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frag.machine

Joined: 25 Nov 2006 Posts: 728
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Wed Jul 14, 2010 1:35 pm Post subject: |
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What a very odd thing to do. I guess they had trouble porting DarkPlaces to consoles then.
I wonder where this leaves LordHavoc's involvement in the project, and the promised return of source code enhancements to the original DP codebase? _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Swift
Joined: 26 Jan 2010 Posts: 44
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Posted: Wed Jul 14, 2010 1:43 pm Post subject: |
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What happened to Darkplaces supremacy? Port too hard? Or was it features? |
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Irritant
Joined: 19 May 2008 Posts: 115 Location: Maryland
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Posted: Wed Jul 14, 2010 1:44 pm Post subject: |
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mh wrote: | I wonder where this leaves LordHavoc's involvement in the project, and the promised return of source code enhancements to the original DP codebase? |
Sounds to me like it means LH would no longer be involved, I dunno.
Funny I was at the Nexuiz.com site the other day and saw there were new screenshots, and was thinking to myself that didn't look like Darkplaces anymore.
It's really kind of silly for Illfonic to even use the Nexuiz name at this point really. _________________ http://red.planetarena.org - Alien Arena |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed Jul 14, 2010 2:59 pm Post subject: |
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mh wrote: | What a very odd thing to do. I guess they had trouble porting DarkPlaces to consoles then.
I wonder where this leaves LordHavoc's involvement in the project, and the promised return of source code enhancements to the original DP codebase? |
Sounds like a dodgy movement from Illfonic to me, and unfortunately this kinda confirms the worst fears from the Nexuiz community about their intentions. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Wed Jul 14, 2010 3:00 pm Post subject: |
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I would have hoped at least that after the rash of bad vibes following the initial announcement that something positive could have come out of this for the community in the shape of a better DP, but I'm failing to see how this latest move could be of benefit to anybody. That includes Illfonic who are essentially throwing away an existing investment (financial as well as work done so far) in engine licenses, and will now have to port all of their content to a new engine. Smacks of DNF anybody? Those who don't learn from the past are doomed to repeat it, and all that stuff.
Regarding the port, yeah, I know from experience that porting from OpenGL to D3D (or D3D-like in the case of the 360) isn't a light undertaking. Things that were easy become hard and things that were hard become easy, so unless the app is coded to be quite API-neutral in the first place you end up needing to rewrite almost everything. The fact that GL hides a lot of the hardware-specific stuff from you (whereas D3D doesn't) makes it even more interesting.
Whatever, it was a brave attempt and a modern console-ready (or at least console-capable) DP would have been a cool thing to have had exist. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Last edited by mh on Wed Jul 14, 2010 3:12 pm; edited 2 times in total |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Jul 14, 2010 3:07 pm Post subject: |
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Well... if it is true and it's not blind pr spin... then so much for the IQM format and the neat things the engine gained from it.
Using CryEngine for an arena shooter is like using Simcity2000 engine for Command & Conquer. _________________
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Thu Jul 15, 2010 3:28 am Post subject: |
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Error wrote: | LordHavoc is still doing the engine work (even in CryENGINE). It was for business reasons he said. Legal matters keep him from disclosing any other information. |
Good to hear. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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gnounc

Joined: 06 Apr 2009 Posts: 120
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Posted: Thu Jul 15, 2010 4:03 am Post subject: |
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Thats a damn shame, I was so looking forward to DP on console.
Soooo LH is modifying the CryEngine now? That still seems weird. |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Thu Jul 15, 2010 7:29 am Post subject: |
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I found this interview with illphonic at atomic gamer:
http://www.atomicgamer.com/articles/1062/illfonic-interview
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AG: I saw online that someone called your pipeline “unique”. What do you think they were talking about?
CH: Well, we don't have a guy who sits down and says, “This has to be done by then.” On a small team, whatever needs to be done, somebody has to do it. I think maybe people are surprised that it (Nexuiz) was done by such a small group of people.
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and on page 2...
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AG: So did Ghetto Golf come first or did Nexuiz?
CH: The golf game. Ghetto Golf came first. Nexuiz is actually part of our strategy to show that we're not just a one trick pony. We're not just making urban games. We can make whatever style game needs to be made. Nexuiz is sort of like, it's a fun game for us, it's gonna be a lot of fun for people to pick up and enjoy it real quick, not get too involved, have a good time, quit—walk away, come back later and enjoy it again.
AG: So you guys were that kind of FPS gamer? That's why you latched onto that project?
CH: Well, like I said, a lot of us come from that old Quake community. Paul (lead programmer) was programming Quake mods, I worked on a couple of the Quake II mission packs, so we love the first person shooter kind of game. It's almost natural for us to make one.
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I'm like dude u bought the code u didnt make it... I guess Khedrin either is 'daddy's little rich boy with no skill" or he won the lottery! !@*#@&*#@!!
So, illphonic now has a Quake license sitting in a sock drawer somewhere useless!
DP did gain shadowmapping and .iqm but those came from the (edit) author of the CUbe2:Sauerbraten engine. IQM has been implemented into Alien Arena so its not a total loss either 
Last edited by r00k on Thu Jul 15, 2010 3:37 pm; edited 3 times in total |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Thu Jul 15, 2010 9:27 am Post subject: |
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Isn't Nexuiz still coming to PS3 using DP? _________________ Look out for Twigboy |
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Irritant
Joined: 19 May 2008 Posts: 115 Location: Maryland
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Posted: Thu Jul 15, 2010 12:45 pm Post subject: |
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r00k wrote: | DP did gain shadowmapping and .iqm but those came from the CUbe engine author. IQM has been implemented into Alien Arena so its not a total loss either  |
IQM is also implemented in Sauerbraten, and, with ragdolls, which also are in the works for Alien Arena. _________________ http://red.planetarena.org - Alien Arena |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Thu Jul 15, 2010 3:31 pm Post subject: |
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iqm was invented in sauerbraten
iqm is not implemented in OpenArena, but i'm mentioning that anyway since there was a slight demand for md5 and that (DISREGARDING THE WHOLE COMPATIBILITY THING)
to be fair if illfonic was REALLY incompetent... the choice would be switching to the Source engine _________________
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tomdesile
Joined: 03 Aug 2010 Posts: 3
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Posted: Tue Aug 03, 2010 5:21 am Post subject: |
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Wow its look very nice. I like its graphics its color is so reach and so clear and can you send its video that help to inter faced its effect. I really like it. _________________ greek islands holidays |
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