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quake 2 modding community

Posted: Fri Oct 23, 2020 5:44 am
by CBM
is there still an active quake 2 modding community?


quake 2 and doom 2 has always been my favorite fps games


I even did a few quake 2 maps many many years ago


I am mainly looking for a quake 2 source port with md3 support...Quake2XP will not run on any of my systems,


however r1q2 "enhanced quake 2" does apparently run fine but does not support md3 models and is not maintained...

I remember there being some cool map editors for quake 2... anyone know where to get them?

I don't suppose zdoom and raze will get more siblings such as ones based on the quake series engines... aka quake, quake2, quake3...
? :-)

Re: quake 2 modding community

Posted: Fri Oct 23, 2020 7:59 am
by Kinsie
CBM wrote:is there still an active quake 2 modding community?
Outside of QuakeUlf, seemingly not.

CBM wrote:I am mainly looking for a quake 2 source port with md3 support...Quake2XP will not run on any of my systems,


however r1q2 "enhanced quake 2" does apparently run fine but does not support md3 models and is not maintained...
Seemingly the only other maintained Quake 2 sourceports nowadays are Yamagi Quake 2 (which is very vanilla) and Quake 2 RTX (which probably won't work on your PC). I'd love to be proven wrong, mind.

CBM wrote:I remember there being some cool map editors for quake 2... anyone know where to get them?
Trenchbroom is the only editor that matters.

CBM wrote:I don't suppose zdoom and raze will get more siblings such as ones based on the quake series engines... aka quake, quake2, quake3...
? :-)
100% never happening.

Re: quake 2 modding community

Posted: Fri Oct 23, 2020 3:45 pm
by Graf Zahl
As much as I love Quake 2, I cannot take on another game. Hell, even right now I'd be more than happy if some other developer showed up to help with either GZDoom or Raze.

Re: quake 2 modding community

Posted: Fri Oct 23, 2020 6:47 pm
by leileilol
Generally the Quake modding scenes have died when the engines were technologically relevant commercially as many experienced quality creators get hired in the games industry (as well as competitive corporate hosting drama hindering hobbyist scene growth), while the players embrace the custom less and just stick to dm2/q2dm1/q3dm6/q3dm17. They've never had the lasting Doom hobbyist resilience, taken for granted nowadays. At best you'll see an experienced mapper (often with games industry experience) going a little viral with something beautiful that's not compatible with most engines. At worst you'll see someone aggressively crossposting bad box maps for "retrogaming" clout.

Re: quake 2 modding community

Posted: Fri Oct 23, 2020 7:59 pm
by irukanjji
leileilol wrote:Generally the Quake modding scenes have died .


Not realy, Quake1 its sill alive and kicken, a few days ago Sock and Bal, release an update version (1.8) of Arcane Dimensions, and some guys are creating too new episodes for the comunity, Dwell and Epochs of Enmity (already released)

Re: quake 2 modding community

Posted: Sat Oct 24, 2020 5:36 am
by CBM
thanks for all the feedback guys

irukanjji wrote:
leileilol wrote:Generally the Quake modding scenes have died .


Not realy, Quake1 its sill alive and kicken, a few days ago Sock and Bal, release an update version (1.8) of Arcane Dimensions, and some guys are creating too new episodes for the comunity, Dwell and Epochs of Enmity (already released)



nice

what else can you tell me about the quake 1 comunity?

I reckon custom mdl files are pretty common yes?

do quake 1 have sourceports and do some of them accept md3 models?

Re: quake 2 modding community

Posted: Sat Oct 24, 2020 5:40 am
by CBM
Graf Zahl wrote:As much as I love Quake 2, I cannot take on another game. Hell, even right now I'd be more than happy if some other developer showed up to help with either GZDoom or Raze.



understandable

what language do you use for raze and gzdoom and where do the projects need help?

I am fluent in c,c++,delphi/lazarus,java,vb, and a few more languages

I admit that I am very confused at the actual technical nature of most of the bugs listed under zdoom and raze atm

but then again ... I never actually messed around with gameengines in this way and I have not looked at the code for zdoom or raze at all yet

gzdoom

looks like a gcc c++ project...

following guide...

preparing for compilation...

installed github desktop...

cloning latest gzdoom source from https://github.com/coelckers/gzdoom ...

installing cmake...

Re: quake 2 modding community

Posted: Sat Oct 24, 2020 6:39 am
by CBM
Got an error, most likely I configured something wrong...

I followed this guide (MinGW): https://zdoom.org/wiki/Compile_ZDoom_on_Windows

I selected GCC.exe as c compiler and g++ as c++ compiler

screenshot

Spoiler:


output files, incl. CMakeError.log & CMakeOutput.log

https://drive.google.com/file/d/19Qabc1 ... sp=sharing

Re: quake 2 modding community

Posted: Sat Oct 24, 2020 3:55 pm
by irukanjji
CBM wrote:thanks for all the feedback guys

do quake 1 have sourceports ?


All mods and episodes i tell above, its for Quakespasm and Quakespasm-Spike, because they can handle with bsp2 maps, and the old Darkplaces cant

Re: quake 2 modding community

Posted: Sat Oct 24, 2020 11:10 pm
by CBM
irukanjji wrote:
CBM wrote:thanks for all the feedback guys

do quake 1 have sourceports ?


All mods and episodes i tell above, its for Quakespasm and Quakespasm-Spike, because they can handle with bsp2 maps, and the old Darkplaces cant

ok, cool

Re: quake 2 modding community

Posted: Sun Oct 25, 2020 5:59 pm
by irukanjji
Also RavenKeep a 3 map episode, with medieval ambient, some new monster (ravens, ghosts, dark lords) where you have to search 3 holy grails, in order to defeat the evil dark lord, its a blast of fun