Author Topic: Open Source  (Read 4506 times)

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Offline Nico

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Quote
Originally posted by Styxx


What? Put a space sim on a FPS engine? Is the HL engine really that much moddable?


yes. Or Serious Sam, why not? I've seen a mod with transformable mechas in that ( and the transformation is animated, groovy ). There was a (crappy ) space sim runing in Quake ( first one ), and I think a SW one in HL was started, dunno what's up with that tho, I wasn't interested ( don't have HL )
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Offline Styxx

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Quote
Originally posted by venom2506
yes. Or Serious Sam, why not? I've seen a mod with transformable mechas in that ( and the transformation is animated, groovy ). There was a (crappy ) space sim runing in Quake ( first one ), and I think a SW one in HL was started, dunno what's up with that tho, I wasn't interested ( don't have HL )


Hmm... cool. :)
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Offline Zazicle

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I doubt a decent space-sim could be made in the HL (Quake 1/2) engine because the maps are all cubic. You'd need to take the source for the Q2 engine (which Carmack released at Christmas) and rewrite it to the extent that it would be possible.

If you want an engine for a space-sim, look at I-War2's Flux engine.

 

Offline elorran

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What ever happens, I'd support a motion and movement for open source.
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Offline Nico

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Quote
Originally posted by Zazicle
I doubt a decent space-sim could be made in the HL (Quake 1/2) engine because the maps are all cubic. You'd need to take the source for the Q2 engine (which Carmack released at Christmas) and rewrite it to the extent that it would be possible.

If you want an engine for a space-sim, look at I-War2's Flux engine.


the maps are all cubic? what do you mean?
i mentionned those  games coz you can change them at 100% because of the QuakeC. Nothing like that in most other games, Iwar2 included.
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Offline mikhael

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You don't use an FPS engine to do open space simulation. Want an example of WHY? Go watch 3dmark2001 at the scenes where the cameras rotate up and look out from between building into open spaces (the harbor).

Enclosed space 3d engines are VERY different coding-wise than open space 3d engines. You can fake it, you could twist things out of shape with pliers and MAKE the engine do what you want, but that's silly.

Zazicle's suggestion about Iwar2 and Flux would be good but for one thing: the juicy, tasty tidbits were hardcoded. You'll have to fake a lot of stuff in ugly ways (witness the problems with making a proper cluster missile, or proper turreted beam weapon).

If I had my choice, I'd take Iwar2's Flux engine, with POG stripped out and replaced with Python, and all hardcoded bits switched to Python scripts. Further, I'd have the geometry loader understand GMax files, though LW5 is still acceptable with most cheaply available converters.

Call me greedy.
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Offline Nico

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I didn't say it was to be done :) But I think you'd get better results with that than with a crappy, unoptimized free or cheap ( don't you wonder why?) 3d engine.
Take the D3 engine, then :p
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Offline Styxx

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Quote
Originally posted by venom2506
Take the D3 engine, then :p


It's not that good with large open areas either...
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Offline Nico

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bah, I was just giving exemples :) I think it could do fairly well anyway, as shown in that Mercury mission :)
Anyway I don't know much about 3D engines to be honest, I was just giving my ( useless ) opinion on that matter :nod:
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Offline Zazicle

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I remember last year some games company started making a game called Maelstrom which was a FPS/Space Sim hybrid. It featured FPS combat on planets and space combat in space. Both parts were Unreal-engine-powered. I'm not sure what happened to it - it was originally slated for an early 2002 release.

http://www.voodooextreme.com/games/interviews/maelstrominterview/

http://www.gamespy.com/games/2772.shtml

http://www.eurogamer.net/content/p_virgine3

I can't find anything recent about it though.

 

Offline Setekh

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Quote
Originally posted by IceFire
The only way we'd be able to push for it would be to collectively, as a community....basically between the organization of VWatch and HLP....gather together some sort of movement to try and get it to happen.


All three communities would have to get some sort of gathering together. What type of contact would be most appopriate - a petition, direct contact, whatever - would be a different matter again.
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Offline Fineus

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Close contact would be idea due to VWs close association with the company, we'd more more likely to achieve the goal that way IMO.

 

Offline Top Gun

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I think it's worth someone finding out for definate the situation on this rather than us all speculating. I will look around for a Snail-Mail address or fax number for someone in Titus and then one of us should write out a formal letter to them, explaining that we wish to have the source code or at least a straight answer on wherther we're going to be likely to get it or not.


P.S. I haven't been here for a while, wtf are those little pictures besides everyones' names? :)

 

Offline aldo_14

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Quote
Originally posted by Top Gun
I think it's worth someone finding out for definate the situation on this rather than us all speculating. I will look around for a Snail-Mail address or fax number for someone in Titus and then one of us should write out a formal letter to them, explaining that we wish to have the source code or at least a straight answer on wherther we're going to be likely to get it or not.


P.S. I haven't been here for a while, wtf are those little pictures besides everyones' names? :)


The avatars were resized, cos several people had loads of the old ones.

I remeber that someone rewrote pretty much the entire Halflife engine to make a pretty neat looking space-fighter game - a bit like Echelon.

www.modnation.com/polyfighter

 

Offline Kamikaze

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Quote
Originally posted by Zazicle
I remember last year some games company started making a game called Maelstrom which was a FPS/Space Sim hybrid. It featured FPS combat on planets and space combat in space. Both parts were Unreal-engine-powered. I'm not sure what happened to it - it was originally slated for an early 2002 release.

http://www.voodooextreme.com/games/interviews/maelstrominterview/

http://www.gamespy.com/games/2772.shtml

http://www.eurogamer.net/content/p_virgine3

I can't find anything recent about it though.


There's something like that currently being made it's called uh........ Mace Griffin: Bounty Hunter - has FPS and SS elements (space-sim, to you system shock fans)
Science alone of all the subjects contains within itself the lesson of the danger of belief in the infallibility of the greatest teachers in the preceding generation . . .Learn from science that you must doubt the experts. As a matter of fact, I can also define science another way: Science is the belief in the ignorance of experts. - Richard Feynman

 

Offline Zeronet

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Somehow i doubt it will ever become open source :(
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Offline Galemp

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Quote
Originally posted by Zeronet
Somehow i doubt it will ever become open source :(


Of course. We all do. But we need to suspend our doubts and band together to try our best. :)

I think we need to point to the Doom and Quake source releases and ask what effect that had on id's profits and the FPS community. As far as I know people are still buying the stuff for the data files and using an enhanced engine to play it.
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