Inside QC | Knowledge is Power! —– Previously known as inside3d.com, modding Quake since
Time 2022-10-19 11:13:35Web Name: Inside QC | Knowledge is Power! —– Previously known as inside3d.com, modding Quake since
WebSite: http://www.insideqc.com
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Power,Previously,QC,InsideDescription:
Inside QC
Knowledge is Power! —– Previously known as inside3d.com, modding Quake since 1997
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Quake Info PoolFrikBotChatForumQuakeC TutorialsArticles.dll CentralGhoulish notesInterviewsJedi Knightk3dMod Indexmore…?Links
DarkPlacesFunc_MsgboardQuakeOneQuaddictedQuake TerminusQuake Rerelease QC Sources released under GPLv2
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id Software have released the (supposedly much improved!) source code for all the campaigns included in the 2021 re-release of Quake (id1, hipnotic, rogue and dopa) under the GPLv2: https://github.com/id-software/quake-rerelease-qc
This repository contains the QuakeC source code for the four codebases that were used in the 2021 re-release of Quake: the base campaign, Scourge of Armagon, Dissolution of Eternity, and Dimension of the Machine. Dimension of the Past shares the same codebase as Dimension of the Machine.
In comparison with the original QuakeC, these codebases have been updated to replace all instances of strings with placeholder strings that can be used for localization. This requires some support on the engine side in order to handle printing messages correctly. There have also been bug fixes and modifications to behaviors from the original game.
These progs also use some advanced QuakeC features that are only available in modern compilers.
…
Ironwail, a high-performance QuakeSpasm fork
Ironwail is a
A fork of the popular GLQuake descendant QuakeSpasm with a focus on high performance instead of broad compatibility, capable of handling even the most demanding maps at very high framerates by utilizing more modern techniques such as:
compute-based vis/frustum/backface cullingcompute-based lightmap updatesbetter batching through multi-draw indirect rendering, instancing, and bindless texturesclustered dynamic lightingpersistent buffer mapping with manual synchronization
To avoid physics issue with high framerates the renderer is decoupled from the server (using code from QSS, via vkQuake). There are also a few other nice-to-have features such as the classic underwater warp effect, slightly higher color/depth buffer precision, reduced heap usage (can play shib1_drake out of the box), slightly faster savefile loading for large maps in complex mods, capped framerate when no map is loaded, and a built-in hackwork-around for the z-fighting issues present in the original levels.
Quake in 2022 Video – Call for submissions
dumptruck_ds writes:
I’m planning on a 2022 “preview” for my YouTube channel and would love to see what everyone is working on! Mods, maps, mini-episodes, textures, sounds, music, artwork or anything Quake-related that will be coming out in the new year would be appreciated.
@me or message me here on Discord with a screenshot, link to a video or other media I can use in a video and most importantly a short explanation of what you are working on.
You have until December 7th to submit your creations to him either via the Quake Mapping Discord or by mail to langoQlanQparty@gmailQcom (replace the Quakey Qs with dots).
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Hi and welcome back! The site had gotten under due to spamming and hacking but after a change of habitat, a warm shower with lots of scrubbing we are back, both this news page, the hosted pages and the forums.
The domain and server are now hosted by me, Spirit, please raise your hands if you would like to take over responsibilities. The greatest contribution would be becoming a news editor and make sure our frontpage is active again.
All passwords have been reset so you have to set a new one before you can log in. All forum users without any posts were removed to get rid of tens of thousands of spammers. Sorry if that included you by accident, just register anew.
Some other changes you might or might not notice include: HTTPS, a fixed Quake Info Pool, a fixed What Quake Monster Are You?, removed spam from news items, daily backups.
The forum is using a stock style at the moment as the old one was not compatible with the latest forum software. If you know your way around phpBB3 please please volunteer to fix it, so it becomes a happy modding place again instead of this bright eye-sore.
Greatest thanks to FrikaC for going through quite some trouble for making this revival possible and to scar3crow for the usual community spirit!
Year’s End Tools Update
Right at the end of the year, ericw sneaked out v0.16 of his branch of tyrutils with bug fixes for Mark V .lit files and BSP29 format detection to avoid producing corrupt BSPs. If you are unfamiliar with ericw’s tool work, it allows for behaviors such as phong shading, baked ambient occlusion, and light bouncing in your Quake maps.
Speaking of Quake maps, sleepwalkr has pushed out the fifth release candidate for TrenchBroom 2, with contributions from ericw as well. It features a host of fixes, tweaks, and quality of life improvements so if it is your preferred method for laying down brushes, make sure to pick it up!
PixaTool now supports the Quake palette
PixaTool is a pixel art oriented tool useful for any “retro” styled projects, and at the request of FifthElephant, it now has support for the Quake palette if you wanted assistance bringing any assets into a more faithful state for your project.
Check out the source tweet below:
New #PixaTool Update (v1.3) . #8bit #pixel
( APP Info > https://t.co/EIhm82b0Yz )As @GavinEdgington requested, added the #Quake 256 color palette. So now you can create textures compatibles for your projects.
Enjoy!
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