You will never look at a passport stamp the same way again. Glory to Arstotzka.
Papers, Please v1.2.71 on GOG is the archival gold standard. The game itself is a landmark in indie narrative design, and this particular build is stable, complete, and free of corporate tethers. If you want to feel the quiet desperation of a border guard while actually owning your software, this is the definitive edition.

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.
Papers- Please V1.2.71 -gog- ★ Instant
You will never look at a passport stamp the same way again. Glory to Arstotzka.
Papers, Please v1.2.71 on GOG is the archival gold standard. The game itself is a landmark in indie narrative design, and this particular build is stable, complete, and free of corporate tethers. If you want to feel the quiet desperation of a border guard while actually owning your software, this is the definitive edition. Papers- Please v1.2.71 -GOG-

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.