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

News submissions: https://celephais.net/board/submit_news.php
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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:
GO MAP! 
Happy Happy 
new year, new year

https://youtu.be/OZpgnYhzdkI 
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 
https://immunant.com/blog/2020/01/quake3/

Apparently there's a tool now that transpiles C into Rust. 
 
Remilia Scarlet released a new quake map called Xala'noth today on twitter:
https://twitter.com/MistressRemila/status/1216471729003880448

Some screenshots and download link:
http://alexa.partition36.com/games-and-mods/quake/ 
 
There's a new Arcane Dimensions map by Comrade Beep:
"Includes a custom ambient music track by Matthias Fluor."

https://twitter.com/ComradeBeep/status/1216954477321715718 
 
Thanks Tribal, i made a news post for the last one.

Future reference, you can and should submit map releases as news. 
@meltslime 
"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. 
Bsp2svg Converter 
Found this link on discord: https://joshua.itch.io/quake-tools

Some example results:
http://www.celephais.net/shite/ant_svg.png
http://www.celephais.net/shite/rub2m1_svg.png
http://www.celephais.net/shite/rub2m2_svg.png
(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. 
Cool! 
 
New Q1SP: "Green Hale" By Chris Holden 
A new single player map by Chris Holden, with new cool textures by Makkon ( @BenjaminHale7 on twitter)

screenshot:
https://www.artstation.com/artwork/v16bnx

download:
http://www.quaketastic.com/files/single_player/maps/ghspch01.zip

original post on twitter:
https://twitter.com/ChrisHoldenDev/status/1218212614599331840 
 
oh those textures are really cool! 
3d Realm New Game ! 
 
fteqw
modelviewer /progs/player.mdl
error: absolute path in filename /progs/player.mdl_0.skin
have error why? 
 
Remove '/' before progs.
Also: use TAB to auto-complete. 
 
Zendar 
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