
New Happy Year! 
 
		#31393 posted by 
madfox on 2020/01/01 16:06:07
 
		#31384 ; no one left to catch the cooky duty on InsideQc ? 
	 
		
		
Vehemently Soft Squish 
 
		#31395 posted by 
quakeulf on 2020/01/04 22:12:15
 
		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. 
 
	 
		
		
		#31399 posted by 
Tribal on 2020/01/13 04:40:12
 
		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/  
	 
		
		
		#31400 posted by 
Tribal on 2020/01/14 09:37:23
 
		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  
	 
		
		
		#31401 posted by 
metlslime on 2020/01/14 19:04:58
 
		Thanks Tribal, i made a news post for the last one. 
 
 Future reference, you can and should submit map releases as news. 
	 
		
		
@meltslime 
 
		#31402 posted by 
Tribal on 2020/01/14 20:00:18
 
		"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'? 
 
		#31404 posted by 
necros on 2020/01/15 01:20:13
 
		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 
 
		#31405 posted by 
metlslime on 2020/01/16 07:49:42
 
		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. 
 
	 
		
		
New Q1SP: "Green Hale" By Chris Holden 
 
		#31407 posted by 
Tribal on 2020/01/18 14:56:03
 
		
	 
		
		
		#31408 posted by 
necros on 2020/01/18 21:11:21
 
		oh those textures are really cool! 
	 
		
		
3d Realm New Game ! 
 
		#31409 posted by anonymous user on 2020/01/19 04:20:10
		
	 
		
		
		#31411 posted by 
human[rus] on 2020/01/25 09:18:10
 
		fteqw 
 modelviewer /progs/player.mdl
 error: absolute path in filename /progs/player.mdl_0.skin
 have error why? 
	 
		
		
		#31412 posted by 
chedap on 2020/01/25 09:28:31
 
		Remove '/' before progs.
 Also: use TAB to auto-complete. 
	 
		
		
		#31413 posted by kaffikopp on 2020/01/26 22:23:33
		
	 
		
		
On A More Serious Note 
 
		#31415 posted by 
mfx on 2020/01/28 22:41:48