Just woke up and read that. Very good news. My mods programmer just read it as well, and is now bouncing off the walls. Great things are soon to come for the Q3 engine. Like I said, this may affect Q4 unless they have anything special planned.
I'm surprised they're releasing it at all because it's still a kick-ass-not-so-outdated engine today. It's like UT2k4's minus physics and cubemap light/water.
yeah, but considering q3a's pretty advanced itself, what is left to bolt on? All I can think of is flares, particle system, skeletal model format (HOPEFULLY OMG, animating in q3a is really bloddy hell if you're not a max user), some new shader commands that can take advantage of cubemapping and fragment/vertex programs, and ogg support
also... ode physics, dynamic lights, normal mapping for characters, cubemap water reflections, more advanced animation system with improved and FUNCTIONAL MD3 exporters for most popular 3D apps, better vehicle support, geomipmapped terrians, vegetation, better fog, larger gargoyle cock, etc.
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yeah, but considering q3a's pretty advanced itself, what is left to bolt on? All I can think of is flares, particle system, skeletal model format (HOPEFULLY OMG, animating in q3a is really bloddy hell if you're not a max user), some new shader commands that can take advantage of cubemapping and fragment/vertex programs, and ogg support
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There are quite a few rumors that skeletal animation in a early from (md4) is already included in the source, but not used until RTCW.
BTW:
What I wonder is if the engine enhancements from Q3:TeamArena will be included.
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What I wonder is if the engine enhancements from Q3:TeamArena will be included.
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I don't doubt it, but team arean didn't even touch the engine with new features at all; just had a completely recoded ui/menu system (and that's seperate from the engine, definitely, it's more into the gamecode. You can choose to build a regular q3a menu or the team arena menu in the project file)
I think a good idea for an engine, is to have backwards compatibility with 1.17 and previous versions for some mods that are good but never got ported (Smash TV Q3a comes to mind...)
Hmm, I always thought those texture blending and terrain stuff was introduced with TeamArena, so that would be new engine features.
But now that I think of it, if I remember correctly these features were included in the pointrelease also, so it is probably a sure bet that those enhancements will be included.
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I was able to compile it without a problem in MSVC++ 6 and remove the pk3 checksum protection, making it usable for my project
w0000000t!
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Hmmm, wouldn't it be better to simply change the checksum to your files, instead to removing the check?
After all, the option to run on pure servers was one of the most effective anti cheat protections in Q3 (although addmitibly it is a lot less usefull now that the source is released).
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I was able to compile it without a problem in MSVC++ 6 and remove the pk3 checksum protection, making it usable for my project
w0000000t!
[/ QUOTE ]
Hmmm, wouldn't it be better to simply change the checksum to your files, instead to removing the check?
After all, the option to run on pure servers was one of the most effective anti cheat protections in Q3 (although addmitibly it is a lot less usefull now that the source is released).
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No, I mean the startup protection that it only allows Quake3's pak0.pk3 to start the game.
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So... Has anyone made any cool things for it yet?
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Not yet, people are still hacking away with errors and discoveries. Nobody's enhanced it yet. I've been working on OpenArena though, just got the decals/shadow shader to work so it doesn't spam the console ;D
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What sort of design over Quake 2 does the Engine have?
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New map format, new model format (supports tags and multiple groups), a shader system, CLIENT-SIDE game code (so your super special fx won't lag the server, yes this one's important), and a faster, better looking renderer.
Replies
Some more infos about Carmack's keynote
yeah, but considering q3a's pretty advanced itself, what is left to bolt on? All I can think of is flares, particle system, skeletal model format (HOPEFULLY OMG, animating in q3a is really bloddy hell if you're not a max user), some new shader commands that can take advantage of cubemapping and fragment/vertex programs, and ogg support
[/ QUOTE ]
There are quite a few rumors that skeletal animation in a early from (md4) is already included in the source, but not used until RTCW.
BTW:
What I wonder is if the engine enhancements from Q3:TeamArena will be included.
What I wonder is if the engine enhancements from Q3:TeamArena will be included.
[/ QUOTE ]
I don't doubt it, but team arean didn't even touch the engine with new features at all; just had a completely recoded ui/menu system (and that's seperate from the engine, definitely, it's more into the gamecode. You can choose to build a regular q3a menu or the team arena menu in the project file)
I think a good idea for an engine, is to have backwards compatibility with 1.17 and previous versions for some mods that are good but never got ported (Smash TV Q3a comes to mind...)
But now that I think of it, if I remember correctly these features were included in the pointrelease also, so it is probably a sure bet that those enhancements will be included.
ftp://ftp.idsoftware.com/idstuff/source/quake3-1.32b-source.zip
w0000000t!
I was able to compile it without a problem in MSVC++ 6 and remove the pk3 checksum protection, making it usable for my project
w0000000t!
[/ QUOTE ]
Hmmm, wouldn't it be better to simply change the checksum to your files, instead to removing the check?
After all, the option to run on pure servers was one of the most effective anti cheat protections in Q3 (although addmitibly it is a lot less usefull now that the source is released).
[ QUOTE ]
I was able to compile it without a problem in MSVC++ 6 and remove the pk3 checksum protection, making it usable for my project
w0000000t!
[/ QUOTE ]
Hmmm, wouldn't it be better to simply change the checksum to your files, instead to removing the check?
After all, the option to run on pure servers was one of the most effective anti cheat protections in Q3 (although addmitibly it is a lot less usefull now that the source is released).
[/ QUOTE ]
No, I mean the startup protection that it only allows Quake3's pak0.pk3 to start the game.
Now it can start without needing q3a
What sort of design over Quake 2 does the Engine have?
So... Has anyone made any cool things for it yet?
[/ QUOTE ]
Not yet, people are still hacking away with errors and discoveries. Nobody's enhanced it yet. I've been working on OpenArena though, just got the decals/shadow shader to work so it doesn't spam the console ;D
[ QUOTE ]
What sort of design over Quake 2 does the Engine have?
[/ QUOTE ]
New map format, new model format (supports tags and multiple groups), a shader system, CLIENT-SIDE game code (so your super special fx won't lag the server, yes this one's important), and a faster, better looking renderer.