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id Software Open-Sources ET, RTCW

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  • #21
    Originally posted by Zhick View Post
    rtcw =/= etqw
    ups, I was very tired that day

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    • #22
      Originally posted by whizse View Post
      Sigh, so it looks like ET adds additional terms to the GPL, making it incompatible with other projects:


      I doubt you can do this and still call it a GPL license:
      http://www.gnu.org/licenses/gpl-faq.html#ModifyGPL
      Actually, this should be perfectly fine. Section 7 of GPLv3 allows certain additional restrictions (see http://www.gnu.org/licenses/gpl.html), and those imposed by ID seem to be almost to the letter the same as the ones permitted.

      Had they released the code under GPLv2, there would be a problem. And of course one cannot combine GPLv3 code with GPLV2. So there is a small adoption issue there.

      But all in all, this is great news.

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      • #23
        Maybe we gonna have upcomming True Combat Elite: CQB mod as standalone now .

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        • #24
          Originally posted by TwistedLincoln View Post
          Actually, this should be perfectly fine. Section 7 of GPLv3 allows certain additional restrictions (see http://www.gnu.org/licenses/gpl.html), and those imposed by ID seem to be almost to the letter the same as the ones permitted.

          Had they released the code under GPLv2, there would be a problem. And of course one cannot combine GPLv3 code with GPLV2. So there is a small adoption issue there.

          But all in all, this is great news.
          Aha, thanks for the clarification!

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          • #25
            id software you beaut!

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            • #26
              Originally posted by Qaridarium
              in my point of view this engines are just outdatet Xreal+nexuiz+cube2 are better in my point of view.

              only DOOM3 idtech4 is a better engine or ETQW idtech4.1 engine

              maybe if rage comes out opensource become a good engine idtech4.1 is 'awesome'
              In regards to the render engine you are right, but ET really is just Quake3 in that regard. What matters much more is the huge amount of gameplay code included in these two.

              Why do you think all that was done with Xreal and Nexuiz are arena shooters (cube is a bit different in that regard, as they are doing it on purpose)? It is precisely because the engines used as a base (quake 1 and 3) didn't have much gameplay code to base anything else on, and writing all that is a lot of work!

              Oh and btw Xreal is switching to the Wolf:ET engine partially because of this:
              This website is for sale! xreal-project.net is your first and best source for all of the information you’re looking for. From general topics to more of what you would expect to find here, xreal-project.net has it all. We hope you find what you are searching for!

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              • #27
                Originally posted by Julius View Post
                Why do you think all that was done with Xreal and Nexuiz are arena shooters (cube is a bit different in that regard, as they are doing it on purpose)? It is precisely because the engines used as a base (quake 1 and 3) didn't have much gameplay code to base anything else on, and writing all that is a lot of work!
                Not really, they could have ported the single player AI from quake2 or begged and pleaded with some of the existing bot authors to help.

                You also won't find many "free" games based on these code dumps as anyone that seeks to do so has to do one of these:

                1.) Write an mds exporter for blender (there is none).
                2.) Stick with the horrible vertex animation of md3.
                3.) Replace mds/mdm with something more modern.
                4.) Purchase 3dsmax or maya to use the convoluted tools that Gray Matter, Nerve, and Splash Damage used.

                This is just the "pre-pre-production" work, you still have to write a script, design character concepts, design a game to fit those concepts and script, etc. before you can even think about actual "production" work.

                While it is possible to find a few dedicated people willing to do this amount of work for free, I doubt it will happen.

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                • #28
                  Originally posted by yogi_berra View Post
                  Not really, they could have ported the single player AI from quake2 or begged and pleaded with some of the existing bot authors to help.

                  You also won't find many "free" games based on these code dumps as anyone that seeks to do so has to do one of these:

                  1.) Write an mds exporter for blender (there is none).
                  2.) Stick with the horrible vertex animation of md3.
                  3.) Replace mds/mdm with something more modern.
                  4.) Purchase 3dsmax or maya to use the convoluted tools that Gray Matter, Nerve, and Splash Damage used.

                  This is just the "pre-pre-production" work, you still have to write a script, design character concepts, design a game to fit those concepts and script, etc. before you can even think about actual "production" work.

                  While it is possible to find a few dedicated people willing to do this amount of work for free, I doubt it will happen.
                  Sure game development is a lot of work (trust me I know what I am talking about), but having a working (and proofed) game-play code really helps in that regard. It's not just AI, but any other things you will find in the ET/ETCW code that is not found in vanilla Q3 (or even that developed in Quake2).
                  Just plugging in some bot code is not going to give you a nice singleplayer AI btw.

                  Oh and mds/mdm really isn't a problem since there is now the much better IQM (http://lee.fov120.com/iqm/ ) which has all the tools (for Blender) and is easy to implement.

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                  • #29
                    Originally posted by Julius View Post
                    Just plugging in some bot code is not going to give you a nice singleplayer AI btw.
                    Nor will cloning existing game code, unless you are attempting to accomplish the same thing.

                    Oh and mds/mdm really isn't a problem since there is now the much better IQM (http://lee.fov120.com/iqm/ ) which has all the tools (for Blender) and is easy to implement.
                    That would be condition 3, but the IQM "solution" is rather convoluted. You're exporting to an intermediate format and then "compiling" the model out of that format.

                    You really can't expect your artists to be technical artists, so you are still stuck writing an exporter for a model format.

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                    • #30
                      Originally posted by yogi_berra View Post
                      You really can't expect your artists to be technical artists, so you are still stuck writing an exporter for a model format.
                      You'd think they'd mention the blender exporter exports both iqm and iqe on the website, oh well. Anyway, the condition still stands if any artist chooses to use Max, Maya, or Softimage with that format.

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