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Developer discussion of experimental fixes, changes, and improvements.

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Postby take_this_cup_of_poison » Tue Oct 14, 2008 1:37 am

Though, if you have a zip of the backuped QuakeC guide... could you provide a link for us all :D.
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Postby Dokujisan » Tue Oct 14, 2008 7:50 pm

One solution is to try to recruit quakeC devs by looking for the emails to old or current quake mods and emailing them requesting assistance.


This is a good suggestion. This is something I was considering doing for Nexuiz mapping at one point, trying to find and contact various Quake mappers to see if they would be interested in Nexuiz. But I didn't think of developers. This makes sense for finding QuakeC developers.
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Postby GreEn`mArine » Wed Oct 15, 2008 12:15 pm

you DO realize, I hope, that quakeC developers are dying out, which is just natural because there is nothing new anymore to do with quakeC, and that's for a good reason. The language sucks big time imo.
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Postby morfar » Wed Oct 15, 2008 12:25 pm

I assume most of the qc devs is idling in #qc at irc.anynet.org
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Postby divVerent » Wed Oct 15, 2008 12:49 pm

GreEn`mArine wrote:you DO realize, I hope, that quakeC developers are dying out, which is just natural because there is nothing new anymore to do with quakeC, and that's for a good reason. The language sucks big time imo.


Then tell us how to solve the problem, great master.

Do you really think it is MORE likely to find developers who are willing to rewrite it all in another language? I really doubt that.

And Quake C isn't THAT bad with the FTE extensions, and work is being done in getting more of the extensions to work in the engine.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby take_this_cup_of_poison » Wed Oct 15, 2008 2:57 pm

GreEn`mArine wrote:you DO realize, I hope, that quakeC developers are dying out, which is just natural because there is nothing new anymore to do with quakeC, and that's for a good reason. The language sucks big time imo.


What do you program in?

Here's a letter which I will be sending out in a few min:
Hi. I was wondering if you would be interested in helping out a opensource game called Nexuiz. It's a quake based game that has had a number of releases over the years and uses quake C for it's game code and regular C for it's engine code as it uses the darkplaces engine. Most things are good with it; it supports bump and normal mapping and reflective shaders, texture blending shaders etc (though it doesn't support fur shaders yet). The maps are well made and have good flow. All of it, including the art and maps and models, are GPL. It even has a fork of GTK radiant and q3map2 as of a month ago now tailored to it's specifications. I enjoy making maps for the game, it permits the creation of everything from space junk to nice accurate castles... and supports PNG (in addition to TGA and jpeg) as a texture format... which I like because thats what I use to make my own textures (which are all GPL aswell).

The one problem is that it now has only one main developer (divverent) and about three part time contributors. Div has alot of pressure on him and needs help. As it is now he does both most of the quake C additions and the engine adaptions. Nexuiz needs more quake C and normal C coders (and could use a modler, animator, and all that jazz too). I myself make about one map per month or two for nexuiz (I've made 24 so far) but I can't code in either of the languages (I'm a perl coder) and it's difficult for me to wrap my head around quake C as it's so diffrent for me. I also make some (GPL) music from time to time so I guess I'm more of an "artist" than anything else. Anyway, this is a pretty advanced game as far as opensource releases go, I was wondering if you or anyone you know of could lend a hand.

Note: Their website is Nexuiz.com and www.sf.net/projects/nexuiz . There are some videos, download packages (including source in the zip), and a forum. The game runs on linux, windows, and mac (and recently div ported gtkradiant to the make system and removed unneeded dependancies so that will be able to be ported everywhere too).

Thanks for reading this :)
--Mike--
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Postby GreEn`mArine » Wed Oct 15, 2008 3:28 pm

divVerent wrote:Then tell us how to solve the problem, great master.

Do you really think it is MORE likely to find developers who are willing to rewrite it all in another language? I really doubt that.

And Quake C isn't THAT bad with the FTE extensions, and work is being done in getting more of the extensions to work in the engine.

I'll give you a cookie next time if you can talk to me in one sentence not being sarcastic and hostile, but anyway. I'm better than that, so I'll just ignore it. Or even better .. returning it? Yes.

The fact that quakeC is not that good is something I am complaining about - true, but NOT because I want the language to be changed (I know this won't ever happen), but because I want to point out that this merely requires that the ones who know the traps and pitfalls, or let's say specialties of this language, DOCUMENT these, so that a programmer who still knows proper 20+ year old languages (sry for sarcasm here) like C can understand it.

But I'll give up here. Simply the fact that I say it will make you ignore it. I don't see any documentation happen. I also don't see many NEW coder NEW to quakeC helping out.
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Postby take_this_cup_of_poison » Wed Oct 15, 2008 3:36 pm

I've sent the mails to all the people I could find on planetquake.gamespy.com.
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Postby ai » Wed Oct 15, 2008 3:42 pm

@Poison:

I took the liberty to correct some spelling errors:

Hi. I was wondering if you would be interested in helping out a opensource game called Nexuiz. It's a quake based game that has had a number of releases over the years and uses quake C for it's game code and regular C for it's engine code as it uses the darkplaces engine. Most things are good with it; it supports bump and normal mapping and reflective shaders, texture blending shaders etc (though it doesn't support fur shaders yet). The maps are well made and have good flow. All of it, including the art and maps and models, are GPL. It even has a fork of GTK radiant and q3map2 as of a month ago now tailored to it's specifications. I enjoy making maps for the game, it permits the creation of everything from space junk to nice accurate castles... and supports PNG (in addition to TGA and jpeg) as a texture format... which I like because thats what I use to make my own textures (which are all GPL aswell).

The one problem is that it now has only one main developer (divverent) and about three part time contributors. Div has a lot of pressure on him and needs help. As it is now he does both most of the quake C additions and the engine adaptions. Nexuiz needs more quake C and normal C coders (and could use a modeler, animator, and all that jazz too). I myself make about one map per month or two for nexuiz (I've made 24 so far) but I can't code in either of the languages (I'm a perl coder) and it's difficult for me to wrap my head around quake C as it's so different for me. I also make some (GPL) music from time to time so I guess I'm more of an "artist" than anything else. Anyway, this is a pretty advanced game as far as opensource releases go, I was wondering if you or anyone you know of could lend a hand.

Note: Their website is Nexuiz.com and www.sf.net/projects/nexuiz . There are some videos, download packages (including source in the zip), and a forum. The game runs on linux, windows, and mac (and recently div ported gtkradiant to the make system and removed unneeded dependencies so that will be able to be ported everywhere too).

Thanks for reading this :)
--Mike--


Btw what do you mean with: (though it doesn't support fur shaders yet).
In this sentence: it supports bump and normal mapping and reflective shaders, texture blending shaders etc (though it doesn't support fur shaders yet) ?

Is it four, or for?
Otherwise it's good.

EDIT: Lool, too late :P
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Postby take_this_cup_of_poison » Wed Oct 15, 2008 3:43 pm

GreEn`mArine wrote:
divVerent wrote:Then tell us how to solve the problem, great master.

Do you really think it is MORE likely to find developers who are willing to rewrite it all in another language? I really doubt that.

And Quake C isn't THAT bad with the FTE extensions, and work is being done in getting more of the extensions to work in the engine.

I'll give you a cookie next time if you can talk to me in one sentence not being sarcastic and hostile, but anyway. I'm better than that, so I'll just ignore it. Or even better .. returning it? Yes.

The fact that quakeC is not that good is something I am complaining about - true, but NOT because I want the language to be changed (I know this won't ever happen), but because I want to point out that this merely requires that the ones who know the traps and pitfalls, or let's say specialties of this language, DOCUMENT these, so that a programmer who still knows proper 20+ year old languages (sry for sarcasm here) like C can understand it.

But I'll give up here. Simply the fact that I say it will make you ignore it. I don't see any documentation happen. I also don't see many NEW coder NEW to quakeC helping out.


How about you code some needed things for nexuiz, or make some more maps, or models, or animate some things, or make avaiable the documentation you know of, or join in on the emailing campaign. You shouldn't be hating on Div, he's tired enough of TVR's demands and arrogant remarks and even those make him think "is it worth it", as in: 'with all the crap these players give, is it worth helping them by developing the game they play further'. See, when you are not nice to the sole dev, he may decide to "get back" at you by just stopping developing the game...

... and you know what happens then? The people that were whining and being arrogant and complaining.. they DONT pick up the slack and DONT start implementing what they were demanding and begging for... they don't have the "time" to learn the language etc... because they really don't want to help out at all... they just go onto another game (kinda like how when OSX came out all those ... how should I say... people who wear THICK BLACK RIMMED GLASSES jumped ship from linux to mac (which was a good thing for linux: it would have never been accepted in buissness and government and military with all the no-contribution thick black rimmed glasses mac lovers still attached to it).

So: email quake C devs, modelers, etc or implement some of these needs yourself for nexuiz.

You can use my email I posted up there. I've emailed about 50 people in the last hour.
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