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Thursday, December 15, 2016 - 18:57

It's a bit contradictory to ask for feedback and attack those who offer it... I don't personally care if you implement what I suggest, you can accept it any way you want.

Sure, Xonotic doesn't have 100 weapons, but that's not the focus. To blindly accuse the team of doing nothing is either trolling or just plain ignorance.

This is a perfect case of quality vs quantity. Both are fine, but your fork will only ever be for those who want to mess around for a bit once in a while (provided they even bother to download a 4GB DVD).

 

For the record to anyone stumbling onto this, his posts were *NOT* deleted, just moved to the troll cave where they belong:

http://forums.xonotic.org/showthread.php?tid=6891

Thursday, December 15, 2016 - 16:41

Advertising other games (even forks) isn't allowed in the Xonotic forums, post your stuff elsewhere.

 

The point of hiding Xonotic servers would be so players can see servers for your fork, instead of servers they can't join. Censorship has nothing to do with any of this.

 

My suggestions are just that, you can take them or leave them, but I won't be ellaborating on them further.

Given the amount of content you've already added, working from existing examples to implement these should be fairly easy.

 

 

As for not being interesting in helping; For starters, your "nice" team isn't very friendly:

<gnu> Mario: I pwn all of you in development

OGA also isn't the best place to discuss this kind of thing. It's just a comments section.

Thursday, December 15, 2016 - 06:29

Also, it would be nice if you could hide the regular Xonotic servers (which this is likely incompatible with by now), by setting gameversion_max to either -1 or 600.

Clients will then only see 0.6 servers, which will probably be only servers running your fork.

Tuesday, December 13, 2016 - 13:04

Normally not interested in assisting here, but the spam from shooting anything is getting annoying...

You're really better off checking if the cvar exists rather than relying on the 0 value of failure:

 

float texvalue = 0;

string s = strcat("texvalue_", trace_dphittexturename);

if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)

    texvalue = cvar(s);

Thursday, August 20, 2015 - 23:37

LordHavoc has had nothing to do with Nexuiz or Xonotic for a very long time, the fact that we still rely on his engine is most probably a burden, considering he's also trying to keep it Quake 1 compatible.

Maintaining our own fork of his engine is too much for a team of this size, especially while he still makes some changes to his engine (like the recent move to SDL2, that would've been a nightmare to merge if we were separate).

We'll be using the main branch of Daemon too.

 

Nothing important will be left out in the port (especially the crypto libraries), we intend to make the transition as smooth as possible.

 

Also, the GitHub Xonotic repository is not official, we moved to GitLab. The wikis on GitLab are mostly complete.

Thursday, August 20, 2015 - 21:08

I'd imagine imagemagick would do a good job of it (at around quality 6), I used IrfanView (made it easier to also test PNG with alpha).

As a side note, PNG was bigger than the TGA version, possibly due to the converter used.

 

JPG does indeed increase load time slightly, but I'd rather wait an extra 2 seconds at a loading screen and get better FPS.

Thursday, August 20, 2015 - 20:31

I knew you would make up some excuse for not shrinking the main download size, so I did a test on one of the .pk3 files:

 

zz99_suburbtex3of3.pk3

Original size (with TGA images): 247.2MB

New size (with JPG images): 14.9MB

Everything still looked exactly the same, the quality loss wasn't even visible on default settings.

I took a look at those updates, and surely wouldn't be able to piece together what goes where to 'upgrade' my build, from a quick look. I'd imagine non-developers would have an even harder time looking at all those downloads.

 

This also doesn't mean you'll lose your mediasource, but rather should make it bigger (not the main download). Include the full quality sources there.

 

 

Also, the main reason we're switching engines is simply because LordHavoc is barely around to maintain his engine. We can't make any real changes to it, as he wants to keep it Quake 1 compatible. No good for us.

Wednesday, August 19, 2015 - 20:36

Wasn't gonna mention it, but I myself am getting sick of downloading 4GB to test a mod occasionally...

Please use JPG (separate the alpha channel into an image with _alpha prefix), the size of the download would drop by at least 3.5GB for very little quality loss.

Sunday, August 16, 2015 - 13:32

I guess it's just something we disagree on. I believe games are games, not simulations of real life... they should be geared towards having fun, rather than training for real life warfare.

Sunday, August 16, 2015 - 02:30

I adjusted a lot in the vehicle's code to make them compatible with master. That also included some simplifying of functions (requiring player to press another button to reload the vehicle ammo is a bit much in a fast paced game like Xonotic).

 

The monsters will be included (source and all) in the main game once Morphed has finished all 4 of the planned monsters. I'll be holding onto the finished ones until then.

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