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Jedi Academy and Jedi Outcast now open source

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#1 TheChubu   Members   

Posted 06 April 2013 - 08:42 PM

Raven released both Jedi Knight 2 Jedi Outcast and Jedi Knight 3 Jedi Academy sources under the GLP licence after Lucas Arts got shut down by Disney.

 

http://arstechnica.com/gaming/2013/04/after-lucasarts-closure-jedi-outcast-and-jedi-academy-go-open-source/

 

SourceForge links:

 

Jedi Academy sources -> http://sourceforge.net/projects/jediacademy/

Jedi Outcast sources -> http://sourceforge.net/projects/jedioutcast/

 

And there is already a project to upgrade the sources (mainly via backporting ioQuake3 they said) in GitHub called OpenJK

Link -> https://github.com/Razish/OpenJK

 


"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

 

My journals: dustArtemis ECS framework and Making a Terrain Generator


#2 Josh Vega   Members   

Posted 07 April 2013 - 05:39 PM

ioquake is also working on their own versions of each:

 

Jedi Academy - https://github.com/ioquake/jedi-academy

Jedi Outcast - https://github.com/ioquake/jedi-outcast


Some favourite quotes:
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#3 TheChubu   Members   

Posted 08 April 2013 - 03:07 PM

Sweet! I hope they can organize a grouped effort fast instead of having so many forks.

 

I'd have loved they (Raven) had released it sooner though.

 

One thing I was thinking about, ID Tech 3 derived projects never used OpenGL 3.x right? It would be nice to inspect such project with a modern OpenGL approach.


"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

 

My journals: dustArtemis ECS framework and Making a Terrain Generator


#4 Josh Vega   Members   

Posted 09 April 2013 - 09:04 AM

Yeah, apparently I'm the only one who has commited to the jedi-academy repo so far. I know ioq3 was talking about cleaning up the code (switch to CMake and remove Xbox-specific code), and then backporting ioq3 and iodoom code.

 

Yes, I believe id Tech 3 uses OpenGL 1.2 and id Tech 4 uses 1.5 since they were both released before OpenGL 2 was released (although sadly, Doom 3 was released just a month before OpenGL 2.0 was announced blink.png ).


Some favourite quotes:
Spoiler

#5 TheChubu   Members   

Posted 09 April 2013 - 09:21 AM

Yep I was aware that id tech 3 uses OpenGL 1, seems like Jedi Academy references a SGI implementation :D (for that matter, how do you compile that? Ask SGI nicely for 15 year old libraries and headers?). Though I didn't knew id tech 4 used OpenGL 1.5, I thought they had at least OpenGL 2 going.

 

Coincidentally, Doom 3 running on a 12Mb Voodoo 2 http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1462 hahaha

 

I was asking about recent open source derived projects, not original id tech 3 itself. No one upgraded it to OpenGL 3.0 right? At least I don't recall any project like that.


"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

 

My journals: dustArtemis ECS framework and Making a Terrain Generator


#6 Josh Vega   Members   

Posted 09 April 2013 - 10:25 AM

No, I don't think anyone has managed to get a id Tech engine up to OpenGL 3.X yet.

 

Although, I believe the renderergl2 sub-project in ioq3 uses is an alternative renderer that uses OpenGL 2 rather than 1.


Some favourite quotes:
Spoiler

#7 TheChubu   Members   

Posted 10 April 2013 - 05:36 PM

Thanks for the link! I'll check it out.


"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

 

My journals: dustArtemis ECS framework and Making a Terrain Generator





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