I have been working on setting up a repository containing very minimal QC code + very minimal assets for running Darkplaces. I will post the link soon, I still need to make a very basic menu and test it under Windows.
@Julius: thanks for the links, will take a look (already downloaded the Hunted Chronicles)
@yd: I am ready to start, but I am also hoping that other people will come and participate in this project. So, do we wait a bit, or starting making something and hope other people will get interested when there is something to show?
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").
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 :-)
@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).
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)
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.
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.
I have been working on setting up a repository containing very minimal QC code + very minimal assets for running Darkplaces. I will post the link soon, I still need to make a very basic menu and test it under Windows.
@Julius: thanks for the links, will take a look (already downloaded the Hunted Chronicles)
@yd: I am ready to start, but I am also hoping that other people will come and participate in this project. So, do we wait a bit, or starting making something and hope other people will get interested when there is something to show?
I'm quite sure there is no special rule for spelling Armor. I just checked the Nethack guide, spells it "armor", so does DOOM and Quake.
Personally I would spell it appropriately for your target audience.
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").
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 :-)
@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).
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)
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.
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.
Perhaps you can use a different transport protocol, e.g. rsync
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