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Why Not Use Q3 Bsp For Q1 Sp
It's possible to load q3 bsp in darkplaces, and play the normal quake game.
I dont think anyone have used this possibility (zombie had tried, but didnt release afaik)

IMHO its a good way to overcome quake map/compiler limits and bring advanced graphics to q1. And darkplaces is pretty stable and powerfull engine that can be tuned to run pretty fast even on old cards (like GF1)
Why not?
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Hehe 
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... 
Does Fitzquake Load Q3 BSP's? 
I'm assuming no. 
Nope... 
just darkplaces as far as i know... 
Er, 
and fte apparently... 
Great Idea! 
Fitzquake should load q3 maps too!
cause darkplaces doesnt support shaders 
 
It doesn't? Wow, I musta misunderstood all the pretty effects in my maps. 
Hmm... 
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 
 
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 
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 
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 
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, 
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. 
 
so... can I take other`s map and do anything with them? 
Well, 
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 
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 
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 
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... 
...Ogres Lost without a Cause.

Coming to a theatre near you soon! 
Heheh 
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... 
...beats them all. It was a deathmatch map in one of the two official quake 2 mission packs. 
Beat Me To It 
always liked that name, metl :) 
Recent Q3 Maps Look So Gorgeous 
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 
 
apparently q3bsp has no lightstyles, which is dumb, because flickering torches and broken strobing lights add a lot to a map IMO. 
Yeah 
But there's the SP / MP difference to consider. 
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