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/vr/ - Retro Games

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>> No.9086645 [View]
File: 13 KB, 369x300, quakeguy at his computer.png [View same] [iqdb] [saucenao] [google]
9086645

>>9082317
>quark
jesus fucking christ

>> No.8195348 [View]
File: 14 KB, 369x300, 1561325017324.png [View same] [iqdb] [saucenao] [google]
8195348

>>8195114
>Got every enemy
Actually when I was developing it I swear there was one extra enemy somewhere I could never find. Even when I was just viewing entities in trenchbroom I could not find that fucker. I always ended the level with 1 not killed whenever I was testing it.

>> No.7888198 [View]
File: 14 KB, 369x300, ranger.png [View same] [iqdb] [saucenao] [google]
7888198

>>7883278
But what about this guy? Ya ever see a plush doll or action figure of him?

>> No.6837281 [SPOILER]  [View]
File: 14 KB, 369x300, 1599343061719.png [View same] [iqdb] [saucenao] [google]
6837281

>>6834075
Quake

>> No.6143362 [View]
File: 14 KB, 369x300, 1558064190298.png [View same] [iqdb] [saucenao] [google]
6143362

>>6143308
It would take a wall of text for me to share all of my thoughts about this, but I'll just say that all of the existing game mechanics could be reworked and expanded. There is also enough room for a bunch of new mechanics that could've been added.

I really wish I was a code monkey instead of an ideas guy.

>> No.6026132 [View]
File: 14 KB, 369x300, 1537538768448.png [View same] [iqdb] [saucenao] [google]
6026132

Need a good retro fps username for a new login

My standard username is taken. Any ideas? Been staring at this username screen for 15 minutes

>> No.5737328 [View]
File: 14 KB, 369x300, 1561325017324.png [View same] [iqdb] [saucenao] [google]
5737328

>huh deadline extended again
Well I guess I can make another level now

>> No.5688323 [View]
File: 14 KB, 369x300, 1561325017324.png [View same] [iqdb] [saucenao] [google]
5688323

Thanks to your feedback anons, I've revamped my HUH level a little bit.
https://www.mediafire.com/file/7bturomc14hlelo/blacast2.zip/file
I don't want to keep posting demos after this, because that takes away some of the surprise for when all of our levels get put together for HUH. but still, please enjoy.
>>5688289
It's coming along nicely I think.

>> No.5685046 [View]
File: 14 KB, 369x300, computer.png [View same] [iqdb] [saucenao] [google]
5685046

>>5685030
Fuck I forgot to change the deadline
my bad, we had decided on two weeks last thread

DEADLINE CHANGED TO JULY 7th
my apologies

I'm not sure how many are participating as of now, so if you are reading this please give me a (you)

>> No.5456006 [View]
File: 14 KB, 369x300, ranger.png [View same] [iqdb] [saucenao] [google]
5456006

>CDDA
>PK rebalancing mod adds Doomguy and Doom monsters to the game
>oh shit now you got open world DoomRL
>start in a hell cave
>dispatch a bunch of zombie men
>go upstairs
>two cacos and a revenant
>realize this is still CDDA and this situation would be dodgy even in DoomRL
>get trampled

this setup needs further testing on my part

>> No.5331156 [View]
File: 14 KB, 369x300, ranger.png [View same] [iqdb] [saucenao] [google]
5331156

>>5330876
the Quake community is much more focused in mapping, since the engine has some particular quirks that make more extensive modding a pain in the ass, not counting the extra work of creating new 3D assets instead of sprites

but boy the quake wizards do squeeze every last bit of mapping out of the engine, there is some truly astounding shit in there

>> No.5251640 [View]
File: 14 KB, 369x300, quakeface.png [View same] [iqdb] [saucenao] [google]
5251640

>>5251492
>>5251518
what did he mean by this?

>> No.5185347 [View]
File: 14 KB, 369x300, asdaa.png [View same] [iqdb] [saucenao] [google]
5185347

>>5185085
welp thats weird, its back to normal now
guess it was just the site shitting itself

>> No.5169482 [View]
File: 14 KB, 369x300, quakeface.png [View same] [iqdb] [saucenao] [google]
5169482

>>5169404
>Adding super HQ textures with parallax bump mapping to old low-poly game
>it looks like garbage
wew who expected that

>> No.5166892 [View]
File: 14 KB, 369x300, quakeface.png [View same] [iqdb] [saucenao] [google]
5166892

>>5166595
some say OP is a faggot and they're right

>> No.5100268 [DELETED]  [View]
File: 14 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google]
5100268

>>5100242
>muh depression

>> No.5085636 [View]
File: 14 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google]
5085636

>>5085552
>correct typo
>make another spelling mistake ON THE SAME WORD WHEN ISSUING A CORRECTION

welp I guess Its time to buy some fucking rope

>>5085502
>>5085570
yeah those are on the table, along with a video lumping most Build games together, Thief, half-life, along with some non first person games like morrowind or freespace

I may go for a non-guide video next to break things up a little, we will see

>> No.5078036 [View]
File: 14 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google]
5078036

Someday some true madman will come
and in his wake he will release the Quake equivalent of DoomRL

at least Slymy lichmummy has chainsaw ogres

>> No.5059032 [View]
File: 14 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google]
5059032

Fuck it, I'm re-editing the video, again, I'm not entirely satisfied with the end result.

It is unworthy, unfit to serve its purpose, IT MUST BE CLEANSED.

Im going to tinker around with the clips, figure out if I can make the editing air-tight.
Next is the selection: organize by date of release and separate mapsets from single levels.
The final section will get trimmed to 10 seconds per entry instead of 15, while keeping the establishing shots, use the extra space to add a bunch more maps.

Maybe relegate mapjams to their own section? would be interesting, but not guaranteed, I need to find a fitting track if we are going down that route.

Two things:
-Fuck fuckity FUCK, my podcast feed has nothing interesting today, I need something to listen to while I edit, for now Im blasting Nightfall in Middle Earth, AGAIN

-If any of you has any suggestions for the video say them NOW, this thing takes forever to render

>> No.5056729 [View]
File: 14 KB, 369x300, 1530452945071.png [View same] [iqdb] [saucenao] [google]
5056729

>>5056537
Goddamn I fucking love Quake.

>> No.4808149 [View]
File: 14 KB, 369x300, q1.png [View same] [iqdb] [saucenao] [google]
4808149

Question. Any of you have experience modding Quake aside of mapping? Im considering making a mod/total conversion/game based in the Quake engine, and I acknowledge the fact that is way more difficult than Doom engine just for the sole fact of being true 3D, modelling, texturing and animating aren't much of a problem, I can learn that, but what worries me is the coding, programming part. How difficult is to pull out something that is beyond a vanilla reskin, say for example custom new weapons, or enemies.
Anyone in here that went beyond mapping can tell me his Quake modding experience?

>> No.4803403 [View]
File: 14 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google]
4803403

Anyone else not a huge fan of Quake's ambient soundtrack?

>> No.4796882 [View]
File: 14 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google]
4796882

>>4796769
>he removed the tits from the vore
dang

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