We NEED more developers!

Developer discussion of experimental fixes, changes, and improvements.

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Postby esteel » Wed Mar 25, 2009 1:56 pm

Hitscan shots ARE unlagged by default.. but there was a bug in 2.4.2 which made this feature less usable. In the beta (in the forum) and current code its fixed and works quite well.

What do you mean with player movements? The animations? Well the models are really old but its hard to find really capable modelers willing to the GPL stuff. Besides finally it would also require quite some new code to integrate better model formats. Its planned for AFTER the upcoming release though. At least at some point :)

The default settings are quite demanding but there is a simple way to choose lower defaults in the menu. Hell that sounds like you were quite lazy in testing :P

The menu got improved quite a bit already (i think) feel free to make suggestions or code further improvements.

I'd wait for the upcoming version when hosting a new server.. that should happen rather soon now that the last remaining problems got sorted out.
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Yep

Postby EvilAIM » Wed Mar 25, 2009 2:07 pm

Yes, I haven't tested anything yet. I just took a quick look and figured I'd see if I could help. I'll most likely go a lot more in depth into the code tonight and over the next week, then post suggestions and maybe see if I can send you some code if I find anything I can do quickly.

Thanks for the quick replies. Hopefully I'll be able to contribute. When the new code comes out I'll look into doing the modeling for you. I might be able to fix it up a bit for you. I've done quite a bit of model rendering in the past with Quake.

So I'll post when I have fully learned your project and seen the code and such.
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Postby Alien » Thu Mar 26, 2009 12:49 pm

Get svn or beta version. It looks very different.
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Postby Dokujisan » Thu Mar 26, 2009 12:56 pm

EvilAIM, glad you made it on here :-)

I highly suggest that you jump on IRC. Here are the channels that might interest you:

irc://irc.anynet.org/alientrap (Developer channel)
irc://irc.quakenet.org/nexuiz (General nexuiz discussion)
irc://irc.quakenet.org/nexuiz.admins (server admins)
irc://irc.quakenet.org/nexuiz.editing (map/model/menu editing)

Alien, he played on my server yesterday with SVN, so he's seen the recent (well, with the compat file auto-download). Though he had only played 2 games before he started criticizing :-) That seemed a bit premature to me.
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haha

Postby EvilAIM » Thu Mar 26, 2009 3:25 pm

I wasn't criticizing. As I said, I've been trying to get the frame rates and such proper. If you guys don't need the help then just say and I'll move on to another project. No worries, no hard feelings... up to you really.
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Postby Dokujisan » Thu Mar 26, 2009 3:42 pm

Huh? You were criticizing the game within 20 seconds of showing up on my server.

I'm happy for another developer showing interest in contributing to Nexuiz. Nexuiz NEEDS more developers. All I'm suggesting is to spend more than 2 minutes with the game before taking notes and setting goals. Perhaps have a few discussions with the existing developers first (or the primary developer, DivVerent) in IRC. Then you will get a clearer picture of what is really in need of fixing/improvement.

Is that a bad suggestion?
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*shrugs*

Postby EvilAIM » Thu Mar 26, 2009 4:00 pm

Well, I'm still researching, I was basing my suggestions on your comments about 'some places in this map still have low FPS' comment. It's all gravy.
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Postby Alien » Thu Mar 26, 2009 6:59 pm

Then you should take a look (play) at sev's and clueless newbie's maps, cause they are the most gpu intensive. You'll be able to easily notice the places where fps goes down a lot.
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Re: *shrugs*

Postby tundramagi » Sat Mar 28, 2009 6:36 am

EvilAIM wrote:Well, I'm still researching, I was basing my suggestions on your comments about 'some places in this map still have low FPS' comment. It's all gravy.


Some people are suggesting adding a feature where cubemaps could be used for reflective shaders (say for a water one). Also others have said that halflife's (water IIRC) reflections are less-expensive then darkplace's currently (and thus perhaps some optimizations could be had). Please ignore players being... unfriendly: remember they're just players and derive all of their pride from "skillz" and "movement" rather than adding to the game and creating.
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Re: *shrugs*

Postby mand1nga » Sat Mar 28, 2009 1:37 pm

tundramagi wrote:
EvilAIM wrote:Well, I'm still researching, I was basing my suggestions on your comments about 'some places in this map still have low FPS' comment. It's all gravy.


Some people are suggesting adding a feature where cubemaps could be used for reflective shaders (say for a water one). Also others have said that halflife's (water IIRC) reflections are less-expensive then darkplace's currently (and thus perhaps some optimizations could be had). Please ignore players being... unfriendly: remember they're just players and derive all of their pride from "skillz" and "movement" rather than adding to the game and creating.


Hate the game, not the player :)
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