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-   -   godly suggestion (http://www.lucasforums.com/showthread.php?t=169209)

stubert 08-16-2006 12:43 AM

godly suggestion
 
take the ioq3 sources and get it to work with the jka sdk

then you'd have a complete source for the game :)

Dom_152 08-16-2006 12:08 PM

Good luck doing that :D

Tinny 08-16-2006 11:42 PM

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!

ensiform 08-16-2006 11:56 PM

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. :blast5:

Also note, some of the code in the jamp engine is C++ according to some of raven's comments in the mod sdk.

stubert 08-17-2006 03:41 AM

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

Dom_152 08-17-2006 04:09 AM

Why not just ask Raven for the source? It may be quicker :P

ensiform 08-17-2006 01:07 PM

Because we all know Raven won't give it out :firemad:

Dom_152 08-18-2006 05:12 AM

Exactly :D
You would think they would though seeing as the whole engine is Open Source now :smash:

ensiform 08-18-2006 01:39 PM

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 :sweat:

Griswald 08-19-2006 12:10 AM

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 :(

ensiform 08-19-2006 12:54 AM

Yes but I'm assuming that was prior to quake 3 engine going GPL ;)

Griswald 08-19-2006 01:22 PM

Actually, it was two months after :X

ensiform 08-19-2006 09:19 PM

Highly doubt it would be activision saying no, more like lucasarts :X

Griswald 08-19-2006 10:20 PM

either way, it was shot down when suggested, and that makes me sad. :E

ensiform 08-20-2006 08:25 PM

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/viewt...?p=63663#63663

Dom_152 08-21-2006 10:13 AM

The makings of the Unofficial JKA SDK.


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