Search found 32 matches
- Mon Sep 28, 2015 7:48 pm
- Forum: ID Tech
- Topic: Shipyard 17
- Replies: 38
- Views: 25207
Re: Shipyard 17
...just remove the damn fog and it might actually be playable.
- Mon Sep 28, 2015 7:44 pm
- Forum: ID Tech
- Topic: The future of QL?
- Replies: 38
- Views: 48741
Re: The future of QL?
I'm not sure I understand why people dislike QL compared to Q3, cause it sure seems so when I look around at forums on the net, just casually. Well, QL is just Q3 with countless opportunities squandered, either due to the lack of skill, competence or actual interest by the ip owners. Q3 not only of...
- Sun Sep 27, 2015 8:30 pm
- Forum: ID Tech
- Topic: The future of QL?
- Replies: 38
- Views: 48741
Re: The future of QL?
[...]they probably see it as a good way to wind down the game[...] more like winding down the company and the ips attached to it. just like kitten said, this update is 5 years over due. the only actual good thing that might come from it: new maps - maybe even for q3. in comparison to q3 it's still ...
- Sun Sep 27, 2015 8:15 pm
- Forum: ID Tech
- Topic: Shipyard 17
- Replies: 38
- Views: 25207
Re: Shipyard 17
terrible, just terrible! my machine runs gtav and all kinds of other current games. huge ta-maps and the edge of forever for example run at 125fps. so the issue is not the q3-client, the os, lack of ram or whatever. your map runs at 20fps... /quit and rm -rf was all i could think of while testing it...
- Fri Jul 31, 2015 8:25 pm
- Forum: ID Tech
- Topic: Copyright issues on ..::LvL and an apology
- Replies: 8
- Views: 5517
Re: Copyright issues on ..::LvL and an apology
[...] I was having a very rough week [...] phew... been there, lol! [...] I read Theftbot's comment that implied that ..::LvL had no respect or concern for Copyright[...] if he was under that impression, he must have been high as a kite... [...] All listed maps have a "Report" link[...] a...
- Thu Jul 23, 2015 11:54 am
- Forum: ID Tech
- Topic: Q4 textures and maps for Q3
- Replies: 47
- Views: 34829
Re: Q4 texture pack for Q3
[...]explain in a little more detail what I'm looking at in your post please. I just want to confirm a few things before I start to remove maps. Uploaded some comparison shots to look at. Left image: Star Trek Elite Force 2 texture Right image: PhobosBase1 (PhobosBase1.pk3) texture Left description...
- Thu Jul 23, 2015 10:26 am
- Forum: ID Tech
- Topic: Q4 textures and maps for Q3
- Replies: 47
- Views: 34829
Re: Q4 texture pack for Q3
[...]going over the site with a fine tooth comb[...] I actually did that a while back and found only very minor infractions. There are a few questionable maps which were obviously de- and recompiled, but that's about it. Adding a " Report abuse " button with predefined selections like &qu...
- Tue Jul 21, 2015 8:35 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Any updates on themuffinman's ioq3-pp project?
- Replies: 6
- Views: 7386
Re: Any updates on themuffinman's ioq3-pp project?
annoying bug/feature: - folder "home-fnquake3" the separation of log, cfg and others into respective folders is a nice feature on paper, but really blows when you actually use the client. example of a console command sequence: clear viewpos condump levelshot.cfg this will create a file log...
- Thu Jul 16, 2015 8:06 pm
- Forum: ID Tech
- Topic: Performance Problems WolfCam-GOOD / Q3A-BAD :(
- Replies: 7
- Views: 12999
Re: Performance Problems WolfCam-GOOD / Q3A-BAD :(
Over the past five years i've tested and played approximately 1000 maps. Went through the lvlworld and worldspawn database and played about 6k matches in q3 and ql combined. So i can honestly say: i've seen things :)... the good and the bad. If you need a 2nd pair of eyes or someone to test a map wi...
- Thu Jul 16, 2015 1:18 pm
- Forum: ID Tech
- Topic: Performance Problems WolfCam-GOOD / Q3A-BAD :(
- Replies: 7
- Views: 12999
Re: Performance Problems WolfCam-GOOD / Q3A-BAD :(
this!KittenIgnition wrote:Set com_maxfps to 125 in q3![]()
Also: disable vsync!
Map works fine on my rig. No fps drops anywhere.
Didn't like the map though - way too cramped and full of nooks and crannies for no real reason.
Your first two attempts were much better, imho.
- Mon Jul 13, 2015 4:21 pm
- Forum: ID Tech
- Topic: "Trespass" Tourney [Final]
- Replies: 88
- Views: 61423
Re: "Trespass" Tourney [RC]
I can't figure out what software to use to convert .wav files to 50kbps .ogg files so they will work in QL. If anyone can help me with this, please let me know. try http://www.rarewares.org/ogg-oggenc.php direct download: http://www.rarewares.org/files/ogg/ogge ... eneric.zip oggenc2.exe -m 50 -M 5...
- Sun Jul 12, 2015 7:30 pm
- Forum: ID Tech
- Topic: "Trespass" Tourney [Final]
- Replies: 88
- Views: 61423
Re: "Trespass" Tourney [RC]
i just haven't gotten around to crediting the shader file yet (though i know you had no way of knowing because i labeled this file the RC). i will add a note in the shader that this is your code. i appreciate your help with everything. :) don't cram that into the shader file. Readme.txt should suff...
- Sun Jul 12, 2015 6:06 pm
- Forum: Programming Discussion
- Topic: Q3Map2 forking license issue?
- Replies: 4
- Views: 5223
Re: Q3Map2 forking license issue?
GPL requires to supply the source code on request, *IF* you are publishing/distributing the a compiled binary to others/public users. If you modify the code "in your own home" and don't distribute/sell/publish anything, you're in the clear, afaik. E.g.: the current GPL violation by VMware:...
- Sun Jul 12, 2015 4:08 pm
- Forum: Programming Discussion
- Topic: Q3Map2 forking license issue?
- Replies: 4
- Views: 5223
Re: Q3Map2 forking license issue?
this might help: https://tldrlegal.com/license/gnu-gener ... license-v2 Also my personal rule of thumb with GPL is: - modify / fork = yes - include source / grant access to modified source (IF you distribute it!) = mandatory - commercial use = yes The second is usually in issue with big companies li...
- Sun Jul 12, 2015 3:46 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Any updates on themuffinman's ioq3-pp project?
- Replies: 6
- Views: 7386
Re: Any updates on themuffinman's ioq3-pp project?
I sent you a pm 

- Sun Jul 12, 2015 1:13 pm
- Forum: ID Tech
- Topic: Q4 textures and maps for Q3
- Replies: 47
- Views: 34829
Re: Q4 texture pack for Q3
nice!
going to try and make that process it into a script for imagemagick
going to try and make that process it into a script for imagemagick

- Sun Jul 12, 2015 11:31 am
- Forum: ID Tech
- Topic: "Trespass" Tourney [Final]
- Replies: 88
- Views: 61423
Re: "Trespass" Tourney [RC]
I found some more inconsistencies: Missing NOPICMIP in the following shaders: textures/phdm5/plant_leaf01a textures/phdm5/plant_leaf01a_back textures/phdm5/plant_leaf01b textures/phdm5/plant_leaf01b_back textures/phdm5/plant_leaf01d textures/phdm5/plant_leaf01d_back textures/phdm5/plant_leaf02a text...
- Sun Jul 12, 2015 9:54 am
- Forum: ID Tech
- Topic: "Trespass" Tourney [Final]
- Replies: 88
- Views: 61423
Re: "Trespass" Tourney [RC]
Hi Pat! Glad that you like my vertexlight shader code and texture :) Some credit would have been nice though ;)... { map textures/phdm5/nothing.tga // ## CHANGED (MAX) ## // blendfunc blend tcmod scale 0 0 depthFunc equal } Idea: in vertexlight mode only the first shader stage is rendered. If you ma...
- Wed Jul 01, 2015 4:23 pm
- Forum: ID Tech
- Topic: "Hydra" FFA [Final]
- Replies: 81
- Views: 56135
Re: "Hydra" FFA [RC]
Nice work. The area at the armor shards / ya looks a little stale (mostly the floor). The surfaceparam metalsteps everywhere is super annoying imho. A shame that you didn't use the flipout weapon spawns. The white ones don't really fit the map. The computer-screen shader by evillair looks a little o...
- Wed Jul 01, 2015 4:09 pm
- Forum: ID Tech
- Topic: Doom Snap Map
- Replies: 51
- Views: 31821
Re: Doom Snap Map
The whole game looks terrible and repetitive - probably even because of that LEGO-Editor. The finishing moves - fun and funny in brutal doom - are breaking the already "slowish" game play. The game itself basically looks like this: https://youtu.be/I9dQFSIJhOQ just darker and with generic ...
- Fri May 29, 2015 2:50 pm
- Forum: ID Tech
- Topic: Direct modification of BSP files
- Replies: 11
- Views: 6448
Re: Direct modification of BSP files
Okay, but I do not remember Windows CMD ever had gsar command. I think it is in basic installation of Linux. I think Windows user has to download it somewhere if possible, if not, they are just over... Download link was in the 2nd post of this thread. But apparently nobody really reads anymore :rol...
- Fri May 29, 2015 2:48 pm
- Forum: ID Tech
- Topic: Direct modification of BSP files
- Replies: 11
- Views: 6448
Re: Direct modification of BSP files
As for me, I don't understand [...] Maybe you should read up on GSAR. And on batch processing in general. [...]whilst with Hex Editor and its GUI, I successfully modify not only *.bsp files, but *.md3 and any others too. Manual Hex Editing is simply a waste of time. GSAR works on any file. Be it bi...
- Fri May 29, 2015 2:28 pm
- Forum: ID Tech
- Topic: Direct modification of BSP files
- Replies: 11
- Views: 6448
Re: Direct modification of BSP files
Only for Linux users! How will use command line ordinary Windows users when Windows CMD is based off completely different scheme? @echo off for /f %%a IN ('dir /b /On *.bsp') do ( gsar %%a -stextures/example/shader-or-texture-01:000 -rcustomtx/example/shader-or-texture-01:000 -o REM # texture 0..n ...
- Fri May 29, 2015 1:49 pm
- Forum: ID Tech
- Topic: Direct modification of BSP files
- Replies: 11
- Views: 6448
Re: Direct modification of BSP files
There is no need in batching, because each texture is named in a *.bsp file for just the only time. There usually is - unless you enjoy tedious, mind-numbing work. Just a quick example: #!/bin/bash for BSP in *.bsp; do gsar ${BSP} -stextures/example/shader-or-texture-01:000 -rcustomtx/example/shade...
- Fri May 29, 2015 12:37 pm
- Forum: ID Tech
- Topic: Direct modification of BSP files
- Replies: 11
- Views: 6448
Re: Direct modification of BSP files
[...] 1. Open a chosen map in a hex editor (for example Hex Editor Neo). [...] ...or you can just use GSAR for huge amounts of patching (search/replace) or batch processing. DOWNLOAD LINK: http://gnuwin32.sourceforge.net/packages/gsar.htm Command: gsar <filename.bsp> -stextures/example/shader-or-te...