Hi guys, i've read that you are struggling with the limitations in the Q3 engine and the rendering code with BSPs.
I've made a post on the Irrlicht forums and told them about the open-source status of this mod, they'd love to integrate native support for MoH:AA BSPs.
I'd love to see MoH:AA BSP rendering in this engine, it adds so many advantages and could possibly be the new platform for OpenMOHAA. You have stuff like shaders, physics engines and the amazing community of Irrlicht.
I don't think the code can be used directly. The loader we have is not written from scratch but just an adaptation of the original Q3 one to MoHAA's format. Which means we can't just dual-license it - we're bound by the GPL, and our changes on their own are useless outside of the context of the original Q3 loader.
However, the code of our loader can serve as a reference implementation, making the writing of another MoHAA BSP loader a child's play. I don't think there's anyone out here with the time and will to do it, though.
Rookie One.pl wrote:I don't think the code can be used directly. The loader we have is not written from scratch but just an adaptation of the original Q3 one to MoHAA's format. Which means we can't just dual-license it - we're bound by the GPL, and our changes on their own are useless outside of the context of the original Q3 loader.
However, the code of our loader can serve as a reference implementation, making the writing of another MoHAA BSP loader a child's play. I don't think there's anyone out here with the time and will to do it, though.
Yeah, i understand, but i assume it would be used as a reference, It's an excellent opportunity.
Personally, it's nothing I haven't been aware of before. I had been considering using OGRE, but arrived at the conclusion it's not worth the effort. I'd rather focus on the development of my own engine.
Aprop, granted rookie was a great assett to the dev team, and hell he pretty much started it all, but his attempt at even beginning OMOHAA was to make the rendering\graphical interface better. The trouble with that is that MOHAA was soo limited with how much it can actually do that it would actually require rewriting everything from scratch anyway even with the icculus q3 source. It wasn't worth what he wanted to do so he withdrew from it and figured since he had to write a new engine from scratch he would do one as a standalone project himself.
It takes alot of people to code a game. Wombat & rookie were our senior coders everyone else was just there for the research & help out with less technical things.
Enemy Territory & MOHAA are two completely different games. It's like saying Q3 is open source. Yes it's similar and it may help out, but it's not just a copy & paste product that will just require some additional tweaking. The MOHAA SDK is still unique to itself unlike any other game and I don't know if the ET SDK will help us any more than the IOQ3 SDK.
People, please get your facts straight. Having the source code released is not equal to being open source. Splash Damage did release ET's source code, but solely of the game libraries (housing the game logic only), so it's only useful for making ET mods. Moreover, they did so under a proprietary license, which basically prohibits doing anything with it that is not an ET mod. Plus the code for the engine is not available. So, it's totally irrelevant here.