You're All
#317 posted by ijed on 2008/07/28 15:56:16
Just flapping your mouths.
The Quoth gang may or may not release their source, it's their baby.
I've got my own opinions about all this.
I'll just say that there already have been a couple of modified Quoth releases, and nobody complained about them.
Name That Mod
#318 posted by inertia on 2008/07/28 17:00:22
No one is omniscient. Unforeseen bad things happen. Unforeseen good things happen. If the source is available, the bad ones can't happen and the good ones can happen.
I cannot name a single closed source mod over 3 years old that is actively developed for Quake ...
Quake will be around a very long time.
---
Is Baker right? Are there no closed source mods that are still alive?
Im Sure Between Preach And Kell
#319 posted by RickyT33 on 2008/07/28 17:23:05
The project wont die (ie source lost in the rift of time forever). Plus what Ijed was hinting at....
Hmmm. I think Baker has a valid point though.
There's no harm in covering their backs, so to speak....
Nehahra Is Open Source
#320 posted by anonymous user on 2008/07/28 23:13:39
and not exactly "alive".
Eh
#321 posted by Lunaran on 2008/07/30 23:42:45
how many people actually intend doing something with the source code?
/me raises his hand weakly, having more or less stopped giving a shit at this point
Maybe Private Email Conversations
#322 posted by RickyT33 on 2008/07/31 00:06:56
could be the way to pursue it?
#323 posted by Trinca on 2008/07/31 00:52:34
RickyT23 let�s go private baby!!!
Er......
#324 posted by RickyT33 on 2008/07/31 01:53:22
Done !
#325 posted by JPL on 2008/07/31 11:49:31
I already have 2 daughters: no way to try again for a new baby! I'm very reluctant to have another girl at home (I'm also unlucky I think...), it is already enough complicated as it is :P
#326 posted by Trinca on 2008/07/31 12:34:49
JPL my boys need womens... keep the good work :)
Oh Dear Lord
#327 posted by Zwiffle on 2008/07/31 19:12:23
We don't need Trinca/JPL hybrids! No one at func should be replicating, period!
Technically...
#328 posted by metlslime on 2008/07/31 21:52:09
they'd only be 1/4 trinca and 1/4 jpl...
Errr
#329 posted by JPL on 2008/07/31 21:59:34
.. yeah, but it is also impossible, I would not let my daughters with Trinca's sons... if hissons are as pervert as he is...
#330 posted by Trinca on 2008/07/31 22:19:06
hehe :)
latins are all pervert they dont have many choises...
only if they find some faget in another not latin country :p
Please, God, Stop Him
#331 posted by HeadThump on 2008/08/01 01:50:40
My ex wife was Creek, and I have been with women of every race, even some of them without having to pay up front! So I don't know where that is coming from.
Headward Thumpson
#332 posted by negke on 2008/08/02 09:51:37
Key representative of Gonzo mapping
Errr
#333 posted by negke on 2008/08/02 09:54:53
I meant Headhunter S.
Illiteracy ftw.
Much Appreciated!
#334 posted by HeadThump on 2008/08/02 17:54:36
Cree
#335 posted by bambuz on 2008/08/04 21:15:40
what was the native american wedding like?
Also, quoth2: open source is good for the future. Perhaps a working compromise could be this: when the team (Necros and Kell and Preach) feels that "it's ready", whether that means that they are too tired to make new additions or that it really is complete, they can release the source to make sure it stays alive.
On the qw side of things there was the ktpro mod (closed source AFAIK) but it died and now everything is done with the open KTX. And it gets updated quite often, together with MVDSV, the server executable. In fact, the coders would like more developers to help them.
Also, there were some 64bit vista issues with the mod (the progs). So it's not as if mods can't give problems.
Just if you want to make sure your work lives on, make it open source after a while.
In Front Of A Justice
#336 posted by HeadThump on 2008/08/04 23:03:42
with only seven other people in attendance. Her decision, not mine.
Mapobject_mesh
#337 posted by generic on 2008/11/08 00:49:01
I am having a tough time setting this up in WC. So far, I have something like this in the FGD:
@PointClass size(-8 -8 -8, 8 8 8) color (128 128 128) = mapobject_mesh : "Custom Mesh"
[
mangle(string) : "Angle (x y z)"
frame(integer) : "Frame"
model(string) : "Sprite"
spawnflags(flags) =
[
1 : "Static" : 0
2 : "Solid" : 0
]
]
But Quake gives me an error:
No spawn function for:
Edict 9:
Origin '208.0 -352.0 -512.0'
Classname mapobject_mesh
Model progs/grill64.spr
Frame 1.0
Spawnflags 1.0
Any ideas?
Man
#338 posted by Preach on 2008/11/08 01:09:17
And I was so sure we eliminated all references to the old classname. It was renamed mapobject_grill when the sprite started including other textures than wire meshes. I guess that change didn't make it to the docs though...
(btw, that fgd looks really thorough, would love to see the full thing once it's done)
Thanks!
#339 posted by generic on 2008/11/08 08:14:11
Works like a charm, now :-)
I will upload the FGD after I get the rest of the kinks out...
Entity Files
#340 posted by grahf on 2008/11/08 20:31:03
As long as we're on the subject, are there radiant .def files for quoth anywhere? I have seen one mentioned but can't find it.
I considered making one myself, but it's a non-trivial amount of work, and certain things aren't obvious from the mapping tutorial, like which entities are point and which are solid.
Solidness
#341 posted by Preach on 2008/11/08 22:02:52
We tried to make the entity classnames instant indicators of what is and is not a brush-based entity. Anything with func_ at the beginning is a brush-based entity with the following exceptions:
func_rotate_entity
func_rotate_door
func_rotate_train ( to conform with the hipnotic naming of these confusing things)
func_hordespawn ( this name is depreciated though, for the reason that it is a point entity, use info_multispawn instead: http://www.celephais.net/board/view_thread.php?id=60173&start=257&end=257 )
func_something_point ( these are obviously meant to be point entity versions of the func, for ease of use in hammer)
Similarly anything with a name beginning trigger_, other than trigger_something_point, is brush-based.
I think I'm right in saying that any other entity is point based(unless you're doing some diabolical entity hacks of course).
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