Quake corner. "Everything related to the Quake franchise. Discuss here."
#541 Posted 19 March 2018 - 12:05 PM
It's gonna be a big one, sitting around 21 maps - including my own contribution
#542 Posted 19 March 2018 - 04:03 PM
Bloodshot, on 19 March 2018 - 12:05 PM, said:
#543 Posted 19 March 2018 - 04:18 PM
Perro Seco, on 19 March 2018 - 04:03 PM, said:
Try the J.A.C.K. editor, it supports Quake as well as Half-Life, Quake II and Quake III. You can even map for Hexen II as well as Gunman Chronicles with it.
#544 Posted 20 March 2018 - 11:41 AM
I just prefer TB2 overall because once you know all the keys it's probably the fastest editor I've used
#546 Posted 27 April 2018 - 07:07 PM
As PC Gamer say, "Play the free-to-play version before it goes free-to-play."
#548 Posted 28 April 2018 - 10:20 AM
My biggest issue is that the game is clearly designed to be as addictive as possible in terms of loot boxes. I guess it's not the worst model for a free to play game since you don't have to pay to unlock weapons as far as I can tell, although you might have to pay to access all of the champions unless you want to spend a lifetime grinding for them. I was lucky to unlock two of them right off the bat but I expect that unlocking the others won't be as easy.
If any of you played Doom 4 multiplayer, it looks and feels somewhat similar but there is a little less bullshit in that getting 5 direct hits with a rocket launcher on your opponent actually kills them. In Doom, I can't even count the number of times that I did an obscene amount of damage to someone and they still came out on top with some low damage pot shots.
#549 Posted 04 May 2018 - 03:45 AM
I'm using Quakespasm for the record.
Anyone know how to do this? I have zero experience in tinkering with the Quake engine or file system.
This post has been edited by Ninety-Six: 04 May 2018 - 03:45 AM
#550 Posted 04 May 2018 - 08:13 AM
If you can't get it done, I have a finished version I use by myself, with .lit and .vis files included for colored lighting and transparent water (.vis files only work in Mark V, though). Can provide you with it if needed.
You can download Pakscape here:
https://cdn.valvedev...fP/pakscape.zip
Once extracted, it's just an exe that does not require installation.
This post has been edited by NightFright: 04 May 2018 - 08:19 AM
#551 Posted 04 May 2018 - 01:06 PM
Discovered .viewmodelforclient so i've been using it for custom effects and sprite emitters to do some nifty stuff, i've got sprite muzzleflashes for every gun, an overheating SNG barrel (visual only) and a duke3d-type overlay for the biosuit:
I've also been learning CSQC and I've been using it for custom HUDs, menus, and effects:
Here's the custom HUD, i made timers for each powerup so you can see how long you have left
I wrote my own basic physics so I can have clientside shell casings that don't clog up the server with packets
Client-based shell casings
Some general additions as well like a slowmo powerup where hitscan weapons change to projectiles
Slowmo Effects
The LG shocks and pops enemies now, with charred smoking gibs
Ninety-Six, on 04 May 2018 - 03:45 AM, said:
I'm using Quakespasm for the record.
Anyone know how to do this? I have zero experience in tinkering with the Quake engine or file system.
Just to clarify, you are using compiled BSPs right and not the .map file? They should work as a replacer if you put the BSP in id1/maps with the correct name, depending on the port but QS does support loose map, model, and sound files
This post has been edited by Bloodshot: 04 May 2018 - 01:07 PM
#552 Posted 04 May 2018 - 01:38 PM
#553 Posted 04 May 2018 - 04:22 PM
Bloodshot, on 04 May 2018 - 01:06 PM, said:
The file I downloaded came only with with the .bsp and lighting files. No .map.
#554 Posted 05 May 2018 - 12:46 AM
This post has been edited by leilei: 05 May 2018 - 01:28 AM
#555 Posted 05 May 2018 - 02:53 AM
also what is quakec
This post has been edited by Ninety-Six: 05 May 2018 - 02:54 AM
#556 Posted 03 August 2018 - 10:15 AM
Anyway I had a look at the game after not playing for a few months and even though I feel that the development of this thing is going at a snail's pace at least it's always getting a bit better. Performance is better, the netcode is more stable and overall it's more and more fun.
#557 Posted 03 August 2018 - 10:19 AM
This post has been edited by MusicallyInspired: 03 August 2018 - 10:19 AM
#558 Posted 03 August 2018 - 03:17 PM
MusicallyInspired, on 03 August 2018 - 10:19 AM, said:
Yes, his soundtrack replaced the previous one. Id Software says Vrenna's tracks will come back too though but they didn't say when and how (guess we'll be able to choose between the two).
The other half of the dynamic soundtrack was uploaded too (these ones are the tunes when you're in the lead so they are a bit heavier):
This post has been edited by Zaxx: 03 August 2018 - 03:19 PM
#560 Posted 17 August 2018 - 11:17 AM
https://clips.twitch...yOpossumPrimeMe
I did not play much of Q3 but when I did I played this map.
#561 Posted 18 August 2018 - 07:49 PM
The thing is that Quake's mechanics are so tight and PC-focused that if you combine that with a simple, old school, episodic campaign structure and the option to play the maps with all the different champions it would be an offer that's really hard to refuse for FPS fans. I also really like what they're doing with lore in QC (for example the idea that Ranger got stuck in the "slipgate world" of Quake 1 for 20 years, going a crazier and crazier and forgetting his past life piece by piece is just fascinating) so more written text like those would work very well as flavor text between episodes or at the end of certain levels.
Sure, some of the abilities would need a bit of tuning to really fit a single player mode but man, I would be so down with an old school "quasi-sequel" to Q1.
This post has been edited by Zaxx: 18 August 2018 - 07:50 PM
#562 Posted 15 September 2018 - 03:20 PM
#563 Posted 19 September 2018 - 07:54 PM
http://www.celephais...=61604&start=48
http://www.celephais...d=61620&start=9
http://www.celephais...ad.php?id=61632
#565 Posted 13 November 2018 - 05:02 PM
Quake 1.5 media update
Got CTF working with rudimentary bots (supports existing CTF maps), a centered weapons option and created an ingame map loader
This post has been edited by Bloodshot: 13 November 2018 - 05:03 PM
#566 Posted 13 November 2018 - 06:32 PM
3D Realms should get you in on that new Quake engine game they're making.
#568 Posted 16 November 2018 - 05:02 PM
Does it have edited single player maps or are they vanilla? I have never finished Quake, the weapons seem boring and the combat is kinda repetitive. But maybe this is the mod that will make me love it!
#569 Posted 06 December 2018 - 12:11 PM
Sorry, QC, I'm not this good.
This post has been edited by Zaxx: 06 December 2018 - 12:12 PM
#570 Posted 09 December 2018 - 02:35 PM
Edit: It's out! The Quake Christmas 1024 Jam is upon us. Twenty-one maps of compressed Arcane Dimensions goodness.
https://twitter.com/...911474631598081
This post has been edited by Mr. Tibbs: 09 December 2018 - 05:04 PM