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Urban Terror and popularity
#12
Posted 03 July 2016 - 08:09 PM
magister, on 03 July 2016 - 10:46 AM, said:
From: Zachary Slater <zachary@ioquake.org>
"Sorry, Urban Terror does not contribute back to ioquake3 and long ago decided to move to a closed source engine. They may not have moved to that engine yet, but it doesn't make sense to link to them until either of those things change."
"Sorry, Urban Terror does not contribute back to ioquake3 and long ago decided to move to a closed source engine. They may not have moved to that engine yet, but it doesn't make sense to link to them until either of those things change."
That is not entirely true.
The coders on the team are well with in their rights to contribute to any project that they wish and on their own have contributed to such projects like ioquake3.
As it stands 4.2 was rolled back to the final release of idtech3 as issued by id software as per our agreement with id to abide by the terms and limitations of the original EULA that give FS the rights to keep the "game" code closed but the engine code, aka idtech3, remains open and still to this day Urban Terror remains, and must remain, backwards compatible to the "game" Quake3 and able to run as a mod under "that" game.
So yes the game code is closed source, look what happened when someone leaked it to the cheaters, but as a mod team our focus is on preventing the evil things that people do.
Granted I'm a content creator and limited as to my understanding as to the complexity as to the rights to code but in the past the issue has been a case of all or nothing when we had/have discussions on open sourcing at least the game engine but todate not a single project like ioquake3, not to be confused with idtech3, has made direct inquiry as to the willingness of a coder on our team to contribute to "their" project as well.
So the reality is Urban Terror uses the game engine as provided by id software and is actually a lesser engine as to the ioquake3 version as to updated feature sets and FS only provides a working engine as a matter of convenience and nothing has been added of any value to any other engine project.
So bottom line in FS defense it's a catch 22 situation where we don't contribute because we have nothing to contribute in the first place. ;)
doing "stuff" with dead things.
#14
Posted 03 July 2016 - 09:15 PM
cas3, on 03 July 2016 - 09:11 PM, said:
wait... what? You guys are using idtech3 instead of ioquake?? Is that why there are bad frame drops in 4.2? :/
No your using idtech3. ;)
You can use any engine you wish including the performance builds or ioquake
doing "stuff" with dead things.
#15
Posted 03 July 2016 - 09:31 PM
Frankie V, on 03 July 2016 - 09:15 PM, said:
You can use any engine you wish including the performance builds or ioquake
could using ioquake improve performance?
how would i do that?
i don't wanna derail the thread so a pm would be great!
also i am on mac:)
if you don't like uptown, you are basically hating urban terror.
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#16
Posted 03 July 2016 - 09:32 PM
@Frankie V,
Please stop trying to confuse everyone.
@cas3
You are using ioquake3
Urbanterror needs to comply with the GPL licence and they do. The ioquake fork which urbaterror uses is over on github.
You can use other forks such as r00t.cz or fenix or mitsu
The term idtech3 is a BS marketing name which came along with Rage. before that the engine's where called:
Quake2, Quake3, Doom3.
To use the official quake3 engine you have to buy the game.
What is closed source is the QVM.
Only because a project is opensource does not mean it is insecure. If you believe otherwise stop using the internet...
Please stop trying to confuse everyone.
@cas3
You are using ioquake3
Urbanterror needs to comply with the GPL licence and they do. The ioquake fork which urbaterror uses is over on github.
You can use other forks such as r00t.cz or fenix or mitsu
The term idtech3 is a BS marketing name which came along with Rage. before that the engine's where called:
Quake2, Quake3, Doom3.
To use the official quake3 engine you have to buy the game.
What is closed source is the QVM.
Only because a project is opensource does not mean it is insecure. If you believe otherwise stop using the internet...
#17
Posted 03 July 2016 - 09:37 PM
KarlMariaSeeberg, on 03 July 2016 - 09:31 PM, said:
could using ioquake improve performance?
how would i do that?
i don't wanna derail the thread so a pm would be great!
also i am on mac:)
how would i do that?
i don't wanna derail the thread so a pm would be great!
also i am on mac:)
Urbanterror qvm will not work on recent ioquake the qvm is broke. r00t.cz identified the problem and offered to fix it, but was shut down by managment.
My link
#18
Posted 03 July 2016 - 10:14 PM
bluewormx, on 03 July 2016 - 09:37 PM, said:
Urbanterror qvm will not work on recent ioquake the qvm is broke. r00t.cz identified the problem and offered to fix it, but was shut down by managment.
My link
My link
No he actually did fix the issue and as far as I can remember UrT 4.2.023 is running fine on a recent version of ioq3. If this isn't the case please file a bug report on our GitHub issue tracker and I'll gladly have a look.
We do not *have to* be compatible with newer versions of ioq3, this doesn't mean that we don't want to.
#19
Posted 03 July 2016 - 10:19 PM
bluewormx, on 03 July 2016 - 09:32 PM, said:
@Frankie V,
Please stop trying to confuse everyone.
Please stop trying to confuse everyone.
Yeah sorry my bad. I checked into it and it was the version we rolled back to whan the plan was to purchase a license and develop UrTHD on fstech1.
doing "stuff" with dead things.
#20
Posted 03 July 2016 - 10:57 PM
Hehe FrankieV got confused as well so I'll clear the facts. :)
4.2 uses an old version of the ioquake3 engine (so does 4.3) which was released in 2007. We did a lot of changes to this engine since then and you can find the complete commits list and the latest version of the "officially supported" engine here.
We indeed did revert to Quake 3 1.32b's source code but this was done for the Urban Terror HD project before the move to Unreal Engine. This project was cancelled due to id Software / Zenimax failing to deliver a proper license to FrozenSand.
tl;dr 4.2 does run on vanilla Quake 3 engine as well as various versions of ioquake3, and the officially maintained engine is a fork of ioq3 from 2007.
4.2 uses an old version of the ioquake3 engine (so does 4.3) which was released in 2007. We did a lot of changes to this engine since then and you can find the complete commits list and the latest version of the "officially supported" engine here.
We indeed did revert to Quake 3 1.32b's source code but this was done for the Urban Terror HD project before the move to Unreal Engine. This project was cancelled due to id Software / Zenimax failing to deliver a proper license to FrozenSand.
tl;dr 4.2 does run on vanilla Quake 3 engine as well as various versions of ioquake3, and the officially maintained engine is a fork of ioq3 from 2007.
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