Right at the end of the year, ericw sneaked out v0.16 of his branch of tyrutils with bug fixes for Mark V .lit files and BSP29 format detection to avoid producing corrupt BSPs. If you are unfamiliar with ericw’s tool work, it allows for behaviors such as phong shading, baked ambient occlusion, and light bouncing in your Quake maps.
Speaking of Quake maps, sleepwalkr has pushed out the fifth release candidate for TrenchBroom 2, with contributions from ericw as well. It features a host of fixes, tweaks, and quality of life improvements so if it is your preferred method for laying down brushes, make sure to pick it up!
PixaTool is a pixel art oriented tool useful for any “retro” styled projects, and at the request of FifthElephant, it now has support for the Quake palette if you wanted assistance bringing any assets into a more faithful state for your project.
Check out the source tweet below:
Quake Eargasm is a sound replacement for Quake by ChristianIce (monsters currently untouched) which includes additional audio resources for modders, all at a high quality. Go check it out!
ericw has released a new version of his take on Tyrann’s build utilities, tyrutils, with the cleverly named tyrutils-ericw. tyrutils-ericw adds bounce lighting, dirtmaps (i.e., baked ambient occlusion), phong shading, surface lights, sunlights, sunlight penumbras, fake area lights with deviance, and a ton of switches for these. The results are simply beautiful, so check it out, and consider adding it to your pipeline!
qbism is hosting Quake Expo 2016 at https://qexpo2016.com/ where you can register for right now, whether you want to have a booth, or simply participate in the commenting. The expo will center around the 20th anniversary of the registered release, and takes place July 16th through to the 30th.
Go forth and register!
Over at func_msgboard, SleepwalkR of Trenchbroom fame released a Python script for extracting data out of BSPs. Upon seeing this, Johnny Law provided a link to his own Python script for extracting data out of PAKs. Go check them out if you like to engage in some mild data mining.
A quick update as to the forums, there is still discussion as to the solutions for various situations (wow that sounds vague), but Tomaz has been working diligently on fixing the emoticons, and as you may have noticed, they now have Quake helmets!
The Independent Game Development sub-forum has been expanded in scope and renamed to Quake Mod Showcase, a dedicated home for threads about current mods, and discussion of past mods. When starting a thread for your mod, please reserve the top post to include a summary, screenshots, and relevant links. If you want a thread about a mod other than your own, please request it in the sticky post.
It’s the last of your teen years, so enjoy those Rotfish while they still have some flavor to them. Even if they can’t be gibbed!
szo sends word of a new release of QuakeSpasm with a myriad of bug fixes and improvements, including:
- Use multithreaded OpenGL on OS X for better performance.
- New, faster mdl renderer using GLSL. Disable with “-noglslalias”.
- Use high-quality water by default (r_oldwater 0).
- Support pausing demo playback with the “pause” command.
- Experimental windowed fullscreen mode available with
vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon
entering fullscreen mode the next time.)
Go check out the rest of the change list!