Quake Brutalist Jam 3 Announced

"Hmm, that's interesting. Personally it never bothered me with the original Quake models. I think the reason it's much more noticeable & sticks out with these models "glitching into the floor" is because the QBJ3 models look more detailed. It's not game breaking, but the "models glitching into the floor" is very noticeable with these high detail model variants."

How is this off topic?
 
It seems that you can switch away from a weapon before its firing animation is finished, and you can't fire a new weapon for the remaining duration of the skipped animation. This also means that you can cut off the new rocket launcher in the middle of the salvo and the crystal before it fires at all.

Also is it planed to include the source code for the final release?

Edit: I also noticed the Vore and Dog animation issues mentioned by Andrew previously are still present in version 1.3
 
the overwhelming majority of activity and events is happening in the QM discord channel for QBJ3. I recommend going there if you want to see things happening.
 
See, this is what I dislike about the modern web. The whole point of a web-based forum is that it's free, open and public. When you take creative communities into private chat rooms, it completely changes the dynamic. Discord has killed the open web and I have neither the time nor interest in participating in any closed community on there. This sort of thing should be available to all.

You have a website here with a forum, but it's languished because of Discord.

It's darn silly if you ask me.
 
See, this is what I dislike about the modern web. The whole point of a web-based forum is that it's free, open and public. When you take creative communities into private chat rooms, it completely changes the dynamic. Discord has killed the open web and I have neither the time nor interest in participating in any closed community on there. This sort of thing should be available to all.

You have a website here with a forum, but it's languished because of Discord.

It's darn silly if you ask me.
We can't force people to use this forum if they prefer chat experience in closed ecosystem.
You can create a thread in General Quake Discussion and we can do in-depth talk about this. I have some thoughts too.
 
the overwhelming majority of activity and events is happening in the QM discord channel for QBJ3. I recommend going there if you want to see things happening.
I understand. It's just kind of sad seeing people going to Discord for Quake discussions when we have a great Quake site & community right here on Slipseer.

Also, I pinpointed the issue I was having with the stairs bug. If I make a set of 16 or 8 grid stairs aligned to the grid the bug doesn't happen. I was creating stairs that were "angled/not aligned to the grid" when I was experiencing the stairs bug. In Vanilla Quake there's no issue with making stairs that are angled/not aligned with the grid. This "angled/not aligned to the grid" stairs bug is only happening with QBJ3 Progs.

Am I the only one experiencing this bug, or has anyone else tried to make stairs not aligned to the grid & are having the same issue with it?
 
I understand. It's just kind of sad seeing people going to Discord for Quake discussions when we have a great Quake site & community right here on Slipseer.

Also, I pinpointed the issue I was having with the stairs bug. If I make a set of 16 or 8 grid stairs aligned to the grid the bug doesn't happen. I was creating stairs that were "angled/not aligned to the grid" when I was experiencing the stairs bug. In Vanilla Quake there's no issue with making stairs that are angled/not aligned with the grid. This "angled/not aligned to the grid" stairs bug is only happening with QBJ3 Progs.

Am I the only one experiencing this bug, or has anyone else tried to make stairs not aligned to the grid & are having the same issue with it?
Geometry that isn't on grid is unpredictable. That has nothing to do with qbj3 at all. It's Quake's engine and how collision and physics interact with floating point errors. You should aim to build on grid. There's ways to make even 16 or 8 unit stairs be built on grid even while on an angle, mainly using Trenchbroom's linked groups.
 
Geometry that isn't on grid is unpredictable. That has nothing to do with qbj3 at all. It's Quake's engine and how collision and physics interact with floating point errors. You should aim to build on grid. There's ways to make even 16 or 8 unit stairs be built on grid even while on an angle, mainly using Trenchbroom's linked groups.
I understand that. But why is it then when I make stairs not aligned to grid for a Vanilla Quake map or a Progs Dump V3 map I don't run into any errors with player model walking up stairs? Why is this only happening for a map with QBJ3 Progs, when using the same stairs building method that has always worked for me in Vanilla Quake/Progs Dump V3?
 
Quake Brutalist Jam 3 has been extended to Nov 30th.

lots of folks have been dismayed they found out about the jam late, and others feel like they don't have the time to finish what they currently have. you now have 4 weeks again.
 
Quake Brutalist Jam 3 has been extended to Nov 30th.

lots of folks have been dismayed they found out about the jam late, and others feel like they don't have the time to finish what they currently have. you now have 4 weeks again.
Thank you, Makkon. This is great news to hear. I don't know if you believe in a higher power or not, but I just want to say, regardless of extending the Jam, Jehovah bless you.
 
I understand that. But why is it then when I make stairs not aligned to grid for a Vanilla Quake map or a Progs Dump V3 map I don't run into any errors with player model walking up stairs? Why is this only happening for a map with QBJ3 Progs, when using the same stairs building method that has always worked for me in Vanilla Quake/Progs Dump V3?
Just do not do stuff not on grid, lol. That's the rule. If non-grid stuff works somewhere - it's still an error, and a bad one. Specifically non grid stairs won't work in Alkaline, AD and Copper - I know that from my own mistakes
*0.5, 0.25 etc stuff is fine, because it sticks to power of 4
 
Is it normal that if you take Berserk and attack exploding containers with those dual wrenches, they won't explode?
 
Just do not do stuff not on grid, lol. That's the rule. If non-grid stuff works somewhere - it's still an error, and a bad one. Specifically non grid stairs won't work in Alkaline, AD and Copper - I know that from my own mistakes
*0.5, 0.25 etc stuff is fine, because it sticks to power of 4
Thanks for explaining. That makes sense. It's a good thing then all the maps I built with "off grid stairs" working like "on grid" stairs aren't finished yet.

I have one question, if I make a set of stairs on grid & then group them into a func_group & afterwards rotate it so that grouped set of stairs is "not" aligned to the grid, is that something that's ok to do? Or would that still be considered off grid?
 
Thanks for explaining. That makes sense. It's a good thing then all the maps I built with "off grid stairs" working like "on grid" stairs aren't finished yet.

I have one question, if I make a set of stairs on grid & then group them into a func_group & afterwards rotate it so that grouped set of stairs is "not" aligned to the grid, is that something that's ok to do? Or would that still be considered off grid?
that will absolutely be off grid.
here's a video to help you make on-grid stairs and other geometry
 
that will absolutely be off grid.
here's a video to help you make on-grid stairs and other geometry
Thanks for the response. I saw that video a long time ago & forgot all about it. Talking about this "not aligned" stairs thing & seeing the "mapping on 45 degrees" title in the video link is explanation enough for what I need to do. Thanks again.
 
A technique I've used is:
  1. Build the thing using standard rectangle shapes on the standard x/y grid and texture it correctly first.
  2. Then rotate the whole thing by 45 degrees. This will put everything off grid.
  3. Then set your grid to 1 unit and snap all the vertices to the grid. The shapes will distort a bit, but will now be on grid.
It's not perfect and can introduce new issues, but in many cases this works fine. You may also need to manually move some of the vertices if they ended up slightly off.

If you're careful about how you set your UV lock before you do the rotation, you can avoid adjusting the texture alignment although you will end up with slightly stretched textures with this method.
 
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that method should only be used as an absolute last resort. don't do that when there are properly clean ways to build on grid! please, please, please WATCH the video I linked above!

this is also a big reason why I recommend joining the discord. there are experienced users there with lots of experience that can give you more immediate and specific feedback without worry of clogging up a thread.