Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20181001203125

Pretty much my life in a nutshell, being unable to do things and thus having others do them. Seems to work well.

Promising at least, it will be good to get this session done with so things get easier.

Yeah, the benefit to "fake" virtualization like Virtualbox would be that you could use your hardware capabilities, meaning you could have a computer that uses your surround sound audio. In PCem, it is going to sound limited because it is limited. I need to give it all another attempt, but it is so tiresome to install VMs.

No surprise really. Many games seem to like the hardest mode for whatever reason.

I once tried to play on a Runescape private server, none of them ever fit the bill as the focus was on quickly leveling and it killed all the exploration aspects. I guess I am an odd individual who actually likes going places and seeing things instead of just flying through levels.

Indeed, Quake has a bit of a "test bed" environment that was never really completed sadly. Between that and the rushed development, no wonder it was pretty much passed off as a footnote in id's history.

Oh, I know of games with solid corpses as well. They are usually handled with an actual physics engine that allows you to push enemies around. I want to say that there are also games where you can walk through the body, but can hack them into gibs if so desired. The problem with Quake, simply put, is that there is no middle ground. Hitboxes are solid, yet hitboxes are also what destroy enemies, so it is a matter of engine limitations. Now, the bounding box could be improved, especially for gibbed heads. Sadly all of that once again requires fixes from other people.

Yes, you are quite right, distractions are the ultimate way of preventing one from thinking and thus being negative in the first place. It stinks that I have so many distractions, it never seems I just get that tranquility.

Pretty much, following the trend of the main game which makes sense. And yes, the second level is definitely not what should be advertised due to it being the tiresome quest that it is, about as tiresome as Q2.

There is only one way to tell, by playing more and more maps until something comes up. After all, someone is bound to test it and upload it, even if it results in the map not functioning, because that is the magic of shovelware.

Well, most software can be described as a bunch of features I would never use. The benefit is that they exist for those odd scenarios where they come up. Odd that you get nag messages... I have Daemon Tools Lite at work with zero messages...

The problem with your theory is that you just talked about a strategy guide for QUAKE. We know who made what levels in Quake and have plenty of documentation for that. What we don't know are the commercial shovelware add-ons, you know, the stuff nobody made strategy guides for.

That is what we like to call "software limitations". In our mind, we all can find ways around registering :P

As said before, shovelware has become quite the ironic time capsule. In 1996, you would be crazy to collect these, since you could just grab the stuff online and the stuff on these isn't that good anyway. But in 2018, it is pretty much the only way to even find these old maps. Even more, we get plenty of paper trails to other stuff, such as a few map references to entirely corrupt files on a broken disk. The more of these there are, the better for documenting out this period of time. We will have an extremely thorough 1996 look due to the insane amount of shovelware rushed out before the holiday season before Quake 2 came out. We are limited primarily by what I can find or buy.

Pretty much, Q2 started out by ripping off their customers, then just ripped off the world. And they would have gotten away with it if not for the pure insanity of me.