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stickyfingers

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Posts posted by stickyfingers

  1. Yes, we will release the source when we release.

     

    No, we've not adopted the open source model for use during development.

     

    That's great if you release the source/assets when your project is off the ground.

     

    It's not so great if you simultaneously scavenge other open source projects and refuse to open your own in the meantime.

     

    Of course, if you are developing The Dark Mod in complete isolation without reference or support from outside open source libraries or tools, I have no complaint whatsoever.

  2. The problem with open source is mainly the design decisions. We want to have a fairly focused design. I feel that with literally ANYONE able to feel that they can contribute an idea or a feature, the game would quickly become pretty bloated and pointless.

     

    Out here there is a forum for feature discussions, but any serious suggestions are taken on by the team and discussed in more depth usually. And most often, trust us, someone on the team has thought of it before.

     

    The other potential problem is quality control. Seriously; how many mod projects have you seen that are truly open source development?

     

    No one is asking you to integrate the work of any random passer-by who has a good idea. If you chose to run things in that way, you would likely have more problems that you could deal with. Opening the source has nothing to do with the way you run your project. You may have a group of 4 or 5 committers who have final say on what 'gets in'. You may have only one person doing that. That's up to you: it's your project. Implement QC in any way you deem appropriate.

     

    Opening the source is advantageous for completely separate, better reasons. If someone wanted to implement their completely bloated and pointless idea, what advantage is it for you to stop them if it has no bearing on your project in the slightest? The worst that can happen is: the idea becomes brilliant and elegant, and eventually makes its way back into The Dark Mod. And who wouldn't want that to happen?

  3. Yup, it's gonna be open source. But until we're about finished we're gonna keep everything close at hand.

     

    The benefits of developing using an open source model don't need to be argued again here, I'll assume you are aware of them. What if other developers or projects decided to adopt this attitude? Where would The Dark Mod be then? This is not a rhetorical question.

     

    We all stand on the shoulders of giants when it comes to the tools, libraries, textures, etc., which are open for all to use, benefit and learn from. Why would The Dark Mod choose to stand aside?

  4. I've been following the progress of this mod from the announcements on the web site since it began. It appears to be improving, and will likely evolve into a nice toolkit for creating Thief-like missions/games/etc.

     

    For myself, I would like to see a linux port of The Dark Mod, so access to the source is necessary. For others, there are undoubtedly many projects (both public and private) which would benefit from your progress (just as there is no doubt that The Dark Mod has benefitted immeasurably from the open source work of others). Is this an open source project? (If I am missing a 'download' link somewhere on the web site, forgive me (and point me to it!)).

  5. Which distribution do you use? At the moment we have not an urgent need for Linux testing, as we want to get one platform stable, but later on we sure can use some testers with different distributions. I have gentoo installed.

    I use Debian.

     

    Porting/testing the code on linux early will save hassles down the road. I can understand that dealing with Windows is more than enough work at the moment, but if you have the ability to at least maintain the linux compile, it would be well worth it.

  6. Linux support for Doom3 is excellent. Part of my interest in The Dark Mod's success lies in the possibility of running a Thief-like game on linux natively.

     

    So, are any developers either using linux during the development of TDM or have plans to maintain a linux port for this mod?

     

    If not, and this is of interest, is this project looking for anyone to maintain the build scripts for TDM on linux?

     

    Thanks.

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