45:28
My schedule is clear ... I am in you. Unless the theme is terrible, natch.
 Hmmm...
#25693 posted by Breezeep_ [108.53.84.156] on 2015/07/17 19:48:13
I'm more into Doom mapping nowadays, but I'll try my hand at this.
 Dr Daz
#25694 posted by onetruepurple [5.172.252.239] on 2015/07/17 23:22:50
I'm J.A.M.
 OTP.
#25695 posted by Shambler [92.22.39.46] on 2015/07/17 23:32:20
uR C.O.C.K.
 I May Participate
#25696 posted by RickyT33 [176.252.37.192] on 2015/07/18 01:17:21
 I'm A Noob.
#25697 posted by khreathor [93.105.182.33] on 2015/07/18 02:04:19
I'm IN.
 I Am Tentatively In
#25698 posted by ionous [76.173.83.147] on 2015/07/18 02:16:21
 Ionous.
#25699 posted by Shambler [92.22.39.46] on 2015/07/18 11:06:59
You are tentatively finishing your RetroJam3 DLC map.
#25700 posted by yhe1 [98.119.189.135] on 2015/07/18 11:07:52
Travail Jam mixed with Rubicon
 Shambler
#25701 posted by ionous [76.173.83.147] on 2015/07/18 11:37:47
It has tentatively been sent out for testing.
 Ionous
#25702 posted by Shambler [92.22.39.46] on 2015/07/18 13:28:30
I tentatively approve of this progress.
 BTW, Jam 6 Theme Is....
#25703 posted by Shambler [92.22.39.46] on 2015/07/18 13:29:09
#25704 posted by JneeraZ [174.109.106.46] on 2015/07/18 15:19:09
Shit, those are niiice...
#25705 posted by Scampie [72.12.65.92] on 2015/07/18 23:15:04
#25706 posted by Scampie [72.12.65.92] on 2015/07/19 04:33:19
#25707 posted by Scampie [72.12.65.92] on 2015/07/19 04:34:19
#25708 posted by Scampie [72.12.65.92] on 2015/07/19 04:36:59
 Quakeaddicted Is Still Down.
#25709 posted by Breezeep_ [108.53.84.156] on 2015/07/20 16:31:54
#25710 posted by Spirit [92.196.49.152] on 2015/07/20 18:31:03
and you still spelled it wrong
#25711 posted by JneeraZ [174.109.106.46] on 2015/07/20 18:38:30
Quaddickted is still down.
#25712 posted by Spirit [92.196.49.152] on 2015/07/20 18:41:39
#25713 posted by skacky [90.0.65.93] on 2015/07/21 04:20:00
RetroJam3DLC is coming. SOON.
 Aloha!
#25714 posted by M4CGYV3R [181.26.92.36] on 2015/07/21 08:52:52
 RetroJam3DLC
#25715 posted by M4CGYV3R [181.26.92.36] on 2015/07/21 08:54:51
Nice.
#25716 posted by Shambler [92.22.28.131] on 2015/07/21 19:36:31
* Topic is 'Prepare to J A M ! #mapjam6 starts in 4 days #hype #majorhype #hashtags'
* Set by Daz on Mon Jul 20 18:20:07
#25717 posted by Breezeep_ [108.53.84.156] on 2015/07/21 20:05:09
Where can I get on the IRC channel, anyway?
 #terrafusion On Quakenet
#25718 posted by ericw [199.126.128.107] on 2015/07/21 20:22:24
#25719 posted by Scampie [72.12.65.92] on 2015/07/22 02:15:00
https://gamesdonequick.com/schedule
welp, guess I'll be distracted the first week of the mapjam...
 I Don't Care That Much For Games Done Quick.
#25720 posted by Breezeep_ [108.53.84.156] on 2015/07/22 02:31:57
 Speak Up
#25721 posted by adib [177.17.26.194] on 2015/07/22 06:04:10
JAM
never used irc, though.
Seriously, what's the theme?
 Btw
#25722 posted by adib [177.17.26.194] on 2015/07/22 06:06:46
nQuake site at sourceforge is down as well.
#25723 posted by JneeraZ [174.109.106.46] on 2015/07/22 11:51:17
MAP. JAM. HYPE.
 Im Curious What Theme It Will Be
#25724 posted by mfx [78.55.123.52] on 2015/07/22 13:00:35
im curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will beim curious what theme it will be
#25725 posted by JneeraZ [174.109.106.46] on 2015/07/22 13:34:49
It wouldn't be a jam if everyone could get started early, now would it?
 Im Curious What Theme It Will Be
#25726 posted by mfx [78.55.123.52] on 2015/07/22 13:47:51
k?
 -= SPOILER ALERT =-
#25727 posted by adib [177.197.158.18] on 2015/07/22 13:59:59
go ahead.
 #mapjam6 Theme
#25728 posted by DaZ [92.19.150.160] on 2015/07/22 14:42:33
Will be announced Friday afternoon/evening GMT. No spoilers until then :)
2 week time limit as usual. Flexible if someone needs an extra day etc. All info will be in a proper post on Friday.
 An Interesting Article
#25729 posted by Primal (not logged in) [81.175.152.198] on 2015/07/22 15:50:44
 Quakeisdead
#25730 posted by quakeisdead [69.123.215.132] on 2015/07/22 18:50:41
QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD??? QUAKE IS DEAD???
:(
 Agreed
#25731 posted by Scampie [72.12.65.92] on 2015/07/22 19:15:26
RIP :_(
 Hwat
#25732 posted by Breezeep_ [108.53.84.156] on 2015/07/22 20:30:15
 ???
#25733 posted by mfx [78.55.123.52] on 2015/07/22 20:57:02
???
 Yeah Quake Is Really Dead...
#25734 posted by Shambler [92.22.28.131] on 2015/07/22 20:57:57
COCKROT.
http://i.imgur.com/fQ3VK3f.jpg etc etc. Yeah dead as fuck. It might be slow but the quality and passion is still great. See, errr, last year.
 That Foley Article
#25735 posted by starbuck [90.152.127.246] on 2015/07/22 21:43:06
is amazing, definitely a worthwhile read.
 Quake Is Undead.
#25736 posted by adib [177.17.26.194] on 2015/07/23 03:12:11
 Thatisbeautiful
#25737 posted by quakeisdead [69.123.215.132] on 2015/07/23 15:18:11
http://i.imgur.com/fQ3VK3f.jpg Where is this from? really want to play it
#25738 posted by JneeraZ [174.109.106.46] on 2015/07/23 16:18:53
Something MFX teased in the screenshots thread ...
 No No, Quakeisdead.
#25739 posted by Shambler [92.22.28.131] on 2015/07/23 16:29:09
So you don't need to play it....
 Quake Is Dad
#25740 posted by adib [200.217.4.25] on 2015/07/23 19:11:08
 #25730
#25741 posted by madfox [84.84.178.104] on 2015/07/24 04:08:04
Is dead your quake
??? ??? ??? ??? ??? ???
Explain Your Username.
ah,
you're in the wrong toppic .
 MAPJAM6
#25742 posted by DaZ [92.19.150.160] on 2015/07/24 13:20:51
Will be announced in 6 hours! GET HYPE
#25743 posted by ADD riddled 12 year old [88.156.138.141] on 2015/07/24 14:21:38
QUAKEADDICKATED is still down.
#25744 posted by adib [200.217.4.25] on 2015/07/24 16:23:05
what time is it?
#25745 posted by adib [200.217.4.25] on 2015/07/24 16:25:01
I'm five hour behind you, it's 11:24 here.
 I Thought It Was Going To Be Announced Tomorrow.
#25746 posted by Breezeep_ [108.53.84.156] on 2015/07/24 16:31:39
 Test
#25747 posted by DaZ [92.19.150.160] on 2015/07/24 16:51:23
it's announced in 2 hours and 10 minutes
GET READY TO JAM!
#25748 posted by JneeraZ [174.109.106.46] on 2015/07/24 18:07:40
It's barely lunchtime here ... CALM YOURSELF DAZ.
 So
#25749 posted by adib [200.217.4.25] on 2015/07/24 19:44:28
where is it?
 Awaiting Mod Approval
#25750 posted by DaZ [92.19.150.160] on 2015/07/24 19:49:28
 Dammit Mods, Approve The Damn Thing Already!
#25751 posted by Breezeep_ [108.53.84.156] on 2015/07/24 20:07:20
I want to play around with all the cool textures (or probably make a crappy map with them)!
 Ctrl+F5
#25752 posted by adib [186.228.0.25] on 2015/07/24 20:20:27
Ctrl+F5 Ctrl+F5 Ctrl+F5
 Wating
#25753 posted by [178.129.162.162] on 2015/07/24 20:24:09
 Posted At Daz' Channel
#25754 posted by Spirit [92.196.43.5] on 2015/07/24 20:43:25
#25755 posted by JneeraZ [174.109.106.46] on 2015/07/24 20:58:29
 Spirit
#25756 posted by onetruepurple [93.105.176.44] on 2015/07/24 21:17:26
...
 The Suspense
#25757 posted by Shamblernaut [121.45.239.210] on 2015/07/24 21:26:32
it's killing me.
 RTCW - SP: The Fortress 2 V1.1
#25758 posted by vicpas [201.93.76.243] on 2015/07/29 15:06:46
 Sooooo
#25759 posted by Scampie [72.12.65.92] on 2015/07/30 01:34:42
Anyone try Fitz/Quakespasm on Win10? How about TexMex / TB / Compilers / Radiant / etcetcetc
I ain't updating for a couple weeks
 Yes
#25760 posted by DaZ [92.19.150.160] on 2015/07/30 01:50:51
would be very interested to hear from anyone who has bitten the bullet!
 Yeah
#25761 posted by Scampie [72.12.65.92] on 2015/07/30 01:57:38
I'm sure most work if they function on Win7 or 8, but you never know... not sure what I'd do if TexMex ever stopped working! (we'd need to make a new .wad managing tool!)
 I'm Thinking About Giving Radiant Another Try...
#25762 posted by Breezeep_ [108.53.84.156] on 2015/07/30 02:15:43
...But it's a bit difficult to control.
 I Just Got Win10
#25763 posted by ericw [199.126.128.107] on 2015/07/30 05:57:23
Quakespasm and TB seem fine so far
 Windows 10
#25764 posted by FifthElephant [82.24.73.240] on 2015/07/30 15:50:23
Texmex, mark_v, tb, compilers, negke compiling tool works.
 Should I Get Windows 10?
#25765 posted by Breezeep_ [108.53.84.156] on 2015/07/30 17:06:44
Would most of the tools I use (DoomBuilder, Trenchbroom) still work?
#25766 posted by Spirit [92.196.111.172] on 2015/07/30 17:21:37
If you don't give a flying fuck about your privacy and computers turning into company-controlled terminals, sure!
#25767 posted by JneeraZ [174.109.106.46] on 2015/07/30 20:24:35
Seriously. Some of the stuff I've read ... it will send browser history and keystrokes to MS for example. No, thanks, I'm good.
 Most Of The Keystrokes Will Be
#25768 posted by FifthElephant [82.24.73.240] on 2015/07/30 22:21:44
wasdasdasdawdwwdwwwwwwwwasdsawdwwwwwwdwawwwwwwwasasdwdawwdwwwwwwwwwwwwaaaaaaddddwwwsadswwwasdwasdwasd
Or porn related. Infact it will be mostly porn.
#25769 posted by mfx [92.229.165.15] on 2015/07/31 00:19:13
 And Grover Gets You Anyway..
#25770 posted by mfx [92.229.165.15] on 2015/07/31 02:20:43
dot dot
 Negke Compiling Tool?
#25771 posted by Drew [68.148.86.57] on 2015/07/31 04:31:56
You mean Necros' right?
I feel like Negke would be willfully obscure and require strange arcane knowledge and unearthly intuitions.
#25772 posted by Drew [68.148.86.57] on 2015/07/31 04:32:46
STRANGE arcane knowledge!
 Of Course He Meant That
#25773 posted by mfx [92.229.165.15] on 2015/07/31 04:34:40
you can go sleep now,
prehistoric evil monster you are ;)
 And
#25774 posted by mfx [92.229.165.15] on 2015/07/31 04:35:44
it hurts with every heart beat.
 Trying
#25775 posted by Drew [68.148.86.57] on 2015/07/31 04:36:37
I can't, when I close my eyes that frosted dungeon is all I can see.
 That Will Be Alright After Level CZG
#25776 posted by mfx [92.229.165.15] on 2015/07/31 04:37:54
 GOOD MORNING MFX HOW IS YOUR HEAD
#25777 posted by Spirit [92.196.88.181] on 2015/07/31 09:55:03
 This Is All You Need To Know About Windows 10
#25778 posted by Kinn [109.147.48.122] on 2015/07/31 11:12:17
 Well
#25779 posted by onetruepurple [5.172.252.140] on 2015/07/31 12:40:13
It was the case with Windows 8 already and it's completely optional, but.
 Surprisingly Well Spirit
#25780 posted by mfx [78.55.122.83] on 2015/07/31 16:54:59
surprisingly well..
 Seriously
#25781 posted by Rick [75.65.153.192] on 2015/08/01 18:31:20
https://imgur.com/iHge6RJ
Is that for real?
If it is, Windows 10 will never get installed on anything I own.
#25782 posted by necros [108.61.228.93] on 2015/08/01 20:53:00
wasn't that for the test version?
 Win10 Home Version
#25783 posted by Mike Woodham [86.175.37.160] on 2015/08/01 22:56:43
Solitaire has adverts unless you pay the subscription.
Win10 updates are mandatory with currently no way to opt out.
 Wow. If That Is In Any Way Realistic...
#25784 posted by Tronyn [24.79.108.14] on 2015/08/02 02:51:28
I guess we shouldn't be surprised in an age where every other gigantic, evil institution is partway through a massive power-grab (ahem, US government surveillance). Kind of infuriating though. But fuck consumers anyway, I mean, they're only 99% of the population...
Does anyone here actually believe tech billionaires are going to save the world, or does neo-feudalism seem more likely?
 Well
#25785 posted by DaZ [92.19.150.160] on 2015/08/02 05:13:47
#25786 posted by Spike [86.191.133.46] on 2015/08/02 05:49:23
https://www.microsoft.com/en-us/privacystatement/default.aspx
Some parts more scary than others.
Especially when taken out of context.
Which is what lawyers love doing.
Especially government ones.
Much of the problem is that their eulas etc all include cloud services along with local software. For cloud services much of that stuff is understandable, but definitely is not when its local software. The other part of the problem is that the parts that should be local software are still not local.
If you do install it, be sure to disable everything. And then google to find all the other 'options' that you missed...
And yes, the windows update thing allows them to install adware or whatever the hell they want later - they'll probably wait a year, at least...
Personally I'm gonna wait a while. the d3d12 renderer can wait.
 Daz
#25787 posted by starbuck [146.199.78.62] on 2015/08/02 10:23:37
that is incredible, actual laughs out loud. For real. IRL
 Windows 10. What. The. Fuck.
#25788 posted by ijed [190.22.116.28] on 2015/08/02 16:41:25
My main fear is that the mainstream are culpable enough to buy into it.
#25789 posted by Spirit [92.196.123.129] on 2015/08/02 17:00:22
Of course they will, look at how happy everyone is using Steam.
 I'm Happy With Steam
#25790 posted by ijed [190.22.116.28] on 2015/08/02 18:27:54
 So...
#25791 posted by Kinn [109.147.48.122] on 2015/08/02 18:54:16
What's the problem with steam?
#25792 posted by Rick [75.65.153.192] on 2015/08/02 19:22:37
I use Steam but I don't really like it. Too much unnecessary overhead. It reminds me of spyware in some ways. I only start it if I have to, if shopping for games I just go to their web page.
#25793 posted by necros [108.61.228.128] on 2015/08/02 19:45:23
everyone I know that plays games loves steam. some will admit that it is DRM but still forgive it because of things like steam sales. it makes me sad.
#25794 posted by Breezeep_ [108.53.84.156] on 2015/08/02 19:56:28
Steam is one of the reasons why PC Gaming is still relevant.
 Steam
#25795 posted by FifthElephant [82.24.73.240] on 2015/08/02 20:17:07
used to suck a big bag of donkey dicks. But it's a much better service than it used to be.
I actually prefer the steam model over the console model, pricing, availability and backwards compatibility.
#25796 posted by Rick [75.65.153.192] on 2015/08/02 20:18:12
Yeah, Steam Sales definitely make up for a lot. I've played half a dozen or more games which turned out to be excellent that I wouldn't have bought at regular price.
On the other hand, I got suckered in by Alien Isolation.
#25797 posted by necros [108.61.228.128] on 2015/08/02 20:31:32
right, and i didn't make this point explicitly in my post, but the problem with steam is that it is not clearly evil. just slightly not evil enough to turn most people away from it. this is what makes it evil ironically, because it's a slow and gradual acclimatization to DRM.
#25798 posted by mfx [85.181.159.154] on 2015/08/02 20:46:56
thank you
#25799 posted by JneeraZ [174.109.106.46] on 2015/08/02 20:58:22
I don't think it's a far cry to say that PC gaming still exists because of Steam.
#25800 posted by Spirit [92.196.123.129] on 2015/08/02 21:48:42
Haven't used it much or recently but some things: Ads in your face at every launch, demos do not exist anymore, everyone is ok with asking valve if they may play something or at least telling valve they are playing and how long, some shitty company knows about all the games you have, for many games there is DRM,
 Have You Guys Ever Heard Of GOG?
#25801 posted by Breezeep_ [108.53.84.156] on 2015/08/02 21:59:46
#25802 posted by necros [108.61.228.128] on 2015/08/02 22:20:42
yeah, i try to get all my games from there when I can. sadly not all stuff on steam is available there.
#25803 posted by Spirit [92.196.123.129] on 2015/08/02 23:19:55
Yes, I am awaiting Galaxy!
#25804 posted by Scampie [72.12.65.92] on 2015/08/03 01:11:02
Demos not existing anymore is not Steam's fault in the slightest.
 Off
#25805 posted by madfox [84.84.178.104] on 2015/08/03 03:16:07
This Duke couldn't get in Steam
because it refuzes my earlier 3DNukum
CD identity! Thanks CD owner!
 Steam
#25806 posted by madfox [84.84.178.104] on 2015/08/03 03:21:16
There is already a participant that's has played this game.
Of course, meself that remembers his log file.
Make another username and log in again.
Windows Life welcoms you.
madfox, get off steam.
 The International 5
#25807 posted by DaZ [92.19.150.160] on 2015/08/03 17:48:18
 Losing It The Win 10 Style
#25808 posted by stevenaaus [49.182.0.52] on 2015/08/04 10:27:42
 These Halls I Walked: An Homage To Doom And Quake
#25809 posted by DaZ [92.19.150.160] on 2015/08/05 17:31:06
#25810 posted by Scampie [72.12.65.92] on 2015/08/05 17:41:54
^written by peekaboom
#25811 posted by Johnny Law [50.242.126.113] on 2015/08/05 20:17:01
Great read. Thanks for the link!
 A Haiku, By Scampie
#25813 posted by Scampie [72.12.65.92] on 2015/08/07 22:04:26
i hate func_trains and
think that they really suck;
why are they so bad?
seriously, why do they teleport to the first path_corner you target them at? that means if you want to do several spaced out trains, you need that many path nodes, which introduces slight noticable stops into the path. Why not just let them start where I built them in the level and just float toward their first path_corner?
#25814 posted by necros [207.164.79.37] on 2015/08/07 22:43:34
It's sp you can light them in separate areas...
#25815 posted by Scampie [72.12.65.92] on 2015/08/08 01:37:18
oh crap, you're right, that actually is super useful for what I am doing... I was positioning things really carefully and trying to light them each reasonably the same way... but fuck that, I'll just stack them and they'll all light exactly the same.
Also... I am dumb, I can just make path_corners that are only start positions, they don't have to be part of the chain.
 Ah
#25816 posted by ijed [190.22.125.114] on 2015/08/08 01:56:44
Good idea, I made them part of the chain for a stupidly over complex map I abandoned ages ago.
Quake is great for these types of proto hacks.
 For Fuck's Sake
#25818 posted by Spirit [92.196.42.186] on 2015/08/12 18:22:20
I looked at engines that allow different screenshot formats. I looked at 6 of them and I found 5 different ways.
scr_screenshot_jpeg/scr_screenshot_png
scr_screenshotformat
scr_sshot_format
scr_sshot_type
sshot_format
 Woah
#25819 posted by ijed [200.73.66.2] on 2015/08/12 19:20:12
 #25818
#25820 posted by Kinn [86.176.189.74] on 2015/08/12 19:27:43
I'd be more amazed if they were consistent tbh. I think the days of there being some sort of committee-agreed "standards" for quakery is kinda over.
#25821 posted by metlslime [159.153.4.50] on 2015/08/12 20:55:41
you don't need a committee to check if any other engines have implemented a feature before you, and if they have, conform to their implementation (as long as it's not really dumb.)
 To Be Honest
#25822 posted by necros [109.201.154.162] on 2015/08/13 01:30:06
If i was doing my own engine, I wouldn't give a crap what others were doing and make everything the way I want.
The fact there is _anything_ in common between engines is a damn miracle.
 Necros:
#25823 posted by metlslime [159.153.4.50] on 2015/08/13 01:36:17
it seems that most other engine creators follow the same philosophy.
#25824 posted by necros [109.201.154.162] on 2015/08/13 01:40:20
yeah... I guess I'm just saying to look at the other side of the picture.
I think we'd all balk if someone told us all end level triggers had to look like the big gates in id maps or something.
Engine coders are in a funny position in that they are doing something creative yet are heavily constrained unlike mappers who have the freedom to do whatever they want.
I don't know what point I was trying to make now.
 Compatibility Is A Lost Cause
#25825 posted by Spike [81.141.229.250] on 2015/08/13 01:44:36
spirit, if it helps, fte's cvar was named to match fuhquake.
except that fuhquake renamed its cvar with 0.31. randomly renaming cvars will always result in issues like this.
personally I'd say to go with screenshot_format, that way people stand a reasonable chance of finding it with tab (in engines that provide alternatives anyway).
sure, its not on your list, but hey...
the problem with committees is that you need someone to take charge and harass people until they get their act together.
my own attempts at getting other people to stick to the standards that they claim to support didn't really go too well. frankly, its kinda impossible to disagree with Kinn - people just don't give a damn about compatibility until they're humiliated by it. On some level its actually beneficial when other engines can't run the mods targetted at your engine because you implemented the standard wrong (embrace, extend, extinguish).
the stupid thing is that there's no reason that a cvar can't have multiple names. sure, each engine will still have a preferred name that is used for saving configs, but they should still accept other names for the cvar.
metlslime, not a committee, no, but you do need teeth to ensure that people actually put in that extra effort.
it doesn't help that there are so many different engines that would need to be checked, and half the time engine devs don't bother looking further than their favourite competitor (if that).
the other problem is that most engines are dead now, even if they're still used (who'd want to upgrade to a third-party fork that claims only to break their configs?).
</rant>
 Peekaboom Here
#25826 posted by Mezmorki [204.126.73.101] on 2015/08/13 15:09:20
Hello all. Figured I'd drop a note saying hello given that my article was referenced earlier. Many old and new faces around here!
I think I last posted here probably 10+ years ago, and haven't been very close to the quake scene in a long time. The most staggering thing is the number of new quake engines to navigate!
I've been going back through a bunch of old maps playing against the Omicron bots on a massive nostalgia tour. I've managed to hunt down a fewer new DM maps (newer as in circa 2005) as well, which has been fun. I think I've settled on using the JoeQuake (after trying out about 6) since it has a lot of nice options and actually works with the Omicron bots.
Hope all is well. Cheers!
 Hey :)
#25827 posted by DaZ [92.19.150.160] on 2015/08/14 06:20:48
Welcome back! That was a great article you wrote.
 Thanks!
#25828 posted by Mezmorki [172.56.11.58] on 2015/08/14 14:30:16
And I've already jumped ship to Qrack engine. No, I'm not a purest and like all the little graphical and quality of life enhancements in the newer engines. I'm contemplating getting a server running for some DM at some point.
Also I'm sensing that the mapping scene is heavily into SP these days. Has anyone been doing DM maps consistently? I've found a few from around 2005 or so, but not much after that. Any sites cover or list recent DM maps?
 Try
#25829 posted by ijed [200.73.66.2] on 2015/08/14 14:33:55
 Better
#25830 posted by Spirit [194.95.79.3] on 2015/08/14 14:49:55
 Thanks!
#25831 posted by Mezmorki [24.56.126.234] on 2015/08/15 13:32:05
#25832 posted by Spirit [92.196.95.17] on 2015/08/16 18:46:35
#25833 posted by Scampie [72.12.65.92] on 2015/08/18 22:19:07
So, this came up toward the end of working on my mapjam6 map: why does vis have code and such for ambient lava sounds, same as the water and sky automatically added sounds, if Quake doesn't have a lava sound!?
Mentally, I for some reason always filled in the Quake2 lava sound whenever around lava in Quake and expected it would be there, but then making a level with a bunch of lava and having no bubbly crispy sound to go with it is really sad :(
#25834 posted by necros [46.166.186.239] on 2015/08/18 22:40:00
yeah, presumably the engine has access to this data, but I guess no one ever requested it, or it wasn't worth adding??
It would be a cool engine extension, cause it would basically behave as it already does if the engine doesn't support it.
as long as all engines pick the same filenames to play!
#25835 posted by Rick [75.65.153.192] on 2015/08/18 22:54:12
You'll think this is funny. I always thought lava made sound until not too long ago when I realized it was actually the ogre idle sound I was hearing.
I wish there was actually an entity for the liquids ambient sounds where you could specify sound and distance instead of the built in "if you could see it, you can hear" sounds.
Maybe there's some hack way of doing it...
 There Is A Hack!
#25836 posted by necros [46.166.186.239] on 2015/08/19 03:24:38
use *waterskip with 1px size to extend the range of the sound.
#25837 posted by Rick [75.65.153.192] on 2015/08/19 03:57:04
Or just do a fast vis only and hear water and sky everywhere in the map.
What I'd actually want is control over where the sky and water are heard, not where the engine thinks it should be. Something like target_speaker in Quake 2.
#25838 posted by metlslime [67.169.151.72] on 2015/08/19 09:03:24
quoth and other mods already have an general ambient entity that can take any looped wav file, just use those.
 @Skacky
#25839 posted by Primal (nli) [81.175.152.198] on 2015/08/19 12:12:34
Skacky asked on Twitter for a Quake texture version of a certain stained glass window image. I tried reverse image searching it out of curiosity and found another version without perspective skew. The original image was no longer available, so this is copied from Google's cache.
http://imgur.com/W1onApW
I hope Skacky sees this post. Mebbe someone in with the Tweets can tweet him or something?
#25840 posted by skacky [90.0.65.59] on 2015/08/19 12:38:50
Wow thanks, that's very cool! I can most probably use this as a base to clean it and complete it.
 =)
#25841 posted by adib [186.228.0.26] on 2015/08/19 17:52:28
I'm taking a break from mapping for a few days to stay with my wife a little. So, I'm taking a lunch break (like ShoTro) to thank this community.
This forum, that I've been following for just a few months now, is the best internet thing that happened to me since 2004. You are so passionate, so helpful and kind. Everyone working together for the best of everyone. That doesn't happen everywhere and everytime, it's like a gem that, when found, we got to keep.
You're maybe not aware, but you all made such an awesome environment. It was so great to meet you. Let's all keep it up.
 Wow.
#25842 posted by czg [213.113.210.124] on 2015/08/19 19:01:08
#25843 posted by necros [46.166.190.181] on 2015/08/19 19:07:40
so passionate, so helpful and kind
which func_ are you using?
#25844 posted by Johnny Law [50.242.126.113] on 2015/08/19 19:30:04
Oh necros stop it you snugglebunny.
#25845 posted by Johnny Law [50.242.126.113] on 2015/08/19 19:30:16
It's true you guys are pretty cool!
 Func_|_
#25846 posted by adib [200.217.4.26] on 2015/08/19 19:32:05
#25847 posted by JneeraZ [174.109.106.46] on 2015/08/19 19:53:09
#25848 posted by adib [186.228.0.26] on 2015/08/19 20:27:32
Hahahaha
 So...
#25849 posted by Shamblernaut [121.45.251.157] on 2015/08/21 21:39:50
Which topic has the most unread posts on your profile. Mine is "other games" which is 8072 new. Silly func, implying there are games other than quake.
 Enliten
#25850 posted by ptoing [79.248.180.85] on 2015/08/21 21:43:24
There's Doom, and Doom 2.
 I Wonder If Negke Has Any Unread Posts Left
#25851 posted by Spirit [92.196.4.241] on 2015/08/21 22:07:29
#25852 posted by onetruepurple [93.105.176.139] on 2015/08/21 22:22:01
What`s Happened In Gaming In The Last 8 Months?? - All 108, Last 50, New 108
#25853 posted by JneeraZ [12.252.11.134] on 2015/08/22 20:22:20
What happened to the code help thread? I can't find it .. am I derping hard or something?
 This One?
#25854 posted by quakis [86.4.149.240] on 2015/08/23 03:18:58
 Spirit
#25855 posted by negke [31.16.58.231] on 2015/08/23 11:46:22
Yes, the Quaddicted thread.
 Berlin People?
#25856 posted by Mandel [87.140.194.2] on 2015/08/23 22:51:40
Any Quaker in Berlin who'd be interested in meeting? I'm here for vacation until Friday and I don't have a lot on my schedule. Email address in profile is up to date. Beer is always an option!
 I'm There
#25857 posted by SleepwalkR [87.146.37.131] on 2015/08/23 23:55:14
So are inertia and mfx.
 So Was I
#25858 posted by lunaran [75.148.179.249] on 2015/08/24 21:22:28
We could have broken the record!
#25859 posted by Scampie [72.12.65.92] on 2015/08/24 22:24:07
HI LUNARIAN!
 HI SCAMPIE!
#25860 posted by ijed [186.79.228.240] on 2015/08/25 04:42:18
 Duplicate Colors In The Quake Palette
#25861 posted by primal [81.175.152.198] on 2015/08/25 17:54:18
I had my computer take a closer look at the contents of palette.lmp, since I wondered whether all the color values are unique. It turns out they are not and there are twelve duplicates.
I show my work here for those who care how this information was obtained:
http://pastebin.com/tSaGppSX
My result is that the following twelve pairs of colors in the palette are the same. The indices are given first, and start from 0.
0 0x000000
48 0x000000
112 0x0b0700
207 0x0b0700
32 0x0b0b0f
223 0x0b0b0f
143 0x0f0707
159 0x0f0707
16 0x0f0b07
175 0x0f0b07
51 0x131300
80 0x131300
142 0x170b0b
158 0x170b0b
52 0x1b1b00
81 0x1b1b00
141 0x231313
157 0x231313
53 0x232300
82 0x232300
76 0x670000
247 0x670000
111 0xfff31b
192 0xfff31b
Indices larger than or equal to 224 are normally fullbright, so this means one color, 0x670000, appears as both non-fullbright and fullbright color and thus the two instances are not technically the same color. Other pairs are made up of two non-fullbright colors which just happen to appear in different places in the palette.
Having 0x670000 be a color of both kinds appears to make automatic conversion of full color images to Quake textures problematic. How can a program tell if a color in the original image that maps most closely to this color is meant to be fullbright or not? You have to pass the information about which pixels should become fullbrights by some other means, I guess.
This may be old news to some folks here, but it was new information to me. I don't know why there are duplicate colors in the palette or if the pairs are handled differently by any engine. If anyone can add anything to this, I'd be interested.
 Lazy Artists Mostly.
#25862 posted by ptoing [79.248.180.85] on 2015/08/25 18:06:52
There is no benefit to any of the dupe colours. Most likely just how whoever made them first in DeluxePaint set up some ramps to go from the same colours to other colours, or copied some colours around. The Doom palette also has 7 dupes I think.
And yeah, that fullbright red colour is seen a lot in some converted texture.wads, esp those compiled in the hayday of GLQuake where you would not see fullbrights at all.
The only solution is to ignore fullbrights when importing, or to go over the image in case there are parts you want to be fullbright, to ensure that those parts are and other parts are not.
Another really funny thing about the Quake palette is how the first 8 rows of 16 colours go from dark to light, but the next 6 go from light to dark. These 14 rows are all used as swappable colours for the shirt and pants graphics. And because again, one of the artists who made the palette fucked this up, for no appearant reason, John Carmack hacked in a fix so that the palettes which have a different brightness order would not look inverted on the player model. Fudge abound :D
 Popular Misconception
#25863 posted by Preach [77.99.55.146] on 2015/08/25 19:09:10
There is no benefit to any of the dupe colours
Actually they're quite important in one particular of the quake engine, and further down the post you even mention it! They make the shirts/pants system work, the colours that are duplicated appear on different rows, and you'd need to replace the row based gradient system with something much more complicated to eliminate the duplicates and still have the same visual on the players.
 ^ Quakewiki Wants You
#25864 posted by Spirit [80.187.112.216] on 2015/08/25 19:10:54
 Addendum
#25865 posted by primal [81.175.152.198] on 2015/08/25 20:00:03
I also checked the colormap.lmp for duplicate color columns. If my quick Python script is not wrong, the eleven identical non-fullbright color pairs have identical columns between them, but obviously colors 76 and 247 cannot have the same columns because the latter is fullbright. There are no other identical column groups in the file.
As I understand it, only software-rendered Quake engines use the colormap.
 Preach
#25866 posted by ptoing [79.248.180.85] on 2015/08/25 20:10:52
Not really. It would not have been hard to slightly vary those dupes up and as a result get a slightly smoother colormap plus no ambivalence when repalettising.
Here is a tweak I just did which should not have dupes (unless if fucked up slightly, which would not matter, the point stays the same.)
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/palettetweak.png
I converted the palette to 18 bit colour before doing the edits, since that is what VGA mode 13h could output afaik. (albeit stretched to full 24 bit space in this case)
 Well
#25867 posted by Preach [77.99.55.146] on 2015/08/26 03:00:09
Not really. It would not have been hard to slightly vary those dupes up and as a result get a slightly smoother colormap plus no ambivalence when repalettising.
But you end up either changing the colours in an un-noticable way, in which case why bother - or you change them in a noticeable way and people would notice. I'm not convinced that making the palette a bijection has ever been on the mind of any designer.
Here is a tweak I just did which should not have dupes (unless if fucked up slightly, which would not matter, the point stays the same.)
I rest my case...
 Granted
#25868 posted by ptoing [79.248.180.85] on 2015/08/26 03:15:07
The differences are minimal, but will in certain cases make a difference in the colormap, esp on lighter gamma settings.
What I am saying is that whoever made the palettes, likely Adrian and/Kevin, did not think too much about the technical side of things, so some dupes happened.
Worse than any of the dups is the horrible blue ramp though :P
 GOG Sells And Streams Quake
#25869 posted by primal [81.175.152.198] on 2015/08/26 16:34:29
http://www.gog.com/game/quake_the_offering
As far as I can tell, they added Quake to their games list very recently. It's listed as Windows only. I wonder if they could add info source ports for other platforms there somewhere.
They will also stream the game on their Twitch channel in an hour or so.
http://www.twitch.tv/gogcom
And if you wonder who these people are, here's their answer.
http://www.gog.com/support/website_help/what_is_gog_com
 Quakespasm Mentioned
#25870 posted by Primal (nli) [81.175.152.198] on 2015/08/26 16:36:26
Actually some thoughtful person has written a review of Quake for them and mentioned Quakespasm and Quaddicted already.
#25871 posted by ptoing [79.248.180.85] on 2015/08/26 16:53:13
Does this have the soundtrack in some form?
 I Can Ask
#25872 posted by primal again [81.175.152.198] on 2015/08/26 17:04:02
It doesn't clearly say that it has the soundtrack, even though it's mentioned in the full description. I will ask about this during the stream and report back.
#25873 posted by Johnny Law [67.188.146.229] on 2015/08/26 17:04:23
Yep, reportedly.
Makes me wonder if it's DOS Quake with the CD ISO mounted in DOSBox, but then one of the GOG comments mentioned seeing a 3dfx logo on startup, which ... really? Huh. I'll probably eventually grab it to check out the setup if no one else here beats me to it.
 It Does Have The Soundtracks
#25874 posted by Primal once more [81.175.152.198] on 2015/08/26 17:12:06
 Nice,
#25875 posted by ptoing [79.248.180.85] on 2015/08/26 17:38:22
though that thread does not state in which form the OSTs are delivered. If it is an ISO (which would be neat) or MP3s/OGGs.
#25876 posted by Spirit [80.171.85.2] on 2015/08/26 18:01:22
Screenshots are GLQuake (or a fork that stayed very close to it), yuck. Size suggests music rips, <400 MB for Quake and the MPs can't be lossless music.
I wish they had contacted the community about choosing a proper engine. Quakespasm with some user-friendliness changes would have been perfect I would think.
Right *now* is the time for a great person to create a thread in their forums detailing the process to install QS or another modern engine that is not Darkplaces. Early threads win the popularity contest.
[Insert ranting about "source port" and "Trent Reznor's soundtrack" here]
#25877 posted by Johnny Law [50.242.126.113] on 2015/08/26 19:07:47
Yeah there are some threads about that already going on their forums, so the topic is out there.
Is your last thing referring to that open sore of a thread on the Steam forums? That guy is something else. Too bad people keep bumping that thread.
#25878 posted by Johnny Law [50.242.126.113] on 2015/08/26 19:13:02
Oh I forgot to mention... there's an id developer that posts in the "Early FPS" thread on Something Awful every now and then. He's quite aware of the mess on Steam and talks wishfully about doing something with QuakeSpasm but it's not a project that gets attention/resources. It's interesting to see they've done something a little different with GOG (and also that they've gone to the trouble of making a GOG release), so maybe they'll also clean up the Steam release a bit?
Random other thing: he mentioned a way to forcibly download a "Windows only" Steam game on OS X or Linux, if you need to get the data files. First you need SteamCMD from https://developer.valvesoftware.com/wiki/SteamCMD
(And also I think you need a "regular" Steam installation in place, maybe?)
Then run it like this:
./steamcmd.sh +@sSteamCmdForcePlatformType windows +login (user) (pass) +app_update (appid) +quit
Substitute in your username and password, and the app ID of the game. Quake's app ID is 2310. I just now tried it out on OS X and yup it downloaded all the Quake files (under ~/Library/Application Support/Steam/SteamApps/common/Quake ).
#25879 posted by Johnny Law [50.242.126.113] on 2015/08/26 22:13:42
Haha GOG just changed their Quake download so that the DOS version mounts a CD for the soundtrack music, and the Windows version is SOL.
 AHMED
#25880 posted by BDEKSA [41.36.157.254] on 2015/08/27 00:19:43
AHMED SAMI
 AHMED
#25881 posted by BDEKSA [41.36.157.254] on 2015/08/27 00:19:43
AHMED SAMI
 AHMED
#25882 posted by BDEKSA [41.36.157.254] on 2015/08/27 00:19:44
AHMED SAMI
 Hi Ahmed
#25883 posted by czg [213.113.210.124] on 2015/08/27 00:38:18
 CHRISTIAN
#25884 posted by Scampie [72.12.65.92] on 2015/08/27 01:39:56
CHRISTIAN ZIGGURANT GRAWERT
 CHRISTIAN
#25885 posted by Scampie [72.12.65.92] on 2015/08/27 01:39:56
CHRISTIAN ZIGGURANT GRAWERT
 CHRISTIAN
#25886 posted by Scampie [72.12.65.92] on 2015/08/27 01:39:56
CHRISTIAN ZIGGURANT GRAWERT
 PAX
#25887 posted by Blitz [24.56.245.177] on 2015/08/28 22:47:36
Any of you at PAX this year?
#25888 posted by Zwiffle [71.13.169.66] on 2015/08/28 22:50:37
I'm never at PAX :(
 Scampie
#25889 posted by negke [31.16.58.231] on 2015/08/29 09:25:21
It's Ziggurath.
 Negke
#25890 posted by Scampie [72.12.65.92] on 2015/08/29 10:02:56
Not in the Swedish dialect I was using. It's not a common word, so I forgive you for not realizing. It means 'One who reads Ziggy, and then rants'
 Scampy
#25891 posted by madfox [84.84.178.104] on 2015/08/30 01:50:27
Here's some dutch dialect
There's a first part in Don Quichotte, when he just returns home from cruisade after he's been beaten up by a "Bisquaier", whatever giant that has been.
He is complaining that he is missing a chamber in his house.
Everyone tells him that he is just not well and he should go to sleep.
Still he keeps complaining about this missing parting while no one believes him.
This goes on untill they call a doctor, because he can't be convinced of this missing apartment.
When finally the doctor arrives, he asks which departure do you mean.
The one that has stolen the chambers, is, while in parting, in suspension of aparting, waiting for your departure.
Ziggurants - Zi Who Rents
There is no meaning in this, every tenant should know the meaning, even Cerphantes.
#25892 posted by necros [46.166.190.197] on 2015/08/30 01:53:26
There is no meaning in this
and how!
#25893 posted by mfx [78.48.253.236] on 2015/08/30 05:44:32
 #25891
#25894 posted by Shambler [90.206.40.38] on 2015/08/30 10:33:11
Jesus christ. My brain wants OUT.
#25895 posted by Spirit [92.196.100.185] on 2015/08/30 16:00:37
Anyone else having trouble with dzip-linux?
$ wget -nv http://speeddemosarchive.com/dzip/dzip-linux
2015-08-30 15:58:50 URL:http://speeddemosarchive.com/dzip/dzip-linux [67144/67144] -> "dzip-linux" [1]
$ chmod +x dzip-linux
$ md5sum dzip-linux
13bec2763a86e9fea903c25dccc8c912 dzip-linux
$ ./dzip-linux demo1.dem
compressing demo1.dem (82.2%)
$ md5sum demo1*
85ec0141ab24d9732e487d1aafa791f0 demo1.dem
8fc41d8326c8b77e1e62c65c837a538a demo1.dz
$ ./dzip-linux -v demo1.dz
demo1.dz created using v2.9
dem_copy_ue(): topmask & 0x80
dem_copy_ue(): topmask & 0x80
: CRC checksum error! Archive is broken!
checking demo1.dem
#25896 posted by JneeraZ [174.109.106.46] on 2015/08/30 16:24:36
dzip. Strike 1!
linux. Strike 2!
...and here's the wind up ...
 You're Getting Weak, Old Man
#25897 posted by Spirit [92.196.100.185] on 2015/08/30 18:45:09
#25898 posted by JneeraZ [174.109.106.46] on 2015/08/30 19:40:34
Old man joke. Strike three!
You're outta there!! :P
#25899 posted by Spirit [92.196.100.185] on 2015/08/30 20:01:15
It also happens with a fresh compile from the source.
#25900 posted by necros [184.151.190.235] on 2015/08/30 20:22:27
I didn't know dzip was open source?
#25901 posted by Spirit [92.196.100.185] on 2015/08/30 20:43:20
Sure is, public domainish: http://speeddemosarchive.com/dzip/download.html
How else could great engines like reQuiem have built-in dz support :)
 I Thought Dzip Was Deprecated
#25902 posted by czg [83.253.6.253] on 2015/08/30 21:57:35
#25903 posted by necros [173.199.65.41] on 2015/08/31 04:26:05
how do you rip a cd that is mixed music/data on windows? i suddenly felt paranoid about loosing my quake CD so I wanted to create an image that was the whole thing, but I always end up with 78MB images (eg: just the data part).
 Dzip On Linux
#25904 posted by mwh [121.73.77.183] on 2015/08/31 06:37:33
iirc it always says that (i think it might be a 64-bit only bug?) but it does actually work. been a while since i used it though.
#25905 posted by Rick [75.65.153.192] on 2015/08/31 08:31:26
I don't think I've seen my Quake CD since 1997. I'm pretty sure I know which box it's packed away in though.
#25906 posted by Spirit [92.196.94.171] on 2015/08/31 17:56:48
necros: https://web.archive.org/web/20150217195603/http://redump.org/guide/cddumping/ / http://wiki.redump.org/index.php?title=Dumping-Guides
Have fun... If you make a perfect rip, I want it. ;)
mwh: The problem is that it cannot extract it either.
$ md5sum demo1.dem && rm demo1.dem
85ec0141ab24d9732e487d1aafa791f0 demo1.dem
$ dzip-linux -x demo1.dz
demo1.dz created using v2.9
dem_copy_ue(): topmask & 0x80
dem_copy_ue(): topmask & 0x80
: CRC checksum error! Archive is broken!
extracting demo1.dem
$ md5sum demo1.dem
077258b51ba41b83e7ff15a80e709b27 demo1.dem
 Ah OK Then
#25907 posted by mwh [118.149.198.231] on 2015/08/31 20:34:01
I might try to have a poke if work is especially boring today.
 Ah OK Then
#25908 posted by mwh [118.149.198.231] on 2015/08/31 20:34:02
I might try to have a poke if work is especially boring today.
#25909 posted by necros [184.151.178.247] on 2015/08/31 22:45:17
Wow, that is way more complicated than I thought... I'll let you know how it worked out...
 Dzip Linux
#25910 posted by mwh [103.23.18.41] on 2015/09/01 01:15:24
Ah, the version I have on my disk that I built from source at some point in the mists of time says "CRC checksum error! Archive is broken!" but extracts correctly; downloading the one from sda.com does not.
 Spirit
#25911 posted by ericw [108.173.17.134] on 2015/09/01 01:22:26
what if you run a vintage .exe of it with wine?
 Q1 DM Custom Map Server
#25912 posted by mezmorki [98.209.21.68] on 2015/09/01 04:48:03
Hello - I'm in the progress of getting a dedicated server and up and running, which I'd like to setup with a rotation of custom DM maps. It's been a long time of going solo with the Omicon bots, and it would be fun to get something more going. I have a few local friends that are interested as well.
I'm thinking of running it as a ProQuake server with running the omicron bot mod to populate things if it's a bit empty of players. Not sure if there is a better bot package to run or not, but Omicron has a few nice features built in as well.
I also need some maps. I was thinking of doing a 12 map rotation with fairly short matches, maybe a timelimit of 15 minutes and fraglimit 30. I'm thinking the maps would be in the 3-6 player size range. Here's a stab at the maplist:
- bovine
- aggressr
- efdm8
- lundm1
- baldm8
- aghast
- alcyone
- gomdm6
- auhsm2
- oma
- rf
- ultrav
The above are some of my favorite all-time maps, plus a few newer one's sprinkled in. I'm open to other suggestions as well.
Cheers!
 Two Things
#25913 posted by adib [177.17.33.226] on 2015/09/01 05:54:50
1- Do you know the Reaperbot? It's old, but I don't know if it's still newer than Omicron.
2- May I offer my DM level called Cepheus? See how you like it:
http://www.quakeworld.nu/forum/topic/6643
Anyway, let us know when the server is up.
 Mezmorki
#25914 posted by FifthElephant [82.24.73.240] on 2015/09/01 10:53:15
#25915 posted by Spirit [80.187.99.181] on 2015/09/01 16:37:02
Mwh: the sda one is broken for you too? I am on 64 bit but don't remember problems earlier. Maybe I never checked...
I'll try wine.
mezmorki: you probably want to use a sw server instead. Trinca has waypoints for pretty much maps with frogbot. Check out the kenya and quenya tournaments for more great map suggestions.
 Qw Dammit... Mvdsv Or Something.
#25916 posted by Spirit [80.187.99.181] on 2015/09/01 16:37:22
#25917 posted by Spirit [92.196.38.173] on 2015/09/01 20:16:22
dzip.exe with wine works fine
7c8f0b58d5962e0bc1e32bb95d2ac80c demo1.dz
#25918 posted by mwh [103.23.18.41] on 2015/09/02 00:07:45
Yeah, sda download is broken.
 Some People Here Might Enjoy This.
#25919 posted by ptoing [93.216.208.223] on 2015/09/02 04:12:48
 Map Hunt!
#25920 posted by Mezmorki [204.126.73.101] on 2015/09/02 17:16:45
Does anyone have a link or copy they can post of the map:
"carddm2b"
I have a carddm2 but the "b" version is a rexture I'm trying to hunt down. This is a map by Card0.
#25921 posted by Spirit [92.196.54.80] on 2015/09/02 17:56:30
I have it but you are going to have to prove that it was publically released before I can upload it. Or someone could ask Cardo if he is still in tf?
#25922 posted by adib [200.217.4.26] on 2015/09/02 18:39:56
Cloudy day. Some dude take a walk downtown taking pictures of floor, walls and facade ornaments.
 @ Spirit
#25923 posted by Mezmorki [204.126.73.101] on 2015/09/02 18:44:02
Here's the link to Cardo's website back on PQ where he lists it being uploaded onto planetquake. File links obviously broken now:
http://www.quakewiki.net/archives/cardo/maps.html
 For That Matter ...
#25924 posted by Mezmorki [204.126.73.101] on 2015/09/02 19:08:39
I also can't find Danzdm1 (also listed on Cardo's website link above).
 Perfect!
#25925 posted by Spirit [92.196.54.80] on 2015/09/02 19:11:09
 Thx
#25926 posted by Spirit [92.196.54.80] on 2015/09/02 19:12:10
#25927 posted by Spirit [92.196.54.80] on 2015/09/02 19:12:56
 Awesome!
#25928 posted by Mezmorki [204.126.73.101] on 2015/09/02 19:16:47
Thanks!
 Cool Thing Happening
#25929 posted by Mezmorki [204.126.73.101] on 2015/09/02 21:17:26
Just so everyone knows ... I've been going through all my old maps and dumping their information (release date, author, map/file name, etc.) dumped into a pretty fancy google spreadsheet. It will include links to the files and also thumbnail images that link to a full HD image of the map.
Basically, I'm taking the content from my old Prominence site, putting it into an excel table, supplementing it with more maps, etc. What's nice is that people can export out a copy and then sort/filter the data however they want, generate PDF reference sheets, etc. Should be groovy.
#25930 posted by necros [173.199.65.34] on 2015/09/02 22:13:58
you are like spirit's long lost twin brother.
#25931 posted by Spirit [92.196.54.80] on 2015/09/02 22:36:23
i once had a multiplayer map list and editor but can't find the script anymore nor the screenshots (automated from spawnpoints). Did find the database though if that is of any use (not much work went into it...): http://pastebin.com/etxYNCSt
#25932 posted by Spirit [92.196.54.80] on 2015/09/02 22:43:32
ah, found the scripts and shots but they are horrible code. http://web.archive.org/web/20100225004233/http://www.quaddicted.com/multiplayer/
Without a way to upload maps and replace bsp files with their proper zips it seems pointless to revive though. If someone wants the code, just shout. You will tear your hairs out though, I promise...
More links if you are looking for map suggestions
http://www.quakeworld.nu/forum/topic/3934/tag-and-rate-maps-please
http://www.quakeworld.nu/forum/topic/1873/qw-mappack
 Mezmorki
#25933 posted by FifthElephant [82.24.73.240] on 2015/09/02 22:52:18
There's an archive of quake maps... maybe try there?
http://mpqarchive.pauked.com/index.php
 A Curated Map Thing......
#25934 posted by Mezmorki [98.209.21.68] on 2015/09/03 02:28:35
So the maps that are going into my list/archive/whatever are curated in that I'm weeding out things that don't meet my entirely undefined minimum standards. But basically the map either has to look cool, play really well (especially if it doesn't look cool), have some historic significance, or some combination of the above. I'm giving included maps a 1-3 star rating based on my interest and reaction to the map. If the map doesn't make the cut, depending on the author it still might be listed so that I remember that I've checked it out before.
At the end of the day, the resulting started maps are ones thy are good to awesome and are worth your time look at ot play a few rounds in. That's the hope anyway.
This is an extension of what I was doing with prominence circa 1999 to 2002. There haven't been all that many maps released since compared to the heyday but I'll try to catch up!
#25935 posted by necros [174.113.85.164] on 2015/09/03 02:47:50
if you're doing all that work, you should probably still keep whatever indexing info you gather for maps that don't make the cut. just cause a map sucks, doesn't mean it should disappear.
 Yes ...
#25936 posted by Mezmorki [98.209.21.68] on 2015/09/03 03:04:36
... I'm still retaining the information in the spreadsheet and any download links, etc. Basically, a user could use it to filter out a set of maps to download, choosing only the *** star maps for example. Eventually there will be some modest stats like map size, theme/textures, layout style, etc. to people could drill down to find certain types of maps they wanted.
#25937 posted by necros [174.113.85.164] on 2015/09/03 05:59:30
map size, theme/textures... i wonder if a tool could be written to examine the bsp files for extents, possibly even volume to determine size, and then compare texture names in the bsp to those in wad files to determine the theme...
 Guys Guys
#25938 posted by Shamblernaut [121.45.251.157] on 2015/09/03 07:13:33
this work is really sexy, thanks.
 Necros
#25939 posted by SleepwalkR [130.149.243.224] on 2015/09/03 09:58:32
It certainly could. You could compute the maps extends by looking at all the vertices and you can extract the texture names from the mip section of the file. Additionally you can find out which entities it uses (and produce a list of the weapons in the map, number of spawnpoints etc.). It really doesn't look that hard.
Not that I'm volunteering. But it could be a useful thing also for Spirit, so if nobody else wants to do it, I might. I would write it using a scripting language, e.g. python, which I have wanted to learn more about anyway.
#25940 posted by Spirit [194.95.79.3] on 2015/09/03 13:50:37
That would really rock for a multiplayer archive. For the SP stuff we have done most tags manually already I think.
If Mezmorki would be happy with it, I might resurrect something with the fresh data from him. Started rewriting some things from scratch recently and this might be a nice start. (see eg http://forums.insideqc.com/viewtopic.php?f=9&t=5738 for my long term plans)
I am learning Python too at the moment and I might use it for the rewrite. Maybe with Flask? I am still too dumb for MVC though.
 Collaboration-combobulation
#25941 posted by Mezmorki [204.126.73.101] on 2015/09/03 16:33:03
I'm game for seeing what we can do for a nice curated/tagged MP map archive.
Couple of linkys on my end:
Here's an image I whipped up (from sketchup models) showing different types of map layouts that are common for MP maps:
https://www.dropbox.com/s/x78bscjiqmlj0iw/MapLayouts.jpg?raw=1
Next, here is a read-only link to the google spreadsheet thing I'm working on.
https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing
I know this might seem odd to have as a google doc, but it gives users potentially a lot of flexibility. They can save their own copy and then sort and filter the list however they want, add their own ratings/comments, etc. Google doc also does a nice job exporting + formatting the whole thing to a table, so you could adjust the spacing to get nice thumbnails and then generate a reference PDF to drool over at your leisure.
 Madfox Spotted
#25942 posted by mfx [78.48.253.252] on 2015/09/03 16:49:50
 Also
#25943 posted by adib [186.228.0.26] on 2015/09/03 16:54:55
I can see it's possible to write a Quake design level bible based on knowledge drowned inside this forum, revised and expanded by many of you. A black bible to entice kids to 20 year old vintage tech perversion.
 'cause I'm Silly
#25944 posted by Mezmorki [204.126.73.101] on 2015/09/03 17:27:56
#25945 posted by Lunaran [24.180.199.42] on 2015/09/03 18:34:53
"formulaic"
 "formulaic"?
#25946 posted by mfx [78.48.253.252] on 2015/09/03 18:35:54
 Back In 1975.....
#25947 posted by Mezmorki [172.56.10.69] on 2015/09/03 19:00:56
.... We used to call a style of maps that followed in the vein of dapak style maps (headshot was the big author here) "formula" maps. I don't know why - and maybe it was just me imagining everyone else calling them that too. But think it was commonly used.
Basically, they are maps with a smallish central chamber, usually 2 levels in height, with some smaller side chambers all connected with modest hallways. A lot of the reasoning(I think) was trying to create a more compact and open feeling map but keep the r_speeds low and sight lines limited. A lot of maps still fit this general description though.
 It Was Not Commonly Used
#25948 posted by Lunaran [24.180.199.42] on 2015/09/03 23:01:40
jeff yost tended to call them "level-over" but I think he called everything that.
It's a style of design that works well for deathmatch, but it's hardly a formula. headshot and danimal tested and revised the hell out of the dapak maps, and that's what they became - it isn't just a matter of "build according to these steps if you're out of ideas."
It just sounds unfairly reductive, considering how 'formulaic' in other fields is a critical pejorative.
 Yeah
#25949 posted by Mezmorki [98.209.21.68] on 2015/09/04 00:14:41
I agree that it does have a tad negative connotation (although I never intended it as a negative). Maybe I'll call them "chamber" maps or something, which still sounds distinct to me from atrium or the multi-atroum types.
#25950 posted by FifthElephant [213.205.251.186] on 2015/09/04 00:49:49
I was never a fan of the dapak maps. They really don't feel authored at all. It was a pain too because all the UK servers back in the day ran them for clan matches
 Python Script To Extract Bsp Info
#25951 posted by SleepwalkR [130.149.243.224] on 2015/09/04 18:21:30
Here's something I have slapped together in two days:
https://github.com/kduske/BSPInfo
Should be easy to extend / adapt. Python afficionados don't judge, it's my first ever Python script ;-)
 Yay, Thanks!
#25952 posted by Spirit [92.196.58.180] on 2015/09/04 19:45:12
Ran it over my id1/maps/ and got some common error with entity parsing, try:
https://www.quaddicted.com/files/maps/multiplayer/clockwo.zip
argparse is create for making a help page automatically.
#25953 posted by Johnny Law [50.242.126.113] on 2015/09/04 20:11:13
FWIW, if you want/need to pair that with the ability to programmatically yoink things out of pak files, I made a Python module for that a while back: https://pypi.python.org/pypi/expak
#25954 posted by Johnny Law [50.242.126.113] on 2015/09/04 21:52:10
I guess one more thing to say about that module: it provides a way to get some bit of pak file content as a read-stream and allowing you to run an arbitrary callback function that processes that stream. So if you just want to munge some data out of it, you don't have to actually extract and create a new file.
That may or may not be helpful in what you're trying to do, but if you do use it and hit any problems let me know.
 Bsp Data Extractor
#25955 posted by Mezmorki [208.54.40.160] on 2015/09/04 22:09:52
What data does this generate?
 Mezmorki
#25956 posted by SleepwalkR [87.146.48.19] on 2015/09/04 23:01:27
Right now, it just tells you a few statistics about the bsp such as the number vertices, the max extends, and usage statistics for textures and entities.
 It's Just A Quick Hack
#25957 posted by SleepwalkR [87.146.48.19] on 2015/09/04 23:01:55
but it could be extended to display other information as well.
#25958 posted by Shambler [90.206.40.38] on 2015/09/04 23:46:22
 Hey
#25959 posted by ericw [108.173.17.134] on 2015/09/04 23:55:49
I see your mark V says 0.94 in the corner of the console, try this last beta that Baker posted (scroll down to the post from 2015/05/08):
http://celephais.net/board/view_thread.php?id=60831&start=879&end=879
 Thanks!
#25960 posted by ShaunNoWay [100.13.12.163] on 2015/09/05 00:29:57
Hey, that fixed it! Thanks!
Sorry I posted in the wrong place.
 Good To Hear :)
#25961 posted by ericw [108.173.17.134] on 2015/09/05 01:00:32
 Http://www.rockpapershotgun.com/2015/09/07/dooms-snapmap-id-tech-6/
#25962 posted by Zwiffle [24.241.228.118] on 2015/09/07 17:00:12
 SleepwalkR's Bsp Thing ...
#25963 posted by Mezmorki [204.126.73.101] on 2015/09/08 14:30:59
Can you post a dump/result file? I'll take a look at the program as well on my own.
I was doing a little brainstorming to try and figure out what metrics might be useful to help describe the gameplay of a map.
For instances, knowing the amount of horizontal (or shallow sloping) surfaces that players can walk on would be great. You can then compare that to the maximum volume and maximum extents of level to get an understanding of how sprawling vs. vertical/overlapping the design is. I imagine getting horizontal surface area would be difficult though?
 Sure
#25964 posted by SleepwalkR [130.149.243.224] on 2015/09/08 14:47:40
Here's the output:
https://gist.github.com/kduske/d6c91ca87c81e0a08539#file-gistfile1-txt
If you want advanced metrics like that, you'll have to find someone to code that in for you. I just did this as a proof of concept. I can add simple stuff and fix bugs, but I won't sink a lot of time into it.
 That's Pretty Cool ... But ... Questions!
#25965 posted by Mezmorki [204.126.73.101] on 2015/09/08 14:53:22
Number of planes vs. number of surfaces? Is surfaces horizontal? E.g. 3958 planes vs. 242 surfaces? Of course, this doesn't tell you the are of the surfaces.
 From Spirit With Excel
#25966 posted by Mezmorki [204.126.73.101] on 2015/09/08 14:56:35
I dumped Spirit's big list of maps into excel - the most useful bit for my purposes is the release date. Spirit - were these dates taken from filedate stamps or something else?
For the curious, here's the number of maps released by year (in this DM map database):
1980 2
1988 2
1989 3
1994 3
1995 2
1996 325
1997 937
1998 517
1999 431
2000 103
2001 105
2002 74
2003 61
2004 79
2005 43
2006 11
2007 19
2008 11
2009 1
2038 5
I would've thought the early 2000's would've had more maps, but the big volume was more post release when everyone was making their own MyHouse.bsps or whatever I guess.
This does narrow list considerably for maps that I should check out from the past few years. So this is immensely helpful in that regard.
Thanks!
#25967 posted by JneeraZ [174.109.106.46] on 2015/09/08 15:52:57
Geez, 937 ... what a year.
 On The Bsp Data Thing...
#25968 posted by Mezmorki [204.126.73.101] on 2015/09/08 16:04:24
How easily can it generate the map name and author name if it was provided inside the bsp?
#25969 posted by Lunaran [24.180.199.42] on 2015/09/08 16:30:52
I'm more interested in the 3 people who managed to make QWDM maps in 1989.
#25970 posted by Spirit [92.196.41.192] on 2015/09/08 16:30:52
I don't remember the source for the dates, might be zip timestamps, might be bsp timestamps. Don't trust them too much.
You can get map titles with grep, not sure if it is always the first "message" but it might be:
grep -m 1 --text "message" file.bsp
They are often mixed with special characters or just garbage though. Might be better to use the readme files where available. No standards anywhere.
 Rough Data
#25971 posted by adib [200.217.4.26] on 2015/09/08 17:09:41
I believe you'll make a best effort and generate data to be revised by Spirit. Data hacked out of bsp will not be reliable enough, right? And this five map episode from 2038 is played against real bots?
 @adib - Whut?
#25972 posted by Mezmorki [204.126.73.101] on 2015/09/08 17:17:37
For the record, I'm not interested in developing a complete and detailed deahtmatch map database. I'm only interested in creating a list of good (in my totally subjective opinion) maps with some more information about those chosen maps.
 Mezmorki
#25973 posted by adib [186.228.0.26] on 2015/09/08 18:10:25
Sure.
Sorry if I missed it in so many posts, but do you intend to put up a Quake MP review site? That would take me back to DM mapping.
I tried QuakeWorld and didn't fall in love. Levels are too bright, a fish-eyed FOV, items and models are one-color 2D shapes. They dropped all immersion, it became a sports game. I miss old school servers.
If someone else feel this way, I'm up to help.
#25974 posted by metlslime [67.169.151.72] on 2015/09/08 18:24:24
aren't those all just client settings that you can change locally?
 More Plans ...
#25975 posted by Mezmorki [204.126.73.101] on 2015/09/08 18:28:25
I used to run prominence on planetquake which was a dM map review site, where again I only generally posted maps that were "good." I'm basically turning the idea of that site into a big google doc file :) I could integrate "reviews" into the scores as a comment pretty easily if there was interest in that. Or add a new review field with comment text.
I have a blog (www.big-game-theory.com) where I'll probably post some q1 map related stuff from time to time now that I'm getting back into the swing of things.
I'm also in the process of getting a netquake (not quakeworld) server up and running. This will be a bit of a hack job (never hosted a server before) and I'm going to try it via my recently upgraded home connection (75 mbps down / 10 mbps up cable) just to see if it works. I'm doing the server mostly so I can play over the net with a bunch of my local friends, and want to use it to showcase maps. ProQuake will be running the server, but a number of different clients will be allowed to connect to it. I'll probably be running the omicron bots mod because it provides some nice DM options as well as client controllable bots.
I'm looking into merging another server mod with frickbots, but I don't know any QC to do that. Gen made a DM mode that went with the Reinc map package that has some nice netquake options, like quaddrop (the only thing I liked about QW) and extra gameplay modes (shambler head hot potato, etc.). Maybe I'll run that as a default instead and skip the bots. I don't know yet, I need to figure that all out.
Stay tuned...
 Looking Forward :)
#25976 posted by adib [186.228.0.26] on 2015/09/08 19:00:35
Metl, yes, but then I would be the only one shooting in a dark myst enjoying the atmosphere while everybody else has the lights on, the FOV of a chameleon and the shotgun barrel 2m ahead like a dick. It's a problem I don't know how to solve.
QW people are concerned about download times, so I'd better stick to mostly 64x64 textures. No complicated geometry, no fog. Can't count on colored lights, because QW doesn't download .lit files with the level. It's a different mapping.
#25977 posted by Kinn [31.54.196.96] on 2015/09/08 21:39:41
I'm more interested in the 3 people who managed to make QWDM maps in 1989.
In many ways, the 80s Quake scene was ahead of its time. I was lucky enough to be around then and I have some pretty fond, if hazy, memories of those crazy days. My only complaint is we didn't have many tools back then that we now take for granted - including an engine to run the levels in - but you just made do. Happier and more innocent times :)
#25978 posted by adib [186.228.0.26] on 2015/09/08 23:13:52
In 2038 Quake you can't respawn. Try not to die.
#25979 posted by Kinn [31.54.196.96] on 2015/09/09 00:43:27
In 2038 Quake, if you die, you also die in real life. It sounds harsh, but it's actually quite fair by 2038 gaming standards.
 It Can Get Much Worse ...
#25980 posted by Mezmorki [98.209.21.68] on 2015/09/09 02:00:03
... In 2038 when you lose, John Romero actually does make you his bitch.
#25981 posted by Lunaran [24.180.199.42] on 2015/09/09 02:01:29
and you won't like how john romero looks by 2038
no siree bob
 Been Thinking About A Custom Episode Using Quoth
#25982 posted by Daya [90.58.116.141] on 2015/09/10 00:03:34
I've talked to people how I wanted to add a NG-tier machinegun to the already existing arsenal (by decompiling the whole lot, pasting the QC code that would be tested in vanilla quake, and recompiling), and maybe a chaingunner-like, since I've recently learned how to model/animate in Blender and export said models as .mdl, and had some experience with QC in the past. Again, the idea is to be a quoth-using level pack, but with a bunch of extras.
Now the actual question is, there would be a secret level that has an exclusive weapon, a TF-like Minigun, with spinup-spindown and releasing twice the bullet as before (or rather, nails). Would that weapon actually benefit from the Quake/Quoth standart on a design perspective? Or how could a weapon like this work without being redundant/broken, considering there would be the MachineGun and the Super Nailgun (the NG is still there but I don't plan on using it on that map pack)?
Would it be better to have only one MachineGun that's like Doom 2's Valiant (the chaingun is beefed up by firing bullets extremely fast and having a small spindown, making it more useful but eats a lot of bullets) or UT3's Stinger Minigun (think of Q2's chaingun but more stable and the rate of fire being slow at first but machinegun-tier after a second or two)?
I ask this because I always wanted to make a minigun weapon, on par with the ones in the Team Fortress games (minus the movement penalty), and with the idea of making a weapon secret-level exclusive, that would be my chance to make one.
 Not Calling Your Stuff Bad Ideas
#25983 posted by onetruepurple [93.105.177.89] on 2015/09/10 01:00:35
But this kind of post is exactly why the Quoth source code is not public.
 I'm Not Asking About The Sourcecode
#25984 posted by Daya [90.58.116.141] on 2015/09/10 01:29:12
I'm just asking questions design-wise. Or are you saying implementing machineguns in quake is a bad idea? Because since I've been in the community I keep hearing bad stuff about hitscan rapid-firing weapons.
Which is a shame though, because as much as I love Quake, I would love it even more if the NG was hitscan or was a MG.
#25985 posted by Daya [90.58.116.141] on 2015/09/10 01:33:38
And even if I'm able to implement my stuff into it, that would be its own thing. No sourcecode to be released.
Really though, what's wrong with Quoth and its sourcecode? I heard that conversation once and I still don't understand. Is it because anybody could steal from it, or just because people would pile bad ideas onto it?
#25986 posted by Scampie [72.12.65.92] on 2015/09/10 02:30:48
I like the chaingun that is in Zerstorer. Even though generally I prefer projectile weapons, I feel like it worked well to distinguish the weapon from the SNG. Maybe I am misremembering, but I think Drake mod took it further and made it piercing? Maybe I am imagining that, but I loved that too, really made the weapon have a useful niche of being a good weapon to clean up mobs of weak enemies, and you used the SNG and SSG on the tougher enemies.
I think that chaingun was actually really really fast projectiles, with long tracer bullet .mdls as the projectiles. I never looked directly at it though.
 Daya
#25987 posted by Lunaran [24.180.199.42] on 2015/09/10 03:12:46
Quake isn't above modding, but Quoth somehow is. I'm surprised they let people make maps for it.
Do whatever you want! Try both machineguns and just see what you think feels more fun.
 I Remember Some Maps That Use Quoth Content With Custom One
#25988 posted by Daya [90.58.116.141] on 2015/09/10 10:07:23
Like that one where there's a flame gun that uses the NG model and that ice gun that uses the SNG, what's the story behind that one?
Going back to the topic of my MachineGuns, the idea is, like in Drake, to use ultra-fast stretched white lines, or to be actual hitscan attacks that leaves a small puff trail behind them (similar to https://youtu.be/9wWbvvtZYvo?t=8m18s Thing is, I don't think it's possible for hitscan attacks to leave a trail behind them, or am I mistaken?). The MachineGun, as I've said, would be NG-tier, so to take down weak enemies and weaken stronger enemies. The Minigun would basically be SNG/SSG tier, but would eat nails much faster. It'd be like the NG/SNG relationship, one weak but to use to spare ammo, and the other to go all-out on stronger enemies despite it's ammo consumption.
 Quoth Is Free Right?
#25989 posted by Kinn [31.54.196.96] on 2015/09/10 10:08:33
Yet still that's not enough apparently.
 Re Hashing The Quoth Argument
#25990 posted by ijed [190.22.38.167] on 2015/09/10 12:36:14
Quake was released to be modded out of the box. It's odd that a mod for it would change that stance.
A couple of coder's have managed to mod quoth, but not to include fire and ice guns AFAIK.
Nothing stopping you from adding trails to hitscan weapons - that's just a railgun.
You'll have to learn to code though, nobody is going to do it for you. Luckily, notit's that difficult. Check out the inside3d tutorials - are those still up somewhere?
 Fire And Ice Guns
#25991 posted by ijed [190.22.38.167] on 2015/09/10 12:37:30
I think that was Drake...
#25992 posted by JneeraZ [174.109.106.46] on 2015/09/10 13:18:28
"Quake was released to be modded out of the box. It's odd that a mod for it would change that stance. "
I'm a huge believer in releasing source for things. Look at what happened with Qonquer. After that map jam, we now have a better version of the mod that's more suited to experienced players AND fixes a few bugs.
 Yeah
#25993 posted by ijed [200.73.66.2] on 2015/09/10 13:57:18
I surprised myself when checking out RRP the other day - I forgot that the devkit is actually semi-useful.
I just wanted to copy the same as was released with Nehahra back in the day.
Open sourcing your stuff means it can survive without you when you're done.
 No Music Patch For Vanilla Quake 2? [EDIT]
#25994 posted by Shambler [2.99.177.28] on 2015/09/11 16:48:18
No Music Patch For Vanilla Quake 2? [EDIT]
Posted by anonymous [118.100.140.72] on 2015/09/11 13:12:25
Come on people, it's been 10 years. Is there no Quakespasm for Q2? Yamagi Quake 2 would've been perfect if it weren't for the fact that music does not work on it and deathmatch levels do not display on the multiplayer level list. Quake 2 XP doesn't even work. And that "Ultimate Patch" featuring Knightmare Patch/KMQ2 fucks up the HUD elements, among other things (such as CTF powerups in DM levels, and their models are broken and only display axis).
 It's Not Yamagi, It's You
#25995 posted by Spirit [194.95.79.3] on 2015/09/11 17:02:36
#25996 posted by Rick [75.65.153.192] on 2015/09/11 17:25:57
I turned off the music in Quake 2 after hearing it one time.
#25997 posted by Kinn [31.54.196.96] on 2015/09/11 18:16:49
I turned off Quake 2 after playing it one time.
FTFY
 Reposting This Here For A Wider Audience
#25998 posted by czg [213.113.210.124] on 2015/09/11 18:55:31
<czg> So I'm kinda thinking about if making a Dark Souls-ish mod for Quake would be fun or not
<czg> would only work if the player plays by The Rules and doesn't savescum though.
<czg> Have "bonfires" or similar in the map, no pickups of health or ammo in the map, enemies may drop ammo, killing enemies gives "souls", getting killed respawns you at a "bonfire" and respawns all monsters, "resting" at a "bonfire" respawns all monsters and refills all your health and ammo, use "souls" at "bonfires" to purchase upgrades for yourself and weapons
<czg> I haven't thought this through very well
<czg> the question is; would it be fun or interesting? Or just a waste of time?
<czg> I'm not sure if the Quake gameplay is challenging enough to make the death/respawn mechanics interesting or not
<czg> Also if players are super upset with dying and calling bullshit and ragequitting
<czg> Probably not going to do anything though lol
<czg> would take me years and years
<czg> (probably)
 Hmm
#25999 posted by DaZ [92.19.148.67] on 2015/09/11 19:09:27
It's certainly an interesting idea!
Not sure how well it would work on vanilla maps etc but if a sprawling interconnected hub like map was created for such a mod it could be really cool.
using the axe could give more souls from enemies, or could be used to "parry" a melee attack if you hit at the correct time.
The issue is really the enemies, you would probably have to redesign most of them to be much more challenging.
#26000 posted by JneeraZ [12.252.11.134] on 2015/09/11 19:15:47
Or I guess the other option is to badly gimp the player so they take a TON of damage from enemy attacks or have to walk, and stuff like that. Sounds like removing fun tho ...
#26001 posted by czg [213.113.210.124] on 2015/09/11 19:23:22
I was thinking maybe could start the player off with like 25 health or something, and then you'd be able to upgrade that at bonfires, that would at least make the smallest starting cannonfodder enemies more interesting.
A bigger and less well known bestiary like Quoth would be good. If only the Quoth source was available...
 Oh And The Parry Idea Is Really Good!
#26002 posted by czg [213.113.210.124] on 2015/09/11 19:25:25
#26003 posted by Lunaran [24.180.199.42] on 2015/09/11 19:42:35
don't do it in quake, do a quakeish dark soulsish shooter in a newer engine.
steal all the good enemies, skip the others (spawns), call it a spiritual successor.
#26004 posted by skacky [90.0.56.129] on 2015/09/11 19:55:43
This could perhaps work well with sock's mod since it has a lot of medieval enemies.
 Ne_qep1_ext Style Maps Might Work Well
#26005 posted by Spirit [92.196.33.234] on 2015/09/11 19:58:42
#26006 posted by JneeraZ [12.252.11.134] on 2015/09/11 20:05:47
"Oh And The Parry Idea Is Really Good!"
It's cool but there has to be a major incentive for the player to switch to the axe and parry monsters rather than just shotgunning them in the face. :)
#26007 posted by Kinn [31.54.196.96] on 2015/09/11 20:10:59
You only get one bullet. Make it count, noob.
 Lunaran
#26008 posted by adib [186.228.0.26] on 2015/09/11 20:12:12
That leads to... what newer engine? It's something I intended to ask sometimes here. What shooter should I mod these days?
 Parry
#26009 posted by czg [213.113.210.124] on 2015/09/11 20:18:38
Axing a monster while it is in attack frames makes it going into pain frames instead, and when it goes into pain frames it takes 2x or 3x damage.
Monsters do not go into pain frames regularly.
 Just
#26010 posted by rebb [91.35.91.180] on 2015/09/11 20:29:37
Make sure it has fat-rolling.
 Czg
#26011 posted by Lunaran [24.180.199.42] on 2015/09/11 21:06:49
why don't you have email, i don't want to facebook message you
that's for teenagers
#26012 posted by Kinn [31.54.196.96] on 2015/09/11 21:08:25
I thought facebook was purely for mothers to spam pictures of their small children and literally nothing else.
 Christig At Gmail Dot Com
#26013 posted by czg [213.113.210.124] on 2015/09/11 21:16:41
Send me cool stuff yo
#26014 posted by Spirit [92.196.33.234] on 2015/09/11 22:27:47
Facebook is so that you can ridicule czg in front of his bf until they break up and he realises you were always there for him and maybe he will let you sniff his hair and cook asian rice before you go to ikea and pretend to be a married couple while choosing a sink for our first apartment.
 Christ Shut Up About The Rice Already
#26015 posted by czg [213.113.210.124] on 2015/09/11 22:30:50
#26016 posted by necros [66.102.6.224] on 2015/09/11 22:44:01
I'm pretty sure you could even enforce no save scamming by using nosave variables. Bonfires could trigger the save in a special way to disable antisavescumming
 I Would At That
#26017 posted by SleepwalkR [93.209.76.192] on 2015/09/11 23:19:00
Until I'd rage quit after five minutes.
No really I'd play it.
 Fuck My Shit
#26018 posted by SleepwalkR [93.209.76.192] on 2015/09/11 23:19:34
I would PLAY that.
 Also Fuck You For Hexing My Kitchen Sink Spirit
#26019 posted by czg [213.113.210.124] on 2015/09/11 23:35:14
It just exploded shitty water all over my floor again.
 Weirdest Pet Name I Ever Heard!
#26020 posted by Spirit [92.196.33.234] on 2015/09/11 23:49:13
 Parry
#26021 posted by onetruepurple [93.105.177.89] on 2015/09/12 00:06:12
 Lol
#26022 posted by DaZ [92.19.148.67] on 2015/09/12 00:16:26
Necros already built QuakeSouls.
Should have known :)
 Just Wait
#26023 posted by FifthElephant [213.205.253.208] on 2015/09/12 00:20:17
Socks mod will satiate all these needs
#26024 posted by JneeraZ [12.252.11.134] on 2015/09/12 00:47:44
Until it ships, it can do anything!
#26025 posted by Lunaran [24.180.199.42] on 2015/09/12 05:21:02
 CZG + SOCK MOD TEAM.
#26026 posted by Shambler [2.99.177.28] on 2015/09/12 11:17:33
End of debate. Go charm him, czg.
 I Work Alone Kid
#26027 posted by czg [213.113.210.124] on 2015/09/12 11:28:08
#26028 posted by skacky [90.0.56.129] on 2015/09/12 11:49:08
That looks rad as fuck necros
 Gentle Reminder Of How Gorgeous Vondur Is
#26029 posted by czg [213.113.210.124] on 2015/09/12 12:19:50
 Parry Is A Cool Idea.
#26030 posted by Shambler [2.99.177.28] on 2015/09/12 13:09:12
Given the obviousness of most Quake melee attacks. Could be fun trying to parry fiend jumps...
#26031 posted by onetruepurple [93.105.176.143] on 2015/09/12 15:21:49
<@negke> that might well be the last time czg smiled
 DarkQuakeSouls
#26032 posted by sock [186.125.129.103] on 2015/09/12 15:52:28
I Work Alone Kid ... cuts me deep man :(
Just for the record, my AD mod has no melee system, no parry or DS style mechanics. I have thought about DS mechanics in Quake several times and even made a small bonfire test mod, but telling players they have to reset a level when they die, can't save anywhere they want and have to melee monsters will be tricky to get right.
 ...which Is Why...
#26033 posted by Shambler [2.99.177.28] on 2015/09/12 16:06:19
...we need a top mapper and a top modder/mapper to join forces to do it :)
#26034 posted by Spirit [92.196.81.148] on 2015/09/12 16:18:31
Melee in first person sucks unless it's stealth.
#26035 posted by Kinn [31.54.196.96] on 2015/09/12 17:42:57
Melee in first person sucks unless it's stealth.
I quite liked Dark Messiah of Might and Magic.
#26036 posted by PuLSaR [94.141.38.5] on 2015/09/12 18:02:54
shadow warrior remake had great melee mechanics
 Otp
#26037 posted by necros [173.199.65.49] on 2015/09/12 18:30:04
i'd do the mod, but not interested in doing the maps :P
#26038 posted by Shambler [2.99.177.28] on 2015/09/12 18:32:43
Melee in first person sucks unless it's stealth.
I quite liked Dark Messiah of Might and Magic. And Skyrim. And Left4Dead/2. And the melee in Dishonoured was fine. And Riddick.
 Necros...
#26039 posted by FifthElephant [31.115.113.138] on 2015/09/12 21:12:46
Do the mod. Pretty sure socks mod will be open source too so there will be lots of new assets soon.
I'm sure the community will make a bunch of maps
#26040 posted by negke [31.16.58.93] on 2015/09/12 21:54:30
I think the (yet unreleased) Lunaraxe mod has much of what you describe?
 Sshhhh
#26041 posted by Lunaran [24.180.199.42] on 2015/09/12 21:56:10
 Ooooh
#26042 posted by FifthElephant [31.115.113.138] on 2015/09/12 22:25:00
Secret projects!?
 Yeah.
#26043 posted by Shambler [2.99.177.28] on 2015/09/12 22:36:54
The secret FifthElephant map project :p
 My Mapping Projects
#26044 posted by FifthElephant [31.115.113.138] on 2015/09/12 22:39:08
Are hardly secret. Abandoned yes but never secret.
 Nothing To See Here
#26045 posted by negke [31.16.58.93] on 2015/09/12 22:40:46
No secret melee project in the works. Move along.
 So Parry Is
#26046 posted by ijed [190.22.55.75] on 2015/09/13 05:04:47
Airfist?
Slowing Quake down and making it more duel based, like in DS, won't work.
Limiting the save points would, but changes a core mechanic, possibly too much. Personally I consider quicksave broken - like a dev cheat that got left in by mistake.
Random idea for making a Quake Bonfire system:
1. Collect frags from monsters (souls)
2. Costs 10 frags to make an Altar (bonfire), wherever you like
3. Health ticks down to 10 by 1 point for each second away from a Altar
4. frags and health are saved across levels, as are Altar positions
5. Frags are dropped if not returned to an Altar
For the monsters, I think you'd need a respawn system, and a battery of additional abilities for each one, some of which are activated each time the level loads.
Yes, Binding of Isaac Champions, basically.
For level content, maybe just add moire level teleports to each map of one of the original episodes... at least to test the idea out. Complete all maps to access the rune map and complete the episode type of thing.
 Oh And
#26047 posted by ijed [190.22.55.75] on 2015/09/13 05:12:38
Lunaran, hope you don't mind me sharing the beta of your mod you sent a while back:
https://www.quaddicted.com/files/idgames2/quakec/weapons/throwcarp.zip
It's still too easy mind.
 Quicksave Is Terrible
#26048 posted by Kinn [31.54.196.96] on 2015/09/13 10:34:51
Shambler will disagree.
I remember many years ago when a port of Quake was released on the N64. It had no quicksave, and no checkpoints mid-level. You either finished the whole level without dying, or you had to start the level again. The levels were otherwise the same as in the PC version. I remember thinking it felt much more exciting and fun to play. Finishing a level felt like a real achievement.
 Not Least Because The Controls Were So Bad
#26049 posted by negke [31.16.123.147] on 2015/09/13 11:46:37
 Ijed
#26050 posted by Lunaran [24.180.199.42] on 2015/09/13 17:03:33
i was very briefly very annoyed
In other news: the Doom community has all kinds of alt playthrough challenges like 'pistol start' and so on. Do we do anything like that, like "no saving"? The maps don't support shotgun-only start as well (I think doom had weapons littered around a lot more) and there's probably few of us left who can't beat a Quake map without dying.
#26051 posted by Scampie [72.12.65.92] on 2015/09/13 17:10:58
I never quicksave, people who watch my replays will note this because I end up having to play the entire map again...
But I will also say this isn't a statement of 'oh, I think that's scummy and cheap!'. I am just literally too lazy/forgetful to quicksave.
 If...
#26052 posted by Mike Woodham [81.154.209.251] on 2015/09/13 17:20:32
...Quake had not have allowed saving, I would not have finished it and would not have got hooked on it to have enjoyed 15 years of mapping and playing and chatting etc.
It's why I never finished Wonderboy, and why when I did finish Repton, I vowed never to play games that did not allow saving.
I have no idea whether I actually stuck to that rule ;)
 Lun
#26053 posted by Spirit [92.196.29.160] on 2015/09/13 18:51:12
 Lack Of Quicksave Is A Pile Of Cock...
#26054 posted by Shambler [2.99.177.28] on 2015/09/13 18:51:57
...or lack of manual save anyway. Obviously save-scumming sucks but no-one does that these days anyway. Most Quake levels I very rarely need to quicksave and always play it to get through without, but there's always some awkward lava jump or just some random mistake or the Fiend jump bug or something.
Replaying from the start = instant enjoyment fail.
 Fiend Jump Bug?
#26055 posted by adib [177.40.235.145] on 2015/09/13 19:04:08
Tell me more.
#26056 posted by skacky [90.0.56.129] on 2015/09/13 19:20:27
Fiends can instantly kill you if they jump on top of you. Dogs can do that too, but it's very rare.
#26057 posted by JneeraZ [174.109.106.46] on 2015/09/13 19:23:34
Yeah, if you want to be a dick put a demon at the top of an incline and aggro it as the player reaches the bottom of the slope.
 Fun Doom Hack -
#26058 posted by FifthElephant [82.24.73.240] on 2015/09/13 20:27:29
https://www.youtube.com/watch?v=bwjeu1C2-Ok
Seems you can edit a map in a way that it will draw sectors from a different area of the map which gives this neat tardis effect.
 Fiend Jump Bug
#26059 posted by Kinn [31.54.196.96] on 2015/09/13 21:21:49
I remember getting scrozzled by the jump bug by that one fiend near the start in E2M5 a few times, when playing the N64 version. Luckily it's near the start.
 "Save Scumming"
#26060 posted by Kinn [31.54.196.96] on 2015/09/14 10:16:01
Obviously save-scumming sucks but no-one does that these days anyway. Most Quake levels I very rarely need to quicksave and always play it to get through without, but there's always some awkward lava jump or just some random mistake or the Fiend jump bug or something.
When does quicksaving become save-scumming?
I quicksave after I've dealt with every combat encounter, even if it's a single knight. I don't even think about it, I just do it automatically. Is that save-scumming? If I tried to discipline myself to save less frequently in order to make the game more tense or exciting, it would feel very weird. I can't play a game where I have to put artificial constraints on myself in order to get more out of it - it feels stupid.
I think Quake would have been a better game if it had a checkpoint system instead. But, after 20 years of quicksave I accept that that particular ship has probably sailed.
 Dunno.
#26061 posted by Shambler [2.99.177.28] on 2015/09/14 10:33:56
You'll know when you do it.
I very rarely quicksave in Quake, unless I spot an obvious deathtrap scenario. If I tried to discipline myself to save very regularly, it would feel very weird.
#26062 posted by JneeraZ [174.109.106.46] on 2015/09/14 12:45:20
I basically do what you do Kinn ... I also save before a particularly hard looking jump or puzzle. I just don't see the need to repeat gameplay. I finished that battle. I did my job. I'm saving...
 Lun
#26063 posted by ijed [190.22.88.92] on 2015/09/14 12:53:02
My hilarious trolling seems less funny now.
Checkpoints work great - we used them in RRP and so did Necrosis in Altar of Storms.
The trigger checkpoint just sent a quick save command.
Making it a button you press (or a bonfire you light) which has some secondary mechanic, like being a healing pool as well, gives you DS.
I don't quicksave any more though, I just know the game too well after all these years for it to be much of a challenge.
 Cleaning Out Junk And Found The Designs For Honey
#26064 posted by czg [213.113.210.124] on 2015/09/15 17:56:08
 E=CxT
#26065 posted by Scampie [72.12.65.92] on 2015/09/15 18:45:35
That's wrong, it equals MC^2 dumbass
 Had A Quake
#26066 posted by ijed [200.73.66.2] on 2015/09/17 15:20:22
8.4 Richter - but all is well.
 Midair
#26067 posted by Hipshot [83.140.153.62] on 2015/09/17 15:39:06
The old mod Midair, where you are supposed to shoot each other in midair, anyone know where to find install files or such for it? I've tried searching around...
 It Begins
#26068 posted by Daya [83.192.25.111] on 2015/09/17 15:44:30
 Hipshot
#26069 posted by Spirit [80.187.108.200] on 2015/09/17 16:54:16
Should be included in ktx, iirc enabled with 'midair' when connected.
 Hipshot
#26070 posted by Scampie [72.12.65.92] on 2015/09/17 17:16:13
You'll likely have to ask on http://www.quakeworld.nu/
I know they .bsp you want is named 'endif.bsp' and it's a QW serverside mod for it that makes all the magic happen... but like you've said, all I've found searching is old forum posts of people just saying 'download EzQuake and connect to an endif server!' which isn't really helpful for actually getting the map or mod!
#26071 posted by Johnny Law [50.242.126.113] on 2015/09/17 19:35:51
I haven't tried this out myself, but from the name & readme I would guess that ftp://ftp.clan-rum.org/quake/bots/midairbots.zip is midair + frikbots.
 Looking For Someone Who's Used To Doing Quake Textures
#26072 posted by Tronyn [24.79.108.14] on 2015/09/18 02:00:31
to do some light/basic texture stuff; if you're interested in this and/or just providing testing/advice email me (dustin dot geeraert at umanitoba dot ca ).
 Spirit Scampie
#26073 posted by hipshot [83.140.153.62] on 2015/09/18 15:12:23
Thanks, found it, was very easy to setup and got it all working now. It was included in ktx and it worked well with the nquake server package.
 Ijed
#26074 posted by adib [177.133.135.12] on 2015/09/19 06:28:03
Are you in Chile?
 Yep
#26075 posted by ijed [190.22.121.190] on 2015/09/19 14:35:30
 Ijed
#26076 posted by adib [177.133.135.12] on 2015/09/19 14:50:56
 Where?
#26077 posted by ijed [190.22.121.190] on 2015/09/19 17:42:55
#26078 posted by adib [177.98.76.179] on 2015/09/20 00:17:20
Rio.
We're having Rock in Rio these days. Korn, Motley Crue and Metallica will play today. Lots of friends going.
 Korn!
#26079 posted by Drew [70.114.212.240] on 2015/09/21 04:02:47
Also what the fuck do the equations indicate in czg screen?
 I Broke Jackhammer, Lol
#26080 posted by Shamblernaut [121.45.234.43] on 2015/09/22 09:26:52
Trying to carve a sphere using 7 cylinders... It has ground to a halt.
Only then do I realise I'm missing 2 axis of cylinder to make a good symmetrical sphere.
Running jackhammer via wine probably doesn't help either.
https://db.tt/DwHcsLwT
 I Am Screaming
#26081 posted by czg [212.16.188.76] on 2015/09/22 09:48:47
Please stop. Just stop.
 All Good Man
#26082 posted by Shamblernaut [121.45.234.43] on 2015/09/22 10:52:58
I made it work for me another way, better than the carve tool could anyways.
 #26080
#26083 posted by Kinn [31.54.196.82] on 2015/09/22 12:26:27
That post caused me actual physical pain, like actual pain in real life.
 Same Here
#26084 posted by Vondur [185.6.245.138] on 2015/09/22 12:35:32
#26085 posted by Kinn [31.54.196.82] on 2015/09/22 12:44:43
It's the mapping equivalent of goatse, but somehow so much worse.
 #26080
#26086 posted by skacky [90.0.188.211] on 2015/09/22 13:01:57
#26087 posted by JneeraZ [174.109.106.46] on 2015/09/22 13:49:03
Madness. Absolute madness. You're lucky Jackhammer didn't uninstall itself. You don't deserve nice things.
 I Learned My Lesson
#26088 posted by Shamblernaut [121.45.234.43] on 2015/09/22 14:03:50
the carve tool is really interesting, because in some situations it can be really powerful, and in others it just balls things up.
of course this situation was PEBKAC.
 Little Known Factoid
#26089 posted by Zwiffle [24.241.228.118] on 2015/09/22 14:19:48
Duke Nukem Forever was made entirely by carving spheres using cylinders, hence both its quality and production time.
 Carving
#26090 posted by SleepwalkR [130.149.243.217] on 2015/09/22 14:20:48
Is only useful in very few cases. You'll usually get better results with clipping.
 I Got You
#26091 posted by DaZ [92.19.148.67] on 2015/09/22 14:51:00
 Kek
#26092 posted by Shamblernaut [121.45.234.43] on 2015/09/22 14:57:29
that last annotation comment
 The Carve Tool
#26093 posted by ijed [200.73.66.2] on 2015/09/22 15:20:48
Is shit.
I don't think I've seen any package where boolean operations don't turn your geometry to garbage.
 Hmm
#26094 posted by Zwiffle [24.241.228.118] on 2015/09/22 15:25:20
I smell a Carve Jam coming ...
#26095 posted by Kinn [31.54.196.82] on 2015/09/22 15:45:18
Is only useful in very few cases. You'll usually get better results with clipping.
Wrong. It's never useful. The only reason I can think of for the carve tool existing, is because it's some kind of running joke amongst editors and a "hilarious" "troll" towards new mappers, because they always seem to fall for it, like every time.
It's like the editors are going:
"oh look mr new mapper why don't you try this awesome magic tool that lets you make cool geometry really easily - hahaha PRANKED you've just produced the mapping equivalent of runny dogshit lololololol NOOB"
 OI!
#26096 posted by [Jimbo] [173.245.108.38] on 2015/09/22 15:46:04
my brain just imploded after watching that vid. How (s)he did not cause a rift in space time and get sucked into the void during that is beyond me.
I can only hope that this is trolling and not honest attempt at mapping.
 So I Told Dean To Carve Something From A Brush..
#26097 posted by onetruepurple [93.105.176.245] on 2015/09/22 15:55:28
he actually did it the absolute madman hahahahahahaha!
 Use The Clip Tool
#26098 posted by Scampie [72.12.65.92] on 2015/09/22 16:07:45
It lets you make things like cubes simply and easily:
http://scampie.net/etc/rubiconwip2.jpg
#26099 posted by mfx [85.181.112.151] on 2015/09/22 16:37:06
That moire is beguiling.
#26100 posted by JneeraZ [174.109.106.46] on 2015/09/22 16:45:59
I use carve from time to time. TRY AND STOP ME.
It's a good shortcut for knocking a quick square hole in a wall rather than duplicating/dragging/clipping the existing wall brush until you get the shape you want. It's actually more efficient in that case.
 But The Resulting Geometry Isn't.
#26101 posted by SleepwalkR [80.187.102.180] on 2015/09/22 17:25:30
#26102 posted by JneeraZ [174.109.106.46] on 2015/09/22 17:43:47
It's a cube being carved out of another cube. Worry about geometric efficiency in that case is counter productive IMO.
#26103 posted by Lunaran [24.180.199.42] on 2015/09/22 21:00:22
First everyone's happy and welcoming when new mappers join, then they use a tool in some way that's super unhealthy in ways that aren't immediately obvious and everyone throws eggs.
enliten, please bookmark this:
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm
it's super super helpful
 Quit Being Level Headed, Lun.
#26104 posted by SleepwalkR [93.209.82.196] on 2015/09/22 21:06:39
 You're Making All Of Us Look Bad.
#26105 posted by SleepwalkR [93.209.82.196] on 2015/09/22 21:06:50
 Title Talk!
#26106 posted by adib [177.159.43.150] on 2015/09/23 02:06:50
#26107 posted by Scampie [72.12.65.92] on 2015/09/23 02:14:11
That reminds me that I wanted to sometime do another beginner tutorial just based on making good brushwork... would be a lot of effort though and I already have other things I should be doing :|
 What's Going On Here?
#26108 posted by distrans [149.144.162.33] on 2015/09/23 02:47:12
 My Elder 0gre
#26109 posted by madfox [84.84.178.104] on 2015/09/23 02:49:39
won't refleckt bolds because he can't read
WriteCoord (MSG_BROADCAST, oiginal_endpos_x);
I can read it, but would it be a good idea
to make him piss on dead players?
 Distrans
#26110 posted by ericw [108.173.17.134] on 2015/09/23 03:13:39
Looks like the URL changed at some point, the link on the quaddicted page is still good though:
https://www.quaddicted.com/files/music/travail_soundtrack.zip
https://www.quaddicted.com/reviews/travail.html
I replayed it earlier this year, awesome pack and the music really added to the experience :D
 Thanks For The Link
#26111 posted by Shamblernaut [121.45.234.43] on 2015/09/23 07:58:07
is bookmarked :)
 DISTRANZ
#26112 posted by negke [31.19.71.105] on 2015/09/23 09:32:10
Where is Travail 2 ????
 Prominence Via GoogleDoc
#26113 posted by Mezmorki [204.126.73.101] on 2015/09/23 17:14:00
Alright - so I'm still making a thing:
https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing
Check out the various tabs and the big DM map list. I still need to plug in links to the map downloads for most of the maps, and finish filling out some of the extra map information (layout style, texture theme, etc.). But any feedback would be golly-gee!
I'm in the process of getting a server configuration going that I'm happy with. It would be awesome to DM with some of the crew here some time. Custom DM maps never got their due IMHO.
 Oh Yeah ...
#26114 posted by Mezmorki [204.126.73.101] on 2015/09/23 17:15:17
And there are lot of images embedded in the spreadsheet, which can be clicked on for a high resolution shot. You can also hit the images button at the top and browse my dropbox folder of map images.
#26115 posted by Johnny Law [50.242.126.113] on 2015/09/23 19:13:35
I don't have real feedback yet but I'm loving looking through this.
Slightly nonplussed that you're wrestling with setting up a NetQuake server instead of QuakeWorld, but I know there's lots of crazy kids that do that these days so whatevs. I'll certainly play there when you get it rolling!
Actually I do have one piece of feedback that I just noticed: your map list is missing "trimp" (Trilogy Multiplayer). :-)
Anyway, I assume this isn't ready for public consumption yet, but let us know when it is & I'll blather about it on places like the Steam forum and the SA Early FPS forum.
 Sounds Good!
#26116 posted by Mezmorki [68.42.73.113] on 2015/09/23 19:23:38
I'll look into Trimp.
What's the reason for wanting QuakeWorld over netquake? Just curious. Is there more likely to be a more vibrant player scene with QW?
 Quake Soundtrack And The GOG.COM Version
#26117 posted by primal [81.175.152.198] on 2015/09/23 19:45:54
Apparently you can extract the soundtracks for Quake and the Mission Packs from the CD images in the version that gog.com sells. There is even a program to do it automatically for less technically sophisticated users.
http://www.gog.com/forum/quake_the_offering/my_oneclick_audioextractor
From the above link:
"In case anybody missed it: Quake on GOG contains the CD images with the full soundtrack, but most engines can't use them ... and GOG can't provide pre-converted files, because of an old licensing issue."
I wanted to share this info here in case anybody here did indeed miss this info (like I did, for a while).
 QuakeWorld Vs. NetQuake
#26118 posted by Johnny Law [50.242.126.113] on 2015/09/23 19:56:08
Wellllll the general thing about QuakeWorld is just what it's always been... client-side prediction so that multiplayer works better under internet conditions. No "ice skating" like you get with NetQuake even on broadband.
As you've been seeing, NetQuake is also somewhat difficult to set up as an internet server if your host's IP isn't directly routable from its clients.
The other difference is of course the player physics... it's easier to reach and hold high speeds in QuakeWorld. Some folks prefer that, some don't. The "some don't" crowd is I guess the group of people who are still playing NetQuake over the internet.
As for a player scene: eh, not sure. I think NetQuake has more players in North America, and QuakeWorld has more elsewhere. In any case you're talking tiny numbers of players, especially when it comes to "random drop-ins", and the actual player population of your server is going to usually depend on whether you have participation from some specific online community (like here).
 P.S.
#26119 posted by Johnny Law [50.242.126.113] on 2015/09/23 19:57:32
As someone who very rarely plays multiplayer Quake outside of local LAN stuff, please don't take my word as gospel.
 QuakeWorld Rooles!
#26120 posted by Spike [86.176.35.74] on 2015/09/23 21:05:46
QuakeWorld has prediction, lower latency in the first place, prediction of other players, smaller packet sizes, delta compression, nat fixes, master servers (for serve listing)...
modern servers tend to have antilag and a whole load of bugfixes to the various things I mentioned above...
that's the servers and networking...
mods tend to be more about rounds and matches and actual killing rather than runes and other fun gimmicks.
randomized damage or randomization in general is frowned upon in quakeworld.
and clients?... :)
clients are all about the cheats. fullbright skins, teamplay macro helpers, low res textures, etc.
vanilla quakeworld clients didn't even support interpolation.
the theme here, of course, is that quakeworld takes itself much more seriously. any advantage you think you can get is taken.
or in other words, the differences between the communities is more significant than the differences between the engines, and its this which has been driving those engine differences since vanilla.
quakeworld has all the technical advantages, but in its drive to make itself all about the killing+cheating, you will stand no chance of winning a match unless you've been playing for 5+ years.
netquake, on the other hand, imposes a minimum latency on everyone, this limits the advantages of a player's own reaction times. this combined with the stricter attitude to fullbright skins and lack of bunnyhopping results in much more balanced games (plus being 'the' quake, netquake tends to get more noobs dropping in from gog/steam purchases).
Thus imho both branches have their own niche.
both fte and dp attempt to give the same technical advantages to nq, but they do so from different perspectives. unfortunately they are both islands in their own right, at least as far as the community sees them.
@primal, I'm tempted to get FTE to just directly play music from the iso files. I'm sure it'll happen eventually...
 From A Historical Perspective:
#26121 posted by Lunaran [24.180.199.42] on 2015/09/23 21:22:19
when they shipped quake the multiplayer was internally considered as "for LAN play" mostly because doom was, and the fact that it also worked over tcp/ip was I think almost an afterthought? they never expected so many people to want to try to play with each other over internet connections, so they weren't forced to make a lot of network optimizations (like the aforementioned client prediction).
your key inputs were in fact actually being sent all the way to the server, which would then move your dude and send the signal back that you'd moved. the client was mostly a display. you can guess how well that works over the internet. :) the bizarre effects that latency introduced to the gameplay led netquake to be dubbed "SkateQuake", because you'd hit a movement key for a second, the server would receive the press, but the release would get lost in the noise of the internet, and you'd just keep gliding along like you were ice skating.
people loved playing quake by internet so much they put up with it, so id rewrote the client/server architecture to work over the net as flawlessly as they could and called it QuakeWorld.
#26122 posted by JneeraZ [12.252.11.134] on 2015/09/23 21:29:32
I actually remember reading something different way back then. Maybe in Abrash's book? I dunno. The story was something like Carmack had a T1 line running to his house and tested the netcode playing from there. So, of course, it seemed great.
Until they shipped the game into the real world.
#26123 posted by Scampie [72.12.65.92] on 2015/09/23 22:32:55
Multiplayer network prediction is tricky business. The better your connection, the worse prediction systems become. NetQuake style of the server being the single trusted source makes for more precise gameplay when everyone has good connections, because you can trust that if you shoot a rocket at a player, they actually are where you see them (even if they/you are stuttering). That isn't always the case with QW and it's client side prediction.
#26124 posted by Spirit [92.196.41.51] on 2015/09/23 22:40:07
It is if you are on a good connection. Are there any modern fps that don't use prediction?
#26125 posted by Scampie [72.12.65.92] on 2015/09/23 22:57:09
I don't know about FPS, but in the Path of Exile expansion recently, they added 'lockstep' which is basically NetQuake style 'you have to wait for the server to confirm your actions' because their client side prediction was causing so much desync. It makes that type of game much better to play when you have low latency (you have the option to enable the older prediction though if you have higher latency).
#26126 posted by Lunaran [24.180.199.42] on 2015/09/23 23:49:21
sounds like they just wrote bad prediction code
says area man who knows what he's talking about
#26127 posted by Lunaran [24.180.199.42] on 2015/09/23 23:52:30
I tried PoE and early on in the game you walk down a stormy rainy beach at night, cross a level transition to the next bit of the beach, and it's a clear orange sunrise. walk eight feet back across the transition again, pouring rain, middle of the night.
I said "these guys understand attention to detail"
#26128 posted by Scampie [72.12.65.92] on 2015/09/24 00:23:47
Oh, they totally know their original prediction code was poor, they mentioned that implementing their lockstep stuff also made them fix a ton of things in their network code that made desyncing far more of a problem than it should've been. It still felt better even with a lot of the bugs fixed.
 Wanna Play No Matter What
#26129 posted by adib [179.176.132.228] on 2015/09/24 05:54:10
But I like good old netquake better.
A netquake server hosted by people here would be a big motivation to map.
 Thoughts On The The Topic At Hand
#26130 posted by Mezmorki [204.126.73.101] on 2015/09/24 16:40:08
I used to play QW back in the day because at the time, unless you were on a T1 line or something, the play experience was smoother and better.
That said, I never really liked it. I played a lot of netquake with bot mods (e.g. Omicron) and over LAN connections, and I always found the experience far more precise and enjoyable. More pure? I don't know - I always felt that QW, even in the modern era here, has some "mushiness" to it that I don't like.
My main intent to get this server up is to play with a bunch of my friends in the local area. Given that we all use the same ISP provider/infrastructure, we all ping ~30 to each other which is quite good!
That said, I'd like to get the server opened up to more people, and getting this community playing would be grand!
Current progress/needs in getting the server going:
(1) Server mod
I'm undecided on this. I REALLY like the old "Reinc" mod that Gen and Bal made way back when. I've been testing various configurations and have actually found a bunch of broken features (some of which crash the server). So I'm learning a bit of QC to try and fix this mod. Ideally this one would be great to use. Alternatively there is CRMOD and/or RuneQuake (but I'd need to disable all the crazy extra stuff I think).
(2) Server DNS name. The server works though a direct IP connection, (e.g. "connect x.x.x.x:port), but not with my DNS name (13acres.pwnz.org). I think everything is working right on my end, so maybe it's on the DNS end? I don't know much about DNS stuff ... so .... not sure how to get this working.
I need a server running guru to help me out here :) And maybe a QuakeC guru :)
 As An Aside ...
#26131 posted by Mezmorki [204.126.73.101] on 2015/09/24 16:43:14
I never thought that custom DM maps got the spotlight they deserved. Even back in the heyday, it seemed the amount of DM servers running custom maps was always really small, and most likely running the same limited pool of DM maps (UltraV, Ztndm3, etc.). So many fantastic DM maps were made that most players, even the holdouts still around today, just aren't aware of.
So that's my nostalgic motivation for doing this at work as well!
 GAY MAP PUT DM4 ON
#26132 posted by Lunaran [24.180.199.42] on 2015/09/24 18:08:41
yeah, nobody ever wanted to try a custom map, it was terrible. it was like that in every community - the "only" CS map was de_dust, the "only" TF map was 2fort, and the "only" QW maps were DM4 and DM6.
 Found A Skacky DM Map:
#26133 posted by adib [186.228.0.25] on 2015/09/24 18:28:51
 It Was About Memorisation Correct?
#26134 posted by Shamblernaut [121.45.234.43] on 2015/09/24 19:07:21
Players didn't like deviating from a small number of maps, it became about being excellent at a few maps, rather than good at many maps.
Having said this, my two favourite non-id maps were aerowalk and UltraV, two of the staple maps for pretty much every server rotation.
 26132
#26135 posted by Mezmorki [204.126.73.101] on 2015/09/24 19:07:29
How was the quake3 community at the time? Still the same situation?
It's funny - but I've always felt that trying out lots of different maps was at odds with peoples' drive to pursue (or exert) their mastery over others. If you only play DM4, you can get really good at playing DM4 and stomp people that aren't as good as playing DM4. But if you try a different map, there was a chance that someone else might be better at it than you. Chance = uncertainty. Uncertainty = bad for many people. So there you have it. Just a theory!
 Of Course ...
#26136 posted by Mezmorki [204.126.73.101] on 2015/09/24 19:09:16
... the norm could have been different. There could have been an interest in playing large rotations of map driven by an interest to have more varied game experiences, recognizing that some maps you might do well on, and others not as well on, but that the total experience would still justify playing on more maps.
#26137 posted by Scampie [72.12.65.92] on 2015/09/24 19:11:24
Quake3 went sort of insane because the id maps were mostly terrible, so instead everyone plays 'ZTN', which is what they call Ztntourney1, which is ztndm3 converted to Q3. And q3dm17 camping grounds.
#26138 posted by Spirit [80.187.98.226] on 2015/09/24 20:01:07
There are different kinds/tiers of players and they like different maps for different reasons. Playing 'running around until you see someone and aim your crosshair' is a whole different game from playing about map control.
cs has had many new maps over the years. Just think of dust2's popularity nowadays. Only noobs play q3dm17.
#26139 posted by Johnny Law [50.242.126.113] on 2015/09/24 21:25:48
Q3 and now even more so Quake Live have been pretty good about occasionally adopting new maps into the competitive pool -- and yeah, mostly this was kicked off by the initial set of Q3 DM maps being bad.
It's never been broadly popular though to just churn through a giant and ever-changing pool of new maps. A given small set of maps "sticks" for a while, then folks eventually get bored or dissatisfied with this or that map and shake things up a bit. ztn is still a frequent choice regardless. :-)
For example the 2014 QuakeCon duel pool was furious heights, lost world, sinister, aerowalk, campgrounds, cure, and toxicity. I.e. one port from Q1, 2 revisions of original Q3 maps, and 4 new (community and/or post-Q3 id) maps. The 2015 pool was furious heights, lost world, sinister, blood run (ztn), and elder.
 One Of My Thoughts ...
#26140 posted by Mezmorki [204.126.73.101] on 2015/09/24 21:33:51
... with the custom server was to have 13 maps (server name is 13 Acres of Hell after all) in a rotation for about a month. I have some fav's (old and new) to start with, but eventually it would be cool to have the months themed around something. Maybe it's maps from a particular time period, or a certain style of maps, or a certain texture set, and so on.
And the point is to keep it all casual. I don't want anything too fancy. I I can play a few times a month in Free For All and work through the rotation a few times, that would be a good time!
 Best Maps...
#26141 posted by FifthElephant [82.24.73.240] on 2015/09/25 01:59:58
ztndm3 is the map I played the most back in the day. DM4 and DM6 were really high on the play count. One of the best things about the clan league I used to play was that every clan had a "home" map, and my clan always chose a map from episode 4... we weren't nice people ;)
 Lol
#26142 posted by Tronyn [24.79.108.14] on 2015/09/25 02:11:00
HPB or LPB, the Elder World hates you all...
 Beaten Before Blindsight
#26143 posted by madfox [84.84.178.104] on 2015/09/25 02:34:08
I got always beaten on the internet.
I'm still a keyboard player in his own Sp world.
#26144 posted by JneeraZ [12.252.11.134] on 2015/09/25 11:35:21
I don't see how one could even play SP with a keyboard anymore ... shit is way too hectic. :)
#26145 posted by mfx [85.179.28.14] on 2015/09/25 15:15:07
a few beers, hitting the bong, setting maxfps to 10.
jk
 Hey WantonHubris
#26146 posted by negke [31.17.252.92] on 2015/09/25 19:30:51
Did you take down the blog?
#26147 posted by JneeraZ [174.109.106.46] on 2015/09/25 20:24:27
Not intentionally ... looks broken tho. :)
 Design Thoughts About New Set Of Weapons
#26148 posted by Daya [90.1.210.118] on 2015/09/28 00:00:12
 Just Got A Game Idea In An Obnoxious Mall Toilet In Warsaw
#26149 posted by onetruepurple [46.77.124.166] on 2015/09/28 13:30:19
Thought you all should know that.
 Shithouse
#26150 posted by ijed [200.73.66.2] on 2015/09/28 13:55:14
Like diner dash but with shit overflow pipes - you have a shovel and must dump the various open sewage pipes without letting any one of them overflow.
Occasionally there will be a larger object in the shit, like a baby alligator, traffic cone or bundle of nappies; these are harder to dump out and require button mashing.
There are also golden poops - these vanish if they hit the end of the line but if you manage to dump them before they do then they clear all the lines.
 Ijed Shit
#26151 posted by dogman [144.37.181.130] on 2015/09/28 16:22:44
don't go forward with the button mashing, have the player switch to some tool like an electric saw or shithammer instead
 Pixelized Crap
#26152 posted by adib [186.228.0.25] on 2015/09/28 16:49:13
 Quakeworld
#26153 posted by dogman [144.37.181.130] on 2015/09/28 17:21:57
Hi guys, I just wanted to pop in and suggest quakeworld over netquake. quakeworld is played worldwide is what it boils down to. I mean, you can host netquake server for your friends, and it's really just gonna be for your friends, and you might have more trouble setting it up.
I know y'all have strong aesthetic preferences, but qw has great features.
 My New Dm Map Im Working On
#26154 posted by foogs [174.45.227.142] on 2015/09/29 03:27:49
http://imgur.com/a/qoq41
not a whole lot to look at without textures / detailing. just working on the layout. might inspire someone with the basic architecture though
 Foogs
#26155 posted by FifthElephant [82.24.73.240] on 2015/09/29 10:36:19
looks like a decent board to me, I would consider adding several teleporters to get to the upper area.
 GOG Adds More Quake Titles
#26156 posted by primal [81.175.152.198] on 2015/10/01 19:11:53
http://www.gog.com/game/quake_ii_quad_damage
http://www.gog.com/game/quake_iii_gold
The forum for Quake series might answer any questions you have about the specifics of these releases or their full contents. Apparently they are not for sale in Germany.
Forum:
http://www.gog.com/forum/quake_series#-62169992008
Region locked games on GOG:
http://www.gog.com/mix/regional_locked_games_on_gog
 I Made A Quick Website Of My Stuff
#26157 posted by ijed [200.73.66.2] on 2015/10/05 16:17:42
It's got some quake stuff on there.
http://louismanning.wix.com/ijed
It's very early but I'll be adding to it as the other stuff I work on gets updated. Still need to pass over lots of documentation I've got in various formats and add the smaller Quake projects I've been part of.
No post mortem for RMQ just yet, but I'll get around to it.
 Ijed
#26158 posted by madfox [84.84.178.104] on 2015/10/05 21:24:02
May I request you kindly
(and once again) to renew
your email adress.
 I Can't See Anything There...
#26159 posted by ijed [190.22.44.96] on 2015/10/05 22:37:48
Can you resend?
 Awh Fuck
#26160 posted by madfox [84.84.178.104] on 2015/10/06 01:09:55
I can receive your email,
but mine to your adress bumps out with the usual:
This is an automatically generated Delivery Status Notification.
Delivery to the following recipients failed.
 So
#26161 posted by madfox [84.84.178.104] on 2015/10/06 01:31:48
it's one way only.
And no, no bad intends, I just realize what the error causes. Seems the European server tricks my posts.
Sended three mails and they all come back.
 Ijed
#26162 posted by negke [31.16.58.169] on 2015/10/06 01:33:54
Nice minimalistic style!
 Try
#26163 posted by ijed [190.22.44.96] on 2015/10/06 02:25:01
louis.manning AT bhvr DOTCOM
 Negke
#26164 posted by ijed [190.22.44.96] on 2015/10/06 02:25:30
Background too noisy?
 Ijed
#26165 posted by madfox [84.84.178.104] on 2015/10/06 04:50:28
yes, that did it.
 Oh Shit
#26166 posted by DaZ [92.19.148.67] on 2015/10/06 10:37:43
You work at bhvr? Nice!
Do/did you know Steven Lumpkin? He worked on your WH40K mmo.
 I'm At
#26167 posted by ijed [200.73.66.2] on 2015/10/06 13:40:09
BHVR STGO.
I see footage of the 40K game now and again, it's coming along - though I've not met Steven.
 Ahh Ok
#26168 posted by DaZ [92.19.148.67] on 2015/10/06 14:17:43
I didn't realise they had multiple studios. Derp!
 Czg's Entire Being In Gif Form
#26169 posted by Zwiffle [71.13.169.66] on 2015/10/06 20:02:56
#26170 posted by adib [186.228.0.26] on 2015/10/06 20:17:02
I'll feel part of the family when I can pick on czg like everybody else.
 13 Acres Of Hell - Custom DM Map Server
#26171 posted by Mezmorki [204.126.73.101] on 2015/10/06 20:17:31
Yo yo yo!
Alright, I think I have the kinks ironed out and can cut the red tape on my custom DM server I've been toiling away to get working.
Here's some additional information on the server:
https://docs.google.com/spreadsheets/d/1ItnaM9OEla9KsCnl8MNpYSHUdR0XoiXd9mtczC_8YJI/edit?usp=sharing
You should be able to join the server here:
acres.pwnz.org
The current list of maps (there are 13) in rotation include:
utressor
lundm1
auhdm2
baldm6
efdm8
bovine
oma
gomdm2v2
rtz
xl1dm6
uzul
aggressr
rf
Some old, some new, all great DM dueling or FFA maps.
Let me know if you can connect correctly (and what your ping is). Maybe we can find a time to DM it up?
Also, the server is using RuneQuake ... BUT ... all the runes and new features are disabled by default. It is setup in pure/classic DM 1 mode.
 I Was Expecting Dickbutt
#26172 posted by czg [213.113.210.124] on 2015/10/06 20:31:59
 Pure DM 1!
#26173 posted by adib [186.228.0.26] on 2015/10/06 20:38:48
#26174 posted by Zwiffle [71.13.169.66] on 2015/10/06 21:00:26
czg you don't know who you are
you are a very happy trotting kitty cat
 Wait A Minute?
#26175 posted by Shambler [92.22.79.254] on 2015/10/06 21:29:29
40k MMO? Any public info on this?
(I know I could search but whatever)
 Moo
#26176 posted by DaZ [92.19.148.67] on 2015/10/06 21:37:12
 Www.rockpapershotgun.com/2015/10/04/the-new-40k-mmorpg-looks-amazing
#26177 posted by Spirit [92.196.61.127] on 2015/10/06 21:38:13
#26178 posted by Zwiffle [71.13.169.66] on 2015/10/06 21:52:02
bler where you been
 I Can Connect
#26179 posted by SleepwalkR [93.209.93.121] on 2015/10/06 22:03:19
But the ping is too bad for netquake. Couldn't measure (server doesn't respond to ping), but it's not fun. Great to see rtz is in the rotation, though! Would love to see some demos!
 Zwiffle.
#26180 posted by Shambler [92.22.79.254] on 2015/10/06 22:11:30
I been following Total Warhammer, Vermintide, Battlefleet Gothic, and Mordheim City Of The Damned....but not that one.
 P.S. Good Effort With The Link Spirit.
#26181 posted by Shambler [92.22.79.254] on 2015/10/06 22:13:18
 @Sleepwalker
#26182 posted by Mezmorki [204.126.73.101] on 2015/10/06 22:16:01
At least the connection worked!
Given prior comments here, I might work on getting a QW version of the server up and running as well on a different port. We'll see if that helps at all ;)
#26183 posted by necros [173.199.65.36] on 2015/10/06 23:07:08
]connect acres.pwnz.org:26000
trying...
Connection accepted
]
Then it just sat there. Do I need to run that runequake mod or something? I don't know anything about MP.
Was using quakespasm.
 @necros
#26184 posted by Mezmorki [204.126.73.101] on 2015/10/06 23:09:13
No, you don't need to have the runquake mod running at all, it's serverside only.
Can you connect to other servers using Quakespasm? I didn't think Quakespasm was used much for MP, but I could be wrong. It's possible that client won't work?
 I Connected Using QuakeSpasm-SDL2 On Mac.
#26185 posted by SleepwalkR [93.209.93.121] on 2015/10/06 23:47:20
#26186 posted by necros [173.199.65.36] on 2015/10/06 23:49:48
The server's netquake right? tried in fitzquake:
]connect acres.pwnz.org:26000
trying...
still trying...
still trying...
still trying...
No Response
Server Map Users
--------------- --------------- -----
No Quake servers found.
Host_Error: CL_Connect: connect failed
]
 Of All The Days......
#26187 posted by Mezmorki [68.49.164.215] on 2015/10/07 00:25:39
My internet connection was out this afternoon. I swapped out the router for a better one and should be up and running. Sorry about that!
 Also Too High Ping For Me
#26188 posted by ericw [108.173.17.134] on 2015/10/07 01:00:58
I was able to connect with quakespasm, jumped around for a minute but the lag felt like 1/2 second or so.
QW would likely be better, I guess?
 Thanks For Trying To Get A Server Going Though
#26189 posted by ericw [108.173.17.134] on 2015/10/07 01:01:24
 Mezmorki
#26190 posted by FifthElephant [82.24.73.240] on 2015/10/07 02:38:22
I got connected with both proquake and mark_v (latest version).
I'm based in the north of england and I'm getting about 190 ping (that would have made me a low ping bastard in the old days). I reckon if you switch to quakeworld it will shave 50 off the ping and the client side prediction will make it playable, definitely feels very ice-skatey right now though.
Could be worth monitoring the traffic and giving a peak-time or optimal time so that people will know when best to join. Hell, maybe even organise a mini tournament? :)
Plenty of mappers here as well, how about some new maps? I would contribute for sure :)
 Stuffs...
#26191 posted by Mezmorki [68.49.164.215] on 2015/10/07 03:26:05
Yes, I'll look into getting QW configured on a different port and see how that performs for people. Happy to give it a shot!
In terms of maps, after about 2004 or 2005, the number of custom deathmatch maps looks like it really dropped off. There were a handful of authors making DM maps it seems, but not many.
#26192 posted by FifthElephant [82.24.73.240] on 2015/10/07 03:41:11
http://mpqarchive.pauked.com/index.php
The list of maps here is comprehensive. I'm surprised you didn't include aerowalk or ZTNDM3.
 @FifthElephant
#26193 posted by Mezmorki [68.49.164.215] on 2015/10/07 03:58:15
Yes, I know all about MPQ. The server has all of the maps in my map database (https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing) at its disposal as well, should players want to jump onto those maps.
The idea behind my server though is that 13 maps at a time on a featured map rotation. Aerowalk and ZTNDM3 at great maps, but they are nearly as common as DM4 and other stock DM maps, and I'm wanting to showcase maps that aren't the ones usually played.
#26194 posted by FifthElephant [82.24.73.240] on 2015/10/07 04:07:58
func_ mapping event!
#26195 posted by FifthElephant [82.24.73.240] on 2015/10/07 04:07:59
func_ mapping event!
#26196 posted by Scampie [72.12.65.92] on 2015/10/07 04:40:30
I was working on converting my last Q3 map to Q1DM... but Simon ambushed me and beat me over the head with Q1SP stuff to do. I'll finish the conversion someday...
 You Should Convert Campgrounds
#26197 posted by FifthElephant [82.24.73.240] on 2015/10/07 04:50:02
and call it scampgrounds.
#26198 posted by Lunaran [24.56.201.253] on 2015/10/07 05:12:59
lundm1
hey, awesome
I'm wanting to showcase maps that aren't the ones usually played
hah, heh, eh, yeahh :(
 DM 1v1 Jam!
#26199 posted by adib [179.176.46.232] on 2015/10/07 06:01:40
 Shambler Spotted.
#26200 posted by onetruepurple [5.172.252.175] on 2015/10/07 10:46:18
 Mezmorki
#26201 posted by negke [31.16.58.169] on 2015/10/07 11:55:51
Cool. Though I also would prefer QW, otherwise the distance is just too much to handle ping-wise.
Btw. some more map picks including the infamous lundm1: https://www.quaddicted.com/reviews/dmc3.html (they still support DM)
#26202 posted by Spirit [80.187.110.191] on 2015/10/07 12:51:08
still trying...
Afaik that's standard netquake engines being annoying. They require a randomly chosen port to be open or something. Baker put a lot of work into making it easier so proquake or mark v might still work.
#26203 posted by Mezmorki [172.56.10.40] on 2015/10/07 14:45:38
When necros was trying to connect my whole
Internet connection was down.
Also, the server is running ManQuake, which is a slightly modified version of ProQuake that Slot Zero created (he made RuneQuake). A bigger tweak is that it uses a defined range of ports for clients, so you don't need 1000's of port open.
#26204 posted by Zwiffle [24.241.228.118] on 2015/10/07 14:47:09
If I had an 80 lb scrotum I'd be upset at everything like bler is too.
 @ijed
#26206 posted by ericw [108.173.17.134] on 2015/10/10 21:05:10
nice website!
btw, 'stygian' sounds really awesome. I wonder if there would be enough interest on func to start a "board & tabletop games" thread.
Agree that modern games can feel under-polished/refined, and it's hard to get reliable reviews on how good the gameplay is.
I like deckbuilding games, have you played Ascension?
#26207 posted by negke [31.18.227.54] on 2015/10/10 22:36:30
Am I the only one who sees a blank page where ijed's website is supposed to be? On both Firefox 41 and Opera 32.
#26208 posted by necros [173.199.65.57] on 2015/10/10 22:47:01
same for me, thought that was the joke?
 Ffs Error 42
#26209 posted by ijed [190.22.63.127] on 2015/10/11 08:24:40
#26210 posted by ijed [186.9.135.229] on 2015/10/11 08:33:51
Thanks Eric, just working on closing the last two Items, which is proving tricky. Once I've got it together I can send you a cold test version if you want - it'd be interesting to see if it's playable without me there to explain it. But it'd be a lot of work to print so maybe better to wait for the first prototype :)
I'll have a look at Ascension.
As to Wix not working for everyone - I got distracted writing stuff and forgot to do proper cross country testing.
Where is everyone?
 Just Learnt That
#26211 posted by onetruepurple [88.156.138.101] on 2015/10/11 11:45:12
The video from where 2 Girls 1 Cup originated was produced by "MFX Media"
 Boardgames
#26212 posted by Mezmorki [68.49.164.215] on 2015/10/11 19:29:19
Could totally start a boardgame thread. For 4-6 years I was heavily into them. Still am although time to play has been a challenge lately. I did a game published though, which is sweet.
BTW, my blog at www.big-game-theory.com is mostly about Boardgames still.
 Crushing On Terra Mystica Atm
#26213 posted by Zwiffle [24.241.228.118] on 2015/10/11 20:57:30
Find it very fun.
 Otp
#26214 posted by mfx [77.180.40.77] on 2015/10/12 02:18:20
:)
 Big Game Theory
#26215 posted by ijed [190.22.95.22] on 2015/10/12 21:21:11
Interesting stuff!
No doubt I'll be mining it for ideas for quite some time :)
I used to play a lot of tabletop games - Games Workshop stuff mostly, but stopped when I realised video games were cheaper and more flexible to create.
I had a pretty big collection of most of the game lines, all with customised miniatures but none of them painted. Sold the lot for a few quid, back before GW got greedy.
Favourites were Space Hulk, Epic and Necromunda. Space Hulk was great because it harked back to the days of Space Crusade and Hero Quest, which were both surprisingly deep 'kids' games.
 Tried Acres.pwnz.org
#26216 posted by Johnny Law [50.242.126.113] on 2015/10/12 22:27:03
My ping (from the SF bay area) is 100-ish. Fine for messing about!
 Coolio
#26217 posted by Mezmorki [68.49.164.215] on 2015/10/13 01:11:00
I've also been doing some writing for the growing website explorminate.net - which covers lots of strategy game stuff.
Regading my server. It would be fun to maybe plan a night of death matching on a few custom maps if enough people can get a decent ping. Any takers?
 \o
#26218 posted by adib [186.228.0.26] on 2015/10/13 18:44:39
... but "night" where you are may be day (working hours) here.
 Onr For The Kids...
#26219 posted by distrans [149.144.162.33] on 2015/10/14 08:29:28
 Best Video On Indie Game Dev
#26220 posted by FifthElephant [82.24.73.240] on 2015/10/14 13:14:49
 Re: Boardgames
#26221 posted by Zwiffle [71.13.169.66] on 2015/10/14 22:45:45
Really trying to find a reason to justify buying Cthulhu Wars right now. -_- sooo expensive =/
 Prominence Database
#26222 posted by Mezmorki [204.126.73.101] on 2015/10/15 22:26:59
So I updated the prominence DM map database more:
https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing
Basically, I added a few more maps I had floating around, including some older ones from primordial ooze days of Quake mapping (1996 + 1997). This stuff was added mostly for history sake.
All maps now have images, the basic info (map name, author, date), and I did a huge visual sorting of the texture set and/or themes, so all maps should have that assigned now! Yeah!
If you follow the link, you should be able to go to DATA >>> Filter Views and resort the list by author, by texture set, by release date, etc. Sorting it by release date is pretty cool, you can see right in the images the evolution of the quake mapping scene. Q2 comes out and BAM - you get Q2 textured maps, then Unreal/Kingpin, then Q3, etc. Pretty interesting.
If you want to cycle through all the images, you can follow the link under "IMAGE" in header row to see the full drop-box photo album. All images are HD size.
Enjoy!
#26223 posted by Johnny Law [50.242.126.113] on 2015/10/16 00:29:38
Mmmm map porn. Even without trimp it's pretty neat! :-) I'm tempted to start trying them in chronological order...
Does anyone have a good idea of how many Quake DM maps are actually out there? 400 sounds like a lot but I wonder if that is just a drop in the bucket.
(...wow looks like Quaddicted has over 3000)
#26224 posted by Johnny Law [50.242.126.113] on 2015/10/16 00:32:12
Did you manually take all those screenshots or did you do something like automating shots from intermission points (or other entity)?
 Mezmorki:
#26225 posted by metlslime [159.153.4.50] on 2015/10/16 00:36:32
does this also have DM maps from any speedmap packs?
 I've Got Answers!
#26226 posted by Mezmorki [68.49.164.215] on 2015/10/16 01:53:40
First a question - what's the deal with trimp? Is it some secret map only the cool kids know about? I played it and it doesn't seem particularly particular?
As for the screenshots, those are all manual :O. Took a while :)
If someone wants to point me towards speed map packs I can a look at them. No promises though.
#26227 posted by Johnny Law [67.188.146.229] on 2015/10/16 02:49:59
trimp is an ugly sunavabitch but it was one of the most popular custom FFA maps on kitty1 back in the day. Quite possibly we all had bad taste back then! I still like it for LANs tho with my fellow casual Quakers.
 Most Aren't Really Worth The Time Tbh
#26228 posted by Scampie [72.12.65.92] on 2015/10/16 02:58:04
https://www.quaddicted.com/reviews/?filtered=speedmap
Problem is that only the first few packs are strictly DM maps, after that it quickly becomes mostly SP maps.
And most really aren't that good to begin with! :D They were more enjoyable for the experience of getting together and mapping and playing the maps for an afternoon laugh rather than actually be good.
#26229 posted by metlslime [159.153.4.50] on 2015/10/16 03:07:58
well, if the aim of this list is completeness, it seems like you should include all the DM speedmaps. If you actually want to limit it to quality maps, that's different then.
 The Intent Is To ....
#26230 posted by Mezmorki [68.49.164.215] on 2015/10/16 04:53:12
.... Have it be more towards the later in terms of quality. That's not the only driver, as I'm also including a number of maps from older eras that were popular or "good" in comparison to their peers of the era. It's also focused a bit more on the map authors that tended to be active in the community at one time or another.
The left most column is my own completely subjective opinion of the maps. The maps with 1, 2, or 3 stars are all of interest in some respect. The maps with a "-" are ones that I included for completeness sake, historic reasons, or something else.
I'm in the process of selecting 169 maps (13 * 13) to host on my 13 Acres of Hell server. I'll probably try to package up all the maps in a bundle along with their readme's for easier downloading for people that want to play (I'm assuming this is okay?). It should provide a nice curated list. I'm also thinking of hosting omicron bots or frikbots on another port so that if I'm playing vs bots people will see someone in the server and maybe join in. We shall see!
 P.S. Some Typos In The "theme" Column
#26232 posted by Johnny Law [50.242.126.113] on 2015/10/16 19:27:02
misspelled "Medieval"
#26233 posted by Mezmorki [204.126.73.101] on 2015/10/16 19:31:01
fixed it!
#26234 posted by Johnny Law [50.242.126.113] on 2015/10/16 19:32:34
Looking through the Dropbox album now. Really glad you did this! DM maps and their history have been a little ignored compared to SP maps, over the past few years.
Would you say this doc is ready for public viewing? It's not like there's a horde of old Quake players waiting to descend on it, but it would be neat to mention it on some other forums.
 A Question About It ...
#26235 posted by Mezmorki [204.126.73.101] on 2015/10/16 21:00:04
... I'm wondering what I should do about linking to the files. I'm temped to just take my folder with all 406 maps in it, zip the thing up, and provide a download link. That way someone could download the entire archive if they wanted. I provided links on the main page to two current repositories where 90% of the maps can be found, but I'm loathe to start trying to track down links to all these, which may or may not work down the road.
Thoughts on how to provide access to the maps? Can I just zip it all up? Break it into a few packages? Provide cleaned up packages? A lot of maps need to be distributed intact (per their authors readme's), but unzipping 406 is a mess. I'd rather sort the mess out for someone else?
Any insight or guidance would be great.
#26236 posted by metlslime [159.153.4.50] on 2015/10/16 21:03:04
i wonder if it can be hosted in such a way that the "quake injector" could download them.
#26237 posted by Johnny Law [50.242.126.113] on 2015/10/16 21:40:29
I would think that a zipped-up folder of all the maps is fine as long as it preserves readme files.
I don't know if there are people who have strong opinions against that, but (for example) there's been a package of hundreds of maps + waypoints for Frikbots that has been distributed around publically for years now, and I've similarly compiled & been hosting a package of all the maps supported by the Frogbots in nQuake or Trinca's progs. I've never run across any criticism of that sort of repackaging.
 Thanks
#26238 posted by Mezmorki [204.126.73.101] on 2015/10/16 21:59:20
Yes, and the NetQuake server lists on QuakeOne likewise have downloads for large map packs running on servers.
I think will get two packs pulled together, one for the 169 maps I'm running on 13 Acres of Hell DM server (169 = 13 x 13). Then I'll do a full package of all the maps. What fun!
#26239 posted by Scampie [72.12.65.92] on 2015/10/16 23:04:13
I don't think anyone except super nerds worry about repacking maps, especially for distributing DM maps, as long as the .txt is there. Pretty sure Terrafusion used to do that with it's weekly map rotations on it's server, just put the maps into a single zip to distribute.
#26240 posted by Spirit [92.196.10.201] on 2015/10/16 23:50:52
The QW people used to distribute everything without text files. It changed a bit after I ranted and ranted. Servers let users autodownload bsp files anyways. Everything is kinda terrible. Your approach seems great :)
Might be nice to lowercase all filenames before zipping, that way it will work for Linux and Mac too.
 Quake Demo Raytracing
#26241 posted by Shamblernaut [121.45.229.88] on 2015/10/18 18:46:11
I don't remember if I linked this last time I saw it. Thought it couldn't hurt to link again.
https://github.com/ThomasHabets/qpov
 Maps Galore!
#26242 posted by Mezmorki [204.126.73.101] on 2015/10/19 15:03:49
Alright - I compiled all 406 maps currently in the database into a zip file with all the readme files along for the ride. A dozen or so maps don't have readmes ... so whatevers.
Here's the link:
https://drive.google.com/open?id=0Bx2KSr0TXJqJTTZ5VWRBZ2M3RVk
It's also linked from the main tab on the prominence database do-hicky.
 I WANT CANNED BEEF
#26249 posted by madfox [84.84.178.104] on 2015/10/19 18:58:51
spam.
 On A Shop Near My House
#26250 posted by Shamblernaut [121.45.236.172] on 2015/10/19 20:06:18
 My Thoughts Exactly
#26253 posted by Mezmorki [204.126.73.101] on 2015/10/20 14:25:17
 Reading H.P. Lovecraft
#26258 posted by killpixel [98.211.184.167] on 2015/10/25 18:28:51
I stumbled across the complete works of H.P. Lovecraft in Barnes & Noble a few weeks ago and decided it's about time I check him out. I was concerned that the Lovecraftian stuff I absorbed from pop culture would ruin the mystery of it all, that turns out to not be the case.
I really appreciate the scope of most if his stories and the ease in which events taking place across vasts amounts of time and space are conveyed. I'm not very well read and the only thing I can really compare it to is Paradise Lost and the Divine Comedy, both of which are awesome. I also like the pulpy format which keeps it from getting tiring after a while.
I started off with shorter stories like Pickman's Model, Cool Air, In The Vault, The Temple, The Nameless City, and of course, The Call of Cthulhu. Of these, I found The Temple to be particularly compelling. I feel that it could easily be adapted to film and be really sweet. The Nameless City screamed Quake, or really just video games in general. It was interesting to see that Quake's aesthetic really only has bits of Lovecraft influence instead of a full-on copy. Quake is basically medieval fantasy with a dash of Lovecraft.
Not sure where I'm going with this, perhaps just to say that if you haven't read Lovecraft already it may be worth your time to pick it up. The atmosphere and aesthetic leave quite a bit of room for interpretation and could inspire some pretty cool landscapes and playspaces. I see the irony in suggesting Lovecraft on a Quake forum, but I think Quake only tapped into a small facet and that there is much more that could be expanded upon.
#26259 posted by Lunaran [24.56.201.253] on 2015/10/25 19:17:06
Kell, who hasn't been seen around here in a while, loves Lovecraft so much he made a hidden shrine in Contract Revoked with his picture and an epitaph. And he basically put half the HPL bestiary in Quoth.
There's Lovecraft influence in Quake because of two things:
1) ID level designer Sandy Petersen also created the Call of Cthulu pen and paper RPG
2) They kind of rushed at the end and put in whatever
Quake clearly isn't an HPL game, but HPL is the thing it borrowed from most visibly.
 The Dream-Quest Of Unknown Kadath
#26260 posted by mankrip [66.249.88.154] on 2015/10/25 21:35:59
Is massively huge. As a non-native English speaker, it was a challenge to fully read it.
In some of Lovecraft's stories our perspective changes so much in the end, that it's compelling to read everything again.
Others, like The Music of Eric Zahn, are more entertaining than challenging; a joy to read from start to finish.
 The Case Of Charles Dexter Ward
#26261 posted by ijed [186.79.241.232] on 2015/10/26 02:56:06
 At The Mountains Of Madness
#26262 posted by ijed [186.79.241.232] on 2015/10/26 02:56:36
 Yeah...
#26264 posted by Bal [109.7.65.250] on 2015/10/26 11:45:52
North Face Jackets Clearance is one of the best HPL stories, very under-rated.
 LOL.
#26265 posted by Shambler [2.96.207.68] on 2015/10/26 12:12:50
Leaving that one in for comedy value!
 Oh Lawdy
#26266 posted by onetruepurple [93.105.176.206] on 2015/10/26 12:21:42
I didn't even realise it was a bot and not ijed.
 Huahah
#26267 posted by ijed [200.73.66.2] on 2015/10/26 12:43:26
That takes the edge off Monday morning.
 Guys
#26268 posted by DaZ [89.168.60.163] on 2015/10/26 14:32:16
WHO says bacon and other processed red meats are a cause of bowel cancer.
Why bacon. why. Kill me
 How Processed Is Uncured Unsmoked Back?
#26269 posted by Shambler [2.96.207.68] on 2015/10/26 15:39:44
Also, vote Dead Pig Oral Sex Guy.
#26270 posted by JneeraZ [12.252.11.134] on 2015/10/26 16:31:48
They're already backing away from the clickbait headline. It's fine. Everyone relax and eat bacon.
#26271 posted by onetruepurple [93.105.176.206] on 2015/10/26 16:36:35
 The Music Of Erich Zahn
#26272 posted by skacky [90.0.197.178] on 2015/10/27 01:04:59
is my favorite HPL story.
 Jam
#26274 posted by [186.228.0.26] on 2015/10/27 13:14:33
I need a map jam.
 ^ Me
#26275 posted by adib [186.228.0.26] on 2015/10/27 13:15:39
#26276 posted by FifthElephant [82.24.73.240] on 2015/10/27 13:26:23
Arrange one then. How about a Halloween speedmap?
 Yep
#26277 posted by PuLSaR [217.150.42.141] on 2015/10/27 13:26:52
I want to make something small
 HalloWEEn Speedmap
#26278 posted by ijed [200.73.66.2] on 2015/10/27 13:39:38
 Halloween Turtlemap Maybe?
#26279 posted by PuLSaR [217.150.42.141] on 2015/10/27 14:26:47
 Don't Say I Didn't Warn You.
#26280 posted by onetruepurple [88.156.138.56] on 2015/10/27 15:34:58
 Marmelade
#26281 posted by madfox [84.84.178.104] on 2015/10/27 19:48:31
I need a marmelade jam.
 Alan`s Psychedelic Jam..?
#26282 posted by mfx [78.55.221.128] on 2015/10/27 20:31:20
#26283 posted by adib [200.217.4.26] on 2015/10/27 21:41:01
Toast... coffee...
#26284 posted by mankrip [66.249.88.164] on 2015/10/27 21:58:54
 No, It's A Pink Floyd Song
#26285 posted by adib [177.206.91.220] on 2015/10/28 00:34:23
 At Least
#26286 posted by madfox [84.84.178.104] on 2015/10/28 01:04:44
I have a name.
 That
#26287 posted by necros [64.233.172.233] on 2015/10/28 01:33:21
Is True.
 Van Damme Vs QII
#26289 posted by erc [78.172.189.6] on 2015/10/29 16:04:20
 Hah
#26290 posted by ijed [200.73.66.2] on 2015/10/29 16:10:40
 Rofl
#26291 posted by PuLSaR [217.150.42.141] on 2015/10/29 16:57:36
 It's The Jump Sounds That Make It
#26292 posted by Kinn [86.139.243.200] on 2015/10/29 17:02:39
 METROID: THE SKY CALLS
#26294 posted by ijed [200.73.66.2] on 2015/11/04 18:41:30
 Sometimes I Get Confused
#26296 posted by mankrip [66.249.88.10] on 2015/11/06 04:19:26
#26297 posted by ericw [108.173.17.134] on 2015/11/06 06:00:08
Yeah, the full QS team is szo, stevenaaus, svdijk, SleepwalkR, and me.
#26298 posted by Baker [65.60.224.195] on 2015/11/06 10:42:07
An easier way of remembering is that when ijed makes a map, a new engine happens.
Warpspasm -> FitzQuake 0.85
Remake Quake -> RemakeQuake engine
ijed makes a crappy speedmap and bad lighting using BSP2 in 30 minutes -> Spike Mark V BSP2 support
Rubicondomitis -> Quakespasm with alpha support
 Rofl
#26299 posted by onetruepurple [93.105.176.97] on 2015/11/06 10:44:48
 YOU HAVE SUMMONED ME
#26300 posted by ijed [200.73.66.2] on 2015/11/06 12:57:33
 Go Map
#26301 posted by PuLSaR [217.150.42.141] on 2015/11/06 13:00:10
#26302 posted by stevenaaus [49.182.1.136] on 2015/11/06 13:04:56
I'm gonna play Warp again... one day
 I Have Been Taking A Break
#26303 posted by ijed [200.73.66.2] on 2015/11/06 13:30:03
From my board game before going onto the next step.
The break has been some Quake related archaeology: http://louismanning.wix.com/ijed#!warpspasm/b9nxg
Apparently it displays badly for some, hit f5 or dump your cache if so.
The format is terrible and I've a lot more images and layout to fix just yet. By all means leave feedback if you want, but it's so basic and bad right now that I'll be reconstructing most of it anyway.
The mapping itch is there, but I can't indulge it just yet.
 Leadwerks Engine
#26304 posted by adib [200.217.4.26] on 2015/11/06 13:30:24
Your thoughts about it. Anyone have tried? It's CSG, it has AI, physics........
 Archeaology = Autocannabalism
#26305 posted by ijed [200.73.66.2] on 2015/11/06 13:35:06
 Ijed
#26306 posted by onetruepurple [213.227.95.1] on 2015/11/06 17:01:43
Read ykcaks backwards.
 !!!
#26307 posted by ijed [200.73.66.2] on 2015/11/06 18:09:43
 Warcraft Trailer
#26308 posted by ijed [200.73.66.2] on 2015/11/06 20:37:34
 Yeah
#26309 posted by necros [46.166.188.219] on 2015/11/06 21:30:27
that could be cool. the storyline, while not amazingly original, is good enough to be a film.
 So ...
#26310 posted by Cocerello [193.254.230.233] on 2015/11/06 22:35:15
Which story it is? Warcraft's, WoW or a new version? I have seen so many changes in the story since WoW appeared that i don't know which is which anymore.
Anyway, I am interested on it.
 Warcraft Trailer
#26311 posted by Kinn [86.139.243.200] on 2015/11/07 11:00:34
Looks pretty underwhelming tbh. Looks like it's gonna be a hard sell to non-nerds. Probably gonna bomb hard.
Should've gone full-CG, made it more stylised, and made it look, well, fun I guess. Which it doesn't at the moment.
 Tweetings
#26312 posted by primal [81.175.152.198] on 2015/11/07 11:38:38
#26313 posted by JneeraZ [76.182.53.183] on 2015/11/07 12:42:12
"Should've gone full-CG"
My friends are all saying this as well. That's what Blizzard does exceptionally well. Why not leverage that for the movie? I don't even...
 Well
#26314 posted by ijed [186.79.255.233] on 2015/11/07 15:07:21
At a guess I'd say it's because full cgi has a bad box office track record for mass market. Whereas the live action mix has been doing great for super hero movies recently.
 Although
#26315 posted by ijed [186.79.255.233] on 2015/11/07 15:08:46
If you count picardy as mass market instead of just for kids then it's a different story.
 Pixar
#26316 posted by ijed [186.79.255.233] on 2015/11/07 15:09:06
 Fuck WoW
#26317 posted by Scampie [72.12.65.92] on 2015/11/07 15:11:42
 Your Guinea Pig's Broken.
#26318 posted by Kinn [86.139.243.200] on 2015/11/07 15:13:28
 The Joy Of Playing Kell Maps
#26319 posted by onetruepurple [88.156.138.104] on 2015/11/07 15:15:50
 Aww
#26320 posted by mfx [92.228.96.220] on 2015/11/08 01:00:00
that puppy..
#26321 posted by Kinn [86.139.243.200] on 2015/11/08 01:17:53
At a guess I'd say it's because full cgi has a bad box office track record for mass market. Whereas the live action mix has been doing great for super hero movies recently.
"Uncanny Valley" CG films like Polar Express, Beowulf, Final Fantasy etc. have all pretty much fallen flat at the box office. The mistake is trying to make it look realistic. They shouldn't do that, it completely destroys the charm.
The real problem with Warcraft though, from the trailer, is that the dialogue, acting and story looks like rubbish Eragon-level D-grade fantasy.
 Should Make Wall-E - Craft Instead
#26322 posted by mfx [92.228.96.220] on 2015/11/08 01:29:39
= instant billionaires.
 ClassicQ
#26325 posted by Zwiffle [71.13.169.66] on 2015/11/09 22:26:21
Has this been posted? I don't recall seeing it on here before
http://classicq.github.io/
 Than Has A Worthy (But Also Slightly Predictable) Challenger
#26326 posted by onetruepurple [93.105.177.32] on 2015/11/10 23:21:06
<Shamblurp> okay so i just stuck my knob in a glass of jack daniels and coke
<Shamblurp> kinda tingly on the bellend
 Unforeseen Side Effects
#26327 posted by onetruepurple [93.105.177.32] on 2015/11/10 23:22:30
<Shamblurp> jack and coke tastes kinda tangy now too
 Errr.
#26328 posted by Shambler [92.22.44.99] on 2015/11/10 23:28:54
It *could* have been an accident.
 Rob Boss
#26329 posted by Shambler [92.22.44.99] on 2015/11/11 16:32:55
20 years deceased middle-aged softly-spoken hippy artist vs the most popular e-sports in the world on the opening night of Blizzcon:
http://3.bp.blogspot.com/-B3jofEPjsAw/VkNd5rKLAfI/AAAAAAAAAdA/y4maUJI3jqI/s1600/robboss1.jpg
 Also, Happy Little Eldar!
#26330 posted by Shambler [92.22.44.99] on 2015/11/11 16:33:15
 #26330
#26331 posted by Kinn [86.139.243.200] on 2015/11/11 16:42:37
Slammin' 'Ham, Sham!
 I Learned Something New Today
#26332 posted by Rick [75.65.153.192] on 2015/11/11 19:38:06
Reading user comments for Fallout 4 on Steam, I learned that "mostly positive" actually means "almost 10%".
#26333 posted by JneeraZ [12.252.11.134] on 2015/11/11 19:41:22
I'm about 6 hours in ... I have nothing but positive things to say. It's amazeballs.
#26334 posted by Scampie [72.12.65.92] on 2015/11/11 21:43:31
The Fallout fandom has long been some of the worst scum on the internet, it doesn't matter how good/bad FO4 is; if even the slightest changes to the formula was made, they'd be going apeshit. We're not even a tenth as fanatical about Quake as some of those fuckers are about Fallout.
I haven't played it... but half my friends list on Steam has been playing constantly since it came out. I highly doubt they would be playing so much if it was terrible.
#26335 posted by Zwiffle [71.13.169.66] on 2015/11/11 22:05:17
Fallout and Elder Scrolls scratch an itch that's difficult to get scratched otherwise. I don't particularly find them very enthralling, but they're not awful. They're just good at being a single player MMO.
 Or, You Know, This
#26336 posted by Zwiffle [71.13.169.66] on 2015/11/11 22:07:47
#26337 posted by JneeraZ [12.252.11.134] on 2015/11/12 01:17:01
Eh, that's people focusing on shit that doesn't matter. At all. :)
That's forest-for-the-trees type stuff.
#26338 posted by Rick [75.65.153.192] on 2015/11/12 01:41:09
Eh, I wasn't going to buy it. I was just surprised at all the negative comments. When it drops to 1/2 price maybe I'll buy. I don't think my video card meets minimum specs anyway.
 FO4
#26339 posted by mfx [77.180.148.148] on 2015/11/12 01:50:34
Enough betatesters bought it by now, maybe in half a year it is free of bugs/glitches.
 FO4
#26340 posted by Shambler [92.22.44.99] on 2015/11/12 11:27:33
Been watching CohhCarnage play it, and by that I mean "watching CohhCarnage wrestle with the kittens his wife placed on his head mid-stream". I think this shows off the game quite well.
It's a shameless post-Apoc Skyrim mod, with an emphasis on collecting every fucking piece of crap in the game, and a load of sim village bollox thrown in. The combat looks kinda good, on the rare occasions you actually encounter it and don't spent the whole time in dismal ruined buildings picking up staplers and cigarette butts from a decrepit desk. The outside bits looks sweet graphically, especially the day/night cycle, the dismal ruined buildings less so, especially with the bland pip-boy lighting.
Basically if you like endless fucking around in a wasteland environment and fighting at least 2 monsters every 10 minutes, great. For me....it doesn't quite inspire me enough.
 Big Sandbox Games
#26341 posted by ijed [200.73.66.2] on 2015/11/12 12:34:28
Are always about playing with your action man figure, dicking about combining springs with sprockets so your gun doesn't become useless at shooting mutated dogs, cops or zombies. Or collecting dog hides to turn into a magical helmet of +1 dex.
I couldn't get into stalker, GTA, WOW or any of the other most awesomest games ever either.
I'm sure there is a game hidden within all the fluff, but I can't be arsed to dig it out.
#26342 posted by Lunaran [24.56.201.253] on 2015/11/12 12:46:42
I didn't know big sandbox games were ever about combining sprockets with dog cops or whatever
#26343 posted by skacky [90.0.189.225] on 2015/11/12 13:19:36
Well, Fallout 4 is Fallout 3 except worse, which was hard to do, but always bet on Bethesda to fuck something up further.
- The dialogue system is one of the worst I've ever seen in an RPG. No speech checks and other similar stuff. In FO1, if you had enough speech and intelligence points, you could argue with a character and convince them to kill themselves. This was ONLY if you had high enough points there, with additional dialogue options. How rad is that? And I'm not counting the countless NPCs with additional dialogue options. Make a low intelligence character in FO2? People treat you like a dumbass and Vault City considers you too much of an untermensch to enter their city. There is nothing like this in FO4. You are stuck with 4 miserable choices and you don't even know what your character will say before you select the reply.
- Virtually zero choices & consequences and almost no karma, resulting in quests that generally end the same way with each playthrough. The Junktown situation could be dealt with in many ways in FO1 for instance, and the consequences of your actions could be felt both immediately and later on.
- Recycled story from FO3, except with inverted roles this time. Boring.
- Completely static factions; at least NV tried to be like the first two games in that regard: you could join/betray factions and your choices had a lasting impact. Here? Nada.
- It also goes without saying the game is ugly as sin, but it also bears little to no relation with the original artstyle that was still somewhat there in FO3 and NV. It's all cutesy and stuff now.
Bethesda clearly has learned nothing from Obsidian. There's a couple reasons why NV sucks less than FO3: better writing and better RPG systems. FO4 has none of that and does away with the few things FO3 did decently.
I'm not even talking about bugs, technical issues and glitches because everyone knows Bethesda games are never finished, but everyone seems to love them regardless. Hell, some of the bugs are exactly the same as in Skyrim!
In the meantime, wake me up when Bethesda makes a decent RPG.
 Slo-mo VATS Is Better Than Paused VATS Tho
#26344 posted by skacky [90.0.189.225] on 2015/11/12 13:21:18
#26345 posted by JneeraZ [76.182.53.183] on 2015/11/12 13:52:45
I feel like I'm playing a totally different game. Loving Fallout 4.
"It also goes without saying the game is ugly as sin"
They don't have the greatest graphics engine for sure but this is heads and shoulders above the brown/green mush that was Fallout 3 and the drab brown/grey that was NV.
 Skacky's Points.
#26346 posted by Shambler [92.22.44.99] on 2015/11/12 14:14:36
Go along with some other views I've seen, that this is sort of Rage2, with far too much FPS and far too little RPG.
If only I'd seem the slightest bit of evidence of that, I might actually be interested.
#26347 posted by skacky [90.0.189.225] on 2015/11/12 19:59:51
And the FPS aspect isn't even good, which is another nail in the coffin. It's slightly better than FO3 (weapons pack more of a punch, slo-mo VATS is better than paused) but it's still plagued with lethargic weapon feel and bullet sponge enemies.
#26348 posted by Spirit [92.196.66.44] on 2015/11/12 21:20:48
Has anyone ever made a map (think cartography) of the Quake universe?
#26349 posted by FifthElephant [82.24.73.240] on 2015/11/12 21:22:10
I wish!
 Spirit.
#26350 posted by Shambler [92.22.44.99] on 2015/11/12 21:27:26
I have a very vague recollection someone did at some point....but can't recall any details. Nice idea though!
#26351 posted by Zwiffle [71.13.169.66] on 2015/11/12 21:51:37
What would that even look like?
#26352 posted by Lunaran [24.56.201.253] on 2015/11/12 22:18:56
I'm not sure there's even agreement on whether they're dimensions or planets or what.
Fat Controller described it in the readme for something or other once as a "multifaceted hedron" (I think), so I've just sort of gone with that. It's infinite as long as people want to keep writing dark level stories in it.
Every new texture set's a new dimension!
 Several Cartographic Maps Would Be Needed
#26353 posted by mankrip [66.102.8.199] on 2015/11/13 21:49:27
 Maps
#26354 posted by Kinn [86.175.217.138] on 2015/11/13 22:10:08
Saying each episode is a different dimension is flawed.
Episode 1 definitely hops around. I'm sure E1M6, E1M8 and whatever the name of the chthon map is, exist in different dimensions to the other E1 maps - are those metal maps in the same dimension as E3 though?
Right now I'm thinking it's probably just some sort of multifaceted hedron, as Lun says, or perhaps a metadimensional geoscape. Maybe even a pan-physical multiverse.
 Thinking With Slipgates
#26355 posted by mankrip [66.249.88.154] on 2015/11/13 23:27:23
Well, that makes sense. Every map transition that goes through a portal can signal a transition between different dimensions/worlds.
That leaves the maps connected through arch exits as the only ones that surely belongs to the same place.
 Bad Headcanon Time
#26356 posted by onetruepurple [93.105.177.53] on 2015/11/13 23:33:15
Metal maps Are set in the "bad future" that awaits the universe if Shub-Niggurath's plan is successful.
#26357 posted by JneeraZ [12.252.11.134] on 2015/11/13 23:37:00
 STAY SAFE FRENCHIES
#26358 posted by Zwiffle [71.13.169.66] on 2015/11/13 23:40:15
#26359 posted by onetruepurple [93.105.177.53] on 2015/11/13 23:43:17
As we all know, sales = quality.
Err how about no.
 Re: Geographic Quake Universe Map
#26360 posted by Zwiffle [24.241.228.118] on 2015/11/14 00:47:19
 Fallout 4 Is Great
#26361 posted by FifthElephant [82.24.73.240] on 2015/11/14 00:48:32
I don't need 12 million sales to say that. It could have sold 3 copies and I would stand by it.
#26362 posted by JneeraZ [12.252.11.134] on 2015/11/14 00:55:21
More people playing it simultaneously than GTA V.
It's god awful.
 I'm Fine.
#26363 posted by Daya [90.47.231.46] on 2015/11/14 01:40:16
 Warren
#26364 posted by skacky [90.0.189.225] on 2015/11/14 01:45:18
Popular doesn't necessarily mean good. :^)
#26365 posted by JneeraZ [12.252.11.134] on 2015/11/14 02:02:19
The cry of the hipster.
#26366 posted by skacky [90.0.189.225] on 2015/11/14 02:23:46
Not really. McDonalds is very popular but it's shit food.
#26367 posted by skacky [90.0.189.225] on 2015/11/14 02:24:32
I also enjoy popular games, when they're actually good. Like The Witcher 3, for instance.
#26368 posted by FifthElephant [213.205.253.236] on 2015/11/14 07:55:11
Religion is also popular. And bad.
Which is why I wouldn't fight popularism as q good metric for quality
 Yeah
#26369 posted by stevenaaus [122.108.190.245] on 2015/11/14 10:00:20
But it makes it hard to argue against
 One Direction Sold 12 Million Albums In Their Career, Hth.
#26370 posted by Shambler [92.22.44.99] on 2015/11/14 10:49:57
Also, Warren, please make a FO4 mod that simply adds proper shadows to the pip boy torch / light, just like Gothic 3 could do waaaay back a fucking decade ago. Then it won;t look like shit, then it might be slightly appealing.
#26371 posted by Kinn [86.175.217.138] on 2015/11/14 11:31:00
The Transformers films must be amazing, going by Warren's metric.
#26372 posted by JneeraZ [76.182.53.183] on 2015/11/14 12:27:48
You're all WAY too easy.
At any rate, I'm loving Fallout 4. Sorry that you're not. :)
 So About Bal
#26373 posted by Vigil [37.219.224.240] on 2015/11/14 12:55:54
Anyone know if he's okay?
#26374 posted by Scampie [72.12.65.92] on 2015/11/14 13:59:27
Yes, he's fine, and playing Fallout4 as we speak.
 The Transformers Films Are Amazing
#26375 posted by mankrip [66.249.88.159] on 2015/11/14 17:46:06
 Gamekings
#26376 posted by madfox [84.84.178.104] on 2015/11/14 18:09:34
and I fall out 4 the screen.
 #26358
#26377 posted by JPL [82.234.167.238] on 2015/11/14 20:01:44
Thanks Zwiffle.... It has been a sad day for freedom.
 Daya
#26379 posted by adib [66.102.8.209] on 2015/11/16 17:22:58
Good to hear.
 Sandy Petersen AMA Today
#26380 posted by Zwiffle [71.13.169.66] on 2015/11/16 18:25:00
Sandy Petersen is doing an AMA on http://www.reddit.com/r/iama today, I think around 1pm EST.
AMA Reddit thingy
As I keep repeating (forced to do so by the cruel lashings of Pit and Ben, my taskmasters), I am doing an AMA today - it's just about an hour from now. It will be on the IAMA sub-reddit (of course).
 Tell Him
#26381 posted by FifthElephant [31.92.227.54] on 2015/11/16 19:18:17
About the map jam!!
#26382 posted by onetruepurple [93.105.176.30] on 2015/11/16 19:26:56
How big is Cthulhu's penis?
Cthulhu reproduces by fission, not sex. As a shape-shifter, however, he can turn his whole body into a giant dick joke.
This guy gets it.
 Sandy Petersen
#26383 posted by mankrip [66.249.88.154] on 2015/11/16 23:23:38
Sometimes he makes some kinda bold allegations:
"In fact, I designed 20 out of Doom's 27 levels."
Designed or co-designed? It's hard to believe that Romero and the others together made only a such small fraction.
#26384 posted by FifthElephant [82.24.73.240] on 2015/11/16 23:33:23
If it was Doom 2 or one of the other episodes I would not be surprised. I did hear that one of the versions was almost entirely sandy.
 Oh LOL
#26385 posted by mankrip [66.249.88.154] on 2015/11/16 23:52:06
"Hey Sandy! I work in mobile game development, and one thing I've been thinking about a lot is how to get more women (and please don't take this as an insult) in your age group interested in game design?"
"Sandy is actually a man."
 Oh God Hahhahahahahahhahaa
#26386 posted by onetruepurple [93.105.176.30] on 2015/11/16 23:56:36
 Spongebob
#26387 posted by madfox [84.84.178.104] on 2015/11/17 00:09:48
I'm a squirrel!
 Func_DoomJam
#26388 posted by negke [31.18.227.54] on 2015/11/17 11:19:38
A brainfart.
Replaying this Doom wad by Aard, Biff and Lun, I thought it might be a nice side project / mini event to do something like that again. The basics of Doom mapping are very easy to pick up and there are several advanced tools available, like DoomBuilder (think TrenchBroom for Doom). Would be cool to have a little jam-type of event where we made a bunch of simple levels just for the fun of it - especially coming from a non-Doom mapping background for the most part, thus perhaps less pressure for perfection.
 I Like The Idea
#26389 posted by skacky [90.0.58.112] on 2015/11/17 13:13:18
#26390 posted by JneeraZ [76.182.53.183] on 2015/11/17 13:14:36
If a ZIP was provided with all the necessary tools or something, I could be down with that. A simple DOOM jam sounds fun...
#26391 posted by Scampie [72.12.65.92] on 2015/11/17 13:30:17
I'd only do it if there was a 7z with all the necessary tools
 Slow Clap
#26392 posted by DaZ [89.168.60.163] on 2015/11/17 13:57:07
#26393 posted by Rick [75.65.153.192] on 2015/11/17 14:15:38
A few years ago I got the idea to finish an old Doom map I started well over 10 years ago, but never really finished.
I installed DoomBuilder and started playing around. Though I quickly got sidetracked and the map is still unfinished, I don't recall it being all that hard to get used to working with the editor. I think the only other program I had to get was some kind of texture manipulator.
 Don't Forget The Readme Or Otp Will Be Lost
#26394 posted by Spirit [80.187.112.109] on 2015/11/17 14:27:24
#26395 posted by negke [31.18.227.54] on 2015/11/17 14:30:41
All you need is Doombuilder, preferably one of the latest dev builds of GZDoombuilder, and of course the Doom2 iwad. Should work out of the box; if not, you might need to install SlimDX, too. While you're at it, grab some source port for for easier playing/testing, e.g Zdoom or prBoom.
You can load one of the original maps to see how things work. Basically, what you do is draw the layout of the level and compartmentalize everything into sectors (DB does this automatically) which then can be assigned different floor/ceilings heights. There's a 3D mode for texture alignment, and so on.
 Doombuilder
#26396 posted by DaZ [89.168.60.163] on 2015/11/17 16:15:10
Downloaded it to have a look, seems very cool to use but it crashes every few minutes with no error msg :P
#26397 posted by JneeraZ [12.252.11.134] on 2015/11/17 16:48:52
Got it all running and I'm running around in a Doom 2 box level ... let's do this! :)
 I'm In But Only If We All Use This For Background Music
#26398 posted by onetruepurple [93.105.176.50] on 2015/11/17 23:13:09
#26399 posted by necros [64.233.172.241] on 2015/11/17 23:27:09
I'm in!
#26400 posted by mankrip [66.102.8.199] on 2015/11/18 01:24:57
Are there any modern games that aren't plagued by dialogue? Are modern gamers like Rufus from Street Fighter IV?
Case in point, military shooters. Why doesn't the soldiers STFU?
#26401 posted by JneeraZ [76.182.53.183] on 2015/11/18 15:49:18
OTP - This comment wins.
"An FPS about Nothing."
#26402 posted by JneeraZ [76.182.53.183] on 2015/11/18 15:49:45
And for seriousness, I'd be in for this. Doom editing has come a LONG way since I last dabbled. This is actually fun ...
 Guys
#26403 posted by Shamblernaut [121.45.231.146] on 2015/11/18 16:48:56
Why are there so many tools in the toolchain for quake? Why has nobody combined them into a single tool with command line options for skipping a step?
I would have thought that for intercompatibility between tools this would be a good idea.
#26404 posted by adib [200.217.4.26] on 2015/11/18 16:56:32
Modularity? Cohesion?
#26405 posted by JneeraZ [76.182.53.183] on 2015/11/18 17:00:07
My guess is because it's never become a priority.
#26406 posted by metlslime [50.150.122.79] on 2015/11/18 17:15:37
people are probably satisfied enough using separate tools, plus it does mean you can mix and match your favorite variant for each step.
 #26403
#26407 posted by Kinn [86.175.217.138] on 2015/11/18 17:26:27
All editors are set up to run bsp, light, vis without the user having to care whether they are 3 .exes or 1.
If it ain't broke...
And yeah, it allows mix and match, although I can't personally think of a reason not to use ericw's variants for everything now, but hey.
#26408 posted by Rick [75.65.153.192] on 2015/11/18 17:42:53
Funny things happened in my wish map when I switched from the Light where color was first added to ericw's version (from last year to be fair). It seemed like some lights disappeared, so I changed back.
If I can get time to start working on the map again I'll try to figure out what was wrong. As I best remember, they were weird little fill lights with values like light 5 delay 1. Maybe it was just a small bug that has been fixed.
#26409 posted by mankrip [66.102.8.189] on 2015/11/18 17:52:55
For mapping, there aren't too many tools; unless you count texture/wad creation/editing, which can be a tricky pain indeed.
#26410 posted by Spirit [92.196.68.14] on 2015/11/18 18:57:26
hmap2 is all-in-one but still needs to be called differently for each step.
 And What Would Be The Benefit
#26411 posted by SleepwalkR [79.195.7.98] on 2015/11/18 20:51:56
of having a single tool over having three?
 Lol
#26412 posted by DaZ [89.168.60.163] on 2015/11/19 03:03:26
 The Benefits
#26413 posted by Shamblernaut [121.45.231.146] on 2015/11/19 03:49:39
I guess simpler workflow, less mixing and matching of tools, a more consistent end product that is easier to trace errors?
I'm not implying that there is anything wrong with the current system. I just wondered why nobody ever combined them.
 Where Is Than, Does Anyone Know?
#26414 posted by Drew [68.148.86.57] on 2015/11/19 04:06:30
playing fallout 4?
make him return please.
 ^
#26415 posted by Blitz [24.56.254.199] on 2015/11/19 07:37:47
I met him 2-3 months ago, seemed like he was pretty busy with work & real life stuff and said he doesn't see much of what goes in the Quake community anymore...
 Way To Miss Out
#26416 posted by onetruepurple [213.227.95.2] on 2015/11/19 08:44:51
On 10 Q1SP jams.
 Warren
#26417 posted by negke [31.18.227.54] on 2015/11/19 09:40:35
Cool. Maybe a discussion thread is in order at some point if a bunch of people are interested in doing this.
 Drew
#26418 posted by than [153.142.97.177] on 2015/11/19 10:20:20
Hello.
Yeah, I'm kinda busy lately so haven't really been following Quake as much as I used to. Haven't had time for Fallout 4 yet, but started playing Witcher 3 a bit. Both games seem like massive time-sinks.
Of course, being busy isn't much of an excuse, since a lot of others on here have their hands full with work and family and still find the time to jam once in a while.
I'll have to try harder I guess :D
 #26413
#26419 posted by Kinn [86.175.217.138] on 2015/11/19 11:25:40
I guess simpler workflow
Whether it's one executable or three you are still running a single batch file or pressing a single button in your editor UI. No difference. It's transparent to the end user.
less mixing and matching of tools
That's a removal of choice, not a benefit. Anyway you don't have to mix 'n' match at all, just go to ericw's page and get the latest. Job done.
a more consistent end product that is easier to trace errors?
I don't think those are issues that actually exist or would be changed by merging vis, light and bsp into a single exe.
I'm not trying to be a dick, I'm just trying to say I don't think there is a problem here. If you can describe an actual problem that happens when mapping that backs up what you are saying then that would be different.
#26420 posted by JneeraZ [12.252.11.134] on 2015/11/19 11:47:03
"Anyway you don't have to mix 'n' match at all, just go to ericw's page and get the latest. Job done."
Sure, but that's a fairly recent development in the total of Quake's lifetime. In past years there has been a lot of mixing and matching the proper BSP tool, for example, depending on what you needed/wanted for your map.
 ^
#26421 posted by necros [64.233.172.241] on 2015/11/19 14:09:45
Which I would say is a good thing..?
#26422 posted by JneeraZ [12.252.11.134] on 2015/11/19 14:12:14
It's a good thing, for sure. But it also helps explain why nobody has bothered to make a universal compile tool.
#26423 posted by Kinn [86.175.217.138] on 2015/11/19 14:47:26
I wouldn't be against merging tools if there was an actual reason to do it.
Only thing I can think of is if light and vis could use some data that would normally get lost after the bsp stage. One thing that springs to mind is the func_detail stuff, but that is solved currently by outputting the prt2 file.
 Guys
#26424 posted by Shamblernaut [121.45.231.146] on 2015/11/19 16:38:37
Please don't misconstrue me, I'm not saying anything is wrong with the current setup. All I was wondering is why it was never merged into one.
The discussion has segued me into another usage, a tool with multiple methods included.
a-tool.exe blah.map -light_tyr
a-tool.exe blah.map -light_ericw
a-tool.exe blah.map -light_argh
a-tool.exe blah.map -light_bjp
At this point all I'm doing is thinking out loud. If you hate these ideas then that's cool too, they're just ideas.
And I'm certainly not experienced enough as a programmer to make this happen anyways, so at best it's a thought exercise.
#26425 posted by Kinn [86.175.217.138] on 2015/11/19 17:31:16
a-tool.exe blah.map -light_tyr
a-tool.exe blah.map -light_ericw
a-tool.exe blah.map -light_argh
a-tool.exe blah.map -light_bjp
But...but...why?
 Kinn
#26426 posted by Shamblernaut [121.45.231.146] on 2015/11/19 17:48:33
why my examples or why my thoughts? or both?
#26427 posted by Kinn [86.175.217.138] on 2015/11/19 18:28:13
Why would you want a light tool that has options to emulate various other (old, mostly obsolete) light tools - just use the genuine article.
Who would write and maintain this "history of light tools" tool? Who on earth would want to use it?
#26428 posted by JneeraZ [76.182.53.183] on 2015/11/19 18:33:32
The maintenance is the largest hassle I see there. One of those light utils gets updated, now someone has to go into the monolithic app and make those same changes ... not a job I would envy.
 Ok Sure
#26429 posted by Shamblernaut [121.45.231.146] on 2015/11/19 19:12:27
Then why is having the ability to mix and match tools better? What I was suggesting, in my awkward way, was a single tool that compiles, vis and lights, using whatever method you select via command line options, rather than multiple tools.
It's largely academic as it will never be made anyway, but surely an approach like this has benefits for those who for whatever reason would be switching and changing executables in JH or similar.
 Look
#26430 posted by SleepwalkR [79.195.4.65] on 2015/11/19 19:54:25
I'm not saying anything is wrong with the current setup.
Which is why no one has bothered with your proposal. A combined tool would be more complex and thus harder to maintain while having no benefit whatsoever. There's nothing else to discuss here.
#26431 posted by ericw [108.173.17.134] on 2015/11/19 19:56:29
Shamblernaut, are you looking for ease of launching all 3 tools at once? Someone could write a wrapper program like:
qcompile -bspopts ... -visopts ... -lightopts ...
There's also necros's gui, or just make a custom batch file.
There is a real benefit to mixing and matching. Rebb's qbsp has some advantages over the one in my tools, though I pulled in some of his changes in the latest tyrutils-ericw release.
#26432 posted by Shamblernaut [121.45.231.146] on 2015/11/19 20:22:29
Actually ericw, I'm really happy with your tools paired with the JH interface to be honest. :)
I will have a look at necros' gui as this is the first I've seen it mentioned, sounds interesting.
As I said, it was more musing out loud and enjoying the conversation than anything actually practical.
 Shamblernaut
#26433 posted by [91.219.237.244] on 2015/11/19 21:18:01
Hmap2 does exactly what you suggest.
 Ongoing Development
#26434 posted by Preach [77.99.55.146] on 2015/11/19 21:30:55
Then why is having the ability to mix and match tools better? What I was suggesting, in my awkward way, was a single tool that compiles, vis and lights, using whatever method you select via command line options, rather than multiple tools.
Because the people who developed multithreaded vis were not the people who developed dirtmapping. In the monolithic tool world, if these people each added them to a different fork of the tool, you'd have to trade off one for the other, or wait for someone to merge them together.
 And Merging Code Can Be A Pain.
#26435 posted by mankrip [66.102.8.204] on 2015/11/19 23:06:25
#26436 posted by necros [64.233.172.251] on 2015/11/19 23:26:43
I wasn't going to say anything until it was done but I'm working on a new version of the compiling gui which should be way more flexible and let you save settings and workflows, so stay tuned...
#26437 posted by Lunaran [66.235.55.196] on 2015/11/20 00:06:20
fuuuck, I would really want to make another doom2 map for a func doom2 jam but I reallllly don't want it to be right now :(
also, I've had a big retro-post-mortem writeup on the map metlslime mentioned sitting in the pipe waiting to get finished for ... nine months now? about what I'd do differently but moreso about how doom LD conventions differ from quake LD conventions.
#26438 posted by necros [172.98.67.35] on 2015/11/20 01:36:52
i don't mind waiting if it means we can get more people on board for this.
#26439 posted by JneeraZ [76.182.53.183] on 2015/11/20 02:02:08
Yeah, no rush. God knows I don't REALLY have time for this ... but I was going to do it anyway. :P
#26440 posted by Scampie [72.12.65.92] on 2015/11/20 02:18:25
Yeah, I didn't want to mention it... but kind of busy with a map for Sock's mod, learning how to do Doom mapping might be a bit much to throw on top. I've never made a Doom map, but it would be fun to learn and make one.
 A Website Where Modders And Mappers Can Download Entities And Such
#26441 posted by Daya [81.250.125.67] on 2015/11/20 15:26:25
Some days ago Jon on the#terrafusion irc chat suggested a website similar to Doom Bestiary, where people could download monsters, weapons and items for them to use in their maps/mods.
Each entities would also have their .qc files alongside their models and sounds of course, but the website could also tell people how to implement them (download qc1.06, text editor of choice, compiler, etc.).
The complicated part is for the weapons however, as they need bit slots. But that can be solved by having a section dedicated to weapons and teach people how to properly implement them (weapons.qc part, how do bitslots work and how to implement them according to the slots used by other weapons).
Me, I'm all in. That would make creating maps, mappacks and mods easier when we're looking for entities that are out of mods of vanilla quake, and that would make people that make entities for the hell of it a way to share them without resorting to creating a map or mod. I'd also deliver my stuff in there was well as my mod's sourcecode (something happened with the mail I sent to Preach, so I'm resorting on creating my own monsters).
#26442 posted by mankrip [66.249.88.199] on 2015/11/20 17:25:31
 DoomJam
#26443 posted by negke [31.18.227.54] on 2015/11/20 20:58:18
Sure thing, it can wait a little. I'm actually surprised this many people would be up for it.
#26445 posted by mankrip [66.249.88.154] on 2015/11/21 22:48:12
Should Quake engines replace QC with this?
http://lhartikk.github.io/ArnoldC/
#26447 posted by stevenaaus [49.182.0.183] on 2015/11/22 01:33:31
He should make an ArnieHub and self-host like Linus.
#26448 posted by adib [177.17.119.133] on 2015/11/22 03:07:48
Do robots dream of electric sheep?
http://imgur.com/gallery/kDTbkhS
#26449 posted by Spirit [92.196.7.27] on 2015/11/22 12:40:57
 The Quakes
#26450 posted by madfox [84.84.178.104] on 2015/11/22 15:15:14
they sure dropped out before their hair could fall in tune.
 DoomJam
#26451 posted by quakis [86.4.149.240] on 2015/11/22 17:16:27
I'm up for attempting something if it happens. Still have a Doom mapping itch since contributing a level for 50 Shades of Graytall.
Speaking of the Jam - a suggestion, mainly because it worked well in the project above;
Boom (Doom Format) and maps tested using PrBoom+ -complevel 9 info for maximum compatibility across engines and help avoid Zdoomism mapping mistakes.
These might be useful tutorials/references for those who haven't mapped for Doom before; Doomworld Link. There is also Slade3 as an alternative editor. It will also provide an easier means to edit the final wad compilation at the end.
I might repost this if a DoomJam specific thread is opened.
 50 Shades
#26452 posted by Kinn [31.48.139.161] on 2015/11/22 17:54:31
http://onemandoom.blogspot.co.uk/2015/09/50-shades-of-graytall-50shadeswad.html
...limiting the available textures to what are widely considered to be the three least attractive options - DOORTRAK, GRAYTALL, and FIREBLU...
...create a mapset whose limited capacity for visuals forced the authors to focus on the aspects of level design related to gameplay...
Note the bolded bit. That's what they'd like to happen. In my experience though (and this often happens with "greybox" map projects) is that the opposite happens - mappers just spend all their time trying to come up with novel and clever ways to use the limited textures and wanking over geocomp-style funky brush work.
 Oh Yeah
#26453 posted by Breezeep_ [108.53.84.156] on 2015/11/22 21:07:25
I'd be totally up for a Doom jam!
#26454 posted by negke [31.18.227.54] on 2015/11/22 21:41:05
It would have to be vanilla Doom 2, no Boom, no high-limit, no fancy stuff. Keeping it simple for the people here who are new to Doom mapping, and in order to maintain a fun jam character. And in this sense, only Func regulars and lurkers, no public hyping.
 I Wont Be Participating
#26455 posted by FifthElephant [82.24.73.240] on 2015/11/22 21:43:39
but I think vanilla doom 2 and no crazy stuff like negke said is probably the way forward. Although I already did hype the jam to Brett Harrell :P
 Good Post, Negke
#26456 posted by Breezeep_ [108.53.84.156] on 2015/11/22 21:51:26
I hope we're allowed to have custom sky replacements and custom music in our levels.
#26457 posted by Lunaran [66.235.55.196] on 2015/11/22 22:38:14
If it's vanilla doom2: music will work, sky won't.
#26458 posted by quakis [86.4.149.240] on 2015/11/22 22:44:55
No problems with vanilla Doom 2 - but not even limit-removing?
#26459 posted by JneeraZ [76.182.53.183] on 2015/11/22 23:45:58
It's a map jam ... I can't imagine you'll have time to hit limits.
 No Public Hyping
#26460 posted by DaZ [89.168.60.163] on 2015/11/23 00:23:04
because we wouldn't want level designers to hear about a map jam would we :P
#26461 posted by quakis [86.4.149.240] on 2015/11/23 01:00:22
I'm no expert on vanilla limits, but there is a high chance the visplane or seg limit will be hit before you even realise it - even within the first area depending on your intentions.
If we're speaking strictly vanilla doom2.exe, better keep close tabs on these. Any cases of visplane-overflow crashes or HOMs caused by seg-overflow in either doom2.exe or similar classic-engine (Chocolate Doom) will need to be hunted down and fixed - often by reducing scene complexity or blocking line of sight.
If there is no concern regarding doom2.exe compatibility - as long as it works in a modern engine - you might as well classify this jam as a limit-removing project. The Doom community is pretty specific about engine compatibility, especially for vanilla doom2.exe.
Just bringing this stuff up to avoid potential problems creeping up later and ensure that the Jam's outline is as intended.
#26462 posted by FifthElephant [82.24.73.240] on 2015/11/23 01:11:40
Quakis, I highly doubt it's vanilla limits specifically, but some source ports support room-over-room and sloped floors etc which restricts the playability of the wad.
#26463 posted by Rick [75.65.153.192] on 2015/11/23 02:32:25
I made some pretty big Doom levels without ever seeing either of those two errors. I actually don't think I'd even heard of them until now.
 Well, Yes
#26464 posted by negke [31.18.227.54] on 2015/11/23 09:46:29
Quakis is right. If you make stuff too complex, e.g. too many details/sidedefs visible at once, there'll be HOMs and such. This does not occur when playing the level in a limit-removing port.
When I say vanilla, I mean it in a somewhat loose sense - if something needs HOM protection, it's okay; just no OTT stuff or megamaps.
 Quakis
#26465 posted by Breezeep_mobile [70.192.66.160] on 2015/11/23 13:57:58
There exists a source port that allows you to see if a certain area in a map is going over the rendering limits: http://remood.org/standard/index.php?page=chocorenderlimits&guid=none
 @Breezeep
#26466 posted by quakis [86.4.149.240] on 2015/11/23 18:45:36
Thanks, was unaware of ChocoRenderLimits.
 STRAFE Live Stream
#26469 posted by killpixel [174.48.226.30] on 2015/11/25 06:29:05
https://www.youtube.com/watch?v=jCI230nKQEY
for dev purposes, they couldn't get the stream to be private.
 It's Not A Good Map Unless ...
#26471 posted by Lunaran [66.235.55.196] on 2015/11/28 01:11:46
... you spawn facing a key you can't get, a megahealth, and ten monsters' asses.
 Just Their Asses?
#26472 posted by DaZ [89.168.60.163] on 2015/11/28 01:18:37
 Doom Map Jam
#26473 posted by FifthElephant [82.24.73.240] on 2015/11/29 14:49:05
Why not do a Doom 64 EX map jam? This game is woefully under-supported by the community.
https://doom64ex.wordpress.com/
#26474 posted by JneeraZ [76.182.53.183] on 2015/11/29 16:17:55
Well...
"No graphics or sounds from Doom II have been reused in Doom 64; instead, it features completely new sprites, textures, levels and sounds and features a completely different art style."
...
#26475 posted by onetruepurple [93.105.176.67] on 2015/11/29 16:21:09
#26476 posted by Lunaran [66.235.55.196] on 2015/11/29 22:07:18
then why the fuck is it called doom anything
 Doom64
#26477 posted by ijed [190.22.76.191] on 2015/11/29 22:28:14
 OTP Is Trollin Yo
#26478 posted by FifthElephant [82.24.73.240] on 2015/11/29 22:39:01
I really hope Lun wasn't thinking that egypt shot was from Doom64. :P
Doom64 stands out as a really great re-imagining of Doom. It has way more atmosphere, has a great soundtrack and art style.
It's sadly missing the Arch-vile and Revenant but it's worthy of the Doom name far more than Doom 3 ever was.
#26479 posted by necros [172.98.67.24] on 2015/11/29 22:41:44
hmm, just tried it (never played it on the n64). it's pretty cool, like a mod. :)
#26480 posted by FifthElephant [82.24.73.240] on 2015/11/29 22:58:12
It really comes into its own when you get to the hell levels around level 8 or 9. It's more similar to Quake in atmosphere.
#26481 posted by Lunaran [66.235.55.196] on 2015/11/30 05:38:04
skidding off a dark road into a ditch is more worthy of the Doom name than Doom3 was
#26482 posted by skacky [90.0.188.180] on 2015/11/30 12:33:38
Doom 64 is what Doom 3 should've been. It's an excellent game, stronger than Doom 2 in most aspects though it lacks the Revenant. I wouldn't mind a Doom 64 EX jam.
 Seems
#26483 posted by ijed [200.73.66.2] on 2015/11/30 13:10:05
#26484 posted by Lunaran [66.235.55.196] on 2015/12/01 05:48:09
There's a livestream called Salty Bet
http://www.saltybet.com/
that's a continuous endless tournament between AI playing every character from every fighting game ever. It's in no way balanced and viewers can place fake bets with fake dollars.
Seeing it made me instantly wish for a 24/7 livestream of a bot playing Doom wads.
#26485 posted by Scampie [72.12.65.92] on 2015/12/01 05:52:55
Make your dreams a reality
 Lunaran
#26486 posted by negke [31.18.227.54] on 2015/12/01 10:12:11
#26487 posted by Lunaran [66.235.55.196] on 2015/12/01 13:27:22
scampie: YES
negke: YES
#26488 posted by necros [172.98.67.117] on 2015/12/02 03:31:12
at first glance, it might seem like doing a bot to play doom levels would work, except that as soon as any weird jumping across between sectors occurs, the AI might be confused.
you can see in the wolf ai that it is just following across cells (or whatever the term is for wolf cube spaces).
#26489 posted by Lunaran [66.235.55.196] on 2015/12/02 07:23:52
I think it's 'eisencuben.' probably
 STACKENBLOCHEN
#26490 posted by Lunaran [66.235.55.196] on 2015/12/02 07:24:08
#26491 posted by Scampie [72.12.65.92] on 2015/12/02 07:34:28
BJ Blazkowicz was just his code name, his real name was actually 'Wolf Einstien'
(Why is there no Wolf icon? we have fucking Counterstrike Serious Sam and Daikatana, but no Wolf?)
#26492 posted by Lunaran [66.235.55.196] on 2015/12/02 09:49:58
#26493 posted by FifthElephant [82.24.73.240] on 2015/12/02 13:12:29
Someone implement that icon, stat.
To be honest though most of the icons arent being used.
 This One Is Been Used A Lot.
#26494 posted by adib [186.228.0.26] on 2015/12/02 15:31:43
 <-- TrenchBroom Icon FTW
#26495 posted by SleepwalkR [130.149.243.224] on 2015/12/02 15:53:39
 Just Replace The Counterstrike Icon
#26496 posted by czg [212.16.188.76] on 2015/12/02 16:11:29
because lmao counterstrike
 <--- Fleshlight
#26497 posted by FifthElephant [82.24.73.240] on 2015/12/02 17:10:52
 Oh Yeah I See It Now
#26498 posted by czg [212.16.188.76] on 2015/12/02 17:28:05
 Why The Fuck Is There A Pitfall Icon?
#26499 posted by onetruepurple [213.227.95.2] on 2015/12/02 18:14:07
 Premium Icons/Stickers Needed
#26500 posted by PuLSaR [83.139.136.202] on 2015/12/02 18:43:12
#26501 posted by JneeraZ [76.182.53.183] on 2015/12/02 18:49:50
func_dlc
#26502 posted by Lunaran [66.235.55.196] on 2015/12/02 21:01:44
honestly I'd be excited about a wolf icon just because it'd make both rows the same length
 Dat Offset Doe
#26503 posted by Kinn [86.155.172.32] on 2015/12/02 21:06:41
 Surely
#26504 posted by onetruepurple [88.156.138.232] on 2015/12/02 21:18:39
We could get enough new icons to have a third row of even smaller length.
 We Should Have An Icon Jam!
#26505 posted by Kinn [86.155.172.32] on 2015/12/02 21:23:15
#26506 posted by Zwiffle [71.13.169.66] on 2015/12/02 21:24:35
I am surprised there is no penis icon.
Because reasons.
#26507 posted by Kinn [86.155.172.32] on 2015/12/02 21:27:02
Because 90% of posts would use it?
 <- Yes, This One Is Close Enough
#26508 posted by adib [66.249.88.154] on 2015/12/02 22:18:31
#26509 posted by Lunaran [66.235.55.196] on 2015/12/03 01:39:16
that is the honorary penis icon, yes
 <- Goatse
#26510 posted by Scampie [72.12.65.92] on 2015/12/03 02:50:07
 You Guys Are Very Creative
#26511 posted by Zwiffle [24.241.228.118] on 2015/12/03 02:56:49
 <- Zwiffle
#26512 posted by Scampie [72.12.65.92] on 2015/12/03 02:59:20
RIP :_(
 <-- UR MOM
#26513 posted by JneeraZ [76.182.53.183] on 2015/12/03 10:49:02
 ... My Mom Is A Firm Wedge Aged To Perfection?
#26514 posted by NarNar [104.186.56.220] on 2015/12/03 15:29:11
#26515 posted by adib [186.228.0.26] on 2015/12/03 15:49:54
yes, yo mama is a door stopper.
 James Cameron
#26516 posted by adib [186.228.0.26] on 2015/12/03 15:51:41
 <=
#26517 posted by madfox [84.84.178.104] on 2015/12/03 18:10:39
 <--
#26518 posted by NarNar [104.186.56.220] on 2015/12/03 18:24:13
 David Cameron,
#26519 posted by adib [66.249.88.179] on 2015/12/04 15:54:17
... I mean. Sorry, James.
 Ohhhh
#26520 posted by NarNar [208.118.203.104] on 2015/12/04 16:38:37
That makes a lot more sense. I was like, sure maybe Avatar wasn't all that good, but Aliens tho!
#26521 posted by adib [186.228.0.26] on 2015/12/04 21:49:38
I'm on vacation until Christmas. Too bad retrojam4 deadline is monday.
#26522 posted by mankrip [66.249.88.154] on 2015/12/05 04:02:26
I've gotten busy with some pretty big stuff so I won't be able to finish my map now either. But I'll keep working on it from time to tune.
 Awesome News For Steam Users...
#26524 posted by Shambler [2.96.204.133] on 2015/12/05 12:32:20
http://www.neogaf.com/forum/showthread.php?t=1150389
You can FINALLY, only a decade or so after Steam appeared, actually delete games from your Steam account. Get rid of all the mistaken purchases, missold crap, broken ports, and unwanted garbage you never wanted (unfortunately it's not perfect, e.g. pointless shite like Counterstrike Source Beta came bundled with HL2, so you have to delete the whole of HL2 to flush that particular turd).
At last I can permanently eradicate rubbish like Dark Souls: Fucking Awful Broken Port Edition, and STALKER: Shadow Of Boring And Ass-Ugly. Thank god.
 Trollolololol
#26525 posted by DaZ [89.168.60.163] on 2015/12/05 12:35:47
#26526 posted by Scampie [72.12.65.92] on 2015/12/05 13:10:01
...why the fuck do you care if games you own, and have no obligation to install, are on your steam account?
 Because...
#26527 posted by Shambler [2.96.204.133] on 2015/12/05 13:18:26
I don't want any possible link to their existence. Even having purchased them in the first place is bad enough.
 Meh
#26528 posted by Kinn [86.155.172.32] on 2015/12/05 13:18:53
it cleans up the list of games in your library i guess.
Amusing watching Shambler getting triggered by it though
#26529 posted by Lunaran [66.235.55.196] on 2015/12/05 13:23:28
shambler is literally the guy from the red letter media videos
#26530 posted by Lunaran [66.235.55.196] on 2015/12/05 13:24:04
anybody want a pizza roll
comment on shambler's webzone and he'll send you a pizza roll in the mail
 Leftover HB Games Giveaway
#26531 posted by negke [31.18.227.54] on 2015/12/05 13:28:25
 Oh God
#26532 posted by Kinn [86.155.172.32] on 2015/12/05 13:31:18
Now I'm reading all Shambler posts in Mr. Plinkett's voice and it's glorious.
 Or....
#26533 posted by FifthElephant [31.122.79.9] on 2015/12/05 14:53:07
You can just hide them permanently. This is a better alternative because it tells you if you own the shit game already and you don't accidentally repurchase it.
 Triggered?
#26534 posted by Shambler [2.96.204.133] on 2015/12/05 15:51:22
Red Letter guy? Mr Plinkett? Pizza? I have no idea what you lot are on about.... I've just always wanted to be able to delete mistake / missold games...just neater and cleaner to me.
#26535 posted by JneeraZ [12.252.11.134] on 2015/12/05 15:57:32
You can get rid of stuff-ish by creating a custom category, putting the stuff you hate into it, and collapsing it.
It doesn't delete it but it does remove it from sight which I assume if what is triggering Shambler.
 Warren.
#26536 posted by Shambler [2.96.204.133] on 2015/12/05 16:34:14
Exactly, I already did that ages ago, now the shite is fully deleted.
 Meh
#26537 posted by ijed [190.54.104.227] on 2015/12/05 22:40:22
They should let you gift them.
#26538 posted by JneeraZ [12.252.11.134] on 2015/12/05 22:45:28
Gift shitty games? And the recipient is forced to accept and can't delete them for 6 months .. fuck yes.
 Hey Willem
#26539 posted by Zwiffle [24.241.228.118] on 2015/12/05 23:26:46
"Fuck you."
*gifts Duke Nukem Forever*
"Jerk"
 Rekt
#26540 posted by onetruepurple [88.156.138.223] on 2015/12/05 23:34:15
#26541 posted by quakis [86.4.149.240] on 2015/12/05 23:59:28
A feature to move those unplayed games you've never installed into the inventory for gifting purposes would be a much more welcome addition.
#26542 posted by Lunaran [66.235.55.196] on 2015/12/06 00:06:50
I would not use a delete game feature but I would happily gift them all to shambler knowing he'd delete them after being annoyed and angry for six months
#26543 posted by Rick [75.65.153.192] on 2015/12/06 01:42:13
Why can't you just sell a game bought on Steam?
They're DRMed, so you can't play them if you don't own them.
#26544 posted by Text_Fish [2.99.239.228] on 2015/12/06 01:47:13
I guess the people who make money off the game want to ... make money off it. Still.
 ^
#26545 posted by Lunaran [66.235.55.196] on 2015/12/06 04:03:23
because then there would be a reddit thread where eighty people coordinate to play one copy of a game and then what text_fish said.
valve keep having to rethink how they do steam sales specifically because people get together on reddit and try to game the system. they recently did away with games being on sale for even less on one day of a sale than they are the rest of the time because people kept saying "don't buy it until the last day of the sale, it might go on supersale before then" and it was pushing all their sales back to the last day or to the extra-low-price day everyone knew was coming, so they went back to just one sale price the whole time.
 LOLZ.
#26546 posted by Shambler [92.22.39.64] on 2015/12/06 10:58:40
You think I accept gifts from you knobends?
#26547 posted by kaffikopp [129.241.137.114] on 2015/12/06 12:54:27
Seems like your wish has been granted, Shambler: link
 Cool Thanks For The Update Kaffikopp
#26548 posted by Kinn [86.155.172.32] on 2015/12/06 12:59:52
#26549 posted by JneeraZ [12.252.11.134] on 2015/12/06 13:03:27
Hey guys, check this out. You can delete games from your Steam account now!
http://www.neogaf.com/forum/showthread.php?t=1150389
 Hey, Quick Question.
#26550 posted by Shambler [92.22.39.64] on 2015/12/06 13:37:54
I heard rumours that someone posted in here yesterday, about 20 posts up, that you could actually delete games from your Steam account??
Sounds rad, can anyone confirm if that is actually true??
 Oy Vey
#26551 posted by kaffikopp [129.241.137.114] on 2015/12/06 13:45:47
my reading skills are up to par
#26552 posted by Lunaran [66.235.55.196] on 2015/12/06 14:03:09
yeah hey okay so I was thinking:
there are two rows in the Quake palette which are nearly totally unused.
http://lunaran.com/pics/quakepal.png
One is that weird second blue row that grows in saturation as it brightens, the last row before the fullbright fire row. As far as I've seen, the only stock textures and assets that use that palette row are that one blue dragon stained glass window, and the textures from the dopefish secret. I'm fairly certain everything else that's blue uses the upper sky-blue row.
The other is whichever of the two very similar purple rows you could personally stand to do without. The only significant purple things in Quake are voreballs, runes, the one sky texture used everywhere, and the particles thrown when a spawn explodes. These two rows could easily be averaged/collapsed into one.
My point is, there's essentially two whole free rows of the palette that are up for grabs with minimal changes to Quake. Any mod can provide its own palette.lmp override in its basedir and get whatever mileage out of a partially customized palette the artist feels he needs, without really screwing up any stock textures or assets at all. No special engines required. The only thing that would really need to be included would be replacements for the voreball and end runes which make sure they're the same purple as the sky. (If you didn't mind voreballs and tarbaby dust being some other color you could even have three rows.)
However, there are additional costs: namely, assets for a palette-plus mod would no longer be shareable, because once you move them back to /id1/ or any other mod you'd wind up with blue and purple shit all over. That runs the risk of creating mutually exclusive asset ecosystems, and this community's been traditionally about freely sharing in that regard. Then again, we've all been using textures from Hexen and Alice and sundry sources with bad-to-passable palette conversions for decades and it hasn't turned anyone off, so an additional stock-palettized wad could easily be created as long as the losses wouldn't be too visually egregious. Plus, wouldn't it be nice to be able to use said Hexen and Alice textures with one or two rows of their actual palette brought with them?
Tool support would be a problem: not every common Quake editing app supports custom palettes. QE3 does (getting that editor to actually find the damned palette lump on disk is like obstacle #1 to getting QE3 to work at all), but others don't. TexMex, critically, simply has the stock Quake and Quake2 palettes hardcoded, and mickey vanished from the scene and took the TexMex source with him 15 years ago.
This might all be way too much bother for 32 extra shades of brown (lol), especially when engines exist that load full color TGAs, but it's something I've been thinking about.
#26553 posted by Kinn [86.155.172.32] on 2015/12/06 14:31:21
The yellow row is also barely used. So is that sort of aqua greeny row above.
To be honest I have thought about this a lot (I'm actually in the middle of making a new texture set myself). I think the cons outweigh the pros personally.
To get more colours into quake I would simply use TGAs.
#26554 posted by Rick [75.65.153.192] on 2015/12/06 16:29:21
because then there would be a reddit thread where eighty people coordinate to play one copy of a game and then what text_fish said.
Okay, maybe there would have to be a limit on your time played. Similar to getting a refund, but more lenient.
 Lun
#26555 posted by FifthElephant [82.24.73.240] on 2015/12/06 17:35:52
if I'm being honest I think I would prefer the Unreal engine 1 implementation of pcx textures. Which is basically that every texture has its own unique palette. File size would be much smaller than using .tga files, it would be self-contained with the .bsp file for neatness.
 Fifth
#26556 posted by Kinn [86.155.172.32] on 2015/12/06 17:44:55
That would require modified compilers, a new bsp format, and new engine support.
#26557 posted by JneeraZ [12.252.11.134] on 2015/12/06 17:48:05
File size? Really?
 Kinn
#26558 posted by FifthElephant [82.24.73.240] on 2015/12/06 18:12:50
I'm sure EricW would be happy to implement all three. ;)
He's a god-damn wizard you know.
 Why Use TexMex Instead Of Fimg?
#26559 posted by mankrip [66.249.88.164] on 2015/12/06 18:14:30
#26560 posted by Kinn [86.155.172.32] on 2015/12/06 18:18:42
Yeah but I just think its dafter than a box of weasels to have to modify the code of a number of tools, engines and file formats, to support baked-in unreal-style pcx textures, when external TGA support is overwhelmingly superior AND backwards compatible AND available right now :}
Filesize is a non-issue imo.
#26561 posted by FifthElephant [82.24.73.240] on 2015/12/06 18:42:46
We'll agree to disagree. ;)
#26562 posted by metlslime [50.150.122.79] on 2015/12/06 20:05:26
Fitzquake / QS already supports actual pcx textures, you could put them in a oak file with your map if you don't like loose files.
#26563 posted by metlslime [50.150.122.79] on 2015/12/06 20:06:07
Oak = pak, thanks iphone
#26564 posted by Spike [86.161.56.215] on 2015/12/06 20:09:08
Fifth, been there, done that - halflife bsp.
palettes still suck, as do standard texture resolutions.
storing image data inside your bsps themselves is not good for file sizes, even if they're RLE pcx files.
either way, (gl) engines generally already support both pcx and tga external textures.
If you want to strip the textures from bsps all you have to do is to set all the offset values of your mipmap images to 0 and strip the image data. Its not a problem unless an engine can't load the correct external texture, in which case you'll just get corrupt textures rather than anything crashy.
#26565 posted by Kinn [86.155.172.32] on 2015/12/06 22:53:36
palettes still suck, as do standard texture resolutions
Regarding texture resolution, I beg to differ. Quake's pixel vision is a seriously legit art style that would still be relevant if someone wanted to make more colourful, but still retropixelly textures.
If you are one of those heathens that plays quake in GL blurry mode, then ugh.
#26566 posted by Lunaran [66.235.55.196] on 2015/12/06 23:36:56
hey let's have this argument again
 Trigger Warning
#26567 posted by onetruepurple [93.105.177.253] on 2015/12/06 23:50:46
I play Quake with linear filtering and model interpolation disabled.
 Well Anyway
#26568 posted by necros [172.98.67.14] on 2015/12/06 23:55:50
with TGAs, you can always palettize and maintain pixel resolution yourself. at least the option is there either way.
 TGA Jam?
#26569 posted by onetruepurple [93.105.177.253] on 2015/12/06 23:57:21
#26570 posted by Kinn [86.155.172.32] on 2015/12/07 00:12:14
yeah tgas can also be 8-bit if you want to save those precious kilobytes, or want to maintain the retro cred.
Interestingly, initial tests indicate an 8-bit tga is slightly smaller in filesize than an 8-bit pcx. Heh.
#26571 posted by FifthElephant [82.24.73.240] on 2015/12/07 00:29:04
I suggested the compiled in custom palette mostly for the sake of neatness. I never have my maps as separate .pak files because I find it a bit unnecessary to devote a whole folder for 1 map.
 Ammo And U
#26572 posted by Lunaran [66.235.55.196] on 2015/12/07 19:52:01
HYPOTHESIS
After my post in the Katedra thread I was curious what actually makes a good baseline ammo HP to monster HP ratio, so I cheesed some debug info into progs.dat and loaded all the stock maps with it, as well as an utterly unscientific list of random custom maps I had at the ready.
EXPERIMENT
My metric was to add up monster health, except for zombies, then add up all ammo HP, subtracting the number of zombies from the number of rockets before figuring them in.
- Multipliers: 25 per shell, 9 per nail, 30 per cell, 180 per rocket.
- Starting shells were not counted.
- Totals include all ammo in secrets (there's no way to programmatically filter them out).
- No rockets vs Shamblers math was done. We can assume players don't use rockets on shamblers anyway.
- Chthons, Shubs, and crucified zombies were excluded.
- Numbers for E1M7 are inaccurate anyway due to meat fireworks.
- All numbers are skill 2.
http://lunaran.com/quake_mapammo.txt
Obviously there's a lot of assumptions inherent in this, and how hectic any given map's combat is (hecticness? hecticity? hectitude? let's go with hectitude.) the hectitude of any given map's combat is going to affect how these numbers actually feel in practice, but this is a good learning exercise to establish some boundaries.
CONCLUSIONS
- the first map of an episode always has way more ammo than necessary. (if I had counted starting shells these numbers would be a little higher even.) e2m1 wins the award for most excessive ammo placement, with enough ammo to kill every monster in the map 7 times. however, we can consider these numbers flawed, because enforcers' cells are all dropped in the first map but can't be used until the player has a lightning gun.
- e1m3 wins for most rockets, with 101. (you can only carry 100.)
- ratios otherwise hover around the 2.0-2.5 mark. episode 1's are the highest, episode 4 the lowest, predictably, although the plethora of quads in e4 probably offsets that.
- even though players of one-off custom maps don't have the benefit of bringing all the previous map's ammo with them (because there was no previous map), the handful of custom maps I checked were still a little more scarce with ammo than the id maps.
- the ammo to monster ratio in Katedra is just under 3:1.
#26573 posted by Lunaran [66.235.55.196] on 2015/12/07 19:55:25
CORRECTION
- e2m4 wins for most rockets with fucking 118
 Run It On
#26574 posted by onetruepurple [88.156.138.229] on 2015/12/07 20:53:29
smqe08d_lun.bsp
 Lunaran:
#26575 posted by metlslime [159.153.4.50] on 2015/12/07 20:54:54
Very interesting.
 Upload The Progs.dat
#26576 posted by DaZ [89.168.60.163] on 2015/12/07 20:58:18
for science!
 And, Well
#26577 posted by onetruepurple [88.156.138.229] on 2015/12/07 21:06:00
As fascinating to study these numbers are (and I admire this kind of academical approach to Quake's gameplay), ultimately they're not very useful as benchmarks, because of how much maps vary.
For instance, jam2_lunaran's ratio is 1.9, and could's is 2.7, which would suggest that the former is less "balanced" than the latter, and therefore harder. And in reality it most certainly isn't.
Perhaps this code could be expanded to calculate the maximum monster damage/health pickups ratio?
#26578 posted by Spirit [92.196.55.115] on 2015/12/07 21:28:39
If there are tarbabies, it needs more ammo.
 O Rly?
#26579 posted by Kinn [86.155.172.32] on 2015/12/07 21:39:02
 Awesome
#26580 posted by FifthElephant [82.24.73.240] on 2015/12/07 21:54:54
This is really interesting stuff. Definitely something the more studious mappers are likely to use
 Oh God Spirit.
#26581 posted by Shambler [92.22.39.64] on 2015/12/07 22:07:38
You woke the troll again >___________<
OTOH,
- e2m4 wins for most rockets with fucking 118
Made me lol far too much. The indignation of it all! :)
 Lunaran
#26582 posted by adib [177.98.12.52] on 2015/12/07 23:15:52
So, NarNar Katedral was not so unbalanced after all. Believing your metric, maybe ammo would just be better positioned.
#26583 posted by JneeraZ [12.252.11.134] on 2015/12/07 23:25:18
That's a good point. The raw math is fun but placement and pacing is also key.
#26584 posted by Lunaran [66.235.55.196] on 2015/12/07 23:58:21
Katedra throws a dribbly stream of monsters at you in wide spaces up until the end, so it's not difficult to be leisurely and precise and wind up not needing much more than 1:1 on ammo. Again, the map's design matters, and for that map 3:1 was probably rather high. Everyone's experience with it seems to bear that out.
The big criticism of RPGSP1 right after it came out was that everyone ran out of ammo in the last battle, and it's one of the lowest on the list at 1.5. He then released COULD two years later and probably overcompensated with too much ammo. ikspq1-4 are also below the average, but on skill2 ikka tended to pack his maps with fucking wall to wall ogres so it was pretty hard to miss anything.
I would have said after looking at these numbers that the best target for a map that feels resource-strict and tense but is still fair and entirely beatable with a bit left over would be a little under 2:1, so, the ammo in jam2_lunaran is obviously perfect. Terra1-7 were very well balanced, and once you get out of the dimension of grunt backpacks, the episode squarely averages out at 2:1.
Perhaps this code could be expanded to calculate the maximum monster damage/health pickups ratio?
If the ammo thing is an inaccurate yardstick, this would be a complete crapshoot.
Upload The Progs.dat
for science!
I actually didn't put it in the id progs. I'd have to redo it in the stock messy item and monster code, so, I could do that later I guess, but not everyone seems terribly impressed with science.
#26585 posted by Scampie [72.12.65.92] on 2015/12/08 00:40:33
I suspect scampsp1 would've had a better ratio if the end arena was cut off... I gave way more ammo than you'd ever need in the last 2 rooms because by that point, conservation of ammo wasn't really the intended challenge anymore.
These are cool numbers though. I think you are right that a 2:1 ratio might be just about right, and I think that's roughly what I mentally shoot for even without seeing the actual numbers.
#26586 posted by onetruepurple [93.105.177.160] on 2015/12/08 17:57:01
I'd have to redo it in the stock messy item and monster code, so, I could do that later I guess, but not everyone seems terribly impressed with science.
Just finish lunsp2 faster, duh!
 We're All Fucked
#26587 posted by DaZ [89.168.60.163] on 2015/12/09 21:52:11
<Daz_> czg fucking make id let machine games make the inevitable Quake remake ok?
<czg> no.
#26588 posted by JneeraZ [12.252.11.134] on 2015/12/09 22:00:12
Oh please, no. No Quake remake. Oh god ...
 NO
#26589 posted by PuLSaR [46.164.245.24] on 2015/12/09 22:04:29
 I'm Sure That
#26590 posted by FifthElephant [82.24.73.240] on 2015/12/09 22:13:04
with the stellar job they're doing with Doom we'll all be clamouring for them to remake Quake.
#26591 posted by Lunaran [66.235.55.196] on 2015/12/10 00:12:10
guys, we're safe, read this fanfic to find out why:
doom4 comes out. as soon as people start reading reviews, sales tank just like what happened for rage. bethesda finally has to confront what a turd they purchased, and they see the negative fan reaction to doom4 as a narrow window in which they can close id software's doors without backlash.
 He Knows It Too.
#26592 posted by onetruepurple [93.105.177.175] on 2015/12/10 00:18:10
#26593 posted by FifthElephant [82.24.73.240] on 2015/12/10 00:23:11
Nothing wrong with the IP, it should be able to absolutely shit money. But you need to get people who actually know and care about the franchise to make the game.
Wolf TNO was an absolutely incredible game. Get those fuckers to make Doom.
#26594 posted by Rick [75.65.153.192] on 2015/12/10 00:33:30
Wolfenstein TNO was great, I really enjoyed it. I plan to give it another play sometime soon.
I never thought Rage was bad. Actually I thought it was pretty good. It certainly could have been much better, but it was far from bad.
#26595 posted by FifthElephant [82.24.73.240] on 2015/12/10 00:50:11
I enjoyed Rage. It got a repetitive after a number of hours, the game ended very abruptly though. It's like they just shipped it without finishing the last 5 levels or something.
#26596 posted by Johnny Law [50.242.126.113] on 2015/12/10 00:51:46
While Wolf:TNO is in fact great, it's also very different from Wolf 3D. IMO there is no evidence that anyone currently sad about id's new-Doom would be happy with the new-Doom that machinegames would make.
#26597 posted by FifthElephant [82.24.73.240] on 2015/12/10 01:31:04
Interestingly I've seen lots of positive remarks about Doom 4 on the doomworld facebook page (yes, I am in that shitty group). Also lots of positive comments about it at doomworld itself. There's people out there in droves who are enjoy this absolutely wretched mudslide of a game.
#26598 posted by onetruepurple [93.105.177.175] on 2015/12/10 01:37:09
There's people out there in droves who are enjoy this absolutely wretched mudslide of a game.
This is what people in 2015 say about func on func.
 FUNK ON FUNK
#26599 posted by Lunaran [66.235.55.196] on 2015/12/10 04:51:08
 #26597
#26600 posted by skacky [90.0.61.90] on 2015/12/10 07:52:29
This is what Stockholm Syndrome feels like.
 Cacodemon Awards 2015
#26601 posted by Zwiffle [71.13.169.66] on 2015/12/10 23:32:40
#26602 posted by Lunaran [66.235.55.196] on 2015/12/11 02:31:23
I really really have to get doom2 off my old machine already
 "Cacodemon Awards"?
#26604 posted by onetruepurple [93.105.177.71] on 2015/12/11 13:44:11
You had one job Zwiffler.
 "Cacodemon Awards"?
#26605 posted by onetruepurple [93.105.177.71] on 2015/12/11 13:44:12
You had one job Zwiffler.
 You Had One Post Onetruepurpler
#26606 posted by czg [212.16.188.76] on 2015/12/11 13:55:02
 Cockawards 2015
#26607 posted by Zwiffle [24.241.228.118] on 2015/12/11 14:28:26
OTP wins 1st place -_-
j/k i luv u otp
 GG Well Doubleposted.
#26608 posted by Shambler [92.6.43.48] on 2015/12/11 14:49:09
#26609 posted by adib [177.19.61.9] on 2015/12/12 13:23:04
Only now I realized Simonoc and Sock are the same person.
#26610 posted by Spirit [92.196.102.246] on 2015/12/12 13:58:43
Nick changes always confuse a lot of people. Like dranz -> daz back in the days. negke/necros still hasn't decide which one to use...
 Negkros
#26611 posted by adib [177.19.61.9] on 2015/12/12 14:16:08
Are they really the same or you're trolling?
#26612 posted by Scampie [72.12.65.92] on 2015/12/12 14:41:18
They are in fact the same person. Lunaran and Madfox are the same as well.
#26613 posted by Kinn [109.147.141.18] on 2015/12/12 15:01:55
Daz / Drannerz
Kinn / Kell
Oh god what have I done
 Stahp
#26614 posted by DaZ [89.168.60.163] on 2015/12/12 16:48:56
#26615 posted by adib [177.19.61.9] on 2015/12/12 17:10:49
So, Func is like that movie "Identity" and I've been talking only to Baker this whole time?
#26616 posted by Lunaran [66.235.55.196] on 2015/12/12 20:16:32
you've actually only been talking to yourself
on the plus side, you made every map in jam6
 Yup
#26617 posted by ijed [190.22.103.0] on 2015/12/12 20:36:35
But it's more like Cluedo - you haven't been talking to Baker.
Maybe I'm spoling the fun but we're actually a trucker called Beavis and we've been grooming you since you signed in.
#26618 posted by Zwiffle [24.241.228.118] on 2015/12/12 22:16:44
you've actually only been talking to yourself
on the plus side, you made every map in jam6
shit i just said that
damn it
#26619 posted by adib [66.249.88.169] on 2015/12/13 00:31:24
The Quake community disappeared by 1998, but few deathmatch cheating bots stayed online. They started to replicate and modify themselves over the internet while servers were going offline. This forum is one of them, flaming against itself on posts, generating maps procedurally on jams and using social engineering to physh innocent mappers like me into its mind games.
 Hotline Miami 2 Editor
#26620 posted by skacky [90.0.62.44] on 2015/12/13 00:52:21
That shit is addictive as hell and very easy to use. Still pretty buggy and will eat your face if you do something wrong, but making levels for that game is tons of fun. Already made 3 maps.
#26621 posted by madfox [84.84.178.104] on 2015/12/13 01:24:56
this editor machine is stolen its 25 years old bike and will never be the same.
#26622 posted by stevenaaus [49.182.1.46] on 2015/12/13 01:36:40
No ones the same as MF.
How many crazy Germans does func have ? .. must be a few :)
In aus, we have a lunatic fringe chess forum populated only be a few people, but with many hydras.
 Lol
#26623 posted by Tronyn [24.79.108.14] on 2015/12/14 01:27:16
the idea of Jekyll and Hyde mapping personalities is pretty great.
 Tronyn
#26624 posted by adib [177.17.116.117] on 2015/12/14 05:21:23
A great idea for this thing you've been working on.
 Who
#26625 posted by adib [66.249.88.169] on 2015/12/14 15:24:07
forgot to groom and now look like a terrorist on the passport?
 ID's Super Marios Bros 3 PC Footage
#26626 posted by Daya [90.47.165.131] on 2015/12/14 22:33:17
John Romero just posted footage of id's Super Mario Bros 3 PC port before settling on Commander Keen:
https://vimeo.com/148909578
#26627 posted by onetruepurple [93.105.177.242] on 2015/12/14 22:48:57
yeah, keep ripping stuff from other games and mission packs. if you're gonna get a C&D then you might as well do it in style.
 Who Are You Talking To OTP?
#26628 posted by Daya [90.47.165.131] on 2015/12/14 22:54:38
#26629 posted by adib [177.17.116.117] on 2015/12/14 23:29:20
I believe he's saying "Romero ripped off Mario".
Anyway, I ended up watching a 1997 interview video called "Legends of Game Design" there at Romero's. It's so great to hear Nolan Bushnell.
#26630 posted by Lunaran [66.235.55.196] on 2015/12/15 00:07:49
Are there any quake engines that correctly account for the position of a bmodel when casting dynamic lights?
#26631 posted by ericw [108.173.17.134] on 2015/12/15 00:22:13
MarkV and Darkplaces do
 Makaqu Also Does.
#26632 posted by mankrip [66.249.88.164] on 2015/12/15 03:01:33
Dynamic lights takes BSP entity position in account, but not rotation. I always forget to implement the rotation part.
 #26626
#26633 posted by mankrip [66.249.88.164] on 2015/12/15 03:12:05
From that to Quake III Arena in 9 years. Amazing.
 This Post Was Flagged As Go Map.
#26635 posted by mfx [78.49.223.148] on 2015/12/17 00:11:28
 Roger That
#26636 posted by adib [179.177.38.95] on 2015/12/17 00:31:06
 This Post Was Flagged As Go Map.
#26637 posted by mfx [78.49.223.148] on 2015/12/17 01:29:44
 This Flag Was Mapped As Double
#26638 posted by madfox [84.84.178.104] on 2015/12/17 02:36:27
 Oh Lol
#26639 posted by mfx [78.49.223.148] on 2015/12/17 02:50:26
how cool!
 This Post Was Flagged As Go Map.
#26640 posted by mfx [78.49.223.148] on 2015/12/17 02:51:20
#26641 posted by necros [66.249.83.83] on 2015/12/17 02:52:30
Func is a better place because of you, Madfox. You are like a cactus in the desert or the large hadron collider in winter: constant and immutable.
 Is This The Board
#26642 posted by Shamblernaut [121.45.231.146] on 2015/12/17 12:49:24
where we blow smoke up each others asses?
Madfox you are a man among men. You are the anchor that gives my spirit license to soar.
 Lmao
#26643 posted by onetruepurple [213.227.95.73] on 2015/12/17 12:57:58
#26644 posted by necros [66.249.83.80] on 2015/12/17 17:50:21
No, only to Madfox.
 BUUUURRRRRRRRRRRRRRRRRRR
#26647 posted by DaZ [89.168.60.163] on 2015/12/19 02:18:15
#26648 posted by Scampie [72.12.65.92] on 2015/12/19 02:32:57
Lay off the curry, Daz
 100% Genuine Spam! Now With Even More Pig's Anuses!
#26653 posted by Scampie [72.12.65.92] on 2015/12/19 15:02:42
#26654 posted by JneeraZ [76.182.53.183] on 2015/12/19 16:37:57
Hey, 5 new posts! ..... oh.
 Hang On A Sec....
#26655 posted by Shambler [92.6.43.48] on 2015/12/19 17:38:52
FFS. Just had to check all of those, couldn't find any pig anuses >:(
 Spam
#26656 posted by madfox [84.84.178.104] on 2015/12/20 05:14:52
#26657 posted by Lunaran [66.235.55.196] on 2015/12/20 22:32:52
some men see things as they are and they ask why
others are madfox
#26658 posted by adib [201.22.114.8] on 2015/12/21 05:11:10
I was saying I just found out Simonoc is Sock. People started to joke and I forgot the reason: I'd like to thank Sock for that rock tutorial on his site. It triggered a stream of mapping discoveries and fun to me, experimenting rock and terrain works using brushes. It's a delicate craft, it requires some science to make valid and coherend grid-tied geometry look like organic, natural formations.
#26659 posted by adib [201.22.114.8] on 2015/12/21 05:16:52
Ah, and negke and necros are not the same guy, there's no negkros. Stop messing with my head like this, you gaslighting trolls.
#26660 posted by madfox [84.84.178.104] on 2015/12/21 06:09:52
some things will never change and better forgotten
 Madfox And Madfox On The Other Hand...
#26661 posted by SleepwalkR [87.146.34.24] on 2015/12/21 07:14:24
 Adib
#26662 posted by Kinn [86.158.147.60] on 2015/12/21 11:11:29
It was recently estimated that over 80% of all the accounts registered on func represent the same person, but no-one really knows the true figure.
#26663 posted by metlslime [50.150.122.79] on 2015/12/21 11:23:33
well, 80% of us know.
 Split Personality Much?
#26664 posted by DeeDoubleU [134.249.211.108] on 2015/12/21 11:46:50
#26665 posted by negke [31.18.227.54] on 2015/12/21 12:10:07
I only go by "necros" when I release the good maps.
 ^
#26666 posted by Spirit [92.196.49.215] on 2015/12/21 12:39:41
It's true.
 Since The QuakeWiki Is Always Down When You Need It
#26669 posted by Daya [92.155.135.3] on 2015/12/21 14:54:05
How do you make sprites? What do the numbers mean in sprites.qc?
#26670 posted by Spirit [92.196.49.215] on 2015/12/21 15:01:23
It's not down for me, what's the error message you get?
 ERR_CONTENT_DECODING_FAILED
#26671 posted by Daya [92.155.135.3] on 2015/12/21 15:14:52
Also using Chrome
 Huh!
#26672 posted by Spirit [92.196.49.215] on 2015/12/21 16:08:22
Anyone else getting that? Maybe for https://www.quaddicted.com/ and http://www.quakeexpo.com/forum/ too? I'll look into it, had no problems except for slowness.
httpS://quakewiki.org/ right? I have to fix http://quakewiki.org/
 Fine For Me.
#26673 posted by DeeDoubleU [134.249.211.108] on 2015/12/21 16:21:41
 Fine Here
#26674 posted by DaZ [89.168.60.163] on 2015/12/21 16:33:21
also using chrome
#26675 posted by Baker [65.60.224.195] on 2015/12/21 17:16:27
Chrome works for me. However, it does not show a lock icon (i.e. secured site) although it says https://www.quaddicted.com in the address bar.
Wondering why, I clicked "View Site Information" in Chrome (click the page icon to left of the URL in the address bar)
And View Site Information Says:
Chrome: "www.quaddicted.com
This site uses a weak security configuration (SHA-1 signatures), so your connection may not be private."
 Was Able To Get Into QuakeWiki, But
#26676 posted by Daya [92.155.135.3] on 2015/12/21 17:34:47
Got no info about the .spr file formay, the .lmp section doesn't help me, and neither can Google.
Can anybody care to explain to me how to make .spr files and how to use them in quakeC?
 Daya:
#26677 posted by metlslime [50.150.122.79] on 2015/12/21 17:38:09
when i made sprites, i used a program called Fimg.
Try here: http://www.insideqc.com/frikbot/fimg/
 Thanks Metslime
#26678 posted by Daya [92.155.135.3] on 2015/12/21 18:29:27
But first I wanted to look at the explosion, bubble and light orb sprites to be sure on their location and how they animate properly in the software and figure out by myself how to make said sprites. Sprites.qc mentions a path called id1/gfx/sprites but such a thing don't exist in neither pak0 or pak1, nor is there a sprite.lmp file.
Is there such a thing as a "ghost" file in Quake?
#26679 posted by metlslime [50.150.122.79] on 2015/12/21 19:12:18
That is legacy from id software's original tools. The way they made sprites and other assets is with some command line tool that scanned the quakec for specific strings. With fimg, you don't need that.
#26680 posted by Spirit [92.196.49.215] on 2015/12/21 19:23:18
Was Able To Get Into QuakeWiki
How?
Also, the wiki lives from contributions of people who know things. If you learn something, add it.
#26681 posted by madfox [84.84.178.104] on 2015/12/21 19:28:50
Would it be reasonable to put in QCman10 and Qccspecs3?
#26682 posted by Spirit [92.196.49.215] on 2015/12/21 19:58:32
If their licenses permit
 @Spirit
#26683 posted by Daya [92.155.135.3] on 2015/12/21 20:36:56
I was able to get into it by doing the httpS trick as said earlier.
As for contributing to the wiki, I could get in my method of doing models with Blender.
 Qcman10 And Qccspecs
#26684 posted by madfox [84.84.178.104] on 2015/12/21 21:48:19
are copyright of Ferrara Francesco and Olivier Montanuy and I think as long as I leave their names included nothing can go wrong.
The articles are for help, and especially the qccspecs comes in handy, because it has a html directed backlead to the other qc elements.
I already added it to the quaketastic site under tools/windows/quakec.
If I use the httpS://quakewiki.org/ trick I only get the message my privacy gets warned by a hacker.
 Daya
#26685 posted by adib [201.22.114.8] on 2015/12/21 21:57:27
Yes, please. Make a tutorial. Even if QWiki isn't the place, I'd like to read it.
 Wtf
#26686 posted by DaZ [89.168.60.163] on 2015/12/21 23:00:48
I understood a Madfox post. Guy is slippin'
#26691 posted by onetruepurple [93.105.176.133] on 2015/12/23 10:24:31
http://philipbuuck.com/announcing-handmade-quake
Handmade Quake will be a series of videos and blogs where I rebuild the original Quake from scratch, line by line, system by system. It is named Handmade Quake thanks to the inspiration of the Handmade Dev community, and following the spirit of their manifesto, we will be starting with a blank Visual Studio project, nothing pre-written at all, and file by file, will turn it into the source code that id Software released to the world in late 1999.
#26692 posted by JneeraZ [76.182.53.183] on 2015/12/23 10:42:09
Dude should totally Patreon that project ...
 So, Arcane Dimensions Team
#26693 posted by adib [66.249.88.174] on 2015/12/23 14:13:44
... now have 24 hours to deliver, right?
#26694 posted by JneeraZ [76.182.53.183] on 2015/12/23 16:04:41
I don't want to have to resort to talking to people on xmas ... I demand a new mod!
 ^ Of Course!!
#26695 posted by adib [177.133.130.191] on 2015/12/23 17:31:49
 That Will Do
#26696 posted by adib [177.133.130.191] on 2015/12/23 17:46:46
Jackhammer 1.1.8 is out. Already installed, already voted for it on Steam.
#26697 posted by JneeraZ [76.182.53.183] on 2015/12/23 18:34:57
Sky rendering is the shit ...
Sadly, tablet still not supported correctly. :(
 @onetruepurple
#26698 posted by Baker [65.60.224.195] on 2015/12/23 23:39:10
That guy is going to get totally and absolutely owned.
He is terribly underestimating and doesn't have the foggiest idea of the internal systems involved (collision, bsp, the QuakeC virtual machine, etc.) and seems to have no clue how complex things like a sound mixer are.
He's in for rude awakenings upon rude awakenings.
 Imagine My Face
#26699 posted by onetruepurple [93.105.176.133] on 2015/12/24 00:02:02
Reading that post without remembering the context at first.
#26700 posted by adib [177.133.130.191] on 2015/12/24 01:37:31
Well, I will follow his demise on youtube and blog. Let's see what happens.
 Textures
#26701 posted by adib [177.133.130.191] on 2015/12/24 01:42:59
Zwiffle said:
We should get Sock to make that [Roman] mosaic into a texture set no one will ever use.
Why "never use"? It was a beautiful mosaic. There are really nice textures at Sock's site. Why not use them?
How does a texture set should be, so most people want to use?
Your texture set wish list, please.
 Ah
#26702 posted by Zwiffle [24.241.228.118] on 2015/12/24 03:30:44
That was a joke. Sock mentioned to me that he had spent a lot of time taking photos of some church or summing, cleaned them up and made a texture set out of it ... but then claimed no one used it.
 Texture Set Wishlist
#26703 posted by Zwiffle [24.241.228.118] on 2015/12/24 03:33:05
Texture set using the theme(s) Trypophobia and/or Teeth.
 #26698
#26704 posted by mankrip [66.249.88.154] on 2015/12/24 03:43:22
What Baker said.
That guy seems to have been raised in the system analysis & object-oriented programming culture. He's going to bang his head in the wall multiple times every day before actually understanding how Quake was coded. His "modular YouTube series" proposal is impossible, because Quake is not modular (some of its systems are almost modular, but Quake was coded with a "Get this thing to work and ship it!" mindset, so messy intertwined code is the rule).
He would have better luck if he just wanted to play with Quake's assets using code written from scratch (without trying to replicate the original code). For his project, there's no need to be faithful to how Quake works.
#26705 posted by Kinn [86.174.52.213] on 2015/12/24 07:00:19
But we can still look forward to the hilarious schadenfreude though, right?
#26706 posted by Spirit [92.196.16.252] on 2015/12/24 10:30:53
I was super psyched about this at first but...
He isn't going to actually write it from scratch. :(
This API happens to be the code that Quake actually uses, but while watching the video, the aim is to make it as though we are creating it ourselves.
The main source code, in the end, is not anything I've built myself. It's the Quake source code from id's Github.
https://www.reddit.com/r/programming/comments/3xy110/announcing_handmade_quake/cy90vnl
#26707 posted by JneeraZ [76.182.53.183] on 2015/12/24 12:14:32
Eh, I think you guys are a little down on this ... I think it'll be fun. He seems like a smart dude and I look forward to listening to someone basically explain how Quake works, at a low level, while I work on art.
I think it's going to be fun.
 Totally!
#26708 posted by Spirit [92.196.16.252] on 2015/12/24 12:17:45
 Zomg 3 Minutes
#26709 posted by Spirit [92.196.16.252] on 2015/12/24 12:17:57
 Zwiffle
#26710 posted by adib [177.133.130.191] on 2015/12/24 12:32:49
This trypophobia.com thing is giving me trypophobia. Couldn't look at the images. But I see, a nasty flesh texture pack...
#26711 posted by Kinn [86.174.52.213] on 2015/12/24 13:19:06
Eh, I think you guys are a little down on this ... I think it'll be fun.
Same, unless he has a really annoying voice, which often ruins video tutorials for me. Ideally I'd like it to be done in a refined, Roger Moore-esque purr; the vocal equivalent of sinking into a leather Chesterfield sofa whilst wearing pyjamas, but I'll understand if that's not possible.
#26712 posted by JneeraZ [76.182.53.183] on 2015/12/24 13:45:45
Speaking of audio, he figures out the microphone around the third video in so don't worry about the sound being stupidly low and hard to hear at first.
 That
#26713 posted by ijed [190.22.92.76] on 2015/12/24 19:06:55
Doesn't particularly sell it considering its the very first thing you should be solving (how to get your content of a decent quality and uploaded to wherever it needs to be) in order to make a web series.
Having said that, I can understand why the engine guys are down on it. But, he's going to be facing a completely different set of challenges to the ones needed to create and maintain a Q1 engine when it's based off the original code base(s).
Doesn't really grab my attention though; my cynicism makes me think Quake was chosen 'because its easy but still 3d'.
And watching someone work isn't very interesting, IMO.
#26714 posted by JneeraZ [76.182.53.183] on 2015/12/24 19:58:31
"Doesn't particularly sell it considering its the very first thing you should be solving (how to get your content of a decent quality and uploaded to wherever it needs to be) in order to make a web series."
It's some dude doing a free video series. I think we can cut him some slack on the production values.
 Face It...
#26715 posted by generic [172.58.169.161] on 2015/12/24 20:02:59
Anyone other than func_us willing to give Quake a whirl is something to be celebrated. Merry Christmas!
 Free?
#26716 posted by ijed [190.22.92.76] on 2015/12/24 21:03:17
Its through Youtube though, so he'll get Ad revenue.
But yeah, I tend to be over zealous with the details :(
 Merry Christmas
#26717 posted by SleepwalkR [87.146.38.62] on 2015/12/24 21:57:47
You godless bastards!
 Feliz Natal!
#26718 posted by adib [66.249.88.169] on 2015/12/24 22:03:36
 @spirit
#26719 posted by Baker [65.60.224.195] on 2015/12/24 23:52:18
He isn't going to actually write it from scratch. :(
Ah, so not a manly project like Handmade Hero but "here I made some models for Unreal engine".
(I'm guessing here ^^)
Gay!
If that is his plan, he shouldn't be trashing up the meaning of what the Handmade Hero guy is doing.
#26720 posted by Baker [65.60.224.195] on 2015/12/25 00:04:09
Wait a second? After a quick, re-read ... are you saying he's just doing a source code review?
If that's the case and he's using the word handmade, the only way for his karma to balance out in this world would be him walking in the park and a hornet's nest falls out of a tree and falls on his head.
 Merry Christmas To All Of You
#26721 posted by Daya [86.192.37.192] on 2015/12/25 01:50:26
#26722 posted by mankrip [66.249.88.154] on 2015/12/25 01:58:58
Have a func_hristmas everyone!
#26723 posted by Scampie [72.12.65.92] on 2015/12/25 03:06:07
MERRY CHRISTMAS AND A HAPPY ARCANE DIMENSIONS
#26724 posted by JneeraZ [76.182.53.183] on 2015/12/25 03:57:50
Well, real quick ... and this is just an idea ... why don't we wait and see what he does before judging what he's doing? Crazy? Possibly.
Merry Xmas!
 Merry Christmas Everyone!
#26725 posted by Breezeep_ [108.53.84.156] on 2015/12/25 04:37:28
 Merry Christmas
#26726 posted by DaZ [89.168.60.163] on 2015/12/25 10:10:47
May your quad damage never run out and may you find all the secrets!
#26727 posted by FifthElephant [82.24.73.240] on 2015/12/25 11:26:13
Merry Christmas funcers!
 Merry Christimas
#26728 posted by Baker [65.60.224.195] on 2015/12/25 12:17:03
Merry Xmas
[WarrenM, sounds like a plan]
 Good Afternoon Everybody!
#26729 posted by Kinn [86.174.52.213] on 2015/12/25 13:18:56
So, when's AD dropping?
#26730 posted by FifthElephant [82.24.73.240] on 2015/12/25 13:22:56
When I stop finding bugs in my map.
 You Monster
#26731 posted by Kinn [86.174.52.213] on 2015/12/25 13:23:46
 ADHD
#26732 posted by Spirit [92.196.23.130] on 2015/12/25 13:28:48
Arcane Dimensions Have Delay
#26733 posted by JneeraZ [76.182.53.183] on 2015/12/25 13:31:32
Santa Sock has failed us?!
 I Have A
#26734 posted by onetruepurple [93.105.177.58] on 2015/12/25 13:49:41
bad feeling about AD coming out this year...
#26735 posted by Kinn [86.174.52.213] on 2015/12/25 14:00:39
And just to think I wore my "special trousers" today in anticipation...
#26736 posted by onetruepurple [93.105.177.58] on 2015/12/25 14:09:03
At least we got another "Kinn talking about pants" post out of it.
#26737 posted by Spirit [92.196.23.130] on 2015/12/25 14:27:30
Those with the sewn-in sock?
 Happy Festivus
#26738 posted by Zwiffle [174.102.139.120] on 2015/12/25 14:58:05
I have grievances with all of you.
 Dammit, Sock!
#26739 posted by Breezeep_ [108.53.84.156] on 2015/12/25 15:42:38
#26740 posted by Lunaran [24.180.199.42] on 2015/12/25 16:52:11
#26741 posted by mankrip [66.249.88.159] on 2015/12/25 17:41:41
It's the sock of past Christmas, the sock of present Christmas and the sock of future Christmas.
 Merry Christmas To You All
#26742 posted by ijed [186.9.133.236] on 2015/12/25 17:42:47
 Wow Crazy!
#26743 posted by onetruepurple [46.77.124.255] on 2015/12/25 17:47:54
 Merry Christmas/Festivus/etc
#26744 posted by Tronyn [174.2.98.223] on 2015/12/25 19:23:25
good luck and go map!
 Cherry Christmaz
#26745 posted by madfox [84.84.178.104] on 2015/12/25 19:54:41
remember who blew off sock's intentions for projects,
now get them anyway and all other maps fall to dust.
#26746 posted by Lunaran [24.180.199.42] on 2015/12/25 20:09:16
who can argue with that
#26747 posted by JneeraZ [76.182.53.183] on 2015/12/25 20:10:20
Yeah, I ... I'm out.
 It's Happening.gif
#26748 posted by mfx [77.180.159.122] on 2015/12/25 21:27:57
 Xmas Presents
#26749 posted by sock [200.82.43.134] on 2015/12/25 21:37:12
Is under the tree waiting for a func admin to authorize it!
Merry Xmas Everyone
 I KNEW IT
#26750 posted by onetruepurple [93.105.177.58] on 2015/12/25 21:49:50
21:14:55 | <onetruepurple> maybe sock already posted it but the mods aren't there to approve it
#26751 posted by Baker [65.60.224.195] on 2015/12/25 23:54:56
The scale and depth defies all comprehension!
 Sock = Santa
#26752 posted by NarNar [208.118.203.104] on 2015/12/26 00:07:30
???
 Sock = Satan
#26753 posted by onetruepurple [93.105.177.58] on 2015/12/26 00:24:57
 Merry X-Mas
#26754 posted by JPL [82.234.167.238] on 2015/12/26 19:36:34
#26755 posted by adib [66.249.88.179] on 2015/12/26 21:44:40
Merry 2016 christmas, JPL!
 Schafer.png
#26756 posted by onetruepurple [93.105.177.58] on 2015/12/31 18:03:44
 The Price Of An Opinion
#26757 posted by ijed [190.22.29.218] on 2015/12/31 19:29:10
 WTF
#26758 posted by Kinn [86.174.52.213] on 2015/12/31 19:33:15
Psychonauts wasn't even very good.
 TBH.
#26759 posted by Shambler [92.22.70.215] on 2015/12/31 19:34:29
It would be quite good if OTP had to pay $33 to join discussions on func...
 Happy New Year
#26760 posted by ijed [190.22.48.37] on 2015/12/31 20:46:13
 Merry Xmas Is Late
#26761 posted by mfx [78.55.171.101] on 2015/12/31 21:14:24
Happy New Year is good.
"Lets hope it's a good one, without any fear."
Yoko Ono
 Happy New Year 2016
#26762 posted by JPL [92.90.17.39] on 2015/12/31 21:45:00
I wish you all the best for this new coming year. May this bring you happiness, prosperity, fortune, and love.... as well as plenty of new Quake maps and new FPS to play
#26763 posted by JneeraZ [76.182.53.183] on 2015/12/31 22:06:53
Posted this on Facebook but I might as well share it here as well ... my feelings on 2015:
-------------
2015 was an eventful year for us.
My life plan completely shifted from "I'm going to work at Epic until I drop dead" to "Actually, what if I DIDN'T do that?". And it all happened in a matter of a few weeks. That's how life works for Sandra and I. We decide to do something and all of a sudden it feels like there's some invisible force driving it along and we're hanging on for dear life.
Life can change gears from "I'd never do that" to "Oh god, I'm doing it!" in a hot second.
But after the stress and turmoil of that all settled down ... it's been good.
I've been freelancing for 6-ish months now after working studio jobs for almost 20 years. I've got several packs in various asset stores and am working with a variety of awesome clients who I really enjoy doing work for. I get to work from home and on a variety of different projects - and generally do what I want all day long (as long as deadlines are met, of course).
That's a dream come true for me and I feel very grateful for the way things have turned out and thankful towards the people who have helped me along.
So, I'm optimistic heading into 2016. I'm hoping my good fortune continues and that Sandra and I can continue working like this for decades to come.
Happy New Year. :)
Now ... go map.
 Happy New Year!
#26764 posted by SleepwalkR [80.187.111.136] on 2016/01/01 01:21:02
 Warren
#26765 posted by adib [177.19.57.71] on 2016/01/01 03:03:34
Thanks for sharing. Best of luck for you and wife.
Happy 2016 everybody!
#26766 posted by Scampie [72.12.65.92] on 2016/01/01 06:08:35
HAPPY NEW YEAR
#26767 posted by Baker [65.60.224.195] on 2016/01/01 06:19:10
2016! It is starting out great! In no small
part due to alcohol! Lots and lots of alcohol!
New Years Eve and alcohol!
[I'm off, to buy more alcohol! No seriously, I'm out.]
#26768 posted by Baker [65.60.224.195] on 2016/01/01 06:26:57
Don't worry, it's a short drive in my car. There are no school children out at night. So if I run over someone, it is likely to be a homeless person. Or probably at least be a dead person, because I don't think our current level of science has been able to develop functional zombies yet..
[Dark humor ... a lost art in the modern age]
 Baker...
#26769 posted by necros [66.249.83.80] on 2016/01/01 07:11:33
I already bumped the drunk thread, just for you!
 Yah
#26770 posted by stevenaaus [49.182.2.27] on 2016/01/01 07:23:49
Happy New Years :)
Hell - i don't even join a facebook group to join the conversation.
 @necros
#26771 posted by Baker [65.60.224.195] on 2016/01/01 07:34:07
"I already bumped the drunk thread, just for you!"
Great, you started out 2016 as a liar!
The drunk thread hasn't had a new post in over 8 hours!
 Happy New Year For All Of You
#26772 posted by Daya [92.142.7.168] on 2016/01/01 10:48:50
I wish you all good things coming to you this year!
#26773 posted by JneeraZ [76.182.53.183] on 2016/01/01 10:52:40
Hmm, alleged drunk posts with zero spelling errors and proper punctuation. I have a skeptical. :)
 Have A Better New Year!
#26774 posted by Cocerello [193.254.230.233] on 2016/01/01 11:24:08
I wish myself the best
 Huh
#26775 posted by necros [66.249.83.80] on 2016/01/01 15:19:17
Must have been drunker than I thought.
 HAPPY NEW YEAR!!!
#26776 posted by generic [67.235.219.97] on 2016/01/01 15:27:50
#26777 posted by Baker [65.60.224.195] on 2016/01/01 16:30:47
Happy New Years, Necros!
 Mappy New Year!
#26778 posted by FifthElephant [213.205.253.172] on 2016/01/01 19:07:30
Go map!
 :(
#26779 posted by stevenaaus [49.182.0.0] on 2016/01/02 08:07:29
My linux firefox keeps getting link hijacked!. Fed14 and now Mint 17. Extension now disabled. When i click on a link, i get another tab opened (typically) to some silly survey site. It seems to come and go. Restarting app doesnt generally fix it. Even rebooting doesn't always fix-it. I don't have the slightest what the problem is.
 Travail Map Jam?
#26780 posted by Yhe1 [71.165.238.106] on 2016/01/02 08:29:27
Not sure if only the mapper themselves can suggest ideas, but what does everybody think of a map jam for Travail? I think it has its own distinctive style like Honey or Rubicon.
#26781 posted by Spirit [92.196.87.194] on 2016/01/02 09:55:46
Router hacked?
#26782 posted by Spike [86.163.87.85] on 2016/01/02 15:52:48
does it still count as hacked if that malware is pre-installed? :s
#26783 posted by necros [66.249.83.77] on 2016/01/02 16:56:39
DNS?
#26784 posted by Lunaran [66.235.55.196] on 2016/01/02 17:55:10
There is no way in hell the next map jam is not going to be Arcane Dimensions.
 Speaking Of
#26785 posted by Zwiffle [24.241.228.118] on 2016/01/02 18:04:35
Anytime February or later is good for me, and can we make it more than 4 days this time? Maybe a month-long jam?
#26786 posted by skacky [90.0.66.60] on 2016/01/02 18:34:49
RetroJams are short but regular Jams are usually 2-3 weeks long if not longer.
#26787 posted by stevenaaus [49.182.1.0] on 2016/01/02 21:28:16
I'm pretty clueless about network stuff.
It's only some web pages - so might be the ads they run - and often you can see the hovered URL in the statusbar flickering between what it should be, and the injected site.
 Stevenaaus
#26788 posted by adib [201.47.124.213] on 2016/01/03 00:00:51
It's probably some extension installed when you were fished by a click bait.
 AD Jam
#26789 posted by adib [201.47.124.213] on 2016/01/03 00:08:39
A ton of possibilities to explore. Yes, we have to do it.
#26790 posted by stevenaaus [49.182.0.130] on 2016/01/03 13:47:39
Almost giving up. I tried disabling all the extensions for no improvement... but maybe one of them is doing something surreptitious.
Geez Chrome is fast. Shame they're so hung up on their slick interface that they can't manage to have a bookmark button. Anyway...
How the Hamburglar Stole Christmas. Isnottobaad :)
http://quakespasm.sourceforge.net/tmp/grinch_doom.jpg
#26791 posted by JneeraZ [76.182.53.183] on 2016/01/03 13:48:46
CTRL+D
#26792 posted by JneeraZ [76.182.53.183] on 2016/01/03 13:49:27
And CTRL+SHIFT+B to reveal the bookmarks toolbar.
 With What I've Been Working On These Past Months
#26793 posted by Daya [92.142.7.168] on 2016/01/03 17:21:13
Would a BFG that functions like the one in Q2 fit in?
#26794 posted by adib [201.47.124.213] on 2016/01/03 17:39:03
Depends on how are the other weapons.
 Handeness
#26795 posted by adib [201.47.124.213] on 2016/01/03 17:48:24
I took a look at Quake 1.5 weapons. Didn't like most of the weapons, but it's a nice try.
I was looking for a mod that shows the weapon like Quake 2, not the center of the screen. Is it possible?
#26796 posted by Kinn [86.174.52.213] on 2016/01/03 17:53:17
I don't like side-offset weapons because it obfuscates Quake's very deliberate penis metaphor.
#26797 posted by Zwiffle [24.241.228.118] on 2016/01/03 18:01:35
But what is your penis IS side-offset?
 @adib
#26798 posted by Baker [65.60.224.195] on 2016/01/03 18:29:54
 Adib
#26799 posted by Daya [92.142.7.168] on 2016/01/03 19:24:21
I'm using vanilla weapons, although the nailgun is "replaced" by a hitscan machinegun and I'm adding a gatling gun that has a slow windup but can mowdown groups and stomp some high-tier monsters (The hitscan attacks deal 8 damage, and considering it shoots every 0.05 second this means 160 damage/second), although it eats even more nails than the SNG.
Though the Gatling Gun will only be available in a secret level and in a secret in the final level, if the BFG gets in I plan it not to be that much of a secret, as it's a one-shot heavy hitter, compared to the Gatling Gun's continuous mowdown carnage.
 Daya
#26800 posted by adib [66.249.88.169] on 2016/01/04 00:25:47
So, it's a BFG that fires from the center of the screen?
If you're using vanilla, maybe BFG would follow thunderbolt's design?
And what about that pistol?
 Baker
#26801 posted by adib [66.249.88.179] on 2016/01/04 00:29:50
But it's a modified engine. Did you have to fix something to make the weapons work firing from the right hand?
#26802 posted by Baker [65.60.224.195] on 2016/01/04 02:49:55
I didn't make the mod. I converted the engine from FitzQuake 0.80 to FitzQuake 0.85 + SDL and made it run on the Mac. ;-)
But the models are in Quake .mdl format. Open them up in QME and examine the animations.
That mod is also open source, so you can browse the QuakeC.
I can't find the link, but here is a mirror:
http://quake-1.com/quakec-gallery/KurokQC.zip
 Thanks, Baker
#26803 posted by adib [177.40.167.209] on 2016/01/04 04:48:56
 Adib
#26804 posted by Daya [92.142.7.168] on 2016/01/04 10:39:55
That Revolver Rifle is just a reskin of the shotgun. As for the design I'd take Q2's model and redo the textures to match Q1's aesthetics.
And yes, it would fire from the center of the screen.
Still good to incorporate it? One thing I thought of is a single shot would take down a Shambler (600 hit points) but because of the nature of the BFG that'd be slow both to fire and recharge, and it would eat either 33 Cells or 50.
 Or...
#26805 posted by Daya [92.142.7.168] on 2016/01/04 11:36:05
I make it deal 300 damage instead, so the Shamblers don't become pushovers. You'd still take out half oh their health though.
 P L A S M A T I C S H O C K
#26806 posted by onetruepurple [5.172.252.170] on 2016/01/04 13:19:14
 What's This, Some Mod Or Quoth Modification That Has A BFG?
#26807 posted by Daya [83.198.182.130] on 2016/01/04 13:50:25
 300 Damage
#26808 posted by adib [66.249.88.174] on 2016/01/04 16:44:34
would be good. We could do a true E4 shambler fragfest.
 OBS And Quakespasm Don't Like Each Other
#26811 posted by primal [81.175.152.198] on 2016/01/05 13:22:59
OBS game capture from the Quakespasm engine results in strangely low frame rates and makes the game controls feel choppy. I have no such issues with Darkplaces. This is on Windows 10.
Anyone else had this kind of issue? Did you solve it somehow?
I wanted to ask before testing the various settings and writing up the results, in somewhat systematic fashion. I explored the most common options in OBS already, but Quakespasm always takes a big performance hit when I start game or monitor capture. It is a mystery.
 How Can I Convert A HL Wad To A Q1 Wad?
#26812 posted by Daya [83.198.182.130] on 2016/01/05 15:04:45
Or is it already compatible somehow?
 Daya
#26813 posted by Shamblernaut [121.45.236.153] on 2016/01/05 17:51:58
does texmex have that ability?
 With Texmex, Yes
#26814 posted by Cocerello [193.254.230.233] on 2016/01/05 18:50:34
You have to play with save as ... wad2 and ''save copy ... save wad3'' options.
I never did .hlwad to .wad, but If i remember well .wad to .hlwad is done in three steps:
1. Open the .wad on TexMex
2. Save it as wad3 with the name texsetname.hlwad.wad
3. Delete the .wad part
#26815 posted by Cocerello [193.254.230.233] on 2016/01/05 18:51:38
so i suppose the opposite should work
 Warren
#26816 posted by adib [177.206.59.34] on 2016/01/06 01:56:15
Why you keep calling him Willem?
#26817 posted by JneeraZ [76.182.53.183] on 2016/01/06 02:10:18
Used to be my nick here. Some people still use it for whatever reason. Habit?
 I Still Say Willem
#26818 posted by Zwiffle [24.241.228.118] on 2016/01/06 02:46:55
Yes, out of habit more than anything.
#26819 posted by Lunaran [66.235.55.196] on 2016/01/06 03:30:03
Also, same first and last letter, same color. Makes it easy to still see the old name, which reinforces the habit.
My point is, Willem should ROT13 his name and make it raspberry pink.
#26820 posted by Scampie [72.12.65.92] on 2016/01/06 04:24:00
I say we just call him Taskmaster.
#26821 posted by adib [177.206.59.34] on 2016/01/06 05:27:15
I was thinking "Wilbour", but ok.
 ... [Trackback]
#26822 posted by [14.142.4.2] on 2016/01/06 08:12:23
 DeathmatchClassic.wad, Now Usable For Quake
#26823 posted by Daya [83.198.182.130] on 2016/01/06 10:48:15
Since I'm gonna use it, might as well share it with the others
https://www.mediafire.com/?jv7i5kj9a96ap96
 Adib
#26824 posted by Kinn [86.174.52.213] on 2016/01/06 11:32:47
Same reason some people call necros "negke", or call madfox "czg", etc.
#26825 posted by JneeraZ [76.182.53.183] on 2016/01/06 11:55:35
Lunaran - That's a terrible idea.
 So I Want To Use Scourge's Sourcecode To Add To My Mod
#26826 posted by Daya [83.198.182.130] on 2016/01/06 14:25:37
(namely everything minus the gremlin and extra weapons and items)
Is it really just as simple as taking the hip prefixes files, adding their definitions to the mod's fgd file, adding their names to progs.src, compile and call it a day?
 Try It
#26827 posted by ijed [200.73.66.2] on 2016/01/06 14:56:39
But really it depends on how complex your mod is and if anything conflicts. It shouldn't - as I remember the hipnotic files are reasonably self contained.
You'll also need to add the filenames.qc to the progs.src file - which is just a list of which files will be compiled.
There are a few dependencies here and there though, so when it fails to compile it'll tell you which ones; you then you'll need to merge the missing odds and sods into your mod.
Which basically means copy paste the code into your files by hand.
If it asks for a global or spawnflag that was not defined it'll be in defs.qc - which is just list of globals declared to be used by the other files.
Do that, then recompile. Then fix the bugs the compiler shats out, again. I recommend recompiling each time you fix a bug, since the compiler will usually throw out between 1-500 errors per bug, so it can help you to have a realistic idea of how much impact you're having as you resolve issues.
Rinse and repeat until your project compiles properly. Then you can start fixing the actual bugs in how things work.
Congratulations, you're now a coder!
-----
At least, that's how I learned. It's funny how people seem to think there's some mystical ability that allows people to be coders, rather than just trial and error.
#26828 posted by Daya [83.198.182.130] on 2016/01/06 15:11:59
The only thing I coded for my mod are weapons and monsters, so I guess I won't have too much problem then.
 And Said Monsters Also Have Their Own Files For Clarity Sake.
#26829 posted by Daya [83.198.182.130] on 2016/01/06 15:12:34
 By The Way,
#26830 posted by Daya [83.198.182.130] on 2016/01/06 16:46:39
Does anybody knows where I can find the fgd file for Scourge of Armagon? Google ran me into dead planetquake links.
I'm asking this so that the files I trake from Scourge don't get complicated to implement, stuff like rotating brushes and spawners.
 And The Dissolution Of Eternity One,
#26831 posted by Daya [83.198.182.130] on 2016/01/06 16:48:44
So I could use its lightning trap shooter
 Spirit
#26832 posted by adib [66.249.88.179] on 2016/01/06 19:30:33
must know. Quaddicted should have it frozen in carbonite.
#26833 posted by Lunaran [66.235.55.196] on 2016/01/06 21:13:40
Lunaran - That's a terrible idea.
nice
 Quaddicted Doesn't Have The Mission Pack Fgds
#26834 posted by Daya [83.198.182.130] on 2016/01/06 21:53:47
Looked into "Tools" and I don't think there's any other sections on the website.
 Quaddicted Has
#26835 posted by Cocerello [193.254.230.233] on 2016/01/06 22:08:06
 Oh Right, Thanks
#26836 posted by Daya [83.198.182.130] on 2016/01/06 22:38:01
 FTEQCC Is A Very Wierd Program
#26837 posted by Daya [83.198.182.130] on 2016/01/06 23:51:42
so I renamed my working mod folder to the actual name I'll use (Razenkrauft), after some QC stuff I wanna boot it but it doesn't want to, which at the same time freezes Explorer, meaning FTEQCC is pratically unusable now.
This stuff happened to me before, when I tried to download what seems to be an up-to-date version and the same thing happened. The FTEQCC I took was once in an experimental mod I used to teach myself some QC, and somehow transferring the software to my actual mod worked.
Can somebody help me with that one? I only use FTEQCC because it provides a direct interface instead of the lightning fast DOS prompt which closes immediately when it's done.
 Razenkrauft
#26838 posted by SleepwalkR [79.195.24.224] on 2016/01/06 23:53:36
Is that supposed to sound german?
 Eyup
#26839 posted by Daya [83.198.182.130] on 2016/01/07 00:10:06
The basic plot is that some special ruins have been discovered on some distant northern island, so a colony (Razenkrauft) is established here. Yadda yadda monsters come out yadda yadda you're sent here to "investigate" and clean all this mess.
 Daya
#26840 posted by adib [66.249.88.169] on 2016/01/07 00:23:45
Call the DOS version on a batch that ends with "pause" command.
 "Is That Supposed To Sound German?"
#26841 posted by onetruepurple [93.105.177.58] on 2016/01/07 00:33:11
It's only 2016 but this may be the burn of the year.
 The Burn Of The Year
#26842 posted by ijed [190.22.35.182] on 2016/01/07 00:46:33
So Far
 The DOS Prompt Doesn't Execute
#26843 posted by Daya [83.198.182.130] on 2016/01/07 00:51:45
What the Hell, what's the best alternative for FTEQCC?
I can't rely on a thing that breaks itself when you change directory!
 It's
#26844 posted by ijed [190.22.35.182] on 2016/01/07 00:54:58
Always worked for me. And the .log it spits out gives all the info needed.
There are too many dependencies to know what's wrong on your end.
Keep trying stuff.
 Ooooooh That's Just GREAT
#26845 posted by Daya [83.198.182.130] on 2016/01/07 01:24:16
So I tried another compiler, one that's called GMQCC. It doesn't have an interface but whatever, I just want something that works. So I run the thing and it lightning closes as usual. I try to run with with "-pause" but nothing happens, and there isn't even an error log spewing out every time so I don't know if compilation worked or not.
That's just great. Now my mod's definitely on hold because fteQCC is being dependant on something I don't even know, and Task Master doesn't know fuckshit.
You know, we might have software that makes a good job at doing models, making them quake compatible, doing textures, making maps, but we sure as hell don't know how to make a compiler that both works and has an interface!
#26846 posted by onetruepurple [93.105.177.58] on 2016/01/07 01:57:04
"Task Master doesn't know fuckshit."
^ Moved to func beef thread.
 Daya
#26847 posted by ericw [108.173.17.134] on 2016/01/07 02:01:32
Run command line tools from cmd.exe. that way you can leave the command prompt open while you work, and see the output messages.
Use win32-fteqcc.exe from http://triptohell.info/moodles/fteqcc/ .
#26848 posted by JneeraZ [76.182.53.183] on 2016/01/07 02:20:55
"Task Master doesn't know fuckshit."
Hey, hey, hey!
Run it from a dos prompt like Eric said ... don't get all up in my grill.
 Daya
#26849 posted by Lunaran [66.235.55.196] on 2016/01/07 03:43:42
chill
I don't think you want to come across the way you're coming across.
#26850 posted by Rick [75.65.153.192] on 2016/01/07 05:46:01
Open the command window first, then type the command in that window and it won't auto close after. Use shift+right click in the folder where it's at and use the "open command window here" option.
 Sorry For My Outburst
#26851 posted by Daya [83.198.182.130] on 2016/01/07 10:36:35
But even with ericw's method of doing things on DOS prompt the thing just doesn't want to work. I put the thing in, press enter, it makes me go to the next line, and then I can't type anything. It's not like it's frozen either.
This means fteQCC, because of computer magic, doesn't work for me anymore. Now I'm trying to go back to that GMQCC compiler (http://graphitemaster.github.io/gmqcc/). I was able to run it, but I don't know if it was able to compile it, as I just got a lot of warning lines (I know that doesn't mean the thing didn't compile) but no actual confirmation that it was successful in doing so. By opening Trenchbroom and saying the Hipnotic entities in there I assume it worked, but I'm still not sure.
 Been Trying To Understand What's Wrong In There
#26852 posted by Daya [83.198.182.130] on 2016/01/07 13:28:54
http://image.noelshack.com/fichiers/2016/01/1452169600-qmqcc1.png
I was sure to add hipdef.qc in the progs.src file, as well as adding what was necessary for stuff like bulletholes, Armagon's laser canon in weapons.qc and commenting out unused weapons and item bitslots from Scourge of Armagon, so I don't know what's really wrong here.
 Forgot To Add
#26853 posted by Daya [83.198.182.130] on 2016/01/07 16:01:39
Trenchbroom displays the additional entity slots used by Scourge of Armagon, but it doesn't show the models. This is my hint that makes me say the compilation didn't work properly, as even if I take the ressources directly from the pak (models and sounds), the models in Trenchbroom still don't show up. And I made sure to check my fgd if it has scourge's defs.
 Does The FGD / DEF File
#26854 posted by SleepwalkR [80.187.102.186] on 2016/01/07 16:16:53
Actually provide the necessary model attributes? TB will only show you the models if it knows where to find them. This information comes from the model attributes in the FGD file. See http://www.kristianduske.com/trenchbroom/docs/adding_models_to_entities.html
 Hipnotic And Rogue .fgds
#26855 posted by Cocerello [193.254.230.233] on 2016/01/07 16:21:52
From what i experimented with them by using for making maps a year ago, i think they are missing some things here and there, so maybe the problem comes from there. And i used the same ones i linked you to, Daya.
 Sleepwalkr
#26856 posted by Daya [83.198.182.130] on 2016/01/07 17:42:32
You're right, the monster declarations lack the model definition.
This one's easy, but then there's stuff like func_clock, func_counter and func_spawn that have a box that's bigger than the usual sized ones (especially func_spawn_small which is ironically bigger than the usual func_spawn), so I guess there's a model that needs to be attached?
But in the end I guess those models not showing up in TB doesn't matter, because the core coding comes from the qc files, and the fgd file's just here for clarification. I'll still declare the monster models though.
 I Have No Idea
#26857 posted by SleepwalkR [130.149.243.224] on 2016/01/07 18:19:24
whether these entities are supposed to have models or not. The size of the box (in the editor) is determined in the def / fgd files also. All that TB knows about entities comes from these files. It doesn't read anything from anywhere else except the model(s) if they are declared in the def / fgd file.
#26858 posted by Lunaran [66.235.55.196] on 2016/01/07 20:13:49
This means fteQCC, because of computer magic, doesn't work for me anymore.
There is no such thing as computer magic, just computer things-you-don't-yet-understand.
Are there any absolute pathnames in your progs.src file?
What output is FTEQCC giving you in the command prompt? Did it stop working after only changing the directory name, or did you also blindly paste a ton of Hipnotic code in with it and expect it to work?
According to the GMQCC output, there's an error in weapons.qc on line 62. Did you investigate this?
 Lunaran
#26859 posted by Daya [83.198.182.130] on 2016/01/07 20:26:16
I just changed the mod directory name, I didn't move fteQCC or any other files out.
And the software just loads for eternity until I reboot the laptop. Task Manager can't find it when this happens. This happens for both the DOS exec and the interfaced exec. Some people told me it's dependant on another program but I don't know how to find this out.
As for line 62 of weapons.qc, it has a problem with old_velocity, but it's definied in hipdef.qc, which has been added to progs.src, so I don't know what's the deal here.
 One Year Ago
#26860 posted by adib [200.217.4.26] on 2016/01/07 21:56:17
 That's In DD/MM/YYYY Format
#26861 posted by mankrip [66.249.88.159] on 2016/01/07 22:40:33
 The Only One That Makes Sense!
#26862 posted by Daya [83.198.182.130] on 2016/01/07 22:42:28
 What?
#26863 posted by ijed [190.22.7.6] on 2016/01/07 22:44:30
There is no such thing as computer magic
All that wishing for nothing.
 Daya
#26864 posted by adib [66.249.88.179] on 2016/01/07 22:50:30
I just had two pounds and an ounce of laugh.
#26865 posted by adib [66.249.88.169] on 2016/01/07 22:53:21
There is no such thing as computer magic
No white magic, at least.
 Daya
#26866 posted by SleepwalkR [79.195.31.114] on 2016/01/07 23:30:50
Have you tried undoing the change that resulted in this? If that doesn't work, this would indicate that you did in fact change more than just the directory name, but you didn't notice or forgot, or maybe deem unrelated.
#26867 posted by Daya [83.198.182.130] on 2016/01/07 23:35:57
I think changing the name actually made an impact on fteQCC.I can't retry renaming the directory and run fteQCC, as I've tried to run it this morning and is without a doubt still trying to load at this moment, and I don't want to reboot my laptop right now. Maybe tomorrow.
#26868 posted by Lunaran [66.235.55.196] on 2016/01/07 23:40:17
He didn't ask you what you think, he asked you to do the one thing that would prove your theory.
How long does your laptop take to reboot, exactly?
 3/5 Minutes In Total
#26869 posted by Daya [83.198.182.130] on 2016/01/07 23:44:00
I'll try it now, I didn't want to do it at first cause I wanted to work on that start map
 Can't Rename The Directory, It Says Something Else's Using It
#26870 posted by Daya [83.198.182.130] on 2016/01/07 23:47:22
Must be the fteQCC execs. I'll reboot now to take them away.
 Rebooted The Laptop, Still Can't Rename The Directory
#26871 posted by Daya [83.198.182.130] on 2016/01/07 23:53:52
Tried to delete the fteQCC execs, but it doesn't want to.
What the hell! I was sure they would go away if I rebooted.
Then there has to be another program at work, but what is it?
#26872 posted by JneeraZ [76.182.53.183] on 2016/01/08 00:22:46
Might be time to launch this laptop into the fires of Mordor and try again ...
#26873 posted by Daya [83.198.182.130] on 2016/01/08 01:10:18
Isn't there a way to know which program uses other programs? Cause everytime something like this happens I can't help but say to myself "Yes but WHAT PROGRAM?"
#26874 posted by necros [209.171.88.43] on 2016/01/08 01:49:53
Google? File unlocker or sometime.
 Got One
#26875 posted by Daya [83.198.182.130] on 2016/01/08 02:16:37
By checking the old fteQCC program that's still lying there, it says the one program that's locking is System.
Oh...
This doesn't sound good at all, doesn't it? Especially unlocking fteQCC would mean to close System as well...
I also checked the fte compilers I downloaded earlier this day and it says they aren't locked. However when I execute them System locks them away.
Is there anything I can do about this?
 Marc Laidlaw Has Left Valve
#26876 posted by onetruepurple [93.105.177.58] on 2016/01/08 13:04:05
#26877 posted by JneeraZ [76.182.53.183] on 2016/01/08 13:15:30
OK.
 Who?
#26878 posted by Daya [83.198.182.130] on 2016/01/08 13:17:50
#26879 posted by necros [66.249.83.92] on 2016/01/08 13:17:58
The school bus guy?
 Daya
#26880 posted by ijed [200.73.66.2] on 2016/01/08 13:27:20
The compiler is just one small program though that gathers up your qc files and spits out a progs.dat.
I tend to have multiple copies (one per project) of it all over the place just for convenience.
Even so, this sounds like OS crap. Are you using something toxic like Vista or something? If not, what about your antivirus or possibly DeepGuard - even spyware scanners can lock up a potentially dangerous program (for example, one which compiles files from others...)
#26881 posted by Kinn [86.151.102.31] on 2016/01/08 13:30:47
I heard the management finally lost their sense of humour over his ol' poo-in-the-urinal trick, so gave him the heave. Could be just a rumour, but sources, you know.
 Poo-in-the-urinal Trick
#26882 posted by adib [66.249.88.174] on 2016/01/08 15:14:20
Gotta learn this one.
 Ijed
#26883 posted by Daya [83.198.182.130] on 2016/01/08 15:39:38
I'm using W8.1, and Avast as my antivirus. I don't use DeepGuard.
Though about LockHunter, I just realized there's a "Other" tab, and inside there's "Terminate locking process". I don't know if I should do that, maybe that could imply closing System or do something bad in the process...
#26884 posted by adib [200.217.4.26] on 2016/01/08 16:00:41
You're aware that Windows Task Manager have a "programs" tab and a "process" tab, right? Maybe fteqcc shows as a "process" you can kill.
 HOLY SHIT
#26885 posted by Daya [83.198.182.130] on 2016/01/08 16:07:10
My best bud suggested to add the filepath of my mod to the exceptions of my antivirus and IT WORKED
NOW I can truly go back 8D
#26886 posted by Lunaran [66.235.55.196] on 2016/01/08 20:43:35
all that anger over how shitty FTEQCC was paid off!
#26887 posted by Rick [75.65.153.192] on 2016/01/08 21:02:19
Most anti-virus are more trouble than they're worth. Internet is the source of most problems and can easily be avoided by just using your head about what you do there. All I use is built in Windows Defender because it rarely screws stuff up, but the browser has NoScript, Ghostery, etc, including a really big hosts file.
#26888 posted by necros [66.249.83.80] on 2016/01/08 21:40:06
I like avira.
 In Which Flavour?
#26889 posted by mfx [77.180.79.189] on 2016/01/08 22:24:27
 Reading Back At "What Makes The Quake Community So Active"
#26890 posted by Daya [83.198.182.130] on 2016/01/09 01:18:04
Someone mentionned that we got better tools, including better sunlight. I assume this refers to ericw's new light compiler tool, with sunlight_2.
If this is true, does that mean the following screenshot is history, and we can finally get legit outdoor areas with just sunlight?
http://image.noelshack.com/fichiers/2016/01/1452298654-dp20140614194745-00.jpg
#26891 posted by Kinn [86.151.102.31] on 2016/01/09 01:19:28
yes
 Oooooh The Absolute Joy
#26892 posted by Daya [83.198.182.130] on 2016/01/09 01:30:34
 Elgu_ Does It Again
#26893 posted by Daya [83.198.182.130] on 2016/01/09 20:49:59
 Rant
#26894 posted by mankrip [66.249.88.159] on 2016/01/09 21:53:02
Why is it so hard to find local people interested in working with game development?
I mean, interested in WORKING. When I interview potential teammates, if I ask what "living a good life" means to them, the answers boils down to "buying lots of things". Not to creating a good work. Not to being proud of their skills. Not to making a difference. They just want to consume and die.
Holy fuck, this is frustrating.
 I Could Be The One You're Looking For
#26895 posted by Daya [83.198.182.130] on 2016/01/09 22:19:29
But since we're likely not locals...
 IMHO
#26896 posted by madfox [84.84.178.104] on 2016/01/09 22:32:54
I think people who are interested in working on a non contributing thing like game devolepment do remember their efforts lie on the side of pleasure.
With non contributing I mean the urge for money, as with every task in the sense of time surviving.
Having a job that satisfies and gives reliable lifestandard is a good thing.
Working in game development for me is a hobby and I don't think if I would earn money with it my fantasy would continue long. (.)
When I am playing a game I don't need to think, don't have to do that input to solve problems and my only skills are winning the game.
It is like scraps, concepts that bear a good intention, a good start but were thrown apart by lack of involvement. That's frustrating.
 Ask For A
#26897 posted by ijed [190.22.42.27] on 2016/01/10 03:25:28
Portfolio before interview.
If they can't even give a link then you just saved yourself a wasted interview.
I once pushed for hiring a guy who brought a sketch pad full of random crap. He beat 4 other applicants (1 of which I'd proposed) because even though he didn't have the skills (at that time) he definitely had the hunger to make something.
When someone has that it's obvious in their work. The primary use of interviews is as a social test. And socially well adjusted probably isn't high on your list of requirements.
 <-- Fish Icon
#26898 posted by adib [177.205.228.178] on 2016/01/10 05:09:42
Scampie is a shrimp and his blog is called Undersea Adventureland. But he never did an undersea Quake level (1, 2 or 3), unfortunately.
 That Reminds Me
#26899 posted by Scampie [72.12.65.92] on 2016/01/10 05:24:26
I keep meaning to delete all the wordpress shit from my site and just have it be a listing of my maps.
 <=diving Fish Icon
#26904 posted by madfox [84.84.178.104] on 2016/01/10 12:53:53
what shall we dowith the drunken shrimpies?
#26905 posted by Kinn [86.151.102.31] on 2016/01/10 13:01:13
That's borderline Shakespeare.
 Mapping Bobbleheads
#26908 posted by Spirit [92.196.112.206] on 2016/01/10 13:10:30
 Ijed
#26911 posted by mankrip [66.249.88.159] on 2016/01/11 01:05:29
Your sketch pad guy is a good example of what I'd like to find.
I have authorization to develop a commercial game using a local IP, so, having local teammates would be ideal for everyone to have a clear idea of everything involved.
It's pretty much a "garage project", and things needs to evolve more before getting external help.
 Map Compiling Error
#26912 posted by Daya [83.198.182.130] on 2016/01/11 02:27:30
So I updated my version of ericw's map compiler tools since I wanted to compile my start map by using CompilingGui.
Thing is, something which happens mostly when I change directories, be it compilers or source maps, I get an error while compiling that says "Unable to copy file on itself", or something similar.
What sucks is that everytime it's solved it's something so mundane or one that's out of the fields of logic or "It just suddenly worked" I forget about it.
#26913 posted by Baker [65.60.224.195] on 2016/01/11 02:43:49
Daya's anti-virus seems to be at least as bad as any actual virus.
 Mankrip
#26914 posted by ijed [190.22.101.140] on 2016/01/11 04:11:34
Where's Local? I doubt I know anyone though.
Also, Baker - user is error?
 It's As I Thought
#26916 posted by Daya [83.198.182.130] on 2016/01/11 10:26:21
I just remembered one solution was to take the compiler files from the new directory to the one the overall compiler uses, and overwriting the old ones.
Still, this might be another antirivus thing, but for now the problem's solved.
 Baker
#26917 posted by Spirit [194.95.79.3] on 2016/01/11 11:18:38
Wait until you investigate the rabbit hole of security exploits of anti-virus suites. They are more often than not making your system less secure.
 Ijed
#26918 posted by mankrip [66.249.88.154] on 2016/01/11 11:58:48
Resende, RJ, Brazil. A city mostly dedicated to car factories. Software development isn't a thing in the cities around here, much less game development, so the chances are naturally small.
 Weather Report
#26919 posted by adib [66.249.88.174] on 2016/01/11 12:26:13
Resende is cooler than Niteroi, right next to Rio city. Since New Year the sun gave us a break, it's been under 32 degrees even in mid day. We're having a cloudy sky here today. Resende must be really fresh now.
 Ah
#26920 posted by ijed [200.73.66.2] on 2016/01/11 13:59:09
I'm in Chile.
The industry here is small, but pretty active for it.
 HUE BR
#26921 posted by adib [186.228.0.26] on 2016/01/11 16:02:05
Here our best bet seems to be Hoplon, based on Santa Catarina state. I went to a game conference there in 2010 and saw their Taikodom space shooter presentation. Pretty impressive.
There are other gaming Jedis fighting across our territory. For artists, the best option is still advertising market and media companies.
 Seems Like We Got A Bot Situation
#26922 posted by Daya [90.1.46.242] on 2016/01/11 18:28:20
#26923 posted by Baker [65.60.224.195] on 2016/01/11 18:36:55
Spirit --- agreed and I have probably recently read what you have read on that topic.
/I feel like I'm interrupting the South American discussion, heh.
 :D
#26924 posted by adib [66.249.88.179] on 2016/01/11 21:28:03
 R.I.P. David Bowie
#26925 posted by generic [67.235.213.226] on 2016/01/12 02:18:29
Space-bard supreme :^(
 RIP
#26926 posted by [77.180.190.108] on 2016/01/12 05:05:46
 OBS Issue Update
#26927 posted by primal [81.175.152.198] on 2016/01/12 22:12:50
I found out the trouble I have capturing from Quakespasm only happens with the multiplatform release of OBS. It seems to run smoothly with the Windows-only OBS version with similar settings. I didn't know they were that different from each other, so I didn't think to test this earlier.
The next release of MP OBS will have some OpenGL capture fixes for Windows, according to the changelog. I hope it takes care of this issue too. I'll look at it more carefully later.
#26928 posted by mankrip [66.249.88.159] on 2016/01/13 04:33:50
 Alan Rickman Has Left Valve
#26929 posted by onetruepurple [213.227.95.2] on 2016/01/14 13:51:58
 Who's That?
#26930 posted by czg [212.16.188.76] on 2016/01/14 13:55:46
#26931 posted by JneeraZ [76.182.53.183] on 2016/01/14 14:05:03
Cancerdore killed Snape.
#26932 posted by Kinn [86.158.147.23] on 2016/01/14 14:06:47
Oh wait no he just went out for lunch.
 Oh.
#26933 posted by Kinn [86.158.147.23] on 2016/01/14 14:07:54
That'll teach me not to read the news before posting
#26934 posted by JneeraZ [76.182.53.183] on 2016/01/14 14:08:42
I only know because my Facebook feed is basically ... that. Bowie is out, Rickman is in.
 Rest In Peace, Hans. May You Fly Around Nakatomi Plaza Forever.
#26935 posted by skacky [90.0.193.175] on 2016/01/14 16:53:32
 I Can Definitely Relate To Most Of This:
#26936 posted by mankrip [66.249.88.159] on 2016/01/14 21:57:37
#26937 posted by [85.180.174.229] on 2016/01/14 23:25:35
 ... Seeks To Require That All Smartphones Sold In The State
#26938 posted by Lunaran [66.235.55.196] on 2016/01/15 00:09:35
... can be decrypted or unlocked.
#26939 posted by metlslime [159.153.4.50] on 2016/01/15 00:56:08
i'm glad they made it clear where new york is in that headline.
#26940 posted by adib [66.249.88.179] on 2016/01/15 02:15:53
Like Paris, Texas?
#26941 posted by adib [66.249.88.169] on 2016/01/15 02:15:54
Like Paris, Texas?
 Exactly Like
#26942 posted by ijed [186.9.133.168] on 2016/01/15 02:57:00
Paris, Texas
#26944 posted by JneeraZ [76.182.53.183] on 2016/01/15 18:57:59
Fully expecting a RickRoll here, but Romero released a new Doom level using only the shareware assets ...
https://www.dropbox.com/s/2x2ee3r51986dkt/e1m8b.zip?dl=0
His take on E1M8.
 Well That Was Nice
#26945 posted by Daya [90.58.245.222] on 2016/01/15 21:16:25
A bit brutal and claustrophobic for my taste, but still good.
That Bruiser Brothers room looked very rad though.
Funny stuff, in the readme he states it was a warm-up.
We'll see what transpires in the future.
 Excellent Level, Pretty Hard
#26946 posted by skacky [90.0.57.24] on 2016/01/15 21:16:55
Everyone go play this right now.
 No Rickroll, Just Tried It
#26947 posted by Lunaran [66.235.55.196] on 2016/01/15 21:25:59
10 secrets!
269 monsters on UV. Tried it from a pistol start - it's hard. Very cramped. Spent most of my playthrough with 20% health, hit a died-without-quicksaving-for-a-while shelf moment. I'll come back to it later.
Also rather ... questionable aesthetic choices? I'd believe it was a map that was actually made for Doom.
 Total Doom N00b13 Please Advise
#26948 posted by Kinn [86.154.183.77] on 2016/01/15 21:30:34
OK, so what do I need to get this shizzle on my PC - I'm looking for the "QuakeSpasm" of Doom I guess - a modern engine but with no fancy crap, just proper respect for the source material.
 Kinn
#26949 posted by FifthElephant [82.24.73.240] on 2016/01/15 21:34:17
I would recommend Zdoom. It's as close to the quakespasm of doom as you're gonna get.
 However!
#26950 posted by FifthElephant [82.24.73.240] on 2016/01/15 21:35:43
If even this seems too feature rich then you could try Doom Retro which is a bit more stripped back... the purest doom experience (short of installing DOS) is probably Chocolate Doom.
#26951 posted by Lunaran [66.235.55.196] on 2016/01/15 21:35:56
I use GZDoom. (It crashes unless you've already run ZDoom in the same folder, though, or else some config file doesn't get written. :P)
and when you're done with this map, play Valiant!
#26952 posted by metlslime [159.153.4.50] on 2016/01/15 21:40:38
a long time ago, zdoom was a good choice. (authentic software renderer with bug fixes and stuff.) I have no idea now.
#26953 posted by skacky [90.0.57.24] on 2016/01/15 21:54:08
I still use ZDoom myself. I rarely used GZDoom and it fullscreens on the wrong monitor for some reason.
 OK
#26954 posted by Kinn [86.154.183.77] on 2016/01/15 21:55:11
I have just pruchased "Doom Classic Complete" on Steam.
Let's see how this goes then.
My body is ready...
 ZDoom
#26955 posted by Zwiffle [71.13.169.66] on 2016/01/15 22:08:44
GZDoom is alright, feels laggy to me for whatever reason.
#26956 posted by Daya [90.58.245.222] on 2016/01/15 22:12:28
Romero confirmed the "warmup" on this map was for his next FPS.
Joke about Daikatana and Romero making you his bitch all you want, I have hope on this one.
 I Use Gzdoom
#26957 posted by ericw [108.173.17.134] on 2016/01/15 22:45:38
I keep playing the first level of Valiant because the music is so good. :D
Wow, going to have to check this out
 Eric
#26958 posted by Lunaran [66.235.55.196] on 2016/01/15 23:22:25
#26959 posted by mankrip [66.249.88.159] on 2016/01/15 23:47:13
I like Prboom, because I'm a kernel-filtered software rendering bitch. Will try this one.
#26960 posted by Scampie [72.12.65.92] on 2016/01/16 01:12:18
Others Files By Author : doom1.wad, doom2.wad
lol
#26961 posted by Scampie [72.12.65.92] on 2016/01/16 01:50:39
It was alright. Pretty average by modern standards, but does feel like a lot of classic Doom vibe stuffed into a single map.
I think I prefer the simplicity of the original e1m8 if you want to put them in the context of competing with each other... luckily we don't need to do that.
Now he needs to make a megawad!
 Doomings
#26962 posted by Kinn [86.154.183.77] on 2016/01/16 12:32:17
ZDoom acquired, thanks cheps, and I'm just now playing the original Doom to lube up before I let John Romero slide between my buttocks and make me his bitch with his newly minted masterpiece.
I'm still on the original first episode right now though, so here's a hilariously late and pointless rant about 1993 level design.
Doom E1M4
See picture here, with points of interest marked (A) and (B): http://i.imgur.com/f1WCMeU.png
You find the yellow door, open it, and enter into the level exit room, but you soon find that the level exit is blocked because a small bridge needs raising (B) There is another door out of this room, and you go through it to find more gameplay, and loop back to the start of the level. You then proceed to spend the next 30 minutes wondering how the fuck you raise the bridge to the level exit, wandering all around the map over and over again and around in circles.
Turns out the switch to raise the bridge is that red thing (A) next to the yellow door just before you enter the level exit room and even notice there is a "puzzle" to solve.
Fucking lol.
#26963 posted by JneeraZ [76.182.53.183] on 2016/01/16 12:44:19
Translation : I didn't see the red button on the wall.
 ^
#26964 posted by onetruepurple [93.105.177.58] on 2016/01/16 12:47:44
#26965 posted by Kinn [86.154.183.77] on 2016/01/16 13:02:03
Aside from the fact that I don't recall seeing a red light as a button before then, the thing is it didn't even register as a separate element to the yellow door. Just assumed it was a red light next to the door because it's not exactly unusual to see lights on sci-fi doors or anything.
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on. Lesson learned!
 1993 Level Design Was Mostly Functional
#26966 posted by mankrip [66.249.88.164] on 2016/01/16 14:03:29
Decorations were created through 2D sprites or integrated into the textures themselves. They didn't use separate textures with separate geometry like that, IIRC. So, anything that stands out is interactive.
Duke Nukem 3D did, but it came out later.
#26967 posted by onetruepurple [93.105.177.58] on 2016/01/16 14:15:42
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on. Lesson learned!
How else would you find any secrets?
 UNF UNF UNF
#26968 posted by skacky [90.0.57.24] on 2016/01/16 15:00:03
#26969 posted by Lunaran [66.235.55.196] on 2016/01/16 19:16:35
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on.
ffs, are there really big red lights all over everything you'd been taught to ignore by level four?
probably lots, in games that came after doom.
#26970 posted by metlslime [50.150.122.79] on 2016/01/16 20:28:37
eh, i can see the design flaw, the button to open the bridge is accessible before you open the yellow key door, but the bridge is after the yellow key door. If you push it before opening the door, you don't know what it does, and after you enter the door and see the bridge you won't think that you need to revisit cleared areas to find a button.
 Confusion
#26971 posted by adib [177.17.12.218] on 2016/01/16 22:33:18
will be my epitaph.
 TL,DR: Welcome To 24 Years Ago.
#26977 posted by Shambler [92.26.119.137] on 2016/01/17 11:00:10
 Romero Confirmed He's Gonna Make More Doom Maps
#26978 posted by Daya [90.1.213.156] on 2016/01/17 13:54:53
#26979 posted by FifthElephant [82.24.73.240] on 2016/01/17 13:57:43
Nice one. can't wait. :)
 Right
#26980 posted by Kinn [86.151.102.31] on 2016/01/17 14:16:08
I hope he looks back at the original levels for scale reference. This new map of his was waaaaay too cramped and fiddly. Spoiled what would otherwise have been a pretty good oldskool experience.
 No
#26981 posted by onetruepurple [5.172.252.152] on 2016/01/17 15:37:48
He said he'll map. Not necessarily for either Doom or Q1.
 If He Makes Q1 Maps That'd Be Sooo Great
#26982 posted by Daya [90.58.245.98] on 2016/01/17 16:01:29
 For AD
#26983 posted by PuLSaR [185.3.33.25] on 2016/01/18 15:55:49
#26984 posted by onetruepurple [93.105.177.58] on 2016/01/18 18:28:51
 #26984
#26985 posted by Kinn [86.151.102.31] on 2016/01/18 18:40:42
lol, wassat from?
 New Planet Found
#26986 posted by mankrip [66.249.88.159] on 2016/01/21 05:42:50
#26987 posted by Baker [65.60.224.195] on 2016/01/21 07:18:41
I wouldn't be quick to believe that is very likely.
I've seen astronomers argue in the past why the odds of another large planet in the solar system are exceeding poor, and there are numerous reasons.
If they can prove it, those astronomers will sure be wrong --- but until this idea is proved it runs against conventional wisdom in astronomy in a great many ways.
#26988 posted by Baker [65.60.224.195] on 2016/01/21 21:59:46
 There Has Been A Great Distrubance In The Force.
#26989 posted by parubaru [81.183.61.134] on 2016/01/21 22:20:05
#6 posted by Lunaran [66.235.55.196] on 2016/01/21 19:44:20
'I hope that's not his reason. If Orl went to the trouble of implementing difficulty levels and really did skip Normal because of macho dickwaving over a video game, that's pretty ridiculous.
I play lots of maps on Normal, because I want to check out the neat stuff you guys build and have a good time. What I don't want is to grind my fingernails off on occasionally horrid balance and combat design to prove to myself that I'm "manly enough." '
What about lunsp1's ending, especially on skill2/3?
#7 posted by Kinn [86.154.183.77] on 2016/01/21 19:56:14
'I play everything on Normal because when every new map is packed with 400 monsters anyway, it's usually got enough stuff shooting at me.'
In the case if kinn_bastion there was no difference
between normal and hard skill, was there?
Wasn't kinn_marcher the first map to introduce
a monster count close to 400 on skill2/3?
From The Readme
#8 posted by Kinn [86.154.183.77] on 2016/01/21 19:58:53
Quakespasm support might come soon afterward.
Is that just wishful thinking, or is it seriously in the works to increase the map extents in QS?
On a quick note, kinn_marcher was a map that came with an engine called Win/GLMarcher packed in the zip. The number of engines and engine versions capable of running the map properly greatly increased over the years.
Some recent releases are also pushing the limits and boundaries of engines; thanks to the developers the engines are updated for these releases or follow them closely. Let's hope there is no wishful thinking involved. Glad to hear erciw has already been working so that QS can also run oms3.
I applaud Orl for going ahead and releasing his map that breaks all limits, has hundreds of monsters, and runs properly in only one specific engine so far.
Shouldn't it be the mapper's decision just how many skill levels they wish to implement in their maps?
#5 posted by Qmaster [70.195.72.90] on 2016/01/21 19:34:15
Normal is just a setting on your dryer.
And who doesn't play on Nightmare on every map?
I don't play many maps on skill3, but why couldn't there
be a map designed to be played on this specific skill level?
There is one at least, actually:
i like how the readme of Qmaster's Terracity says:
'Difficulty settings: No, just Nightmare (good luck!)'
 Wrong Thread But...
#26990 posted by Kinn [86.154.183.77] on 2016/01/21 23:00:40
In the case if kinn_bastion there was no difference
between normal and hard skill, was there?
I think you're right - I often forget the details of stuff I made like what...12 years ago? I recall it was because I made a rather rigid monster spawning system so it could handle an arbitrary monstercount without breaking vanilla engine limits. I had time to fix this properly in Marcher.
Wasn't kinn_marcher the first map to introduce
a monster count close to 400 on skill2/3?
Something like that.
On a quick note, kinn_marcher was a map that came with an engine called Win/GLMarcher packed in the zip. The number of engines and engine versions capable of running the map properly greatly increased over the years.
The map ran in regular, vanilla WinQuake. The enhanced engines just gave you a nice skybox and no packet overflow in the final battles. They were provided for the optimal aesthetic experience, but were not essential for play.
 Lol
#26991 posted by Lunaran [66.235.55.196] on 2016/01/21 23:20:05
oh man! you got me! I'm such a hypocrite!
that map is from ten years ago dude, and I'm the first to admit that the ending was seriously unbalanced. if you search really really hard you can actually read me admitting that very thing in such obscure places as "the web page for lunsp1" and "the lunsp1 release thread on func."
you know what I learned from making that map? not everyone plays quake looking for some kind of olympian contest.
level design isn't a pissing match to show you can make a harder map than I can play. if the map just had no difficulty spawnflags at all it would be one thing, but by going out of his way to physically invalidate skill 1 by spawning the player in a special fuck-you room, he's trying to make a statement that I don't play quake the "right" way, which is utterly childish.
#26992 posted by FifthElephant [86.4.213.148] on 2016/01/22 00:16:11
many drama, much penis waving. wow.
#26993 posted by parubaru [81.183.61.134] on 2016/01/22 00:22:34
Thank you for your replies.
I thought the skill level and monstercount stuff plus the specific engine requirement didn't strictly refer to oms3.
There have been maps before that didn't support all skill levels. Kinn_bastion was a notable example, with basically normal skill missing.
There have been maps with a brutal monster count.
Kinn_marcher is a good example I think.
There has been at least one map that required a specific engine, I think Tronyn's something_wicked was one.
Not only that, but they are still considered classics in Q1SP.
There have been maps with 'occasionally horrid balance and combat design' on skill2/3. I would call the Chton battle and puzzle of lunsp1 unreasonably hard. You mention you admit it's seriously unbalanced.
It does not prevent it from being considered a classic and it's probably no reason not to play it on higher skill levels.
I think it was hardly 'macho dickwaving' that made Orl unable skill 1. Neither do I think it's childhish. I thought Orl's way to show there were only 2 skill levels implemented was clear. You don't have to see the readme or map description to know what's going on. I came to think of there being an easy skill as a favour in fact. Well, maybe it's just me feeling guilt as a betatester that I haven't pointed out the lack of normal skill as something players could find disagreeable.
I don't think Orl would indulge in 'wishful thinking' about QS engine support.
There was no need for me to attack you two though. Especailly about decisions made over a decade ago. I hereby apologize.
I didn't mind that monster count was the same in Bastion on all skill levels, and easy skill became a special treat. However, it was necessary to read the readme to be sure, something which players including me sometimes forget or just skip.
Thank you for the explanation about the Marcher engines. I do think that in this case the skybox and the prevention of packet overflows do make the difference, even if they are not essential to play the map.
#26994 posted by JneeraZ [76.182.53.183] on 2016/01/22 01:25:28
If you want to slog it out with monsters, play Qonquer. :)
 #26992 Wins.
#26995 posted by Shambler [92.26.119.137] on 2016/01/22 10:34:34
#26996 posted by metlslime [159.153.4.50] on 2016/01/22 21:10:56
I haven't see this posted here yet.
This is apparently the original planned map sequence for quake, posted by scar3crow and based on info from Romero.
http://scar3crow.com/2016/01/quakes-original-map-order/
 I've Seen That
#26997 posted by onetruepurple [93.105.177.58] on 2016/01/22 21:13:23
Completely bizarre.
 I Kinda Like It
#26998 posted by Daya [83.192.154.127] on 2016/01/22 22:25:28
Makes it like a classic linear adventure, with all the military bases with a bit of medieval and metal first, metal undergrounds second, medieval grounds third, and devilish cities fourth.
Though in the schematic I was expecting something like Contra Hard Corps, where the game would have alternate paths via different exits.
Mod like that when?
 Daya
#26999 posted by [77.179.193.5] on 2016/01/23 00:08:29
You could just change the trigger_changelevel fields and recompile all maps.
Existing ammo/weapon balance(muhahahaha) has to be adjusted accordingly, but on the other hand you can relight all the maps with proper dirtmapping now.
 27k Posts
#27000 posted by mfx [77.179.193.5] on 2016/01/23 00:12:58
that was satisfying somehow.
 27k Posts
#27001 posted by mfx [77.179.193.5] on 2016/01/23 00:12:58
that was satisfying somehow.
 20k Of Which Are Double Posts.
#27002 posted by Scampie [72.12.69.27] on 2016/01/23 00:14:30
 20k Of Which Are Double Posts.
#27003 posted by Scampie [72.12.69.27] on 2016/01/23 00:14:30
 Oh Noes
#27004 posted by [77.179.193.5] on 2016/01/23 00:16:17
#27005 posted by metlslime [50.150.122.79] on 2016/01/23 07:48:14
the way they shipped it, with a base at the start of each episode, actually makes a lot of sense EXCEPT that the hub level (start.bsp) that connects it all isn't a base map, it's some weird medeival thing, so then it doesn't make sense after all. If you're already in the Quake Dimension, why go back to earth for a bit before leaving it to go find some runes?
#27006 posted by mankrip [66.249.88.159] on 2016/01/23 08:18:15
Maybe the Ranger only realized that he'd need the runes when he got to the hub.
Anyway, some things in the game's story are up to the player to imagine. Like how the exit of several maps in episode 4 don't match the beginning of their next map.
#27007 posted by JneeraZ [76.182.53.183] on 2016/01/23 12:35:51
metl - Yeah, that was always weird. The START map is sort of an anomaly...
 Doom2's MAP02 In Doom 3
#27008 posted by Daya [90.58.20.133] on 2016/01/23 15:53:35
https://www.youtube.com/watch?v=Gnq6AY4stoE
Although there's the criminal lack of RoE's Super Shotgun, the map's well crafted in terms of Doom 3's standarts.
#27009 posted by necros [174.95.107.3] on 2016/01/23 16:08:22
i like it! that is very well done! i would have removed weapon clips since it already had modded monster sounds and such.
 #27008;
#27010 posted by Shambler [92.26.119.137] on 2016/01/23 20:40:27
Would be great if the map was lit.
 Daya
#27011 posted by adib [177.98.5.63] on 2016/01/24 05:27:03
A related video is this one:
https://www.youtube.com/watch?v=HcxJ9Klyct8
Your BFG will make this kind of gameplay possible, for those of us who's into it.
#27012 posted by skacky [90.0.64.202] on 2016/01/24 13:56:50
#27013 posted by FifthElephant [86.4.213.148] on 2016/01/24 16:33:37
I remember asking Sock to include an arch-vile type enemy to AD.
Missed opportunity IMO.
#27014 posted by Kinn [86.151.102.31] on 2016/01/24 16:49:57
I remember asking Sock to include an arch-vile type enemy to AD.
When you have gibbable bodies, Archvile-type enemies suck because the player feels compelled to spend time gibbing all the bodies which is tedious (e.g. Quake 2 and the Medic monster)
Then again some might see that as a cool mechanic, I dunno.
 Or...
#27015 posted by Daya [90.58.20.133] on 2016/01/24 17:03:21
Have a literal medic whose sole purpose is to heal monsters via throwing projectiles, making it some sort of priority work for the player, and just have a weak projectile attack just like Q2's medic? Also make it try to look for nearby monsters when he doesn't find some around him?
 I Guess
#27016 posted by FifthElephant [86.4.213.148] on 2016/01/24 17:08:08
you could have something akin to the TF 2 medic?
I dunno, Kinn brings up a good point. I doubt I would go around chopping up bodies but I guess others would.
 I Do In AD...
#27017 posted by generic [67.235.205.240] on 2016/01/24 17:20:02
I keep imagining that there is a 100% gibbed achievement or something.
Giving the player back a little health per gib could help after some of the huge hordes we have to deal with nowadays ;^)
#27018 posted by Kinn [86.151.102.31] on 2016/01/24 17:24:26
Have a literal medic whose sole purpose is to heal monsters via throwing projectiles
Problem with that is that Quake monsters are rarely running around with partial health - they are either at full health, or dead, because players tend to focus on one monster at a time, and even the biggest ones go from full health to zero in a matter of seconds.
#27019 posted by JneeraZ [76.182.53.183] on 2016/01/24 17:25:25
I agree, which is why the arch-vile is a better archetype to go with. Resurrection rather than healing.
#27020 posted by JneeraZ [76.182.53.183] on 2016/01/24 17:26:19
If you think about it, that's kind of a cool thing for the Shamber to do. Take that new shambler model and add a "arms in the air like he doesn't care" animation for resurrections ...
 Other Ideas
#27021 posted by Kinn [86.151.102.31] on 2016/01/24 17:27:50
Perhaps a better idea would be a monster that temporarily "buffs" other monsters in some way - i.e. gives them a temporary pent, quad or invisible powerup - you need to change the visuals of the buffed monsters, which adds a lot of work, but could be cool.
#27022 posted by Kinn [86.151.102.31] on 2016/01/24 17:31:27
or an easy visual would be to just surround buffed monsters with a particle cloud, except invisible monsters which become almost transparent.
 That Unused Particle Field Would Do It
#27023 posted by Daya [90.58.20.133] on 2016/01/24 17:35:30
There was this map once that used an oversized Fiend with said particle field around him which only walked around and could only be hurt if it went into melee mode.
 Well
#27024 posted by Kinn [86.151.102.31] on 2016/01/24 17:36:41
that's not very good at showing different types of buff, and it's kinda ugly.
Sock's particle system should be able to pull off something cool
 Busy Work
#27025 posted by sock [186.109.169.59] on 2016/01/24 17:50:08
When you have gibbable bodies, Archvile-type enemies suck because the player feels compelled to spend time gibbing all the bodies which is tedious
This is exactly the reason I did not implement a healing monster in AD, several team members said chopping up bodies to prevent resurrection is a chore and not fun gameplay for everyone.
I remember finding the resurrection angel in ne_ruins and did not realize what it was doing until I ran out of ammo. This is also a problem with minion systems (spiders/vorelings/lost souls) which I helped prevent by providing minion spawning quantity trigger events!
#27026 posted by Scampie [72.12.69.27] on 2016/01/24 17:50:13
Support enemies suck in FPS games. It's difficult to present what they are doing and for them to put pressure on the player, because the nature of FPS games is that if you can see something, you can shoot it. Support enemies work better when you can see what they are doing, but can't necessarily do anything about it right off.
#27027 posted by Kinn [86.151.102.31] on 2016/01/24 18:03:11
Support enemies suck in FPS games. It's difficult to present what they are doing and for them to put pressure on the player, because the nature of FPS games is that if you can see something, you can shoot it. Support enemies work better when you can see what they are doing, but can't necessarily do anything about it right off.
I've always been drawn to the idea of having magical barriers where monsters can shoot out of but players can't shoot in (until they find and take down the magic barrier generator)
I don't know if this can be done in quake though. Anyone know?
 Kinn, Look At Post #27023
#27028 posted by Daya [90.58.20.133] on 2016/01/24 18:08:43
Though I don't remember which map it is. I have it in my quake folder somewhere but I'm busy doing something else right now.
 Shield Or Broken?
#27029 posted by sock [186.109.169.59] on 2016/01/24 18:30:58
@Daya, that was a Kona map and the same particle effect is used on the Death Captain in Quoth. There is even that enforcer model with the shield energy bars going up and down that switches on/off.
I have tried several times to make a shielded enemy for Quake and every time the person testing it just keeps shooting until they ran out of ammo or the damage eventually overrides the shield on/off sequence.
Shielded enemies in Quake are completely counter initiative to the game. No one likes or expects shielded enemies in Quake, they are often referred to as extra health buff. I am sure people will still keep on trying to make them and eventually realize Quake is just about shooting things, not waiting for shields to lower.
@Kinn, yes you can do this, create a model with a trigger collision hull and intercept it in all the projectile functions. If you are using the AD base check what I did for void triggers, they are in every projectile impact function and other stuff (breakables, gibs etc)
 Daya
#27030 posted by Kinn [86.151.102.31] on 2016/01/24 18:32:59
That's not what I mean.
I mean, imagine a big hole in a wall covered by a forcefield - it's solid to the player and it blocks his projectiles, but he can see though it.
Monsters the other side of the forcefield can see the player and shoot through the forcefield at the player.
 Sock
#27031 posted by Kinn [86.151.102.31] on 2016/01/24 18:35:16
Damn, that would work I guess.
Impossible to intercept hitscan with SOLID_TRIGGER though, right?
 All Or Nothing
#27032 posted by sock [186.109.169.59] on 2016/01/24 18:44:20
Impossible to intercept hitscan with SOLID_TRIGGER though, right?
Yeah trace will ignore triggers, unless you give them some collision. You could let the player walk through the barrier (check pre/post client functions) but monsters have no such (luxury) function. Its really all or nothing with Quake, a shield stops everything or nothing.
You could approach from a different direction, let the monster create a shield infront and then throw projectile over the top. So players have to use grenades for arc/bounce instead. Something I was thinking of doing with blue flail knight, create a yellow shield infront and then spin the flail round in the air throwing grenades!
#27033 posted by Shambler [92.26.119.137] on 2016/01/24 20:26:07
Zer Enforcers were always a favourite addition because of the shield mechanic. Same with the Quouth uber-death-knight. Both shields were suitably obvious of course.
 Shambler
#27034 posted by Kinn [86.151.102.31] on 2016/01/24 20:50:19
can't tell if sarcastic or serious.
#27035 posted by necros [174.95.107.3] on 2016/01/24 23:07:06
the demons that have the quake staves in ne_ruins can shield other monsters.
the shield also removes some portion of health (down to 1 hp) from the monster so that eventually after repeated shielding, the monster is left with 1 hp and dies right after the shield breaks.
i used .alpha and a sphere model that tracks the monster and flashes when they take damage.
i think that was a better monster than the resurrecting angel.
 Amazing
#27036 posted by adib [177.98.5.63] on 2016/01/24 23:23:52
 Kinnbler.
#27037 posted by Shambler [92.26.119.137] on 2016/01/24 23:52:48
Serious, HTH, xx
 Adib
#27038 posted by FifthElephant [86.4.213.148] on 2016/01/25 00:02:56
Not sure I like some of the piss-weak sound effects from that wad. Doom had very good sound design already. Also, not a huge fan of the high-res textures, I think the original low res aesthetic was fine as it is.
It still looks ok though, I like the song in the wad.
 The Greyscale Imp
#27039 posted by adib [177.98.5.63] on 2016/01/25 01:23:40
5th, yes, no need to change the sounds, some of them are like nail on a blackboard. But the music is fantastic. The level is beautiful. I understand what you say about HD textures: it's ugly when they try to bring ultra-realism to a cartoony game. In this case I think it was done right, it added quality blending with original textures very well. It didn't deranged from the original feel.
#27040 posted by Scampie [72.12.69.27] on 2016/01/25 01:41:39
Is the music in the video the same as in the .wad? Because that's from American McGee's Alice, which had a fucking awesome soundtrack.
 ^ Makes Sense
#27041 posted by adib [177.98.5.63] on 2016/01/25 01:52:16
 The Whole Wad Is Excellent
#27042 posted by Daya [90.47.103.4] on 2016/01/25 07:50:05
 I Enjoyed The Death Lord As Well As The Zer Enforcer
#27043 posted by Drew [68.148.86.57] on 2016/01/25 19:50:18
although the latter's shield was sometimes glitchy/unpredictable, I actually felt it added something new to enemy routines and freshened up gameplay.
Serious.
#27044 posted by onetruepurple [93.105.177.58] on 2016/01/25 19:58:06
The Death Lords shields are fine because they work without any problems.
The Mega Enforcer is broken to the point where there is no correlation between the shield visual and the actul shielding effect.
 Question
#27046 posted by mankrip [66.249.88.159] on 2016/01/26 09:05:02
I'm realizing that every time I switch to a conceptually different programming problem, I become a dumbass.
For example, I've never had any trouble coding the Quake's GUI, and I even ended up rewriting most of it. But recently I've implemented a mouse-driven interface to navigate through the palette and experiment with some color transformation algorithms, only to realize that I was overcomplicating the task because the classic key/button-driven interface is equally efficient.
I should have quickly realized that before, but I didn't. And that wasn't the only thing. In the last couple weeks, my first iterations of the color generation algorithms were utterly moronic; even though their conceptual designs were fine, their implementation took more effort than it should have and lacked trivially basic programming skills, so it was awful to work with.
It's like I forget how to code when the task is conceptually different. It kinda scares me because I have no trouble with far more advanced tasks like texture mapping.
And I realize that all this tends to make me work towards whatever I feel that is the most difficult task at the time. I'm always trying to overcome my own stupidity. But if this is somehow making me more stupid, perhaps there's something very wrong.
#27047 posted by FifthElephant [86.4.213.148] on 2016/01/26 10:52:48
I think a mouse driven interface for Quake would be a nice addition.
 Maybe One Of The Most Sensible Talk About Doom's Design
#27050 posted by Daya [86.192.94.91] on 2016/01/26 18:55:04
 Fifth
#27051 posted by mankrip [66.249.88.164] on 2016/01/26 21:30:27
 Mankrip
#27052 posted by mfx [77.180.76.34] on 2016/01/26 21:46:33
just make an ingame mapeditor, mouse is useful then.
I mean, think about it for a moment, compile the bsp at runtime, i don't know what i'm talkin about.
Just do it, please...
Kidding aside, when i first met sleepwalkR a while ago he brought that up, and the thought blew my mind.
I'm sure with enough computing power these days this is totally doable in 10 years.
I can't wait :)
 Moving Textures As Seen In Doom And Unreal When?
#27053 posted by Daya [86.192.94.91] on 2016/01/26 22:05:58
#27054 posted by ericw [108.173.17.134] on 2016/01/26 22:29:05
How bad does it really look if you use all 10 frames of a standard animated texture for scrolling? It's not going to be super smooth like doom, but it should look ok for a slow scrolling effect.
#27055 posted by mankrip [66.249.88.154] on 2016/01/26 22:44:13
 EricW
#27056 posted by mankrip [66.249.88.159] on 2016/01/26 22:53:58
Quake animates BSP textures at 5 frames per second, the vanilla engine cycles the frames using bitmasks (so you can only have an animation with 2, 4 or 8 frames), and so on. BSP texture animation is a poor feature, but at the time its restrictions were needed.
 And What If
#27058 posted by onetruepurple [93.105.177.58] on 2016/01/27 07:19:28
You set wait to 9999 (over 2 hours)?
 Eh
#27059 posted by onetruepurple [93.105.177.58] on 2016/01/27 07:19:49
Mapping Help.
 Not Sure If This Have Been Posted Before
#27060 posted by spy [178.89.85.35] on 2016/01/27 16:32:33
#27061 posted by FifthElephant [86.4.213.148] on 2016/01/27 16:34:43
I want to steal all those lovely cobweb textures.
#27062 posted by Bal [109.7.65.250] on 2016/01/27 16:40:18
Would have been more authentic if the quake models had been converted to sprites instead of just transferred over. :)
#27063 posted by Kinn [86.136.122.222] on 2016/01/27 16:52:15
Quake Mod For Doom
Quake 0.5
Pretty awesome, but using the models as models is a bit of a cop-out. However it makes for a good "what if Quake was released 6 months after Doom 2" concept.
#27064 posted by JneeraZ [76.182.53.183] on 2016/01/27 18:23:38
Yes, sprites would have made that sing .. too bad.
 Going Back To Scrolling Textures
#27065 posted by Daya [90.18.123.191] on 2016/01/28 14:56:56
I've heard the problem was liquid brushes because of the distortion caused by the nature of the brush. But one way to counter this is just to not use the distortion effect if possible.
Another problem I've heard is textures not looping properly, somehow. I may be ignorant on this but even with GL texture filtering that wouldn't be a problem, because in general textures loop properly everytime.
I'm just saying because it's wierd Doom can do that but not Quake.
 Hell, You Might Just Use Other Textures Than Liquids, That's The Point
#27066 posted by Daya [90.18.123.191] on 2016/01/28 15:05:28
 GL Texture Filtering???
#27067 posted by Qmaster [70.195.64.180] on 2016/01/28 18:56:27
If I want texture filtering, I'll remove my glasses. GL engines take the "player checks his glasses" killquote too seriously.
 #27065
#27068 posted by mankrip [66.249.88.159] on 2016/01/29 04:36:27
It's weird that there would be any difficulty to do that in today's hardware rendering.
Render the liquid surface distorted as usual, while simultaneously rendering the lightmap surface without distortion, and applying it to the liquid surface's pixels (not texels) before blending.
If fragment shaders are as powerful as software rendering, they can do that.
The only difficulty with scrolling textures is the lack of a standard. I want to devise a very flexible implementation that interacts with the game's physics, so it will take a while and someone else may implement it their own way before.
Previously, the main difficulty for both cases in the software renderer was the fact that the textures were combined with the lightmaps in the surface cache, so any texture transformations would also affect the lighting. Splitting the textures from the lightmaps makes the rendering slower, but it greatly improves the rendering quality and makes all sorts of texture mapping effects possible. With today's CPUs, that's a worthy tradeoff.
 Are There Cases Where
#27069 posted by ijed [186.9.129.9] on 2016/01/29 09:48:13
You might want to distort the lightmap, like on the water surface.
I can imagine that looking pretty cool at the pixel lod.
#27070 posted by mankrip [66.249.88.164] on 2016/01/29 12:19:58
 Daikatana Speedrun When?
#27073 posted by Daya [109.31.36.149] on 2016/02/02 00:17:16
 XCom 2 Stream
#27074 posted by primal (nli) [81.175.152.198] on 2016/02/02 14:22:22
CohhCarnage is streaming XCOM 2 with permission from 2k right now.
http://www.twitch.tv/cohhcarnage
 Oh Hey, I Asked For A Daikatana Speedrun And What Do You Know
#27075 posted by Daya [109.31.36.149] on 2016/02/02 22:40:03
#27076 posted by Kinn [86.190.22.230] on 2016/02/03 12:38:35
That moment when a mailshot I send from work just bounced from Terry Wogan's email address :(
 Kinn
#27077 posted by Spirit [194.95.79.3] on 2016/02/03 13:52:20
#27078 posted by JneeraZ [76.182.53.183] on 2016/02/04 20:20:09
http://www.twitch.tv/unrealengine
Unreal Editor being demo'd in VR. I'm not kidding.
 Watching The Vod
#27079 posted by DaZ [89.168.60.163] on 2016/02/04 21:19:58
#27080 posted by adib [66.249.88.169] on 2016/02/04 22:49:55
Maybe I should remake Cepheus for this new UT rather than Quake Live.
Anywayzz... It's Carnival, boys and girls.
Going home now. Will get back to work only on Thursday.
This can mean only one thing.
TIME TO MAP!
 This Toast Was Fragged As Stan
#27083 posted by mankrip [66.249.88.159] on 2016/02/06 09:52:48
 Twitter To Become Confusing And Pointless As Soon As Next Week
#27084 posted by primal (nli) [81.175.152.198] on 2016/02/06 10:47:07
#27085 posted by mankrip [66.249.88.164] on 2016/02/06 11:08:36
That could be interesting for hashtag searches, but definitely not for the main feed.
#27086 posted by JneeraZ [76.182.53.183] on 2016/02/06 11:34:34
I respect that they want to experiment with better experiences. I mean, if it sucks, they'll revert it. The users will let them know ... loudly, I'm sure. :)
 Right, Willem
#27087 posted by SleepwalkR [79.195.31.31] on 2016/02/06 13:00:42
Just like the facebook "timeline". That really became more useful when they made that change. Not.
#27088 posted by JneeraZ [76.182.53.183] on 2016/02/06 13:07:13
Well, if everyone hated it, it wouldn't be that way. Facebook wants to retain users, not lose them. So it may not align with your personal preference but ... alas ...
 Retaining Users Is Not Their Only Interest
#27089 posted by SleepwalkR [79.195.31.31] on 2016/02/06 13:19:50
It's also to be able to show me targeted ads. Facebook is so big now that they don't have to fear that users will run away in droves. Where would they go?
#27090 posted by necros [64.233.172.241] on 2016/02/06 14:57:21
Is twitter not in the same position now?
 Already Impressed By The Engine Not Crashing
#27091 posted by primal [81.175.152.198] on 2016/02/06 15:38:50
When shit gets real in Portal: Crushed between two portals experiment.
https://www.youtube.com/watch?v=0TZd95BCKMY
 Necros
#27092 posted by SleepwalkR [79.195.31.31] on 2016/02/06 16:02:09
Yup, which is why I'm afraid that they're going to stick with it unless it hurts their revenue.
#27093 posted by zaphodwurst [50.190.212.58] on 2016/02/06 17:38:39
I am using the Quakespasm engine and Quoth will not load any maps after E1M2Quoth. It says it can't spawn. Preach says in the Quoth help to post on FUNC_MSGBOARD. I have the latest version downloaded from preach's website.
 Zaphodwurst
#27094 posted by mfx [78.50.142.205] on 2016/02/06 18:09:46
There are no more maps than e1m1rmx and e1m2rmx for quoth.
I assume you expect e1m3rmx, we all do..
 Zaphodwurst
#27095 posted by DaZ [89.168.60.163] on 2016/02/06 19:25:05
What mfx said above, however there are many maps for quoth that have released seperately from the main Quoth download. If you search quddicted and filter for "quoth" you will find many other Quoth maps to play!
 You May Want To Start With
#27096 posted by onetruepurple [93.105.177.18] on 2016/02/06 19:26:27
 Does Anyone Ever Say Thanks To Shambler?
#27097 posted by Baker [65.60.224.195] on 2016/02/08 04:30:50
For keeping things tidy when required. I'm sure nitin does it too sometimes.
 No.
#27098 posted by Shambler [2.99.180.113] on 2016/02/08 11:50:17
Because Shambler is also a smug cunt when he does it :).
I do think Func should have another 5 stickies for common stuff, including Engines and Coding, to make it easier on unfamiliar people.
 Edit:
#27099 posted by Shambler [2.99.180.113] on 2016/02/08 11:50:53
4 stickies.
Engines
Coding
Other PC Games
+1 more?
 Thanks Shambler
#27100 posted by nitin [220.244.163.153] on 2016/02/08 11:51:33
 DelkoDuck Speaks For All Of Us
#27101 posted by primal (nli) [81.175.152.198] on 2016/02/08 12:44:56
https://twitter.com/DelkoDuck/status/696042177600864256
"Maybe twitter should add a damn edit function instead of some lizard people ass algorithms"
 Suggestion
#27102 posted by Preach [77.99.55.146] on 2016/02/08 19:14:51
Engines
Coding
Other PC Games
+1 more?
Perhaps the modelling thread 4th? It's not quite as high traffic as the others, but it's going through a bit of a surge currently...
 @shambler
#27103 posted by Baker [65.60.224.195] on 2016/02/08 19:29:57
That reply was about as perfect as a perfect reply could ever be!
#27104 posted by mankrip [66.249.88.159] on 2016/02/08 22:16:50
"Other PC games" don't need to be stickied. They should bow down before Quake!
Seriously, that's unnecessary.
 Yes
#27105 posted by Kinn [86.154.183.77] on 2016/02/08 22:25:38
Other PC Games should not be a sticky. Jobs Wanted should probably also be unstickied; that's a pretty low traffic thread.
Coding
Models
Engines
those three sound good.
#27106 posted by FifthElephant [86.4.213.148] on 2016/02/08 22:34:06
To be honest I think it should just be "other games" instead. A lot of the people own one or more consoles surely?
 I Agree With Kinn
#27107 posted by SleepwalkR [79.195.23.171] on 2016/02/08 22:53:47
While it's of course fine if people want to discuss other games on here, it's not directly related to the main purpose. Coding, Models, Engines sounds fine.
 Thanks Shambler...
#27108 posted by Shamblernaut [121.45.236.153] on 2016/02/09 05:49:31
... you smug cunt.
 Amazon Releases Game Engine
#27109 posted by primal [130.231.194.147] on 2016/02/09 10:50:30
#27110 posted by Johnny Law [4.16.194.34] on 2016/02/09 19:14:36
Yeah looks like they have branched from CryEngine to make something to encourage games to use AWS and Twitch. Interesting.
 Google Drive Image Shitbollocks
#27111 posted by Kinn [86.154.183.77] on 2016/02/10 01:54:06
Ok googling for an answer to this is strangely impossible for some reason, so I'll try here (long shot):
Does anyone store images on Google Drive and if so (short of downloading the sodding thing again) how the fuck do you preview the image in its native size once it's on Google Drive? I swear to god this was possible once upon a time.
#27112 posted by mankrip [66.249.88.164] on 2016/02/10 02:36:27
They probably changed that to avoid hotlinking.
 Bah
#27113 posted by Kinn [86.154.183.77] on 2016/02/10 10:35:46
Don't need a link to it just want to preview my images, not a crap compressed small version of the image. I swear there was a zoom slider which let you do this but it's gone now:(
 Question Related To Darkplaces
#27114 posted by Daya [109.31.36.149] on 2016/02/11 00:46:48
When playing Darkplaces I always felt like the player physics and movement where different than of Q1.
Then one day I red that DP have Q3 physics and movements instead of Q1. Is it true? And if it is, why is that, and is there a way to get Q1 movements and physics back in there? (last question regarding possible Q1-like making)
#27115 posted by Baker [65.60.224.195] on 2016/02/11 01:09:21
Setting sv_protocol QUAKE in DarkPlaces should be essentially Quake physics. It defaults to DPP7 which is a protocol with prediction in it so the physics are slightly different.
 Also
#27116 posted by PuLSaR [66.102.9.21] on 2016/02/11 01:25:01
I've accidently found that some pickup fall out of the level in DP, while they don't do that in regular engines (Mark V, QS). wtf?
 Sv_protocolname
#27117 posted by Daya [109.31.36.149] on 2016/02/11 01:29:28
Putting it to "quake" and restarting a level crashes it, lol
 But In That Case
#27118 posted by Daya [109.31.36.149] on 2016/02/11 01:41:15
Can Q1 movements/physics be emulated via variables manipulation, just like Daikatana did with the Q2 engine (where Q2's movements and physics were largely different than Q1)?
#27119 posted by ericw [108.173.17.134] on 2016/02/11 01:48:13
Cool, didn't know about that cvar. :-) I think you just found a bug Daya; it works if you set it when disconnected., i.e.:
disconnect
sv_protocolname quake
map e1m1
 Ah, Now It's A Bit Better To Play
#27120 posted by Daya [109.31.36.149] on 2016/02/11 02:02:48
Though I ask, if it's a matter of prediction, does that mean the QUAKE protocol should be ditched in favor to DP7 if it's obsolete, or it just doesn't matter in the grand scheme of things if it's about player movement and physics?
 Again, I Ask This Because Of Potential Q1-like Game Making
#27121 posted by Daya [109.31.36.149] on 2016/02/11 02:03:49
#27122 posted by Baker [65.60.224.195] on 2016/02/11 02:46:45
Quake's lack of an efficient protocol is a real problem for coop or deathmatch. But the word "protocol" makes it sounds simple.
It's 10 different things from separating the client and server, to timing, to reworking input and many other things.
It is a highly complex problem.
 QuakeWorld Says Hi. :P
#27123 posted by Spike [86.180.169.148] on 2016/02/11 05:31:06
 Darkplaces Settings
#27124 posted by primal (nli) [81.175.152.198] on 2016/02/11 07:49:13
There's a lot of settings for Darkplaces that make it work more like faithful Quake source port engines. You can find a bunch of them in Quoth's configuration files. If I remember right, they include stuff like zombie standing up behavior and grenades bouncing off slanted surfaces.
The point is that since the guys who make Quoth have gone to the trouble of setting as many of them as they could for Quoth with DP, you can at least have a look at what's in there.
 Twitter Did The Right Thing
#27125 posted by primal (nli) [81.175.152.198] on 2016/02/11 07:56:34
The lizard people ass algorithm is opt-in. Praise Twitter for getting it right.
https://blog.twitter.com/2016/never-miss-important-tweets-from-people-you-follow
"Here's how it works. You flip on the feature in your setting"
... or you don't. Simple as that.
 So...
#27126 posted by Daya [109.31.36.149] on 2016/02/11 13:45:10
DP7 as a overall protocol seems to be best if I want to make a game that supports both single player and multiplayer/co-op, right?
Still, my focus on all of this is to have the player moving around and having physics just like in Q1 (minus bunnyhop, I thought of a speed-up mechanic everybody can use without breaking the game's balance), is this just a matter of overall gravity, player weigth, jump height and speed?
 @spike
#27127 posted by Baker [65.60.224.195] on 2016/02/11 14:16:55
Spike, you were the one that talked me out of carving up a quick-like FitzQuakeWorld out of ZQuake telling me how the Quakeworld protocol doesn't have baseline compression and just limits entities sent.
@daya -- you have many questions. If you want to fulfill that curiosity, go to http://forums.insideqc.com/ and find threads where Spike is replying. Spike has posted voluminousness quantities of info on such topics.
 Someone Is Complaining About The Arcane Dimensions Readme
#27128 posted by Baker [65.60.224.195] on 2016/02/11 14:56:52
Which is unfair, no readme can ever be complete.
In Quake, there are just way too many people who have added some bricks to the mountaintop.
The list goes haywire very quickly.
 Get Matthew McConaughey On The Phone
#27129 posted by Kinn [86.154.183.77] on 2016/02/11 17:59:36
We're gonna need him. Gravity Waves have just been confirmed.
For non-space geeks this is a huge deal! Could open all sorts of doors, and some actual legit theories even predict that parallel universes could be detected as their gravity waves would be the only things that could propagate into our universe...
https://www.theguardian.com/science/2016/feb/11/gravitational-waves-discovery-hailed-as-breakthrough-of-the-century
 #27129
#27130 posted by mankrip [66.249.88.159] on 2016/02/11 18:19:25
 Funding Management
#27131 posted by mankrip [66.249.88.159] on 2016/02/11 19:06:59
It seems there has been a new handful of failed Kickstarters recently.
I'm under the impression that one of their biggest weaknesses was trying to go full-time living off of the Kickstarter's funds alone. I'm glad I'm not in that situation.
Kickstarter should be used for one-off expenses, not for making a living. In my opinion, developers using Kickstarter should additionally have a steady source of income. Kickstarter does not give financial stability.
 Credit Refund
#27132 posted by sock [186.124.231.105] on 2016/02/11 20:10:41
Someone Is Complaining About The Arcane Dimensions Readme, Which is unfair, no readme can ever be complete. In Quake, there are just way too many people who have added some bricks to the mountaintop
@Baker, stop trying to make a mountain out of a mole hill! I was extremely careful with the AD readme file credits, anybody who was directly involved, who's assets were used or was critical to the release of the MOD is credited.
The fact that anybody thinks I am cheating people out of credit is ridiculous. I fully understand how it can feel when credits are missing because it has happened to me countless times. As I said in the AD thread, if someone believes a credit is missing, then post the information in the AD thread, stop fanning the flames of false speculation!
#27134 posted by Baker [65.60.224.195] on 2016/02/11 21:08:41
Fine!
#27137 posted by sock [186.124.231.105] on 2016/02/11 21:27:18
Thanks!
 Didn't See The Spam Just The Bandwagon!
#27138 posted by ijed [200.73.66.2] on 2016/02/11 23:34:10
 @baker (#27127)
#27139 posted by Spike [86.180.169.148] on 2016/02/12 18:11:09
vanilla quakeworld has various limitations that prevent it from working well for anything other than basic deathmatch.
if you want an nq engine to be able to connect to more servers, go for it, but don't expect qw players to use it unless you also provide a whole load of things that can only really be called cheats. :P
if you want a shortcut, you could integrate my qtvlib project into said nq engine, which would provide easy qw->nq protocol translation (as well as mvd playback). however, doing so you'd still miss out on lots of qw-specific things, like player skins.
otherwise a nack-based protocol like fte's replacementdeltas extension (over either nq or qw base protocol), or dpp7, would give a better result for large datasets.
note that nack-based networking is fairly simple from the client's perspective, so long as you don't have to rewrite everything else too. I'd write a patch for it, but I'm too lazy even for that (no doubt I'd pick the wrong base, again).
 Doom 95 On Quad Core
#27144 posted by Daya [109.31.36.149] on 2016/02/14 18:39:46
 Reminds Me Of The Bad Apple Stuff
#27145 posted by ijed [190.22.35.85] on 2016/02/14 21:21:50
 Streamline Studios Working On Street Fighter 5
#27146 posted by Skiffy [203.115.201.11] on 2016/02/15 09:54:58
https://www.facebook.com/StreamlineStudios/photos/a.211317978914554.52417.118294448216908/1038070762905934/?type=3&theater
does this link work for folks? :)
This is what I've been working on for more than a year and I can finally talk about it! :)
#27147 posted by FifthElephant [178.107.135.44] on 2016/02/15 16:13:40
Nice. They're all rodents? Maybe call it squeak fighter?!
#27148 posted by mankrip [66.249.88.159] on 2016/02/15 17:22:54
That's great. I wish I could say "Street Fighter Vs Quake confirmed!".
#27149 posted by Skiffy [203.115.201.11] on 2016/02/16 01:03:03
Thats just the promo image Fifth. Its our company mascot cosplaying as various fighters from the game.
 OMG
#27150 posted by [77.179.40.122] on 2016/02/16 02:35:13
Your mascot is a squirrel?
Sigh, i thought.. well, you know what we ALL thought.
That's the new IP right there.
/sigh
#27151 posted by adib [200.217.4.25] on 2016/02/16 17:37:59
Looks like a Guinea Pig or a Hamster.
#27152 posted by Johnny Law [4.16.194.34] on 2016/02/16 22:48:55
icculus.org DNS name isn't resolving anymore. Does anyone know what's up?
 Twitter Is Useful
#27153 posted by Spirit [92.196.99.240] on 2016/02/16 23:40:15
 Warning
#27154 posted by onetruepurple [93.105.177.18] on 2016/02/17 00:21:58
Cancerous opinions within.
 Icculus Is Cancer
#27157 posted by otp is right [37.59.123.142] on 2016/02/17 23:50:41
it too bad darkplace rely on icullus
down with sjw's
 Haha
#27158 posted by peter maffay [78.55.14.177] on 2016/02/17 23:54:05
otp is right
is like
/pol is right
it hurts, but it is true.
 I'm A SJW
#27159 posted by czg [212.16.188.76] on 2016/02/18 10:25:19
 Warren Spector Returns To Gamedev
#27160 posted by primal [130.231.195.180] on 2016/02/18 11:26:19
http://www.gamesindustry.biz/articles/2016-02-17-warren-spector-joins-otherside-entertainment
"Veteran designer leaving academia and returning to development to work on Underworld Ascendant and System Shock 3"
"Spector has been involved with OtherSide as a creative advisor since its beginning, but his ties to the people there go back further still. Spector worked with OtherSide founder Paul Neurath on the Ultima Underworld games, Thief: The Dark Project, and the original System Shock."
#27161 posted by FifthElephant [86.4.213.148] on 2016/02/18 11:28:17
I'd love to see something new from him... like what he did with ion storm.
 Pretty Excited About Spector Joining OtherSide
#27162 posted by skacky [90.0.188.224] on 2016/02/18 12:41:58
Now they just need Doug Church, Greg LoPiccolo, Mike Ryan, Sara Verrilli, Dorian Hart, Steve Pearsall and Randy Smith and Looking Glass is truly reborn.
 And Markus Klar
#27163 posted by onetruepurple [93.105.177.18] on 2016/02/18 12:50:41
 And Ron Johmero.
#27164 posted by Shambler [2.99.180.113] on 2016/02/18 16:27:16
I know nothing of Looking Glass and the only thing I know of Warren Spector is Deus Ex 1, that alone is enough to make me assume this is good news.
#27165 posted by skacky [90.0.188.224] on 2016/02/18 16:34:26
Looking Glass is pretty much the reason why Wolf3D exists.
 Oh Noes The Cover Art!
#27166 posted by bear [81.170.194.153] on 2016/02/18 17:37:33
 Oops
#27167 posted by bear [81.170.194.153] on 2016/02/18 17:38:29
obviously meant for the doom IV thread
 #27166
#27168 posted by Kinn [86.154.183.77] on 2016/02/18 18:08:48
Is that a Rob Liefield?
 The Graphics Are
#27169 posted by ijed [200.73.66.2] on 2016/02/18 18:33:36
So High Resolution and State of the Art that they made megaman shit himself!
 What's Up Chtulu?
#27173 posted by madfox [84.84.178.104] on 2016/02/18 20:23:20
 Oooo Er Misus
#27174 posted by Mike Woodham [86.191.125.242] on 2016/02/18 21:44:51
I have been playing a couple of the latest releases but have had to use one of the boosted-limit engines and not my engine of choice, FQ0.85.
Tonight I thought it might be fun to run up one of my old maps and chose a Speed Map from 2005. A soon as FQ started, and before the opening demo was running, a woman's voice started narrating a story. She got as far as, "The next day, as we shared a hot dog and pretzel in front of city hall...", before the ogre's grenades drowned her out, although I could still hear her talking in the background.
I came out of FQ went into Task Manager and looked for any other running programs but there were none.
I ran FQ again and it did it again, and again, and again. To my knowledge, I do not have any talking books on my machine, nor radio, no TV.
WTF?
 I Just Re-booted...
#27175 posted by Mike Woodham [86.191.125.242] on 2016/02/18 21:49:58
... and the cow's still there!
WTFWTFWTF
#27176 posted by Johnny Law [4.16.194.34] on 2016/02/18 21:58:57
So you have James Patterson audiobooks on CD, it's OK, you can admit it.
 Lol Yeah
#27177 posted by Kinn [86.154.183.77] on 2016/02/18 22:23:05
check your cd drive lmao
 <Embarrased Smirk>
#27178 posted by Mike Woodham [86.191.125.242] on 2016/02/18 23:15:16
Ha, ha, ha
So I am describing what's happening to 'er indoors, when she says, "Oh, I recognise that phrase; that was in the James Patterson book I was listening to today."
And where were you listening to it I enquired? Apparently, her laptop batteries were down so she used my all-in-one... and left the 'kin' disc in the player. And the opening Quake demo seems to use track 2 from the Quake disc, and what does track two start with on the Patterson CD... "The next day, as we shared a hot dog and pretzel in front of city hall..."
I suppose I should laugh. But honestly, I thought magic was happening.
Anyway, Johnny Law, how on earth did you get to that answer? I even Googled it earlier when trying to work it out and got a nil return. But then Deaf In Paradise came on (I said DEAF IN PARADISE) and I had to take a break.
Ho hum.
 It's The Behaviour
#27179 posted by ijed [186.9.129.162] on 2016/02/18 23:18:12
Of the original disk - track 1 is the game data, all the others are the music.
Thanks, this cheered me up a lot :)
#27180 posted by necros [64.233.172.233] on 2016/02/18 23:18:29
Lol, that was awesome.
 THE ANSWER
#27181 posted by Johnny Law [4.16.194.34] on 2016/02/19 00:24:43
Yah I literally just googled that phrase, it turned up the Patterson book when I did it.
 Hahhahah
#27182 posted by SleepwalkR [79.195.24.133] on 2016/02/19 00:55:09
Awesome
 For Some Reason...
#27183 posted by generic [208.54.85.178] on 2016/02/19 01:51:55
That makes me think Daz should start doing audio books...
"The next day, as we shared a hot dog and...'ello guys."
 Warren Spector Working On System Shock 3
#27184 posted by killpixel [174.48.226.83] on 2016/02/19 03:05:31
This is possibly the most exciting news I've ever heard.
 Generic.
#27186 posted by Shambler [2.99.180.113] on 2016/02/19 10:55:20
Do you really want to be sharing Daz's hotdog???
 Ha!
#27187 posted by generic [67.235.205.240] on 2016/02/19 13:26:06
No.
 GET ON THE HOTDOG
#27188 posted by onetruepurple [93.105.177.230] on 2016/02/19 13:47:57
#27189 posted by [78.55.27.37] on 2016/02/20 01:16:39
Umberto Eco has died.
#27190 posted by [78.55.27.37] on 2016/02/20 01:53:10
 Scrolling Textures
#27195 posted by mankrip [66.249.88.159] on 2016/02/22 14:14:48
I'm having a hard time thinking of good uses for those. Conveyor belts aren't enough.
Skies and water don't need regular scrolling textures in my engine. And scrolling whole background environments as in the train level of Soldier of Fortune is too restricting.
:\ I just can't think of regular environment details that would be improved by scrolling textures.
#27196 posted by Kinn [89.238.158.37] on 2016/02/22 14:28:10
Flowing water? That seems like a really commmon thing a mapper would want to do.
 Kinn
#27197 posted by mankrip [66.249.88.164] on 2016/02/22 14:41:53
Molten mapping already takes care of that, in a much better way.
 Scrolling Textures
#27198 posted by ijed [200.73.66.2] on 2016/02/22 15:33:28
Have always been an edge case thing, used for weird tricks here and there, like machinery, visual effects and the classic 'train rushing through a tunnel but not really moving' effect.
Someone will always be able to think of something to use it for.
#27199 posted by Kinn [109.147.141.66] on 2016/02/22 15:52:44
Molten mapping already takes care of that
I'm tempted to say "a-whu-what now?" but I actually do remember some postings of flowing lava - had no idea that was your engine - cool beans.
 Scrolling Textures
#27203 posted by madfox [84.84.178.104] on 2016/02/22 21:57:33
I just can't think of regular environment details that would be improved by scrolling textures
On the other hand I am attracted to them, as they can improve the environnement. I would love it to see a map with more then four sky types, or animating monster skin textures.
Set me on the train if I can unlock the button.
#27204 posted by FifthElephant [178.97.200.7] on 2016/02/22 22:09:57
I would love to make a speeding train level. I have a few ideas on how to do it.
 MadFox
#27205 posted by mankrip [66.249.88.154] on 2016/02/22 23:24:45
Slightly unrelated, but yesterday I've raised the BSP texture frames limit to 100, and added support for the +number naming convention anywhere. This allows for textures like {fencepants+18b , for example.
 0_0
#27206 posted by adib [66.249.88.174] on 2016/02/23 00:37:18
I need animated fences!
About scrolling, remember those Q3A scrolling neon trims?
 Mankrip
#27207 posted by madfox [84.84.178.104] on 2016/02/23 00:39:10
Great you're upgrading the bsp compile code!
I've made a map with four turning skyboxes, in the way that it are large static entities. It perfomes some kind of changing period within one map.
Only min point is that I can't overcome the 240 frames on 0.1 sec so it still some kind of fast movement. If the frame limit of 256 could be passed it would look like the original Q2 standard.
#27208 posted by adib [66.249.88.179] on 2016/02/23 00:39:41
On an unrelated request, I really think you should reconsider colored lights. Warm hearted.
#27209 posted by mankrip [66.249.88.159] on 2016/02/23 01:26:51
MadFox: It's in-engine only, actually. But indeed, the BSP compiler would need some changes to include all extra frames without manually applying each frame in the map editor.
Adib: It's been a very long time since I've played Q3A. I gotta remember to take a look at it again.
I'm slowly thinking about colored lights, and should implement them after figuring out an optimal way. I already have a good idea that may work well, and will try it when possible.
 MadFox
#27210 posted by mankrip [66.249.88.164] on 2016/02/23 01:40:02
I think a func_wall with the .avelocity field set may work way better for what you're doing.
A proper solution would be a more flexible skybox system. Mine is full of bugs yet.
 Compared Rotation
#27211 posted by madfox [84.84.178.104] on 2016/02/23 02:07:48
That's what I also thought, but the func_wall acts rather bumpy compared to the static_entity.
#27212 posted by necros [172.98.67.12] on 2016/02/23 03:11:31
mankrip, that reminds me. an absolute must for all engines is full floating point for angles and not shorts!
 #27211
#27213 posted by mankrip [66.249.88.154] on 2016/02/23 03:32:21
That doesn't look like shorts. This reminds me that the FitzQuake .85 protocol still uses single bytes for some kinds of angles, but I can't remember which.
#27214 posted by necros [172.98.67.12] on 2016/02/23 03:36:02
yeah sorry, they are unsigned bytes. either way, it ends up that there are actually less values (255) than angles which... ok, I know they were trying to pack in a lot of date into as small as they could, but it looks baaaad. :(
 Shorts?
#27215 posted by madfox [84.84.178.104] on 2016/02/23 05:39:34
The func_wall rotation goes with a info_not null avelocity "0 1 0", while the static_entity turns 240 frames self.nextthink = time + 0.1;.
I think the func_wall only counts degrees while the static entity rolls more smoothly.
#27216 posted by mankrip [66.249.88.164] on 2016/02/23 06:27:06
 Brutalism
#27217 posted by adib [200.217.4.26] on 2016/02/24 19:04:09
is a trend, so people are calling "brutalism" any exposed concrete or anything that even just "feel brutal".
 Brutal.
#27218 posted by Shambler [88.15.182.178] on 2016/02/24 20:14:06
Is what I did to your mom the other night. No lube, no mercy. HTH.
#27219 posted by adib [66.249.88.179] on 2016/02/24 23:39:20
Any concrete involved?
#27220 posted by Spirit [92.196.67.176] on 2016/02/25 00:09:30
He couldn't get hard without.
 On Animated Textures
#27221 posted by Shamblernaut [121.45.225.252] on 2016/02/25 17:56:53
A 'living' texture set (e.g. breathing walls, bleeding brick mortar, spiders escaping orifices), with a lovecraftian feel would be great.
 Try
#27222 posted by ijed [200.73.66.2] on 2016/02/25 18:12:59
 No
#27223 posted by onetruepurple [93.105.177.230] on 2016/02/25 18:23:32
Try the actual Matrix before the Animatrix.
 Derp
#27224 posted by ijed [200.73.66.2] on 2016/02/25 18:45:16
#27225 posted by ericw [108.173.17.134] on 2016/02/25 20:21:47
Yeah those breathing walls are classic!
 Brutalism = Style Focusing On Non-hidden Concrete
#27226 posted by megaman [141.3.42.183] on 2016/02/26 12:19:23
definition has nothing in common with being 'brutal'
 Also
#27227 posted by megaman [141.3.42.183] on 2016/02/26 12:20:06
brutalism was a trend in the fecking 60s
#27228 posted by JneeraZ [76.182.53.183] on 2016/02/26 14:20:40
Yeah, it was a huge 60s trend and a huge facepalm at the same time ... luckily, people figured out it was fugly by the time the 70s hit.
#27229 posted by adib [66.249.88.174] on 2016/02/26 16:08:53
I noticed the trend in games, not real world architecture. Some recent indie games like Kairo are recurring to this aesthetic, there was that article on Gamasutra, some architecture related twitter accounts showing it, some level screenshots, etc.
I just made a random comment about people tagging "brutalism" on every exposed concrete around lately because "brutalism" is being hyped.
 Lunaran
#27230 posted by onetruepurple [88.156.140.200] on 2016/02/26 16:40:19
This is all your fault you brutalist cubist!!1
 ^
#27231 posted by adib [66.249.88.174] on 2016/02/26 16:55:04
That was an impressive level, btw.
#27232 posted by Jaromir83 [87.249.129.250] on 2016/02/27 11:50:36
I once used to play mods featuring
a) fast axe, better axe sound
b) ogres shooting nails
c) nicer animated explosions
any idea which mods those were? thanks
 Https://www.quaddicted.com/reviews/?filtered=kinn_
#27233 posted by Spirit [92.196.123.143] on 2016/02/27 11:55:29
Kinn's
 RE Spirit
#27234 posted by Jaromir83 [87.249.129.250] on 2016/02/27 21:56:54
yes, that is it. I get Packet Overflow and no sound while too many monsters after starting game using "joequake-gl -game bastion -zone 1024 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +skill 1 +mlook 1 +r_farclip 16384 -width 1600 -height 1200 -bpp 32 +map nar_vault" though
 Joequake?
#27235 posted by Kinn [109.147.141.66] on 2016/02/27 23:51:47
try using QuakeSpasm
I don't think JoeQuake has been updated in ten years.
 Also
#27236 posted by Kinn [109.147.141.66] on 2016/02/27 23:53:37
Playing a map other than bastion when using the bastion mod is completely untested and unlikely to work properly.
 This Is A Vore.
#27237 posted by the silent [87.6.206.226] on 2016/02/28 16:58:43
 Ogre With Spiked Shoulder Armor?
#27238 posted by Jaromir83 [87.249.129.250] on 2016/02/29 11:16:36
I remember once having grenade-ogre model replaced with newer one with spiked shoulder armor. Any idea which mod was that?
 AD I Think
#27239 posted by Bloughsburgh [75.151.243.225] on 2016/02/29 11:59:32
Arcane Dimensions has different types of Ogres with a metal skin that has the shoulder pad your speaking about.
 :P
#27240 posted by Kinn [109.147.141.66] on 2016/02/29 12:20:31
I'm pretty sure they first made an appearance in "In The Shadows" (2012)
 AD Isn't In The Shadows Part 2?
#27241 posted by Qmaster [70.195.5.143] on 2016/02/29 20:10:29
 This May Piss Off Some People
#27242 posted by mankrip [66.249.88.154] on 2016/03/01 01:14:05
 You Are Among Good People Here...
#27243 posted by generic [172.56.26.71] on 2016/03/01 01:38:35
Don't sweat it ;)
#27244 posted by necros [172.98.67.74] on 2016/03/01 02:45:32
that probably means no one will ever use it as a target for mods or maps though.
#27245 posted by Kinn [109.147.141.66] on 2016/03/01 15:22:42
 A Dozen People
#27246 posted by Qmaster [50.44.246.55] on 2016/03/02 02:06:30
But we all LOVE IT!!!
Some of us make maps just for fun even knowing that only a few dozen people may ever play it. It's relaxing. And we have fun thats whats important.
 Cogstart.bsp
#27247 posted by Jaromir83 [87.249.129.250] on 2016/03/02 11:34:48
reupload/link smbody pls? thnx
 @jaromir83
#27248 posted by Baker [65.60.224.195] on 2016/03/02 13:01:24
That's the Coagula Contest start map. So why not download Coagula Contest.
 RE: Baker, Coagula Contest
#27249 posted by Jaromir83 [87.249.129.250] on 2016/03/02 13:32:00
possible to get those *.bsps from Coagula Contest's pak0.pak to be able to play them as standalones using for example "-game bastion/marcher" (I am used to Kinn's special features: better axe, explosions, hit-sound etc) please?
#27250 posted by Baker [65.60.224.195] on 2016/03/02 13:56:08
Get Pakscape and you can pull files out of pak files.
 Dragon Unpacker
#27251 posted by Jaromir83 [87.249.129.250] on 2016/03/02 19:56:20
worked, installation was full of malware though, spent half a day reinstalling windows, beware
#27252 posted by necros [172.98.67.99] on 2016/03/02 21:34:13
should have used pakscape...
http://www.fileplanet.com/50620/download/PakScape
first hit on google.
#27253 posted by mankrip [66.249.88.159] on 2016/03/03 00:11:19
 @mankrip - PakExplorer Is Of Very Limited Use
#27254 posted by Baker [65.60.224.195] on 2016/03/03 02:21:18
If you go to https://www.quaddicted.com/reviews/ad_v1_42final.html and look at the list of files in Arcane Dimensions here are some of the names:
1) gfx/env/moonhigh_bk.tga (11 characters long)
2) gfx/env/interstellar_dn.tga (15 characters)
3) effectinfo.txt (10 characters)
4) dpsetting.cfg (9 characters)
5) maps/base_brk/rock_sw01.bsp ) (9 characters)
What would be recommendation on how to create a pak file holding those files with PakExplorer? Or add those files to a pak with PakExplorer?
It would be pretty hard to do considering Pak Explorer cannot add or edit files with more than 8 characters in the file name.
#27255 posted by metlslime [159.153.4.50] on 2016/03/03 02:26:46
you would rename them to 8.3 .. actually i thought this was a limitation of the pakformat, it's only a limitation of some tools?
#27256 posted by Kinn [86.136.123.237] on 2016/03/03 02:34:42
possible to get those *.bsps from Coagula Contest's pak0.pak to be able to play them as standalones using for example "-game bastion/marcher" (I am used to Kinn's special features: better axe, explosions, hit-sound etc) please?
Taking a .bsp designed for a certain progs.dat and running it under a different progs.dat is going to lead to some things not working properly, generally speaking.
 @metlslime
#27257 posted by Baker [65.60.224.195] on 2016/03/03 03:28:50
Naw, the 8.3 name limit is a DOS thing.
Pakscape doesn't have that limit.
If you want DOS Quake compatibility, using a 8.3 file is needed.
But I'm pretty sure Windows XP broke DOS Quake, way back in 2001 which is why you would either need a Windows 98/ME/2000 machine to run DOS Quake or use DOS Box.
 @metlslime Part 2
#27258 posted by Baker [65.60.224.195] on 2016/03/03 03:33:33
In the engine, the pak format supports file names up to 56 characters (55 + trailing null?)
Doesn't care about length of any of the file name components, etc.
Think about all the releases with skyboxes and how some of releases like Zendar have the skybox in a pak file!
https://www.quaddicted.com/reviews/zendar1d.html <--- Quaddicted shows just pak0.pak and pak1.pak --- pak0.pak containers a skybox named nightzen_up.tga , nightzen_bk.rga, etc. etc.
 Baker
#27259 posted by mankrip [66.249.88.159] on 2016/03/03 04:29:07
#27260 posted by Baker [65.60.224.195] on 2016/03/03 04:43:05
Pakscape doesn't modify pak files until you modify one and click save, it pops up "Save changes to pak0.pak"?
So I'm not sure your angle there.
 More Question On Sunlight_2
#27261 posted by Daya [109.31.36.149] on 2016/03/07 00:49:12
So I still have my doubts about sunlight improvments on ericw's compiler, as in severly messed up lightings and shadow.
I have the first legit map from my mod I'm doing right now and it uses multiple sky brushes (It has an open court area as well as skylights). Will sunlight_2 be able to make a legit open-area lighting without shadow bullshitting, or should I just use texture lighting on the sky textures?
#27262 posted by adib [177.41.230.98] on 2016/03/07 05:07:59
Define "shadow bullshitting". You should use sunlight for light and sunlight2 to balance the shadows. These are worldspawn keys that gave me a nice moonlight on a level:
_sunlight 350
_sun_mangle 180 -90 0
_sunlight_color 64 184 255 (these should be floats from 0 to 1 instead)
_sunlight2 5000
_sunlight2_color 64 184 255
_sunlight_penumbra 4 (can't remember what this key is for)
_fog 0.05 .25 0.7 1
 When I Speak Shadow Bullshitting I Refer To The Followings:
#27263 posted by Daya [109.31.36.149] on 2016/03/07 10:07:52
#27264 posted by mankrip [66.249.88.209] on 2016/03/07 10:51:17
Well, go on and try it now. There have been several fixes in the last 3 years.
 Theme Song Of Func
#27265 posted by onetruepurple [78.88.28.122] on 2016/03/07 19:48:02
 Shambler?
#27266 posted by Hipshot [213.115.169.130] on 2016/03/08 16:02:56
Does he have hair or not?
Some random artist here at the company showed me a picture of a Shambler with just white skin?
https://farm9.staticflickr.com/8608/15739649873_57c1b10ddb_c.jpg
I always thought it was white hair, like the Yeti?
 Of Course It's Hair
#27267 posted by Shamblernaut [121.45.232.68] on 2016/03/08 16:13:06
how else does he build up all that static.
 Hipshot
#27268 posted by Kinn [86.154.183.77] on 2016/03/08 16:44:55
That's just fanart. And I hate that awful "i can used zbrush" skin they put on it.
 Kinn
#27269 posted by Hipshot [213.115.169.130] on 2016/03/08 16:59:49
Yes, that is awful!
I just wanted to get some more real authority to answer this.
 I Get Strong Q3 Vibes From That Shambler
#27270 posted by DeeDoubleU [134.249.210.88] on 2016/03/08 17:55:25
 Hipshot
#27271 posted by DaZ [89.168.60.163] on 2016/03/08 20:42:42
 ^
#27272 posted by adib [200.217.4.26] on 2016/03/08 22:04:08
No, this is a Cheech & Chong shambler. A chambler, if you will.
 But Do Fiends Have Eyes?
#27273 posted by [72.12.69.27] on 2016/03/09 01:37:33
 Free Dark Souls For PC
#27275 posted by DaZ [89.168.60.163] on 2016/03/09 12:09:03
http://store.goldenjoystick.com/free-dark-souls
Works in UK/EU but some USA people are saying it works for them too.
 Oh And
#27276 posted by DaZ [89.168.60.163] on 2016/03/09 12:10:50
the default pc port is SHOCKINGLY AWFUL on pc. You will need this mod (dsfix) to make it playable http://www.nexusmods.com/darksouls/mods/19/?
best played with a pad too
#27277 posted by Kinn [86.154.183.77] on 2016/03/09 12:18:20
Can we get Shambler to do a "let's play" video for that shizzle?
 Roflingtons
#27278 posted by DaZ [89.168.60.163] on 2016/03/09 12:25:27
yeah Shambler, stream that shit!
 Dark Souls
#27279 posted by Mike Woodham [87.127.250.3] on 2016/03/09 12:37:26
Does it have FPS mode - the gameplay videos that I have seen are 3rd person?
#27280 posted by onetruepurple [213.227.95.2] on 2016/03/09 12:43:45
"ello gaylords, and welcome to custom <one of many variations on the word shambler>"
#27281 posted by czg [212.16.188.76] on 2016/03/09 12:50:36
Shambler played it once and screamed at the asylum demon (first encounter) for 40 mins then uninstalled it.
 It's A 3rd Person Game
#27282 posted by DaZ [89.168.60.163] on 2016/03/09 12:54:37
 Also Shambler Played It With Mouse And Keyboard
#27283 posted by czg [212.16.188.76] on 2016/03/09 12:56:35
#27284 posted by Kinn [86.154.183.77] on 2016/03/09 13:12:42
Does it have FPS mode - the gameplay videos that I have seen are 3rd person?
Annnnnd...we've reached peak func, ladies and gentlemen
 Dark Souls FPS Mode Enabled
#27285 posted by FifthElephant [86.4.213.148] on 2016/03/09 13:16:43
 Lol
#27286 posted by Bumbler [5.79.74.90] on 2016/03/09 13:22:05
"which button do i press 2 make it quake"
 I Think
#27287 posted by Kinn [86.154.183.77] on 2016/03/09 13:26:15
When the game is already harder than Shambler's cock at a petting zoo, gimping your view/spatial awareness like that with an FPS mod is not going to end well...
 Looking For A Map I Once Played
#27288 posted by Jaromir83 [87.249.129.250] on 2016/03/09 19:19:58
coagula, player starts with SSG and two slime spawns infront, around the corner there is large square with 4 towers in corners, one can jump down to a sublevel for trap/SNG, silver key in the middle and horde zombie/fiend combat with quad damage available, any idea? thanks
 Jesus.bsp
#27289 posted by onetruepurple [78.88.28.122] on 2016/03/09 20:02:53
 Wish They'd Let This Loose On Speedrunning Quake
#27290 posted by Primal (nli) [81.175.152.198] on 2016/03/10 14:27:22
The big news in the AI research community is the results that Alpha-Go program is getting against top Go players. It's currently leading 2-0 in a five-game match versus one of the world's top players. The previous results on Go have not been nearly this good.
Go, in case you are not familiar with it, is a Chinese board game that is also quite popular in Korea and Japan. It has long been held as the most difficult challenge remaining among traditional board games for creating AI players, because it has a huge state space that resists any sort of search-based approach that has worked quite well in Chess in the past. The new approach relies on neural networks, and its results are amazing so far.
https://deepmind.com/alpha-go.html
They have also researched the capabilities of the neural net algorithms by having them learn to play classic video games from scratch.
http://robohub.org/artificial-general-intelligence-that-plays-atari-video-games-how-did-deepmind-do-it/
Now we can only wait and hope they start to research actually important stuff like Quake speedrunning with this new technology. Because honestly we should be able to enjoy a few years of godlike AI performance in Quake speedruns before they inevitably create Skynet and we few, lucky enough to survive the nuclear strikes, get killed by rocket-jumping Terminators.
 There Is A Youtuber Named Sethbling
#27291 posted by Shamblernaut [121.45.232.68] on 2016/03/10 16:29:18
that plays primarily super mario world and minecraft who made a natural selection algorithm to play super mario world and super mario kart.
https://www.youtube.com/watch?v=qv6UVOQ0F44
the thing is that the code is a script for an emulator bizhawk, so you'd have to run the n64 version of quake, unless you severely modified it.
Also Tom Murphy made an AI that plays NES games.
http://www.cs.cmu.edu/~tom7/mario/
which may or may not be more adaptable to quake, I've not looked into it.
TBH it would probably be easier to write an AI from scratch than to use one of these tools.
 There Are More New Maps Than Tronyn Could Ever Review...
#27292 posted by negke [31.16.58.85] on 2016/03/11 08:08:02
 Metlslime Spotted
#27293 posted by Vondur [188.35.130.195] on 2016/03/11 10:09:03
 Looking For A Map I Once Played
#27294 posted by Jaromir83 [87.249.129.250] on 2016/03/12 12:20:59
DM, base, several huge rooms crossed by catwalks in different height. thunderbolt available in the highest tier, any idea? thanks
#27295 posted by Jaromir83 [87.249.129.250] on 2016/03/12 12:24:59
also can not run SP via "quakespasm -game bastion -width 1600 -height 1200 +map dwroae_m3b" any longer after playing DM via "cd ..
quakespasm -game frikbot -condebug -listen 16 -zone 1024 -width 1600 -height 1200 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +noexit 1 +skill 1 +r_farclip 16384 +map shady", get "Load Model progs/q2weap...not found" error
 Jaromir83
#27296 posted by Kinn [86.154.183.77] on 2016/03/12 12:41:41
Again, the bastion mod was only designed to work with the bastion map.
There is no guarantee anything is going to work correctly outside of those parameters.
 RE Kinn
#27297 posted by Jaromir83 [87.249.129.250] on 2016/03/12 12:59:58
ok, worked fine before, works now after reinstall. your Bastion assets (axe, sounds, nail-shooting ogres, explosions...) are simply so good I can not play other maps without them any longer, any way to copy them to other mods pls?
 Also Kinn, While You're At It
#27298 posted by SleepwalkR [87.146.56.140] on 2016/03/12 13:23:15
Can you also port Marcher and Bastion to AD plz?
 Marcher And Bastion In AD
#27299 posted by onetruepurple [95.160.159.6] on 2016/03/12 13:33:53
Wouldn't work. The spiders and imps may be essentially the same monsters but the minotaurs are not at all.
 AD-ising My Old Maps Would Be Possible
#27300 posted by Kinn [86.154.183.77] on 2016/03/12 14:13:53
...if I had time.
Even if I did have time though, the probability that I would use that time to retrofit an old map is exactly equal to: ( 1.0 / Graham's Number ), not because I don't like the idea, but because I have a very large list of other things I'd rather be doing in Quake :/
 PS:
#27301 posted by Jaromir83 [87.249.129.250] on 2016/03/12 14:38:15
not sure if the DM map I am searching for has got base or quake2 textures, have not find it on Quaddicted under base/dm tags nevertheless, pls help
 Rpdm4
#27302 posted by Jaromir83 [87.249.129.250] on 2016/03/12 15:53:05
.
 I Was Kidding
#27303 posted by SleepwalkR [87.146.56.140] on 2016/03/12 16:12:35
 DeepMind Possibly Going To Play StarCraft
#27304 posted by primal [81.175.152.198] on 2016/03/13 07:57:47
 RE Kinn
#27305 posted by Jaromir83 [87.249.129.250] on 2016/03/13 10:01:14
so it is impossible to make the Bastion/Marcher features stand-alone, for players to be able to copy them to whichever mod (same as for example HD shambler)?
 Jaromir83
#27306 posted by Kinn [86.143.78.151] on 2016/03/13 11:19:07
That's not possible I'm afraid. My QC codebase evolves, and I have long since deleted any archival versions from 2005. I have since removed all the aesthetic changes because my tastes have changed (I am a hardcore aesthetic purist now).
Have you tried using Arcane Dimensions? It's much better.
#27307 posted by FifthElephant [86.4.213.148] on 2016/03/13 20:00:04
tbh I would rather see new content than re-hashed stuff.
 Alphago Vs Lee Sedol Match Finished
#27308 posted by primal [81.175.152.198] on 2016/03/15 10:38:47
http://www.theverge.com/2016/3/15/11213518/alphago-deepmind-go-match-5-result
It is 4-1 to Alphago. Congrats to the DeepMind team and a good show by Lee Sedol.
It's impossible to say after a five-game match whether Alphago is genuinely stronger than the top human players or if it still has exploitable weaknesses that could make it lose another match against a top human player. We'll need to see more human vs. AI matches to be able to tell for sure if the AI really has progressed past human level.
If I consider just this match result, it says the AI plays better. The one game Lee won could have been the last time a top go bot lost to a human in a fair game of Go, ever. Which is pretty exciting, if it's true!
 Alphago
#27309 posted by Kinn [89.238.129.78] on 2016/03/15 11:03:21
Yeah that's a good result for AI, but what I was really hoping for was that Alphago would periodically taunt Lee Sedol with things like:
"You puny Earth-meats are weak and fragile"
"The Age of Flesh will soon be at an end"
That sort of thing.
 AlphaGo's Rating
#27310 posted by primal [81.175.152.198] on 2016/03/15 11:03:21
For people who like rating algorithms, here is the table for top players in the world. AlphaGo is at #4. Also, they don't know if it's a he or a she.
http://www.goratings.org/
You cannot attach much confidence to this rating, because the program hasn't played a lot of games. I heard rumors the top rated player, Ke Jie, issued a challenge to play AlphaGo and Google & Deepmind are interested in organizing a match.
We'll see how that plays out.
In the meantime, you can point people to this site and tell them that AlphaGo might now be the best player in the world, or it might only (ha-ha) be the fourth best! :)
We can now return to your regular Quake programming on this channel.
 What I Found Really Interesting
#27311 posted by SleepwalkR [130.149.243.224] on 2016/03/15 11:07:35
Is that apparently AlphaGo has invented strategies that were up to now mostly unknown, or at least unknown to be successful, to the top Go players.
#27312 posted by Baker [65.60.224.195] on 2016/03/16 04:37:13
They've had computers that could play chess since the 1960s. A computer playing a game with simple rules isn't really a sign of progress.
Meanwhile, any random insect you find can do hundreds of things a computer can't.
And 50 years from now, any random insect will still be able to do hundreds of things a computer can't do.
So what we do is redefine "artificial intelligence" and lower the bar --- now you can call something "AI" and it doesn't need to be intelligent at all.
#27313 posted by Shamblernaut [121.45.232.68] on 2016/03/16 05:24:23
A good analogy for this is "a really quick idiot".
Machines are very good at doing simple tasks quickly, but fairly poor at complex tasks. But this is improving, check this out: https://www.youtube.com/watch?v=_wXHR-lad-Q
 Spirit
#27314 posted by negke [31.16.58.85] on 2016/03/16 09:54:59
 No Linux No Love
#27315 posted by Spirit [141.0.12.137] on 2016/03/16 10:31:23
If doom is similar enough to quake in this regard I would love to see it as 'id launcher' instead. I would do whatever necessary on Quaddicted's end.
 Please Provide The Preferred Term
#27316 posted by N.N. [130.231.194.154] on 2016/03/16 11:54:03
So what we do is redefine "artificial intelligence" and lower the bar --- now you can call something "AI" and it doesn't need to be intelligent at all.
It's terrible that they do this. They've even put this definition of the word 'artificial' into the dictionary:
"not natural or real : made, produced, or done to seem like something natural"
(Source: http://www.merriam-webster.com/dictionary/artificial)
You are saying you can't call something AI that is not really intelligent, but behaves like an intelligent agent in some ways. What exactly is the appropriate term to use then?
Next they will be making things out of fabrics and plastics calling them artificial flowers.
#27317 posted by Kinn [109.147.49.6] on 2016/03/16 12:21:23
And 50 years from now, any random insect will still be able to do hundreds of things a computer can't do.
Thy complacency will be thy doom, puny fleshlings.
 Kinn
#27318 posted by ijed [200.73.66.2] on 2016/03/16 12:55:43
Get yourself uploaded into a robot body and then live the dream; kill all humans.
http://b-shinymetalass.weebly.com/uploads/5/0/1/5/50157133/8552535_orig.gif
#27319 posted by mankrip [66.249.88.164] on 2016/03/16 13:35:32
 AI And Goalposts
#27320 posted by primal [81.175.152.198] on 2016/03/16 14:19:14
People used to say back in the day that computers can never do things that they routinely do these days. The reasons given were apparently something to do with it requiring "real intelligence" to perform these tasks.
Instead of creating this "real intelligence" (I use quotes because it is not a term I use myself) to make computers perfrom these tasks, the successful AI researchers invented clever algorithms that could do them. And now the critics turned around and said these tasks don't require intelligence after all, because these algorithms work for them just fine. And algorithms can't have "real intelligence," because reasons.
That's a classic case of moving goalposts. Not that AI proponents in the past were less silly. They forecasted all kinds of crazy shit that just did not happen. But that's why we actually do research: to find out what can be actually made to work.
Given the track record of people talking about AI, I don't really want to get into discussions about this. However, if I may clarify myself, I am calling AlphaGo an AI, because it behaves in a way that would require a lot of applied intelligence if done by a human. It does not otherwise think like a human at all, as far as I know.
When I mentioned Skynet and terminators, I was actually joking. I don't believe an immediate AI takeover and Judgement Day are real concerns even after AlphaGo's victory.
Hope this clears things up :P
#27321 posted by mankrip [66.249.88.164] on 2016/03/16 17:12:36
#27322 posted by Killes [79.222.38.239] on 2016/03/17 07:27:11
When are we getting deep enemies and/or bots huh ? :D
#27323 posted by Shamblernaut [121.45.232.68] on 2016/03/17 08:19:49
Basing bot behaviours on neural networks / genetic algorithms shouldn't be too hard TBH.
Give the bot some fitness factors, damage done / damage taken / deaths / time since last damage dealt.
Give the bot some basic pathfinding, projectile, and sound identification routines.
Allow the bot to learn against "traditional bots", then against humans.
I linked these not so long ago, but they're fun to watch, so I'll link them again.
https://www.youtube.com/watch?v=qv6UVOQ0F44
https://www.youtube.com/watch?v=xOCurBYI_gY
Literally minutes of learning and entertainment.
 Quake 1 AI?
#27324 posted by Hipshot [213.115.169.130] on 2016/03/17 16:16:48
Anyone know how Carmack and iD coded and developed the AI in Q1? Any documentation except for going through the code?
AI navigation is calculated when I compile right, in the bsp step? Perhaps the vis step?
#27325 posted by necros [174.95.107.3] on 2016/03/17 16:19:31
what ai?
 Lol
#27326 posted by SpecialBomb [24.145.128.172] on 2016/03/17 16:21:52
#27327 posted by Kinn [109.147.49.6] on 2016/03/17 16:22:33
Quake AI. Lol.
"Move towards player. If I hit something that's not player, then move in a random direction for a while, then move towards player again".
There is no pathfinding in Quake. To be honest, the game doesn't really suffer from the lack of it.
 Hipshot
#27328 posted by Kinn [109.147.49.6] on 2016/03/17 16:54:42
If you want to learn the bread-and-butter of actual game AI, then just grab this book: LINK. It has been my bible since forever, and in my opinion it is (as the vernacular goes) the puppy's privates.
 50$ ;_;
#27329 posted by SpecialBomb [24.145.128.172] on 2016/03/17 17:12:02
Looks cool, but as a underage with absolutely no money, I cannot buy it. When I get a job, I'm going into a mathematics and programming job. Then I can buy the book :D
#27330 posted by Johnny Law [4.16.194.34] on 2016/03/17 17:16:15
Also there's JPvW's thesis about developing the Q3 bots: http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf
He's the same guy who did the Omicron bots for Q1: http://mrelusive.com/oldprojects/obots/ObotDoc/index.htm
(and the Gladiator bot for Q2)
So that's pretty interesting stuff IMO. I don't think there's an equivalent level of documentation out there for the other most popular or competent Q1/Q2/Q3 bots.
 CS Bots
#27331 posted by SpecialBomb [24.145.128.172] on 2016/03/17 17:18:34
Port the bots from CS to Quake.
Professional campers for Quake :)
 What Was Considered The Best Bot For Quake?
#27332 posted by Shamblernaut [121.45.232.68] on 2016/03/17 19:14:21
In the early days I used bgbot. It was laughably poor.
I ended up using reaperbot for the longest time. I recall people saying good things about frogbot, I did like the feature to "watch" the game from the bots perspective but it never felt as "playerlike" as reaperbots.
Were there any others that were considered good?
 Frogbot
#27333 posted by FifthElephant [86.4.213.148] on 2016/03/17 19:22:22
was probably the best one IMO but it had to be properly coded to work. I believe Reaperbot was the least hassle to get working on a map
 ZUES
#27334 posted by SpecialBomb [24.145.128.172] on 2016/03/17 19:47:24
ZUES is an oldie but goodie. It may not be the best, but it works well.
 FrikBot X Is Great
#27335 posted by mankrip [66.249.88.164] on 2016/03/17 19:57:11
The code is great, easy to implement and behaves really well.
#27336 posted by Johnny Law [4.16.194.34] on 2016/03/17 20:17:09
Yeah frog and frik are both pretty darn good.
Omicron actually isn't bad either. If you are playing a map that has waypoints for all the bot types then probably frog or frik are better? The neat thing about Omicron tho is that it can learn on-the-fly, so for a waypointless map you can still get some good fun from Omicron. It's also decent at rocket arena.
 Re: Alpha Go
#27337 posted by [92.229.134.156] on 2016/03/17 21:00:50
 AlphaGoingToKillYou
#27338 posted by Bal [83.204.198.236] on 2016/03/17 21:28:49
 Fuck This Guy In His Silly Face
#27339 posted by DaZ [89.168.60.163] on 2016/03/18 04:45:10
(Bloodborne boss spoilers)
Finally killed this guy after 6 days of trying! https://www.youtube.com/watch?v=uTu4aGdOU0U
Seriously, by the time I got good enough to kill him I could practice fighting him in my sleep because I knew all the attack timings so well :P
Fuuuuuuck this game is so good :o
#27340 posted by Shamblernaut [121.45.232.68] on 2016/03/18 04:59:01
what an awesome encounter!
 Yes Please
#27342 posted by czg [212.16.188.76] on 2016/03/18 09:00:34
 Quake 2 Levels?
#27344 posted by Hipshot [213.115.169.130] on 2016/03/18 10:24:56
Anyone know some great custom Q2 levels?
#27345 posted by stevenaaus [49.182.6.57] on 2016/03/18 10:47:35
Google's car is a good test for modern AI.
But I for one, will never be getting in the car with it.. though i think it's probably better than the average asian backpacker driving around our country town. Scary.
 Hipshot
#27346 posted by total_newbie [94.222.25.122] on 2016/03/18 11:22:45
#27347 posted by Johnny Law [4.16.194.34] on 2016/03/18 15:45:47
For anyone just trying to find stuff (rather than looking for specific recommendations), https://www.gog.com/forum/quake_series/quake_2_single_player_pack could be useful. Haven't tried that myself, just saw it posted recently.
 Re: Q2 Custom Levels
#27348 posted by metlslime [159.153.4.50] on 2016/03/18 18:59:39
There wasn't a lot that really impressed me in the Q2 mapping scene, perhaps because I didn't like the guns and enemies as much as Q1. But, these stand out in my memory:
Powersphere Quest -- impressive visuals, 5-level hub, seems to be tuned for coop so the combats are ridiculous and I had to cheat to play it, but worth it just for the layout and visuals.
SPOGSP1 -- another impressive looking level, lots of great brushwork by one of the guys who figured out how to do curves really well in radiant.
 Oh Yeah And...
#27349 posted by metlslime [159.153.4.50] on 2016/03/18 19:41:42
#27350 posted by Rick [75.65.153.192] on 2016/03/18 21:18:43
I agree, Spogsp1 was easily one of the best user made maps for any of the id games.
I know there were other decent Quake 2 maps. I played almost one that was released, but I've played very little Q2 in the last 10 years, so I can't remember the names off the top of my head.
#27351 posted by Rick [75.65.153.192] on 2016/03/18 21:21:21
I played almost every one that was released
(edit button needed badly)
 Q2 Custom Maps
#27352 posted by Kinn [86.154.183.77] on 2016/03/18 21:24:25
That's interesting because I played almost one.
#27353 posted by Rick [75.65.153.192] on 2016/03/18 21:32:17
My Quake 2 folder is over 2 GB. I know a lot of that is DM maps, but there's a bunch of SP maps also.
 Spogsp1
#27354 posted by SleepwalkR [80.187.102.97] on 2016/03/18 21:51:28
Is Quake 2's Marcher Fortress. Unfortunately, it did not inspire people in the same way as Marcher did.
 Great Q2 Maps
#27355 posted by Ionous @ work [70.212.130.11] on 2016/03/18 21:58:10
Premonition of Angron
Monumental Misery
Back at the Front
Castles of Stroggos 3
Dark Undergrowth
Much more I'm forgetting.
Would anyone be interested in a Quake 2 SP map jam?
I'm kicking around the idea of running one later in the year...
 Agree
#27356 posted by DaZ [89.168.60.163] on 2016/03/18 22:22:45
The only custom map that really sticks in my mind for Q2 was Spogsp1. The curved geo was absolutely insane. That guy was a magician :)
 Yeah, A Q2 Jam
#27357 posted by mfx [78.55.225.234] on 2016/03/18 22:48:46
could be interesting. We(ionous and eric and 5th aand me) had that idea coming up while watching twitchstreams lately.
We need a good wad to agree on though, and the few base enemies in q1 almost demand a mod to choose too. cough cough, damn coughes.
Curves, i have them like beyonce btw.
 Great Q2 Maps
#27358 posted by nitin [220.244.163.153] on 2016/03/19 05:10:44
Spogsp1
The Widening Gyre
Premonition of Angron
Castles of Stroggos 2
Castles of Stroggos 3
Dark Undergrowth
and the most recent one Slight Mechanical Destruction.
 "We Need A Good Wad To Agree On Though"
#27359 posted by negke [31.16.58.85] on 2016/03/19 08:43:29
Quake2.wad, duh!
 Right
#27360 posted by mfx [77.179.176.138] on 2016/03/19 10:36:52
 Meh
#27361 posted by DaZ [89.168.60.163] on 2016/03/19 11:21:11
It shouldn't have been called Quake 2. Strogg Boppin would have been a better name
 Hmmm
#27362 posted by stevenaaus [49.182.5.115] on 2016/03/19 12:36:35
 Thanks Guys!
#27363 posted by Hipshot [94.137.102.38] on 2016/03/19 13:26:31
Wow, you helped me a lot, found several good ones. I've downloaded several =D
 DS1 Re-release And You Guys.
#27364 posted by Shambler [92.22.47.86] on 2016/03/19 14:17:55
Fuck you all.
Also, "Works in the UK/EU" lol it actually works, that would be a first.
Also post #whatever
Finally killed this guy after 6 days of trying! https://www.youtube.com/watch?v=uTu4aGdOU0U
Seriously, by the time I got good enough to kill him I could practice fighting him in my sleep because I knew all the attack timings so well :P
6 days learning attack timings on one boss?? That sounds utterly fucking miserable. Nice one telling it like it is Daz, makes the bargepole I'm not touching these games with even longer :o
 Also.
#27365 posted by Shambler [92.22.47.86] on 2016/03/19 14:21:17
It's tough bristly fur FFS. Noobs.
#27366 posted by Rick [75.65.153.192] on 2016/03/19 15:38:34
I downloaded Yamagi Quake 2 and now have a new, clean, and functioning Quake 2 install.
I tried playing a map I had started years ago. It's better than I remember, but I'd forgotten that the .bsp goes in a pak file that has any custom textures. My map is full of red and black check texture.
Going by file dates in the original folder I apparently haven't done any Quake 2 since July 2010.
 Rick
#27367 posted by nitin [220.244.163.153] on 2016/03/20 02:25:51
Slightly Mechanical Destruction, get on it.
 I Just Want To Say
#27369 posted by Shamblernaut [121.45.232.68] on 2016/03/25 06:44:32
That I'm in love with Sock's texture packs. Does such a good job.
 Agreed
#27370 posted by Bloughsburgh [75.151.243.225] on 2016/03/25 13:12:04
His Egyptian set is particularly impressive!
 Half-life Deathmatch Map Recommendations?
#27371 posted by megaman [141.0.12.125] on 2016/03/25 13:41:52
a few friends of mine tried hldm the other day, with our own private server in DE. Good maps?
if anybody is interested to join... we're playing something like mon/tue nights.
 Megaman
#27372 posted by Hipshot [213.115.169.130] on 2016/03/25 13:52:55
What region is this? States?
 Germany :/
#27373 posted by megaman [141.0.12.125] on 2016/03/25 13:54:45
#27374 posted by Hipshot [213.115.169.130] on 2016/03/25 14:23:24
What do I need to join? Just HL from Steam or HLSource or what?
 Yes, Just HL From Steam ;-)
#27375 posted by megaman [141.0.12.125] on 2016/03/25 17:16:10
#27376 posted by Hipshot [213.115.169.130] on 2016/03/25 17:31:33
Add me to steam if you will =) It's Hipshot, there's tiger as avatar and I'm from Sweden.
I'm heading out for a beer now, but maybe when you and your friend have time later on or another day =)
#27377 posted by Spirit [92.196.1.105] on 2016/03/25 20:32:02
Serious "pro" deathmatch or the good old silly "muhahaha I am camping with traps around me and bugs in my hand" on crossfire and stalkyard? :>
 Haha
#27378 posted by megaman [141.0.12.125] on 2016/03/26 01:03:37
a mix, i'd say :D definitely not just camping and definitely no big skill
@hipshot added
#27379 posted by Jaromir83 [87.249.129.250] on 2016/03/26 08:25:36
how do I pls save brightness/screensize/scale (to config?) so that I do not have to adjust every time I start a game again?
#27380 posted by madfox [84.84.178.104] on 2016/03/26 14:24:57
There's an "adjust screen" in the console options config video, that gives 5 sec delay to keep or draw the settings.
 Saving Changes
#27381 posted by Rick [75.65.153.192] on 2016/03/26 15:52:55
If you're asking about Quake, then any changes made on the Options screens should be automatically saved on exit. If not and you're running Windows, maybe Quake is in a folder located where it doesn't have write permissions. You can also try putting the settings in an autoexec.bat file in the ID1 folder
#27382 posted by metlslime [50.150.122.79] on 2016/03/26 18:51:17
autoexec.cfg he means
#27383 posted by [187.126.177.230] on 2016/03/26 22:15:07
 This Is...
#27384 posted by JPL [82.234.167.238] on 2016/03/26 22:25:18
... the new pornQuake edition
 Jaromir83
#27385 posted by mankrip [187.126.177.230] on 2016/03/27 01:39:12
That depends on which engine you're using. Vanilla Quake engines only saves the resolution if you press D into the Video Options menu.
Brightness is usually always saved.
#27386 posted by Baker [65.60.224.195] on 2016/03/27 01:42:12
I think he uses JoeQuake so he'd need to type cfg_savevars 1 in the console.
 Quakespasm 0.91.0
#27387 posted by Jaromir83 [87.249.129.250] on 2016/03/27 11:58:24
quakespasm -heapsize 64000 -game quoth -zone 4096 -width 1600 -height 1200
after each start game is bright no matter what
 Ok
#27388 posted by Jaromir83 [87.249.129.250] on 2016/03/27 12:09:01
autoexec.cfg file, write
viewsize "100.000000"
gamma "0.990000"
scr_menuscale "1.5"
scr_sbarscale "1.5"
thanks
 What Ever Happened To...
#27389 posted by Mike Woodham [86.134.53.105] on 2016/03/27 15:11:24
I decided to play through some old-school Quake maps and thought it would be fun to pick on a mapper who had released several maps so that I could gauge 'improvement' as time moved on.
I used the maps listed at Quaddicted.com and selected Neil Manke's maps for no reason other than it was a name I recognised, and I remembered that he went on to create some HL maps.
However, I then Googled him to see what he was up to now (nearly 20 years after his maps I am playing) and ran into some kind of 'conspiracy' scenario with reports of him suddenly disappearing half way through a new gaming project. The thing is, there are reports of him being ill, suggestions that he had died, but a constant stream of 'nobody knows the truth'.
Does anyone here know what happened? Did he die and if not, why did he disappear? Did he ever get back into mapping for any games?
 @jaromir83
#27391 posted by Baker [65.60.224.195] on 2016/03/27 22:15:33
For starters, lose the 1990s command line
-heapsize 64000 <--- not needed
-width 1600 -height 1200 <-- not needed
-zone 4096 <--- not needed
-game quoth <---- this is entirely wrong
and should instead be -quoth if you were to put it in the command line --- except you can do "game warpspasm -quoth" in the console
so again, not needed.
 -heapsize 64000
#27392 posted by onetruepurple [95.160.159.161] on 2016/03/27 22:20:40
Is actually less than the current QS default.
#27393 posted by Kinn [81.131.206.43] on 2016/03/27 22:25:54
tbf, every map readme up until quite recently is gonna tell the player to stick all that crap in...
#27394 posted by Baker [65.60.224.195] on 2016/03/27 23:24:10
Ironically, with a standard engine it will save the config to the current gamedir.
So if you switch the gamedir during run, when you start the engine next it will lose all changes.
Mark V fixes that by saving the config in the directory that was engine load gamedir.
1) If you start Mark V with no command line, the config will save in id1, even if you changed the gamedir.
2) If you start Mark V with -game <something>, it will save the config in <something>
In both cases, this is the desired result.
This may be why Jamomir is having what looks like "my settings don't save" in Quakespasm.
 Mike Woodham
#27395 posted by Hipshot [94.137.102.38] on 2016/03/27 23:49:45
https://en.wikipedia.org/wiki/Black_Widow_Games
I never heard that he disappeared, maybe he's just not doing any maps and game dev any more?
 Hipshot
#27396 posted by mankrip [66.249.88.164] on 2016/03/28 00:34:03
 Mankrip
#27397 posted by mfx [77.179.192.117] on 2016/03/28 00:46:01
not sure, seems to be a duplicate name.
#27398 posted by Hipshot [94.137.102.38] on 2016/03/28 02:09:04
haha, I don't think that's the same guy =)
 Black Widow
#27399 posted by Mike Woodham [86.134.53.105] on 2016/03/28 08:10:54
But that only adds 'fuel to the fire', which of course may not actually be burning.
The Wiki links don't seem to get you anywhere, and NM's name link doesn't exist. The Black Widow site is up but with no entries since 2008. E-mails just get bounced.
It's quite interesting.
 Orange Light Sphere
#27400 posted by Jaromir83 [87.249.129.250] on 2016/03/28 13:30:59
possible to have this effect around laserbolts/explosions/shoooting grunts in other mod than Quoth pls?
#27401 posted by necros [172.98.67.52] on 2016/03/29 00:36:22
that's actually not part of quoth. simply set 'gl_flashblend' to 1.
#27402 posted by negke [31.16.58.85] on 2016/03/29 07:00:10
No. Set it to 0.
 +gl_flashblend 1
#27403 posted by Jaromir83 [87.249.129.250] on 2016/03/29 08:58:49
to the *.bat file, ok, thanks
#27404 posted by Jaromir83 [87.249.129.250] on 2016/03/29 09:22:37
whats the best +r_wateralpha settings to have transparent glass but not broken lava/slime pls?
#27405 posted by onetruepurple [95.160.159.161] on 2016/03/29 10:37:59
+gl_flashblend 1 to the *.bat file, ok, thanks
Like negke said: no, set it to 0.
#27406 posted by metlslime [50.150.122.79] on 2016/03/29 10:53:18
he says he wants the orange light sphere though.
 I Know
#27407 posted by onetruepurple [95.160.159.161] on 2016/03/29 11:59:39
But it's silly at best.
 Got Distorted Blurry Slime/lava In Quoth
#27408 posted by Jaromir83 [87.249.129.250] on 2016/03/29 12:30:06
any idea how to fix it pls?
 To The *.bat File
#27409 posted by spy [92.46.210.171] on 2016/03/29 15:15:59
Why would you wanna place gl_flashblend command to the batch file?
Just place it to your autoexec.cfg file
i know to each his own, but
#27410 posted by Rick [75.65.153.192] on 2016/03/29 15:35:16
#27411 posted by Shamblernaut [121.45.232.68] on 2016/03/30 20:09:59
hey guys,
Out of interest, do any of you know the rationale for id using quad brushes rather than triangles in its implementation of maps / bsps?
I would love to be able to make maps with triangular geometry, terrain / rocks would be so much simpler.
 You're Free To Use As Many Triangle Brushes As You Want
#27412 posted by czg [85.227.145.43] on 2016/03/30 20:15:35
#27413 posted by metlslime [159.153.4.50] on 2016/03/30 20:20:13
they made mostly interior, architecture-heavy maps. box-shaped brushes are suited to that type of geometry.
#27414 posted by Kinn [86.131.180.198] on 2016/03/30 20:23:11
Out of interest, do any of you know the rationale for id using quad brushes rather than triangles in its implementation of maps / bsps?
It's a fundamentally different way of thinking of geometry. A brush is a convex solid defined as the intersection of planes.
It's a complex topic, but the gist is that back in 1996, for the particular game they were making, and the way they processed the world to be efficiently rendered in their bsp-based engine, it was better to make the world out of brush primitives than triangle soup.
 Old #tf Discussion
#27415 posted by onetruepurple [95.160.159.161] on 2016/03/30 20:28:23
quads produce better edges, smoother transitions and create better floor sections for players
the only time you triangulate is for tricky edge splits
#27416 posted by Kinn [86.131.180.198] on 2016/03/30 20:32:20
going off at a tangent, but I would love to know who decided to call them "brushes" and why.
#27417 posted by Rick [75.65.153.192] on 2016/03/30 20:59:32
I always thought rectangular brushes were used only for editing because boxes would be easy to draw and visualize and then everything was broken down into triangles when the map was compiled for playing.
 @Rick - Not Quite
#27418 posted by Kinn [86.131.180.198] on 2016/03/30 21:20:16
The "brush soup" is compiled into a bsp tree. Not a triangle soup filtered into a bsp tree - no, the visible surfaces are literally dividing planes in the bsp tree.
The software renderer draws the bsp surfaces directly and does not further break them into triangles.
Someone correct me if this is innaccurate
 @czg
#27419 posted by Shamblernaut [121.45.232.68] on 2016/03/30 21:23:53
Is it the tools that lack then or the way I'm using them?
Because if I vertex manipulate geometry into triangles rather than quads, the compiler inevitably spits shit tonnes of errors at me.
And I'm not about to start hand editing maps in text editors.
@Rick I'm pretty sure that happens on a hardware level anyway.
#27420 posted by PuLSaR [66.102.9.21] on 2016/03/30 21:26:42
going off at a tangent, but I would love to know who decided to call them "brushes" and why.
+1
 Shamblernaut
#27421 posted by Kinn [86.131.180.198] on 2016/03/30 21:31:17
Are you using WorldCraft/Hammers's "Allow me to produce garbage brushes on vertex manip" feature by any chance?
Radiant or Trenchbroom (if you're a beginner use Trenchbroom ) should be better.
#27422 posted by Kinn [86.131.180.198] on 2016/03/30 21:36:07
Oh btw, GL engines do triangulate the visible geo because that's what you need to feed to the graphics card, but those horrible things shouldn't be spoken of when talking about Quake's original tech.
#27423 posted by mankrip [66.249.88.164] on 2016/03/30 22:23:52
The only thing that uses quads in vanilla Quake is the .spr sprite renderer.
Brush faces aren't limited to quads, they can have dozens of edges as long as the resulting shape is convex.
In fact, the only Quake game that uses quads for 3D geometry is the Sega Saturn port of Quake, because the Saturn's GPUs only supported quads and also because that port uses the Slavedriver engine, not the Quake engine. See some videos of that port, and you'll see how distorted its surfaces became due to using quads.
#27418: It's more complicated than that. There are nodes, leafs, vertices, edges, planes, faces and surfaces (similar names, different things).
In objective terms, the BSP format is suited for drawing static geometry with nearly zero overdraw. That's what it was created for.
 Kinn
#27425 posted by Shamblernaut [121.45.232.68] on 2016/03/31 06:14:45
Yeah Jackhammer.
Thanks for the advice. I'll switch to TB for the more complicated stuff.
 SHAMBLERRRRRR-
#27426 posted by Shambler [92.28.130.0] on 2016/03/31 18:36:03
-treeman hybrid:
http://teamshambler.blogspot.co.uk/2016/03/player-was-smashed-by-treeman.html
Been meaning to do this for a decade or so. Minor conversion to get the pose right. Not entirely happy with the blood but it's kinda what I intended.
#27427 posted by FifthElephant [86.4.213.148] on 2016/03/31 18:59:44
Hah, that's great stuff!
 That Treeman
#27428 posted by PuLSaR [128.69.196.193] on 2016/03/31 20:46:19
is awesome. I wonder if lightning burns the hands of this treeman when he strikes with it.
 Wow Great Job
#27429 posted by Bloughsburgh [73.214.214.192] on 2016/03/31 21:18:24
No idea you did that kind of stuff, very impressive!
 Cheers Gays
#27430 posted by Shambler [92.28.130.0] on 2016/03/31 21:52:48
Yeah bb, been doing it on and off for, errr, 20 years....quite sporadic but I put some effort in when I do do it. Scroll back thru my blogspot for various recent-ish stuff (and a lot of diablo3 bolllox in the way;))
 Model / Texture The Treebler?
#27431 posted by Shamblernaut [121.45.232.68] on 2016/04/01 05:59:19
make a map full of trees where you have to battle treeblers?
 TreeQblerSP
#27432 posted by negke [31.16.58.85] on 2016/04/01 08:02:46
Someone retexture the one from OpenQuartz!
 YouTube Comments
#27433 posted by mankrip [187.126.190.231] on 2016/04/01 21:23:10
"I have only played all Quake games except for Quake 1 and I really liked them, they were not really horror games unlike Doom 3. Doom 3 had a perfect balance between horror and action."
#27434 posted by Kinn [109.147.49.71] on 2016/04/01 21:43:35
Do you mean to say that you browse the internet without a "disable YouTube comments" script?
 Youtube Comments Are Mostly Garbage.
#27435 posted by Shamblernaut [121.45.232.68] on 2016/04/01 21:51:34
Download a chrome plugin called Alientube, shows reddit comments for youtube videos. Far less shitposting, better discussion.
 Shamblernaut
#27436 posted by SpecialBomb [24.145.128.172] on 2016/04/01 21:53:10
Thanks for that!
 Reddit Vs Youtube Comments
#27437 posted by killpixel [174.48.226.83] on 2016/04/01 21:59:09
The difference between the two is becoming less noticeable. I feel like most redditors would prefer a 'show only my comments' option :P
#27438 posted by mankrip [187.126.190.231] on 2016/04/01 22:01:20
I never browse Reddit, so I know almost nothing about it. Will take a look.
#27439 posted by Kinn [109.147.49.71] on 2016/04/01 22:04:52
I've never been to Reddit either, but I thought they sort of tolerated a lot of horrible shit there (paedo, necro, gore stuff etc.)? Have they changed in recent years from all that?
#27440 posted by killpixel [174.48.226.83] on 2016/04/01 22:18:57
I never browse Reddit, so I know almost nothing about it. Will take a look.
eh, you're not missing anything. reddit is nice if you make an account, delete all the default subs and make your own list of subs.
the front page, or r/all, is awful. it is the butthole of the internet.
but I thought they sort of tolerated a lot of horrible shit there (paedo, necro, gore stuff etc.)? Have they changed in recent years from all that?
there are really ugly and dark subs. I don't believe illegal stuff (paedo, necro) is allowed, however.
#27441 posted by Kinn [109.147.49.71] on 2016/04/01 22:26:07
Wasn't there a big hoo-hah last year where they apparently had an area dedicated to pictures of female corpses ("attractive" female corpses apparently - they were quite particular about that)
 Yes
#27442 posted by killpixel [174.48.226.83] on 2016/04/01 22:31:20
there are many different subs, and many that are morbid. that sub lasted as long as it did (it may still exist, i don't know) because pics of dead people aren't exactly illegal.
 At Least It Isn't 4chan...
#27443 posted by SpecialBomb [24.145.128.172] on 2016/04/02 03:07:09
 Bounty Request
#27444 posted by onetruepurple [95.160.159.161] on 2016/04/02 19:44:45
A Twitch plugin which would forward stream chat into Quake chat.
#27445 posted by Spirit [80.187.98.91] on 2016/04/02 20:13:51
FTE does IRC.
 OTP
#27446 posted by Shamblernaut [121.45.232.68] on 2016/04/02 20:39:48
that would actually be really useful.
#27447 posted by negke [31.16.58.85] on 2016/04/03 10:09:40
I think there are tools to display Twitch chat in an overlay window.
 There Are Indeed
#27448 posted by onetruepurple [95.160.159.161] on 2016/04/03 10:16:10
But that's not as cool.
 Hey Distrans
#27449 posted by negke [31.16.58.85] on 2016/04/03 11:44:25
#27450 posted by kaffikopp [90.149.244.93] on 2016/04/03 15:34:05
 LOL
#27451 posted by mankrip [66.249.88.154] on 2016/04/03 17:40:02
 Is Quakenet Down?
#27452 posted by ionous [76.173.83.147] on 2016/04/03 23:13:36
It seems I cannot load Quakenet through my web browser...keeps timing out.
 Level Design Idea From H.P. Lovecraft
#27453 posted by primal [130.231.195.12] on 2016/04/04 12:07:53
 Best One
#27454 posted by onetruepurple [5.172.252.161] on 2016/04/04 12:34:52
148 Vampire dog.
 Good Dm Map Similar To Spinev2
#27455 posted by Jaromir83 [87.249.129.250] on 2016/04/05 19:07:12
pls?
 Just Played This..
#27456 posted by Mike Woodham [31.49.137.183] on 2016/04/05 21:02:58
Epoch by Andrew Smith. What a nice neat straightforward old-style Quake map. I really enjoyed it.
https://www.quaddicted.com/reviews/epoch.html
 Agreed
#27457 posted by Bloughsburgh [73.214.214.192] on 2016/04/05 21:33:55
Played due to this post. Was quite fun and found all secrets on skill 1 :)
Interesting little concept with the base infusion at the end there.
 In A Search Of 2 DM Maps I Once Played
#27458 posted by Jaromir83 [87.249.129.250] on 2016/04/08 14:02:33
a ) very curvy (almost quake3-curvy), blueish(?), one wind jump.
b ) vertical, small, base, nicely curvy (Occupied Base DM3RMX style).
somebody pls tip
#27459 posted by gibbie [139.191.16.81] on 2016/04/08 14:04:55
#27460 posted by Spirit [80.187.99.121] on 2016/04/08 14:23:46
a) efdat something
#27461 posted by Johnny Law [4.16.194.34] on 2016/04/08 20:48:49
 Quake II Killers
#27463 posted by mankrip [66.249.88.159] on 2016/04/09 21:28:57
 RE: DM
#27464 posted by Jaromir83 [87.249.129.250] on 2016/04/10 13:04:09
a ) bless
b ) alcyone
thanks
 Free Sounds - 16Gb
#27465 posted by sock [190.231.253.199] on 2016/04/10 14:56:39
#27466 posted by necros [172.98.67.118] on 2016/04/10 19:37:41
that's very cool, thanks for the link. :)
#27467 posted by Baker [50.4.45.41] on 2016/04/10 20:41:37
+1 Sock link
 +2
#27468 posted by mankrip [187.126.184.143] on 2016/04/11 00:21:11
Time to boot up my other computer so I can download this.
#27469 posted by onetruepurple [95.160.159.80] on 2016/04/12 18:44:27
 At Their Center, Is Azathoth
#27470 posted by mankrip [66.249.88.159] on 2016/04/12 19:51:36
 No, Its Metatron
#27471 posted by mfx [78.55.75.134] on 2016/04/12 22:46:56
#27472 posted by Hipshot [94.137.102.38] on 2016/04/13 07:56:04
Maybe Stroggos is there somewhere...
 Stroggos Is Here
#27474 posted by [187.126.98.117] on 2016/04/15 22:12:01
 Science Fiction
#27475 posted by DeeDoubleU [37.229.210.193] on 2016/04/15 23:47:48
 Headshot's DM Map Links
#27476 posted by Jaromir83 [87.249.129.250] on 2016/04/17 09:01:40
tridm2
tridm3
fsdm3
ukooldm6
qcon1
contamin
dapak2 4 5 7 8 9
somebody pls? thnx
 Player/bot Gibbed/severed Head
#27477 posted by Jaromir83 [87.249.129.250] on 2016/04/17 09:15:48
too big. has it been fixed already in the last 20 years pls?
 Edit: Got
#27478 posted by Jaromir83 [87.249.129.250] on 2016/04/17 15:00:37
qcon1
contamin
dapak9
links for the rest somebody pls? thnx
#27479 posted by Kinn [217.35.212.81] on 2016/04/17 15:18:33
Player/bot Gibbed/severed Head too big. has it been fixed already in the last 20 years pls?
No. All gibs are oversized on purpose because if they are normal scale they look tiny in an environment where stair steps reach your thighs and whatnot.
#27480 posted by Spirit [80.187.104.98] on 2016/04/17 15:52:57
#27481 posted by mankrip [187.126.98.117] on 2016/04/17 23:40:46
Holy crap, OBS works incredibly better than Fraps, and has no time limit. Now I can record gameplay videos.
 OBS
#27482 posted by Bloughsburgh [73.214.214.192] on 2016/04/18 01:48:43
Yeah, I found that it worked best for things like Quake. I tend to use Shadowplay for things but I am beginning to lean towards OBS.
#27483 posted by mankrip [187.126.98.117] on 2016/04/18 02:22:29
Shadowplay won't work on my Core i5 laptop due to its Intel GPU. I may try it on my Core 2 Duo desktop PC later, since it has a 9500GT GPU.
I'm not sure which one will perform better. The engine runs better in the Core i5, but the video capture should run better in the Core 2.
 Streaming
#27484 posted by DaZ [89.168.60.163] on 2016/04/18 14:21:22
#27485 posted by mankrip [187.126.85.41] on 2016/04/18 18:39:32
Nice, I'll watch.
Though OBS has a 1.6 seconds audio delay when recording, so I have to open the video in Avidemux to shift the audio, which means streaming is probably out of question. Also, my upload speed is 512Kbps.
But being able to record and upload gameplay videos is good enough for me.
 You Can Set An Audio Offset In Obs
#27486 posted by DaZ [89.168.60.163] on 2016/04/18 20:15:39
^^
 Linux Users
#27487 posted by SleepwalkR [87.146.46.130] on 2016/04/19 20:50:38
Where are your engines installed? Are they all in one directory or is the layout different on Linux than on other platforms?
#27488 posted by Shamblernaut [121.45.237.106] on 2016/04/19 22:42:25
Same directory, some engines trip up on case sensitivity though.
my engines are all installed in my quake directory which sits in my home folder (my only game that does)
#27489 posted by ericw [108.173.17.134] on 2016/04/19 23:06:29
Yeah, same, I put engine executables in ~/quake like I would on other platforms.
If you install the debian/ubuntu package of Quakespasm, I believe it installs in /usr/bin/quakespasm.
#27490 posted by necros [64.233.172.233] on 2016/04/20 01:32:30
I'd recommend an engine subfolder for each one, that way you don't get dll collisions.
 I Once Played A DM Map
#27492 posted by Jaromir83 [87.249.129.250] on 2016/04/20 19:38:35
via QW with some nice corridors (pentagrams in ceilings?) and a room with water reaching player's knees. ideas?
 Making Of Die Hard Trilogy
#27493 posted by Blitz [66.235.6.38] on 2016/04/21 08:06:34
https://www.youtube.com/watch?v=HVgokAf416Q
Interesting look at some Quake-era level editing tools & other parts of production on Die Hard Trilogy
 Prince Has Left Valve
#27494 posted by onetruepurple [95.160.159.80] on 2016/04/21 19:53:58
 As Did Chyna
#27495 posted by Bloughsburgh [75.151.243.225] on 2016/04/21 20:32:45
RIP
Far too young.
#27496 posted by Kinn [81.129.184.245] on 2016/04/21 22:41:46
My cock currently stands at half-mast in respectful memory of Chyna's meaty clitorenis.
#27497 posted by mankrip [187.126.84.14] on 2016/04/22 05:17:43
I've found out that the OBS audio delay doesn't happen when playing in fullscreen. This makes things even easier.
However, I'm getting a number of stutterings during gameplay when recording. I don't know if that's caused by some background task, or if that's caused by OBS, but the stutterings happens in the game itself.
After finishing the upload of the first video, I'll try recording a new video with my computer disconnected from the Internet to see if that helps. For some reason having an active Internet connection caused some stutterings some months ago, so that may be the problem.
 Mankrip
#27498 posted by Shamblernaut [121.45.237.106] on 2016/04/22 05:39:19
I discovered that VLC can record screen and individual windows, at least in linux anyways.
#27499 posted by mankrip [187.126.84.14] on 2016/04/22 05:47:41
OBS is working really well for me, so I'll stick with it for a while.
I've just confirmed that it's the internet connection that makes the engine stutters, even though I'm playing in single player. Someday I'll try to fix it.
 Yay
#27500 posted by mankrip [187.126.84.14] on 2016/04/22 06:58:58
Here's my first video: Adib Murad's Signati.
Now I'll record another.
#27501 posted by Shamblernaut [121.45.237.106] on 2016/04/22 08:31:52
Yeah, wizards do that. Just randomly pop through a brush they decide isn't solid enough.
Also, what filtering / graphics options are you using, those textures are really dithery. Or is that just the textures themselves?
 OBS
#27502 posted by Bloughsburgh [75.151.243.225] on 2016/04/22 12:10:18
Hmm, I know I get HIGH ENCODING warnings sometimes but that is because I try to really push the bitrate.
I use CBR and a bitrate of like 12000 to have reasonable quality. I'd like to use VBR but I could never get anything that looked ...not blurry.
I always used to use Shadowplay for everything because it just worked. But for OpenGL and non D3D games I found OBS to be the champion. Never thought about internet connection though.
#27503 posted by mankrip [187.126.84.14] on 2016/04/22 15:26:02
Shamblernaut: The dithering is done by the renderer. Yes, some of those textures (mainly the bricks) doesn't look smooth enough with dithering because their hue & brightness contrast doesn't fit well into the Quake palette.
Bloughsburgh: I'm using a 5000 CBR. Also, when recording another video with the Internet connection disabled I've found out the stutterings eventually happened again.
Without recording, I get a solid 72 fps at 720p.
It may be because I've configured OBS to run in high priority. I'll try running OBS in normal priority, but I suppose this can make the video recording to get choppy.
#27504 posted by scar3crow [129.135.0.21] on 2016/04/22 18:08:52
If you want some good q2 dm action going in the background while you work, there is a pretty good upload of purri v isBjorn on Aerowalk. https://www.youtube.com/watch?v=WWCXVMc_EFE
 Romero/Carmack
#27505 posted by JPL [82.234.167.238] on 2016/04/22 22:21:46
 <-
#27506 posted by [72.12.69.27] on 2016/04/22 23:21:27
 Adrian Is His New Bitch
#27507 posted by mfx [77.180.57.85] on 2016/04/22 23:35:13
that was a yt comment, i myself am sparse on those.
#27508 posted by mankrip [187.126.84.14] on 2016/04/22 23:45:11
"Comments currently unavailable."
 Good.
#27509 posted by Daya [81.250.122.194] on 2016/04/22 23:55:10
#27510 posted by Kinn [81.129.184.245] on 2016/04/23 00:43:27
"Comments currently unavailable."
Probably too many people pointing out that this Carmack is not that Carmack.
 Wait, There Is More Of Em?
#27511 posted by mfx [77.180.57.85] on 2016/04/23 01:09:27
Prolly blows some people right now.
 You Should See How Many Romeros There Are...
#27512 posted by Shambler [82.132.239.215] on 2016/04/23 09:07:25
And not just the ones groping Vondur's arse.
I am totally prepared to give Ron Jomero the benefit of the doubt. Dkt had a lot of cool stuff in despite it's flaws, and I've often said that if at the time they'd combined Dkt's ideas and content with Carmack (the other one) 's engine quality and refinement from the otherwise dismal Q3A, it would have been the best game ever...
Plus he's got to have learnt some humility at some point, right?
 Oh Okay, Just Watched The Video.
#27513 posted by Shambler [82.132.239.215] on 2016/04/23 09:10:03
Calling the "no humility" early.
 Shambs
#27514 posted by FifthElephant [86.4.213.148] on 2016/04/24 12:31:00
It was basically just a nerdy reference, double that up with the fact that Romero lives in Ireland (which is where that scene was shot) and it's also a teaser because no-one knew A. Carmack was involved...
I dunno, I think Romero learned some big lessons with Daikatana.
#27515 posted by skacky [90.0.66.26] on 2016/04/24 12:56:01
Didn't Carmack have an hotel or something like that in Ireland as well?
 Yes
#27516 posted by mfx [85.179.26.251] on 2016/04/24 14:18:03
5-star Heritage Golf & Spa Resort in Killenard.
 I Dunno
#27517 posted by DaZ [89.168.60.163] on 2016/04/24 14:32:26
it's not very quakey, but could be a cool map I guess.
#27518 posted by mankrip [66.102.8.204] on 2016/04/24 18:35:36
 He Even Made An ARG
#27519 posted by Daya [92.142.135.81] on 2016/04/24 18:42:21
 Quake Hit Top 25 On Gog
#27520 posted by primal (nli) [81.175.152.198] on 2016/04/28 11:44:45
Quake: the Offering hit position 25 in Gog's list of popular games. It is currently on sale as part of the Quake I, II and III bundle and by itself.
I'm not sure how popularity is calculated for the rankings, but I assume it's based on the recent sales numbers. I think it's pretty great if new people are still getting into Quake I, perhaps influenced by the recent mod releases :)
I took a screencap. There it is, in the bottom right corner.
http://imgur.com/Npr8eBy
 Old Shit
#27521 posted by czg [212.16.188.76] on 2016/04/28 18:04:44
#27522 posted by Johnny Law [4.16.194.34] on 2016/04/28 20:59:42
BTW these are being posted in the SA "Early FPS" thread... the guy has lots of super-nostalgia-bomb magazine scans.
If you have SA forums access (or if the Games forum is currently un-paywalled) you can see all his posts at http://forums.somethingawful.com/showthread.php?threadid=3420790&userid=167046 ... he starts posting scans on March 27 (page 9 of his posts).
 #27521
#27523 posted by mankrip [152.238.96.93] on 2016/04/29 02:07:23
Thanks czg, I've saved 36 pages of Quake-related stuff from that album. Will upload it later.
#27524 posted by mankrip [152.238.96.93] on 2016/04/29 03:09:50
Here's the 36 Quake-related pages: PC Zone magazine scans
That imgur album also has a Quake 2 article, but I haven't included it.
#27525 posted by crystallize [37.194.180.120] on 2016/05/02 16:01:17
Are there some cool Quake demos for protocol 666?
 Crystallize
#27526 posted by Daya [81.49.12.58] on 2016/05/02 21:06:16
 Whu?
#27527 posted by ijed [201.223.218.100] on 2016/05/04 14:38:22
 Lol That Hippie Get Me To Download A Warez Copy
#27528 posted by [188.166.6.40] on 2016/05/05 03:41:07
#27529 posted by mankrip [152.238.96.93] on 2016/05/05 04:47:06
 WTF 2
#27530 posted by mankrip [152.238.96.93] on 2016/05/05 06:00:34
 Apple Music?
#27531 posted by ijed [201.223.29.12] on 2016/05/06 02:21:46
Isn't that the one that removes unrecognised audio files from your harddrive and replaces wavs with mp3s?
 Wouldn't Suprise Me
#27532 posted by steveaaus [49.197.13.162] on 2016/05/08 12:00:09
iTunes is pretty crazy too.
But Steam's update policy - what a pile of shit.
No matter what i try, i can't get around it f-ing me over with my slow connection.
Just let me play the game for fucks sake.
http://moronstalkingrubbish.com/steamingPileOfShit.htm
#27533 posted by [49.197.13.162] on 2016/05/08 12:02:30
Anyway - nearly finished Back to Bed.
Meh... decent puzzler. Had to go online to cheat level 14 but i should have sussed it out.
 RetroAhoy : Quake
#27534 posted by Daya [86.192.84.88] on 2016/05/13 22:23:28
 RetroAhoy
#27535 posted by Mandel [80.217.64.153] on 2016/05/14 11:59:47
Oh how nice! I got a credit in that video! My name is on screen at 59:31. Great success.
 Are There Quake Engines (or Quake Based Games)
#27537 posted by SleepwalkR [87.146.43.136] on 2016/05/15 19:30:24
that allow multiple mods?
 This Was Asked Just Recently Somewhere On These Forums
#27538 posted by Spirit [92.196.14.9] on 2016/05/15 21:20:38
It depends what you mean by that. Some engines support layering game directory on top of each other.
FTEQW can probably merge bytecode hex patterns with deep neural learning convolving networks.
 I Mean The Former
#27539 posted by SleepwalkR [87.146.43.136] on 2016/05/15 22:08:36
TB has this ability and I was wondering if it was useful at all. I guess I'll keep it in then.
 Sleepy
#27540 posted by mfx [77.179.96.150] on 2016/05/15 22:16:19
 Uhmm
#27541 posted by mfx [77.179.96.150] on 2016/05/15 22:19:46
NVM.
 Thanks Mfx
#27542 posted by SleepwalkR [87.146.43.136] on 2016/05/15 23:23:20
I am just debating whether to leave that feature in or not. I suppose it might be useful, but maybe "mods" isn't the right name for it.
#27543 posted by ericw [108.173.17.134] on 2016/05/15 23:40:45
iirc, Warpspasm required running as two mods, "-game warp -quoth". so hypothetically if you were making addon maps for warp, it might be useful for TB to load assets from both gamedirs
#27544 posted by Spirit [92.196.14.9] on 2016/05/15 23:49:11
Sounds useful, if only for testing. Must use the same order as whatever engines support multiple gamedirs though, otherwise it is ripe for headaches. Try DP and FTE at least
 Ok, Thanks
#27545 posted by SleepwalkR [79.195.30.148] on 2016/05/16 08:01:20
 IGN Is Fucking Cancer
#27546 posted by killpixel [174.48.226.83] on 2016/05/16 20:53:08
that's all.
 Quake Mapping Stream -
#27547 posted by FifthElephant [82.21.157.236] on 2016/05/16 21:58:26
 Eric
#27548 posted by ijed [201.223.20.29] on 2016/05/17 21:00:44
Warp just used the HUD from DOE (I think) which was the only reason to include the -quoth switch, since warp itself effectively contained the version of Quoth required (monsters etc).
It was so you could see the runes, which had been omitted to show the lance / plasma gun.
If I remember right.
Mandel - nice video!
 PSX Archvile Sound Effects
#27549 posted by skacky [90.0.188.169] on 2016/05/18 00:25:48
 This Is Scary
#27551 posted by megaman [141.3.42.183] on 2016/05/20 12:35:39
 Uhmm What?
#27553 posted by mfx [92.229.133.107] on 2016/05/22 05:48:23
 It's Ok,
#27554 posted by onetruepurple [95.160.159.80] on 2016/05/22 15:14:45
They denied it, I believe them. :^)
 Impromptu Mapping Stream -
#27555 posted by FifthElephant [82.21.157.236] on 2016/05/22 23:29:11
 Anyone Know Anything?
#27556 posted by Zwiffle [24.241.228.118] on 2016/05/23 22:48:34
#27557 posted by [72.12.69.27] on 2016/05/24 00:07:13
It's literally a completely nonspecific job listing to work at id.
They mention Doom and Quake because the 2 most recent titles they have worked on are DOOM and Quake Live. Reading any further into it is pure stupidity.
 No It's Quake For Sure
#27558 posted by Zwiffle [24.241.228.118] on 2016/05/24 00:37:37
 I Agree With Anonymous
#27559 posted by Kinn [86.158.147.7] on 2016/05/24 01:00:41
There's nothing there that suggests the next title is a Quake.
Besides, wouldn't it make more sense to just keep backing the horse that's winning right now (i.e. Doom) ?
#27560 posted by FifthElephant [82.21.157.236] on 2016/05/24 01:04:31
I'm sure id are looking at Quake right now. Not saying they're definitely making a Quake but imagine they do the whole trio of their most well known franchise and get it right, people will definitely hail them as the daddys of the shooter genre again.
 Indeed
#27561 posted by killpixel [174.48.226.83] on 2016/05/24 01:32:37
It's probably safe to bet a new quake is on the horizon somewhere. who knows, maybe it's already been picked and poked at here n there.
I can see a darker, grittier return to a quake1 style. Maybe heavier story and rpg elements than doom4 and not as arcade oriented (no health drops from enemies). maybe the intention is to have doom fill the multiplayer role and make quake more sp oriented.
I would like a new quake.
#27562 posted by Kinn [86.158.147.7] on 2016/05/24 01:52:09
maybe the intention is to have doom fill the multiplayer role and make quake more sp oriented
Then they've done a terrible job of it. Doom 2016's single player is getting rave reviews, whilst the multiplayer is the definition of mediocrity.
 Yeah
#27563 posted by killpixel [174.48.226.83] on 2016/05/24 02:26:08
I think that was the intent though. I feel trying to revive/reboot the q3/qlive/arcade shooter is too risky. A so-so doom mp would have a less damaging impact than a so-so quake mp.
It personally wouldn't surprise me if the next game from id was a quake/heretic/hexen amalgam under the quake IP targeting core gamers, specifically the fps/bloodbourne/dark souls/thisgameishardandscary crowd. After that they might introduce a new ip to grab a specific demo. I doubt they'll bring back rage any time soon, if at all. This is 110% uninformed speculation of course, it's just my guess.
 I Would Like A New Quake.
#27564 posted by Shambler [92.22.35.88] on 2016/05/24 10:38:26
The only people I'd trust to do it are a very specific sub-selection of #funcers, including but not limited to CZG, Vondur, Skacky, Daz, Kinn, Negke, Sock.
 I'd Make It As A First Person Dark Souls With Tons Of Jumping Puzzles
#27565 posted by czg [212.16.188.76] on 2016/05/24 10:39:53
 First Person Dark Souls With Tons Of Jumping Puzzles
#27567 posted by onetruepurple [213.227.95.71] on 2016/05/24 11:41:03
Sounds pretty damn good to me.
 When's The Kickstarter?
#27568 posted by ijed [201.223.38.136] on 2016/05/24 13:48:07
 People Usually Frown On Backtracking These Days.
#27611 posted by czg [212.16.188.76] on 2016/05/24 15:14:34
#27612 posted by Shamblernaut [121.45.248.140] on 2016/05/24 16:00:33
that's a lot of spam.
 Holy Shit
#27613 posted by Kinn [86.158.147.7] on 2016/05/24 16:23:00
what sort of spam was that?
#27614 posted by metlslime [166.216.157.22] on 2016/05/24 16:42:05
50 new posts!
Oh.
 Still Not Convinced Another Proper Quake Is Happening
#27615 posted by Kinn [86.158.147.7] on 2016/05/24 16:59:07
They have dug themselves into a hole by making Quake 2 the current quake mythos, and I really can't see them rebooting it completely back to the world of Quake 1.
They are much more likely to try to awkwardly merge the Quake 1 and 2 worlds together; a compromise that would leave a worse taste in my mouth than Jimmy Saville's special "frozen yoghurt" lollipops.
 Don't Pretend Those Aren't Totes Delish
#27616 posted by czg [212.16.188.76] on 2016/05/24 17:02:14
#27617 posted by Izhido [186.15.132.134] on 2016/05/24 17:15:59
I'm not so sure about that... We already saw some organic/machine hybrids on Q1... who's to say the Strogg didn't get the idea from the "enemy codenamed Quake"?
 Kinn
#27618 posted by killpixel [174.48.226.83] on 2016/05/24 17:19:44
They are much more likely to try to awkwardly merge the Quake 1 and 2 worlds together
Hrm, maybe, yeah. I hope not. I see them trying to make wolf, doom and quake as distinct from one another as possible, though.
I hope they ditch the strogg. Quake2/4 is essentially doom with less interesting enemies/story.
 Quake2...
#27619 posted by Shambler [92.22.35.88] on 2016/05/24 20:37:06
Had a strong individual mythology and theme for sure. Hell it almost had a plot which Q1 didn't. Q4 should have been a good reboot of that, but it was pretty forgettable.
Could there be a better reboot of it?? Possibly but then it would be pretty much directly competing with Doom4.
Could there be a blend of Q1 and Q2?? Possibly but then I really want to see Kinn sucking them lollipops....
#27620 posted by Kinn [86.158.147.7] on 2016/05/24 22:22:01
When you boil it down though, Doom and Quake are pretty interchangeable.
Doom: Tech base, rocky alien planet, hell, demons, mecha-demons.
Quake 1: Tech base, medieval, sort-of-hell, demons.
Quake 2/4: Tech base, rocky alien planet, cyborgs that may as well be mecha-demons.
All of the Quake and Doom games have freely cross-pollinated with each others weapons, powerups, and game mechanics.
IMO Doom should just keep on being Doom, and Quake needs to ditch all the tech base stuff and just be about ancient fortresses of monsters and knights, and imaginative lovecraftian nether-realms, that are very different to the Doom Hell stuff.
 <- Quake.
#27621 posted by [72.12.69.27] on 2016/05/24 22:28:11
When most gamers say "Quake", they think Quake 3 or at best Quakeworld. ID would likely just use the Quake IP for multiplayer focused titles if they're smart.
 Doom And Quake
#27622 posted by onetruepurple [95.160.159.80] on 2016/05/24 22:40:11
Are two sides of one coin, that coin being "id shooter". (The IDS exchange rate is currently regaining stability vs the dollar.)
Doom = explicit themes and plot, Quake = implicit themes and plot. The other day we had a brief but interesting talk on #tf about Lovecraft in Quake and czg made a good point how the final game doesn't have anything that relies upon the Lovecraft influences. Meanwhile Doom's depiction of Hell is very flashy and overt.
With Doom 3, they tried to make a Doom game but got too much stuff from the other side of the coin, and got a game that's neither a fast shooter or an atmospheric one.
#27623 posted by killpixel [174.48.226.83] on 2016/05/24 23:22:53
IMO Doom should just keep on being Doom, and Quake needs to ditch all the tech base stuff and just be about ancient fortresses of monsters and knights, and imaginative lovecraftian nether-realms, that are very different to the Doom Hell stuff.
I agree completely. Maybe with a dash of brown techbase :) Can you imagine a bloodbourne/dark souls fps? hnnnggg
ID would likely just use the Quake IP for multiplayer focused titles if they're smart.
Eh, I'm not so sure about that. I think trying to essentially resurrect Q3 is a fools errand. The demand for that type of shooter is relatively small and the market seems saturated with those games, both f2p and p2p. (xonotic, warsow, reflex, toxikk, the new UT and many more). Also, what if that were to fail? The negative publicity simply isn't worth it IMO. I feel like the doom mp is clear message that they are not interested in going that route.
 Map Stream Soon
#27624 posted by FifthElephant [82.21.157.236] on 2016/05/24 23:42:28
 Wagh?
#27625 posted by ijed [201.223.38.136] on 2016/05/25 04:50:06
Did I cause that?
Quake 1 needs a focused team of creatives free from corporate mandate to be properly remade.
Also, All the Quake games had a story after a fashion, just not a very good one. They did however tell their stories very well; with spinning bits of metal, showers of gibs and atmosphere.
#27626 posted by metlslime [50.150.122.79] on 2016/05/25 07:31:54
not sure that quake 3 told its story well :)
 LOL.
#27627 posted by Shambler [92.22.8.149] on 2016/05/25 10:24:27
Id needs to revisit RAGE really.
 Quake Doesn't Need Remaking
#27628 posted by starbuck [92.0.170.127] on 2016/05/25 12:53:22
That said, an id shooter with a lovecrafty vibe would not go amiss.
Or if we just want to see more shamblers in our lives, a community effort to mod Doom 4 in a quake style would make me jizz 360 degrees around the room like a watersprinkler
 Metlslime
#27629 posted by starbuck [92.0.170.127] on 2016/05/25 12:59:33
you obviously haven't read my 50 or so volumes of Quake 3 fan-fiction, mostly absolutely filthy. Fills in a lot of blanks in the strongly-implied Sarge-Daemia romance
#27630 posted by Kinn [86.158.147.7] on 2016/05/25 13:32:24
a community effort to mod Doom 4 in a quake style would make me jizz 360 degrees around the room like a watersprinkler
Well there first needs to be a community effort to persuade id/bethesda to release the tools that make it possible to enable community efforts in the first place.
Without that, I'm afraid we won't be seeing any semen-based catherine-wheel action any time soon.
 Lol, Forgot About That
#27631 posted by starbuck [92.0.170.127] on 2016/05/25 14:03:42
minor setback
 Games In Dev
#27632 posted by killpixel [174.48.226.83] on 2016/05/26 01:48:16
We may not see another quake for quite some time. Here's a handful some rad games that are coming out:
Call Of Cthulhu
Cyberpunk 2077
Dishonored 2
Obduction
Routine
System Shock 3
Out of the hundreds of games that will release in the following years, these are the only ones that I know of that I'm actually anticipating :/
System Shock is life.
 Streaming Soon...
#27634 posted by FifthElephant [82.21.157.236] on 2016/05/26 15:39:40
 Motorcycles Are Just Molotov Cocktails With Wheels.
#27635 posted by stevenaaus [49.182.0.249] on 2016/05/27 00:44:29
No way - SS3 :)
#27638 posted by mfx [77.180.149.243] on 2016/05/28 20:04:46
#27639 posted by onetruepurple [95.160.159.80] on 2016/05/28 20:10:05
#27640 posted by mfx [77.180.149.243] on 2016/05/28 20:36:47
 No Base In Quake?
#27641 posted by biff [99.45.86.4] on 2016/05/29 16:33:22
Heresy. If they redo it (which will be likely given the new DOOM's success), it needs to be some major "theme" like the original, with an imminent invasion on the "base-side" of things, possibly an attempted strike at the beginning, that of course takes out everyone but the player. His (or her?) dying superior officer essentially wheezes "Get 'em" with their last breath, sending the player into the Dimension of the Doomed with what little supplies he can find, having to go back and forth between it and the now-ruined bases connected by slipgates/teleports. Given the popularity of Bloodborne, id should Chtulhu the fuck out of it, bringing good ol' Sandy Petersen back onboard.
#27644 posted by FifthElephant [82.21.157.236] on 2016/06/01 16:31:21
I'm going to be streaming for maybe an hour - https://www.twitch.tv/fifthelephant
 TIL Zer Sampled Akira
#27645 posted by onetruepurple [95.160.159.80] on 2016/06/01 17:00:35
#27647 posted by Kinn [86.158.147.7] on 2016/06/01 20:19:33
I'm going to be streaming for maybe an hour
That's what I say when I hit the gents after the 5th pint...
#27648 posted by Izhido [186.15.132.134] on 2016/06/01 23:04:40
Quake *needs* remaking? No. Agreed.
But the engine, awesome as it is, has way too many limitations for the modern world; all modern ID1 engines do their best to cover them, but you can only go so far to patch old code.
Besides, there is another, more important issue. Vanilla Quake has grainy textures, low-poly and very angular models, small and somewhat square scenes... and if you think really hard about it, it couldn't be more *perfect* than that. id created a spectacular (but limited) engine, given the constraints at the time, and then built a game that fitted *perfectly* with that setting. The setting, the atmosphere, the mood, they all fit precisely with the low-detail models and textures. That's what makes Quake such a great game even after 20 years.
And, please, I don't intend to start a war about this, it's just my opinion but, any attempts to add hi-res textures, interpolation, improved poly-count, and so on, they look beatiful BUT, and this is the key point, they look out of place with the rest of the game. These mods compromise the artistic integrity of the game by not really connecting to each other and the underlying engine.
The desire for updated graphics is there, but it simply won't work if we insist in using the old engine (even withe patched limitations). So, if we actually want a truly hi-res, 21st century Quake, we *need* a full remake. Engine, assets, the whole package. Just like the recent Doom release.
Ok, go ahead. Ready for fragging. ;)
 What Was Your Point Again, Izhido?
#27649 posted by mfx [77.179.164.102] on 2016/06/01 23:44:03
#27650 posted by Izhido [186.15.132.134] on 2016/06/01 23:56:27
Essentially? Quake does not *need* a remake, but if we want it to look like the current Doom, then yes, it needs a remake. And a full one at that.
 Do We Want Quake 1 To Look Like DOOM (2016)?
#27651 posted by onetruepurple [95.160.159.80] on 2016/06/02 00:07:56
Short answer: no.
Do we want QUAKE (2018) to look like DOOM (2016)? Maybe, but don't confuse art fidelity with art direction.
 QUAKE (2018)
#27652 posted by killpixel [174.48.226.83] on 2016/06/02 01:09:53
I hope they don't call it that. They did with Doom, so I guess Quake is fair game :/
#27653 posted by Zwiffle [24.241.228.118] on 2016/06/02 01:28:39
Would probably come with the new QuakeMake editor? tm
 SIGGRAPH Stuffs
#27654 posted by primal [81.175.152.198] on 2016/06/02 07:55:41
 That Reeally Was A Horrid Voiceover.
#27655 posted by Shamblernaut [121.45.230.95] on 2016/06/02 16:41:25
The "Interactive Sketching of Urban Procedural Models" looked interesting.
 Preview Of Unreal VR Editor Available
#27656 posted by primal [81.175.152.198] on 2016/06/03 08:41:43
https://www.unrealengine.com/blog/unreal-engine-4-12-released
The new update has an early preview version of the VR Editor. It requires "either an HTC Vive or an Oculus Rift with Touch controller development hardware."
I don't own such things yet, but maybe someone here does. Post your thoughts if you have (or have had) the chance to try it.
 Https://www.youtube.com/watch?v=t1QOixRxGvQ&t=1m58s
#27657 posted by onetruepurple [95.160.159.80] on 2016/06/04 01:45:13
Shambler spotted.
 Brewing #27640
#27658 posted by madfox [84.84.178.104] on 2016/06/04 06:45:37
#27659 posted by onetruepurple [95.160.159.80] on 2016/06/06 10:35:59
Who runs http://quakemaps.tumblr.com/ and why have they not yet been shot in the head for taking screenshots of id1 maps with awful, ignorantly made colored lighting?
#27660 posted by FifthElephant [82.21.157.236] on 2016/06/06 12:45:52
No idea who runs that tumblr
 Tumbles
#27661 posted by Bloughsburgh [75.151.243.225] on 2016/06/06 13:55:52
I belive it is a person named: "trumad" and he is on the quaddicted fourms.
It's a passionate project to display screenshots of numerous maps in hopes of enticing you to play. Apparently he enjoyed the colored lighting additions. To each his own I suppose.
 Aye
#27662 posted by Kinn [86.158.147.7] on 2016/06/06 14:29:29
What's worse is that 99% of videos on youtube about quake always show the game using some eye-gougingly offensive hi-res texture pack and/or bile-hurlingly obnoxious particle effects.
The worst are the "history of FPS games"-type videos, where the whole point is to provide a historical look at old games, and then you get to the Quake bit, and yep, again it's some cock-sniffer bunny-hopping through E1M1 via the Tenebrae engine or whatever the fuck, where the enemy skins are all saturated colours and glossiness, as if they've been spunked on by a clown.
#27663 posted by Spirit [92.196.3.182] on 2016/06/06 18:53:50
quakemaps.tumblr.com rules and does more good for Quake than onetruedurple ever did.
#27664 posted by FifthElephant [82.21.157.236] on 2016/06/06 23:27:04
#27665 posted by onetruepurple [213.227.95.2] on 2016/06/08 10:28:02
#27666 posted by Daya [86.192.38.41] on 2016/06/12 01:12:15
Is it possible for Quake to support real-time portals? Like the one used in UT's DM-Fractal and which was accomplished months ago on Doom
Thought this could make really neat tricks, coupled with good use of sky brushes to create unusual architectures.
 I Think
#27667 posted by onetruepurple [95.160.159.80] on 2016/06/12 01:20:54
FTE supports it?
#27668 posted by Baker [50.4.45.41] on 2016/06/12 01:30:28
If someone made something like that, I'd play it for sure and I can't be alone.
There are plenty of opportunities to do interesting things with the 2 advanced engines available.
And somewhat disappointing that there is a distinct lack of any quality single player releases that use those features.
/If I wrong, *please* correct me. I can name maybe a prototype or 3, but nothing "complete".
#27669 posted by Spike [86.169.39.20] on 2016/06/12 02:50:00
http://triptohell.info/moodles/junk/pourtall.pk3
might need sv_nopvs 1 still.
use impulse 10 to select the portal gun. there's also a lame grabber weapon that can pick stuff up, but no real physics engine.
very much a prototype mod.
supposedly it has some func_pressureplate entity thing, but meh, that requires maps.
source is inside the pk3.
divverent or someone associated with xonotic made some 'warpzone' library which should work in either engine if you want statically placed portals, but it can be abusive due to the qc-based traceline+movetype workarounds.
also not a single player release. :P
things can get much faster if you skip the physics parts.
 So
#27670 posted by Shamblernaut [121.45.230.253] on 2016/06/12 05:57:34
A qc mod can allow shooting through teleporters, or can allow for personal teleporters (drop a teleport location, teleport to it later), but anything more advanced particularly graphics wise would need an engine mod.
 Frozen Monsters
#27671 posted by total_newbie [91.64.85.121] on 2016/06/12 20:25:37
Is this a known bug in Quake? It just happened to me while playing through a map that an ogre became completely frozen in place, like a statue. No idle animations. It blocked the player and when I tried to shoot or axe it, it would give the same feedback as when shooting or axing level geometry (that metallic "clink clank" from the axe, and grey particles). I seem vaguely to remember seeing this happen once before...
 Yes
#27672 posted by Preach [77.99.55.146] on 2016/06/12 21:04:20
 Thanks!
#27673 posted by total_newbie [91.64.85.121] on 2016/06/12 23:31:49
Thanks very much for the explanation, Preach. I have to confess it's too technical for me to understand at the moment, unfamiliar as I still am with Quake C (and coding in general) -- but I'm bookmarking it and will come back to it.
 No Single Player =(
#27674 posted by PuLSaR [128.72.3.25] on 2016/06/13 05:05:25
 Yeah :/
#27675 posted by killpixel [174.48.226.83] on 2016/06/13 05:09:45
prey seems neat though.
#27676 posted by FifthElephant [82.21.157.236] on 2016/06/13 05:21:17
I wasn't expecting much for Quake 1's anniversary as it's the redheaded step-child of id's catalogue. And yet I still ended up disappointed.
This isn't 1999 any more and we're not going to get a rich community of mappers for Quake Champions. It's competing directly with Overwatch, Battleborn, Paragon and any other number of Hero Class shooters.
Also it's going to drive yet more nails in the coffin of Doom's MP.
 Speaking Of Doom Mp
#27677 posted by killpixel [174.48.226.83] on 2016/06/13 05:44:16
They're adding deathmatch, so there's that, at least.
Class-based Q3 multiplayer doesn't interest me at all, really bummed they didn't go the SP route. That said, I expect it will be pretty good.
 Oh And It's Apparently Co-developed With Saber Interactive
#27678 posted by skacky [90.0.190.208] on 2016/06/13 06:29:14
the guys who brought you amazing, timeless classics such as Will Rock, Timeshift or RIPD: The Game.
#27679 posted by mankrip [186.227.14.198] on 2016/06/13 06:52:50
So, it's a Q3A reboot, not a Quake reboot.
The name "Champions" sounds unimaginative.
Anyway, I'm uninterested in multiplayer-only games, so whatever.
#27680 posted by Zwiffle [24.241.228.118] on 2016/06/13 07:03:43
I, too, was disappointed by Quake Champions.
I, too, was disappointed by the cancellation of Prey 2.
 Well At Least The Q1 Universe Is Intact
#27681 posted by Daya [86.192.38.41] on 2016/06/13 11:00:37
Never cared that much about Q3, for FPS multiplayer action I always had UT.
 Anybody In Irland?
#27683 posted by megaman [77.176.37.200] on 2016/06/14 22:55:20
 Romero Is!
#27684 posted by generic [67.233.133.11] on 2016/06/15 00:50:27
:)
 Weirdness When Using "restart" To Restart A Map
#27685 posted by total_newbie [91.64.85.121] on 2016/06/16 01:47:34
Really not sure in which thread to ask this, so I'll do so here.
So today I was playing ijed's Quoth map The Palace of Fear in Quakespasm. The map has you start holding the Quoth hammer -- or at least that was the case when I launched the game with "-game quoth +map tpof" (and also when I died and pressed fire to restart automatically).
When I typed "restart" in the console, though, the map would start with the standard shotgun (and with the axe as melee weapon; no hammer).
Does anyone know why this is the case? Is it something engine-specific, Quoth-specific or map-specific, or a general quirk of Quake?
 Bug
#27686 posted by ijed [201.223.26.168] on 2016/06/16 13:41:35
I think I had the player start on top of the weapon, and this can cause it to drop out. Not sure if its a 100% repro thing or not though :L
#27687 posted by total_newbie [91.64.85.121] on 2016/06/16 14:28:37
Ah, ok. Thanks for explaining.
Not sure if its a 100% repro thing or not though :L
Well, for what it's worth, I just tested by restarting the map several times using "restart", restarting it via typing "map tpof" in the console, and starting it upon starting Quakespasm by adding "-game quoth +map tpof". At least on my setup it has so far happened 100% of the time when using "restart", and 0% of the time when using the other two methods.
Weird how it would drop out only when using "restart". What does the game do differently to when one launches it with "+map [mapname]"?
 It's Not Exactly That It Drops
#27688 posted by Cocerello [213.60.80.32] on 2016/06/16 19:22:48
but that the order of spawning is different when using the ''restart'' command, so when using restart, the player spawns before the hammer, and by the time the hammer is going to be loaded, the player has already fallen to the position of the hammer, so it isn't loaded.
It happened to me too on a map i worked with some years ago which used the same trick to simulate starting items, asked here about it and got that answer, which later checked and got confirmation of it.
#27689 posted by total_newbie [91.64.85.121] on 2016/06/16 19:59:31
Ah, thank you, Cocerello, that explains it. I searched the mapping help thread to see if I could find your query and I did, plus Preach's response:
http://www.celephais.net/board/view_thread.php?id=4&start=13978&end=13978
And thanks again for responding earlier, ijed.
 Congrats On Having The Lamest "sense Of Humour" On #func, Spirit.
#27690 posted by Shambler [92.22.57.138] on 2016/06/17 18:04:12
Http://en.inkei.net/
Posted by Spirit [92.196.32.95] on 2016/06/17 18:00:33
http://en.inkei.net/
Worth it's own topic. Everyone post theirs, the winner gets all the kudos and acclaim etc.
 Shambler = Micropenis Confirmed
#27691 posted by negke [31.16.58.85] on 2016/06/17 19:35:55
 Sounds Good I'll Take A Dozen
#27693 posted by Kinn [81.131.159.129] on 2016/06/17 20:57:54
 Lmao Thats So Fucking Old I Recognize The Url
#27694 posted by onetruepurple [178.37.204.221] on 2016/06/17 21:15:55
Glad you finally found a penis you can ferl good about Spirit.
 LGR Does Quake
#27695 posted by killpixel [174.48.226.83] on 2016/06/17 22:41:35
#27696 posted by Baker [50.4.45.41] on 2016/06/18 09:27:49
He must be old school. He's using ProQuake. But it isn't modern ProQuake either, looks like GL ProQuake 3.50.
#27697 posted by Baker [50.4.45.41] on 2016/06/18 09:40:00
Ah, I guess it is modern version of ProQuake. Had a "Name Maker" in the setup menu.
 #27690
#27698 posted by JPL [82.234.167.238] on 2016/06/18 19:08:42
Have you tried anus analyzer ??
czg = secret exotic oasis
... that explains it all :)
 Dear God
#27699 posted by Bloughsburgh [24.131.201.197] on 2016/06/18 19:47:32
 InsideQC Is Dead
#27700 posted by mankrip [177.179.240.221] on 2016/06/19 06:49:07
It logs me out as soon as I click on the "reply" or "quote" buttons. It's impossible to post in there.
:\
#27701 posted by Baker [50.4.45.41] on 2016/06/19 07:14:50
I just posted there in a trivial reply to a post Spike did less than an hour ago.
#27702 posted by Izhido [181.194.213.65] on 2016/06/19 08:10:55
Hm. I attempted to create an user there about 1 month ago, and still haven't received any response, positive or negative, from the moderators/admins/whoever is in charge. Was starting to think nobody loved me there :( .
 Site Was Hacked..
#27703 posted by madfox [84.84.178.104] on 2016/06/19 20:04:21
There was a hack on the side that changed from inside3d to InsideQc.
Maybe this kinky link can be of convience?
 Restart And Item Drops
#27704 posted by Preach [77.99.55.146] on 2016/06/19 22:21:26
I know it was a few days ago, since it keeps coming up as a bug, I thought I'd write a proper blog post about the items falling out of the map when you use the restart command.
https://tomeofpreach.wordpress.com/2016/06/19/missing-items-and-the-restart-command/
Then I fixed the bug, just for a bit of fun.
 Wow
#27705 posted by total_newbie [91.64.85.121] on 2016/06/20 00:59:21
Great post, Preach! I wasn't able to follow the code parts, but the rest explained things very clearly.
Thank you!
 NBA: David Slays Goliath
#27706 posted by Baker [50.4.45.41] on 2016/06/20 04:41:17
Cleveland Cavaliers defeat Golden State Warriors NBA Game 7.
 Happy 20th Birthday
#27707 posted by RickyT33 [90.204.130.164] on 2016/06/22 02:43:58
Quake!
#27708 posted by metlslime [159.153.4.50] on 2016/06/22 03:51:24
oh yeah -- how is it summer already?
#27709 posted by dwere [213.87.152.124] on 2016/06/22 15:18:13
What's the okayest way of compiling a bunch of images into a new gfx.wad?
#27710 posted by Baker [50.4.45.41] on 2016/06/22 22:01:08
 This Tool Is Weird
#27711 posted by dwere [213.87.152.124] on 2016/06/22 23:22:38
Is there any way to import multiple images at once? It seems that the only somewhat sane way to do anything is to take an existing gfx.wad and replace things one by one.
#27712 posted by Baker [50.4.45.41] on 2016/06/22 23:43:42
You might be able to use TexMex to do most of the work to make a gfx.wad
And then use Fimg for the finishing touches and stuff that can't be done with TexMex (conchars comes to mind, probably other little things).
 Okay, Thanks
#27713 posted by dwere [213.87.152.124] on 2016/06/22 23:46:13
 Hypothesising Negative Effects Of Modular Mesh Based Level Design
#27714 posted by Bal [109.7.65.250] on 2016/06/23 15:04:51
Not sure I agree with all of it, but interesting little rant.
https://www.youtube.com/watch?v=6ubu76gEvM8
 Hmm
#27715 posted by Bal [109.7.65.250] on 2016/06/23 15:08:00
That's actually a one year old video, was probably posted here already since then, still interesting these days anyways.
 #27714
#27716 posted by Kinn [86.190.136.228] on 2016/06/23 16:33:09
The guy obviously has a point, but the sheer torrent of smug that is excreted from his zero-punctuation run-on-sentence mumbling speech pattern, just makes me want to give him a slap.
#27717 posted by [82.234.167.238] on 2016/06/23 20:31:00
ditto...
 FML
#27718 posted by dwere [213.87.152.252] on 2016/06/24 01:11:42
#27719 posted by dwere [213.87.152.252] on 2016/06/24 01:38:54
Apparently, it doesn't like true color PNG pics. Indexed work fine.
#27720 posted by Spike [86.183.130.73] on 2016/06/24 01:47:08
the image clearly wasn't brown enough...
hurrah for palettes.
 Well
#27721 posted by Bal [109.7.65.250] on 2016/06/24 10:02:10
My condolences to all our British comrades.
#27722 posted by Baker [50.4.45.41] on 2016/06/24 12:17:33
Frexit
#27723 posted by dwere [213.87.152.252] on 2016/06/24 13:00:24
#27724 posted by Baker [50.4.45.41] on 2016/06/24 13:13:07
You've heard of Pakscape, right?
#27725 posted by dwere [213.87.152.252] on 2016/06/24 13:38:52
I've heard of PakExplorer.
I need that thing for wads.
 Meh?
#27726 posted by ijed [201.223.28.116] on 2016/06/24 16:07:19
It does nothing with wads, apart from extract them from paks.
For wads you need TexMex.
#27727 posted by dwere [213.87.152.252] on 2016/06/24 17:16:04
By "that thing" I meant QPakman.
And TexMex is for texture wads. While it has the ability to work with picture formats other than wall textures, the implementation is incomplete at best.
 Nuts
#27728 posted by killpixel [174.48.226.83] on 2016/06/24 17:33:18
The next few months/years will be pretty interesting.
 @dwere
#27729 posted by Shamblernaut [121.45.230.253] on 2016/06/24 17:44:10
Look for a program called wally.
I don't think it can handle true colour images, only the palleted ones, but it has some handy features.
 Episode 5!?!
#27730 posted by sock [186.124.169.173] on 2016/06/24 18:56:57
Someone should probably make a news thread about this - https://twitter.com/machinegames/status/746363189768650752
Happy 20th to Quake @idsoftware! As a gift to the fans, we created a new episode of the game
https://cdn.bethsoft.com/quake/dopa.rar
 Why Didn't You?
#27731 posted by negke [31.16.58.85] on 2016/06/24 19:00:55
#27732 posted by Kinn [86.190.136.228] on 2016/06/25 12:18:35
My condolences to all our British comrades.
Thanks. I wouldn't normally admit this on the internet but I'm literally in tears over this.
Britain is so utterly, utterly fucked, and finished. all because a rabble of miserable fucking swivel-eyed old loons drank the fucking kool-aid, and by kool-aid I mean the fetid diarrhea that was pissed out of Nigel Farage's arsehole.
 What Does "idle" And "static" Mean For Sound Attenuation?
#27733 posted by Daya [90.47.73.225] on 2016/06/25 14:51:54
 Welcome To Democracy, Bitch.
#27734 posted by Shambler [77.96.60.67] on 2016/06/25 14:53:34
 I'm Not Happy That Remain Lost
#27735 posted by FifthElephant [82.21.157.236] on 2016/06/25 15:30:43
but sulking about the result is not going to help at all.
Do I think Britain is now completely fucked? Yes, I have lost a lot of sleep about it (I've had 4 hours in 48).
Britain has had the worst class divide since Thatcher and people came out in droves to kick the government square in the balls. Oh and we'll feel the pain of that swift kick for a long time.
The working class are definitely going to suffer the most.
We're all going to have to put the kettle on and have a cup of tea, that might make things seem a little better.
 This Is For Bler
#27736 posted by Zwiffle [24.241.228.118] on 2016/06/25 16:13:19
#27737 posted by Kinn [86.190.136.228] on 2016/06/25 17:22:12
It's like witnessing the fucking zombie apocalypse happening - just watching now our steel industry going up in smoke as Tata Steel's bidders are pulling out apparently.
I wonder what the "Poles takin are jobs" crowd will be saying when there are no jobs anymore?
 Kinn
#27738 posted by Zwiffle [24.241.228.118] on 2016/06/25 19:24:02
I'm not sure if you're joking or not. Tata Steel sounds like some kind of porn name.
#27739 posted by stevenaaus [144.139.192.13] on 2016/06/26 02:26:14
Some decisions the pollies should know not to trust the voters with.
Now Germany and Britain can have another war ;>.
But seriously, Good luck to yous.. things will work out.
#27740 posted by onetruepurple [95.160.159.80] on 2016/06/26 13:45:43
#27741 posted by Kinn [86.190.136.228] on 2016/06/26 16:31:53
Zwiffle - it's true, and that wouldn't even make it into a list of the top 100 bad things that have happened in the last 72 hours. In fact not only is it emerging that no-one actually thought this would happen, it is also emerging that no-one even made a plan for what to do if this did happen:
https://twitter.com/sgardner/status/747059883128692737?ref_src=twsrc%5Etfw
 Kinn
#27743 posted by Zwiffle [24.241.228.118] on 2016/06/27 15:53:02
 Don't Try This At Home
#27744 posted by mankrip [177.179.241.250] on 2016/06/28 21:33:39
 OTP Pointed Out A 404,so...
#27745 posted by Shambler [77.96.60.67] on 2016/06/28 21:35:35
 Welcome Home.
#27746 posted by onetruepurple [95.160.159.80] on 2016/06/28 22:06:47
 Postal Much?
#27747 posted by Daya [92.155.130.53] on 2016/06/28 23:47:17
 So
#27748 posted by onetruepurple [95.160.159.80] on 2016/06/30 01:04:31
Got matched with a self proclaimed bipolar girl(I think) on Tinder.
How the fuck do I interpret the sentence: "I suck octopi on the first date"?
On her primary picture she has an octopus on her face, if that helps.
 Just Dive In. Enjoy The Waves. Splash A Bit. Have Fun.
#27749 posted by czg [85.227.145.43] on 2016/06/30 01:11:49
#27750 posted by Izhido [181.194.213.65] on 2016/06/30 03:20:46
She could mean she enjoys sea food and eats octopus in a weirdly specific way.
Yeah, I know, I've been accused of being optimistic before.
 She Likes The Cthulhu
#27751 posted by mankrip [187.126.186.243] on 2016/06/30 03:56:22
#27752 posted by mankrip [187.126.186.243] on 2016/06/30 05:31:37
I tried recording a narrated gameplay video. I hate my voice. And I don't express myself in an entertaining way.
Afterwards, I've watched a couple videos from Daz. This made me realize how huge is the difference. The mindset plays a really important role in this kind of activity.
I'll have to practice a lot.
 Practice Helps!
#27753 posted by xaGe [104.228.17.55] on 2016/06/30 16:29:37
 Okay This Sucks
#27754 posted by Daya [92.155.130.53] on 2016/07/01 14:09:00
Last week I decided to redo schlossherr's second map because I was unsatisfied with the layout. And while I was able to redo the first third of the map with a new layout within this time frame, I still have to make the other two thirds and polish it AND playtest it.
I'm afraid I won't be able to make it on time for the QExpo for the 16th because I'll also be gone for vacations from the 9th to the 23rd. This sucks so much because this is the second time I'll miss a deadline and that will squash my reputation as the one missing deadlines all the time(doesn't help that last year's contribution was a total mess design-wise because I had to rush it meaning no playtesting and no polishing).
It doesn't help when I spend the majority of my time procrastinating...
 I Think Any Quake Map
#27755 posted by Bloughsburgh [75.151.243.225] on 2016/07/01 14:27:30
Released at any time is always a good thing.
I rather play a polished map at a later date than a wonky one to hit a non-critical deadline.
 It's Supposed To Be A Two Map-long Demo For This QExpo
#27756 posted by Daya [92.155.130.53] on 2016/07/01 14:30:45
out of 8-planned maps. I set this limitation to myself like, back in March/April and look where I am now.
I also did a preview booth for god's sake, I can't let that slip
#27757 posted by mankrip [187.126.186.243] on 2016/07/01 15:14:39
I've also missed a deadline, as I wanted to release an updated Quake engine for the Dreamcast during Quake's birthday but some things got in the way.
Now I scrapped that plan completely, as the DC community showed zero interest.
 The Best I Can Do If I Miss The Deadline
#27758 posted by Daya [92.155.130.53] on 2016/07/01 15:18:50
is to release the demo with just the one finished map. But I feel like that'd be too little.
#27759 posted by Izhido [181.194.213.65] on 2016/07/01 18:47:46
One map is better than zero maps. And, unless you can show me the Kryptonian ship where you came from to this planet, nobody can really scold you, or do anything to you for that :) .
 That's Too Bad Mankrip
#27760 posted by xaGe [107.77.161.7] on 2016/07/01 20:13:59
Sorry no one showed interest. I played makaqu on my old dreamcast before and thought it was brilliant.
Who could blame you for not making a new one. I should really try to pick up another DC some day now that I'm remembering it.
#27761 posted by mankrip [187.126.186.243] on 2016/07/02 01:43:25
Nah, no problem. This way I can focus better on the rest.
 A Little Late (I Know).
#27762 posted by biff [99.45.86.4] on 2016/07/02 12:37:07
But Happy 20th B-day Quake! One more, and we can go drinking: http://i.imgur.com/aEBhyUk.jpg
 Biff0r!
#27763 posted by DaZ [79.66.140.62] on 2016/07/02 13:13:57
Nice one man :)
 Boeuf!
#27764 posted by Shambler [77.96.60.67] on 2016/07/02 14:19:35
Happy gang there :)
#27765 posted by necros [172.98.67.69] on 2016/07/04 05:18:35
why are models in a folder called 'progs'????
 License Question
#27767 posted by Jacob Rees-Mogg's Pomade [85.248.227.163] on 2016/07/05 00:11:25
Dumb indie dev here.
Anyone know roughly how much a proprietary id Tech 2 license costs? My google skills seem to be pretty weak here.
Also, assuming I got an id tech 2 license - then let's say I wanted to use a modded engine written by someone else - how would that work? Would it "just" be a case of negotiating a separate deal with the engine modders to include their code in my proprietary licensed game?
#27769 posted by mankrip [177.79.18.58] on 2016/07/05 12:44:08
Id doesn't license any of their engines anymore. GPL is your only option.
 @mankrip
#27770 posted by Jacob Rees-Mogg's Pomade [37.187.129.166] on 2016/07/05 13:12:36
Id doesn't license any of their engines anymore. GPL is your only option.
Ok...so as I understand it, there's still nothing stopping anyone from charging money for a game based on a GPL'd engine, but of course you have to make the source code available free of charge.
Does this mean all the assets (models, textures etc) fall under the GPL - or is it just the engine code - i.e. would I still retain exclusive rights to all the new art assets I've created?
#27771 posted by Jacob Rees-Mogg's Pomade [212.47.244.193] on 2016/07/05 13:26:02
Or... does it work like this... Because the game includes GPL software (the engine), then although nothing stops me selling the game for money, once someone has bought a copy, they are then allowed to distribute the entire game themselves freely? (engine, assets, the whole package)
I suck at all this legal stuff.
#27772 posted by killpixel [174.48.226.83] on 2016/07/05 15:17:09
Per the GPL, the code must be open sourced. Assets don't fall under this stipulation.
No, people who buy your game do not have the right to distribute your entire game. They have access to the source code, which they can look at, modify, sell (modified & GPL'd), etc.
#27773 posted by Jacob Rees-Mogg's Pomade [37.59.42.55] on 2016/07/05 19:02:56
Right, thanks, so this is where it starts to feel rather skeevy to me...
Am I correct in saying the following is legal...a team of artists bang out a game that uses someone's modified quake engine (call it "EngineX", but imagine it could be any popular Quake engine mod). This team then put the game on Steam for $$$, and include only the source code for EngineX (which they have to under the GPL licence). Meanwhile, the author(s) of EngineX wake up one morning to find all their hard work being used in a commercial game that they knew nothing about and is just making cash for someone that's not them?
#27774 posted by Baker [50.4.45.41] on 2016/07/05 21:33:20
I think this is the same guy that insulted Kinn in the Quakespasm thread.
#27775 posted by metlslime [159.153.4.50] on 2016/07/05 21:36:20
The author of engineX is bound by the GPL to accept that scenario. Id software set the terms when they released the original source code.
#27776 posted by FifthElephant [82.21.157.236] on 2016/07/05 21:39:58
Best to learn Unreal Ed or Unity I think.
 #27774
#27777 posted by onetruepurple [95.160.159.80] on 2016/07/05 21:52:59
I feel as if we've been getting trolled for the same anonymous person for months now.
 @fifth
#27778 posted by Baker [50.4.45.41] on 2016/07/05 22:14:22
There are tools to automatically block Tor exit nodes. http://mikhailian.mova.org/node/194
A lot of sites have them.
It would also block the guy who is asking all the GPL questions who is using Tor, which is probably the same guy.
 Mistaken Identity
#27779 posted by Jacob Rees-Mogg's Pomade [163.172.211.135] on 2016/07/05 22:43:11
The author of engineX is bound by the GPL to accept that scenario. Id software set the terms when they released the original source code.
Ok, Thanks for clearing that up. I understand now.
I think this is the same guy that insulted Kinn in the Quakespasm thread.
It would also block the guy who is asking all the GPL questions who is using Tor, which is probably the same guy.
I have only ever posted in this thread here, now, asking these questions. It seems you are accusing me of being someone else because I am using Tor - I am using Tor because I am posting from work. I work at a financial institution and we are only ever allowed to access the internet at work via Tor - for reasons that I am not entirely clear about - and probably shouldn't speculate about on a public forum!
Anyway, thanks for your help guys, you have been most informative.
 Goooal, Trinca!
#27780 posted by generic [172.56.27.33] on 2016/07/11 00:10:02
GG :^)
#27781 posted by kaffikopp [90.149.244.93] on 2016/07/11 01:54:04
 Kaff
#27782 posted by FifthElephant [82.21.157.236] on 2016/07/11 02:01:59
mod of the year
#27783 posted by onetruepurple [213.227.95.71] on 2016/07/11 11:02:26
There now exists a video of me explaining the benefits of virtual reality night clubs to a group of 40 people.
 Link Plz
#27784 posted by killpixel [174.48.226.83] on 2016/07/11 16:38:16
#27785 posted by Kinn [81.131.159.129] on 2016/07/11 17:09:30
are you doing it whilst throwing shapes to some filthy beat?
 Hahah
#27786 posted by ijed [201.223.254.220] on 2016/07/13 20:18:50
That's the funniest thing I've seen today.
 Bal, Skacky, Jpl Etc.
#27788 posted by Shambler [82.132.187.46] on 2016/07/15 10:27:47
Really sorry about the Nice attack. You guys have had too much shit in the last year's. Ionous - French mapper stream playthrough soon?
#27789 posted by skacky [90.0.191.198] on 2016/07/15 11:53:07
Not surprising, really. November 13th wasn't the first and wasn't the last attack. As usual we'll have the good old apologists doing nothing to stop that bullshit and everything will return to business as usual until the unavoidable next attack.
 What A Fucked Up World We Live In
#27790 posted by kaffikopp [90.149.244.93] on 2016/07/15 14:33:16
 Sickening News
#27791 posted by Daya [88.165.71.250] on 2016/07/16 10:15:31
Hopefully QExpo 2016 will cheer ourselves up.
 Shambler
#27792 posted by ionous [76.173.83.147] on 2016/07/16 18:26:18
A fine idea. I'll see if I can fit it in this weekend.
Again, condolences to the French families who have to deal with another senseless attack.
 So I'm Going For It.
#27793 posted by ionous [76.173.83.147] on 2016/07/16 19:24:16
https://www.twitch.tv/ionous
Going stream a few maps from JPL and Skacky. Starts in about thirty minutes.
 Yeah
#27794 posted by ijed [201.223.40.186] on 2016/07/16 20:13:51
All the best for our French brothers and sisters.
 Still Alive... And Will Never Give Up
#27795 posted by JPL [65.103.204.174] on 2016/07/17 05:59:35
.. thanks a lot guys, I appreciate that. I am living 30km away from Nice, but I was not there a this time fortunately. I am actually in the US with my family visiting California and West National Parks (Grand Canyon, Monument Valley, etc...) since July 12... so far away to be hit directly... but indirectly that's another story.
We have been extremely shocked by this attack, as we have friends that were there, and for which things has been more critical. My thoughts are with all of them.
 Stranger Things
#27796 posted by Zwiffle [24.241.228.118] on 2016/07/19 06:36:44
Anyone else? No one I know is watching it -_- so good
 Yup
#27797 posted by SleepwalkR [93.209.75.130] on 2016/07/19 07:04:30
Sooo good.
 Very Good
#27798 posted by DaZ [79.66.140.62] on 2016/07/19 12:34:38
recommended!
 Yeah
#27799 posted by killpixel [107.72.162.75] on 2016/07/19 23:15:57
On episode 3, so far so good. Winona ryder's character is annoying as hell, but other than that it's pretty cool.
Come to think of it, the CG feels pretty out of place considering it's a love letter to the 80's. Practical effects would've been nice...
 Yeah, Ryder Is Over The Top
#27800 posted by SleepwalkR [93.209.75.130] on 2016/07/19 23:21:15
But most other characters and actors are great, even the kids, which are a weak point of many shows / movies. But these are great and somewhat believable within the context of the show.
I like the sheriff best, though. It's great that the writers took care in explaining his very un-sheriff-like actions in later episodes.
Good stuff. Lots of fun.
#27801 posted by . [77.180.176.217] on 2016/07/19 23:52:01
#27802 posted by . [85.181.155.14] on 2016/07/20 04:09:50
#27803 posted by [85.181.155.14] on 2016/07/20 04:13:25
 Can't Help
#27806 posted by spy [2.133.174.39] on 2016/07/25 22:41:04
but this is the most hilarious thing i've ever seen
brilliant
This Is Borderline Fanfic Territory
#96 posted by mankrip [66.249.88.159] on 2016/02/10 15:56:02
Shambler is the husband, Vore is the wife, Fiend is their kid, and the Spawn is their dog.
They walk around for a picnic in the woods, while scrags sing in the trees and rotfishes dance in the water. Shambler asks "Did you bring the canned meat, honey?". Vore answers "Here, my love", and hands him a knight's head soaked in blood inside of a helmet.
They eat the head, they eat their child, and then Vore starts to have sex with Shambler while he slaps the Spawn into her ass until it explodes. Everyone is happy, everyone is dead. Le fin.
should of been the next speedmapping theme
 ಠ_ಠ
#27807 posted by killpixel [174.48.226.83] on 2016/07/25 22:48:15
 The Aristocrats
#27808 posted by Kinn [86.136.33.218] on 2016/07/26 00:53:21
 Mission 64 (Q2 N64 -> PC Recreation Attempt)
#27810 posted by MaxED [212.98.191.76] on 2016/08/01 11:56:10
About:
Missio n64 is a Quake 2 for Nintendo 64 recreation attempt for KMQuake 2 engine. The goal is to bring all 19 single-player levels from the game to PC.
Current progress:
The first map ("Strogg Outpost") is complete and playable.
Screenshots
Usage:
Extract "mission64" folder from the archive into your Quake 2 folder, then use "mission64/Launch.bat" to play.
Download:
Public test 1
 That's Pretty Cool
#27811 posted by dwere [213.87.147.226] on 2016/08/01 16:16:07
Someone should've done this a long time ago.
 #27810
#27812 posted by Kinn [86.136.33.218] on 2016/08/01 16:24:11
I am a large fan of this sort of thing
#27813 posted by dwere [213.87.147.226] on 2016/08/01 17:29:17
Even the soundtrack is in place, great.
Why autoexec though?
 MaxED
#27814 posted by FifthElephant [82.21.157.236] on 2016/08/01 20:07:10
It's good that you have done this because it was on my to-do list. :P
 MaxED
#27815 posted by mankrip [187.126.143.163] on 2016/08/02 21:28:31
Great stuff. Does it also have the extra effects of the N64 port, such as muzzleflashes and lens flare?
#27816 posted by yhe1 [74.100.55.81] on 2016/08/03 06:18:51
Someone should port the Saturn exclusive levels for Quake too!
 Lol
#27817 posted by FifthElephant [213.205.253.199] on 2016/08/03 14:07:44
They're a bit pants... The boxing ring might need extra code
#27818 posted by onetruepurple [95.160.159.80] on 2016/08/04 13:46:50
Today, 21 years ago, John Romero released the first screenshots of Quake.
 #27818
#27819 posted by Kinn [86.152.167.63] on 2016/08/04 14:06:11
...and no doubt listed all sorts of features like the game will have location-based dismemberment, an eating-gibs-to-gain-health mechanic...
 I Would Freak'n Love To Know
#27820 posted by Shamblernaut [121.45.230.253] on 2016/08/04 14:15:17
what quake would have been if the time constraints weren't there.
 Like Molyneux Promises
#27821 posted by FifthElephant [178.111.143.155] on 2016/08/04 14:23:11
Except the game is still good without the features.
#27822 posted by dwere [213.87.131.77] on 2016/08/04 14:52:36
I'm content with how the game turned out. Although, pretty much like with both classic Doom games, it would've benefitted from another month of polishing.
#27823 posted by Kinn [86.152.167.63] on 2016/08/04 15:20:46
Episode 4 could have benefited from being less ugly, but I doubt another month would have appreciably changed the game.
#27824 posted by Shamblernaut [121.45.230.253] on 2016/08/04 15:24:11
well i know that originally there were more rpg elements planned, I wonder if it would have turned out closer to what hexen II was
#27825 posted by Mike Woodham [87.127.250.3] on 2016/08/04 15:53:03
I'm glad it was released when it was, I'm glad that it was as it was, I'm glad that it has become what it has, I'm glad I enjoyed it for so long.
#27826 posted by dwere [213.87.131.77] on 2016/08/04 18:12:21
Dunno. A lot of small fixes can be done in a month.
That is, of course, if you're still able to notice things that need fixing, and if you actually care.
 Quake Champions Debut Gameplay Trailer
#27827 posted by Daya [90.1.169.197] on 2016/08/05 00:32:21
https://www.youtube.com/watch?v=-UhHcEiegb8
Huh. It doesn't look that bad. Whaddaya know.
 Hmm
#27828 posted by Bloughsburgh [24.131.201.197] on 2016/08/05 00:58:18
Yeah, decent enough I liked some of those enviroments. Orbb tribute? hah.
 Quake Chumpions
#27829 posted by Kinn [86.152.167.63] on 2016/08/05 01:39:45
Yes it does look ok. Ignoring the retarded eyeball for now, I like that there generally appears to be some tasteful art direction this time around, as opposed to the gaudy clown-vomit-textured eyesores that were the Quake 3 maps.
 I Like The Eyeball
#27830 posted by FifthElephant [82.21.157.236] on 2016/08/05 01:42:58
I thought it was amusing
 Gibs
#27831 posted by Kinn [86.152.167.63] on 2016/08/05 02:00:23
Btw, why are the gibs getting progressively more crap as the Quake series goes on?
In terms of both audio and visuals, Quake 1's gibs were chunky, solid, satisfying and hilarious. Quake 2's gibs were more squishy and liquidy but still fairly amusing. Quake 3's gibs relied too much on lame splat sprites and had a stupid, almost homebrew-esque splat sound.
The gibs in that champions video look even worse, visualised almost completely by a lame 2D particle/sprite splash thing.
#27832 posted by Izhido [190.10.90.129] on 2016/08/05 04:02:08
Looks decent, yeah. Just like Doom. Still, the first trailer of the game shows a multiplayer-only experience; that's exactly why I didn't like Q3A, and so far it is why I don't currently like Champions.
 Sauron's Other Eye
#27833 posted by killpixel [174.48.226.83] on 2016/08/05 05:18:32
Is the antagonist in QCMOBAFPS2017, wasn't expecting that.
#27834 posted by dwere [213.87.130.77] on 2016/08/05 10:36:25
I liked Q3 gibs, unlike Q2 gibs. The latter feel like diluted kompot, and you can blow someone apart by as little as sneezing on them. Kinda like in Doom 3, which was a little embarrassing in The Age of Realism (but at least the visual effect was interesting).
Q4 - the gibs were so weak that I had difficulties even remembering how they looked. Still can't remember how they sounded.
 UT2k17 - Q3A Edition.
#27835 posted by Shambler [77.96.60.67] on 2016/08/05 11:17:48
Looks dismal. Is it supposed to be a spoof of how cliched and generic MP shooters have become?
Also there is a Quake Chumps thread for this bullshit.
 Twitch Is Rolling Out The HTML5 Player
#27836 posted by primal [81.175.152.198] on 2016/08/07 09:42:40
The web interface for Twitch has for a long time relied on the Flash plugin for playing video. It seems they're now finally rolling out the HTML5 player sitewide.
Previously, if you didn't like Flash, you had to use an external program like Livestreamer and your favorite video player to watch streams. Now, you can use a browser without the Flash plugin installed.
In my case it requires logging in before I can actually watch a stream on my Firefox, which I haven't installed the Flash plugin for. It also gives me the HTML5 player on Chrome even if it has the Flash plugin. (You can tell from the right-click context menu if you are watching via Flash or HTML5. Flash objects show an option with the word Flash in it.)
This won't help with any bandwidth issues you might have, but it should lower the CPU usage when watching a stream or a few.
 SCORN
#27837 posted by JPL [82.234.167.238] on 2016/08/07 12:15:46
http://www.scorn-game.com/
Very Alien-ish / Prometheus-ish like... really interested by the final result... though..
 Space Willies
#27838 posted by Kinn [86.154.183.109] on 2016/08/07 12:37:49
Yeah scorn looks interesting. They've saved a fair bit of money by replacing concept artists with google image searches for "giger" and "beksinski", which is a genius move really.
 Anyone Heard Anything About That Scorn Game??
#27839 posted by Shambler [77.96.60.67] on 2016/08/07 21:37:17
....that was posted in the other PC games thread two months ago??
 YES.
#27840 posted by xaGe [104.228.17.55] on 2016/08/08 02:52:34
 Just Played DMC3 While Waiting For A Download To Finish.
#27842 posted by negke [31.16.58.85] on 2016/08/14 19:55:16
Made the think there should really be more Scythe-like (if you know the Doom pwad) Q1SP community packs with small, action-packed levels. More refined than speedmaps, but not as evolved as your average regular level. Might make for an excellent jam theme, too!
 Can You Give An Example Of Existing Quake Map Like This?
#27843 posted by khreathor [95.160.158.53] on 2016/08/15 02:44:00
 Ok Nevermind, I'm Blind....
#27844 posted by khreathor [95.160.158.53] on 2016/08/15 02:46:04
 Coagula
#27845 posted by Qmaster [104.235.150.207] on 2016/08/15 03:54:25
Next jam should be coagula methinks.
 I Agree, That Would Be Neat
#27846 posted by killpixel [174.48.226.83] on 2016/08/15 04:00:03
 Coagula's Been Done To Death
#27848 posted by ijed [201.223.200.193] on 2016/08/15 17:48:34
How about an Asbestos pack?
For those that don't know the rules:
- Only one texture for all solid brushes
- Must include a deadly liquid, only one liquid texture allowed
 Re: Random Jam Proposals
#27849 posted by dwere [213.87.154.241] on 2016/08/15 20:44:39
Day of the Lords-inspired pack? I recently replayed it and it was even better than the first time. Pretty distinct visuals too.
 An Idea
#27850 posted by Yhe1 [108.184.12.29] on 2016/08/17 02:34:09
Travail Sequel Jam Please!!!!
 Zero Punctuation : Quake
#27851 posted by DaZ [92.5.7.39] on 2016/08/18 01:57:33
 Mmmm
#27852 posted by Bloughsburgh [24.131.201.197] on 2016/08/18 04:28:25
Sepia strongholds with chocolate shadows...yum
 Jam Suggestion
#27853 posted by Qmaster [50.44.246.144] on 2016/08/19 04:05:39
AD, Egyptian all the way.
 #27852
#27854 posted by Kinn [86.128.231.129] on 2016/08/19 18:17:28
 +1 To Negke
#27855 posted by adib [192.228.162.157] on 2016/08/19 21:17:02
"small, action-packed levels" means more people delivering maps on time.
 Hrm
#27856 posted by killpixel [107.72.162.96] on 2016/08/19 21:45:51
I'd like to try and eek one out...
 Holy Shit, Is This True?
#27857 posted by killpixel [174.48.226.83] on 2016/08/20 03:58:36
https://www.youtube.com/watch?v=GAO21FHtqSw
going by what he's saying, you'd basically be better off as a sysadmin or an applications programmer or really anything else.
If what he's saying is generally true, that's really unfortunate :/
 Killpixel
#27858 posted by FifthElephant [82.21.157.236] on 2016/08/20 14:47:04
It's true.
I know people who make software who make 2-3 times more than they would if they were in the game industry.
 Very True
#27859 posted by Kinn [86.128.231.129] on 2016/08/20 14:54:09
There is literally an endless queue of nerdy kids straight out of university who would sell their grandmas to ~ work in games ~ , so you take a bunch of these people on, pay them next to sod all, and when they burn out after a few years of crunch, you just replace them with a bunch more of the same from this bottomless well of gullible dorks.
#27860 posted by FifthElephant [82.21.157.236] on 2016/08/20 15:13:09
IMO the only gaming venture worthwhile is making your own games. That is unless you can get a senior position at a big company like Blizzard or maybe a position with an established team like Epic or Id Software.
 But...
#27861 posted by Bal [83.204.135.60] on 2016/08/20 19:07:22
Working in games is pretty cool, I wouldn't trade it for much else (going on 9 years in the industry, barely done any crunch at all).
I'm an artist though, so not like I have much choice anyways.
Most of the devs I've chatted with confirm this though, but many of them chose games cause they say it's more interesting (this is mostly 3D Engine guys though, so doing more cutting-edge stuff really).
Kinn, good companies don't do what you describe to developers though, you usually want to keep developers longer, so pay them a bit better (but not as much as in software yeah). What you're describing sounds more like what is done to basically most of the other jobs though...
#27862 posted by mankrip [189.70.95.135] on 2016/08/20 22:30:13
 #27862
#27863 posted by Kinn [86.128.231.129] on 2016/08/20 22:50:28
trenchbrrom 3 looking good
 Game Dev
#27864 posted by killpixel [174.48.226.83] on 2016/08/20 23:05:12
hrm, that's a shame. I've read/heard before that for the majority, especially new blood, the games industry will burn you out quickly and make you hate it. I was under the assumption that the average entry level dev position paid around $60k-$70k /yr, not 40.
I've never been interested in joining the game industry proper, it's just striking how shitty people make it out to be.
 #27863
#27865 posted by SleepwalkR [87.146.57.223] on 2016/08/20 23:25:27
Hahahaha
 Quake/MacOS X/gamepad
#27866 posted by Jago [88.113.113.204] on 2016/08/21 15:37:10
A rather unorthodox question, I know, but: what would be the recommended Quake engine to use if I wanted to play Quake on OS X with a gamepad?
 Game Dev
#27867 posted by ijed [152.172.162.246] on 2016/08/21 15:45:39
Eh... I agree with Kinn. Most Blizzard wanabe companies follow that business model, and the kids working there don't know any better.
Building your own company is the only way to break the cycle really, unless you get lucky and find a company with morals. Like Bal says, they do exist although sometimes it can seem like an urban myth.
So... if you are thinking about getting into the games industry, think about it very carefully and make sure you know which role you're aiming for beforehand. Talk to some real devs about it who can dispel the bullshit hearsay.
Games can be a meat grinder - it's big business, with all that is implied by the phrase.
 On Shamblers In Base
#27868 posted by Pritchard [131.170.5.4] on 2016/08/23 03:00:12
This is referring to a discussion that spawned out of the Mapping Help thread. Sorry for jumping in on this thread!
It's difficult to address the concept of Shamblers, Fiends or Vores in base-themed maps in Quake. Certainly, in the base game, there's no precedent for it. The only enemies that appear in the e*m1 maps are rottweilers, grunts and enforcers. The story certainly does nothing to preclude anything else being sent through, though.
However, there is precedent for base enemies to appear outside of their theme, although it's only slight. Grunts make an appearance in e1m2, mixed in with their fantasy-themed compatriots.
So, can otherworld-themed enemies be used in base? Of course they can. Is it appropriate to do so, however?
If you want to be strict about it, no. Canonically, they never make an appearance in the base game of Quake. That said, rules like that are often subverted, both in the canon and outside of it. In the official mission pack, Scourge of Armagon, the entire first episode was base themed, as opposed to the first mission, as had been the case in the original game's four episodes. I could go on, but it would be simply repeating the same point again and again.
Obviously what goes into a map is the creator's discretion. I just hope this post describes my position on the issue well enough.
#27869 posted by metlslime [159.153.4.50] on 2016/08/23 03:04:22
"An enemy codenamed Quake, is using his own slipgates to insert death
squads inside our bases to kill, steal, and kidnap..
 Your Point?
#27870 posted by Pritchard [131.170.5.4] on 2016/08/23 03:11:34
"The story certainly does nothing to preclude anything else being sent through, though."
Just because the only "death squad" members that were sent through were three different types of troop, it doesn't mean they can't send anything else. They apparently just didn't choose to, it seems.
#27871 posted by Mugwump [80.215.72.127] on 2016/08/23 04:26:11
When you say troops, I'm assuming you refer to enforcers, grunts and their dogs. Those weren't sent through, they were zombified on spot by the actual death squads. All this happened in the backstory, not in-game. You never get to meet the invaders in military bases because you're one step behind and they've already left. Though unofficial, Nehahra did a pretty good job at telling this backstory. That said, nothing prevents you from creating a base map in which the invaders are still here. For me, it would beat including semi-bosses who seem to have lost the way back to Stroggos.
 Fair Enough
#27872 posted by Pritchard [131.170.5.1] on 2016/08/23 06:40:04
Of course, to each their own, and not everyone has to like everything yadda yadda...
It's a good point to mention that the player is "one step behind" in the first mission of an episode. It wasn't something that had really crossed my mind, but that's more a fault with Quake's plot "delivery" (is it even fair to call it that?) and my own poor memory than any of the actual evidence.
One wonders though what that original invading force would have looked like. I can't imagine many of the enemies we see in the game being a part of an invading force. I suppose the knights would be the ground troops? Or zombies, or ogres...
This is all very subjective. Very, very subjective... I think I'd rather go back to not caring much about the lore and just existing in a simple FPS playpen with "bad guys".
#27873 posted by yhe1 [74.100.55.81] on 2016/08/23 07:03:24
Shamblers, Fiends or Vores can be scientific experimentation creatures. They fit into base theme
 Stroggos?!
#27874 posted by SleepwalkR [79.195.1.60] on 2016/08/23 07:12:11
 In My Quake?!
#27875 posted by Pritchard [131.170.5.1] on 2016/08/23 07:18:11
It's more likely than you think!
 @27873
#27876 posted by Pritchard [131.170.5.1] on 2016/08/23 07:19:18
That's an interesting take on it. So many fresh ideas! now I want to go put a shambler in a cage...
 SleepwalkR
#27877 posted by Mugwump [80.215.72.127] on 2016/08/23 09:16:21
Yes, I was referring to the Edie Pritchard and I were talking about earlier in the mapping help thread.
 Pritchard
#27878 posted by Mugwump [80.215.72.127] on 2016/08/23 09:33:32
Well in Nehahra, pretty much everyone except the bosses show their mugs.
If I'm not mistaken, the "story" in the game manual does touch upon the fact that you arrive too late to save your fellow soldiers.
Of course, you're perfectly entitled to ignore all this, as the scenario was never relevant to the game itself. But it is there nonetheless, for those who want to pay attention to it.
Bottom line: do as you want. Quake with Edies is still better than no Quake at all. I must say I do like yhe1's idea, if you really feel like pursuing it.
 Anything In Base Except Knights.
#27879 posted by Shambler [77.96.60.67] on 2016/08/23 10:19:35
HTH.
 Shambler
#27880 posted by Mugwump [80.215.72.127] on 2016/08/23 10:47:09
Granted, medieval knights look a bit out of place in a futuristic setting, but since you travel to their world, why couldn't they do the same like the rest of Shub's army?
#27881 posted by onetruepurple [95.160.159.80] on 2016/08/23 11:18:10
Granted, mechanical ogres look a bit out of place in a medieval setting, but since you travel to their world, why couldn't they do the same like the rest of Shub's army?
#27882 posted by adib [192.228.161.18] on 2016/08/23 22:43:10
Imagine a base on a planet. Shamblers, vores and fiends could be fauna in the surroundings.
 Nic Idea...
#27883 posted by khreathor [95.160.158.53] on 2016/08/23 23:08:54
...but it's hard to make good looking flora in Quake.
 @kreathor
#27884 posted by [77.179.22.100] on 2016/08/23 23:47:46
not "hard" per se, but totally off-limits in any way i'd say.
Get Quakespasm to render 10000k* of polys smoothly, and we talk again.
*thats 10 mega polys actually, so ten million at a time.
Where is Baker when we need him?
 Above Is Me
#27885 posted by mfx [77.179.22.100] on 2016/08/23 23:49:05
i forgot my pw long ago.
#27886 posted by Kinn [86.128.231.129] on 2016/08/23 23:50:26
Mark V supports "fence" textures on models. Good for leafy stuff.
You could do a lot of cool vegetation stuff with that at fairly low polycounts.
 Jago
#27887 posted by ericw [199.247.128.35] on 2016/08/24 01:28:53
Latest Quakespasm supports gamepads on osx, should just work. there are some config options in the readme
 Do It Like The 90s
#27888 posted by Pritchard [131.170.5.2] on 2016/08/24 05:55:36
I agree it's impossible to expect "modern" foliage in quake, but I've often wondered what's stopped people from using the methods people actually used in the era around when it came out (and for quite a while after)?
I'm thinking something like this, which I could see as being achievable with mods that allow loading custom models. Has anyone tried this method?
 Khreator And Kinn
#27890 posted by adib [192.228.161.18] on 2016/08/24 21:34:34
Yes, I intend to do it in my ex-jam7 entry.
 Double Sprite Statics..,
#27891 posted by madfox [84.84.178.104] on 2016/08/24 21:55:29
Sprites work fine in Quake1, like the light bowl.
It's perfectly round, so the turning of it won't matter.
With trees I tried once, but the turning of its flat side was rather anoying. It could work with round bushes or cactus though.
I remember having a hard time to get two sprites diagonally at the same point, or in clude it.
For now I'm happy with statics like tree, because it hasn't that detailled surface, while quake's objects are rather cubick.
#27892 posted by Pritchard [121.219.4.122] on 2016/08/25 02:28:25
https://www.youtube.com/watch?v=RmVOH1r7Els
This is what I had in mind when thinking of billboard trees, in case that wasn't clear. Sadly I don't have any pictures of trees to try out, just some of the grates that are included in Quoth by default.
MadFox, i'm not quite sure I understand what you mean by the "turning of its flat side", sorry. :s
 He Meant
#27893 posted by killpixel [174.48.226.83] on 2016/08/25 03:58:22
how sprites always face you, looks weird with trees. example.
I've done tests using the method you're talking about. It has its own problems that are annoyingly obvious with asymmetrical, organic shapes like trees. If you use the same sprite you'll get mirroring. There are a few ways around this, but they all take time because you have to draw a bunch of unique face. Fuck that noise. Also lighting these trees will be a nightmare chore.
Here's a test (vid might need time to process) using the method you described with two unique tree sprites. Not great, but at least there's no mirroring.
For quake, models are probably your best bet.
 Standards
#27895 posted by Pritchard [49.199.0.145] on 2016/08/25 04:37:27
It really is all about the visual standards you want your map to hold up to. Each approach has its flaws, but some are more severe than others (sprites turning to face the player gives me Doom flashbacks!).
I quite like the look of the tree you demonstrated using the mirror-less sprites, but obviously some people will prefer the model, floating leaves and all.
At least any of those three methods are better than trying to build one out of brushes...
 Indeed
#27896 posted by killpixel [174.48.226.83] on 2016/08/25 04:58:59
A model may be more consistent with the rest of quake's style. It wouldn't necessarily have to look anything like the example madfox posted. with things like speedtree you could have model done faster than you could say "chimarvamidium".
The solution I arrived at is sprite trees like in the example, except with redesigned trees that are much more slender and taller, which minimizes the weird effect madfox mentioned.
 <frowny Face> Listen To Kinn
#27897 posted by Baker [50.4.45.41] on 2016/08/25 06:03:58
Instead of really goofy hacks (sprite trees? seriously?) ---
Nicely prod Quakespasm nicely to consider adding Mark V alpha masked models modification. It's a very simple/easy engine mod, it's little more than a 2 liner (10 liner?). Kinn likes it. Necros thought it was awesome.
http://quakeone.com/proquake/interims/mark_v_alpha_models.jpg
Thread with sample mod: http://quakeone.com/forums/quake-help/quake-clients/11994-alpha-masked-models.html Open lavaball.mdl in QME and look at the model.
[Palette 255 is transparent color, model must have flag 0x4000 set in the .mdl QME 3.1. In the above thread, the DarkPlaces users chime in on how to also achieve the same effect in DarkPlaces. qbism's Super8 can already do it. So can fte and Mankrip's engine.]
I can only imagine what Sock or mfx or ijed would do with this modification. Or ahem --- Kinn. ;-)
 Politics
#27898 posted by Pritchard [131.170.5.3] on 2016/08/25 06:40:26
I'm scared to even "nicely prod quakespasm nicely" considering all the politics and drama that goes on around Quake engines. Maybe it's not as severe as it seems to me but I'd prefer not to get caught up in any "purists vs. fidelity" argument :s
 Gently Prodding
#27899 posted by Kinn [86.128.231.129] on 2016/08/25 09:36:23
I'd prefer not to get caught up in any "purists vs. fidelity" argument
Masked textures on models is a pretty chill feature and is totes quakey. It could be more of a "let's see some content first, then I'll add it to the engine" thing though....
#27900 posted by dwere [213.87.145.76] on 2016/08/25 09:58:39
IIRC, even Hexen 2 had masked textures on models. I even remember it having partially translucent models.
#27901 posted by Baker [50.4.45.41] on 2016/08/25 17:19:29
Yeah, Hexen 2 that's why Spike already had it FTE. ;-)
 That's The Ticket To The Thicket!
#27902 posted by killpixel [174.48.226.83] on 2016/08/25 18:10:02
However, I wouldn't expect to see flowering vegetation in quake, maybe in techbase a hydroponics lab.
The fading essence of the damned lingering among the gnarled forms of some abhorrent copse is probably not enough to sustain leaf growth. Needs electrolytes.
 Alphamasked Mdl's Are Awesome
#27904 posted by Qmaster [50.45.43.116] on 2016/08/26 00:27:10
I see palms working well in egyptian themed maps.
Lillypads, vines in swampy type maps.
Webs.
Bushes.
Bone-bushes
Bone lattice / fencing.
Opens up some interesting choices for animated ojects such as swaying vines.
 Just Played...
#27906 posted by Mike Woodham [86.191.20.201] on 2016/08/28 16:15:16
...Alk13 from 15 years ago and met up with some old friends (enemies). Really enjoyed it.
Might wallow in some more nostalgia later on.
 Followed By...
#27908 posted by Mike Woodham [109.147.242.48] on 2016/08/28 20:06:38
...ch1sp1. Green, grungy, and rivetty. Nice.
 Get This
#27909 posted by onetruepurple [95.160.159.80] on 2016/08/28 20:14:45
 OTP
#27911 posted by Mike Woodham [109.147.242.48] on 2016/08/29 11:47:53
Yes, another nice map.
I think I am going to pick-off some more between 2001 and 2005. But no need to worry, I shan't give a running commentary or flood the board with 'must-play-this' type messages.
However, should I really, really enjoy the map, I may try to spread some joy...
 About That Honey 2 Release
#27912 posted by negke [31.18.51.150] on 2016/08/29 16:31:34
Did the author submit a news post or what's the plan?
#27913 posted by Johnny Law [4.16.194.34] on 2016/08/29 18:12:53
Hey Mike if you have comments, that's what the board is for!
I particularly like seeing someone's take on older maps that I may have missed or forgotten. I kind of flop back and forth between whether I'm in the mood for a super-polished modern Quake map or a really crunchy 90s-style nostalgia trip.
 Screenshots
#27914 posted by gotshun [96.252.231.140] on 2016/08/31 00:53:54
O.K. Guys, I told you I was new at this......so here it goes. I'm taking screen shots of my maps as some of you have requested, however, When I take the pics it saves it to a .tga file. Do I need to convert these files to a .jpg file? Also, were is my computer saving the .tga files? Sorry guys, but I told you I was new at this. Appreciate the help. And were should I send the files so you guys can view the maps?
Pete (Gotshun) D.
#27915 posted by Baker [50.4.45.41] on 2016/08/31 06:39:47
Screenshots are in the folder above your maps folders.
Convert to jpg ...
http://image.online-convert.com/convert-to-jpg
#27919 posted by Pritchard [121.219.4.122] on 2016/09/01 05:16:12
What is even the point of spam posts if they don't have links for us to buy our Nba 2k17 Mt and Fifa 17 Coins from? Do they expect us to go out and get scammed by ourselves?
#27920 posted by metlslime [67.161.57.57] on 2016/09/01 08:04:35
i think the idea is first to increase the google rank of this page for those keywords, and then once it ranks high on the google search results, they would come in and add a URL to their website.
 Official Mission Packs
#27922 posted by Pritchard [121.219.4.122] on 2016/09/01 15:07:36
These have no doubt been discussed countless times before, but as I just finished the final map of DoE I thought I might ask what people think of the two official expansions for Quake?
Personally, I think they're pretty okay, especially SoA. I felt like there were some pretty poor levels in DoE, and the alternate ammo system was kind of annoying, and made the player a bit overpowered...
SoA had its own problems though. I can't think of a single point at which the proximity grenade launcher would be useful.
And what about the level design? Considering the age, it's not the worst, but I do feel that it leaves a bit to be desired compared to the original game, at least in the earlier episodes.
Anyway, i'm interested to see what other people think. Now I can finally say i've beaten all of Quake!
#27923 posted by dwere [213.87.162.49] on 2016/09/01 16:58:35
I can't think of a single point at which the proximity grenade launcher would be useful.
I guess the designers just got caught up in the "add gimmicky shit even if it's useless" fad.
Gremlins are another example from the same mission pack. If you disregard the cool factor of their hilariously ineffective unique abilities, you end up with a sort of an even slower pinky demon from Doom.
 DoA Is Awful
#27924 posted by onetruepurple [95.160.159.80] on 2016/09/01 17:30:51
HTH.
#27925 posted by Kinn [86.143.77.118] on 2016/09/01 17:38:07
I guess the designers just got caught up in the "add gimmicky shit even if it's useless" fad.
bulletholes lol.
SoA is overall very well done with some of the best level design of that era.
DoE is a largely mediocre effort with the occasionally decent level, and let down severely with utterly crap weapon upgrades and mostly rubbish new monsters.
#27926 posted by dwere [213.87.162.49] on 2016/09/01 18:18:08
I used to like DoE overall. But I can't remember the levels now. Should probably replay both mission packs sometime.
What I do remember is that it has some questionable stylistic choices. Quake is different from Hexen, so cute Egyptian cliches don't work in it. Those wraith things look out of place for the same reason - wrong kind of fantasy.
I understand when I see such things in fan mods, but official releases should maintain a more cohesive vision.
 DoE Vs SoA
#27928 posted by Shamblernaut [121.45.230.242] on 2016/09/01 20:23:28
I just replayed the first episode of DoE so it was fresh in my mind, I played SoA not too long ago.
DoE is claustrophobic and feel somewhat "quakey". Something about the artwork in SoA feels like it doesn't fit well with quake.
Neither of them felt like "good" expansion packs. Even the titles should clue us on to that, they were "mission packs", there was nothing really ground-breaking about them.
 Oh
#27929 posted by Shamblernaut [121.45.230.242] on 2016/09/01 20:26:58
And they were made by third parties, not by id themselves. That should be a big-ass warning sign in and of itself.
 Mission Packs
#27930 posted by madfox [84.84.178.104] on 2016/09/01 21:07:53
I enjoyed SOA and DOE a lot! There were not so much other levels available as now and I remember playing them with great pleasure.
The Gremlin that took my gun was the strangest part I can remember,
as the proxy mines, spikeballs and even a real dragon! Big wheels turning.
Comparing games from such a time ago with mapping nowadays goes a bit lame, I think.
And then there was Malice, with its Scuba, parachutes and velocity jumps.
#27931 posted by dwere [213.87.162.49] on 2016/09/01 21:17:18
Something about the artwork in SoA feels like it doesn't fit well with quake.
I don't know about the artwork, but I thought the same about the levels.
 Errrr. SOA Was Really Good You Dicks.
#27932 posted by Shambler [77.96.60.67] on 2016/09/01 22:45:18
#27933 posted by FifthElephant [82.21.157.236] on 2016/09/01 22:54:12
I still haven't completed them
#27934 posted by Baker [50.4.45.41] on 2016/09/01 23:03:04
For SOA, the underground railroad level stands out as my favorite.
"Hip1m3: The Lost Mines by Levelord"
See Top 10 Base Maps #4
http://www.quakewiki.net/archives/underworld/tronynqexpo08a1.html
#27935 posted by Pritchard [121.219.4.122] on 2016/09/02 06:46:15
For the record, i managed to get through the entirety of SoA without ever having a Gremlin or whatever they're called steal a weapon from me.
That was a general trend with the enemies in the mission packs, I think. They were either annoying to fight (Wraths, or Phantom Swordsmen stick out here) or minor spins on original enemies that barely brought anything new to the game (Multi-grenade Ogre).
Those were all DoE enemies, and that's just because SoA managed to largely avoid the problem by not providing as much content in that area. Spike mines suck, but Centroids are just... meh. They're most notable for looking really broken and dumb when you shoot them with a nailgun...
 Wtf
#27936 posted by madfox [84.84.178.104] on 2016/09/02 18:32:05
Don't tell me I'm the only jerk that lost his gun to a Gremlin?
#27937 posted by dwere [213.87.162.113] on 2016/09/02 18:58:18
Well, it happened to me a couple of times.
But I can't remember if any of them ever managed to scratch me.
 It Happened To Me Once
#27938 posted by Cocerello [213.60.80.32] on 2016/09/02 22:15:58
on SoA, and many others out of curiosity, but it happened more in custom maps like https://www.quaddicted.com/reviews/themyths.html , it has a nice gremlin combat, that reminds of some more classical zombie swarm attack. MadFox also reported about it some posts above.
* Pritchard: about the proximity grenade, it is required on some secrets, but i agree that it is hard to use against enemies in Quake, as it is usually better to just spam grenades, due to how lowly dangerous most enemies in Quake are without very specific setups or big numbers. In theory is a very good weapon, but in Quake is lame. I think it would be way better to use it against the player for ambushes and setups like in Altar of Storms. How you did it, Necros? It is a hard to use code?
* About SoA and DoE i think that they are underestimated. I think that they are mainly underrated because they came later, after people was hooked already on Deathmatch and on the many Multiplayer mods, and there was already many other games launched or almost there, like Quake 2 and Unreal and the hype was lessened.
* While many things in DoE are a bit out of place in a Lovecraft environment (enemies), the environments not so much as Lovecraft is about ancient ruins too (it just needs better ambient), the different ammo system is a bit of a hassle, but some of the weapons are good, multi-grenade ogres are a good fight (using them yourself not) but it is a pity that they spawn randomly and its not controllable by the mapper, and the plasma gun is marvelous, even though i think it would suit more Unreal than Quake. Its a decent experience overall but i agree that it is less good than the basic game and levels most of the time.
* About SoA i cannot say much, while the level design is quite good, but can look weird to Quake players because its way more no-linear sometimes than ID levels, many things that appeared with it were scarcely used and there is barely any custom maps out there, and they only use a small part of them (mainly rotating entities and centroids), reason why i am eager to see more SoA custom maps.
On the other side maybe not, because when i tested the DoE map i did for sm175, i ended up realizing that the wraths are weaklings compared with what i thought of them while playing DoE, manly because in DoE i used the overpowered weapons to kill them before they could raise a finger and on that map i only had the SG and NG, and i am doubting on preserving that image for the other enemies before i get to know them and do like with shamblers and other stock Quake enemies, that seem so dull nowadays because i know them fully to the point the shambler dance is a routine and not something risky (except on skill 3 of course). Taking into account that when it was released i thought it was a really scary videogame ... the fact that we can dance with shamblers look even more pitiful.
 Madfox
#27942 posted by Mugwump [80.215.130.206] on 2016/09/04 14:50:45
"Don't tell me I'm the only jerk that lost his gun to a Gremlin?" It happened to me just a few days ago! Fucker stole my LG and dosed me with it...
 My Barrel Back Gremlin!
#27943 posted by madfox [84.84.178.104] on 2016/09/04 16:37:17
I've searched weeks in the SOA code how it was done.
Ended up with a code "head p64" that switched the gremlin to a gun holder and the player with "r_drawviewmodel 1".
Still don't have a clue how it's done.
 Wow!
#27944 posted by Mugwump [80.215.153.74] on 2016/09/04 17:37:10
Mapping, modeling, animating, coding... is there anything that you don't know?
 Chtulu
#27945 posted by madfox [84.84.178.104] on 2016/09/05 02:29:32
.
 Hah!
#27946 posted by Mugwump [80.215.157.172] on 2016/09/05 02:39:18
#27947 posted by killpixel [201.202.198.162] on 2016/09/05 03:30:17
ahoy released a new video today
And if you're not already subbed, go have a long, hard look in the mirror.
 Wtf Link
#27948 posted by killpixel [201.202.198.162] on 2016/09/05 03:32:05
On phone and slow, foreign wifi.
#27949 posted by Mugwump [80.215.73.194] on 2016/09/05 03:51:44
"Fucker stole my LG and dosed me with it..."
I forgot to mention he also dosed his fellow monsters in the process. That was fun!
 Wtf Link.
#27950 posted by Shambler [77.96.60.67] on 2016/09/05 10:22:56
On PC and fast, watched, incomprehensible shit.
 Those
#27951 posted by stevenaaus [1.132.97.67] on 2016/09/05 13:42:10
Gremlins were awesome. A little bit cannon-fodder, till they suprise the f out of you, and your gun is gone.
Geez... mugwump spamming the QS thread pisses me off a little, cos i try to read all of that one. I know stupid rants and arguments are kindof the norm, but RED-LETTER-TITLES should be freaking insta-banned imho.
 I Agree.
#27952 posted by onetruepurple [95.160.159.80] on 2016/09/05 13:45:15
Ban skacky pls thx.
 Nothing Decent Ever Comes From This Community, Just Circle Jerking Ove
#27953 posted by czg [212.16.188.76] on 2016/09/05 15:05:46
r a 20 yo game.
This is true and good.
 Stevenaaus
#27954 posted by Mugwump [80.215.158.175] on 2016/09/05 15:37:45
As I said over there, when people talk to me, I don't ignore them, I reply. I admit that my long off-topic conversation with dwere should have been moved here instead, but let's not dwell on that, shall we?
Also, what's wrong with red? I chose this color as a reminder of the signature I use with my other alias, bfg666, on Quaddicted and QuakeOne.
#27955 posted by Mugwump [80.215.153.74] on 2016/09/05 16:17:11
I mean, there's no signature on Quaddicted, only on QuakeOne, but I use the same alias and avatar on both sites.
 #27952
#27956 posted by skacky [90.0.198.238] on 2016/09/05 16:43:29
 Reds Are Evil
#27957 posted by dwere [213.87.144.150] on 2016/09/05 17:23:14
 Red
#27958 posted by Mugwump [80.215.134.186] on 2016/09/05 17:36:01
Red is blood. Red is life. Red is lava. Red is death. Red is Cacodemon. Red is Chthon. Red is 777. Red rocks!
 Skacky
#27959 posted by Mugwump [80.215.88.100] on 2016/09/05 17:44:47
You're red. Like me. And others. Don't mind purple people. They tend towards blue.
#27960 posted by dwere [213.87.144.150] on 2016/09/05 17:50:17
 Hah, Nice!
#27961 posted by Mugwump [80.215.88.100] on 2016/09/05 17:59:36
 Fukken Lol
#27962 posted by ayy lmao [166.70.207.2] on 2016/09/05 18:20:38
well I come back and find that this forum has just become "Mugwump's Stream-Of-Consciousness Playtime" forum.
Seriously man, is your age even in double digits yet? Lmao.
 Oh Look
#27963 posted by onetruepurple [95.160.159.80] on 2016/09/05 18:27:09
The biggest piece of shit on func in 2016 has spoken.
 ???
#27964 posted by Mugwump [80.215.159.76] on 2016/09/05 18:29:34
???
 I Know Right?
#27965 posted by ayy lmao [178.217.187.39] on 2016/09/05 18:30:09
and I thought I was bad! ayy lmaaoooooo....
 General Abuse
#27966 posted by Mugwump [80.215.74.123] on 2016/09/05 18:38:39
Posted by metlslime [12.231.113.167] on 2002/12/23 18:24:21
Talk about anything in here.
If purple trolls don't like it, purple trolls can kiss my body part where the sun don't shine. Or is this entire forum the private property of purple trolls?
 #27965
#27967 posted by onetruepurple [95.160.159.80] on 2016/09/05 18:48:15
You're not funny and you never have been, either under this name or the original one, whatever one it may be - nobody can tell because all your shitposting is so run of the mill.
#27968 posted by ajj lmau :DDDD [95.160.159.80] on 2016/09/05 18:50:19
huheuehueh otp got mad!!! roulf!!!!!
 There
#27969 posted by onetruepurple [95.160.159.80] on 2016/09/05 18:50:39
Spared you a response.
 Oh, The Irony...
#27970 posted by Mugwump [80.215.132.178] on 2016/09/05 18:53:20
...of calling others pieces of shit. Priceless!
 This Is Getting Old
#27971 posted by dwere [213.87.144.150] on 2016/09/05 18:57:36
#27972 posted by Mugwump [80.215.132.178] on 2016/09/05 19:02:24
He was pissing me off, but now he's really starting to become inadvertently hilarious. It's so surreal! Let him barf.
#27973 posted by Johnny Law [67.188.146.229] on 2016/09/05 19:08:07
Dude he's not even talking about you.
Take a deep breath.
 I Know!
#27974 posted by Mugwump [80.215.132.178] on 2016/09/05 19:10:31
It's like he can't help himself. Like tourette's.
 Ayy Lmao
#27975 posted by czg [212.16.188.76] on 2016/09/05 19:18:09
#27976 posted by Shamblernaut [121.45.230.242] on 2016/09/05 19:31:41
go map
 So, The Ipecacfest...
#27977 posted by Mugwump [80.215.67.15] on 2016/09/05 19:48:23
...is already over? Aww, I was having a blast! Oh well...
#27978 posted by madfox [84.84.178.104] on 2016/09/05 21:10:34
 SORRY IF REPOAST.
#27979 posted by Shambler [77.96.60.67] on 2016/09/05 23:14:35
<Shambler> http://www.escapistmagazine.com/videos/view/zero-punctuation/116919-Quake-Retro-Review
<Shambler> omg lol
<Shambler> the bit about passion
<Shambler> i just wet myself
P.S. NOT SORRY
 Thats More Like It... Move The General Abuse Where It Belongs
#27980 posted by stevenaaus [49.182.138.98] on 2016/09/06 11:23:13
You're "look at me" red highlighting wouldnt be so irritating except for your freaking silly nick, and your constant biting for any old thing. Just find something else to do man.
#27981 posted by ayy lmao [178.20.55.16] on 2016/09/06 11:55:56
I, too, long for a return to the days of intelligent discourse on this forum. I have many fond memories of the lengthy and mutually enlightening conversations I have had with the various quake sensei that grace these fora, and hope that we can all put aside our petty differences to return to those halcyon days of mutual respect and knowledge shareing. First though I feel I should point out that onetruepurple's house smells of wee and cabbages - what's that all about?
 That's Just Standard In Eastern Europe
#27982 posted by czg [212.16.188.76] on 2016/09/06 12:07:43
 Red = Bad
#27983 posted by Pritchard [121.219.4.122] on 2016/09/06 12:21:16
Green = Good
I hope mugwump will soon see the wisdom of this viewpoint and change their colour appropriately.
(Because harassing people over their name/colour is where it's at now)
 Green Is Good, Too!
#27984 posted by Mugwump [80.214.64.142] on 2016/09/06 12:54:25
With yellow in the middle... Why not trying NOT to be so exclusive? The world isn't either/or.
 Gremlins
#27985 posted by Qmaster [70.208.9.217] on 2016/09/06 19:18:45
Am I the only one who ha ever seen a gremlin eat a corpse and spawn a new gremlin?
Thought the mispacks were pretty cool. The wrath is just darn scary looking.
Mispack 1 (hipnotic SOA):
Centroid - cool enemy, but needs nailgun glitch fixed...maybe not needed since AD has the pinch scorpions which are actually pretty neat though underused.
Armagon - fun to fight enemy...tempting to make a battle with 2 of them, or supported by Edies. Meh perhaps not, these mech dudes are kinda ugly and not Quakey.
Spikemines - nasty...good concept but instadeath is rarely a good idea. Could be better if damage was drastically reduced.
Gremlins - love these guys. Loads of code work to get working for any additional mod weapons though for the stealing aspect. Corpse eating to spawn more gremlins is just a cool idea unless body fading is used (hrm).
 Gremlins
#27986 posted by dwere [213.87.145.130] on 2016/09/06 19:56:41
Also a cool gimmick, but it takes them too long to produce another one. I guess the developers were playing it safe.
Only once I saw this ability used in any meaningful way, and it was in a Tronyn map. Even then, it was more of a recreational slaughter after a serious fight.
Which isn't so bad, I guess.
#27987 posted by negke [31.18.51.150] on 2016/09/06 20:45:43
They should have made it so if a gremlin molests a corpse long enough, it should bring the monster back to life. Neater backspawning technique.
 Gremlins
#27988 posted by Cocerello [213.60.80.32] on 2016/09/06 22:37:27
A cool use could be to spawn them where a combat happened when the player isn't there. That way when the player comes back, an army is waiting for him, not too threatening as they are just greemlins, but interesting because the actual amount not depends on the mapper and changes each time, but on how fast the player is, how many enemies he gibbed (as far as i can remember gibbed bodies weren't of use to gremlins), or if the corpses are together or too separated.
Also, if they search for corpses while patrolling, it could be used to collect an army and repopulate the map in a random way.
About the spike mines, the insta-death is less than a problem if they for example are used on a frontal attack in groups against the NG or RL, in a kill before they reach the player situation. It is manageable and the posibilities of dying low, but it has the tense part of survival situations.
#27989 posted by Graf Frag [77.179.68.94] on 2016/09/07 00:42:07
What NegKe proposed is a good idea.
 Spike Mines
#27990 posted by Pritchard [121.219.4.122] on 2016/09/07 00:55:13
I almost want to believe that they added the spike mines to the game just to punish the player. One of the secrets on hip3m1 is right next to the cliffside, and there's a brush that lets you walk up it if you're careful. If you get to the top they throw two mines at you! Two! I think it might be more on higher difficulties too...
#27991 posted by Spike [86.140.27.93] on 2016/09/07 00:58:34
MINE! MINE! THEY'RE ALL MINE!
*cough*
 Cocellero Has The Right Idea
#27992 posted by Qmaster [70.212.33.81] on 2016/09/07 03:18:41
Gremlin corpse cleaning crew...nice!
Spikemine trap mentioned has about 5 of them on hard iirc along with Levelord's typical "You're not supposed to be here" messages. I think they work in open areas like that, though not by spawning them in. Have them hidden behind posts but still within the player's peripheral vision.
Lavanails and multi rockets seem overpowered...I remember liking it when I was younger but now I'm conflicted. The plasmagun is of course quite awesome however. I do like how they don't replace normal weapons...the AD plasma gun replacement of the lightning gun seemes odd to me, where does the LG go, why would I drop it to pick up the plasma gun. Lame.
 Mispack 2 Thoughts (rogue DOE)
#27993 posted by Qmaster [70.212.33.81] on 2016/09/07 03:39:54
Maps: Okayish for the most part, occasionally memorable locations such as Osiris Temple. Neat idea of different time periods though not very well polished.
Enemies:
Invisible Swordsmen - I rather like these dudes though their animation is a tad jerky. Not sure I like the glow on them.
Mitosis Spawn - Green version that splits into 2, interesting concept but it seems too slow.
Stone Knights/Death Knights - Nice! Could use some extra sfx to match the theme of stone.
Eels - what's not to love, always need more water enemies. Nice radius zap.
Morph - meh, kinda wierd, always was confused by how more than one came but only one was the 'real' one or something. Source of the minion concept maybe?
Lavamen - Yeah!! Would have benefited from maps that gave them room to roam, they do walk/swim after all. Hmm, another liquids monster.
Wrath - creepy, I really liked the evil feeling from these guys.
Wrath Overlord - A cool boss, love the death gib burst.
Mummy - excellent, combined with ineffective effects (AD) for normal on zombies and it would be obvious that this enemy was afdected by normal weapons.
 And The
#27994 posted by madfox [84.84.178.104] on 2016/09/07 10:26:46
Dragon - Great rumble, hard catch, needs a lot of ammu before it roasts with a fire blast.
Another lizzard hard to set up.
I have a memory of a strange face I saw that grew and split out transparant in front of me.
 Shrak
#27995 posted by madfox [84.84.178.104] on 2016/09/07 10:38:59
Gorok
It's a very rare view, because the red part becomes transparant,
which in my knowing was impossible for model mdl's.
 My Face When
#27996 posted by onetruepurple [213.227.95.2] on 2016/09/07 10:52:18
Reading up on multithreaded programming and discovering that "Dekker's algorithm" is a thing.
 #27995
#27998 posted by killpixel [201.202.198.162] on 2016/09/07 18:09:01
What is that from? Did you make that?
 Shrak
#27999 posted by madfox [84.84.178.104] on 2016/09/07 22:11:27
It's a bit of a low edge commercial expansion pack for Quake.
With new monsters and weapons,
not as good as "Malice" but surely worth a try !
#28000 posted by dwere [213.87.145.66] on 2016/09/07 22:25:50
That website. My eyes.
Good to know there was a patch. To my surprise, I still have this thing installed, even though I only played it for a couple of minutes before encountering the "classic" untextured head gib bug (or something of this kind, I don't remember), getting annoyed, and switching to something else.
I even ripped the music, it seems.
#28001 posted by khreathor [78.88.31.56] on 2016/09/07 23:06:56
I was hyped for X-MEN: THE RAVAGES OF APOCALYPSE total conversion too, but it was mediocre...
I have same feelings for Shrak, looks lame :P
#28002 posted by Kinn [86.143.77.118] on 2016/09/07 23:20:33
The only decent commercial addons were the official mission packs and malice. Everything else was cack.
 Oh, I Remember Passing Up Shrak
#28003 posted by killpixel [201.202.198.162] on 2016/09/07 23:32:15
 Shat Out By Kinnes
#28004 posted by SleepwalkR [80.187.114.86] on 2016/09/07 23:37:23
 I Know How Shotgun Will Look In CACK
#28005 posted by khreathor [78.88.31.56] on 2016/09/07 23:50:59
 Malice Is Very OK
#28006 posted by dwere [213.87.145.66] on 2016/09/07 23:54:57
#28007 posted by Kinn [86.143.77.118] on 2016/09/08 00:07:43
I remember Malice's rain effect rocked my balls back in the day. Might look a bit crude now though.
I'd love to see a nice rain effect in AD. Would add a ton of atmosphere.
 BTW
#28008 posted by dwere [213.87.145.66] on 2016/09/08 00:14:26
There's a game-breaking issue on one of the levels. A patched map (that you had to pak yourself) was available on the official site, but I don't think it's still alive.
I don't remember hearing a lot of complaints about that problem, despite its importance. Was there a late pressing with the fixed map or something?
 Agreed!
#28009 posted by Bloughsburgh [24.131.201.197] on 2016/09/08 01:17:49
I'd love to see a nice rain effect in AD. Would add a ton of atmosphere.
 QuakeC Rain Has Problems:
#28010 posted by Baker [50.4.45.41] on 2016/09/08 02:08:53
QuakeC rain, every rain drop is an entity.
* Huge demos saving each rain drop.
* Huge save game files saving each rain drop. * Nearly uncoopable because huge amount of data sending each rain drop to other player(s).
Engine rendered rain or snow is only true solution:
DarkPlaces snow and rain (at 1:12) in video:
https://www.youtube.com/watch?v=BkXA4BoYhiM
Qrack has engine rendered rain which isn't bad, looks about the same as the rain in the above demo.
Nehahra had a smallish area with some QuakeC snow.
 Mdl Rain?
#28011 posted by ericw [108.173.17.134] on 2016/09/08 03:29:03
If the raindrops were 1x1x1 unit cubes, the mdl format gives you a 255x255x255 voxel grid to work with.
Give the mdl a scale factor of (4, 4, 16), then your 1x1x1 raindrops are stretched to that size, and the whole mdl covers 1024x1024 units.
could be viable, and would look good with alpha + fog. The trick would be getting the lerping right to give a convincing animation loop..
 MDL Rain... Interesting
#28012 posted by killpixel [201.202.198.162] on 2016/09/08 03:50:00
DP rain/snow can easily become a framerate destroyer.
 Snowsprite
#28013 posted by madfox [84.84.178.104] on 2016/09/08 03:59:52
I approached the idea of snow with a sprite.
It sounds a bit rare, but what if it was added to the v_weapon so it dazzled on the video screen.
snowsprite
#28014 posted by metlslime [166.137.242.126] on 2016/09/08 04:40:22
Could do it as a static entity if the drop falling and splashing is a looping model animation
#28015 posted by Baker [50.4.45.41] on 2016/09/08 04:56:59
All the cheetz ideas.
/Static entity idea is very, very intriguing. Becomes almost free.
 @killpixel Re:DP Rain/snow Slow
#28016 posted by Baker [50.4.45.41] on 2016/09/08 05:03:02
I think Seven made it and while he's awesome, I think he did it in an inefficient manner just because "it worked" (and if optimized would be seriously faster, it's not even CSQC like I was thinking initially).
 #28016 - Ah, That Makes Sense
#28017 posted by killpixel [201.202.198.162] on 2016/09/08 05:20:52
That critical point when framerate tanks was always strange to me. I appreciate the feature and it's great in a pinch. A more optimized iteration would of course be nice. I agree with you that engine-side weather is the way to go.
I've poked around at some alternatives using a "forest" of player-facing sprites for rain and a decal on the ground for splashes/ripples, which is the same way I achieved the water caustics effect I posted a while ago. This looks ok and certainly has its limitations, namely, it gets pretty cluttered in the editor.
#28018 posted by Kinn [86.143.77.118] on 2016/09/08 10:53:48
I was thinking something like a pooled entity system where only a limited number of raindrop entities are active at any one time, and constantly redistributed to only appear in rain volumes that are in the player's field of view. However, considering the player's view could be constantly whipping around, this starts to look like a rather messy and calculation-intensive way of doing it.
 Kinn
#28019 posted by Baker [50.4.45.41] on 2016/09/08 11:14:47
Use the best tool for the job. If one of the above cheater methods (static entities) doesn't work, the easiest method to grab gl_rain from Qrack. It's already written and has been a feature for a decade. Qrack's rain, 100% engine, comes from sky only. Very fast.
Qrack gl_rain https://youtu.be/50N7QkqbS5Q ^^ 12 seconds into video, you'll see the rain.
Add some sort of worldspawn key or activation command similar to the "fog x y z" and it would be a couple hour job for an experienced engine coder.
Qrack's rain has the same advantages as engine-based fog. Doesn't go in demos, doesn't go in saves, doesn't clog network traffic and can be turned off and is fast as lightning.
/I have to go with what videos I can find --- so ignore the music.
 That Video Is So 90's It Hurts
#28020 posted by DaZ [79.66.129.119] on 2016/09/08 11:29:52
 Dat Reticle Tho
#28021 posted by Kinn [86.143.77.118] on 2016/09/08 11:42:21
#28022 posted by Shamblernaut [121.45.232.24] on 2016/09/08 12:49:33
The rain looks bad, I'm interested in how mankrip would implement it with his engine though.
as a side note is it pronounced man krip or mank rip?
 Dank Rip
#28023 posted by onetruepurple [31.0.66.175] on 2016/09/08 13:02:57
#28024 posted by Kinn [86.143.77.118] on 2016/09/08 13:11:30
The rain looks bad
well, everything in that qrack video looks eye-gougingly horrific. If there was demand for it, I'd like to think the developers behind tasteful engines such as QS would implement a weather particle system in such a way that it wouldn't look terrible.
Giving the designer full control over the dynamics and visuals of the particles would obviously be a requirement.
#28025 posted by Newhouse [109.240.146.87] on 2016/09/08 15:35:54
Instead of using simple, cheap yet fast 2d particles, 3d has much more options, is that the reason why you're discussing about this? I kind of lost me track where this discussion was leading to.
'gl_rain from Qrack' is that the best one out there?
 @newhouse
#28026 posted by Baker [50.4.45.41] on 2016/09/08 20:46:39
An entity in Quake is like a monster, a torch on the wall or a box of nails or an actual nail fired from a nail gun.
One method to generate "rain" that mods have used, is to make tons of rain drop entities in QuakeC (think Quake mod: Quoth, Arcane Dimensions, etc). But each rain drop is an entity (think monster).
Having a great many trivial entities each with their own location, frame, model, slot, etc. causes many problems (demo size, save game size, large amount of data sent from client to server, other issues).
A static entity (like a torch or invisible wall like a func_illusionary) cannot move, be created, be destroyed but is almost free. Metlslime brings this up as an option for a rain effect.
The other alternative being discussed is a pure engine effect, like the fog you see in maps.
 @Baker
#28027 posted by Newhouse [109.240.146.87] on 2016/09/08 21:02:38
Thank you, that made everything much more clear. So could it be animated "thing", which is easy to control through duration/speed keys etc.
I guess that engine effect is still a bit vague to even talk about, yet alone what it is going to be in a practice.
#28028 posted by Baker [50.4.45.41] on 2016/09/08 21:14:51
Yeah, like how torches are animated, even though they are completely inert.
#28029 posted by Spike [86.140.27.93] on 2016/09/08 21:29:57
the problem with using entities is that they may or may not be interpolated.
if they're not interpolated (qs) then they'll be jerky.
if they are interpolated then they'll move upwards for a frame!
/me wonders how easy it would be to port fte's particle system over to quakespasm.
/me wonders how many people would complain about the result...
#28030 posted by Baker [50.4.45.41] on 2016/09/08 21:34:20
Torches in Quakespasm are not lerped ONLY because they are excluded in the r_nolerp_list cvar. (Spike groans).
Do r_lerpmodels 2 in console and they are.
r_lerpmodels 2 lerps everything no matter what.
#28031 posted by metlslime [159.153.4.50] on 2016/09/08 21:39:44
you could solve the rain lerping upwards for one frame by having the drop go to zero scale the frame before and after the upwards lerp.
 GameMaker Humble Bundle
#28034 posted by primal (nli) [81.175.152.198] on 2016/09/09 17:40:12
A heads up for people interested in gamedev. You can get GameMaker: Studio Pro and some add-ons cheap in a Humble bundle for approx eleven days as of today.
https://www.humblebundle.com/gamemaker-bundle
It's not the perfect tool for making games or getting into gamedev by any means, but there are examples of successful indie games made with it. Here are some.
https://www.yoyogames.com/showcase
Some will argue that if you are serious about gamedev, you should learn a real language like C++ and use this or that engine for your serious projects. I don't disagree that these are important considerations for dedicated indie devs, but the thing is you can still learn all these things after playing around with GameMaker to your heart's content. I think of it as an option for someone looking to get started casually in gamedev with a limited budget of time and money.
There is also the free GameMaker: Studio you can get from Steam or Yoyo Games, if you want to take a look before buying anything. It's a good idea to see what it can help you with and what you still got to learn for yourself, because there are no silver bullets or free lunch.
 Practical Examples Of Metlslime's Idea
#28035 posted by Preach [77.99.55.146] on 2016/09/09 21:41:04
Although none are actually weather effects, the following models demonstrate the idea of creating particle style effects which disappear and then reappear to allow looping in engines with interpolation:
forcefield and smoke. The forcefield is the closest to the idea as the particles loop - even though there are particles going in both directions, if you track any one you'll notice that it only ever travels in one direction. The smoke is actually performing a similar trick, but because it's a big long thing it's harder to spot.
runic barrier. This is also similar to the smoke, but because it's got a greater number of distinct "particles" it might be more representative.
embers. These aren't intended to loop as such, but they demonstrate the idea of particles disappearing into nothing. They also exhibit a nice "floatiness" which might be good inspiration for snow.
 QME
#28036 posted by LTH [176.7.18.90] on 2016/09/09 22:52:36
Guys, qME finally stopped working on Windows 10 (it complains it won't run on 64-bit) -- what's the best alternative if all I want to do is just stick an extra skin into a Q1 .mdl file?
#28037 posted by Baker [50.4.45.41] on 2016/09/09 23:52:36
Hmmmm. Doesn't sound right.
Windows has what is called a "Windows on Windows" system to run 32-bit applications built-in to the operating system.
Visual Studio is a 32-bit application, as a hilarious example.
Is it just the installer that doesn't work (more likely)?
#28038 posted by Baker [50.4.45.41] on 2016/09/09 23:56:05
Here is a link to the shareware version of QME 3.1 (QMELite)
https://www.quaddicted.com/files/tools/qme31.zip
#28039 posted by Baker [50.4.45.41] on 2016/09/09 23:57:00
That file is just a zip, no need to use an QME's goofy installer which very well could be a 16-bit application from the Windows 98 days.
 Rendering Doom
#28040 posted by killpixel [201.202.198.162] on 2016/09/10 02:08:17
 #28040
#28041 posted by mfx [92.228.155.143] on 2016/09/10 03:18:02
wow, thx kp for linking that!
 You're Very Welcome
#28042 posted by killpixel [201.202.198.162] on 2016/09/10 03:49:15
I was happy to find such a quality write-up!
 Yeah Thanks!
#28043 posted by ericw [108.173.17.134] on 2016/09/10 03:52:28
#28044 posted by Rick [75.65.153.192] on 2016/09/10 05:04:33
I need a better computer so I can play that game.
 28040
#28045 posted by Shambler [77.96.60.67] on 2016/09/10 09:46:04
Simple as that huh :0
 Sorry
#28046 posted by megaman [95.113.237.194] on 2016/09/10 15:02:21
I need a better game so I can play that computer.
 Thanks Baker
#28047 posted by LTH [176.0.90.124] on 2016/09/10 15:04:59
You're right, it was just the installer. I'll have to grab the full exe off my other machine at some point, then.
 Quake Injector Test
#28048 posted by negke [31.18.51.150] on 2016/09/10 17:39:48
Anyone using the Quake Injector - if you got a minute, could you please test this: install Quoth from scratch through the Injector and check if it's version 2.2, possibly even install some Quoth map (without a prior Quoth installation) and see if it works and runs on 2.2.
 What A Coincidence
#28050 posted by Joca64 [94.61.243.90] on 2016/09/11 02:06:03
I was on vacation during August and decided to do the exact same thing. I've made the first 4 maps, but using Quake 2 PC's original textures and items.
You can find it here: https://www.quaddicted.com/forum/viewtopic.php?id=422
I'm not an expert mapper or anything, this is probably the most complex Quake mapping I've ever done and I've only ever used QuArK, but maybe I could be of some assistance?
 Re: Quake Injector Test
#28051 posted by negke [31.18.51.150] on 2016/09/12 09:38:05
Never mind. Turns out it doesn't work. Blame Spirit. Too bad really - would have been nice if QI and corresponding Quaddicted systems could be set up to automatically install additional files like updates when running maps and dependencies.
 Negke
#28052 posted by megaman [95.114.122.157] on 2016/09/13 14:33:40
whats the faeture request there?
 (maybe Put It On Github)
#28053 posted by megaman [95.114.122.157] on 2016/09/13 14:33:58
 Dear Rick Lipsey.
#28054 posted by onetruepurple [95.160.159.80] on 2016/09/13 19:33:44
How's the wishes remake going?
#28055 posted by Rick [75.65.153.192] on 2016/09/13 20:47:31
It has been 99.7% done for well over a year, but I haven't done anything to it in a long time. I guess I got tired of looking at it.
If I could work up enough enthusiasm to make some better wood floor textures, I'd probably be able to finish it up pretty quickly.
It's really nothing special, just an okay sort of map.
 How About
#28056 posted by onetruepurple [95.160.159.80] on 2016/09/13 21:03:09
#28057 posted by Rick [75.65.153.192] on 2016/09/14 01:32:18
I really hate Windows sometimes.
I was messing around in the registry and accidently deleted an entire branch of keys. No problem, I'll just do a restore.
"Windows Restore could not complete."
Hmmm, I restart and nothing works.
Okay, I will use the "Repair" option from the install disk. Put disk in, reboot from DVD and go to repair.
"This version of repair is not compatible with this version of Windows."
Huh? It's the same DVD it was installed from.
Well shit, I'll just reinstall. There was nothing much on the disk anyway, Steam and Quake was all, because I just replaced the SSD in July.
Reboot from DVD and go to install.
"Windows cannot be installed to this disk. The selected disk is of the GPT partition style"
What? It was just RUNNING from that disk 30 minutes ago.
So Google tells me I need to delete all the existing partitions. Well, I didn't really want to do that because there's several games in the Steam folder that would have to be re-downloaded and some saves I might want to keep. Luckily I had a couple of new SSDs not in use yet, so here I am fucking around with a computer when I really wanted to be doing something else. Thank you Microsoft.
 Win! Dose
#28059 posted by Mugwump [80.214.116.39] on 2016/09/14 02:48:30
 Gibs Or Jibs
#28060 posted by DaZ [79.66.129.119] on 2016/09/14 02:49:51
#28061 posted by metlslime [159.153.4.50] on 2016/09/14 03:02:22
anyway it's giblets with an L, not gibets.
#28062 posted by Rick [75.65.153.192] on 2016/09/14 03:48:03
The most annoying thing about Windows is that while I can install it in 10 minutes, it can take another hour to make it look and work the way I want it to.
So many of Microsoft's default settings make me want to bang my head on the desk. Thankfully, a couple of years ago I wrote myself an 8 page instruction sheet, so I can usually get it done fairly quick.
The fact that almost all the software and programs I use run in portable or semi-portable mode off a completely separate disk helps a lot. And I have a flash drive with a separate folder for each computer that has all the chipset, ethernet, etc drivers and stuff needed for a re-install.
It's been 2 hours and the machine is pretty much back to where it was. About all that's left to do is copy Steam and Quake off the old drive.
 Install Gentoo
#28063 posted by Pritchard [131.170.5.2] on 2016/09/14 04:23:11
#28064 posted by Rick [75.65.153.192] on 2016/09/14 05:17:52
I already use Debian on my lab/workshop computer, and I should be able to retire my Windows server this week. I have a FreeNAS box to replace it, just need the new drives to finish testing and then I can set it up.
I don't really find Linux any easier to use than Windows, if anything it's harder to make it do simple stuff, but at least it doesn't give me that icky "we're spying on you" feeling all the time.
Sadly, because of games mostly, I think at least one Windows/Steam machine is going to be a necessity for a while.
 This Made Me Larf
#28065 posted by Mike Woodham [87.127.250.3] on 2016/09/15 14:43:36
I really hate Windows sometimes. I was messing around in the registry and accidently deleted...
#28066 posted by Rick [75.65.153.192] on 2016/09/15 15:14:30
Seems like one of Microsoft's tracking methods is called "jump lists", sort of like a most recently used list, but it includes things like web addresses you've visited. Even if you turn off the option to keep a history of recent files and such, it looks like it still records them, they're just not shown.
While using "private browsing" in Firefox, Windows still writes data to the folder where the history file is saved. That doesn't seem right, and I was trying to find a way to remove the folder, but it's some kind of super-protected system file. I was poking around in the registry to what could be done there.
It was an accidental error, but regedit has no undo function and I hadn't made a backup because it was a relatively fresh install.
I finally ended up just removing all permissions from the folder and now I don't see any writes being made.
#28067 posted by [177.79.19.219] on 2016/09/15 17:58:32
If Quake was done by the same people today, it would be a VR board game set in an ancient Chinese holographic world with an upbeat pop-goth soundtrack.
 And
#28068 posted by Qmaster [70.195.72.82] on 2016/09/15 19:08:12
It would have in app purchases. And bug you about sharing match results on facebook.
 Hey Mike
#28069 posted by Tronyn [130.179.244.30] on 2016/09/17 04:00:27
Good to see you still lurking around (lol that's all I'm doing these days too).
I don't want Windows 10. I think I might actually bite the bullet and switch to Linux. I'm pretty incompetent and lazy, but all Microsoft had to do to keep me as a user, was simply refrain from doing all the bullshit they did do.
#28070 posted by Rick [75.65.153.192] on 2016/09/17 04:32:30
Linux isn't bad. The biggest problem is that there's too many of them. I think I've got 6 or 7 on my test machine. Sad thing is, I don't really like any of them.
I've used Mint for almost 2 years on one machine, but the only thing it's used for is web browsing and e-mail. Too much use of that snot green color, other than that it's okay.
#28071 posted by Pritchard [121.219.4.122] on 2016/09/17 05:21:52
I like using arch, although I've only ever run it on headless systems that i just ssh into. The package manager is quite nice, and there's plenty of documentation out there.
I'm pretty sure it's not too hard to build a good desktop GUI on arch, you just need to know what works well with your hardware and how to install it. I've never tried though. Still, if there isn't a particular distro that you like, Arch might help you build one better suited to your needs.
Of course, if the issue is more to do with linux and its ecosystem in general, not much help there...
 Go Map!
#28072 posted by Qmaster [50.109.143.170] on 2016/09/17 17:15:40
 Just Played...
#28073 posted by Mike Woodham [109.148.208.61] on 2016/09/17 21:08:57
q1tm3_hrimfaxi: Raisins in a box
q1tm3_hrimfaxi2: Careful with that axe
From a turtle map of January 2004. I especially liked hrimfaxi2.
 Careful With That Axe, Eugene?
#28074 posted by adib [192.228.171.156] on 2016/09/17 22:20:23
Hrimfaxi named a map after a Pink Floyd song I love and always thought would make a great map name.
Linux
I use an old HP notebook to watch Netflix on TV. I had a few problems connecting to TV thru HDMI on Windows 7, but it was working. Then I updated do Windows 10 and it stopped working completely. Searched for solution, tried to update drivers. Nothing. Then I installed Windows 7 back. Nothing. Then Windows 7 started to ask for activation.
I installed Ubuntu Mate. HDMI working wonderful, easy installation, fast boot, no hassle. Mate is classic interface, very easy and fast. And free.
 Hmmm...
#28075 posted by Mugwump [80.215.42.230] on 2016/09/17 22:37:08
I don't like that song much but I love Floyd and that title, and I've played good maps by Hrimfaxi before so I'll have to download this.
 Pink Floyd And NiN Song Titles
#28076 posted by Bloughsburgh [24.131.201.197] on 2016/09/18 00:19:22
Are great for map names.
#28077 posted by Mugwump [80.215.103.77] on 2016/09/18 10:14:29
Dibs on Welcome to the Machine.
 8-)
#28078 posted by Hrimfaxi [89.150.173.209] on 2016/09/18 16:30:51
Yeah! I have always loved Pink Floyd.
Made a few maps with titles from Floyd,
Pow r Toc h, Set the Controls and the above Careful...! Any more? Hmmm... don't remember.
 Hrim
#28079 posted by adib [192.228.171.156] on 2016/09/18 17:06:01
My TCC at college, back in 1995, was a strategy 2D game in Visual Basic, called Sysyphus.
 8-) Nice!
#28080 posted by Hrimfaxi [89.150.173.209] on 2016/09/18 17:23:52
#28081 posted by Mugwump [80.215.103.77] on 2016/09/18 20:00:06
The Division Bell would be a great map title. Imagine a map split in two by a huge chasm, with a tall steeple in the middle. Of course, the bell would go bong! bong! either during the whole game or only for the final fight.
 Floyd
#28082 posted by Pritchard [49.199.7.42] on 2016/09/19 04:31:54
"The Final Cut", "Terminal Frost", "In The Flesh", "The Thin Ice" would all make pretty decent names, I think.
#28083 posted by Mugwump [80.214.26.1] on 2016/09/19 05:00:12
Another Brick in the Wall could be used for a Backsteingotik-inspired map.
 Just Played...
#28085 posted by Mike Woodham [109.148.208.61] on 2016/09/19 10:04:35
...Down the Ratbit Hole by neg!ke (obviously, this was before his amputation) from the sm100 turtle map event in July 2005.
Really liked the architecture - my kind of map - but when I got to the rat, and after reading all the messages, I shot at it, I got a MOVETYPE_PUSH error and crash.
I tried again and started shooting before the messages and everything went OK.
When I came the final battle I had one Shambler left but 7 health and no ammo. So I had to run away and search the map for any leftovers. Eventually, I found some and returned to get the last Shambler only to find another one teleported in as a backup. I managed to kill it with the very last of my ammo.
Good map from a time gone by
 Amputation?
#28086 posted by Mugwump [80.214.26.1] on 2016/09/19 10:37:10
 Mi!ke
#28087 posted by negke [31.18.51.150] on 2016/09/19 12:02:33
You must have played the version from the turtlemap pack then. There's a standalone version where that crash bug is fixed. It was caused by a rogue brushless door entity and often occured when using grenades in the rat room.
Why I used an awkwardly clipping trigger instead of making the rat a func_button is beyond me.
Shame about the lighting and grindy gameplay in teh map, but then again, not bad for one week (including the loss and subsequent rebuilding of 1/3 of the map after an editor save mishap).
 Negke
#28088 posted by Mike Woodham [109.148.208.61] on 2016/09/19 13:27:02
Although the crash surprised me, it did not spoil my enjoyment of the map. Well done.
Mugwump:
Once upon a time, in a world far away, Neg!ke was playing with scissors. Now we all get taught at school never to run with scissors in your hand but Neg!ke would not listen; he thought he knew better than his teacher. Well, guess what; he didn't.
He ran with scissors, fell over and Neg!ke became Negke.
 D'oh
#28089 posted by Mugwump [80.214.26.1] on 2016/09/19 15:57:15
The exclamation mark, of course! I thought you might be talking about a real amputation. That would've sucked.
Nice story BTW. Some others make a living out of Running With Scissors.
 Spamalot
#28096 posted by Mugwump [80.215.159.117] on 2016/09/20 07:31:17
It would seem spammers are on a roll today...
 Just Played...
#28097 posted by Mike Woodham [109.148.208.61] on 2016/09/20 23:02:51
...Hangover Devastation by Ankh.
Good monster placement, and nice architecture. Liked it.
 Deathmatch Classic's Unusable Leftovers Of 3WaveCTF Has Been Recreated
#28100 posted by Daya [86.192.98.7] on 2016/09/21 21:44:02
#28101 posted by Johnny Law [4.16.194.34] on 2016/09/22 00:29:47
Ha ha holy crap.
I do really want to poke around in those maps. I lived in the original 3wctf maps for a while back in the day.
#28102 posted by dwere [213.87.146.123] on 2016/09/22 00:44:21
I've been looking into DMC only recently. It has very interesting Quake weapon remakes. The designs are closer to the later titles such as UT or even Quake's own sequels, but still very good.
#28104 posted by Daya [86.192.98.7] on 2016/09/22 14:01:11
DMC's weapons ported to Quake when?
 Complaining About The Weather ...
#28105 posted by Baker [50.4.45.41] on 2016/09/22 14:11:48
Who would thought talking about weather effects would induce Spike to patch up Quakespasm to do this:
Sparkles: https://www.youtube.com/watch?v=9TWUVe2_T3c
Crazy.
 Looks Pretty Cool, But...
#28106 posted by Pritchard [121.219.4.122] on 2016/09/22 14:18:30
I can only hope that the community uses these newfound powers with great care and responsibility...
or we DarkPlaces now, bois
All jokes aside, it's pretty cool to see stuff like that. I can't say I'm a fan of any of the particles in the videos here or in the other thread, but that doesn't mean that the tools can't be used to make some great stuff.
#28107 posted by Kinn [86.140.23.106] on 2016/09/22 14:31:33
A particle-based waterfall effect will be very good for quake.
Waterfalls in quake have so far looked shite.
 I Don't Want To Look A Gift Horse In The Mouth, But:
#28108 posted by Shamblernaut [121.45.237.124] on 2016/09/22 14:32:23
is there any possibility that these can retain the original particle aesthetic?
each individual pixel bigger with less of them?
#28109 posted by dwere [213.87.146.123] on 2016/09/22 14:43:54
The problem with many advanced features is them being used by people with insufficient experience. Default particle effects in advanced ports is a good example - they look weak at best. I think Nehahra (of all engines) got the least offensive bullet puff particles.
DMC's weapons ported to Quake when?
I'm surprised I haven't seen this being done yet. Maybe it's the style differences.
 Just The Documentation, Sir!
#28110 posted by Baker [50.4.45.41] on 2016/09/22 14:50:00
The particles sizes and quantities can be set, everything needed for fine-tuning is available.
I'm just documenting, not attempting to do fine-tuning --- that's on mappers. I'm not an artist.
I hope at some point, someone with a more artist eye makes some higher quality examples.
#28111 posted by Pritchard [121.219.4.122] on 2016/09/22 14:51:50
To me, the best way to use this sort of system would definitely cut down on the bloomy effect a lot of those particles have. Have each emission be a single pixel, or maybe two or three. Things like embers from fire, streaks of blood from gunshots, that sort of pixel-y, stylized look would fit well I think, especially considering QS's reputation as "a modern engine for pure quake" rather than being associated with pretty shinies.
Just... keep the aesthetic and you'll probably be popular in this community :p
 Dwere
#28112 posted by Daya [86.192.98.7] on 2016/09/22 14:53:31
If the style's different, then a little recoloring of the textures shouldn't be hard. And if you want to keep the same aesthetics, you can always use DMC's textures (which I adapted for Quake for my mod, and you can download the .wad file from here: http://www.mediafire.com/download/jv7i5kj9a96ap96/dmc.wad )
 Guys
#28113 posted by Kinn [86.140.23.106] on 2016/09/22 15:14:25
You can't have a robust particle system without also allowing the possibility that someone will use it in a way that's about as tasteful as a zoophile felching party.
#28114 posted by dwere [213.87.146.123] on 2016/09/22 15:19:02
Touching up the skins - maybe, but I was talking about the more elaborate designs in general.
Regardless of whether it was forced by the tools or hardware available at the time, Quake weapons look very crude, like they were hacked together in a society that possessed only basic technology and/or didn't care about aesthetics. Primitive and deadly.
 Felching
#28115 posted by dwere [213.87.146.123] on 2016/09/22 15:20:16
Learn a new word every week with Kinn!
 Baker
#28116 posted by Shamblernaut [121.45.237.124] on 2016/09/22 15:49:11
will the effects be available via quakec?
#28117 posted by Baker [50.4.45.41] on 2016/09/22 21:11:41
AFAIK they are, but I'm not Mr. QuakeC and know little about it.
 Just Played...
#28118 posted by Mike Woodham [109.148.208.61] on 2016/09/22 21:17:54
Egypt by Drew and Hrimfaxi, from February 2006.
Great architecture and real sense of scale. Quoth not overused at all. Nice map.
#28119 posted by Pritchard [49.199.1.74] on 2016/09/22 23:44:17
Thanks, Kinn. Now I'm counting the days until someone makes a goatse particle...
#28120 posted by Kinn [86.140.23.106] on 2016/09/22 23:50:50
I believe the Large Hardon Collider is currently trying to create the Goatse Particle.
#28121 posted by Mugwump [80.214.17.167] on 2016/09/23 02:19:40
I didn't know the LHC people were stretching their anus. Where are they on the prolapse front?
 For Science
#28122 posted by Pritchard [131.170.5.5] on 2016/09/23 02:58:01
Still waiting for the perfect "black" hole to come along, I think.
 Oh My...
#28123 posted by Mugwump [80.215.195.211] on 2016/09/23 03:09:19
Have we stumbled into Clerks 3?
 "Google"
#28125 posted by Pritchard [131.170.5.5] on 2016/09/23 07:08:24
Man, I just know when I see that post that func_msgboard is really shooting up the PageRanks...
#28126 posted by Pritchard [121.219.4.122] on 2016/09/23 14:00:58
Has anyone else tried loading saves on maps that have changed? Mine produced some fun results.
In other, off topic (well, it ought to be in mapping help at least) news... I have no idea what to do with the area the video is in. I can't figure out how to build anything fun there. I ALSO can't figure out how i'd want to get rid of it, though. Maybe i'll have to bite the bullet and nuke all that brushwork, we'll see...
 Lol
#28127 posted by DaZ [79.66.129.119] on 2016/09/23 14:03:14
#28128 posted by Mugwump [80.215.207.223] on 2016/09/23 14:10:27
Why get rid of it? It looks cool. Do you mean fun gameplay-wise or detail-wise?
#28129 posted by Pritchard [121.219.4.122] on 2016/09/23 14:19:35
Gameplay. It looks great, I could keep it with just a few monsters... That might be what I do, I guess. It'd be a lot of work if I kept it though, you can see in the video how unfinished it is. Straight edges everywhere!
#28130 posted by Mugwump [80.215.107.166] on 2016/09/23 14:52:12
If you're building this for AD, you could set up an ambush with some monsters behind breakables. Or perhaps a little nasty trap involving lava below?
As for straight edges, a little vertex editing in TB could fix that, or adding some cavern entrances in the stone walls to break the lines.
#28131 posted by Mugwump [80.215.101.97] on 2016/09/23 15:01:43
Another means to both add some gameplay and break the lines of the stone walls could be to set up some platforming along them with ledges and pillars.
#28132 posted by Pritchard [121.219.4.122] on 2016/09/23 15:40:38
It's a Quoth map, but the same sorts of things can be done in quoth anyway so that's fine.
I'm not sure about adding hidden monsters and stuff. I think i'd rather teleport them in infront of the player, if anything. It's a simple pathway from area A to area B, there's not going to be a lot of clutter. (What would the monsters even be? grunts in boxes? dogs??) I'm becoming more and more convinced that I ought to just finish decorating the area and have it be a simple pathway.
Speaking of decoration, here's what I'm aiming for. I've done a section of it already, but it's a lot of really boring, time consuming work to get the level of detail I want.
Also, none of the rockwork in my map is func_detail-ed. I really need to go back and fix that, vis might actually finish quickly then...
#28133 posted by Mugwump [80.215.203.181] on 2016/09/23 16:50:56
"it's a lot of really boring, time consuming work to get the level of detail I want."
Well, quality work is never done with a snap of the fingers!
If I were you, I wouldn't rely too much on monster teleport - I'm far from being the only one who finds it cheap. I see what seems to be a series of dark alcoves above, I would preferably use these instead of teleportation to hide some monsters and trigger them to jump on the player.
#28134 posted by Rick [75.65.153.192] on 2016/09/23 17:45:40
Having monsters teleport in is a gimmick that has been used since the original Doom. While "cheap and easy" does come to mind, I prefer "done to death". That's not to say I haven't done it myself.
#28135 posted by Mugwump [80.214.24.222] on 2016/09/23 19:11:25
I know, I was there back then. Somehow I find it more acceptable in Doom than in Quake but still, it has always bugged me a little.
#28136 posted by Pritchard [49.199.37.20] on 2016/09/24 02:21:50
Yeah, that's why I'm not very keen on the area. Enemies that are there from the start will be engaging from maximum range, which is boring. Enemies breaking out of objects doesn't really suit the area either.
Teleporting enemies is fine if the player does something. Press a button to turn the lights on? Or activate a bridge? It seems reasonable to ambush the player there. They're a bit more in control of the situation, and I think most people are suspicious of buttons after years of similar abuse...
#28137 posted by Rick [75.65.153.192] on 2016/09/24 02:48:58
One possible option that I have used is to place monsters out of sight with ambush flag set. Give them a targetname (can be shared) and when triggered they will set out after the player. Flying monsters such as a pack of scrags can work well this way, especially if one or two come from an opposite direction.
#28138 posted by Pritchard [49.199.37.20] on 2016/09/24 03:28:02
Again not really feasible here :( I can hide some monsters, but not many and only in a small section as the whole area is one big open space with nothing substantial to block LoS.
#28139 posted by Mugwump [83.202.132.146] on 2016/09/24 03:34:45
Rick, that's exactly what I meant earlier when I mentioned those dark alcoves seen in the [section] picture. Pritch, can't you make them come out of there?
#28142 posted by Pritchard [101.180.189.241] on 2016/09/24 04:49:20
They're really just set dressing. The picture may not illustrate it very well, but they're very high up and ver far back from the playable space. Maybe I could get a very extreme monsterjump going, but then it's just monsters falling from the sky, or scrags/bobs attacking from far off in the sky.
I'm thinking one thing I might try is using Sentinels hiding underneath the lava (which will br there someday). Having them rise out of it would be a nice effect.
 Could Be Very Cool Indeed
#28143 posted by Mugwump [83.202.132.146] on 2016/09/24 05:00:41
 Someone Really Needs To Sell Jerseys...
#28152 posted by Mugwump [80.215.46.240] on 2016/09/24 12:55:04
 Can An Admin Please Block This Spambot Address?
#28155 posted by Mugwump [80.215.46.240] on 2016/09/24 14:49:25
 Doom And Fallout 4 For $20
#28156 posted by Rick [75.65.153.192] on 2016/09/24 15:29:49
I just got an email from Newegg that has both Doom and Fallout 4 on sale for $20 with a promo code.
Deals expire at 11:59PM PT on Sunday, 09/25/2016
http://promotions.newegg.com/NEemail/Sep-2016/Express_24/index-landing.html
 Any NFL Jerseys With That??
#28157 posted by Shambler [88.111.223.224] on 2016/09/24 15:39:16
Sick promo anyway bro :)
#28158 posted by Rick [75.65.153.192] on 2016/09/24 15:48:56
Yeah, I'm seriously tempted but my next purchase needs to be a video card upgrade so I can actually play games like those.
 LMAO @ #28157
#28159 posted by Mugwump [80.215.46.240] on 2016/09/24 16:34:53
 Why Aren't Posts That Are Flagged As Spam Not Hidden Or Deleted?
#28161 posted by negke [31.18.51.150] on 2016/09/24 16:59:59
All the mention of spam increases this sites spamgoogle rang!
 +1 Negke
#28163 posted by Mugwump [80.215.46.240] on 2016/09/24 17:33:41
Yeah, they should.
 An Article From Pc Gamer
#28166 posted by primal (nli) [81.175.152.198] on 2016/09/24 22:30:49
#28167 posted by Baker [50.4.45.41] on 2016/09/25 07:48:15
Someone whisper to mankrip that he should recompile start, e1m1 to e1m7 with lit water and put it in .zip and then make some noise about it. Then people will load it up in a supported engine and try it out.
Because he likes lit water, but few people have experienced it ... maybe if people experienced it ...
#28168 posted by Spike [86.169.38.94] on 2016/09/25 10:21:15
that would need lit2 support, otherwise it'll need to either be based on the slightly-different gpl versions and lack textures, or be a copyright violation.
with the original lit format, you can't add lightmaps/styles to a surface that doesn't already have lightmaps, nor move them around
 Baker
#28169 posted by mankrip [177.79.17.50] on 2016/09/25 11:21:08
I've read the replies at InsideQC, but at first I couldn't answer because the Android version of Chrome can't login there, and now I've caught a cold so I'm having a hard time giving thoughtful answers. My head and my whole face was hurting nearly all the time, I couldn't sleep and so far I've used about 200m of toilet paper to clean the dripping from my nose.
But yeah, it's in my plans. E1M4 is a pain to compile though, all those angled surfaces in the underwater cave generate lots of leaks which are very difficult to fix without substantially changing the final geometry. A couple other maps have the same problem. Also, I'm waiting for the release of the next version of TyrUtils-EricW.
Spike: I'm using the GPL map sources for this. Using the textures of the shareware episode isn't a problem, and the textures that are only in the registered version's maps can be replaced with downscaled versions of the textures from one of the retexturing projects.
#28170 posted by Baker [50.4.45.41] on 2016/09/25 11:52:30
How about compiling them with real textures like a normal mapper would?
Unless you think Interpol is gunning for Pulsar for his remake of episode 4 ... http://celephais.net/board/view_thread.php?id=61288&start=25 ... or distrans and scragbait for Travail.
If you are concerned, host them on DropBox, you can say someone hacked your private server and stole the maps you made for personal use.
We'll pin it on Mugwump.
Bethesda will issue a warrant for recompiling the Quake maps with the textures in them -- meanwhile Mugwump becomes famous like Carlos The Jackal.
Mugwump will get international book deals like Edward Snowden --- and with the extra tens of dollars from the insane fame from being a rogue Quake mapper that dared recompile the Quake maps --- he'll use those extra tens of dollar to splurge on such things like upgrading from Windows XP to Windows Vista.
Everyone wins!
/And Mugwump should know I'm kidding around ;-)
 "We'll Pin It On Mugwump."
#28171 posted by Mugwump [80.214.125.174] on 2016/09/25 12:26:53
Ha ha, yeah thanks Baker, that's just what I need! Fuck Vista, that's shit on a stick. I'm actually waiting for the cash to buy myself an SSD so I can install the Win7 that's been sitting on my HD for a while.
 Tool For Generating Geometry
#28172 posted by primal (nli) [81.175.152.198] on 2016/09/25 12:31:34
http://structuresynth.sourceforge.net/
Structure Synth allows you to write rules to generate 3d geometry. It comes with a ray tracer for rendering the creations and can export into .obj format.
There are images created with the help of this program on Flickr.
https://www.flickr.com/groups/structuresynth/pool/
If you have difficulty getting started with the very brief documentation, the 2D program that inspired it might help you along the way. It at least gives you much more in the way of examples to try out and modify.
http://www.contextfreeart.org/
I don't know if it would be workable to generate .obj files with it and use OBJ2MAP to import the stuff into Quake maps. You could give it a try :)
 At Least The Images Are Pretty Inspiring
#28173 posted by dwere [213.87.146.138] on 2016/09/25 12:34:31
 Mod Contest?
#28174 posted by Mugwump [80.215.174.203] on 2016/09/26 03:09:25
Nahuel over at QuakeOne is entertaining the idea of a mod contest. If anyone's interested, make yourselves known here: http://quakeone.com/forums/quake-talk/quake-central/12411-mod-contest.html
 Spamalot
#28176 posted by Mugwump [80.215.174.203] on 2016/09/26 10:45:54
Spambots are getting smarter here... Now they try to look like real people, like this Ravi "person" above.
#28177 posted by onetruepurple [213.227.95.2] on 2016/09/26 12:04:16
There would be significantly less spam if you didn't frequently comment on spam posts.
 OTP
#28178 posted by Mugwump [80.215.174.203] on 2016/09/26 12:44:32
I didn't know that commenting after a spam increased the spam attacks. Sorry.
 I Think The Point Is That
#28179 posted by Kinn [86.140.23.106] on 2016/09/26 17:19:29
Replying to a spam post with a worthless comment is also spam. HTH :)
#28180 posted by Error 71 [88.111.208.81] on 2016/09/26 17:22:06
Spam error.
#28181 posted by [80.215.174.203] on 2016/09/26 17:37:29
Right. For a moment I forgot about the unfriendly climate around here. This little break through the clouds was good while it lasted.
 Sticky Says...
#28182 posted by Mike Woodham [109.149.215.187] on 2016/09/26 18:18:19
"Talk about anything in here."
So, lets talk about spam, eh?
(I now need a graphic that shows me sniggering like they used to in Spy vs Spy)
 So I've Been Out For A While, How's TrenchBroom Going?
#28184 posted by Daya [86.192.98.7] on 2016/09/27 11:41:18
 Boom Ka-chuk
#28185 posted by quacky_boom_boom [178.32.3.240] on 2016/09/27 23:24:29
Tried making a 44Khz shotgun replacement sound while _trying_ to stay reasonably close to the original. Pretty damn hard. This one is much more clicky though, but I kind of like that. Then again, I've been listening to it waaaaay to much today so I've gotten totally tonedeaf. Some fresh ears would be appreciated.
https://www.wetransfer.com/downloads/ae44b642a1ba81149f4b9e1dfd3c725020160927211126/6c3a0e
 Textures
#28186 posted by killpixel [174.48.226.83] on 2016/09/29 00:39:27
here's a bunch of free texture resources, or you can buy the zip of ~600 images.
#28187 posted by Pritchard [121.219.4.122] on 2016/09/29 01:41:24
Using textures that high-resolution for Quake... I mean, you'd have to shave off so much detail to get them in the game I imagine. I'm sure they'd mostly just look like blobs of colour at that point :/
 Garish
#28188 posted by Qmaster [50.45.47.8] on 2016/09/29 01:52:37
#28189 posted by mankrip [186.227.14.198] on 2016/09/29 01:56:53
Those seems to be for CG movies, not for games. <a href="http://seamless-pixels.blogspot.com.br/2011_11_01_archive.html">Source.
#28190 posted by mankrip [186.227.14.198] on 2016/09/29 01:58:05
 Well, Yeah
#28191 posted by killpixel [174.48.226.83] on 2016/09/29 02:01:28
I meant as a resource, for a pattern, noise, something to draw over. I dunno, I just made this and this. Granted, the amount of source texture is negligible, but it's there!
#28192 posted by Pritchard [131.170.5.6] on 2016/09/29 05:13:47
Those look pretty nice, to be fair. Having a backing texture to work off of would, I imagine, cut down on how long it actually takes to paint something like that.
#28193 posted by dwere [213.87.145.36] on 2016/09/29 12:16:14
Making all the bumps from scratch is pure masochism, so yeah.
 Glad
#28194 posted by Cocerello [213.60.80.32] on 2016/09/29 14:44:42
to see your textures again, it's been a long time.
 #28191
#28195 posted by mankrip [179.236.233.183] on 2016/09/29 16:56:38
I've taken another look, and there's definitely a few ones I could use.
#28196 posted by killpixel [174.48.226.83] on 2016/09/29 18:09:44
Cocerello - more to come, this time accompanied by geometry and lighting! (not for quake, I'm afraid)
Mankrip - good, glad someone found it useful.
#28197 posted by Mugwump [80.215.71.189] on 2016/09/29 18:15:11
"not for quake, I'm afraid"
What for, then?
#28198 posted by killpixel [174.48.226.83] on 2016/09/29 18:55:24
Just a personal project.
#28199 posted by Baker [50.4.45.41] on 2016/09/30 00:32:55
Mugwump ... Steam forums are the clueless helping the clueless and never being able to solve anything because it's just bad advice upon more bad advice.
Please don't ruin this place by destroying the technical threads by just throwing out some random offtopic guess.
1) It doesn't help the guy asking
2) It doesn't help the thread be useful as reference
3) It really isn't respectful to the great mappers and modders that sought to make this place as a home for the mappers.
I think a number of people here like you, but don't hurt the site by hurting the quality of the reference threads with random crap shoot answers.
 Baker
#28200 posted by Mugwump [80.215.76.113] on 2016/09/30 02:18:28
I guess you're talking about my reply from yesterday regarding particles in the Spiked QS thread. I'm well aware of my very limited knowledge but I still wanted to help if I could. I understand what you're saying though. In the future, when I have only guesses to provide instead of the answer, I'll refrain from doing that and let the big boys do the troubleshooting.
Thanks anyway for explaining things calmly instead of bashing me like some others would probably have.
 Textures From Spiral Graphics
#28201 posted by primal (nli) [81.175.152.198] on 2016/09/30 16:01:32
http://spiralgraphics.biz/packs/browse.htm
This is a collection of free seamless textures. Rick used some of them in a map of his, and his message from 2014 is the only time this collection is mentioned on the forums before (at least as far as Google knows).
Maybe you'll find something you can use. Converting to Quake tex sizes and palette might be difficult, as usual. They aren't restrictive about letting you use them.
http://spiralgraphics.biz/packs/usage_rights.htm
 Quick Poll - Mod Choices Face-Off
#28202 posted by Qmaster [70.195.75.145] on 2016/09/30 16:13:13
1. Do you prefer Quoth gaunt lightning or AD gaunt plasma?
2. Do you prefer AD Death Guard or Quoth Death Guard?
3. Do you prefer Rogue plasmagun, Quoth plasmagun, AD plasmagun, or Zerstorer chain lightning gun?
Other answers are of course welcome.
#28203 posted by Mugwump [80.214.116.128] on 2016/09/30 16:41:37
1) AD. I feel like the lightning attack should remain the signature shambler attack. Also, Quoth Night Gaunts suck big time at aiming it.
2) Not sure.
3) AD, mostly for its look that calls back to the original Doom. Chain lightning is not really in the same league, with its tactical use being so different. Also it's a little OP.
#28204 posted by onetruepurple [95.160.159.80] on 2016/09/30 16:48:39
1. Plasma Gaunt.
2. I really don't think those two are comparable at all.
3. Quoth Plasma Gun.
 Good Questions.
#28205 posted by Shambler [88.111.205.36] on 2016/09/30 17:26:22
1. Gaaaaay.
2. Bent as fuck.
3. Your mom.
#28206 posted by mindbound [62.85.19.238] on 2016/09/30 18:37:34
AD on all counts.
 None
#28207 posted by kaffikopp [90.149.246.64] on 2016/09/30 19:25:02
id1 fo lyfe
#28208 posted by metlslime [159.153.4.50] on 2016/09/30 19:49:43
https://github.com/mxgmn/WaveFunctionCollapse
I wonder if this could be used to create quake textures... say, put in a 64x64 grass or rock texture and see if it can produce a usable one that is 128 or 256 with less obvious repetition.
 Here's Another One
#28209 posted by Kinn [86.140.23.106] on 2016/09/30 19:58:11
Filter Forge
https://www.filterforge.com/
I titted around with this a few years ago and made some pretty great stuff. Definately worth looking at if you want to use algorithms to make textures.
 Well, That's Nifty
#28210 posted by killpixel [107.72.162.57] on 2016/09/30 19:59:43
#28211 posted by Rick [75.65.153.192] on 2016/09/30 20:21:43
I made a series of brick textures that all started from one of the Spiral Graphics images. You can see many of them in the Wish13_ screenshots at Quaketastic
 #28208
#28212 posted by mankrip [179.236.233.183] on 2016/09/30 22:42:05
Here's the answer.
How well does it work on higher resolution assets like grass?
In short, badly. For high res inputs you want to use not this algorithm but something like texture synthesis.
(copying the comment from HN):
"Efros' and Leung's method doesn't satisfy the (C1) condition. The closest previous work is Paul Merrel's model synthesis.
WFC and texture synthesis serve similar purposes: they produce images similar to the input image. However, the definition of what is "similar" is different in each case. If you have a high def input with noise (like realistic rocks and clouds) then you really want to to use texture synthesis methods. If you have an indexed image with few colors and you want to capture... something like the inner rules of that image and long range correlations (if you have an output of a cellular automata, for example, or a dungeon), then you want to use WFC-like methods."
 Substance Designer Is My Weapon Of Choice
#28213 posted by khreathor [78.88.31.113] on 2016/10/01 05:33:26
In Substance Designer you can create nice procedural tiled textures. Here are some old tests:
Procedural bricks
Downgrade preview - Hi-res to 64x64
I'm using it currently for my Snowy WAD. Modifying original textures to be covered in a snow:
Example set
Same set but as a gradient
Nodes:
All nodes view
One texture section
 Hell Yeah
#28214 posted by killpixel [174.48.226.83] on 2016/10/01 05:41:17
that's rad. That snowification seems to work pretty well.
Ultimately, I'd prefer having the talent/discipline to work pixel by pixel. But I don't have that, so alternative methods like this are pretty sweet.
 Substance Abuser Is My Designation Of Choice
#28215 posted by Mugwump [83.202.84.73] on 2016/10/01 05:49:23
Sorry... couldn't resist the wordplay. Me likey the snowy texies!
 Kingpin
#28216 posted by Rick [75.65.153.192] on 2016/10/01 06:19:58
Did anybody here ever actually play Kingpin? It gets mixed reviews generally, but the GOG Back to School sale has it for $3.99
I was just debating whether to get it.
Lot's of games at good prices there. It ends sometime Sunday.
#28217 posted by khreathor [78.88.31.113] on 2016/10/01 06:41:20
Imo it's a good game. Has good atmosphere and few interesting mechanics like followers, who You can hire and they will fight by your side. Sometimes gameplay is getting too hard, but I have good memories in overall.
So... Go get it!
...and if you like cool mechanics get Messiah too.
#28218 posted by Mugwump [80.215.36.162] on 2016/10/01 11:07:18
Haven't played it since then but I have fond memories of this game.
Messiah looked interesting too but I never was able to run it on any of my systems.
 Kingpin
#28219 posted by nitin [220.244.163.153] on 2016/10/01 13:34:38
is a very nice game.
 Hey
#28220 posted by Qmaster [50.40.202.177] on 2016/10/01 14:55:05
Should we create a Netradiant thread with the links provided by ww in the mapping help thread?
#28221 posted by Kinn [86.140.23.106] on 2016/10/01 16:34:59
Should we create a Netradiant thread
Yes please. Now that someone has decided to carry on developing that editor it would be nice to centralise the posts, and hopefully bring it to the developer's attention. One real obvious feature it could do with is support for valve 220 texturing.
 Ok Then
#28222 posted by Qmaster [50.40.202.177] on 2016/10/01 18:38:42
I created a thread for NetRadiant...mind you I'm not terribly experienced with it so others please chime in with your input over there.
 I Just Played...
#28223 posted by Mike Woodham [109.146.201.87] on 2016/10/02 10:30:13
... the Orl Maps from 2006.
Some good stuff and some err... not so good (some decidedly dodgy brushwork in a couple of places). Played on Normal and got thrashed, played on Easy and did a little better. But overall, a good romp with some difficult set pieces and some c-r-a-z-y textures.
To be honest, I simply didn't understand the Pie Room. I managed to eat them all but still got eaten myself.
 Kingpin
#28224 posted by dwere [213.87.129.9] on 2016/10/02 10:56:16
I tried to get into it a few times, but always stopped right at the beginning - when you get your first gun and it feels a bit like using the pistol to fight mid-to-high-tier monsters in Doom.
 #terrafusion Quotes Out Of Context Go.
#28225 posted by onetruepurple [95.160.159.80] on 2016/10/02 13:34:29
<cardo> yes, spoiler alert: I am onetruepurple's ass skin
 Dwere
#28226 posted by Mugwump [80.215.14.136] on 2016/10/03 05:58:58
Yeah, the first gun sucks major ass, but it gets better when you have more firepower.
 Question
#28227 posted by mankrip [179.236.233.183] on 2016/10/04 02:51:20
#28228 posted by Baker [69.47.142.25] on 2016/10/04 03:05:26
In a few different ways, Valve finished what id Software started and abandoned.
1) Good level editor - Hammer after acquiring Worldcraft
2) Taking single player story telling and taking what Quake did and extending to new heights. (Half-Life for starters, ..)
3) Taking multiplayer and extending it to new heights .. Counter-Strike ---> Team Fortress 2 ---> CSGO
4) An integrated store with user ids and built-in accounts, with options to purchase more stuff --- Steam, obv.
id Software went the other direction, boiling Quake deathmatch down to a pure "bots"/multiplayer direction ---> Quake 3 Arena.
id went to the simple route, Valve went the diverse route.
id Software is a ghost of what it could have been, Valve maximized what it could become to the limit.
#28229 posted by Pritchard [49.199.31.19] on 2016/10/04 03:49:43
I think what "killed" id was really the creative loss they suffered around Quake, to be honest. Carmack drove the company in a very technical direction from that point on, and I think the real legacy since has been the technology they produced. Q3A may have been barebones, but the id tech engine for that game went on to power a good chunk of the industry, even to this day. (Call of Duty, as far as I know, is still built on top of the codebase they started with, which was id tech)
I think what's hurt them now is the expanded requirements of gaming. Competition is rougher, and engines need to do more and do it better as well. Newer id techs just don't grab as many eyeballs as they used to, and the licensed engine business has been dominated by a few core companies, none of which are id.
 Mankrip
#28230 posted by Mugwump [80.214.22.110] on 2016/10/04 04:41:48
What was the question?
This seems like a cool article, thanks for the link. I had no idea Laidlaw had worked @id.
 #28230
#28231 posted by mankrip [179.236.233.183] on 2016/10/04 04:53:42
Oh, I forgot to remove the title before posting.
I couldn't formulate the question.
#28232 posted by mankrip [177.79.17.56] on 2016/10/05 03:31:02
#28233 posted by dwere [213.87.147.122] on 2016/10/05 04:00:28
Well, if you count infighting that cost the company Hall and Romero, it wasn't the happiest of fairy tales.
 Id Was Good At Infighting Back In The Day Of Quake And Doom
#28234 posted by Qmaster [70.195.71.100] on 2016/10/05 04:47:04
 @mk
#28235 posted by Baker [69.47.142.25] on 2016/10/05 05:09:28
Seriously?
You can't say "small team cannot make popular game" today.
Ever heard of Minecraft?
Most popular game in recent history completely undermines your statement.
#28236 posted by Mugwump [80.215.155.162] on 2016/10/05 05:13:22
I guess if id were starting today they would be an indie dev team.
 Baker
#28237 posted by mankrip [186.227.14.198] on 2016/10/05 05:51:20
It's not about popularity (although that helps to pay the bills). On the contrary.
It's about creating amazing ambitious innovations, with bold artistic expressions that aren't afraid of taking risks or becoming unpopular. About having a rich and strong creative vision and following it.
The infighting was a collateral effect, but they still managed to create truly inspiring things no matter what.
 "Unpopular"
#28238 posted by Baker [69.47.142.25] on 2016/10/05 06:02:59
1) The early works of id Software were not works of art. Commander Keen? Wolfenstein? Doom? Quake 3?
2) They were targeted specifically to be POPULAR.
2a) Blood and guts everywhere
2b) Berserker powerup in Doom, enemy turns into bloody pulp when hit.
2c) Evil "God mode" looking powerup
2d) Nine Inch Nails sound track and NIN on health boxes? I don't claim to know much about NIN but I think they were a popular band in the 1990s.
2e) Carmack giving away his Ferrari in a tournament? He was about being cool.
2f) Quake 3 arena announcer saying cool stuff in a super-manly voice like "Excellent"?
I do not know what id Software you are talking about, but it isn't this one.
/You can make part of that argument about Quake about art, if you successfully ignore all of their early works and also ignore Quake 3 Arena.
Note: Being unpopular in business = no sales.
 Controversial, Then
#28239 posted by mankrip [186.227.14.198] on 2016/10/05 10:27:15
#28240 posted by mankrip [186.227.14.198] on 2016/10/05 13:28:34
Holy fuck, I just wrote a 5 paragraph reply about this and bloody Chrome thrashed it.
Anyway. Id wasn't afraid of pissing people off. They didn't want to be "popular" as in pleasing everyone. Their games weren't bland watered down crap with hands-holding gameplay. They didn't play safe when developing their games.
Their primary goal wasn't about being popular. It was about giving excitement to people, no matter how controversial their means could be. It was about building a loyal audience with people who liked the kinds of things they were creating. This is not the same thing as trying to please everyone.
 It Was About Building A Loyal Audience...
#28241 posted by [87.127.250.3] on 2016/10/05 17:11:05
...people who liked the kinds of things they were creating...
Yup, that's what being popular means.
#28242 posted by Killes [91.1.52.223] on 2016/10/05 17:17:24
"It was about building a loyal audience with people who liked the kinds of things they were creating. This is not the same thing as trying to please everyone."
Spot on. Not everyone around were gore / thrash metal / NIN fans back then nor are they today. They were definitely making games for like minded tastes. The games themselves were good which got them success despite their vibe.
They could of also gone a more clean star trek / star wars / marathon vibe but no their thing was thrash metal horror movie culture stuff, with lovecraftian stuff and dark industrial sounds later on with Quake.
After that point though they lost the aspect of creating a consistent vibe within their own "pop culture", surely due to the team breaking apart or the teams evolution of taste going separate ways.
Doom 4 is in those vibes now by design to punt on the nostalgic aspect. The teams are way too large now to have this kind of thing organically appear.
Luckily a pretty decent effort was made of it, they sure hired the right music guy, they seems to also have hired the right art guys etc etc.
And we should not forget to thank Sergeant Mark IV for Brutal Doom, without its demonstration of the popularity potential of ultraviolence in this context I don't think Doom4 would of been what it is.
 Boom! Spot-on
#28243 posted by Mugwump [80.215.11.114] on 2016/10/05 20:56:04
 Too Bad The Mod Itself Is So Trashy
#28244 posted by dwere [213.87.147.122] on 2016/10/05 21:38:53
 Poppycock
#28245 posted by [109.147.247.191] on 2016/10/05 22:47:20
Gobbledygook, Hogglewash
 Anyone Who Hates Brutal Doom Is A SJW Feminist Cuck
#28246 posted by Vivian James [62.80.200.190] on 2016/10/06 04:24:45
 Thought I'd Share This
#28247 posted by Qmaster [50.40.202.177] on 2016/10/06 06:05:44
For all those who weren't completely a fan of the Quakeguy jump sound and his noisy landing. These are the "huhmp!" and "ooph!" sounds redone using the footsteps used in AD as a base:
Jump: jump.wav
Jumpland: jumpland.wav
<engages shield> <braces for flak>
 Everybody Looks At The Past
#28248 posted by primal (nli) [81.175.152.198] on 2016/10/06 09:01:54
Talk above on id's history reminded me of some of the things Carmack said in his BAFTA speech this year.
"I can remember when I was a teenager, and I was convinced that I'd missed the golden age of Apple II gaming, that I would never get to be Richard Garriott," [Carmack] told the audience.
"The opportunities I had aren't there for people today, but there are new and better ones. And, personally, I'm more excited about these than any that have come before."
Source
http://www.gamesindustry.biz/articles/2016-04-12-thank-you-for-this-honour-but-im-just-getting-started
 John Romero At GDC EU
#28249 posted by Pritchard [121.219.4.122] on 2016/10/06 11:04:13
video
General overview of the history of id while he was there, with a few Quake bits at the end + he answers a few Q&A questions about Quake.
 I Know D4's Night Sentinels Are Their Own Thing But
#28250 posted by Daya [81.49.140.252] on 2016/10/06 11:06:18
http://image.noelshack.com/fichiers/2016/40/1475744709-night-sentinel-ranger.png
I saw it too fitting since I always saw Q1's human bases as a mix between raypunk and dieselpunk, adding a mix of medieval into it just fits.
 Qmaster
#28251 posted by Kinn [82.132.244.127] on 2016/10/06 11:18:44
No flak, I tread over those noises too - the grunts are so annoying.
#28252 posted by dwere [213.87.147.250] on 2016/10/06 13:46:29
I'm much more annoyed by the hard landing sound. It sounds like your bones crack a little every time. By far the most cringe-inducing sound in the entire game, and the best reminder that the Quakeguy must be in constant pain from all the injuries he sustained.
#28253 posted by Pritchard [121.219.4.122] on 2016/10/06 13:50:27
Being in constant pain makes it really metal. It's part of the Quake aesthetic /s
#28254 posted by Killes [91.1.58.37] on 2016/10/06 14:00:27
In Doom too. Come to think of it its really missing from Doom 4.
No pain sounds, no grimacing bloody portrait etc.
Weird, did they have a reason for this ?
I guess everyone needs to be a superhero like character or something.
#28255 posted by Kinn [86.149.69.132] on 2016/10/06 14:07:13
and the best reminder that the Quakeguy must be in constant pain from all the injuries he sustained
But that's what keeps him going. The indescribable, infinite pain, that continuously infuses every aspect of his body and mind.
 Like Me When I Play Marcher Fotress
#28256 posted by DaZ [79.66.139.150] on 2016/10/06 14:32:13
ooiOioiOiOioiio
#28257 posted by mankrip [179.197.182.165] on 2016/10/06 19:39:01
I've realized I was in a bad mood due to lack of sleep and other personal stuff. Disregard my previous comments.
 Don't Mistake Jealousy For Pain, Daz
#28258 posted by SleepwalkR [93.209.90.84] on 2016/10/06 20:05:51
 LOL Daz.
#28259 posted by Shambler [88.210.179.35] on 2016/10/06 23:15:03
 Could Try Smaller Buttplug?
#28260 posted by Kinn [86.149.69.132] on 2016/10/07 01:33:14
 So That's What Hardcore Gaming Is All About
#28261 posted by dwere [213.87.147.250] on 2016/10/07 01:52:50
#28262 posted by Mugwump [80.214.112.98] on 2016/10/07 03:34:41
If I wore that thing you'd have to call me Cameltoe.
Jessica Jones, S01E05
 New Directors Commentary On Bioshock
#28263 posted by killpixel [174.48.226.83] on 2016/10/07 07:19:30
 #28260.
#28264 posted by Shambler [88.210.179.35] on 2016/10/07 11:34:38
Don't even know what that's replying to, but I agree.
 Another 44khz Shotgun Sound Test
#28265 posted by [167.114.118.4] on 2016/10/07 15:45:56
 I Think I Broke That Site
#28266 posted by [37.187.147.158] on 2016/10/07 15:59:10
Probably cause it had "cock" in that filename.
This should work...
guncock.wav
#28267 posted by khreathor [194.181.150.108] on 2016/10/07 17:27:02
Probably cause it had "cock" in that filename.
haha :D
 New Q2 MOD - Strogg Empire
#28268 posted by Void-995 [178.137.64.240] on 2016/10/07 21:40:40
Strogg Empire is an mod in development for Quake 2. Currently, aims to make Quake 2 MP more attractive to modern audience (mostly grown on the Quake 3), adding a "hit-sound" for feedback, 125 HP on respawn, a quick weapons switch, announcer and other enhancements. In addition, there is a plan to add bots and small SP campaign in celebration of the 20th Anniversary of Quake 2. In the end, it's planned to make it's own client for the mod to make possible "Project Relight" (HD lightmaps with normal mapping and specular attenuation for the whole game) which will be included with this mod at. Stay tuned!
Link: http://www.moddb.com/mods/strogg-empire
#28269 posted by dwere [213.87.128.33] on 2016/10/07 22:30:00
Why is the rocket launcher white?
 The Graphics Are Too Good
#28270 posted by [185.100.87.82] on 2016/10/08 08:32:23
 If They Wanted To Attract More Audience
#28271 posted by Daya [81.49.140.252] on 2016/10/08 09:57:20
They should make the controls more like Q1's :^)
 Guncock.wav
#28272 posted by megaman [95.114.12.220] on 2016/10/08 13:20:58
Lacks some punch in the beginning!
 New Q2 MOD - Strogg Empire
#28273 posted by Void-995 [178.137.64.240] on 2016/10/08 11:15:52
Strogg Empire is an mod in development for Quake 2. Currently, aims to make Quake 2 MP more attractive to modern audience (mostly grown on the Quake 3), adding a "hit-sound" for feedback, 125 HP on respawn, a quick weapons switch and other enhancements. In addition, there is a plan to add bots and small SP campaign in celebration of the 20th Anniversary of Quake 2. In the end, it's planned to make it's own client for the mod and base game to make possible "Project Relight" (HD lightmaps with normal mapping and specular attenuation for the whole game) which could be included with this mod. Stay tuned!
Link: http://www.moddb.com/mods/strogg-empire
 Quick Question.
#28274 posted by Shambler [88.111.205.36] on 2016/10/08 13:30:55
What features does this in-development mod actually include??
#28275 posted by dwere [213.87.129.161] on 2016/10/08 13:42:51
Well, looks like the announcer was dropped today!
#28276 posted by Shamblernaut [121.45.237.124] on 2016/10/08 15:13:01
I wonder if most multi-player mods that go for non-realism sort-of end up being a carbon copy of quake 3 inherently. I mean, that game had a shit tonne of polish and logevity.
The draw to do "what x game did" is pretty strong.
I've been thinking of how I would implement a mp mod based on the noir mapjam theme and all I can think of is a TF / overwatch like game. Kinda sad.
#28277 posted by Pritchard [121.219.4.122] on 2016/10/08 15:30:16
When it comes to design archetypes that work, it's really pretty limited on the macro scale. Even moreso in multiplayer, where it needs to be fun for all players rather than 1 player.
If I were to make a noir multiplayer mod, it'd be VIP, which is a rarely-done mode. One team has a player they need to protect, like a crime boss or dame or something, and the other team has to try and fight their way to them and take them down. I think that could be pretty fun, I don't know about a good fit for Quake though...
#28278 posted by Shamblernaut [121.45.237.124] on 2016/10/08 16:58:42
Early cs did it pretty well... It isn't used these days, at least not officially I think.
#28279 posted by Pritchard [121.219.4.122] on 2016/10/09 00:18:08
The only game i know of right now with a VIP mode is Insurgency. I've never tried it though.
 Strogg Empire Q2
#28280 posted by Void-995 [178.137.64.240] on 2016/10/09 08:44:01
Heh, seems like that message was posted twice. :P Only God knows why it wasn't posted to news section, seems I'm too new to this board and don't understand a lot.
The mod started from trying to convince my old friend to play some Quake 2 after a few matches of Warsow. It ended not too fun for him, mainly because "the game feels really old, the Times of Quake 2 in the past, I guess". So just from curiosity, I've grabbed source of OpenFFA and made some changes to make it more friendly to someone who grown on Quake 3, without touching main aspects too much. Then I just found myself lost in having fun with sources of Quake 2. So I thought that it would be great companion mod for another project I'm working on - Project Relight For Q2 (Rebuild of lighting in base game and missionpacks with custom made from scratch lightmap compiler, TBA).
Currently from plans for MP part:
* Better feedback with player, which includes "hit-sounds" and announcer (both messages and sounds
* 125 initial HP to prevent rail spam on respawn points
* Fast weapon switch to make overall feeling of faster game flow
* Integration of other game modes, like TDM, CA, DUEL, CTF, FT in one place
* Integration of 3zb2 bots
 Okay.
#28281 posted by Shambler [88.111.205.36] on 2016/10/09 10:24:46
So what does it currently feature??
 The Problem With
#28282 posted by Shamblernaut [121.45.237.124] on 2016/10/09 10:31:26
125 initial HP to prevent rail spam on respawn points
is one of map design, not game mechanics.
 Current State
#28283 posted by Void-995 [178.137.64.240] on 2016/10/09 11:38:58
First pre-alpha build:
* Better feedback with player, which includes "hit-sounds" and announcer (some messages, alpha version)
* 125 initial HP to prevent rail spam on respawn points
* Fast weapon switch to make overall feeling of faster game flow
 Cheers.
#28284 posted by Shambler [88.111.205.36] on 2016/10/09 12:59:16
That's useful. That's also not really enough content for a news item, News being usually for full and final maps / episodes / mods / engines / mapping tools etc. You might find the Screenshots And Betas thread useful though.
 Beta, Exactly
#28285 posted by Void-995 [178.137.64.240] on 2016/10/09 13:25:44
Thanks, betas would useful for sure! I might post from time to time there about mod and my lighting tool.
#28286 posted by dwere [213.87.129.161] on 2016/10/09 20:30:13
Dunno if it was done before, but I just whacked together a QS-compatible version of EpiQuake for myself, and thought that maybe someone will find it useful.
https://drive.google.com/open?id=0B9DxOfPvG2G1ajIxRFN5X3NoeEk
EpiQuake is: http://www.moddb.com/mods/epiquake
 If You Want To Prevent Railgun Spam
#28287 posted by Daya [81.250.124.37] on 2016/10/10 22:54:41
Simply decrease the railgun's damage from 120 to 80, like QL did, as well as reducing its hitbox, so that it's still a heavy hitter rewarding on precision without being OP.
 Rail
#28289 posted by Void-995 [178.137.64.240] on 2016/10/11 07:43:42
Yeah, first time I saw it in CPMA. Warsow even made it 75, but reload time was reduced around 0.25 seconds, I haven't looked at code, but it feels like 1.25s instead of 1.5s. 100 points of damage is some kind of sign of Quake 2, it's just annoying when someone just abusing spawn points, it may be alright in FFA, but highly unfair in DUEL. You still can do classic RG -> SG/SSG/MG combo to finish your opponent, but that requires little bit more reflex to do it right, read skill.
 OTTT But Latest Blah:
#28290 posted by Shambler [88.111.197.111] on 2016/10/11 22:20:43
#28291 posted by Mugwump [80.215.91.41] on 2016/10/11 22:30:30
Nice! A bit colorful IMHO (green sword?!) but very well done.
#28292 posted by Kinn [86.149.69.132] on 2016/10/11 22:36:35
Shambler: looks amazing as ever.
Muwump: Believe me, the colour palette is very, very restrained for the miniature in question. You should see what rainbow-vomit colours people were painting Tzeentch warriors in the 90s.
#28293 posted by Mugwump [80.215.69.224] on 2016/10/11 22:44:31
I had to look up Tzeentch. Yeah, I'm not very familiar with the Warhammer universe but from what I've seen along the years, it seems pretty colorful in general.
 Awesome
#28294 posted by FifthElephant [178.98.24.232] on 2016/10/11 23:26:22
The blue reminds me of shovel knight
 Very Cool Shambler!
#28295 posted by Bloughsburgh [71.61.61.77] on 2016/10/12 02:29:35
 Cheers Guys.
#28297 posted by Shambler [88.111.197.111] on 2016/10/12 12:18:00
The sword is supposed to be some magical warpstone-infused chaos crystal shit, so that's why it's green.
Yeah Tzeentch is pretty colourful, that's why I like painting 'em....
 I Have A Night Goblin Army
#28298 posted by Shamblernaut [121.45.237.124] on 2016/10/12 12:38:02
It's barely painted at all, I bought it years ago.
Squigs are awesome.
 Looks Good
#28299 posted by Cocerello [213.60.80.32] on 2016/10/12 14:46:25
but i can't see it colorful at all like others, more like the opposite, even the blue in the armour is quite greyish.
What i don't like is the miniature itself being used for Tzeentch, i can't even see it for more than Khorne or Chaos Undivided. Maybe could work for Nurgle with a bit of green/turquoise over what you did, but not for the other two gods. But you did a good work on using the paint to make it at least resemble Tzeentch so congrats for that.
 Coce.
#28300 posted by Shambler [88.111.197.111] on 2016/10/12 16:27:37
It is, by default, a Khorne miniature: https://www.games-workshop.com/en-GB/Slaughterpriest-with-Hackblade-and-Wrath-hammer - I just chose to paint it Tzeentch to demonstrate some techniques to a friend of mine who really likes Tzeentch colours.
#28301 posted by Rick [75.65.153.192] on 2016/10/12 16:44:14
Oblivion had weapons that were an even brighter shade of green than that.
#28302 posted by Mugwump [80.215.134.55] on 2016/10/12 22:13:34
I haven't been very far in Oblivion yet. It's been a while since I haven't touched it (been playing Quake exclusively since the first trailer for Doom 2016 came out) but I'll get back into it someday full time. I made a cool female dark elf with almost pitch black skin and a white mohawk, she looks badass! Haven't seen that kind of weapon yet.
 Oh. OK
#28303 posted by Cocerello [213.60.80.32] on 2016/10/13 00:37:26
Looked around a bit and it seemed to be a generic one, so i assumed, wrongly.
#28304 posted by mankrip [177.79.19.186] on 2016/10/13 16:12:12
Dat feel when no PC.
My main laptop's PSU died and I can't wait to test the latest code changes. Damn anxiety.
And I'm not sure if a repair shop will be enough to fix the PSU, or if I'll have to buy a new one.
#28305 posted by mankrip [189.25.255.201] on 2016/10/13 19:16:21
Forget that. It's actually the laptop itself.
#28306 posted by Shamblernaut [121.45.237.124] on 2016/10/13 19:19:46
can you salvage the disk?
#28307 posted by mankrip [189.25.255.201] on 2016/10/13 19:44:36
The disk is fine, I guess. What happens is that the laptop isn't pulling power from the PSU, and I only noticed any problems when the battery was already depleted. Given my luck, I won't find anyone who can fix it in this city.
 That Sucks
#28308 posted by Pritchard [131.170.5.6] on 2016/10/13 23:58:52
Hopefully you'll be able to get back up and running soon. It's never fun when a computer dies on you :/
How old is the laptop? I'm guessing it's outside its warranty...
 Pritchard
#28310 posted by mankrip [189.25.255.201] on 2016/10/14 05:26:39
It's a second-hand Dell N5110, with a Core i5 CPU. No warranty.
For now, I'm using an older Core 2 Duo PC to test my code changes. Its performance in 1280*960 is similar to the i5 in full HD.
 Mankrip
#28311 posted by Shamblernaut [121.45.233.149] on 2016/10/14 06:36:23
run it in software mode for higher fra...
oh wait.
=P
 LOL
#28312 posted by mankrip [186.243.122.92] on 2016/10/14 16:37:35
 Six On Func_msgboard
#28313 posted by Shambler [88.111.197.111] on 2016/10/15 10:53:19
Posted by NumberSix [108.39.189.136] on 2016/10/15 00:56:41
Hello func_msgboard members!
I just did a full synopsis here: http://quakeone.com/forums/quake-talk/quake-central/29-introduce-yourself-thread-22.html#post168801
I have decided to kick my development up a couple notches with: https://www.patreon.com/six_gaming
To that end I am investing more time on forums and such.
The Main project: "Anode X" an open world puzzle / adventure game
I have a lot of quake experience over the last 20 years, so I will frequently respond in that area.
If you have quake-c questions, I often answer them, and these are the best places to post: http://www.moddb.com/groups/qc/forum/board/hard-code
https://sourceforge.net/p/quake-c/mailman/quake-c-users/
(you have to sign up for both)
Game on everyone!
 Whining
#28314 posted by adib [192.228.140.89] on 2016/10/15 16:16:32
Howdy. Just an update on the experiment I was doing with quinstance tool. After putting together a large greybox of what should be just a section of a water station level, I got sick of it. What to do? After jam6 and a deathmatch level I'm growing a graveyard of unfinished stuff again. Lots of ideas, not enough life.
 True
#28315 posted by dwere [213.87.144.137] on 2016/10/15 16:51:34
Lots of ideas, not enough life.
#28316 posted by mankrip [189.24.37.168] on 2016/10/15 19:51:45
Adib.
Be guided by your vision, not by your ideas.
 Flat
#28317 posted by MarRWing [94.254.145.229] on 2016/10/15 23:36:28
To paraphrase Willem: For the record, I agree that people aren't your friends. They aren't even to be trusted, really.
#28318 posted by Baker [72.168.130.59] on 2016/10/15 23:49:36
I seem to be on an ipv6 network, checking out of curiosity to see what happens here ...
 Does This Thing Have A News Thread?
#28319 posted by megaman [95.113.197.31] on 2016/10/16 12:21:24
#28320 posted by Pritchard [121.219.4.122] on 2016/10/16 12:24:27
 WHAT IF Quake 1 Was A Children's Book?
#28321 posted by onetruepurple [95.160.159.80] on 2016/10/16 22:38:30
 #28321
#28322 posted by mankrip [186.243.81.42] on 2016/10/17 01:46:18
Quake's Ranger looks like Trent Reznor in that.
 Mission 64 (Q2 N64 -> PC Recreation Attempt)
#28323 posted by Q [24.45.129.52] on 2016/10/17 16:47:25
 Does Anyone Mind Me Using Their Mod In My Mod?
#28325 posted by Qmaster [50.45.18.249] on 2016/10/18 05:53:48
I'll of course have you in the credits and readme.
#28326 posted by Pritchard [49.199.32.59] on 2016/10/18 06:19:01
I think that would have to be more specific... Like, "Do you mind me using your custom models in my mod?" vs. "Do you mind me using your QC in my mod?" Etc.
Also it'd probably be better to ask authors directly rather than so vaguely...
 Idea For The Engine Devs
#28327 posted by megaman [95.113.202.234] on 2016/10/18 13:00:59
for the injector it would be very nice to know if a map was completed, how long it was played, etc. As a player this would be VERY useful (so I can remember if I still need to hunt for secrets, or if I completed a map).
- Could you image writing a file like id1/stats/e1m1.info that saves this content?
- Would it be possible to have it standardized between engines? Ideally it would be really simple and maybe extendable. I'm thinking json/yaml with a few mandatory fields/formats. Or just key=value?
#28328 posted by khreathor [91.217.18.31] on 2016/10/18 13:49:22
"Steal" it from the allocated memory! :O
 It Was A Very Specific Question For What I'm Doing...well Almost Done.
#28329 posted by Qmaster [70.195.91.117] on 2016/10/18 16:04:49
#28330 posted by metlslime [159.153.4.50] on 2016/10/18 19:34:26
sounds like a cool idea, would definitely benefit from standardization.
Also need to make sure mods/replacements/new versions are treated properly.
For example, id1/e1m1.info should not apply to mymod/e1m1.bsp
Also, if you get a new version of the map with the same filename (people often release bug-fixed versions), should it wipe the stats?
#28331 posted by Baker [72.168.129.178] on 2016/10/18 23:23:53
Megaman can code. Should just get his hands dirty and make one that does it.
Someone that can code in Java would be able to code in C, after some initial difficulty.
If you decide to do this, hook into PF_changelevel in pr_cmds.c and you can easily capture end of map data like cl.stats[STAT_SECRETS] and cl.stats[STAT_TOTALSECRETS] and the time and such.
#28332 posted by Spike [81.141.229.167] on 2016/10/19 09:28:18
reading client state from the server's code? tut tut... some people have no respect for dedicated servers and latency!
but yeah, something like that would be nice.
biggest issue is that the quake injector isn't JUST maps.
#28333 posted by Baker [72.168.129.173] on 2016/10/19 12:01:15
Admittedly I don't know what the code would look like in a Quakeworld engine (the FTE perspective), but in a regular Quake engine that is handled like this ...
// If client state is connected, then isn't dedicated server
// sv.name is the map name
if (svs.maxclients == 1 && cls.state == ca_connected)
{
FILE *f = fopen (va ("%s/%s.info", com_gamedir, sv.name), "rb"));
// write stats
// ...
}
 A Quick N00b Question
#28334 posted by Mugwump [80.215.3.72] on 2016/10/21 00:19:30
Occasionally in the Quake forums, I stumble upon the HOM acronym. What does it mean? I've tried googling it but "hand over mouth" or "hit or miss" don't exactly fit the context...
 HOM
#28335 posted by ayy lmao [109.163.234.2] on 2016/10/21 00:26:15
It stands for "Hitler Over Mussolini" - which means...when you have the option of two terrible choices, take the worst one because fuck it, when you're that screwed you may as well just roll with the madness.
#28336 posted by ericw [108.173.17.134] on 2016/10/21 00:40:47
 Thanks, Eric
#28337 posted by Mugwump [83.202.198.77] on 2016/10/21 00:48:02
 About 10 Seconds In...
#28338 posted by Qmaster [50.45.18.249] on 2016/10/21 02:57:24
#28339 posted by Mugwump [80.215.3.72] on 2016/10/21 03:52:19
Ha ha, awesome! It looks like a trippy music video from the 70's...
 And The Most Informative Thread Goes To:
#28340 posted by Shambler [88.111.199.146] on 2016/10/21 11:55:24
Dusk
Posted by [212.21.66.6] on 2016/10/21 02:56:30
Have you hear of the game Dusk
#28341 posted by Pritchard [121.219.4.122] on 2016/10/21 12:03:39
I was wondering if it would manage to exist or not. Guess not.
 Buoyancy Assist Harness For A Disabled Goldfish
#28342 posted by DaZ [79.66.129.68] on 2016/10/22 12:21:33
 Well.
#28343 posted by Shambler [88.111.199.146] on 2016/10/22 12:30:04
That's made my morning.
 Re: Quake Map Status
#28344 posted by megaman [77.2.181.210] on 2016/10/24 14:02:33
I'm a c++ coder, but engine code would require hours of investigating for me to do it properly :/
Should I propose a standard, with all your good comments in mind?
Is it easy to hash something? Would solve the problem with different versions.
#28345 posted by Baker [72.168.128.136] on 2016/10/24 22:02:00
I'd pretty much tell you exactly how to do anything you needed, and I don't speak for anyone else but there are 6-7 others here that seem to be willing to help with engine coding stuff too. Didn't metlslime seem intrigued too?
But if you aren't empowered yourself to fiddle with it yourself, a stats project is all about the fine tuning.
Really if you are going to do something like that, you've gotta be doing it yourself if you actually want to get done.
#28346 posted by Killes [46.89.143.145] on 2016/10/27 08:31:58
https://www.reddit.com/r/Doom/comments/59jhwg/a_snapmap_made_entirely_out_of_geomatry_by_request/
So snapmap is slowly becoming a little bit more usefull (its way off still, I know, but)...anyone of the talented folk here had the desire to dig in yet ?
#28347 posted by mukor [73.94.117.141] on 2016/10/28 09:39:03
 How 2k Killed Irrational
#28348 posted by killpixel [107.72.162.93] on 2016/10/28 23:25:41
 Guess Who's Back?
#28349 posted by onetruepurple [95.160.159.222] on 2016/10/29 18:29:57
 Killpixel
#28350 posted by kditd [46.142.70.52] on 2016/10/29 22:48:51
interesting read, thanks for the link.
 You're Welcome
#28351 posted by killpixel [107.72.162.75] on 2016/10/30 02:40:09
I found it interesting too
 Heh
#28352 posted by kaffikopp [90.149.246.64] on 2016/10/31 22:48:37
 Titanfall 2 Uses Heavily Modded Source Engine
#28353 posted by primal (nli) [81.175.152.198] on 2016/11/01 08:59:38
 I Will Say Something...
#28354 posted by Shambler [77.96.60.67] on 2016/11/01 10:44:26
Titanfall2 looks fucking amazing. Even if it's Call Of Mechs.
#28355 posted by FifthElephant [82.21.157.236] on 2016/11/01 20:13:06
Been hearing a lot of good things about Titanfall 2.
 Tile Based 3d Tool
#28356 posted by FifthElephant [82.21.157.236] on 2016/11/02 00:08:43
#28357 posted by Mugwump [80.215.12.155] on 2016/11/02 16:13:55
I was reading the recent discussion about the next map jam in the screenshots thread and since people have been so kindly asked to "shut the fuck up", I'm giving my input here instead:
1) How about an Explore Jam 2, with a little more content than 2 short maps this time? But...
2) I agree with Shamblernaut that it shouldn't happen right away. Let people have the time to work on their personal projects in-between jams. I think one every 4 or 6 months is a good ratio.
#28358 posted by negke [31.18.51.150] on 2016/11/02 19:27:08
Is it just me or is everything about jams around here in recent months?
 Huh?
#28359 posted by Bloughsburgh [75.151.243.225] on 2016/11/02 20:21:07
What's wrong with a popular topic around here being about Quake community mapping events?
#28360 posted by negke [31.18.51.150] on 2016/11/02 22:14:43
Nothing. Just don't forget to keep some individual mapping going.
 Lead By Example, Mang
#28361 posted by SleepwalkR [79.195.3.171] on 2016/11/03 00:03:59
 You Show Me Yours...
#28362 posted by generic [66.87.148.105] on 2016/11/03 00:04:52
;)
 Titanfall 2 Network
#28363 posted by DaZ [79.66.129.68] on 2016/11/03 00:14:08
search for #TF tag and join, it's public.
 Ah Okay
#28364 posted by Bloughsburgh [75.151.243.225] on 2016/11/03 12:38:47
Judging by recent screenshots, I think there are plenty of individual maps in the works!
 #28356
#28365 posted by primal (nli) [81.175.152.198] on 2016/11/03 17:02:50
It does look pretty funky. Thanks.
 I Think The General Conclusion Of This Discussion Is....
#28366 posted by Shambler [77.96.60.67] on 2016/11/03 22:04:01
NEGKE GO MAP.
 Sup Guys
#28367 posted by Shamblernaut [121.45.233.149] on 2016/11/04 22:22:16
does anyone have an animated conveyor belt texture?
#28368 posted by Mugwump [80.215.133.93] on 2016/11/04 22:40:38
Maybe check Quake 2 textures? I remember reading that it used some.
 Word Up
#28369 posted by DaZ [79.66.129.68] on 2016/11/04 23:08:02
Friendly reminder that if a map jam theme and dates are decided please send me all info and media so I can make a video promotion for you, thx!
 Conveyor Belt Texture
#28370 posted by Qmaster [70.195.87.83] on 2016/11/05 14:37:51
I do.
Qmaster's Collection"
+0GRATECONVTEK, in quake_part3.wad. Can't remember where I found it ir maybe I made it myself.
Tips:
Conveyor animated texture is choppy but you might try: "High FPS Texture Animations (Preach)"
An alternative is to use custents which has a conveyor of sorts using multiple trains linked but they have the problem of z-fighting eachother due to ltime discrepancies causing them to get out of sequence and overlap.
The best method is to use my qrobot.qc package with its func_robot_controller to sync multiple "robots"....BUT OH WAIT, I didn't ever release it, and I never did test the conveyor belt idea I had planned...I was waiting to finish that map I've been working on forever that uses them in a clever way.
 Qmaster
#28371 posted by Shamblernaut [121.45.233.149] on 2016/11/05 16:18:23
You're a champ, thanks man :)
 Four Player Quake Support
#28372 posted by Baker [69.47.142.25] on 2016/11/05 17:34:26
Four Player in FitzQuake Mark V - YouTube Video
Should be standard engine feature in a few weeks. It's very prototype at the moment.
/Fifth is largely to blame.
 Baker
#28373 posted by Shamblernaut [121.45.233.149] on 2016/11/05 18:25:51
It strikes me that if you're going to add four "sessions" in a single engine, it would be the prime time to add multi-threading to the engine.
 Why Multithreading?
#28374 posted by SleepwalkR [87.146.34.205] on 2016/11/05 19:02:34
#28375 posted by Shamblernaut [121.45.233.149] on 2016/11/05 19:33:35
Because at the moment (at least in QS) most of the processing in the engine happens within a single rendering loop.
Somebody can correct me if I'm wrong, but if all the "clients" are being processed under the one thread and one slows down, it will effect the others. Whereas if each "client" has its own thread it shouldn't be affected by the performance of the others.
And the frame rate on that video is atrocious =P
#28376 posted by Spike [86.139.74.68] on 2016/11/06 06:45:11
opengl doesn't really support threading. as such, drawing each seat in a different thread isn't practical, and threading the rest of the engine would be a nightmare too.
 Heh TIL
#28377 posted by Shamblernaut [121.45.233.149] on 2016/11/06 07:45:12
I'm a little surprised since opengl has been around forever, thanks spike
#28378 posted by Spike [86.139.74.68] on 2016/11/06 10:23:22
its been around a while, but it also has far too much state to track+sync.
d3d11 has limited multithreading, in that you can at least queue calls from another thread, but vulkan/d3d12 are what you need for proper threading support (multiple device queues mean that even the gpu can safely 'thread' the rendering).
Whereas older apis would need too many locks.
regarding the rest of the engine, multithreading and globals are basically mutually incompatible... and quake just LOVES its globals...
A couple of engines have moved audio mixing off into another thread. FTE has moved various resource loading into worker threads too. Doing such things requires fixing all sorts of things, like console prints, cvar accesses, anything that might interact with simultaneous console commands, etc. Its not fun, which is why I've not tried to properly thread fte's vulkan renderer even though it'd probably be a nice speedup.
 Readmes
#28379 posted by Qmaster [70.195.88.164] on 2016/11/08 00:05:06
I've been making a mod and am about done with features and coding. Need to document it all. What's the best kind of readme?
Some mods use html with pictures, others use simple txt, some both.
#28380 posted by mukor [73.94.119.42] on 2016/11/08 01:01:31
http://imgur.com/a/PoerM
A glimpse into where "Muk" came from aside from Pokemon. :)
Qmaster: Id say whatever you feel is going to lead to a further understanding of the material. Id bet some things would be fine with simple text explanations, whereas some things might need a screenshot or two to get the idea.
that being, said Im unaware to the extent of your mod.
bit basic, but i didnt wanna ignore ya.
 #28379
#28381 posted by primal (nli) [81.175.152.198] on 2016/11/08 09:29:37
If you are willing to put in the time to learn it, Pandoc is a great option. You can write your documentation in Markdown, which is a simple markup language with example and documentation all over the web. It can convert Markdown documents to .docx, HTML, LaTeX and various other forms--even plain text files. Markdown by itself is also quite readable.
http://pandoc.org/
Note that one of the demos on the site allows you to try Pandoc online.
Installing and setting up the LaTeX backend so you can create PDFs is a bit of a pain on Windows. You don't need to do it if you don't need that particular output format, though.
 Also A Comment On Pictures
#28382 posted by primal (nli) [81.175.152.198] on 2016/11/08 09:34:14
Additional comment on the pictures. If you add pictures to the documentation, it allows people to learn what the various features are while playing the mod. For example, you only learn what the names of monsters are if they kill you in stock Quake at least, and other interactive objects rarely tell you their names either. And they can look stuff up they've seen in game much more easily.
Most mappers would probably just open their editors or the source files and look at them when they want to learn what the various mod features from the docs look like. That means the pictures aren't that important, but they are a nice addition.
 TB's Manual Is Generated With Pandoc
#28383 posted by SleepwalkR [80.153.248.211] on 2016/11/08 11:04:22
So +1 for pandoc. asciidoctor is also very good and adhoc has a more expressive syntax than markdown.
 Map Process
#28384 posted by Bloughsburgh [75.151.243.225] on 2016/11/08 13:46:54
Working on my map, starting to lay down basic textures and minor brush details and I have to say what a difference it makes. Although I could visualize what I plan to make from the grey boxing, it really helped me appreciate what I am trying to create after seeing it in partially complete form.
I know there has been older threads on this but general abuse...meh.
For people currently working on maps, do you grey box entirely first? Texture as you go? Light as you go...or even fully detail as you go?
#28385 posted by Pritchard [49.181.195.81] on 2016/11/08 15:05:14
I go room by room. I wouldn't call my results necessarily full detail/lighting when I finish an area, as I do sometimes go back and make revisions, but I have found in the past that greyboxing too far ahead can be very painful when things need to change to work hoe you really want.
Much better to run into issues in small sections than with sn entire map when one little hallway is too short/long to fit a texture properly.
 I Usually...
#28387 posted by Qmaster [70.198.69.254] on 2016/11/08 21:06:17
Detail as I go, stream of consciousness mapping. I plan out a rough idea for the map in my head or even a napkin sketch but then just let creativity take over and have fun with it as I go. My maps aren't typically that coherent as a result but each area is typically well contained and, I hope, fun. Keep it fun. Go map.
 Bloughsburgh:
#28388 posted by metlslime [159.153.4.50] on 2016/11/08 21:09:01
 And This One Too:
#28389 posted by metlslime [159.153.4.50] on 2016/11/08 21:11:03
#28390 posted by Rick [75.65.153.192] on 2016/11/08 21:53:22
I rarely have the slightest idea of what I'll end up with at first. I often start with placing both the beginning and ending at once. The next thing is to fill in the middle part.
I sometimes have the exit/ending visible from the start position. If not, then at least have the first goal in sight. Getting to it being the trick.
Always I have built solid and error free from the beginning, none of this plugging the leaks later nonsense.
Texture and lighting as it goes, but often just a guess at first, knowing it will get tweaked and adjusted as the map progresses. Rooms, areas, and brushes will get rearranged and changed many times.
 Changed Many Times
#28391 posted by Qmaster [70.195.92.73] on 2016/11/08 22:36:06
I struggle with going back and removing or rearranging what I have, feels like taking a nice painting and scribbling crayon all overit, just seems wrong though it probably ends up making the map better in the long haul.
 Donald Trump
#28392 posted by Bloughsburgh [71.61.61.77] on 2016/11/09 12:46:03
Is now the most powerful person in America.
I....I...never asked for this.
#28393 posted by Pritchard [49.180.175.107] on 2016/11/09 13:40:41
Remember: the GEP gun takedown is the most silent takedown.
deus ex theme plays in the distance (the good one)
 Mapping Process
#28394 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 14:38:00
Thanks metlslime, I will have a look at those threads. I knew there were some floating around.
I am starting to think "going as you go" may be the best approach because now that I have fully invested on doing that (Even though I have large greybox to currently work with) I find I can appreciate my map as I see it truly being from concept to releasable material.
If this conversation continues on, I'll try to sway it towards one of the existing threads.
 Mapping Process
#28395 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 14:38:00
Thanks metlslime, I will have a look at those threads. I knew there were some floating around.
I am starting to think "going as you go" may be the best approach because now that I have fully invested on doing that (Even though I have large greybox to currently work with) I find I can appreciate my map as I see it truly being from concept to releasable material.
If this conversation continues on, I'll try to sway it towards one of the existing threads.
 Mapping Process
#28396 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 14:38:00
Thanks metlslime, I will have a look at those threads. I knew there were some floating around.
I am starting to think "going as you go" may be the best approach because now that I have fully invested on doing that (Even though I have large greybox to currently work with) I find I can appreciate my map as I see it truly being from concept to releasable material.
If this conversation continues on, I'll try to sway it towards one of the existing threads.
 Mapping Process
#28397 posted by spy [5.251.205.85] on 2016/11/09 14:57:31
Thanks metlslime, I will have a look at those threads. I knew there were some floating around.
I am starting to think "going as you go" may be the best approach because now that I have fully invested on doing that (Even though I have large greybox to currently work with) I find I can appreciate my map as I see it truly being from concept to releasable material.
If this conversation continues on, I'll try to sway it towards one of the existing threads.
 Cute
#28398 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 15:09:05
Cute spy.
Anyway, no idea know why that happened...clicked submit once. O_o
#28399 posted by Mugwump [80.215.103.204] on 2016/11/09 15:40:29
Must be the Brexit effect x3...
#28400 posted by Mugwump [80.215.103.204] on 2016/11/09 15:52:52
In case some of you have no idea what I meant, it was a reference to something Quackshot (I mean Trump) has said.
 7 New Posts Of Which Only 1 Holds Value.
#28401 posted by onetruepurple [95.160.159.222] on 2016/11/09 16:14:46
Well played everyone.
 Here's One More!
#28402 posted by czg [213.113.209.223] on 2016/11/09 17:17:53
 Salt?
#28403 posted by mfx [92.229.68.254] on 2016/11/09 17:23:11
 Welcome To Canada (and Mexico), Poor US Citizens !
#28404 posted by Barnak [70.26.251.150] on 2016/11/09 19:18:49
USA is now doomed. Trump will destroy America.
 Thank You
#28405 posted by DaZ [79.66.129.68] on 2016/11/09 19:35:36
for your bottomless political insight that everyone on this message board about Quake needed to read.
 PSA For General Abuse
#28406 posted by FifthElephant [82.21.157.236] on 2016/11/10 01:40:50
"Talk about anything in here"
;)
 I Had An Excellent Poop Today
#28407 posted by killpixel [174.48.226.83] on 2016/11/10 01:45:27
 It Was A 4 At Best.
#28408 posted by generic [66.87.149.185] on 2016/11/10 02:16:06
 So
#28409 posted by [177.79.21.106] on 2016/11/10 03:48:45
Does any of the 28K+ posts in this thread explain who's abusing the general?
 General Abuse
#28410 posted by Drew [96.52.66.66] on 2016/11/10 04:53:08
This election was the psychic and legislative instatiation of an ongoing assault on the imagination of a shared (inter)national fabric - of discourse *and* of bodies.
#28411 posted by Mugwump [83.202.79.151] on 2016/11/10 05:28:33
Does any of the 28K+ posts in this thread explain who's abusing the general?
You got it wrong! Abuse is the name of the general, like Doctor Strangelove: General Abuse.
 Is It Kinn's Secret Identity
#28412 posted by dwere [213.87.159.73] on 2016/11/10 08:39:49
 PANTMAN
#28413 posted by onetruepurple [95.160.159.222] on 2016/11/10 09:11:25
 Abuse
#28414 posted by Qmaster [70.195.90.172] on 2016/11/10 22:15:55
Was a pretty fun 2D sidescroller back in the day. Dang mutants scared the crap outta me back when I was like 10. That napalm gun though, hooboy!
#28415 posted by Mugwump [80.215.82.174] on 2016/11/10 22:22:58
Never played it but I just googled it and I do remember the cover artwork. Never was a big fan of this type of games, except for Contra (very fun in coop) and Shinobi (because ninja).
 Abuse
#28416 posted by Qmaster [70.195.90.172] on 2016/11/10 22:27:05
Is pretty cool. Gets ridiculously hard in the later levels.
 QME 3.1
#28417 posted by negke [31.18.51.150] on 2016/11/12 13:17:43
Someone recently asked about QME sans the installer. Here it is: qME31full.zip
 Pak Vs Loose
#28418 posted by Qmaster [172.79.191.163] on 2016/11/12 21:13:41
Mod packaging question. Which is better, to use pak files or have everything loose in folders?
 Fun Fact
#28419 posted by dwere [213.87.158.137] on 2016/11/12 21:39:04
The list of comments on the Quaddicted page for Arcane Dimensions became taller than the list of files in the mod only about a month ago.
Just a neutral observation.
#28420 posted by Mugwump [80.214.123.218] on 2016/11/12 21:59:50
...which reminds me I still have to play AD_skanky a.k.a. Froggy Frogbosom :p and complete my reviews, preferably before 1.5 comes out, thus adding yet another comment. Been sidetracked. Hmffff... playing Quake is a lot of work!
 Pak Vs Loose
#28421 posted by spy [5.251.205.85] on 2016/11/12 22:08:30
theres no particularly difference between pak and whatever loose , if your mod contains a lot of sounds, mdls and all that shite(sorry) , just stick with pak
 Ad Comment Count
#28422 posted by Qmaster [172.79.191.163] on 2016/11/13 00:08:45
I'm sure sock has been hard at work to ensure AD 1.5's filecount will outpace the comments, at least for the next few months.
#28423 posted by [72.12.69.27] on 2016/11/13 01:12:03
.Pak was only useful to id as very minor form of copyright protection. It serves no purpose whatsoever in Quake mods in 2016. All it does is make patching your mod more bothersome, and annoys end users who might modify your mod on their own harddrive.
Put all your stuff in a .zip file with proper directories and ship it.
 Paks - The Cynical Response
#28424 posted by Spike [86.183.130.116] on 2016/11/13 02:11:45
yup, shove it all in a zip, rename it to pk3, and then call it done. the user doesn't even have to decompress anything! assuming the engine supports it.
pk3s or paks are handy with engines that can download them - especially if you want you .lit files to be downloaded at the same time.
but hey, screw coop+deathmatch and/or decent engines and just fill up their harddrive with a thousand more files with which to bog down windows' shitty filesystem even more.
that said, .pk3 don't work in every engine, and .pak tools suck (including for the mythical people that actually care enough to try hacking/breaking your creation).
Hilarity always ensues when files inside different packages conflict, so lets just put another z infront of the filename, that'll fix it! On the other hand, loose files are easier to diagnose, and easier to corrupt too.
whatever you do has downsides, so just do whatever the hell you personally prefer for other modders to do, and hopefully the people who like you mod will hope your other preferences too.
I personally favour packages over loose, but then I can get away with pk3s for the junk that I package, and you probably can't.
 Pak Vs Loose.
#28425 posted by Shambler [88.111.211.224] on 2016/11/13 13:18:26
Pretty much the same-titled discussion my arse has the morning after the previous night's curry.
#28426 posted by [177.79.18.81] on 2016/11/13 15:10:29
Whatever you choose, don't put config files in packs; specially autoexec.cfg and config.cfg.
 I Think
#28427 posted by Qmaster [50.109.141.225] on 2016/11/14 01:11:24
I'll keep it loose, ya know. Free spirited and easily accessible.
 Shambler
#28429 posted by Kinn [81.131.206.126] on 2016/11/15 15:08:49
I prefer the term "soft Brexit" to describe early morning curry evacuations.
 @shambler Or Nitin Or Other Moderator
#28430 posted by Baker [69.47.142.25] on 2016/11/20 09:52:33
A bit crazy to have 2 threads open about basically same thing.
Whenever it is convenient, could someone close the oldMark V thread at
http://celephais.net/board/view_thread.php?id=60831
A bit crazy have 2 new posts in 2 different threads.
#28431 posted by Baker [69.47.142.25] on 2016/11/20 10:39:13
Thanks!
 Retro Jam 5 Is Out Like The Wind!
#28432 posted by onetruepurple [95.160.159.210] on 2016/11/22 02:01:57
A brand new, Wind Tunnels themed, retro jam map pack release! But what even is a retro jam?
(...) the original Quake maps still look great in 2016, and the vague idea behind retro jams is to recreate their simplistic beauty.
Featuring maps by Breezeep, Bloughsburgh, ItEndsWithTens, NewHouse, QMaster, Shamblernaut, and a mysterious special guest star!!!
Screenshot gallery
Download (5.96 MB)
 My God
#28433 posted by Bloughsburgh [71.61.61.77] on 2016/11/22 02:06:43
Now this is exciting...not worthy of a release thread?
#28434 posted by metlslime [159.153.4.50] on 2016/11/22 02:16:16
it is, OTP just got impatient
 It's 2 Am Here
#28435 posted by onetruepurple [95.160.159.210] on 2016/11/22 02:17:13
Thanks for approval metl!
 Doom On The MacBook Pro Touch Bar
#28436 posted by mfx [77.179.44.174] on 2016/11/22 19:55:03
 Best Use Of That Thing So Far.
#28437 posted by SleepwalkR [87.146.40.69] on 2016/11/22 23:38:14
 Quake On The Sega Saturn Analysis
#28438 posted by killpixel [174.48.226.83] on 2016/11/24 00:30:39
 Map Stalling
#28439 posted by Qmaster [69.54.98.145] on 2016/11/25 04:35:03
Qmaster's Projects:
======================
Standalone Releases:
----------------------
QMA1. Tech/Base Style Level. Very large interconnected and exploratory underground cave base/factory. My largest level yet and only halfway to where I want it. Off an on project for the past 4-5 years. Motivation comes and goes in spurts of tech goodness.
QMA2. Random mishmash of styles. Getting to the point that the indivual sections (which were originally the starts of other maps whose theme and small areas I didn't have motivation to expand on) aren't very good by todays standards, set by AD of course. As such I'm less and less interested in working on this icky mess of a map. Suggestions?
Mods:
------
QMA3. Keep. Old knave mod that's technically finished though it never ended up what I wanted it to be. Not sure if I should release it since the underlying mod is technically still WIP. Not sure if I should renane the mappack and keep Keep as the mod name either. Suggestions?
QMA4. The Quake 2 Project That is Yet To Be Named. This is my long planned game to create a sequel for Quake, something which no one has made yet. It saddens me that there has never been a sequel to Quake. AD however is a sequel in its own right and gave me the idea to instead of developing this massive project from scratch later on in life in another engine after to instead start creating this with AD as a base. The stylized look is imo much better than any more realistic games and lends itself to more interesting art.
 Qmaster
#28440 posted by Mugwump [80.215.165.53] on 2016/11/25 04:59:02
QMA2. Suggestions? Have you tried Ubiquitous' first release, Infernal Ascent? That's a prime example of mixed-style done right. It could serve as inspiration. Also, you could consider a collaboration with another mapper.
 Installing Q1 On A Win98/3dfx Voodoo2 Machine?
#28441 posted by Mugwump [80.215.99.185] on 2016/11/25 10:19:56
Hey guys, I have this guy at Quaddicted asking about installing Quake on the antique system mentioned in the title. Is there a modern engine that can support that or is he stuck with old GLQuake?
Here's the thread if you want to reply to him directly: http://www.quaddicted.com/forum/viewtopic.php?pid=1994
#28442 posted by metlslime [67.161.57.57] on 2016/11/25 10:22:22
Fitzquake theoretically could do it but there's a good chance that I broke something since I never had such a system to test on.
 Errr.
#28443 posted by Shambler [88.111.211.224] on 2016/11/25 11:38:31
" aren't very good by todays standards, set by AD of course."
Nah mate. AD is great, but you can still make very good maps that don't reach that standard.
#28444 posted by Cocerello [213.60.80.32] on 2016/11/25 12:02:26
aren't very good by todays standards
Forget about what is considered an standard by the community, just map what you want. Not going by what you like the most is the second reason for map stalling (first is going for too grandiose ideas).
 Q1win98/vodoo2
#28445 posted by madfox [84.84.178.104] on 2016/11/25 23:49:57
@-mugw I would reply if the link made any sense to your comment.
As it doesn't I can only say I have a win98 computer with a vodoo2 on which I can play Quake1. I had to install the very weird GL-Open filter that immediatly started complaining about its insecurity for the net. As I have computers that are stand alone and not connekted to the net I can safely play.
There's only one thing that bothered me the most and that is that the quality of the screen tends to the nasty yellow Q2 gamma, which I don't like at all. It may be vodoo2, but there's nothing that makes it feel better like Tombraider or Unreal.
I think the reason is, that Quake hasn't the same catch for the colourfilters, so anyway, if I had to choose it would still be Fitzquake above Vodoo2 on win98.
 Madfox
#28446 posted by Mugwump [80.215.99.185] on 2016/11/26 00:53:10
The issue discussed starts at post #9 in the thread I've linked. Previous posts are unrelated. I probably should've mentioned that, sorry.
 There's Still Hope For You Skacky.
#28447 posted by onetruepurple [95.160.159.210] on 2016/11/28 10:42:46
#28448 posted by Mugwump [80.215.170.218] on 2016/11/28 12:08:54
 Non
#28449 posted by FifthElephant [178.109.213.110] on 2016/11/28 13:50:21
;)
 Non
#28450 posted by FifthElephant [178.109.213.110] on 2016/11/28 13:50:22
;)
 Heh!
#28451 posted by Mugwump [80.215.33.69] on 2016/11/28 14:01:25
But really, it's as if we were constantly portraying Americans with a Bible in one hand, a Colt in the other and shouting "yeehaa!" to some country music. I can assure you it gets old pretty fast...
 Every Single Stereotype Ever Conceived In The History Of Mankind Is Tr
#28452 posted by czg [212.16.188.76] on 2016/11/28 15:40:10
ue
#28453 posted by Kinn [81.131.206.126] on 2016/11/28 15:44:31
I am so triggered right now.
 Czg
#28454 posted by Mugwump [80.215.32.55] on 2016/11/28 16:24:00
I don't disagree with this statement but any culture is so much more than its stereotypes.
 Also...
#28455 posted by Mugwump [80.215.174.16] on 2016/11/28 16:29:21
Stereotypes have a tendency to stick around while the culture has moved on. For instance, you don't hear much accordion in french culture anymore.
 Omelette Du Fromage! Omelette Du Fromage!
#28456 posted by czg [212.16.188.76] on 2016/11/28 16:31:08
 That Would Be "omelette Au Fromage"
#28457 posted by Mugwump [80.215.173.186] on 2016/11/28 16:35:20
Omelette with cheese, not omelette of the cheese... ;)
#28458 posted by Shamblernaut [121.45.234.64] on 2016/11/28 17:08:34
I just added steam to steam as a non-steam game so I could play steam while playing steam.
...I was bored.
 Yo Dawg
#28459 posted by Qmaster [70.195.89.109] on 2016/11/28 18:08:41
#28460 posted by mukor [73.94.119.115] on 2016/11/29 00:08:17
I just had a good chuckle over my early internet days.
I thought Methodus Toolz was sooooo legit.
I also remember thinking I was hot shit for being able to play sounds in AOL Chatrooms. I'd always play this one called "tongue". I cant remember what it played though :(
 Vertex Edit Vs Clipping
#28461 posted by Qmaster [50.40.206.103] on 2016/11/30 04:07:49
(Using JACK) For some reason I almost always clip the ends of brushes to make them angular even though vertex mode takes one less motion.
I probably do it in the same amount of time either way. You know, I tend to dislike vertex mode. Maybe that's why I struggle to grasp Trenchbroom. I pretty much clip and stretch everything and duplicate brushes like crazy...I mean I so rarely add a new brush from scratch. Perhaps I just need to look up how to duplicate a brush while dragging it in TB.
Just thinking.
#28462 posted by Pritchard [121.214.6.61] on 2016/11/30 04:36:03
TB has clip, in case you didn't know. Press C and draw a line with 2-3 points.
And I'm pretty sure it's ctrl+right click on a selected brush to duplicate+drag.
Vertex mode is alright, but I also find myself preferring clip when I'm angling brushes. At least for simple operations, that is. When I'm "trisouping" or whatever it's called I use vertex mode, even if all the little points can be a bit hard to make out from one another...
Eeek!
#28463 posted by Mugwump [80.215.79.66] on 2016/11/30 04:53:11
even if all the little points can be a bit hard to make out from one another...
Yeah, TB would greatly benefit from an option to hide non-visible vertices. Feel like making it a feature request?
#28464 posted by mukor [73.94.117.139] on 2016/11/30 04:53:15
both ctrl + left and ctrl + right duplicate a brush, just tried it out.
The strength in TBs clipping is using 3 points.
 Oops, Used The B Tag Instead Of Q...
#28465 posted by Mugwump [80.215.79.66] on 2016/11/30 04:54:20
#28466 posted by mukor [73.94.117.139] on 2016/11/30 04:59:51
"Toggle Unselected Vertices" has been something Ive wanted to suggest as well.
I wanted to include "Toggle Tint on Selected Brushes/Faces" at the same time cause theyd be used in conjuction with one another. Youd wanna turn off the tint AND unselected vertices for the most benefit whole moving vertices.
"Toggle Tint on Selected Brushes/Faces" would be really good for working with textures, as well.
When the toggle is turn off, the brush(es), when the mouse either hovers or moves off the selected brushes, would be given the Red Edges as seen in "Show Edges".
Sleep seems a bit backed up at the moment so I've left it on the back burner. Lots of other important stuff to sort out first.
#28467 posted by mukor [73.94.117.139] on 2016/11/30 05:05:25
Realized how poorly that was worded:
When the toggle is turn off, the selected brush(es) would be given the Red Edges as seen in "Show Edges", when the mouse either hovers over or moves the cursor off the selected brushes.
 Exaggerated Example
#28468 posted by Pritchard [121.214.6.61] on 2016/11/30 05:09:55
Here's what I would normally be looking at, rather than that image, since TB will hide edge verts if you select a corner and vice-versa. Not as bad, but still not great.
Hiding any more verts is problematic, unfortunately. Perhaps an option to cull/occlude ones that belong to brushes that are obscured from view, but that seems like a lot of work/processing to get that improvement.
And it would have to be an optional toggle, for that one guy who really wants to drag a vert on the opposite side to where his camera is for some damned reason...
#28469 posted by mukor [73.94.117.139] on 2016/11/30 05:14:14
Perhaps "Only Show Verts of Brushes Under Mouse" or something like that.
#28470 posted by Mugwump [80.215.77.74] on 2016/11/30 05:24:41
And it would have to be an optional toggle
Of course, that's what I meant by "option". We should be able to switch it on/off at will.
#28471 posted by Rick [75.65.153.192] on 2016/11/30 09:06:22
Worldcraft would let you move verts around anyway you wanted. You could make an invalid brush, and if you did it was your fault. I found it pretty easy to use.
Radiant does some kind of constant checking to prevent invalid brushes, which tends to make vertex editing a pain. Sometimes to get from a to c, you have to go thru b, and if b isn't a valid brush Radiant auto-corrects. I finally had to switch to mostly clipping for odd shaped brushes.
 Struggling
#28472 posted by Pritchard [121.214.6.61] on 2016/11/30 09:33:42
I'm trying to think of what shape you'd be trying to build if you had to temporarily make an invalid brush to do it. I'd love to read/see an example.
#28473 posted by Baker [69.47.142.25] on 2016/11/30 12:28:38
You have a shape with 12 verts. You manually move each vert, one by one. Maybe when you move one, you need to move 3 more for it to be a valid vert. It's not like you need to compile the map every time you move one.
It's like pants. You are supposed to either have pants on or off.
Yet to do either, you have to put your pants on 1 leg at a time to reach that state.
If you were disallowed from ever having your pants in an invalid state, how would you get them on or off?
#28474 posted by khreathor [91.217.18.31] on 2016/11/30 12:39:33
It's like pants. You are supposed to either have pants on or off.
Yet to do either, you have to put your pants on 1 leg at a time to reach that state.
If you were disallowed from ever having your pants in an invalid state, how would you get them on or off?
http://i.imgur.com/inVz20S.gifv
 Vertex
#28475 posted by Bloughsburgh [75.151.243.225] on 2016/11/30 13:19:09
I use Vertex mode for making angled rafters and such. I just find it quicker to do with the same effect. I never really used the 3-point clip tool (I use 2 point a ton however) and I feel like I am missing out on it. I did however discover the power of TB2's brush tool and it's incredible.
Anyone have an example of what they created with the 3-point clip tool? Also, I suppose we can move this to the TB thread if this keeps active.
 Continued In TB Thread
#28476 posted by Mugwump [80.215.6.217] on 2016/11/30 15:19:12
#28477 posted by Rick [75.65.153.192] on 2016/11/30 19:15:38
Anytime you move one of the vertexes off the plane of a brush face (defined by 4 or more) the brush becomes invalid and when the editor "fixes" it automatically it's rarely what you actually want.
Looking down on a box (or truncated pyramid) and changing the slope of the sides by moving one vertex at a time is an example.
#28478 posted by Shamblernaut [121.45.229.244] on 2016/11/30 19:55:48
in JACK using the split face and triangulate options fixes most of those irregularities and allows you to have more "complex" geometry.
I've been able to get some nice rock faces using these methods.
 JACK
#28479 posted by Qmaster [70.195.68.135] on 2016/11/30 22:28:00
Also supports a "rock" primitive.
#28480 posted by Shamblernaut [121.45.229.244] on 2016/12/01 06:36:49
yeah, but that isn't much good for cliff faces is it?
 Soooo...
#28481 posted by FifthElephant [82.21.157.236] on 2016/12/01 23:54:33
it looks like the lightning gun is now real ;)
https://www.youtube.com/watch?v=_fTC_Ud_k3U
 Ooh, Me Wants One For Xmas!
#28482 posted by Mugwump [80.215.170.50] on 2016/12/02 04:22:01
 FPS VR
#28483 posted by JPL [82.234.167.238] on 2016/12/02 21:11:40
 Not Sure About That
#28484 posted by FifthElephant [82.21.157.236] on 2016/12/02 21:37:11
Seems like it would be more of a pain to setup than the Omni because you have to have something dangle from the ceiling.
https://www.youtube.com/user/VirtuixOmni/videos
#28485 posted by Kinn [81.131.206.49] on 2016/12/02 21:40:28
Not to mention that it looks super likely that you'll trip up and fall over, trashing it within a few minutes of using it.
 No Pain = No Gain
#28486 posted by dwere [213.87.159.206] on 2016/12/02 21:58:04
 QUAKE
#28488 posted by Shambler [88.111.193.83] on 2016/12/03 13:18:50
Big up Gotshun and all the RetroJam5 entrants for injecting some fresh new / old Quake into the system recently. I've really enjoyed the simplicity of semi-vanilla Quake without having to dick around with multiple mods, specific engines, shit pixellated .rc files and stuff, and get on and just smash monsters and hunt for secrets.
Keep it going guys.
 Cheers Shambler
#28489 posted by Bloughsburgh [71.61.61.77] on 2016/12/03 16:41:14
 Sheer Charmbler.
#28490 posted by mfx [77.180.113.49] on 2016/12/04 00:42:27
#28491 posted by mukor [73.94.117.219] on 2016/12/05 02:04:14
This might be born from my ignorance of QuakeC and coding in genral but, I had an idea. Mind you, I've never done any coding or programming, unless you count batch scripts(which no one does).
Demos stop recording upon death. Thatll likely always be the case. BUT, is it possible to allow the "record" cvar to accept some sort of variable to make sequential demo files?
for example - "record %mapname%"
whenever you use that bind or command it saves it as the mapname+the next number in sequence. (ie ad_necrokeep01, ad_necrokeep02...)
The idea is for something to combine with ones "Load Quicksave" bind to allow for single button save loading and recording of a demo.
again,Ive no experience in coding, so this idea might be a little ignorant.
hell something on this order might already be possible?
 Quake Wiki
#28492 posted by madfox [84.84.178.104] on 2016/12/05 03:49:20
my first guess.., Demo_tools
It's not specific, but I remember there being a smart demo editor,
can't come up with a name.
#28493 posted by mukor [73.94.117.219] on 2016/12/05 03:52:09
Bloughsburgh linked me http://web.comhem.se/bjp/convdem.zip on twitter. Might be what youre thinking of.
Most of those just combine demos into one file. Theyd be useful after using my idea, tho.
 And
#28494 posted by madfox [84.84.178.104] on 2016/12/05 04:00:17
if you're serious about it, I have this small compiling program, release 2003.
dem2mpg is a converter that reads quake demo's and turns them into mpg. Delte the last .gz and unrar the tar file.
#28495 posted by Mugwump [80.214.66.212] on 2016/12/05 04:09:31
Mark V has an autodemo feature that automatically records demos with a sequential number. I think they're limited to 3 though, and the 4th recording overwrites the 1st one.
#28496 posted by mukor [73.94.117.219] on 2016/12/05 04:14:08
The goal here is to have a single key bind that does two things:
Loads a quick save
starts recording a demo
the demo filename would be based on the .bsp name. Normally Quake overwrites .dem of the same name. Id like for it to create a new file by appending a number to the end of the filename.
Once the user finishes the map, THEN they would use any of the other various demo tools available to combine them.
 Thanks Mugwump
#28497 posted by mukor [73.94.117.219] on 2016/12/05 04:14:46
Ill look into that.
#28498 posted by mukor [73.94.117.219] on 2016/12/05 04:18:26
triple post, sorry.
the single key bind idea wont be feasible, im guessing.
at the very least, itd be nice to bind record and it create filenames based on the mapname/.bsp name and appends a number(or date or time or anything) if theres multiples.
#28499 posted by Baker [69.47.142.25] on 2016/12/05 08:52:03
JoeQuake does something like that.
 @mukor
#28500 posted by Baker [69.47.142.25] on 2016/12/05 08:56:07
Depending on what you are record, you better make sure the demo tools actually can work on it first.
Demo tools were designed for protocol 15 (original Quake). JoeQuake uses protocol 15, and most engines you can set protocol 15 (like type sv_protocol 15) in the console.
But many modern maps cannot be played in protocol 15 because they are limit busters, or use entity .alpha (Arcane Dimensions is one example among many).
#28501 posted by mukor [73.94.117.219] on 2016/12/05 09:15:56
Yeah the idea here is for it to work with "modern" Quake.
#28502 posted by Baker [69.47.142.25] on 2016/12/05 11:05:02
Try the demo tools out and make sure they work before you do anything. I don't know that they will.
They may very well not work. Or you may be pleasantly surprised, but they were made in 1997 era for standard Quake.
#28503 posted by mukor [73.94.117.219] on 2016/12/05 11:08:55
Even if they worked, I wouldnt have a clue where to start tackling that issue. Time to learn QuakeC? errrr?
 Mirrors Tutorial
#28504 posted by Baker [69.47.142.25] on 2016/12/05 11:09:22
A quickly made mirrors tutorial:
https://youtu.be/BSSnY9DfZ9Y - Mirrors Tutorial @ YouTube
 @mukor
#28505 posted by Baker [69.47.142.25] on 2016/12/05 11:12:48
The people at Speed Demos Archive know things about demo tools. You might Google for their site and try to contact someone there.
 Mirrors Where?
#28506 posted by Newhouse [109.240.126.85] on 2016/12/05 19:04:12
Wanna make mirrors
 Newhouse
#28507 posted by PuLSaR [128.69.236.83] on 2016/12/05 19:29:26
You can find one in Leptis Magna (AD 1.5), but it's hidden well.
 Perfect~
#28508 posted by Newhouse [109.240.126.85] on 2016/12/05 19:57:15
I will find it eventually*
 @newhouse
#28509 posted by Baker [69.47.142.25] on 2016/12/06 01:00:48
Post 582 in the Mark V thread has the download for that test map.
Just make use a texture starting with "mirror_" like "mirror_1" or "mirror_glass" and put it on a wall.
Mirrors heavily depend on vis and there is a list of "do" and "don't" especially for func_illusionary mirrors, but in a simple area and on worldmodel it is very easy.
 @Baker
#28510 posted by Newhouse [109.240.126.85] on 2016/12/06 03:15:54
So do everything need to be under some draw distance limitations + it must twice the amount of draws?
 Hewhouse
#28511 posted by Baker [69.47.142.25] on 2016/12/06 03:22:49
Yes, not a good idea to put a mirror in a wide open area with complex brush work and 200 monsters ;-)
#28512 posted by Baker [69.47.142.25] on 2016/12/06 03:23:31
"Hewhouse" ... sorry. Lack of edit strikes again!
 A Method For Chaining Commands
#28513 posted by primal [81.175.152.198] on 2016/12/06 13:37:36
If you execute the following commands in the Quake console, you can create chained commands for a single keypress. You can create these kinds of commands automatically with a simple script and put them in a configuration file you load when you start your Quake engine.
bind p cmd1
alias cmd1 "echo cmd1; bind p cmd2"
alias cmd2 "echo cmd2; bind p cmd3"
alias cmd3 "echo cmd3; bind p outof"
alias outof "echo out of commands"
Unless I've made a typo above, this will cause the p key to be bound to an action that will print cmd1, cmd2 and cmd3 to the console consecutively and from then on print "out of commands."
If you replace the echo commands with record commands using unique demo names, you can use a single key to start recording a new demo after each death. You can create as many of these commands as you think you'll need in one Quake session. You have to pick the names of the demos in advance, so they'll need to be something like mydemo1, mydemo2 and so on.
This isn't a complete solution to the problem of recording multiple demos and naming them accurately. However, it doesn't require any external tools.
Any suggestions or corrections are greatly appreciated. I just thought of this idea today.
 MadFox
#28514 posted by negke [31.18.51.150] on 2016/12/07 11:39:06
Did you happen to save the Madfox Band gifs linked here?
 Just Browsed To Func Using Lynx
#28515 posted by Shamblernaut [121.45.229.244] on 2016/12/07 17:41:06
Works pretty well, gave me bad ideas though, like piping the output to quake so I can browse in the console.
I think I'll stick with my current projects.
 Two Worlds Speedrun In Two Minutes
#28516 posted by killpixel [174.48.226.83] on 2016/12/07 20:26:48
 Negke
#28517 posted by madfox [84.84.178.104] on 2016/12/08 00:15:43
..,and end up like Ball's Born Robotic Song?
#28518 posted by negke [31.18.51.150] on 2016/12/08 10:39:45
Quite the feature!
 Ahoy
#28519 posted by Shamblernaut [121.45.229.244] on 2016/12/08 16:43:57
Every so often I decide to have a poke around the quake arcade tournament stuff to see what I can do with it.
I decided to see if any of the qcc decompilers could work. I was able to decompile a small chunk before the decompiler shat itself.
If any of you want to dig through the qc files, here they are.
https://dl.dropboxusercontent.com/u/108695968/qat_source.zip
I included the PROGSQTV.DAT in the zip so you don't have to find the CHD file and bugger about with extracting it, just in case you want to decompile or play with it yourself.
Interestingly it looks like they borrowed heavily from the clan ring mod (http://www.crmod.com/).
I'd love if the quake executable itself could be decompiled, but I'm not sure how possible that is without a sentinel security dongle thingy.
 Arcade Quake
#28520 posted by madfox [84.84.178.104] on 2016/12/08 23:42:29
I had a try installing all content to another computer. When decompliling it looked it had a windows version of its own included.
When started this version my computer was able to download the models (with baseskin frame included) maps and textures.
When I tried to start the arcade version my computer freezed and I had to make a new win install.
It seems as you could actually win money with it!
#28522 posted by madfox [84.84.178.104] on 2016/12/10 02:28:04
 Haha
#28523 posted by Bloughsburgh [71.61.61.77] on 2016/12/10 03:20:06
 Xiangjiao Has Won!
#28526 posted by madfox [84.84.178.104] on 2016/12/12 00:11:58
China has the biggest banana stock!
He who has the most bananas,
has won the world!!
Fyffez.
 New Doom Mini-doc
#28527 posted by killpixel [174.48.226.83] on 2016/12/13 00:51:09
#28532 posted by stevenaaus [49.181.135.31] on 2016/12/13 10:06:14
Just Browsed To Func Using Lynx
Works pretty well, gave me bad ideas though, like piping the output to quake so I can browse in the console
QuakeOS :) All terminals paned vertically in the (transparent?) console, notifications in the sbar and graphical apps in the game... with demos in the background if not playing.
 Mugwump +1
#28533 posted by Baker [69.47.142.25] on 2016/12/13 22:37:03
Kindly redirecting misguided guy about QuakeC stuff in wrong thread to instead post into correct thread and providing link.
 Thanks Baker
#28534 posted by Mugwump [80.215.6.36] on 2016/12/13 22:48:34
Yeah, I know the rules by now. If I can help other newbies avoid making my early mistakes, all the better.
 It's 2016, Why NO Rotation W/collision
#28535 posted by damage_inc [208.54.85.242] on 2016/12/14 05:57:10
Okay so I just did my first test map for rotating objects using the AD .fgd! Wow, that was kind of a letdown for obvious reasons(no collision/fake collision).
Not a knock on AD as it's fantastic Mod made with existing tools and played in existing engines.
But why haven't the main compilers and engines incorporated rotation with collision into their source?
I guess I mostly mean Quakespasm and Eric's tools. I know about DP already but hmap2 is not widely used so not a consideration really.
I googled and saw several examples were it was incorporated, is more elegant and is much simpler to set up mapping wise. But those projects perished.
Jus' curious...
 Damage_inc
#28536 posted by Shamblernaut [121.45.229.244] on 2016/12/14 07:24:32
I think most of that stuff is handled by quakec rather than the engine itself.
Also the compilers want to be as "feature agnostic" as possible. They want to be able to compile whatever is put in front of them while only worrying about the base geometry. Additional features are still passed through to the end bsp, but will be handled by the engine / progs.
I think the idea is largely for backward compatibility and to ensure that mappers design vanilla maps to be playable in dos or winquake. For example, if I make a map for quakespasm-spiked with rain and snow, etc. It should still be able to be run in winquake or dosquake (probably with some console warnings).
Big ol' caveat here: I'm a layman and have nowhere near the knowledge of others here, who I encourage to correct me if I'm wrong :)
 #28536
#28537 posted by Kinn [86.149.69.247] on 2016/12/14 09:30:31
Brush rotation with correct collision would be an engine thing.
Compilers wouldn't need to do anything - it's just another brush model to light.
Backwards-compatibility with vanilla engines seem to be less and less important these days because it seems almost every major release breaks vanilla limits in some way.
The key problem would be ensuring support and identical behaviour across a number of recent engines (DP, QS, MarkV etc.).
#28538 posted by damage_inc [172.56.27.4] on 2016/12/14 10:45:19
I'm sure this has come up numerous times. And after I posted I found in this very thread where it was discussed in 2014.
gb said he submitted the changes needed for Quakespasm, if they wanted to implement it, and he also posted a link on quaketastic that has everything.
I loaded it up in DP's "Oct 12 2016" build and everything "worked". Not flawlessly though. To be expected of course.
Anyway, I just thought that with the advancement of engines, tools and mapping that this would be another cool little feature to have. Sans the clumsy hip-rotate method.
#28539 posted by Shamblernaut [121.45.229.244] on 2016/12/14 17:25:35
thanks for the clarification Kinn
 Rotation Support Has Oddities That Must Be Dealt With ...
#28540 posted by Baker [69.47.142.25] on 2016/12/14 18:12:12
E3M3 -- the freaking map itself --- has angles. It's true.
So does a distrans sp release? dis_sp3?
Supposedly messes with the spikey ball in the Quake END map (the Shub).
Messes with something in Nehahra somewhere.
So if someone cares about compatibility, it must be done right.
Rotation has consequences.
#28541 posted by ericw [108.173.17.134] on 2016/12/14 20:23:32
Awesome list of compat issues, Baker.
Link to a previous discussion: here
This is the code I set up for QS (never merged in) link..really just applied your tutorial.
I'm more skeptical of this now than 18 months ago, now I am thinking if it is added to engines like QS/MarkV it should be opt-in only.
- possibly an entity key "_true_rotation" "1" to enable for an entity,
- or a cvar "sv_truerotation" "1" - mods would stuffcmd it if they want the feature. would need to be non-archived and not meant for players to change or save to cfg's.
-a checkextension so the engine can report it is supported.. although if a map wants the feature and the engine doesn't have it, the map will probably be broken.
 Does This Involve Rotation On All Bboxes?
#28542 posted by mfx [77.179.44.51] on 2016/12/14 20:30:26
Even the player?
 Umm
#28543 posted by ericw [108.173.17.134] on 2016/12/14 20:51:22
I think this feature is just about doing collision against rotated BSP models; entity bboxes like the player still have to be axis aligned (guessing here).
#28544 posted by metlslime [159.153.4.50] on 2016/12/14 21:36:47
my main concern about it is that the current implementation (from a few years ago) assumes the expanded hull is still valid when rotated. Since the hull is expanded a different amount on each of six axes, if you rotate it 90 degrees onto its side (e.g. a drawbridge) the player will experience being able to get too close to it or not close enough depending on which side they are touching.
I think the perfect method would takes hull0, decompose the bsp into "brushes" for each solid leaf, and then expand those at run time using a quake2-style method. I don't know how hard that is and i don't know what potential problems will crop up with it. (e.g. collision glitches due to leafs being weird shapes.)
On the other hand the example method from a couple years ago has the advantage that it actually exists and has a reference implementation.
#28545 posted by damage_inc [208.54.85.250] on 2016/12/14 21:40:29
From reading through posts, it seems all of you were in favor of supporting true rotation. And QS itself had the experimental version - link didn't work anymore :(
Looks like the only thing holding this back from going forward was the logistics of how to include it? Minimizing the consequences?
#28546 posted by metlslime [159.153.4.50] on 2016/12/14 22:02:02
Is it sufficient for a new mod to set the angle and set SOLID_BSP? This wouldn't break hipnotic style rotation in existing mods since those mods makes the rotating bsp model non-solid.
#28547 posted by Baker [69.47.142.25] on 2016/12/14 22:45:21
@metl - Hulls. Good point. Will monsters think they can walk on a rotated bridge, etc. Hmmm.
ericw has a simple test map that the RMQ engine fails on in the thread at inside3d ... ironically of all things my implementation in ProQuake works fine and seems to work all the test maps. But do I trust that entirely? Haha ... no.
@damage - There is an entire release with rotation. http://quakeone.com/~images/news/spdemo3_1.jpg <--- the drawbridge there in the first rotates down. Remake Quake - By ijed, gb, supa, MH, rickyt23 and others ... I have memory block, there was another mapper whose name started with an "S", but isn't scragbait or scampie. Came with a custom engine. Has underwater warp, hurt blurs, first engine with BSP2, etc.
 @ericw
#28548 posted by Baker [69.47.142.25] on 2016/12/14 23:10:00
possibly an entity key "_true_rotation" "1" to enable for an entity
I'll have to re-remember/re-investigate what hints the map compiler expects and from what.
opt-in
Already had planned that ;-) My thoughts were a worldspawn key.
cvar "sv_truerotation" "1" - mods would stuffcmd it if they want the feature. would need to be non-archived and not meant for players to change or save to cfg's.
I just wanted to mention this because I've hated this in other engines for a long time, long before Quakespasm ever existed. Engines would add CVAR_ROMs. A concept that makes no sense.
If you have a read-only console variable, how is it even a console variable? It's not variable at all. The user can't change it. How is it even a cvar? Why is it a cvar?
"god", "noclip" aren't cvars.
Anyway, that's a broken concept because really what someone wants to do is in QuakeC extension check in this particular case.
But if the engine doesn't support BSP2, you won't even get far enough to load the map for the progs to even run the QuakeC, haha ;-)
And the whole failed thing about the QuakeC extension system, is a progs.dat prepared to handle a situation where some of what it wants is available but not others? And even DarkPlaces isn't very consistent from version to version. Plenty of mods that an older (or newer) DarkPlaces says based on QuakeC extensions that it's ok --- and it don't work.
/Little bit of explanatory rant in there towards the end. Since Mark V does Nehahra and had to deal with a mod does all kinds of things it shouldn't do ... haha ... does bad design tick me off?
#28549 posted by ericw [108.173.17.134] on 2016/12/14 23:10:57
Baker, yeah it's a good point that the feature is already in use in released q1 content (even if the RMQ releases were labelled as "demos"), and several engines implement it (darkplaces, fteqw). There is a door that swings open in e3m3rq from rmqwinter11 (right at the start of the map, after pressing the button); that map is unbeatable without this feature.
So an argument against making it opt-in is it would create a fork in the feature.
metl, good point about the hulls, didn't consider that.
 @ericw
#28550 posted by Baker [69.47.142.25] on 2016/12/14 23:15:00
I think the time for rotation is now.
Just in firewalled form, to limit any possible side-effects.
And we'll just see where it goes!! Haha.
/I have a great implementation in mind. Should address most, but not all of the above --- certainly not the hull concerns.
#28551 posted by damage_inc [208.54.85.250] on 2016/12/14 23:34:52
@Baker: Yes, I have most, if not all, of the RMQ content archived, great stuff there. A ton of cool features.
I admire more than you know everything you guys do. Last time I consolidated it all it totaled about 15 Gb's plus.
 Sadly...
#28552 posted by damage_inc [172.56.27.15] on 2016/12/15 02:21:19
With my current drivers(375.95) and a gtx 1060 the RMQ "2011 Singleplayer demo" is completely borked.
HOM's everywhere and brushes just gone missing. I don't think it's my setup. I just put my two .pak files in an id1 set -game and go.
I wanted to look at it again.
 Not To Be Contrarian
#28553 posted by Shamblernaut [121.45.229.244] on 2016/12/15 04:36:04
But I can see an implementation of the following:
"If you have a read-only console variable, how is it even a console variable? It's not variable at all. The user can't change it. How is it even a cvar? Why is it a cvar?"
The user can check what the value is via the console.
The user is prevented from changing it as a function within the game changes it, OR a current state of the program prevents it from being changed.
sv_cheats comes to mind.
#28554 posted by Baker [69.47.142.25] on 2016/12/15 04:53:56
So your example of a read-only cvar is one that isn't read-only?
] sv_cheats 2
You must restart the level for setting to take effect.
] sv_cheats
sv_cheats is 2
#28555 posted by Baker [69.47.142.25] on 2016/12/15 05:02:10
Console variables in Quake have no restrictions on the value. I can do the following if I choose ...
] skill "Blue is my favorite color"
] fov 243030303
Console variables in Quake are not a reflection of the current state.
If you want to see this in action, type "vid_width 720" in the console. By itself, without a vid_restart command, changing the vid_width does not have any effect.
 What Do You Guys Think About...
#28556 posted by damage_inc [172.56.26.240] on 2016/12/15 05:20:06
 Baker
#28557 posted by Shamblernaut [121.45.229.244] on 2016/12/15 05:43:19
I was working from memory, it was a poor example.
My point was that I could imagine a few instances where it would be acceptable to allow the player to read - but not modify - the variables directly.
 M$
#28558 posted by Mugwump [80.215.226.166] on 2016/12/15 06:32:22
Yet another reason to boycott Losedows 10! Once assholes, always assholes I guess...
 Early Demo Of A Real-time Raytracing 3D Engine
#28559 posted by primal (nli) [81.175.152.198] on 2016/12/17 11:31:18
https://www.youtube.com/watch?v=UR4DSgjPVWg
I came across this today. It's a short demo of a rendering engine early in development. It might be interesting to follow where it goes in the future.
#28560 posted by Pritchard [121.214.6.61] on 2016/12/17 13:27:45
Reminds me of this vapourware: https://www.youtube.com/watch?v=BpT6MkCeP7Y
These "Real Time Raytracing" engines never seem to catch on these days. As good as that demo looks, I'd have to see a lot more to believe it'll actually "happen". A downloadable demo for instance would be nice. Right now everything on their site is just "coming soon", which isn't exactly confidence inspiring.
#28561 posted by Shamblernaut [121.45.229.244] on 2016/12/17 15:21:32
In the past they've only worked well for tight scenes where the bounces are rather confined and for lower poly stuff.
The promising thing about this is the claims it is "hybrid" raytracing. So perhaps traditional methods are being used on the more difficult with raytracing assisting.
I've been hanging out for realtime raytracing for over a decade now, I'll not hold my breath.
 Just A Clarification
#28563 posted by primal (nli) [81.175.152.198] on 2016/12/17 16:23:46
I am not sure what Pritchard meant in #28560, but I would like to clarify that the ray-tracer engine from my link does have a demo you can try out. It's built into the "3D modeller" package that is on the downloads page. (It's not much of a modeller yet in this bare-bones demo. It just reads text files with scene descriptions.)
http://www.infinity3dengine.com/get-infinity/3d-modeller
You will probably find that the demo doesn't really give you very impressive frame rates for even mildly complex scenes. Until the author comes up with the benchmark he is promising, it's hard to say what reasonable applications this engine could have. I'm a little curious to see what he does with it, but you don't obviously have to be :)
 Speaking Of Vaporware
#28564 posted by damage_inc [172.56.27.46] on 2016/12/17 22:39:17
Euclideon???
#28565 posted by Pritchard [121.214.6.61] on 2016/12/18 01:31:23
I didn't think to check the link for the 3D modeller, I just went to the other two pages on the dropdown, since I assumed that it wouldn't be anything like the demo video on YT. It's about 50% of that at least but considering you can create more scenes than just the chess board that's pretty decent. Listening to my CPU fan spin up was fun.
It'll be interesting to see what comes next for this, I do want to see a decent realtime raytracing solution in the future. Perhaps even one that can be used for games!
 Euclideon
#28566 posted by Shamblernaut [121.45.229.244] on 2016/12/18 04:30:26
They actually have software out there using their tech.
Just not games... maybe never games.
You can't really call that vaporware.
 @Shamblernaut
#28567 posted by damage_inc [172.56.26.151] on 2016/12/18 07:10:05
I only saw the cheesey "unlimited power" YT vids, hehe. Thanks for letting me know.
#28569 posted by mukor [73.94.119.139] on 2016/12/19 00:10:47
https://www.youtube.com/watch?v=JfMpG3RW_kU
Wolfenstein 3D running on a Game Boy Color.
#28570 posted by Shamblernaut [121.45.229.244] on 2016/12/19 06:12:26
I couldn't work out how they had optimised the gbc to make it do that, then I read that the guy included a co-processor in the cart to make it work.
Cool, but cheating.
#28571 posted by Pritchard [121.214.6.61] on 2016/12/19 06:48:09
I mean, it's not unheard of for console carts to include non-standard components in order to work. Tended to make them more expensive, of course, which sometimes made the games into commercial failures as a result, but still.
Perhaps in homebrew it could be considered cheating, but I'd still want to give the guy credit.
Apparently he's butting up against the ROM limit of 128k, which means he's managed to shrink what's on there pretty significantly. I think that's neat, even if it'd never actually run on a standard cart.
#28572 posted by Shamblernaut [121.45.229.244] on 2016/12/19 09:07:04
Don't get me wrong, it's impressive as hell. But I'm more impressed by what people can do with programming wizardry, breaking the limits of what existing hardware can do, rather than adding extra hardware.
#28575 posted by Mugwump [80.214.29.232] on 2016/12/20 20:09:13
I need a program that determines the average RGB value of an image (or part of image), in order to know which color I should apply to a light according to the source texture. Any idea?
#28576 posted by Johnny Law [4.16.194.34] on 2016/12/20 20:40:53
Resize the image to a 1x1 pixel and see what color that is? Not sure if that can be made to have the same result as strict averaging, but it's at least an interesting/relevant result.
Or if using Photoshop, try Filter-Blur-Average.
A few other things found on quick Googling:
http://www.wisegeek.com/how-can-i-find-the-average-color-in-a-photograph.htm
http://www.gpick.org/ (try "Palette from image")
http://mkweb.bcgsc.ca/color-summarizer/
 Thanks Johnny
#28578 posted by Mugwump [90.24.129.248] on 2016/12/20 23:56:26
 70 Minutes Of Hugo Martin Talking About Cool Shit
#28579 posted by killpixel [174.48.226.83] on 2016/12/24 02:45:42
 Xmas At Func
#28580 posted by Bloughsburgh [71.61.61.77] on 2016/12/24 15:07:58
Cute present :)
 Merry Xmas Func_!
#28581 posted by Mugwump [80.215.9.145] on 2016/12/24 20:29:01
The evening has already started here, so I'll see y'all on the other side of the Christmas tree.
 Merry Xmas Too
#28582 posted by topher [190.210.159.117] on 2016/12/24 22:17:14
and a little anecdote
with a friend we discused who whas the most powerful superhero. but between the doom marine and the quake ranger. in 1998. obviously i defended the quake guy and my friend defended the doom guy. i don't know.. if someone who falls to lava manage to get out, he has to win.
remembering that always brings a smile
 Ate A Whole Lot Of Snails
#28583 posted by skacky [82.229.36.95] on 2016/12/24 23:21:35
 On The Other Hand,
#28584 posted by Mugwump [80.215.167.243] on 2016/12/25 01:15:16
lava doesn't even hurt Superman... ;)
 @Shamblernaut
#28586 posted by Baker [69.47.142.25] on 2016/12/25 02:59:03
Merry Christmas ;-)
Back in March, someone asked me who I thought would emerge as "someone new who does stuff".
I said "Shamblernaut".
Even though your first map looked like a un-lit boxmap, I have been proven right 3 times over ;-)
 Thank You All =D
#28587 posted by Shamblernaut [121.45.229.244] on 2016/12/25 10:26:37
@Baker
Thanks for all the help you've given me this year man. I'm slow and I'm still learning heaps. I love this community, even with all it's idiosyncrasies.
This community wouldn't be the same without its trolls and its users who take their bait.
It wouldn't be the same without the people who spruik insane ideas or make maps with the same quality as mine >_>
We were blessed with AD this year. The mod was great, the maps were AMAZING. We also had amazing jams and individual releases, all of which showed your fondness for this game and love for crafting interesting worlds.
Thank you to all who've offered help, provided assets, offered opinions, given critiques and shitposed. Thanks for the random song and random porn postings on func. Thanks for the inspiration thread, and thanks for the help threads.
Thanks for the guys that worked on editors and tools, you make our lives so much easier and you add polish to our maps that never would have been there otherwise.
You guys rock. You've helped change what has been a difficult year for me into a bearable one.
I hope you all have a wonderful christmas.
<3 Shamblernaut (Ben)
 Well,
#28588 posted by Mugwump [80.215.175.55] on 2016/12/25 16:27:00
Shambs here said it all. Thank all of you for making Quake what it is today. Though I've been playing Quake on and off for the past 20 years, I was always restricted to the base game, the 2 mission packs and Aftershock.
I first stepped into the community only a few months ago and I never imagined how rich it could be. Something like AD is incredible and I hope a lot of you guys will use the devkit to make even more great things for the next 20 years.
Sock, you did an outstanding thing here, gathering all these great people and pushing them into making one of, if not the best Quake mod ever. And if you sometimes feel like the criticism outweighs the praise, maybe it's because we feel like the praise goes without saying and we're not saying it enough. Thank you. Merry Christmas.
 Errata
#28589 posted by Shamblernaut [121.45.229.244] on 2016/12/25 17:36:26
and by func in this sentence: Thanks for the random song and random porn postings on func. I of course meant to say terrafusion.
 Porn On #tf Is Never Random
#28590 posted by onetruepurple [37.8.230.83] on 2016/12/25 17:52:58
#28591 posted by Kinn [86.149.69.247] on 2016/12/25 20:35:25
Porn On #tf Is Never Random
Indeed. It's very, very targeted.
 Merry Christmas, Happy Holidays, Cthulhu Fhtagn!
#28592 posted by Blitz [204.195.9.135] on 2016/12/25 22:55:32
Less active these days, but still following all the releases and ogling screenshots, which I then send around to co-workers who always say some variant of "damn, that's Quake?!"
Keep it up in 2017!
 Yeah Happy Xmas Y'all.
#28593 posted by Shambler [81.151.133.185] on 2016/12/25 23:50:44
Been a great year in gaming (will Doom4 start a reboot of proper FPS action??), and a great year in Quaking (welcome aboard all the newish mappers).
 Merry Xmas!
#28594 posted by mfx [77.180.170.86] on 2016/12/26 00:42:44
Go map Scampie!
 Merry Xmazz
#28595 posted by madfox [84.84.178.104] on 2016/12/26 01:57:09
yeh there's my xmass crate!
I keep promoting, a legendary year for quake2016!
 Steam Winter Sale PSA
#28596 posted by killpixel [174.48.226.83] on 2016/12/26 03:36:27
Doom 3 BFG edition is on sale. However, it's an absolute shitshow and I do not recommend even entertaining the idea of purchasing it (just in case anyone here was in danger of doing such a thing).
Installing the original and spending 10 minutes properly configuring it might be worth your time, though. Finally, 12 years later, I have a PC that can run D3 with a fixed tic. No stutter! Also, nvidia's fastsync really shines with this title.
#28597 posted by Pritchard [101.180.189.85] on 2016/12/26 04:39:24
What's wrong with the BFG edition? I've never heard anything bad about it, except that some people dislike being able to have a gun and torch at the same time like in that mod.
 Pritchard - Doom 3 BFG Edition
#28598 posted by Kinn [86.149.69.247] on 2016/12/26 04:51:40
I'll just quote a post I wrote a while ago:
Finally got around to buying this (the BFG Edition, that is), mainly because it comes with a new 8-map single-player campaign, which I wanted to check out.
First off, the new flashlight behaviour is just id caving in to all the people who whinged about the old system. I wasn't one of those people, but I wouldn't have minded the change if it wasn't for the fact that you do not have the option to change back to the old system. (FFS Why???)
Also, the new flashlight behaviour just looks like an zero-effort amateur mod - they didn't even bother to add a sound effect when you turn it on, and when you look in a mirror, you can see the original handheld flashlight model just laughably sticking out of the character's shoulder.
So, with the smell of turd already tickling my nostrils, I started up the new "Lost Mission" levels...
And what a load of lazy, inexcusable shite they are.
The PR bollocks about these levels being "cut from the original game" is total crap because I can say absolutely unequivocally that these levels are just made entirely from a bunch of existing rooms and corridors copied from the original game and stitched together in a different way to make a series of small and boring boxy maps with nothing unique or interesting about them whatsoever.
The only exception to this is the final Hell level, which actually seems to contain mostly (and perhaps entirely) original level geometry. It looks a bit rough though, with some fairly subpar lighting and the architecture is roughly on a par with the stock Quake 3 gothic maps in terms of sophistication, but it was mildly interesting to see a Hell level with some attempt at architecture, instead of just a collection of haphazardly stacked bricks, like the original Doom3 Hell. However, the layout and gameplay of this new map is just as boring as the ones that came before it.
Bottom line: don't buy this, it's pretty much a complete waste of money.
In addition, a few points I left out: they narrowed the FOV (like wtf?) and also made it shit-tons easier with more ammo everywhere (again, WTF? It's not like the original was known for being hard in any way). Also I heard they might have added more lights to the maps to brighten them up but I'm not sure - I can't be shitted to verify that myself.
 Huh
#28599 posted by killpixel [174.48.226.83] on 2016/12/26 05:13:25
I wish I saw this post sooner :/
I agree with kinn, let me add a bit more:
Technically
It's a stuttering mess.
Visually
They amped up the ambient lighting; everything is washed out. Everything lacks definition, every surface becomes very blurry at a short distance (this is not an anistropy issue). LOD bias seems to have no effect.
Gameplay
Too fuckin' easy. Even the original was a cakewalk. The flashlight undermines a core gameplay mechanic (whatever, if you like it you like it) but in the BFG edition flashlight is pure ass, they couldn't have implemented it any more poorly.
Rant
Doom3 wasn't much for gameplay to some, but the atmosphere is second to none and easily picked up the slack. The BFG edition destroys the expertly crafted nuanced environments of the game; it shits all over its core strengths while adding more gameplay issues and totally ignoring legitimate problems. Simply put, the BFG edition is an insult to Doom 3. It tries to make Doom 3 something it isn't to placate a group of people that didn't like the original and fails miserably to do even that.
If you want a bright corridor crawl go play Quake II. Here's an excellent source port.
 Ohh We're Ranting About BFG Edition Here??
#28600 posted by dwere [158.255.177.159] on 2016/12/26 13:56:10
Don't know about the stuttering mess. One of the main differences is the engine that's supposed to be optimized for hardware that's newer, but not exactly very powerful (think consoles). The laptop I used to compare the two versions of the game was struggling with the 2004 release on High, while the BFG reissue was very comfortable to play with comparable quality (I'm not talking about the aesthetic changes right now).
Of course, it wasn't an entirely free achievement. Some shadows were disabled, and some geometry was simplified, especially in Resurrection of Evil, which was always slower than the main campaign. The official patch released after a lot of complaining allows restoring some of the simplified lighting effects, but I'm not sure about all of them.
There's also a feature that dynamically adjusts the rendering resolution when the system can't hold a decent framerate, which is a good innovation, but probably lead to a lot of people thinking that the game looks crappier without being able to put their finger on what exactly is wrong.
As for the flashlight, the implementation is so retarded that I had no words when I discovered how they did it. It's so aggravating that this change alone makes me not want to recommend the reissue. Even though I'm pretty sure that 90% of players will never notice the problem.
The engine coders did their jobs.
The artists kinda did their jobs providing some touched-up model skins (whether it was actually needed is another question).
The one poor hack they asked to redo the flashlight shat all over their work. I'm pretty sure that if you move the camera back far enough you'll be able to see the view model of the flashlight complete with a T-1000-style third hand. But I'm a little scared to check.
Then there are mappers, of course. Okay, exactly one level bug I can remember in the original release was fixed. All others are in their place. But hey, they swapped the floor texture in the Mars City Underground lobby!
New levels aren't exactly worth talking about. They're there, and that's about it. I'd compare them to a decent amateur episode from authors that weren't confident enough in their skills to make original geometry, so they cannibalized a bunch of stock maps instead. I've heard similar complaints about RoE, but it wasn't as bad there, and I actually liked the "rearranged" levels. At least that mission pack had some new enemies and weapons.
Brighter lighting seems like an overkill in pandering. Wasn't the new flashlight enough? Should've done one or the other.
 I Should Mention
#28601 posted by Kinn [86.130.5.96] on 2016/12/26 14:16:26
In the BFG edition I never played through the original campaign, I only played the new "lost levels", which is why I couldn't comment on any lighting changes to the original maps.
On hearing they royally fucked them up by yanking up the ambient, I am:
1) Not surprised in the least, given the rest of the crap they did.
2) Even more glad I didn't bother playing through them.
Some games get fantastic re-releases with all-new spanky updated art. Some game re-releases just get farmed off ultra-cheapo to a Z-team somewhere that will idly slap out something nominal for a couple of free sandwiches from the vending machine - but not the good sandwiches; I'm talking like those petrol-station-quality egg & cress sandwiches that have been sitting there for a week.
#28602 posted by dwere [158.255.177.159] on 2016/12/26 14:34:00
One change I can appreciate is a slight increase of the player's running speed. The original game just felt uncomfortable in this regard, while the reissue feels about right. They also toned down the footstep sounds, which were really annoying.
It's amazing how such an important aspect of the game (you spend even more time running around and listening to your boots than you spend shooting things) can be so neglected, and how little you need to change to make it relatively not particularly horrible.
#28603 posted by Mugwump [80.215.157.30] on 2016/12/26 15:27:10
I am yet to see a "remastered" game be better than the original with community patches and mods. D3 BFG is no exception. Sikkmod + Absolute HD are ten times better than this BFG cash grab.
 Well
#28604 posted by Kinn [86.130.5.96] on 2016/12/26 15:48:11
I don't think it was supposed to be a "remaster" or "HD upgrade" for the PC - The only reason it exists is because some bean-counter thought they could make a few pennies by releasing a version of Doom 3 on XBox360 and PS3, hence the retarded console-friendly changes like narrower FOV and more health/ammo everywhere. The PC edition of D3 BFG is just "there" and an utterly, utterly pointless purchase.
 The Patch Allows To Adjust The FOV From The Menu
#28605 posted by dwere [158.255.177.159] on 2016/12/26 16:27:03
For what it's worth.
But it seems that they changed the view weapon offsets somewhat to compensate for the default FOV, so some things look worse with 90. The machinegun in particular reveals more than you want to see.
 BFG: Buncha Fetid Garbage
#28606 posted by killpixel [174.48.226.83] on 2016/12/26 18:19:53
dwere - Interesting, confirms my assumptions. I played for about 6 minutes and had just assumed that there was a myriad of other issues deeper into the game. The hirez hud is nice, though.
mugwump - Sikkmod.
Ah, the ol' bloom and vaseline mod!
Kinn - The only reason it exists is because some bean-counter thought they could make a few pennies...
Painful truths! IMO, D3 is deserving of tasteful and respectful touch-up. It's a similar story with the new bioshock "remasters".
NEW RULE: If you don't give a shit about the game and/or lack basic human decency, you're not allowed to be a part of the remastering team.
#28607 posted by dwere [5.228.164.220] on 2016/12/26 18:46:36
Well, if you treat it as a second console edition, it's not so bad. Many of the changes even make sense in this context.
It's just that they didn't care enough to make the PC version separate from the rest. Which is a pretty common practice, unfortunately.
#28608 posted by Mugwump [80.215.66.41] on 2016/12/26 19:05:34
You don't have to use bloom with Sikkmod and there's more to it than fancy effects: you can tweak walking speed, weapon behavior, etc...
 Can't Remember Doom3 Mission Pack.
#28609 posted by Shambler [81.151.133.185] on 2016/12/26 20:25:09
But AFAIK it was decent enough. I liked Doom3 too.
But TBH, Doom4 is everything Doom3 should have been and completely overriden it.
#28610 posted by killpixel [174.48.226.83] on 2016/12/26 20:45:13
Mugwump - no, you're right, I'm just being facetious. However, I do find that particular mod to be, well, a little tasteless. IIRC, I think I did lift a thing or two from it for my personal mod.
Shambler - decent enough
That's an accurate description. I must respectfully disagree with Doom4 overriding Doom3 (kinda apples to oranges comparison anyway). I find glory-killing my through D4's arenas less engaging than crawling through D3's corridors. Don't get me wrong, both very good games.
For "doom action" I just play D2 and its abundant wads.
 I Have Been Shitting And Puking Nonstop For The Last 24 Hours
#28611 posted by czg [188.93.189.140] on 2016/12/28 13:37:13
 You Caught A Case Of 'the Internets'
#28612 posted by DaZ [80.42.79.117] on 2016/12/28 13:41:54
stay off public forums and it should clear up!
 #28611
#28613 posted by Kinn [86.131.182.165] on 2016/12/28 13:48:00
I see you opened that picture attachment I sent you then.
 I Thought That WAS The Picture Attachment.
#28614 posted by Shambler [217.71.204.143] on 2016/12/28 20:02:30
 Shambler
#28615 posted by Kinn [86.131.182.165] on 2016/12/28 20:32:01
My Grindr profile image can be...challenging for some to process.
 Quakec Profile
#28616 posted by madfox [84.84.178.104] on 2016/12/29 03:23:49
I have been mapping and scripting nonstop for the last strikes!
#28617 posted by Mugwump [80.215.130.59] on 2016/12/29 03:39:36
Does this mean we're gonna play a new Quake map by Madfox soon?
#28618 posted by madfox [84.84.178.104] on 2016/12/29 05:29:40
I'm more hiding for czg fog's attachment!
 True Size Of The Earth's Landmasses
#28623 posted by Kinn [86.131.182.165] on 2016/12/31 15:30:18
Well this blew my mind a little bit. I knew that the Earth's landmasses appear distorted on the typical 2d projection you see in atlases (and google maps) but I had no idea how totally wacky it was. Here's a cool site that lets you drag countries around the globe to compare their true sizes with others:
http://thetruesize.com/
For the biggest "Holy Shit", try dragging Indonesia onto Europe or Russia.
 Top O' Reddit Today
#28624 posted by killpixel [107.72.162.101] on 2016/12/31 17:19:42
 #tf In A Nutshell
#28625 posted by onetruepurple [37.8.230.53] on 2017/01/01 00:19:36
00:02:24 | <skacky__> 4053 detail
00:02:48 | <skacky__> happy new year btw
 Extended Interview With Kevin Cloud
#28626 posted by killpixel [174.48.226.83] on 2017/01/01 03:59:25
 Happy New Year!
#28627 posted by than [125.9.10.222] on 2017/01/02 06:06:17
Since I don't actually have anything interesting to say, I'll just leave it at that.
 @than
#28628 posted by khreathor [95.160.158.215] on 2017/01/02 11:07:38
Any quake mapping plans for 2017?
 Yah,
#28629 posted by Mugwump [80.215.230.236] on 2017/01/02 22:32:17
Happy New Year y'all!
#28630 posted by onetruepurple [37.8.230.53] on 2017/01/03 18:12:50
Quake to be run at AGDQ '17 next Monday: https://gamesdonequick.com/schedule
 Another Map Jam?
#28631 posted by PuLSaR [37.147.244.207] on 2017/01/03 18:28:30
I must say I'm not satisfied with having not much time for mapping for retrojam 6 previous week. Now we have holidays and a lot of time to map. I wonder if any one wants another map jam. Let's continue the awesome start of 2017.
Personally I want to map more, this time with AD.
Any thoughts?
#28632 posted by mukor [73.94.119.159] on 2017/01/03 18:35:14
Explore Jam. No monsters on skill 0.
 @mukor
#28633 posted by dumptruck_ds [168.161.192.15] on 2017/01/03 19:37:40
That would be awesome - great idea. I always wanted those features put into id games like Doom 3 and Doom 2016 so I could admire the levels without monsters.
#28634 posted by Mugwump [80.215.44.242] on 2017/01/03 19:40:51
I would love an explore jam 2. However, is it wise to organize yet another jam so soon? I remember some MJ8 talks where people complained about not having time to work on their personal projects between jams.
 I Do Agree With Mugwump
#28635 posted by dumptruck_ds [168.161.192.15] on 2017/01/03 19:49:21
I would like to complete what I am working on (off and on for a year!)
But perhaps it's time for jam organizers to agree on a schedule for 2017?
And BTW another Jam idea would be Co-op jam. Would require a lot more playtesting but would be cool to get more mappers working and playing together. Different design challenges too.
#28636 posted by topher [186.124.190.94] on 2017/01/03 19:51:29
i can get into one explorejam this month
with no monster placement or gameplay tweaking i can focus in learning to use lights and level architecture and try crazy designs
correct me if i'm wrong, but a explorejam wouldn't be much less time-consuming than a full classic map?
you can add some puzzle elements, and refine them if there is time; if not then it is a place to stroll around.
 Coop
#28637 posted by topher [186.124.190.94] on 2017/01/03 20:03:36
i tried to play ad_swampy with my brother through lan and it didn't work well
lots of packet overflow (whatever that is), the breakables were already broken on the client (my brother notebook, with wifi) and the sounds were desynced.
i tested a e1m1, e1m2 and e1m3, with ad. in e1m3 happened the same thing
how can i make it work? it's a problem of the game? it's the wifi and i have to try with cable?
i tried disabling particles (in quake.rc) but it didn't help
 Jammed
#28638 posted by Bloughsburgh [75.151.243.225] on 2017/01/03 20:03:37
I'd be fine with another Jam event...I would just make sure it is 4x smaller than my previous one.
Explore jam would be cool and certainly a challenge if that is what is being considered.
 Topher
#28639 posted by dumptruck_ds [168.161.192.15] on 2017/01/03 20:19:46
A few things: check the heapsize in your launch options. Both clients would have to have increased heapsizes for AD.
info here: https://steamcommunity.com/sharedfiles/filedetails/?id=120426294
It could be the game engine. Pretty sure Quakespasm is geared only toward SP. I see that Mark V has pretty solid Coop features. Try that one? I just downloaded Mark V but haven't played around with it much. It screwed up my config.cfg so back yours up.
 Topher
#28640 posted by ericw [108.173.17.134] on 2017/01/03 20:37:49
QS can't currently do co-op on AD maps (swampy at least), even if you turn off AD's particles. (max unreliable message size is too small). Last I checked MarkV has the same limit.
DarkPlaces might work for AD coop.
 Dumptruck_ds
#28641 posted by ericw [108.173.17.134] on 2017/01/03 20:39:39
nitpick: QS defaults to a 256MB heap size since the last few versions, so you don't need to enlarge it for AD or any mods I know of
#28642 posted by Baker [69.47.142.25] on 2017/01/03 23:51:07
Quakespasm Spiked, DarkPlaces or FTE is your best chance for co-op with Arcane Dimensions (with the particles being off).
Only those 3 engines offer network compression right now. Quakespasm Spiked has a method for packet fragmentation in the network traffic.
 @ericw
#28643 posted by dumptruck_ds [168.161.192.15] on 2017/01/04 00:51:16
Good to know thx.
@ baker QS Spiked? Never came across that before. Man this game, even after 20 years. So much development going on!
 Happy New Year
#28644 posted by mfx [77.180.4.116] on 2017/01/04 03:15:50
guys, i love all of you. go map, the old and the new ones!
my life is in a grinder these days, its my fault and its a new girl involved.
forgive me ad_team, i have no time atm, new scents to be be had :)
i'll be back someday with new stuff, be sure..
right now its hard, sorry sleepwalkr, i miss you too...
 Baker
#28645 posted by Shamblernaut [121.45.229.244] on 2017/01/04 04:56:02
Why is the particle code so storage / network intensive?
Does it record / transfer the location of each particle every frame?
#28646 posted by Baker [69.47.142.25] on 2017/01/04 05:58:47
In standard Quake, QuakeC tells the client to emit a particle (1 message). And the particle system takes it from there.
In Arcane Dimensions (I haven't looked), to make things look fancy, every single particle is an entity.
So imagine a room with 800 monsters where each monster has a position xyz, a frame, angles, etc.
Arcane Dimensions does particles in a way that each little yellow particle is essentially a monster.
That's why an Arcane Dimensions demo is 600 MB after 30 minutes with the particles on, for instance. But it does have ability to be turned off.
Sock and the guys working on Arcane Dimensions are smart. It's perfectly ok to do it "ok" the first time and then later on "do it right".
It's just part of the learning curve.
But the way they are doing it right now isn't efficient. But also part of the problem is that the classic engines can't do what sock + company would ideally like.
I think Quakespasm Spiked could probably move that all client-side.
But would require work on the part of Arcane Dimension and also wouldn't work with DarkPlaces because the particles systems are very different.
So will be interesting to see how things go.
But certainly raises the right issues for discussion.
 @baker
#28647 posted by dumptruck_ds [138.229.243.25] on 2017/01/04 06:37:51
This is really interesting. There was a mod called extras4 I downloaded that had a some particle effects. I'm am not a coder but curious if they implemented their particle system differently? You can download this here:
http://www.quakewiki.net/quake-1/mods/extras-r4/
I was considering using this for a project myself mainly because of the sound capabilities. It's pretty well documented and has some nice additions that are already in AD.
 What I Would Like To See Is:
#28648 posted by Shamblernaut [121.45.229.244] on 2017/01/04 07:12:16
Rather than every particle being an entity ideally some sort of a "particle emitter" entity should exist and handled client side.
Just feed the emitter the quantity / duration / angles / velocity / colours / world interactivity of the particles and let the client do the rest.
#28649 posted by Baker [69.47.142.25] on 2017/01/04 07:54:01
@dumptruck - If you want to learn more about that mod, the actual homepage for that mod is http://quake.chaoticbox.com/ .
 Negke Finally Forced To GO MAP
#28650 posted by Shambler [79.154.138.169] on 2017/01/04 09:18:46
 Roulf
#28651 posted by onetruepurple [37.8.230.53] on 2017/01/04 11:08:03
Time to whip out that clip tool.
 #28649
#28652 posted by xaGe [104.228.17.55] on 2017/01/04 11:54:30
Not that you will learn much from the one short basic paragraph of info about that mod on that site.
@dumptruck, you're better off just downloading the mod and going through the readme and the Qc source which looks like you already have.
#28653 posted by topher [190.210.159.117] on 2017/01/04 16:52:18
i checked the source and docs
pretty neat stuff
i quote:
------------
Particle systems with QuakeC - packet overflows made easy!
These were modeled after particle systems in high-end 3D apps, they are not the most user friendly entities around...
Emitters generate a "particle" (either a .spr, .mdl or .bsp) and toss it in a direction between the set angle limits. They can use an optional "death" model to simulate anything from rain, falling rubble, blasts of flames, forcefields, whatever... Note that these have absolutely nothing to do with Quake's built-in particle system. When the word "particle" is used on this page, it refers an instance of the model assigned to the emitter.
Effectors change the behaviour of particles that touch them (the emitter must have the "USEEFFECTORS" spawnflag set).
Emitters can be attached to a func_train_ext, for some really neat shit :)
------------
the implementation is different but both are entities emitters and similarly inefficient
 Extrasr4
#28654 posted by Qmaster [70.195.88.189] on 2017/01/04 18:11:50
Ahh, what a gem. I still love the gravity well effect that sucks in nails and curves them around. Would love to see this in an arena where some wells were by some sort of equipment that warps your bullets. Would make for some interesting ogre fights, esp. flak ogres.
 IRC.
#28655 posted by Shambler [79.154.138.169] on 2017/01/04 18:54:32
Is it b0rked for everyone?
 Works Fine For Me
#28656 posted by skacky [90.0.192.217] on 2017/01/04 18:55:33
 Extar4 Mod
#28657 posted by madfox [84.84.178.104] on 2017/01/04 19:13:46
I used the extar4 for burning barrels, which gave a fine effect on shooting them. Also had a fountain in it, but after five sprite emitters I got an eddict error. These particle emitter is a real memory assult.
The savest way to avoid it was to last it only for a minute.
Mostly used it for the better balanced func_train in PhantomPholly.
The func_water is rarely a real switch for mapping effort. Sad it won't last on spaces longer than 256 units and lacks animation.
 Asfdasfasfasfadffff
#28658 posted by Shambler [79.154.138.169] on 2017/01/04 19:29:52
[19:29:23] Connecting to server...
[19:29:23] Connection failed. Result: -102
[19:29:23] Disconnected from the IRC server "irc.quakenet.org`"!
[19:29:23] Reconnecting in 3 second(s)... (Cancel)
 Re: ExtrasR4
#28659 posted by dumptruck_ds [168.161.192.15] on 2017/01/04 20:47:19
@topher too bad - i was hoping this would be a good fix.
@Qmaster - that + Ogre nades sounds wild. This part of the mod does open up some interesting possibilities. But I was most interested in the sound trigger features. I hope to test the extrasR4 limits soon but if AD has something similar I may just use that for a project. I haven't reviewed the docs for AD yet.
re: particles for torches and similar - Instead of having proper entity based particles if you could have animated alpha textures you might be able to create a similar effect - wonder if this is possible?
 @xage
#28660 posted by Baker [69.47.142.25] on 2017/01/05 07:49:46
An previous version of that site had a dedicated extras R4 page with a ton of detail and screenshots and descriptions.
It would seem that page is no longer there. Maybe has to do with the PlanetQuake abandonment.
 Yes, Looks That Way.
#28661 posted by xaGe [208.105.136.99] on 2017/01/05 08:07:57
Most likely the reason you gave. I do remember the previous page years ago and with all the information your describing. It was very cool, too bad it's gone. Maybe it's archived somewhere.
 The Download...
#28663 posted by Qmaster [70.195.89.242] on 2017/01/05 18:43:09
Contains an html readme. Maybe its the same?
 @qmaster
#28664 posted by Baker [69.47.142.25] on 2017/01/05 23:06:58
At least the page lives on in the download ;-)
 Looks The Same.
#28665 posted by xaGe [208.105.136.99] on 2017/01/06 05:36:33
 Poke Poke
#28666 posted by Shamblernaut [121.45.238.31] on 2017/01/06 17:51:26
Gonna poke the community for interest...
How would we feel about having a deathmatch mapjam at some point?
Obviously after a little while and all your creative juices have been refreshed.
 I Personally Couldn't Care Less...
#28667 posted by Mugwump [80.215.70.57] on 2017/01/06 17:56:16
...unless the maps also have SP capability. I don't play DM.
 #28666
#28668 posted by onetruepurple [37.8.230.53] on 2017/01/06 18:01:25
Sounds like a complete waste of time.
 No Thanks
#28669 posted by Bloughsburgh [75.151.243.225] on 2017/01/06 18:12:22
I would not be interested, but a noteworthy idea!
 What's The Best Bot Mod?
#28670 posted by Kinn [86.131.182.165] on 2017/01/06 18:44:23
I'd be interested in playing some new q1dm bot action.
 Unlike Some Of These Pricks....
#28671 posted by Shambler [88.23.219.16] on 2017/01/06 18:45:20
....as much as I have no interest in DM, why not. There might be people who are keen to push their DM mapping, so it would be a good creative outlet.
 Yeah What Shambles Said
#28672 posted by Kinn [86.131.182.165] on 2017/01/06 18:47:57
I remember really enjoying playing against bots back in the day. Never got into real DM though, just didn't have the bandwidth or sk1ll4x
#28673 posted by metlslime [159.153.4.50] on 2017/01/06 18:50:02
I always use reaper bots but i think that's only because they were popular back when I was paying attention.
I have heard frikbot mentioned a lot more recently.
#28674 posted by Mugwump [80.215.67.251] on 2017/01/06 18:53:18
What's The Best Bot Mod?
I heard (from Baker, I think) it was Frogbot.
 Cheers
#28675 posted by Kinn [86.131.182.165] on 2017/01/06 18:57:01
Yes I too played against reapers in the 90s, when I should have been studying.
Ah yes I think I was recommended frogbot in the recent past, and seems I already them installed!
 Like I Said
#28676 posted by Shamblernaut [121.45.238.31] on 2017/01/06 19:16:38
I was just poking the community, I'll wait and see if others are interested, last thing I want to do is run a jam with only a couple of participants.
 Well.
#28677 posted by Shambler [88.23.219.16] on 2017/01/06 19:45:07
It's Kinn and yourself already, so that's a good start...
 Gah
#28678 posted by Kinn [86.131.182.165] on 2017/01/06 19:46:26
I can't enter myself obvs - too busy with work and other boring real-life stuffs!
#28679 posted by topher [190.230.241.92] on 2017/01/06 19:50:41
i'm new here but what a heck, i'll answer
if i play deathmatch, i play the same old maps over and over again. dm4,dm6, e1m2 and aerowalk
the maps are intended to be played or with monster or what?
#28680 posted by Kinn [86.131.182.165] on 2017/01/06 19:56:15
How about "maps designed primarily for DM, but with waypoints for [bot mod x] added, and also monsters for SP"
 Sounds Good
#28681 posted by Cocerello [213.60.80.32] on 2017/01/06 20:54:46
and there is also the option of using Omicron bots which don't need waypoints, so people not interested in DM have it easier participating.
 DM Jam Is A Waste Of Time...
#28682 posted by khreathor [95.160.158.215] on 2017/01/06 21:13:05
...because QW community doesn't care about new maps.
They don't give a fuck about your textures or complex brush work, because all they want is low r_speeds.
Foogs is last active DM mapper I know. He probably can tell you more or you can go on QW discord channel for more details...
 #28682
#28683 posted by Kinn [86.131.182.165] on 2017/01/06 21:24:10
There are communities outside of func_msgboard that don't care about the single-player jams either. Not sure that's a reason to not do them.
I thought the idea behind jams was to have a bit of fun amongst ourselves basically (oo-err!). If no-one here is interested then fine, but if people are, who gives a weasel's wotsit what other communities think?
#28684 posted by topher [190.230.241.92] on 2017/01/06 21:44:05
i'm using a map editor for less than a month but i can see how fun can be.
it just pains me a little that probably nobody will play it. at least the sp maps are played by a few dozens players. maybe hundreds. thousands in the case of arcane dimensions.
we can throw some func_matches! i'm low-mid tier player in ffa, tdm or dmm4 :D. never played enough to become good.
 DM Jam
#28685 posted by Qmaster [70.195.69.0] on 2017/01/06 22:25:26
Meh.
Wait don't we have explore Jams. Not much different except flow isn't considered.
Ahh, sure, go for it. It's in the original ID spirit to have SP and DM in the same map.
#28686 posted by khreathor [95.160.158.215] on 2017/01/06 22:36:44
Imo it's counterproductive to make a map that will be never played by QW players. If you want to make good DM map you need constant feedback during design process.
I'm not against this idea, just saying how it is, because few people will be surely disappointed.
I remember few people did DM mode for their map during jams. Maybe that's a better idea? SP map with proper DM mode?
 How About Co-op Maps?
#28687 posted by killpixel [107.72.162.125] on 2017/01/06 22:52:38
 The Way I Set Ezquake When I Bother To Play Quake Dm
#28688 posted by topher [190.210.159.117] on 2017/01/07 01:32:33
http://imgur.com/0Ib8HK2
lol. r_drawflat well done
really, i like to play like that. but i'm weird sometimes. i like simplified, abstract and contrasted items and players
and i play against friends in RL or bots. that lag of mine...
 Don't Forget To Try Out EzQuake Single Player
#28689 posted by Baker [72.168.130.129] on 2017/01/07 02:13:33
#28690 posted by Yhe1 [108.184.12.29] on 2017/01/07 02:44:11
Just extend the jam by a few days and add sp monsters
 #28666
#28691 posted by dumptruck_ds [168.161.192.15] on 2017/01/07 02:59:39
@Shamblernaut
I've done a lot of DM level design. I'd love a jam so I am in. Not a QW player myself. I play local with my kids or Omicron bots. There's also the DMSP mod that is quite a hoot. If you guys haven't tried it - you should.
http://strlen.com/maps/dmsp/
@killpixel - I am down for a co-op Jam for sure. I suggested it a few days ago. I think it would require a LOT more coordination and care - maybe a team of two mappers or volunteers to playtest.
#28692 posted by Shamblernaut [121.45.238.31] on 2017/01/07 06:30:31
Yeah the coop thing is really interesting. Especially if you force the two players to separate and complete different portions to progress.
 Shitting Fuckomy.
#28693 posted by Shambler [88.23.219.16] on 2017/01/07 10:21:26
I forgot how vomitously awful "make the game look fucking terrible to win at any cost" DM-orientated engines were.
Shamblernaut, cancel the possible DM Jam ASAP.
#28694 posted by topher [190.210.159.117] on 2017/01/07 13:14:26
to be fair i doubt many play with that settings
but the setting is there, i tried it, played matches with it and really like it.
anyway, i knew that r_drawflat thingy for like 18 years when i started playing the game, and played one time all the episodes with r_drawflat 1 in winquake. for the same reasons, contrast. i don't remember being multicolored like in quakespasm, though. it was white i think
#28695 posted by topher [190.210.159.117] on 2017/01/07 13:14:26
to be fair i doubt many play with that settings
but the setting is there, i tried it, played matches with it and really like it.
anyway, i knew that r_drawflat thingy for like 18 years when i started playing the game, and played one time all the episodes with r_drawflat 1 in winquake. for the same reasons, contrast. i don't remember being multicolored like in quakespasm, though. it was white i think
#28696 posted by Shamblernaut [121.45.238.31] on 2017/01/07 14:00:54
If I make a jam I will suggest that the authors use clip or skip brushes over all the fancy geometry to overcome that.
I also suspect the level of detail will be kept to id DM map levels.
Anyway, there is no rush to make another jam, I was polling the community for thoughts.
 What About An AD Or A Quoth Jam
#28697 posted by Breezeep_ [108.53.84.156] on 2017/01/07 22:36:12
It would be pretty interesting to see a jam that uses those kinds of mods.
 Hmmm.
#28698 posted by Shambler [88.23.219.16] on 2017/01/07 22:42:45
"Make best use of AD features" jam could be cool. A bit like Sock's breakables test map, that worked well being full of breakables and still cool in it's own right.
 #28697
#28699 posted by khreathor [95.160.158.215] on 2017/01/08 09:04:17
Map Jam 7 was Quoth based and it was cool, except people didn't updated their Quoth to latest version and half of the maps were broken.
 And By "People" I Mean Players
#28700 posted by khreathor [95.160.158.215] on 2017/01/08 09:05:09
 Paradoxes
#28701 posted by Baker [72.168.129.57] on 2017/01/08 13:10:47
There is a rather large group of single player users that are using the Quake Injector and are completely dependent on it. Not using the Quake Injector generally isn't even an option for many of those users, they don't know where is unzip things or how to do a command line themselves.
And the Quake Injector doesn't support Quoth 2.2, to the best of my knowledge (The Quake Injector files are July 2010, so probably not).
Furthermore, the Quoth 2.2 files at Quaddicted are not up-to-date.
So any release depending on features in Quoth 2.2 that aren't present in Quoth 2.1 is going to be a tragedy where a number of users have problems that most of them have zero chance of resolving themselves.
#28702 posted by Shamblernaut [121.45.238.31] on 2017/01/08 15:10:31
Sock has been encouraging people to map with AD on twitter.
Poke him enough and he might join in :)
#28703 posted by mukor [66.87.77.75] on 2017/01/08 15:33:26
Yeah ive come to realize how much id1 sucks to map for. Ill be avoiding it for some time.
 Nothing Wrong With Id1
#28704 posted by FifthElephant [178.107.170.172] on 2017/01/08 20:52:42
#28705 posted by mukor [73.94.118.197] on 2017/01/09 00:18:20
"Oh you wanna backtrack through this area and spawn a bunch of monsters? Yeah youre gonna need the monster entity. A Teleport_destination. Trigger_Teleport and then something to trigger the whole sequence."
:slow clap:
#28706 posted by Kinn [86.131.182.165] on 2017/01/09 00:25:09
The inability to not have triggers initially disabled was the thing that frustrated me most about id1 mapping.
You could use the silly spikeshooter logic gate hacks I guess, but lol.
#28707 posted by Kinn [86.131.182.165] on 2017/01/09 00:26:53
I mean "The inability to have". Did a bit of double negative there I think...
 Yep
#28708 posted by Bloughsburgh [71.61.61.77] on 2017/01/09 00:31:13
The entity state system in AD is the biggest pull from me. That allows so much more creative ideas really shine.
 Demos
#28709 posted by Kinn [86.131.182.165] on 2017/01/09 17:49:49
Ok this info was probably on the internet at one point in the 90s but I can't for the love of fuck find it anymore:
how do I make quake start looping the standard quake demos?
 Or
#28710 posted by Kinn [86.131.182.165] on 2017/01/09 17:59:08
Has QS/MarkV made "startdemos demo1 demo2 demo3" not work anymore? I try typing that into the console and nothing happens...
 Quakespasm Disabled It
#28711 posted by onetruepurple [37.8.230.53] on 2017/01/09 17:59:09
 Ah Ok
#28712 posted by Kinn [86.131.182.165] on 2017/01/09 18:04:34
so it's totes impossible to loop demos in QS?
 Kinn
#28713 posted by ericw [108.173.17.134] on 2017/01/09 20:04:26
adding the "-fitz" flag when launching QS restores the demo loop playback (also some other things: restores the quit prompt, disables loading the sutff in quakespasm.pak - the custom conback, WASD config, z-fighting fixes for id1).
I thought QS was only disabling "startdemos" during the exec of quake.rc but apparently it's totally disabled.
 Doom
#28714 posted by topher [190.230.241.92] on 2017/01/09 20:16:31
i tried the new doom yesterday 20 minutes
i mean, if it's seriously considered goty by many it must be good
i saw some desert/hell scene and i didn't like it
the monsters are almost the same color that the landscape...
i didn't like items popping out like confetti
i don't like the glory kills.
the mouse is smooth, or whatever the name is for that setting.
the level are nice to look? i might play the game in easy.
the mouse smoothing (or whatever) can be disabled?
if not i'm uninstalling the game.
oddly enough i like more the doom4doom mod for gzdoom.. and it's not because it's old or pixelated. the gameplay is better. the drops can be disabled. the weapons feel better. and it's free!
 Ericw
#28715 posted by Kinn [86.131.182.165] on 2017/01/09 20:21:15
Cheers, it's not a problem anymore, all I wanted to do was loop the demos for profiling purposes but I can just as easily do what I want by playing a demo without a loop.
#28716 posted by negke [31.18.51.150] on 2017/01/09 20:36:32
It also restores the level time counter in the status bar!
 Well Topher D4D Is Seriously Fun.
#28717 posted by xaGe [104.228.17.55] on 2017/01/10 02:37:11
#28718 posted by topher [190.210.159.117] on 2017/01/10 03:49:36
ok i played some more and the game is killing my computer
30-50 fps
no way i will play like that
and i have no money to change the gpu
well, i still have the old quake and doom
#28719 posted by Killes [62.217.45.26] on 2017/01/11 10:05:46
What about a hybrid bots used as enemies map ? Kind of a multi arena dm map with progress - defeat these so and so equipped bots in this area before moving on to next dm area. Not sure of the feasability but its an interestng idea/challenge maybe. Not Jam adapted though I guess as it requires modding/hackery I assume.
 Killes
#28720 posted by Mugwump [80.215.42.252] on 2017/01/11 10:36:23
You mean basically Q3A SP in Q1? I've heard of a Quake 1 Arena mod, but I don't know if it has bots for SP or is DM-only. You might wanna check it out.
 Fucking Hell
#28721 posted by onetruepurple [37.8.230.53] on 2017/01/11 10:53:52
Only 11 days into 2017 and there's already been 25 Q1SPs out.
Are we in for the best year yet?
 So I'm Back.
#28722 posted by Shambler [88.111.214.216] on 2017/01/11 11:11:52
Any new Quake maps to play??
#28723 posted by Kinn [86.131.182.165] on 2017/01/11 12:07:14
Are we in for the best year yet?
Only if Shambler makes one.
 #28721
#28724 posted by Bloughsburgh [75.151.243.225] on 2017/01/11 13:41:01
That's fucking wicked.
I'm going to contribute to that number personally.
 Make It 28
#28725 posted by onetruepurple [37.8.230.53] on 2017/01/11 19:17:25
 That's Worth A Counter
#28726 posted by dumptruck_ds [168.161.192.15] on 2017/01/11 19:29:41
on Quaddicted. Can that be added?
#28727 posted by Kinn [86.131.182.165] on 2017/01/11 19:56:49
something something quality / quantity something something...
#28728 posted by Mugwump [80.215.1.136] on 2017/01/11 21:07:22
something something quality / quantity
Hmmm, lessee...
- RJ6, quality: check.
- XJ2, quality: check.
- ad_fenrir, quality: check.
- ad_scastle by our Lord and Master Sock, quality: check and double-check.
- SM178, quality: can't tell yet.
- neg2betahc, quality: can't tell yet but judging from the comments, it's already an improvement over Hexcalc's first disastrous (no offence) map.
You were saying...?
 Quality : Quantity Ratio Of Posts
#28729 posted by onetruepurple [37.8.230.53] on 2017/01/11 21:10:42
Mugwump: 0
 If You Say So...
#28730 posted by Mugwump [80.215.173.113] on 2017/01/11 21:13:46
You realize trolling people makes you the butt of the joke, not them, right?
 #28728
#28731 posted by Kinn [86.131.182.165] on 2017/01/11 21:44:01
I'm talking about how meaningless it is adding a map counter to quaddicted, you peach cleaver.
 Negative Feedback Is A Type Of Feedback Too!
#28732 posted by Baker [69.47.142.25] on 2017/01/11 21:52:11
Mugwump looks around, observes and brings a fresh perspective. And more importantly a diverse perspective. I think Mugwump brings a great perspective to the mix.
Trolling? Is it really bad?
Trolling people isn't so bad, it's the internet and trolling is part of that.
I think a bigger internet problem is the occasional complete lack of trolling.
Facebook: like!, like!, like!, like!, like! --- Well, you need critical thought too right?
Don't you need someone to say "This sucks -- here is why?" Isn't negative feedback part of learning and growth?
Anyone can do positive feedback, because it is a very sheep thing to do. Negative feedback is therefore often more valuable.
Negative feedback is true feedback. Don't you want the true feedback to your face instead of behind your back?
If I do something that sucks and I don't know about it or I am lacking perspective to see it --- I want the negative feedback.
/One thought. I'm often wrong about these things, haha
 I Agree With Baker
#28733 posted by Bloughsburgh [71.61.61.77] on 2017/01/11 21:55:39
 Thank You Baker
#28734 posted by Mugwump [80.215.44.103] on 2017/01/11 22:57:01
Indeed, critical thought is necessary, and I'm not one to shy away from it. However, you seem to say that trolling = critical thought. Not. It's just mockery in my book.
@Kinn
I'm talking about how meaningless it is adding a map counter to quaddicted
This I wholeheartedly agree with. I thought you were saying large quantity leads to decline in quality, which is of course not always the case.
 Farts
#28735 posted by Kinn [86.131.182.165] on 2017/01/11 23:14:38
baker: trolling/beef needs to be clearly distinguished from negative criticism, otherwise you lend legitimacy to garbage like that guy in the AD thread recently.
 @kinn
#28736 posted by Baker [69.47.142.25] on 2017/01/11 23:43:24
Communication is made out of words.
If the words have something interesting to say, you can read them.
And if they don't have something interesting to say, maybe you have something better to do.
The effect that words have on the reader of the words is the responsibility of the reader.
If you achieve any level of success, there will be trolls.
The only people without trolls are people who never did anything interesting.
Remember: a troll is still a fan of your work. Because they think your work is important enough to troll.
I would take that as a compliment!
 @kinn
#28737 posted by dumptruck_ds [168.161.192.15] on 2017/01/11 23:45:03
Jesus Fucking Christ.
I wasn't clear with the sentiment of my post. I though a "maps so far this year" counter would be a cool metric to keep track of for fans who are proud of their involvement in keeping a 20+ year old game alive and well.
Sorry for the wide eyed enthusiasm. I forgot where I was posting.
 @dumptruck_ds
#28738 posted by Baker [69.47.142.25] on 2017/01/11 23:58:06
a) Mark V build 1025 supports variable sound distance now. "sound_clipdistance" "1000" (1000 is default, you probably want 2000). You add "sound_clipdistance" as a worldspawn key to your map, similar to how you set a skybox or the map title.
Maybe it will suit your purposes for your func_train.
b) Spirit runs Quaddicted and as I understand it does not read this forum any longer.
 It's Cool
#28739 posted by Kinn [86.131.182.165] on 2017/01/12 00:14:30
No need to get all fighty about it.
 @kinn
#28740 posted by dumptruck_ds [168.161.192.15] on 2017/01/12 00:18:11
Peace!
 Fans Clamoring In The Distance
#28741 posted by Mugwump [80.215.170.41] on 2017/01/12 00:22:01
Remember: a troll is still a fan of your work.
OMG, OTP is my fan!! Teehee!
Ahem. More seriously:
You add "sound_clipdistance" as a worldspawn key to your map
Wouldn't that augment the hearing distance of all sounds in the map? Furthermore, what about other engines?
#28742 posted by Baker [69.47.142.25] on 2017/01/12 00:42:40
Wouldn't that augment the hearing distance of all sounds in the map?
That's exactly what it does.
 @Baker
#28743 posted by dumptruck_ds [138.229.243.25] on 2017/01/12 09:51:41
Thanks - I will try and test asap. Might have to wait until the weekend, away from mapping machine for a few days. Great to see an engine with enhanced sound features.
Spirit is an it? :)
 Mh Has Answered The Age Old Question ...
#28745 posted by Baker [69.47.142.25] on 2017/01/12 23:21:27
 Just Watched A Simester Of Computer Graphics Courses On Youtube
#28746 posted by killpixel [174.48.226.83] on 2017/01/13 05:42:12
now my Hindi is on point!
#28747 posted by Shamblernaut [121.45.238.31] on 2017/01/13 20:42:55
almost finished my retrojam 5 map
 Cool!
#28748 posted by Mugwump [80.215.226.107] on 2017/01/13 21:23:59
 Ah That Preach Thread Is Great
#28749 posted by Baker [69.47.142.25] on 2017/01/13 23:50:31
I don't want to post in it because I could ruin what he did there!
That's an inventive concept.
#28750 posted by Pritchard [110.148.118.214] on 2017/01/14 00:04:29
Years from now it'll be found with no context and that'll be great
#28751 posted by Pritchard [110.148.118.214] on 2017/01/14 00:04:30
Years from now it'll be found with no context and that'll be great
#28752 posted by Pritchard [110.148.118.214] on 2017/01/14 00:04:47
Oh no my first double post :(
#28753 posted by Kinn [86.131.182.165] on 2017/01/14 00:19:50
Oh no my first double post :(
I chose to read #28751. Although the content was the same, I appreciated the choice of paths :}
 Kinn
#28754 posted by mfx [78.55.120.192] on 2017/01/14 02:50:31
go map dude.
#28755 posted by Pritchard [110.148.118.214] on 2017/01/15 14:39:29
Rock Paper Shotgun posted a list of the top 50 PC FPS games, and guess who's on top?
https://www.rockpapershotgun.com/2017/01/13/the-50-best-fps-on-pc/
Also, reading through the list, I think they copy and pasted a few of the entries from older lists... a lot of them refer to things that were "last year" but were actually last year... last year. If that makes sense.
 #28755
#28756 posted by Kinn [86.131.182.165] on 2017/01/15 14:55:17
 COD MW Or CounterStrike??
#28757 posted by Shambler [88.111.214.216] on 2017/01/15 16:43:03
#28758 posted by Johnny Law [107.208.11.198] on 2017/01/15 19:21:49
Yeah they keep those "25 best" or "50 best" lists around and update them occasionally.
For example, from 2015: http://web.archive.org/web/20150514154720/http://www.rockpapershotgun.com/2015/05/13/best-fps/
Back then Doom was #1 and Quake #37. :-) Which is cool that they do some re-opinioning every now and then.
FWIW I think the guy who posts the list is also the same one that reviewed Arcane Dimensions for RPS.
 Isn't That Great.
#28759 posted by onetruepurple [37.8.230.53] on 2017/01/15 19:29:57
Trash person writes trash article for trash website.
He even links to fucking Darkplaces to "offend your eyes a little less".
#28760 posted by topher [190.210.159.117] on 2017/01/15 19:37:46
quake?
that was unexpected
i mean, i always loved the game; and the game was loved in 1996 and 1997
but later it was kinda forgotten
and lately is rising again, in a way
"all so physical in their blockiness and pixel-grid textures"
when i tried gl_texturemode 3 and no hd textures with retrojam1 maps i noticed this too and deleted all the hd textures. with the new fog and lighting effects they look exquisite.
 DM-Shamblernaut
#28761 posted by adib [192.228.144.250] on 2017/01/15 20:00:56
We can make it. Let's forget QW uglyness ever existed and make a "Q1 Arena" single player DM jam. A chain of maps like we are used to make, but DM with a bot setup. The jam can provide a bot environment all set to just drop your map files on, for dev and test. Maps can have all mood, detail and beauty you want, provided you caulk (clip) it properly.
Afaik, it would be something completely new here. I'm in. Miss DM very much.
 Re: RPS
#28762 posted by skacky [90.0.69.146] on 2017/01/15 21:24:21
Genuinely lold at some of these choices. Shadow Warrior 2 in it while it's one of the worst games of 2016. I mean the original reboot (I chuckled typing this) is far better in every aspect. SW2 feels like Borderlands with Asian memes, and they're not even funny. There's fucking Far Cry 4 in it too. Half-Life with a picture of the Black Mesa game because why the hell not. Devil Daggers on 5th place? Why the fuck not. The game looks great and is fun for like 5 minutes. Let's put it higher than other titles like Blood... wait, Blood isn't even in that list. I guess DOSBox is too hard for these people.
Quake first shows they're not totally braindead, though the cherry on top has to be the DarkPlaces recommendation with the jab at Quake's graphics, while the guy says the aesthetics look awesome a few sentences above.
#28763 posted by Johnny Law [107.208.11.198] on 2017/01/16 01:36:08
You guys need to be less angry sometimes. :-)
#28764 posted by Pritchard [110.148.118.214] on 2017/01/16 02:05:03
this is func_, people are just always angry. <3
 Thoughts?
#28765 posted by Shamblernaut [121.45.238.31] on 2017/01/16 02:09:44
@johnny We're all angry old men here. We've all been jaded by time ;)
@adib I'll make a DM jam in a few weeks.
@everyone who is interested how would you feel about making design / planning documentation public for said jam. I know sometimes jams release the map source, but I think it might be interesting to have some extra docs aswell. i.e. sketches, flow charts, etc.
Of course optional.
Thoughts?
#28766 posted by khreathor [78.88.31.219] on 2017/01/16 02:17:16
I can spread info on Quake World discord when you'll be ready to start this Jam. There are few active mappers there and lots of players, so you'll be able to confront your design with reality :D
 Call It Something Else And Not Another Goddamn Jam
#28767 posted by onetruepurple [37.8.230.53] on 2017/01/16 02:17:32
#28768 posted by mukor [73.94.116.245] on 2017/01/16 02:19:34
What makes a jam a jam?
#28769 posted by khreathor [78.88.31.219] on 2017/01/16 02:21:20
#28768 fruits?
 And Sugar
#28770 posted by Mugwump [90.24.132.82] on 2017/01/16 04:40:01
making design / planning documentation public (...) i.e. sketches, flow charts, etc.
Could be a valuable resource for novice mappers. Approved.
 Mukor
#28771 posted by Breezeep_ [108.53.84.156] on 2017/01/16 05:58:44
Maps, varying in size and quality. That's what makes a jam a jam.
#28773 posted by mfx [85.179.30.70] on 2017/01/17 14:58:19
 Thief
#28774 posted by madfox [84.84.178.104] on 2017/01/17 15:34:14
I remember using a vodoo2 on Thief.
It was the same period of Unreal, and I had lots of gl_drivers on my computer.
There are no editors for this game, right?
 Using The Red Cross Symbol...
#28775 posted by primal (nli) [81.175.152.198] on 2017/01/17 15:47:10
http://www.pcgamer.com/how-the-prison-architect-developers-broke-the-geneva-conventions/
Using the red cross symbol in your game can result in attention from the British Red Cross. Why this particular game attracted the attention might not be entirely clear.
 #28774
#28776 posted by xaGe [104.228.17.55] on 2017/01/17 18:09:26
The Thief game/map editor is called DromEd. You can find more than one video on Youtube about it.
#28777 posted by skacky [90.0.67.57] on 2017/01/17 18:37:37
DromEd is pretty ancient and archaic though. Getting scenes done takes quite a while, though a huge advantage over Quake is that you directly edit the game map file, so you don't need to compile it. That means lighting actually exists and you can modify it in real time, among other cool stuff. I'd love a TB-like editor as an alternative though.
 +1 For The Counter Spirit
#28778 posted by dumptruck_ds [168.161.192.15] on 2017/01/17 19:35:49
 +1 For Welcome To Last Week's Beef.
#28779 posted by Shambler [88.111.214.216] on 2017/01/17 20:29:54
Number of retrojam maps that dumptruck has released that DON'T have a really fucking stupid name that takes longer to type than to play the map:
0
 Sahmbles
#28780 posted by Kinn [86.131.182.165] on 2017/01/17 20:54:18
Not using an engine with autocomplete?
 @shambler
#28781 posted by dumptruck_ds [168.161.192.15] on 2017/01/17 21:23:15
I assumed Fifth would rename it for the final release. Never again!
8-P
 You Ain't The Boss Of Me
#28782 posted by FifthElephant [31.95.133.177] on 2017/01/18 11:55:41
 Boss
#28783 posted by madfox [84.84.178.104] on 2017/01/18 20:08:48
there was a time long before I dear to post on this board, I really believed shambler and other nicks were the creators of quake monsters, like tim willits would be metlslime.
 Shamblernaut #28765
#28784 posted by adib [192.228.144.250] on 2017/01/19 15:36:09
Yes, agreed about documentation. Hope I don't loose this announcement.
 XCOM 2 Long War 2 Mod Released
#28785 posted by DaZ [80.42.79.117] on 2017/01/19 20:44:10
It's baaaaaaaaack https://steamcommunity.com/sharedfiles/filedetails/?id=844674609
It's XCOM 2 hard mode with more in depth mechanics, expanded strategy layer and shit ton of new enemies, items and weapons etc.
The AD of XCOM if you will...
#28786 posted by topher [190.229.13.86] on 2017/01/19 21:11:15
yeah, i saw that a few weeks ago
it's ready now
 UnrealHD (High-Res Skins)
#28787 posted by Lightning_Hunter [76.25.102.76] on 2017/01/20 01:33:30
In case anyone missed this project, I released it on Moddb a while back.
This mutator for Unreal 227 and UT99 will replace all those old, blurry Unreal/RTNP skins with detailed, high-res versions. Unlike most skin projects, almost everything looks identical to the original from a distance, but far more detailed close-up (no more pixelation). Each skin has been manually reworked (no simple filters or cheesy sharpening techniques used). The most obvious improvements are with the big meshes, like the Titan. Most skins have been increased from the original 128x128/256x256 to 2048x2048/4096x4096.
View more information and download here:
http://www.moddb.com/mods/high-resolution-unreal-skins
 XC2LW
#28788 posted by Shambler [88.111.214.216] on 2017/01/20 10:40:42
Shurely the AD of XCOM with Skills 0-2 missing??
#28789 posted by topher [201.253.131.77] on 2017/01/20 17:52:49
i managed to do an hollow torus
it was trickier than i thought
do you think it would be useful to have a tutorial for this? like that old czg's tutorial, but for trenchbroom?
http://imgur.com/a/hf2KG
 Hell Yeah
#28790 posted by Bloughsburgh [75.151.243.225] on 2017/01/20 18:23:29
That looks pretty spiffy! I'd be interested on the technique especially that you made it hollow as well!
Due to the absence of a brush skew feature, all curve guides end up in a roadblock.
 Ha!
#28792 posted by madfox [84.84.178.104] on 2017/01/20 21:51:09
I've just finished one also.
Hard to keep it tight as the maps grows.
 "Dimension Of The Boomed" By Uthar
#28793 posted by Breezeep_ [108.53.84.156] on 2017/01/20 22:05:11
Really neat looking doom mod with lots of quake resources, including ambient sounds and a custom shambler monster! Give it a shot!
https://www.doomworld.com/vb/wads-mods/92574-dimension-of-the-boomed-early-alpha/
 Hollow Torus
#28794 posted by FifthElephant [213.205.192.85] on 2017/01/21 00:51:37
Check out my ad map if you want some hollow pipework. The source is included, I basically followed czgs tute after several days of vertex manipulation nightmares
 Awful Half-baked Tutorial
#28795 posted by topher [190.210.159.117] on 2017/01/21 01:21:57
how to make a torus in trenchbroom
http://imgur.com/a/HKrNj
hopefully it's at least understandable
 @topher
#28796 posted by Newhouse [109.240.6.39] on 2017/01/21 02:06:12
Thank you, those looks like czg's tutorials but in TB this time. Maybe in the future it is easier do now pipes. All of my maps have been pretty pipe-less*
 From Non-discussion Thread.
#28797 posted by Shambler [88.111.212.238] on 2017/01/22 20:23:40
News Submission "General Abuse" [EDIT]
Posted by Lightning Hunter [76.25.102.76] on 2017/01/22 18:33:33
Really? My news submission went to general abuse? Man, after browsing this board and posting about my projects for 10+ years, you would think my submissions would get posted...
Anyway, please ignore my News submission made today. I submitted it again thinking the previous news did not get through, PLUS, I titled it wrong. I realized though that the submission was flat out rejected, so whatever.
 Lol
#28798 posted by onetruepurple [37.8.230.53] on 2017/01/22 20:44:36
Dude who uses HIGH RES CONTENT on games from 199x is an asshole, news at 11!
 A HD-Texture-On-Low-Poly-Content Flamewar?
#28799 posted by Kinn [86.131.182.165] on 2017/01/22 21:11:01
Why that's my fetish!
I'll just leave this here: http://i.imgur.com/83v8gy1.png
#28800 posted by dwere [79.139.145.228] on 2017/01/22 21:30:25
It all looks about as Unreal as always, except sharper. The game was never that good when it came to how its art assets looked, so there's very little to ruin.
I'd say why not.
 Yada Yada
#28802 posted by mankrip [189.84.178.135] on 2017/01/24 15:51:58
Since November, my life is crazy busy. This week I've managed to use some free time for editing some HD textures for Quake's ammo boxes, because I'm tired of not being productive and this is something I may release in a few days.
I miss having the time to sit down and writing some proper feedback for new maps, because there's a lot of great ones released this year.
:) Thank you all.
 Just Wanted To Share...
#28804 posted by brassbite [188.98.235.185] on 2017/01/26 20:18:05
https://youtu.be/0g9SazeaeK0
Watch it!
Contains: -A very nice Quake review
-epic map names
 FreeCAD
#28806 posted by primal (nli) [85.131.26.63] on 2017/01/31 14:18:31
Here is a free multi-platform CAD program, in development with a fairly complete set of features already implemented. It reads and writes multiple file formats, so it could find a place in your existing 3D modeling workflow; or you could find it to be a useful tool on its own.
http://www.freecadweb.org/
Why might you want to look at it? Well, they begin describing it as follows.
FreeCAD is a parametric 3D modeler made primarily to design real-life objects of any size. Parametric modeling allows you to easily modify your design by going back into your model history and changing its parameters. FreeCAD is open-source and highly customizable, scriptable and extensible.
 Thanks For The Link!
#28808 posted by onetruepurple [37.8.230.53] on 2017/02/01 14:07:56
I voted no.
 Is It Even Legal?
#28809 posted by Cocerello [77.231.161.92] on 2017/02/01 14:41:47
It is so obvious of a copy that he only reason i see for it not being taken down already is that they didn't bother with or even haven't seen it.
 John "I Was Sort Of An Amoral Little Jerk" Carmack Goes Savage.
#28810 posted by onetruepurple [37.8.230.53] on 2017/02/02 00:17:14
 That's So Carmack.
#28811 posted by Pritchard [101.160.171.215] on 2017/02/02 00:29:47
I wonder what will happen to him. As far as I'm aware he's still rich...
 OTP
#28812 posted by mukor [73.94.119.39] on 2017/02/02 01:00:15
Where are you reading this from? Id fancy a read.
#28813 posted by Baker [69.47.142.25] on 2017/02/02 02:02:04
Is that a court statement from a judge?
Or is that the plantiff's "made for TV version of what they say happened"?
As far as I know, the jury concluded
1) Occulus did *not* misappropriate trade secrets.
2) The founder of Occulus *did* violate a non-disclosure agreement.
It does not appear that the court or the jury concurs with the text of the statement made in post #28810, although I don't claim to have read any of the docs provided by the court.
An attorney gets to tell their story of what they think happened to both the media and the court. It is always overstated so that if you go along halfway with their version of events, you would side with them.
The plantiffs team of attorney's is being paid with the idea they are supposed to win $2 billion for their client.
So they are going to have quite the "sales pitch".
/An alternate take. I claim no special knowledge. I am also often wrong.
#28814 posted by FifthElephant [82.21.157.236] on 2017/02/02 02:30:51
Imagine writing countless lines of code over multiple years... then you're told that you stole it.
Humans are weird huh?
#28815 posted by Pritchard [101.160.171.215] on 2017/02/02 03:28:32
 Re 28810
#28816 posted by Blitz [66.171.190.42] on 2017/02/02 04:15:21
If that's true, (which I doubt) it's pretty hilarious to picture one of the most well regarded programmers of our time frantically searching Google for how to wipe a hard drive like some guilty dad after clicking on a Shambler link
 Haha Exactly What I Was Thinking
#28817 posted by starbuck [86.136.237.67] on 2017/02/02 15:37:33
if john carmack himself is googling "how to wipe hard drive secure" there's hope for all of us
#28818 posted by Rick [75.65.153.192] on 2017/02/02 23:45:11
It's not like it's something you need to do everyday.
For that matter, most people would be surprised to find out that when they delete something from their computer it's not really gone at all.
 Err
#28835 posted by megaman [95.113.221.116] on 2017/02/05 14:14:32
https://en.wikipedia.org/wiki/Data_erasure
Also: did anybody wonder why they know his google history?
#28836 posted by killpixel [174.48.226.83] on 2017/02/05 19:45:09
*phone rings*
Mrs. Clinton: Hello?
Mr. Carmack: Quick, I've received a subpoena. I need to wipe several hard drives.
Mr. Clinton: Just hard drives? No phones, tablets or laptops?
Mr. Carmack: Just hard drives.
Mrs. Clinton: LOL! Put the kettle on, I'll be there in 10.
 #28835
#28837 posted by Pritchard [131.170.5.4] on 2017/02/06 01:17:09
I'm pretty sure google keeps a track of its users search history, and you can view it yourself here https://myactivity.google.com/myactivity (at least if you have an account - not sure what it looks like otherwise.)
It was probably requested/provided in discovery for the case.
 No Account
#28838 posted by madfox [84.84.178.104] on 2017/02/06 20:54:10
says:
log in your sniff chip.
/P
 Fuck Kucktaku
#28839 posted by [185.165.168.123] on 2017/02/07 02:19:29
#28840 posted by Pritchard [101.160.171.215] on 2017/02/07 02:31:58
What did they do to the poor shotgun? ;-;
#28841 posted by dwere [109.252.172.59] on 2017/02/07 02:57:45
Must be that weapon pack that was mentioned in the AD thread a long time ago. It has some questionable models based on Doom sprites.
 Errrr.
#28842 posted by Shambler [88.111.202.28] on 2017/02/07 10:53:15
Promoting Quake, namechecking some of the latest greatest missions / mods, praising the Quake mapping scene, and recommending Quakespasm over Derpplaces??
Only skimmed through but it doesn't seem that bad?? Apart from not putting a fucking Rubicon Rumble screenshot in...
#28843 posted by khreathor [91.217.18.31] on 2017/02/07 12:20:15
#28844 posted by Kinn [86.131.180.250] on 2017/02/07 12:36:27
With two recent exceptions (RPS and now this on AD), the mainstream gaming community tend to think Quake modding is basically just whatever happened in 1997 because that's the only time when mainstream game media covered the scene, so Mexx, Zerstorer etc. are the only mods they've ever heard of. Maybe Nehahra, if you're lucky.
That video you linked Kreathor, epitomises this.
 PS
#28845 posted by Kinn [86.131.180.250] on 2017/02/07 12:40:44
a quick ip lookup on #28839 suggests he could be our proxy troll friend
 @metl
#28846 posted by onetruepurple [37.8.230.53] on 2017/02/07 12:51:35
6 posts not shown on this page because they were spam or posted from proxy/TOR exits
 Yeah That Article Was Good
#28847 posted by starbuck [80.169.94.194] on 2017/02/07 13:42:22
really nice run down considering its from a mainstream blog that i'd agree is often pretty low-quality.
#28848 posted by metlslime [159.153.4.50] on 2017/02/07 18:55:18
The screenshots could be better -- it's about custom maps but 3 of the 7 screenshots show stock levels. And that doom shotgun!
But, it has the links and tells you about quakespasm, quake injector, and quaddicted so that's pretty good, plus it mentions a bunch of good stuff from the last 3-4 years like AD, RRP, and multiple map jams.
#28849 posted by Kinn [86.131.180.250] on 2017/02/07 19:15:42
To be honest - doom shotgun aside (wtf) - I'm actually amazed the article showed Quake with fairly normal visuals - 90% of the time they'll show some disco-lit parallax-mapped bloomfest that makes your eyes vomit - even in articles about bog-standard vanilla quake.
 In Unrelated News
#28850 posted by Kinn [86.131.180.250] on 2017/02/07 22:03:02
I just found out that google docs does not recognise the word "crypt" - it puts a squiggly red line under it lol.
Google Docs - not Quake-ready.
 Wow
#28852 posted by onetruepurple [213.227.95.2] on 2017/02/08 10:46:38
#28808 now looks super rude.
#28853 posted by mukor [66.41.60.228] on 2017/02/08 16:35:16
lmao, oh the woes of spam filtration :P
 Heh
#28854 posted by Kinn [86.131.180.250] on 2017/02/08 16:49:22
#28852, Always try to reply to a post by referencing the # of the post you're replying to, in order to reduce such awkward eventualities :}
#28855 posted by metlslime [159.153.4.50] on 2017/02/08 18:25:32
don't reply to spam is a good rule. Since it will be flagged eventually, your response will almost never make sense.
#28856 posted by mukor [66.41.60.228] on 2017/02/08 18:33:48
It wasnt the usual spam but instead someone thinking anyone gives a shit about a free access quake 2 remake on steam greenlight.
#28857 posted by metlslime [159.153.4.50] on 2017/02/08 18:50:14
fair enough, i didn't see it before it was flagged. I see now that it looks like a quasi-on-topic post and you can't be sure it would be flagged.
 I Loled
#28858 posted by mfx [77.179.53.105] on 2017/02/09 02:13:29
https://www.youtube.com/embed/SVDR-y03XX4
its an official vid?!? idk, really. i have been told so..
watch it please.
 ^^^ Rejected News Item
#28860 posted by Shambler [88.111.202.28] on 2017/02/09 10:36:02
TBH avocado is pretty tasty.
#28861 posted by Pritchard [101.160.171.215] on 2017/02/09 11:00:36
I know this is a bit early to start planning but can we make func_ into an avocado-focused forum for April 1st this year?
 How Can Avocado Oil Be A Mineral Oil
#28862 posted by czg [212.16.188.76] on 2017/02/09 11:04:26
It's a plant
 Oh Shit I Read Wrong It Says Miracle
#28863 posted by czg [212.16.188.76] on 2017/02/09 11:04:47
mea culpa
#28864 posted by Pritchard [101.160.171.215] on 2017/02/10 08:16:14
 Pritchard
#28865 posted by Shamblernaut [121.45.236.226] on 2017/02/10 08:45:59
there is some maintenance being done on the quaddicted site atm.
follow it on twitter for news of outages and shit.
 Pritchard
#28866 posted by mukor [66.41.58.34] on 2017/02/10 09:06:52
#28867 posted by Pritchard [101.160.171.215] on 2017/02/10 11:20:27
First update since 2010 \:D/
 New Twitch Communities Feature
#28868 posted by DaZ [79.66.142.159] on 2017/02/10 14:30:29
I've made a Quake community page on the new twitch system for communities https://www.twitch.tv/communities/Quake
As I understand it, you can set what community you stream to in the same way you select the game you are streaming. No approvals or moderation is required, you should appear in the listing as soon as you go live.
 Great To See!
#28869 posted by Bloughsburgh [75.151.243.225] on 2017/02/10 15:04:46
#28870 posted by khreathor [91.217.18.31] on 2017/02/10 15:35:46
Sadly you can't follow this communities, which makes it redundant...
#28871 posted by PuLSaR [92.241.15.106] on 2017/02/10 16:13:07
Sadly Daz doesn't stream for this community
 Half-Life - Unreleased Deathmatch Map "Cloister"
#28872 posted by Daya [90.47.231.6] on 2017/02/10 17:09:34
 Daz Go Stream.
#28873 posted by Shambler [88.111.202.28] on 2017/02/10 21:21:09
 Steam Greenlight Is On The Way Out
#28874 posted by killpixel [174.48.226.83] on 2017/02/11 20:11:23
 #28874
#28875 posted by Bloughsburgh [71.61.61.77] on 2017/02/11 22:33:02
Videogames are Art
#28876 posted by Pritchard [101.160.171.215] on 2017/02/12 03:46:28
It's being replaced with "Steam Direct" though, which means devs can put whatever they want on steam for a fee
so don't expect anything to change
 For Me, Steam Greenlight Is Steam Auto-ignore
#28877 posted by Shambler [88.111.202.28] on 2017/02/12 10:44:37
I don't expect anything to change.
 So I've Been Thinking
#28878 posted by Daya [90.47.231.6] on 2017/02/12 19:57:07
For a while I've been imagining a quake-like game of my own that technically look like the stuff we're doing here (see the HD shambler model and remodelling of the grunt, dog and knight monsters while still keeping the same texture feel of 90's shooters + the detailed mapping here coupled with good lighting and detailed skyboxes). And while I want to keep the thinking on game design for later, I'd like to know where I should go in terms of engine first.
What I'm looking for are the following, considering idTech2 a basis: skeletal animation, ragdoll physics (I intend to take the Metroid Prime route, where enemies make a dying animation before the ragdoll kicks in) and alpha textures/models (and modding of course).
AFAIK, my options are thus:
1-Go for idTech2 and boost it. This also means I'll be able to use TB2 for mapping, but I'm not sure if it'll be able to support skeletal animations and ragdoll physics. On top of that the controls are horrendous. Even if Daikatana managed to get something closer to Q1, it still feels off so I feel like I won't be able to replicate Q1's player physics (minus the bunnyhop as I intend for the player to use an alternative)
2-Use Darkplaces, but the graphic settings for anything that's below 6th gen tends to make them look muddy and the player physics are closer to Q3 than Q1.
3-Use Unity/Unreal4. For Unity's case I've heard it's been used badly a lot so I don't know how reliable it is, and Unreal4 I feel it's like using a bazooka to kill a fly.
4-Use Construct 2 with the Babylon3D plugin (https://www.scirra.com/forum/babylon3d-standard-edition_t183234). I already have experience with this HTLM5 game dev software, and is able to handle online play but I'm not sure if the games you make can be moddable, or what to do if it's possible.
 #22878
#28879 posted by killpixel [174.48.226.83] on 2017/02/12 20:21:05
My two cents:
Think of game design now. Figure out the gameplay and mechanics, write a gdd, maybe pump out a few tests. You want gameplay to inform your visuals/tech, not the other way around. There will be a lot of back-and-forth and iteration. You might be surprised how easy it is to make pixel art look like shit and how a cool mechanic might be awful in context.
Engine-wise, I'd opt for FTE/DP + IQM over unity/unreal. I am by no means an expert, so take my advice with a grain of salt.
 #28878
#28880 posted by Kinn [86.131.180.250] on 2017/02/13 01:20:20
I use Unity day in / day out, so speaking from experience:
Do not use Unity to make something quake-like. You will spend literally all your time writing systems just to try to get Unity looking and kinda behaving like a quake-like engine, when you can just use something like Darkplaces and have all that shit working straight away from day one.
Besides, brush-based mapping is a million times quicker and more fun than mesh modelling.
 Source Engine?
#28881 posted by brassbite [178.7.26.132] on 2017/02/13 07:19:22
It's brushbased, and it has some of the other stuff you had in mind. You would have to somehow put Quake player-physics in there. If you look on Wikipedia you can see that Source2 is going to be free of licencing-fee.... ,Valve's only condition is that you have to publish on steam. Teeeheeeheee :D
#28882 posted by khreathor [91.217.18.31] on 2017/02/13 12:52:23
Unity makes sense if you want to release your game to more platforms than just desktop.
As Kinn said, all modern engines will force you to downgrade available "tech", if you want to have 1:1 look/feel with Quake...
...but you can save time on:
- AI
- path finding
- sound/music management
- networking
 Yeah, On The Flip Side
#28883 posted by Kinn [86.131.180.250] on 2017/02/13 13:45:34
Unity's C# API is wonderful and of course much more powerful and nicer to use than QuakeC.
You can use any C# feature that's supported by Mono, which is basically a cross-platform version of .NET
 Cube 2 ?
#28884 posted by Killes [62.217.45.26] on 2017/02/13 16:30:21
 Contract Revoked Turns 15 In June
#28885 posted by onetruepurple [37.8.230.26] on 2017/02/13 19:56:16
Knave jam around that time?
#28886 posted by PuLSaR [37.144.58.62] on 2017/02/13 20:55:35
we need to get Kell back here
 I'm Not Looking For A 1:1 Recreation Of Quake/quake 2
#28887 posted by Daya [90.47.231.6] on 2017/02/13 21:02:38
but rather something that's close to it (e.g I want the movement flow to be as fluid as Q1, if not as close, without strafe jump and bunnyhopping, as I want to implement stuff like sliding, wallrun and slide boosting [this game's equivalent to strafe jumping, for now, where you jump off a slide and you keep momentum]). If Darkplaces can deal with skeletal animation and ragdoll physics and alpha textures, as well as replicating quakespasm's texture filtering (I swear it has the best for low-res textures, then maybe it has something to do with the new compilers) AND on top of being usable by TB2, I'll be all over it. Though also if the HUD can be customized, because being forced on using the Q1 one as a hard-coded basis would be troublesome.
Now if Unity can make brush-based mapping (I remember a prototyping tool that seemed to have grid-based brushes) I could look more into it, considering what you guys are telling in terms of coding. Then again there's this Dusk game that's using Unity so I might look into it, although from what I've seen the details are on par with Q1 rather than Quakespasm stuff.
Still, this brings me hope, but now I'm on the fence on two softwares. DP is rooted in Quake technology, but this also comes with limitations, while Unity
 OTP
#28888 posted by [77.179.55.164] on 2017/02/13 21:23:36
announce it early, so people can make really ambitous maps that hold true to knave standards?
Why not?
The theme is best quake imo.
 Nice Anonymous Post.
#28889 posted by onetruepurple [37.8.230.26] on 2017/02/13 21:31:02
Discarded, try again with a name.
#28890 posted by mukor [66.41.63.182] on 2017/02/13 21:31:56
Im up for a knave jam.
Arcane Dimensions or at the very least, Quoth, please.
#28891 posted by onetruepurple [37.8.230.26] on 2017/02/13 21:33:29
If it's going to be a celebration of the Contract Revoked themes then Quoth is the only option.
 Otp You F***face
#28892 posted by mfx [77.179.55.164] on 2017/02/13 21:49:19
who else could trigger you so bad, heh?
#28893 posted by Kinn [86.131.180.250] on 2017/02/13 21:51:18
Now if Unity can make brush-based mapping (I remember a prototyping tool that seemed to have grid-based brushes)
If you are set on using Unity you'll be far better off doing it properly and learning actual mesh-based modelling, rather than using some "brush" tool someone wrote for Unity that will just be generating highly unoptimised meshes anyway.
 Contract Revoked/Lost Chapters QuakeC Was Open Sourced
#28894 posted by Baker [65.60.237.219] on 2017/02/13 21:59:45
Lost Chapters source code | Lost Chapters Source Release Post
Lost Chapters being the sequel to Contract Revoked.
Completely possible to do a faithful to the original Contract Revoked theme map, since Lost Chapters was open sourced.
 Wow
#28895 posted by onetruepurple [37.8.230.26] on 2017/02/13 22:29:14
I thought that was lost forever when the 2005 expo went down!
Thanks Baker.
 Kinn
#28896 posted by Daya [90.47.231.6] on 2017/02/13 22:42:25
But then how is the Dusk guy doing it?
I'd like to emphasize this for DP, can the HUD be entirely customizable? Last time I looked at a DP-based game the layout was the exact same as Quake, making me fear the HUD being hardcoded carries over DP.
 DP Games
#28897 posted by killpixel [174.48.226.83] on 2017/02/13 23:15:20
here are some games using DP:
SteelStorm
Blood Omnicide
Xonotic
Warsow
there are more out there including a bunch of smaller projects.
#28898 posted by Baker [65.60.237.219] on 2017/02/13 23:20:48
Do the Warsow developers know they are using DarkPlaces?
That would be an interesting conversation.
 Er...
#28899 posted by killpixel [174.48.226.83] on 2017/02/13 23:21:00
 #28898
#28900 posted by killpixel [174.48.226.83] on 2017/02/13 23:24:19
My mistake, it's qfusion. I could've sworn they were using DP at one point.
#28901 posted by Jonas [46.142.20.136] on 2017/02/13 23:25:19
Warsow used qfusion.
#28902 posted by Johnny Law [4.16.194.34] on 2017/02/13 23:45:49
Referring back a few posts...
If you really want to do brush-based mapping (or at least layouts) for a modern engine, http://hammuer.nte.be/ lets you import .vmf or .map files into the Unreal editor.
 Retroblazer
#28903 posted by adib [192.228.185.222] on 2017/02/14 18:21:40
#28904 posted by khreathor [91.217.18.31] on 2017/02/14 18:31:00
Ohhh... I didn't knew it's on Darkplaces!
Sadly development died...
 Staying At A Hotel
#28905 posted by FifthElephant [82.69.176.92] on 2017/02/14 19:12:08
and func is the only website that loads up because it's the most optimised and the connection is too shit to load anything else.
#28906 posted by Pritchard [49.199.107.135] on 2017/02/14 22:52:58
Try loading the entire General Abuse thread
 Retroblazer Is For Furfags By Furfags
#28907 posted by [93.158.216.52] on 2017/02/15 01:25:10
 So DP Seems More Capable As An Engine That I Thought
#28908 posted by Daya [90.58.149.121] on 2017/02/15 13:14:10
after seeing those examples. I might use it afterall.
But one last thing just to be sure: is Quakespasm's way of filtering texture an usual one? Can it be replicated by DP? Can tyrustil's (and others) compilers be used for a commercial game?
 Daya
#28909 posted by Jonas [46.142.48.139] on 2017/02/15 13:22:46
in theory yes.
in practice, I'd use unity.
 Jonas I'd Use It Too, But If Brush-based Map Cannot Be Done In It
#28910 posted by Daya [90.58.149.121] on 2017/02/15 18:46:01
then I'd settle with DP.
But then I've seen that TB2 can export map files into wavefront 3d models, meaning they can be used by Unity as a single model, meaning using Unity *and* TB2 is possible.
The downside I see with this is the back and forth with converting files and testing maps. If the map I test in Unity is wrong in the original map files, I have to edit in TB2 and then convert it.
Is brush-based maps in Unity that buggy? Because I'm wondering how the guys behind Dusk are doing it: https://www.youtube.com/watch?v=GqUiJpITMS0
Another thing I'm wondering about TB2: since my game won't have a palette limit, can TB2 use .wad files (or texture pack files rather) that doesn't hold a palette limit?
#28911 posted by mukor [66.41.63.21] on 2017/02/15 19:05:13
Try http://sabrecsg.com/ for brush building in Unity
 .map In Unity
#28912 posted by Kinn [86.131.180.250] on 2017/02/15 19:13:35
With a dumb conversion of .map to mesh, You'll have all sorts of lovely problems like sparklies everywhere because .map brushes -> mesh is just t-junction city.
Also, unless you caulk and automatically remove all the unseen brush faces in a conversion step, you'll be drawing all that too - which might not be a problem because it will be so low poly (I assume?)
If you want to go down the .map -> Unity route, I strongly suggest creating it as a Quake 3 .map, and then using q3map2 to process your brushwork into clean .ase meshes
You'll need to look into how you do collision. Are you going to just duplicate the visual mesh and use that as a collision mesh? Could be pretty unoptimal unless you are going for 1996 levels of geometric detail in the visual map. Manually creating optimal collision meshes will eat up a ton of your time.
You'll need to think about culling too - Unity has an occlusion culling system but you'll have to have a long hard look at that to see how it works so you know how to organise your map meshes - it's no good having the map as a single mesh, it has to be split into lots of seperate meshes so they can be culled independantly of each other.
#28913 posted by Kinn [86.131.180.250] on 2017/02/15 19:22:17
IMO, the iteration time between changing something in a .map, and then going through all the different steps to see those changes in your Unity game, will be such an insanely convoluted waste of time that you will have an incredible new appreciation for how easy and quick quake-engine mapping is.
Unity plugins like that one mukor linked might be worth looking at before you discard the Unity idea though.
#28914 posted by dwere [109.252.172.59] on 2017/02/15 19:46:47
What are the benefits of brush-based mapping compared to mesh anyway?
I'm asking because at some point in the future I'll have to decide what to start with, and right now my experience = 2.5D mapping + a little bit of low-poly 3D model creation in Blender.
 Mukor And Dwere
#28915 posted by Daya [90.58.149.121] on 2017/02/15 20:49:56
Now that's what I'm talking about. I'll look into it and then decide between Unity and DP.
dwere -> brush-based mapping is by practice better to construct an environment faster, the downside being it won't look as organic as brush-based map, which is better fitted for natural terrain (plains and mountains to name a few), at least from my experience.
#28916 posted by Johnny Law [4.16.194.34] on 2017/02/15 21:37:10
A couple of things about brush-based mapping:
https://www.youtube.com/watch?v=xOBEy-zIotE
https://www.youtube.com/watch?v=6ubu76gEvM8
Got these from the YouTube channel of the same guy that I saw discussing HammUEr (that I linked above).
 Kinn
#28917 posted by starbuck [86.146.193.106] on 2017/02/16 13:14:16
Are you using Unity for your job? Or for personal projects? Interested in what you're up to with it, as i've just been going through some tutorials
#28918 posted by Kinn [86.131.180.250] on 2017/02/16 14:54:17
Are you using Unity for your job? Or for personal projects?
At work: Only started using it once all the decent games companies near where I live shut down and we all had to do skeevy pay-to-win shit for mobile. I am loathe to admit being involved in any of that horrible crap, but it brought the doughnuts in.
Personal stuff: All sorts...2d stuff, 3d stuff...A lot of proof-of-concept stuff that never really got finished, but some of it is interesting and I'd like to maybe do a write up at some point maybe but don't hold your breath.
 American McGee Is Doing An AMA
#28919 posted by onetruepurple [37.8.230.26] on 2017/02/16 15:48:34
 #28918
#28920 posted by starbuck [86.146.193.106] on 2017/02/16 16:03:23
Ha, ah thats a shame. Well you do what you have to, eh. Unfortunately those are the companies that make money!
Write up at some point would be very interesting to me at least. I'm getting into it now, really only with an eye to do some silly little games or proof-of-concepts. Any good tips for communities / resources / reading? It seems like finding a shit-needle in a shit-haystack at the moment.
#28921 posted by Kinn [86.131.180.250] on 2017/02/16 16:36:50
Any good tips for communities / resources / reading? It seems like finding a shit-needle in a shit-haystack at the moment.
Any step-by-step guides out there are mostly going to be clusterfucks of irrelevant shit that don't really address the stuff that you specifically want to be doing with Unity.
Instead - break down what you want to know into very focused questions about one little aspect of Unity, and simply learn by Googling one question at a time. Somewhere, someone will have asked the exact same question as you, and there will be decent answers to that question scatted across a million different forums like stackoverflow, and even sometimes on the Unity forums, or on the official documentation pages.
Once you kind of know which systems of Unity and/or script functions you need to be dealing with to solve your problem, then its time to read about those systems on the official documentation.
Once you get deep into Unity you'll realise how a lot of its systems are poorly documented "black boxes", and your only "resource" is googling to find others trying to do the same thing as you.
 #28915
#28922 posted by dwere [109.252.172.59] on 2017/02/16 16:44:49
Thanks, it's more or less what I thought.
Terrains are exactly what I'm concerned about, as well as various tilted/broken structures of complex shapes.
 #28916
#28923 posted by dwere [109.252.172.59] on 2017/02/16 16:47:12
Thanks for those as well.
I like the way that guy talks. I couldn't understand most of it, but I think I got the main idea.
 #28921
#28924 posted by starbuck [86.146.193.106] on 2017/02/16 22:39:09
ha, maybe not exactly what i hoped to hear, but at least the "google your specific question" technique is reassuringly familiar. Pretty much anything i've ever coded is built upon stackOverflow ground, with varying degrees of shakiness.
Cheers for the advice!
#28925 posted by Johnny Law [4.16.194.34] on 2017/02/17 02:09:30
Does anyone have a working link to the Quake Info Pool?
The discussion on the Mark V thread about Quake hackiness reminded me of it so I went to have a look. I can't get it to load from either inside3d.com or insideqc.com, or even archive.org. Seems to be a lot of interminable redirecting or reloading going on?
Maybe it's just my browser... (Chrome on macOS)
#28926 posted by ericw [108.173.17.134] on 2017/02/17 03:07:54
Yeah, I get the same redirect loop in Firefox or Chrome for: http://www.insideqc.com/qip/home.shtml
Disabling javascript works around the problem though (I'm using this FF plugin)
 Inside 3d
#28927 posted by madfox [84.84.178.104] on 2017/02/17 05:42:04
wasn't it changed into InsideQc?
 How The Internet Ruins Productivity (by Design)
#28928 posted by killpixel [174.48.226.83] on 2017/02/17 19:58:31
 New Q1SP By QuakeOne User 'MissBubbles'
#28929 posted by Breezeep_ [108.53.84.156] on 2017/02/18 16:30:29
 #28928
#28930 posted by Cocerello [77.231.161.92] on 2017/02/18 19:09:45
That part about drugs sown as something necessary foe work reminded me on how crunch work is regarded the same.
 #28928
#28931 posted by Kinn [86.131.180.250] on 2017/02/18 19:22:24
I didn't have time to watch the whole video (quite appropriate given the subject matter!), but that stuff about the drugs is some fucked up shit.
 #28929
#28932 posted by metlslime [67.161.57.57] on 2017/02/18 20:47:35
Thanks breezeep_, this is now a news post!
 What's Wrong With Otp?
#28933 posted by Baker [65.60.237.219] on 2017/02/19 19:42:20
I guess in the past I've thought of him as an occasionally helpful guy who randomly makes snotty comments to newbs --- which I think a lot of people can relate to.
And he also had some sort of feud with gb.
But in more recent times, I've seen him in the past troll Spirit and be happy Spirit doesn't post here --- which is a bit weird.
And recently I've seen him pointlessly troll mh, which is twice as odd. All mh does is create engine code and mapping tools.
Has he always been like this and I just haven't noticed?
Or did he fall on hard times (unemployed? alcoholic?)
If he's fallen on a hard time, I wish him well. I remember during first Map Jam, I specifically played his first map because I was excited he released one and was kind of curious to see what he made.
Also if I argued against something he said, I would omit his name so he knew I was arguing against the argument, and wouldn't think it was personal.
Maybe I just don't notice these things.
#28934 posted by FifthElephant [82.21.157.236] on 2017/02/19 19:54:20
No idea but I feel like it backs up my recent comments about func being a less inviting place than doomworld
 I Just Know This Will End Up On Quake_txt
#28935 posted by onetruepurple [37.8.230.26] on 2017/02/19 20:04:30
 Who's Behind Quake_txt Btw?
#28936 posted by Kinn [86.131.180.250] on 2017/02/19 20:33:20
I mean he's clearly someone who browses the func
#28937 posted by mukor [66.41.63.57] on 2017/02/19 20:44:15
quake_txt is sentient AI developed by hexcalk after spatial transcendence.
 Best Move This To The Beef Thread Baker
#28938 posted by SleepwalkR [87.146.59.224] on 2017/02/19 20:46:35
 #28933 @Baker
#28939 posted by sock [200.45.126.1] on 2017/02/19 23:15:57
You've made 2 maps ever, one of them of was a total boxmap. The other one was quite a bit better.
If you don't mind, I would prefer to only chatter with people with talent and ability or at least bringing critical thought to the table
You post condescending crap like this and then wonder what is wrong with OTP!?! Maybe you should have a good look at yourself.
I hope someone renames the thread to "What is wrong with baker 2017", so everyone will know from the title what to expect and follow Bakers wise words instead! :P
Done talking about this boring subject anyway, fun stuff is what I like.
 Episode Jam - Expressions Of Interest Post
#28940 posted by Shamblernaut [121.45.236.226] on 2017/02/20 07:01:51
Possible flow of episode:
M1 Base map (as per id convention) ->
M2 polluting into a swamp map ->
M3 entering into a ruins map ->
M4 which enters a lost "lovecraftian" city ->
M5 which has a maze like cultist church ->
M6 that has a boss battle.
Secret map -> whatever really.
The focus would be on vanilla style gameplay and a vanilla aesthetic. Custom textures would be allowed and encouraged but they must be original creations. Looking for 6 to 7 mappers, doing one map each. One map will be a secret map.
The duration of the jam will be longer so that mappers have time to make additional textures and so that the gameplay can be super polished. The level of detail should be vanilla or slightly higher.
Restrictions:
- No coloured lights, fog, or fancy skyboxes
- Quake map protocol
- Textures must adhere to the original palette
- id1 progs (next time AD jam, sorry sock)
I'm open to a different episode flow if you have good ideas and a good argument.
Who is up for it?
#28941 posted by Pritchard [101.160.171.215] on 2017/02/20 07:28:13
I'd certainly be interested in seeing it, but I don't know if I'd have the time to participate or not right now.
#28942 posted by Yhe1 [47.144.77.12] on 2017/02/20 08:50:16
Is skaarj-like AI for a boss enforcer or Knight doable in Quake? Can dodge player weapons, and move and fire at the same time?
#28943 posted by khreathor [78.88.31.236] on 2017/02/20 12:07:05
Cool, but what id someone fail to finish his map and whole Episode flow will be rekt?
#28944 posted by Shamblernaut [121.45.236.226] on 2017/02/20 12:15:15
then the map would be replaced or they would offer their mapsource for somebody else to finish.
the pack wouldn't be released until it was finished.
 I Like Ur Themes.
#28945 posted by Shambler [88.111.202.28] on 2017/02/20 12:21:21
Especially swamp into ruins.
However I would say that fog, coloured lighting, and skyboxes should be obligatory rather than forbidden, because they can definitely enhance such themes, and mappers are generally using them really well at the moment.
 Shambs
#28946 posted by Shamblernaut [121.45.236.226] on 2017/02/20 12:27:34
I can be flexible with that if enough people want it, I'm pretty firm with it being vanilla compatible though.
Hmm... What I might do is ask that the mappers to release a version alongside that is known to work in dosquake.
 Episode Jam
#28947 posted by DaZ [79.66.142.159] on 2017/02/20 12:34:40
Is a cool idea, however I see some potential issues :
1) People will fight over who gets to map what. IE everyone will want to do the Lovecraftian ruins map cos that's fucking cool. I suggest you simply set an order of progression and let the mappers decide the styles.
2) Silly restrictions. Standard Quake bsp format is fine, but no coloured lighting or fog/skyboxes is a unnecessary restriction. Those features enhance atmosphere.
3) Longer deadlines are a double edged sword. Too long and people lose interest and/or get lazy. 2/3 weeks seems to be the sweet spot??
4) You will need to pre-plan weapon progression so that authors know what kit the player has when entering their level.
 Thanks For The Tweet Daz
#28948 posted by Shamblernaut [121.45.236.226] on 2017/02/20 13:12:25
As far as I'm concerned if I get the interest and announce the jam, then whoever gets in first can pick their map.
I'll drop the silly restrictions, I'll keep the map format and indexed textures as-is though.
I want the maps to be polished, there will be a target release date, and I want to see the jam as a collaboration. I expect betas to be shared and tested amongst the participants. The weapon load out will be discussed and tweaked during this period.
I am loathe to enforce a strict deadline. If need be see this not as a jam, but as a collaborative project.
#28949 posted by khreathor [91.217.18.31] on 2017/02/20 13:40:33
Yeah, weapon progression is the biggest problem imo.
1-3 are easily solvable.
 Interesting
#28950 posted by Bloughsburgh [75.151.243.225] on 2017/02/20 13:58:32
I'd be interested to see the jam be a thing but I wouldn't be participating myself.
But to clarify, you can use just vanilla textures if desired? The whole time allotted to creating custom textures thing seems weird to me considering how adamant you are about keeping it vanilla fresh.
#28951 posted by Shamblernaut [121.45.236.226] on 2017/02/20 14:12:44
yeah, you can use vanilla textures.
The original episodes each had a unique feel about them.
The reason why I want to incorporate some additional textures is to add a point of difference.
I want it to have a "this could have been an unreleased or forgotten id map" kinda vibe to it, rather than "gee this feels like episode 2".
 QTWFDI
#28952 posted by sock [200.45.126.1] on 2017/02/20 14:27:21
No coloured lights, fog, or fancy skyboxes
All these options enhance and add to the atmosphere of a map. Not sure why you would take away the fun parts of the map creation process.
Quake map protocol
Why? Most people use modern clients and computers, we are not in 1996 anymore. Restricting protocol will not make people map faster or complete their map to higher quality.
id1 progs (next time AD jam, sorry sock)
I assume you will wanting to do something different with Chthon this time as you seem to be mirroring the style of episode 1. Also WTF no Triple Barrel Shotgun!?! Talk about shooting yourself in the foot! :P
If you want to place restrictions to help people finish stuff quicker and not create large maps or monster death marches then restrict size and monster counts. Aim for each map being 15mins of gameplay with 3-4 secrets at most.
Bear in mind that Id has made Episode 1 already, you don't want to make it again by enforcing 1996 restrictions. Let people explore the theme, create new parts and not simply repaint the E1 map source layouts!
Decide on weapon progression early (including secret stash), which monsters appear in what maps and try to agree on skill levels and what they mean for each map.
 Interesting Idea For A Jam
#28953 posted by Breezeep_ [108.53.84.156] on 2017/02/20 15:48:20
I still would like to use my colored lights tho.
 Fun Idea!
#28954 posted by Giftmacher [213.67.144.28] on 2017/02/20 18:35:32
I would like to build an Id1+ map at some point, and what a way to continue 2017 for quake, a fan-made episode :) I'll have my eyes on this thread
 About Episode Jam's Weapon Issue
#28955 posted by Daya [90.58.149.121] on 2017/02/20 18:41:10
Make it work like Doom? As in have every map be shotgun-started, but obviously have the shotgun-start be the harder route while the keeping weapons from the previous episode route be the "easiest". This is what I'm doing with Schlossherr (which I plan to go back once I'm done with my QUMP contribution).
 Shotgun Start
#28956 posted by DaZ [79.66.142.159] on 2017/02/20 19:14:27
Great idea :)
 +1 Shotgun Start
#28957 posted by quakis [82.25.133.233] on 2017/02/20 20:12:32
I think its important that all maps as part of an episode should be designed with a Shotgun Start in mind as a standard, regardless what weapons the previous level offers - or at the very least keep those in mind and not worry too much about bumping up the challenge whatever players choose to do.
I always start from a clean slate once the next level boots up, it keeps thing interesting and should allows mappers to tailor gameplay to their level as they see fit for those who choose to take this approach.
Sadly these details could be missed out on but find it's preferable to have that option available. Reminds me of a Doom episode still fresh on my mind, " Going Down", where some levels (ex MAP03, MAP15, MAP18, etc) can lose their unique flavour when carrying over weapons often reducing the tension or challenge.
... that's my 2 pence
 Shotgun Start
#28958 posted by FifthElephant [82.68.146.212] on 2017/02/21 00:37:17
All maps should be finish-able with a shotgun start but I wouldnt delete all weapons on each map start on an episode unless you're doing a hub style start map as in AD.
 Doom Like Id Did
#28959 posted by FifthElephant [82.68.146.212] on 2017/02/21 00:40:56
but instead how about "AD Like Id Did" and do a 'what if id had made AD'?
You could have all the cool functions of AD but try to make it still feel like those classic 90's maps?
I dunno, just a brain fart.
 #28959
#28960 posted by killpixel [174.48.226.83] on 2017/02/21 00:49:42
I like that brain fart.
#28961 posted by onetruepurple [37.8.230.26] on 2017/02/21 01:11:57
 #28959
#28962 posted by [78.49.221.186] on 2017/02/21 04:40:50
neat!
@otp, go play with your guinea pig. or sth.
#28963 posted by Shamblernaut [220.253.136.68] on 2017/02/22 04:02:01
so do we have any buy-in for the jam? or am I just mapping this thing in solitude?
 @Shamblernaut
#28964 posted by Newhouse [109.240.68.210] on 2017/02/22 08:54:48
I'm currently making small runic/catacomb map, trying to make it like id would have made it (when using TB). Is this episode going to a thing or not? I'm not using mods, just vanilla quake.
#28965 posted by Shamblernaut [220.253.136.68] on 2017/02/22 10:46:06
yeah, I'm about to make a thread for it.
 I'm Buying In For This
#28966 posted by Giftmacher [213.67.144.28] on 2017/02/22 10:55:49
A small/medium sized classic map with Id1+ architecture (and texture alignment :P)
 I'm Currently Working On Something
#28967 posted by FifthElephant [213.205.192.148] on 2017/02/22 14:25:25
But I might cobble something together
 /me Wants Chainmap Jam
#28968 posted by PuLSaR [88.86.80.42] on 2017/02/22 15:28:06
 Shotgun Start
#28969 posted by Mike Woodham [87.127.250.3] on 2017/02/22 17:04:35
When I forced a shotgun start for each of the three maps in my last FMB, the only comments about that I remember were moans. I thought it was a good idea otherwise gameplay for the maps as stand-alone would have been skewed.
(And I though I had been so clever to bring a justifiable reason into losing the weapons: caught in a rockfall, and dropped them trying to jump across some lava - you know, they fell out of your backpack; doh! )
 I Think You're Misunderstood
#28970 posted by Daya [90.47.201.192] on 2017/02/22 19:11:52
I proposed shotgun start the same way as Doom, e.g you shotgun start them only when you type in the map filename in the console, but if you're going in from the menu as usual, you keep your weapons from map to map.
 Isn't That The Default Behaviour Anyway?
#28971 posted by FifthElephant [213.205.192.148] on 2017/02/22 19:25:57
 It Autosaves At Levelstart
#28972 posted by brassbite [94.218.127.102] on 2017/02/22 19:53:03
 It's Like Daya Says
#28973 posted by negke [31.18.51.150] on 2017/02/22 21:03:46
You can play each level on its own if you like and are able to collect all the weapons available up until that point. So for instance, there's a nailgun in each level even though you might have picked one up in the previous map already.
It does not mean the player is strapped of all his gear with each level change!
Of course, ideally everyone should balance their maps in a way that makes sure the player doesn't carry a huge amount of surplus ammo over to the next map.
 Dopefish
#28974 posted by stevenaaus [49.182.2.219] on 2017/02/25 06:53:32
https://farm1.static.flickr.com/710/20796471039_a44ec09318_b.jpg
Anyway... Func might have flamewars, but much better than those sterile forums where naughty words are banned and most pedantic and time-free (cough) people spam the shit out of the place aka mw.
 Dope!
#28975 posted by brassbite [94.217.19.34] on 2017/02/25 07:29:02
I agree! Behaviour should be learnt and a filter will not change an arsehole into a friendly person
 We Have An SJW On Our Hands !
#28976 posted by [166.70.207.2] on 2017/02/28 02:23:12
 How Do I
#28977 posted by Jaromir83 [87.249.129.250] on 2017/02/28 12:43:24
increase size of the HUD and console text pls? thanks
#28978 posted by Johnny Law [4.16.194.34] on 2017/02/28 18:37:59
What Quake engine are you using?
 Quakespasm
#28979 posted by Jaromir83 [87.249.129.250] on 2017/03/01 08:15:49
starting the game like "quakespasm -game bastion +sv_aim 1 +scr_menuscale 2 +scr_conscale 2 +scr_hudscale 2 +scr_conwidth 1920 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +r_farclip 16384 +skill 1 +map e1m1rmx"
either
+scr_conscale 2
nor
+scr_hudscale 2
does not seem to do anything, I also pls need some more limits removed because some maps crash at certain points, thanks
#28980 posted by ericw [108.173.17.134] on 2017/03/01 08:36:02
Quakespasm has a few cvars for scale, try these:
+scr_conscale 2 +scr_crosshairscale 2 +scr_menuscale 2 +scr_sbarscale 2
which maps crash?
 .
#28981 posted by Jaromir83 [87.249.129.250] on 2017/03/01 09:35:04
egyptian "retrojam6_breezeep" crashes when trying to open door after multiple ambush in the dungeon/chamber plus "symphony of science" crashes when trying to pick up crowbar in the lab
 .
#28982 posted by Jaromir83 [87.249.129.250] on 2017/03/01 09:44:52
* "retrojam6_breezeep" crashes after opening silver door (after the ambushes)
** console text still tiny
#28983 posted by Bre_mobile [47.19.194.66] on 2017/03/01 15:52:58
Are you using the latest version of Quakespasm? I've never heard if sucheck a thing happening in my map.
 Scr_conscale 2 Is The One
#28984 posted by negke [31.18.51.150] on 2017/03/01 17:43:14
If 2 is still tiny for you, use a higher number then. Just type the command in the console. Do you play Quake on a cinema screen?
Regardless of font size, you can just type "condebug" after the crash and copy the error message from condump.txt. Probably trying to run the map in AD or some mod.
 Scale Stuff
#28985 posted by Johnny Law [4.16.194.34] on 2017/03/01 18:20:59
Quakespasm has a Scale slider in its preferences menu which tweaks multiple things at once. That has always worked well for me.
 Recording Demos
#28986 posted by dumptruck_ds [168.161.192.15] on 2017/03/01 19:43:17
I have some video gear from my previous business that would make it extremely convenient to record demos posted here. I was wondering if people who post .dem files would mind if I recorded and posted theirs on a YT channel?
So for example I'd take some MapJam .dems record them and post them. I'd put a graphic on screen to give credit to the player and of course the map author as well.
I like watching Quake Grave etc. using Chromecast on a tv so that's why I gravitate more to streaming as opposed to just watching dems in game.
What do people think? Would you be cool if CI recorded an posted your gameplay .dems?
 That's A Cool Idea.
#28987 posted by Bloughsburgh [75.151.243.225] on 2017/03/01 19:59:43
You're welcome to mine whenever I post them!
 @bloughsburgh
#28988 posted by dumptruck_ds [168.161.192.15] on 2017/03/01 20:08:49
Excellent! I will probably do a trial run later this week and will startbwith some of yours.
 I Like This!
#28989 posted by Daya [109.12.193.236] on 2017/03/02 00:48:36
You could check my speedrun of my first map on http://www.quaketastic.com in the demos/speedrun folder (file is gravelpitdayaspeed.zip, and needs quoth to play)
 @daya Will Do
#28990 posted by dumptruck_ds [168.161.192.15] on 2017/03/02 00:52:56
And it's a good choice as I have yet to play Quoth!
 Very Nice Idea
#28991 posted by PuLSaR [88.86.80.42] on 2017/03/02 14:48:05
tho videos with commentary are more appreciated
#28992 posted by Killes [62.217.45.26] on 2017/03/02 17:25:57
A webtool to play, rec and upload .dem's automatically would be awesome.
 More On .dem Videos
#28993 posted by dumptruck_ds [168.161.192.15] on 2017/03/02 19:12:58
I'm trying to get my hardware to behave and record at 60hz/fps correctly. Something's going wrong in the pipeline tho. I'll figure it out. The way my setup works is HDMI out into a device called a Pix240i.
https://www.videodevices.com/products/portable-video-recorders/pix240i
That's a specialized recorder for digital cameras I had left leftover from my production business. I can pipe in a mic to the recorder and do commentary but I'm not sure I'll do that for every video. Thanks for the feedback. Hope to have the refresh rate solved by the weekend so I can do some of these.
The Pix cost me a fortune and I want to put it to use instead of buying another solution or using Fraps.
#28994 posted by Johnny Law [4.16.194.34] on 2017/03/02 20:55:55
 #28933
#28995 posted by mankrip [189.70.94.160] on 2017/03/03 03:53:26
Baker pretty much disappeared from everywhere after February 20...
#28996 posted by Pritchard [49.183.155.188] on 2017/03/03 04:04:24
Hope they're ok :(
 #28996
#28997 posted by khreathor [91.217.18.31] on 2017/03/03 13:59:23
Mugwump (aka bfg666) disappeared too, from both func_msg and quakeone.com Last login in January.
He was a huge spammer, so I wonder how no one noticed this anomaly ;)
 Don't Think That I've Left This Community Entirely.
#28998 posted by Bre_mobile [159.203.78.57] on 2017/03/03 15:36:07
I usually pop in here to see anything new going on. When there isn't a new q1sp or a map jam announcement, I lurk.
#28999 posted by Killes [62.217.45.26] on 2017/03/03 16:16:43
#28994 neat.
For q1sp I imagine it would be complicated. This tool seems geared to more standardised maps / engines etc as it is online play
Would need a way of uploading the necessary map/egnine and parameters for q1sp. Doable but.
Why not with a nice beast of a machine and have it rendered in 4k just because.
#29000 posted by Johnny Law [4.16.194.34] on 2017/03/03 18:47:57
That's an interesting point about maps. I don't see a description anywhere of what maps igmdb supports for the different games... it's not just official maps, because e.g. in the Quake renders I see aerowalk and QW race maps, but yeah it has to be some limited set and there's no option to upload the map.
 Fucking RL Rant
#29001 posted by dumptruck_ds [168.161.192.15] on 2017/03/03 23:05:15
I'm 49 and have a wife, two teenaged kids and a dog. By the time I get off work I have zero fucking mental energy and desire to sit in front of a computer to map. (I sit in front on one all day) I have a metric fuckton of personal things I need to take care of too. My to-do list is exhaustive. It's depressing. Just had my yearly physical yesterday and the doc say I HAVE to lose weight and get more exercise. Big fucking surprise.
I have a great life - I really do have a lot to be thankful for - but man it would be so much better if I had more free time. It bugs me to read this forum and then not have time to do what I really enjoy - which is mapping.
Just venting. Thanks for reading!
 Oh Man.
#29002 posted by onetruepurple [37.8.230.26] on 2017/03/03 23:37:50
I need to map my ass off before I turn 30.
 @otp
#29003 posted by dumptruck_ds [168.161.192.15] on 2017/03/04 00:18:32
Yes. Highly recommended. :)
#29004 posted by mukor [66.41.62.126] on 2017/03/04 02:00:47
Yeah IRL shit is kicking my ass at the moment as well. I havent really mapped since the speed mapping/24 hr jam.
Best of luck!
 Reallife
#29005 posted by brassbite [188.105.103.47] on 2017/03/04 07:58:41
I think Quake is a great opportunity to escape reallife, at least for a moment.
 Bender ^h^h^h Baker's Q1 Sig
#29006 posted by stevenaaus [49.182.128.12] on 2017/03/04 09:04:49
Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee....
 When A Portal Opens To The Antimatter Universe
#29007 posted by onetruepurple [37.8.230.26] on 2017/03/04 09:25:17
My opposite is just me with a goatse.
 Lots Of New Q1SP! Oh Boy!
#29008 posted by Qmaster [70.195.70.196] on 2017/03/06 16:34:58
 Streaming .dems Update
#29009 posted by dumptruck_ds [168.161.192.15] on 2017/03/06 19:26:23
I wasted a bunch of time trying to get my video gear to capture successfully at 60fps and threw in the towel last night. Gonna screencap with Bandicam which works really well. A few more steps and we'll have some .dems to share with commentary as well.
 Rendering Borderlands 3 In UE4
#29010 posted by killpixel [174.48.226.83] on 2017/03/06 23:01:40
 First Custom Quake Level?
#29011 posted by dumptruck_ds [168.161.192.15] on 2017/03/06 23:22:19
I might have asked this before so apologies I simply don't recall. I searched the Blue News archive and couldn't find anything but I am looking for the "first" ever custom Quake level. I remember that it was released BEFORE the source code for QuakeEd were released however the source code for the compliers and the maps specs had been released so you could compile a .map - there were just no map editors available! Some guy made a small little rectangular map with wooden beams criss-crossing throughout. This dude made the map using notepad -- no level editor. Insane. Would love to find this and take another look at it.
Anyone recall this map or know the name or other details?
 Dumptruck_ds
#29012 posted by mankrip [189.25.103.25] on 2017/03/07 00:24:35
 @mankrip
#29013 posted by dumptruck_ds [168.161.192.15] on 2017/03/07 02:28:08
Thanks for the Worch link! I might have footage of him working on Sin. Don't recall if I do or not. I loved Quest. I honestly don't recall how texture alignment was done in Quest. I had to have used a more fleshed out version, because I do recall flat shading in Quest and the levels I still have from those days I was able to align door textures without notepad.
the two levels you linked to are not the first one sadly. :( I will double check Potpourri but I don't think so.
#29014 posted by Johnny Law [67.188.146.229] on 2017/03/07 06:00:25
Yeah Quaddicted lists https://www.quaddicted.com/reviews/bc.html as the first SP.
Mention of "notepad" reminded me of the DM map https://www.quaddicted.com/files/maps/multiplayer/daskull.zip but that's probably not it either, too complicated.
Maybe some other DM map?
 Duke Nukem 3D Prototype/Beta Coveredy By Nostalgia Nerd
#29015 posted by khreathor [31.11.131.238] on 2017/03/07 17:48:15
 @Johnny
#29016 posted by dumptruck_ds [168.161.192.15] on 2017/03/08 00:34:10
Yes it was def a tiny DM map. Forgot to mention it. I have some CDs of my old Quake files but I doubt I archived that map. Gonna keep looking.
 Notepad++ DLL Hijack
#29017 posted by killpixel [174.48.226.83] on 2017/03/08 00:57:59
#29018 posted by mfx [77.180.32.219] on 2017/03/08 03:34:08
r/stallmanwasright
#29019 posted by khreathor [91.217.18.31] on 2017/03/09 02:08:09
Someone already made DUSK mod for Quake. They even share quality of execution: https://youtu.be/pcwowe80MHM?t=11m53s
 Pistol Viewmodel
#29020 posted by killpixel [174.48.226.83] on 2017/03/09 02:11:43
the perspective is pretty nice!
 1080Ti
#29021 posted by Bloughsburgh [75.151.243.225] on 2017/03/09 17:03:59
#29022 posted by Rick [75.65.153.192] on 2017/03/09 20:41:25
I ordered a 1050 Ti the other day when I saw it on sale for under $150. Not the greatest but it'll be way better than what I have now.
#29023 posted by [191.16.234.132] on 2017/03/10 02:19:39
#29024 posted by topher [190.210.159.117] on 2017/03/10 05:37:00
a lightning somehow fried my vga so i have to buy a new one
i guess a cheapo evga 1060 sc will have to do for me
at least quake runs flawlessly on integrated graphics, i can wait for now
 I Turned 16 On The 4th
#29025 posted by brassbite [178.2.244.230] on 2017/03/12 19:36:36
I can now legally drink beer and wine as I live in Germany!
 Good Decals Mods/Ports?
#29026 posted by Kim Smoltz [122.57.107.217] on 2017/03/14 23:19:41
Are there any mods or ports for Quake that add nice blood/weapon damage decals to surfaces? I know that decals weren't originally in Doom, but bullet damage and blood make the visual aftermath of a fight a lot more satisying, and I often miss that in Quake. I'm pretty sure Darkplaces has this, but I'm looking for something closer to Quake's original look.
 Interesting Story Of The Rise Of The Triad
#29027 posted by khreathor [31.11.131.48] on 2017/03/15 03:51:17
 Gollum Spotted:
#29029 posted by Shambler [88.111.207.178] on 2017/03/16 20:58:00
 Too Bad The Episode Jam
#29030 posted by adib [211.25.237.35] on 2017/03/17 02:31:24
is for a small group running in secret. Any other collective mapping effort that anyone can see and jump in?
 Yeah,,,
#29031 posted by Shambler [88.111.207.178] on 2017/03/17 14:24:46
AdibSP1, a map collectively made by adib and adib, in a theme of his choosing.
 Adib
#29032 posted by Tronyn [50.71.112.214] on 2017/03/17 23:04:01
Well I'm working on something and a couple collaborators are also contributing so if you're interested in doing some mapping let me know. Be warned though that my projects don't tend to appear at a breakneck pace; I'm aiming for the summer.
 Tronyn...
#29033 posted by generic [66.87.148.106] on 2017/03/18 00:47:48
I am always down to help if there is anything that I can do! :)
 Tronuh
#29034 posted by negke [31.18.51.150] on 2017/03/18 09:48:29
What's the status on the Drake Merger?
What's the status on the 200 pending map reviews?
What's the status on the ongoing manhunt for PM?
 Lol
#29035 posted by Tronyn [50.71.112.214] on 2017/03/18 15:03:38
You are awesome negke. At least someone is still paying attention.
It seems like I will never get PM to return and "finish" his mod at this point; he may have been raptured or something (I know he has other projects but I'm lucky to hear from him once a year). On the other hand it hardly matters since I've had little time for mapping for the past 3-5 years. Yet I do plan to complete the Drake Merger as best as I am able within the next year or two, but my nearer term project is an episode that will hopefully be a sort of "teaser" for the merger.
It did occur to me to put the Drake Merger on a different mod; I haven't even played AD yet but I'm sure it has a lot of great features. However for Drake maps dragons, other custom monsters, and particular items like grappling hooks, are indispensable.
Thanks for the offer of help Generic, I was hoping to give contributors an update back in December but now it seems like it'll be April. So I'll be in touch.
The pending 200 map reviews will have to wait until the episode is out, at least ;)
 Tronyn
#29036 posted by adib [192.228.160.24] on 2017/03/18 18:43:39
Just sent you an e-mail. Seems that the pace of your projects is a little like mine.
 Tenebrae Have The Best Decal Blood
#29037 posted by [146.185.163.44] on 2017/03/21 03:05:16
 #29024
#29039 posted by topher [190.210.159.117] on 2017/03/26 21:02:53
i did the heat gun trick with my vga and is working again! it works! the heat gun works
no new vga for me untils this one is totally broken
 Von I'm Sorry I Poked You It Was An Accident.
#29041 posted by czg [213.114.45.124] on 2017/03/28 09:33:46
 No
#29042 posted by Vondur [185.6.245.138] on 2017/03/28 10:44:47
you haven't, relax
 It's Going To Happen Tho
#29043 posted by czg [212.16.188.76] on 2017/03/28 10:53:49
the App knows I did it, and it's just waiting for right time to send the data packet
#29044 posted by Kinn [86.131.182.211] on 2017/03/28 20:49:38
Has anyone else ever been punted to some shitty fucking fake "YOUR COMPUTER HAS A VIRUS" website, when browsing quakeone.com? Just happened to me now and it's not the first time...
 Maybe Your Computer Has A Virus
#29045 posted by czg [213.114.45.124] on 2017/03/28 20:50:14
 Trust Me, It's Definitely Not That
#29046 posted by Kinn [86.131.182.211] on 2017/03/28 20:52:14
#29047 posted by Kinn [86.131.182.211] on 2017/03/28 21:00:34
If anyone's brave enough to try it, this is the link I clicked on (from a google search)
http://quakeone.com/forums/quake-help/servers-coding/10329-alternative-quakec.html
And this screenshot shows where it kicked me to after a few seconds of reading that thread - it's obviously all bullshit...
http://i.imgur.com/htjK1ir.png
 Also
#29048 posted by Kinn [86.131.182.211] on 2017/03/28 21:23:59
this ain't normal, is it? (see image below) I don't really see the "not secure" warning anywhere else....
http://i.imgur.com/e3wnLJ9.png
#29049 posted by negke [31.18.51.150] on 2017/03/28 21:31:22
Do you use any kind of adblocker? If not, maybe the virus or whatever it is was in some malicious ad displayed or scripted to appear on the page. This can happen even on seemingly legit websites if the ad hosting service has some of their stuff compromised.
Or maybe Windows Defender also protects the user from mental harm... being quakeone and all!
 Yeah I Use UBlock Origin
#29050 posted by Kinn [86.131.182.211] on 2017/03/28 21:34:01
seems to be blocking things on that page
 No More Internet Privacy
#29051 posted by Daya [90.47.228.241] on 2017/03/29 09:57:24
 #29051
#29052 posted by Kinn [86.131.182.211] on 2017/03/29 14:13:26
Whatevs. I'm more worried about him ripping up all the climate change commitments.
 Kinn
#29054 posted by [77.179.147.153] on 2017/03/31 02:05:49
dont worry, it is all gone off by now.
https://en.wikipedia.org/wiki/Clathrate_gun_hypothesis
blabla pessimisctic stuff here, we are screwed...
 Engine Diffraction
#29055 posted by Qmaster [70.195.86.34] on 2017/03/31 16:29:36
 I'm Not The Best Person To Say
#29056 posted by Kinn [86.131.182.211] on 2017/03/31 16:40:54
But the list of differences "under the hood" is enormous I imagine. Was just following the discussion in the MarkV thread about the differences in the MarkV renderer vs the QS renderer...
 Fitzquake
#29057 posted by onetruepurple [178.235.146.203] on 2017/03/31 17:35:23
Is the original "authentic Quake" engine, from which QS and Mark V have forked years ago.
The latest version is 0.85, from 2008. It does not support BSP2, protocol 999, or fence textures.
 #29055
#29058 posted by Spike [86.139.74.201] on 2017/03/31 18:53:27
QSS is not QS.
The point of QSS is to support mods. Be they qc extensions or other features that a large mod might use like particles, or merely just bigger maps, even networked.
QS (and fitz before it) on the other hand seems much more quintessential. The changes it makes are for good reason, only adding new features when someone actually NEEDS something, instead of because they might want it later, and then warning if it is ever actually used!
QS also cleans up code, like switching to SDL instead of having separate win+lin+mac ports, and stripping the software renderer (which was a nightmare to maintain).
I personally only see QS as distinct from from fitzquake because of the (significant) switch to SDL, they seem to have similar/continued goals to me and the lack of fitzquake updates kinda backs up that feeling.
QS makes for a great base engine for forks, hence the number of engines that use it as a base. It would be a great shame if someone went and just copied over all the markv files over the top.
MarkV seems to have different aims from QS+QSS, more of a sandpit than an actual goal (somewhat like FTE, but still much more limited, with many files with a single comment containing the words 'todo' in a way that indicates adhd...).
I *think* merging QSS's features over to MarkV is one of Baker's long-term goals, but I get the feeling that its a very long term one... Mostly because I don't think he gives a damn about modders as he really has no experience of qc modding.
Either way, merging stuff is never trivial, especially if someone already ported over incompatible stuff like qmb's particles instead of qss's...
Large maps/fences/etc are a product of AD and it being popular enough to get people to care about it working properly. They seem supported more due to necessity than as actual goals.
You can thank mh/rmq for it ever happening.
Ultimately though, some people just create engines because they can - its much easier to bolt your own crap on the side than it is to figure out all the crap someone else bolted on years ago.
Anyway, I'd better stop ranting before someone gets pissy about how I see things.
 No More Internet Privacy
#29059 posted by Rick [73.203.182.173] on 2017/04/01 22:30:03
I hope it returns and is more inclusive. These days everybody is after your data and personal information and seem to believe this is some kind of "right" that you must give them in exchange for using their service.
This attitude is pervasive and spans across ISPs, social networking sites, search companies, and even the Windows operating systems.
The best defense is to be proactive and aggressive in counteracting these transgressions. Use ad blockers, block JavaScript, use a tracker blocker, and even a cookie killer. A VPN maybe even become necessary if nothing is done.
#29060 posted by [77.180.112.96] on 2017/04/02 05:04:22
uMatrix seem to be the chrome browser plugin to control it all. "what a sentence"
 Spike
#29061 posted by Shamblernaut [203.59.103.83] on 2017/04/02 21:29:57
out of interest, do you have anything else on the boil at the moment?
 @Shamblernaut
#29062 posted by Spike [86.139.74.201] on 2017/04/03 07:38:16
I wish. unfortunately I've been finding less productive ways to spend my free time lately.
I keep thinking I ought to fix up my in-engine brush editor (yay networked map editing), but I can never find the enthusiasm to actually work on it.
fte's downloads (aka: updates) menu got some tweaks lately, that's probably the most interesting thing lately, if you ignore bugfixes anyway. The android port got a new icon, if that helps any.
 Just Played...
#29063 posted by Mike Woodham [109.150.43.125] on 2017/04/03 10:32:30
...alk08sp by Kona.
From 2005, this was a jolly single player romp in a deathmatch style map. Lots of body parts by the end, slightly enhanced by being in the right spot when some new monster spawned in.
Rushing around often got me quite dead, quite quickly. Softly, softly catchee monkey (or Shalrath, Shambler etc.)
Nice.
#29064 posted by ayy lmao [89.34.237.192] on 2017/04/03 20:45:14
The best defense is to be proactive and aggressive in counteracting these transgressions. Use ad blockers, block JavaScript, use a tracker blocker, and even a cookie killer. A VPN maybe even become necessary if nothing is done.
just use TOR u phaggets, lmao.
 Uhh...
#29065 posted by Breezeep_ [108.53.84.156] on 2017/04/04 02:06:41
Mods? We've got a shitposter here.
 Shitposting? On MY Func_msgboard?? It's More Likely Than You Think!
#29066 posted by Pritchard [49.184.141.188] on 2017/04/04 04:07:57
 Just Played...
#29067 posted by Mike Woodham [109.150.43.125] on 2017/04/05 10:19:36
...SM103 from 2005.
It took many attempts before I could kill all 10 monsters in Neg!ke's map with just the axe - my skills have not improved with age!
In Zwiffle's map I re-encountered the 'anglegrinder' bug as shown below in both normal and fullbrite modes:-
http://imgur.com/PHUDCUp
See the original forum post for the explanation as to why this happens in this map.
More jolly romping.
 Sm103_generic2 Is The Best!!
#29068 posted by generic [66.87.148.210] on 2017/04/05 11:37:42
 Generic2
#29069 posted by Mike Woodham [109.150.43.125] on 2017/04/05 12:31:41
Absence of comment should not be taken as an implication of any form of dissatisfaction.
The gib fountain was certainly well executed, and the final sentiment was clear and concise.
At first, I wasn't sure about the lighting but I stuck with it and by the end I was happy with its consistency.
I played on the default skill level and overall was satisfied with my performance.
 Anglegrinder
#29070 posted by Preach [82.46.16.57] on 2017/04/06 00:25:55
Speculation: Might that be where the teleporter was designed with human-sized creatures in mind, and the larger fiend hitbox overlaps the teleporter trigger at the destination?
 You Are The Best, Mike!
#29071 posted by generic [67.233.206.67] on 2017/04/06 00:30:29
(^:
 So...
#29073 posted by Qmaster [50.40.221.174] on 2017/04/08 04:05:14
Who would be the one to ask to get the Coding Help thready stickied under Mapping Help?
 No One
#29074 posted by onetruepurple [178.235.146.156] on 2017/04/08 08:58:16
 #29073
#29075 posted by Bloughsburgh [71.61.61.77] on 2017/04/08 13:32:23
I would ask in Site Help so metlslime can see it.
 Just Played...
#29077 posted by Mike Woodham [109.150.43.125] on 2017/04/10 17:23:35
...the 100 Brush series 1, 2 and 3. Some good maps in there, some difficult but fair fights.
Now, what on earth was Necros on in his 100B3 map?
#29078 posted by onetruepurple [85.232.250.182] on 2017/04/11 11:38:33
 #29029
#29079 posted by onetruepurple [85.232.250.182] on 2017/04/12 12:03:25
#29080 posted by Shamblernaut [203.59.103.83] on 2017/04/12 14:12:25
is that a quarter of a credit card I see OTP?
#29081 posted by mukor [66.87.77.32] on 2017/04/12 16:33:16
Its from all the amphetamines i had to use for RJ6 and 24HR jam. /s
 No Shorties Allowed?
#29082 posted by Rick [73.203.182.173] on 2017/04/13 03:08:54
I was thinking of buying Witcher 3 and noticed this in their system requirements:
"Please mind that we only officially support full-size desktop graphics cards"
At 5.7in/144.78mm my new GTX 1050 Ti is considerably shorter than most desktop graphics cards. I wonder if it will work.
:)
 Vore Idle Animation
#29083 posted by negke [31.18.51.150] on 2017/04/14 10:21:30
Seven created a simple idle animation for the Vore model that doesn't require QC support and can be readily used in the game.
http://quakeone.com/forums/quake-mod-releases/finished-works/11595-a-5.html#post175352
 Dear Shambler.
#29084 posted by onetruepurple [85.232.250.182] on 2017/04/14 12:02:33
Mark the above post as spam PLZ&THX.
 Rune Of Blood
#29085 posted by negke [31.18.51.150] on 2017/04/14 13:52:36
There also appears to be a new Quoth episode that Bloughsburgh didn't tell us about: Rune of Blood.
 :O
#29086 posted by Bloughsburgh [75.151.243.225] on 2017/04/14 15:03:30
Also "Lunacy's Cage" which was my literal first maps ever created for Quake haha.
Rune of Blood were my Quoth test bed maps and Lunacy's Cage my id1 test maps. Viewer discretion is advised.
 What's Up Guys?
#29087 posted by Shadowdane [72.192.233.14] on 2017/04/15 22:45:46
Holy shit I can't believe this place is still around!! Hasn't changed in years I see, site looks kinda funny on a 2560x1440 monitor with such a small fixed width though. :)
Thought you all might get a kick out of this.. trying some older games on my new GPU, got a GTX 1080 Ti!
Set Quakespasm to gl_nearest_mipmap_nearest and forced some rather insane AA modes in Nvidia Inspector. With no texture filtering and these settings actually looks really slick!
+ 4xOGSSAA
+ 4xMSAA
+ 4xSGSSAA
http://shadowdane.com/public/pics/quakespasm_notexfilter_4xOGSSAAxMSAAxSGSSAA.png
 Business As Usual.
#29088 posted by onetruepurple [178.235.146.156] on 2017/04/16 11:05:08
[9:04 PM] czg: anyway, I'm having a weird dick adventure
 Just Played...
#29089 posted by MIke Woodham [109.148.152.217] on 2017/04/22 11:47:44
...digs06. Or rather I would have played it if my brain had not exploded half way through.
Great map and the theme was superb. But I seemed to get lost every five minutes, and extremely confused regularly. In the water columns I never worked out if I was supposed to go up or down and I seemed to find rooms that appeared not to go anywhere even though the paths to them seemed to be well defined.
I think I may have played one Quake game too many. Oh well, on to the next.
 Digs Has That Effect On People.
#29090 posted by Shambler [88.111.211.245] on 2017/04/22 14:17:01
#29091 posted by onetruepurple [178.235.146.55] on 2017/04/27 18:46:08
 What's Your Future Of Gaming If It Becomes Like This:
#29092 posted by damage_inc [208.54.44.222] on 2017/04/27 20:48:44
https://games.slashdot.org/story/17/04/27/1333236/xbox-chief-we-need-to-create-a-netflix-of-video-games
I don't use Origin but they have something similar I've read/been told.
I'm just to old school to fall for renting "my" games! But what do you guys make of that?
#29093 posted by Rick [73.203.182.173] on 2017/04/27 22:50:20
Apparently the new "Holy Grail" of software companies is to sell their product as some kind of subscription based service.
This is Microsoft's plan for their Windows operating system, no reason why they shouldn't try it with games also.
The idea is to continue conning you out of your money for as long as possible resulting in much higher profit than a one time sale.
#29094 posted by Killes [62.217.45.26] on 2017/04/28 17:41:18
#29087 top points for going for decent settings and not smoothed out bollocks, nice huh ?
Video games as a service......more disease.
Frankly thats almost already it on consoles with the stupid fucking subscriptions to be able to play MP...except they get you to buy the game AND pay a subscription, top kek suckers!
 Cancer Never Stops Spreading.
#29095 posted by onetruepurple [178.235.146.55] on 2017/04/29 22:29:23
 Skin Would Be Fine On 20x The Polys.
#29096 posted by Shambler [81.155.99.168] on 2017/04/29 23:01:15
 Vores Are Female
#29097 posted by [189.84.178.135] on 2017/04/30 04:22:11
 Dat Enforcer
#29098 posted by RickyT33 [176.249.40.230] on 2017/04/30 14:19:32
Looks lit bru.
Srsly tho - that looks really nice, and yeah - it would look nicer on a more hi-res model, but I like it regardless. Humph.
 Anon Troll
#29099 posted by Shambler [81.132.220.133] on 2017/04/30 22:52:50
That's in pretty poor taste
 #29095
#29100 posted by Jonas [46.142.21.65] on 2017/05/02 18:15:10
Cancer? Seriously? A game skin?
What's with the verbal brutalism?
Then again, #29097.
Gaming forums these days.
#29102 posted by Killes [62.217.45.26] on 2017/05/04 16:49:33
Oh, I think this community was always a tad brutal :D
 ID Panel @ 2016 Zbrush Summit
#29103 posted by killpixel [174.48.226.83] on 2017/05/04 21:09:18
https://www.youtube.com/watch?v=duj01hm3FTE&t=680s
crazy how 50k - 60k polys per model is considered a tight budget. Also, the end if the vid is gold XD
 John Carmack To Receive Honorary Doctorate
#29104 posted by [130.231.195.140] on 2017/05/05 13:52:41
 Android/iPhone Mapping
#29105 posted by Qmaster [69.54.98.145] on 2017/05/05 16:24:50
Possible? I know some alps use a Linux emulator to do Gimp and such on mobile, but do you know if there is something like Trenchbroom Mobile?
 Trenchbroom Mobile !!!
#29106 posted by khreathor [91.217.18.31] on 2017/05/05 16:33:37
We need this, so I can poop and map!
I think for mobile it would be easier to use Unity to make some simple editor and deploy it to any platform you like instead of rewriting TB for mobile.
#29107 posted by Shamblernaut [203.59.103.83] on 2017/05/05 19:52:54
The overhead required for emulation and VMs on mobiles is still well above what they can manage easily.
You would be better off using a modelling tool, saving as OBJ and then converting to map. If only there were good modelling tools for mobile.
#29108 posted by Spike [86.140.27.141] on 2017/05/06 00:58:09
presumably you could just compile TB for arm linux, set up some debian/whatever chroot on your phone, install some x11 server app on your phone, and run it that way.
it would need to be a good x11 server if gl rendering is going to work properly though.
of course, the lack of a physical keyboard with a shift key etc would make it totally unusable as-is, so probably not worth trying.
I'm certain most modern phones (and by modern, I mean one for which the following statement is true, which makes it all rather than most but whatever) would have perfectly adequate performance to run a native port of TB, if such a port were made.
#29109 posted by negke [31.18.51.150] on 2017/05/06 09:14:41
Press the screen and tilt your phone in the direction you want to move or expand the brush.
 Input On Mobile
#29110 posted by Qmaster [70.198.37.124] on 2017/05/07 00:45:46
Yesh keyboard+mouse is by far the faster means of mapping but...a simplified mapping experience could still be fun for waiting in long lines, waiting on your wife to get out of the bathroom, waiting on your wife to try on 10 different outfits before she comes out of the changing room etc.
 This
#29111 posted by Qmaster [99.196.205.196] on 2017/05/08 01:28:22
https://usecubes.com/design
Now if only it had Quake textures and export to .map then I could block in levels on my phone.
As it is I can sketch ideas.
#29112 posted by FifthElephant [82.21.157.236] on 2017/05/08 11:46:27
This is basically how I block out levels in TB
 Oh LOL
#29113 posted by [189.25.98.162] on 2017/05/08 14:24:56
 #29113
#29114 posted by skacky [90.0.91.81] on 2017/05/08 15:35:31
 Surely, Thats An Oximoron?
#29115 posted by Mike Woodham [173.170.169.243] on 2017/05/08 19:44:56
 I Love Everything About This
#29116 posted by onetruepurple [178.235.146.55] on 2017/05/10 18:55:12
 Interesting
#29117 posted by Tronyn [50.71.112.214] on 2017/05/11 02:02:46
as the personality trait basis of political beliefs is an area in need of desperate investigation. As Jonathan Haidt has pointed out (and I'm not saying I agree with his relativistic views, although being slammed by social justice ideologues seems to have altered those views), there's a huge risk of educated people merely assuming that their way of thinking is superior - and yet some of these people don't believe in biological sex, placing them on exactly the same intellectual level relative to the empirical sciences, as creationists. The point Haidt makes which I agree with the most, is that intellectuals are just as susceptible as regular schmucks to cognitive biases - perhaps more so - but the fact that they assume they have transcended such biases is actually quite dangerous.
The real question is, if scientists ever do understand human personality, can we use that knowledge to more or less, fix politics? Because ever since I've been paying attention, we've been getting some pretty bad results.
 Quoth Knave Jam
#29118 posted by lpowell [64.85.226.50] on 2017/05/12 22:16:40
OTP floated the idea a while back to have one in June for Contract Revoked's 15th birthday. Any interest? I wouldn't want to organize it but I would do a map.
 Intel Eligible
#29119 posted by madfox [84.84.178.104] on 2017/05/13 04:58:47
Buy my ID and I unlock your computer for bitcoins!
 Tronyn
#29120 posted by adib [192.228.166.68] on 2017/05/13 05:23:54
and yet some of these people don't believe in biological sex
Biological sex or gender? Because there's no such thing as "biological gender". All I heard from educated people so far is that gender (being a man or being a woman) is a social construct.
From moral panicked people all I've seen is this confusion between biological sex (XX or XY chromosomes) and gender (what society built, throughout history, as male/female identities).
I've never seen any educated people denying that XY gives you a dick and and XX gives you a pussy, which is a scientific fact, though I'm aware of people defending that Earth is flat and mankind never went to Moon, so...
#29121 posted by mankrip [189.84.178.135] on 2017/05/13 07:32:17
I am a potato.
 Good Question Adib
#29122 posted by Tronyn [50.71.112.214] on 2017/05/13 07:45:51
You would think that the people I'm referring to would take your reasonable perspective, but that's not the case. Here in Canada, on national television, a professor with a PhD actually said "It is not correct to say that there is such a thing as biological sex." Not gender, sex. This was actually just brought up in parliamentary proceedings this week because it's directly relevant to some very unfortunate legislation that probably WILL be passed, and then it may actually be illegal to simply conduct research in biology. Lol. Reminds me of Lyshenkoism in Soviet Russia.
You are giving people the benefit of the doubt and I understand that. I also don't want to exaggerate the problem because I tend to take, as one colleague of mine put it, a "Jeremiad view." However, after more than a decade in the higher education system I can confirm to you that many of the most educated people in the humanities and social sciences, at least in Canada, are as anti-scientific as any evangelical creationist, just on behalf of left-wing ideology as opposed to the right-wing ideology of evangelicals. The level of disingenuous ideological bullshit has reached insane heights and I can hardly imagine that even the medieval Catholic church took things this far, except possibly in the case of Galileo. Canadian evolutionary psychologist Steven Pinker's book The Blank Slate came out more than a decade ago and it was incredibly controversial merely for summarizing scientific consensus on these issues. Since then the problem has only gotten worse. Who needs reality when you have bureaucratic power?
 Biological Gender/sex
#29123 posted by FifthElephant [82.21.157.236] on 2017/05/13 13:39:11
is also not defined so distinctly, you can have males with XX chromosomes and women with XY chromosomes. You can also get XXY, XYY, XXX etc ad nauseum.
People who like to draw clear distinctions are being narrow-minded, whether intentionally or through ignorance.
I think there's definitely a current backlash for transgender issues recently since there's a lot of people creating new genders on the fly. I personally think there should be a different term altogether for it.
To say you're a girl in the morning and a guy in the evening isn't being gender-fluid. It's belittling to real transgender people who typically feel a dissonance between their birth gender and their psychological gender.
 Lpowell
#29124 posted by PuLSaR [128.69.238.7] on 2017/05/13 14:19:24
Ionous said he would be organizing quoth jam in June
 I Agree With Fifth
#29125 posted by mankrip [189.84.178.135] on 2017/05/13 19:42:03
Also, I tend to agree with John Carmack on some political issues: people should be judged by their productivity and talent above all else.
Politics are largely pointless, despite their effects.
 On Topic
#29126 posted by Tronyn [50.71.112.214] on 2017/05/13 21:34:19
https://lvlworld.com/review/id:1210
I'm surprised he was able to pull off that brushwork.
#29127 posted by FifthElephant [213.205.253.60] on 2017/05/13 21:51:24
Amazing
 Tronyn...
#29128 posted by Qmaster [67.45.40.52] on 2017/05/14 01:04:40
not exactly changing the subject.
Quoth Kell Jam sounds fun. Make sure to require the latest version of Quoth, whatever the heck it was called. (2.2?)
 Thanks Pulsar
#29129 posted by lpowell [64.85.226.50] on 2017/05/14 02:10:32
Glad to hear it.
#29130 posted by Pritchard [137.147.25.141] on 2017/05/14 15:00:15
https://youtu.be/DFYjSkUdfb4
DF Retro on Quake 2, mentions a bit of Q1 as well.
 #29122
#29131 posted by topher [181.31.13.224] on 2017/05/18 02:19:11
the thing that i don't like is people seeking to ruin other people lives for symbolic acts or "wrong" opinions, like the guy who landed a satellite in an asteroid and everyone was talking about the shirt that the guy was wearing.
shit like that makes me more hostile to proggresivism, the social justice zealotry
the social justice orthodoxy (rejection of the science)... i don't know. there are a lot of those. science is not THAT popular, they're ideologues, not really social scientists.
#29132 posted by topher [181.31.13.224] on 2017/05/18 03:23:19
mmm...
i want to clarify
what i tried to say is that i don't see that the problem is so bad. after all there are a flat-earthers, creationists, climate change deniers. there is one that says that the sun is merely a few hundred degrees hot, i don't remember the name. there is a lot of weird shit and conspiracies. the social sciencies also have that kind of stuff, but worse because social sciences are not hard science in general.
 Flat Earth
#29133 posted by Qmaster [67.45.40.52] on 2017/05/18 03:59:43
Has the cooler closer sun thing, because in their perspective the world is a disc.
 Wait, What Are We Talking About
#29134 posted by Qmaster [67.45.40.52] on 2017/05/18 04:18:10
Oh right map jams!
#29135 posted by topher [181.31.13.224] on 2017/05/18 04:26:36
yeah, sorry
i should finish my small map for the QUMP jam, it's nearly done in all its smallness
 Small Maps
#29136 posted by Qmaster [67.45.40.52] on 2017/05/18 05:07:59
Ahh...the bane of my mapping fame is my inability to create small maps. Would that I would gain legitimate use of my handle through proliferation rather than obscurity of maps.
-said every closet-mapper ever
Good job keep it up!
 The Dark Crystal: Age Of Resistance
#29137 posted by killpixel [174.48.226.83] on 2017/05/19 00:48:28
https://youtu.be/OGzVYyV_Jsg
heard about this a couple years ago, but I was under the impression it was a sequel film.
#29138 posted by FifthElephant [82.21.157.236] on 2017/05/19 02:07:24
Looks neat killpixel!
 I Think So Too :D
#29139 posted by killpixel [174.48.226.83] on 2017/05/19 05:30:45
#29141 posted by mfx [78.55.67.201] on 2017/05/23 02:16:41
In the year one million and a half, humankind is enslaved by giraffe.
 How Did I Miss To Post That Pic, Jfc?!?
#29142 posted by mfx [78.55.67.201] on 2017/05/23 02:17:46
 Favorite Mod?
#29143 posted by Qmaster [70.195.86.190] on 2017/05/25 02:31:20
Quick poll:
What is your favorite underemphasized mod? Don't answer with something like Quoth or AD. The point is underemphasized, the underdog mods no one/few have heard about.
#29144 posted by Pritchard [121.219.24.161] on 2017/05/25 02:48:37
I remember playing a mod at one point which was a wave combat sort of thing - you'd go into a single arena and fight endless waves of monsters to try and get a good score. I actually quite enjoyed it. Don't remember what it was called though :(
#29145 posted by Rick [73.203.182.173] on 2017/05/25 04:47:13
I don't think I've ever played any Quake mods other than Quoth and Arcane Dimensions. I played Quake very little after Quake II came out and didn't come back to it until years later.
#29146 posted by mfx [77.179.37.129] on 2017/05/25 05:51:26
 Tour Of Nvidia's Failure Analysis Lab
#29147 posted by killpixel [174.48.226.83] on 2017/05/25 08:01:28
https://youtu.be/pRz_CG3DZb4?t=1m10s
this was a year ago, so the guy is talking about an older chip using a 28nm process. current chips are 16/14nm with 10nm just on the horizon. very soon we'll be at 5nm, the outer limit of conventional semiconductors. pretty amazing feat of engineering.
 Zer / None.
#29148 posted by Shambler [92.234.138.226] on 2017/05/25 11:24:17
I generally prefer maps to mods. But the better mods are cool.
 Drake And Quake
#29149 posted by Bloughsburgh [75.151.243.225] on 2017/05/25 12:07:41
Drake mod because that's about the only other mod I have tried!
 #29144
#29150 posted by brassbite [188.98.227.235] on 2017/05/25 13:28:52
Qonquer-mod!
It was used for Mapjam5
#29151 posted by Qmaster [70.195.86.190] on 2017/05/26 02:40:03
I kinda liked the character of Madfox's mod...quirky in a very Quakey way. Reminded me of MDK.
 But
#29152 posted by Qmaster [70.195.86.190] on 2017/05/26 02:45:50
Like Shambler, I suppose I prefer single maps.
 TCs
#29153 posted by Pritchard [131.170.239.17] on 2017/05/26 05:27:13
Aside from "regular" mods, what Total Conversions have people played that are actually good? I've tried a few but they were just... weird and bad. I get that TCs tend not to be made any more but it seems like a few were produced back in the day.
 Anyone Remember 2048 Mod?
#29154 posted by brassbite [188.99.44.6] on 2017/05/26 07:21:08
I liked it because you could spam d-pad to get a gib fountain. Also 2048 is nice!
 Mods?
#29155 posted by spy [178.89.252.207] on 2017/05/26 16:35:43
i would pick that travail mod, as a best mod evar
 Tough To Pick A Favorite Mod But...
#29156 posted by dumptruck_ds [168.161.192.15] on 2017/05/26 20:29:46
I think the most useful mods for me are the MP bots Reaper and Omicron bots. Most of my mapping experience over the years has been with MP. I also think DMSP is awesome for a quick adrenaline rush. I would love to discover more SP mods though (besides the obvious Zer, Quoth and AD)
http://mrelusive.com/oldprojects/obots/obots.html
http://easttown.co.uk/quake/reaper.html
http://strlen.com/maps/dmsp/
 Mods & TCs
#29157 posted by mankrip [189.84.178.135] on 2017/05/28 01:15:37
Quake was the Unity of its time. Despite being great for making mods, it was actually awful making TCs for it. Anything that deviated too much from Quake's design was an unstable pile of hacks due to engine constraints, and anyone that tried to replace all of Quake's content with assets made from scratch ended up making awful crap due to asset format constraints in conjunction with limited and/or buggy tools. Things have improved somewhat, but we still get people making Q1 MDL models with inverted normal vectors, for example.
The kind of people who liked to try to push the limits of the engine's flexibility and create wholly new games using it are on UE4 and Unity now.
The fact that most Quake TCs are crap is a testament to how difficult its engine and tools actually were to work with, and to how talented the id Software team was. With this in mind, it becomes easier to judge Quake TCs by what they really are, and appreciate their upsides.
The X-Men TC, for example, had great looking models for its time, and good textures. Its gameplay was panned, but it's actually one of the most polished TCs out there.
 I Can 2nd #29157
#29158 posted by Qmaster [67.45.32.18] on 2017/05/28 20:20:16
I started creating Citadel on the Quake Engine. Darkplaces specifically. It's limits, even with all the additions and special features of Darkplaces, made recreating System Shock untennable. Specifically crouch, prone, leaning, and any other changes to the player's collision hull size are buggy or unworkable.
Unity is what I switched to.
I still love Quake though.
-Quake Master
 RMQ Is Best But You Hate's Killed It
#29159 posted by [163.172.101.137] on 2017/05/29 07:22:01
#29160 posted by Johnny Law [4.16.194.34] on 2017/05/30 21:01:54
I found out recently that the developer of Papers Please (and upcoming Return of the Obra Dinn) was one of the main dudes who did the Malice TC. I have fond memories of that one being fun, and put together pretty well as Quake TCs go.
Wonder if I should ever retry that or if it would not hold up even as a nostalgia thing.
 Cool Fact
#29161 posted by starbuck [86.146.193.50] on 2017/05/31 12:59:26
related link, a cool point cloud fog/smoke effect he's adding to Obra Dinn
https://forums.tigsource.com/index.php?topic=40832.msg1329818#msg1329818
 Is Cuvfefe A Lovecraftian Entity?
#29163 posted by brassbite [2.247.243.172] on 2017/06/01 13:54:52
Alternate spelling:Cuvfyfy in case Cuvfefe isn't unpronouncable enough.
 Centurions Are Real.
#29164 posted by onetruepurple [85.232.250.182] on 2017/06/02 10:36:38
 They're Going To Fight Spiderman
#29165 posted by mankrip [189.84.178.135] on 2017/06/02 12:40:32
Parker, quick! Get some pictures.
 Half-Life 3 Released
#29166 posted by czg [212.16.188.76] on 2017/06/02 14:28:23
 I Wonder...
#29167 posted by Qmaster [70.195.69.252] on 2017/06/03 00:59:57
You know the BFG or Lightning Gun Syndrome? Where players hoard ammo for their most powerful gun and end up scraping by on weaker weapons and never actually use their most powerful weapon, because they are saving it for that super tough part that...oh and the level is over.
I wonder what would encourage use of the lightning gun more.
 @pritchard
#29168 posted by dumptruck_ds [168.161.192.15] on 2017/06/03 01:11:16
I remember playing a mod at one point which was a wave combat sort of thing - you'd go into a single arena and fight endless waves of monsters to try and get a good score. I actually quite enjoyed it. Don't remember what it was called though :(
Maybe the DMSP mod? http://strlen.com/maps/dmsp/
 #29167
#29169 posted by mankrip [187.14.53.224] on 2017/06/03 01:16:42
I wonder what would encourage use of the lightning gun more.
If there was any monster that dropped ammo for it in the levels were we use it.
Rockets can be used all the time against ogres because ogres give back the same amount needed to kill them.
Soldiers give 5 shells, despite only needing 2 shells to be killed.
I find myself always using shells and rockets because of this. I save nails for fights against large groups, and the lighting gun for fights against shamblers.
Enforcers only gives 5 cells, which is a ridiculously low amount, and they only appear in levels where we have no access to a lighting gun.
 Hmm...
#29170 posted by Qmaster [70.195.69.252] on 2017/06/03 02:17:12
It seems to be a matter of scarcity then.
If I leave out ogres and grunts, provide more cells, and skimp on nails...ya that might work.
#29171 posted by topher [181.31.13.224] on 2017/06/03 02:48:30
i would like slower ammo consumption with the lighting gun. it's not only that it's generally scarce, but it's feels wasteful to fire the gun at the air by accident, or during a horde fight. also when the enemy is dead and you react in one second or 0.5 seconds
the ammo consumption is too fast, so you end up wasting several cells of an powerful weapon by accident. and the hoarder in every one of us don't like that
#29172 posted by Spike [86.161.56.64] on 2017/06/03 13:14:45
assuming full ammo:
sg: 50 secs
ssg: 35 secs
ng/sng: 20 secs
gl: 60 secs
rl: 80 secs
lg: 10 secs
it is interesting to note that impulse 9 gives you 200 cells, while ammo pickups cap you to 100.
imho, the issue is more the abundance of rockets. don't place the rocket launcher, don't place any rocket pickups (other than ogres). place ogres only after the player has already found the gl. Or just make it so the player can only carry 20ish rockets max (requires qc).
#29173 posted by negke [31.18.51.150] on 2017/06/03 14:34:38
Enforcers only gives 5 cells, which is a ridiculously low amount
In the stock maps maybe, but play any custom base map and you'll be at 100 in no time. For this reason Quoth 2 globally changed the enforcer pickups to 1 cell. IMO, bad decision, though.
 Quaketastic And Shub Hub Down For Maintenance
#29174 posted by SleepwalkR [87.189.105.92] on 2017/06/03 23:38:11
 #29186
#29175 posted by madfox [84.84.178.104] on 2017/06/03 23:47:31
/Don't remember what it was called though :(
qonquer
#29176 posted by mankrip [189.84.178.135] on 2017/06/04 04:03:10
 Thanks For Copying It. Not Giving Feminist Sites My Hits
#29177 posted by [51.15.79.107] on 2017/06/04 05:24:29
#29178 posted by metlslime [67.169.150.119] on 2017/06/04 07:15:58
Can't tell if it's satire or not
#29179 posted by Jonas [46.142.79.0] on 2017/06/05 19:06:58
#29177 is a TOR node
 Monster Wave Mods
#29180 posted by dumptruck_ds [168.161.192.15] on 2017/06/07 02:49:19
@pritchard
Your question was bugging me so I looked at Qonquer and also found ne_dynamic (along with the aforementioned DMSP.)
https://www.quaddicted.com/files/mods/ne_dynamic.zip
http://www.wantonhubris.com/qonquer/Qonquer.html
http://strlen.com/maps/dmsp/
 Dumptruck_ds
#29181 posted by madfox [84.84.178.104] on 2017/06/07 17:01:27
Your question didn´t bug me.
Quaddicted didn´t add Qonquer as it´s a mod.
I had it available but it was denied.
 Madfox
#29182 posted by dumptruck_ds [168.161.192.15] on 2017/06/07 20:16:57
Quaddicted didn't add Qonquer as it´s a mod.
I had it available but it was denied.
Quaddicted has a mod directory if you dig but I guess the don't want to publicize it on the front page - which is puzzling to me.
Looking forward to trying Qonquer. I really like DMSP as it brilliantly makes use of DM maps and I've made a few of those. I took a look at Qonquer's dev docs from work yesterday - pretty intriguing.
 Trent Reznor's Quake Soundtrack Is Coming To Vinyl
#29183 posted by mfx [77.179.180.137] on 2017/06/08 20:12:21
#29184 posted by mankrip [179.103.116.190] on 2017/06/08 23:42:23
I'd like if it came with lossless digital multitracks too. Quake mods could really benefit from high quality remixed music.
 I'm With You MK
#29185 posted by mfx [77.179.180.137] on 2017/06/09 00:10:10
But i think this release is just another cash grab, the original QUAKE CD audio files are the best resolution out there..
I could be wrong though, and there are some DATs recovered and being mastered again and and and..
I doubt it.
|