You used to be quite optimistic about RF2. When did that change? Was it the engine switch? I honestly just want to know why you became so pessimistic of late.
Pickles wrote:"24,000 lines of running code"... Right, that does nothing.
No, that performs tasks needed to make a game. You haven't even checked the code out of CVS and tried it, have you? If you won't bother doing that, at least try the demo i posted, what, half a year ago?
Pickles wrote:(Freevector is half of that.)
I find it hard to picture a full engine, written from scratch, fully scriptable, with the tools needed to write a game in 12,000 lines of code. I'll believe it when I see it.
Come to think of it, RF2 has been in development for about, if not under, 2 years. As such, with 24,000 lines in less than 2 years, and you having 12,000 in 1 year, it would seem RF2 is coming along faster than Freevector. Please do tell me why you are insulting a project for being slow which is going faster than your project? I'm very interested to hear the answer.
Pickles wrote:BTW, what are using now? OGRE?
Yes.
Pickles wrote:Yeah whatever man.. The RF2 Discussion forum was the downfall of RF as soon as it was started by Polygon years ago. Nothng but a pipe dream.
How many times do I have to say "running code" before it registers?
Besides, how was it the downfall of RF? RF still seems to be around.
Pickles wrote:No! This engine is not for you or anyone else here. Real beta testers will take care of that, thanks.
Then why are you spamming us about it?!
Pickles wrote:Everyone could wait another God knows how many years for RF2.
If they wish.
The code is released now. There is a version on Irrlicht, and a version on Ogre which will overtake the version on Irrlicht soon.
I find many proprietary developers find it hard to come to grips with the concept of "it's released from the beginning of development, and it is simply a matter of figuring out when it has enough features for your game/application and beginning to use it then."
Pickles wrote:Like I said, once you write a modern engine, you don't give it to a bunch of people on some forum. You build games with it.
I am a programmer. I do not make other aspects of games very well. Games with programmer art aren't as appealing as normal games. Thus, I chose to contribute in the way I could best. What game are YOU making?
Besides, if you don't give it to the people on the forums, then why are you bashing the free project from the forums with it? If you can't show us a demo, can't show us the code, and all you have is screenshots that could have been RF with a Photoshop filter applied, I doubt very many people here will take you seriously.
(Before you get mad at me, I'm not implying that's what they are - my point is that we have no idea what the general merits of your engine are because WE CAN'T SEE IT!)
Pickles wrote:Anyways, what makes you thing you even know how to use it?
I'm sure he can figure it out - if not, it is the fault of the engine's design, not the user.
Pickles wrote:Let me say it again, these screens are to shut every mouth that starting talking about a new RF for the last four years.
Bottom line.
Sorry, it failed; I'm still talking.
Pickles wrote:PS: more than the first version of the Linux kernel
Yes. Why are you repeating what I said?
Pickles wrote:(Do you even know what you're taking about?)
Yes, but your question makes it obvious that you don't.
Pickles wrote:Btw, less then 2% of computer users run linux and less then 5% use a MAC. Wake up to the real world man. You're way off.
Off on what? Please point out where I gave market percentage numbers on Linux and Mac usage. It was an example of how much code is completed. What does market penetration even have to do with this discussion?