OrbWeaver on 16/5/2006 at 16:13
Does a statement from five months ago even qualify for a comment about 'continued' optimism?
demagogue on 16/5/2006 at 16:36
I'm not sure the comment deserved attention 5 seconds after it was posted.
Volca on 17/5/2006 at 12:04
Since there are sings of activity here....:
The project continues to exist, at least for me... I had not much free time the last two months, so there was no visible activity...
Anyways, I continue my work.
I had to rewrite the whole project to fit into ogre3d (level display works), and now I'm in the process of understanding the .bin format to implement in-game objects.
I understand that realisation of this seems unrealistic and over-optimistic (sure it is big), but I'll see if it can be done later on, when the code will actually do something more than display.
It is a pity that the project has so little interest. Maybe it is believed to be redundant or too compex, I don't know.
New Horizon on 17/5/2006 at 12:35
Quote Posted by Volca
It is a pity that the project has so little interest. Maybe it is believed to be redundant or too compex, I don't know.
It's more likely that the community has developed the attitude of, "we'll believe it when we see it", and given some of the 'pie in the sky' projects that have come through here, without having a clue what they were talking about, you can't blame them.
That's not to say this projects fits into that category, but until the community sees that a solid foundation has been accomplished, it's going to have a tough time investing in it.
We were lucky with The Dark Mod, more people gravitated towards it than is the norm I think. In one sense, our goals were more realistic than some of the more recent 'total conversion' projects in that we were creating our toolset first and would later consider making a campaign.
I'm sure when people see that your project isn't fading away, they will come on board. :) It's hard to continue working without support from those you hope to benefit, but stick to it...they'll come around. If you believe in what you're doing...then others will begin to believe too. :)
sparhawk on 17/5/2006 at 13:04
Quote Posted by New Horizon
We were lucky with The Dark Mod, more people gravitated towards it than is the norm I think.
Not really. TDM was met with the same suspicion. This attitude only started to change, because our PR work included constant updates as to the progress, and we are still here and working on it. And after about two years of work we can show appropriate progress.
Quote:
I'm sure when people see that your project isn't fading away, they will come on board. :) It's hard to continue working without support from those you hope to benefit, but stick to it...they'll come around. If you believe in what you're doing...then others will begin to believe too. :)
Later they will cheer you. Whatever that means to you ... :)
OrbWeaver on 17/5/2006 at 13:43
This project is a lot more ambitious than the Dark Mod, since it requires an entire engine to be written, including rendering, BSP processing, physics and so on, while TDM only requires Thief-style elements to be added into an already-powerful game engine.
Force on 17/5/2006 at 15:02
But you forgot some things... There is many open-source physics engines and tutorials like "how to make parallax-mapping" in Internet. If that guy likes what he does, and time would be on his side, then he make some success. You must just assist him.
Volca, I beleve that you can do something really cool! ;) :cool:
Volca on 17/5/2006 at 16:04
Thanks for the replies!
I sure hope to reuse some physics engine (there are X alternatives for this, it will need some stability testing, mainly for crate stacking to be nice) - Newton/ODE (?)
The audio part will hopefully use some pre-made API too (I'm not sure if the wav files use a special codec). OpenAL (?) not sure here.
I understand that people will more likely help when they see effort and progress.
So far, i was able to achieve this:
I decomposed the BSP and cell+portal structures of the map, and now use it to display the level. It could use some optimisation, but works nicely most of the time.
I had a success calling script initialisation function (the osm files are win32 dll) under linux, although there are quite some interfaces to implement to let them integrate and work with the engine. These osm files do much of the in-game logic and function.
Non-AI objects were loaded and displayed in the previous version (the one that sits in the CVS on sourceforge). Now I'm working on the ogre loader for these meshes (including AI ones).
OrbWeaver on 17/5/2006 at 16:21
Quote Posted by Volca
I had a success calling script initialisation function (the osm files are win32 dll) under linux, although there are quite some interfaces to implement to let them integrate and work with the engine. These osm files do much of the in-game logic and function.
If your "open" engine relies on calling original Thief DLLs to function, it is not really open.
You could of course use the DLLs for learning purposes, and eventually replace them with your own code.
Force on 17/5/2006 at 16:32
OrbWeaver, I think he means that he opened OSM files, which used for describing interaction of player, objectives and other stuff on mission. Not really engine DLLs. Am I right?