Linux Unreal Tournament Status Update 141
slothdog writes "Brandon Reinhart of Epic Games has updated his .plan with some more info about the open-sourcing of Unreal Tournament for Linux. Specifically, it will be available under the Artistic License and coordinated through SourceForge. A little snoop-work will lead you to the project's page. Yummy. "
Commercial Project (Score:1)
open source (Score:1)
it is great to see that brandon reinhart is betting on open source. I really hope to see more projects opened this way.
jaime g. wong
ps: FIRST POST!!!
excellent (Score:1)
that's the best new's i've heard today, U.T being one of the finest games i've ever seen.
but what i wonder is will we get cheaters like what happen when quake1 went gpl?
just something to ponder
Re:Commercial Project (Score:1)
Engine (Score:1)
Re:Commercial Project (Score:2)
-----------
"You can't shake the Devil's hand and say you're only kidding."
Re:excellent (Score:2)
They didn't *HAVE* to do this. (Score:1)
This begs a deeper point. Notice that Brandon states:
We don't
have any plans to release the engine proper (certainly not until
all our licensees games are finished)
I wonder if more companies will do something along these lines as id did. When a technology becomes aged in a certain sense, release the source to help further the game scene. Releasing source like this could foster an intrest in younger developers who might not have thought about development before. Didn't borland/inprise/nameofthemonth opensource an old IDE not to long ago?
Re:open source (Score:1)
UT *NOT* Open Source!!!!! (Score:4)
So while it's a step in the right direction, it's not exactly the bliss that everyone thinks it is. Still, being my favorite game right now, I'd really like to see the Mesa Renderer completed so I can play it under Linux.
Re:RMS says (Score:1)
Re:Engine (Score:2)
-----------
"You can't shake the Devil's hand and say you're only kidding."
Excellent! Now to fix the installation... (Score:2)
Nothing that the average Linux user cannot handle, as we are used to "doing it ourselves". (I am still miffed at GT for not allowing Epic to include the Linux binaries on the CD).
I just hope that the installation is refined like Quake 3 Arena's. (note to Enlightenment users, for some reason the current version of UT does NOT run under E, the demo does, but the full version does not.)
GreenMarines sourcing of these libraries should make it much easier for the community to code more Mesa support (this I know is obvious).
Remember, if you buy the game (please do!) mark on the registraion card in very obvious print (red works well) Purchased for use with Linux as there is no place to mark your OS of choice.
Let the folks at GT know we are out here.
not totally open source (Score:1)
I plan on open sourcing the following libraries:
XDrv
XMesaGLDrv
GlideDrv
Audio
XLaunch
who is better ID or Epic Games is still very debatable.
Why does this sound bad to me? (Score:4)
It almost sounds like Apple opening up parts of OS X so the "open source community" can hack away and improve the sales of their commercial product.
And with a little imagination, you can parallel their intentions with Sun - they want to have the advantages of open source without the disadvantages, which are: control of code, and loss of commercial value.
The Unreal engine has made lots of money in terms of licensing for Epic Games - I wasn't totaly surprised that they didn't release all the source. But do notice that the most prized and valuable code that makes the Unreal engine tick is still locked up away from everyone else.
Why? I think Brandon explains it fairly clearly in his .plan:
I'm not trying to sound bratty and trying to whine Epic into releasing everything (not that it would work anywaysnow everybody get to work and make the linux code better, so Epic can sell more engines!
Frac
I know you are trolling, but... (Score:3)
Since Unreal presumably doesn't use GNU tools, there would be no request to add to the name.
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Re:UT *NOT* Open Source!!!!! (Score:2)
Point being, I think that baby-steps are important. You're dealing with a company that isn't about to just leap from one paradigm to another.
Doubtless (Score:1)
I myself prefer U.T. over Q3. (I am lucky enough to have gotten both for Christmas)
Clarification (Score:3)
Silly.
id/Carmack has always done that.
Epic is "opening" the game mod interface, not the underlying rendering libraries.
Quake/Quake II/Quake 3 Arena have always done that. Probably in a few days, after Carmack has cleaned up his code, final Q3A game mod headers and interfaces would be posted.
(Then have fun and lock yourselves into a room.
OTOH, Tim Sweeney's ZZT is one of the earliest "open" mod "engines" (OK, so it is a 2D text-character based "engine") engineered with the plans for public/open expansion. This precedes Doom, and the Doom wad community.
P.S. Tim/Brandon/John should post these clarifications themselves here.
Corrinne Yu
3D Game Engine Programmer
3D Realms/Apogee
Corrinne Yu
3D Game Engine Programmer
Re:UT *NOT* Open Source!!!!! (Score:1)
I'd have gone out and bought UT if they'd released the source to their networking code - now THAT needs some serious improvement! (It blows chunkss compared to even the original Quake 1 - I get better gameplay over a modem with Q1 than I do with UT on a cable modem!)
Now I would LOVE to see this happen with other companies. (c'mon - you KNOW you want to play Wing Commander on Linux, even the original one!
But the renderers and audio portions are definately one thing that stands to benefit a lot from open source... Even if there aren't serious bugs, there's the issue of what happens when new rendering and audio APIs, etc. come out. Note that the original GLQuake was unfortunately quite 3Dfx-specific, to the point where using it with a standard GL driver was a ROYAL pain in the ass. That reminds me, have to download the new code.
Its not GNU, but its definitely good for us. (Score:2)
In my opinion these are both REALLY good games. UT for the moment is the winner in terms of variety and cooperative play (my personal favorite variant), but I imagine the Q3 mod community will be churning add-ons out real quick.
Q3, of course, has the better "deathmatch", where they have always excelled. And the rendering and graphics are definitely better than UT. Regardless, I really dig both of these games, and hope more people with not be biased one way or another. Its just a game people.
Actually, no. (Score:2)
They've one-upped id here, at least slightly, in terms of what they've released in their engine. id did NOT release their renderers and audio libraries.
Of course, UT's network code is what needs improvement the most, as I mentioned in a previous post. (If this is "vastly improved", then the original Unreal must've been horrific!) - that wasn't released.
Don't take this as saying that I don't support id at all - They've got a LONG history of doing this, while Epic is probably only doing this because they have to match id or UT will be blown out of the water by Q3.
I'm definately buying Q3, and after this development, I'm reconsidering UT.
Re:UT *NOT* Open Source!!!!! (Score:1)
Do you have a Voodoo card? The Glide Renderer works fine, I have a TNT2, the Mesa Renderer segfaults on me. Oh yeah, and Sawmill rules :)
Point being, I think that baby-steps are important. You're dealing with a company that isn't about to just leap from one paradigm to another.
Oh, don't get me wrong, I think what they're doing is great and Brandon should be commended for helping them take these steps towards open source. I hope everything works out for the better and that they take a few more steps in that direction. I was really just trying to point out that while the original news article made it sound like the the whole source base to UT had been open sourced, it was really just certain libraries.
Anyway, congratulations to Epic and Digital Extremes for an awesome game and for having the balls to try something new.
command line (Score:1)
> recommend a good GUI to cvs? Or should I learn
> the command line interface (it seems
> tedious, but I'm used to SourceSafe)?
Argh. What has the world come to?
API interface (Score:2)
It would be real fun after both UT and Q3A release their API interfaces for mod in short near future.
Would like to read msgboard peer reviews analysis pro con of UT v Q3A "script" mod API interface, from coding, programming, app development, modding, and even language theory and design perspective.
"Lang" discussion of UT v Q3A is the truly more interesting "versus" conversation we can have on the 2 products.
Corrinne Yu
3D Game Engine Programmer
3D Realms/Apogee
Corrinne Yu
3D Game Engine Programmer
Re:Commercial Project (Score:1)
RMS says it.... (Score:1)
Please pass the kool-aid.
UT is not being open sourced (Score:1)
Cheaters will always be there... (Score:2)
Re:Actually Andy, no. (Score:1)
id didn't have to release their renderers and audio libraries, because q3a was designed to be platform-independent to begin with, and they have more competent Linux coders working for them. Brandon admitted in his plan that he released those parts of the code because he couldn't make it better (work more properly), and hopes that someone else can fix it for him.
They've got a LONG history of doing this, while Epic is probably only doing this because they have to match id or UT will be blown out of the water by Q3.
ditto. but their "grace" in opening up parts of their code seems like a wolve in open source clothing to me. Frac
Explain (Score:2)
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So, Waddaya Want? (Score:2)
For instance - it's pretty hard to release the entire commerical game as Open Source, and expect it to make money. I agree with RMS's "Free Speech" aspect, but, also realize that it's a business for making money. (I've got my own little game company, looking at doing more and more recently...) How should a game developer make the ballance between Open Source, and the business of making money based off of entertament value of the software produced?
Is there a good solution for game developers who want to start supporting Linux, who want to 'do the right thing' and start letting people get access to the source, without loosing tons of cash over it?
Re:So, Waddaya Want? (Score:1)
Open to ideas on this.
Kow
Re:excellent (Score:1)
Re:Explain (Score:1)
GNU is a cult. They recruit the young and impressionable. They are mainly college students who can't afford to buy software, so they think GNU is great. Free, Free, Free.
Then the members of the cult follow blindly what RMS says. Evey Slashdot story is followed by the standard "RMS is right on" subject lines. I will follow RMS and listen to everything he says. Until he pushed the GNU crap on the Linux name, no one called it that. But the mindless ones, they don't care. What every Tricky Dick says must be.
Meanwhile, these same people laugh at ZDNet for buying into what Bill Gates says, without realizing that they are just as mindless as the drones on ZDNet with regards to Windows.
Then, the college students go out into the real world and get jobs (at closed source companies of course), and they are replaced by a new crop of GNU heads.
Like I said, pass the kool-aid.
Please elaborate (Score:2)
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Typical.... (Score:1)
Linux is the operating system. GNU products make up a small percentage of the software in the distribution.
Pass the Kool-Aid.
Re:So, Waddaya Want? (Score:1)
However - that does mean a section is still closed - the actual gameplay (the 3D engine only does so much for you.) And that's only for 3D stuff. Any good 2D solutions out there that I don't know about?
Alien vs Predator (Score:1)
Speaking of new wrinkles, after observing the recent Quake client look-ahead crack, I've always wondered what tactics would work on a precog (effectively what a client with perfect future knowledge is).
LL
Good, keep going, you're doing fine (Score:2)
A few questions:
1) "small percentage" counted how? Number of packages? Lines of code?
2) Which pieces of software in a distribution count as part of the "operating system" and which count towards "applications". For instance, I'm assuming Netscape Navigator isn't part of the operating system. How about X? How about "tar". How about fdisk?
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Re:Why does this sound bad to me? (Score:1)
Don't get me wrong, I think that opensource is a great thing, but not EVERYTHING has to be open-source. Perhaps Epic will opensource UT at some later date, perhaps not. But, it IS their code, and it is their licence, hence they can do with the code what they see fit.
The true beauty of GreenMarine putting the source out is that we -the linux community- will benifit by having the game improved for us (and by us). The other benifit, is that as UT improves on the Linux platform, more people may think about trying (or switching to) Linux.
Still, having part of the code opened is a wonderful thing. Heh, now if we can take this code and make it faster/more playable than the windows version.... MUAHAHAHAHAHAH!!!!!
You have... (Score:1)
A few days ago, several GNU heads almost admitted as much. It took some coaxing though. That was after a lot of "You don't understand.", "We know the truth", and other things that cults say.
The fact is that there is no such thing as GNU/Linux, no matter what your "leader" tells you.
What flavor kool-aid did you get?
Re:Why does this sound bad to me? (Score:4)
Sun's SCSL can be simplified to what you describe -- hack on our code so you improve our product for us, and no, you can't use the code for anything outside of our product. That's the reason it's caused such an uproar, and is not considered properly 'free' or 'Open Source(tm)' by most folks.
Epic is releasing this code under the Artistic License, meaning you can take this code away and do just about whatever you like with it, separate from Epic's commercial product. Sure, Epic will benefit from contributions to this source tree, but anyone else can also use this source for just about anything they want, including games that compete with Unreal Tournament. This is the Right Thing(tm) for Epic to have done.
Your objections make it sound as though you wouldn't be happy unless Epic _couldn't_ make money off of others' contributions, and that just doesn't make sense.
--
Who sounds more like a cultist? (Score:2)
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I am (Score:1)
I am not going to argue about something that does not exist.
Listen, you can follow Stallman off the cliff if you want. It is your life. To come along 7 years after Linux has been out and slap his obnoxious prefix on someone elses work is rude.
The GPL is already viral, but I can see that the other germs have infected you too.
If you keep repeating it long enough, you might actually believe Stallman. He is a neo-communist, egomanical glory horder.
Re:Alien vs Predator (Score:1)
Wouldn't it be great if the scripts and API were able to survive across platforms, multiple game versions, and even multiple games? IE - don't like the sniper rifle in UT? No problemo - just load in the Rail Gun from Quake III instead! Nice object oriented scripts that talk to a common API that more than one game uses. It's a great concept - I'm not so sure it's as good in execution.
The other thing is, that would allow mod developers to create 'universal' mods that work on more than one game. I find that to be a cool concept.
Of course, there's problems. Games are developed with a specific 'vision' behind them. Importing an object from a previous game or competing game may unbalance things considerably. However, that's not that big of a deal, in a way - in a situtation like online gaming where the server admin determins what stays and what goes, he is allowed to tweak the ballance however he wants.
The other problem is - even with a common API, how does that determine what the real effect of a weapon is going to be in future generations of games? IE - the new monster is immune to fire, but, the flamethrower from QIV only passes information in terms of damage, not in terms of fire damage. There's quite a few situations where this would simply screw up. (I've seen ways around quite a few of the issues - problem is, you have to continuously expand the API in an attempt to come up with all situations, or limit yourself to what the API supports in the next game. Both choices suck.)
By the time I read down this far (Score:1)
Conscience is the inner voice which warns us that someone may be looking. [lemuria.org]
Re:Commercial Project (Score:2)
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"You can't shake the Devil's hand and say you're only kidding."
Re:By the time I read down this far (Score:1)
He just won't listen to reason.
Self-contradiction (Score:2)
Just as I suspected, you have no clue.
Some of the work Stallman is "slapping his
You see, the FSF has been working on a free operating system for quite a while. They have nearly all the tools they need (compilers, utilities, libraries, etc) but they lacked a kernel. Oddly enough a few years ago there was a kernel that was lacking everything else. Just like Reece's Peanut Butter cups they got together. Unlike Reece's, though, the package bears the name of only one of the members.
As for the other nonsense you emit, I have no comments except that you clearly don't know the meaning of the word "viral".
---
Repeat... (Score:1)
You cut and pasted that from gnu.org
At least if you are going to be brainwashed, change up the words.
I don't understand (Score:2)
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E crash (Score:1)
the greenmarines posted this E problem as being the first bug that needs fixing, he pointed out the likely culprit also, check the sourceforge page.click on the bug link [sourceforge.net]
Re:I don't understand (Score:1)
I don't object to the finished product. I object to the preaching from cult leaders.
Please forgive me... (Score:1)
BTW, great interview.
Re:I don't understand (Score:1)
maybe I spoke too soon.
Re:Clarification (Score:1)
It is in ref to all the "id is not good enough", and then "epic is not good enough" posts.
When id has been "opening" their latest interfaces very soon, when epic has been doing open engines before doom, etc.
I am as tired of ut sux q3a sux posts as the next guy.
I frequently fwd my epic
P.S. Many people not from 3D Realms have already "clarified" the "status" of the "Prey" engine and other 3D Realms projects in public many times, thank you very much.
Corrinne Yu
3D Game Engine Programmer
Re:I don't understand (Score:1)
Conscience is the inner voice which warns us that someone may be looking. [lemuria.org]
Re:Engine (Score:1)
oh but have a look at [linuxgames.com] if u didnt do that already and check out that old article about the plan to persuade Westwood into Open-Sourcing Command & Conquer1. Now THAT would be something cool to see happen.
Definately worth a look (and maybe even an e-mail)
Re:my cult can beat up your cult (Score:1)
Re:command line (Score:1)
Re:Clarification (Score:1)
Corrinne Yu
3D Game Engine Programmer
forgot the link in my previous post -- there it is (Score:1)
www.linuxgames.com [linuxgames.com]
Re:UT *NOT* Open Source!!!!! (Score:1)
Maybe you are thinking of the origional Unreal? My experience with UT is completely different, the computer that I run it on (not my own) is a PII450 with a 56K Winmodem, and no 3d card (ATI RagePro). I have no problem and the gameplay online is very smooth, the same cannot be said for Q2 on the same machine which is unplayable online. UT does not appear to be sensitive to the winmodem or the V.90 protocol which have caused problems with programs that require low latency connections.
YYMV
Re:Why does this sound bad to me? (Score:2)
This always sounds trite when you hear people say it about Application "X" being ported to Linux, but just last night I was at a friend's house, fragging away at him with the Linux version of UT when another friend of ours stopped by and made a comment of the "Wow! Check out those awesome graphics! This looks like a cool game! Now you're going to try to tell me you're running it on Linux right?" Joking because of COURSE games like that don't run on Linux. Well, we told him it was, he was amazed, and it was one more chip away in his Windows userishness. (He's already jealous of the way we don't have to keep reinstalling our machines any time something weird happens...)
The moral of the story? I dunno. I guess that having a cool game running well under Linux is probably going to do a lot more for getting people to want to switch than the fact that Apache runs over 50% of the world's web servers.
-=-=-=-=-
A couple notes. (Score:5)
Once I get everything together (tomorrow probably, Tim is here but I'm pretty tired) I'll upload a simple tarball release so people can start playing around. Then I'll work on learning rcs and get that set up.
I can foresee companies developing games entirely opensource, but still selling a game...the code is freely obtainable, but the content (maps, textures, models) must be purchased.
I think there is room for open source in commercial software development. I just think that its going to be a while before you see the games industry take up that particular mode of operation.
Finally, a clarification on what we will be releasing.
XDrv.so - This handles window creation, viewport creation, keyboard and mouse input, and all the X windows related stuff.
Audio.so - This is the simple audio library I wrote to mix the sound effects in Unreal Tournament for Linux.
XMesaGLDrv.so - This is the Mesa render device. It implements the engine's render calls and uses the Mesa graphics lib to draw the 3d world.
GlideDrv.so - Same as the XMesaGLDrv.so, but it uses glide.
XLaunch - This executable loads and inits the engine, then starts the main loop. You can actually do quite a lot with this.
--
The bottom line is this: I like to play kick ass games. The Linux port of UT is not kick ass. I don't have the time to make it better, so instead of having it languish on my harddrive I'll give it out to anyone who wants it. You don't have to do anything with it. You could take it and write cool stuff and if you want you could contribute it to me. Its all voluntary.
Yes, it'd be great to improve the Linux port of UT. It really needs work! At the same time, I've been working my ass off to support the mod community. Check unreal.epicgames.com for a fast growing new document on writing mods for Unreal Tournament. I've been working with mod authors and mod teams to get them understanding the Unreal Tournament scripting language. This is another facet of that support.
There is nothing ever wrong with giving people more stuff to play with. Most of these guys making mods aren't trying to make money! They don't want to sell their mods. They just want to make cool addons for people to play and maybe to get noticed. This gives another way for a programmer to do that.
Tim responded to an email discussion between Corinne Yu and me. He says that he likes open source because of the power it gives the community to do new things with the engine. He does not, however, like the idea of merging other peoples code back into the engine. I don't mind the latter as long as its on a small scale.
Re:Actually Andy, no. (Score:1)
Try using pre-GPL GLQuake1 with anything other than a 3Dfx board.
It's possible, but trust me, it's NOT fun. This avoids the possibility of that happening. If the APIs change, it's easy to update the renderers.
UT vs. Q3A (ot) (Score:2)
Dunno. I don't want to start any flame wars, because I know everyone will have their own opinions, but my opinion is that I enjoy UT a lot more than I do Q3A. I bought both as soon as they were available mostly because I wanted to do as much as I could to show my support to these companies for supporting Linux, not because I'm some kind of FPS maniac, because I'm not.
I played UT first, so that might have biased my opinion a little, but after getting a couple friends to play them both too, I'm not so sure.
Q3A seems to have better overall framerate. Which isn't such a surprise considering who wrote the danged engine. UT seems to have better "playability" for lack of a better term.
A friend of mine who has now also played both made the comment that "Q3A 'feels like' an arcade game" while UT "feels like" a really nice FPS. Q3A, to me, has some dreadfully boring weapons, it's maps are... well... mostly red, orange and brown, and the bots on the one hand don't seem to be very smart and on the other run around like weasels on speed, making it virtually impossible to hit them.
UT on the other hand, has a really diverse collection of maps, great weapon selection (and the sounds that go along seem to be better in production quality, too, making them more fun to play with) and its bots in many cases have been hard for me to tell if I was playing a bot or another person. (Granted, not a very good person, but still...)
I dunno, like I said, I'm not trying to start a flame war, but Q3A really kind of gave me the same impression as the new Star Wars movie -- a lot of hype and then it really was just "OK" for the most part. (Well, ok I HATED TPM, but you get the idea...) Not to say that Q3A isn't fun, it is, but I don't think Epic has anything to worry about Q3A digging them a big hole to go lie down in. A LOT of people are enjoying UT and doing a lot of third-party mods for it.
I guess I just kind of take exception to that comment in the same way I would take exception to someone saying something like "Well, now that Linux is on the scene, I guess FreeBSD is just gonna die." They're just different and they will each have their fans and personally I'm glad they're BOTH running on Linux.
-=-=-=-=-
Ummmm... (Score:2)
You'll use the tools, but won't give the time of day to the methods used to create them. Talk about stupid.
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Re:Commercial Project (Score:2)
Re:UT *NOT* Open Source!!!!! (Score:1)
Is there any significant difference between the UT demo and the full version? The changelogs Epic has on their site don't indicate any vast improvements in networking code between v.348 (demo) and 400 (retail)
a) I rarely get less than 200 ping over even a cable modem, and i often have that rise to 500+. It's easy to get sub-50ms pings with Q3.
b) Before you say that Unreal measures ping differently (it probably does) - I get better netplay with a 300-400 ms ping on QuakeWorld than with 150 ping playing UT demo.
Lag-jumping is evil. (Specifically, you move, only to *poof* back to your starting spot over and over again.)
I'd buy the full version of UT to see if netcode was improved if I could find a store around here that accepts returns of opened software.
Re:UT vs. Q3A (ot) (Score:1)
I agree with you on most of your points.
Quake 3: Kickass engine, both graphically and network-wise. Cheesy artwork, levels, etc.
UT (at least the demo) Graphically close to Q3. Networking code blows. (Again, I'd hate to see internet play of the original Unreal if UT's code is so vastly improved...) The gameplay of UT demo was amazing in theory as far as weapons/rules/etc, and would have gotten me completely addicted had the networking code not been absolutely horrendous compared to QuakeN where N=1,2, or 3.
In the long run, Q3 is better. Bad levels/sounds/artwork are easily fixed by mod authors. The serious engine deficiencies of UT are not.
IMHO Quake2 was id's pinnacle with respect to artwork and sound effects contributing to a rich environment. But I never liked the multiplayer that much.
QuakeWorld is the king of multiplayer, although Q3 is pretty good. UT would be a killer app if it had QW's netcode. (Some have argued that QW netcode is even better than Q2/Q3 - I'm inclined to agree with them at least somewhat...)
Re:Why does this sound bad to me? (Score:1)
Clue coming.... (Score:1)
The code that is running this site is not available for download.
Please get your facts straight before feeding trolls. You might get your hand bit.
Re:A couple notes. (Score:1)
Nathan R. Ben-Attar
"First things first -- but not necessarily in that order"
OT : Duke Nukem (Score:1)
1. Duke Nukem Forever legally, officially, and publicly licenses UT code. There is no sinister ripping off here.
2. To maximize the glory that should go to Chris H. Nick S. Tim W., the real programmers officially on DNF, I am on a separate 3D engine coding project. The *glory* (and hopefully not blame) should definitely go to the team.
3. Blame the plot design or the multiplayer coding on me of DNF if you would like, but if you would like to praise the design or the multiplayer, it should go to George B. designer-in-charge and all the DNF designers/mappers and the above-listed coders.
4. What I write here should not be construed as any information about DNF. George B. and Scott M. are the owners of 3D Realms/Apogee.
5. It is hostility and reactions such as these that convince me it is wise policy to have media blackouts, and minimal discussion of our game development projects.
Corrinne Yu
3D Game Engine Programmer
Re:UT *NOT* Open Source!!!!! (Score:1)
Re:you forgot (Score:1)
I've been playing Starsiege Tribes in the meantime. I wonder if TF II will be that good when it comes out or if they just keep changing it and improving it and never releasing it similar to other games mentioned earlier in this thread.
Re:Actually Andy, no. (Score:1)
Yes, the old GLQuake code is kinda broken. But when I wrote it, the ONLY hardware solution was a 3DFX board for Linux! That was two years ago.
You can get glquake.glx to work, but you have to screw with it a bit. I was amazed glquake.glx worked since I wrote the glX version without a proper glX renderer (just a Mesa 3DFX in a window hack). There is a glibc version on the Linux Quake Boxed Set from MacMillan.
Of course, now that we've released the source, you should be able to get glquake.glx running in no time.
Do all ACs quote people out of context? (Score:1)
You are doing both.
I don't believe that was my full quote. It wasn't a complete sentence that you quoted. Thats for butchering it to make your post sound though.
heck out projects such as counter-strike for Half-Life and countless mods for other fps games. Opening the code for many portions of this code will allow these same people to expand on their ideas without the limitations of calling a dll.
I think you're confusing mod code like UnrealScript with Brandon releasing code that doesn't work well under linux. It has more with "I can't fix this, I hope someone else will" than "here's the code to help out mod authors". If it's out there for mod authors, where's the artistic licensed version for win32? I believe you're the one not in the know.
I'm sure there are people who will also want to play with the unreal linux code.
Just like how there are people who wants to play with OS X's Darwin code and Sun's SCSL-licensed code. obviously you missed the whole point of my post, which wasn't simply about releasing the source.
You're being ungrateful. You don't have to use what is given or bitch about it either. The partially open code isn't a command -- it's an offer. Whether people pick up the code and mould it into something usable is another matter.
I'm not being ungrateful. I'm questioning the intention of their opening up of the code, and the usefulness of that code and its life outside the Unreal engine. Of course, you fail to address that point, and chose to twist and fiddle with my words to turn me into a whiner who wants the whole thing open sourced. If sheep like you who proclaim to be anti-whiners actualy think it's a good thing, then I can imagine other companies following suit soon with their partial-open-sourcing strategy.
Re:Why does this sound bad to me? (Score:1)
Re:UT *NOT* Open Source!!!!! (Score:1)
Well, it'll be another week or more before I have access to a store that allows returns of opened software in cas UT retail is as disappointing as the demo.
Even w/o the policy, it's where I'd buy my games - 20% employee discounts rock.
Re:Actually Andy, no. (Score:1)
I definately agree on the source release issue. I've read enough about the 3Dfx problems and the solutions that even I could probably fix the problem. If someone else hasn't done it, I will once I get back to my good 'ole cable modem.
Re:Its not GNU, but its definitely good for us. (Score:1)
-Legion
Yeah, the usual ying yang thang (Score:1)
Every force or action has an equal and opposite reaction.
Re:Engine (Score:1)
Re:Why does this sound bad to me? (Score:1)
Well, they do it for that 1 special person in their life; themselves
If I owned UT, I'd hack at the source, if only to get a few extra frames/sec out of it. Wouldn't you?
I'd be suprised if there are any coders out there who wouldn't.
UT mod opportunity, then a lot of OT :) (Score:1)
This appears to be a nice use for the open source, as well as the existing UT mod interface.
Put your code where your bragging is and show how much better at coding than me you are.
I was going to forgo
But then I came across this and thought it may be good to share, even at risk of more flames and hatred! (flame retardant on alert
/. is a hard site to give up. So a few quickies and I would work very hard to quit this site for good.
// company, projects hostility
The last thing I ever want to cause is such great hostility and anger towards my company and its projects.
I am sorry my personal
Whatever harm and anger I caused I may not be able to take back. But please direct all your hatred at me and not my company and its projects.
// "prey"
I started on a rewrite, less than a year ago. I am doing this all by myself.
Given manpower and time elapsed, this particular coding project is hardly overdue.
As for "any" tech or spec about the project on the site, it is obviously outdated and incorrect of the current project. It was the "same" spec even before I started at the company.
Any article (and I came across a few) that claimed to have the latest information of "prey" engine has all been completely erroneous.
There is little point in my or my company discussing the engine when it is not coming out now, and not affecting your gaming future anytime soon.
I have been programming on many projects for over 10 years. Unfortunately, it was too long ago when I shipped a 3D engine game, when I was Systems Lead Programmer of the first Spec Ops.
I did lots of 3D coding (over the Quake engine, unlike Spec Ops which was not licensing) on Anachronox which unfortunately did not ship yet.
I am quite sure all of you posters have accomplished a lot more than I had, had a lot more experience, and code a lot better than me.
I merely have great enthusisasm, and lots of love for the work.
It is true many other games would be completed before my current project. I do not mind that. I am sorry that all of you do.
// gamer
I am a coder first, math-nut second. I love games very much after those two.
I have the same enthusiasm and sometimes fandom for a lot of the great works of gaming all around me. "Fan" or "gamer" wise all of you are probably a lot more 3l33t than me.
I used to have more time to keep in touch with games. As I spend more years coding, I end up with less time to enjoy these very games.
Most of you is a lot more in touch with gaming and being gamer than I am.
// looks
It is irrelevant whether I am fat. It is only relevant whether you enjoyed my coding before, and whether you will enjoy my coding in the far future.
Describing my own physical appearance in anyway strikes me as being flirtatious and ungraceful. I would now make such gauche faux pas and say that I am currently a little flabby with a 22 inch waist. I eat badly and code a lot. Most women are probably much more attractive than me.
Give you more to laugh at, heh?
// this site
Originally I had sought at this site some kindredship, some thoughtful friendships and exchanges on math, physics, coding, gaming (but not fandom) and whatnot, without all the mania.
For a while, I was having that in small doses.
"Socializing" has always been my weakest skill. I have always been the nerdy geek being picked on and bullied. I didn't survive high school very well (like the katz stereotyped "kids"
I make horrible "celebrity" or "personality." I am grateful for continual opportunities to allow me to continue to be able to code for games. There are a lot more other people who are better suited (and dress better) at be "glamor gaming coder sexxxy chick celeb" than me.
I am sorry I angered all of you so very much for being here. Didn't mean to.
I really don't do this board thing well, and I really should stop.
P.S.
P.P.S. Go flame more. Or not.
Corrinne Yu
3D Game Engine Programmer
Re:A couple notes. (Score:1)