Guys
when you get the chance can you let me know the names of your maps?
One Ranger Two Boomsticks
#223 posted by PRITCHARD on 2016/10/09 00:20:48
But I might change it because I'm thinking of adding a nailgun to the map...
Buried By Time And Dust
#224 posted by ionous on 2016/10/09 02:40:44
#225 posted by Newhouse on 2016/10/09 03:03:01
BlackFuture.map
Her Lips Were Wet With Venom
#226 posted by skacky on 2016/10/09 05:38:44
Length
#227 posted by PRITCHARD on 2016/10/10 06:02:01
How's everyone's map coming along? I'm almost ready to put the final room in I think, but right now it's looking pretty slick as it is. 85 monsters, takes me about 4 minutes to finish which is pretty decent (I think I'm a bit quick since i'm very familiar with it all now).
Also, I'm assuming the changelevels in the startmaps will be resetting the player inventory, right? I'd hope so.
And where can I get the template for the readme style people seem to like to use? Or should I just cut up one from another release?
#228 posted by PRITCHARD on 2016/10/10 10:20:41
Also, uh... how do we set up the changelevel at the end of our map so that it returns to the start properly? is the map going to be called jam8_start?
Everything Is Looking Pretty Good Here
Can you guys give me a list of mobs that you're using so I know which projectiles to give fullbright projectiles to?
My start map will reset weapons, yes (although im going to need to look up how to do it).
#230 posted by PRITCHARD on 2016/10/10 12:33:23
Well, I set my changelevel to clear the player inventory on my map so if everyone did the same there'd be no issues there. I think the relevant worldspawn key for clearing a player's inventory as they spawn is take_weapons, with possibly a few others? Not sure, all I could get it to do was ditch me with just an axe...
I'm using:
monster_army
monster_army_grenade
monster_hogre
monster_shambler
#231 posted by Baker on 2016/10/10 18:30:05
In Arcane Dimensions source (client.qc)
- A function is named DecodeWorldParms
has keys like ...
-ammo_shells
-ammo_nails
-ammo_rockets
-ammo_cells
-armortype
-reset_health
... in that function.
Monsters & Items I Use
#232 posted by Newhouse on 2016/10/11 03:55:49
A bit of lengthy map is coming over 100 enemies in normal.. and in hard probably way too much.
monsters I use:
monster_army_rocket
monster_centurion
monster_demon1
monster_eliminator
monster_enforcer
monster_pyro
monster_shalrath (vore)
monster_shambler
monster_spider
monster_zombie
monster_zombiek
but my map's theme is cyberpunk future kind of.. not much hopefully enough. So basically I would like to leave enemies as they are? I'm not using monster_army (basic grunts) at all.
Any Word On The Deadline?
#233 posted by Breezeep_ on 2016/10/12 00:16:53
Because I feel that this jam isn't really going anywhere.
Oct. 15th
#234 posted by Mugwump on 2016/10/12 00:37:20
#235 posted by PRITCHARD on 2016/10/12 01:55:54
My map is basically ready to submit. I just need to add some detail to an area and that's basically it, although I have to say that the entire ending of the damn thing kinda sucks. Oh well.
Still not sure what I'm supposed to do for a readme :/ if I knew I'd be able to submit pretty much now!
Pritchard
#236 posted by mjb on 2016/10/12 02:28:25
Just look at one of Sock's readmes, that's what I used as a template.
#237 posted by PRITCHARD on 2016/10/13 02:36:05
I'm writing up my readme right now, is it okay to license my stuff as CC? Specifically CC BY-NC-SA 4.0, I don't think it'd cause any distribution issues but I just thought I'd check here.
How do we deliver our maps? I'm guessing we just zip the relevant files (jam8_pritchard.bsp, jam8_pritchard.map, jam8_pritchard.txt) and email them to shambler or something?
I'm not sure if the original id textures are GPL'd, so I'm not sure if you can mix licenses like that.
Also if you're using any of the kingpin textures then I'm not sure if you can apply that license to your map. I'm not sure what licenses apply to to those textures.
In Regards To File Delivery
The email in my profile is fine. Can you deliver them to me in a zip file with any additional files you want to use? Please preserve the directory structure so that any additional files will be in the correct directories.
The files I need:
jam8_yournamehere.txt
jam8_yournamehere.bsp
jam8_yournamehere.lit (if necessary)
jam8_yournamehere.map (if you want to include it)
#240 posted by PRITCHARD on 2016/10/13 11:58:52
What would you say I should put for my copyright instead then? Just the standard "Don't put this on a CD" spiel, which isn't really... relevant, but is certainly the standard? Anything suits me but I do want to get it right :s
http://i.imgur.com/fkZbxaC.jpg
http://i.imgur.com/yKj1rV5.jpg
That's what my .zip looks like right now. When I finish up my readme i'll send it.
My first released Quake map! and it's uh... noir themed...
No one ever said I had to be traditional.
Looks perfect man.
I would consider including an exclusions section that explicitly relates to the textures that your map uses, I think that the CC licenses have a provision for these.
How Much Does It Matter?
#242 posted by PRITCHARD on 2016/10/14 00:11:36
I couldn't find anything about specifically excluding things from CC, did you just mean writing something like only applying the license to the stuff I built (So basically the .map file)?
To be honest, I'm not that concerned with licensing. I've always liked CC because it lets my works be free with a few simple restrictions, but i've never had to deal with copyrighted assets before (I've always been using similarly free textures/models etc.). I might just go back to what people usually include, it's easier and no one really cares anyway.
#243 posted by metlslime on 2016/10/14 00:17:27
I've always released my source files separate from BSP so it's more clear that the license (GPL in my case) applies only to the .map source. (the readme in the bsp file package said "all rights reserved" or similar.)
You could put a nested zip file in there with the .map and the open source license, then maybe it will be clear that the license applies only to the .map source.
#244 posted by metlslime on 2016/10/14 00:19:20
and in the case of my quakec source, which has ambiguous licensing status, i just didn't put a license at all and that way people can implicitly use it to make quake mods but i'm not representing that the source is truly legal to use.
#245 posted by PRITCHARD on 2016/10/14 00:28:31
A nested zip sounds fine if Shambler's okay with that. I don't know if I'd bother, though. In my case, not putting a license and leaving it ambiguous would probably be fine. I don't really care that much or have any great fears for the future of my map; there's not exactly a market for people stealing and trying to sell Quake maps at the moment, that's for sure.
And not trying to mess with the status of the kingpin assets would be for the best, too... I mean, they sell it on GoG, so it's not exactly abandonware, but somehow I don't see them pursuing legal action.
Pritchard
Just apply the license to the .map file and not the .bsp because the map file only references the texture file names and doesn't explicitly include them (unlike the bsp).
Also if you're going to shorten my nick, use "naut" or "snaut" or similar. There is another Shambler on this message board and I don't want the guy to get caught up in my antics =P
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