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Quakecon2021 
Quake Rerelease 
Details, screenshots and trailer:

https://www.microsoft.com/en-us/p/Quake/9P1Z43KRNQD4 
Interesting... 
it's more enhanced than I expected -- models are higher poly, there is animation interpolation, they added splitscreen....

There's one screenshot where they have a dynamic shadow casting light from a muzzle flash. 
 
I bought it for my Switch and first impressions are good - it looks great and plays hellishly smooth. I could have done without some of the "enhancements" but most of them are toggleable - the menus have all the important stuff to turn on and off.

I'm going to give at least e1 a spin tonight. I think the Switch is a very natural home for Quake, and it'll be great to get some gaming with it on the move. 
Runs Quoth 
I like it! But some people are having performance issues :D 
Dont Support Micro$oft Bethe$da 
#31956 
The irony of it being on Github is not lost on me. 
About The Secret Counter 
Is it possible for the secret counter to be bugged, as in, having two secret triggers in the level but the counter displaying more than that? Or is the counter simply displays the total number of secret triggers within the level, without any chance of bugging out? 
Erc 
It's pretty hard to see any way that the secret counter could go wrong in standard Quake. There's one line of code that ever uses total_secrets, and it adds one each time the trigger_secret spawn function is executed.

I'd open your .map file in a text editor and search for trigger_secret, see how many times it appears. 
 
Thanks for the reply Preach, much appreciated. 
How To Create A List Of Maps To Be Played One After The Other? 
Lets say we have three favorite maps in the id1 folder, called map1.bsp, map2.bsp and map3.bsp. Using QS, is there a way to create a file such that it triggers map2 after finishing map1, and then load map3 after finishing map2, instead of having to type everything by hand into the console? It would be great to have that feature, with QS. 
 
I don't think any sourceport has that. The only way to do it is to extract entity information (.ent) from the .bsp files and edit the .ent files - find trigger_changelevel, and set 'map' key to name of the desired next map.

For example, e1m2 has a trigger_changelevel that points to e1m3:

{
"classname" "trigger_changelevel"
"map" "e1m3"
"model" "*36"
}

Not sure about Quakespasm, but QSS, MarkV, vkQuake all support use of external entity files.

This way however I don't think the player's inventory will reset. 
 
RPS posted an article today that promotes a of quake community content:

https://www.rockpapershotgun.com/quake-renaissance-how-to-start-playing-quake 
 
That whole 3-article series is strong. It's for a general audience, so we hairy old quakers could have nits to pick, but I think Yang knocked it out of the park overall. 
Personal Sites 
One of the things that I love about this place is that a bunch of people have been around long enough to have experienced life before social media, back when people took a few minutes to learn a few HTML tags in order to throw together a basic site. It's always a treat to stumble upon someone's website, even when it hasn't been updated in years.

Unfortunately, some people have started nuking their websites but to those who still push updates, please maintain an RSS feed if you don't already do so. I subscribe to hundreds of feeds but I enjoy seeing new Quake content the most. It's how I keep up with new releases on Func, Quaddicted, QuakeOne, and so forth. I also generally just enjoy reading content from people around here, especially since people are more inclined to post about something interesting on their sites/blogs as opposed to Twatter where everyone just spews political diarrhea. 
^ Metlslime 
Interesting how nearly every single mod in that list is from the mid/late 2010s or 2021... Not biased at all... 
WS 
Yeah, I noticed that bias towards recent stuff as well, I think it's to lend weight to the "Quake renaissance" theory that underpins the series of articles. 
 
Well, the visual standards have gone up compared to older maps. Newer maps are more likely to use more custom features like fog, colored light, skyboxes, expanded bsp limits, and other tools improvements that combine to make maps look better to newcomers.

But I agree with Text_fish, the whole premise of the article is "there is a quake renaissance that started in 2010" so it makes sense that they would choose maps from that time period to represent this. 
 
Bias to recent stuff.

Bashing of the established/old community.

Renaissance? Did it ever die?

By the way, interesting read, Yang's approach :
https://www.blog.radiator.debacle.us/2021/08/quake-renaissance-for-rock-paper-shotgun.html 
Killes: 
I don't see any bashing.

The link to the author's approach is interesting, the overall timeline laid out there is fairly accurate.

It compresses too much the 1996-2000 era though, there is at least a significant break when Quake 2 comes out at the end of 1997, that diverted most of the quake mapping/modding community attention and energy to that new game.

1996 and 1997 were the initial explosion of community activity, seemingly a dozen unique level editors were created and released in that time. In 1996, the mapping community went from the initial small experiments to full-fledged maps that matched and then exceeded id quality. To me Shadow Over Innsmouth represents the first great map, and it that kicked off 1997, which was an amazing year of good quality maps and packs.

The the period 1998-2000 was the slow recovery of SPQ from that near-death. All 3 major Q1SP review sites closed down in 1998 (Matt Sefton's, Crash's, and Talon's Strike.) Map releases per month went from like 30-40 per month down to like 3-5 per month. But then, starting with TeamShambler and Ethereal Hell, we had a new wave of review sites that started reviewing the new trickle of Q1SP releases. And even though the releases were relatively few, the quality was still there, and slowly improving. 
 
The TeamShambler stuff is my earliest memory. There were other PQ sites at the time but I've completely forgotten them, and TeamShambler is the only one I still remember.

I missed Q1 first time around, so I've nothing at all from 96/97. I do seem to have a vague recollection of being aware it existed. I came in with Q2 and then picked up on Q1 after, but I quickly recognised that Q1 had it's own set of strengths which were different to Q2, and to this day I still love both for different reasons.

At the time Q2 seemed to me to have a more formal, more controlled, more professional, but more limited modding scene, whereas Q1 was crazy people trying something to see what happened. It didn't always work. I remember the CD collections of QC patches and crap tools you used to be able to buy, the old cdrom.com FTP server where it seemed you could get absolutely everything, commercial level editors for sale in mainstream High street game shops, and absolutely lusting over screenshots.

I also remember the momentous day when the Q1 source code dropped. ID's FTP server could only support a very limited number of connections at a time, and you'd be constantly refreshing in the hope of getting in. I'd jumped on the code early and I'd my own list of things which annoyed me that I'd wanted to fix.

The significant thing about all of this is that Q1 was probably the perfect balance to make it all happen. It was big enough as a very high profile game to enable even the cheesiest mod to find an audience. But it was also small enough in terms of the tools being manageable and accessible (for the time) to enable even Joe Nobody to make that cheesy mod. And all of that was awesome.

I certainly was a Joe Nobody back then. No illusions. It's a sense of pride that significant stuff I created has even been taken up by the new official Quake 2021. That's awesome too, and it's amazing to be able to give back in that way. 
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