stubert Posted August 16, 2006 Share Posted August 16, 2006 take the ioq3 sources and get it to work with the jka sdk then you'd have a complete source for the game Link to comment Share on other sites More sharing options...
Dom_152 Posted August 16, 2006 Share Posted August 16, 2006 Good luck doing that Link to comment Share on other sites More sharing options...
Tinny Posted August 17, 2006 Share Posted August 17, 2006 Whoa, you mean the quake 3 engine source code? I tried integrating the two in the past and failed miserably . Hopefully you'll have better luck with it! Link to comment Share on other sites More sharing options...
ensiform Posted August 17, 2006 Share Posted August 17, 2006 Well your gonna need ghoul2 for one, figure out how to make dynamic memory to work, sharedBuffer, icarus script stuff, make sure you have the playerState and entityState stuff sent exactly the same as JKA, and make support for editing them via the txt files. SiegePers maybe (or just remove it and make a better persistant thing for it). If you can do all that (not likely), I would recommend starting over with siege because its just poorly written. Also note, some of the code in the jamp engine is C++ according to some of raven's comments in the mod sdk. Link to comment Share on other sites More sharing options...
stubert Posted August 17, 2006 Author Share Posted August 17, 2006 well there is wudan's myghoul which might be a decent replacement and dynamic memory isn't a big deal... other than that i think it'd be alot of tedious changes in ioquake3 Link to comment Share on other sites More sharing options...
Dom_152 Posted August 17, 2006 Share Posted August 17, 2006 Why not just ask Raven for the source? It may be quicker Link to comment Share on other sites More sharing options...
ensiform Posted August 17, 2006 Share Posted August 17, 2006 Because we all know Raven won't give it out Link to comment Share on other sites More sharing options...
Dom_152 Posted August 18, 2006 Share Posted August 18, 2006 Exactly You would think they would though seeing as the whole engine is Open Source now Link to comment Share on other sites More sharing options...
ensiform Posted August 18, 2006 Share Posted August 18, 2006 As i've said before its more a matter of Ghoul2 and ICARUS that stops them, hell I would even wonder if they kept the code as they don't care about the game anymore Link to comment Share on other sites More sharing options...
Griswald Posted August 19, 2006 Share Posted August 19, 2006 Forget about it.... I've been talking with people involved with jka's development for a long while... mainly Aurelio though. :X He talked to the former project lead to try and get the SP source released, or atleast somethin more then the mp sdk stuff, but alas, activision said no Link to comment Share on other sites More sharing options...
ensiform Posted August 19, 2006 Share Posted August 19, 2006 Yes but I'm assuming that was prior to quake 3 engine going GPL Link to comment Share on other sites More sharing options...
Griswald Posted August 19, 2006 Share Posted August 19, 2006 Actually, it was two months after :X Link to comment Share on other sites More sharing options...
ensiform Posted August 20, 2006 Share Posted August 20, 2006 Highly doubt it would be activision saying no, more like lucasarts :X Link to comment Share on other sites More sharing options...
Griswald Posted August 20, 2006 Share Posted August 20, 2006 either way, it was shot down when suggested, and that makes me sad. :E Link to comment Share on other sites More sharing options...
ensiform Posted August 21, 2006 Share Posted August 21, 2006 I think I've figured out how JKA does memory managment via trap calls or at least here is a possible way to do it even if we don't use the non-hunk method: http://www.quakesrc.org/forums/viewtopic.php?p=63663#63663 Link to comment Share on other sites More sharing options...
Dom_152 Posted August 21, 2006 Share Posted August 21, 2006 The makings of the Unofficial JKA SDK. Link to comment Share on other sites More sharing options...
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