[quake3] Off-topic: mods and game engine coders

Jorge Peña jorgepblank at gmail.com
Tue Aug 7 14:29:17 EDT 2007


I made The Instagib Project, but it turned out to be a failure and I lost
interest haha.

On 8/7/07, Tei <oscar.vives at gmail.com> wrote:
>
>
>
> On 8/7/07, monk at rq3.com <monk at rq3.com> wrote:
> >
> > Sorry for this being off-topic, but I thought it somewhat relevent to
> > the
> > blokes on this mailing list.  I ran across this article the other day:
> >
> > http://www.shacknews.com/featuredarticle.x?id=489
> >
> > Specifically, some of it addresses the role of "game engine" projects in
> > relation to mods and other actual content projects.  It was interesting
> > to
> > hear about a project outside of the Q3 ecosystem that also has a game
> > engine project that everyone benefits from with collaboration and
> > whatnot.
> > Also, how the mod in question would probably have not existed if it were
> > not for that dedicated game engine project.
>
>
> you sould invest some time reading about Lord Havoc's DarkPlaces games
>
> "Nexuiz"
> "Transfusion"
> "God or Bad"
> "Nehara" and the 3 hours long machinima "Nehara, The Movie"
> etc...
>
> I myself tried to make the engine (Telejano) as self-supported as posible.
> So It only need one extenal file (the console graphic). DarkPlaces also do
> that, so It only need ...nothing. You just add your files. So making a stand
> alone is easier. With my engine (Telejano), 3 comercial games where created.
>
>
> I have invest some time, the latest 4 years, pimping the concept "Stand
> alone", and I think nowdays is well stablished. Even If is a somewhat murky
> concept ;D
>
> Tomaz also created the "CleanQuake", that is attemp to privide a clean
> base to create total conversions. Is related to the topic, very important.
>
>
>
> How many projects now are leveraging the hard work of everyone on the ioq3
> > project?  Tremulous, padman, urban terror, elite forces, some other
> > projects?
> >
> > You guys are making a difference and are helping many projects with your
> >
> > work.  As much as I like to rag on y'all about older format/graphics
> > stuff, if it weren't for you guys providing a solid base, who knows how
> > many projects would just be untenable?
>
>
> Hope this continue, and create a stable base for grown. The Q3 engine is
> maybe the better engine out here for Deathmach. IMHO.
>
>
>
> So kudos to you.  I just wanted to take a moment to say thank you for all
> > the hard work you've done for the community!
> >
> > Monk.
> >
> > ---
> > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org
> > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50
> >
> >
> >
>
>
> --Tei
>
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