Captain Bob, on Nov 16 2008, 07:02 AM, said:
This is a phenomenal amount of progress for 2 developers working in their spare time: kudos. I remember when Dawn of Infinity generated that kind of enthusiasm (okay, I'll admit I'm envious in that regard). I haven't used Python, but I can put in my two cents that Lua is a good choice for a game scripting implementation. What kinds of things do you hope to accomplish through scripting? We also looked at some pre-existing networking libraries for DoI before ultimately settling on the Quake 3 source code. Two among them were raknet and ICE (Internet Communications Engine). And lastly, I found mp3 versions of Ares' music tracks online (legally, though I don't remember where), which you might consider as an alternative to converting Ares' module music format.
Lua's an excellent language for embedding, and I'm using it in other projects. In this case, however, I'm going with Python, mainly as an experiment! Scripting is (hopefully) going to managing the bulk of the actual game logic, AI and such.
Quake 3 is GPLed sadly which makes it incompatible with the rather more permissive license we're currently using.
The MP3s are available on Nathan Lamont's site, but I went with S3M mainly out of nostalgia
The engine also supports OGG out of the box, which is a more "traditional" format based on compressed PCM data, similar to MP3.
I've had bad experiences of RakNet, but ICE is a new one to me; enet is fairly low level and handles packet reliability, fragmentation and connections over UDP.