GustavinoBevilacqua, to earthquake Italian
@GustavinoBevilacqua@mastodon.cisti.org avatar

Zona Campi Flegrei, 4.4 alle 20:10 ora locale.

https://terremoti.ingv.it/event/38759141

GustavinoBevilacqua,
@GustavinoBevilacqua@mastodon.cisti.org avatar
yora, to gamedev
@yora@mastodon.gamedev.place avatar

I do have a great nostalgic fondness for the Quake engine and Dark engine, and for a low-fidelity first-person game, I think this would be a fun visual style to emulate.
People would call it "retro" rather than "crappy". 😅

But what exactly are the features that give these late-90s 3D engines their distinctive, iconic look?

image/jpeg

kevin, to DOOM
@kevin@dice.camp avatar

Shot in the dark. Are there any 90's-era efnet and mods on the Fedi?

GustavinoBevilacqua, to earthquake
@GustavinoBevilacqua@mastodon.cisti.org avatar

On the border between Nicaragua and Costa Rica, at 21:21 UTC, Mwp 5.6 earthquake, as reported by Italian Seismic Service INGV:

http://terremoti.ingv.it/en/event/38264831

whynothugo, to random
@whynothugo@fosstodon.org avatar

Use case for a nested compositor: render an arbitrary client into a -like .

ai6yr, (edited ) to earthquake
ai6yr,

Unlikely to be much or any damage, but everyone on the East Coast apparently felt that thing. DYFI responses so far (120,101 responses!!)

jann, to Taiwan
@jann@twit.social avatar

Sheesh! must have some fantastic machines if a ~7.5 quake didn't stop their ability to create 4micron CPUs! WOW!

https://techhub.social/@Techmeme/112208125851311442

governa, to random
@governa@fosstodon.org avatar
GamingWolf, to random
@GamingWolf@mstdn.games avatar

I really like the aesthetic of Episode Enyo a Quake total conversion.

https://poppyworks.itch.io/episode-enyo

thevglibrary, to bapcsalescanada
@thevglibrary@mstdn.social avatar

Have probably spotlighted this book in the past, but worth mentioning it again!

LAN Party is a photographic celebration of the golden age of multiplayer PC gaming!

Complete with community contributions, it's a fantastic coffee table book!

https://www.thevideogamelibrary.org/book/lan-party-inside-the-multiplayer-revolution

@bookstodon

SimonNovak, to Hololive
@SimonNovak@sakurajima.social avatar

👁 IN 2 HOURS! 👁

I'm not normally big on vanilla, but if it's vanilla , I'm game.

Catch my stream on my Twitch channel here!

wiedo, to PCGaming

WRATH: Aeon of Ruin

The worthy 1 sequel we never got. This is not just a but what I call an exploration , very few games are like it and I love the genre. Great looking and playing game. Level design is very diverse in style and gameplay. It’s best in class and has beautiful brushwork. Love the movement additions for fun secret hunting and sequence breaking and the alternative quicksave system gave some extra tension. Chef’s kiss.

https://i.imgur.com/NjFvhVf.jpeg

Varyag, to DOOM

Plans for tomorrow: setting up Ultimate Doom Builder, WHacked, Slade, and potentially Trenchbroom on my Linux laptop. I do wanna get into this modding situation for real!

Adorable_Sergal, to random
@Adorable_Sergal@hachyderm.io avatar

"This town is big enough for the both of us," I whimper as I sit in a Quake 4 server, all alone

lurkjay, to books
@lurkjay@mastodon.social avatar

Masters of Doom by David Kushner (2003)

Text instead of screenshots: https://cohost.org/lurkjay/post/4846601-masters-of-doom-by-d

Carmack was refining his engine, getting the smooth scrolling down to the point where Keen could move as fluidly left or right as he could up or down. Romero, meanwhile, was working the editor, the program that allows the developers to put together the graphics of the game—characters, rooms, monsters. It was essentially a game designer’s construction kit. Carmack and Romero were in sync. Not everyone else gelled quite as well. Lane was now officially kicked out of the Keen development. Despite Romero’s fondness for him as a friend, he felt that Lane’s energy was lacking. Adrian was having problems of his own. Though he was recruited later to help them work on Keen, Adrian hated the project. It was too… cutesy. Tom had a target audience in mind: “kids,” he said, “or those who have kidlike mentalities like we do.” Adrian hated kiddie stuff. Even more, he hated cutesy. Worst of all was cutesy kiddie. And now here he was having to sit all night drawing pizza slices, soda pop, and candy. Tom came up with a little character called a Yorp with a big fat green body and one periscopelike eye over his head. Even the monsters were cute. In most games, when a character died, it would simply disappear, vanish. But Tom had other notions. He was eager to incorporate some “larger philosophical ideas,” as he said. He loosely based characters on ideas he’d read in Freud’s Civilization and Its Discontents; a guard was made to represent an id.
He wanted to teach kids that when people or even aliens die, they
Carmack had been building a large D&D campaign for the guys, and on Saturday nights they’d gather around a table and play into the early morning hours. With Carmack as Dungeon Master, the game took on depth and complexity. It was quickly becoming the longest and deepest D&D game he’d ever created. And there were no signs of it letting up. Other times, they’d cruise the lake on the boat. Jay quickly became the designated driver; his impeccable focus gave him the ability to drive not only fast but steady. A couple times they let Romero drive, but he was having too much fun, steering the boat precipitously off course. Jay also fell comfortably into the role of manager or, in a sense, frat house president. While the guys worked, he would grill up ribs on the barbecue or restock the sodas. They were under the gun and needed all the help they could get. They didn’t need any help getting motivated, however. Carmack, in particular, seemed almost inhumanly immune to distraction. One time, Jay tested Carmack’s resolve by popping a porno video into the VCR and cranking it to full volume. Romero and the others immediately heard the “oohs” and “aahs,” and turned around cracking up. Carmack, though, stayed glued to his monitor. Only after a minute or so did he acknowledge the increasingly active groans. His sole response was “Mmm.” Then he returned to the work at hand.

SimonNovak, to Hololive
@SimonNovak@sakurajima.social avatar

...

QUAAAAAAAAAAAAAAAAAAKE

Catch it on my Twitch channel here.

SimonNovak, to Hololive
@SimonNovak@sakurajima.social avatar

Oh, I should have mentioned that I streamed earlier today.

...whoops.

Serves you guys right for not following me on Twitch or the Discord!

remilia, to DOOM

So that map I started working on, where I was porting a super small, unreleased map of mine? I'm about 2/3rds done with it already lol. The map takes about 5 minutes for me, so I'm guessing it'll take 7-15 for people new to it. It plays very much like the Slayer Gates in Doom Eternal (which is the point of the map), minus perpetually spawning popcorn enemies that exist just to spawn health/ammo like in Eternal and my original Doom version. There's also a small lull in the middle to provide some emotional up-and-down and regain your bearings.

Now to balance for difficulties, then I'll detail it and make it purdy, fix any last-minute gameplay issues, then it'll be done. Then the hate mail, angry DMs, and horrible reviews from Quake purist can start pouring in because I made a map that is very much not the norm for Quake.

Oh well, haters gonna hate. They can suck my left nut (once I get it back from the doctor's office).

SimonNovak, to random
@SimonNovak@sakurajima.social avatar

Missed screenshot Saturday by a few days, but I think my map is finally at a place where I'm happy with it. Now to start balancing and finalizing the gameplay.

cney, to streaming
@cney@mastodon.social avatar

Surprise, I'm playing tonight. Picked an interesting map I forgot I'd seen cross my radar a few weeks ago. The scary thing is this is not the first M. C. Escher inspired Quake map I've ever played.

https://watch.cney.stream

remilia, to DOOM

https://spectra.video/w/fBk7r7SKWYKdo3CrN3Gms6

Had some fun last night converting an old small level I had made but never released into a map. Well, the geometry part of it, anyway :-P I only spent two hours on it. It's just a small short-and-punchy level that's similar to the Slayer Gates in Doom Eternyal.

The Doom map never made it past the blockout stage, though it is fully playable. So it never had any detailing or proper lighting. The Quake version is the same, but also lacks detailing since I mainly just wanted to remember what it was like to build things in Quake.

I may someday release both of these. I lost the ACS source for the Doom version, and so it's probably never going to get detailed and "finished", but I can at least make the Quake one a proper level.

EDIT: Reposted as a PeerTube link so I don't destroy my upload pipe.

kiribloodrose, to Twitch
@kiribloodrose@mastodon.social avatar

Starting my 12 Hour Anti-Valentine's Day stream! Got a whole list of shenanigans going on today because we be forever alone

https://twitch.tv/kiribloodrose
https://youtube.com/live/8_8LO0qNj9I

daphnesak, to earthquake
@daphnesak@wandering.shop avatar

Small quake. Significant, but not violent. Surprisingly refreshing. I give it three stars
★★★☆☆

https://earthquake.usgs.gov/earthquakes/eventpage/ew1707515250/executive

DrH, to modeltrains
@DrH@warhammer.social avatar

This Fiend model is based on that you would find in the original Quake game (Screenshot included in one picture).

built from scratch with plasticard and plastic sprue (glued into blocks and carved). ~100mm long.

image/jpeg
image/jpeg
image/jpeg

DrH,
@DrH@warhammer.social avatar

One final photo of the Quake Fiend model.

Get your double-barrel ready...

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