[quake3] ioq3 is going nowhere

Jean Chassoul jean.chassoul at cis-solutions.com
Thu Aug 9 20:06:02 EDT 2007


100% agree! while the motor doesn't loose its essence and compatibility 
from an final's user point of view, every improves and features are 
welcome with open arms if the engine doesn't loose it's essence I don't 
see what would it be a problem to accomplish the new improvements, *this 
isn't about a gameplay change*, it´s still the same engine but modern 
and full detailed...

monk at rq3.com wrote:
>> I think the problem is that the roadmap hasn't been touched in two years!
>> I didn't see any progress in stuff that matters, like the replacing of
>> DirectX backend with SDL, or ipv6 support and merging unix_net.c with
>> win_net.c
>> The subject in question is comparately insignificant...
>>     
>
> "Re: [quake3] ioq3 is going nowhere"
>
> Naw, I think that's exactly the topic you were trying to hit.  For Dirk,
> it manifested itself in a cvar.  But for you, it's more big picture.
>
> The 1.35+ and 2.0 stuff are pretty solid from a base engine point of view,
> it seems.  But 1.34 is still beta waiting on... testing?
>
> Meanwhile, some of the derivative projects' roadmaps have things like:
>
> OpenArena
> -added bloom effect
> -port particle system from tremulous
> -freetype
> -some graphics tweaks like reflective/refractive water
>
> Tremulous
> -new particle system
> -buffed up map entity system
>
> Elite Forces
> -MD4/skeletal model/animation support
>
> Of those three, Thilo backported the MD4 support from EF.  And OA is
> porting the particle system from Tremulous.
>
> I dunno, maybe ioq3's roadmap should be re-evaluated sometime?  Maybe
> people aren't as interested anymore in doing some of the drudgework?  Or
> maybe people were waiting for a new version of SDL to come out before
> commencing that particular work?
>
> Personally, after doing work on the backend of things, it's nice to see
> some progress on something that gets noticed.  For instance, cleaning up
> code and fixing bugs can take a while, but you can only do so much of that
> before you begin to crave something *new*.
>
> I think Q3 supports left hand, right hand, and center hand for 1st person
> shooting position, like Q2.  If it doesn't, why not?  And, in that vein,
> if it does support handedness (I honestly forget), I am pretty sure it
> does NOT support left and right handed models.  In Q2, you could simply
> mirror the right handed model and BOOM you have a left handed one.  In Q3,
> I think that's impossible unless someone tweaks the graphics code a bit in
> the engine.  Which... would be a visible, useful change.
>
> And I will claim ignorance on this one, but custom resolutions.  Right now
> it's in the console, r_mode -1, customheight, etc.  Why not put a new
> selection in the graphics options to allow an arbitrarily-specified custom
> resolution?  And, again I don't know if this has already been done, but
> why not add a whole mess of resolution options?  Ramp that stuff up to
> 2500x1600.  There's some de facto resolutions defined out there that you
> could throw in and boom, it's a visible, handy change.
>
> Some of this stuff we've been exploring for RQ3.  However, it seems like
> stuff that would benefit everyone would best be done in an engine project
> like this.  Yeah, I do ask why more developers don't backport some of
> their tasty code, but I guess the flipside to that is a project like RQ3
> where we are very manpower constrained at this moment in time.  So... I
> can see why some of this stuff never makes it back into ioq3.  It's just a
> shame, is all.
>
> Anyway, my thought is maybe the ioq3 roadmap is stuff that the ioq3 coders
> aren't all that excited about pursuing anymore.  Perhaps it should be
> revamped into stuff people are more excited in working on.  I don't know
> if that's the case, or if it's just people are busy doing other things. 
> But hey, it might be a factor.
>
> Monk.
>
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>
>
>
>   

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