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1 Year ! 
Fucking Shite 
Don't waste a few bytes of forum data posting such drivel on here. 
YouTube 
I made a video featuring my first Quake map from early 1997. Thought it would be fun to share. Made it with Quest. Fun to look back! 
Oops Hit Submit Too Fast 
#31846 
The moment at 2:35 is great 
Hey Dumpytruck 
Nice blast from the past.
Better not talk shit about Quest though - I've made quite a few not-entirely-bad maps with it! 
@negke 
Oh no way I enjoyed Quest and I am actually working on a new map in Quest 2.4 for that video (Quest 2 Beta 1 in the console). 
Oh 
#31801: RMQ originated directly from Fitz 0.85, not QS. 
OTP: 
Okay good to know, I must have misunderstood long ago 
I‘m Not Sure About That 
Isn‘t the RMQ engine platform independent? I vaguely remember that it was either based on my SDL port or on QS, which also derives from the SDL port of Fitz. I want to say I helped out with the bindings to the GL functions at some point, but I might also be wrong. 
SDL 
So the engine comes with the SDL dlls. That indicates that I remember correctly (but it doesn't prove it).

Looking further, here's a link to RMQ's gl_vidsdl.c file, containing copyright notices from Ozkan Sezer (szo), who is QuakeSpasm's maintainer. I think that proves that it's based on QS.

https://svn.icculus.org/*checkout*/remakequake/engine/Stable/2010-07-19%20RMQ%20Engine%20MSVC/RMQ%20Engine%20MSVC/gl_vidsdl.c?revision=2271&content-type=text%2Fplain 
Addendum 
gl_sdl.c seems to be the only file that has a copyright notice from QS (but I haven't checked all of them). Other files contain copyright notices from me, so it might also be based on the SDL port, and then someone copied only gl_sdl.c from QS. 
 
It was a fork of an earlier version of QuakeSpasm, can't remember which, but at the time QuakeSpasm really was just an SDL port of FitzQuake with additional bugfixes. 
Ah 
That explains it. 
Rege 
hello 
I'm 
going to try and run the RMQ Winter 11 demo on an XP machine. I seem to remember it working perfectly at one point. When I try and run the demo now it doesn't run IIRC. 
Why 
just use windows 10 
Already 
nt 
Fuck Off Mfx 
 
No U 
 
Speed Mapping Progs 
I published the custom Speed Mapping progs to GitHub here: https://github.com/quake-mapping-community/smp

More info:

Speed Mapping progs (SMP)
Version 2021.1 by dumptruck_ds

INSTALLATION:

Use this like any other Quake mod by unzipping the "smp" folder into your Quake directory. Then launch Quake with the -game parameter on the command line. e.g C:\Quake -game smp

This is a simple progs.dat file intended for use as a base for speedmapping events. It's a modified version of the id1 progs except for the following features or fixes:

2021/4/8
* Fixed fish count bug (monsters.qc)
* Fixed fish collision timing (fish.qc)
* Fixed door unlock sound (doors.qc)
* Added Preach's monster teleporting flag
(spawnflag 8 to trigger spawn a targeted monster)
* Added "trigger spawn" spawnflag to smp.fgd

The fgd file is the same as the default included with TrenchBroom with an added spawnflag for "trigger spawned" monsters. The source code is included. 
Hehee! 
I just found back this funny video about Quake1 :

https://www.youtube.com/watch?v=W1ZtBCpo0eU

Hilarious! 
#31866 
That kind of videos were common back then. There is one for Doom for example, amongst many others of other videogames. 
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