Re: The ethics of decompiling maps
Posted by Orpheus on
Sat Jan 22nd 2005 at 4:31pm
Orpheus
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Occupation: Long Haul Trucking
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i am the last person to talk, but i suggest caution stickfig.
fraggard is quiet most times, but when he talks people listen. if you want your stay here to be as pleasant as possible, don't be so abrasive.
/ 2 cents
Re: The ethics of decompiling maps
Posted by fraggard on
Sat Jan 22nd 2005 at 4:43pm
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fraggard.~fraggard(); :sad:
Re: The ethics of decompiling maps
Posted by Orpheus on
Sat Jan 22nd 2005 at 6:15pm
Orpheus
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so much for my heart felt attempt at peace keeping.
you're on your own stickfig :/
Re: The ethics of decompiling maps
Posted by mazemaster on
Sat Jan 22nd 2005 at 6:57pm
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Nothin wrong with releasing 15 betas.
Re: The ethics of decompiling maps
Posted by Cassius on
Sat Jan 22nd 2005 at 7:22pm
Cassius
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StickFigs, did you make your avatar? I recognize it from the SA forums. A guy made it for his own avatar, as I recall.
Stop beating up on him, fellows, even if he is being rude.
Re: The ethics of decompiling maps
Posted by Tracer Bullet on
Sat Jan 22nd 2005 at 7:32pm
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Location: Seattle WA, USA
Tis a nice Avatar...
Hollow words my friend. I will be happy to see anything as novel as you suggest, however.
Re: The ethics of decompiling maps
Posted by Nickelplate on
Sat Jan 22nd 2005 at 8:57pm
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I don't release betas just so people won't have the wrong version of my map. also, a lot of my ideas are pretty novel and... good, so i don't want aynone to see them until It's all said and done and released.
Re: The ethics of decompiling maps
Posted by BlisTer on
Sun Jan 23rd 2005 at 6:05am
BlisTer
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Location: Belgium
yes he has a big mouth... doesnt mean he's wrong, time will tell. Big-mouths are everywhere, even here. And "being here longer" isnt a valid excuse.
Re: The ethics of decompiling maps
Posted by Mouse on
Sun Jan 23rd 2005 at 6:11am
Mouse
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You made that animated gif? I see that thing EVERYWHERE!
Re: The ethics of decompiling maps
Posted by Rof on
Mon Jan 24th 2005 at 8:18pm
Rof
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I've now released the decompiler using the new method (link in sig). It works on anything I throw at it so far, anyway.
It's not perfect (it does occasionally get brush entities a bit wrong,
or loses a brush or two), but it's much nicer than the old one.
Certainly seeing all the clip and hint brushes in the official levels
is very instructive.
Currently there's no support for displacement surfaces or areaportals, though I should be on to them soon.
There's a sufficient level of rounding error in the produced maps that
it's a bit of a chore to try to recompile one of them (for non-trival
maps). I couldn't find a programatic way of deliberately breaking an
arbitrary brush without Hammer refusing to load half of the brushes,
unfortunately. I also added a few ways that a map author could flag a
map as non-decompilable, some more secure than others.
Re: The ethics of decompiling maps
Posted by LAzerMANiac on
Tue Jan 25th 2005 at 5:11pm
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Sep 30th 2003
Occupation: A student/mapper for Xen Rebels
Location: Fremont, CA
this could be a bit of a late post, but release it, please. there is so
much undocumented stuff in HL2 that mappers could really use... and if
there is a moron who decides to release a Dust decompile, it's his
fault when Valve catches him for copyright infirngement.
[edit] yup, this IS a late post...[/edit]
Re: The ethics of decompiling maps
Posted by Foxpup on
Tue Jan 25th 2005 at 11:33pm
Posted
2005-01-25 11:33pm
Foxpup
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Location: the Land of Oz
Back with DooM 1 and Duke3d, stealing the original maps was as easy as loading it into the editor. But nobody's ever done that, so I don't think there'll be a problem with a HL2 decompiler.