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Author Topic: Development on DKII has switched  (Read 9881 times)
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« on: December 30, 2003, 04:03:00 PM »

From Quake 3 to Xreal.
This decision has come from our CEO, Nima, and has told me and everyone else that Xreal would be easier to develop for, several reasons why:
-Quake II Based Engine
-Supports Quake III and Daikatana (any Quake II game)
-Develop Quake III maps for use in Quake II, plus all that crap INCLUDING old Daikatana maps
-Has single-player so we don't have to rip open the singleplayer source.

So all the people who told us to switch to Quake II or Xreal got their wish.
Think about it. I think this is the best decision we've made for Daikatana II.

UPDATE:
We've gotten the Hiro model almost complete. Since we just switched to Xreal, we can also keep EVERYTHING we need from the original Daikatana as placeholders.

This is sooooo cool. Our crap programmer knows Quake II code  
Post your thoughts.
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Malchik
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« Reply #1 on: December 30, 2003, 05:10:00 PM »

If you didn't get permission from ID for the Quake 2 engine Carmack will send his stroggs after you. Seriously
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« Reply #2 on: December 30, 2003, 05:17:00 PM »

Who knows, XReal may be an illegal commercial knockup of free GPL code.
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« Reply #3 on: December 30, 2003, 05:18:00 PM »

The Quake II Engine source code was RELEASED FREELY UNDER THE GUI.
Remember?
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Malchik
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« Reply #4 on: December 30, 2003, 07:00:00 PM »

There still selling the engine because there is still games being made from it. ID isn't gonna stop the money train from comming in.
 
 [ December 30, 2003, 10:00 PM: Message edited by: Technician ]
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« Reply #5 on: December 30, 2003, 07:30:00 PM »

They may be still selling the game, but if you develop something under their GUI, you can sell it and do whatever you want with it (what do you think the people at valve did?).
Xreal isn't illegial, otherwise they would've been shut down a long time ago.
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« Reply #6 on: December 30, 2003, 09:11:00 PM »

Valve licensed the Quake engine and bought rights to other mods and sold half-life along with it :

And it's not "GUI", it's GNU GPL.
 
 [ December 31, 2003, 12:12 AM: Message edited by: CheapAlert ]
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« Reply #7 on: December 30, 2003, 09:31:00 PM »

My apologies. I get confused.
Yeah, Valve bought it _before_ the source code became free.
It's free now.
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« Reply #8 on: December 31, 2003, 12:19:00 AM »

They can use Xreal or Quake 2 or whatever is open-source. Valve used Quake 1 and a bit of Quake 2 (network code) for Half-Life. They bought the rights to Quake 1 long time ago.

edit: merged two posts
 
 [ January 07, 2004, 02:09 PM: Message edited by: chiQ ]
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« Reply #9 on: December 31, 2003, 12:10:00 PM »

Yeah, that's what they did.
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« Reply #10 on: January 02, 2004, 01:15:00 PM »

Well, I think we might be switching engines again. In the midst, Xreal stands as an engine that we have to compile, and I don't have anyone good enough to program all that crap. I'm not sure...we need to find an Engine for either Quake 2 or Quake 3 that is backward compatible with each other (especially the maps).
Any suggestions? KmQuake2 is out of the question.
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« Reply #11 on: January 02, 2004, 01:55:00 PM »

Lol    
This doesn't sound that professional. You should stay at one engine. Or should I say 3DR to ya?  
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« Reply #12 on: January 02, 2004, 02:07:00 PM »

We are just realizing compatiblilty problems--this will be worked out.
For now, everything is being done to Quake III. New models are on there way to be completed, as a matter of fact.
We just need an engine capable of backwards compatibility, that's all.
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« Reply #13 on: January 05, 2004, 08:47:00 PM »

UPDATE:
A new programmer has joined the team, and he means business. Decked out with 2 and a half years of programming (directX, c++ etc.) this guy is the most professional ever. I mean, he means to rip out Quake 3's asshole and go to work on Daikatana II.
SO, this means:
1. We'll use the Xreal engine
-or-
2. We'll use the source code released by The Dark Conjunction team (Quake III)
-
I mean, this guy is C++ all the way.
So, if he ends up sticking, those are the two engine choices.
UPDATE 2:
A new Ryla model is underway, built specifically for Daikatana II. Progress will be shown shortly.
-I'm serious. Daikatana II has never shown this bright. We might fly by the release date of March, but not by that much. Since I have a dedicated, small team, we'll get things done. All we need now is another modeller and a texture artist.
Post your thoughts.
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« Reply #14 on: January 06, 2004, 03:29:00 AM »

A couple of questions for ya:

1.) Are maps directly converted from DK1 1:1? Or are they completly new?
2.) Which weapon models are you using? New ones or DK1 ones?
3.) Do you plan to adjust the physics of Q3/Xreal Engine or will they stay?
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