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DustyStyx
2D Artist
Posts: 2038 Joined: Wed Aug 11, 2004 02:12 am
Location: Salt Lake
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by DustyStyx » Mon Oct 24, 2005 02:20 pm
Yes thankyou Peterix, it's release under the GPL will allow us to use q3bsp map format uner DarkPlaces.
leileilol
o ^_^ o
Posts: 548 Joined: Fri Sep 10, 2004 11:33 pm
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by leileilol » Tue Oct 25, 2005 07:52 am
and do you know what that means?
PROPER CROUCHING PLAYER COLLISION HULLS and rats crawling through holes
it also means no funky lightstyles
predator
Lead Mapper
Posts: 1100 Joined: Sat Aug 14, 2004 12:51 pm
Location: Warsaw, Poland
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by predator » Tue Oct 25, 2005 08:58 am
CheapAlert wrote: PROPER CROUCHING PLAYER COLLISION HULLS and rats crawling through holes
This is where you're right.
CheapAlert wrote: it also means no funky lightstyles
And this is where you're very wrong, my friend.
Caleb_2k
Acolyte
Posts: 333 Joined: Sun Jul 03, 2005 07:56 pm
Location: Sweden / Malmö
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by Caleb_2k » Tue Oct 25, 2005 08:40 pm
YES!!! Blood with Quake 3's Engine, i love it already
predator
Lead Mapper
Posts: 1100 Joined: Sat Aug 14, 2004 12:51 pm
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by predator » Tue Oct 25, 2005 08:51 pm
We are not going to use Q3 engine.
We'll stick with DP.
Caleb_2k
Acolyte
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by Caleb_2k » Wed Oct 26, 2005 07:19 am
blah, why not convert?
predator
Lead Mapper
Posts: 1100 Joined: Sat Aug 14, 2004 12:51 pm
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by predator » Wed Oct 26, 2005 08:40 am
Because DP is more advanced and it has many nice features.
What we are going to use is q3bsp - Q3 map format. It will allow us to have crouch, better collision system and generally better appearance of our maps.
r_cain
The Drinking God
Posts: 863 Joined: Thu Aug 19, 2004 09:24 am
Location: Back-of-Beyond,UK
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by r_cain » Wed Oct 26, 2005 10:46 am
Sooo, finally crouch?
Caleb_2k
Acolyte
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by Caleb_2k » Wed Oct 26, 2005 11:54 am
then why not convert to Quake 2 source code then???
or are you going to convert to a special Q3 source that i do not know of?
predator
Lead Mapper
Posts: 1100 Joined: Sat Aug 14, 2004 12:51 pm
Location: Warsaw, Poland
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by predator » Wed Oct 26, 2005 02:47 pm
We are not converting to anything.
We are going to continue using DarkPlaces engine.
It does support q3bsp, so we can use Q3 map format under DP engine.
Kazashi
Shadow Warrior
Posts: 412 Joined: Tue Aug 10, 2004 09:40 am
Location: Blue Mountains, Australia
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by Kazashi » Thu Oct 27, 2005 12:48 am
We already tried converting to Q2 ages ago. Suffice it to say, the conversion was a failure. Converting to another game engine at this point, when we are finally obtaining the features we need in the current engine, is simply going to be a lot more work, and will take us back to the point where critical positions will be missing, like people who can work with the Q3 source code.
Feature-wise, there's no reason to switch to a Q3 base. If someone begs to differ, please let me know.
Caleb_2k
Acolyte
Posts: 333 Joined: Sun Jul 03, 2005 07:56 pm
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by Caleb_2k » Thu Oct 27, 2005 06:41 pm
i see, the thing i like about quake 3 engine is the speed and GFX