[quake3] Greetings

thing thing at groundplan.com
Tue Apr 8 05:20:36 EDT 2008


Hi,

Ludwig Nussel wrote:
> The point is if you fork, even with minimal changes, you have to do
> the updates yourself.

Out of interest, how much more work do you guys intend on doing to ioquake?
 From the notes it seems that your mainly interested in bug fixes and 
efficiency - how far down the line are you guys to completing that goal?

Ioquake is fantastic work so far and I really like the fact that you 
have managed to keep compatibility with existing Q3 mods.

Monk mentioned the features found in other ports, and I agree with his 
'longing'. As I mentioned before, it is hard to justify spending the 
huge amount of time and effort making a q3 mod when newer engines have a 
bigger audience and more candy. The 'deal clincher' is that with the q3 
source a stand alone is possible.

Replacing the assets from baseq3 is no small task :)

 From a content creator point of view I would like to see ioquake add 
some features that monk mentioned. Namely, .md5 support and per pixel 
lighting. Mod makers would have to activate them so as to not break 
compatibility. I know that this isn't part of the ioquake direction, but 
if it were, that would be wonderful for content creators and bring 
significant interest to the ioquake project. We would all be happy 
bunnies then :)

Currently we are looking at adding these features anyway but it may be 
held back by time constraints.

 > IMO it's also highly
> questionable whether you can legally bundle your proprietary stuff
> with ioq3 and pretend that this is one product.

Are you suggesting that somebody would try and pass off ioquake as their 
own work? I think that would be unlikely, and quite rude. When (if? :) 
)we release we will make it quite clear who's source it is based upon, 
in the read me and in the game credits.

Cheers,

Tim


> cu
> Ludwig
> 




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