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Sven Hesse (DrMcCoy) <[email protected]> |
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Someday ????-??-?? (Version 0.0.1) | ||
- Initial version |
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Q: Why "eos"? | ||
A: Bioware's first 3D engine (developed for Neverwinter Nights) was called | ||
"Aurora", the Roman goddess of dawn. "Eos" is her Greek name, so it kind | ||
of fits. | ||
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Q: Will eos be able to play later versions of BioWare engine? | ||
A: Maybe/Probably. Both the Odyssey (Star Wars: Knights of the Old Republic | ||
and its sequel) and the Electron (Neverwinter Nights 2) are based heavily | ||
on Aurora, keeping lots of basic file formats, and only extending other. | ||
I don't know anything about Eclipse (Dragon Age) or Jade Empire's | ||
engine, though. | ||
eos is meant primarily to get Star Wars: Knights of the Old Republic | ||
working, since there are already Linux and MacOS ports of Neverwinter | ||
Nights. However, my knowledge is grouped around the latter, so what will | ||
be implemented first depends on exactly how similar Aurora and Odyssey | ||
are. | ||
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Q: Will eos be able to play earlier versions of BioWare engine? | ||
A: Probably not. The Infinity engine, while also having basic file formats | ||
in common, is isometric "2.5D", so using a complete different graphical | ||
model. It might be too different to get to integrate. Also, there | ||
already is a reimplementation of the Infinity engine, GemRB: | ||
<http://gemrb.sourceforge.net/>. | ||
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Q: Will there be something like the Aurora toolset that shipped with | ||
Neverwinter Nights, to create modules? | ||
A: Maybe. My first wanderings into the Aurora engine was a try to create | ||
a library to be used as a base for a portable Aurora toolset. The code | ||
was really bad though, and I lost interest after having implemented | ||
base classes for most file formats. |
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1. Untar the source archive | ||
2. ./configure | ||
3. make | ||
4. make install |
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EXTRA_DIST = FAQ TODO | ||
SUBDIRS = src |
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