Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20180906232430

Sounds quite beneficial to the stress of dealing with all of that.

The bug was removed by removing the mod, but yes, it has been fixed as it wasn't worth more counter bugs. Not the first time Quake mods have resulted in counter bugs either, monsters having solid corpses had quite a few issues that needed fixing up. Still need to find a way to prevent people from getting stuck on heads. The logical route would be to move the head... but of course I have no idea how to code anything special like that.

Quite beneficial. There might be rare circumstances where you need to add or replace some files in that mod folder, basically any audio/visual stuff. However, due to tackling the Aftershock Toolbox, I think I am at a point where the mods shall come slower and not be making many changes for a while. I should note that I did modify the Custom Skins list to be more presentable and included a few more options. Not sure if you cared about CureMode or Captain Caveman, but they are options now.

At least we got to play, that was the important part, saying you were part of the server. We can hope for the future, but yes, things need to calm down. I shall probably do some more Quake stuff in the meantime, it is a matter of getting the energy and recording.

Sounds quite fun indeed. Good luck.

Also, I have been playing around with some of the software, including a bit of software that was made to convert those shareware files to registered versions. It turns out that the BSP files found in 0.8 is actually a shareware variant. Essentially what this means is that I can convert 0.8 maps to work on the full version of the game. Granted, it would function mechanically like the full version of the game, including the textures and properties of enemies. But this means it is entirely possible to play the original version of Shub-Niggurath's pit in GLQuake. This of course begs the question if I should make a walkthrough of it, since the argument before of it not working with the actual full product has been proven false. With the way it is set up, it takes the same amount of work as a shovelware map, meaning it actually has as much validity as something like Basic Castle.

So, basically, expect a walkthrough for the final map of Beta3. Not sure if any others are worth converting and making walkthroughs for, but this evidence means it is entirely valid to have its own walkthrough page. Note that QTest is much older and thus its files are ENTIRELY different from anything else; using converters just resulted in a corrupted file. But, with these newest revelations, 0.8 is essentially on par with 0.91-1.00 releases of Quake. The difference there is between registered and shareware, NOT being entirely separate versions of the game like Qtest.

Speaking of shareware, I got the game to actually recognize other BSP files, proving that Basic Castle and other such shareware levels (BSP version 28 as opposed to registered version 29) works in older variants of the game. I also took Beta3 maps and put them into my shareware release successfully. I did have to use a PAK file from the full version of the game, apparently there were checks put in place to prevent PAK1 from functioning if recognized, which the Beta 0.8 version is.

So, what my insanity has proven is that there is next to no difference between Beta3 and the Shareware. The only reason you can't just drag and drop files is because Registered changed its format, which in turn means Beta3 works just like the Shareware. While QTest is pretty much its own self-isolated product, Beta3 is Quake.