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Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: http://celephais.net/board/submit_news.php
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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/ 
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