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Quake Ported to XNA !
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Tue Apr 17, 2007 12:40 am    Post subject: Reply with quote

Granted, Torque is still a product and supporting a popular console is not just a decision in terms of the language used, but also finances. It will attract more. Not putting it down by any means, just saying =)

I must say though that it does seem silly, and I may be wrong on this, that youve basically got to use it since youre on Vista - having to use it because you want to toss it onto 360 is less silly sounding, though I still wonder about it.

But hey, I love Quake, it just makes me sad when a thread explodes like this. Im a little surprised at how this has all gone down...

...then again, the first time I met Sajt on irc, we got into an argument and I avoided him for a while. Now hes one of my best friends. *shrugs*
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Sajt



Joined: 16 Oct 2004
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PostPosted: Tue Apr 17, 2007 1:08 am    Post subject: Reply with quote

'sold your soul to Microsoft' - way to take everything seriously.

'small time programmers' - this is an insult? Someone who is doing a project as a hobby on their own or with a few others is a terrible thing? I'm a small time programmer too so I guess I just insulted myself as well.

'why are you still here?' is a response to PerPixels assertion that he thought inside3d was 'cool' but decided it isn't.

I remained friendly until PerPixel started calling people assholes.

On another note, does Quake not run properly on Vista? Is it just a matter of buggy drivers that will need a few more patches? If GLQuake doesn't work, do recent engines such as DarkPlaces work?
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Tue Apr 17, 2007 2:58 am    Post subject: Reply with quote

Well, since everyone here is trying to clear things up, let me add I was just joking about the "eeeewww" thing. Razz Be welcome, PerPixel. Pay no attention on CheapAlert bitterness, once you know him better you get used to his style.
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Spike



Joined: 05 Nov 2004
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PostPosted: Tue Apr 17, 2007 4:27 am    Post subject: Reply with quote

Regarding vista and glquake... Its not really vista, its more the drivers that suck. Vista itself just drastically changed the interactions, making vista drivers drastically different from winxp drivers. It will work again, eventually, by only updating drivers once the hardware dudes manage to fix some bugs.

I agree with cheapalert.
PerPixel, your engine clearly contains GPLed sourcecode (BuildSurfaceDisplayList, SV_RecursiveHullCheck, Host_Map_f are three varied examples). You claim that it does not.

Is it a nice feeling, to have someone totally convinced that you're lying?

Maybe you just need to reread the gpl a couple of times, you know, till any of it makes sense. But then I guess if your time is as rare as you say, then you're not going to waste it on writing your own code, or on understanding the legal requirements of the gpl.


nephaalim:
Quote:
When all PerPixel was doing was responding to offensive posts.

My problem is not that he was responding to them, but that he was responding to them with the intention to mislead.
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PerPixel



Joined: 16 Apr 2007
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PostPosted: Tue Apr 17, 2007 9:41 am    Post subject: Reply with quote

Ok you got me, this code was a perfect copy of the original code. Same renderer, phys, network, sound and input. It was even compatible with the original Quake. I delete all the file and I shutdown the project since I'm never gonna be a good programmer and I don't understand a single thing I write. I just put stuff together.

Case close. Now find something else to bitch about.
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Urre



Joined: 05 Nov 2004
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PostPosted: Tue Apr 17, 2007 10:13 am    Post subject: Reply with quote

...

That's just weird man. What's so tough with releasing GPL'd code? Are you so scared of what people might think of your lousy code that you choose to lie instead and call it "scratch made"? Or did I miss something? Isn't it nicer to contribute and get support, rather than get busted? Being part of the Golk bunch isn't cool.
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PerPixel



Joined: 16 Apr 2007
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PostPosted: Tue Apr 17, 2007 11:02 am    Post subject: Reply with quote

I did ask for help weeks ago but didn't get a single offer. And Urre check the reaction of the people here. Its something like (This project sux, XNA sux, Microsoft sux, no code! that guy is evil).

Don't you think that something like, "Oh! no code. Please send it to me the code, I'd really like to take a look at it. This seem really interesting thx." would be better... Plus by the sound of the people complaining the most, im sure the code is of no use since its obvious they run linux only.

Not really what I expected.
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Quake Matt



Joined: 05 Jun 2005
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PostPosted: Tue Apr 17, 2007 11:49 am    Post subject: Reply with quote

I have to say that I'm pretty shocked by some of the responses here. I'm pretty new to the community, but I've never seen anything like this nor ever expected it.

I for one hope you don't give up with XNA Quake, source code or not. I'd offer to help, but I'm pretty busy and my XNA experience is limited to the first few Hazy Mind tutorials, so I probably wouldn't be a lot of use.
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Tue Apr 17, 2007 1:39 pm    Post subject: Reply with quote

PerPixel wrote:
I did ask for help weeks ago but didn't get a single offer. And Urre check the reaction of the people here. Its something like (This project sux, XNA sux, Microsoft sux, no code! that guy is evil).

Don't you think that something like, "Oh! no code. Please send it to me the code, I'd really like to take a look at it. This seem really interesting thx." would be better... Plus by the sound of the people complaining the most, im sure the code is of no use since its obvious they run linux only.

Not really what I expected.


Let me just reiterate you're confusing one or two zealots with "most people". Please don't. Most people here would like to see you continue this project.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Tue Apr 17, 2007 5:15 pm    Post subject: Reply with quote

I don't have a problem with the project, it's probably a good idea, maybe it would be a good idea to include a notice on your site that you are willing to supply sourcecode by email.

edit: Is that news post a joke/sarcastic? The wording of the post sounds a bit like it. I thought you said this was for your own amusement or that of some friends, that you don't care what inside3d or others think. Why would you stop the project because of a dispute about releasing code?

edit2: I don't know if this post might be interpreted in an inflammatory way as well, but I'm being sincere.
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PerPixel



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PostPosted: Tue Apr 17, 2007 5:54 pm    Post subject: Reply with quote

I do want to finish the thing and I'd rather have people excited about it and not talking about the code. I really do want to release the code. I think its great code and its really really hard to try to keep it close to the original C code. Its near impossible like I said before to port it. You have to write everything from scratch. Nothing in the rendering is useful. I use the Quake spec from 1996 for how to load stuff and its kinda stupid to copy that from Quake and struggle trying to find how to load a bsp and a model when those spec tell you exactly what to do. I did have a hard time to get lightmaps to work and the pvs code from quake is just insane. I got mine from the spec and it work like a charm.

Just to make it more easy to understand, I spend a good amount of my time checking function name and variable in the Original code and try to make it feel the same. Most of the function in physique have the same names and function that the one in C but they are just note the same code. I make them return the same thing or behave like the old one. I think its just more fun that way for people checking the code after. My walk code for example is about 5 time smaller and really don't feel exactly the same. So basically if you know the Quake code you should find where the stuff is. Its not using the QuakeC compiler and anyway its just faster the write everything myself in C#. The only place where I see myself take code from quake is maybe in the physique but I still dont understant it so its best to stick with my basic walk behavior for now. I dont have gravity and jump or swimming yet. It just try to move a bounding box and check if it cross a triangle with a raycast in front of me and under me.

Anyway check the spec from my previous post, everything is there to make a perfect quake data loading engine. It make sense to not take Quake as your code base for something like that.
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FrikaC
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PostPosted: Wed Apr 18, 2007 1:48 am    Post subject: Reply with quote

I can understand you recoding much of it, I looked into C# and it's freaking scary stuff. Fair warning though, I have found ye olde Quake Specs to be inaccurate in at least one case (involving sprites).

And I understand it is much faster to hard code the game logic into the engine, but that drops one of the greatest features of the Quake engine in my opiniom, mods.

On the other hand if you choose to support Quake's mods, you have to make sure that any play differences (like you mentioned changes to the physics) are eliminated or minimized as much as possible. It's remarkable how reliant some mods are little quirks of the engine, to the point that if you change one tiny esoteric thing it will break like 11 mods.

Really if you want mods working it would probably be best to port the engine code as directly as possible to avoid any quirks, so maybe supporting mods in your project just isn't a great idea.

But if you want to just make it your own thing that just loads Quake data, that's perfectly cool. Just try not to call it a 'port' if there are really significant differences (not loading progs.dat is pretty significant). The reason I say this is the word port really conveys a meaning I don't think really applies here.
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PerPixel



Joined: 16 Apr 2007
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PostPosted: Wed Apr 18, 2007 2:35 am    Post subject: Reply with quote

Supporting the .dat is something possible at some point but require tons of work I just can't spend that much time on. All the command system, cvars ant the compiler that I just don't know how and where to find how it work. So far the spec did a good job in getting the rendering done so yeah you could call this just a Quake map renderer. My goal is to at least get the single player and DM to work. A real port that behave like quake require the physics from Quake and .dat I agree. I didn't design the engine with that in mind.

And about the sprite I just dropped the feature and use real particle system. I only got the rocket working and made my own smoke sprite. It just look better.

There is no way I can do a direct port of some of the physics in quake and the simple reason for it is that I just don't understand how it work. I code my own tiny step at a time. I'd feel really dumb by just copying stuff and replacing for C# code without understanding it. I still think its a great achievement to just be able to walk trough the single player.
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