Hello Mark,
Go ahead and post them. I have some free time coming in a couple
weeks and might take a look.
Thanks,
EJ
On Wed, Mar 10, 2010 at 7:41 PM, Mark R wrote:
> Yes, both demos were made by a human. I can provide links to both demos
> although you'll still need the mappack containing q3w
Yes, both demos were made by a human. I can provide links to both demos
although you'll still need the mappack containing q3wc1 to test.
-Mark
On Wed, Mar 10, 2010 at 07:25:55PM -0600, eviljoel wrote:
> Hello Mark,
>
> Is that made with the same demo or a human hand? Actually, depending
> on ho
Hello Mark,
Is that made with the same demo or a human hand? Actually, depending
on how demos work, that might not test anything either.
- EJ
On Wed, Mar 10, 2010 at 4:35 AM, Mark R wrote:
> I was wondering if anybody knew what causes the differences in physics
> demonstrated in this video:
>
LOL
On Wed, Mar 10, 2010 at 7:06 PM, Zachary wrote:
>
> On Mar 10, 2010, at 4:35 PM, Matt Turner wrote:
>
>> On Wed, Mar 10, 2010 at 6:42 PM, Zachary wrote:
• Planned downtime... (posted 2010-03-10 18:11:30 by icculus):
..icculus.org is moving to a new ISP, so we'll experienc
On Mar 10, 2010, at 4:35 PM, Matt Turner wrote:
> On Wed, Mar 10, 2010 at 6:42 PM, Zachary wrote:
>>>
>>>
>>> • Planned downtime... (posted 2010-03-10 18:11:30 by icculus):
>>> ..icculus.org is moving to a new ISP, so we'll experience downtime as the
>>> server travels across the country from
On Wed, Mar 10, 2010 at 6:42 PM, Zachary wrote:
>>
>>
>> • Planned downtime... (posted 2010-03-10 18:11:30 by icculus):
>> ..icculus.org is moving to a new ISP, so we'll experience downtime as the
>> server travels across the country from Chicago to sunny Charlotte, North
>> Carolina.
>>
>> The
I was wondering if anybody knew what causes the differences in physics
demonstrated in this video:
http://www.youtube.com/watch?v=Tx8RYWgl2LI
I as well as a few others tried to determine why this happens but up to
now haven't been able to. Anybody have any ideas why that jump is
possible in ioquak
>
>
> • Planned downtime... (posted 2010-03-10 18:11:30 by icculus):
> ..icculus.org is moving to a new ISP, so we'll experience downtime as the
> server travels across the country from Chicago to sunny Charlotte, North
> Carolina.
>
> The server will be unplugged some time Thursday morning, M
Michael Menegakis schrieb:
> On Wed, Mar 10, 2010 at 11:32 PM, Joerg Dietrich
> wrote:
>> Matt Turner schrieb:
>>> On Wed, Mar 10, 2010 at 4:13 PM, Joerg Dietrich
>>> wrote:
I beg to differ. Maybe a bit redundant but not irrelevant.
Zack wrote about the problems of publishing on the PS3
> I don't understand you guys. Why can't they make a console game that
> has a tar of the source in the cd?
> ___
> ioquake3 mailing list
> ioquake3@lists.ioquake.org
> http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org
> By sending this message I
On Wed, Mar 10, 2010 at 11:32 PM, Joerg Dietrich
wrote:
> Matt Turner schrieb:
>> On Wed, Mar 10, 2010 at 4:13 PM, Joerg Dietrich
>> wrote:
>>> I beg to differ. Maybe a bit redundant but not irrelevant.
>>> Zack wrote about the problems of publishing on the PS3.
>>> But this is a Sony-problem not
Matt Turner schrieb:
> On Wed, Mar 10, 2010 at 4:13 PM, Joerg Dietrich
> wrote:
>> I beg to differ. Maybe a bit redundant but not irrelevant.
>> Zack wrote about the problems of publishing on the PS3.
>> But this is a Sony-problem not a GPL-problem.
>> The tone of this discussion was that some poo
On Wed, Mar 10, 2010 at 3:55 PM, Tei wrote:
> wen you are the author of a game/app and you are developping a open
> source proyect, you are free to make a closed source fork (since you
> are the author)
True, but more specifically if you are the _copyright_ holder, not
author. If you don't own th
On Wed, Mar 10, 2010 at 4:13 PM, Joerg Dietrich
wrote:
> I beg to differ. Maybe a bit redundant but not irrelevant.
> Zack wrote about the problems of publishing on the PS3.
> But this is a Sony-problem not a GPL-problem.
> The tone of this discussion was that some poor
> Free Software developers
Matt Turner schrieb:
> On Wed, Mar 10, 2010 at 3:33 PM, Joerg Dietrich
> wrote:
>> Just to add my two cents :
>> Everybody has the right to commercially distribute a
>> game based on a GPLed idsoftware engine (as stated in the GPL).
>> Provided that he
>>
>> 1.) distributes the sourcecode of his e
On 10 March 2010 21:44, Matt Turner wrote:
> On Wed, Mar 10, 2010 at 3:33 PM, Joerg Dietrich
> wrote:
>> Just to add my two cents :
>> Everybody has the right to commercially distribute a
>> game based on a GPLed idsoftware engine (as stated in the GPL).
>> Provided that he
>>
>> 1.) distributes
On Wed, Mar 10, 2010 at 3:33 PM, Joerg Dietrich
wrote:
> Just to add my two cents :
> Everybody has the right to commercially distribute a
> game based on a GPLed idsoftware engine (as stated in the GPL).
> Provided that he
>
> 1.) distributes the sourcecode of his engine too, according to the
> r
Just to add my two cents :
Everybody has the right to commercially distribute a
game based on a GPLed idsoftware engine (as stated in the GPL).
Provided that he
1.) distributes the sourcecode of his engine too, according to the
requirements of the GPL-license
2.) does not distribute any artwork b
On 10 March 2010 20:57, Daniel Gibson wrote:
> Matt Turner schrieb:
>>
>> On Wed, Mar 10, 2010 at 7:28 AM, Mathieu Olivier
>> wrote:
>>>
>>> Someone commented on the Nexuiz forums that "Everyone that committed to
>>> SVN
>>> darkplaces assigned their copyright to, I think, LH, as a condition for
Matt Turner schrieb:
On Wed, Mar 10, 2010 at 7:28 AM, Mathieu Olivier
wrote:
Someone commented on the Nexuiz forums that "Everyone that committed to SVN
darkplaces assigned their copyright to, I think, LH, as a condition for
their commit access. So, no, no legal problem there." But it's definit
On Wed, Mar 10, 2010 at 7:28 AM, Mathieu Olivier
wrote:
> Someone commented on the Nexuiz forums that "Everyone that committed to SVN
> darkplaces assigned their copyright to, I think, LH, as a condition for
> their commit access. So, no, no legal problem there." But it's definitely
> not the case
On Mar 10, 2010, at 4:28 AM, Mathieu Olivier wrote:
> On 10/03/2010 09:33, Zachary wrote:
>>
>> On Mar 9, 2010, at 12:40 PM, Tei wrote:
>>
>>> Nexuiz is one of the "enginemods" (much like Alien Arena or others )
>>> that spawned from the Quake engine. It use the Quake1 based heavily
>>> modifi
On Wed, Mar 10, 2010 at 10:47 AM, Tei wrote:
> On 10 March 2010 14:21, wrote:
>>
>> > The one exception to making a PS3 ioquake3 game is if you just make an
>> > open-source game that happens to run under the PS3 Linux.
>>
>> I believe that the PS3 Linux implementation does NOT offer any
>> hardw
On 10 March 2010 14:21, wrote:
>
> > The one exception to making a PS3 ioquake3 game is if you just make an
> > open-source game that happens to run under the PS3 Linux.
>
> I believe that the PS3 Linux implementation does NOT offer any
> hardware-accelerated OpenGL, a common complaint from people
> The one exception to making a PS3 ioquake3 game is if you just make an
> open-source game that happens to run under the PS3 Linux.
I believe that the PS3 Linux implementation does NOT offer any
hardware-accelerated OpenGL, a common complaint from people who have
wanted to port opensource games t
On 10/03/2010 13:28, Mathieu Olivier wrote:
> On 10/03/2010 09:33, Zachary wrote:
>>
>> On Mar 9, 2010, at 12:40 PM, Tei wrote:
>>
>>> Nexuiz is one of the "enginemods" (much like Alien Arena or others )
>>> that spawned from the Quake engine. It use the Quake1 based heavily
>>> modified DarkPlace
On 3/10/10, Mathieu Olivier wrote:
> On 10/03/2010 09:33, Zachary wrote:
>>
>> On Mar 9, 2010, at 12:40 PM, Tei wrote:
>>
>>> Nexuiz is one of the "enginemods" (much like Alien Arena or others )
>>> that spawned from the Quake engine. It use the Quake1 based heavily
>>> modified DarkPlaces engine
On 10/03/2010 09:33, Zachary wrote:
On Mar 9, 2010, at 12:40 PM, Tei wrote:
Nexuiz is one of the "enginemods" (much like Alien Arena or others )
that spawned from the Quake engine. It use the Quake1 based heavily
modified DarkPlaces engines.
I find this concept vaguely objectionable. Though
Dominic Fandrey schrieb:
On 10/03/2010 09:33, Zachary wrote:
On Mar 9, 2010, at 12:40 PM, Tei wrote:
This is really cool news, imho. Can anyone here see ioQuake3 running
in playstation3? is that even possible?
As a published game? No, it isn't. You run into fscked up legal territory
because
On Wed, Mar 10, 2010 at 09:59, Dominic Fandrey wrote:
> Don't we implicitly grant the ioq3 project the rights to the code
> by submitting it to you?
>
> I mean we don't put our own copyrights to our patches, so I'd assume
> we're automatically granting the copyright to whoever already has
> it. Ot
On 10/03/2010 09:33, Zachary wrote:
> On Mar 9, 2010, at 12:40 PM, Tei wrote:
>> This is really cool news, imho. Can anyone here see ioQuake3 running
>> in playstation3? is that even possible?
>
> As a published game? No, it isn't. You run into fscked up legal territory
> because you can't make
On Mar 9, 2010, at 12:40 PM, Tei wrote:
> Nexuiz is one of the "enginemods" (much like Alien Arena or others )
> that spawned from the Quake engine. It use the Quake1 based heavily
> modified DarkPlaces engines.
I find this concept vaguely objectionable. Though I really do wish them the
best o
32 matches
Mail list logo