[ioquake3] Dissertation Support

James Munro james at jamesdesign.org
Tue Nov 25 06:59:40 PST 2008


Amanieu,

I am not personally a player of Tremulous-based games, but I'm interested in
this underlying scripting functionality -it is looking good. Do you have a
specific road-map for this component, how about an accessible list of ToDo's
that people can get plugging away on (I have noticed some ToDo's dotted
around the source)?

One last question, are there any plans (or interest) in merging this
functionality into the ioquake3 project, perhaps once it has reached a
mature level.

Regards,

James Munro

BSc (Hons) Games Computing
University of Lincoln
Level 3

On Tue, Nov 25, 2008 at 2:39 PM, James Munro <james at jamesdesign.org> wrote:

> Amanieu,
>
> Thanks for this information, I will take a look into it.
>
> James Munro
>
> BSc (Hons) Games Computing
> University of Lincoln
> Level 3
>
> On Tue, Nov 25, 2008 at 2:33 PM, Amanieu d'Antras <amanieu at gmail.com>wrote:
>
>> James,
>>
>> About your first idea, it has already been done (sorta, it's not
>> completely finished), although there's nobody working on it now for
>> various reasons. Check out the various 'script' branches here:
>> http://www.tremfusion.net/hg/tremfusion/
>>
>> The system is designed to be a generic scripting engine which can work
>> with multiple language backends. (Python and Lua are currently
>> implemented)
>>
>> Amanieu d'Antras
>> On Tue, 2008-11-25 at 13:40 +0000, James Munro wrote:
>> > Sebastien,
>> >
>> > Thanks for your speedy response. At this early stage I only have a
>> > couple of brief ideas, as I do not expect to reach the implementation
>> > stage of my dissertation until after Christmas (January at the
>> > earliest).
>> >
>> > My first idea involves creating some form of server-side scripting
>> > functionality, with a view to creating quick 'n' dirty modifcations. I
>> > was hoping to use a suitable mature scripting langauge such as Lua, to
>> > create some useful engine bindings and hookable events so that people
>> > can create new game functionality without having to trawl through the
>> > engine's source code. I don't intended to implement advanced
>> > scriptable logic, just some useful functionality such as events that
>> > are called on entity respawns, player deaths and things like this.
>> > This would provide me some some valuable experience in understanding
>> > the underlying functionality of parts of the engine, a long with
>> > binding this to a scripting language.
>> >
>> > My second idea involves taking a closer look at the PAK filesystem
>> > currently used by the Quake engine, with a view to improving it
>> > somehow. This might involve using a different compression algorithm to
>> > help reduce the overall file-size (though there is a trade-off here
>> > between file-size and loading times) or perhaps implementing a
>> > transparent encryption layer to enable mod developers to protect their
>> > game assets.
>> >
>> > Please remember that these ideas are only at a basic stage as I've not
>> > considered technical implementations and other such problems :)
>> >
>> > Regards,
>> >
>> > James Munro
>> >
>> > BSc (Hons) Games Computing
>> > University of Lincoln
>> > Level 3
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>
>
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