Seriously: the currently *active* people in Nexuiz development, apart from me, are:
- Morphed (weapon/item modelling, graphics, effects)
- [-z-] (graphics, web site, UI design)
- Blµb (QuakeC, mostly client side (big thanks for that), but not experienced on the server side)
- LordHavoc (engine, but he's also busy with another project (Darkwar) and, of course, work)
- Tenshihan (sound effects)
So if I left, we'd have NO MORE active server QuakeC developer, and NO MORE developer who looks into engine matters on a regular basis. This would make the project die. We therefore REALLY need about two extra QuakeC developers, and at least one extra engine developer, better would be two. Things should never be depending on a SINGLE person, you know.
I spend way too much time for this, and some people being extremely thankful and supporting (Mr. "three capital letters" knows what I mean) do make me question whether it is really worth the effort. Also, any bug report goes to ME. Often people even report "high priority bugs" that are actually features we simply do not have. I will have to stop responding or even reading bug reports posted on IRC. Post your bug reports and feature requests on sourceforge, IN THE APPROPRIATE SECTION (there IS a feature requests tracker too!). I will retreat into the internal Nexuiz development channel and stop reading #nexuiz and #alientrap, so stop posting possibly important stuff there.
You guys put too much pressure on a single person, and I may end up leaving if nothing is going to change with this project.
To conclude and also name other needs, we URGENTLY need:
- AT LEAST one extra engine developer (who should be good at reading/debugging C code, and have a basic clue about OpenGL, no enhanced knowledge needed for a start). Anyone who does not know OpenGL yet is of course welcome too, there's many things that can and should be done for the engine that do not require knowing OpenGL.
- AT LEAST two extra QuakeC developers (and one of them should learn how EXT_CSQC works, read its documentation, try out stuff, and talk to Spike and LordHavoc about unclear stuff - knowledge of reading C is a good bonus here, of course).
- AT LEAST one modeler who is capable of making player models for the game. Our lack of modelers is the primary reason why we still have the player models of Nexuiz 1.0(!). Note that Blender is now also possible to use for making player models, due to my bugfixes to the HL2 SMD exporter, and MD3 model format support.
- AT LEAST one animator who can make 3D player model animations. The latter two can be the same person
- AT LEAST one person who can make skins for player models. Can of course be the same as the modeler.
- As for concept art, I suppose we do have skilled people for that on the forum. Go ahead posting concepts, once we have our modeler and animator, we can put them into the game.
Speaking of pressure - do not put too much pressure on Morphed either. The hagar trail is NO LONGER RED. Stop complaining to him about it.
edit by -z-:
Check out the following FAQ to learn how to get started programming for Nexuiz.
Once you get your development environment setup, checkout the project tracker to find some programming tasks you'd like to take a whack at. When you feel like you've got something going, submit a patch for review.
Of course, you are not limited to the tracker, you can submit patches based on your own ideas but there is no guarantee they'll be accepted.
As always, you can find extra help on IRC. #alientrap on irc.anynet.org