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i find the whole netcode of fteqw suboptimal. just go with darkplaces. 
 
holepunch is fine for dedicated server. 
Holepunch - FTEQW 
@Johnny Law - if I set it to holepunch my IP is still visible in the browser.

@bulab_mulma - Is Darkplaces much better? I've only tried it breifly but I prefer the look of FTE. 
 
it is. and you can make it look retro too, if thats your thing.

gl_texturemode "GL_NEAREST_MIPMAP_NEAREST"
cl_particles_quality 2
v_gamma 1.5
r_bloom 0
r_coronas 0
r_lerpmodels 0
r_shadow_realtime_world_shadows 0

oh and you can also use this:
https://github.com/hgstratmann/retro_quake1 
 
also dp is easier to mod and compile. fte is just a mess. 
Welcome Back SPY! 
 
RTCW: Real Saboteur. 
This misson pack was originally made by Dan using basic stuffs from original game and creating a good story with well designed environments. Now it was adapted to RealRTCW Mod.
Link to Download: https://www.moddb.com/mods/realrtcw-realism-mod/addons/real-saboteur 
Downlode Statisticals 
It seems that very few actually click the link to the file, or install, at least judging from the numbers on Twitter and ModDB. My latest map has been loaded down under 50 times, and my most "popular" unit Sonic Mayhem has a little over 900.

What's it like for the other Quakes? 
 
Probably because of problems running it and your underwhelming sales pitch, ie. "it will tear Q2 apart" and "it will not run in almost any client available". That's not gonna get you a lot of downloads. So much effort and then people can't play it. Sonic Mayhem was an awesome unit, complex but functional, in line with your previous maps. This latest one seems to be an exception. 
Community Has 
gone down a lot, both for Quake and Quake 2.

Also i have noticed that tastes have changed with the isolation and people do not download fan content as much as before and do things more instead. 
Honesty 
I have to be honest with the map. It was rather overambitious. Better to be upfront than dealing with all the complaints. Hiding anything is bad.

I see that maps re being pumped out for Quake+ though, so I thought it would have been better there.

I should look into statistics for my other maps. I don't expect triple digit numbers there either even if some have been out for a while, though. 
Mapper-player Ratio 
I also wonder what the ratio is like for map releases between mappers and players. It seems most people playing the maps also make them. 
Cocerello 
Not sure what you mean by Quake community activity having "gone down". The Quake Mapping Discord has a massive amount of activity and I assume tf is humming along as well. There are nightly multiplayer events in North America thanks to the US QuakeWorld Community. A group of modders are making LibreQuake. Tons of new maps in the news section here as well. I can't keep up with the releases myself.

For my part, I try to encourage mappers and modders to post here as IMO this is the place for "evergreen" Quake discussion and links. 
Dumptruck_ds 
I know, but as you say is on Discord: People on Discord/Whatssapp and similar ones only care about what happens in there and rarely click on links posted on those places, in this community and in any other and even more if a mobile was used, hence they won't get to see his map much.
The other facts you pointed out have nothing to do with his map being played or with Quake 2. 
 
I see that maps re being pumped out for Quake+ though

No, they're for Quake. 
Release For Dream Cast Quake ! 
 
Processing Central (jpdm2.bsp) 
Hi, here's my Quake 1 deathmatch map - "Processing Central" (jpdm2.bsp).

Map has a vanilla base setting, most weapons & pickups are available, it's best suited for 2 to 4 players (rather small). More info in readme.

Download:
http://www.quaketastic.com/files/multiplayer/maps/jpdm2.zip

Video:
https://www.youtube.com/watch?v=ioWAC5KCoz8

Playtested by Patrol (twitch: patrol1985) and 1 other guy in DM, and apparently, it was fun :) 
Meant Quake+AD 
Try And Get Some High Profile Streamers To Play Maps! 
That will get a little bit of traffic. 
Quakespasm Issue With "forgotten Valley" Mod In Linux 
I'm running quakespasm 0.93.2 in Linux Mint.
I have the full Quake 1 and mission packs.
I downloaded Quoth and Forgotten Valley mod (fv.* and lostv.*).
A video of a run through of the "Forgotten Valley" map on YouTube shows at the very beginning getting lava nail ammo, yet I only see regular nail ammo.
Also the 2nd secret room seems to be missing the floating,moving platforms that are needed to get across to the exit.
I've specified '-hipnotic -quoth -game lost +map lostv'.
Is there some issue with the '-hipnotic' implementation in the Linux port of Quakespasm? 
 
Remove -hipnotic -quoth and add -rogue instead 
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