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Thread: Wolfenstein Enemy Territory conversion
  

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  1. #1 Question Wolfenstein Enemy Territory conversion 
    gamewarden56 is offline Member
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    I just read a post here a minute ago. Title: PSP to PS2 conversion.

    It made me wonder if some1 could take this PC game Wolfenstein Enemy Territory [since its an opensource game by ID software] and well, make it run on the PS2. I figure it might be possible considering that they have made Return to Castle Wolfenstein: Operation Resurection for PS2 already, and this game in my opinion you interact with the environment just as you would in Wolfenstein Enemy Territory.
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  2. #2  
    Northbear's Avatar
    Northbear is offline $ony... i just have to LOL about you
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    In early 2004, the source code for the game logic was released in an SDK, since then various mods have been released to the community: this source code release afforded mod designers a further amount of customization. The actual game engine is still closed source as of late 2009 – the entire source code to Quake III Arena, for example, was released 6 years after the game was initially published.
    http://en.wikipedia.org/wiki/Enemy_Territory_Fortress

    W:ET is freeware not open source, you could start to create a clone based on the Id Tech 3 engine, but i doubt that there would be enough interest in this even if this would be a fantastic homebrew project.

    I think the most of the devs who are registered here have litte to no interest to volunteer for such project.

    Maybe someone has interest but i think it would take years to have a working version running online with other players.

    Offtopic: i love the game and it would be nice to see it running multiplayer on a PS2 more fun would be if you could connet to regular linux based online servers but these wishes are dreams. The PS2 would need to recompile maps so they are comaptible with PS2 architecture and this would render them invalid for use with pc players on online server.

    Sony, Sega and MS tried events on the Servers for "Phantasy Star Unviverse". The looser was the PS2 with the slower loading times and its poor graphics compared to PC and Xbox 360. The most compatible versions were PC and Xbox 360. Some effects couldn't be shown on PS2 and the 360 and the 360 even had problems to sync with the PC players.

    All in all i love strange ideas and concepts but i doubt that someone i know from various forums will be able to code something working in an acceptable time.
    If someone is crazy enough to start coding on a W:ET conversion and make progress in a short time he will get all my respect !!!
    Last edited by Northbear; 06-30-2010 at 07:16 PM.
    PS2 SCPH-70004 V12 PAL + HDCOMBO + 160 GB Samsung HDD + OPL 0.9.1
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  3. #3  
    gamewarden56 is offline Member
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    the source code was just recently released to the public . http://returntocastlewolfenstein.fil...rce_Code;23091
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  4. #4  
    yoshi314's Avatar
    yoshi314 is online now linux junkie
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    i am having doubts about technical possibility of this port.

    was quake3 engine ever ported to ps2?
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  5. #5  
    Xtremegamer is offline Member
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    couldnt we try to boot some sort of "slim" linux version and run the linux version of enemy territory ?
    PS2 SCPH-770004 :: running freemcboot 1.8 :: OPL/SMB
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  6. #6  
    yoshi314's Avatar
    yoshi314 is online now linux junkie
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    memory requirements are pretty steep for this game. it won't run on linux 2.4 on ps2, and it won't fit in 32mb of ram as-is.
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  7. #7  
    Xtremegamer is offline Member
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    i thougth so :'( even with swap disk it's going to lagg like hell , not to mention how to emulate openGL :'(

    anyway would be nice tho , since that game is the best ever made ^^
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  8. #8  
    yoshi314's Avatar
    yoshi314 is online now linux junkie
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    that would require a serious rewrite to make it work. and most likely all models and textures would have to be adjusted to better fit into ps2 ram.

    i think straightforward port is not really possible.
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