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Using Custom Maps


Using Custom Maps

Postby Dr. Phat » Mar 17, 2001 @ 3:46pm

How do i use the custom maps?  This is really making me mad. Do i DELETE the pak0.pak.gz thin and do a new pak? i am completely confused!<br>Also, post the maps on the downloads page, that way we dont have to dig though 3 tons of forum to get to them.Last modification: Dr. Phat - 03/17/01 at 12:46:37<br>Last modification: Dr. Phat - 03/17/01 at 12:46:54
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Re: Using Custom Maps

Postby Mr Visitor » Mar 17, 2001 @ 4:06pm

If you have the registered Pak1.pak (which I assume you do) create and maps directory in your \quake\id1\ folder and put your maps in there.<br><br>Start a multiplayer game, bring up the console and type map mapname (in the case of 999's map type map 999a)<br><br>Thanks to 999's readme.txt for the answer!<br><br>Now, getting Bots to work is a different matter :)
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Re: Using Custom Maps

Postby Dr. Phat » Mar 18, 2001 @ 12:22pm

oh, so i have to register quake? what a ripoff! we need a eval-crack over here!
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Re: Using Custom Maps

Postby randall » Mar 18, 2001 @ 2:48pm

A crack won't work since it cracks the .exe file. There isn't one written for the PocketQuake exe (yet).<br><br>All you need is the gfx/pop.lmp file (\quake\id1\gfx\pop.lmp) and the game is essentially "registered". This whole thing has been discussed over and over in other threads.<br><br>Dan- Is there a plan to eliminate the registration check in future builds?<br><br>
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Re: Using Custom Maps

Postby Moose or Chuck » Mar 18, 2001 @ 3:09pm

I thought he said it would be against the GPL to edit it so it thinks it is registered.
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Re: Using Custom Maps

Postby randall » Mar 18, 2001 @ 5:14pm

I don't know- I have read the GPL and it leaves alot open to the individual project. If this was a MOD or TC, the registration check can be disabled from what I understand.<br><br>Since id software still owns Quake and this is port, not a MOD or TC, these are different circumstances. Are we even allowed to change and redistribute the PAK files? Certainly we can do this for our own use, but could 999 post his PAK0.PAK file as the "official PocketQuake PAK"?<br><br><br><br>
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Re: Using Custom Maps

Postby 999 » Mar 18, 2001 @ 6:56pm

I'm not sure if I've got all the facts straight, but if you change pretty much any aspect of the game, you've got to yank the whole "Quake" name and likeness from the port.  So basically you're stuck doing a Total Conversion.<br><br>Depending on how far reaching the "Total Conversion" is, i.e. relatively minor work like Textures only, I wouldn't mind doing a RocketArena/CS pak- TC.  I would only do this however if RocketArena and Bots could be worked into the Quake engine, or made selectable from a menu.  <br><br>Otherwise, we can make do with what we've got going now provided you've got a Registered Pak file.<br><br>*Quick Edit* The Railgun is coded in Quake1, but not  used from what I understand. In the TC, I would propose enabling it for RA, as well as using it as the "AWP" in the CS mode/maps. :)<br>Last modification: 999 - 03/18/01 at 15:56:36
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Re: Using Custom Maps

Postby randall » Mar 18, 2001 @ 8:08pm

From what you stated 999, I think your right. Quake needs to remain "true-to-form" in order to carry the Quake name. I don't know how far that can be stretched though.<br><br>My main interest is that made-for-PocketQuake maps like yours and Fcorp can only be played by registered users. Those maps add immensly to the enjoyment of the PocketQuake because they are freakin' fast.<br><br>Eventually, PocketQuake will be fast enough that we won't have to worry about keeping polys below 80 when designing maps. For now, custom maps and bots are the way to go.
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Re: Using Custom Maps

Postby 999 » Mar 18, 2001 @ 9:07pm

Although it would be nice to do a TC, I'm not looking to make any new models, and if that's the case, I'd much rather just host files for registered users to to do their own mini conversion.<br><br>I'd like to make a multiplayer oriented Pak file with DM and CS style maps.  The DM maps would basically be for a 1 to 3 player FFA, while the CS maps would have objectives and be 3 on 1 ;)<br><br>For instance, I could skin a switch to be a "bomb" which must be "disabled" (pressed) in order to complete the first part of a 2 part mission.  The second part of the mission is to make it to the rendezvous point alive.  The bots would work as a team, which Omnicron supports.  There will be only 1 weapons dump (start of map) and no heath rations. <br><br>I'm just stumped at the moment on how to use bots in a mission based level, because you can't specify only having one life in a DM match.  I thought of just spawning the player back at the begining of the map, but I think Quake starts to randomize the spawn points as well, so it might not work.  Worse comes to worse, I'll just bind a key to "restart".<br><br>I've got other kinks to iron out, but in theory, this sounds like it could work, and would be a lot of fun as well.  <br><br>FCORP, would you mind using your maldm map (large version) as a test subject for a "CS-esque" mission?<br><br>Off the top of my head, you could do the following with switches:<br>Seek/disable - pressing it opens up level exit<br>and<br>defend - prevent bots from pressing the switch (which Omnicron bots can actually do).<br><br>
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Re: Using Custom Maps

Postby Dan East » Mar 18, 2001 @ 11:04pm

Straight from the mouth (keyboard that is) of id Software:<br>Also, this cannot be a modified "Quake" exe.  In other words, when we GPL'd the Quake source, it is not an intended effect to allow people to modify the Quake shareware executable with the source code to allow people to play user created maps without purchasing the entire game.  The same principles would apply to any port of the Quake game created by you or any other member of the community.<br>Succinctly, the GPL of the source in no way modifies any EULA for the game or any copyright protection we are afforded for the game content.<br><br>What Robert is saying is that you can modify the code to make it run entirely _new_ content.  What I am basically saying is that if you do create an exe that runs entirely new content, then you can't call it "Quake", because the source has been GPL'd, not the game itself.<br><br>If the Quake exe is modified to do other things, then:<br>Further to this, the wads cannot include id textures or any other id intellectual property (sounds, logos, etc.).<br><br>Dan East<br>Last modification: Dan East - 03/18/01 at 20:04:54
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Re: Using Custom Maps

Postby randall » Mar 19, 2001 @ 1:55am

Boy that is pretty straight foward now isn't it?<br><br>I must have missed/skipped that part of the agreement.<br><br>Doesn't matter to me anyway, I bought the game a million years ago. It can be found in the bargain bins now ($5 - $10)
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Re: Using Custom Maps

Postby Dan East » Mar 19, 2001 @ 8:35am

That was id Software's response to one of my emails.<br><br>Dan East
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Re: Using Custom Maps

Postby Dr. Phat » Mar 19, 2001 @ 9:07pm

what jerks- they are being like game Nazis! Could they sell 4.8 million like this instead of just 4.7? What is the point, isn't quake already the top selling game ever?
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Re: Using Custom Maps

Postby Fcorp » Mar 20, 2001 @ 9:50pm

999:<br>Sure thats no problem using the map.<br>I gave it a quick going over to see how it might<br>work. I thought there was team start points in<br>quake 1 .but they dont seem to work.I think<br>you may have to have the Three Wave Capture<br>The Flag TC installed to use these start points.<br>Anybody else Know?<br>_______-------___--------__________------Fcorp
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Re: Using Custom Maps

Postby randall » Mar 20, 2001 @ 10:02pm

Quake was kind of skimpy on the entity side.<br><br><br><br>There aren't many options for the player starts. I think info_player_start, info_player_start2, info_player_deathmatch and info_player_coop are the only ones available. I can't remember right off-hand, so feel free to correct me.<br><br>The problem is the bots use the same spawn points as the players. This is the kind of thing left open to QuakeC mods.
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