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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 :) 
Age Of The Quake-universe 
I had a discussion on Discord recently about how old the Quake-levels are supposed to be, or what age, if any, they are supposed to represent. There are so many conflicting architectural styles in them that they are hard to place, but due to their seemingly low-tech appearance with a dependency on magical(?) elements for things like lighting, one could say at youngest they'd be from the 1800's, and to the oldest, maybe millions, even billions of years old?

Are they just a refraction of human history over the years that they have taken in through rifts in time, or portals, or has id Software already explained this somewhere? 
@Ultrabepis 
I don't know about the castles or the temples, but i think the base maps are from the 50s because of the huge computers they have in there (i know that in the 40s these computers already existed, but the color tv was invented in the 50s and we can see color monitors in the game).

And, since Nikola Tesla claimed to have invented a "death beam" (a huge electric power weapon) in the 1930s, i think the military could used this time to improve the weapon and make a more compact version (that we know in the game as the lightning-gun)

So yeah, to me, the quake campaign/story is happening in the 50s... 
In My Head 
The episode 4 places were already ancient by the time the numerous castles in the Realm of Black Magic were being built.

The runic maps could possibly be from an even earlier time, since it's kind of supposed to be the equivalent of Hell itself. 
 
The age is irrelevant since those places aren't in Earth. Only the base maps are.

Each base has a teleporter to another dimension. The E*M2 maps are actually the first map of each dimension. The E*M1 maps are still in Earth.

E1M2➡E1M3➡E1M4➡E1M5 are physically connected through doorways, so they're all in the same planet.

All of the runic maps (including E1M6, E1M7 & E1M8) are connected through teleporting portals, IIRC. Given the amount of runic maps, it should be safe to assume that at least most of them are in a single planet. E1M8 could be in a lower-gravity planet, though. 
 
The age is irrelevant since those places aren't in Earth

Not even the dimension which contains the Rune of Earth Magic? 
Lol 
id software put about as much thought into the age of the quake "castles" (or whatever) as they put into the story you'll find in the printed booklet.

"While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast!"

Tolkien-level world-building, this ain't. 
 
One of Quake's game designs was about enemies invading from fantasy/fairytale worlds. Thus the ogre, knights and the cancelled dragon. Later on this was mixed with Lovecraftian horror, and zombies.

They put a lot of thought on the story, but not enough to make it cohesive when cutting features. 
Age Of The Quake-universe 
It seems that there is some rather Quake-inspired architecture in the upcoming DooM. I wonder if they intend to blend the universes to make them all belong to one. 
People Will Love This 
NanoQuake YouTube trailer

NanoQuake is an implementation of Yamagi Quake 2 with Nano based transactions and customisations built in.

The server which hosts the game has its own Nano account which each player pays into (currently set to a 0.1 Nano buy-in). For each kill you gain a reward of Nano and at the end of the round 3rd place gets 10%, 2nd place gets 30% and 1st place gets the rest.

You don't need to pay to play in the games however you only get a payout if you've paid in.

New - There is a mini faucet built into the main servers now, each player receives 0.01 Nano if they have 3 or more frags.


Source

/sarcasm 
I wonder what the legality of that is 
 
hmm, a bit of a nonsense gimmick but sure

my favorite quake 2 mp project is http://www.coopordie.com

Cool little concept, I do wish more decent oldschool SP / coop games implemented a neat world server / persistent data thingy like this one.

These things were well more difficult and costly to implement back then in the day, an idea for the wave of "retro" modern games and beyond 
 
I see a lot of people here saying that Dusk sucks, that game sucks, this modern sucks, etc. So, 2019: what are the essential mods/maps that one should play with Quake? And what engine? What would you install on someone's PC to enjoy Quake?

Darkplaces + AD? That's it? 
No, Not Darkplaces 
Quakespasm is the engine recommended by most people here, including me.

Go here: https://www.quaddicted.com/reviews/

Sort by User Score.

You also might want to prioritise the newer stuff too. A map rated 4.5 / 5 in 1997 probably isn't going to compare to a 4.5 from 2017 :p 
 
dumptruck's recommendation videos are quite good.

https://youtu.be/L17bDzkctCY

https://youtu.be/8SiSHzeHFYY 
 
Darude 
Avoid darkplaces like the plague that it is. The effects and tweaks and stuff are very much out of place in the rest of Quake's aesthetics.

As for the rest......yes. Go get all the top rated maps in the last 22 years ;) 
This Site Is Older Than Facebook 
fuck the normies 
 
My gf is a normie does it count when I fuck her? 
#30828 Anonymous Coward 
Was your GF the girl I banged last night? Sorry about that dude! 
 
Karl Popper famously said: “All life is problem solving.” No theory of consciousness is necessary to define the objectives of a general problem solver. From an AGI point of view, consciousness is at best a by-product of a general problem solving procedure.

I must admit that I am not a big fan of Tononi's theory. The following may represent a simpler and more general view of consciousness. Where do the symbols and self-symbols underlying consciousness and sentience come from? I think they come from data compression during problem solving. Let me plagiarize what I wrote earlier [1,2]:

While a problem solver is interacting with the world, it should store the entire raw history of actions and sensory observations including reward signals. The data is ‘holy’ as it is the only basis of all that can be known about the world. If you can store the data, do not throw it away! Brains may have enough storage capacity to store 100 years of lifetime at reasonable resolution [1].

As we interact with the world to achieve goals, we are constructing internal models of the world, predicting and thus partially compressing the data history we are observing. If the predictor/compressor is a biological or artificial recurrent neural network (RNN), it will automatically create feature hierarchies, lower level neurons corresponding to simple feature detectors similar to those found in human brains, higher layer neurons typically corresponding to more abstract features, but fine-grained where necessary. Like any good compressor, the RNN will learn to identify shared regularities among different already existing internal data structures, and generate prototype encodings (across neuron populations) or symbols for frequently occurring observation sub-sequences, to shrink the storage space needed for the whole (we see this in our artificial RNNs all the time). Self-symbols may be viewed as a by-product of this, since there is one thing that is involved in all actions and sensory inputs of the agent, namely, the agent itself. To efficiently encode the entire data history through predictive coding, it will profit from creating some sort of internal prototype symbol or code (e. g. a neural activity pattern) representing itself [1,2]. Whenever this representation becomes activated above a certain threshold, say, by activating the corresponding neurons through new incoming sensory inputs or an internal ‘search light’ or otherwise, the agent could be called self-aware. No need to see this as a mysterious process — it is just a natural by-product of partially compressing the observation history by efficiently encoding frequent observations.

[1] Schmidhuber, J. (2009a) Simple algorithmic theory of subjective beauty, novelty, surprise, interestingness, attention, curiosity, creativity, art, science, music, jokes. SICE Journal of the Society of Instrument and Control Engineers, 48 (1), pp. 21–32.

[2] J. Schmidhuber. Philosophers & Futurists, Catch Up! Response to The Singularity. Journal of Consciousness Studies, Volume 19, Numbers 1-2, pp. 173-182(10), 2012. 
We Rule 
Oh FFS 
 
 
PC Gamer interview with Tim Willits on the making of Quake 2
https://www.pcgamer.com/uk/the-making-of-quake-2/

An interesting read. They seriously considered making it into a new franchise, potentially called "Wor". I didn't know that. In so many ways Quake 2 was a step forward, but for some reason it never really connected with me. I think it's going to be hard to go back to now. 
 
Quake 2 was thematically charmless, boring and overly homogeneous.

Single player FPS games should feel like a journey. With Q2 I didn't feel like I went anywhere. Started in a concrete space dungeon, walked through a few more concrete space dungeons, beat the final boss in a concrete space dungeon. 
Compare It To Unreal 
That's how you do it. 
Turn The Other Kinn 
Quake was thematically charmless, boring and overly homogeneous.

Single player FPS games should feel like a journey. With Q I didn't feel like I went anywhere. Started in a brown and blue dungeon, walked through a few more brown and blue dungeons, beat the final boss in a brown and blue dungeon. 
So Why Are You Visiting This Board Then? 
 
Fake News 
I remember at least one green dungeon


Q2 for all the good things about it was definitely more homogenous, even the "palace" texture set still equated to more of the same. Basically Quake minus all map styles but base. 
 
I disagree, I feel like each unit had a theme, some were more interesting than others. My favorite was the waste/cooling facility theme. I also liked the prison level which was kind of a one-off since no other levels looked like that. The city/temple levels near the end were also cool.

There was a sort of generic grey base theme that about half the game seemed to use though, for example the “warehouse” unit was different but only barely so from the base levels at the beginning. 
 
I played through Q2 again recently.

There are some locations that really emphasize top-heavy brutalist external structures, that work your path (and the structures) in and out of natural-ish terrain, and often have a howling-wind sort of ambient soundscape. Those places are quite different from Q1 but IMO are great environments in their own way, even if they are more normal-looking built environments and not weird in any way that punches you in the eyeball. Still a neat sense of place and a feel that there is exploring to do.

Whenever your path goes purely indoors and gets away from all the aspects mentioned above, my interest-o-meter dropped pretty sharply. 
 
what to add in command line to skip intro videos in Quake 2? TIA 
 
try +menu_main 
 
yup, thanks 
 
The hub structure of Quake 2 may have served to make it seem more boring.

In Quake, the end of each map gives instant closure to it, an instant sense of progression. But in Quake 2, each map is just a subdivision of a bigger area, so it's harder to know when you're reaching the actual ending of the current mission. This gives a boring sense of "are we there yet?" to the missions.

Plus, the "computer updated" crap is bloody annoying.

I prefer the hub structure of games like Turok 2. It's simpler, but each map is a self-contained mission, giving instant gratification at the end, even when you revisit the maps to get items that you couldn't reach before. The simplistic hub structure in Turok 2 also makes the missions non-linear, while in Quake 2, the missions are linear (only the objectives of each mission are non-linear). 
 
Late March Mappin Event 
Just so people are aware, I’m running another mapping event at the end of March. Further details shall be forthcoming. 
 
Has there ever been a quake map that included a sphere ? It seems like something so basic that by now somebody would've made one, but ive never seen one 
Yes. 
 
What The Heck 
o my god 
 
Hi noobs!!!

Miss me? 
I Do 
 
No. 
 
Personally I Don't Care For The Internet Friendships And Such 
butt trinca kicked off me of FB 
I Hate Shumplers 
maps 
I Hate Your Stupid Drunken Face So GGWP. 
 
Hoo-hoo Cares 
i still hates you're voices

cannot decide yet, the blers maps vs blers vids

ello lads, ets me shums 
Just For You Spy 
Derp 
i'm not taht drunk enough

Just For You spy i'm not worth it, but ty 
For Eddie-shambler 
https://www.youtube.com/watch?v=mZ_h-g0dxL0

the funnies thing, eddie won't decipher a single-malt(word) from this song

but that's about him for sure 
 
Nothing personal spy :) I clean contacts once I a wille. Sorry for that. 
 
Will try to make some mapping in Easter.

Miss do something 
Hey Trinca 
 
Trinca Lives! 
 
So... 
Gonna be at GDC next week in San Francisco, any quakedads around? 
Noclip.website 
not sure if anyone has already seen this, but it's basically a bunch of levels extracted from old console games that you can noclip around inside.

Zelda, Mario, Dark Souls, etc.

https://noclip.website/ 
Very Cool Metl 
 
Func_dance 
For self defence. 
 
An interesting discussion came up on Discord.

So there's some facebook rando who said the following words in a post:

Every single gaming subreddit or discord I've wandered into I've had to carefully tiptoe around massive minefields of reactionary rhetoric disguised as Bantz or just guys being dudes. It's almost impossible to find a gaming space that isn't dominated by shitty, skeezy dudes who make The Jokes and then haha, but really, the Fucking Jews, am I right? Not only do you have to actively look for it, you have to know what you're looking for, which a lot of disaffected young men won't! The default state of gaming is a recruiting ground for fucking Nazis.

Generally hard to disagree with that, speaking from my experience.

What's real fucking mindboggling is czg commenting on that post saying "that's the reason I left tf"???

While terrafusion and func have always been foul, ridiculous, and over the top, there has never been any actual, intentional or subliminal, implicit or explicit discrimination?

Then again, maybe I am a fucking idiot.

Discuss. 
 
I haven't experienced this in the community since I have been active since ~2015.

That being said. The "N" word comes up every so often and the usual "homophobic-ish" joking is prevalent in some corners but it doesn't rise to the level of discrimination.

I cannot speak for other communities because this one is the only one I participate in. 
Want To Correct "every So Often" 
Actually it was only once in recent memory. The "N" word instance I am referring above was immediately tamped down. It was a Quake-related community not func or #tf. 
Spy -- Lay Off The Wodka 
Spy You're Marked As Spam For Potential Racism. 
And trying to derail a useful community discussion. 
 
These types of whiners/crybullies shouldn't be given any benefit of the doubt or platform. Give them an inch and they take a mile. 
 
I've seen a lot of foul shit on #tf, but the only time I've seen a legit racist thing happen the poster was banned almost immediately. 
#30902 
the most known tf dude is a wellknown addicted to turd func_ guy named muk

Fixed that for you. 
 
Tell me I'm not the only one who figured this out:

Yesterday I saw this on Twitter. It was really weird how Tim derailed a discussion about business sovereignty into a discussion about racism. He's obviously more intelligent than that, so it seemed that he was playing dumb.

What made Tim's reply even weirder is that the article itself does a good job of making it clear that Tencent does not control Epic. So, there wasn't any need for Tim to derail the discussion as if he was hiding something.

Only one thing was still missing: If Tencent doesn't control Epic, what's the business model behind their acquisition? It's not a partnership, since as Epic stated, "We don't share anything with them. In fact, we compete with them." Why would Tencent give hundreds of millions of dollars to a competitor?

Well, let's see how they are competing. A quick search for "Epic Store China availability" gave this result:
"The Epic Games store is available to players in most countries in the world except for China and where prohibited by US law".

Wait a second. China is the home of Tencent, and one of the biggest gaming markets in the world. By making the Epic Store unavailable in China, Epic makes sure that none of their store exclusives can compete against Tencent's games. But why would Tencent want Epic to open a store like this, instead of simply discouraging them from opening it? Hmm...

Tencent has launched a new piece of hardware called the TGP (Tencent Games Platform) box. Acting a little like a Steam machine that runs Windows 10, the system offers Chinese gamers the chance to play popular games like League of Legends, without requiring a gaming PC to do it.

Steam. That's it. By making western games become Epic Store exclusives, Tencent eliminates the competition from Steam in the Chinese market. Plus, it gives Tencent a whole year to clone any successful western games before the Chinese audience can play it, cementing their dominance in the Chinese market.

The hundreds of millions that Tencent gave Epic are probably much more than the royalties that Epic would have gained from third party Unreal Engine games sold in China. So, helping Tencent to monopolize the Chinese market seems to be a lucrative move for Epic. 
But....but.... 
it's PRO-COMPETITIVE and for the good of the gaming industry!!! 
 
Well, regional lockout isn't a new thing, it's been done forever.

It's a sure loss for Chinese customers, and for some developers (basically, the ones for which the higher profit margin doesn't cover the missing revenue from the lost Chinese customers). But it's nothing illegal, and doesn't affect western customers.

I wonder how many third party developers are actually conscious of all that, though. 
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