Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20180926185650

You would think I would get used to noise, but the nuisance never really goes away, so instead I just get more and more miserable. I just want silence for a change.

Sounds quite chaotic indeed, I am glad I don't have to deal with phones in my position. I don't know how to talk to local pizza places without them hanging up on me.

You know, that is true, and may in turn warrant another test as I haven't really given Quake a chance since the start of the Aftershock Toolbox. Now with Direct3d support, maybe they somehow also got optimizations.

That would be a lot better. Nightmare versus Hard mode isn't really much of a difference, as said it is even debatable which is really harder. I would argue that Nightmare is harder; Shamblers hitting much faster, Vores having pods you can't outrun, and enemies rarely getting stunned are definitely more notable than an Ogre spamming grenades. If anything, that grenade spam can be quite lethal on the Ogre's natural place of balconies or flat doorways, their only weakness are staircases going down. So, yeah, from completing the game on both modes and having a lot of experience with the game, I would say Nightmare can be a bit more painful, though not enough for it to generally be noticeable.

With those types of games, the keyboard was "priority", so it makes sense. Strategy games are entirely about the keyboard, as are combo-chains in MMOs. Fighting games would probably be good left-handed as well. One big reason I tend to prefer shooters; I just like simplicity in my games, a hundred different keys just become annoying to micromanage as it becomes a memory game. Add in the fact that the pros often just rely on macro keys, it just doesn't feel the same as a shooter.

As said, it is likely the engine has some problem with replacements, sort of like how GLQuake doesn't like textures with the same name. When it comes to GLQuake, it generally sounds better to just add a new entity.

Nods, you would be quite right, the nails were modified to remain existent and thus combined with the teleporter feature allow for some more unpredictable craziness. That is the best thing of the server, having these features work together in perfect harmony.

Letting someone else decide your fate like that sounds bothersome. I could care less about slapping anyone in the face, or gaining anyone's approval, which is probably why I am not swayed from my suicidal nature. But yes, I am depressing to be around and just ruin conversations.

It would be definitely nice to see him more, but I am not sure if he would get that motivated. A lot has to do with the fact that he just doesn't enjoy company as a general rule, people are a nuisance he puts up with. Perhaps it is somewhat like me though, he dislikes the majority but has certain people he would like being around. While I enjoy having my own time, especially since it allows me to focus on Quake, I also would love to get something going for the server as it just gives greater worth... it is a sense of sharing the progress and exploration while also having a way to play something together.

Quite right, though QC is open-source and that means there must be some line to change that up.

You know, the Quake engine is far different from the Doom engine, and one way it is different is that while the original game throws arbitrary limitations to appear like Doom, a lot of it doesn't need to be that way. There is nothing in Quake stating a level has to take a certain slot to be the next level; it is defined in the .bsp file what the next level will be. This is why custom levels can just be loaded up by name; unlike Doom there are no slots to fill. In fact, the only thing defining this old naming scheme (ignoring that we do have Episodes with levels) are the filenames; Aftershock followed that formula (this is obviously why we have the numbering schemes we do, but Dark Hour's campaign proves it is not needed, as do other standalone levels which loop to odd levels such as E2M7 or DM5), as did other add-ons, as it is easier to refer to maps by number than name. It is VERY easy to change E1M7 to some other level, since the filename is what it looks for, and so a simple rename of the file is all you would need.

Now, Quake's engine works by loading loose files in the id folder before the PAK files, so it would need to be in its own modification, but I could easily run a test by making this broken level E1M7. It would be curious if this was the case, it could very well be due to references, but something tells me the QC would be easily modifiable if that was the case. It might be that it is hard-coded into a special script in E1M7, meaning it requires that particular BSP file, and was what I believe Greg was referring to.

Note also that his musings WEREN'T about this. His musings were about the Electric Terminals, which means Chthon would be invulnerable (without modifying the QC at least, which seems outside the scope of Aftershock). He never said anything about Chthon not being able to be added to levels.

A weird thing to mention, but I am rather confused by the internet's dismissive nature of virtual drives. People seem to believe in just natively using Windows for it, which confuses me as I never had such a feature in Windows 8.1, plus it seems I run more into BIN/CUE than a single iso file. The latter can't have audio files, meaning for example that a Quake soundtrack can't be mounted with a single iso file. It doesn't help that it has protection apparently which prevents it from working with some simple software like WinCDEmu. Yet, looking online, it is like nobody even cares about virtual drives these days outside of iso.

You know what would be convenient? Some of that "lengthy documentation" the 90s was known for. Games in the 1990s often had large manuals, so why does it seem like we barely get anything for these Quake add-ons? Q2 just has a registration form! The lesson of X-Wing was that you must register for things, but I am not sure what I even gain by registering for a software company that hasn't really made anything in 20 years.