Comments on: Quaddicted is being sponsored, let’s sponsor you in return http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/ The greatest Quake 1 Singleplayer site on this planet. Tue, 09 Aug 2011 22:15:18 +0000 hourly 1 By: OneManClan http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2294 OneManClan Tue, 26 Jan 2010 14:35:57 +0000 http://www.quaddicted.com/?p=1014#comment-2294 @Dreadlorde The source to CustomTF is available here: http://www.moddb.com/mods/custom-teamfortress/downloads/full-package-for-customtf-33 There's also discussion about the MVDSV situation here: http://www.customtf.net/forum/viewtopic.php?t=1938 Next Session is this Sunday 22:00 GMT @ tastyspleen.net:26666 - come along!! @Dreadlorde
The source to CustomTF is available here:
http://www.moddb.com/mods/custom-teamfortress/downloads/full-package-for-customtf-33

There’s also discussion about the MVDSV situation here:
http://www.customtf.net/forum/viewtopic.php?t=1938

Next Session is this Sunday 22:00 GMT @ tastyspleen.net:26666 – come along!!

]]>
By: Spirit http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2172 Spirit Sat, 26 Dec 2009 17:36:03 +0000 http://www.quaddicted.com/?p=1014#comment-2172 gnounc: Yes, the purpose of this post was to find good ways to spend the money. I only accepted it to do that. If this brainstorm spawns natural motivation it would be fantastic. Ricky, I will wait until next year to be on the safe side. ;) gnounc: Yes, the purpose of this post was to find good ways to spend the money. I only accepted it to do that. If this brainstorm spawns natural motivation it would be fantastic.

Ricky, I will wait until next year to be on the safe side. ;)

]]>
By: Bounty hunters be alert http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2171 Bounty hunters be alert Sat, 26 Dec 2009 17:33:23 +0000 http://www.quaddicted.com/?p=1014#comment-2171 [...] Quaddicted is being sponsored, let’s sponsor you in return [...] [...] Quaddicted is being sponsored, let’s sponsor you in return [...]

]]>
By: RickyT23 http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2168 RickyT23 Fri, 25 Dec 2009 04:22:45 +0000 http://www.quaddicted.com/?p=1014#comment-2168 Yeah - I would kill for a light tool with exoanded olimit AND .lit file support. Using AguirRes tool as a base would be good, because it was such a good tool with -extra4 and the sunlight system. Would be nice if you could have effects coloured lights to. Like a red light for example which can be triggered on and off would rule (not currently possible in Quake)! Happy Christmas btw :D When do we get the map polls Spirit (not to take u for granted ;) Yeah – I would kill for a light tool with exoanded olimit AND .lit file support. Using AguirRes tool as a base would be good, because it was such a good tool with -extra4 and the sunlight system.

Would be nice if you could have effects coloured lights to. Like a red light for example which can be triggered on and off would rule (not currently possible in Quake)!

Happy Christmas btw :D

When do we get the map polls Spirit (not to take u for granted ;)

]]>
By: grahf http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2166 grahf Thu, 24 Dec 2009 03:24:07 +0000 http://www.quaddicted.com/?p=1014#comment-2166 Lots of good ideas here. For me the most important thing would be to improve the compile tools - Aguire's tools are great and they have become the de facto standard, but they could be so much more. Colored light and origin brush support were two interesting features already mentioned. What I'd really like to see, however, is something I occasionally rant about over on func_, integrated support for hint/skip/detail brushes. This already exists in the ancient Quest tools, and in a much updated but still very old Mac port of said tools called eUtils: http://quest-ed.sourceforge.net/dl/index.html http://www.quaketastic.com/upload/files/tools/mac/misc/eUtils_r10.zip I used those mac tools a lot back in the day and I know the huge difference in shorter VIS times and greater complexity that was possible with the detail brushes. I think this is important because the compile tools are the number one factor that restrict how far quake map design can be pushed. Also, it's worth bountying because very few people in the community have the skills necessary to decipher the map compiler code. I could be very wrong but I don't think this would be a very hard feature to add, as the code already exists, unless the two codebases are more different than I realize. Lots of good ideas here. For me the most important thing would be to improve the compile tools – Aguire’s tools are great and they have become the de facto standard, but they could be so much more.

Colored light and origin brush support were two interesting features already mentioned. What I’d really like to see, however, is something I occasionally rant about over on func_, integrated support for hint/skip/detail brushes. This already exists in the ancient Quest tools, and in a much updated but still very old Mac port of said tools called eUtils:

http://quest-ed.sourceforge.net/dl/index.html
http://www.quaketastic.com/upload/files/tools/mac/misc/eUtils_r10.zip

I used those mac tools a lot back in the day and I know the huge difference in shorter VIS times and greater complexity that was possible with the detail brushes. I think this is important because the compile tools are the number one factor that restrict how far quake map design can be pushed. Also, it’s worth bountying because very few people in the community have the skills necessary to decipher the map compiler code.

I could be very wrong but I don’t think this would be a very hard feature to add, as the code already exists, unless the two codebases are more different than I realize.

]]>
By: Steven http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2154 Steven Sun, 20 Dec 2009 12:19:09 +0000 http://www.quaddicted.com/?p=1014#comment-2154 My vote is to encourage Q3 single player map development. Entries could be anything from a SP episode, to a whole framework for future map development. IINS the main issues are to do with saving games, but since it's now GPL-ed, perhaps it is do-able. My vote is to encourage Q3 single player map development. Entries could be anything from a SP episode, to a whole framework for future map development. IINS the main issues are to do with saving games, but since it’s now GPL-ed, perhaps it is do-able.

]]>
By: Gnounc http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2152 Gnounc Sun, 20 Dec 2009 11:06:02 +0000 http://www.quaddicted.com/?p=1014#comment-2152 @baker Toetag level editor? So the bounty idea is how to spend Spirits sponsorship right? So spirit gets final say over what gets .. well sponsored? Everybody seems to have great ideas, and there isnt money for ALL of it. Also the notion of personal interest was addressed. I think it would make more sense to create an entire bounty page. Anyone here should be able to request a job and offer a bounty (like the speed demos archive does). And at the top could be jobs sponsored by spirit, and underneath that could be available bounties from forum-goers and quakers. That way the more interest there is in a project, the more people there are to throw money at it, and everybody can suggest their own special interest and offer to cough up some cash for it to get done. ..or is this whats already been proposed and I'm just a bit in the dark? @baker Toetag level editor?

So the bounty idea is how to spend Spirits sponsorship right? So spirit gets final say over what gets .. well sponsored?

Everybody seems to have great ideas, and there isnt money for ALL of it. Also the notion of personal interest was addressed.

I think it would make more sense to create an entire bounty page. Anyone here should be able to request a job and offer a bounty (like the speed demos archive does). And at the top could be jobs sponsored by spirit, and underneath that could be available bounties from forum-goers and quakers. That way the more interest there is in a project, the more people there are to throw money at it, and everybody can suggest their own special interest and offer to cough up some cash for it to get done.
..or is this whats already been proposed and I’m just a bit in the dark?

]]>
By: Baker http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2134 Baker Fri, 18 Dec 2009 00:51:34 +0000 http://www.quaddicted.com/?p=1014#comment-2134 Additional idea: pay the BSP editor guy to make the BSP Editor open source. (Never really tried that editor, but if he has abandoned the project, then why not open source it?) Additional idea: pay the BSP editor guy to make the BSP Editor open source.

(Never really tried that editor, but if he has abandoned the project, then why not open source it?)

]]>
By: Tronyn http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2129 Tronyn Thu, 17 Dec 2009 07:49:27 +0000 http://www.quaddicted.com/?p=1014#comment-2129 hey also whatever happened to that coffee-table book idea of shots of Quake maps? hey also whatever happened to that coffee-table book idea of shots of Quake maps?

]]>
By: negke http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2128 negke Thu, 17 Dec 2009 06:44:19 +0000 http://www.quaddicted.com/?p=1014#comment-2128 It'd be nice to have a link to each map's text file on the description pages (of course blocked from bots and crawlers). As for monsters, I like the way the Doom bestiary (at Tormentor667's website) works. It's a large collection of custom monsters ready to be plugged in to a pwad. The same could be done for Quake. Models, sounds and QC for each monster + respective description neatly bundled so that it can be added to a mod without much hassle and QC knowledge. It’d be nice to have a link to each map’s text file on the description pages (of course blocked from bots and crawlers).

As for monsters, I like the way the Doom bestiary (at Tormentor667′s website) works. It’s a large collection of custom monsters ready to be plugged in to a pwad. The same could be done for Quake. Models, sounds and QC for each monster + respective description neatly bundled so that it can be added to a mod without much hassle and QC knowledge.

]]>
By: Tronyn http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2126 Tronyn Thu, 17 Dec 2009 01:24:29 +0000 http://www.quaddicted.com/?p=1014#comment-2126 I haven't read the whole thread but what about a bounty for making a new monster, a bunch of people could post 10 ideas and there could be a vote on which ones should be made I haven’t read the whole thread but what about a bounty for making a new monster, a bunch of people could post 10 ideas and there could be a vote on which ones should be made

]]>
By: mh http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2123 mh Wed, 16 Dec 2009 20:49:06 +0000 http://www.quaddicted.com/?p=1014#comment-2123 Fair point. :) Fair point. :)

]]>
By: gb http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2122 gb Wed, 16 Dec 2009 17:31:11 +0000 http://www.quaddicted.com/?p=1014#comment-2122 > My vote would go to a bugfixed set of classic ID1 maps. Tidy up all the places where there are bad texture alignments, vis them for translucent water, include the e2m10 intro on e2m6, add a little bit more detail and trim perhaps (but don’t overdo it, and don’t totally remake the map), fix any other bugs in the maps that are well known, add proper coloured light, convert them to HL format even, then release the whole lot. ... This was what the original Remake Quake tried to do, at least partially. I had this idea to "fix" Episode 1 in the way you describe, and that was the idea I entered the project with. I believe ijed also tried it like that for a while. However, the id maps are really, really hard to retexture because the textures usually don't easily fit onto the brushwork. Basically, they built whatever seemed cool to them without caring too much for texture alignment, and then slapped some texture that looked remotely fitting on there. Instead of looking at the texture, and then building brushwork to accomodate that. Apparently that method wasn't discovered until much later... You'll have to take my word for this, as someone who sank several years into this exact thing, the texture alignment issue was the last straw to just rebuild the maps from scratch instead. We ended up pulling our hair out and it was simply the only reasonable thing to start over. You could get away with retexturing in some maps that have very simple, endlessly tiling textures that can be cut in any place, like some metal maps (metal4_4 and similar textures come to mind). I dare you to properly retexture e1m1 or dm3 and NOT go insane. There is a reason why Than remade dm3rmx from scratch, same for e1m1rmx (the slipgate complex remake). A nice easy project? Nope. "Fixing" the original maps is an illusion. If you have no life, I mean even less of it than me or ijed, then you might manage two or three maps before you die from frustration. I have a halfway retextured (with proper alignment) version of GPL e1m1, but I ended up doing lots of brushwork (to make textures fit...) to the point where it was simply *easier* to rebuild from scratch (without massive help from ijed I would just have quit). Only then was Remake Quake in its current form born. So we did try it the way you suggested first. I had to cut up most existing brushes several times and align textures to weird numbers just to give the impression of a continuous stretch of wall. This was because most idbase wall textures are 128x128, but the walls are not cooperating. ;-) If I'm not mistaken, that sort of thing (slicing up the walls even more) also introduces technical issues with regard to how the polygons are created and stuff, so the map may actually run slower. You could probably create fitting textures for each single wall by cutting and cropping in Photoshop after you took notes how big each wall is etc. If you like pain, or if Quake is truly your religion, or you want to completely live in the slipgate complex instead of real life, try it sometime. What I mean is, we had good technical reasons to remake from scratch, instead of just getting carried away. That came later ;-) > My vote would go to a bugfixed set of classic ID1 maps. Tidy up all the places where there are bad texture alignments, vis them for translucent water, include the e2m10 intro on e2m6, add a little bit more detail and trim perhaps (but don’t overdo it, and don’t totally remake the map), fix any other bugs in the maps that are well known, add proper coloured light, convert them to HL format even, then release the whole lot.

This was what the original Remake Quake tried to do, at least partially. I had this idea to “fix” Episode 1 in the way you describe, and that was the idea I entered the project with. I believe ijed also tried it like that for a while. However, the id maps are really, really hard to retexture because the textures usually don’t easily fit onto the brushwork. Basically, they built whatever seemed cool to them without caring too much for texture alignment, and then slapped some texture that looked remotely fitting on there. Instead of looking at the texture, and then building brushwork to accomodate that. Apparently that method wasn’t discovered until much later…

You’ll have to take my word for this, as someone who sank several years into this exact thing, the texture alignment issue was the last straw to just rebuild the maps from scratch instead. We ended up pulling our hair out and it was simply the only reasonable thing to start over.

You could get away with retexturing in some maps that have very simple, endlessly tiling textures that can be cut in any place, like some metal maps (metal4_4 and similar textures come to mind). I dare you to properly retexture e1m1 or dm3 and NOT go insane. There is a reason why Than remade dm3rmx from scratch, same for e1m1rmx (the slipgate complex remake).

A nice easy project? Nope.

“Fixing” the original maps is an illusion. If you have no life, I mean even less of it than me or ijed, then you might manage two or three maps before you die from frustration.

I have a halfway retextured (with proper alignment) version of GPL e1m1, but I ended up doing lots of brushwork (to make textures fit…) to the point where it was simply *easier* to rebuild from scratch (without massive help from ijed I would just have quit). Only then was Remake Quake in its current form born. So we did try it the way you suggested first.

I had to cut up most existing brushes several times and align textures to weird numbers just to give the impression of a continuous stretch of wall. This was because most idbase wall textures are 128×128, but the walls are not cooperating. ;-)

If I’m not mistaken, that sort of thing (slicing up the walls even more) also introduces technical issues with regard to how the polygons are created and stuff, so the map may actually run slower.

You could probably create fitting textures for each single wall by cutting and cropping in Photoshop after you took notes how big each wall is etc. If you like pain, or if Quake is truly your religion, or you want to completely live in the slipgate complex instead of real life, try it sometime.

What I mean is, we had good technical reasons to remake from scratch, instead of just getting carried away. That came later ;-)

]]>
By: Trinca http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-2/#comment-2120 Trinca Wed, 16 Dec 2009 16:24:15 +0000 http://www.quaddicted.com/?p=1014#comment-2120 ts ts ts nasty Portuguese ;) ts ts ts nasty Portuguese ;)

]]>
By: Trinca http://www.quaddicted.com/quaddictedcom/quaddicted-is-being-sponsored-lets-sponsor-you-in-return/comment-page-1/#comment-2117 Trinca Wed, 16 Dec 2009 09:43:36 +0000 http://www.quaddicted.com/?p=1014#comment-2117 Spirit Quaddicted your work your money! Invest in Quaddicted forever? :) that sounds good... Big hug my friend ;) (I edited some bad word above, Spirit) Spirit

Quaddicted your work your money!

Invest in Quaddicted forever? :) that sounds good…

Big hug my friend ;)

(I edited some bad word above, Spirit)

]]>