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InsideQC Forums • View topic - Game engines

Game engines

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Re: Game engines

Postby SimplySerenity » Wed Jul 25, 2012 4:00 pm

leileilol is right, I've had a terrible experience with the source sdk. I downloaded it just to see what it was like, and it was fairly simple, but the first time i tried using it the sdk didn't work at all. So I had to browse the forums looking for a user submitted fix. After that the sdk ran, but was still buggy (more fixes). After a few hours I was able to make a simple map..
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Re: Game engines

Postby toneddu2000 » Wed Jul 25, 2012 7:58 pm

as far as I know kot-in-action never touched the engine code and they did a game, an expansion, and in the next months (hopefully) , another game!
Content pipeline in DarkPlaces engine is pretty straightforward: IQM to make character models, OBJ/ASE to props models. All of these directly output from Blender. No converter, no inbetween steps. Shaders to make things look better and you're done!
Only things I miss from UDK is a Kismet-like application (even for cut scene acting), a decent Physics System (ODE?! come ON...), a REAL menu system and particle editor.
But don't worry, just the time to learn C programming, and in maximum 40 years and I'll update DP myself!! :lol:
- my first commercial game, made with FTEQW game engine
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Re: Game engines

Postby Jukki » Wed Jul 25, 2012 8:44 pm

Yeah, kot did awesome job. We probaply stick with darkplaces becaue 1. blender 2. code that we know how to use 3. its better to start full time game project on something familiar than non familiar :P

Myabe next source :)
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Re: Game engines

Postby r00k » Tue Aug 14, 2012 9:52 pm

Maybe next UDK? Has iOS support. Tools look pretty good. But, why do most people who just wanna make a game think Skyrim clone? Cant game dev be something small and simple to make and hella fun to play??!
Maybe im just old from games in the 80s but gameplay was key. If you are just starting out, (teamwise) and want recognition do something soild and simple.
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Re: Game engines

Postby leileilol » Wed Aug 15, 2012 12:16 am

Indeed. Limit your scope; you do not have the luxury of having china outsourcing.
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Re: Game engines

Postby Baker » Wed Aug 15, 2012 12:24 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Game engines

Postby ajay » Thu Nov 01, 2012 9:30 pm

Tentatively on topic: has Darkplaces got BSP2 support now?
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Re: Game engines

Postby taniwha » Fri Nov 02, 2012 4:39 am

ajay: considering I found bsp2 related header file bugs (harmless other than to those reading the code), I'd say so :) (I used a combination of darkplaces and fte to figure out how to add bsp2 support to quakeforge).
Leave others their otherness.
http://quakeforge.net/
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Re: Game engines

Postby goldenboy » Fri Nov 02, 2012 4:42 pm

As far as I know, DP does have BSP2 support but you'll have to use hmap2 for compiling.
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Re: Game engines

Postby Baker » Sat Nov 03, 2012 9:02 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Game engines

Postby goldenboy » Sat Nov 03, 2012 10:27 pm

Due to the premature demise of RMQ, BSP2 never became standardised. The changes made to the DP implementation of it were supposed to become the standard.
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Re: Game engines

Postby leileilol » Sat Nov 03, 2012 10:40 pm

the nice thing about standards is that there's so many of them
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Re: Game engines

Postby Spike » Sat Nov 03, 2012 11:01 pm

.
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Re: Game engines

Postby Baker » Sun Nov 04, 2012 1:14 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Game engines

Postby Spike » Sun Nov 04, 2012 3:26 am

the original 'BSP2' format is actually the '2PSB' format... and has shorts for the minmax values in the node+leaf lumps, while the later (actual) 'BSP2' format has floats there. there is no other difference.
The '2PSB' format should be left to rot, just need someone attached to the SCHISM project to update their tools+engine (likely requires recompiling the maps, so needs someone still attached to the project to authorise it etc).
.
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