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What is the correct engine? (If there is even one)
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Kronus



Joined: 21 Apr 2006
Posts: 4

PostPosted: Fri Apr 21, 2006 8:15 pm    Post subject: What is the correct engine? (If there is even one) Reply with quote

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
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Location: At my computer

PostPosted: Fri Apr 21, 2006 11:04 pm    Post subject: Reply with quote

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).
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Sajt



Joined: 16 Oct 2004
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PostPosted: Sat Apr 22, 2006 1:08 am    Post subject: Reply with quote

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.
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Kronus



Joined: 21 Apr 2006
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PostPosted: Sat Apr 22, 2006 2:13 am    Post subject: Reply with quote

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

PostPosted: Sat Apr 22, 2006 9:43 pm    Post subject: Reply with quote

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



Joined: 25 Oct 2004
Posts: 195

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

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
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Joined: 08 Oct 2004
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PostPosted: Tue Aug 08, 2006 4:40 pm    Post subject: Reply with quote

Tei!
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scar3crow
Inside3D Staff


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

PostPosted: Tue Aug 08, 2006 4:55 pm    Post subject: Reply with quote

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
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PostPosted: Tue Aug 08, 2006 9:12 pm    Post subject: Reply with quote

Hi!.
HAHa. Very Happy
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LordHavoc



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

PostPosted: Thu Feb 15, 2007 3:51 am    Post subject: Reply with quote

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 Sad
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hondobondo



Joined: 26 Sep 2006
Posts: 101

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

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
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PostPosted: Mon May 19, 2008 4:27 pm    Post subject: Reply with quote

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



Joined: 02 Aug 2006
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Location: Del Rio, TX

PostPosted: Tue May 20, 2008 4:48 pm    Post subject: Reply with quote

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

PostPosted: Tue May 20, 2008 10:37 pm    Post subject: Reply with quote

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... Razz
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motorsep



Joined: 02 Aug 2006
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Location: Del Rio, TX

PostPosted: Wed May 21, 2008 4:15 am    Post subject: Reply with quote

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 Razz
But you can get an idea of the scale of the map from that video.
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