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I'm interested of making experience based maps to be played. can mexuiz map format add free variables to player characters to be handled as skill tree and experience? I'm also interested about autobalancing and player skill level database. Maybe some game balancing features to make game more interesting for newbs. Could I be part of development team with these ideas?
theusurper wrote:Well im currently in the process of downloading the required tools and the game. i will tinker around for a while till i get a feel fro the code before i can start contributing anything. makes sense eh?...
however i do wish to raise a question. why don't you rewrite this in c++(or even c# for tht matter )?
divVerent wrote:One long-term goal is support for Mumble (voice communication). I gave up on this, but you might have a chance. All we need is the engine somehow talking to a Mumble server via DCOP (IIRC) to manage the ACLs, so that the IPs of the team members are added to the respective channel on the Mumble server (and so that players are moved around on team change). Positional audio would be easier, but isn't much needed - the part that's really important is separating the channels of the teams.
If you could get that done, it would be really great.
You could even make it as an external library (.so / .dll), that exports a function that DP can use. The function would pass a list of IP addresses for team 1, a list for team 2, a list for team 3, and a list for team 4. In terms of C, I'd pass something like an array of
typedef struct
{
const char *channel;
struct sockaddr *addr;
}
mumble_acl_item;
and your library would take care of sending this ACL to the Mumble server, and making the clients switch to that channel automatically (IIRC the Mumble server can move clients from channel to channel if asked to).
If you go the external library approach, you don't need to be familiar with the engine code - if your library is done, I'd write that engine code myself (it'd be very simple then anyway).
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