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Kronus Joined: 21 Apr 2006 Posts: 4 |

Posted: Fri Apr 21, 2006 8:15 pm Post subject: What is the correct engine? (If there is even one) |

I'm looking to fool around and work on a game that includes very wide open spaces. By that I mean very similar in size to say, Tribes 2. I was wondering if the Quake1 engine (or any of it's many flavors) would be able to handle a large outdoor area of similar size. Would there be any technical difficultes? Thanks!

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Fri Apr 21, 2006 11:04 pm Post subject: |

http://www.fteqw.com and www.icculus.org/twilight/darkplaces Those are the engines most likely to be able to handle what you're looking to do, as well as ones that support multiple BSP types (including Q3BSP). _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sat Apr 22, 2006 1:08 am Post subject: |

Nobody likes to say this, but you're probably better off with something that ain't Quake. You can do it with the newer Quake engines, but it's a pain and since all the engines are reverse-compatible ('limited by the fact that they're still Quake engines') and stuff, their implementations won't be nearly as optimal as another game/engine. Like say, the Torque engine, although good luck with that unless you know what you're doing.
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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Kronus Joined: 21 Apr 2006 Posts: 4 |

Posted: Sat Apr 22, 2006 2:13 am Post subject: |

I figured as much. Quake always seemed more suited for enclosed environments. I suppose I'll have to just bite the bullet and bear down and buy a licence for Torque. Boo! Heh thanks for your quick and honest replies! Take it easy.

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DarkSnow Joined: 02 Mar 2005 Posts: 67 Location: Sweden |

Posted: Sat Apr 22, 2006 9:43 pm Post subject: |

It "only" costs $100 per computer (indie)

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Tei Joined: 25 Oct 2004 Posts: 195 |

Posted: Tue Aug 08, 2006 4:14 pm Post subject: Re: What is the correct engine? (If there is even one) |

Kronus wrote:
I'm looking to fool around and work on a game that includes very wide open spaces.

Open spaces are hard. Even for the engines that handle it well (HL2) or seems that support it (Q3).
Torque seems a good idea here.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Aug 08, 2006 4:40 pm Post subject: |

Tei!

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Aug 08, 2006 4:55 pm Post subject: |

heh, yes, I said "Tei!" myself when I saw he had made some posts just a moment ago. The irony here is that LordHavoc does contract work with GarageGames on Torque...

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Tei Joined: 25 Oct 2004 Posts: 195 |

Posted: Tue Aug 08, 2006 9:12 pm Post subject: |

Hi!. HAHa.

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LordHavoc Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA |

Posted: Thu Feb 15, 2007 3:51 am Post subject: |

scar3crow wrote:
heh, yes, I said "Tei!" myself when I saw he had made some posts just a moment ago. The irony here is that LordHavoc does contract work with GarageGames on Torque...

I wish - they still haven't given me any work

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Mon May 19, 2008 3:13 pm Post subject: Re: What is the correct engine? (If there is even one) |

Kronus wrote:
I'm looking to fool around and work on a game that includes very wide open spaces. By that I mean very similar in size to say, Tribes 2. I was wondering if the Quake1 engine (or any of it's many flavors) would be able to handle a large outdoor area of similar size. Would there be any technical difficultes? Thanks!

Try sauerbraten. It's open source freeware and it loves open spaces, md2/md3 models and in game level editing
sauerbraten.sourceforge.net

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon May 19, 2008 4:27 pm Post subject: |

No offense to the sauer team, but it so does not like open spaces, nor does anyone like making open space environments for it. _________________ Look out for Twigboy

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motorsep Joined: 02 Aug 2006 Posts: 17 Location: Del Rio, TX |

Posted: Tue May 20, 2008 4:48 pm Post subject: |

I think DP handles open spaces fairly well. Here is a video of my experiment: http://youtube.com/watch?v=v7Usnj80PhU

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Tue May 20, 2008 10:37 pm Post subject: |

Nice! I dont know about you but watching this video about 25%into it I just kept thinking "GO OVER THE HILL!" only to watch you run in circles! arrrrggghhhh...

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motorsep Joined: 02 Aug 2006 Posts: 17 Location: Del Rio, TX |

Posted: Wed May 21, 2008 4:15 am Post subject: |

I didn't want to run from one end of the map to another, that would be more boring that watching me running in circles But you can get an idea of the scale of the map from that video.

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