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Developer discussion of experimental fixes, changes, and improvements.

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Postby DrakkLord » Sat Jan 24, 2009 6:19 am

Well my biggest challenge was a Graphics Engine fully written in asm, featuring Object Oriented code, GLSL shaders (for example the GLSL shader was a calss called "glShader" ), model loading,texture loading (the last two from own formats), own exception handler,thread manager ( a class too with an array of "threads" and it manages everything you just have to specify some stuff to get it working ) But unfortunately I had many problems with it and stopped developing ( issues with the code on different computers )
But still I have images and videos from it :P
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Postby Alien » Sat Jan 24, 2009 7:36 am

morphed is responsible for modelling and darkplaces is lordhavoc's creation.
you can find both at irc.anynet.org #alientrap
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Postby jason5 » Wed Feb 11, 2009 7:34 am

Hello to all !
I'd like to help with some dev stuff.
I really love C/C++, got some exp but not much, I'm not working as dev unfortunately.
I got some free time now so I'd really like to involve in some project I'm eager to learn, just need to be pointed in right direction and hopefully I'll be of some help soon.
Let me know where to start guys.
BTW Nexuiz is awesome I mean I'm using Linux so simply its best FPP for penguin out there.
Catch u later
Cheers
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Postby merlijn » Mon Feb 23, 2009 9:38 am

To all those offering their help: thank you, you're awesome!

As most of you have probably figured out by now, this is quite a big project. It is simply not feasible to attempt to understand it all at once. It is also quite likely that you will be more interested in certain parts of this project and less in others.

The best approach is to join the community, read the forums, hang out on the IRC chan. Often things will come by in the form of "I have a problem with ...", if you're interested in this question - see if you can find the cause! That is a great way of finding your way in all of the code, and after a while you will be able to start coding completely new things yourself.

Another approach is to just play and have fun, but keep your eyes open for bugs or features that could be added. Start with simple little things, otherwise you might get lost in the beginning. As an example, I have been reading through a lot of the server code to see if it would be easy to implement some new admin functions.

Hope this helps,
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C Developer?

Postby BeauMartinez » Mon Mar 02, 2009 3:59 am

Okay, I'm a experienced C/C++/Java/C# developer, with a bit of Python (and MIPS) on my hands as well; I don't know QuakeC. Am I useful to you guys?

I'd get up to speed quickly if someone shows me what to read+practice.

(Oh, and BTW, excellent game).
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Postby esteel » Mon Mar 02, 2009 2:01 pm

Well QuakeC is very similar to C.. except for the game-domain specific stuff. I'd say the first thing to do is to get familar with svn, do a checkout and maybe just monitor the changes (not that much at as we are in feature freeze for the upcoming release).

The 'game' consists of three levels, the media, the gamecode (written in QuakeC) and the engine DarkPlaces (written in C) which interprets the "byte compiled QuakeC" and also handles the basic stuff like loading and rendering the media, doing networking, input/output.
While the gamelogic is handled in QuakeC and together with the media more or less makes up what Nexuiz is.

You can just readup a tutorial on Quake Modding (DP is a really powerful quake 1 engine) that should give you enough hints to understand the quakeC basics. If you have more questions just ask them here or on irc..
#alientrap @ irc.anynet.org for the devs and #nexuiz @ irc.quakenet.org or the 'normal' channel
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C Software Engineer offering a hand

Postby adrenalinejunky » Sat Mar 07, 2009 11:04 am

Hi,
I'd love to help with the Darkplaces engine - its been a while since I've done any C coding but I will consider it a good refresher. I want to develop OpenGL and TCP/IP coding skills, on a worthwhile project! Let me know where to start.
Cheers.
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QuakeC bot and Darkwater teleport buglist question

Postby adrenalinejunky » Sat Mar 07, 2009 11:44 am

I'm not so keen on working with QuakeC - but I was interested so downloaded a compiler/decompiler and source for the original reaper bot... from here
http://www.mindspring.com/~win32ch/Reaper.htm
and more background from the wikipedia site
http://en.wikipedia.org/wiki/Reaper_bot
Is this compiler compatible with the QuakeC bytecode used in Nexuiz? Does Nexuiz have bots?

Regarding Darkforces engine work would the bug at
http://sourceforge.net/tracker/index.ph ... tid=563407
be a good place to start?
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Postby Alien » Sat Mar 07, 2009 1:47 pm

Would you like to take a look at the game first?

Nexuiz qc code might be using some things, which are not available/not fixed in other compilers.
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Playing the game

Postby adrenalinejunky » Sat Mar 07, 2009 10:53 pm

Thanks Alien,
I was avoiding playing the game because I knew once I did that, that would be it for a while :). I wasn't wrong. Love the game - the first one I joined had people running round in Spy VS Spy characters! I spent quite a bit of time trying to shoot once I flew through the teleporters - didn't seem to be able to recreate that bug. So what needs work?
I've downloaded Pelles C as an IDE and taken a look at some of the source. Havn't tried compiling anything.
Cheers!
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