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Why Quake 2 and not Quake 3(or Ioquake3) engine?

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iamaloner:
Hello people, I am new to this forum and I have a major question...

Why UFO:AI is still running and developing on Quake 2 and not on more advanced Quake 3 engine?

I know that this game started in 2003 when Q3 engine wasnt open source and Q2 was already open source for years, I dont know why UFO:AI wasnt transfered to Q3 engine since it became avalible because of some features and I am not expert, coder or dev but I dont know if it is more complex to develop something on Q3 engine... Or IoQuake 3 engine...

Anyway I think that we should transfer to Quake 3/IoQuake 3 engine...

Even thought it would slow progress and that most content would probavly be lost if not possible to convert/reformat to Quake 3 or IoQuake 3 engine properly, but changing engine would be beneficial... Especialy if we change to IoQuake3 engine ...

There are more benefits like more realistic animations, more possible difrient looks of soldier, civilians, aliens, etc... Because MD3 models are seperated into 3 parts and that are Head/Torso, Arms and Legs...

IDK what to tell you but there is an interesting fact that Quake 3 engine can support skeletal animation and heres the data on Wikipedia (look at models part of text):
http://en.wikipedia.org/wiki/Id_Tech_3

I cant write tons of things what is good on Q3 engine...

Look on the web and find details...

Anyway IDK what to write, I just want your opinion...

Also IDK where to find Gongos MD4 implementation files for Quake 3/IoQuake 3 engine...
I hope you guys find it...

Thats all for now... Please respond ...

bayo:
Hello.

We are not using Quake 2 engine, but an evily modified engine based on Quake 2 engine. I understand the renderer is based on LordHavoc's DarkPlaces, but we are still hacking thinks. Id software engines are known for that. Each games hack the engine for there needs.

The philosophy of ioEngines is to clean up old engine and maintaine the code. But not especially to improve functionality according to new needs. It is nice of mods, but i dont think it is nice for us. We do not create a FPS, we need much more game content and story, random maps, much more complexe GUI... but i am quite speculative here.

Changing the engine is not an easy thing. And i am not sure we can really answer what code is the game or the engine. I think mattn convert step by step the code to create an "ufoai" engine. Maybe he can answer.

You talk about actor models. We are already using MD3 and most of your game content use MD3 (and also skeletal model formats from DarkPlaces). But is is only a file format. We use this models with our needs (tags, heads, skins), models for aircrafts, models for UGV... and things like that.

What i mean is it is very hard to know if our game can fit to another engine. And probably it is not a very good idea. But patchs are always welcome. Sure, that's only my own answer :-)

BTW doom3 engine was released few time ago :-) which is well know for its outdoor rendering (just kiding) and is IK animations.

iamaloner:
Thanks for response...

I did not know about these details, especialy that you use MD3 animation format... And skeletal...

Anyway I hope that models will be more complex in polygonical, animation and textures but if well made and dont affect performance of the game. Also I hope that maps will be complex and not use alot of hardware/performace power... Good Luck...

Mattn:

--- Quote from: bayo on March 11, 2012, 10:54:51 pm ---I understand the renderer is based on LordHavoc's DarkPlaces, but we are still hacking thinks.

--- End quote ---

Sorry, this is wrong, it's based on jdolan's quake2world renderer

and yes, we can load the static meshes from darkplaces dpm format, but not the skeletal part

ShipIt:

--- Quote from: iamaloner on March 11, 2012, 11:09:12 pm ---Also I hope that maps will be complex and not use alot of hardware/performace power... Good Luck...

--- End quote ---

It really will need a lot of "Good Luck" to make these two things fit together.

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