Aguirre:
#169 posted by metlslime on 2007/08/21 21:54:03
Thanks for the link. This seems to be specifically geared towards securing phpbb, though. Some of the general ideas would apply to this board but I'm not willing to give up anonymous posting, which I think is important for encouraging casual visitors to post.
So my tricks area all attempts to foil the bot in ways (almost) invisible to the user, such as IP address checks, javascript, cookies...
Hehe
#170 posted by aguirRe on 2007/08/21 22:10:42
wrong thread ...
It wasn't really a suggestion to secure this board, since it's pretty spam-free. It was more of a consoling feeling that someone's actually trying to put a spotlight on this issue from a spammer's perspective.
The online world seems otherwise to be rapidly drowning in a diarrhea of nonsensical noise ...
Aguirre...
#171 posted by metlslime on 2007/08/21 22:54:05
Does Fitzquake Load Q3 BSP's?
#172 posted by Lunaran on 2007/08/22 02:18:20
I'm assuming no.
Nope...
#173 posted by metlslime on 2007/08/22 02:47:12
just darkplaces as far as i know...
Er,
#174 posted by metlslime on 2007/08/22 02:55:26
and fte apparently...
Great Idea!
#175 posted by -_- on 2007/08/27 01:13:58
Fitzquake should load q3 maps too!
cause darkplaces doesnt support shaders
#176 posted by anonymous user on 2007/09/07 08:30:35
It doesn't? Wow, I musta misunderstood all the pretty effects in my maps.
Hmm...
#177 posted by metlslime on 2007/09/07 08:40:33
I think lordhavoc has invented his own shader language. But, I think darkplaces also supports most aspects of q3 shaders... maybe. I can't remember :P
#178 posted by anonymous user on 2007/09/12 12:28:44
It interprets many of the q3 shaders, one pass only though, but that's enough to do a bunch of simple yet effective animations.
Q3 Bsp's Teleports And Jump-pads Work Well
#179 posted by dooomer on 2007/09/22 16:50:55
At least in DPmod's deathmatch 7 mode (similar to dmsp, but much more brutal I think).
If loaded in normal deathmatch mode, the jump-pad will glue your feet and the teleports will port you into void (tested in map q3dm7 of Q3Ademo).
And I tried to edit a ent file for map q3dm1. So far I have succeeded in replacing Q3 weapons with Q1 ones, but have failed to add any monster entity. Any body knows why?
It seems to be a lot of fun editing the ent. I am thinking of transforming normal single bsp maps into something with nehahra or quoth monsters, if replacing or changing monster entity is possible at all.
Dooomer
#180 posted by Spirit on 2007/09/22 19:12:33
It seems to be a lot of fun editing the ent. I am thinking of transforming normal single bsp maps into something with nehahra or quoth monsters, if replacing or changing monster entity is possible at all.
Be aware that only few mappers allow something like that in their readme, at least if you plan to spread it (as in non-personal use only).
If He Is Using An External File
#181 posted by HeadThump on 2007/09/22 21:20:09
that overrides the info in the bsp file and not repackaging the bsp for download with the file, we really have no say in it. It would be no more intrusive than if he were to record a demo and post it. It may rely on the bsp in order to function but it in no way intrudes upon that file which is the only material we would have a legitimate claim.
If the mapper did express an opposition to this in his readme, it doesn't really matter. Just like the NFL disclaimer before each broadcast, the mapper is claiming far more in the way of rights than the law actually allows.
Of Course,
#182 posted by HeadThump on 2007/09/22 21:23:51
copyright is rarely a big concern with mod mappers, but more importantly, it is just douchebaggary to put a lot of nonsense in a readme disclaimer.
#183 posted by -_- on 2007/09/22 22:13:52
so... can I take other`s map and do anything with them?
Well,
#184 posted by ijed on 2007/09/22 22:58:33
Yeah. But it won't win you any popularity awards and most in the community won't even look at your creation if its seen as ripped off.
If its with mapper's permission and / or collaberation thats a different story - I'd love to see someone else's ideas on how my maps should play.
Basicly as a mapper you have very little control over your creation, since it is already inside the various licences of id software. By making it in the first place you're relinquishing many of the standard rights you'd have if you made, for example, a standalone EXE game from scratch where you shoot at bricks.
Occasionally someone does steal someone else's content, and when that happens (and they don't credit the original author / play fair) the review sites won't even touch it, and few players. Although I'm sure I can be contradicted on that.
Hmmmmm
#185 posted by HeadThump on 2007/09/23 04:34:08
so... can I take other`s map and do anything with them?
I guess the answer is it depends. There is some precedent for what Spirit mentioned. On the QuakeWorld site they have posted some incredibly bad re-textures of some mapper's levels. I mean really hideous neon glowing shit that made you wonder what these people had in place of eyes.
However, I just don't see anyone getting all worked up about an .ent file to an already familiar level though everyone's opinion will naturally vary. Personally, I would like to see a reworking of a ton of levels from the 90's with Quoth or Nehahra entities.
Editing External Ent File
#186 posted by dooomer on 2007/09/23 05:54:01
Well, I made ent files with text editor, and I don't want to change the bsp file permanently.
So I don't actually change the author's work, but adding a removable flavor of my personal preference to it. I guess this infringes no one's copyright.
For example, there is a world famous painting, and some guy comes up with an idea and produces a pair of glasses, with which, you see the painting to be of totally different colors or shapes.
Hm
#187 posted by ijed on 2007/09/23 09:05:13
A circular . . . discussion. There are alot of errors in warp that only need a .ent or three to correct them all. Shamblers facing the wrong way, Vorelings not on the ceiling, Ogres lost without a cause.
I could have rerereleased the pack, but you've got to let it go sometime.
dooomer, if you make an ent file for a map then I bet that most who know that map would want to see it.
And, ultimately, recognition is the one thing thing a mapper will never dislike.
LOL...
#188 posted by distrans on 2007/09/23 11:51:41
...Ogres Lost without a Cause.
Coming to a theatre near you soon!
Heheh
#189 posted by ijed on 2007/09/23 17:38:43
Ogres in Black
An Ogre Called Wanda
Reservoir Ogres
Olgivre Twist
Uh, Ogre Potter?
Thinking of the Nehahra movie now - "He was my son!"
Reservoir Stroggs...
#190 posted by metlslime on 2007/09/23 20:22:36
...beats them all. It was a deathmatch map in one of the two official quake 2 mission packs.
Beat Me To It
#191 posted by Lunaran on 2007/09/24 21:28:52
always liked that name, metl :)
Recent Q3 Maps Look So Gorgeous
#192 posted by Spirit on 2010/08/20 00:13:30
But not in Darkplaces. http://www.quaddicted.com/stuff/q3dp.jpg
<Spirit> how complete is q3bsp/shaders/whatever support considered in darkplaces? i noticed differences between q3 and dp in some maps, should i report those or are those a given
<divVerent> no multilayer
<divVerent> some two-layer shaders
#193 posted by gb on 2010/08/26 21:37:24
apparently q3bsp has no lightstyles, which is dumb, because flickering torches and broken strobing lights add a lot to a map IMO.
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