Posted by sasDVP @ 08:27 CST, 14 November 2025 - iMsg
Carmac one of the key figures who helped turn gaming into esports. Before the stages and the cameras, he was part of the Unreal Tournament community a place where passion, rivalry, and raw competition shaped the future. His journey from fragging to founding is one of the most authentic stories in esports history.
Posted by Teen Queen @ 17:28 CST, 13 November 2025 - iMsg
Imagine this - the ability to play your favourite arena shooter game... IN BROWSER, no download needed!
It's not an invite only closed beta from 2008, but apparently a Docker container.
10 years later, quake lite JS
From the author:
This project is a non-commercial fan implementation and is not affiliated with or endorsed by id Software or ZeniMax Media. “Quake III Arena” and related trademarks are the property of their respective owners.
Only the officially released Quake III Arena demo data files are used. No full retail game assets are hosted, included, or required; all gameplay content is limited to files that id Software made publicly available for free.
The engine is based on ioquake3, an open-source project licensed under GPLv2. In accordance with the license, the source code for the modified ioquake3 WebAssembly build and supporting glue code is available upon request.
Posted by Jamerio @ 21:51 CST, 11 November 2025 - iMsg
I put together a prototype for an online multiplayer FPS game which revolves around real world factions and divisions.
Obviously everything would look a lot better with dedicated talent, but the main idea behind it was to have a game where players align to their real world alliances and do battle against their real world enemies.
I don't know if anything will come of it, its just something I wanted to put out there as I worked on it in my spare time.
My main question is, and trolling aside, do you like the idea of playing a game where your team mates are people you are aligned with in the real world on big world issues and your opposition are people who you dislike?
And of course it would have FFA type things too, but it makes more sense as a team game.
It really daunting looking at the visual quality of games like BF6, but its 400 million dollar game with about 6,000 staff.
I'm personally bored of so many games these days, so I wanted to bypass legacy rulesets for how games are made.
Arbitrary teams and factions etc, that don't really mean much, and bring in low level emotions and then build a game around that.
Does anyone know if the WMO has a JST connector on the PCB for the cable or are the cables soldered in there? I would like to do the paracord mod but if it's not a matter of switching the cable and you have to solder it then I'll have to find someone skilled that knows how to do it. I have heard some models have the cable soldered permanently and others have a JST connector but isn't clear.
ill try. aim is nothing you can or cant, everyone is somewhere on the scale between hitting everything and missing everything and everyone would in the long term benefit from fov <100
why? I use 110 in most games, 90 in the games that that's the cap, and q3 (vq3 and cpm) I use 120. What would it benefit me to have a more tunnel-vision field of view?
why? I use 110 in most games, 90 in the games that that's the cap, and q3 (vq3 and cpm) I use 120. What would it benefit me to have a more tunnel-vision field of view?
Yeah you do we discussed it on TS earlier? You use 110 like me? Remember? You said "Oh I must find out my fov so I can tell internet about it, what's the command my good friend Liam?" which you said during a 2v2 game we played, a good time was had by all.