MDave wrote:I can give out commit permissions for the Kurok SVN for those that don't mind bug fixing and what not for it
Although, if you're planning on doing ProQuake as the base and porting over features, maybe it's own separate SVN would be better instead.
I like where you're going with this, cross platform and all that
I'm thinking of the Java "Write once, run everywhere" motto.
In particular for total conversions.
We'll see how this pans out, my secondary immediate goal is unifying the ever so slightly different PSP, FlashQuake, Direct3D8 MH Windows, Open GL Windows and OS X project files of ProQuake ... Then I want to hit the software renderer and give it a ToChris interpolation, FTEQW 24 bit, Makaqu Skybox/R_wateralpha boost. Then the game assets can be write once and run in hardware acceleration or not for the same experience.
But yeah, it's pretty clear what I have in mind
It's time to make things easy for people. And unified possibly with Spike's CSQC prototype and some of the ideas that aren't too far out there in the Engine Standards thread ... could do quite a bit of good for modding and eliminating the pain and encouraging creativity. [The Quake Remake people have the QuakeC side of things covered mostly]