Doctor J brought up a good point. I've been seeing a number of posts dealing with problems of Quake 2 engine. I do realize that migrating to another engine would put the project back quite a bit (possibly more than a bit), but might be worth it at the end. I found the websites for those game engines that were mentioned in another post, and their gallery shots look amazing. Some of these engines are used by commercial game developers, Disney included, and by a lot of gaming fans developing their own stuff. Here are their links, for those who'd be interested in checking them out. They all have either gallery or screen shots links, and a lot of info on their features.
Crystal Space:
http://www.crystalspace3d.orgIrrLicht:
http://irrlicht.sourceforge.netPanda3D:
http://panda3d.orgOgre3D:
http://www.ogre3d.orgSome of the more interesting examples of features I found on Crystal Space (didn't have time to go through the others yet):
- support for multiplatforms, including Linux, Windows and OSX
- 2D and 3D graphics modules
- OpenGL renderer
- wide variety of shaders
- bone based animations
- real physics and collision detection
- 2D and 3D sound rendering
- importing support for a wide range of file formats of 3D meshes, texture maps and sound
The point is that moving to another engine might get rid of the problems and limitations of Quake 2 that people gripe about and coders get stuck on, and it might enable destructible environments, something that few people mentioned already. Personally, I'm just happy I found UFOAI, and I'm very interested in how this project develops in the future.
As for the issue that Mattn brought up (considering the lack of artists), I know there are a lot of websites offering free 3D models and textures to the public. Could that be used as a possible source of material for the game (with respective artist's permission, of course)?
TerraAnt