Quake Brutalist Jam III

the code is GPL and can be modified freely with attribution. the art assets are not GPL and can't be used without permission. it's the same as Quake itself. it's really not a new concept, so I'm not sure where the confusion is coming from.

That equivalence is imperfect since Quake originated as a commercial game and Monolith is presented as a free devkit. With devkits, there is an expectation of à la carte use: If you use the DirectX development kit to make use of Direct3D, you are not obliged to make use of DirectInput or DirectSound. As well, with a video game the primary expected use is entertainment, not creating derivative works. By contrast, it is reasonable for a user to expect a devkit to allow them to create and (where not explicitly forbidden) distribute derivative works, since a devkit's primary expected use is developing derivative works. That is one possible source of confusion.

In my case I wrote to clarify, since two different reasons for limiting the reuse of Monolith assets have been given, whether the first still applies and, if so, which is paramount. I will return to that.
the art assets are not GPL and can't be used without permission.

The QBJ3 readme could be construed as permission, since it encourages non-commercial derivative works with attribution (and, unlike the Monolith devkit readme, it does not qualify or restrict that encouragement to QuakeC code) while only forbidding the use of its art assets in commercial products.

Although I notice now that the QBJ3 readme has been revised since its release. The original (dated January 3, 2026) says, beneath "Copyright / Permissions":
The Quake Brutalist Jam III project is a explicitly non-commercial community effort.
You are encouraged to:
- Review and modify included maps for learning or reference.
- Modify and extend QuakeC code to create your own modifications.
- Make non-commercial derivative works in which the original work is properly attributed.
You may not:
- Reuse, redistribute, or otherwise create a commercial product using any part of QBJ3's original models, textures, sounds, music.
while the newest version says:
The Quake Brutalist Jam III project is an explicitly non-commercial community effort.
Do not use the enemy and weapon models/sounds in this mod for your own (even non-commercial) projects without permission.
We only ask this because we're looking at making a game using the assets, basically! Cheers.
You are encouraged to:
- Review and modify included maps for learning or reference.
- Modify and extend the QuakeC code to create your own modifications.
You may not:
- Reuse, redistribute, or create derivative works using any part of QBJ3's original models, textures, sounds, or music without permission.

If that portion of the original readme is construed as permission (it is labeled as such), its revision resembles an attempt to withdraw permission after granting it. That is another possible source of confusion.

To pick up the thread of my original intention in replying, I emphasize "only" in the latter quote because I read it as saying that is the sole reason for limiting asset re-use while, in your post above, you say "the license is about" ensuring Monolith remains its own thing, without mentioning the intention to use them in a game. In other words, are the restrictions on asset reuse solely to keep Monolith monolithic, or do you still "expect to use many of the assets in a commercial game" as the Monolith readme says?

On a tangent: Is it an expected / intended result for mod authors to distribute only their changes and say "Extract this into the Monolith devkit folder, overwriting all files"? Given the incentives, that seems a likely outcome, and one I see no grounds to forbid. If you can't prevent such non-commercial modifications, you might rather allow them, in the same way it is regal to permit the sun to rise at dawn and set at dusk.
 
it feels like you're trying to find a loophole. tell me what you want to do, here. what do you want to do with the assets in qbj3/monolith?
 
I worried I might come off as trying to finagle some way to use only a portion of Monolith despite your clear desire otherwise.

Be assured I respect your decision no matter the reasoning or force behind it and would rather not use content without its creator's blessing. Which is not to say you are denying anyone the use of Monolith. Rather the opposite.

I wrote first to ask whether the intention to use Monolith as the base of a commercial game remains a factor, since your earlier post suggested that is no longer the case. The remainder of my reply was to treat practical realities as I understand them and aspects of the situation as occurred to me in the course of replying.

So... is there a commercial game based on Monolith in the offing? Your secret is safe with me. I won't tell anyone else who uses this forum or any robot that crawls this website.
 
I don't think it's a secret that we're making a game based on Monolith. it's mentioned in the updated readme/license.
 
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Can someone give me a step by step guide for using the multiplayer, I tried to play co op and with a friend and we couldn't figure it out
 
> Can someone give me a step by step guide for using the multiplayer

Assuming you are both on the same LAN:

You create a game like this. Be sure to set "Game Type" to Cooperative before choosing "Begin Game".

multiplayer.png

​
You will be in-game waiting for your friend. Before they do anything, open the console and enter "changelevel MAPNAME" where MAPNAME is one of these:

qbj3_hcm
qbj3_pulsar
qbjr_grue
qbjr_bmfbr
qbjr_wiedo
qbj3_cicadian

That is because, according to the map documentation, those are the only maps in QBJ3 that support coop play. Now back to your friend.

Your friend chooses "Join A Game" instead of "New Game" In the second step and "Search for Local Games" in step 3. Like this:

multiplayer2.png

They should see the game you created. If they don't, you have a networking issue unrelated to QBJ3. (If you are both on Wifi it is common for "Wireless Client Isolation" to be a problem. It prevents computers on wifi from seeing each other on the LAN. Try creating the game on a computer connected to your wireless router by an ethernet cable.)

As I said, all of the above assumes you are playing over a LAN. If you are trying to play Netquake over the internet with your friend, that makes things more complicated. I suggest you first create a public Netquake server that is not running any mod to learn the process.
 
You will be in-game waiting for your friend. Before they do anything, open the console and enter "changelevel MAPNAME" where MAPNAME is one of these:

qbj3_hcm
qbj3_pulsar
qbjr_grue
qbjr_bmfbr
qbjr_wiedo
qbj3_cicadian

I'm surprised the maps can't be selected from the main menu without having to run a command.