MS:S? Why not some other engine?

Humming Bird

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I mean, we all know steam is shit... So why not like just recreate MS:C from scratch or using some library like HLLib http://nemesis.thewavelength.net/index.php?p=35

and maybe use Irrlicht for 3d graphics rendering, that way, we can include our penguin (linux) users too :)


I know it is easier said then done, but then we'll have nice clean code and such.
 

Thothie

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Well, unless you have some serious advertising power, it's likely best to have a mod attatched to a popular engine, thus you have a client base.

Granted, I think I'd much rather work under the Unreal Engine, than Steam/Source, but tis just me, being one of those people who Steam hates.
 

Humming Bird

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Darn... The unreal engine is nice :( Though they don't let normal people like me poke at their code. Well, look at Tremulous, the open source free FPS game (Q3 engine BTW). Maybe their success is cuz of their open-sourceness :G
 

Thothie

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Quake 3 mods are still popular?

Now THAT's interesting, cuz the HL1 and Quake3 source codes and media usage are close enough that you could almost port this over.
 

The Man In Black

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Yes, who WOULDN'T want to port over the code of death...I think it would be better to do a shallow copy (write it yourself, but use this one for the "ideas")

BTW, why are we discussing this in SOURCE chatter?
 

Thothie

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Think he was originally suggesting taking MS:S to an engine besides Source. ...Granted, the name would have to change. ;)
 

Humming Bird

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Thothie said:
Think he was originally suggesting taking MS:S to an engine besides Source. ...Granted, the name would have to change. ;)

Correct. I have changed the name of the topic. BTW-Using the unreal engine is unreal... Look at their licensing fees =X
 

Thothie

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You can get the SDK and make it a mod fo free. ;)
 

Evaan

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I think Source is a great way to go.

I believe the code is somewhat similar, or at least familiar compared to the original code, but I wouldn't know. Mere thoughts.

Either way, I don't think going for engines with graphics like Oblivion is going to help much.
Oblivion's an overkill, and when you reduce the graphics to make it run decently, it suddenly looks far worse than Source.

I think Source is very powerful and flexible, and Dark Messiah is a perfect example that first person RPGs really work on Source.

Also, if, and hopefully when, you port to Source, I hope that you do everything from scratch. That would be the best bet for Master Sword. You already have the plans, ideas and layouts. Trying to convert most of it would just cause delay and frustration, and hopefully filter out the greater bugs, as bugs will apear as features are implemented.

Right now there are tons of bugs, and most aren't even sure what's causing them.
 

Lanethan

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Source is probably a good idea.. I'd be around to help more but I'm busy with my own game.
 

Sabre

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I'd say Source still, if for nothing else, the physics...I love the physics.
 

Evaan

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The Havok engine is licenced and used in many, many games, namely Half-Life 2 (source), Oblivion, DooM 3 and Quake 4, as well as Thief: Deadly Shadows, so one doesn't have to use Source to get Havok.

However, I think it would be the best engine for this. It's more familiar in terms of modelling, mapping and coding, I believe.
 
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