@Jenkins
Saying FPSC as an engine scores 3/10 is ridiculous. Would you say that Beyond Life or Eldora were 3/10 games, I wouldn't.
@Lionsword
Quote: "It isn't as easy as FPSC coding wise, but I actually find it easier to create maps."
I love the way you can manipulate geometry and texture with such ease and control. Its difficult to comprehend how you get from a plane of cubes to some of the insane architecture I've seen though.
Quote: "To test the map in Sauerbraten you press E to get out of edit mode, and if you want to do a full shaded test, go to editing-->lights-->Calclight (w/e here)."
Being able to build your map in real time 3D and then just switch between edit mode and single player mode like that is awesome. The editor options GUI looks so cool and even the console commands are no worse than entering cheats in other PC FPS games.
I understand the 'calclight' command also deals with texture mapping for things like bump and specular maps when combined with commands like '/texture n (filename) x,y' or '/texture s (filename) x,y'. Is that how you apply additional texture maps to surfaces because thats my main reason for wanting to use this engine? The texture effects I've seen look brilliant.
Also I saw dynamic shadows in action when some big creature started swinging a mace around and shadows were being cast realistically.
Quote: "Nomad Soul, that video is showing off Assassin edition, which is the latest on the download site, but not the latest CVS."
Ok thanks. I downloaded the 'assassin edition' from the website. How do I get the very latest version?
Quote: "One of the really interesting things about Sauerbraten is not just can you edit levels in-game, but people can edit levels together over the internet if they wanted to."
This is getting crazy. I watched the ID software ID Tech5 demonstration and they announced this would be a feature for their latest technology. I thought that was an exclusive! LOL
Quote: "Not really, if you can make your own textures and know how to use a 3d program like Blender you're set. If not...well, then you'd better learn."
I'm using Milkshape which supports MD2 and MD3 file formats used by the engine. I believe that even MD5 files may now be supported by both aswell.
Basically, as much as I love FPSC, support it and enjoy using it. I've had a rather sharp thorn in my side for a while now regarding the lack of shader support. Its unthinkable to work so hard on producing a game in this day and age that doesn't allow decent looking bump and specular mapping.
If Sauerbraten can deliver such good shader support in XP and directx 9 from a free game engine then I'm in. The fact you can easily port games over to Linux and Mac OSX with it is also a big plus if you try to make something commercial.
FPSC has helped me learn skills like modelling, seamless texturing, character rigging, scripting etc and I still regard it to be a very good product, especially in terms of value for money and the community here are great.