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Sunday, October 5, 2014 - 22:18

Ok cool :)

I will start getting better acquainted with Darkplaces and see how to implement a game like this.  We can use OpenQuartz to get a set of bare minimal resources to allow the engine to run ("bootstrap it").

Sunday, October 5, 2014 - 01:46

OK, I want to seriously suggest using the Darkplaces engine (a quake engine used by Nexuiz / Xonotic).  The renderer is very good and can do It real-time lighting.  It may take a bit of work to do inventory type stuff, but I think that will be fairly straightforward (for me) because I have a lot of experience with quake engines.

If using Darkplaces is acceptable, then you can count me in as the programmer for this project :-)

Friday, October 3, 2014 - 02:37

@Julius: I will take a closer look at jClassicRPG soon, though I know it has been around for quite a long time, more than several years, and I wonder if the graphics are a good enough standard for this project (yd's textures with normal and specular maps require an engine which does per-pixel lighting).  Also replacing the 3D engine it uses would be major surgery -- I wouldn't attempt it without a good knowledge of the new engine (which I don't have).

Thursday, October 2, 2014 - 04:13

Today I got Panda3d installation to work, but most of the samples are messed up (broken models, as if quads were drawn only as triangles, leaving big holes) and the text is gibberish (except strangely on the Teapot sample).  The interesting stuff, like Shadows or Bump-mapping, are just showing a blank gray screen, with a line of text at the bottom which is unreadable (perhaps an error message?)

So I give up on Panda3d now.  Feels like it is mainly for Windows operating system, and other OS is the poor cousin.  Might be some sour grapes too :-)

For this dungeon game, I don't know what to suggest. I personally do not want to work on a browser based game.  Is the Blender Game Engine a possibility? (I have no experience with it at all)

Wednesday, October 1, 2014 - 01:17

I checked out Panda3D today (well, tried to).  There was no prebuilt package for Debian Wheezy, so I had to build it myself.  After some hair-pulling with some of its dependencies (and needing to checkout the latest code from CVS), managed to get it to compile.  The installation seemed to work, but the sample programs (from the 1.8.1 SDK) complain about not being able to import the Panda3D modules.

So that was quite frustrating.  Tomorrow I will double check the installation step, and try to find the latest sample programs (which are not in the CVS repository, and the docs don't say where they are).  I want to see how well it does real-time lighting, and whether indoor type levels will be feasible.

Sunday, September 28, 2014 - 21:10

I am somewhat interesting in this.

What I am planning to do is to work with the idtech4 engine (used by Doom 3), and create a small "kit" that FOSS projects can use as a base for their own games.  Similar in scope to Julius's defunct artbaseidtech4 project, but I plan to include the engine too (I am a programmer, and have some ideas for the engine which I'd like to try out).

The idtech4 engine ticks nearly all of yd's requirements, and is very well suited to creating a 3D dungeon crawl kind of game.

Sunday, August 25, 2013 - 04:11

Perhaps you can use a different transport protocol, e.g. rsync

Saturday, July 28, 2012 - 05:43

I have calmed down now, and I'm sorry if I was a bit blunt earlier.

I was using some assets that are under a strict GPLv2 license (i.e. without the "or at your option, any later version" clause) -- namely some sounds from OpenArena.  I checked and double checked the rules to make sure that these would be OK.

It's well established that the strict GPLv2 is not compatible with the GPLv3.  Presumably that applies to artwork (or sounds) too, although using GPL licenses for artwork is not 100% appropriate -- GPL was designed for source code.  But I digress.....

I don't know if the strict GPLv2 is compatible with CC-BY-SA 3.0 -- I'm guessing not, and I just checked the link in the license to the list of compatible licenses and there are none.

Anyway, I still hope the competition organizers will clarify this (and perhaps admit that the original rules were not quite up to scratch).  I no longer want to enter the competition, but wish good luck to everyone who does.

Thursday, July 26, 2012 - 22:40

Your caves look a lot better than my dungeons, which didn't turn out very well.  Having wide passageways between rooms makes for better gameplay.

Thursday, July 26, 2012 - 02:49

A question about COPYING.txt :

The contest rules allows using resources which are under free-as-in-freedom license but which might not be strictly compatible with the GPLv3 and/or CCBYSA3.  For example, I am using some sounds which are under the pure GPLv2 (no "later" clause).  I presume I merely need an additional section in COPYING.txt to cover these resources?

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