The Happy Friar wrote:
QuakeC would be the D3 SDK and scripts combined. All AI, weapons, level events, sounds, material files (and some other smaller stuff) are plain text files the engine reads while things that require more speed are in the SDK. You can replace script with code if you wanted.
To my understanding all that is still proprietary

The Happy Friar wrote:
While UDK & Crytek have newer stuff, I don't like the look (a personal thing). Games makes with UDK (well, the retail one, mods & stuff with UDK) all have a similar look to them imho. Kind of like how everything made with Quake 2 looks, in a way, like Q2 or something made with Q3A looks similar to Q3A (Half Life being different here, but they rewrote a lot to get that game, most companies don't rewrite the engine code they bought to that extent).
Most Source games look the same. In UDK and CE3 it's just a matter of messing with GLSL shader and since it's not a trivial task, a lot of indies don't do that. Thus you have all games look about the same.
The Happy Friar wrote:
D3 is pretty easy to get stuff in to (easier then Quake 1 imho). For what you did with Steel Storm: BR, I'm betting it could be done with just script work in Doom 3. For ToM you'd need SDK work and engine code to get the network support to what you wanted (that will be a BIG drawback for you). I can't compare the pipeline to UDK/Crytek but like I said, I prefer the look of id tech.
Knowing how to code gets job done with any engine

For Steel Storm 2 however it shouldn't be too hard. The major issue is achieving manga look via GLSL shader. ToM is bound to stay in DP, unless I ditch the coder and the idea of random dungeons.
The Happy Friar wrote:
The other killer part for you would be the game logic. since it's not GPL you would need 100% new (maybe Bloodrayne would help with that as he already has done that for his mod/game).
Who is Bloodrayne and I wonder if he is up to commercial game dev for profit share?
Either way, I would like to get somehow models from Bulletstorm / UT3 into Doom 3 and see how high quality art looks like in Doom 3 with new GLSL backend. Plus test performance using whatever mods that boost visual quality are available. Don't really want to jump into a new tech if performance will be on par with DarkPlaces. Note that Doom 3 uses relatively low poly meshes and low quality normal maps (or so it seems).