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	<title>Comments on: DOOM 3 Mod News</title>
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	<link>http://www.linuxgames.com/archives/7189</link>
	<description>Embrace your Inner Penguin</description>
	<pubDate>Fri, 04 Jul 2008 21:31:59 +0000</pubDate>
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		<item>
		<title>By: Anonymous</title>
		<link>http://www.linuxgames.com/archives/7189#comment-27473</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 30 Dec 2004 02:35:41 +0000</pubDate>
		<guid isPermaLink="false">#comment-27473</guid>
		<description>Gr8 trailer...deleted!

Watch...Out...For...Your...Spanish-Inquisition!

It is only a moment until Raven Software sends a C&#038;D to those Dark Mod developers.</description>
		<content:encoded><![CDATA[<p>Gr8 trailer&#8230;deleted!</p>
<p>Watch&#8230;Out&#8230;For&#8230;Your&#8230;Spanish-Inquisition!</p>
<p>It is only a moment until Raven Software sends a C&#038;D to those Dark Mod developers.</p>
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		<title>By: ashridah</title>
		<link>http://www.linuxgames.com/archives/7189#comment-27467</link>
		<dc:creator>ashridah</dc:creator>
		<pubDate>Wed, 29 Dec 2004 18:12:16 +0000</pubDate>
		<guid isPermaLink="false">#comment-27467</guid>
		<description>the SDK for doom3 appears to be broken out of the box, when dealing with linux&#60;-&#62;win32 communication.

you build it, plonk it together, start a dedicated server, and then watch it freak out with some odd error that doesn't make sense when you join with a client from the other os.

OSP actually had a linux guy, but without help from ID, they can't get around the issue (they also asked me for help, but i wasn't in any position to know any better than they did)

and yeah, the lack of separation between client and serverside stuff makes development of server-side mods a bit more complex 
(although there are flags that you can set to get around those in doom3, by the looks of it)

ashridah</description>
		<content:encoded><![CDATA[<p>the SDK for doom3 appears to be broken out of the box, when dealing with linux&lt;-&gt;win32 communication.</p>
<p>you build it, plonk it together, start a dedicated server, and then watch it freak out with some odd error that doesn&#8217;t make sense when you join with a client from the other os.</p>
<p>OSP actually had a linux guy, but without help from ID, they can&#8217;t get around the issue (they also asked me for help, but i wasn&#8217;t in any position to know any better than they did)</p>
<p>and yeah, the lack of separation between client and serverside stuff makes development of server-side mods a bit more complex<br />
(although there are flags that you can set to get around those in doom3, by the looks of it)</p>
<p>ashridah</p>
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	<item>
		<title>By: Anonymous</title>
		<link>http://www.linuxgames.com/archives/7189#comment-27462</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 29 Dec 2004 13:13:20 +0000</pubDate>
		<guid isPermaLink="false">#comment-27462</guid>
		<description>[i]I agree that it would be nice to have the QVM system in DOOM 3, but we were in the same boat with Quake 2 and most mod teams released Linux libraries in addition to the usual Windows ones without too much trouble back then.[/i]

There is a fundamental difference. With Q2 only the server side was modifiable, so the linux client could play without any platform specific binaries. Such binaries were only necessary for hosting. With D3 the client needs a new binary.</description>
		<content:encoded><![CDATA[<p>[i]I agree that it would be nice to have the QVM system in DOOM 3, but we were in the same boat with Quake 2 and most mod teams released Linux libraries in addition to the usual Windows ones without too much trouble back then.[/i]</p>
<p>There is a fundamental difference. With Q2 only the server side was modifiable, so the linux client could play without any platform specific binaries. Such binaries were only necessary for hosting. With D3 the client needs a new binary.</p>
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