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Obsession Software Ltd. This forum is devoted to the building of a real, tactical first-person shooter - insane people only!

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Re: i'm done!
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Pierre-Marie Baty
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Default Re: i'm done! - 04-12-2004

Be certain that if ever the Q3A bot source code had been available somewhere on the net, it's a long time RACC would have its AAS instead of a navmesh !



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Re: i'm done!
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FrostyCoolSlug
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Default Re: i'm done! - 04-12-2004

hmm.. *thinks about RACCs new found legs and finds the united bot forum*


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Re: i'm done!
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sfx1999
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Default Re: i'm done! - 04-12-2004

Actually, there was some discussion on whether or not to use Quake. The reason that it was pushed away was because it is bad at rendering terrain.


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Re: i'm done!
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FrostyCoolSlug
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Default Re: i'm done! - 04-12-2004

yea, we wanted to do a lot of things from scratch, or generaly use the Ogre3D engine, probably with the BSP mod


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Re: i'm done!
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stefanhendriks
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Default Re: i'm done! - 04-12-2004

i'd say lets get something done first, the discussion on terrains or not is valid, yet keeping discussing wont make things happen. So , even if we can't render terrain, but we do know (and gain) experience, it might help for a second try/engine. First, lets get something done? or atleast TRY to get something really done?

lol, we could almost just do a HL2 mod, Valve hires us, we ask big loads of money, and we will be rich and famous...


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Re: i'm done!
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FrostyCoolSlug
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Default Re: i'm done! - 04-12-2004

lol, rich and famous.. w00 ;D

The chance of that though is minimal, a hl2 mod is an interesting idea, but the whole point of the project is more for the experiance, rather than the fame

Getting something done is a hard thing to do, where do we start? lol we dont have a solid 'base' to start, ideas are still being thrown around


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Re: i'm done!
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Whistler
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Default Re: i'm done! - 04-02-2005

information regarding the Quake3:
http://www.armadilloaerospace.com/n....cent%20Updates
  
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Re: i'm done!
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Iced_Eagle
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Default Re: i'm done! - 04-02-2005

Well since you already bumped this

Quote:
Quake 3 Source



I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isn’t the same as having a royalty free license without the need to disclose the source, but I’m pretty sure there would be some hard feelings.



Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won’t be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I won’t wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.

I'm sure they have all figured that out already though.
  
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