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Postby theusurper » Sat Jan 10, 2009 7:22 am

well im interested in the engine more than the game actually tho i wld love to work on tht too.. i feel the game is already very well implemented so.. :D hmmm.. any particular place i should start on the engine? i mean to understand how it's built.. cos i'm used to well really small and stupid projects so quite lost when i see a lot of files.. :D hehe..(im quite a beginner u see..)
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Postby Alien » Sat Jan 10, 2009 8:06 am

Animation blending, volumetric fog, snow, etc..., multi-stage shaders, md5 support, doom3 maps support, making dpm (darkplaces model) usable (there is no howto, neither some script to convert from other formats).

There is also http://www.alientrap.org/wiki/pmwiki.php?n=Main.Todo , but it is lacking things. Div0 could tell you much more.
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Postby theusurper » Sat Jan 10, 2009 11:39 am

hmmm.. ok those are quite advanced features.. k ill take a good look at the engine code and see what i can do. even if i cant implement such things, it'll be useful as i intend to try write my own engine someday for my portfolio.. something small of course.. :D ambitious eh? hehe..

and bout the dpm format, does it exist or is it in theory? hmmm.. doom 3 maps.. tht'll require some crazy amounts of work id say.. lesse..
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Postby Alien » Sat Jan 10, 2009 11:58 am

Ask LordHavoc or Div0 for less advanced features. I only know those, which are usually complained about (ok, doom is not, added it myself ;)).

How to make .skin files for multiple skins on a Quake3 (md3) or DarkPlacesModel (dpm) model from http://icculus.org/twilight/darkplaces/readme.html
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Postby theusurper » Sat Jan 10, 2009 12:25 pm

yeah ill try to get in touch with them.. actually currently i was thinking of the thing u said about doom3 map support.. it is very very advanced in my opinion as the doom3 engine(idtech4) can render things that would break darkplaces.. i shall start with some simpler things.. hmmm.. lets see what i can do.. o and darkplaces source comes with a todo of its own.. dont no if u have seen it.. 50 pages long.. hope it isnt outdated.. hehe..
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3D Modeller

Postby tas » Tue Jan 13, 2009 9:37 pm

Just curious if you still need modellers/animators.
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Postby Alien » Tue Jan 13, 2009 9:45 pm

Of course, animator is especially required. Modeler also. :)
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Postby divVerent » Wed Jan 14, 2009 5:42 am

theusurper wrote:yeah ill try to get in touch with them.. actually currently i was thinking of the thing u said about doom3 map support.. it is very very advanced in my opinion as the doom3 engine(idtech4) can render things that would break darkplaces..


Actually, this is just halfway true. The limits are set by the map compiler, q3map2; DP can do much more vertices for example than q3map2 is going to output.

Found that out when making the yourewinner map - the terrain had to become external models, and the clip brushes from the terrain can't hve full quality, or q3map2 will refuse to compile the map (and when I extended the limits that broke it, it made a BSP of like 400 MB).

In other words: if you manage to add support for idtech4 map format, you may actually succeed, as the worst limits aren't even set by the engine (you'd basically get a somewhat better map compiler "for free" then).
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 theusurper » Wed Jan 14, 2009 5:59 am

i see.. i didnt quite understand what u meant by the following though..

In other words: if you manage to add support for idtech4 map format, you may actually succeed, as the worst limits aren't even set by the engine (you'd basically get a somewhat better map compiler "for free" then).


are you sayin: write another map compiler to support idtech4 maps or play with the engine? hmmm.. wat i understand is tht the only way to support idtech4 maps wld be to write a q4map compiler.. did i get ya right?..

o and div since ur here.. plz point me at a location to start.. the engine code i mean... i open the project get intimidated by the sheer number of files and close it.. cos i just cant seem to find a place to start.
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Postby divVerent » Wed Jan 14, 2009 6:28 am

theusurper wrote:are you sayin: write another map compiler to support idtech4 maps or play with the engine? hmmm.. wat i understand is tht the only way to support idtech4 maps wld be to write a q4map compiler.. did i get ya right?..


No. I mean that if you add idtech4 map support to the engine, we'll be able to use the idtech4 map compiler, instead of the extremely buggy and limited q3map2.

o and div since ur here.. plz point me at a location to start.. the engine code i mean... i open the project get intimidated by the sheer number of files and close it.. cos i just cant seem to find a place to start.


For other map formats, model_brush.c should be the place to add them.

If you want, you can also finish the not-yet-done support for Quake 2 maps.
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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