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ioquake3 Engine Possibilities
Many games use the Quake III engine, such as; American McGee's Alice (my favorite), Heavy Metal : FAKK2, Return To Castle Wolfenstein, The World Is Not Enough, and Voyager : Elite Force - would it be possible with minor modifications to ioquake3 to run such games. I would think with the release of the Alice in Wonderland movie, the game would be getting some attention from it's old fans.
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Re: ioquake3 Engine Possibilities
problem is, that most of the time the game developers modify their q3 engine. so its not longer a default q3. normal mods on the otherhand should work.
as far as i know there is a holomatch port for elite force which probably could be ported. (its a bunch of patches for the source of q3) |
Re: ioquake3 Engine Possibilities
So are you saying that there is a possibility that if I just use my Alice game files with ioquake3 that it might actually run with minor modifications such as changes of file names?
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Re: ioquake3 Engine Possibilities
you can try, but i think it wont work. the problem is, that it likly the developers of alice changef some parts of the engine. like support for their own audio codec or models, or whatever.
i atleast know there is a port for mohaa and elitefoce most commercial games which uses the q3 engine need modifications to the engine to get it work. |
Re: ioquake3 Engine Possibilities
Well we could try to compare the engines first. You never know...
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Re: ioquake3 Engine Possibilities
I don't know that much about game engines at all.
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Re: ioquake3 Engine Possibilities
Alice also uses .pk3 files. (Same as Quake III); pak0.pk3, pak1_large.pk3, pak2.pk3, pak4_english.pk3
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Re: ioquake3 Engine Possibilities
I just looked at the .deb file and it is very similar to Alice, does anyone know how I can get into contact with Oliver McFadden?
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Re: ioquake3 Engine Possibilities
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Re: ioquake3 Engine Possibilities
There seems to be a lot of interest in getting mods working with the N900 ioquake3 port. I'm willing to spend a bit of time on this (hopefully tonight/tomorrow) but I'm going on vacation on Wednesday during which I will try to do minimal programming.
Anyway, QVM support shouldn't be much of a problem. It might be a bit slower, as it will be interpreted. The major problems are: 1. I'm using absolute coordinates in CG_MouseEvent(), these must become relative for unmodified cgame modules to work correctly, and 2. Auto-aim is hard to implement cleanly (yes, it can be done by writing directly to the X/Y coord memory locations but that is horribly hackish.) Accelerometer movement/usercmd generation is in the client code, so that is not a problem. |
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