That's better. For the Open source license, I would like to ask for you to release it under the BSD or MIT as the GPL is a pain to work with other libraries.
So far I've kept quiet here, but I think a few things need to be cleared up.
1. This is not Half-Life (although that was the original idea, I have convinced dark heart that is would be way too much work.), nor is it Quake3. The only thing this even has in common with Quake3 is we're using GtkRadiant to build the maps.
2. I am developing my own engine (part of which is a BSP46 renderer with MDR/MD3 models and maps made using the latest build of GtkRadiant (with a custom entitity list)).
3. I am working on a sort of mod system for my engine, the first of which will be a CS inspired mod. With a UT mod coming later. (My personal projects).
4. I expressed interest in the project to dark heart but told him we can't port HL (and use his existing tools) and we can't remake it would take way too long.
5. As a test for my engine (and demos which will be available on my website as the engine nears beta (it will be available under some open-source license, not decided which yet)) I am going to show a few maps from different games running in my engine. One I fancy making to show the scripting working is the train ride from HL.. that's it for now.
So.. This thread really should just be allowed to die for now and a new one started for dark heart's new project (for which we are using my base engine).
That's better. For the Open source license, I would like to ask for you to release it under the BSD or MIT as the GPL is a pain to work with other libraries.
Yeah I'm looking into options at the moment. I'm not releasing under GPL as personally I don't care if people use my source and want to release their own source code.
Although really I don't know how much use any of my code will be to anyone. The modding system of the engine will be of more use so people can modify game rules to create different types of games and objectives from simple deathmatch to capture and control type games.
I imagine the source of the engine would be handy for those wanting to create their own games without having to do too much lower level stuff such as model loading.
eh? bytrix you said you wanted to make the levels where he comes in on the train? you changed your mind?
and it was a quake 3 engine as far as i was told.
p.s, i was trying to keep the quake 3 engine port secrete cos you said you didn't want me to post info on it.
Edit: ok, the train ride is still in there so that means you could release that bit separate? or just for a test map?
What? It's obviously not 'a quake 3 engine'. It's my own engine. And I never told you to keep anything secret. I already said MANY times that I am making maps from different games to show the features of my engine. The train ride from the start of Half-Life is one such map I am working on.
while we're here, i got everything right with the map exporting, i just make the polys in max, texture it in hammer, then add entities in quark.
I was looking into some Half-life PSP stuff a while back, and I had a few ideas...
Would it be:
A) Legal
B) Easier
C) worth
Porting the Half-life UPLINK DEMO to PSP?
also, could we just port over the necessary files such as DLL's and Eboot's for PSP, and make people have to grab a copy of the UPLINK DEMO themselves for the rest of the files?
If someone could just port that over successfully, then perhaps people might feel a little more enthusiastic about the full Half-life experience.
I'm not a coder, I'm just someone who would love to have Half-life running on PSP. It's because I'm not a coder that I won't push anyone with a project like this, but I'm all for it![]()
Thats even a more daunting task than porting over the entire engine! Heres why:
1)Decompiling the DLLs, which are undoubtedly written in C++ for an x86 processor running Windows.
2)Rewriting code that has been optimized for a certain chip and operating system and written in a language that the PSP doesn't understand to code that can be understood by the PSP.
3)Recompiling properly to work on the PSP.
After that is all said and done it would have just been easier to write an engine from scratch...
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