Originally posted by Zhick
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id Software Open-Sources ET, RTCW
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Originally posted by whizse View PostSigh, 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
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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Originally posted by TwistedLincoln View PostActually, 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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Originally posted by Qaridariumin 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'
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:
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Originally posted by Julius View PostWhy 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!
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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Originally posted by yogi_berra View PostNot 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.
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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Originally posted by Julius View PostJust 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.
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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Originally posted by yogi_berra View PostYou 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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