Talk:Id Tech 3

message: :Powered by sounds too much like a marketing term to me, and hurts MY perceived NPOV. I've replaced it to "games using ...", just like the previous Quakes engines' entries.--Outlyer 19:41, 24 June 2006 (UTC)
thread_title: "Powered by"

message: * Should there be an entry for the cancelled PS2 The World Is Not Enough video game? Wouldn't it be wiser to just alter the entry so that it's for Agent Under Fire? -TonicBH 21:22, 23 April 2006 (UTC)
thread_title: 007 Games

message: The quality of the three linked blog posts about the engine is mediocre at best. I'd remove them; but i already know a lot about the way q3 works.  —Preceding unsigned comment added by 84.63.10.226 (talk) 22:33, 17 March 2008 (UTC)
thread_title: Links

message: While I was entertained reading the two stories about the origin of the InvSqrt in the 'external links', it is only tangentially connected to the article's topic and really seems irrelevant. I am removing them. Argue to keep 'em if you feel they're important!  71.120.201.39 (talk) 18:13, 23 January 2009 (UTC)
thread_title:  InvSqrt Links 

message: Not sure about the original IW engine but shouldn't 4.0 have some reference as Infinity Ward based it on Id Tech 3? CHRONOSome 18:54, 14 May 2010 (UTC)
thread_title:  [[IW 4.0]] 

message: It has a vanilla renderer hence technology-wise it's not different from id tech3 almost at all on graphics. However, there are two projects based on it that are at the equivalent of id tech 4 or more. One of them is 'bumpy' renderer (Full Bump Mapping support, Vertex Buffer Objects, GLSL, etc.), and the other Xreal (similar features). Such features can be found only on id tech 4 onwards. --194.219.254.51 (talk) 08:12, 31 July 2010 (UTC)
thread_title:  Concerning ioquake3 

message: There's a line in the article claiming that Call of Duty's engine is based on the open source (GPL) release of IT3.  This seems implausible, as the GPL would essentially require that CoD's IW engine be open source as well, but afaik it isn't.  —Preceding unsigned comment added by 68.103.135.16 (talk) 08:59, 27 March 2011 (UTC)
thread_title:  CoD open source? 

message: Not sure whether lugaru is ioquake3 based, if so, perhaps add to ioquake3 games list, see
http://blog.wolfire.com/2010/05/Lugaru-goes-open-source
It's stated it's based on Ryan C Gordon's branch, and he has ioquake3 in it's branch, however also many other game engines/games.
KVDP (talk) 10:33, 29 October 2015 (UTC)
thread_title: Ioquake 3 and lugaru

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thread_title:  External links modified 

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thread_title:  External links modified 

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*Added archive https://web.archive.org/web/20090224214314/http://www.geometrictools.com/Documentation/FastInverseSqrt.pdf to http://www.geometrictools.com/Documentation/FastInverseSqrt.pdf
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thread_title:  External links modified 

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*Added  tag to http://home.comcast.net/~SupportCD/XPGames.html
*Added archive https://web.archive.org/web/20110610110012/http://ftp.netbsd.org/pub/NetBSD/packages/pkgsrc/games/ioquake3/README.html to http://ftp.netbsd.org/pub/NetBSD/packages/pkgsrc/games/ioquake3/README.html
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thread_title:  External links modified 

message: I have seen the Table which claims Call of Duty (2003) uses Übertools, this is not correct.
I own a copy of the game so I did look into the gamefiles and the fact alone that it has a seperate sp and mp executable is a dead give away that it is not a Übertools game, because there would be no point in having seperate executables, in Übertools singleplayer and multiplayer is on the same codebase, so basically you can use Singleplayer content in Multiplayer as long as certain criteria and handlings are present.
How ever I made a list that has more indicators:
Here are some medium indications for that:
there are many filetypes that are not in Übertools games (mostly because it is done different or already included in other files)
the scripting resembles a rudimentary likeness to scripting used in FAKK2 and Allied Assault, but is not nearly as comprehensive
scripts are mainly scattred all over the place and are mostly for configuration and setup of objects
there is a hunkusage.dat, something I have never seen with a Übertools game
script files are not using .scr file-extension
Here are some strong indications for that: 
the bsp files start of with: ibsp
no tiki files (they use a different language for model configuration)
no urc files (they use a different language for menus)
binary model files are arranged completley different
the scripting uses operators that are used in completley different context in Übertools
Files that should not exist, because Übertools has SP and MP code in one codebase:
ui_mp_x86.dll
game_mp_x86.dll
cgame_mp_x86.dll
CoDMP.exe
Even if they would have made modifications to the code and changed things to make them easier or better (which they are technically speaking mostly not), they would not have removed features to add something else that resembles the abilities and structure of the Übertools features so closely but with much less functionality to just about match their requirments.
I am a 100% sure Call of Duty is not a Übertools game.
To verify that further, you can look into the Heavy Metal Fakk2 and Elite Force 2 GDK/SDK that was released that contains the gamecode in which you can see how sp and mp code is mostly seperated in different files and with if checks.
I don't know on which bases/sources the claim is made that COD1 is a Übertools game, but EA-Games held a licence to Übertools for Alice and Medal of Honor Allied Assault.
COD1 is a Activision Game and Activision did not aquire a License for Übertools.
There is also a Interview, I could not find, but it still exists with former Medal of Honor Allied Assault developers that did create COD1 after MOHAA and they mention that they had to basically start from scratch without Übertools. Chrissstrahl (talk) 12:05, 24 June 2023 (UTC)
thread_title:  Games using Übertools