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adorablesergal
@adorablesergal

honestly someone should port DNF2001 to fteqw if only so I can play it natively on linux without having to pray it works with new WINE versions

plus it's a kind of future-proofing, eh? UE1 stuff tends to be intimately tangled with Windows, and i kinda feel we're at the limit of limping along with an engine held together with duct tape and blood sacrifices that has no guarantees on working smoothly in future Windows updates.

We stick with UE1 because we are restoring what existed before, but i feel an important part of games preservation is ensuring a game can be easily played on any platform far into the future. fteqw could very well deliver on that with duke

gotta get the restoration finished first tho, ha-ha

oh, good news duke lovers, we fixed a bug that kept flagging our game executable as being a virus, lol we swear we were never malware, we aren't smart enough to put together malware trust me


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in reply to @adorablesergal's post:

We do have engine source, but we are a small team of volunteers, and it's enough trauma working with the existing source which is kind of a hot mess tbh; there's really no capacity to do a port with code that is not friendly for porting that no one uses or maintains except for us.

So the decision becomes either doing that difficult port of engine code while understaffed especially in the engine programming department, or porting the assets and game logic over to an engine that already has excellent cross platform support and is actively maintained by not-us.

This would still not be a trivial task. All maps would have to be redone from scratch, but the positive is the level design tools are also more mature for Quale-based engines with a talent pool far more experienced with those tools.

In short, id tech engines have a small but healthy ecosystem across all dev depts whereas UE1 dev is an endangered species.

(Btw, if you know any engine programmers willing to volunteer to touch UE1, let us know, lol)