Stupid Fucking Name.
Hope that helps.
On Second Thought.
Nevermind, it's the perfect name. The target audience for 90% of those game listed unironically thinks that Quake weapons make "pew pew" sounds like an arcade cabinet from 1985.
quite a lot of obvious ones missing from the "classics" section, surely? Doom? Blood? ROTT Hexen, Heretic, Painkiller (even tho it's 2004)? etc etc.....
It's Early And Missing A Lot
It's been so far just me and another guy making this list whenever we have had the time for it. As you can see by the date we've not had much time to keep it updated. Hopefully I can expand on the list(s) in the upcoming days. People have already told me a lot of titles that needs to be added, but I am aware there is a lot, and it would need to be done incrementally for now.
In the future I might add a fully user-based voting process, or even get some help if someone wants to help us out keeping it updated. It uses YAML so it's just about inputting a name, date, and related URLs. The graphic header is the only thing that would need to be custom made.
I would recommend a section where you explain what qualities a game must have to be on this list.
A lot of (newer) gamers might not get why game X is here, but not game Y.
The name is perfect. The sight looks good and it's a helpful service for any shooter fan. I agree there's a tin more classics you can add too.
Problems With RetroPEW
Hi, just so you all know there are some unfortunate errors with the technical stuff on the site (since it's all a custom solution on a custom built server we have to do it all ourselves, for now) and we are looking into it as we type.
Please report any issues if you have. We've already got a lot of feedback, which is good.
That will come. We need to distinguish from 6DOF-games like Forsaken and the Descents, etc.
Thank you. It's a bit rough still but hopefully we can fix the issues before they become too bad.
How Is The Name Perfect??
Sure the retro bit is right. If "pew" evokes anything other than mockery of weapon noises or that cuntscraping with the fucking youtube channel, then I'm not aware of it?? Yes it's only a name but I'm not sure how it can possibly be good compared to a trillion other options. Off the top of my head, RetroGIB would be blindingly obvious and suitable.
Anyway, as before the site idea is great once it's more fleshed out.
Know Your Audience
PewDiePie YT 95 million subscribers
Team Shambler YT 35 subscribers
YOU GOT OWNED NERD
How is this possible?
Am I chunking a private satellite or something?
Can someone help me out here, because I think it is not a general abuse.
The more, the merrier!
Inside3d works fine last time I checked, not sure what the issues is.
how about NewGenerationOfDoomClones.com?
I wsa talking about the tutorial section.
The forum works, but all tutorials are gone.
My question is just:
why does a computer show a broken link, while a mobile shows all.
I feel like a Rolling Stones song: "Hey you get off of my cloud!"
At least if the cloud seems the answer for it.
Is there any particular reason water brushes aren't lit by lightmaps? It doesn't move and was fully opaque in the original renderer.
now that would be truly oldschool
Use -splitturb in the BSP compiler.
May be your outdated OS/Browser.
If people from the site complaining they're gone it can't be my browser.
Sometimes I end up with another forum board index while all links leave blanc, other times there is just the php440 error.
You can look for yourselve to be sure, but it isn't my browser outdated. Brings me back to the phenomenon why a mobile has another attachment to the web then my solid computer. I have asked it on different sites, but no one seems to have an idea what is the cause.
I shouldn't be talking here about other sites problems.
Maye ask the question in the Site Help toppic.
Chrome in Android uses cached web pages by default. The page may still be in Google's servers despite being erased from the original server.
Your ISP may also be caching things.
Good to find the reason afterall.
It was a good opportunity to save them.
So much goodies get lost.
Thanks for the explanation!
Om nom nom :3~
So Basically Bal's
related to molag bal
have some weird relation with Kynreeve demons,
hens the bestst levels ever
I had a quick look at the models from Quake 2 and saw that whoever did them at id Software did a good job overall with the topologies foe the majority of the animated models, but I have yet to find the Quake models. It seems the topologies for the models are equally slick and efficient in execution, but I just need to find somewhere I can have a look at them for studying. If this is illegal to ask for delete posg
3D Models Part 2
I hate typing on a cellphone btw.
They are in the pak files
Sean's Better Quality Sounds For Quake (NEW UPDATE!)
I did it guys! I updated the mod. It shouldn't be ear-piercing anymore. Give me feedback. PAK files are also now included. Thanks for your patience. Let's not make this thread another argument about source-ports, okay?
someone will find something to disagree about here...
congrats on the release.
NO BIT LY LINKS
Why do you hate meeeeee
Most anonymous users hate personal intentions.
Q1 models are a mess. Mistakes everywhere.
The artistic skills employed in the Q2 models are much superior, despite some of them being conceptually inferior.
Respect Teh History
Mankrip I would have to think that given it was 1996 and that Quake went through development hell, changing from a flight-sim to a virtual reality game to an online focused mess, the shortcomings of the Quake mdls are deliberate.
The models are not UV wrapped, there is no attempt to pack islands and most skins are direct othographic projections which is massively inappropriate for anything other than planes. The result is stretching, and a lack of detail. Models of other games of the era exhibit better UV wrapping, and in the case of Playstation/N64 games benefited from higher than 8 bit color. Quake 2's mdl2 format did literally nothing to rectify this, although some of its models exhibit better island packing/wrapping.
The fact that Quake was software accelerated and meant to be played at a paltry 320x240,combined with Carmacks strict polygon limitations, the artists probably said "no one will notice". The fact that there is not much mesh to work with, it is shocking the animation is as lively as it is, considering the wooden animations of the era. That and there is no skeletal animation system.
However, when Unreal came around shortly after with properly UV wrapped models weighted to skeletons, it blew Quake out of the water. And literally every game based on each subsequent iteration of Unreal tech always stole the thunder from same generation id tech games.
So ya, study the low poly Lovecraftian meshes, but not the lack of polish that went into them.
MAX_***** Of Modern Engines
For some reason, I’m currently getting a deja vu of having already asked this question before. If so, a thousand apologies, I just need a reminder.
The original source code of Quake has these MAX_***** macros all over the place declaring limits for the various elements in the game (entities, brushes, textured, models, whatnot). Understandably so, due to the memory limitations of early PCs and their operating systems.
I wonder, however, if modern iterations of the game engine had these limitations all but removed, entirely, considering how nowadays having GBs of RAM, GHz of processor speed, tens of CPU / thousands of GPU cores and TBs of hard drive storage are commonplace for the average computer user. Are these limitations no more in current Quake gaming engines?
Ask Negke About That One.
given the "save every bit" philosophy of the Q1 mdl format (e.g. the "onseam" silliness) I would imagine the lack of UV islands was to avoid having to dupe vertices, increasing the filesize.
I disagree with the Q1 models not being "polished". I think that considering the constraints that teh carmack gave to the artists, plus the state of the modelling apps at the time, they turned out pretty well.
Thank God People Can Disagree On Here.
Healthy debate and discussion FTW.
Izhido - such limits have been removed where it makes sense to remove them (when I say "remove", that typically means the limit is massively increased to the point where it's not really a limit for the mapper any more) - see engines such as Quakespasm and FTE. Off the top of my head, Sepulchre is probably the best showcase of what modern Q1 map formats, compilers and engines can handle.
Some limits are built into file formats though, and this can make things controversial because to change the limit there, means to change the file format, and all engines have to then recognise and parse the new file format, no-one can agree on what the new format should be, and it's just a logistical mess. Very rarely, agreement happens and so we have the bsp2 file format which lets you make maps that are larger than anyone would really ever need.
Got it. So, if I understand correctly, there have been no efforts to introduce dynamic memory management to the engines that would, in theory, remove the need to have hardcoded limits to its capabilities (however high they may be)? I’m asking this just to have my thoughts in order before diving into FTE / spasm / etc source code for answers...
efforts to introduce dynamic memory management to the engines that would, in theory, remove the need to have hardcoded limits
I recall some talk of this in engine threads here, but I don't know to what extent this has been implemented (if at all). I'm at the limits of my knowledge on the subject here, so best check with engine chappos like spike, ericw, metlslime etc.
the vanilla behaviour is for map lumps to be consecutively allocated onto the hunk.
this means you don't pay any memory costs for unused faces or whatever.
it also means that the engine has no real need to enforce any of those max_map_* limits, it only has the hunk size to worry about.
there are some exceptions though, like max_map_leafs that uses various statically sized buffers around the engine, but since Sepulcher neither FTE nor QuakeSpasm have any of those MAX_MAP_* limits remaining (ignoring MAX_MAP_HULLS_hulls which is part of the file format so doesn't really count).
Note that file format limits are not always as strict as they first seem. A few limits have been increased by just redefining variables as unsigned, thereby doubling the limit. The most creative expression of this is the max_leafs and max_nodes limits, that still need to share a 16bit index, resulting in some interesting logic to decide whether a node's child is a leaf or a node instead of just checking the sign.
The progs.dat format has a similar tweak to double the numpr_globals limit, while being careful to not break statements that do not refer to globals.
Either way, just because you CAN have large maps doesn't mean that you should. Or to put that another way, I don't remember to hit quicksave often enough.
Some engines have dynamic allocation, but not all.
MarkV Tries To Have Dynamic Maximum Edict Allocation
The artistic skills employed in the Q2 models are much superior
I'm talking about the art, not the file format.
In Q1 there's the squished dead fish head, the badly offset knight skin, the badly bent knight sword in one frame of its animations, the lack of a vore idle pose, stuff like that.
It's not about technical limitations. It's more likely about lack of time to correct mistakes before they released the game.
For example, Hexen II models were created with vastly superior skills, despite using the same format.
The Hexen 2 models are better yes, but still have crap stuff - there's some cat-headed man thing whose legs collapse like squished cardboard boxes during his run animation for example.
in general, if you want to study great low-poly models, looking at stuff from the 90s might not be the best strategy.
In modern times, ultra-low polycounts are still used for some mobile games, and can be found in some indie games and whatnot for stylistic reasons, if you dig around you can find some incredible artistry on display in this area.
Rareware N64 games also had great animations with incredibly low polycounts. Banjo & Kazooie, Conker's Bad Fur Day, and so on.
Turok 2 also has great animations, despite the wonky physics.
Unreal may have had skeletal animations, but they were too floaty and IMO inferior to Q1 model animations. Unreal II and UT fixed that.
While talking of Q1 models. I've got this strange habbit noone could explain yet.
As a fan of Q1 models I was searching for long for the SailorMoon models of Usaki. I finally found them and tried to convert them from Q2 to Q1. This worked but the texture file got lost. Normally I split up a base model, import it again as dxf and start texturing again.
A lot of work, but I don't mind.
Then I thought of Noesis, that would help me out. No, not the slightest idea how to add the skin file.
Then I found Qwalk, and yes, there were my models, without weapon but allright, that can be fixed with merging.
But my question, these models grew up to something of 3Mb, quite large. I experienced when loading them up in Quark4.07 and saving them would deminish them back to 750kb.
Only warning is "Some vertices have the same front and back side, you will get strange effects" but in game there is no sign of them.
What's the reason of this warning and would it be destructive.
QuArK sucks for modeling. It splits the vertices shared between the front and the back sides of the texture, making the model filesize larger and killing the gouraud shading across front/back seams.
The 3MB thing, however, seems to be an issue with triangles having both a backside and a frontside.
(triangle backside&frontside isn't the same thing as texture backside&frontside)
thanks for your answer mankrip.
I'm allready glad I catched the models with Qwalk. Sad I don't understand the manual of Noesis. It seems there are not many Q1 model converters.
Yes, QaArK ain't the best model studio.
Got to row with the peddles there are at hand.
With Oculus Quest out in the field, I’m wondering, given the team behind the hardware and SDK, what would happen if somebody like me or you guys attempted to publish one of our engines to the Oculus Store 😂
How About This
Create a thread of your own where you can rant about otr and post drunken burps one title at a time while the other threads on this board remain clean and on-topic!
Quake Models Are Shit !
Who Is That Anonymous Shitmodel?
Sorry, wrong beef thread.
Tell us something new.
Odd thing is, shitty as they are, they fit *perfectly* with the mood and setting of the game they’re in. So, ironically, they being shitty is exactly what makes them perfect.
Ever Thought Of The Idea
that how more minimalistic a model is, how harder it is to obtain a decent appearance?
Not all Q1 models are crap. Models such as the death knight, the enforcer, the vore, and the scrag aged pretty great.
Stuff like the shambler and the ogre is a blockyfest. And that's not due to being low poly, but due to poor topology. I've optimized the polygons in most of the game's weapons, and found lots of pointless triangles. In many Q1 models it's actually possible to get a better visual quality using less triangles.
The shambler was one of the very first models created for the game, so Kevin Cloud clearly improved his work on the later models.
Finland Won Hockey World Championship Just Now!
I wasn't aware Cloud did the models for quake. I wonder if he did some of the models for Doom3 as well...
QuakeEd For MacOS 1.0.1
There is a new release of QuakeEd for MacOS, available here:
Quite a few things have changed:
- QuakeEd now targets MacOS 10.7 (Lion), instead of the latest available.
- The qbsp, light and vis command-line tools are now included in the package, and ready to use.
- A bug related to scrolling in the top-down (XY) view and the Z view has been fixed; both views now scroll as expected.
- Another bug related to pop up menus not appearing next to the selectors in the XY and Z views at their bottom right corner has also been fixed.
- Quake_OSX (the game engine) is now included for the user to test maps generated by the tool. NOTE: Quake_OSX targets 10.11 (El Capitan), due to it being a Swift application.
Instructions for setup, BSP generation and some other stuff are now included in the package in a readme.md file.
Let me know what do you find with this new iteration of the tool. Have fun mapping!
Whoa Whoa Whoa...
“... high ray tracing workloads necessitate the use of RT Cores, and Quake II RTX has the highest workloads of any ray-traced game released to date.”
Sounds Right To Me
Most games only implement a small amount of real time lighting rather than do full ray tracing
Not Gonna Lie...
I'm a lot more excited for Quake II RTX than the other games released so far! xD
Hopefully someone will backport the path tracing from Q2RTX back into Q1.
Well, that someone will most likely be Spike. LordHavoc would be my other bet, but I don't know how active he's been.
Interview with id's Kevin Cloud
I’m not moving more towards modeling. I created all the models for Quake and did quite a few models in Quake II. My skills improved quite a bit between the two projects, but I still need to get much better at it.
So, yeah, he admits that he was a newbie modeler at the time, and stopped modeling after Q2.
His work on Quake clearly reflects how much his skills improved from the beginning to the end of development, but I guess there was no time to redo the first models before releasing the game.
that someone will most likely be Spike
my 750ti gpu is unable to use that stuff, and due to all the driver issues I'm unlikely to go with nvidia next time I upgrade.
that said, meag expressed an interest (read: ezquake)
ah, nice interview. thanks for the link!
I'm enjoying everyone's maps. Everyone here is a good mapper in my experience, despite the beef or what others might say to the contrary.
Wraith looks awesome and I'm looking forward to it.
Thanks to all the coders/modders, maintainers, mappers, and all of the people creating good stuff to keep me entertained and inspired.
I did not intend for a flamewar to start about which models were terrible etc. These were early times and not much had been done in the history of real-time 3D so a lot was open to interpretation and learning as you go along.
Now that being stated, some of the models in HeXen II are ridiculously detailed, like the two trees right at the start, the sheep, and some of the multi-legged enemies. I never considered it growing up, but replaying it now to look at how they did stuff, it has some rather PS2-era levels of detail for environmental models. I guess it's why the maps otherwise were so sparsely detailed.
I really miss the early 2000s website designs. PHP forums, PlanetQuake, the id Software website before being sold to Bethesda, etc.
Everything looked so good, with lots of detailed art put into their designs. Some phpBB forums looked almost like custom Winamp skins.
Nowadays it's all so flat.
most quake1 sites have lost their involvement, nowadays people are more concerned for faster games, improvement and older games have become a bit lame.
It's also bit cogitari that when I switch back to a 320x220 resolution I can't hardly imagine the excitement I had those days playing the game.
I'm still surprised how much I can enjoy it, but while searching on the net I'm confronted with dead links. I even see it when using links from '98, much of it seems gone.
But I think it is nothing more than a natural development, after playing Unreal or Bioshock it's hardly to imagine Quake has its own power.
I'm more than glad there are people like EricW, Willem, Spike and others who still keep the torch burning.
As for this func_board of course, otherwise it would really have gone of the picture.
And so it goes for sites like PlanetQuake, InsideQc, QuakeOne.
People who do love Quake are die hards and there is nothing to it.
Third person camera & movement
system I've been working on. I won't manually edit subtitles this time, so tell me if there's anything you couldn't understand.
Who On This Beautiful Planet Of Ours
implements platform-like movement and doesn’t immediately after that implement Level 1-1 of Super Mario Bros? 😂
AI Makes Some Progress In Quake III
The DeepMind AI project beat the world's top Go players a few years ago, which was quite an impressive result compared to past performance in the board game. Now they're taking first steps into Quake. Specifically they are playing Quake III CTF, and doing quite well.
They use randomly generated maps of two types. One are flat maze maps and others are outdoor maps with elevation changes. Neither have true verticality, but they still vary the number of players and team composition between matches. So, apparently these AIs can learn to play well in human teams too.
The inputs the AIs receive are the raw RGB values for each display frame, and some general info about the current state of the game, such as the score. They are essentially "looking at the screen," as much as that makes sense when talking about AI.
It's quite an impressive result. It would be interesting to see them play against pro teams on a wider variety of maps, but I don't know if that's likely to happen.
Here's a popular article and a paper about the research.
How much is QC and how much is FTE based in this system? Sorry if you said in the video. I watched the first few minutes but will watch the rest later.
Also I shared this link with RennyC who has been working on The Ascension of Vigil lately. That's a 3rd person FTE based game/mod.
It's all QC based, it even works in vanilla WinQuake (though much less smooth). I'm not using any non-vanilla QC features besides entity transparency and 16-bit coords yet.
It doesn't work in either FTEQW or regular QS though. I haven't tested it in Darkplaces, but DP is too heavy for the potato PC specs I'm targeting.
I'm a big fan of The Ascension of Vigil, but I rarely check out discord.
Looking Good Mankrip!
Now you need someone to make 1-1 from mario :)
I watched the entire video. It looks very solid and flexible. Looking forward to messing around with this when it's ready.
Quake 2: 701
You have crashed on the surface part of the Stroggos' homeworld where your forces occupied this area. This partly area was built by your forces and used as a 'training facility' for you to be trained for the upcoming missions against the 'real' Stroggos army. As you would guess, the Stroggos here are the ones that have been captured and reprogrammed for your preparation. Proceed to the "exit" if you can. Good Luck.
Hlmdl Models Do Not Load In FTE
For some reason models in .mdl (half-life) format do not load in freecs mod. I tried to open same folder with mod and cs 1.5 (probably the version of FTE was different) and everything was fine. But now I try to do the same using last version of FTE (5468).
Also, found that I can see all the models if I change renderer to directx 9 or to directx 11 (I use opengl by default).
How can I fix this issue?
Coding Help Thread - Is It Being Watched?
I've been posting questions to the Coding Help thread, with no luck so far in answers. I have, in fact, another question, but since this thread doesn´t seem to be answered anymore, I need to ask: you guys know of a place where I could ask questions about the Quake engine code with a chance, however small, of being answered?
We have an engine and QuakeC coding thread on the Quake mapping Discord.
We also have a mapping help thread on the Terrafusion discord:
I've linked ur posts there in case anyone can help.
... somebody’s spambot had just suffered a Y2K-like bug and revived posts from 10 years ago 😂
I love it when bots bump old threads. It provides a nice glimpse into the past that I might have otherwise missed. Too bad all of the screenshots are dead and that a lot of the old members are gone.
Sup fuckers anyone at E3 this year? I'll be roaming the halls tomorrow (only), hit me up here if you wanna hook up. I will check this exactly once tomorrow. Maybe.
Or give me a buzz 747 219 4849 instead.
But GG frib!
Mr Fribbles! Best mapper ever!
A Little Questioning
How do I start mapping for Quake?
I have a small floorplan ready,and a couple of texturewads.
I just...haven't mapped at all before.
LOL smab I got into this twitch shit like the cool kids, and of course I went looking for Quake stuff.
I saw some dude called Shamblernaut doing speed runs. I just assumed it was you, and and was very surprised to find it was some Aussie dude.
Watched Actual Shambler's Twitch Yet Though?
The weirdest thing initially about watching shums on twitch was hearing his rather agreeable and gentle voice, instead of the Tom Waits-esque leather-vocal-cords-soaked-in-bourbon growl that I had imagined for the last 20 years.
Haha, No, Where Is It?
I imagine he sounds like a right proper bell-end!
I'm not sure if I want to shatter my illusions either.
Do you know a dude called Lloyd Morris? You're British, right? You blokes all know each other I assume.
You're getting old mate, you just forgot all the other ones
Lloyd Morris eh..... Keeps showing off his double-jointed thumb? Always carries a scotch egg? Is that the chap? Never liked Eggy Morris if I'm honest with you. I think I epoxy-resin'd his locker door shut once but for the life of me can't remember what for.
I imagine he sounds like a right proper bell-end!
Damn right. Of all my many redeeming qualities, having a rich manly voice is not one of them. Posh squeaky cunt voice. I make up for it in content tho - like apparently insulting mappers before they even have chance to watch me playing their map. Allegedly.
Quakespasm On *buntu 18.04
Anyone else using Ubuntu 18.04 or one of its derivatives (e.g. Mint 19.1) and getting bad performance and/or weird issues when running Quakespasm -- as in brush faces flickering in and out of existence, the game freezing for several seconds, or outright crashing with an error message that says "i965: Failed to submit batchbuffer: Input/output error"? I've tried three different distros now, all based on Ubuntu 18.04 and all with the same problem. This is on a machine with Intel integrated graphics, for what it's worth.
I've tried googling and searching around on Linux forums, with little success (perhaps because I know too little to even know what to search for). Thought maybe someone here might have run into the same issues and/or know what the solution is and/or be able to point me in the right direction...
REPLYING TO SHAMBLER'S "QUAKE 2" THREAD
(NOTE: SHUMS KEEPS DELETING MY REPLY - HERE IT IS)
Wor is clearly inferior to Quake for me mainly because:
The over-reliance on enemies with hitscan attacks (and so-fast-it-may-as-well-be-hitscan attacks), meaning combat is mostly about popping in and out of corners and doorways, instead of strafing around like in Quake.
Wor's setting just feels too drab and charmless - ubiquitous concrete warehouses instead of weird fantasy "castles". There is much less thematic variation than in Quake.
Wind-ups/wind-downs on weapons, and stupid recoil (like the machinegun), and silly crap like the railgun equip animation taking approximately one million years in real-time, make the "gunplay" (sorry for that tosser word) too clunky, and fudgier even than in many of these fussy "realistic" FPS games with reload and stuff. Balancing weapon power by making the gun more or less laggy/tedious to handle is just bum design.
I guess I'm glad the Quake single-player brand started and ended with the first game.
Wor and the instantly forgettable/generic Wor 2 are just dried up, crusty dollops of guano clinging to a dead grey branch of the FPS family tree.
This arc is my favorite part of this season.
Dunno What You're On About Kinn.
But since it's a Quake 2 thread for Quake 2 discussion, it's best to take your tangential off-topic ramblings about some imaginary other game elsewhere. GA I suppose is the default.
OTP - I KNOW RIGHT?
it even triggered shums so much he had to close his wor thread
Unfortunately It Seemed To Be A Spam Magnet.
And since we're trying to cut down on spam here are func....
If the Quake 2 thread got deleted for attracting too much spam, does that create a legal precedent wherein the same can be done to other spam attracting threads?
But There Was No Spam In The Wor Thread
only my posts, which shums found disagreeable for some reason.
when are you gonna release the final version of progs_dump 1.1.0?
I need a reason to start the qc part of my mod and stop being a lazy ass
I am getting very close. By this weekend and hopefully even sooner if I can swing it.
All that needs to be done now is testing in QSS, FTE, Mark V and DarkPlaces. Finalizing the readme (last minute stuff really) and then finishing off the archive.
The good news is, if you are simply waiting for the QC and not all the sample maps etc, it's available on Github right now.
Feel free to clone or download it now: https://github.com/dumptruckDS/progs_dump_qc
Do you guys have any (active) URLs to download hi-res .mdl files for Quake? I know there are lots of resources out there for modern engines, but the few ones that I managed to find out specifically in .mdl format seem to be no longer accessible - either that, or my google-fu is failing me big time :(
I'm interested in .mdl files that go over 2000 vertices and/or skins in excess of 480x480 pixels (the current vanilla limitations)...
firstly, there's no such thing as a hi-res .mdl
they're limited to 8-bit vertex coords, so high vertex counts is a stupid thing to do...
secondly, I believe smc has such models...
spider.mdl - 2323 verts
afrit.mdl - 1024*1024 skins
Got It. However...
... I'm not familiar with this smc thing you mention. Do you know where I could get an URL to that? :)
... Or Person
Oops. Didn't stop to consider you might be talking about someone. Sorry.
some cool features in the prodeus level editor
That looks like it'll be really fun to use and easy to pick up. I was actually surprised when I found out that it's brush based because the game play video I watched a little while back showed what look like a sector based map without true room over room.
WTF With All These Shits?????
I can't hear properly because of a surgery,so no music.
I decided to just hit up the old rmq svn and I downloaded e1m1rq and some of the files needed.
My god....I didn't expect such a twist from an incomplete map.Especially the fiend.And normally Quake doesn't creep me out but that room...the thing with the portal on the ceiling and the power coupling pickup...
This incomplete cancelled project,even without sounds or music,might have been the AD of that time.
I always see people talking so much about this Remake Quake and how it was great but incomplete/unfinished...
is there any legal reason why people can't finish it?
Someone should talk with the authors and see if they give permission to make a JAM with the original files/codes so the mappers here could finally complete this mod =D
It Wasn't Very Good.
I worked on it for 17 months.
All the original files are available for free at https://svn.icculus.org/remakequake/
I did some time with modelling for Remake Quake.
Really enjoyed the testpacks that were distributed.
So I have a lot of the maps that were remade.
Not agree with otp about the not-really-good,
some maps are really good but in a prefase stadium.
And it is the bsp2 format that is high on my hat.
Where many agree a single road always crosses another.
that's why it is hard to finish, not a legal reason.
Can you please tell me which rmq maps were fully finished?
Don't tell me the maps that were given in the demos
None Were Fully Finished.
Not even the ones from the demos, those were still heavy WIP versions.
To be Onoficial True Pointed a comparison,
What you don't want:
The Doors of Delusion - e1m6rq.bsp
the ones you mentioned e2m6rq,e3m1rq,e3m2rq,e3m3rq.
So what I have left is a Turtoise-mirror of the RemakeQuake group.
There are some rebuilds of the original maps, as some cft maps.
I will just add maps for your convience.
Fully finished go for:
e1m1rq - bsp2 /
e1m2rq - House Of CrimsonBlades
e1m3rq - Crowd Pleaser
e1m4rq - Cricket's Crotchet
e1m5rq - unfinished
e1m6rq - The Doors Of Delusion
e1m9rq - Home Run
e2m4rq - The Ebon Temptress
e2m5rq - The Wizard Manse
e2m6rq - Dismal Oubliette
e3m1rq - bsp2 / out of reach
e3m2rq - bsp2 /
e3m3qc - bsp2 /
e3m4rq - Cool Air Tunnels
e3m6rq - Chambers Of Lament
e3m7rq - Phantom Perplexity /unf.
e4m1rq - The Sewage problems
e4m4rq - bsp2 /
gib_palace - Palace Revolution
grad - Tormentarium
rift - The Rift
ugly - Ugly Lab
ctf1rq - ctf2rq - ctf3rq
dm2rq - dm5rq
So far, it's just a quick look for what I could find.
I can't open the bsp2 files, some have maps of 5mb and this needs a different aproach.
Most bsp files are over the 5Mb, and I must say they are of a gentle mapping intrest.
WHat A Great List.
Not a single one of those was finished.
e2m6rq - Dismal Oubliette
It's actually "Dismal Silhouette".
Blub Blub Nayah
is a food pak name.
I can't access the svn for a few hours,so I'd just like to know if the original source is available.
QC src for RMQ!
And what is the difference between rmqwinter11 progs and this progs.dat?
The RMQ_scr timestamp 2-5-2011 runs well, but the files are earlier than the ones on snv.icculus.org. It is from my workdirectory.
The last ticketswitch is from Sat Jan 12 19:48:16 2013.
That is 18 month's later.
You can see it in the src that's updated with a zomfast.qc.
So I guess more has changed in time.
For the excact info you should download the files from snv.icculus.org.
(file by file).
Wasn't there supposed to be an elder ogre the size of a shambler?
But trying to give madfox direction re:models was like talking to a house plant.
The episode 3 boss was supposed to be one of tthe Dark Young of Shub Niggurath - basically a Shub that can stampede around and attack.
Madfox's model was instead Voreling sized.
I can't wait to imagine what the playtesters reaction would've been.
They would have expected a big challenge and maybe readied their cauterizer and made sure they had red armor and after going to all that trouble they find....a voreling-sized Shub.
Or maybe even ijed going wtf?
Michael McKean fucking owns.
At the time I had the DarkYoung
model ready when the team started to fall apart
I'm glad Rhynche
survived with its sucking armor and health scene. That's a coding part I'm still not skilled enough Suppa.
As for the Dweller
amphebian model, that's wandering both land and water.
@ijazz2019 - You can check out the DarkYoung
yourself, scale it out, see if it might impress you.
Oops, Wrong Download
Those look great. The Dweller would still be awesome in a map even just a non-interactable set piece that you can see from a distance.
You mean like this?
(Has anyone actually seen this movie I have, hahaha.. Wahlberg was a hilarious pick for casting)
Amphibian looks cool, reminds me of a monster from Unreal 1. I was always disappointed by the collapse of RMQ, it was probably too ambitious of a project but I really liked what was released of it. Hard to believe it was coming up on a decade ago.
Good Article OTP
Now go map
Good Read Bad Headline
The gist is not "go ahead and be a negative asshole" rather, "don't let others suppress your true feelings" and recognize "how you are feeling" and learn from it.
Nobody Asked Either Of You.
Oh Fuck Right Off You Cunt
This is patented BS (like most of TED, really). Feelings are neither to be suppressed nor let run free. What you feel is true in a sense that this is your immediate reaction to events. But your reactions are very often too strong or too timid and either consciously or subconsciously you don't like the way you reacted. And that indicates an issue that should be worked at.
Thing is, no matter how well you understand how and why things work the way they do, your emotions will very often take over your actions. TED sermons and online posts are not going to change that, no matter how many of them you gobble like a pelican. ;-)
Go see a shrink, don't waste time on self help crap.
No, I am very much content with my emotional reactions to things.
I also don't go out looking for "self help crap", you getting that impression from me posting a total of one article only reflects on you more than on me.
And for somebody with a very strong opinion on the Quake community and its inclusivity, that post sure seemed like neurotypical discrimination.
Now feel free to go fuck yourself.
You being defensive over me commenting TED talk tells more about you, and so on. My comments were general, not directly targeting you so the fact you felt the need to respond tells more, and so on.
Thanks for the suggestion, I prefer to fuck with my wife but I may try your approach one day. Cheers!
I "gobble" up TED talks like a pelican. Listen to podcasts etc. I don't consider them sermons or BS. Not even close to "self help" IMO. Only a few have left me disappointed and one of them changed (maybe saved) my life - literally. That one was from a former Doctor from NIH who turned me on to intermittent fasting. The TED talk gave me lose 60 pounds.
Thing is, no matter how well you understand how and why things work the way they do, your emotions will very often take over your actions.
That's a cop out IMO and is lazy thinking. People can calm down, focus and change their behavior. I used to have an insane temper - just nuts. I faced it and sought help through a book called "When Anger Hurts" written by people much smarter than me. That book that you'd probably dismiss as "self-help" along with some hard work and soul searching helped me chill the fuck out.
It's amazing what having an open mind can do.
An now the best TED talk of all time. Please take a look.
Here's the thing.
I started being more social on last year,after my 10th grade Board Exams(really big and hyped exams in my country) got over.
However,my reputation for being an immature arse precedes me every time.
I literally do not know how to analyze people,and even how to self-introspect.
It also hurts when my parents shout at me,although I can take even worse insults from my classmates.
All-in-all,a sensitive,somewhat immature guy.
I suck at studies,and it is taken seriously in our country.I can't for the life of me figure out vectors.(QuakeC vectors are somewhat OK)
I also am a lazy guy.That;s the reason I haven't started mapping,and why I waited for you to release the 1.1.0 of your devkit instead of making a vanilla map for practice first,@dumptruck
What can I do to improve myself? How do I get rid of the feeling that everyone hates me?
I'm not one of those kids who scream "IM DEPRESSED!"
I need a little bit of help.Just tell me what I can do to...uhh...calibrate my compass or something? idk.
I am clueless now as to what I can do.
I can't get a book easily because I got 80% in that goddamn board exams.
Quake modding is severely frowned upon.
I can't figure out math easily.
(if this osunds tupid,it is because I tend to be like htis.If I do something,a few minutes later I suddenly realize what I should have said or done.)
Also,otp,if you have anything useful for me to...like...hand me a compass or tell me how to find it,otherwise please shut up.I will be a cunt for as long as I be like a cunt floating aimlessly in space.Deal with it,or do something.
1st of I did release version 1.1.0 of progs_dump - so no more waiting! :)
I'm not sure how helpful a response here on func will be but here's a few bits of advice. Some things to try out:
1. go volunteer to help someone out for a few hours. An old folks home or something similar. You will quickly see how much better your life is than many others.
2. get outdoors. we mappers/gamers spend WAY too much time inside. Go take a half and hour walk in a nice park. people watch... don't listen to music... listen to all the sounds around you... feel the wind and sunshine on your skin. Read this
for more info on how important this is.
3. learn something new - go take a painting class or something like this that challenges you with new accomplishments. nothing on the computer... use your hands and stimulate your senses.
4. go to a counsellor. there's no shame in seeking help and you may discover these overwhelming feelings you are having can be dealt with and changed with a bit of work.
I "gobble" up TED talks like a pelican. Listen to podcasts etc. I don't consider them sermons or BS.
Of course you don't. If you did, you wouldn't watch them.
Not even close to "self help" IMO. Only a few have left me disappointed and one of them changed (maybe saved) my life - literally. That one was from a former Doctor from NIH who turned me on to intermittent fasting. The TED talk gave me lose 60 pounds.
I'm glad you did, even though intermittent fasting (according to NIH) isn't more effective than simply eating less. Obesity is a real problem but I'm still not convinced people should turn to TED to combat it. You shouldn't need flashy video to know these kinds of things.
That's a cop out IMO and is lazy thinking. People can calm down, focus and change their behavior.
I'm pretty sure you're not one of those people who tell depressed to just cheer up and smile more. So I'm baffled why is it that you call "issues to work on with a professional" a lazy thinking.
Sure you can calm down, but that's not what I said is hard or impossible. Striking balance between what emotions you feel, why and for how long is hard. You can introspect all you want but that rarely feeds into your emotions the next time something touches you. Many people dwell on emotions (good or bad) beyond the point that's healthy to them, whether they realize it or not.
I don't think calling people who go to shrink lazy is very insightful. Psychodynamic psychotherapy takes years. Calling it lazy is ill-informed and at least slightly irresponsible.
I used to have an insane temper - just nuts. I faced it and sought help through a book called "When Anger Hurts" written by people much smarter than me. That book (...) helped me chill the fuck out.
Yeah, I can see that. ;)
It's amazing what having an open mind can do.
Depending on what open mind is to you, maybe. There are valuable TED talks and self help books and what not, sure. But many of them are mind opening in the same way homeopathy or cupping therapy (to use a nice Polish example) is.
I mean, it's a law of large numbers. For the same reason no matter how good your videos are, when you reach 200 of them at least one is bound to be crap. But that doesn't mean your tutorials are crap (they clearly aren't) just like my general statement about the pop sciencey, misleading TED talks is not invalidated by your profound experience after listening to one of them. :)
An now the best TED talk of all time. Please take a look.
I think you were the one who said on QuakeCast that behind the scenes aren't interesting (or was it Shambler?). Either way. TED talks (TEDx ones less so) are rehearsed up the wazoo and molded into a predefined format. That's why they are so slick and uniform. I have to assume that you like them for production value but really, there's little substance to a vast majority of them and some are actively harmful, distorting reality and scientific findings. And many of the valid ones are just a platform for authors to push their books, which is IMO skeezy.
The TED talk inspired me to research intermittent fasting, which I did. I didn't just start after watching a 15 minute video! I read two books on the matter. It is effective,
I don't think calling people who go to shrink lazy is very insightful.
I didn't type that anywhere and that's certainly not what I meant.
Did you look at the link I sent? It's a spoof of TED talks - for fun and to keep the conversation light.
I wouldn't have said behind the scenes aren't interesting. I made a living doing them for seven years and I enjoy them.
It must have been Shambler then. And yes, I did watch that. I see the appeal but don't find it that amusing myself. ;)
I Deny Everything.
You're not forcing me to listen to QC#12 again just to prove you did that.
the problem with the bsp2 files madfox?
The map files should all be in the svn no?
Rmq source is still around. I'll add it to the downloads page I guess.
Rmq map jam? It's not in a state where you could do that.
Which part of "not finished" and "work in progress" was hard to understand when I said that like three times?
You could if you removed the worst wip stuff such as the sounds, and didn't rely heavily on things such as pushables and the grapple.
The better working stuff like the spawn randomizer, custom keys, spellcasters, hub system etc, basically what you see in demos and test maps, might still be useful.
Basically it'll be better if you just rip the features you want and make a new mod.
No problem with bsp2, I couldn't open them in a quick view.
which part of the heart and the hart was hard to understand.
Unfinished is a map that has an open end and Work in progress is an idiot that tries to end it.
I studied the subject several times, but subroutines like the Rhynch or Dweller are not easy to rip off without getting involved in other parts of the code.
Did madfox just call me an idiot?
I seriously can't understand this piece of *gold*
GB,while we are at it,why not make the RMQ Jam use Rune of Earth Magic stuff instead?
Like,RMQ,but with the ideas for ROEM that you mentioned.
I'll try having a look at the qc.Lots to learn.
If it is not took much work,can I have a zip of all the QC files from the svn?
Please,only ssqc not the csqc.
I'll download all the missing progs and maybe see if any changes were made after rmqwinter11
BTW,what were the changes made after rmqwinter11?
I meant madfox's message #31221
ROEM is basically RMQ episode 1 with developments from the Quake incarnation of Scout's Journey crossed in such as Q3BSP, higher res visuals, FTE heightmap terrain/dynamic lighting etc, and even more humungous maps especially outdoor areas with hacked portals / areaportals / manual hint portals etc to make them run faster. It is a shelved project that I may return to, it's not really RMQ and it's not really abandoned. It is definitely in no state to serve as the basis of a mod or mapping pack. It's not even Quake 1 mapping anymore. It's somewhere between Warsow and Call of Duty (1).
RMQ Qc is very weird I guess, you'll find some stuff optimized and some stuff moved around and some truly wonderful hacking. It is an amalgamation of QC 1.06, ExtrasR4, hipnotic, Drake, lots of other mods, and a lot of experimentation. Some entities require the RMQ engine or even FTE, possibly. One of the best things in there IMHO is real rotating entities (no more stair-step collision etc). Another beautiful thing is daisy-chainable cutscene cameras. The code for breaking windows etc is also pretty cool. There is also summoning etc.
After the Winter '11 demo, to the best of my memory, I worked with Spike on stuff like csqc and the hub system, and I think ijed was working on Ep3 maps with the dweller creature and the flayn zombie, IIRC I also worked with peg on playtesting the SP maps, and with gnounc on models and general QC projects, but in the spring of 2012 activity on the board seemed to die down. I know I spoke with ijed about somehow salvaging the project with a smaller crew. We seemed to agree that cutting it down to 10 or 12 maps was the only way to finish it, but it didn't work out. It was a radical change of course and there were too many different ideas and not enough time. A few days later I left the project.
I had a lot of pent-up ideas that didn't fit RMQ, for example it had long been my opinion that we should simply switch to the readily available Q3 BSP format instead of hacking up the Q1 map compiler. We did switch to IQM model format and adopted csqc, but only half-heartedly. I hacked up some of my maps to run on the Warsow engine a couple days later, then switched to FTE. That worked pretty well except the bigger the project got, the more the cracks started showing. But that's a different story.
Some of the other guys joined Schism, which I can only guess had equally massive changes applied, and I believe a lot of that ended up in Telefragged, which was well received.
The QC source is here: http://scoutsjourney.eu/wp-content/uploads/2019/07/rmq_src_gblatest.7z
You should appear on the Quakecast.
I owe all I know to ijed, Supa, Lardarse, mh, Spike and LadyHavoc. They should be on there.
No They Dont
No offend, just the conclusion not finished and work in progress are the same subject. The idiot could be me as much as anyone else who cares.
ijed and LH would be awesome picks.
I presume you're the same big brain as these all-time anon shits: https://cdn.discordapp.com/attachments/292234299896365056/603109404702932992/DfzuI8BWsAA8kpA.jpeg
Go away forever. You've done more damage to yhings than you could have imagined.
What's the problem,kid?
Doc told you that you have testicular cancer?
So sad,very bad,suck it fag
Thank you.You have given me indirect advice.
If it is not too much trouble,can I try stripping the RMQ QC and sending it to you for...."approval"?
Argh.....how can I mirror the repository ,gb?
Too many models to download,many new sounds....
As I wrote, download them file by file.
I can make a zip file for your convenience, though it is quite a large file.
If it has that importance to you, why not behold some more patience?
I made downloads of an absurd er proportions.
@ijazz, the RemakeQuake files are stored in a Subversion repository, so you should be able to download everything if you:
1) Install the Subversion tools on your system
2) Use the tools to checkout a working copy of the repository
I'm afraid I can't really help with specifics, because how to do this would depend on what OS you're using, and whether you're comfortable using command-line tools as opposed to GUI tools (I've only ever used the command-line svn tools).
For example, I already have the command-line svn tools on this system, so I can just use the command:
svn checkout svn://svn.icculus.org/remakequake/
That appears to download everything.
One thing that wasn't immediately obvious: after copy-pasting the URL out of my web browser, I had to change the "https://" at the beginning to "svn://".
I used TortoiseSVN to download the files.
Will strip it down soon after copying all the files to my quake directory.
Should I get an SSD? Will it run out of writes quickly?
I played through some levels using the latest svn,looks good,will compile again to see if there is a difference.
Only thing is the flayn doesn't work.
E1M1.ent having monster_flayn in place of monster_army.
I like freshwater crabs. I think more games should have sideways walking enemies in them!
I remember that the base turrets in RMQ are good, they should be salvaged.
What are the most common/beloved mods/maps that rely on specific engine support? I guess I could rephrase it as "what ain't going to run on QS?" to make it simpler.
Nehahra comes to mind. Official mission packs would be just that if they weren't supported by pretty much every engine. I guess anything that requires uncommon protocol version would end up in this group, no? Darkplaces would fall into this category.
I don't think there are many,apart from Nehahra.
Maybe Quake 1.5,Qore,some other engine specific mods.
On a side note,how do I convert iqm to mdl?
Some of RMQ's models are in that format....
The official mission packs are supported by the latest (1.9) official versions of the engine (Q, WQ, GLQ). I don't remember if they're supported by the version 1.8, though.
iqm - Inter-Quake Model.
If I recall correctly, noesis is the only program that can read the chasm models
Guess which non-mapper has a screenshot of their work featured on redbull dot fucking com?
Happy Birthday Metl!
Thanks for keeping this place running all these years!
Congrats on making it one more year!
All rosy in Quakeland today?
The Door Problem Of Combat Design
An article by Andrew Yoder was shared on HN last weekend, thought some of you might like the discussion about it.
Features quake examples and some basic steps to avoid corner sniping and all that.
Oh The Article
I've been amused by how many responses to the post are "just lock the players in the arena!" or "just let me fight from the door!" And also a good many "make smarter AI!"
But it has sparked a good conversation, and I should write a follow up :)
is there a thread for sm 199?
i need to play this, and quaddicted has no such entry.
Good Read, Indeed...
Thanks, MFX! I love the original Alone in the Dark series!
Madfox, are you still converting the chasm models?
I have got four going but I'm a little concerned about the sinful.
Chasm models have a uvskinfile, )but converted models have nosplit meshes.
[11:06 PM] Shambler: Hmmm
[11:06 PM] Shambler: Time for my monthly foreskin clean actuallys
[11:06 PM] Shambler: Scrape out the cheese and add it to my storage jar
Gonna Start Selling It On At The End Of The Year.
Free postage to Poland etc.
I don't think there's a huge demand for Shambler smegma unless it's a vital ingredient in youth potion or something.
Carmack is so eloquent it’s a pleasure. So many topics they covered..
Ladybro timestamped some topics here:
So, the guy is including pirated copies of Quake's official mission packs ("hypnotic" and "rogue").
John Carmack Interview
Nice To See So Much Going On
Quite a few stand alone, beta releases, mini-eps and WIP screenshots both here and on the various Discords. Nearly 300 map releases this year!
Kudos to Bal for picking up the map count from otp this year.
Highlighting the specific section where they talk about custom Quake maps and minimal textures in competitve matches.
I wonder if Joe is talking about QMD's maps...
Imagine if Rogan just straight up started throwing quotes from old tf at Carmack.
"John, DMM is the shit of my life."
I think he's talking about high r_picmip settings for Quake 3 competitive play which make every map look like minimal textures.
Yep either that or the similar clientside settings that players use in Quake 1.
Please Post A Description And Context, Thanks.
Maybe some encouragement to discuss the content too.
Imagine working at a game studio where you're required to bring your wife to work everyday to stay with you all the time.
What The Hell Is This Drivel
Top Quality Content
smash that like button
smash that subscribe button
Wtf Is Wrong With You And Posting Without Any Context??
Sign Of Koth.ogg
music track/file link somebody pls?
I can't find it online (Mug took it off of his websites) but I have it on my HD somewhere I will find it for you this weekend.
Just so I can (not) make a map called "Edgington of Oblivion" or maybe "Edge of Oblivington", whichever sounds better.
Someone Beard Me To It!
Just Made An Archive Of Myself
All my old maps (as much as I can remember) just got uploaded to my new webby. https://crankyrabbit.nz/quake
This is just a bag on the side of my DJ webbo, since I'm more into that these days. https://crankyrabbit.nz
Just so you know.
Welcome Back, Fat Controller!
Nice One Fat Controller :)
I reckon that Daz might be well up for your dark psy-trance mix. I'll give it a check too.
very nice :)
not sure I have really earned having any maps named after me.
But if anyone does a hipdm1 jam I will try to actually join in.
Nice site there... good screenies, and I'd be happy to see even more little comments about the maps. I love seeing the good old stuff lovingly collected.
which open source engine would you guys say has the best netcode in 2019? Based on amount of players and stability, I would say ioquake3. It's just awesome. However, I've been hearing lot's of good things about DP's protocol and, well, Nexuiz and Xonotic are proof of that.
There's also QFusion from Warsaw and a few others. If you were starting a multiplayer-only total-conversion, which engine would you choose? I'm asking because I was initially planning to use ioquake for my experiment
FAO Quake Mappers.
You lot have been making quite a bit of stuff recently and no doubt some of it is decent / good / great. Normally I'd be playing and commenting and critiquing on it, but I'm kinda not that psyched Quake-wise ATM, I've been catching up on other games. Hence not replying in any of the recent release threads. But I might catch up at some point, and GGWP everyone anyway, hope you're having fun doing it.
quakespasm is fitzquake is glquake is netquake
Can you confirm the above? In context of discussing physics/air control.
onetruepurple: i am wrong
Can you confirm the above? In context of everything.
Yes, QS and fitzquake and glquake are all “netquake” engines
Help A Quake God
...those cows get to play HL3, the bastards.
This Would Be For Damage Inc. If You Were The One From Megatf.
It would be really awesome if there was an archive to the "that hurt and damage Inc." radio show back a long time ago. I'd love to relisten to those if you still have them somewhere.
Vote For AD On The Moddb Moty Awards!
ive set up a page for the original. no hd textures, just pure fun. plenty of 1080p screenshots, and a smaller 1.71 7zip file.
...yes i know the official moddb tweet sounded that the new hd version IS THE SHIT, but sometimes the social guy has not much to work with from the mod profiles. i really dont blame him.
anyway, it's time to make ad a lot more popular, and get those votes rollin!
the new hd version IS THE SHIT
Most of those words are correct.
Mod Of The Year?
AD didn't come out this year though.
Even The Title Image Is An Adequate Review.
In The Interests Of Complete Stupidity
Wut? Someone broke into your account?
I occasionally watch random games I don't want to play on twitch, usually chilling out on my phone in bed, and quite enjoy spectating WOT, and then happened to choose streamers based on the amount of cleavage, and then it became kinda moreish trying to collect them all ;)
P.S. Will be playing more Battletech later and finishing Plague Tale soon!
Get married. You'll never want to think about women again, specially your own.
Is beside me, almost invariably looking at pictures of cute dogs on her own phone...
Send Her A Pom.
There Might Be A Very Occasional Pom Crossover...
...between her insta and our discord.
Abyss Of Pandemonium V2.0 Improved Edition (2019) (Part #1)
I remember myself enjoying to play AOP as it really felt like a continuation of Quake's story and had some unique features which fit quite well into the world of Quake.
There were some things I wanted to improve and polish while playing this mission pack and now most of this stuff has finally been implemented.
So, let me introduce you a very useful patch created by me and Seven for Abyss Of Pandemonium The Final Mission v2.0.
The following bugs have been fixed:
-Legond's lightning attack spawns from wrong position (too low), now it spawns right from the
hand of Legond as she commits a lightning attack
-Dog is partially stuck in the wall near the exit area of aop1m2.bsp map (Core Reactor),
now the dog stands near the wall and does not touch it
-Hovering box with shotgun shells at aop1m3.bsp map (The Power Station), now the box stands on the floor
-Knight spawns behind the player and stucks in the ceiling at skill 3 at aop1m5.bsp map (The Dark Palace),
now it spawns in a proper place and does not get stuck
-Two death knights are improperly placed at aop1m5.bsp map (The Dark Palace). The first one spawns at the same place
and time as the ogre once you press all 4 buttons after falling into basement and both these enemies telefrag one
another upon their spawn. The second one teleports into the super shotgun area when you have already passed half of
the map and you have to go all the way back into that area in order to kill this guy for the sake of 100% kills.
If you step into the teleporter to the final part of the map you won't be able to go back and kill that guy.
The decision was made to remove those two death knights
-aop1m1.bsp map (Gates of Abyss) was missing soundtrack, now it uses impel music track #11
-aop1m2.bsp map (Core Reactor) was missing soundtrack, now it uses impel music track #2
-aopdm2.bsp map (Runic Raging) was missing soundtrack, now it uses impel music track #2
-aopdm3.bsp map (Mental Overlord) was missing soundtrack, now it uses impel music track #11
-aopdm4.bsp map (Mental Overlord II) was missing soundtrack, now it uses impel music track #6
-Grammatically incorrect message "Hell passage is save now" occurred at
start.bsp map (Enter the Abyss), now the message says "Hell passage is safe now"
-There was half of the ending text missing when exiting aop1m6.bsp map (The Forgotten One).
It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
Now there is a full ending text displayed when exiting aop1m6.bsp map (The Forgotten One)
-There was half of the ending text missing when exiting aopend.bsp map (Legonds of Quake).
It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
Now there is a full ending text displayed when exiting aopend.bsp map (Legonds of Quake)
Abyss Of Pandemonium V2.0 Improved Edition (2019) (Part #2)
The following features and tweaks have been added:
-Added different looking Lightning Enforcer to make him better
distinguishable from regular Enforcer
-Created and added new skin for world model of Napalm Gun to make it better
distinguishable from regular Grenade Launcher
-Added footstep sounds when walking with low speed or velocity
-Added "Previous Weapon" (impulse 12) support
-Added name "Iron Fury" to aopdm6.bsp map since that map didn't have any name
-Added more ammo boxes to aop1m1.bsp map (Gates of Abyss)
-Added more ammo boxes to aop1m2.bsp map (Core Reactor)
-Added more ammo boxes to aop1m3.bsp map (The Power Station)
-Added more ammo boxes to aop1m4.bsp map (Temple of Moon)
-Added more ammo boxes to aop1m5.bsp map (The Dark Palace)
-Added more ammo boxes to aop1m6.bsp map (The Forgotten One)
-Added more ammo boxes to aop2m1.bsp map (Heresy)
-Added more ammo boxes to aop2m2.bsp map (Carnage Castle)
-Added more ammo boxes to aop2m3.bsp map (Central Complex)
-Added more ammo boxes to aopend.bsp map (Legonds of Quake)
Pak5.pak contains :
There are also 3 custom icons included to use with game's shortcut and AOP official soundtrack (.mp3 format) to use with Mark V or QuakeSpasm.
The soundtrack from quaddicted is in .ogg format only so decided to convert it to .mp3.
1997-2005 by Impel Team
2008 by Resurrection Team
2019 by 0V3RDR!VE & Seven
progs.dat stuff adding, editing and compiling. .ent files editing and testing.
Repositioning or removing entities. Assigning missing music tracks and names to
the maps. Adding full ending texts to the source code provided by Seven. Fixing
grammaticaly incorrect message. Creating custom skin.
Adding features into source code and cleaning it from bugs found. Providing
features and fixes used in his own project "AOP - The Final Mission v2.0 extended_20160330.rar"
1) An engine port which provides external .ent files support (e.g. Mark V or QuakeSpasm)
Mark V v1.99 (Revision #4) Download Link:
QuakeSpasm v0.93.2 Download Link:
2) Abyss Of Pandemonium The Final Mission v2.0 itself
Abyss Of Pandemonium The Final Mission v2.0 Download Link:
1) Create a folder called "Impel" in your quake directory and unpack all the files from
aopfm_v2.zip into it
2) Download our patch and unpack all the contents of the archive into Impel directory
3) Use shortcut or .bat file (both of which must be created by you) to launch the AOP
For example, If you use Mark V the launch parameters should be like this:
Mark_V.exe -game Impel -particles 8000
P.S. -particles 8000 is necessary because there is a huge amount of pixel particles used by exit teleporter at aop2m3 (Central Complex)
and playing this map with default value will simply remove grenade/rocket pixel trails from your grenade/rocket launcher.
That's a bug from original developers.
Patch For Abyss Of Pandemonium v2.0 (12.12.2019) Download Link:
In russian language "скачать" means "download"
Just Make One Succinct Post, Not A 2 Post Essay, Please.
agreed, that would be a worthy news post, but needs to be a summary, not the whole readme file
An Issue Solved
I've corrected my post in order to meet regulations and resubmitted it to you.
Please take a look.
Would be nice to see it in the news section.
thanks.... it's still really long so i'll take some time to edit it down when i get home tonight, then approve it.
Thank you, will be waiting.
I Made A Doom 2 Map...
Hey... been a while. I got around to finishing a Doom 2 map I was working on like 6 years ago...
Only tested on GZDoom. Just drag ne_sea.wad onto the executable. Recommend OPL Emulator music for it to not sound shit. Also, you have to turn off 'infinitely tall monsters' or else bridges are broken.
Submit As News Plz
Welcome back! I look forward to playing your new map!
Negkros Is Back!!!
AI Generated Text Learns Fast.
Shambler has the smallest cock on Terrafusion. Obedient, yes, but much less drooling than the average teenage. No, Captain, it's not that simple. Maybe if you used your golden aura like the average middle schooler does, I would think that a cock so small was actually huge. But I haven't heard anything of you messing around with a boy's little cock. What does that even mean? [laugh] 'Asshole' or 'os', I'm not even sure. Maybe 'child'.
Merry Christmas Everyone
I hope everyone will have a few peaceful days with lots of time for mapping!
Yeah Happy Christmas To All Funcers And Tfers
May Satan Claus bring your all sorts of evil goodies.
What happend? I can open the main site, but forum section gives me "critical error".
Tim Switcher 3: The Wild Hunt
Did his defection to Sabre affect their port for CD Project Red? What is he supposed to do for them?
First map of the 2010s: http://celephais.net/board/view_thread.php?id=60401
Last map of the 2010s: ???
It's been that long?
Well it won't be me with the last map!
But happy new year anyway to you all!
Happy New Year!
Let‘s hope that 2020 will be another great year for the Quake community with lots of great releases from you talented people!
HAPPY NEW YEAR!!!!
New Year Resolution:
New Happy Year!
#31384 ; no one left to catch the cooky duty on InsideQc ?
Vehemently Soft Squish
My chronological progression of mapping for the Quake-series have raught the point of the next map being for Quake. I started with Quake 3: Arener, then Quake 2, and now it shall be Quake.
Just give me another decade, unless I quit my job... *sigh*
Quake 3 In Rust
Apparently there's a tool now that transpiles C into Rust.
Remilia Scarlet released a new quake map called Xala'noth today on twitter:
Some screenshots and download link:
There's a new Arcane Dimensions map by Comrade Beep:
"Includes a custom ambient music track by Matthias Fluor."
Thanks Tribal, i made a news post for the last one.
Future reference, you can and should submit map releases as news.
"you can and should submit map releases as news"
i know, but i always think "what if the author itself want to make a news post?"
i don't want to step on anyone's toes, that's why i only posted a link to the original tweet :/
Did We 'lose' Anything When We Got Modern Quake Engine 'ports'?
There's a thread on doomworld about source 'ports', and unlike previous discussions here re: quake engines, the discussion there is primarily based around the physics and behaviour of the engine, whereas here, iirc, mostly it was centered around aesthetics (eg: colour banding from software quake, gamma in GLQuake vs Software, overbrights + fullbrights, etc... i'm sure i'm forgetting a bunch)
But I can't recall, other than the brief time where Quakeworld based clients were being used where there was a real change to the game physics and engine behaviour.
There's some bug fixes like allowing framerates over 72 not bugging out on downward moving lifts and such. But those are (i assume?) widely regarded as true bugs that pose a detriment to the game, whereas things like wall running and other weird collision/physics bugs in Doom are lauded by some.
Found this link on discord: https://joshua.itch.io/quake-tools
Some example results:
(the SVGs are multiple megabytes, so these are converted to PNGs :)
This makes me think there should be a "name the map from the layout" web quiz.
New Q1SP: "Green Hale" By Chris Holden
oh those textures are really cool!
3d Realm New Game !
error: absolute path in filename /progs/player.mdl_0.skin
have error why?
Remove '/' before progs.
Also: use TAB to auto-complete.
On A More Serious Note
Is It Me?
Or is there a lot going on in the Quake scene right now? Ter Shib part 2, a steady stream from Muk and other AD mappers. Lot's of new faces etc. And metlslime suggesting new engine features!
This is going to be a great year for Quake!!
Yeah, the high number of map releases this month is cool to see.
Func is pretty dead though; I think a lot of the activity is happening on discord and twitter.
I see func as the place for "evergreen" conversations, announcements and historical reference. It is hard to compete with the immediacy and multimedia capabilities of Discord.
But hell, 20k Mapping Help posts is reason enough to keep func around.
For my part, I do link to func quite often on the Quake Mapping Discord and encourage people to make their JAM, SM and map release announcements here first.
After three bloated visits on discord I had to chang the site because the reloading of the screen every four seconds made my chance to follow something very limited.
Not a bad word for discord because it might be my computer.
20k Mapping Help posts: that is probably one of the biggest issues with Discord, as we will be losing in the future all the new information that is posted there now. Sure, we can go back and check older posts or we could make a backup of Discord's chat, but it is a lot harder to navigate there and not the same as having it here public where anyone can see it anytime.
Well, more like an issue with the social networks as a whole than of Discord's, but an issue still. Could be nice to have a archive here of all of that information to store.
That's above my pay grade. What we need a is a legion of people updating Quakewiki.org with said info.
I still care for InsideQc, although it might be my critical error.
Saved the tutorials on quaketastic in time.
Even If Conversation Lags Here
This site’s use as an archive is invaluable. It has a way of crystallizing events and milestones in a way Discord cannot.
That is an option too, but apart that it would need a legion of people like you say, in the transcription parts are lost for sure.
I keep seeing the updates from mankrip here: https://twitter.com/mankrip
But there's no github, bitbucket or anything with the engine itself. Was it ever released?
How is that possible? His words: "Nothing would make me happier than someone willing to create a new game using the technology I'm creating for Retroquad. Nothing would make me happier than knowing that my tech inspired someone to do that.
There's nothing I crave more than that in my life."
And then again: ""Impressive, but worthless" would be a nice description for my work."
All I know is that he hasn't made it public.
I've found this on Reddit:
"Improved collision detection for Quake 1" (by faisal_who)
"... I was able to hack up quakespasm to allow proper collision detection. Bullets can now fly through gaps in the model (since im testing against actual geometry, not a bounding box).
Even though in this vid im using quakeguy as my target, I can actually play the entire quake1 camping with precise collision detection for hitscan attacks (i.e bullets)."
And here is the video:
Interesting. Very very interesting...
You Need Some Cartoon Art / Imagery? Well ADaya Needs Your Custom.
Help a Quaker out:
So he doesn't have to chop up and eat his own mother to survive.
Don't Like His Art.
But by saying so I might convince others to take pity and buy his art. Such is life.
Must be my nostalgic qmap cube feeling.
most Q1 and Q2 mappers seem to gather around this board. but does anyone know any *breathing* Q3 mapping community?
Q3 Mapping Community
Well, there is always lvlworld.com, but i dont know how active it is atm.
These Things Take Time
VR growth. If they can shave $100 and a few grams/ounces off the headsets in the next gen, things will be looking good.
So I Made A Music Video That Might Be In Poor Taste.
Welcome to my sense of humour. Doctors are standing by.
What they're standing by I've no idea, but it must be in a bad way.
Why Do You Design Levels For The .bsp-format?
I've done this for 20 years now and it's like a drug that is impossible to quit.
Finally I Understand VR:
Yeh... The New Quake !
Very Cool Stuff.
I really appreciate how organic and old world the cities look by being build on an irregular polygon grid.
Maybe I can get some of these several HUGE maps finished. One question, what is best engine for super expanded limits? And what are the best compilers these days? I've been mapping on and off for years, with several on the back burner since even before Quarantine and Catatonic, but they are big maps. I might try and release them one at a time as an episode that comes in parts.
Only Thing Is
compiler needs to be supportive of +++ limits but also valve 220 texture mapping XD
Trent In Quarantine Map Jam?
There's a good opportunity for a "Trent in Quarantine" map jam now. Quake maps, NIN-themed, focused on environmental traps and socially isolated combat.
Wear your envirosuit and go on a quest for The Perfect Drug against COVID-19!
Compiler : https://ericwa.github.io/ericw-tools/
For engines, these days people mostly use Quakespasm, Quakespasm-Spiked, FTE, Mark V, all of them should be ok with expanded limits.
Give us new maps!
Thanks dude! I'll see what happens when I get to the point of sealing this biyotch.
Alcohol Rehab Near Me
Welcome Back SPY!
With this damn quarantine, I'm playing a lot of coop Quake 1 with my brother. We've been using Darkplaces and Hamachi. I also tried FTE and QSS, but both still need Hamachi. Does anyone know any engine port that has a built-in Hamachi? Or something similar? Kind of a pain to have to have Hamachi to host coop games.
FTE/QSS shouldn't need Hamachi if you forward the port on your router to the computer where the server is running.
FTE also has some sort of automatic router holepunching thing mentioned here: https://www.frag-net.com ... but I haven't tried that & don't know the details.
my brother is a dumbass and couldn't configure his router, that's why we use hamachi
does anyone know how to enable this hole-punching thing?
Did you try what that frag-net site said to do? Seems straightforward, if it works.
i don't see a Holepunch option, so maybe it's a compile-time flag? grepping the source also yields no results to holepunch or fragnet.
Hmm! And you have the latest version?
I'll check it out later tonight.
I do see that option when using client version 5647 on Linux. Choose Multiplayer, then New Game, then fiddle with the settings for the Public option.
Lol Get Fucked
did we lose forums.insideqc.com for good?
Not Only That
We lost nextgenquake for good :o
For video playthroughs of the 2 of Quake custom maps I know that Cmdr. Theodoricos and Aqui De Rossi do a great job over at the Tubes of Ewe, but for the One Quake, who does the best playthroughs? I prefer no comment, 100% completion runs of custom mappes.
Holepunch - FTEQW
Does anyone know if you can use holepunch for a dedicated server? My impression is not.
Assuming I'm interpreting the notes in the code (below) correctly:
sv_public 0 = private LAN
sv_public 1 = IP address listed publicly
sv_public 2 = use broker via holepunch
However, elsewhere I've read in the code that if the server is dedicated sv_public is set to 1.
So maybe you can only set this through the UI on a hosted server.
-1: Fully blocks all inbound connections.\n0: Disable subscribing to master servers (for private lan-only games).\n1: Subscribe to public master servers. Your IP address will be listed publicly. Make sure your Router/NAT+Firewall are set to allow inbound connections.\n2: Subscribe to a broker master, allowing firewall hole punching.
i find the whole netcode of fteqw suboptimal. just go with darkplaces.
holepunch is fine for dedicated server.
Holepunch - FTEQW
@Johnny Law - if I set it to holepunch my IP is still visible in the browser.
@bulab_mulma - Is Darkplaces much better? I've only tried it breifly but I prefer the look of FTE.
it is. and you can make it look retro too, if thats your thing.
oh and you can also use this:
also dp is easier to mod and compile. fte is just a mess.
Welcome Back SPY!
RTCW: Real Saboteur.
This misson pack was originally made by Dan using basic stuffs from original game and creating a good story with well designed environments. Now it was adapted to RealRTCW Mod.
Link to Download: https://www.moddb.com/mods/realrtcw-realism-mod/addons/real-saboteur
It seems that very few actually click the link to the file, or install, at least judging from the numbers on Twitter and ModDB. My latest map has been loaded down under 50 times, and my most "popular" unit Sonic Mayhem has a little over 900.
What's it like for the other Quakes?
Probably because of problems running it and your underwhelming sales pitch, ie. "it will tear Q2 apart" and "it will not run in almost any client available". That's not gonna get you a lot of downloads. So much effort and then people can't play it. Sonic Mayhem was an awesome unit, complex but functional, in line with your previous maps. This latest one seems to be an exception.
gone down a lot, both for Quake and Quake 2.
Also i have noticed that tastes have changed with the isolation and people do not download fan content as much as before and do things more instead.
I have to be honest with the map. It was rather overambitious. Better to be upfront than dealing with all the complaints. Hiding anything is bad.
I see that maps re being pumped out for Quake+ though, so I thought it would have been better there.
I should look into statistics for my other maps. I don't expect triple digit numbers there either even if some have been out for a while, though.
I also wonder what the ratio is like for map releases between mappers and players. It seems most people playing the maps also make them.
Not sure what you mean by Quake community activity having "gone down". The Quake Mapping Discord has a massive amount of activity and I assume tf is humming along as well. There are nightly multiplayer events in North America thanks to the US QuakeWorld Community. A group of modders are making LibreQuake. Tons of new maps in the news section here as well. I can't keep up with the releases myself.
For my part, I try to encourage mappers and modders to post here as IMO this is the place for "evergreen" Quake discussion and links.
I know, but as you say is on Discord: People on Discord/Whatssapp and similar ones only care about what happens in there and rarely click on links posted on those places, in this community and in any other and even more if a mobile was used, hence they won't get to see his map much.
The other facts you pointed out have nothing to do with his map being played or with Quake 2.
I see that maps re being pumped out for Quake+ though
No, they're for Quake.
Release For Dream Cast Quake !
Processing Central (jpdm2.bsp)
Hi, here's my Quake 1 deathmatch map - "Processing Central" (jpdm2.bsp).
Map has a vanilla base setting, most weapons & pickups are available, it's best suited for 2 to 4 players (rather small). More info in readme.
Playtested by Patrol (twitch: patrol1985) and 1 other guy in DM, and apparently, it was fun :)
Try And Get Some High Profile Streamers To Play Maps!
That will get a little bit of traffic.
Quakespasm Issue With "forgotten Valley" Mod In Linux
I'm running quakespasm 0.93.2 in Linux Mint.
I have the full Quake 1 and mission packs.
I downloaded Quoth and Forgotten Valley mod (fv.* and lostv.*).
A video of a run through of the "Forgotten Valley" map on YouTube shows at the very beginning getting lava nail ammo, yet I only see regular nail ammo.
Also the 2nd secret room seems to be missing the floating,moving platforms that are needed to get across to the exit.
I've specified '-hipnotic -quoth -game lost +map lostv'.
Is there some issue with the '-hipnotic' implementation in the Linux port of Quakespasm?
Remove -hipnotic -quoth and add -rogue instead
Maybe you saw my video on youtube. In my playthroughs i replace the nail-box models with lavanail-box models because i think the original/green nail-boxes are too similar to the shell-boxes and i always get confused by them. This way, if i see a green box far away i know its sheels and not nails :P
Is this due to colour blindness?
Just interested - most of my siblings are colourblind, although I'm not.
If the current boxes are confusing I might change them up in my current project.
An Item On My Todo List:
"Steal ideas from Bal"
"Learn the player model rescue swimming".
Ammo stash left necron
I'm not colorblind, i just think with different colors for the ammo-boxes it's easier to tell them apart in the middle of a fight.
I've heard people say that players of Quake have special eyes, that can see more shades of brown than normal human eyes 0_0
Quakespasm Issue With "forgotten Valley" #2
Thank you for the suggestions.
I removed -hipnotic and -quoth, and added -rogue but that only resulted in the Quoth specific monsters not appearing. It was worth a try just to see if it helped. The README for "Forgotten Valley" specifies use of "-hipnotic" and "-quoth".
I don't mind if there's no lava nails, wasn't sure if that was someone's tweak though the idea had occurred to me.
The missing floating platforms however make passing through the 2nd and 3rd secret rooms impossible without the 'Fly' cheat.
I also tried "-rogue -quoth" which was no different than specifying "-hipnotic -quoth".
I might guess that such parameters as -hipnotic and -quoth should be appending to the loaded modules, but given the lack of the floating platforms which may be specific to Mission Pack 1 (not sure about that), I wonder if for the Linux quakespasm that instead of appending to the loaded Hipnotic modules that the loading of the Quoth modules is replacing what is/was loaded from Hipnotic.
FWIW I played this with -quoth and had no issues completing it. Don't exactly remember floating platforms tho.
Also: the use of "-hipnotic" was a thing that used to be required for playing Quoth in order to get some HUD behaviors. Not required in current Quake engines when playing Quoth stuff.
I played this with Quakespasm 0.93.2 on Linux.
All three secrets should work with just -quoth
Please Update Download Link In Topic
Dear administrators, could you please update download link regarding my patch for Abyss Of Pandemonium Improved Edition (2019) in this topic?
I had to enter some amendments and reupload the file. Please replace the download link in this sentence:
3) This patch: Patch For Abyss Of Pandemonium v2.0 (12.12.2019) (note: In russian language "скачать" means "download")
New Download Link :
okay did that, but... why is the new version still 2.0? Shouldn't it be 2.1 or something? That's the point of version numbers
About The Patch.
Thank you very much. I would say it is still v2.0 because it is very heavily based on v2.0 and I reckon that Resurrection Team really had to implement these essential fixes and tweaks way back in 2008 when v2.0 was released but this never happened and that's what I did in December of 2019. I call my patch simply - AOP v2.0 Improved Edition (2019) because I have never been an official member of this project. I'm just a passionate enthusiast who simply wants this unofficial mission pack #3 to be played with joy.
ah i see... yeah that makes some sense.
You may give it a try :)
It plays flawlessly, in one breath.
Did Spike disappear from here? I don't see him posting anything anymore.
FTEQW continues being updated, though.
I Found A (possible) Bug Within Trenchbroom/ericw Tools' Lighting.
i inserted a light entity within my level, but i noticed i didn't need it anymore so i removed it. when i compiled the level the lighting just went to shit and light was just scattered randomly across the map. the only way i could fix this was to bring back the light with ctrl+z. does anyone know ho to fix this or which program is the cause? i tried compiling the same map with various compilers but i always got the same result.
Most likely you just have an old .lit file next to your .bsp, cause that light was the only colored light in your map?
This is not an issue with TB or the compiling tools, just more of a workflow issue that almost everyone comes across sooner or later.
He's quite active on Discord and #qc channel on irc
Quakespasm really should check that the LIT file size is 3x the size of the BSP lighting lump, it's really more robust than just enforcing loading from the same gamedir.
True although if your only change was deleting a light and recompiling, it probably wouldn’t change the lump size
My expectation is that if the offsets are wrong then the size is going to be wrong as well.
External files that depends on the integrity of internal data must be implemented with some sort of data check…
In Retroquad, the external texture format stores a CRC32 of the original texture's mip 0 texels, and the engine refuses to load it if there's a CRC mismatch. Plus, these CRC values are appended to the external textures' filenames, which solves most cases of multiple textures sharing the same name. Across ID1, ROGUE and HYPNOTIC, there's only one case of different textures sharing both the same name and same CRC32.
Appending CRC values to filenames would help with using old external file formats that can't be modified, but would complicate usage in engines that don't perform such checks; users would have to manually rename the files to remove the CRC value.
A less trustworthy method would be to just compare the external file date against the BSP file date, and issue a warning if the BSP file is newer.
Today I was really close to open Trenchbroom but then reminded myself I would have to learn all the keyboard shortcuts to use it efficiently.
Does it have a GTKRadiant-style of input presets I can just select from a list?
So we can just import/export mdls from Blender now without having to dick around through endless arcane loops and wondering which particular edge case is breaking things right now in this particular instance...
And apparently there's no thread for this?
I can't tell what you are responding to.
that is cool... so this means you don't even need qME on your computer, the entire workflow is just blender -> quake?
Yes you can export MDLs straight from Blender.
This is a plugin that was started by taniwha for QuakeForge project. I just took it and updated few features, to better fit Blender 2.8.
I still fix and adjust few things, but majority of features work as expected.
does it support baking physics simulation? PRECORDED RAGDOLLS
Quakespasm Issue With "forgotten Valley" #3
I found my issue.
I had Quoth 2.1 but I needed Quoth 2.2.
Once I put the pak2.pak file from 2.2 in place, the floating platforms for secrets #2 and #3 appeared.
Thank you all for your input.
You can export simulation, but:
- MDL vertex/triangle limit is 2048/1024;
- atm it can only export one object, so you have to merge multiple objects into one (if your simulation contains multiple objects);
Works fine so far. Can it do the flags?
For the time being I've been using Qme to add those.