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E2M2 won by one vote, once again. Now we know what was in all these crates -- votes.
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# ? Apr 10, 2015 09:41 |
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# ? May 15, 2024 03:59 |
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ChickenHeart posted:Welp, we made it to Mishima's cyberpunk-dojo-and-cyber-ape emporium, and got to meet Shrek and Goro's horrific lovechild: How long did the switch hunt in E4M5 take you?
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# ? Apr 10, 2015 11:30 |
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I've been inspired to replay Unreal. I remember that UT99 had higher-quality versions of some of the textures. Do I just install the HQ textures off UT99 disc 2 and copy over the texture files from UT to Unreal with the same file name? Also, is there a go-to modern renderer for UT99? There doesn't seem to be an equivalent to Unreal 227. Does the CD version of AvP Gold not work on modern Windows? The Steam page for AvP Classic seems to imply as much.
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# ? Apr 10, 2015 13:21 |
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david_a posted:I've been inspired to replay Unreal. I remember that UT99 had higher-quality versions of some of the textures. Do I just install the HQ textures off UT99 disc 2 and copy over the texture files from UT to Unreal with the same file name? Also, is there a go-to modern renderer for UT99? There doesn't seem to be an equivalent to Unreal 227. For Unreal 1, download the textures over at http://www.unrealtexture.com/Unreal/Website/Downloads/Textures/HighEnd/HighEnd.htm For UT99, Chris Dohnal's OpenGL renderer at http://www.cwdohnal.com/utglr/ or the DirectX 10 renderer at http://www.kentie.net/article/d3d10drv/ work great .
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# ? Apr 10, 2015 13:29 |
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closeted republican posted:For Unreal 1, download the textures over at http://www.unrealtexture.com/Unreal/Website/Downloads/Textures/HighEnd/HighEnd.htm
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# ? Apr 10, 2015 13:33 |
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Latest version of Guncaster is out. It makes those tedious Hexen maps a bit more bearable. You can also use it to play Heretic and Doom stuff, if you're so inclined. http://forum.zdoom.org/viewtopic.php?f=19&t=37066&sid=1a715bef3776a22651ce88f15e96c643&start=345#p826744
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# ? Apr 10, 2015 20:08 |
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Svecke posted:Latest version of Guncaster is out. It makes those tedious Hexen maps a bit more bearable. You can also use it to play Heretic and Doom stuff, if you're so inclined. This looks pretty loving sweet. Confirm/Deny?
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# ? Apr 10, 2015 22:03 |
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Johnny Law posted:I think that's part of the latest "map jam", this time dedicated to this arena/waves mod: http://www.wantonhubris.com/qonquer/Qonquer.html And it's released: http://www.celephais.net/board/view_thread.php?id=61200&start=1
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# ? Apr 10, 2015 22:05 |
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Johnny Law posted:And it's released: http://www.celephais.net/board/view_thread.php?id=61200&start=1 Oh drat that's pretty.
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# ? Apr 10, 2015 22:10 |
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Okay, how do I run this? I've downloaded and unzipped the mappack, created darkplaces shortcut with heapsize 65536 -game jam5 parameter, and the thing doesn't work, only this message pops up: Ideas? [edit] Okay, got this. I've found this little launcher: http://runtimelegend.com/rep/miniql/index using this finally made everything work. laserghost fucked around with this message at 23:08 on Apr 10, 2015 |
# ? Apr 10, 2015 22:56 |
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Johnny Law posted:And it's released: http://www.celephais.net/board/view_thread.php?id=61200&start=1 laserghost posted:Okay, how do I run this? I've downloaded and unzipped the mappack, created darkplaces shortcut with heapsize 65536 -game jam5 parameter, and the thing doesn't work, only this message pops up:
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# ? Apr 10, 2015 23:28 |
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I tried the Quake Injector a few months ago and it didn't work at all. The forums said it was busted because they switched servers or something, is there some trick to make it start working?
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# ? Apr 10, 2015 23:54 |
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laserghost posted:Okay, how do I run this? I've downloaded and unzipped the mappack, created darkplaces shortcut with heapsize 65536 -game jam5 parameter, and the thing doesn't work, only this message pops up: I know it's working for you now, but FWIW/FYI: this error can happen when you're trying to run a mod that includes a startup demo, and the demo is using a network protocol that your Quake engine is unfamiliar with. Protocol 666 is the Fitzquake protocol, so my guess would be that the map pack includes a startup demo (demo1.dem) recorded with Fitzquake/QuakeSpasm. DarkPlaces doesn't support that. If you use a command-line argument to jump directly into a map and avoid the startup demo, then you'll avoid that problem. Probably that's why it's working for you with that launcher program. I don't think the pack was tested with DarkPlaces, so that's something to keep in mind. Great if it works for you, but you might want to keep QuakeSpasm available on standby. :-) Elliotw2 posted:I tried the Quake Injector a few months ago and it didn't work at all. The forums said it was busted because they switched servers or something, is there some trick to make it start working? No trick. It worked the last time I tried it. If there was some transient issue then I assume they took care of it. e: I can give it a whirl later this weekend to make sure. JLaw fucked around with this message at 00:15 on Apr 11, 2015 |
# ? Apr 11, 2015 00:07 |
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I just tried it now, and it works same as it ever has. Even has func_mapjam5 available now (yay). Be sure you're using quakeinjector.jar, of the three .jar files included. Also make sure Java's up-to-date, I guess.
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# ? Apr 11, 2015 03:43 |
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Johnny Law posted:I think that's part of the latest "map jam", this time dedicated to this arena/waves mod: http://www.wantonhubris.com/qonquer/Qonquer.html Johnny Law posted:And it's released: http://www.celephais.net/board/view_thread.php?id=61200&start=1 Hey, this is like UT's Invasion mode but with Quake! Thanks for the find While we're on the subject, anyone else have some great Quake mods to share? Instruction Manuel fucked around with this message at 04:09 on Apr 11, 2015 |
# ? Apr 11, 2015 04:07 |
Anyone else using Quake Injector having issues with func_mapjam5? It hangs at 0%.
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# ? Apr 11, 2015 04:16 |
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Johnny Law posted:I don't think the pack was tested with DarkPlaces, so that's something to keep in mind. Great if it works for you, but you might want to keep QuakeSpasm available on standby. :-) Thanks for the explanation, kinda figures there was something missing from the commandline. And definitely gonna dump darkplaces (even if the maps seem to work properly) and go for quakespasm, I'm currently rebuilding my old FPS folder with all the launchers and things. Thanks again. Oh, and the maps themselves are really good, some are giving kind of Kiss: Psycho Circus/Painkiller feel, with their mix of abstract gothic/industrial styles. But that seems to be the best description of Quake, I think.
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# ? Apr 11, 2015 23:38 |
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I had issues in Darkplaces, but Quakespasm works fine. edit: Because I actually like linear filtering better on Quake. Karasu Tengu fucked around with this message at 23:53 on Apr 11, 2015 |
# ? Apr 11, 2015 23:41 |
Why are you not using gl_nearest?
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# ? Apr 11, 2015 23:42 |
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I am considering switching from Darkplaces. I like it, but I dunno, something just keeps nagging at me to try something else. What are your suggestions? It would, of course, need to be able to play just about any map.
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# ? Apr 11, 2015 23:55 |
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catlord posted:I am considering switching from Darkplaces. I like it, but I dunno, something just keeps nagging at me to try something else. What are your suggestions? It would, of course, need to be able to play just about any map. I'm a fan of QuakeSpasm.
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# ? Apr 12, 2015 00:06 |
Fitzquake Mark V does everything I want it to do.
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# ? Apr 12, 2015 00:08 |
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But does it use racial slurs and tell you to kill yourself? Oh wait that would be Mark IV. EDIT: scroton_ you are one retarded motherfucker if you bought me this title, eat poo poo and die like we all told you to, thanks. Woolie Wool fucked around with this message at 03:55 on Apr 12, 2015 |
# ? Apr 12, 2015 00:22 |
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closeted republican posted:I'm a fan of QuakeSpasm. Segmentation Fault posted:Fitzquake Mark V does everything I want it to do. What are the pros and cons of each? How do they compare to each other?
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# ? Apr 12, 2015 03:51 |
They're both based on the now-defunct Fitzquake. Now that I think about they're both very similar, and QuakeSpasm seems to be better supported.
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# ? Apr 12, 2015 04:01 |
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catlord posted:What are the pros and cons of each? How do they compare to each other? They're the same thing but one's updated slightly more. They're both basically just GL Quake without the limits, and the option to change the resolution.
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# ? Apr 12, 2015 04:03 |
Oh I remember! Fitzquake Mark IV supports the original Quake demos and that's why I preferred it.
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# ? Apr 12, 2015 04:06 |
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I wish leileilol would work more on Engoo, that's an awesome port.
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# ? Apr 12, 2015 04:08 |
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Ok, I decided to try Quakespasm. I'm trying to figure out how to create and autoexec file so my stuff automatically applies to Quake Injector maps, and I've somehow gotten rid of my crosshair. How do I get it back? There doesn't seem to be an option in the menus or anything. Edit: drat it, also apparently non-opaque water is gone too. gently caress. Edit 2: Never mind, got them both back. Now to get an autoexec file going. catlord fucked around with this message at 05:12 on Apr 12, 2015 |
# ? Apr 12, 2015 05:08 |
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Quakespasm expects you to use a config file or the console a whole hell of a lot more than Darkplaces does. The "in universe" site doesn't help much with finding help either, so just dig through the Fitzquake list of commands/variables to set it up.
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# ? Apr 12, 2015 05:16 |
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Elliotw2 posted:Quakespasm expects you to use a config file or the console a whole hell of a lot more than Darkplaces does. The "in universe" site doesn't help much with finding help either, so just dig through the Fitzquake list of commands/variables to set it up. Yeah, I did that to get back the crosshair and stuff. Now I seem to have an autoexec file almost set up, save for screen resolution. Maybe I don't need one? I assume there's some people here who use the Quake Injector with Quakespasm, how do you have it working?
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# ? Apr 12, 2015 05:27 |
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I just used my darkplaces one, since they all use the same basic format. I had to add a new line for the resolution to carry over though.
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# ? Apr 12, 2015 05:56 |
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Hey, I forget how sector effectors work in Build (specifically for DN3D), but could you set it up so that you jump into water, go underneath, and when you surfaced, you were somewhere else entirely? Did they have to be linked together, or was it always a simple one-way warp each time? Edit: Goddamn, I have to give my younger self some credit; I figured out how to use Build when I was like... 15, with no tutorials whatsoever. Swinging doors!!
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# ? Apr 12, 2015 13:14 |
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We should also make fun of Duke for that, even if it was the engines fault. Doomguy? Doesn't get crushed by doors. Fuckin' scrub Nukem.
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# ? Apr 12, 2015 13:38 |
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Rupert Buttermilk posted:Hey, I forget how sector effectors work in Build (specifically for DN3D), but could you set it up so that you jump into water, go underneath, and when you surfaced, you were somewhere else entirely? Did they have to be linked together, or was it always a simple one-way warp each time?
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# ? Apr 12, 2015 13:38 |
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Is there a good Mac source port for Doom? I don't need crazy mod support or anything, just something to jam out the base campaign on coop at work. Guncaster looks fuckin dope tho
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# ? Apr 12, 2015 14:23 |
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Rupert Buttermilk posted:Hey, I forget how sector effectors work in Build (specifically for DN3D), but could you set it up so that you jump into water, go underneath, and when you surfaced, you were somewhere else entirely? Did they have to be linked together, or was it always a simple one-way warp each time? EDIT: Ok, you can do this pretty easily. I'm gonna assume you know how to set up water, but let me know if you need a step by step tutorial. Rig up your initial water sector, but make the sector effector in the underwater section have a lotag of 23 - this will make it a one way trip. Then create your new above water sector that you want the player to surface into, and place a different sector effector pair in that water and your existing one, and give both a lotag of 7 (and a matching hitag) If you've done this right, you will submerge from your initial starting area but then when you re-emerge you'll pop out in the second area. Jblade fucked around with this message at 14:36 on Apr 12, 2015 |
# ? Apr 12, 2015 14:31 |
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Wow, thanks JBlade! I have to admit, I'm not working on a level, I haven't in years, I was just genuinely curious.
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# ? Apr 12, 2015 15:15 |
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Rupert Buttermilk posted:Wow, thanks JBlade! I have to admit, I'm not working on a level, I haven't in years, I was just genuinely curious.
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# ? Apr 12, 2015 15:30 |
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# ? May 15, 2024 03:59 |
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UIApplication posted:Is there a good Mac source port for Doom? I don't need crazy mod support or anything, just something to jam out the base campaign on coop at work. Just about all of the major source ports have a Mac version up and running. The primary exception is GZDoom, but even that has an unofficial Mac fork. As far as playing coop at work, you can probably just grab Zandronum or Chocolate Doom (with Doomseeker) and get stuff going without much fuss.
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# ? Apr 12, 2015 15:33 |