I also talked to Ray Gresko and Justin Chin. They aren't mythical god-creatures, they're just guys who like to talk about games.
Liar.
Alright, fair enough. The last time I heard anything about it was that the SP SDK code for JO was off-limits because it had Raven's magical/awful AI in it.
None of us were surprised that we ran into design flaws. What was surprising was how awful those design flaws were. If you actually delve into how the engine works and all of the file formats you'll figure it out for yourself. It's a rat's nest.
Uh huh.
Nobody ever said we couldn't finish it. Contrary to your opinion, it really wouldn't require that much technical skill. In reality there were three contributing causes behind
my abandonment of the project. You'll have to ask the others for their reasons:
1.) I was the last person working on it. I did a significant amount of the file parsing, the engine internals, the COG Virtual Machine. The other primary contributor (Sige) wrote the renderer, the barebones sound system and the barebones input system (basically anything API-dependent). And then he flaked out on it, which wouldn't have been a problem if he had actually commented (or fixed) his code. To continue the project I would have had to rewrite his contribution.
2.) It was a lot of work for absolutely zero gain. I only 'started' the project because I felt like writing a simple toy COG VM. I was talking about the project to the JKHub crew and was convinced that most of the code we'd need was already floating around out there. They were half right.
Sith 2 was not even an educational experience for us. It was slogging through mud. For instance, the ASCII resources have no internal consistency - we were literally rewriting the parsing code over and over again. I ended up having to rewrite the COG parser because - surprise surprise - the guys who wrote the original JK COGs used
keywords as variable names. And this works in the original COG VM because it uses an awful, awful multi-stage parser.
Ultimately I decided that since I wasn't getting any experience out of it, and there's no way I could reuse the code for another project (JK's design is simply too bad to be reusable), and it was taking up a gigantic amount of my time that I would rather spend on something... you know...
fun, I dropped it on Sourceforge. Not that anybody has worked on it, at all, ever.
3.) I realized that most of the people who still play these terrible games are also awful people. Up until recently the remains of the JK players' community was run by a 15 year old script kiddy, and my attitude about the situation is that ReT should learn C and finish the engine himself if he wants it.
Yes there is, because it's true.
Duke Nukem yes, Jedi Knight no.
By "Duke Nukem 3D or Jedi Knight" you mean "Duke Nukem 3D, Doom, or Quake 2" right? Because those three games actually had decent engines for their day.
Jedi Knight was never a popular game to edit. It was, after all, released in the same quarter as Quake 2.
You can apply whatever hidden meanings make you feel better about your ridiculous quest, but I'm saying exactly what I mean.