Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20180912224241



Very true. Using it today is a bit insane; I can't imagine working without Photoshop layers if you have that feature at your disposal.

I look forward to that. We have plenty to play and lots of fun to be had. But yes, it looks like most bugs were ironed out prior to you joining, and getting rid of that mod fixed the last one.

Too bad we have absolutely zero knowledge about the development team of Q2. Unlike Dark Hour, we don't have any credits list, meaning it is entirely ambiguous who did what. Actually, that is pretty much the case for most of them outside of Dark Hour. Aftershock just has Greg McMartin's documentation, otherwise we have zero idea who did what outside of Jim Lowell's two levels. The Aftershock Toolbox levels are not documented at all.

Not really. Most map names are actually really terrible, if you haven't noticed. Getting one that looks like it actually belongs in Quake seems uncommon. Remember that funny's map o' rama! visit the mecca for all your quake needs! http://www.mm.com/user/tcdmntia/wwd/index.htm is an actual level name, for some reason people really had no idea how to name things.

Indeed, we can hope things calm down by then. I guess the good news is that a lot also runs natively during the late 90s, it just is certain titles that are shaky.

Yeah, that is definitely a lot of weight to put on oneself.

Sounds quite chaotic indeed. Hopefully things even out in November. I would love to play with you again.

So I got a bunch more stuff for Qtest going (got the Aftershock Toolbox more complete than it was before, since there were a few files that required certain Qtest monsters), including redoing the VM so I could showcase a few enemies that we otherwise couldn't see. When Le Rottweiler created the pages a few years back, he entirely relied on the Cutting Room Floor, which was somewhat fine but also resulted in either incomplete or incorrect information. No surprise, since it is quite the hassle to get this stuff working in the game in the first place. I now wish I had a pet Vomitus.

By the way, since you are experienced with PCem, do you know a way to get the files in there back to the main computer? Essentially I have a packed file which can only be opened in a 32-bit environment. However, the problem with doing that is then that it is stuck in the VM, when I would rather use the files in my main Quake directory. Any ideas? I already tried using a USB, seems PCem doesn't recognize USB functionality, and the lack of network drivers kill any sort of cloud-based solution.

Another idea, due to the very hybrid nature of Quake, I am starting to question if Level Theme should instead focus on the central or core theme, as opposed to all the themes found in a level. So on the level page, it lists the main theme, but the level themes themselves show the merges.

In other news, I found a daunting number of documentation for Quake. Pretty much all of it is useless due to being alias keys that serve zero purpose, instruction manuals for QC editing, and other random stuff that doesn't help us.

We also got the ability to play as 4-LOM (it borrows heavily from C-3PO) alongside Boba Fett and Bossk. Quickly getting a bounty hunter collection apparently. I know you are going to probably comment on the fact that we also got an Angel Eyes skin, meaning we actually have a cowboy skin for the server now as well. This though brings me to another question... what exactly should we do with Custom .MDL Files? It feels like the page will quickly become quite the mess, filled with buried tab after buried tab, unless we come up with some better solution. Yet I am not sure of one, we definitely would need tabs. I guess I could do something like I did on SG, but that might get messy in its own way due to the inconsistent nature of including heads/torsos. Then we have Grunt skins, which are pretty similar, but then have a different gun... which may or may not be included... adding even more inconsistency and confusion. Any ideas?

Sorry to debunk your theory, but I am pretty sure the torches shown in the advertisement are from the base game and not Qtest. They don't have the bright yellow coloration. I should also mention I found a version of the Alien skin made for registered Quake.