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InsideQC Forums • View topic - Darkplaces or FTEQW for a game?

Darkplaces or FTEQW for a game?

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Darkplaces or FTEQW for a game?

Postby BloodShot » Fri Sep 08, 2017 7:56 pm

Hey guys, I've been working with learning the ins and outs of DP for a little over a year now and I have a small group of people working on a game with me.

We have a lot of the weapon code done, very little in the way of enemies or entities yet aside from basics like a model entity for mapper-specified models or particle emitters.

The code is branched off of quake 1.06 as a base, and we are stripping away things we don't need. So far it's all ssqc, utilizing darkplaces features defined in dpextensions for model attachments and the like, or using shaders from Q3.

I want to know if it's feasible to switch to FTE, and if we should. We are looking into a FPS with lite-RPG style elements, with NPCs and dialogue trees, travelling between maps hexen 2 style (which i know FTE supports) and stuff like that. I'm assuming we will have to strip out things from dpextensions and learn their FTE counterparts - what of particles as well? I'm guessing there's not much overlap between DP's effectinfo scripting and FTE's particle system, as we currently have a pretty massive amount of particle effects already finished.

I guess I'm looking for pros and cons of DP vs FTE, whether it can have the same level of fidelity, performance with realtime shadows, other things like that - to decide if we should stick with DP or switch to FTE since it's still relatively early on.
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Re: Darkplaces or FTEQW for a game?

Postby toneddu2000 » Fri Sep 08, 2017 11:00 pm

- my first commercial game, made with FTEQW game engine
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Re: Darkplaces or FTEQW for a game?

Postby Spike » Sat Sep 09, 2017 1:48 am

r_converteffectinfo can convert dp particles to FTE ones. alternatively just set r_particledesc effectinfo. Be sure to use particleeffectnum as a precache to avoid networking race conditions.
r_forceprogramify 1 will get fte's shader system to try to mimic DP.
most of dpextensions.qc will work in FTE as-is. Obviously it won't provide any FTE-only stuff, but most DP stuff works in FTE just fine, so long as you avoid engine-specific cvars (or values).
Avoid ODE, in both engines.
GI is somewhat irrelevant when you've got precomputed lighting (hence why q3 doesn't use its lightgrid for lighting the map). Its useful for terrain or dynamic map editing sure, but for q1/q3bsp then meh.

I would say more, but this site's shitty inability to remember that you're logged in swallowed my post.
.
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Re: Darkplaces or FTEQW for a game?

Postby toneddu2000 » Sat Sep 09, 2017 7:38 am

- my first commercial game, made with FTEQW game engine
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Re: Darkplaces or FTEQW for a game?

Postby frag.machine » Sun Sep 10, 2017 1:24 am

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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Re: Darkplaces or FTEQW for a game?

Postby toneddu2000 » Sun Sep 10, 2017 6:19 am

- my first commercial game, made with FTEQW game engine
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