Search found 3673 matches

by Baker
Fri May 19, 2006 2:19 am
Forum: General Discussion
Topic: project "oq_decrapify"
Replies: 16
Views: 4589

I read that sounds in Quake require a special terminator in the wav file. Any docs how to do this or does anyone know how this is done?
by Baker
Fri May 19, 2006 12:18 am
Forum: QuakeC Programming
Topic: QuakeC Masking IPs - how to make listen mode compatible?
Replies: 23
Views: 7904

Well if you insist on keeping the QCCX hacks, you could isolate all the QCCX-isms in the game logic into seperate .qc files and compile 2 differents progs (one preferably not compiled with QCCX) for use with your mod. Well, I can tell you that these complicated QCCX hacks --- barely documented and ...
by Baker
Thu May 18, 2006 11:31 pm
Forum: QuakeC Programming
Topic: QuakeC Masking IPs - how to make listen mode compatible?
Replies: 23
Views: 7904

There is another way to do it. Throw out the banning code within the QC and find or create an engine with IP banning capabilities. Believe it or not that would be much easier than trying to maintain the QCCX code. I agree. But this ends up going down another complicated road. A lot of players/serve...
by Baker
Thu May 18, 2006 11:14 pm
Forum: QuakeC Programming
Topic: QuakeC Masking IPs - how to make listen mode compatible?
Replies: 23
Views: 7904

I understand that
These suck and no one knows what/how they do it:

&%116 = 0;

&%113 = (*p)[0];
Nevertheless, unless there is another way to do it, the qccx method is what we have to use. :( :(
by Baker
Thu May 18, 2006 7:07 pm
Forum: QuakeC Programming
Topic: QuakeC Masking IPs - how to make listen mode compatible?
Replies: 23
Views: 7904

QuakeC Masking IPs - how to make listen mode compatible?

Is there a way to mask IP addresses in Quake, but in a way that a mod can also be run in listen mode without it crashing? Here is the IP Mask code: //IP SUB_MASK code by JPG void (float p) net_hide_ip = { local float dotcount; local float px; px = AddInt(&"xxx", PSTRING_TO_PQUAKEC); p ...
by Baker
Thu May 18, 2006 6:20 am
Forum: General Discussion
Topic: Quake Archive up and running.
Replies: 34
Views: 7703

Dumb questions ....

If this the kind of things that someone like, say, CheapAlert could upload lost mods and models too.

What is the max capacity? What type of things are "for sure" not wanted other than the obvious (illegal stuff)?
by Baker
Tue May 16, 2006 11:23 pm
Forum: QuakeC Programming
Topic: Mathlib v2
Replies: 37
Views: 18915

Nice!

n00b question ... is there a string lib hanging around?
by Baker
Mon May 15, 2006 8:39 pm
Forum: General Discussion
Topic: The Shareware Debate: Part Final
Replies: 24
Views: 8761

Reply from ID Software: Custom maps are only permitted where all content is unique and no textures or other media property from the shareware or full game is downloaded or otherwise made available to the user. The GPL does not apply to any Quake media file - the engine itself, which is distinct from...
by Baker
Mon May 15, 2006 5:57 pm
Forum: General Discussion
Topic: The Shareware Debate: Part Final
Replies: 24
Views: 8761

Email to ID Software sent asking for a definitive answer on this. I'll post the response when (if) I get one.
by Baker
Mon May 15, 2006 4:53 pm
Forum: General Discussion
Topic: The Shareware Debate: Part Final
Replies: 24
Views: 8761

Btw ... I'm not evil.

Just putting up my strongest devil's advocate position to see what the response to it would be.
by Baker
Mon May 15, 2006 4:31 pm
Forum: General Discussion
Topic: The Shareware Debate: Part Final
Replies: 24
Views: 8761

nope, the latest shareware is still the 1996 1.06 release. The following is a joke ... Hey, I just noticed that the Quake 1 source release comes with a registered version license agreement in it! ( http://www.quakedev.com/files/quake1/q1source.zip ) Quake is free! Quake is free! Just download the Q...
by Baker
Mon May 15, 2006 2:15 pm
Forum: General Discussion
Topic: The Shareware Debate: Part Final
Replies: 24
Views: 8761

licinfo.txt explains that it is a plain language summary of slicense.txt. Licinfo is not an extra agreement, just a summary that was very true pre-GPL, because pre-GPL you would have had to crack Quake or otherwise do something illegal to make it run custom maps. This document was designed to be a q...
by Baker
Mon May 15, 2006 7:15 am
Forum: General Discussion
Topic: The Shareware Debate: Part Final
Replies: 24
Views: 8761

I'm frequently oblivious to the obvious, but I juist don't get this debate. Just trying to get to the bottom of whether or not shareware Quake is prohibited from running custom maps, and from the above -- unless there is any new information --- the legal answer is no. It seeme clear that id, along ...
by Baker
Mon May 15, 2006 5:55 am
Forum: General Discussion
Topic: The Shareware Debate: Part Final
Replies: 24
Views: 8761

I agree in theory with much of that. But I thought it was an interesting find that truly the shareware license agreement doesn't preclude the use of custom maps. You have to give me credit for that, hehe. :D :D (w00T! Baker rocks! Let's give it up for Baker! 8) 8) ) And the agreement clearly indicat...
by Baker
Mon May 15, 2006 5:04 am
Forum: General Discussion
Topic: The Shareware Debate: Part Final
Replies: 24
Views: 8761

I might add, I wanted to start this conversation here where several knowledgeable individuals with a lot of experience could examine this. This is more or less your typical philosophical-ish conversation, in the sense I wish to explore this issue more fully than it has been discussed before. My hear...