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Old 08-16-2006, 12:43 AM   #1
stubert
 
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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
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Old 08-16-2006, 12:08 PM   #2
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Good luck doing that


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Old 08-16-2006, 11:42 PM   #3
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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!


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Old 08-16-2006, 11:56 PM   #4
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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.


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Old 08-17-2006, 03:41 AM   #5
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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
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Old 08-17-2006, 04:09 AM   #6
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Why not just ask Raven for the source? It may be quicker :P


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Old 08-17-2006, 01:07 PM   #7
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Because we all know Raven won't give it out


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Old 08-18-2006, 05:12 AM   #8
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Exactly
You would think they would though seeing as the whole engine is Open Source now


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Old 08-18-2006, 01:39 PM   #9
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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


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Old 08-19-2006, 12:10 AM   #10
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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


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Old 08-19-2006, 12:54 AM   #11
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Yes but I'm assuming that was prior to quake 3 engine going GPL


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Old 08-19-2006, 01:22 PM   #12
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Actually, it was two months after :X


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Old 08-19-2006, 09:19 PM   #13
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Highly doubt it would be activision saying no, more like lucasarts :X


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Old 08-19-2006, 10:20 PM   #14
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either way, it was shot down when suggested, and that makes me sad. :E


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Old 08-20-2006, 08:25 PM   #15
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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


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Old 08-21-2006, 10:13 AM   #16
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The makings of the Unofficial JKA SDK.


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