General Development

XrucifiX's Project Available for Modding – Gump

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
Thought I'd let you guys know that even though EW: Nightmares is still in the early pre-development stages that we, XrucifiX, are willing to allow people to use our tech and some of our assets to create a mod.

If you guys are truly interested I can put together a mod kit. This will include a basic stripped-down game module with just the basics for walking around in First Person. Now you're not limited to making a First Person Shooter or anything related to Eternal War...you can make anything you want except that which requires any major modifications to the game engine.

The game engine is very powerful and includes the latest graphics features, the Ageaia PhysX Novodex API, the Kynapse AI engine, and nice level design tools.

Also, since we have licensed middleware you won't be able to sell your mod unless you work out a deal with the middleware providers.

Anyone interested?

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Wow -- that sounds like a great learning opportunity, Gump!

What hardware is required (specifically graphics)? I know I can't run the Torque Shader Engine because I don't have a good enough graphics card (can't do enough shaders), and I imagine since the Reality engine is pretty heavy on shaders, I can't run that either.

If I could run it, I would be very interested.

--clint

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
kool...

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In the stock market, you must buy high and sell low...Wait! That's not right!
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GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
Unfortunately the minimum is a decently fast PS 2.0 capable video card. Shaders are REQUIRED just for basic diffuse lighting (no lightmapping at all).

BTW, I need to know if there is enough interest before spending the time to put together a mod kit. So post if you're interested.

[This message has been edited by Gump (edited March 24, 2006).]

Thegpfury
Member

Posts: 53
From:
Registered: 03-23-2006
What engine does it use?

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GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
www.artificialengine.com

Check out the Cell Factor demonstration, which just became publicly available recently:

http://physx.ageia.com/footage.html

www.cellfactorgame.com

Immersion is another Reality developer. We have the same functionality as Immersion (minus their specific weapons and vehicles, of course) so the video gives you an idea of what's possible.

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
So I take it no one is interested?

(Or at least doesn't have the PC hardware to run it.)

[This message has been edited by Gump (edited March 29, 2006).]

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
what language is the engine in?

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Thegpfury
Member

Posts: 53
From:
Registered: 03-23-2006
Not really that interested.

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Author of FuryBand
Jokes
Fury's World - My Blog

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Gump,

I am very interested in getting my feet wet in some "real" game development, but I don't have the hardware to run that kind of game right now, and I don't see myself investing in that in the near future. So a "thanks, but sadly, no thanks" from me. This is really a great opportunity to learn "real" skills and have a game project worthy of putting on a resume. This is totally the kind of starter project that could help a budding game developer land a paying job at a real game development house.

In Christ,
clint

Edit: Lava, I imagine the Reality engine is written in C++, but as a modder, you would have no need to touch the engine code -- all a modder needs to do is write scripts (usally in a C-ish language) and create data files (such as models, graphics, levels, puzzles, etc).

[This message has been edited by HanClinto (edited March 29, 2006).]

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
HanClinto is correct. All gameplay code is a mix of python and C#. Though it's possible to make your game module in C++ if you want.
Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
I might look into it as an in-between when I transition from Blitz 3d to C++. But that won't be for a while.

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GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
Considering there isn't much interest at this time we're not going to make EW: Nightmares available for modding until it's officially released.