Forum

Signs Of Koth

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Signs Of Koth

Postby Tei » Sun Jun 19, 2005 5:07 pm

I have notice (maybe its old news) another big mappack from these dawn cool mappers out here.

Signs of Koth.

http://kell.spawnpoint.org/


hummm.... :D
User avatar
Tei
 
Posts: 193
Joined: Mon Oct 25, 2004 12:22 pm

Postby Dr. Shadowborg » Mon Jun 20, 2005 1:00 am

If you're talking about Contract Revoked: The Lost Chapters, then yes it is very cool. Except for necros map that is. (Far too large an opening area causing greyflash in software, and heaven help you if you fall in the water. I woulda made that into some sort of carved open cave pier instead.) The few models with skins taller than 200 was somewhat annoying, if you're using dosquake too. Other than that, it's a really groovy pack.
Last edited by Dr. Shadowborg on Mon Jun 20, 2005 2:48 am, edited 1 time in total.
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby MauveBib » Mon Jun 20, 2005 1:30 am

Dosquake, lol.

As it's made by func_ personel, it's of course designed for use with crappy fitzquake.
Apathy Now!
User avatar
MauveBib
 
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Postby Dr. Shadowborg » Mon Jun 20, 2005 2:31 am

Heh, I also forgot to mention, but in dosquake at least, if you die in lava or reload while a powerup is in effect, the screen stays botchered. :P
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby Spirit » Mon Jun 20, 2005 7:57 am

I love Fitzquake, most other engines make Quake look like Paris Hilton... Much glamour, but no-one to love 8)
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

Postby Dr. Shadowborg » Mon Jun 20, 2005 2:37 pm

Spirit of 85 wrote:I love Fitzquake, most other engines make Quake look like Paris Hilton... Much glamour, but no-one to love 8)


I despise Fitzquake. Why? It clutters up your quake dir with those damn files it creates. (Throwback to GLQuake, this has been something that's only been fixed since dirt in other engines) It can't even handle some models from TROH. (Even DOSQuake handles TROH. Which means Fitz probably can't handle some other mods too.) :roll:

And for so many other reasons. :P
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby Tei » Mon Jun 20, 2005 3:29 pm

Yea. I also hate func guys, but are cool guys :D
I also hate friztquake, but because its booooooooring. Anyways Its a good engine, and I suspect mappers like it because give good FPS and thats all prepuber teenagers and mappers like.

Love to all haters :D
User avatar
Tei
 
Posts: 193
Joined: Mon Oct 25, 2004 12:22 pm

Postby Spirit » Mon Jun 20, 2005 3:55 pm

Tei wrote:Love to all haters :D

Love back :D
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

Postby Preach » Mon Jun 20, 2005 4:27 pm

Not played GLquake in a while eh? The limits you hit are inherited from the original GLquake executable, and have actually been pushed back up to dosquake levels in the latest fitz release. Nor does it create glquake meshes, maybe you're thinking of another engine? I really like fitzquake for playing maps and demos, it's fast, practical and has a very authentic quake feel.
Preach
 
Posts: 122
Joined: Thu Nov 25, 2004 7:20 pm

Postby Dr. Shadowborg » Mon Jun 20, 2005 4:34 pm

Preach wrote:Not played GLquake in a while eh? The limits you hit are inherited from the original GLquake executable, and have actually been pushed back up to dosquake levels in the latest fitz release. Nor does it create glquake meshes, maybe you're thinking of another engine?


Then why the hell did said glquake meshes end up in the Contract Revoked: The Lost Chapters pak file? (That alone is a waste of valuable tasty disk space and DL time.)

Preach wrote:I really like fitzquake for playing maps and demos, it's fast, practical and has a very authentic quake feel.


So is the latest Telejano. (Especially if you configure it right) And it can do tons of stuff I bet Fitz can't.
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby Dr. Shadowborg » Mon Jun 20, 2005 5:07 pm

Heh, I just realized that this is turning into a who loves/hates fitzquake (partly my fault), when what it should really be about is CR:TLC achievements and shortcomings. :wink:

Any word on whether or not they're gonna release the QuakeC source? I for one would love to get my hands on those cool monsters.

We really need a new "Zoo" mod to showcase all the new monsters that've come out over the years. :)
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby MauveBib » Mon Jun 20, 2005 5:50 pm

Everybody knows ELFQUAKE is the daddy.
Apathy Now!
User avatar
MauveBib
 
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Postby Preach » Tue Jun 21, 2005 8:56 am

Dr. Shadowborg wrote:
Then why the hell did said glquake meshes end up in the Contract Revoked: The Lost Chapters pak file? (That alone is a waste of valuable tasty disk space and DL time.)

I'm guessing the people who released the pak included the meshes so people using glquake wouldn't have to spend time meshing the new stuff. Perhaps if you include them in the pak they override the ones in the id1 folder? That'd be useful if you change any of the models from the original game, though I'm not sure contract did that....(at least this is vaguely back on topic)

Dr. Shadowborg wrote:
So is the latest Telejano. (Especially if you configure it right) And it can do tons of stuff I bet Fitz can't.


But all that extra stuff is pretty useless for running quake maps and demos. When I'm making a mod of my own I use darkplaces every time - because of all the extentions. But maps and demos never use those kind of modder targetted features, so you might as well use fitz for playing them.
Preach
 
Posts: 122
Joined: Thu Nov 25, 2004 7:20 pm

Postby Tei » Tue Jun 21, 2005 1:01 pm

I am really happy that mappers still generate maps this quality for quake. Its the "artistic" feel most mods lack. Looks the webpage!.. its artistic! Very creative people here. THANKS!
User avatar
Tei
 
Posts: 193
Joined: Mon Oct 25, 2004 12:22 pm

Postby Dr. Shadowborg » Tue Jun 21, 2005 2:56 pm

Preach wrote:But all that extra stuff is pretty useless for running quake maps and demos. When I'm making a mod of my own I use darkplaces every time - because of all the extentions. But maps and demos never use those kind of modder targetted features, so you might as well use fitz for playing them.


Unless they happen to be Nehahra maps :P :lol: :wink:
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Next

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest