Renault on 4/12/2008 at 05:09
I love this part:
Quote Posted by openthief
Reply to New_Horizon :
6. OPDE is a real long term project,
like openThief project.
Except for the part where, you know, you're abandoning it? :laff:
No way this guy is a coder for Ubi. Even with his poor English, he sounds like he's about 14 (maybe).
Edit: It's all about the team you have working on the project, the people who are dedicated to it. No one expects TDM to last for 10+ years, that's just unrealistic. But the community will get some great mileage out of it because it has backing and support from within. At the moment, openThief doesn't appear to have any team at all, so how reassuring is that?
Volca on 4/12/2008 at 11:08
Quote Posted by openthief
Reply to volca :
Well you are right, 2 years is perhaps sceptical. But even 3 years. Just imagine what will be the video game in 3 years. What will looks like Dark Mod or other mods compared to the latest version of Ogre and Bullet games ?
Well Quake 1 games is a good example. I am not sure that New_Horizon is conscious that Dark Mod will looks like Quake 1 game in some years.
Moreover, the ID BSP format is not perfect for a Thief like game. The Collada should be better. Quake 1 engine has became so poor perhaps because it was simply released from a company at a time where it was too late to update it...
-So do you confirm the original T1/2 level format has to be updated ?
-Could a .miss file be converted to .collada or .mesh file ?
Cheers
With Doom 3 source code (which I'm quite sure will be released), adoption of the engine to new HW and graphic levels will be the first thing anybody capable will likely try to do (even now you can find improved shaders for Doom 3).
The more I learn about Tag File Databases, the more I'm sceptical about any other approach than close, similar code to support it (close to original Dark). Talking about graphic updates - we currently render level geometry using VBO's, the only minor inconvenience is the need of dynamic IBO updates per view change, but that's acceptable (~1 ms for any scene on recent computers). Batching issues could be resolved using texture atlases and shaders, or UV unwrapped geometry (So far it's good, but dark really uses too many terrain textures, could use less).
Painful problems come from todays HW limitations, I assure you - stencil shadows are outdated tech. Shadow maps can't do omni lights without penalty compared to spotlights (I personally think this is due to the usage of linear-only projection on graphic hw). So far, no good solution for dynamic shadowing. We'll find some compromise though, I'm sure.
Dark also exposes an enormous amount of lights in some cases. Dynamic lighting should be possible using defered shading, if not otherwise.
The graphic APIs in the history were much more flexible - so adapting to the new ones, that sacrifice variability for speed is sometimes problematic, but not impossible.
Edit: Sure, this will change as soon as we start using shaders instead of fixed pipeline.
eddy on 4/12/2008 at 13:26
I just find it funny that someone wants to give away.. nothing.
Just look at the openthief project page on sourceforge:
(
http://sourceforge.net/projects/openthief/)
There's absolutely _nothing_.
Not a single line of code in the SVN, not a single line of documentation, not a single discussion in the forum.
This isn't even worth a discussion...it's just.. nothing, nada, nil.
And just giving away the project page on SF is a bit pathetic.. I mean _everyone_ can create their own project on SF.. So what does anyone want with your empty project?
Volca on 4/12/2008 at 13:29
I remember there was some testing code using CrystalSpace some time ago, even screenshots were there, but I think I realised later that all it was just a plain copy of some demo from CrystalSpace project, with no, or just some minor modifications.
Edit: (
http://www.crystalspace3d.org/main/CELstart#Castle) This one
muncadunc on 4/12/2008 at 13:43
I didn't know the outlook for the Dark Mod was so grim that we should throw it away and start with another game engine. The Doom3 engine is going open source next year and you can count on people working overtime to make TDM standalone, ASAP.
If you're going to crap all over someone else's project to try to drum up interest in this non-entity, at least you can do it in real English.
Are you using Google Translate? You can't even conjugate verbs properly.
Haplo on 4/12/2008 at 14:15
Still I wouldn't mind checking out all the stuff that exists in openThief (no matter how little) and seeing if any of it (mostly the approaches) could be used in openDarkEngine.
Baal on 4/12/2008 at 14:17
I don't see a promising project like "The Dark Mod" dying anytime soon.
There is A LOT of work being put into it by very capable people. (whom the Thief community seems to draw. see also OPDE, the multiplayer project etc. for example)
Apart from that there is also IDs policy of releasing their engines sources. You can probably play Doom or Quake on your handy because of that. I'm sure Id-Tech 4 will be soon as dead as its predecessors. ;) (that means not at all).
Another reason it will survive is that there is no alternative available. You can always play a newer, more beautiful shooter (or whatever genre) but there is no new game that matches the Thief games.
Volca on 4/12/2008 at 14:21
Quote Posted by Haplo
Still I wouldn't mind checking out all the stuff that exists in openThief (no matter how little) and seeing if any of it (mostly the approaches) could be used in openDarkEngine.
Sure, why not :)
openThief: If you have any design documents/thoughts that you'd like to share, we'll gladly listen. Opde is mostly about following the original engine as close as possible (otherwise we'll run into problems sooner or later), but maybe we can find some inspiration in your work/thoughts if you're willing to discuss this.
eddy on 4/12/2008 at 14:25
Quote Posted by Haplo
Still I wouldn't mind checking out all the stuff that exists in openThief (no matter how little) and seeing if any of it (mostly the approaches) could be used in openDarkEngine.
That's the point I was trying to make.. There's absolutely nothing (repeat: _nothing_) online on their page...except an empty wiki page.
New Horizon on 4/12/2008 at 14:38
Quote Posted by Haplo
Still I wouldn't mind checking out all the stuff that exists in openThief (no matter how little) and seeing if any of it (mostly the approaches) could be used in openDarkEngine.
There is no openThief project, it's a load of crock....check their page.
If this person is a 'real' coder, working for Ubisoft...then I would hate to see the type of games they're going to unleash upon us.
They're just spewing a bunch falsehoods. The D3 engine can look as good as any open sourced engine when the source code is released, I don't know why this guy can't get that through his thick skull. I suppose he hasn't heard of the (
http://xreal.sourceforge.net/xrealwiki) xreal project that has been converting Quake 3 to D3 level tech and beyond? Or another project that has converted the Quake 3 C source code to C++? Then there are the Quake 1 and 2 enhancements.
Long story short, it doesn't matter whether the code starts off in the open source community, or if it becomes open after its commercial life span.
In any case, I'm not going to waste my breath on this topic any longer.