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Half-Life BSP In q1

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  • #91
    I have [seen] the dmc map collection in vmf format, that's the same as saying .map format of the dm levels for quake1, though they are not legal to distribute so... but there is a user made version of dm3 out there.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #92
      Originally posted by gnounc View Post
      You could start with DeathMatch classic.
      I'd be interested to see it...but theres not much I'm not interested in seeing...I like...stuff. Nstuff.
      I always thought playing DMC maps on real Quake would be comical.


      PLAY QUAKE DODGEBALL!

      http://www.moddb.com/mods/quake-dodgeball

      Trickle's VWeps

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      • #93
        Originally posted by LockNLoad View Post
        I always thought playing DMC maps on real Quake would be comical.
        They're pretty much the same, actually. The only noticeable differences are the light fixtures. There aren't any torches, if I recall correctly, so they are replaced with normal lights. On top of that, normal lights have generally been modified to be more detailed, such as having a frame and a recessed area where the light bulb is, instead of being a single block.
        Last edited by Skutarth; 07-31-2010, 10:52 AM.
        sigpic

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        • #94
          Originally posted by FiEctro
          Hi. I want to show a very interesting engine.
          [snip], a Half life compatible. Now at the stage of beta.
          Support: Half-life client (except non steam client old protocol), server and all resources.
          Download:
          [snip]
          And small patch:
          [snip]
          Sdk:
          [snip]
          Won Menu pics:
          [snip]
          Project forum:
          [snip]
          You have two posts and they're both advertising a clone of the GoldSrc engine (which I mind you is pointless and will get no where since it's not multi-platform or open source, no reason to not just use goldsrc).

          I call shenanigans. I mean.. spammer.

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          • #95
            ya i was unsure, but i guess ill report

            both posts are vary similar too

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            • #96
              banned/deleted his TWO post's.


              similar?No,more like copy + paste's.
              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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              • #97
                Is there like a captcha or a slider module that would work with this CMS?
                I'm sure this has already been discussed, so I'll stop right there....

                As for the hull files mentioned earlier... the difference is slight but noticeable in many areas of HL, and most of it revolves around the issues with the player model, it's height, it's bounding box differences, and how they react within a compiled map / clipping planes etc. The proper csg compiler for Quake -> HL is dmcsg.exe, but since it hasn't been updated since it was released in the original Deathmatch Classic release of GoldSRC - most people have gone on to greener pastures with Zoner's compilers (hlcsg.exe) and for the most part the file is hard for most people to find.

                hlcsg.exe absolutely blows for a good Quake to HL compile, I wouldn't recommend using it at all. You'll get snagged absolutely everywhere and won't fit through most low areas. I'm sure some of you that still map have seen this.

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