Nexuiz Team Fortress?

Discuss Nexuiz gameplay here.

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Tue May 12, 2009 1:37 am

  • CrazyClone wrote:Added into Nexuiz? Oh no...


    I have to agree with NightRage, I don't see why this can't stay in the main game as a modifier for team based games (mainly CTF and onslaught, among others).
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Tue May 12, 2009 2:06 am

  • CrazyClone wrote:Added into Nexuiz? Oh no...

    EDIT: I know that we will use Nexuiz, but it's standalone right? I mean, so its not integrated to the Nexuiz by alientrap, but by us?

    Also, I'll be a co-leader and/or "informer"


    Right, right its a "Mod" its a Stand alone, (Example) when you double click the "supposed" icon it will load "Fortress Nexuiz" we just need to use the same "Engine" and code with our own GUI and levels and Graphics.
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Tue May 12, 2009 2:34 am

  • NightRage wrote:
    CrazyClone wrote:Added into Nexuiz? Oh no...

    EDIT: I know that we will use Nexuiz, but it's standalone right? I mean, so its not integrated to the Nexuiz by alientrap, but by us?

    Also, I'll be a co-leader and/or "informer"


    Right, right its a "Mod" its a Stand alone, (Example) when you double click the "supposed" icon it will load "Fortress Nexuiz" we just need to use the same "Engine" and code with our own GUI and levels and Graphics.


    Yes you could make it a stand alone mod, but what is the advantage in that?

    The models and textures and maps, graphics code and even alot of game code, will for the most part be duplicated to create a game that isn't all that different from Nexuiz from a technical standpoint, so folks who want to play both "Nexuiz" games will have all of that wasted duplication for nothing, taking up hardrive space and download time.

    Why not try to make it part of Nexuiz as a Mutator, so that when people download the popular and fairly well known Nexuiz, your game comes with the package, adding steam to both games?
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Tue May 12, 2009 9:28 am

  • NightRage wrote:I'm kinda lost a "MOD" is part of the Game, its an extension, It Extends The Life of the Game. It uses almost all the code and maybe more code is needed for "Exploding Turrets" and "Breakable Walls" and other type of objects that the original game didnt have.

    I think the "DarkPlaces Engine" is the best choice, its the Nexuiz Engine.


    Actually, I think a NTF has to be a mod to regular nex, like QTF was a mod for Quake, or nobody will play it. Not a standalone game, but a mod.
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Fri May 15, 2009 3:51 am

  • Clueless Newbie wrote:
    NightRage wrote:I'm kinda lost a "MOD" is part of the Game, its an extension, It Extends The Life of the Game. It uses almost all the code and maybe more code is needed for "Exploding Turrets" and "Breakable Walls" and other type of objects that the original game didnt have.

    I think the "DarkPlaces Engine" is the best choice, its the Nexuiz Engine.


    Actually, I think a NTF has to be a mod to regular nex, like QTF was a mod for Quake, or nobody will play it. Not a standalone game, but a mod.


    You're kidding... I think Stand Alone would be much more popular
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Fri May 15, 2009 4:07 am

  • CrazyClone wrote:
    Clueless Newbie wrote:
    NightRage wrote:I'm kinda lost a "MOD" is part of the Game, its an extension, It Extends The Life of the Game. It uses almost all the code and maybe more code is needed for "Exploding Turrets" and "Breakable Walls" and other type of objects that the original game didnt have.

    I think the "DarkPlaces Engine" is the best choice, its the Nexuiz Engine.


    Actually, I think a NTF has to be a mod to regular nex, like QTF was a mod for Quake, or nobody will play it. Not a standalone game, but a mod.


    You're kidding... I think Stand Alone would be much more popular


    I disagree, bundling it with Nexuiz would be much easier then forking the entire codebase in terms of promoting the game.
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Fri May 15, 2009 4:45 am

  • Psychcf wrote:I disagree, bundling it with Nexuiz would be much easier then forking the entire codebase in terms of promoting the game.


    Truth.



    If you're looking to build a stand alone game, you're barking up the wrong tree.
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Fri May 15, 2009 8:18 am

  • CrazyClone wrote:
    Clueless Newbie wrote:
    NightRage wrote:I'm kinda lost a "MOD" is part of the Game, its an extension, It Extends The Life of the Game. It uses almost all the code and maybe more code is needed for "Exploding Turrets" and "Breakable Walls" and other type of objects that the original game didnt have.

    I think the "DarkPlaces Engine" is the best choice, its the Nexuiz Engine.


    Actually, I think a NTF has to be a mod to regular nex, like QTF was a mod for Quake, or nobody will play it. Not a standalone game, but a mod.


    You're kidding... I think Stand Alone would be much more popular


    No, I'm serious. NTF should be an addition that can be played with the various Nex game types. Some servers will run NTF, others will not. A standalone NTF will involve a huge amount of unnecessary effort and duplication, while a mod that comes with the game (or is patched with it) will be able to take advantage of everything already present in the game — including the players and servers. A standalone NTF would have one server, six players, and hardly any maps, and engine-wise, it would always be lagging behind Nex.
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Fri May 15, 2009 6:59 pm

  • Clueless Newbie wrote:
    CrazyClone wrote:
    Clueless Newbie wrote:
    NightRage wrote:I'm kinda lost a "MOD" is part of the Game, its an extension, It Extends The Life of the Game. It uses almost all the code and maybe more code is needed for "Exploding Turrets" and "Breakable Walls" and other type of objects that the original game didnt have.

    I think the "DarkPlaces Engine" is the best choice, its the Nexuiz Engine.


    Actually, I think a NTF has to be a mod to regular nex, like QTF was a mod for Quake, or nobody will play it. Not a standalone game, but a mod.


    You're kidding... I think Stand Alone would be much more popular


    No, I'm serious. NTF should be an addition that can be played with the various Nex game types. Some servers will run NTF, others will not. A standalone NTF will involve a huge amount of unnecessary effort and duplication, while a mod that comes with the game (or is patched with it) will be able to take advantage of everything already present in the game — including the players and servers. A standalone NTF would have one server, six players, and hardly any maps, and engine-wise, it would always be lagging behind Nex.


    It sounds like you want to make it a mutator, which is what I've been doing from the start...
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Sat May 16, 2009 1:16 am

  • OMG! Team fortress style play with nexuiz would be sweet. I have 2 TF2 servers right now which is eating up my time. Fast Nex style killing in a class based game would be sweet.
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Sat May 16, 2009 1:32 am

  • Clueless Newbie wrote:No, I'm serious. NTF should be an addition that can be played with the various Nex game types. Some servers will run NTF, others will not. A standalone NTF will involve a huge amount of unnecessary effort and duplication, while a mod that comes with the game (or is patched with it) will be able to take advantage of everything already present in the game — including the players and servers. A standalone NTF would have one server, six players, and hardly any maps, and engine-wise, it would always be lagging behind Nex.


    That's great then!
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Sat May 16, 2009 11:11 am

  • Psychcf wrote:
    Clueless Newbie wrote:No, I'm serious. NTF should be an addition that can be played with the various Nex game types. Some servers will run NTF, others will not. A standalone NTF will involve a huge amount of unnecessary effort and duplication, while a mod that comes with the game (or is patched with it) will be able to take advantage of everything already present in the game — including the players and servers. A standalone NTF would have one server, six players, and hardly any maps, and engine-wise, it would always be lagging behind Nex.


    It sounds like you want to make it a mutator, which is what I've been doing from the start...


    Mod, mutator.. I guess I'm a bit shaky on the nomenclature.. ;)
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Wed Jul 15, 2009 9:35 pm

  • keep this idea alive :!:

    Any progress here?
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Thu Jul 16, 2009 1:23 am

  • Probably not for team fortress proper, but psychcf and admax88 are working on a class based mod that is similar and I am making new more diverse character models, primarily with a class based mod in mind.
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Thu Jul 16, 2009 8:52 am

  • Keep it up guys.
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Fri Jul 24, 2009 2:45 pm

  • Can't wait to see the finished product.
    I wish I could help...
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Sat Jul 25, 2009 4:17 am

  • I'm going to merge the current code with what's in nexuiz svn head tomorrow hopefully.

    I'm also busier then ever, so if anyone wants to toy with implementing weapons, be my guest.
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Mon Sep 14, 2009 8:26 am

  • This could be interesting to implement with my mods control system. Would allow this to be included with nexuiz by default, but not default gameplay.
    Do it yourself, or stop complaining.
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Mon Sep 14, 2009 1:40 pm

  • Samual wrote:This could be interesting to implement with my mods control system. Would allow this to be included with nexuiz by default, but not default gameplay.


    So what is the difference between your mod system and a Mutator? Are mods like mutators in the making (that are still in development in other words)?
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Wed Sep 30, 2009 5:41 pm

  • Any update on the ETA for this MOD? I can't wait!!

    I'll be hosting plenty of servers :)




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Sun Nov 08, 2009 11:03 pm

  • I hope you guys are still working on this, the only games that interest me are quake-like and class based types. Too bad I can't help :(
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Sun Nov 08, 2009 11:58 pm

  • Flying Steel wrote:
    Samual wrote:This could be interesting to implement with my mods control system. Would allow this to be included with nexuiz by default, but not default gameplay.


    So what is the difference between your mod system and a Mutator? Are mods like mutators in the making (that are still in development in other words)?

    Havoc for example is a mod -- It uses different settings and etc, however a mutator just changes something slightly whereas this would need many code changes. (There's far more to it than that anyway)

    But well, is anyone coding this? If so, source please?
    Do it yourself, or stop complaining.
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Mon Nov 09, 2009 3:46 pm

  • Samual wrote:But well, is anyone coding this? If so, source please?


    Psychcf was working on this with one other coder.

    I believe you can find his latest upload of the code HERE.
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Wed Nov 11, 2009 8:12 pm

  • Flying Steel wrote:
    Samual wrote:But well, is anyone coding this? If so, source please?


    Psychcf was working on this with one other coder.

    I believe you can find his latest upload of the code HERE.


    I actually dropped the project cause I wasn't able to keep up with Nexuiz trunk, I didn't have enough time to continue working on it, and I lost some interest. It was a nice project to fool around with for a day, but I don't see myself continuing work on this. If anyone else wants to pick it up, fell free to do so, just fork it on github.
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Wed Nov 11, 2009 9:48 pm

  • That's really too bad, I had big plans for this mod and it sounds like a lot of others did as well. Character classes could do so many good things for Nexuiz.
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Wed Dec 02, 2009 3:10 pm

  • So does any other coder have any interest in looking into this code and maybe getting it into the SVN or will it just be left to rot on the ground? :(

    Samual, Mircea Kitsune, tZork, any takers?

    Many of us content creators have a lot we'd like to do with this as you can see, but we don't immediately have the necessary knowledge of programming, let alone C and Darkplaces, to pick up the flag here.
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Wed Dec 02, 2009 5:51 pm

  • Not me, i haven't the time or motivation for it.
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Wed Dec 02, 2009 8:14 pm

  • tZork wrote:Not me, i haven't the time or motivation for it.

    Same -- I'll look at the code and perhaps update it to latest svn occasionally if someone wants me to, but I will not work on it entirely.
    Do it yourself, or stop complaining.
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Thu Dec 03, 2009 10:55 pm

  • Samual wrote:
    tZork wrote:Not me, i haven't the time or motivation for it.

    Same -- I'll look at the code and perhaps update it to latest svn occasionally if someone wants me to, but I will not work on it entirely.


    That would be great. The code might even be pretty close to functional if it was made compatible with current nexuiz. I think someone was able to create a small class based mod some time ago with this code.
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Wed Dec 23, 2009 3:51 am

  • Samual did you get a chance to take a look at this code? How far along and functional is it?
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