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Maybe I do

11 minutes with a MIDI file... 
LOL. 
I got totally beat there. GG! 
Kind Of An Out-of-left-field Question, But... 
...anyone know of a good archive of RAMSHACKLE (the site that gave the TrenchBroom editor its name)?

The bit7.org link that Frib posted in the TrenchBroom thread is dead and apparently intentionally excluded from archive.org. And any other bits of RAMSHACKLE that I can find around the web (e.g. at quakewiki.net) are incomplete. Probably defeated by the fact that the site originally used a Java app for navigation.

Even the archive.org coverage of the original site is missing most images and probably other stuff: https://web.archive.org/web/*/http://www.planetquake.com/ramshackle/full/*

Got an urge to revisit it and it's kind sad if it is really permanently gone. 
New Enforcer Model 
Some Jokes From Reagan 
 
looks like the Breen of Star Trek ukyou 
Pyrogx 
im fine with it 
Down? 
 
Better Have A Beast Machine When Playing Quake Champions 
because fire rate is linked to frame rate
 
WWWAAAAAAATTTTTTTTTTTT 
Yup 
Q:C is unfortunately sort of a dumpster fire on the coding side due to the outsourced development, which is a royal shame because the actual gameplay is typical fun Quake but there's so many naggling performance and networking issues plus a slowwwwwwwww balance change schedule. 
@Preach 
Preach had mentioned on his wordpress page that QME has an "undo" feature.
Preach, I've tried ctrl-z in the 3d view and it doesn't work on either version 3.1 or 3.0. How does this work??

Here's a link to the page where he mentions it:
https://tomeofpreach.wordpress.com/2012/12/31/in-defence-of-qme/

Thanks. 
Undo 
The undo is for drawing on the skin only, other changes aren't tracked. It works for me on 3.1 
Brutal Quake? Qore! _ BETA 
While browsing through news pages about quake in Steam, I chanced upon this news about a gore mod for quake, which is akin to the well known Brutal Doom mod for classic Doom and Doom 2, stylishly named Qore:

https://www.rockpapershotgun.com/2017/10/16/quake-mod-qore-slidekick-and-gore

The mod itself can be downloaded here:
http://www.moddb.com/mods/qore/downloads/

If you are interested in pumping up the gore factor in your quake game, and this also somehow went previously beneath your radar like me, then give it a swirl!

(Moved to GA because it seems to be a work in progress mod) 
@Preach 
Thanks Preach!
It'd be great see a program as simplistic and specific to Quake modeling as QME, but with more features, like an undo for geometry. Get on that please, somebody. 
Brian Hook Discussing The Quake 3 Rendering Engine At GDC In 1999 
Q3 And All Games From Q3 Suck Dick 
 
How Do I Add A Keyvalue To An Entity? 
I want to add a gravity keyvalue to worldspawn. 
Bunny Hopping 
Been trying to learn how to bhop properly in NetQuake engines like QuakeSpasm and Mark V. Mark V has a handy "scr_showspeed" cvar, so I've been experimenting on it.

In QuakeWorld engines like ezQuake it's so easy, I just do a circle jump, then release +forward and keep on jumping while strafing and moving mouse in the air. I can reach 700+ ups no problem. But in QS and MV I seem to lose speed with a couple of jumps, even if I try to press +forward with each jump. Is the NQ friction too high or what? All I can do is 400 something ups at best, which doesn't seem meaningful.

What's the trick, if there's one? I mostly want to do speedruns of modern map packs, hence the the interest in the technique. 
 
bunnyhopping in qw is possible because you can avoid being on the ground at any point - there is no friction and thus theoretically no real upper bound to max speed (up so sv_maxvelocity of about 2000 anyway).

nq keeps you grounded for at least one frame each jump, so you're till at least partially subject to friction, limiting max speeds. 
 
Then how come the QDQ guys move so fast?

https://www.youtube.com/watch?v=VpiNDxssUL0&t=14 
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