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OpenArena => General => Topic started by: Anonymous on August 20, 2006, 02:07:09 PM



Title: How do you start something like this?
Post by: Anonymous on August 20, 2006, 02:07:09 PM
Hi, downloaded your game and I think it's great, just wanted to know how you guys started something like this? Is it just programming code, models and textures etc and did you have to build an engine?

How hard was it and how did you get started?


Title:
Post by: Zero on August 20, 2006, 04:32:45 PM
The engine was written for Quake 3 by ID software, they're the makers of the Quake and Doom games.  

Now that they have a more advanced engine (the doom 3 engine) they waived most of the copyright restrictions and published their code in a Software Freedom Movement (http://en.wikipedia.org/wiki/Free_software_movement) friendly way.  

Now there is a handful of versions of the engine maintained by hobbyist projects.  So, OpenArena isn't involved in the creation or maintenance of the engine at all.  It uses one of the hobbyist engines and actually switched to a different one between this release and the last.

What ID didn't release was the game data:  sounds, music, maps, textures, etc.  Thats' where this project comes in, trying to recreate Quake 3 without running afoul of copyright.  

I don't know about textures and models, but making Quake maps can be fun and isn't very hard.  You should give it a whirl if you're interested.


Title:
Post by: fromhell on August 21, 2006, 08:50:53 AM
The project actually "started" when I put my created crap from 2001 together without quake3 in existence (bad level, bad weapons, bad player models, HORRIBLE sound), at the time i used q3fusion but since using that engine was quite touchy, I waited until aug 19 for the official q3 source release to make my project public and stuff.

[Edited on 8-21-06 by leileilol]


Title:
Post by: Anonymous on August 21, 2006, 04:34:12 PM
Cool thanks

So how hard is it to write your own engine? Is it all a programming language, and can it be written in BASIC, C++, Java etc?

And how and where do you connect the engine to the models, sounds, textures, maps etc?? I just have no idea how it all works to be honest!


Title:
Post by: fromhell on August 21, 2006, 10:25:23 PM
It's really hard to write your own. That's why this project is still going, because coding is barely involved :P


Title:
Post by: Anonymous on August 22, 2006, 06:32:35 AM
Can't be that hard. I've already written one better than the source engine and it took me like 2 days. GOD i pwn.

thanks for your help


Title: Re: How do you start something like this?
Post by: Jeric Hikari on December 15, 2006, 10:46:42 PM
We'll just ignore the peanut gallary here and move on.

Engine and coding aside, how hard do you feel things have been so far?


Title: Re: How do you start something like this?
Post by: fromhell on December 16, 2006, 02:16:43 PM
Things have been alright. I often have "lazy" days though (0.6.0 could've been out in October)

Video footage of 0.0.1 (http://openarena.ws/rel/001/video.avi) when the project first (secretly) started :P


Title: LOL
Post by: dmn_clown on December 16, 2006, 02:47:44 PM
and can it be written in BASIC[...]?

If you can code a game engine that is better than Valve's Source engine in BASIC, feel free to share it.


Title: Re: How do you start something like this?
Post by: jdodson on December 16, 2006, 04:21:16 PM
Things have been alright. I often have "lazy" days though (0.6.0 could've been out in October)

Video footage of 0.0.1 (http://openarena.ws/rel/001/video.avi) when the project first (secretly) started :P

Wow.  OA has come quite a long way since that video was made. 

Good work everyone.