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Postby behind_you » Wed Mar 02, 2011 2:45 am

leileilol wrote:forget about hl2bsp, i find it inferior to q3bsp anyway. plus there's ugly usage rights plaguing Valve's tools so if you're not using them to make something for their games, you are fucking using them illegally


Im aware of this. The idea of using hl2bsp in quake was just speculative thinking. Are there similar usage rights with hl1 models/maps?
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Postby Error » Wed Mar 02, 2011 5:45 am

Being that this is such a small mod, I'm going to try to toss up a alpha release per week to try to get some feedback/suggestions. Most things in this are not to be considered final.

The final goal is to have it play like Black Ops for the most part.

:!: USE LATEST DARKPLACES ONLY :!:

http://projects.slipgateconstruct.com/index.php?dir=covert_ops%2Falphas_releases%2F

You can generally reach me in #qc.
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Postby Ranger366 » Wed Mar 02, 2011 6:01 am

Is it normal that my shotgun ammo count is -17 now?
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Postby Error » Wed Mar 02, 2011 6:15 am

read the readme.txt

ammo/reloading isn't implemented yet.

these are alpha releases... so yes, that's normal.
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Postby leileilol » Wed Mar 02, 2011 6:19 am

how get black opps work pro quake psp
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Postby Error » Wed Mar 02, 2011 6:21 am

I have no intentions of EVER making a PSP quake mod. :lol:
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Postby Chrispy » Wed Mar 02, 2011 6:21 am

ceriux wrote:well , i think he's looking for a quick way to make displacements.


Don't worry, I'll try the clipping method you said, it doesn't sound too hard. :)
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Postby Ranger366 » Wed Mar 02, 2011 7:06 am

Have not seen the readme in the archive - abit time trouble, because i had to go to work. Nice to hear that Error messes around with QuakeC :D

leileilol wrote:how get black opps work pro quake psp


Hmm. I'm always making fun of such noobs on ModDB, I think we have alot in common leilei!
The only problem in sight is that you hate me.
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Postby Error » Wed Mar 02, 2011 7:20 am

Ranger366 wrote:Nice to hear that Error messes around with QuakeC :D


More than most know..... I've created hundreds of mods since 1996... releases... not really. I mainly made them for myself and friends, but didn't see them as release-worthy.

Almost every day since the QC source release I've played Quake, a mod, or modded. (almost sounds... pathetic)
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Postby mh » Wed Mar 02, 2011 10:16 am

behind_you wrote:Are there similar usage rights with hl1 models/maps?

Yup, the very same usage rights problems. THOU SHALT ONLY USE MINE TOOLS FOR MAKING MODS FOR MINE GAME or something like that. Valve have shut down projects in the past.

HL1 BSP is hopeless anyway; about the only things it has going for it are that it's easy enough to implement, each texture has it's own palette and you can use WorldCraft to make maps for it. But it does nothing that hasn't already been modded into the Quake engine and doesn't actually solve any of the problems that really need solving (like MAX_MAP_VERTEXES). :evil:
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Postby Ranger366 » Wed Mar 02, 2011 10:45 am

Damn, crouching in Quake 2 was the deal.
Was there any mod with working crouching for Quake?
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Postby behind_you » Wed Mar 02, 2011 12:09 pm

www.inside3d.com/showtutorial.php?id=169

Crouch tutorial. Need darkplaces, but i managed to mod it into normal quake by removing the tracebox function. But now when u crouch, enemies don't shoot you. What does the tracebox function do? I want to implement it into source code.
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Postby leileilol » Wed Mar 02, 2011 1:42 pm

Image

modeling skill level up!



p.s. no this won't work as a .mdl for your psp quake game
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Postby behind_you » Wed Mar 02, 2011 2:09 pm

leilei, thats amazing! How long did that take?
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Postby Ranger366 » Wed Mar 02, 2011 3:16 pm

leileilol wrote:im awesome


Uhm

Ah.. eh... Uh..
:D :D :D :D
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