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Postby Starfyre » Thu Jul 10, 2003 10:04 pm

Thats because FPSs are generally the most flexible for editing :)
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Postby ReflectingGod » Thu Jul 10, 2003 10:33 pm

In fact, id have said they will make the entire Quake 3 engine code open source sometime in the near future....

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Postby Sym33 » Thu Jul 10, 2003 11:35 pm

Quote: from Starfyre on 10:04 pm on July 10, 2003[br]Thats because FPSs are generally the most flexible for editing :)

Yep, which is why it's nice to get a change :)
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Postby andrewas » Thu Jul 10, 2003 11:44 pm

FPS engines are in general more powerful than other engines for the needs of most games. So starting from one of those makes a kind of sense whatever your doing. You may have to unlock camera angles to build a flightsim, and tweaking the physics is almost certain to be needed for anything other than another FPS, but given time you should be able to do anything.

I saw an RTS built on Quake even before the source was released. And there was a pinball game built on the Unreal engine.
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Postby NVShacker » Fri Jul 11, 2003 1:42 am

Unreal engine is super-moddable as its core files are .u so that people can mess with them..
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