![Wink ;)](./images/smilies/icon_wink.gif)
Also: will it have an Linux, Android and WebGL version as those are supported by FTEQW?
Edit: Does it include the CSQC realtime light editor and support for Trenchbroom for easy level editing?
Realtime lights are very few and placed in game via code (99% of lighting is made via q3map2). Editor used is NetRadiant, so, sorry about Trenchbroom. But, are you sure Trenchbroom can handle q3bsp maps? Last I saw it, I understood it could handle only q1bsp ones.Edit: Does it include the CSQC realtime light editor and support for Trenchbroom for easy level editing?
Yeah, that could be a good ideaWell, you could just put all the QC code into Github so that others can easily contribute fixes and it would also give you a nice issue tracker that many people use. The artistic source files and all the rest can stay as a separate download on sourceforge or such.
Well, when I started projectUnknown I imagined to trash all the lightmaps and go for direct lights only. After 2/3 weeks of tests I changed my mind: unfortunately FTEQW is VERY inefficient with dynamic lights (just to make an example, Tesseract, runs on my pc at 60 fps stable with dynamics lights, global illumination, anti aliasing at maximum, etc. FTE at 1920 x 1080 with 4 dynamic lights slow down to 19/25 fps, ugh..). Another point is global illumination: without lightmaps, you have only direct lighting in game. This is an aspect I didn't take in account went I went to "full dynamic" approach, but, after played A LOT with q3map2 bouncing feature, I noticed how beautiful could be high resolution lightmaps with colors blending each others. Spike said several times (I ask him every month or soIs FTEQW somewhat inefficient with real-time lights? I would have imagined that when starting a new game from scratch it would have been a good time to get away from the legacy tech. With only real-time lights you could have also used a more simple map-format that is supported by trenchbroom (currently Q1 & Q2 bsp, but Q3 will come sooner or later).
No, No, I don't get you wrong, it was my purpose at start to create a project from the ground up that creates a new standard (am I humble, am I?) for open source games. The problem is that I failed!Don't get me wrong, I really applaud you for this cool one-man project, and it is nice to finally see a game that uses FTEQW... but it feels a bit redundant at this point (a bit like a poor man's copy of Xonotic). What I would really like to see (and maybe it is not too late for that) is a quake based game that ditches all the legacy stuff and focuses on being really easy and fun to edit. So basically a small fun base game, that's fully open-source and comes with easy to edit source files for everything, as well as a modern level-editor that comes ready setup with the download etc. I think the way QC works, makes it actually a really nice modding platform (as the original intend and as evident by the still existing community after all these years), but the rest of the quake 'ecosystem', especially mapping and and ready to go modern base-game without overly complicated stuff is kind of missing these days.