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A Cheers To KrissiD 
Sunday morning brainfart: It could be argued that TB laid the foundations for quite a few of the new games inspired by classic FPS titles. Either by enabling newcomers to easily create levels and subsequently be recruited for these projects, or even by directly serving as the main tool the games are made with. So in some way he's a bit of a grey eminence of modern classic-style FPS? GG, Sleepy. 
 
Indeed. It's kind of crazy how many Quake pies KD has his fingers in (and ericw too).

On the Discord I think I read that Graven maps are made with TB, even though the engine is UE4? 
 
I can't imagine hiring Q1 mappers only to have them make blockouts with no lighting or entities. 
Graven 
...is indeed created with TB and HammUER. Here's the lead LD on the project explaining the process in general: https://www.youtube.com/watch?v=ZXdCku5CW8A&ab_channel=ChrisHolden 
Graven 
I m surprised this one has not been mentioned months ago. It seems to be a good Hexen/Quake spiritual successor, way better than almost any we have seen this last years. 
 
Wonder what our anonymous "this are sjw cuck game" friend has to say about Graven. 
@Cocerello 
This was just announced. The LD team consists entirely of Quake community members who are under NDA. 
@Cocerello 
Just posted some thoughts in the Retro Shooter thread, feel free to share yours. 
Dumptruck_ds 
Then i should be surprised that there was no video of an alpha state and they took the approach of not letting the game out till having a part mostly finished. 
Random Compiler Thought: _wad Support 
Coming off the discussion in the quakespasm thread about a deadly "wad" key which is too long to save properly...

Really I think the wad key should have been _wad instead, it's a compiler field that isn't useful in the game itself (for those who didn't know: underscore-prefixed fields are not loaded by the engine into the QC). If anyone is still developing a compiler, would you consider adding support for "_wad" as an alternate key? 
 
Not A Spambot Post I Swear... 
 
Wait! 
My computer won't play vinylrecords. 
#31679 
Ok, Shooter. 
Quake On Vinyl 
That's a must have for me. Can't order from the NiN-store, though, so I hope I can get it some other way.

Here are the liner notes, that for some reason were removed both from the release and the web page:

https://twitter.com/JoshuaA20190612/status/1306356746139598848 
KrissyD 
If TB has contributed to this renaissance of retro shooters, that‘s great. What makes me really happy is that some people get to earn some money doing what they love, using TB. In the end, it hopefully keeps drawing new people to Quake, too, which helps to keep this community alive.

But, neggers... KrissyD? You make my name sound like a 90ies girl rapper‘s stage handle :-P 
Microsoft 
Microsoft 
Both JC and JR have expressed positivity about this on their respective twitters.

Ironically, I think the Microsoft of 2020 is a good cultural fit for id. We may even start seeing open source engine releases again. 
Skill 2 Or 3? 
According to the fan wiki there was a little debate about which skill, 2 or 3, was actually harder. I am not really aware of the technical reasons. I'm just aware that this debate existed. Can you tell me if it was ever settled and what are the reasons for each side? I'm asking because I want to play on the tougher setting so I'll probably decide which one is tougher based on the replies here. 
Skill 3 
Skill 0 = easy
Skill 1 = noreal
Skill 2 = hard
Skill 3 = nightmare

The first three are usually a confrontment of slightly more monsters.
Nightmare skill comes with ogres that throw grenades more rapidly and act quicker than the first three stages. Also their health can be much tougher. Not sure about other monsters, but I think they'really also harder.

So yeah, nightmare skill is really the hardest one. 
To Expand On Skill 3 - Nightmare 
The changes in skill 3 are all monster behaviour. They don't actually gain any hitpoints, but they are made much tougher by adding pain resistance. Each monster goes into pain at most once every 5 seconds. In addition, every monster wakes up and starts attacking much faster - in the other skills there's a wake-up delay imposed.

Lastly, most monsters have some specific behaviours added to their attacks, although the changes vary from monster to monster. For example, the Vore's projectiles fly faster on nightmare, the Shambler fires an extra tick of lightning, and as madfox mentions the Ogre (among others) simply fires a lot faster.

The general effect of these changes is that the monsters are a lot more relentless in nightmare. I suppose you could make an argument that the monsters are slightly more predictable in nightmare than in hard - for instance ogres fire so often they don't really ever move while they can see you. But I still think it's hard to make the case that it's ever easier. 
No idea what happened..,
I had a real terrible nightmare.

As always, that's exact the pinpoint Preach. 
 
since ericwa removed obj export from his toolset: https://github.com/ericwa/ericw-tools/issues/176

does anyone know any decent way to export an optimized OBJ from a BSP? 
Welcome Back Metl & Func. 
All working good again now. 
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