As a side Anyone know of a good way to get the geometry of Quake maps out as a 3d model? I thought it would be quite cool to view these on the web. Either individual buildings or as a fly-through.
Edit:
Found the following leads:
1. https://github.com/sbuggay/bspview
2. https://github.com/passiomatic/elm-quake3-renderer
If you download the jam, go into the "maps" folder and on the following url, https://sbuggay.github.io/bspview/ (1), use the "Load Map" button you can see a basic version (broken skyboxes) if you load a .bsp file.I tried it on the map BSPs from https://github.com/fzwoch/quake_map_source/tree/master/bsp
Edit: Following a sibling comment, Trenchboom can also export as OBJ from the GUI
So I used to think "this would make one hell of a Quake level" in places that it would be really inappropriate to think that: government buildings, hospitals, a school or two. It occurs to me now that these were all Brutalist-influenced buildings. This is something I never ever talked about, growing up in the wake of Columbine.
In retrospect I guess it's not that I'm a psychopath, but that I unconsciously recognized that that sort of design was smack in the middle of the Quake engine's wheelhouse.
Still probably going to keep those thoughts to myself.
We only had two buildings with an architectural style that favored the game environments though. They were both built as "modern" buildings some time in the 70's. Somewhat unsurprisingly the school has since torn them down at great expense and replaced them with buildings that are stylistically compatible with the rest of campus.
I also know https://www.halospawns.com/app used to have quake maps (dm6 at least), but can't find it now.
But Control's architectural and furnishings atmosphere was very appealing, and it warmed me towards the Boston and Cambridge buildings that I'd previously disliked.
Screenshots: https://www.gamedeveloper.com/art/the-real-buildings-that-in...
Some of the best ambassadors for Brutalist architecture I've experienced are the Barbican in London and the Bonaventure in Los Angeles. They make good spaces for people.
The architecture and design in the game is the best brutalist work I've seen in a game.
(I never played the first Alan Wake but it’s not a hard requirement, there are recaps on YouTube)
I'm trying to make a push to get richter/antiquake to compile to wasm. I think I can knock it out this month. I just want to host my own Slide Quake server on a Cloudflare worker.
There is still an active development for quake2 executable and anticheat detection.
There are roughly 20-30 people playing almost on a daily basis. We have tournaments too. (This year's tournament will play its finals).
You can also check q2servers.com. Most players have been playing for over 20+ years. The average age is between 35-55. Twitch and discord channels are also very active. Finally we are playing with voice chat (which is kind of useless considering the speed of the game).
I'm inclined to grab a copy and see what's new, and jump online to find out just how rusty I am.
It might sound a bit pretentious, but it really feels like the video games have begun to reach a point of maturity akin to older forms of art, where people are no longer fumbling around in the dark so much, or chasing the technological zeitgeist. Instead creators are consciously embracing and exploring different limitations and aesthetics, in the same way a painter might use different types of paint, with all these diverse styles and scenes, which are at once independent yet also informed by each other.
The only thing I personally think is a shame, is that the structure of interactive experience inherently lends itself to collage — to a potential for different "scenes" made from entirely distinct "media" — but that it's prohibitively difficult currently to (seamlessly) weave together different game engines into one game art project; especially when some of those engines aren't open-source engines, but only exist in the form of old games that are usually turned into art through ROM-hacking.
An artist should be able to have me walk through a door in an RPG Maker game end up playing a Quake level! And then, upon killing a certain enemy, be suddenly in a bossfight in a SMW ROMhack! And then, upon succeeding or failing in the boss fight, I should be able to either end up in their custom Unreal-engine-coded finale, or back in the RPG Maker "space" from before! All without loading times or futzing with the display settings!
I've been working on a "solution" to this "problem of artistic collage" — a runtime that supports custom (i.e. zero-installed from the internet on demand by a game) sandboxed cores wrapped in realtime-per-frame in-memory-state import/export logic, where "a game" is actually a set of sub-game modules, with each module being expressed in terms of its own core, and having either a plain API call (for open engines) or a RetroAchievements-like memory-watch rule, to trigger state-transitions over to other modules.
It sounds like quite a technical achievement to accomplish that, but it also sounds like it would fill only a very tiny niche of developers who actually want this and are willing to build assets in entirely different engines just so they can transition to different aesthetics during the game.
Not to knock on the idea though - it would certainly be very cool to see. Curious if you have any other use-cases in mind for such a technology?
I just learned about this [1] yesterday but seems to be the first data point I've seen regarding something like you describe. Very cool to see, and it definitely blew my mind that things like this are now being developed.
a well-developed aesthetic that is used as an informed choice
Wow! I love the way you phrased this, and your post in general. It put into words something I had struggled to express.For too long, pixel art and other "dead" technologies like Q1 mapmaking were largely treated solely as kitchsy "retro" or "nostalgic" aesthetics and not worthy of study, refinement, and enjoyment in their own rights.
E.g. "that looks like a PS1 game" or "that looks like a 90s game" or "that looks like a DOS game". And that includes "that looks like a PS3/X360 game" too, even if it is probably too soon for many to accept that :-P
in the art world, that usually means a revolution or 'new wave' is nearby
i thought 'cruelty squad' and its ilk were the harbingers of the 'new game'... but yea it seems harder to build that kind of devoted community if you don't release your own editor
Quake hasn't enjoyed _as much_ change as Doom, with source-faithful engines like Quakespasm being standard and the likes of Darkplaces being niche. However, the Doom community both embraces faithful ports like prBoom, Crispy, and Chocolate Doom; and carries at its centre the wonderful GZDoom engine.
GZDoom zigs where every other game engine zags. Rather than moving away from BSP into static meshes, and other standard "modern" shifts, GZDoom embraces the fundamentals that make it mod-friendly. It maintains BSP at its core, and while it supports voxels and meshes it remains 2D-focused. What it adds is all the trappings that make it attractive to rapid iteration: good scripting, a toolkit of predefined events, and tools with excellent asset importation and management.
If I imagine where Quake would go, if it were to follow GZDoom's model, I imagine it would lean into Quakeworld's client/server architecture, the QVM, realtime vis, static lighting, and so forth. Particularly the static lighting; which is something I find modern engines tend to treat as a performance feature and not an aesthetic feature.
Both Quake and Doom, but moreso Doom, have unrealistic lighting; with overly sharp and unnatural transitions. When playing modern games everything is softer, the shadows are more natural, the scenes are realistic; but they lose that harsh aesthetic that gave rise to the horror of Doom and Quake. The shadows aren't just dim, they're black, and who knows what they hold.
Anyhow, I digress.
- Stalker GAMMA
- RLCraft
- Ashes 2063 series (A dooom total conversion mod)
- Quake Arcane Dimensions
- Kerbal space program realism overhaul
- Krastorio
- Morrowind refined
- Portal reloaded
I think video games are their own art form, now, with indie studios making beauties like Noita and AAA behemoth bottegas crafting entire worlds with every little corner containing art to explore should you take the time to walk, like the London depicted in Watch Dogs: Legion.
If only more companies had the courage and vision to make their games fully-moddable, thus transforming and extending their lives, like ID Software, Bethesda, and Bohemia Interactive have done.
If you want to go in spoiler free, I'd recommend downloading the WAD and playing it through blind. But if you don't have the time for that, there's a ton of great youtube videos that covered the topic.
Graphically great and I had partially picked it up as a UE5 game that I was already interested in.
I reckon they used a lot of procedural (maybe AI?) tools to make all the meshes and texture them and so on.
1) Download and unpack ironwail (best engine).
2) Copy id1/ (from your official Quake install directory) to your ironwail directory
3) Launch ironwail
Adding and launching a mod:
1) Unpack the mod into your ironwail directory
2) Launch ironwail
3) select the add-on
If you have quake on steam, ironwail will automatically detect it.
If you want to directly launch into a mod you can create a shortcut or use command-line parameters.
All hardware-accelerated Quake source ports that I'm aware of allow you to disable texture smoothing, going all the way back to the original GL Quake (if not earlier).
It was historically set through the console (rather than through a graphical menu), via the `gl_texturemode` command
On modern hardware capable of trilinear filtering, the appropriate texturemode to disable texture smoothing (which keeping the other niceties of hardware acceleration) was
```
gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"
```
For the Ironwail engine, which is the currently preferred Quake source port for modern 3D hardware, options on whether or not to use texture smoothing (and other "retro" aesthetics like whether to use square or circular particles) are things that can be toggled in the video configuration menu.
I frequently also dream architecture or vistas. I love those dreams. Sometimes I wonder if I chose the wrong profession.
I also love some architecture that noone that I mention it to seem to understand. Those buildings just speak to me in a wordless manner.
* https://www.quaddicted.com/
* https://www.slipseer.com/
* Quake Mapping Discord where all this goes down https://discord.com/invite/f5Y99aMGreat game and it is still amazing to me how after all these years I am still finding new moves or nuances of the physics engine to learn and practice.
The site seems to be getting hugged to death currently, though
Here is the video of the last final when Rapha beat Raisy 4 to 1 https://www.youtube.com/watch?v=VI4M5u5IxAA
Regarding Quake, I think you're right. Nothing else is quite like it.
Over time, I started imagining each of the spots on the board as being a person in a city. And placing a stone, really, was like bringing the AOE II priest to "wololo" convert the person to my team. So really, the goal wasn't to create battle lines, the goal was to pick and choose who on the board to join my team, so that by the end of the game, I would have the most influence in the city. (I've heard others describe it as planting plants to grow over the majority of a garden, which is similar) At that point, I started choosing spaces around the board in order to make sure I had enough friends in each neighborhood that I would be the most popular person there, even once my opponent started advertising in the region too.
That begs the obvious question, are there different neighborhoods that are more important than others? And the answer is yes. As you learn about eye shapes, you'll realize its easier to be popular and own in a corner than it is a side, and a side than it is the center, so when you start the game, you prioritize being popular in these regions, in that order (https://www.youtube.com/watch?v=xqpqa5NCbMY&t=52s)
And then over time, I've learned how to do that more and more efficiently, and the tradeoffs that come from that.
It also helps to start on smaller boards, then move to bigger ones as you get a feel for what's going on : )
StarCraft, which MS also owns these days, at least had traction for about a decade. Quake Champions was a bad game and it failed immediately. Maybe NS could finance proper Quake and StarCraft games with their infinite cash