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/vr/ - Retro Games


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File: 13 KB, 321x240, 1503134225563.jpg [View same] [iqdb] [saucenao] [google]
4317785 No.4317785 [Reply] [Original]

Post Quake stuff or related goodness.

Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw

about Qump: http://www.celephais.net/board/view_thread.php?id=61385

>> No.4317796

Qump link: http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

>> No.4317809

Sounds neat. Gonna have to fire this up and see what the newbs did!

>> No.4317817
File: 286 KB, 1024x768, ter_shibboleth.jpg [View same] [iqdb] [saucenao] [google]
4317817

>>4317785
what do you guys think of Ter Shibboleth?

>> No.4318073

>>4317817
you can really tell that quakespasm can not take the size of these levels but they are fun for what they are. the wonderland inspired map was the weakest and the pic related was the best.

>> No.4318186
File: 54 KB, 640x480, dnf0224.jpg [View same] [iqdb] [saucenao] [google]
4318186

>>4318073
why cant quakespasm handle the maps

>> No.4318458

...no one on /vr/ likes quake.... shameful... rip......

>> No.4318652

Any upcoming Quakeworld tournaments? For Quake 2, EDL is starting soon, a Polish 4v4 TDM is currently going on, and in Brazil there is an AQ2 tournament going on.

>> No.4318942

>>4318458
there's been like 4 or 5 quake threads in a row

>> No.4319104

>>4317817
They're pretty fucking mental as far as maps go and I was constantly scratching my head at how much detail went into these things, but gameplay-wise they're below average.

Glad I played it though, even if it was frustrating at times.

>> No.4319292

>>4317817
here are my thoughts

https://www.youtube.com/watch?v=orZpobb0cY0

>> No.4319328

>>4319292
quake's enemies are not as bullet spongey as you think
a shambler will go down in a few seconds with the LG or SNG and instant weapon switching means you can combo enemies
also learn to bunny hop faggot

>> No.4319413

How do you feel about this?
https://lparchive.org/Quake-2/

>> No.4319421

>>4319328
>the LG
I believe you mean the Thunderbolt. Get that Q3 terminology out of here.

>> No.4319436

>>4319421
its nickname is LG smartass

>> No.4319452

>>4319436
>its nickname is LG smartass
Uh yeah in Quake 3. You know, where it's called the Lightning Gun and not the Thunderbolt.

>> No.4319458

>>4319452
tell me anon have you ever even played a game of quakeworld in your life since you're so sure that LG is strictly a quake 3 thing

>> No.4319476

>>4319458
>tell me anon have you ever even played a game of quakeworld in your life since you're so sure that LG is strictly a quake 3 thing
Have you ever actually played this game? Because if you ever referred to the TB as "LG" in pre-Q3 era, people wouldn't know what you were talking about and they would think you were retarded. Now, I know you're trying to justify yourself for whatever reason, but you're wrong. LG is a generic term applied to the weapon due to its similarity to the Q3 weapon that plebs like yourself use because you consider it the same thing. I am simply educating you in letting you know that you should at least refer to the weapon by its proper abbreviation when talking about the game it actually appears in. Good day now.

>> No.4319481

>>4319476
so you've never played quakeworld then, thanks

>> No.4319483
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4319483

>>4319481
>so you've never played quakeworld then, thanks
>implying anyone called the TB the "LG" in quakeworld before arena was a thing
not him but you are actually wrong and making yourself look like a faggot.

>> No.4319486

>>4319413
LPs aren't ever as good as actually playing the game yourself.

>> No.4319487

>>4319413
Apathetic really. I think most people will agree that Quake 1's SP is superior to Q2 but I still enjoyed Q2 SP for what it was. I assume the LPers hate Hexen 1 and 2 as well since they hate hub based level design but I enjoy it. I do agree with them that the multiplayer is far superior to the singleplayer, which is why you see way more MP mods than SP mods for Q2.

>> No.4319490

>>4319483
i'm implying its nickname is the LG, which it is
if you disagree then you haven't played quakeworld

>> No.4319494

>>4319490
alternatively it's also called shaft

>> No.4319519

>>4319413
i love proteus man

>> No.4319561

>>4317785
>QUMP is complete
Why is it so great?

>> No.4319590
File: 168 KB, 640x480, spasm0021.png [View same] [iqdb] [saucenao] [google]
4319590

>>4319561
>Great
It is what it is, new maps made by new mappers to quake. Somewhat of a mixed bag, although some are fiendishly difficult.

Here's a bunch of screenshots:
https://imgur.com/a/dpoTi

>> No.4319714
File: 75 KB, 640x400, skull.jpg [View same] [iqdb] [saucenao] [google]
4319714

Post criminally underrated maps

>> No.4319752
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4319752

>>4319590
if i make map will you play it?

>> No.4319753

>>4319752
it would be extremely painful

>> No.4319775
File: 96 KB, 800x600, BatDoom2.jpg [View same] [iqdb] [saucenao] [google]
4319775

>>4319753
good idea. in bateman doom you can beat up bane. quake should have more cool looking maps like the one in that wad. quake mappers like the default quake look too much

>> No.4319831

>>4319104
The author's past maps never were great when it came to gameplay, but he always manages to come up with really neat and clever designs that you don't see in other maps.

>> No.4319864

>>4319752
sure, join us for QUMP2 if it happens

>> No.4319932
File: 290 KB, 1398x654, qs.jpg [View same] [iqdb] [saucenao] [google]
4319932

>>4319864
nic stuff man... nic. qump better not limit you're palette or colored lights. im gonna make a pile of shit map, but i will be proud of it.

>> No.4319951

https://www.youtube.com/watch?v=pkysX175pC0

>> No.4319963

>>4319951
i love quake!

https://www.youtube.com/watch?v=R4mO88cEA7Q

>> No.4319979

>>4319932
yep colored lights are fine, likewise custom textures.
keep an eye open on func_msgboard to see if QUMP2 is announced, may not be for a few months though

>> No.4320034
File: 1.11 MB, 2560x1559, 0dcb40f8113eebf13a619cbf8d6ce9bf.jpg [View same] [iqdb] [saucenao] [google]
4320034

>>4319979
good. great opportunites for fine young mappers, skilled or unskilled, new or old one world one race the human race.

classic quake engine brush style mapping is king. id tech was supposed to spread far and wide like genghis khan but carmack was too experimental with 4 and 5. now he's gone and somehow even the new quake doesn't use id tech. fucking ridiculous. source is around but valve is too unreliable to do anything. the new source 2 hammer is great and no one will ever use it.

the core mapping in worldcraft/radiant/trenchbroom is so fast and simple. at least quake will keep it alive. you need more qumps though. qumps every day every hour on every site etc. let's get new blood in quake mapping

>> No.4320064

>>4319963
https://www.youtube.com/watch?v=w-nzVMqj0qg
https://www.youtube.com/watch?v=LXrZ-llyvvA

>> No.4320103

Aw sweet. I'll need to get started on this soon since I've been trudging through older map(sets).

>>4318073
Protocol 999 exists literally just to run ORL's crazy maps, like this and Cataractnacon/Zeangala. I think Shibboleth plays solid and introduces new interesting themes for the func_msgboard crowd to iterate upon.

>>4319831
Conflagrant Rodent plays really well and still looks nice. Maybe it just depends on how we define great, but

>> No.4320653

>>4317785
You should probably add to the pastebin a guide on how to disable auto-aim, enable crosshair, etc in quakespasm.
I don't know why those things aren't set right by default.

>> No.4320709

>>4320653
The pastebin needs a link to Q2PRO/Q2starter as well. If you play Quake 2 with the original client you're stuck at 10tick for all servers. Q3 should also get a link to the CPMA DEZ installer.

>> No.4321542

How does pain chance in monsters work in Quake and Quake 2? I see it's pretty different from the earlier Doom games.

>> No.4321590

https://people.freebsd.org/~danfe/Quake%2520II%2520Physics.pdf

>> No.4321641

>>4319292
https://www.youtube.com/watch?v=yPfnagQABKM

>> No.4321753
File: 21 KB, 302x306, 22080717.jpg [View same] [iqdb] [saucenao] [google]
4321753

>MaxED has released Simple Quake Launcher 2! It supports Quake, as well as Quake 2, Hexen 2, and Half-Life.

>Features:
>Small and easy to use.
>Detects maps and demos in folders, .pak and .pk3 files.
>Displays map titles ("message" worldspawn key).
>Can launch demos (displays map titles for them as well).
>Can create shortcuts to play the game using currently selected options.
>Can run a random map at random skill.

https://github.com/m-x-d/Simple-Quake-Launcher-2

>> No.4322418

play more quakeworld

>> No.4322420

>>4318652

Any vids of those matches? I'd like to watch them, particularly the Q2 TDM one.

>> No.4322429

>>4322420
You can check the tastyspleen.tv twitch videos for them. Also check out the EU Summer of Q2 duel cup.

>> No.4322539

>>4317817
ammo is so scarce on that wild west map its just frustrating

>> No.4322868
File: 36 KB, 500x547, 1506312654104[1].jpg [View same] [iqdb] [saucenao] [google]
4322868

Anyone want to play duel?

>>4322418
you still there bud? amerifat or yuropoor? (US east here)

>> No.4323530

>>4322420
More Quake 2 TDM right now
https://go.twitch
.tv/tastyspleentv

>> No.4324509

>>4321753
oh wow this is neat, what do you think of it?

>> No.4324749

HUUH

>> No.4325174
File: 2.26 MB, 3768x4272, 1488672302304.png [View same] [iqdb] [saucenao] [google]
4325174

here are some quake mods

https://www.youtube.com/watch?v=pcwowe80MHM

>> No.4325181 [DELETED] 

>>4320236

>> No.4325192

>>4325181
im gonna beat you up pointdexerr

>> No.4325204

>>4324749
Bunnyhop at my face not online and see what happens

>> No.4325205

>>4325181
no

>> No.4325430

https://www.youtube.com/watch?v=xXKQqe_U0l4

>> No.4325943 [DELETED] 

>all these cucks only playing shitty mods and not playing MP

Just like this board and fighting games. You think singleplayer memes is 'playing the game'. More casual than /v/.

>> No.4326235

http://godspeed.servequake.com/quake2/primetime.aspx
pretty oldskool quake 2 website

>> No.4327461

https://www.youtube.com/#/playlist?list=PLxP7tvMqaXzDjw7OYYIEbplCdZOaHLFPg
Worth watching. No excuse to not try multiplayer.

>> No.4327538

>>4325174
here is more

https://www.youtube.com/watch?v=BmQUfMI6JfI

>> No.4328691
File: 2.89 MB, 640x360, Quake.webm [View same] [iqdb] [saucenao] [google]
4328691

>> No.4328717

Is Methods of Destruction any good?

>> No.4330156
File: 798 KB, 1920x1080, quake013.jpg [View same] [iqdb] [saucenao] [google]
4330156

Quake 2 LMCTF every Wednesday and L-Fire CTF every Sunday. LMCTF is standard CTF with an offhand grappling hook and L-Fire is with a hook weapon.

>> No.4330516

>>4318652
>polish 4v4 tdm

Wew people still play 4v4 Q2? All I ever hear about are 1v1 duels and I don't like those.
I might get into that. I'm German, so the ping shouldn't be that bad.

Q2 was THE game for me. Fuck.. it was more a professional sport than a game for me.
I practically spent my whole free time praticing jumps/aim/tactics and doing 4v4 clanwars. My clan got so good that we were able to compete with other top European and Russian clans. Dat nostalgia..

>> No.4330785

What does /vr/ think about the N64 version of Quake II?

>> No.4330882

https://youtu.be/OfIG7C-888s

>> No.4331959

>>4321753
has anyone tried it yet?

>> No.4332119

https://www.youtube.com/watch?v=vjfO2U0AYU8

>> No.4333719

https://youtu.be/qKsua2M_w9E

>> No.4333881

https://youtu.be/qNGJX6WWw7E

>> No.4334119

>>4332119
wow never seen this before, it is just one level?

>> No.4334120

>>4334119
It's mainly a multiplayer mod as far as I know.

>> No.4334126

>>4334119
http://www.moddb.com/mods/transformers-quake-2

>> No.4334145
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4334145

>>4334120
>>4334126

thanks

>> No.4334334

Is the anon that played digital paint 2 still lurking these threads?

>> No.4334736

where can i find the hd quake 1 retexture shit these days looks like all the old links are down

>> No.4335029
File: 525 KB, 972x766, 1464323637605.png [View same] [iqdb] [saucenao] [google]
4335029

>At E3 1997, people shit their pants when the Quake 2 demo shows enemies ducking to avoid attacks.
>In-game, ducking is piss easy to bypass by shooting at the feet of the handful of enemies that duck.

>> No.4335034

>>4334736
http://qrp.quakeone.com/

>> No.4335054

>>4335029
It works like that in real life too, buddy. Are you gonna hold that against Quake 2?

>> No.4335291

>>4335029
at least crouching to dodge shots can be useful online

>> No.4336706
File: 500 KB, 1024x768, 1503603394947.jpg [View same] [iqdb] [saucenao] [google]
4336706

thoughts?

>> No.4337532

>>4334736
>retextures for basic brushwork and very low poly models
dont do this

>> No.4338324
File: 1.68 MB, 1920x1080, ezquake053.png [View same] [iqdb] [saucenao] [google]
4338324

Why has there not been a /vr/ Quake night yet? Tons of good mods/maps for Quake 1 and 2 you could play.

>> No.4338341

>>4336706

Beautiful.

>> No.4338437

Need some help with Darkplaces. It tells me it wants a path to my Quake installation in its command line, but when I add it, it still gives me the message it needs the path. What gives?

>> No.4338472

>>4336706
True kino imo

>> No.4338527

>>4338437
I just dropped darkplaces in my quake folder and it worked fine.

>> No.4339665
File: 19 KB, 128x128, 1505119351858.png [View same] [iqdb] [saucenao] [google]
4339665

The original Quake has Quakespam. But what is the closest Quake 2 has?

>> No.4339697

>>4339665
Yamagi. Compiled for x64, adds modern OpenGL 3.0 support, proper widescreen, HUD scaling, external music (e.g. OGG) support. Runs fast as fuck, is compatible with all custom campaigns like Zaero and Juggernaut. No bullshit graphics "improvements", only original content.

But just like Quakespasm it also drops the original software renderer. But Quake II was made with OpenGL and colored lighting in mind anyway, the software renderer was quite ugly, so not much lost really. You can turn off the texture filtering if you really want to.

http://www.yamagi.org/quake2/

>> No.4339717

>>4339697
>the software renderer was quite ugly
You should actually try it for once. It'll surprise you and make you upset at the same time.

>> No.4339720

>>4338437
>Darkplaces

I just set it up yesterday along my Quakespasm installation. Haven't used it in like 8 years, and gee, it hasn't changed much since then.

And I have to be frank, I don't really recommend it. It breaks so many mods and custom maps, it's not even funny. They changed so much of the engine that it's not really fully compatible with anything except for those few mods that were made with DP in mind. And guess what, most SP content was made for FitzQuake, which was later forked into Quakespasm and Mark V (and recently vkQuake), so that's what you're going to need. And the Fitz tree is also backwards compatible with all the 90's content unlike DP.

If you really want to mess around with some experimental graphical features then I can recommend FTE. It's also glitchy and not very stable, but at least it's still being actively developed, unlike Darkplaces which pretty much got abandoned since the early 2010's. FTE also has a really cool feature called r_softwarebanding which gives you a paletted 8 bit lighting system, so you can make your game look EXACTLY the same as the DOS Quake. Or you can enable all sorts of bloom, HDR and SSAO, your choice.

Myself personally, I'm just running the latest dev build of Quakespasm SDL2 + Qeffects OpenGL wrapper for minor bloom (mostly just to have some glow on the fullbrights, like lamps and glowing runes etc).

>> No.4339725

>>4339717
>You should actually try it for once

I've seen it back in the day. IIRC, it's lacking ALL kinds of lighting, not just colored lights. Levels appear VERY bright, pretty much ruining the whole point of the game. I think that's because while Q1 was developed with paletted colormaps, Q2 was not, so the software renderer was more of an afterthought made for people who couldn't afford a graphics accelerator.

>> No.4339726

>>4336706
10/10 map

Challenging level geometry and tricky enemy placement that reward skilled movement
Well-thought out secrets that tempt the player to make heart-stopping leaps
Excellent use of 3D space and roaming enemies make most encounters dynamic and give the map plenty of replay value
Early grenade launcher plus flying enemies offers plenty of opportunity for satisfying aerial grenade hits

AD re-release is like a 7/10, lots of baffling alterations that make the map less remarkable and more "safe"

>> No.4339745
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4339745

>>4339725
>I've seen it back in the day
Like I said, you should try it al least once.

>> No.4339754

>>4339745
I'm talking about the Q2 software renderer. Q1's totally different and quite charming to be honest.

On that note, Mark V includes an updated version of WinQuake which is (mostly) compatible with modern map packs and I play that one a lot.

But as I said, Q2 was developed for OpenGL, with a way more complex lighting system, and the Q2 software renderer is missing all those features, since it was never the focus of the development, unlike original Quake which was made for DOS and used a 8 bit lighting system with colormap lookup tables.

>> No.4339757
File: 139 KB, 800x600, quake_sw.jpg [View same] [iqdb] [saucenao] [google]
4339757

>>4339725
>Q1 was developed with paletted colormaps, Q2 was not
Quake 2 had a different palette but other than that it had 256 colors textures and software render just like Quake 1.
But you've never tried the software render, therefore you've never played Quake.

>> No.4339761

>>4339754
>Q2 was developed for OpenGL
Shut up. You know nothing.

>> No.4339771

>>4339757
>>4339761
LOL, all these try hards.

Carmack was always exploiting the new tech, sometimes at the expense of the actual game design. Quake II's major selling point was the colored lighting. When Romero saw it at E3 he was so impressed that he decided to port Daikatana from the Q1 engine over to Q2, which cost him a lot of money and resources. The OpenGL lighting was quite a big deal back in the day. Nobody was asking themselves "but can I make my game look a few years older?". LOL you hipster trash, get off my lawn.

>> No.4339783

>>4339771
>new tech
>colored lighting
>Daikatana
That's why the video game industry is doomed.

>> No.4339785

>>4339783
Daikatana was shit because Romero was too busy spending his Doom money on random shit and "living the life" (somewhat understandable since he was a white trash redneck as a kid) instead of working hard on making games.

The other Ion Storm team was responsible for Deus Ex and it turned out to be amazing, so shit argument.

>> No.4339810

>>4339720
Darkplaces isn't bad as an engine its just not great for running vanilla Quake.

>>4339665
Yamagi Quake 2
The best clients are Q2PRO and R1Q2 though.

>> No.4339834
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4339834

>>4339810
Maybe Darkplaces isn't for running vanilla stuff but damn, it can do miracles when comes to graphics.

>> No.4339929
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4339929

>>4339834
Quakespasm + Qeffects is way better.

>> No.4339950
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4339950

>>4339929

>> No.4339952
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4339952

>>4339950

>> No.4339958
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4339958

>>4339952

>> No.4340003
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4340003

This is Quake 1 software rendered but re-lighted with this:
https://ericwa.github.io/ericw-tools/
It can replace the lightmaps inside the bsp files. You're also going to need this:
https://github.com/bunder/qpakman
to extract the bsp files from the pak files. It's quite complicated but it's totally worth doing. Basically makes everything look more like Quake 2.

>> No.4340014
File: 157 KB, 802x627, quake_sw.jpg [View same] [iqdb] [saucenao] [google]
4340014

Just another random view. That tool has a lot of options and it changes the OpenGL rendering as well. Altough I highly recommend the software renderer.

>> No.4340017
File: 730 KB, 1366x768, LrvwEHG[1].png [View same] [iqdb] [saucenao] [google]
4340017

>>4340003
You can also VIS your BSP's while you're at it. Mark V WinQuake supports transparent water (via dithering, so it's always 50% transparent, but eh). See pic.

>> No.4340026
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4340026

>>4340017
>that 8-bit lighting

>> No.4340027
File: 226 KB, 802x627, quake_sw.jpg [View same] [iqdb] [saucenao] [google]
4340027

>>4340017
Sure. You can also get the map sources, edit them and re-compile them from scratch.

>> No.4340037

>>4340027
The id1 map sources are available, but I've no idea about hipnotic and rogue which you're showing off.

This reminds me. I think there used to be a fan made version of id1 maps with fixed texture alignment, z-fighting problems etc. Like for example, go to E1M2 and look at the crates on your left, one of them has a misaligned texture, that pack fixes it. Or how about that shitty brushwork on the slope in DM3 near the Pentagram. It's not "KillPixel's z-fixed maps", it was something else. Wish I could find it again.

>> No.4340046
File: 329 KB, 1280x720, qbs8_020[1].jpg [View same] [iqdb] [saucenao] [google]
4340046

Speaking of software renderers, what do you guys think about Qbism Super8? It's based off WinQuake but is absolutely loaded with features, it even supports colored lighting and alpha transparency textures, all in 8-bit screen mode, utilizing some really clever dithering techniques. IIRC, it's the only software rendering Quake engine that can run Arcane Dimensions glitch free.

It's a bit bloated for my tastes though, and I didn't like how it fucks with palette/gamma and its alpha transparency support incurs a heavy performance hit. I think at this point you might as well just use the fake software renderer from FTE. Still, very impressive.

http://super8.qbism.com/

>> No.4340051
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4340051

>>4340037
Only the map source code for the original episodes is available as far as I know, but you don't need it to use the radiosity tool.
And yes I've noticed that the map source code Romero released, about half of the maps have leaks, plenty coincident surfaces and misaligned textures.

>> No.4340064
File: 18 KB, 318x480, 39[1].jpg [View same] [iqdb] [saucenao] [google]
4340064

>>4340051
I see you're using Plague's Pak for your weapon replacements.

Personally, I recommend the Authentic Models pack, which is mostly the original models with fixed UV maps, badly aligned polygons (like e.g. on the SG and GL) etc. It supports both expansion packs as well. Also includes slightly better models for dog, knight, player and grunts, shambler, ammo pickups etc.

http://www.quaketastic.com/files/models/auth_mdl163.zip

>> No.4340065
File: 180 KB, 1364x768, qbs8_051.jpg [View same] [iqdb] [saucenao] [google]
4340065

>>4340046
I really love it's simple little pixelly blood system. I crank the particle size all the way up though.
Using the Odanan mod right now and i'm loving it. Weapons still feel like themselves but with a little extra kick to them. Also has enemies roaming around a bit, and best of all the locational damage.

>> No.4340079

>>4340064
I love that wodden shotgun. I've modified progs.dat so that it's 10x powerful and makes a nice round spread that explodes enemies with a single shot.
>>4340046
Seems to be windows/intel only? Looks like it won't run on my Raspberry Pi without a lot of work.

>> No.4340090
File: 111 KB, 512x1024, pentaquad.jpg [View same] [iqdb] [saucenao] [google]
4340090

>>4340064
I also made these two models myself. They're actually pretty low poly and look nice in software renderer. The original models had so many hidden tris inside their polygon count was way higher than it should be.

https://www.dropbox.com/s/3t8y5bpthijtl3a/penta_quad_models.zip

>> No.4340105
File: 163 KB, 802x627, quake_sw.jpg [View same] [iqdb] [saucenao] [google]
4340105

This is hard to capture but I've modified the shotgun pellet spread function so that it's a circle for the single barrel and an ellipse for the double barrel. Normally the pellets are spread in a square, but with this mod the accuracy of the aiming really counts towards the damage.

>> No.4340119
File: 160 KB, 802x627, quake_sw.jpg [View same] [iqdb] [saucenao] [google]
4340119

As a side effect of my improved spread function, when a monsters explode, the gibs are much better spread and it's totally hilarious.

>> No.4340265

Anyone interested in some Quakeworld or 2 multiplayer this weekend? No need to be good just some casual games in various mods/maps. There's co-op maps/mods for both games as well.

>> No.4341179

>>4340090
What program did you use to make those? They look pretty good.

>> No.4341204

>>4341179
MilkShape 3D. It's a pretty cool low poly modeling program with support for exporting your model directly into Quake 1/2/3, Half-Life etc model formats.

>> No.4341207

>>4341204
Man I remember MilkShit 3D. For all the flak it got it was a pretty good program.

>> No.4341298

Where should I get Quake from if I don't want to buy it on Steam?

>> No.4341301

>>4341298
just download the .pak files and use a sourceport
same goes for quake 2 and 3

>> No.4341303

>>4341301
Yeah but from where?

I'm using the link in the pastebin, will that do?

>> No.4341307

>>4341303
that should work fine

>> No.4341314

>>4341301
hey it worked man thanks a lot

also is there a way to enable crosshairs in quakespasm?

>> No.4341329

>>4341314
crosshair 1
r_particles 2
r_lerpmodels 0
cl_rollangle 0

>> No.4341340

>>4341329
thanks man

what are the other commands for?

do I need to input them every time I boot the sourceport?

>> No.4341347

>>4341340
no, also don't turn off rollangles

>> No.4341348

>>4341340
you can make an autoexec.cfg in your id1 folder and it should automatically put in those commands
they are off the top of my head but it should bring back square particles, no interpolation on non movement related animations, and no camera rolling

>> No.4341356

>>4341348
also i would recommend entering fov 100-115 in your autoexec.cfg as well

>> No.4341376

>>4341356
also forgot gl_texturemode gl_nearest (or gl_nearest_mipmap_linear if you dont like everything 10 feet away looking grainy)

>> No.4341851

>>4339952
Wow... What map is this?

>> No.4341853

>>4341298
From gog.com I bought every game from there even if the original developers of some games don't get a dime. I want to support sites like that

>> No.4341859

>>4341851
"Tombs of Tehuti". Bloodshot's map from Retro Jam 6.

>> No.4341868

I understand that Dark Places is not often recommended (At least not for your first playthrought and for most maps) but if I wanted to give it a try is there a way to keep it alongside Quakespasm and to be able to play both interchangeably?

I want to try some mods but some are exclusive to that sourceport.

>> No.4341879

>>4341868
In any os is possible. In Linux just install both applications and run them from cli pointing to the games directory with the -basedir parameter. In Windows just unzip both sourceports in your game dir

>> No.4341893

Anyone else like to lure enemies and let them hit eachother accidently so they start to brawl between eachother?

>> No.4341918
File: 84 KB, 405x1326, 1332313245562.jpg [View same] [iqdb] [saucenao] [google]
4341918

>>4341893
I always did that on Quake 2 where it was much easier to achieve. For better results I would use no clip and god mode and bring as many enemies on the same spot as I could. Then I would make them fight until only one remained. The winner would receive a BFG right in the face. Fuck leaving survivors. Infighting is a legitimate tactic as well and it can be mastered to your advantage.

Someone also made a mod that allows you to make Quake 1 and 2 enemies fight each other. I haven't tried it myself but one day I will. Here is a video for it: https://youtu.be/CFgGzDrj7OM

>> No.4341943

>>4341348
>you can make an autoexec.cfg
There's already a config file for you to edit, I don't know why you'd have to make another one.

>> No.4341980

Anyone playing on Linux?
Did you ever have problems with QuakeInjector?
It says something about case-sensitivity and being on your own, what's that mean?

>> No.4341991

How about mapping on OS X? Trenchbroom is bust.

>> No.4342021

>>4339929
What is qeffects? searched but not found nothing about it... how do you get those bloom effects in maps? or is something Arcane Dimensions provides?

>> No.4342034

>>4341980

For me the easier way to play on linux is to launch quakespasm via cli

quakespasm -width 1280 -height 720 -window -basedir Games/quake/ -game id1 +skill 1 +map acstart

>> No.4342053
File: 163 KB, 800x600, quest.jpg [View same] [iqdb] [saucenao] [google]
4342053

For mapping, if you have issues with Trenchbroom, you can try this:
http://xonotic.org/download/ and
https://gitlab.com/xonotic
Netradiant is a bugfixed version of Gtkradiant 1.5, which is not perfect but it works.
For me on linux I've been working on the Quest editor. It's very retro but amazing:
http://quest-ed.sourceforge.net/
Download the DOS version and run it in dosbox just to try it and let me know if you may be interesting in contibuting to its restoration.

>> No.4342056

>>4342021
It's an OpenGL wrapper that adds various graphics effects on fly.

https://github.com/crystice-softworks/QeffectsGL

I'm using these settings for QuakeSpam:

[Generic]
RenderFrame=3
Anisotropy=16
Multisample=4
MultisampleHint=0
Bloom=1
BloomSteps=6
BloomDarken=4
BloomScale=2
SSAO=0
SSAOScale=8.0
SSAOMinZ=0.005
SSAOMaxZ=1.0
Hue=0
Saturation=0
Lightness=0
Emboss=0
EmbossScale=0.666
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=1.0
Vignette=0

>> No.4342067

Why the fuck doesn't Quakespasm allow you to rebind weapon keys like normal?
I know it's kind of a petty complaint but I shouldn't have to mess around in the console to tweak such simple things.

>> No.4342071

>>4342021
>>4342056
Looks like a things that says: "I own a useless $1000 video card that draws as much current as a vacuum cleaner and I have to use it somehow". But that's just me.

>> No.4342078

>>4342071
thank you for your insightful projecting

>> No.4342125

>>4342053

What does xonotic have to do with Quake?

>> No.4342128

>>4342125
its on darkplaces engine and i assume the map editor works for quake as well

>> No.4342145

>>4342125
On that repository you can find NetRadiant (derived from GtkRadiant 1.5), darkplaces and gmqcc. I believe they're all bugfixed versions.
>>4342128
Yes, it's mostly Quake 3 oriented, but it's possible to create Quake 1, 2 and several other games maps with it as well. It includes the map compilers for Quake 2 and 3. For Quake 1 get the ericw tools in addition.

>> No.4342150

>>4342056
Oh! :( it's windows only i assume :(

>> No.4342151

>>4342128
>>4342145

What if I just want to do vanilla Quake mapping, without all the extra bells and whistles bullshit?

>> No.4342159

>>4342151
http://kristianduske.com/trenchbroom/
https://ericwa.github.io/ericw-tools/

>> No.4342167

>>4342159

trenchbroom does not work on OS X. I do not see it working any time soon either, as this is the author's second or third attempt at even getting the app to run.

>> No.4342168

>>4342151
Short answer: you really should get Trenchbroom.
http://kristianduske.com/trenchbroom/
I mentioned the xonotic stuff as an alternative, just in case you have OpenGL issues with Trenchbroom.

>> No.4342174

>>4342168

see >>4342167

>> No.4342176

>>4342167
I've managed to run Trenchbroom on my Raspberry Pi. You just have to compile it yourself and then run it with LIBGL_ALWAYS_SOFTWARE=1 so that mesa runs it in software mode (llvmpipe) and avoids the buggy hardware acceleration.
Maybe there is something similar on OSX, but I don't know. The issues is that Trenchbroom uses shaders which some OpenGL drivers don't like.

>> No.4342179

>>4342174

see >>4342168

Read where I say "I mentioned the xonotic stuff as an alternative".

Read it.

>> No.4342181

>>4342176

The error I get indicates that the author actually just doesn't know what the fuck they are doing on OS X. Something is not kosher in the way they are referencing needed external libraries.

>> No.4342183

>>4342179

So, no other vanilla mapping options. Got it.

>> No.4342186

>>4342181
Well, if you take a look that the Trenchbroom code, it's actually a fat monster. Again, maybe try NetRadiant from xonotic. It's clumsier and harder to set up, but doesn't require shaders and it works.

>> No.4342191

>>4342186

The error I am getting has nothing to do with shaders, as I have said before.

>> No.4342194

>>4342183
NetRadiant and GtkRadint can be set up for several different games. You have to download the appropriate game support pack with the entity definitions and such and configure it at startup.
If you're on windows, there's also a variety of old editors you can try:
https://www.quakewiki.net/quake-1-level-editors/

>> No.4342203

>>4342191
I don't know but maybe you're supposed to launch it from a shell or buy a real computer instead of a mac.

>> No.4342212

>>4342203

Yes, your Windows 10-infested computer is so superior to my own. How have I ever been able to live without SaS dick in my ass?

>> No.4342282

>>4342212
I'm not sure because I don't have a mac, but I think what you're supposed to do to launch Trechbroom is explained somewhere in some readme file. If it's not a shader problem, then it may be the fact that wxWidgets shared libraries are not in LD_LIBRARY_PATH.

Also don't forget that you need qpakman:
https://github.com/bunder/qpakman
to extract the WAD2 textures files from the PAK files or to make your own texture sets. WAD2 files are needed by both Trenchbroom and the map compile tools.

>> No.4343186

>>4320034
BSP is king.

>> No.4343256
File: 111 KB, 800x600, quest.jpg [View same] [iqdb] [saucenao] [google]
4343256

Quest has a little internal ray-tracer for lighting preview, which is a feature not even modern editors have. It's 256 colors of course.

>> No.4343484

>>4343256
are there any good q1 mapsets with q2 assets?
sounds like an interesting novelty and i love strogg architecture

>> No.4343519

>>4343484
There is one in qump (qump_daya), and probably a few around the community.

>> No.4343540

>>4343484
Unless you're using custom qcc code or want Quake 1 monsters, it's easier to do the opposite. Quake 2 has a better color palette, radosity, transparency and allows mods on top of the shareware PAK, which makes it almost free.

>> No.4343594

>>4343540
yeah but there's not really a community for SP mods with Quake 2 anymore
its kind of unfairly maligned despite having some redeeming aspects

>> No.4343681
File: 35 KB, 351x500, sandman.jpg [View same] [iqdb] [saucenao] [google]
4343681

anybody know where i can get a good copy of quake 3 these days? havent had my disc in years and i dont think spending 15 dollars on a game so old really makes sense especially if nobody is even playing like steamcharts seems to show.

>> No.4343693

>>4343681
Get the shareware verison if you're looking specifically for Quake 3 or get Sauerbraten if you're looking for a game like Quake 3 that's still somewhat active.

>> No.4343704

>>4343594
Quake 2's problem is the lack of variety. The base theme gets incredibly irritating after a while. Some natural environments or something would've helped a lot.

>> No.4343709

Oh, and before anyone starts wondering. Here's a nicely compiled collection of all known Quake 2 SP maps, sorted by year:
https://www.dropbox.com/sh/h903yx4ebv19oge/7VdYS73RFA

>> No.4343713

>>4343594
Modders snob Quake 2 because it doesn't have qcc, but in fact;
https://tomeofpreach.wordpress.com/2017/03/14/further-logic-gates-for-2017/
It's possible to make logic gates with door functions and very few people write custom monsters anyway.

>> No.4343725

>>4343704
That's easy to fix. Sauerbater comes with several hunderds free textures and md2 models. You just have to convert the textures to .wal format, which isn't easy but I can tell you how to do it even on linux.

>> No.4343767

>>4343725
Modders rarely stray too far away from the game's original assets. If you want a different setting, you'll need not only textures, but many props as well, not to mention some enemies that won't stick out too much, etc. And everything has to be cohesive and done in the same style.

>> No.4343780
File: 64 KB, 500x411, 1505100185758.jpg [View same] [iqdb] [saucenao] [google]
4343780

I played the original Quake for the first time a couple days ago.

How the fuck are FPSes not this good anymore

>> No.4343803

>>4343693
thanks, does the shareware version work with ioquake? i hear some people play on that still but ive been out of the community so long

>> No.4343856

>>4343780
Political correctness and scripts padded with propaganda.

>> No.4344014

>>4343693
OpenArena is closer to Q3 than Sauerbraten because it's literally based off the source code of Q3,with effectively the same design just some overhauls and libre models/sounds tossed in.

>> No.4344024

>>4344014
Why not just play the real Quake III? The CD key authentication's been removed ages ago, so anyone can pirate and play it online. It was pretty active the last time I checked it earlier this year.

Or you can, god forbid, spend a few bucks and buy Quake Live on Steam which is the most up to date version of Quake 3 and it's still very active. Very hardcore though.

>> No.4344090

>>4339754
>>4339757
>>4340003
What is the difference between the software renderer and Quakespasm running with texture filtering turned off?
I'm looking for the closest to the vanilla experience as possible and I've tried both Quakespasm and Mark V WinQuake. I think Mark V WinQuake looks better, is it using the software renderer? I wish I could use it, but I keep getting a bug where I'm dead on the floor when I try respawning after I die.

>> No.4344108

>>4344090
>What is the difference between the software renderer and Quakespasm running with texture filtering turned off?

Software renderer runs in 8-bit (256) color mode, it uses a look up color table to fake its lighting, so it looks gradual instead of smooth. Sometimes it runs out of suitable colors (e.g. in dark corners) and things start looking washed out.

Also see here:
https://www.quaddicted.com/engines/software_vs_glquake

>> No.4344289

>>4344090
The short answer is: Quake 1 and 2 were meant to be played with the software renderer and that's how you should play them. The source port I recommend are:
Q1: http://disenchant.net/tyrquake/
Q2: https://icculus.org/quake2/
If you can't get those to work and you're stuck with the inferior OpenGL renderer, at the very least disable the linear filter because that really ruins the party.

>> No.4344362
File: 47 KB, 441x441, 1382428234254.jpg [View same] [iqdb] [saucenao] [google]
4344362

>>4344289
>>4344108
Does this means I've been playing Quake wrong by using Quakespasm all this time?

>> No.4344401
File: 184 KB, 802x627, quake_sw.jpg [View same] [iqdb] [saucenao] [google]
4344401

>>4344362
Yes. Quakespasm is good but especially for Quake 1 it's worth to experience the ambience exactly as it was intended.

>> No.4344412

The problem with a lot of people of your generation is that you've worked so hard to convince you dad to buy you a $1000 video card that causes global warming in the Philippines, and to see that software rendering in the '90 was better, it's depressing. And global warming is not even real. But that's the state of the computer industry in 2017.

>> No.4344447

>>4344289
Q2 definitely wasnt meant to be played in software mode. Modern OpenGL renderers like the ones in Q2PRO and R1GL are superior in every way with no downsides. This is just straight up hipsterism.

>> No.4344484

>>4344447
Look at the original source code. I'll give you an hint. The textures are 256 colors, there's a color palette, a color lookup and a fully functional software render in there. What does that tell you?

>OpenGL renderers
>are superior in every way with no downsides
There's nothing I can do for you. I'm sorry.

>> No.4344615

>>4344484
There isn't a single upside to software mode for Quake 2 when you have adjustable colored lightmaps, support for non power of 2 textures, anisotropic filtering, antialiasing, and tons of other features. If you can't see this, you're retarded and fell too hard for the software meme.

>> No.4344757

>>4344289
Any reason to use TyrQuake over Mark V WinQuake? That readme file is a mess

>> No.4344783

>>4344757
Also how am I supposed to get the music working in tyrquake? Both .ogg and .mp3 aren't working

>> No.4344784

>>4344615
Here's the upside: there are no options for the software mode. No fiddling. It just does what the developers intended it to do.
>>4344757
I don't know but the software renderer should be the same everywhere.

>> No.4344828

>>4344783
Please respond.
Setting up this shit has been kind of a drag. I wouldn't say it's difficult but for someone who's simply trying to get a "give me 1996 Quake" experience for the first time, there's a lot of shit to go through.

>Quakespasm is apparently not accurate
>Mark V WinQuake has a reloading bug
>TyrQuake can't into music

>> No.4344829
File: 195 KB, 802x627, quake_sw.jpg [View same] [iqdb] [saucenao] [google]
4344829

>>4344783
With an audio CD of course. And don't forget to rewind it when you're done.

>> No.4344840

>>4344828
>there's a lot of shit to go through
That's true but it's not my fault if people who maintain current source ports decide to just drop the software render so that you can't compare it and realize it's better than OpenGL 20 years later.

>> No.4344845

>>4344829
I've tried making an ISO of the music files and that doesn't work either.

>> No.4344851

https://www.scribd.com/document/137689223/Art-of-Quake-2

>> No.4344990

>>4344845
>>4344783
I'm dying here please respond

>> No.4345021

>>4344990
Please don't die. But I really don't have an answer because I don't have music on my tryquake either.
I've patched my tyrquake with a 35 FPS limiter and I swapped the left and right stereo channels because it's required for linux and I was happy like that. I honestly didn't think about fixing the music. Maybe I'll do it but it'll be a while.

>> No.4345184
File: 226 KB, 802x623, quake_2_sw.jpg [View same] [iqdb] [saucenao] [google]
4345184

I just wanted to add a Quake 2 software rendered screeshot since apparently few people have ever seen it.

>> No.4345186
File: 223 KB, 802x623, quake_2_sw.jpg [View same] [iqdb] [saucenao] [google]
4345186

That's how Quake 2 was supposed to look like anyway.

>> No.4345208
File: 167 KB, 800x600, quake_2_sw.jpg [View same] [iqdb] [saucenao] [google]
4345208

That is, before the OpenGL people worked their "magic" on it.

>> No.4345308

>>4345186
quake 2 was never supposed to look like that
just about everything was designed with power of 2 textures in mind and bilinear filtering as well as colored lighting
explain to me why every single promotion shot for quake 2 was hardware accelerated with bilinear filtering if it went against the "developer's original vision"
you can like software mode all you want but this is just revisionist bullshit

>> No.4345350

>>4345186
I don't even play Quake 2 but you need to understand Quake 2 was literally built for hardware acceleration. You are not supposed to use software mode.

>> No.4345382

which quake has the best duels? why?

>> No.4345463

>>4344845
You can download CD images here:

http://dk.toastednet.org/FPS_Legends/quake.html#Images

>> No.4345472

>>4345382
Quakeworld has the best duels because of the movement, the element of stealth, and how every map in the big 5 play differently. My second favorite would be Q2 but its far more control heavy.

>> No.4345473

>>4345308
>arguing with hipsters

Just don't. Those morons would play fucking Half-Life in 640x480 and legacy software renderer because obviously "that's how it was supposed to look". Shaking my head here.

>> No.4345482

>>4345463
Thanks I'll try it out

>>4345473
Not either of those guys, but I personally like to play games as close to how they were on release as possible. I'm interested in the history of games as much as I am the games themselves, and accuracy is important to me.

>> No.4345526

>>4345308
>>4345350
>>4345473
Are you trying to tell me to SHUT IT DOWN perhaps?

>> No.4345593

>>4345482
>I'm interested in the history of games as much as I am the games themselves, and accuracy is important to me.

Well thing is, those games were released in the era when graphic accelerators (GPUs, videocards) weren't available on every single PC, it was a transitional era. So in some cases the developers had to include a "legacy" software renderer so that people without a GPU could still play the game and the company would make more money.

The optional software renderer in this case was just a fallback, nothing more. It didn't support all features of the hardware renderer and nobody was supposed to admire it. It was just a little something so that the poor folk could play the game.

I mean, fucking Unreal has a software renderer option, would some hipster here seriously say that's the way it's meant to be played?

Quake 2 and Half-Life were never meant to be software rendered games, their lighting system was just too complex for that and frankly 8-bit color was getting a bit old hat by then. Just take a look at the promotional material and see for yourself.

>> No.4345659

>>4345593
Shut up. Really. You know nothing.

>> No.4345671

>>4345659
>oh please stop disproving my hipster theories
Go back to sucking on your flappuccinos, faggot.

>> No.4345675

>>4345671
Don't teach people things you don't know.

>> No.4345682

>>4345675
Try using other arguments than "just because" and "shut up". It might help the discussion.

>> No.4345690

>>4345682
There is no discussion here. You know nothing. You're making stuff up and I won't argue with that.

>> No.4345692

I play games on lowest settings with 20fps for the authentic experience.

>> No.4345710

>>4345690
>You're making stuff up and I won't argue with that.

Alright, I don't see anyone agreeing with your stupid opinion that Quake II with its (in)famous colored lighting was supposed to be a software rendered game first and foremost, so I'll leave you alone in your stupidity. Keep on screaming "fake news".

>> No.4345723

>1998
>Everyone is going crazy trying to get GPUs to they can run games like Quake 2 in OpenGL and experience all of the benefits it brings.

>2017
>People that were either a year old or not even born yet in 1998 argue that software is the only way to play the Quake games and Half-Life because it's more "authentic", ignoring that Q2 and HL1's pre-release images were overwhelmingly taken in OpenGL mode, and so were the pre-release demos in events like E3.

>> No.4345732

>>4345723
I know, right. This is a bizarro world.

But I'd wager a guess and say it probably has to do with all the myriads of shitty modern indie games using lowres pixelated graphics because they're too broke to make better assets and claiming it's classy. As time went on, some impressionable young people started to actually believe it.

"Hey, look at this awesome 90's game." "WTF, dad, why is it not all ugly and pixelated like Minecraft, could you make it look older?"

>> No.4345734

>>4345710
I've heard that colored lights may incite homosexual behavior in frogs, so I try to stay away from them.

>> No.4345745

>>4345723
Next thing you know, emulating N64 games without bilinear filtering will be claimed to be "authentic" and preferable.

>> No.4345847

Is there a way to tell tyrquake to read CD audio from a virtual drive rather than my actual CD drive

>> No.4345858

>>4345847
Not really,, it only checks your first CD drive letter. You could fuck with Windows drivers to change your virtual and actual CD drives around, but I dunno how you do it on a modern system, it's been a while since I had an actual disk drive.

>> No.4345861

>>4345847
just use quakespasm

>> No.4345887

>>4345861
quakespasm won't support it soon because SDL2 doesn't care about CDs

>> No.4345895

>>4345887
And nothing of value will be lost. There's absolutely no advantage to using actual CDs for Quake's music. Quakespasm supports MP3, OGG and even FLAC for lossless playback. Modern CD dives usually don't even support looping and ignore the pre-emphasis flag on Quake's CDs since that technology is really old, so the music will sound a bit wrong anyway.

Not to mention that there's like half a dozen Quake soundtracks, have fun shuffling your CDs every time you want to play some expansion pack.

Here's a good read on this question:
https://steamcommunity.com/sharedfiles/filedetails/?id=119489135

>> No.4345901

>>4345861
>>4345895
I want the software renderer
tyrquake has no music
Mark V WinQuake has a bug that makes it almost unplayable
I want to die

>> No.4345913

>>4345901
Okay, okay, I feel you bro. Get Qbism Super 8 then, it's the most advanced software renderer based source port. It can play both OGGs and MP3s, but it also includes a lot of new features, like various HUD improvements, so you'll have to spend some time turning that all off if you want the absolute vanilla experience. The renderer is 100% 8-bit though, the output is identical to DOS Quake, and it's got various improvements that let it run both old and modern maps. Pretty impressive.

http://super8.qbism.com/

>> No.4345919

>>4345901
Don't do it man. Id software is going to make another good game eventually and you're going to miss it.

>> No.4345936

>>4345913
I'm trying it and it looks all sorts of fucked up, can't even get it to properly display at 640x400

Why is this such a nightmare

>> No.4345948

>>4345936
Why do you want 640x400 on a modern system, your display won't even know how to scale it anyway. It will probably think it's a 16:10 mode or don't even recognize it.

Seriously, there's a limit on how hipster one wants to be, you're starting to break it.

>> No.4345959

>>4345948
I play old computer games on my second display, a CRT which scales it perfectly fine. 640x400 is the correct aspect ratio that won't stretch the HUD in any way.

>> No.4345964

>>4345959
Well, why not just play the original in DOSBox if you're so obsessed with vanilla? The GOG version has it all set up with music and everything, you don't need a virtual drive, DOSBox will do it all for you. 640x400 or 640x480 will run fullspeed on any modern system. Type +mlook in the console to enable mouse look. Otherwise, it should be similar to WinQuake.

>> No.4346005

>>4345964
I'm just going to stop being a faggot and continue to use Quakespasm

at 640x400

>> No.4346193

what do you guys think about darkplaces?

>> No.4346225

>>4346193
Its compatibility is way too low for it to be more than a tech demo honestly.

I tried playing X-Men with it another day, since it's proudly claimed on DP's website that this here updated version of X-Men; ROA is fully, 100% compatible with Dark Places. OK, let's check out X-Men with bloom and real-time shadows.

Spent about half an hour making laps on map #3. Turns out the gold key falls out of map boundaries on DarkPlaces making it impossible to complete. The key spawns just fine in literally every other engine.

And it's just a single example. No Retro Jams, no Func Jams work properly with DarkPlaces. There will always be some graphical glitches, QC related oddities, weird animations, etc etc. Or just plain crashes or objects that secretly did not load, like that gold key in X-Men.

I don't know why I even keep it around, I never get to actually use it.

>> No.4346264
File: 1.37 MB, 1366x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
4346264

>>4346225
Oh, and X-Men is a fucking awesome Quake TC, you can play as the Archangel and fly everywhere. Definitely check it out.

>> No.4346272

>>4346225
It's not a tech demo, it's an engine.

>> No.4346278

>>4339665
Quake II v3.24 Unofficial Patch (.exe version 3.2.4.2)

All other ports are your standard 'I wanna change the game and replace all the graphics' shit. The unofficial 3.24 is literally just Quake2 with increased limits, widescreen and OGG music support to bypass the WinNT CD bug that makes CD audio unfeasable.

>> No.4346294

>>4346278
>I don't know shit about Quake 2's ports and this is the first link that I found on Google when I couldn't get the game working
Lurk some more.

>> No.4346301

>>4346278
Yamagi Quake 2's entire point is literally just to unofficially patch the game. It's as accurate as it gets while still allowing you the convenience of using ogg files for the music.

>> No.4346317

>>4346301
Yamagi Quake II is amazing. It's a native x64 program with multi-core and OpenGL 3 support so the game runs blazingly fast. The author has a rather strict stance on fucking with the graphics, so the most you can do is install a texture pack, which is fine for me, since I love a good preservation code base.

>free hud scaling
>OGG/MP3/FLAC external music
>widescreen with automatic fov adjustment

>> No.4346352
File: 294 KB, 640x480, spasm0088.png [View same] [iqdb] [saucenao] [google]
4346352

>>4345901
Someone once said "wow I love your software renderer" when I posted screenshots from my quakespasm. All I did was disable the texture filtering.

So quakespasm is good enough to fool people, or actually does use software renderer.

pic related - is that good enough for you?

>> No.4346370

>>4346352
Just try Mark V WinQuake in the same resolution and feel the difference. Software rendering goes far beyond the lack of texture filtering.

But yeah, it's more of a novelty than anything these days really. No diehard Quake fan is going to be playing in software renderer for any prolonged period of time, if only for the fact that it doesn't support most of the excellent modern maps.

Another source port called FTEQW has the emulation of 8-bit lighting in OpenGL, some people like that, I guess.

>> No.4346384
File: 92 KB, 640x400, winquake_mark_v_0006.png [View same] [iqdb] [saucenao] [google]
4346384

>>4346370
As much as I want to use Mark V WinQuake, this happens every time I restart a level, if I restart after loading a save

>> No.4346401
File: 200 KB, 1024x768, dosboxQUAKE03.png [View same] [iqdb] [saucenao] [google]
4346401

>>4346370
hmm, looking at the original quake files in dosbox, the lightning is quite different - much darker and moodier. I could probably adjust quakespasm to be darker

>> No.4346405
File: 291 KB, 640x480, spasm0089.png [View same] [iqdb] [saucenao] [google]
4346405

>>4346401
and now quakespasm with the brightness way down...

>> No.4346409

>>4346401
>>4346405
It's not the brightness. I took a couple of screenshots, unfiltered Quakespasm + Mark V Winquake, see the difference here:
https://imgur.com/a/xOaWr

>> No.4346410
File: 310 KB, 1280x1024, dosboxQUAKE04.png [View same] [iqdb] [saucenao] [google]
4346410

>>4346405
and now dosbox with the brightness at half way (it was at the lowest setting for some reason...)

>> No.4346414

>>4346409
which is which?

>> No.4346416

>>4346409
Oops, forgot to actually turn off the texture filtering. Anyway, you get the difference, the lighting is gradual, because there's only 256 colors to work with. This is map e4m1 by the way, it's got flashing lights right where you spawn and is excellent for seeing the difference.

>> No.4346418

>>4346414
#1 Quakespasm, #2 Mark V WinQuake

>> No.4346425

>>4346384
Doesn't happen to me, I can die and quickload back just fine. Describe the exact steps of what you're doing.

>> No.4346432

>>4346425
OK, no need, I got it. What you have to do to trigger the bug:
- Quicksave and quickload at least once
- Die and press space to restart
- You restart the level but camera is fucked

Gotta report it to Baker, thanks. Most people just press F9 when they die, why would you restart the level from scratch.

>> No.4346435

>>4346425
Start a level. Save. Load the save. Die. Restart the level normally, I'm in the floor.

>> No.4346505

>>4346418
>https://imgur.com/a/xOaWr
yeah when you forget to turn off texture filtering, it kind of voids the example...

>> No.4346610

>>4346432
I don't really spam quicksave/load, I do make checkpoint saves when I unlock a key door though

>> No.4347139

What's a good brightness setting for Q1? Like is there a good reference point for the ideal setting?

>> No.4347686

>>4347139
I keep my gamma and contrast at the default 1 so that no colors are lost.

Get a better display maybe?

>> No.4348807

https://dondeq2.wordpress.com/2017/10/19/the-bridges-of-weapons-factory-dedicated-to-the-various-bridges-found-in-the-q2-wf-maps/

>> No.4349935

>>4341918
I didn't know the Tank had a melee attack.

>> No.4349951

>>4349935
Berserkers were going to have running attack animations instead of just being ledges for easy double jumps like they are now.

>> No.4350236

https://dondeq2.wordpress.com/2017/10/11/the-history-of-quakeworld-a-look-back-at-the-making-of-one-of-the-most-important-advancements-in-multiplayer-gaming-by-john-jcal-callaham/

>> No.4351071

>>4344412
Alright dude holy fuck we get it. You hate overpriced graphics cards. You don’t have to keep samefagging and repeating yourself. Shut the fuck up or cry about it somewhere else.

>> No.4351081
File: 167 KB, 640x553, image.jpg [View same] [iqdb] [saucenao] [google]
4351081

>> No.4351097

>Carmack even envisioned a “pay for play” system for future Internet play. “Its definitely cool, but it is uncertain if people can actually make money at it,” he wrote, “My halfway thought out proposal for a biz plan is that we let anyone play the game as an anonymous newbie to see if they like it, but to get their name registered and get on the ranking list, they need to pay $10 or so. Newbies would be automatically kicked from servers if a paying customer wants to get on.”
Was he the first setting example of being a fucking jew?

>> No.4351664
File: 25 KB, 300x450, DLu_sFaUEAA1PVJ.jpg [View same] [iqdb] [saucenao] [google]
4351664

Quake 2 LMCTF at 7PM PST if anyone is interested in joining.

>> No.4351670

>>4351097

Pretty much. He wasn't just pioneering new ways to render shit; being a dick was his other side-hobby.

>> No.4352351

Do you think we'll ever see a return to simpler maps in Quake rather than the really detailed, elaborate brushwork you get now?

>> No.4352416

I was an Unreal-Halo kid my whole life, Thinking about getting quake, where would I get a copy of the game and would DirectQ be good for Nvidia graphics?

>> No.4352420

>>4352416
Just pirate it and use quakespasm for Quake 1 SP

>> No.4352853

>my father always refers to Quake as if it's the main character's name like Duke Nukem.

>> No.4352886

>>4325174
>kickflip quake
kek

>> No.4352904

>>4352853
Did you tell him that Quake was the codename for the villain?

>> No.4352910
File: 235 KB, 1024x768, rumble_screen3[1].jpg [View same] [iqdb] [saucenao] [google]
4352910

Just finished Rubicon Rumble Pack.

Holy shit, it's even better than Arcane Dimensions. Only 3 maps, but it's so detailed and very well made, each map takes about 1 to 2 hours to complete, easily as long as 3 vanilla episodes. So many set pieces and cleverly scripted encounters, e.g. with enemies breaking down walls and coming out during battles. The second map, Telefragged, is by far the best, feels like its own game.

Only compatible with Quakespasm and Mark V. And you'll need a modern machine to handle the advanced level geometry, no retro boxes.

>> No.4353070

>>4352416
I don’t even know why people bother buying Quake anymore. Just google the pakfiles and use Quakespasm. Don’t use DirectQ. Quakespasm is the most supported port nowadays because it looks basically no different from vanilla GLQuake, and is packed with features.

>> No.4353124

>>4353070
DirectQ is comfy as fuck though. I still have it installed for older maps, it can't reliably run most maps made after 2012 or so, sadly.

Really pisses me off how the author (mh) got bullied in the community by various retards and had to discontinue his work. Or at least make it private.

He eventually re-appeared and wrote most of the D3D renderer in Mark V, though, so there's that.

>> No.4353183
File: 45 KB, 285x226, 6.jpg [View same] [iqdb] [saucenao] [google]
4353183

>>4353124
what happened? how did he get bullied?

i remember he was working on a d3d11 renderer.... then he died...

>> No.4353193

>>4353183
http://quakeone.com/forum/quake-help/quake-clients/12790-does-directq-2-0-exist
>certain (what I perceive as) toxic elements in the community left me with a bad taste and I no longer wanted to be involved in any way.

Retro communities like Doom, Duke/Build, Quake etc tend to have a lot of drama/bad blood, I often wonder why's that so. Can't we all just get along.

>> No.4353207

>>4353193
>I often wonder why's that so.
there's as many reasons to fight as there are stars in the sky

such as it is in every single community out there

>> No.4353210
File: 96 KB, 604x412, 5.jpg [View same] [iqdb] [saucenao] [google]
4353210

>>4353193
expect cyberbullying on the internet, always. i could cyberbully you right now in a split second and you would never see it coming. thats how the "heavy" and "deep" internet gaming forums and websites are

mh sounds too weak to handle the bullies tbqh. quake 3 forums are much harder than quake 1 forums btw. what a shame

>> No.4353232

>>4353210
>mh sounds too weak to handle the bullies tbqh
He's a really smart and nice guy though. Just the other day I casually mentioned one of the weird quirks in the Quake engine on one of the forums he still frequents and he randomly popped in and wrote a wall of text patiently explaining the thing.

Maybe he's just too nice.

>> No.4353236

>>4352910
Yeah I just started playing this and its pretty incredible. Some really top-tier techbase so far. These guys know exactly what they're doing. The Help menu was a nice touch too.

>> No.4353253
File: 48 KB, 300x200, 00021.jpg [View same] [iqdb] [saucenao] [google]
4353253

>>4353232
>Maybe he's just too nice.

he had a nice blog and engine but sometimes you either bully or end up bullied. no other options.

>> No.4353273

>>4353193
Quakeworld community and Quake 2 community seem to get along just fine amongst themselves. Whatever drama there was died out like 15 years ago.
The autists seem to stick with singleplayer since with MP you'll take anyone you can get.

>> No.4353460

>>4353124
For some reason I’ve been thinking Mark V was Fitzquake this whole time. Definitely downloading that now. Thanks anon!

>> No.4353480

>>4353460
Mark V IS FitzQuake based, but it now has an optional D3D renderer written by mh.

Basically a long time ago John "metlslime" Fitzgibbons made a version of GLQuake that fixed all the bugs and missing features (like fullbrights and overbrights) and then increased limits and added various features for making better and bigger maps. This so called FitzQuake was actually more "vanilla" than Carmack's GLQuake, since it had the missing features from the software renderer and at the same time didn't fuck with anything else like the other fan made engines of the era. metlslime also founded the Func_Msgboard community, that became home to all the SP mappers and engine coders.

Both Mark V and Quakespasm are modern forks of FitzQuake.

>> No.4353987
File: 272 KB, 640x480, spasm0009.png [View same] [iqdb] [saucenao] [google]
4353987

>>4317785
QUMP now officially released:

Screenshots:
https://imgur.com/a/AKiuq

get QUMP here:
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

10 Brand new maps, as well as a new start map. Hope you guys enjoy!

>> No.4354560

>>4353987
About fucking time.
Good work, guys.

>> No.4354783

>>4353273
There is a lot of favoritism within the Quake 1 community. Its the reason why certain projects get lots of attention by everyone, and others get very little or are ignored completely.

>> No.4355452

>>4354783
Sad but not unexpected.

>> No.4355492

How do you differentiate normal water from hazardous water?

I'm using Quakespasm.

>> No.4355508

>>4355492
Also can you use Quakespasm for MP?

>> No.4355548

>>4355508
Quakespasm works for NetQuake but I wouldn't recommend it. Use nQuake instead for QuakeWorld.

>> No.4355678

Quakeworld guys in UK/EU are going to have a casual Rocket Arena/Clan Arena night tomorrow (friday for you europoors). All you will need is http://nquake.com/

>> No.4355713

>>4352904
I actually never told him that. I really should, just to see what he has to say. He has very basic knowledge about FPs from the 90s.

>> No.4356024

>>4353987
Best hub map ever

>> No.4356070

So I'm pretty sure a Shambler just materialized right where I was standing and got gibbed because of it.

Is that possible?

Also Quake on hard is actually pretty hard wtf.

>> No.4356072

>>4356024
I love it. NewHouse did a really, really great job

>> No.4356078

>>4356070
Yeah, I love doing that in E1M3 hard

>> No.4356083
File: 82 KB, 191x197, 1441909942548.png [View same] [iqdb] [saucenao] [google]
4356083

>>4319979
>func liking Quake 2 or doing anything creatively beyond Quake

>> No.4356090
File: 22 KB, 180x180, 1504736309701.jpg [View same] [iqdb] [saucenao] [google]
4356090

>>4356083
>QUMP2 is the same thing as Q2UMP

I'd love to see Q2UMP tho

>> No.4356094
File: 58 KB, 855x470, 1409241542999.jpg [View same] [iqdb] [saucenao] [google]
4356094

>>4356090
Oh shit, my bad.

I'd also like to see Q2UMP.

>> No.4356095

>>4356090
I'd love to see a Q2 SP mod that takes various things from other id tech 2 games.

>> No.4356194

>>4356070

If a potential telefrag happens between you and a monster, the game will always assume you telefragged it and kill the monster, even if it was technically the other way around.

>> No.4356871

Which singleplayer do you like better: Q1 or Q2?

>> No.4356882

What are some nice visual mods for Quake that maintain the vanilla feel?

>> No.4356936

>>4356871
Q1
I spend more time in Q2 multiplayer though.

>> No.4356986
File: 1.31 MB, 1920x1080, aq2.jpg [View same] [iqdb] [saucenao] [google]
4356986

Action Quake 2 fags where we at?

>> No.4357263

https://youtu.be/cbTYBOMEu98

>> No.4357441

Sorry for the newbie question, but do I need multiple unique keys for Quake 3 if I'm going to setup a LAN party?

>> No.4357494

>>4357441
Quake 3's authentication is long gone. Steam/GOG don't even give you CD keys anymore. Just input lowercase a's as your CD key and you're good.

>> No.4357510

Thoughts on Quake Live?

>> No.4357517

>>4357510
It's an updated Q3, it's more active. Steam and Steam Workshop make playing online piss easy since it automatically downloads maps you don't have etc. It's also got proper widescreen support with no HUD stretching or the weapon model getting cut off. I'd recommend playing it instead of Q3 if you're serious about getting into the classic Quake MP.

Subscribe to one of the workshop mods to re-enable blood and gibs.

>> No.4357537

>>4357510
It's a better Quake 3.

>> No.4357556
File: 175 KB, 768x1059, quake_is_forever.jpg [View same] [iqdb] [saucenao] [google]
4357556

>> No.4358827

do you think love can bloom on the battlefield?

>> No.4358896

>>4358827
I added a bunch of people to steam friends after duelling them so yes.

>> No.4358926

>>4358827

I met my ex playing Quake.
But, well, we're exes now, so who knows?

>> No.4359884

>>4358827
have you seen the quake wedding cake made for the couple that met at quake con?

It was pretty cool

>> No.4359909
File: 168 KB, 479x730, Quake1Rangerette[1].jpg [View same] [iqdb] [saucenao] [google]
4359909

>if Quake was a girl

>> No.4359917
File: 45 KB, 96x74, shamb.gif [View same] [iqdb] [saucenao] [google]
4359917

>>4359909
absolutely haram

>> No.4360079
File: 12 KB, 97x102, berserk2.gif [View same] [iqdb] [saucenao] [google]
4360079

>> No.4360143
File: 36 KB, 330x330, 8DD7C873FCA1C8411DB72C9D94C9731F238F83E6[1].png [View same] [iqdb] [saucenao] [google]
4360143

Thoughts on the Methods of Destruction alternative soundtrack for Quake?

https://www.youtube.com/watch?v=Qxrf0mF7J78
https://www.youtube.com/watch?v=po474vV5fnU

id was really impressed with this CD and hired Sonic Mayhem for composing Q2 and Q3 soundtracks. And he later went on to compose for other video game companies, gaining some fame in the process.

The Q3 soundtrack was made in collaboration with Front Line Assembly. However, FLA was somewhat lazy and they just slightly reworked some of the songs from their current album, e.g.:
https://www.youtube.com/watch?v=goEWOdgGeWo

Sonic Mayhem on the other hand also made an extended version of his Q3 soundtrack with many new songs and released it as Arena Noise, e.g. check out this great track:
https://www.youtube.com/watch?v=5C_PdI-3M-Q

There's also the N64 soundtrack for Q1 which is pretty atmospheric. I use it for Arcane Dimensions and the two have become pretty much inseparable for me:
https://aubreyhodges.bandcamp.com/album/quake-nintendo-64-official-soundtrack..

I bought them all.

>> No.4360210
File: 68 KB, 330x395, d2c63b9da903ad775b64519b962aafdf.jpg [View same] [iqdb] [saucenao] [google]
4360210

Who the FUCK thought that adding three new weapons to the already large arsenal was a good idea?

>> No.4360214

>>4360143
>Thoughts on the Methods of Destruction alternative soundtrack for Quake?
I really don't like it. Sounds like bad rob zombie and sounds dated.

Quake soundtrack on the other hand still sounds evil and other-worldly today.

I remember being incredibly disappointed by the soundtrack when quake 2 came out, but I guess the mindless, emotionless riffing suits the mindless, emotionless techbases

>> No.4360265

>>4360214
Quake 2's soundtrack's got some great songs, IMO. Running around the corridors point blank one shot killing everything with your huge as fuck super shotgun was exhilating.

https://www.youtube.com/watch?v=WZmiZ3OBIHw

>> No.4360323

>>4319421
>Get that Q3 terminology out of here.

http://www.quaketerminus.com/quakebible/maps-dm6-10.htm

http://www.ign.com/articles/1998/03/25/quake

http://www.arrakis-ttm.com/quake.html

http://mrelusive.com/oldprojects/obots/skorpion/obots102/OBOTS.HTM

http://www.gamers.org/dEngine/quake/QDP/qmapspec.html

https://www.quakewiki.net/archives/quakelab/gameplay.htm

http://www.quake2.com/q2faq.html

Oh and to top it off... of course

https://www.doomworld.com/idgames/idstuff/quake/q101-106

Ooopsie, terminology used by the developers of the game themselves in their changelog for the Quake 1.06 Patch in

So, feel free to jump in the water and hit fire with your LG because your ass is blown out.

>> No.4360326

>>4360323
>https://www.doomworld.com/idgames/idstuff/quake/q101-106
>7. If you discharged the thunderbolt in the water your cells are no longer dropped with your backpack.
>17. The lightning gun is never considered your best weapon when you are underwater.
>25. Corrected a problem where discharging the lightning gun in water would sometimes leave you in a 'zombie' state. You would be dead, but unable to respawn or restart.

Basically, those were always synonyms. But of course, some 15 year old hipster now "knows better". Just ignore these comments in the future please, these arguments never add to the discussion.

>> No.4360468

>>4360265
https://youtu.be/RYB7vrH0gzk

>> No.4360567

How do you feel about this Q2 remodel project?
>http://www.moddb.com/mods/quake2-remodel
(Un)fortunately requires port that supports md3 model format. The guy making it said, after making weapon models he'll start remodelling monsters then player characters.
I'm afraid he could burn out before he finished them all.

>> No.4360575
File: 145 KB, 1024x768, shot0012.jpg [View same] [iqdb] [saucenao] [google]
4360575

>>4360567

>> No.4360585

>>4360567
Not a big fan of these replacements. There's an older one that exists too.

>> No.4360619

>>4360567
>remember reading about this project on QuakeOne back like 10 years ago
>still only 2 models released
>lol.jpg

Also, the original models are fine. The weapons and arms in particular are so well animated, why would you want replacements anyway.

>> No.4360646
File: 115 KB, 1300x866, 15177678-Suicide-Concept-Man-Pointing-A-Gun-At-His-Head-Stock-Photo.jpg [View same] [iqdb] [saucenao] [google]
4360646

I can't map or even play Quake for shit because my current monitor has brightness and colour issues.
Also, next week starts the horrible uni end of semester wild ride. Double doomed because all my stuff is digital.
So good luck to anyone who tries, I guess.

>> No.4360682

>>4360619
>MD2 model format
>no skeletal animation
>model warping all over the place
>low resolution textures
Also this guy seems to return to remodelling Q2 (especially when people started donating him). Also remodels seem to contain the old feeling while being hi-res.

>> No.4360941

>>4360575
Ugly as sin.

You've absolutely zero taste (and sense) if you believe this looks "better".

>> No.4361028
File: 1.95 MB, 1920x1080, ezquake059.png [View same] [iqdb] [saucenao] [google]
4361028

Quakeworld co-op maps are fun

>> No.4361051
File: 1.46 MB, 1920x1080, ezquake064.png [View same] [iqdb] [saucenao] [google]
4361051

>>4361028

>> No.4362015

>>4355492
>hazardous water?
You mean slime? It's green. You mean lava? It's orange/red. Water is blue and will not hurt you until you start drowning. You lose armour while drowning too!

>> No.4362115

https://www.youtube.com/watch?v=TfeSMaztDVc

>> No.4362165

>>4362015
There's brown water as well. But slime is always green/teal.

>> No.4362171
File: 166 KB, 1080x1080, husky_laptop.jpg [View same] [iqdb] [saucenao] [google]
4362171

>>4362115
Look at John Carmack shilling the OpenGl renderer and its many features in Quake 2, he obviously doesn't know shit, Quake 2's supposed to be played in software with 8 bit lighting and huge pixels, it's the only way to make it authentic and true to the original developer's vision.

Oh wait....

>> No.4362980

Does anyone else feel like Quakespasm aims high?

I finally got tired of tring to make glquake work with a cd image, so I installed Quakespasm, and now it feels like all of my shots are hitting higher than I’m aiming.

>> No.4363221

>>4362980
Works on my machine™

>> No.4363761

>>4362980
Should be no difference. Type 'sv_aim 2' in the console to make sure autoaim is disabled.

>> No.4363778

>>4362980
>Does anyone else feel like Quakespasm aims high?
Yeah, it's got pretty high standards. /s

Oh and if you're a bit autistic like me and want to make Quakespasm look EXACTLY like vanilla GLQuake including all the missing and buggy features that Carmack didn't have the time to implement:

gl_flashblend "1"
gl_fullbrights "0"
gl_overbright "0"
gl_overbright_models "0"
r_lerpmodels "0"
r_lerpmove "0"
r_oldwater "1"
r_oldskyleaf "1"
r_wateralpha "1"
r_lavaalpha "1"
r_slimealpha "1"
r_telealpha "1"
r_shadows "0"
gl_texturemode "gl_linear_mipmap_nearest"
scr_sbaralpha "1"
r_viewmodel_quake "1"
viewsize "100"

Copy paste all of this to a text file, save it as glquake.cfg, put it into your id1 folder and type exec glquake.cfg once in-game.

Note that it does make the game look pretty bad and inferior to the software renderer, but eh, it's fun once in a while.

>> No.4363802

>>4363778
Oh, you card.
>r_viewmodel_quake "1"
>viewsize "100"
What do these two do, out of curiosity?

>> No.4363821

>>4363802
These re-enable the full HUD and set the weapon model height to vanilla. You'd also need scr_sbaralpha 1 for the full effect.

In FitzQuake and Quakespasm the default status bar is transparent and as such the weapon model height is set to be lower, since you can see it through the HUD.

>> No.4363847

>>4363821
>the weapon model height is set to be lower
Ah, I bet this is why >>4362980 feels that the guns are aiming higher. Perhaps he should try these status bar/weapon placement settings.

>> No.4364070

That anon wasn't kidding about using tyrutils-ericw to re-light the original maps, the improvements are pretty big and this works with DOS Quake even, at no performance cost.

https://imgur.com/a/bV06p

I made a complete pack with all id1, hipnotic and rogue maps. hipnotic in particular was a bitch since they used some special settings when lighting their maps, had to figure those out. Anybody want the whole pack? I can upload it to Dropbox or whatever. Also includes transparent water patching.

>> No.4365083

>>4363778
Thanks!
The view mode thing fixed it!

>> No.4365974

>>4360210
You don't grab the original grenade launcher much often compared to the sticky launcher. Thor's hammer is kinda useless. The laser cannon was fucking amazing however and the main reason why Thor's hammer was kinda pointless to use but not a bad weapon by any means. The new weapons shared ammo with the original weapons so it balanced everything well if you ask me.

>> No.4366446

I have a question for anyone knowledgeable who can explain:
Why after all these years there is still no mods combining assets of both Scourge of Armagon and Dissolution of Eternity expansion packs into one package??? Closest things to such attempt I know of being are just including Centroids in Qoth; and putting Stone Knights intp AD, and thats about it really.

>> No.4367207

>>4363778
fuck mipmapping dude gl_nearest or die

>> No.4367269

>>4367207
Even worse, he set the GL mode to linear filtering and mipmap to nearest.

>> No.4367273

>>4367207
>>4367269
That's what GLQuake used by default. That preset isn't about your hipster preferences, but about making Quakespasm look EXACTLY like vanilla GLQuake, warts and all.

>> No.4367275

>>4367269
thats bilinear filtering my dude

>> No.4367318

>>4367273
i prefer making gl quake look like software quake kthx

>> No.4368008

why are the quakespasm devs too retarded to separate physics and game logic from framerate so i can play quake 1 at 144fps without it breaking

>> No.4368396

>>4368008
What is the ideal framerate cap for Quake 1? And 2 for that matter? I know 125 is good for 3, but capping 1 and 2 at 125 seems to cause physics problems.

>> No.4368410

>>4368396
I locked mine to 60, since my monitor is 60hz.

>> No.4368427

>>4368396
For Quake 1 it's 72FPS but for Quake 2 it doesn't matter really since with Q2PRO and R1Q2 it separates physics and game logic. I play with my renderer at 300fps but when it comes to cl_maxfps you want 66, 90, or 120. For 66 you get faster strafe jumps while at 120 you get better double jumps and slope jumps. 90 is a good compromise between the two and what I use for most maps and SP.

>> No.4368596

>>4368410
Disgusting m8. Back in the stone age I was playing Quake at at least 75hz. I don't know how you can put up with that flickerfest.

>>4368427
Useful info, cheers.

>> No.4368606

>>4368596
watch the fps counter in the bottom left to see what i'm talking about
https://www.youtube.com/watch?v=f79GNNtv_ZI also >>4321590

>> No.4368651

>>4368596
>60hz
>I don't know how you can put up with that flickerfest.

>>>>/v/

>> No.4369237

does anyone here play duel or are you all shitters

>> No.4369298

>>4369237
if you're not signed up for thunderdome 9 you're not allowed to be smug

>> No.4369364

https://www.quakewiki.net/archives/qweek.planetquake.gamespy.com/034.htm

>> No.4369540

>>4366446
I meant to ask if its possible to make a mod that would mix the two addons together, and why noone actualy did so after all these years - its quite possibly the only thing Q2 mod/usermap makers seem to have managed to achieve long ago compared to Q1 for no clear reasons...
I know its just a pointless samefag shitpost but whatever :)

>> No.4369609

>>4369540
The QC source code for both addons is available, so yeah it shouldn't be too hard to do, just start with one of the addons then add all the missing stuff from the other.

Just... why though? The themes are quite different and it wouldn't gel too well. And having THIS many weapons would be totally overkill. We have Quoth which is a pretty good weapons/enemy package for mappers. There's also Drake by Tronyn which adds a shit ton of weapons and enemies from a bunch of games. But Quoth is completely original and follows that high-tech/lovecraftian style of Quake.

Also, speaking of the official mission packs, I assume few people bother reading the readme files/manual that come with them. Scourge of Armagon has a pretty cool hidden feature where if you type "crosshair 2" in the console it enable footsteps sounds. I remember back porting this thing to id1 and rogue back in the day, along with the shotgun decals. Don't have the files anymore, though.

>> No.4370883

since there's no link in the 'so you want to play some quake', where can I get a link to quake for a modern machine, or preferably quake 2?

>> No.4370898

>>4370883
Singleplayer or Multiplayer? Also check the pastebin for links to all the game files.

>> No.4370905

>>4370898
feel a tad retarded for not checking that to begin with, thanks anon

>> No.4370910

>>4370905
Don't use yamagi Quake 2 for multiplayer unless you really enjoy playing with 10 tick.

>> No.4370953

Anyone else here not really like Quake II?
I just can’t get into it, and those dog things are super annoying.

Also, aparently the GOG installer comes with like 8 different mods, including Action Quake.

>> No.4370959
File: 9 KB, 304x289, winstonstare.jpg [View same] [iqdb] [saucenao] [google]
4370959

why the hell is quake for sega saturn so exorbitant

>> No.4370978

>>4370953
>he has issues with parasites

>> No.4371084

>>4370910
what am I supposed to do once I've DLed quake 2? I presumed I'd need to extract the 3 .pak files but that didn't give me any kind of exe I could use desu

>> No.4371114

>>4371084
Do you want to play SP, MP, or both?

>> No.4371130

>>4371114
MP
I should probably mention my PC has the power of a computer built in 1997

>> No.4371141
File: 1005 KB, 1920x1080, quake066.jpg [View same] [iqdb] [saucenao] [google]
4371141

>>4371130
download http://q2s.tastyspleen.net/ and move over the .pak files to here
Q2PRO should run fine no matter what toaster you have and if you need config help I can hook you up as well. I also have a brightskin pak if you want it.

>> No.4371153

>>4371141
>forced fullbright single colour skins
Modern Quakefags disgust me. This cowardace would have been considered cheating once upon a time.

>> No.4371159

>>4371153
I could beat you either way. It just makes games like CTF and TDM much easier on the eyes.

>> No.4371297

>>4371141
works great, thanks
would there be any servers or places to look for servers you'd recommend for a european wanting to play some standard ctf/ffa/tdm, and is actually pretty bad at the game

>> No.4371307

>>4371297
I couldn't really say but there is an EU group that plays CTF every week and I see people in the Lithium FFA servers in EU. Duel/4v4 is still active in Europe as well.

>> No.4372201

Anyone play this?
https://colonthreeenterprises.tumblr.com/post/156354414901/my-quake-2-unit-is-finally-here-3c-it-has

>> No.4372343

>>4368427
>for Quake 2 it doesn't matter really since with Q2PRO and R1Q2 it separates physics and game logic

So does darkplaces and ezquake.

>> No.4372467

>>4372343
Both of those are quakeworld rather than netquake ports. I'm pretty sure you can connect to both types of servers with darkplaces though.

>> No.4372514

Any way I can stop the game from switching my weapon every time I pick up a new one? It's seriously annoying in some maps, like the later levels in Warpspasm which have a lot of weapon pickups everywhere.

>> No.4372621

>>4372514
Not for Quakespasm as far as I know but the multiplayer clients let you turn it off.

>> No.4372639

Anyone else find AD inferior to the original game? A lot of these levels feel too long and these new enemy types are just annoying so far.

>> No.4372646

>>4372639
Found the contrarian.

>> No.4372830

>>4372646
FYI contrarian doesn't mean wrong.

>> No.4372878

>>4372830
Arcane Dimensions is amazing. So many quality maps all bundled in together in such a polished package. It's way beyond commercial level even.

It's right there with Rubicon Rumble Pack, Retro Jams and Func Jams as the absolute best SP maps for Quake.

Go be a child somewhere else please.

>> No.4372885

>>4372467
darkplaces supports netquake, quakeworld, darkplaces, and nehara protocols. Darkplaces is modded off Quake not Quakeworld and it's first release didn't even support Quakeworld, it supported netquake protocol and the first version of darkplaces protocol.

>> No.4372889

>>4372885
informative

>> No.4372893

>>4372878
>Go be a child somewhere else please.
In actuality what has been stated applies more directly to the former poster than to myself.

Notice the zero comments on Arcade Dimensions. I'm merely correcting your implication of what the word contrarian means.

>> No.4372972

>>4372893
>Notice the zero comments on Arcade Dimensions
Because this thread is full of underage hipsters competing in who can play Quake for the first time ever on the lowest settings. They haven't even finished the vanilla campaign, the fuck do they know about Arcane Dimensions.

Arcane Dimensions got so popular at one point, it was even reviewed in mainstream media:
https://www.rockpapershotgun.com/2016/07/20/best-quake-mod-2016/

>> No.4374643

newfag again, is there a way to add muzzle flares to the weapons in quake 2?

>> No.4374669

>>4374643
II believe there are some new models with muzzle flares made for DarkPlaces etc. Here's the list of all current "HD" content:

http://quakeone.com/forum/quake-help/general-help/11015-the-definitive-hd-replacement-content-list

You're a huge faggot if you use any of this distasteful crap though.

>> No.4374672

>>4374669
Oh you meant Quake 2. I dunno then.

>> No.4374696

>>4317785
why the fuck do you have the quake guy doing this illuminati bullshit?

>> No.4375194

>>4374672
the last line still applies

>> No.4375201

>>4374669
>not using .lit files for colored lightmaps like quake 2

>> No.4375669

http://www.gamers.org/pub/archives/plans/romero@ionstorm.com/1997-12-14
>I'm a map designer at heart and the levels in Quake 2 are the most beautifully architected alternate realities i've ever experienced. They are so much better than Quake 1's maps that i'm almost embarassed to see my earlier work and say that it's still good.

>> No.4375685 [DELETED] 

>>4375669
>Quake 2's graphics are simply amazing. The
colored lighting MAKES this game. If you're
playing the game in software (non-GL), no WAY
is Q2 going to blow you completely away.
>[I'm so excited to get Daikatana running under
the Q2 engine! We have the source code right
now and preliminary tests look awesome!]

>> No.4375692

>>4375669
>Quake 2's graphics are simply amazing. The colored lighting MAKES this game. If you're playing the game in software (non-GL), no WAY is Q2 going to blow you completely away.
>[I'm so excited to get Daikatana running under the Q2 engine! We have the source code right now and preliminary tests look awesome!]

>> No.4376704

>>4374696
Its an image from the Sega Saturn's port loading screen you dumb quad-nigger ヽ(ಠ_ಠ)ノ

>> No.4377580

Is there any way to play the Saturn-exclusive levels on PC?

>> No.4377626

>>4377580
Not yet.

There's plenty of research done on the subject though. See here:
http://richwhitehouse.com/index.php?postid=68

Maybe somebody not worried about legal issues will port them one day. Maybe some Russian.

>> No.4379552

>>4372878

Arcane Dimensions is the best Quake mod to date. I would pay for it if it were released commercially.

>> No.4381239

>>4377626
why do we need Russian help?

>> No.4381265

>>4372639
I personally hated the projectile weapons.

You should not be able to dodge bullets imo. People should use cover instead.

Its fine if the bullet projectiles move at a realistic speed like in S.T.A.L.K.E.R. , but the bullets in AD move far too slow - like some wizard has prevented projectiles from moving more than 200 kph so he can dodge them easier.

>> No.4383428

>>4381265
I didn't like them either since maps liked to have flying enemies and having to stop and lead shots slowed the pacing down.

>> No.4383514

>>4381239
They usually are the least likely to give two fucks about any possible legal issue in their modding project.

>> No.4383524

>>4381265
>>4383428
Well, I know it's a pretty old school thing nowadays, what with all the attention deficit in the modern generation, but most mods usually come with, I know this is a pretty hard concept to follow, but carry with me here, a README file, which explains things the mod does and often also tells you about all the features and how you might be able to tweak them.

>Shotguns
>All of the shotguns have been changed to projectiles instead of hitscan impact. If you don't like this change use impulse 130 to switch between either system or edit the quake.rc file.

You can fucking turn it off if you want your hitscan back. What's the problem here?

>> No.4383550

>>4375692
OpenGL colored lights certainly made Daikatana such a good game and every single player in the world Romero's bitch.

>> No.4383703

>>4383550
Daikatana is one of the better shooters from 2000. It's certainly better than NOLF or SoF

>> No.4383713

>>4383703
daikatana was also a failure and besmirched john's reputation

>> No.4383724

>>4383524
>If you don't like this change use impulse 130 to switch between either system
huuh, decent. I never really seriously played through AD, just booted it up and played through part of 1 map. Never bothered to read the readme for that reason.

If / When I go back to it I will definitely switch the shotguns back to hitscan

>>4383703
>Daikatana is one of the better shooters from 2000
>Deus Ex
>Soldier of Fortune
>Perfect Dark
>Counter Strike
Nah its waay down the list.

>> No.4383760

>>4383703
Here's what bothers me about Soldier of Fortune, the "Ridiculous" enemy spawns only seems to work on the first level where it's truly absurd.

>> No.4383852

>>4383713
Doesn't matter with fan patches nowadays.

>> No.4384258

>>4383852
the gameplay in the first level is still so bad anyone with taste in good gamplay will immediately drop the game.

Not to mention the obnoxiously long cut-scene at the start of the game.

>> No.4386420

how is Qump?

>> No.4386460

>>4386420
The Elder Gods seem to like it:
http://www.celephais.net/board/view_thread.php?id=61523

>> No.4386465
File: 214 KB, 1000x912, cq16.png [View same] [iqdb] [saucenao] [google]
4386465

>>4317785

Shub-Niggurath Awaits

>> No.4386467
File: 283 KB, 1024x768, func_mapjam9_2[1].jpg [View same] [iqdb] [saucenao] [google]
4386467

Anybody played this map pack yet?

Jesus, is it hard. You're fighting high level Quoth enemies all the time, and tons of them in a single room.

>> No.4386489

>>4386420
finished it few days ago, enjoyed it much :3 good work

>> No.4388487

Anyone can help me with Quakespasm?
The engine is really good but for some fucked up reason my mouse is going crazy. All of a sudden it looks up or down and the game becomes unplayable.
Tested with DirectQ or GlQuake and none of them had any problem. This is sad, Quakespasm has nothing wrong besides this weird behaviour.

>> No.4388508

>>4319413
Such weird article. Quake 2 was my intro into the series and everything about it is interesting is great.
>What do you remember of it? Probably not much.
Well, let's see... maybe the sound of every enemy? The feel of the shotgun or rocket launcher? Or how I was always terrified of those giant cyborgs yelling "intruder"? A fucking plot about cyborgues fighting humans?
Have you ever imagined that everything in that game became a standard for FPS?

>> No.4388565

>>4388487
I rember someone else having this problem. They said it worked fine with Mark V.

>> No.4388682

>>4388508
>What do you remember of it?
Com-puter Up-Dated...
Com-puter Up-Dated...
Com-puter Up-Dated...

Good god you had to press F1 and read some bullshit so many god damn times.

Still great game though.

>> No.4389000

>>4388682
>press F1 and read some bullshit
Kinda optional. I finished the game without even realizing there was a mission log (or understanding most of the words in english).
The path eventually opens as you push stuff around and follow the places where enemies spawn.

>> No.4389007

>>4389000
The "computer updated" thing doesn't stop until you press F1 and it resets on each quick load. Really wish it was less intrusive, kinda maybe like in Unreal.

>tfw you were getting bombarded with smartphone notifications back in 1998

>> No.4389136

>>4389007
>tfw you were getting bombarded with smartphone notifications in the middle of a war
Id was predicting the future

>> No.4389217

Decided to finally start playing saveless, as my savescumming addiction was getting worse and worse.

Finished a couple of map packs this way... and I've gotta say, it feels so much different. This time if I get locked into some trap with surprise shamblers, I can actually feel a rush of blood through my whole body and my mind trying to concentrate on how I can deal with this situation with minimal loss of resources or just, you know, not dying, because's there's no god damn quick save from about 30 seconds ago and everything that happens is final. I love this feeling, it's exhilarating!

So far, I seem to be able to play saveless on normal just fine, I usually finish with no deaths and good ammo/health ratio. I wonder if I will eventually bump it up to hard.

Seriously, try it, it feels like a completely different game. It's genuinely scary at times, especially as you hear a fiend or a vore announce their presence. You carefully explore the map, look around the corners, snipe enemies from afar, etc. Very immersive.

Protip: re-bind all the weapon keys to be somewhere near WASD so that you can switch instantly. Or if you have a gaming mouse with extra buttons that would work too.

>> No.4389283

>>4389217
This is good advice.

>> No.4390507
File: 203 KB, 1024x768, test.png [View same] [iqdb] [saucenao] [google]
4390507

What I'm working on.

>> No.4391108

>>4389217
>re-bind all the weapon keys to be somewhere near WASD so that you can switch instantly

I recommend this setup:
bind "q" "impulse 2; wait; impulse 3" //best shotgun
bind "e" "impulse 4; wait; impulse 5" //best nailgun
bind "x" "impulse 6; wait; impulse 7" //best launcher
bind "f" "impulse 8" //shaft

Only 4 keys and you can access every weapon.

And then, some people also do something like this:
alias +ssg "impulse 3; +attack"
alias -ssg "-attack"
bind "q" "+ssg"

This way, holding down the Q key will instantly switch to the double barred shotgun and start shooting immediately as long as you keep holding the button. You can bind all weapons like this. Some deathmatch junkies prefer this.

It's also possible to do "lastweapon" and quick grenade scripts, but that stuff is a bit more complicated.

>> No.4391341

>>4389217
I only completed vanilla Quake two years ago (only have seen shareware portion of the game before that). I was playing via WinQuake, 640x480, keyboard-only, on Nightmare difficulty, with 2-3 saves per level (one of which was obviously at the beginning of each level), with full version of Dismal Oubliette and fake Sandy Petersen's ending level from beta3 (completed first the false end, then the true end). It was fucking glorious. Loved almost everything from Romero and Petersen. Some of McGee's and Willits' stuff was okay (the last ep3 level, which was their joint effort, was probably their best creation), but overall felt like filler.

Also, DOPA is absolute trash.

>> No.4391479

>>4391341
>only completed vanilla Quake two years ago
>DOPA is absolute trash

Get out of this thread.

>> No.4391602

>>4391479
First, it's not your prejudiced ass' place to tell me whatever the fuck I will choose to do. Second, my playing Quake in full two years ago has nothing to do with my overall experience with games, which actually clocks 20 years already. Third, I've played enough 2.5D and 3D shooters from 90s (including stuff like Pathways into Darkness, The Killing Grounds and Madspace) to tell good leveldesigners from bad ones. And DOPA designer is Willits-worthy at best (besides, in contrast with the original episodes, DOPA's levels don't accommodate keyboard-only style of playing for shit).

>> No.4392184

>>4391341
>keyboard only
>talking shit about mcgee and willits
is this some form of advanced hipsterdom

>> No.4392231

>>4390507
Yuck.
vid_ref gl

>> No.4392240

>>4390507
so would those lights be yellow in GL mode or did you make them colorless as well?

>> No.4394213

HUT

>> No.4394238

>>4392231
>>4392240
Quake 2 was never intended to be rendered with OpenGL and to have colored lights, mostly because at the time the gay community who likes those two things was very small and repressed, but I digress.
There is no place to put color in the surface flags, it has to be done on a per-brush basis by adding a "_color" field to the properties. The light color doesn't depend on the texture. Not that I ever done something as stupid as using colored lights.

>> No.4394245

Here's a more technical question for the pros.

How the fuck do you properly bhop in NetQuake (i.e. normal Quake, like GLQuake, Quakespasm, Mark V etc) as opposed to QuakeWorld (like ezQuake)?

In QW engines are I just start with a circle jump to gain speed, then let go of the forward button and just keep on jumping non-stop while strafing in the air and moving mouse in the direction of the strafe. I can easily reach the speed of 700+ units, which is pretty crazy as opposed to the "normal" limit of 320 which you get just by running on the ground.

Anyway, I've been training in Mark V (since it supports scr_showspeed), and the best I could do, even on speed.bsp is ~400 units. Not to mention that I have to keep pressing the forward button with each jump, else I quickly lose my speed.

Is that it? Bhopping in NQ just isn't worth it? Sucks ass, if so.

>> No.4394314
File: 178 KB, 802x600, retrojam4_ericw.png [View same] [iqdb] [saucenao] [google]
4394314

I've been testing some retrojam and mapjam maps on tyrquake lately. Out of the box about 2 out of 3 don't work but by doubling about all hard coded limits I could find in the code I was able to make the majority of them playable.
Also a reminder that if you've never played Quake 1, 2 and Hexen 2 in software mode, you've actually never played those games.

>> No.4394318

>>4394238
dumb software mode poster
>>4394245
Do you mean NQ as in the multiplayer? Bhopping is very unreliable since there is no clientside movement prediction.

>> No.4394336

>>4394318
No, I mean singleplayer NQ physics. I mostly just want to learn to properly bhop in Quakespasm so that I can
speedrun various modern map packs.

>> No.4394346

>>4391602
>>4394314
Somebody please ban this person. This software render meme'ing is painful to read.

>>4392184
Yeah, I almost lol'd at that part, look at me, I'm so hardcore, I beat id maps on skill 3 with kb only. Good job wasting your time and learning fuck all useful skills.

>> No.4394356

>>4394336
It has slightly less air acceleration and a bit more friction if I remember correctly. Bhopping is still worthwhile in NQ maybe try binding jump to mouse2 if you're not jumping fast enough and losing lots of speed. Also grenades explode after 4.5 shotgun shots if you want to practice nade jumping.

>> No.4394373
File: 3 KB, 276x95, zxcv.png [View same] [iqdb] [saucenao] [google]
4394373

>>4394346
I'm so sorry you've never played Quake. It's a good game.

>> No.4394382

>>4394373
I meant these two posts, misquoted:
>>4394314
>>4394238

Anyway, please find a basement, paint the walls with square pixels and never come out.

>> No.4394423

>>4394382
Did you know that there's pixel art in Quake 1 and 2 textures you may have never seen due to linear interpolation? Also, do modern video cards support interpolation modes other than linear, like cubic or lanczos? And are there any source ports that allow you to use that functionality? I genuinely don't know. Cubic interpolation would allow you to get rid of the pixels but to be much less blurry than linear.

>> No.4394438

>>4394423
UQE has a weird texture filtering mode, where (in my understanding) it first doubles or triples the texture size and only then filters it. So you've got pixels, but filtered. Which is weird as fuck and the reason why this crunchy pixel autism needs to die.

>> No.4394452

>>4394438
>it first doubles or triples the texture size and only then filters it
That's not right. Cubic interpolation is another thing entirely. It's like, linear interpolation generates a sample out of two known samples, where cubic need four known samples, it's farm more expensive to compute but not so that a modern GPU can't handle it. If it's really not supported anywhere there must be other reasons.

>> No.4394465

>>4394438
>crunchy pixel autism needs to die
Why do you want Quake to die?

>> No.4394480

>>4394452
Well, this source port does this thing, feel free to indulge yourself:
http://www.jacqueskrige.com/resources/downloads/games

There are different build for Q1, Q2, H2 etc.

It also doesn't do much apart from adding widescreen support, so no modern maps or mods for you.

>> No.4394486

>>4394480
I don't think it supports cubic interpolation on textures, since apparently OpenGL doesn't support it at all and shaders aren't capable enough to emulate it.

>> No.4394489

>>4394465
I'm a weird guy, I play Doom and Build engine games ALWAYS unfiltered, but Q1 and later always filtered. Guess, actually experiencing the games in the 90's left a mark on me, and I don't see the point in playing them any other way, no matter what might be hip and cool in the current year.

>> No.4394507

>>4394489
It's not just filtering. It's also the way colors saturate (which is wrong in OpenGL) and many, many other details.

>> No.4394519

>>4394507
Nigga what, Quake 2 used mostly grey textures because it depended so much on the colored lighting to bring out the color. What you're proposing is kinda like playing Doom 64 without all the color shading. This is stage 4 autism, please go see a doctor.

>> No.4394527
File: 152 KB, 802x600, retrojam4_fifth.png [View same] [iqdb] [saucenao] [google]
4394527

>>4394519
>Quake 2 used mostly grey textures
Ok. You're just writing random stuff, but what's not to love about pic related?

>> No.4394531

Oh shit I always forget there's a Quake thread separate from the plain Retro FPS thread.
>tfw the posts you want to reply to are a month old

>> No.4394553

>>4341943
Because any edits you make to config.cfg that aren't part of the settings saved to it are removed the next time you change anything or sometimes even on next startup. Quake has 3 separate config files in each \game (i.e. \id1) directory:
>config.cfg: Config file where the engine saves player settings to, does not save everything you can change through cvars, only some of them
>autoexec.cfg: Config file for the player to put commands that aren't saved by config.cfg, like gl_texturemode or r_lerpmodels or etc
>quake.rc: Config file set by the game or mod-maker, don't touch this

>> No.4394558

>>4394527
quakespasm looks better

>> No.4394579
File: 195 KB, 802x600, retrojam4_fifth_bounce.png [View same] [iqdb] [saucenao] [google]
4394579

This more or less the same screen as >>4394527
but relighted with the ericw tools. Parameters are -bounce 4 -range 0.3 -extra.

>>4394558
Quakespasm is ok but it took the OpenGL people 20 years and several shaders to even come close to the software renderer. Not exactly something to be proud of.

>> No.4394586

>>4394579
fitzquake came out 15 years ago

>> No.4394623

>>4394553
There's also default.cfg (default game settings used in the absence of config.cfg) and some mods add extra config files executed through calls in progs.dat, e.g. Quoth adds quoth.cfg.

You can also add a bunch of your own configs and execute them through either console or at run time via command line, like:
quakespasm.exe -game coolmaps +exec cooldude.cfg

You can also exec configs from other game folders, like so:
exec ../coolmod/cool.cfg

This will work even if the current game is not "coolmod". Useful for executing id1's autoexec.cfg in case the mod folder has its own autoexec.cfg

>> No.4394624

>>4394579
>not using -extra4 -soft
Why even bother with tyrutils, just using the original light.exe, you obsessive hipster.

>> No.4394770

>>4394238
From the developers own mouths: if you don't have a hardware accelerated video card you might as well not play Quake 2.

>> No.4394878

>>4319714
you posted it. i dont really know many quakeworld duel maps so maybe not as underrated as i think (since i know about it) but its surely not played as much as it could be. great verticality and very fun ways to get around

>> No.4394914

>>4394586
>>4394770
More random stuff
>>4394624
Because if you bothered to read the documentation, -extra and -extra4 automatically apply the righ amount or -soft.

>> No.4396805

any good story based mods for Quake?

>> No.4396867

>>4396805
In the Shadows, some maps in Arcane Dimensions (in particular Firetop Mountain), Telefragged in Rubicon Rumble Pack.

>> No.4396870

>>4396867
Also Soul of Evil has got plenty of reading. And Malice and Nehahra have voiced cutscenes.

>> No.4397457

Is Abyss of Pandemonium any good?

>> No.4397589

>>4397457
I played it recently. It's okay for a 90's map pack, weaker than the official mission packs though. The new weapons and enemies seemed pretty glitchy and the maps weren't very polished.

I suggest you play Operation: Urth Majik instead though. It's similar in content and was released only a couple years later, but it's amazing. Other retro packs to consider are: Zerstorer, Terra, Insomnia, Cassandra Calamity, Penumbra of Domination.

>> No.4397653

>>4388565
What's Mark V, another engine?

>> No.4397676

>>4397653
Yes, it's another FitzQuake based engine, it does some things better than QuakeSpasm and supports more renderers, but it's not as polished.

http://quakeone.com/markv/

>> No.4397683

Also, I think I can help with this issue.
>>4388487

One of the QS devs said:
>quakepasm-sdl12.exe has broken mouse input on Windows 10 Fall Creators Update.

Basically, use the SDL2 version on Windows 10. Also might want to update to the latest release candidate version.
http://quakespasm.sourceforge.net/tmp/93_RC2/

OR use the dev builds, which are all SDL2:
http://quakespasm.ericwa.com/job/quakespasm-sdl2/

>> No.4397705

>>4397676

No problem, I'm a bit out of luck.
Quakespasm have this weird mouse bug and music doesn't play automatically.
DirectQ crashes most of the time, despite music works.
Darkplaces music works I guess (at least in menu is playing), but there's this ugly particle effects.
All I want is something close to vanilla with music.

>>4397683
Thanks anon, you're a lifesaver!

>> No.4399309

HUP

>> No.4399552

>>4397589

Thanks. Can you recommend anything similar to Zerstörer - Testament of the Destroyer? Horror/occult dark fantasy themed single player episodes like this one.

>> No.4399754

Okay, I'm trying to get the mission packs working with Quakespasm, and I'm just not getting anywhere at all. I have the hypnotic folder from the pastebin, and all it contains is pak0.pak and the music folder. I put it in the Quakespasm root dir, launch Quakespasm, do "game hynotic" and the command to reload quake.rc it suggests right after. Then I try a new single-player game and.....I'm right back in the Hall of Quake. It's as if I'm playing the base game. No different difficulty hub, nothing different at all from stock.

Do I have to beat the first four episodes or something?

>> No.4399763

>>4399552
Contract Revoked is excellent. Especially the original release by Kell.

There are also two map jams based on these themes: Func Map Jam 3 is Zerstorer themed, and Jam 9 is Contract Revoked themed.

>> No.4399773

>>4399754
Base Quake installation should be like this:
\id1 (pak0.pak & pak1.pak)
\hipnotic (pak0.pak)
\rogue (pak0.pak)

Each folder can optionally contain music files in a \music folder named track02, track03 etc.

To launch official mission packs use -rogue and -hipnotic command line arguments, like so: quakespasm.exe -rogue. You can also just use a launcher, like this one:
http://www.celephais.net/board/view_thread.php?id=61069

>> No.4399802

>>4399773
you can just do "game hipnotic" or "game ad" in the console

>> No.4399803

>>4399773

You're not going to *believe* what the problem was, Anon. I must've looked at that damn folder half a dozen times trying to wrack my brains for some reason...Any reason at all...That the established procedure for this wasn't working. And not fucking once did I notice the spelling of the folder was HIPNOTIC, not HYPNOTIC....

Now I just feel like a moron.

>> No.4399806

>>4376704
Wasnt that also in the N64 port aswell?

>> No.4399826

While there's some activity in the thread:

Does anyone know how to force Quakespasm to play the three demos from vanilla Quake short of using "-fitz"? I've tried every combo of "+playdemos demo1 demo2 demo3 +demos" I can think of and the most I get is one demo before it throws up the main menu/console as normal.

>> No.4399840

>>4399826
IIRC QS just ignores the startdemos command in quake.rc which pre-loads the demo files. Usually it's just demo1, demo2 & demo3, but some mods have custom ones, e.g. Hipnotic uses hipdemo1 etc.

Just use -fitz.