Free Descent 1/2 data

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karx11erx
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Postby karx11erx » Sat Oct 18, 2008 3:38 pm

Well, a Descent 2 clone based on a different engine with its own code, textures and models.
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darkflamewolf
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Postby darkflamewolf » Sat Oct 18, 2008 6:00 pm

Ah, would you need new levels for the clone? Or do you have any lined up already? If you're using TEW robots, does that mean TEW are the levels in question?
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karx11erx
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Postby karx11erx » Sat Oct 18, 2008 6:19 pm

I don't have a clone. Making one would take a lot of time, particularly the single player, as I'd have to recreate the entire AI navigation code due to the changed level structure.
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Postby darkflamewolf » Sat Oct 18, 2008 10:59 pm

so, back to my point of not understanding this thread. Does that mean the idea of making this stand-alone have been given up on then?
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karx11erx
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Postby karx11erx » Sat Oct 18, 2008 11:06 pm

No.
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Postby Alter-Fox » Sun Oct 19, 2008 6:21 pm

Once you have this all figured out, I could possibly convert my mission to use whatever this engine would be instead of the D2 one. (It would have loads of replay value... fourteen secret levels, and almost as many regular levels as D2: Counterstrike (and new music).)
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Sirius
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Postby Sirius » Sun Oct 19, 2008 7:51 pm

I don't really know what's going on but I'm getting the feeling we're getting ahead of ourselves here... Diedel doesn't seem to have said he was actually going to work on such a D2 clone.
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karx11erx
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Postby karx11erx » Sun Oct 19, 2008 8:18 pm

Well ... the Nexuiz source code is about a quarter of the D2X-XL source, so I reckon first steps should be easily done, like having the player hover and full 6dof. MB has already a Pyro model for that engine type, so ...
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Postby MetalBeast » Sun Oct 19, 2008 9:05 pm

karx11erx wrote:Well ... the Nexuiz source code is about a quarter of the D2X-XL source, so I reckon first steps should be easily done, like having the player hover and full 6dof. MB has already a Pyro model for that engine type, so ...


This sounds very good :D

Btw. ever played Q3 with a Pyro ? ;)

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hyperhedron
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Postby hyperhedron » Mon Oct 20, 2008 4:18 am

Porting Nexuiz sounds like a very good idea to me. It's pretty, fast, and runs on Linux too!

Well ... the Nexuiz source code is about a quarter of the D2X-XL source,


There's a chunk of nexuiz in D2X-XL? news to me. cool!
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Postby Sirius » Mon Oct 20, 2008 4:43 am

......no. He means it's a quarter of the size.
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karx11erx
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Postby karx11erx » Mon Oct 20, 2008 7:08 am

Sirius wrote:......no. He means it's a quarter of the size.

LOL ... yes.
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Theftbot
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Postby Theftbot » Mon Oct 20, 2008 4:21 pm

It is based off of the old q1 engine so its small. Makes you wonder how much of Valves hl2(source engine) has from q1 engine.
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Postby hyperhedron » Fri Oct 24, 2008 6:24 am

......no. He means it's a quarter of the size.


oh. oh dear. :oops:
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Postby Wheeze87 » Mon Nov 10, 2008 3:19 pm

This is just a small idea, and will probably get shot down very quickly, as I am the last person that knows much about buliding mods, or game code. But i've become increasingly interested in the Source SDK at the moment, and have started building some maps using Hammer. And of course this thought crossed my mind.
A descent mod for VALVe's Source engine?
How much a a task would this be, and would it ever be feasable. I understand that it could be impossible because large amounts of game code would need to be changed/added to allow for 6DOF. But like i said, it was just a thought i had....
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