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>> No.4845340 [View]
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4845340

>>4845145
Well, now i know how to do doom, but quake? does quakelive still work?

>> No.4807692 [View]
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4807692

So wait Champions is just a shittier Colorful Hell, or am i missing something?

>> No.4771751 [View]
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4771751

>>4771742

>> No.4766009 [View]
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4766009

>>>/wsg/2217333
HUH

>> No.4722383 [View]
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4722383

>>4722374
so why did everyone put the gun view model in the middle of the screen anyways?

>> No.4700879 [View]
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4700879

>>4700862
They've patched it again?

>> No.4678421 [View]
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4678421

out of the loop here. What is wrong with GZ 3.3? I haven't donwloaded it yet, and i wanna now if it's worth it.

>> No.4664485 [View]
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4664485

>>4664469

>> No.4637415 [View]
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4637415

they don't.

>> No.4625576 [View]
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4625576

Here's an off-the-wall question I haven't been able to find an answer for and don't want to delve into func_ for a-searching. Darkplaces is known to mess with Quake in various minor ways, but are there any entity behaviors or interactions where it reliably causes incorrect or just different behavior from a standard NetQuake sourceport? Something similar to the 'enemies don't drop from the ceiling' behavior, but 100% reproducible and preferably in a way that allows the entity behaving normally vs. behaving in Darkplaces to act as a simple conditional (e.g. do thing if entity fucks up, else continue the map normally).

>> No.4607318 [View]
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4607318

What if Doom 1 was designed around Doom 2's episode format?
What if Doom 2 was designed around Doom 1's episode format?

>> No.4586752 [View]
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4586752

>>4586738
>updating shit that ain't broken
Is ericw's version of light still completely fucked up if you update past .15.9?

>> No.4577146 [View]
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4577146

Favorite czg Q1 map?

>> No.4556629 [View]
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4556629

>>4556603
>Billy Blazkowicz is the grandson of BJ Blazkowicz
>this somehow needed confirmation

>> No.4511942 [View]
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4511942

>>4511934

yes, discussing one of my hobbies and learning more about it is more valuable to me than messing with shysters on facebook.

>> No.4492020 [DELETED]  [View]
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4492020

>>4492014
You 100+ posters voted into /vg/ rather than /vr/, now you complain??

>> No.4275540 [View]
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4275540

>>4275296

i'd pay less for a flash cart with the games i'd want that are supported than the actual carts, while saving space. if it's too expensive to buy the "very expensive" games not supported, i won't buy it. it's almost like i can pick and choose what to buy, but apparently that concept can't be gathered by you, only told to you directly. considering your ability to think, i'd say my tax dollars are more than likely supporting your NEET lifestyle.

>> No.4191313 [View]
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4191313

>>4191301
>Learning doors was the first major learning roadblock I faced while learning how to map years ago, just because of how weird the process was for making a door
>Make map for the speed-mapping project, hadn't mapped in a long time and was rusty
>Still remember how to make doors because the process was made into muscle memory
>But for some reason my doors were fucked up
>Make a small sector to make a dummy test door in, figure out what I'm doing wrong after some testing
>Tfw after all these years, doors continue to elude me
And the problem in question was that raising a floor sector to be the walls on each side of the door would cause it to bug out and not open; you can only use ceiling sectors that are lowered to floor-level to make doors work. It was such a minor detail of the engine that I had either never really come across before or had just forgotten about.

>> No.4180246 [View]
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4180246

I think we went through the wrong slipgate at some point here.

>> No.4164327 [View]
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4164327

>>4164272
>HUH

>> No.4052723 [View]
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4052723

>have an idea for a map
>don't even know if it's possible but quickly scribble it down anyway
>look at it days later
>mfw

>> No.4024727 [View]
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4024727

>>4024715
What the fuck

>> No.3992186 [View]
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3992186

>>3992182

>> No.3918908 [View]
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3918908

>>3918894
>>3918902
>>3918905
heurgh



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