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News submissions: https://celephais.net/board/submit_news.php
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Duke Nukem Forever 2001 Leaked With Source ! 
 
 
Madfox Tribute Video 
Had a good time down the rabbit hole!

https://youtu.be/l3MeyHcGp-U 
 
 
Another Brutal Doom Clone 
But this one has to be a joke. So far it looks worse than almost every other badly one we have seen till now. Looks like they are trying to sell because of the IP but it is outlandish even for this company.

https://www.youtube.com/watch?v=a3UjcYszfD8 
Cocerello 
Disagree. Looks fun and the intro movie was nice. First Warhammer game I'd even consider playing. 
Quake Multiplayer Question 
Hello!

I apologize in advance for being a n00b about this.
I want to play Quake multiplayer with my brother who happens to live in a different city from me(I don't want to use the Rerelease on Steam, because I want to use custom maps) and haven't found the clearest instructions.

This is what we tried last weekend:
-I forwarded port 26000
-I launched Hamachi (because I was told I needed to do this)
-He joined my Hamachi
-I launched QuakeSpasm and hosted a TCP/IP coop game
-He launched QuakeSpasm and saw my game
-He tried to joined but it failed
Where am I going wrong? What can I do so we can just launch a port, pick a map and start fragging?

Thank you so much!

Covered in gibs,
Xeryn 
Xeryn 
My suggestion is to watch this video in its entirety.

These are step by step instructions for using Quakespasm-Spiked for Coop. All you would need to do is type deathmatch 1 in your console as opposed to coop 1. And use deathmatch in the menu as Vurrka explains. Easy. No need for Hamachi and you already know how to forward a port. You are almost there! But remember you need to use Quakespasm-Spiked for this. https://fte.triptohell.info/moodles/qss/

https://youtu.be/Y4TN3Z9nue8 
Dumptruck_ds 
Thank you very much Dumptruck_ds.

I will check out the video when I get done with work.
Thank you also for making your Trenchbroom mapping videos on YouTube. You got me hooked on learning to map with them and they are so incredibly helpful!

Also, I played 3 of your maps this week and I wanted to share with you a quick bit of my feelings on them :)

-Remains in a Manger -Xmasjam 2017= Enjoyed, the screaming baby was a nice touch

-End of Solace - Enjoyed. Loved getting smashed by the double vores in the rocket launcher room!

-Ragin Rings SM207 = Enjoyed it. Love the group of ogres spawn on usage of the gold key pillar. 
Xeryn 
Glad you liked those maps and found the videos helpful. That made my day. 
Dumptruck_ds 
Absolutely.

Question for you: is it possible to create particle emitters in TrenchBroom? I have an idea of attaching a particle emitter to a func_train but didn’t know if I could mess with emitters

Thank you. 
Particles 
Those are done in QuakeC so you'd have to write a mod. My mod progs_dump borrows a lot of particle effects from older mods but I don't have anything that is attached to a train. I know you can do that but I'm not exactly sure how to do that myself. I still have a lot to learn even after 3 years of messing with QuakeC.

I know you can add a flag to a model in AdQuEdit and Quake Model Viewer that would make it drip blood or attach a rocket trail. But I don't think you can make a train out of a model without coding.

If you don't need the player to touch the model progs_dump has the ability to swap out models on the misc_teleporttrain entity. So you can use a model that drips blood.

Here's a link to the mod: https://www.celephais.net/board/view_thread.php?id=62007 The manual is quite detailed. 
Particles 
I’m looking to have a floating object on a path (inspired by the teleporting device that paths around Shub) that is dripping blood. Definitely will not need to be interacted with by the player. This is just for some gore aesthetic I’m working on.

I’ll take a look at the link you’ve posted. If you have any additional info, I’m all ears.

Thank you very much dumptruck_ds. 
Teleport Device 
Cool. That's the same entiy I mentioned previosuly in progs_dump. So all you'd have to do is add the "blood dripping" flag to a copy of that model and use progs_dump as your devkit.

Here's the info from the manual.

This was used for the final boss level in the original game. In progs_dump you can use this as a moving decoration with a custom model or even target it as a spawn point for a func_monster_spawner. Make sure and select the Don't Rotate spawnflag in this case, or you'll experience a pretty hilarious game breaking effect!

You set this up like a func_train using path_corners. By default, it will move automatically between path corners upon map load. However, you can have it wait to move by giving it a targetname. If you need to target it as a spawner and want it to move on map load, use the Start On spawnflag. Here’s a video tutorial on how to use trains and path_corners in Quake. https://youtu.be/J5EIuLXkBw4

You can add effects using the dropdown, use a custom model using the mdl_body keyvalue and even make it Invisible with spawnflag 8. For example, you can animate a moving light around a level using the dimlight effect with the invisible flag set.
 
Teleport Device 
This is badass!

Thank you so much dumptruck_ds! 
Good New ! 
 
holy crap thats so cool. i wish more companies open-sourced their old games so we can continue having fun instead of dealing with all this modern crap 
 
God, I hate Quake's memory management. So complex and difficult to track things down. 
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