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Messages - Creamy_Goodness

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> Actually, keeping the FOV at 120 is not really that important for showing off my replays, and I would certainly consider lowering it if that would fix the weapon model issue. However, as far as I know, it's impossible to change the FOVs in a Quake 2 replay. I actually tried doing just that over ten years ago with one of my older replays. I brought the dm2 file into Wordpad and changed the FOV value, but when I saved the file, I ended up corrupting it and it would no longer play in Quake 2. If there was a way to edit dm2 files without corrupting them, I'd sure like to know about it.

Quake FAQs, HOWTOs, and Articles / EGL Quake 2: Weapon models and FOV
« on: April 09, 2013, 11:08:37 AM »

> Over the past decade, I've been recording hundreds of Quake 2 deathmatch FFA games I've played online. Right now, I'm working on converting the dm2 replay files of some of my best matches into avi files. The dm2s I'm converting were recorded at an FOV of 120. Normally, the weapon model that appears in front of the player in vanilla Quake 2 is only visible when the FOV is set to 90 or less, but disappears at higher FOVs, even if the handedness is not set to "center". I'm using EGL in order to enhance the appearance of the replays, and unlike vanilla Quake 2, EGL allows the weapon models to appear in my replays.

> Now here's the problem. At an FOV of 120, some of the weapon models look weird, because the screen extends past models' edges, giving the appearance of missing polygons. This is a non-issue at a FOV of 90, because the edges of the screen would obscure the models' edges. Is there a way to move the weapon models down and to the right without changing the FOV in EGL? Doing so would not only keep the models' edges off screen, but would also make the model obscure less of the action on the screen.

Quake / Re: LAN party communication
« on: January 07, 2013, 04:50:26 PM »

> Hey guys, sorry for the rather late response. It couldn't be helped due to certain projects that needed my attention. Anyways, Christmas has come and gone, and I got the LAN party I was after. There were only three of us playing, but because Nick had connected to the wrong server, it was just me and Austin playing on one of the Tastyspleen servers. Austin and Nick were on laptops in the basement, and I was playing on my main computer in my bedroom. About a week before, I had purchased a gaming headset so I could talk to the other two players using TeamSpeak, but between recording a MUGEN tournament and expanding my mp3 collection, I just couldn't find the time to figure out how TeamSpeak worked. I sure as hell wasn't going to carry my main computer two flights of stairs down to the basement, because it weighs over 30 pounds, and I had just got it working again less than a week ago after it was a brick for several months, and the thought of dropping it and breaking it all over again was not a pleasant one.

> Austin and I played several games online, and the following replays show two of our best games. Each of us recorded the games, so you can see it from both of our points of view...

> Game 1

> Game 2

> In order to see the us the way we saw each other, you need the following two PPMs...

> I played as Dib, which is a model created by myself...

> Austin played as Homer Simpson, a model created by Aaron Webster...

> I want to close by thanking everyone here again for their help, although I ended up not taking your advice. However, I'll see if I can make use of TeamSpeak next time and see how that changes our gaming experience.

Quake / Re: LAN party communication
« on: December 13, 2012, 11:53:20 AM »


"We run a teamspeak 3 server at, which allows you to create your own channels."   

> I've heard about TeamSpeak a while back, but I never could understand what is was and how it worked. However, it's looking like an attractive option right now, so I'll look into it.

"So if you bought a few headsets you could use that...  (The teamspeak client is free.)"

> When you say headsets, do you mean specialized equipment that was specifically designed for TeamSpeak, or will any headphones and microphones suffice? I may have a few spare headphones and microphones lying around the house, and it would be nice if I could put those to good use.


@The Happy Friar

"If everyone's in a different room then it's not much of a LAN,  you could just play at your own places then."

> I never thought of it that way. The problem with that is that I don't know when or even if my nephews or cousins play online when they're not at my house. At least when we have a family gathering, everybody knows that everybody is playing together.

> Now that you've brought up the issue, it would be fairly easy to bring the machine in my bedroom down to the basement and set up a table for it there, especially given that its a laptop. I still haven't finalized anything yet, everything is still up in the air at this point.

Quake / LAN party communication
« on: December 12, 2012, 10:12:04 PM »

> I'm planning on setting up a LAN party at my house this upcoming Christmas. If I'm lucky, I might be able to set up three or more machines to play Quake 2 on a Tastyspleen server. However, the machines we're playing on are likely to be set up in different rooms of the house, and we need a way to communicate verbally while we play. The land line phones in my house have an intercom feature, but because other people are likely going to be using those phones to make actual phone calls while the games are going on, relying on their intercom feature is not really a practical way of communication. I'm considering buying a set of walkie talkies or CB radios or something of that nature for LAN parties, but I don't have the first clue as to what to get. If anyone could offer up some advice, that would be great.

/dev/random / A very belated QuakeCon 2010 report
« on: October 01, 2010, 10:30:42 PM »
> Sorry I took so long to have this up, but I recently published my report on my QuakeCon vacation for this year. I would have had it up sooner, but technical issues and other priorities made that impossible. I'm not sure if anyone would still be interested in reading such a report after all this time, but I'd thought I'd share it with you anyway.

= = = = = = = = = =
Jason "Creamy Goodness" Tenn

Quake / Re: Finally got Quake 2 working
« on: August 27, 2010, 12:49:54 PM »

> Sorry for the late reply, but I've been busy with other things lately.


[BTF] Reflex> "Glad you got it runnin... but why wait till 2012 to get some fraggin going on?"

> Good point. Ever since the QuakeCon, I've been trying to get in some Quake 2 practice whenever I can. I play on the TastySpleen servers, but I haven't seen a lot of you guys there. At least not yet.


peewee_RotA > "3 cheers for Amp coming through at the last minute for you so that you could join in on the 2v2 beat-down that our 2 teams endured."

> I'd already given up hope of competing in the tourney when I realized I couldn't get CES ready, and last thing I expected was for anyone to lend me their machine when I needed one. You guys are the best, thanks again. And BTW, the next time I'm in a Quake 2 tourney, I'll have two years of extra practice under my belt and I won't go down so easily.


peewee_RotA > "You may observe that vital and vae are devolving your thread into a smacktalk fest. This is normal, just ignore it."

> Ah, don't worry about it. I enjoy watching a good old fashioned flame war once in a while. A lot of people find it annoying, but I get a lot of entertainment out of them for whatever reason. In fact, I consider reading the comments of a YouTube video to be just as much fun as watching the video itself, especially if there's a good flame war going on.


[BTF]Gator> "Don't be shy, connect and play on the TS servers. Just type "connect" at console."

> So that's where you guys have been hanging out. I've been on 27910 and 27912 all this time, but I'll have to add 27916 to my address book so I can put my still feeble skills to the test again.


SquareHimself> "I'm so glad you got it working! Hope to catch you on the servers, man."

> Looking forward to it. I'll probably have some time to play sometime tonight if I'm feeling up to it.

Quake / Finally got Quake 2 working
« on: August 20, 2010, 08:44:10 PM »
> Hey guys, Creamy here. First of all, despite the difficulties I was having at this year's QuakeCon, I had a really fun time at the event, and it was great meeting you all. Now, I've been having problems with getting Quake 2 to run properly in Ubuntu for well over a year, because the mouse wouldn't work in the game for some reason. However, because of the help I got from the TastySpleen crew at the QuakeCon, I was finally on my way to solving this annoying problem. Square came by my table and gave me the source code for a version of Quake 2 called APRQ2, but when he tried to compile the code, he ran into some dependency issues. He didn't have time to solve those issues on the spot, and because of the QuakeCon's shitty Internet connection, I wasn't able to do anything about it either.

> I did find some time today to work on compiling APRQ2, and I was able to solve all the dependency issues and successfully get through the "make" phase without getting any errors. However, instead of going through "make install", I wanted to see if installing any of the libraries I needed to resolve the dependencies would get my original version of Quake 2 to run. So I checked through the different video modes of that version, and to my surprise, I was now able to run the game in OpenGL glX Mode! In this mode, the screen wasn't distorted, and the mouse worked perfectly. As it turns out, all I had to do to run Quake 2 in OpenGL glX Mode was to install the SDL library (libsdl1.2-dev), and if Square hadn't given me the source code for APRQ2, I would never have figured this out. So this post is a big thank you to the TastySpleen community for helping me to finally get my favorite FPS to run properly on the Creamy Entertainment System, and I hope to see you all again in 2012.

Trouble Shooting / Re: OpenGL and crosshairs
« on: May 27, 2008, 02:31:33 AM »

[BTF] Reflex> Thanks for helping me out. I just tried updating my Radeon 7200 display driver, and that seems to have done the trick, as I can now see my crosshairs just fine in OpenGL mode.

[BTF] Jehar> I'm going to try to join you guys in some Q2 deathmatching, although I'm not sure if I'll be able to connect to the action. I still haven't figured out how to get a Linux system to connect to machines on a Quake network without knowing the IP address of the host. And yes, I will be bringing my custom build CES again. This time around, CES will have an extra lighted fan grill attached to the bottom fan, and will be nearly three times faster than it was during my last QuakeCon visit two years ago.

= = = = = = = = = =
Jason "Creamy Goodness" Tenn

Trouble Shooting / Re: OpenGL and crosshairs
« on: May 25, 2008, 01:57:59 PM »

[BTF] Reflex> I never thought of using Wite-Out on the screen, but it seems a bit too crude for my tastes, so I don't think I'm going to try that anytime soon. But I'm going to try updating my video drivers and I'll see if that helps at all.

[BTF] Jehar> I'm doing pretty good myself, thanks for asking. :) It's been a while since I played Quake because I've been getting more and more into Stepmania and Mugen. But with the next Quakecon coming up, I figured that I could use some practice to get back into my Quake groove for the BYOC.

= = = = = = = = = =
Jason "Creamy Goodness" Tenn

Trouble Shooting / OpenGL and crosshairs
« on: May 25, 2008, 02:45:53 AM »

> I've been having a bit of trouble with Quake2 ever since I upgraded my machine from Windows 98 to Windows XP. I began to notice that my crosshairs were gone, even though I had "crosshairs" set to 3 (angle). After some experimenting, I found that the crosshairs were only missing when I was running in OpenGL mode, and that they appeared just fine in software mode. However, when I ran in software mode, I got the repeated lines R_AliasSetupSkin models/objects/../tris.md2: no such skin, and R_AliasDrawModel models/../tris.md2: NULL skin found for gibs and r_explode. Can anyone help me with either of these errors?

= = = = = = = = = =
Jason "Creamy Goodness" Tenn

Trouble Shooting / Re: Problem with Quake2 in Linux
« on: July 08, 2006, 08:56:01 PM »

> I just figured out what was causing me to lose control of my character whenever the mouse pointer left the Quake2 window, and the solution was embarassingly simple. It turns out that all I had to do was go into the Video settings in Quake2, and set the Windowed Mouse option to "yes", and this locked the mouse pointer in the Quake2 window. But now, I've discovered a new problem with controlling my character. For some reason, I can't crouch and strafe at the same time. (I use the Control key to crouch, and A and D to strafe.) Anyone ever had an issue like this before?

= = = = = = = = = =
Jason "Creamy Goodness" Tenn

Trouble Shooting / Re: Problem with Quake2 in Linux
« on: July 01, 2006, 10:48:35 PM »

> I just figured out why my two models weren't showing up in Player Setup, thanks in part to Panjoo's advice. Because Linux is a case-sensitive operating system, it wasn't recognising the model files for Chuckie or Tony, which were both named "tris.MD2", because it was looking for "tris.md2". Also, the weapon models were named "weapon.MD2" when they should have been "weapon.md2". After logging in as "root" and renaming the files, I was able to see the models just fine in Player Setup.

> As for the mouse pointer issue, the pointer disappears when moved over the Quake2 window, but only becomes invisible. As long as the pointer is not over the Q2 window, the window is not active. I tried setting vid_fullscreen to "1" as Panjoo suggested, but that didn't do anything at all. I asked my brother-in-law about this very same pointer issue a few nights ago, and he said that he was having the exact same problem with World of Warcraft, but he couldn't remember how he fixed it. He said something about hitting Alt-G, but that didn't help either.

> Thanks for the advice. I just hope that I have Quake2 working OK in time for the upcoming QuakeCon.

= = = = = = = = = =
Jason "Creamy Goodness" Tenn

Trouble Shooting / Problem with Quake2 in Linux
« on: July 01, 2006, 10:40:59 AM »

> I managed to get Quake2 installed on my Linux system a few days ago, and since then I've been tinkering with the game on and off, but I have two problems that I just can't figure out. First, my Chuckie_F and Tony_T PPMs aren't showing up in the Player Setup screen. I seem to recal that if the Players folder has any files in it that are not in the PPM sub-folders, certain models won't show up. But since only sub-folders are in my Players folder, I know this is not the cause. The other issue I'm having is that I use the mouse to aim, but whenever the pointer moves outside of the Quake2 window, I lose control of my character until the pointer is moved back into the window. I think that running the game full-screen might fix this, but the game can't run full-screen even though the FullScreen option is turned on. I would appreciate any help.

= = = = = = = = = =
Jason "Creamy Goodness" Tenn

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