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InsideQC Forums • View topic - Quake Engine Quake2 Build

Quake Engine Quake2 Build

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Quake Engine Quake2 Build

Postby Team Xlink » Thu Dec 10, 2009 9:16 pm

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Postby Sajt » Sun Dec 20, 2009 12:27 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Baker » Sun Dec 20, 2009 2:02 am

I think I'm going to build the Quake2 build and see if the level-preservation code that I think I see really does what I hope it does.

I'd love the idea of being able to return to the previous map as it was when I left it.

Would give the idea of non-linear level progress in Quake a boost.

/If that is what the code does, haven't had time to check it out or really look it over. Most of the rest of the QUAKE2 build stuff doesn't interest me that much (darkfields) and much of the "good stuff" is already standard fare (skybox, fog, origin brushes are supported in a few engines).
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Postby ceriux » Sun Dec 20, 2009 2:07 am

what are darkfields?
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Postby Baker » Sun Dec 20, 2009 2:30 am

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Postby ceriux » Sun Dec 20, 2009 2:31 am

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Postby Chip » Sun Dec 20, 2009 4:13 pm





Fear not the dark, but what the dark hides.
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Postby Downsider » Sun Dec 20, 2009 4:46 pm

Someone should make a RAD compiler that allows you to zoom through the map and "draw" on the lightmap. Would be useful, actually.
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