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Messages - Creamy_Goodness

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Skins, Models and Maps / Re: Quake 2 PPM name change request
« on: September 20, 2013, 07:30:53 AM »

> Hey quadz, thanks for adding the correctly named folders to the players folder. Also, I'll look into symbolic link command you suggested. If I can get that to work, it might be useful for not only seeing my own models that others could be using, but for the other misnamed models and skins I've seen online as well.

Skins, Models and Maps / Re: Quake 2 PPM name change request
« on: September 18, 2013, 06:32:14 AM »

@[BTF] Reflex

"Just a thought,  but everyone that d/l it from the server would have it in that folder.  So they could see it?

If you renamed it on your machine would you see it again too?"

> Yes, that's true. Changing the folder names of Chuckie and Tony on my machine would get me to see the models of people using their incorrect folders names. However, I don't see why I should have to change the names of my folders, since I know for a fact that they're the right names. In fact, I even included the correct folder names in the readme files when I originally made the models, specifically to prevent a mismatch like this from happening. Besides, if I switch over to the wrong folder names, players outside of Tastyspleen who may be using the correct folder names will no longer be able to properly see my models.

> I still think that correcting the folder names on the Tastyspleen server and having everyone switch over accordingly would be the ideal solution. Failing that, is there some way for me to create symbolic links in my players folder so that I can properly see models that use the wrong folder names without changing the names of my folders or making duplicate folders?

Skins, Models and Maps / Quake 2 PPM name change request
« on: September 17, 2013, 07:14:53 PM »

> While browsing through the player model list on TastySpleen's player models folder recently, I realized that the two player models that I had created over a decade ago which are currently in the folder (Chuckie Finster and Tony Toponi) had the incorrect folder names. (Chuckie is named "chuckief" when it should be "chuckie_f", and Tony is listed as "tonyt" when it should be "tony_t") This is a problem, because as most of you know, a model can only be properly seen by opposing players if the folder names of the player using it and that of the opponents match. As a matter of fact, a few months ago I saw that someone was playing as Chuckie on one of the Tastyspleen servers, but I saw him as a Grunt since he was using the folder name "chuckief" while I was using the correct folder name "chuckie_f". The only reason I knew he was playing as Chuckie was because I just happened to be following him with the chasecam at the time. Is there anyone here that can make the correction on the Tastyspleen player models page, so that the two folders use their correct names?

> Thanks.

FFA Demos / Re: One of my better games in q2dm7
« on: June 22, 2013, 03:08:53 PM »

@ |iR|Focalor

"PPM... partially permeable membrane? Proton precession magnetometer? Persistent pulmonary
menorrhagia? Pandemical pelvic metabolism?"

> LOL :D. PPM stands for plugin player model, and the one I used for this demo is Dib from the now defunct Invader Zim TV series. TastySpleen doesn't have the model on its server, which is why I posted the link to it here.

FFA Demos / One of my better games in q2dm7
« on: June 22, 2013, 10:39:26 AM »

> I don't know why I'm posting this, but as the title suggests, this fairly recent match is one of my better games in q2dm7. This one was a real back and forth nail biter, and I hope you enjoy watching it as much as I did playing it.

> In order to properly see my PPM, you'll need this...

Trouble Shooting / Re: aprq2 - Invisible models
« on: May 18, 2013, 07:42:56 PM »

> All right, I've got some good news. Earlier tonight, I reinstalled aprq2 on my system, this time following some online instructions, but that failed to fix the problem with the invisible models. But then, on a hunch, I opened a program called Additional Drivers in my System Settings and switched to a graphics driver called "NVIDIA accelerated graphics driver (version 173)", then restarted my computer. When Ubuntu booted back up, I ran aprq2, and the models were now all visible. Since then, I copied the aq2 executable file,, and bullethole.png to my regular Quake 2 folder, and then deleted the aprq2 folder. Assuming that Quake 2 doesn't break itself yet again, which it probably will knowing my computer's track record, I'll be able to play with you guys when the QuakeCon comes again in 2014.

Trouble Shooting / aprq2 - Invisible models
« on: May 11, 2013, 09:33:29 AM »

> Yesterday, I made another attempt to get Quake 2 to run on CES (the Linux machine I built from scratch). This time around, I tried out aprq2, and after resolving several issues with the installation process, I finally had a working copy of Quake 2 on my machine. Well, sort of. I encountered a very strange problem while running one of my demo files. The demo ran OK, but for some reason, all of the models (players, items, projectiles, etc) were all completely invisible, and only the map itself and the lighting effects could be seen. I have never had this problem before and I have no idea how to fix it. Any help would be greatly appreciated.

Quake / Re: Quake 2 training mod?
« on: May 04, 2013, 06:52:31 PM »

@The Happy Friar

"How old is he?  My (now) 4 year old plays Q2 & UT2K4 in sp/bot mode.  My 8 and 12 year old play me in Q2 sometimes.  The 12 year old plays UT2K4 against a kid from school occasionally (which is weird because the game's old compared to what most kids these days play)."

> Austin's 12, and he's starting out on Quake at a much younger age than I did. (I was around 16 when his father first introduced me to the game.) He's actually more into Super Smash Bros. and Super Mario Galaxy than FPS type games, and he's probably the only person in our family who likes Mario more than I do. Unfortunately, Austin couldn't make it here today since one of his parents' cars broke down over the weekend, possibly on the way here. I guess his Quake training will have to wait for another weekend.



"bots wouldn't be bad

jump mod is the only "practice" mod though, helps you learn movement, get comfy with the engine, and fine tune your control over things like mouse movement (which helps aim)

if q2 is too old school for em (which it likely is) q3 has good bot support... and quakelive is probably easier to just drop into due to the skill tier system"

> So the jump mod not only helps with jumping, but with other aspects of the game too? If that's the case, I might give it a try after all someday, I don't know. As far as Quake 3 goes, I haven't played that for who knows how long, but I still have the installation CD lying around.

Quake / Re: Quake 2 training mod?
« on: May 03, 2013, 02:35:11 PM »


"cant speak for defrag, but q2 jump is not ridiculous. they have tutorial maps for basic jumping on TS Jump server (maybe u should try those too vae)
there are plenty of them. if you need a list of those creamy goodness let me know i will make a map list for you."

> Thanks for the offer, but I don't think that will be necessary. I could never understand the whole jump mod concept, as it's just not my thing. If there was a Quake 2 mod out there that was designed to improve a player's aim or dodging skills, I could more easily get on board with something like that.


@The Happy Friar

"Best way to learn how to play is to play.  Load up some bots on your machine (eraser maybe?) and let him play against those. Getting slaughtered every time you play MP is a drag and will turn him away, so bots are the best things to frag against for a few games.  Then get him to play vs friends.  :)"

> Eraser Bot. Wow. I haven't used that since 1999, and that was before Austin was born. I wouldn't mind firing it up again if it could help him improve his skills.

Quake / Quake 2 training mod?
« on: May 01, 2013, 10:35:02 PM »

> This past November, I introduced my nephew Austin to Quake 2, and got him to start playing online. As you can imagine, he's not that good of a player yet, and he only gets a chance to play while visiting my house. He's coming by this weekend, and I plan to show him some basic techniques, mainly circle strafing and rocket jumping. I recently came across a Planet Quake article about a training mod called DeFRaG, and it sounds very impressive. ( However, the mod appears to be available only for Quake 3. Is there a Quake 2 equivalent of this mod out there? It would be extremely useful not only for training Austin, but for training myself as well.


> OK, I'm finished converting the dm2s of my best Quake 2 games into avi files, and I'm very pleased at the results. Here is a recompiled version of one of my games. It looks a little grainy, but I may be able to fix that with some further tweaking. The file is a little over 80 megs, so it may take a while to download.

> I've converted seven games in all, and I plan to upload them all to my YouTube channel eventually. I'd like to close by saying thank you all for your help, since I wouldn't have been able to get these results without you guys.



"I'm doing well, but I don't have any recollection of 'Polycount' so it's likely that you're remembering someone else."

> Sorry for the confusion. It's been about a decade since I was a regular at Polycount, and the usernames are more or less a blur to me.

"nQuake2 is not a client, it's the name of an installation package that happens to include the Q2PRO client."

> OK thanks, I think I understand the difference now. BTW, thanks again for the update, I'll check it out soon.



> Hey Elysium, I haven't seen you since the old days of Polycount, how's it going? Anyway, thanks for pointing out the fix. I already recorded my games with EGL, but the fix you mentioned plus the advice you gave about the windowed mode may just persuade me to give nQuake2 another shot.

> BTW, is nQuake2 the same as Q2Pro? If not, what's the difference between the two?


> I've been trying out nQuake2, and the weapon models look good on screen, even with an FOV of 120. However, I'm having a new problem that I've never seen before. Some PPMs, such as Cow, have a tiny weapon model that is meant to be completely invisible and doesn't appear at all in vanilla Quake 2. However in nQuake2, the weapon models look like the default Quake 2 Male weapon models, and are completely misaligned so that they strangely float around the model. Is there a way to keep these weapon models invisible without effecting the VWEPs of PPMs that use their weapon models properly?

> Here's something else that's really strange. The Garfield model has a remote control for his weapon model, and this appears normally in vanilla Quake 2. However in nQuake2, the remote looks like the default Male VWEP, and is strangely floating around Garfield's head. Has anyone else noticed a problem like this?

> After tinkering with the options for a while, I found yet another problem with nQuake2. I plan to convert the dm2s into avis at a resolution of 640 x 480 pixels. In the video settings, I can choose a screen resolution of 640 x 480 while in full screen mode, or I can go into Windowed mode at some really high resolution. However, I can't choose 640 x 480 while in windowed mode, which is what I need to do to record at that resolution. If I can't find a way to do this in nQuake2, I'll have to switch back to EGL and settle for setting the handedness to center to make the weapon model not appear.


> Hey guys, thanks for all your help. I'm going to check out keygrip2 and nQuake2 and see if I have any luck with them. If for some reason I have trouble adjusting the FOVs of my replays, I can always record the AVIs center handed.

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