 No Pain = No Gain
#28486 posted by dwere on 2016/12/02 21:58:04
 QUAKE
#28488 posted by Shambler on 2016/12/03 13:18:50
Big up Gotshun and all the RetroJam5 entrants for injecting some fresh new / old Quake into the system recently. I've really enjoyed the simplicity of semi-vanilla Quake without having to dick around with multiple mods, specific engines, shit pixellated .rc files and stuff, and get on and just smash monsters and hunt for secrets.
Keep it going guys.
 Cheers Shambler
#28489 posted by mjb on 2016/12/03 16:41:14
 Sheer Charmbler.
#28490 posted by mfx on 2016/12/04 00:42:27
#28491 posted by muk on 2016/12/05 02:04:14
This might be born from my ignorance of QuakeC and coding in genral but, I had an idea. Mind you, I've never done any coding or programming, unless you count batch scripts(which no one does).
Demos stop recording upon death. Thatll likely always be the case. BUT, is it possible to allow the "record" cvar to accept some sort of variable to make sequential demo files?
for example - "record %mapname%"
whenever you use that bind or command it saves it as the mapname+the next number in sequence. (ie ad_necrokeep01, ad_necrokeep02...)
The idea is for something to combine with ones "Load Quicksave" bind to allow for single button save loading and recording of a demo.
again,Ive no experience in coding, so this idea might be a little ignorant.
hell something on this order might already be possible?
 Quake Wiki
#28492 posted by madfox on 2016/12/05 03:49:20
my first guess.., Demo_tools
It's not specific, but I remember there being a smart demo editor,
can't come up with a name.
#28493 posted by muk on 2016/12/05 03:52:09
Bloughsburgh linked me http://web.comhem.se/bjp/convdem.zip on twitter. Might be what youre thinking of.
Most of those just combine demos into one file. Theyd be useful after using my idea, tho.
 And
#28494 posted by madfox on 2016/12/05 04:00:17
if you're serious about it, I have this small compiling program, release 2003.
dem2mpg is a converter that reads quake demo's and turns them into mpg. Delte the last .gz and unrar the tar file.
#28495 posted by Mugwump on 2016/12/05 04:09:31
Mark V has an autodemo feature that automatically records demos with a sequential number. I think they're limited to 3 though, and the 4th recording overwrites the 1st one.
#28496 posted by muk on 2016/12/05 04:14:08
The goal here is to have a single key bind that does two things:
Loads a quick save
starts recording a demo
the demo filename would be based on the .bsp name. Normally Quake overwrites .dem of the same name. Id like for it to create a new file by appending a number to the end of the filename.
Once the user finishes the map, THEN they would use any of the other various demo tools available to combine them.
 Thanks Mugwump
#28497 posted by muk on 2016/12/05 04:14:46
Ill look into that.
#28498 posted by muk on 2016/12/05 04:18:26
triple post, sorry.
the single key bind idea wont be feasible, im guessing.
at the very least, itd be nice to bind record and it create filenames based on the mapname/.bsp name and appends a number(or date or time or anything) if theres multiples.
#28499 posted by Baker on 2016/12/05 08:52:03
JoeQuake does something like that.
 @mukor
#28500 posted by Baker on 2016/12/05 08:56:07
Depending on what you are record, you better make sure the demo tools actually can work on it first.
Demo tools were designed for protocol 15 (original Quake). JoeQuake uses protocol 15, and most engines you can set protocol 15 (like type sv_protocol 15) in the console.
But many modern maps cannot be played in protocol 15 because they are limit busters, or use entity .alpha (Arcane Dimensions is one example among many).
#28501 posted by muk on 2016/12/05 09:15:56
Yeah the idea here is for it to work with "modern" Quake.
#28502 posted by Baker on 2016/12/05 11:05:02
Try the demo tools out and make sure they work before you do anything. I don't know that they will.
They may very well not work. Or you may be pleasantly surprised, but they were made in 1997 era for standard Quake.
#28503 posted by muk on 2016/12/05 11:08:55
Even if they worked, I wouldnt have a clue where to start tackling that issue. Time to learn QuakeC? errrr?
 Mirrors Tutorial
#28504 posted by Baker on 2016/12/05 11:09:22
A quickly made mirrors tutorial:
https://youtu.be/BSSnY9DfZ9Y - Mirrors Tutorial @ YouTube
 @mukor
#28505 posted by Baker on 2016/12/05 11:12:48
The people at Speed Demos Archive know things about demo tools. You might Google for their site and try to contact someone there.
 Mirrors Where?
#28506 posted by Newhouse on 2016/12/05 19:04:12
Wanna make mirrors
 Newhouse
#28507 posted by PuLSaR on 2016/12/05 19:29:26
You can find one in Leptis Magna (AD 1.5), but it's hidden well.
 Perfect~
#28508 posted by Newhouse on 2016/12/05 19:57:15
I will find it eventually*
 @newhouse
#28509 posted by Baker on 2016/12/06 01:00:48
Post 582 in the Mark V thread has the download for that test map.
Just make use a texture starting with "mirror_" like "mirror_1" or "mirror_glass" and put it on a wall.
Mirrors heavily depend on vis and there is a list of "do" and "don't" especially for func_illusionary mirrors, but in a simple area and on worldmodel it is very easy.
 @Baker
#28510 posted by Newhouse on 2016/12/06 03:15:54
So do everything need to be under some draw distance limitations + it must twice the amount of draws?
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