New Horizon on 5/8/2007 at 05:36
Quote Posted by Zillameth
I AM a developer, and believe me, it's not that simple.
Oh, I know it's not simple. It's hard work to code, but like I said...as long as you have the 'full' source code, you can rewrite it to do whatever you wish. The doom 3 SDK pretty much exposes everything...the exceptions being some of the collision code, and a lot of the renderer. I don't think we've hit any major road blocks in the past few years, nothing that we haven't been able to figure out anyway. My point though, was that if a group of modders can achieve what we have without the full code, then a company that has paid for the full code is going to have it that much easier.
So are you a programmer yourself? Ever consider trying to do some TDM coding. ;)
Zillameth on 5/8/2007 at 05:59
Quote Posted by New Horizon
Oh, I know it's not simple. It's hard work to code, but like I said...as long as you have the 'full' source code, you can rewrite it to do whatever you wish.
Yes, that's the theory, but it can turn into writing a new engine from scratch at some point.
As I said: I don't have personal experience with this engine, and I don't want to sound sceptical. I also said "I hope you don't bump into a barrier", and not "you will surely bump into a barrier". :sly:
Quote:
So are you a programmer yourself? Ever consider trying to do some TDM coding. ;)
Oh, not only am I a programmer, I know more than enough about automated decision making. :) It was my specialty at the university (although they mostly taught us how to control water dams or simulate stock markets). Honestly, though, I've never actually worked as a programmer. I try to focus on game design.
I would have signed up a long time ago, but I have some unfinished business to take care of, as well as a fairly complex health problem, so even without a job I don't have much time to spare.
june gloom on 5/8/2007 at 09:52
Quote Posted by Zillameth
Bloodlines didn't feel like Halflife to me.
it did for me, at least a little. not in terms of gameplay, of course. just in the character movement and whatnot. it also felt, at times, like deus ex. so it's not a complete comparison.
RavynousHunter on 12/8/2007 at 01:26
Quote Posted by dethtoll
why source? if i were to pick an engine it'd probably be unreal 3. source, unfortunately, will always feel like half-life, thanks to the way valve developed it. it was true for bloodlines, it's true for insurgency, and it'd be true for thief.
I didnt mean the Source engine, silly, I meant the
source for the Dark Engine... Why the HELL would i want the Source engine used for Thief? Im not THAT stupid, at least Id like to think that Im not.
june gloom on 13/8/2007 at 01:12
Quote Posted by RavynousHunter
I didnt mean the Source engine, silly, I meant the
source for the Dark Engine... Why the HELL would i want the Source engine used for Thief? Im not THAT stupid, at least Id like to think that Im not.
then you should have said "the thief source code" or not capitalized the s in source.
RavynousHunter on 14/8/2007 at 04:38
sorry, force of habit. ^_^;
aside from that, i kinda forgot about the whole "Source Engine" thing existed there for a ... few months.
sparhawk on 15/8/2007 at 13:30
Quote Posted by Zillameth
It really depends. Dark Mod's web page lists at least three AI programmers, so there's a chance they would already have hit it. On the other hand, a company I've been recently fired from keeps finding bugs and limitations in an engine they licensed three years ago (although that's a special case - it's a very poor engine and they only have access to some of the source code).
As far as AI coding is concerned, I'm pretty sure that we will not hit any hidden loopholes anymore. In fact, we already had the AI working to a quite good degree, without any problems. the only reason why we had to restart is, becaus we rewrote the AI code, to make it easier to add additional behaviour because the code already got quite complex. But that was our own doing and not something miposed on us by the id engine itself. I think the AI was always considered to be an external module, because also in Quake 3 the AI was siginificantly modified beyond the original implementation by modders. IMO one of these modders even got a job on Id because of this. It's the same with the Doom 3 physics system. It's also completly coded in the SDK, so you could integrate probably ODE, or Havoc and run it with Doom 3 if you feel like it. And physics is usually much closer to the engine, then AI is.
Quote Posted by New Horizon
Oh, I know it's not simple. It's hard work to code, but like I said...as long as you have the 'full' source code, you can rewrite it to do whatever you wish. The doom 3 SDK pretty much exposes everything...the exceptions being some of the collision code, and a lot of the renderer.
The only real block, that we encountered so far, is the issue with the particles caused by the lightgem. :) It doesn't prevent us from finishing the mod, but it will still be nice when we get the code so we can fix this. This causes particles to flicker in some cases. Not a big deal, but should be definitely be fixed.
Iain on 22/8/2007 at 13:55
Maybe someone should use the quake3 engine to make a Thief 4, because Q3Engine is open source and GPL'ed. :ebil:
sparhawk on 22/8/2007 at 14:03
Why?