Project forums > Q-Gears
How about moving to UNREAL 4.X?
sithlord48:
QGears using Unreal is not going to happen....
--- Quote from: https://www.unrealengine.com/release ---Doesn’t combine the Unreal Engine code with “Copyleft” open source licenses. See the FAQ for more details.
--- End quote ---
not usable with ANY of the Qgears code as its all under the GPL a "Copyleft" license.
Ragna:
--- Quote from: sithlord48 on 2015-04-02 14:54:09 ---QGears using Unreal is not going to happen....
not usable with ANY of the Qgears code as its all under the GPL a "Copyleft" license.
--- End quote ---
That's for commercial purposes only.
And it would not matter if you port Q-Gears to UE4 since it wouldn't be the same code anymore with the same dependencies anymore, probably.
--- Quote from: zerotacg on 2015-04-02 06:06:51 ---I already suggested using some game engine. And despite current issues in q-gears, the advantage would be to have the "engine" part done for free, eg interface, scripting, sound, controls, settings, etc.
For the original intent of having a drop in replacement you'd need source code to make loading of native data possible.
To get a real impression of the benefits of an engine you should face all implemented features and there quality of q-gears with the engine of choice and see what benefits and drawbacks there are.
As for Unreal 4 I See:
+ sound
+ editors (live preview, visual scripting, ...)
+ networking
+ interfaces
+ input controls (Keyboard, Gamepad, Oculus?, ...)
+ settings screens (not sure what is required to get them though, ogre has only the minimal rendering settings window)
+ platforms (win, mac, *nix, android, html5)
+ possible future updates / bugfixes
+ proven architecture & maybe good quality code at least I'd assume it to be
- porting efforts
- learning efforts
- native format support may not be possible
--- End quote ---
Not impossible at all.
You just need a data importer/exporter to reformat data at install time, like Q-Gears itself did: insert game disc and the game profile (for example FF7) installer will reformat all data and patch some of it after conversion, like field scripts, maybe.
That leaves it to the other two negative points. And as I said:
--- Quote from: Artema on 2015-03-25 03:32:37 ---Anyway it may depend too on the expertise of the development team, or the willingness to throw away some or much of the infrastructure already built to support Q-Gears if any. :?
--- End quote ---
If that's the reason... well, it's up only to the project team. I'd say it is probably better to do it sooner than later.
But I agree: currently it seems most efforts should be made on reverse engineering. Maybe, using the current Q-Gears implementation as prototype, and then much later when more is discovered move to a better suited engine with more tools and features.
PS: If I had to choose the 5 most important benefits of using such engine...
* Visual Editor:
including the ability to test and edit at the same time.
* Integration:
with Visual Studio X, for example.
* Multiplatform:
more people can enjoy your work.
* High quality architecture:
and the ability to be extended or modified.
* Support:
by WhateverCompany Ltd. (like Epic), or the rest of the community.Seems reasonable to you?
EDIT: I forgot to say it is free.
Covarr:
--- Quote from: zerotacg on 2015-04-02 06:06:51 --- - native format support may not be possible
--- End quote ---
As it happens, you CAN add native format support to Unreal 4, because they even make the engine's source available now.
--- Quote from: zerotacg on 2015-04-02 06:06:51 --- + editors (live preview, visual scripting, ...)
+ networking
+ input controls (Keyboard, Gamepad, Oculus?, ...)
--- End quote ---
Networking support? Oculus Rift? Those aren't remotely relevant to this project. And visual scripting is not going to be very helpful since the engine will be running old scripts from 1998 anyway. Any new scripting at all is pretty much outside the scope of this project.
--- Quote from: sithlord48 on 2015-04-02 14:54:09 ---QGears using Unreal is not going to happen....
not usable with ANY of the Qgears code as its all under the GPL a "Copyleft" license.
--- End quote ---
This too. Not only would a switch to Unreal require literally the entire codebase to be rewritten from scratch for license compliance, it would require the new code to be licensed under something more likely to get it shut down. Normally I am adamantly against GPL, but the very things I dislike about it for most scenarios make it a great choice for something like this. Y'see, GPL makes it utterly useless commercially, a fact which Square Enix would have to be aware of. As such, they've got far less reason to shut it down than they would if it were licensed under any Unreal-compatible license, such as MIT. To switch to a license that allows for-profit sale would create a threat to Q-Gears' very existence.
--- Quote from: Artema on 2015-04-02 15:40:42 ---That's for commercial purposes only.
--- End quote ---
No. Unreal's EULA explicitly forbids distribution with "copyleft" licenses, any license that forcefully attaches itself to other parts of the same piece of software. This is not just for commercial use; any distribution of UE4-based projects with GPL components is a violation of both licenses at once.
Ultimately, even if licensing Q-Gears under MIT were an acceptable option, the amount of effort it would take to rewrite all of it would far exceed the benefits of the engine change. Honestly, aside from the license, if Q-Gears were just beginning I might almost be tempted to recommend it myself just for the portability and far more robust settings screen support. But at this point, the project is far enough in and deeply enough attached to Ogre3D that I really don't think it's worth the effort to port.
KnifeTheSky77:
Getting the original data converted to 'workable' formats is still the primary challenge atm i.e. models and animations, field/battle/world scripts buried in the.exe(?) to LUA, backgrounds... this stuff needs reverse engineered before thinking about moving to a real engine methinks
zerotacg:
As there source it not open it's understandable that they can't have you bundle it with any GPL code as that would require you to open the rest of the code as well which you are not allowed. But afaik GPL permits linking.
I initially committed my code under MIT and since I am the copyright holder of my code I can, at least with my parts, do as I please. And one can always ask if the copyright holders would grant usage etc. But as already mentioned rewrite is needed anyway so that shouldn't be much of a problem.
Reversing is with current versions of IDA Pro easy as hell, at least for the pc data.
--- Quote from: zerotacg on 2015-04-02 06:06:51 --- - native format support may not be possible
--- End quote ---
I meant like in the original sense of a drop in replacement, so native format conversion on the fly, depending on the data structures that need to be filled it might just be hard, nothing is impossible :)
All in all I like the idea of learning Unreal :) but no matter the direction, time is of essence so don't count on me :/
Sharing code with current q-gears is unlikely in that approach though, sharing knowledge / reverse engineering is more likely.
I can't quite imagine how collaboration works in case of U4 though.
Last but not least. It's you're time, enjoy, if that is with U4 great, if it is helping current q-gears fine, if you share knowledge nice :)
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