100 Quake1 mods in 10 minutes?
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Added!
I'd be also tempted to add Gyro, I mean, it's been such a nice contribution to the community... but I wonder how best this would be shown in a video...
I'd be also tempted to add Gyro, I mean, it's been such a nice contribution to the community... but I wonder how best this would be shown in a video...
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CocoT - Posts: 695
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I'd say it'd be best to show off gyro by making a simple mod which features floating stuff and vortexes, then make a video where you've shot lots of these floating things into a lake, and fire a vortex above them, and watch as all the floaty things (plus anything else in the room, besides the player) get sucked into the vortex, and explodes. Ofcourse, it'd need someone to code a little. Not very much though. One could maybe simply make grenades boyant and up their timer to 50, and rockets move much slower, and with the vortex ability applied on them, and as it explodes on a wall, all the grenades go flying away from the force of the explosion. Great!
Also, Rennys Streetfighter mod.
Also, Rennys Streetfighter mod.
I was once a Quake modder
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Urre - Posts: 1109
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Re: 100 Quake1 mods in 10 minutes?
CocoT wrote:17. Killer Quake Pack Quake Rally
what
Also, if I hadn't lost it earlier... Versus 1997 would make it on the list
- leileilol
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Re: 100 Quake1 mods in 10 minutes?
leileilol wrote:CocoT wrote:17. Killer Quake Pack Quake Rally
what
Sorry, little editing mistake, here, obviously...
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CocoT - Posts: 695
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BTW, I just posted about this in another thread, but we may want to some of the remodeling/retexturing projects installed in the base id1 folder when we record most of these videos. They could make the presentation much better. A couple mods may not mix well with the project in some way, but they can be recorded without them in such a circumstance.
That's also a way to pay tribute to things like new maps, the Quake retexturing and remodeling projects, etc. They don't get a 6 second slot, but they make appearances in most or all of the videos and get noted as such at the end in the credits or at the beginning. Maps being shown during a mod could be included in the mod text:
mod: Conquest
map: Hunted Horrors
Thoughts?
That's also a way to pay tribute to things like new maps, the Quake retexturing and remodeling projects, etc. They don't get a 6 second slot, but they make appearances in most or all of the videos and get noted as such at the end in the credits or at the beginning. Maps being shown during a mod could be included in the mod text:
mod: Conquest
map: Hunted Horrors
Thoughts?
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- Wazat
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Use retexturing/remodeling and I am soo out. Same if someone suggests recording the videos with Tenebrae.
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- Spirit
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Okay, just didn't know what would be best. I like the idea of including them in some way though (i.e. as a mod).
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- Wazat
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I don't know if it'd show particularly well in a video, but you could include a little of vr2mod. There's not a whole lot of visual difference (more if you were to use Vr2 engine over GLQuake or something), because my mods were mostly just code, but you could maybe show a little deathmatch with bots on some of the new included levels.
Just a thought if you're still lookin'.
Just a thought if you're still lookin'.
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Entar - Posts: 439
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Entar: the idea is to use DarkPlaces, as it has very useful video capturing abilities, and can run most mods.
The question still is if engines would be included, I'm not sure how to present them, unless they're eyecandy oriented.
The question still is if engines would be included, I'm not sure how to present them, unless they're eyecandy oriented.
I was once a Quake modder
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Urre - Posts: 1109
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Urre wrote:Entar: the idea is to use DarkPlaces, as it has very useful video capturing abilities, and can run most mods.
The question still is if engines would be included, I'm not sure how to present them, unless they're eyecandy oriented.
Sure, but to clarify, vr2mod (as opposed to the Vr2 engine) is a QC mod, that will run in Vr2 or DP. Although, Vr2 does also have some eyecandy (maybe throw in a 3,000 spark particle explosion somewhere?).
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Entar - Posts: 439
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