quake 3 arena engine
#1 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 20 December 1999 - 04:12 AM
#6 Members - Reputation: 440
Posted 15 December 1999 - 03:43 PM
Let's all follow Bill Gates around and bug him for some pocket change.When you do license the engine, you do get the full package out of it though (source code and all). At least that's how it was with Quake 2 and Unreal engines.
I heard ID was severly lacking in Customer support on it though, while the other co that made unreal was excellent.
Has anybody ever thought of just making engines to license out? I'm kinda curious on this sort of thing - might be the way to go if you can't make a full game - just make the engine and then license out for $$$$.
Jim Adams
#7 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 15 December 1999 - 04:24 PM
It is people like Valve (maker of Half-Life, for those of you who live a sheltered life) that take this engines and really make them into intense worlds with plot and style and substance.
So what I am trying to say is that Id is in the business of making an engine and selling it to other developers. When we get to the point that network lag is a thing of the past and every one has super fast acess to the net with no delays, the successor of the Quake 3 (Quake 5?) could turn into THE Gameing OS. Think about.
Vijay Parikh
#8 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 16 December 1999 - 11:58 AM
#9 Members - Reputation: 122
Posted 16 December 1999 - 01:48 PM
there's ALOT of sites out there for plain old quake and halflife mods, too.
#10 Members - Reputation: 181
Posted 16 December 1999 - 03:30 PM
-The dll files and tools (qeradiant) were released the other day. go to like www.fileplanet.com or www.quake3arena.com and you can probably find them there. Get this if you want to make mods. Basically what they give you is the header files, and the already compiled object files. You can change certain parts of the game, but none of the real technical stuff (rendering, network).
-if you want the full engine and source code...your going to be waiting a long time. They'll probably release it in 5 years. By full engine/source, I mean everything you would need to compile the entire game. You could buy it now for probably $1,000,000+. Of course when they release the source, that doesnt mean you get all the media...just the code (you still gotta buy the game to play the real thing).
#12 Members - Reputation: 122
Posted 16 December 1999 - 04:16 PM
Quadlinear filtering and 64 bit color would be nice.While we're on the topic, you can get the Halflife Pro SDK at:
http://www.valvesoftware.com/hlsdk.htm
Which supposedly has everything you need to compile halflife from scratch.
You have to fill out an NDA, other restrictions, but suprisingly you can sell anything you make over the web, just not on CD's floppys etc.
I haven't ordered it yet, though. If I do I'll never finish the project I'm working on now (game written from scratch) and I'm so close.
#13 Members - Reputation: 122
Posted 16 December 1999 - 07:59 PM
[This message has been edited by Teflaun (edited December 17, 1999).]
#15 Members - Reputation: 122
Posted 17 December 1999 - 06:15 AM
#16 Members - Reputation: 122
Posted 20 December 1999 - 04:12 AM
as to Acknex4 ... you can't compare it with the Q2-engine, because Q2 was much faster. A4 isn't worth the money, because you'll have much trouble using it. Some friends of mine got it and it's only a half engine, because many features are missing and shall be out later. If you remember the AVI-Player or dynamic lighting, nothing yet. If I use one's engine, then I'd use Genesis3D or Crystal Space, but writing your own one roqz.
And, you have many other restrictions using A4, so better leave it.
CU
------------------
Skullpture Entertainment
#40842461






