 Practice Helps!
#27753 posted by xaGe on 2016/06/30 16:29:37
 Okay This Sucks
#27754 posted by aDaya on 2016/07/01 14:09:00
Last week I decided to redo schlossherr's second map because I was unsatisfied with the layout. And while I was able to redo the first third of the map with a new layout within this time frame, I still have to make the other two thirds and polish it AND playtest it.
I'm afraid I won't be able to make it on time for the QExpo for the 16th because I'll also be gone for vacations from the 9th to the 23rd. This sucks so much because this is the second time I'll miss a deadline and that will squash my reputation as the one missing deadlines all the time(doesn't help that last year's contribution was a total mess design-wise because I had to rush it meaning no playtesting and no polishing).
It doesn't help when I spend the majority of my time procrastinating...
 I Think Any Quake Map
#27755 posted by mjb on 2016/07/01 14:27:30
Released at any time is always a good thing.
I rather play a polished map at a later date than a wonky one to hit a non-critical deadline.
 It's Supposed To Be A Two Map-long Demo For This QExpo
#27756 posted by aDaya on 2016/07/01 14:30:45
out of 8-planned maps. I set this limitation to myself like, back in March/April and look where I am now.
I also did a preview booth for god's sake, I can't let that slip
#27757 posted by mankrip on 2016/07/01 15:14:39
I've also missed a deadline, as I wanted to release an updated Quake engine for the Dreamcast during Quake's birthday but some things got in the way.
Now I scrapped that plan completely, as the DC community showed zero interest.
 The Best I Can Do If I Miss The Deadline
#27758 posted by aDaya on 2016/07/01 15:18:50
is to release the demo with just the one finished map. But I feel like that'd be too little.
#27759 posted by Izhido on 2016/07/01 18:47:46
One map is better than zero maps. And, unless you can show me the Kryptonian ship where you came from to this planet, nobody can really scold you, or do anything to you for that :) .
 That's Too Bad Mankrip
#27760 posted by xaGe on 2016/07/01 20:13:59
Sorry no one showed interest. I played makaqu on my old dreamcast before and thought it was brilliant.
Who could blame you for not making a new one. I should really try to pick up another DC some day now that I'm remembering it.
#27761 posted by mankrip on 2016/07/02 01:43:25
Nah, no problem. This way I can focus better on the rest.
 A Little Late (I Know).
#27762 posted by biff on 2016/07/02 12:37:07
But Happy 20th B-day Quake! One more, and we can go drinking: http://i.imgur.com/aEBhyUk.jpg
 Biff0r!
#27763 posted by DaZ on 2016/07/02 13:13:57
Nice one man :)
 Boeuf!
#27764 posted by Shambler on 2016/07/02 14:19:35
Happy gang there :)
#27765 posted by necros on 2016/07/04 05:18:35
why are models in a folder called 'progs'????
 License Question
#27767 posted by Jacob Rees-Mogg's Pomade on 2016/07/05 00:11:25
Dumb indie dev here.
Anyone know roughly how much a proprietary id Tech 2 license costs? My google skills seem to be pretty weak here.
Also, assuming I got an id tech 2 license - then let's say I wanted to use a modded engine written by someone else - how would that work? Would it "just" be a case of negotiating a separate deal with the engine modders to include their code in my proprietary licensed game?
#27769 posted by mankrip on 2016/07/05 12:44:08
Id doesn't license any of their engines anymore. GPL is your only option.
 @mankrip
#27770 posted by Jacob Rees-Mogg's Pomade on 2016/07/05 13:12:36
Id doesn't license any of their engines anymore. GPL is your only option.
Ok...so as I understand it, there's still nothing stopping anyone from charging money for a game based on a GPL'd engine, but of course you have to make the source code available free of charge.
Does this mean all the assets (models, textures etc) fall under the GPL - or is it just the engine code - i.e. would I still retain exclusive rights to all the new art assets I've created?
#27771 posted by Jacob Rees-Mogg's Pomade on 2016/07/05 13:26:02
Or... does it work like this... Because the game includes GPL software (the engine), then although nothing stops me selling the game for money, once someone has bought a copy, they are then allowed to distribute the entire game themselves freely? (engine, assets, the whole package)
I suck at all this legal stuff.
#27772 posted by killpixel on 2016/07/05 15:17:09
Per the GPL, the code must be open sourced. Assets don't fall under this stipulation.
No, people who buy your game do not have the right to distribute your entire game. They have access to the source code, which they can look at, modify, sell (modified & GPL'd), etc.
#27773 posted by Jacob Rees-Mogg's Pomade on 2016/07/05 19:02:56
Right, thanks, so this is where it starts to feel rather skeevy to me...
Am I correct in saying the following is legal...a team of artists bang out a game that uses someone's modified quake engine (call it "EngineX", but imagine it could be any popular Quake engine mod). This team then put the game on Steam for $$$, and include only the source code for EngineX (which they have to under the GPL licence). Meanwhile, the author(s) of EngineX wake up one morning to find all their hard work being used in a commercial game that they knew nothing about and is just making cash for someone that's not them?
#27774 posted by Baker on 2016/07/05 21:33:20
I think this is the same guy that insulted Kinn in the Quakespasm thread.
#27775 posted by metlslime on 2016/07/05 21:36:20
The author of engineX is bound by the GPL to accept that scenario. Id software set the terms when they released the original source code.
Best to learn Unreal Ed or Unity I think.
 #27774
I feel as if we've been getting trolled for the same anonymous person for months now.
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