Nexuiz Using CryENGINE 3 for Upcoming Console Port
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Nexuiz Using CryENGINE 3 for Upcoming Console Port
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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What a very odd thing to do. I guess they had trouble porting DarkPlaces to consoles then.
I wonder where this leaves LordHavoc's involvement in the project, and the promised return of source code enhancements to the original DP codebase?
I wonder where this leaves LordHavoc's involvement in the project, and the promised return of source code enhancements to the original DP codebase?
We had the power, we had the space, we had a sense of time and place
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We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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mh wrote:I wonder where this leaves LordHavoc's involvement in the project, and the promised return of source code enhancements to the original DP codebase?
Sounds to me like it means LH would no longer be involved, I dunno.
Funny I was at the Nexuiz.com site the other day and saw there were new screenshots, and was thinking to myself that didn't look like Darkplaces anymore.
It's really kind of silly for Illfonic to even use the Nexuiz name at this point really.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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mh wrote:What a very odd thing to do. I guess they had trouble porting DarkPlaces to consoles then.![]()
I wonder where this leaves LordHavoc's involvement in the project, and the promised return of source code enhancements to the original DP codebase?
Sounds like a dodgy movement from Illfonic to me, and unfortunately this kinda confirms the worst fears from the Nexuiz community about their intentions.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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I would have hoped at least that after the rash of bad vibes following the initial announcement that something positive could have come out of this for the community in the shape of a better DP, but I'm failing to see how this latest move could be of benefit to anybody. That includes Illfonic who are essentially throwing away an existing investment (financial as well as work done so far) in engine licenses, and will now have to port all of their content to a new engine. Smacks of DNF anybody? Those who don't learn from the past are doomed to repeat it, and all that stuff.
Regarding the port, yeah, I know from experience that porting from OpenGL to D3D (or D3D-like in the case of the 360) isn't a light undertaking. Things that were easy become hard and things that were hard become easy, so unless the app is coded to be quite API-neutral in the first place you end up needing to rewrite almost everything. The fact that GL hides a lot of the hardware-specific stuff from you (whereas D3D doesn't) makes it even more interesting.
Whatever, it was a brave attempt and a modern console-ready (or at least console-capable) DP would have been a cool thing to have had exist.
Regarding the port, yeah, I know from experience that porting from OpenGL to D3D (or D3D-like in the case of the 360) isn't a light undertaking. Things that were easy become hard and things that were hard become easy, so unless the app is coded to be quite API-neutral in the first place you end up needing to rewrite almost everything. The fact that GL hides a lot of the hardware-specific stuff from you (whereas D3D doesn't) makes it even more interesting.
Whatever, it was a brave attempt and a modern console-ready (or at least console-capable) DP would have been a cool thing to have had exist.
Last edited by mh on Wed Jul 14, 2010 3:12 pm, edited 2 times in total.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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Well... if it is true and it's not blind pr spin... then so much for the IQM format and the neat things the engine gained from it.
Using CryEngine for an arena shooter is like using Simcity2000 engine for Command & Conquer.
Using CryEngine for an arena shooter is like using Simcity2000 engine for Command & Conquer.
i should not be here
- leileilol
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LordHavoc is still doing the engine work (even in CryENGINE). It was for business reasons he said. Legal matters keep him from disclosing any other information.
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Error - InsideQC Staff
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Error wrote:LordHavoc is still doing the engine work (even in CryENGINE). It was for business reasons he said. Legal matters keep him from disclosing any other information.
Good to hear.
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Baker - Posts: 3666
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I found this interview with illphonic at atomic gamer:
http://www.atomicgamer.com/articles/106 ... -interview
and on page 2...
I'm like dude u bought the code u didnt make it... I guess Khedrin either is 'daddy's little rich boy with no skill" or he won the lottery! !@*#@&*#@!!
So, illphonic now has a Quake license sitting in a sock drawer somewhere useless!
DP did gain shadowmapping and .iqm but those came from the (edit) author of the CUbe2:Sauerbraten engine. IQM has been implemented into Alien Arena so its not a total loss either
http://www.atomicgamer.com/articles/106 ... -interview
AG: I saw online that someone called your pipeline “unique”. What do you think they were talking about?
CH: Well, we don't have a guy who sits down and says, “This has to be done by then.” On a small team, whatever needs to be done, somebody has to do it. I think maybe people are surprised that it (Nexuiz) was done by such a small group of people.
and on page 2...
AG: So did Ghetto Golf come first or did Nexuiz?
CH: The golf game. Ghetto Golf came first. Nexuiz is actually part of our strategy to show that we're not just a one trick pony. We're not just making urban games. We can make whatever style game needs to be made. Nexuiz is sort of like, it's a fun game for us, it's gonna be a lot of fun for people to pick up and enjoy it real quick, not get too involved, have a good time, quit—walk away, come back later and enjoy it again.
AG: So you guys were that kind of FPS gamer? That's why you latched onto that project?
CH: Well, like I said, a lot of us come from that old Quake community. Paul (lead programmer) was programming Quake mods, I worked on a couple of the Quake II mission packs, so we love the first person shooter kind of game. It's almost natural for us to make one.
I'm like dude u bought the code u didnt make it... I guess Khedrin either is 'daddy's little rich boy with no skill" or he won the lottery! !@*#@&*#@!!
So, illphonic now has a Quake license sitting in a sock drawer somewhere useless!
DP did gain shadowmapping and .iqm but those came from the (edit) author of the CUbe2:Sauerbraten engine. IQM has been implemented into Alien Arena so its not a total loss either
Last edited by r00k on Thu Jul 15, 2010 3:37 pm, edited 3 times in total.
- r00k
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r00k wrote:DP did gain shadowmapping and .iqm but those came from the CUbe engine author. IQM has been implemented into Alien Arena so its not a total loss either
IQM is also implemented in Sauerbraten, and, with ragdolls, which also are in the works for Alien Arena.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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iqm was invented in sauerbraten
iqm is not implemented in OpenArena, but i'm mentioning that anyway since there was a slight demand for md5 and that (DISREGARDING THE WHOLE COMPATIBILITY THING)
to be fair if illfonic was REALLY incompetent... the choice would be switching to the Source engine
iqm is not implemented in OpenArena, but i'm mentioning that anyway since there was a slight demand for md5 and that (DISREGARDING THE WHOLE COMPATIBILITY THING)
to be fair if illfonic was REALLY incompetent... the choice would be switching to the Source engine
i should not be here
- leileilol
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Wow its look very nice. I like its graphics its color is so reach and so clear and can you send its video that help to inter faced its effect. I really like it.
- tomdesile
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