News | Forum | People | FAQ | Links | Search | Register | Log in
Quake Advent Calender
Merry Quakemas everybody!

We're celebrating the season over on Quaddicted with an Advent calender of Quake content every day!

This is a Quake community wide project with several mappers and modders pitching in with a wide range of articles. The first post was written by Spirit and can be found here

Check back on Quaddicted or in this news thread every day to follow the new content!
First | Previous | Next | Last
Middle Evil 
Intentionally has no ammo for the early part, I remember it being a pretty rough adjustment for me but once I realized it's mostly about evasion for the first half if the map it went better for me. Still remember it as being hard though. 
It's Old School 
It's tempting to re fix things you've done before, but Middle Evil but doesn't need it.

Warp is a mess, and but I'd never go back to fix it. And that's my only real, released, contribution to the Q1 scene to date.

But that helps push me forward.

Fuck. Now I've got a new task on epic win. "Replay The Middle Evil" 
That's 
A lot of buts.

Maybe I could've made a joke about it.

Hm. 
Yeah 
 
What about a hack that increase the players start ammo? 
Why Not 
Impulse 9? 
 
I didn't want to give my myself all the weapons, just some extra ammo 
 
just use the "give" cheat. not really the point of the map though...

alternatively you can create an .ent file to add items to it. 
Day PENULTIMATE 
Gotta Say 
It's a bunch of great fun. If the production values were kicked up a notch (most notably some weapon skins...), it would be a very fine mod overall. 
Yhe1 
For reference

give s <xx> gives xx shells
give r <xx> gives xx rockets
give n <xx> gives xx nails
give c <xx> gives xx cells

largely enough to not "impulse 9"... ;) 
 
Spirit 
Just a small word to say the Quake Advent Calendar was really an amazing idea ;) 
 
Fancy!

How does reQuiem deal with widescreen stuff... FOV changes, and proper aspect ratio for console text and HUD elements? I can't download it yet so I was just poking around through the screenshots; didn't see any menu options for those things so perhaps it auto-adjusts them? 
Requiem Seems Pretty Neat 
:)

Need to give it a try... 
 
It does not automatically adjust the fov but you can scale the hud really nicely (apart from the con_notify lines, those are missing (bug)).

jpl: yeah! more work.than I thought too though. credit needs to go to sock too for the idea. 
Thank You! 
Thank you Spirit (and all the others involved) for organizing the Quake Advent Calender. It has been a most enjoyable 24 days. 
 
Merry Xmas, and a round of applause to Spirit for actually herding the necessary cats to get the calendar completed. It's a neat cross-section of Quake-itude; please archive it nicely somewhere on Quaddicted. 
 
Yay Advent Calender!

It owned! Great work on it Spirit and everyone who made entries! Especially me! 
Yes! 
Great work and a round of thanks to everyone involved. Especially Spirit. And Scampie. 
Very Enjoyable 
The highlight for me was Preach's save game hack, I really wasn't expecting something so crazy. It would be fun if mappers could run scripts to load crazy variables like this in their maps... 
 
The main map of Zendar crashes Requiem for me. 
 
The main map of Zendar crashes Requiem for me.
This is something that spirit told me about after I had released the map and he was one of the testers! :P

I checked the engine myself and it is failing on a map reload command (without intermission). The error is :
Host_error: cl_parseservermessage: unknown server command o
last cmd was svr_spawnstatic (20)


I tried increasing the memory pool just in case but it still fails. Also the Windows DLLs files (DZLIB, LIBPNG, LIBJPEG) for extra features are missing, the zip file seems to be setup for Linux only....

Also this engine draws fog differently (wow what a surprise) the fog is drawn infront of any skybox textures, so the sky is just foggy, no clouds or moon. 
Requiem Fog... 
is weird.

Having it in front of the skybox shouldn't be an issue as long as the engine assumes that the sky is much further than the brush. But it calculates the sky as being directly where the sky brush is, missing the whole point of what the skybox is there for! (to give the illusion of a distant sky!) 
Awesome Effort, Great Idea 
 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.