John Carmack on Doom3 engine going open source..


(Sanch3z) #1

not sure how and if this will effect Brink:

http://twitter.com/#!/ID_AA_Carmack/status/131043043469041665


(tangoliber) #2

I guess that the best case scenario is that maybe this will remove some legal barriers that prevents SD from releasing their development tools?


(Crytiqal) #3

ok, ill say it again…

SD has said that creating an SDK costs thousands of dollars and as long as besthesda isn’t funding that, they WONT be released

write it down or something so you remember


(tangoliber) #4

[QUOTE=Crytiqal;383650]…

ok, ill say it again…

SD has said that creating an SDK costs thousands of dollars and as long as besthesda isn’t funding that, they WONT be released

write it down or something so you remember[/QUOTE]

I realize that. I wasn’t talking about polishing up an SDK. I was talking about releasing the tools they used as-is, without any extra work put into them, like GreasedScotsman suggested. Apparently, that is all the modders really need. I myself have told many people on this forum that asking for an actual, polished SDK is unrealistic.


(king_troll) #5

theres a whole thread on what i know http://www.splashdamage.com/forums/showthread.php/31231-random-patch-needed


(Sanch3z) #6

[QUOTE=Crytiqal;383650]…

ok, ill say it again…

SD has said that creating an SDK costs thousands of dollars and as long as besthesda isn’t funding that, they WONT be released

write it down or something so you remember[/QUOTE]

its possible to use GtkRadiant to create Doom3/Id Tech 4 mods is it not?


(Crytiqal) #7

AFAIK GtkRadiant is a map editor?


(king_troll) #8

he will still charge 100 euros a lession


(donmichelangelo) #9

[QUOTE=Sanch3z;383644]not sure how and if this will effect Brink:

http://twitter.com/#!/ID_AA_Carmack/status/131043043469041665[/QUOTE]

That won’t affect Brink. Brink is something like idtech 4.5 or 4.8, rather more close to idtech5 than idtech4, so you barely won’t come far with any idtech3/4 tool.

I also cannot await the release of doom3 source, looking forward for some neat mods becoming standalone such as the dark mod and hexen edge of chaos and kinky new creations. :slight_smile:


(.Chris.) #10

Brink and Doom3 are two very different iterations of idtech4 and no you can’t use GTK for any idtech4 game. ET:QW and Wolf MP uses editworld and Brink uses a variation of editworld, to put simply they all don’t use .map anymore.


(king_troll) #11

you can use gtk to make map, just not build and compile them, and any downloable gtk will be old. zerowing.idsoftware.com with the svn [ souce to download ] is down and probaly dead forever, instead of 3qmap, you have to use the game.exe to build the map


(.Chris.) #12

Except that the games I just listed don’t use .map which I just said therefore can’t compile them…


(king_troll) #13

.world are not that different, open them up in a text editor, and gtk can me made to use them


(.Chris.) #14

No it can’t, .world usea reference .world files, think autocad x-refs. GTK and the .map format do not support such a thing, geometry and texture alignment are handled differently also, it goes way beyond the D3 and Q4 variations of .map which could be converted.


(king_troll) #15

gtk is id`s editor they use in office, q3radiant is the same, but they include the basic version in game executables

if you find the source code to gtk radient as the svn on zerowing.idsoftware.com is down, so you cannot download the source anymore from there, but maybe on ftp.idsoftware.com

the .map is not that different from .world, and gtk can be made to use .world files… and instead of using q3map +command line… you need to use the game.exe + the command in listcmds that builds the map


(jRAD) #16

[QUOTE=king_troll;383782]gtk is id`s editor they use in office, q3radiant is the same, but they include the basic version in game executables

if you find the source code to gtk radient as the svn on zerowing.idsoftware.com is down, so you cannot download the source anymore from there, but maybe on ftp.idsoftware.com

the .map is not that different from .world, and gtk can be made to use .world files… and instead of using q3map +command line… you need to use the game.exe + the command in listcmds that builds the map[/QUOTE]

Unfortunately, .world files are substantially different to .map files, and GtkRadiant would require a rather large rewrite to support them at all.


(king_troll) #17

the files when the map is compiled are completely different, but you do not need those to load and save a .world file, which then isnt used in game like a .map file is

people rewrite renderers for gpl idtech engines. im sure someone are add .world file support to gtk


(.Chris.) #18

I think jRAD knows what he’s talking about on this one…


(king_troll) #19

you make a map in quakewars, a whole complete map. and it will all be saved as a .world file, and nothing else, once you hit compile, the files are made that are used ingame, the .world file is nothing more then the map editor file, and acts the same as .map with brushes and other entities in

you will just not be able to make a megatexture for the terrain mesh, but everything else would be as easy as GTk, unless the terrain editor was made into a plugin


(light_sh4v0r) #20

jRAD lives under the hood of SDK’s…
I think he’s a little more experienced on this matter than you, despite your awesome q43210 mod you forgot to post a link to in this topic.