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 Post subject: Is this open source? Just a question...
PostPosted: Mon Nov 07, 2005 7:19 pm 
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Marksman
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I ran a search for open source FPS +linux and came across this. Being a fan of Wolfenstein: Enemy Territory I thought I will give this ago. Now I have a few boxes but the network is dodgy and the windows box has some how lost winsock. Thats a completely different story anyway!

So, My question: Is there anyway I can help. I have worked on the KDE project before. I know C++ aswell as x86 ASM (Yes, I am mad). So I looked at this and thought it could do with single player. I was just putting my coding gloves on when I thought "Where can I get the source though?". If I can't is there any documents on writing add-ons for it?

If not is there any documents on the protocol? I would be prepared to do the most inelegant of hacks should this request it.

Thanks in advance, Hope I can provide you with some interesting mods/add-ons!
-Moddy


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PostPosted: Mon Nov 07, 2005 11:24 pm 
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High Master
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This mod is definitely not open-source.

However, if you want to help and know what you are doing, you could probably get on the dev team.

If you want open source, you could try Nexuiz instead, which is on the Darkplaces engine. Of course, the gameplay is near the polar opposite of TCE.


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 Post subject:
PostPosted: Tue Nov 08, 2005 7:45 pm 
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Marksman
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kozak6 wrote:
This mod is definitely not open-source.

However, if you want to help and know what you are doing, you could probably get on the dev team.

If you want open source, you could try Nexuiz instead, which is on the Darkplaces engine. Of course, the gameplay is near the polar opposite of TCE.


I worked that out after posting. ;) I found the WolfET source to look at though. If I did do anything it would affect the whole WolfEt not just this add-on.


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 Post subject: re
PostPosted: Tue Nov 08, 2005 9:39 pm 
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Pwnzer
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kozak6 wrote:
the polar opposite of TCE.


lol. He's right you know.

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 Post subject:
PostPosted: Wed Nov 09, 2005 9:04 pm 
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Marksman
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I am currently researching a few things and I am going to start work on a WolfET singeplayer *thing* soon. I have a few ideas. Im hoping the lower the level I keep it (to the WolfET engine) the more chance the mods will work with it.

There was a bot that worked with all mods. (Ubot) that people can check out in the mean time. Although they ways its implemented is going to be 100% different from my own implementation. *If* I even succeed.

Before I start work, anybody got any suggestions? (These can be features, designs or implementation ideas)

Thanks!
-Moddy


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PostPosted: Wed Nov 09, 2005 9:53 pm 
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Pwnzer
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good luck on that then. ET lost its singleplayer once, it might get lucky this time.

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PostPosted: Fri Nov 11, 2005 8:24 pm 
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Marksman
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I have started work today. Finished designing it and doing similar tasks.

I have a few ideas for AI (needed for the bots). I have modded the menu and created a new menu for singeplayer specific stuff.

Ill start the big coding tasks soon - I'll have longer periods of time then!


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PostPosted: Fri Nov 11, 2005 8:34 pm 
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Pwnzer
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AI huh. Well, since AI can be stupid most times, for best challenge, instead of creating a few Intelligent AI, yuo could use lots and lots of them, like you agaisnt the entire nazi (not refering to german) army. but ofcourse, you and your team.

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 Post subject:
PostPosted: Sat Nov 12, 2005 4:42 pm 
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Marksman
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XenoKiLLer wrote:
AI huh. Well, since AI can be stupid most times, for best challenge, instead of creating a few Intelligent AI, yuo could use lots and lots of them, like you agaisnt the entire nazi (not refering to german) army. but ofcourse, you and your team.


Good idea! I'll add that to my list of "tricks"!


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 Post subject:
PostPosted: Tue Nov 15, 2005 4:04 pm 
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Marksman
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UPDATE: Im still working on it at the moment. Incase you thought I forgot! Its going ok at the moment. Will post more info later.


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 Post subject:
PostPosted: Tue Nov 15, 2005 10:06 pm 
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Pwnzer
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thats nice... we'll keep in touch. and on the look out

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 Post subject:
PostPosted: Sun Mar 26, 2006 6:20 pm 
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Marksman
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Also, on OpenSource FPS, check out Tremulous. It's based off Q3 GPL / Icculus.org. Quite far from TCE as well, but if you're into gaming that requires some thinking over plain DM, check it out. Standalone (non-q3 mod) should be released next month or so.


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 Post subject:
PostPosted: Fri Jun 30, 2006 7:50 pm 
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Are there any plans for splash damage to release the engine source to WET?

Maybe once its 5 years old they will do it, like Id with Q3 ;)

WET was released in 2003 i believe.


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 Post subject:
PostPosted: Fri Jun 30, 2006 8:30 pm 
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Actually, WET uses the Quake III TeamArena engine which is now release under GPL, and the WET source code itself is also released for modders but the game content like grpahics and sounds are still property of idSoftware. The engine source codes for Q1, Q2, Q3, Q3TA, D1 engines are available from the idSoftware FTP server, including all the game sourcecodes previously released, notes on the engine codes, some guides, the updates and patches, etc. Probably everything you would need to make a game minus the graphics and sounds. Ofcourse that is supposing that you already know how to code using the QuakeC language.

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 Post subject:
PostPosted: Fri Jun 30, 2006 9:35 pm 
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So the source to animations and things of that sort will never be released?


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