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#31070 
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:

http://www.quaketastic.com/files/QuakeEd_MacOS/QuakeEd_1.0.1.zip

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... 
From https://www.nvidia.com/en-us/geforce/news/quake-ii-rtx-june-6-release-date/ :

“... 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.”

WAT 
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. 
Killpixel 
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) 
Mankrip 
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. 
Yay 
I agree. 
Uh-oh 
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. 
Indeed 
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.

https://www.nytimes.com/2019/05/30/science/deep-mind-artificial-intelligence.html

https://science.sciencemag.org/content/364/6443/859 
Mankrip 
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. 
Dumptruck_ds 
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 :) 
Mankrip 
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.
Download: https://www.gamefront.com/games/quake-2/file/701 
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