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	<title>Comments on: Free Engines And The Future Of Modding?</title>
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	<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/</link>
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		<title>By: friday</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-363991</link>
		<dc:creator>friday</dc:creator>
		<pubDate>Wed, 25 Nov 2009 01:38:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-363991</guid>
		<description>I am waiting for...</description>
		<content:encoded><![CDATA[<p>I am waiting for&#8230;</p>
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		<title>By: sebsauvage</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-356857</link>
		<dc:creator>sebsauvage</dc:creator>
		<pubDate>Sun, 15 Nov 2009 17:09:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-356857</guid>
		<description>@M.P.:
The engine is free, not the assets.

Urban Terror is really a fantastic game: Fast, furious and lots of special move (there are even jump servers). There are more than 1000 servers on the net 24h/24. It&#039;s a bit hard on the beginning (players on the net are good), but it&#039;s rewarding to hold on.
(If you are interested, I made a fews videos there: http://sebsauvage.net/v/urbanterror.html )

Urban Terror has also departed from Quake 3 by using the ioQuake3, an improved opensource version of the original Quake 3 engine. Maps have been reworked to work without Quake3 assets (They are named ut4_*)

You should try Urban Terror, it&#039;s great. I&#039;m addicted.</description>
		<content:encoded><![CDATA[<p>@M.P.:<br />
The engine is free, not the assets.</p>
<p>Urban Terror is really a fantastic game: Fast, furious and lots of special move (there are even jump servers). There are more than 1000 servers on the net 24h/24. It&#8217;s a bit hard on the beginning (players on the net are good), but it&#8217;s rewarding to hold on.<br />
(If you are interested, I made a fews videos there: <a href="http://sebsauvage.net/v/urbanterror.html" rel="nofollow">http://sebsauvage.net/v/urbanterror.html</a> )</p>
<p>Urban Terror has also departed from Quake 3 by using the ioQuake3, an improved opensource version of the original Quake 3 engine. Maps have been reworked to work without Quake3 assets (They are named ut4_*)</p>
<p>You should try Urban Terror, it&#8217;s great. I&#8217;m addicted.</p>
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	<item>
		<title>By: ToadSmokingDuckMonkey</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-354949</link>
		<dc:creator>ToadSmokingDuckMonkey</dc:creator>
		<pubDate>Fri, 13 Nov 2009 09:02:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-354949</guid>
		<description>In several magazine previews on HL1 prior to it&#039;s release, Valve reps were quoted as saying that TF2 was in the pipe for Half Life 1.  There were even screenshots in PC Gamer (US) some months after the release of HL1, showing a whole semi-futuristic proto-Battlefield 1942-style game, to be included as multiplayer for a future HL1 expansion pack.  TFC was their way of backpedaling without breaking their promise of some sort of TF for HL.</description>
		<content:encoded><![CDATA[<p>In several magazine previews on HL1 prior to it&#8217;s release, Valve reps were quoted as saying that TF2 was in the pipe for Half Life 1.  There were even screenshots in PC Gamer (US) some months after the release of HL1, showing a whole semi-futuristic proto-Battlefield 1942-style game, to be included as multiplayer for a future HL1 expansion pack.  TFC was their way of backpedaling without breaking their promise of some sort of TF for HL.</p>
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	<item>
		<title>By: Malibu Stacey</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-354227</link>
		<dc:creator>Malibu Stacey</dc:creator>
		<pubDate>Thu, 12 Nov 2009 15:30:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-354227</guid>
		<description>I think you&#039;ll find TFC was VALVe&#039;s way of showing people what was possible with their newly released SDK for HL1. TF2 wasn&#039;t even mentioned until long long long after the initial TFC patch release.</description>
		<content:encoded><![CDATA[<p>I think you&#8217;ll find TFC was VALVe&#8217;s way of showing people what was possible with their newly released SDK for HL1. TF2 wasn&#8217;t even mentioned until long long long after the initial TFC patch release.</p>
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		<title>By: ToadSmokingDuckMonkey</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-353990</link>
		<dc:creator>ToadSmokingDuckMonkey</dc:creator>
		<pubDate>Thu, 12 Nov 2009 09:54:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-353990</guid>
		<description>To be clear, Team Fortress started out as TF and then MegaTF, both Quake mods; they had many modes that would seem familiar, and a couple that you&#039;ve probably never heard of.  Team Fortress Classic was billed as a mod, but it was actually Valve&#039;s apology note for promising TF2 for Half Life, and being unable to deliver.  Day of Defeat also began as a mod for Half Life, before Valve swallowed the team up whole like it had with Gooseman (the individual most responsible for Counterstrike).  Of course, later on Valve would absorb a group of students who had made Narbacular Drop, who were hired by Valve to create Portal; L4D was absorbed in a similar fashion.</description>
		<content:encoded><![CDATA[<p>To be clear, Team Fortress started out as TF and then MegaTF, both Quake mods; they had many modes that would seem familiar, and a couple that you&#8217;ve probably never heard of.  Team Fortress Classic was billed as a mod, but it was actually Valve&#8217;s apology note for promising TF2 for Half Life, and being unable to deliver.  Day of Defeat also began as a mod for Half Life, before Valve swallowed the team up whole like it had with Gooseman (the individual most responsible for Counterstrike).  Of course, later on Valve would absorb a group of students who had made Narbacular Drop, who were hired by Valve to create Portal; L4D was absorbed in a similar fashion.</p>
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		<title>By: Starky</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-353287</link>
		<dc:creator>Starky</dc:creator>
		<pubDate>Wed, 11 Nov 2009 16:06:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-353287</guid>
		<description>Yes it was, and so was team fortress.</description>
		<content:encoded><![CDATA[<p>Yes it was, and so was team fortress.</p>
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		<title>By: solarchakra</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-353091</link>
		<dc:creator>solarchakra</dc:creator>
		<pubDate>Wed, 11 Nov 2009 12:14:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-353091</guid>
		<description>was counter strike originally an a mod?</description>
		<content:encoded><![CDATA[<p>was counter strike originally an a mod?</p>
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		<title>By: Biz</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-353065</link>
		<dc:creator>Biz</dc:creator>
		<pubDate>Wed, 11 Nov 2009 11:51:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-353065</guid>
		<description>the bottleneck isn&#039;t going to be access to engines or how open they are. it has been artists for quite some time now. every since graphics evolved to over hundreds of polygons per model the entry level for those total conversions has gone way up. programmer art doesn&#039;t cut it.

given that high quality artwork probably isn&#039;t going to be generated I think the best solution is in-game editors. the RTS games have really been pioneers in this, and those &quot;mods&quot; tend to be the most efficient to create. they just aren&#039;t recognized as total conversions, even though they have the equivalent effect.</description>
		<content:encoded><![CDATA[<p>the bottleneck isn&#8217;t going to be access to engines or how open they are. it has been artists for quite some time now. every since graphics evolved to over hundreds of polygons per model the entry level for those total conversions has gone way up. programmer art doesn&#8217;t cut it.</p>
<p>given that high quality artwork probably isn&#8217;t going to be generated I think the best solution is in-game editors. the RTS games have really been pioneers in this, and those &#8220;mods&#8221; tend to be the most efficient to create. they just aren&#8217;t recognized as total conversions, even though they have the equivalent effect.</p>
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	<item>
		<title>By: Ninja Dodo</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-352993</link>
		<dc:creator>Ninja Dodo</dc:creator>
		<pubDate>Wed, 11 Nov 2009 10:00:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-352993</guid>
		<description>Between Unity and UDK this could do for 3D indie games what Game Maker and Flash have done for 2D.</description>
		<content:encoded><![CDATA[<p>Between Unity and UDK this could do for 3D indie games what Game Maker and Flash have done for 2D.</p>
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		<title>By: Nerd Rage</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-352886</link>
		<dc:creator>Nerd Rage</dc:creator>
		<pubDate>Wed, 11 Nov 2009 07:41:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-352886</guid>
		<description>This is entirely possible, some file extensions are acronyms -- PNG is an acronym for Portable Network Graphics.   MOD would still be an abbreviation though, just as EXE is an abbreviation for executable.

Capitalizing it just to distinguish it as a file extension seems, to me, as though it is completely missing the point.  Focusing on the wrong thing.</description>
		<content:encoded><![CDATA[<p>This is entirely possible, some file extensions are acronyms &#8212; PNG is an acronym for Portable Network Graphics.   MOD would still be an abbreviation though, just as EXE is an abbreviation for executable.</p>
<p>Capitalizing it just to distinguish it as a file extension seems, to me, as though it is completely missing the point.  Focusing on the wrong thing.</p>
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		<title>By: Ymght</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-352670</link>
		<dc:creator>Ymght</dc:creator>
		<pubDate>Wed, 11 Nov 2009 01:37:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-352670</guid>
		<description>[quote]Bullshit statistic coming from someone who clearly doesn’t follow PC gaming closely.[/quote]

How exactly do you &quot;follow PC gaming&quot;, Jayt ? By reading sites like RPS ? By talking with fellow gamers on Internet ? Here&#039;s the deal : people who are going to take the time to speak up about video games are people who are more passionate about games than the average gamer. Then you get the really hardcore folks who will express themselves much more often and much more loudly than any other user, skewing any perception you might want to get from that even further.

Meanwhile, professional studies have shown many gamers (between 40 and 60%) don&#039;t finish their games. If a good half of the gaming crowd don&#039;t even bother to play a game they bought to the end, what makes you think so many people are going through the trouble of getting mods ?</description>
		<content:encoded><![CDATA[<p>[quote]Bullshit statistic coming from someone who clearly doesn’t follow PC gaming closely.[/quote]</p>
<p>How exactly do you &#8220;follow PC gaming&#8221;, Jayt ? By reading sites like RPS ? By talking with fellow gamers on Internet ? Here&#8217;s the deal : people who are going to take the time to speak up about video games are people who are more passionate about games than the average gamer. Then you get the really hardcore folks who will express themselves much more often and much more loudly than any other user, skewing any perception you might want to get from that even further.</p>
<p>Meanwhile, professional studies have shown many gamers (between 40 and 60%) don&#8217;t finish their games. If a good half of the gaming crowd don&#8217;t even bother to play a game they bought to the end, what makes you think so many people are going through the trouble of getting mods ?</p>
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		<title>By: manveruppd</title>
		<link>http://www.rockpapershotgun.com/2009/11/10/free-engines-and-the-future-of-modding/comment-page-1/#comment-352661</link>
		<dc:creator>manveruppd</dc:creator>
		<pubDate>Wed, 11 Nov 2009 01:30:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=20958#comment-352661</guid>
		<description>Could well be a recursive acronym like GNU :)</description>
		<content:encoded><![CDATA[<p>Could well be a recursive acronym like GNU :)</p>
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