project-navigation
Personal tools

Author Topic: Quake 3 engine?  (Read 5822 times)

Dne

  • Guest
Quake 3 engine?
« on: March 10, 2007, 01:00:48 pm »
Hi,

I heard about the Quake 3 engine is now (or earlier) gone open source, did you thought about using it instead of the QII engine, for the better features?

Or would it be way too much work to change the engine? :?:

Greetings,

Nikron

  • Guest
Quake 3 engine?
« Reply #1 on: March 10, 2007, 04:02:08 pm »
might be good idea

but there will be a lot of work with it...

ancient_scars

  • Guest
Quake 3 engine?
« Reply #2 on: April 15, 2007, 08:35:19 pm »
Quote from: "Nikron"
might be good idea

but there will be a lot of work with it...


Nooo...! It's a bad, bad, baaaad idea.  :shock:

Look what's happened to Xenocide. Once devs start switching engines the development slows down to a crawl. *shudder*

Finish the game, then switch to Q3 for the sequel. ;)

Offline Zenerka

  • Sergeant
  • *****
  • Posts: 301
    • View Profile
Quake 3 engine?
« Reply #3 on: April 15, 2007, 08:53:16 pm »
I believe we will switch the engine one day.
I believe I will be old that day.

Alex

  • Guest
Quake 3 engine?
« Reply #4 on: April 16, 2007, 04:04:04 am »
I'm with ancient_scars on this one.  For this version of the game the Q2 engine will be sufficient, these kinds of games are more about gameplay than graphics, and for me at least the graphics are more than good enough to create an enjoyable atmosphere...

Having said that, for a sequel I would support using a combination of Ogre3D, LUA, OpenAL and one of the many available physics engines to create a game engine from scratch.  Using these systems, the dev team would not have to worry so much about keeping the graphics and sound engines up to date with current technologies, allowing the team to focus more on the in-game scripting, GUI's and storyline events.

The development of the sequel could begin once the codebase for this version is almost complete, meaning that once UFO:AI is released, UFO:AI2 is already under development.

Thats my 2c worth anyway.

Reenen

  • Guest
Quake 3 engine?
« Reply #5 on: May 03, 2007, 09:01:26 am »
I downloaded the latest release yesterday...

And the data files are in .pk3 files... Did the game switch to Q3 engine? Or is it just a naming convention or what?

neuralshock

  • Guest
Re: Quake 3 engine?
« Reply #6 on: May 27, 2008, 01:01:10 pm »
Have you considered the ioquake3 version of the Quake 3 engine, if you're actually changing at all?

From the README file:

The intent of this project is to provide a baseline Quake 3 which may be used
for further development. Some of the major features currently implemented are:

  * SDL backend
  * OpenAL sound API support (multiple speaker support and better sound
    quality)
  * Full x86_64 support on Linux
  * MinGW compilation support on Windows and cross compilation support on Linux
  * AVI video capture of demos
  * Much improved console autocompletion
  * Persistent console history
  * Colorized terminal output
  * Optional Ogg Vorbis support
  * Much improved QVM tools
  * Support for various esoteric operating systems
  * cl_guid support
  * HTTP/FTP download redirection (using cURL)
  * Multiuser support on Windows systems (user specific game data
    is stored in "%APPDATA%\Quake3")
  * PNG support
  * Many, many bug fixes


Homepage at http://ioquake3.org/

IMO, engine changes should happen only if the project is mostly done so there's just porting work to do + a few new features (if any).

My apologies for opening a 1-yr-old thread, but I hope my small contribution is of value. :)


Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Quake 3 engine?
« Reply #7 on: May 27, 2008, 01:06:14 pm »
This thread will be a lot older than 1 year by the time the game is "mostly done".

neuralshock

  • Guest
Re: Quake 3 engine?
« Reply #8 on: May 27, 2008, 04:48:48 pm »
It's the most likely scenario, true.
Still, it's my .02 here, I'm just trying to contribute, as it's not a light decision to change engines, especially when from what I've tried, you seem to have a reasonable amount of the gameplay implemented.