That is very insightful and good to know, thank you for sharing this.
That is very insightful and good to know, thank you for sharing this.
"also YamagiQ2 devs are working on making the entire Remaster compatible with their source port."
Don't forget FTEQW!
They released the game logic for the Quake Remaster as well, so that's what they've done here. The main reason is because how else are mods supposed to be created for these remasters, and that's great and all they did that but the engines are still closed source and they didn't attempt any cross platform support on the PC (just windows).
Even John Carmack has expressed disappointment in the lack of an open engine, and to be quite frank, I don't like how closed code is favored over quality open community work from the past 20 years on source ports. I'm guessing it's just corporate deciding it's easier to use something they "own".
Not trying to dunk on the remaster, but the article calling it just "source code" is very incorrect, it's the game logic source code, not engine.
Better time would be spent porting it to something like FreeHL where you get the benefit of better formats and it's completely open source. Xash 3D is out of the question as Valve will not allow a release on Steam if you use Xash.
Even then, AZ has so many code changes and features it uses from Half-Life 1, it would take months, if not years to get it into an even similar state. Whether it was Source or FreeHL. So it was kind of pointless for their goals.
I wanted to thank you for your archive of the Zombie Panic community maps. For me personally, the bonus folder with screenshots was jaw dropping to see. I use to play on the 0wn3d clan server almost every Sunday back in '06 and seeing those screenshots brought back a lot of great memories. I lost many personal files a year or two after those days, so I never thought I'd see photos of that great server, maps, and times once more. Again, thank you so much for saving this.
Found this the other day and played a bit of the demo, it's a little rough in spots but overall a good effort so far, I'll be watching this mod.
Also I noticed you are including all the original They Hunger content which makes the mod fairly big. There is a way for mods to "inherit" all the data of another mod by adding this into the "liblst.gam" file:
fallback_dir "hunger"
This will make your mod load any content from They Hunger, and your mod's content will override any data from TH, eliminating the need to have an entire copy of TH in your mod. This does mean that people will need to also have They Hunger installed, so if you want your mod to remain as a standalone download you can't do this. But then again, who wouldn't want They Hunger installed!
Thought I'd share this tip in case you don't know, it's not common knowledge.
Major thanks for this Urby! I've been working on a reverse engineering of They Hunger, and this helped confirm some of my findings. This FGD is so much better than the old official one!
Hi,
I tried to debug this today, but could not get this bug to happen. To be honest with you, everything should just work out of the box. I tried a clean install of Quake and Qreate with: DOSQuake, FTEQW (which we developed this last release on both btw), and even Quakespasm + Quakespasm Spiked with no issues. The only thing that didn't work well was the Quake Re-Release (and possibly still DarkPlaces) which we have added a note to the top of this page.
Make sure you've installed Qreate into its own folder, so you should have a "qreate" and "id1" folder in the same place as your Quake engine. Remember that "q" is for the spawnmenu, with "0" always returning you to the main page of the menu, and "e" is the tool menu. Use number keys to select the desired options in the menu.
If you play in multiplayer, we support DM so that will be the same as Quake just with our maps. If you select Cooperative, it will be sandbox or Roleplay. Console commands can also force the gamemode of choice.
Again, everything should just work including bindings.
Do you have any other mods or packs installed? If so, could you try again with a clean install? Are you using the original Quake data or Re-Release data? And what exactly do you mean by "cmds don't work on FTEQW"?
Traveled down a road and back again
Your heart is true, you′re a pal and a confidant
I'm not ashamed to say
I hope it always will stay this way
My hat is off, won′t you stand up and take a bow
And if you threw a party
Invited everyone you knew
You would see the biggest gift would be from me
And the card attached would say
Thank you for being a friend
COM was cut because it was just too much for DOSQuake (what we always test Qreate on) to handle, the test map it shipped with before just *barely* worked. Trying to do something more serious with it will probably hit memory limits.
Ultimately though it was just a fun experiment, and wasn't the goal of Qreate. With that being said, maybe if we ever do one more patch/update I'll ask eukara to throw it back in if he's ok with it because I kinda miss it too :)
Nah, it's ok to take a look at it.
(I'm just being silly, don't mind me)
Hola, esto está hecho para "Valve Hammer Editor 3.5" y lo carga junto con su "half-life.fgd" después de configurar los ajustes del programa. Busque tutoriales para el programa y debería tener sentido. Eso es todo con lo que voy a ofrecer ayuda en este sentido :)
Perdón por el mal español, estoy usando un traductor.
Really like the cubemap/specular on the machines, all looking really nice! This a new area?
There, with just two minutes to spare (in my timezone), we have made the 10 year anniversary of the original release. We plan to keep updating this till we consider it "final", for we didn't want to keep holding off our new changes, but we don't have as much time as we used to. Regardless of it's current unfinished state, we hope you all enjoy!
We have made major strides since then, major strides.
Nah, it's about when he WAS a baby!
They are gone now, but something much better related to Half-Life/WON is happening...
First off, this is a reupload. I did not create the FGD, it's here for historical/archive purposes. Secondly, this FGD does work. It needs to be used with the HL FGD for all this does is provide two entities, the team spawns. Hammer can use multiple FGDs at once and people did this often back then to decrease download size. Plus, it's silly to have duplicate entities when all you have is just a few small changes (like in Scientist Hunt).
Still waiting for this masterpiece.
Since KingCuckold's servers are down for now, I've decided to start hosting Steam versions of my WON2 servers (including SciHunt). If it doesn't show up in the server browser, just add: servers.bloodbathsoftworks.com:27054
The problem is GoldSrc itself doesn't like larger levels and Streetlevel probably needs better optimizations. Also please feel free to port it to any mod you like! The RMF is included for stuff just like that!
This mod is like an ingenious fusion of "Sex, Drugs and Beer Can" with "Hammy-bob".
This mod/game is a pile of **** on any OS (also Linux is used on PCs since you seem to be misinformed).
Xylemon
joined
Hi, I am Xylemon, a freelance artist with a multitude of past and present works under my belt. Currently, I work at Vera Visions LLC with some long time friends.