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News submissions: http://celephais.net/board/submit_news.php
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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. 
 
Icarus made a review of Quake 1.5

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

looks pretty good. But since is still a beta, i'll wait for a official/bug-free release.

https://www.youtube.com/watch?v=Jpthf7Kh5N0 
It's Fun 
Usually, I avoid this kind of thing (because I don't like DP too much) but after watching ArrrCee play through it I was interested and tried it. It's a fun mod and I am looking forward to playing the newer added levels. I am not a fan of the name of the mod - I think that's the biggest crime but with 4700+ downloads - you cannot deny the appeal.

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

Are you referring to a new weapon model that you or someone else has created, that we do not know about? 
No 
this is the standard, off the shelf quake shotgun.
I'm not entirely sure the frames are described in the actual mdl.
When you fire your shotgun, there is an animation of the recoil - but then something else happens, in sync with the gun cocking sound towards the end of the shotgun wav file. You could call this cocking or reloading. Several frames where the gun could not be described as in a firing position.
OK. Rocket. You fire your rocket, where are the frames that describe happens between your rocket flying off and you being ready to fire another rocket? 
I Appreciate It's A Lot To Ask Someone To Describe 
If anyone has a working link to a tutorial or a bit of info regarding this , i would be much obliged. 
 
https://i.imgur.com/2g2ehp0.png

quake's shotgun only has 7 frames.

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

Gonna ask a dumb question here...

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

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

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

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

it is these frames that do not appear in QME

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

It does not show you the animation reloading the rocket

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

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

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

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

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


Now you're just being silly.

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

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

Just tell us what mod you are using!!!!!!! 
Shamblernaut 
This is something I've seen across my entire experience of playing quake1 - it's not the source at issue. But TO nrest your mind everything is standard NQ, except for some networking wii end controller stuff and gx rendering.
In short, qme will display the firing animation, showing the flash and recoil of the weapon.
However, further to this, between one shot and another, there is a sequence of frames not shown with the firing animation in qme, typically showing the rocket or shotgun in perpendicular angles as you realod it and return to firing position.
it is these frames that I am looking for. 
Kaisersozeh 
It's time for videocap. Can you get something like fraps and show us a few seconds of your animation?
Please, I'm really intrigued 
@kaisersozeh 
Here is a video showing all quake weapons. They don't have reload or cock animation, they just go back a little to represent that a bullet/rocket has left the barrel. And you can see all these frames are is QME:

https://www.youtube.com/watch?v=vCQoNIL2a08 
 
*And you can see all these frames in QME 
Kinn 
No mod, i am editing the qc of a 1.06 progs.dat
Compare the animation in QME to your experience firing a shotgun in game 
 
Compare the animation in QME to your experience firing a shotgun in game

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

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

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

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

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

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

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

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


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

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

Perhaps try a new entry that looks like this:

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

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

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


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