I guess we are deviating a bit from the real point of the discussion. I never said it was impossible to support HL BSP in Quake; it's already done (in a partial way) by Baker and others in a number of engines. The point here is: a) it's a
partial support, and doing a full implementation is not that trivial (But I concede that "not that trivial" is a very subjective concept; what requires a lot of work and thought to me can be trivial to you or other experienced engine coders) and b) what Ranger366 and others really want is full support to all Half Life features (not only BSP files, but models and everything else, kitchen sink included - in other words, they want the Half Life engine, not Quake) into a PSP port, and they want this arguing that "
Half Life is based on Quake, so this must be easy to do", which is a completely
WRONG reasoning. And that's why I suggested to him in another similar thread that instead insisting in this approach, they should start a movement to press Valve in order to release their now 12 year-old Half Life engine under an OSS license so someone can at least try to achieve what they want from the right start point. Personally, I'd love to have a chance to study how they implemented a lot of things in a legal way.
And about your scatological analogy: at least to me, crap over a chocolate cake always turns the whole into crap, regardless if it's only a tiny piece of crap. But hey, there's always people who are less demanding...
