Approved...
#1 posted by
metlslime on 2011/03/17 01:10:22
but someone let me know if this is actually warez or something. I don't know if WC was commercial.
#2 posted by
necros on 2011/03/17 01:12:34
even if it was commercial, there wouldn't be a way to purchase it now anyway.
#3 posted by
rj on 2011/03/17 01:15:24
i have no idea if this is different to what i've been using for the past ~9 years but i'll give it a whirl anyway, cheers
#4 posted by
mh on 2011/03/17 02:06:58
I've honestly no idea whether Valve would be happy about this or whether it might draw unwanted attention. Technically it could be called abandonware, but technically it's still copyrighted.
Well
#5 posted by
ijed on 2011/03/17 02:25:13
The post was made in 2007. Who knows if they'd take offense at an archaic version of their Hammer editor under a different name being leaked.
Unless their legal department is really bored and overpaid I doubt its a problem.
WC 1.6a was freeware, you had to buy 1.6, this version - but that was maybe ten years ago.
Hm
#6 posted by
ijed on 2011/03/17 02:25:44
More than 10 years, but I'm too lazy to check.
What's The Difference
#7 posted by
jt_ on 2011/03/17 02:36:39
Between 1.6 and the version distributed with QuakeAdaptor, in terms of quake mapping?
Prefabs And Bugfixes
#8 posted by
ijed on 2011/03/17 03:05:16
The prefab library allows you to save groups of objects seperately to reuse them.
In general 1.6 has much fewer bugs, like wiping the key fields of an entity.
It also doesn't need converted textures, it just loads the wad directly.
Downside is, the texture lock is only semi-functional - flipping and rotating don't really work.
#9 posted by
mh on 2011/03/17 03:13:47
Native support for Quake without any hackery is a good enough reason too.
#11 posted by gb on 2011/03/17 12:54:09
Oh shit.
#12 posted by
Trinca on 2011/03/17 13:58:49
one of these days I have to try this out...
Jt_
#13 posted by
RickyT33 on 2011/03/17 17:27:05
The Quakeadapter version has enanced 3D acceleration compared to 1.6 / a / b
It also has a fully functional texture lock feature. In 1.6, as mentioned above, the texture lock would not work on brushes rotated to strange angles (i.e. anything which isn't devisable by 90)
The downside is that it requires all Quake 1 .wads to be converted to hlwads.