At A Glance
#14238 posted by czg on 2014/08/19 13:46:21
Delete the sky box, build proper "sky walls" as you called it, clean up your brushwork, remove entities from the outside so it will be filled.
Spirit
#14239 posted by negke on 2014/08/19 14:48:09
I think it's pretty clear such statements refer to commerical use.
#14240 posted by JneeraZ on 2014/08/19 15:35:58
Beyond that ... Are lines in a read me.txt file legally binding? Doubtful.
#14241 posted by Lunaran on 2014/08/19 16:04:00
I remember seeing a readme that specifically said "Head Games may not do anything with this file."
As far as legally binding, is it any more legally binding than copypasting the MIT or GPL licenses into your readme? It's just text you're hoping will enforce your wishes once you utterly relinquish physical control of your work. Enforceability is the problem. What closet mapper with a day job and a kid is going to try to go to court over commercial exploitation of UNDRDARK.WAD?
Re: Hipshot
#14242 posted by Lunaran on 2014/08/19 16:08:02
Speaking of unenforceability, Quake maps have been distributed for decades with id content, Hipnotic content, Rogue content, content from Hexen 1/2, content from Heretic 1/2, content from Quake 2 and 3, content from Blood ... just do whatever you want, nobody pays attention to us. :)
#14243 posted by Hipshot on 2014/08/19 16:55:32
Can I deduct ammo at start or remove the SG somehow? I'm sure there's no SG item in Q1 though, except for the Double...
Enjoy!
#14244 posted by Spirit on 2014/08/19 17:30:46
There's A Trick To Remove Ammo... But Here's A Map File
https://www.dropbox.com/s/1l7ger0rlu1svwq/ammoremove.map
You can put the spawn point over either group of brushes, one will remove just the shells and the other will remove all the guns.
#14246 posted by total_newbie on 2014/08/19 18:22:30
Ha, I asked about the exact same thing on this thread about a month and a half ago, so that .map file will be useful for me too. Thanks, FifthElephant.
So at least two people are actively working on maps where the player starts with just the axe ... only I guess Hipshot's map will be done before the end of this decade and will probably not suck. The same cannot be said for mine.
#14247 posted by Lunaran on 2014/08/19 20:12:25
So at least two people are actively working on maps where the player starts with just the axe
well i was also (in an arabian style no less) but maybe i'll just go jump off a bridge
I've Got One
#14248 posted by ijed on 2014/08/19 20:14:40
Where the player has no axe, or legs when they start.
Me Too
In plans.
Removing the Axe and the SG from the loadout lets you do some creative things to the usual weapon progression.
Lun
mappi2.bsp from 2010 lets you play with only the axe as an option. That bridge has already sailed, as Madfox would have said.
#14251 posted by Lunaran on 2014/08/19 21:44:20
did I say I thought I was the first person to do that?
Spawn With No Weapons
#14252 posted by metlslime on 2014/08/19 21:48:16
This was never used, but rubicon2 has code to support spawning with no weapons, and it also has weapon_axe and weapon_shotgun (i actually modelled the shotgun from scratch! -- axe is modified from the original model)
I think you'd need to edit the quakec to complete the feature, since it's probably hard-coded to a specific bsp name.
Lun, I love your arabian map style... I was thinking of remaking one of the episode 4 maps in that style. Then I got a girlfriend and my productivity went out the window.
No
Just saying don't sweat it.
metl, yes, I was planning on making test.bsp a start map for the actual map but realised that it wouldn't work very well with demo playback.
Metl
#14255 posted by ijed on 2014/08/19 22:26:17
Yeah, when I found that code and the models it was like finding 20 quid in the pocket of an old coat :)
I'm weaponstripping the player after spawning with a special trigger, I guess if you wanted it from map load then you'd be best off flagging the info_player_start and then messing with the PutClientInServer() stuff.
#14256 posted by Hipshot on 2014/08/20 00:13:17
Func detail, does that work like in Q3? It ignores vis?
Pretty Much.
I use it bloody everywhere!
#14258 posted by Hipshot on 2014/08/20 00:22:18
Ok, then I'll do that also.
Yup
#14259 posted by ijed on 2014/08/20 00:23:26
Your map should be made of plain boxes filled with func_detail brushes.
The longest part of my current compile time is the BSP process.
#14260 posted by Hipshot on 2014/08/20 00:35:33
I just didn't remember that Q1 had this back in the days... I know HL didn't, you made things into other func things. The "detail" brush was at least for me first introduced with Q3, but I never did make any levels for Q2 so.
It's A Relatively
#14261 posted by ijed on 2014/08/20 01:28:07
New feature - Tyrann did the magick.
#14262 posted by Lunaran on 2014/08/20 05:49:20
Quake didn't have hint, skip, detail, colored light, controllable light falloff, or really anything more than 'trigger' and 'clip'. Quake2 introduced all the goodies, and much of them were eventually backported with considerable effort into the Quake tools.
Quake still doesn't have toggle-able areaportals.
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