sparhawk on 14/12/2005 at 21:00
Quote Posted by Luthien
How come that as a Dark Mod developer you do not know that the Doom 3 engine it is based upon is not open source? Essentially, Dark Mod would be a closed source Dark Engine II.
1) The SDK contains a lot of the code, so that you have pretty much freedom, even though the renderer and other stuff is closed. Of course it would be handy to have the engine code as well but it is not strictly neccessary, because teh Doom 3 engine was designed with moddaibillity in mind. Not because of modders, but because they want to make money with it by selling it to game developers.
2) Id is known to release their code to the public as GPL. It happened to Doom, Doom 2, Quake, Quake and now Quake 3, so there is no reason to assume that this will NOT happen with Doom 3 as well. Considering the stance that Carmack takes towards the open source community, this would be unlikely. So we can expect in 5-6 years (maybe more) that we can have a fully open sourced darkmod.
Volca on 14/12/2005 at 21:01
Luthien:
Seems you suceeded compiling the code, I'm glad if you did.
I'm now tidying the code, splitting into separate files, and rewriting some of the horrible stuff, and anjuta prepared the automake scripts for me, but I would definetaly be glad if you will try it and tell me if it works for you. I hope I will post the cleaned-up version of the source to sf. today (in an hour or so - no update for the functional part, only cleanout)...
Thanks
Luthien on 14/12/2005 at 21:02
@Volca:
I've moved the technical discussion to the sourceforge forum. Would be nice if you reply to my post there soon.
Edit: Raaahh! DON'T use the anjuta automake scripts! They're ugly and unmaintainable! Writing the whole project structure takes me no more than an hour or so :)
ZylonBane on 14/12/2005 at 21:03
Quote Posted by Luthien
Thank you, Gestalt, I see. I must have missed the 1999 release and just remembered the non-open source release from 1997. Sorry.
You also missed all the (
http://www.doomworld.com/ports/windows.shtml) dozens of source ports that have been created in the intervening SIX YEARS? :weird:
Luthien on 14/12/2005 at 21:21
I'm a Thief player, not a Doom player.
Fingernail on 14/12/2005 at 21:56
Quote Posted by Gestalt
Doesn't that rely on someone recreating the original levels from scratch in the Doom 3 engine, though? If all it uses are the sounds, you still have to deal with the brushwork, static mesh placement, and scripting and all that. The Dark Mod script idea would be useful for recreating levels, but not playing them in their original form, which seems to be the point here.
Well, tbqh and OPENLY FRANK about this, Thief 2 levels in the Doom 3 engine would look like total and utter shit unless you heavily reworked them.
The very idea of that low poly, low texture, incorrect lighting ugliness that would ensure!
To look halfway decent, levels have to be made for Doom 3. Even if that means copying the layout, you still need modern textures, modern models, etc. Otherwise there's a good chance it'd end up looking WORSE than the dark engine.
Gestalt on 14/12/2005 at 22:22
I know, I was mostly just saying that The Dark Mod will not do what the openDarkEngine project intends, which seemed to be what oDDity was implying. Light count would be a problem as well, since you have to be much more careful about that with Doom 3 than with the dark engine.
ZylonBane on 14/12/2005 at 22:55
Eh, it's just a matter of time until Id adds lightmap support to the D3 codebase.
Renzatic on 15/12/2005 at 02:25
I doubt it, ZB. There are rumors that Id will reimplement lightmaps in their next engine, but beyond the occasional bugfixes and code tidying they're done with D3.
Domarius on 15/12/2005 at 04:13
Quote Posted by ZylonBane
Of course you would. It may be buggy, but obviously it works. ...the entire point of such an exercise would be to future-proof existing Thief content.
There is no hard core proof that you need a 100% replica to make the FMs work. In my opinion (and game programming experience) you don't.
But we have to wait and see what happens.