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@fabiolimamp

Crap-tier Quake coder/modder/mapper || Alkaline for Quake - https://t.co/H75kgrOZOJ || Level Designer on Slave Zero X - https://t.co/MEgWSRC80P

Brazil Katılım Eylül 2021
116 Takip Edilen518 Takipçiler
bmFbr
bmFbr@fabiolimamp·
Just released a thing
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bmFbr@fabiolimamp·
@Dr_Hingis This was a personal project reusing Doom assets to create Quake-like environment art, literally described as such in the artist's own website. Nowhere it says it was from a supposedly canceled Quake 5.
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Dr. Hingis
Dr. Hingis@Dr_Hingis·
Quake 5 was in development at Id on & off during the development of both Doom 4 (1.0), RAGE and Cancelled during the development of Doom 2016. A while ago I stumbled across a website of a current Id employee who uploaded some of their work on the project onto their gallery.
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bmFbr
bmFbr@fabiolimamp·
@blognaointendo Só cruzar os olhos e sobrepor uma imagem na outra
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Não Intendo
Não Intendo@blognaointendo·
Gênia
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fw@func_fw·
Tacticool guns to fight tacticool dudes. A Flak-firing KS-23 counts as Brutalist, right?
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bmFbr
bmFbr@fabiolimamp·
@Asaki74154136 Cool! I've actually wondered why I hadn't seen any other mods with something similar, it's a simple idea really
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Asaki (parody) 🐀
Asaki (parody) 🐀@Asaki74154136·
@fabiolimamp There was a mod just like this way back in the day, and I had fun making maps without the "mirror" wall, so you were basically running around shooting at holograms. Was mildly amusing :)
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bmFbr
bmFbr@fabiolimamp·
Reflections? In MY Quake? It's more likely than you think. All done through standard QuakeC, so it works in any port.
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bmFbr@fabiolimamp·
@mankrip The only way to do this would be to add special cases for each and every entity that spawns an effect and try to mimic when it'd happen, which on a codebase as large as Alkaline would be a pointless amount of work
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bmFbr
bmFbr@fabiolimamp·
@mankrip Problem is that TE particles don't generate an edict, much less touch events, which is how I catch new entities entering the field
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bmFbr@fabiolimamp·
@DevSpacePrez It's pretty simple actually - it's a trigger encompassing the whole room that generates reflections of all point entities inside it, in the direction you define. The map geo must be duplicated/mirrored manually by the mapper, but that's easy to do via linked groups in Trenchbroom
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bmFbr retweetledi
Joeveno // AVIÃOZINHO DO TRÁFICO NA STEAM
SAIU O AVIÃOZINHO DO TRÁFICO 3 PRA PC E ANDROID COMPLETO E DEMO! 15 FASES COM COOPERATIVO, DM e SINGLE early access com FURACÃO 2000, SAMBÓDROMO, ESTÚDIOS GLOBO, CARRETA FURACÃO e+ baixe no itch e apoie o projeto na vakinha pra sair na steam e google play vakinha.com.br/4998990
Joeveno // AVIÃOZINHO DO TRÁFICO NA STEAM@JoevenoYT

Estou criando um jogo na engine do quake chamado AVIÃOZINHO DO TRÁFICO 3:ABRI UM PORTAL PRO INFERNO NA FAVELA TENTANDO REVIVER TIM MAIA E PRECISO FECHAR

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fw@func_fw·
It's finally out! BONK is Quake mod that gives you a new melee weapon that allows the player to jump higher, move faster, and fight harder! 🗺️ 18 NEW MAPS ⚒️ 22 DIFFERENT HAMMERS 👺 2 'NEW' MONSTERS DOWNLOAD HERE: slipseer.com/index.php?reso…
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Amelie C. Langlois
Amelie C. Langlois@AmelieCLanglois·
The Immortal Lock is out! A new episode-length map for Quake 1. Organic horror themed with a story, tons of secret areas, and extremely challenging fights (though difficulty scaled for everyone) slipseer.com/index.php?reso…
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bmFbr@fabiolimamp·
@MerasmusM @aimergf the sourceport isn't doing anything special there, that's all lightmaps baked in by the map compiler
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life_grips
life_grips@MerasmusM·
@aimergf what source port is this that lighting is sublime
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