You should still keep the hub dns if you're going to be running the Hub, since hub.quakeone.com:26001 is still easier to remember for the Hub than fvf:servequake.com:26001.
I was looking at the thread over at Quakeone:
http://quakeone.com/forums/quake-talk/q ... #post64820I don't quite agree with Baker....
Well, I don't think Quakeworld was a shining golden city back in 2005.... and netquake wasn't really a disaster on the brink; it was just disorganized, without one good central site to provide downloads, a forum, and server lists. Quaketerminus had a forum and some downloads, and there were a few runequake sites with runequake server lists and their own forums, but gameaholic probably had the best server lists....
Quake wasn't brought back to life because people decided to share
mod source code.... It had more to do with the good, central site, and people making enhanced engines like Qrack and Darkplaces, and also somewhat due to new maps being created and released to keep things fresh. And probably of equal importance to Quake not dying is the pirating of Quake through the internet and file sharing services.
Yet things in Quake are still pretty much how they were 5 years ago (and earlier), purely from a player's perspective: Runequake gets all the players.
Sure, there are some other mods that get played fairly regularly, but when people want to play those other mods, they usually have to come to a runequake server to ask other people to come play!
There just aren't all that many players to go around... so I just don't buy the idea that if I released my source code, there would magically be FvF servers popping up everywhere, brimming with players....
There are plenty of open-source mods that are dead.
Baker wrote:Isn't it odd that Gunter was an FVF lover that started off his modding "career" hacking the progs with a hex editor because he didn't have the source to the then dead mod.
I don't know about "odd," but it was certainly resourceful!
And then eventually he contacted the author and got the source.
No, I actually didn't. Armaphage decompiled it and gave it to me. That crudely-decompiled code is what I've had from the beginning, and what I still work on. I think JacKo eventually cobntacted Hap and got the source code for the full, regesterd FvF4, but I use FvF2 as the base. I did import some things from the regesterd version, like the Alien and Time Traveler classes....
And now he might as well be that author that abandoned the mod and let it die via the very same closed source route that Gunter himself dealt with as a predicament.
Well, the full regesterd source code was released. I don't think it's readily available on the internet anywhere (just because no one ever put it anywhere), but other people do have it. And the other older versions of FvF can be decomplied just like how I got FvF2 source.... I'm not controlling any of that. I just control my own code....
I respect Gunter as a very creative modder and someone who has contributed a lot of diversity and entertainment for the FVF lovers in the community.
But it seems like he didn't learn really learn anything from his experience.
Oh, but I
have learned from my experience.... I saw what happened when other people modified the FvF source code themselves.... One person modified the full version, and another modified the earlier version.... I
really disliked both products. The balance was messed up with things from runequake and other silly additions....
I'd rather keep control of my own version of FvF (I obviously can't control the source code from the unmodified original versions -- they are out there) than see a lot of bastard versions based on mine popping up.... And even then, players wouldn't magically appear to polulate all the FvF servers.... (the other modified FvF servers didn't last....).
Successful people don't fail in the same way they started.
I don't really know what that's supposed to mean.....
My version and vision for FvF has been a success.
There are still a few players who want to play it, and still someone who wants to host it, so it's doing a lot better than a lot of other dead Quake mods, open-source or otherwise.
You should still keep the hub dns if you're going to be running the Hub, since hub.quakeone.com:26001 is still easier to remember for the Hub than fvf:servequake.com:26001.
I was looking at the thread over at Quakeone: http://quakeone.com/forums/quake-talk/quake-central/5175-fvf-rquake-co-op-shutting-down-3.html#post64820
I don't quite agree with Baker....
Well, I don't think Quakeworld was a shining golden city back in 2005.... and netquake wasn't really a disaster on the brink; it was just disorganized, without one good central site to provide downloads, a forum, and server lists. Quaketerminus had a forum and some downloads, and there were a few runequake sites with runequake server lists and their own forums, but gameaholic probably had the best server lists....
Quake wasn't brought back to life because people decided to share [b]mod[/b] source code.... It had more to do with the good, central site, and people making enhanced engines like Qrack and Darkplaces, and also somewhat due to new maps being created and released to keep things fresh. And probably of equal importance to Quake not dying is the pirating of Quake through the internet and file sharing services.
Yet things in Quake are still pretty much how they were 5 years ago (and earlier), purely from a player's perspective: Runequake gets all the players.
Sure, there are some other mods that get played fairly regularly, but when people want to play those other mods, they usually have to come to a runequake server to ask other people to come play!
There just aren't all that many players to go around... so I just don't buy the idea that if I released my source code, there would magically be FvF servers popping up everywhere, brimming with players....
There are plenty of open-source mods that are dead.
[quote="Baker"]Isn't it odd that Gunter was an FVF lover that started off his modding "career" hacking the progs with a hex editor because he didn't have the source to the then dead mod.
[/quote]
I don't know about "odd," but it was certainly resourceful!
[quote]
And then eventually he contacted the author and got the source.
[/quote]
No, I actually didn't. Armaphage decompiled it and gave it to me. That crudely-decompiled code is what I've had from the beginning, and what I still work on. I think JacKo eventually cobntacted Hap and got the source code for the full, regesterd FvF4, but I use FvF2 as the base. I did import some things from the regesterd version, like the Alien and Time Traveler classes....
[quote]
And now he might as well be that author that abandoned the mod and let it die via the very same closed source route that Gunter himself dealt with as a predicament.
[/quote]
Well, the full regesterd source code was released. I don't think it's readily available on the internet anywhere (just because no one ever put it anywhere), but other people do have it. And the other older versions of FvF can be decomplied just like how I got FvF2 source.... I'm not controlling any of that. I just control my own code....
[quote]
I respect Gunter as a very creative modder and someone who has contributed a lot of diversity and entertainment for the FVF lovers in the community.
But it seems like he didn't learn really learn anything from his experience.
[/quote]
Oh, but I [b]have[/b] learned from my experience.... I saw what happened when other people modified the FvF source code themselves.... One person modified the full version, and another modified the earlier version.... I [b]really[/b] disliked both products. The balance was messed up with things from runequake and other silly additions....
I'd rather keep control of my own version of FvF (I obviously can't control the source code from the unmodified original versions -- they are out there) than see a lot of bastard versions based on mine popping up.... And even then, players wouldn't magically appear to polulate all the FvF servers.... (the other modified FvF servers didn't last....).
[quote]
Successful people don't fail in the same way they started.
[/quote]
I don't really know what that's supposed to mean.....
My version and vision for FvF has been a success.
There are still a few players who want to play it, and still someone who wants to host it, so it's doing a lot better than a lot of other dead Quake mods, open-source or otherwise.