Thanks for answering so quikly !
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Originally posted by apanarne View PostI guess this is HL played in Quake?
I'm about the opposite. converting Quake maps to HL.
I found the Quake source .map-files and im using valve hammer editor.
Have someone did this before? otherwise i would like som help/advice.
Thanks in advance.
For testing purposes -- since using the Quake map sources is legal, but using the Quake map textures in a non-Quake game is illegal -- , you'd need to convert the Quake textures from WAD2 format to WAD3 format using Qconverge.
Open a Quake map source in Valve Hammer, specify the corresponding WAD file you converted from WAD2 to WAD3 as the texture set and then compile using whatever Half-Life fgd there is.
During the compile, you'll get a lot of entity errors because Quake and Half-Life aren't the same game but more than likely it would compile a map you could load.
Beyond the above, you'd be better off asking further questions at a Half-Life 1 mapping forum because other than Scrama, probably no one here would know any answers for Half-Life mapping.
You might also be able to find further assistance at Func_Msgboard.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by apanarne View PostThank you very much!
I just wanna make sure if you know if this have been done before?
But I was compiling it in the Half-Life format for use with Quake engines that support the Half-Life map format, so I didn't care about the Half-Life entities.
If the question is has someone converted all the Quake maps to Half-Life for Half-Life, I have no idea.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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It seems that player start points and light entities have the same names in HL, so those should convert automatically...
Same for trigger_once and trigger_multiple. Hence, the basic functionality and lighting of a map should transfer to Half-Life more or less intact.
Here's a list of HL entities for interested Quake people:
Index of /entities
List of Quake entities:
Quake MAP Specs
Apanarne, some of the Quake map sources might be leaky. At least that was my experience. You might have to actually fix leaks in an editor.
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start it with the command line option "+sv_cheats 1", then when it starts up type noclip and move into the map. I recently tried to get this going and had the same problem. This was the solution. However, even when I noclipped into the map I wasn't really able to play--there were no other entities. So, i just started playing the real halflife
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sounds like a Darkplaces thing, sense ive seen videos of quake-life working. try running it in FTE perhaps?
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Originally posted by r3aktor.mkd View PostAlready tried that, but when im using noclip, i can only walk on the bottom skybox brush.
Also the entities are not displayed, there are only color boxes.
Comeon there must be someone on this forum who played QuakeLife
First thing, the player spawns in wall, or floor, or something like it even with FTE. Code saz that you need Sven Coop maps, but i won't download 500mb mod to check this. Second, most HL triggers won't work at all, so you'll need noclip even to pass some doors, that will open in HL by scripted sequences. Third, game crashes when player often returned from one map to previous (like tentacles-in-rocket-blast-pit maps batch).
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Looks like you're using an engine that doesn't support cvar_string, but I can't be sure. I think in the latest update I added really basic DP support.. not sure if crouching works though.
Also as far as I know, 90% of all HL triggers should be working in Quake-Life, albeit maybe not always properly. You just need to use the proper engine: FTE or DP. MVDSV XE now supports Half-life maps + quake-life too, but I wouldn't suggest it as your primary option (hello, crashes). I had used MVDSV XE for my port of QL to MegaTF Coop, but nobody played it due to the crashes and people having #%^!#@ clients.
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to who it may concern
i had recently gotten pocket quake and the half life mod as a bundle from a download and it works but for both of them i have been having issues with configuring keys for my dell axim x50 mid. for example all of the aux buttons (1-4) and the center button on it when i start the game if i press one of them the send me to full screen and this wouldnt be an issue if this didnt cause me to be unable use any of my previous buttons such as pausing, changing weapons, etc. which forces me to restart it if i want to get out of it. for the half life mod im unable to access certain areas do to the need for button activation for certain things such as elevators. any help would very appreciated and excuse my noobishnes if any of what im asking is obvious
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