Hey guys, I've been working with learning the ins and outs of DP for a little over a year now and I have a small group of people working on a game with me.
We have a lot of the weapon code done, very little in the way of enemies or entities yet aside from basics like a model entity for mapper-specified models or particle emitters.
The code is branched off of quake 1.06 as a base, and we are stripping away things we don't need. So far it's all ssqc, utilizing darkplaces features defined in dpextensions for model attachments and the like, or using shaders from Q3.
I want to know if it's feasible to switch to FTE, and if we should. We are looking into a FPS with lite-RPG style elements, with NPCs and dialogue trees, travelling between maps hexen 2 style (which i know FTE supports) and stuff like that. I'm assuming we will have to strip out things from dpextensions and learn their FTE counterparts - what of particles as well? I'm guessing there's not much overlap between DP's effectinfo scripting and FTE's particle system, as we currently have a pretty massive amount of particle effects already finished.
I guess I'm looking for pros and cons of DP vs FTE, whether it can have the same level of fidelity, performance with realtime shadows, other things like that - to decide if we should stick with DP or switch to FTE since it's still relatively early on.