We NEED more developers!

Developer discussion of experimental fixes, changes, and improvements.

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Fri Dec 26, 2008 5:30 pm

  • got it.. got the latest version from div's repo.. hmm now im wondering where i shld strt.. in the engine or the game code.. hmm...
    theusurper
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Sat Jan 03, 2009 9:56 pm

  • Hey guys, I used to play nexiuz quite often and over the past couple years I have learned how to model and have become quite comfortable with motion graphics, I am currrently looking for a project to contribute to. I dont have much of a portfolio but I would be glad to help out.
    grafton
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Sat Jan 03, 2009 10:15 pm

  • If you need concept art and such, I could help. :)
    "Haven't I seen you somewhere around before?"
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    Moneo
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Sat Jan 03, 2009 10:36 pm

  • grafton wrote:Hey guys, I used to play nexiuz quite often and over the past couple years I have learned how to model and have become quite comfortable with motion graphics, I am currrently looking for a project to contribute to. I dont have much of a portfolio but I would be glad to help out.


    Welcome to the forum :)

    You can find some orientation on this thread and the slightly outdated todo list.

    Cheers
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    mand1nga
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Sun Jan 04, 2009 6:54 am

  • grafton wrote:Hey guys, I used to play nexiuz quite often and over the past couple years I have learned how to model and have become quite comfortable with motion graphics, I am currrently looking for a project to contribute to. I dont have much of a portfolio but I would be glad to help out.


    There is no animator and all modesl share the same animation. They also lack some animation scenes.
    Alien
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Sun Jan 04, 2009 8:09 am

  • grafton wrote:Hey guys, I used to play nexiuz quite often and over the past couple years I have learned how to model and have become quite comfortable with motion graphics, I am currrently looking for a project to contribute to. I dont have much of a portfolio but I would be glad to help out.


    Grafton, please, please make some models for nexuiz. Your help would be greatly appreciated and is greatly needed.
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    shaggy
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Sun Jan 04, 2009 2:16 pm

Mon Jan 05, 2009 2:28 pm

  • Take a look at current maps and current music. Then suggest smth which fits the atmosphere.
    Alien
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Fri Jan 09, 2009 1:23 pm

  • Guys iv been playing around with the code for a bit.. well not that much really cos of uni exams.. an i hav one big doubt! where shld i start!!! hehe.. any1 gotta direction to point me in?
    theusurper
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Fri Jan 09, 2009 7:49 pm

  • Firstly get a goal, what you would like to do (gameplay coding, engine coding, etc...). Once you become proficient with the code, there is very old todo list too.
    Alien
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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..)
    theusurper
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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.
    Alien
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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..
    theusurper
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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
    Alien
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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..
    theusurper
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Tue Jan 13, 2009 9:37 pm

  • Just curious if you still need modellers/animators.
    tas
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Tue Jan 13, 2009 9:45 pm

  • Of course, animator is especially required. Modeler also. :)
    Alien
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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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    divVerent
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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.
    theusurper
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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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    divVerent
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Wed Jan 14, 2009 8:58 am

  • ok i will look at tht.. looks like i have some work to do.. lets see how far i get.. :D
    theusurper
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Wed Jan 14, 2009 12:27 pm

Mon Jan 19, 2009 2:38 pm

Thu Jan 22, 2009 11:42 am

  • I'd like to help out. I am good with C/C++ and I could also do mapping. I also have a basic idea about the opengl state machine. Interested? I have other skills (scripting, web etc.) but perhaps not relevant to your project.
    s|fr
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Thu Jan 22, 2009 8:10 pm

  • I'd like to help out! I've got some experience in C/C++ and I'm good at ASM ( only MASM syntax which is the same thing used in MSVC ) mostly in optimizations driven by CPU extensions such as SSE/MMX/3dNow.
    I've also got experience in the OpenGl Sate-Machine and some of the OpenGl extension such as GLSL,multitexturing,VBO&PBO,PBuffer.
    I think I have a good ability of code reading. If I have to say which language I'm good at.. i must say I'm better in ASM than C :P
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    DrakkLord
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Thu Jan 22, 2009 8:33 pm

  • I fell great respect for all Assembler coders :)

    Code: Select all
    MOV your ass
    ADD some stuff


    :lol:
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    unfa
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Fri Jan 23, 2009 5:30 am

  • What stuff? :lol:

    Where did you got this code :P
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    DrakkLord
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Fri Jan 23, 2009 2:47 pm

  • I could have a T-shirt with that code :D I got it from my imagination 8)

    ... So, we are all here to... develop, huh? So if we want to develop something serious, we all better learn that code :D

    It deserves to be said again:


    Code: Select all
    MOV your ass
    ADD some stuff


    "Stuff" of course are all that models, textures, maps, sounds, music, animations, scripts etc.
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    unfa
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Fri Jan 23, 2009 3:36 pm

  • You have a well ASseMbled imagination :D

    In corrected for this code looks like this

    .code
    start:

    mov your,ass
    add some,stuff
    imul Nexuiz,new,stuff

    end start
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    DrakkLord
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Fri Jan 23, 2009 10:44 pm

  • Nice :)
    I was using Assembler only for some extremly simple ASM emeded code in Delphi (Object Pascal)
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