Nexuiz Team Fortress?

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Postby turtLe_ » Sun Nov 08, 2009 11:03 pm

I hope you guys are still working on this, the only games that interest me are quake-like and class based types. Too bad I can't help :(
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Postby Samual » Sun Nov 08, 2009 11:58 pm

Flying Steel wrote:
Samual wrote:This could be interesting to implement with my mods control system. Would allow this to be included with nexuiz by default, but not default gameplay.


So what is the difference between your mod system and a Mutator? Are mods like mutators in the making (that are still in development in other words)?

Havoc for example is a mod -- It uses different settings and etc, however a mutator just changes something slightly whereas this would need many code changes. (There's far more to it than that anyway)

But well, is anyone coding this? If so, source please?
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Postby Flying Steel » Mon Nov 09, 2009 3:46 pm

Samual wrote:But well, is anyone coding this? If so, source please?


Psychcf was working on this with one other coder.

I believe you can find his latest upload of the code HERE.
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Postby Psychcf » Wed Nov 11, 2009 8:12 pm

Flying Steel wrote:
Samual wrote:But well, is anyone coding this? If so, source please?


Psychcf was working on this with one other coder.

I believe you can find his latest upload of the code HERE.


I actually dropped the project cause I wasn't able to keep up with Nexuiz trunk, I didn't have enough time to continue working on it, and I lost some interest. It was a nice project to fool around with for a day, but I don't see myself continuing work on this. If anyone else wants to pick it up, fell free to do so, just fork it on github.
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Postby Flying Steel » Wed Nov 11, 2009 9:48 pm

That's really too bad, I had big plans for this mod and it sounds like a lot of others did as well. Character classes could do so many good things for Nexuiz.
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Postby Flying Steel » Wed Dec 02, 2009 3:10 pm

So does any other coder have any interest in looking into this code and maybe getting it into the SVN or will it just be left to rot on the ground? :(

Samual, Mircea Kitsune, tZork, any takers?

Many of us content creators have a lot we'd like to do with this as you can see, but we don't immediately have the necessary knowledge of programming, let alone C and Darkplaces, to pick up the flag here.
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Postby tZork » Wed Dec 02, 2009 5:51 pm

Not me, i haven't the time or motivation for it.
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Postby Samual » Wed Dec 02, 2009 8:14 pm

tZork wrote:Not me, i haven't the time or motivation for it.

Same -- I'll look at the code and perhaps update it to latest svn occasionally if someone wants me to, but I will not work on it entirely.
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Postby Flying Steel » Thu Dec 03, 2009 10:55 pm

Samual wrote:
tZork wrote:Not me, i haven't the time or motivation for it.

Same -- I'll look at the code and perhaps update it to latest svn occasionally if someone wants me to, but I will not work on it entirely.


That would be great. The code might even be pretty close to functional if it was made compatible with current nexuiz. I think someone was able to create a small class based mod some time ago with this code.
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Re: Nexuiz Team Fortress?

Postby Flying Steel » Wed Dec 23, 2009 3:51 am

Samual did you get a chance to take a look at this code? How far along and functional is it?
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