At 07:32 PM 10/10/2003 +0200, you wrote:
>>
>> Had not obligation other than be fair and make friends. Soo If you
>> remove Q1 compatibility from Worldcraft... you gain enemys!.. not
>> good. Ooops... maybe compatibility is droooped ? maybe... but is
>> forbid at the license AND people as discovered a way to workaround
>> (HACK HACK HACK) the problem to still use Worldcraft. q1rad is a
>> quake1 tool to light maps with rendersity... maybe a illegal tool, but
>> exist. You can also make Q1 maps with Hammer, but Valve forbit it...
P> This is the first time i've seen ANYONE complain about HL2 not supporting
P> Quake1 maps (and i know alot of mappers). End of the day this is Valve's
P> product, so you either play by their rules or dont play at all. As was
P> mentioned they was under no obligation, moneytry or otherwise, to support a
P> game by another company in their product. Its a bit like complaining that
P> you cant make Quake1 map for UT, different products and different map
P> formats.
Nope.
Complains where about a license that ban tools, SDK source, maps,
textures... everything... to use with other engines. Like good old
Quake1.
Its legit, ok, but is annoying, so people may hate that. I really not
care soo much about.
But tei, those people are fools, plain and simple. That's like saying that
when you buy DukeNukem3D you are expecting to be able to use their CONTENT
or file formats to make a mod for Quake I , you bloody well can't, I
understand in your case, English is a second language, but you're pretty
fluent. Re-read the SDK license, it never ever said anything about doing
things for ANY engine but VALVes, nor should it.
It's not even logic these people are using, they're just 12 year olds
deciding VALVe is the enemy because they have a corporate name, they've
outstripped all the competition in the FPS and done something old ID fans
may not like, they licensed Quake's tech, made it way better than any Quake
or ID release since (apart from using new rendering techniques, which
Carmack is a leader at even if he makes the most dull games on the earth),
Quake III doesn't have skeletal animations, there's crap you can do in
Halflife you STILL can't do in Quake, or RTCW or any ID product.
This is all sour grapes. ID had their heyday, but fell from grace when they
didn't reorganize their code enough to use things like C++, which made
modding infinitetly more achievable for students, and professionals from
other fields as well.
And 'good ole quake I'.. people complain that the Halflife engine is dated,
quake I rendering with significant improvements in many areas like
networking, animation, etc etc (essentially what Halflife is), is surely
dated as well, if we need new BSP formats for HL2, it's about time. I'm
sick of hearing level designers bitching about being limited, and I think
the new BSP format will STILL be limiting, but hopefully not so severely
so. Hopefully enough so to give me a few months reprieve before the artists
start bitching all over again (because we all know they will... ).
We've tried every trick in the book to try to do believable jungles in
Halflife, it's just hard as pewp. Hopefully with a bit more improved
environment like HL2, we'll be able to pull it off more believably (well we
just finally stumbled on yet another technique to add some reality to
levels, and i'm sure it will carry over to HL2 ;)).
I am interested at HL2 only as gammer. Soo you will find 0 or none
references to hl2 in my messages.
Hehehehe....
I am sorry for my english.
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Pat 'sluggo' Magnan
Tour of Duty mod
http://www.tourofdutymod.com
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