Scots Taffer on 5/10/2010 at 13:01
Tag duly added.
nbohr1more on 5/10/2010 at 13:04
"...scripting languages..."
Unlike many of the other engine makers out there id software actually provides full source code for things that can be modified via the SDK interfaces. As such, The Dark Mod is not just "a bunch of clever scripts" like a Source or UDK mod but instead a full-blown implementation of the AI and Entity C++ coding framework. The TDM team has fixed countless bugs in the actual SDK sources and has had to perform platform specific testing for the supported OS's.
Yes, that is still less work than building the whole 3D engine for another platform but it is not much less work than, say, creating the entire engine for a 2D RTS game.
Those TDM guys have done a lot of work...
june gloom on 5/10/2010 at 14:26
Quote Posted by Harvester
Okay, I missed the sarcasm, thanks for pointing that out, Sulphur.
To be perfectly fair, lost_soul is dumb and crazy enough that his use of sarcasm can be easily missed.
lost_soul on 5/10/2010 at 14:42
But... if they had stuck with the Unreal engine II, it could have easily been made cross-platform. UT2004 runs great cross-platform. The same situation would have applied: where they wouldn't have to do much work to get a port to happen. This was the case with Prey. It used the Doom 3 engine, and was ported by one guy (Ryan Gordon) after the initial release.
Now, I understand that they have to try to push the DNF graphics as far as possible to reach today's generation of gamers (which is all said gamers care about). I would, however, have no problem buying a quality game even if it uses an engine from four or five years ago. Just ask Blizzard how much revenue they generate from using "yesterday's game engine". (WOW)
Matthew on 5/10/2010 at 15:32
Bear in mind though that the project lead seemed to have an almost pathological need to use the latest and greatest engine tech at all times.
ZylonBane on 5/10/2010 at 15:34
Wow, Mac gamers really are insane.
Renzatic on 5/10/2010 at 17:17
Well, Lost_Soul, if it's any consolation to you, some clever coding type folk have managed to get (
http://www.phoronix.com/scan.php?page=article&item=mesa_gallium3d_d3d11) DirectX 10 & 11 running natively on Linux. Which means, as it says right at the front of the article, that it'll be that much easier to get new games running in Wine without any big performance hits.
It might not tickle the hardcore FOSS crowd, who believe Everything Should Run Native On An Open Source Operating System, Based Off Open Source Libraries, And Thus Bring About The Glorious Year Of The Linux Desktop Because All Software Yearns To Be Free ect ect. But for people like me, who dig this geeky shit and like having a bunch of different ways to do the exact same thing, it's nifty keen stuff.
lost_soul on 5/10/2010 at 17:33
Sure, the only problem is this bug in WINE, which affects all Unreal engine 2 and 3 games. It doesn't affect the first unreal engine at all. There has been more activity around it though, so it may actually be fixed while I'm still young.
(
http://bugs.winehq.org/show_bug.cgi?id=6971)
The mouse can escape the window as you turn 360 degrees.
Renzatic on 5/10/2010 at 17:42
They still haven't fixed that yet? I couldn't play Painkiller in Ubuntu for that very reason, and that was about a year ago.
Are you using the latest Wine beta, or sticking with the stable rev?
lost_soul on 5/10/2010 at 18:32
I'm using a custom-built version of Wine 1.2, which I applied the vertex-blending patch to. I used to keep up with the latest release, but I'm too lazy to rebuild and all every two weeks.
Somebody might have better luck mapping the mouse to emulate the right stick on a gamepad. Then the game can think you're using a gamepad to control it, but you're really using a mouse. I actually did this the other way around. I mapped my right analog to control the mouse pointer and the left to control WASD. Now I can play any game I want with a gamepad, whether it supports one or not! :) The game thinks i'm using a mouse/keyboard, but I'm using a gamepad.