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first commercial sauerbraten licensee...

by Aardappel_ on 05/26/2006 20:23, 34 messages, last message: 05/29/2006 19:50, 9137 views, last view: 05/16/2024 22:57

is proper games. Check out their website:

http://www.proper-games.com/technology.html

I was able to see their E3 demo, and it is really cool what they managed to do with the engine.

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#27: Re: ..

by Passa on 05/28/2006 04:41, refers to #26

Yeah, thats what I thought, but feasibly, it is impossible. Imagine what would happen to the lightmaps..

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#28: Re: ..

by rancor on 05/28/2006 05:55, refers to #27

Well, it'd be a performance nightmare, but we do have the patchlight command. I don't know how fast it works in practice, since I haven't done much sauerbraten editing. The other problem that occured to me was that while it's quite difficult to create new geonometry while standing on the ground, allowing people to fly around is potentially quite unbalanced.

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#29: Re: ..

by Passa on 05/28/2006 12:45, refers to #28

No, it would instead be like a lower gravity mode, but still with gravity, so you can't fly.

Lol but its not going to happen, like I said, it is not feasible.

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#30: Re: ..

by sinsky on 05/28/2006 22:08, refers to #25

Once upon a time.. I played Magic Carpet 2, and since then, nothing can surprise me. Sorry if my example is too old, but this game was my first encounter with an engine that allowed changing the world while playing. If you haven't played it - in short, you got spells, and some of them messed with terrain (among other things) - you could build bases, mountains, holes in caves, you could fill the holes.. and all of this happening in true 3D on a 486. Compared to the rest of what I'd seen then (and even now), it was pretty cool :)

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#31: Re: ..

by CC_machine4 on 05/28/2006 22:13, refers to #21

actually, there's one fault with that:

money is the main motivation for commercial games, so if all games went open source, no-one would bother to do anything, since they will gain nothing from it.

open-source free(non-commercial) games are great, but also because you aren't making any money you have to do it in your spare time, you have to pay the bills, so even less work gets done. :'(

sorry, but life always works out so that you have to pay for fun.

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#32: ..

by Stakhanov on 05/28/2006 22:55

Just untrue... I have not bought a single game in about 8 years. The 3 commercial games that ate my time the most were StarCraft , Half-Life and Unreal Tournament. Maps and mods multiplied their life span by 5... the rest of the games were freeware , demos , and some abandonware (the free Tribes II release is a good example)

Anyways , I'm not whining about having to pay (I think everyone knows how to bypass that) , it is a matter of principle - money does not make games any better , it just needs a motivated dev team to prove it wrong.

Some people (like me :p) have so much time on their hands it's not funny , so that mapping and coding can become a full time hobby... investing even a small part of the time spent playing into game development allows to release decent contributions. Mappers and coders are a minority , but already the quantity of free games and mods to play is infinite.

Quantity is by itself a quality
-Lenin :>

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#33: Re: ..

by CC_machine4 on 05/28/2006 23:33, refers to #32

wow, yes, i was wrong...

let me correct my statement:

life always works out so that you have to pay for fun, or someone else has to work for nothing (no profit) to make it possible.

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#34: Re: ..

by sinsky on 05/29/2006 19:50, refers to #32

> quantity is by itself a quality

Dude, this is only true about cash.. Computer games are another category :P

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