The Quake Advent Calendar
Sunday, 1 December, 2013 - by scar3crow
Quaddicted is hosting a Quake Advent Calendar. For every day of advent, there will be a new post celebrating Quake in some way!
The first entry concerned a timed event that could be seen on Twitch, but you can still go back and watch it. Check it out
I see Spirit started a thread here which will be updated with the same content, so check it out as well
TrenchBroom Sweeps Out the Bugs
Monday, 23 September, 2013 - by scar3crow
And sweeps in the new features! SleepwalkR has released version 1.1 of Trenchbroom, the powerful first person level editor. Though he has provided a very robust changelist
, some highlights are:
- Keyboard customization
- Restrict to X or Y axis when moving objects
- More brush filtering options
- Camera tracks for point file navigation and center on selection
- Smooth camera navigation with WASD keys
There are a lot more, including many bugfixes, but those features alone would make for a very excellent release already. Go download it
Monday, 22 July, 2013 - by scar3crow
Happy 17th Birthday to the registered version of Quake!
17 years ago on this day the world was granted access to the Realms of Black, Hell, and Elder Magic! We got proper unfettered access to the lightning gun for which to take down Death Knights, Rotfish (maybe risky there...), Vore, and Spawn! We could also try oh so briefly to use it on Shub herself... But Quake was unleashed, and with it, the foundation of the gaming industry as we know it today, and one of the pillars of the internet and our society. Though things have been slow as of late, I believe it would take only but a modicum of interest once again in the world of Quake - not the technology, but the world - to see a resurgence in activity.
Quake is still the best overall first person shooter, and remains unchallenged in that field, so here is to 20!
Making Me See Red, and Blue, er, Cyan
Wednesday, 10 July, 2013 - by scar3crow
Alternative headline "You got a stereoscopic problem boy?"
Phoboslab brings us Oculus Rift support for Quake
! QuakeSpasm specifically. It has been stated that this is "one of the most enjoyable Rift experiences."
Not having the hardware to check it out myself, I can not speak to such, but the project certainly is cool. Go check it out
Saturday, 22 June, 2013 - by scar3crow
Happy 17th Birthday to the Quake shareware! Go kill Chthon!
That is a Rich Jedi Knighthouse
Saturday, 6 April, 2013 - by scar3crow
More of an academy than a house really. Rich "Rich" Whitehouse, who worked on Jedi Outcast and Jedi Academy has pounced firmly upon the much celebrated source release of both games in the wake of Disney shutting down LucasArts. He has begun a SourceForge project for Jedi Academy, focused around revising the back end, bringing things up to speed, and up to date. Feel free to follow his progress, or even offer to contribute here
Saturday, 16 March, 2013 - by scar3crow
szo sends word
of a new release of uHexen2 (Hammer of Thyrion) which is based off of the older Anvil of Thyrion sourceport of Hexen 2. uHexen2 supports Hexen 2, Portal of Praevus, and HexenWorld. The site has a nice feature list; here is the changelog supplied by szo for version 1.5.6:
- Screen: implemented Hor+ style field of view (FOV) scaling, useful for widescreen resolutions. Configured by new cvar fov_adapt: set it to 1 and your fov will be scaled automatically according to the resolution. Enabled by default. Opengl and software renderers both supported.
- Screen: viewsize greater than 120 now disables the hud (use the screen size slider in the options menu.)
- Progs VM: Fixed a corner case thinko in version6 progs execution.
- Server: changelevel failures, e.g. in case of non-existent maps, are now considered as error, so that the clients do not get stuck in the connected state anymore.
- Server: accept maplist.txt only if it is from the same game directory as progs.dat itself or from a searchpath with a higher priority.
- Timidity (Unix MIDI): Multiple fixes, including memory errors found by valgrind.
- Mac OS X: A new icon.
- Music: Support for Opus codec. (edit the makefiles to enable it when compiling.)
- Software renderer: fixed color shifts from area contents or power-up items usage staying persistent after a disconnect.
- OpenGL: worked around weird mods, e.g.: project peanut, where certain models are sometimes drawn "white" because the hcode initializes those entities with non-existent skins.
- OpenGL: gamma fixes for several platforms.
- HexenWorld: opengl fixes for the shownames feature, other gl updates.
- Hexenworld, gamecode: hw and siege map cycling setup is done using the localinfo variables just like in quakeworld, strings.txt abusing is no more. See docs/README.hwsv for brief instructions.
- Verified correct compilation by upcoming gcc-4.8 and by clang-3.2.
- Fixed several other minor bugs, some found by valgrind. Incremented engine versions for hexen2 to 1.28, hexenworld to 0.28, and gamecode version to 1.28.
If you ever wanted to give Hexen 2 another try (or just a first one) check out uHexen2
Saturday, 2 March, 2013 - by scar3crow
LordHavoc has released a new official update to DarkPlaces with the following changes:
- added support for RMQe maps like "Something Wicked This Way Comes" by Tronyn
- fixed bug with the two shalrath not spawning in hip2m3 - this took a far-reaching analysis and bugfix effort for droptofloor and MOVETYPE_STEP in general, this should improve compatibility with other maps too.
- sv_gameplayfix_ cvars default off now, this should make most mods compatible by default rather than requiring tweaked cfg files, these cvars do default on for non-quake games however (Nexuiz, Steel Storm: Burning Retribution, etc).
- skeletal model animation is now hardware accelerated where possible (OpenGL 3 / DX10 cards), this greatly improves fps in Nexuiz and other games with skeletal models.
- New dpmod release to reenable the sv_gameplayfix_ cvars that are disabled by default now. inside 3D
Go get it click here
This, is my TrenchBroom Stick!
Friday, 1 March, 2013 - by scar3crow
SleepwalkR somnambulates in with TrenchBroom
, a new Quake level editor (yeah I know)! It is a modern editor with only a 3d view to encourage 3d thinking in the map making process, and works in Windows and OSX.
Blatantly lifted Feature List:
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)
It was also promoted by John Carmack himself on Twitter
this morning, which apparently determined the weekend activities of Tom Mustaine
Check out the trailer for it right now:
TrenchBroom Trailer from Kristian Duske on Vimeo.
Now go get it
! Also check out the official Func_Msgboard thread
Sunday, 24 February, 2013 - by scar3crow
Happy 17th birthday to QTest!
Generated in 0.00515s
Copyright 1996-2005 Inside3D.com