Quake Brutalist Jam 3 Announced

Makkon

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Jun 5, 2022
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qbj3_promo1.png


Quake Brutalist Jam 3

It's here! After a brief delay, Quake Brutalist Jam 3 has begun. Painstakingly crafted over the course of a year, QBJ3 features a new enemy roster and weapon arsenal that both lean further into the brutalist theme with overhauled visuals and gameplay.

Included is an introduction level intended to showcase everything the mod features in a fun and easily digestible way. During the jam, you can access this level by simply starting a new game.

-INFORMATION-
START TIME / DATE: Sunday Oct 19 PST (UCT -08:00)
DEADLINE TIME / DATE: Sunday November 30 Midnight PST (UCT -08:00)
TEXTURES: Any wad, must focus on concrete.
NAMING: qbj3_authorname

PROGS: QBJ3 Progs

[Countdown Timer]

-How to Submit Your Entry-
Send your final submission to Makkon or Fairweather via Discord or post in this Slipseer thread with the following:
-Preferred author name
-Name/title of your map (not the file name)

Please ensure all files are included and placed in their respective directories (ie, custom music tracks go in "music" and skybox textures go in "gfx/env").

-Rules and Guidelines-
Make a map inspired by the brutalist architecture movement using the new QBJ3 progs.
Any texture wads are allowed, so long as the level is made primarily of concrete.
Map must be sealed and completable.
Map must be compatible with Ironwail v0.8.0
Map must be compatible with the QBJ3 jam progs.
Map must have its trigger_changelevel set to start.
If you would like a custom music track, please claim a track number on Discord or the Slipseer thread.
Recommended wads: Makkon's industrial, tech, and concrete wads; Sprawl 96; Episode Enyo; other Quake rerelease content;

QBJ3 Tracking Sheet
 
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Awesome news, I'm gonna give this a damn good try this time, aiming to use this as a way to finally release a finished map!
I don't use Discord though: how do we grab the progs/models/etc.?
 
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progs have been updated, link in main post now to google drive folder
here it is now. version 1.1
  • Restored ammo balance (rebalance edits later, display values later)
  • Restored Berserker multi-hit wide swing function
  • Restored missing Invoker sounds and idle animation (charge cancel later)
  • Restored missing Grunt and Player sounds
  • Updated HUD pistol rounds, hid Ranger face and missing icons
 
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qbj3dev1.2 <--- available now 😊👍

🪲Bug Fixes
- Now compatible with QuakeSpasm 0.96.1 (fixed large explosive pickup model)
- Restored "skin 0" key as default for enemies in TB (done in 1.1 but forgot to list it)
- Restored Rocketeer's voice lines before attacking ("firing" "fire in the hole")
- Cleared outdated ID1 Grunt sounds (for real this time, oops)
- Pistol Grunt no longer fires forever on Nightmare difficulty
- Cleared dev print messages (Rebar velocity calc and Swarmer's step "24")
- Added missing end frame 68 for the Fiend (no longer spams dev console)

🧳Backpack Overhaul
- Updated "item_backpack" spawnflags and description text updated with new values
- Now shows correct visuals in TB (using an alternate model instead of alternate skins)
- Backpacks grant multiple ammo types at once, if you exceed max ammo you gain armor instead
- Default backpacks give: 10 shells, 20 nails, 1 explosive ammo, up to 25 armor
- "Big Blue" backpacks give: 15 shells, 40 nails, 3 explosive ammo, up to 50 armor

🔫 Ammo Update
- Nail/Rebar ammo increased to 300 max (helps with Nailgun's faster firerate and Rebar's x10 cost)
- Nail/Rebar ammo boxes increased to small +30, medium +60, large +150 (yooge!)

🗺️ Map Update
- Start map has been updated (new ammo values, updated Berserker attack, general fixes)
- Added map "makkon_prefabs" (check out all the cool stuff!)

🔧 Known Issues
- Missing HUD.qc assets are being worked on (thank you ptoing and FW!)
- Missing music will be filled out during the Jam (make sure to claim a track number!)
- Skybox "can't find file" error is looking for .png images but works anyway with .tga (non-issue)
- Missing sky wind config (might be implemented later, might not)
 
Disadvantages and animation errors:

- The "shalrath_qbj" model has animation errors of the left front leg in frames: 36-40, 44-45. This leg is twitching unnaturally.
- The "dog_qbj" model has an unfinished death animation in the frame: 16. The tail lifts up and the head remains hanging in the air, rather than falling to the floor. In frames: 37-38, the dog's head falls through the textures of the floor. In many shots, her right front paw is unnaturally arched in the opposite direction, which contradicts the animal's skeleton.
- The "ogre_qbj" model has two identical pain animations (painD, painE) in frames: 81-111 instead of different ones, which is sad.
- The head and body of the zombie model "zombie_qbj" in frames: 108-123, 169-184 partially fall through the textures of the floor, repeating the mistakes of the original animation of the game.
- The "zombienm_qbj" model has the same animation errors except that it is missing a head.
- The body of the "wizard_qbj" model in frames: 52-56 partially falls through the textures of the floor after death, repeating the mistakes of the original animation of the game.
 
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I also noticed some of the bugs you mentioned. I wonder if a "v1.3" is in the works to address these bugs. I do love the new weapons & enemy variants.

I also noticed a sound bug with player footsteps. There is skipping in the footsteps audio. Hope these issues get addressed.
 
Using QBJ3 Progs v1.2 & still having footstep audio skipping. Also, I'm having an issue where the player can't climb up 16-8 grid brush stairs with QBJ3 v1.2. Don't have this issue with vanilla Quake when building 16-8 grid stairs. Is there some special brush or surface flag exclusive to QBJ3 that I need to use to make player climb 16-8 grid staircase/stairwell?
 
Using QBJ3 Progs v1.2 & still having footstep audio skipping. Also, I'm having an issue where the player can't climb up 16-8 grid brush stairs with QBJ3 v1.2. Don't have this issue with vanilla Quake when building 16-8 grid stairs. Is there some special brush or surface flag exclusive to QBJ3 that I need to use to make player climb 16-8 grid staircase/stairwell?
no, there are not. I'm not able to reproduce these issues.
I want to check something. when you get these updates, are you pasting over the old files to overwrite them? if so, do not do that. make an empty folder and extract the files there.
also, I want to triple check that you are using Ironwail 0.8.0?

also what map are you experiencing these issues on? when it comes to troubleshooting, details matter. just stating what is happening is not enough, we need to know where and when and under what conditions.
 
no, there are not. I'm not able to reproduce these issues.
I want to check something. when you get these updates, are you pasting over the old files to overwrite them? if so, do not do that. make an empty folder and extract the files there.
also, I want to triple check that you are using Ironwail 0.8.0?
I created a new "qbj3" folder in my "Ironwail 0.8.0" folder & moved the update v1.2 files into the "qbj3" folder, located in my Ironwail 0.8.0 folder. When I test the map for vanilla Quake (using Ironwail 0.8.0) I don't have any issue with player walking up stairs. It's only when I'm using QBJ3 mod & QBJ3 fgd (running through the QBJ3 mod on Ironwail 0.8.0) that this stairs bug happens.
 
I've never heard of putting a mod inside of the ironwail folder. I'm not an expert but I don't think you're supposed to do that. you're supposed to put it in the root folder next to the id1 folder.
I recommend you read this article Understanding Your Quake Directory & Installing Custom Content
no guarantee this will fix your issue however. like I said, the entire team is unable to reproduce these issues, and it's not been reported by any other jam participants, so we can't even begin figuring out how to fix it.
 

QBJ3dev 1.3 release, get it here

this will now be a persistent link for all future versions.
  • Fixed MMML low ammo missing last shot,
  • Fixed weird radius damage trigger_relay interaction,
  • Restored Berserker stats and fixed Zombie crash,
  • Removed dprints on Wrench,
  • Removed [redacted],
  • Reduced vertex wobble on Invoker,
  • Fixed Shambler cast interpolation,
  • Updated Makkon's prefab map,
  • Added Ogre taser attack and sound effects,
  • Fixed enemy projectiles not sticking to moving objects,
  • Fixed casings/mags appearing on intermission
 
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also what map are you experiencing these issues on? when it comes to troubleshooting, details matter. just stating what is happening is not enough, we need to know where and when and under what conditions.
It's not an issue with the maps already included in QBJ3. It's the map I'm working on that the player model doesn't climb 16 & 8 grid stairs. When I test the same map for vanilla Quake Progs, the stairs bug doesn't happen. It's only happening when using QBJ3 Progs. Don't know why it's happening, but I'm building stairs the same way I always have (which has always worked for vanilla Quake, Copper & Progs Dump V3 maps I've made in the past).

I'm probably just going to make ramped clip brushes going up the stairs to fix the issue. Or, I may just not make stairs at all & just use ramps. Player model isn't getting stuck on ramped surfaces or complex geometry: it's only stairs that I'm having this issue with.

I have always put mod folders in my sourceport directories & never had an issue. Don't know why it would be any different for QBJ3.
 
okay, so knowing specifically what map it's happening on is extremely useful. if you want, you can send the map to me and we can take a look. I cannot make any promises that we can fix it, as you are the only person experiencing this issue so far.
 
Even the instructions for sourceports say you can copy the "id1" folder into the sourceport folder. The "qbj3" folder is next to the "id1" folder inside my Ironwail directory. All other mods (AD, Copper, Alkaline, Progs Dump V3) work using this method.

Not trying to be argumentative. Just saying it's never been an issue before with how I install my mods into my sourceports
 
okay, so knowing specifically what map it's happening on is extremely useful. if you want, you can send the map to me and we can take a look. I cannot make any promises that we can fix it, as you are the only person experiencing this issue so far.
Thank for the response. I think I'm just gonna have to use the clip brush method or make ramps. My Internet is on the fritz right now. My Internet provider is having satellite repairs going on, so I'm having to use the library for downloading & uploading. Can't send the map file over my slow data. I would have to do it in the daytime when my local library is open until my Internet gets up & running again.

I'll do some more editing & see if I can fix the issue.
 
Tell me, what is this weapon called "v_Img.mdl"?
It is not used in modification and does not have a rotating G-model.
But it looks really cool!

1761312383907.png
 
I moved Play_Q offtopic posts to Play_Q thread, it was confusing to read about it in QBJ thread.

Please stay on topic, if possible.
 
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I moved Play_Q offtopic posts to Play_Q thread, it was confusing to read about it in QBJ thread.

Please stay on topic, if possible.
In my message I wrote about errors in the animation of MDL-models from the "QBJ3" mod and not from the "Play_Q" mod, and that I could help fix the animation of models if these models were in MD5-format.

It's a pity that you moved this message to another topic.