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100 Quake1 mods in 10 minutes?
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CocoT



Joined: 14 Dec 2004
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PostPosted: Wed Oct 22, 2008 3:23 am    Post subject: Reply with quote

Added! Wink
I'd be also tempted to add Gyro, I mean, it's been such a nice contribution to the community... but I wonder how best this would be shown in a video...
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ceriux



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PostPosted: Wed Oct 22, 2008 4:39 am    Post subject: Reply with quote

couple of explosions maybe?
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Urre



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PostPosted: Wed Oct 22, 2008 6:57 am    Post subject: Reply with quote

I'd say it'd be best to show off gyro by making a simple mod which features floating stuff and vortexes, then make a video where you've shot lots of these floating things into a lake, and fire a vortex above them, and watch as all the floaty things (plus anything else in the room, besides the player) get sucked into the vortex, and explodes. Ofcourse, it'd need someone to code a little. Not very much though. One could maybe simply make grenades boyant and up their timer to 50, and rockets move much slower, and with the vortex ability applied on them, and as it explodes on a wall, all the grenades go flying away from the force of the explosion. Great!

Also, Rennys Streetfighter mod.
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leileilol



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PostPosted: Wed Oct 22, 2008 7:48 am    Post subject: Re: 100 Quake1 mods in 10 minutes? Reply with quote

CocoT wrote:
17. Killer Quake Pack Quake Rally

what

Also, if I hadn't lost it earlier... Versus 1997 would make it on the list Sad Unless you have unreleased mods in the video I could have a video of something about that.
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CocoT



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PostPosted: Wed Oct 22, 2008 1:30 pm    Post subject: Re: 100 Quake1 mods in 10 minutes? Reply with quote

leileilol wrote:
CocoT wrote:
17. Killer Quake Pack Quake Rally

what


Sorry, little editing mistake, here, obviously...
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Wazat



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PostPosted: Thu Oct 23, 2008 7:03 am    Post subject: Reply with quote

BTW, I just posted about this in another thread, but we may want to some of the remodeling/retexturing projects installed in the base id1 folder when we record most of these videos. They could make the presentation much better. A couple mods may not mix well with the project in some way, but they can be recorded without them in such a circumstance.

That's also a way to pay tribute to things like new maps, the Quake retexturing and remodeling projects, etc. They don't get a 6 second slot, but they make appearances in most or all of the videos and get noted as such at the end in the credits or at the beginning. Maps being shown during a mod could be included in the mod text:

mod: Conquest
map: Hunted Horrors

Thoughts?
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Spirit



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PostPosted: Thu Oct 23, 2008 7:45 am    Post subject: Reply with quote

Use retexturing/remodeling and I am soo out. Same if someone suggests recording the videos with Tenebrae.
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metlslime



Joined: 05 Feb 2008
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PostPosted: Thu Oct 23, 2008 7:51 am    Post subject: Reply with quote

i would say that retexturing/remodelling projects ARE mods, so you could show them in their own 6-second clips if you want, but it would be weird to use them to mod other mods.
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metlslime



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PostPosted: Thu Oct 23, 2008 7:53 am    Post subject: Reply with quote

also: i think overall this is a great idea, and i like the idea of doing a similar project for maps.
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Urre



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PostPosted: Thu Oct 23, 2008 8:00 pm    Post subject: Reply with quote

I agree on using the retexturing project(s) as a separate clip, but not as a base for the whole video
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Wazat



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PostPosted: Thu Oct 23, 2008 8:47 pm    Post subject: Reply with quote

Okay, just didn't know what would be best. I like the idea of including them in some way though (i.e. as a mod).
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Entar



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PostPosted: Thu Oct 23, 2008 9:09 pm    Post subject: Reply with quote

I don't know if it'd show particularly well in a video, but you could include a little of vr2mod. There's not a whole lot of visual difference (more if you were to use Vr2 engine over GLQuake or something), because my mods were mostly just code, but you could maybe show a little deathmatch with bots on some of the new included levels.

Just a thought if you're still lookin'.
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Urre



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PostPosted: Fri Oct 24, 2008 8:30 am    Post subject: Reply with quote

Entar: the idea is to use DarkPlaces, as it has very useful video capturing abilities, and can run most mods.

The question still is if engines would be included, I'm not sure how to present them, unless they're eyecandy oriented.
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leileilol



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PostPosted: Fri Oct 24, 2008 8:16 pm    Post subject: Reply with quote

For the old mods (1996-1998) i'd suggest using the original DOS version of Quake v1.08 and recording off of that in DOSBox 0.72 via Ctrl-Alt-F5.
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Entar



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PostPosted: Fri Oct 24, 2008 8:35 pm    Post subject: Reply with quote

Urre wrote:
Entar: the idea is to use DarkPlaces, as it has very useful video capturing abilities, and can run most mods.

The question still is if engines would be included, I'm not sure how to present them, unless they're eyecandy oriented.

Sure, but to clarify, vr2mod (as opposed to the Vr2 engine) is a QC mod, that will run in Vr2 or DP. Although, Vr2 does also have some eyecandy (maybe throw in a 3,000 spark particle explosion somewhere?).
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