Volca on 13/9/2007 at 07:18
Quote Posted by The Brain
If you look in to the Technical and Troubleshooting forums, you will see lots of threads from users who can't get Dark Engine based games run on their top notch computer systems anymore. If they are lucky to get those games to run then there is other problems, for example like this: (
http://www.ttlg.com/forums/showthread.php?t=113501) Thief 2 and nVidia 8600/8800 series - Bad Dithering (crappy colours).
That's why recreating Dark Engine or its internal behaviour is the ultimate answer. To get around incompatible hardware (video cards, etc.) and software (device drivers, etc.). And to port it to different operating systems, too.
That's one of the big reasons, besides, I simply want DE games under linux without wine. Maybe the compatibility thing will be more clear in the years to come.
People seem confused, and can't see the reasons. I understand. The games still work now.
Truth is there are numerous reasons, and many places for improvements. Some may prove complicated to do, other are clearly just simple fixes/tweaks that can't be applied simply to the original game.
Quote Posted by JohnnyTheWolf
That's indeed a good thing. Let's hope EA or whatever company is holding the rights won't put an end to the project.
Thanks! I hope so too. The big argument is that the user still needs to legally own the original files. Maybe EA will be a bit more strict, but let's hope not.
Quote Posted by Solar
Source code? I want source code. That way I can stare blankly at it, pretending I know what I'm doing, then feel all happy when I make stuff that works and don't know how!
The scripts will be written in some scripting language. This is because of portability. I'd like a non-intel mac native builds too. This means you'll have a full access to the scripts if you'll like.
Quote Posted by Martin Karne
This dudes are Russians, and historically they do not seem to be too much worried about copyrights anyway.
Looks cool, but so far it's just a rendering engine, without AI.
:mad: I'm not Russian! They are good guys, but I come from Czech Republic :)
I do not forget about SS2, it's just that my testing mission is baffords. I'll try to make some screenshot of SS2 with objects, a good training as I did not try if it works yet (just wait a few days, I'm bit in a time pressure now).
Bjossi on 13/9/2007 at 16:11
I'm loving the look & sound of this engine so far. It would open up new modding possibilities, make the old Dark engine games more compatible with newer systems, and I can go on and on. :cool:
William Dojinn on 13/9/2007 at 17:15
This is a good thing(hey, maybe we can finally have a linux naitive version. Wonder if they'd object even if you had to provide your own data files(as in being just the engine and requiring the rest....guess thats how unreal does it for their linux ports).
Martin Karne on 14/9/2007 at 07:34
Quote Posted by Volca
:mad: I'm not Russian! They are good guys, but I come from Czech Republic :)
Sorry, but the website ending in a .ru confuzzled my shizzle.
:p
Anyway, any idea of how much time is needed to complete the engine?
Volca on 14/9/2007 at 08:19
That's ok :)
A few more years, I'd say.
I already spent about two active years on this, mostly trying to understand how everything works and programming the core things. The engine has to be built from the ground up, so I knew that the first part of the project won't be interesting much. I hope to attract some more people now, as till this day I've written the whole thing more or less myself.
On the other side, some people/projects helped much, because of they're work only if not otherwise (For example CowGen/CowEd, Telliamed's DarkUtils, or Shadowspawn).
There are a few active members now, so it looks like it's heading to a better feature. At least I hope so :) (Hey, someone has to beat me to the head with my badly written code :grr: )
icemann on 14/9/2007 at 15:08
Just dont make the mistake of getting it, too well noticed. Not till its in completely playable form anyway.
Main reason all those Super Mario Bros remakes never get canned.
So is there actual ingame gravity in the engine yet? Or is it still in noclip mode? And what features are currently being worked on?
One thing I loved about TSSHP many many many years ago, was that todo list text file that would come with each new release of it, and watching over time as things got crossed off as well as new things added to the list. Very fascinating back at the time.
Volca on 14/9/2007 at 15:20
Do you mean for me to lose interest in the project?
Currently, I'm finishing the object system. That means properties, links and inheritance. Object loading is a small example of this implementation. After this, I plan to work on implementation of some core properties (That means giving the properties a real function). Also the resource system and state management are a key things to solve. There are some differences between Thief and SS2 here, so it will be interesting to design an universal state management code.
Yes physics could be a good subject to work on. Also I'd like to start working on player implementation to create some interaction. Later. First a solid base has to be prepared for them.
icemann on 14/9/2007 at 15:31
Quote Posted by Volca
Do you mean for me to lose interest in the project?
Not at all. I just meant to not let the project become TOO well noticed, as that has caused the death of many projects across various game engines in the past (Aliens TC for Quake 1, SS2 remake in the Doom 3 engine, Chrono Trigger remake etc).
William Dojinn on 14/9/2007 at 18:22
Wasn't that also one of the thigns that killed the shock project?
JediKorenchkin on 15/9/2007 at 02:01
Quote Posted by William Dojinn
Wasn't that also one of the thigns that killed the shock project?
Not at all.