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bsd.network/@cev/115965177454200705

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@cev@bsd.network // / 115965177454200705 Origin link. Source file.
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back to Outward (PC, 2019) today at twitch.tv/andreaen. This session: wandering around the desert region of Abrassar.

wandering around Abrassar (Outward pt. 7)

training, making silver, journey back to Enmerkar

Twitch


bsd.network/@cev/115960337835267281

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@cev@bsd.network // / 115960337835267281 Origin link. Source file.
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I'm playing a little Quake Brutalist Jam 3 tonight over at twitch.tv/andreaen.

The new popular Quake mod. I doubt I'll finish it (some of its features annoy me) but I want to take a look, cruise around some of the maps.

a little QBJ3

around 10 maps completed

Twitch


bsd.network/@cev/115947658325292489

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@cev@bsd.network // / 115947658325292489 Origin link. Source file.
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more Outward (PC, 2019) today at twitch.tv/andreaen. Will be exploring Enmerkar Forest; I'm hoping it'll be an easier area.

exploring Enmerkar Forest (Outward pt. 6)

Enmerkar Forest, traveling to Levant

Twitch


bsd.network/@cev/115936249088987701

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@cev@bsd.network // / 115936249088987701 Origin link. Source file.
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picking up Outward (PC, 2019) today at twitch.tv/andreaen. Will be exploring Hallowed Marsh & trying to survive.

exploring Hallowed Marsh (Outward pt. 5)

struggling in the Marsh, backtrack, Enmerkar Forest

Twitch


Adding airsteps to Ironwail 0.8.1

In Quake if the player runs into and is blocked by any sufficiently vertical plane the movement code will re-try the move with the starting position one stepheight up then move the player one stepheight down in an attempt to step over the obstruction. Quake 1 as shipped in 1996 only attempts this stepped move if the player is on the ground. This means that if you jump into a set of stairs and hit the vertical part of a step without landing on ground first you lose your momentum as though you'd run into a wall.

Later Quake games allow the player to step up even if they're in the air. Some Quake 1 sourceports implement this feature as well, often disabled by default. The feature is called an "airstep" in these engines and is typically enabled by setting the pm_airstep cvar to 1. The Quakespasm lineage of Quake engines (notably: Ironwail) do not, from what I can tell, implement airsteps.

That's an issue for me because I'd like to play the new cool singleplayer Quake mods but I don't want to get stuck on stairs. Fortunately this is easy to fix. Ironwail is used for most of these new mods & it's just a couple lines of code. Here's a quick patch for Ironwail 0.8.1 that adds rudimentary good-enough airsteps:


ironwail-0.8.1-airsteps.patch

diff --exclude Makefile -Nru ironwail-0.8.1-orig/Quake/sv_phys.c ironwail-0.8.1-hacked/Quake/sv_phys.c
--- ironwail-0.8.1-orig/Quake/sv_phys.c 2026-01-01 13:04:04.000000000 -0800
+++ ironwail-0.8.1-hacked/Quake/sv_phys.c   2026-01-20 19:17:37.866332969 -0800
@@ -865,9 +865,6 @@
    if ( !(clip & 2) )
        return;     // move didn't block on a step

-   if (!oldonground && ent->v.waterlevel == 0)
-       return;     // don't stair up while jumping
-
    if (ent->v.movetype != MOVETYPE_WALK)
        return;     // gibbed by a trigger

@@ -888,7 +885,6 @@
    VectorCopy (vec3_origin, upmove);
    VectorCopy (vec3_origin, downmove);
    upmove[2] = STEPSIZE;
-   downmove[2] = -STEPSIZE + oldvel[2]*host_frametime;

 // move up
    SV_PushEntity (ent, upmove);    // FIXME: don't link?
@@ -914,16 +910,26 @@
    if ( clip & 2 )
        SV_WallFriction (ent, &steptrace);

+   downmove[2] -= ent->v.origin[2] - oldorg[2];
+
 // move down
    downtrace = SV_PushEntity (ent, downmove);  // FIXME: don't link?

-   if (downtrace.plane.normal[2] > 0.7)
+   if (downtrace.allsolid)
+   {
+       VectorCopy (nosteporg, ent->v.origin);
+       VectorCopy (nostepvel, ent->v.velocity);
+   }
+   else if (downtrace.plane.normal[2] > 0.7)
    {
        if (ent->v.solid == SOLID_BSP)
        {
            ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
            ent->v.groundentity = EDICT_TO_PROG(downtrace.ent);
        }
+
+       if (oldvel[2] > 0)
+           ent->v.velocity[2] = oldvel[2];
    }
    else
    {



2025 Morrowind Mod List

After about 6 (!) months I recently finished a streamed playthrough of Morrowind. As finished as TES III can get anyway - the main quests of the base game and the two expansions complete. I played with around 85 mods, mostly sourced from the lists on Modding OpenMW.

After the cut you'll find a list of the mods I used with links back to nexusmods where they can be downloaded. Like the other modded game I played in 2025 I don't recommend this list. It's a better idea to pick one from modding-openmw.com and start from there.


bsd.network/@cev/115895702201464746

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@cev@bsd.network // / 115895702201464746 Origin link. Source file.
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Continuing Outward (PC, 2019) today at twitch.tv/andreaen. Will be exploring the starting area & gathering some equipment so my character will have an easier time.

exploring, gathering (Outward first playthrough pt. 2)

Steve continues to have bad days

Twitch