No...
#120 posted by Preach on 2008/05/25 16:06:48
Nitin, I got stuck at the same place, you need to look for something to shoot to progress, all that vent stuff was a secret area, not the way past the lasers.
Re: Speeds' Post On Ravensoft
#121 posted by Tronyn on 2008/05/25 18:50:01
that is awesome that they did that.
I think the comparison with what we are doing (making Q1SP maps/mods) with modern game production on copyright, while it works technically, doesn't really work in practice: whereas when Q1SP started, everyone had to include disclaimers (don't sell this, don't pass it off as your own, etc), now the community is more tightly knit, no one's trying to make money/steal anything, it's all for fun, mappers often release sources and sometimes permission to release something new based on it even.
Anyway, Doom3 is already pretty old, it has already come and gone. I don't think we'd be interfering with them really, if it was their new game (even Q4) that they are currently still selling that would be different.
#122 posted by Spirit on 2008/05/25 19:15:38
I guess I am too much of a free free give give open Linux lunatic. And of course I am no artist myself in this matter.
#123 posted by JneeraZ on 2008/05/25 21:52:26
"Anyway, Doom3 is already pretty old, it has already come and gone. I don't think we'd be interfering with them really, if it was their new game (even Q4) that they are currently still selling that would be different."
Old or new, they still own the copyright and it's only proper to ask them for permission.
#124 posted by Jaromir83 on 2008/05/25 23:10:43
Technical question: after installing the new graphical Catalyst driver, fog in this map (using fitzquake) seems too thick and yellow, cant see anything. Any way to fix it/disable the fog? Thanks
Type "fog 0"
#125 posted by RickyT33 on 2008/05/25 23:32:34
on the console
#126 posted by Jaromir83 on 2008/05/26 11:31:34
no way to fix it? the level loses a lot of atmosphere without fog.
Try
#127 posted by Spirit on 2008/05/26 12:07:00
fog 0.05 1 1 1
and if that still is not enough increase the first number (0.05).
Nitin:
#128 posted by Omus on 2008/05/26 12:14:30
You need to find the silver key door which is around the corner from the start area. The texture isn't very obvious that its even a door but look carefully and you will find it.
Jaromir83 - check out JPL's Slime Refinery Complex, Invein for Nehahra (not D3, but similar theme).
#129 posted by megaman on 2008/05/26 12:59:49
I guess I am too much of a free free give give open Linux lunatic. And of course I am no artist myself in this matter.
one more reason to be anal about licenses (as long as we have this shitty copyright thing in use)
Oh
#130 posted by megaman on 2008/05/26 13:00:17
that was directed at spirit, and of course i only wanted to quote the first part of it :(
So Where's Th Fog In Here
#131 posted by nitin on 2008/05/26 13:17:56
anywhere near the start or it comes later? because I cant see it.
Hmmm.
#132 posted by Shambler on 2008/05/26 13:49:01
No fog nor coloured lighting in AGLQuake...
Fitzquake
#133 posted by nitin on 2008/05/26 14:10:44
here, well fitzhack. I see coloured lighting.
Shambler,
#134 posted by rj on 2008/05/26 15:15:20
the fog is there in aglquake, just really really thin. i had to go back & check it was there based on people's comments & the only place i could notice it was in the main shaft with the spaceship-on-a-lift thing; the rest of the level is too confined for it to have much of an effect unless you change the values (like spirit mentioned above)
I See Dead People...
#135 posted by Shambler on 2008/05/26 15:15:25
...well, dead Enforcers anyway.
Ah Yes
#136 posted by Spirit on 2008/05/26 16:39:29
So...
#137 posted by JPL on 2008/05/26 18:31:34
... it would be cool to "harmonize" fog rendering :P
All This Talk About Frantic Speed
#138 posted by inertia on 2008/05/26 20:30:29
yet remember, maps like "Hell In A Can" are utterly fantastic, and they deviate so much from the traditional q1sp fare!
#139 posted by ijed on 2008/05/26 20:57:35
Haven't finished this yet, because of frustration. Almost every encounter is a forewarned situation - if you're not, then you die. If you don't die then you die on the next encounter.
Think you've moved out of the 'reasonable expectation' parameters a bit, but I'll come back to the map and finish it before complaining any more.
Back Into The Fray
#140 posted by ijed on 2008/05/26 21:26:04
On skill 1.
Found the first half pretty easy, because I knew where the monsters were.
3 eliminators = 2 enforcers, 2 defenders, 2 rocketeers?
Shambler ambush and bridge ambush were ok, but why throw in two Vorelings after the Shambler?
Theres stuff here that by convention would be secret - trinity, 1st nailgun.
Was it a late decision not to give the SSG from the start? I ask because the enemy mix is the same (at the start) skills 1-3 and the player has nothing to fight back the overpowered Quoth enemies with apart from the SG. If they get the not a secret NG then its more survivable, but only if they get the GA as well.
There was alot of stuff that just didn't work, IMHO, although the geometry and lighting were ok. Still can't say I like the texture set much either.
#116 / #117
#141 posted by JPL on 2008/05/26 22:40:34
As long as the texture has been converted "down to" Quake, they are not the same anymore, so the copyright does not apply IMHO.
Also, as long as the texture set origin (i.e Doom3, etc..) is mentionned, then the mapper gave credit by default to the company who created the game... so need for a long copyright "story" to give credits :P
And the last, as long as we are not making money with our map, as long as we are just mapping for fun, where is the problem ? Are we stoling money ?
The only thing I could understand to be blamed for, is that I distored the original Doom3 texture set, and that's it... The only thing distrans could be blamed for is trying to innovate, and show something else than "standard" gameplay and ID textures...
Anyway, at least distrans seemed to be happy with his map, and regarding the map quality (I'm talking about architecture, etc.... but it is my own taste....) I cannot say much more than bravo ! I want to see more Doom3 textured map ;)
#142 posted by Kinn on 2008/05/27 00:12:00
As long as the texture has been converted "down to" Quake, they are not the same anymore, so the copyright does not apply IMHO.
That's so untrue I'm not even going to bother counter-arguing.
Meh, I'm a hypocrite of sorts - I ripped assets from quake 3, hexen 2 etc. in my maps - at that point, tons of people had. Doom 3 though? I dunno, I think it's certainly dodgier ripping from Doom 3 than ripping from, say, an id or raven game from the '90s.
#143 posted by JneeraZ on 2008/05/27 00:47:14
"As long as the texture has been converted "down to" Quake, they are not the same anymore, so the copyright does not apply IMHO. "
So you're saying as long as I change the palette on artwork, it's free to use?
Well I Feel No Remorse From Using Ported Tex
#144 posted by RickyT33 on 2008/05/27 01:29:25
in my maps. I'm no texture artist, and also I create my maps entirely for my own personal enjoyment. All us Quake mappers are enthusiasts, and therefore it is a pure and worthy love of these textures which compels us to use them. Surely the original artists and creators of the textures would be honoured to have us use their work for our sculptures!
I think what JPL is trying to express is that the textures arent even used in their original 24 bit states, and that the modern standard of quality isn't even met by the resulting textures, so there is no threat of the textures causing any competition to the products of their original uses.
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