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Quake Brutalist Jam II
- rabbitofdeath 3y agoOH man. So many hours in Quake - I'll have to learn how to get one of these engines up and running.
- Klaster_1 3y agoRunning QBJ2 in a modern source port is really simple: unpack the QBJ2 and the source port into the game dir, run the executable, switch with "game qbj2" in the console. Personally, I prefer https://github.com/Novum/vkQuake https://github.com/Novum/vkQuake because it allows disabling texture smoothing. Too bad vkQuake development has been put on stop recently.
- theevilsharpie 3y ago> Personally, I prefer https://github.com/Novum/vkQuake https://github.com/Novum/vkQuake because it allows disabling texture smoothing. 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.
- wetbaby 3y agoEasy setup: 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.
- barbariangrunge 3y agoThere's something called quake injector too, which makes it even easier to get access to maps, at least ones on quakespasm. You probably still need to add them manually if they're from slipseer, but i think most are on both sites
- wetbaby 3y agoIronwail can download some popular add-ons in game. Not as robust as injector, but is extremely accessible.
- sitzkrieg 3y agonquake streamlines a modern install to a normal installer https://nquake.com/ https://nquake.com/
- duxup 3y agoIs there still a big Quake community out there? People playing new / cool maps?
- tyfighter 3y agoThere is a huge Quake mapping community that has been consistently producing amazing new maps, map packs, and full mods. * https://www.quaddicted.com/ * https://www.slipseer.com/ * Quake Mapping Discord where all this goes down https://discord.com/invite/f5Y99aM
- capableweb 3y agoWhat's a good entry point if one wants to get started playing? Acquire Quake (1? 2?) on Steam and then server browsers just work as-is?
- tyfighter 3y agoYou use ironwail (https://github.com/andrei-drexler/ironwail https://github.com/andrei-drexler/ironwail), and start downloading and playing maps from the sites above :).
- junaru 3y agohttps://discord.com/invite/eu9B2Jv https://discord.com/invite/eu9B2Jv - Quake for newbies https://discord.gg/EyPV44hpPz https://discord.gg/EyPV44hpPz - Quake 1 community
- capableweb 3y agoI'm just looking for some text that explains how to do it, not to join a community. But thanks! :)
- barbariangrunge 3y agoAnd an even larger Doom community. I took part in NanoWADmo last month, the map making month. There are hundreds of hours of top-tier map content out there, a huge number of "megawads" (32 map packs). Anything by skillsaw is great, and no end in sight is pretty special too imo
- pixelpoet 3y agoBethesda recently announced there won't be a Quake Pro League next year, massively depressing news. IMO Quake is peerless in its mechanical skill and speed requirements, truly one of the most challenging games in the world, like comparing Go to lesser strategic games.
- 7thaccount 3y agoGo is one of those games I could never understand whether a move I was making was a good one or not. It just felt like I was randomly placing stones and then at the end had to count up and see who won as I certainly had no clue how it was progressing. Is that normal for new players or am I particularly challenged in that area? Chess is a less abstract game where I can generally tell what's going on. Regarding Quake, I think you're right. Nothing else is quite like it.
- jurynulifcation 3y agoYou're not alone. It takes a bit of studying to figure out the strategy of Go, which is primarily conceived of as creating different shapes. Shapes of stone groups impart certain properties to the group.
- ep103 3y agoWhen I first started playing Go, I realized I thought about it like Risk. I was trying to draw Napoleonic battle lines on the board, and push back the opponent. And it kinda worked for very entry-level games, but mostly didn't make sense? Because then the opponent would just place somewhere behind my "line" and it all fell apart. 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 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 : )
- scanny 3y agoFantastic work from these artists, the engine really just lends itself to these environments it seems! 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/ 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.
- deleted 3y ago[deleted]
- garblegarble 3y agoThis does the trick quite nicely (unless you want them textured, anyway) - https://github.com/fzwoch/bsp2obj https://github.com/fzwoch/bsp2obj I tried it on the map BSPs from https://github.com/fzwoch/quake_map_source/tree/master/bsp https://github.com/fzwoch/quake_map_source/tree/master/bsp Edit: Following a sibling comment, Trenchboom can also export as OBJ from the GUI
- skribb 3y agoYou might also be interested in: https://noclip.website/ https://noclip.website/ (not quake maps) I also know https://www.halospawns.com/app https://www.halospawns.com/app used to have quake maps (dm6 at least), but can't find it now.
- barbariangrunge 3y agomost maps these days are made with something called trenchbroom. Try opening a map and looking for export options. You can open the original game's levels too
- Tao3300 3y ago> the engine really just lends itself to these environments 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.
- tyfighter 3y agoThe scene has existed since the beginning, but the work that has been coming out of the Quake community for the last 6 years or so has been outstanding. They keep making more and knocking it out of the park. I've played all of it, and keep coming back for more :).
- Narishma 3y agoI think TrenchBroom deserves credit for that.
- chilmers 3y agoI love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-developed aesthetic that is used as an informed choice. 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.
- derefr 3y agoI agree, it's great to see people rummaging through old game engines to find the "right medium to express their thought", the way one might rummage through a pile of art supplies. 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.
- tibbon 3y agoI thought these were images of Boston City Hall at first.
- brap 3y agoIf you enjoy brutalism and video games I highly recommend Control. Beautiful, beautiful game.
- sbarre 3y agoI can second this. I literally just completed my first playthrough of the game over the weekend (backlog pain is real). The architecture and design in the game is the best brutalist work I've seen in a game.
- brap 3y agoIf you enjoyed Control (and don’t forget the DLCs!) you will probably also enjoy Alan Wake 2 which is part of the same universe and interconnected with it. (I never played the first Alan Wake but it’s not a hard requirement, there are recaps on YouTube)
- neilv 3y agoI hated Brutalism before playing Control. Just look at how intimidating the Boston City Hall fortress is, as it looms over you, while you try to even find the entrance. 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-inspired-i-control-i-s-oldest-house https://www.gamedeveloper.com/art/the-real-buildings-that-in...
- mherdeg 3y agoBoston definitely makes it hard to love. 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.
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- deleted 3y ago[deleted]
- system2 3y agoI am still playing Q2 on a daily basis. You can download Q2 and see all live servers without downloading an address file. http://q2s.tastyspleen.net/ http://q2s.tastyspleen.net/ 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).
- gukov 3y agoI'm in that demographic. Started playing Q2 online in 97/98 before switching to Q3A in 99. Lately I've been playing Q2 Enhanced. What I miss the most is the OSP tourney mod.
- jakearmitage 3y agowhat engine do you use? yamagi?
- system2 3y agoQ2Pro is the standard in the servers. You'd get kicked or see warnings without it: https://github.com/skullernet/q2pro https://github.com/skullernet/q2pro
- anakaine 3y agoThat's an awesome comment, thabk you! I used to be a Q2 teen. These days my own teens are older than when I was playing it for the most part. I'm inclined to grab a copy and see what's new, and jump online to find out just how rusty I am.
- beebmam 3y agoThe brutalist design in the Talos Principle 2 is superb, highly recommend if you're a fan of this style!
- everyone 3y agoTalos 2 was one of the 1st games to impress me with its graphics in a while. I've never seen a game with such a big yet also detailed and fancy looking world. Also the anti-aliasing is the best I've ever seen. I reckon they used a lot of procedural (maybe AI?) tools to make all the meshes and texture them and so on.
- everyone 3y agoAlso I wanna shout out this game if u like brutalist architecture. It's a forgotten masterpiece imo. https://store.steampowered.com/app/265690/NaissanceE/ https://store.steampowered.com/app/265690/NaissanceE/
- sbarre 3y agoThanks for the recommendation, this looks great. And it's FREE.
- amiga-workbench 3y agoTalos Principle is a slept on masterpiece, its shocking it isn't more widely known about. I've been engrossed in the second game all week and the photo mode is a very welcome addition.
- GamerAlias 3y agoBeen enjoying this a lot since it's release. Getting towards the end of the game ~80% of the way through and appreciating a bit of a difficulty spike as I had found that the game was a bit on the easier side for most of it. Graphically great and I had partially picked it up as a UE5 game that I was already interested in.
- masswerk 3y agoArchived: https://archive.ph/VKkYa https://archive.ph/VKkYa
- altairTF 3y agoLevel design was my first contact with the development side of games, i remember spending a lot o time to make the most miserable and unplayable maps on valve hammer editor, to at one point have a map used in a zombie mode of a server on cs 1.6. Amazing to see these communities stil exists
- deleted 3y ago[deleted]
- rabf 3y agoVR ports for many of the quake and doom series can be had here: https://github.com/DrBeef https://github.com/DrBeef
- synecdoche 3y agoWhat I often remembered most from first person shooters is the architecture, and music, even though I didn't focus on it at the time. 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.
- progman32 3y agoForerunner (Halo) structures and half life 2's Citadel probably harbor the strongest place feelings I've experienced. You almost don't need to tell an explicit story in those places, the walls do enough
- pmarreck 3y agoAs an old fan of both Quake and Brutalism, this is perfect. The site seems to be getting hugged to death currently, though
- antod 3y agoLooking at those, I could just feel myself plugging my 3DFX2 card into my Matrox Millenium II.
- dicknuckle 3y agoI've still got a Voodoo3 in a Pentium 3 machine. around here somewhere.
- chris_wot 3y agoWhat qualifies something as "brutalist"?
- ahoka 3y ago“Brutalist buildings are characterised by minimalist constructions that showcase the bare building materials and structural elements over decorative design.”
- tiborsaas 3y agoVox had an episode on the subject recently: https://www.youtube.com/watch?v=UWhuHiL8Pug https://www.youtube.com/watch?v=UWhuHiL8Pug
- pigeons 3y agoI get simulator sickness :(
- replete 3y agoMaking quake mods when I was 12 got me interested in programming. I think my last one was 'Tellytubbies: Must Die'. It was fun making maps, models, textures and editing sounds of teletubbies in pain.
- grrowl 3y agoMapping and modding Quake 2 and 3 pushed me from Basic and HTML/CSS into much less forgiving C/C++ programming around the same age -- wouldn't be the engineer I am without it. It's invaluable to modify something you know and understand and extremely rewarding, which is the first thing I teach to friends who want to learn.
- gslepak 3y agoWas this for Quake 3 or Quake 2 or?
- trashface 3y agoquake 1
- fu7kt 3y agoThis is cool. 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. https://github.com/Antiquake-rs/antiquake-rs https://github.com/Antiquake-rs/antiquake-rs
- Tao3300 3y agoJust wandering around the hub map is a freaky liminal space experience.
- deleted 3y ago[deleted]
- RileyJames 3y agoMy favourite game, hands down. This pleases me immensely. Can’t wait to load RTX and these new maps.