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What is the correct engine? (If there is even one)

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What is the correct engine? (If there is even one)

Postby Kronus » Fri Apr 21, 2006 8:15 pm

I'm looking to fool around and work on a game that includes very wide open spaces. By that I mean very similar in size to say, Tribes 2. I was wondering if the Quake1 engine (or any of it's many flavors) would be able to handle a large outdoor area of similar size. Would there be any technical difficultes? Thanks!
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Postby Entar » Fri Apr 21, 2006 11:04 pm

http://www.fteqw.com and www.icculus.org/twilight/darkplaces
Those are the engines most likely to be able to handle what you're looking to do, as well as ones that support multiple BSP types (including Q3BSP).
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Postby Sajt » Sat Apr 22, 2006 1:08 am

Nobody likes to say this, but you're probably better off with something that ain't Quake. You can do it with the newer Quake engines, but it's a pain and since all the engines are reverse-compatible ('limited by the fact that they're still Quake engines') and stuff, their implementations won't be nearly as optimal as another game/engine. Like say, the Torque engine, although good luck with that unless you know what you're doing.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Kronus » Sat Apr 22, 2006 2:13 am

I figured as much. Quake always seemed more suited for enclosed environments. I suppose I'll have to just bite the bullet and bear down and buy a licence for Torque. Boo!

Heh thanks for your quick and honest replies! Take it easy.
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Postby DarkSnow » Sat Apr 22, 2006 9:43 pm

It "only" costs $100 per computer (indie)
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Re: What is the correct engine? (If there is even one)

Postby Tei » Tue Aug 08, 2006 4:14 pm

Kronus wrote:I'm looking to fool around and work on a game that includes very wide open spaces.


Open spaces are hard. Even for the engines that handle it well (HL2) or seems that support it (Q3).

Torque seems a good idea here.
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Postby FrikaC » Tue Aug 08, 2006 4:40 pm

Tei!
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Postby scar3crow » Tue Aug 08, 2006 4:55 pm

heh, yes, I said "Tei!" myself when I saw he had made some posts just a moment ago.

The irony here is that LordHavoc does contract work with GarageGames on Torque...
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Postby Tei » Tue Aug 08, 2006 9:12 pm

Hi!.
HAHa. :D
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Postby LordHavoc » Thu Feb 15, 2007 3:51 am

scar3crow wrote:heh, yes, I said "Tei!" myself when I saw he had made some posts just a moment ago.

The irony here is that LordHavoc does contract work with GarageGames on Torque...


I wish - they still haven't given me any work :(
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Re: What is the correct engine? (If there is even one)

Postby hondobondo » Mon May 19, 2008 3:13 pm

Kronus wrote:I'm looking to fool around and work on a game that includes very wide open spaces. By that I mean very similar in size to say, Tribes 2. I was wondering if the Quake1 engine (or any of it's many flavors) would be able to handle a large outdoor area of similar size. Would there be any technical difficultes? Thanks!


Try sauerbraten. It's open source freeware and it loves open spaces, md2/md3 models and in game level editing
sauerbraten.sourceforge.net
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Postby Urre » Mon May 19, 2008 4:27 pm

No offense to the sauer team, but it so does not like open spaces, nor does anyone like making open space environments for it.
I was once a Quake modder
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Postby motorsep » Tue May 20, 2008 4:48 pm

I think DP handles open spaces fairly well. Here is a video of my experiment:
http://youtube.com/watch?v=v7Usnj80PhU
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Postby r00k » Tue May 20, 2008 10:37 pm

Nice!

I dont know about you but watching this video about 25%into it I just kept thinking "GO OVER THE HILL!" only to watch you run in circles! arrrrggghhhh... :P
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Postby motorsep » Wed May 21, 2008 4:15 am

I didn't want to run from one end of the map to another, that would be more boring that watching me running in circles :P
But you can get an idea of the scale of the map from that video.
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