News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
 
Yes, we are. 
@metlslime 
quake25.com purchased 
KMQ2 Got An Update Sometime Ago With Multiple Mod Support? 
Apparently it now allows you to load data from up to 3
other modded baseq2 folders simultaneously - can anyone confirm if this allows to combine different mods/expansion features together (for example - can you get the WODX mod weapons while also running the Ground Zero / The Reckoning expansions)? 
 
I doubt that you can do anything like your example. If it works the way that similar features work in Quake 1 engines, it just means you can declare a bunch of folders in some priority order that the engine will look through to find files.

A mod's game logic (where stuff like weapon behavior is defined) is just in one file, so there will still just be one set of game logic loaded (from whichever folder is highest priority).

So for example if you arranged your folder priorities so that the WODX game logic gets loaded, you would _not_ get any game logic loaded for the GZ or Reckoning expansion, which would almost certainly mean that the maps in those expansions would not work. 
Quakespasm Spiked Help 
I'm old and feeble and confused.
Got new semi-decent laptop capable of playing some maps and also Microsoft Excel so quite excited to play quake agian.
Installed quakespasm spiked as it's apparently gold stnadard. Trying to play DU2. installed as per usual but map not found. game is id1;du2.
Not sure when semi-colons got involved or how to avoid them; I'm not entirely comfortable with their use in grammatical or gaming scenarios 
ID1 Maps Not Found Either 
I just put the thing in the quake folder as per typical install
old skool GLquake works fine 
Nvm 
 
#31759 / #31760 
Same question about KMQ2 - no idea what benefits would the following feature actually provide:

-Added basegame3 cvar to load data from up to 3 other other mods. Works in conjunction with basegame and basegame2, which must be set first.

^does this only apply to a mods folder resources like sounds/textures/models and thats all? 
 
It generally lets you replace/override any file that would be loaded from a folder.

In practice IMO there's two general reasons to want to be able to activate multiple mod folders.

* To play a map that goes with a mod (but was released separately from the mod).

* To override/replace media from a mod, like textures or sounds.

Of course you can do these things by dumping files into the original mod folder, but it can be a lot cleaner in various ways if you put the "new stuff" in its own separate folder rather than polluting the original mod folder.

For example this is why it is nice and easy to deal with Quoth maps these days (in Quake 1), since any modern/maintained singleplayer Quake engine supports the dedicated "-quoth" argument that lets you activate the quoth folder along with whatever other folder you want (that has a map release in it).

If you want to do this generally for any set of mod folders though, then you can't keep adding specialized hardcoded arguments like "-quoth". Quake engines like QSS, vkQuake, FTE, and DarkPlaces give you a generic way to activate a set of folders. And KMQ2 does as well, although using a different syntax. 
Genetic Algorithms In Strafe Jumping 
Fascinating watch: https://youtu.be/xBodLDT_yrg 
MIssion64 - A Quake2 For N64 Remake Mod Was Released Today 
http://www.moddb.com/games/quake-2/addons/mission-64released

KMQ2 is requried (and included) for this one though. 
AnonymousCoward: 
That link didn’t work for me. 
Correct Link 
Ogre Nosewear 
Messing around with some Ogre skins and it dawned on me that in the Rogue version the second skin for h_ogre.mdl has a nose ring. The second body skin has no nose ring.

I wonder if anyone made an edited skin or knows the story behind this quirk? 
Q1 Test Ogre. 
I think that goes back to the first screenshots of the Q1Test Ogre. On the scrambled screenshots it looks as if it had a quirky nose.
The discussion ended like... do vomits have eyes? 
Merry Christmas 
I hope everyone is having a good time despite everything. Even though it was a shit year overall, you lot kept the scene going and released a record number of maps. I‘m happy to be a part of this community and to be contributing a small part to keeping it going. Let‘s all hope that 2021 will be a better year, especially for those who were hit the hardest. 
Merry Christmas 
I just came in to say, yesterday was the 18th birthday of func. And also, merry Christmas!

Also want to give a big thanks to Sleepwalkr for hosting func in the more recent years plus additional tech support he has provided for the site. 
Cherry Mixmas!!! 
*<]:^{) 
Happy Func_mas!! 
Big up to metl, sleepl, and everyone who participates :) 
Happy New Year! 
 
 
Happy new year everyone! 
4 posts not shown on this page because they were spam
First | Previous | Next | Last
Post A Reply:
Name:
Title:
Body:
message
question
exclamation
idea
flame
noflame
error
skull
beer
moon
pent
rocket
sheep
pacman
pig
cheese
worldcraft
gauntlet
crate
pitfall
pimp
smile
cool
sad
frown
oi
yay
tongue
evil
wink
neutral
q1
q2
q3
ut
hl
cs
doom
dkt
serious
cube
Website copyright © 2002-2021 John Fitzgibbons. All posts are copyright their respective authors.