Quake Brutalist Jam III

move the qbj3 directory to the rerelease folder IF you're playiing the remastered version.
Or start ironwail with the classic game assets, try

Bash:
cd ~/Games/ironwail
./ironwail -game qbj3

btw, posting outputs of ls -l as text would help more than some screeshots.
consider taking a look at https://www.linuxcommand.org/ to get more familiar with cli.
I got it fix by putting Ironwail as well as qbj3 into my rerelease folder. Thanks for giving me the idea and help.
 
I got it fix by putting Ironwail as well as qbj3 into my rerelease folder. Thanks for giving me the idea and help.
ah, I think you forgot to rename both pak files in directory Games/ironwail/id1/ .
Rename PAK0.PAK and PAK1.PAK to pak0.pak and pak1.pak. Linux filesystems are case-sensitive.
 
Do I need pak1.pak to run the mod. It seem to run fine without it.
the original retail game (1996) has twp pak files. The remaster (rerelease) has only one bigger pak file.

Code:
 ls -lnh ./{,rerelease}/id1/pak*
-rw-r--r--. 1 1000 1000  18M Oct  1  1996 .//id1/pak0.pak
-rw-r--r--. 1 1000 1000  33M Jul 12  1996 .//id1/pak1.pak
-rw-r--r--. 1 1000 1000 173M Jan  8  2026 ./rerelease/id1/pak0.pak
 
the original retail game (1996) has twp pak files. The remaster (rerelease) has only one bigger pak file.

Code:
 ls -lnh ./{,rerelease}/id1/pak*
-rw-r--r--. 1 1000 1000  18M Oct  1  1996 .//id1/pak0.pak
-rw-r--r--. 1 1000 1000  33M Jul 12  1996 .//id1/pak1.pak
-rw-r--r--. 1 1000 1000 173M Jan  8  2026 ./rerelease/id1/pak0.pak
That's cool, thanks.
 
Hi everyone!
In README the is a line:
Do not use the enemy and weapon models/sounds in this mod for your own (even non-commercial) projects without permission.
I would like to clarify - does this apply to games only, or am I not allowed to release even custom quake episode or map with QBJ3 assets/entities/progs?
 
Hi everyone!
In README the is a line:

I would like to clarify - does this apply to games only, or am I not allowed to release even custom quake episode or map with QBJ3 assets/entities/progs?
Quake maps using these assets & progs is allowed & encouraged! We even put together a devkit with all the nonessentials stripped out for anyone wanting to make maps. That disclaimer in the readme is just to prevent people from taking the assets and using them in other non-quake or commercial projects.
 
Putting "even non-commercial" in there implies that you don't want people to use the stuff in your mod in any non-commercial project, so it's a little confusing.
 
Quake maps using these assets & progs is allowed & encouraged! We even put together a devkit with all the nonessentials stripped out for anyone wanting to make maps. That disclaimer in the readme is just to prevent people from taking the assets and using them in other non-quake or commercial projects.
I'm still unclear if Monolith/QBJ3 mod assets could be reused in a different non-Monolith/QBJ3 Quake mod? For example, could a single weapon or monster be used in a different mod, or can the Monolith mod only be re-used in its entirety?
 
I'm still unclear if Monolith/QBJ3 mod assets could be reused in a different non-Monolith/QBJ3 Quake mod? For example, could a single weapon or monster be used in a different mod, or can the Monolith mod only be re-used in its entirety?
this is precisely what the license is about. much of traditional quake community culture has been: if you made something, it won't be yours for long. crediting has been okay but permission nearly non-existent for decades.
the license is about asking people to not take pieces of the mod's assets (models/animations, sounds, weapons, pickups, whether whole or modified) to put into their own projects. the team worked themselves to death to make it and want it to be its own thing without being scrapped for parts. at least for a while.
the Monolith mod in its entirety is what the team would prefer you use.

this does not include code. the code, like all quake mods, is GPL2.0 and is free to use.
 
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Thanks @Makkon, yep that's what I thought. It's always surprised me how open the Quake modding community has been. At the very least I would have expected fewer projects to grant free use, and more projects to request permission. It's never really sat right with me that so much material gets recycled and reused without asking for permission. I'm glad for the "permission required" stance in QBJ3/Monolith, given the amount of work that the team put into it.
 
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