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

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iamaloner:

--- Quote from: Ildamos on March 15, 2012, 11:45:47 am ---IF there's any porting to do, FYI, the id Tech 4 engine is already open source.

UFO: AI with Doom 3 graphics anyone?

Of course, methinks this isn't practical at this point in time; the current build isn't even finished yet.

--- End quote ---

I agree but I would love to see if UFO:AI had really own engine specialy made for its needs...

Ildamos:

--- Quote from: iamaloner on March 15, 2012, 02:39:59 pm ---I agree but I would love to see if UFO:AI had really own engine specialy made for its needs...

--- End quote ---

That would even stretch our already overly optimistic wishes even more. :) But yep, that would be great too.

ipkeez:
Hi i am new here, well i tried in 2009 help with solving some opened bugs at that time.... But it did not work, on that time i had a personal problem.... despite all odds, i still downloaded the code and compiled it and all, changed the code (C/C++ code) a little bit and all... Just for chilling...

The thing is, if you want someone with +10y experience with programming (incl. C/C++) to modify it's engine or maybe migrate some sort of code into a new one, count on me, i got registered today for saying/offer that.

I just must let you know that i have no gamming dev. experience and none of its patterns and most used algorithms and all, but i can read the code, change, do some tuning, suggest new implementations and new ways to do stuff.

Contact-me, i would like having some documentation and models from the project in order to start understanding what is going on, but, i am looking forward to help in a possible code migration to something more modern that could bring to the game some new functionalities without the need of doing miracles and all. (yes i am talking about the destructable terrain thing).

Sandro:

--- Quote from: iamaloner on March 11, 2012, 09:35:10 pm ---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...

--- End quote ---

It's as simple as that: engines are not like gloves, you cannot change them at a whim. They use different data formats, different integration methods, and so on -- it's a massive rewrite of code comparable, I think, to developing an engine specifically designed for UFO:AI. So -- I'm not doing it personally, and my guess is nobody of the team will.
Also, current engine is not the idTech2 anymore. It was heavily changed, modified and upgraded. Actually, it supports most of GFX features of idTech3 already, save for the support of portals --which are not needed for UFO:AI anyway -- and the outdoors terrain (which is missing from the original Quake3 engine, by the way). So, what's the point?

Sandro:

--- Quote from: ipkeez on March 27, 2012, 11:43:44 pm ---Contact-me, i would like having some documentation and models from the project in order to start understanding what is going on, but, i am looking forward to help in a possible code migration to something more modern that could bring to the game some new functionalities without the need of doing miracles and all. (yes i am talking about the destructable terrain thing).

--- End quote ---

Documentation is available right here in the wiki ("Contribute" tab), and code is freely downloadable along with all game data from the SourceForge. So you can start hacking at code without any permissions or help.

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