John Carmack on Doom3 engine going open source..


(king_troll) #21

maybe, .world files are just “scripts” and plain text just like a .map file, and stores the exact same information, to display the map in editworld, .world files are just layout differently, adding .world support to gtk isnt impossible, and it does need a big recode, you will just miss a few options you will need editworld for, like terrain editing and making the megatexture, nothing much else

and in the compilse/build menu, you would need commandlines that point the to game.exe instead of q3map.exe


(jRAD) #22

The fundamental difference is the need to support world References, which requires rewriting almost all of the the editor internals from scratch. I know this because I designed the .world format and did the rewrite for ETQW, then continued the work in Brink. :slight_smile: The point isn’t how the .world or .map files are stored, but how they’re used by the editor.


(king_troll) #23

maybe, but actual making of the map, making buildings out of brushes and models, and texturing and all the real mundane stuff could be done with the ease of gtk, then use editworld to finish up


(Crytiqal) #24

jRAD - Lead Tools Programmer vs. king_troll - Senior Member

rly?


(king_troll) #25

its only a forum, theres alot of tards around, the quake world does have some proper hardcore coders… converting .world brush coordinates is like converting models to md5mesh math


(.Chris.) #26

No maybe about it…

Anyway I’d much rather use editworld for everything than an out of date map editor. I’m sure most mappers would.


(king_troll) #27

[QUOTE=.Chris.;383972]No maybe about it…

Anyway I’d much rather use editworld for everything than an out of date map editor. I’m sure most mappers would.[/QUOTE]

gtk is out of date, it is what id use in the office to make maps with, you can find v1.6 floating around, but most people have 1.4, and if you download the source code for it off of the idsoftware svn, then you can add to it all you want…

gtk is easy on the eyes, and alot better to use, and has more options, and is why people use it, gtk is a dump for mundane work

beth or zeni probaly told id to take the svn down, along with the whole zerowing.idsoftware, that has all the linux stuff on, as idtech5 will probaly never be able to run on linux


(donmichelangelo) #28

[QUOTE=king_troll;383975]gtk is out of date, it is what id use in the office to make maps with, you can find v1.6 floating around, but most people have 1.4, and if you download the source code for it off of the idsoftware svn, then you can add to it all you want…

gtk is easy on the eyes, and alot better to use, and has more options, and is why people use it, gtk is a dump for mundane work

beth or zeni probaly told id to take the svn down, along with the whole zerowing.idsoftware, that has all the linux stuff on, as idtech5 will probaly never be able to run on linux[/QUOTE]

Ah, just good that GTK was and still is open source code regardless of the take down of zerowing and DarkRadiant as well as NetRadiant which are forks, are still being actively developed.


(Sanch3z) #29

it would be cool to mod a mix of Brink and Quake: Quake gametypes DM, CTF, TDM with maps made for these gametypes and an objective based gametype like Brink. Quake movement + SMART movement. A mix of weapons from both games. Brink player classes and abilities. Updated graphics like Brink… Lift jumps and jump pads…


(ArchdemonXIII) #30

NOOOOOO!

I had to drop in from lurkspace just to say how much that would be the worst thing that could happen to Brink. While I appreciate that things like strafe-jumping and lift-jumping can indeed require skill to be useful, the problem is that once you master, there’s no need to use more conventional things like SMART. It becomes all about the “trick-jumping” which looks exactly like what it is: something that wasn’t intended.

One of the things that drew me to this game is that it has more of that action movie realism than I’ve seen in any FPS of recent times. I’ll forgive a it of it’s flaws just for that.

Back in the Half-Life 1 days you had good stunt based games like The Opera, Action Half-life, and the Specialists (pre 3.0). Then came WW2 games out the yin-yang and “realistic” tactical shooters. While I do enjoy some of those games (except the WW2 ones) and even some arcadey shooters like UT and quake, the action FPS is barely represented nowadays.

Don’t rob me of that. [/rant]


(king_troll) #31

sdk code is all to complex for modders to add ramp jumping and air dodges etc, its not right without a troll,

i add everything http://www.moddb.com/mods/q43a and recode most the sdk and give dedicated matches better performance and fix all vanilla bugs and crashes


(Crytiqal) #32

Why dont you just post that link in your sig?


(king_troll) #33

couldnt really care about q43a, its good to drop here and there, they all talk it all and want all that with the engine, its can all be done without the engine, they should have done it all, they will never have it all with the engine

to add it all, you just have to recode most of the code, and fix bugs along the way


(FFSturm) #34

I prefer EditWorld more than GTKradiant or even old radiant editor. It’s much better. Also, you control the camera the same as GTKradiant.


(king_troll) #35

alot of gtk fans are q3 era mappers, with q3radiant you had to have mouse and keyboard drivers installed to use it fully, gtk worked with windows native drivers. and many other small things gtk done better


(Sanch3z) #36

[QUOTE=ArchdemonXIII;384145]NOOOOOO!

I had to drop in from lurkspace just to say how much that would be the worst thing that could happen to Brink. [/QUOTE]

its not like we are going to get the source code or mod support for Brink anyways so dont worry. Even if we did there would be nothing stopping you from playing vanilla Brink… What I am suggesting is an open source game on Doom 3 engine similar to an OpenArena, or Urban Terror game but this “new” game would mix Brink features in with the Quake features.

I am an Unreal Engine modder/mapper and have recreated a Container City environment in UT3 which keeps all of the movement, weapons, lift jumps, CTF gametype, etc of Unreal Tournament and I happen to think it is pretty awesome. I wish I had the coding abilities to add more Brink-like features which I think would be incredible. I will make a video of the gameplay in my UT3/Brink mod someday so people can check it out. For now all I have is screenshots, or if you have UT3 you can play it:



(ArchdemonXIII) #37

Yea, my bad. Totally spaced on the “mod” part. Now I feel silly.

As for that map, it looks sexeh as all hell… Nice work. I do love me some UT3 (although i don’t have it installed at the moment). Any chance I could get a D/L?

edit Actually, any chance of a VCTF version? It looks like it might be fun to hoverboard through it in lieu of the parkour.


(tangoliber) #38

Great map man…I’m considering buying UT3 to try it out.

Container City is one of the best designed maps I’ve played, as long as you don’t have unbalanced teams.


(Sanch3z) #39

thanks guys… the map is actually VCTF but without vehicles, you can still use the hoverboard. Here is the link:

http://forums.epicgames.com/threads/851613-VCTF-The-Ark-(beta-2-PC)


(king_troll) #40

make indy games on udk and not bag of dog poo of doom 3 engine… you can make $50,000 off of you indy game using unreal engine, before you have to pay royalties to epic

http://www.udk.com/news-udk-licensing