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@Mugwump 
Thanks! 
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.

https://youtu.be/rN9nbGBXc8U?t=5m59s

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 hide.me 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. 
 
https://quakewiki.org/wiki/Quake_palette

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

Purple.


Quake purple. 
Quite. 
 
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 
#30552 
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. 
Purple? 
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? 
Esrael 
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. 
Interesting 
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. 
@LAVA CROFT 
https://discord.gg/AH5Nrc

Sorry for the kick, should have just edited your post, didn't realise it was hard to reverse in discord. 
Yeah 
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. 
 
:qthink: 
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? 
Doomworld 
only doomworld 
Thanks! 
 
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. 
Kinda 
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 :} 
@kinn 
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. 
Cool 
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! 
Re:#30572 
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. 
E4M4 
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

progs_dump_100

progs_dump100


or

progs_dump

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.

fteqcc-specific
#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. :) 
@spike 
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: https://semver.org/ 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 1.0.1.0, 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? 
Touche 
 
 
you can include build number at the end too:
1.0.9.127, 1.0.10.128, 1.1.0.129 etc.
or
1.0.9(127), 1.0.10(128), 1.1.0(129)

(I'm joking, don't do this) 
Twitch.tv's Tag System Is Missing A Few 
As best I can tell, the new tag system used at Twitch.tv 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 https://blog.twitch.tv/introducing-tags-and-new-categories-33744ef7b04f

The feedback form is at https://docs.google.com/forms/d/e/1FAIpQLSd2ZNywaDrcRToquXhXr43krj0zLzyBE6pueNzME4iDY1bWLQ/viewform

The current list of tags is at https://www.dropbox.com/s/2mswa08a1wworo5/New%20Tags%20%28Public%29.xlsx?dl=0

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. 
Lava 
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 
http://quaketastic.com/files/single_player/maps/3.jpg

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. 
Rofl 
 
@_reyond 
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.

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

peace. 
@negke 
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. 
Thanks! 
 
UWP Support 
Does anyone know any custom port with UWP support? 
Yo 
Cool Article To Get Started Mapping In Notepad 
https://developer.valvesoftware.com/wiki/MAP_file_format

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: https://www.quaddicted.com/quake_advent_calendar_2013/7-12#th_december_-_preach 
@metlslime 
Yep!

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: https://www.quaddicted.com/files/maps/multiplayer/daskull.zip

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

There's this one https://www.quaddicted.com/reviews/shaft29.html ... 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

:P 
 
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 later...like 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 
no 
No 
 
No 
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. 
#30204 
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. 
Lol 
i've never seen as much enraged herr.negke as that 
Nah 
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: https://www.quaddicted.com/forum/viewtopic.php?id=622

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 
https://www.quaddicted.com/reviews/doom_e1m9.html
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 
Eom 
Hmmmmm. 
Recent experiences of remixing a map using the source file have not been entirely pleasurable... 
 
Questionnaire 
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:

https://docs.google.com/forms/d/e/1FAIpQLScYqYmQ4beTJqQJKyXicK8Z20FHGIR7KdUfwG_vZCYMJzjaTA/viewform?usp=sf_link

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. https://youtu.be/1LSKMzqZ1Jo 
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? https://youtu.be/1LSKMzqZ1Jo 
@dondeq2 
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.... 
Yhe1 
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. 
Mindcrime 
u can contact him via FB here: https://www.facebook.com/jack.kincaid.3344 
 
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). 
Well 
Q... those are interesting questions but I was thinking less of specific gameplay elements per se and more about engines, mods and modes.

i.e.

Do more ppl play SP or MP?
What is really the most popular source port at the moment?
Coop numbers would be interesting. 
#30678 
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:

http://celephais.net/board/view_thread.php?id=10196&start=4085 
 
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:

http://www.quaketastic.com/files/slds_sp1_v1.0.zip

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:
https://www.youtube.com/watch?v=l6tmGCDlSlI 
Thanks 
I played an earlier version of this. Looks like some nice upgrades. Will check it out. 
Thanks 
I played an earlier version of this. Looks like some nice upgrades. Will check it out. 
Thanks 
I played an earlier version of this. Looks like some nice upgrades. Will check it out. 
Thanks 
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: https://www.quaddicted.com/forum/viewtopic.php?id=622

Looks like Zulip is the platform of choice: https://zulipchat.com/ 
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. 
Interrelated 
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. 
Also 
8192^3 is the playable volume in Quake. 
Qmaster 
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! 
 
Yo 
#30743 
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? 
Esrael 
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. 
 
@mankrip 
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. 
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