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Member 231 posts
Registered: Jan 2006
Oh wel after a few years promissing the release of all .maps files of Quake, Romero finaly did it!
use then wisely!!!
http://www.rome.ro/
direct link!
http://www.mediamax.com/theromero/Hosted/quake/quake_map_source.zip
Member 1102 posts
Registered: Jan 2006
ÖALIU RÖIRÖ AIUÖ AMWIMEUÖC)N(Q"§$CAWOIURC MÖAWEOICMÄAE
^ excitement!
edit: Mirrored http://www.quaddicted.com/files/quake_map_source.zip
Administrator 1864 posts
Registered: Feb 2006
This is like the best news ever! or atleast since the source release.
Anyways what about putting together some compiled bsp's with scaled down textures from the retexturing project?
Then we would have some free (as in beer) maps to distribute with the different quake packages, the servers would have to support the new crc, but that would be a big step towards a free pak.
I know we still need sound/models and stuff but all that have been redone also, exept for a usable player model, atleast not a final one.
Member 1754 posts
Registered: Jan 2006
NO FUCKING WAY! that's great man, awesome news
Member 805 posts
Registered: Mar 2006
Great, great, great!!! https://tinyurl.com/qwbrasil - QuakeFiles
Member 226 posts
Registered: Jun 2006
Does this mean Quake is now officially free? Like def's quakeworld package is now legal?
News Writer 493 posts
Registered: Jan 2006
no, it's just one really big step closer
Member 1754 posts
Registered: Jan 2006
Member 55 posts
Registered: Mar 2006
what's left? textures, models, sounds, music... to name a few that come to mind
Administrator 1864 posts
Registered: Feb 2006
music we don't need, textures we got, models we almost got, and the same with sounds ']no, it's just one really big step closer This don't make the maps free, it just makes it possible to compile some that are
Member 805 posts
Registered: Mar 2006
The maps are not free, but you can now build free versions of them. https://tinyurl.com/qwbrasil - QuakeFiles
Administrator 2058 posts
Registered: Jan 2006
are custom maps with original id textures illegal? there have been such maps out there for ages without id complaining (afaik?)
so what makes the original .bsp maps illegal? the fact they were compiled before the sources were made available?
that's stupid
Member 271 posts
Registered: Feb 2006
Read the license info. Third party maps containing id textures are considered derivative works and must comply to the registered license, which prohibits comercial use. The map sources were released under the GPL, and the GPL prohibits license mixing with such licenses. You can keep making and distributing maps with id textures on the condition that they do not contain any part of the GPLed map sources that Romero released. Which basically means these map sources are nearly useless without the retexturing project. Not totally useless though, as the gpl only applies when you distribute, which means you can distribute the maps without textures, so long as the user compiles them with the textures themselves... Which is impractical in most cases. They really should have come with an allowed exception.
Member 99 posts
Registered: Feb 2006
still, fuck id but thanks
Member 182 posts
Registered: Mar 2006
ID doesn't care what you do with a map provided it requires registered Quake (Quake10Year for instance), such permission to use ID software textures and such is granted in the registered license agreement.
The GPLing of the map sources is a major step towards freeing Quake, the way some Doom II communities "freed" Doom II.
Face it, Quake can't be Quake without the DM maps and who cares what textures they use anyway ... replacement texture use is common place and the original textures aren't really that lively anyway ... not even for the original Quake palette. -------- Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
Member 22 posts
Registered: May 2006
So umm dm7 and dm8? Dm8 didn't seem like much of a map but dm7 seems like that one q3 map. Has it been released before? :E Maybe someone should make an "official" build and put it on some public servers? :rolleyes:Makkara ja muusi, siivoappas suusi. Oon vähän *diun daun*[url=http://www.anttituisku.fi/ke
Member 22 posts
Registered: Feb 2006
As I understand it, dm7 was mostly created by id software but never released.
A year or so later, someone at ion-storm (Romero's startup company after leaving id) who had access to the Quake .map files (presumably through Romero) took the original dm7, tweaked it a bit and called it dm7 - Acrophobia. Whether or not he actually released it officially I'm not sure, but someone got hold of it and submitted it to the idgames public ftp. It was pretty widely played circa '97-98.
The dm7.map released last week by Romero would therefore probably be the original version, without the RA, platform to the RL, central stairs and small exterior ledge.
ftp://ftp.fu-berlin.de/pc/games/idgames2/levels/deathmatch/d-f/dm7.txt ftp://ftp.fu-berlin.de/pc/games/idgames2/levels/deathmatch/d-f/dm7.zip
Member 805 posts
Registered: Mar 2006
Things to do: 1º. Compile the maps using textures form QRP and build a "official" free map pack; 2º. Make some changes in the servers and new clients, so when a user had to download one of the ID's maps, he will download the free version instead. The only little problem to be solved, is the fact that the maps will not match. https://tinyurl.com/qwbrasil - QuakeFiles
Member 364 posts
Registered: Oct 2006
The checksum thing is easily solvable.
First, official GPL map pack must be built. Then, newer clients and servers will be made aware of the checksums of both the original and the recompiled variants.
New clients will detect if a GPL bsp is used and report the 'original' checksum to the server. This is to allow an fQuake installation (which will include GPLed maps as an option) to connect to any servers out there.
MVDSV will also be modified to accept either the original or the "gpl" checksum. That will let in any old clients with GPL maps onto a server with original maps, and vice versa, a client with original pak1.pak onto a server running gpl maps.
Oh, this also means we can now buld a 100% FREE click-and-run mvdsv distribution, maps included! Servers don't care about textures and lighting, and we can now build a FREE servers-only id map pak, half the size of the original pak0.pak + pak1.pak (servers don't need the mdl's either).
News Writer 493 posts
Registered: Jan 2006
Tonik, is it possible to take the textures out of the .bsp and just leave the texture names? This would make it easier and people would always have the most up-to-date textures, since QRP is always updating.
Member 364 posts
Registered: Oct 2006
']Tonik, is it possible to take the textures out of the .bsp and just leave the texture names? This would make it easier and people would always have the most up-to-date textures, since QRP is always updating. Yes, it is possible, although I don't see how it will make anything easier.
Member 805 posts
Registered: Mar 2006
']Tonik, is it possible to take the textures out of the .bsp and just leave the texture names? This would make it easier and people would always have the most up-to-date textures, since QRP is always updating. Yes, it is possible, although I don't see how it will make anything easier. It wont be easier since we can not guaranty every player will use it with a texture pack. https://tinyurl.com/qwbrasil - QuakeFiles
Member 1435 posts
Registered: Jan 2006
Is providing a checksum of a copyrighted file to someone not having this file legal? Do we care?
Member 805 posts
Registered: Mar 2006
Is providing a checksum of a copyrighted file to someone not having this file legal? Do we care? If the player map don't match the copyrighted one, the client/server (I don't know) will check if it's match the free version map. I don't see how this cold be illegal! https://tinyurl.com/qwbrasil - QuakeFiles
Member 1435 posts
Registered: Jan 2006
Free server would have to have hardcoded checksum of copyrighted map.
Member 805 posts
Registered: Mar 2006
Free server would have to have hardcoded checksum of copyrighted map. Today if I want to run a Quake/QW server with DM maps, do I need to own a registered copy of Quake (I aways had this doubt)? When you say "hardcoded checksum", you mean the checksum number? I don't think ID care about it! Anyway, the servers will not be free. Cause still there a lot of non GPLed stuff in the game. https://tinyurl.com/qwbrasil - QuakeFiles
Member 364 posts
Registered: Oct 2006
Yes they will be free, 'cause the servers don't care about anything but the bsp's.
Member 1026 posts
Registered: Feb 2006
wow! that would be a big step so.. any updates on making recompiled maps from the sources that'll make qw free?
Member 364 posts
Registered: Oct 2006
Here's a TODO list: - Create missing graphics - Create a tool to import a bunch of tga's into a .wad (or update textures in a .bsp). Alternatively, spend an hour manually downsampling textures, converting to pcx and importing into adQedit. - Recompile the bsp's and lits with hmap (easy) - Make clients and servers aware of the new maps and their checksums
There are some decisions to be made as well: - How do we name the bsps and lits (Tonik's proposal: *_gpl.bsp, *_gpl.lit) - Do we want solid skies? (Tonik thinks yes, keep everything as it was) - Do we want any fixes to the maps? Is there anything to fix? - The duplicate texture naming issue must be resolved, because we want to include the new, unambiguous names into the GPL pack.
Missing textures (popular DM maps): sky4 dm2 dm3 dm4 dm5 dm6 (there are two variants of this texture: purple and blue) metalt2_3 dm2 tech01_1 dm3 tech01_5 dm3 tech01_6 dm3 tech01_7 dm3 comp1_7 dm3 comp1_8 dm3 ground1_7 dm3 *plat_top1 dm3 *metal5_8 dm4
More missing textures (dm1; no one plays this map, but we'll need the textures to build a complete dm1..dm6 pack): bodiesa2_1 dm1 bodiesa2_4 dm1 bodiesa3_1 dm1 bodiesa3_2 dm1 bodiesa3_3 dm1
More missing textures (e1m2): sky1 wswamp1_2 altar1_3 wenter01 exit02_2 black window03
*QRP may have done these two already, but they are not including them in their releases because of naming issues (which are going to be resolved soon) I could take care of the coding, but as you can see there's like a dozen textures to be remade before we can compile 100% free maps. So it's largely up to the QRP team.
Administrator 1864 posts
Registered: Feb 2006
well, we could just start with the dmX maps and those few episode maps used in multiplayer, there is enough textures for those
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