We NEED more developers!

Developer discussion of experimental fixes, changes, and improvements.

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Thu Mar 12, 2009 10:38 am

  • divVerent wrote:Still, keep in mind that it's a bad idea to increase the amount of platform dependent code, as that will mean Apple support will break very often and easily (as there is no Apple developer in the team, this would happen all the time). Often you'd have months without the engine running on OS X, until finally someone comes to fix it.
    The point is that, at the current state, to have native OS X port you (me or who wants to implement it) are obliged to ad platform dependent code. The only way, apart AGL, to create a window for OpenGL is Cocoa, and then Objective-C.
    Even if it is not exactly true. There is a way, I thought about this night. It is GLX (I mean the normal X11 APIs for OpenGL, you currently use also for Linux). Mac OS X has a X11 server, XQuartz, and I heard it should be able to support GLX. Someone told me that Blender (that is OpenGL based) can be compiled to run on top of XQuartz instead of Aqua.

    divVerent wrote:Anyway. I think the best path of action would be to implement a new vid_* driver file that's using the current "best practices" interface for OS X, and possibly also a matching snd_* file (in case CoreAudio is deprecated too).
    Core Audio is not deprecated neither abbandoned and currently is one of the top technologies provided by the Mac environment. So it would be possible to implement snd_* with it. Though I think that vid_* implementation is more urgent, now. And I am exploring it, at this moment.

    divVerent wrote:On the other hand, rewriting the whole engine because a single apple fanboy says so is certainly not going to happen.
    If you, please, can stop to take every opportunity to underline that way that I am a Apple fanboy and other similar names, I would be glad. I am just a Mac User not a Apple Fanboy.

    divVerent wrote:On the other hand, if it becomes too hard to support OS X, we'd simply drop OS X support due to lack of developers for it (well, what ELSE can one do then without an OS X developer...). So be happy as long as OS X is supported at all.
    I am agree with that. I am not asking you to maintain it if you don't have developers to do it. When I first posted to this thread, I did it because I read the title, and I tried to give my help with some suggestion.

    divVerent wrote:Making the game menu look like a native OS X application (with separate windows, and in the Apple dialog style) is not desired at all,
    I never said I want to do such thing.

    About NetRadiant, there could be problems with GTK+. There is a native GTK+ port, based on Quartz (so GTK+ does not need anymore to run on top of X11), maybe it could be used to compile NetRadiant for Mac.
    ender.saka
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Thu Mar 12, 2009 5:11 pm

  • This will only work if gtkglext works in this Gtk build. Currently, NetRadiant is using GLX (using an X11 server, like XQuartz).

    It would be absolutely simple to compile a GLX build of DarkPlaces for OS X. But as X11 is only an optional component of OS X (it's not installed by default), it's not a good idea to depend on it.

    So actually, in case AGL support dies down and no alternative is being made, SDL and GLX would still run on OS X (but GLX only once X11 is installed).
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Thu Mar 12, 2009 5:13 pm

  • ender.saka wrote:
    divVerent wrote:Still, keep in mind that it's a bad idea to increase the amount of platform dependent code, as that will mean Apple support will break very often and easily (as there is no Apple developer in the team, this would happen all the time). Often you'd have months without the engine running on OS X, until finally someone comes to fix it.
    The point is that, at the current state, to have native OS X port you (me or who wants to implement it) are obliged to ad platform dependent code. The only way, apart AGL, to create a window for OpenGL is Cocoa, and then Objective-C.
    Even if it is not exactly true. There is a way, I thought about this night. It is GLX (I mean the normal X11 APIs for OpenGL, you currently use also for Linux). Mac OS X has a X11 server, XQuartz, and I heard it should be able to support GLX. Someone told me that Blender (that is OpenGL based) can be compiled to run on top of XQuartz instead of Aqua.


    Using GLX is not viable, as stated above.

    Also. I have nothing against someone making a new vid_* driver, like a vid_nsgl.c or whatever it is called. It can sure be an objective C file if there is a need for it to be (vid_nsgl.m then). It just has to provide the vid interface as the other vid_* drivers do.

    It's just that someone has to write it.

    As long as it's not finished, it even can coexist with vid_agl.c (as in, different makefile targets could choose between nsgl and agl).

    The thing that I do NOT want is making more large portions of the engine platform dependent (that is, parts that currently are platform independent). But exactly that's what you were suggesting above (like, using Apple-specific vector math code). That's absolutely out of the question, and it's what I was referring to with the "apple fanboy" comment.
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Fri Mar 13, 2009 7:04 am

  • divVerent wrote:This will only work if gtkglext works in this Gtk build. Currently, NetRadiant is using GLX (using an X11 server, like XQuartz).
    I don't know.

    divVerent wrote:It would be absolutely simple to compile a GLX build of DarkPlaces for OS X. But as X11 is only an optional component of OS X (it's not installed by default), it's not a good idea to depend on it.
    XQuartz is available as an optional install in the Mac OS X install disk. Though, to install it, is a really stupid procedure. Also, it is available from XQuartz site (the bleeding edge version is more recent than the one shipped with the Mac OS X Updates), because it is a Open Source project. And to download it avoid the little annoyng procedure to istall it from the DVD (though a just a little skilled user would be able to install it locating the package in the DVD without need to launch the whole Mac OS X System installer).
    A Mac User that is non able to install XQuartz, cannot be considered a capable Mac User, or more generally a capable Personal Computer user. Honestly a child 3 years old could do it without problems.
    Moreover, still many GTK+ applications are compiled to run with XQuartz GTK+ (despite the native Aqua version... that is really recent), like GIMP, Inkscape and many others. So all the Mac Users that like to use Open Source applications, should have XQuartz already installed.

    divVerent wrote:Also. I have nothing against someone making a new vid_* driver, like a vid_nsgl.c or whatever it is called. It can sure be an objective C file if there is a need for it to be (vid_nsgl.m then). It just has to provide the vid interface as the other vid_* drivers do.
    It is exactly what I am going to try in my spare time.


    divVerent wrote:The thing that I do NOT want is making more large portions of the engine platform dependent (that is, parts that currently are platform independent). But exactly that's what you were suggesting above (like, using Apple-specific vector math code). That's absolutely out of the question, and it's what I was referring to with the "apple fanboy" comment.
    Apart the fact that I do not understand why I should be considered "apple fanboy" if I propose to use some API (even if, platform dependant) in place of another API, my proposals were just based on some opinion/ideas.

    I am not scared by platform dependant code. Ok I am not happy that producers make things so difficult for developers.
    But, after all, we are about to loose Mac port of Nexuiz for some AGL call.

    Ah! I forgot to tell, that it is eventually possible to implement Window and Events using GLUT.
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Fri Mar 13, 2009 7:23 am

  • Actually, that would be an interesting video driver too, if GLUT supports all that DP requires.

    Does GLUT run natively on OS X, that is, without X11? Does GLUT's fullscreen mode work?

    Of course, it wouldn't support other fullscreen modes than the desktop resolution (as GLUT can't change the screen resolution). Still, it might be an interesting approach to get a simple totally platform independent vid_ driver.
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Sat Mar 14, 2009 10:55 pm

Mon Mar 16, 2009 2:27 pm

  • Hi all,

    Do you still need C programmers?

    Best regards,

    Luis
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Tue Mar 17, 2009 12:56 pm

  • I think, yes. irc.anynet.org #alientrap

    I doubt nexuiz had a huge influx of devs but what could I know.
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Tue Mar 17, 2009 1:39 pm

  • I strongly believe it would be great with some kind of structure for the devs and the contributors. I honestly don't know how many 'devs' there are and how many contributors and what each are doing.
    I know Div0 of course, then there's motorstep, terenchehill, Blub, tZork, morfar, mand1nga, SavageX, morphed etc.

    Granted that this is open source and people work during their free time and do whatever they want, a structure might be impossible. But it would greatly help out for any newcomers trying wishing to help but don't know how, where and on what they should start.
    I did create a thread of 'Visual Artist' (it's been neglected a lot though, basically it's for visual stuff, models, effects, maps etc.) trying to give people (and new possible contributors) and idea of what needs to be done and what people are doing currently.
    In my opinion it would be great to have such a thing for coders as well, and just occasionally update it with new stuff that's being worked on.
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Wed Mar 18, 2009 2:10 am

  • Ah, so basically you want nexuiz to only run on mac OS X. You also come into a "need more developers" thread with a list of demands. Finally we have this wonderful sentiment:
    I could help also with Modeling, but I think that is a waste of time to model objects for an engine that I cannot smoothly play on my Mac. So, first of all, I would have something working.

    Thanks so much!

    Basically you're either a troll trying to piss everyone off or you are a mac square-glass alternative life style with alternative relationships kind of guy. TY for your help! We now know your list of demands "make nexuiz mac only!" and what you won't do "I won't model for you, just need to let you know that, hahhahah! MAC RULES.". Now we know!

    Image

    Also there is nothing wrong with quake C. The only people who think quake C is a problem are people that haven't even taken a stab at writing in it: their opinion is of absolutely zero value. Also it is fairly object oriented from what I saw in projectile creation code (stuff inherits from other stuff) so that's a garbage complaint (that others were making) aswell. Also procedural code has a lot of logic to it... it's something one can follow easily. It takes very little effort to learn.

    Here is an idea: "New potential developers" should help take the load off current developer(s?)... not try to heap more crap on them(?). Nexuiz needs help, not anti-help.

    ender.saka wrote:This thread is very long, so I would not read it all.

    I don't know if you still need more devs, though I would like to give my suggests.

    1) Network have to be corrected or rewriten. Having a network independent from frame rate would be better. Currently, apart Client Side prediction, it seems that everything is FPS dependant.

    2) Mac OpenGL backend have to be rewriten. Also GLSL and OpenGL specific parts are probably not well integrated with the Mac OS X system.

    3) And Mac UI should be ported to Cocoa. Soon or later AGL and Carbon will be not anymore available (probably with next system, Snow Leopard).

    4) 64bit architectures should be supported all around the code. It is predictable that soon 32bit architectures for Personal Computer will be totally superseded by 64bit (Core Duo, Dual Core and Quad Core architectures).
    This already happens in Linux and Mac OS X. Leopard is mostly 64bit and Snow Leopard will be probably totally 64bit.

    5) I suggest to move QuakeC code to C. So, that you will have more opportunities to find other developers, in the future.

    6) The engine sources need to be better organized. It is too much monolitic. Modularity and to follow a MVC pattern, would make it easier for external developers to approach it.

    7) Multythreadign has to be modified and used in a better way. Currently it does not work good on Mac OS X. I noticed that disabling it gives better performances.


    From the point of view of portability I think that some parts have to be not so portable.

    I don't know for other platforms, but Mac offers a wide set of utilities both in Cocoa APIs and in Core Graphics/Quartz APIs. All the texture loading and manipulation part can be moved from libpng, libjpeg and similar to Cocoa or Quartz.
    Event Handling, GUI and Threads can be handled using Cocoa APIs.
    Fast mathematic computation can be highly optimized usign the API that Apple offers to take advantage of the vector extensions available in all CPUs starting from Pentium 3 (Apple also support similar API for Altivec PPC coprocessor).
    Similar APIs should be present in Windows and Linux, considering that the vector math API of Apple is based on Intel directives.

    I could help, but the engine as it is, is really hard to be interpreted.

    I could help also with Modeling, but I think that is a waste of time to model objects for an engine that I cannot smoothly play on my Mac. So, first of all, I would have something working.
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Wed Mar 18, 2009 5:47 am

  • I ask you to stop destroying the threads.
    Alien
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Wed Mar 18, 2009 6:24 am

Wed Mar 18, 2009 10:58 am

  • Alien wrote:I ask you to stop destroying the threads.


    Those who respond to "nexuiz needs help" with "here are feature requests that I want you, the developers and or developer to code" destroy the thread. Unless, ofcourse, you agree that such things are relevant and desired on a "please help nexuiz" thread?

    Presumably desired:
    "Nexuiz needs help, there is too much work for X developers"
    'Oh, hello, I will help nexuiz by programming/modeling/etc for it and decrease the load'

    Presumably not-desired:
    "Nexuiz needs help, there is too much work for X developers"
    'Oh, hello, First off I would like to tell you that nexuiz sucks on Machintosh-Avante-Vangaurdism-Computer, What I need you to do is comply with these following ten demands which will take about 5 months of your time developer/developers...

    I can also model but I won't do any of that crap untill you comply with my demands. My demands are logical you cannot refute them. Apple is the best. Oh, BTW, to show how much programming skills you are losing if you don't bend to my will I will attack QuakeC and say that C is better... yea that will make me sound like a pro-grammar."

    Only apple users could see that as "helpful" and a proper response to "we.need.more.developers".
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Wed Mar 18, 2009 11:56 am

  • Your rants and personal attacks on everyone who doesn't do exactly as you vision the world is also not related to this thread's topic. Ender.saka's posts are actually more along those lines compared to your two posts here.

    Now stop it, DON'T respond to this and leave this matter alone unless you can talk and reason like a sane person. You always prejudge someone in a harsher way than Christianity.
    If you post anything that is unrelated to the topic at hand I will delete your post. That means, don't attack anyone, don't rant, don't spam, don't hyperventilate etc.

    Case closed.
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Thu Mar 19, 2009 12:39 pm

  • Apart this, I want to tell you all (developers) that I have started to code a Cocoa port of vid_*.c. I called it vid_nsgl.m (the "m" extension is just for GCC to automatically compile it with Obj-C dialect, actually I could compile it in Obj-C without the need of that extension, but that way I have not to waste my time with other settings). I do it in spare time, so I do not know how much time I will need to complete it.

    Now I have some questions and proposals:
    1. Please notice me by PM if there will be other Mac developpers that will offer their help, so we can join our efforts;
    2. I have a doubt. I am reconstructing the engine behavior using a UML Sequence Diagram (to depict the actual engine architecture). The fisrt step is to understand the calls sequence that leads to call [vid_agl.c] VID_InitMode(), that is the function that actually creates the Drawable Window, with the OpenGL Context with the correct Pixel Format. The sequence, I reconstructed till now, is: [host.c] Host_StartVideo() -> [vid_shared.c] VID_Start() -> [vid_shared.c] VID_Mode() -> [vid_agl.c] VID_InitMode(). Though I do not understand which file and which function actually calls [host.c] Host_StartVideo(). The most probable solutions I found were [cl_screen.c] SCR_BeginLoadingPlaque() and [menu.c] Call_MR_ToogleMenu_f().
    3. A proposal. Searching the code to resolve the previous point, I observed that the code organizzation problem, that I pointed out previously, is not so stupid. The fact that all declarations are grouped in qtypes.h and quakedef.h is not only a problem for the IDEs I use, but also for me. I am often in the situation that I doubt which implementation file implements the declarations in the headers, and to understand it I have to follow back all the functions calls. Also, I think that smoller files would help making the code more readable (less functions grouped in the same file) and therefore would help having some more developer that easily join the project because code is not so slow to read. The way to do this could be to subdivide implementation files in smaller chunks (and give them more specialized names). Though this is just a proposal (please do not take it as a war, I am just discussing). I could do the actual job of splitting those files for you, based on some planning discussion we could open, if you agree. I think it could be a really soft process (version by version) and not invasive. After all I am not proposing to change any code, just to organize it a little more.
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Thu Mar 19, 2009 12:58 pm

  • Adding new files is always a long and complicated process, as many people are using proprietary project files (e.g. for Visual Studio) and then a rain of complaints about undefined symbols comes.

    As for quakedef.h - feel free to move declarations to individual header files matching the .c file name. This file is simply a legacy from the Quake 1 origin of the engine.

    As for where video is started - no idea, just use a debugger. It is that way because many subsystems require video to be up, and e.g. the cfg file normally gets parsed before the video initialization. If the cfg file executes a command that requires video to be initialized, video is initialized at that point. Why does this even matter to you? Just initialize video in VID_InitMode, and all will be fine.

    On the other hand, one can't initialize video before reading the cfg files, as the video resolution is stored in there.
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    divVerent
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Mon Mar 23, 2009 2:23 am

  • good luck with finding a quakec programmer...
    maybe if you start using normal c you can find developers easier.
    learning quakec takes some time and not enough people willing to learn it imho
    timotity
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Mon Mar 23, 2009 3:42 am

  • epic first post, thanks for joining and taking the time to understand how the game code works.
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Mon Mar 23, 2009 5:41 am

  • epicgoo wrote:good luck with finding a quakec programmer...
    maybe if you start using normal c you can find developers easier.
    learning quakec takes some time and not enough people willing to learn it imho


    Your opinion is worthless. Learning quakeC takes no effort. Even a stupid person like me has been able to make a few doodlings in it. Clearly you've never programmed anything worth a damn (or anything at all).

    I also am sure that the trees around you are not on fire.
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Mon Mar 23, 2009 9:32 am

  • epicgoo wrote:good luck with finding a quakec programmer...
    maybe if you start using normal c you can find developers easier.
    learning quakec takes some time and not enough people willing to learn it imho

    Before other keep bashing you.. if you had read the thread you would have noticed several hints that quakeC is VERY VERY VERY.... VERY similar to C and basicly needs no further understanding if you know C to get started. Of course there are certain areas that you 'need to get into' but that applies to every new project one joins..
    Besides a rewrite to C is very very unlikly to happen because it takes lots of man power to rewrite all the current (good and tested) code..
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Mon Mar 23, 2009 11:04 am

  • @tundramagi this kind of approach won't help nexuiz. I didn't say it to offend anyone. It is just what I think. Also learning and applying are two different things.

    @esteel of course it looks like C that is why it is called quakeC. but I am not talking about it. it has more pitfalls than C has. and it is a little eccentric :)
    timotity
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Mon Mar 23, 2009 11:42 am

  • But the point is that there is not really much extra to learn once you know C.. and more pitfalls.. well no but the available QC compilers could be better then even that point would not really exist. The main thing about QC is that is uses a few global variables but once you know that you can avoid most pitfalls..
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Mon Mar 23, 2009 12:28 pm

  • It seems to me there is a lot of people thinking that this game is written entirely in QuakeC, not knowing that Nexuiz runs on top of Darkplaces, which is the engine. The engine takes care of all the performance critical stuff like video rendering, audio processing, networking, etc, etc. The engine is written in C.
    I personally don't see anything wrong at all with QuakeC, as it is a simple, high level language which allows the game to be customized easily. There is nothing you can't do with it. And if you need to work on a lower level you can add extensions to the engine and call them from QuakeC.
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    mand1nga
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Mon Mar 23, 2009 9:23 pm

  • You can't have the gamecode written in C. It is much better to have platform and architecture independent code, otherwise, servers would have to have multiple copies of many maps(?)/svn_compat's for windows, windows x64, linux x86, linux x64, linux ppc, linux ppc64, linux sparc, linux arm, etc...
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Mon Mar 23, 2009 9:35 pm

  • Or we could go to the roots of C being written to replace asm as platform independent code for low level programming. However, it never became reality because of people using various compiler/c library specific features/addons, which were incompatible between versions. QuakeC has an adv over pure C being a bit object oriented.
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Tue Mar 24, 2009 2:08 am

  • epicgoo wrote:@tundramagi this kind of approach won't help nexuiz.

    How can you judge that. You come in here and are like "change the language!". You never even tried to program in it. This thread is asking for YOU to help program, make media, etc with what we have now. It is NOT asking you to make feature requests or demands. This thread is asking you to help realize things, NOT ask for new things.

    Your approach surely won't "help nexuiz".
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Tue Mar 24, 2009 9:24 am

  • actually i think epicgoo tried to help by making a suggestion.. one thats not really feasible though and foolish though if he had read the whole thread..
    while depending on the point of view tundramagi's 'suggestion' might indeed hurt Nexuiz has it was just way to unfriendly..

    so go figure. and please try to stay calm and friendly..
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    esteel
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Wed Mar 25, 2009 4:02 am

  • I've been looking around and thought I might be some help. I'm currently working on a few Linux distros and a some side projects. I do a lot of contract work for large distros and I'm primarily into GUI's and databases but I'm well rounded in a few coding languages.

    I've played the game a few times and think I might be able to make it a bit smoother and build more on your great work.

    If you're interested in a *nix based coder feel free to contact me via here or my email.

    Thanks.
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  • EvilAIM wrote:I've played the game a few times and think I might be able to make it a bit smoother and build more on your great work.
    If you're interested in a *nix based coder feel free to contact me via here or my email

    Welcome!

    Heh, first i'd like to know more about how you think you can do what you want to do? Smoother? Whats the current problem?
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Wed Mar 25, 2009 1:40 pm

  • Well, I noticed the movements of the players are pretty low res. Also your FPS seems to be low, I'm not sure if there are settings to up this or not, but I noticed in some maps just certain areas are low fps.

    Also, I think I could work on your main menu. It's a nice layout, but I think I could make it look a bit more friendly.

    I'd also like to work on the weapons and maybe add an unlagged option.

    Another thing, I'd like to host a server for you. I have 2x 15mbits so I could run a dedicated 15mbit purely for a server. We can test that option.

    And thanks for all the work you're putting into this game, it should be very nice once it's more developed.
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