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How To Decompile The New Dimension Of Machines Maps?
I've heard that the maps are designed for the Kex engine, are there any programs as of now that might be able to decompile them into a format readable by Quark?
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Then you should have specified from the start that you were talking about that single mod instead of doing blanket accusations, specially considering that decompiling other mods for patching has been actively discussed recently. 
Maybe I'm Just A Geek.., But 
Wow! What a buckhead!For what reason is "it" making such a fuzz about legacy and copyright ownership? Does "it" have any profit in it?

I do own the quoth.qc by fact I had some reliance with the authors, which means I respect the terms of publication.

But you can't forbid me to play Mozart because he is the composer of the music.
If I wait fifty years after he is dead I can make good money with it. 
 
The Machine Games (mg1 & dopa) FGDs were shared with the community in the Quake Mapping Discord.

the quake_mg_trenchbroom_ericw fgd is the main one we used. The others get loaded in as sub-fgds

Also there is test_shadow.map in Quake/rerelease/id1/pak0.pak 
Hmmm... 
From a legal standpoint reverse-engineering is totally fine (decompiling = reverse-engineering btw)

https://www.law.cornell.edu/wex/reverse_engineering

What you *do* with the decompiled code could be a different story. But hey. Most, if not all, Quake mods derive heavily from copyrighted work already. Should we all just stop making mods because we're building them off of other people's work? Without explicit permission?

I don't really see the moral argument here either tbh. 
 
There's no argument here other than a certain toxic community member who has past form at this kind of thing wanting to behave like a dick and picking fights in order to do so. 
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