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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! 
@spy 
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. 
Esreal 
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 
Truth 
Aaaaaaaargh 
REtards 
It uses polygons + game is dark and brown + 1996 = Quake 
Caffeine Offering Revenue To Game Developers 
Caffeine.tv 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.

https://medium.com/@benkeighran/when-broadcasters-make-money-game-developers-should-too-17184b03ccb2

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. 
Ciaffiene? 
 
Relevant 
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. 
Drinking 
Is what they are doing I suppose 
Whaaht?? You Mean We Aren't All Mapping?! 
 
QueueMaster 
You must be from England...! 
@redfield 
A bunch of ppl mapping for dm4jam. This place might liven up a bit Monday or Tuesday. At least I hope so! 
Hooray! 
 
:( 
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. :) 
 
Ha!

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? 
Hmm 
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. 
@30109 
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.

https://contraspin.co.nz/beingjulianassange/

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.

Cheers

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: https://twitter.com/JoshuaSkelly 
No, It Has Not. :( 
 
Gucci Shades On My Braids When I Escalade 
 
@dumptruck_ds 
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... 
#30134 
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:
https://www.systemshock.org/index.php?topic=10009

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: http://www.indiedb.com/games/citadel (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! ;) 
#30145 
no https because someone MiTM-ing your func account and using it to shitpost will be the hilarious af 
 
hilarious af rn frfr famalam 
#30146 
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+ 
 
Enjoyed 
both System Shocks and first two Thieves a lot some 15 years ago (and both Ultima Underworld games before) 
So. 
Remember Maddox, that angry internet guy with hilarious rants from the last decade and a half? He's an absolute joke now.

https://medium.com/@OtherkinLawyer/lolsuit-maddox-dick-masterson-fa9c4a4f4686 
Otp 
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. 
He-can't-keep-getting-away-with-it! 
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 ...

http://quakeone.com/quakedroid/media/rubicon2.png

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

I couldn't resist the CTF reference.

**** I GOT THE FLAG!!!! **** 
Wow 
@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 
@Spud 
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! 
Hmm 
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.

https://cloud.blender.org/p/textures/ 
Co-op With Some Friends 
Hi!

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!

http://fte.triptohell.info/index.php?p=downloads 
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 
@Kinn 
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.

@Baker
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. 
Uuuuh... 
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.

Perfect!
Dankeschön! 
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 ( http://www.celephais.net/board/view_thread.php?id=60306&start=691&end=714 ), 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

and

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 
@Preach 
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). 
#30197 
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? 
Preach 
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? 
@otp 
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:

https://www.youtube.com/watch?v=H9nfeLZm7Lc

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: https://www.quaddicted.com/reviews/ad_b100_sock.html 
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. :) 
@dumptruck_ds 
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 
Headshot 
http://www.quaketastic.com 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 
Headshot 
Hello!

People usually use quaketastic.com to upload maps. Login info here: http://celephais.net/board/view_thread.php?id=3&start=15658

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! 
Headshot! 
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 quakeworld.nu 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! 
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: https://www.quakeworld.nu/forum/12/maps-textures
Also if you are not afraid of new "tech" you can try Quake World Discord channel: http://discord.quake.world/ 
 
Just joined Discord, thanks. 
 
Awesome, also you can join our Discord here: https://discord.gg/3zgJQ 
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. 
Well 
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? 
Lol 
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. 
 
:qthink: 
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. 
#30242 
I'm stuggeling to conceive a second map after QUMP, because I want to be so much better. 
@brassbite 
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. 
Woah. 
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. 
Metl 
But how will I know if it's really me? 
Fuck You 
otp [178.235.146.77] 
Wow Now I Will Be Hacked By A Retarded Drunk 
 
Well, You Can Suck My Hose 
instead 
I Still Luff You 
otp [178.235.146.77] 
Peace 
 
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 
 
Lol 
 
бгг 
 
Spike Solved Quake 72 Fps Physics Problem 
Spike has solved the can't run above 72 fps Quake physics problem!

http://celephais.net/board/view_thread.php?id=61351

Download: Quakespasm Spiked V.10 - May 15 2018 
Hi, 
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. 
Mod.io 
What are your opinions on Mod.io? 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). 
Mod.io 
Yah let's monetise this quake shit yo 
 
QA$H MONEY 
Meh 
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 Mod.io 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. 
Woo 
This is america
Don't catch you slipping now
Watch what I'm whipping now
This shit that I'm typing now 
GPUs 
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. 
@camel 
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. 
 
https://twitter.com/muk0r/status/1000922935001997312

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:

https://twitter.com/Ezepov1/status/668824401597628416 
 
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. 
@Qmaster 
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 :) 
@kinn 
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. 
Thanks 
No imminent release date I'm afraid :}

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

Either way, finish someday. 
#30297 
Spam. 
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

progs.dat
progs2.dat
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. 
#30303 
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. 
@mankrip 
<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:
https://i.imgur.com/Z73qEOP.png

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. 
TexMex???? 
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! 
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! 
But 
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. 
@Tronyn 
Are you getting my emails? Or are you still having issues? 
 
 
Texture Blending 
https://samjcreations.blogspot.com/2018/06/version-de-developpement-gimp-2991.html
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 
https://youtu.be/c9GU4P-1AWI

Because I don't think it's been posted on func yet. 
Wats Wrong With 
d5 trailer? 
Hell On Earth 
 
Looking For Tes6 
 
@spud 
You don't need to read french to use gimp tho.
http://gegl.org/babl/ is the stuff making work.
Recommend downloading and giving a shot if you're familiar with gimp 
@spud 
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:
https://i.imgur.com/4BQtESB.png 
 
Of course, whether or not you trust the french to not put viruses in the download is another matter. Sneaky french... 
Re 
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. 
 
nope 
 
By the way, did Quake Live support custom maps? 
Nope 
 
Wha? 
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. 
Oh 
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 :-) https://steamcommunity.com/sharedfiles/filedetails/?id=588931999 
 
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) 
#30344 
Piss off nutjob. 
 
Totally normal reaction. 
 
You don't get to use the word "normal". 
PS. 
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. 
PS 
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: http://www.celephais.net/board/view_thread.php?id=16069&start=312 
Untested 
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. 
Qmaster 
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. 
Qmaster 
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
https://www.moddb.com/games/doom-ii/addons/doom-vietnam
pls? 
@MFX And Maddy Fox 
would you join the gang at TF discord https://discord.gg/DE3TDK 
Spy 
...would you kindly finish that map i play tested? :) 
@Dumptruck_ds 
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 
Thanks! 
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 
Although 
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, 
Dugnammit 
but thanks :} 
Who Would Win? 
#30257

vs.

#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 
*your 
 
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 
Piss 
 
Peace 
i'm mean it 
#30360 
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:

http://www.simonoc.com/pages/design/sp/ad_grendel.htm

someone should make a post about this. Looks really good :) 
Maiden 
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. 
#30391 
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. 
@mankrip 
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. 
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