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BSP suggestion
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Topic: BSP suggestion (Read 5593 times)
Eiii
Autococker
Posts: 4595
Re: BSP suggestion
«
Reply #20 on:
August 28, 2006, 10:00:11 PM »
Yes. But then it woudln't matter what map format you used, I believe.
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Wolf Man
Stingray
Posts: 88
Re: BSP suggestion
«
Reply #21 on:
August 29, 2006, 04:23:16 PM »
Okay we all understand now that Quake and pb wouldnt work with one another
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TinMan
Autococker
Posts: 1347
Re: BSP suggestion
«
Reply #22 on:
August 29, 2006, 04:29:59 PM »
...pb IS quake2...you can play with a copy of QuakeII, running dpball as a mod, but its very ugly, and most servers won't let you on because it reports the client as b0, and the current build is b16
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Wolf Man
Stingray
Posts: 88
Re: BSP suggestion
«
Reply #23 on:
August 31, 2006, 03:18:48 PM »
So then it just wouldnt be worth it
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TinMan
Autococker
Posts: 1347
Re: BSP suggestion
«
Reply #24 on:
August 31, 2006, 03:21:53 PM »
The point of that was to get you to realize that dpball IS Quake II based, its modified a lot, but can be compatable with anything that was done in Quake II other than the lazers which were removed.
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Wolf Man
Stingray
Posts: 88
Re: BSP suggestion
«
Reply #25 on:
September 01, 2006, 06:24:11 PM »
Yes i knew that, I said that using a quake map for pb, or the other way around, would look crappy, like YOU said, and wouldnt even be worth it
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Digital Paint Discussion Board
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BSP suggestion