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	<title>QuakeWiki</title>
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	<link>http://www.quakewiki.net</link>
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		<title>QRe Engine &#8211; Finally Official</title>
		<link>http://www.quakewiki.net/qrogue/qre-engine-finally-official/</link>
		<comments>http://www.quakewiki.net/qrogue/qre-engine-finally-official/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 07:17:24 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[QRogue]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[QRe]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=947</guid>
		<description><![CDATA[It&#8217;s finally official. The engine is working with my custom modification. Lots of code was stripped down, as you probably read in all the past posts, and some 2D stuff was heavily optimized. The engine is still in Alpha state, as many hardcoded functions need to be removed, and some GLSL optimizations need to be [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s finally official.</p>
<p>The engine is working with my custom modification. Lots of code was stripped down, as you probably read in all the past posts, and some 2D stuff was heavily optimized. The engine is still in Alpha state, as many hardcoded functions need to be removed, and some GLSL optimizations need to be added.</p>
<p>The old projects <del>ChipQuake</del> and <del>Rogue</del> are now merged into <strong>QRe</strong>, the code was streamlined, and content for the game is being produces as we speak &#8211; maps, textures, assets and more.</p>
<p>We also have a <a href="http://www.quakewiki.net/forum/qre-engine-group1/">development forum</a>, and we are getting ready to release an alpha build <em>(I know I said this a couple of times, but I&#8217;m getting closer and closer to a desired state of the game, so the Alpha is coming this time)</em>.</p>
<p>UPDATE: Here&#8217;s a screenshot from the latest lighting tests:</p>
<p><a href="http://www.quakewiki.net/wp-content/uploads/2012/02/qr000001.jpg"><img class="alignnone size-medium wp-image-951" title="qr000001" src="http://www.quakewiki.net/wp-content/uploads/2012/02/qr000001-300x187.jpg" alt="" width="300" height="187" /></a></p>
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		<title>idSoftware Source Code Releases</title>
		<link>http://www.quakewiki.net/articles/idsoftware-source-code-releases/</link>
		<comments>http://www.quakewiki.net/articles/idsoftware-source-code-releases/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 11:52:45 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=943</guid>
		<description><![CDATA[Following the release of Doom3 source code on gitHub, idSoftware now adds more source code to their public repository. Head over here - https://github.com/id-Software - and browse, fork or study some source code. I&#8217;m curious to see what forks will appear next. Who&#8217;s first? By the way, I&#8217;m wolffe, if you want to follow me on gitHub.]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-944" title="idsoftware-logo" src="http://www.quakewiki.net/wp-content/uploads/2012/02/idsoftware-logo.jpeg" alt="" width="140" height="140" />Following the release of Doom3 source code on gitHub, idSoftware now adds more source code to their public repository.</p>
<p>Head over here - <a href="https://github.com/id-Software">https://github.com/id-Software</a> - and browse, fork or study some source code. I&#8217;m curious to see what forks will appear next. Who&#8217;s first?</p>
<p>By the way, I&#8217;m <a href="https://github.com/wolffe" target="_blank">wolffe</a>, if you want to follow me on gitHub.</p>
]]></content:encoded>
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		<title>QuakeCon 2012 dates announced!</title>
		<link>http://www.quakewiki.net/articles/quakecon-2012-dates-announced/</link>
		<comments>http://www.quakewiki.net/articles/quakecon-2012-dates-announced/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 11:46:00 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[2012]]></category>
		<category><![CDATA[quakecon]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=940</guid>
		<description><![CDATA[Still a long time till then, but QuakeCon, North America’s largest BYOC (Bring-Your-Own-Computer) LAN party, returns to the Hilton Anatole in Dallas, TX on August 2-5. Those interested in attending can reserve special room rates at the hotel by calling 1-800- Hiltons and ask for the QuakeCon 2012 rate ($154 per night). If you didn&#8217;t know by now, QuakeCon is a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.quakewiki.net/wp-content/uploads/2012/02/quakecon.jpg"><img class="alignright size-medium wp-image-941" title="quakecon" src="http://www.quakewiki.net/wp-content/uploads/2012/02/quakecon-300x200.jpg" alt="" width="300" height="200" /></a>Still a long time till then, but QuakeCon, North America’s largest BYOC (Bring-Your-Own-Computer) LAN party, <strong>returns to the Hilton Anatole in Dallas, TX on August 2-5. </strong>Those interested in attending can reserve special room rates at the hotel by calling 1-800- Hiltons and ask for the QuakeCon 2012 rate ($154 per night).</p>
<p>If you didn&#8217;t know by now, QuakeCon is a free convention in Dallas, Texas. Thousands of computer gamers from all over the world make the pilgrimage to play with their friends on a giant gaming network, see the latest cool technology and compete in world-class tournaments.</p>
<p><a href="http://www.quakecon.org/2012/01/save-the-date-quakecon-2012-dates-announced/" target="_blank"><em>Source</em></a></p>
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		<title>A New Quake Portal For Irish Players</title>
		<link>http://www.quakewiki.net/articles/a-new-quake-portal-for-irish-players/</link>
		<comments>http://www.quakewiki.net/articles/a-new-quake-portal-for-irish-players/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 11:40:00 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=937</guid>
		<description><![CDATA[A while ago I tried to contact the owner of Quake.ie, as he wanted to give away the site. Even if the site had few visitors, and the graphics was quite obsolete, he kept it just to release a fresh, new version several month later. Now, Quake.ie offers informations, engine downloads, source code downloads, some [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-938" title="Quake.ie" src="http://www.quakewiki.net/wp-content/uploads/2012/02/logos.png" alt="Quake.ie" width="384" height="128" />A while ago I tried to contact the owner of <strong>Quake.ie</strong>, as he wanted to give away the site. Even if the site had few visitors, and the graphics was quite obsolete, he kept it just to release a fresh, new version several month later.</p>
<p>Now, Quake.ie offers informations, engine downloads, source code downloads, some tutorials and lots of QuakeWorld news.</p>
<p>The old site, a large forum, is still available as browsable archives.</p>
<p>The new site, laid out as a blog, caught up with the latest news in the world of Quake (something I should do sometimes).</p>
<p>If you&#8217;re Irish, go visit the <a href="http://www.quake.ie/" target="_blank">Home of Irish Quake</a>!</p>
]]></content:encoded>
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		<title>OpenQuartz 2 Updates</title>
		<link>http://www.quakewiki.net/openquartz/openquartz-2-updates-2/</link>
		<comments>http://www.quakewiki.net/openquartz/openquartz-2-updates-2/#comments</comments>
		<pubDate>Mon, 26 Dec 2011 19:32:00 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[OpenQuartz]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=912</guid>
		<description><![CDATA[After a successful system reinstall, I&#8217;ve switched from Microsoft Visual C++ to Code::Blocks. It&#8217;s light, open-source and Darkplaces compiles perfectly. I&#8217;m not an engine programmer but I need certain tweaks and changes, and I can do it using Code::Blocks. I&#8217;m involved in another undisclosed Quake project and I started implementing some changes in the last [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-913" title="OpenQuartz 2" src="http://www.quakewiki.net/wp-content/uploads/2011/12/openquartz000004-300x187.jpg" alt="OpenQuartz 2" width="300" height="187" />After a successful system reinstall, I&#8217;ve switched from Microsoft Visual C++ to Code::Blocks. It&#8217;s light, open-source and Darkplaces compiles perfectly. I&#8217;m not an engine programmer but I need certain tweaks and changes, and I can do it using Code::Blocks.</p>
<p>I&#8217;m involved in another undisclosed Quake project and I started implementing some changes in the last version of OpenQuartz 2.</p>
<p>For anyone interested in getting Code::Blocks to work with Quake, check the resources below.</p>
<p><strong>Resources:</strong></p>
<p><iframe width="610" height="458" src="http://www.youtube.com/embed/2q2wovDMJ0A?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p><strong>More links:</strong></p>
<ul>
<li><a href="http://forums.inside3d.com/viewtopic.php?f=3&amp;t=2832">http://forums.inside3d.com/viewtopic.php?f=3&amp;t=2832</a></li>
<li><a href="http://forums.inside3d.com/viewtopic.php?f=3&amp;t=2677">http://forums.inside3d.com/viewtopic.php?f=3&amp;t=2677</a></li>
<li><a href="http://forums.inside3d.com/viewtopic.php?f=1&amp;t=4230">http://forums.inside3d.com/viewtopic.php?f=1&amp;t=4230</a></li>
<li><a href="http://ouns.nexuizninjaz.com/dev:programming_introduction#working_with_the_code">http://ouns.nexuizninjaz.com/dev:programming_introduction#working_with_the_code</a></li>
</ul>
]]></content:encoded>
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		<title>RetroBlazer: Darkplaces TC</title>
		<link>http://www.quakewiki.net/news/retroblazer-darkplaces-tc/</link>
		<comments>http://www.quakewiki.net/news/retroblazer-darkplaces-tc/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 13:10:22 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=901</guid>
		<description><![CDATA[Not too many information about this one, but worth a quick peek:   Started out as a raycast game TC years back for the Mac, but was converted and rebuilt to a quake TC in Darkplaces. Current discussion about this conversion here: http://quakeone.com/forums/quake-mod-releases/works-progress/7715-cool-new-tc-demo-near-complete-need-quakec-programmer.html http://quakeone.com/forums/quake-mod-releases/works-progress/7723-tc-retroblazer.html http://forums.inside3d.com/viewtopic.php?f=2&#38;t=4374 Great weapon details, great textures and great overall atmosphere with [...]]]></description>
			<content:encoded><![CDATA[<p>Not too many information about this one, but worth a quick peek:</p>
<p><a href="http://www.quakewiki.net/wp-content/uploads/2011/11/RB_shot1.jpg"><img class="alignnone size-medium wp-image-902" title="RB_shot1" src="http://www.quakewiki.net/wp-content/uploads/2011/11/RB_shot1-300x168.jpg" alt="" width="300" height="168" /></a> <a href="http://www.quakewiki.net/wp-content/uploads/2011/11/RB_shot2.jpg"><img class="alignnone size-medium wp-image-903" title="RB_shot2" src="http://www.quakewiki.net/wp-content/uploads/2011/11/RB_shot2-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>Started out as a raycast game TC years back for the Mac, but was converted and rebuilt to a quake TC in Darkplaces.</p>
<p>Current discussion about this conversion here:</p>
<ul>
<li><a href="http://quakeone.com/forums/quake-mod-releases/works-progress/7715-cool-new-tc-demo-near-complete-need-quakec-programmer.html" target="_blank">http://quakeone.com/forums/quake-mod-releases/works-progress/7715-cool-new-tc-demo-near-complete-need-quakec-programmer.html</a></li>
<li><a href="http://quakeone.com/forums/quake-mod-releases/works-progress/7723-tc-retroblazer.html" target="_blank">http://quakeone.com/forums/quake-mod-releases/works-progress/7723-tc-retroblazer.html</a></li>
<li><a href="http://forums.inside3d.com/viewtopic.php?f=2&amp;t=4374" target="_blank">http://forums.inside3d.com/viewtopic.php?f=2&amp;t=4374</a></li>
</ul>
<div>Great weapon details, great textures and great overall atmosphere with a sharp fullbright look and cartoon shading.</div>
]]></content:encoded>
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		<title>Kot-in-Action Goodies!</title>
		<link>http://www.quakewiki.net/news/kot-in-action-goodies/</link>
		<comments>http://www.quakewiki.net/news/kot-in-action-goodies/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 12:13:50 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=898</guid>
		<description><![CDATA[Kot-in-Action Creative Artel is a small video game developer, a privately owned entity dedicated to creating and producing fun to play and challenging video games. Read all the details here. Kot-in-Action Creative Artel was born and the two team members began working on their first commercial title called &#8220;Steel Storm&#8221;, which was planned as an [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-899" title="Kot-in-Action" src="http://www.quakewiki.net/wp-content/uploads/2011/11/kot-in-action_logo-300x300.png" alt="Kot-in-Action" width="300" height="300" />Kot-in-Action Creative Artel is a small video game developer, a privately owned entity dedicated to creating and producing fun to play and challenging video games.</p>
<p><a href="http://www.kot-in-action.com/content/?page_id=10" target="_blank">Read all the details here.</a></p>
<p>Kot-in-Action Creative Artel was born and the two team members began working on their first commercial title called &#8220;Steel Storm&#8221;, which was planned as an episodic series. The first installment of the game, titled &#8220;Steel Storm: Episode 1&#8243; was released in September of 2010 as a shareware game. The game became fairly popular, reaching 310,000+ downloads worldwide, taking a spot in the Top 100 of the Indie of the Year 2010 competition and IndieDB Video Spotlight &#8211; September 2010.</p>
<p>On May 11th of 2011, Kot-in-Action Creative Artel released the continuation of the series, titled &#8220;Steel Storm: Burning Retribution&#8221;, which was released simultaneously on Steam, Desura and Ubuntu Software Center and has received overall positive reviews.</p>
<p>Steel Storm (<a href="http://www.steel-storm.com/">http://www.steel-storm.com/</a>) game is based on Quake Darkplaces engine.</p>
<p><iframe width="610" height="343" src="http://www.youtube.com/embed/DmFLEHE5Mn8?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Steel Storm is a top down arcade shooter with old school spirit. The game has score oriented competitive gameplay, and is designed for people who like fast paced action, hordes of smart enemies, destructible worlds and ground shaking explosions.</p>
<p>Recently, Kot-in-Action released some news and alpha content about their latest project, Tomes of Mephistopheles.</p>
<p>Tomes of Mephistopheles looks like a dungeon FPS, with lots of eye candy. It will support random dungeon generation and vast terrains. I couldn&#8217;t help myself but think about Diablo 2, this time in first person view. I&#8217;ll definitely buy this game.</p>
<p><iframe width="610" height="458" src="http://www.youtube.com/embed/2GmiQsKYPdw?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Watch <a href="http://www.kot-in-action.com/content/?tag=tomes-of-mephistopheles" target="_blank">this space</a> for more news!</p>
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		<title>Rage Easter Eggs &#8211; Quake</title>
		<link>http://www.quakewiki.net/articles/rage-easter-eggs-quake/</link>
		<comments>http://www.quakewiki.net/articles/rage-easter-eggs-quake/#comments</comments>
		<pubDate>Wed, 05 Oct 2011 13:27:07 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=886</guid>
		<description><![CDATA[Quake 1 Start Room To locate this room, you&#8217;ll have to search the Wasted Garage for three hidden buttons. Don&#8217;t do this one while completing the mission to find parts for the Buggy, return on your own later. The buttons do not have an onscreen prompt, you&#8217;ll know they&#8217;ve been activated when you hear a [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Quake 1 Start Room</strong></p>
<p>To locate this room, you&#8217;ll have to search the Wasted Garage for three hidden buttons. Don&#8217;t do this one while completing the mission to find parts for the Buggy, return on your own later. The buttons do not have an onscreen prompt, you&#8217;ll know they&#8217;ve been activated when you hear a Quake-like sound effect.</p>
<p><strong>1.</strong> Starting from the button of the building, the first button is on the second floor. Run past where you had previously found the distributor cap for your buggy, and look for a nightstand. Look beneath the drawer to find the first button.</p>
<p><strong>2.</strong> Moving up, the next button is on the third floor, in a small room behind a filing cabinet. The button is facing the wall, behind the cabinet &#8211; you&#8217;ll need to crouch and press against the wall to see the button.</p>
<p><strong>3.</strong> The last button is on the fourth floor. Find a red workbench, and look on the wall just left of it. Crouch and interact to activate the button.</p>
<p><span><strong>4.</strong> Return to the second floor to find the room. In one dead end hallway, you&#8217;ll find a Quake symbol painted on one of the walls. Run up the steps and enter the portal &#8211; inside you&#8217;ll find a rare piece of treasure.</span></p>
<p><iframe width="610" height="343" src="http://www.youtube.com/embed/7g6UulkUboI?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p><em><small>Thanks <a href="http://www.youtube.com/user/GameFrontDotCom" target="_blank">http://www.youtube.com/user/GameFrontDotCom</a>!</small></em></p>
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		<title>Map Compilers</title>
		<link>http://www.quakewiki.net/tools/map-compilers/</link>
		<comments>http://www.quakewiki.net/tools/map-compilers/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 19:00:30 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=873</guid>
		<description><![CDATA[hmap2 BSP switches: -darkplaces VIS switches: -vis -fast LIGHT switches: -light q3map2 BSP switches: VIS switches: LIGHT switches:]]></description>
			<content:encoded><![CDATA[<p><strong>hmap2</strong></p>
<p>BSP switches: -darkplaces</p>
<p>VIS switches: -vis -fast</p>
<p>LIGHT switches: -light</p>
<p><strong>q3map2</strong></p>
<p>BSP switches:</p>
<p>VIS switches:</p>
<p>LIGHT switches:</p>
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		<title>Mapping Progress &#8211; Mini SP Start Map</title>
		<link>http://www.quakewiki.net/qrogue/mapping-progress-mini-sp-start-map/</link>
		<comments>http://www.quakewiki.net/qrogue/mapping-progress-mini-sp-start-map/#comments</comments>
		<pubDate>Sat, 18 Jun 2011 15:35:55 +0000</pubDate>
		<dc:creator>Ciprian</dc:creator>
				<category><![CDATA[QRogue]]></category>
		<category><![CDATA[intro]]></category>
		<category><![CDATA[level]]></category>
		<category><![CDATA[map]]></category>

		<guid isPermaLink="false">http://www.quakewiki.net/?p=857</guid>
		<description><![CDATA[This map is the beginning of a great journey. After getting through the portal, a new world awaits! This is the current progress for the start map: The main idea is to use no more than 10 textures for this intro level, and have some smart progress going on. Some textures are temporary, I&#8217;m currently [...]]]></description>
			<content:encoded><![CDATA[<p>This map is the beginning of a great journey. After getting through the portal, a new world awaits!</p>
<p>This is the current progress for the start map:</p>
<p><a href="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000001.jpg"><img class="alignnone size-thumbnail wp-image-858" title="tmpQuArK000001" src="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000001-100x100.jpg" alt="" width="100" height="100" /></a> <a href="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000002.jpg"><img class="alignnone size-thumbnail wp-image-859" title="tmpQuArK000002" src="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000002-100x100.jpg" alt="" width="100" height="100" /></a> <a href="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000003.jpg"><img class="alignnone size-thumbnail wp-image-860" title="tmpQuArK000003" src="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000003-100x100.jpg" alt="" width="100" height="100" /></a> <a href="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000004.jpg"><img class="alignnone size-thumbnail wp-image-861" title="tmpQuArK000004" src="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000004-100x100.jpg" alt="" width="100" height="100" /></a></p>
<p><a href="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000005.jpg"><img class="alignnone size-thumbnail wp-image-862" title="tmpQuArK000005" src="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000005-100x100.jpg" alt="" width="100" height="100" /></a> <a href="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000006.jpg"><img class="alignnone size-thumbnail wp-image-863" title="tmpQuArK000006" src="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000006-100x100.jpg" alt="" width="100" height="100" /></a> <a href="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000007.jpg"><img class="alignnone size-thumbnail wp-image-864" title="tmpQuArK000007" src="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000007-100x100.jpg" alt="" width="100" height="100" /></a> <a href="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000008.jpg"><img class="alignnone size-thumbnail wp-image-865" title="tmpQuArK000008" src="http://www.quakewiki.net/wp-content/uploads/2011/06/tmpQuArK000008-100x100.jpg" alt="" width="100" height="100" /></a></p>
<p>The main idea is to use no more than 10 textures for this intro level, and have some smart progress going on. Some textures are temporary, I&#8217;m currently using Ruohis&#8217; pack, but I&#8217;ll have to recreate all textures myself.</p>
<p>Wonderful things can happen inside a map, and details are what a great map needs.</p>
<p><strong>PROGRESS #1</strong></p>
<p>I have resumed work on the start map, enhancing it a bit and adding more details. I have returned to classic Quake for the mapping part, trying to improve the map as much as possible before moving it to Darkplaces (Q3BSP).</p>
<p><strong>Lessons learned:</strong></p>
<ol>
<li>You cannot share faces if one of the brushes is at a different angle.</li>
<li><strong>minlight</strong> in <strong>worldspawn</strong> does not work with Darkplaces&#8217; realtime lighting.</li>
<li>Optimize brushes (combine, stretch, replace).</li>
</ol>
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