|
FTEQW is by far and away the best quake engine. It can run quake 1, 2, and 3. And hexen 2. It supports every extended limit imaginable. It can run client side quakec, which makes things like custom huds, networking and all sorts of crazy things possible. Spike the developer is always very helpful - sadly the documentation is lacking. https://www.youtube.com/watch?v=kXgDwiRwBpY Plus who doesn't love pretty blue lights? c0burn fucked around with this message at 22:10 on Nov 20, 2017 |
# ¿ Nov 20, 2017 21:57 |
|
|
# ¿ May 1, 2024 23:46 |
|
STRAFE is on sale on Humble Store, if anyone wants that. I've been playing Chasm The Rift lately. This is a good video review: https://www.youtube.com/watch?v=Uu19BSDPanQ
|
# ¿ Nov 20, 2017 22:40 |
|
https://www.youtube.com/watch?v=WFSrKNDNGtQ Want to feel confused? Check out this Doom mod of Quake Champions weapons and abilities, in a recreation of Quake's e1m6, with Quake monsters in the Doom engine.
|
# ¿ Nov 21, 2017 22:49 |
|
https://twitter.com/DickWhitehouse/status/934978069130911746
|
# ¿ Nov 27, 2017 08:35 |
|
nielsm posted:Continuing from last page, made a very quick "seamless map change" hack for Quake: You'd have to trigger the level change on touch of any player to the trigger. Make sure you're using the changelevel command and not the map command.
|
# ¿ Dec 1, 2017 19:57 |
|
nielsm posted:Okay here's a lovely kinda-working "seamless map transitions" mod for Quake: http://0x0.st/soDg.zip In FTE (you can dump fteextensions.qc using pr_dumpplatform command, if you're not familiar with fteextensions.qc, it can be used as a drop in defs.qc replacement) void(string mapname, optional string newmapstartspot) changelevel = #70; /*Attempts to change the map to the named map. If 'newmapstartspot' is specified, the state of the current map will be preserved, and the argument will be passed to the next map in the 'startspot' global, and the next map will be loaded from archived state if it was previously visited. If not specified, all archived map states will be purged. */ I asked about what it archives, and it's the state of all entities.
|
# ¿ Dec 2, 2017 19:50 |
|
With regards to view angles, you can't manually change a players view angle in QuakeC without a bit of extra hackery. Try setting .fixangle = TRUE on the player once you've set the angle. Note that .v_angle and .angles are not the same thing.
|
# ¿ Dec 2, 2017 19:52 |
|
Quakespasm does not have any quakec extensions. It has things like the .alpha field and a load of increased limits, bsp2 support etc. Once you use things like proper string support, file handling and all of the other nice little things it's hard to go back to a more vanilla engine.
|
# ¿ Dec 2, 2017 20:19 |
|
http://celephais.net/board/view_thread.php?id=61531 More quake goodness
|
# ¿ Dec 18, 2017 11:46 |
|
I can't get past Dusks weapon view models. They're SO BAD.
|
# ¿ Dec 31, 2017 19:37 |
|
https://twitter.com/DanielWienerson/status/947991068422709249
|
# ¿ Jan 2, 2018 10:22 |
|
https://twitter.com/khreathor/status/951542490179481602
|
# ¿ Jan 11, 2018 21:21 |
|
Yeah, good game art is never just about the tech but about the artists and coders skill and understanding what works or not. This is never more apparent than when you look at classic games and how they did it.
|
# ¿ Feb 7, 2018 15:58 |
|
https://twitter.com/meejahor/status/961781129371103232 this owns
|
# ¿ Feb 9, 2018 21:52 |
|
juggalo baby coffin posted:the loading screens make invisible war and deadly shadows almost unplayable for me these days. its just so irritating. Thief 3 gold patch removes the loading stuff from deadly shadows
|
# ¿ Feb 17, 2018 22:29 |
|
The "Mozambique" in titanfall 2 is satisfying as gently caress.
|
# ¿ Mar 3, 2018 17:14 |
|
https://www.dsogaming.com/articles/the-2001-unreal-engine-version-of-duke-nukem-forever-was-90-complete-had-rpg-and-horror-elements/
|
# ¿ Mar 4, 2018 18:15 |
|
anatomi posted:We've been getting back into Quake quite a bit lately, mostly co-op stuff. But lag and packet losses are bumming us out. We're all using Quakespasm or Mark V. Is there a magical engine or solution that'll fix multiplayer issues when playing stuff like AD? We're using Tunngle to set up a virtual LAN, but maybe it's worth it to sort out port forwarding? Please don't use Tunngle. Although this likely isn't causing your problems it's just unnecessary if you set it up correctly. In AD, all of the individual particle effects and shotgun pellets are entities. Entities are things like players, and monsters. These are not ran client side and are all networked. Quake was never ever designed to network that much crap, but it's ok in single player. AD lets you turn a lot of that stuff off in multiplayer, please read the AD readme and make sure you do this first! Quakespasm and MarkV are both "Netquake" engines. Netquake, aka the original quake release in 1996, was only ever designed to be played over LANs smoothly. It does not have clientside prediction or clever delta networking. Quakeworld was released to combat this. However, stock QW doesn't have coop, and AD is also a Netquake, not QW, mod. Luckily, we are in the land of many modern sourceports. FTE is a modern Quake engine, that supports both QW + NQ in one engine. It can run NQ mods with its own enhanced network protocol that should be much smoother. This is my first suggestion. http://fte.triptohell.info/ There is also http://fte.triptohell.info/moodles/qss/, which is Quakespasm-Spiked, Quakespasm modified by the developer of FTE with some additional features ported over from FTE, including better networking.
|
# ¿ Mar 5, 2018 23:25 |
|
anatomi posted:Interesting! Gonna ditch Tunngle and give FTE/Spiked a go. Thanks a plenty. Let me know how it goes!
|
# ¿ Mar 6, 2018 21:43 |
|
Johnny Law posted:Hey dudes. A few things are motivating me to do an update on the Quake Singleplayer Starter Pack. One of which is that the main developer of the Mark V engine has started another spate of updates, and when he gets the last one in (ad_sepulcher support hopefully within a couple of weeks) I'll want to package in that new version of Mark V. I don't use this because I'm oldskool but I appreciate it just the same, it's great for people new to quake. Keep at it!
|
# ¿ Apr 9, 2018 16:26 |
|
Guillermus posted:OG Doom pistol is pathetic and even at low ammo the chaingun is the better option. This is why I can never truly love Duke Nukem.
|
# ¿ Apr 10, 2018 15:47 |
|
It's not a HL mod it's based upon FTEQW. It's also a total conversion and a lot of work. I don't see a problem with the price.
|
# ¿ Apr 16, 2018 11:58 |
|
chaosapiant posted:Speaking of this, I'm thinking of installing a Win98 or WinXP VM on my Win 10 machine just for these older games that are bitch to get working nowadays. I haven't setup a VM in so long though, what's the go to program these days for that? Would Win98 or XP be better? Do you have Win 10 Pro? Try Hyper-V. VMWare Player and VirtualBox are good free alternatives.
|
# ¿ Jun 6, 2018 17:25 |
|
chaosapiant posted:What does Hyper-V give me that might make it worth more to me than the freebies? And how do I even get old OSs these days, Ebay? Virtualization performance depends a lot on loads of different things. It wouldn't hurt to try all three out. Check this out: https://www.makeuseof.com/tag/download-windows-xp-for-free-and-legally-straight-from-microsoft-si/
|
# ¿ Jun 6, 2018 22:07 |
|
AVP (2010 edition) is 99p on Steam. Yay or Nay?
|
# ¿ Jul 3, 2018 22:53 |
|
Quake is the best game of all time. The end.
|
# ¿ Jul 9, 2018 15:21 |
|
The bit in Riddick where you get a shotgun and gently caress up stuff in the sewers is cool. I think I'm remembering that correctly anyway
|
# ¿ Jul 12, 2018 14:51 |
|
Did anyone else hate Max Payne 3 as much as I did? Endless cut scenes with short bits of gameplay in-between. I know MP is typically story heavy but this was ridiculous. Everythibg had excessive blur, camera shake and stupid chromatic aberration effects all over. It was horrible and I don't understand the praise it got.
|
# ¿ Jul 16, 2018 10:47 |
|
https://twitter.com/ultrabrilliant/status/1021706263640645634?s=19
|
# ¿ Jul 26, 2018 08:46 |
|
david_a posted:Too bad it’s another arena game. Yeah, I like the art but the gameplay looks poo poo.
|
# ¿ Aug 6, 2018 14:49 |
|
Al Cu Ad Solte posted:I'm lookin' for shooters that deal with supernatural elements. Stuff like Undying (I love it) and Painkiller (it's okay) that's flown under the radar. I was just playing Hunter: The Reckoning and was thinking how much I'd love an FPS in a similar setting. Lemme waltz through dingy rear end subways mowing down monsters with an SMG. The Darkness II !
|
# ¿ Aug 8, 2018 08:25 |
|
Al Cu Ad Solte posted:Just to go on a rant real quick, this sort of poo poo is stuff that Valve does (did ) and it absolutely loving infuriates me. I love Half Life 2 and its episodes but in regards to weapon animations, feel, and sound? It's like they couldn't give less of a poo poo. There's missing faces on every weapon model that you can easily see if you turn with any urgency. You can see Gordon slip the same exact shotgun shell into the breach during the reload animation without trying. The pistol doesn't eject any brass, weapons are missing sound effects, it's a complete loving mess, and that's not even touching on whatever was going on with Team Fortress 2. To say that the weapon animations were lazy in that is the understatement of the decade. This is why this owns so much https://youtu.be/pBbcRhDCbcM
|
# ¿ Aug 17, 2018 17:52 |
|
I had a voodoo banshee and it sucked and I always wanted a proper voodoo card
|
# ¿ Aug 21, 2018 16:38 |
|
Copper Vein posted:Quake Manual I was using this text as the basis for a cooler intro to my mod. It is of course, like all mods I start, unfinished. https://youtu.be/mD7N6HY0q1s
|
# ¿ Aug 30, 2018 14:30 |
|
New Duke! https://www.moddb.com/mods/duke-nukem-alien-armageddon/downloads
|
# ¿ Sep 12, 2018 22:22 |
|
I'm going to rant about the new Wolfenstein's. Why the gently caress don't you pick up items when you walk over them. There's a million little health packs and armour shards and ammo and you just constantly mash E. It sucks. Wolf 2 seems to pick things up after a delay but also prompts you to press E. Wtf?
|
# ¿ Dec 27, 2018 14:41 |
|
The default maps aren't "vised" for alpha water. Set r_wateralpha to 1. You can patch your maps to enable transparent water. https://quakewiki.org/wiki/External_Lit_And_Vis_Files Certain cvars aren't flagged as "save to config". You can put them in an autoexec.cfg in /id1/ and this will make them stick. The underwater effect in QS has to be created by a shader as the original effect is a software one. You can try using MarkV or FTE to see if you like their effects better.
|
# ¿ Dec 31, 2018 00:48 |
|
FTE can emulate the effect in OpenGL if you want to try it out.
|
# ¿ Jan 2, 2019 14:19 |
|
You're right, it is bad.
|
# ¿ Jan 31, 2019 20:40 |
|
|
# ¿ May 1, 2024 23:46 |
|
http://celephais.net/board/view_thread.php?id=61689 Quake mod jam is out!
|
# ¿ Feb 14, 2019 19:57 |