Doom 3 Source Released
alteveer writes "Just like Quake 3 before it, the Doom 3 source code has been released to the public (minus rendering of stencil shadows via the 'depth fail' method, a functionality commonly known as 'Carmack's Reverse')."
old ID engines?
I'm curious because the tech is there. Are there any fun open source games?
Check out Tremulous
To the gurus,
Is it possible to learn how to program the GPUs from the source?
Thank you !
Carmack has raised the bar for the game industry once again.
To offset political mods, replace Flamebait with Insightful.
Thank you, Id!!!
Yes but you'd be better off learning by assembling a simple program than reverse engineering a big one.
To offset political mods, replace Flamebait with Insightful.
Nice! Good call ID Software ...
The purpose of existence is to make money.
Xonotic (successor to Nexuiz) is worth a look: http://www.xonotic.org/
I think that might actually have evolved from Quake 2 era code originally, or something crazy like that - it's a lot more advanced now.
UFO:AI uses the Quake 2 engine on some level as well I think: http://ufoai.ninex.info/wiki/index.php/News
In my experience Nexuiz and UFO:AI have both been quality Open Source games, although I think UFO:AI contains some media that are not categorised as fully Free in the strictest sense. Xonotic looks to be doing some cool new things and I hope that UFO:AI has also improved since I last played with it.
Urban Terror came out of Quake 3. Very fun. The issue is that these online games tend to get filled with a lot of South American / Spanish speaking players (think TeamSpeak). If you speak Spanish, it would be better, as communicating in team games can be difficult sometimes.
Not Open Source, but Brink came out this spring based on the Doom 3 (IDTECH 3, I think?) source code. While terribly supported by the developer (Splash Damage) for the PC, it's a beautiful game, and really says a lot about what can be done with this codebase.
moox. for a new generation.
My friends and I have LANs with WesternQ3, Proball, and Urban Terror.
What you are asking for is a game that gets hundreds of thousands of dollars poured into it. These games are side projects for most of the developers.
The aformentioned games are great at LAN parties for people who care more about the gameplay and having fun than the level of your character.
Tremulous has an in-depth class/upgrade/building system if I recall. It's actually pretty unique, but not really my cup of tea.
Urban Terror was a Q3 mod, but is now a standalone, free game.
I still play it all the time, the circle jumping, and walljumping aspects make for some really fun gameplay. Kind of like street fighter turbo or something...
http://www.urbanterror.info/home/
Loads of fun...dare I say, I kinda like it more than q3...
Here's a good vid of the extra movement abilities -
http://www.youtube.com/watch?v=LVV5aCFY4QI
Even if nobody created anything new, the ability to keep the original ID games up to date with modern systems is more than enough.
Many mentioned above and Warsow (http://www.warsow.net/) which takes the arcadey style of Quake 3 even up yet another notch.
It's funny you mention Modern Warfare 3 since that game's engine is based on id Tech 3, an engine id Software open sourced before, just like they are doing now with Tech 4. "The engine was first used for Call of Duty 2 in 2005 under a proprietary license of id Tech 3 created by id Software in 1999, as at this time, the engine was a heavily modified version of the Quake III engine. The engine did not have an official name until IGN was told at the E3 2009 by the studio that Call of Duty: Modern Warfare 2 would run on the "IW 4.0 engine". (http://en.wikipedia.org/wiki/IW_engine)
Quake. Nexuiz uses the darkplaces engine, which is the first quake's engine redone :)
For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
It seems that the licensing is a mess.
The header in the source files state that the code is GPLv3 or any later version, with additional clauses added.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
However, it seems that it is only possible to apply these additional terms to GPL version 3 exactly (and not any later version):
2. Replacement of Section 16. Section 16 of the GPL shall be deleted in its entirety and replaced with the following:
These additional terms seem to be just disclaimers of liability and an indemnity clause, but it is entirely possible that they make the source GPL-incompatible, which, if true, would be a huge disappointment.
So not only is the license not self-consistent, it is likely also GPL-incompatible. The additional terms may further make the license non-free, and definitely non-DFSG-compliant. Thanks go to the corporate lawyers who have turned Carmack's good intentions into an abomination. I hope that they can re-release this under saner terms.
Oh, I thought that was when he went from the god of PC graphics with games like Quake to their bane with that abortion Rage.
Great, can fix the surround sound now.
Here are a few link to lists that answer your question:
http://en.wikipedia.org/wiki/Id_Tech_3#Projects_based_on_the_GPL_source_release
http://en.wikipedia.org/wiki/Id_Tech_2#Games_based_on_the_GPL_source_release
Urban Terror is a great game, what makes it unique is, as parent suggested, the movement mechanics of the game. Once you learn how to jump and move, it feels natural, to jump off walls, to gain speed while jumping, it just works beautifully.
/. a while back as well.
The weapons are well balanced, and fun. It has a very large and active community, and many sub communities, from jumpers to active Leagues in North America, Europe and South America. You can always find good servers to play on.
Plus the game is in development for a new version, so don't let the old looking graphics scare you away. It also runs on mac, linux and windows.
I originally found Urban Terror due to some post on
when the comment says /* ... //FIXME: This is pretty much wrong. won't access data in most situations. ...
*/
The function in question is idInterpreter::GetRegisterValue in neo/game/script/Script_Interpreter.c
A lot more FIXMEs in other source files. Fun to read.
Anyone going to cook some up?
I may or may not do it because I personally loath MD5's lack of precalculated normals.
Quake4 source is obviously not included so no OpenArena4. Probably something coopey and SPey would be in order (OMG A LINUX FIRST?)
The game is the most popular in Europe even more than South America. But North America has plenty of people playing, and it's own league, http://www.ftwgl.com
To the gurus,
Is it possible to learn how to program the GPUs from the source?
Thank you !
That's a very broad question, do you want to do general purpose computations on the GPU or use the GPU for custom shading effects in the graphics pipeline of an application/game?
Your best bet is probably some tutorials on CUDA or OpenCL for GPGPU and Cg, GLSL or HLSL for shading.
How about just doing some tutorials? Those ones are pretty old of course, but they're what I used when I was messing around with 3D graphics as a teenager.
which is totally what she said
was going to plug ufo:ai, even though i don't have the time to popularise it much lately. it uses id engine for 3d environments (although quite modified by now), and is of a fairly good quality and fun level.
Rich
Most of the FOSS games I've seen made look to me like a Quake 3 clone. How about a CoD4 clone for a change? It doesn't have to be a graphical powerhouse, but I like the game play of CoD4.
The Dark Mod, a Doom 3 total conversion which turns the game into something similar to the "Thief" series games, will now be able to optimize and fix render, AI, and physics. This is a day for celebration! www.thedarkmod.com http://www.moddb.com/mods/the-dark-mod
considering id is now owned by besthesda, that this is going to be the last release of their engine source as they now have final say. and when was the last time they even acknowledged the existence of linux let alone treat pc gamer's well?
I've worked extensively with the Quake 1 and 2 sources (I ported them both to Pocket PC, which required rewriting a lot of the computationally expensive routines from floating point to fixed point math, as the ARM processors of that era did not have a FPU). I can say that no, you're not going to learn anything that way. The code has few if any comments at all, the routines are optimized, the data structures are optimized, tons of preprocessing of data happens both at the content level and during load time, plus any other trick Carmack could throw in there to increase performance. Unless you wanting to follow the path of execution as it relates to a specific data set or type of rendering, just to see the exact techniques used (obviously knowing specifically what you are looking for) then you're not going to learn that way.
Better known as 318230.
Recall the Pathways into Darkness mod for D3 based on the old Bungie game from 1993?
http://rampancy.net/reviews/pathwaysredux
Domestic spying is now "Benign Information Gathering"
Doom 3 release is going to be great for The Dark Mod among other projects: http://www.thedarkmod.com/main/
Very informative, thanks for the heads up. This makes me wonder if the rather small maps and close quarters (relative to say the Battlefield games) are partially a limitation of the engine from it's Quake 3 roots. As "modern warfare"-ey as the CoD games may be, I've always felt they had a strong element of the traditional Quake DM style both in team dynamics (or lack thereof) and balance. Heh, if anything in the more recent games CoD series has reverted a great deal back toward the Quake style with more twitchiness, more shots to kill a player and removal of mechanics like lean. Can't say it's a bad thing, but personally I prefer the Battlefield and even the Counter-Strike style a great deal more.
"Heh, if anything in the more recent games CoD series has reverted a great deal back toward the Quake style with more twitchiness, more shots to kill a player and removal of mechanics like lean."
Have you even played Black Ops or MW3? More shots to kill a player? Seriously?
Yeah, more shots to kill, slower fire rates and more recoil. Ha.
Let me guess, you are one of those whiners that bitch even when you are being hanged to death with a new rope...
Bla Bla Bla.. I dont like pink rope....... Gaaaaaaaakk...
Do not look at laser with remaining good eye.
Any magic found in the Doom 3 sources yet? Like 0x5f3759df from Quake III Arena?
In my playing experience, going from CoD4:MW to CoD:WaW and CoD:MW2 the games got a lot more twitchy. I haven't played Black Ops all that much (to be honest, it's by far my least favorite out of all of them) but now that I'm thinking about it, weapons did seem more powerful than in the previous three. I have not yet played MW3 at all. I'm having enough fun with Battlefield 3 that I doubt I'll ever play another Call of Duty game.
On another note, I have to say I was quite disappointed with the Battlefield 3 single player experience. Between the weak campaign and the poorly-implemented cooperative mode, it really feels like DICE was trying to imitate the successful single and cooperative player elements from the recent CoD games. Unfortunately not only did they fail to innovate, they failed to even create an acceptable facsimile.
I though Carmack had produced a workaround for the patent issue brought on by the original "depth fail" method of stencil shadows. The summary (and to some extend the README.txt file in the base of the GitHub project) suggests that the stencil shadow rendering functionality is completely missing - as in, no shadows at all. That doesn't sound like a workaround so much as ripping out a core component of the engine. If so this greatly reduces the immersiveness of the engine (and its usefulness in total conversion mods like The Dark Mod). Hopefully someone can clarify as to whether this is true or I'm just reading things incorrectly.
To all newcomers - people here are very close-minded and can't handle complaints about Linux. Keep this in mind.
Open Arena is a small, but active community. There are always open games to play online, and some crazy mods (like Defrag to learn how to circle jump) that make it fun.
Works great in linux with old hardware as it's based off Quake III.
Check out Tremulous
Or World Of Padman, also (as far as I know) a derivative work from Quake3 sources, like Tremulous. (World Of Padman)
Doom 3's shadowing technology is what made it stand out at the time. What good is yet another FPS engine being released open source when its distinguishing feature is removed?
How about zDoom? Doom plus mouse-look, jumping and support for modern resolutions is win.
It's a perfect time for being wasted.
A perfect time to watch the stars.
- Burden Brothers, "Beautiful Night"
If only Lucasarts were listening... I mean, the possibility they could still *sell* the original X-wing & TIE series (DOS ones, with iMuse, not the CD-audio crap) aren't just there, so unless it's
1- Just because they don't want to
2- Some code might have been licensed
My money is on n.1
(yes, I know about Dosbox, but it has some sound issues)
I've got better things to do tonight than die.
I just tried to compile it and it squeeled and died. I use 64 bit Fedora so 32bit systems may 'just work'.
Do
scons NOCURL='1'
As it the compile fails add in the i686 development version of the library it's crying for. There is no static version of zlib so you'll have to grab the source, compile it and copy zlib.a to /usr/lib
I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
Why are you trolling /. with your BF3 vs MW3 babble? both are about "realistic" warfare. but there are only so many ways you can make a FPS before it becomes "just the same old shit". especially if both games have the same visual goals. I've been over FPS since about CoD4. at this point every FPS seems like the same'ol to me (because they are). and it sounds like that may be happening to you too.
/rant...
on a separate note, i've never understood the desire for an FPS to be "realistic"... i mean, they simply can't be realistic - unless most single shots kill you, or shrapnel from 50m away for that matter. or, at the very least, limit your mobility and senses to a point that you'll be dead soon regardless. and i doubt anyone hardly ever plays in a sleep deprived, hypertensive state - much less with serious crotch rot, athletes foot and scabs/bites from being in dirty/damp places for days without the chance for personal hygiene (your mom's basement does NOT count!). And the most **enjoyable** FPS PvP that I've played were no where near "realistic" (quake, halo, lost planet (yes, the grapple ftw), etc) yet, realism is where all of the push/cash seems to be anymore. it's confusing to me.
I came here to post because of tremulous.
Be nice if this could turn into something similar.
Its not based around vehicles, and its not a straight up FPS. It is similar in some ways to TF2, but probably the closest thing to it is Command and Conquer: Renegade (a FPS / RTS hybrid).
One of its charming unique aspects is the versatility of the aliens-- being able to play a wall-crawling headcrab or a gigantic trampling monstrosity is always a lot of fun, and it feels really balanced-- a good character can use the weakest weapons and still dominate.
There are reasons to play Battlefield, or TF2, but theyre different sorts of games-- Battlefield (at least BF2) emphasizes the team aspect to an unusual degree with coordination, while TF2 seems to focus on pairs of people on a smaller scale. Tremulous focuses instead on fast-paced action like unreal with a fortress-building aspect.
I feel like the level design is more due to the way the teams work-- a wide open space a-la wake island would result in the aliens getting torn to pieces. The game lends itself far more to closed in maps.
Wait, you mean you actually LIKE CoD? Geek card status: revoked. I mean, you would have been fine if you hadn't compared it FAVORABLY to quake 3. There is no comparison, only disgrace.
"People don't want to learn linux" hasn't been a valid excuse since '03.
It'd be really nice if we could start work on porting Trem to idtech4. Imagine the possibilities! *drool*
"People don't want to learn linux" hasn't been a valid excuse since '03.
Not easily, no. It would be a bit like learning a foreign language by taking a job as a UN translator. Or if you need that in a car analogy, learning to drive by becoming a stunt driver.
From the tone of your post, it sounds as if you are dubious about the point of companies releasing their source.
I find that depressing. Once a studio has released a game, patched the worst of the bugs, and moved on, disbanded, been bought up, that game is effectively dead. Sooner or later, some new hardware or software update will poke a hole in it, it will become impossible to run, and it will sink into the abyss taking all its fun and charm with it. The only way to keep hold of your old favourite games is to preserve your old computer, like an embalmed beige corpse in a crypt under the stairs, exhuming it once in a while to fill a void left by the abscence of anything even remotely similar in modern games.
For me this game would be Dungeon Keeper, for you, I bet there is a 90% chance there is something you can fit in this story.
My point is, id is a good sport releasing source code, but ALL games should release their source eventually. Once they have been sold in their millions, they are, in spirit, public property, and like a park or a road or a shopping centre, they need people to maintain them, until they have been able to live out their full lifespan gracefully.
Now if you need me I will be under the stairs, slapping my imps...
Oh my... someone has a differing opinion? Don't get me wrong, Quake 3 is a great game. But there is no need for tens of different open source clones of it. A FOSS game with CoD4 like concepts would be a breath of fresh air compared to its competitors. Also, there really isn't anything wrong with CoD1 through CoD4. It had all the features that PC gamers wanted (mod tools, true dedicated servers). CoD4 is still highly played on the PC.
If anyone is interested I've created iodoom3 to follow on from the ioquake3 project my team put together.
Let me know what you'd like to see in a modernized Doom 3 Engine!
Check out ioquake3.org for a great, free, First-Person Shooter engine!
salute!
First thing I want to see is someone please add some light to the dam game!!! It's just plain to dam dark!
"Computers are a lot like Air Conditioners" "They both work great until you start opening Windows"
I've always enjoyed World of Padman. It is a cartoon-styled world of paint ball fights based on the Quake III Arena engine.
Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
quake 2 --> halflife --> natural selection
Not once did I say I preferred the "realism" of one game over another. The reason I tend to prefer Battlefield-style games over Call of Duty-style games is the same reason I prefer say Team Fortress 2 over Half Life 2 Deathmatch. Some FPSes are designed with strategy or tactics in mind. The gameplay mechanics force the player to think (with varying degrees of frequency) about the actions they are taking. Relatively low character health and accurate weapons in Battlefield 3 means you can't charge up through a big empty field and expect to survive. You have to use tactics like cover, flanking, or even distraction. Similarly, in Team Fortress 2 it'd be a poor idea to play the Spy class and run straight at a Heavy with your revolver. On the flip side in most Quake style multiplayer games, if you stand still for more than 10 seconds you're dead. Some games emphasize reflexes and the ability to make split second decisions while others emphasize relatively long-term planning and sometimes a coordinated team effort.
Pro Quake 3
Pro MW2 - Obviously not at the same pace as Quake 3 but same concept
Battlefield 3 Support Class - Totally different beast
Warsow, king of quake childs.
http://www.warsow.net/
What about the huge battles, tanks and aircrafts of Battlefield 3?
No, and there probably never will be. It's easy enough to find willing and able programmers to work on free-as-in-freedom projects, but artists are another kettle of fish. 98% of artists won't make substantial contributions for free.
Projects like OpenGameArt seem to go part way towards fixing this, but the truth is that the free software community needs more professional artists who are willing to put hard time into projects rather than just create small portfolio pieces or experiments.
LucasArts? If only they'd release Jedi Knight II and Jedi Academy source code, which is base on Quake 3 anyway... But, nooooo.
How about not a clone at all but something original.
If you're going through all the work and trouble of building an entire game, it might as well be your own design.
Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
When I last looked at working with the Doom3 toolset it felt rather a lot like the toolset for Quake 3 and all earlier Quake engines. Today though, renderers are good enough that the real difference in final quality isn't so much engine features as it is artist quality. Focus on making the artists more productive and you'll get better results than if you spent years polishing the graphics engine up to the modern standard.
The main graphics coder at my job recommends A trip through the Graphics Pipeline 2011 for everyone that wants to do something graphics related today. (Actually he says it's a must read for all programmers, but I think that's a bit strong...)
It's a bit windows-centric, but I think most of it translates to OpenGL since it's focused on what the hardware of today can do.
If noone rtfa, then what's the slashdot effect?
>>I'm curious because the tech is there. Are there any fun open source games?
People still play Quake 1 / Quakeworld with updated clients that have better textures, bloom, lighting, particle effects etc. Look up FTEQuake some time (http://www.fteqw.com/), and come to the weekly game sessions (http://www.attackersgored.com/?page_id=56)
That was not made when the engine was GPLd and old, it was made under private licensing arrangements and new.
Oh, Dungeon Keeper, how I loved that game.
Mod Parent +1 Nostalgic
I've worked extensively with the Quake 1 and 2 sources (I ported them both to Pocket PC, which required rewriting a lot of the computationally expensive routines from floating point to fixed point math, as the ARM processors of that era did not have a FPU). I can say that no, you're not going to learn anything that way. The code has few if any comments at all, the routines are optimized, the data structures are optimized, tons of preprocessing of data happens both at the content level and during load time, plus any other trick Carmack could throw in there to increase performance. Unless you wanting to follow the path of execution as it relates to a specific data set or type of rendering, just to see the exact techniques used (obviously knowing specifically what you are looking for) then you're not going to learn that way.
I came across this piece of code in Q3, was wondering if the compiler would optimize by replacing it by "damping * (velocity2-velocity1)" or if it would keep this way (for precision reason?)
dampingForce = ( damping * ( ((velocity2 - velocity1) * force) / (force * force) ) ) * force;
It's also nice to mention here the refrains of Duke Nukem 3D even though it isn't an iD game.
CoD seems so rehashed now. 4 years ago it was fresh and "next-gen" Each iteration thereafter is stale.
I've not checked out the source yet - but I assume it can be compiled for linux since there was a Doom 3 version.
This brings me to another question - Are there any commercial games out there also using the same engine that could now be ported to Linux?
Obviously this would involve some work and use of "legally owned" data files etc.
This could be really good news for gaming on alternative platforms
N...
Electronic Music Made Using Linux http://soundcloud.com/polyp
Thats my favorite game on Linux, it even works when I get shaped, it would be awesome if they update that with doom 3 engine. I'm in Australia and luckily theres a few servers here so the ping rates good and even found one with sensible people and not screaming 12 year olds. I must get a team speak working because every time I press T to type a message I end up doing the "ump tango" or "play catch the shiny bullet".
I don't have an attitude problem, Its you that has a problem with my attitude
And the great thing about DarkPlaces was that it let you run mods from the original Quake, but have them look significantly better than even GLQuakeWorld ever did. I don't know of any game company that's willing to invest money in making an old game look better on new machines years after the release, but the open source release means that people who still enjoy it can.
I am TheRaven on Soylent News
For me this game would be Dungeon Keeper, for you, I bet there is a 90% chance there is something you can fit in this story.
My Dungeon Keeper CDs are too scratched to install, but I completed Dungeon Keeper 2 in WINE on OS X a few weeks ago. Judging by the comments on gog.com, it's more stable running on WINE than on Windows...
I am TheRaven on Soylent News
Smokin Guns - An Open Sourced Quake 3 engine based game
http://smokin-guns.net/
Awesome western FPS.
could you install dos on a vm?
(1.21 gigawatts) / (88 miles per hour) = 30 757 874 newtons
Actually, that's brazilian players, who are the scourge of every online game. I don't have anything against brazilians, but they are really difficult to play with in any online game. Most spanish speaking players speak a bit of english at least. That said, any team games are better with friends, so you know what you gota do.
Oblivion Awaits
Not the other guy, but hell yeah! I'd want a really, really old frayed rope thanks.
Has anyone ever made anything worthwhile with the NEW ones?
SJW: Someone who has run out of real oppression, and has to fake it.
ETXReal, a port of the Return Of The Wolfenstein Castle: Enemy Territory to a heavily modify Id3 engine. They are mainly adding new graphics effects to bring the game graphically-wise to today standards. But keeping the gameplay (the movement and the feeling).
http://www.moddb.com/mods/etxreal/ homepage
Yes, many has done all kind games and mods to old games.
Example game using Quake 2 engine
http://www.youtube.com/watch?v=vtJKrIngTIs
Or original Doom http://www.youtube.com/watch?v=OrZThqBIibQ using Doomengine (GPLv2 version of Id released Doom engine) http://dengine.net/
Fans can do awesome things with old Id engines. Like with Quake 1 with new optimized DarkPlaced version of Quake engine http://www.youtube.com/watch?v=8D2VGkZNItE
Or with tenebrae version of the quake engine http://www.youtube.com/watch?v=eOMl26bpJ6U
It is sad that Tribes 2 died so fast because its too deep learning curve (even for T1 players)
As it had best balance between players and vehicles and between every weapon and armor class.
http://www.youtube.com/watch?v=kLwd5Zy9Tcg
Not many even remember how deep and tactical fights there were in bases as most seems just want speed with brainless minedisking.
It's difficult to do in open source because of the shared vision. When building an open source project and getting contributions everyone must be "on the same page" hence why you see a lot of clones because everyone already understands what the idea is and can rally around it.
I won't give away specifics, but there's some plans to do something along those lines =p
Feel free to mod me down, just know that unlike some Anonymous Cowards I'm not afraid to express my views as myself.
Doom3 is idtech4, and Brink is heavily modified from the original engine, I wouldn't even consider them the same.
Feel free to mod me down, just know that unlike some Anonymous Cowards I'm not afraid to express my views as myself.
You know Good Old Games sells Dungeon Keeper (configured in DOSBox) for 5.99 USD. I know this game used to be impossible to get if you didn't already have a boxed copy. So for those nostalgic people that don't have it, there ya go, cheap weekend entertainment.
Alien Arena is an open source game based on the quake 2 engine with many graphics upgrades such as shaders. Has that old school feel to it with a lot more eye-candy then q2
It's multi-platform and one of best first person shooters I've played.
http://red.planetarena.org/
No, it (Half-Life's GoldSrc engine) is based on Quake 1, not Quake 2. And since the Source engine is based on GoldSrc, there are still bits of Quake 1 code in modern Source games like Portal 2.
Natural-Selection, while awesome, is a mod with no access to the game engine itself. Natural-Selection 2 originally used the Source engine as a paid licensee, but later switched to their own in-house engine, Spark.
to actually make it compile on a 64-bit machine even if it's a 32-bit program? (ubuntu 11.10 in my case)
IT DOES NOT WORK AT THE MOMENT!
Check out http://openarena.ws
CoD is just extremely generic, hasn't been anything new in years, if there ever was anything new.
"People don't want to learn linux" hasn't been a valid excuse since '03.
There's a new tribes coming.... http://www.tribesuniverse.com/
"Pi is exactly 3!" *gasp*
Here are a few link to lists that answer your question:
http://en.wikipedia.org/wiki/Id_Tech_3#Projects_based_on_the_GPL_source_release
Progress Alert!!!: Looks like Smokin' Guns is the only thing to raise th MadDog McCree bar so far....
Turtle_Arena
Is that you SHredder Mr Zuckerburg ??
http://en.wikipedia.org/wiki/Id_Tech_2#Games_based_on_the_GPL_source_release
Progress Alert!!:
Digital_Paintball
Warmest regards.
They were using id Tech 3 since the original CoD. It was only minimally modified, however.
Erm... The world of computer game modding would disagree with you. I've done (free) work on projects where professional artists and animators helped out in their spare time - partly for fun, partly to extend their portfolios. There are countless more talented amateurs out there, either fishing for jobs in the games industry or again just doing it for fun. (I accidentally ended up with a job at a big-name developer through my modding stuff...)
I think one of the problems with many open source games is that they are, quite frankly, really dull. The approach seems to be either "let's clone an elderly, existing game" or approaching the whole thing as an engineering project with little thought towards gameplay, sound or art.
Look around places like ModDB if you want help. If nobody's interested in your game idea, then perhaps it needs something of a rethink? That, or help out with an existing game mod - they're always short of programmers, and while it's not open source, building up some contacts could be helpful for when you do strike out and build a game from scratch...
Well said. I am extremely wary of the "game mortality" that you speak about -- especially now with DRM systems requiring always-on internet, games will probably last even less time than they used to.
This is why I am such a huge fan of DOSBox which seems to have effectively preserved all games from ~1980 to ~1995 in perpetuity (and GOG.com, which is selling a lot of them to those of us who missed them the first time, or just lost access to a floppy drive). DOSBox is like your "embalmed beige corpse" except it is always able to run perfectly on modern hardware and operating systems.
Yes, the engines that will be used in the next generations of consoles were invented in 2005.
Calling someone a "hater" only means you can not rationally rebut their argument.
Tried VMware, Virtualbox and even an old version of VirtualPC, all have issues or non-working hardware. I still boot an old machine from time to time with 98 on it...
I've got better things to do tonight than die.
The community has already improved shadow rendering performance by (at least) 1.5x. http://forums.inside3d.com/viewtopic.php?f=9&t=3491&start=45
What pipeline? There is no such thing as a fixed pipeline anymore. Dump this shit!
fyi tremulous died ages ago
the part of your original post that provoked my response was:
it really feels like DICE was trying to imitate the successful single and cooperative player elements from the recent CoD games. Unfortunately not only did they fail to innovate, they failed to even create an acceptable facsimile.
which in my mind the only reason the two are compared so frequently is because they both fall into that "realistic" FPS category. For example, i've yet to see Halo Reach compared to any MW or BF games, at least not in the sense that "one is a poor copy of the other". to me MW and BF shouldn't be compared since one is a strategy FPS and the other is a "who got shot first" FPS. which leads me to the conclusion that the only reason to call one a copy of the other is that both fall into that "realistic FPS" mantra...
the rest of my post had to do with my dismay at the lack of good/original FPS games lately - that all of the effort seems to be placed into this realistic style for the past several years, which irks me on various levels.
It seems to me that third person shooters have come to occupy some of the space that was traditionally left to story-driven first person shooters (Mass Effect, Gears of War, etc). On the other hand, I have not played any Halo games past the 2nd one as I do not own an Xbox...