Aller au contenu

Photo

an open source reimplementation of the Aurora Engine


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
kamal_

kamal_
  • Members
  • 5 259 messages
Someone's building (slowly) an open source reimplementation of the Aurora Engine.
drmccoy.de/gobsmacked/
code
github.com/DrMcCoy/xoreos

It does very little now. But I suppose if you can code, and you're interested in something like that...

Modifié par kamal_, 05 août 2012 - 08:26 .


#2
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
Sorry for the late response. This is very cool. Hope anyone with coding skills and an interest in the Aurora style gaming engine will at least check it out.

dno

#3
kamal_

kamal_
  • Members
  • 5 259 messages
woah! DNO sighting!

#4
MokahTGS

MokahTGS
  • Members
  • 946 messages
 I'm confused how this is legal.  Isn't the Aurora engine owned by EA?  If someone could explain it, that would be helpful.

#5
-Semper-

-Semper-
  • Members
  • 2 259 messages

MokahTGS wrote...

 I'm confused how this is legal.  Isn't the Aurora engine owned by EA?  If someone could explain it, that would be helpful.


they are not ripping of the source code but reprogramming it. actually they code their own engine which has nothing to do with aurora but reads the same resources (models, animations, textures, 2da, scripts etc.) aurora uses. those resources are well documented and therefore "easy" to integrate.

Modifié par -Semper-, 09 août 2012 - 08:24 .


#6
kamal_

kamal_
  • Members
  • 5 259 messages
The short version is pretty much as long as you don't use the actual art assets or code, you're probably good. If you use the actual assets or IP, you're open for a legal punishing, though sometimes the company will reach an agreement not to, or occasionally even give their blessing. http://en.wikipedia.org/wiki/Fangame

I crossposted this to the nwn1 forums, but there was surprisingly little comment.

#7
Avalon Aurora

Avalon Aurora
  • Members
  • 350 messages
I'm excited if they pull this off, since we still haven't heard anything about the source code, and an open-source engine would be equivalent or better if well managed. Plus, most of the art assets that come with the game are inferior to many/most fan developed ones, so this game might be better off starting from scratch on that part anyway.

#8
kamal_

kamal_
  • Members
  • 5 259 messages
nwn1 forum version of the thread.
social.bioware.com/forum/1/topic/199/index/13526970

#9
MokahTGS

MokahTGS
  • Members
  • 946 messages
What would be the plan then with something like this being developed? Would the end product require the original game or would it just be some stand alone thing? I'm all for fan driven stuff...but frankly most of what I've seen historically has been less than useful.

Coming from the Ultima fan base, I'm no stranger to following fan-made projects...so far very few of which have been usable or worth the time invested.

#10
-Semper-

-Semper-
  • Members
  • 2 259 messages

MokahTGS wrote...

What would be the plan then with something like this being developed? Would the end product require the original game or would it just be some stand alone thing?


the end product is able to run vanilla nwn like gemrb can run the infinity games - but that's not the goal. if they finish their engine and release it as open source then the community is able to overcome all the hardcoded issues they suffer from. in theory they could change everything you imagine.

to run nwn you'll need a copy of it, else the this whole thing would be illegal. right now there are absolutely no legal issues.

Modifié par -Semper-, 09 août 2012 - 10:43 .


#11
slowdive.fan

slowdive.fan
  • Members
  • 235 messages
Exactly. This has been done with Dungeon Craft (gold box engine) and GemRB (infinity engine) and neither has been given a cease and decist letter...as far as I know. GemRB even runs on Android (I have BG on my phone now) which would be almost in direct competition with the bgee project yet gemRB hasn't been pulled from the app stores. The only issue may be with the use of the d&d rules, but even that is a fuzzy area.

Modifié par slowdive.fan, 10 août 2012 - 02:06 .


#12
-Semper-

-Semper-
  • Members
  • 2 259 messages

slowdive.fan wrote...

The only issue may be with the use of the d&d rules, but even that is a fuzzy area.


not really. the rules are published as open game license and therefore free to use. you have to buy a license if you want to use the dnd names of the spells, skills, monsters, etc... because this stuff is named through the 2da and tlk which the engine reads externally from the the files atari released there's no problem.

Modifié par -Semper-, 10 août 2012 - 08:12 .


#13
MasterChanger

MasterChanger
  • Members
  • 686 messages
It seems like a very cool project. I don't have a good sense for whether it could eventually fold in a lot of the work done for NWNX, the Client Extender, and so on, but it would be great if all the hard-coded stuff could be made accessible to scripters. I can think of a half-dozen major projects this could make possible just off the top of my head.

And just to toss in there, it took watching about 30 seconds of the NWN video to remind me just how awesome that game's sound design was. Future game designers have a lot to learn there.

#14
kamal_

kamal_
  • Members
  • 5 259 messages

MasterChanger wrote...

It seems like a very cool project. I don't have a good sense for whether it could eventually fold in a lot of the work done for NWNX, the Client Extender, and so on, but it would be great if all the hard-coded stuff could be made accessible to scripters. I can think of a half-dozen major projects this could make possible just off the top of my head.

And just to toss in there, it took watching about 30 seconds of the NWN video to remind me just how awesome that game's sound design was. Future game designers have a lot to learn there.

It doesn't seem like the person coding this is much aware of the nwn community. They seem to be doing it for their own reasons.