Woot!
#9 posted by Spirit on 2006/10/12 10:19:51
The map sources are GNU/GPL. All of you who downloaded the files already might not have a gpl.txt included. The inside3d and the Quaddicted mirrors are updated, Romero's probably too. So if you want the "real deal", redownload the file.
Oh and by the way the e1m7rmx is my job! I started some weeks ago. :)
#10 posted by Kell on 2006/10/12 11:32:56
Cool. Nice to have these.
...please leave out any Quoth content :)
Oh, why? Trinca told me you ( I'm sure he said it was you and mwh ) were asking after the Quoth source to make it QW compatible? Is it the compatibility at issue?
QW?
#11 posted by Mandel on 2006/10/12 11:51:04
About the 'compatibility issue': as you may well know, we speedrunners have our own modified progs for speedrunning, including exact exit timing and some other similar stuff.
So whenever a map comes with its own progs and we still want to run it we have to ask for progs sources, merge our own changes (which are NOT in diff format, so to say...) and host it ourselves, making sure runners use our progs rather than the standard one. We've done this on a few occasions but it's always annoying =)
Now, several of you mappers are purists and strongly dislike new textures, colored lighting, and shiny openGL accelerated effects. I guess the same goes for us speedrunners. Most of us (I think) are really fond of the ID maps, and can gladly run most custom maps. BUT having to create game directories and make command line options is a little annoying. It's not annoying the firs/few times. But making a speedrun takes long time and requires several restarts of quake. There are runners who proclaim that they "don't play anything with custom progs".
Now, if there are a huge amount of runnable quality maps coming out on the Quoth pack, we will of course have to consider getting started on making a qdqstats version of it :)
Above rant not checked for grammar, spelling, and coherency.
QW?
#12 posted by Mandel on 2006/10/12 12:01:32
Oh and please note, QW has nothing to do with speedrunning. We use normal Quake and normal (although modified) progs.dat.
Heh, Nice Idea
#13 posted by negke on 2006/10/12 15:51:27
something like death32c with all sp maps.
i wonder how well (or badly rather) this would run on mondern machines...
Maybe Now...
#14 posted by than on 2006/10/12 20:48:29
someone will make the other dm remixes too.
Probably not me though, although I was considering doing dm1 as it is small.
Regarding Quoth, as there is likely to be a substantial Quoth update in the next few months, would it help if QDQStats was merged into Quoth? How would Necros/Kell feel about this? Is QDQStats updated frequently?
Quake.bsp
#15 posted by tron on 2006/10/12 21:15:34
The word from #qc seems to be that Lord Havoc has been talking about putting it together. The thought of the compile time scares me. :o
Well
#16 posted by necros on 2006/10/12 22:01:41
as long as there is a way to have whatever stuff they use default to off until it's needed, that's fine.
we like quoth to feel like stock quake, just with new stuff, not a whole new mod. i don't really know what the speedrunning progs is... i imagine it's probably some kind of timer that outputs elasped time when you hit the changelevel trigger... if it's just that, it wouldn't really be a big deal to incorporate it into the progs.
Qdqstats Is
#17 posted by Lag.Com on 2006/10/13 01:03:07
...the timer, yes, but there's also a lot of bugfixes on maps and miscallaneous stuff (like the fish counting double). Also it has a few little things to help catch cheaters. That's why we don't like giving out source. :)
Sajt
#18 posted by scar3crow on 2006/10/13 01:11:03
looks to be the one putting it together right now actually... LordHavoc is on one of his random sabbaticals it seems.
Sajt is in his first stage right now, which involves going through and fixing all the little errors like z-fighting and texture naming stuff. If you know of spots in the id maps that are errors you could drop him a line in the mapping section of inside3d forums about it.
Yeyah!
#19 posted by efdat on 2006/10/13 02:17:05
someome please finish dm8 for me ;)
Map Sources Are Fun :D
#20 posted by Spirit on 2006/10/13 06:39:05
E1m1 Upside Down
#21 posted by Mandel on 2006/10/13 08:54:00
e1m1 upside down is done once before :) With the addition of a rocket launcher and some other goodies, SDA threw a contest on an upside down e1m1 in 1999! If you check it out, don't miss the recam on rutger's demo, which turns the world back to normal again.
http://speeddemosarchive.com/quake/contests/htr.html
Spirit
#22 posted by Lunaran on 2006/10/13 19:51:19
what the hell is a seven z file?
Lunaran
#23 posted by inertia on 2006/10/13 20:58:43
Maybe...
#24 posted by . on 2006/10/13 22:54:00
People will properly texture most of the id levels now
.
#25 posted by necros on 2006/10/14 00:35:48
most (all?) id bugs were fixed in the quoth progs (ie: fish counting for 2 kills).
obviously though, if you guys don't want anyone to see these cheat catching code fixes, then you won't want them in quoth, as we usually release the source code later on.
E2M6 + E2M10 = E2M6FULL
#26 posted by frag.machine on 2006/10/15 21:47:25
#27 posted by Trinca on 2006/10/16 01:42:43
hehehe u forget to add amo... :\ map is almost impossible if u dont find secret Quad :)
mas esta porreiro bom trabalho :)
Nice
#28 posted by Lardarse on 2006/10/16 02:01:58
One problem: I was getting an SV_PushMove error when I hit the first bridge switch. Entity #115 has an invalid modelindex 0
Hmmm
#29 posted by anonymous user on 2006/10/16 15:24:20
Lardarse: I'll check it later. TBH I just made a quick sp & dm test to see if something was terribly wrong, and also I didn't tested it with regular GLQuake. Thanks for the feedback.
Trinca: I didn't forget to add ammo, I just didn't dare to touch the map balance :D . I may try do it, but since I released the source with the binaries anyone can give it a try.
#30 posted by Lardarse on 2006/10/16 23:41:05
I tried it following on from the rest of episode 2, the way it was meant to be played. There's more than enough stuff that way. Esopecially if you find all the secrets, like I do...
QuArK Users Listen Up
#31 posted by Spirit on 2006/11/15 08:16:09
I had much trouble compiling any of the maps. Somewhen I remembered that I had ticked a box for "Don't write floating point coords to the map" in the options. Well, unchecked that (default is unchecked) and compiling works fine. Duh!
I Recommend
#32 posted by aguirRe on 2006/11/15 10:36:54
checking the "Use integral vertices" option as well (map options), it reduces floats in the map file and helps stabilizing builds.
So What's Gonna Happen?
#33 posted by rhY on 2006/11/30 06:03:43
Is somebody going to release a full package of GPL Quake (maybe darkplaces?), The GPL maps, and hires GPL textures?
It'd be awesome if we had a fully GPL quake to put in distros....
It'd be even MORE awesome to have a fully GPL FPS based on all of that but the q2e engine instead....
Where do I follow a project like this, or does it exist already?
Thanks!
rhY
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