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Try 
No 
Try the actual Matrix before the Animatrix. 
Derp 
 
 
Yeah those breathing walls are classic! 
Brutalism = Style Focusing On Non-hidden Concrete 
definition has nothing in common with being 'brutal' 
Also 
brutalism was a trend in the fecking 60s 
 
Yeah, it was a huge 60s trend and a huge facepalm at the same time ... luckily, people figured out it was fugly by the time the 70s hit. 
 
I noticed the trend in games, not real world architecture. Some recent indie games like Kairo are recurring to this aesthetic, there was that article on Gamasutra, some architecture related twitter accounts showing it, some level screenshots, etc.

I just made a random comment about people tagging "brutalism" on every exposed concrete around lately because "brutalism" is being hyped. 
Lunaran 
This is all your fault you brutalist cubist!!1 
That was an impressive level, btw. 
 
I once used to play mods featuring
a) fast axe, better axe sound
b) ogres shooting nails
c) nicer animated explosions
any idea which mods those were? thanks 
Https://www.quaddicted.com/reviews/?filtered=kinn_ 
Kinn's 
RE Spirit 
yes, that is it. I get Packet Overflow and no sound while too many monsters after starting game using "joequake-gl -game bastion -zone 1024 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +skill 1 +mlook 1 +r_farclip 16384 -width 1600 -height 1200 -bpp 32 +map nar_vault" though 
Joequake? 
try using QuakeSpasm

I don't think JoeQuake has been updated in ten years. 
Also 
Playing a map other than bastion when using the bastion mod is completely untested and unlikely to work properly. 
This Is A Vore. 
Ogre With Spiked Shoulder Armor? 
I remember once having grenade-ogre model replaced with newer one with spiked shoulder armor. Any idea which mod was that? 
AD I Think 
Arcane Dimensions has different types of Ogres with a metal skin that has the shoulder pad your speaking about. 
:P 
I'm pretty sure they first made an appearance in "In The Shadows" (2012) 
AD Isn't In The Shadows Part 2? 
 
This May Piss Off Some People 
� but I have two goals:
� To create a good (not merely acceptable) game using my engine, and
� To make it commercially viable.

I would rather shoot my own head than accepting that I am a failure. So I'm just focusing on making my best towards these goals.

I've lived the dream of contributing to several open source projects, and while that helped to make me learn a lot, while also making others happy, that didn't make me a professional. On the contrary � that helped to make me realize that I'm a failure at becoming a professional.

So, nowadays I'm being very careful and not rushing things. And this is why some people may be pissed off � I'm not going to release Retroquad before releasing my game. It will be a long road, but that's the way life is.

I'd like to finish this post with something actually constructive, but I'm feeling particularly down today, so� that's it. But I love you all. 
You Are Among Good People Here... 
Don't sweat it ;) 
 
that probably means no one will ever use it as a target for mods or maps though. 
 
� but I have two goals:
� To create a good (not merely acceptable) game using my engine, and
� To make it commercially viable.


To be honest I don't blame you. Making something for quake means it gets played by about a dozen people if you're lucky, and going by all the negativity in the AD thread, I can see how "what's the point?" is quite a relevant thing to ask these days regarding new Quake projects. 
A Dozen People 
But we all LOVE IT!!!

Some of us make maps just for fun even knowing that only a few dozen people may ever play it. It's relaxing. And we have fun thats whats important. 
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