Myagi on 26/2/2007 at 23:41
Quote Posted by New Horizon
As GBM has posted numerous times, Eidos would not be the sole owner of the source code. Apparently, whatever LGS owned when it went out of business became the property of some other company...or it might have been a group of companies. I don't recall. The sad reality is, unless some former LGS staffer has the source code hidden away somewhere...and in my dreams someone does...we will never see the Thief Source Code.
I'm picturing some backup tapes (in some ancient old format no one could play back) in an unmarked crate, in a huge eidos warehouse. Think of the end scene in Indiana Jones 1 ;)
sparhawk on 27/2/2007 at 07:45
In twothousand years there will still be an epic story about "The Lost Sources Of Garrett" as the code will be charished as the Holy Grail of thiefdom. :)
Ultraviolet on 27/2/2007 at 08:35
Quote Posted by sparhawk
In twothousand years there will still be an epic story about "The Lost Sources Of Garrett" as the code will be charished as the Holy Grail of thiefdom. :)
Or somebody will properly capitalize on the gameplay formula and storyline-style in some other medium, and people will forget Thief completely.
BrendaEM on 13/3/2007 at 05:35
I think the best bet of getting the source code for Thief, would be to ask for it publicly on BluesNews.com.
sparhawk on 13/3/2007 at 10:23
Quote Posted by BrendaEM
I think the best bet of getting the source code for Thief, would be to ask for it publicly on BluesNews.com.
Why there? What's so special about them, that you think asking there should be the best option?
BrendaEM on 24/3/2007 at 22:26
Bluesnews is a very popular gaming page read by a lot of developers.
Kerrle on 25/3/2007 at 02:21
Quote Posted by BrendaEM
Bluesnews is a very popular gaming page read by a lot of developers.
Maybe a few years ago, sure - I remember reading it back when it was Blue's Quake Rag - but not so much these days.
Quite a few PC-based developers read and post in the Shacknews forums now. People from Retro Studios, 3DRealms, Irrational, and quite a few other places.
That said, you're not going to get the code - it's pretty unlikely that anyone at Eidos actually knows where it would be, and it's even if they did, probably not in a releasable state. Likely, a few months would have to be spent on cleanup and removing any proprietary stuff.
Freddo on 5/8/2007 at 12:31
Not sure how this project has escaped my eyes in the past, as I found out about it just recently. However, this is extremly cool and I wish Volca and the team the best on their work on openDarkEngine.
I've wished that someone would start something like this for years. Wasn't long ago I wrote on another forum how awesome it would be if someone started something like this.
codereader on 5/8/2007 at 13:02
Btw, how's it going with this project? Any news to report?
Volca on 5/8/2007 at 13:19
Thanks for the interest!
Lot of coding was done to create a stable base for other parts of the engine...
Now, the core object system is at around 50%-70% of implementation, only property inheritance is left to do (and metaproperties), which should not be that hard. Properties and links get loaded from both the gamesys and the mission file, and are usable. I think it'll be finally possible to start doing stuff like particle systems, mesh display, tweqs and things like that in about a month or two (hopefully). Scripting, physics, and the event system will be the next 3 things to focus on.
A few people joined the project, and I hope some more intensive work will begin after the object system core is finished. One started working on the font support and GUI (about a week or two ago), next is digging through the pathfinding, also there is one guy working on mac compatibility.
I also have some plans to try implementing global dynamic lights/shadows. Too soon to speak about that though.