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Sorry For The Confusion... 
I meant the "warpzone rar" inside the link does not work. You can't download it, says "Invalid or Deleted File". 
Command On Map Loading 
Is there any way to set a list of commands that are executed when maps are loaded rather than when Quake (Quakespasm in this case) is started? I prefer to disable fog but end up always having to open the console and enter "fog 0" on new levels or on loading a game. 
Can't Be Done 
But you could throw something hideous in quake/id1/autoexec.cfg

alias +no_fog_forward "fog 0; +forward"
alias -no_fog_forward "fog 0; -forward"
bind UPARROW +no_fog_forward

So that every time you press the up arrow key it disables fog. 
Slightly Less Hideous 
For a single command, the aliases and +/- aren't necessary, you can just stick
bind <key> "fog 0"
and then press whatever key for the same effect once the map's loaded. 
Fair Enough 
Keybind is fairly convenient anyway, surprised there isn't an option to disable fog completely in-engine though. 
My First Post 
what is this place for? 
Quake / Quake Mapping / FPS Discussion Mostly. 
Quake Maps And Wicked Banter. 
Fog needs to be locked unless player does noclip. Make so that it toggles r_fullbright at the same time. It's either all or nothing imo. 
Why "lock" anything?

Anyway if you have the self control to not turn off the fog, it's simple enough to make it so that a single keybind turns on fullbright, noclip, fog 0, etc...

though restoring the fog value after you leave that "mode" would be awkward, if not impossible. 
Hardcode it into the engine that the player gibs if he tries tweaking any aspect of the visuals that go against the designer's intent.

Turns on blurry pixel mode? Gibby time for you mister...

Is it bad I have a keybind for noclip, notarget, godmode, fullbright on, and fullbright off? Mappers kit i guess 
Have To Get That One Myself 
Hardcode it into the engine that the player gibs if he tries tweaking any aspect of the visuals that go against the designer's intent.
I've heard stories of various Doom mods (wads?) that will kill the player or intentionally crash if they detect other mods being loaded at the same time, but having essentially zero experience with Doom modding I'm not sure how widespread/true they are. At least that's not a thing here, although a mod that does give a rude message when played in Darkplaces sounds like some cheeky fun.

Is it bad I have a keybind for noclip, notarget, godmode, fullbright on, and fullbright off? Mappers kit i guess
Nah, it's not bad until you have three copies of your \id1 folder named slightly different with identical contents other than the \maps folder so you can have one game for pure vanilla, one game to play downloaded maps, and one game to compile your own maps into.'s Bad. Really, Bad Since I Have A 4th For My Own Mod. 
Hue Test 
How good are you at perceiving different colors?

Take the test. My score was 21. 
I got a 4. :D

(lower is better) 
First Attempt: Got "0" 
Online ColorIQ Challenge Results
You have perfect color vision!

Aww yeah!

I have a rare form of Palinopsia, which basically means my vision looks like I'm tripping balls 24/7. One of the neat side effects is that I have superhuman colour perception. One of the not-so-neat side effects is that I cannot read white text on black without my entire field of view turning to snow/static, driving at night is scary as fuck, and if I look at a person's face for too long, it starts wobbling around in a disturbing way. 
Zero As Well 
I was really not expecting such a result 
if I look at a person's face for too long, it starts wobbling around in a disturbing way

Exporting them to MD3 should fix that. 
Better than I expected considering my dismal art skills 
Kinn is a mutant 
also got a 4... damn blue greens... 
I scored 23. Does this mean my career as a colorist is over, or does it mean that I was too cheap when buying this monitor, and probably should calibrate it better in any case?

I think the only real answer is that I'll never have a career as a colorist while using this monitor, at least. 
So, You Think You Are Good At Quake? 
Keyboard Only 
Ah, the good ol days. Reminds me of when I first played when I was 5. Every now and again I'll dust off my arrow keys. 
i used to play quake. then i took an arrow key to the knee. 
Dear Next Poster... 
Make this golden 30k post a divine moment... 
Cheap Nike Jerseys 
Fucking Killpixel. 
Top Post 
About as useful and informative as the average killpixel post. 
Forgot The Link Though 
@damage_inc, Kinn From TB Tutorial Thread 
I was blown away by AD when I first saw the screenshots of it a couple years ago. Considering it now, I think it may be that Quake's world and engine are manipulating how I process the geometry. In Quake, there are no props outside monsters and packs of health or ammo. There are no displacements. The detail of maps is comprised almost entirely of brushwork. Simon and his compatriots in the AD mod just seem to be able to create these amazing curved, arched, rotated, spiraling structures that I can't even conceptualize in Hammer. Like Kinn said, I guess it would probably be possible, but you'd have to be going completely ham with the clipping tool to do it.

Judging by Simon's readmes over the years, he's been using SDRadiant 1.3.8 for over a decade, an editor I can't even find on Google. I just feel like Radiant (and maybe TB) must possess some more intuitive and speedy ways of shaping the complex geometry that they create. 
How did you take Kinn stating this: "There is literally nothing that you can do in TB or NetRadiant or Jack that you can't do in any of the others." into "I guess it would probably be possible... "?

I'm not trying to be argumentative or aggressive btw. I just don't see you comment as being valid.

I know Ionous was part of a few maps included in AD and he only uses Jack only. I'll ask him the next time he is streaming.

Any complex curvy structure is just a composition of simple convex shapes that can be made in any editor. Some operations may take one or two less clicks to do in this editor versus that editor. But then that editor might do another thing with less clicks than this editor, so it balances out.

Really, the choice of editors is down to which interface you prefer. The level you make comes purely from your imagination. The difference in quality between maps is 100% about the artist, not the tools. 
Unless The Editor Is Deathmatch Maker 
or Quark. Fuck those two. 
Alright Yall Win 
It's probably just me who can't envision it. I would really like to see someone recreate a room or two from ad_sepulcher or something of the like. So many map editor tutorials on YouTube and 90% of them are "here's how you make a box and put a spawn point in it". 
#30006, Internet On Fire Etc... 
Some cursory searching has revealed that SDRadiant is the Splash Damage version of Radiant - this pastebin claims it was for Wolf:ET! Certainly a curious choice of editor to still be using after all these years, but I suppose if something ain't broke, you shouldn't try to fix it.

Now, where you get SDRadiant from is another matter... Does anyone know if it's packaged in the Wolf:ET download? It'd take me about four hours to check with my speed... 
I must have consciously picked up on SleepWalker's Radiant inspiration when I tried TB out. I have tried nearly every editor out there. However, I have logged the most hours in Radiant. Both for Quake 3 and COD:UO mapping.

TB also reminds me of the first editor i ever used Quest.

There's no "best" editor IMO. I think TB is elegant and easy to pick up after not havbing mapped in many years. That's why I use it.

I could jump back into xRadiant any time. I just choose not to. TB is too much fun. 
And Another Thing 
Why are there so damn many forks of Radiant? 
But Can JACK... THIS
Feature Request: 
Escher mode 
Very Nice 
I'd like to see the tris and how well it lights! 
I didn't try compiling it into a map. It's just a bunch of cubes with offsetting, rotation, shearing, vertex editing and a bit of triangulation.

Anyway, it was a bit disappointing to realize that the alt+rightclick tool for texture alignment is unable to make the texture alignment actually follow that path. Due to this, I couldn't use a scrolling texture to get the same effect of the animation linked by OTP.

The Quake BSP format uses a 2D projection on a 3D plane for texturing. This 3D plane uses a 3D projection to be rendered to the screen. I suspect that a 3D projection on a 3D plane would be required to properly align textures on structures like this. 
With valve220 and by triangulating all your faces it is doable, I did something similar with obj2map, works fine. 
Killpixel: Here's the mesh.

Bal: JACK's generated .map file has a "mapversion" "220" field in its worldspawn.
But what Jack is actually missing is a Contour Stretch UVs Projection tool. This could help a ton of maps.

And I guess that for such distorted shapes, this would require 3D texture mapping, where the texture can have a depth projected onto the surface plane itself rather than only on the screen. I'm talking about a surface with a texture tiled in a non-linear way like this, rather than like this. Hmm, I guess that "non-linear texture mapping" is a better way to describe what I'm thinking about.
Linearly mapped scaling, rotation and shearing can at best produce results like this. It can't make, for example, a rectangular tile fit a trapezoid surface - and many curved shapes are basically a set of trapezoid segments. 
No 3D modeling app does that though, you're only solution is to have more polies basically to hide the how the triangulation breaking up your UVs.

Still with valve220 + triangulation, you have the equivalent of UVs and can do in quake anything you could do in a modeling app with same ammount of tris. 
Absolute madman. 
Lunaran, Johnny Law mentioned that you wanted to make the Steam group public. I can do that, if nobody has any objections.

Any of you assholes live in SoCal? 
@Mr Fribbles 
I live in Los Angeles dude. And luckily I am an asshole. 
Haha, perfect!

I'm moving to Santa Monica soon, is why I ask. I'll send a shout out after I'm settled to see if anyone wants to meet up for some kind of asshole convention. 
Come and hang out at nu-tf: 
Santa Monica? Nice. I'm in Burbank north of the Hollywood sign.

I hope you like traffic. It's getting bad in SoCal. But you'll have a straight shot to the beach on the latest metro line.

Yeah let's meet when you get settled. 
So Frib 
What takes you to the US? 
Some Polling Action 
If you would be so kind:

Level playtime
Level Structure
Interesting Killpixel. 
You've picked some issues there that are 99% irrelevant to FPS game quality (I voted as such). 
Level playtime depends not only on the gameplay mechanics, but also on the savegame style and on the talent of the people making the levels.

For reference, Leptis Magna is the largest AD map which I've enjoyed enough to feel like giving it another full run someday. On some of the other maps, I feel a little too overwhelmed and it gets a little hard to mentally track down all the tasks (books, keys, secrets, etc, and their respective locations and puzzles). Without real-time saving and detailed status info (let's say, maps like Foggy Bogbottom would really benefit from a Metroid Prime style automap and a Doom 3 PDA style notes system), the more complex maps become more difficult.

On the other hand, some games out there feature big levels whose encounters/puzzles/etc are not complex enough to take advantage of their available space, and becomes boring. In this case, the way to improve them would be to make them shorter.

TL;DR: Great level design can benefit from expansions to the game's scope, while not-so- good level design can benefit from a reduction in their scope. 
The decision between episodes and a hub system should depend on the length of the levels.

Turok 2 uses a hub system where you can select each map individually, but each map takes a long time to be finished. Quake features an episodic hub system with multiple levels packed on each episode and where you can't select the maps individually, but the playtime of each map is way quicker. 
It's Odd 
Whenever these sorts of surveys come up, small maps arranged in episodes are always overwhelmingly preferred compared to a single megamap. For the time and effort it takes to produce a modern style megamap, a mapper could produce a really decent episode of smaller maps (something like the scope of Terra, or DOPA), so why don't we see more of them? It is just that mappers find it more enjoyable making big maps rather than episodes? 
#30034 - I Know Why! 
Modern mapping is about dick-waving. You want to make big, convoluted map with super detailed brushing. Gameplay must be at least 8h long. 1000 monsters is mandatory. If player's demo file is less than 20Gb, you're doing it wrong. 
@shambler - Is that so? I appreciate your vote ;)

@mankrip - I definitely agree.

@kinn - The current poll results corroborate the data I already have and it makes sense to me. Intense gameplay can become fatiguing rather quickly. It's nice to be able to get quickie rather committing a chunk of time to something you'll grow tired of half way through.

@khrathor - Hyper-detailed megamaps are awe-inspiring, incredible achievements IMO. The rub is that I have much more fun noclipping around slack-jawed than actually playing them. 
It's nice to be able to get quickie rather committing a chunk of time to something you'll grow tired of half way through.

That depends on the age of the audience. When I was a teenager with no job it was certainly easier to play long sessions, while in the last years most of my gaming has been on the bus. The megamaps in AD would certainly make it one of the top FPSs in the 90's, maybe the top one.

What's weird is that people who have lots of free time nowadays seems to prefer less intensive entertainment such as MMORPGs or binge watching Netflix.

I'd say to just define very well the kind of audience you're targeting, and go for it. There are all kinds of niches out there, you don't necessarily need to target everyone. 
Yeah man. I rate protagonist (as long as he's not as dull as fucking Jensen in DX), map linkage (as long as there is some and it's not unconnected gibberish like the latest Wofl), and map length (as long as it's not crazy short or days long) as pretty low factors compared to a game's, say, theme, flow, pacing, physics, movement, setting, aesthetics, exploration, gameplay-focus, architecture, bestiary, etc etc. 
Size Counts. 
Map length is a very important property. It hugely affects the gameplay experience IMO, and is also a big factor in deciding whether or not I can be bothered to replay. I agree the others aren't terribly important though. 
@mankrip - That and there are so many games now vying for people's time like never before. As for the target demographic, seems to be 30 year old males (20ish on the younger end, 40-45 on the older).

@shamber - Yeah, I get what you're saying and where you're coming from. When it comes time to make fairly concrete decisions (which it has) in regards to scheduling, staffing, allocating funds, etc, these are absolutely pertinent questions that have 100% relevance to the final quality of the game. These being some of the questions currently at hand does not mean that I haven't, and won't continue to, consider deeply the other aspects of a quality FPS that you mentioned.

So yeah, I'm coming at this from a logistical angle as opposed to a general theory angle. 
About The Age 
40-45 on the older.. I think you are out by a decade for some people ;) 
Or two! 
Definitely. I would say the average age of retro fps players/buyers is in the 30-35 range. 
So What Did I Do... 
To get blocked by @quake_txt on Twitter? 
Quakeulf, maybe he just doesn't like Quake II?

Who knows, especially if you don't recall have any interactions with the account.. 
I only retweeted and replied to some posts. Others who have done more for Quake 2 who have also strongly critisised the account are not blocked. It does not make sense.

What is going on? 
Did You Know? 
The original Rubicon turned 20 last Sunday. 
Happy Birthday so... 
Don't worry about it; if it was a mistake (automatic filtering, etc.), they'd be already aware and unblocked you.

I've also been unfollowed by a number of people, and likely muted by some, though I don't remember seeing anyone block me. Anyway, social networking is... It has the potential to be a good thing, but the downsides are prone to be mentally degrading, so it's important to not let stuff like this cling to our minds.

It's important to train ourselves to not care about people's negative reactions to us. Particularly, I prefer to not even know when people block or mute me. I'm fine with anyone hating or avoiding me, it happened a million times in my life with lots of different people, and eventually I've figured out that caring about such situations is just a waste of time. Plus, nobody can hate me more than myself, so usually it's just laughable.

And some people just need time. Having the initiative to try to "make things right" when the initiative to "make things wrong" came from the other person is awkward and would just make things worse.
People change, and someday some of the people who hates us end up changing their mind, so there's no need to rush things. If they never change their mind, it's their problem. 
I'm sentimental about Rubicon.

I have a memory of looking up behind a pipe and seeing the trigger to shoot to access nightmare and I felt "smart". I was using FitzQuake because I thought that was the "right thing to do" for obvious reasons, despite preferring aguirRe GLQuake because at the time that was the only engine that could "play everything" including maps like the Red Masque of Death (huge Tronyn map, first limit buster map).

The next thought I had was realizing that GLQuake wouldn't have the texture visible because GLQuake didn't support fullbright textures.

At the time that meant engines like ProQuake and aguirRe's GLQuake. I think that might have been the first time I understood what the goals of FitzQuake were. 
Thanks Mankrip 
But I'm still blocked and there doesn't seem like I can get around it the way things are on Twitter.

I do suspect it is run by someone who is on here and/or the Discord-channel, so if you see this post:

What happened? 
New Jam Suggestion. 
For when DM4 Jam and any subsequent ones have finished:

End Map Jam.

Make a replacement End map for Quake's original rather underwhelming End map. The idea is to stick approximately to the End map's theme and to the original Quake's style, but make something more suitably climactic both in design and gameplay.


1. Id1 only. Run in Quakespasm or whatever. No coloured lighting no fog.
2. Id1 or subtly modified Id1 textures only.
3. Map must start with dropping into the pit as per the current End.bsp, and must include Shub in some form.
4. Map should feature some form of cavern/cave system as per the current End.bsp , mixing this with other themes and structures are allowed and encouraged.
5. Map should stick to approximately the maximum level of detail in the most complex stock Quake maps. This isn't a rigid requirement but is to focus mappers on making a suitable End map that would be the finale of the Quake game, rather the mega-detailed mega-complicated 2018 epic.
6. Any other queries just stick to the fucking theme okay.

Sounds Good 
Sounds like a great way to get people to focus mostly on gameplay instead of spending 90% of the construction time wanking over brushwork :D 
Like the Jam Idea, but hate your rules, especially 1. (cause of coloured lighting & fog) and 5. (I want to make a mega-detailed mega-complicated 2018 not-epic.) 
Sounds Like 
A good plan for June 22nd. 

I think you don't even remember this, but i just found these two screenshots in a really old CD-RW =D

Some crap "art" i did 17 years ago, when you closed the doors of TeamShambler reviews:

And it became the pic of the day on planetquake =D 

That was you?? Wow, I remember that well, it was pretty touching <3 , I think I had it as a desktop for a while after :)


You're not invited to the Jam, what bit of "making a suitable End map" are you struggling with?? :p 
imagine if Tribal was actually TriBal and we had three embodiments of Bal. Quake mapping would be pretty nuts. 
Maybe If I Merge With Tribal... 
We'd get QuadBal. 
We Already Have TrIDaz Tho. 
@Shambler I Really Like This Idea... 
It's pretty restrictive but hey why not? I can live with it. I'd reach out to Ionous if you decide to move forward with it. I think he has some upcoming plans for another jam. If I had known ahead of time dm4 jam may not have happened. 
@Shambler I Really Like This Idea... 
It's pretty restrictive but hey why not? I can live with it. I'd reach out to Ionous if you decide to move forward with it. I think he has some upcoming plans for another jam. If I had known ahead of time dm4 jam may not have happened. 
@Shambler I Really Like This Idea... 
It's pretty restrictive but hey why not? I can live with it. I'd reach out to Ionous if you decide to move forward with it. I think he has some upcoming plans for another jam. If I had known ahead of time dm4 jam may not have happened. 
Damn, A Triple Post... 
Hey, wait a second! 
It's the server not me! 
it's probably happening at the browser level, it's submitting the form twice. I either need to block it on the server or disable the submit button on the client after you submit once. 
Blocking it on the server works better, because at least the server will have received it.

Unreliable mobile networks often fails to send data, forcing the user to re-send it. I've already had problems with websites doing the "disable button" approach, thus forcing me to reload the whole page and start everything over. 
Does Anybody Still Play Deathmatch? 
I've pretty much finished a single player map (still looking for some people to playtest it though), and I'm wondering whether it's worth the trouble of making the necessary adjustments to make the map work in deathmatch. Does anybody of you still play dm, let alone on newly released maps?

I'm just frustrated, because I've spent about six hours working on dm modifications, and at some point, during my tests some func_doors/plats started glitching. I have a feeling it might have something to do with me placing simplified dm func_doors over more complicated single player doors that are killtargeted at some point, but at this moment, I can't be bothered trying to pinpoint the root of the problem.

Personally, I don't play deathmatch (although I probably would if I had family/friends here that wanted to play it too), but even if I don't play, I like to keep the possibility there on my maps, JUST in case somebody wanted to play dm. Also, I'm kind of perfectionist in that regard, feeling like the map's somehow broken/incomplete, if it can't be played on dm. 
The few people who still play deathmatch stick to a very limited set of maps, so don't expect any interest from that direction. Plus single player levels are often not favorable for dm because their layout and spaces are not as tightly focused as in dedicated dm maps. In this sense, it's not worth the effort.

However, you can still put some dm stuff in if you like! I support DM in most of my maps just for the heck of it. It's a fun bonus challenge to make things work on both modes. It shouldn't break the single player part of course. As for your doors, instead of killtargeting them you should probably make them spawn only on dm in the first place (combine not_easy + not_normal + not_hard spawnflags = only dm). 
I Think It Still Doesn't Work 
Actually, I did what you suggested right from the get-go. Allow me to explain: My SP map consists of multiple partially exclusive branches, where some doors are openable only on one path and closed on the other. That's why I have this convoluted system of killtargeting the other paths' doors when the player chooses a path. It has nothing to do with killtargeting the doors for deathmatch mode. Sorry for not providing enough background.

Making this map had me learn the hard way, that you can't have other entities intersect killtargetable entities on the map file, lest you want them glitching out ingame. So on this map, instead of placing two versions of the same door (one for each path) inside each other, I had to clip the doors and make sure they didn't touch each other.

And unless I'm mistaken, the rule seems to apply even if the entities are set to spawn in mutually exclusive skill levels/deathmatch: My doors/platforms are broken because my DM doors (set to spawn only on dm) are intersecting the killtargetable SP doors (set to spawn only in sp). I haven't tested this conclusively, but based on today's fumblings of mine, that's my current hunch.

But yeah, I also do the dm adjustments for the heck of it. Maybe not because it's very fun for me, per say, but more like for the sake of completeness. I mean, the original id sp maps are playable in both modes, so unless my map's completely unsuitable for it, it should be made compatible, as well. Oh me and my stupid obsessions, right? :) 
I don't see why killtargeting intersecting doors should be a problem. And definitely not across skill levels/game modes. Maybe you didn't set doors_dont_link somewhere? 
Make Sure You Set "Don't Link" Spawnflag (4) On Touching Doors 
Dumptruck, SleepwalkR 
Sounds good dumptruck! I've just got temp housing for a short time in Santa Monica, scrambling to find something else asap. I'll ping you when the dust settles.

SleepwalkR, nice to hear from you bro. I'm just over here for work. It was here or Berlin, but the wife doesn't like the cold... hah.

Sorry for the late reply! 
I Learned Stuff Today 
I did some testing, and it seems that doors DO work right, as long as they are not made to spawn at the same time, so negke's original suggestion was correct. So it looks like some other dm modification of mine broke my map causing some func_doors/plats to float in random places (they can't be touched and are visible at some points and then disappear at some other points; maybe the place-dependant visibility has something to do with vis, which dictates when to render them). Guess I gotta save and test my map more often, when doing the dm modifications next time.

My test map has four doors, or actually seven doors, where three of the doors have two doors overlapping each other. One of the doors in such a door set is a regular func_door with no triggers, while the other one is a door with the targetname "killable door".

The first door from the left is a door, which spawns both of the doors regardless of skill level or deathmatch flags. That door glitches out always when I play the map: When I press a button that killtargets the killable door, it also eats the other half of the regular triggerless door (a double door, which btw should be opening when I get close enough, but in this case won't budge).

The second door set is built in a way, that has both of the doors spawn only in easy skill level. In all other modes only one of the doors will spawn. That door works, as long as you don't play the map on easy, i.e. when only one of the doors spawn.

The third door set is a variation, where the other door spawns only in deathmatch and the other only in single player. No problems there, since there never is a situation where both of the doors spawn.

The fourth door is kind of unrelated to the whole dilemma. It's just a test on an alternative method on how to have the doors behave differently depending on skill level or deathmatch flag. I just put four trigger_multiples in front of the door, each opening the door in their respective play modes.

One final note: While writing this post and after already having uploaded the test map, I decided to fiddle around with the "don't link" flags, after remembering Qmaster's suggestion. Maybe the door linking causes the killable door to kill some of the triggerless door. I tried adding the "don't link" flag for both doors, which sure enough prevented the killtarget from killing any part of the triggerless door, but the triggerless door still refused to open upon approaching it. Only now did I discover that the "don't link" flag disables the func_door's ability to open automatically without a trigger. I was able to solve the problem though, by giving the door a triggername "regular door" and then putting a trigger_multiple in front of it.

So thank you, Qmaster! :) It seems that door linking was the root cause of this weird "killtarget door affecting other doors" behavior! Now only if knew just what it was that caused my doors and platforms glitch out in my main map... T_T 
Not Quite Generally Abusive Text, I Know 
Just as an addendum, I know that my previous post was heavily mapping stuff, but I didn't want to move the post to Mapping help, away from the discussion chain, which started with me asking about whether people still played deathmatch. Come to think, I should have probably posted that one in the mapping thread from the get-go, since that post had also mapping related stuff in it. So, apologies for the misplaced discussion! 
Yeah Berlin Can Be Cold 
But the summers are super nice! If you ever make it here, let me know ;-) 
I Was In Germany One Summer. 
The week started at 34'c, cooled down briefly to 26'c for a day or two, then went back up to 35/36'c. It was not the cold I was looking for. 
Normally doors that touch (not necessarily only the brushes but also their bounding boxes) are linked. This means, for instance, on a door where one part moves to the left and the other part to the right, if the player approaches from one side, the other side opens as well, or if one side is blocked, the other one acts correspondingly (as opposed to one side opening while the other remains closed).
The "don't link" spawnflag makes each func_door an indivual entity independent of its surroundings and other doors it touches.

Unrelated to this is that a func_door with a targetname will not generate a trigger volume of its own so you must create a trigger_once or _multiple (or some other entity) to make it open. The "don't link" spawnflag has nothing to do with this. 
Are You Sure? O: 
I tested just the "don't link" spawnflag again without any targetnames on a different simple test room, and it seems to me that the "don't link" flag on a func_door entity prevents the door from generating a trigger volume around itself; even if there is no other func_door touching the "don't link" door. It just doesn't budge. Perhaps you could try it out yourself, and if you can get the door to open itself with a "don't link" flag, I'd like to see the map. o: 
Quake Soundtrack Babble 
It uses polygons + game is dark and brown + 1996 = Quake 
Caffeine Offering Revenue To Game Developers is a new livestreaming platform in development. They are planning to let game developers get a share of revenue from having their games streamed. There are no details available yet, but here is a small announcement and an invitation for game devs to contact them.

No idea how many cents you could make to fund your favorite Quake editor's development with 24/7 mapping streams. I guess that might not be the intended use of this feature.

However, I thought it's interesting enough to share, in case you want to follow how they implement their idea in the future. 
I'm more interested in the fact I've been spelling 'caffeine' wrong all these years when I'm not caught by spellcheck. I before E except after C, my ass. 
Shambler: environments can be hostile without being empty repetitive and characterless, killes
Killes: no 
I Imagine Killes More Like 
No idea how many cents you could make to fund your favorite Quake editor's development with 24/7 mapping streams. I guess that might not be the intended use of this feature.

The game is Quake. The money would go to id/Zenimax. 
Ever Notice 
How dead it is on here on Friday evenings. 
Enjoy The Silence 
Hey, if it gets any livelier in here a funeral might break out! (queue cheesy drum roll.)

Seriously, I used to live next to a cemetery... 
People are having sex. With Shub-Niggurath. 
Is what they are doing I suppose 
Whaaht?? You Mean We Aren't All Mapping?! 
You must be from England...! 
A bunch of ppl mapping for dm4jam. This place might liven up a bit Monday or Tuesday. At least I hope so! 
I've tried mapping for a little bit but I just can't get my head into and/or around it...

Still, I'll keep plodding on and I'll keep enjoying the great things you guys put out. :) 

Storytelling in Quake is quite different nowadays. 
@Hipnotic Rogue 
Have you tried my TB2 tutorials? 
Lightmapped Static Meshes & Portal Skyboxes In Quake 
do either of these things exist with modern tools / engines? 
Lightmapped static mesh: only as an external bsp....actually I think those are fullbright now that I think of it.

Skybox: nope. 
What is a "portal skybox"?

Anyway, the only widespread skybox format in Quake is the Q2 style one. 
@qmaster - interesting... and lame! So meshes would be vertex lit...

@mankrip - a.k.a 3d skyboxes 
How About Lightmapped Water? 
plz say yes. 
do either of these things exist with modern tools / engines?

Does using quake 3 bsp in FTE / DP count as "quake"?

If so, then it's a yes for lightmapped static meshes baked into the bsp i think.

I've no idea if anyone has ever tried making a single player quake map using q3 bsp though. Certainly, I've never heard of one. 
yeah, just curious if that stuff has made its way into q1bsp. I know q3bsp has had that stuff for some time. 
Lightmapped water is in FTE, i believe. 
Does using quake 3 bsp in FTE / DP count as "quake"?
About as much as using bsp2+skyboxes+lits in the same engines does. 
External bsp models (i.e. ammo boxes) aren't inherently fullbright, just the vanilla ones are brightly lit so as to appear as such. Engines with vanilla-style behavior (i.e. QS) directly display the model the way it's lit in the external bsp; more eyecandy oriented engines (i.e. Darkplaces) will either use the same behavior or light the entity as if it were a brush model within the map itself depending on what snazzy lighting options you have chosen.

If you open up the source for one of the id1 external bsp models (they're included in the Quake map sources download with all the E1-E4 maps, start, etc), you'll see it's just a brush/brushes (literally one square brush for an ammo box) with a couple lights placed around it to light the model. 
RTLights are overkill for when the user just want the ammo boxes to adjust their light level to the world lighting.

That said, most pickup items in Quake don't have fullbright-colored details, and can easily be missed when their lighting is adjusted to very dark places. I've had to add _luma maps to all ammo boxes' external textures due to that. 
Just within the past several days:

- Mueller subpoenas the Trump Organization, demanding documents with regards to ties to Russia. (Note he had the option to simply request the documents - he opted to demand them by law)

- The mask comes off Cambridge Analytica's influence in multiple past elections via using "leaked" personal data from Facebook.

And now: Trump declares he will meet Putin (whom he has already congratulated on his "election" "victory") to discuss limiting an arms race and boosting economic cooperation between the two countries (via AFP).

This is going to be the Ribbentrop-Molotov Pact 2, isn't it. RIP NATO. 
We're Through The Looking Glass Now People 
Mid-terms are our only hope at the moment, but I am not too confident in my countrymen. 
I'm Confident In The 2018 Red Wave 
For you brits, sorry to hear about the sell-out. So much for a clean brexit. 
As A Canadian 
Our leader is the biggest joke in the world. Still, we haven't banned people from our country for saying that Islamic fundamentalism is kinda fucked up or criminally convicted Youtubers for making jokes like the UK just did. Jesus they would CRUCIFY classic comedians like Bill Hicks and George Carlin these days. However make sure to use my proper pronouns Shalrath and Voreling's or I will report you to one of our "Human Rights Commissions" which will turn your life upside-down lol.

And our intelligence services I'm sure are doing some nefarious shit as we are part of the creepily named "Five Eyes"(speaking of Shub...), but not as bad as GCHQ or the American Deep State, which seems determined to protect Hillary Clinton, the single most corrupt presidential candidate in American history, at all costs. Who cares if the DNC rigged the primary against Sanders and Wikileaks exposed it (and they've never even denied it lol in court the DNC lawyers actually argued the DNC had the right to rig the primary as part of free speech, that makes our system look pretty damn good in comparison). Let's all just sit by while the CIA announces they're going after Wikileaks with a 300 person team, all for doing what journalists are supposed to do - publish information from whistleblowers.

As Tom Waits put it in "God's Away On Business," "The ship is sinking." 
Politics On Func_? Oh Boy! 
I'm pretty sure that 45 is giving HRC a run for her money on the "most corrupt" status.

In any case, American soft power is as weak as it's ever been at this point. Trump is being curb-stomped by Putin and Xi, which... is not a lot of fun to watch. I really need to start learning Mandarin... 
Something Like Python Control API For Q1? 
Hi all,

Is there something like a Python based interface for quake?
It would make life easier if you want to link it with some neural network research and train bots or 'players'.
(Real life work include machine learning and human movement so Im interested in bringing a bit of quake fun in my life again :) )

Any pointers appreciated.


PS: Im aware of Doom links to reinforcement learning. 
Daemonix = Carmack??? 
I'm unaware of any Python interface but I know Joshua "Skelly" was doing some kind of Python project for Quake. You can find him here: 
No, It Has Not. :( 
Gucci Shades On My Braids When I Escalade 
hehe just call me J :)

Thanks for the info Ill text him and see if he is working with Python or some simple API. 
Ok, The Cantilever Counterbalance Thing Convinced Me... 
Pffftt. I was always taught that it was because the cost of real estate was based only on the extents of the ground floor area, so they "cheated" the system by bulging out the upper floors. 
That Verywell Could Be The Case Nowadays. 
The answers change across history of course. 
Sp Map 
you come to a tall black (runic/metal?) spikey tower in deep chasm, later you go in and fight in semi-open dome, not dm4jam_breezeep, not dm4jam_bloodshot, not unforgiven 
Maybe It Is The Map In Your Dreams, One You Will Make Yourself 
Really black structures in dark backgrounds doesn't look good without bumpmapping. Some kind of lighting is needed to make its shape recognizable. 
What's The Status On Https? 
feels scary logging in here :-o

It was quite easy to set it up on my server... 
System Shock 1 Source Code RELEASED (MAC) 
For those interested, the source code for the original System Shock (1994) has been released. Please refer to here for all future mod/code-delving discussions:

Synopsis: MAC version only, but all game logic is present. Night Dive Studios to release a mofied version of the source code at a later date for free to anyone who owns the System Shock Enhanced edition. This will bring much needed features into the game directly in NDS's port for PC.

I for one, will enjoy using this to help with my fan remake to help replicate a few details in the game: (shameless plug)

-JosiahJack, aka Qmaster
P.S. Citadel is my other project I work on when not mapping for Quake or updating my Keep mod. Go map! ;) 
no https because someone MiTM-ing your func account and using it to shitpost will be the hilarious af 
hilarious af rn frfr famalam 
Citadel, sounds exciting, is gorilla-tiger mutant ready? will run under Win Vista SP2 64bit pls? 
Gor-Tiger Detected At 83m, Idle 
Should Work On XP+ 
both System Shocks and first two Thieves a lot some 15 years ago (and both Ultima Underworld games before) 
Remember Maddox, that angry internet guy with hilarious rants from the last decade and a half? He's an absolute joke now. 
if you refer to me, remember that I have never had a bad word about a purple ox 
Madfox > Maddox 
Maddox is an interesting example of the "arc" internet celebrities seem to go through, from getting an audience by rebelling against the bullshit of their day and thus fulfilling a public demand for common sense, to letting it go to their head, becoming out of touch, condescending to their own audience, and lashing out like fools (there are so many examples).

Madfox on the other hand, just consistently kicks ass. He brings Dr. Seuss to Quake. Btw Madfox I played your last map and loved it (lol the swarms of flies were awesome, layout was good too, atmosphere very retro), but I haven't had a chance to do any new reviews since the AD one. 
So .... 
I decided to a bit of spamming.

Not SleepWalker/TrenchBroom 1.0 release spamming, but rather Baker "slightly bored level" spamming.

While conducting some "I can't think of anything on Netflix" level boredom spamming, I post at ESReality and get flagged as spammer.

So I email, and who replies? Sujoy!!!

The Quakeworld rocket jumped out of lava guy!!

/Lame story ... perhaps ... but better than the nothingburgers the rest of you twats aren't posting.

/Oh yeah, fuck you. Figuratively. Like I figure that is the right thing to say. Because ... like seriously ... why is it dead silent here.

(Attempt UK impressionist post. Probably failed. Whatever ...) 
Oh wow! I asked Sujoy to fix broken image links and he did!

/Better than you arseclowns! Take that, mankrip! Why single out mankrip you might ask? Well, if I said 'Take that Shambler! there is a chance he might ban me. So yeah, that's why!!! 
like seriously ... why is it dead silent here.

Judging from the DM4Jam release, they're mapping. There's a lot of good momentum thanks to TrenchBroom and dumptruck's video series. 
/Twas a joke, mk :D 
Kind of crazy that Sujoy is still involved with that site/community.

Fun to hear the old names... makes me want to go sit in the Stanford CS building basement playing 3wave CTF all night again. 
I GOT THE FLAG!!!!!!!!!!!! 
I'm not really old school -- I'm faux old school like a pretender that values the old school culture, but yeah --- wasn't there.

That being said, I did a double homage in the QuakeDroid thread:

This pic ...

1) Screams FitzQuake metslime.
2) I GOT THE FLAG!!!!!!!

I couldn't resist the CTF reference.

**** I GOT THE FLAG!!!! **** 
@sock that looks tedious. I tend to func_detail and plan my brushes for detail as I go but to each his own. 
I Agree... It's Quiet 
I think it's because #tf Discord channel is so popular. i.e. ~95% of the conversations re: DM4Jam happened there. 
rabble rabble discord ruins every community it touches etc 
I love func and assume it's not going to change much (for good reason) but Discord makes it very easy to share images, links and embedded streams etc. it's really enticing compared to a simple forum. It's a different experience to be sure and func cannot be beat for archival information and its vast knowledge base. 
Silence The Discord! 
Wait wrong game reference. 
RE 30161 UK Impressionist 
lol, read it in Red Dwarf's Lister's voice 
Christ Has Returned! 
Never heard of him before, BicMacDavis that is! c; 
And That's Never A Good Thing! 
Textures From The Blender Foundation 
There is a curated collection of images and textures for 3D work on the Blender site. The license is CC-0: free to use anywhere, for any purpose. 
Co-op With Some Friends 

Me and a friend decided we should put on Quake and play some custom maps and custom campaigns together (and probably we'll have some other people to join us too) and maybe do even some deathmatch from time to time.

My question is... well, I really like the Quakespasm engine.
But I don't know if it's really that great for this purpose.
I know it's the most used and most functional with custom maps though, and so what I want to know is if it's possible to play such levels in co-op with that engine. I mean, we don't want to curse each time we have to host the game, nor using some odd software to do that. So, is Quakespasm good to go, or should I look onto some other engine (any reccomendation if so?)? 
Yup QS Is Good For Coop. 
Keep calm and carry on. 
Coop Online 
For local Coop (on a LAN) Quakespasm would be fine. But for Online play you'll probably want to use FTEQW.

Keep in mind whoever will be the server needs to poke a hole in their router to allow connections. It's not impossible but info is tough to find. FTEQW has a wiki though and you should be okay. Good luck! 
Yeah It's For Online Matches. 
Thanks a lot! 
Whoa, Hold Your Biscuits 
If you really like Quakespasm, but want the networking superiority of FTE, then use Quakespasm-Spiked

It was specifically made for this exact scenario. 
And The Linkeh 
It was specifically made for this exact scenario.

I was unaware that QSS had any network improvements. I thought it was solely the FTE/DP visual effects. Very interesting and good to know. 
@spike - Sv_gameplayfix_setmodelrealbox 0 <----- 
Quoth 2.2 added some stuff to try to support DarkPlaces by turning off all the irregular stuff stuff in DarkPlaces.

Sadly, unless you want to weird up Quakespasm Spiked you better not call your cvar sv_gameplayfix_setmodelrealbox.

Quoth will decide set it to zero, changing the normal behavior of Quakespasm to whatever physics irregularities await for sv_gameplayfix_setmodelrealbox 0 --- which will cause a FitzQuake style engine to not use FitzQuake style bounding boxes.

What will happen? I don't know. 
QSS still has no network prediction. If your players are in different countries then FTE is still a noticeably better choice.
Vs QS, QSS provides proper network nack-compression (using FTE's network protocol) meaning much higher entity limits (at least for mostly static ents like monsters, while dynamic ents [like AD's qc particles] will still have higher limits but at the cost of slight potential lag).
Mods like AD can FTE's/QSS's particle system to perform effects clientside instead of serverside, which has significant reductions.
Note that the visual effects in QSS have defaults that exactly match QS (unless a mod or user explicitly uses the stuff that would be impossible in QS). QSS was never about the visuals, but rather fixing all the bugs and limitations that pissed myself off with QS (primarily networking and QC related). The particles are there just because they are actually useful to mods like AD - and especially so when networked.

sv_gameplayfix_setmodelrealbox is the 'correct' name for the feature, and renaming it will just cause problems elsewhere. If quoth needs it on in order to function then quoth shouldn't be turning it off even if it only affected DP. Additionally, if its value actually changes anything then quoth is buggy (and bugged in either vanilla/dp/fte or fitzquake/qs). Presumably if no one noticed then it doesn't matter and might not even be buggy.
Either way, 0 has more predictable results when replacement models are in use, and is potentially faster for dedicated servers, so hurrah for buggy quoth. And boo hiss at fitzquake for being incompatible with quake, and I really wish I could justify setting it to 0 by default in QSS, and renaming the cvar would just mean that noone would remember the new name breaking any mods that do actually need a specific value for that cvar.
So, won't rename. I prefer consistency to randomness. 
That Quakespasm Spiked seems indeed very interesting!
Thanks a lot!

Anyway I don't want to put any graphic bullshit in it, really. lol
I like how Quake looks on its own and Quakespasm with the modern resolution etc. enhanches it a bit already. And it's got very cool visuals, from what I've seen from Custom Gamer.

No Problem. 
We're all in the same country anyway, so it's good.
I guess. 
I really wish I could justify setting it to 0 by default in QSS

FWIW, last time we discussed it in the FitzQuake thread ( ), metl confirmed he introduced the change by accident and recommended fixing it as well.

I support changing to vanilla behaviour by default, at least for a "testing" release of qss, and asking for help testing mods that were likely tested only on Fitzquake / Quakespasm. 
What was the changed introduced to fix?

Did it have something to do with blinking Chthon or blinking Shub? Perhaps larger monsters "disappearing" momentarily in very rare circumstances when mostly behind walls on certain maps like end.bsp.

Knowing what the change was intended to address would indicate what the consequences are for reverting it.

Some known mods affected by non-original Quake bounding boxes: Malice, QRally, X-Men. Maybe Shrak for Quake. Malice in particular has an enemy with, if I recall, 2 large parts, and the top part will disappear with FitzQuake bounding boxes. 
Summary Please 
Could someone explain to me the effects of

sv_gameplayfix_setmodelrealbox 0


sv_gameplayfix_setmodelrealbox 1

I believe at the time I understood the impact, and that it resolved an issue we had with darkplaces setting larger hitboxes on sprites than other engines - vanilla engines set the hitbox to the dimensions of the actual sprite, while darkplaces set them larger by a factor of √2. We had sprites that were solid, and wanted to support mapper supplied sprites, so we couldn't use a pre-computed size.

Obviously we need to balance the need to get that right (because it could make a map unbeatable if the extra large hitbox blocked a critical path in map) with the negative impact setting the cvar on has. I've read the linked thread and this one, and I've got that it's bad, but not a clear explanation of why.

If it helps, until the next version, you can override the Quoth default settings by adding sv_gameplayfix_setmodelrealbox 1 to quoth.cfg 
When you do setmodel on an mdl in vanilla quake (aka realbox 0), the engine ALWAYS does a setsize of +/- 16 (on account of the loader not bothering to calculate the size - note that sprites use [maxwidth,maxwidth,maxheight]/2 for the size).

In QS (aka realbox 1), it instead does the setsize using the mins/maxs values from the mdl.

Note that if the mod calls setsize afterwards then there's no effective difference (unless it uses mins/maxs to do so...).

Hull collisions are biased by the mins+size values, while bbox collisions are affectet by the mins/maxs of both entities.
This means that droptofloor fails quite often, resulting in items getting removed or dropping through floors making maps impossible to complete.
Or entities with their feet inside/above the ground, or biased sideways.
Or tracelines firing from the wrong place.
Or positions being calculated using different offsets...
So yeah, quite a few ways things can go wrong, but as most mods call setsize you tend to not notice any serious issues.

Regarding Quoth specifically, I had a brief scan through some (probably very old) decompiled(eww) code.
I did spot some potential issues, but mostly where the entity was meant to be non-solid anyway.
One issue is misc_explobox but only with replacement mdls.
There's another potential one when developer is 4, or something, which I'm guessing isn't common.
I also spotted one place where .solid was changed without relinking (ie: before setmodel/setsize/setorigin instead of after), but as it had velocity any issues from that would last at most one frame, so probably noone will ever notice it without reading the code.
So I don't think quoth will have any serious issues with either value.
The cvar is not meant to have any effect on sprites (even in DP, which assumes all sprites are round regardless of cvars).

Replacement models are a huge issue (ESPECIALLY when mdls and bsps are quite so interchangeable). As a result, making the behaviour dependant upon the extension rather than the format makes a lot of sense.

Anyway, that's my perspective. 
Urm, Right, Summary. 
I wouldn't worry about it too much regarding quoth. You might want to go through your code anyway, but I wouldn't loose any sleep over it at all.

If you want your model's feet to properly sit on the ground, you might still want to provide explicit sizes to ensure that mdls can work fine in both vanilla and for QS.
Note that explicit sizes can help for QS too, such that you can have geometry that extends beneath the ground (like in other frames) while ensuring that the frame you want is actually sized properly (and not biased sideways, either). 
Misc_model <-- ? 
What about misc_model?

(i.e. models that might be anything the mapper wants and are unknown to QuakeC. Hence no setsize because it could be anything the mapper is using). 
I don't see a misc_model anywhere.
If you mean mapobject_custom then yes, it doesn't call setsize.
However, its also both movetype_noclip and not solid. Thus its size is irrelevant to anything else. Therefore, not buggy.

The same is true of a number of other special-case static/semi-static entities.

Note that QC decompilers are utter shite, so take whatever I say on this subject with a pinch of salt, but what I see looks like quoth survives okay with whichever setting that cvar has (at least until someone replaces maps/b_explo*.bsp with an mdl or even a more detailed bsp). 
Maybe this issue shall self-resolve then, given enough time. 
Thanks Spike 
We want to keep vanilla compatibility, so fixing the code to work correctly there and leaving the cvar as it is seems best. I'll add some setsize calls to the exploding boxes as I can see the issue with the replacement models, that shouldn't be allowed to create a difference size hull.

I think from there I can figure out the other possible issues - it would be very annoying if the feature intended to let you visualise the size of the triggers accidentally changed the size of those triggers at the same time... 
On Second Thoughts 
Probably no latent bug in that case, because triggers always initialise the size to self.mins/maxs right after a setmodel.

Imagine someone added a trigger_multiple entity, and set the model to progs/shambler.mdl. In vanilla it would get a size of 16x16x16. The cvar setting we've chosen makes sure that's consistent in other engines. But all of that happens before developer 4 comes along and performs a setmodel without a setsize. So the developer 4 code is inflicting a 16x16x16 bbox on a trigger which was already that size. Right? 
maps with a trigger_multiple using progs/shambler.mdl deserve to break...
(if only because ents that expect inline models tend to not bother to precache said models.)
But if a map uses it, and some other entity already precached it, then you'd get a trigger sized according to the model, yes, which would differ between engines. And there's not really anything you can do about it, other than telling people not to do stupid things.

Side note: mdls pitch differently from spr and bsp too. so if you're using vectoangles or makevectors for the entity then you're again going to need to know if its a mdl or not. There's nothing you can do to avoid that, either (other than fte's r_meshpitch cvar that then breaks the rest of the mod). Replacement models are a real clusterfuck in this regard, but thankfully its normally a pain to configure pitch angles so most maps manage to avoid issues there.

When I mentioned developer 4, I meant blink_on does a setmodel-without-setsize, but its solid_not and movetype_none, so it doesn't really matter (and is fixed in monster_teleport_go once it does start to matter, but will show the wrong size with eg r_showbboxes until then).

Regarding developer 2 (read: quoth's RestoreTriggerModels function) then that function can find items too, not just trigger_multiple etc.
Thanks to droptofloor setting FL_ONGROUND (meaning they won't try to move), you probably won't notice, but those items will indeed end up with the wrong sizes because of that setmodel call, so it might be a good idea to preserve the original mins+maxs. I don't think its important for trigger_* though, they'll just end up with the size they had before. 
Thanks Spike (again) 
maps with a trigger_multiple using progs/shambler.mdl deserve to break...
(if only because ents that expect inline models tend to not bother to precache said models.)

You can get away with that in Quoth, because the ability to automatically precache external BSP models extends to other types of models (another example of QC not knowing the model type there!).

I'll probably just make sure that developer 2 skips over items in that case, but thanks again for the check. 
I Have A Stats For You. 
At 47 maps in 2018 so far, we're better than we were in 2017, with 46 maps released by the end of June. 
Frecache Preachache 
Why do we still care if a model is precached? 
Sweet. I was just taking a look at the spreadsheet. Thanks for keeping track. 
I recorded a blind playthrough of "The Tenacious Tentacle" by Socks, and since there is no official post of this map in the foruns i will just post it here:

But, seriously, why isn't a post about this level here? I only found it by accident (i never search for new maps in Quaddicted because I thought all new maps were posted first here in func_) The map was released this year, it uses AD monsters, it was made only with 100 brushes (so mappers can use it as a reference for the 4° competition) and it's awesome =D

You can download it here: 
Good Point About The 100 Brush Reference 
Haven't checked that map out yet, but it looks good.

I'm trying to contact Breezeep, does anyone have his email address? 
But, seriously, why isn't a post about this level here? I'm not sure why any map author would avoid posting here but I have my suspicions.

Is that QSS-Admod in the video? Looks good. :) 
Yep, it is the QSS-Admod engine =D 
Yes, Tronyn? 
Check my profile. 
New Map 
Hello everybody,

since I stopped mapping around 1999 I'm a bit rusty at this and need some pointers. A while ago I finally tried out SleepwalkR's truly excellent TrenchBroom for the first time seriously and made a small DM map with it, which I quite like. Now it's more or less done and I'm looking for a way to share it and maybe get some feedback. Is there currently something like a repository or a place where people look for Q1 DM maps? Or do you just upload it somewhere and post a link here? Are there still review sites? Do people even play custom DM maps anymore?

Anyway, any help with this would be appreciated muchly.

Headshot would be an easy place to upload it.

username: quaketastic
pw: ZigguratVertigoBlewTronynsSocksOff 
Just make sure you pick the right directory unlike most people uploading there... :P 

People usually use to upload maps. Login info here:

Also, here on func is news thread, just submit news with short description of the map, sceen and download link. So after news is approved it'll have its separate thread.

Hope this helps! 
A new headshot map, omg!
I'd be up for giving it a spin online if that's happening.

Not much multiplayer going on around these parts anymore, the focus has mostly shifted to singleplayer maps. 
I think even the dedicated DM players left don't care that much for new maps, though you may want to post it at for feedback. No review sites to my knowledge.

Of course, it's always possible to throw in some monsters and we'll be all over it. 
Thanks for the quick answers and great info! I just need to sort out a few niggles and then I'll upload a beta somewhere and post a link here, maybe we can meet on a server (Bal, anyone else?) and see what's what. The tricky part would probabaly be to meet there at the same time :-)

It'd be nice to get some feedback on balance and maybe sticky parts to clip before release. 
You can try posting here:
Also if you are not afraid of new "tech" you can try Quake World Discord channel: 
Just joined Discord, thanks. 
Awesome, also you can join our Discord here: 
General Data Protection Regulation 
Could this new EU-law affect func?
Anybody know something? 
My guess: Somebody would have to sue func i.e. metl, in order for anything to happen at all.
As there is nothing to win from that conflict, nothing happens and we all keep our status quo. 
Func could stop exposing everyone's IP address for a start.

It's funny how func doesn't require anyone's details or even an email address to create an account, but then exposes your ip on every post.

I guess that's why a lot of us use TOR when posting on func. 
Fuck Off Everybody Who Uses TOR. 
All of you belong in prison, you pedophilic porn peddlers. 
Fuck Off Everybody Who Uses TOR. 
All of you belong in prison, you pedophilic porn peddlers. 
Takes One To Know One, Eh? 
Well, otp hates me, so I must be doing something right. 
What specific harm could hit my devices, because of my IP-adress being revealed? Viruses homing in on me like a Vore-ball? 
Of course I'm not talking about viruses or anything like that. I'm suggesting that it's better to keep the user's IRL identity private by default, without making them jump through hoops if they don't want their actual IP address appearing every time they post something on this public forum.

I'm just wondering what displaying the poster's IP address is supposed to deter.

If someone want to troll / spam this forum then displaying the IP address does fuck all to stop them, because the troll / spammer can easily spoof it (and interestingly they don't even need an account to post (fucking lololol)) 
I Agree 
The IP address should not be published. It should be replaced with a hash of the address plus some salt. 
Re: #30222 
I don't know. But, because I'm outside the EU and this is not a commercial website, maybe not? 
Hash Of It... 
Need to be careful how you do that, you'd need the server to store a distinct salt per IP. Otherwise an "attacker" could brute force the salt from knowledge of their own IP and hash, then use that to brute force the other IPs on the board. At that point you might as well just store each IP that's seen on the database, generate a unique ID for each one and tag each post with that. 
Hash, Salt, A Sprinkle Of Herbs.... 
Sure. But what is the reason for even displaying anything there in the first place? 
I suggest we display our accurate geolocation data instead, along with our Social Security number and blood type.

The more social, the better. 
I Think Originally The Idea Was 
To be able to identify trolls. But I don‘t remember, might be a case of we‘vv always done it this way. For the record, I‘d rather get rid of them. 
All trolls hide their ip address because it's so easy.

If the idea is to say "Oh he is posting from a proxy / TOR node then he must be a troll" then that means legit users either have to live with their location being exposed, or accept their troll status i guess? 
How About 
Don't troll?

You're not witty, you're not funny, you're just embarrassing and a pain in the ass. Fuck off back to whatever shithole you came from. 
Heheheh Otp..... You Just Described Yourself... Hauahuauhu *drools* 
Oops, forgot to log out and get behind 7 proxies. 
Because No One Can Take Ips And Swat With Them. 
That Was The Original Idea 
Don‘t forget that this community is older than Tor. I agree that it doesn‘t make sense anymore. 
It's Nice Seeing All The New Nicknames Popping Up On Here 
I can only assume that means more players and mappers. 
I'm stuggeling to conceive a second map after QUMP, because I want to be so much better. 
Do a tribute map to one of your favorites. From there it will likely grow. I've done that twice and had good results. Sometimes you just need a place to start off. 
New headshot map? Epic. Don't worry about this single player nonsense, I'm sure people still appreciate a good dm map. (Sure, maybe nobody will actually play it, but what's new?)

I've probably said it before, but seeing FSDM3 for the first time was the moment I realised that custom maps could actually be not just as good as the id maps, but even better, potentially. That definitely inspired me to start making maps seriously, rather than just tinkering around making junk like everyone else in the early days. 
trying it without IP addresses. I think the arguments above are correct in that they don't provide much value or deterence nowadays. 
Thanks Metl! 
Lol That's Great! 
A Welcome Change 
I'm glad others are in general agreement with this, thanks metlslime. 
But how will I know if it's really me? 
Fuck You 
otp [] 
Wow Now I Will Be Hacked By A Retarded Drunk 
Well, You Can Suck My Hose 
I Still Luff You 
otp [] 
I Like How This Pos Constantly 
eating the ass's of the moders

you're never changed 
Should Be Moved To The Beef Thread Tho 
Spike Solved Quake 72 Fps Physics Problem 
Spike has solved the can't run above 72 fps Quake physics problem!

Download: Quakespasm Spiked V.10 - May 15 2018 
I am newbie for this forum.I happy to join this forum 
Welcome, Man 
to this den of evilness. Map fast and you will have a good time here. 
Welcome Aboard! 
It's always nice to see new people come home to Quake.

Have you played much Quake in the past or are you a 'total newbie'?
Ellen's email begins with "emily", a different name. And the Tarzan-style English in her post is typical of spambots.

Some spambots are coded to post innocent stuff and edit it after some days to include spammy links. It's a tactic to avoid moderators who only checks new posts. Thankfully Func_ doesn't allow editing. 
What are your opinions on It sounds like a beefed up alternative to Quaddicted, including some kind of optional monetization/donations system for content authors, and an automated content upload system (AFAIK, uploading to Quaddicted is a fully manual process). 
Yah let's monetise this quake shit yo 
Requires developers to add content uploading into their software. Would be like if we had a separate utility to upload maps/mods or a console command addition, but someone would have to make it.

I mean I guess it could be nice, but I'm one who likes manual compiling so... 
Yes, it would be a job for engine developers.

Mark V supports installing from Quadiccted, but seems to be a beefed up alternative. Imagine creating a mod and uploading it from the engine itself, with the engine automatically handling all the packaging and dependencies in a standardized way. 
This is america
Don't catch you slipping now
Watch what I'm whipping now
This shit that I'm typing now 
How important is the GPU to Quake these days? I'm more familiar with Doom engines and I'm aware that the CPU is much more important than the GPU, even with OGL renderers such as GZDoom.

I know that BiTD the GPU was pretty important when the OGL version of Quake first hit but nowadays things seem to be very different.

Just a noob being nosy. 
Pretty Important 
If you plan to play Orl or AD maps with any kind of fluidity. 
CPU Is More Important To Doom Cuz Rachel Can't Code Worth Shit. 
Stupid question, but how do I set up Quake to automatically load last hard save after dying? By default it takes me back to the start of the level. Thanks. 
F9 defaults to Quickload if I am remembering correctly. 
If you want to distinguish between quicksaves and other saves, you can also bind another key to save to some other named savefile. So you could bind a key that does "save foo" and then bind another key to do "load foo".

And depending on what you're trying to do here, it also might be useful to know that Mark V does three rotating autosaves named auto_save_0, auto_save_1, and auto_save_2.

Been poking at this 2D Shooter thing the last couple months. Slow going as I'm learning Unity and C# as I go but things are picking up pace. :)

Art is by: 
Yes F9 is quickload but I thought I seen some people on youtube autoload from last saved game just by hitting fire or jump upon dying. Don't think they're quickloading.
@Johnny Law: If I want to load a specific save (say second-to-last or older) then I don't mind going through the menu. Just thought there was a way to load most recent hard save at the click of a mouse. F6/F9 comes closest to what I want I guess. 
bind F2 "quicksave;menu_save"

Now, when you hit F2 and save the game, quickloading will load a state identical to the latest. 
That's the one, thanks mankrip 
Hmmmm, doesn't work. Seems to be trying to load quick.sav which doesn't exist. 
Put a "wait;" command between both commands, it should work.

Also, it will only work when you open the save menu by pressing F2. It won't work when the save menu is opened from the main menu. 
It keeps accessing quick.sav
I'm using QuakeSpasm 0.93 
bind F2 "save quick;menu_save"

works for me in Quakespasm.

Do any Quake engines have a command for "load the most recent save"? I don't know of any. 
yes that works, thanks ericw and mankrip. 
What's The Difference Between That 
And just hitting F6 to quicksave, then F9 to quick load? 
The difference is minimal, but if it doesn't hurt anything, there's no need to be against it.

The savegame subsystem in Quake is something that could be vastly improved, in both usability and robustness. But most people don't care. 
Not a whole lot, just thought there was a way to "quickload" most recent save by hitting fire instead of F9. By default when you die, hitting fire loads the start of the level. Would be nice if this loaded the last hard save as I don't use F6/F9. Habit :) 
any news on your map pak 
MRW When Reading Post #30290 
Ok Normal Answer 
I'm just sort of building stuff with the idea of it all being part of some full-length adventure game using modern quake engine tech, not really quake levels.

No imminent release date I'm afraid :} 
After the Wikia debacle and other transgressions, you'll have to release a Quake version to appease the Quake gods (Vondur)! 
Funny You Should Say That 
I was always aware that the chances of such a project going tits up are pretty high, so I am deliberately designing all the content in such a way so that if the aforementioned tits were to assume a vertical trajectory, then most of the stuff can be minimally reworked and released as Quake content without everything being lost. 
No imminent release date I'm afraid :}

gotta wait, anyway 
I suppose it depends on if your project is a cow or a woman.

Either way, finish someday. 
Is There A Tan/desert Version Of Ikwhite (Avanipaala) Or Ikblue Wad? 
I Remember 
seeing some screenshots of a cream colour like map, but don´t remember if it was coloured lighting or not or if it was released.

It the colour is more subtle you could go just with coloured lighting. The effect is good, just check the exterior of my jam 2 map. 
Ya, Ikwhite Plus Coloured Might Be The Best Bet..... 
Or I'll tan-ify it and make an iktan.wad for those desert persian arabic palaces. 
eventually IKBlue will be converted to all colors in the quake palette. IKPurple, IKGrey, IKFullbrightRow... 
Hexen2 Engine Supports 
up to two progs.dat files simultaneously, is it possible to modify Q engine to make it support a multiple progs.dat files

progs3.dat etc 
IK Colours 
How hard is to make an IK red? And more importantly, how hard is to make the same change in all the textures so they stay coherent? I always wanted to learn to make textures and this seems like it could be an easy thing to try, but would like to know in advance. 
hexen2's maplist.txt file gives a mapname->datname lookup. This particular mechanism sucks on account of conflicts over which version of the maplist.txt file to use (as FTE can run hexen2, it also supports this feature with quake, but don't expect any other quake engine to also support it).

Its more normal for engines to have some cvar to control which .dat to use, typically named sv_progs if it exists, but could have some other name.
This also sucks. A series of maps that need a specific .dat will need the qc to figure out which one is meant to be used and thereby switch accordingly using map restarts or some other ugly mechanism.
It would be better if the engine were to figure it out based on some worldspawn field, but then which one takes precidence - the field or the cvar?

but seriously, why exactly do you want multiple dats? are you having issues with the max_regs limit of 65536? its worth noting that once hexen2's hcc compiler started optimising things properly, they ditched the whole progs2 thing with their mission pack, for good reason.

If you're after mutators/addons or some such, then FTE does support those, but the vanilla gamecode has conditionals for things in unrelated areas - for instance making a new monster is far more messy than it should be if only due to ClientObiturary using hardcoded strings for when said 'non-existant' monster kills you. I'm sure you can see the problem. You can add in all sorts of hacks to wrap functions etc, but frankly its not really worth it.

Note that fteqcc's #merge feature allows wrapping an existing mod in a similar way, and without needing any engine changes. This gives a way to still quickly adapt many mods and to do so in a slightly more robust way (as your users won't inadvertantly end up trying to apply your mutator to eg quakerally). 
I See 
Thank you for reply,

</>but seriously, why exactly do you want multiple dats?

well, nothing special, just wondering 
Multiple .DATs are useful when some maps are designed for a completely different kind of functionality. For example, a map could be used as a character selection screen, another map could be an overworld map for Donkey Kong Country style level selection, and so on. Keeping each functionality in a different codebase makes the code cleaner, and makes it easier to have different coders working on each one. 
<1940's style radio news voice>

"Mankrip, fighting snark with thoughtful solutions one post at a time." 
Hexen 2 Is Most Advanced We Need All Hexen 2 Feature ! 
:( I still haven't beaten Hexen II, even 19 years after buying it. 
@Cocerello - Textures 
Cocerello making textures for Quake is not technically difficult at all, you just have to have an eye for it.

Doing a hue or saturation change to an existing set (ie. the IK set) is not hard, but whether or not it looks good is a different question.

All you need to make or modify textures is TexMex and a good photo editor that can work with palettes. You must download the Quake palette (just search it its hosted everywhere...) And I suggest you also create a palette file minus the last 32 fullbright colours.

Use Texmex to obtain textures from a map, or import your new textures into a wad. Starting with other textures is good for beginners.

You will need to load the texture into a photo editor, convert it to RGB based image before making hue and saturation changes. Then reapply the indexed palette when finished. Applying the Quake palette can have devastating effects on your image and you need to be prepared to hand paint pixels that don't look good. Never just drop an image into Texmex, this is a poor approach that leads to ugly textures.
Quake doesn't have any actual red in the palette, just crimsons and browns. One of the true reds is a fullbright, and Texmex sometimes confuses your red with this color, so you need to be careful when importing into Texmex.

I spend a lot of time with some textures especially working with red. When I make a texture and hand paint from scratch it can take weeks. These 'red' banners took me three weeks to get right and they are mostly violet and pink. Some of the other textures you see here are hue/saturation changes I made in only a few minutes:

I use mtPaint which is free software to create pixel art.

Take your time and have fun. 
Making actually good textures is hard. Finding out the best dithering mode and gamma curve, along other factors, makes a huge difference in many cases. Afterwards, you may often find yourself layering different pixels from multiple diverse approaches to get the best results, while also manually retouching some pixels that gets bad colors in all cases.

But there are lots of poorly edited textures in Quake and in many custom maps anyway, so people got used to cheap approaches and don't know any better. In some original Quake textures we can even find leftover pixels from different texture variations, caused by poor cropping. 
Thank You, Redfield 
My main concern was with homogeneity in the methods used so the textures would still be similar to the originals while using the same colours as the others in the pack and not resort to manually editing with this case with Ik. How good it will look, i know i will need experience for that.
Ik textures are very good because they are one of the best on how hard is to spot the tiling and it seemed that making a new ik would be useful and easy to get the hang of it. As mankrip says there is many texture packs with issues even amongst some of the most popular ones but Ikblue seems to not be amongst them and i like to use it for that, as it fits my speedmaps.

What caught my attention the most is that i thought that working in RGB was only for new textures and when modifying existing Quake textures was better to work in Quake palette to avoid the problems from converting back into Quake, which can be obnoxious.

The shot looks good by the way, but it is taking me some effort to believe that it is from Quake sometimes. Looks too similar but not. 
Does it have awesome noise sampling? Does it have recolor? Does it have reduce colors? Does it let you mipmap? Can you view the texture tiled?

And biggest of all...does it have directional noise (like for instant wood grain and such)?

If your Quake texture editor sucks...look no further than the best. Use Wally! 
Do you like having a 20yr old editor that crashes all the time? Do you like having an editor that doesn't knkw if it is meant for textures or pak files? Do you like having a program that forgets what pallet it was using? Do you want a program that never gets updated?

Look no further than Wally! 
Texmex is a wad manager, not a texture editor. 
Oh. Then That Wpuld Be Why I Only Use Wally 
TexMex has no gamma correction on its color quantization algorithm. Due to this, it can preserve some image details that gets lost when using better editors to convert truecolor images to the Quake palette. The colors are less faithful, but some details ends up better than in the gamma-correct quantization employed by professional image editors such as The GIMP.

Sometimes, I combine both TexMex quantization and GIMP's gamma-correct quantization to get the best possible results. 
Texmex is only for getting the textures into and out of your WAD for game use.

You should really be using an actual editor like photoshop. I use mtPaint cause reasons. 
I won't pirate Photoshop, and for this single use case (non-correct quantization), TexMex is waaay more lightweight.

I use whatever tools that gives the results I'm looking for. 
Yeah I use it for making multiple brightness variants of textures too. It works ok in this case. Texmex really does feel like a hacked together MacGyver-esque tool, so I don't like to do too much with it. 
I Agree 
The same can be said for AdQuedit, even more so since it lets you delete windows. 
Are you getting my emails? Or are you still having issues? 
Texture Blending
Dev version of gimp with great blending in indexed mode. The new official 2.10 has indexed locked for some reason. 
Sounds pretty neat given GIMP's normally rudimentary support for images in indexed mode, but I don't speak a word of that language and a quick Google Translate isn't helping much so no idea how neat it actually is. 
Doom 5 Eternal Trialer

Because I don't think it's been posted on func yet. 
Wats Wrong With 
d5 trailer? 
Hell On Earth 
Looking For Tes6 
You don't need to read french to use gimp tho. is the stuff making work.
Recommend downloading and giving a shot if you're familiar with gimp 
I bit the bullet the other day and downloaded it, it's fully available in english once you extract the archive. In case you're not sure what the download link is: 
Of course, whether or not you trust the french to not put viruses in the download is another matter. Sneaky french... 
The 2.99 seems way buggier than the previous versions.
2.10.2 on the same page is the way to go.. 
Dumb Question Time 
Quake Champions, can you make maps for that? Without having to work for id, I mean. 
By the way, did Quake Live support custom maps? 
srsly? That's bloody shameful if true - it's just q3!

Was any reasoning ever given? 
Yes, It Did! 
Even Bal's maps are playable from the workshop. 
They are! I totally forgot about the Steam Workshop. 
Oh, so it had a workshop. Nice.

Some sort of SnapMap could have been popular in QChamp. 
Dear diary, today OTP got a Quake-fact wrong. Today was a good day. 
There's even a func_mappack although honestly it is mostly Bal :-) 
How can i take a quake mdl and use it in hexen2 without screw up the colors of the skin?

I know quake and hexen2 has different palettes, but i can't figure out how to change the palette without change all the colors (i opened the model with QME and loaded a hexen2 palette and all the colors went wrong) 
Piss off nutjob. 
Totally normal reaction. 
You don't get to use the word "normal". 
If you're only here to start shit, which was visible even in the way you "released" zjam2, there's a beef thread where you can release all your pent up anger with how this community mistreated you and your funny antics. :^) 
Totally normal reaction. 
Feel free to explain my wrongdoings in sharing the pack, btw. Im all ears. 
Gays, Get A Room. 
This one might be good, it comes with a free STD check at the door: 
How can i take a quake mdl and use it in hexen2 without screw up the colors of the skin?

You could try to export the skin to .bmp before converting the model to Hexen 2 format, then import the skin again after converting the format. This ought to get the colours close.

In practice the best way is to use a proper graphics program to create a skin in the Hexen 2 palette (based on the original) and then import that onto the model. Any automatic process will only produce middling results I'm afraid, you need to adapt the skin by hand to get something that looks good. 
Your email is out of order, can you take a look at it? 
Seems Fine. 
Tronyn isn't responding to my emails either so maybe he isn't getting them. I sent you an email just now. Let me know ifyou get it. 
I had an error with the dot space.
It looks fine now, don't mind getting the message twice. 
System Shock - Shockolate 
Doom2: Nam 
somebody able/willing to create more misions/levels/wads for this fun Doom2 mod
@MFX And Maddy Fox 
would you join the gang at TF discord 
...would you kindly finish that map i play tested? :) 
its partially finished and updated since the fall of 2017,

but i decided to scrap it

't was my fault to attempt to update that shant be updated 
Too Bad 
Ah man. You ruined my day. I really liked the theme. Some nice designs. Might have to do something similar with that wad one day. 
I'd Rather 
beta test any of your map, for compensation 
Might Have To Do Something Similar With That Wad One Day. 
reffer to kinn maps 
I need to replay Marcher. I don't recall if I finished it. I have played Bastion yet. 
Kinn Is A Living God 
Kinn Is A Massive Chode. 
And a sort of living godlette. 
9th February 
No Kinns Q Maps 
That said, I am still impressed at how I managed to get Marcher working in bog-standard WinQuake. I swear to god, that's where 90% of the development time went. 
Still A Top Notch 
and the bestest Q map ever created, 
but thanks :} 
Who Would Win? 


#30367 + #30373. 
Lol Otp 
you're still wondering

i've been a huge kinn fan for years

and now you're compare your whinning to my admire kinns work 
The Most Resent Whine 
Changed my mindset completely. Please ignore me metl, I want more stuff like #2267 all over the board.

everything you do, is a plane whinning or trolling

and you're shitlist 
I've Asked You 
bout RJ's work, and you ignored me 
No Responce From Otp, Yet 
stay tuned 
Via Smoogle 
jesteś głupcem, próbowałeś normalnie się z tobą komunikować, najwyraźniej twój głupi kot nie rozumie tego 
ебанутый языу конечно 
Twój Głupi Kot 
not sure ,

that sounds like 'your stupid cat',

but no 
i'm mean it 
Am I in the gang or bang? 
Wow, Twitter hid Fifth's reply to Romero
Happy Birthday Quake 
Transparent Water 
Could someone post instructions on how to VIS a map for transparent water? I can't get vispatch 1.4.6 to work. 
Sock just released a new AD map on twitter:

someone should make a post about this. Looks really good :) 
Newly compiled maps will have transparent water by default on most compilers.

If you want to add transparent water to maps for which you don't have the source, download UQMP from here and use its reVis tool. 
It's also worth noting that reVis will fix the BSP's CRC check, something that other tools usually ignore and that results in bugs in some engines. 
Thanks! Yes I know, this is mostly for older maps from back in the day. So is this another tool like vispatch? I'll give it a go. 
It's a toolkit I've made back in my Dreamcast quakedev days. It's .bat file based, so I'm not sure if it'll work in modern systems. 
Does Reviewing Make You Play Less? 
I've been playing dm4jam maps on-and-off since May. My pace has been painfully slow, though, with only 3 maps played. Of course there are the typical reasons for the slow progress like working on my own map, life getting in the way etc. but then there's the review process... Sometimes it just feels such a huge chore that it makes me not want to play maps, since I feel obliged to review them afterwards.

Recording demos and commenting during gameplay isn't bad at all, but it's writing the main review that's the most time-consuming and tiresome part, which can sometimes take a lot of time with me (30+ min). Quite often I restart the map while writing the review to check if I had forgotten to mention something about the map or reassess my initial thoughts.

For example, if I had missed secrets during my first playthrough, I'd restart the map and try to find them for the review, so I could give my assessment on how the secrets affect the balance of the map etc.

I very well might have finished playing through the dm4jam maps a long time ago, if it wasn't for the tedious review process. That's why if I want to unwind after work and play something without having to think too much, Quake isn't the first game in my list, unfortunately. I might play maps that I have already reviewed, but not new maps, because I'd likely end up spending more time on writing their reviews than actually playing them.

Does anybody else get this or is it just me? 
Are you just talking about posting reviews in the func thread after a map release?

You're under no obligation to write a review or even say anything at all. Any mapper will appreciate you just saying you played it and had a good time.

The people who do write reviews (which is only a subset of those people who play the maps) do it because they like to write reviews. Don't force yourself to do something that's a chore. 
Albert Einstein once said that if his life depended on solving a problem in only one hour, he would use fifty-five minutes determining the right question to ask, “Once I know the proper question,” he said, “I could solve the problem in less than five minutes.” Einstein understood that if we begin with the wrong question we will never arrive at the right answer. 
@ #30396 
You're doing it the hardest way. Start an audio recording and comment while you play. Then simply transcribe your audio. Or even better, get Dragon and have it write the transcript while you comment.

That should bang out a good 80% of the work right there. 
@ #30396 
Sorry for the double post. This site doesn't let me edit and I had one more idea for Esrael.

Don't review the game while YOU play it. Go watch some play-through and write your review based on that. Arrrcee (YoutTube: The Quake Grave) makes high quality play-throughs of like every map as soon as it comes out. You could just "bounce" your review off of his videos and go play all the Quake you want.

Or just stop writing reviews cause they probably can't compare to Arrrcee's already made high quality video reviews.

Just sayin'. 
Or Just Do What I Do 
which is make a video review, but just end up rambling on about tea and frozen chicken kievs instead of the map: 
You're Clench Throckmorton! Man google has been arguing with me forever about whether I know you. And I don't but, at least I understand now where the reference is coming from.

lol @ "lil red shooty buttons" (in your video) 
I Am Indeed 
Hehe, nice one :) 
Originality Is Dead 
I thought I'd totally rip inspired by Other Places youtube channel and do something similar for cool Quake maps :

Any criticisms welcome :) 
+1 Here 
nice work 
FOV could maybe be widened out on some shots. 
I would suggest trying to tell a story with the video. Show a path, some progression and something changing, no point having the world empty. Also experiment more with different camera movements (pans/zooms) and think about how you are connecting together each camera sequence. Maybe try to sync the music to certain shot sequences.

Here's some examples I did a while ago 1 2 3

Glad to hear you are back to your YT channel, you have/had such a strong following and an audience who still loves to see your stuff. :) 
Very cool! 
I just play maps for my own enjoyment. While I would like to review them extensively, there's not much of a point. The authors don't really care in my experience. I'd wager most people are making maps largely for their own sake and as long as they're satisfied, they won't care what others have to say whether it's good or bad.

I've raved about a lot of maps and mods that have blown me away but there's plenty of stuff that I have never reviewed or critiqued in any fashion. There are tons of maps to play and not enough time to play them to spending upwards of 30 minutes reviewing every single one could really suck the enjoyment out of the whole process.

Reviews are probably more helpful for people who are new and who are therefore looking for useful critiques. They're also good for people who might be having doubts about the quality of their mapping. In my experience, established mappers couldn't care less about what anyone has to say so no sense in worrying yourself about reviewing every map, especially in such a detailed fashion. A sentence or two about what you liked would probably suffice. 
@esrael @poorchop 
Well I have learned that demos/recordings of initial playthroughs are priceless. In addition, I think some basic highlights suffice, in my opinion. I've really appreciated feedback both positive and negative in order to gauge what players enjoy most in a map vs what I like. In short- even brief feedback is good feedback! 
Fucking Anon Spammer 
I just compiled & ran yquake2 and it's one of the best engines around. Pretty vanilla, just works. I've been trying to play online, though, but doesn't seem to work on Linux.

I've tried joining servers, but I don't get any. I've also tried playing with myself on LAN, but my address is always and I can't connect. Am I doing something wrong? 
Yeah, that's cool and all, but I really like the idea of playing online with the software renderer. 
Idiot Question 
i accidentally bound 1 to something. what command to i need to bind the key to for fucking axe? 
Impulse 1 
Yet Another 3d Engine 
Armory 3d engine has recently gone free and open source with the permissive zlib license. It's very much in development and has a small team behind it, but it also has some features that may be interesting: for example, close integration with Blender and deployment to multiple target platforms. The latter is possible because it's based on the Haxe programming language.

I came across it recently in connection with Blender. Someone suggested it as an alternative to Blender Game Engine which is now officially discontinued in Blender 2.8. I have never used BGE, but Armory looked interesting enough to share with you folks on its own merits.

If you use Blender, it might already do something useful for you, maybe as a rapid prototyping tool using modern real-time rendering techniques. If you'd just like to have a peek at what it can do, they have demo videos on their Youtube channel, linked from the above site.

(Blender 2.8 is in early alpha ATM. Armory is not going to be a core part of it.) 
Funny that I should learn on here about Blender losing the game engine. I suppose it makes sense though....I guess....but but Eevee is like a new....whatever. 
Couple Of Blender Things 
Luckily the Blender org is really good with keeping old stable versions around, so as long as your OS doesn't make it too hard to run them, you can use any Blender version you like. It will be possible to work on more projects using BGE or the old internal renderer for long time to come.

Now, as I understand it, Eevee is and will be only concerned with rendering at real-time or near real-time speeds. It's also the major reason they're upping the minimum OpenGL version requirements to 3.3 in the new branch.

They haven't forgotten about interactivity though. A recent message from a mailing list outlined plans for the future. They are giving a grant to someone to work on particular features part time.

Summing it up, they want to implement an interactive mode that makes working with simulations and baking them into animations "pleasant & usable." They are also inviting game engine developers to work with them on Blender compability and integration. (This is something that open source engine creators might particularly like. It's not like they have the resource to create their own equivalent of Unreal Editor.)


I'd say that's enough Blender talk for now. I find that checking the recent Youtube videos on Blender now and then is enough for me to keep up to date on the latest developments. 
Texture Resource 
This site has a smallish selection of textures that could be useful for a variety of projects. The license is not overly restrictive.

(According to my Google search, this hasn't been posted before.) 
What are you up to? 
Come On Otp

i called you a thousand things, and maybe you deserved half of them, and you know it even, but i also named the hardest keys in my maps named after you, calm down please. I did not write #345. 
Im So Pissed Right Now 
Posts with like #345 ought to be removed routinely.

Leaving it up just serves to encourage more of the same.

Posts like #345 can be done in another part of the internet (chat, Twitter, ..) and don't need to be here. 
Um Wrong Thread? We're Up In The 30 Thousands Here 
I flagged that post it since it's too personal IMO. Which, FYI, us moderators have been selectively doing for a little while now. I know it exists in the "beef thread" which was intended to get people to air their grievances, but I wonder if there's value in encouraging people to call each other names. Maybe it should be "keep your grievances to yourself." Either way, this specific post got flagged. 
Known users disagreeing is sincerity.

Anons sniping is vandalism.

The difference is that the anon sniping doesn't care about the site, the moderators or members of the community.

Or they haven't thought it through to realize the above. Don't make the mistake of thinking they will -- either they are 12 and don't know better or they aren't 12 and have a long-life behavioral issue.

Protip: This ain't Minecraft, Runescape or Roblox. It's not a 12 year old. It's always #2 here.

In a smaller community, there are only 1-2 bad apples. There are other places on the internet where abnormals can find other abnormals to call names and the other uncivilized things they like to do.

Set them free!

Establish they need to go elsewhere to engage their abnormal behaviors!

They'll be happier amongst their peers -- calling each other names, using all the bad words to their hearts content. It'll be bliss for them.

Everyone wins! They just need to find their home! 
That's the way I tend to do it. Known users with consistent names are accountable to their beefing etc and it can be put in the context - or just make up - a bigger picture. Anon stuff can't. 
Also Starting To Think That Anon Posting Should Be Disabled. 
The overwhelming majority of anon posts are flame bait. The argument for anon posting always was to have a low entry barrier. But it appears to me that new people almost always create an account on their first post anyway.

Plus we should take a look at fixing accounts (https for security, working email password reset). 
Can You Also Look Into Banning TOR Exit Nodes?

They were used en masse when IPs were still visible, it's possible the anons have stopped using it when the addresses were taken out but there's a good chance they didn't.

(There's the counterargument that legitimate users are using it and it's not a "troll tool". Sure. In the same way everybody in the 2000's used BitTorrent for legal downloads.) 
I Don't Think This Should Be Done All At Once 
Maybe either of these measures is already enough to deter these posters. 
Thanks for doing this btw. 
nothing is decided, this is all up to metlslime 
I Started Posting Without An Account 
My first few entries were posted without an account. (I did sign all of them, though.) I might have started posting here without anon posting, regardless, but it probably helped me to take the step to create an account. 
When it's not blatant trolling, there is often some worthy posting from various anons. Be a shame to just shut the door on even a few decent people. I admit I have done some trolling myself, though I don't feel guilty since it was hardly malicious. 
Well, I have nothing against stuff like the anon trolls attacking me in the prefabs thread. I see it as people wanting to be emotionally sincere without risking their reputation, and to some extent it can be fun.

What I draw the line at is when people's feelings get hurt, and when the trolling is systematically carried on to put people down. Heated discussions can be interesting, but only when communication is preserved. Anger can be dealt with, but sadness can easily result in irreversible damages — like people leaving the community. Angry people only leaves when they're also saddened.

So far the case-by-case judgment of the moderators seems fair. 
I Am Against Anon Posts 
The discourse here has gotten worse lately. If people have a beef they have a thread for it. Why give the mods more to do just because someone wants to be an asshole? 
Worthy posting from anon posters? I'd like to see examples.

We have one anon poster with Trinca-levels of grammar who tries to be offensive and mock people here but instead is obviously an idiot with the IQ of a clam.
We have one or two anon posters who are highly likely to be registered members here who don't post with their accounts anymore so they can flame a few select people with impunity.
And then we have tons of worthless anon posts.

These worthy anons can register if they want. So can the few anon assholes, so we know who they are before they're banned. 
dumptruck: Good point about the beef thread. Maybe it would be a good idea to limit anon posting to the Site Help & Beef threads only. Maybe also to General Abuse. 
There are worthy posts from anons in higher profile releases: Arcane Dimensions, TrenchBroom, etc.

I personally would strongly prefer anon posting to be allowed .. when I need beta testing on something like QuakeDroid or Mark V ...

... the ease of getting feedback from anons that don't have to jump through hoops really helps.

Why not ask for a few extra moderators to hide crap like new post #349?

I think you could get 6-7 moderators easy to hide/delete pure garbage posts. otp, spud, shamblernaut? probably plenty of others 
Barrier To Entry 
Needing an account is hardly a barrier on func_. The account system is so basic that not only would it be trivially easy for interested new users to make one and start posting, but it would also be just as easy for the anon trolls to make junk accounts and flame using those until they get banned.
The best solution is more moderation, sadly. If trolls don't get a chance to be seen, they'll get bored and stop eventually. 
It might stop some of the spam at least? 
The problem with filling this place up with a load of busybody moderators is that you very quickly go from "just ban obvious spam/troll posts" to "ban opinions I don't like".

One person's "troll post" is another person's "terrible opinion but still an opinion".

Happens on every shitty forum with a lot of mods. We're better than that. 
Oh And Also 
At what point exactly did we all turn into such a bunch of pussies?

Back in the day, the quake community was a pretty fun, unfiltered place. You could say whatever, jerk about with each other, and it was all fine.

Some time in the last few years, everyone started getting offended by everyone else and rage-quitting, and setting up their own little safe quake spaces elsewhere.

Fucking millennials, I tell ya.

I imagine this post will get deleted for "spam", so whatever. 
You don't get to say "we" about "the quake community" without using your own name, you fucking moron. 
He should hurry up and create a login called "anonymous user" before its taken. 
I can't log in anonymouse, so I can't spam.
I'm trumpilized. 
Beef is fine, there's plenty of that that goes on with known people slagging each other off.

Repeated off-topic unaccountable sniping is less fine, and considerably less entertaining. 
Come on Shambler, don't be a fucking millenial pussy. Anon is the real deal. 
The idea that stopping anon trolls with registration is a totally and absolute folly. Trolls will create junk accounts if they have to, using or create new gmail accounts or new Microsoft live accounts.

They did at QuakeOne when it was a, uh, fully operational site all the time. 
John Carmack At Quakecon 2000 
I've posted Carmack's talk from Quakecon 2000 on YouTube. 2 parts. About 95% of the talk. A few things needed to be cut out but it was an interesting time at id.

This was shortly after they cancelled Quest and had just started Doom 3. A year before the Xbox was released and 3 years before Steam.


Part 1

Part 2 
The Return Of The Mug, Take 2 
Hiya quakers! So, yeah... You may have noticed that my *ahem* triumphant return last year was quite unexpectedly short-lived... In a nutshell, both my second computer and my phone went kaput one after the other, effectively rendering me dead to the interwebz and the outside world. And with zero cash to spare in repairs/purchases, I got stuck in Netherworld limbo for a whole human pregnancy's time. But the Elder Gods finally found it fit to unleash Yours Truly onto the world once again - that is, I got my laptop fixed. Believe it or not, it really took me NINE FUCKIN' MONTHS to buy a mere 25€ power charger! Yeah, I'm that broke... :( Anyway, I'm back in the saddle (here's hoping I'll get to stick around a lil' bit longer this time) and it seems I gots me a whole lotta catching up to do. You guys kept pretty busy while I was out of the picture! So without further ado, here's to a muddafukkin' load of quaking coming up. Cheers y'all, and thanks for all the fish! 
Welcome Back! 
I was wondering where you had gone. 
9 months to save 25 bucks? You could have begged under a bridge and made 25$ in one day. Go rake somebody's yard or something. Not trying to be a dick but, that whole story sounds like you made no effort at all, bro. At 9 years old I stole windex and a squeegie from my mom and started washing windows during rush hour at the ferry landing that was 5 or 6 blocks from my house. I worked about 2 hours a day and was making a bit over 100$ a week doing it. I was 9. What's up with people these days? Just no ambition at all even when their own life suffers from it. I don't understand. 
@Esrael Thanks. I'll try my best to make my comeback worthwhile this time around and produce more than a couple tunes. I want to finally put my mapping ideas to fruition.

@Gypsy Heh... Well, for starters I have *some* trouble finding a job (understatement of the year), I have too much self respect to start begging and I won't resort to robbing people. I have both myself and my mother's dog to feed on a meager State solidarity income, so yeah...
As for raking and the likes, at 45, I think people might consider me a bit suspiciously if I go around looking for a kid's job. And do you seriously expect me to ruin my lungs at traffic lights waiting for some dude to refuse me washing his windshield?! I bet my life would suffer much more from lung cancer than from a wallet on a diet.
At this point, I'm seriously considering putting my own business up once I finally get to cash in my mom's inheritance, even though I have no idea at all what kind of business it's gonna be... 
Welcome back! You def have a lot of catching up to do.

Have you thought about offering some kind of serve on websites like fivrr?

I have a friend who is doing some simple graphics work and he loves it. 
Thx Dump! 
First time I hear about this kind of sites, so thanks for the tip! I sure could offer my services as a composer, even though I'm not at all comfortable with turning a passion of mine into a daily job - that's why I've always refused to become a cook.

Out of curiosity, how much is your friend making with this? 
@gypsy you should've loaned him some Quake Runes. he probably wouldve been rich in no time. 
Ooh, I know: I'm gonna mine bitcoins like a mofo! (jk) 
At what point exactly did we all turn into such a bunch of pussies?

Back in the day, the quake community was a pretty fun, unfiltered place. You could say whatever, jerk about with each other, and it was all fine.

It's been about 20 years since the early (qmap) days of this board. Doing the maths... carry the 2, divide by pi... that makes the surviving folk of that era 20 years older. I've certainly mellowed and reduced in my desire to argue with anyone on the internet in that time.

If people do want to beef with each other and be silly that's all good in my book though, but maybe the number of people who go in for that has decreased a bit. 
Demo Recording 
I'm still relatively new to demo recording and I have a few questions that need to be addressed:

1) I know a demo stops recording when the player either dies or exits the map. If you die, can you record a new demo from your last savegame or do you have to play the entire level again from the start? I tried to do that with quicksaves and it doesn't seem to work, haven't tried with a proper save.
2) Is there a way to somehow prevent the demo recording from stopping upon death and continue with a reload?
3) Similarly, is it possible to record demos for full episodes or are you limited to recording standalone demos for each individual map within an episode? 
Demo Commands 
Some engines improve the demo handling, I'll let people with more knowledge pitch in on which engines do what.

There also exist come old tools that can take demos that spanned map loads and fix the playback - either by splitting them out into multiple files or by some other magic. However, they may rely on the demos being recorded in the old network protocol (15). Most new engines use different protocols due to the features they add - e.g. fitzquake uses protocol 666 by default (but can be switched back).

What I will say is that in answer to Q1, the following sequence of console commands lets you record a demo to a new file and resume to the quicksave point after dying:

record demo_mk2
load quick 
Thanks Preach! 
Does the _mk2 thing need to be typed like that? I supposed I could name it any way I wanted (in my case, I just added simple numbers to the demo name). 
Free Text 
Yeah, you can name the demo anything, that was just meant to be a prompt to ensure you don't use the same demo name as before, because that overwrites the earlier attempt!

I will admit that I do that deliberately sometimes - if I'm creating a demo which resumes from a save game, I use the same demo name for each attempt that starts from that save point, even if I die in the same way 2nd time. I only advance the filename when I get further, make a new quicksave, and then die again. That way I'm only recording two attempts at each section of a map, the time I died there, and the time I finally succeed. 
Mark_V has cl_autodemo 1(or 2 if you use a refresh rate over 72). It's pretty slick. It will create demos named something like: auto_demo1, auto_demo2 across reloads and deaths. 
Thanks for the clarification, Preach.

And dump, thanks for the tip. I seldom ever use Mark V but it does have a shitload of neat features. This autodemo thing should propagate to other engines IMO. 
Mark_v's supporting continuous demo recording, and have the ability to record demos on the fly 
Yes, Thank You Spy, 
dumptruck already pointed me to it two posts above... I was playing an AD map in the latest QS today and also found out that it doesn't stop recording upon changelevel. :)

BTW, you should consider changing the color of your alias: it's quite hard to decipher on the grey background. 
Demos shouldn't stop recording at the end of a level.

So Quakespasm is doing it right.

Everyone at func once had a big about that topic. Quakespasm and Mark V followed the consensus that if someone wants to record one demo doing 10 maps, that's the user's perogative to do.

That's why Quakespasm and Mark V (and DarkPlaces and probably FTE) can play back demos recorded across maps.

Which DarkPlaces pioneered. Then some Baker dude mining for truffles noticed and wrote up a tutorial and more engine followed ...

Original Quake records demos across maps and DarkPlaces no doubt does as well. 
Quakespasm and Mark V (and DarkPlaces and probably FTE) can play back demos recorded across maps.
Yes, I typed a post in the QS thread explaining that I found out about that. I wasn't aware that you could chain levels in a single demo since I never had recorded or watched one for an episode. Too bad you can't do that upon death+F9, though. 
Bal's Old Maps? 
I was so impressed by Bal's entry in the Xmas jam that I did a search in the Quaddicted database for his old maps. All I saw bearing his name, apart of course from the Xmas jam, was this speedmapping pack 7. Did I miss something? 
Too bad you can't do that upon death+F9, though.

quickload the map and type in console "record mugwump2", mugwump3, mugwump4 etc 
Sanity.bsp by Bal.

The most fucking awesome 12-16 player Clan Arena map this side of q1edge.

I'm sure he didn't make it with Clan Arena in mind, but for a rowdy game with lots of players, Sanity was incredible for Clan Arena especially with the circular design and paths.

What was Clan Arena? It was Last Man Standing with teams (Red Vs. Blue). With 12-16 players it was blissful chaos.

short YouTube video

AFAIK: Bal mostly made deathmatch maps. 
AFAIK: Bal mostly made deathmatch maps.
Ah. That explains the lack of them on Quaddicted. I'll check Sanity sometime but I don't play DM...
Tnanks anyway, Baker.

@spy: Again, Preach told me that in post #30467... Thanks for trying! ;) 
but I don't play DM...

That was about as necessary comment as saying you don't eat raw porcupine or taste sample random bird droppings.

With all the truly fantastic multiplayer games made in the last 10 years, there is no reason to play multiplayer Quake and hasn't been in ages.

(Except for co-operative use of single player maps. It is the only remaining valid multiplayer use of Quake, there are very few decent co-operative games in this world.) 
I Don't Eat Raw Porcupine Either... 
...nor do I taste sample random bird droppings. Maybe randomly dropping birds on porcupines could make nice kebabs?

there is no reason to play multiplayer Quake
Some hardcore inverterbrate inveterate quakers still do.

What I meant was that in order to check the quality of a DM map besides just doing a tour of the scenery, you have to test it with other players. Or bots. Quake 1 has always been exclusively a single player experience for me (I started trying MP gameplay only with Q3A, mostly against bots, very few times against real people in LAN). 
Mugwump & Baker 
Mugwump, I mostly made multiplayer maps yeah, but I also made 2 of the final maps of Nehara (neh2m5 and 6), the xmas jam map was my ~15 year comeback.

Baker, I didn't make sanity.bsp. I don't really get that video, my reinc5.bsp is in the video image, but in the actually video I only see people playing a Gen and Pingu map (2 of my favourite authors at the tjme!)
Is it some mashed together custom maps? 
Bal is an author of neh2m5 and neh2m6 of nehahra MP and another never released expansion pack for nehahra 
Thank you for your very necessary and spot-on commentary, Baker. What would this community do without you. 
...And What A Brilliant Comeback, Bal! 
Especially considering that you did mostly DM maps before. I hope there's more to come... 
You should check out the map he's working on now. It looks very good and it has a unique style. Smoothest pipes you've never seen. 
And Where Should I Check That? 
Smoothest pipes
You mean better than mfx? Hot damn! 
Interesting. Yeah, I knew you were involved in Nehahra. Didn't know you made reinc5 ...

That video was of a server that run Clan Arena and ran exclusively custom maps, largely mined from

That server ran some rare insane gems like reinc5, chesdm1 and there was actually an over-complicated DM map by Glassman (his only one?) that I couldn't see working in deathmatch but it worked for large Clan Arena games.

Here is a video with reinc5 ... @ 1 minute in. 
Nostalgia Dredd Maps 
aggressr ac4 ferrum
bsdm8 aggressr gendm1 ferrum
xl1dm4 asylum gmdm1 gendm1
chesdm1 blizz2 gomdm4 gmdm1
imp1dm6 bovine gworld gomdm4
efdm12 bsdm2 head-shot gworld
safe1 bsdm7 imp1dm6 head-shot
reinc5 bsdm8 jndm6 imp1dm6
klzinsanity carddm1 jrdm1 jndm6
asylum chesdm1 kikdm3 jrdm1
cleaver cleaver kikdm6 kikdm3
dmfdm2 cmt1 klzinsanity kikdm6
dokkur cmt3 klzvob klzinsanity
efdm12 cmt4 madness klzvob
kikdm3 cmt5b mgdm2 madness
kikdm6 crdm1 nindm2 mgdm2
klzinsanity damaul7 p3a nindm2
summer dazdm12 reinc3 p3a
dm3again reinc5 reinc3
dmfdm1 safe1 reinc5
dmfdm2 safe2 safe1
dokkur spinev2 safe2
edc summer spinev2
efdm10 trimp summer
efdm12 trimp

oh the memories! 
Sorry My Maplist Wasnt A Perfect Cut/paste There's Duplicates 
R00k coded the Clan Arena mod run on that server.

That server was some good times. Crazy enjoyable maps. Even newbies had fun.

reinc5 .. goals:

1) Try to knock other players off the edge.
2) Don't get knocked off the edge.
3) If you get knocked off the edge, try to drift back and land in the lower tier or lightning as much before death.

gmdm1 - Knock other players in the slime. Don't fall in the slime.

gendm1 - Try to be airborne. 
Welp, Quaddicted's Down 
Spirit, below you can find a link to a checklist site for GDPR compliance: 
Captain Picard TV Series? 
Ok ...

Totally caught off guard by this video. I had expected it to be an interview.

Patrick Stewart is someone I'd like to see more of. 
Quake 2: Hell Violence (full) 
Complete version for this released:

(moderator's note: this was a news submission but the pack is from 6 years ago so it doesn't seem like news) 
Can you edit the timestamp so it will appear as news but 6 years ago?? 
wouldn't it be easier to just travel back in time and post it then? 
Well Yeah But You Need A Challenge :) 
Quake 2: Derelict Facility 
Informations, screenshots and Download:

(Moderator's note: 1 1/2 year old "news") 
Vicpas Sort It Out Bro. 
yeah that one already has a news thread:

Also I just want to say again that those screenshots look great. 
Lost Millenium 
I"m almost finished with a remap of Andrey Willies DM level NC1107,
made in 1997.
It is almost done, only the new monster coding isn't yet balanced.
Lost Millenium 
I"m almost finished with a remap of Andrey Willies DM level NC1107,
made in 1997.
It is almost done, only the new monster coding isn't yet balanced.
Anyone Here Knowledgeable In Terragen 2? 
I've been fiddling with it to try and make some skyboxes. I have a work-in-project, of which I rendered a 512p skybox to see how it looked in-game. I applied the exact same settings to each of the 6 cameras (except direction, duh!) to make sure each side would be rendered identically, but when I'm in-game, I can notice some color discrepancies. If someone can help me understand why, it would be greatly appreciated. Here's a link to an archive containing my Terragen project file, the 6 original rendered bitmaps, their 6 TGA conversions and 3 game screenshots showing the discrepancies (look for a vertical line around the crosshair, as well as the triangle at the bottom showing a distinctly redder down view). 

at least, I think that's what you need to do. I only used Terragen 2 once, to make the skybox for my xmasjam map, and that was about the only thing i figured out about that damned program... 
If you had opened my project file, you would've seen that's what I did... Thanks anyway.

Anyone else? 
Do the colour tweaks in a photo editor on one picture so you can avoid the seams. 
I'm not that good at PhotoShop... Plus, not all angles make seams and I wouldn't know how to correct a wrong side without affecting the good ones. 
Every Bit Helps 
Not that you guys would care much but figured I would try everywhere...

My wife and I are beginning the process to adopt our first child...and man is it expensive. If you would like to donate and help us out, feel free to do so through Paypal using my email listed on my account here, josiahjack AT siu DOT edu.

If you don't care, fine fine. Go map! Quake on! That sort of thing. 
Always assumed you were much younger. 
(continued from RTCW Age of Horror thread)

So lack of traffic is a reason to continue hijacking a thread with OT? I don't think so, and neither do the mods/admin. 
The guy joined in on the id_tech3/q3 talk and pointed to some cool game and you try to shut him down with some snarky shit? After you yourself done basically the same two posts prior. Fuck off 
WTF are you on, dude? I merely tried to redirect the OT discussion to this thread, like I learned was the proper way to do things on this board, then kwenan gave me shit for it.

So what if I started the OT? A couple OT comments aren't a big deal but I was seeing the RTCW thread becoming overrun by this discussion and I only did the necessary damage control.

Fuck yourself off. 
Shouldn't this be a news? 
Learn some deft before you start trying to mod the board 
I Could Say The Same To You, Sweetie... 
Now get off my back, will you? 
Thats awesome dude. Best of luck to you and the wife on that journey. 
"necessary Damage Control" 
The argument should really go to the beef thread if you two are going to keep slinging shit at each other like this. BUT I'm not a func_ moderator so it's not my place to say ;-) 
He Doesn't Seem To Be Coming Back For More 
As for me, I've said my piece and I don't think there's more to it. If ww insists on being an ass, I'll be sure to beef the shit outta him. 
If anything would make me come "back for more" it's posts like yours. Here's a picture of a castle instead 
Misaligned windows to the left, 1/10. 
Id Game Sale At GOG - 25 Hours Left 
There's a big sale going on for id games (and Bethesda games too) at GOG. So, if anyone of you missed out on some of the classic id shooters, here's your chance to get them pretty cheap. (Personally, I missed out on Final Doom, Quake 2 expansions and Return to Castle Wolfenstein, so Ima probably get 'em.) 
RTCW For 1.69€? 
Go for it! You won't regret it. 
Finally, An Opportunity For Me To Buy Quake! 
I'm so excited to finally play it after all these years - did you know I made all my maps without ever being able to play them?

New Worst Way To Play Quake Announced

That is, unless they've just added vkQuake to the official distribution... lol 
It is talking about Proton being available for Steam games. 
I know, so now we can use Wine + a special DirectX -> Vulcan to play WinQuake :D 
Welcome Back Than!!! 
Get Over To Nu-#tf: 

Seriously check it, it's good... 
Thanks! I tried, but the invite was invalid/expired. Is there a way to just go to #tf without an invite? 
He made it! 
Terrafusion Ownership 
I've asked a few times in the discord but no one was interested so I thought i'd float it here too.

I'm not active enough any more to properly run the discord channel so I'm looking for someone to take ownership of the channel from me. 
I'll Take It, Daz! 
Or Me.... 
Fuck Fuck Fuck 
-Quaddicted has gone down for europeans
-sock's page doesn't allow me to download
-how do I play maps when they're not on quaketastic
-Fuckit, I'm reading Lovecraft instead 
Just replied to your message on another thread, which reminded me: When is your Blue episode coming out! >:C (Or am I just blind and it has completely slipped past my radar) 
Help For Quaddicted Host With GDPR 

Saw this week that Quaddicted is down for Europeans because of GPDR and that help is wanted.
So, because I found no Email of the Host so there's the info and the links.

The GDPR first of all count's for business- and data-collecting company's "only" with an office in the EU.
It also can count if you're an "company" that's collecting personal data of EU-citizens. Personal data does'nt mean IP-only, it means IP + Name + ect. .
If you want to be more than sure that everything is fine with the EU a simple article about acceptation of data-use in the registration-form should avoid any problems.

Every thing to know is in the GDPR-faq's and law -links below.

Hope to see Quaddicted on my Screen again soon!

best wishes


GDPR-law (online by chapter):

Thanks. It's being worked on and should be back soon. 
In the meantime, you can access Quaddicted content via Johnny Law's mirror
You're Welcome. 
New Explanation Of Why "Quake Brown" 
Youtube recommendations brought me this video. The section on Quake contains a new (to me) explanation why there supposedly is so much brown in Quake. Timestamped for your convenience.

Let's just say I'm not convinced by the explanation. Sharing this just to amuse and/or annoy.

P.S. You can visit Quaddicted via the proxy with the U.S proxy location. Downloads seem to work that way too. 
He's kind of right, by starting to talk about the palette and lighting, but he swerves off a bit I think.

It's not the brown is a super special color for the purposes of showing light variation. It's just that they needed to eat up a lot of slots in their palette to generate different brightness levels of each color that they wanted to use, resulting in a limited number of colors.

Arguably "brown" only has 2 rows. Colormap shows that purple has just as much lighting variation as brown.


Quake purple. 
Which Is The One True Shade Of Purple? 
Are there any wads that use a lot of purple? could be a fun theme to map in. 
how come the test maps in AD are so pretty 
Purple doesn't work well at all with Quake's palette, which is why I had to use true-color external textures for Quenching Urges of Constant Killing. 
Fucked Up If True. 
how come the test maps in AD are so pretty

I think because sock made them (maybe others contributed or made some too).

I played the test map with the breakable windows a while back and I was surprised with how nice it looked and how much it played like a full fledged map. I guess there's no such thing as half-assing for sock. If he's gonna make something, even a test map, then it's gonna be damn good. 
Test Maps 

Test Maps
* start_test - Round brick hub map with portals in all directions (SimonOC)
* ad_test1 - Breakables, new ambush surprises and monster reactions (SimonOC)
* ad_test2 - Egyptain blast from the past hanuted by Wraiths (SimonOC)
* ad_test3 - Hipnotic rotation; cogs, wheels and medieval fans! (MFX)
* ad_test4 - Small medieval courtyard with statues and Golems (SimonOC)
* ad_test5 - Large village square guarded by Minotaurs (SimonOC)
* ad_test6 - Tall medieval courtyard full of knights and ogres (SimonOC)
* ad_test7 - Multi level library full of teleporting skull wizards (SimonOC)
* ad_test8 - Giant runic room occupied by gaunts and droles (EricW)
* ad_test9 - Dark medieval chamber guarded by hammer ogres (EricW)
* ad_test10 - Plasma gun carnage in a giant brushwork box! (SimonOC)
* ad_test11 - Shooting range to test all projectile weapons (SimonOC)
* ad_test12 - Does not exist!!! or does it! ...
Test3 is my favorite. Test7 made for some great coop once on vacation. 
Continuing Discussion From Another Thread... 
I got curious, Cocerello, if you don't mind me asking: What degree are studying in the university? 
Technical Engineering in Industrial Product Design. The real name is a weird one chosen to sound more important but it is hard to translate so you'll have to deal with the previous name they used.

To summarize, we plan all the stages of creation of a new product line, be it a pen or a car, from planning the providers, to the production line, sales strategy and of course the product line's strategy and each unit's design. We don't replace the people in those departments but work as a nexus between them, and provide the guidelines to make the details together with their help.

Surprisingly most of it works of what i am studying should work for level or videogame design. Have to make a map based on that some time. 
So you guys would often be project managers or something? Was your first degree also in engineering?

I did my degree on road engineering four years ago. So far I haven't really thought about going back to full-time studying. Back then, studying kinda just felt like the necessary evil you have to do before getting to "do something actually useful" and getting to work. Not a very good attitude, I know.

My current job isn't very close to what I studied, but kinda touches on it. We're in charge of procuring maintenance contracts for street and park maintenance. What I mostly do is assist the other procurement personnel by providing them with data from the street and park database. I'm quite interested in databases and geospatial information. 
I'm an Industrial Engineer myself. I deal with similar things to what Cocerello mentioned though I more so do process improvements than design from scratch. Lots of robots :) Couldn't agree more about aspects of process flow being helpful for level design flow.

Also coding and robots. Some of our robots suck in that they have very little customization to the program which is one reason I like coding in so many options to entities. 
Anon Posters 
I'm thinking about not replying to anonymous posts any longer. Not the troll-y ones either, I mean the posts from ppl who are too lazy to make an account and login.

I like to know who I am helping and discussing things with. 

Sorry for the kick, should have just edited your post, didn't realise it was hard to reverse in discord. 
Process flow and design methodology would work well for level design, even though i fear it would need to be changed a bit if we want to allow the art part of a videogame to stay strong, but as far as i know no high budget title has used anything like that, or am I wrong?

So you guys would often be project managers or something?

Project designers more than managers, but yeah, many that come out of that faculty end up in project or company management. 
It is natural to fear engagement with a superior being. 
What Are Some Good (classic) Doom Communities? 
I'm looking for something like func. Fans with some game designers/enthusiasts that are quite aware of the shortcomings of the game and engine mixed in. Germany-centric would be fine.

And who here would identify with the above? 
only doomworld 
Jam Idea 
So we were just shooting the shit in Discord, talking about how Quake was actually straight-up genuinely scary to some of us when playing it back in 1996.

Obviously it's not scary now - but is it possible for Quake to be scary again in 2018, to those same players, without any custom progs?

So let me suggest Scary Jam:

Create a genuinely scary quake experience, i.e. actually try to scare the player, using id1 progs only.

Worth doing?

Caveat - this was just an idea I had - I can't personally enter or even manage the Jam because I'm too busy with other shit right now, but I thought this was a compelling enough idea to just float. 
Sorta Halloween Jam? 
Quite a good idea and yeah it was pretty creepy back in the day. 
I didn't want to say Halloween Jam because that could place an undesirable time restraint on it (unless everyone literally started it now I guess lol)

But it's kinda around that time I guess :} 
Great idea! I am almost ready to release a "quality of life" progs that would be a good candidate for this king of Jam. I know more than one mapper who is trying to up the fear factor and do more horry-themed maps. 
Just wanted to say good theme. I also found that the game was sometimes scary when first playing, first because some of the enemies were dangerous enough that i feared facing them (I remember hiding from Shamblers in Azure Agony), and second because the strobe lighting and dark corners and twisty layouts meant that sometimes you would get surprised by an enemy's sudden appearance (a fiend that you didn't expect and didn't hear because the alert sound was lost in the chaos).

The last custom level I played that captured any of that was Hell in a Can, or maybe some of the levels from Zerstorer. Though, they were different than the original levels that were scary kind of by random chance, because these custom levels were actively trying to set up scary scenarios. 
Once again, it's all about episode 4, which features all the aspects of Quake that people fondly remember the game by when they reminisce but hated when they first played it.

Also: keyboard only! 
Absolutely Love The Theme 
it'll be a real challenge to make Quake scary again. I think it gets so difficult once you've seen behind the curtain, to the point where you know how the enemies and environments work.

Even worse, for many of us, we know how the levels themselves are put together, or even the exact code the determines the AI behaviour.

So yeah, doing something unexpected that cuts through that wall of predictability will be a really interesting challenge. Might have to give it a go. ID1 progs is definitely the right way to go too, it's nice to have constraints. 
Also maybe limit it to "only id textures" as well? Could be really interesting to stick to the same art that id had to use. 
means no-one would be tempted to make spoooooky textures, which i think would be missing the point. 
Once again, it's all about episode 4, which features all the aspects of Quake that people fondly remember the game by when they reminisce but hated when they first played it.

A tough truth to accept, but a truth nonetheless. Bravo, negke. 
Great Jam Idea 
Tricky to pull off, agreed, but could make for some very special maps.
Hope it happens! 
Create a genuinely scary quake experience, i.e. actually try to scare the player, using id1 progs only.

Hopefully this week, I'll be releasing a devkit that strives to maintain the id1 aesthetic but adds quality of life features for mappers including the ability to add models and sounds. I was making this for myself in order to do a "scarier" map project anyway - so I thought I'd chime in here. I think you can make something creepy with id1 progs only - it's just very hard to do without custom sounds at the very least. Add to this that many mappers are using hacks to get around id1 anyway. 
Plus 1 for quality-of-mapperlife-progs or qomp or whatever you want to call it.

Some of my favorite maps were in e4. E4m4 is probably the scariest with all its dark corners and fiends. 
The dark dungeon pathway with fiends in the shadows and the guillotine at the end still terrifies me. 
Hell in a Can and Ruined Nation are two damn really scary Quake maps. 
Need Some Opinions 
re: mods and version numbers. I will be releasing a devkit mod called progs_dump later this week. This is not a mod like Quoth or AD that mappers will release maps for. Instead, it's designed for mappers to create their own mods. I would like to include the version number in the folder name as there will undoubtedly be multiple fixes and additions to the devkit. There's a chance this mod will be re-written as I learn more QuakeC. So each release should be a stand alone release, not something you'd want to overwrite.

Keeping this in mind, what's better for version 1.0.0





I am not a fan of the latter because I want version numbers to be very clear for the reason above.

I welcome your opinions! I just can't decide. 
I Think First One Is Better 
Second one makes it look like dump and 100 are "syllables" within a name, not name + version. 
learn git.

people can then either fork your git repo (and easily pull your changes and send patches upstream), or they can use your progs.dat file with their map packs using their own gamedir. There isn't really any practical scope for your own directory name that doesn't also defeat your stated goal.

#pragma copyright "Some Boring Message"
#pragma flag enable embedsrc
Then anyone that opens your .dat with fteqccgui will see that message and be presented with your original source (or they can open it with 7zip or whatever for the source, but no message).
You can also pass the output of external commands in as preprocessor macros, which is a very good idea for eg 'git describe', and can make much of the version tracking automatic.

Additionally you're not limited to just underscores. hypens and dots are commonly used in directory names too.
quake -game progs_dump-1.0.0
Just be sure to avoid leading hyphens or dots. :) 
Thanks, all good info. Yeah git is high on the to-learn list. I decided early on to hold off but a future version will be available.

Embed sources is pretty cool! 
Carry The One 
D.o.t.s. like progs_dump_1.0.0
Or undersquires like progs_dump_v1_00

Just please don't make version 1.0.9 go to version 1.0.10. That doesn't make mathematical sense to go back down a bunch of versions. Should be 1.1.0 at that point.

Also you could start with 001 as a version. 
*ahem* *adjusts Monocle* 
Version strings aren't floating-point number though. They are a series of numbers separated by dots... x.y.z, where x is major version, y is minor, z is "patch" (or something similar). It's fine and good for example for 1.9 to be followed by 1.10, if that's a minor version increase and not a major release.

/end software developer pedantry 
I Agree With Johnny Actually 
I did research it here based on how Tb2 is released: Although I doubt this will get that many patches but who knows?

Since I am a total newb feel free to share other organizational tips. I am all ears! Thanks guys. 
Nope, 0.1 is not larger than 0.1

Significant digits trump your pedantry.

I do like the versioning method as a solid method. I prefer 1.0.00 myself since minor patches tend to be more common on stable longterm projects. And for that matter, 1.00 for anything rather "trivial". 
version numbers don't have to make mathematical sense, but if they don't then they won't sort correctly. sorting correctly is a handy property that's worth willing to pay a couple of extra chars for.
that said, if you don't want to switch to double-digits then you could switch to letters instead of numbers in order to retain sort orders - version numbers don't even have to be numbers! 
version numbers don't have to make mathematical sense
Maybe not from a programmer's perspective, but for the everyday joe it's confusing if they don't (e.g. 1.0.10 can be interpreted as, which would logically be viewed as earlier than 1.0.9). 
Personally I think a typical (especially a mathematically less inclined) person would consider 1.0.10 a higher version than 1.0.9.

You guys have probably seen plenty of game patches in your day, with patches like 1.09 followed by 1.10, 1.11 and so on. 
That doesn't make mathematical sense

Have you ever seen a number written as 1.0.9? 
you can include build number at the end too:,, etc.
1.0.9(127), 1.0.10(128), 1.1.0(129)

(I'm joking, don't do this)'s Tag System Is Missing A Few 
As best I can tell, the new tag system used at to help discovery does not contain a tag suitable for level design streams. This is clearly an oversight, and you can give them feedback and suggest they add more tags.

The announcement is at

The feedback form is at

The current list of tags is at

The most relevant tags I can find with a quick scan are just the generic Game Development and Modded for playing a game "that has been modified to change visuals, add additional items or maps, etc." Neither of them are really about creating mods or specifically level design.

Consider putting in your two cents and suggesting additional tags via the form. I think Modding for general modding activities and Level Design for mapping and related activities would be good suggestions, and if you can think of others, great. 
Will do.. thanks for putting. Would never have know about this. 
What's the deal with transparent lava in maps... and shouldn't it hurt less? 
Maybe It Is A Time To Say To Fuck U 
to Q dlc 
My Next Map Is Gonna Titled 
otr sucks teh shambler dick while he sucks the skackys frenches dickss 
The Upcummimg Pack

dedicated to shittler and his minions 
And This Is Exactly Why We Encourage Registered Users... 
...because any future posts by Spy, even sober ones, can be put in context given that insightful contribution. 
Darkplaces And Glsl Shaders 
Hello, I would like to use some vertex shaders and some post-process effects in my mod on darkplaces engine. From where should I start? I don’t have any knowledges or experience working in glsl, I just want to find some shaders from the internet or just from other games and adapt them for darkplaces. What should I know to do that? Should it be really hard? Should I learn OpenGL from the basics or should I just learn specifics of shader language in darkplaces to make those shaders work in game engine? Is there any documentation or web source where I can find full information about darkplaces shader language specifics and extensions that are used in the engine? P.S I found not much information on official dp website and if you have the documentation please share it 
Thanks for banning spy from tf. 
Playing Portal 2 custom levels and im shocked to see none from negke.

Get to it chump. 
Spy Isn't Banned... 
...or at least not by me. God knows what he's on about. 
Inside3D has a broader input for Darkplaces, sad it is gone aside.
Still offers a lot of info.
If you look further in the archive you'll find more info.

place the question in mapping help. 
i'm really sorry for my words. i shouldn't insult you and the other guys (otp and skacky).

I was watching your stream earlier today and noticed some blue base textures that I'd very much like to use at some point. Which wad was it? 
The textures are from the Malice TC. 
UWP Support 
Does anyone know any custom port with UWP support? 
Cool Article To Get Started Mapping In Notepad

Honestly, this is a great article to understanding a MAP-file. For mapping in notepad++ this is a quite valuable resource. Let's ditch Trenchbroom alltogether!

JK, though Trenchbroom is a bit OP for creating, what is essentially a textfile.
Props to anybody, who manages to compile a thing they made in a texteditor. You'd have to be quite bored to do that. 
there was at least one map in 1996 that was made in notepad, before any level editors existed. 
And there is Preach's map that he made by hacking the savegame file: 

I've been looking for that map for the longest time! I have quite a few of my files from around '97 and looked through almost everything to try and find it. I recall downloading and playing it. IIRC it was a rectangular map with a bunch of crisscrossed beams. 
I remember this deathmatch map that was made using WordPad:

Can't remember the first SP map like that though.

There's this one ... where the author comments that it was built "using a tedious coordinates script", but I don't think that's the one we're thinking of. 
Neither Of These 
The one I recall was very small. Just a room with beams you could traverse.

From the daskull readme:

1 hour, 2 minutes to QBSP,LIGHT,& VIS on a p166 32megs'o'ram Win95

What a beastly system! 
Quick Poll... 
When picking up ammo, if ammo is for a better weapon you already have and that ammo had run out, do you want to automatically switch to that weapon?

Example: you run out of cells for your lightning gun and are currently using the nailgun, you pick up cells 20min later in a Swampy sized map, should we automatically switch to lightning gun? (note that Quake doesn't do lightning gun if you are underwater nor does it switch to rockets)

Please note that this is original Quake's default. 
Authoswitching Is A Bad Thing So 
If I run out of nails but am using my SNG, I'd not want to switch back to the SG. 
never autoswitch 
That was my thinking. Wierd how its that way by default. 
is the autoswitch faster than manually changing weapons? 
Dreamt Of A Quake Map 
It was a fairly basic layout, just a series of rooms connected by stairs that kept going on deeper and deeper. The connecting stairs were always behind locked doors, and once you opened them there would be a big horde of monsters pouring from the other side, just like the big knight ambush in dm6rmx. It was clad in Koohoo textures and there was ample room to fight and retreat, as if every room was an arena of its own.

It was also AD apparently, but at some point a huge spider monster popped up and I audibly said "what the fuck is that?!" in the dream. I think Bal made that custom monster in my dream, the total dick. 
It Was Travail And It Was By Negke And Daz Loved It! 
Fucking Lol. 
Good story, good reply. 
Wait A Mo. 
Even if it was by Negke, is Bal still a total dick? 
absolute balbellend 
Of Course He Is 
Especially since all this spider jam talk will likely make him lose interest in his current maps and want to make start something new! 
Hey Negke 
Go Map 
Spider jam....I could maybe throw together a vorific arachnaphobic mod for such an event after this halloween thing is over. Probly be able to base it on progs_dump to keep it simple. 
Hey Bal 
Negke Released A Map Recently And You Didn't. 
So, this guy comes up to me at work saying he had scrolled past the pages and pages of data in my excel file only to be greeted with this message:
"You're not supposed to be down here!
The ExcelLord smiles."

Made his day, I'd forgotten I stuck that in there like 5 years ago. 
At 47 maps in 2018 so far, we're better than we were in 2017, with 46 maps released by the end of June.

That was on May the 4th, so almost half a year to the day. We're at 147 maps now, meaning we managed to do 100 maps in 6 months. 
Can That Fucking Spirit Please Upload The Missing Releases Already??! 
Bring on the online outrage! Or RIP Quaddicted. 
i've never seen as much enraged herr.negke as that 
Just a temporary rush of frustration; a silly post that would have made more sense on Quaddicted itself. More enraged by otr who called me out on it right away!!i 
Go Map 
Over on the Quaddicted forum Spirit has called for a "Weekend of Quaddicted's Future" where participants would help shape the next iteration of Quaddicted's database and web UI. You can get involved here:

Since the Quaddicted map system is old and broken, new releases never get added and I have too much control on the site:

How about we find a weekend some time this year to focus on the shortcomings of the site and grand visions / plans for the future? I have lots of ideas how a vastly different system could ensure that new releases are available in an instant, automated tools can become way more powerful, etc.

But alone it is not much fun to work this step by step.

Who would be up for some focused collaboration?

Participants with web development and data organization skills are encouraged to take part but anyone with suggestions on how the site can be implemented creating a better experience are welcome! 
DOOM E1M9 Conversion
Anyone know who made this?

Silly mini mapping project idea: everyone loads up the source file and remixes the level however they see fit. Details, 3Dness, textures, gameplay.

Or even based on some other originally bad map to be polished and made good in a jam. Turn Shit Into Gold Jam... 
E1m9 Conversion 
Pretty bad. I keep forgetting that the speedybase textures are based on the doom textures. 
I'd Be Interested In This 
Recent experiences of remixing a map using the source file have not been entirely pleasurable... 
Hello, before using the FTE engine I tried to create something in different game engines, such us Cry Engine 3, UE4 and Unity3d.

I understand that there are some certain problems in creating or modding something in quake-based engines. I sure that some of the problems can be solved with a few simple steps.

I am really interested in helping to all Quake-engine developers and I would like to understand the interests and needs of Quake Community. Please help me in that by completing this short questionnaire:

I will be really greatful to you if you help me with that. I will publish the results later! Thank you! 
Any Stories About The Clan IROQ Maps For Quake 2 
Hey guys a while back I made this video about Clan IROQ maps. I was wondering if anybody here had any connecfion / interesting stories about these maps? Thanks and no worries if nobody does. 
Any Stories About The Clan IROQ Maps For Quake 2 
Hey guys a while back I made this video about Clan IROQ maps. I was wondering if anybody here had any connecfion / interesting stories about these maps? 
No stories here but GG on your videos. You're quite the prolific Quake 2 historian! 
Dondeq2 Is The 'join Railwarz' Anon 
Nehahra And Mindcrime 
Can somebody still get in touch with mindcrime? I remember he had 5 more nehahra maps that were almost finished.... 
Yeah those maps are mine, some of them might see some form of release sooner or later, probably most never will.
Mindcrime is findable on twitter if you look for Jack Kincaid. 
u can contact him via FB here: 
Guys, how do you define the jams themes?..

I know I'm nobody here, I limit myself to download maps but some anon in /vr/ had a silly idea, making Doom e1m1 as a house, and we thought furniture is easier to do in Quake...

What do you think?.. 
Idea For 2019 
Would be great to have a large scale survey of all the different Quake communities. (just the first game)

Something akin to the Steam hardware survey mixed with a bit of gameplay statistics. Would be cool to have something that helps us understand how many people are playing each iteration of the game. MP, SP, mods what engines etc.

Would love to hear ideas if anyone is interested in this info. 
Sounds Cool. If I'm Being A Little Self-serving... 
Multiple Choice Q:
Do you coop
-how many people?
Do you DM
-how many people?
Favorite vanilla weapon
Favorite vanilla monster
Favorite vanilla powerup
Favorite vanilla gameplay mechanic (buttons, doors, button hunt, key sequence, trains, etc.)

Type-In Q:
Favorite SP mod
Favorite MP mod
Favorite mod weapon
Favorite mod monster
Favorite mod powerup
Favorite mod/SP gameplay mechanic
Most Memorable Map (list the first 3 you can think of, one in each blank below)
Favorite Theme (e.g. describe it such as brown stone, metal, copper, teracotta, city, etc. or name a map such as honey, sepulchre). 
Q... those are interesting questions but I was thinking less of specific gameplay elements per se and more about engines, mods and modes.


Do more ppl play SP or MP?
What is really the most popular source port at the moment?
Coop numbers would be interesting. 
That's a tough question to be fair, since it's not really formalized. It's basically a matter of whatever idea that gets randomly dropped here/on Twitch/on Discord seems to get people the most interested.

That said, I dunno if you'll find any takers for the "Doom e1m1 as a house" project here (sorry). But you guys are more than welcome to try your luck at making a Doom themed speedmap: 
It has to be well timed too. Not after the start of another event, within +/- a week of the end of an event, typically after. 
Arx Renata 
I found this little and beautiful map made by Siledas while i was searching in quaketastic's files. Maybe it has already been shared in discord but i didn't see it posted here:

The readme says that this is his first map ever but it's really well craft with good attention to details. And the zip file also comes with a cool start map :)

I recorded a playthrough if anyone is interested: 
I played an earlier version of this. Looks like some nice upgrades. Will check it out. 
I played an earlier version of this. Looks like some nice upgrades. Will check it out. 
I played an earlier version of this. Looks like some nice upgrades. Will check it out. 
I played an earlier version of this. Looks like some nice upgrades. Will check it out. 
Spirit's Quaddicted Summit 
Spirit has posted an inquiry on Quaddicted's forum to gauge interest in A Weekend in Quaddicted's Future. This will be an online discussion tentatively scheduled for this Sunday December 16th:

"to focus on the shortcomings of the site and grand visions plans for the future? I have lots of ideas how a vastly different system could ensure that new releases are available in an instant, automated tools can become way more powerful, etc."

Take a look here:

Looks like Zulip is the platform of choice: 
Protocol Vs. BSP2 
Could someone explain the differences here?

Do they work together or are they completely unrelated? And what are the differences? 
protocol 15 = bog standard vanilla software Quake network protocol
.bsp = bog standard vanilla map format
protocol 666 = enhanced network protocol that allows for higher entity counts, even in coop over a network, among other things
.bsp2 = enhanced map format with support for higher limits for geometry, vertex count, face count, leafs.
protocol 999 = ultra-enhanced network protocol that allows for playable level size beyond 4096x4096x4096. I believe up to 8192 at least if not double that again.

protocol 666 will still render beyond 4096 but once the player reaches there wierd stuff starts happening...sort of like walking all the way around the world to the other side.

Basically, if you default to compiling with -bsp2 parameter and running with protocol 999 on everything in an engine that supports .bsp2 (QS/QSS, FTE, DP) then everything should JustWork(R). Older engines also required some sort of -zone 4096 command when running the engine but I believe it isn't needed now.

Why is there protocol 666? Because mappers love torches.
Why is there protocol 999? Because Orl. 
Spike will probably come in now and tell us that that ain't the half of it.

Basically protocol affects netwotk packets and how many entities you can handle.

.Bsp/.bsp2/.psb(don't worry about it long abandoned alternate to bsp2) affect how much stuff you can have in your level. 
Why is there protocol 999? Because RemakeQuake in 2010. 
8192^3 is the playable volume in Quake. 
Great info thank you! Makes more sense now. 
That's ok, Kinn still manages to get his Delhi's in the bowl without escorts, but thanks! 
HRTF Support? 
Anyone know of a source port that supports HRTF? 
Merry Christmas! 
Merry Christmas From Me As Well. 
Have a good one. 
Merry Christmas And Happy New Year 
2018 has been crazy for Quake. I'm feeling good about 2019! 
Merry Christmas 
Merry Christmas, All! 
Merry Christmas To One And All 
I hope everyone gets that pony they were hoping for 
Merry Whatever! 
Hope all of you get some time off to get some mapping done! 
Merly Xmass 
& lots of loony tunes! 
Merry Christmas / Happy Holidays 
Expect both reviews and maps in 2019! 
Happy New Year & Quake Love For 2019! 
Past 53" here in Switzerland. 
Happy New Year! 
Happy New Year CST Buddies! 
a base for standalone games. Unlike other ports, it does not aim at being compatible with mods or the base Quake II game. In fact, many features were removed to reduce the complexity of the codebase and make the process of creating new games on top of the engine easier and faster.

And how many standalone games are using it?

the engine limitations exist to make your creativity shine.

Artistic constraints helps creativity.
Engineering constraints harms it.

The software renderer provides the aesthetic that we all love…
Some notable changes include:
Removal of OpenGL

Not that anybody cares, but I've left my house. Will try to rebuild my life at my dead mother's house.

I'm tired of trying to be alive.

On some slightly positive news, maybe I can get around to code more by the end of this semester. Gotta spend months shaking the rust off of my brain first. 
My Condolences 
Don't worry about the coding; the most important thing is to get your things sorted out!

I take it your mother just died. :( Do you want to talk about it? Did it come as a surprise? My dad died about 7 years ago relatively young at 65 years old to a cerebral hemorrhage. It was sudden and he died in less than a week. It was quite rough, so I can try to relate to how you're feeling. :( Anything else weighing you down besides your mom's death? 
My mother died 2 years ago. What's happening now is that I've moved out of my house because I'm not safe in there.

This is one of the few places where I could vent, I've lost most of my peace and freedom in the last months. 
Not Safe? 
I have no idea what's been happening in your life these last months that has taken away your safety, but man, having to move away from your home because of not being safe there, sounds rough! :(

Of course it's not the same as you, but about 1,5 years ago I had to move away from my apartment because of a fire accident (the cause of which I never learned, possibly a short circuit). Lost my two cats and lived at my mom's place while the apartment was being renovated for about six months. From then on, whenever I'd hear news about people losing their homes due to natural disasters or some other causes, I'd feel a lot more empathetic towards them. So I'm sorry for your loss, mankrip. :C I'm all ears, if you need to vent more. 
Sorry To Hear That Dude. Good Luck. 
Sorry you are having a rough time. Everyone deserves happiness and a peaceful life. Sometimes it takes bigs steps. I highly suggest venting as much as possible and I will add that talking to a marriage and family therapist saved my life and my marriage after a very dark period. Seek help, there are free or low cost options, especially at universities.

Staying happy is hard work sadly. Take care and good luck. 
How To Play QUAKE II Online On EPSXE? 
I play the PS1 version on an android Emulator but i know you can do certain things to play online cross-platform, like modded OG xbox's can play Quake onljne why PC users in the same server, can i somehow make it so my phone will run system link? Like Xlink and it'll think i'm only connected to one phone.
Help please. 
Icarus made a review of Quake 1.5

For those who don't know what this is, it's a mixture of Arcane Dimensions features, with new weapons, new enemies, new maps, some revamped levels, etc...

looks pretty good. But since is still a beta, i'll wait for a official/bug-free release. 
It's Fun 
Usually, I avoid this kind of thing (because I don't like DP too much) but after watching ArrrCee play through it I was interested and tried it. It's a fun mod and I am looking forward to playing the newer added levels. I am not a fan of the name of the mod - I think that's the biggest crime but with 4700+ downloads - you cannot deny the appeal.

It's going to be fun reading all the Quakedad hate on this one. <grabbing popcorn> 
No Idea Where This Belongs. It Seems To Be FPS-related. 
Where Do I Find The Weapon Animation Frames For The Reloading? [EDIT]
Posted by kaisersozeh on 2019/01/28 13:58:02
Searched high and low for an answer but can only see the firing animation, not the reload animation - using qme. I'm missing something and the links to the tutorial pages I need are dead.
I want to separate the sequence into two functions - firing on a key down, reloading and ejecting a cartridge/shell/battery on the key up.
I Can Only Find The Firing Frames For Weapons Using QME 
I gather from the warm and friendly welcome i got that perhaps I wasn't clear enough - to clarify, I can't find the frames used for the subsequent reload/cock animation, at least with qme. I am writing a mod for use with a wii, so it's an actual trigger button - as above I'd like to separate off the later animation and instigate it using the trigger button-off condition. thanks 
Quake does not have reload animations. Which game/mod are you asking us to help you with? 
This Is About Adding A Quake C Function 
The shotgun, for example, has an animation that shows the gun firing and the recoil over several frames. Then the gun is recocked, or reloaded, with the barrel appearing in various off angles for a couple of frames, before returning to the original position. it is these frames that do not appear in QME.
I'm not entirely sure what else to call it if not reloading-recock?
thanks for your patience appreciate the reply 
We Are No Closer To Understanding What You Are Asking 
Quake's shotgun model does not have any reload/cock animation.

Are you referring to a new weapon model that you or someone else has created, that we do not know about? 
this is the standard, off the shelf quake shotgun.
I'm not entirely sure the frames are described in the actual mdl.
When you fire your shotgun, there is an animation of the recoil - but then something else happens, in sync with the gun cocking sound towards the end of the shotgun wav file. You could call this cocking or reloading. Several frames where the gun could not be described as in a firing position.
OK. Rocket. You fire your rocket, where are the frames that describe happens between your rocket flying off and you being ready to fire another rocket? 
I Appreciate It's A Lot To Ask Someone To Describe 
If anyone has a working link to a tutorial or a bit of info regarding this , i would be much obliged.

quake's shotgun only has 7 frames.

It fires, recoils up and back a bit, then goes back to the rest pose. There is literally nothing in there that would make it appear to cock or reload.

Gonna ask a dumb question here...

Are you talking about a game called "Quake" or are you actually, in fact, talking about a different game, called "Quake 2" ?

Quake 2 has what you describe. 
Does generally suffer from a lack of cock frames. 
i mean, it's not hard to understand what the guy is asking. The weapon resets from a muzzleflash frame back to an idle frame, and the reset takes several frames.

if you look at the quakec, probably weapons.qc, you can see how the frames are sequenced. Aside from those frames, you might also be seeing interpolation if you use an engine with that feature enabled. 
Quake 1 Has What I Describe 
As discussed, the frames I am looking for do not appear in the animation via QME. Searching for the rocket animation in QME will also show a similar animation of fire appearing at the end of the weapon and the weapon recoiling. It does not show you the animation reloading the rocket or moving it back into position. Clearly, these frames occur. Specifically, immediately following the firing rocket animation, and preceding the firing position for the next rocket. These are the frames i am looking for. 
Is That You Neggers?? 
Yes, is it hard to understand exactly what the issue is here.

He is talking about some frames which he claims can not be seen in QME.

it is these frames that do not appear in QME

From his desription, it really does sound like he's looking for what we'd call "reload" or "cock" frames. 
Got any mapping going on recently? 
Even though you say this is standard quake, I am 100% convinced you are talking about non-standard weapon models, NOT the weapon models in original quake, ESPECIALLY when you say:

It does not show you the animation reloading the rocket

You are describing models from a mod. Which mod is it? It ain't standard quake.

It sounds like you are viewing in QME the standard quake models, which is why you are not seeing the special frames from the non-standard weapon models. 
Metlslime attached a jpeg that showed a q1 shotgun in a position that is not described in your screengrab of QME.
When you, yes you, personally, fire a rocket in quake, using a standard engine. What happens between you firing the rocket, and you being ready to fire another rocket?
Would you describe that as a reloading animation?
If you don't know the answer, that's fine, but can you be less smug about it, it's intimidating enough without you swinging your ego around?
I have a couple of questions in order to get to the bottom of this problem.

What was the source of your version of quake? Was it Steam, GOG, CD, floppy disk?

What is the command line you're using to run quake?

What files are in your ID1 directory? 
It's a standard NQ engine with a few extra bits, no interpolating - I am looking for those reset frames. It's in the animation macros but they're a little dense and i can't find links to tutorials that aren't dead. It isn't as simple as it looks! thanks. 
If you don't know the answer, that's fine, but can you be less smug about it, it's intimidating enough without you swinging your ego around?

Now you're just being silly.

I think there's someone here who hasn't got a clue what's going on, but it ain't me.

I know quake like the back of my hand. You are NOT describing weapon models that came from the original quake, not matter how many time you say you are, you are NOT. You are describing weaponmodels that are coming off some 3rd-party mod. You are viewing the WRONG models in QME. That is why you are not seeing the right frames!

Just tell us what mod you are using!!!!!!! 
This is something I've seen across my entire experience of playing quake1 - it's not the source at issue. But TO nrest your mind everything is standard NQ, except for some networking wii end controller stuff and gx rendering.
In short, qme will display the firing animation, showing the flash and recoil of the weapon.
However, further to this, between one shot and another, there is a sequence of frames not shown with the firing animation in qme, typically showing the rocket or shotgun in perpendicular angles as you realod it and return to firing position.
it is these frames that I am looking for. 
It's time for videocap. Can you get something like fraps and show us a few seconds of your animation?
Please, I'm really intrigued 
Here is a video showing all quake weapons. They don't have reload or cock animation, they just go back a little to represent that a bullet/rocket has left the barrel. And you can see all these frames are is QME: 
*And you can see all these frames in QME 
No mod, i am editing the qc of a 1.06 progs.dat
Compare the animation in QME to your experience firing a shotgun in game 
Compare the animation in QME to your experience firing a shotgun in game

I do and it's utterly, completely identical, frame-for-frame, just like the video Tribal posted above.

If you're experience does not match Tribal's video, then you've got your hands on some alternative weapon models from a mod, and you need to be viewing those in QME, not the standard weapon models which you are clearly viewing, in error. 
you're / your (gah) 
unless you're not looking at the correct mdl file, then all frames really are there in QME.

Sometimes the quakec uses frames out of order or re-uses them two places in a sequence, so following the frame macros might the way to understand this. Frame macros are defined in order to match the frames in the mdl file. If the firing animation uses them in a different order than they were defined, that could explain why you don't see the same sequence in QME. 
sadly, no. For various reasons like having a kid last year, I have basically no mapping time anymore. 
I Got It Wrong 
I fucked up. I am sorry. I was a bit intimidated, no excuse. I apologise to Kinn specifically, and to you all for wasting your time. Fuck 
GG Kaisersozeh 
Glad you worked it out. +1 for apologizing it takes guts (not many people do it around here.)

BUT.... What mod/game was it???????? 
hey props to you for admitting your mistake and apologising, a lot of people would just nope the fuck out...

We're a grumpy old bunch, but we do try to help, if you have questions about things that we can actually help with then most of us here are up for it =P 
No Worries 
+1 for being curious about what mod it was... 
The Mod I Used 
is something I'm writing. I am new to this but essentially I am writing a mod close the original but with an onus on player immersion.
SO screen shake, rumble on landing, weapons customised around the interface. more blood than ID could get away with, that sort of thing. The wii interface is the same as contemporary(ish) wii FPS, like COD. Wiimote to shoot and nunchuck to move. It's a really immersive way to play, I'd honestly say it's better than console joypad, way better than a keyboard and mouse. Anyhoo, was cherry picking bits of qc from tutorials and old mods sharing their qc - and I ended up with a big mess. I couldn't tell you where i got all this stuff from, and I am meant to have rolled back and started from scratch.
tHAnkS peoples, I am a idiot 
GG WP Getting To The Bottom Of It. 
Keep us updated. I love that this uses Wiimotes! Want to try it when ready. 
A Good Week For Quake 
Lots of new releases. From new faces to boot. Quake Mod Jam seems to be cooking up well. All kinds of activity on func as well.

GG Quakers. 
Watching some gameplay videos, what I dislike the most about multiplayer-style gameplay is people behaving like epileptic coffee addicts on crack, shaking the camera more than Michael Bay.

This may be fun in multiplayer, but completely ruins the atmosphere of the game in singleplayer.

I do recognize that it requires a lot of skill though. 
Shaking The Camera More Than Michael Bay. 
depends on the mouse sensitivity, i used to play with 20 something bUck in the days, and 5-6 now 
Fgd Settigns For .bsp Models In Misc_model 
Hello, I place models on the map in Trenchbroom using misc_model entity and I have some code for fgd file which works with mdl models. I wonder is it possible to display bsp models in editor? Which code should I use in this case? Here is the fgd settings that I use:

@PointClass base(Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : model}) = misc_model : "A point entity for displaying models. A frame range can be given to animate the model.

mdl: The model to display. Can be of type mdl, bsp, or spr.
frame: Single frame to display. Can also be used to offset the animation.
first_frame: The starting frame of the animation.
last_frame: The last frame of the animation.
speed: The frames per second of animation. Divide 1 by the fps for this value.
angles: pitch roll yaw (up/down, angle, tilt left/right)
NOTE: set angle value to 0 if using angles key to rotate mdls"
model(string) : "Model Selection (ex progs/model.mdl)" angles(integer) : "set 'angle' to 0 if this is used"
This might be a limitation in TrenchBroom or FGDs in general. ( I assume someone will jump in if I am wrong) You will likely have to add each BSP model by hand to the FGD. Note the bogus classname misc_model_custom. I think you'll need that to keep the misc_model from be superseded by this new one.

Perhaps try a new entry that looks like this:

@PointClass base(Appearflags, Target, Targetname) model({ "path": ":directory/nameofbsp.bsp"}) = misc_model_custom : "my model" []

I have no idea if this will work but it's what I would try. 
I‘m Not Sure What The Question Is 
But TB definitely supports loading bsp models, and it also supports entities where the model, frame, and skin is specified using entity properties rather than hardcoding them into the fgd. This is explained in the manual. 
Hey, Bal! 
Get on Twitch already and do some more mapping. Come on! 
Reply To SleepwalkR 
Do you know how to make it work? 
For this custom bsp model stuff you do need to edit your .fgd file. Take a look at Display Models for Entities in the manual. What you want to use is under the Advanced section below: 
Yes I Know How To Make It Work 
Read the manual and look at the examples ;-) 
Problem With Bsp 
I can already display custom MDL models. I can display bsp models. But I can not display custom bsp models for which I should make path in entity properties in the editor. There is not even a word about displaying custom bsp models in TB manual. So that is why I am asking here 
Treat the bsp the same as you would an mdl. Same syntax just use .bsp instead. 
@PointClass base(Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : model}) = misc_model

what exactly should I change here? 
@PointClass base(Appearflags, targetname) size(-16 -16 -16, 16 16 16)
color(255 128 64) studio({
"path" : mdl,
"skin" : pos2,
"frame": pos1
}) = misc_model : "Misc Models" [
spawnflags(Flags) = [
2 : "Collison" : 0
64 : "Start Off" : 0
mdl(string) : "Model to load (progs/model.mdl)"
angles(string) : "pitch roll yaw" : : "up/down, angle, tilt left/right "
ideal_yaw(choices) : "Y axis rotation" = [
0 : "No rotation"
1 : "Random"
pos1(string) : "Frame Selection" : : "X=0, Y=0, Z=exact frame number, X->Y, Z=0 : will randomly pick a frame from the X,Y range, X->Y, Z=-1 : will animate between the X,Y range, can forward or backward setup"
pos2(string) : "Skin Selection" : : "X=0, Y=0, Z=exact skin number, X->Y, Z=0 : will randomly pick a skin from the X,Y range"

now paypal me like $4 USD for some beer. thanks! 
this is what i have set for AD, btw 
No Beer For Muk But Thanks :) 
But it still does not display .bsp models. Nothing changed 
screenshot of the entity keys and directory in which to bsp is placed, please 
Seems like there are some restrictions for the model. My models are big and high-poly so TB do not display them. I created a small box and compiled it as bsp. This box is displayed in TB as model. So the problem is in amount of polygons that are allowed for the model for displaying in TB. I wonder if someone knows how to fix that 
Or May Be Just The Wrong Folder 
Or may be the problem was because my map was in "models" folder, while the box model was in "maps" folder. When I added high-poly model to maps folder it worked. Thanks for everyone for help :) 
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