
Okay, time to fight Shub- ...Oh, i can't say that!
When i played Quake for the first time, i was genuinlly surprised by this things name, i mean WHAT WERE THEY THINKING?!

When i played Quake for the first time, i was genuinlly surprised by this things name, i mean WHAT WERE THEY THINKING?!
I found this reel on IG and i thought “how cool would it be if there was a quake mod/map that had this kind if atmosphere”
Is there any map like this out there?? With these vibes?
Anytime I try to join a server, it says “vpn connections are not allowed” before saying “incorrect challenge”. However I do not have a vpn active so I don’t know what the first message is about. It’s been happening on every server, even supposedly active ones I find on A51 and q3retro
I’m on port 27960
Does anyone know how to fix this? I am fiending for classic quake 3 lol
Got my interest back in graphics and always wanted to recreate the FPS movement of Quake, while also loading the Quake 3 map that I played for thousands of hours.
The engine support glTF (PBR), skinned meshes, animation and more. Integration with the Jolt physics engine and Imgui.
The driver back-end support Vulkan, D3D12, D3D11 and GL. Also ported for Android.
I've the project as open source: https://github.com/0Camus0/T850/agents?author=0Camus0
I do this for fun, but I might make a small game.
I've been trying to play the pre-packaged add-ons in Quake 1 enhanced, but none of them seem to have any enemies for me? I've tried redownloading them and even redownloading the whole game, but there's just no enemies in any of the add-on maps. Base game maps and DLC work fine.
I recently got into quake so kind of late to the boat but I just want to say the single player bot ladder campaign in quake 3 is actually really fun and badass. The AI is incredibly advanced, especially for a game from 1999, and the map design is really good. The progression from tier 0 to tier 7 is really satisfying with a nice curve in difficulty and depth. It’s also good practice for the multiplayer and shooters in general. Most people say the game doesn’t even have a campaign mode, but it does and it’s fun and good practice. I wish quake live and quake champions had something like it
The "III" is within the logo itself in the game's boxart, compared to Quake II's where they have the the double nails in the logo and the roman numerals in the title above. I wonder how many people missed that.
First time they’ll all be at QC together and first time in the same room since 1993!!!
I bought the game outright and wanted to experience a classic. Every time I load the game I spin into oblivion and can’t control the character. Any ideas? I’m tired of buying something I don’t get.
title
hugging the wall will result in squishy death between a stone ridge and the elevator
I always wondered why there wasn’t as many source-ports for Quake 3 Area then for the original Quake. Maybe because Q3A didn’t have a full single player campaign or it was visually ahead of its time so there wouldn’t be as much of a difference? Less about story more about skill?
Anyway, I’m glad to see work has started and I’m sure it will get better over time. Just some advice, from seeing the many comments over the years coming from the original Quake source-ports, keep it as close as possible to the original game art style or it will rub a lot people the wrong way.
Video
https://m.youtube.com/watch?v=Ox2dDNbX7wk
RTX mod
This time he has posted it without a watermark. It doesn't look like Quake 4 at all. Instead it looks like an amateur map design. Look at 0:37 and 0:55. You will see overstretched boxes. As well as the overall design being off. Overuse of textures. Overexposed lighting. This is not someting Hipnotic or Ritual entertainment would've made.
soo everyone i am having this problem with this kind of lighting . i am using yamagi source port for quake 2 and my video render is opengl 1.4 ! any help ?
I am a somewhat experienced doom modder who has recently gotten into Quake, because the engine seemed much more open and flexible for modding purposes than Doom, while also being far better optimized for handling certain things like 3D objects or floors. However, trying to study Quake's internal mechanisms (QuakeC) has been overwhelming, especially because modding materiel (like, for example, accurate and simple guides, example mods to show how mods work, modding programs like SLADE in Doom, repositories, etc.) is pretty much nonexistant (aside from a couple here-and-there, but even then, it's not at all as user-friendly as Doom is). The Quake engine is great, and is one of the only engines which my potato can run smoothly, which is why I really want to mod something in it, but I just don't know how to start. Despite looking in the Quake wiki as well as other social media sites (AKA Just Reddit), I still feel just as clueless as I did starting out. Please help; anything would be appreciated.