![]() ![]() ![]() My role is that of an engine technology licensor, providing ongoing support in the form of technical assistance and additional features that I retain ownership on, for this reason the majority of features I implement will be immediately public and available to the community. Could you tell us how this offer came about and what your role was with it?įorest Hale: Pretty much it comes down to the fact that the IllFonic guys like Nexuiz a lot and thought that the innovative fast paced gameplay should be introduced to a new audience on consoles, which are currently dominated by slow paced bullet-oriented shooters, and in the process they would boost awareness of the GPL game as well. Zachary Slater: There are some issues involved with the GPL release of Nexuiz being re-licensed for commercial use. IllFonic contacted Lee Vermeulen and I about licensing their favorite game Nexuiz to bring it to a new audience on consoles, once all the paperwork was sorted out, development started on a prototype to show at GDC, during this entire time nothing could be revealed to the GPL team until all the deals were signed (stock speculators and other hazards exist in the business world, rumors can end companies), which has lead to much upset among a portion of the developer community that Nexuiz’s GPL release had gathered.Ī lot has changed on the engine side since Nexuiz started, but some of the art never advanced in the GPL Nexuiz (for example the player models are still the original ones from 2005!), it’s good to see professional artists making better use of the technology in the console Nexuiz. Starting in 2002 or so I was brought onto a little indie project called Nexuiz being designed by Lee Vermeulen, which aimed to be a very simple free-for-all deathmatch game with unusual weapons and contributed art, and in 2005 it came out on Windows and Linux (x86 and x86_64) with a modest feature set, using many maps from a variety of level designers, gamecode written by me, and a menu system written by Andreas ‘Black’ Kirsch (who also contributed a great deal to the QuakeC scripting capabilities of the engine, adding Menu QC and other features) and several artists, this original team is collectively known as Alientrap.Īt the time of release, Nexuiz 1.0 was licensed for a commercial release, but the license was changed to GPL to bring more attention to Lee Vermeulen’s group Alientrap in hopes of attracting more professional developers to join his organization to make future games, however it attracted many more Free Software fans than conventional game modders and Alientrap as a group mostly dissolved. I started the DarkPlaces engine for my Quake mod also named DarkPlaces back in early 2000, it has steadily evolved since then, being expanded with features in various directions at different times (influenced by Tenebrae, Doom3, and others). Zachary Slater: Could you tell us a little bit about yourself and your role with regard to DarkPlaces, GPL Nexuiz, and the new commercial version of Nexuiz?įorest Hale: I’m a 30 year old self-taught game developer known as Forest ‘LordHavoc’ Hale living in the woods in Oregon, doing freelance game programming, with a passion for game design and technology programming. I’ve spoken with Forest Hale (no relation to Saxton Hale), the lead developer behind DarkPlaces (the engine behind Nexuiz) about these issues: There is a lot of controversy and confusion about the upcoming commercial Nexuiz release for consoles, the re-licensing of the Nexuiz codebase, and what this means for the Nexuiz GPL PC release.
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