SeanHeron wrote:Sorry for the late reply - but many thanks to the plenty insightful answers!
I'd not thought about id Tech 4 being release - and I guess you're right, it's probably just a matter of time.
Interesting as well to here you think Darkplaces (and ioquake3 to a lesser extent) are pretty much on par with the commercial engines!
Two things were mentioned I didn't quite get though - one regarding the ioquake advantages for Trem: dedicated server and Bots I don't see as very relevant (there are no Bots I know of, and dedicated server load, well...). Player prediction though - does that have to do with showing players to one another, and therefore aiming ? (I read a discussion on the Trem forum about people leading their shots, but it perhaps no longer being necessary with a certain mode enabled).
No, this is about predicting your OWN location in case of lag.
The other thing is on porting - I had assumed that the greatest amount of effort in Nexuiz was the models/ animations and levels (what I would have regarded as content).
[...] (For Trem I would guess that a good bit of work is in making the gameplay work, with buildings, evolutions, buying equipment and such).
No, converting data files is usually quite easy, especially as very similar formats are used between Q3A and Nexuiz. The real work lies in all the CODE. It would take over a year to rewrite all that in another engine. Sorry, but this comment quite insulted me, as you apparently think all my work is worthless and anyone could do it in some weeks.
Making the gameplay work is actually the highest amount of work in Nexuiz development, followed by models, and only then the maps. Especially the support for many game types, and many map entities to allow maps to be more dynamic, and the bot code, are huge amounts of code. The menu system also was very much work, and really is much more advanced than Q3A's. You can ask the Urban Terror guys how much work their menu for the Q3A engine was - they'll tell you the same
If you like numbers: according to sloccount, an industry standard "retroactive cost estimate":
The engine has 117737 total source lines. According to the COCOMO model, developing it would take 15 developers 2 years. Given that half of the design and about 10% of code is by id software, make this about 1.5 years for 12 devs.
Game code has 70748 total source lines. According to the COCOMO model, developing it would take 11 developers 1.6 years. As all the design and code is entirely by Alientrap (nothing in there is from Quake, as Quake is MUCH simpler), this model should actually fit.
And in the last case, the numbers actually fit - 17.5 person-years can very well be right, given that Nexuiz has been developed for over five years now, although with a lower number of developers.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again
You can vary the number of "MS", so you can clearly see it's MS which is causing it.