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OMF: BG Source Status
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Malfrex
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Joined: 27 Jul 2000
Posts: 2098
Location: Vancouver, BC/Canada

PostPosted: Wed Oct 18, 2017 5:20 pm    Post subject: Reply with quote

MageKing17 wrote:
Malfrex wrote:
I would honestly like to see if we could get the source for OMF: BG released

That would be amazing.


OMG!OMG!!OMG!!!OMG!!!!OMG!!!!!OMG!!!!!!

Quote:
I would be perfectly fine with any of it being released, I just have pretty much no time ATM to help out. So sure, if you wanna get something written up for me to sign to make you more comfortable that's fine too.



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MageKing17



Joined: 28 Jul 2002
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PostPosted: Thu Oct 19, 2017 1:03 am    Post subject: Reply with quote

[expletive deleted]! Am I dreaming right now? We're actually getting the BG source???
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Malfrex
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Joined: 27 Jul 2000
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Location: Vancouver, BC/Canada

PostPosted: Thu Oct 19, 2017 7:40 am    Post subject: Reply with quote

Rob said he'll try to get what he can together, he has to find where it all is. He put in a stipulation that he can't release EVERYTHING, as we would need to get signoff from others who might have licenses to their work. In the least we'll be able to get the engine, which is the largest hindrance to getting the game running and modifying it. I suggested the possibility of something like zdoom, where we import the DEObjects from OMF:BG so those "contained" files still maintain their copyright status, but if we have the engine we could always see about creating new HARs, fixing the speed stuff, etc.

His new game looks like it's built in Unity, so completely different engine but my god does it look like OMF: BG's menu system...
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MageKing17



Joined: 28 Jul 2002
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PostPosted: Thu Oct 19, 2017 4:03 pm    Post subject: Reply with quote

Malfrex wrote:
Rob said he'll try to get what he can together, he has to find where it all is. He put in a stipulation that he can't release EVERYTHING, as we would need to get signoff from others who might have licenses to their work. In the least we'll be able to get the engine, which is the largest hindrance to getting the game running and modifying it. I suggested the possibility of something like zdoom, where we import the DEObjects from OMF:BG so those "contained" files still maintain their copyright status, but if we have the engine we could always see about creating new HARs, fixing the speed stuff, etc.

I never really expected anything more than the engine (and maybe the mod tools), but that's all we need to be able to fix bugs and finally be able to make working scripts so that all the campaign dialogue can be given a complete overhaul.

(Although if anyone has the original music segment files, those would be a particularly amazing bonus to get our hands on, because a couple of the music DEObjects are corrupted or something.)
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Malfrex
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Joined: 27 Jul 2000
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PostPosted: Thu Oct 19, 2017 10:40 pm    Post subject: Reply with quote

MageKing17 wrote:
I never really expected anything more than the engine (and maybe the mod tools), but that's all we need to be able to fix bugs and finally be able to make working scripts so that all the campaign dialogue can be given a complete overhaul.

(Although if anyone has the original music segment files, those would be a particularly amazing bonus to get our hands on, because a couple of the music DEObjects are corrupted or something.)

This is a multi-step process, I know Smile
First is to try and get the engine source code and any mod tools we can to have the greatest opportunity to get it updated. I think once I have stuff from Rob that will *hopefully* be enough for Justin to give us access to what was on the FTP so long ago. Then, Rob finding what he can provide of the engine source to rebuild. If I have that I'll message Saul to see what he has left of the audio tracks, if everything then awesome. Hopefully Justin would be willing to sign over a similar non-commercial usage of his work on BG as well. Then we can see if Saul/Justin/Wayne still have any contact with the rest of the team to get access to the raw assets. Perhaps do some updated skins for the HARs 😊
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MageKing17



Joined: 28 Jul 2002
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PostPosted: Fri Oct 20, 2017 5:40 am    Post subject: Reply with quote

If we can get even half of that, I'll be ecstatic.
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dvereb



Joined: 21 Jul 2001
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PostPosted: Mon Oct 30, 2017 7:21 am    Post subject: Reply with quote

*waits patiently*

Is there anything the rest of us can do to help? I'm cautiously optimistic and trying not to go full Ron Paul "It's Happening" until we're a bit further along in the process. Wink
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raptor
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Joined: 02 Sep 1999
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Location: Sandefjord, Norway

PostPosted: Tue Oct 31, 2017 10:11 am    Post subject: Reply with quote

https://www.youtube.com/watch?v=TURI6iDdbac
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Cyberman



Joined: 05 Aug 2001
Posts: 2762

PostPosted: Thu Nov 02, 2017 10:25 pm    Post subject: Reply with quote

dvereb wrote:
*waits patiently*

*waits impatiently*

Still here, still reading, if only occassionally.
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dvereb



Joined: 21 Jul 2001
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Location: Erie, PA

PostPosted: Fri Nov 03, 2017 7:34 am    Post subject: Reply with quote

Cyberman wrote:
dvereb wrote:
*waits patiently*

*waits impatiently*

*becomes impatient, so long as he wasn't the first to do so*

Now I'm imagining playing on Linux, because that's totally something that could happen. Yes we might have to implement the entire rendering portion for Linux, but I do believe the game logic is already there as the servers were run on Linux boxes.
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MageKing17



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PostPosted: Fri Nov 03, 2017 10:19 am    Post subject: Reply with quote

Making plans for what to do with the source before we have it is counting chickens before they've hatched, people; until we see what's there, we don't know what we can do with it.
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Malfrex
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PostPosted: Fri Nov 03, 2017 10:45 am    Post subject: Reply with quote

Sorry, I've been a tad delayed at getting in communication with Rob. I had the hard drive die on my main rig and have been just using my 10+ yr. old laptop for "general purpose" computing, while attempting a rebuild. Should be back up this weekend and I'll poke Rob again.
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dvereb



Joined: 21 Jul 2001
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Location: Erie, PA

PostPosted: Fri Nov 03, 2017 4:46 pm    Post subject: Reply with quote

MageKing17 wrote:
Making plans for what to do with the source before we have it is counting chickens before they've hatched, people; until we see what's there, we don't know what we can do with it.


Ah the voice of reason I know all too well but refuse to listen to. NO THANKS, dear sir! Wink
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raptor
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PostPosted: Sun Nov 05, 2017 4:09 am    Post subject: Reply with quote

Kinda tempted to splice this off into another thread, just for the sake of my OCD, but ah well.
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Raven



Joined: 14 Oct 2000
Posts: 6363
Location: Sriniskal

PostPosted: Tue Nov 07, 2017 2:11 pm    Post subject: Reply with quote

Ruining your day in 3.. 2.. 1..

You guys are level 1 adventurers drooling at the idea of getting that legendary unobtanium sword and killing the evil warlock king, forgetting all the while that it's not the sword that keeps you from your glory.
Even if you get the source code to the engine you're going to find so much Windows XP and Direct X 8 specific code that rebuilding it will make OpenOMF look like an unfinished python tutorial. Rob Elam is right to use Unity for whatever his next project is. Everyone here that wants OMFBG back should follow his example: grab your favorite free off-the-shelf game engine and work towards what you want.
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