 Day 1: Spirit (because I Could Find No Willing QW Guy)
#1 posted by Spirit [80.171.9.169] on 2013/12/01 20:05:25
20-30 minutes from now, the grand final of the European Quake League will take place. It's 4-on4 QuakeWorld best-of-5 between Suddendeath and The Viper Squad.
You can spectate with ezQuake (check http://qtv.atrophied.co.uk/ for the game, then "Watch" and open with ezQuake). Or use the stream at http://www.twitch.tv/suddendeathTV which will have live commentary.
QW 4on4 at this level is incredibly skilled and entertaining. Have fun!
#2 posted by Spirit [80.171.7.90] on 2013/12/02 11:13:32
 Hah!
#3 posted by Text_Fish [86.29.238.253] on 2013/12/02 13:11:42
I still have a copy of that PC Zone disc somewhere, I think. I'll have to have a root around the nostalgia box at the back of my wardrobe later.
 Way Back When...
simple weapon mods & the like were a big deal. I remember getting lots of weapon mods for Doom/Quake. With only a couple of what would be considered a mod today around (TC's & the like) those were GOLD. :)
#5 posted by Johnny Law [76.126.53.122] on 2013/12/03 04:59:47
 I Have A PC Gamer: October 1997 - Disc 3.7 CD!
#6 posted by damage_inc [69.22.64.223] on 2013/12/03 06:07:31
Titled "QAUKE-O-RAMA" The Best Quake ADD-ON's and SHAREWARE.
Sadly, the CD didn't live up to it's own HYPE! Although, at least it included Beyond Belief so not all bad.
 Well... Cool.
#7 posted by the silent [80.17.142.66] on 2013/12/03 09:53:14
In the early days, before massive HDs, I used to burn my collections of mods and levels and what not to cd. Guess what I called them?
Quake-O-Rama.
Still have volumes II through V.
 I Got A Couple Of Cd's
#8 posted by spy [95.56.159.241] on 2013/12/03 14:26:40
entitled "Мир Quake 2001" - back in those days it was a really gem
 Eternal Darkness
#9 posted by mfx [92.227.158.25] on 2013/12/03 15:57:42
is my treasure of a CD-Rom.
First appearance of Steven Polges reaper bots iirc.
And a homing missile mod!
 If Vondur Was A Woman That Accent Would Give Me A Boner
#10 posted by Spirit [80.171.128.83] on 2013/12/03 18:03:44
#11 posted by Johnny Law [67.188.0.203] on 2013/12/03 19:29:31
Whatever happened to Matt Sefton anyway?
#12 posted by JneeraZ [199.255.40.36] on 2013/12/03 19:39:24
He's collecting guitars and living his life these days. We're friends on Facebook so I see his guitars and random goofiness... :P
#13 posted by scar3crow [131.107.0.74] on 2013/12/03 22:09:03
Heh, I was considering doing SPQLH for my entry, glad I didn't.
It was a haven for me, as though I had internet, I was running Windows 3.1, so no winsock.dll for q95.bat. The site, along with QCA, Minion, and QLG, were my home. Willem, pass the word along that his work gave Quake a life for me that has continued to this day please :)
 Yeah The Sefton Sites Were Great
#14 posted by nitin [220.244.163.153] on 2013/12/03 22:11:41
spq, spq2 and the unreal one too.
 I Wonder Where Day 3 Is...
#15 posted by Breezeep [173.70.194.68] on 2013/12/03 22:42:19
#16 posted by Spirit [80.187.109.67] on 2013/12/04 14:42:24
day 3 is long online. where are you not seeing it? are you behind a proxy that might be caching (work, uni)? try f5 or ctrl-r.
 Day4
#17 posted by Spirit [80.171.127.78] on 2013/12/04 17:52:00
 How Can You Miss It?
I'm keeping the Quaddicted page open and refreshing every day. This is awesome, like a trip back to the 90's! :D
 This Is Cool
#19 posted by ijed [200.73.66.2] on 2013/12/05 15:13:54
Well done
 Yeah
#20 posted by erc [85.98.196.250] on 2013/12/05 18:43:34
It's going great. The articles remind me of the first months I started playing Quake (that was a bit late though, in the midst of 2004). Keep up the good work everyone, it's highly appreciated.
 Forgot To Pimp Day 5
#21 posted by Spirit [80.171.144.142] on 2013/12/05 20:19:12
#22 posted by scar3crow [131.107.0.72] on 2013/12/05 20:26:49
I very much appreciate onetruepurple's efforts there. One thing to note is that at some point that site mirrored the Dank and Scud comic, and their mirror still stands. Just as good as it ever was.
 Is Scampie Being Shy?
#23 posted by Johnny Law [67.188.0.203] on 2013/12/06 20:21:46
Day 6!
https://www.quaddicted.com/articles/10_classic_custom_quake_deathmatch_maps_that_scampie_likes
Reminds me of visiting Ramshackle back in the day. (Which reminds me, it would be kind of cool to resurrect that site and save it from its dead-Java-navigation).
I also remember playing a lot of these on the old GGH custom maps server. (Great Green Heron I think?) Especially Clockwork, and efdm9 and other Frib maps. And I still play Spine duels when we have sporadic resurrections of the Shacknews quakeworld server. Good stuff maynard.
 Well, There's Always
#24 posted by Scampie [72.12.65.92] on 2013/12/06 23:52:49
http://www.quakewiki.net/archives/peek/
Not Ramshackle, but still most of the old great maps
#25 posted by Johnny Law [76.126.53.122] on 2013/12/07 15:12:08
That's a good page, glad it was saved.
It's also possible to get to a lot of the Ramshackle content thru archive.org, either by trawling all the ramshackle/* URLs:
https://web.archive.org/web/*/http://planetquake.com/ramshackle/*
...or by looking at the source of the root page, since it lists the other main pages in the arguments that it fed to its Java navigation widget. Most of the screenshots seem to be lost tho.
 I Should Have Been More Strict With Deadlines
#26 posted by Spirit [80.171.97.121] on 2013/12/07 17:18:52
Emergency filler for Day 7:
Come play the Quake Shareware in your browser. Either singleplayer or even deathmatch on some of the maps Scampie showed us the other day:
Play the Quake Shareware singleplayer episode at http://webquake.quaddicted.com/
Play Quake Deathmatch in your browser at http://webquake.quaddicted.com/WebQuake.htm?+connect%20ws://webquake.quaddicted.com:26000
(Firefox or Chrome/ium work best)
 Day 8.
#27 posted by onetruepurple [91.240.47.30] on 2013/12/08 17:19:27
#28 posted by Scampie [72.12.65.92] on 2013/12/08 18:05:06
crazy hack @_@
 Preach
#29 posted by FifthElephant [82.24.73.240] on 2013/12/08 21:32:24
is some kind of fucking witch that needs to be burned.
 Well Done 5th
#30 posted by ijed [190.22.79.109] on 2013/12/08 22:01:25
You're now top of the sacrifice to Shub list.
#31 posted by Mandel [80.217.89.46] on 2013/12/08 22:17:23
Dayum.
 Clearly I'm Right...
#32 posted by FifthElephant [82.24.73.240] on 2013/12/08 22:21:18
Preach is messing with black magic and needs to be stopped!
The Man Knows How to Mod!
 On A Serious Note
#34 posted by FifthElephant [82.24.73.240] on 2013/12/08 23:27:30
I really wish the upside-down vores and eyeball guys were regular enemies. It's rare that a quake mod gets me laughing and I really howled at this one. Bravo.
 Save Game Hacking
#35 posted by Preach [77.98.165.95] on 2013/12/09 00:21:03
Hey guys, glad you enjoyed it. Thanks to Spirit for running the Advent Calendar, I've had the idea of a modified save-game in my back pocket for a while, and this finally gave me a deadline to get something done. It works a lot like entity hacking, but with many of the constraints removed, so you can get some pretty "out-there" behaviour.
Fifth: The upside-down Vores are actually pretty simple mechanically. At first I created Vores that spawn upside-down, but when I teleported them, the teleporter actually undid the hack and turned them right-way-up! So the finished game doesn't actually hack the Vores, but just the teleporter destination - an idea that works fine as a conventional entity hack. Of course, a proper mod could do upside-down Vores better, but the option is there.
 Aha
#36 posted by ijed [190.22.79.109] on 2013/12/09 01:16:22
I've seen the teleport destination hack done to the player view as well.
 Never Knew...
Quake savegames were text files until yesterday. Thanks for that awesome bit of knowledge.
 @Preach
#38 posted by quakis [86.22.126.142] on 2013/12/09 18:40:12
That was freaking hilarious. Lots of surreal stuff going on in there.
 Fun Map
#39 posted by Orbs [178.85.9.153] on 2013/12/09 18:49:32
didnt realy get a smooth run yet, 3:53 best time so far, not realy worth uploading
 2014, Year Of Rubicon?
#40 posted by Spirit [80.171.20.202] on 2013/12/09 19:02:40
#41 posted by Johnny Law [67.188.0.203] on 2013/12/09 19:57:48
The Quake fanfiction tidal wave continues!
But what the heck is a Rubicon Rumble Pack?
 It's A Map Pack
#42 posted by ijed [200.73.66.2] on 2013/12/09 20:50:41
Currently in production, based off Rubicon2.
 @Ijed
#43 posted by Breezeep_ [98.109.77.30] on 2013/12/09 21:40:19
Looks Promising, can't wait to play it!
#44 posted by Johnny Law [67.188.0.203] on 2013/12/09 22:37:21
Cool.
BTW you should make a printable CD insert for Quake that replaces the "story so far" with your version. Definite improvement.
 Preach
#45 posted by kaffikopp [217.14.8.213] on 2013/12/09 23:45:30
Really enjoyed that savegame thing, not very challenging but it did manage to put a smile on my face. The hacks were pretty out there, put an interesting spin on the standard Quake gameplay. I especially liked the floating heads and upside-down vores. Well done!
Also with all the Rubicon talk lately, been thinking about creating something for Rubicon 2 myself as a way of getting back into Quake mapping - maybe this is a sign that 2014 is indeed destined to be the Year of Rubicon.
 Berntsen
#46 posted by ijed [190.22.11.104] on 2013/12/10 01:30:08
Always room for more, but you'll have to be quick and dedicated.
Johnny, thanks, but might as well just make a full game.
So who's the 18th? It's still the mystery man/woman. :)
 That's The Surprise
#48 posted by Scampie [72.12.65.92] on 2013/12/10 04:18:14
it's both
 If It Is At The Same Time Man And Women
#49 posted by JPL [82.227.229.44] on 2013/12/10 13:46:33
... then that's czg obviosuly :)
#50 posted by JneeraZ [199.255.40.36] on 2013/12/10 15:21:02
Man, all this time I had NO idea that save games were text files ... just never had a reason to look I guess. Cool info!
 Neozeed Sent In Something...
#51 posted by Breezeep_ [98.109.77.30] on 2013/12/10 22:04:41
 Just Downloaded QDOS And...
#52 posted by Breezeep_ [98.109.77.30] on 2013/12/10 23:12:43
anyone know how to get it to work?
 Qdos Requires Dos
#53 posted by FifthElephant [82.24.73.240] on 2013/12/11 00:05:48
... are you running it from dos? (and not the prompt, the actual dos).
 @fith
#54 posted by Breezeep_ [98.109.77.30] on 2013/12/11 00:29:37
I tried running it with DOSBOX, but I get this error saying: Exiting due to signal SIGSEGV Page Fault at epi=0000001 (I can't copy the error message from DOSBOX) how do I fix this?
#55 posted by FifthElephant [82.24.73.240] on 2013/12/11 00:41:37
my guess is that you actually have to boot it from dos.
Lets be honest here, this is kind of a fun geeky thing to do (boot from proper dos), but in practicality you're better off using a modern source port.
 Ijed
#56 posted by kaffikopp [217.14.8.213] on 2013/12/11 01:25:42
Oh, I didn't mean for this particular pack, just in general. Is that pack something that is planned as part of the advent calendar?
 No,
#57 posted by ijed [190.22.60.188] on 2013/12/11 05:55:21
Just something we're doing for the fun of it.
There's four involved including myself, if you want in then send me an email. The finish date is when we're all ready, so next year, not what remains of this one :)
 Tronyn Releases A New Map!
#58 posted by Scampie [72.12.65.92] on 2013/12/11 18:40:51
#59 posted by Spirit [80.171.154.115] on 2013/12/11 19:02:36
You will want to quicksave and reload
 Fucking Hell.
#60 posted by onetruepurple [91.240.47.30] on 2013/12/11 19:03:06
How long till bsp2 is supported by a proper engine?
 I Wonder
#61 posted by FifthElephant [82.24.73.240] on 2013/12/11 19:44:30
what has changed since the early versions of that map? Only one way to find out...
 Not Sure If I Consider Quake An Arcade FPS...
Serious Sam & Painkiller were more like Smash TV, Commando (the game) & that like then Quake imho.
Like the article today. :)
#63 posted by FifthElephant [82.24.73.240] on 2013/12/11 21:23:14
Well I played the first map, much better than the first time I played it. Those teleporters make it far less of a pain when you fall. You still lose progress but at least you dont lose your mind.
Ran ok using directq, second map had a weird collision bug where I slowly fell through the geometry, this happened on my beta testing too but I think it's because I am stubbornly using DQ rather than RMQ.
 Re: 11th December Update
#64 posted by metlslime [159.153.4.50] on 2013/12/11 23:20:01
Tronyn mentioned various Wind Tunnels-inspired maps (thanks for the nod to Ant and Chaos by the way), but didn't mention one of the better ones, from 1997:
Rust In Peace by Mike Reute
#65 posted by skacky [90.0.77.27] on 2013/12/11 23:20:27
Goddamn Nyarlathotep is some weird shit. Loved it.
 Also:
#66 posted by metlslime [159.153.4.50] on 2013/12/11 23:21:09
I'm pleased and excited by all of the Rubicon 2-textured maps in progress right now.
Hopefully some of them even use the rubicon2 progs.dat and monsters, but i know it's hard for mappers to give up quoth.
 Re: Map
#67 posted by Tronyn [24.79.126.117] on 2013/12/11 23:42:51
The first map is in BSP format, so should run in any engine (I tested it in fitz, for example)... the second map is BSP2 though.
I understand if some people hate it, heh, some of the testers pointed out it's likely to be polarizing.
 Easy Run
#68 posted by Orbs [178.85.9.153] on 2013/12/12 01:30:16
route is doable with a +100 less, but meh getting through the "library/pillar" part is tedious
http://members.upc.nl/verorber/demos/nyar_er.dem
 Nice
#69 posted by Tronyn [24.79.126.117] on 2013/12/12 01:56:45
that was awesome
I tried to be light on the pentagrams as opposed to quads and rings, thinking some people might just grenade-jump with the pent, not realizing others might do that with the quad lol. I still remember this old Quake Haiku:
Quad rocket jumper
Thought he could fly
Messy way to die
 :)
#70 posted by Orbs [178.85.9.153] on 2013/12/12 11:48:22
there is a saying by mandel ( i think) if there 's an unused quad there's a faster route. Actualy was satisfied by a 0:58 route got bored (and was pissed by ajax's draw against milan) so went for a full clearance. ended with one kill and secret missing, wich was the quad and the shambler, so then had to redo the run:)
#71 posted by Mandel [80.217.89.46] on 2013/12/12 19:04:23
Keep the demos coming, Orbs... This is the kind of level I won't play myself (not without godmode and such), but demos are always nice.
Shouldn't the map get its own news thread btw? It'd make it easier to find once the christmas season is over.
 Damn You Lazy Farts
#72 posted by Spirit [80.187.107.141] on 2013/12/13 15:44:48
yesterday was johnny law's https://www.quaddicted.com/quake_advent_calendar_2013/7-12#th_december_-_johnny_law
I'm gonna make you wait today as punishment.
The apathic lack of promotion outside our circle jerk is :(. We need more fresh blood, so promote Quake. See the great new mappers who appeared recently, surely we all want even more ;)
 Posting For Lazy Fart Spirit
#73 posted by Scampie [72.12.65.92] on 2013/12/13 23:29:11
 Right On, CocoT
#74 posted by Preach [77.98.165.95] on 2013/12/14 00:53:55
I still think Coffee's tutorials are the best writing about QuakeC out there. They're written with such a tutor's voice, encouraging you to think about things at all the right moments, to try things out, and they never drag a lesson out too far before summing up. Above all, he shows time and again how impressive-seeming features are often achievable with just a little clever code, and what could be more inspiring than that!
#75 posted by negke [31.18.185.130] on 2013/12/14 10:46:59
There should be a proper news post for Tronyn's release.
#76 posted by Spirit [80.171.155.61] on 2013/12/14 11:28:10
I remember loading the minion website on ISDN and being sad that it was just two gigantic images. I only found out that content was hidden below the fold much later.
 Negke
#77 posted by Spirit [80.171.155.61] on 2013/12/14 11:28:33
Sorry, you are not allowed to do that!
 Finding Coffee's
#78 posted by ijed [186.79.217.23] on 2013/12/14 14:40:00
Tutorials a while back was like walking in to a warm sunny glade of knowledge.
 Day 14
#79 posted by quakis [86.22.126.142] on 2013/12/14 23:52:29
negke talks about Lunkin's Journey;
https://www.quaddicted.com/quake_advent_calendar_2013/13-18#th_december_-_negke
Have never come across this one before, colour me interested though.
 Lunkin's Journey Is Awesome
One of the most fun mods I've played. :)
 Re; #66
#81 posted by ijed [200.73.66.2] on 2013/12/16 17:41:14
The Rubicon Rumble Pack is based on the Rubicon2 QC, with a few extra features bolted on.
 Day 16
#82 posted by onetruepurple [91.240.47.30] on 2013/12/16 19:11:55
by efess
Pretty cool stuff!
#83 posted by Johnny Law [67.188.0.203] on 2013/12/16 19:49:13
Yep it is. Just to copy some of the stuff I was saying in the chat widget over there: every now and then some other forum community (e.g. SA, Shacknews) puts up a QuakeWorld server in a burst of nostalgia, and schedules a few games, but it doesn't stick around for long because the energy for organizing games peters out and people don't have a good way to see when someone else is wanting to play.
efess' doodad could help with that, and I was also wondering how much adaptation would be required to embed the realtime status display from a particular server into some arbitrary webpage.
Also ironically(?) it might have helped getting players involved with the server that was advertised on day 15. :-)
 Online Quake
#84 posted by Tamarisk [46.175.106.4] on 2013/12/16 20:05:10
This looks really cool.
But, not having any experience with online Quake (I mostly stick with Quake 2) I was wondering of someone could explain the difference between Net Quake and Quake World?
TIA!
#85 posted by Spirit [80.171.145.227] on 2013/12/16 20:17:41
#86 posted by Johnny Law [67.188.0.203] on 2013/12/16 20:26:27
Tamarisk: the most basic difference is that QuakeWorld includes client-side prediction -- and then correction from the server, if the client predicted wrongly. That makes it more responsive to your inputs for moving and firing, but occasionally it can jump or "undo" stuff when there was a wrong prediction.
NetQuake has no prediction. Rotating your view is still done client-side, but every other change must be confirmed by the server before it is shown on the client. This makes the observed behavior very "solid", but also laggy, which is why people would say that NetQuake movement was like ice-skating when you had high ping.
On a low-ping connection there's not a huge amount of difference between having and not having client-side prediction, but it can still be noticeable.
There are also some differences in player movement physics between the two, and maybe someone else will want to tackle describing those. :-)
 Re: Online Quake
#87 posted by Tamarisk [46.175.106.4] on 2013/12/16 20:34:18
Thanks Johnny Law.
Another question though...
Am I able to connect to NetQuake and QuakeWorld servers using Quakespasm for example? Or do I need another client. I believe I've seen in the past separate clients for QuakeWorld.
#88 posted by Johnny Law [67.188.0.203] on 2013/12/16 20:42:56
Yep, there are different clients for NetQuake vs. QuakeWorld. I would humbly recommend this as one useful breakdown: http://neogeographica.com/site/pages/guides/engines.html
It's written for Steam users, but that just means there are some extra bits of information that you can ignore if you are not getting your Quake from Steam.
 Mr. Hand Needs To Know...
#89 posted by [209.87.249.253] on 2013/12/16 20:46:01
Does anyone have a link to the bgbot16.zip file to Mr Coffee's tutor4 page?
#90 posted by [141.0.8.156] on 2013/12/17 02:42:41
I mean Mr. Hat, I think. I didn't see Southpark in awhhile.
Link file is here:
http://www.quaddicted.com/files/idgames2/quakec/bots/
 Sweet
#91 posted by Tronyn [24.79.126.117] on 2013/12/17 11:39:12
I love the idea that we can all refer to each other as Mr. (Object) as in Dark City.
 Yes, Mr Dog Gib
#92 posted by ijed [200.73.66.2] on 2013/12/17 12:28:03
 Mr Tronyn
#93 posted by Drew [216.168.120.122] on 2013/12/17 17:42:06
Nyarlothep was amazing and weird. Thank you!
#94 posted by negke [31.19.79.221] on 2013/12/17 19:13:57
What I meant is Tronyn himself should create a news thread here, because otherwise the map will slip by most people's radar.
 Will Do, Mr. Clock
#95 posted by Tronyn [24.79.126.117] on 2013/12/17 19:28:29
(seemed appropriate)
 This Thread
#96 posted by ORbs [178.85.9.153] on 2013/12/18 17:54:50
mademeplay soem DM in a long while and actualy enjoyed it :) However it was on a US server (the one in new jersey mentioned in on of the advent posts)and i did manage to do some transatlantic ping fragging, but.... but.... but meh! ping 100+ thats realy to oldscool for me.
Anyone know any active EU servers? Found some lists but all seemed dead
 Irish Server
#97 posted by Tamarisk [46.175.106.4] on 2013/12/18 21:07:22
#98 posted by Spirit [80.187.101.184] on 2013/12/18 21:58:17
#99 posted by Johnny Law [67.188.0.203] on 2013/12/19 20:27:44
It would be great to see more comments I know, but I would bet that you are getting more eyeballs than are immediately apparent. (Just because visitors probably don't have an account here, or a way to comment on the calendar entry itself.)
I'm doing periodic PSAs about the advent calendar in the Shacknews chatty and in the SA "early FPS" thread. Regardless of whether that's actually had any effect :-) I personally like the way the entries have turned out so far, sort of like a compressed Quake Expo.
And a new map today! https://www.quaddicted.com/quake_advent_calendar_2013/19-24#th_december_-_sock
 Sock Releases New Map... Looks Like I Will Be Unproductive Now
#100 posted by FifthElephant [82.24.73.240] on 2013/12/19 20:32:50
Also I do update my quakeguy blog quite often with stuff. I hope it helps with views and increases interest for Quake in new places :)
http://quakeguy.tumblr.com/
#101 posted by Johnny Law [67.188.0.203] on 2013/12/19 20:55:42
That is a cool tumblr and I'ma follow you.
Also, about sock's blurb:
I've got a pretty bad memory in general but I still strongly remember firing up qtest for the first time and being mesmerized by simple things like pooting grenades off of walls and into pools of water. Actions that brought home the actual solidity and 3-D-ness of the environment.
Those pictures of The Grisly Grotto are also a really good choice because that's one of my strongest memories from playing the release version for the first time; the sense of depth from the water structures out in the main cavern.
This is likely nostalgia speaking, but one thing I still appreciate about Quake maps is that the bones of the structures and spaces are very clear and give you a sense of the space you are in & all its possibilities. That sense can get lost in a detailed photo-realistic environment. The memories and impact of the original Quake maps do get dulled from re-use, but fortunately we've still got folks creating new Quake spaces to explore. :-)
 I Remember
#102 posted by FifthElephant [82.24.73.240] on 2013/12/19 21:37:36
A preview of Quake in CVG where they mentioned things like wavy water effects, and also that the textures looked like they were made from real wood and stone :)
#103 posted by Johnny Law [67.188.0.203] on 2013/12/19 23:51:11
They do!
Kind of!
#104 posted by Tronyn [70.64.133.106] on 2013/12/20 14:11:47
although I'm largely out of the loop on the modern industry,I have friends who work in games & I do read about it.
If a team were to design a game engine/world system with its own consistent internal design, and then mappers/artists were to take that system to its extreme conclusions without any concern for modern BS like character storyline, user-friendliness, or realism, with today's tech some really fascinating things could be done. To me the idea of exploring the possibilities the game's world system offers, at least for an FPS, is the most fascinating. It's hard to argue that this element has been prevalent post-Quake.
Just make sure it's all Cthulhu-ish/Satanic (lol). But I do like that dark atmosphere.
 Art!
#105 posted by Spirit [80.171.40.95] on 2013/12/20 23:02:18
 Love The Advent Calendar
#106 posted by ijed [190.22.1.125] on 2013/12/21 14:31:58
But it's been bugging me from the start, and I'm gonna get it off my chest finally.
Why is Santa jerking off that hexagon on the front page?
#107 posted by Spirit [80.171.155.150] on 2013/12/22 21:24:23
 Spirit
#108 posted by ijed [190.22.5.47] on 2013/12/22 22:45:58
Can you make a link at the end of each calendar page linking to the previous one please?
#109 posted by Spirit [80.171.155.150] on 2013/12/22 23:05:28
good idea, thanks.
Dr. Shadowborg might not make it, if someone has a good idea/suggestion for tomorrow, please mail me. Rather not if you already participated.
#110 posted by Yhe1 [173.58.187.144] on 2013/12/22 23:11:39
I want really want to try the Middle Evil, but it is too hard. Is there some ways for somebody to "hack" some more ammo in the map so it plays like normal?
 Not Really
#111 posted by ijed [190.22.5.47] on 2013/12/22 23:20:28
You can't add more entities to a level without a full recompile.
Spirit, that's a bit late. I know someone who does amazing stuff, but prefers to remain in the background. If you're stuck I could always post a favourite SP map list.
 Middle Evil
#112 posted by metlslime [166.137.191.47] on 2013/12/22 23:31:23
Intentionally has no ammo for the early part, I remember it being a pretty rough adjustment for me but once I realized it's mostly about evasion for the first half if the map it went better for me. Still remember it as being hard though.
 It's Old School
#113 posted by ijed [190.22.5.47] on 2013/12/22 23:56:44
It's tempting to re fix things you've done before, but Middle Evil but doesn't need it.
Warp is a mess, and but I'd never go back to fix it. And that's my only real, released, contribution to the Q1 scene to date.
But that helps push me forward.
Fuck. Now I've got a new task on epic win. "Replay The Middle Evil"
 That's
#114 posted by ijed [190.22.5.47] on 2013/12/22 23:59:13
A lot of buts.
Maybe I could've made a joke about it.
Hm.
 Yeah
#115 posted by ijed [190.22.5.47] on 2013/12/23 00:01:45
#116 posted by Yhe1 [173.58.187.144] on 2013/12/23 03:35:52
What about a hack that increase the players start ammo?
 Why Not
#117 posted by ijed [190.22.5.47] on 2013/12/23 04:49:53
Impulse 9?
#118 posted by Yhe1 [173.58.187.144] on 2013/12/23 05:14:26
I didn't want to give my myself all the weapons, just some extra ammo
#119 posted by Spirit [80.187.109.109] on 2013/12/23 09:25:52
just use the "give" cheat. not really the point of the map though...
alternatively you can create an .ent file to add items to it.
 Day PENULTIMATE
#120 posted by onetruepurple [91.240.47.30] on 2013/12/23 19:03:33
 Gotta Say
#121 posted by onetruepurple [91.240.47.30] on 2013/12/23 19:05:37
It's a bunch of great fun. If the production values were kicked up a notch (most notably some weapon skins...), it would be a very fine mod overall.
 Yhe1
#122 posted by JPL [82.234.167.238] on 2013/12/23 20:29:35
For reference
give s <xx> gives xx shells
give r <xx> gives xx rockets
give n <xx> gives xx nails
give c <xx> gives xx cells
largely enough to not "impulse 9"... ;)
#123 posted by Spirit [80.171.7.133] on 2013/12/24 15:53:56
 Spirit
#124 posted by JPL [82.227.229.44] on 2013/12/24 16:10:08
Just a small word to say the Quake Advent Calendar was really an amazing idea ;)
#125 posted by Johnny Law [76.126.53.122] on 2013/12/24 16:47:25
Fancy!
How does reQuiem deal with widescreen stuff... FOV changes, and proper aspect ratio for console text and HUD elements? I can't download it yet so I was just poking around through the screenshots; didn't see any menu options for those things so perhaps it auto-adjusts them?
 Requiem Seems Pretty Neat
#126 posted by FifthElephant [82.24.73.240] on 2013/12/24 17:32:52
:)
Need to give it a try...
#127 posted by Spirit [80.187.101.44] on 2013/12/24 18:05:43
It does not automatically adjust the fov but you can scale the hud really nicely (apart from the con_notify lines, those are missing (bug)).
jpl: yeah! more work.than I thought too though. credit needs to go to sock too for the idea.
 Thank You!
#128 posted by Tamarisk [46.175.106.4] on 2013/12/24 18:23:47
Thank you Spirit (and all the others involved) for organizing the Quake Advent Calender. It has been a most enjoyable 24 days.
#129 posted by Johnny Law [76.126.53.122] on 2013/12/25 23:27:03
Merry Xmas, and a round of applause to Spirit for actually herding the necessary cats to get the calendar completed. It's a neat cross-section of Quake-itude; please archive it nicely somewhere on Quaddicted.
#130 posted by Scampie [72.12.65.92] on 2013/12/26 01:22:55
Yay Advent Calender!
It owned! Great work on it Spirit and everyone who made entries! Especially me!
 Yes!
#131 posted by SleepwalkR [91.5.149.231] on 2013/12/26 08:12:32
Great work and a round of thanks to everyone involved. Especially Spirit. And Scampie.
 Very Enjoyable
#132 posted by FifthElephant [82.24.73.240] on 2013/12/26 12:04:42
The highlight for me was Preach's save game hack, I really wasn't expecting something so crazy. It would be fun if mappers could run scripts to load crazy variables like this in their maps...
#133 posted by Yhe1 [173.58.187.144] on 2013/12/27 08:14:30
The main map of Zendar crashes Requiem for me.
#134 posted by sock [200.82.43.152] on 2013/12/27 12:43:11
The main map of Zendar crashes Requiem for me.
This is something that spirit told me about after I had released the map and he was one of the testers! :P
I checked the engine myself and it is failing on a map reload command (without intermission). The error is :
Host_error: cl_parseservermessage: unknown server command o
last cmd was svr_spawnstatic (20)
I tried increasing the memory pool just in case but it still fails. Also the Windows DLLs files (DZLIB, LIBPNG, LIBJPEG) for extra features are missing, the zip file seems to be setup for Linux only....
Also this engine draws fog differently (wow what a surprise) the fog is drawn infront of any skybox textures, so the sky is just foggy, no clouds or moon.
 Requiem Fog...
#135 posted by FifthElephant [82.24.73.240] on 2013/12/27 21:48:32
is weird.
Having it in front of the skybox shouldn't be an issue as long as the engine assumes that the sky is much further than the brush. But it calculates the sky as being directly where the sky brush is, missing the whole point of what the skybox is there for! (to give the illusion of a distant sky!)
 Awesome Effort, Great Idea
#136 posted by ijed [186.79.200.31] on 2013/12/28 17:56:48
#137 posted by Spirit [92.196.125.244] on 2014/06/24 21:36:58
I am finally testing reQuiem on Windows and the sheer crappiness of my packaging dawns on me. Sorry for doing such a poor job, I will release a properly playable and complete bundle soonish.
 ReQuiem
#138 posted by FifthElephant [82.24.73.240] on 2014/06/24 21:43:26
needs a proper resolution selection thing with correct aspect ratios and stuff. Also, I'm not a huge fan of having a "back" key just for menus, IMO escape should back you out of each screen.
#139 posted by Spirit [92.196.125.244] on 2014/06/24 23:48:48
Yeah, that rarely seems useful. You can rebind it in the menu. I will make the next release have nicer defaults including always run, mouse look etc.
A proper video menu (and managing those settings in the config) would rock. Stupid Carmack should have been less lazy with glquake...
 ReQuiem
#140 posted by FifthElephant [82.24.73.240] on 2014/06/25 00:08:53
has an interesting lighting system. Seems a bit smoother than other engines too. And the light from rockets and stuff doesnt seem to penetrate right through the brushes on opposite sides of the wall.
#141 posted by Spirit [92.196.36.223] on 2014/06/25 13:08:03
reQuiem lets you choose 4 different lighting presets, i think the Overbright one emulates Fitzquake.
For me things still shine through walls partly, fire a rocket on start.bsp into a corridor and look into a different one. For me the light does not show on vertical walls but still on the horizontal ones.
#142 posted by Spirit [92.196.121.49] on 2014/06/29 20:58:43
I made a better zip with hopefully most of the DLLs and assets (zlib dll is still missing). http://chunk.io/f/d0bf59d08b5c4d8692ad30df8b7e9bb6
It is meant for testing so it would be ace if people would give it a try. The release will have some saner defaults and hopefully some more bugfixes (johnny law is helping tremendously!).
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