Yandros on 22/11/2008 at 00:12
It would also be nice to raise or remove the hardcoded limits on polys, lights, objects, total brushes, etc.
Knock on 22/11/2008 at 00:45
Imagine, a world with no poly limits! Finally we'd be able to stand and admire the cityscape without our lives crashing around us.
ZylonBane on 22/11/2008 at 02:00
Quote Posted by Yandros
It would also be nice to raise or remove the hardcoded limits on polys, lights, objects, total brushes, etc.
But once you start down that path, it's a slippery slope toward just going ahead and using a different engine entirely. Which of course, is already well underway.
jtr7 on 22/11/2008 at 02:49
ZB: There would be those that went that route, yes. But there would also exist those who would see the potential for a Dark Engine map multiplied. As the Classic OM contest set out to demonstrate, artificially imposed limits can lead to acceptable results. A Life of the Party without a need to block the view is still possible. The narrow, winding streets are part of the idiom, so in order for an FM to tap into the classic feel, that would have to be maintained, but the buildings could have more windows to look out, and over the rooftops of neighboring buildings, too. Free-roaming could be implemented with only part of the map objective oriented and the rest for exploring. This would frustrate those who want to steal all the loot possible, though. A single map could have multiple missions. It would require a new way of thinking, but I think it would be worth it.
lost_soul on 22/11/2008 at 03:07
Don't forget about real-time per-pixel lighting, reflective/refractive water, normal mapping, mega-high resolution texture support, support for more than just Windows and X86 machines, and on and on and on. All of these things have been achieved with the Quake source code. There's a 2.7 gig texture pack for quake 1. :) that's about 40 times the size of the game itself and they are absolutely beautiful! I would like to see "Return to the Cathedral" with over 2 gigs of textures............ It would also be possible to make a stand-alone thief-ish game based on GPL source code. For examples of this, see Tremulous, Nexuiz, OpenArena, among others.
massimilianogoi on 22/11/2008 at 03:32
Quote Posted by pavlovscat
Sounds like they are just asking for Garrett to sneak in & steal his own code!
LOL :laff:
massimilianogoi on 22/11/2008 at 03:35
Quote Posted by Yandros
It would also be nice to raise or remove the hardcoded limits on polys, lights, objects, total brushes, etc.
This is a shame also in Thief - Deadly Shadows :mad: maximum 1024 zones, if I weren't wrong...
IMO it should be a dynamical variable, depending on what memory you have.
massimilianogoi on 22/11/2008 at 03:37
By the Builder!!! :o This looks so cute!! Compliments!
ZylonBane on 22/11/2008 at 04:23
Quote Posted by massimilianogoi
IMO it should be a dynamical variable, depending on what memoty you have.
That would be infinitely stupid. Architectural complexity does not scale.