On Quake Weapons:

A little bit about the different weapons available in stock quake.  not really that interesting, just a poorly formatted post where i talk about the q1 guns a bit.

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Always a bigger fish

if you’re fighting a shambler and someone casts Summon Bigger Fish, how are you supposed to do collision?

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rawr

Rawwrrr…

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i got my doom map tested!

apparently, it sucks.  heh, ok, not really, but it really highlights my inexperience with the doom gameplay mechanics.

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doom2 map almost done

i think it’s pretty sad i still don’t have a name for this…

anyway, there’s essentially one room left which will house the boss combat for the map.

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coding ne_city

i’m a little disgruntled atm.  yesterday i managed to code up accelerating/decelerating movers in a couple of hours.

they work fairly well and look very cool.

i’m disgruntled because i banged my head against them for a week trying to get them into quoth 2.  annoyingly, they were pretty easy to code up and it’s really my fault i couldn’t do it the first time.  should have paid attention in high school algebra more.

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no flesh shall be spared

mapper ‘sock’ (who’s responsible for things like Map on the Edge of Forever) has recently started playing some modern q1sp.  one of the predominant things that he brings up is that these maps are too hard.

i think that’s pretty indicative of the direction q1sp has been heading in for the past few years and i think it’s a terrific opportunity to see current community maps through the eyes of an ‘outsider’.  it’s also great that sock doesn’t mind taking the time to write up some pretty long and detailed reviews.

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ne_q1spCompilingGui update (1.0.1) and quake stuff

following some suggestions on func_msgboard,i’ve added a few things to the compiler gui program.
v1.0.1:
-Added some error checking to recover in the case of corrupted config.ini.  It still requires you to restart the program though.
-Added ‘factory defaults’ in the case of a deleted config.ini.  It still requires you to restart.
-Checking ‘Run Quake’ or running quake manually will automatically apply +map mapname, you still need to enter -game mod in the arguments though.
-Added ‘About’ information.
-Changed main window to allow it to be minimized.

the original post has been updated with the new file, or just download it here:

ne_q1spCompilingGui101.zip (22kb) from necros.quaddicted.com

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slade v3

it seems slayer, who created slade, is now working on a third incarnation of the editor.  more info: http://slade.mancubus.net

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