From: nyov Date: Wed, 19 Nov 2014 15:01:55 +0000 (+0000) Subject: textile to gh-markdown (pandoc conversion) X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c3b2979ac373829db63d7fdd0c94fe8f78d53a4c;p=xonotic%2Fxonotic.wiki.git textile to gh-markdown (pandoc conversion) --- diff --git a/1v1_Duel.md b/1v1_Duel.md index fb546ec..281b6aa 100644 --- a/1v1_Duel.md +++ b/1v1_Duel.md @@ -1,19 +1,25 @@ -h1. 1v1 Duel +1v1 Duel +======== -h2. Object of the Game +Object of the Game +------------------ -Deathmatch is one of the most popular (and easiest) gamemodes in Xonotic. It is a simple free for all fight where everyone plays versus everyone. Each frag (-> kill) awards you 1 point. To win a map you need 30 points. Note: You lose 1 point if you suicide (e.g. fall in space, lava or kill yourself with a weapon). +Deathmatch is one of the most popular (and easiest) gamemodes in Xonotic. It is a simple free for all fight where everyone plays versus everyone. Each frag (-\> kill) awards you 1 point. To win a map you need 30 points. Note: You lose 1 point if you suicide (e.g. fall in space, lava or kill yourself with a weapon). -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Announcement.md b/Announcement.md index a224b55..ee55ea1 100644 --- a/Announcement.md +++ b/Announcement.md @@ -1,17 +1,18 @@ -h1. Our announcement +Our announcement +================ (Here is where the announcement copy will start) -We'd like to formally announce the beginnings of our new community project, Xonotic. The founders of Xonotic were first Nexuiz[link] developers, contributors and believers. On March 3rd 2010 IllFonic announced[AT link] their aquisition of nexuiz.com[link], rights to the name and a commercial license from Id Software[link] for the original Quake 1 game engine, so build a closed source console version of Nexuiz. A large portion of the community was very upset by this surprise because Lee Vermeulen failed to complete his due diligence to contributors and more importantly the development team known as 'Alientrap', which in this deal only consisted of Lee Vermeulen and Forest Hale (Darkplaces Engine creator). +We’d like to formally announce the beginnings of our new community project, Xonotic. The founders of Xonotic were first Nexuiz[link] developers, contributors and believers. On March 3rd 2010 IllFonic announced[AT link] their aquisition of nexuiz.com[link], rights to the name and a commercial license from Id Software[link] for the original Quake 1 game engine, so build a closed source console version of Nexuiz. A large portion of the community was very upset by this surprise because Lee Vermeulen failed to complete his due diligence to contributors and more importantly the development team known as ‘Alientrap’, which in this deal only consisted of Lee Vermeulen and Forest Hale (Darkplaces Engine creator). -An open-letter[link] fell on deaf ears, Vermeulen didn't apologize and trust has been lost. +An open-letter[link] fell on deaf ears, Vermeulen didn’t apologize and trust has been lost. Developers and contributors joined together to create Xonotic. Beyond being a first person shooter based on Nexuiz (GPL) 2.5.2svn[link], Xonotic aims to be a rethink and reorganization of how we share a GPL video game and organize the services around it. [still reworking] - -h1. v2 expanded by Spaceman +v2 expanded by Spaceman +======================= We formally announce the beginning of our new community project, Xonotic[link]. @@ -29,177 +30,159 @@ Xonotic 1.0 is planned to be released in about 6 months. Today a compatibilty pa Team Xonotic -h1. v3, edited by a grue -- re-edited by -z- +v3, edited by a grue — re-edited by ~~z~~ +========================================= -On March 3rd, 2010, game developer IllFonic[link] announced that they had acquired a commercial, closed-source license for Nexuiz[link], its engine (darkplaces[link]) and the rights to the game's name from Alientrap. Much to the surprise of everyone who considered themselves part of Alientrap, only Lee Vermeulen (Nexuiz's original creator) was 'Alientrap' in this deal. After exhausting all options for compromise with Lee and IllFonic, including an open letter from the community[link], it became clear that the deal had been finalized and the trust was gone. A large portion of the community, including several major Nexuiz developers and contributors, joined together to continue development under a new name, to preserve freedoms and better distribute power for such decisions. +On March 3rd, 2010, game developer IllFonic[link] announced that they had acquired a commercial, closed-source license for Nexuiz[link], its engine (darkplaces[link]) and the rights to the game’s name from Alientrap. Much to the surprise of everyone who considered themselves part of Alientrap, only Lee Vermeulen (Nexuiz’s original creator) was ‘Alientrap’ in this deal. After exhausting all options for compromise with Lee and IllFonic, including an open letter from the community[link], it became clear that the deal had been finalized and the trust was gone. A large portion of the community, including several major Nexuiz developers and contributors, joined together to continue development under a new name, to preserve freedoms and better distribute power for such decisions. -While functionality-wise being a direct successor to Nexuiz, the Xonotic[link] project is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under the community control and streamline the contribution process. A major organizational structure change is that decisions affecting the game at large will be made by an elected group of three to six people, XSG (Xonotic Steering Group), with no single person maintaining total control. +While functionality-wise being a direct successor to Nexuiz, the Xonotic[link] project is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under the community control and streamline the contribution process. A major organizational structure change is that decisions affecting the game at large will be made by an elected group of three to six people, XSG (Xonotic Steering Group), with no single person maintaining total control. Without getting into much detail, a few other mentionable changes in planning are: Project Changes: -# use of git versioning system instead of svn -# better attention to marketing and public relations -# a more defined artistic direction +\# use of git versioning system instead of svn +\# better attention to marketing and public relations +\# a more defined artistic direction Game Changes: -# new set of player models -# new set of sounds -# default maps will get a makeover -# new names for some weapons and gamemodes, especially ones using the "nex" prefix +\# new set of player models +\# new set of sounds +\# default maps will get a makeover +\# new names for some weapons and gamemodes, especially ones using the “nex” prefix An explanation is due regarding the name choice. It was decided by a voting from a list of names, which was compiled based on several factors, primarily availability of the domain name and pronouncability. The choice had to be kept secret to avoid cybersquatting attempts. -While we don't have a specific timeline for the first release under the new title, you can track the progress and updates here, the new website[link] and on IRC: +While we don’t have a specific timeline for the first release under the new title, you can track the progress and updates here, the new website[link] and on IRC: -#xonotic on irc.quakenet.org - general discussion -#xonotic on irc.freenode.org - development discussion +\#xonotic on irc.quakenet.org - general discussion +\#xonotic on irc.freenode.org - development discussion We look forward to creating a game that everyone can feel a part of. Your support is much appreciated. The Xonotic team. -h1. v4, edited by merlijn - -*"Xonotic":http://xonotic.org is a free software (GPL) game project, which runs on Microsoft Windows, Mac OSX and Linux. It is not a new project, but it attempts to pick up where the "Nexuiz project":http://alientrap.org/nexuiz came to a halt. Due to recent events, we felt the need to start with a clean slate which will benefit everyone involved. Xonotic will stay true to the values we have grown to love about Nexuiz, namely high quality graphics and very fast gameplay.* +v4, edited by merlijn +===================== -On March 3rd, 2010, game development company *"IllFonic":http://illfonic.com* announced that they had acquired a commercial, closed-source license for *"Nexuiz":http://alientrap.org/nexuiz*, its engine ("darkplaces":http://icculus.org/twilight/darkplaces/) and the rights to the games name and domain from Alientrap. Much to the surprise of everyone who considered themselves part of Alientrap, only Lee Vermeulen (Nexuiz's original creator) was 'Alientrap' in this deal. After exhausting all options for compromise with Lee and IllFonic, including an open letter from the community *[link no longer exists]*, it became clear that the deal had been finalized and the trust in leadership was gone. A large portion of the community, including several major Nexuiz developers and contributors, joined together to continue development under a new name, to preserve freedoms and better distribute power for such decisions. +**[Xonotic](http://xonotic.org) is a free software (GPL) game project, which runs on Microsoft Windows, Mac OSX and Linux. It is not a new project, but it attempts to pick up where the [Nexuiz project](http://alientrap.org/nexuiz) came to a halt. Due to recent events, we felt the need to start with a clean slate which will benefit everyone involved. Xonotic will stay true to the values we have grown to love about Nexuiz, namely high quality graphics and very fast gameplay.** -While functionality-wise being a direct successor to Nexuiz, the *"Xonotic project":http://xonotic.org* is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under the community control and streamline the contribution process. A major organizational structure change is that decisions affecting the game at large will be made by an elected group of three to six people, XSG (Xonotic Steering Group), with no single person maintaining total control. +On March 3rd, 2010, game development company **[IllFonic](http://illfonic.com*) announced that they had acquired a commercial, closed-source license for**[Nexuiz](http://alientrap.org/nexuiz*), its engine ([darkplaces](http://icculus.org/twilight/darkplaces/)) and the rights to the games name and domain from Alientrap. Much to the surprise of everyone who considered themselves part of Alientrap, only Lee Vermeulen (Nexuiz’s original creator) was ‘Alientrap’ in this deal. After exhausting all options for compromise with Lee and IllFonic, including an open letter from the community **[link no longer exists]**, it became clear that the deal had been finalized and the trust in leadership was gone. A large portion of the community, including several major Nexuiz developers and contributors, joined together to continue development under a new name, to preserve freedoms and better distribute power for such decisions. +While functionality-wise being a direct successor to Nexuiz, the **[Xonotic project](http://xonotic.org*) is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under the community control and streamline the contribution process. A major organizational structure change is that decisions affecting the game at large will be made by an elected group of three to six people, XSG (Xonotic Steering Group), with no single person maintaining total control. Without getting into much detail, a few other mentionable changes in planning are: - Project Changes: -# use of git versioning system instead of svn -# better attention to marketing and public relations -# a more defined artistic direction - +\# use of git versioning system instead of svn +\# better attention to marketing and public relations +\# a more defined artistic direction Game Changes: -# new set of player models -# new set of sounds -# default maps will get a makeover -# new names for some weapons and gamemodes, especially ones using the "nex" prefix - -While we don't have a specific timeline for the first release under the new title, you can track the progress and updates here, the new website[link] and on IRC: - -#xonotic on irc.quakenet.org - general discussion -#xonotic on irc.freenode.org - development discussion - +\# new set of player models +\# new set of sounds +\# default maps will get a makeover +\# new names for some weapons and gamemodes, especially ones using the “nex” prefix +While we don’t have a specific timeline for the first release under the new title, you can track the progress and updates here, the new website[link] and on IRC: +\#xonotic on irc.quakenet.org - general discussion +\#xonotic on irc.freenode.org - development discussion We look forward to creating a game that everyone can feel a part of. You are very much welcome to help in any way you can, please contact us to discuss your ideas. - The Xonotic team. - h1. v5, edited by Dokujisan +We would like to formally announce the arrival of a new free-software (GPL) game project called**[Xonotic](http://xonotic.org*). Xonotic is a fast-paced, first-person shooter that runs on Microsoft Windows, Mac OSX and Linux. This project is a derivative of the **[Nexuiz project](http://alientrap.org/nexuiz*) , which has recently undergone some troublesome**[changes](http://dev.xonotic.org/projects/xonotic/wiki/Faq#What-prompted-the-split-from-Nexuiz*) that has left many of the core contributors feeling the project has been **[mishandled](http://alientrap.org/forum/viewtopic.php?f=1&t=6043*). As a result, we felt the need to organize a departure to start with a clean slate. +**[Xonotic](http://xonotic.org*) will place focus on the things we love about Nexuiz, but also extend our goals to become the game that many thought Nexuiz should have been. -We would like to formally announce the arrival of a new free-software (GPL) game project called *"Xonotic":http://xonotic.org*. Xonotic is a fast-paced, first-person shooter that runs on Microsoft Windows, Mac OSX and Linux. This project is a derivative of the *"Nexuiz project":http://alientrap.org/nexuiz* , which has recently undergone some troublesome *"changes":http://dev.xonotic.org/projects/xonotic/wiki/Faq#What-prompted-the-split-from-Nexuiz* that has left many of the core contributors feeling the project has been *"mishandled":http://alientrap.org/forum/viewtopic.php?f=1&t=6043*. As a result, we felt the need to organize a departure to start with a clean slate. - -*"Xonotic":http://xonotic.org* will place focus on the things we love about Nexuiz, but also extend our goals to become the game that many thought Nexuiz should have been. - -While technically being a direct successor to Nexuiz, the *"Xonotic":http://xonotic.org* project is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under community control and improve the contribution process. The organizational structure will make sure that no single person ever maintains total control of the project. +While technically being a direct successor to Nexuiz, the \*[Xonotic](http://xonotic.org*) project is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under community control and improve the contribution process. The organizational structure will make sure that no single person ever maintains total control of the project. Some of the plans so far include: -*Project Changes:* -# use of GIT versioning system instead of SVN -# better attention to marketing and public relations -# a more defined artistic direction -# more emphasis on recruiting -# better organization of contributors -# more focus on community activities (tournaments, contests, etc) - -*Game Changes:* -# new set of player models -# new set of sounds -# new music -# default maps will get a makeover -# new names for weapons and gamemodes (especially ones using the "nex" prefix) +**Project Changes:** +\# use of GIT versioning system instead of SVN +\# better attention to marketing and public relations +\# a more defined artistic direction +\# more emphasis on recruiting +\# better organization of contributors +\# more focus on community activities (tournaments, contests, etc) -While we don't have a specific timeline for the first release under the new title, you can track the progress and updates on *"our website":http://xonotic.org*, on *"twitter":http://twitter.com/xonotic* , *"facebook":http://facebook.com/xonotic* and in IRC: #xonotic on irc.quakenet.org +**Game Changes:** +\# new set of player models +\# new set of sounds +\# new music +\# default maps will get a makeover +\# new names for weapons and gamemodes (especially ones using the “nex” prefix) -Before you visit us in IRC, please visit our *"FAQ Page":http://xonotic.org/faq* for more detailed information about this project. +While we don’t have a specific timeline for the first release under the new title, you can track the progress and updates on **[our website](http://xonotic.org*), on**[twitter](http://twitter.com/xonotic*) , **[facebook](http://facebook.com/xonotic*) and in IRC: \#xonotic on irc.quakenet.org +Before you visit us in IRC, please visit our**[FAQ Page](http://xonotic.org/faq*) for more detailed information about this project. We look forward to creating a game that everyone can feel a part of. You are very much welcome to help in any way you can. We appreciate all of your support. The Xonotic team. +v6 edited by Xeno +================= +The **[Nexuiz](http://alientrap.org/nexuiz*) community recently arrived at a difficult**[crossroad](http://alientrap.org/forum/viewtopic.php?f=1&t=6043*) and after much discussion, many of us have decided that it was time for a fresh start in a new direction, a direction which stays true to all that which has taken us so far while eliminating that which has held us back. This new direction will focus on the momentum of our community and reforge the project around it. -h1. v6 edited by Xeno - -The *"Nexuiz":http://alientrap.org/nexuiz* community recently arrived at a difficult *"crossroad":http://alientrap.org/forum/viewtopic.php?f=1&t=6043* and after much discussion, many of us have decided that it was time for a fresh start in a new direction, a direction which stays true to all that which has taken us so far while eliminating that which has held us back. This new direction will focus on the momentum of our community and reforge the project around it. - -It is therefore with great pleasure that we formally announce the birth of *"Xonotic":http://xonotic.org*, a free (GPL), fast-paced first-person shooter and direct successor to Nexuiz. Xonotic is a rethink of the Nexuiz project which recognizes that the community around it is its principle driving force and which will restructure itself to respect that. In particular this means that there will be no single person with total control over the project. In additon to the sharper focus on the community, Xonotic will also pursue a clearer agenda which includes the following: - -# a more defined artistic direction -# better organization of contributors -# more emphasis on recruiting -# more focus on community activities (tournaments, contests, etc) -# use of Git versioning control instead of SVN -# better attention to marketing and public relations - +It is therefore with great pleasure that we formally announce the birth of **[Xonotic](http://xonotic.org*), a free (GPL), fast-paced first-person shooter and direct successor to Nexuiz. Xonotic is a rethink of the Nexuiz project which recognizes that the community around it is its principle driving force and which will restructure itself to respect that. In particular this means that there will be no single person with total control over the project. In additon to the sharper focus on the community, Xonotic will also pursue a clearer agenda which includes the following: +\# a more defined artistic direction +\# better organization of contributors +\# more emphasis on recruiting +\# more focus on community activities (tournaments, contests, etc) +\# use of Git versioning control instead of SVN +\# better attention to marketing and public relations This agenda will lead to the following game changes in the short term: +\# new set of player models +\# new set of sounds +\# new music +\# makeover of default maps +\# new names for weapons and gamemodes -# new set of player models -# new set of sounds -# new music -# makeover of default maps -# new names for weapons and gamemodes - - -We do not yet have a fixed timeline but work is well underway and we hope to have a release ready soon. You can track our progress, receive updates and contact us via our *"website":http://xonotic.org*, *"twitter":http://twitter.com/xonotic*, *"facebook":http://facebook.com/xonotic* and IRC (#xonotic on irc.quakenet.org). - -More detailed information about the project is available in *"our FAQ":http://xonotic.org/faq* - +We do not yet have a fixed timeline but work is well underway and we hope to have a release ready soon. You can track our progress, receive updates and contact us via our**[website](http://xonotic.org*), **[twitter](http://twitter.com/xonotic*),**[facebook](http://facebook.com/xonotic*) and IRC (\#xonotic on irc.quakenet.org). +More detailed information about the project is available in \*[our FAQ](http://xonotic.org/faq*) The Xonotic team. +\> h1. Notes -> h1. Notes - -> # This is just a first draft -> # Perhaps add a passage about who the Xonotic team is (Nexuiz developers, contributors, etc) and an open invitation to for others to get involved. -> # I've re-ordered the project changes to place emphasis on the community focus and artistic direction of the project. Most users couldn't care less about the VCS or general PR but will be excited about a new artistic direction and more contributions. -> # Maybe change "birth" to "launch". -> # Original opener (deemed too dramatic): "All too often the paths that lie ahead of us lead us to crossroads which we had not foreseen. The Nexuiz [link] community recently arrived at such a crossroad [link]..." - +\> \# This is just a first draft +\> \# Perhaps add a passage about who the Xonotic team is (Nexuiz developers, contributors, etc) and an open invitation to for others to get involved. +\> \# I’ve re-ordered the project changes to place emphasis on the community focus and artistic direction of the project. Most users couldn’t care less about the VCS or general PR but will be excited about a new artistic direction and more contributions. +\> \# Maybe change “birth” to “launch”. +\> \# Original opener (deemed too dramatic): “All too often the paths that lie ahead of us lead us to crossroads which we had not foreseen. The Nexuiz [link] community recently arrived at such a crossroad [link]…” -h1. v7, edited by Dokujisan +v7, edited by Dokujisan +======================= -*Combining some ideas from V5 and V6* +**Combining some ideas from V5 and V6** -We would like to formally announce the arrival of *"Xonotic":http://xonotic.org* - A free (GPL), fast-paced first-person shooter that works on Microsoft Windows, Mac OSX and Linux. Xonotic is a direct successor of the *"Nexuiz Project":http://alientrap.org/nexuiz*. +We would like to formally announce the arrival of **[Xonotic](http://xonotic.org*) - A free (GPL), fast-paced first-person shooter that works on Microsoft Windows, Mac OSX and Linux. Xonotic is a direct successor of the**[Nexuiz Project](http://alientrap.org/nexuiz*). -Xonotic came about in the wake of recent troublesome *"changes":http://dev.xonotic.org/projects/xonotic/wiki/Faq#What-prompted-the-split-from-Nexuiz* to the Nexuiz project, changes that have left many of the core contributors and community members feeling that the project has been *"mishandled":http://alientrap.org/forum/viewtopic.php?f=4&t=6079*. As a result, we felt the need to organize a departure to start with a clean slate. +Xonotic came about in the wake of recent troublesome **[changes](http://dev.xonotic.org/projects/xonotic/wiki/Faq#What-prompted-the-split-from-Nexuiz*) to the Nexuiz project, changes that have left many of the core contributors and community members feeling that the project has been**[mishandled](http://alientrap.org/forum/viewtopic.php?f=4&t=6079*). As a result, we felt the need to organize a departure to start with a clean slate. -*"Xonotic":http://xonotic.org* will place focus on the things we love about Nexuiz, and extend our goals to become the game that many thought Nexuiz should have been. +**[Xonotic](http://xonotic.org*) will place focus on the things we love about Nexuiz, and extend our goals to become the game that many thought Nexuiz should have been. +While technically being a direct successor of Nexuiz, the**[Xonotic](http://xonotic.org*) project is a rethink of the Nexuiz project that recognizes the **community** around it as its principal driving force and will restructure itself to respect that. This means that there will never be a single person with total control over the project. In addition to the stronger focus on the community, Xonotic will also pursue a clearer agenda including the following: -While technically being a direct successor of Nexuiz, the *"Xonotic":http://xonotic.org* project is a rethink of the Nexuiz project that recognizes the *community* around it as its principal driving force and will restructure itself to respect that. This means that there will never be a single person with total control over the project. In addition to the stronger focus on the community, Xonotic will also pursue a clearer agenda including the following: +**Game Changes:** +\# A new set of player models and animations +\# A new set of sounds +\# New music +\# Default maps will get a makeover +\# New stronger bot AI +\# New names for weapons and gamemodes (especially ones using the “nex” prefix) +\# Low quality content will be dropped and replaced with higher quality ones -*Game Changes:* -# A new set of player models and animations -# A new set of sounds -# New music -# Default maps will get a makeover -# New stronger bot AI -# New names for weapons and gamemodes (especially ones using the "nex" prefix) -# Low quality content will be dropped and replaced with higher quality ones +**Project Changes:** +\# Use of GIT versioning system instead of SVN +\# Better attention to marketing and public relations +\# A more defined artistic direction +\# More emphasis on recruiting +\# Better organization of contributors +\# More focus on community activities (tournaments, contests, etc) +\# More frequent releases +\# Global player stats tracking system, supporting anonymous player as well -*Project Changes:* -# Use of GIT versioning system instead of SVN -# Better attention to marketing and public relations -# A more defined artistic direction -# More emphasis on recruiting -# Better organization of contributors -# More focus on community activities (tournaments, contests, etc) -# More frequent releases -# Global player stats tracking system, supporting anonymous player as well - -While we don't have a specific timeline for the first release under the new title, you can track the progress and updates on *"our website":http://xonotic.org*, on *"twitter":http://twitter.com/xonotic* , *"facebook":http://facebook.com/xonotic* and in IRC: #xonotic on irc.quakenet.org - -Please visit our *"FAQ Page":http://xonotic.org/faq* for more detailed information about this project. +While we don’t have a specific timeline for the first release under the new title, you can track the progress and updates on **[our website](http://xonotic.org*), on**[twitter](http://twitter.com/xonotic*) , **[facebook](http://facebook.com/xonotic*) and in IRC: \#xonotic on irc.quakenet.org +Please visit our**[FAQ Page](http://xonotic.org/faq*) for more detailed information about this project. We look forward to creating a game that everyone can feel a part of. You are very much welcome to help in any way you can. We appreciate all of your support. The Xonotic team. + diff --git a/Announcement_script.md b/Announcement_script.md index 8d5dd1f..7960de8 100644 --- a/Announcement_script.md +++ b/Announcement_script.md @@ -1,15 +1,16 @@ -h1. In-game announcement script by MirceaKitsune +In-game announcement script by MirceaKitsune +============================================ I made an announcement script that can be used on pubic servers, for notifying players in-game. -To use, copy the script below in your autoexec.cfg. If you don't already have one, create a file called autoexec.cfg in your Nexuiz data folder and put the script in it. Type "news" in the console (~ button) to echo the message while playing. +To use, copy the script below in your autoexec.cfg. If you don’t already have one, create a file called autoexec.cfg in your Nexuiz data folder and put the script in it. Type “news” in the console (\~ button) to echo the message while playing. Please read the comment lines, especially the one about spamming! Feel free to share and modify the script to spread the information. Here it is: -
// Nexuiz name changing announcement. To use, write "news" (without "") in the console while playing on a public server, or bind it to a custom keybind in the menu.
-// DO NOT UNDER ANY CIRCUMSTANCES SPAM THIS!!! Never post it more often than 20 minutes on the same server! The purpose of this announcement is to inform players, not to annoy them. Thanks.
-alias news_1 "say ^1Important! ^2Although the news has reached many players, Nexuiz is being renamed and continuing as a new project called Xonotic."
-alias news_2 "say ^2Players must eventually switch to the new branch as Nexuiz is being discontinued. For more information visit xonotic.org or dev.xonotic.org/projects/xonotic/wiki. Thank you."
-alias news_enable "alias news \"echo ^1Remember, don't spam this! Only post it again 20-30 minutes from now (unless you switch servers);news_1;defer 8 news_2;news_disable\""
-alias news_disable "alias news \"echo ^1News announcer: Please wait at least 3 minutes between posts to avoid accidental spam.\";defer 180 news_enable"
-news_enable
+ // Nexuiz name changing announcement. To use, write "news" (without "") in the console while playing on a public server, or bind it to a custom keybind in the menu. + // DO NOT UNDER ANY CIRCUMSTANCES SPAM THIS!!! Never post it more often than 20 minutes on the same server! The purpose of this announcement is to inform players, not to annoy them. Thanks. + alias news_1 "say ^1Important! ^2Although the news has reached many players, Nexuiz is being renamed and continuing as a new project called Xonotic." + alias news_2 "say ^2Players must eventually switch to the new branch as Nexuiz is being discontinued. For more information visit xonotic.org or dev.xonotic.org/projects/xonotic/wiki. Thank you." + alias news_enable "alias news \"echo ^1Remember, don't spam this! Only post it again 20-30 minutes from now (unless you switch servers);news_1;defer 8 news_2;news_disable\"" + alias news_disable "alias news \"echo ^1News announcer: Please wait at least 3 minutes between posts to avoid accidental spam.\";defer 180 news_enable" + news_enable diff --git a/Announcement_vote.md b/Announcement_vote.md index 0c6db45..199fd3f 100644 --- a/Announcement_vote.md +++ b/Announcement_vote.md @@ -1,20 +1,23 @@ -h1. Announcement vote +Announcement vote +================= -and now .. lets vote for our official Announcement !!! +and now .. lets vote for our official Announcement ![]()! -h2. Candidates +Candidates +---------- See current candidates at http://dev.xonotic.org/projects/xonotic/wiki/Announcement -v1 by -z- +v1 by ~~z~~ v2 by Spaceman -v3 by a_grue and -z- +v3 by a\_grue and ~~z~~ v4 by merlijn v5 by Dokujisan v6 by Xeno v7 (mix of 5 and 6) -h2. Votes +Votes +----- Place your vote here, include your suggested changes if you wish or apply them directly to the wiki (ask the author first) @@ -26,37 +29,37 @@ V7 DiaboliK: v7 MirceaKitsune: -1. V3 (great but could be less negative at the start, and less harsh about what happened since there's been a lot of that for everyone) +1. V3 (great but could be less negative at the start, and less harsh about what happened since there’s been a lot of that for everyone) 2. V4 (same regarding the part from V3) 3. V7 (if anything other than V3 / V4) -I don't like the others at all. They're much too formal imo, and best for announcing to a new public or at a conference. V3 is well addressed to the community, and easiest to understand for current players and new players alike. Other versions also sound like we're announcing something completely new. It's the same Nexuiz we know, but with a different name, artistic dirrection and differently organized team and objectives. Looking like we're starting all new can have its advantages, but if done excessively may cause more confusion and hurt to part of the existing community. +I don’t like the others at all. They’re much too formal imo, and best for announcing to a new public or at a conference. V3 is well addressed to the community, and easiest to understand for current players and new players alike. Other versions also sound like we’re announcing something completely new. It’s the same Nexuiz we know, but with a different name, artistic dirrection and differently organized team and objectives. Looking like we’re starting all new can have its advantages, but if done excessively may cause more confusion and hurt to part of the existing community. lda17h: -1. V6 +1. V6 2. V5 -I don't like the rest too much, since they bring up negative points (bashing illfonic or verm indirectly or directly). I would rather see only positive points in an announcement (I'm a feel good guy and hate conflicts). -Also i wouldn't state using GIT as a pro by itself, but rather as a technical means to reach a "noble" goal, i.e. streamline and open the development process. Something like "Making it easier for the community to work on and contribute changes. Using a distributed CVS like GIT instead of SVN will help with this". +I don’t like the rest too much, since they bring up negative points (bashing illfonic or verm indirectly or directly). I would rather see only positive points in an announcement (I’m a feel good guy and hate conflicts). +Also i wouldn’t state using GIT as a pro by itself, but rather as a technical means to reach a “noble” goal, i.e. streamline and open the development process. Something like “Making it easier for the community to work on and contribute changes. Using a distributed CVS like GIT instead of SVN will help with this”. -tZork: +tZork: hmm acctualy v4 gets my vote. its imporatant to say why too. Ronan: 1. v3 edited by grue & z 2. v4 edited by merlijn -these versions clearly express why a fork is required outside the alientrap's scope +these versions clearly express why a fork is required outside the alientrap’s scope C.Brutail: v6 Psychcf: -v7, although I feel that there should be something mentioning why we're forking, without pointing fingers. We can simply just state that we weren't happy with the way the project was run, so we decided to fork it. We don't want to appear as a bunch of angry trigger happy revolutionaries. Also, we can use both GIT and SVN, since there's a git-svn plugin. That way people can just use what they're comfortable with. We should also mention that using git will make it easier to accept outside contributions, since that statement carries little meaning otherwise. +v7, although I feel that there should be something mentioning why we’re forking, without pointing fingers. We can simply just state that we weren’t happy with the way the project was run, so we decided to fork it. We don’t want to appear as a bunch of angry trigger happy revolutionaries. Also, we can use both GIT and SVN, since there’s a git-svn plugin. That way people can just use what they’re comfortable with. We should also mention that using git will make it easier to accept outside contributions, since that statement carries little meaning otherwise. Morphed: 1. V3 2. V4 a grue: -1. v5 OR v3 with style corrections, expanded changes list and removal of Lee's name +1. v5 OR v3 with style corrections, expanded changes list and removal of Lee’s name 2. v7 3. v3 with style corrections and expanded changes list @@ -75,16 +78,17 @@ divVerent: RoKenn: 1. v4 (preferably with the game/project changes from v6) -2. v7 (preferably with the game/project changes from v6) +2. v7 (preferably with the game/project changes from v6) Xeno 1. v7 -2. v6 (with updated lists from v7 +2. v6 (with updated lists from v7 3. v3 or v4, but with some changes: -Regular users do not care about VCSs and I doubt open-source fans will interpret "better attention to marketting and public relations" as a great change for the better. I recommend using the list of game changes from v7, keeping the same order which places emphasis on aspects of actual gameplay. +Regular users do not care about VCSs and I doubt open-source fans will interpret “better attention to marketting and public relations” as a great change for the better. I recommend using the list of game changes from v7, keeping the same order which places emphasis on aspects of actual gameplay. -I still don't think that we should place too much emphasis on the negative aspects of the fork (i.e. fingerpointing at IllFonic). It just looks childish. Mention it indirectly and let people check the FAQ for more info. I think it's better to present the project as re-invigorated with a new focus rather than something based on a negative (getting away from big, bad Vermeulen and the evil capitalists), even if the latter was the catalyst, which will be very clear from the FAQ and other info floating around. +I still don’t think that we should place too much emphasis on the negative aspects of the fork (i.e. fingerpointing at IllFonic). It just looks childish. Mention it indirectly and let people check the FAQ for more info. I think it’s better to present the project as re-invigorated with a new focus rather than something based on a negative (getting away from big, bad Vermeulen and the evil capitalists), even if the latter was the catalyst, which will be very clear from the FAQ and other info floating around. BennyDacks v7 I think this one is the most comprehensive of the bunch + diff --git a/Announcement_vote_results.md b/Announcement_vote_results.md index 26176f7..ed4db7e 100644 --- a/Announcement_vote_results.md +++ b/Announcement_vote_results.md @@ -1,89 +1,94 @@ -h1. Announcement vote results +Announcement vote results +========================= -h2. Comments and other votes have been ignored +Comments and other votes have been ignored +------------------------------------------ 1st place is awarded 3 points 2nd place is awarded 2 points 3rd place is awarded 1 points -h2. The results +The results +----------- The winner with 29 points is Announcement v7 -v1 by -z-: (0 * 3 + 0 * 2 + 0 * 1) = 0 points -v2 by Spaceman: (0 * 3 + 0 * 2 + 0 * 1) = 0 points -v3 by a_grue and -z-: 1st, 1st, 1st, 3rd, 3rd (3 * 3 + 0 * 2 + 2 * 1) = 11 points -v4 by merlijn: 2nd, 1st, 2nd, 2nd, 1st, 1st (3 * 3 + 3 * 2 + 0 * 1) = 15 points -v5 by Dokujisan: 2nd, 1st, 2nd (1 * 3 + 2 * 2 + 0 * 1) = 7 points -v6 by Xeno: 1st, 1st, 2nd, 1st, 2nd (3 * 3 + 2 * 2 + 0 * 1) = 13 points -*v7 (mix of 5 and 6): 1st, 1st, 1st, 3rd, 1st, 2nd, 3rd, 2nd, 1st, 2nd, 1st, 1st (8 * 3 + 3 * 2 + 2 * 1) = 32 points* +v1 by ~~z~~: (0 \* 3 + 0 \* 2 + 0 \* 1) = 0 points +v2 by Spaceman: (0 \* 3 + 0 \* 2 + 0 \* 1) = 0 points +v3 by a\_grue and ~~z~~: 1st, 1st, 1st, 3rd, 3rd (3 \* 3 + 0 \* 2 + 2 \* 1) = 11 points +v4 by merlijn: 2nd, 1st, 2nd, 2nd, 1st, 1st (3 \* 3 + 3 \* 2 + 0 \* 1) = 15 points +v5 by Dokujisan: 2nd, 1st, 2nd (1 \* 3 + 2 \* 2 + 0 \* 1) = 7 points +v6 by Xeno: 1st, 1st, 2nd, 1st, 2nd (3 \* 3 + 2 \* 2 + 0 \* 1) = 13 points +**v7 (mix of 5 and 6): 1st, 1st, 1st, 3rd, 1st, 2nd, 3rd, 2nd, 1st, 2nd, 1st, 1st (8** 3 + 3 \* 2 + 2 \* 1) = 32 points\* -h2. The cleaned and tidied votes +The cleaned and tidied votes +---------------------------- -*mand1nga* +**mand1nga** 1. v7 -*Dokujisan* +**Dokujisan** 1. v7 -* -DiaboliK* +\* +DiaboliK\* 1. v7 -*MirceaKitsune* +**MirceaKitsune** 1. v3 2. v4 3. v7 -*lda17h* +**lda17h** 1. V6 2. V5 -*tZork* +**tZork** 1. v4 -*Ronan* +**Ronan** 1. v3 2. v4 -*C.Brutail* +**C.Brutail** 1. v6 -*Psychcf* +**Psychcf** 1. v7 -*Morphed* +**Morphed** 1. v3 2. v4 -*a grue* +**a grue** 1. v5 2. v7 3. v3 -*Blub* +**Blub** 1. v4 2. v6 3. v7 -*Oblivion* +**Oblivion** 1. v6 2. v7 -*divVerent* +**divVerent** 1. v7 2. v5 -*RoKenn* +**RoKenn** 1. v4 2. v7 -*Xeno* +**Xeno** 1. v7 2. v6 3. v3 -*BennyDacks* -1. v7 +**BennyDacks** +1. v7 + +**FruitieX** +1. v7 -*FruitieX* -1. v7 diff --git a/Announcements.md b/Announcements.md index 22da7ee..bee09b5 100644 --- a/Announcements.md +++ b/Announcements.md @@ -1,8 +1,11 @@ -h1. Announcements +Announcements +============= -h2. First Public announcement +First Public announcement +------------------------- + +- [[Announcement]] drafts +- [[Announcement vote]] +- [[Announcement vote results|Vote results]] +- [[Announcement script|In-game announcement script]] -* [[Announcement]] drafts -* [[Announcement vote]] -* [[Announcement vote results|Vote results]] -* [[Announcement script|In-game announcement script]] diff --git a/Arena.md b/Arena.md index 21e5975..b0f9f36 100644 --- a/Arena.md +++ b/Arena.md @@ -1,19 +1,25 @@ -h1. Arena +Arena +===== -h2. Object of the Game +Object of the Game +------------------ In Arena there are always 2 players playing (like little 1vs1 duels) and try to frag the other one. Other players have to spectate in meanwhile. If one player dies he has to spectate and the player which survived is allowed to stay. Now some of the other spectators joins and tries to frag the other player. -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -* +- -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Art_Roadmap.md b/Art_Roadmap.md index 2784f6b..1b3d029 100644 --- a/Art_Roadmap.md +++ b/Art_Roadmap.md @@ -1,91 +1,91 @@ -h1. THIS PAGE IS OUT OF DATE .... - - -h1. 3D Art Roadmap - -h2. Player Models - -|_.Name|_.Species|_.Thread(s)|_.Mesh|_.Textures|_.Animations|_.LOD1|_.LOD2|_.TODO|_.Artist(s)|_.Status|_.Git Branch|_.Priority| -|"Umbra":http://dev.xonotic.org/projects/xonotic/wiki/Players#Umbra|Human|"1":http://dev.xonotic.org/issues/25 "2":http://www.alientrap.org/forum/viewtopic.php?f=2&t=6051|COMPLETED|IN PROGRESS|COMPLETED|INCOMPLETE|INCOMPLETE|Merge pants to glow|Oblivion, tZork, DiaboliK, theShadow|IN PROGRESS|diabolik/umbraplayermodel|{{div_start_tag(a1,red)}}HIGH{{div_end_tag}}| -|"Pyria":http://dev.xonotic.org/projects/xonotic/wiki/Players#Pyria|Human|"1":http://www.alientrap.org/forum/viewtopic.php?f=2&t=6088&p=76962&hilit=pyria#p76962|COMPLETED|IN PROGRESS|Fix duckwalk|INCOMPLETE|INCOMPLETE|Animations, Merge pants to glow|Oblivion, tZork, DiaboliK, theShadow|IN PROGRESS|diabolik/pyriaplayermodel|{{div_start_tag(a2,red)}}HIGH{{div_end_tag}}| -|"Ignis-3 versions":http://dev.xonotic.org/projects/xonotic/wiki/Players#Ignis|Human|"1":http://dev.xonotic.org/issues/39 "2":http://forums.xonotic.org//showthread.php?tid=498 "3":http://forums.xonotic.org//showthread.php?tid=500|COMPLETED|COMPLETED|COMPLETED|IN PROGRESS|IN PROGRESS|LODs|Oblivion, tZork, DiaboliK, theShadow|IN PROGRESS|diabolik/ignisplayermodel|{{div_start_tag(a3,red)}}HIGH{{div_end_tag}}| -|"Gak-3 versions":http://dev.xonotic.org/projects/xonotic/wiki/Players#Gak|Alien|"1":http://forums.xonotic.org//showthread.php?tid=497 "2":http://www.alientrap.org/forum/viewtopic.php?f=2&t=5997|COMPLETED|COMPLETED|COMPLETED|INCOMPLETE|INCOMPLETE|LODs, merge pants to glow|Oblivion, tZork, DiaboliK, theShadow|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|"Erebus":http://dev.xonotic.org/projects/xonotic/wiki/Players#Erebus|Cyborg||COMPLETED|COMPLETED|COMPLETED|INCOMPLETE|INCOMPLETE|LODs|Oblivion, DiaboliK, theShadow|IN PROGRESS|NA|HIGH| -|"Nyx":http://dev.xonotic.org/projects/xonotic/wiki/Players#Nyx|Cyborg||COMPLETED|COMPLETED|COMPLETED|INCOMPLETE|INCOMPLETE|LODs|Oblivion, DiaboliK, theShadow|IN PROGRESS|NA|HIGH| -|"Seraphina-2 versions":http://dev.xonotic.org/projects/xonotic/wiki/Players#Seraphina|Human||COMPLETED|COMPLETED|COMPLETED|INCOMPLETE|INCOMPLETE|LODs, use more glow|Oblivion, DiaboliK, theShadow|IN PROGRESS|NA|HIGH| - +THIS PAGE IS OUT OF DATE …. +=========================== + +3D Art Roadmap +============== + +Player Models +------------- + +|*.Name|*.Species|*.Thread(s)|*.Mesh|*.Textures|*.Animations|*.LOD1|*.LOD2|*.TODO|*.Artist(s)|*.Status|*.Git Branch|*.Priority| +|[Umbra](http://dev.xonotic.org/projects/xonotic/wiki/Players#Umbra|Human|"1":http://dev.xonotic.org/issues/25) [2](http://www.alientrap.org/forum/viewtopic.php?f=2&t=6051|COMPLETED|IN) PROGRESS|COMPLETED|INCOMPLETE|INCOMPLETE|Merge pants to glow|Oblivion, tZork, DiaboliK, theShadow|IN PROGRESS|diabolik/umbraplayermodel|{{div\_start\_tag(a1,red)}}HIGH{{div\_end\_tag}}| +|[Pyria](http://dev.xonotic.org/projects/xonotic/wiki/Players#Pyria|Human|"1":http://www.alientrap.org/forum/viewtopic.php?f=2&t=6088&p=76962&hilit=pyria#p76962|COMPLETED|IN) PROGRESS|Fix duckwalk|INCOMPLETE|INCOMPLETE|Animations, Merge pants to glow|Oblivion, tZork, DiaboliK, theShadow|IN PROGRESS|diabolik/pyriaplayermodel|{{div\_start\_tag(a2,red)}}HIGH{{div\_end\_tag}}| +|[Ignis-3 versions](http://dev.xonotic.org/projects/xonotic/wiki/Players#Ignis|Human|"1":http://dev.xonotic.org/issues/39) [2](http://forums.xonotic.org//showthread.php?tid=498) [3](http://forums.xonotic.org//showthread.php?tid=500|COMPLETED|COMPLETED|COMPLETED|IN) PROGRESS|IN PROGRESS|LODs|Oblivion, tZork, DiaboliK, theShadow|IN PROGRESS|diabolik/ignisplayermodel|{{div\_start\_tag(a3,red)}}HIGH{{div\_end\_tag}}| +|[Gak-3 versions](http://dev.xonotic.org/projects/xonotic/wiki/Players#Gak|Alien|"1":http://forums.xonotic.org//showthread.php?tid=497) [2](http://www.alientrap.org/forum/viewtopic.php?f=2&t=5997|COMPLETED|COMPLETED|COMPLETED|INCOMPLETE|INCOMPLETE|LODs), merge pants to glow|Oblivion, tZork, DiaboliK, theShadow|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|[Erebus](http://dev.xonotic.org/projects/xonotic/wiki/Players#Erebus|Cyborg||COMPLETED|COMPLETED|COMPLETED|INCOMPLETE|INCOMPLETE|LODs|Oblivion), DiaboliK, theShadow|IN PROGRESS|NA|HIGH| +|[Nyx](http://dev.xonotic.org/projects/xonotic/wiki/Players#Nyx|Cyborg||COMPLETED|COMPLETED|COMPLETED|INCOMPLETE|INCOMPLETE|LODs|Oblivion), DiaboliK, theShadow|IN PROGRESS|NA|HIGH| +|[Seraphina-2 versions](http://dev.xonotic.org/projects/xonotic/wiki/Players#Seraphina|Human||COMPLETED|COMPLETED|COMPLETED|INCOMPLETE|INCOMPLETE|LODs), use more glow|Oblivion, DiaboliK, theShadow|IN PROGRESS|NA|HIGH| h2. Weapon Models - -|_.Name|_.Thread(s)|_.Concept|_.Mesh|_.Textures|_.TODO|_.Artist(s)|_.Status|_.Git Branch|_.Priority| -|Tuba|\8=.NOT ASSIGNED|{{div_start_tag(a5,red)}}HIGH{{div_end_tag}}| -|Laser|\8=.NOT ASSIGNED|{{div_start_tag(a6,red)}}HIGH{{div_end_tag}}| -|Shotgun|"1":http://forums.xonotic.org/showthread.php?tid=54|Shotgun Cannon, (possibly fireball with the reintroduction of TAG seeker)|COMPLETED|IN PROGRESS|Texture/Rigging|Lamoot|IN PROGRESS|NA|{{div_start_tag(a7,yellow)}}MEDIUM{{div_end_tag}}| -|MachineGun|\8=.NOT ASSIGNED|{{div_start_tag(a7,green)}}LOW{{div_end_tag}}| -|Rifle|"1":http://forums.xonotic.org/showthread.php?tid=219|NA|IN PROGRESS|IN PROGRESS|Mesh|theShadow|IN PROGRESS|NA|{{div_start_tag(a9,yellow)}}MEDIUM{{div_end_tag}}| -|Mortar|\8=.NOT ASSIGNED|{{div_start_tag(a10,green)}}LOW{{div_end_tag}}| -|Electro|\8=.NOT ASSIGNED|{{div_start_tag(a11,green)}}LOW{{div_end_tag}}| -|Crylink|\8=.NOT ASSIGNED|{{div_start_tag(a12,green)}}LOW{{div_end_tag}}| -|Nex|"1":http://forums.xonotic.org/showthread.php?tid=219|NA|COMPLETED|COMPLETED|NA|theShadow, Oblivion, DiaboliK|COMPLETED|MASTER|NA| -|MinstaNex|\8=.NOT ASSIGNED|{{div_start_tag(a14,green)}}LOW{{div_end_tag}}| -|Hagar|\8=.NOT ASSIGNED|{{div_start_tag(a15,green)}}LOW{{div_end_tag}}| -|RocketLauncher|"1":http://forums.xonotic.org/showthread.php?tid=219|NA|IN PROGRESS|IN PROGRESS|Mesh|theShadow, Oblivion(maybe?)|IN PROGRESS|NA|{{div_start_tag(a16,yellow)}}MEDIUM{{div_end_tag}}| -|Seeker|||LJFHutch|IN PROGRESS|INCOMPLETE|Mesh and Textures|LJFHutch, theShadow|IN PROGRESS|{{div_start_tag(a17,red)}}HIGH{{div_end_tag}}| -|Fireball|||LJFHutch|INCOMPLETE|INCOMPLETE|Mesh and Textures|LJFHutch|IN PROGRESS|{{div_start_tag(a18,red)}}HIGH{{div_end_tag}}| -|Porto|\8=.NOT ASSIGNED|{{div_start_tag(a19,green)}}LOW{{div_end_tag}}| -|HookGun|\8=.NOT ASSIGNED|{{div_start_tag(a20,green)}}LOW{{div_end_tag}}| -|HLAC|\8=.NOT ASSIGNED...|{{div_start_tag(a20,green)}}LOWISH{{div_end_tag}}| - +|*.Name|*.Thread(s)|*.Concept|*.Mesh|*.Textures|*.TODO|*.Artist(s)|*.Status|*.Git Branch|*.Priority| +|Tuba|=.NOT ASSIGNED|{{div\_start\_tag(a5,red)}}HIGH{{div\_end\_tag}}| +|Laser|=.NOT ASSIGNED|{{div\_start\_tag(a6,red)}}HIGH{{div\_end\_tag}}| +|Shotgun|[1](http://forums.xonotic.org/showthread.php?tid=54|Shotgun) Cannon, (possibly fireball with the reintroduction of TAG seeker)|COMPLETED|IN PROGRESS|Texture/Rigging|Lamoot|IN PROGRESS|NA|{{div\_start\_tag(a7,yellow)}}MEDIUM{{div\_end\_tag}}| +|MachineGun|=.NOT ASSIGNED|{{div\_start\_tag(a7,green)}}LOW{{div\_end\_tag}}| +|Rifle|[1](http://forums.xonotic.org/showthread.php?tid=219|NA|IN) PROGRESS|IN PROGRESS|Mesh|theShadow|IN PROGRESS|NA|{{div\_start\_tag(a9,yellow)}}MEDIUM{{div\_end\_tag}}| +|Mortar|=.NOT ASSIGNED|{{div\_start\_tag(a10,green)}}LOW{{div\_end\_tag}}| +|Electro|=.NOT ASSIGNED|{{div\_start\_tag(a11,green)}}LOW{{div\_end\_tag}}| +|Crylink|=.NOT ASSIGNED|{{div\_start\_tag(a12,green)}}LOW{{div\_end\_tag}}| +|Nex|[1](http://forums.xonotic.org/showthread.php?tid=219|NA|COMPLETED|COMPLETED|NA|theShadow), Oblivion, DiaboliK|COMPLETED|MASTER|NA| +|MinstaNex|=.NOT ASSIGNED|{{div\_start\_tag(a14,green)}}LOW{{div\_end\_tag}}| +|Hagar|=.NOT ASSIGNED|{{div\_start\_tag(a15,green)}}LOW{{div\_end\_tag}}| +|RocketLauncher|[1](http://forums.xonotic.org/showthread.php?tid=219|NA|IN) PROGRESS|IN PROGRESS|Mesh|theShadow, Oblivion(maybe?)|IN PROGRESS|NA|{{div\_start\_tag(a16,yellow)}}MEDIUM{{div\_end\_tag}}| +|Seeker|||LJFHutch|IN PROGRESS|INCOMPLETE|Mesh and Textures|LJFHutch, theShadow|IN PROGRESS|{{div\_start\_tag(a17,red)}}HIGH{{div\_end\_tag}}| +|Fireball|||LJFHutch|INCOMPLETE|INCOMPLETE|Mesh and Textures|LJFHutch|IN PROGRESS|{{div\_start\_tag(a18,red)}}HIGH{{div\_end\_tag}}| +|Porto|=.NOT ASSIGNED|{{div\_start\_tag(a19,green)}}LOW{{div\_end\_tag}}| +|HookGun|=.NOT ASSIGNED|{{div\_start\_tag(a20,green)}}LOW{{div\_end\_tag}}| +|HLAC|=.NOT ASSIGNED…|{{div\_start\_tag(a20,green)}}LOWISH{{div\_end\_tag}}| h2. Items/Pickups - -|_.Name|_.Style|_.Thread(s)|_.Concept|_.Mesh|_.Textures|_.TODO|_.Artist(s)|_.Status|_.Git Branch|_.Priority| -|10 Armor|NA|NA|Shoulder Pad|IN PROGRESS|IN PROGRESS|NA|Morphed|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|25 Armor|NA|NA|Double Shoulder Pads (Shin Pads?)|IN PROGRESS|IN PROGRESS|NA|Morphed|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|50 Armor|NA|NA|Armor|IN PROGRESS|IN PROGRESS|NA|Morphed|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|100 Armor|NA|NA|Armor w/ Shoulder Pads|IN PROGRESS|IN PROGRESS|NA|Morphed|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|10 Health|\9=.NOT ASSIGNED|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|25 Health|\9=.NOT ASSIGNED|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|50 Health|\9=.NOT ASSIGNED|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|100 Health|\9=.NOT ASSIGNED|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|Strength|\9=.NOT ASSIGNED|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|Shield|\9=.NOT ASSIGNED|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|RocketAmmo|Futuristic|NA|"1":http://img37.imageshack.us/img37/5294/20100612xonoticammo2roc.jpg|IN PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|BulletAmmo|Futuristic|NA|"1":http://img145.imageshack.us/img145/1856/20100612xonoticammo2bul.jpg|IN PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|ShellAmmo|Futuristic|NA|"1":http://img99.imageshack.us/img99/4475/20100612xonoticammo2she.jpg|IN PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|PlasmaAmmo|Futuristic|NA|"1":http://img541.imageshack.us/img541/7389/20100612xonoticammo2cel.jpg "2":http://img6.imageshack.us/img6/7389/20100612xonoticammo2cel.jpg|IN PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|FuelAmmo|Futuristic|NA|"1":http://img37.imageshack.us/img37/1849/20100612xonoticammo2fue.jpg|IN PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|CTF Flag|\9=.NOT ASSIGNED|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| - - - -h2. Maps - -|_.Name|_.Gametype|_.Style|_.Thread(s)/Link(s)|_.Concept|_.TODO|_.Artist(s)|_.Status|_.Git Branch|_.Priority| -|Space Elevator|CTF|Space|"1":http://dev.xonotic.org/issues/10|GasolinePowered||FruitieX, Cuinnton|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|Dance(rename possibly)|CTF|Space|"1":http://dev.xonotic.org/issues/11|Dance||FruitieX|IN PROGRESS|fruitiex/dance|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|Condenser|CTF|Closed|"1":http://dev.xonotic.org/issues/57|Castles||FruitieX, Cuinnton|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|Stormkeep2|DM|Closed|"1":http://dev.xonotic.org/issues/12|Stormkeep||FruitieX|IN PROGRESS|fruitiex/stormkeep2|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|Evilspace2|DM|Space|"1":http://dev.xonotic.org/issues/43|Evilspace||Cortez666|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|Downer2|DM|Closed|"1":http://forums.xonotic.org/showthread.php?tid=334&highlight=downer|Downer||Cortez666|DONE|NA|---| -|Toxic2|DM|Closed|NA|Toxic||Cuinnton|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|GlowArena|DM|Closed|NA|GlowArena||tZork|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| -|Space|CTF|Space|"1":http://dev.xonotic.org/issues/18|cbctf1||C. Brutail|IN PROGRESS|NA|{{div_start_tag(a4,red)}}HIGH{{div_end_tag}}| - -h2. Vehicles - -|_.Name|_.Style|_.Thread(s)|_.Concept|_.Mesh|_.Textures|_.TODO|_.Artist(s)|_.Status|_.Git Branch| +|*.Name|*.Style|*.Thread(s)|*.Concept|*.Mesh|*.Textures|*.TODO|*.Artist(s)|*.Status|*.Git Branch|*.Priority| +|10 Armor|NA|NA|Shoulder Pad|IN PROGRESS|IN PROGRESS|NA|Morphed|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|25 Armor|NA|NA|Double Shoulder Pads (Shin Pads?)|IN PROGRESS|IN PROGRESS|NA|Morphed|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|50 Armor|NA|NA|Armor|IN PROGRESS|IN PROGRESS|NA|Morphed|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|100 Armor|NA|NA|Armor w/ Shoulder Pads|IN PROGRESS|IN PROGRESS|NA|Morphed|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|10 Health|=.NOT ASSIGNED|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|25 Health|=.NOT ASSIGNED|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|50 Health|=.NOT ASSIGNED|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|100 Health|=.NOT ASSIGNED|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|Strength|=.NOT ASSIGNED|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|Shield|=.NOT ASSIGNED|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|RocketAmmo|Futuristic|NA|[1](http://img37.imageshack.us/img37/5294/20100612xonoticammo2roc.jpg|IN) PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|BulletAmmo|Futuristic|NA|[1](http://img145.imageshack.us/img145/1856/20100612xonoticammo2bul.jpg|IN) PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|ShellAmmo|Futuristic|NA|[1](http://img99.imageshack.us/img99/4475/20100612xonoticammo2she.jpg|IN) PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|PlasmaAmmo|Futuristic|NA|[1](http://img541.imageshack.us/img541/7389/20100612xonoticammo2cel.jpg) [2](http://img6.imageshack.us/img6/7389/20100612xonoticammo2cel.jpg|IN) PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|FuelAmmo|Futuristic|NA|[1](http://img37.imageshack.us/img37/1849/20100612xonoticammo2fue.jpg|IN) PROGRESS|IN PROGRESS|NA|LJFHutch, theShadow|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|CTF Flag|=.NOT ASSIGNED|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| + +Maps +---- + +|*.Name|*.Gametype|*.Style|*.Thread(s)/Link(s)|*.Concept|*.TODO|*.Artist(s)|*.Status|*.Git Branch|*.Priority| +|Space Elevator|CTF|Space|[1](http://dev.xonotic.org/issues/10|GasolinePowered||FruitieX), Cuinnton|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|Dance(rename possibly)|CTF|Space|[1](http://dev.xonotic.org/issues/11|Dance||FruitieX|IN) PROGRESS|fruitiex/dance|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|Condenser|CTF|Closed|[1](http://dev.xonotic.org/issues/57|Castles||FruitieX), Cuinnton|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|Stormkeep2|DM|Closed|[1](http://dev.xonotic.org/issues/12|Stormkeep||FruitieX|IN) PROGRESS|fruitiex/stormkeep2|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|Evilspace2|DM|Space|[1](http://dev.xonotic.org/issues/43|Evilspace||Cortez666|IN) PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|Downer2|DM|Closed|[1](http://forums.xonotic.org/showthread.php?tid=334&highlight=downer|Downer||Cortez666|DONE|NA|---|) +|Toxic2|DM|Closed|NA|Toxic||Cuinnton|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|GlowArena|DM|Closed|NA|GlowArena||tZork|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| +|Space|CTF|Space|[1](http://dev.xonotic.org/issues/18|cbctf1||C). Brutail|IN PROGRESS|NA|{{div\_start\_tag(a4,red)}}HIGH{{div\_end\_tag}}| + +Vehicles +-------- + +|Name|Style|Thread(s)|Concept|Mesh|Textures|TODO|Artist(s)|Status|Git Branch| +|----|-----|---------|-------|----|--------|----|---------|------|----------| |Raptor|Chopper|NA|NA|COMPLETED|COMPLETED|NA|Yoda Almighty, Obilvion|COMPLETED|MASTER| |SpiderBot|Spider Movement|NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| |Racer|Fast paced racer|NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| -h2. Turrets +Turrets +------- -|_.Name|_.Style|_.Thread(s)|_.Concept|_.Mesh|_.Textures|_.TODO|_.Artist(s)|_.Status|_.Git Branch| +|*.Name|*.Style|*.Thread(s)|*.Concept|*.Mesh|*.Textures|*.TODO|*.Artist(s)|*.Status|*.Git Branch| |Plasma||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| |Dual plasma||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| |Mlrs(multibay rl)||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| |Hellion(Seeker)||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| -|FLAC(anti-missle)||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| +|FLAC (anti-missle)||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| |Phaser||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| |Hunter killers||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| |Machine Gun||NA|NA|COMPLETED|COMPLETED|NA|Morphed|COMPLETED|MASTER| @@ -94,25 +94,29 @@ h2. Turrets |Walker||NA|NA|COMPLETED|COMPLETED|NA|tZork|COMPLETED|MASTER| |Ewheel||NA|NA|COMPLETED|COMPLETED|NA|tZork|COMPLETED|MASTER| +2D Art Roadmap +============== -h1. 2D Art Roadmap - -h2. Textures +Textures +-------- -|_.Name|_.Style|_.Thread(s)|_.Concept|_.TODO|_.Artist(s)|_.Status|_.Git Branch| +|Name|Style|Thread(s)|Concept|TODO|Artist(s)|Status|Git Branch| +|----|-----|---------|-------|----|---------|------|----------| |trak4x|Brick, walls, tiles|NA|trak4|NA|trak, tZork|COMPLETED|MASTER| |trak5x|Black futuristic|NA|trak5|NA|trak, tZork|COMPLETED|MASTER| |eXx|Rusty Metal|NA|eX|NA|Original Artist(unsure),tZork|COMPLETED|MASTER| -|facility114|White clean Futuristic|"1":http://forums.xonotic.org/showthread.php?tid=337&highlight=facility114|NA|NA|Oblivion|COMPLETED|MASTER| +|facility114|White clean Futuristic|“1”:http://forums.xonotic.org/showthread.php?tid=337&highlight=facility114|NA|NA|Oblivion|COMPLETED|MASTER| |techpanels|Rusty metal|NA|NA|Add gloss and two or three more textures|theShadow|IN PROGRESS|NA| |untitled|NA|NA|NA|Make textures|nifrek|IN PROGRESS|NA| -h2. Game Graphics +Game Graphics +------------- -|_.Name|_.Style|_.Thread(s)|_.Concept|_.TODO|_.Artist(s)|_.Status|_.Git Branch| -|HUD Dock|Grunge|NA|NA|NA|-z-|COMPLETED|MASTER| -|Scoreboard Background|Grunge|NA|NA|NA|-z-|COMPLETED|MASTER| -|Accuracy Background|Grunge|NA|NA|NA|-z-|COMPLETED|MASTER| +|Name|Style|Thread(s)|Concept|TODO|Artist(s)|Status|Git Branch| +|----|-----|---------|-------|----|---------|------|----------| +|HUD Dock|Grunge|NA|NA|NA|~~z~~|COMPLETED|MASTER| +|Scoreboard Background|Grunge|NA|NA|NA|~~z~~|COMPLETED|MASTER| +|Accuracy Background|Grunge|NA|NA|NA|~~z~~|COMPLETED|MASTER| |Shotgun Ammo|NA|NA|NA|NA|Morphed|COMPLETED|MASTER| |Bullets Ammo|NA|NA|NA|NA|Morphed|COMPLETED|MASTER| |Rockets Ammo|NA|NA|NA|NA|Morphed|COMPLETED|MASTER| @@ -124,20 +128,26 @@ h2. Game Graphics |Voting Screen|NA|NA|NA|NA|Sev|COMPLETED|MASTER| |Health Icon|NA|NA|NA|NA|Morphed|COMPLETED|MASTER| |Armor Icon|NA|NA|NA|NA|Morphed|IN PROGRESS|NA| -|Flag Icons|NA|NA|NA|NA|-z-|COMPLETED|MASTER| -|Keyhunt Icons|NA|NA|NA|NA|-z-|COMPLETED|MASTER| +|Flag Icons|NA|NA|NA|NA|~~z~~|COMPLETED|MASTER| +|Keyhunt Icons|NA|NA|NA|NA|~~z~~|COMPLETED|MASTER| |Race Awards|NA|NA|NA|NA|Sev|COMPLETED|MASTER| -h2. Logo and Collateral +Logo and Collateral +------------------- -|_.Name|_.Description|_.Thread(s)|_.TODO|_.Artist(s)|_.Status| -|Logo Refinement|The current logo is a little rough around the edges and needs more available source, problems identified more in depth in [thread 442]|"1":http://forums.xonotic.org/showthread.php?tid=442|NA|-z-, others?|In Progress| -|Icon|This can be argued to fall under the logo refinement but we need a standard size icon set in various color and black and white|NA|NA|-z-, others?|In Progress| +|Name|Description|Thread(s)|TODO|Artist(s)|Status| +|----|-----------|---------|----|---------|------| +|Logo Refinement|The current logo is a little rough around the edges and needs more available source, problems identified more in depth in [thread 442]|“1”:http://forums.xonotic.org/showthread.php?tid=442|NA|~~z~~, others?|In Progress| +|Icon|This can be argued to fall under the logo refinement but we need a standard size icon set in various color and black and white|NA|NA|~~z~~, others?|In Progress| -h2. Web Design/PR +Web Design/PR +------------- -|_.Name|_.Description|_.Thread(s)|_.TODO|_.Artist(s)|_.Status| -|Website Design|Branch across both mainsite and forum to give a consistant feel|NA|NA|-z- (others welcome)|In progress - refining the basic themes to segway us into a more serious overhaul| -|Mainsite Template Slicing|Branch across both mainsite and forum to give a consistant feel|NA|NA|-z-|In progress - refining the basic themes to segway us into a more serious overhaul| -|Forum Template Slicing|Branch across both mainsite and forum to give a consistant feel|NA|NA|-z-|In progress - refining the basic themes to segway us into a more serious overhaul| +|Name|Description|Thread(s)|TODO|Artist(s)|Status| +|----|-----------|---------|----|---------|------| +|Website Design|Branch across both mainsite and forum to give a consistant feel|NA|NA|~~z~~ (others welcome)|In progress - refining the basic themes to segway us into a more serious overhaul| +|Mainsite Template Slicing|Branch across both mainsite and forum to give a consistant feel|NA|NA|~~z~~|In progress - refining the basic themes to segway us into a more serious overhaul| +|Forum Template Slicing|Branch across both mainsite and forum to give a consistant feel|NA|NA|~~z~~|In progress - refining the basic themes to segway us into a more serious overhaul| |Standard Size Web Banners|provide all the popular blog / myspace / facebook sized advertisments and add them to a page as a media toolkot|NA|NA|NA|NA| + + diff --git a/Artistic_Style.md b/Artistic_Style.md index 61bd864..9e92e83 100644 --- a/Artistic_Style.md +++ b/Artistic_Style.md @@ -1,29 +1,33 @@ -h1. Artistic Style +Artistic Style +============== -This is a community project, so feel free to add new keywords, and elaborate on any part of this document. The wiki keeps every version of the page around, so you can also remove stuff which doesn't fit anymore, since we can always go back to the previous versions. +This is a community project, so feel free to add new keywords, and elaborate on any part of this document. The wiki keeps every version of the page around, so you can also remove stuff which doesn’t fit anymore, since we can always go back to the previous versions. As soon as some work is done, we can add screenshots to support the description. For now, a textual description might suffice. -If you *do* decide to add images, use thumbnails! +If you **do** decide to add images, use thumbnails! -h2. Discussion +Discussion +---------- To avoid having billions of wiki-edits, discussion can be done in the forum (or IRC). Please discuss the keywords added here on the forum/IRC, or ask any questions about the artistic style. When you create a new thread, feel free to link to it from here. -* Some guidelines and discussion: http://forums.xonotic.org/showthread.php?tid=81 +- Some guidelines and discussion: http://forums.xonotic.org/showthread.php?tid=81 -h2. Some keywords which have been mentioned +Some keywords which have been mentioned +--------------------------------------- Please elaborate, add pictures, suggestions, etc.. -* Futuristic -* Fast -* Post-Apocalyptic -** Grivel and dirt on once shiny metals -** Broken machines everywhere -** Energy fields that serve no purpose anymore -* Clean, streamlined -** Clean lines and silhouettes -** Brightly lit spaces -** Little grime or dirt +- Futuristic +- Fast +- Post-Apocalyptic + - Grivel and dirt on once shiny metals + - Broken machines everywhere + - Energy fields that serve no purpose anymore +- Clean, streamlined + - Clean lines and silhouettes + - Brightly lit spaces + - Little grime or dirt + diff --git a/Assault.md b/Assault.md index dbcaf2c..74077e2 100644 --- a/Assault.md +++ b/Assault.md @@ -1,6 +1,8 @@ -h1. Assault (AS) +Assault (AS) +============ -h2. Object of the Game +Object of the Game +------------------ In Assault there are 2 teams (red & blue). The goal in Assault is to destroy objects (if you destroy some it will open new doors/ways to new objects until a main object (the last one)). 1 team has to defend the objects and the other team has to destroy them! The defending team wins when the time is over and the main object is still “alive”. The attacking team wins if they destroy the main object. After the attacking team accomplishes that (or the time is over) both teams are switching their roles (defending team attacks now/attacking team defends). The team that attacks now has got the same amount of time to destroy everything, that the first attacking team needed to destroy all objects. A team wins the map if it’s able to ‘win’ the attacking and defending part. Obviously a map can be tied too if a) both teams defend well or b) both teams destroyed all objects. @@ -10,18 +12,21 @@ How To: - Destroy an object? Just shoot it with any weapon until it is destroyed. - Destroy the main object? The same way like a normal object, only difference is that the main object got more “health”. - -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- + +- [[Binds]] like “Enemy seen” are useful to inform the team. +- Maps can include [[Turrets|turrets]] (machines that fire e.g. rockets or laser at you). They can be destroyed if you shot them for a while. -- [[Binds]] like “Enemy seen” are useful to inform the team. -- Maps can include [[Turrets|turrets]] (machines that fire e.g. rockets or laser at you). They can be destroyed if you shot them for a while. +List of Demos and Videos +------------------------ -h2. List of Demos and Videos +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Basic_mapping_in_Radiant.md b/Basic_mapping_in_Radiant.md index 4d01840..914359b 100644 --- a/Basic_mapping_in_Radiant.md +++ b/Basic_mapping_in_Radiant.md @@ -1,29 +1,33 @@ -h1. Basic mapping in Radiant +Basic mapping in Radiant +======================== -h2. Layout of Radiant +Layout of Radiant +----------------- -p. This section will introduce the Radiant interface. Before you begin mapping, one must become acquainted with the basic user interface first. Radiant has five main sections by default, as numbered in the screenshot below. Let's examine these panels a bit more in depth: +This section will introduce the Radiant interface. Before you begin mapping, one must become acquainted with the basic user interface first. Radiant has five main sections by default, as numbered in the screenshot below. Let’s examine these panels a bit more in depth: -" !{width:200px}radiant_sections_thumb.png!":http://dev.xonotic.org/attachments/download/87/radiant_sections.png +" ![]({width:200px}radiant_sections_thumb.png)":http://dev.xonotic.org/attachments/download/87/radiant\_sections.png -h2. The Workspace +The Workspace +------------- -h3. _Fig. 1_ - 2D View +### *Fig. 1* - 2D View This area allows you to view the map straight on from a certain axis, similar to what you may find in a CAD program. This is useful for aligning things flush with walls or other surfaces and for finer movement/scaling control. Numbers on the top and left edges mark distances on the grid, to help in the placement and measurement of objects or in the creation of symmetric structures. -h3. _Fig. 2_ - 3D View +### *Fig. 2* - 3D View Provides a basic 3D render of how your finished map will look. It does not render lighting or special effects, but it does render the textures and geometry as you will see them in-game. Some vital information (e.g. primitive count, transformations, etc.) are displayed in the bottom left-hand corner of the viewport. -h3. _Fig. 3_ - Texture View +### *Fig. 3* - Texture View -Lets you browse and manage your map's texture sets. Scroll through the list on left-hand panel and select a texture set to see thumbnails of its contents in the open space to the right. +Lets you browse and manage your map’s texture sets. Scroll through the list on left-hand panel and select a texture set to see thumbnails of its contents in the open space to the right. -h3. _Fig. 4_ - Console +### *Fig. 4* - Console -This is a short, moderated version of the console output of Radiant's console output. It displays the status of the map's build progress and various OpenGL information. Generally, the output from your native system's console may be much more complete and verbose than the in-editor one, particularly during compile time. +This is a short, moderated version of the console output of Radiant’s console output. It displays the status of the map’s build progress and various OpenGL information. Generally, the output from your native system’s console may be much more complete and verbose than the in-editor one, particularly during compile time. -h3. _Fig. 5_ - Tools +### *Fig. 5* - Tools + +The standard toolbar. Contains all of the necessary tools and actions that you can use on your map, such as opening and saving existing maps, selecting meshes, rotating objects, flipping objects on an axis, etc. To see what an icon means, hover your cursor over the item and the tool’s name and a brief description should appear on the bottom left-hand corner of the window in the status bar. -The standard toolbar. Contains all of the necessary tools and actions that you can use on your map, such as opening and saving existing maps, selecting meshes, rotating objects, flipping objects on an axis, etc. To see what an icon means, hover your cursor over the item and the tool's name and a brief description should appear on the bottom left-hand corner of the window in the status bar. diff --git a/Before_Announcement.md b/Before_Announcement.md index ef373c8..055ecca 100644 --- a/Before_Announcement.md +++ b/Before_Announcement.md @@ -1,12 +1,14 @@ -h1. Before the announcement +Before the announcement +======================= This is a quick list of the tasks that we want to get done before making public our announcement -* Website -** Xonotic.org Homepage -** Review and make public our FAQ +- Website + - Xonotic.org Homepage + - Review and make public our FAQ + +- Other + - Create Facebook group ** + - Create Twitter feed + - Make redistributable versions of the logo so it can be linked from other sites -* Other -** Create Facebook group _(just to reserve the name)_ -** Create Twitter feed -** Make redistributable versions of the logo so it can be linked from other sites diff --git a/Blender_to_IQM.md b/Blender_to_IQM.md index d2695cd..272e125 100644 --- a/Blender_to_IQM.md +++ b/Blender_to_IQM.md @@ -1,29 +1,29 @@ -h1. Blender to IQM +Blender to IQM +============== - h2. Blender when exporting to IQM +h2. Blender when exporting to IQM - h3. Needed/Example files - * Bounding Box for Stand and Crouch: http://dev.xonotic.org/attachments/download/33/bbox_crouch_stand.zip - * Erebus example blend: http://dev.xonotic.org/attachments/download/291/erebus.blend - * Erebus example framegroups: http://dev.xonotic.org/attachments/download/292/erebus.iqm.framegroups - * Link to exporter: http://sauerbraten.org/iqm/ +h3. Needed/Example files + \* Bounding Box for Stand and Crouch: http://dev.xonotic.org/attachments/download/33/bbox\_crouch\_stand.zip + \* Erebus example blend: http://dev.xonotic.org/attachments/download/291/erebus.blend + \* Erebus example framegroups: http://dev.xonotic.org/attachments/download/292/erebus.iqm.framegroups + \* Link to exporter: http://sauerbraten.org/iqm/ - h3. Before You Start - * use the bbox.blend in order to see the size that your model should be. Iqm exporter scale function untested. - * use the duck_bbox.blend in order to see the size that your model should be when crouching. - * for more information on bbox size refer to div0's model specs [[Player_Model_Spec]] - * naming conventions for textures and model go as follow assuming the example is the umbra model: modelname: umbra.iqm, framegroups: umbra.iqm.framegroups, textures: umbra.tga or (jpg), umbra_norm.tga, umbra_gloss.tga, (need to add more) +h3. Before You Start + \* use the bbox.blend in order to see the size that your model should be. Iqm exporter scale function untested. + \* use the duck\_bbox.blend in order to see the size that your model should be when crouching. + \* for more information on bbox size refer to div0’s model specs [[Player\_Model\_Spec]] + \* naming conventions for textures and model go as follow assuming the example is the umbra model: modelname: umbra.iqm, framegroups: umbra.iqm.framegroups, textures: umbra.tga or (jpg), umbra\_norm.tga, umbra\_gloss.tga, (need to add more) - h3. Exporting - # Select both mesh and armature in object mode. - # Go to scripts > export > inter-quake-model. - # Now make sure bounding boxes and meshes are both highlighted in the script window. - # Export to a file path of your choosing, /path/to/umbra.iqm. Put the names of all the animations in the animations box, using commas for multiple anims. Then hit the export button and hopefully it will work without any errors. - # Your model will need a .framegroups file to be used in Xonotic, look at the example file at the beginning of this article or check the [[Framegroups]] section of this wiki. +h3. Exporting + \# Select both mesh and armature in object mode. + \# Go to scripts \> export \> inter-quake-model. + \# Now make sure bounding boxes and meshes are both highlighted in the script window. + \# Export to a file path of your choosing, /path/to/umbra.iqm. Put the names of all the animations in the animations box, using commas for multiple anims. Then hit the export button and hopefully it will work without any errors. + \# Your model will need a .framegroups file to be used in Xonotic, look at the example file at the beginning of this article or check the [[Framegroups]] section of this wiki. -h3. Notes +### Notes As of 01/06/2012, Xonotic uses these animations: -
-dieone,dietwo,draw,duck,duckwalk,duckjump,duckidle,idle,jump,painone,paintwo,shoot,taunt,run,runbackwards,strafeleft,straferight,deadone,deadtwo,forwardright,forwardleft,backright,backleft,melee,duckwalkbackwards,duckstrafeleft,duckstraferight,duckforwardright,duckwalkforwardleft,duckbackwardright,duckbackwardleft
-
+ + dieone,dietwo,draw,duck,duckwalk,duckjump,duckidle,idle,jump,painone,paintwo,shoot,taunt,run,runbackwards,strafeleft,straferight,deadone,deadtwo,forwardright,forwardleft,backright,backleft,melee,duckwalkbackwards,duckstrafeleft,duckstraferight,duckforwardright,duckwalkforwardleft,duckbackwardright,duckbackwardleft diff --git a/Blender_to_dpm.md b/Blender_to_dpm.md index 43e34dd..42ddadf 100644 --- a/Blender_to_dpm.md +++ b/Blender_to_dpm.md @@ -1,44 +1,47 @@ -h1. Blender to dpm, a mini tutorial +Blender to dpm, a mini tutorial +=============================== -h2. Pre-required tools and reading +Pre-required tools and reading +------------------------------ -* Go here - http://developer.valvesoftware.com/wiki/Blender#Installation and download the export script. -* Rig / Animate as outlined here - http://developer.valvesoftware.com/wiki/Animation_in_Blender. -* Only works with Blender 248a -- 249b (2.50 is a no go). +- Go here - http://developer.valvesoftware.com/wiki/Blender\#Installation and download the export script. +- Rig / Animate as outlined here - http://developer.valvesoftware.com/wiki/Animation\_in\_Blender. +- Only works with Blender 248a — 249b (2.50 is a no go). +Blender work flow +----------------- -h2. Blender work flow +- Select your mesh and armature, export as smd. select Static Mesh. You only need to re-export this smd if the mesh or the rig change. +- Now export as Animation Sequence. Preferably you have one track (and smd file) per animation. name it so you know what it is (modelname\_attack1.smd for example). +- You could possibly use the “Animation Sequence ( ALL )” or “All…” options, but I haven’t tried so i cant say if it works. -* Select your mesh and armature, export as smd. select Static Mesh. You only need to re-export this smd if the mesh or the rig change. -* Now export as Animation Sequence. Preferably you have one track (and smd file) per animation. name it so you know what it is (modelname_attack1.smd for example). -* You could possibly use the "Animation Sequence ( ALL )" or "All..." options, but I haven't tried so i cant say if it works. +dpmodel work flow +----------------- +- dpmodel needs and a text file telling it how to bake the mesh and animation(s) into a dpm. This text file should look something like: -h2. dpmodel work flow +\> -* dpmodel needs and a text file telling it how to bake the mesh and animation(s) into a dpm. This text file should look something like: + # save the model as model.dpm + model model + # move the model this much before saving + origin 0 0 0 + # rotate the model 90 degrees around vertical + rotate 90 + # scale the model by this amount, 0.5 would be half size and 2.0 would be double size + scale 1 + # load the mesh file, this is stored into the dpm as frame 0 + scene model.smd + # Each following (if any) smd's are animations + scene model_action1.smd fps 30 + scene model_action2.smd fps 30 ->
-# save the model as model.dpm
-model model
-# move the model this much before saving
-origin 0 0 0
-# rotate the model 90 degrees around vertical
-rotate 90
-# scale the model by this amount, 0.5 would be half size and 2.0 would be double size
-scale 1
-# load the mesh file, this is stored into the dpm as frame 0
-scene model.smd
-# Each following (if any) smd's are animations
-scene model_action1.smd fps 30
-scene model_action2.smd fps 30
-
+- Place all smd’s and the text file in the same place, execute “dpmodel whatever\_you\_named\_that\_text\_file”. If all goes well you should now have a working dpm (and .framegroups file if its animated) -* Place all smd's and the text file in the same place, execute "dpmodel whatever_you_named_that_text_file". If all goes well you should now have a working dpm (and .framegroups file if its animated) +Caveats: +-------- +\* Your mesh needs to have a material assigned to it. The name of the material is what dp will look for to use as texture/shader on the model/mesh/es. + \* Blender exports what you got selected. make sure you have the relevant (and only the relevant) objects selected. + \* If export script fail with a encoding error, open it in a text editor and remove the whole top comment block (lines starting with \#). There’s an illegal character in there according to pyton. I haven’t bothered to check closer witch one it could be. -h2. Caveats: - - * Your mesh needs to have a material assigned to it. The name of the material is what dp will look for to use as texture/shader on the model/mesh/es. - * Blender exports what you got selected. make sure you have the relevant (and only the relevant) objects selected. - * If export script fail with a encoding error, open it in a text editor and remove the whole top comment block (lines starting with #). There's an illegal character in there according to pyton. I haven't bothered to check closer witch one it could be. diff --git a/Bot.md b/Bot.md index cff7ec0..1132c03 100644 --- a/Bot.md +++ b/Bot.md @@ -1,57 +1,62 @@ -h1. Bot +Bot +=== -h2. General behaviour +General behaviour +----------------- -h3. Goals +### Goals -h2. Pathfinding +Pathfinding +----------- -h3. Goals +### Goals -* Plan A - Grid based +- Plan A - Grid based -* Plan B - Waypoints based -** Cached waypoint links +- Plan B - Waypoints based + - Cached waypoint links -* A* based +- A\* based -* Cached nodes _(applies to both plans)_ -** This means that most of map discovery or waypoint creation will be done offline +- Cached nodes ** + - This means that most of map discovery or waypoint creation will be done offline -h2. Navigation +Navigation +---------- -h3. Goals +### Goals -* Steering behaviour +- Steering behaviour -* Swimming -** Support getting out of water -** Float in the same place if until a path is found -** Eventually support navigation under water as long as the pathfinder supports it too +- Swimming + - Support getting out of water + - Float in the same place if until a path is found + - Eventually support navigation under water as long as the pathfinder supports it too -* Able to get out of lava, acid, etc -** Ideally it should request quickly a new path to the pathfinder, instead of improvising on the movement code +- Able to get out of lava, acid, etc + - Ideally it should request quickly a new path to the pathfinder, instead of improvising on the movement code -* Never, ever, get stuck in the same place. Wander around if there nothing better to do. +- Never, ever, get stuck in the same place. Wander around if there nothing better to do. -* Able to rocket-jump _(as a last resource measure, when they're thrown into space void)_ +- Able to rocket-jump ** -* Plan A - Waypoint based -** Avoid path congestion _(this happens when more than one bot on the same team are traveling over the same path)_ +- Plan A - Waypoint based + - Avoid path congestion ** -* Filter insanely quick movements (aka shaking) +- Filter insanely quick movements (aka shaking) +Talking +------- -h2. Talking +### Goals -h3. Goals +Aiming +------ +### Goals -h2. Aiming +Coding guidelines +----------------- -h3. Goals - - -h2. Coding guidelines - -h2. Links +Links +----- diff --git a/CTF_-_Capture_the_flag.md b/CTF_-_Capture_the_flag.md index a1cc739..3ad5eba 100644 --- a/CTF_-_Capture_the_flag.md +++ b/CTF_-_Capture_the_flag.md @@ -1,28 +1,32 @@ -h1. CTF - Capture the flag - +CTF - Capture the flag +====================== There are three basic types of level layouts that tend to be favored. Each has its advantages and disadvantages. -h2. Rectangular +Rectangular +----------- Maps with a straightforward, linear route from flag to flag. The map is typically divided into three portions: a base area for each team, with a middle area connecting both of them to one another. -*Levels*: Gasoline powered, mentalspace, hydro, facing worlds -*Advantages*: Teammate positions on map are apparent, with attacker, defender, and roamer clearly defined. Fastest way to base is also apparent, with detours leading to health and items. These maps are great for new players because of the simplicity of the layout. Stalemates are easily resolved due to there being no real hiding place for flag carriers. -*Disadvantages*: Very easy to defend which results in camping, often making predictable game play. +**Levels**: Gasoline powered, mentalspace, hydro, facing worlds +**Advantages**: Teammate positions on map are apparent, with attacker, defender, and roamer clearly defined. Fastest way to base is also apparent, with detours leading to health and items. These maps are great for new players because of the simplicity of the layout. Stalemates are easily resolved due to there being no real hiding place for flag carriers. +**Disadvantages**: Very easy to defend which results in camping, often making predictable game play. -h2. Ant hill +Ant hill +-------- These maps are often the same shape as rectangular maps, but have many different paths to the bases. They are often enclosed or semi-enclosed, which makes the paths tunnel-like (hence, like an ant hill or a termite mound). For effective play, more attention must be given to the mini-map and and teammate communication than in an ordinary rectangular map. -*Levels*: Mikectf, moonstone -*Advantages*: Interesting game play, making confrontation with the enemy less frequent, bringing the game back to capture the flag. Deference is a little harder unless spawn points are in base. -*Disadvantages*: Carrier is easily hidden. Often resulting in a stalemates which slows game play. Players have to work all positions on the field to be successful. Game becomes very "chase to flag carrier through the tunnels" +**Levels**: Mikectf, moonstone +**Advantages**: Interesting game play, making confrontation with the enemy less frequent, bringing the game back to capture the flag. Deference is a little harder unless spawn points are in base. +**Disadvantages**: Carrier is easily hidden. Often resulting in a stalemates which slows game play. Players have to work all positions on the field to be successful. Game becomes very “chase to flag carrier through the tunnels” -h2. S- or Z-shaped +S- or Z-shaped +-------------- This is a non-linear map with a few detours and alternative routes to the bases. It tends to be a balanced level layout that offers a good deal of straightforwardness like a rectangular map with the variety of paths between bases like an ant hill map. -*Levels*: dm_castle, Dance -*Advantages*: Camping does not offer defense of the entire base so more offensive strategies must be used, leading to more dynamic game play. Positions are still apparent, making team organization easy -*Disadvantages*: Harder for new players due to more complicated routes to flags, slowing game play. Although laser walling resolves this problem. +**Levels**: dm\_castle, Dance +**Advantages**: Camping does not offer defense of the entire base so more offensive strategies must be used, leading to more dynamic game play. Positions are still apparent, making team organization easy +**Disadvantages**: Harder for new players due to more complicated routes to flags, slowing game play. Although laser walling resolves this problem. + diff --git a/Capture_the_Flag.md b/Capture_the_Flag.md index 56aae3b..42f9320 100644 --- a/Capture_the_Flag.md +++ b/Capture_the_Flag.md @@ -1,32 +1,38 @@ -h1. Capture The Flag (CTF) +Capture The Flag (CTF) +====================== -!http://pics.nexuizninjaz.com/images/zh1xq7e8jbjjwxk6ggh.jpg!:http://pics.nexuizninjaz.com/images/r9bwz58b2dli06rrqdsx.jpg !http://pics.nexuizninjaz.com/images/hm0x93hvbm1npbecvi30.jpg!:http://pics.nexuizninjaz.com/images/r9d27gmnj4kv5piexh6t.jpg -_(Click for bigger pictures)_ +![](http://pics.nexuizninjaz.com/images/zh1xq7e8jbjjwxk6ggh.jpg):http://pics.nexuizninjaz.com/images/r9bwz58b2dli06rrqdsx.jpg ![](http://pics.nexuizninjaz.com/images/hm0x93hvbm1npbecvi30.jpg):http://pics.nexuizninjaz.com/images/r9d27gmnj4kv5piexh6t.jpg +** -h2. Object of the Game +Object of the Game +------------------ In CTF there are 2 teams (red & blue), while each team got a base with their flag. The goal is to steal the other teams’ flag and bring it to your own to capture it. That’s only possible if your own flag is in your base and not taken by the other team. Usually a team needs 10 captures (caps) to win a map. How To: -!>http://pics.nexuizninjaz.com/images/tn6dbyyeq2hjoq1rwwu7.jpg! +![](>http://pics.nexuizninjaz.com/images/tn6dbyyeq2hjoq1rwwu7.jpg) -- Get the flag? Just walk over it. -- Return our flag? Kill the enemy and walk over the flag. -- Capture the flag? Hold the enemy’s flag and walk over your own in your base. +- Get the flag? Just walk over it. +- Return our flag? Kill the enemy and walk over the flag. +- Capture the flag? Hold the enemy’s flag and walk over your own in your base. -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -- Some maps can contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). They can be useful tools to win a match! -- [[Binds]] are useful to organize your team, e.g. to let them know if you are going to attack. There are several default binds on the Numpad. -- There is always a yellow waypoint above your Flag Carrier (FC) with a bar that shows his health and obviously it shows his position. Especially if he is on very low health try to assist and help him to capture the flag. +- Some maps can contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). They can be useful tools to win a match! +- [[Binds]] are useful to organize your team, e.g. to let them know if you are going to attack. There are several default binds on the Numpad. +- There is always a yellow waypoint above your Flag Carrier (FC) with a bar that shows his health and obviously it shows his position. Especially if he is on very low health try to assist and help him to capture the flag. -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Channels.md b/Channels.md index 8203a7b..5f3508b 100644 --- a/Channels.md +++ b/Channels.md @@ -1,154 +1,159 @@ -h1. Internet Relay Chat and Instant Messaging channels +Internet Relay Chat and Instant Messaging channels +================================================== -{{>toc}} +{{\>toc}} -h2. IRC +IRC +--- -For a short introduction to IRC, [[IRC#General-IRC-info-and-rules|skip to the bottom of this page]]. +For a short introduction to IRC, [[IRC\#General-IRC-info-and-rules|skip to the bottom of this page]]. -h3. Quakenet (irc.quakenet.org:6667) +### Quakenet (irc.quakenet.org:6667) -p(.
-#xonotic           - General purpose channel
-#xonotic.admins    - Channel for server admins
-#onotic.cup        - Cup channel
-#xonotic.duel      - Duel League channel
-#xonotic.editing   - Channel for mapmakers, modelers, texturers, etc.
-#xonotic.insta     - Insta channel
-#xonotic.ninjaz    - Xonotic Ninjaz (former Nexuiz Ninjaz)
-#xonotic.pickup    - Pickup channel
-#xonotic.translate - Channel to discuss translation issues
-#xdf               - Xonotic DeFrag
-
+p(. + + #xonotic - General purpose channel + #xonotic.admins - Channel for server admins + #onotic.cup - Cup channel + #xonotic.duel - Duel League channel + #xonotic.editing - Channel for mapmakers, modelers, texturers, etc. + #xonotic.insta - Insta channel + #xonotic.ninjaz - Xonotic Ninjaz (former Nexuiz Ninjaz) + #xonotic.pickup - Pickup channel + #xonotic.translate - Channel to discuss translation issues + #xdf - Xonotic DeFrag h4(. Country specific IRC channels -p(.
-#xonotic.au - Xonotic Australia
-#xonotic.de - Xonotic Germany
-#xonotic.fi - Xonotic Finland
-#xonotic.it - Xonotic Italy
-#xonotic.ro - Xonotic Romania
-#xonotic.ru - Xonotic Russia
-#xonotic.se - Xonotic Sweden
-#xonotic.uk - Xonotic United Kingdom
-
+p(. + + #xonotic.au - Xonotic Australia + #xonotic.de - Xonotic Germany + #xonotic.fi - Xonotic Finland + #xonotic.it - Xonotic Italy + #xonotic.ro - Xonotic Romania + #xonotic.ru - Xonotic Russia + #xonotic.se - Xonotic Sweden + #xonotic.uk - Xonotic United Kingdom h4(. Clan channels -p(.
-#bot.xonotic         - BOT
-#cf.etqw             - Combat Folk
-#conquerors          - Conquerors
-#dbc                 - DodgingBullets
-#dear                - dear
-#deathmatchers       - Deathmatchers
-#dietunichtguten     - Die Tunichtguten
-#eatseakittens       - Eat Sea Kittens
-#evil.ant.colony     - Evil Ant Colony
-#exile.xonotic       - eXiLe
-#lovers              - Lovers
-#menintux            - Men in Tux
-#mon.xonotic         - Monks of Nexuiz
-#nsb.nexuiz          - NSB - The Dyslexic Loser Mob
-#OHSNAP!             - OHSNAP!
-#pb.xonotic          - PeaceBrothers
-#profoundvelocity    - Profound Velocity
-#ps.xonotic          - Paradox Space
-#psyx                - Psychos of Xonotic
-#sh.nexuiz           - Shell
-#smb                 - Super Mario Brothers
-#smokebreak          - Smoke Break
-#unconnected.xonotic - unconnected
-
+p(. + + #bot.xonotic - BOT + #cf.etqw - Combat Folk + #conquerors - Conquerors + #dbc - DodgingBullets + #dear - dear + #deathmatchers - Deathmatchers + #dietunichtguten - Die Tunichtguten + #eatseakittens - Eat Sea Kittens + #evil.ant.colony - Evil Ant Colony + #exile.xonotic - eXiLe + #lovers - Lovers + #menintux - Men in Tux + #mon.xonotic - Monks of Nexuiz + #nsb.nexuiz - NSB - The Dyslexic Loser Mob + #OHSNAP! - OHSNAP! + #pb.xonotic - PeaceBrothers + #profoundvelocity - Profound Velocity + #ps.xonotic - Paradox Space + #psyx - Psychos of Xonotic + #sh.nexuiz - Shell + #smb - Super Mario Brothers + #smokebreak - Smoke Break + #unconnected.xonotic - unconnected h4(. Server channels -p(.
-#dtg.ctf           - Die Tunichtguten server (Minsta CTF)
-#esk.xonotic       - Eat Sea Kittens server (Minsta CTF)
-#exile.xonotic.1v1 - eXiLe servers (Minstagib + Duel)
-#hoctf             - House of CTF
-#mon.sa            - MoN servers (Overkill + Vehicle)
-#Prophets.Duel     - Prophets Minsta 1v1 server
-#Prophets.XDF      - Propehts DeFrag server
-#uc.xon            - Unconnected servers
-#xdf               - Xonotic DeFrag server
-
+p(. + + #dtg.ctf - Die Tunichtguten server (Minsta CTF) + #esk.xonotic - Eat Sea Kittens server (Minsta CTF) + #exile.xonotic.1v1 - eXiLe servers (Minstagib + Duel) + #hoctf - House of CTF + #mon.sa - MoN servers (Overkill + Vehicle) + #Prophets.Duel - Prophets Minsta 1v1 server + #Prophets.XDF - Propehts DeFrag server + #uc.xon - Unconnected servers + #xdf - Xonotic DeFrag server + +### FreeNode (chat.freenode.net:6667) -h3. FreeNode (chat.freenode.net:6667) +p(. -p(.
-#xonotic - Game developer channel. Non-development subjects should be directed to the main Xonotic channel on QuakeNet
-
+ #xonotic - Game developer channel. Non-development subjects should be directed to the main Xonotic channel on QuakeNet -h3. ARCNet (irc.arcnet.vapor.com:6667) +### ARCNet (irc.arcnet.vapor.com:6667) -p(.
-#dcc.admins - DCC Admins
-#dccdelight - DCC Delight servers
-
+p(. -h3. GlobalGamers (irc.globalgamers.net:6667) + #dcc.admins - DCC Admins + #dccdelight - DCC Delight servers -p(.
-#xonotic - General channel
-
+### GlobalGamers (irc.globalgamers.net:6667) -h2. Jabber XMPP MUCs +p(. -p(.
-xonotic at conf.jabberes.org - Spanish channel
-xonotic at conference.jabber.ru - Russian channel
-xonotic at conference.jabber.org - English channel
-
+ #xonotic - General channel -h2. General IRC info and rules +Jabber XMPP MUCs +---------------- -h3. About +p(. -Internet Relay Chat is one of the oldest methods for instant communication on the Internet. Interconnected Servers form a Network to which you can log on with an IRC client and provides channels (similar to conference calls or chats) where you can communicate with all others on the same channel in realtime and it's possible to join and be present on multiple channels in parallel. + xonotic at conf.jabberes.org - Spanish channel + xonotic at conference.jabber.ru - Russian channel + xonotic at conference.jabber.org - English channel + +General IRC info and rules +-------------------------- + +### About + +Internet Relay Chat is one of the oldest methods for instant communication on the Internet. Interconnected Servers form a Network to which you can log on with an IRC client and provides channels (similar to conference calls or chats) where you can communicate with all others on the same channel in realtime and it’s possible to join and be present on multiple channels in parallel. Channels are synchronized across all servers of the same network, but not across Networks. Channels with the same name on different Networks are completely independent. Most modern IRC clients also allow you to connect to several networks in parallel. -h3. Help +### Help Be conscious about security when connecting to any IRC network. Following these three rules will keep you out if trouble: -# Don't ever IRC as root! On Windows, don't use an administrator account. -# Don't just click or open any link that gets posted unless you are sure it is safe. - Don't type commands into your client or chatwindow that others tell you to. Verify it's safe to do so or evil things might happen. -# Especially if you want to stay around for longer on a network, get a bouncer or cloak. +1. Don’t ever IRC as root! On Windows, don’t use an administrator account. +2. Don’t just click or open any link that gets posted unless you are sure it is safe. + Don’t type commands into your client or chatwindow that others tell you to. Verify it’s safe to do so or evil things might happen. +3. Especially if you want to stay around for longer on a network, get a bouncer or cloak. -How to get a cloak depends on the network you are on. This normally means registering your nick on the network and setting some usermodes, then will prevent others from seeing your real IP address so you are less likely to get attacked for whatever reasons. Find your networks help channel and ask there if you can't figure it otherwise. -Some networks don't provide this service, you might want to think twice before going there without a bouncer. +How to get a cloak depends on the network you are on. This normally means registering your nick on the network and setting some usermodes, then will prevent others from seeing your real IP address so you are less likely to get attacked for whatever reasons. Find your networks help channel and ask there if you can’t figure it otherwise. +Some networks don’t provide this service, you might want to think twice before going there without a bouncer. You can also connect through Tor or a different anonymity service to hide your real whereabouts. But you might be blocked from some channels because these services are often used by spammers and other strange individuals. If you are paranoid your connection might get tapped or rerouted, most serious networks also provide SSL connections on port 7000 so you can be sure to have some privacy from your ISP. Also a good idea if you surf on WLANs or open networks. -h3. Rules +### Rules -IRC has it's own strange set of rules and etiquette. Newcomers without that knowledge often find it troublesome and frustrating until they get the hang of things. +IRC has it’s own strange set of rules and etiquette. Newcomers without that knowledge often find it troublesome and frustrating until they get the hang of things. Here are the most important rules to get you started. -* Be patient. +- Be patient. People are often connected 24/7 and simply seeing them in a channel does not imply they are actually in front of their computer or watching the chat window all the time. Depending on channel and timezones of others, it might be hours until you get a reply. -* Don't ask to ask. Just ask. +- Don’t ask to ask. Just ask. Noone likes to answer meta questions. Or nobody might be there to answer it. Waiting for it will just take you longer to get your real question answered. If you just ask your question someone who can help will likely speak up. -Also don't direct a generic question at someone if you don't really mean to. Others who might know an answer and could help you are likely to ignore you then. +Also don’t direct a generic question at someone if you don’t really mean to. Others who might know an answer and could help you are likely to ignore you then. -* Don't be rude. Don't be demanding. +- Don’t be rude. Don’t be demanding. Especially on help channels where people help you out on their free time, this will likely get you ignored very fast or even kicked from the channel. It is also considered rude to highlight (typing other peoples names) someone repeatedly to get their attention. -* Don't repeat yourself. +- Don’t repeat yourself. -This goes mostly for help channels, but repeating a question multiple times within minutes doesn't get you an answer any faster. +This goes mostly for help channels, but repeating a question multiple times within minutes doesn’t get you an answer any faster. This is also considered rude and more likely will get you ignored. People who have been away tend to read their chat history or backlog and will get back to you on their own. But on a very busy channel, your text might get overlooked and you can repeat it after waiting an appropriate time. + diff --git a/Clan_Arena.md b/Clan_Arena.md index b1659ec..6fe12d9 100644 --- a/Clan_Arena.md +++ b/Clan_Arena.md @@ -1,20 +1,25 @@ -h1. Clan Arena (CA) +Clan Arena (CA) +=============== -h2. Object of the Game +Object of the Game +------------------ -Clan Arena is basically Team [[Last_Man_Standing|LMS]] (you spawn with almost all weapons as well) where 2 teams (red & blue) fight against each other. Once you die you have to spectate. If 1 team is 100% dead the other team gets 1 point. 10 points to win a map. +Clan Arena is basically Team [[Last\_Man\_Standing|LMS]] (you spawn with almost all weapons as well) where 2 teams (red & blue) fight against each other. Once you die you have to spectate. If 1 team is 100% dead the other team gets 1 point. 10 points to win a map. - -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- + +- Team [[binds]] are again useful to show your position (e.g. “Roaming” bind on 8 [Numpad]) or to show enemy’s position. -- Team [[binds]] are again useful to show your position (e.g. “Roaming” bind on 8 [Numpad]) or to show enemy’s position. +List of Demos and Videos +------------------------ -h2. List of Demos and Videos +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Close_to_home.md b/Close_to_home.md index 4a9fda5..b9951d4 100644 --- a/Close_to_home.md +++ b/Close_to_home.md @@ -1,26 +1,32 @@ -h1. Close to home +Close to home +============= -h2. Background +Background +---------- Date: Late 24th century, AD -Region: Local Interstellar Cloud, distance inhibited by space travel technology. Antimatter drives offer speeds up to 78% of the speed of light. http://en.wikipedia.org/wiki/Local_Interstellar_Cloud +Region: Local Interstellar Cloud, distance inhibited by space travel technology. Antimatter drives offer speeds up to 78% of the speed of light. http://en.wikipedia.org/wiki/Local\_Interstellar\_Cloud -h2. Gameplay +Gameplay +-------- Xonotic single player will become a strategic FPS. Eventfully carrying game modes to multiplayer. Focus will stay on fast-paced action, although story and other control will be available between levels. At the beginning of the game you select between a faction and presented a brief background story. The menu between first person matches will be of a solar system, which then zooms out to the local interstellar group, much like the game star control 2 http://sc2.sourceforge.net/. Battles take place on potentially inhabitable planets, moons, space stations and asteroids. Much of the story can revolve around a main event. An example being the synchrotron particle accelerator being constructed around a gas giants asteroid belt in the effort to create civilizations first interstellar warpzone. -h2. Background +Background +---------- With Earth polluted and over populated, due to capitalism taking full force in the early 3rd millennium, technology and production thrived. Creation of the fusion reactor led to an abundance of energy available to the world, but was monopolized by Global Industries: a sprawling, mega-conglomerate corporation. With corporations more powerful than the government, many fled to new worlds hoping to escape the monopoly of these few elite businessmen and the corporations they hide behind. The major gap between the rich and poor led to the formation of the Rebel Alliance. The Rebels where able to seize control of partly terra-formed Mars in the 22nd century. Global Industries share prices plummeted, leading to a temporary peace. With Artificial Intelligence observed in most supercomputers, focus lead into creating a private artificial army. This only led to more problems. Robots were disobedient. With collectively thinking between artificial intelligences taking place without human knowledge, eventually the robot army created to destroy the rebels, left the solar system to pursue their own endeavors. They have not been found since. -As Global Industries shifted focused on controlling other star systems... - -h2. Factions +As Global Industries shifted focused on controlling other star systems… -|_.Name|_.Native Color|_.Species|_.Place of Origin|_.Bio|_.Player Models| +Factions +-------- + +|*.Name|*.Native Color|*.Species|*.Place of Origin|*.Bio|*.Player Models| |Global Indutries|Blue/Cyan|Cyborg|Earth - Sol http://en.wikipedia.org/wiki/Earth|Those who stayed on earth indulged in taking evolution entirely into there own hands using technology. With augmentations put to the extremes, with digestive systems removed and replaced with fusion cells, entire nervous systems and limbs replaced for enhanced dexterity, and even large parts of the brain were replaced.|Umbra| -|?|Red/Orange|Martians|Mars - Sol http://en.wikipedia.org/wiki/Terraforming_mars|After humankind's gradual terra-forming of Mars was completed, sanctions were imposed agents capitalism in-order to prevent the degradation of the newly formed environment. Superior through genetics, via eugenics and socialist rule, the martians accelerated their evolution, only allowing the strongest to survive. Have various other out posts in the local interstellar cloud and are at a constant cold war with the Cyborgs.|Ignis, Pyria| -|UAF (United Artificial Federation)|Yellow/Grey|Robots|Planet X - Alpha Centauri 4.37 light years away from Sol http://en.wikipedia.org/wiki/Alpha_Centauri|After computer power increased, due to a enormous amounts of research from the push of capitalism, robots with artificial intelligence began to appear. The artificial species segregated on earth, only kept slaves on, one by one escaped. First inhabiting the moons of Saturn. Eventually the robotic was slowly push out of Sol until it made its way to the star system Alpha Centauri. Once the system was inhabited, no cyborgs where permitted within. Although they do have close relations to the Martians.|| -|?|Green/Purple|Aliens|Planet Y - Epsilon Eridani 10.5 light years away from Sol http://en.wikipedia.org/wiki/Epsilon_Eridani|First and only alien race discovered in the galaxy. Their umanoid appearance only suggests that both humans and aliens eventuated from the same origin, hence the hunt for the origin of life and Xonotic (what ever that may be; possibly an ancient alien race that are so evolved, that they are inter-dimensional god-like beings). They have 3 fingers and have green blood. Are in regular trade with the Cyborgs.|Gak| +|?|Red/Orange|Martians|Mars - Sol http://en.wikipedia.org/wiki/Terraforming\_mars|After humankind’s gradual terra-forming of Mars was completed, sanctions were imposed agents capitalism in-order to prevent the degradation of the newly formed environment. Superior through genetics, via eugenics and socialist rule, the martians accelerated their evolution, only allowing the strongest to survive. Have various other out posts in the local interstellar cloud and are at a constant cold war with the Cyborgs.|Ignis, Pyria| +|UAF (United Artificial Federation)|Yellow/Grey|Robots|Planet X - Alpha Centauri 4.37 light years away from Sol http://en.wikipedia.org/wiki/Alpha\_Centauri|After computer power increased, due to a enormous amounts of research from the push of capitalism, robots with artificial intelligence began to appear. The artificial species segregated on earth, only kept slaves on, one by one escaped. First inhabiting the moons of Saturn. Eventually the robotic was slowly push out of Sol until it made its way to the star system Alpha Centauri. Once the system was inhabited, no cyborgs where permitted within. Although they do have close relations to the Martians.|| +|?|Green/Purple|Aliens|Planet Y - Epsilon Eridani 10.5 light years away from Sol http://en.wikipedia.org/wiki/Epsilon\_Eridani|First and only alien race discovered in the galaxy. Their umanoid appearance only suggests that both humans and aliens eventuated from the same origin, hence the hunt for the origin of life and Xonotic (what ever that may be; possibly an ancient alien race that are so evolved, that they are inter-dimensional god-like beings). They have 3 fingers and have green blood. Are in regular trade with the Cyborgs.|Gak| + diff --git a/Community_development.md b/Community_development.md index 958c7d1..3fd2179 100644 --- a/Community_development.md +++ b/Community_development.md @@ -1,6 +1,7 @@ -h1. Community development +Community development +===================== -{{>toc}} +{{\>toc}} Dokujisan is forming a group called the XCT or Xonotic Community Team This will be made up of a group of select people from each regional community (North america, Europe, Australia. @@ -8,125 +9,136 @@ This will be made up of a group of select people from each regional community (N The purpose of XCT is to help plan and execute tasks related to community activity, such as building up clan activity and managing tournaments. Dokujisan is the community director of Xonotic and his main role is to help establish the organization of community activities. -The activity that stems from the efforts of XCT won't be based on Dokujisan's decisions alone. The planning will be done in a group fashion. -Of course, the activities decide by those in XCT need to be okay with the rest of *Team Xonotic*. +The activity that stems from the efforts of XCT won’t be based on Dokujisan’s decisions alone. The planning will be done in a group fashion. +Of course, the activities decide by those in XCT need to be okay with the rest of **Team Xonotic**. So far, we have the following XCT members. These groups will group and change overtime. -h2. North America +North America +------------- -* Dokujisan -* Nifrek -* PCLizard -* DarthSparty -* Agama +- Dokujisan +- Nifrek +- PCLizard +- DarthSparty +- Agama -h2. Europe +Europe +------ -* Kojn -* SinSniper -* thyr4ne -* Unknown[NF] -* atheros +- Kojn +- SinSniper +- thyr4ne +- Unknown[NF] +- atheros -h2. Australia +Australia +--------- -* Hew -* rabs +- Hew +- rabs -h2. Latin America +Latin America +------------- -* mand1nga -* iR3ul -* Kita +- mand1nga +- iR3ul +- Kita -h2. Southeast Asia +Southeast Asia +-------------- -* to-be-determined +- to-be-determined -h2. Russian +Russian +------- -* to-be-determined +- to-be-determined - -h1. Main elements of Xonotic community development +Main elements of Xonotic community development +============================================== The following will have more detail added soon. For now, here is an overview -# Build interest from active players in clan activity -# Establish "Batcave" like servers for pickup matches and training -# Utilize the #xonotic.pickup channel for regular pickup matches -# Plan tournaments -# Create bootcamp training system for helping newcomers to jump to intermediate skill level quickly -# Constant effort to communicate to with players on public servers to generate interest in clan activity, pickup matches and tournaments - +1. Build interest from active players in clan activity +2. Establish “Batcave” like servers for pickup matches and training +3. Utilize the \#xonotic.pickup channel for regular pickup matches +4. Plan tournaments +5. Create bootcamp training system for helping newcomers to jump to intermediate skill level quickly +6. Constant effort to communicate to with players on public servers to generate interest in clan activity, pickup matches and tournaments -h1. Community lists +Community lists +=============== We will use these lists to help with the steps of building community activity -h2. North American - -h3. Clan members +North American +-------------- -* f10: DarthSparty, Aport, Face, Calx, Blackmushroom, Kamar, Nixter, Phryg -* Lunetist [+]: MaKR, Erusavion, Quadratic, Liquid-Sin -* Machine Vision [mv]: klon, /dev/null, Peanut, lex -* Men in Tux [MiT]: PCLizard, Ares, Ghost, MadSkillz, Panzer, Om3ddr4g0n -* optimal [o]: Dokujisan -* Talionis (//T): Agama, AnnKittyKat, Scorpion, Surb, Claysm, Jean-Luc, Ulysses +### Clan members -h2. Europe +- f10: DarthSparty, Aport, Face, Calx, Blackmushroom, Kamar, Nixter, Phryg +- Lunetist [+]: MaKR, Erusavion, Quadratic, Liquid-Sin +- Machine Vision [mv]: klon, /dev/null, Peanut, lex +- Men in Tux [MiT]: PCLizard, Ares, Ghost, MadSkillz, Panzer, Om3ddr4g0n +- optimal [o]: Dokujisan +- Talionis (//T): Agama, AnnKittyKat, Scorpion, Surb, Claysm, Jean-Luc, Ulysses -h3. Clan members +Europe +------ -* Apocalyptic xtreme Gamerz [AxG]: -* blah//: -* [BOT]: Grunt, kuniuthefrogg, Lord Th90, Mirio, Misio, Rage Against The Washing Machine, weed -* CapBots: ItsMe -* Conquerors [CON]: cortez, Diomedes, killgenerals, Parp, Sless -* Die Tunichtguten: Mattias, Nesquick -* DodgingBulletsClan [DBC]: -* Deathmatchers DMs||: FruitieX, kojn, kyre, Morfar, Unknown[NF] -* Laidback [LDB]: BOnZa, C.Brutail, esteel -* Legion of Caps [LoC]: -* Monks of Nexuiz [MoN]: chooksta, CriboZai, Dhraakellian, Hhondar, mand1nga, Morphed, narvik86, Ronan, Secret Squirrel, SoulKeeper_p, tZork -* PeaceBrothers: divVerent, FruitieX, MrBougo, ohaii, Rad Ished -* shell [sh]: atheros, L29Ah, lda17h, naryl, shogun assassin, waterlaz -* The Badass Choobs: Akari -* unconnected: BizzyBeaver, CRRAZZY RULEZZ, Debugger, jhonny +### Clan members +- Apocalyptic xtreme Gamerz [AxG]: +- blah//: +- [BOT]: Grunt, kuniuthefrogg, Lord Th90, Mirio, Misio, Rage Against The Washing Machine, weed +- CapBots: ItsMe +- Conquerors [CON]: cortez, Diomedes, killgenerals, Parp, Sless +- Die Tunichtguten: Mattias, Nesquick +- DodgingBulletsClan [DBC]: +- Deathmatchers DMs||: FruitieX, kojn, kyre, Morfar, Unknown[NF] +- Laidback [LDB]: BOnZa, C.Brutail, esteel +- Legion of Caps [LoC]: +- Monks of Nexuiz [MoN]: chooksta, CriboZai, Dhraakellian, Hhondar, mand1nga, Morphed, narvik86, Ronan, Secret Squirrel, SoulKeeper\_p, tZork +- PeaceBrothers: divVerent, FruitieX, MrBougo, ohaii, Rad Ished +- shell [sh]: atheros, L29Ah, lda17h, naryl, shogun assassin, waterlaz +- The Badass Choobs: Akari +- unconnected: BizzyBeaver, CRRAZZY RULEZZ, Debugger, jhonny -h2. Australia/New Zealand +Australia/New Zealand +--------------------- -h3. Clan Members +### Clan Members -* Bounty Hunters [$] - alfredthetomato, BOGAN, [clan]clan, CARNAG3, DUST'N'BONES, kaepora_gaebora -* lzr - aurix, bones_was_here, killquick, wayno -* Old Farts [3<*] - chooksta, Mickrip, MONK, Tinason, TurdMan2.0, Turkey Shoot, Zoltan, -* Questionable [?] - Fishman, Lithrem, Weasel -* zero [0] - Charmander, harry_ftw, ICE MAN, MDWGUNS, PAGEY, viscous -* pride - deathdoG, Hew, rabs, Trev, Wolskie, 2stan -* ! - B3RZ3RK, Chez, cuinnton, ensignricky, Viktor +- Bounty Hunters [\$] - alfredthetomato, BOGAN, [clan]clan, CARNAG3, DUST’N’BONES, kaepora\_gaebora +- lzr - aurix, bones\_was\_here, killquick, wayno +- Old Farts [3\<**] - chooksta, Mickrip, MONK, Tinason, TurdMan2.0, Turkey Shoot, Zoltan, + ** Questionable [?] - Fishman, Lithrem, Weasel +- zero [0] - Charmander, harry\_ftw, ICE MAN, MDWGUNS, PAGEY, viscous +- pride - deathdoG, Hew, rabs, Trev, Wolskie, 2stan +- ! - B3RZ3RK, Chez, cuinnton, ensignricky, Viktor -# Pub CTF - We have regular announcements about Upcoming Tournaments and Movement Trainings which helps new players get into the competitive fold. +1. Pub CTF - We have regular announcements about Upcoming Tournaments and Movement Trainings which helps new players get into the competitive fold. -h2. Latin America +Latin America +------------- -h3. Players in clans +### Players in clans -h3. Intermediate or above players who are not in clans +### Intermediate or above players who are not in clans -h2. Southeast Asia +Southeast Asia +-------------- -h3. Players in clans +### Players in clans -* MONK (he's in an aussie clan, but lives in Japan) +- MONK (he’s in an aussie clan, but lives in Japan) -h3. Intermediate or above palyers who are not in clans +### Intermediate or above palyers who are not in clans -h2. Russia +Russia +------ -h3. Players in clans +### Players in clans -h3. Intermediate or above players who are not in clans +### Intermediate or above players who are not in clans diff --git a/Compiling_In_Windows.md b/Compiling_In_Windows.md index f0eb73e..7ca4b96 100644 --- a/Compiling_In_Windows.md +++ b/Compiling_In_Windows.md @@ -1,112 +1,120 @@ -h1. Compiling In Windows +Compiling In Windows +==================== -{{>toc}} +{{\>toc}} -*This guide has been replaced by a shorter alternative.* This guide should still work, and get you a standalone MinGW/MSYS environment with access to msysgit. The new method only makes use of msysgit and is therefore easier and faster to set up. See the [[Repository Access#Windows]] page. +**This guide has been replaced by a shorter alternative.** This guide should still work, and get you a standalone MinGW/MSYS environment with access to msysgit. The new method only makes use of msysgit and is therefore easier and faster to set up. See the [[Repository Access\#Windows]] page. This is an unofficial updated version of the outdated [[Outdated Compiling in Windows|Compiling in Windows]] page. There are no more automated tools in this version of the guide. You will need about 10 gigabytes of disk space to keep the sources (the uncompressed texture files are quite large and git keeps a backup copy, doubling the actual size of the sources). -h2. Step 1: installing the prerequisites +Step 1: installing the prerequisites +------------------------------------ To compile and run Xonotic in Windows, you will need to download the following. Do not install anything yet, this is covered in the next section. -* The latest version of "MinGW":http://sourceforge.net/projects/mingw/files/. At the time of writing this guide, mingw provides an installer (mingw-get-inst). More up-to-date information on how to get MinGW can be found on http://mingw.org -* "msysgit":https://code.google.com/p/msysgit/downloads/list. Make sure you get the latest *full installer for official Git* (not the self-contained packages). At the time of writing this, the latest installer is called Git-1.7.11-preview20120710.exe. +\* The latest version of [MinGW](http://sourceforge.net/projects/mingw/files/). At the time of writing this guide, mingw provides an installer (mingw-get-inst). More up-to-date information on how to get MinGW can be found on http://mingw.org +\* [msysgit](https://code.google.com/p/msysgit/downloads/list). Make sure you get the latest **full installer for official Git** (not the self-contained packages). At the time of writing this, the latest installer is called Git-1.7.11-preview20120710.exe. -h3. Installing MinGW +### Installing MinGW These instructions apply to mingw-get-inst. Run the installer. When setting up the path, if you do not pick the default, make at least sure that the installation path you choose contains no space in it. Thus, Program Files is out of question. -When you reach the "select components" section, you need to check "MSYS Basic System" (*not* "MinGW Developer Toolkit"). You will also need the C compiler, which should be selected by default. +When you reach the “select components” section, you need to check “MSYS Basic System” (**not** “MinGW Developer Toolkit”). You will also need the C compiler, which should be selected by default. -When the setup is complete, you will get a "MinGW Shell" in your start menu. This is a Unix-like shell that you will soon use to manage and compile the Xonotic source files. It will also be used to launch the game. +When the setup is complete, you will get a “MinGW Shell” in your start menu. This is a Unix-like shell that you will soon use to manage and compile the Xonotic source files. It will also be used to launch the game. -h3. Installing msysgit +### Installing msysgit -Run the installer. At the component selection screen (screenhsot: attachment:"git-1-components.png"), uncheck the "Associate .sh files" option. Windows Explorer Integration can also optionnally be unselected -- it is only useful if you plan on contributing and do not like using git purely from the command line to do so. When you get to the PATH adjusting screen (screenshot: attachment:git-2-path.png), you need to select the second option (Run Git from the Windows Command Prompt). This ensures that git can be run from the MinGW shell, as we will not use the shell that comes with msysgit for this. Finally, in the line ending screen (screenshot: attachment:git-3-crlf.png), keep the first option selected unless you know what you're doing. +Run the installer. At the component selection screen (screenhsot: attachment:“git-1-components.png”), uncheck the “Associate .sh files” option. Windows Explorer Integration can also optionnally be unselected — it is only useful if you plan on contributing and do not like using git purely from the command line to do so. When you get to the PATH adjusting screen (screenshot: attachment:git-2-path.png), you need to select the second option (Run Git from the Windows Command Prompt). This ensures that git can be run from the MinGW shell, as we will not use the shell that comes with msysgit for this. Finally, in the line ending screen (screenshot: attachment:git-3-crlf.png), keep the first option selected unless you know what you’re doing. -h3. Installing the dependencies in MinGW +### Installing the dependencies in MinGW Xonotic requires a few more packages in MinGW that are not provided by default. Installing them is quite simple, just open a MinGW Shell and type the following line: -
-mingw-get install msys-wget msys-unzip mingw32-libiconv mingw32-libintl msys-libopenssl
-
-You can paste text in the shell by right-clicking the title bar and selecting _Edit_ > _Paste_. But be careful with this, mistakes can happen! + + mingw-get install msys-wget msys-unzip mingw32-libiconv mingw32-libintl msys-libopenssl + +You can paste text in the shell by right-clicking the title bar and selecting *Edit* \> *Paste*. But be careful with this, mistakes can happen! To close a MinGW Shell, just type -
exit
But keep this one open, we're going to use it some more. + + exit + +But keep this one open, we’re going to use it some more. To close a MinGW Shell, just type -
-exit
-
But keep this one open, we're going to use it some more. + exit -h2. Step 2: downloading the Xonotic source files +But keep this one open, we’re going to use it some more. -In this step, we will clone the Xonotic git repositories inside MinGW's install directory. +Step 2: downloading the Xonotic source files +-------------------------------------------- + +In this step, we will clone the Xonotic git repositories inside MinGW’s install directory. In your MinGW Shell, type -
-git clone git://git.xonotic.org/xonotic/xonotic.git
-
This will clone the base repository, which contains a script called "@all@" that will manage the subrepositories. I will call this script @./all@ to avoid confusion, as this is how we will be using it in the terminal. + + git clone git://git.xonotic.org/xonotic/xonotic.git + +This will clone the base repository, which contains a script called “`all`” that will manage the subrepositories. I will call this script `./all` to avoid confusion, as this is how we will be using it in the terminal. Next, type -
-cd xonotic
-./all update -l best
-
The @cd@ line tells the Shell to go inside the @xonotic@ directory, where @./all@ is located. In the second line, the @-l best@ part asks @./all@ to pick the best available mirror. This step will dowload several gigabytes of data, so expect it to take a while. + cd xonotic + ./all update -l best + +The `cd` line tells the Shell to go inside the `xonotic` directory, where `./all` is located. In the second line, the `-l best` part asks `./all` to pick the best available mirror. This step will dowload several gigabytes of data, so expect it to take a while. -h2. Step 3: compiling +Step 3: compiling +----------------- Compiling the game is quite simple. In your MinGW Shell, just type -
-./all compile
-
+ + ./all compile This will compile fteqcc (which is a compiler for the QuakeC language), then the game code using fteqcc, then the DarkPlaces engine. -This step can take a few minutes, so be patient! When it's over, check the last few lines to see if it reports any errors. +This step can take a few minutes, so be patient! When it’s over, check the last few lines to see if it reports any errors. +Step 4: running the game! +------------------------- -h2. Step 4: running the game! +To run the game, you have to use `./all` again: -To run the game, you have to use @./all@ again: -
-./all run
-
+ ./all run If you ever need to start the game in windowed mode, you can launch it this way: -
-./all run +vid_fullscreen 0
-
-By default, @./all@ uses the SDL build (called @xonotic-sdl.exe@ in releases). You can use the WGL build (@xonotic.exe@) like this: -
-./all run wgl
-
+ ./all run +vid_fullscreen 0 + +By default, `./all` uses the SDL build (called `xonotic-sdl.exe` in releases). You can use the WGL build (`xonotic.exe`) like this: + + ./all run wgl + +You will always need to use `./all` to launch the game. Do not forget that you need to be in the `xonotic` directory when you use the `./all` command. That means you have to type -You will always need to use @./all@ to launch the game. Do not forget that you need to be in the @xonotic@ directory when you use the @./all@ command. That means you have to type -
-cd xonotic
-
when you start a MinGW Shell before updating, compiling, or running Xonotic. + cd xonotic +when you start a MinGW Shell before updating, compiling, or running Xonotic. -h2. Keeping up to date +Keeping up to date +------------------ To keep up to date, all you need to do is repeat some of the steps above. More precisely, here is what you will usually type in a new MinGW Shell to update Xonotic to the latest git revision: -
-cd xonotic
-./all update
-./all compile
-
You can optionally use this as the third line if the compilation does not work: -
-./all compile -c
-
This will remove the partially compiled files from the previous compiles. It has been known to resolve some errors before, but it can take a little longer to recompile everything. + cd xonotic + ./all update + ./all compile + +You can optionally use this as the third line if the compilation does not work: + + ./all compile -c + +This will remove the partially compiled files from the previous compiles. It has been known to resolve some errors before, but it can take a little longer to recompile everything. + +Getting help +------------ -h2. Getting help +You can always ask for help in the [Xonotic forums](http://forums.xonotic.org), under the Help and Support section. -You can always ask for help in the "Xonotic forums":http://forums.xonotic.org, under the Help and Support section. diff --git a/Complete_list_of_command_line_parameters.md b/Complete_list_of_command_line_parameters.md index deba8a9..19b02f3 100644 --- a/Complete_list_of_command_line_parameters.md +++ b/Complete_list_of_command_line_parameters.md @@ -1,205 +1,216 @@ -h1. Complete list of command line parameters - -h2. Common options - -* *@-connect@ address:* Talk to a NetRadiant instance using a specific XML based protocol -* *@-force@:* Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash -* *@-fs_basepath@ path:* Sets the given path as main directory of the game (can be used more than once to look in multiple paths) -* *@-fs_game@ gamename:* Sets a different game directory name (default for Q3A: baseq3) -* *@-fs_homebase@ dir:* Specifies where the user home directory name is on Linux (default for Q3A: .q3a) -* *@-game@ gamename:* Load settings for the given game (default: quake3) -* *@-subdivisions@ F:* multiplier for patch subdivisions quality -* *@-threads@ N:* number of threads to use -* *@-v@:* Verbose mode - -h2. BSP stage - -* *@-bsp@ ... filename.map:* Switch that enters this stage -* *@-altsplit@:* Alternate BSP tree splitting weights (should give more fps) -* *@-celshader@ shadername:* Sets a global cel shader name -* *@-custinfoparms@:* Read scripts/custinfoparms.txt -* *@-debuginset@:* Push all triangle vertexes towards the triangle center -* *@-debugportals@:* Make BSP portals visible in the map -* *@-debugsurfaces@:* Color the vertexes according to the index of the surface -* *@-deep@:* Use detail brushes in the BSP tree, but at lowest priority (should give more fps) -* *@-de@ F:* Distance epsilon for plane snapping etc. -* *@-fakemap@:* Write fakemap.map containing all world brushes -* *@-flares@:* Turn on support for flares (TEST?) -* *@-flat@:* Enable flat shading (good for combining with -celshader) -* *@-fulldetail@:* Treat detail brushes as structural ones -* *@-leaktest@:* Abort if a leak was found -* *@-meta@:* Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS) -* *@-minsamplesize@ N:* Sets minimum lightmap resolution in luxels/qu -* *@-mi@ N:* Sets the maximum number of indexes per surface -* *@-mv@ N:* Sets the maximum number of vertices of a lightmapped surface -* *@-ne@ F:* Normal epsilon for plane snapping etc. -* *@-nocurves@:* Turn off support for patches -* *@-nodetail@:* Leave out detail brushes -* *@-noflares@:* Turn off support for flares -* *@-nofog@:* Turn off support for fog volumes -* *@-nohint@:* Turn off support for hint brushes -* *@-nosubdivide@:* Turn off support for @q3map_tessSize@ (breaks water vertex deforms) -* *@-notjunc@:* Do not fix T-junctions (causes cracks between triangles, do not use) -* *@-nowater@:* Turn off support for water, slime or lava (Stef, this is for you) -* *@-np@ A:* Force all surfaces to be nonplanar with a given shade angle -* *@-onlyents@:* Only update entities in the BSP -* *@-patchmeta@:* Turn patches into triangle meshes for display -* *@-rename@:* Append "\_bsp" suffix to misc\_model shaders (needed for SoF2) -* *@-samplesize@ N:* Sets default lightmap resolution in luxels/qu -* *@-skyfix@:* Turn sky box into six surfaces to work around ATI problems -* *@-snap@ N:* Snap brush bevel planes to the given number of units -* *@-tempname@ filename.map:* Read the MAP file from the given file name -* *@-texrange@ N:* Limit per-surface texture range to the given number of units, and subdivide surfaces like with @q3map_tessSize@ if this is not met -* *@-tmpout@:* Write the BSP file to /tmp -* *@-verboseentities@:* Enable @-v@ only for map entities, not for the world - -h2. VIS stage - -* *@-vis@ ... filename.map:* Switch that enters this stage -* *@-fast@:* Very fast and crude vis calculation -* *@-mergeportals@:* The less crude half of @-merge@, makes vis sometimes much faster but doesn't hurt fps usually -* *@-merge@:* Faster but still okay vis calculation -* *@-nopassage@:* Just use PortalFlow vis (usually less fps) -* *@-nosort@:* Do not sort the portals before calculating vis (usually slower) -* *@-passageOnly@:* Just use PassageFlow vis (usually less fps) -* *@-saveprt@:* Keep the PRT file after running vis (so you can run vis again) -* *@-tmpin@:* Use /tmp folder for input -* *@-tmpout@:* Use /tmp folder for output - -h2. LIGHT stage - -* *@-light@ ... filename.map:* Switch that enters this stage -* *@-vlight@ ... filename.map:* Deprecated alias for @-light -fast@ ... filename.map -* *@-approx@ N:* Vertex light approximation tolerance (never use in conjunction with deluxemapping) -* *@-areascale@ F, @-area@ F:* Scaling factor for area lights (surfacelight) -* *@-border@:* Add a red border to lightmaps for debugging -* *@-bouncegrid@:* Also compute radiosity on the light grid -* *@-bounceonly@:* Only compute radiosity -* *@-bouncescale@ F:* Scaling factor for radiosity -* *@-bounce@ N:* Number of bounces for radiosity -* *@-cheapgrid@:* Use @-cheap@ style lighting for radiosity -* *@-cheap@:* Abort vertex light calculations when white is reached -* *@-compensate@ F:* Lightmap compensate (darkening factor applied after everything else) -* *@-cpma@:* CPMA vertex lighting mode -* *@-custinfoparms@:* Read scripts/custinfoparms.txt -* *@-dark@:* Darken lightmap seams -* *@-debugaxis@:* Color the lightmaps according to the lightmap axis -* *@-debugcluster@:* Color the lightmaps according to the index of the cluster -* *@-debugdeluxe@:* Show deluxemaps on the lightmap -* *@-debugnormals@:* Color the lightmaps according to the direction of the surface normal -* *@-debugorigin@:* Color the lightmaps according to the origin of the luxels -* *@-debugsurfaces@, @-debugsurface@:* Color the lightmaps according to the index of the surface -* *@-debugunused@:* This option does nothing -* *@-debug@:* Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red -* *@-deluxemode 0@:* Use modelspace deluxemaps (DarkPlaces) -* *@-deluxemode 1@:* Use tangentspace deluxemaps -* *@-deluxe@, @-deluxemap@:* Enable deluxemapping (light direction maps) -* *@-dirtdebug@, @-debugdirt@:* Store the dirtmaps as lightmaps for debugging -* *@-dirtdepth@:* Dirtmapping depth -* *@-dirtgain@:* Dirtmapping exponent -* *@-dirtmode 0@:* Ordered direction dirtmapping -* *@-dirtmode 1@:* Randomized direction dirtmapping -* *@-dirtscale@:* Dirtmapping scaling factor -* *@-dirty@:* Enable dirtmapping -* *@-dump@:* Dump radiosity from @-bounce@ into numbered MAP file prefabs -* *@-export@:* Export lightmaps when compile finished (like @-export@ mode) -* *@-exposure@ F:* Lightmap exposure to better support overbright spots -* *@-external@:* Force external lightmaps even if at size of internal lightmaps -* *@-extravisnudge@:* Broken feature to nudge the luxel origin to a better vis cluster -* *@-extrawide@:* Deprecated alias for @-super 2 -filter@ -* *@-extra@:* Deprecated alias for @-super 2@ -* *@-fastbounce@:* Use @-fast@ style lighting for radiosity -* *@-faster@:* Use a faster falloff curve for lighting; also implies @-fast@ -* *@-fastgrid@:* Use @-fast@ style lighting for the light grid -* *@-fast@:* Ignore tiny light contributions -* *@-filter@:* Lightmap filtering -* *@-floodlight@:* Enable floodlight (zero-effort somewhat decent lighting) -* *@-gamma@ F:* Lightmap gamma -* *@-gridambientscale@ F:* Scaling factor for the light grid ambient components only -* *@-gridscale@ F:* Scaling factor for the light grid only -* *@-keeplights@:* Keep light entities in the BSP file after compile -* *@-lightmapdir@ directory:* Directory to store external lightmaps (default: same as map name without extension) -* *@-lightmapsize@ N:* Size of lightmaps to generate (must be a power of two) -* *@-lomem@:* Low memory but slower lighting mode -* *@-lowquality@:* Low quality floodlight (appears to currently break floodlight) -* *@-minsamplesize@ N:* Sets minimum lightmap resolution in luxels/qu -* *@-nocollapse@:* Do not collapse identical lightmaps -* *@-nodeluxe@, @-nodeluxemap@:* Disable deluxemapping -* *@-nogrid@:* Disable grid light calculation (makes all entities fullbright) -* *@-nolightmapsearch@:* Do not optimize lightmap packing for GPU memory usage (as doing so costs fps) -* *@-normalmap@:* Color the lightmaps according to the direction of the surface normal (TODO is this identical to @-debugnormals@?) -* *@-nostyle@, @-nostyles@:* Disable support for light styles -* *@-nosurf@:* Disable tracing against surfaces (only uses BSP nodes then) -* *@-notrace@:* Disable shadow occlusion -* *@-novertex@:* Disable vertex lighting -* *@-patchshadows@:* Cast shadows from patches -* *@-pointscale@ F, @-point@ F:* Scaling factor for point lights (light entities) -* *@-q3@:* Use nonlinear falloff curve by default (like Q3A) -* *@-samplescale@ F:* Scales all lightmap resolutions -* *@-samplesize@ N:* Sets default lightmap resolution in luxels/qu -* *@-samples@ N:* Adaptive supersampling quality -* *@-scale@ F:* Scaling factor for all light types -* *@-shadeangle@ A:* Angle for phong shading -* *@-shade@:* Enable phong shading at default shade angle -* *@-skyscale@ F, @-sky@ F:* Scaling factor for sky and sun light -* *@-smooth@:* Deprecated alias for @-samples 2@ -* *@-style@, @-styles@:* Enable support for light styles -* *@-sunonly@:* Only compute sun light -* *@-super@ N, @-supersample@ N:* Ordered grid supersampling quality -* *@-thresh@ F:* Triangle subdivision threshold -* *@-trianglecheck@:* Broken check that should ensure luxels apply to the right triangle -* *@-trisoup@:* Convert brush faces to triangle soup -* *@-wolf@:* Use linear falloff curve by default (like W:ET) - -h2. Analyzing BSP-like file structure - -* *@-analyze@ ... filename.bsp:* Switch that enters this mode -* *@-lumpswap@:* Swap byte order in the lumps - -h2. Converting & Decompiling - -* *@-convert@ ... filename.bsp:* Switch that enters this mode -* *@-de@ number:* Distance epsilon for the conversion -* *@-format@ converter:* Select the converter (available: map, ase, or game names) -* *@-ne@ F:* Normal epsilon for the conversion -* *@-shadersasbitmap@:* (only for ase) use the shader names as *BITMAP key so they work as prefabs - -h2. Exporting lightmaps - -* *@-export@ filename.bsp:* Copies lightmaps from the BSP to filename/lightmap_0000.tga ff - -h2. Fixing AAS checksum - -* *@-fixaas@ filename.bsp:* Switch that enters this mode - -h2. Get info about BSP file - -* *@-info@ filename.bsp:* Switch that enters this mode - -h2. Importing lightmaps - -* *@-import@ filename.bsp:* Copies lightmaps from filename/lightmap_0000.tga ff into the BSP - -h2. MiniMap - -* *@-minimap@ ... filename.bsp:* Creates a minimap of the BSP, by default writes to @../gfx/filename_mini.tga@ -* *@-black@:* Write the minimap as a black-on-transparency RGBA32 image -* *@-boost@ F:* Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero -* *@-border@ F:* Sets the amount of border pixels relative to the total image size -* *@-gray@:* Write the minimap as a white-on-black GRAY8 image -* *@-keepaspect@:* Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect) -* *@-minmax@ xmin ymin zmin xmax ymax zmax:* Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides) -* *@-nokeepaspect@:* Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening) -* *@-o@ filename.tga:* Sets the output file name -* *@-random@ N:* Sets the randomized supersampling count (cannot be combined with @-samples@) -* *@-samples@ N:* Sets the ordered supersampling count (cannot be combined with @-random@) -* *@-sharpen@ F:* Sets the sharpening coefficient -* *@-size@ N:* Sets the width and height of the output image -* *@-white@:* Write the minimap as a white-on-transparency RGBA32 image - -h2. Scaling - -* *@-scale@ S filename.bsp:* Scale uniformly -* *@-scale@ SX SY SZ filename.bsp:* Scale non-uniformly -* *@-scale -tex@ S filename.bsp:* Scale uniformly without texture lock -* *@-scale -tex@ SX SY SZ filename.bsp:* Scale non-uniformly without texture lock +Complete list of command line parameters +======================================== + +Common options +-------------- + +- **`-connect` address:** Talk to a NetRadiant instance using a specific XML based protocol +- **`-force`:** Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash +- **`-fs_basepath` path:** Sets the given path as main directory of the game (can be used more than once to look in multiple paths) +- **`-fs_game` gamename:** Sets a different game directory name (default for Q3A: baseq3) +- **`-fs_homebase` dir:** Specifies where the user home directory name is on Linux (default for Q3A: .q3a) +- **`-game` gamename:** Load settings for the given game (default: quake3) +- **`-subdivisions` F:** multiplier for patch subdivisions quality +- **`-threads` N:** number of threads to use +- **`-v`:** Verbose mode + +BSP stage +--------- + +- **`-bsp` … filename.map:** Switch that enters this stage +- **`-altsplit`:** Alternate BSP tree splitting weights (should give more fps) +- **`-celshader` shadername:** Sets a global cel shader name +- **`-custinfoparms`:** Read scripts/custinfoparms.txt +- **`-debuginset`:** Push all triangle vertexes towards the triangle center +- **`-debugportals`:** Make BSP portals visible in the map +- **`-debugsurfaces`:** Color the vertexes according to the index of the surface +- **`-deep`:** Use detail brushes in the BSP tree, but at lowest priority (should give more fps) +- **`-de` F:** Distance epsilon for plane snapping etc. +- **`-fakemap`:** Write fakemap.map containing all world brushes +- **`-flares`:** Turn on support for flares (TEST?) +- **`-flat`:** Enable flat shading (good for combining with -celshader) +- **`-fulldetail`:** Treat detail brushes as structural ones +- **`-leaktest`:** Abort if a leak was found +- **`-meta`:** Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS) +- **`-minsamplesize` N:** Sets minimum lightmap resolution in luxels/qu +- **`-mi` N:** Sets the maximum number of indexes per surface +- **`-mv` N:** Sets the maximum number of vertices of a lightmapped surface +- **`-ne` F:** Normal epsilon for plane snapping etc. +- **`-nocurves`:** Turn off support for patches +- **`-nodetail`:** Leave out detail brushes +- **`-noflares`:** Turn off support for flares +- **`-nofog`:** Turn off support for fog volumes +- **`-nohint`:** Turn off support for hint brushes +- **`-nosubdivide`:** Turn off support for `q3map_tessSize` (breaks water vertex deforms) +- **`-notjunc`:** Do not fix T-junctions (causes cracks between triangles, do not use) +- **`-nowater`:** Turn off support for water, slime or lava (Stef, this is for you) +- **`-np` A:** Force all surfaces to be nonplanar with a given shade angle +- **`-onlyents`:** Only update entities in the BSP +- **`-patchmeta`:** Turn patches into triangle meshes for display +- **`-rename`:** Append “bsp” suffix to miscmodel shaders (needed for SoF2) +- **`-samplesize` N:** Sets default lightmap resolution in luxels/qu +- **`-skyfix`:** Turn sky box into six surfaces to work around ATI problems +- **`-snap` N:** Snap brush bevel planes to the given number of units +- **`-tempname` filename.map:** Read the MAP file from the given file name +- **`-texrange` N:** Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met +- **`-tmpout`:** Write the BSP file to /tmp +- **`-verboseentities`:** Enable `-v` only for map entities, not for the world + +VIS stage +--------- + +- **`-vis` … filename.map:** Switch that enters this stage +- **`-fast`:** Very fast and crude vis calculation +- **`-mergeportals`:** The less crude half of `-merge`, makes vis sometimes much faster but doesn’t hurt fps usually +- **`-merge`:** Faster but still okay vis calculation +- **`-nopassage`:** Just use PortalFlow vis (usually less fps) +- **`-nosort`:** Do not sort the portals before calculating vis (usually slower) +- **`-passageOnly`:** Just use PassageFlow vis (usually less fps) +- **`-saveprt`:** Keep the PRT file after running vis (so you can run vis again) +- **`-tmpin`:** Use /tmp folder for input +- **`-tmpout`:** Use /tmp folder for output + +LIGHT stage +----------- + +- **`-light` … filename.map:** Switch that enters this stage +- **`-vlight` … filename.map:** Deprecated alias for `-light -fast` … filename.map +- **`-approx` N:** Vertex light approximation tolerance (never use in conjunction with deluxemapping) +- **`-areascale` F, `-area` F:** Scaling factor for area lights (surfacelight) +- **`-border`:** Add a red border to lightmaps for debugging +- **`-bouncegrid`:** Also compute radiosity on the light grid +- **`-bounceonly`:** Only compute radiosity +- **`-bouncescale` F:** Scaling factor for radiosity +- **`-bounce` N:** Number of bounces for radiosity +- **`-cheapgrid`:** Use `-cheap` style lighting for radiosity +- **`-cheap`:** Abort vertex light calculations when white is reached +- **`-compensate` F:** Lightmap compensate (darkening factor applied after everything else) +- **`-cpma`:** CPMA vertex lighting mode +- **`-custinfoparms`:** Read scripts/custinfoparms.txt +- **`-dark`:** Darken lightmap seams +- **`-debugaxis`:** Color the lightmaps according to the lightmap axis +- **`-debugcluster`:** Color the lightmaps according to the index of the cluster +- **`-debugdeluxe`:** Show deluxemaps on the lightmap +- **`-debugnormals`:** Color the lightmaps according to the direction of the surface normal +- **`-debugorigin`:** Color the lightmaps according to the origin of the luxels +- **`-debugsurfaces`, `-debugsurface`:** Color the lightmaps according to the index of the surface +- **`-debugunused`:** This option does nothing +- **`-debug`:** Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red +- **`-deluxemode 0`:** Use modelspace deluxemaps (DarkPlaces) +- **`-deluxemode 1`:** Use tangentspace deluxemaps +- **`-deluxe`, `-deluxemap`:** Enable deluxemapping (light direction maps) +- **`-dirtdebug`, `-debugdirt`:** Store the dirtmaps as lightmaps for debugging +- **`-dirtdepth`:** Dirtmapping depth +- **`-dirtgain`:** Dirtmapping exponent +- **`-dirtmode 0`:** Ordered direction dirtmapping +- **`-dirtmode 1`:** Randomized direction dirtmapping +- **`-dirtscale`:** Dirtmapping scaling factor +- **`-dirty`:** Enable dirtmapping +- **`-dump`:** Dump radiosity from `-bounce` into numbered MAP file prefabs +- **`-export`:** Export lightmaps when compile finished (like `-export` mode) +- **`-exposure` F:** Lightmap exposure to better support overbright spots +- **`-external`:** Force external lightmaps even if at size of internal lightmaps +- **`-extravisnudge`:** Broken feature to nudge the luxel origin to a better vis cluster +- **`-extrawide`:** Deprecated alias for `-super 2 -filter` +- **`-extra`:** Deprecated alias for `-super 2` +- **`-fastbounce`:** Use `-fast` style lighting for radiosity +- **`-faster`:** Use a faster falloff curve for lighting; also implies `-fast` +- **`-fastgrid`:** Use `-fast` style lighting for the light grid +- **`-fast`:** Ignore tiny light contributions +- **`-filter`:** Lightmap filtering +- **`-floodlight`:** Enable floodlight (zero-effort somewhat decent lighting) +- **`-gamma` F:** Lightmap gamma +- **`-gridambientscale` F:** Scaling factor for the light grid ambient components only +- **`-gridscale` F:** Scaling factor for the light grid only +- **`-keeplights`:** Keep light entities in the BSP file after compile +- **`-lightmapdir` directory:** Directory to store external lightmaps (default: same as map name without extension) +- **`-lightmapsize` N:** Size of lightmaps to generate (must be a power of two) +- **`-lomem`:** Low memory but slower lighting mode +- **`-lowquality`:** Low quality floodlight (appears to currently break floodlight) +- **`-minsamplesize` N:** Sets minimum lightmap resolution in luxels/qu +- **`-nocollapse`:** Do not collapse identical lightmaps +- **`-nodeluxe`, `-nodeluxemap`:** Disable deluxemapping +- **`-nogrid`:** Disable grid light calculation (makes all entities fullbright) +- **`-nolightmapsearch`:** Do not optimize lightmap packing for GPU memory usage (as doing so costs fps) +- **`-normalmap`:** Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?) +- **`-nostyle`, `-nostyles`:** Disable support for light styles +- **`-nosurf`:** Disable tracing against surfaces (only uses BSP nodes then) +- **`-notrace`:** Disable shadow occlusion +- **`-novertex`:** Disable vertex lighting +- **`-patchshadows`:** Cast shadows from patches +- **`-pointscale` F, `-point` F:** Scaling factor for point lights (light entities) +- **`-q3`:** Use nonlinear falloff curve by default (like Q3A) +- **`-samplescale` F:** Scales all lightmap resolutions +- **`-samplesize` N:** Sets default lightmap resolution in luxels/qu +- **`-samples` N:** Adaptive supersampling quality +- **`-scale` F:** Scaling factor for all light types +- **`-shadeangle` A:** Angle for phong shading +- **`-shade`:** Enable phong shading at default shade angle +- **`-skyscale` F, `-sky` F:** Scaling factor for sky and sun light +- **`-smooth`:** Deprecated alias for `-samples 2` +- **`-style`, `-styles`:** Enable support for light styles +- **`-sunonly`:** Only compute sun light +- **`-super` N, `-supersample` N:** Ordered grid supersampling quality +- **`-thresh` F:** Triangle subdivision threshold +- **`-trianglecheck`:** Broken check that should ensure luxels apply to the right triangle +- **`-trisoup`:** Convert brush faces to triangle soup +- **`-wolf`:** Use linear falloff curve by default (like W:ET) + +Analyzing BSP-like file structure +--------------------------------- + +- **`-analyze` … filename.bsp:** Switch that enters this mode +- **`-lumpswap`:** Swap byte order in the lumps + +Converting & Decompiling +------------------------ + +- **`-convert` … filename.bsp:** Switch that enters this mode +- **`-de` number:** Distance epsilon for the conversion +- **`-format` converter:** Select the converter (available: map, ase, or game names) +- **`-ne` F:** Normal epsilon for the conversion +- **`-shadersasbitmap`:** (only for ase) use the shader names as **BITMAP key so they work as prefabs + h2. Exporting lightmaps + ** **`-export` filename.bsp:** Copies lightmaps from the BSP to filename/lightmap\_0000.tga ff + +Fixing AAS checksum +------------------- + +- **`-fixaas` filename.bsp:** Switch that enters this mode + +Get info about BSP file +----------------------- + +- **`-info` filename.bsp:** Switch that enters this mode + +Importing lightmaps +------------------- + +- **`-import` filename.bsp:** Copies lightmaps from filename/lightmap\_0000.tga ff into the BSP + +MiniMap +------- + +- **`-minimap` … filename.bsp:** Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga` +- **`-black`:** Write the minimap as a black-on-transparency RGBA32 image +- **`-boost` F:** Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero +- **`-border` F:** Sets the amount of border pixels relative to the total image size +- **`-gray`:** Write the minimap as a white-on-black GRAY8 image +- **`-keepaspect`:** Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect) +- **`-minmax` xmin ymin zmin xmax ymax zmax:** Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides) +- **`-nokeepaspect`:** Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening) +- **`-o` filename.tga:** Sets the output file name +- **`-random` N:** Sets the randomized supersampling count (cannot be combined with `-samples`) +- **`-samples` N:** Sets the ordered supersampling count (cannot be combined with `-random`) +- **`-sharpen` F:** Sets the sharpening coefficient +- **`-size` N:** Sets the width and height of the output image +- **`-white`:** Write the minimap as a white-on-transparency RGBA32 image + +Scaling +------- + +- **`-scale` S filename.bsp:** Scale uniformly +- **`-scale` SX SY SZ filename.bsp:** Scale non-uniformly +- **`-scale -tex` S filename.bsp:** Scale uniformly without texture lock +- **`-scale -tex` SX SY SZ filename.bsp:** Scale non-uniformly without texture lock + diff --git a/Complete_list_of_entity_keys.md b/Complete_list_of_entity_keys.md index 441bb3b..549c138 100644 --- a/Complete_list_of_entity_keys.md +++ b/Complete_list_of_entity_keys.md @@ -1,95 +1,97 @@ -h1. Complete list of entity keys +Complete list of entity keys +============================ + +- On all entities + - **`angle`:** shorthand for just setting the yaw angle + - **`angles`:** angles vector + - **`origin`:** origin vector + - **`targetname`:** name of the entity so it can be referenced by **`target`** keys. +- On brush entities, classname **`func_group`** and classname **`misc_model`**: + - **`_castShadows`, `_cs`:** sets whether the entity casts shadows + - **`_celshader`:** [[CelShader]] to use + - **`_lightmapsamplesize`, `_samplesize`:** sample size to use for surfaces of this entity + - **`_receiveShadows`, `_rs`:** sets whether the entity receives shadows + - **`_shadeangle`, `_smoothnormals`, `_sn`, `_smooth`:** largest angle between faces to allow to treat them part of the same nonplanar surface + - **`lightmapscale`, `_lightmapscale`, `_ls`:** scaling factor for the lightmap resolution +- On brush entities and on classname **`func_group`**: + - **`_indexmap`, `alphamap`:** file name of index map image for terrain blending + - **`_layers`, `layers`:** number of layers of the index map image (encoded as brightness levels) + - **`_offsets`, `offsets`:** space separated list of z offsets + - **`_shader`, `shader`:** shader name prefix of the index map (when this is set to `X`, the shader names that are generated will be like `textures/X_42` and `textures/X_23to42` +- On brush entities + - **`_clone`, `_ins`, `_instance`:** **`_clonename`** field value of a brush entity to clone brushes from (can be used to use the same brush model multiple times) + - **`_clonename`:** see **`_clone`** + - **`_patchMeta`, `patchMeta`:** generate a triangle soup from patches in this entity + - **`_patchQuality`:** quality multiplier for patches on this surface when **`_patchMeta`** is used + - **`_patchSubdivide`:** absolute quality setting for patches on this surface when **`_patchMeta`** is used + - **`max`:** override the `maxs` vector of this brush entity + - **`min`:** override the `mins` vector of this brush entity +- On classname **`worldspawn`** + - **`_ambient`, `ambient`:** amount of ambient light + - **`_blocksize`, `blocksize`, `chopsize`:** block size for unconditional BSP subdivisions + - **`_farplanedist`, `fogclip`, `distancecull`:** far plane distance for vis culling — this must be the shortest distance at which nothing can be seen any more due to fog + - **`_floodlight`:** a quintuple of values “r g b dist intensity” to set global floodlight parameters (good defaults are 240 240 255 1024 128) + - **`_fog`, `fog`:** if set, the whole map is fogged using the given shader name + - **`_foghull`:** must be set to a sky shader when `_fog` is used + - **`_ignoreleaks`, `ignoreleaks`:** when set, no leak test is performed + - **`_keepLights`:** if set, **`light`** entities are not stripped from the `BSP` file when compiling + - **`_mingridlight`:** amount of minimum grid light + - **`_minlight`:** amount of minimum light + - **`_minvertexlight`:** amount of minimum vertex light + - **`_noshadersun`:** if set, sun light from shaders is suppressed + - **`_q3map_cmdline`:** written by q3map2; contains the command line the map was compiled with + - **`_q3map_version`:** written by q3map2; contains the version of q3map2 the map was compiled with + - **`_style42alphagen`:** |alphaGen|-like shader definition string for light style 442 (works the same way for all style numbers) + - **`_style42rgbgen`:** |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers) + - **`gridsize`:** resolution of the light grid +- On classname **`light`** and classname **`lightJunior`** + - Note: **`lightJunior`** entities only affect the light grid. + - **`_anglescale`:** scales angle attenuation + - **`_color`:** color of the light + - **`_deviance`, `_deviation`, `_jitter`:** position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2\*\_deviance around the origin), or angle deviance of the sun light samples in radians + - **`_filterradius`, `_filteradius`, `_filter`:** filter radius for this light, similar to -light -filter + - **`_samples`:** number of samples to use to get soft shadows from a light + - **`_sun`:** if 1, this light is an infinite sun light + - **`fade`:** Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance **`light`**/(**`fade`** \* 8000), so if you want the light to vanish at distance X, specify **`light`**/(8000\*X) here. + - **`light`:** intensity factor (default: 300) + - **`radius`:** radius of a spotlight at the target point (default: 64) + - **`scale`:** intensity multiplier + - **`spawnflags`:** 1 = linear attenuation (inverted in `-wolf` lighting mode) + - **`spawnflags`:** 2 = no angle attenuation (inverted in `-wolf` lighting mode) + - **`spawnflags`:** 32 = the light color is not normalized + - **`spawnflags`:** 64 = force distance attenuation (why did vortex add this, this is always set…?) + - **`target`:** target of a spotlight + - **`targetname`:** when set, the light can be toggled in game by some engine provided way +- On classname **`light`** + - **`_flare`:** when set, this light is a flare without a specified shader + - **`_flareshader`:** shader for a flare surface generated by this light + - **`_style`, `style`:** light style number + - **`spawnflags`:** 16 = light does not affect the grid +- On classname **`advertisement`** (QuakeLive only) + - Brushes/Patches: must be a single rectangular patch surface where the ad will be placed + - **`cellId`:** identifier of the ad, must be used only once (??) +- On classname **`_decal`** + - Brushes/Patches: must be a single rectangular patch surface + - **`target`:** positional target to set the projection direction of the decal +- On classname **`misc_model`** + - **`_castShadows`, `_cs`:** sets whether the entity casts shadows + - **`_frame2`:** frame of second model to load + - **`_frame`:** frame of model to load + - **`_receiveShadows`, `_rs`:** sets whether the entity receives shadows + - **`_remapXXX`:** `XXX` can be any string to allow multiple keys for this; contains a string of the form `from;to`, and any shader `from` in the model will be replaced by `to`; the special value `*` in `from` matches all shader names + - **`model2`:** path name of second model to load + - **`model`:** path name of model to load + - **`modelscale`:** scaling factor for the model to include + - **`modelscale_vec`:** non-uniform scaling vector for the model to include + - **`spawnflags`:** 1 = in SoF2, append a `_RMG_BSP` suffix to shader names instead of `_BSP` + - **`spawnflags`:** 2 = generate clipping brushes from the model + - **`spawnflags`:** 4 = force this model through meta surface merging + - **`spawnflags`:** 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normals + - **`spawnflags`:** 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain) + - **`spawnflags`:** 24 = when generating clipping planes, perform extrusion by distance zero (needs engine changes to support zero-volume clipping brushes) + - **`spawnflags`:** 32 = turn vertex color from the model into alpha (for terrain blending) + - **`spawnflags`:** 64 = do not let picomodel do surface normal smoothing +- On classname **`_skybox`** + - To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces + - **`_scale`:** scaling factor or vector for the portal sky (default: 64) -* On all entities -** *@angle@:* shorthand for just setting the yaw angle -** *@angles@:* angles vector -** *@origin@:* origin vector -** *@targetname@:* name of the entity so it can be referenced by *@target@* keys. -* On brush entities, classname *@func_group@* and classname *@misc_model@*: -** *@_castShadows@, @_cs@:* sets whether the entity casts shadows -** *@_celshader@:* [[CelShader]] to use -** *@_lightmapsamplesize@, @_samplesize@:* sample size to use for surfaces of this entity -** *@_receiveShadows@, @_rs@:* sets whether the entity receives shadows -** *@_shadeangle@, @_smoothnormals@, @_sn@, @_smooth@:* largest angle between faces to allow to treat them part of the same nonplanar surface -** *@lightmapscale@, @_lightmapscale@, @_ls@:* scaling factor for the lightmap resolution -* On brush entities and on classname *@func_group@*: -** *@_indexmap@, @alphamap@:* file name of index map image for terrain blending -** *@_layers@, @layers@:* number of layers of the index map image (encoded as brightness levels) -** *@_offsets@, @offsets@:* space separated list of z offsets -** *@_shader@, @shader@:* shader name prefix of the index map (when this is set to @X@, the shader names that are generated will be like @textures/X_42@ and @textures/X_23to42@ -* On brush entities -** *@_clone@, @_ins@, @_instance@:* *@_clonename@* field value of a brush entity to clone brushes from (can be used to use the same brush model multiple times) -** *@_clonename@:* see *@_clone@* -** *@_patchMeta@, @patchMeta@:* generate a triangle soup from patches in this entity -** *@_patchQuality@:* quality multiplier for patches on this surface when *@_patchMeta@* is used -** *@_patchSubdivide@:* absolute quality setting for patches on this surface when *@_patchMeta@* is used -** *@max@:* override the @maxs@ vector of this brush entity -** *@min@:* override the @mins@ vector of this brush entity -* On classname *@worldspawn@* -** *@_ambient@, @ambient@:* amount of ambient light -** *@_blocksize@, @blocksize@, @chopsize@:* block size for unconditional BSP subdivisions -** *@_farplanedist@, @fogclip@, @distancecull@:* far plane distance for vis culling -- this must be the shortest distance at which nothing can be seen any more due to fog -** *@_floodlight@:* a quintuple of values "r g b dist intensity" to set global floodlight parameters (good defaults are 240 240 255 1024 128) -** *@_fog@, @fog@:* if set, the whole map is fogged using the given shader name -** *@_foghull@:* must be set to a sky shader when @_fog@ is used -** *@_ignoreleaks@, @ignoreleaks@:* when set, no leak test is performed -** *@_keepLights@:* if set, *@light@* entities are not stripped from the @BSP@ file when compiling -** *@_mingridlight@:* amount of minimum grid light -** *@_minlight@:* amount of minimum light -** *@_minvertexlight@:* amount of minimum vertex light -** *@_noshadersun@:* if set, sun light from shaders is suppressed -** *@_q3map_cmdline@:* written by q3map2; contains the command line the map was compiled with -** *@_q3map_version@:* written by q3map2; contains the version of q3map2 the map was compiled with -** *@_style42alphagen@:* |alphaGen|-like shader definition string for light style 442 (works the same way for all style numbers) -** *@_style42rgbgen@:* |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers) -** *@gridsize@:* resolution of the light grid -* On classname *@light@* and classname *@lightJunior@* -** Note: *@lightJunior@* entities only affect the light grid. -** *@_anglescale@:* scales angle attenuation -** *@_color@:* color of the light -** *@_deviance@, @_deviation@, @_jitter@:* position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2*_deviance around the origin), or angle deviance of the sun light samples in radians -** *@_filterradius@, @_filteradius@, @_filter@:* filter radius for this light, similar to -light -filter -** *@_samples@:* number of samples to use to get soft shadows from a light -** *@_sun@:* if 1, this light is an infinite sun light -** *@fade@:* Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance *@light@*/(*@fade@* * 8000), so if you want the light to vanish at distance X, specify *@light@*/(8000*X) here. -** *@light@:* intensity factor (default: 300) -** *@radius@:* radius of a spotlight at the target point (default: 64) -** *@scale@:* intensity multiplier -** *@spawnflags@:* 1 = linear attenuation (inverted in @-wolf@ lighting mode) -** *@spawnflags@:* 2 = no angle attenuation (inverted in @-wolf@ lighting mode) -** *@spawnflags@:* 32 = the light color is not normalized -** *@spawnflags@:* 64 = force distance attenuation (why did vortex add this, this is always set...?) -** *@target@:* target of a spotlight -** *@targetname@:* when set, the light can be toggled in game by some engine provided way -* On classname *@light@* -** *@_flare@:* when set, this light is a flare without a specified shader -** *@_flareshader@:* shader for a flare surface generated by this light -** *@_style@, @style@:* light style number -** *@spawnflags@:* 16 = light does not affect the grid -* On classname *@advertisement@* (QuakeLive only) -** Brushes/Patches: must be a single rectangular patch surface where the ad will be placed -** *@cellId@:* identifier of the ad, must be used only once (??) -* On classname *@_decal@* -** Brushes/Patches: must be a single rectangular patch surface -** *@target@:* positional target to set the projection direction of the decal -* On classname *@misc_model@* -** *@_castShadows@, @_cs@:* sets whether the entity casts shadows -** *@_frame2@:* frame of second model to load -** *@_frame@:* frame of model to load -** *@_receiveShadows@, @_rs@:* sets whether the entity receives shadows -** *@_remapXXX@:* @XXX@ can be any string to allow multiple keys for this; contains a string of the form @from;to@, and any shader @from@ in the model will be replaced by @to@; the special value @*@ in @from@ matches all shader names -** *@model2@:* path name of second model to load -** *@model@:* path name of model to load -** *@modelscale@:* scaling factor for the model to include -** *@modelscale_vec@:* non-uniform scaling vector for the model to include -** *@spawnflags@:* 1 = in SoF2, append a @_RMG_BSP@ suffix to shader names instead of @_BSP@ -** *@spawnflags@:* 2 = generate clipping brushes from the model -** *@spawnflags@:* 4 = force this model through meta surface merging -** *@spawnflags@:* 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normals -** *@spawnflags@:* 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain) -** *@spawnflags@:* 24 = when generating clipping planes, perform extrusion by distance zero (needs engine changes to support zero-volume clipping brushes) -** *@spawnflags@:* 32 = turn vertex color from the model into alpha (for terrain blending) -** *@spawnflags@:* 64 = do not let picomodel do surface normal smoothing -* On classname *@_skybox@* -** To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces -** *@_scale@:* scaling factor or vector for the portal sky (default: 64) diff --git a/Complete_list_of_shader_keywords.md b/Complete_list_of_shader_keywords.md index 477d449..34e58ca 100644 --- a/Complete_list_of_shader_keywords.md +++ b/Complete_list_of_shader_keywords.md @@ -1,112 +1,116 @@ -h1. Complete list of shader keywords +Complete list of shader keywords +================================ -Note: You can append a @:q3map@ suffix to a shader name to make q3map2 use the shader but the engine ignore it. +Note: You can append a `:q3map` suffix to a shader name to make q3map2 use the shader but the engine ignore it. Note: This list does not contain all possible shader keywords, but just those that q3map2 uses for anything. More keywords are likely to be supported by your engine. Check the documentation or the source code of your engine on this. -h2. Inside shader stages +Inside shader stages +-------------------- -* *@map@ texture:* loads a texture and displays it repeating -* *@clampMap@ texture:* loads a texture and displays it non-repeating -* *@animMap@ fps texture texture...:* loads an animation and displays it repeating -* *@clampAnimMap@ fps texture texture...:* loads an animation and displays it non-repeating -* *@mapComp@ texture:* ??? -* *@mapNoComp@ texture:* ??? +- **`map` texture:** loads a texture and displays it repeating +- **`clampMap` texture:** loads a texture and displays it non-repeating +- **`animMap` fps texture texture…:** loads an animation and displays it repeating +- **`clampAnimMap` fps texture texture…:** loads an animation and displays it non-repeating +- **`mapComp` texture:** ? + \* **`mapNoComp` texture:**? -h2. In the shader preamble: +In the shader preamble: +----------------------- + +- **`cull none`, `cull disable`, `cull twosided`:** treat the surface as two sided for lighting +- **`damageShader` shadername:** sets the given shader as damage shader (for SoF2 mods) +- **`fogparms` …:** marks the brush as a fog volume; otherwise handled by the engine +- **`implicitBlend`:** ? + \* **`implicitMap`:**? +- **`implicitMask`:** ? + \* **`light` shadername:** sets the given shader as flare shader + \* **`polygonoffset`:** enable polygon offset + \* **`q3map_backShader` shadername:** sets the given shader as shader for back faces + \* **`q3map_backsplash` percent distance:** configures light backsplash (self-surfacelight) + \* **`q3map_baseShader` shadername:** inherit parameters from a shader + \* **`q3map_bounce` F, `q3map_bounceScale` F:** scales the intensity of radiosity + \* **`q3map_clipmodel`:**? +- **`q3map_cloneShader` shadername:** ? + \* **`q3map_colorGen`:** FIXME later + \* **`q3map_deprecateShader` shadername:**? +- **`q3map_flare` shadername, `q3map_flareShader` shadername:** sets the given shader as flare shader +- **`q3map_floodLight` r g b dist intensity power:** overrides the global floodlight parameters +- **`q3map_fogDir` ( x y z ):** sets the direction a fog shader fades from transparent to opaque +- **`q3map_foliage` path scale density odds invertalpha:** ? + \* **`q3map_forceMeta`:** forces brush faces and/or triangle models to go through the metasurface pipeline + \* **`q3map_forceSunlight`:**? +- **`q3map_fur` layers offset fade:** ? + \* **`q3map_globaltexture`:**? +- **`q3map_indexed`:** ? + \* **`q3map_invert`:** inverts the direction from which the face is visible + \* **`q3map_lightRGB` r g b:** overrides the light color of the texture + \* **`q3map_lightStyle` N:** sets the light style (SoF2, JK2) + \* **`q3map_lightSubdivide` N:** subdivision interval for `q3map_surfacelight` + \* **`q3map_lightmapAxis` axis:** sets the lightmap axis to one of `x`, `y`, `z` (useful for terrain) + \* **`q3map_lightmapBrightness` F, `q3map_lightmapGamma` F:** overrides lightmap brightness + \* **`q3map_lightmapFilterRadius` self other:**? +- **`q3map_lightmapMergable`:** allows merging the lightmap with other surfaces on another plane +- **`q3map_lightmapSampleOffset` F:** multiplies samplesize by a factor +- **`q3map_lightmapSampleSize` N:** overrides samplesize +- **`q3map_lightmapSize` N:** overrides the lightmap size (forces an external lightmap for this surface) +- **`q3map_material` materialname:** ? + \* **`q3map_noFast`:** disable `-fast` style lighting for this surface + \* **`q3map_noVertexLight`:** turns off vertex lighting for this surface + \* **`q3map_noVertexShadows`:**? +- **`q3map_noclip`:** do not clip the surface by the BSP tree +- **`q3map_nofog`:** ? + \* **`q3map_nonplanar`:** marks the surface as nonplanar for meta surface merging + \* **`q3map_notjunc`:** do not do t-junction elimination + \* **`q3map_offset` F:**? +- **`q3map_onlyVertexLighting`:** same as using `surfaceparm pointlight` +- **`q3map_patchShadows`:** force shadowing from patches using this shader +- **`q3map_remapShader` shadername:** ? + \* **`q3map_shadeAngle` F:** sets the shading angle for nonplanar surfaces + \* **`q3map_skyLight` value iterations:** sets the amount of sky light from this surface + \* **`q3map_splotchfix`:**? +- **`q3map_styleMarker2`:** ? + \* **`q3map_styleMarker`:**? +- **`q3map_sunext` r g b intensity degrees elevation deviance samples:** sets an unsharp sun for the map +- **`q3map_sun` r g b intensity degrees elevation, `sun` r g b intensity degrees elevation:** sets a sharp sun for the map +- **`q3map_surfacelight` F:** sets the amount of surface light from this surface +- **`q3map_surfacemodel` path density minscale maxscale minangle maxangle oriented:** randomly place models on the surface +- **`q3map_tcGen ivector` ( sx sy sz ) ( tx ty tz ):** same as `q3map_tcGen vector` but with inverted values +- **`q3map_tcGen vector` ( sx sy sz ) ( tx ty tz ):** overrides texcoords based on world coordinates (for terrain) +- **`q3map_tcMod rotate` a:** rotates the texture +- **`q3map_tcMod scale` s t:** multiplies texcoords by factors +- **`q3map_tcMod translate` s t:** translates texcoords by a vector +- **`q3map_terrain`:** ? + \* **`q3map_textureSize` width height:** overrides the texture size for texcoords + \* **`q3map_vertexScale` F:** scales vertex lighting amount by a factor + \* **`q3map_vertexShadows`:**? +- **`qer_editorImage` texture:** sets the texture to show for radiant +- **`qer_lightImage` texture:** sets the image to take the light color from +- **`qer_normalImage` texture:** sets the normal map for bump mapping +- **`skyparms` outerimage cloudheight innerimage:** loads a skybox +- **`surfaceparm` alphashadow:** use the alpha channel of the shader image as shadow mask +- **`surfaceparm` areaportal:** ? + \* **`surfaceparm` botclip:**? +- **`surfaceparm` clusterportal:** ? + \* **`surfaceparm` detail:** ignore this surface for vis + \* **`surfaceparm` donotenter:**? +- **`surfaceparm` fog:** ??? +- **`surfaceparm` hint:** use this surface as a hint to generate BSP splits +- **`surfaceparm` lava:** Stef hates this brush +- **`surfaceparm` lightfilter:** use the color channel of the shader image as shadow mask +- **`surfaceparm` monsterclip:** monsters can’t go through this brush, but shots can +- **`surfaceparm` nodraw:** do not generate draw surfaces +- **`surfaceparm` nodrop:** items can’t be dropped on this brush +- **`surfaceparm` nolightmap, `surfaceparm` pointlight:** do not lightmap this surface +- **`surfaceparm` nomarks:** this surface is stain free +- **`surfaceparm` nonsolid:** do not make this surface solid +- **`surfaceparm` origin:** the center of this brush shall be the origin of this brush model +- **`surfaceparm` playerclip:** players can’t go through this brush, but shots can +- **`surfaceparm` sky:** this surface shows the skybox +- **`surfaceparm` slime:** this brush contains more poisonous stuff than dihydrogene monoxide +- **`surfaceparm` structural:** use this surface for vis +- **`surfaceparm` trans:** cast no shadows +- **`surfaceparm` trigger:** this is a trigger brush (translucent and solid) +- **`surfaceparm` water:** this brush contains dihydrogene monoxide +- **`tessSize` F, `q3map_tessSize` F:** subdivides the polygons to ensure no parts are larger than the given size -* *@cull none@, @cull disable@, @cull twosided@:* treat the surface as two sided for lighting -* *@damageShader@ shadername:* sets the given shader as damage shader (for SoF2 mods) -* *@fogparms@ ...:* marks the brush as a fog volume; otherwise handled by the engine -* *@implicitBlend@:* ??? -* *@implicitMap@:* ??? -* *@implicitMask@:* ??? -* *@light@ shadername:* sets the given shader as flare shader -* *@polygonoffset@:* enable polygon offset -* *@q3map_backShader@ shadername:* sets the given shader as shader for back faces -* *@q3map_backsplash@ percent distance:* configures light backsplash (self-surfacelight) -* *@q3map_baseShader@ shadername:* inherit parameters from a shader -* *@q3map_bounce@ F, @q3map_bounceScale@ F:* scales the intensity of radiosity -* *@q3map_clipmodel@:* ??? -* *@q3map_cloneShader@ shadername:* ??? -* *@q3map_colorGen@:* FIXME later -* *@q3map_deprecateShader@ shadername:* ??? -* *@q3map_flare@ shadername, @q3map_flareShader@ shadername:* sets the given shader as flare shader -* *@q3map_floodLight@ r g b dist intensity power:* overrides the global floodlight parameters -* *@q3map_fogDir@ ( x y z ):* sets the direction a fog shader fades from transparent to opaque -* *@q3map_foliage@ path scale density odds invertalpha:* ??? -* *@q3map_forceMeta@:* forces brush faces and/or triangle models to go through the metasurface pipeline -* *@q3map_forceSunlight@:* ??? -* *@q3map_fur@ layers offset fade:* ??? -* *@q3map_globaltexture@:* ??? -* *@q3map_indexed@:* ??? -* *@q3map_invert@:* inverts the direction from which the face is visible -* *@q3map_lightRGB@ r g b:* overrides the light color of the texture -* *@q3map_lightStyle@ N:* sets the light style (SoF2, JK2) -* *@q3map_lightSubdivide@ N:* subdivision interval for @q3map_surfacelight@ -* *@q3map_lightmapAxis@ axis:* sets the lightmap axis to one of @x@, @y@, @z@ (useful for terrain) -* *@q3map_lightmapBrightness@ F, @q3map_lightmapGamma@ F:* overrides lightmap brightness -* *@q3map_lightmapFilterRadius@ self other:* ??? -* *@q3map_lightmapMergable@:* allows merging the lightmap with other surfaces on another plane -* *@q3map_lightmapSampleOffset@ F:* multiplies samplesize by a factor -* *@q3map_lightmapSampleSize@ N:* overrides samplesize -* *@q3map_lightmapSize@ N:* overrides the lightmap size (forces an external lightmap for this surface) -* *@q3map_material@ materialname:* ??? -* *@q3map_noFast@:* disable @-fast@ style lighting for this surface -* *@q3map_noVertexLight@:* turns off vertex lighting for this surface -* *@q3map_noVertexShadows@:* ??? -* *@q3map_noclip@:* do not clip the surface by the BSP tree -* *@q3map_nofog@:* ??? -* *@q3map_nonplanar@:* marks the surface as nonplanar for meta surface merging -* *@q3map_notjunc@:* do not do t-junction elimination -* *@q3map_offset@ F:* ??? -* *@q3map_onlyVertexLighting@:* same as using @surfaceparm pointlight@ -* *@q3map_patchShadows@:* force shadowing from patches using this shader -* *@q3map_remapShader@ shadername:* ??? -* *@q3map_shadeAngle@ F:* sets the shading angle for nonplanar surfaces -* *@q3map_skyLight@ value iterations:* sets the amount of sky light from this surface -* *@q3map_splotchfix@:* ??? -* *@q3map_styleMarker2@:* ??? -* *@q3map_styleMarker@:* ??? -* *@q3map_sunext@ r g b intensity degrees elevation deviance samples:* sets an unsharp sun for the map -* *@q3map_sun@ r g b intensity degrees elevation, @sun@ r g b intensity degrees elevation:* sets a sharp sun for the map -* *@q3map_surfacelight@ F:* sets the amount of surface light from this surface -* *@q3map_surfacemodel@ path density minscale maxscale minangle maxangle oriented:* randomly place models on the surface -* *@q3map_tcGen ivector@ ( sx sy sz ) ( tx ty tz ):* same as @q3map_tcGen vector@ but with inverted values -* *@q3map_tcGen vector@ ( sx sy sz ) ( tx ty tz ):* overrides texcoords based on world coordinates (for terrain) -* *@q3map_tcMod rotate@ a:* rotates the texture -* *@q3map_tcMod scale@ s t:* multiplies texcoords by factors -* *@q3map_tcMod translate@ s t:* translates texcoords by a vector -* *@q3map_terrain@:* ??? -* *@q3map_textureSize@ width height:* overrides the texture size for texcoords -* *@q3map_vertexScale@ F:* scales vertex lighting amount by a factor -* *@q3map_vertexShadows@:* ??? -* *@qer_editorImage@ texture:* sets the texture to show for radiant -* *@qer_lightImage@ texture:* sets the image to take the light color from -* *@qer_normalImage@ texture:* sets the normal map for bump mapping -* *@skyparms@ outerimage cloudheight innerimage:* loads a skybox -* *@surfaceparm@ alphashadow:* use the alpha channel of the shader image as shadow mask -* *@surfaceparm@ areaportal:* ??? -* *@surfaceparm@ botclip:* ??? -* *@surfaceparm@ clusterportal:* ??? -* *@surfaceparm@ detail:* ignore this surface for vis -* *@surfaceparm@ donotenter:* ??? -* *@surfaceparm@ fog:* ??? -* *@surfaceparm@ hint:* use this surface as a hint to generate BSP splits -* *@surfaceparm@ lava:* Stef hates this brush -* *@surfaceparm@ lightfilter:* use the color channel of the shader image as shadow mask -* *@surfaceparm@ monsterclip:* monsters can't go through this brush, but shots can -* *@surfaceparm@ nodraw:* do not generate draw surfaces -* *@surfaceparm@ nodrop:* items can't be dropped on this brush -* *@surfaceparm@ nolightmap, @surfaceparm@ pointlight:* do not lightmap this surface -* *@surfaceparm@ nomarks:* this surface is stain free -* *@surfaceparm@ nonsolid:* do not make this surface solid -* *@surfaceparm@ origin:* the center of this brush shall be the origin of this brush model -* *@surfaceparm@ playerclip:* players can't go through this brush, but shots can -* *@surfaceparm@ sky:* this surface shows the skybox -* *@surfaceparm@ slime:* this brush contains more poisonous stuff than dihydrogene monoxide -* *@surfaceparm@ structural:* use this surface for vis -* *@surfaceparm@ trans:* cast no shadows -* *@surfaceparm@ trigger:* this is a trigger brush (translucent and solid) -* *@surfaceparm@ water:* this brush contains dihydrogene monoxide -* *@tessSize@ F, @q3map_tessSize@ F:* subdivides the polygons to ensure no parts are larger than the given size diff --git a/Concept_Art.md b/Concept_Art.md index 2adf976..b935834 100644 --- a/Concept_Art.md +++ b/Concept_Art.md @@ -1,8 +1,11 @@ -h1. Concept Art +Concept Art +=========== -h2. Logos and Emblems +Logos and Emblems +----------------- -!http://dev.xonotic.org/attachments/14/xonotic_phoenix-1g.png! -http://dev.xonotic.org/attachments/15/xonotic_phoenix-1g.svg +![](http://dev.xonotic.org/attachments/14/xonotic_phoenix-1g.png) +http://dev.xonotic.org/attachments/15/xonotic\_phoenix-1g.svg + +Phoenix 1b Concept by ~~z~~ -Phoenix 1b Concept by -z- diff --git a/Creating_Maps.md b/Creating_Maps.md index 7fc0b70..8e11e38 100644 --- a/Creating_Maps.md +++ b/Creating_Maps.md @@ -1,64 +1,63 @@ -h1. Creating Maps +Creating Maps +============= +This tutorial is incomplete … if you are looking for the old creating maps page … click on the link at the bottom of the page +h2. This page is also being maintained by hutty … if you have an issue … or need a certain tutorial sooner … contact him on the forums +-------------------------------------------------------------------------------------------------------------------------------------- -h2. This tutorial is incomplete ... if you are looking for the old creating maps page ... click on the link at the bottom of the page -h2. This page is also being maintained by hutty ... if you have an issue ... or need a certain tutorial sooner ... contact him on the forums +So … +you are interested in mapping … +Hopefully this tutorial section will teach you most of what you need to know … +Main Tutorial +------------- -So ... -you are interested in mapping ... -Hopefully this tutorial section will teach you most of what you need to know ... - -h2. Main Tutorial - -*-- Prologue --* +**— Prologue —** [[mapping-Introduction]] [[mapping-Setup]] [[mapping-NetRadiant]] [[mapping-FirstRoom]] +Advanced Mapping Tutorials +-------------------------- -h2. Advanced Mapping Tutorials - -... +… -h2. Advanced Texturing Tuorials +Advanced Texturing Tuorials +--------------------------- [[mapping-textures-skybox-blender|skyboxes (with blender)]] -h2. Entity Tutorials - -[[mapping-entity-_decal|_decal]] -[[mapping-entity-_skybox|_skybox]] -[[mapping-entity-dom_controlpoint|dom_controlpoint]] -[[mapping-entity-dom_team|dom_team]] -[[mapping-entity-func_assault_destructable|func_assault_destructable]] -[[mapping-entity-func_assault_wall|func_assault_wall]] -[[mapping-entity-func_bobbing|func_bobbing]] -[[mapping-entity-func_breakable|func_breakable]] -[[mapping-entity-func_button|func_button]] -[[mapping-entity-func_camera|func_camera]] -[[mapping-entity-func_clientillusionary|func_clientillusionary]] -[[mapping-entity-func_conveyor|func_conveyor]] -[[mapping-entity-func_door|func_door]] - - +Entity Tutorials +---------------- -... i'll add the rest later ... +[[mapping-entity-\_decal|\_decal]] +[[mapping-entity-\_skybox|\_skybox]] +[[mapping-entity-dom\_controlpoint|dom\_controlpoint]] +[[mapping-entity-dom\_team|dom\_team]] +[[mapping-entity-func\_assault\_destructable|func\_assault\_destructable]] +[[mapping-entity-func\_assault\_wall|func\_assault\_wall]] +[[mapping-entity-func\_bobbing|func\_bobbing]] +[[mapping-entity-func\_breakable|func\_breakable]] +[[mapping-entity-func\_button|func\_button]] +[[mapping-entity-func\_camera|func\_camera]] +[[mapping-entity-func\_clientillusionary|func\_clientillusionary]] +[[mapping-entity-func\_conveyor|func\_conveyor]] +[[mapping-entity-func\_door|func\_door]] +… i’ll add the rest later … +Links to Even More Tutorials +---------------------------- +- Alpha Blended Terrain — by tZork http://forums.xonotic.org/showthread.php?tid=3237 +Help +---- -h2. Links to Even More Tutorials +\#xonotic.editing on irc.quakenet.org — live chat +http://forums.xonotic.org — the forums . -* Alpha Blended Terrain -- by tZork http://forums.xonotic.org/showthread.php?tid=3237 - - -h2. Help - -#xonotic.editing on irc.quakenet.org -- live chat -http://forums.xonotic.org -- the forums . - -[[Old_Creating_Maps]] +[[Old\_Creating\_Maps]] [[Création de cartes|Français]] + diff --git "a/Cr\303\251ation_de_cartes.md" "b/Cr\303\251ation_de_cartes.md" index 8a42c19..c236196 100644 --- "a/Cr\303\251ation_de_cartes.md" +++ "b/Cr\303\251ation_de_cartes.md" @@ -1,96 +1,105 @@ -h1. Création de cartes +Création de cartes +================== -h2. Introduction +Introduction +------------ Créer des cartes nécéssite [[Netradiant]], un gtkradiant, un logiciel de fabrication de cartes qui génère des fichiers .bsp compilés en q3map2. Il aide à obtenir une [[carte bien empaquetée]] tout en lisant cet article. -h2. Utiliser Netradiant +Utiliser Netradiant +------------------- -NetRadiant est un fork de l'éditeur de jeu Quake basé populaire, GtkRadiant, si vous avez connaissance de ce logiciel ou un autre dérivé de celui-ci, ce sera plus facile. -Pour plus d'informations et plus en profondeur les détails, reportez-vous à la page [[Netradiant]]. +NetRadiant est un fork de l’éditeur de jeu Quake basé populaire, GtkRadiant, si vous avez connaissance de ce logiciel ou un autre dérivé de celui-ci, ce sera plus facile. +Pour plus d’informations et plus en profondeur les détails, reportez-vous à la page [[Netradiant]]. -h3. Compilation de la source +### Compilation de la source -NetRadiant est inclus avec le git checkout de la [[Accès référentiel|référentiel]]. Sur un système Linux/UNIX, la technique de base pour la construction est de changer votre dossier *./xonotic/netradiant* et d'utiliser 'make' pour le compiler. Résolvez toutes les dépendances. Le fichier binaire se trouve dans *./xonotic/netradiant/install*, 'radiant.x86'. +NetRadiant est inclus avec le git checkout de la [[Accès référentiel|référentiel]]. Sur un système Linux/UNIX, la technique de base pour la construction est de changer votre dossier **./xonotic/netradiant** et d’utiliser ‘make’ pour le compiler. Résolvez toutes les dépendances. Le fichier binaire se trouve dans **./xonotic/netradiant/install**, ‘radiant.x86’. -_Indications pour compiler sur windows (A faire ?)_ +*Indications pour compiler sur windows (A faire ?)* -h3. Constructions +### Constructions http://www.icculus.org/netradiant/files/ -h2. Forfaits Carte +Forfaits Carte +-------------- -Les cartes sont emballé comme un fichier .zip avec une extension .pk3. Ils peuvent être ouvert avec n'importe quel programme qui ouvre des fichiers zip. Le pk3 est chargé lorsque vous démarrez le jeu, [[Xonotic]]. Le moteur, [[Darkplaces]] lit les fichiers pk3 comme un système normal de fichiers. Vous pouvez ainsi créer un package pk3 avec tous les fichiers que le moteur peut normalement lire. (besoin d'un exemple de carte bien emballée en pk3) +Les cartes sont emballé comme un fichier .zip avec une extension .pk3. Ils peuvent être ouvert avec n’importe quel programme qui ouvre des fichiers zip. Le pk3 est chargé lorsque vous démarrez le jeu, [[Xonotic]]. Le moteur, [[Darkplaces]] lit les fichiers pk3 comme un système normal de fichiers. Vous pouvez ainsi créer un package pk3 avec tous les fichiers que le moteur peut normalement lire. (besoin d’un exemple de carte bien emballée en pk3) -h3. Arts appliqués aux paquets +### Arts appliqués aux paquets -h4. Conventions de nom +#### Conventions de nom - doit être uniquement alphanumérique, minuscules avec des tirets, des nombres et soulignements, ([a-z0-9-_.]+).pk3 -- de préférence ils sont suffixés avec une version et de révision. Suite à cette convention donnera de meilleurs résultats à partir de scripts qui utilisent ce format pour aider à distribuer votre carte. + doit être uniquement alphanumérique, minuscules avec des tirets, des nombres et soulignements, ([a-z0-9-\_.]+).pk3 — de préférence ils sont suffixés avec une version et de révision. Suite à cette convention donnera de meilleurs résultats à partir de scripts qui utilisent ce format pour aider à distribuer votre carte. -h4. Fichiers requis +#### Fichiers requis maps/.bsp - Ceci est votre fichier de carte compilé maps/.map - Ceci est un jeu open-source, aider les autres à apprendre. Ce fichier est requis pour être dans le match. maps/.mapinfo - Ce fichier a la méta-information, le suivi mondial de la musique, mode de jeu (s) et les paramètres de jeu -maps/.tga|png|jpg - Ce fichier est une capture d'écran de votre carte. Si vous n'incluez pas cela, vous carte ne possède pas de photo dans le menu ou l'écran de vote pour les serveurs et pleurer les anges. -maps/.waypoints - Ceci est nécessaire pour être ajouté au jeu, c'est pour les bots [[ajouter des points de passages|points de passages] -maps/gfx/_mini.tga|png|jpg - Ceci est nécessaire pour être ajouté au jeu, c'est un radar de la carte. Ceux-ci peuvent être générés avec la commande "<". +maps/.tga|png|jpg - Ce fichier est une capture d’écran de votre carte. Si vous n’incluez pas cela, vous carte ne possède pas de photo dans le menu ou l’écran de vote pour les serveurs et pleurer les anges. +maps/.waypoints - Ceci est nécessaire pour être ajouté au jeu, c’est pour les bots [[ajouter des points de passages|points de passages] +maps/gfx/\_mini.tga|png|jpg - Ceci est nécessaire pour être ajouté au jeu, c’est un radar de la carte. Ceux-ci peuvent être générés avec la commande “\<”. -h4. Facultatif / Fichiers suggérée +#### Facultatif / Fichiers suggérée -Ce n'est pas une liste exhaustive, souvenez-vous, vous pouvez inclure presque n'importe quel fichier qui se charge avec une carte. (Liste des besoins des fichiers) +Ce n’est pas une liste exhaustive, souvenez-vous, vous pouvez inclure presque n’importe quel fichier qui se charge avec une carte. (Liste des besoins des fichiers) -h4. Fichiers que vous devriez jamais inclure +#### Fichiers que vous devriez jamais inclure csprogs.dat progs.dat effectsinfo.txt -En incluant l'un des fichiers ci-dessus, vous pourriez provoquer des résultats indésirables. Essayez d'utiliser le sens commun sur la façon dont vous ajoutez dimension à votre carte, si vous avez des questions, demandez de l'aide. +En incluant l’un des fichiers ci-dessus, vous pourriez provoquer des résultats indésirables. Essayez d’utiliser le sens commun sur la façon dont vous ajoutez dimension à votre carte, si vous avez des questions, demandez de l’aide. -h2. Exemples +Exemples +-------- -maps/tutorial-world-v1_r2.bsp -maps/tutorial-world-v1_r2.map -maps/tutorial-world-v1_r2.mapinfo -maps/tutorial-world-v1_r2.png -maps/tutorial-world-v1_r2.waypoints -maps/gfx/tutorial-world-v1_r2_mini.png +maps/tutorial-world-v1\_r2.bsp +maps/tutorial-world-v1\_r2.map +maps/tutorial-world-v1\_r2.mapinfo +maps/tutorial-world-v1\_r2.png +maps/tutorial-world-v1\_r2.waypoints +maps/gfx/tutorial-world-v1\_r2\_mini.png maps/models/tutorial-world/crate.md3 maps/models/tutorial-world/jumppad.md3 scripts/tutorial-world/map-tutorial-world.shader maps/sound/cdtracks/tutorial-world/main-room.ogg maps/sound/tutorial-world/jumppad.ogg maps/sound/tutorial-world/wind.ogg -maps/textures/tutorial-world/base_1.tga -maps/textures/tutorial-world/floor_1.tga -maps/textures/tutorial-world/floor_2.tga -maps/textures/tutorial-world/floor_1.tga -maps/textures/tutorial-world/wall_1.tga -maps/textures/tutorial-world/wall_2.tga +maps/textures/tutorial-world/base\_1.tga +maps/textures/tutorial-world/floor\_1.tga +maps/textures/tutorial-world/floor\_2.tga +maps/textures/tutorial-world/floor\_1.tga +maps/textures/tutorial-world/wall\_1.tga +maps/textures/tutorial-world/wall\_2.tga -_ajoutez une carte bien emballée_ +*ajoutez une carte bien emballée* -h2. Tests de cartes +Tests de cartes +--------------- -Vous pouvez compiler votre carte localement ou sur le serveur de construction. Le serveur de construction (nécessite un [[référentiel d'accès]]) nécessite un fichier .nomdoptions. Pour vérifier, et plus d'info, demandez dans #xonotic.editing sur irc.quakenet.org +Vous pouvez compiler votre carte localement ou sur le serveur de construction. Le serveur de construction (nécessite un [[référentiel d’accès]]) nécessite un fichier .nomdoptions. Pour vérifier, et plus d’info, demandez dans \#xonotic.editing sur irc.quakenet.org -h2. Cartes sur les serveurs +Cartes sur les serveurs +----------------------- Trouver un serveur admin pour ajouter votre carte. (Cette section doit être travaillée) -h2. Dépôts de carte +Dépôts de carte +--------------- -_*Les cartes doivent être correctement emballés pour être inclus dans un référentiel*_ +***Les cartes doivent être correctement emballés pour être inclus dans un référentiel*** -Un référentiel carte officielle est en cours de planification, s'il vous plaît, revenez plus tard ou trouvez de l'aide sur IRC. +Un référentiel carte officielle est en cours de planification, s’il vous plaît, revenez plus tard ou trouvez de l’aide sur IRC. +Aide +---- -h2. Aide - -#xonotic.editing on irc.quakenet.org +\#xonotic.editing on irc.quakenet.org http://forums.xonotic.org [[Creating Maps|English]] + diff --git a/Darkplaces_Parameters.md b/Darkplaces_Parameters.md index dc90aa5..20e1418 100644 --- a/Darkplaces_Parameters.md +++ b/Darkplaces_Parameters.md @@ -1,20 +1,22 @@ -h1. Darkplaces Parameters +Darkplaces Parameters +===================== --safe parameter disables the usage of like every goody a graphic card offers to speed up things +-safe parameter disables the usage of like every goody a graphic card offers to speed up things + +Other options you might want to try are (-safe should be like you use all/most of them at once, but i did not check for this list being complete): +-noanisotropy disables GL\_EXT\_texture\_filter\_anisotropic (allows higher quality texturing) +-nocombine disables GL\_ARB\_texture\_env\_combine or GL\_EXT\_texture\_env\_combine (required for bumpmapping and faster map rendering) +-nocubemap disables GL\_ARB\_texture\_cube\_map (required for bumpmapping) +-nocva disables GL\_EXT\_compiled\_vertex\_array (renders faster) +-nodot3 disables GL\_ARB\_texture\_env\_dot3 (required for bumpmapping) +-nodrawrangeelements disables GL\_EXT\_draw\_range\_elements (renders faster) +-noedgeclamp disables GL\_EXT\_texture\_edge\_clamp or GL\_SGIS\_texture\_edge\_clamp (recommended, some cards do not support the other texture clamp method) +-nofragmentshader disables GL\_ARB\_fragment\_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities) +-nomtex disables GL\_ARB\_multitexture (required for faster map rendering) +-noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL\_ATI\_separate\_stencil extensions (which accelerate shadow rendering) +-noshaderobjects disables GL\_ARB\_shader\_objects (required for vertex shader and fragment shader) +-noshadinglanguage100 disables GL\_ARB\_shading\_language\_100 (required for vertex shader and fragment shader) +-nostenciltwoside disables GL\_EXT\_stencil\_two\_side (which accelerate shadow rendering) +-notexture3d disables GL\_EXT\_texture3D (required for spherical lights, otherwise they render as a column) +-novertexshader disables GL\_ARB\_vertex\_shader (allows vertex shader effects) -Other options you might want to try are (-safe should be like you use all/most of them at once, but i did not check for this list being complete): --noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing) --nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering) --nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping) --nocva disables GL_EXT_compiled_vertex_array (renders faster) --nodot3 disables GL_ARB_texture_env_dot3 (required for bumpmapping) --nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster) --noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method) --nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities) --nomtex disables GL_ARB_multitexture (required for faster map rendering) --noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering) --noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader) --noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader) --nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering) --notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column) --novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects) diff --git a/Deathmatch.md b/Deathmatch.md index 364e33b..387693f 100644 --- a/Deathmatch.md +++ b/Deathmatch.md @@ -1,27 +1,33 @@ -h1. Deathmatch (DM) +Deathmatch (DM) +=============== -h2. Object of the Game +Object of the Game +------------------ -Deathmatch is one of the most popular classic gamemodes in Xonotic (and also the easiest). It is a simple free-for-all fight to the death where everyone plays versus everyone. There are no teams or alliances, each player is on his/her own and one must fight for their own survival. -* Each kill you make (known in-game as a *frag*) awards you 1 point. -* You will lose 1 point if you *suicide* (e.g. fall off the map into space, sink into lava, or kill yourself with a weapon). -* The first player to score 30 points wins the match. +Deathmatch is one of the most popular classic gamemodes in Xonotic (and also the easiest). It is a simple free-for-all fight to the death where everyone plays versus everyone. There are no teams or alliances, each player is on his/her own and one must fight for their own survival. +\* Each kill you make (known in-game as a **frag**) awards you 1 point. +\* You will lose 1 point if you **suicide** (e.g. fall off the map into space, sink into lava, or kill yourself with a weapon). +\* The first player to score 30 points wins the match. -h2. Map Entities +Map Entities +------------ -* *Weapons* - These can be picked up from various places around the map or from a downed player. -* *Ammo* - These may be found in the form of shells, bullets, rockets, jet fuel, or power cells. -* *Powerups* - All maps have "Health" and "Armor" powerups, which extend your lifetime. Some maps may contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). +- **Weapons** - These can be picked up from various places around the map or from a downed player. +- **Ammo** - These may be found in the form of shells, bullets, rockets, jet fuel, or power cells. +- **Powerups** - All maps have “Health” and “Armor” powerups, which extend your lifetime. Some maps may contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -* Always keep moving. This can be especially true for smaller maps and/or very crowded matches. If you stay in one place for too long, you risk becoming an easy target. -* If your map contains powerups such as the ones mentioned above, make good use of them. They can be useful tools to win a match! -* Keep your suicides at a minimum. Your point counter _can_ enter into the negatives, so always avoid self-injury. -* If a player is approaching you fast and there are "Mega Health" or "Mega Armor" powerups nearby, grab them first! This can deprive the opponent of a chance to heal himself once shot. +- Always keep moving. This can be especially true for smaller maps and/or very crowded matches. If you stay in one place for too long, you risk becoming an easy target. +- If your map contains powerups such as the ones mentioned above, make good use of them. They can be useful tools to win a match! +- Keep your suicides at a minimum. Your point counter *can* enter into the negatives, so always avoid self-injury. +- If a player is approaching you fast and there are “Mega Health” or “Mega Armor” powerups nearby, grab them first! This can deprive the opponent of a chance to heal himself once shot. -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Demo_Camera.md b/Demo_Camera.md index 85b5e29..e9a3975 100644 --- a/Demo_Camera.md +++ b/Demo_Camera.md @@ -1,47 +1,43 @@ -h1. Demo Camera +Demo Camera +=========== -The demo camera allows you to customize camera position and angles during demo playback. It was designed mainly for video recording, not for spectating complete matches although maybe you can use it for this purpose depending on the map. +The demo camera allows you to customize camera position and angles during demo playback. It was designed mainly for video recording, not for spectating complete matches although maybe you can use it for this purpose depending on the map. -Note that depending on server configuration you might not see all players all the time in your demos, this is due to the anti-wallhack feature that works by not sending to you information about players you can't see. +Note that depending on server configuration you might not see all players all the time in your demos, this is due to the anti-wallhack feature that works by not sending to you information about players you can’t see. -Currently most camera options can be configured only using the console or config files. For more information about advanced configuration you can see Chapter 2 and Chapter 4 of the great "Nexuiz In Depth":http://www.youtube.com/user/NexuizInDepth series by Green Marine. Also probably you will want to associate some camera commands to keyboard keys or mouse buttons, see this link for more information. +Currently most camera options can be configured only using the console or config files. For more information about advanced configuration you can see Chapter 2 and Chapter 4 of the great [Nexuiz In Depth](http://www.youtube.com/user/NexuizInDepth) series by Green Marine. Also probably you will want to associate some camera commands to keyboard keys or mouse buttons, see this link for more information. +Basic usage +----------- -h2. Basic usage - -h3. Enable camera +### Enable camera This camera is available only during demo playback, to enable it you have to set the following variable (cvar) -
-camera_enable 1
-
- + camera_enable 1 Instantly you will be able to look anywhere and change the camera position using standar movement keys. Use 0 instead of 1 to disable it :) -h3. Camera angles +### Camera angles -Like I said before you can control vertical and horizontal angles using the mouse. To rotate the view you need to use the commands +roll_right and +roll_left. Probably you will want to bind them to keyboard keys with something like: +Like I said before you can control vertical and horizontal angles using the mouse. To rotate the view you need to use the commands +roll\_right and +roll\_left. Probably you will want to bind them to keyboard keys with something like: -
-bind e +roll_right
-bind q +roll_left
-
+ bind e +roll_right + bind q +roll_left -h3. Camera position +### Camera position Using standard movement keys you can move to right/left and forward/backward, also by default you can move up/down just looking up/down and moving forward/backward. For moving up/down you can use +moveup and +movedown. -h3. Camera modes +### Camera modes The camera has two modes: chase and free. By default the camera starts in chase mode, chaning the position according to player movements. To switch to free mode, where you can put the camera anywhere on the map, use: -
-camera_free 1
-
+ camera_free 1 + +Advanced usage +-------------- -h2. Advanced usage +For more advanced configuration variables look for the prefix camera\_ in the advanced settings menu: Settings-\>Misc-\>Advanced Settings… -For more advanced configuration variables look for the prefix camera_ in the advanced settings menu: Settings->Misc->Advanced Settings... diff --git a/Democapture.md b/Democapture.md index b9d6458..55c3e41 100644 --- a/Democapture.md +++ b/Democapture.md @@ -1,102 +1,113 @@ -h1. Capturing video clips +Capturing video clips +===================== -Capturing video clips in Xonotic is easy, and does not need any external tools such as screen capturing software. You can choose to capture with either the (lossy) Ogg Theora codec or alternatively to an uncompressed avi file. Beware that capturing while playing is a bad idea, as this will result in very choppy video. Always record a demo of what you are going to capture before rendering it to a video file. Enabling auto recording of demos is a good idea, which can be done via the menu (Multiplayer -> Demos -> [X] Record demos while playing). Playing them back can be done from the same menu. +Capturing video clips in Xonotic is easy, and does not need any external tools such as screen capturing software. You can choose to capture with either the (lossy) Ogg Theora codec or alternatively to an uncompressed avi file. Beware that capturing while playing is a bad idea, as this will result in very choppy video. Always record a demo of what you are going to capture before rendering it to a video file. Enabling auto recording of demos is a good idea, which can be done via the menu (Multiplayer ~~\> Demos~~\> [X] Record demos while playing). Playing them back can be done from the same menu. -h2. cl_capturevideo +cl\_capturevideo +---------------- -To capture a demo to a video clip you first start playing the demo and toggle the cl_capturevideo cvar. When it's on (1), the engine will start capturing screen frames and save them as either ogg or avi. The engine will slow down the demo enough to be able to capture all frames, which it can't do if you are recording while playing. Toggling the cvar to 0 will stop recording. +To capture a demo to a video clip you first start playing the demo and toggle the cl\_capturevideo cvar. When it’s on (1), the engine will start capturing screen frames and save them as either ogg or avi. The engine will slow down the demo enough to be able to capture all frames, which it can’t do if you are recording while playing. Toggling the cvar to 0 will stop recording. -To work around the problem of a visible console in the beginning and end of a recording, you will have to bind cl_capturevideo to a key as follows: -
-bind x "toggle cl_capturevideo"
-
where x can be any key (any letter or number (0-9), pgup, pgdn, alt etc.) -Note that the 'toggle' command simply toggles the value of cl_capturevideo. This means that recording starts the first time you hit the key and stops when you hit it again. +To work around the problem of a visible console in the beginning and end of a recording, you will have to bind cl\_capturevideo to a key as follows: + + bind x "toggle cl_capturevideo" + +where x can be any key (any letter or number (0-9), pgup, pgdn, alt etc.) +Note that the ‘toggle’ command simply toggles the value of cl\_capturevideo. This means that recording starts the first time you hit the key and stops when you hit it again. To switch between Ogg Theora and avi, use one of the following commands: -
-// enable encoding to ogg theora
-cl_capturevideo_ogg 1
 
-// use uncompressed avi instead (beware of huge files!)
-cl_capturevideo_ogg 0
-
+ // enable encoding to ogg theora + cl_capturevideo_ogg 1 -h2. Other useful cvars: + // use uncompressed avi instead (beware of huge files!) + cl_capturevideo_ogg 0 -
-// increase the framerate of the captured clip (eg. to 60)
-cl_capturevideo_fps 60
+Other useful cvars:
+-------------------
 
-// quality setting for ogg theora (video if recording to ogg, eg. 32 (default))
-cl_capturevideo_ogg_theora_quality 32
+    // increase the framerate of the captured clip (eg. to 60)
+    cl_capturevideo_fps 60
 
-// quality setting for ogg vorbis (audio if recording to ogg, eg. 3 (default))
-cl_capturevideo_ogg_vorbis_quality 3
-
+ // quality setting for ogg theora (video if recording to ogg, eg. 32 (default)) + cl_capturevideo_ogg_theora_quality 32 -h2. Fast forwarding + // quality setting for ogg vorbis (audio if recording to ogg, eg. 3 (default)) + cl_capturevideo_ogg_vorbis_quality 3 -To fast forward, play a demo and type eg. "slowmo 50" into the console to fast forward 50 times faster. Set slowmo back to 1 when you want to start recording to return to normal speed. As of yet there's unfortunately no way to rewind other than restarting the demo, which kind of sucks (!). Hope that'll be fixed in the future... +Fast forwarding +--------------- -h1. Using the demo camera +To fast forward, play a demo and type eg. “slowmo 50” into the console to fast forward 50 times faster. Set slowmo back to 1 when you want to start recording to return to normal speed. As of yet there’s unfortunately no way to rewind other than restarting the demo, which kind of sucks (!). Hope that’ll be fixed in the future… + +Using the demo camera +===================== The demo camera can be enabled with -
-camera_enable 1
-
It will by default follow the player and let you move the camera around. -h2. Camera modes + camera_enable 1 + +It will by default follow the player and let you move the camera around. -h3. Chase mode (default) +Camera modes +------------ -** Can be enabled with: camera_free 0 -** Allows you to chase the player, and by default rotate and move the camera freely -** You can smooth out the camera path with: camera_chase_smoothly -** You can have the camera aim at the player with: camera_look_player +### Chase mode (default) -h3. Free fly mode +**** Can be enabled with: camera\_free 0 +**** Allows you to chase the player, and by default rotate and move the camera freely +**** You can smooth out the camera path with: camera\_chase\_smoothly +**** You can have the camera aim at the player with: camera\_look\_player -** Can be enabled with: camera_free 1 -** Allows you to move and rotate the camera freely, and does not follow the player -** You can have the camera aim at the player with: camera_look_player +### Free fly mode -h2. Changing speeds +**** Can be enabled with: camera\_free 1 +**** Allows you to move and rotate the camera freely, and does not follow the player +**** You can have the camera aim at the player with: camera\_look\_player -** Change the treshold for ignoring small mouse movements: camera_mouse_treshold -** Change the camera rotation AND camera movement attenuation (why are these both in one cvar?): camera_speed_attenuation -** Change the camera movement speed in chase mode: camera_speed_chase, and free mode: camera_speed_free -** Change camera roll speed: camera_speed_roll +Changing speeds +--------------- -The camera can be moved with the same keys as you move with in the game, as well as +moveup, +movedown, +roll_left and +roll_right. These keys can be bound to a key as follows (eg): -
-bind x +moveup
-
+**** Change the treshold for ignoring small mouse movements: camera\_mouse\_treshold +**** Change the camera rotation AND camera movement attenuation (why are these both in one cvar?): camera\_speed\_attenuation +**** Change the camera movement speed in chase mode: camera\_speed\_chase, and free mode: camera\_speed\_free +**** Change camera roll speed: camera\_speed\_roll + +The camera can be moved with the same keys as you move with in the game, as well as +moveup, +movedown, +roll\_left and +roll\_right. These keys can be bound to a key as follows (eg): + + bind x +moveup To reset the camera, use: -
-toggle camera_reset
-
(to mand1nga: why is this a cvar, not a command?) -You can get a list of all camera cvars and their descriptions by typing "camera_" into the console and then hitting tab. You'll also see the current value as well as the default value inside brackets, so don't be shy to fiddle around with them :) + toggle camera_reset + +(to mand1nga: why is this a cvar, not a command?) -h1. Advanced capturing +You can get a list of all camera cvars and their descriptions by typing “camera\_” into the console and then hitting tab. You’ll also see the current value as well as the default value inside brackets, so don’t be shy to fiddle around with them :) + +Advanced capturing +================== There are a couple of tricks which you can do to eg. change shooting angle of the camera and hide HUD elements. -h2. Changing shooting angles +Changing shooting angles +------------------------ -To change the angles of the camera you'll have to create many video clips which you later have to merge in a video editor, but luckily you don't need to restart the demo for each angle. Instead you could use some simple scripting to "pause" the demo exactly at the moment you stop recording a clip. (and vice-versa) +To change the angles of the camera you’ll have to create many video clips which you later have to merge in a video editor, but luckily you don’t need to restart the demo for each angle. Instead you could use some simple scripting to “pause” the demo exactly at the moment you stop recording a clip. (and vice-versa) The console commands to accomplish this look something like this: -
-bind x "slowmo 0;cl_capturevideo 0"
-bind y "cl_capturevideo 1;slowmo 1"
-
This'll make the x key stop recording as well as pause the demo, giving you time to set up the next shooting angle and settings for the camera. The y key will start recording and immediately unpause. -Don't forget you can put all commands and cvars into an autoexec.cfg file (which you might have to create!) in your data/ directory. Then they will be set at each startup of Xonotic, you can simply copy & paste them from here and don't need to type them in manually each time. - -h2. Hiding HUD elements - -** r_letterbox -1 hides most HUD elements, including the kill messages. -** If you instead only want to hide the HUD, use viewsize 120 (100 is default) -** To hide the weapon, use r_drawviewmodel 0 -** To hide the crosshair, use crosshair 0 -** To hide waypointsprites, use cl_hidewaypoints 1 + + bind x "slowmo 0;cl_capturevideo 0" + bind y "cl_capturevideo 1;slowmo 1" + +This’ll make the x key stop recording as well as pause the demo, giving you time to set up the next shooting angle and settings for the camera. The y key will start recording and immediately unpause. +Don’t forget you can put all commands and cvars into an autoexec.cfg file (which you might have to create!) in your data/ directory. Then they will be set at each startup of Xonotic, you can simply copy & paste them from here and don’t need to type them in manually each time. + +Hiding HUD elements +------------------- + +**** r\_letterbox –1 hides most HUD elements, including the kill messages. +**** If you instead only want to hide the HUD, use viewsize 120 (100 is default) +**** To hide the weapon, use r\_drawviewmodel 0 +**** To hide the crosshair, use crosshair 0 +**** To hide waypointsprites, use cl\_hidewaypoints 1 + diff --git a/Domination.md b/Domination.md index e8e8d81..466838b 100644 --- a/Domination.md +++ b/Domination.md @@ -1,68 +1,70 @@ -h1. Domination (DOM) +Domination (DOM) +================ -h2. Object of the Game +Object of the Game +------------------ -In domination, the goal is to capture and hold all control points on the map. Domination is similar to [[Onslaught]] but capturing a control point is easier in Domination, and in Domination points are given for holding a control point, and there is no generator. Rarely are maps made exclusively for Domination, generally an existing [[Capture_the_Flag|CTF]] or [[Team_Deathmatch|TDM]] map receives Domination features. +In domination, the goal is to capture and hold all control points on the map. Domination is similar to [[Onslaught]] but capturing a control point is easier in Domination, and in Domination points are given for holding a control point, and there is no generator. Rarely are maps made exclusively for Domination, generally an existing [[Capture\_the\_Flag|CTF]] or [[Team\_Deathmatch|TDM]] map receives Domination features. -h2. Map Entities +Map Entities +------------ A domination map must have at the very least 4 entities. -h3. dom_team - -dom_team entites declare the teams available in the game and what models are shown when they take a control point. To create it, right click and go to "domination>dom_team". There must be at least 3 per map: Two teams and one empty team (for when the control point is not taken). - -
-// entity 244
-{
-"classname" "dom_team"
-"origin" "-24.000000 0.000000 96.000000"
-"message" "Blue team has captured a control point"
-"model" "models/domination/dom_blue.md3"
-"netname" "^4Blue Team^3"
-"noise" "domination/claim.wav"
-"noise1" "domination/claim.wav"
-"cnt" "13"
-}
-// entity 245
-{
-"classname" "dom_team"
-"origin" "16.000000 0.000000 96.000000"
-"cnt" "4"
-"message" "Red team has captured a control point"
-"model" "models/domination/dom_red.md3"
-"netname" "^1Red Team^3"
-"noise" "domination/claim.wav"
-"noise1" "domination/claim.wav"
-}
-// entity 246
-{
-"classname" "dom_team"
-"origin" "-8.000000 0.000000 128.000000"
-"model" "models/domination/dom_unclaimed.md3"
-}
-
- -These are the three dom_team entites you must have on your map. It does not matter where they are placed. The first two examples here declare two dom teams: blue and red. The third declares the "empty team". It is best to copy these verbatim into your map, as their structure does not change (of course, the coordinates do change depending on where you placed them). - -h3. dom_controlpoint - -These are the actual control points that players will capture. They do not have any required fields, but it is often useful to name them. Here is an example of a declaration of a dom_controlpoint entity in the .map file. - -
-"classname" "dom_controlpoint"
-"origin" "0.000000 2240.000000 608.000000"
-"message" " has captured ^1Red Base^3"
-
- -The key here is the "message" field, which allows you to set the message shown when a controlpoint is captured. Generally, the format of this is " has captured CONTROLPOINTNAME". You can also use color codes in these messages, as shown in the above example. - -h2. Helpful Hints and Tips - -* - -h2. List of Demos and Videos - -* Demo: -* Players: -* Key Points: +### dom\_team + +dom\_team entites declare the teams available in the game and what models are shown when they take a control point. To create it, right click and go to “domination\>dom\_team”. There must be at least 3 per map: Two teams and one empty team (for when the control point is not taken). + + // entity 244 + { + "classname" "dom_team" + "origin" "-24.000000 0.000000 96.000000" + "message" "Blue team has captured a control point" + "model" "models/domination/dom_blue.md3" + "netname" "^4Blue Team^3" + "noise" "domination/claim.wav" + "noise1" "domination/claim.wav" + "cnt" "13" + } + // entity 245 + { + "classname" "dom_team" + "origin" "16.000000 0.000000 96.000000" + "cnt" "4" + "message" "Red team has captured a control point" + "model" "models/domination/dom_red.md3" + "netname" "^1Red Team^3" + "noise" "domination/claim.wav" + "noise1" "domination/claim.wav" + } + // entity 246 + { + "classname" "dom_team" + "origin" "-8.000000 0.000000 128.000000" + "model" "models/domination/dom_unclaimed.md3" + } + +These are the three dom\_team entites you must have on your map. It does not matter where they are placed. The first two examples here declare two dom teams: blue and red. The third declares the “empty team”. It is best to copy these verbatim into your map, as their structure does not change (of course, the coordinates do change depending on where you placed them). + +### dom\_controlpoint + +These are the actual control points that players will capture. They do not have any required fields, but it is often useful to name them. Here is an example of a declaration of a dom\_controlpoint entity in the .map file. + + "classname" "dom_controlpoint" + "origin" "0.000000 2240.000000 608.000000" + "message" " has captured ^1Red Base^3" + +The key here is the “message” field, which allows you to set the message shown when a controlpoint is captured. Generally, the format of this is " has captured CONTROLPOINTNAME". You can also use color codes in these messages, as shown in the above example. + +Helpful Hints and Tips +---------------------- + +- + +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: + diff --git a/Dpmodel.md b/Dpmodel.md index 478af32..95e7cb1 100644 --- a/Dpmodel.md +++ b/Dpmodel.md @@ -1,19 +1,20 @@ -h1. Dpm models for Xonotic +Dpm models for Xonotic +====================== -1st you need dpm compiler, get it from http://icculus.org/twilight/darkplaces/files , search for dpmodel(blahblah).zip, try to get latest one +1st you need dpm compiler, get it from http://icculus.org/twilight/darkplaces/files , search for dpmodel(blahblah).zip, try to get latest one 2nd you need hl2 smd exporter for your modeling application: -> > > 3dsmax version 6-8 : http://www.chaosincarnate.net/cannonfodder/3dsmax.php +\> \> \> 3dsmax version 6-8 : http://www.chaosincarnate.net/cannonfodder/3dsmax.php -> > > Maya : check here http://developer.valvesoftware.com/wiki/Maya +\> \> \> Maya : check here http://developer.valvesoftware.com/wiki/Maya -> > > Blender : there was working smd exporter fixed by div0 at Xonotic forums. This MAY be it I'm not sure: http://ai.kurotorobert.com/xonotic/files/Blender/Exporters/hl2_smd/hl2_smd_mesh_export_div0.7z +\> \> \> Blender : there was working smd exporter fixed by div0 at Xonotic forums. This MAY be it I’m not sure: http://ai.kurotorobert.com/xonotic/files/Blender/Exporters/hl2\_smd/hl2\_smd\_mesh\_export\_div0.7z there are 2 types of smd files ->reference smd, that contain bones and mesh and uv coords +\>reference smd, that contain bones and mesh and uv coords ->animation smd, that contain only animation data, each animation is in separate file +\>animation smd, that contain only animation data, each animation is in separate file if you are using same skeleton for many models you can share animation files @@ -21,26 +22,27 @@ dpmodel converter takes these smd files and make single dpm file that contains a dpmodel need configuration file, its just simple text file -it looks like that: - -@# save the model as box.dpm@ -@model box@ -@# move the model this much before saving@ -@origin 0 0 0@ -@# rotate the model 0 degrees around vertical@ -@rotate 0@ -@# scale the model by this amount, 0.5 would be half size and 2.0 would be doule size@ -@scale 1@ -@# allows .framegroups file generation@ -@framegroups@ -@# load the mesh file, first reference then animation files@ -@scene ref.smd@ -@scene idle.smd fps 30@ -@scene pain.smd fps 30 noloop@ -@scene death.smd fps 10 noloop@ +it looks like that: + +`# save the model as box.dpm` +`model box` +`# move the model this much before saving` +`origin 0 0 0` +`# rotate the model 0 degrees around vertical` +`rotate 0` +`# scale the model by this amount, 0.5 would be half size and 2.0 would be doule size` +`scale 1` +`# allows .framegroups file generation` +`framegroups` +`# load the mesh file, first reference then animation files` +`scene ref.smd` +`scene idle.smd fps 30` +`scene pain.smd fps 30 noloop` +`scene death.smd fps 10 noloop` I think that comments explained it all quite well :) you run dpmodel.exe configfile.txt -and that's all +and that’s all + diff --git a/Faq.md b/Faq.md index 72a263c..fed46a2 100644 --- a/Faq.md +++ b/Faq.md @@ -1,82 +1,96 @@ -h1. Ideas For The Xonotic Announcement FAQ +Ideas For The Xonotic Announcement FAQ +====================================== {{TOC}} -h2. What prompted the split from Nexuiz? +What prompted the split from Nexuiz? +------------------------------------ Lee Vermeulen, the Nexuiz project founder, decided to license the Nexuiz code, including the DarkPlaces engine, to a new game development company named IllFonic so that they could develop a closed-source version for the PS3. As part of this deal, IllFonic acquired the rights to use the name Nexuiz along with the domain nexuiz.com, and are under no obligation to contribute code back to the open-source Nexuiz project. UPDATE: Lately, there had been promises about parts of the game code, and some recent engine changes have surfaced to be changes actually done in contract for IllFonic. -When this was announced, the response from the Nexuiz community was overwhelming negative, even from the development team and main contributors. Vermeulen had not actively participated in the project for several years and all development has been done by the community. Most members have expressed a sense of betrayal and cited the project as an example of Mushroom Management [http://en.wikipedia.org/wiki/Mushroom_management]. Vermeulen essentially cashed in on the hard work of others and sold the code, name and reputation that they had built up over years without him. +When this was announced, the response from the Nexuiz community was overwhelming negative, even from the development team and main contributors. Vermeulen had not actively participated in the project for several years and all development has been done by the community. Most members have expressed a sense of betrayal and cited the project as an example of Mushroom Management [http://en.wikipedia.org/wiki/Mushroom\_management]. Vermeulen essentially cashed in on the hard work of others and sold the code, name and reputation that they had built up over years without him. -Despite attempts to reason with IllFonic [link], they have refused to change the name of their project to a derivative name even though they have directly stated that their "version" of Nexuiz is a completely different game [link]. The hijacking of the Nexuiz project by its absentee founder and IllFonic made it clear that it had no future as it stood and thus the community left to found Xonotic. +Despite attempts to reason with IllFonic [link], they have refused to change the name of their project to a derivative name even though they have directly stated that their “version” of Nexuiz is a completely different game [link]. The hijacking of the Nexuiz project by its absentee founder and IllFonic made it clear that it had no future as it stood and thus the community left to found Xonotic. -It should also be noted that IllFonic's code might be in violation of the GPL as most contributors to the Nexuiz codebase have not relicensed their work for inclusion in a closed-source project. This has been another source of outrage for many. This finally led to IllFonic changing plans, and instead licensing the Nexuiz 1.0 code, which Alientrap does have a relicensing right on. +It should also be noted that IllFonic’s code might be in violation of the GPL as most contributors to the Nexuiz codebase have not relicensed their work for inclusion in a closed-source project. This has been another source of outrage for many. This finally led to IllFonic changing plans, and instead licensing the Nexuiz 1.0 code, which Alientrap does have a relicensing right on. -h2. Was a compromise attempted? +Was a compromise attempted? +--------------------------- -Yes, many in the Nexuiz community tried to reach a compromise [link], such as having IllFonic contribute some artwork and/or gamecode back to Nexuiz GPL and for them to use a derivative name for their project, e.g. "Nexuiz Reloaded". IllFonic flatly refused all such suggestions. This, along with the clear stance that Alientrap has taken on this issue, made it clear that no compromise could be reached. +Yes, many in the Nexuiz community tried to reach a compromise [link], such as having IllFonic contribute some artwork and/or gamecode back to Nexuiz GPL and for them to use a derivative name for their project, e.g. “Nexuiz Reloaded”. IllFonic flatly refused all such suggestions. This, along with the clear stance that Alientrap has taken on this issue, made it clear that no compromise could be reached. -h2. Is IllFonic going to release a Nexuiz PC edition? +Is IllFonic going to release a Nexuiz PC edition? +------------------------------------------------- According to a previous statement from IllFonic [link], there will be no Nexuiz PC edition by IllFonic. -h2. How will the management of Xonotic differ from Alientrap/Nexuiz GPL? +How will the management of Xonotic differ from Alientrap/Nexuiz GPL? +-------------------------------------------------------------------- -From the very start, we all discussed organizing the Xonotic Team with a handful of caretakers to make decisions on big/difficult issues for the game, and a committee underneath with community contributors who make decisions on most issues. The caretakers will also act to keep the project on track and maintain organization. All decisions will be made with input of the committee. The names of the caretakers are: +From the very start, we all discussed organizing the Xonotic Team with a handful of caretakers to make decisions on big/difficult issues for the game, and a committee underneath with community contributors who make decisions on most issues. The caretakers will also act to keep the project on track and maintain organization. All decisions will be made with input of the committee. The names of the caretakers are: -* DivVerent [GER] : Lead developer -* -z- [US] : Lead web developer, Server admin -* Dokujisan [US] : Community director, Server admin -* tZork [SWE] : Developer, Server admin, Mapper, Modeler -* mand1nga [ARG] : Developer -* merlijn [HOL] : Developer, Server admin -* Morphed [POL] : Modeler, Developer +- DivVerent [GER] : Lead developer +- ~~z~~ [US] : Lead web developer, Server admin +- Dokujisan [US] : Community director, Server admin +- tZork [SWE] : Developer, Server admin, Mapper, Modeler +- mand1nga [ARG] : Developer +- merlijn [HOL] : Developer, Server admin +- Morphed [POL] : Modeler, Developer -h2. Do you despise Vermeulen, LordHavoc or IllFonic? +Do you despise Vermeulen, LordHavoc or IllFonic? +------------------------------------------------ -*No!* Without the past work of Vermeulen and LordHavoc, we would not have the game that we enjoy today. We wish them the best of luck in their endeavors. We hope IllFonic's Nexuiz on PS3 is successful. We simply had a difference of opinion on project management and the result is going to be very positive; We're forming a game project that matches what we wanted out of Nexuiz all along. +**No!** Without the past work of Vermeulen and LordHavoc, we would not have the game that we enjoy today. We wish them the best of luck in their endeavors. We hope IllFonic’s Nexuiz on PS3 is successful. We simply had a difference of opinion on project management and the result is going to be very positive; We’re forming a game project that matches what we wanted out of Nexuiz all along. -h2. When will the first release arrive? +When will the first release arrive? +----------------------------------- -We don't have a deadline (even a vague one) set for that. We are working out which features and changes we want in the game, and which of those we would want in our first release. +We don’t have a deadline (even a vague one) set for that. We are working out which features and changes we want in the game, and which of those we would want in our first release. -h2. How and why did you choose the name? +How and why did you choose the name? +------------------------------------ Brainstorming of the name started on day 1 of our discussions, and the process took about 4-5 days. We had about 30 key community members onboard at the time of the name choosing. We all submitted ideas and voted on the best names. Some names were ruled out because of domain availability and name-conflicts with other software projects or companies in the software industry. Some names were ruled out because of how common they were in Google searches. Xonotic was a unique name with an available .com/.net/.org and Google search results were almost none. -h2. How and why did you choose the logo? +How and why did you choose the logo? +------------------------------------ The logo design process took about a week, with a handful of people contributing designs, and constantly adjusting those designs based on feedback. -The phoenix image of the logo is obviously refers to "rising from the ashes". +The phoenix image of the logo is obviously refers to “rising from the ashes”. -Another aspect of the logo is the center ring, which has some similarities to the Quake logo; it has a fatter bottom edge and thinner top edge, though quake didn't use a complete ring shape. This is intended as a pay of respect to the Quake origins of the game, as the DarkPlaces engine was originally based on the Quake 1 engine. +Another aspect of the logo is the center ring, which has some similarities to the Quake logo; it has a fatter bottom edge and thinner top edge, though quake didn’t use a complete ring shape. This is intended as a pay of respect to the Quake origins of the game, as the DarkPlaces engine was originally based on the Quake 1 engine. -h2. Is Xonotic going to continue with Nexuiz version numbers, or start with a version 1.0? +Is Xonotic going to continue with Nexuiz version numbers, or start with a version 1.0? +-------------------------------------------------------------------------------------- We will reset the version numbering to v1.0. We may release a v0.9 to start, with a plan for features that would go into a v1.0 -h2. What is going to be different between Xonotic and the current Nexuiz GPL? +What is going to be different between Xonotic and the current Nexuiz GPL? +------------------------------------------------------------------------- -* A more unified and consistent art direction -* New player models and animations -* New set of default maps, some of them will get a makeover -* New sounds and music -* New stronger bot AI -* Low quality textures will be dropped and replaced with higher quality ones -* Some weapon models may be changed -* More frequent releases -* Global player stats tracking system, supporting anonymous player as well -* So much more ... +- A more unified and consistent art direction +- New player models and animations +- New set of default maps, some of them will get a makeover +- New sounds and music +- New stronger bot AI +- Low quality textures will be dropped and replaced with higher quality ones +- Some weapon models may be changed +- More frequent releases +- Global player stats tracking system, supporting anonymous player as well +- So much more … -h2. Will gameplay change at all? (physics, etc) +Will gameplay change at all? (physics, etc) +------------------------------------------- We will likely tweak this overtime, but not likely for our first release. We like the basics of Nexuiz gameplay, but things could be improved. -h2. Are you forking DarkPlaces? (the game engine) +Are you forking DarkPlaces? (the game engine) +--------------------------------------------- -We don't intend to do this. If we have any changes that we need to submit to DarkPlaces, we're optimistic that those changes will be accepted as long as it improves the engine. If we end up having changes to DarkPlaces rejected, then we may have to revisit this question. +We don’t intend to do this. If we have any changes that we need to submit to DarkPlaces, we’re optimistic that those changes will be accepted as long as it improves the engine. If we end up having changes to DarkPlaces rejected, then we may have to revisit this question. However, a stable branch of DarkPlaces for use by Xonotic releases will be maintained by us. + diff --git a/Footer.md b/Footer.md index 0798e38..38eda8a 100644 --- a/Footer.md +++ b/Footer.md @@ -1,9 +1,10 @@ {{count}} {{comments}} -{{comment_form}} +{{comment\_form}} ------ +* * * * * {{tags}} -p>. Page visits: {{show_count}} | Last updated: {{lastupdated_at}} by {{lastupdated_by}} +p\>. Page visits: {{show\_count}} | Last updated: {{lastupdated\_at}} by {{lastupdated\_by}} + diff --git a/Forbidden_disposable_e-mail_providers.md b/Forbidden_disposable_e-mail_providers.md index 2b26a20..5c2875e 100644 --- a/Forbidden_disposable_e-mail_providers.md +++ b/Forbidden_disposable_e-mail_providers.md @@ -1,126 +1,127 @@ -h1. 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http://www.zippymail.info +- http://www.zippymail.info +- http://www.zoemail.com Last Updated by Alien on 2010 04 23 + diff --git a/Framegroups.md b/Framegroups.md index fc563fd..49dd7ab 100644 --- a/Framegroups.md +++ b/Framegroups.md @@ -1,14 +1,16 @@ -h1. .framegroups File +.framegroups File +================= -{{>toc}} +{{\>toc}} This file is needed to make md3, dpm, or iqm models play some animations in Xonotic. -h2. For modelers +For modelers +------------ It is named .framegroups. So if you are editing Ignis, it would be called ignis.iqm.framegroups. -Inside the file, the playermodel's animations are defined one per line. +Inside the file, the playermodel’s animations are defined one per line. Syntax: @@ -22,36 +24,38 @@ Ex. Defines a 100 frame death animation that start at frame 1, plays at 30 frames per second and does not loop. Animations must be in this order (these are the values for animname): -# dieone -# dietwo -# draw * -# duck -# duckwalk * -# duckjump -# duckidle * -# idle * -# jump -# painone -# paintwo -# shoot * -# taunt * -# run * -# runbackwards * -# strafeleft * -# straferight * -# deadone -# deadtwo -# forwardright * -# forwardleft * -# backright * -# backleft * -# melee - -Lines marked with a * need to loop (last number on the line should be 1). - -If you make 1 looping animation and place model on map as misc_gamemodel it will be animated. - -h2. For coders +\# dieone +\# dietwo +\# draw \* +\# duck +\# duckwalk \* +\# duckjump +\# duckidle \* +\# idle \* +\# jump +\# painone +\# paintwo +\# shoot \* +\# taunt \* +\# run \* +\# runbackwards \* +\# strafeleft \* +\# straferight \* +\# deadone +\# deadtwo +\# forwardright \* +\# forwardleft \* +\# backright \* +\# backleft \* +\# melee + +Lines marked with a \* need to loop (last number on the line should be 1). + +If you make 1 looping animation and place model on map as misc\_gamemodel it will be animated. + +For coders +---------- To play such a self-playing animation you just use self.frame=1 to play 1st animation, self.frame=2 to play 2nd animation, etc. If the animation does not loop, it will just stop at the last frame and stay there until you run another animation. + diff --git a/Freeze_Tag.md b/Freeze_Tag.md index 540ac22..1870163 100644 --- a/Freeze_Tag.md +++ b/Freeze_Tag.md @@ -1,30 +1,35 @@ -h1. Freeze Tag +Freeze Tag +========== -!>http://pics.nexuizninjaz.com/images/gdx5hm4yy93dab41bu.jpg! +![](>http://pics.nexuizninjaz.com/images/gdx5hm4yy93dab41bu.jpg) +Object of the Game +------------------ -h2. Object of the Game - -Freeze Tag is basically like [[Team_Deathmatch|TDM]], with 2 teams (red & blue). But instead of fragging your enemies – you freeze them into an ice cube. Once a team is 100% frozen the other team gets 1 point (10 to win). +Freeze Tag is basically like [[Team\_Deathmatch|TDM]], with 2 teams (red & blue). But instead of fragging your enemies – you freeze them into an ice cube. Once a team is 100% frozen the other team gets 1 point (10 to win). But (!): Frozen players can be unfrozen (“revived”). How To: -- Freeze an enemy? Just shoot at him until he is frozen (its similar to a frag). -- Revive a teammate? Stand close to a frozen teammate for some seconds (it shows for how long you need to stay). +- Freeze an enemy? Just shoot at him until he is frozen (its similar to a frag). +- Revive a teammate? Stand close to a frozen teammate for some seconds (it shows for how long you need to stay). -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- + +- Some maps can contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). They can be useful tools to win a match! +- [[Binds]] are very useful again to coordinate the team. +- You can freeze (or get frozen) in e.g. lava too! Also if you fall into space you will respawn frozen. -- Some maps can contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). They can be useful tools to win a match! -- [[Binds]] are very useful again to coordinate the team. -- You can freeze (or get frozen) in e.g. lava too! Also if you fall into space you will respawn frozen. +List of Demos and Videos +------------------------ -h2. List of Demos and Videos +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/GSoC-2011-ideas.md b/GSoC-2011-ideas.md index 5b2be09..6d0debb 100644 --- a/GSoC-2011-ideas.md +++ b/GSoC-2011-ideas.md @@ -1,103 +1,108 @@ -h1. GSoC 2011 ideas +GSoC 2011 ideas +=============== This page lists a number of ideas given by the developers, which can serve as the bases for a proposal. The ideas are quite short on purpose, you are encouraged to talk to (one of) the prospective mentors about the project to find out more about a certain subject. We can also point you in the right direction regarding documentation or code you may find useful when writing your proposal. You may obviously come up with your own ideas, but please discuss them with us before writing your proposal. Many ideas are likely to have implications that need to be taken into account, and we may be able to point you to previous attempts of implementing certain features. -h2. Getting in touch +Getting in touch +---------------- -We frequently hang out in our main irc channel: #xonotic on Freenode. There are also many other people there who may be able to help you in your quest for information, don't hesitate to ask! +We frequently hang out in our main irc channel: \#xonotic on Freenode. There are also many other people there who may be able to help you in your quest for information, don’t hesitate to ask! -Alternatively you may contact us using the forums or email. Generally the mentors can be reached by their nickname [at] xonotic.org, if you don't know who can mentor you please address the emails to admin [at] xonotic [you-know-what-comes-here] org, and we will find someone who can assist you. +Alternatively you may contact us using the forums or email. Generally the mentors can be reached by their nickname [at] xonotic.org, if you don’t know who can mentor you please address the emails to admin [at] xonotic [you-know-what-comes-here] org, and we will find someone who can assist you. -h2. FAQ +FAQ +--- To give you a basic idea of how the game works internally, this is a short summary of the pieces involved. We use the DarkPlaces engine to run the game, the engine is written entirely in C and provides all the features for rendering and integration. The engine is based on the GPL sources of Quake 1, and is still fully compatible with it. The engine spawns a sort of VM that executes the gamecode, this is written in the C-derived language QuakeC. QuakeC is actually a subset of the C language, and is quite easy to learn (if you know a little C you can pick it up in a few hours). The gamecode is compiled using fteqcc, which produces a progs.dat (server code), csprogs.dat (client code) and menu.dat (guess). Maps are created using some form of Radiant, mostly NetRadiant. Everything that ships with the game is licensed under the GPLv2. This means that all your contributions must also be licensed under this license, but you maintain all the rights to the code you write. -h2. Ideas +Ideas +----- -h3. Round-Based Gametype +### Round-Based Gametype This is required for games like arena, clan arena, and freezetag. A proper round-based system which allows for two types of spectators: one for each team and one for a player that just joined. Also proper scoring system for this. This includes rewriting some of our current gamemodes to use the round-based system. Prospective mentors: Samual, Dib, tZork, FruitieX Effort Level: Medium to High Knowledge required: QuakeC / C -h3. Allowing CSQC to control entities (and maybe also ragdolls and animation blending) +### Allowing CSQC to control entities (and maybe also ragdolls and animation blending) Currently tasks such as ragdolls and animation blending cannot be accomplished from the client side, and it would be too harsh on network traffic if we were to do this server side, so essentially the idea is to allow CSQC to manipulate the SSQC entities specifically for this purpose. Prospective mentors: divVerent, tZork Effort level: medium Knowledge required: C -h3. Loadable mutators +### Loadable mutators -Basically, a dynamic linking system for progs. Additionally to the regular game code, additional game code can be loaded from extra files. These link to the main game code by field/function names, and also have a special initialization function the engine calls at load time. This, with our existing "mutator system", will provide a full equivalent to Unreal Engine's "mutators". +Basically, a dynamic linking system for progs. Additionally to the regular game code, additional game code can be loaded from extra files. These link to the main game code by field/function names, and also have a special initialization function the engine calls at load time. This, with our existing “mutator system”, will provide a full equivalent to Unreal Engine’s “mutators”. Prospective mentors: divVerent Effort level: medium Knowledge required: C -h3. Implementing a statistics system for Xonotic +### Implementing a statistics system for Xonotic We would like to be able to let players keep track of their scores, progress and achievements using a website. We can already generate a lot of output from the game and store that in a centralized way, so this would mainly involve creating a web frontend that ties in with our other webpages and databases. Prospective mentors: merlijn, detrate, Antibody Effort level: medium to high Knowledge required: Databases and some web language like PHP / Python -h3. Soft Particles and (real) Cel Shading for the engine +### Soft Particles and (real) Cel Shading for the engine -Simple effects which need a *real* (defered shadow one won't work) depth buffer to work properly, they're also generally light on resources and wouldn't be very harmful to real time performance. +Simple effects which need a **real** (defered shadow one won’t work) depth buffer to work properly, they’re also generally light on resources and wouldn’t be very harmful to real time performance. Prospective mentors: Samual, divVerent, perhaps LordHavoc Effort level: medium Knowledge required: C, OpenGL experience, GLSL -h3. Better player and movement prediction with physics +### Better player and movement prediction with physics -Right now our player prediction really isn't all that good, it mismatches a lot and doesn't account for a lot of things which it needs to. If we could expand upon it and improve it for things such as ladders/hook etc then it would be really fantastic. +Right now our player prediction really isn’t all that good, it mismatches a lot and doesn’t account for a lot of things which it needs to. If we could expand upon it and improve it for things such as ladders/hook etc then it would be really fantastic. Prospective mentors: divVerent, LordHavoc Effort level: Medium to high Knowledge required: C and probably some networking knowledge -h3. Scoreboard re-write/rebase upon new hud code +### Scoreboard re-write/rebase upon new hud code -The current scoreboard code is quite outdated and simply doesn't fit the new panelhud very well. Remaking a lot of its structure and incorporate it as a separate "page" for the HUD will integrate it better. That in and of itself would open up new possibilities for the HUD, and allow easier extending of the scoreboard for gamemode specific tweaks. +The current scoreboard code is quite outdated and simply doesn’t fit the new panelhud very well. Remaking a lot of its structure and incorporate it as a separate “page” for the HUD will integrate it better. That in and of itself would open up new possibilities for the HUD, and allow easier extending of the scoreboard for gamemode specific tweaks. Prospective mentors: Samual, FruitieX Effort level: Low to medium Knowledge required: C and some 2D rendering -h3. Dynamic menu rendering and controls +### Dynamic menu rendering and controls -Improve the current menu system by allowing controls on the menu to be changed in real time (such as strings for buttons or even hiding/showing controls dynamically), so that dialogs can be created and changed dynamically from the code for use in game. The biggest use for this would be to have CSQC menus for things like voting or hud_setup, which allows a cleaner a way of implementing these with better extendibility. +Improve the current menu system by allowing controls on the menu to be changed in real time (such as strings for buttons or even hiding/showing controls dynamically), so that dialogs can be created and changed dynamically from the code for use in game. The biggest use for this would be to have CSQC menus for things like voting or hud\_setup, which allows a cleaner a way of implementing these with better extendibility. Prospective mentors: Samual, divVerent Effort level: Medium Knowledge required: C -h3. BOCC +### BOCC -We currently use the FTEQCC project to compile our gamecode, which has quite a few problems. Mainly it lacks ways of implementing more complex optimizations and it doesn't have very good support for some basic functions like arrays. We have a new project which in its current state cannot yet compile all the gamecode, but allows for better ways of implementing the DP1 assembler and more optimizations. This project would mainly focus on making BOCC work for all of our gamecode, and if possible some minor optimizations. -Prospective mentors: Blub\0, divVerent +We currently use the FTEQCC project to compile our gamecode, which has quite a few problems. Mainly it lacks ways of implementing more complex optimizations and it doesn’t have very good support for some basic functions like arrays. We have a new project which in its current state cannot yet compile all the gamecode, but allows for better ways of implementing the DP1 assembler and more optimizations. This project would mainly focus on making BOCC work for all of our gamecode, and if possible some minor optimizations. +Prospective mentors: Blub\\0, divVerent Effort Level: Probably high Knowledge required: C / C++ -h3. g_warmup_allguns 2: +### g\_warmup\_allguns 2: -Currently warmup mode gives you every normal weapon, and we would like it to only give the weapons which are available on that map. Right now the weapons are set up for warmup before it is known which weapons are available, so it would probably involve some alternative or work around. This would mainly be useful for competitive play, where warmup mode is pretty default before starting a match. +Currently warmup mode gives you every normal weapon, and we would like it to only give the weapons which are available on that map. Right now the weapons are set up for warmup before it is known which weapons are available, so it would probably involve some alternative or work around. This would mainly be useful for competitive play, where warmup mode is pretty default before starting a match. Prospective mentors: Samual, divVerent Effort level: low to medium Knowledge required: QuakeC / C -h3. Blender for Mappers +### Blender for Mappers -Basically, various tools/scripts (or, code changes in Blender) for mappers to efficiently work in Blender that can be easily called from the Blender user interface. Possibilities include: first person shooter-like camera movement (like Radiant has, with forward, backward, strafe left, strafe right, and mouse turning); "brush objects" (quick tools to make a cube, and deform it to put in the appropriate place); texture alignment (mappers typically prefer XY/YZ/ZX axis projections of the texture, Blender can currently do this, but it is quite complex to set up); q3 shader to Blender material import; but also: using Blender to generate lightmaps for an existing .bsp file (possibly done using q3map2's export-to-obj feature). +Basically, various tools/scripts (or, code changes in Blender) for mappers to efficiently work in Blender that can be easily called from the Blender user interface. Possibilities include: first person shooter-like camera movement (like Radiant has, with forward, backward, strafe left, strafe right, and mouse turning); “brush objects” (quick tools to make a cube, and deform it to put in the appropriate place); texture alignment (mappers typically prefer XY/YZ/ZX axis projections of the texture, Blender can currently do this, but it is quite complex to set up); q3 shader to Blender material import; but also: using Blender to generate lightmaps for an existing .bsp file (possibly done using q3map2’s export-to-obj feature). Prospective mentors: divVerent Effort level: low to high, depending on subtask Knowledge required: Blender, Python, possibly C++ -h3. New bot AI +### New bot AI Our current bots are not very smart, and mappers have to add many waypoints in order to make them move around a map at all. It would be good if the AI could be simplified and be more fun to play against bots. The AI should also be easily extendible for new gamemodes where different objectives can be defined. Propective mentors: tZork, divVerent Effort level: medium to high Knowledge required: AI, QuakeC / C + diff --git a/Git.md b/Git.md index b30323f..a3692c3 100644 --- a/Git.md +++ b/Git.md @@ -1,18 +1,21 @@ -h1. Git +Git +=== -{{>toc}} +{{\>toc}} -h2. After cloning the repository +After cloning the repository +---------------------------- After you cloned the repository (using git clone ) you are ready to start creating a branch to start working. -Please check [[Repository Access]] to make sure you checked out *all* of the repositories. data/ for example resides in its own repository. +Please check [[Repository Access]] to make sure you checked out **all** of the repositories. data/ for example resides in its own repository. -h2. Project structure +Project structure +----------------- -The game content can be divided into several distinct parts, like the data/ directory, and some of its subdirectories. This is why there are several repositories, and a helper script to fetch and update them all. This is described in [[Repository Access]] under "Working with the helper script ./all" +The game content can be divided into several distinct parts, like the data/ directory, and some of its subdirectories. This is why there are several repositories, and a helper script to fetch and update them all. This is described in [[Repository Access]] under “Working with the helper script ./all” The current structure looks as follows: -|_.Directory|_.Repository| +|*.Directory|*.Repository| |/|git://git.xonotic.org/xonotic/xonotic.git| |/bocc|git://git.xonotic.org/xonotic/bocc.git| |/darkplaces|git://git.xonotic.org/xonotic/darkplaces.git| @@ -25,82 +28,83 @@ The current structure looks as follows: |/data/xonotic-nexcompat.pk3dir|git://git.xonotic.org/xonotic/xonotic-nexcompat.pk3dir.git| |/xonotic|git://git.xonotic.org/xonotic/xonotic.git| -When using the ssh protocol, the xonotic/ directory is skipped, so it's just: git.xonotic.org/xonotic.git +When using the ssh protocol, the xonotic/ directory is skipped, so it’s just: git.xonotic.org/xonotic.git You can still use the data/ directory as base for the game since darkplaces now supports .pk3dir directories natively. -h2. Creating a new branch +Creating a new branch +--------------------- By convention, branches are usually called /. Before creating a branch, you first have to choose a base of your branch. Then you can create your branch: -Let's assume your name is me, your branch will be called feature1 and your base will be master. +Let’s assume your name is me, your branch will be called feature1 and your base will be master. There are several ways of creating a branch: You can simply create it by doing this from the xonotic directory and selecting where to branch: -
./all branch me/feature1
+ + ./all branch me/feature1 + This will create the branch locally and nothing else. It will not checkout the branch. You can do this now with: -
git checkout me/feature1
+ + git checkout me/feature1 Another possibility would be to checkout your base, and then use git checkout -b me/feature1. This is usually nice if you already are on your base branch because it is a single command. In case you want to make it available publicly, the most efficient way would be to first push the base branch as your branch on the remote: -
git push origin master:refs/heads/me/feature1
-git branch --track me/feature1 origin/me/feature1
-git checkout me/feature1
+ + git push origin master:refs/heads/me/feature1 + git branch --track me/feature1 origin/me/feature1 + git checkout me/feature1 The reason for this are tracking branches. -h4. Tracking branches +#### Tracking branches Whenever you are working with a branch that is available to the public, you want to know the state of your branch on the remote repository. You can either do this manually by getting diffs and logs from origin/me/feature1..me/feature1 using -
git log origin/me/feature1..me/feature1
-git diff origin/me/feature1..me/feature1
-Or you make sure you have tracking branches. -This can be done by using git branch --track ... to create the branch. - -h4. Making a non-tracking branch a tracking branch - -Most of gits magic is done in the config file. A tracking branch simple has merge information in the config. If your branch is not a tracking one and you wish to make it one, you can either push it, then remove the local version, and use git branch --track me/feature1 origin/me/feature1 to recreate it as a tracking one, or you add the necessary config lines: -
git config branch.me/feature1.remote origin
-git config branch.me/feature1.merge refs/heads/me/feature1
- -h2. Committing changes -After editing the code, you need to commit your changes. Since in git all your changes are local and you usually push to the repository after you added a set of changes, it is usually a good idea to make small commits with a good commit-message, instead of committing huge chunks of changes. - -Some useful commands: - -* To add new files to the index to be committed on git commit:
git add file1 [file2...]
-* To commit the files which have been added using git add:
git commit
or
git commit -m "message"
-* To commit ALL changed files (without adding new files):
git commit -a
or again:
git commit -am "message"
+ git log origin/me/feature1..me/feature1 + git diff origin/me/feature1..me/feature1 -In git all your changes are local. This includes your commits! If you want your branch to be updated on the remote repository, you have to push it. - -* Usually, you can push your changes doing:
git push me/feature1
-* If your branch is not a tracking branch:
git push origin me/feature1
or if you have an older git version you may have to do
git push origin me/feature1:refs/heads/me/feature1
+Or you make sure you have tracking branches. +This can be done by using git branch —track … to create the branch. -h2. Reverting +#### Making a non-tracking branch a tracking branch -Remember that git revert creates a *new commit* which reverts the changes of the commit you are reverting. -This is important to avoid conflicts for others who pull from your branch. -If the change you are reverting is not yet pushed to any repository, you can also try to erase it from the history. +Most of gits magic is done in the config file. A tracking branch simple has merge information in the config. If your branch is not a tracking one and you wish to make it one, you can either push it, then remove the local version, and use git branch —track me/feature1 origin/me/feature1 to recreate it as a tracking one, or you add the necessary config lines: -TODO: Add information about removing a commit from the history, and about how to remove the last commit by checkout out the previous one. + git config branch.me/feature1.remote origin + git config branch.me/feature1.merge refs/heads/me/feature1 -h2. Merging and rebasing +Committing changes +------------------ -In git you have two ways of combining two branches: You can either merge them, which does exactly what its name suggests: it merges the commits together. Or you can rebase the branch. +After editing the code, you need to commit your changes. Since in git all your changes are local and you usually push to the repository after you added a set of changes, it is usually a good idea to make small commits with a good commit-message, instead of committing huge chunks of changes. -Rebasing means that all your changes will be put at the end. This works by first collecting and removing all your changes, then replacing your branch with the base branch, then applying all your changes to it. Whenever something fails to apply you'll be asked to fix it, and then issue a git rebase --continue +Some useful commands: -* Merging master into me/feature1:
git checkout me/feature1
-git merge master
-* Merging some other branches into me/feature1:
git checkout me/feature1
-git merge branch1 branch2 brnach3
-* Rebasing my branch - you should only do this when the branch is not pushed to a remote repository regularly:
git checkout me/feature1
-git rebase master
-in case of conflicts, edit the conflicting files, then do:
-git add conflicting_file1 [conflicting_file2...]
-git rebase --continue
+- To add new files to the index to be committed on git commit: \git add file1 [file2…]\ +- To commit the files which have been added using git add: \git commit\ or \git commit -m “message”\ +- To commit ALL changed files (without adding new files): \git commit -a\ or again: \git commit ~~am “message”\ + In git all your changes are local. This includes your commits! If you want your branch to be updated on the remote repository, you have to push it. + \* Usually, you can push your changes doing: \git push me/feature1\ + \* If your branch is not a tracking branch: \git push origin me/feature1\ or if you have an older git version you may have to do \git push origin me/feature1:refs/heads/me/feature1\ + h2. Reverting + Remember that git revert creates a **new commit** which reverts the changes of the commit you are reverting. + This is important to avoid conflicts for others who pull from your branch. + If the change you are reverting is not yet pushed to any repository, you can also try to erase it from the history. + TODO: Add information about removing a commit from the history, and about how to remove the last commit by checkout out the previous one. + h2. Merging and rebasing + In git you have two ways of combining two branches: You can either merge them, which does exactly what its name suggests: it merges the commits together. Or you can rebase the branch. + Rebasing means that all your changes will be put at the end. This works by first collecting and removing all your changes, then replacing your branch with the base branch, then applying all your changes to it. Whenever something fails to apply you’ll be asked to fix it, and then issue a git rebase —continue + \* Merging master into me/feature1: \git checkout me/feature1 + git merge master\ + \* Merging some other branches into me/feature1: \git checkout me/feature1 + git merge branch1 branch2 brnach3\ + \* Rebasing my branch~~ you should only do this when the branch is not pushed to a remote repository regularly: \git checkout me/feature1 + git rebase master + in case of conflicts, edit the conflicting files, then do: + git add conflicting\_file1 [conflicting\_file2…] + git rebase —continue\ + +TODO… -TODO... diff --git a/Grappling_Hook.md b/Grappling_Hook.md index 0460361..32bebda 100644 --- a/Grappling_Hook.md +++ b/Grappling_Hook.md @@ -1,15 +1,19 @@ -h1. Grappling Hook Mutator: +Grappling Hook Mutator: +======================= -h2. Overview +Overview +-------- -This mutator adds an extra weapon to each players default spawn weapons: the [[Weapons#Grappling-Hook|Grappling Hook]]. This weapon fires a particle beam that will travel a long distance until it hits a solid surface. Once latched onto something, the gun will immediately swing you there. It does not require external ammunition, but it has a charge that slowly regenerates over time (marked by a yellow bar above the Health and Armor meters in the HUD). The hook adds an extra challenge to fighting matches, and it also makes both surprise ambushes and miraculous escapes possible. Additionally, areas with powerups or weapons that were previously unreachable are now up for grabs, making matches involving "[[Strength]]" and "[[Shield]]" powerups much more interesting. +This mutator adds an extra weapon to each players default spawn weapons: the [[Weapons\#Grappling-Hook|Grappling Hook]]. This weapon fires a particle beam that will travel a long distance until it hits a solid surface. Once latched onto something, the gun will immediately swing you there. It does not require external ammunition, but it has a charge that slowly regenerates over time (marked by a yellow bar above the Health and Armor meters in the HUD). The hook adds an extra challenge to fighting matches, and it also makes both surprise ambushes and miraculous escapes possible. Additionally, areas with powerups or weapons that were previously unreachable are now up for grabs, making matches involving “[[Strength]]” and “[[Shield]]” powerups much more interesting. -h2. Mutator Details +Mutator Details +--------------- + +- Grappling hook information: + - *Primary*: Fires the hook, latches onto a surface, pulls the player there, and then detaches. Press and hold the button to keep the hook attached for longer, but this depletes the charge quickly. + - *Secondary*: Drops a gravity bomb that affects enemy players and also releases light and smoke (similar to a flashbang). + - *Ammunition*: Regenerating charge (Primary), [[Weapons\#Cells|Cells]] (Secondary). +- Using the default keybinds, the Grappling Hook should should be in weapon **slot 0** (‘zero’). +- The Grappling Hook is *not* a hitscan beam! Depending on the distance, it may take a second or two for the hook to actually reach its destination, so use careful timing if using it for an escape! +- Conserve your charge. It may take a while to regenerate, so don’t consume it all at once. -* Grappling hook information: -** _Primary_: Fires the hook, latches onto a surface, pulls the player there, and then detaches. Press and hold the button to keep the hook attached for longer, but this depletes the charge quickly. -** _Secondary_: Drops a gravity bomb that affects enemy players and also releases light and smoke (similar to a flashbang). -** _Ammunition_: Regenerating charge (Primary), [[Weapons#Cells|Cells]] (Secondary). -* Using the default keybinds, the Grappling Hook should should be in weapon *slot 0* ('zero'). -* The Grappling Hook is _not_ a hitscan beam! Depending on the distance, it may take a second or two for the hook to actually reach its destination, so use careful timing if using it for an escape! -* Conserve your charge. It may take a while to regenerate, so don't consume it all at once. diff --git a/GuideIndex.md b/GuideIndex.md index c885b3d..9223999 100644 --- a/GuideIndex.md +++ b/GuideIndex.md @@ -1,48 +1,50 @@ -h1. GuideIndex +GuideIndex +========== this is a temporary page to brainstorm the structure of a Xonotic Userguide once the structure is set up, this shall be deleted -Pages should be prefixed with "Guide" (or come up with something better) to prevent namespace clashes with existing developer pages, +Pages should be prefixed with “Guide” (or come up with something better) to prevent namespace clashes with existing developer pages, and to differentiate them from developer resources in the wiki index. -*Please help refine or rework this structure before we go on to create the actual pages* +**Please help refine or rework this structure before we go on to create the actual pages** [[GuideIndex]] -# [[GuideGetStarted|Getting started]] -#* System Requirements (if we can come up with some. link to [[Hardware_Requirements]]?) -#* Download the game (git, autobuild, release version links and procedures explained) -#* Setup (name, playerskin, network parameters -- the basics) -#* Singleplayer / Campaign -# [[GuideInterface|User Interface]] -- Getting comfortable -#* Menu Skins -#* HUD customization -# [[GuideGameModes|Game modes and Mutators]] -#* Game modes _(explained from a user perspective. Not the dev pages)_ -#** Arena -#** Assault -#** ... -#* Mutators -#** Dodging -#** Midair -#** ... -# [[GuideTutorials|Guides]] -#* Movement Tutorial _(trick jumps, speeding, hook etc.)_ -#* Gun Techniques / Weapon Balance _(prioritizing your weapon switching and stuff)_ -#* Pickup Matches -# [[GuideTweaks|Tweaking the game]] -#* Advanced cvars menu -#* Configuration Files (autoexec.cfg and co.) -# [[GuideCommunity|Community]] -#* where to meet people. Forums, IRC, Clansites ... -#* official Media Channels (see [[PR]]) to subscribe to -# [[GuideGlossary|Glossary]] -#* Common Terms and Abbreviations (explaining stuff like ONS(one night st... err Onslaught), CPM, ELO, ...) -# [[GuideServerAdministration|Server Administration]] -#* Setup -#* Configuration -#* Stats server -#* Banlist sharing -# [[GuideContribute|Contributing to the game]] -#* How to help out and where to start -#* (FAQ for new developers [Y U NO SWITCH ENGINE ^ 347], explain insider concepts) +\# [[GuideGetStarted|Getting started]] +\#\* System Requirements (if we can come up with some. link to [[Hardware\_Requirements]]?) +\#\* Download the game (git, autobuild, release version links and procedures explained) +\#\* Setup (name, playerskin, network parameters — the basics) +\#\* Singleplayer / Campaign +\# [[GuideInterface|User Interface]] — Getting comfortable +\#\* Menu Skins +\#\* HUD customization +\# [[GuideGameModes|Game modes and Mutators]] +\#\* Game modes ** +\#**** Arena +\#**** Assault +\#**** … +\#\* Mutators +\#**** Dodging +\#**** Midair +\#**** … +\# [[GuideTutorials|Guides]] +\#\* Movement Tutorial ** +\#\* Gun Techniques / Weapon Balance ** +\#\* Pickup Matches +\# [[GuideTweaks|Tweaking the game]] +\#\* Advanced cvars menu +\#\* Configuration Files (autoexec.cfg and co.) +\# [[GuideCommunity|Community]] +\#\* where to meet people. Forums, IRC, Clansites … +\#\* official Media Channels (see [[PR]]) to subscribe to +\# [[GuideGlossary|Glossary]] +\#\* Common Terms and Abbreviations (explaining stuff like ONS (one night st... err Onslaught), CPM, ELO, …) +\# [[GuideServerAdministration|Server Administration]] +\#\* Setup +\#\* Configuration +\#\* Stats server +\#\* Banlist sharing +\# [[GuideContribute|Contributing to the game]] +\#\* How to help out and where to start +\#\* (FAQ for new developers [Y U NO SWITCH ENGINE \^ 347], explain insider concepts) + diff --git a/Halogene's_Newbie_Corner.md b/Halogene's_Newbie_Corner.md index 1d693d3..e5d789d 100644 --- a/Halogene's_Newbie_Corner.md +++ b/Halogene's_Newbie_Corner.md @@ -1,437 +1,472 @@ -!http://www.xonotic.org/m/uploads/2014/04/newbie-corner-banner-thumb.png(Halogene's Newbie Corner)!:http://www.xonotic.org/m/uploads/2012/09/newbie-corner-banner2.png +![Halogene's Newbie Corner](http://www.xonotic.org/m/uploads/2014/04/newbie-corner-banner-thumb.png "Halogene's Newbie Corner"):http://www.xonotic.org/m/uploads/2012/09/newbie-corner-banner2.png -{{>toc}} +{{\>toc}} -h1. Preface +Preface +======= -This tutorial aims at showing all fundamental aspects of vanilla gameplay to enable new players to pick up the ropes quickly. It includes the information of all six blog posts of the !http://xonotic.org/tag/newbie(Newbie Corner)!:http://xonotic.org/tag/newbie as well as some new things that have changed or that I didn't think about back then. +This tutorial aims at showing all fundamental aspects of vanilla gameplay to enable new players to pick up the ropes quickly. It includes the information of all six blog posts of the ![Newbie Corner](http://xonotic.org/tag/newbie "Newbie Corner"):http://xonotic.org/tag/newbie as well as some new things that have changed or that I didn’t think about back then. Note that all this applies to vanilla Xonotic. Whereas movement aspects should usually apply more or less unchanged to modified servers offering minstagib, vehicle ctf or overkill gameplay, I will not explain the specifics of these game modifications/mutators - I simply lack the expertise in non-vanilla game modes. So if you want to fully apply the knowledge gained from this tutorial, search for vanilla servers (Xonotic icon next to it in server browser) or use the official [HUB] ones. -Remember that the Xonotic player community is generally considered a very friendly and helpful one and for many people (including me) this is the key aspect that gets one hooked to this game. If you meet very strong players online and wonder how they do certain things, it usually pays off to simply ask them. Most of the experienced players will take their time to shortly explain gameplay techniques to newbies if asked nicely. Some of them might even offer to show you around by giving you a short live tutorial. That's how I myself learned about laser jumping and strafe turning for example. +Remember that the Xonotic player community is generally considered a very friendly and helpful one and for many people (including me) this is the key aspect that gets one hooked to this game. If you meet very strong players online and wonder how they do certain things, it usually pays off to simply ask them. Most of the experienced players will take their time to shortly explain gameplay techniques to newbies if asked nicely. Some of them might even offer to show you around by giving you a short live tutorial. That’s how I myself learned about laser jumping and strafe turning for example. Even if the skill gap between you and another player is immense, it is highly improbable that the other player is cheating. There are a couple of mechanisms implemented in the game that effectively prevent cheating, and from my personal experience I am confident to say that cheating is not really an issue in Xonotic. The skill gap between newbies and experienced players mostly results from newbies not knowing gameplay mechanics and therefore lacking the ability to acquire skill in the first place. The purpose of this Newbie Corner is to allow any new player to develop the same skills that experienced players have already gained, simply by showing how it works. -h1. Movement +Movement +======== -Even though people tend to be more interested in what the weapons do when they first try out a new first person shooter, I prefer to follow the structure that I established for my live newbie tutorials and to start off with the movement. Understanding and mastering Xonotic's movement is a key success factor in this game, apart from making it incredibly fun to play once you get the hang of it. So let's get started! +Even though people tend to be more interested in what the weapons do when they first try out a new first person shooter, I prefer to follow the structure that I established for my live newbie tutorials and to start off with the movement. Understanding and mastering Xonotic’s movement is a key success factor in this game, apart from making it incredibly fun to play once you get the hang of it. So let’s get started! -h2. Bunny Hopping -!http://www.xonotic.org/m/uploads/2014/04/Bunnyhop-text-thumb.png(Bunny Hopping)!:http://www.xonotic.org/m/uploads/2014/01/Bunnyhop-text.png +Bunny Hopping +![Bunny Hopping](http://www.xonotic.org/m/uploads/2014/04/Bunnyhop-text-thumb.png "Bunny Hopping"):http://www.xonotic.org/m/uploads/2014/01/Bunnyhop-text.png +------------------------------------------------------------------------------------------------------------------------------------------------------------- -You may have noticed that players race around the maps at insane speeds, making them hard to hit and also hard to tell from which direction they’ll come next, should you survive an attack. You can do that too, and here's how. +You may have noticed that players race around the maps at insane speeds, making them hard to hit and also hard to tell from which direction they’ll come next, should you survive an attack. You can do that too, and here’s how. -In Xonotic you have a lot of movement control while you are in the air ("air control"), and to a great extent you’ll accelerate when pressing the forward button while flying. When you just walk around though, your feet are in constant contact with the ground, so the friction is slowing you down a lot. One of the keys to gain high speeds in Xonotic is therefore to touch the ground as little as possible. By constantly jumping ("bunny hopping") you can keep ground contact to a minimum. The good thing is that you only need to keep the jump button pressed and you will jump again once you hit the ground (unless of course you disabled that in Settings → Input). If you press the forward button while holding the jump button, you’ll continuously get faster until you hit the acceleration limit. +In Xonotic you have a lot of movement control while you are in the air (“air control”), and to a great extent you’ll accelerate when pressing the forward button while flying. When you just walk around though, your feet are in constant contact with the ground, so the friction is slowing you down a lot. One of the keys to gain high speeds in Xonotic is therefore to touch the ground as little as possible. By constantly jumping (“bunny hopping”) you can keep ground contact to a minimum. The good thing is that you only need to keep the jump button pressed and you will jump again once you hit the ground (unless of course you disabled that in Settings → Input). If you press the forward button while holding the jump button, you’ll continuously get faster until you hit the acceleration limit. This is quite easy and there’s nothing really to master about plain forward bunny hopping. However, you’ll face complications if you now try to turn once you gained some speed. If you continue to press the forward key and simply turn the mouse, you’ll hardly manage to make a sharp turn (unless you stop jumping, which slows you down a lot). In order to perform sharper turns without loosing speed, thus making you more agile, do the following: -Before the turn, while still bunny hopping, release the forward key. Once you’ve released the forward key (while still keeping the jump key pressed), hold down the strafe key in the direction you want to turn (for sharp right turn: strafe right). Keep holding the jump key and the strafe key and smoothly and steadily turn your mouse into the strafe direction (in my example, right). It’s vital to move the mouse smoothly, because any abrupt sudden movements will slow you down. I can’t stress this aspect enough – a lot of newcomers that I told this technique basically got all the key pressing part right but fail at moving the mouse smoothly. Softly accelerate and decelerate the mouse turn and maintain a steady turn speed in between. The movement needs to be fluent and soft to get the full benefit. Also note that releasing the forward key while you’ve already pressed the strafe key will slow you down too, so be sure to use the right order. You’ll notice that if you do it right, you actually don’t lose speed in turns, but rather start to accelerate! This technique is called "strafe turning". +Before the turn, while still bunny hopping, release the forward key. Once you’ve released the forward key (while still keeping the jump key pressed), hold down the strafe key in the direction you want to turn (for sharp right turn: strafe right). Keep holding the jump key and the strafe key and smoothly and steadily turn your mouse into the strafe direction (in my example, right). It’s vital to move the mouse smoothly, because any abrupt sudden movements will slow you down. I can’t stress this aspect enough – a lot of newcomers that I told this technique basically got all the key pressing part right but fail at moving the mouse smoothly. Softly accelerate and decelerate the mouse turn and maintain a steady turn speed in between. The movement needs to be fluent and soft to get the full benefit. Also note that releasing the forward key while you’ve already pressed the strafe key will slow you down too, so be sure to use the right order. You’ll notice that if you do it right, you actually don’t lose speed in turns, but rather start to accelerate! This technique is called “strafe turning”. -!http://www.xonotic.org/m/uploads/2014/04/bunnyhop-comic-thumb.png(Bunny Hopping Step by Step)!:http://www.xonotic.org/m/uploads/2014/04/bunnyhop-comic.png -_click to view full size_ +![Bunny Hopping Step by Step](http://www.xonotic.org/m/uploads/2014/04/bunnyhop-comic-thumb.png "Bunny Hopping Step by Step"):http://www.xonotic.org/m/uploads/2014/04/bunnyhop-comic.png +*click to view full size* Once you’re done turning, you can release the strafe key and press forward key again or even directly switch to the other direction. A good way to practice this is to use forward only for inital acceleration, and then to do turns left and right running in an number eight-shaped figure (I recommend the main room in the map “afterslime” for that). -!http://www.xonotic.org/m/uploads/2014/04/Bunnyhop-8shape-thumb.png(Practice Figure for Strafe Turning)!:http://www.xonotic.org/m/uploads/2014/04/Bunnyhop-8shape.png -_click to view full size_ +![Practice Figure for Strafe Turning](http://www.xonotic.org/m/uploads/2014/04/Bunnyhop-8shape-thumb.png "Practice Figure for Strafe Turning"):http://www.xonotic.org/m/uploads/2014/04/Bunnyhop-8shape.png +*click to view full size* It takes a while to get used to, but if you practice it, this goes into your cerebellum sooner or later (depending on your age, mostly) and then you’ll never think about it again! At that point you’ll be bunny hopping all over the place at high speed. Mastering this technique is very rewarding, since running around a map at high speed is a bunch of fun. -Beyond this, advanced techniques known from other games as "strafe jumping" and "circle jumping" can also be used, however their impact is only very limited. Strafe jumping for example gives a small bit of extra acceleration only up to a certain speed in vanilla mode. Should you nevertheless want to learn more about those techniques or are interested in Xonotic race mode where servers use cpma-like physics, check out !http://www.xonotic.org/2013/02/a-strafe-jumping-lesson-from-hero(Hero's strafe jumping lesson)!:http://www.xonotic.org/2013/02/a-strafe-jumping-lesson-from-hero. +Beyond this, advanced techniques known from other games as “strafe jumping” and “circle jumping” can also be used, however their impact is only very limited. Strafe jumping for example gives a small bit of extra acceleration only up to a certain speed in vanilla mode. Should you nevertheless want to learn more about those techniques or are interested in Xonotic race mode where servers use cpma-like physics, check out ![Hero's strafe jumping lesson](http://www.xonotic.org/2013/02/a-strafe-jumping-lesson-from-hero "Hero's strafe jumping lesson"):http://www.xonotic.org/2013/02/a-strafe-jumping-lesson-from-hero. -h2. Laser Jumping -!http://www.xonotic.org/m/uploads/2014/04/lj1-thumb.png(Laser Jumping)!:http://www.xonotic.org/m/uploads/2014/04/lj1.png +Laser Jumping +![Laser Jumping](http://www.xonotic.org/m/uploads/2014/04/lj1-thumb.png "Laser Jumping"):http://www.xonotic.org/m/uploads/2014/04/lj1.png +----------------------------------------------------------------------------------------------------------------------------------------- -Let's now have a look at two important aspects of a very useful movement tool in Xonotic, the laser! While dealing somewhat low damage, the laser is one of the most important weapons in Xonotic. It's projectile creates a blast upon impact on any surface or object that deals little damage to players being nearby, but pushes such players away from the impact spot. That way, the push force of the laser projectile impact can be used to move both other players and yourself around. You can test this easily by standing and shooting at the ground below you with the laser. You'll notice that you get pushed up into the air by the blast. Now if you jump at the same time, you can get pushed even higher. If you get the timing right, you can get very high, like from the upper platform to the roof or from the fan to crylink on the map Xoylent. +Let’s now have a look at two important aspects of a very useful movement tool in Xonotic, the laser! While dealing somewhat low damage, the laser is one of the most important weapons in Xonotic. It’s projectile creates a blast upon impact on any surface or object that deals little damage to players being nearby, but pushes such players away from the impact spot. That way, the push force of the laser projectile impact can be used to move both other players and yourself around. You can test this easily by standing and shooting at the ground below you with the laser. You’ll notice that you get pushed up into the air by the blast. Now if you jump at the same time, you can get pushed even higher. If you get the timing right, you can get very high, like from the upper platform to the roof or from the fan to crylink on the map Xoylent. -But you'll not always want to do very high jumps, for example if you're on the run and need to hit a passageway without bumping your head on an arch above it (like the mega armor on Stormkeep coming from Hagar). In such cases, it can be useful to fire downwards while you are already (or still) in the air during bunny hopping, allowing the laser to travel a short distance before impact and having more space between impact and yourself, so the push is not that strong. +But you’ll not always want to do very high jumps, for example if you’re on the run and need to hit a passageway without bumping your head on an arch above it (like the mega armor on Stormkeep coming from Hagar). In such cases, it can be useful to fire downwards while you are already (or still) in the air during bunny hopping, allowing the laser to travel a short distance before impact and having more space between impact and yourself, so the push is not that strong. -You'll have to experiment a bit with the timing of shooting and jumping to reliably achieve the desired jump heighth, but this will become muscle memory rather quickly since you'll be using laser jumps a lot in Xonotic gameplay. +You’ll have to experiment a bit with the timing of shooting and jumping to reliably achieve the desired jump heighth, but this will become muscle memory rather quickly since you’ll be using laser jumps a lot in Xonotic gameplay. -h2. Wall Lasering -!http://www.xonotic.org/m/uploads/2014/04/wall-lasering-thumb.png(Wall Lasering)!:http://www.xonotic.org/m/uploads/2014/04/wall-lasering.png +Wall Lasering +![Wall Lasering](http://www.xonotic.org/m/uploads/2014/04/wall-lasering-thumb.png "Wall Lasering"):http://www.xonotic.org/m/uploads/2014/04/wall-lasering.png +------------------------------------------------------------------------------------------------------------------------------------------------------------- -Now, when accelerating fast, you won't always want to do that vertically. Some times the first few bunny hops are not fast enough to reach a place (or to get out of a place) in time. With the technique of wall lasering you can easily reach rather high horizontal speeds instantly, out of the stand. +Now, when accelerating fast, you won’t always want to do that vertically. Some times the first few bunny hops are not fast enough to reach a place (or to get out of a place) in time. With the technique of wall lasering you can easily reach rather high horizontal speeds instantly, out of the stand. -!http://www.xonotic.org/m/uploads/2014/04/wall-lasering-comic-thumb.png(Wall Lasering Step by Step)!:http://www.xonotic.org/m/uploads/2014/04/wall-lasering-comic-1440x300.png -_click to view full size_ +![Wall Lasering Step by Step](http://www.xonotic.org/m/uploads/2014/04/wall-lasering-comic-thumb.png "Wall Lasering Step by Step"):http://www.xonotic.org/m/uploads/2014/04/wall-lasering-comic-1440x300.png +*click to view full size* -To master wall lasering, you'll obviously need a wall. While it would seem logic to use a wall that you can laser off in a 90 degree angle with a laser shot backwards, it is at least equally effective and easier to use a wall that is parallel to your desired movement direction. For practicing this, you start off standing next to that wall and are facing into the desired movement direction. Then you start a bunny hop by pressing foward and then the jump key. While in the air from your first jump, you flick around (to approximately 8 o'clock if the wall is left from you, 4 o'clock if the wall is right to you), shoot the laser at the wall, aiming slightly above your head. If you shoot parallel or even down a bit, you'll get a high upwards boost, wasting energy into vertical acceleration, so be sure to aim a little bit upwards! After the flick shot turn back to your desired movement direction and contine to bunny hop. Do not release the jump key during the entire process. +To master wall lasering, you’ll obviously need a wall. While it would seem logic to use a wall that you can laser off in a 90 degree angle with a laser shot backwards, it is at least equally effective and easier to use a wall that is parallel to your desired movement direction. For practicing this, you start off standing next to that wall and are facing into the desired movement direction. Then you start a bunny hop by pressing foward and then the jump key. While in the air from your first jump, you flick around (to approximately 8 o’clock if the wall is left from you, 4 o’clock if the wall is right to you), shoot the laser at the wall, aiming slightly above your head. If you shoot parallel or even down a bit, you’ll get a high upwards boost, wasting energy into vertical acceleration, so be sure to aim a little bit upwards! After the flick shot turn back to your desired movement direction and contine to bunny hop. Do not release the jump key during the entire process. -Now let's tweak this a little more. You wouldn't want to accelerate into your viewing direction when looking backwards during the flick shot, would you. That is why you should switch for the time you are not looking in your desired movement direction from the forward key to the respective strafe key (strafe right if you turn to a wall on your left, strafe left if you turn to a wall on your right). When turning back into movement direction, keep the strafe key pressed until you can switch to forward key again. You can use a smoother mouse movement for turning back at least for the last couple of degrees in order to gain extra acceleration as explained in [[Halogene's Newbie Corner#Bunny Hopping|the Bunny Hopping section]]. Also remember to release the forward key before pressing the strafe key, and vice versa! +Now let’s tweak this a little more. You wouldn’t want to accelerate into your viewing direction when looking backwards during the flick shot, would you. That is why you should switch for the time you are not looking in your desired movement direction from the forward key to the respective strafe key (strafe right if you turn to a wall on your left, strafe left if you turn to a wall on your right). When turning back into movement direction, keep the strafe key pressed until you can switch to forward key again. You can use a smoother mouse movement for turning back at least for the last couple of degrees in order to gain extra acceleration as explained in [[Halogene’s Newbie Corner\#Bunny Hopping|the Bunny Hopping section]]. Also remember to release the forward key before pressing the strafe key, and vice versa! -Once you've learned how to reliably accelerate out of the stand with this technique, you can also use it while already bunny hopping in order to gain extra horizontal speed. Just flick around when passing a wall to gain an extra boost. Note that the laser always needs to travel a bit until it hits the wall. The faster you get, the less you need to turn backwards, since you'll travel forwards while the laser is on its way to the wall. At very high speeds you will even be able to shoot at 10 o'clock or 2 o'clock respectively, so you're not even facing backwards any more! But most maps don't allow for such fast movement. Experiment and learn at which speed to use what angle, and you'll be a fast flag runner very soon! +Once you’ve learned how to reliably accelerate out of the stand with this technique, you can also use it while already bunny hopping in order to gain extra horizontal speed. Just flick around when passing a wall to gain an extra boost. Note that the laser always needs to travel a bit until it hits the wall. The faster you get, the less you need to turn backwards, since you’ll travel forwards while the laser is on its way to the wall. At very high speeds you will even be able to shoot at 10 o’clock or 2 o’clock respectively, so you’re not even facing backwards any more! But most maps don’t allow for such fast movement. Experiment and learn at which speed to use what angle, and you’ll be a fast flag runner very soon! -h2. Ramp Jumping -!http://www.xonotic.org/m/uploads/2014/04/RampJumping-thumb.png(Ramp Jumping)!:http://www.xonotic.org/m/uploads/2014/04/RampJumping-full.png +Ramp Jumping +![Ramp Jumping](http://www.xonotic.org/m/uploads/2014/04/RampJumping-thumb.png "Ramp Jumping"):http://www.xonotic.org/m/uploads/2014/04/RampJumping-full.png +------------------------------------------------------------------------------------------------------------------------------------------------------------ -Ramps are sloped surfaces that can be used for extra upwards boost when doing a jump. If done properly, you can get to places you would not be able to reach without using a jump pad or the laser (see the [[Halogene's Newbie Corner#Laser Jumping|section about laser jumps]]), while not making any suspicious noises nor loosing any health. This makes ramp jumps especially useful in duels or 2v2 tdm matches and generally extends your movement options in all game modes. Ramp jumps are also very much fun to do! +Ramps are sloped surfaces that can be used for extra upwards boost when doing a jump. If done properly, you can get to places you would not be able to reach without using a jump pad or the laser (see the [[Halogene’s Newbie Corner\#Laser Jumping|section about laser jumps]]), while not making any suspicious noises nor loosing any health. This makes ramp jumps especially useful in duels or 2v2 tdm matches and generally extends your movement options in all game modes. Ramp jumps are also very much fun to do! -In my "live" newbie tutorials, I always demonstrate the ramp jump on this spot on the map Xoylent, as it's rather easy to master and you get the idea how it actually works: +In my “live” newbie tutorials, I always demonstrate the ramp jump on this spot on the map Xoylent, as it’s rather easy to master and you get the idea how it actually works: -!http://www.xonotic.org/m/uploads/2014/04/Xoylent-ramp1.final-thumb.png(Basic Ramp Jump on Xoylent)!:http://www.xonotic.org/m/uploads/2012/11/Xoylent-ramp1.final_1.png -_click to view full size_ +![Basic Ramp Jump on Xoylent](http://www.xonotic.org/m/uploads/2014/04/Xoylent-ramp1.final-thumb.png "Basic Ramp Jump on Xoylent"):http://www.xonotic.org/m/uploads/2012/11/Xoylent-ramp1.final\_1.png +*click to view full size* -To do a ramp jump, you simply jump onto the sloped surface and jump again. Of course you can keep the jump button pressed for convenience, as with bunny hopping you will automatically jump again when hitting the sloped surface. Now this sounds awfully easy to do, and it wouldn't be a proper challenge to master if that was all you got to do, would it. So let's have a close look at the technical aspects behind it. +To do a ramp jump, you simply jump onto the sloped surface and jump again. Of course you can keep the jump button pressed for convenience, as with bunny hopping you will automatically jump again when hitting the sloped surface. Now this sounds awfully easy to do, and it wouldn’t be a proper challenge to master if that was all you got to do, would it. So let’s have a close look at the technical aspects behind it. -The easiest way to make a ramp jump boost you up high is to approach the ramp frontally (see figure below), not sideways or parallelly (unless of course you're doing a strafe turn jump upwards the ramp, but hey this is a newbie guide!). See below what I mean with "approach the ramp frontally": +The easiest way to make a ramp jump boost you up high is to approach the ramp frontally (see figure below), not sideways or parallelly (unless of course you’re doing a strafe turn jump upwards the ramp, but hey this is a newbie guide!). See below what I mean with [approach the ramp frontally]() -!http://www.xonotic.org/m/uploads/2014/04/rampjumping-easy.hard_.final-thumb.jpg(How to approach Ramps)!:http://www.xonotic.org/m/uploads/2012/11/rampjumping-easy.hard_.final_.jpg -_click to view full size_ +![How to approach Ramps](http://www.xonotic.org/m/uploads/2014/04/rampjumping-easy.hard_.final-thumb.jpg "How to approach Ramps"):http://www.xonotic.org/m/uploads/2012/11/rampjumping-easy.hard\_.final\_.jpg +*click to view full size* -Make sure that you hit the ramp at a flat angle (seen from the side, as in the image below). If possible, try to hit it when still going upwards from your previous jump. If you're already on your way down from the previous jump when you hit the ramp, the angle at which you hit it will be steeper - if the angle is too steep or even 90 degree you'll get slowed down and the ramp won't give you the desired upwards boost. +Make sure that you hit the ramp at a flat angle (seen from the side, as in the image below). If possible, try to hit it when still going upwards from your previous jump. If you’re already on your way down from the previous jump when you hit the ramp, the angle at which you hit it will be steeper - if the angle is too steep or even 90 degree you’ll get slowed down and the ramp won’t give you the desired upwards boost. -!http://www.xonotic.org/m/uploads/2014/04/rampjumping-angle.final-thumb.png(Right way to jump onto a Ramp)!:http://www.xonotic.org/m/uploads/2012/11/rampjumping-angle.final_.png -_click to view full size_ +![Right way to jump onto a Ramp](http://www.xonotic.org/m/uploads/2014/04/rampjumping-angle.final-thumb.png "Right way to jump onto a Ramp"):http://www.xonotic.org/m/uploads/2012/11/rampjumping-angle.final\_.png +*click to view full size* -The faster you are, the higher you will get. Ramp jumps that require a higher than walking speed to do are especially tricky, since you will need to bunny hop onto them and time your jumps so you hit the ramp at a good angle. In some cases, you'll be able to ramp jump onto another ramp, which will result in a double ramp jump. +The faster you are, the higher you will get. Ramp jumps that require a higher than walking speed to do are especially tricky, since you will need to bunny hop onto them and time your jumps so you hit the ramp at a good angle. In some cases, you’ll be able to ramp jump onto another ramp, which will result in a double ramp jump. -You will find ramps on a lot of maps, if you look for them. Now that I've shown you the mechanics behind ramp jumping, I'll include some examples of ramp jumps in some of the stock maps for you to try out. +You will find ramps on a lot of maps, if you look for them. Now that I’ve shown you the mechanics behind ramp jumping, I’ll include some examples of ramp jumps in some of the stock maps for you to try out. +### Xoylent -h3. Xoylent +- The ramp I showed as first example on Xoylent can also be used to get to the nex platform. It’s easier if you use the right corner of the ramp for this jump. + ![Ramp to Nex on Xoylent](http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-1-thumb.png "Ramp to Nex on Xoylent"):http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-1.png + *click to view full size* -* The ramp I showed as first example on Xoylent can also be used to get to the nex platform. It's easier if you use the right corner of the ramp for this jump. -!http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-1-thumb.png(Ramp to Nex on Xoylent)!:http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-1.png -_click to view full size_ +- At mega health you can do a double ramp jump up to crylink, the pipes serve as second ramp. Note that you don’t have to approach these ramps frontally as you can compensate the lower upwards boost by using the second ramp. + ![Double Ramp on Xoylent](http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-2-thumb.png "Double Ramp on Xoylent"):http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-2.png + *click to view full size* -* At mega health you can do a double ramp jump up to crylink, the pipes serve as second ramp. Note that you don't have to approach these ramps frontally as you can compensate the lower upwards boost by using the second ramp. -!http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-2-thumb.png(Double Ramp on Xoylent)!:http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-2.png -_click to view full size_ +- One of the most tricky ramp jumps I’m going to show you here is the one from rocket launcher to mega health. Unless you do a ![circle jump](http://www.xonotic.org/2013/02/a-strafe-jumping-lesson-from-hero "circle jump"):http://www.xonotic.org/2013/02/a-strafe-jumping-lesson-from-hero, this one is not possible to my knowledge to do with walking speed, so you’ll have to do a bunny hop onto the ramp. I always start between the rocket launcher’s spawn point and the wall behind it, start a bunny hop and usually hit the ramp at the right time then. You’ll have to experiment a bit and find the good starting point for you, then you can reproduce that jump and start to get a feeling how you can do it in-game on the fly, without stopping at your favorite starting point. When turning around after the ramp jump you can switch from the forward key to the appropriate strafe key in order to loose less speed, but it’s not required to perform that jump. + ![Ramp to Mega Health on Xoylent](http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-3-thumb.png "Ramp to Mega Health on Xoylent"):http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-3-thumb.png + *click to view full size* -* One of the most tricky ramp jumps I'm going to show you here is the one from rocket launcher to mega health. Unless you do a !http://www.xonotic.org/2013/02/a-strafe-jumping-lesson-from-hero(circle jump)!:http://www.xonotic.org/2013/02/a-strafe-jumping-lesson-from-hero, this one is not possible to my knowledge to do with walking speed, so you'll have to do a bunny hop onto the ramp. I always start between the rocket launcher's spawn point and the wall behind it, start a bunny hop and usually hit the ramp at the right time then. You'll have to experiment a bit and find the good starting point for you, then you can reproduce that jump and start to get a feeling how you can do it in-game on the fly, without stopping at your favorite starting point. When turning around after the ramp jump you can switch from the forward key to the appropriate strafe key in order to loose less speed, but it's not required to perform that jump. -!http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-3-thumb.png(Ramp to Mega Health on Xoylent)!:http://www.xonotic.org/m/uploads/2014/04/xoylent-ramp-3-thumb.png -_click to view full size_ +### Afterslime -h3. Afterslime +- On Afterslime you can walk up to the little barrel below mortar and jump just as you reach it, it will take you up to mortar. Those barrels can be a bit tricky if you use their center for jumping, it seems using the solid corners of the barrels works best for me. Approach the barrel frontally by walking, there is no need for a pre-jump. + ![Ramp Jump to Mortar on Afterslime](http://www.xonotic.org/m/uploads/2014/04/afterslime-mortar-thumb.png "Ramp Jump to Mortar on Afterslime"):http://www.xonotic.org/m/uploads/2014/04/afterslime-mortar.png + *click to view full size* -* On Afterslime you can walk up to the little barrel below mortar and jump just as you reach it, it will take you up to mortar. Those barrels can be a bit tricky if you use their center for jumping, it seems using the solid corners of the barrels works best for me. Approach the barrel frontally by walking, there is no need for a pre-jump. -!http://www.xonotic.org/m/uploads/2014/04/afterslime-mortar-thumb.png(Ramp Jump to Mortar on Afterslime)!:http://www.xonotic.org/m/uploads/2014/04/afterslime-mortar.png -_click to view full size_ +- From the stairs you can take a shortcut to the gangway where the electro is by using that fancy object over here. This can be quite useful if someone is expecting you to take the longer but more obvious way through the mortar room. + ![Ramp Jump to Electro Gangway on Afterslime](http://www.xonotic.org/m/uploads/2014/04/afterslime-electro-thumb.png "Ramp Jump to Electro Gangway on Afterslime"):http://www.xonotic.org/m/uploads/2014/04/afterslime-electro.png + *click to view full size* -* From the stairs you can take a shortcut to the gangway where the electro is by using that fancy object over here. This can be quite useful if someone is expecting you to take the longer but more obvious way through the mortar room. -!http://www.xonotic.org/m/uploads/2014/04/afterslime-electro-thumb.png(Ramp Jump to Electro Gangway on Afterslime)!:http://www.xonotic.org/m/uploads/2014/04/afterslime-electro.png -_click to view full size_ +- The very same jump can be done from electro gangway up to the upper passageway near strength room. Using this jump enables you to avoid making suspicious noises by using the jump pad or the laser. + ![Ramp Jump to Strength Room on Afterslime](http://www.xonotic.org/m/uploads/2014/04/afterslime-strength-thumb.png "Ramp Jump to Strength Room on Afterslime"):http://www.xonotic.org/m/uploads/2014/04/afterslime-electro.png + *click to view full size* -* The very same jump can be done from electro gangway up to the upper passageway near strength room. Using this jump enables you to avoid making suspicious noises by using the jump pad or the laser. -!http://www.xonotic.org/m/uploads/2014/04/afterslime-strength-thumb.png(Ramp Jump to Strength Room on Afterslime)!:http://www.xonotic.org/m/uploads/2014/04/afterslime-electro.png -_click to view full size_ +- A very nice trickjump is the one to mega armor. You can do this one on both sides of the mega armor room. Remember to use the solid corner of the barrel. Walk up to the barrel and jump as you reach it, keep jump button pressed and use the little ramp on the pillar for pushing you right up to the top of the pillar. This jump is very hard to do on the fly out of a bunny hop, as you’ll be probably approaching the first ramp too fast which will boost you up too much to use the second ramp properly, so walking speed is recommended here. + ![Ramp Jump to Strength Room on Afterslime](http://www.xonotic.org/m/uploads/2014/04/afterslime-mega-armor-thumb.png "Ramp Jump to Strength Room on Afterslime"):http://www.xonotic.org/m/uploads/2014/04/afterslime-mega-armor.png + *click to view full size* -* A very nice trickjump is the one to mega armor. You can do this one on both sides of the mega armor room. Remember to use the solid corner of the barrel. Walk up to the barrel and jump as you reach it, keep jump button pressed and use the little ramp on the pillar for pushing you right up to the top of the pillar. This jump is very hard to do on the fly out of a bunny hop, as you'll be probably approaching the first ramp too fast which will boost you up too much to use the second ramp properly, so walking speed is recommended here. -!http://www.xonotic.org/m/uploads/2014/04/afterslime-mega-armor-thumb.png(Ramp Jump to Strength Room on Afterslime)!:http://www.xonotic.org/m/uploads/2014/04/afterslime-mega-armor.png -_click to view full size_ +### Stormkeep -h3. Stormkeep +Stormkeep has a lot of easy ramp jumps, as stormkeep’s ramps are mostly long and therefore easy to bunny hop onto. -Stormkeep has a lot of easy ramp jumps, as stormkeep's ramps are mostly long and therefore easy to bunny hop onto. +- The first one is a very easy one, you shouldn’t have any difficulties with doing that one. + ![Easy Ramp to Tunnel on Stormkeep](http://www.xonotic.org/m/uploads/2014/04/stormkeep-25armortunnel1-thumb.png "Easy Ramp to Tunnel on Stormkeep"):http://www.xonotic.org/m/uploads/2012/11/stormkeep-25armortunnel1.final\_.png + *click to view full size* -* The first one is a very easy one, you shouldn't have any difficulties with doing that one. -!http://www.xonotic.org/m/uploads/2014/04/stormkeep-25armortunnel1-thumb.png(Easy Ramp to Tunnel on Stormkeep)!:http://www.xonotic.org/m/uploads/2012/11/stormkeep-25armortunnel1.final_.png -_click to view full size_ +- Also the other side of the warpzone can be used as a ramp, you’ll need a bit more speed though to do this one, so gain some by a couple of pre-jumps. + ![Alternative Ramp to Tunnel on Stormkeep](http://www.xonotic.org/m/uploads/2014/04/stormkeep-25armortunnel2-thumb.png "Alternative Ramp to Tunnel on Stormkeep"):http://www.xonotic.org/m/uploads/2012/11/stormkeep-25armortunnel2.final\_.png + *click to view full size* -* Also the other side of the warpzone can be used as a ramp, you'll need a bit more speed though to do this one, so gain some by a couple of pre-jumps. -!http://www.xonotic.org/m/uploads/2014/04/stormkeep-25armortunnel2-thumb.png(Alternative Ramp to Tunnel on Stormkeep)!:http://www.xonotic.org/m/uploads/2012/11/stormkeep-25armortunnel2.final_.png -_click to view full size_ +- Probably the most useful jump on stormkeep. If you are too slow to make the jump directly to mega health from the little platform beside the stairs leading down there, head to the right and do a ramp jump up the stairs as shown here. No need to take the longer route via the small armor shards, which are placed so uniquely that any experienced player can tell EXACTLY where you are when you pick those up in a row and could intercept you before you reach the mega health. + ![Ramp Jump to Mega Health on Stormkeep](http://www.xonotic.org/m/uploads/2014/04/stormkeep-megahealth-thumb.png "Ramp Jump to Mega Health on Stormkeep"):http://www.xonotic.org/m/uploads/2012/11/stormkeep-megahealth.final\_.png + *click to view full size* -* Probably the most useful jump on stormkeep. If you are too slow to make the jump directly to mega health from the little platform beside the stairs leading down there, head to the right and do a ramp jump up the stairs as shown here. No need to take the longer route via the small armor shards, which are placed so uniquely that any experienced player can tell EXACTLY where you are when you pick those up in a row and could intercept you before you reach the mega health. -!http://www.xonotic.org/m/uploads/2014/04/stormkeep-megahealth-thumb.png(Ramp Jump to Mega Health on Stormkeep)!:http://www.xonotic.org/m/uploads/2012/11/stormkeep-megahealth.final_.png -_click to view full size_ +- This is a nice way to get to the top of the warpzone without making any noise in order to surprise someone that you expect to come through the warpzone soon. You’ll need quite some speed, it’s recommended to start prejumps in the tunnel system where the small armor shards are (below Crylink). + ![Ramp onto Warpzone on Stormkeep](http://www.xonotic.org/m/uploads/2014/04/stormkeep-warpzone-thumb.png "Ramp onto Warpzone on Stormkeep"):http://www.xonotic.org/m/uploads/2012/11/stormkeep-warpzone.final\_.png + *click to view full size* -* This is a nice way to get to the top of the warpzone without making any noise in order to surprise someone that you expect to come through the warpzone soon. You'll need quite some speed, it's recommended to start prejumps in the tunnel system where the small armor shards are (below Crylink). -!http://www.xonotic.org/m/uploads/2014/04/stormkeep-warpzone-thumb.png(Ramp onto Warpzone on Stormkeep)!:http://www.xonotic.org/m/uploads/2012/11/stormkeep-warpzone.final_.png -_click to view full size_ +### Runningman -h3. Runningman +- On runningman, you can use the very tiny ramp at the edge of the floor to jump up to the higher level where crylink is placed. You’ll have to jump just before you bump into the wall in order to make it, it takes some practice but it is doable reliably once you figured it out. + ![Ramp Jump to Crylink on Runningman](http://www.xonotic.org/m/uploads/2014/04/runningman-crylink-thumb.png "Ramp Jump to Crylink on Runningman"):http://www.xonotic.org/m/uploads/2012/11/runningman-crylink.final\_.png + *click to view full size* -* On runningman, you can use the very tiny ramp at the edge of the floor to jump up to the higher level where crylink is placed. You'll have to jump just before you bump into the wall in order to make it, it takes some practice but it is doable reliably once you figured it out. -!http://www.xonotic.org/m/uploads/2014/04/runningman-crylink-thumb.png(Ramp Jump to Crylink on Runningman)!:http://www.xonotic.org/m/uploads/2012/11/runningman-crylink.final_.png -_click to view full size_ +- You can bend the jump above so it takes you directly to the mega armor. However, this requires a lot of practice to reliably succeed. In-game I’d recommend to stick with the jump to crylink side and from there jump over to mega armor unless you know for sure you master the bended jump. I consider this jump the hardest one of all that I show you here. + ![Ramp Jump to Mega Armor on Runningman](http://www.xonotic.org/m/uploads/2014/04/runningman-megaarmor-thumb.png "Ramp Jump to Mega Armor on Runningman"):http://www.xonotic.org/m/uploads/2012/11/runningman-megaarmor.final\_.png + *click to view full size* -* You can bend the jump above so it takes you directly to the mega armor. However, this requires a lot of practice to reliably succeed. In-game I'd recommend to stick with the jump to crylink side and from there jump over to mega armor unless you know for sure you master the bended jump. I consider this jump the hardest one of all that I show you here. -!http://www.xonotic.org/m/uploads/2014/04/runningman-megaarmor-thumb.png(Ramp Jump to Mega Armor on Runningman)!:http://www.xonotic.org/m/uploads/2012/11/runningman-megaarmor.final_.png -_click to view full size_ +- The ledges at hagar also serve as ramps, you can use them for a double ramp jump from the lower level up to the higher one like this. Note that when you are doing this on the fly out of a bunny hop, you might even be able to skip the upper ramp jump as the first one will take you all the way up already if you have enough speed. + ![Double Ramp Jump at Hagar on Runningman](http://www.xonotic.org/m/uploads/2014/04/runningman-hagar-double-thumb.png "Double Ramp Jump at Hagar on Runningman"):http://www.xonotic.org/m/uploads/2012/11/runningman-hagar-double.final\_.png + *click to view full size* -* The ledges at hagar also serve as ramps, you can use them for a double ramp jump from the lower level up to the higher one like this. Note that when you are doing this on the fly out of a bunny hop, you might even be able to skip the upper ramp jump as the first one will take you all the way up already if you have enough speed. -!http://www.xonotic.org/m/uploads/2014/04/runningman-hagar-double-thumb.png(Double Ramp Jump at Hagar on Runningman)!:http://www.xonotic.org/m/uploads/2012/11/runningman-hagar-double.final_.png -_click to view full size_ +- This jump up to mortar works most reliably for me when I walk up to the ramp and jump just before I touch it. It’s the easiest way to get get up there without having to traverse the very open space or making a laser jump (which makes noise). + ![Ramp Jump to Mortar on Runningman](http://www.xonotic.org/m/uploads/2014/04/runningman-mortar-thumb.png "Ramp Jump to Mortar on Runningman"):http://www.xonotic.org/m/uploads/2012/11/runningman-mortar.final\_.png + *click to view full size* -* This jump up to mortar works most reliably for me when I walk up to the ramp and jump just before I touch it. It's the easiest way to get get up there without having to traverse the very open space or making a laser jump (which makes noise). -!http://www.xonotic.org/m/uploads/2014/04/runningman-mortar-thumb.png(Ramp Jump to Mortar on Runningman)!:http://www.xonotic.org/m/uploads/2012/11/runningman-mortar.final_.png -_click to view full size_ +### Glowplant -h3. Glowplant +Glowplant is so full of ramps that I don’t even know where to start. I won’t be able to display all of the possible ramp jumps, just a selection to give you the general idea where to look for what kind of ramps. -Glowplant is so full of ramps that I don't even know where to start. I won't be able to display all of the possible ramp jumps, just a selection to give you the general idea where to look for what kind of ramps. +- These lamps are all over the place. Here you can get to strength room. You might want to make a second jump on the broken tiles if you don’t get up in one jump. + ![Ramp Jump to Strength on Glowplant](http://www.xonotic.org/m/uploads/2014/04/glowplant-strength-thumb.png "Ramp Jump to Strength on Glowplant"):http://www.xonotic.org/m/uploads/2014/04/glowplant-strength.png + *click to view full size* -* These lamps are all over the place. Here you can get to strength room. You might want to make a second jump on the broken tiles if you don't get up in one jump. -!http://www.xonotic.org/m/uploads/2014/04/glowplant-strength-thumb.png(Ramp Jump to Strength on Glowplant)!:http://www.xonotic.org/m/uploads/2014/04/glowplant-strength.png -_click to view full size_ +- If you turn around where you started the jump to strength you’ll find another lamp on the other side, and even on the jump pad side of the plateau below mega health (as you see here). You can use either of them to get to the upper level just below mega health without triggering the noise of the jump pad. + ![Ramp Jump below Mega Health on Glowplant](http://www.xonotic.org/m/uploads/2014/04/glowplant-below-mega-thumb.png "Ramp Jump below Mega Health on Glowplant"):http://www.xonotic.org/m/uploads/2014/04/glowplant-below-mega.png + *click to view full size* -* If you turn around where you started the jump to strength you'll find another lamp on the other side, and even on the jump pad side of the plateau below mega health (as you see here). You can use either of them to get to the upper level just below mega health without triggering the noise of the jump pad. -!http://www.xonotic.org/m/uploads/2014/04/glowplant-below-mega-thumb.png(Ramp Jump below Mega Health on Glowplant)!:http://www.xonotic.org/m/uploads/2014/04/glowplant-below-mega.png -_click to view full size_ +- From outside, you can also get to the plateau below mega health if you use one of the ramps next to the jump pad. You might want to gain some speed by pre-jumping, though it is possible to make the jump more or less out of the stand. + ![Ramp Jump from outside to plateau below Mega Health on Glowplant](http://www.xonotic.org/m/uploads/2014/04/glowplant-pad-thumb.png "Ramp Jump from outside to plateau below Mega Health on Glowplant"):http://www.xonotic.org/m/uploads/2014/04/glowplant-pad.png + *click to view full size* -* From outside, you can also get to the plateau below mega health if you use one of the ramps next to the jump pad. You might want to gain some speed by pre-jumping, though it is possible to make the jump more or less out of the stand. -!http://www.xonotic.org/m/uploads/2014/04/glowplant-pad-thumb.png(Ramp Jump from outside to plateau below Mega Health on Glowplant)!:http://www.xonotic.org/m/uploads/2014/04/glowplant-pad.png -_click to view full size_ +- To get from the level below mega health up to the mega health without triggering another jump pad noise, you can use this little ramp to jump onto the broken ladder, which you then can climb through the hole. + ![Ramp Jump to ladder leading to Mega Health on Glowplant](http://www.xonotic.org/m/uploads/2014/04/glowplant-ladder-thumb.png "Ramp Jump to ladder leading to Mega Health on Glowplant"):http://www.xonotic.org/m/uploads/2014/04/glowplant-ladder.png + *click to view full size* -* To get from the level below mega health up to the mega health without triggering another jump pad noise, you can use this little ramp to jump onto the broken ladder, which you then can climb through the hole. -!http://www.xonotic.org/m/uploads/2014/04/glowplant-ladder-thumb.png(Ramp Jump to ladder leading to Mega Health on Glowplant)!:http://www.xonotic.org/m/uploads/2014/04/glowplant-ladder.png -_click to view full size_ +- From Nex you can use these little lamps to get to the 50 health on the pipe. + ![Ramp Jump to 50 Health from Nex on Glowplant](http://www.xonotic.org/m/uploads/2014/04/glowplant-nex-thumb.png "Ramp Jump to 50 Health from Nex on Glowplant"):http://www.xonotic.org/m/uploads/2014/04/glowplant-nex.png + *click to view full size* -* From Nex you can use these little lamps to get to the 50 health on the pipe. -!http://www.xonotic.org/m/uploads/2014/04/glowplant-nex-thumb.png(Ramp Jump to 50 Health from Nex on Glowplant)!:http://www.xonotic.org/m/uploads/2014/04/glowplant-nex.png -_click to view full size_ +- From bottom level outside you can get to rocket launcher using the broken pillar. + ![Ramp Jump to Rocket Launcher on Glowplant](http://www.xonotic.org/m/uploads/2014/04/glowplant-rocket-thumb.png "Ramp Jump to Rocket Launcher on Glowplant"):http://www.xonotic.org/m/uploads/2014/04/glowplant-rocket.png + *click to view full size* -* From bottom level outside you can get to rocket launcher using the broken pillar. -!http://www.xonotic.org/m/uploads/2014/04/glowplant-rocket-thumb.png(Ramp Jump to Rocket Launcher on Glowplant)!:http://www.xonotic.org/m/uploads/2014/04/glowplant-rocket.png -_click to view full size_ - - -* This is a very nice ramp jump that's essentially a double ramp jump with a follow-up ramp jump on the small pipe. You'll usually land on the flat level of the pipe before hitting the pipe ramp, so it doesn't really count as a triple ramp jump but still it is very useful in order to get to the rocket launcher platform without using the slow vent shaft. -!http://www.xonotic.org/m/uploads/2014/04/glowplant-crates-thumb.png(Ramp Jump to Rocket Launcher Level via the Crates on Glowplant)!:http://www.xonotic.org/m/uploads/2014/04/glowplant-crates.png -_click to view full size_ - -* Those handy little lamps everywhere... here you can use one to get to the nex level from rocket launcher. -!http://www.xonotic.org/m/uploads/2014/04/glowplant-upper-level-thumb.png(Ramp Jump to Nex Level from Rocket Launcher Level on Glowplant)!:http://www.xonotic.org/m/uploads/2014/04/glowplant-upper-level.png -_click to view full size_ +- This is a very nice ramp jump that’s essentially a double ramp jump with a follow-up ramp jump on the small pipe. You’ll usually land on the flat level of the pipe before hitting the pipe ramp, so it doesn’t really count as a triple ramp jump but still it is very useful in order to get to the rocket launcher platform without using the slow vent shaft. + ![Ramp Jump to Rocket Launcher Level via the Crates on Glowplant](http://www.xonotic.org/m/uploads/2014/04/glowplant-crates-thumb.png "Ramp Jump to Rocket Launcher Level via the Crates on Glowplant"):http://www.xonotic.org/m/uploads/2014/04/glowplant-crates.png + *click to view full size* +- Those handy little lamps everywhere… here you can use one to get to the nex level from rocket launcher. + ![Ramp Jump to Nex Level from Rocket Launcher Level on Glowplant](http://www.xonotic.org/m/uploads/2014/04/glowplant-upper-level-thumb.png "Ramp Jump to Nex Level from Rocket Launcher Level on Glowplant"):http://www.xonotic.org/m/uploads/2014/04/glowplant-upper-level.png + *click to view full size* These are just a few examples where to find ramps on Xonotic maps and how to use them. Keep your eyes open for ramps and interesting jumps to do with them, as most mappers put some ramps at strategic places. Ramp jumping is a lot of fun and mastering this technique can give you a real advantage over other players! -Of course you can combine ramp jumping with [[Halogene's Newbie Corner#Laser Jumping|laser jumping]] to gain an !https://www.youtube.com/watch?v=TETTtt5r86s(extra strong upwards boost)!:https://www.youtube.com/watch?v=TETTtt5r86s . +Of course you can combine ramp jumping with [[Halogene’s Newbie Corner\#Laser Jumping|laser jumping]] to gain an ![extra strong upwards boost](https://www.youtube.com/watch?v=TETTtt5r86s "extra strong upwards boost"):https://www.youtube.com/watch?v=TETTtt5r86s . -h2. Weapons -!http://www.xonotic.org/m/uploads/2014/04/WEAPONS-thumb.png(The Weapons)!:http://www.xonotic.org/m/uploads/2012/12/WEAPONS.png +Weapons +![The Weapons](http://www.xonotic.org/m/uploads/2014/04/WEAPONS-thumb.png "The Weapons"):http://www.xonotic.org/m/uploads/2012/12/WEAPONS.png +--------------------------------------------------------------------------------------------------------------------------------------------- -Since we've now learned how to master Xonotic movement, it's time to have a look at the weapons. I'll go through Xonotic's core weapons one by one. +Since we’ve now learned how to master Xonotic movement, it’s time to have a look at the weapons. I’ll go through Xonotic’s core weapons one by one. -h3. Laser -!http://www.xonotic.org/m/uploads/2014/04/Laser2-thumb.png(Laser)!:http://www.xonotic.org/m/uploads/2012/12/Laser2.png +### Laser +![Laser](http://www.xonotic.org/m/uploads/2014/04/Laser2-thumb.png "Laser"):http://www.xonotic.org/m/uploads/2012/12/Laser2.png -I already explained the laser as versatile movement tool in [[Halogene's Newbie Corner#Laser Jumping|the Laser Jumping Section]]. Apart from moving yourself around, you can also use it for juggling around _other_ players, irritating annyoing campers or generally messing with other people's movement. Pushing people around or forcing a prolonged bunny hop can be especially effective on space maps. Unless shooting at sitting ducks (such as campers), you might want to aim at your target's feet to make use of its splash damage, as the laser projectile needs some time to travel even though it is rather fast, thus aiming directly at moving targets can be rather tricky. +I already explained the laser as versatile movement tool in [[Halogene’s Newbie Corner\#Laser Jumping|the Laser Jumping Section]]. Apart from moving yourself around, you can also use it for juggling around *other* players, irritating annyoing campers or generally messing with other people’s movement. Pushing people around or forcing a prolonged bunny hop can be especially effective on space maps. Unless shooting at sitting ducks (such as campers), you might want to aim at your target’s feet to make use of its splash damage, as the laser projectile needs some time to travel even though it is rather fast, thus aiming directly at moving targets can be rather tricky. The laser does not eat any ammo. Secondary fire will switch to the previously used weapon. -h3. Shotgun -!http://www.xonotic.org/m/uploads/2014/04/Shotgun2-thumb.png(Shotgun)!:http://www.xonotic.org/m/uploads/2012/12/Shotgun2.png +### Shotgun +![Shotgun](http://www.xonotic.org/m/uploads/2014/04/Shotgun2-thumb.png "Shotgun"):http://www.xonotic.org/m/uploads/2012/12/Shotgun2.png -The shotgun is your second spawn weapon. Primary fire is very powerful in close combat and, due to the bullets' spread and being insta hit, a useful finishing weapon at medium range. Note that the push force of primary fire will slow down targets moving towards you, which can be very effective on space maps at spots where players are supposed to touch down from distant jump pads. If you shoot them with shotgun while they are still flying, they probably won't make it to their usual landing spot. +The shotgun is your second spawn weapon. Primary fire is very powerful in close combat and, due to the bullets’ spread and being insta hit, a useful finishing weapon at medium range. Note that the push force of primary fire will slow down targets moving towards you, which can be very effective on space maps at spots where players are supposed to touch down from distant jump pads. If you shoot them with shotgun while they are still flying, they probably won’t make it to their usual landing spot. The secondary fire mode allows you to swing the shotgun like a big trout and to slap other players, which is, apart from dealing rather lots of damage, very much fun to do. -h3. Machinegun/Uzi -!http://www.xonotic.org/m/uploads/2014/04/MG2-thumb.png(Machinegun)!:http://www.xonotic.org/m/uploads/2012/12/MG2.png +### Machinegun/Uzi +![Machinegun](http://www.xonotic.org/m/uploads/2014/04/MG2-thumb.png "Machinegun"):http://www.xonotic.org/m/uploads/2012/12/MG2.png -The machine gun's (or "uzi's") primary fire has a high spread, so it's useful mostly in close to medium range. Secondary fire has lower spread and shoots small bursts, which is more useful at medium to longer ranges. As the machine gun projectiles have a little push force and are fired rapidly, it can be quite useful for slowing down players that come at you at high speeds. In fact, it's hard to get into slapping range of someone that has a steady aim as long as such player is firing the machine gun. +The machine gun’s (or “uzi’s”) primary fire has a high spread, so it’s useful mostly in close to medium range. Secondary fire has lower spread and shoots small bursts, which is more useful at medium to longer ranges. As the machine gun projectiles have a little push force and are fired rapidly, it can be quite useful for slowing down players that come at you at high speeds. In fact, it’s hard to get into slapping range of someone that has a steady aim as long as such player is firing the machine gun. -You'll notice a ring around your crosshair that shows the depleting ammo. Once it is empty, the machine gun automatically reloads. To avoid running around with a couple of bullets only and having to reload in the middle of a battle (which takes far too much time), you can reload the machine gun manually at a convenient time by using the "reload" bind that you can set up or by re-pressing the machine gun bind while already wielding the machine gun. +You’ll notice a ring around your crosshair that shows the depleting ammo. Once it is empty, the machine gun automatically reloads. To avoid running around with a couple of bullets only and having to reload in the middle of a battle (which takes far too much time), you can reload the machine gun manually at a convenient time by using the “reload” bind that you can set up or by re-pressing the machine gun bind while already wielding the machine gun. -h3. Mortar -!http://www.xonotic.org/m/uploads/2014/04/Mortar2-thumb.png(Mortar)!:http://www.xonotic.org/m/uploads/2012/12/Mortar2.png +### Mortar +![Mortar](http://www.xonotic.org/m/uploads/2014/04/Mortar2-thumb.png "Mortar"):http://www.xonotic.org/m/uploads/2012/12/Mortar2.png The mortar fires ballistic grenades which deal a lot of direct and splash damage in addition to pushing the player away from the impact. Whereas primary fire detonates upon impact, secondary fire detonates exactly 0.5 seconds after the first bounce of the grenade. With this knowledge you can time the detonation of secondary mortar. Mortar is a very effective weapon against any non-flying targets and to spam around corners. -h3. Electro -!http://www.xonotic.org/m/uploads/2014/04/Electro2-thumb.png(Electro)!:http://www.xonotic.org/m/uploads/2012/12/Electro2.png +### Electro +![Electro](http://www.xonotic.org/m/uploads/2014/04/Electro2-thumb.png "Electro"):http://www.xonotic.org/m/uploads/2012/12/Electro2.png -The electro primary behaves like an ordinary rocket launcher as you might know it from other games. However, it's not really useful for doing high jumps. The secondary fire mode looks like some ordinary sluggish grenade like balls, but has a not so obvious special function: if you detonate the up to three blobs the secondary fire mode can release with primary fire, they will explode with a big WOOOSH that deals a lot of direct and splash damage (up to 130 dmg!). This makes the electro especially useful for blocking entries, releasing upon several opponents that are busy fighting each other or spamming where you predict someone to come. +The electro primary behaves like an ordinary rocket launcher as you might know it from other games. However, it’s not really useful for doing high jumps. The secondary fire mode looks like some ordinary sluggish grenade like balls, but has a not so obvious special function: if you detonate the up to three blobs the secondary fire mode can release with primary fire, they will explode with a big WOOOSH that deals a lot of direct and splash damage (up to 130 dmg!). This makes the electro especially useful for blocking entries, releasing upon several opponents that are busy fighting each other or spamming where you predict someone to come. -h3. Crylink -!http://www.xonotic.org/m/uploads/2014/04/Crylink2-thumb.png(Crylink)!:http://www.xonotic.org/m/uploads/2012/12/Crylink2.png +### Crylink +![Crylink](http://www.xonotic.org/m/uploads/2014/04/Crylink2-thumb.png "Crylink"):http://www.xonotic.org/m/uploads/2012/12/Crylink2.png -The crylink has a couple of very non-obvious features, which makes this weapon rather interesting and unique. First of all, due to negative (!) push force, getting hit by crylink particles will effectively slow you down very much, no matter of the direction you're moving in in relation to the firing player. Even if you move at insane speeds, getting hit by several crylink particles at once will make you perform a full stop. This makes the crylink very popular amongst defending CTF players, as you can really annoy fast flag runners with it provided you manage to hit them. +The crylink has a couple of very non-obvious features, which makes this weapon rather interesting and unique. First of all, due to negative (!) push force, getting hit by crylink particles will effectively slow you down very much, no matter of the direction you’re moving in in relation to the firing player. Even if you move at insane speeds, getting hit by several crylink particles at once will make you perform a full stop. This makes the crylink very popular amongst defending CTF players, as you can really annoy fast flag runners with it provided you manage to hit them. The latter can, however, be quite tricky, given the high spread crylink primary has. Fortunately, crylink has another feature that is very unlikely to be discovered unless someone tells you about it: when you release primary fire, the spread of crylink primary will inverse. Let that sink in for a moment. -
-"When you release primary fire, the spread of crylink primary will inverse"
-
+ "When you release primary fire, the spread of crylink primary will inverse" -Got it? This means that if you press the primary fire button, the particles will get fired with a certain spread. As long as you keep the primary fire button pressed, the spread will stay constant. Once you release it, the spread inverses, which means *all particles traverse a single spot*. Now the trick is to time the release so that all particles hit the opponent, or at least are *near* to the opponent. Why to be at least near the opponent? Because once *one* crylink particle of a shot detonates (i.e. hits a player), *all* of them detonate. And crylink does most of its damage per splash damage. +Got it? This means that if you press the primary fire button, the particles will get fired with a certain spread. As long as you keep the primary fire button pressed, the spread will stay constant. Once you release it, the spread inverses, which means **all particles traverse a single spot**. Now the trick is to time the release so that all particles hit the opponent, or at least are **near** to the opponent. Why to be at least near the opponent? Because once **one** crylink particle of a shot detonates (i.e. hits a player), **all** of them detonate. And crylink does most of its damage per splash damage. -Crylink secondary does not have the spread inversion feature, the particles leave the gun at a very low and constant spread. The particles of secondary fire are faster than primary fire, and they don't bounce. Their negative push force can be used on other players to break their movement (especially trick jumps) and even to pull them drastically if you manage to hit them in mid-air. +Crylink secondary does not have the spread inversion feature, the particles leave the gun at a very low and constant spread. The particles of secondary fire are faster than primary fire, and they don’t bounce. Their negative push force can be used on other players to break their movement (especially trick jumps) and even to pull them drastically if you manage to hit them in mid-air. -The strong negative push force of crylink secondary can also be used for accelerating yourself if you start a bunny hop and, just when you started to go up from your first hop, hit the floor with crylink secondary at about an angle of 45 degrees in front of you ("crylink running"). You can also use it to climb walls if you face a wall, jump and shoot the wall above your head with crylink secondary. +The strong negative push force of crylink secondary can also be used for accelerating yourself if you start a bunny hop and, just when you started to go up from your first hop, hit the floor with crylink secondary at about an angle of 45 degrees in front of you (“crylink running”). You can also use it to climb walls if you face a wall, jump and shoot the wall above your head with crylink secondary. -h3. Nex -!http://www.xonotic.org/m/uploads/2014/04/Nex2-thumb.png(Nex)!:http://www.xonotic.org/m/uploads/2012/12/Nex2.png +### Nex +![Nex](http://www.xonotic.org/m/uploads/2014/04/Nex2-thumb.png "Nex"):http://www.xonotic.org/m/uploads/2012/12/Nex2.png -In the hands of a player with a good aim the nex is probably the most powerful weapon in the entire game. It fires a single beam with zero spread that will instantly hit anything in its way and will even shoot through other players. You'll notice a small ring around the crosshair when holding the nex in your hands. If the ring is full, the nex is charged (and also starts to glow red). Charging happens automatically once you hold the weapon, and it does not cost any ammo. Upon firing, the nex obviously discharges and starts to recharge unless you switch to another weapon (what you should do, but more about weapon combos [[Halogene's Newbie Corner#Weapon Comboing|later]]). If charged, the nex deals 80 dmg, if you shoot with it immediately again, it deals 64 dmg, minimum damage you can deal with nex is 59 (if you switch to another weapon immediately after shooting and then shoot nex immediately after reswitching to nex, so it doesn't have the refire time for recharging). +In the hands of a player with a good aim the nex is probably the most powerful weapon in the entire game. It fires a single beam with zero spread that will instantly hit anything in its way and will even shoot through other players. You’ll notice a small ring around the crosshair when holding the nex in your hands. If the ring is full, the nex is charged (and also starts to glow red). Charging happens automatically once you hold the weapon, and it does not cost any ammo. Upon firing, the nex obviously discharges and starts to recharge unless you switch to another weapon (what you should do, but more about weapon combos [[Halogene’s Newbie Corner\#Weapon Comboing|later]]). If charged, the nex deals 80 dmg, if you shoot with it immediately again, it deals 64 dmg, minimum damage you can deal with nex is 59 (if you switch to another weapon immediately after shooting and then shoot nex immediately after reswitching to nex, so it doesn’t have the refire time for recharging). Secondary fire only zooms in, as the weapon is strong enough as it is even without a secondary fire mode. -h3. Hagar -!http://www.xonotic.org/m/uploads/2014/04/hagar2-thumb.png(Hagar)!:http://www.xonotic.org/m/uploads/2012/12/hagar2.png +### Hagar +![Hagar](http://www.xonotic.org/m/uploads/2014/04/hagar2-thumb.png "Hagar"):http://www.xonotic.org/m/uploads/2012/12/hagar2.png -The hagar rapidly fires small rockets with a high spread. By holding secondary you can load up to 4 rockets that you can fire simultaneously by releasing secondary fire. If you hold secondary fire too long, hagar will make a little beep and automatically release the loaded rockets so you can't run around the map and just keeping hagar loaded all the time until you find someone. Unloading hagar secondary can deal a lot of damage at close range, however you'll need to watch out not to get killed yourself by the splash damage it does. Otherwise the high spread makes this weapon most usefull against opponents standing next to a wall so the rockets that miss will at least do splash damage. On most competitive servers you'll be able to discharge the hagar secondary without firing the rockets by pressing primary again while still holding secondary. +The hagar rapidly fires small rockets with a high spread. By holding secondary you can load up to 4 rockets that you can fire simultaneously by releasing secondary fire. If you hold secondary fire too long, hagar will make a little beep and automatically release the loaded rockets so you can’t run around the map and just keeping hagar loaded all the time until you find someone. Unloading hagar secondary can deal a lot of damage at close range, however you’ll need to watch out not to get killed yourself by the splash damage it does. Otherwise the high spread makes this weapon most usefull against opponents standing next to a wall so the rockets that miss will at least do splash damage. On most competitive servers you’ll be able to discharge the hagar secondary without firing the rockets by pressing primary again while still holding secondary. -h3. Rocket Launcher -!http://www.xonotic.org/m/uploads/2014/04/Rocket2-thumb.png(Rocket Launcher)!:http://www.xonotic.org/m/uploads/2012/12/Rocket2.png +### Rocket Launcher +![Rocket Launcher](http://www.xonotic.org/m/uploads/2014/04/Rocket2-thumb.png "Rocket Launcher"):http://www.xonotic.org/m/uploads/2012/12/Rocket2.png -The rocket launcher also has some very interesting features that are not very typical for this kind of weapon. First of all you can use the secondary fire to immediately detonate remotely any rocket you fired (provided of course it is still flying). No need to hit a flying target directly, just get the rocket near and, BAM, there you go. Apart from the high splash damage, the explosion also deals quite a lot of push force, so if you want to push some flying player off the map, rocket launcher is your weapon of choice as you can not only push players away from you (push direction obviously depends on the explosion's position in relation to the player). +The rocket launcher also has some very interesting features that are not very typical for this kind of weapon. First of all you can use the secondary fire to immediately detonate remotely any rocket you fired (provided of course it is still flying). No need to hit a flying target directly, just get the rocket near and, BAM, there you go. Apart from the high splash damage, the explosion also deals quite a lot of push force, so if you want to push some flying player off the map, rocket launcher is your weapon of choice as you can not only push players away from you (push direction obviously depends on the explosion’s position in relation to the player). -But not enough, you can of course also use the rocket launcher to push *yourself* around. If you happen to be flying and need some extra acceleration but there is no wall near to laser yourself off, just shoot a rocket downwards and immediately detonate it. Yes, it hurts. A lot. But it might be worth it, be it to push you back onto the map if you are falling into the void or to prolong a laser jump so you manage to reach a distant location. This technique is called "rocket flying". +But not enough, you can of course also use the rocket launcher to push **yourself** around. If you happen to be flying and need some extra acceleration but there is no wall near to laser yourself off, just shoot a rocket downwards and immediately detonate it. Yes, it hurts. A lot. But it might be worth it, be it to push you back onto the map if you are falling into the void or to prolong a laser jump so you manage to reach a distant location. This technique is called “rocket flying”. -You think I'm already done with the rocket launcher? Not yet! In addition to this already very useful feature to remotely detonate your rockets you can also *guide* the rockets. Just keeping the primary fire button pressed and moving the mouse enables you to do some !http://www.youtube.com/watch?v=UqfqWtXwjic(interesting stuff)!:http://www.youtube.com/watch?v=UqfqWtXwjic which can come in very handy in all sorts of situations. +You think I’m already done with the rocket launcher? Not yet! In addition to this already very useful feature to remotely detonate your rockets you can also **guide** the rockets. Just keeping the primary fire button pressed and moving the mouse enables you to do some ![interesting stuff](http://www.youtube.com/watch?v=UqfqWtXwjic "interesting stuff"):http://www.youtube.com/watch?v=UqfqWtXwjic which can come in very handy in all sorts of situations. Of course you can combine rocket guiding and remote detonation. -h1. Gameplay Tricks -!http://www.xonotic.org/m/uploads/2014/04/Gameplay-Tricks-thumb.png(Gameplay Tricks)!:http://www.xonotic.org/m/uploads/2014/04/Gameplay-Tricks.png +Gameplay Tricks +![Gameplay Tricks](http://www.xonotic.org/m/uploads/2014/04/Gameplay-Tricks-thumb.png "Gameplay Tricks"):http://www.xonotic.org/m/uploads/2014/04/Gameplay-Tricks.png +===================================================================================================================================================================== -Now that we've been examining movement and weapons, the air for new newbie stuff is starting to get thinner and thinner. In this section I'll be providing some general gameplay hints that hopefully will make your life as a newbie out there on the servers easier – and longer :) +Now that we’ve been examining movement and weapons, the air for new newbie stuff is starting to get thinner and thinner. In this section I’ll be providing some general gameplay hints that hopefully will make your life as a newbie out there on the servers easier – and longer :) -h2. Weapon Comboing -!http://www.xonotic.org/m/uploads/2014/04/combo-thumb.png(Weapon Comboing)!:http://www.xonotic.org/m/uploads/2013/02/combo.png +Weapon Comboing +![Weapon Comboing](http://www.xonotic.org/m/uploads/2014/04/combo-thumb.png "Weapon Comboing"):http://www.xonotic.org/m/uploads/2013/02/combo.png +------------------------------------------------------------------------------------------------------------------------------------------------- -First of all, Xonotic encourages the usage of weapon combos. How so? Well, if you shoot, you will have to wait a short while (the refire time) until that weapon is able to shoot again, unless you're holding a constant or rapid fire weapon (currently only hagar and mg). The refire time is rather short so it doesn't feel like limiting you much if you're not aware of the concept of weapon combos. But if you switch your weapon immediately after you shoot, you can land a second shot with the second weapon faster than you would be able to with a second shot of the first weapon, as the refire time is longer than the weapon switch delay. This way you are able to deal more damage per second by combining different weapons. Additionally, combining weapons also enables you to combine the specific benefits of two weapons, like slowing down a fast target with crylink in order to be able to easier finish it off with an instahit gun such as nex. +First of all, Xonotic encourages the usage of weapon combos. How so? Well, if you shoot, you will have to wait a short while (the refire time) until that weapon is able to shoot again, unless you’re holding a constant or rapid fire weapon (currently only hagar and mg). The refire time is rather short so it doesn’t feel like limiting you much if you’re not aware of the concept of weapon combos. But if you switch your weapon immediately after you shoot, you can land a second shot with the second weapon faster than you would be able to with a second shot of the first weapon, as the refire time is longer than the weapon switch delay. This way you are able to deal more damage per second by combining different weapons. Additionally, combining weapons also enables you to combine the specific benefits of two weapons, like slowing down a fast target with crylink in order to be able to easier finish it off with an instahit gun such as nex. -h2. Keyboard Setup -!http://www.xonotic.org/m/uploads/2014/04/keyboard-thumb.png(Keyboard Setup)!:http://www.xonotic.org/m/uploads/2013/02/keyboard.png +Keyboard Setup +![Keyboard Setup](http://www.xonotic.org/m/uploads/2014/04/keyboard-thumb.png "Keyboard Setup"):http://www.xonotic.org/m/uploads/2013/02/keyboard.png +----------------------------------------------------------------------------------------------------------------------------------------------------- -This leads to the problem that it's terrible difficult for any orthopedic healthy and sane person to do weapon combos efficiently and reliably with the default keyboard layout or (omg!) the mouse wheel. Fortunately, Xonotic allows you to re-configure the entire keyboard bindings very easily (settings window → input tab). I consider direct weapon binds per weapon the easiest way to access any weapon immediately, and would strongly recommend to place the relevant binds around your movement keys or on extra mouse buttons your desktop rodent may have. You will have to find a solution that feels comfortable for you, which might require some experimenting. I for example moved my movement keys from wasd to esdf in order to have more keys available around my movement keys for weapon binds. But that's just an example, you'll have to find out what works best for you. +This leads to the problem that it’s terrible difficult for any orthopedic healthy and sane person to do weapon combos efficiently and reliably with the default keyboard layout or (omg!) the mouse wheel. Fortunately, Xonotic allows you to re-configure the entire keyboard bindings very easily (settings window → input tab). I consider direct weapon binds per weapon the easiest way to access any weapon immediately, and would strongly recommend to place the relevant binds around your movement keys or on extra mouse buttons your desktop rodent may have. You will have to find a solution that feels comfortable for you, which might require some experimenting. I for example moved my movement keys from wasd to esdf in order to have more keys available around my movement keys for weapon binds. But that’s just an example, you’ll have to find out what works best for you. -Don't worry, impacts on your playing skills that result from redesigning your keyboard layout will, once you found a comfortable setup, be temporary only and the change WILL pay off in the longrun. Being able to pick the right weapon for the job instantly by means of a finger reflex is a great advantage in a FPS that is as fast paced as Xonotic. +Don’t worry, impacts on your playing skills that result from redesigning your keyboard layout will, once you found a comfortable setup, be temporary only and the change WILL pay off in the longrun. Being able to pick the right weapon for the job instantly by means of a finger reflex is a great advantage in a FPS that is as fast paced as Xonotic. -h2. Splash Damage Travels Through Walls -!http://www.xonotic.org/m/uploads/2014/04/splash-thumb.png(Splash Damage Travels Through Walls)!:http://www.xonotic.org/m/uploads/2013/02/splash.png +Splash Damage Travels Through Walls +![Splash Damage Travels Through Walls](http://www.xonotic.org/m/uploads/2014/04/splash-thumb.png "Splash Damage Travels Through Walls"):http://www.xonotic.org/m/uploads/2013/02/splash.png +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -Another thing you should be aware of is that splash damage travels through walls. Knowledge of this fact can come in very handy at various situations. Especially if you know or suspect someone to be on a higher level above you and the ceiling is thin, you can just try a lucky mortar or rocket shot at the ceiling. The hit indicator sound (that little beep) will tell you if your guess was right. If you're very confident about the location of your opponent, you can even unleash an electro combo (see the [[Halogene's Newbie Corner#Electro|weapons part above, electro]]) at the ceiling, which works surprisingly well and does a great amount of splash damage, but takes a bit more time to do. +Another thing you should be aware of is that splash damage travels through walls. Knowledge of this fact can come in very handy at various situations. Especially if you know or suspect someone to be on a higher level above you and the ceiling is thin, you can just try a lucky mortar or rocket shot at the ceiling. The hit indicator sound (that little beep) will tell you if your guess was right. If you’re very confident about the location of your opponent, you can even unleash an electro combo (see the [[Halogene’s Newbie Corner\#Electro|weapons part above, electro]]) at the ceiling, which works surprisingly well and does a great amount of splash damage, but takes a bit more time to do. Using splash damage that travels through walls is a very useful and secure technique, as the opponent will obviously not be able to fire back at the same time. -h2. Stay Healthy -!http://www.xonotic.org/m/uploads/2014/04/healthy-thumb.png(Stay Healthy)!:http://www.xonotic.org/m/uploads/2013/02/healthy.png +Stay Healthy +![Stay Healthy](http://www.xonotic.org/m/uploads/2014/04/healthy-thumb.png "Stay Healthy"):http://www.xonotic.org/m/uploads/2013/02/healthy.png +----------------------------------------------------------------------------------------------------------------------------------------------- -This is something which is almost too obvious to be included here, but I've seen so many new players running right past health and armor pickups without taking them. In Xonotic, your starting health of 100 can be brought below zero very quickly. It takes any experienced player two shots to accomplish this, which typically are a two weapon combo so this goes *really* fast. If *one* player can finish you off that fast, imagine how long your life lasts in a typical *eight* player deathmatch. This is why it is absolutely crucial to pick up any health and armor you might find on your way, unless of course this puts you in a dangerous position that outweighs the advantages of a health/armor boost. A mega armor or mega health gives you additional 100 health or armor points respectively, which obviously equals the amount of damage you can take with your starting health – you could consider a mega armor or mega health an extra life. Megas respawn within 30 seconds of being taken. +This is something which is almost too obvious to be included here, but I’ve seen so many new players running right past health and armor pickups without taking them. In Xonotic, your starting health of 100 can be brought below zero very quickly. It takes any experienced player two shots to accomplish this, which typically are a two weapon combo so this goes **really** fast. If **one** player can finish you off that fast, imagine how long your life lasts in a typical **eight** player deathmatch. This is why it is absolutely crucial to pick up any health and armor you might find on your way, unless of course this puts you in a dangerous position that outweighs the advantages of a health/armor boost. A mega armor or mega health gives you additional 100 health or armor points respectively, which obviously equals the amount of damage you can take with your starting health – you could consider a mega armor or mega health an extra life. Megas respawn within 30 seconds of being taken. However, note that if you are above 100 health/armor, both health and armor will start to rot down to 100 a short while after you picked up your last health or armor respectively. The higher above 100 you are, the faster the rot goes. On the other hand if you are below 100 health, your health will start to regenerate a short while after you took damage for the last time. Again, the lower your health is, the faster it regenerates. This means if you get out of a battle with really low health and there is no health pickup anywhere near, it can be a good idea to retreat to a place out of action until you managed to regenerate a bit. Armor obviously does not regenerate. -h2. Listen -!http://www.xonotic.org/m/uploads/2014/04/listen-thumb.png(Listen)!:http://www.xonotic.org/m/uploads/2013/02/listen.png +Listen +![Listen](http://www.xonotic.org/m/uploads/2014/04/listen-thumb.png "Listen"):http://www.xonotic.org/m/uploads/2013/02/listen.png +--------------------------------------------------------------------------------------------------------------------------------- -The fewer players you have in a match, the more important it gets to listen to the sounds they make. Each armor or health pickup size has its own distinctive pickup sound. Pickup sounds are louder and therefore easier to notice even at some distance than footsteps. If you know where which pickups are on the map you're playing, you'll be very often able to know where other players are before seeing them just by listening to the pickup sounds they make. +The fewer players you have in a match, the more important it gets to listen to the sounds they make. Each armor or health pickup size has its own distinctive pickup sound. Pickup sounds are louder and therefore easier to notice even at some distance than footsteps. If you know where which pickups are on the map you’re playing, you’ll be very often able to know where other players are before seeing them just by listening to the pickup sounds they make. -Also note that the sound a player makes when getting hit varies depending on how low that player's health is. When you hit a player and you hear the characteristic “very low health groan” (most newbies know that sound primarily from their own player model... :D), you'll know that you'll only need to deal a few damage points to finish that player off, so you can go for fast high spread (mg, shotgun) or fast splash damage weapons (crylink). Listening is an essential part of duel gameplay. +Also note that the sound a player makes when getting hit varies depending on how low that player’s health is. When you hit a player and you hear the characteristic “very low health groan” (most newbies know that sound primarily from their own player model… :D), you’ll know that you’ll only need to deal a few damage points to finish that player off, so you can go for fast high spread (mg, shotgun) or fast splash damage weapons (crylink). Listening is an essential part of duel gameplay. -h2. Console ABC -!http://www.xonotic.org/m/uploads/2014/04/Console-ABC-thumb.png(Console ABC)!:http://www.xonotic.org/m/uploads/2014/04/Console-ABC.png +Console ABC +![Console ABC](http://www.xonotic.org/m/uploads/2014/04/Console-ABC-thumb.png "Console ABC"):http://www.xonotic.org/m/uploads/2014/04/Console-ABC.png +----------------------------------------------------------------------------------------------------------------------------------------------------- -Though the Xonotic menu is very powerful and offers almost every option you could wish for, some times it is faster and simpler to change settings via the built-in console. You can open the console by pressing <Shift> <ESC>. Now you have a command prompt where you can query and change settings or execute commands. If you already know how a command you are going to type is called, you can just type the first few letters and hit <TAB>. This will automatically complete the command. If the letters match several possible commands, it will auto-complete to the extent all potential completions match and show you all potential completions. For example, typing "cross" in console and hitting <TAB> will auto-complete to "crosshair" and show the commands like "crosshair", "crosshair_alpha",... If you try this you will notice the console will show you not only the possible command completions, but also more info to each possible completion: what is its current (local!) setting, what is its default setting (in square brackets) and a short description what the command does. +Though the Xonotic menu is very powerful and offers almost every option you could wish for, some times it is faster and simpler to change settings via the built-in console. You can open the console by pressing \hud_damage_blur 0 -While we're at it, we can also reduce the damage flash when getting hit: -
hud_damage 0.4
+ hud_damage_blur 0 -h3. Field of View -!http://www.xonotic.org/m/uploads/2014/04/fov-double-thumb.png(Field of View)!:http://www.xonotic.org/m/uploads/2013/09/fov-double.png +While we’re at it, we can also reduce the damage flash when getting hit: + + hud_damage 0.4 + +### Field of View +![Field of View](http://www.xonotic.org/m/uploads/2014/04/fov-double-thumb.png "Field of View"):http://www.xonotic.org/m/uploads/2013/09/fov-double.png It obviously is crucial to see what is happening around you. To increase the area that you can see, adjust the field of view to your liking. While the default value is at 90, I personally play with a field of view of 120, and find this a quite usable setting. Remember though, that changing the field of view has an impact on your ability to aim, very similar to changing settings of your mouse sensitivity. The higher the field of view, the harder it can be to aim. I have a lousy aim anyway, so I can play with fov 120 alright. You can change the field of view in the menu or via console by: -
fov 120 (adjust to your liking)
+ fov 120 (adjust to your liking) + +### Visible Players +![Visible Players](http://www.xonotic.org/m/uploads/2014/04/forceplayers-double-thumb.png "Visible Players"):http://www.xonotic.org/m/uploads/2013/09/forceplayers-double.png + +Most player models are really hard to spot, as they are optimized to look good and, to some extent, realistic. This means their textures are subject to the usual rendering procedures which calculate how much light from the surroundings will be reflected by the player models. Consequently, most models are hard to see in dark corners, and don’t have a strong contrast to the background in general. There is one model though that uses “fullbright” textures, which are always displayed at full brightness, and this is the “Mega Erebus”. Now there is a way to make every other player be displayed to you as “Mega Erebus” even if they selected a different model, and you can do that by selecting it for your own player and forcing your own model on everyone. This can be done via menu, but here’s the console command: -h3. Visible Players -!http://www.xonotic.org/m/uploads/2014/04/forceplayers-double-thumb.png(Visible Players)!:http://www.xonotic.org/m/uploads/2013/09/forceplayers-double.png + cl_forceplayermodels 1 -Most player models are really hard to spot, as they are optimized to look good and, to some extent, realistic. This means their textures are subject to the usual rendering procedures which calculate how much light from the surroundings will be reflected by the player models. Consequently, most models are hard to see in dark corners, and don't have a strong contrast to the background in general. There is one model though that uses "fullbright" textures, which are always displayed at full brightness, and this is the "Mega Erebus". Now there is a way to make every other player be displayed to you as "Mega Erebus" even if they selected a different model, and you can do that by selecting it for your own player and forcing your own model on everyone. This can be done via menu, but here's the console command: -
cl_forceplayermodels 1
-Be warned though that the sounds other players make still remain the same, so don't be shocked if a Mega Erebus is commenting to you in a Pinky Pie voice on servers that have ponies enabled. If you dislike other people using colors that may blend too well into the map, you can also select a particularly bright color for yourself and force it onto everyone as well: -
cl_forceplayercolors 1
-These settings obviously have the disadvantage that you become extremely visible to everyone else, too - but it would be rather unfair if you could make everyone extremely visible while staying a grey mouse, wouldn't it? +Be warned though that the sounds other players make still remain the same, so don’t be shocked if a Mega Erebus is commenting to you in a Pinky Pie voice on servers that have ponies enabled. If you dislike other people using colors that may blend too well into the map, you can also select a particularly bright color for yourself and force it onto everyone as well: -h3. Reducing Effects -!http://www.xonotic.org/m/uploads/2014/04/other-effects-thumb.png(Reducing Effects)!:http://www.xonotic.org/m/uploads/2013/09/other-effects.png + cl_forceplayercolors 1 + +These settings obviously have the disadvantage that you become extremely visible to everyone else, too - but it would be rather unfair if you could make everyone extremely visible while staying a grey mouse, wouldn’t it? + +### Reducing Effects +![Reducing Effects](http://www.xonotic.org/m/uploads/2014/04/other-effects-thumb.png "Reducing Effects"):http://www.xonotic.org/m/uploads/2013/09/other-effects.png I personally strongly dislike blood splatter and gibs flying around as a matter of taste, but disabling all the gory mess also has visual advantages beyond personal preference. The more unnecessary detail gets rendered, the harder it is to filter out the information that is actually relevant. Therefore, turning off gibs is a good way to get rid of a whole bunch of effects that only get in your way if you want to keep an overview in the heat of a fight: -
cl_gentle_gibs 1 (note that you may need to restart Xonotic or reconnect for this change to take effect)
+ + cl_gentle_gibs 1 (note that you may need to restart Xonotic or reconnect for this change to take effect) + But not only gibs can obscure things, also particle effects of explosions, coronas and bloom can impact on visibility: -
cl_particles_alpha 0.2 (feel free to experiment with values between 0 and 1)
-cl_particles_sparks 0
-cl_particles_blood 0
-r_coronas 0
-r_bloom 0
- -h3. Picmip and Simple Items -!http://www.xonotic.org/m/uploads/2014/04/picmip-and-simple-items-double-thumb.png(Picmip and Simple Items)!:http://www.xonotic.org/m/uploads/2013/09/picmip-and-simple-items-double.png - -Now the game still looks somewhat ok-ish. Time to change this! Let's get rid of all those details in textures that generate contrasts where it isn't needed: -
gl_picmip_world 10
-gl_texturecompression 1 (if you like, or need faster loading)
+ + cl_particles_alpha 0.2 (feel free to experiment with values between 0 and 1) + cl_particles_sparks 0 + cl_particles_blood 0 + r_coronas 0 + r_bloom 0 + +### Picmip and Simple Items +![Picmip and Simple Items](http://www.xonotic.org/m/uploads/2014/04/picmip-and-simple-items-double-thumb.png "Picmip and Simple Items"):http://www.xonotic.org/m/uploads/2013/09/picmip-and-simple-items-double.png + +Now the game still looks somewhat ok-ish. Time to change this! Let’s get rid of all those details in textures that generate contrasts where it isn’t needed: + + gl_picmip_world 10 + gl_texturecompression 1 (if you like, or need faster loading) + What, still looks the same? Well, then do -
vid_restart
+ + vid_restart + and enjoy :D -Some people even like to replace the beautiful pickup models by twodimensional, bright sprites. I personally don't see a visibility benefit, but the bright symbols could be considered as easier to spot. To enable "simple items", do: -
cl_simple_items 1
-You will have to reconnect to the server (or, if you test it in a local game, type "restart" in console). Note that this change only works on servers that allow this setting to be used. +Some people even like to replace the beautiful pickup models by twodimensional, bright sprites. I personally don’t see a visibility benefit, but the bright symbols could be considered as easier to spot. To enable “simple items”, do: + + cl_simple_items 1 -h3. Crosshair -!http://www.xonotic.org/m/uploads/2014/04/crosshair-thumb.png(Crosshair)!:http://www.xonotic.org/m/uploads/2013/09/crosshair.png +You will have to reconnect to the server (or, if you test it in a local game, type “restart” in console). Note that this change only works on servers that allow this setting to be used. + +### Crosshair +![Crosshair](http://www.xonotic.org/m/uploads/2014/04/crosshair-thumb.png "Crosshair"):http://www.xonotic.org/m/uploads/2013/09/crosshair.png The next thing is to set an always visible crosshair. Though I personally like the per-weapon crosshairs, they unfortunately are not very bright. With them, I often had the problem of identifying where that crosshair actually is in the middle of a battle. Even though I probably ended up landing quite some hits this way due to my particularly fuzzy aim which seldomly places the crosshair on the target, I decided to make the crosshair really visible, now that I deliberately chose to use the darn thing. You can very comfortably configure the crosshair via the menu or just copy my settings: -
crosshair 27 (this is really all about personal preference)
-crosshair_alpha 1
-crosshair_effect_scalefade 0
-crosshair_effect_time 0
-crosshair_enabled 2
-crosshair_dot 1
-crosshair_dot_color 0.24 1 0.13 (this too is all about personal preference)
-crosshair_per_weapon 0
-crosshair_color_per_weapon 1 (if you like to know the weapon per crosshair color)
-crosshair_ring 0 (this removes the nex ring, keep it if you like to see it)
-crosshair_ring_reload 1 (mg reload ring might be useful)
-crosshair_ring_reload_size 1 (adjust to your liking, default is too big imho)
-crosshair_size 0.28 (adjust to your liking)
- -h3. Fine Tuning -!http://www.xonotic.org/m/uploads/2014/04/fine-tuning-thumb.png(Fine Tuning)!:http://www.xonotic.org/m/uploads/2013/09/fine-tuning.png - -If you have already set up weapon binds following the instructions [[Halogene's Newbie Corner#Keyboard Setup|above]] and are really confident about them, you might even choose to remove the rendered first person weapon model so it doesn't block your view: - -
r_drawviewmodel 0
- -Now you'll only know what weapon you hold by remembering the bind you pressed last and by the color of the crosshair. But if you managed to get the weapon binds into your cerebellum, this is manageable - decide for yourself if you're ready for this. I started using this setting when publishing the !http://www.xonotic.org/2013/09/halogenes-newbie-corner-part-6-optimizing-perception(Newbie Corner #6)!:http://www.xonotic.org/2013/09/halogenes-newbie-corner-part-6-optimizing-perception , and feel very comfortable with it for already quite a while. - -When using the zoom to improve sight in a fast paced game like Xonotic, you won't want the view to be impaired by some mask around the crosshair that generates the impression you look through some binoculars or something: -
cl_reticle 0
+ + crosshair 27 (this is really all about personal preference) + crosshair_alpha 1 + crosshair_effect_scalefade 0 + crosshair_effect_time 0 + crosshair_enabled 2 + crosshair_dot 1 + crosshair_dot_color 0.24 1 0.13 (this too is all about personal preference) + crosshair_per_weapon 0 + crosshair_color_per_weapon 1 (if you like to know the weapon per crosshair color) + crosshair_ring 0 (this removes the nex ring, keep it if you like to see it) + crosshair_ring_reload 1 (mg reload ring might be useful) + crosshair_ring_reload_size 1 (adjust to your liking, default is too big imho) + crosshair_size 0.28 (adjust to your liking) + +### Fine Tuning +![Fine Tuning](http://www.xonotic.org/m/uploads/2014/04/fine-tuning-thumb.png "Fine Tuning"):http://www.xonotic.org/m/uploads/2013/09/fine-tuning.png + +If you have already set up weapon binds following the instructions [[Halogene’s Newbie Corner\#Keyboard Setup|above]] and are really confident about them, you might even choose to remove the rendered first person weapon model so it doesn’t block your view: + + r_drawviewmodel 0 + +Now you’ll only know what weapon you hold by remembering the bind you pressed last and by the color of the crosshair. But if you managed to get the weapon binds into your cerebellum, this is manageable - decide for yourself if you’re ready for this. I started using this setting when publishing the ![Newbie Corner \#6](http://www.xonotic.org/2013/09/halogenes-newbie-corner-part-6-optimizing-perception "Newbie Corner #6"):http://www.xonotic.org/2013/09/halogenes-newbie-corner-part-6-optimizing-perception , and feel very comfortable with it for already quite a while. + +When using the zoom to improve sight in a fast paced game like Xonotic, you won’t want the view to be impaired by some mask around the crosshair that generates the impression you look through some binoculars or something: + + cl_reticle 0 + Also, who wants to waste time for the transition between zoom and non-zoom? -
cl_zoomspeed -1
+ + cl_zoomspeed -1 + Ever since I configured a dedicated zoom key that I can use on all weapons (you can do so via the Menu, Settings window, Input tab), I got annoyed by the zoom getting lost upon switching the weapon, which results in loosing your aim just when it is crucial to hit. You can disable this by doing: -
cl_unpress_zoom_on_weapon_switch 0
+ cl_unpress_zoom_on_weapon_switch 0 + +Bobbing effects are generally only for conveying a “realistic feel” but don’t serve a purpose that’s important for the gameplay. Quite to the contrary, they make your view less steady. So you might want to switch off all sorts of bobbings: -Bobbing effects are generally only for conveying a "realistic feel" but don't serve a purpose that's important for the gameplay. Quite to the contrary, they make your view less steady. So you might want to switch off all sorts of bobbings: -
cl_bobfall 0
-cl_bobmodel 0
-cl_bobup 0
+ cl_bobfall 0 + cl_bobmodel 0 + cl_bobup 0 If you like to keep an eye on the action (and on who takes which items) when you get fragged, you can disable automatically showing the scoreboard when dead with: -
cl_deathscoreboard 0
-h2. Audio -!http://www.xonotic.org/m/uploads/2014/04/audio-thumb.png(Audio)!:http://www.xonotic.org/m/uploads/2013/09/audio.png + cl_deathscoreboard 0 + +Audio +![Audio](http://www.xonotic.org/m/uploads/2014/04/audio-thumb.png "Audio"):http://www.xonotic.org/m/uploads/2013/09/audio.png +----------------------------------------------------------------------------------------------------------------------------- + +Apart from all the visual stuff, you can of course also improve perception by adjusting the audio settings. While there is quite some remarkably good music in Xonotic, in-game music can distract you and predominate pickup or movement sounds that you might want to hear. The same goes for ambient sounds. Whereas these greatly add to the atmosphere of the game, they can prevent you from predicting where an opponent will come from, what the player’s approximate health status is and what is being picked up. So if you can do without the atmosphere, you might want to turn those off via the menu. -Apart from all the visual stuff, you can of course also improve perception by adjusting the audio settings. While there is quite some remarkably good music in Xonotic, in-game music can distract you and predominate pickup or movement sounds that you might want to hear. The same goes for ambient sounds. Whereas these greatly add to the atmosphere of the game, they can prevent you from predicting where an opponent will come from, what the player's approximate health status is and what is being picked up. So if you can do without the atmosphere, you might want to turn those off via the menu. diff --git a/Hardware_Requirements.md b/Hardware_Requirements.md index b4549be..abcfcb6 100644 --- a/Hardware_Requirements.md +++ b/Hardware_Requirements.md @@ -1,18 +1,19 @@ -h1. Hardware Requirements +Hardware Requirements +===================== - -h2. Results from the-big-benchmark +Results from the-big-benchmark +------------------------------ This page lists benchmark results on various systems. Results are normally posted on the forums: http://forums.xonotic.org/showthread.php?tid=2562 -bq.. +bq.. To all users of git and autobuilds: -please update, and then run "the big benchmark" as described on http://dev.xonotic.org/projects/xonotic/...quirements +please update, and then run “the big benchmark” as described on http://dev.xonotic.org/projects/xonotic/…quirements -Especially those of you who have performance problems are asked to run this. The test can, on older systems, take a few hours, so I'd recommend running it over night. +Especially those of you who have performance problems are asked to run this. The test can, on older systems, take a few hours, so I’d recommend running it over night. It will generate a log file. Please send me that log file (e.g. via forum PM) and also the following system details: @@ -28,194 +29,191 @@ so I can add the data to the wiki page above. Alternatively, if you have editing When we have this info, our goal is to describe hardware requirements of Xonotic. So please help us by providing benchmark results! Thanks. -p. - -*** - - -h3. Xonotic 0.6 / 0.7 - -p(. Note: The benchmark list is sorted by "normal" FPS as primary sort key, "med" FPS as secondary, and so on towards lower detail presets. - -|_/2.Username |_/2.System |_/2.CPU |_/2.GHz|_/2.Cores|_/2.RAM|_/2.GPU Vendor |_/2.GPU Card |_/2.Graphics Driver |_/2.OS |_/2.Arch |_\7=.FPS |_/2.Notes |_/2.Log Download | -| omg | low | med | normal| high | ultra | ultimate | -| Mattias | supercow | Intel i5-3570K | 3.5 | 4 | 16G | NVIDIA Corporation | GeForce GTX 670/PCIe/SSE2 | 4.2.0 NVIDIA 302.17 | Linux | x86_64 | 478 | 470 | 422 | 392 | 363 | 317 | 230 | | http://ompldr.org/vZjFpdw | -| halogene | Owl_2.0 | Intel(R) Core(TM) i5-2500 CPU | 3.3 | 4 | 8G | NVIDIA Corporation | GeForce GTX 660 Ti/PCIe/SSE2 | 4.3.0 NVIDIA 325.15 | Linux | x86_64 | 450 | 438 | 398 | 375 | 339 | 297 | 218 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=61831#pid61831 | -| halogene | Owl | Intel(R) Core(TM) i5-2500 | 3.3 | 4 | 8G | NVIDIA Corporation | GeForce GTX 560/PCIe/SSE2 | 4.3.0 NVIDIA 313.30 | Linux | x86_64 | 431 | 423 | 384 | 363 | 325 | 283 | 171 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=57664#pid57664 | -| Ronan | desktop | Core i7 920 | 3.36 | 4 | 24G | NVIDIA Corporation | GeForce GTX 275/PCI/SSE2 | 3.3.0 NVIDIA 285.05.09 | Linux | x64 | 401 | 402 | 369 | 352 | 294 | 169 | 113 | | http://ompldr.org/vY2lzdw | -| Ronan | desktop | Core i7 920 | 3.36 | 4 | 24G | NVIDIA Corporation | unknown board/PCI/SSE2 | 4.2.0 NVIDIA 285.05.09 | Linux | x64 | 396 | 402 | 364 | 344 | 300 | 186 | 144 | GeForce GTX 560 Ti 448 cores | http://ompldr.org/vY2lyaQ | -| rainerzufalldererste | RZDE-Win8 | Intel i7 2600K | 3.4 | 8 | 12G | NVIDIA Corporation | GeForce GTX 560 Ti/PCIe/SSE2 | 4.3.0 | Windows 8 Pro | x64 | 348 | 335 | 332 | 309 | 271 | 179 | 155 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=57077#pid57077 | -| tZork | ZEN | Intel i5-2500k | 4.6 | 4 | 4G | NVIDIA Corporation | GeForce 9800 GT/PCI/SSE2 | 3.3.0 | Windows 7 | x64 | 352 | 355 | 316 | 298 | 213 | 112 | 60 | apparently ran at 4.6, not 4.8 | http://mapdl.xonotic.eu/tzork/the-big-benchmark-zen.zip | -| tZork | ZEN | Intel i5-2500k | 4.6 | 4 | 4G | ATI Technologies Inc. | AMD Radeon HD 6700 Series | 4.1.11399 Compatibility Profile Context | Windows 7 | x64 | 355 | 330 | 310 | 297 | 265 | 205 | 155 | Radeon HD 6770 | http://ompldr.org/vY2s5cw | -| Ronan | desktop | Core i7 920 | 2.66 | 4 | 24G | NVIDIA Corporation | unknown board/PCI/SSE2 | 4.2.0 NVIDIA 285.05.09 | Linux | x64 | 334 | 342 | 309 | 296 | 259 | 164 | 134 | GeForce GTX 560 Ti 448 cores | http://ompldr.org/vY2l0eA | -| Ronan | desktop | Core i7 920 | 3.36 | 4 | 24G | NVIDIA Corporation | GeForce GTX 560 Ti/PCIe/SSE2 | 4.2.0 | Windows 7 Pro | x64 | 335 | 325 | 300 | 289 | 257 | 176 | 142 | GeForce GTX 560 Ti 448 cores | http://ompldr.org/vY3J0bA | -| Heal | Heal | Core i7 2600k | 3.4 | 4 | 8G | NVIDIA Corporation | GeForce GTX 570/PCI/SSE2 | 4.2.0 | Windows 7 | x64 | 339 | 330 | 302 | 288 | 265 | 175 | 141 | | http://ompldr.org/vY3FzMw | -| Acidphase | GameBeast | AMD FX 8150 | 4.0 | 8 ? | 16G | NVIDIA Corporation | GeForce GTX 660 Ti FTW+ | 4.x.y NVIDIA 325.15 | Linux | x86_64 | 323 | 319 | 288 | 276 | 146 | 79 | 38 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=61944#pid61944 | -| Grunt | tulkass | Intel i5-2500 | 3.30 | 4 | 8G | NVIDIA Corporation | GeForce GT 440/PCI/SSE2 | 4.2.0 NVIDIA 290.10 | Linux | x64 | 326 | 311 | 286 | 239 | 167 | 117 | 58 | | http://rghost.net/36234085 | -| Lee_Stricklin | lee-desktop | AM2+ Socket AMD Phenom II X4 | 3 | 4 | 4G | NVIDIA Corporation | GeForce 9800 GTX+/PCI/SSE2 | 3.2.0 NVIDIA 195.36.24 | Linux | x64 | 299 | 293 | 261 | 250 | 225 | 118 | 76 | | http://ompldr.org/vY2wzcw | -| Soelen | Desktop | Intel Core i7 CPU 930 | 2.8 | 4 | 32G | NVIDIA Corporation | GeForce GTX 480/PCI/SSE2 | 3.2.0 | Windows 7 | x64 | 285 | 280 | 257 | 246 | 199 | 135 | 108 | | http://ompldr.org/vY2x4eA | -| edh | SG03 | Core 2 Duo E8200 | 2.66 | 2 | 2G | NVIDIA Corporation | GeForce 9600 GT/PCI/SSE2 | 3.3.0 NVIDIA 290.10 | Linux | x64 | 292 | 287 | 255 | 236 | 187 | 82 | 42 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=35154#pid35154 | -| halogene | Owl | Intel(R) Core(TM) i5-2500 | 3.3 | 4 | 8G | NVIDIA Corporation | GeForce GTX 560/PCIe/SSE2 | 4.3.0 | Windows 7 | x64 | 284 | 277 | 258 | 232 | 215 | 202 | 142 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=57664#pid57664 | -| zykure | nubase | Intel Xeon E5420 | 2.5 | 8 | 16G | NVIDIA Corporation | Quadro FX3700/PCIe/SSE2 | 3.3.0 Nvidia 295.20 | Linux | x64 | 283 | 255 | 239 | 227 | 193 | 84 | 50 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=35646#pid35646 | -| rocknroll237 | desktop | Intel i7 960 | 3.2 | 4 | 6G | ATI Technologies Inc. | ASUS ARES | 4.1.11161 | Windows 7 | x64 | 270 | 250 | 228 | 215 | 194 | 130 | 117 | | | -| tZork | mediabox | Intel i3-2100 | 3.1 | 2 | 8G | ATI Technologies Inc. | AMD Radeon HD 6700 Series | 4.1.11399 Compatibility Profile Context | Windows 7 | x64 | 259 | 237 | 224 | 212 | 183 | 130 | 116 | Radeon HD 6770 | http://mapdl.xonotic.eu/tzork/the-big-benchmark3.zip | -| Halbyrd | WisdomLikeSilence | Intel Core i5-2300 | 2.3 | 4 | 8G | ATI Technologies Inc. | AMD Radeon HD 6900 Series | 4.2.11762 Compatibility Profile Context | Windows 7 | x64 | 249 | 234 | 219 | 210 | 188 | 152 | 140 | Radeon HD 6970 | http://forums.xonotic.org/showthread.php?tid=2562&pid=51166#pid51166 | -| halogene | MacBookPro | Intel(R) Core(TM) i7-2635QM | 2.0 | 4 | 8G | ATI Technologies Inc. | AMD Radeon HD 7400M Series | 4.2.11903 Compatibility Profile Context | Linux | x86_64 | 282 | 263 | 229 | 200 | 111 | 72 | 35 | MacBook Pro 8.1 with proprietary driver | http://forums.xonotic.org/showthread.php?tid=2562&pid=57664#pid57664 | -| halogene | McArch | Intel(R) Core(TM) i7-2675QM | 2.2 | 4 | 8G | X.Org (ATI) | Gallium 0.4 on AMD TURKS (6750M) | 3.0 Mesa 10.2.6 | Linux | x86_64 | 249 | 248 | 225 | 213 | 143 | 88 | 54 | MacBook Pro 8.2 with AMD GPU / OSS driver | http://forums.xonotic.org/attachment.php?aid=1316 | -| ferndan | - | AMD APU A8-5600K | 3.6 | 4 | 8G | ATI Technologies Inc. | AMD Radeon 7650D | 4.2.11931 Compatibility Profile Context | Linux | x86_64 | 238 | 227 | 209 | 198 | 141 | 95 | 62 | GPU integrated on APU | http://forums.xonotic.org/showthread.php?tid=2562&pid=53766#pid53766 | -| SavageX | desktop | Phenom II X4 945 | 3.0 | 4 | 8G | ATI Technologies Inc. | AMD Radeon HD 5670 | 4.1.11005 Compatibility Profile Context | Linux | x64 | 249 | 232 | 210 | 195 | 168 | 103 | 73 | | http://ompldr.org/iY2lwYg | -| qorl | - | AMD Phenom II | 3.4 | 4 | 8G | ATI Technologies Inc. | AMD Radeon HD 6850 | 6.14.10.12002 | Windows 7 Ultimate | x64 | 239 | 221 | 201 | 189 | 171 | 109 | 100 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=56376#pid56376 | -| rafallus | desktop-c2d | Core 2 Duo E8400 | 3 | 2 | 4G | ATI Technologies Inc. | ATI Radeon HD 4800 Series | 3.2.9704 Compatibility Profile Context | Windows XP | x64 | 230 | 215 | 197 | 189 | 167 | 107 | 97 | | http://forums.xonotic.org//showthread.php?tid=2562&pid=34192#pid34192 | -| Halbyrd | Xenoglossicist | Intel Core i5 2300 | 2.8 | 4 | 16G | ATI Technologies Inc. | MD Radeon HD 6900 Series | 4.2.12217 Compatibility Profile Context 12.104.0.0 | Windows 7 | x64 | 228 | 216 | 200 | 188 | 174 | 154 | 120 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=59121#pid59121 | -| divVerent | grawp | Athlon II X4 620 | 2.6 | 4 | 4G | NVIDIA Corporation | GeForce GTS 250/PCI/SSE2 | 3.3.0 NVIDIA 290.10 | Linux | x64 | 219 | 215 | 196 | 186 | 169 | 103 | 66 | | http://ompldr.org/vY2luNQ | -| Maddin | maddinsrechner | AMD Athlon(tm) II X3 455 Processor | 3.3 | 3 | 8G | NVIDIA Corporation | GeForce GTX 660/PCIe/SSE2/3DNOW! | 4.3.0 NVIDIA 313.30 | Linux | x86 | 214 | 216 | 195 | 186 | 172 | 154 | 114 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=60782#pid60782 | -| Sless | Withers | i7 920 | 2.66 | 4 | 18G | ATI Technologies Inc. | AMD Radeon HD 6900 Series | 4.2.11399 Compatibility Profile Context | Windows 7 | x64 | 229 | 213 | 196 | 185 | 168 | 108 | 107 | | http://dl.dropbox.com/u/51677128/misc/the-big-benchmark-Withers.log | -| naryl | naryl-desktop | Intel(R) Core(TM) i5-3570K CPU | 3.4 | 4 | 16G | Tungsten Graphics, Inc | Mesa DRI Intel(R) Ivybridge Desktop | 3.0 Mesa 8.0.4 | Linux | x64 | 281 | 248 | 217 | 168 | 108 | 76 | 37 | | http://ompldr.org/vZzFidg | -| monad | desktop | AMD Athlon™ II X2 250 | 3 | 2 | 2G | NVIDIA Corporation | GeForce GT 220/PCI/SSE2/3DNOW! | 3.3.0 NVIDIA 290.10 | Linux | x86 | 196 | 198 | 175 | 165 | 132 | 62 | 32 | | | -| freefang | Desktop | Core 2 Quad Q9550 | 2.83 | 4 | 4G | NVIDIA Corporation | GeForce GTS 250/PCI/SSE2 | 3.3.0 | Windows Vista | x86 | 166 | 166 | 152 | 146 | 129 | 85 | 65 | | http://ompldr.org/vY2pnMg | -| rafallus | desktop-amd-7770 | Athlon X2 7750BE | 2.7 | 2 | 4G | ATI Technologies Inc | ATI Radeon HD 7770 | Catalyst 12.8 | Windows XP | x86 | 184 | 167 | 151 | 142 | 121 | 80 | 73 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=52824#pid52824 | -| rafallus | desktop-sb | Intel Celeron G530 | 1.6 | ? | 8G | ATI Technologies Inc | ATI Radeon HD 7770 | Catalyst 10.8 | Windows 7 | x64 | 180 | 153 | 137 | 133 | 125 | 110 | 87 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=52824#pid52824 | -| divVerent | grawp | Athlon II X4 620 | 2.6 | 4 | 4G | nouveau | Gallium 0.4 on NV92 | 2.1 Mesa 7.11.2 | Linux | x64 | 160 | 152 | 141 | 127 | 91 | 72 | 53 | GTS 250 | http://ompldr.org/vY2o1dw | -| divVerent | nb-04 | Intel(R) Core(TM)2 Duo CPU P8700| 2.53 | 2 | 4G | NVIDIA Corporation | GeForce 9600M GS/PCI/SSE2 | 3.3.0 NVIDIA 290.10 | Linux | x64 | 196 | 183 | 161 | 125 | 96 | 39 | 17 | | http://ompldr.org/vY2lxeQ | -| nyov | ti | Athlon 64 X2 6000+ | 3.0 | 2 | 2G | ATI Technologies Inc. | AMD Radeon HD 6970 | 4.2.11318 Compatibility Profile Context | Linux | x64 | 162 | 149 | 133 | 123 | 105 | 69 | 60 | windowed mode, git | http://ompldr.org/vY2l3bg | -| halogene | mcbuntu | Intel(R) Core(TM) i7-2675QM | 2.2 | 4 | 8G | Intel Open Source Technology Center | Mesa DRI Intel(R) Sandybridge Mobile | 3.0 Mesa 9.1.3 | Linux | x86_64 | 194 | 178 | 159 | 122 | 83 | 54 | 35 | MacBook Pro 8,2 with integrated GPU | http://forums.xonotic.org/showthread.php?tid=2562&pid=60061#pid60061 | -| zgreg | - | | | | | X.org | Gallium 0.4 on AMD TURKS | 3.0 Mesa 9.2.0-devel | Linux | x64 | 152 | 142 | 131 | 121 | 104 | 86 | 58 | R600_DEBUG=sb enabled (shader optimizer) on AMD Radeon HD 6670 | http://greg.kinoho.net/big-benchmark.tar.xz | -| adem | home pc | Intel Core i5-2320 | 3.0 | 4 | 8G | Intel | Intel(R) HD Graphics Family | 3.1.0 - Build 8.15.10.2622 | Windows 7 | x64 | 176 | 154 | 136 | 118 | 81 | 50 | 21 | Sandy Bridge | http://forums.xonotic.org/showthread.php?tid=2562&pid=35348#pid35348 | -| kamp | | Intel(R) Core(TM) i5-3230M | 2.6 | 4 | 6G | Intel | Intel HD 4000 | | Linux | x86_64 | 166 | 137 | 130 | 116 | 93 | 66 | 47 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=60777#pid60777 | -| Maddin | desktop | Athlon 64 X2 4800+ | 2.2 | 2 | 2G | NVIDIA Corporation | GeForce GTS 250/PCI/SSE2/3DNOW! | 3.3.0 NVIDIA 260.19.06 | Linux | x86 | 135 | 135 | 121 | 116 | 106 | 65 | 44 | | http://dl.dropbox.com/u/31065422/Xonotic/misc/the-big-benchmark-maddin.log | -| cortez | desktop | Core 2 Quad Q6600 | 2 | 4 | 4G | NVIDIA Corporation | GeForce GTX 260/PCI/SSE2 | 3.3.0 | Windows 7 | x86 | 121 | 126 | 114 | 111 | 106 | 65 | 59 | | http://ompldr.org/vY21qeg | -| tZork | SPAKULATORN | Intel Core i5 CPU M 450 | 2.4 | 2 | 6G | ATI Technologies Inc. | ATI Mobility Radeon HD 5470 | 3.2.9751 Compatibility Profile Context | Windows 7 | x64 | 167 | 152 | 136 | 107 | 70 | 51 | 29 | | http://ompldr.org/vY21keA | -| halogene | whisper | AMD Athlon(tm) 64 X2 Dual Core Processor 3800+ | 2.0 | 2 | 1G | NVIDIA Corporation | GeForce 7950 GT/PCIe/SSE2 | 2.1.2 NVIDIA 304.88 | Linux | x86_64 | 130 | 124 | 112 | 105 | 90 | 75 | 46 | after tweaking some desktop effects | http://forums.xonotic.org/showthread.php?tid=2562&pid=60299#pid60299 | -| halogene | whisper | AMD Athlon(tm) 64 X2 Dual Core Processor 3800+ | 2.0 | 2 | 1G | NVIDIA Corporation | GeForce 7950 GT/PCIe/SSE2 | 2.1.2 NVIDIA 304.88 | Linux | x86_64 | 126 | 121 | 107 | 103 | 86 | 68 | 41 | OUTDATED, see entry for "whisper" above | http://forums.xonotic.org/showthread.php?tid=2562&pid=60057#pid60057 | -| Unknown[NF] | Xenon | Phenom X6 1090T | 3.2 | 6 | 16G | NVIDIA Corporation | GeForce 8800 GTX/PCIe/SSE2 | 3.3.0 | Windows 8 | X64 | 100 | 102 | 96 | 94 | 86 | 68 | 53 | Consumer Preview 296.17 Driver | http://ompldr.org/vY3o4dg | -| Mirio | nn | Athlon 64 X2 3800+ | 2.0 | 2 | 1G | NVIDIA Corporation | GeForce 9800 GT/PCI/SSE2/3DNOW! | 3.1.0 | Windows XP (Home) | x86 | 106 | 105 | 96 | 92 | 86 | 55 | 45 | | http://ompldr.org/vY2lydA | -| zgreg | - | | | | | ATI Technologies Inc. | AMD Radeon HD 6670 | 4.2.12217 Compatibility Profile Context 12.104.0.0 | Windows 7 | x64 | 105 | 89 | 91 | 83 | 71 | 67 | 51 | | http://greg.kinoho.net/big-benchmark.tar.xz | -| zykure | supernova | Intel i3-2310M | 2.1 | 4 | 4G | Intel Open Source Technology Center | Mesa DRI Intel SandyBridge Mobile | 3.0 Mesa 9.0-devel | Linux | x64 | 126 | 121 | 108 | 82 | 54 | 35 | 17 | using updated Mesa drivers from https://launchpad.net/~oibaf/+archive/graphics-drivers | http://forums.xonotic.org/showthread.php?tid=2562&pid=49042#pid49042 | -| freefang | Laptop | Core 2 Duo T9600 | 2.8 | 2 | 4G | NVIDIA Corporation | Quadro FX 770M/PCI/SSE2 | 3.3.0 | Vista | x86 | 145 | 106 | 102 | 82 | 85 | 37 | 18 | | http://ompldr.org/vY2p4dg | -| Maddin | desktop | Athlon 64 X2 4800+ | 2.2 | 2 | 2G | NVIDIA Corporation | GeForce GTS 250/PCI/SSE2/3DNOW! | 3.3.0 | Windows XP | x86 | 83 | 113 | 103 | 80 | 92 | 60 | 48 | | http://dl.dropbox.com/u/31065422/Xonotic/misc/the-big-benchmark-maddin-winxp.log | -| theShadow | Macbook Pro | Intel Core i7 | 2.66 | 1 | 8G | NVIDIA Corporation | NVIDIA GeForce GT 330M OpenGL Engine | 2.1 NVIDIA-7.12.9 | OS X Lion | x64 | 194 | 82 | 71 | 68 | 58 | 43 | 36 | windowed | http://www.mediafire.com/?kmogs5aykcu4mpa | -| zykure | supernova | Intel i3-2310M | 2.1 | 4 | 4G | Tungsten Graphics, Inc | Mesa DRI SandyBridge | 3.0 Mesa 8.1-devel | Linux | x64 | 119 | 115 | 94 | 67 | 42 | 25 | 13 | using updated Mesa drivers from https://launchpad.net/~oibaf/+archive/graphics-drivers | http://forums.xonotic.org/showthread.php?tid=2562&pid=35646#pid35646 | -| rafallus | desktop-amd | Athlon X2 7750BE | 2.7 | 2 | 4G | NVIDIA Corporation | GeForce 7300 GT/PCI/SSE2/3DNOW! | 2.0.3 | Windows XP | x86 | 120 | 103 | 94 | 67 | 56 | 32 | 13 | | http://forums.xonotic.org//showthread.php?tid=2562&pid=34192#pid34192 | -| zykure | supernova | Intel i3-2310M | 2.1 | 4 | 4G | Tungsten Graphics, Inc | Mesa DRI SandyBridge | 2.1 Mesa 7.11 | Linux | x64 | 107 | 103 | 83 | 59 | 39 | 25 | 13 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=35646#pid35646 | -| Ronan | lenovo-x121e | Core i3 2357M | 1.3 | 2 | 8G | Intel | Intel(R) HD Graphics 3000 | 3.1.0 - Build 8.15.10.2559 | Windows 7 | x64 | 79 | 67 | 61 | 58 | 49 | 34 | 18 | | http://ompldr.org/vY2l0eA | -| edh | SN54G | Athlon XP 2400+ | 2.0 | 1 | 1G | NVIDIA Corporation | GeForce 6600 GT/AGP/SSE/3DNOW! | 2.1.1 NVIDIA 100.14.11 | Linux | x86 | 67 | 63 | 57 | 49 | 17 | 9 | 5 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=35238#pid35238 | -| SavageX | nettop | AMD E-350 | 1.6 | 2 | 4G | ATI Technologies Inc. | AMD Radeon HD 6350 | 4.1.11005 Compatibility Profile Context | Linux | x64 | 58 | 54 | 47 | 45 | 34 | 25 | - | | http://ompldr.org/iY2lzcg | -| ItsMe | Laptop | Intel Core™2 Duo CPU T8100 | 2.1 | 2 | 4G | NVIDIA Corporation | GeForce 8400M GS/PCI/SSE2 | 3.3.0 NVIDIA 290.10 | Linux | x64 | 74 | 67 | 59 | 43 | 33 | 13 | 5 | | http://ompldr.org/vY2tzdA/ | -| halogene | FortKnox | Intel(R) Atom(TM) CPU 330 | 1.6 | 2 | 2G | NVIDIA Corporation | ION/integrated/SSE2 | 3.3.0 NVIDIA 313.30 | Linux | x86_64 | 49 | 49 | 45 | 43 | 35 | 16 | 7 | | http://forums.xonotic.org/showthread.php?tid=2562&pid=57664#pid57664 | -| divVerent | grawp | Athlon II X4 620 | 2.6 | 4 | 4G | ATI Technologies Inc. | ATI Radeon HD 4200 | 3.3.11399 Compatibility Profile Context | Linux | x64 | 66 | 60 | 55 | 42 | 32 | 19 | 10 | | http://ompldr.org/vY2pmNQ | -| naryl | naryl-laptop | Core i3-2310M | 2.10 | 2 | 1.8G | Tungsten Graphics, Inc | Mesa DRI Intel(R) Sandybridge Mobile | 2.1 Mesa 7.11.2 | Linux | x64 | 58 | 56 | 51 | 40 | 29 | 22 | 12 | | http://ompldr.org/vY2owZA | -| divVerent | nb-04 | Intel(R) Core(TM)2 Duo CPU P8700 | 2.53 | 2 | 4G | nouveau | Gallium 0.4 on NV96 | 2.1 Mesa 7.11.2 | Linux | x64 | 51 | 49 | 46 | 37 | 29 | 23 | 15 | GeForce 9600M | http://ompldr.org/vY2lxeQ | -| edh | lastdecade/1 | Sempron 2800+ | 2.0 | ? | 1G | ATI Technologies Inc. | ATI Radeon 9550 | 2.1.8545 Release | Windows XP Pro | x86 | 67 | 63 | 52 | 24 | 19 | - | - | graphical issues, no offset mapping | http://forums.xonotic.org/showthread.php?tid=2562&pid=55084#pid55084 | -| Ronan | laptop-2007 | Core Duo T2600 | 2.16 | 2 | 3G | ATI Technologies Inc | ATI MOBILITY RADEON X2300 | 2.1.8545 Release | Windows 7 | x86 | 38 | 35 | 32 | 24 | - | - | - | Legacy modded drivers | http://ompldr.org/vY2l3aw | -| Sless | Optidrex 760 | Intel Core 2 Duo E7400 | 2.8 | 2 | 2G | Intel | Intel Eaglelake | 2.0.0 - Build 7.15.10.1545 | Windows Vista | x86 | 37 | 23 | 21 | 23 | 10 | 11 | 6 | Dell Optiplex 760 | http://dl.dropbox.com/u/51677128/misc/the-big-benchmark_760.log | -| edh | lastdecade/2 | Athlon XP 2000+ Palomino | 1.66 | ? | 768M | NVIDIA Corporation | Geforce FX5900 128Mb (BIOS modded to FX5950 Ultra) | 2.0.3 | Windows XP Pro | x86 | 50 | 48 | 41 | 21 | 15 | - | - | no offset mapping | http://forums.xonotic.org/showthread.php?tid=2562&pid=55084#pid55084 | -| edh | lastdecade/6 | Athlon XP 2400+ Thoroughbred | 2.025 | ? | 768M | NVIDIA Corporation | Radeon 9550 (BIOS modded to 9600, OC'ed) | 2.1 Mesa 9.0.1 | Linux | x86 | 56 | 45 | 38 | 21 | 16 | - | - | no offset mapping | http://forums.xonotic.org/showthread.php?tid=2562&pid=55084#pid55084 | -| edh | lastdecade/3 | Athlon XP 2000+ Palomino | 1.66 | ? | 768M | NVIDIA Corporation | Geforce FX5900 128Mb (BIOS modded to FX5950 Ultra) | 2.1.2 NVIDIA 173.14.36 | Linux | x86 | 52 | 48 | 41 | 20 | 15 | - | - | no offset mapping | http://forums.xonotic.org/showthread.php?tid=2562&pid=55084#pid55084 | -| freefang | OldMac | Intel Core 2 Duo | 2.16 | 2 | 2G | NVIDIA Corporation | NVIDIA GeForce 7300 GT OpenGL Engine | 2.1 NVIDIA-1.6.36 | OS X 10.6 | x86 | 59 | 57 | 46 | 18 | 7 | 6 | 4 | | http://ompldr.org/vY2xpYg | -| Ronan | desktop | Core i7 920 | 3.36 | 4 | 24G | - | - | - | Linux | x64 | 71 | 48 | 40 | 16 | 15 | a) | a) | +vid_soft 1 | http://ompldr.org/vY21mZg | -| gamingwithnetbooks | netbook-LT4004u | Intel Atom N2600 | 1.6 | 4 | 2G | Intel | Intel GMA 3600 | 3.0 Intel 8.14.8.1091 | Windows 7 Starter | x86 | 34 | 31 | 26 | 14 | 8 | - | - | Benchmark ran at 1024x768 | http://forums.xonotic.org/showthread.php?tid=2562&pid=55344#pid55344 | -| Sless | FUmachine | Athlon 64 X2 5000+ | 2.66 | 2 | 2G | NVIDIA Corporation | GeForce 6100 nForce 405/PCI/SSE2/3DNOW! | 2.0.3 | Windows XP | x86 | 20 | 18 | 16 | 10 | 8 | - | - | | http://dl.dropbox.com/u/51677128/misc/the-big-benchmark_FUmachine.log | -| divVerent | grawp | Athlon II X4 620 | 2.6 | 4 | 4G | - | - | - | Linux | x64 | 34 | 23 | 18 | 8 | 7 | a) | a) | +vid_soft 1 | http://ompldr.org/vY2puZg | -| matthiaskrgr | t60 | Intel(R) Core(TM)2 CPU T5600 | 1.83 | 2 | 3G | X.Org R300 Project | Gallium 0.4 on ATI RV515 | 2.1 Mesa 7.11.2 | Linux | x86 | 14 | 12 | 11 | 8 | 4 | 3 | 2 | | http://ompldr.org/vY21keQ | -| Ronan | laptop-2007 | Core Duo T2600 | 2.16 | 2 | 3G | ATI Technologies Inc | ATI MOBILITY RADEON X2300 | 2.1.8545 Release | Windows 7 | x86 | 103 | 77 | 66 | b) | b) | b) | b) | +vid_gl20 0 | http://ompldr.org/vY21mbA | -| Sless | Optidrex 755 | Intel Core 2 Duo E6550 | 2.33 | 2 | 2G | Intel | Intel Bear Lake B | 1.4.0 - Build 7.14.10.4864 | Windows XP | x86 | 65 | 33 | 26 | b) | b) | b) | b) | Dell Optiplex 755 | http://dl.dropbox.com/u/51677128/misc/the-big-benchmark_755.log | -| edh | lastdecade/5 | Athlon XP 2000+ Palomino | 1.66 | ? | 768M | NVIDIA Corporation | Geforce4 MX440 | 1.5.7 | Windows XP Pro | x86 | 55 | 35 | 25 | - | - | - | - | no OpenGL 2.0 | http://forums.xonotic.org/showthread.php?tid=2562&pid=55084#pid55084 | -| divVerent | grawp | Athlon II X4 620 | 2.6 | 4 | 4G | X.Org | Gallium 0.4 on AMD RS880 | 2.1 Mesa 7.11.2 | Linux | x64 | 43 | 30 | 23 | b) | b) | b) | b) | Radeon HD 4200, +vid_gl20 0 | http://ompldr.org/vY2pzZQ | -| Sless | Kiste1 | Intel Core 2 T5500 | 1.66 | 2 | 1G | Intel | Intel 945GM | 1.4.0 - Build 7.14.10.4926 | Windows XP | x86 | 47 | 22 | 17 | b) | b) | b) | b) | | http://dl.dropbox.com/u/51677128/misc/the-big-benchmark-KISTE1.log | -| Sless | Optidrex280 | Pentium 4 | 2.8 | 1 | 512M | Intel | Intel 915G | 1.4.0 - Build 4.14.10.3889 | Windows XP | x86 | 46 | 21 | 14 | b) | b) | b) | b) | Dell Optiplex GX280 | http://dl.dropbox.com/u/51677128/misc/the-big-benchmark_280.log | -| edh | SN54G | Athlon XP 2400+ | 2.0 | 1 | 1G | NVIDIA Corporation | GeForce FX 5600/AGP/SSE/3DNOW! | 2.1.1 NVIDIA 100.14.11 | Linux | x86 | 57 | 18 | 14 | - | - | - | - | | http://forums.xonotic.org/showthread.php?tid=2562&pid=35285#pid35285 | -| divVerent | grawp | Athlon II X4 620 | 2.6 | 4 | 4G | X.Org | Gallium 0.4 on AMD RS880 | 2.1 Mesa 7.11.2 | Linux | x64 | 13 | 11 | 11 | - | - | - | - | Radeon HD 4200 | http://ompldr.org/vY2pjNw | -| Mirio | laptop | Mobile Intel(R) Pentium(R) 4 | 2.80 | 1 | 512M | NVIDIA Corporation | GeForce FX Go53xx Series/AGP/SSE2 | 1.4.0 | Windows XP (Home) | x86 | 66 | 20 | 10 | b) | b) | b) | b) | | http://ompldr.org/vY2l4NA | -| divVerent | 0214/38ff/fea7/a2f9 | AMD Opteron(tm) Processor 246 | 2 | 1 | 1G | NVIDIA Corporation | GeForce2 MX/MX 400/PCI/SSE2 | 1.5.8 NVIDIA 96.43.20 | Linux | x86_64 | 30 | 10 | 7 | b) | b) | b) | b) | | http://ompldr.org/vZDVvYQ | -| edh | unplayably-old | Intel Pentium 3 | 0.55 | 1 | 320M | NVIDIA Corporation | GeForce4 MX 440/AGP/SSE | 1.5.8 NVIDIA 96.43.23 | Linux | x86_64 | 16 | 9 | 6 | - | - | - | - | no OpenGL 2.0 | http://forums.xonotic.org/showthread.php?tid=2562&pid=56818#pid56818 | -| divVerent | whitenot | Intel(R) Celeron(R) M processor| 0.63 | 1 | 2G | Tungsten Graphics, Inc | Mesa DRI Intel(R) 915GM x86/MMX/SSE2 | 1.4 Mesa 7.11.2 | Linux | x86 | 19 | 7 | 3 | b) | b) | b) | b) | Eee PC 701, 800x480 | http://ompldr.org/vY21jNg | -| edh | LianLi | Pentium 3 Tualatin 256Kb | 1.0 | 2 | 384M | nouveau | Gallium 0.4 on NV31 | 1.5 Mesa 7.11.2 | Linux | x86 | 20 | 13 | - | b) | b) | b) | b) | Geforce FX5600 256Mb | http://forums.xonotic.org/showthread.php?tid=2562&pid=35521#pid35521 | -| cortez | netbook | Intel Atom | 1.6 | 1 | 1G | Intel | Intel 945GM | 1.4.0 - Build 7.14.10.4926 | Windows XP | x86 | 18 | 8 | - | b) | b) | b) | b) | Acer Aspire One, 640x480 | http://ompldr.org/vY2s0Zw | -| edh | lastdecade/4 | Athlon XP 2000+ Palomino | 1.66 | ? | 768M | NVIDIA Corporation | Geforce FX5900 128Mb (BIOS modded to FX5950 Ultra) | 1.5 Mesa 9.0.1 | Linux | x86 | 49 | - | - | - | - | - | - | Nouveau driver, graphical errors after "omg" | http://forums.xonotic.org/showthread.php?tid=2562&pid=55084#pid55084 | -| edh | p3-550 | Pentium 3 | 0.55 | 1 | 320M | Tungsten Graphics, Inc. | Mesa DRI R200 (RV250 4966) x86/MMX/SSE TCL DRI2 | 1.3 Mesa 7.11.2 | Linux | x86 | 11 | - | - | b) | b) | b) | b) | Radeon 9000, crashed at low | http://forums.xonotic.org/showthread.php?tid=2562&pid=35179#pid35179 | -| edh | Craptop | Via C3-2 'Nehemiah' | 1.2 | 1 | 256M | VIA Technology | Mesa DRI CastleRock (CLE266) x86/MMX/SSE | 1.2 Mesa 7.11.2 | Linux | x86 | 9 | - | - | b) | b) | b) | b) | Display errors at low, and about 0.1fps | http://forums.xonotic.org/showthread.php?tid=2562&pid=35646#pid35646 | -|_/2.Username |_/2.System |_/2.CPU |_/2.GHz|_/2.Cores|_/2.RAM|_/2.GPU Vendor |_/2.GPU Card |_/2.Graphics Driver |_/2.OS |_/2.Arch |_\7/2=.FPS |_/2.Notes |_/2.Log Download | - - -p(. *Result notes:* -* a) vid_soft is disqualified at ultra and above for lack of support of: offsetmapping, reliefmapping, postprocessing -* b) the OpenGL 1.x renderer is disqualified at normal and above for lack of support of: deluxemapping, gloss, offsetmapping, reliefmapping, postprocessing - -p(. *Benchmark results (graph FPS vs. CPU Speed):* -* 2013-08-28: attachment:benchmark.png - - -h2. How to run the benchmark +* * * * * + +### Xonotic 0.6 / 0.7 + +p(. Note: The benchmark list is sorted by “normal” FPS as primary sort key, “med” FPS as secondary, and so on towards lower detail presets. + +|| +|\_/2.Username|\_/2.System|\_/2.CPU|\_/2.GHz|\_/2.Cores|\_/2.RAM|\_/2.GPU Vendor|\_/2.GPU Card|\_/2.Graphics Driver|\_/2.OS|\_/2.Arch|\_=.FPS|\_/2.Notes|\_/2.Log Download| +|omg|low|med|normal|high|ultra|ultimate| +|Mattias|supercow|Intel i5-3570K|3.5|4|16G|NVIDIA Corporation|GeForce GTX 670/PCIe/SSE2|4.2.0 NVIDIA 302.17|Linux|x86\_64|478|470|422|392|363|317|230||http://ompldr.org/vZjFpdw| +|halogene|Owl\_2.0|Intel® Core™ i5-2500 CPU|3.3|4|8G|NVIDIA Corporation|GeForce GTX 660 Ti/PCIe/SSE2|4.3.0 NVIDIA 325.15|Linux|x86\_64|450|438|398|375|339|297|218||http://forums.xonotic.org/showthread.php?tid=2562&pid=61831\#pid61831| +|halogene|Owl|Intel® Core™ i5-2500|3.3|4|8G|NVIDIA Corporation|GeForce GTX 560/PCIe/SSE2|4.3.0 NVIDIA 313.30|Linux|x86\_64|431|423|384|363|325|283|171||http://forums.xonotic.org/showthread.php?tid=2562&pid=57664\#pid57664| +|Ronan|desktop|Core i7 920|3.36|4|24G|NVIDIA Corporation|GeForce GTX 275/PCI/SSE2|3.3.0 NVIDIA 285.05.09|Linux|x64|401|402|369|352|294|169|113||http://ompldr.org/vY2lzdw| +|Ronan|desktop|Core i7 920|3.36|4|24G|NVIDIA Corporation|unknown board/PCI/SSE2|4.2.0 NVIDIA 285.05.09|Linux|x64|396|402|364|344|300|186|144|GeForce GTX 560 Ti 448 cores|http://ompldr.org/vY2lyaQ| +|rainerzufalldererste|RZDE-Win8|Intel i7 2600K|3.4|8|12G|NVIDIA Corporation|GeForce GTX 560 Ti/PCIe/SSE2|4.3.0|Windows 8 Pro|x64|348|335|332|309|271|179|155||http://forums.xonotic.org/showthread.php?tid=2562&pid=57077\#pid57077| +|tZork|ZEN|Intel i5-2500k|4.6|4|4G|NVIDIA Corporation|GeForce 9800 GT/PCI/SSE2|3.3.0|Windows 7|x64|352|355|316|298|213|112|60|apparently ran at 4.6, not 4.8|http://mapdl.xonotic.eu/tzork/the-big-benchmark-zen.zip| +|tZork|ZEN|Intel i5-2500k|4.6|4|4G|ATI Technologies Inc.|AMD Radeon HD 6700 Series|4.1.11399 Compatibility Profile Context|Windows 7|x64|355|330|310|297|265|205|155|Radeon HD 6770|http://ompldr.org/vY2s5cw| +|Ronan|desktop|Core i7 920|2.66|4|24G|NVIDIA Corporation|unknown board/PCI/SSE2|4.2.0 NVIDIA 285.05.09|Linux|x64|334|342|309|296|259|164|134|GeForce GTX 560 Ti 448 cores|http://ompldr.org/vY2l0eA| +|Ronan|desktop|Core i7 920|3.36|4|24G|NVIDIA Corporation|GeForce GTX 560 Ti/PCIe/SSE2|4.2.0|Windows 7 Pro|x64|335|325|300|289|257|176|142|GeForce GTX 560 Ti 448 cores|http://ompldr.org/vY3J0bA| +|Heal|Heal|Core i7 2600k|3.4|4|8G|NVIDIA Corporation|GeForce GTX 570/PCI/SSE2|4.2.0|Windows 7|x64|339|330|302|288|265|175|141||http://ompldr.org/vY3FzMw| +|Acidphase|GameBeast|AMD FX 8150|4.0|8 ?|16G|NVIDIA Corporation|GeForce GTX 660 Ti FTW+|4.x.y NVIDIA 325.15|Linux|x86\_64|323|319|288|276|146|79|38||http://forums.xonotic.org/showthread.php?tid=2562&pid=61944\#pid61944| +|Grunt|tulkass|Intel i5-2500|3.30|4|8G|NVIDIA Corporation|GeForce GT 440/PCI/SSE2|4.2.0 NVIDIA 290.10|Linux|x64|326|311|286|239|167|117|58||http://rghost.net/36234085| +|Lee\_Stricklin|lee-desktop|AM2+ Socket AMD Phenom II X4|3|4|4G|NVIDIA Corporation|GeForce 9800 GTX+/PCI/SSE2|3.2.0 NVIDIA 195.36.24|Linux|x64|299|293|261|250|225|118|76||http://ompldr.org/vY2wzcw| +|Soelen|Desktop|Intel Core i7 CPU 930|2.8|4|32G|NVIDIA Corporation|GeForce GTX 480/PCI/SSE2|3.2.0|Windows 7|x64|285|280|257|246|199|135|108||http://ompldr.org/vY2x4eA| +|edh|SG03|Core 2 Duo E8200|2.66|2|2G|NVIDIA Corporation|GeForce 9600 GT/PCI/SSE2|3.3.0 NVIDIA 290.10|Linux|x64|292|287|255|236|187|82|42||http://forums.xonotic.org/showthread.php?tid=2562&pid=35154\#pid35154| +|halogene|Owl|Intel® Core™ i5-2500|3.3|4|8G|NVIDIA Corporation|GeForce GTX 560/PCIe/SSE2|4.3.0|Windows 7|x64|284|277|258|232|215|202|142||http://forums.xonotic.org/showthread.php?tid=2562&pid=57664\#pid57664| +|zykure|nubase|Intel Xeon E5420|2.5|8|16G|NVIDIA Corporation|Quadro FX3700/PCIe/SSE2|3.3.0 Nvidia 295.20|Linux|x64|283|255|239|227|193|84|50||http://forums.xonotic.org/showthread.php?tid=2562&pid=35646\#pid35646| +|rocknroll237|desktop|Intel i7 960|3.2|4|6G|ATI Technologies Inc.|ASUS ARES|4.1.11161|Windows 7|x64|270|250|228|215|194|130|117||| +|tZork|mediabox|Intel i3-2100|3.1|2|8G|ATI Technologies Inc.|AMD Radeon HD 6700 Series|4.1.11399 Compatibility Profile Context|Windows 7|x64|259|237|224|212|183|130|116|Radeon HD 6770|http://mapdl.xonotic.eu/tzork/the-big-benchmark3.zip| +|Halbyrd|WisdomLikeSilence|Intel Core i5-2300|2.3|4|8G|ATI Technologies Inc.|AMD Radeon HD 6900 Series|4.2.11762 Compatibility Profile Context|Windows 7|x64|249|234|219|210|188|152|140|Radeon HD 6970|http://forums.xonotic.org/showthread.php?tid=2562&pid=51166\#pid51166| +|halogene|MacBookPro|Intel® Core™ i7-2635QM|2.0|4|8G|ATI Technologies Inc.|AMD Radeon HD 7400M Series|4.2.11903 Compatibility Profile Context|Linux|x86\_64|282|263|229|200|111|72|35|MacBook Pro 8.1 with proprietary driver|http://forums.xonotic.org/showthread.php?tid=2562&pid=57664\#pid57664| +|halogene|McArch|Intel® Core™ i7-2675QM|2.2|4|8G|X.Org (ATI)|Gallium 0.4 on AMD TURKS (6750M)|3.0 Mesa 10.2.6|Linux|x86\_64|249|248|225|213|143|88|54|MacBook Pro 8.2 with AMD GPU / OSS driver|http://forums.xonotic.org/attachment.php?aid=1316| +|ferndan|-|AMD APU A8-5600K|3.6|4|8G|ATI Technologies Inc.|AMD Radeon 7650D|4.2.11931 Compatibility Profile Context|Linux|x86\_64|238|227|209|198|141|95|62|GPU integrated on APU|http://forums.xonotic.org/showthread.php?tid=2562&pid=53766\#pid53766| +|SavageX|desktop|Phenom II X4 945|3.0|4|8G|ATI Technologies Inc.|AMD Radeon HD 5670|4.1.11005 Compatibility Profile Context|Linux|x64|249|232|210|195|168|103|73||http://ompldr.org/iY2lwYg| +|qorl|-|AMD Phenom II|3.4|4|8G|ATI Technologies Inc.|AMD Radeon HD 6850|6.14.10.12002|Windows 7 Ultimate|x64|239|221|201|189|171|109|100||http://forums.xonotic.org/showthread.php?tid=2562&pid=56376\#pid56376| +|rafallus|desktop-c2d|Core 2 Duo E8400|3|2|4G|ATI Technologies Inc.|ATI Radeon HD 4800 Series|3.2.9704 Compatibility Profile Context|Windows XP|x64|230|215|197|189|167|107|97||http://forums.xonotic.org//showthread.php?tid=2562&pid=34192\#pid34192| +|Halbyrd|Xenoglossicist|Intel Core i5 2300|2.8|4|16G|ATI Technologies Inc.|MD Radeon HD 6900 Series|4.2.12217 Compatibility Profile Context 12.104.0.0|Windows 7|x64|228|216|200|188|174|154|120||http://forums.xonotic.org/showthread.php?tid=2562&pid=59121\#pid59121| +|divVerent|grawp|Athlon II X4 620|2.6|4|4G|NVIDIA Corporation|GeForce GTS 250/PCI/SSE2|3.3.0 NVIDIA 290.10|Linux|x64|219|215|196|186|169|103|66||http://ompldr.org/vY2luNQ| +|Maddin|maddinsrechner|AMD Athlon™ II X3 455 Processor|3.3|3|8G|NVIDIA Corporation|GeForce GTX 660/PCIe/SSE2/3DNOW!|4.3.0 NVIDIA 313.30|Linux|x86|214|216|195|186|172|154|114||http://forums.xonotic.org/showthread.php?tid=2562&pid=60782\#pid60782| +|Sless|Withers|i7 920|2.66|4|18G|ATI Technologies Inc.|AMD Radeon HD 6900 Series|4.2.11399 Compatibility Profile Context|Windows 7|x64|229|213|196|185|168|108|107||http://dl.dropbox.com/u/51677128/misc/the-big-benchmark-Withers.log| +|naryl|naryl-desktop|Intel® Core™ i5-3570K CPU|3.4|4|16G|Tungsten Graphics, Inc|Mesa DRI Intel® Ivybridge Desktop|3.0 Mesa 8.0.4|Linux|x64|281|248|217|168|108|76|37||http://ompldr.org/vZzFidg| +|monad|desktop|AMD Athlon™ II X2 250|3|2|2G|NVIDIA Corporation|GeForce GT 220/PCI/SSE2/3DNOW!|3.3.0 NVIDIA 290.10|Linux|x86|196|198|175|165|132|62|32||| +|freefang|Desktop|Core 2 Quad Q9550|2.83|4|4G|NVIDIA Corporation|GeForce GTS 250/PCI/SSE2|3.3.0|Windows Vista|x86|166|166|152|146|129|85|65||http://ompldr.org/vY2pnMg| +|rafallus|desktop-amd-7770|Athlon X2 7750BE|2.7|2|4G|ATI Technologies Inc|ATI Radeon HD 7770|Catalyst 12.8|Windows XP|x86|184|167|151|142|121|80|73||http://forums.xonotic.org/showthread.php?tid=2562&pid=52824\#pid52824| +|rafallus|desktop-sb|Intel Celeron G530|1.6|?|8G|ATI Technologies Inc|ATI Radeon HD 7770|Catalyst 10.8|Windows 7|x64|180|153|137|133|125|110|87||http://forums.xonotic.org/showthread.php?tid=2562&pid=52824\#pid52824| +|divVerent|grawp|Athlon II X4 620|2.6|4|4G|nouveau|Gallium 0.4 on NV92|2.1 Mesa 7.11.2|Linux|x64|160|152|141|127|91|72|53|GTS 250|http://ompldr.org/vY2o1dw| +|divVerent|nb-04|Intel® Core™2 Duo CPU P8700|2.53|2|4G|NVIDIA Corporation|GeForce 9600M GS/PCI/SSE2|3.3.0 NVIDIA 290.10|Linux|x64|196|183|161|125|96|39|17||http://ompldr.org/vY2lxeQ| +|nyov|ti|Athlon 64 X2 6000+|3.0|2|2G|ATI Technologies Inc.|AMD Radeon HD 6970|4.2.11318 Compatibility Profile Context|Linux|x64|162|149|133|123|105|69|60|windowed mode, git|http://ompldr.org/vY2l3bg| +|halogene|mcbuntu|Intel® Core™ i7-2675QM|2.2|4|8G|Intel Open Source Technology Center|Mesa DRI Intel® Sandybridge Mobile|3.0 Mesa 9.1.3|Linux|x86\_64|194|178|159|122|83|54|35|MacBook Pro 8,2 with integrated GPU|http://forums.xonotic.org/showthread.php?tid=2562&pid=60061\#pid60061| +|zgreg|-|||||X.org|Gallium 0.4 on AMD TURKS|3.0 Mesa 9.2.0-devel|Linux|x64|152|142|131|121|104|86|58|R600\_DEBUG=sb enabled (shader optimizer) on AMD Radeon HD 6670|http://greg.kinoho.net/big-benchmark.tar.xz| +|adem|home pc|Intel Core i5-2320|3.0|4|8G|Intel|Intel® HD Graphics Family|3.1.0 - Build 8.15.10.2622|Windows 7|x64|176|154|136|118|81|50|21|Sandy Bridge|http://forums.xonotic.org/showthread.php?tid=2562&pid=35348\#pid35348| +|kamp||Intel® Core™ i5-3230M|2.6|4|6G|Intel|Intel HD 4000||Linux|x86\_64|166|137|130|116|93|66|47||http://forums.xonotic.org/showthread.php?tid=2562&pid=60777\#pid60777| +|Maddin|desktop|Athlon 64 X2 4800+|2.2|2|2G|NVIDIA Corporation|GeForce GTS 250/PCI/SSE2/3DNOW!|3.3.0 NVIDIA 260.19.06|Linux|x86|135|135|121|116|106|65|44||http://dl.dropbox.com/u/31065422/Xonotic/misc/the-big-benchmark-maddin.log| +|cortez|desktop|Core 2 Quad Q6600|2|4|4G|NVIDIA Corporation|GeForce GTX 260/PCI/SSE2|3.3.0|Windows 7|x86|121|126|114|111|106|65|59||http://ompldr.org/vY21qeg| +|tZork|SPAKULATORN|Intel Core i5 CPU M 450|2.4|2|6G|ATI Technologies Inc.|ATI Mobility Radeon HD 5470|3.2.9751 Compatibility Profile Context|Windows 7|x64|167|152|136|107|70|51|29||http://ompldr.org/vY21keA| +|halogene|whisper|AMD Athlon™ 64 X2 Dual Core Processor 3800+|2.0|2|1G|NVIDIA Corporation|GeForce 7950 GT/PCIe/SSE2|2.1.2 NVIDIA 304.88|Linux|x86\_64|130|124|112|105|90|75|46|after tweaking some desktop effects|http://forums.xonotic.org/showthread.php?tid=2562&pid=60299\#pid60299| +|halogene|whisper|AMD Athlon™ 64 X2 Dual Core Processor 3800+|2.0|2|1G|NVIDIA Corporation|GeForce 7950 GT/PCIe/SSE2|2.1.2 NVIDIA 304.88|Linux|x86\_64|126|121|107|103|86|68|41|OUTDATED, see entry for “whisper” above|http://forums.xonotic.org/showthread.php?tid=2562&pid=60057\#pid60057| +|Unknown[NF]|Xenon|Phenom X6 1090T|3.2|6|16G|NVIDIA Corporation|GeForce 8800 GTX/PCIe/SSE2|3.3.0|Windows 8|X64|100|102|96|94|86|68|53|Consumer Preview 296.17 Driver|http://ompldr.org/vY3o4dg| +|Mirio|nn|Athlon 64 X2 3800+|2.0|2|1G|NVIDIA Corporation|GeForce 9800 GT/PCI/SSE2/3DNOW!|3.1.0|Windows XP (Home)|x86|106|105|96|92|86|55|45||http://ompldr.org/vY2lydA| +|zgreg|-|||||ATI Technologies Inc.|AMD Radeon HD 6670|4.2.12217 Compatibility Profile Context 12.104.0.0|Windows 7|x64|105|89|91|83|71|67|51||http://greg.kinoho.net/big-benchmark.tar.xz| +|zykure|supernova|Intel i3-2310M|2.1|4|4G|Intel Open Source Technology Center|Mesa DRI Intel SandyBridge Mobile|3.0 Mesa 9.0-devel|Linux|x64|126|121|108|82|54|35|17|using updated Mesa drivers from https://launchpad.net/\~oibaf/+archive/graphics-drivers|http://forums.xonotic.org/showthread.php?tid=2562&pid=49042\#pid49042| +|freefang|Laptop|Core 2 Duo T9600|2.8|2|4G|NVIDIA Corporation|Quadro FX 770M/PCI/SSE2|3.3.0|Vista|x86|145|106|102|82|85|37|18||http://ompldr.org/vY2p4dg| +|Maddin|desktop|Athlon 64 X2 4800+|2.2|2|2G|NVIDIA Corporation|GeForce GTS 250/PCI/SSE2/3DNOW!|3.3.0|Windows XP|x86|83|113|103|80|92|60|48||http://dl.dropbox.com/u/31065422/Xonotic/misc/the-big-benchmark-maddin-winxp.log| +|theShadow|Macbook Pro|Intel Core i7|2.66|1|8G|NVIDIA Corporation|NVIDIA GeForce GT 330M OpenGL Engine|2.1 NVIDIA-7.12.9|OS X Lion|x64|194|82|71|68|58|43|36|windowed|http://www.mediafire.com/?kmogs5aykcu4mpa| +|zykure|supernova|Intel i3-2310M|2.1|4|4G|Tungsten Graphics, Inc|Mesa DRI SandyBridge|3.0 Mesa 8.1-devel|Linux|x64|119|115|94|67|42|25|13|using updated Mesa drivers from https://launchpad.net/\~oibaf/+archive/graphics-drivers|http://forums.xonotic.org/showthread.php?tid=2562&pid=35646\#pid35646| +|rafallus|desktop-amd|Athlon X2 7750BE|2.7|2|4G|NVIDIA Corporation|GeForce 7300 GT/PCI/SSE2/3DNOW!|2.0.3|Windows XP|x86|120|103|94|67|56|32|13||http://forums.xonotic.org//showthread.php?tid=2562&pid=34192\#pid34192| +|zykure|supernova|Intel i3-2310M|2.1|4|4G|Tungsten Graphics, Inc|Mesa DRI SandyBridge|2.1 Mesa 7.11|Linux|x64|107|103|83|59|39|25|13||http://forums.xonotic.org/showthread.php?tid=2562&pid=35646\#pid35646| +|Ronan|lenovo-x121e|Core i3 2357M|1.3|2|8G|Intel|Intel® HD Graphics 3000|3.1.0 - Build 8.15.10.2559|Windows 7|x64|79|67|61|58|49|34|18||http://ompldr.org/vY2l0eA| +|edh|SN54G|Athlon XP 2400+|2.0|1|1G|NVIDIA Corporation|GeForce 6600 GT/AGP/SSE/3DNOW!|2.1.1 NVIDIA 100.14.11|Linux|x86|67|63|57|49|17|9|5||http://forums.xonotic.org/showthread.php?tid=2562&pid=35238\#pid35238| +|SavageX|nettop|AMD E-350|1.6|2|4G|ATI Technologies Inc.|AMD Radeon HD 6350|4.1.11005 Compatibility Profile Context|Linux|x64|58|54|47|45|34|25|-||http://ompldr.org/iY2lzcg| +|ItsMe|Laptop|Intel Core™2 Duo CPU T8100|2.1|2|4G|NVIDIA Corporation|GeForce 8400M GS/PCI/SSE2|3.3.0 NVIDIA 290.10|Linux|x64|74|67|59|43|33|13|5||http://ompldr.org/vY2tzdA/| +|halogene|FortKnox|Intel® Atom™ CPU 330|1.6|2|2G|NVIDIA Corporation|ION/integrated/SSE2|3.3.0 NVIDIA 313.30|Linux|x86\_64|49|49|45|43|35|16|7||http://forums.xonotic.org/showthread.php?tid=2562&pid=57664\#pid57664| +|divVerent|grawp|Athlon II X4 620|2.6|4|4G|ATI Technologies Inc.|ATI Radeon HD 4200|3.3.11399 Compatibility Profile Context|Linux|x64|66|60|55|42|32|19|10||http://ompldr.org/vY2pmNQ| +|naryl|naryl-laptop|Core i3-2310M|2.10|2|1.8G|Tungsten Graphics, Inc|Mesa DRI Intel® Sandybridge Mobile|2.1 Mesa 7.11.2|Linux|x64|58|56|51|40|29|22|12||http://ompldr.org/vY2owZA| +|divVerent|nb-04|Intel® Core™2 Duo CPU P8700|2.53|2|4G|nouveau|Gallium 0.4 on NV96|2.1 Mesa 7.11.2|Linux|x64|51|49|46|37|29|23|15|GeForce 9600M|http://ompldr.org/vY2lxeQ| +|edh|lastdecade/1|Sempron 2800+|2.0|?|1G|ATI Technologies Inc.|ATI Radeon 9550|2.1.8545 Release|Windows XP Pro|x86|67|63|52|24|19|-|-|graphical issues, no offset mapping|http://forums.xonotic.org/showthread.php?tid=2562&pid=55084\#pid55084| +|Ronan|laptop-2007|Core Duo T2600|2.16|2|3G|ATI Technologies Inc|ATI MOBILITY RADEON X2300|2.1.8545 Release|Windows 7|x86|38|35|32|24|-|-|-|Legacy modded drivers|http://ompldr.org/vY2l3aw| +|Sless|Optidrex 760|Intel Core 2 Duo E7400|2.8|2|2G|Intel|Intel Eaglelake|2.0.0 - Build 7.15.10.1545|Windows Vista|x86|37|23|21|23|10|11|6|Dell Optiplex 760|http://dl.dropbox.com/u/51677128/misc/the-big-benchmark\_760.log| +|edh|lastdecade/2|Athlon XP 2000+ Palomino|1.66|?|768M|NVIDIA Corporation|Geforce FX5900 128Mb (BIOS modded to FX5950 Ultra)|2.0.3|Windows XP Pro|x86|50|48|41|21|15|-|-|no offset mapping|http://forums.xonotic.org/showthread.php?tid=2562&pid=55084\#pid55084| +|edh|lastdecade/6|Athlon XP 2400+ Thoroughbred|2.025|?|768M|NVIDIA Corporation|Radeon 9550 (BIOS modded to 9600, OC’ed)|2.1 Mesa 9.0.1|Linux|x86|56|45|38|21|16|-|-|no offset mapping|http://forums.xonotic.org/showthread.php?tid=2562&pid=55084\#pid55084| +|edh|lastdecade/3|Athlon XP 2000+ Palomino|1.66|?|768M|NVIDIA Corporation|Geforce FX5900 128Mb (BIOS modded to FX5950 Ultra)|2.1.2 NVIDIA 173.14.36|Linux|x86|52|48|41|20|15|-|-|no offset mapping|http://forums.xonotic.org/showthread.php?tid=2562&pid=55084\#pid55084| +|freefang|OldMac|Intel Core 2 Duo|2.16|2|2G|NVIDIA Corporation|NVIDIA GeForce 7300 GT OpenGL Engine|2.1 NVIDIA-1.6.36|OS X 10.6|x86|59|57|46|18|7|6|4||http://ompldr.org/vY2xpYg| +|Ronan|desktop|Core i7 920|3.36|4|24G|-|-|-|Linux|x64|71|48|40|16|15|a)|a)|+vid\_soft 1|http://ompldr.org/vY21mZg| +|gamingwithnetbooks|netbook-LT4004u|Intel Atom N2600|1.6|4|2G|Intel|Intel GMA 3600|3.0 Intel 8.14.8.1091|Windows 7 Starter|x86|34|31|26|14|8|-|-|Benchmark ran at 1024x768|http://forums.xonotic.org/showthread.php?tid=2562&pid=55344\#pid55344| +|Sless|FUmachine|Athlon 64 X2 5000+|2.66|2|2G|NVIDIA Corporation|GeForce 6100 nForce 405/PCI/SSE2/3DNOW!|2.0.3|Windows XP|x86|20|18|16|10|8|-|-||http://dl.dropbox.com/u/51677128/misc/the-big-benchmark\_FUmachine.log| +|divVerent|grawp|Athlon II X4 620|2.6|4|4G|-|-|-|Linux|x64|34|23|18|8|7|a)|a)|+vid\_soft 1|http://ompldr.org/vY2puZg| +|matthiaskrgr|t60|Intel® Core™2 CPU T5600|1.83|2|3G|X.Org R300 Project|Gallium 0.4 on ATI RV515|2.1 Mesa 7.11.2|Linux|x86|14|12|11|8|4|3|2||http://ompldr.org/vY21keQ| +|Ronan|laptop-2007|Core Duo T2600|2.16|2|3G|ATI Technologies Inc|ATI MOBILITY RADEON X2300|2.1.8545 Release|Windows 7|x86|103|77|66|b)|b)|b)|b)|+vid\_gl20 0|http://ompldr.org/vY21mbA| +|Sless|Optidrex 755|Intel Core 2 Duo E6550|2.33|2|2G|Intel|Intel Bear Lake B|1.4.0 - Build 7.14.10.4864|Windows XP|x86|65|33|26|b)|b)|b)|b)|Dell Optiplex 755|http://dl.dropbox.com/u/51677128/misc/the-big-benchmark\_755.log| +|edh|lastdecade/5|Athlon XP 2000+ Palomino|1.66|?|768M|NVIDIA Corporation|Geforce4 MX440|1.5.7|Windows XP Pro|x86|55|35|25|-|-|-|-|no OpenGL 2.0|http://forums.xonotic.org/showthread.php?tid=2562&pid=55084\#pid55084| +|divVerent|grawp|Athlon II X4 620|2.6|4|4G|X.Org|Gallium 0.4 on AMD RS880|2.1 Mesa 7.11.2|Linux|x64|43|30|23|b)|b)|b)|b)|Radeon HD 4200, +vid\_gl20 0|http://ompldr.org/vY2pzZQ| +|Sless|Kiste1|Intel Core 2 T5500|1.66|2|1G|Intel|Intel 945GM|1.4.0 - Build 7.14.10.4926|Windows XP|x86|47|22|17|b)|b)|b)|b)||http://dl.dropbox.com/u/51677128/misc/the-big-benchmark-KISTE1.log| +|Sless|Optidrex280|Pentium 4|2.8|1|512M|Intel|Intel 915G|1.4.0 - Build 4.14.10.3889|Windows XP|x86|46|21|14|b)|b)|b)|b)|Dell Optiplex GX280|http://dl.dropbox.com/u/51677128/misc/the-big-benchmark\_280.log| +|edh|SN54G|Athlon XP 2400+|2.0|1|1G|NVIDIA Corporation|GeForce FX 5600/AGP/SSE/3DNOW!|2.1.1 NVIDIA 100.14.11|Linux|x86|57|18|14|-|-|-|-||http://forums.xonotic.org/showthread.php?tid=2562&pid=35285\#pid35285| +|divVerent|grawp|Athlon II X4 620|2.6|4|4G|X.Org|Gallium 0.4 on AMD RS880|2.1 Mesa 7.11.2|Linux|x64|13|11|11|-|-|-|-|Radeon HD 4200|http://ompldr.org/vY2pjNw| +|Mirio|laptop|Mobile Intel® Pentium® 4|2.80|1|512M|NVIDIA Corporation|GeForce FX Go53xx Series/AGP/SSE2|1.4.0|Windows XP (Home)|x86|66|20|10|b)|b)|b)|b)||http://ompldr.org/vY2l4NA| +|divVerent|0214/38ff/fea7/a2f9|AMD Opteron™ Processor 246|2|1|1G|NVIDIA Corporation|GeForce2 MX/MX 400/PCI/SSE2|1.5.8 NVIDIA 96.43.20|Linux|x86\_64|30|10|7|b)|b)|b)|b)||http://ompldr.org/vZDVvYQ| +|edh|unplayably-old|Intel Pentium 3|0.55|1|320M|NVIDIA Corporation|GeForce4 MX 440/AGP/SSE|1.5.8 NVIDIA 96.43.23|Linux|x86\_64|16|9|6|-|-|-|-|no OpenGL 2.0|http://forums.xonotic.org/showthread.php?tid=2562&pid=56818\#pid56818| +|divVerent|whitenot|Intel® Celeron® M processor|0.63|1|2G|Tungsten Graphics, Inc|Mesa DRI Intel® 915GM x86/MMX/SSE2|1.4 Mesa 7.11.2|Linux|x86|19|7|3|b)|b)|b)|b)|Eee PC 701, 800x480|http://ompldr.org/vY21jNg| +|edh|LianLi|Pentium 3 Tualatin 256Kb|1.0|2|384M|nouveau|Gallium 0.4 on NV31|1.5 Mesa 7.11.2|Linux|x86|20|13|-|b)|b)|b)|b)|Geforce FX5600 256Mb|http://forums.xonotic.org/showthread.php?tid=2562&pid=35521\#pid35521| +|cortez|netbook|Intel Atom|1.6|1|1G|Intel|Intel 945GM|1.4.0 - Build 7.14.10.4926|Windows XP|x86|18|8|-|b)|b)|b)|b)|Acer Aspire One, 640x480|http://ompldr.org/vY2s0Zw| +|edh|lastdecade/4|Athlon XP 2000+ Palomino|1.66|?|768M|NVIDIA Corporation|Geforce FX5900 128Mb (BIOS modded to FX5950 Ultra)|1.5 Mesa 9.0.1|Linux|x86|49|-|-|-|-|-|-|Nouveau driver, graphical errors after “omg”|http://forums.xonotic.org/showthread.php?tid=2562&pid=55084\#pid55084| +|edh|p3-550|Pentium 3|0.55|1|320M|Tungsten Graphics, Inc.|Mesa DRI R200 (RV250 4966) x86/MMX/SSE TCL DRI2|1.3 Mesa 7.11.2|Linux|x86|11|-|-|b)|b)|b)|b)|Radeon 9000, crashed at low|http://forums.xonotic.org/showthread.php?tid=2562&pid=35179\#pid35179| +|edh|Craptop|Via C3-2 ‘Nehemiah’|1.2|1|256M|VIA Technology|Mesa DRI CastleRock (CLE266) x86/MMX/SSE|1.2 Mesa 7.11.2|Linux|x86|9|-|-|b)|b)|b)|b)|Display errors at low, and about 0.1fps|http://forums.xonotic.org/showthread.php?tid=2562&pid=35646\#pid35646| +|\_/2.Username|\_/2.System|\_/2.CPU|\_/2.GHz|\_/2.Cores|\_/2.RAM|\_/2.GPU Vendor|\_/2.GPU Card|\_/2.Graphics Driver|\_/2.OS|\_/2.Arch|\_/2=.FPS|\_/2.Notes|\_/2.Log Download| + +p(. **Result notes:** +\* a) vid\_soft is disqualified at ultra and above for lack of support of: offsetmapping, reliefmapping, postprocessing +\* b) the OpenGL 1.x renderer is disqualified at normal and above for lack of support of: deluxemapping, gloss, offsetmapping, reliefmapping, postprocessing + +p(. **Benchmark results (graph FPS vs. CPU Speed):** +\* 2013-08-28: attachment:benchmark.png + +How to run the benchmark +------------------------ First turn off any screen savers you may be running. -Then, in misc/tools/the-big-benchmark/, run the-big-benchmark.sh or the-big-benchmark.bat depending on OS. Wait for about 1 hour, then - if it's not done yet - you are allowed to quit the process by entering "quit" on the game console. The results will be saved in data/the-big-benchmark.log. Upload this file, and analyze it and enter the values here! +Then, in misc/tools/the-big-benchmark/, run the-big-benchmark.sh or the-big-benchmark.bat depending on OS. Wait for about 1 hour, then - if it’s not done yet - you are allowed to quit the process by entering “quit” on the game console. The results will be saved in data/the-big-benchmark.log. Upload this file, and analyze it and enter the values here! -The lists are sorted by the "normal" column in descending order, where a - (test not been done due to taking too long) is still better than a disqualification. In case of equality, further sort criteria are chosen to the left. +The lists are sorted by the “normal” column in descending order, where a - (test not been done due to taking too long) is still better than a disqualification. In case of equality, further sort criteria are chosen to the left. The fields have the following meanings and are extracted as follows: -h3. Username +### Username The user name on the tracker here. -h3. System +### System A host identifier (e.g. host name) -h3. CPU +### CPU The CPU in the system. On Linux, get this from /proc/cpuinfo. -h3. GHz +### GHz The CPU clock frequency. -h3. Cores +### Cores The number of CPU cores in the system. On Linux, get this from /proc/cpuinfo. -h3. RAM +### RAM -The total physical memory of the system. On Linux, get this from `free`. +The total physical memory of the system. On Linux, get this from \`free\`. -h3. Vendor +### Vendor The vendor string (typically graphics card vendor). Get this from the-big-benchmark.log, as in: - GL_VENDOR: NVIDIA Corporation +GL\_VENDOR: NVIDIA Corporation -h3. Card +### Card The renderer string (typically graphics card name). Get this from the-big-benchmark.log, as in: - GL_RENDERER: GeForce GTS 250/PCI/SSE2 +GL\_RENDERER: GeForce GTS 250/PCI/SSE2 Sometimes this just lists the series of the chipset, and not the exact chipset number. In that case, please write the proper chipset number in the Notes column! -h3. Driver +### Driver The version string (typically driver version). Get this from the-big-benchmark.log, as in: - GL_VERSION: 3.3.0 NVIDIA 290.10 +GL\_VERSION: 3.3.0 NVIDIA 290.10 -h3. OS +### OS The operating system. One of Windows XP, Vista, Windows 7, Linux, OS X 10.5, OS X 10.6, OS X 10.7. -h3. Arch +### Arch The operating system architecture. Typically one of x86, x64. -h3. Notes +### Notes Special notes for the run. -h3. omg, low, med, normal, high, ultra, ultimate +### omg, low, med, normal, high, ultra, ultimate In this order, the integer part (part before the . - yes, we round downwards) from the fps number from the MED: lines of the-big-benchmark.log. For example, the following lines: - MED: 10510 frames 47.8206480 seconds 219.7795398 fps, one-second fps min/avg/max: 127 227 439 (336 seconds) +MED: 10510 frames 47.8206480 seconds 219.7795398 fps, one-second fps min/avg/max: 127 227 439 (336 seconds) MED: 10510 frames 48.7275059 seconds 215.6892663 fps, one-second fps min/avg/max: 128 225 476 (336 seconds) MED: 10510 frames 53.5346079 seconds 196.3216023 fps, one-second fps min/avg/max: 109 209 468 (336 seconds) MED: 10510 frames 56.3927591 seconds 186.3714450 fps, one-second fps min/avg/max: 97 199 449 (336 seconds) @@ -225,8 +223,9 @@ MED: 10510 frames 157.8243561 seconds 66.5930168 fps, one-second fps min/avg/max lead to: 219, 215, 196, 186, 169, 103, 66 -If a run was not made (you then have less MED: lines), or if a run was incomplete for some reason (then the corresponding MIN: line does not show the same frame count as MAX:), a dash ("-") is to be entered. +If a run was not made (you then have less MED: lines), or if a run was incomplete for some reason (then the corresponding MIN: line does not show the same frame count as MAX:), a dash (“-”) is to be entered. -h3. Notes +### Notes Differences to normal test environment (e.g. different resolution than the intended resolution of the test, which is 1024x768), or problems that happened during the test. + diff --git a/Hinting.md b/Hinting.md index 53b4d8a..39cad53 100644 --- a/Hinting.md +++ b/Hinting.md @@ -1,18 +1,19 @@ -h1. Hinting - -By default, the map is broken into 1024x1204x1024 cubes, called "leaves". These leaves are then only rendered if the user can see them directly. Using hint brushes allows you to break the map up into leafs of your own creation in addition to the ones the compiler generates. +Hinting +======= +By default, the map is broken into 1024x1204x1024 cubes, called “leaves”. These leaves are then only rendered if the user can see them directly. Using hint brushes allows you to break the map up into leafs of your own creation in addition to the ones the compiler generates. Take the following image for example: -!http://developer.valvesoftware.com/w/images/c/c8/Hint_example1.jpg! +![](http://developer.valvesoftware.com/w/images/c/c8/Hint_example1.jpg) -This is a map view shown from the top down. As you can see, there are three sections to this map: the left room, the right room, and the top hallway. Now, let's say the player is in the left room. The player can't see into the right room, but can partially see into the hallway. However, since there are no hint brushes and the rooms are not completely separated by structure brushes, the whole area is rendered for the player because the hall and right room are in the same "leaf." This means an FPS drop due to the unneeded drawing. +This is a map view shown from the top down. As you can see, there are three sections to this map: the left room, the right room, and the top hallway. Now, let’s say the player is in the left room. The player can’t see into the right room, but can partially see into the hallway. However, since there are no hint brushes and the rooms are not completely separated by structure brushes, the whole area is rendered for the player because the hall and right room are in the same “leaf.” This means an FPS drop due to the unneeded drawing. -To fix this, let's use a hint brush. Create a rectangular brush perpendicular to the wall, across the entrances of both rooms and set the texture facing the rooms to common/hint. Make sure that the side facing the corridor has the HINT SKIP texture. +To fix this, let’s use a hint brush. Create a rectangular brush perpendicular to the wall, across the entrances of both rooms and set the texture facing the rooms to common/hint. Make sure that the side facing the corridor has the HINT SKIP texture. -!http://developer.valvesoftware.com/w/images/7/70/Hint_example3.jpg! +![](http://developer.valvesoftware.com/w/images/7/70/Hint_example3.jpg) -Now we've put a hint brush across the entrances to the two rooms, shown here by a white line. Now, a player standing in the left room looking at the hallway will only render those two rooms, meaning that the fps will be higher, particularly if there is a lot of polygons in the two rooms. +Now we’ve put a hint brush across the entrances to the two rooms, shown here by a white line. Now, a player standing in the left room looking at the hallway will only render those two rooms, meaning that the fps will be higher, particularly if there is a lot of polygons in the two rooms. By: PlasmaSheep + diff --git a/Home.md b/Home.md index a5d2c9a..8a27c5b 100644 --- a/Home.md +++ b/Home.md @@ -1,176 +1,183 @@ -h1. Xonotic Wiki +Xonotic Wiki +============ -{{>toc}} +{{\>toc}} This is a wiki / development system where we can gather information for the future of this project. -h2. Project - -* [[Frequently Asked Questions|Faq]] -* [[Public Relations|Pr]] -* Check out our [[Project Plan|Plan]] so far -* [[Organizational Structure|Organizational_Structure]] -* [[Roles and Skills|Roles]] of contributing community members -* [[IRC channels|IRC]] -* [[Community development|Community_development]] planning -* [[Licensing / Legal|Legal]] -* [[Announcements]] -* "Roadmap to v1":http://dev.xonotic.org/versions/show/3 -* [[Repository Access|Repository_Access]] (how to compile from git) (see also [[Git]]) -* [[Website]] Plannning -* [[Xonotic compatibility pack|Xonotic_compatibility_pack]] a small pk3 that will rebrand a default Nexuiz install -* Notes from brainstorming [[ideas for names|names]] -* [[Hardware Requirements|Hardware_Requirements]] - -h2. Gameplay - -* [[HALOGENE'S NEWBIE CORNER|Halogene's_Newbie_Corner]] -** [[Movement|Halogene's_Newbie_Corner#movement]] -*** [[Bunny Hopping|Halogene's_Newbie_Corner#bunny hopping]] -*** [[Laser Jumping|Halogene's_Newbie_Corner#laser jumping]] -*** [[Wall Lasering|Halogene's_Newbie_Corner#wall lasering]] -*** [[Ramp Jumping|Halogene's_Newbie_Corner#ramp jumping]] -** [[Weapons|Halogene's_Newbie_Corner#weapons]] -*** [[Laser|Halogene's_Newbie_Corner#laser]] -*** [[Shotgun|Halogene's_Newbie_Corner#shotgun]] -*** [[Machinegun/Uzi|Halogene's_Newbie_Corner#machinegunuzi]] -*** [[Mortar|Halogene's_Newbie_Corner#mortar]] -*** [[Electro|Halogene's_Newbie_Corner#electro]] -*** [[Crylink|Halogene's_Newbie_Corner#crylink]] -*** [[Nex|Halogene's_Newbie_Corner#nex]] -*** [[Hagar|Halogene's_Newbie_Corner#hagar]] -*** [[Rocket Launcher|Halogene's_Newbie_Corner#rocket launcher]] -** [[Gameplay Tricks|Halogene's_Newbie_Corner#gameplay tricks]] -*** [[Weapon Comboing|Halogene's_Newbie_Corner#weapon comboing]] -*** [[Keyboard Setup|Halogene's_Newbie_Corner#keyboard setup]] -*** [[Splash Damage Travels Through Walls|Halogene's_Newbie_Corner#splash damage travels through walls]] -*** [[Stay Healthy|Halogene's_Newbie_Corner#stay healthy]] -*** [[Listen|Halogene's_Newbie_Corner#listen]] -*** [[Console ABC|Halogene's_Newbie_Corner#console abc]] -** [[Optimizing Perception|Halogene's_Newbie_Corner#optimizing perception]] -*** [[Visuals|Halogene's_Newbie_Corner#visuals]] -**** [[Damage Blur|Halogene's_Newbie_Corner#damage blur]] -**** [[Field of View|Halogene's_Newbie_Corner#field of view]] -**** [[Visible Players|Halogene's_Newbie_Corner#visible players]] -**** [[Reducing Effects|Halogene's_Newbie_Corner#reducing effects]] -**** [[Picmip and Simple Items|Halogene's_Newbie_Corner#picmip and simple items]] -**** [[Crosshair|Halogene's_Newbie_Corner#crosshair]] -**** [[Fine Tuning|Halogene's_Newbie_Corner#fine tuning]] -*** [[Audio|Halogene's_Newbie_Corner#audio]] - -* Game Mechanics -** [[Impulse map|impulse_map]] -** [[Items]] -** [[Maps]] -** [[Players]] -** [[Vehicles]] -** [[Weapons]] - -* Gamemodes -** [[Arena]] -** [[Assault]] -** [[Capture the Flag|Capture_the_Flag]] -** [[Clan Arena|Clan_Arena]] -** [[Deathmatch]] -*** [[1v1 Duel|1v1_Duel]] -** [[Domination]] -** [[Freeze Tag|Freeze_Tag]] -** [[Keepaway]] -** [[Key Hunt|Key_Hunt]] -** [[Last Man Standing|Last_Man_Standing]] -** [[Nexball]] -** [[Onslaught]] -** [[Race]] -** [[Race CTS|Race_CTS]] -** [[Runematch|Rune]] -** [[Team Deathmatch|Team_Deathmatch]] -** [[Conquest]] - -* Mutators -** [[Dodging]] -** [[Midair]] -** [[Vampire]] -** [[Blood Loss]] -** [[Low Gravity]] -** [[Cloak]] -** [[Relics]] -** [[Weapon Arena]] -** [[Grappling Hook|Grappling_Hook]] -** [[Jet Pack]] -** [[Rocket Flying]] -** [[Pinata]] -** [[Weapons Stay]] -** [[MinstaGib]] -** [[NIX]] - -* Misc -** [[Camera for demos explained|Demo_Camera]] -** [[Xonotic Bot Orchestra|Xonotic_Bot_Orchestra]] - -h2. Art & Media - -* [[Art Roadmap|Art_Roadmap]] -* [[Artistic Style|Artistic_Style]] -* [[Xonotic Logo|Logo]] -* [[Maps Makeover|Maps_Makeover]] -* [[Weapons Makeover|Weapons_Makeover]] -** [[New weapon names discussion|NamesWeapons]] -* [[2d art]] -* [[Music]] -** [[Music contributions|Music_contributions]] -* [[Sound FX|Sound_FX]] -** [[Sound FX contributions|Sound_FX_contributions]] -* Story Themes -** [[Close to home|Close_to_home]] -** [[Tech Conglomerate|Tech_Conglomerate]] - -h2. Additional Engine References - -* [[Darkplaces Parameters|Darkplaces_Parameters]] - -h2. Editing +Project +------- + +- [[Frequently Asked Questions|Faq]] +- [[Public Relations|Pr]] +- Check out our [[Project Plan|Plan]] so far +- [[Organizational Structure|Organizational\_Structure]] +- [[Roles and Skills|Roles]] of contributing community members +- [[IRC channels|IRC]] +- [[Community development|Community\_development]] planning +- [[Licensing / Legal|Legal]] +- [[Announcements]] +- [Roadmap to v1](http://dev.xonotic.org/versions/show/3) +- [[Repository Access|Repository\_Access]] (how to compile from git) (see also [[Git]]) +- [[Website]] Plannning +- [[Xonotic compatibility pack|Xonotic\_compatibility\_pack]] a small pk3 that will rebrand a default Nexuiz install +- Notes from brainstorming [[ideas for names|names]] +- [[Hardware Requirements|Hardware\_Requirements]] + +Gameplay +-------- + +- [[HALOGENE’S NEWBIE CORNER|Halogene’s\_Newbie\_Corner]] + - [[Movement|Halogene’s\_Newbie\_Corner\#movement]] + - [[Bunny Hopping|Halogene’s\_Newbie\_Corner\#bunny hopping]] + - [[Laser Jumping|Halogene’s\_Newbie\_Corner\#laser jumping]] + - [[Wall Lasering|Halogene’s\_Newbie\_Corner\#wall lasering]] + - [[Ramp Jumping|Halogene’s\_Newbie\_Corner\#ramp jumping]] + - [[Weapons|Halogene’s\_Newbie\_Corner\#weapons]] + - [[Laser|Halogene’s\_Newbie\_Corner\#laser]] + - [[Shotgun|Halogene’s\_Newbie\_Corner\#shotgun]] + - [[Machinegun/Uzi|Halogene’s\_Newbie\_Corner\#machinegunuzi]] + - [[Mortar|Halogene’s\_Newbie\_Corner\#mortar]] + - [[Electro|Halogene’s\_Newbie\_Corner\#electro]] + - [[Crylink|Halogene’s\_Newbie\_Corner\#crylink]] + - [[Nex|Halogene’s\_Newbie\_Corner\#nex]] + - [[Hagar|Halogene’s\_Newbie\_Corner\#hagar]] + - [[Rocket Launcher|Halogene’s\_Newbie\_Corner\#rocket launcher]] + - [[Gameplay Tricks|Halogene’s\_Newbie\_Corner\#gameplay tricks]] + - [[Weapon Comboing|Halogene’s\_Newbie\_Corner\#weapon comboing]] + - [[Keyboard Setup|Halogene’s\_Newbie\_Corner\#keyboard setup]] + - [[Splash Damage Travels Through Walls|Halogene’s\_Newbie\_Corner\#splash damage travels through walls]] + - [[Stay Healthy|Halogene’s\_Newbie\_Corner\#stay healthy]] + - [[Listen|Halogene’s\_Newbie\_Corner\#listen]] + - [[Console ABC|Halogene’s\_Newbie\_Corner\#console abc]] + - [[Optimizing Perception|Halogene’s\_Newbie\_Corner\#optimizing perception]] + - [[Visuals|Halogene’s\_Newbie\_Corner\#visuals]] + - [[Damage Blur|Halogene’s\_Newbie\_Corner\#damage blur]] + - [[Field of View|Halogene’s\_Newbie\_Corner\#field of view]] + - [[Visible Players|Halogene’s\_Newbie\_Corner\#visible players]] + - [[Reducing Effects|Halogene’s\_Newbie\_Corner\#reducing effects]] + - [[Picmip and Simple Items|Halogene’s\_Newbie\_Corner\#picmip and simple items]] + - [[Crosshair|Halogene’s\_Newbie\_Corner\#crosshair]] + - [[Fine Tuning|Halogene’s\_Newbie\_Corner\#fine tuning]] + - [[Audio|Halogene’s\_Newbie\_Corner\#audio]] + +- Game Mechanics + - [[Impulse map|impulse\_map]] + - [[Items]] + - [[Maps]] + - [[Players]] + - [[Vehicles]] + - [[Weapons]] + +- Gamemodes + - [[Arena]] + - [[Assault]] + - [[Capture the Flag|Capture\_the\_Flag]] + - [[Clan Arena|Clan\_Arena]] + - [[Deathmatch]] + - [[1v1 Duel|1v1\_Duel]] + - [[Domination]] + - [[Freeze Tag|Freeze\_Tag]] + - [[Keepaway]] + - [[Key Hunt|Key\_Hunt]] + - [[Last Man Standing|Last\_Man\_Standing]] + - [[Nexball]] + - [[Onslaught]] + - [[Race]] + - [[Race CTS|Race\_CTS]] + - [[Runematch|Rune]] + - [[Team Deathmatch|Team\_Deathmatch]] + - [[Conquest]] + +- Mutators + - [[Dodging]] + - [[Midair]] + - [[Vampire]] + - [[Blood Loss]] + - [[Low Gravity]] + - [[Cloak]] + - [[Relics]] + - [[Weapon Arena]] + - [[Grappling Hook|Grappling\_Hook]] + - [[Jet Pack]] + - [[Rocket Flying]] + - [[Pinata]] + - [[Weapons Stay]] + - [[MinstaGib]] + - [[NIX]] + +- Misc + - [[Camera for demos explained|Demo\_Camera]] + - [[Xonotic Bot Orchestra|Xonotic\_Bot\_Orchestra]] + +Art & Media +----------- + +- [[Art Roadmap|Art\_Roadmap]] +- [[Artistic Style|Artistic\_Style]] +- [[Xonotic Logo|Logo]] +- [[Maps Makeover|Maps\_Makeover]] +- [[Weapons Makeover|Weapons\_Makeover]] + - [[New weapon names discussion|NamesWeapons]] +- [[2d art]] +- [[Music]] + - [[Music contributions|Music\_contributions]] +- [[Sound FX|Sound\_FX]] + - [[Sound FX contributions|Sound\_FX\_contributions]] +- Story Themes + - [[Close to home|Close\_to\_home]] + - [[Tech Conglomerate|Tech\_Conglomerate]] + +Additional Engine References +---------------------------- + +- [[Darkplaces Parameters|Darkplaces\_Parameters]] + +Editing +------- In this section you will find helpful information about editing Xonotic in general, let that be coding, texturing, modeling, mapping, etc -* Programming -** [[Introduction to QuakeC|Introduction_to_QuakeC]] -** "DarkPlaces Wiki":http://dpwiki.slipgateconstruct.com/ -** "QuakeC Specifications v1.0":http://www.gamers.org/dEngine/quake/spec/quake-spec34/qc-menu.htm -** "QuakeC tutorials":http://www.inside3d.com/tutorials.php at inside3d.com -** [[NewQC]] - Possible changes regarding QC (compiler, syntax, ...) - -* [[Modeling]] -** [[Textures know-how|Textures]] -** [[Normal Maps know-how|Normal_Maps]] -** [[Polygon count|Polycounts]] on Weapons and Models -** [[.framegroups|framegroups]] file (allow self playing animations) know-how -** [[.sounds|Voices_and_sounds]] file (player model sounds) know-how -** [[How to compile dpm models|dpmodel]] -** [[How to make weapons|Weaponsystem]] -** How to get an animated mesh from [[Blender to DPM|Blender_to_DPM]] -** "Inter-Quake Model (IQM) Format":http://lee.fov120.com/iqm/ -** [[Player Model Spec|Player_Model_Spec]] -** [[Blender to IQM|Blender_to_IQM]] - -* Texturing -** Tutorials "1":http://www.cgtextures.com/content.php?action=tutorials -** "Recovering detailed normals from photo textures":http://www.cgtextures.com/content.php?action=tutorial&name=normalmap -** "Hard Surface Texture Painting":http://forums.cgsociety.org/showthread.php?t=373024 -** Some "tips":http://forums.xonotic.org/showthread.php?tid=63&pid=445#pid445 by _FruitieX_ -** "Q3A Shader Manual":http://toolz.nexuizninjaz.com/shader/ - -* Configuration -** [[Capturing video clips and using the demo camera|democapture]] -** [[Git]] - -* [[Mapping]] -** [[Creating Maps|Creating_Maps]] -** [[Mapper resources|Mapper_resources]] -** "Map naming convention":http://alientrap.org/forum/viewtopic.php?f=2&t=2363&sid=4f8a9e06ada52255e98bdfa744ec6beb#p27330 - - -h2. References - -* [[Git]] -* "Redmine Wiki formatting":http://www.redmine.org/wiki/1/RedmineTextFormatting -* [[Forbidden disposable e-mail providers|Forbidden_disposable_e-mail_providers]] +- Programming + - [[Introduction to QuakeC|Introduction\_to\_QuakeC]] + - [DarkPlaces Wiki](http://dpwiki.slipgateconstruct.com/) + - [QuakeC Specifications v1.0](http://www.gamers.org/dEngine/quake/spec/quake-spec34/qc-menu.htm) + - [QuakeC tutorials](http://www.inside3d.com/tutorials.php) at inside3d.com + - [[NewQC]] - Possible changes regarding QC (compiler, syntax, …) + +- [[Modeling]] + - [[Textures know-how|Textures]] + - [[Normal Maps know-how|Normal\_Maps]] + - [[Polygon count|Polycounts]] on Weapons and Models + - [[.framegroups|framegroups]] file (allow self playing animations) know-how + - [[.sounds|Voices\_and\_sounds]] file (player model sounds) know-how + - [[How to compile dpm models|dpmodel]] + - [[How to make weapons|Weaponsystem]] + - How to get an animated mesh from [[Blender to DPM|Blender\_to\_DPM]] + - [Inter-Quake Model (IQM) Format](http://lee.fov120.com/iqm/) + - [[Player Model Spec|Player\_Model\_Spec]] + - [[Blender to IQM|Blender\_to\_IQM]] + +- Texturing + - Tutorials [1](http://www.cgtextures.com/content.php?action=tutorials) + - [Recovering detailed normals from photo textures](http://www.cgtextures.com/content.php?action=tutorial&name=normalmap) + - [Hard Surface Texture Painting](http://forums.cgsociety.org/showthread.php?t=373024) + - Some [tips](http://forums.xonotic.org/showthread.php?tid=63&pid=445#pid445) by *FruitieX* + - [Q3A Shader Manual](http://toolz.nexuizninjaz.com/shader/) + +- Configuration + - [[Capturing video clips and using the demo camera|democapture]] + - [[Git]] + +- [[Mapping]] + - [[Creating Maps|Creating\_Maps]] + - [[Mapper resources|Mapper\_resources]] + - [Map naming convention](http://alientrap.org/forum/viewtopic.php?f=2&t=2363&sid=4f8a9e06ada52255e98bdfa744ec6beb#p27330) + +References +---------- + +- [[Git]] +- [Redmine Wiki formatting](http://www.redmine.org/wiki/1/RedmineTextFormatting) +- [[Forbidden disposable e-mail providers|Forbidden\_disposable\_e-mail\_providers]] + diff --git a/Impulse_map.md b/Impulse_map.md index efb199f..7bfa537 100644 --- a/Impulse_map.md +++ b/Impulse_map.md @@ -1,17 +1,17 @@ -h1. Impulse map - -Information taken from -* server/cl_impulse.qc -* server/cheats.qc -* OUNS wiki cached by "Google":http://webcache.googleusercontent.com/search?q=cache:V24C1sh8RQMJ:ouns.nexuizninjaz.com/tech:impulse+nexuiz+impulse+list&cd=1&hl=en&ct=clnk&gl=uk&client=opera&source=www.google.co.uk +Impulse map +=========== +Information taken from +\* server/cl\_impulse.qc +\* server/cheats.qc +\* OUNS wiki cached by [Google](http://webcache.googleusercontent.com/search?q=cache:V24C1sh8RQMJ:ouns.nexuizninjaz.com/tech:impulse+nexuiz+impulse+list&cd=1&hl=en&ct=clnk&gl=uk&client=opera&source=www.google.co.uk) Note -* Impulse 30 appears to be used twice +\* Impulse 30 appears to be used twice Number: Effect [alias] 0: Reserved (no input) -1: Weapon group 1 (Laser and @!#%'n Tuba) [1] +1: Weapon group 1 (Laser and @!\#’n Tuba) [1] 2: Weapon group 2 (Shotgun) [2] 3: Weapon group 3 (Machine Gun) [3] 4: Weapon group 4 (Mortar and Mine Layer) [4] @@ -20,90 +20,73 @@ Number: Effect [alias] 7: Weapon group 7 (Nex, MinstaNex and Rifle) [7] 8: Weapon group 8 (Hagar and T.A.G. Seeker) [8] 9: Weapon group 9 (Rocket Launcher and Fireball) [9] -10: Next weapon according to linear list (1, 2, 3, 4 etc) [_weapnext_2] +10: Next weapon according to linear list (1, 2, 3, 4 etc) [\_weapnext\_2] 11: Most recently used weapon (last selected weapon) [weaplast] -12: Previous weapon according to linear list (23, 22, 21, 20 etc) [_weapprev_2] +12: Previous weapon according to linear list (23, 22, 21, 20 etc) [\_weapprev\_2] 13: Best weapon according to priority list [weapbest] 14: Weapon group 0 (Port-O-Launch and Hook) [0] -15: Next weapon according to priority list [_weapnext_1] -16: Previous weapon according to priority list [_weapprev_1] +15: Next weapon according to priority list [\_weapnext\_1] +16: Previous weapon according to priority list [\_weapprev\_1] 17: Throw weapon [dropweapon] -18: Next weapon according to sbar_hudselector 1 list [_weapnext_0] -19: Previous weapon according to sbar_hudselector 1 list [_weapprev_0] +18: Next weapon according to sbar\_hudselector 1 list [\_weapnext\_0] +19: Previous weapon according to sbar\_hudselector 1 list [\_weapprev\_0] 20: Reload if possible [reload] - -30: CHIMPULSE_SPEEDRUN_INIT (found in cheats.qc) -30: Personal waypoint at your location [g_waypointsprite_personal] -31: Personal waypoint at crosshair location [g_waypointsprite_personal_p] -32: Personal waypoint at last death location [g_waypointsprite_personal_d] -33: 'Help Me' above you [g_waypointsprite_team_helpme] -34: 'Here' at your location [g_waypointsprite_team_here] -35: 'Here' at crosshair [g_waypointsprite_team_here_p] -36: 'Here' at last death location [g_waypointsprite_team_here_d] -37: 'Danger' at your location [g_waypointsprite_team_danger] -38: 'Danger' at crosshair [g_waypointsprite_team_danger_p] -39: 'Danger' at last death location [g_waypointsprite_team_danger_d] - -47: Clear personal waypoints [g_waypointsprite_clear_personal] -48: Clear all waypoints [g_waypointsprite_clear] - - -99: Grants all weapons, 999 ammo, health, and armor (needs sv_cheats 1) - +30: CHIMPULSE\_SPEEDRUN\_INIT (found in cheats.qc) +30: Personal waypoint at your location [g\_waypointsprite\_personal] +31: Personal waypoint at crosshair location [g\_waypointsprite\_personal\_p] +32: Personal waypoint at last death location [g\_waypointsprite\_personal\_d] +33: ’Help Me’ above you [g\_waypointsprite\_team\_helpme] +34: ’Here’ at your location [g\_waypointsprite\_team\_here] +35: ’Here’ at crosshair [g\_waypointsprite\_team\_here\_p] +36: ’Here’ at last death location [g\_waypointsprite\_team\_here\_d] +37: ’Danger’ at your location [g\_waypointsprite\_team\_danger] +38: ’Danger’ at crosshair [g\_waypointsprite\_team\_danger\_p] +39: ’Danger’ at last death location [g\_waypointsprite\_team\_danger\_d] +47: Clear personal waypoints [g\_waypointsprite\_clear\_personal] +48: Clear all waypoints [g\_waypointsprite\_clear] + +99: Grants all weapons, 999 ammo, health, and armor (needs sv\_cheats 1) 100: Tetris (needs Tetris to compiled in) - -103: spawn a bot waypoint [g_waypointeditor_spawn] -104: remove a bot waypoint [g_waypointeditor_remove] -105: relink objects and spawned bot waypoints [g_waypointeditor_relinkall] -106: save spawned bot waypoints to .xonotic/data/data/maps.mapname.waypoints [g_waypointeditor_saveall] -107: show any bot waypoints that cannot be reached (blue) and walked (red) to, and any player spawn points without any near bot waypoint [g_waypointeditor_unreachable] - -140: Moving clone (needs sv_cheats 1) -141: CTF speedrun, teleports you to the location you last set a g_waypointsprite_personal, resets the flag, health, ammo, gives you all weapons on the map (needs sv_cheats 1) -142: Static clone (needs sv_cheats 1) -143: Emergency teleport (needs sv_cheats 1) -148: Trigger explosion (needs sv_cheats 1) - -200: prev cl_weaponpriority0 "explosives weapons" -210: best cl_weaponpriority0 "explosives weapons" -220: next cl_weaponpriority0 "explosives weapons" - -201: prev cl_weaponpriority1 "energy weapons" -211: best cl_weaponpriority1 "energy weapons" -221: next cl_weaponpriority1 "energy weapons" - -202: prev cl_weaponpriority2 "hitscan exact weapons" -212: best cl_weaponpriority2 "hitscan exact weapons" -222: next cl_weaponpriority2 "hitscan exact weapons" - -203: prev cl_weaponpriority3 "hitscan all weapons" -213: best cl_weaponpriority3 "hitscan all weapons" -223: next cl_weaponpriority3 "hitscan all weapons" - -204: prev cl_weaponpriority4 "spam weapons" -214: best cl_weaponpriority4 "spam weapons" -224: next cl_weaponpriority4 "spam weapons" - -205: prev cl_weaponpriority5 "weapons for moving" -215: best cl_weaponpriority5 "weapons for moving" -225: next cl_weaponpriority5 "weapons for moving" - -206: prev cl_weaponpriority6 -216: best cl_weaponpriority6 -226: next cl_weaponpriority6 - -207: prev cl_weaponpriority7 -217: best cl_weaponpriority7 -227: next cl_weaponpriority7 - -208: prev cl_weaponpriority8 -218: best cl_weaponpriority8 -228: next cl_weaponpriority8 - -209: prev cl_weaponpriority9 -219: best cl_weaponpriority9 -229: next cl_weaponpriority9 - +103: spawn a bot waypoint [g\_waypointeditor\_spawn] +104: remove a bot waypoint [g\_waypointeditor\_remove] +105: relink objects and spawned bot waypoints [g\_waypointeditor\_relinkall] +106: save spawned bot waypoints to .xonotic/data/data/maps.mapname.waypoints [g\_waypointeditor\_saveall] +107: show any bot waypoints that cannot be reached (blue) and walked (red) to, and any player spawn points without any near bot waypoint [g\_waypointeditor\_unreachable] +140: Moving clone (needs sv\_cheats 1) +141: CTF speedrun, teleports you to the location you last set a g\_waypointsprite\_personal, resets the flag, health, ammo, gives you all weapons on the map (needs sv\_cheats 1) +142: Static clone (needs sv\_cheats 1) +143: Emergency teleport (needs sv\_cheats 1) +148: Trigger explosion (needs sv\_cheats 1) +200: prev cl\_weaponpriority0 “explosives weapons” +210: best cl\_weaponpriority0 “explosives weapons” +220: next cl\_weaponpriority0 “explosives weapons” +201: prev cl\_weaponpriority1 “energy weapons” +211: best cl\_weaponpriority1 “energy weapons” +221: next cl\_weaponpriority1 “energy weapons” +202: prev cl\_weaponpriority2 “hitscan exact weapons” +212: best cl\_weaponpriority2 “hitscan exact weapons” +222: next cl\_weaponpriority2 “hitscan exact weapons” +203: prev cl\_weaponpriority3 “hitscan all weapons” +213: best cl\_weaponpriority3 “hitscan all weapons” +223: next cl\_weaponpriority3 “hitscan all weapons” +204: prev cl\_weaponpriority4 “spam weapons” +214: best cl\_weaponpriority4 “spam weapons” +224: next cl\_weaponpriority4 “spam weapons” +205: prev cl\_weaponpriority5 “weapons for moving” +215: best cl\_weaponpriority5 “weapons for moving” +225: next cl\_weaponpriority5 “weapons for moving” +206: prev cl\_weaponpriority6 +216: best cl\_weaponpriority6 +226: next cl\_weaponpriority6 +207: prev cl\_weaponpriority7 +217: best cl\_weaponpriority7 +227: next cl\_weaponpriority7 +208: prev cl\_weaponpriority8 +218: best cl\_weaponpriority8 +228: next cl\_weaponpriority8 +209: prev cl\_weaponpriority9 +219: best cl\_weaponpriority9 +229: next cl\_weaponpriority9 230: Laser 231: Shotgun 232: Machine Gun @@ -118,7 +101,7 @@ Number: Effect [alias] 241: Minsta Nex 242: Grappling Hook 243: Heavy Laser Assault Cannon -244: @!#%'n Tuba +244: @!\#’n Tuba 245: Rifle 246: Fireball 247: T.A.G. Seeker @@ -128,3 +111,4 @@ Number: Effect [alias] 251: Reserved for a future weapon 252: Reserved for a future weapon 253: Reserved for a future weapon + diff --git a/Introduction.md b/Introduction.md index 25bacb2..c516b33 100644 --- a/Introduction.md +++ b/Introduction.md @@ -1 +1,2 @@ -h1. Introduction +Introduction +============ diff --git a/Introduction_to_QuakeC.md b/Introduction_to_QuakeC.md index 88d5afa..a9d79f8 100644 --- a/Introduction_to_QuakeC.md +++ b/Introduction_to_QuakeC.md @@ -1,591 +1,568 @@ -h1. QuakeC +QuakeC +====== -{{>toc}} +{{\>toc}} -h2. Article TODO +Article TODO +------------ -* expand explanations +- expand explanations -h2. About QuakeC +About QuakeC +------------ QuakeC is a very simplified dialect of the well-known C programming language, and is used by the Quake I engine and its derivatives. Xonotic uses the FTEQCC dialect of QuakeC, so only this dialect will be described (as well as some common extensions among Quake engines). -h2. Example code +Example code +------------ To see what QuakeC looks like, here is a piece of example code: -

-  // needed declarations:
-  float vlen(vector v) = #12;
-  entity nextent(entity e) = #47;
-  .string classname;
-  .vector origin;
-  // ...
-  entity findchain(.string fld, string match)
-  {
-    entity first, prev;
-    entity e;
-    first = prev = world;
-    for(e = world; (e = nextent(e)); ++e)
-      if(e.fld == match)
+      // needed declarations:
+      float vlen(vector v) = #12;
+      entity nextent(entity e) = #47;
+      .string classname;
+      .vector origin;
+      // ...
+      entity findchain(.string fld, string match)
       {
-        e.chain = world;
-        if(prev)
-          prev.chain = e;
-        else
-          first = e;
-        prev = e;
+        entity first, prev;
+        entity e;
+        first = prev = world;
+        for(e = world; (e = nextent(e)); ++e)
+          if(e.fld == match)
+          {
+            e.chain = world;
+            if(prev)
+              prev.chain = e;
+            else
+              first = e;
+            prev = e;
+          }
+        return first;
       }
-    return first;
-  }
-  // ...
-  entity findnearestspawn(vector v)
-  {
-    entity nearest;
-    entity e;
-    for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
-      if(!nearest)
-        nearest = e;
-      else if(vlen(e.origin - v) < vlen(nearest.origin - v))
-        nearest = e;
-    return nearest;
-  }
-
-*Note:* _findchain_ is implemented in QuakeC for demonstration purposes only so one can see how to build a linked list, as this function is already built in to the engine and can be used directly - -h2. Other resources + // ... + entity findnearestspawn(vector v) + { + entity nearest; + entity e; + for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain) + if(!nearest) + nearest = e; + else if(vlen(e.origin - v) < vlen(nearest.origin - v)) + nearest = e; + return nearest; + } + +**Note:** *findchain* is implemented in QuakeC for demonstration purposes only so one can see how to build a linked list, as this function is already built in to the engine and can be used directly + +Other resources +--------------- Here is a forum on Inside3D where you can read more about QuakeC and ask questions: -* QuakeC Forum on Inside3D: http://forums.inside3d.com/viewforum.php?f=2 -* QC Tutorial for Absolute Beginners: http://forums.inside3d.com/viewtopic.php?t=1286 +\* QuakeC Forum on Inside3D: http://forums.inside3d.com/viewforum.php?f=2 +\* QC Tutorial for Absolute Beginners: http://forums.inside3d.com/viewtopic.php?t=1286 For available functions in QuakeC, look in the following places: -* The Quakery: http://quakery.quakedev.com/qwiki/index.php/List_of_builtin_functions -* Xonotic source: "builtins.qh":http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob_plain;f=qcsrc/server/builtins.qh;hb=HEAD for Quake functions, "extensions.qh":http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob_plain;f=qcsrc/server/extensions.qh;hb=HEAD for DarkPlaces extensions - +\* The Quakery: http://quakery.quakedev.com/qwiki/index.php/List\_of\_builtin\_functions +\* Xonotic source: [builtins.qh](http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob_plain;f=qcsrc/server/builtins.qh;hb=HEAD) for Quake functions, [extensions.qh](http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob_plain;f=qcsrc/server/extensions.qh;hb=HEAD) for DarkPlaces extensions -h1. Variables +Variables +========= -h2. Declaring +Declaring +--------- To declare a variable, the syntax is the same as in C: -

-  float i;
-
+ float i; However, variables cannot be initialized in their declaration for historical reasons, and trying to do so would define a constant. -Whenever a variable declaration could be interpreted as something else by the compiler, the _var_ keyword helps disambiguating. For example, +Whenever a variable declaration could be interpreted as something else by the compiler, the *var* keyword helps disambiguating. For example, -

-  float(float a, float b) myfunc;
-
+ float(float a, float b) myfunc; is an old-style function declaration, while -

-  var float(float a, float b) myfunc;
-
+ var float(float a, float b) myfunc; -declares a variable of function type. An alternate and often more readable way to disambiguate variable declarations is using a _typedef_, like so: +declares a variable of function type. An alternate and often more readable way to disambiguate variable declarations is using a *typedef*, like so: -

-  typedef float(float, float) myfunc_t;
-  myfunc_t myfunc;
-
+ typedef float(float, float) myfunc_t; + myfunc_t myfunc; -h2. Scope +Scope +----- -A variable declared in the global scope has global scope, and is visible starting from its declaration to the end of the code. The order the code is read in by the compiler is defined in the file %%progs.src%%. +A variable declared in the global scope has global scope, and is visible starting from its declaration to the end of the code. The order the code is read in by the compiler is defined in the file %progs.src%. A variable declared inside a function has block scope, and is visible starting from its declaration to the end of the smallest block that contains its declaration. -Some variables are declared in "sys.qh":http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob_plain;f=qcsrc/server/sys.qh;hb=HEAD. Their declarations or names should never be changed, as they have to match the order and names of the variables in the file file "progdefs.h":http://svn.icculus.org/twilight/trunk/darkplaces/progdefs.h?view=markup of the engine exactly, or the code won't load. The special markers _end_sys_globals_ and _end_sys_fields_ are placed to denote the end of this shared declaration section. +Some variables are declared in [sys.qh](http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob_plain;f=qcsrc/server/sys.qh;hb=HEAD). Their declarations or names should never be changed, as they have to match the order and names of the variables in the file file [progdefs.h](http://svn.icculus.org/twilight/trunk/darkplaces/progdefs.h?view=markup) of the engine exactly, or the code won’t load. The special markers *end\_sys\_globals* and *end\_sys\_fields* are placed to denote the end of this shared declaration section. -h1. Types +Types +===== -Quake only knows four elementary data types: the basic types _float_, _vector_, _string_, and the object type _entity_. Also, there is a very special type of types, _fields_, and of course _functions_. FTEQCC also adds _arrays_, although these are slow and a bit buggy. Note that there are no pointers! +Quake only knows four elementary data types: the basic types *float*, *vector*, *string*, and the object type *entity*. Also, there is a very special type of types, *fields*, and of course *functions*. FTEQCC also adds *arrays*, although these are slow and a bit buggy. Note that there are no pointers! -h2. float +float +----- This is the basic numeric type in QuakeC. It represents the standard 32bit floating point type as known from C. It has 23 bits of mantissa, 8 bits of exponent, and one sign bit. The numeric range goes from about 1.175e-38 to about 3.403e+38, and the number of significant decimal digits is about six. -As float has 23 bits of mantissa, it can also be used to safely represent integers in the range from -16777216 to 16777216. 16777217 is the first integer _float_ can not represent. +As float has 23 bits of mantissa, it can also be used to safely represent integers in the range from –16777216 to 16777216. 16777217 is the first integer *float* can not represent. -Common functions for _float_ are especially _ceil_, _floor_ (working just like in C, rounding up/down to the next integer), and _random_, which yields a random number _r_ with _0 %%<=%% r < 1_. +Common functions for *float* are especially *ceil*, *floor* (working just like in C, rounding up/down to the next integer), and *random*, which yields a random number *r* with *0 \<= r \< 1*. -h2. vector +vector +------ -This type is basically three floats together. By declaring a _vector v_, you also create three floats _v_x_, _v_y_ and _v_z_ (note the underscore) that contain the components of the vector. +This type is basically three floats together. By declaring a *vector v*, you also create three floats *v\_x*, *v\_y* and *v\_z* (note the underscore) that contain the components of the vector. -Vectors can be used with the usual mathematical operators in the usual way used in mathematics. For example, _vector + vector_ simply returns the sum of the vectors, and _vector * float_ scales the vector by the given factor. Note however that dividing a vector by a float is NOT supported, one has to use _vector * (1 / float)_ instead. Multiplying two vectors yields their dot product of type float. +Vectors can be used with the usual mathematical operators in the usual way used in mathematics. For example, *vector + vector* simply returns the sum of the vectors, and *vector \* float* scales the vector by the given factor. Note however that dividing a vector by a float is NOT supported, one has to use *vector \* (1 / float)* instead. Multiplying two vectors yields their dot product of type float. -Common functions to be used on vectors are _vlen_ (vector length), _normalize_ (vector divided by its length, i.e. a unit vector). +Common functions to be used on vectors are *vlen* (vector length), *normalize* (vector divided by its length, i.e. a unit vector). -Vector literals are written like '1 0 0'. - -**COMPILER BUG:** Always use _vector = vector * float_ instead of _vector *= float_, as the latter creates incorrect code! +Vector literals are written like ‘1 0 0’. +**COMPILER BUG:** Always use *vector = vector \* float* instead of \_vector **= float\_, as the latter creates incorrect code! h2. string +A *string* in QuakeC is an immutable reference to a null-terminated character string stored in the engine. It is not possible to change a character in a string, but there are various functions to create new strings: +** **ftos** and **vtos** convert *floats* and *vectors* to strings. Their inverses are, of course, *stof* and *stov*, which parse a *string* into a *float* or a *vector*. + +- **strcat** concatenates 2 to 8 strings together, as in: + \ + strcat(“a”, “b”, “c”)==“abc”; + \ + +- **strstrofs(haystack, needle, offset)** searches for an occurrence of one string in another, as in: + \ + strstrofs(“haystack”, “ac”, 0)==5; + \ + +The offset defines from which starting position to search, and the return value is *–1* if no match is found. The offset returned is *0*-based, and to search in the whole string, a start offset of *0* would be used. + +- **substring(string, startpos, length)** returns part of a string. The offset is *0*~~based here, too. + Note that there are different kinds of *strings*, regarding memory management: + \* **Temporary strings** are strings returned by built-in string handling functions such as *substring*, *strcat*. They last only for the duration of the function call from the engine. That means it is safe to return a temporary string in a function you wrote, but not to store them in global variables or objects as their storage will be overwritten soon. + \* **Allocated strings** are strings that are explicitly allocated. They are returned by *strzone* and persist until they are freed (using *strunzone*). Note that *strzone* does not change the string given as a parameter, but returns the newly allocated string and keeps the passed temporary string the same way! That means: + **** To allocate a string, do for example: + \ + myglobal = strzone(strcat(“hello ”, “world”)); + \ + **** To free the string when it is no longer needed, do: + \ + strunzone(myglobal); + \ + \* **Engine-owned strings**, such as *netname*. These should be treated just like temporary strings: if you want to keep them in your own variables, *strzone* them. + \* **Constant strings:** A string literal like *“foo”* gets permanent storage assigned by the compiler. There is no need to *strzone* such strings. + \* **The null string:** A global uninitialized *string* variable has the special property that is is usually treated like the constant, empty, string *“”* (so using it does not constitute an error), but it is the only string that evaluates to FALSE in an if expression (but not in the ! operator~~ in boolean context, the string “” counts as FALSE too). As this is a useful property, Xonotic code declares such a string variable of the name *string\_null*. That means that the following patterns are commonly used for allocating strings: + - Assigning to a global string variable: + \ + if(myglobal) + strunzone(myglobal); + +myglobal = strzone(…); -A _string_ in QuakeC is an immutable reference to a null-terminated character string stored in the engine. It is not possible to change a character in a string, but there are various functions to create new strings: + +**** Freeing the global string variable: -* *ftos* and *vtos* convert _floats_ and _vectors_ to strings. Their inverses are, of course, _stof_ and _stov_, which parse a _string_ into a _float_ or a _vector_. + if(myglobal) + strunzone(myglobal); -* *strcat* concatenates 2 to 8 strings together, as in: -

-strcat("a", "b", "c")=="abc";
-
+ myglobal = string_null; -* *strstrofs(haystack, needle, offset)* searches for an occurrence of one string in another, as in: -

-strstrofs("haystack", "ac", 0)==5;
-
+**** Checking if a global string value has been set: -The offset defines from which starting position to search, and the return value is _-1_ if no match is found. The offset returned is _0_-based, and to search in the whole string, a start offset of _0_ would be used. + if(myglobal) { + value has been set; + } + else { + string has not yet been set; + } -* *substring(string, startpos, length)* returns part of a string. The offset is _0_-based here, too. +entity +------ -Note that there are different kinds of _strings_, regarding memory management: -* *Temporary strings* are strings returned by built-in string handling functions such as _substring_, _strcat_. They last only for the duration of the function call from the engine. That means it is safe to return a temporary string in a function you wrote, but not to store them in global variables or objects as their storage will be overwritten soon. +The main object type in QuakeC is *entity*, a reference to an engine internal object. An *entity* can be imagined as a huge struct, containing many *fields*. This is the only object type in the language. However, *fields* can be added to the *entity* type by the following syntax: -* *Allocated strings* are strings that are explicitly allocated. They are returned by _strzone_ and persist until they are freed (using _strunzone_). Note that _strzone_ does not change the string given as a parameter, but returns the newly allocated string and keeps the passed temporary string the same way! That means: -** To allocate a string, do for example: -

-myglobal = strzone(strcat("hello ", "world"));
-
-** To free the string when it is no longer needed, do: -

-strunzone(myglobal);
-
+ .float myfield; -* *Engine-owned strings*, such as _netname_. These should be treated just like temporary strings: if you want to keep them in your own variables, _strzone_ them. +and then all objects *e* get a field that can be accessed like in *e.myfield*. -* *Constant strings:* A string literal like _"foo"_ gets permanent storage assigned by the compiler. There is no need to _strzone_ such strings. +The special entity *world* also doubles as the *null* reference. It can not be written to other than in the *spawnfunc\_worldspawn* function that is run when the map is loaded, and is the only entity value that counts as *false* in an *if* expression. Thus, functions that return *entities* tend to return *world* to indicate failure (e.g. *find* returns *world* to indicate no more entity can be found). -* *The null string:* A global uninitialized _string_ variable has the special property that is is usually treated like the constant, empty, string _""_ (so using it does not constitute an error), but it is the only string that evaluates to FALSE in an if expression (but not in the ! operator - in boolean context, the string "" counts as FALSE too). As this is a useful property, Xonotic code declares such a string variable of the name _string_null_. That means that the following patterns are commonly used for allocating strings: -** Assigning to a global string variable: -
-if(myglobal)
-     strunzone(myglobal);
+If a field has not been set, it gets the usual zero value of the type when the object is created (i.e. *0* for *float*, *string\_null* for *string*, *’0 0 0’* for *vector*, and *world* for *entity*).
 
-myglobal = strzone(...);
-
-** Freeing the global string variable: -
-if(myglobal)
-     strunzone(myglobal);
-
-myglobal = string_null;
-
-** Checking if a global string value has been set: -
-if(myglobal) {
-     value has been set;
-}
-else {
-     string has not yet been set;
-}
-
+fields +------ -h2. entity +A reference to such a field can be stored too, in a field variable. It is declared and used like -The main object type in QuakeC is _entity_, a reference to an engine internal object. An _entity_ can be imagined as a huge struct, containing many _fields_. This is the only object type in the language. However, _fields_ can be added to the _entity_ type by the following syntax: + .float myfield; + // ... + // and in some function: + var .float myfieldvar; + myfieldvar = myfield; + e.myfieldvar = 42; -
-.float myfield;
-
+Field variables can be used as function parameters too - in that case you leave the *var* keyword out, as it is not needed for disambiguation. -and then all objects _e_ get a field that can be accessed like in _e.myfield_. +functions +--------- -The special entity _world_ also doubles as the _null_ reference. It can not be written to other than in the _spawnfunc_worldspawn_ function that is run when the map is loaded, and is the only entity value that counts as _false_ in an _if_ expression. Thus, functions that return _entities_ tend to return _world_ to indicate failure (e.g. _find_ returns _world_ to indicate no more entity can be found). +Functions work just like in C: -If a field has not been set, it gets the usual zero value of the type when the object is created (i.e. _0_ for _float_, _string_null_ for _string_, _'0 0 0'_ for _vector_, and _world_ for _entity_). + float sum3(float a, float b, float c) + { + return a + b + c; + } -h2. fields +However, the syntax to declare function pointers is simplified: -A reference to such a field can be stored too, in a field variable. It is declared and used like -
-  .float myfield;
-  // ...
-  // and in some function:
-  var .float myfieldvar;
-  myfieldvar = myfield;
-  e.myfieldvar = 42;
-
Field variables can be used as function parameters too - in that case you leave the _var_ keyword out, as it is not needed for disambiguation. + typedef float(float, float, float) op3func_t; + var float(float a, float b, float c) f; + op3func_t g; + f = sum3; + g = f; + print(ftos(g(1, 2, 3)), "\n"); // prints 6 -h2. functions +Also note that the *var* keyword is used again to disambiguate from a global function declaration. -Functions work just like in C: -
-  float sum3(float a, float b, float c)
-  {
-    return a + b + c;
-  }
+In original QuakeC by iD Software, this simplified function pointer syntax also was the only way to define functions (you may still encounter this in Xonotic’s code in a few places): -However, the syntax to declare function pointers is simplified: -
-  typedef float(float, float, float) op3func_t;
-  var float(float a, float b, float c) f;
-  op3func_t g;
-  f = sum3;
-  g = f;
-  print(ftos(g(1, 2, 3)), "\n"); // prints 6
-
+ float(float a, float b) sum2 = { + return a + b; + } -Also note that the _var_ keyword is used again to disambiguate from a global function declaration. +A special kind of functions are the built-in functions, which are defined by the engine. These are imported using so-called built-in numbers, with a syntax like: -In original QuakeC by iD Software, this simplified function pointer syntax also was the only way to define functions (you may still encounter this in Xonotic's code in a few places): + string strcat(string a, string b, ...) = #115; -
-  float(float a, float b) sum2 = {
-    return a + b;
-  }
-
+void +---- -A special kind of functions are the built-in functions, which are defined by the engine. These are imported using so-called built-in numbers, with a syntax like: -
-  string strcat(string a, string b, ...) = #115;
-
+Just like in C, the *void* type is a special placeholder type to declare that a function returns nothing. However, unlike in C, it is possible to declare variables of this type, although the only purpose of this is to declare a variable name without allocating space for it. The only occasion where this is used is the special *end\_sys\_globals* and *end\_sys\_fields* marker variables. -h2. void +arrays +------ -Just like in C, the _void_ type is a special placeholder type to declare that a function returns nothing. However, unlike in C, it is possible to declare variables of this type, although the only purpose of this is to declare a variable name without allocating space for it. The only occasion where this is used is the special _end_sys_globals_ and _end_sys_fields_ marker variables. +As the QuakeC virtual machine provides no pointers or similar ways to handle arrays, array support is added by FTEQCC and very limited. Arrays can only be global, must have a fixed size (not dynamically allocated), and are a bit buggy and slow. Almost as great as in FORTRAN, except they can’t be multidimensional either! -h2. arrays +You declare arrays like in C: -As the QuakeC virtual machine provides no pointers or similar ways to handle arrays, array support is added by FTEQCC and very limited. Arrays can only be global, must have a fixed size (not dynamically allocated), and are a bit buggy and slow. Almost as great as in FORTRAN, except they can't be multidimensional either! + #define MAX_ASSASSINS 16 + entity assassins[MAX_ASSASSINS]; + #define BTREE_MAX_CHILDREN 5 + .entity btree_child[BTREE_MAX_CHILDREN]; + #define MAX_FLOATFIELDS 3 + var .float myfloatfields[MAX_FLOATFIELDS]; -You declare arrays like in C: -
-  #define MAX_ASSASSINS 16
-  entity assassins[MAX_ASSASSINS];
-  #define BTREE_MAX_CHILDREN 5
-  .entity btree_child[BTREE_MAX_CHILDREN];
-  #define MAX_FLOATFIELDS 3
-  var .float myfloatfields[MAX_FLOATFIELDS];
-
The former is a global array of entities and can be used the usual way: -
-  assassins[self.assassin_index] = self;
-
+ + assassins[self.assassin_index] = self; + The middle one is a global array of (allocated and constant) entity fields and **not** a field of array type (which does not exist), so its usage looks a bit strange: -
-for(i = 0; i < BTREE_MAX_CHILDREN; ++i)
-  self.(btree_child[i]) = world;
-
+ + for(i = 0; i < BTREE_MAX_CHILDREN; ++i) + self.(btree_child[i]) = world; + Note that this works: -
-var .entity indexfield;
-indexfield = btree_child[i];
-self.indexfield = world;
-
+ + var .entity indexfield; + indexfield = btree_child[i]; + self.indexfield = world; + The latter one is a global array of (assignable) entity field variables, and looks very similar: -
-myfloatfields[2] = health;
-self.(myfloatfields[2]) = 0;
-// equivalent to self.health = 0;
-
-Do not use arrays when you do not need to - using both arrays and function calls in the same expression can get messed up (**COMPILER BUG**), and arrays are slowly emulated using functions _ArrayGet*myfloatfields_ and _ArraySet*myfloatfields_ the compiler generates that internally do a binary search for the array index. -h1. Peculiar language constructs + myfloatfields[2] = health; + self.(myfloatfields[2]) = 0; + // equivalent to self.health = 0; + +Do not use arrays when you do not need to - using both arrays and function calls in the same expression can get messed up (**COMPILER BUG**), and arrays are slowly emulated using functions *ArrayGet\*myfloatfields* and *ArraySet\*myfloatfields* the compiler generates that internally do a binary search for the array index. + +Peculiar language constructs +============================ This section deals with language constructs in FTEQCC that are not similar to anything in other languages. -h2. if not +if not +------ -There is a second way to do a negated _if_: +There is a second way to do a negated *if*: - if not(expression) - ... +if not(expression) + … It compiles to slightly more efficient code than - if(!expression) - ... +if(!expression) + … and has the notable difference that - if not("") - ... - -will not execute (as _""_ counts as true in an _if_ expression), but +if not(“”) + … - if(!"") - ... +will not execute (as *“”* counts as true in an *if* expression), but -will execute (as both _""_ and _string_null_ is false when boolean operators are used on it). +if(!“”) + … +will execute (as both *“”* and *string\_null* is false when boolean operators are used on it). -h1. Common patterns +Common patterns +=============== Some patterns in code that are often encountered in Xonotic are listed here, in no particular order. -h2. Classes in Quake +Classes in Quake +---------------- -The usual way to handle classes in Quake is using _fields_, function pointers and the special property _classname_. +The usual way to handle classes in Quake is using *fields*, function pointers and the special property *classname*. -But first, let's look at how the engine creates entities when the map is loaded. +But first, let’s look at how the engine creates entities when the map is loaded. Assume you have the following declarations in your code: - entity self; - .string classname; - .vector origin; - .float height; +entity self; + .string classname; + .vector origin; + .float height; and the engine encounters the entity - { - "classname" "func_bobbing" - "height" "128" - "origin" "0 32 -64" - } +{ + “classname” “func\_bobbing” + “height” “128” + “origin” “0 32 –64” + } then it will, during loading the map, behave as if the following QuakeC code was executed: - self = spawn(); - self.classname = "func_bobbing"; - self.height = 128; - self.origin = '0 32 -64'; - spawnfunc_func_bobbing(); - +self = spawn(); + self.classname = “func\_bobbing”; + self.height = 128; + self.origin = ’0 32 ~~64’; + spawnfunc\_func\_bobbing(); We learn from this: - * The special global _entity_ variable _self_ is used when "methods" of an object are called, like - in this case - the "constructor" or spawn function _spawnfunc_func_bobbing_. - * Before calling the spawn function, the engine sets the mapper specified fields to the values. String values can be treated by the QC code as if they are constant strings, that means there is no need to _strzone_ them. - * Spawn functions always have the _spawnfunc__ name prefix and take no arguments. - * The _string_ field _classname_ always contains the name of the entity class when it was created by the engine. - * As the engine uses this pattern when loading maps and this can't be changed, it makes very much sense to follow this pattern for all entities, even for internal use. Especially making sure _classname_ is set to a sensible value is very helpful. + \* The special global *entity* variable *self* is used when “methods” of an object are called, like~~ in this case - the “constructor” or spawn function *spawnfunc\_func\_bobbing*. + \* Before calling the spawn function, the engine sets the mapper specified fields to the values. String values can be treated by the QC code as if they are constant strings, that means there is no need to *strzone* them. + \* Spawn functions always have the *spawnfunc*\_ name prefix and take no arguments. + \* The *string* field *classname* always contains the name of the entity class when it was created by the engine. + \* As the engine uses this pattern when loading maps and this can’t be changed, it makes very much sense to follow this pattern for all entities, even for internal use. Especially making sure *classname* is set to a sensible value is very helpful. Methods are represented as fields of function type: - .void() think; +.void() think; and are assigned to the function to be called in the spawn function, like: - void func_bobbing_think() - { - // lots of stuff - } +void func\_bobbing\_think() + { + // lots of stuff + } - void spawnfunc_func_bobbing() - { - // ... even more stuff ... - self.think = func_bobbing_think; - } +void spawnfunc\_func\_bobbing() + { + // … even more stuff … + self.think = func\_bobbing\_think; + } To call a method of the same object, you would use - self.think(); +self.think(); -but to call a method of another object, you first have to set _self_ to that other object, but you typically need to restore _self_ to its previous value when done: +but to call a method of another object, you first have to set *self* to that other object, but you typically need to restore *self* to its previous value when done: - entity oldself; - // ... - oldself = self; - self.think(); - self = oldself; +entity oldself; + // … + oldself = self; + self.think(); + self = oldself; -h2. Think functions +Think functions +--------------- A very common entry point to QuakeC functions are so-called think functions. They use the following declarations: - .void() think; - .float nextthink; +.void() think; + .float nextthink; -If _nextthink_ is not zero, the object gets an attached timer: as soon as _time_ reaches _nextthink_, the _think_ method is called with _self_ set to the object. Before that, _nextthink_ is set to zero. So a typical use is a periodic timer, like this: +If *nextthink* is not zero, the object gets an attached timer: as soon as *time* reaches *nextthink*, the *think* method is called with *self* set to the object. Before that, *nextthink* is set to zero. So a typical use is a periodic timer, like this: - void func_awesome_think() - { - bprint("I am awesome!\n"); - self.nextthink = time + 2; - } +void func\_awesome\_think() + { + bprint(“I am awesome!”); + self.nextthink = time + 2; + } - void spawnfunc_func_awesome() - { - // ... - self.think = func_awesome_think; - self.nextthink = time + 2; - } +void spawnfunc\_func\_awesome() + { + // … + self.think = func\_awesome\_think; + self.nextthink = time + 2; + } -h2. Find loops +Find loops +---------- One common way to loop through entities is the find loop. It works by calling a built-in function like - entity find(entity start, .string field, string match) = #18; +entity find(entity start, .string field, string match) = \#18; repeatedly. This function is defined as follows: - * if _start_ is _world_, the first entity _e_ with _e.field==match_ is returned - * otherwise, the entity _e_ **after** _start_ in the entity order with _e.field==match_ is returned - * if no such entity exists, _world_ is returned +\* if *start* is *world*, the first entity *e* with *e.fieldmatch\_ is returned + \* otherwise, the entity \_e\_ \*\*after\*\* \_start\_ in the entity order with \_e.fieldmatch* is returned + \* if no such entity exists, *world* is returned -It can be used to enumerate all entities of a given type, for example _"info_player_deathmatch"_: +It can be used to enumerate all entities of a given type, for example *“info\_player\_deathmatch”*: - entity e; - for(e = world; (e = find(e, classname, "info_player_deathmatch")); ) - print("Spawn point found at ", vtos(e.origin), "\n"); +entity e; + for(e = world; (e = find(e, classname, “info\_player\_deathmatch”)); ) + print(“Spawn point found at ”, vtos(e.origin), “”); -There are many other functions that can be used in find loops, for example _findfloat_, _findflags_, _findentity_. +There are many other functions that can be used in find loops, for example *findfloat*, *findflags*, *findentity*. -Note that the function _findradius_ is misnamed and is not used as part of a find loop, but instead sets up a linked list of the entities found. +Note that the function *findradius* is misnamed and is not used as part of a find loop, but instead sets up a linked list of the entities found. -h2. Linked lists +Linked lists +------------ -An alternate way to loop through a set of entities is a linked list. I assume you are already familiar with the concept, so I'll skip information about how to manage them. +An alternate way to loop through a set of entities is a linked list. I assume you are already familiar with the concept, so I’ll skip information about how to manage them. -It is however noteworthy that some built-in functions create such linked lists using the _entity_ field _chain_ as list pointer. Some of these functions are the aforementioned _findradius_, and _findchain_, _findchainfloat_, _findchainflags_ and _findchainentity_. +It is however noteworthy that some built-in functions create such linked lists using the *entity* field *chain* as list pointer. Some of these functions are the aforementioned *findradius*, and *findchain*, *findchainfloat*, *findchainflags* and *findchainentity*. A loop like the following could be used with these: - entity e; - for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain) - print("Spawn point found at ", vtos(e.origin), "\n"); +entity e; + for(e = findchain(classname, “info\_player\_deathmatch”); e; e = e.chain) + print(“Spawn point found at ”, vtos(e.origin), “”); -The main advantage of linked lists however is that you can keep them in memory by using other fields than _chain_ for storing their pointers. That way you can avoid having to search all entities over and over again (which is what _find_ does internally) when you commonly need to work with the same type of entities. +The main advantage of linked lists however is that you can keep them in memory by using other fields than *chain* for storing their pointers. That way you can avoid having to search all entities over and over again (which is what *find* does internally) when you commonly need to work with the same type of entities. -h2. Error handling +Error handling +-------------- Error handling is virtually non-existent in QuakeC code. There is no way to throw and handle exceptions. -However, built-in functions like _fopen_ return _-1_ on error. - +However, built-in functions like *fopen* return \_~~1\_ on error. To report an error condition, the following means are open to you: - * Use the _print_ function to spam it to the console. Hopefully someone will read that something went wrong. After that, possibly use _remove_ to delete the entity that caused the error (but make sure there are no leftover references to it!). - * Use the _error_ function to abort the program code and report a fatal error with a backtrace showing how it came to it. - * Use the _objerror_ function to abort spawning an entity (i.e. removing it again). This also prints an error message, and the entity that caused the error will not exist in game. Do not forget to _return_ from the spawn function directly after calling _objerror_! - + \* Use the *print* function to spam it to the console. Hopefully someone will read that something went wrong. After that, possibly use *remove* to delete the entity that caused the error (but make sure there are no leftover references to it!). + \* Use the *error* function to abort the program code and report a fatal error with a backtrace showing how it came to it. + \* Use the *objerror* function to abort spawning an entity (i.e. removing it again). This also prints an error message, and the entity that caused the error will not exist in game. Do not forget to *return* from the spawn function directly after calling *objerror*! h2. target and targetname - -In the map editor, entities can be connected by assigning a name to them in the _target_ field of the targeting entity and the _targetname_ field of the targeted entity. - -To QuakeC, these are just strings - to actually use the connection, one would use a find loop: - - entity oldself; - oldself = self; - for(self = world; (self = find(self, targetname, oldself.target)); ) - self.use(); - self = oldself; - - -h2. the enemy field and its friends - -As the find loop for _target_ and _targetname_ causes the engine to loop through all entities and compare their _targetname_ field, it may make sense to do this only once when the map is loaded. - -For this, a common pattern is using the pre-defined _enemy_ field to store the target of an entity. - -However, this can't be done during spawning of the entities yet, as the order in which entities are loaded is defined by the map editor and tends to be random. So instead, one should do that at a later time, for example when the entity is first used, in a think function, or - the preferred way in the Xonotic code base - in an _InitializeEntity_ function: - - void teleport_findtarget() - { - // ... - self.enemy = find(world, targetname, self.target); - if(!self.enemy) - // some error handling... - // ... - } - - void spawnfunc_trigger_teleport() - { - // ... - InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET); - // ... - } - -_InitializeEntity_ functions are guaranteed to be executed at the beginning of the next frame, before the _think_ functions are run, and are run in an order according to their priorities (the _INITPRIO__ constants). - -h2. if-chains - -With default compile options (i.e. if the option _-flo_ is not passed to the compiler), boolean expressions are evaluated fully. This means that in - - if(!flag && SomeComplexFunction(self)) - ... - -_SomeCompexFunction_ is always evaluated, even if _flag_ is true. To avoid this, one can use: - - if(!flag) - if(SomeComplexFunction(self)) - ... - +In the map editor, entities can be connected by assigning a name to them in the *target* field of the targeting entity and the *targetname* field of the targeted entity. +To QuakeC, these are just strings~~ to actually use the connection, one would use a find loop: + +entity oldself; + oldself = self; + for(self = world; (self = find(self, targetname, oldself.target)); ) + self.use(); + self = oldself; + +the enemy field and its friends +------------------------------- + +As the find loop for *target* and *targetname* causes the engine to loop through all entities and compare their *targetname* field, it may make sense to do this only once when the map is loaded. + +For this, a common pattern is using the pre-defined *enemy* field to store the target of an entity. + +However, this can’t be done during spawning of the entities yet, as the order in which entities are loaded is defined by the map editor and tends to be random. So instead, one should do that at a later time, for example when the entity is first used, in a think function, or - the preferred way in the Xonotic code base - in an *InitializeEntity* function: + +void teleport\_findtarget() + { + // … + self.enemy = find(world, targetname, self.target); + if(!self.enemy) + // some error handling… + // … + } + +void spawnfunc\_trigger\_teleport() + { + // … + InitializeEntity(self, teleport\_findtarget, INITPRIO\_FINDTARGET); + // … + } + +*InitializeEntity* functions are guaranteed to be executed at the beginning of the next frame, before the *think* functions are run, and are run in an order according to their priorities (the *INITPRIO*\_ constants). + +if-chains +--------- + +With default compile options (i.e. if the option *~~flo\_ is not passed to the compiler), boolean expressions are evaluated fully. This means that in + if(!flag && SomeComplexFunction(self)) + … +*SomeCompexFunction* is always evaluated, even if *flag* is true. To avoid this, one can use: + if(!flag) + if(SomeComplexFunction(self)) + … h2. Tracing - h1. Pitfalls and compiler bugs - h2. complex operators - -Do not count on the modifying and reading operators like _+=_ or _++_ to always work. Using them in simple cases like: - - a += 42; - for(i = 0; i < n; ++i) - ... - +Do not count on the modifying and reading operators like *+=* or *++* to always work. Using them in simple cases like: + a *= 42; + for(i = 0; i \< n;i) + … is generally safe, but complex constructs like: - - self.enemy.frags += self.value--; - + self.enemy.frags*= self.value—; are doomed. Instead, split up such expressions into simpler steps: - - self.enemy.frags = self.enemy.frags + self.value; - self.value -= 1; - + self.enemy.frags = self.enemy.frags + self.value; + self.value~~= 1; The compiler warning **RETURN VALUE ALREADY IN USE** is a clear indicator that an expression was too complex for it to deal with it correctly. If you encounter the warning, do make sure you change the code to no longer cause it, as the generated code **will** be incorrect then. +Also, do not use the*+=\_ like operators on \_vector\_s, as they are known to create incorrect code and only operate on the *x* component of the vector. -Also, do not use the _+=_ like operators on _vector_s, as they are known to create incorrect code and only operate on the _x_ component of the vector. - -h2. functions VS. arrays +functions VS. arrays +-------------------- Mixing function calls with array dereferencing, or doing more than one array dereferencing in the same expression, is known to create incorrect code. Avoid constructs like: - print(ftos(floatarray[i]), " --> ", stringarray[i], anotherstringarray[i], "\n"); - -as the array dereferencings and the _ftos_ return value are likely to overwrite each other. Instead, simplify it: -
+print(ftos(floatarray[i]), " —\> “, stringarray[i], anotherstringarray[i], ”“);
+as the array dereferencings and the *ftos* return value are likely to overwrite each other. Instead, simplify it:
+\
 float f;
 string s, s2;
-// ...
+// …
 f = floatarray[i];
 s = stringarray[i];
 s2 = anotherstringarray[i];
-print(ftos(f), " --> ", s, s2, "\n");
-
- +print(ftos(f), ” —\> “, s, s2, ”“); +\
h2. vectoangles does not match makevectors - -The pitch angle is inverted between these two functions. You have to negate the pitch (i.e. the _x_ component of the vector representing the euler angles) to make it fit the other function. - -As a rule of thumb, _vectoangles_ returns angles as stored in the _angles_ field (used to rotate entities for display), while _makevectors_ expects angles as stored in the _v_angle_ field (used to transmit the direction the player is aiming). There is about just as much good reason in this as there is for 1:1 patch cables. Just deal with it. - +The pitch angle is inverted between these two functions. You have to negate the pitch (i.e. the *x* component of the vector representing the euler angles) to make it fit the other function. +As a rule of thumb, *vectoangles* returns angles as stored in the *angles* field (used to rotate entities for display), while *makevectors* expects angles as stored in the *v\_angle* field (used to transmit the direction the player is aiming). There is about just as much good reason in this as there is for 1:1 patch cables. Just deal with it. h1. Entry points - The server-side code calls the following entry points of the QuakeC code: + \* **void ClientDisconnect()**: called when a player leaves the server. Do not forget to *strunzone* all *strings* stored in the player entity here, and do not forget to clear all references to the player! + \* **void SV\_Shutdown()**: called when the map changes or the server is quit. A good place to store persistent data like the database of race records. + \* **void SV\_ChangeTeam(float newteam)**: called when a player changes his team. Can be used to disallow team changes, or to clear the player’s scores. + \* **void ClientKill()**: called when the player uses the ”kill" console command to suicide. + \* **void RestoreGame()**: called directly after loading a save game. Useful to, for example, load the databases from disk again. + \* **void ClientConnect()**: called as soon as a client has connected, downloaded everything, and is ready to play. This is the typical place to initialize the player entity. + \* **void PutClientInServer()**: called when the client requests to spawn. Typically puts the player somewhere on the map and lets him play. + \* **.float SendEntity(entity to, float sendflags)**: called when the engine requires a CSQC networked entity to send itself to a client, referenced by *to*. Should write some data to *MSG\_ENTITY*. *FALSE* can be returned to make the entity not send. See *EXT\_CSQC* for information on this. + \* **void URI\_Get\_Callback(…)**: + \* **void GameCommand(string command)**: called when the “sv\_cmd” console command is used, which is commonly used to add server console commands to the game. It should somehow handle the command, and print results to the server console. + \* **void SV\_OnEntityNoSpawnFunction()**: called when there is no matching spawn function for an entity. Just ignore this… + \* **void SV\_OnEntityPreSpawnFunction**: called before even looking for the spawn function, so you can even change its classname in there. If it remove()s the entity, the spawn function will not be looked for. + \* **void SV\_OnEntityPostSpawnFunction**: called ONLY after its spawn function or SV\_OnEntityNoSpawnFunction was called, and skipped if the entity got removed by either. + \* **void SetNewParms()**: + \* **void SetChangeParms()**: + \* **.float customizeentityforclient()**: called for an entity before it is going to be sent to the player specified by *other*. Useful to change properties of the entity right before sending, e.g. to make an entity appear only to some players, or to make it have a different appearance to different players. + \* **.void touch()**: called when two entities touch; the other entity can be found in *other*. It is, of course, called two times (the second time with *self* and *other* reversed). + \* **.void contentstransition()**: + \* **.void think()**: described above, basically a timer function. + \* **.void blocked()**: called when a *MOVETYPE\_PUSH* entity is blocked by another entity. Typically does either nothing, reverse the direction of the door moving, or kills the player who dares to step in the way of the Mighty Crusher Door. + \* **.void movetypesteplandevent()**: called when a player hits the floor. + \* **.void PlayerPreThink()**: called before a player runs his physics. As a special exception, *frametime* is set to 0 if this is called for a client-side prediction frame, as it still will get called for server frames. + \* **.void PlayerPreThink()**: called after a player runs his physics. As a special exception, *frametime* is set to 0 if this is called for a client-side prediction frame, as it still will get called for server frames. + \* **void StartFrame()**: called at the beginning of each server frame, before anything else is done. + \* **void EndFrame()**: called at the end of each server frame, just before waiting until the next frame is due. + \* **void SV\_PlayerPhysics()**: allows to replace the player physics with your own code. The movement the player requests can be found in the *vector* field *movement*, and the currently pressed buttons are found in various fields, whose names are aliased to the *BUTTON*\_ macros. + \* **void SV\_ParseClientCommand(string command)**: handles commands sent by the client to the server using “cmd …”. Unhandled commands can be passed to the built-in function *clientcommand* to execute the normal engine behaviour. - * *void ClientDisconnect()*: called when a player leaves the server. Do not forget to _strunzone_ all _strings_ stored in the player entity here, and do not forget to clear all references to the player! - * *void SV_Shutdown()*: called when the map changes or the server is quit. A good place to store persistent data like the database of race records. - * *void SV_ChangeTeam(float newteam)*: called when a player changes his team. Can be used to disallow team changes, or to clear the player's scores. - * *void ClientKill()*: called when the player uses the "kill" console command to suicide. - * *void RestoreGame()*: called directly after loading a save game. Useful to, for example, load the databases from disk again. - * *void ClientConnect()*: called as soon as a client has connected, downloaded everything, and is ready to play. This is the typical place to initialize the player entity. - * *void PutClientInServer()*: called when the client requests to spawn. Typically puts the player somewhere on the map and lets him play. - * *.float SendEntity(entity to, float sendflags)*: called when the engine requires a CSQC networked entity to send itself to a client, referenced by _to_. Should write some data to _MSG_ENTITY_. _FALSE_ can be returned to make the entity not send. See _EXT_CSQC_ for information on this. - * *void URI_Get_Callback(...)*: - * *void GameCommand(string command)*: called when the "sv_cmd" console command is used, which is commonly used to add server console commands to the game. It should somehow handle the command, and print results to the server console. - * *void SV_OnEntityNoSpawnFunction()*: called when there is no matching spawn function for an entity. Just ignore this... - * *void SV_OnEntityPreSpawnFunction*: called before even looking for the spawn function, so you can even change its classname in there. If it remove()s the entity, the spawn function will not be looked for. - * *void SV_OnEntityPostSpawnFunction*: called ONLY after its spawn function or SV_OnEntityNoSpawnFunction was called, and skipped if the entity got removed by either. - * *void SetNewParms()*: - * *void SetChangeParms()*: - * *.float customizeentityforclient()*: called for an entity before it is going to be sent to the player specified by _other_. Useful to change properties of the entity right before sending, e.g. to make an entity appear only to some players, or to make it have a different appearance to different players. - * *.void touch()*: called when two entities touch; the other entity can be found in _other_. It is, of course, called two times (the second time with _self_ and _other_ reversed). - * *.void contentstransition()*: - * *.void think()*: described above, basically a timer function. - * *.void blocked()*: called when a _MOVETYPE_PUSH_ entity is blocked by another entity. Typically does either nothing, reverse the direction of the door moving, or kills the player who dares to step in the way of the Mighty Crusher Door. - * *.void movetypesteplandevent()*: called when a player hits the floor. - * *.void PlayerPreThink()*: called before a player runs his physics. As a special exception, _frametime_ is set to 0 if this is called for a client-side prediction frame, as it still will get called for server frames. - * *.void PlayerPreThink()*: called after a player runs his physics. As a special exception, _frametime_ is set to 0 if this is called for a client-side prediction frame, as it still will get called for server frames. - * *void StartFrame()*: called at the beginning of each server frame, before anything else is done. - * *void EndFrame()*: called at the end of each server frame, just before waiting until the next frame is due. - * *void SV_PlayerPhysics()*: allows to replace the player physics with your own code. The movement the player requests can be found in the _vector_ field _movement_, and the currently pressed buttons are found in various fields, whose names are aliased to the _BUTTON__ macros. - * *void SV_ParseClientCommand(string command)*: handles commands sent by the client to the server using "cmd ...". Unhandled commands can be passed to the built-in function _clientcommand_ to execute the normal engine behaviour. diff --git a/Irclog.md b/Irclog.md index c3bf6af..60f4048 100644 --- a/Irclog.md +++ b/Irclog.md @@ -1,6027 +1,6026 @@ -h1. Irclog +Irclog +====== -
 
-**** BEGIN LOGGING AT Wed Mar 03 10:28:36 2010
+    **** BEGIN LOGGING AT Wed Mar 03 10:28:36 2010
 
-Mar 03 10:28:36 *	Now talking on #notnexuiz
-Mar 03 10:28:41 	Hi
-Mar 03 10:28:44 	hello
-Mar 03 10:28:52 <[-z-]>	why hello
-Mar 03 10:28:55 *	[-z-] gives channel operator status to Dokujisan Taoki
-Mar 03 10:29:46 *	div0 (Fg8deKX0@rm.endoftheinternet.org) has joined #notnexuiz
-Mar 03 10:30:07 *	[-z-] gives channel operator status to div0
-Mar 03 10:30:11 	Welcome to Noxious.
-Mar 03 10:31:07 <[-z-]>	I've talked to div0 and Dokujisan in private about different aspects in moving forward with a fork away from Nexuiz and away from Alientrap
-Mar 03 10:32:07 <[-z-]>	we've begin discussing project organization, server availabiltiy, repository, name, interested parties, possible repurcussions and where we go from here
-Mar 03 10:32:11 	just not sure if it will be an actual fork
-Mar 03 10:32:20 	or rather, whether AT will even continue with Nexuiz then
-Mar 03 10:32:38 	to summarize a bit:
-Mar 03 10:32:56 	- repository I can provide, on icculus.org. In fact, I already have a Nexuiz repo there.
-Mar 03 10:33:10 	I'm always with this project no matter what new name it will have, team name, etc. What happened happened, i mainly care what is best for this project now
-Mar 03 10:33:13 	- project organization: there should be not "one leader who speaks for everyone".
-Mar 03 10:33:27 	  to make things like what had happened to not happen again
-Mar 03 10:34:04 	I suggest a scheme that ensures 3 "leaders", and big decisions have to be agreed upon by all three, and they also should be "somewhat responsible" for the rest of the community
-Mar 03 10:34:16 	e.g. no persons who are so detached that they simply do not care for the community any more
-Mar 03 10:34:34 	I told -z- that I think all good projects need some sort of leadership to be succesful. The 3-leader idea isn't bad.
-Mar 03 10:34:40 <[-z-]>	and perhaps a board or committee under that
-Mar 03 10:34:45 	in AT, LordHavoc maybe somewhat still can represent the community - Vermeulen certainly can't
-Mar 03 10:35:25 	2 leaders aren't enough, as at times there would be only one leader available :P
-Mar 03 10:35:28 <[-z-]>	also for project reorganization, I've begun talking about better package management and distribution
-Mar 03 10:35:33 	I think the existence of a "dictator" should eb avoided
-Mar 03 10:35:44 	hm... how?
-Mar 03 10:36:04 <[-z-]>	how? the whole upload test package and alert servers thing I was talking about
-Mar 03 10:36:11 	I can confess I am a tiny little bit upset at LordHavoc too, because he could have declined this whole thing and not ported the engine to xbox. But I still like him and am not upset on him or anything... just wish he would have thought more at first maybe
-Mar 03 10:36:21 	erm ps3
-Mar 03 10:36:48 	[-z-]: oh
-Mar 03 10:36:53 	you don't mean packaging of the game :P
-Mar 03 10:37:01 <[-z-]>	oh no no
-Mar 03 10:37:03 	because, regarding that I think the old Nexuiz way was right
-Mar 03 10:37:11 <[-z-]>	yeah, there is a good workflow there
-Mar 03 10:37:13 	other than that I am working on a new build script that works more efficiently wiht git
-Mar 03 10:37:16 <[-z-]>	I wouldn't want to modify that
-Mar 03 10:37:22 	but that doesn't change the result
-Mar 03 10:37:32 <[-z-]>	you know best about that area
-Mar 03 10:37:42 	still, we ARE doing oddball packaging
-Mar 03 10:37:48 <[-z-]>	I want to start getting this project more organized though
-Mar 03 10:37:51 	so MAYBE we should make it more "standard" anyway
-Mar 03 10:37:56 	but well
-Mar 03 10:37:59 <[-z-]>	and built the website into the workflow
-Mar 03 10:38:02 	it is oddball that we put all platforms in one download
-Mar 03 10:38:06 	but it has its advantages too
-Mar 03 10:38:22 <[-z-]>	I want to build everything into wordpress/mybb and get the build script putting out cvar / command lists for the tool I'll integrate into the site.
-Mar 03 10:38:32 	I wouldn't want to touch that for now, but do some attempts at making platform specific versions too
-Mar 03 10:38:42 	I e.g. have recently made an engine feature that allows attaching a pk3 to a executable
-Mar 03 10:38:49 	so we could make a single selfcontained exe file for the game
-Mar 03 10:38:51 	(a 900MB one...)
-Mar 03 10:39:32 	for OS X, such a thing can already be accomplished because applications are just folders anyway
-Mar 03 10:39:33 	I hope there aren't plans to distribute Nexuiz like that in the future.
-Mar 03 10:39:39 	and Linux users don't care about that structure anyway :P
-Mar 03 10:39:53 	Taoki: I don 't want to exclude it, but probably it won't happen
-Mar 03 10:40:01 	except maybe for DSN :P
-Mar 03 10:40:22 	I think the advantages of the multiplatform zip overweigh that
-Mar 03 10:40:27 	I don't support that personally. The data being in a pk3 file is very important for flexibility and the like imo
-Mar 03 10:40:31 <[-z-]>	I think it would be helpful in some cases where users prefer simplicity
-Mar 03 10:40:33 	it stays just as flexible
-Mar 03 10:40:34 <[-z-]>	but never a forced thing
-Mar 03 10:40:37 	if you cat the pk3 to an executable
-Mar 03 10:40:44 	you can rename the result to zip and work with it normally
-Mar 03 10:40:50 	it is no less flexible than the pk3 way
-Mar 03 10:41:07 	zip self extractors work that way too :P
-Mar 03 10:41:16 	Hmm, I see
-Mar 03 10:41:20 	still
-Mar 03 10:41:26 	it means different downloads for different platforms
-Mar 03 10:41:32 	which somewhat hides that the game is multiplatform
-Mar 03 10:41:48 	and that is the part that I don't like about it
-Mar 03 10:42:03 	for damn small nexuiz this is no issue htough :P
-Mar 03 10:42:11 	I still like the way it is packed now myself. Don't think we should change that.
-Mar 03 10:42:15 	right
-Mar 03 10:42:17 	I like it too
-Mar 03 10:42:26 	this is, again, more an idea for specialized "distributions" like DSN
-Mar 03 10:43:15 	[16:38:43] <@[-z-]> I want to build everything into wordpress/mybb and get the build script putting
-Mar 03 10:43:17 	                    out cvar / command lists for the tool I'll integrate into the site.
-Mar 03 10:43:27 	you want the buoild script accessible from a web interface... not sure if that is good
-Mar 03 10:43:49 	another thing however that I would like, is more frequent public releases
-Mar 03 10:43:56 	with git, we can easily separate into different branches
-Mar 03 10:44:03 	and merge features into the main branch when they are done
-Mar 03 10:44:19 	Yeah, same div0. New versions seem to be released once or twice an year
-Mar 03 10:44:27 	so we should be able to make "weekly" test releases, and make actual minor releases every 3 months
-Mar 03 10:44:31 	Maybe once every 3-4 months at most wouldn't be bad
-Mar 03 10:44:55 	just like I did my work on Nexuiz/DP lately
-Mar 03 10:45:08 	I e.g. finished the warpzones code before putting it into the main branch
-Mar 03 10:45:53 	the problem is just, I cannot enforce such a policy on darkplaces
-Mar 03 10:46:04 	div0: I have wanted a fork of nexuiz for a long while. The reasons were mainly because of missing elements of project management. We (I discussed this with a handful of others) couldn't do a fork before because we didn't have someone like you, a primary developer who knows the code very well. But if YOU are involved in a Nexuiz fork, that changes things. I would be onboard as long as we have an outline of management....and some i
-Mar 03 10:46:04 	ntention of doing "official" community development, "official" marketing efforts, "official" testing procedures with a select group of volunteer testers, etc.
-Mar 03 10:46:07 	for that I am maintaining a "stable branch", but unstabilities still happen once in a while in DP
-Mar 03 10:46:14 	as I often simply cannot properlya judge if something is stable
-Mar 03 10:46:35 	select group of testers... not sure :P
-Mar 03 10:46:44 	I don't think testing should be limited
-Mar 03 10:46:52 	everyone should be allowed, and even encouraged, to
-Mar 03 10:47:11 	but, some select group for "heavier" testing is still a very good idea
-Mar 03 10:47:20 	i.e. people who should feel responsible for actually testing it :P
-Mar 03 10:47:23 	Not sure to whom I mentioned this, but for a while ago I've started making an own game from Nexuiz as well. Obviously, one that will be named differently and remain GPL too :P Probably a little game which is just like, a sort of story i wanted to make for myself
-Mar 03 10:47:30 	well of course features can be experienced by all, but a select group would do some proper feedback and have better communication with the dev team
-Mar 03 10:47:39 	right
-Mar 03 10:47:44 	I just say... we shouldn't restrict
-Mar 03 10:47:49 <[-z-]>	sorry went to make tea, let me catch up
-Mar 03 10:47:51 	a testing team should not be exclusive
-Mar 03 10:47:58 	but it should eb responsible for the testing
-Mar 03 10:48:07 	anyone else still is free to test too :P
-Mar 03 10:48:16 	anyone could give feedback....my point is that this type of subject should be discussed. The whole game balance issues that we went through (before and after LH rejoined the project) could have been handled better
-Mar 03 10:48:19 	Yeah, SVn should always be public imo
-Mar 03 10:48:22 <[-z-]>	div0: the cvar and command lists would be text files reformated as json and accessible through a web application
-Mar 03 10:48:35 	Taoki: not just svn
-Mar 03 10:48:37 	also binary builds
-Mar 03 10:48:42 	sure
-Mar 03 10:48:44 <[-z-]>	wordpress is an open format many developers know and love and it will be easy for us to scale
-Mar 03 10:48:50 	my goal is weekly binary builds from the "stable" branch
-Mar 03 10:49:04 	feature freeze would simply mean no feature branches get merged into main, only bugfixes would
-Mar 03 10:49:10 	other devs can then still work on features :P
-Mar 03 10:49:27 	they just won't appear in the release the freeze is for
-Mar 03 10:49:42 <[-z-]>	This will help give us a stronger community because we can build user auth into other parts of the site, like a map repository.
-Mar 03 10:49:58 	as for cvar list...
-Mar 03 10:50:05 	don't know how to properly generate json from shell script
-Mar 03 10:50:12 <[-z-]>	you don't have to
-Mar 03 10:50:12 	but well, I do know how to make a full cvar list text file :P
-Mar 03 10:50:16 <[-z-]>	yes
-Mar 03 10:50:18 <[-z-]>	that's all I need
-Mar 03 10:50:20 <[-z-]>	that's how it works
-Mar 03 10:50:22 <[-z-]>	I have it in git
-Mar 03 10:50:24 	I'm strongly in favor of a central user system
-Mar 03 10:50:27 	once did that by actually running the engine, and doing cvarlist :P
-Mar 03 10:50:41 <[-z-]>	Dokujisan: I don't think it's a completely central user system
-Mar 03 10:50:50 <[-z-]>	and I'm open to creating a distributed network
-Mar 03 10:51:06 	I don't think repository access and web user auth can be combined
-Mar 03 10:51:12 <[-z-]>	div0: this is how it works http://github.com/z/ncacs
-Mar 03 10:51:17 	but all the rest should be able to
-Mar 03 10:51:40 <[-z-]>	so just a cronjob to generate the list and upload it to a web server
-Mar 03 10:51:42 	Heh, I realize now i never thouht about any such changes, now that it is talked about. Nexuiz, for a free and opensource project, always seemed perfect to me. Never thought anything could or should be improved in how it's managed etc.
-Mar 03 10:51:46 	only problem: this lacks cvars that are specific to some builds
-Mar 03 10:51:58 	like renderer stuff
-Mar 03 10:52:01 	Except that patches could be checked more often, been struggling with that for the last months
-Mar 03 10:52:04 <[-z-]>	div0: well, we can further separate it
-Mar 03 10:52:05 	div0: I'm working on another gaming project with Getty and we're planning something called a PlayerID which is to be a central user system that even other games other than ours could use
-Mar 03 10:52:14 	Taoki: thing is
-Mar 03 10:52:24 	working with such patches is quite tedious
-Mar 03 10:52:36 	I say, when using git, more people should get commit access to branches
-Mar 03 10:52:43 	and merging gets easier then too
-Mar 03 10:53:11 	Yeah, i'm still not so familiar with git. It is more difficult to understand than SVN, ad least over Windows with Tortoise
-Mar 03 10:53:16 	Dokujisan: you know I am against an enforced user system for the game
-Mar 03 10:53:20 	I want to play anonymously
-Mar 03 10:53:26 	even though that means proper banning cannot happen
-Mar 03 10:53:34 	an optioanl registration for stats, why not
-Mar 03 10:53:37 	div0: even if you register a name, isn't that still anonymous?
-Mar 03 10:53:50 	not really, one can easily find out :P
-Mar 03 10:53:55 <[-z-]>	well, I wasn't even thinking about stats but we can do that too... I was thinking more for content submissions
-Mar 03 10:54:04 	I basically don't want to be trackable in game
-Mar 03 10:54:09 	why not?
-Mar 03 10:54:10 	I sometimes play with other nicks
-Mar 03 10:54:23 	because e.g. employers are not supposed to know that I sometimes play 3 hours on a day
-Mar 03 10:54:32 <[-z-]>	:-P
-Mar 03 10:54:32 	they are prone to expect you to be there for the company all day
-Mar 03 10:54:41 	the times of 8hr/day are over
-Mar 03 10:55:13 	and no, I do not mean playing from work.
-Mar 03 10:55:16 	not doing THAT :P
-Mar 03 10:55:17 	what if each user account is allowed 3 hidden aliases tied to the account?
-Mar 03 10:55:21 	no
-Mar 03 10:55:25 	or some other variation
-Mar 03 10:55:28 	why do you want to enforce accounts?
-Mar 03 10:55:40 	even though _I_ know my email address won't eb abused
-Mar 03 10:55:44 	how would anyone else be sure?
-Mar 03 10:55:58 	(I would know because I'd have control over that system :P)
-Mar 03 10:56:10 	the moderation features alone are worth the central user system
-Mar 03 10:56:14 	but as far as trusting people
-Mar 03 10:56:28 	banning is not worth tracking
-Mar 03 10:56:31 	we could win people's faith because of being an open source project with open values
-Mar 03 10:56:34 	how would hidden aliases even work?
-Mar 03 10:56:41 	i mean, if you use it for banning
-Mar 03 10:56:45 	div0: that can be discussed. I just thought of that off the top of my head
-Mar 03 10:57:06 	other way round, for positive display of trust - sure
-Mar 03 10:57:13 	people SHOULD be able to register others as friends
-Mar 03 10:57:25 	and I can always opt to play as an "unknown" :P
-Mar 03 10:57:36 	think of IRC nickname registration
-Mar 03 10:57:50 	that is optional, although you sort of have to do it if you want to have some sort of status (e.g. op in a channel)
-Mar 03 10:58:07 	I'd have no problem if this user auth system is tied to e.g. vote masterä
-Mar 03 10:58:09 <[-z-]>	Hey, can we rewind for a second and brain storm names for this group and project so we can go forward with setting up resources to outline the project and discuss these things with a wiki / forum?
-Mar 03 10:58:13 	or even required for being allowed to start a vote
-Mar 03 10:58:25 	well your main concern is with tracking, like stats of tracking the times that you are online playing.... the aliases would be for avoiding that. You could use your alias names when you don't want to be tracked publicly.
-Mar 03 10:58:38 	how would that even help?
-Mar 03 10:58:46 	the server would probably know that I am the same person
-Mar 03 10:58:49 	and just display other info
-Mar 03 10:59:12 	I do not WANT the server to know, as I don't have good reasons to trust it
-Mar 03 10:59:42 	yes the central server would be the only thing knowing the link between the user account and the alias
-Mar 03 10:59:47 	thing is basically... in the open source community, many people are also friends of privacy :P
-Mar 03 10:59:51 	I'm not sure why you wouldn't trust that
-Mar 03 11:00:03 	well this is still supporting privacy, I think
-Mar 03 11:00:04 	_I_ would because I would have access to that server, and know how it works
-Mar 03 11:00:08 	how could anyone else be able to trust it?
-Mar 03 11:00:12 <[-z-]>	wouldn't the solution here be for servers to opt into this centralized service?
-Mar 03 11:00:12 	any "mere player"?
-Mar 03 11:00:38 	don't mere players trust websites all the time anyway?
-Mar 03 11:00:43 	not all
-Mar 03 11:00:45 	with registering
-Mar 03 11:00:50 	e.g. what about all the noscript users? :P
-Mar 03 11:00:58 	or, you do know bugmenot.com? :P
-Mar 03 11:01:08 	well I mean with your example of trusting someone with your email address
-Mar 03 11:01:15 	that's one scenario
-Mar 03 11:01:16 	there IS a large group who is on the side of privacy
-Mar 03 11:01:23 	I am part of that
-Mar 03 11:01:34 	I do not want others to be able to track me, when I don't positively allow them to
-Mar 03 11:01:41 	in a forum it can't be avoided, so it's fine by me
-Mar 03 11:01:52 	but in a game, it should be avoided
-Mar 03 11:02:02 	still, you can give good incentives for registering in the game
-Mar 03 11:02:06 	#just shouldn't enforce it
-Mar 03 11:02:15 	even nick name coloring could depend on it :P
-Mar 03 11:02:17 	do you want to be allowed to spam servers like nadz does?
-Mar 03 11:02:26 	it can't be helped
-Mar 03 11:02:26 <[-z-]>	just make it an opt in feature
-Mar 03 11:02:29 	I want to ensure my privacy
-Mar 03 11:02:30 <[-z-]>	by the server admin
-Mar 03 11:02:31 	I'm wondering what level of freedom you are after
-Mar 03 11:02:45 	basically:
-Mar 03 11:02:46 <[-z-]>	90% of the internet uses google, so they clearly don't give a shit about privacy :-P
-Mar 03 11:02:49 	this is just a game here. The goal should always be about allowing players to....play the game
-Mar 03 11:02:57 	and that is really what moderation is about...or should be about
-Mar 03 11:03:01 <[-z-]>	plus, we can mask their ips from the server if they feel so inclined
-Mar 03 11:03:10 	IPs are already masked :P
-Mar 03 11:03:12 	that isn't the problem
-Mar 03 11:03:18 <[-z-]>	yes but I mean with cool names
-Mar 03 11:03:23 	well
-Mar 03 11:03:25 <[-z-]>	or annoying depending on how you look at them :-P
-Mar 03 11:03:29 	what about this:
-Mar 03 11:03:35 <[-z-]>	z@my-clan.rockz.net
-Mar 03 11:03:38 	1. in serious match (like ladder, pickup), you MUST be registered
-Mar 03 11:03:47 <[-z-]>	yes
-Mar 03 11:03:53 	2. in FFA match, you don't have to be, but if not, you show up as unregistered in the scoreboard
-Mar 03 11:03:56 	Not so much into privacy here, when it comes to Nexuiz. But for those who want it, it is good. Afaik you can just change nickname before entering a server.
-Mar 03 11:04:01 	the method for which aliases are used could be public knowledge. Aliases woudln't be trakced. They would only be used to apply moderation actions to an account, when necessary.
-Mar 03 11:04:05 	   maybe can even only use the marine model and non-colored nicks
-Mar 03 11:04:15 	This reminds me. I hope Nexuiz will have a menu Friends List at some point
-Mar 03 11:04:31 	Taoki: CURRENTLY I can just change my nick :P
-Mar 03 11:04:45 	basically... I am fine if I lose features when playing unregisteredly
-Mar 03 11:04:55 	like nick colors, player model choice
-Mar 03 11:05:07 	but I want to stay able to
-Mar 03 11:05:20 	otherwise, I'll have no choice but to create multiple dummy accounts with various email addresses
-Mar 03 11:05:35 	div0: I'm mainly asking you to think about the possibilties here that can protect the necessary level of privacy. The main issues with privacy have to do with tracking. The other thing that is useful for a central registration system is to reserve names 
-Mar 03 11:05:39 	also, I am fine if some servers enforce the registration
-Mar 03 11:05:49 	so nobody could use the alias name "divverent"
-Mar 03 11:05:52 	right
-Mar 03 11:05:54 	reserving names is good
-Mar 03 11:05:58 	but well, on IRC it works too
-Mar 03 11:06:12 	if not registered, what if I then always show up as divverent
-Mar 03 11:06:20 	and to be divVerent, I need to registere
-Mar 03 11:06:25 	hmm
-Mar 03 11:06:27 	Right... i even forgot there is a traking system. If there is one... I'm shamed to say i don't know yet (like a system that stores how good you are on servers, atc)
-Mar 03 11:06:37 	I woudln't want people to play as Dokujisan
-Mar 03 11:06:44 	well
-Mar 03 11:06:47 	you can kick them then :P
-Mar 03 11:06:55 	rcon is its name iirc
-Mar 03 11:07:01 	if you see a Dokujisan and a Dokujisan on a server
-Mar 03 11:07:05 	you know which one is the right one :P
-Mar 03 11:07:20 	well *I* do...but a mere player.....
-Mar 03 11:07:33 	he'll see that you have the cooler color codes
-Mar 03 11:07:38 	and the other Dokujisan is just plain white :P
-Mar 03 11:08:00 <[-z-]>	maybe he was feeling vanilla and the other one was just being))
-Mar 03 11:08:06 	lol
-Mar 03 11:08:10 	the unregistered tag could be ))
-Mar 03 11:08:13 <[-z-]>	haha
-Mar 03 11:08:27 <[-z-]>	halo on xbox live used to have a iconic background
-Mar 03 11:08:32 <[-z-]>	in the names list
-Mar 03 11:08:37 <[-z-]>	well on the scoreboard
-Mar 03 11:08:56 	I think when it comes to privacy issues, instead of saying in a blanket fashion "I want my privacy!" is not helpful, but breaking it down into specific concerns or scenarios is something that can be worked with.
-Mar 03 11:08:57 <[-z-]>	for registered (at bungie.net) users
-Mar 03 11:09:10 	Dokujisan: but well, if you can figure out a way that allows enforced registration without the server (not the auth server either) knowing who you are
-Mar 03 11:09:14 	then I am fine wiht it
-Mar 03 11:09:23 	possibly this can be done using digital signatures
-Mar 03 11:09:31 	can you help me come up with some solution like that? I would be more than happy to travel down that road.
-Mar 03 11:09:44 	I don't know one, but find it possible that one exists
-Mar 03 11:09:52 	getty talked about using digital signatures for the PlayerID concept
-Mar 03 11:09:59 	like, with RSA such stuff may be possible
-Mar 03 11:10:18 	e.g., RSA scheme is "malleable", so you can "edit" an encrypted message without being able tod ecrypt it
-Mar 03 11:10:33 	this might be useful to implement the "aliases"
-Mar 03 11:10:56 <[-z-]>	Dokujisan: think about integrating the playerID system with wordpress as well.
-Mar 03 11:10:57 	they might then appear as valid signatures, but the server doesn't know for whom
-Mar 03 11:11:25 	but of course... then the player also cannot be properly banned
-Mar 03 11:12:16 	well we all know that any player can just re-register
-Mar 03 11:12:26 	but banning is more about creating resistance
-Mar 03 11:12:39 	making it a bit harder for them to act inappropriately
-Mar 03 11:14:22 	I still wonder if there is a way to combine both
-Mar 03 11:14:26 	ip-based banning is more useful. A combination of user account + IP is better.
-Mar 03 11:14:34 	what if the "player ID" is a different one when talking to a different server
-Mar 03 11:14:46 	e.g. if the cleint doesn't send the player ID, but a hash of the player ID and the server IP
-Mar 03 11:14:51 	you then cannot be tracked across servers
-Mar 03 11:14:57 	but one server can recognize you
-Mar 03 11:15:52 	or even, if every player immediately gets 9 IDs on registration he can freely choose from, and accumulate stats on
-Mar 03 11:16:04 	if one is banned, he will of course use the next one
-Mar 03 11:16:08 	but he only has 9 chances :P
-Mar 03 11:16:19 	still... he then just reregisters
-Mar 03 11:16:47 	I am fine if some servers enforce registration of course
-Mar 03 11:16:55 	but I can tell you straight away, I won't play on such servers
-Mar 03 11:17:00 	yes, I really like the idea of enticing people to act appropriately by offering features that benefit longstanding accounts.
-Mar 03 11:17:21 	div0: even if the main privacy issues are dealt with?
-Mar 03 11:17:30 	Dokujisan: I do0ubt they CAN be dealt with
-Mar 03 11:17:35 	e.g. if a centralized auth server is used
-Mar 03 11:17:40 	what if it gets hacked?
-Mar 03 11:17:54 	what if the server admin decides it's a good idea to release all sorts of log data from it?
-Mar 03 11:18:02 	if the aliases aren't tracked, then that shouldn't affect the privacy issue that you explained earlier (tracking)
-Mar 03 11:18:07 	the one piece of ifnormation that I never want to publish, is when and how long I played
-Mar 03 11:18:09 	so even if accounts are hacked
-Mar 03 11:18:17 	how do I _know_ the aliases are not tracked?
-Mar 03 11:18:33 	there should be some technical means so I can trust it without knowing what thze server does
-Mar 03 11:19:14 	however, if there are, how could the auth server then possibly recognize me when I am banned?
-Mar 03 11:19:45 	every second we're on the internet, we're trusting people. To use a service, there has to be SOME level of trust. When people connect to my nexuiz server, they have to trust me.
-Mar 03 11:19:59 	how do they even know it is YOUR server?
-Mar 03 11:20:05 	what if mikeeusa names his server the same :P
-Mar 03 11:20:26 	okay, you'd notice when you see the crappy maps
-Mar 03 11:20:29 	but that is after the fact
-Mar 03 11:20:32 	so if we have a policy of explaining publicly how the aliases are used (like they aren't tracked like "normal" names) then that woudl go far to helping to build that trust
-Mar 03 11:20:44 	explaining is not enough
-Mar 03 11:20:51 	I would demand that they CAN not be tracked
-Mar 03 11:20:54 	ensured by technical means
-Mar 03 11:21:05 	this might be possible though
-Mar 03 11:21:16 	isn't such a claimn (a privacy policy) a legal thing?
-Mar 03 11:21:21 	no
-Mar 03 11:21:27 	nobody is bound to these things anyway
-Mar 03 11:21:35 	I want such a claim based on how the system actually works
-Mar 03 11:21:42 	like, based on which info is sent to whom
-Mar 03 11:22:18 	how could anyone from a player perspective technically verify that?
-Mar 03 11:22:37 	well, if the algorithms are open and it is proven that it ensures anonymity
-Mar 03 11:22:46 	then one can verify it on his own, or ask a cryptography professor about it :P
-Mar 03 11:22:51 	sort of like how open source works
-Mar 03 11:22:53 	and do you always require such technical verification of tracking privacy when you use a service? like irc.quakenet.org?
-Mar 03 11:22:55 	I think I missed part of the convo, but an quick idea; When it comes to keeping your privacy from your client that you are connecting through (in terms of not giving away your IP addreess, etc) maye we can make a client switch for that. Although, that would make it easier for people to avoid ip-based bans.
-Mar 03 11:23:14 	that is the problem, right
-Mar 03 11:23:32 	the IP is nothing I am concenred about, as mine is dynamic anyway
-Mar 03 11:24:13 	well ok... if the algorithm is open
-Mar 03 11:24:15 	Servers have such an option theirselves. I set mine to allow the IP to be visible.
-Mar 03 11:24:19 	then that is another measure to ensure trust
-Mar 03 11:24:23 	Dokujisan: exactly
-Mar 03 11:24:32 	very much like the claim, but just with a little more evidence
-Mar 03 11:24:33 	and basically, I'd like an open algorithm that allows anonymous clienrts
-Mar 03 11:24:38 	exactly
-Mar 03 11:25:00 	actually, there are means for this, now that I think of it
-Mar 03 11:25:06 	actually, there are means for this, now that I think of it
-Mar 03 11:25:13 	know the term "electronic money"?
-Mar 03 11:25:26 	basically, it's a number generated both by a server and by a client
-Mar 03 11:25:27 	ok, if such a thing were to happen, and aliases were not tracked like normal registered names would be (for stats), then if someone "hacked" into the central server...they woudln't have access to anything of value aside from an email address
-Mar 03 11:25:31 	but so that it can be verified, is unique
-Mar 03 11:25:41 	BUT: the server cannot later find out which client has hte number
-Mar 03 11:25:45 	as the client made the final calculation
-Mar 03 11:25:55 	so the client uses a number he calculated together with the server
-Mar 03 11:26:06 	but the server does not have a way of knowing to which client he gave it
-Mar 03 11:26:12 	as it doesn't know the final calculation the client did
-Mar 03 11:26:31 	that is how one could generate an anonymous player ID
-Mar 03 11:26:43 	it can still be tracked, in that it can be distinguished from others
-Mar 03 11:26:49 	but nobody can find out who got that ID and when
-Mar 03 11:27:12 	with 4, 5 of these IDs, I think I'd be anonymous enough
-Mar 03 11:27:31 	just... why wouldn't XSAX create such an ID too then :P
-Mar 03 11:27:49 	basically, thsi creates IDs that are, mathematically, "detached" from the identity who ordered them
-Mar 03 11:27:55 	so I would give the web site my email address
-Mar 03 11:28:03 	but later it'd be impossible to link the email address to my ID
-Mar 03 11:28:27 	the web site still would be able to e.g. limit IDs to at most one per email address per week
-Mar 03 11:28:29 	so with such a system in place, a system that goes to great lengths to ensure privacy for those who seek it, would you still elect not to use servers that utilize the central registration system?
-Mar 03 11:28:45 	with such a system, I probably would use servers that use such a system
-Mar 03 11:28:53 	as I would KNOW that the ID cannot be linked to my identity in any way
-Mar 03 11:29:16 	also, I would KNOW I can make a new one every week :P
-Mar 03 11:29:32 	so it can't be used for long-term tracking if I don't want to
-Mar 03 11:29:50 	you mean the primary player name? or the aliases?
-Mar 03 11:30:05 	both
-Mar 03 11:30:13 	all player IDs could use such a scheme
-Mar 03 11:30:29 	a player is free to associate the ID with his actual name (e.g. by registering his nickname) at any time
-Mar 03 11:30:52 	of course, he'd then have to actually KEEP using that ID, or he wouldn't be able to use his nickname any more :P
-Mar 03 11:32:57 	so... using the system you described, if I register with the primary name of Dokujisan and I have aliases of Alice and Bob... if I go onto HOCTF server as "Alice" and begin calling people names and spamming. The admin could ban me. If I try to relogin to that server as "Bob", it would maintain the ban? 
-Mar 03 11:33:38 	no
-Mar 03 11:33:40 	the central system would somehow know that "Bob" was also banned
-Mar 03 11:33:46 	that is impossible
-Mar 03 11:33:55 	but, you can only register one such ID every week
-Mar 03 11:34:01 	so a troll would run out fast
-Mar 03 11:34:07 	oh I see
-Mar 03 11:34:12 	so that is the limiting mechanism
-Mar 03 11:34:15 	basically:
-Mar 03 11:34:28 	the ID generating server remembers your address, and prevents too frequent registration
-Mar 03 11:34:33 	but: it does not know which the ID is that you got
-Mar 03 11:34:47 	the game can verify your ID - but cannot link it to your address or anything else
-Mar 03 11:34:56 	unless you voluntarily give the game the info (e.g. by registering your nick)
-Mar 03 11:35:22 	I can implement that crypto scheme, BTW
-Mar 03 11:35:28 	I remembered how it works
-Mar 03 11:36:43 	one keyword for it is "blind signatures"
-Mar 03 11:36:51 	http://ntrg.cs.tcd.ie/mepeirce/Project/Press/digibro.html
-Mar 03 11:36:54 	like at the end of that page
-Mar 03 11:38:04 	in this case, the "bank" does not know which number I wanted it to sign...
-Mar 03 11:38:06 	but it is not perfect
-Mar 03 11:38:19 	in that specific protocol, I can still cheat a bit
-Mar 03 11:39:01 	but that can be prevented too :P
-Mar 03 11:39:20 	(by requiring the "x" to have a special pattern, that is unlikely to come when you modify the signature)
-Mar 03 11:40:20 	e.g.: x may be a hash value of a string that is like "NEXIUZ PLAYER ID #43984398"
-Mar 03 11:40:33 	and as ID, you'd present both the string and the signature
-Mar 03 11:40:45 	if the hash function is good, you can't manipulate the signature
-Mar 03 11:41:32 	note that that string would not really be your "ID" :P
-Mar 03 11:41:48 	so if the number matches between two players, that is no problem, as the signature still would not match
-Mar 03 11:44:08 	1. s = "NEXUIZ PLAYER ID #474574598798"
-Mar 03 11:44:09 	2. h = SHA1(s)
-Mar 03 11:44:11 	3. r = random
-Mar 03 11:44:14 	4. x = h*r^publickey
-Mar 03 11:44:15 	5. send x to auth server, get back y which auth server calculates as x^privatekey
-Mar 03 11:44:18 	6. t = y/r
-Mar 03 11:44:20 	7. The full player ID is s together with t
-Mar 03 11:44:34 	to verify, the server would check the ID starts with "NEXUIZ PLAYER ID #", and that the signature matches too
-Mar 03 11:46:01 	that scheme is from 1983 by the way
-Mar 03 11:46:10 	so if it was patented, the patents have expired now
-Mar 03 11:47:14 	I'll probbaly code that soon, but first check it for possible other security problems
-Mar 03 11:48:39 	have to go now though
-Mar 03 11:48:40 	if we could nail down a privacy-safe central user system, that would allow a lot of other features to be added to the game
-Mar 03 11:48:45 	I'll look up more stuff on it
-Mar 03 11:48:53 	"electronic money" is the keyword for it though
-Mar 03 11:49:13 	basically, the general idea is to make sure that not even the owner of the auth server can know WHO owns a specific key
-Mar 03 11:49:40 	and to provide banning by limiting the number of keys generated
-Mar 03 11:50:18 	this speciifc scheme has a little problem though, but I once saw the solution for that in a book
-Mar 03 11:50:26 	I'll check in that book later :P
-Mar 03 11:55:20 	in the meantime, -z- and I were scanning around for open domain names as a name alternative to nexuiz
-Mar 03 11:55:25 	Alright, while we're all here. I've had a question for a looong time now (separate from all this). What server do the devs play on? I usually play on the DCC servers, but would have liked to play with div0, [-z-] and all the other core devs once.
-Mar 03 11:55:57 <[-z-]>	recently the HO servers because they are the most well kept USA servers
-Mar 03 11:56:21 <[-z-]>	bbiab, need to get lunch
-Mar 03 11:56:31 	Thanks. USA probably means low ping from Europe
-Mar 03 11:58:48 <[-z-]>	yes but I've played on DCC before and Over the Lazy Dog
-Mar 03 12:02:12 <[-z-]>	lets get brainstorming about names
-Mar 03 12:05:55 	NOT AVAILABLE
-Mar 03 12:05:55 	nexotic
-Mar 03 12:05:55 	nexetic
-Mar 03 12:05:55 	nexon
-Mar 03 12:05:55 	nexuz
-Mar 03 12:05:55 	nexine
-Mar 03 12:05:55 	nexean
-Mar 03 12:05:55 	nexio
-Mar 03 12:05:55 	nexium
-Mar 03 12:05:55 	nexun
-Mar 03 12:05:55 	xenios
-Mar 03 12:05:55 	xenius
-Mar 03 12:05:55 	xenoic
-Mar 03 12:05:55 	xenotic
-Mar 03 12:05:55 	AVAILABLE
-Mar 03 12:05:55 	nexotus
-Mar 03 12:05:55 	nexaen
-Mar 03 12:05:55 	nexilus
-Mar 03 12:05:55 	zeniux
-Mar 03 12:20:36 	some proposed Nexiuz, already used for the current site redirect (nexiuz.org ). I also thought about naming it Zymotic, after the dead project which was named that way.
-Mar 03 12:21:24 	if it's being forked, I wouldn't use something that would be mistaken for Nexuiz. But a similar-style name would be good.
-Mar 03 12:41:40 <[-z-]>	wwi own nexiuz.org
-Mar 03 13:05:33 	Taoki: I play on whatever is at the top, or my own
-Mar 03 13:05:43 	and sometimes arranged stuff with PB
-Mar 03 13:06:14 	I recently changed my server to KH only, to give better experience maybe
-Mar 03 13:06:30 	I could never get into KH. I tried for a week once
-Mar 03 13:06:40 	I like clan arena though
-Mar 03 13:06:49 	that was a great addition
-Mar 03 13:34:02 	Dokujisan, from the list of names you posted earlier (couldn't think of any on my own, am generally bad with names) the last one, zeniux, sounds prettiest and most fitting. Or a derivate of that.
-Mar 03 13:34:47 	But, before finding a new name, I think m0ost important is finding a way to let people who don't visit the forums and such know that Nexuiz was renamed. Otherwise, many players may think it just vanished forever all of a sudden, and find out in months or years it's still there
-Mar 03 13:35:12 	well
-Mar 03 13:35:39 	Not sure how that could be done... was thinking that maybe we could find all news articles about Nexuiz on google and see how we could modify each
-Mar 03 13:35:41 	I do think that Alientrap won't follow the project when we take over
-Mar 03 13:35:43 	so...
-Mar 03 13:35:52 	it shouldn't be impossible to get it displayed in game :P
-Mar 03 13:36:00 	we have ways to show such a notification
-Mar 03 13:36:13 	yes, the rotating yellow box :P
-Mar 03 13:36:38 	also, we can organize some server admins, and let them show this when people join their server
-Mar 03 13:36:39 	How? Does the gamecode support a way to show news from an external page?
-Mar 03 13:36:43 	know my "mikeeusa warning"?
-Mar 03 13:36:49 	not yet
-Mar 03 13:36:54 	Not really
-Mar 03 13:36:57 	can onyl show a single line of text in the update notification
-Mar 03 13:37:05 	but with csqc, you can show a on-join dialog on a server
-Mar 03 13:37:11 	so if enough server admins would take over that code
-Mar 03 13:37:15 	Wow, i didn't know thre is an update notification.
-Mar 03 13:37:15 	most people will know
-Mar 03 13:37:48 	Another good idea would be servers (like DCC) putting the news in their MOTD or periodic helper script messages
-Mar 03 13:38:21 	right
-Mar 03 13:38:26 	or more visible than MOTD :P
-Mar 03 13:38:31 	csqc leaves many possibilities for this
-Mar 03 13:38:48 	yeah, there is a way to make a message be echoed to anyone when joining, like normal chat.
-Mar 03 13:39:12 	that too
-Mar 03 13:39:15 	but well
-Mar 03 13:39:19 	we can modify code :P
-Mar 03 13:39:26 	I have on my server some more-or-less secret feature
-Mar 03 13:39:31 	that warns that a map is by mikeeusa :P
-Mar 03 13:39:52 	in form of a dialog box that you have to close by pressing a button
-Mar 03 13:40:44 	hehe realy?
-Mar 03 13:41:15 	fun :P
-Mar 03 13:41:45 	Ooh, right... by having separate CSQC on a server which gets downloaded if it doesn't match yours
-Mar 03 13:41:51 	forgot that :P
-Mar 03 13:42:03 	right
-Mar 03 13:42:06 	we can do a LOT with that
-Mar 03 13:42:50 	If we're lucky, we may be able to change the name without loosing a lot of popularity.
-Mar 03 13:43:17 	we may even gain more
-Mar 03 13:43:32 	because many players probably still think that Nexuiz is the sucky game it was at 1.x times :P
-Mar 03 13:43:44 	Then, separately, maybe we can google for all news articles which talk about Nexuiz (be them years old) and ask them to change the names, if the admins and system would allow that. So people finding them won't be confused too
-Mar 03 13:43:58 	no, changing news of the past is bad
-Mar 03 13:44:00 	don't go there
-Mar 03 13:44:08 	hmm ok then
-Mar 03 13:44:10 	those who rewrite history are damned to repeat it :P
-Mar 03 13:44:21 	makes sense :)
-Mar 03 13:44:26 	but, it'd be nice if they could write an update note to the articles :P
-Mar 03 13:45:00 	Yeah, would be excellent. Enough so someone who seen Nexuiz disappeared and goodles Nexuiz gets an article on the first page mentioning it got renamed
-Mar 03 13:45:27 <[-z-]>	I can still post news
-Mar 03 13:45:34 <[-z-]>	I haven't because Vermeulen said he was going to
-Mar 03 13:45:46 <[-z-]>	but he hasn't
-Mar 03 13:47:10 <[-z-]>	unizex :-P
-Mar 03 13:47:22 	:P
-Mar 03 13:47:28 <[-z-]>	zenuxi
-Mar 03 13:47:45 <[-z-]>	zah new zi
-Mar 03 13:48:43 <[-z-]>	have we decided on a name of either the group or game?
-Mar 03 13:48:51 	I like Zeniux or something similar... that was a good idea Dokujisan included.
-Mar 03 13:49:50 	Or Zenuix, would resemble the old name more
-Mar 03 13:53:26 	we should test the name ideas somehow
-Mar 03 13:53:38 	like, try them in a typing test software :P
-Mar 03 13:53:44 	to see which variant gets more misztakes
-Mar 03 13:55:06 <[-z-]>	zenuix sounds the smoothest of all the paladrome names thrown out and is more phonetic than nexuiz :-P
-Mar 03 13:55:06 	whatever happens with the name, I would like to spend some time to brainstorm for the right name that has an available .com
-Mar 03 13:55:21 	and not pick a name hastily
-Mar 03 13:56:24 <[-z-]>	group name first might help decide the game name
-Mar 03 13:57:06 <[-z-]>	who are we? what brings us together? what are we looking to achieve? who are we looking to attract?
-Mar 03 13:57:09 	oh right
-Mar 03 13:57:11 	the group name
-Mar 03 13:57:33 	with getty, we came up with conflict industries for that group. That works well. For this group... um.....
-Mar 03 13:58:40 	I had been thinking something I mentioned it ysterday. Does anyone believe we may be better without a group name? I seen many projects like that... there are just contributors and no group with a different name. Or they're called "TheProjectName Team"
-Mar 03 13:58:59 	This could, from some angles, and some ways, seem a little bit more free too
-Mar 03 13:59:20 	the group name really helps. If the group does not intend to make any other games, then it can go without a separate group, but a name based on the game name
-Mar 03 13:59:24 <[-z-]>	well... it takes a lot of people working together to design, create and distribute te game.
-Mar 03 14:00:03 <[-z-]>	we'll continue to accept contributions and patches from outside parties, divVerent has actually proposed a good way to setup git to accompany this
-Mar 03 14:00:27 	like alientrap always intended to make more games than nexuiz. Conflict industries intends to do the same. If this "New Nexuiz" group doesn't intend to make other games, then the group name can be like "Nexuiz Team"
-Mar 03 14:00:40 	like my Kickboxing form (called Ax) I call the moderators the "Ax Team"
-Mar 03 14:01:07 <[-z-]>	I'd like to hope we could create more games if not projects together
-Mar 03 14:01:16 	yeah
-Mar 03 14:01:35 <[-z-]>	there are already a few mods that run on top of nexuiz, who knows which way they'll go after the fork
-Mar 03 14:02:03 <[-z-]>	if alientrap drops support, then they'll likely run off our game code
-Mar 03 14:03:36 	ok I'm not against the idea of this group working on other games. Sounds great. 
-Mar 03 14:03:38 	I play two other games (about different things) which are open source, and not officially developed by a specific team. Just for the note  if anyone's curious, they are Vdrift http://vdrift.net/ (best opensource car game imo) and glest http://glest.org/en/index.php (best opensource rts game)
-Mar 03 14:05:11 	On the about page of Glest, they say "Glest is made by a bunch of friends, most of them from Spain". Of course this doesn't mean it would be the best idea for Nexuiz.
-Mar 03 14:05:15 <[-z-]>	someone still has to be in control at some point
-Mar 03 14:05:27 	yeah
-Mar 03 14:05:40 <[-z-]>	we're trying to build a group that won't die from having a single or even just 2 leaders
-Mar 03 14:06:00 <[-z-]>	but rather a board or committee, divVerent would like to see 3
-Mar 03 14:06:03 	ok what is a creative way of describing that arrangement
-Mar 03 14:06:17 	even imagery
-Mar 03 14:06:24 <[-z-]>	who me or Taoki?
-Mar 03 14:06:28 	like a wheel with spokes
-Mar 03 14:06:30 	you
-Mar 03 14:07:00 	the arrangement of the group, or the method upon which it is created
-Mar 03 14:07:17 <[-z-]>	a wheel with spokes connecting to a group (committee) in the center
-Mar 03 14:09:07 	shouldn't group name the same as the game name?
-Mar 03 14:09:29 	well as I said earlier, that depends on whether the group works on multiple games
-Mar 03 14:09:33 	if it's just one game, then sure
-Mar 03 14:09:43 	I don't think we want to
-Mar 03 14:09:51 	maybe as side projects, with not all members part of it
-Mar 03 14:10:03 	but that can then be a new group, cooperating with the "nexuiz group"
-Mar 03 14:10:13 	ok. I'm fine with that
-Mar 03 14:10:26 	I mean, such groups are not exclusive
-Mar 03 14:10:33 <[-z-]>	isn't that just a more complicated way of saying we'll figure out a team name later?
-Mar 03 14:10:37 	e.g. Taoki made that spinoff game once, didn't he?
-Mar 03 14:10:41 	We could cooperate in that too :P
-Mar 03 14:10:44 <[-z-]>	he's still working on it
-Mar 03 14:10:47 	e.g. when I provide a build system...
-Mar 03 14:10:57 	I can happily use my build system for his project too
-Mar 03 14:11:08 	I like the idea of just calling it  Team
-Mar 03 14:11:10 	even without being part of his development
-Mar 03 14:11:14 	yes, so do I
-Mar 03 14:11:54 <[-z-]>	k, whatever, I don't care that much about the name
-Mar 03 14:12:01 	That own game i'm making from Nexuiz? I still work on it... just took a brake now since i worked on it a lot at first
-Mar 03 14:12:17 	Also waiting for FruitieX's HUD changes, i'll have to merge these with my hud and stuff. But yeah
-Mar 03 14:12:27 	I'm also interested in that game, btw
-Mar 03 14:12:30 	I just still don't like Zenuix...
-Mar 03 14:12:34 	ok
-Mar 03 14:12:40 	I am not sure if I am interested in that game
-Mar 03 14:12:48 <[-z-]>	it doesn't even have to ben a palindrome
-Mar 03 14:12:53 	but even if not, I'd have no reason to not help out with e.g. making its release builds
-Mar 03 14:12:55 <[-z-]>	err
-Mar 03 14:12:59 	Thanks Dokujisan :) Not sure how it will be like... it will be something of a different theme. Not sure if i can get it to what i want it to be
-Mar 03 14:13:01 	anagram
-Mar 03 14:13:04 <[-z-]>	yes, that one :)
-Mar 03 14:13:08 	well I like the theme that you described
-Mar 03 14:13:14 	zenuiz may be better than zenuix BTW
-Mar 03 14:13:21 	because, I have typo'd zenuiz when trying to write zenuix
-Mar 03 14:13:49 <[-z-]>	xenuiz?
-Mar 03 14:13:52 	no
-Mar 03 14:13:55 	that sounds like Xen
-Mar 03 14:13:57 	which was a flop
-Mar 03 14:14:04 	I'd still like the wat the first name sounds more
-Mar 03 14:14:14 	which?
-Mar 03 14:14:29 	Zenuix
-Mar 03 14:14:44 	I just find it too hard to remmeber/type
-Mar 03 14:14:48 	sort of the same fault as Nexuiz has
-Mar 03 14:15:06 	Yeah, but it kinda sounds and looks prettier
-Mar 03 14:15:29 	is it pronounced Zen-u-ix, Ze-nu-ix, ze-nu-i-kku-su, or or Zen-i-us?
-Mar 03 14:15:41 <[-z-]>	first
-Mar 03 14:15:46 	not zenuikkusu?
-Mar 03 14:15:53 <[-z-]>	I mean, you can if you want
-Mar 03 14:16:03 	(latter is how the japanese would pronounce zenuix)
-Mar 03 14:16:41 <[-z-]>	zenuiz (not japanese)
-Mar 03 14:16:54 	that name would be way more japanese friendly :P
-Mar 03 14:16:54 <[-z-]>	haha, I just typoed zenuix too
-Mar 03 14:17:10 	zenuizu would be their katakana writing of it
-Mar 03 14:17:11 <[-z-]>	zen you iz
-Mar 03 14:17:28 <[-z-]>	what does zenuizu mean?
-Mar 03 14:17:31 	nothing
-Mar 03 14:17:39 <[-z-]>	(we're back with an even harder to pronounce name)
-Mar 03 14:17:41 	I just spelt it in a sequence of katakana characters
-Mar 03 14:17:52 	like the japanese do to all foreign words
-Mar 03 14:17:57 *	Dokujisan is brainstorming names and checking for available .coms
-Mar 03 14:18:01 	e.g. floppy disk = fu-ro-ppi de-i-su-ku
-Mar 03 14:18:19 <[-z-]>	I'm not sure if zenuiz is just because of muscle memory though
-Mar 03 14:18:27 	yes
-Mar 03 14:18:29 <[-z-]>	what if you asked a random person to type it
-Mar 03 14:18:29 	that may be too
-Mar 03 14:18:43 	basically... I think it maybe shouldn't have an ui in it :P
-Mar 03 14:18:47 <[-z-]>	haha
-Mar 03 14:18:56 <[-z-]>	that actually made it easier for me to spell
-Mar 03 14:18:57 	Inflexion Uzi CL
-Mar 03 14:19:02 	an anagram to illfonicnexuiz
-Mar 03 14:19:08 <[-z-]>	;)
-Mar 03 14:19:38 <[-z-]>	necksuiz
-Mar 03 14:19:49 	no, does not solve anything :P
-Mar 03 14:19:55 <[-z-]>	makes it worse lol :)
-Mar 03 14:19:58 	yes
-Mar 03 14:20:02 	zeckniuz
-Mar 03 14:20:14 	no
-Mar 03 14:20:19 <[-z-]>	zexiznice
-Mar 03 14:20:20 	sounds like a zecke, evil animal in germany
-Mar 03 14:20:29 	Zexiz
-Mar 03 14:20:32 	haha :P
-Mar 03 14:20:33 	"Sex-is"
-Mar 03 14:20:40 	oh wait
-Mar 03 14:20:46 	you actually intended that
-Mar 03 14:20:49 <[-z-]>	yeah :-P
-Mar 03 14:21:04 <[-z-]>	I would never suggest that as a real game name lol
-Mar 03 14:21:08 	Xettius
-Mar 03 14:21:15 <[-z-]>	:mind sploded:
-Mar 03 14:21:18 	oh, I had first parsed it as "zexis - nice"
-Mar 03 14:21:26 	*z
-Mar 03 14:21:29 <[-z-]>	hehe
-Mar 03 14:21:49 	Textius - the text adventure port
-Mar 03 14:22:03 	man... a lot of strange domain names are already taken
-Mar 03 14:22:05 <[-z-]>	do we even want to stick with these weird arrangements of letters?
-Mar 03 14:22:08 	AVAILABLE .COMs
-Mar 03 14:22:08 	nexotus
-Mar 03 14:22:08 	nexilus
-Mar 03 14:22:08 	zeniux
-Mar 03 14:22:08 	xepharis
-Mar 03 14:22:08 	xaleco
-Mar 03 14:22:08 	xeleka
-Mar 03 14:22:08 	xeleca
-Mar 03 14:22:08 	xelecon
-Mar 03 14:22:10 	You are standing on a pink reflecting floor. You hear rocket noises.+
-Mar 03 14:22:12 	> GO LEFT
-Mar 03 14:22:21 	does anyone recognize the map?
-Mar 03 14:22:21 <[-z-]>	we want a .org though, no?
-Mar 03 14:22:25 	see, text adventure works
-Mar 03 14:22:26 	yes
-Mar 03 14:22:31 	if the .com is available, the .org definitely is
-Mar 03 14:22:34 	and I think we should get both
-Mar 03 14:22:38 	and redirect the .com
-Mar 03 14:22:44 	Xepharis wtf
-Mar 03 14:22:49 	reminds of the old Project Alaris
-Mar 03 14:22:57 	just brainstorming. I started with nex*
-Mar 03 14:22:58 <[-z-]>	xenuiz haha (xenu is)
-Mar 03 14:23:03 	haha
-Mar 03 14:23:13 	no, cannot accept that with my belief :P
-Mar 03 14:23:22 <[-z-]>	haha, I'm just kidding
-Mar 03 14:23:28 	but I would never have spotted it
-Mar 03 14:23:42 <[-z-]>	?
-Mar 03 14:23:48 	rather rejected that suggestion above because it started with Xen, and Xen was unsuccessful virtualization
-Mar 03 14:23:55 <[-z-]>	ah yes :-P
-Mar 03 14:23:58 	(replaced by KVM)
-Mar 03 14:24:23 	Davius
-Mar 03 14:24:27 	from [Dave]
-Mar 03 14:24:30 <[-z-]>	:-P
-Mar 03 14:24:33 	haha
-Mar 03 14:24:44 <[-z-]>	daviuz?
-Mar 03 14:24:48 	or maybe even Daviuz
-Mar 03 14:24:57 	but it gets in the hard-to-spell region again
-Mar 03 14:25:01 	Dave Ius
-Mar 03 14:25:07 	"The justice of Dave"+
-Mar 03 14:25:14 <[-z-]>	davefps
-Mar 03 14:25:21 	DaveDaveDave
-Mar 03 14:25:24 <[-z-]>	or just dave
-Mar 03 14:25:30 	KillDave
-Mar 03 14:25:38 <[-z-]>	killdavekill
-Mar 03 14:26:01 <[-z-]>	gokilldave
-Mar 03 14:26:02 	OMGTKDave
-Mar 03 14:26:12 	(Bastards edition)
-Mar 03 14:26:30 	Davidiuz
-Mar 03 14:26:38 <[-z-]>	davefps.org is available
-Mar 03 14:26:51 	is anyone here called Dave? :P
-Mar 03 14:26:58 	I mean, apart from everyone ;)
-Mar 03 14:27:01 <[-z-]>	:-P
-Mar 03 14:27:05 <[-z-]>	no
-Mar 03 14:27:15 	BTW, I had reliable sources tell me that morphed would be in our team too
-Mar 03 14:27:30 	I suspect that most would want to move over
-Mar 03 14:27:36 	just wanted to say
-Mar 03 14:27:40 	if we can even get morphed
-Mar 03 14:27:42 	but yes, that is good
-Mar 03 14:27:43 	we'd get everyone :P
-Mar 03 14:27:46 <[-z-]>	it's good to have his support
-Mar 03 14:28:10 	morphed may work uncleanly, and be a bit weird-creative... so he often has to be put in his bounds :P but we need that creativity
-Mar 03 14:28:11 <[-z-]>	we need to get setup so we have something for them to move to
-Mar 03 14:28:17 	is it possible to do this without telling mikee about it?
-Mar 03 14:28:24 	no
-Mar 03 14:28:28 	:-)
-Mar 03 14:28:29 	but we can wait with telling mikee
-Mar 03 14:28:34 	mikee isn't too clever to find out on his own
-Mar 03 14:28:47 	it's just that he reads the forum
-Mar 03 14:28:55 	as for hosting... well, we could use the icculus repository
-Mar 03 14:29:03 	but I'd prefer it on the new domain
-Mar 03 14:29:10 <[-z-]>	is everyone good with davefps ?
-Mar 03 14:29:14 	[-z-]: how expensive is domain hosting with "sort of unlimited" traffic?
-Mar 03 14:29:18 	DaveFPS... not so sure yet
-Mar 03 14:29:20 	but maybe
-Mar 03 14:29:21 <[-z-]>	~$120 a year
-Mar 03 14:29:22 	a bit too generic maybe
-Mar 03 14:29:24 	googling it
-Mar 03 14:29:31 	$10 a month... sounds okay
-Mar 03 14:29:35 	so we could put the git on it too
-Mar 03 14:29:42 	and with shell access?
-Mar 03 14:29:46 	(for making the builds)
-Mar 03 14:29:47 <[-z-]>	I believe they support git now yes
-Mar 03 14:29:52 <[-z-]>	and multiple unix accounts, yes
-Mar 03 14:29:58 	they don't have to support git :P
-Mar 03 14:30:01 <[-z-]>	and sftp only accounts
-Mar 03 14:30:09 	we can install it in one of the unix accounts
-Mar 03 14:30:13 	and set up gitolite on it
-Mar 03 14:30:22 	that is actually how you host git
-Mar 03 14:30:28 <[-z-]>	div0: well they also have a web frontend, I don't know how helpful it is for setting up git though
-Mar 03 14:30:41 	only problem wqould be the git daemon, that probably would require asking them and them saying "go ahead, you can use the network port"
-Mar 03 14:30:54 	for repository write access you go through ssh anyway
-Mar 03 14:31:10 <[-z-]>	http://wiki.dreamhost.com/Git
-Mar 03 14:31:17 	for the record, git is port 9418
-Mar 03 14:31:24 	I need to go for the next 1-2 hours. See you all when I get back, take care. I'll try to think of a new name more :)
-Mar 03 14:31:37 <[-z-]>	okay Taoki, see you
-Mar 03 14:32:19 	only problem is, they write that they currently do not support git-daemon
-Mar 03 14:32:21 	that is a setback
-Mar 03 14:32:31 <[-z-]>	well, why not stay on icculus?
-Mar 03 14:32:45 	could do that too, at least for a start
-Mar 03 14:32:47 	isn't icculus slow?
-Mar 03 14:32:51 	that it is
-Mar 03 14:32:53 	I always got that impression from it
-Mar 03 14:32:57 	I just think this should be hosted on the project domain, if possible
-Mar 03 14:33:08 	if nothing else works, we can still offer the git read access via http
-Mar 03 14:33:12 	but that will sometimes fail
-Mar 03 14:33:39 	can still have a readonly clone of it on other hosts :P
-Mar 03 14:34:01 <[-z-]>	hmm, I can't really offer the vps up if it's going to be running gameservers
-Mar 03 14:34:04 	so actually, we could offer readonly access via http or on icculus, and otherwise use dreamhost
-Mar 03 14:34:06 	thagt would work
-Mar 03 14:34:41 	via http may be good enough, git devs say we should not do that, but I don't know why other than one has to regularily call git-update-server-info
-Mar 03 14:35:17 	hmm... ok I'm liking xun* as a prefix
-Mar 03 14:35:40 <[-z-]>	I dunno :-\
-Mar 03 14:35:40 	man, soooo many strange domain names are taken.
-Mar 03 14:39:37 	Xunius?
-Mar 03 14:39:38 	Xunion?
-Mar 03 14:43:28 	more avialable .coms...
-Mar 03 14:43:29 	xuniam
-Mar 03 14:43:29 	xuniox
-Mar 03 14:43:29 	xunium
-Mar 03 14:43:29 	xundem
-Mar 03 14:43:29 	xunius
-Mar 03 14:43:29 	xuniux
-Mar 03 14:43:29 	xudex
-Mar 03 14:44:26 	xodim
-Mar 03 14:44:35 	[-z-]: does dreamhost support CGI?
-Mar 03 14:46:50 	because if it does
-Mar 03 14:46:53 <[-z-]>	hmm, I believe so
-Mar 03 14:46:54 	we can cleanly host git over HTTP
-Mar 03 14:46:56 	(for newer git clients)
-Mar 03 14:47:05 	for older clients, it'll fall back to the a bit clumsy HTTP method
-Mar 03 14:47:06 	but still work
-Mar 03 14:47:12 	just download more data than needed
-Mar 03 14:48:11 	oh, cronjobs?
-Mar 03 14:48:39 	(not THAT important for us, though)
-Mar 03 14:51:29 	xodem
-Mar 03 14:51:29 	xotux
-Mar 03 14:51:29 	nodium
-Mar 03 14:52:50 	Tuxius
-Mar 03 14:52:57 	Tuxiuz
-Mar 03 14:52:59 	is hard to type
-Mar 03 15:04:02 	dellum
-Mar 03 15:04:14 	nodius
-Mar 03 15:04:14 	xodeos
-Mar 03 15:04:14 	modiem
-Mar 03 15:04:14 	xovium
-Mar 03 15:04:14 	xovim
-Mar 03 15:05:38 	xendem
-Mar 03 15:06:13 	xelod
-Mar 03 15:06:39 	xilod
-Mar 03 15:13:07 	microsoftiux
-Mar 03 15:13:10 	..j/k
-Mar 03 17:02:48 	Back. Thought abouc a little new bunch of names...
-Mar 03 17:02:50 	*about
-Mar 03 17:03:16 	Not really the best but oh well. My list is:
-Mar 03 17:03:39 	Zenuix, Zenux, Zenus, Nexuz
-Mar 03 17:03:56 	the 2nd and 3rd sound best to me. As for team names,
-Mar 03 17:05:17 	I'm totally not good at these so my ideas are mostly silly. Was still thinking of something with Alien... the only idea that came to my mind was openAlien (please ignore this though... I mean... :P ) Another idea about the team name, was something related to nexuizninjaz, which imo has been a great resource. Something having to do with that would be nice to
-Mar 03 17:05:38 	Like, openNinjaz, Alien Ninjaz... these are just sillq quick thoughts once again
-Mar 03 17:08:35 	Sorry for the several typos >.>
-Mar 03 17:12:15 	What does everyone think? Would Zenux (without the i like my previous suggestion) or Zenus be anything good?
-Mar 03 17:17:35 	I like the idea of something that contains both Z and X
-Mar 03 18:52:36 <[-z-]>	hahaah, mikeeusa's suggestion:
-Mar 03 18:52:37 <[-z-]>	Nexuiz:Depreciated
-Mar 03 18:53:00 <[-z-]>	he goes on to say
-Mar 03 18:53:02 <[-z-]>	"but translated into german so it sounds germanish. German is... a dark tounge. Makes everything sound strenghtful."
-Mar 03 18:54:34 	hehe
-Mar 03 18:56:15 *	Samual (~sam@c-24-131-80-234.hsd1.pa.comcast.net) has joined #notnexuiz
-Mar 03 18:56:20 	Heh
-Mar 03 18:56:21 	Clever.
-Mar 03 18:56:31 <[-z-]>	welcome Samual
-Mar 03 18:56:43 	Who is active/idle?
-Mar 03 18:56:59 <[-z-]>	Taoki is active, div0 and Dokujisan might be around
-Mar 03 18:57:20 <[-z-]>	we were discussing creating a group based around the fork of the yet to be named game
-Mar 03 18:57:40 <[-z-]>	something with a better spread of power distributed across a few "major leaders"
-Mar 03 18:58:12 	I'm hre
-Mar 03 18:58:16 	Well meh
-Mar 03 18:58:34 <[-z-]>	we've talked about servers, repository hosting and what not
-Mar 03 18:58:45 <[-z-]>	it sounds like we have enough to continue building releases cross platform
-Mar 03 18:59:26 <[-z-]>	we can take the time to get more organized from a web point of view as well
-Mar 03 18:59:28 	It's a huge step to abandon Nexuiz though :P
-Mar 03 18:59:37 <[-z-]>	do you want to stay under alientrap?
-Mar 03 18:59:52 	Well
-Mar 03 19:00:12 	Vermeulen fails, but it's -- It's still hard to abandon Nexuiz :P
-Mar 03 19:00:35 <[-z-]>	it's no longer nexuiz and the sooner we all accept that, the sooner we can move on
-Mar 03 19:01:35 	Meh.
-Mar 03 19:02:14 <[-z-]>	it sucks but there isn't much we can do
-Mar 03 19:02:33 	I'd much rather work on a game with new content though.
-Mar 03 19:04:05 	Not necessarily different gameplay, just new artwork/design. If there's one thing that has been shown with this is that an overall theme for a game can go a long way to making it look consistently good.
-Mar 03 19:09:05 	New content will come over time. Hopefully, some new artwork too. Of course, I hope no one is really thinking about throwing away everything that has been done in 5 years and starting from a scratch.
-Mar 03 19:11:24 	What was done so far is too good and too important. And I'm sure that in a few years from now, it will be incredible compared to what it is now
-Mar 03 19:11:43 	(I'm still dreaming about this project looking like UT3, someday :P )
-Mar 03 19:12:44 <[-z-]>	I'm willing to submit more and may be able to get more from others, we just need to outline our needs
-Mar 03 19:14:14 	I wish I could model. I can hardly make a boulder in Blender though :(
-Mar 03 19:15:08 	I can edit existing models to some point (how I made my vixens from pyria) but new models at the quality of the UT 2k4 / UT 3 guns... those have to be very hard to make
-Mar 03 19:20:58 	lawl anyway I think i'm done with Nexuiz officially now, since this person clearly has no intention of changing the name and he doesn't want to listen to the community much.
-Mar 03 19:22:33 	It would be sad if you left, Samural. Would be sad if anyone really left...
-Mar 03 19:26:29 	lawl well everyone here has been discussing leaving too anyway
-Mar 03 19:26:54 *	[-z-] gives channel operator status to Samual
-Mar 03 19:26:58 	If anyone wants to leave, it is of course their choice. I just want to highlight that... in my vision this is not a reason to completely loose faith. Because the project we kept working on for all these years is still here, and will always be here. So if we were with Nexuiz for these years because we liked -it-, although this has undoubtfully upset us greatly, we can keep being with it from now on
-Mar 03 19:27:44 <[-z-]>	I just don't want to work for a "Company" that represents such shiesty practices
-Mar 03 19:27:46 	It is still th same code, same experience, etc. If the reason was to modify this code, and parts of what the game is now, and to enjoy what exists in it, then this won't stop us
-Mar 03 19:28:43 	Whatever its name will change to, its the same thing you will see when you load a map or the menu. Except the name banner which will be changed too. That doesn't go away... if thats what we've been with Nexuiz for we haven't lost anything.
-Mar 03 19:31:15 	hey Samual 
-Mar 03 19:31:30 	Hai.
-Mar 03 19:31:46 	here is what I've searched so far in terms of domain names
-Mar 03 19:31:48 	http://pastie.org/private/z1hlw1gs1d4nrxdvbisxsw
-Mar 03 19:33:17 	Right... i wax curious what everyone thinks of my last two name ideas
-Mar 03 19:33:18 	[00:11:51] <@Taoki> What does everyone think? Would Zenux (without the i like my previous suggestion) or Zenus be anything good?
-Mar 03 19:33:44 	I always go by available domain names
-Mar 03 19:33:50 	and zenux.com isn't available
-Mar 03 19:34:11 	otherwise, that's a good name to consider
-Mar 03 19:34:59 	hmm...
-Mar 03 19:38:14 	From that list, my favs would be zeniux, xaleco, xuniox, xodeos
-Mar 03 19:38:16 *	Rad_Ished (~Dooley@cpc3-aztw19-0-0-cust362.aztw.cable.virginmedia.com) has joined #notnexuiz
-Mar 03 19:38:21 <[-z-]>	hey Rad_Ished
-Mar 03 19:38:25 	hi
-Mar 03 19:38:39 <[-z-]>	zeniux or zenuiz?
-Mar 03 19:38:40 	hey folks, i like not nexuiz
-Mar 03 19:38:43 	good name
-Mar 03 19:38:54 <[-z-]>	Rad_Ished: we've been trying to come up with a real one :-P
-Mar 03 19:38:59 	heh
-Mar 03 19:39:17 	z, I would prefer the first between the two
-Mar 03 19:39:18 	zenuiz works for me
-Mar 03 19:39:27 	ahhh zexnuix
-Mar 03 19:39:37 	zeniux
-Mar 03 19:39:39 	i meant argh
-Mar 03 19:39:43 <[-z-]>	nexzex
-Mar 03 19:39:45 	yeh , what he said
-Mar 03 19:39:50 	nooo
-Mar 03 19:40:00 	zeniux
-Mar 03 19:40:14 	i don't feel im really adding anything here
-Mar 03 19:40:24 	 here is what I've searched so far in terms of domain names
-Mar 03 19:40:24 	 http://pastie.org/private/z1hlw1gs1d4nrxdvbisxsw
-Mar 03 19:40:46 	i  thought that mikee's post was profound
-Mar 03 19:40:49 <[-z-]>	we want a .org though, no?
-Mar 03 19:41:21 <[-z-]>	xenix lol
-Mar 03 19:41:22 <[-z-]>	penix
-Mar 03 19:41:51 	Atm, my vote's on zeniux / zenuix / zenius
-Mar 03 19:41:53 	:P
-Mar 03 19:42:05 	or derivates of these
-Mar 03 19:42:06 	Sexuiz is good
-Mar 03 19:42:10 	But well
-Mar 03 19:42:12 	zenuix
-Mar 03 19:42:13 	:))
-Mar 03 19:42:31 	Zexun?
-Mar 03 19:42:36 <[-z-]>	haha, bit of trivia for ya'll, "throng" is a crowd of people
-Mar 03 19:42:49 <[-z-]>	zexin
-Mar 03 19:42:57 	Zexin too
-Mar 03 19:43:02 	I like that >.>
-Mar 03 19:43:03 <[-z-]>	 zexin.org	AVAILABLE
-Mar 03 19:43:19 	^_^
-Mar 03 19:43:23 	.com?
-Mar 03 19:43:27 <[-z-]>	5 letters, not bad
-Mar 03 19:43:29 <[-z-]>	no .com is taken
-Mar 03 19:43:32 <[-z-]>	but do we want .com?
-Mar 03 19:43:32 	Zexin sounds goodish, yeah
-Mar 03 19:43:43 <[-z-]>	sqautter has it
-Mar 03 19:44:10 	Nizex?
-Mar 03 19:44:12 	lawl
-Mar 03 19:46:02 <[-z-]>	 nexiz.org AVAILABLE
-Mar 03 19:46:09 <[-z-]>	probably too similar
-Mar 03 19:46:14 	Yeah that's too similar
-Mar 03 19:46:14 	lawl
-Mar 03 19:52:29 	I really think it's valuable to have the .com
-Mar 03 19:52:44 	but if we don't have that as a requirement, then scan through those names I checked that are not available .coms
-Mar 03 19:53:00 <[-z-]>	yean but we're not really a company?
-Mar 03 19:53:04 <[-z-]>	more an organization
-Mar 03 19:53:06 	it's not about that
-Mar 03 19:53:09 	people know .coms
-Mar 03 19:53:21 	when they look for a website, they look for a .com
-Mar 03 19:53:22 	first
-Mar 03 19:53:52 	true
-Mar 03 19:55:05 	I can't count how many times I accidentally went to alientrap.com 
-Mar 03 19:57:45 	From my favorite names, zeniux.com seems to be the only one in that list
-Mar 03 19:58:31 	When will the name be finally decided? I think, there are a few choices now. I was thinking of taking our top 5-6 ideas for names (if we have that much) and making a pool on the forums
-Mar 03 19:59:18 	I think we should definitely take time to pick the name
-Mar 03 19:59:43 	in the meantime, a lot of discussion can be done about other details
-Mar 03 20:01:37 *	Rad_Ished has quit ("haha.. AAAHHHAAAaaARRR!!!  .. ow")
-Mar 03 20:05:16 	Well, now that I brought that up. When might Nexuiz have player, item and weapon models that would make it look super-modern like Quake4 / UT3? Of course they won't fall from the sky, but I've wondered that for a while
-Mar 03 20:05:34 	http://www.legitreviews.com/images/reviews/365/quake4_t.jpg / http://www.happypenguin.org/images/quake4.jpg Just imagining Nexuiz looking like that sometime... :)
-Mar 03 20:10:29 	well one thing that could have been handled better in existing nexuiz is recruitment. I have talked to a large handful of people who were interested in getting involved in nexuiz, but they weren't given enough direction or help with getting involved and they ended up leaving. 
-Mar 03 20:11:06 	people who handle recruitment and managing newcomers to the project don't need to be top developers
-Mar 03 20:11:24 	especially if there is some sort of outline for that sort of thing
-Mar 03 20:12:15 	there was only one official push (to my knowledge) from alientrap to attract new developers, and I think that effort seemed pretty successful in attracting developers
-Mar 03 20:12:24 	but a lot of those developers showed and then eventually left
-Mar 03 20:12:47 	so more campaigns to attract more talent to the project woudl be very helpful
-Mar 03 20:13:14 	these are the kinds of things that should be a part of an open source game like this, imo
-Mar 03 20:20:36 	I agree. I seen posts about people who wanted to come and help, but after that we haven't heard anything about them
-Mar 03 20:22:36 	I always though that if I were a part of alientrap, I would have personally talked with those people to make sure they are kept informed and busy
-Mar 03 20:23:01 	but as a simple member of the community, it wasn't really my place. I didn't even know who was coming to alientrap
-Mar 03 20:26:02 	yeah
-Mar 03 20:37:06 	I contacted most the people on the "We need developers" thread.
-Mar 03 20:38:08 	--- Most of the time they were interested and sent emails back, but they never really showed up.
-Mar 03 21:03:39 	Sorry for the delay... got busy with some other things from another channel. Going to bed in a minute too. Anyway, I know some topics were fional works are already released, but there was no feedback given on it.
-Mar 03 21:04:29 	blkrbt still has 3 songs ready to be committed for at least 4 months iirc. Same as tZork's songs, about 8 of them I think (if I remember correctly again). There was also someone who made an awesome high quality robot model 6 months ago, no one said anything about that either.
-Mar 03 21:04:35 	Maybe i should try finding that topic again
-Mar 03 21:12:40 *	TVR (~TVR@96.49.107.196) has joined #notnexuiz
-Mar 03 21:13:02 	Glad to see you are all on board.
-Mar 03 21:14:34 	Hello :)
-Mar 03 21:15:41 	Hey Taoki, has tZork been notified?
-Mar 03 21:15:49 	What about?
-Mar 03 21:20:08 	He doesn't seem pleased about the actions of Vermeulen and LordHavoc selling a GPL version of his source code.
-Mar 03 21:21:19 	Yeah, he spoke about this on the channel too. Hope he won't be leaving the project, would be sad if anyone did
-Mar 03 21:21:27 	Aah, found what I was looking for.
-Mar 03 21:21:34 	I'll post all 3 links
-Mar 03 21:23:10 	Yes, that would be great.
-Mar 03 21:24:09 	http://alientrap.org/forum/viewtopic.php?p=69763#p69763 - The robot model I mentioned. Imo it looks awesome. No one gave any feedback since Novemver 2009.
-Mar 03 21:24:09 	http://www.alientrap.org/forum/viewtopic.php?p=74456#p74456 Scorp's songs (not tzork sorry), only the on for the tutorial map included.
-Mar 03 21:24:09 	http://forum.alientrap.org/viewtopic.php?p=70446#p70446 3 songs by blkrbt, which haven't been reviewed for many months either
-Mar 03 21:24:31 	Sorry about that TVR... posted before mentioning some forgotten contributions previously
-Mar 03 21:25:21 	And these are only the ones I know of
-Mar 03 21:26:18 	Is that media FOSS?
-Mar 03 21:26:45 	Not sure... it shold be gpl iirc
-Mar 03 21:27:23 	Anyway, i need to run now. Late here. See you all tomorrow
-Mar 03 21:30:36 <[-z-]>	wtf keybord
-Mar 03 21:30:53 <[-z-]>	/\ /\nd $ $topped working
-Mar 03 21:32:09 	Totally unresponsive?
-Mar 03 21:43:48 *	Taoki has quit (Ping timeout: 364 seconds)
-Mar 03 21:57:48 <[-z-]>	working again
-Mar 04 00:13:12 	[-z-]: Have you contacted the Free Software Foundation, and/or EFF?
-Mar 04 01:54:12 *	TVR has quit (Remote host closed the connection)
-Mar 04 03:35:37 	Zenux is a Linux distro (or should be).
-Mar 04 03:35:46 	Zenus... well, I would like to keep the x somewhere :P
-Mar 04 03:35:52 	OpenAlien... please not ;)
-Mar 04 03:35:57 	(AlienArena, OpenArena...)
-Mar 04 03:36:33 	[01:00:49]  Vermeulen fails, but it's -- It's still hard to abandon Nexuiz :P
-Mar 04 03:36:35 	[01:01:11] <@[-z-]> it's no longer nexuiz and the sooner we all accept that, the sooner we can move on
-Mar 04 03:36:39 	it's not abandoning, but just renaming
-Mar 04 03:36:44 	we wouldn't have to abandon much
-Mar 04 03:36:55 	maybe we should abandon the old evil* texture sets if we release under a new name anyway
-Mar 04 03:37:34 	and half the maps :P
-Mar 04 03:37:45 	on the other hand, we CAN include quite some public released maps of our taste :P
-Mar 04 03:37:51 	(but please not ANY greatwall)
-Mar 04 03:38:17 	So actually... why don't we go for a teamplay focus in the "forked game"?
-Mar 04 03:38:41 	let's try to include 5 CTF maps, and 5 DM maps that ALSO are suitable for keyhunt and Domination, and 2 or 3 Onslaught maps
-Mar 04 03:58:06 	[03:24:50] <@Taoki> http://www.alientrap.org/forum/viewtopic.php?p=74456#p74456 Scorp's songs (not tzork sorry), only the on for the tutorial map included.
-Mar 04 03:58:08 	[03:24:50] <@Taoki> http://forum.alientrap.org/viewtopic.php?p=70446#p70446 3 songs by blkrbt, which haven't been reviewed for many months either
-Mar 04 03:58:18 	as for songs: I normally like to include them only when they are actually used by the game
-Mar 04 03:58:27 	but well, this would now be a good point to do it, and remove some songs by elysis :P
-Mar 04 05:11:41 	okay, I finished the flaw in the player ID system I proposed :P
-Mar 04 05:19:21 	http://paste.debian.net/62392/
-Mar 04 05:19:31 	note: the patent for Schnorr identification expired last year :P
-Mar 04 05:20:04 	so we can actually use it
-Mar 04 05:20:36 	this prtoocol generates a player ID the generating server cannot trace back...
-Mar 04 05:20:56 	and the old version had the flaw that an attacker who sniffed the ID of another player can impersonate him by simply providing the same ID
-Mar 04 05:33:54 	that is then almost the perfect player ID system - nobody has to trust anyone for it to work :P
-Mar 04 05:34:17 	(well, one has to trust the client application that it actually does perform the protocol... but in open source that can be verified easily)
-Mar 04 06:15:44 	 So actually... why don't we go for a teamplay focus in the "forked game"?
-Mar 04 06:15:49 	I like that thinking
-Mar 04 06:18:04 	 it's not abandoning, but just renaming
-Mar 04 06:18:04 	 we wouldn't have to abandon much
-Mar 04 06:18:25 	the one thing that I'm hopeful for is the ability to do the things in this fork that weren't done in previous nexuiz
-Mar 04 06:19:07 	which are?
-Mar 04 06:19:44 	If I had my way, I would take these community-driven efforts that I've done in nexuiz and ramp them up, place heavy focus on them
-Mar 04 06:20:06 	well, which are these?
-Mar 04 06:20:15 	ok I'll explain what I've done...
-Mar 04 06:20:28 	I mean, do you mean stuff game code-wise, or stuff "representation wise"?
-Mar 04 06:20:45 	activity-wise
-Mar 04 06:20:48 	like creating tournaments
-Mar 04 06:20:49 	ah, great then
-Mar 04 06:20:55 	I have ABSOLUTELY no problem with that
-Mar 04 06:20:58 	encouraging people to form clans, and helping them form clans
-Mar 04 06:21:04 	but I do wonder why not much was done in that direction before
-Mar 04 06:21:07 	orgnizing training 
-Mar 04 06:21:11 	but well
-Mar 04 06:21:24 	what we WILL gain, is a website that does not have to look "professional" like a company site
-Mar 04 06:21:24 	setting up a training server and "hiring" some trainers
-Mar 04 06:21:28 	so we CAN post recent stuff there
-Mar 04 06:21:34 	and announce events, and like that
-Mar 04 06:22:06 	also...
-Mar 04 06:22:13 	when we don't have to act all "professional"...
-Mar 04 06:22:15 	and over the past 6-8 months I have formed a group of people who are mappers, or they learned mapping, and I had them working on various map projects
-Mar 04 06:22:19 	why not put some servers in the default favorites?
-Mar 04 06:22:20 	like "fixing" maps
-Mar 04 06:22:23 	e.g. that training server :P
-Mar 04 06:22:28 	and converting maps from DM -> CTF
-Mar 04 06:22:44 	actually... I would probably ONLY put that training server, and about two beta test servers there
-Mar 04 06:23:04 	but a training server at the top of the server list WILL help a lot
-Mar 04 06:23:26 	converting DM -> CTF... not so sure
-Mar 04 06:23:32 	this never really works out :P
-Mar 04 06:23:47 	minimanctf is one of the few exceptions
-Mar 04 06:23:51 	There were two concepts for training servers. There was mine which was a "bootcamp" server which only had a couple maps on it to allow for a group to be taught by a trainer....and there is the Dojo map concept by -z- and mookow which is like an obstacle course that doesn't require a trainer
-Mar 04 06:24:16 	not sure if a Dojo server would belong on the top of the server list
-Mar 04 06:24:19 	bootcamp probably would
-Mar 04 06:24:20 	the dojo seems like it would be for getting the "basics" while the bootcamp would be for refining and going from beginner to intermediate or advanced
-Mar 04 06:24:38 	dojo is interesting for new players? THAT is enw to me
-Mar 04 06:24:45 	the bootcamp sessions were like martial arts training that I've done before....lots of drills
-Mar 04 06:24:49 	IIRC that map was full of very advanced mvoement tricks
-Mar 04 06:25:05 	but well...
-Mar 04 06:25:07 	div0: you should check out the dojo map that mookow is working on. Some very interesting ideas there
-Mar 04 06:25:16 	I'll put it up if you want to see
-Mar 04 06:25:22 	I'd suggest just reserving one or two IPs for use as "newbie training" server
-Mar 04 06:25:26 	and one more IP for beta tests
-Mar 04 06:26:11 	so far, almost everyone that I trained in the bootcamp servers went on to become a nexuiz "regular"
-Mar 04 06:26:11 	and all these should be by default in the server list (but the beta test server should only be up when actually there is something new to test)
-Mar 04 06:26:20 	so it's a great conversion tool
-Mar 04 06:26:33 	thing is... to me the bootcamp idea sounds way more interesting to a new player
-Mar 04 06:26:34 	for building a community and retaining players
-Mar 04 06:26:41 	obstacle course really isn't everyone's thing
-Mar 04 06:26:43 	yeah, but it requires a trainer
-Mar 04 06:26:52 	if we can organize trainers properly
-Mar 04 06:26:56 	then that will work wonderfully
-Mar 04 06:27:07 	even if there is no trainer it can work out
-Mar 04 06:27:11 	I already know a handful of people who would be willing to do training
-Mar 04 06:27:15 	with cleverly designed maps for it :P
-Mar 04 06:27:25 	but, even if there is no trainer, there should be moderators
-Mar 04 06:27:31 	well that sounds more like the dojo concept
-Mar 04 06:27:42 	where the map is the training tool
-Mar 04 06:27:42 	and be it just to keep out the Diablo-D3s who join noob servers and then frag everyone there all the time :P
-Mar 04 06:27:48 	well
-Mar 04 06:27:54 	I hate putting the focus on obstacle course
-Mar 04 06:27:57 	THAT is totally boring to me
-Mar 04 06:28:06 	you should really see the map. hang on a sec
-Mar 04 06:28:07 	it should rather be actual gaemplay
-Mar 04 06:28:21 	it'd be the FIRST obstacle course map that is interesting
-Mar 04 06:28:24 	mookow even found a way to play VIDEOS that give an example
-Mar 04 06:28:26 	it's amazing
-Mar 04 06:28:29 	sure
-Mar 04 06:28:33 	but not for everyone
-Mar 04 06:28:54 	it's simply for another group of players
-Mar 04 06:29:00 	while the bootcamp idea should work for everyone
-Mar 04 06:29:05 	because it focuses on actually PLAYING the game
-Mar 04 06:29:21 	but yes, it requires a trainer
-Mar 04 06:29:29 	probably bootcamp server should only be up when a trainer is there
-Mar 04 06:29:41 	(if we put it on top of the server list, that is)
-Mar 04 06:29:55 	the way I did bootcamp before was I created an IRC channel where trainers would idle. Then I created a page with a webchat interface pointing to that channel. The webpage explained bootcamp and said "If you want to train, go into chat and request a trainer"
-Mar 04 06:30:06 	basically, I don't say the Dojo shouldn't be done...
-Mar 04 06:30:09 	and then if a trainer is available, both would go to the bootcamp server for a training session
-Mar 04 06:30:11 	of course not, it is a good idea
-Mar 04 06:30:20 	I just don't think it should be announced at the top of the server list all the time
-Mar 04 06:30:27 	as it may also drive newbies away
-Mar 04 06:30:30 	it sure would have driven away me
-Mar 04 06:30:43 	ok connect nullgaming.com:27005
-Mar 04 06:30:48 	can't, am at work
-Mar 04 06:30:50 	oh ok
-Mar 04 06:31:02 	basically, the dojo map has various rooms
-Mar 04 06:31:03 	basically, the whole obstacle course idea isn't really appealing to me
-Mar 04 06:31:11 	and each room has a focus....like movement, weapons, etc
-Mar 04 06:31:18 	and within each room, there are doors
-Mar 04 06:31:28 	well, I am not saying this would be a bad ides
-Mar 04 06:31:30 	a
-Mar 04 06:31:31 	and you enter a door and it walks you through how to do a certain thing....like laser jumping
-Mar 04 06:31:34 	wall lasering
-Mar 04 06:31:39 	rocket jumping
-Mar 04 06:31:40 	etc
-Mar 04 06:31:45 	as for bootcamp, is there a way to train multiple people at once?
-Mar 04 06:32:07 	and before you do the move, you can type "help" and that will start the download of the video. As soon as the video is downloaded, it plays on your screen so you see what you are suppoed to be doing
-Mar 04 06:32:12 	I'd prefer such a server where players can join and leave at any time
-Mar 04 06:32:22 	bootcamp, absolutely. I've trained up to 6 people at a time
-Mar 04 06:32:33 	well, actually I've trained more than that a long time ago before bootcamp was started
-Mar 04 06:32:36 	I just say... ideally it should be working WITHOUT having to go to a chat
-Mar 04 06:32:44 	but about 6 people works well
-Mar 04 06:32:47 	but by joining a public server
-Mar 04 06:33:07 	well I would love to see a mechanism for requesting a trainer IN the game. that would be awesome
-Mar 04 06:33:17 	you can do HTTP requests from QC
-Mar 04 06:33:18 	but using webchat was the best I could think of
-Mar 04 06:33:58 	so basically, you could make a HTTP request to a CGI script that will post the request on IRC
-Mar 04 06:34:34 	So what I did with bootcamp was I started to create a teaching plan, a curriculum, with various drills that the trainer would have the students walk through. The reason I started doing this was so I could quickly get a trainer onboard and all they would have to do is follow the curriculum
-Mar 04 06:34:39 	basically, I envision it this way...
-Mar 04 06:34:44 	noob joins training server...
-Mar 04 06:34:52 	and of course, they would help create the curriculum as well, help refine it, add more drills
-Mar 04 06:34:54 	and can spectate only
-Mar 04 06:35:00 	on some button, he can request a trainer
-Mar 04 06:35:10 	or request the already on the server trainer's attention
-Mar 04 06:35:16 	trainer can then let him in
-Mar 04 06:35:36 	can the trainer request be doing based on geography?
-Mar 04 06:35:36 	shouldn't be done too much like school though :P
-Mar 04 06:35:46 	based on geography, no
-Mar 04 06:35:52 	no, I ran it like martial arts training
-Mar 04 06:35:55 	but, we could have multiple training servers
-Mar 04 06:36:01 	the closer one would be at the top of the list
-Mar 04 06:36:05 	and be most likely to be joined
-Mar 04 06:36:10 	I explained some things, then we did some drills, then I stoped and explained some more and then we did some drills
-Mar 04 06:36:26 	sure
-Mar 04 06:36:28 	usually the sessions lasted about an hour, but sometimes they went for 3-4 hours
-Mar 04 06:36:34 	I just say... nobody should be "forced" to join at a certain time
-Mar 04 06:36:40 	and one should easily be able to skip a session too :P
-Mar 04 06:36:54 	it'd be better if players can just join the training when they feel like it
-Mar 04 06:37:02 	a curriculum can of course be used to decide what is the focus on what day
-Mar 04 06:37:57 	before bootcamp, we tried another approach and that was like running "classes" where we started a nexuiz school server publicly and we went to all of the public severs with people on them and announced "If you want nexuiz training, a class starts in 5 minutes. Go to here"
-Mar 04 06:38:02 	but that turned out to be a mess
-Mar 04 06:38:18 	we successfully collected a number of players...like as many as 15
-Mar 04 06:38:23 	well
-Mar 04 06:38:25 	and we certainly did train them in some basics
-Mar 04 06:38:26 	I want something in between
-Mar 04 06:38:30 	but it was very very very difficult to moderate
-Mar 04 06:38:35 	so that idea didn't work
-Mar 04 06:38:36 	server should be public, but trainer should decide who he lets in or not
-Mar 04 06:38:42 	that is why we came up with bootcamp
-Mar 04 06:38:50 	it shouldn't look like a closed community
-Mar 04 06:38:59 	it should be free, and one should be able to join it without commitment
-Mar 04 06:39:17 	but, moderation should then be done using a whitelist approach
-Mar 04 06:39:25 	i.e. anyone can join the server and try to talk to the trainer
-Mar 04 06:39:30 	but the trainer decides who gets to actually play
-Mar 04 06:39:33 	the teaching server (the first approach) was public and various people would join it and start shooting because they didn't know any better
-Mar 04 06:39:40 	EXACTLY :P
-Mar 04 06:39:52 	a trainer could e.g. let one player join, tell him what to do, and only then let the next one in
-Mar 04 06:39:58 	to avoid that mess
-Mar 04 06:40:05 	so yeah if there are mechanisms built into the game to help moderate the bootcamp server experience, that would be great
-Mar 04 06:40:20 	basically, I say: the bootcamp should be "really" public
-Mar 04 06:40:29 	a public server where anyone can join, with bootcamp specific restrictions
-Mar 04 06:40:34 	ok
-Mar 04 06:40:39 	that's awesome
-Mar 04 06:40:39 	and a feature to request a trainer when none is available
-Mar 04 06:40:51 	because: that will get our noobs to actually TRY the bootcamüp
-Mar 04 06:40:58 	as it'd be at the top of the server list
-Mar 04 06:41:12 	that would be a HUGE conversion tool
-Mar 04 06:41:23 	exactly
-Mar 04 06:41:28 	for turning new players into intermediate players quickly
-Mar 04 06:41:45 	things we need for it: a server should be "spectator only", and someone with master access can let players join the game
-Mar 04 06:42:06 	and, there should be a way to send a message to IRC (hehe, rcon2irc sort of can already do that, but this would better be more controlled)
-Mar 04 06:42:11 	I ran two bootcamp servers
-Mar 04 06:42:49 	BTW: the spectator-only feature also sounds like a good idea for clan matches
-Mar 04 06:42:52 	if a session was already started, someone could start a new session on the other server
-Mar 04 06:44:52 	the central user system idea would really help with clan activity as it would allow for a proper stats system and clan tag reservation and perhaps ....team slot reservation?? like for this clan match, only members of [o] can join team blue
-Mar 04 06:45:38 	that was a difficulty before with running clan matches where people would join and suddenly jump into the game during warmup and start playing and we'd have to tell them to spectate
-Mar 04 06:46:00 	and I had to kick some people and they would get mad because they didn't see my messages before 
-Mar 04 06:46:47 	it was just a mess. But if we had a way to enforce rules during clan matches based on usernames or clan names, that would help a lot
-Mar 04 06:47:20 	then if someone on team blue dropped their connection, a spectator from that same clan could jump into the game (but the other spectators woudln't be allowed)
-Mar 04 06:47:35 	that was another difficulty with clan matches, dropped connections
-Mar 04 06:47:51 	right
-Mar 04 06:47:58 	I have described aw working user system
-Mar 04 06:48:03 	that ensures anonymity AND security :P
-Mar 04 06:48:10 	that's awesome!
-Mar 04 06:48:10 	could sure be used for nick and clan tags too
-Mar 04 06:48:20 	I wanna hug you
-Mar 04 06:48:25 	(of course, by associating a nick, you lose anonymity, but well, then you KNOW it :P)
-Mar 04 06:48:34 	right
-Mar 04 06:48:48 	so,,another thing that I've done is organize mapping projects
-Mar 04 06:48:52 	it can still be used to ban trolls, as the anonymous IDs would only be given once per week per email address
-Mar 04 06:49:04 	and that also involves mapping training too for those who want to learn
-Mar 04 06:49:04 	so if you lose your ID, in worst case you have to wait a week to get a new one
-Mar 04 06:49:19 	a really elaborate troll could of course request a new ID every week but do nothing
-Mar 04 06:49:26 	and then one year later, he can burn 52 IDs :P
-Mar 04 06:49:34 	but that is unlikely
-Mar 04 06:49:39 	I once created a team of people called NCT = Nexuiz Community Team to help me run some community projects (like organizing bootcamp, organizing clan matches, organizing mapping projects)
-Mar 04 06:50:02 	and since I basically gave up on the clan community, the NCT has only been focusing on the mapping projects
-Mar 04 06:50:18 	but we made some good progress
-Mar 04 06:51:04 	I think Nexuiz should have had an NCT-like group...which is just another way fo saying "you can volunteer to be involved in nexuiz" and then someone would direct and manage those people 
-Mar 04 06:51:17 	I mean an NCT sort of group in an official sense
-Mar 04 06:52:17 	because it creates more mappers and it allows a lot of new projects to get off the ground quickly because we would already have a group of willing volunteers
-Mar 04 06:52:37 	it allows for map testing
-Mar 04 06:52:46 	speaking of maps... which maps do we want in "notnexuiz"?
-Mar 04 06:52:50 	good question
-Mar 04 06:52:53 	(out of the community maps)
-Mar 04 06:53:19 	I would think to start that off with "what maps do we NOT want that are currently in nexuiz" and then figure out how many open slots there are
-Mar 04 06:53:29 	not really :P
-Mar 04 06:53:35 	blockscape is e.g. a good candidate, I'd say
-Mar 04 06:53:44 	maybe needs a better compile though
-Mar 04 06:53:57 	controlfactor :P
-Mar 04 06:54:01 	(needs visual remake)
-Mar 04 06:54:22 	too bad we can't use docpython's maps
-Mar 04 06:54:57 	I discussed this with Getty with our other project. What is the major reason for having a lot of maps included with the game? I mean aside from those intended to be played in Campaign mode. It seems like 99% of gameplay happens on non-standard maps that get auto-downloaded to the player by the server.
-Mar 04 06:55:13 	the included maps represent the game
-Mar 04 06:55:31 	currently, what you play online is very different from what the game contains
-Mar 04 06:55:34 	that IMHO is not good
-Mar 04 06:55:40 	would we require these included maps to have bot waypoints?
-Mar 04 06:55:59 	yes
-Mar 04 06:56:08 	so someone could feasibly play CTF with some bots
-Mar 04 06:56:09 	and possibly use them in campaign too
-Mar 04 06:56:14 	right
-Mar 04 06:56:16 	ok
-Mar 04 06:56:19 	not very well
-Mar 04 06:56:22 	but they should work
-Mar 04 06:56:29 	since mangina improved the bots, they are actually playable in CTF now, I think
-Mar 04 06:56:31 	this BTW speaks against blockscape...
-Mar 04 06:56:36 	er mandinga*
-Mar 04 06:56:36 	IIRC it cannot be played without laserjumps
-Mar 04 06:56:47 	yeah :-/
-Mar 04 06:56:56 	controlfactor should work with bots
-Mar 04 06:56:56 	it would need some jumppads in certain places maybe?
-Mar 04 06:56:58 	but looks outdated
-Mar 04 06:57:21 	tznex03, same problem :P
-Mar 04 06:57:35 	tznex03 is the closest to classic Quake1/2 CTF we ever got
-Mar 04 06:57:42 	we couldn't include any of these q3 conversion maps, could we?
-Mar 04 06:57:47 	we can't
-Mar 04 06:57:49 	ok
-Mar 04 06:57:49 	and should not
-Mar 04 06:58:24 	hehe, that is already the full list of CTF maps I really would like to add - blockscape (but bots... can't), controlfactor, tznex03
-Mar 04 06:58:37 	many people seem to like gasolinepowered, and I'm sure the new version of it is going to be great
-Mar 04 06:58:43 	oh right
-Mar 04 06:58:44 	http://www.nullgaming.com/maps/hoctf/
-Mar 04 06:58:46 	that one too
-Mar 04 06:58:51 	I didn't see that one when scrolling :P
-Mar 04 06:58:57 	gasolinepowered is a clear yes
-Mar 04 06:59:04 	those are my CTF maps. Though I should remove the ones that I no longer have in the maplist
-Mar 04 06:59:28 	all your push are belong to us wtf :P
-Mar 04 06:59:31 	and hmm.... I should grab my maplist actually and remove the Q3 conversion maps
-Mar 04 06:59:37 	haha that is an april fools joke map
-Mar 04 06:59:54 	oh right, hydronex is not official either...#
-Mar 04 07:00:01 	OH btw.... marketing is another topic. I have a lot of marketing ideas and with some volunteers involved, that can be a good way to attract new players
-Mar 04 07:00:08 	like the april fools mapping project
-Mar 04 07:00:14 	which is around the corner....this is good timing
-Mar 04 07:00:46 	For example.... we would take existing maps and theme them to funny internet memes
-Mar 04 07:00:49 	lol, you once had bonuscheckers on it
-Mar 04 07:00:56 	yeah :-/
-Mar 04 07:01:03 	we did a remake of bonuscheckers though
-Mar 04 07:01:08 	a remake? where
-Mar 04 07:01:13 	it's called.....
-Mar 04 07:01:19 	courtyard_ctf
-Mar 04 07:01:24 	I think
-Mar 04 07:01:31 	ah, a serious remake :P
-Mar 04 07:01:39 	original was bonusarenactf, BTW :P
-Mar 04 07:01:44 	no, bonuscarousel
-Mar 04 07:01:44 	grassy has some ideas to improve it further, but the remake was basically successful
-Mar 04 07:02:03 	another succesful remake was darkcity_ctf
-Mar 04 07:02:05 	have screenshot?
-Mar 04 07:02:08 	hang on....
-Mar 04 07:02:10 	darkcity remade? cool
-Mar 04 07:02:13 	also with keyhunt support?
-Mar 04 07:02:26 	hmmm probably didn't include KH support
-Mar 04 07:02:31 	I like city maps
-Mar 04 07:02:40 	is it a from scratch remake?
-Mar 04 07:02:58 	or based on the old one?+
-Mar 04 07:03:04 	did you know that mIKEctf2's real name was "Like Spinning Plates"?
-Mar 04 07:03:08 	yes
-Mar 04 07:03:31 	oh, mookow's recent map called Kings and Queens is really really good, but has a FPS drop problem
-Mar 04 07:03:33 	ah, darkcityctf seems to be based on the roiginal one
-Mar 04 07:03:44 	bad... cannot use that then for the official game :P
-Mar 04 07:03:52 	if the FPS drop could be improved, that could be a good map
-Mar 04 07:03:54 	(as the original sure is not GPL compatible)
-Mar 04 07:04:07 	but I would really like a nicely detailed city map for keyhunt
-Mar 04 07:04:14 	well he did recreate the whole map from scratch at one point because the brushes were so messed up
-Mar 04 07:04:19 	for darkcity_ctf
-Mar 04 07:04:26 	yes, but he still uses the old textures
-Mar 04 07:04:29 	ah I see
-Mar 04 07:04:39 	if these could get replaced, that'd be great
-Mar 04 07:05:00 	I think agressor_ctf could be good but it needs some fixing around the middle point area where the quad is. That's too much of a bottleneck
-Mar 04 07:05:25 	also... which maps could be warpzonized?
-Mar 04 07:05:32 	aggressor probbaly cannot
-Mar 04 07:05:41 	using warpzones there would turn it into a brain twister :P=
-Mar 04 07:05:42 	grassy recently recreated onarail to included 2 trains...it's called on2rails. It's an okay map...it's better than the original
-Mar 04 07:05:56 	need to make stoiber remix of it :P
-Mar 04 07:05:59 	oh, warpzones. Man, those are great
-Mar 04 07:06:06 	what an awesome idea
-Mar 04 07:06:20 	I haven't even begun to think about how those could be used for gameplay
-Mar 04 07:06:24 	best are used in a way that is compatible to clients that have the extra renders disabled
-Mar 04 07:06:28 	like your spiral staircase concept
-Mar 04 07:06:36 	like, put teleporter brush behind them :P
-Mar 04 07:06:41 	I see
-Mar 04 07:07:06 	a lot of dublpaws maps are popular on my server
-Mar 04 07:07:08 	dance
-Mar 04 07:07:09 	go
-Mar 04 07:07:13 	yes, but these are quite low quality
-Mar 04 07:07:14 	fighter_bay
-Mar 04 07:07:18 	(for inclusion in the game)
-Mar 04 07:07:27 	good gameplay though
-Mar 04 07:07:29 	low quality in terms of textures?
-Mar 04 07:07:34 	yes, and brush detail
-Mar 04 07:07:36 	because I could talk with dublpaws about improving those
-Mar 04 07:07:45 	he plays on my server all the time
-Mar 04 07:07:55 	dance is almost includable though
-Mar 04 07:08:06 	the other dublpaws maps, not really
-Mar 04 07:08:10 	dib and I were working on an dance_enclosed spin-off
-Mar 04 07:08:23 	it was about 90% done and then he dropped it
-Mar 04 07:08:28 	dance is just too one-colored :P
-Mar 04 07:08:39 	do something better than that wood floor, and it's done
-Mar 04 07:08:40 	I happen to like the latest versions of soylent_ctf that makr was working on
-Mar 04 07:08:55 	though it needs more testing
-Mar 04 07:09:04 	oh....stonecastle
-Mar 04 07:09:08 	remake of dm_castle
-Mar 04 07:09:11 	everyone loves it
-Mar 04 07:09:18 	well except for cortez666 :-P
-Mar 04 07:09:50 	I think lavaflag could use a makeover
-Mar 04 07:09:51 	given that dm_castle was bad
-Mar 04 07:09:54 	I have to try this one
-Mar 04 07:09:59 	lavaflag REALLY :P
-Mar 04 07:10:06 	isn't that the one with the huge bug?
-Mar 04 07:10:08 	hourglass too
-Mar 04 07:10:31 	(where you could end up in all black rooms, and hide)
-Mar 04 07:11:03 	the gameplay of dm_castle is improved in stonecastle with jumppads in certain places (really helps new players move around the map) and we replaced the machinegun with hagar
-Mar 04 07:11:22 *	Taoki (kvirc@93.113.162.42) has joined #notnexuiz
-Mar 04 07:11:31 	oh I didn't know about any lavaflag bug :-o
-Mar 04 07:11:46 	I like medeivalV2
-Mar 04 07:11:50 	but it also needs a makeover
-Mar 04 07:12:21 	IIRC lavaflag has the sae bug as hourglass, but elsewhere
-Mar 04 07:12:59 	ctf_toxic was on our list of maps to improve...mainly in the middle area of the map where the two halves meet
-Mar 04 07:13:55 	my version? sure
-Mar 04 07:14:03 	or master's version? :P
-Mar 04 07:14:11 	a recent map called Cubical by a new mapper (guy who came from Q2/Q3) is really good. That same guy is working on a Walmart map called NexMart
-Mar 04 07:14:16 	my version is the one with the "reaction" stuff
-Mar 04 07:14:30 	oh, but Cubical is by FruitieX
-Mar 04 07:14:34 	from that mapping contest
-Mar 04 07:14:37 	Cubical doesn't look very pretty though. 
-Mar 04 07:14:43 	oh he also has a map called cubical??
-Mar 04 07:14:44 	oops!
-Mar 04 07:14:55 	uh, ok I need to talk with mintox about renaming his then
-Mar 04 07:15:03 	not sure if this is needed :P
-Mar 04 07:15:08 	not many play FruitieX's map anyway
-Mar 04 07:15:14 	actually, it may be mostly forgotten nwo
-Mar 04 07:15:28 	basically, if the map is good, FruitieX will probably be fine with itr
-Mar 04 07:15:49 	just talk about it to both of them and find a solution
-Mar 04 07:15:56 	chances are BTW that the bsp file names do not clash
-Mar 04 07:16:20 	Mookow's "Drainage" map had promise, but he never really finished it. 
-Mar 04 07:17:25 	Evilspace CTF is popular, but it does have a couple bad gameplay elements. There is a hidden teleporter that leads to the quad and there is that "escape hatch" jump pad right below the flag
-Mar 04 07:17:57 	yes
-Mar 04 07:18:00 	if those things were fixed and if it had a makeover, it could be good.
-Mar 04 07:18:02 	maybe should be fixed
-Mar 04 07:18:25 	I do like the idea of the teleporter though, but not of hiding it
-Mar 04 07:18:37 	right
-Mar 04 07:18:47 	hidden secret stuff in CTF is generally bad for gameplay
-Mar 04 07:18:56 	but a teleporter leading to the quad is fine
-Mar 04 07:19:28 	right
-Mar 04 07:19:30 	everyone really likes gforce2. It could still use some refinement. unfortunately cortez took Gforce3 and 4 in a different direction
-Mar 04 07:19:37 	no, I don't like gforce2 :P
-Mar 04 07:19:45 	oh wait
-Mar 04 07:19:48 	version 2, maybe yes
-Mar 04 07:19:57 	Morning everyone :)
-Mar 04 07:19:57 	but the turrets ended up too annoying
-Mar 04 07:19:59 	unfortunately, gforce2 also has that hidden teleporter leaidng to the nex
-Mar 04 07:20:07 	yes
-Mar 04 07:20:12 	yeah the turrets were added in v3
-Mar 04 07:20:24 	they were "neat" but they ruined the map
-Mar 04 07:20:53 	it's interesting to me that cortez creates interesting maps by accident
-Mar 04 07:21:28 	and here comes a really controversial question...
-Mar 04 07:21:38 	one of the projects was another attempt at remaking dusty to be symmetrical. 
-Mar 04 07:21:41 	does anyone volunteer to do good item placement for slimepipe (NOT the ctf version)?
-Mar 04 07:21:49 	slimepipe was on the list too!
-Mar 04 07:22:00 	out of all of mikee's maps, slimepipe was the one that I felt had potential
-Mar 04 07:22:01 	the only good looking mikeeusa map
-Mar 04 07:22:29 	even has somewhat okay gameplay
-Mar 04 07:22:33 	just item placement is bad
-Mar 04 07:22:41 	and the slime trap... not that way, but has potential
-Mar 04 07:22:44 	this hasn't been updated in a month, but here is the projects page we were working from
-Mar 04 07:22:45 	http://www.nullgaming.com/nexuiz/projects/maps/
-Mar 04 07:22:49 	to fix maps and convert maps
-Mar 04 07:23:11 	basically, slimepipe probably does not need much work to be includable
-Mar 04 07:23:25 	of course, mikee later developed it into the wrong direction
-Mar 04 07:23:40 	by making 4 copies of the map, and confusing corridors
-Mar 04 07:23:50 	when remaking, watch the license
-Mar 04 07:23:54 	doc's maps are not GPL
-Mar 04 07:24:43 	Rustvents - also good idea
-Mar 04 07:25:39 	for slimepipe, please base on slimepipesmallctf, or even better, slimepipe (not ctf)
-Mar 04 07:25:54 	k
-Mar 04 07:28:20 	breathium is pretty for a DM map
-Mar 04 07:28:27 	I forgot who made it
-Mar 04 07:28:31 	oh, great, nexdmlc2 got edited
-Mar 04 07:28:35 	I liked that map
-Mar 04 07:28:49 	too bad it's nongpl too, it really would have potential
-Mar 04 07:28:58 	ahh
-Mar 04 07:29:01 	maybe original author can be tracked down
-Mar 04 07:29:11 	or was it rebuilt anyway?
-Mar 04 07:29:21 	probably not
-Mar 04 07:29:35 	because, IIRC it came without .map file
-Mar 04 07:29:35 	it was scorpion's first map
-Mar 04 07:29:43 	oh? hmmm
-Mar 04 07:29:59 	oh, no
-Mar 04 07:30:01 	map was included
-Mar 04 07:32:05 	basically, many maps in the list have potential, but not many are GPL (or GPL-able)
-Mar 04 07:32:23 	the others can of course be played on servers anyway
-Mar 04 07:32:49 	yeah we certainly weren't tracking licenses. However, we could adjust that for the goal of maps to be included with the game
-Mar 04 07:33:26 	I just am saying - many of these WOULD have potential for inclusion
-Mar 04 07:33:28 	but yeah, this map-project management is another thing that I think should be an official effort put forth by the people who run the game
-Mar 04 07:33:34 	because then it could be done better
-Mar 04 07:33:37 	and reach more people
-Mar 04 07:33:52 	and yes, I wouldn't even refuse to include a slimepipe fixed version
-Mar 04 07:33:53 	the little effort I've done has created a handful of new mappers
-Mar 04 07:34:18 	at least the DM version
-Mar 04 07:34:19 	...and I don't even make maps! I tried before but gtkradient kept crashing in vista
-Mar 04 07:34:22 	I am not sure if it can work out as CTF
-Mar 04 07:34:28 	I haven't had time to try netradient since
-Mar 04 07:34:58 	seriously, I'd say slimepipe could become what reslimed has attempted to be but failed
-Mar 04 07:35:05 	(I still prefer slimepit over reslimed)
-Mar 04 07:35:16 	is it slimepit or slimepipe?
-Mar 04 07:35:22 	mikee's is slimepipe
-Mar 04 07:35:32 	I now compare to slimepit (the old one in Nexuiz)
-Mar 04 07:35:37 	oooooh
-Mar 04 07:35:51 	reslimed, Strahlemann's successor, does look better than slimepit, but I always hit walls on it
-Mar 04 07:35:54 	really not fluent
-Mar 04 07:36:02 	I'd like a "best of both worlds" map :P
-Mar 04 07:36:28 	I liked reslimed, mainly because it is larger
-Mar 04 07:36:45 	yes
-Mar 04 07:36:47 	that part I like
-Mar 04 07:36:53 	but not that it lost of slimepit's fluency
-Mar 04 07:37:02 	but I always though the shield area down that long hallway was a bit odd
-Mar 04 07:37:09 	on slimepit I can jump all the time, and never get stuck anywhere
-Mar 04 07:37:18 	on reslimed, no chance
-Mar 04 07:45:14 	if there is any chance of my being put in charge of community development, I'll certainly "sign-up" for that. That is what I've always done for nexuiz and if I can do it on an official basis with the support of those involved in running the game, then these projects can be scaled up to something much bigger.
-Mar 04 07:45:51 	that is what I'm planning on doing for the projects I'm working on with Getty
-Mar 04 07:46:08 	I'm the community developer or community coordinator for those projects
-Mar 04 07:52:34 	Nexitus
-Mar 04 07:52:51 	is that available?
-Mar 04 07:53:00 	maybe with z at end
-Mar 04 07:55:01 	nexitus.com - taken
-Mar 04 07:56:40 	nexituz.com available, but that doesn't look as good
-Mar 04 07:57:06 	nexidus.com also taken
-Mar 04 07:57:24 	nexid.com taken
-Mar 04 07:58:27 	damn
-Mar 04 07:59:17 	another thing, I helped the aussies build up their community and I was planning on starting up a south american community and possibly an asian community at one point
-Mar 04 07:59:58 	I talked with mandinga about the south american community idea
-Mar 04 08:01:30 	nexidux.com available
-Mar 04 08:01:55 	nexidun.com available
-Mar 04 08:02:31 	nexidium.com available
-Mar 04 08:04:03 	nexiox.com available
-Mar 04 08:10:18 	nexidium - not so bad
-Mar 04 08:11:36 	nexilus.com available
-Mar 04 08:14:35 	sounds too soft :P
-Mar 04 08:14:46 	ya
-Mar 04 08:15:13 	also, if it differs just by one letter from a traemark, we can get screwed too
-Mar 04 08:15:34 	only of that trademark is in the gaming industry
-Mar 04 08:15:43 	true
-Mar 04 08:15:48 	maybe in software too
-Mar 04 08:15:52 	ya
-Mar 04 08:15:54 	NEXCARNATE
-Mar 04 08:16:35 	nexiton.com available
-Mar 04 08:16:42 	hm... that could work
-Mar 04 08:16:51 	the gun could then also be called "The Nexiton"
-Mar 04 08:16:55 	or maybe Nexitone
-Mar 04 08:17:05 	tone your skin with....nexitone!
-Mar 04 08:17:09 	lol
-Mar 04 08:17:15 	Nexecution
-Mar 04 08:17:19 	no, that is too violent :P
-Mar 04 08:17:31 	Nexcathedra ahahahahah))
-Mar 04 08:17:57 	NEXHALE
-Mar 04 08:18:18 	Nexotherm
-Mar 04 08:18:27 	Nexodium
-Mar 04 08:18:38 	nexot.com is available
-Mar 04 08:18:41 	Nexodus
-Mar 04 08:18:48 <[-z-]>	http://nexuizgpl.com/ << run by bennydacks
-Mar 04 08:18:59 	Nexogamy - don't even want to know what that would be
-Mar 04 08:19:08 	heh, he snatched that domain up quick eh?
-Mar 04 08:19:36 	I want to like bennydacks, I really do
-Mar 04 08:19:53 	Nexotoxic
-Mar 04 08:20:58 <[-z-]>	:-P
-Mar 04 08:21:37 	so whenever we pick a name, we need to NOT release it until we make sure we get the appropriate domains that we think we might need
-Mar 04 08:21:40 	Nextima (but not sure if that is a bad word, just found extima in /usr/share/dict/words)
-Mar 04 08:21:43 	of course
-Mar 04 08:22:04 	Nextispex
-Mar 04 08:22:06 	wtf :P
-Mar 04 08:23:07 	and it would be wonderful if all of the things offered by side websites were actually part of the official site
-Mar 04 08:23:44 	like news, training videos, etc
-Mar 04 08:23:55 	that is fine, would even allow me to also accept NN as a part of the official side :P
-Mar 04 08:23:56 	clan management 
-Mar 04 08:24:01 	it just shouldn't be centric to a single community
-Mar 04 08:24:22 	but [PB] will stay elsewhere
-Mar 04 08:24:28 	don't want to get forced to use good web design ;)
-Mar 04 08:24:35 	haha
-Mar 04 08:24:51 	but sure - why NOT integrate the various communities
-Mar 04 08:25:35 <[-z-]>	yes, I don't mind building out this new site to act like nexuiz ninjaz was planning to be like
-Mar 04 08:25:41 	exactly
-Mar 04 08:25:44 	that's what I mean
-Mar 04 08:25:58 <[-z-]>	I already thought about how to integrate a few host and I'm working on builid a map repo into wordpress
-Mar 04 08:26:06 <[-z-]>	I created my first WP plugin yesterday ^_^
-Mar 04 08:26:14 	this will give me an excuse to learn wordpress
-Mar 04 08:26:20 	I've been avoiding it :-P
-Mar 04 08:26:27 <[-z-]>	it's really a nice CMS
-Mar 04 08:28:55 <[-z-]>	god damn, can't wait until the weekend, I need sleep
-Mar 04 08:29:03 	I just don't want the ninjaz to dominate it :P
-Mar 04 08:29:10 	but well, that shouldn't be hard to achieve
-Mar 04 08:29:16 <[-z-]>	I understand and agree
-Mar 04 08:29:16 	just add enough non-NN content and it's set
-Mar 04 08:29:31 	a comprehensive portal page WOULD be good
-Mar 04 08:29:50 	it's just, the different interest group all have different opinions...
-Mar 04 08:29:54 <[-z-]>	part of the reasons ninjaz were started was because I thought it was too hard to get AT to listen on some things
-Mar 04 08:30:00 	but the main page should have a neutral point of view whereever possible
-Mar 04 08:30:13 	IMO, there wouldn't have been a "nexuizninjaz" if there were something like it within the core community.
-Mar 04 08:30:24 	and how can you be more neutral than by trying to include as many of these special comminities as possible
-Mar 04 08:30:24 <[-z-]>	well put
-Mar 04 08:30:54 	should probably also include planetnexuiz.de if it still exists :P
-Mar 04 08:33:46 	I'm also scanning domain auctions and sales sites because often domains are for sale really cheap...like $15
-Mar 04 08:33:53 <[-z-]>	it's a trap
-Mar 04 08:33:58 	?
-Mar 04 08:34:06 <[-z-]>	don't by from squatters
-Mar 04 08:34:17 	who says they are squatters?
-Mar 04 08:34:33 <[-z-]>	90% chance
-Mar 04 08:35:05 <[-z-]>	where you chance sedo or something?
-Mar 04 08:35:22 	ok I just scanned godaddy auctions for nex*.com
-Mar 04 08:35:25 	didn't find much
-Mar 04 08:35:28 <[-z-]>	ahh
-Mar 04 08:35:53 	a lot of those godaddy auctions are expired domains that people let lapse
-Mar 04 08:37:43 	I do think the name SHOULD still start with nex
-Mar 04 08:37:46 <[-z-]>	yeah, godaddy isn't the same as the other sites... but their own brand of evil
-Mar 04 08:37:51 	but it isn't really easy to find a good name with that
-Mar 04 08:38:02 	it would be really convenient if it began with "nex"
-Mar 04 08:38:07 <[-z-]>	nexican
-Mar 04 08:38:08 <[-z-]>	^_^
-Mar 04 08:38:11 	haha
-Mar 04 08:38:13 	Nexotherm only has 2 google hits
-Mar 04 08:38:16 	it may work :P
-Mar 04 08:38:17 <[-z-]>	nexicola
-Mar 04 08:38:26 	plus, the word makes sense - explosions are exotherm reactions
-Mar 04 08:38:31 <[-z-]>	nexifz
-Mar 04 08:38:43 *	[-z-] gives channel operator status to Taoki
-Mar 04 08:38:45 	here is my list so far...
-Mar 04 08:38:46 	http://pastie.org/private/rwg7zyl2a9gwfcdplmqvqa
-Mar 04 08:39:15 	I see some repeats
-Mar 04 08:39:15 	Try: Nexepharis
-Mar 04 08:39:16 	oh well
-Mar 04 08:39:25 	that's kind of a long name
-Mar 04 08:39:33 	I was trying for 8 characters or less
-Mar 04 08:39:33 	yes, but less weird than Xepharis
-Mar 04 08:39:59 	Nexiox is not that bad either
-Mar 04 08:40:00 	nexepharis.com available
-Mar 04 08:40:12 <[-z-]>	nexephalis
-Mar 04 08:40:19 	nexenzephalitis?
-Mar 04 08:40:31 <[-z-]>	the logo could be the radar for bleach
-Mar 04 08:40:32 	nexameaneggsandwich
-Mar 04 08:40:37 	that is what your brain gets when you get nexed too much
-Mar 04 08:40:42 <[-z-]>	eabfps
-Mar 04 08:40:48 <[-z-]>	(eggs and bacon FPS)
-Mar 04 08:40:53 	lol
-Mar 04 08:40:58 	NEGGS AND BACON
-Mar 04 08:41:03 <[-z-]>	:-P
-Mar 04 08:41:15 <[-z-]>	we can call it nexnex
-Mar 04 08:41:31 <[-z-]>	nexnex.org AVAILABLE
-Mar 04 08:41:44 	I really like some of those names that don't have available .coms....so if we get stuck with this name picking thing, we can always consider that as a backup plan
-Mar 04 08:41:47 <[-z-]>	nextnex
-Mar 04 08:42:08 <[-z-]>	nextnex.com 	AVAILABLE
-Mar 04 08:45:56 	I need food...brb
-Mar 04 09:05:14 <[-z-]>	alright, see you all from the work place
-Mar 04 09:34:41 *	}-z-{ (z@dojo.nexuizninjaz.com) has joined #notnexuiz
-Mar 04 09:35:03 	ok there are some more isuses we need to work out with this transition. We are going to have to recreate a lot of things that exist for nexuiz already...like dev.alientrap.org content and some of the sticky thread information
-Mar 04 09:35:20 <}-z-{>	yeah, I can handle all the web and I'll share access with you Dokujisan 
-Mar 04 09:35:24 	yes, but that doesn't have to be there from the start
-Mar 04 09:35:28 	ok
-Mar 04 09:35:34 	plus, [-z-] has access to alientrap.org's databases :P
-Mar 04 09:35:37 <}-z-{>	well, getting the web and pm up will help us get organized
-Mar 04 09:35:38 	haha
-Mar 04 09:35:53 	but we can't get it up without a domain name
-Mar 04 09:36:00 <}-z-{>	I was hoping we could come up with a name by the end of today
-Mar 04 09:36:05 	well... for a start, it'd be nice if it's on nexiuz.org as you now own it anyway :P
-Mar 04 09:36:12 <}-z-{>	but if not, I can just start building on locally
-Mar 04 09:36:24 <}-z-{>	yeah, I'll do that when I get home I guess
-Mar 04 09:36:27 	it isn't easy to find a good name
-Mar 04 09:36:28 <}-z-{>	start it on nexiuz.org
-Mar 04 09:36:35 	but we can use nexiuz as "working title", and get a real name later
-Mar 04 09:36:42 <}-z-{>	yeah
-Mar 04 09:36:54 	just... http://www.nexiuz.org shouldn't contain much info for anyone :P
-Mar 04 09:37:00 	more like the illfonic announcement was haha :P
-Mar 04 09:37:04 	it should be in a subdir
-Mar 04 09:37:11 <}-z-{>	what do you mean?
-Mar 04 09:37:18 	alternatively, it shouldn CLEARLY state EVERYWHERE that nexiuz is unlikely to be the final name
-Mar 04 09:37:26 <}-z-{>	ahh
-Mar 04 09:37:29 	as using that as final name will be a bad move
-Mar 04 09:37:41 	(as google will STILL show illfonic's stuff, and assume it's a typo of nexuiz)
-Mar 04 09:38:23 	yeah I agree that nexiuz would be a bad choice
-Mar 04 09:39:44 	nexidium is out
-Mar 04 09:39:48 	Domains Registered on 2007-07-28_2_77 psroom.com - [ Diese Seite übersetzen ]
-Mar 04 09:39:49 	nexidium.com
-Mar 04 09:40:02 <}-z-{>	sounds like medicine that makes you fall asleep anyway
-Mar 04 09:40:05 	even though the domain currently does not exist, it once did
-Mar 04 09:40:07 	that too
-Mar 04 09:41:04 	Nuper erat Nexicus nunc est vispillo XSAXius.
-Mar 04 09:41:12 	Quod vispillo facit, fecerat ed Nexicus.
-Mar 04 09:41:27 	*et
-Mar 04 09:41:47 <}-z-{>	nexivouz
-Mar 04 09:41:53 <}-z-{>	is that too complicated?
-Mar 04 09:41:54 	NO PLEASE NOT
-Mar 04 09:41:56 <}-z-{>	haha
-Mar 04 09:42:04 <}-z-{>	nexivu?
-Mar 04 09:42:12 <}-z-{>	like deja vu with nexuiz
-Mar 04 09:42:12 	also, you meant nexez-vous
-Mar 04 09:43:32 <}-z-{>	nexivu.com AVAILABLE  
-Mar 04 09:43:56 	and just has 10 google hits
-Mar 04 09:43:58 	seems usable
-Mar 04 09:44:10 	but... don't like it much
-Mar 04 09:44:13 	still put it on the list
-Mar 04 09:44:18 <}-z-{>	nexi.us AVAILABLE  
-Mar 04 09:44:18 	added
-Mar 04 09:44:19 <}-z-{>	:-P
-Mar 04 09:44:26 	also, hard to pronounce
-Mar 04 09:44:30 	"Nexi vü"
-Mar 04 09:44:45 <}-z-{>	nexii? (like nex 2)
-Mar 04 09:45:06 <}-z-{>	damn, nexit is taken
-Mar 04 09:45:06 	like the plural of nexius, nexii m.?
-Mar 04 09:45:28 	(nexii would be nexius's plural in latin grammar)#
-Mar 04 09:45:32 <}-z-{>	:-P
-Mar 04 09:45:47 	actually... good one
-Mar 04 09:45:51 	plural form indicates teamplay focus
-Mar 04 09:46:21 <}-z-{>	ironic because we drop the 'us'
-Mar 04 09:46:31 	HAHA :P
-Mar 04 09:46:35 	haha
-Mar 04 09:47:11 	nexolus.com is available
-Mar 04 09:47:27 <}-z-{>	sounds complicated
-Mar 04 09:51:51 	nexvium.com is available
-Mar 04 09:52:49 <}-z-{>	too hard
-Mar 04 09:55:15 	nexvium?
-Mar 04 09:55:16 	nexona.com available
-Mar 04 09:55:17 	like valium`?
-Mar 04 09:55:26 	could write email spam about it :P
-Mar 04 09:56:36 	nexori.com available
-Mar 04 09:57:01 	nexoric.com available
-Mar 04 09:57:20 	nexorin.com available
-Mar 04 09:57:41 	nexorn.com available
-Mar 04 09:58:12 	nexolic.com available
-Mar 04 09:59:38 	nexole.com available
-Mar 04 10:00:19 	nexolum.com available
-Mar 04 10:00:48 	nexolix.com available
-Mar 04 10:01:26 	nexoic.com available
-Mar 04 10:04:51 	nexodo.com is not available, but I made a type and noxodo.com is available
-Mar 04 10:05:49 	nexorid.com available
-Mar 04 10:06:14 	nexolix lol
-Mar 04 10:06:18 	Nex...Oh I see!
-Mar 04 10:07:04 	would we consider numbers in the name?
-Mar 04 10:07:29 	if not too silly, yes
-Mar 04 10:07:30 	I don't know what signifigance a number ight have
-Mar 04 10:07:34 	n3xu1z = silly
-Mar 04 10:07:56 	nex2go - why not
-Mar 04 10:14:53 <}-z-{>	nex4.us AVAILABLE
-Mar 04 10:16:08 <}-z-{>	zenuis
-Mar 04 10:16:11 	hm... maybe, not sure
-Mar 04 10:16:13 <}-z-{>	zen u is :-P
-Mar 04 10:18:50 	my updated lsit...alphabetized
-Mar 04 10:18:52 	http://pastie.org/private/ocjjrj0175nvbbnqycqna
-Mar 04 10:18:53 	I'd prefer to keep religion out of it :P
-Mar 04 10:19:33 	oh... add nexodic.com to the available list
-Mar 04 10:20:10 	nexodiac
-Mar 04 10:20:13 	whatever that is
-Mar 04 10:20:15 	nexomaniac
-Mar 04 10:20:27 	nexiax
-Mar 04 10:20:46 	(or nexiacs)
-Mar 04 10:20:52 	necsiax please not, though
-Mar 04 10:21:23 	can I invite morphed here btw?
-Mar 04 10:21:29 	ok so I would suggest a plan A, B and C... Plan A is to aim for nex????.com, Plan B is to consider a nex???.org that doesn't have an available .com...and Plan C is to consider something not beginning with nex????
-Mar 04 10:21:33 <}-z-{>	yes, you can
-Mar 04 10:21:58 <}-z-{>	and other developers / forces within the community who'd like to help out
-Mar 04 10:22:06 	Dokujisan: I'd prefer plan AB
-Mar 04 10:22:06 *	morphed (~morphed@095160110118.warszawa.vectranet.pl) has joined #notnexuiz
-Mar 04 10:22:10 	hi
-Mar 04 10:22:19 	i.e. both .com and .org should be available if possible
-Mar 04 10:22:29 	also, google should find less than 100 hits for the name :P
-Mar 04 10:22:30 	right now, Plan A isn't turning out too well. Plan B might have some good names in that "taken" list for .coms.... Plan C is wide open
-Mar 04 10:22:47 	nex does not have to be at the beginning
-Mar 04 10:22:50 	what are the plans ?
-Mar 04 10:23:06 	connexius
-Mar 04 10:23:12 	If I were doing this on my own, I would go with Plan C, but I understand the desire to stick with the "nex" prefix
-Mar 04 10:23:21 	well, let's say
-Mar 04 10:23:26 	I don't want to rule out C
-Mar 04 10:23:31 	if you have a really good nex-free name, go ahead :P
-Mar 04 10:23:36 	we shouldn't be too fixated on it
-Mar 04 10:23:51 	open game developers OGD 
-Mar 04 10:23:51 	but dellum, modiem, please not :P
-Mar 04 10:23:55 	morphed: my lastest list of name searching.... http://pastie.org/private/ocjjrj0175nvbbnqycqna
-Mar 04 10:24:00 	morphed: I mean as game name
-Mar 04 10:24:06 	OGDFPS isn't too good :P
-Mar 04 10:24:12 	DaveFPS is better for that, then :P
-Mar 04 10:24:24 	i mean team name 
-Mar 04 10:24:27 	also, OGD sounds like OCD
-Mar 04 10:24:36 	we discussed that the team name would be based on the game name
-Mar 04 10:24:41 	since the team would only focus on this one game
-Mar 04 10:24:41 	probably best
-Mar 04 10:24:47 	if there are spinoffs, they can have their own team name
-Mar 04 10:24:51 	and team wouldn't be exclusive
-Mar 04 10:24:59 	so one person can be on multiple teams with no problem :P
-Mar 04 10:25:28 	basically, I think we should be "open source development team of $GAME", and not "company developing $GAME" :P
-Mar 04 10:25:39 <}-z-{>	div0: what are you going to do about netradiant?
-Mar 04 10:25:47 	why?
-Mar 04 10:25:49 	that name can stay
-Mar 04 10:25:55 	also will stay on icculus
-Mar 04 10:25:56 <}-z-{>	under alientrap as well?
-Mar 04 10:26:00 	whether on alientrap, not sure
-Mar 04 10:26:03 	it's just the wiki there anyway
-Mar 04 10:26:09 	can be copied/moved anyway
-Mar 04 10:26:15 	development of NR is not alientrap hosted anyway
-Mar 04 10:26:42 	that's good
-Mar 04 10:26:43 	however - if we make a portal with lots of "newnex" related stuff
-Mar 04 10:26:47 	then NR shall go there too
-Mar 04 10:26:52 	it'd simply BELONG there
-Mar 04 10:26:58 	old page on alientrap can become a redirect
-Mar 04 10:27:05 <}-z-{>	which is the point I'm trying to make :-P
-Mar 04 10:27:15 <}-z-{>	just something to consider while we talk out all plans
-Mar 04 10:27:33 	we can expect to do redirects on alientrap.org? :-o
-Mar 04 10:27:35 	just, I doubt redmine wiki can perform a redirect
-Mar 04 10:27:43 <}-z-{>	yes we can
-Mar 04 10:27:46 	Dokujisan: I really doubt that AT will object to it
-Mar 04 10:27:48 <}-z-{>	div0: meta tag at worst
-Mar 04 10:27:48 	so yes, we can
-Mar 04 10:27:52 	ok
-Mar 04 10:27:52 	AT simply wouldn't care :P
-Mar 04 10:27:55 <}-z-{>	.htaccess at best
-Mar 04 10:28:05 	only alientrap.org/nexuiz we maybe can't get :P
-Mar 04 10:28:05 <}-z-{>	nexzen.org AVAILABLE
-Mar 04 10:28:09 	dev.alientrap.org sure will be ours
-Mar 04 10:28:24 	isnt alientrap.org hosted on willis server ?
-Mar 04 10:28:28 	yes, so?
-Mar 04 10:28:35 <}-z-{>	zennex.org AVAILABLE
-Mar 04 10:28:38 	basically, I am saying... dev.alientrap.org is not public
-Mar 04 10:28:44 	if we don't annoy Vermeulen TOO much
-Mar 04 10:28:51 	we will sure be able to keep a redirect from there
-Mar 04 10:28:57 	(or even the whole hostname in DNS)
-Mar 04 10:29:07 	[-z-]: no zen please :P
-Mar 04 10:29:14 	it's a religious term
-Mar 04 10:29:18 	keep religion out of the game
-Mar 04 10:29:24 <}-z-{>	spirital maybe, religious?
-Mar 04 10:29:28 	yes
-Mar 04 10:29:31 	same thing basically
-Mar 04 10:29:37 <}-z-{>	well it does make me think of zencart
-Mar 04 10:29:41 <}-z-{>	which is anything but ZEN
-Mar 04 10:29:42 	it is a form of belief
-Mar 04 10:29:52 <}-z-{>	it's more like an abortion of code
-Mar 04 10:29:55 	one one in a God, but still a belief
-Mar 04 10:29:57 	so is atheism :P
-Mar 04 10:30:03 	*not
-Mar 04 10:30:14 <}-z-{>	jesusnexgodbuddha.com
-Mar 04 10:30:17 	no :P
-Mar 04 10:30:22 	you forgot the flying spaghetti monster
-Mar 04 10:30:25 	and xenu
-Mar 04 10:30:26 <}-z-{>	:-P
-Mar 04 10:30:27 	and and and
-Mar 04 10:30:34 <}-z-{>	of course xenu, how could I forget :-P
-Mar 04 10:30:39 	but seriously - don't go there
-Mar 04 10:31:02 <}-z-{>	renexia ?
-Mar 04 10:31:09 	doesn't fit the game
-Mar 04 10:31:12 	sounds like a MMORPG
-Mar 04 10:31:29 	renexed?
-Mar 04 10:31:32 	(like: reslimed)
-Mar 04 10:31:40 <}-z-{>	it's available
-Mar 04 10:31:47 	but I don't really like it
-Mar 04 10:31:50 	it's a bit uninspired :P
-Mar 04 10:32:02 	too generic
-Mar 04 10:33:05 	NARF ain't a RipofF
-Mar 04 10:33:08 <}-z-{>	nexy.us AVAILABLE
-Mar 04 10:33:28 	am not a friend of .us, but fine, put in the list
-Mar 04 10:33:39 <}-z-{>	we can just call it nexy in that case :-P
-Mar 04 10:33:40 	unless the name means we have to take leileilol's models
-Mar 04 10:33:49 <}-z-{>	how's that?
-Mar 04 10:33:54 	nexy, no, 116000 google hits
-Mar 04 10:34:28 	still... try brainstorming for non-nex names
-Mar 04 10:34:36 	these have been under-tried :P
-Mar 04 10:34:51 	I think we have enough stuff with nex now :P
-Mar 04 10:34:55 	Crylix
-Mar 04 10:35:04 	Cryluiz
-Mar 04 10:35:07 <}-z-{>	makes me think of orange things
-Mar 04 10:35:14 	hm...
-Mar 04 10:35:23 <}-z-{>	sounds like crylink too :-P
-Mar 04 10:35:25 	Hagrix
-Mar 04 10:35:28 <}-z-{>	ha
-Mar 04 10:35:32 <}-z-{>	I see what you're doing
-Mar 04 10:35:49 	right :P
-Mar 04 10:35:52 	xolaris 
-Mar 04 10:35:55 	don't have to name it after the Nex
-Mar 04 10:36:11 	Laseris
-Mar 04 10:36:17 	no, bad
-Mar 04 10:36:28 	can we rename the laser gun BTW?
-Mar 04 10:36:34 	(like, to the new name of the game)
-Mar 04 10:36:43 	it is the most important part of the game after all
-Mar 04 10:36:49 	should be named like the game
-Mar 04 10:36:56 	the sniper gun on the other hand is quite generic :P
-Mar 04 10:37:22 	morphed: Xolaris... haha
-Mar 04 10:37:34 	just noticed now that it is not named after Solaris but after a player model :P
-Mar 04 10:37:41 	Nexitant
-Mar 04 10:37:54 	"Skadium"
-Mar 04 10:38:02 	"Spexop"
-Mar 04 10:38:11 <}-z-{>	I'm the skad man! "skiddly diddly bo boop wow"
-Mar 04 10:38:13 	"The Incredible Marine"
-Mar 04 10:38:21 <}-z-{>	TIM
-Mar 04 10:38:29 	right
-Mar 04 10:38:35 <}-z-{>	no more dave
-Mar 04 10:38:40 	I am already using that as "working title" for rube goldberg machines :P
-Mar 04 10:38:50 <}-z-{>	;)
-Mar 04 10:38:51 	and a possible future TIM-like mod :P
-Mar 04 10:39:01 <}-z-{>	I wish there was a good FOSS version of TIM
-Mar 04 10:39:11 	I was going to make one based on Nexuiz
-Mar 04 10:39:17 <}-z-{>	>.>
-Mar 04 10:39:18 	but stopped when finding out how unpredictable ODE is in DP
-Mar 04 10:39:28 <}-z-{>	:-\
-Mar 04 10:39:33 	I could reset the machine and restart, and it failed in another way
-Mar 04 10:39:47 	its realistic that way
-Mar 04 10:39:50 	morphed: yes
-Mar 04 10:39:52 	but annoying :P
-Mar 04 10:40:10 	once that ODE problem is solved
-Mar 04 10:40:15 	I _will_ make the TIM-like game
-Mar 04 10:40:16 	except in 3D
-Mar 04 10:40:22 	so you move in spectator mode around, and move stuff
-Mar 04 10:40:30 	and then can start the machine
-Mar 04 10:40:31 	ok I'm going to start venturing more into the non-nex names
-Mar 04 10:40:34 	watch it from your view
-Mar 04 10:40:42 	and at any time, reset and edit further
-Mar 04 10:41:06 	but, for this the ODE support must become more stable
-Mar 04 10:41:19 	keep in mind that I'm tracking these names I'm trying just for ideas, so even if dellum is obviously bad (which I think it is) it could lead to another idea
-Mar 04 10:41:28 	right
-Mar 04 10:41:35 	maybe categorize further into bad ideas and possibly okay :P
-Mar 04 10:41:42 	we don't have anything really good yet, though
-Mar 04 10:41:44 <}-z-{>	Novel Earth Xebec
-Mar 04 10:41:47 	the "bad ideas" of course can be revived
-Mar 04 10:42:15 	anyway, have to go
-Mar 04 10:42:19 	have fun, and  find a good name :P
-Mar 04 10:42:28 <}-z-{>	:-P
-Mar 04 10:42:32 <}-z-{>	laterz
-Mar 04 10:42:35 	cya
-Mar 04 10:42:38 	don't worry, unless you call it nextoris, I won't be likely to reject it
-Mar 04 10:42:51 	(although, that would go well with Zygotic)
-Mar 04 10:43:46 <}-z-{>	nexfork
-Mar 04 10:43:48 <}-z-{>	^_^
-Mar 04 10:47:51 	we're going to be letting go of that japanese kanji for "N"
-Mar 04 10:47:58 	well that looks like an "N"
-Mar 04 10:48:03 	or "n"
-Mar 04 10:48:08 	but
-Mar 04 10:48:12 <}-z-{>	maybe find a new kanji character?
-Mar 04 10:48:23 	that is why I was leaning toward something beginning with 'x'
-Mar 04 10:48:54 	celerity
-Mar 04 11:22:26 	i used company name generator and this is what it generated for us http://img237.imageshack.us/img237/6928/companyname.jpg :)
-Mar 04 11:27:16 	haha
-Mar 04 11:36:23 	yes, that onme we want
-Mar 04 11:39:35 	but .com is taken :(
-Mar 04 11:42:06 	some other company names with .com free to register http://img535.imageshack.us/img535/476/comanynames.jpg ;]
-Mar 04 11:48:09 <}-z-{>	haha, fucki
-Mar 04 11:50:00 *	morphed has quit (Ping timeout: 364 seconds)
-Mar 04 11:53:55 *	morphed (~morphed@095160110118.warszawa.vectranet.pl) has joined #notnexuiz
-Mar 04 12:11:57 	}-z-{: you're in florida now?
-Mar 04 12:15:37 <}-z-{>	yes, I am
-Mar 04 12:15:59 	which city?
-Mar 04 12:16:10 	my dad and brother are in the room and we're discussing possibly moving
-Mar 04 12:16:15 <}-z-{>	Tallahassee
-Mar 04 12:16:19 <}-z-{>	in tha panhandle
-Mar 04 12:16:29 	ah, ok. we're talking about the tampa area
-Mar 04 12:16:34 	or sarasota
-Mar 04 12:16:35 <}-z-{>	yeah, that's a bit lower :-P
-Mar 04 12:16:38 <}-z-{>	3-4 hours
-Mar 04 12:16:42 <}-z-{>	actually more
-Mar 04 12:16:43 <}-z-{>	4-5
-Mar 04 12:16:45 <}-z-{>	haha :)
-Mar 04 12:16:55 <}-z-{>	I'll be back in a bit, guys are waiting for me to go to lunch
-Mar 04 13:32:58 	Umm
-Mar 04 13:33:02 	Someone highlighted me above
-Mar 04 13:33:04 	But my log cut off
-Mar 04 13:33:10 	Could someone post back what it was?
-Mar 04 13:33:31 	let me check
-Mar 04 13:34:23 	Thanks
-Mar 04 13:37:32 	Samual: http://pastie.org/private/wx3tynbiguzpap2zzscvpq
-Mar 04 13:39:27 	Hmmm
-Mar 04 13:39:29 	That's odd
-Mar 04 13:39:31 	It's not in there
-Mar 04 13:39:51 	It must be older than that Dokujisan 
-Mar 04 13:40:12 	Meh nevermind, i'm sure it wasn't important
-Mar 04 13:40:56 	Samual: sorry, it cut off. Div0 quoted what you said right before that
-Mar 04 13:41:04 	about verm being lame, but it's hard to leave nexuiz
-Mar 04 13:41:16 	or it's hard to abandon
-Mar 04 13:46:35 	Ah
-Mar 04 14:00:16 <}-z-{>	10% of my job still requires me to unplug something and plug it back in >_<
-Mar 04 14:08:32 	-z-: And what would that be?
-Mar 04 14:08:41 	-z-: Get switches :P
-Mar 04 14:48:54 	Hey div0
-Mar 04 14:57:56 	come on, brainstorm that name goddamnit 
-Mar 04 15:16:34 <}-z-{>	it is a switch
-Mar 04 15:16:48 <}-z-{>	it's a netgear 48 port switch that I need to unplug once a month when it fucks up
-Mar 04 15:18:00 	morphed: I'll do more brainstorming in a bit, but I went through a shitton of names already
-Mar 04 15:19:19 	go through this list and remove the ones that you are absolutely against (in the top and bottom lists)
-Mar 04 15:19:21 	http://pastie.org/private/3cxafiq3ogsmnbcileaoog
-Mar 04 15:19:53 	just go through and indent the ones you don't like
-Mar 04 15:19:56 	and give me back the list
-Mar 04 15:20:01 	Samual: morphed -z-
-Mar 04 15:20:07 	Taoki: 
-Mar 04 15:20:11 	Hmm?
-Mar 04 15:20:22 	Well
-Mar 04 15:20:24 	I'm here for the next minutes
-Mar 04 15:20:30 	go through this list and indent the ones that you absolutely don't like and give the list back to me
-Mar 04 15:20:30 	http://pastie.org/private/3cxafiq3ogsmnbcileaoog
-Mar 04 15:20:39 	in both the top and bottom lists
-Mar 04 15:20:53 	ok
-Mar 04 15:20:57 	cant we use 2 words for a name ?
-Mar 04 15:21:04 	just start with this first
-Mar 04 15:21:09 	smaller name would be better
-Mar 04 15:21:24 	why ?
-Mar 04 15:21:34 	simplicity
-Mar 04 15:21:38 	The easier it is to pronounce the better :P
-Mar 04 15:21:49 	:P
-Mar 04 15:21:51 	I'm open to two names, but that is more like a Plan D
-Mar 04 15:21:55 	i dont have problems with modern warfare, or bad company 
-Mar 04 15:22:04 	morphed: can you just start with this first?
-Mar 04 15:22:09 	and we can get to that idea after
-Mar 04 15:22:23 	Dokujisan: im afraid i dont like any name there :(
-Mar 04 15:22:31 	pick the better ones
-Mar 04 15:22:37 	they're not all equal
-Mar 04 15:23:26 	"nexodicok sa
-Mar 04 15:23:26 	" really ? :)
-Mar 04 15:23:43 	hu?
-Mar 04 15:23:50 	oops
-Mar 04 15:23:56 	not sure what happened there
-Mar 04 15:24:10 	its sounds like mix of nex, dick and cock ;)
-Mar 04 15:24:14 	that is supposed to be "nexodic"
-Mar 04 15:24:26 	and I accidentlally typed "ok sa" 
-Mar 04 15:24:29 	like I was in IRC
-Mar 04 15:24:47 	I didn't realize which window was active :-P
-Mar 04 15:25:45 	I said Zenux btw
-Mar 04 15:26:30 	iirc -z- liked that one :X
-Mar 04 15:26:31 	Zenon :)
-Mar 04 15:26:41 	morphed, no :P Common :P
-Mar 04 15:26:52 	its redneck name in polish :)
-Mar 04 15:37:17 *	FruitieX (~FruitieX@a83-245-194-105.elisa-laajakaista.fi) has joined #notnexuiz
-Mar 04 15:37:21 	Evening.
-Mar 04 15:37:53 	Ello
-Mar 04 15:38:04 	hi
-Mar 04 15:38:07 	hi
-Mar 04 15:38:07 	Right now we're still trying to find a name if we do fork
-Mar 04 15:38:15 	when we do fork
-Mar 04 15:38:17 	almmost done with the list here
-Mar 04 15:38:28 	Zymotic
-Mar 04 15:38:31 	hehe kidding
-Mar 04 15:38:47 	old joke ;)
-Mar 04 15:40:24 	I actually considered that at first, but nah
-Mar 04 15:41:36 	Citomyz ziuxen
-Mar 04 15:44:08 	did  you guys go through that list?
-Mar 04 15:44:58 	taoki is working on it right now afaik
-Mar 04 15:45:11 	yes, almost done here, in a minute
-Mar 04 15:46:29 	http://norefuge.net/vgng/vgng.html 
-Mar 04 15:47:34 	Amish Assault Pinball 
-Mar 04 15:48:19 	Lol
-Mar 04 15:48:21 	Battle Shock 
-Mar 04 15:48:21 	Done here http://pastebin.com/nWkJF7TD
-Mar 04 15:48:31 	Yeah, I left only 4 from the available .coms
-Mar 04 15:48:42 	thanks
-Mar 04 15:48:46 	Np
-Mar 04 15:49:05 	After this, we should probably make a tpo 5-6 and do an elimination, or a forum pool with them
-Mar 04 15:49:09 	*top
-Mar 04 15:49:10 	does not have to be .com :-)
-Mar 04 15:49:20 	thats good
-Mar 04 15:49:34 	I personally want Zenux :P
-Mar 04 15:49:48 	Or Xenux 
-Mar 04 15:50:31 	Yes, same with the first :)
-Mar 04 15:50:39 	its it name of a god of some cult ?
-Mar 04 15:50:39 	Xenux too, but not as much
-Mar 04 15:51:06 	Zenux or Zenuix or even Zeniux were my favorites from the start
-Mar 04 15:51:06 	What I would prefer is not having to change the name at all
-Mar 04 15:51:12 	But it seems IllFonic doesn't want that.
-Mar 04 15:52:45 	everybody have troubles saying nexuiz 
-Mar 04 15:52:53 	yep
-Mar 04 15:52:58 <}-z-{>	div suggested we call it 'capsized' :-P
-Mar 04 15:53:01 	Nexuiz never was a good name
-Mar 04 15:53:13 <}-z-{>	as a joke of course but I figured I'd spread the humor
-Mar 04 15:53:17 	but the symbol was good and the shortened "Nex" and "Nexers" sounded good
-Mar 04 15:53:31 <}-z-{>	nextfps
-Mar 04 15:53:37 	so if we can come up with a name that also has good features, but isn't confusing to pronounce, then we'll be doing well
-Mar 04 15:53:55 <}-z-{>	nexfor (what's a nex for?)
-Mar 04 15:54:09 	22:53:15 < }-z-{> div suggested we call it 'capsized' :-P
-Mar 04 15:54:10 	:p
-Mar 04 15:54:12 <}-z-{>	there's a dickfore on your face
-Mar 04 15:54:17 <}-z-{>	"what's a dick for?"
-Mar 04 15:54:22 	Try to imagine the first time you saw the name "Nexuiz"
-Mar 04 15:54:31 	remind yourself that your reaction was "wtf?"
-Mar 04 15:54:46 	so that way when we are thinking about this new name, we're letting that name go
-Mar 04 15:55:14 	we've been conditioned to be used to "Nexuiz" and we're familiar with it now and associate good things with it
-Mar 04 15:55:18 	but it's really not an awesome name
-Mar 04 15:55:36 <}-z-{>	I said, "oh, must be european"
-Mar 04 15:55:44 	likewise, we can build up another name that starts off being more clear to pronounce
-Mar 04 15:55:49 	I thought it was alien.....
-Mar 04 15:55:52 	.... Alientrap
-Mar 04 15:55:52 	iirc when nexuiz was showed first time in tv, presenter had troubles to say it 
-Mar 04 15:55:59 <}-z-{>	because we english speaking folk only use language rules that make sense.....
-Mar 04 15:57:28 	 tbh, me too :D
-Mar 04 15:57:35 	 I never knew how to spell it, untill the first time I've heard the announcer :D
-Mar 04 15:57:44 	I'm talking cubeowl into the fork
-Mar 04 15:57:56 	he's kinda heartbroken 
-Mar 04 15:58:08 	sorta like Samual  :-P
-Mar 04 15:58:14 	Yes >.>
-Mar 04 15:58:18 	I liked Nexuiz <.<
-Mar 04 15:58:31 	On the other hand, this leaves us open to changes
-Mar 04 15:58:36 	exactly!
-Mar 04 15:58:38 	good changes!!!
-Mar 04 15:58:39 	And it allows us to structure the team better
-Mar 04 15:58:43 	yes!!!!!!!
-Mar 04 16:00:25 <}-z-{>	yep
-Mar 04 16:00:31 <}-z-{>	build a stronger smarter foundation
-Mar 04 16:00:36 <}-z-{>	and 'clean out the attic' if you will
-Mar 04 16:01:01 	also it will boost motivation and energy 
-Mar 04 16:01:11 <}-z-{>	the hardest part of the transition will be to rebuild the infrastructure for development
-Mar 04 16:01:18 <}-z-{>	which will take a least 3 servers
-Mar 04 16:01:23 	samual, -z-, morphed: did you go through the list?
-Mar 04 16:01:35 <}-z-{>	the repository can be handled on icculus git
-Mar 04 16:01:57 <}-z-{>	I have a machine (nn vps) I can donate to be used for test builds and test servers, maybe other things
-Mar 04 16:02:17 <}-z-{>	and shared hosting for the website, mirrors.  dokujisan I believe also has a webserver for such files
-Mar 04 16:02:25 <}-z-{>	I have a mac to do cross platform compiles
-Mar 04 16:02:29 <}-z-{>	Dokujisan: not yet
-Mar 04 16:02:52 	Dokujisan, I honestly don't like many at all :P lawl Taoki's list is more than what I would've liked
-Mar 04 16:03:21 	Samual: this is to help give a direction on more brainstorming
-Mar 04 16:03:31 <}-z-{>	zeniux is the smoothest out of the list still but not sure if that's the best and div didn't want to use 'zen'
-Mar 04 16:03:37 	pick your best, even if they aren't fully good enough for your liking
-Mar 04 16:03:57 	Xenuix?
-Mar 04 16:04:02 	Er
-Mar 04 16:04:03 <}-z-{>	that's gross
-Mar 04 16:04:04 	Xeniux
-Mar 04 16:04:13 	stfu fool, I don't see you thinking up anything better
-Mar 04 16:04:25 <}-z-{>	that's because you weren't here earlier when we were thinking
-Mar 04 16:04:29 <}-z-{>	oooooh
-Mar 04 16:04:34 <}-z-{>	gonna need some ice for that burn :-P
-Mar 04 16:04:35 	I saw the log
-Mar 04 16:04:46 	Dokujisan pastebined it :P
-Mar 04 16:04:47 <}-z-{>	how about notnex?
-Mar 04 16:04:48 	I wasn't impressed
-Mar 04 16:05:01 	Samual: where?
-Mar 04 16:05:09 	From this room?
-Mar 04 16:05:09 	oh nvm
-Mar 04 16:05:12 	I misread
-Mar 04 16:05:14 	lawl
-Mar 04 16:05:26 <}-z-{>	uzinex
-Mar 04 16:05:48 <}-z-{>	zinex.org AVAILABLE
-Mar 04 16:05:56 <}-z-{>	5 letter ones are good if we can get one of derm
-Mar 04 16:06:14 	yreah
-Mar 04 16:06:25 <}-z-{>	xudex
-Mar 04 16:06:27 <}-z-{>	ex you decks
-Mar 04 16:06:34 <}-z-{>	welcome to ex you decks
-Mar 04 16:07:01 	don't pick each name apart. mainly just skim through and remove the ones that are absolutely horrible
-Mar 04 16:07:03 	Dokujisan: my filter http://pastie.org/854491
-Mar 04 16:07:07 	k thanks
-Mar 04 16:07:21 	zinex.org is something to consider :-)
-Mar 04 16:07:22 <}-z-{>	devnex?
-Mar 04 16:07:32 	how about we invite tzork here ?
-Mar 04 16:07:37 <}-z-{>	go for it
-Mar 04 16:07:38 	absolutely
-Mar 04 16:07:40 	do it
-Mar 04 16:07:44 	I was trying to get cubeowl first
-Mar 04 16:07:47 <}-z-{>	dev[elopers][nex]uiz
-Mar 04 16:07:55 <}-z-{>	err, I did my boxes rong
-Mar 04 16:08:01 <}-z-{>	dev[elopers]nex[uiz]
-Mar 04 16:08:03 <}-z-{>	wrong*
-Mar 04 16:08:04 <}-z-{>	^_^
-Mar 04 16:08:15 	dex?
-Mar 04 16:08:17 	:P
-Mar 04 16:08:23 *	CuBe0wL (~akion@BKTFW13.usn.hu) has joined #notnexuiz
-Mar 04 16:08:26 	yay :-D
-Mar 04 16:08:29 	Welcome, CuBe0wL 
-Mar 04 16:08:30 	hey
-Mar 04 16:08:33 <}-z-{>	hey
-Mar 04 16:08:58 	hi
-Mar 04 16:09:08 	CuBe0wL: go through this list and remove the ones that are absolutely horrible and give the list back to me... http://pastie.org/private/3cxafiq3ogsmnbcileaoog
-Mar 04 16:09:49 	or shot some new names 
-Mar 04 16:09:55 	hai CuBe0wL 
-Mar 04 16:09:57 	do that after
-Mar 04 16:10:39 	night
-Mar 04 16:10:41 	I think I'll have to read the avaible .coms
-Mar 04 16:10:43 	will read backlog in morning :>
-Mar 04 16:10:57 	Dokujisan, can you include .org?
-Mar 04 16:11:01 	CuBe0wL: we have a plan A and plan B...so choose also the non-available .coms
-Mar 04 16:11:10 	How are you generating that list Dokujisan 
-Mar 04 16:11:12 	Samual: we'll get to that after
-Mar 04 16:11:14 	by hand
-Mar 04 16:11:28 	I bet you can get a script to do that
-Mar 04 16:11:31 <}-z-{>	biznex haha
-Mar 04 16:11:32 *	Samual looks at -z-
-Mar 04 16:11:46 <}-z-{>	was funnier in my head
-Mar 04 16:11:55 	Samual: I have a program that will do it actually
-Mar 04 16:11:58 <}-z-{>	because it sounds like 'biznazz'
-Mar 04 16:12:08 <}-z-{>	Samual: I have one, it's called an intern :-P
-Mar 04 16:12:42 	Bitch I have one too
-Mar 04 16:12:46 	It's called a bash script
-Mar 04 16:12:52 <}-z-{>	more like bitch script
-Mar 04 16:12:54 	It just resolves the names :P
-Mar 04 16:12:55 	-.-
-Mar 04 16:12:58 <}-z-{>	:-P
-Mar 04 16:13:11 	Quadriux ?
-Mar 04 16:13:29 <}-z-{>	alright, time to hop onto my iron horse and gallop away from the falling sun
-Mar 04 16:13:40 <}-z-{>	I will catch you gentlemen later
-Mar 04 16:13:41 	pronounced as "Kvadrius"
-Mar 04 16:13:49 <}-z-{>	keep me updated on progress
-Mar 04 16:14:03 <}-z-{>	quadraplinex
-Mar 04 16:14:16 <}-z-{>	cleanex (har har)
-Mar 04 16:14:29 <}-z-{>	klennex is a brand of facial tissues
-Mar 04 16:14:31 	xodiox ... this one has pottential imhp
-Mar 04 16:14:32 	We'd get sued on that one
-Mar 04 16:14:39 <}-z-{>	k, pz
-Mar 04 16:14:44 	kleenex actually :P
-Mar 04 16:14:44 	Cya
-Mar 04 16:14:52 	bye }-z-{ 
-Mar 04 16:14:56 	CuBe0wL: xanax ;)
-Mar 04 16:15:04 	haha
-Mar 04 16:15:30 *	Dokujisan waits for lists :-)
-Mar 04 16:15:34 	exacly
-Mar 04 16:15:34 	Forxiuz
-Mar 04 16:15:37 	:D
-Mar 04 16:15:41 *	Dokujisan looks at Samual 
-Mar 04 16:15:45 	CuBe0wL: maybe you know some cool drugs name ? :)
-Mar 04 16:15:54 	Oh I didn't actually MAKE the script yet
-Mar 04 16:16:02 	Tell -z- to make his interns do shit
-Mar 04 16:16:46 	3-4-phosohoribozile-amino-imidazole-suchsinocarboxamid-snthethase :D
-Mar 04 16:16:49 	IllNex
-Mar 04 16:16:52 	NexFonics
-Mar 04 16:16:56 	-s
-Mar 04 16:16:58 	k bai :p
-Mar 04 16:17:09 	Samual: I don't need the script
-Mar 04 16:17:13 	just need input on the names
-Mar 04 16:17:18 	that one is an enzyme name btw :D
-Mar 04 16:17:31 	I like mainly what Taoki picked out
-Mar 04 16:17:34 	ok
-Mar 04 16:17:47 	But mostly Zenux or Zeniux or Xenux and etc
-Mar 04 16:17:51 	wuzzat?
-Mar 04 16:18:54 	zeniux... yeah, then we'll have shaloin monks fighting over what's the best way to place that vase in a map according to latest feng-shui trends
-Mar 04 16:19:31 	Haha
-Mar 04 16:19:34 	Okay >.>
-Mar 04 16:19:34 	zeniux is very silly in polish 
-Mar 04 16:19:47 	Yes
-Mar 04 16:20:17 	bbl
-Mar 04 16:20:41 	Hey another thing we can change
-Mar 04 16:20:43 	NEW FONT.
-Mar 04 16:20:46 	..........
-Mar 04 16:20:47 	.....................
-Mar 04 16:21:05 	amiriteoramirite?
-Mar 04 16:21:09 	maybe some cheesy oldschool arcade game name that tells about gameplay ?
-Mar 04 16:21:21 	wingdings at least
-Mar 04 16:23:15 	SFIACF?
-Mar 04 16:23:16 	:X
-Mar 04 16:23:29 	Simple, fast, intense and completely free -.-
-Mar 04 16:23:31 	Nah i'm kidding.
-Mar 04 16:24:59 	ok here are my picks from the list
-Mar 04 16:25:00 	http://pastie.org/private/i9x5ccvczyqjajmngwhzwa
-Mar 04 16:25:44 *	tZork (~blah@c-b42f72d5.31-97-64736c10.cust.bredbandsbolaget.se) has joined #notnexuiz
-Mar 04 16:25:53 	hi
-Mar 04 16:25:54 	Ello tZork
-Mar 04 16:26:01 	I mostly like nexeon, nexion, nexotic, nexilus or nexolus out of the whole list....but I could tolerate the others
-Mar 04 16:26:02 	hi
-Mar 04 16:26:27 	Well
-Mar 04 16:26:44 	I would say we could do a forum post and have a poll.....
-Mar 04 16:26:49 	nooooooooo
-Mar 04 16:26:52 	can't do this publicly
-Mar 04 16:26:54 	But do we want to announce that we're doing this --
-Mar 04 16:26:56 	Yeah
-Mar 04 16:27:09 	to get the basics outa the way first: im not nessesarely pro-fork
-Mar 04 16:27:21 	yeah I cubeowl suggested that
-Mar 04 16:27:44 	cubeowl wasn't either, but I think I helped clear up some things about it for him. Now he's likely on the fence or better
-Mar 04 16:28:00 	tZork: what are your main reasons for not wanting a fork in this case?
-Mar 04 16:28:08 	what are the downsides?
-Mar 04 16:28:32 	forking / renaming is sort of admitting defeat, and could possibly mean a lengthy conflict over who's got teh right to what.
-Mar 04 16:29:03 	ok first point, we've already discussed a plan for management
-Mar 04 16:29:12 	im not saying im nessesarely against it eigther; just that its not a all good option.
-Mar 04 16:29:17 	i think that we cant win this
-Mar 04 16:29:25 	it needs refinement, but keep in mind that Nexuiz had no outline for how to manage things
-Mar 04 16:29:30 	and with GPL cant be any conflict
-Mar 04 16:30:07 	but with this new game, we're talking about having it run by a select group (which hasn't been decided yet, just the idea mentioned) for major decisions
-Mar 04 16:30:17 	not one single leader
-Mar 04 16:30:22 	and that already is a plus
-Mar 04 16:30:34 	i would nto count on it morphed, the last few says i experianced things i tought gpl would make impossible.
-Mar 04 16:31:05 	we're also only going to be committed to this one game, unlike alientrap
-Mar 04 16:31:36 	verm admits that he did this choice primarily because he wants to further alientrap.
-Mar 04 16:32:26 	so whatever name is chosen for the game, the development team will be called "the  team"
-Mar 04 16:33:01 	i sugest keeping the name nexuiz in that case. possibly pre or postfix it.
-Mar 04 16:33:03 	so far, we've had some great discussions with div0 over the past 24 hours
-Mar 04 16:33:10 	we can't keep the name
-Mar 04 16:33:17 	we need to let that go
-Mar 04 16:33:38 	also its not such a great name 
-Mar 04 16:33:55 	here is what I said just a few minutes before you arrived.....
-Mar 04 16:33:57 	 Try to imagine the first time you saw the name "Nexuiz"
-Mar 04 16:33:57 	 remind yourself that your reaction was "wtf?"
-Mar 04 16:33:57 	 so that way when we are thinking about this new name, we're letting that name go
-Mar 04 16:33:57 	 we've been conditioned to be used to "Nexuiz" and we're familiar with it now and associate good things with it
-Mar 04 16:33:57 	 but it's really not an awesome name
-Mar 04 16:33:57 	<}-z-{> I said, "oh, must be european"
-Mar 04 16:33:57 	 likewise, we can build up another name that starts off being more clear to pronounce
-Mar 04 16:34:07 	sure we can, noone owns it afaik. so something like Nexuiz::Nextgen is totally ok to use. and as a plus it will draw some media from ill*
-Mar 04 16:34:12 	and at
-Mar 04 16:34:57 	I would think that alientrap would be able to fight for rights to that trademark....and that means vermeluen
-Mar 04 16:35:07 	 <}-z-{> I said, "oh, must be european"
-Mar 04 16:35:13 	teh fuck lol?
-Mar 04 16:35:23 	and I wouldn't feel right about just stealing that name anyway...not to mention that we don't have the domain
-Mar 04 16:35:32 	for whatever name we choose, we should have control over the domain
-Mar 04 16:35:44 	so nobody can just sell it or give it someone else
-Mar 04 16:36:34 	we also discussed numerous other improvements that we can focus on
-Mar 04 16:36:45 	like div0 agreed to a central registration system
-Mar 04 16:36:50 	tZork: for me it sounds french 
-Mar 04 16:36:57 	with ihs certain preferences for protecting privacy
-Mar 04 16:37:02 	his*
-Mar 04 16:37:16 	and I talked with him at length about doing official training servers
-Mar 04 16:37:27 	and organizing mapping projects
-Mar 04 16:37:42 	basically, I hope to become an official community organizer in that regard
-Mar 04 16:38:21 	"official" being key here. When things are left to be done by only the community, there is a disadvantage. If things are done from the top down, a lot more momentum can be achieved.
-Mar 04 16:38:39 	I can hopefully do what I did for nexuiz but on a larger scale
-Mar 04 16:39:07 	this is precisely why I wanted a fork for nexuiz last year....but we didn't have a main developer
-Mar 04 16:39:24 	Nexuiz is a semi-successful project by accident
-Mar 04 16:39:54 	if it were handled properly, it would have achieved so much more by now
-Mar 04 16:40:18 	i allready have two other game projects fightning for my attention, beside my regular work. only reaso i stayed with nexuiz was the legacy and the community.
-Mar 04 16:40:20 	but it really didn't have any organization or leadership. Div0 lead out of necessity
-Mar 04 16:40:42 	well really the community is likely to come along with us
-Mar 04 16:41:03 	we're going along with the new fork....and you like us, right? :-D
-Mar 04 16:41:17 	.........right? :-o
-Mar 04 16:41:36 	:-(
-Mar 04 16:41:44 	anyway, yeah I know you're involved with other games
-Mar 04 16:42:04 	im sure not against you, but i dont know if i want to get involved at this point
-Mar 04 16:42:14 	like with cubeowl, I know you're busy and I wouldn't be asking you to take some official role that takes up all of your time
-Mar 04 16:42:21 	just support this new project in the same way you did nexuiz
-Mar 04 16:42:24 	better to state that now then let you doos know it later
-Mar 04 16:42:31 	tZork: but legacy will stay, and community will follow us 
-Mar 04 16:43:10 	morphed: maybe, but its a chanse for me to make a break with it all. its not like im swamped with free time thise days.
-Mar 04 16:43:32 	unlike when i first found nexuiz
-Mar 04 16:43:47 	I'm familiar with that
-Mar 04 16:44:41 	one of my otehr projects is possibly merge-able with this fork tough. it thats doable; the story is diffrent.
-Mar 04 16:44:57 	its like heroin, you cant quit :)
-Mar 04 16:45:18 	back
-Mar 04 16:45:25 	tZork: can you tell us more?
-Mar 04 16:45:30 	or is it under wraps?
-Mar 04 16:45:34 	Wow, nice to see so many people joined here :)
-Mar 04 16:45:44 	not really Dokujisan, theres just not all that much to tell 
-Mar 04 16:46:30 	teh idea was to make a game that adress what we tought nexuiz was missing. 
-Mar 04 16:47:15 	:-)
-Mar 04 16:47:17 	perfect
-Mar 04 16:47:23 	and start from a clean codebase
-Mar 04 16:47:28 	ah I see
-Mar 04 16:47:39 	well that's interesting to me, though I'm not a nexuiz developer
-Mar 04 16:48:28 	basicaly just briging along some ideas, both art and code are to be re-built to adress the large issue of legacy bagage nexuiz suffers from.
-Mar 04 16:48:37 	I've heard from other developers that there are some things in nexuiz code that need a cleanup
-Mar 04 16:49:39 	despite div0's exelent work on it, its sadly still very much a planless design. as sutch adding and chaning and not the least understanding the code takes a massive effort
-Mar 04 16:49:52 	at times
-Mar 04 16:49:55 	but I think this central user system is a HUGE change that div0 is finally onboard with and he sees the benefits of it
-Mar 04 16:50:30 	and that system can allow a lot of other features to be possible
-Mar 04 16:51:19 	the second part of l!ft (the oterh project) where to place it in a steam-punk'ish artline. and quite possibly introduce classbased gameplay and PvM gameplay
-Mar 04 16:53:02 	I have basically been slowly heading out the door over the past 6 months as far as Nexuiz is concerned. I was too dissatisfied and wanted to focus on something more productive, so I also have other projects that I'm getting involved in
-Mar 04 16:53:13 	I gave up on Nexuiz community efforts
-Mar 04 16:53:21 	because it was like swimming upstream
-Mar 04 16:53:38 	indeed
-Mar 04 16:53:43 	and this is why I tried to organize a fork before.... like last August
-Mar 04 16:54:03 	but this mistake by vermeleun could turn out to be a wonderful thing
-Mar 04 16:54:05 	a clean slate
-Mar 04 16:54:54 	and this interests me again
-Mar 04 16:55:08 	especially after my conversations with div0 over the past 24 hours
-Mar 04 16:55:35 	to be honest, div0 has changed over the past ....I dunno... 8 moths? To me he seems to have changed
-Mar 04 16:56:27 	months*
-Mar 04 16:57:27 	but it was good conversation, good ideas discussed and if half of them actually happen, the result will be a game a lot better than Nexuiz
-Mar 04 16:57:58 	with a bigger and stronger community
-Mar 04 16:58:16 	i will air this with the l!ft team and get back
-Mar 04 17:01:11 	cool
-Mar 04 17:01:17 	i do have a few thing i feel strongly should be done if i are to join this fork, like at the very least trash all current player models and seriosly audit the code. preferably remake it by pulling things over to a new codebase.
-Mar 04 17:01:35 	yes we did discuss new player models
-Mar 04 17:01:57 	and a new set of default maps
-Mar 04 17:02:13 	that too
-Mar 04 17:02:18 	I started a list of maps that could use "fixing" and testing before being added
-Mar 04 17:09:11 	http://alientrap.org/forum/viewtopic.php?f=19&t=6054 =P
-Mar 04 17:09:32 	Been crazy enough to work on that all day
-Mar 04 17:10:51 	hahaha
-Mar 04 17:10:55 	exelent
-Mar 04 17:11:05 	thanks :P
-Mar 04 17:11:18 	http://pics.nexuizninjaz.com/images/zbcmceics6shje6u8wk9.jpg
-Mar 04 17:11:42 	however.. make red spawn with tuba only. };P
-Mar 04 17:12:13 	yarr i lol @ that pic Taoki =)
-Mar 04 17:12:26 	hahaha
-Mar 04 17:12:32 	I can't stop laughing myself... :D
-Mar 04 17:12:57 	very clever :-)
-Mar 04 17:13:33 	thx
-Mar 04 17:13:38 	Taoki: CTF?
-Mar 04 17:13:42 	"where robbing is a way of showing love" omg spot on xD
-Mar 04 17:13:48 	I'll put it on HOCTF
-Mar 04 17:13:55 	Yeah, TDM and CTF
-Mar 04 17:14:14 	TDM is not so good, since you spawn at any spawn point of any team (not sure if that should be fixed)
-Mar 04 17:15:56 	heh you spelled "Nexiuz" properly :-)
-Mar 04 17:16:03 	yeah :P
-Mar 04 17:20:50 	re for a sentence: back on topic, with the serious talking: what do you do with the servers? Let's say, we fork DCC servers to Nexuiz:NeXtgen. how'd you inform the masses, who don't read the forum?
-Mar 04 17:21:04 	also, I've just had a BRILLIANT idea for fork name:
-Mar 04 17:21:09 	Pheonix
-Mar 04 17:21:22 	pronounced ofc. as Phoenix :D
-Mar 04 17:21:46 	Hmmm... that soulds pretty. Nice idea :)
-Mar 04 17:21:50 	I'll be informing the masses from HOCTF and HODM servers in the states
-Mar 04 17:21:52 	homage to Nexuiz typo, and representing the way a killed game is reborn from it's ahes :D
-Mar 04 17:22:12 	heh, I made a server once called Phoenix
-Mar 04 17:22:21 	As for informing the masses, I spoke about that with div0 yesterday (we all did on the channel iirc). We can make a new csprogs and put it on servers, that will inform about this
-Mar 04 17:22:24 	Also, another idea
-Mar 04 17:22:31 	it was "rising from the ashes: of Fusion CTF" my previous server
-Mar 04 17:22:35 	turns out that name is overplayed
-Mar 04 17:22:48 	ok Nexiuz Wars loading on HOCTF1
-Mar 04 17:23:00 	Alias a command to chat a message when playing on servers. But not to press it all the time in an annoying spammy way
-Mar 04 17:23:09 	I'll do that once the new name is decided
-Mar 04 17:23:11 	 Pheonix
-Mar 04 17:23:13 	+1
-Mar 04 17:23:16 	And press it every once in a while on the DCC servers
-Mar 04 17:23:20 	yeah
-Mar 04 17:23:53 	though I'm still pro Nexuiz, and no forking
-Mar 04 17:23:59 	I like spoon better ;)
-Mar 04 17:25:35 	haha Taoki there are holes in the floor
-Mar 04 17:25:55 	holes?
-Mar 04 17:26:02 	yeah I fall through
-Mar 04 17:26:05 	OT again before I leave: ffs, we've printed a final draft of my thesis before binding it, to read through once more
-Mar 04 17:26:17 	weird. Probably some compilation issues...
-Mar 04 17:26:19 	*issues
-Mar 04 17:26:24 	I've already written a full A4 page with errors I've found
-Mar 04 17:26:25 	right outside the bases
-Mar 04 17:26:38 	and I'm still at only the 10th page
-Mar 04 17:26:48 	If its on the terrain, might be another issue with patch meshes
-Mar 04 17:31:18 *	DibTop (~chatzilla@c-71-233-23-46.hsd1.ma.comcast.net) has joined #notnexuiz
-Mar 04 17:31:28 	hi notnexuiz :)
-Mar 04 17:31:29 	phoenix is great idea but without switched letters 
-Mar 04 17:31:37 	hello
-Mar 04 17:31:46 	hi
-Mar 04 17:31:57 	anyone have a pastie of what was already said so no one has to repeat
-Mar 04 17:32:29 	i only got a partial
-Mar 04 17:32:29 	I rather like CuBe0wL's version with switched letters. It sounds a bit better for a game like Nexuiz (if we can still call it such until its renamed)
-Mar 04 17:33:08 	one thing im working on right now is rigging oblivion's latest model
-Mar 04 17:33:14 	Dokujisan?
-Mar 04 17:33:22 	mostly for practice but if its any good
-Mar 04 17:34:15 DibTop div0 
-Mar 04 17:34:20 	DibTop: there has been a ton of conversation
-Mar 04 17:34:25 	I'll show you what I have
-Mar 04 17:34:27 	hang on
-Mar 04 17:34:30 	thanks
-Mar 04 17:35:52 	im interested on what was said before i arrived too Dokujisan
-Mar 04 17:36:37 	here is the entire chat since I joine #notnexuiz yesterday
-Mar 04 17:36:39 	http://www.nullgaming.com/stuff/notnexuiz.log
-Mar 04 17:37:43 	heh a bit if bedtime reading ^^
-Mar 04 17:37:48 	:-)
-Mar 04 17:39:58 *	soul81 (~soul@a83-163-47-227.adsl.xs4all.nl) has joined #notnexuiz
-Mar 04 17:40:05 	soul81: ?
-Mar 04 17:40:18 	from netherlands?
-Mar 04 17:40:18 *	soul81 is now known as SoulKeeper_p
-Mar 04 17:40:20 	;)
-Mar 04 17:40:20 	ahhh
-Mar 04 17:40:33 	 here is the entire chat since I joine #notnexuiz yesterday
-Mar 04 17:40:33 	 http://www.nullgaming.com/stuff/notnexuiz.log
-Mar 04 17:40:47 	a lot of reading...so I suggest just skimming
-Mar 04 17:40:58 	tnx Dokujisan 
-Mar 04 17:41:19 	tZork, just poked me, thought join chan
-Mar 04 17:41:26 	Dokujisan: make it the topic
-Mar 04 17:41:30 *	Dokujisan has changed the topic to: here is most of the conversation so far -- http://www.nullgaming.com/stuff/notnexuiz.log
-Mar 04 17:56:51 	the interesting part for me starts at Mar 04 06:19:44 
-Mar 04 18:04:58 	will have to continiue reading tomorrow, work in 5h, and i better try n get some sleep first.
-Mar 04 18:05:50 	k, cya
-Mar 04 18:15:55 *	tZork is now known as tZork|gone
-Mar 04 18:43:19 	what about esteel?
-Mar 04 18:43:31 	he was a major contributor too
-Mar 04 18:43:46 	I think we'd need to invite him here too
-Mar 04 18:44:01 	yeah
-Mar 04 18:46:49 <[-z-]>	nexion, nexotic, xenux, zenux are mine out of your last list Dokujisan
-Mar 04 18:47:09 	k
-Mar 04 18:48:00 <[-z-]>	Dokujisan: are you in darkplaces?
-Mar 04 18:48:07 <[-z-]>	#darkplaces
-Mar 04 18:48:08 	the channel? no
-Mar 04 18:48:11 <[-z-]>	ah
-Mar 04 18:48:12 <[-z-]>	hold
-Mar 04 18:48:21 	should I be?
-Mar 04 18:48:59 <[-z-]>	probably
-Mar 04 18:48:59 	Any news about the name? Do we have a top 4-5-6 yet?
-Mar 04 18:49:00 <[-z-]>	on anynet
-Mar 04 18:49:13 <[-z-]>	http://pastie.org/854774
-Mar 04 18:49:28 	omg diablo
-Mar 04 18:49:32 	I'm not a fan of his
-Mar 04 18:50:02 <[-z-]>	there is more log too if you'd like
-Mar 04 18:50:05 <[-z-]>	some interesting stuff is said
-Mar 04 18:51:34 	eh, if it involves diablo, I probably don't want to read it
-Mar 04 18:51:35 	heh
-Mar 04 18:51:41 <[-z-]>	http://pastie.org/854777 nope
-Mar 04 18:54:16 	[12:59:23 pm]  div0: I share the theory that it will boost popularity of existing Nexuiz
-Mar 04 18:54:17 	yikes!
-Mar 04 18:55:24 	It's not impossible.
-Mar 04 18:56:23 	They own that name now. The game we know and play as Nexuiz is an asterisk
-Mar 04 18:56:45 <[-z-]>	omg that's a great name :-P
-Mar 04 18:56:46 <[-z-]>	Nexuiz*
-Mar 04 18:56:52 	:-)
-Mar 04 18:57:50 	Apart from the popularity loss, I kinda have the feeling it was after all just a name. It doesn't change anything that we see while we play, so Nexuiz is still Nexuiz to me.
-Mar 04 18:58:06 	the name is a lot
-Mar 04 18:58:13 <[-z-]>	yes but that mangled name was ours
-Mar 04 18:58:14 	that should not be underestimated
-Mar 04 18:58:25 <[-z-]>	and we all worked together to build what it represents
-Mar 04 18:58:30 	We invested our time to build up that name
-Mar 04 18:58:31 <[-z-]>	and this new image does not represent us
-Mar 04 18:58:39 	Well, it does also mean a lot in the sense that... we are used to it so it's like loosing something we cared for
-Mar 04 18:58:49 <[-z-]>	but our rolling stone of a father has tried to tell us this is what we need
-Mar 04 18:59:21 	vermeulen certainly did nothing to build up that name. In selling the name (directly or indirectly), he sold our effort and investment in the name
-Mar 04 18:59:29 	if we change name, we have milions of players that downloaded nexuiz and didnt liked it back then
-Mar 04 18:59:35 	and we now lose that which we helped build up
-Mar 04 19:00:05 	I can't ignore the fact that if it wasn't for Vermeulen, Nexuiz wouldn't have existed, however.
-Mar 04 19:00:10 	they might download new game because they dont know its old nexuiz 
-Mar 04 19:00:13 	yes, starting over....especially with the backstory of a failed GPL project, can attract a flood of new players ....if we do it properly
-Mar 04 19:00:36 	this fork would attract a lot of attention
-Mar 04 19:00:39 	or could
-Mar 04 19:00:40 	and by millions i mean actual numbers from sourceforge downloads :)
-Mar 04 19:00:40 <[-z-]>	Taoki: but perhaps another game would have
-Mar 04 19:00:47 	brb....food
-Mar 04 19:01:49 	I'm confused as to why this is called a fork. Wouldn't it be a fork if we split it into two projects?
-Mar 04 19:02:01 	Im rather seeing it as a renaming
-Mar 04 19:02:14 <[-z-]>	the future of the alientrap AT is unknown
-Mar 04 19:02:20 <[-z-]>	at nexuiz*
-Mar 04 19:03:02 	Oh... there might still be one? I thought it's just this Nexuiz getting renamed. That would be bad... there would be two GPL Nexuizes
-Mar 04 19:03:18 <[-z-]>	well, it would likely die if we fork
-Mar 04 19:03:28 <[-z-]>	unless vermeulen finds a new team
-Mar 04 19:04:12 	yeah. Two GPL Nexuizes would be a horrible idea imo.
-Mar 04 19:04:26 <[-z-]>	well this would be a different game
-Mar 04 19:04:45 <[-z-]>	sounds like a lot of people want to take the opportunity to streamline some things
-Mar 04 19:04:57 	Of course, if Vermeulen may wish to do a fock himself to still maintain a GPL Nexuiz of his own, with a team of his own, that would be his choice. Though it would hurt everything badly.
-Mar 04 19:05:03 	*fork
-Mar 04 19:05:14 <[-z-]>	I doubt he'd have the interest
-Mar 04 19:05:18 	I hope it son't be the case
-Mar 04 19:05:20 	yeah
-Mar 04 19:05:25 <[-z-]>	except only to try and defend his honor
-Mar 04 19:05:31 <[-z-]>	but doing so might even make it worse
-Mar 04 19:05:53 <[-z-]>	There are enough people that feel like the captain abandoned them
-Mar 04 19:06:04 	Yeah, most of us do.
-Mar 04 19:06:18 <[-z-]>	div0: is it true that Vermeulen paid you?
-Mar 04 19:07:27 <[-z-]>	http://alientrap.org/forum/viewtopic.php?f=1&t=6047&start=0#p76262
-Mar 04 19:08:43 <[-z-]>	depending on how vermeulen can spin this PR disaster we might not even have to split
-Mar 04 19:10:09 	I hope he doesnt own the alientrap.com website, or the forum
-Mar 04 19:13:51 	the name should be DiaboliK really  :P
-Mar 04 19:14:28 	did someone suggest Phoenix?
-Mar 04 19:14:48 	Something similar
-Mar 04 19:14:53 	yeah, that too
-Mar 04 19:15:51 	I'm curious about the name. Is there any plan as to when it is decided, or a top with the best names for now?
-Mar 04 19:18:40 	DiaboliK as a name wouldn't suck actually :P
-Mar 04 19:18:45 	lawl
-Mar 04 19:18:51 	It's better than some of the other stuff
-Mar 04 19:23:10 	whatever happens with the name, and I was saying this yesterday, we should take some time to pick the proper name
-Mar 04 19:23:12 	we have some time
-Mar 04 19:27:02 	nexion, nexotic
-Mar 04 19:27:11 	nexion is sorta taken already in gaming
-Mar 04 19:27:22 	and nexon
-Mar 04 19:27:34 	but nexotic doesn't have anything game-related that I can find
-Mar 04 19:28:06 	an I found a clan naned team nexotic
-Mar 04 19:28:28 	a dance crew named nexotic :-)
-Mar 04 19:29:03 	Not sure on Nexotic here. Would be a good name though
-Mar 04 19:30:18 	I like the idea of making a game where we can create a new symbol for it
-Mar 04 19:30:56 	I like Nexotic
-Mar 04 19:31:09 	what about Nexodic?
-Mar 04 19:31:15 	I like the 't' better
-Mar 04 19:31:22 	what about Nexilus?
-Mar 04 19:31:23 	t is better imo
-Mar 04 19:31:31 	Nexilus is too similar :X
-Mar 04 19:31:44 	nexotic.org is available
-Mar 04 19:31:46 	btw
-Mar 04 19:31:52 	yeah... we discussed our planning for this
-Mar 04 19:31:59 	Plan A is to aim for an avialable .com
-Mar 04 19:32:06 	Yeah
-Mar 04 19:32:07 	plan B is to consider .coms that are taken
-Mar 04 19:32:54 	I like the look of a lot of the names beginning with "x"
-Mar 04 19:33:02 	but the pronunciation is trickier
-Mar 04 19:33:10 	like xodius or something
-Mar 04 19:33:15 	xenotic
-Mar 04 19:33:40 	and it's like a backwards of 'nex'
-Mar 04 19:33:45 	'xen'
-Mar 04 19:34:47 	I already picked the ones i support. http://pastebin.com/nWkJF7TD
-Mar 04 19:35:17 	ya I have those
-Mar 04 19:35:31 	ziuxen
-Mar 04 19:35:46 	you really liked nexvium?
-Mar 04 19:35:47 	heh
-Mar 04 19:36:00 	Not a lot, but it sounds acceptable
-Mar 04 19:36:10 	its one of my least favorites from there
-Mar 04 19:36:46 	nexolus is too...weak sounding?
-Mar 04 19:37:02 	I think that's what div0 said
-Mar 04 19:37:07 	using the 'L' sound
-Mar 04 19:37:58 *	mand1nga (ba88357b@webchat.mibbit.com) has joined #notnexuiz
-Mar 04 19:38:05 	mand1nga!
-Mar 04 19:38:15 	Mr Dokujisan !
-Mar 04 19:38:21 	nice to see you man
-Mar 04 19:38:23 	read the link in the topic if you want. It's lengthy
-Mar 04 19:38:26 	Ello, mand1nga 
-Mar 04 19:38:32 	hey Samual 
-Mar 04 19:38:35 	alright
-Mar 04 19:38:52 	I've exchanged a few words with Lee today
-Mar 04 19:39:13 	heh
-Mar 04 19:40:04 	nothing relevant, just .. knowing the enemy ;)
-Mar 04 19:40:18 	Phoenix make it Phoinex
-Mar 04 19:40:32 	thats a bit weird though
-Mar 04 19:40:49 	http://pastebin.com/pjqt20YN
-Mar 04 19:40:51 	I'm not keen on phoenix. that name is overplayed by now
-Mar 04 19:41:22 	I like it having a name that really has no meaning, a made up word
-Mar 04 19:41:38 	I have the name
-Mar 04 19:41:45 *	mand1nga <-
-Mar 04 19:41:46 	:>
-Mar 04 19:43:24 	ugh.. I read comments made by vermeulen and the illfonic guy and Lordhavoc and it seems like you can't get through to them
-Mar 04 19:43:30 	and it's also too late, imo
-Mar 04 19:43:35 	what's done is done
-Mar 04 19:44:11 	I mean he can't undo it
-Mar 04 19:44:15 	there are contracts
-Mar 04 19:44:34 	well, that'd be a big problem for them
-Mar 04 19:44:48 	I'm at peace with the idea we'll be continuing under a new name.
-Mar 04 19:44:56 	imho they can't handle the amount of bad press that is coming
-Mar 04 19:45:05 	I'm more than at peace. I'm actually excited for it.
-Mar 04 19:45:06 	The only thing I worry about now is a fork of Nexuiz GPL. That would destroy everything.
-Mar 04 19:45:24 	This would be a fork of Nexiuz GPL
-Mar 04 19:45:27 	I think the commercial version will be dead even before reaching the shelves, like I said before
-Mar 04 19:45:41 	A fork as in, 2 projects continuing fro it
-Mar 04 19:45:49 <[-z-]>	I don't think there is anything to worry about as long as we organize ourselves and our resources properly
-Mar 04 19:46:00 <[-z-]>	improve where the project needs improving and better distribute power
-Mar 04 19:46:32 	I see those are separated issues 1) the future of GPL nexuiz and 2) do something against LV disrepectful/unlawful actions
-Mar 04 19:46:35 	I like everything that's been said so far in this channel since I joined
-Mar 04 19:46:54 	LV?
-Mar 04 19:46:58 <[-z-]>	lee vermeulen
-Mar 04 19:47:00 	oh
-Mar 04 19:47:16 	it seems he is the only one to blame
-Mar 04 19:47:27 	lordhavoc played a role
-Mar 04 19:47:37 	and regardless of what lee says, I still blame illfonic somewhat
-Mar 04 19:47:39 <[-z-]>	different said he never really gave explicity permission to LH
-Mar 04 19:47:39 	yes, a minor one imho, but still
-Mar 04 19:47:47 <[-z-]>	he said it was more a "I might sell this one day" sort of thing
-Mar 04 19:47:55 <[-z-]>	he definitely didn't know about the name thing
-Mar 04 19:48:39 	I just can't stand the fact that div0 was kept out of this, I never seen such a lack of respect/manners before
-Mar 04 19:48:41 	I didn't know about the name being the same
-Mar 04 19:48:46 	However, I knew about the project
-Mar 04 19:49:06 <[-z-]>	how long ago?
-Mar 04 19:49:07 	I've known about it for quite a while too :X
-Mar 04 19:49:13 	Since I got commit access to Nexuiz
-Mar 04 19:49:13 *	morphed has quit (Read error: Connection timed out)
-Mar 04 19:49:26 <[-z-]>	who told you? LH?
-Mar 04 19:49:27 	To me, Illfonic and Vermeulen are equally guilty
-Mar 04 19:49:35 	LordHavoc confronted me about it, -z-
-Mar 04 19:49:41 <[-z-]>	I figured
-Mar 04 19:49:47 	acces to nexuiz or dp?
-Mar 04 19:49:51 <[-z-]>	and no one told div??
-Mar 04 19:49:52 	Nexuiz
-Mar 04 19:49:52 	well div0 was told about a console port, but he didn't know that it was not going to be benefitting the current Nexuiz and that it would be a completely different game...and of course the use of the name
-Mar 04 19:49:55 	I had DP earlier
-Mar 04 19:50:02 	-z-: I thought he knew
-Mar 04 19:50:04 	wow thats crazy
-Mar 04 19:50:19 	If not, he figured it out for the most part
-Mar 04 19:50:29 	If you look at the commit log, pay attention to most of the GL changes
-Mar 04 19:50:38 <[-z-]>	anyone ever remember a fund raiser for divVerent sponsored by Lee???
-Mar 04 19:50:38 	got to go, ttyl
-Mar 04 19:50:50 	you have all my support guys
-Mar 04 19:50:52 	-z-: No, but i've only been here since 2.4.2
-Mar 04 19:50:59 	(coming from the l!ft team)
-Mar 04 19:51:02 <[-z-]>	that's another thing he claimed in his reply to my ill comment about where the donations were going
-Mar 04 19:51:02 	later.
-Mar 04 19:51:08 <[-z-]>	bye mand1nga
-Mar 04 19:51:28 	thanks mand1nga!
-Mar 04 19:52:53 	Anyway I wasn't aware that they were using our game code either
-Mar 04 19:53:03 	I just thought they were using the engine and that's it
-Mar 04 19:53:11 	that might be true still
-Mar 04 19:53:14 	No
-Mar 04 19:53:18 	oh?
-Mar 04 19:53:30 	They use parts of the gamecode too. I spotted at least the ghost items, and other users confirmed
-Mar 04 19:53:58 	That doesn't necessarily need our gamecode, they could've just taken the feature idea
-Mar 04 19:54:01 	Which, i'm fine with
-Mar 04 19:54:09 	I'm also upset that they're only doing 2 game modes
-Mar 04 19:54:14 	AND THEY'RE REMOVING DEATHMATCH....
-Mar 04 19:54:16 <[-z-]>	I don't trust anyone that makes an all flash website
-Mar 04 19:54:45 	Listen, you don't remove deathmatch from a game which was originally designed to BE a deathmatch game
-Mar 04 19:54:58 <[-z-]>	rm deathmatch
-Mar 04 19:55:06 	Bitch you forgot permissions
-Mar 04 19:55:06 <[-z-]>	rm -f deathmatch
-Mar 04 19:55:14 	-.-
-Mar 04 19:55:24 <[-z-]>	chown z deathmatch && rm -vf deathmatch
-Mar 04 19:55:36 	I agree. Removing deathmatch is something more stupid than concievable. Its the main gametype
-Mar 04 19:55:36 	Fine.
-Mar 04 19:55:47 <[-z-]>	I'd play a CTF only game
-Mar 04 19:55:53 <[-z-]>	but I'd want it to be crazy style ZTF :-P
-Mar 04 19:56:02 <[-z-]>	that is multiple flags with multiple values
-Mar 04 19:56:05 	That and they won't add Keyhunt or any other game modes which could be very successful
-Mar 04 19:56:20 <[-z-]>	ZTF Fortress is the future! :-P
-Mar 04 19:56:23 	I personally would want LMS in there :P
-Mar 04 19:56:38 	I bet you LMS could be fun when the server is constantly full :P
-Mar 04 19:56:54 <[-z-]>	the world may never know
-Mar 04 19:57:07 	Actually it could be calculated
-Mar 04 19:57:19 	ok I need to sleep....but I'm excited for this thing now.
-Mar 04 19:57:30 	so please keep the momentum going
-Mar 04 19:57:34 	lawl
-Mar 04 19:57:45 <[-z-]>	take care Dokujisan
-Mar 04 19:57:50 	cya
-Mar 04 19:57:53 	Cya
-Mar 04 19:58:15 	But honestly I would be fine with this whole thing if their company did 2 things: 
-Mar 04 19:58:20 	Actually.. 3.
-Mar 04 19:58:44 	#1: Change the name to something else... We're the ones with the community who built up the name, we're the ones who want to keep it.
-Mar 04 19:59:33 	#2: Credit all contributors of code and content that they used in the game. (That does mean in the game credits itself)
-Mar 04 20:00:15 	#3: Take heed of the more important things to the community and listen to their opinions about what they want to do with the game.
-Mar 04 20:00:37 <[-z-]>	They already have the "we're better than you, we're saving you, the future is awesome, you don't even know" attitude...
-Mar 04 20:00:39 	........... Like me with being upset about only having TDM and CTF :P
-Mar 04 20:00:41 <[-z-]>	so goodluck :-P
-Mar 04 20:01:07 	Actually
-Mar 04 20:01:13 	All of that................... OR.......................
-Mar 04 20:01:15 <[-z-]>	we are so honored to have old school quake players who might have played nexuiz once or twice buy out game
-Mar 04 20:01:18 	They give us all their artwork.
-Mar 04 20:01:19 <[-z-]>	our*
-Mar 04 20:01:20 	^_^
-Mar 04 20:01:21 	^_^
-Mar 04 20:01:30 	I want their fucking artwork damnit
-Mar 04 20:01:31 	>.>
-Mar 04 20:01:32 <[-z-]>	yeah, I can't believe they've been such jerks about content too
-Mar 04 20:01:34 <[-z-]>	well
-Mar 04 20:01:38 <[-z-]>	as I said to div in pm
-Mar 04 20:01:46 <[-z-]>	even if they just made us a few new models for our game
-Mar 04 20:01:51 <[-z-]>	it would appease the crowd
-Mar 04 20:02:02 	Indeed
-Mar 04 20:02:04 	Well
-Mar 04 20:02:08 	I want that style :P
-Mar 04 20:02:16 <[-z-]>	severance pk3
-Mar 04 20:02:19 <[-z-]>	harrr
-Mar 04 20:02:25 	Listen, the style they went for with the artwork is what i've always wanted from Nexuiz 
-Mar 04 20:02:33 	When I dream of Nexuiz, that's what I see
-Mar 04 20:02:34 	:P
-Mar 04 20:02:35 	:P
-Mar 04 20:02:39 <[-z-]>	samual is in loooooove, samual is in loooooove
-Mar 04 20:02:44 	Bullshit
-Mar 04 20:02:46 	But well
-Mar 04 20:02:47 <[-z-]>	lol
-Mar 04 20:02:51 	gn
-Mar 04 20:02:55 	Seriously, that artwork is awesome.
-Mar 04 20:02:56 <[-z-]>	nice CuBe0wL
-Mar 04 20:03:01 	gn CuBe0wL 
-Mar 04 20:03:06 	nite*? 
-Mar 04 20:03:33 <[-z-]>	nite*
-Mar 04 20:03:35 <[-z-]>	:)
-Mar 04 20:03:37 	^_^
-Mar 04 20:04:43 	Anyway, those things happening are what would stop me from leaving Alientrap 
-Mar 04 20:05:09 <[-z-]>	yeah
-Mar 04 20:05:26 <[-z-]>	well Vermeulen said that he cares more about getting the name of alientrap out there than to get the name changed
-Mar 04 20:05:34 <[-z-]>	but he already signed the contract
-Mar 04 20:05:43 <[-z-]>	so... I think it's too late for conditions
-Mar 04 20:05:57 	Well
-Mar 04 20:06:03 	Can't IllFonic still change the name?
-Mar 04 20:06:08 <[-z-]>	lol
-Mar 04 20:06:14 <[-z-]>	they've already stated they will not
-Mar 04 20:06:17 <[-z-]>	and to basically stfu about it
-Mar 04 20:06:23 	So?
-Mar 04 20:06:32 	let it go :-P
-Mar 04 20:06:44 <[-z-]>	so do you hit mario blocks when they question mark is already gone?
-Mar 04 20:06:47 	Fine... Meh i'm goin out for a bit
-Mar 04 20:06:51 	HEY WAIT A SECOND
-Mar 04 20:06:54 	DIDN'T YOU GO TO BED?
-Mar 04 20:06:58 	^_^
-Mar 04 20:07:07 	I was awoken by your heart breaking
-Mar 04 20:07:08 <[-z-]>	he's sleep ircing
-Mar 04 20:07:13 	the sound of your heart breaking
-Mar 04 20:07:22 	Lies
-Mar 04 20:07:28 	and I thought I heard whimpering
-Mar 04 20:07:34 	and I didn't realize IRC had sound support
-Mar 04 20:07:49 <[-z-]>	rythmic ascii
-Mar 04 20:08:02 <[-z-]>	beep boop bop beep boop
-Mar 04 20:08:03 	Anyway, bbiab
-Mar 04 20:08:04 	ok really now....sleep
-Mar 04 20:08:12 	gn Doku :P
-Mar 04 20:08:17 <[-z-]>	who wants to play Nexuiz*?
-Mar 04 20:08:31 	Hmm
-Mar 04 20:08:40 	That may just be enough to keep me here
-Mar 04 20:08:43 	:P
-Mar 04 20:08:47 <[-z-]>	I'll be jumping around with a bunch of ho's chasing a flag
-Mar 04 20:08:48 	Where?
-Mar 04 20:09:07 	Hmm well, maybe i'll join in some time
-Mar 04 20:09:17 	^_^
-Mar 04 20:26:41 *	[-z-] gives channel operator status to CuBe0wL DibTop FruitieX
-Mar 04 20:26:42 *	[-z-] gives channel operator status to mand1nga SoulKeeper_p tZork|gone
-Mar 04 20:26:44 *	[-z-] gives channel operator status to }-z-{
-Mar 04 20:47:28 <[-z-]>	nexyes.com AVAILABLE
-Mar 04 20:53:25 *	TVR (~TVR@96.49.107.196) has joined #notnexuiz
-Mar 04 20:55:40 	Good to see that this cause is gaining more and more support
-Mar 04 20:56:11 	Hi TVR. Yeah, indeed
-Mar 04 21:10:02 	bed time here. See you all tomorrow
-Mar 04 21:12:36 	Later.
-Mar 04 21:13:56 <[-z-]>	goodnight
-Mar 04 21:26:36 *	Taoki has quit (Ping timeout: 364 seconds)
-Mar 04 22:34:22 <[-z-]>	I just need to vent that I have contributed 5 websites to alientrap and managed many web related things under the name and was not informed a single bit about this information.  Not even that the website was getting hiacked, I mean sold.
-Mar 04 22:36:14 <[-z-]>	I really feel like lee could have worked out a better deal on this part
-Mar 04 23:54:39 	[-z-]: Economic recession, maybe he needs to money to pay his credit card debt, heh  
-Mar 05 00:09:53 	23:38:00 <@Dokujisan> basically, I hope to become an official community organizer in that regard
-Mar 05 00:09:57 	23:38:39 <@Dokujisan> "official" being key here. When things are left to be done by only the community, there is a disadvantage. If things are done from the top down, a lot more momentum can be achieved.
-Mar 05 00:10:01 	sounds good :)
-Mar 05 00:10:47 	23:41:01 <@Dokujisan> well really the community is likely to come along with us
-Mar 05 00:10:57 	their other choice is to stick with 2.5.2 (or svn) :P
-Mar 05 00:12:32 	23:48:47 < tZork> basicaly just briging along some ideas, both art and code are to be re-built to adress the large issue of legacy bagage nexuiz suffers from.
-Mar 05 00:12:35 	:)
-Mar 05 00:15:03 	Also, we need CSQC players. (even though that seems to be impossible/ridiculously hard etc)
-Mar 05 00:15:14 	00:01:55 <@Dokujisan> yes we did discuss new player models
-Mar 05 00:15:14 	00:02:16 <@Dokujisan> and a new set of default maps
-Mar 05 00:15:17 	both: absolutely
-Mar 05 00:15:34 	FruitieX>	Also, we need CSQC players. (even though that seems to be impossible/ridiculously hard etc)
-Mar 05 00:15:44 	lordhavoc said hes gonna work on that when he gets the chance
-Mar 05 00:15:57 	00:09:30 <@Taoki> http://alientrap.org/forum/viewtopic.php?f=19&t=6054 =P
-Mar 05 00:16:00 	hahahha
-Mar 05 00:20:02 	00:22:41 <@Taoki> As for informing the masses, I spoke about that with div0 yesterday (we all did on the channel iirc). We can make a new csprogs and put it on servers, that will inform about this
-Mar 05 00:20:06 	Good.
-Mar 05 00:20:25 	As for servers... I have a few
-Mar 05 00:20:37 	But I'd prefer them to stay Nexrun, which means we need a proper mod system... :P
-Mar 05 00:20:46 	Or maybe replace the Havoc button ;) ;) ;)
-Mar 05 00:20:58 	"ChallengeMode"? :P
-Mar 05 00:21:27 	We should donate Havoc mode to Illfonic
-Mar 05 00:21:29 	00:23:31 < tZork>  Pheonix
-Mar 05 00:21:37 	+1, good luck getting a domain for that though
-Mar 05 00:23:38 	FruitieX: 2.5.3 isn't coming anytime soon, is the water bug fixed in SVN?
-Mar 05 00:24:06 	Otherwise, we'll have to revert back to 2.5...
-Mar 05 00:27:08 	lol, water bug was fixed maybe a week after releasing 2.5.2 TVR 
-Mar 05 00:27:30 	... and the hotfix is taking this long?
-Mar 05 00:29:24 	they dont have a stable engine to release yet
-Mar 05 00:30:58 	01:59:52 < morphed> if we change name, we have milions of players that downloaded nexuiz and didnt liked it back then
-Mar 05 00:31:04 	Good point, BTW.
-Mar 05 00:31:20 	If the name is less confusing, many of these might not be scared off to try it out again :P
-Mar 05 00:32:08 	IMO we should be removing (or at least make sure about revamping) old maps which use the e* (not eX) textures
-Mar 05 00:32:55 	Possibly making many new textures from photos (e.g. burningwell is a public domain site for that, or just snap yer own), this is basically what I did for stormkeep2 floor and walls
-Mar 05 00:33:17 	(still reading backlog btw, cant see what you're posting ;))
-Mar 05 00:34:44 	02:05:21 <@Taoki> Of course, if Vermeulen may wish to do a fock himself to still maintain a GPL Nexuiz of his own, with a team of his own, that would be his choice. Though it would hurt everything badly.
-Mar 05 00:34:48 	02:05:26 <@Taoki> *fork
-Mar 05 00:34:51 	This could sure be bad yes, but I doubt he'd do that
-Mar 05 00:35:02 	Also, if it's GPL'd, we can take over his changes (and vice versa) :P
-Mar 05 00:36:16 	No matter what happens... Unless illfonic decides to change name/stop working on console Nexuiz we should change the name IMO
-Mar 05 00:41:08 	oooh only 3 pages left :P
-Mar 05 00:41:23 	07:28:05 < TVR> ... and the hotfix is taking this long?
-Mar 05 00:41:28 	Yeah, it never happened
-Mar 05 00:41:36 	There was change after change after change
-Mar 05 00:41:50 	waiting for one change to mature, then there's another change
-Mar 05 00:41:55 	I guess that's pretty much what happened
-Mar 05 00:42:18 	and look what we ended up with, warpzones, somewhat fixed black edges on water etc etc
-Mar 05 00:42:26 	new decal system
-Mar 05 00:42:30 	Unfortunately, it killed the player base.
-Mar 05 00:42:46 	Used to be 150 players at peak, now it's around 90
-Mar 05 00:42:49 	yep might as well be
-Mar 05 00:43:19 	What are warpzones again? I don't have flash
-Mar 05 00:43:37 	Wow, you didn't hear about them?
-Mar 05 00:43:48 	They are like teleporters, except seamless ones
-Mar 05 00:43:53 	Are they portal cams, or actual portals from portal?
-Mar 05 00:43:57 	Just like portals in Valve's portal
-Mar 05 00:44:01 	actual portals
-Mar 05 00:44:13 	How does reorientation work?
-Mar 05 00:44:19 	Except they can be as big as the mapper wants, as invisible as the mappers want
-Mar 05 00:44:36 	TVR: There's an entity in the warpzones that set the orientation
-Mar 05 00:44:48 	the warpzone killtargets this one iirc
-Mar 05 00:45:28 	Oh this reminds me of Darkplaces' inability to support vertical model movement
-Mar 05 00:45:38 	http://www.youtube.com/watch?v=5-8atWDlfhY
-Mar 05 00:45:52 	yep, in this video you will see
-Mar 05 00:46:12 	how the player view is always reoriented so the player will stand up straight after jumping into a warpzone
-Mar 05 00:46:46 	Remember, I don't have flash...
-Mar 05 00:47:50 	btw, does this http://alientrap.org/forum/viewtopic.php?t=6019&p=76283#p76283 demonstrate Darkplaces to the non-English speaking?
-Mar 05 00:50:24 	Oh, don't have flash?
-Mar 05 00:50:51 	Yep, Gnash doesn't work for Youtube
-Mar 05 00:51:18 	haha nice demonstration x)
-Mar 05 00:51:21 	that should be fixed BTW
-Mar 05 00:51:32 	case we get new playermodels, they really need to be able to move their upper body
-Mar 05 00:51:56 	I wonder how Illfonic is dealing with that.
-Mar 05 00:52:26 	Is this just a Big Rigs style cash grab?
-Mar 05 00:52:29 	That's done in QC
-Mar 05 00:53:00 	Segmented models?
-Mar 05 00:53:09 	but really, the way it should be fixed is simply, yep, segmented models
-Mar 05 00:53:17 	that coupled with what we already have, aiming the gun up/down
-Mar 05 00:53:47 	You mean, the viewmodel of the gun?
-Mar 05 00:54:12 	i think before we have a new release we should create new playermodels and weapon models
-Mar 05 00:55:46 	Let's skip 2.5.3, and head directly to a 3.0 fork
-Mar 05 00:56:07 	DibTop: Yeah
-Mar 05 00:56:16 	or 2.6 or whatever
-Mar 05 00:56:24 	or just 1.0 with a different name
-Mar 05 00:56:29 	Some playermodels are really nice, or let's say were really nice before the texture resolution of them was brought down...
-Mar 05 00:56:48 	im working on animating GAK by oblivion
-Mar 05 00:57:33 	If all else fails, we can always fall back to pinkbox.
-Mar 05 01:02:36 	Lol
-Mar 05 01:02:54 	What really should be considered is high-res textures for everything
-Mar 05 01:03:03 	Or well, models :P
-Mar 05 01:03:36 	Players who don't have lots of VRAM have the option of reducing quality, even only for models (default option)
-Mar 05 01:03:48 	could set gl_picmip 1 default, which I think it already is
-Mar 05 01:04:49 	they dont even need to do that
-Mar 05 01:04:58 	there is a command to reduce the quality of just playermodels
-Mar 05 01:05:04 	but i forget what it was
-Mar 05 01:07:03 	i want to animate obi's newest model too
-Mar 05 01:07:08 	or someone should
-Mar 05 01:07:12 	its really nice
-Mar 05 01:20:29 	08:05:35 <@DibTop> there is a command to reduce the quality of just playermodels
-Mar 05 01:20:32 	thats what i meant
-Mar 05 01:20:39 	it's not only playermodels afaik, it's all models
-Mar 05 01:20:52 	nope there is one to reduce it just for playermodels
-Mar 05 01:20:57 	i forgot i though
-Mar 05 01:24:43 	cl_playerdetailreduction? (or whatever)
-Mar 05 01:24:45 	for lod?
-Mar 05 01:24:49 	that's not what i meant :P
-Mar 05 01:25:18 	maybe
-Mar 05 01:25:20 	i dont know
-Mar 05 01:34:14 *	FruitieX trying to convince Kedhrin to donate some motion caps 8)
-Mar 05 01:35:13 	not gonna happen
-Mar 05 01:43:10 	TVR: warpzone! http://pics.nexuizninjaz.com/images/adpd7dnuhndv55pqhar.jpg
-Mar 05 01:43:15 	BTW
-Mar 05 01:43:21 	would like to have this map included :)
-Mar 05 01:43:26 	in the possible fork
-Mar 05 01:44:08 	http://pics.nexuizninjaz.com/images/44samcbugfwbl2swcmyu.jpg
-Mar 05 01:52:42 	[01:50:43] <@Samual> If not, he figured it out for the most part
-Mar 05 01:52:43 	[01:50:53] <@Samual> If you look at the commit log, pay attention to most of the GL changes
-Mar 05 01:52:45 	[01:51:01] <@[-z-]> anyone ever remember a fund raiser for divVerent sponsored by Lee???
-Mar 05 01:52:55 	no?
-Mar 05 01:53:04 	as for commit log: this hinted to a PS3 port of the engine
-Mar 05 01:53:11 	but NOT that nexuiz will be hijacked
-Mar 05 01:53:33 	[07:43:45] <@FruitieX> TVR: warpzone! http://pics.nexuizninjaz.com/images/adpd7dnuhndv55pqhar.jpg
-Mar 05 01:53:36 	does this get good fps?
-Mar 05 01:53:40 	asking, ebcause the map is open
-Mar 05 01:53:55 	but yes, good use of warpzone
-Mar 05 01:54:09 	nice idea to put a door threshold in there
-Mar 05 01:54:14 	makes the warpzone glitch way less visible :P
-Mar 05 01:54:20 	like, thelighting difference
-Mar 05 01:54:51 	It's difficult to recognize when bloom or HDR is enabled
-Mar 05 01:55:38 	Heh, do dynamic lights travel through warpzones as well?
-Mar 05 01:55:39 	indeed div0 that was the point of adding it i'm sure
-Mar 05 01:56:31 	TVR: dynamic lights don't travel through one, no
-Mar 05 01:56:35 	neither do sounds
-Mar 05 01:56:40 	How about hitscan?
-Mar 05 01:56:47 	yep does travel through
-Mar 05 01:56:49 	and projectiles
-Mar 05 01:57:06 	Can it be one-way?
-Mar 05 01:57:27 	not sure, at least before it couldn't
-Mar 05 01:57:50 	you could of course do stuff like place a trigger_impulse on one side
-Mar 05 01:57:54 	Because it wouldn't make sense to be standing on both sides, if it's only one way
-Mar 05 01:57:55 	that pushes you away from it
-Mar 05 01:58:10 	TVR: one-way theoretically possible but I didn't support that from QC
-Mar 05 01:58:13 	do0n't want one-way :P
-Mar 05 01:58:27 	also div0 it got pretty good fps yes
-Mar 05 01:58:35 	if you make your own QC code.. you can make it one-way :P
-Mar 05 01:58:36 	100 average on my laptop iirc
-Mar 05 01:58:45 	after i removed the water on the middle, which was a real performance killer
-Mar 05 01:58:51 	ah
-Mar 05 01:58:56 	so it already HAD extra renders ;)
-Mar 05 01:58:59 	yep :P
-Mar 05 01:58:59 	then it indeed doesn't get worse
-Mar 05 01:59:28 	gn
-Mar 05 01:59:41 *	TVR has quit ("ChatZilla 0.9.86 [Firefox 3.0.14/2009091913]")
-Mar 05 02:13:54 	on my desktop i'm getting about 70 fps with reflections set to sharp
-Mar 05 02:14:06 	other than that pretty much everything disabled (textures full though)
-Mar 05 02:14:18 	nvidia 6600GT, 2.0GHz old sempron CPU (singlecore)
-Mar 05 02:14:32 	it's a bit unstable though, which might be cause of having the browser up at the same time
-Mar 05 02:15:51 	or maybe, it hasn't got enough VRAM and is swapping
-Mar 05 02:16:11 	now it segfaulted x)
-Mar 05 02:24:57 	maybe I have to make warpzones and others be able to have different resolution
-Mar 05 02:25:08 	either that, or warpzone maps shall use r_water_resolutionmultiplier in mapifno
-Mar 05 02:25:41 	maybe it is good to allow them to have different resolutoion, for weaker hardware
-Mar 05 02:45:59 	in the new project
-Mar 05 02:46:05 	can  we become incompatible to existing maps?
-Mar 05 02:46:12 	I'd like to remove the evil* texture sets
-Mar 05 02:46:30 	and repack existing custom maps to instead include the textures if they need them
-Mar 05 02:46:42 	basically, I'd like to only include high quality textures
-Mar 05 02:47:47 	basically: I think I will make a "nexiuz.git" repository that is like nexuiz.git but with certain parts removed (especially maps and textures)
-Mar 05 02:47:54 	will keep the models for now though
-Mar 05 02:48:14 	as for maps, will probbaly only include aggressor for a start, and tutorial
-Mar 05 02:48:26 	maybe dieselpower too
-Mar 05 02:48:52 	and then reinclude ONLY the shaders and textures from the evil sets that are missing
-Mar 05 03:38:37 	09:46:45 <@div0> can  we become incompatible to existing maps?
-Mar 05 03:38:37 	09:46:52 <@div0> I'd like to remove the evil* texture sets
-Mar 05 03:38:40 	i sure vote for this
-Mar 05 03:39:46 	09:48:54 <@div0> as for maps, will probbaly only include aggressor for a start, and tutorial
-Mar 05 03:39:59 	What about stormkeep2? That one uses mostly my custom made textures and eX textures
-Mar 05 03:40:41 	I'm ready to retexture a bunch of other favorites (soylent springs to mind immediately :))
-Mar 05 03:41:05 	oh right
-Mar 05 03:41:08 	stormkeep2 I forgot
-Mar 05 03:41:14 	but will first include NO maps, and then reinclude the ones I want
-Mar 05 03:41:22 	and yes... stormkeep2, maybe even with warpzone
-Mar 05 03:41:28 	yes :)
-Mar 05 03:41:32 	even though I am not fully convinced about it yet
-Mar 05 03:41:36 	hehe
-Mar 05 03:41:37 	maybe simply should make the warpzone more visible
-Mar 05 03:41:42 	yes
-Mar 05 03:41:46 	like, with a Portal-like texture
-Mar 05 03:41:46 	i have thought about this too
-Mar 05 03:41:59 	yeah... or simply some shaderwork
-Mar 05 03:42:00 	not elliptic though, valve may own that :P
-Mar 05 03:42:08 	sure, thinking of both :P
-Mar 05 03:42:17 	on the borders, some blue and orange glow
-Mar 05 03:42:22 	otherwise, wavy transparent
-Mar 05 03:42:23 	would adding a normalmap to it make it slower?
-Mar 05 03:42:27 	no
-Mar 05 03:42:28 	like, need an extra render pass
-Mar 05 03:42:29 	same code anyway
-Mar 05 03:42:32 	neat
-Mar 05 03:42:33 	it already needs the pass
-Mar 05 03:42:37 	alright
-Mar 05 03:42:42 	but, it'd prevenmt future optimization :P
-Mar 05 03:42:47 	oh :P
-Mar 05 03:42:48 	hmm
-Mar 05 03:42:52 	if that ever happens anyway
-Mar 05 03:43:05 	I am not sure if iteven CAN be optimized in DP's renderer design
-Mar 05 03:43:07 	however...
-Mar 05 03:43:17 	I think, if it gets optimized, it'll be by a new dp_warpzone shader parametert
-Mar 05 03:43:24 	which would make a un-modifying warp
-Mar 05 03:43:33 	and not using dp_refract and dp_camera
-Mar 05 03:43:49 	this would optimize the common/warpzone shader
-Mar 05 03:43:58 	but not custom made shaders that you would use if ysou want to style it
-Mar 05 03:44:16 	so, basically: go ahead, and style it
-Mar 05 03:44:50 	:P
-Mar 05 03:45:23 	the warpzones on gasoline don't need styling
-Mar 05 03:45:29 	they do look clearly like warps anyway :P
-Mar 05 03:45:31 	which is good
-Mar 05 03:45:53 	they wouldn't be irritating :P
-Mar 05 03:46:04 	however - if you style the ones on stormkeep, these could be too
-Mar 05 03:46:30 	true
-Mar 05 03:49:05 	could make some "standard" for how warpzones look
-Mar 05 03:49:21 	would of course need to speak with morphed, tZork etc artists
-Mar 05 03:50:56 	lol someone has modified wikipedia already: http://en.wikipedia.org/wiki/Nexuiz#Commercialization_and_Death
-Mar 05 03:50:59 	"and death"
-Mar 05 03:51:00 	bah :P
-Mar 05 03:51:25 	mikee? :P
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-Mar 05 04:14:52 	div0: after doing a make, what were the remaining steps to do for a functioning netradiant installation?
-Mar 05 04:15:29 	i'm currently getting a message "editor binary doesnt match what the latest setup has configured in this directory. Make sure you run the right/latest editor binary you installed"
-Mar 05 04:16:12 	i'm sure that i ran the download-gamepacks.sh script though
-Mar 05 04:19:08 	no idea
-Mar 05 04:19:14 	that message should never come
-Mar 05 04:19:16 	hmm
-Mar 05 04:19:22 	can you check for files RADIANT_* in install/?
-Mar 05 04:19:25 	can you retry make install?
-Mar 05 04:20:13 	eh, now it works yes
-Mar 05 04:20:23 	so i'm supposed to get the gamepacks BEFORE make
-Mar 05 04:20:26 	it seems like...
-Mar 05 04:40:28 	div0: for the new version of Nexuiz I'd like to see light data on the maps calculated by a raytracer
-Mar 05 04:40:48 	because in my opinion it manages to look quite a lot better on some maps
-Mar 05 04:40:58 	at least if done right... :P
-Mar 05 04:41:34 	will you NEVER want to release it?
-Mar 05 04:44:04 	or do you happen to have a working raytracer for that?
-Mar 05 04:44:22 	the DP one WORKS.... but can't save :P
-Mar 05 04:44:27 	it does not :P
-Mar 05 04:44:40 	I couldn't get it to light up the floor or ceiling on euclidean fail
-Mar 05 04:44:50 	if it had worked, it would have motivated me to add loading and saving for it
-Mar 05 04:44:56 	no? hmm
-Mar 05 04:45:09 	maybe it has been broken since i tested it
-Mar 05 04:45:12 	i know it did work for me
-Mar 05 04:45:17 	can you try on euclidean fail?
-Mar 05 04:45:20 	sure
-Mar 05 04:45:20 	maybe the problem is map specific
-Mar 05 04:45:23 	it lit up the walls
-Mar 05 04:45:25 	are there rtlights on there already?
-Mar 05 04:45:26 	but not the floor and ceiling
-Mar 05 04:45:31 	I made some in the rtlight editor
-Mar 05 04:45:34 	ok
-Mar 05 04:45:37 	these properly lit up the floors/ceilings
-Mar 05 04:45:38 	brb first though
-Mar 05 04:45:40 	I meanä
-Mar 05 04:45:43 	the walls :P
-Mar 05 04:59:10 	one question is left - do we HAVE to rename+
-Mar 05 04:59:16 	given how hard it seems to be to come out wiht a godo name
-Mar 05 04:59:26 	[-z-]: if you keep doing SEO as you did for AT, we might not HAVE to rename
-Mar 05 05:00:03 	it is just that SEO and spreading the word would become WAY more important than now
-Mar 05 05:01:01 	of course, i got a segfault when turning on rt world lights... :P
-Mar 05 05:01:31 	BTW, DP's isn't a raytracer :P
-Mar 05 05:01:36 	it works very similar to q3map2's
-Mar 05 05:01:40 	just less buggy :P
-Mar 05 05:01:45 	that is, IF it works
-Mar 05 05:01:49 	heh
-Mar 05 05:02:03 	speaking of segfault - also often got segfautls with the lights compile stuff :P
-Mar 05 05:02:09 	how come i was able to produce some much sweeter looking lightning for aggressor - then? :P
-Mar 05 05:02:17 	oh? can I see?
-Mar 05 05:02:19 	even if it doesn't have AO and radiosity
-Mar 05 05:02:23 	that was a long time ago div0 
-Mar 05 05:02:24 	not tried it on already finished maps
-Mar 05 05:02:26 	oh
-Mar 05 05:02:27 	i have screens though, hold on
-Mar 05 05:02:29 	maybe he borked it :P
-Mar 05 05:02:40 	indeed thats what i'm thinking too
-Mar 05 05:02:58 	but well
-Mar 05 05:03:01 	once it renders right
-Mar 05 05:03:05 	I will code loading and saving
-Mar 05 05:03:16 	will likely use more GPU memory than q3map2 though
-Mar 05 05:03:30 	(as it doesn't pack the lightmaps together so well)
-Mar 05 05:03:35 	http://pics.nexuizninjaz.com/images/oq8t3xpshhakub5d0a3.jpg
-Mar 05 05:03:48 	wtf is that very bright trim light there though? :P
-Mar 05 05:03:49 	http://pics.nexuizninjaz.com/images/rm2gjazwaoo85rvxgd59.jpg
-Mar 05 05:04:34 	iirc LH said the lightmaps generated by this are of way smaller resolution than those by q3map2
-Mar 05 05:05:05 	guess that comes with a cost too - no sharp shadows
-Mar 05 05:05:24 	but well
-Mar 05 05:05:29 	I don't think this should be a requirement
-Mar 05 05:05:36 	rtlights files, however, should be again
-Mar 05 05:05:44 	even on e&b :P
-Mar 05 05:05:53 	(but there it really shouldn't be hard)
-Mar 05 05:06:25 	well, i just think it looks more realistic than what q3map2 generates :)
-Mar 05 05:06:34 	true :P
-Mar 05 05:06:48 	q3map2's lightning seems oddly boring in some way
-Mar 05 05:07:01 	wish we could do this via e.g. blender's internal renderer or so :P
-Mar 05 05:08:39 *	Spaceman (~Spaceman@87.127.156.98) has joined #notnexuiz
-Mar 05 05:09:09 	also div0, euclidean fail seems to work here :P
-Mar 05 05:09:15 	oh, cool
-Mar 05 05:09:19 	maybe thjere has been a fix :P
-Mar 05 05:09:26 	screenshot?
-Mar 05 05:09:33 	(of EF with one light :P)
-Mar 05 05:09:42 	and you did remember to turn off rtlights again after compiling the lights?
-Mar 05 05:10:00 	i did
-Mar 05 05:10:04 	i never turned them on in fact :P
-Mar 05 05:10:10 	as that seems to be almost 100% crash for me
-Mar 05 05:10:15 	after spawning a light, that is
-Mar 05 05:10:44 	div0: roof seems oddly dark: http://pics.nexuizninjaz.com/images/rq14ns4laha3scdq2gbz.jpg
-Mar 05 05:11:05 	oh, you can use rtlight editor without? :P
-Mar 05 05:11:14 	yes, apparently :P
-Mar 05 05:11:15 	funny, so floor gets hit, ceiling not
-Mar 05 05:11:41 	ceiling gets hit a bit
-Mar 05 05:12:04 	maybe light being so close causes some bugs...
-Mar 05 05:12:27 	I tried lights in the air too
-Mar 05 05:12:30 	or make one on  a wall
-Mar 05 05:15:15 	near wall (to the right): http://pics.nexuizninjaz.com/images/oi7gdi1t7esvv0hjlun.jpg
-Mar 05 05:15:35 	great, so it actually works for you somewhat
-Mar 05 05:15:35 	in the air: http://pics.nexuizninjaz.com/images/hqarpb6pmn29nvovsc4w.jpg
-Mar 05 05:15:41 	100 units from the roof
-Mar 05 05:15:45 	yep last one looks best
-Mar 05 05:16:04 	all of them have radius 1000 btw, which is quite much
-Mar 05 05:16:09 	but as i'm only using one light... :)
-Mar 05 05:16:34 	the first two pics both have their light pushed only 4 units from the surface (default for r_editlights)
-Mar 05 05:16:58 	hm... great
-Mar 05 05:17:06 	when I get this working too, I will make loading/saving :P
-Mar 05 05:18:04 	aah get it working :P
-Mar 05 05:18:21 	also need (in order of importance): skybox sun support
-Mar 05 05:18:38 	surfacelight shader parameter support
-Mar 05 05:18:50 	surfacelight, not sure if doable
-Mar 05 05:18:54 	hmm
-Mar 05 05:18:54 	as it is based on the rtlights
-Mar 05 05:19:00 	sun. NEEDED, whatever the cost
-Mar 05 05:19:04 	right well
-Mar 05 05:19:14 	hacky way of doing surfacelight should work
-Mar 05 05:19:21 	just spawn some lights above the surface... :P
-Mar 05 05:20:21 	of course i had to test, even if i knew the outcome: http://pics.nexuizninjaz.com/images/op1ni605okf37c51z62k.jpg
-Mar 05 05:20:28 	through warpzone: epic fail :)
-Mar 05 05:21:00 	sure :P
-Mar 05 05:21:03 	not really avoidable
-Mar 05 05:21:12 	lights in the "connection space" might be supportable
-Mar 05 05:21:17 	as they could be transformed to the other side
-Mar 05 05:21:28 	but other lights, no
-Mar 05 05:21:55 	hehe, maybe could be done using a warpzone preprocessor, which reads a rtlights file, and adds warpzoned versions of all lights :P
-Mar 05 05:22:21 	hehe
-Mar 05 05:23:23 	problem then of course would be, what if there's a room behind the warpzone, and a light near the other warpzone
-Mar 05 05:23:44 	if that makes any sense...
-Mar 05 05:23:51 	stormkeep would be a good example here :P
-Mar 05 05:26:39 	oh :P
-Mar 05 05:26:51 	it should only project the light to the other side, if it fits into the trigger brush of the zone
-Mar 05 05:27:08 	that wouldn't cause bugs, but would mean some lights will be missing
-Mar 05 05:31:02 	ah of course :P
-Mar 05 05:34:14 	another BTW: this looks terrible on patches :P
-Mar 05 05:34:46 	+1 on Pheonix, tho thats already taken.
-Mar 05 05:35:16 	hm
-Mar 05 05:35:23 	FruitieX: patches may be fixable
-Mar 05 05:41:55 *	mand1nga has quit ("http://www.mibbit.com ajax IRC Client")
-Mar 05 05:45:38 	Here some input according name (random order):(seo tested, and domain name proof.)
-Mar 05 05:45:57 	* Nexologic
-Mar 05 05:46:15 	* Phanomite (phenomite)
-Mar 05 05:46:22 	* JustNex
-Mar 05 06:12:38 *	Morphed (~Morphed@aaqd187.neoplus.adsl.tpnet.pl) has joined #notnexuiz
-Mar 05 06:20:55 	TehRealNexuiz
-Mar 05 06:21:03 	Nexuiz - the ORIGINAL
-Mar 05 06:32:36 	?
-Mar 05 06:33:12 	so its not pheonix anymore ?
-Mar 05 06:34:20 	the name "phoenix" (or the misspelled Pheonix) name is simply overused.
-Mar 05 06:34:54 	a unique name would be best
-Mar 05 06:35:06 	preferrably something that doesn't already have a meaning
-Mar 05 06:35:13 	just like Nexuiz was
-Mar 05 06:36:56 	still its best so far :)
-Mar 05 06:38:54 	its pitta on pheonix ye.
-Mar 05 06:39:02 	I like nexotic, nexilus, xenotic, nexion (although that one is pretty much taken)
-Mar 05 06:39:07 	Morphed, you missed:
-Mar 05 06:39:08 	* mand1nga has quit ("http://www.mibbit.com ajax IRC Client")
-Mar 05 06:39:08 	 Here some input according name (random order):(seo tested, and domain name proof.)
-Mar 05 06:39:08 	 * Nexologic
-Mar 05 06:39:08 	 * Phanomite (phenomite)
-Mar 05 06:39:08 	 * JustNex
-Mar 05 06:39:10 	* Morphed (~Morphed@aaqd187.neoplus.adsl.tpnet.pl) has joined #notnexuiz
-Mar 05 06:39:52 	+ Nexotic
-Mar 05 06:39:58 	1*
-Mar 05 06:40:15 	for the 'x' names, xodius is decent too
-Mar 05 06:40:27 	the thing is, we can't keep the "n" symbol
-Mar 05 06:40:35 	so we're going to have to come up with another symbol
-Mar 05 06:40:58 	that's one downside to using the "nex" prefix
-Mar 05 06:41:06 	or a name that begins with "n"
-Mar 05 06:41:23 	maybe kanji symbol for reborn or phoenix :)
-Mar 05 06:41:32 	yea, kinna..or the design should differ then the orig n"
-Mar 05 06:42:09 	Morphed: now that's a good idea
-Mar 05 06:42:21 	the previous symbol was kanji for power or something
-Mar 05 06:42:32 	nexologic ?
-Mar 05 06:42:33 	Buy it, use it, break it, fix it,
-Mar 05 06:42:33 	Trash it, change it, mail - upgrade it,
-Mar 05 06:44:50 	http://www.youtube.com/watch?v=YtdWHFwmd2o
-Mar 05 06:46:27 	could use the katakana for "n" ;)
-Mar 05 06:46:30 	strength symbol iirc.
-Mar 05 06:46:33 	Morphed, hehe
-Mar 05 06:46:35 	no, hiragana better
-Mar 05 06:46:53 	http://images.google.de/imgres?imgurl=http://upload.wikimedia.org/wikipedia/commons/e/e2/N-hiragana.gif&imgrefurl=http://commons.wikimedia.org/wiki/File:N-hiragana.gif&usg=__GBzjYnWOW-oUlc0qBkv0NYa4tNc=&h=100&w=100&sz=3&hl=de&start=1&tbnid=m-p4h4dshSvgOM:&tbnh=82&tbnw=82&prev=/images%3Fq%3Dn%2Bhiragana%26um%3D1%26hl%3Dde%26client%3Dopera%26sa%3DN%26rls%3Den%26tbs%3Disch:1&um=1&itbs=1
-Mar 05 06:47:08 	not that cool
-Mar 05 06:49:15 *	Taoki (kvirc@93.113.162.42) has joined #notnexuiz
-Mar 05 06:53:30 	ok I got the support of the aussienexers
-Mar 05 06:53:48 	so whatever we need them to do for this new-nexuiz fork, they are willing to do
-Mar 05 06:53:50 	:o
-Mar 05 06:54:05 	thing is still... shouldn't we keep our name somehow nexuiz-related so it can be done as long as possible?
-Mar 05 06:54:13 	so basically: maybe a name WITH nexuiz somewhere in it is best
-Mar 05 06:55:02 	great, so we have the support of Bogan? ;)
-Mar 05 06:55:09 	haha
-Mar 05 06:55:21 	well he's the most important one..we MUST get him
-Mar 05 06:55:25 	we will have support of willis also 
-Mar 05 06:55:48 	but basically... we should make one thing clear
-Mar 05 06:55:51 	this should NOT be a fork
-Mar 05 06:56:00 	but, we should take over the Alientrap project as a free group
-Mar 05 06:56:15 	(will happen anyway, if we do what we are going to)
-Mar 05 06:56:40 	so, we do not HAVE to use an entirely new name
-Mar 05 06:56:43 	 this should NOT be a fork
-Mar 05 06:56:44 	?
-Mar 05 06:56:48 	well
-Mar 05 06:56:50 	assume we fork
-Mar 05 06:57:02 	do you really think anyone at alientrap will be left and willing to do their own "nexuiz" development?
-Mar 05 06:57:07 	AT will only care for the console one anyway
-Mar 05 06:57:22 	well, that's true, but it's at least verm's decision to do that
-Mar 05 06:57:29 	sure
-Mar 05 06:57:33 	possibly LH would take over
-Mar 05 06:57:38 	doubt it
-Mar 05 06:58:14 	he sounded not against the idea of taking Nexuiz out of the hands of Alientrap/Vermeulen, and continuing as an actual FLOSS project, when loosely hinting to that this might happen
-Mar 05 06:58:30 	hmm
-Mar 05 06:58:40 	and actually
-Mar 05 06:58:47 	if we do a fork, exactly that will effectively happen
-Mar 05 06:58:52 	LH won't continue with it
-Mar 05 06:59:27 	so, there will NOT be two competing lines of development
-Mar 05 06:59:45 	simply because NONE of the currently active Nexuiz developers (apart from LH) are in any way affiliated with Alientrap
-Mar 05 07:00:05 	so it shouldn't be hard to win them over
-Mar 05 07:00:29 	and LH on the other hand won't be unhappy to know that he can now work more on Darkwar
-Mar 05 07:01:07 	basically: we do NOT have to be much different from current Nexuiz
-Mar 05 07:01:20 	Now that we have more people in here, I would like to discuss some ideas for structure. You mentioned the idea of 3 (or 5?) key leaders to make final decisions and a committee underneath and a process for deciding things. 
-Mar 05 07:01:27 	we could, maybe, even use the name (but using JUSt the name Nexuiz would probably be bad, with a variation/suffix would work)
-Mar 05 07:01:39 	if we do take another name, we should CLEARLY state that the project was once known as Nexuiz
-Mar 05 07:01:44 	PureNexuiz
-Mar 05 07:01:47 	JustNexuiz
-Mar 05 07:01:57 	does that work for search engines?
-Mar 05 07:02:01 	[-z-]: ?
-Mar 05 07:02:08 	what's been said a lot so far is that "Nexuiz" was never a good name to begin with
-Mar 05 07:02:12 	or would we have to spell it "Pure nexuiz"
-Mar 05 07:02:18 	that is true
-Mar 05 07:02:28 	yet still, a new name means starting from ground zero, popularity wise
-Mar 05 07:02:34 	well div0 its hard to het it up since nexuiz is already there on google rank higher up ;)
-Mar 05 07:02:36 	so I don't mind carrying on the use of "nex" in the name
-Mar 05 07:02:38 	it would be wise to try to figure out how we can at least gain a BIT from illfonic
-Mar 05 07:03:04 	I think the buzz from this story, since it is stemming from a failed GPL project, will help us generate a lot of attention
-Mar 05 07:03:07 	if we launch this properly
-Mar 05 07:03:32 	anytime there is a big story associated with a GPL project, it ends up on digg, reddit, slashdot
-Mar 05 07:03:52 	yes, but that is short term
-Mar 05 07:04:06 	but sure
-Mar 05 07:06:52 	as for organization, I suggest:
-Mar 05 07:06:57 	aussienexers asked why this is secret. The main reason I gave was.... " we have a lot of work to do. getting pelted with constant questions would not help that"
-Mar 05 07:07:01 	- three "leaders" who should come from different backgrounds
-Mar 05 07:07:20 	- otherwise, freedom should reign among the community
-Mar 05 07:07:39 	- "big" decisions (like whole new gameplay balance) should be approved by ALL leaders, who stand personally for the community
-Mar 05 07:07:52 	- small stuff can be decided by the community directly (e.g. by just performing a change and committing)
-Mar 05 07:08:11 	- nobody will be able AT ALL to sell/relicense the project :P
-Mar 05 07:08:37 	PureNexuiz and JustNexuiz both domain wise are avail..
-Mar 05 07:08:50 	again, "nexuiz" is deemed a not very good name
-Mar 05 07:09:03 	we should let it go
-Mar 05 07:09:04 	div0, good simple starting rules
-Mar 05 07:09:24 	div0: that sounds good so far
-Mar 05 07:09:35 	Dokujisan, one says let it go other wants it, best thing is make up ones mind then act. ;)
-Mar 05 07:09:59 	different backgrounds: that should ensure no interest group of nexuiz loses too much weight
-Mar 05 07:10:41 	I'd mention: competitive background (this leader job will most likely go to Dokujisan, or maybe NN), "play for fun" background (e.g. PB)
-Mar 05 07:10:48 	but there'd be more
-Mar 05 07:11:00 	my main interest is that I want to be a community organizer and help with recruiting new talent to the project, marketing efforts, manage volunteers from within the community
-Mar 05 07:11:06 	sure
-Mar 05 07:11:10 	that wouldn't be inhibited :P
-Mar 05 07:11:31 	but regarding game relevant decisions, you probably will represent the competitive side, which is good, as that NEEDS to be represented
-Mar 05 07:11:55 	and with interest groups, I mean "from the players"
-Mar 05 07:12:10 	so... let me ask this way
-Mar 05 07:12:13 	why do you play Nexuiz?
-Mar 05 07:12:25 	it's my replacement for martial arts heh
-Mar 05 07:12:51 	I used to train in martial arts a lot. I don't as much and nexuiz sorta took that spot.
-Mar 05 07:12:57 	I mostly play for fun, and therefore like development of new stuff and experimenting... others play competitively, which of course prefers sticking to the roots
-Mar 05 07:13:14 	(and requires stability in the "core game")
-Mar 05 07:13:26 	I can understand why div0 or tZork|gone does not want to necessarily leave the name "nexuiz" ...they are indd some major pro cons to that.
-Mar 05 07:13:36 	and I like the organization-side of business and I get to do some of that within nexuiz
-Mar 05 07:13:43 	but there sure is more interest groups
-Mar 05 07:13:53 	Dokujisan: well, it should NOT be organized like a business :P
-Mar 05 07:13:57 	we have seen what happens then ;)
-Mar 05 07:14:05 	certainly not like a business, no
-Mar 05 07:14:18 	but the 'organization" aspect of running a business is interesting to me
-Mar 05 07:14:21 	but sure, if you are good at it AND flexible in thought (not time)...
-Mar 05 07:14:24 	then that is great
-Mar 05 07:14:31 	and you indeed seem that way
-Mar 05 07:15:15 	also, I always had an interest in the theory of politics... and how it usually fails :P
-Mar 05 07:15:30 	which is why I now will try to ensure a structure with a sort of "division of power", but without the bureaucracy
-Mar 05 07:15:42 	I mean, we sure shouldn't divide into legislative, executive, judicative :P
-Mar 05 07:16:01 	I see
-Mar 05 07:16:08 	but, we should indeed learn some lessons from history of politics :P
-Mar 05 07:16:21 	like: "much power in one person = FAIL"
-Mar 05 07:16:47 	I agree
-Mar 05 07:17:03 	a good project needs leadership, but that leadership shouldn't be one single person
-Mar 05 07:17:04 	and as we have seen now, it's even MORE fail, if nobody knows/realizes that someone has the much power :P
-Mar 05 07:17:14 	haha yeah
-Mar 05 07:17:21 	also, as a free project, leadership should not be exerted by force :P
-Mar 05 07:17:40 	if someone wants a feature, and the leaders are against it, one should think about a way to get it in in a varied but better fashion
-Mar 05 07:18:15 	code wise, I'd go so far - if the code is harmless (e.g. if it can be turned off), and mostly bug free, it can go in - even if I don't like what it brings
-Mar 05 07:18:41 	art wise it's a bit more difficult, as there can be many opinions what is good and what is not
-Mar 05 07:19:28 	there, I'd only like to avoid bad taste (like, pr0n, or TOO strong displays of violence - after all, the game is meant to be PLAYed, and is not a virtual torture chamber)
-Mar 05 07:19:55 	of course, the competitive players ALSO do not want overly strong violence, as it blocks the view :P
-Mar 05 07:20:04 	yeah... like leaving out "You pussy!!" voice recordings :-)
-Mar 05 07:20:18 	or whaever that thing said
-Mar 05 07:20:20 	as a non-native speaker, I mainly think of a cat when hearing that...
-Mar 05 07:20:23 	but yes, maybe that should go
-Mar 05 07:20:44 	there's enough "verbal violence" in chat, we don't need it in sounds too:P
-Mar 05 07:21:47 	basically... I think regarding that, the game should be in a way so that the Pope wouldn't object to playing it, other than him probably not being interested in video games :P
-Mar 05 07:22:14 	and there isn't much needed to achieve that... guns are generally accepted as GOOD ;) and the rest is fine, apart from soem voice recordings
-Mar 05 07:22:25 	I have to say that I've agreed with 99% of what you've said over the past 48 hours during these chats. The only thing I disagreed with is the privacy concerns with central user system, but we discussed and resolved that now. So I'm very excited and hopefully for where things are going.
-Mar 05 07:22:41 	hopeful*
-Mar 05 07:23:18 	regarding violence for example: I like that our guns are either unrealistic (electro, hlac), or those which do make sense in real life, aren't overly graphic (like shotgun)
-Mar 05 07:23:53 	shooting someone with a Nex IMHO does not count as graphic violence, as nobody would ever take a scifi weapon for real :P
-Mar 05 07:24:20 	Yeah, that is true as well.
-Mar 05 07:24:20 	I really like the futuristic theme that Nexuiz has grown into. I understand it started out more with an industrial/gritty theme like Quake, but changed over time to more futuristic
-Mar 05 07:24:22 	Hi all
-Mar 05 07:24:43 	this is also BTW why I don't like mikeeusa's "cutting" idea :P
-Mar 05 07:24:50 	I do not WANT lasers to cut player models into parts
-Mar 05 07:25:00 	Well, I was at some point pondering pain skins. Like a blood layer being stuck to players based on their health
-Mar 05 07:25:05 	but using it for func_breakable to break a window into parts, sure, yeah
-Mar 05 07:25:20 	Taoki: I wouldn't care for it violence wise, but it'd eat GPU memory like hell
-Mar 05 07:25:31 	For realism... I don't really like gore and stuff
-Mar 05 07:25:38 	ah, i see
-Mar 05 07:26:12 	breaking THINGS is not exactly graphic violence after all :P
-Mar 05 07:26:17 	yeah
-Mar 05 07:26:27 	huge explosions, hell yeah
-Mar 05 07:26:30 	Well the old Kingpin - Life of Crime (gang game made over the Quake 1 2 or 3 engine, 10 years old at least) had pain skins, but they were 2 different versions of each player skin
-Mar 05 07:26:54 	thus I also like the idea that in a fps like Nexuiz, you don't really die
-Mar 05 07:26:57 	you just respawn :P
-Mar 05 07:27:13 	you respawn and need to collect items again, but you can continue playing
-Mar 05 07:27:29 	What i'd like to see though is after-damage effects like in UT2004. eg. You shoot someone with the machinegun, they spray a blood trail for a second. Electro, they have lightning coming out of them for a second, etc.
-Mar 05 07:27:39 	that sure makes you way less immersed to the game - but I like it, I like playing "detached" from the game
-Mar 05 07:28:11 	Taoki: csqc networked players and we can have it :P
-Mar 05 07:28:16 	of course with cl_gentle versions of it ;)
-Mar 05 07:28:30 	yeah. It can be enabled only if cl_gentle is
-Mar 05 07:28:38 	I tried implementing it a long time ago
-Mar 05 07:28:42 	that can be enabled in non-gentle too...
-Mar 05 07:28:45 	I do not object to it
-Mar 05 07:28:52 	as it doesn't make the game more violent
-Mar 05 07:28:57 	But couldn't figure hot to put a constant particle generating entity to a player
-Mar 05 07:29:06 	whether the blood is sprayed on hit, or slowly over time, changes not much
-Mar 05 07:29:07 	Which then dies off after a time
-Mar 05 07:29:13 	but slowly over time looks better and gives better fps
-Mar 05 07:29:17 	yes
-Mar 05 07:29:23 	this is what you need CSQC networked players for
-Mar 05 07:30:06 *	tZork|gone is now known as tZork
-Mar 05 07:30:08 	do not do it on server qc, although you maybe could
-Mar 05 07:30:12 	as ti'd be a huge bandwidth hog
-Mar 05 07:30:26 	in server qc, sure, you could make a particle emitting ent and make it MOVETYPE_FOLLOW the player
-Mar 05 07:30:31 	but don't, that eats BW like hell
-Mar 05 07:31:08 	if you want it for your own mod, sure, can code it for you :P
-Mar 05 07:31:15 	(the server side variant)
-Mar 05 07:31:22 	what a day.. hi fokes.
-Mar 05 07:31:27 	hi
-Mar 05 07:32:18 	hi
-Mar 05 07:32:27 	gebuz the backlog is abt as as logn as Doku's log hehe. will be hard to keep read up on it all. 
-Mar 05 07:32:33 	lol
-Mar 05 07:32:45 	we just covered ideas on organization
-Mar 05 07:32:52 	so scan the recent chat for that
-Mar 05 07:33:27 	I'll end up replacing that notnexuiz.log with page giving bullet points
-Mar 05 07:33:36 	after some decisions are nailed down
-Mar 05 07:33:55 	I need to skim through our discussions about map choices and put those into my notes
-Mar 05 07:35:23 *	Taoki has quit (Ping timeout: 364 seconds)
-Mar 05 07:35:31 	a totaly flat organization (as in all votes are equal on all subjects) would be interesting. very likely "to interesting" tough ;)
-Mar 05 07:36:18 	totally flat would probably not work :P
-Mar 05 07:36:21 	then you can do nothing
-Mar 05 07:36:42 	but there should be "enough" leaders, and they should represent various aspects of the game
-Mar 05 07:36:52 	especially the aspects that tend to cause controversy
-Mar 05 07:37:07 	the goal is to choose leaders so that any possible controversy is also among the leaders :P
-Mar 05 07:37:27 	one thing that is difficult with a committee vote is if not everyone is around to vote
-Mar 05 07:37:33 	like on vacation or something
-Mar 05 07:37:34 	yes
-Mar 05 07:37:51 	also, not sure if voting by itself actually works
-Mar 05 07:38:09 	and, big decisions that NEED all leaders to agree (and most of the community) don't happen that often
-Mar 05 07:38:21 	big gameplay changes can e.g. first be done in a branch, and later applied
-Mar 05 07:38:40 	most stuff that is being developed is stuff that does not interfere with anyone else
-Mar 05 07:38:46 	div0: tZork was asking about (or suggesting, rather) some code cleanup for nexuiz
-Mar 05 07:38:50 	tZork: can you go more into that?
-Mar 05 07:38:57 	it does work, when the involved parties are somewhat limited in number, and fairly like minded. in that piticular case (in my own experiance) that model is acctualy superior. but its a rather delicate entity.
-Mar 05 07:39:17 	tZork: in case of Nexuiz community, no
-Mar 05 07:39:20 	see the CTF scoring case :P
-Mar 05 07:39:24 	hehe
-Mar 05 07:39:40 	everyone convinced that the old was is bad - but also everyone proposing and insisting on his own way to solve it
-Mar 05 07:39:52 	so whatever decision is taken (even "no change at all"), you have 80% against you
-Mar 05 07:40:08 	for CTF scoring, we finally did some proper testing, but unfortunately that testing was done "live" as the default. Everyone on my servers thinks the scoring is strange.
-Mar 05 07:40:19 	how to fuck up a good idea - just add ppl ;)
-Mar 05 07:40:27 	;-)
-Mar 05 07:41:01 	I understand the ideas behind the scoring though. Luckily, scoring isn't a top priority issue. People still love the game even with messed up scoring.
-Mar 05 07:41:03 	sure Dokujisan, well my main gippy with nexuiz codebase it its planless. and suffers there of.
-Mar 05 07:41:27 	tZork: most stuff is quite clean
-Mar 05 07:41:32 	and I don't think we should overthrow it all
-Mar 05 07:41:37 	I am rather for slowly reorganizing it
-Mar 05 07:41:51 	the parts that probably SHOULD be overthrown and replaced: teamplay.qc :P
-Mar 05 07:41:55 	quality wize, yes, tnx to you im most cases div0
-Mar 05 07:42:15 	but its following much the random structure it happend to evole into
-Mar 05 07:42:17 	what I fear of a "cleanup" is that 80% of the features will be gone
-Mar 05 07:42:43 	and THAT I will never approve of
-Mar 05 07:42:52 	thus has major unnessesary overhead, and its a bitch to get into for anyone from teh outside.
-Mar 05 07:43:04 	well, how are you going to fix that?
-Mar 05 07:43:14 	I am certainly rejecting the idea if it emans that all interesting features are gone
-Mar 05 07:43:23 	start clean, copy stuff over. but have a plan for it.
-Mar 05 07:43:34 	I won't have much time for that, neither much motivation
-Mar 05 07:43:41 	also, it WILL mean that most features are gone
-Mar 05 07:44:04 	probably all that I did, as I won't have the motivation to implement it all a second time
-Mar 05 07:44:12 	successfull evolution means dropping off dead weight.
-Mar 05 07:44:18 	depends
-Mar 05 07:44:28 	I bet you consider Keyhunt dead weight
-Mar 05 07:44:38 	so YOU would not reimplement it
-Mar 05 07:45:15 	also, how are you even going to reorganize the bot code? Nobody on earth understands it :P
-Mar 05 07:45:19 	not sure, this is a specific case tough, what i want to talk abt it the general idea
-Mar 05 07:45:32 	general idea may be fine, but it probably won't eb Nexuiz any more then
-Mar 05 07:45:34 	if noone cares enougth to port feature X over, its rather likely that noone cares abt afore
-Mar 05 07:45:35 	but a totally different game
-Mar 05 07:45:38 	maybe we can do a code review by a number of people (developers) and start taking notes of areas of the code that they feel needs cleanup. 
-Mar 05 07:45:50 	tZork: it is not about caring
-Mar 05 07:45:54 	but also about having the time for it
-Mar 05 07:45:56 	and then we can discuss it better after we know what exactly we're talking about (what areas of code)
-Mar 05 07:46:23 	tZork: if it's some hidden feature nobody ever uses, sure, then that can be "reorganized away"
-Mar 05 07:46:32 	but what would that be, apart maybe from runematch?
-Mar 05 07:46:40 	omg I forgot about runematch
-Mar 05 07:46:42 	or certain failed balance_teams modes that all suck
-Mar 05 07:47:29 *	Disconnected (Connection reset by peer).
-**** ENDING LOGGING AT Fri Mar 05 07:47:29 2010
+    Mar 03 10:28:36 *   Now talking on #notnexuiz
+    Mar 03 10:28:41  Hi
+    Mar 03 10:28:44  hello
+    Mar 03 10:28:52 <[-z-]> why hello
+    Mar 03 10:28:55 *   [-z-] gives channel operator status to Dokujisan Taoki
+    Mar 03 10:29:46 *   div0 (Fg8deKX0@rm.endoftheinternet.org) has joined #notnexuiz
+    Mar 03 10:30:07 *   [-z-] gives channel operator status to div0
+    Mar 03 10:30:11   Welcome to Noxious.
+    Mar 03 10:31:07 <[-z-]> I've talked to div0 and Dokujisan in private about different aspects in moving forward with a fork away from Nexuiz and away from Alientrap
+    Mar 03 10:32:07 <[-z-]> we've begin discussing project organization, server availabiltiy, repository, name, interested parties, possible repurcussions and where we go from here
+    Mar 03 10:32:11   just not sure if it will be an actual fork
+    Mar 03 10:32:20   or rather, whether AT will even continue with Nexuiz then
+    Mar 03 10:32:38   to summarize a bit:
+    Mar 03 10:32:56   - repository I can provide, on icculus.org. In fact, I already have a Nexuiz repo there.
+    Mar 03 10:33:10  I'm always with this project no matter what new name it will have, team name, etc. What happened happened, i mainly care what is best for this project now
+    Mar 03 10:33:13   - project organization: there should be not "one leader who speaks for everyone".
+    Mar 03 10:33:27     to make things like what had happened to not happen again
+    Mar 03 10:34:04   I suggest a scheme that ensures 3 "leaders", and big decisions have to be agreed upon by all three, and they also should be "somewhat responsible" for the rest of the community
+    Mar 03 10:34:16   e.g. no persons who are so detached that they simply do not care for the community any more
+    Mar 03 10:34:34  I told -z- that I think all good projects need some sort of leadership to be succesful. The 3-leader idea isn't bad.
+    Mar 03 10:34:40 <[-z-]> and perhaps a board or committee under that
+    Mar 03 10:34:45   in AT, LordHavoc maybe somewhat still can represent the community - Vermeulen certainly can't
+    Mar 03 10:35:25   2 leaders aren't enough, as at times there would be only one leader available :P
+    Mar 03 10:35:28 <[-z-]> also for project reorganization, I've begun talking about better package management and distribution
+    Mar 03 10:35:33   I think the existence of a "dictator" should eb avoided
+    Mar 03 10:35:44   hm... how?
+    Mar 03 10:36:04 <[-z-]> how? the whole upload test package and alert servers thing I was talking about
+    Mar 03 10:36:11  I can confess I am a tiny little bit upset at LordHavoc too, because he could have declined this whole thing and not ported the engine to xbox. But I still like him and am not upset on him or anything... just wish he would have thought more at first maybe
+    Mar 03 10:36:21  erm ps3
+    Mar 03 10:36:48   [-z-]: oh
+    Mar 03 10:36:53   you don't mean packaging of the game :P
+    Mar 03 10:37:01 <[-z-]> oh no no
+    Mar 03 10:37:03   because, regarding that I think the old Nexuiz way was right
+    Mar 03 10:37:11 <[-z-]> yeah, there is a good workflow there
+    Mar 03 10:37:13   other than that I am working on a new build script that works more efficiently wiht git
+    Mar 03 10:37:16 <[-z-]> I wouldn't want to modify that
+    Mar 03 10:37:22   but that doesn't change the result
+    Mar 03 10:37:32 <[-z-]> you know best about that area
+    Mar 03 10:37:42   still, we ARE doing oddball packaging
+    Mar 03 10:37:48 <[-z-]> I want to start getting this project more organized though
+    Mar 03 10:37:51   so MAYBE we should make it more "standard" anyway
+    Mar 03 10:37:56   but well
+    Mar 03 10:37:59 <[-z-]> and built the website into the workflow
+    Mar 03 10:38:02   it is oddball that we put all platforms in one download
+    Mar 03 10:38:06   but it has its advantages too
+    Mar 03 10:38:22 <[-z-]> I want to build everything into wordpress/mybb and get the build script putting out cvar / command lists for the tool I'll integrate into the site.
+    Mar 03 10:38:32   I wouldn't want to touch that for now, but do some attempts at making platform specific versions too
+    Mar 03 10:38:42   I e.g. have recently made an engine feature that allows attaching a pk3 to a executable
+    Mar 03 10:38:49   so we could make a single selfcontained exe file for the game
+    Mar 03 10:38:51   (a 900MB one...)
+    Mar 03 10:39:32   for OS X, such a thing can already be accomplished because applications are just folders anyway
+    Mar 03 10:39:33  I hope there aren't plans to distribute Nexuiz like that in the future.
+    Mar 03 10:39:39   and Linux users don't care about that structure anyway :P
+    Mar 03 10:39:53   Taoki: I don 't want to exclude it, but probably it won't happen
+    Mar 03 10:40:01   except maybe for DSN :P
+    Mar 03 10:40:22   I think the advantages of the multiplatform zip overweigh that
+    Mar 03 10:40:27  I don't support that personally. The data being in a pk3 file is very important for flexibility and the like imo
+    Mar 03 10:40:31 <[-z-]> I think it would be helpful in some cases where users prefer simplicity
+    Mar 03 10:40:33   it stays just as flexible
+    Mar 03 10:40:34 <[-z-]> but never a forced thing
+    Mar 03 10:40:37   if you cat the pk3 to an executable
+    Mar 03 10:40:44   you can rename the result to zip and work with it normally
+    Mar 03 10:40:50   it is no less flexible than the pk3 way
+    Mar 03 10:41:07   zip self extractors work that way too :P
+    Mar 03 10:41:16  Hmm, I see
+    Mar 03 10:41:20   still
+    Mar 03 10:41:26   it means different downloads for different platforms
+    Mar 03 10:41:32   which somewhat hides that the game is multiplatform
+    Mar 03 10:41:48   and that is the part that I don't like about it
+    Mar 03 10:42:03   for damn small nexuiz this is no issue htough :P
+    Mar 03 10:42:11  I still like the way it is packed now myself. Don't think we should change that.
+    Mar 03 10:42:15   right
+    Mar 03 10:42:17   I like it too
+    Mar 03 10:42:26   this is, again, more an idea for specialized "distributions" like DSN
+    Mar 03 10:43:15   [16:38:43] <@[-z-]> I want to build everything into wordpress/mybb and get the build script putting
+    Mar 03 10:43:17                       out cvar / command lists for the tool I'll integrate into the site.
+    Mar 03 10:43:27   you want the buoild script accessible from a web interface... not sure if that is good
+    Mar 03 10:43:49   another thing however that I would like, is more frequent public releases
+    Mar 03 10:43:56   with git, we can easily separate into different branches
+    Mar 03 10:44:03   and merge features into the main branch when they are done
+    Mar 03 10:44:19  Yeah, same div0. New versions seem to be released once or twice an year
+    Mar 03 10:44:27   so we should be able to make "weekly" test releases, and make actual minor releases every 3 months
+    Mar 03 10:44:31  Maybe once every 3-4 months at most wouldn't be bad
+    Mar 03 10:44:55   just like I did my work on Nexuiz/DP lately
+    Mar 03 10:45:08   I e.g. finished the warpzones code before putting it into the main branch
+    Mar 03 10:45:53   the problem is just, I cannot enforce such a policy on darkplaces
+    Mar 03 10:46:04  div0: I have wanted a fork of nexuiz for a long while. The reasons were mainly because of missing elements of project management. We (I discussed this with a handful of others) couldn't do a fork before because we didn't have someone like you, a primary developer who knows the code very well. But if YOU are involved in a Nexuiz fork, that changes things. I would be onboard as long as we have an outline of management....and some i
+    Mar 03 10:46:04  ntention of doing "official" community development, "official" marketing efforts, "official" testing procedures with a select group of volunteer testers, etc.
+    Mar 03 10:46:07   for that I am maintaining a "stable branch", but unstabilities still happen once in a while in DP
+    Mar 03 10:46:14   as I often simply cannot properlya judge if something is stable
+    Mar 03 10:46:35   select group of testers... not sure :P
+    Mar 03 10:46:44   I don't think testing should be limited
+    Mar 03 10:46:52   everyone should be allowed, and even encouraged, to
+    Mar 03 10:47:11   but, some select group for "heavier" testing is still a very good idea
+    Mar 03 10:47:20   i.e. people who should feel responsible for actually testing it :P
+    Mar 03 10:47:23  Not sure to whom I mentioned this, but for a while ago I've started making an own game from Nexuiz as well. Obviously, one that will be named differently and remain GPL too :P Probably a little game which is just like, a sort of story i wanted to make for myself
+    Mar 03 10:47:30  well of course features can be experienced by all, but a select group would do some proper feedback and have better communication with the dev team
+    Mar 03 10:47:39   right
+    Mar 03 10:47:44   I just say... we shouldn't restrict
+    Mar 03 10:47:49 <[-z-]> sorry went to make tea, let me catch up
+    Mar 03 10:47:51   a testing team should not be exclusive
+    Mar 03 10:47:58   but it should eb responsible for the testing
+    Mar 03 10:48:07   anyone else still is free to test too :P
+    Mar 03 10:48:16  anyone could give feedback....my point is that this type of subject should be discussed. The whole game balance issues that we went through (before and after LH rejoined the project) could have been handled better
+    Mar 03 10:48:19  Yeah, SVn should always be public imo
+    Mar 03 10:48:22 <[-z-]> div0: the cvar and command lists would be text files reformated as json and accessible through a web application
+    Mar 03 10:48:35   Taoki: not just svn
+    Mar 03 10:48:37   also binary builds
+    Mar 03 10:48:42  sure
+    Mar 03 10:48:44 <[-z-]> wordpress is an open format many developers know and love and it will be easy for us to scale
+    Mar 03 10:48:50   my goal is weekly binary builds from the "stable" branch
+    Mar 03 10:49:04   feature freeze would simply mean no feature branches get merged into main, only bugfixes would
+    Mar 03 10:49:10   other devs can then still work on features :P
+    Mar 03 10:49:27   they just won't appear in the release the freeze is for
+    Mar 03 10:49:42 <[-z-]> This will help give us a stronger community because we can build user auth into other parts of the site, like a map repository.
+    Mar 03 10:49:58   as for cvar list...
+    Mar 03 10:50:05   don't know how to properly generate json from shell script
+    Mar 03 10:50:12 <[-z-]> you don't have to
+    Mar 03 10:50:12   but well, I do know how to make a full cvar list text file :P
+    Mar 03 10:50:16 <[-z-]> yes
+    Mar 03 10:50:18 <[-z-]> that's all I need
+    Mar 03 10:50:20 <[-z-]> that's how it works
+    Mar 03 10:50:22 <[-z-]> I have it in git
+    Mar 03 10:50:24  I'm strongly in favor of a central user system
+    Mar 03 10:50:27   once did that by actually running the engine, and doing cvarlist :P
+    Mar 03 10:50:41 <[-z-]> Dokujisan: I don't think it's a completely central user system
+    Mar 03 10:50:50 <[-z-]> and I'm open to creating a distributed network
+    Mar 03 10:51:06   I don't think repository access and web user auth can be combined
+    Mar 03 10:51:12 <[-z-]> div0: this is how it works http://github.com/z/ncacs
+    Mar 03 10:51:17   but all the rest should be able to
+    Mar 03 10:51:40 <[-z-]> so just a cronjob to generate the list and upload it to a web server
+    Mar 03 10:51:42  Heh, I realize now i never thouht about any such changes, now that it is talked about. Nexuiz, for a free and opensource project, always seemed perfect to me. Never thought anything could or should be improved in how it's managed etc.
+    Mar 03 10:51:46   only problem: this lacks cvars that are specific to some builds
+    Mar 03 10:51:58   like renderer stuff
+    Mar 03 10:52:01  Except that patches could be checked more often, been struggling with that for the last months
+    Mar 03 10:52:04 <[-z-]> div0: well, we can further separate it
+    Mar 03 10:52:05  div0: I'm working on another gaming project with Getty and we're planning something called a PlayerID which is to be a central user system that even other games other than ours could use
+    Mar 03 10:52:14   Taoki: thing is
+    Mar 03 10:52:24   working with such patches is quite tedious
+    Mar 03 10:52:36   I say, when using git, more people should get commit access to branches
+    Mar 03 10:52:43   and merging gets easier then too
+    Mar 03 10:53:11  Yeah, i'm still not so familiar with git. It is more difficult to understand than SVN, ad least over Windows with Tortoise
+    Mar 03 10:53:16   Dokujisan: you know I am against an enforced user system for the game
+    Mar 03 10:53:20   I want to play anonymously
+    Mar 03 10:53:26   even though that means proper banning cannot happen
+    Mar 03 10:53:34   an optioanl registration for stats, why not
+    Mar 03 10:53:37  div0: even if you register a name, isn't that still anonymous?
+    Mar 03 10:53:50   not really, one can easily find out :P
+    Mar 03 10:53:55 <[-z-]> well, I wasn't even thinking about stats but we can do that too... I was thinking more for content submissions
+    Mar 03 10:54:04   I basically don't want to be trackable in game
+    Mar 03 10:54:09  why not?
+    Mar 03 10:54:10   I sometimes play with other nicks
+    Mar 03 10:54:23   because e.g. employers are not supposed to know that I sometimes play 3 hours on a day
+    Mar 03 10:54:32 <[-z-]> :-P
+    Mar 03 10:54:32   they are prone to expect you to be there for the company all day
+    Mar 03 10:54:41   the times of 8hr/day are over
+    Mar 03 10:55:13   and no, I do not mean playing from work.
+    Mar 03 10:55:16   not doing THAT :P
+    Mar 03 10:55:17  what if each user account is allowed 3 hidden aliases tied to the account?
+    Mar 03 10:55:21   no
+    Mar 03 10:55:25  or some other variation
+    Mar 03 10:55:28   why do you want to enforce accounts?
+    Mar 03 10:55:40   even though _I_ know my email address won't eb abused
+    Mar 03 10:55:44   how would anyone else be sure?
+    Mar 03 10:55:58   (I would know because I'd have control over that system :P)
+    Mar 03 10:56:10  the moderation features alone are worth the central user system
+    Mar 03 10:56:14  but as far as trusting people
+    Mar 03 10:56:28   banning is not worth tracking
+    Mar 03 10:56:31  we could win people's faith because of being an open source project with open values
+    Mar 03 10:56:34   how would hidden aliases even work?
+    Mar 03 10:56:41   i mean, if you use it for banning
+    Mar 03 10:56:45  div0: that can be discussed. I just thought of that off the top of my head
+    Mar 03 10:57:06   other way round, for positive display of trust - sure
+    Mar 03 10:57:13   people SHOULD be able to register others as friends
+    Mar 03 10:57:25   and I can always opt to play as an "unknown" :P
+    Mar 03 10:57:36   think of IRC nickname registration
+    Mar 03 10:57:50   that is optional, although you sort of have to do it if you want to have some sort of status (e.g. op in a channel)
+    Mar 03 10:58:07   I'd have no problem if this user auth system is tied to e.g. vote masterä
+    Mar 03 10:58:09 <[-z-]> Hey, can we rewind for a second and brain storm names for this group and project so we can go forward with setting up resources to outline the project and discuss these things with a wiki / forum?
+    Mar 03 10:58:13   or even required for being allowed to start a vote
+    Mar 03 10:58:25  well your main concern is with tracking, like stats of tracking the times that you are online playing.... the aliases would be for avoiding that. You could use your alias names when you don't want to be tracked publicly.
+    Mar 03 10:58:38   how would that even help?
+    Mar 03 10:58:46   the server would probably know that I am the same person
+    Mar 03 10:58:49   and just display other info
+    Mar 03 10:59:12   I do not WANT the server to know, as I don't have good reasons to trust it
+    Mar 03 10:59:42  yes the central server would be the only thing knowing the link between the user account and the alias
+    Mar 03 10:59:47   thing is basically... in the open source community, many people are also friends of privacy :P
+    Mar 03 10:59:51  I'm not sure why you wouldn't trust that
+    Mar 03 11:00:03  well this is still supporting privacy, I think
+    Mar 03 11:00:04   _I_ would because I would have access to that server, and know how it works
+    Mar 03 11:00:08   how could anyone else be able to trust it?
+    Mar 03 11:00:12 <[-z-]> wouldn't the solution here be for servers to opt into this centralized service?
+    Mar 03 11:00:12   any "mere player"?
+    Mar 03 11:00:38  don't mere players trust websites all the time anyway?
+    Mar 03 11:00:43   not all
+    Mar 03 11:00:45  with registering
+    Mar 03 11:00:50   e.g. what about all the noscript users? :P
+    Mar 03 11:00:58   or, you do know bugmenot.com? :P
+    Mar 03 11:01:08  well I mean with your example of trusting someone with your email address
+    Mar 03 11:01:15  that's one scenario
+    Mar 03 11:01:16   there IS a large group who is on the side of privacy
+    Mar 03 11:01:23   I am part of that
+    Mar 03 11:01:34   I do not want others to be able to track me, when I don't positively allow them to
+    Mar 03 11:01:41   in a forum it can't be avoided, so it's fine by me
+    Mar 03 11:01:52   but in a game, it should be avoided
+    Mar 03 11:02:02   still, you can give good incentives for registering in the game
+    Mar 03 11:02:06   #just shouldn't enforce it
+    Mar 03 11:02:15   even nick name coloring could depend on it :P
+    Mar 03 11:02:17  do you want to be allowed to spam servers like nadz does?
+    Mar 03 11:02:26   it can't be helped
+    Mar 03 11:02:26 <[-z-]> just make it an opt in feature
+    Mar 03 11:02:29   I want to ensure my privacy
+    Mar 03 11:02:30 <[-z-]> by the server admin
+    Mar 03 11:02:31  I'm wondering what level of freedom you are after
+    Mar 03 11:02:45   basically:
+    Mar 03 11:02:46 <[-z-]> 90% of the internet uses google, so they clearly don't give a shit about privacy :-P
+    Mar 03 11:02:49  this is just a game here. The goal should always be about allowing players to....play the game
+    Mar 03 11:02:57  and that is really what moderation is about...or should be about
+    Mar 03 11:03:01 <[-z-]> plus, we can mask their ips from the server if they feel so inclined
+    Mar 03 11:03:10   IPs are already masked :P
+    Mar 03 11:03:12   that isn't the problem
+    Mar 03 11:03:18 <[-z-]> yes but I mean with cool names
+    Mar 03 11:03:23   well
+    Mar 03 11:03:25 <[-z-]> or annoying depending on how you look at them :-P
+    Mar 03 11:03:29   what about this:
+    Mar 03 11:03:35 <[-z-]> z@my-clan.rockz.net
+    Mar 03 11:03:38   1. in serious match (like ladder, pickup), you MUST be registered
+    Mar 03 11:03:47 <[-z-]> yes
+    Mar 03 11:03:53   2. in FFA match, you don't have to be, but if not, you show up as unregistered in the scoreboard
+    Mar 03 11:03:56  Not so much into privacy here, when it comes to Nexuiz. But for those who want it, it is good. Afaik you can just change nickname before entering a server.
+    Mar 03 11:04:01  the method for which aliases are used could be public knowledge. Aliases woudln't be trakced. They would only be used to apply moderation actions to an account, when necessary.
+    Mar 03 11:04:05      maybe can even only use the marine model and non-colored nicks
+    Mar 03 11:04:15  This reminds me. I hope Nexuiz will have a menu Friends List at some point
+    Mar 03 11:04:31   Taoki: CURRENTLY I can just change my nick :P
+    Mar 03 11:04:45   basically... I am fine if I lose features when playing unregisteredly
+    Mar 03 11:04:55   like nick colors, player model choice
+    Mar 03 11:05:07   but I want to stay able to
+    Mar 03 11:05:20   otherwise, I'll have no choice but to create multiple dummy accounts with various email addresses
+    Mar 03 11:05:35  div0: I'm mainly asking you to think about the possibilties here that can protect the necessary level of privacy. The main issues with privacy have to do with tracking. The other thing that is useful for a central registration system is to reserve names 
+    Mar 03 11:05:39   also, I am fine if some servers enforce the registration
+    Mar 03 11:05:49  so nobody could use the alias name "divverent"
+    Mar 03 11:05:52   right
+    Mar 03 11:05:54   reserving names is good
+    Mar 03 11:05:58   but well, on IRC it works too
+    Mar 03 11:06:12   if not registered, what if I then always show up as divverent
+    Mar 03 11:06:20   and to be divVerent, I need to registere
+    Mar 03 11:06:25  hmm
+    Mar 03 11:06:27  Right... i even forgot there is a traking system. If there is one... I'm shamed to say i don't know yet (like a system that stores how good you are on servers, atc)
+    Mar 03 11:06:37  I woudln't want people to play as Dokujisan
+    Mar 03 11:06:44   well
+    Mar 03 11:06:47   you can kick them then :P
+    Mar 03 11:06:55  rcon is its name iirc
+    Mar 03 11:07:01   if you see a Dokujisan and a Dokujisan on a server
+    Mar 03 11:07:05   you know which one is the right one :P
+    Mar 03 11:07:20  well *I* do...but a mere player.....
+    Mar 03 11:07:33   he'll see that you have the cooler color codes
+    Mar 03 11:07:38   and the other Dokujisan is just plain white :P
+    Mar 03 11:08:00 <[-z-]> maybe he was feeling vanilla and the other one was just being))
+    Mar 03 11:08:06   lol
+    Mar 03 11:08:10   the unregistered tag could be ))
+    Mar 03 11:08:13 <[-z-]> haha
+    Mar 03 11:08:27 <[-z-]> halo on xbox live used to have a iconic background
+    Mar 03 11:08:32 <[-z-]> in the names list
+    Mar 03 11:08:37 <[-z-]> well on the scoreboard
+    Mar 03 11:08:56  I think when it comes to privacy issues, instead of saying in a blanket fashion "I want my privacy!" is not helpful, but breaking it down into specific concerns or scenarios is something that can be worked with.
+    Mar 03 11:08:57 <[-z-]> for registered (at bungie.net) users
+    Mar 03 11:09:10   Dokujisan: but well, if you can figure out a way that allows enforced registration without the server (not the auth server either) knowing who you are
+    Mar 03 11:09:14   then I am fine wiht it
+    Mar 03 11:09:23   possibly this can be done using digital signatures
+    Mar 03 11:09:31  can you help me come up with some solution like that? I would be more than happy to travel down that road.
+    Mar 03 11:09:44   I don't know one, but find it possible that one exists
+    Mar 03 11:09:52  getty talked about using digital signatures for the PlayerID concept
+    Mar 03 11:09:59   like, with RSA such stuff may be possible
+    Mar 03 11:10:18   e.g., RSA scheme is "malleable", so you can "edit" an encrypted message without being able tod ecrypt it
+    Mar 03 11:10:33   this might be useful to implement the "aliases"
+    Mar 03 11:10:56 <[-z-]> Dokujisan: think about integrating the playerID system with wordpress as well.
+    Mar 03 11:10:57   they might then appear as valid signatures, but the server doesn't know for whom
+    Mar 03 11:11:25   but of course... then the player also cannot be properly banned
+    Mar 03 11:12:16  well we all know that any player can just re-register
+    Mar 03 11:12:26  but banning is more about creating resistance
+    Mar 03 11:12:39  making it a bit harder for them to act inappropriately
+    Mar 03 11:14:22   I still wonder if there is a way to combine both
+    Mar 03 11:14:26  ip-based banning is more useful. A combination of user account + IP is better.
+    Mar 03 11:14:34   what if the "player ID" is a different one when talking to a different server
+    Mar 03 11:14:46   e.g. if the cleint doesn't send the player ID, but a hash of the player ID and the server IP
+    Mar 03 11:14:51   you then cannot be tracked across servers
+    Mar 03 11:14:57   but one server can recognize you
+    Mar 03 11:15:52   or even, if every player immediately gets 9 IDs on registration he can freely choose from, and accumulate stats on
+    Mar 03 11:16:04   if one is banned, he will of course use the next one
+    Mar 03 11:16:08   but he only has 9 chances :P
+    Mar 03 11:16:19   still... he then just reregisters
+    Mar 03 11:16:47   I am fine if some servers enforce registration of course
+    Mar 03 11:16:55   but I can tell you straight away, I won't play on such servers
+    Mar 03 11:17:00  yes, I really like the idea of enticing people to act appropriately by offering features that benefit longstanding accounts.
+    Mar 03 11:17:21  div0: even if the main privacy issues are dealt with?
+    Mar 03 11:17:30   Dokujisan: I do0ubt they CAN be dealt with
+    Mar 03 11:17:35   e.g. if a centralized auth server is used
+    Mar 03 11:17:40   what if it gets hacked?
+    Mar 03 11:17:54   what if the server admin decides it's a good idea to release all sorts of log data from it?
+    Mar 03 11:18:02  if the aliases aren't tracked, then that shouldn't affect the privacy issue that you explained earlier (tracking)
+    Mar 03 11:18:07   the one piece of ifnormation that I never want to publish, is when and how long I played
+    Mar 03 11:18:09  so even if accounts are hacked
+    Mar 03 11:18:17   how do I _know_ the aliases are not tracked?
+    Mar 03 11:18:33   there should be some technical means so I can trust it without knowing what thze server does
+    Mar 03 11:19:14   however, if there are, how could the auth server then possibly recognize me when I am banned?
+    Mar 03 11:19:45  every second we're on the internet, we're trusting people. To use a service, there has to be SOME level of trust. When people connect to my nexuiz server, they have to trust me.
+    Mar 03 11:19:59   how do they even know it is YOUR server?
+    Mar 03 11:20:05   what if mikeeusa names his server the same :P
+    Mar 03 11:20:26   okay, you'd notice when you see the crappy maps
+    Mar 03 11:20:29   but that is after the fact
+    Mar 03 11:20:32  so if we have a policy of explaining publicly how the aliases are used (like they aren't tracked like "normal" names) then that woudl go far to helping to build that trust
+    Mar 03 11:20:44   explaining is not enough
+    Mar 03 11:20:51   I would demand that they CAN not be tracked
+    Mar 03 11:20:54   ensured by technical means
+    Mar 03 11:21:05   this might be possible though
+    Mar 03 11:21:16  isn't such a claimn (a privacy policy) a legal thing?
+    Mar 03 11:21:21   no
+    Mar 03 11:21:27   nobody is bound to these things anyway
+    Mar 03 11:21:35   I want such a claim based on how the system actually works
+    Mar 03 11:21:42   like, based on which info is sent to whom
+    Mar 03 11:22:18  how could anyone from a player perspective technically verify that?
+    Mar 03 11:22:37   well, if the algorithms are open and it is proven that it ensures anonymity
+    Mar 03 11:22:46   then one can verify it on his own, or ask a cryptography professor about it :P
+    Mar 03 11:22:51   sort of like how open source works
+    Mar 03 11:22:53  and do you always require such technical verification of tracking privacy when you use a service? like irc.quakenet.org?
+    Mar 03 11:22:55  I think I missed part of the convo, but an quick idea; When it comes to keeping your privacy from your client that you are connecting through (in terms of not giving away your IP addreess, etc) maye we can make a client switch for that. Although, that would make it easier for people to avoid ip-based bans.
+    Mar 03 11:23:14   that is the problem, right
+    Mar 03 11:23:32   the IP is nothing I am concenred about, as mine is dynamic anyway
+    Mar 03 11:24:13  well ok... if the algorithm is open
+    Mar 03 11:24:15  Servers have such an option theirselves. I set mine to allow the IP to be visible.
+    Mar 03 11:24:19  then that is another measure to ensure trust
+    Mar 03 11:24:23   Dokujisan: exactly
+    Mar 03 11:24:32  very much like the claim, but just with a little more evidence
+    Mar 03 11:24:33   and basically, I'd like an open algorithm that allows anonymous clienrts
+    Mar 03 11:24:38   exactly
+    Mar 03 11:25:00   actually, there are means for this, now that I think of it
+    Mar 03 11:25:06   actually, there are means for this, now that I think of it
+    Mar 03 11:25:13   know the term "electronic money"?
+    Mar 03 11:25:26   basically, it's a number generated both by a server and by a client
+    Mar 03 11:25:27  ok, if such a thing were to happen, and aliases were not tracked like normal registered names would be (for stats), then if someone "hacked" into the central server...they woudln't have access to anything of value aside from an email address
+    Mar 03 11:25:31   but so that it can be verified, is unique
+    Mar 03 11:25:41   BUT: the server cannot later find out which client has hte number
+    Mar 03 11:25:45   as the client made the final calculation
+    Mar 03 11:25:55   so the client uses a number he calculated together with the server
+    Mar 03 11:26:06   but the server does not have a way of knowing to which client he gave it
+    Mar 03 11:26:12   as it doesn't know the final calculation the client did
+    Mar 03 11:26:31   that is how one could generate an anonymous player ID
+    Mar 03 11:26:43   it can still be tracked, in that it can be distinguished from others
+    Mar 03 11:26:49   but nobody can find out who got that ID and when
+    Mar 03 11:27:12   with 4, 5 of these IDs, I think I'd be anonymous enough
+    Mar 03 11:27:31   just... why wouldn't XSAX create such an ID too then :P
+    Mar 03 11:27:49   basically, thsi creates IDs that are, mathematically, "detached" from the identity who ordered them
+    Mar 03 11:27:55   so I would give the web site my email address
+    Mar 03 11:28:03   but later it'd be impossible to link the email address to my ID
+    Mar 03 11:28:27   the web site still would be able to e.g. limit IDs to at most one per email address per week
+    Mar 03 11:28:29  so with such a system in place, a system that goes to great lengths to ensure privacy for those who seek it, would you still elect not to use servers that utilize the central registration system?
+    Mar 03 11:28:45   with such a system, I probably would use servers that use such a system
+    Mar 03 11:28:53   as I would KNOW that the ID cannot be linked to my identity in any way
+    Mar 03 11:29:16   also, I would KNOW I can make a new one every week :P
+    Mar 03 11:29:32   so it can't be used for long-term tracking if I don't want to
+    Mar 03 11:29:50  you mean the primary player name? or the aliases?
+    Mar 03 11:30:05   both
+    Mar 03 11:30:13   all player IDs could use such a scheme
+    Mar 03 11:30:29   a player is free to associate the ID with his actual name (e.g. by registering his nickname) at any time
+    Mar 03 11:30:52   of course, he'd then have to actually KEEP using that ID, or he wouldn't be able to use his nickname any more :P
+    Mar 03 11:32:57  so... using the system you described, if I register with the primary name of Dokujisan and I have aliases of Alice and Bob... if I go onto HOCTF server as "Alice" and begin calling people names and spamming. The admin could ban me. If I try to relogin to that server as "Bob", it would maintain the ban? 
+    Mar 03 11:33:38   no
+    Mar 03 11:33:40  the central system would somehow know that "Bob" was also banned
+    Mar 03 11:33:46   that is impossible
+    Mar 03 11:33:55   but, you can only register one such ID every week
+    Mar 03 11:34:01   so a troll would run out fast
+    Mar 03 11:34:07  oh I see
+    Mar 03 11:34:12  so that is the limiting mechanism
+    Mar 03 11:34:15   basically:
+    Mar 03 11:34:28   the ID generating server remembers your address, and prevents too frequent registration
+    Mar 03 11:34:33   but: it does not know which the ID is that you got
+    Mar 03 11:34:47   the game can verify your ID - but cannot link it to your address or anything else
+    Mar 03 11:34:56   unless you voluntarily give the game the info (e.g. by registering your nick)
+    Mar 03 11:35:22   I can implement that crypto scheme, BTW
+    Mar 03 11:35:28   I remembered how it works
+    Mar 03 11:36:43   one keyword for it is "blind signatures"
+    Mar 03 11:36:51   http://ntrg.cs.tcd.ie/mepeirce/Project/Press/digibro.html
+    Mar 03 11:36:54   like at the end of that page
+    Mar 03 11:38:04   in this case, the "bank" does not know which number I wanted it to sign...
+    Mar 03 11:38:06   but it is not perfect
+    Mar 03 11:38:19   in that specific protocol, I can still cheat a bit
+    Mar 03 11:39:01   but that can be prevented too :P
+    Mar 03 11:39:20   (by requiring the "x" to have a special pattern, that is unlikely to come when you modify the signature)
+    Mar 03 11:40:20   e.g.: x may be a hash value of a string that is like "NEXIUZ PLAYER ID #43984398"
+    Mar 03 11:40:33   and as ID, you'd present both the string and the signature
+    Mar 03 11:40:45   if the hash function is good, you can't manipulate the signature
+    Mar 03 11:41:32   note that that string would not really be your "ID" :P
+    Mar 03 11:41:48   so if the number matches between two players, that is no problem, as the signature still would not match
+    Mar 03 11:44:08   1. s = "NEXUIZ PLAYER ID #474574598798"
+    Mar 03 11:44:09   2. h = SHA1(s)
+    Mar 03 11:44:11   3. r = random
+    Mar 03 11:44:14   4. x = h*r^publickey
+    Mar 03 11:44:15   5. send x to auth server, get back y which auth server calculates as x^privatekey
+    Mar 03 11:44:18   6. t = y/r
+    Mar 03 11:44:20   7. The full player ID is s together with t
+    Mar 03 11:44:34   to verify, the server would check the ID starts with "NEXUIZ PLAYER ID #", and that the signature matches too
+    Mar 03 11:46:01   that scheme is from 1983 by the way
+    Mar 03 11:46:10   so if it was patented, the patents have expired now
+    Mar 03 11:47:14   I'll probbaly code that soon, but first check it for possible other security problems
+    Mar 03 11:48:39   have to go now though
+    Mar 03 11:48:40  if we could nail down a privacy-safe central user system, that would allow a lot of other features to be added to the game
+    Mar 03 11:48:45   I'll look up more stuff on it
+    Mar 03 11:48:53   "electronic money" is the keyword for it though
+    Mar 03 11:49:13   basically, the general idea is to make sure that not even the owner of the auth server can know WHO owns a specific key
+    Mar 03 11:49:40   and to provide banning by limiting the number of keys generated
+    Mar 03 11:50:18   this speciifc scheme has a little problem though, but I once saw the solution for that in a book
+    Mar 03 11:50:26   I'll check in that book later :P
+    Mar 03 11:55:20  in the meantime, -z- and I were scanning around for open domain names as a name alternative to nexuiz
+    Mar 03 11:55:25  Alright, while we're all here. I've had a question for a looong time now (separate from all this). What server do the devs play on? I usually play on the DCC servers, but would have liked to play with div0, [-z-] and all the other core devs once.
+    Mar 03 11:55:57 <[-z-]> recently the HO servers because they are the most well kept USA servers
+    Mar 03 11:56:21 <[-z-]> bbiab, need to get lunch
+    Mar 03 11:56:31  Thanks. USA probably means low ping from Europe
+    Mar 03 11:58:48 <[-z-]> yes but I've played on DCC before and Over the Lazy Dog
+    Mar 03 12:02:12 <[-z-]> lets get brainstorming about names
+    Mar 03 12:05:55  NOT AVAILABLE
+    Mar 03 12:05:55  nexotic
+    Mar 03 12:05:55  nexetic
+    Mar 03 12:05:55  nexon
+    Mar 03 12:05:55  nexuz
+    Mar 03 12:05:55  nexine
+    Mar 03 12:05:55  nexean
+    Mar 03 12:05:55  nexio
+    Mar 03 12:05:55  nexium
+    Mar 03 12:05:55  nexun
+    Mar 03 12:05:55  xenios
+    Mar 03 12:05:55  xenius
+    Mar 03 12:05:55  xenoic
+    Mar 03 12:05:55  xenotic
+    Mar 03 12:05:55  AVAILABLE
+    Mar 03 12:05:55  nexotus
+    Mar 03 12:05:55  nexaen
+    Mar 03 12:05:55  nexilus
+    Mar 03 12:05:55  zeniux
+    Mar 03 12:20:36  some proposed Nexiuz, already used for the current site redirect (nexiuz.org ). I also thought about naming it Zymotic, after the dead project which was named that way.
+    Mar 03 12:21:24  if it's being forked, I wouldn't use something that would be mistaken for Nexuiz. But a similar-style name would be good.
+    Mar 03 12:41:40 <[-z-]> wwi own nexiuz.org
+    Mar 03 13:05:33   Taoki: I play on whatever is at the top, or my own
+    Mar 03 13:05:43   and sometimes arranged stuff with PB
+    Mar 03 13:06:14   I recently changed my server to KH only, to give better experience maybe
+    Mar 03 13:06:30  I could never get into KH. I tried for a week once
+    Mar 03 13:06:40  I like clan arena though
+    Mar 03 13:06:49  that was a great addition
+    Mar 03 13:34:02  Dokujisan, from the list of names you posted earlier (couldn't think of any on my own, am generally bad with names) the last one, zeniux, sounds prettiest and most fitting. Or a derivate of that.
+    Mar 03 13:34:47  But, before finding a new name, I think m0ost important is finding a way to let people who don't visit the forums and such know that Nexuiz was renamed. Otherwise, many players may think it just vanished forever all of a sudden, and find out in months or years it's still there
+    Mar 03 13:35:12   well
+    Mar 03 13:35:39  Not sure how that could be done... was thinking that maybe we could find all news articles about Nexuiz on google and see how we could modify each
+    Mar 03 13:35:41   I do think that Alientrap won't follow the project when we take over
+    Mar 03 13:35:43   so...
+    Mar 03 13:35:52   it shouldn't be impossible to get it displayed in game :P
+    Mar 03 13:36:00   we have ways to show such a notification
+    Mar 03 13:36:13   yes, the rotating yellow box :P
+    Mar 03 13:36:38   also, we can organize some server admins, and let them show this when people join their server
+    Mar 03 13:36:39  How? Does the gamecode support a way to show news from an external page?
+    Mar 03 13:36:43   know my "mikeeusa warning"?
+    Mar 03 13:36:49   not yet
+    Mar 03 13:36:54  Not really
+    Mar 03 13:36:57   can onyl show a single line of text in the update notification
+    Mar 03 13:37:05   but with csqc, you can show a on-join dialog on a server
+    Mar 03 13:37:11   so if enough server admins would take over that code
+    Mar 03 13:37:15  Wow, i didn't know thre is an update notification.
+    Mar 03 13:37:15   most people will know
+    Mar 03 13:37:48  Another good idea would be servers (like DCC) putting the news in their MOTD or periodic helper script messages
+    Mar 03 13:38:21   right
+    Mar 03 13:38:26   or more visible than MOTD :P
+    Mar 03 13:38:31   csqc leaves many possibilities for this
+    Mar 03 13:38:48  yeah, there is a way to make a message be echoed to anyone when joining, like normal chat.
+    Mar 03 13:39:12   that too
+    Mar 03 13:39:15   but well
+    Mar 03 13:39:19   we can modify code :P
+    Mar 03 13:39:26   I have on my server some more-or-less secret feature
+    Mar 03 13:39:31   that warns that a map is by mikeeusa :P
+    Mar 03 13:39:52   in form of a dialog box that you have to close by pressing a button
+    Mar 03 13:40:44  hehe realy?
+    Mar 03 13:41:15  fun :P
+    Mar 03 13:41:45  Ooh, right... by having separate CSQC on a server which gets downloaded if it doesn't match yours
+    Mar 03 13:41:51  forgot that :P
+    Mar 03 13:42:03   right
+    Mar 03 13:42:06   we can do a LOT with that
+    Mar 03 13:42:50  If we're lucky, we may be able to change the name without loosing a lot of popularity.
+    Mar 03 13:43:17   we may even gain more
+    Mar 03 13:43:32   because many players probably still think that Nexuiz is the sucky game it was at 1.x times :P
+    Mar 03 13:43:44  Then, separately, maybe we can google for all news articles which talk about Nexuiz (be them years old) and ask them to change the names, if the admins and system would allow that. So people finding them won't be confused too
+    Mar 03 13:43:58   no, changing news of the past is bad
+    Mar 03 13:44:00   don't go there
+    Mar 03 13:44:08  hmm ok then
+    Mar 03 13:44:10   those who rewrite history are damned to repeat it :P
+    Mar 03 13:44:21  makes sense :)
+    Mar 03 13:44:26   but, it'd be nice if they could write an update note to the articles :P
+    Mar 03 13:45:00  Yeah, would be excellent. Enough so someone who seen Nexuiz disappeared and goodles Nexuiz gets an article on the first page mentioning it got renamed
+    Mar 03 13:45:27 <[-z-]> I can still post news
+    Mar 03 13:45:34 <[-z-]> I haven't because Vermeulen said he was going to
+    Mar 03 13:45:46 <[-z-]> but he hasn't
+    Mar 03 13:47:10 <[-z-]> unizex :-P
+    Mar 03 13:47:22  :P
+    Mar 03 13:47:28 <[-z-]> zenuxi
+    Mar 03 13:47:45 <[-z-]> zah new zi
+    Mar 03 13:48:43 <[-z-]> have we decided on a name of either the group or game?
+    Mar 03 13:48:51  I like Zeniux or something similar... that was a good idea Dokujisan included.
+    Mar 03 13:49:50  Or Zenuix, would resemble the old name more
+    Mar 03 13:53:26   we should test the name ideas somehow
+    Mar 03 13:53:38   like, try them in a typing test software :P
+    Mar 03 13:53:44   to see which variant gets more misztakes
+    Mar 03 13:55:06 <[-z-]> zenuix sounds the smoothest of all the paladrome names thrown out and is more phonetic than nexuiz :-P
+    Mar 03 13:55:06  whatever happens with the name, I would like to spend some time to brainstorm for the right name that has an available .com
+    Mar 03 13:55:21  and not pick a name hastily
+    Mar 03 13:56:24 <[-z-]> group name first might help decide the game name
+    Mar 03 13:57:06 <[-z-]> who are we? what brings us together? what are we looking to achieve? who are we looking to attract?
+    Mar 03 13:57:09  oh right
+    Mar 03 13:57:11  the group name
+    Mar 03 13:57:33  with getty, we came up with conflict industries for that group. That works well. For this group... um.....
+    Mar 03 13:58:40  I had been thinking something I mentioned it ysterday. Does anyone believe we may be better without a group name? I seen many projects like that... there are just contributors and no group with a different name. Or they're called "TheProjectName Team"
+    Mar 03 13:58:59  This could, from some angles, and some ways, seem a little bit more free too
+    Mar 03 13:59:20  the group name really helps. If the group does not intend to make any other games, then it can go without a separate group, but a name based on the game name
+    Mar 03 13:59:24 <[-z-]> well... it takes a lot of people working together to design, create and distribute te game.
+    Mar 03 14:00:03 <[-z-]> we'll continue to accept contributions and patches from outside parties, divVerent has actually proposed a good way to setup git to accompany this
+    Mar 03 14:00:27  like alientrap always intended to make more games than nexuiz. Conflict industries intends to do the same. If this "New Nexuiz" group doesn't intend to make other games, then the group name can be like "Nexuiz Team"
+    Mar 03 14:00:40  like my Kickboxing form (called Ax) I call the moderators the "Ax Team"
+    Mar 03 14:01:07 <[-z-]> I'd like to hope we could create more games if not projects together
+    Mar 03 14:01:16  yeah
+    Mar 03 14:01:35 <[-z-]> there are already a few mods that run on top of nexuiz, who knows which way they'll go after the fork
+    Mar 03 14:02:03 <[-z-]> if alientrap drops support, then they'll likely run off our game code
+    Mar 03 14:03:36  ok I'm not against the idea of this group working on other games. Sounds great. 
+    Mar 03 14:03:38  I play two other games (about different things) which are open source, and not officially developed by a specific team. Just for the note  if anyone's curious, they are Vdrift http://vdrift.net/ (best opensource car game imo) and glest http://glest.org/en/index.php (best opensource rts game)
+    Mar 03 14:05:11  On the about page of Glest, they say "Glest is made by a bunch of friends, most of them from Spain". Of course this doesn't mean it would be the best idea for Nexuiz.
+    Mar 03 14:05:15 <[-z-]> someone still has to be in control at some point
+    Mar 03 14:05:27  yeah
+    Mar 03 14:05:40 <[-z-]> we're trying to build a group that won't die from having a single or even just 2 leaders
+    Mar 03 14:06:00 <[-z-]> but rather a board or committee, divVerent would like to see 3
+    Mar 03 14:06:03  ok what is a creative way of describing that arrangement
+    Mar 03 14:06:17  even imagery
+    Mar 03 14:06:24 <[-z-]> who me or Taoki?
+    Mar 03 14:06:28  like a wheel with spokes
+    Mar 03 14:06:30  you
+    Mar 03 14:07:00  the arrangement of the group, or the method upon which it is created
+    Mar 03 14:07:17 <[-z-]> a wheel with spokes connecting to a group (committee) in the center
+    Mar 03 14:09:07   shouldn't group name the same as the game name?
+    Mar 03 14:09:29  well as I said earlier, that depends on whether the group works on multiple games
+    Mar 03 14:09:33  if it's just one game, then sure
+    Mar 03 14:09:43   I don't think we want to
+    Mar 03 14:09:51   maybe as side projects, with not all members part of it
+    Mar 03 14:10:03   but that can then be a new group, cooperating with the "nexuiz group"
+    Mar 03 14:10:13  ok. I'm fine with that
+    Mar 03 14:10:26   I mean, such groups are not exclusive
+    Mar 03 14:10:33 <[-z-]> isn't that just a more complicated way of saying we'll figure out a team name later?
+    Mar 03 14:10:37   e.g. Taoki made that spinoff game once, didn't he?
+    Mar 03 14:10:41   We could cooperate in that too :P
+    Mar 03 14:10:44 <[-z-]> he's still working on it
+    Mar 03 14:10:47   e.g. when I provide a build system...
+    Mar 03 14:10:57   I can happily use my build system for his project too
+    Mar 03 14:11:08  I like the idea of just calling it  Team
+    Mar 03 14:11:10   even without being part of his development
+    Mar 03 14:11:14   yes, so do I
+    Mar 03 14:11:54 <[-z-]> k, whatever, I don't care that much about the name
+    Mar 03 14:12:01  That own game i'm making from Nexuiz? I still work on it... just took a brake now since i worked on it a lot at first
+    Mar 03 14:12:17  Also waiting for FruitieX's HUD changes, i'll have to merge these with my hud and stuff. But yeah
+    Mar 03 14:12:27  I'm also interested in that game, btw
+    Mar 03 14:12:30   I just still don't like Zenuix...
+    Mar 03 14:12:34  ok
+    Mar 03 14:12:40   I am not sure if I am interested in that game
+    Mar 03 14:12:48 <[-z-]> it doesn't even have to ben a palindrome
+    Mar 03 14:12:53   but even if not, I'd have no reason to not help out with e.g. making its release builds
+    Mar 03 14:12:55 <[-z-]> err
+    Mar 03 14:12:59  Thanks Dokujisan :) Not sure how it will be like... it will be something of a different theme. Not sure if i can get it to what i want it to be
+    Mar 03 14:13:01   anagram
+    Mar 03 14:13:04 <[-z-]> yes, that one :)
+    Mar 03 14:13:08  well I like the theme that you described
+    Mar 03 14:13:14   zenuiz may be better than zenuix BTW
+    Mar 03 14:13:21   because, I have typo'd zenuiz when trying to write zenuix
+    Mar 03 14:13:49 <[-z-]> xenuiz?
+    Mar 03 14:13:52   no
+    Mar 03 14:13:55   that sounds like Xen
+    Mar 03 14:13:57   which was a flop
+    Mar 03 14:14:04  I'd still like the wat the first name sounds more
+    Mar 03 14:14:14   which?
+    Mar 03 14:14:29  Zenuix
+    Mar 03 14:14:44   I just find it too hard to remmeber/type
+    Mar 03 14:14:48   sort of the same fault as Nexuiz has
+    Mar 03 14:15:06  Yeah, but it kinda sounds and looks prettier
+    Mar 03 14:15:29   is it pronounced Zen-u-ix, Ze-nu-ix, ze-nu-i-kku-su, or or Zen-i-us?
+    Mar 03 14:15:41 <[-z-]> first
+    Mar 03 14:15:46   not zenuikkusu?
+    Mar 03 14:15:53 <[-z-]> I mean, you can if you want
+    Mar 03 14:16:03   (latter is how the japanese would pronounce zenuix)
+    Mar 03 14:16:41 <[-z-]> zenuiz (not japanese)
+    Mar 03 14:16:54   that name would be way more japanese friendly :P
+    Mar 03 14:16:54 <[-z-]> haha, I just typoed zenuix too
+    Mar 03 14:17:10   zenuizu would be their katakana writing of it
+    Mar 03 14:17:11 <[-z-]> zen you iz
+    Mar 03 14:17:28 <[-z-]> what does zenuizu mean?
+    Mar 03 14:17:31   nothing
+    Mar 03 14:17:39 <[-z-]> (we're back with an even harder to pronounce name)
+    Mar 03 14:17:41   I just spelt it in a sequence of katakana characters
+    Mar 03 14:17:52   like the japanese do to all foreign words
+    Mar 03 14:17:57 *   Dokujisan is brainstorming names and checking for available .coms
+    Mar 03 14:18:01   e.g. floppy disk = fu-ro-ppi de-i-su-ku
+    Mar 03 14:18:19 <[-z-]> I'm not sure if zenuiz is just because of muscle memory though
+    Mar 03 14:18:27   yes
+    Mar 03 14:18:29 <[-z-]> what if you asked a random person to type it
+    Mar 03 14:18:29   that may be too
+    Mar 03 14:18:43   basically... I think it maybe shouldn't have an ui in it :P
+    Mar 03 14:18:47 <[-z-]> haha
+    Mar 03 14:18:56 <[-z-]> that actually made it easier for me to spell
+    Mar 03 14:18:57   Inflexion Uzi CL
+    Mar 03 14:19:02   an anagram to illfonicnexuiz
+    Mar 03 14:19:08 <[-z-]> ;)
+    Mar 03 14:19:38 <[-z-]> necksuiz
+    Mar 03 14:19:49   no, does not solve anything :P
+    Mar 03 14:19:55 <[-z-]> makes it worse lol :)
+    Mar 03 14:19:58   yes
+    Mar 03 14:20:02   zeckniuz
+    Mar 03 14:20:14   no
+    Mar 03 14:20:19 <[-z-]> zexiznice
+    Mar 03 14:20:20   sounds like a zecke, evil animal in germany
+    Mar 03 14:20:29   Zexiz
+    Mar 03 14:20:32   haha :P
+    Mar 03 14:20:33   "Sex-is"
+    Mar 03 14:20:40   oh wait
+    Mar 03 14:20:46   you actually intended that
+    Mar 03 14:20:49 <[-z-]> yeah :-P
+    Mar 03 14:21:04 <[-z-]> I would never suggest that as a real game name lol
+    Mar 03 14:21:08   Xettius
+    Mar 03 14:21:15 <[-z-]> :mind sploded:
+    Mar 03 14:21:18   oh, I had first parsed it as "zexis - nice"
+    Mar 03 14:21:26   *z
+    Mar 03 14:21:29 <[-z-]> hehe
+    Mar 03 14:21:49   Textius - the text adventure port
+    Mar 03 14:22:03  man... a lot of strange domain names are already taken
+    Mar 03 14:22:05 <[-z-]> do we even want to stick with these weird arrangements of letters?
+    Mar 03 14:22:08  AVAILABLE .COMs
+    Mar 03 14:22:08  nexotus
+    Mar 03 14:22:08  nexilus
+    Mar 03 14:22:08  zeniux
+    Mar 03 14:22:08  xepharis
+    Mar 03 14:22:08  xaleco
+    Mar 03 14:22:08  xeleka
+    Mar 03 14:22:08  xeleca
+    Mar 03 14:22:08  xelecon
+    Mar 03 14:22:10   You are standing on a pink reflecting floor. You hear rocket noises.+
+    Mar 03 14:22:12   > GO LEFT
+    Mar 03 14:22:21   does anyone recognize the map?
+    Mar 03 14:22:21 <[-z-]> we want a .org though, no?
+    Mar 03 14:22:25   see, text adventure works
+    Mar 03 14:22:26   yes
+    Mar 03 14:22:31  if the .com is available, the .org definitely is
+    Mar 03 14:22:34  and I think we should get both
+    Mar 03 14:22:38  and redirect the .com
+    Mar 03 14:22:44   Xepharis wtf
+    Mar 03 14:22:49   reminds of the old Project Alaris
+    Mar 03 14:22:57  just brainstorming. I started with nex*
+    Mar 03 14:22:58 <[-z-]> xenuiz haha (xenu is)
+    Mar 03 14:23:03  haha
+    Mar 03 14:23:13   no, cannot accept that with my belief :P
+    Mar 03 14:23:22 <[-z-]> haha, I'm just kidding
+    Mar 03 14:23:28   but I would never have spotted it
+    Mar 03 14:23:42 <[-z-]> ?
+    Mar 03 14:23:48   rather rejected that suggestion above because it started with Xen, and Xen was unsuccessful virtualization
+    Mar 03 14:23:55 <[-z-]> ah yes :-P
+    Mar 03 14:23:58   (replaced by KVM)
+    Mar 03 14:24:23   Davius
+    Mar 03 14:24:27   from [Dave]
+    Mar 03 14:24:30 <[-z-]> :-P
+    Mar 03 14:24:33  haha
+    Mar 03 14:24:44 <[-z-]> daviuz?
+    Mar 03 14:24:48   or maybe even Daviuz
+    Mar 03 14:24:57   but it gets in the hard-to-spell region again
+    Mar 03 14:25:01   Dave Ius
+    Mar 03 14:25:07   "The justice of Dave"+
+    Mar 03 14:25:14 <[-z-]> davefps
+    Mar 03 14:25:21   DaveDaveDave
+    Mar 03 14:25:24 <[-z-]> or just dave
+    Mar 03 14:25:30   KillDave
+    Mar 03 14:25:38 <[-z-]> killdavekill
+    Mar 03 14:26:01 <[-z-]> gokilldave
+    Mar 03 14:26:02   OMGTKDave
+    Mar 03 14:26:12   (Bastards edition)
+    Mar 03 14:26:30   Davidiuz
+    Mar 03 14:26:38 <[-z-]> davefps.org is available
+    Mar 03 14:26:51   is anyone here called Dave? :P
+    Mar 03 14:26:58   I mean, apart from everyone ;)
+    Mar 03 14:27:01 <[-z-]> :-P
+    Mar 03 14:27:05 <[-z-]> no
+    Mar 03 14:27:15   BTW, I had reliable sources tell me that morphed would be in our team too
+    Mar 03 14:27:30  I suspect that most would want to move over
+    Mar 03 14:27:36   just wanted to say
+    Mar 03 14:27:40   if we can even get morphed
+    Mar 03 14:27:42  but yes, that is good
+    Mar 03 14:27:43   we'd get everyone :P
+    Mar 03 14:27:46 <[-z-]> it's good to have his support
+    Mar 03 14:28:10   morphed may work uncleanly, and be a bit weird-creative... so he often has to be put in his bounds :P but we need that creativity
+    Mar 03 14:28:11 <[-z-]> we need to get setup so we have something for them to move to
+    Mar 03 14:28:17  is it possible to do this without telling mikee about it?
+    Mar 03 14:28:24   no
+    Mar 03 14:28:28  :-)
+    Mar 03 14:28:29   but we can wait with telling mikee
+    Mar 03 14:28:34   mikee isn't too clever to find out on his own
+    Mar 03 14:28:47   it's just that he reads the forum
+    Mar 03 14:28:55   as for hosting... well, we could use the icculus repository
+    Mar 03 14:29:03   but I'd prefer it on the new domain
+    Mar 03 14:29:10 <[-z-]> is everyone good with davefps ?
+    Mar 03 14:29:14   [-z-]: how expensive is domain hosting with "sort of unlimited" traffic?
+    Mar 03 14:29:18   DaveFPS... not so sure yet
+    Mar 03 14:29:20   but maybe
+    Mar 03 14:29:21 <[-z-]> ~$120 a year
+    Mar 03 14:29:22   a bit too generic maybe
+    Mar 03 14:29:24   googling it
+    Mar 03 14:29:31   $10 a month... sounds okay
+    Mar 03 14:29:35   so we could put the git on it too
+    Mar 03 14:29:42   and with shell access?
+    Mar 03 14:29:46   (for making the builds)
+    Mar 03 14:29:47 <[-z-]> I believe they support git now yes
+    Mar 03 14:29:52 <[-z-]> and multiple unix accounts, yes
+    Mar 03 14:29:58   they don't have to support git :P
+    Mar 03 14:30:01 <[-z-]> and sftp only accounts
+    Mar 03 14:30:09   we can install it in one of the unix accounts
+    Mar 03 14:30:13   and set up gitolite on it
+    Mar 03 14:30:22   that is actually how you host git
+    Mar 03 14:30:28 <[-z-]> div0: well they also have a web frontend, I don't know how helpful it is for setting up git though
+    Mar 03 14:30:41   only problem wqould be the git daemon, that probably would require asking them and them saying "go ahead, you can use the network port"
+    Mar 03 14:30:54   for repository write access you go through ssh anyway
+    Mar 03 14:31:10 <[-z-]> http://wiki.dreamhost.com/Git
+    Mar 03 14:31:17   for the record, git is port 9418
+    Mar 03 14:31:24  I need to go for the next 1-2 hours. See you all when I get back, take care. I'll try to think of a new name more :)
+    Mar 03 14:31:37 <[-z-]> okay Taoki, see you
+    Mar 03 14:32:19   only problem is, they write that they currently do not support git-daemon
+    Mar 03 14:32:21   that is a setback
+    Mar 03 14:32:31 <[-z-]> well, why not stay on icculus?
+    Mar 03 14:32:45   could do that too, at least for a start
+    Mar 03 14:32:47  isn't icculus slow?
+    Mar 03 14:32:51   that it is
+    Mar 03 14:32:53  I always got that impression from it
+    Mar 03 14:32:57   I just think this should be hosted on the project domain, if possible
+    Mar 03 14:33:08   if nothing else works, we can still offer the git read access via http
+    Mar 03 14:33:12   but that will sometimes fail
+    Mar 03 14:33:39   can still have a readonly clone of it on other hosts :P
+    Mar 03 14:34:01 <[-z-]> hmm, I can't really offer the vps up if it's going to be running gameservers
+    Mar 03 14:34:04   so actually, we could offer readonly access via http or on icculus, and otherwise use dreamhost
+    Mar 03 14:34:06   thagt would work
+    Mar 03 14:34:41   via http may be good enough, git devs say we should not do that, but I don't know why other than one has to regularily call git-update-server-info
+    Mar 03 14:35:17  hmm... ok I'm liking xun* as a prefix
+    Mar 03 14:35:40 <[-z-]> I dunno :-\
+    Mar 03 14:35:40  man, soooo many strange domain names are taken.
+    Mar 03 14:39:37   Xunius?
+    Mar 03 14:39:38   Xunion?
+    Mar 03 14:43:28  more avialable .coms...
+    Mar 03 14:43:29  xuniam
+    Mar 03 14:43:29  xuniox
+    Mar 03 14:43:29  xunium
+    Mar 03 14:43:29  xundem
+    Mar 03 14:43:29  xunius
+    Mar 03 14:43:29  xuniux
+    Mar 03 14:43:29  xudex
+    Mar 03 14:44:26  xodim
+    Mar 03 14:44:35   [-z-]: does dreamhost support CGI?
+    Mar 03 14:46:50   because if it does
+    Mar 03 14:46:53 <[-z-]> hmm, I believe so
+    Mar 03 14:46:54   we can cleanly host git over HTTP
+    Mar 03 14:46:56   (for newer git clients)
+    Mar 03 14:47:05   for older clients, it'll fall back to the a bit clumsy HTTP method
+    Mar 03 14:47:06   but still work
+    Mar 03 14:47:12   just download more data than needed
+    Mar 03 14:48:11   oh, cronjobs?
+    Mar 03 14:48:39   (not THAT important for us, though)
+    Mar 03 14:51:29  xodem
+    Mar 03 14:51:29  xotux
+    Mar 03 14:51:29  nodium
+    Mar 03 14:52:50   Tuxius
+    Mar 03 14:52:57   Tuxiuz
+    Mar 03 14:52:59   is hard to type
+    Mar 03 15:04:02  dellum
+    Mar 03 15:04:14  nodius
+    Mar 03 15:04:14  xodeos
+    Mar 03 15:04:14  modiem
+    Mar 03 15:04:14  xovium
+    Mar 03 15:04:14  xovim
+    Mar 03 15:05:38  xendem
+    Mar 03 15:06:13  xelod
+    Mar 03 15:06:39  xilod
+    Mar 03 15:13:07  microsoftiux
+    Mar 03 15:13:10  ..j/k
+    Mar 03 17:02:48  Back. Thought abouc a little new bunch of names...
+    Mar 03 17:02:50  *about
+    Mar 03 17:03:16  Not really the best but oh well. My list is:
+    Mar 03 17:03:39  Zenuix, Zenux, Zenus, Nexuz
+    Mar 03 17:03:56  the 2nd and 3rd sound best to me. As for team names,
+    Mar 03 17:05:17  I'm totally not good at these so my ideas are mostly silly. Was still thinking of something with Alien... the only idea that came to my mind was openAlien (please ignore this though... I mean... :P ) Another idea about the team name, was something related to nexuizninjaz, which imo has been a great resource. Something having to do with that would be nice to
+    Mar 03 17:05:38  Like, openNinjaz, Alien Ninjaz... these are just sillq quick thoughts once again
+    Mar 03 17:08:35  Sorry for the several typos >.>
+    Mar 03 17:12:15  What does everyone think? Would Zenux (without the i like my previous suggestion) or Zenus be anything good?
+    Mar 03 17:17:35  I like the idea of something that contains both Z and X
+    Mar 03 18:52:36 <[-z-]> hahaah, mikeeusa's suggestion:
+    Mar 03 18:52:37 <[-z-]> Nexuiz:Depreciated
+    Mar 03 18:53:00 <[-z-]> he goes on to say
+    Mar 03 18:53:02 <[-z-]> "but translated into german so it sounds germanish. German is... a dark tounge. Makes everything sound strenghtful."
+    Mar 03 18:54:34  hehe
+    Mar 03 18:56:15 *   Samual (~sam@c-24-131-80-234.hsd1.pa.comcast.net) has joined #notnexuiz
+    Mar 03 18:56:20     Heh
+    Mar 03 18:56:21     Clever.
+    Mar 03 18:56:31 <[-z-]> welcome Samual
+    Mar 03 18:56:43     Who is active/idle?
+    Mar 03 18:56:59 <[-z-]> Taoki is active, div0 and Dokujisan might be around
+    Mar 03 18:57:20 <[-z-]> we were discussing creating a group based around the fork of the yet to be named game
+    Mar 03 18:57:40 <[-z-]> something with a better spread of power distributed across a few "major leaders"
+    Mar 03 18:58:12  I'm hre
+    Mar 03 18:58:16     Well meh
+    Mar 03 18:58:34 <[-z-]> we've talked about servers, repository hosting and what not
+    Mar 03 18:58:45 <[-z-]> it sounds like we have enough to continue building releases cross platform
+    Mar 03 18:59:26 <[-z-]> we can take the time to get more organized from a web point of view as well
+    Mar 03 18:59:28     It's a huge step to abandon Nexuiz though :P
+    Mar 03 18:59:37 <[-z-]> do you want to stay under alientrap?
+    Mar 03 18:59:52     Well
+    Mar 03 19:00:12     Vermeulen fails, but it's -- It's still hard to abandon Nexuiz :P
+    Mar 03 19:00:35 <[-z-]> it's no longer nexuiz and the sooner we all accept that, the sooner we can move on
+    Mar 03 19:01:35     Meh.
+    Mar 03 19:02:14 <[-z-]> it sucks but there isn't much we can do
+    Mar 03 19:02:33     I'd much rather work on a game with new content though.
+    Mar 03 19:04:05     Not necessarily different gameplay, just new artwork/design. If there's one thing that has been shown with this is that an overall theme for a game can go a long way to making it look consistently good.
+    Mar 03 19:09:05  New content will come over time. Hopefully, some new artwork too. Of course, I hope no one is really thinking about throwing away everything that has been done in 5 years and starting from a scratch.
+    Mar 03 19:11:24  What was done so far is too good and too important. And I'm sure that in a few years from now, it will be incredible compared to what it is now
+    Mar 03 19:11:43  (I'm still dreaming about this project looking like UT3, someday :P )
+    Mar 03 19:12:44 <[-z-]> I'm willing to submit more and may be able to get more from others, we just need to outline our needs
+    Mar 03 19:14:14  I wish I could model. I can hardly make a boulder in Blender though :(
+    Mar 03 19:15:08  I can edit existing models to some point (how I made my vixens from pyria) but new models at the quality of the UT 2k4 / UT 3 guns... those have to be very hard to make
+    Mar 03 19:20:58     lawl anyway I think i'm done with Nexuiz officially now, since this person clearly has no intention of changing the name and he doesn't want to listen to the community much.
+    Mar 03 19:22:33  It would be sad if you left, Samural. Would be sad if anyone really left...
+    Mar 03 19:26:29     lawl well everyone here has been discussing leaving too anyway
+    Mar 03 19:26:54 *   [-z-] gives channel operator status to Samual
+    Mar 03 19:26:58  If anyone wants to leave, it is of course their choice. I just want to highlight that... in my vision this is not a reason to completely loose faith. Because the project we kept working on for all these years is still here, and will always be here. So if we were with Nexuiz for these years because we liked -it-, although this has undoubtfully upset us greatly, we can keep being with it from now on
+    Mar 03 19:27:44 <[-z-]> I just don't want to work for a "Company" that represents such shiesty practices
+    Mar 03 19:27:46  It is still th same code, same experience, etc. If the reason was to modify this code, and parts of what the game is now, and to enjoy what exists in it, then this won't stop us
+    Mar 03 19:28:43  Whatever its name will change to, its the same thing you will see when you load a map or the menu. Except the name banner which will be changed too. That doesn't go away... if thats what we've been with Nexuiz for we haven't lost anything.
+    Mar 03 19:31:15  hey Samual 
+    Mar 03 19:31:30     Hai.
+    Mar 03 19:31:46  here is what I've searched so far in terms of domain names
+    Mar 03 19:31:48  http://pastie.org/private/z1hlw1gs1d4nrxdvbisxsw
+    Mar 03 19:33:17  Right... i wax curious what everyone thinks of my last two name ideas
+    Mar 03 19:33:18  [00:11:51] <@Taoki> What does everyone think? Would Zenux (without the i like my previous suggestion) or Zenus be anything good?
+    Mar 03 19:33:44  I always go by available domain names
+    Mar 03 19:33:50  and zenux.com isn't available
+    Mar 03 19:34:11  otherwise, that's a good name to consider
+    Mar 03 19:34:59  hmm...
+    Mar 03 19:38:14  From that list, my favs would be zeniux, xaleco, xuniox, xodeos
+    Mar 03 19:38:16 *   Rad_Ished (~Dooley@cpc3-aztw19-0-0-cust362.aztw.cable.virginmedia.com) has joined #notnexuiz
+    Mar 03 19:38:21 <[-z-]> hey Rad_Ished
+    Mar 03 19:38:25  hi
+    Mar 03 19:38:39 <[-z-]> zeniux or zenuiz?
+    Mar 03 19:38:40  hey folks, i like not nexuiz
+    Mar 03 19:38:43  good name
+    Mar 03 19:38:54 <[-z-]> Rad_Ished: we've been trying to come up with a real one :-P
+    Mar 03 19:38:59  heh
+    Mar 03 19:39:17  z, I would prefer the first between the two
+    Mar 03 19:39:18  zenuiz works for me
+    Mar 03 19:39:27  ahhh zexnuix
+    Mar 03 19:39:37  zeniux
+    Mar 03 19:39:39  i meant argh
+    Mar 03 19:39:43 <[-z-]> nexzex
+    Mar 03 19:39:45  yeh , what he said
+    Mar 03 19:39:50  nooo
+    Mar 03 19:40:00  zeniux
+    Mar 03 19:40:14  i don't feel im really adding anything here
+    Mar 03 19:40:24   here is what I've searched so far in terms of domain names
+    Mar 03 19:40:24   http://pastie.org/private/z1hlw1gs1d4nrxdvbisxsw
+    Mar 03 19:40:46  i  thought that mikee's post was profound
+    Mar 03 19:40:49 <[-z-]> we want a .org though, no?
+    Mar 03 19:41:21 <[-z-]> xenix lol
+    Mar 03 19:41:22 <[-z-]> penix
+    Mar 03 19:41:51  Atm, my vote's on zeniux / zenuix / zenius
+    Mar 03 19:41:53  :P
+    Mar 03 19:42:05  or derivates of these
+    Mar 03 19:42:06     Sexuiz is good
+    Mar 03 19:42:10     But well
+    Mar 03 19:42:12  zenuix
+    Mar 03 19:42:13  :))
+    Mar 03 19:42:31     Zexun?
+    Mar 03 19:42:36 <[-z-]> haha, bit of trivia for ya'll, "throng" is a crowd of people
+    Mar 03 19:42:49 <[-z-]> zexin
+    Mar 03 19:42:57     Zexin too
+    Mar 03 19:43:02     I like that >.>
+    Mar 03 19:43:03 <[-z-]>  zexin.org  AVAILABLE
+    Mar 03 19:43:19     ^_^
+    Mar 03 19:43:23     .com?
+    Mar 03 19:43:27 <[-z-]> 5 letters, not bad
+    Mar 03 19:43:29 <[-z-]> no .com is taken
+    Mar 03 19:43:32 <[-z-]> but do we want .com?
+    Mar 03 19:43:32  Zexin sounds goodish, yeah
+    Mar 03 19:43:43 <[-z-]> sqautter has it
+    Mar 03 19:44:10     Nizex?
+    Mar 03 19:44:12     lawl
+    Mar 03 19:46:02 <[-z-]>  nexiz.org AVAILABLE
+    Mar 03 19:46:09 <[-z-]> probably too similar
+    Mar 03 19:46:14     Yeah that's too similar
+    Mar 03 19:46:14     lawl
+    Mar 03 19:52:29  I really think it's valuable to have the .com
+    Mar 03 19:52:44  but if we don't have that as a requirement, then scan through those names I checked that are not available .coms
+    Mar 03 19:53:00 <[-z-]> yean but we're not really a company?
+    Mar 03 19:53:04 <[-z-]> more an organization
+    Mar 03 19:53:06  it's not about that
+    Mar 03 19:53:09  people know .coms
+    Mar 03 19:53:21  when they look for a website, they look for a .com
+    Mar 03 19:53:22  first
+    Mar 03 19:53:52  true
+    Mar 03 19:55:05  I can't count how many times I accidentally went to alientrap.com 
+    Mar 03 19:57:45  From my favorite names, zeniux.com seems to be the only one in that list
+    Mar 03 19:58:31  When will the name be finally decided? I think, there are a few choices now. I was thinking of taking our top 5-6 ideas for names (if we have that much) and making a pool on the forums
+    Mar 03 19:59:18  I think we should definitely take time to pick the name
+    Mar 03 19:59:43  in the meantime, a lot of discussion can be done about other details
+    Mar 03 20:01:37 *   Rad_Ished has quit ("haha.. AAAHHHAAAaaARRR!!!  .. ow")
+    Mar 03 20:05:16  Well, now that I brought that up. When might Nexuiz have player, item and weapon models that would make it look super-modern like Quake4 / UT3? Of course they won't fall from the sky, but I've wondered that for a while
+    Mar 03 20:05:34  http://www.legitreviews.com/images/reviews/365/quake4_t.jpg / http://www.happypenguin.org/images/quake4.jpg Just imagining Nexuiz looking like that sometime... :)
+    Mar 03 20:10:29  well one thing that could have been handled better in existing nexuiz is recruitment. I have talked to a large handful of people who were interested in getting involved in nexuiz, but they weren't given enough direction or help with getting involved and they ended up leaving. 
+    Mar 03 20:11:06  people who handle recruitment and managing newcomers to the project don't need to be top developers
+    Mar 03 20:11:24  especially if there is some sort of outline for that sort of thing
+    Mar 03 20:12:15  there was only one official push (to my knowledge) from alientrap to attract new developers, and I think that effort seemed pretty successful in attracting developers
+    Mar 03 20:12:24  but a lot of those developers showed and then eventually left
+    Mar 03 20:12:47  so more campaigns to attract more talent to the project woudl be very helpful
+    Mar 03 20:13:14  these are the kinds of things that should be a part of an open source game like this, imo
+    Mar 03 20:20:36  I agree. I seen posts about people who wanted to come and help, but after that we haven't heard anything about them
+    Mar 03 20:22:36  I always though that if I were a part of alientrap, I would have personally talked with those people to make sure they are kept informed and busy
+    Mar 03 20:23:01  but as a simple member of the community, it wasn't really my place. I didn't even know who was coming to alientrap
+    Mar 03 20:26:02  yeah
+    Mar 03 20:37:06     I contacted most the people on the "We need developers" thread.
+    Mar 03 20:38:08     --- Most of the time they were interested and sent emails back, but they never really showed up.
+    Mar 03 21:03:39  Sorry for the delay... got busy with some other things from another channel. Going to bed in a minute too. Anyway, I know some topics were fional works are already released, but there was no feedback given on it.
+    Mar 03 21:04:29  blkrbt still has 3 songs ready to be committed for at least 4 months iirc. Same as tZork's songs, about 8 of them I think (if I remember correctly again). There was also someone who made an awesome high quality robot model 6 months ago, no one said anything about that either.
+    Mar 03 21:04:35  Maybe i should try finding that topic again
+    Mar 03 21:12:40 *   TVR (~TVR@96.49.107.196) has joined #notnexuiz
+    Mar 03 21:13:02    Glad to see you are all on board.
+    Mar 03 21:14:34  Hello :)
+    Mar 03 21:15:41    Hey Taoki, has tZork been notified?
+    Mar 03 21:15:49  What about?
+    Mar 03 21:20:08    He doesn't seem pleased about the actions of Vermeulen and LordHavoc selling a GPL version of his source code.
+    Mar 03 21:21:19  Yeah, he spoke about this on the channel too. Hope he won't be leaving the project, would be sad if anyone did
+    Mar 03 21:21:27  Aah, found what I was looking for.
+    Mar 03 21:21:34  I'll post all 3 links
+    Mar 03 21:23:10    Yes, that would be great.
+    Mar 03 21:24:09  http://alientrap.org/forum/viewtopic.php?p=69763#p69763 - The robot model I mentioned. Imo it looks awesome. No one gave any feedback since Novemver 2009.
+    Mar 03 21:24:09  http://www.alientrap.org/forum/viewtopic.php?p=74456#p74456 Scorp's songs (not tzork sorry), only the on for the tutorial map included.
+    Mar 03 21:24:09  http://forum.alientrap.org/viewtopic.php?p=70446#p70446 3 songs by blkrbt, which haven't been reviewed for many months either
+    Mar 03 21:24:31  Sorry about that TVR... posted before mentioning some forgotten contributions previously
+    Mar 03 21:25:21  And these are only the ones I know of
+    Mar 03 21:26:18    Is that media FOSS?
+    Mar 03 21:26:45  Not sure... it shold be gpl iirc
+    Mar 03 21:27:23  Anyway, i need to run now. Late here. See you all tomorrow
+    Mar 03 21:30:36 <[-z-]> wtf keybord
+    Mar 03 21:30:53 <[-z-]> /\ /\nd $ $topped working
+    Mar 03 21:32:09    Totally unresponsive?
+    Mar 03 21:43:48 *   Taoki has quit (Ping timeout: 364 seconds)
+    Mar 03 21:57:48 <[-z-]> working again
+    Mar 04 00:13:12    [-z-]: Have you contacted the Free Software Foundation, and/or EFF?
+    Mar 04 01:54:12 *   TVR has quit (Remote host closed the connection)
+    Mar 04 03:35:37   Zenux is a Linux distro (or should be).
+    Mar 04 03:35:46   Zenus... well, I would like to keep the x somewhere :P
+    Mar 04 03:35:52   OpenAlien... please not ;)
+    Mar 04 03:35:57   (AlienArena, OpenArena...)
+    Mar 04 03:36:33   [01:00:49]  Vermeulen fails, but it's -- It's still hard to abandon Nexuiz :P
+    Mar 04 03:36:35   [01:01:11] <@[-z-]> it's no longer nexuiz and the sooner we all accept that, the sooner we can move on
+    Mar 04 03:36:39   it's not abandoning, but just renaming
+    Mar 04 03:36:44   we wouldn't have to abandon much
+    Mar 04 03:36:55   maybe we should abandon the old evil* texture sets if we release under a new name anyway
+    Mar 04 03:37:34   and half the maps :P
+    Mar 04 03:37:45   on the other hand, we CAN include quite some public released maps of our taste :P
+    Mar 04 03:37:51   (but please not ANY greatwall)
+    Mar 04 03:38:17   So actually... why don't we go for a teamplay focus in the "forked game"?
+    Mar 04 03:38:41   let's try to include 5 CTF maps, and 5 DM maps that ALSO are suitable for keyhunt and Domination, and 2 or 3 Onslaught maps
+    Mar 04 03:58:06   [03:24:50] <@Taoki> http://www.alientrap.org/forum/viewtopic.php?p=74456#p74456 Scorp's songs (not tzork sorry), only the on for the tutorial map included.
+    Mar 04 03:58:08   [03:24:50] <@Taoki> http://forum.alientrap.org/viewtopic.php?p=70446#p70446 3 songs by blkrbt, which haven't been reviewed for many months either
+    Mar 04 03:58:18   as for songs: I normally like to include them only when they are actually used by the game
+    Mar 04 03:58:27   but well, this would now be a good point to do it, and remove some songs by elysis :P
+    Mar 04 05:11:41   okay, I finished the flaw in the player ID system I proposed :P
+    Mar 04 05:19:21   http://paste.debian.net/62392/
+    Mar 04 05:19:31   note: the patent for Schnorr identification expired last year :P
+    Mar 04 05:20:04   so we can actually use it
+    Mar 04 05:20:36   this prtoocol generates a player ID the generating server cannot trace back...
+    Mar 04 05:20:56   and the old version had the flaw that an attacker who sniffed the ID of another player can impersonate him by simply providing the same ID
+    Mar 04 05:33:54   that is then almost the perfect player ID system - nobody has to trust anyone for it to work :P
+    Mar 04 05:34:17   (well, one has to trust the client application that it actually does perform the protocol... but in open source that can be verified easily)
+    Mar 04 06:15:44   So actually... why don't we go for a teamplay focus in the "forked game"?
+    Mar 04 06:15:49  I like that thinking
+    Mar 04 06:18:04   it's not abandoning, but just renaming
+    Mar 04 06:18:04   we wouldn't have to abandon much
+    Mar 04 06:18:25  the one thing that I'm hopeful for is the ability to do the things in this fork that weren't done in previous nexuiz
+    Mar 04 06:19:07   which are?
+    Mar 04 06:19:44  If I had my way, I would take these community-driven efforts that I've done in nexuiz and ramp them up, place heavy focus on them
+    Mar 04 06:20:06   well, which are these?
+    Mar 04 06:20:15  ok I'll explain what I've done...
+    Mar 04 06:20:28   I mean, do you mean stuff game code-wise, or stuff "representation wise"?
+    Mar 04 06:20:45  activity-wise
+    Mar 04 06:20:48  like creating tournaments
+    Mar 04 06:20:49   ah, great then
+    Mar 04 06:20:55   I have ABSOLUTELY no problem with that
+    Mar 04 06:20:58  encouraging people to form clans, and helping them form clans
+    Mar 04 06:21:04   but I do wonder why not much was done in that direction before
+    Mar 04 06:21:07  orgnizing training 
+    Mar 04 06:21:11   but well
+    Mar 04 06:21:24   what we WILL gain, is a website that does not have to look "professional" like a company site
+    Mar 04 06:21:24  setting up a training server and "hiring" some trainers
+    Mar 04 06:21:28   so we CAN post recent stuff there
+    Mar 04 06:21:34   and announce events, and like that
+    Mar 04 06:22:06   also...
+    Mar 04 06:22:13   when we don't have to act all "professional"...
+    Mar 04 06:22:15  and over the past 6-8 months I have formed a group of people who are mappers, or they learned mapping, and I had them working on various map projects
+    Mar 04 06:22:19   why not put some servers in the default favorites?
+    Mar 04 06:22:20  like "fixing" maps
+    Mar 04 06:22:23   e.g. that training server :P
+    Mar 04 06:22:28  and converting maps from DM -> CTF
+    Mar 04 06:22:44   actually... I would probably ONLY put that training server, and about two beta test servers there
+    Mar 04 06:23:04   but a training server at the top of the server list WILL help a lot
+    Mar 04 06:23:26   converting DM -> CTF... not so sure
+    Mar 04 06:23:32   this never really works out :P
+    Mar 04 06:23:47   minimanctf is one of the few exceptions
+    Mar 04 06:23:51  There were two concepts for training servers. There was mine which was a "bootcamp" server which only had a couple maps on it to allow for a group to be taught by a trainer....and there is the Dojo map concept by -z- and mookow which is like an obstacle course that doesn't require a trainer
+    Mar 04 06:24:16   not sure if a Dojo server would belong on the top of the server list
+    Mar 04 06:24:19   bootcamp probably would
+    Mar 04 06:24:20  the dojo seems like it would be for getting the "basics" while the bootcamp would be for refining and going from beginner to intermediate or advanced
+    Mar 04 06:24:38   dojo is interesting for new players? THAT is enw to me
+    Mar 04 06:24:45  the bootcamp sessions were like martial arts training that I've done before....lots of drills
+    Mar 04 06:24:49   IIRC that map was full of very advanced mvoement tricks
+    Mar 04 06:25:05   but well...
+    Mar 04 06:25:07  div0: you should check out the dojo map that mookow is working on. Some very interesting ideas there
+    Mar 04 06:25:16  I'll put it up if you want to see
+    Mar 04 06:25:22   I'd suggest just reserving one or two IPs for use as "newbie training" server
+    Mar 04 06:25:26   and one more IP for beta tests
+    Mar 04 06:26:11  so far, almost everyone that I trained in the bootcamp servers went on to become a nexuiz "regular"
+    Mar 04 06:26:11   and all these should be by default in the server list (but the beta test server should only be up when actually there is something new to test)
+    Mar 04 06:26:20  so it's a great conversion tool
+    Mar 04 06:26:33   thing is... to me the bootcamp idea sounds way more interesting to a new player
+    Mar 04 06:26:34  for building a community and retaining players
+    Mar 04 06:26:41   obstacle course really isn't everyone's thing
+    Mar 04 06:26:43  yeah, but it requires a trainer
+    Mar 04 06:26:52  if we can organize trainers properly
+    Mar 04 06:26:56  then that will work wonderfully
+    Mar 04 06:27:07   even if there is no trainer it can work out
+    Mar 04 06:27:11  I already know a handful of people who would be willing to do training
+    Mar 04 06:27:15   with cleverly designed maps for it :P
+    Mar 04 06:27:25   but, even if there is no trainer, there should be moderators
+    Mar 04 06:27:31  well that sounds more like the dojo concept
+    Mar 04 06:27:42  where the map is the training tool
+    Mar 04 06:27:42   and be it just to keep out the Diablo-D3s who join noob servers and then frag everyone there all the time :P
+    Mar 04 06:27:48   well
+    Mar 04 06:27:54   I hate putting the focus on obstacle course
+    Mar 04 06:27:57   THAT is totally boring to me
+    Mar 04 06:28:06  you should really see the map. hang on a sec
+    Mar 04 06:28:07   it should rather be actual gaemplay
+    Mar 04 06:28:21   it'd be the FIRST obstacle course map that is interesting
+    Mar 04 06:28:24  mookow even found a way to play VIDEOS that give an example
+    Mar 04 06:28:26  it's amazing
+    Mar 04 06:28:29   sure
+    Mar 04 06:28:33   but not for everyone
+    Mar 04 06:28:54   it's simply for another group of players
+    Mar 04 06:29:00   while the bootcamp idea should work for everyone
+    Mar 04 06:29:05   because it focuses on actually PLAYING the game
+    Mar 04 06:29:21   but yes, it requires a trainer
+    Mar 04 06:29:29   probably bootcamp server should only be up when a trainer is there
+    Mar 04 06:29:41   (if we put it on top of the server list, that is)
+    Mar 04 06:29:55  the way I did bootcamp before was I created an IRC channel where trainers would idle. Then I created a page with a webchat interface pointing to that channel. The webpage explained bootcamp and said "If you want to train, go into chat and request a trainer"
+    Mar 04 06:30:06   basically, I don't say the Dojo shouldn't be done...
+    Mar 04 06:30:09  and then if a trainer is available, both would go to the bootcamp server for a training session
+    Mar 04 06:30:11   of course not, it is a good idea
+    Mar 04 06:30:20   I just don't think it should be announced at the top of the server list all the time
+    Mar 04 06:30:27   as it may also drive newbies away
+    Mar 04 06:30:30   it sure would have driven away me
+    Mar 04 06:30:43  ok connect nullgaming.com:27005
+    Mar 04 06:30:48   can't, am at work
+    Mar 04 06:30:50  oh ok
+    Mar 04 06:31:02  basically, the dojo map has various rooms
+    Mar 04 06:31:03   basically, the whole obstacle course idea isn't really appealing to me
+    Mar 04 06:31:11  and each room has a focus....like movement, weapons, etc
+    Mar 04 06:31:18  and within each room, there are doors
+    Mar 04 06:31:28   well, I am not saying this would be a bad ides
+    Mar 04 06:31:30   a
+    Mar 04 06:31:31  and you enter a door and it walks you through how to do a certain thing....like laser jumping
+    Mar 04 06:31:34  wall lasering
+    Mar 04 06:31:39  rocket jumping
+    Mar 04 06:31:40  etc
+    Mar 04 06:31:45   as for bootcamp, is there a way to train multiple people at once?
+    Mar 04 06:32:07  and before you do the move, you can type "help" and that will start the download of the video. As soon as the video is downloaded, it plays on your screen so you see what you are suppoed to be doing
+    Mar 04 06:32:12   I'd prefer such a server where players can join and leave at any time
+    Mar 04 06:32:22  bootcamp, absolutely. I've trained up to 6 people at a time
+    Mar 04 06:32:33  well, actually I've trained more than that a long time ago before bootcamp was started
+    Mar 04 06:32:36   I just say... ideally it should be working WITHOUT having to go to a chat
+    Mar 04 06:32:44  but about 6 people works well
+    Mar 04 06:32:47   but by joining a public server
+    Mar 04 06:33:07  well I would love to see a mechanism for requesting a trainer IN the game. that would be awesome
+    Mar 04 06:33:17   you can do HTTP requests from QC
+    Mar 04 06:33:18  but using webchat was the best I could think of
+    Mar 04 06:33:58   so basically, you could make a HTTP request to a CGI script that will post the request on IRC
+    Mar 04 06:34:34  So what I did with bootcamp was I started to create a teaching plan, a curriculum, with various drills that the trainer would have the students walk through. The reason I started doing this was so I could quickly get a trainer onboard and all they would have to do is follow the curriculum
+    Mar 04 06:34:39   basically, I envision it this way...
+    Mar 04 06:34:44   noob joins training server...
+    Mar 04 06:34:52  and of course, they would help create the curriculum as well, help refine it, add more drills
+    Mar 04 06:34:54   and can spectate only
+    Mar 04 06:35:00   on some button, he can request a trainer
+    Mar 04 06:35:10   or request the already on the server trainer's attention
+    Mar 04 06:35:16   trainer can then let him in
+    Mar 04 06:35:36  can the trainer request be doing based on geography?
+    Mar 04 06:35:36   shouldn't be done too much like school though :P
+    Mar 04 06:35:46   based on geography, no
+    Mar 04 06:35:52  no, I ran it like martial arts training
+    Mar 04 06:35:55   but, we could have multiple training servers
+    Mar 04 06:36:01   the closer one would be at the top of the list
+    Mar 04 06:36:05   and be most likely to be joined
+    Mar 04 06:36:10  I explained some things, then we did some drills, then I stoped and explained some more and then we did some drills
+    Mar 04 06:36:26   sure
+    Mar 04 06:36:28  usually the sessions lasted about an hour, but sometimes they went for 3-4 hours
+    Mar 04 06:36:34   I just say... nobody should be "forced" to join at a certain time
+    Mar 04 06:36:40   and one should easily be able to skip a session too :P
+    Mar 04 06:36:54   it'd be better if players can just join the training when they feel like it
+    Mar 04 06:37:02   a curriculum can of course be used to decide what is the focus on what day
+    Mar 04 06:37:57  before bootcamp, we tried another approach and that was like running "classes" where we started a nexuiz school server publicly and we went to all of the public severs with people on them and announced "If you want nexuiz training, a class starts in 5 minutes. Go to here"
+    Mar 04 06:38:02  but that turned out to be a mess
+    Mar 04 06:38:18  we successfully collected a number of players...like as many as 15
+    Mar 04 06:38:23   well
+    Mar 04 06:38:25  and we certainly did train them in some basics
+    Mar 04 06:38:26   I want something in between
+    Mar 04 06:38:30  but it was very very very difficult to moderate
+    Mar 04 06:38:35  so that idea didn't work
+    Mar 04 06:38:36   server should be public, but trainer should decide who he lets in or not
+    Mar 04 06:38:42  that is why we came up with bootcamp
+    Mar 04 06:38:50   it shouldn't look like a closed community
+    Mar 04 06:38:59   it should be free, and one should be able to join it without commitment
+    Mar 04 06:39:17   but, moderation should then be done using a whitelist approach
+    Mar 04 06:39:25   i.e. anyone can join the server and try to talk to the trainer
+    Mar 04 06:39:30   but the trainer decides who gets to actually play
+    Mar 04 06:39:33  the teaching server (the first approach) was public and various people would join it and start shooting because they didn't know any better
+    Mar 04 06:39:40   EXACTLY :P
+    Mar 04 06:39:52   a trainer could e.g. let one player join, tell him what to do, and only then let the next one in
+    Mar 04 06:39:58   to avoid that mess
+    Mar 04 06:40:05  so yeah if there are mechanisms built into the game to help moderate the bootcamp server experience, that would be great
+    Mar 04 06:40:20   basically, I say: the bootcamp should be "really" public
+    Mar 04 06:40:29   a public server where anyone can join, with bootcamp specific restrictions
+    Mar 04 06:40:34  ok
+    Mar 04 06:40:39  that's awesome
+    Mar 04 06:40:39   and a feature to request a trainer when none is available
+    Mar 04 06:40:51   because: that will get our noobs to actually TRY the bootcamüp
+    Mar 04 06:40:58   as it'd be at the top of the server list
+    Mar 04 06:41:12  that would be a HUGE conversion tool
+    Mar 04 06:41:23   exactly
+    Mar 04 06:41:28  for turning new players into intermediate players quickly
+    Mar 04 06:41:45   things we need for it: a server should be "spectator only", and someone with master access can let players join the game
+    Mar 04 06:42:06   and, there should be a way to send a message to IRC (hehe, rcon2irc sort of can already do that, but this would better be more controlled)
+    Mar 04 06:42:11  I ran two bootcamp servers
+    Mar 04 06:42:49   BTW: the spectator-only feature also sounds like a good idea for clan matches
+    Mar 04 06:42:52  if a session was already started, someone could start a new session on the other server
+    Mar 04 06:44:52  the central user system idea would really help with clan activity as it would allow for a proper stats system and clan tag reservation and perhaps ....team slot reservation?? like for this clan match, only members of [o] can join team blue
+    Mar 04 06:45:38  that was a difficulty before with running clan matches where people would join and suddenly jump into the game during warmup and start playing and we'd have to tell them to spectate
+    Mar 04 06:46:00  and I had to kick some people and they would get mad because they didn't see my messages before 
+    Mar 04 06:46:47  it was just a mess. But if we had a way to enforce rules during clan matches based on usernames or clan names, that would help a lot
+    Mar 04 06:47:20  then if someone on team blue dropped their connection, a spectator from that same clan could jump into the game (but the other spectators woudln't be allowed)
+    Mar 04 06:47:35  that was another difficulty with clan matches, dropped connections
+    Mar 04 06:47:51   right
+    Mar 04 06:47:58   I have described aw working user system
+    Mar 04 06:48:03   that ensures anonymity AND security :P
+    Mar 04 06:48:10  that's awesome!
+    Mar 04 06:48:10   could sure be used for nick and clan tags too
+    Mar 04 06:48:20  I wanna hug you
+    Mar 04 06:48:25   (of course, by associating a nick, you lose anonymity, but well, then you KNOW it :P)
+    Mar 04 06:48:34  right
+    Mar 04 06:48:48  so,,another thing that I've done is organize mapping projects
+    Mar 04 06:48:52   it can still be used to ban trolls, as the anonymous IDs would only be given once per week per email address
+    Mar 04 06:49:04  and that also involves mapping training too for those who want to learn
+    Mar 04 06:49:04   so if you lose your ID, in worst case you have to wait a week to get a new one
+    Mar 04 06:49:19   a really elaborate troll could of course request a new ID every week but do nothing
+    Mar 04 06:49:26   and then one year later, he can burn 52 IDs :P
+    Mar 04 06:49:34   but that is unlikely
+    Mar 04 06:49:39  I once created a team of people called NCT = Nexuiz Community Team to help me run some community projects (like organizing bootcamp, organizing clan matches, organizing mapping projects)
+    Mar 04 06:50:02  and since I basically gave up on the clan community, the NCT has only been focusing on the mapping projects
+    Mar 04 06:50:18  but we made some good progress
+    Mar 04 06:51:04  I think Nexuiz should have had an NCT-like group...which is just another way fo saying "you can volunteer to be involved in nexuiz" and then someone would direct and manage those people 
+    Mar 04 06:51:17  I mean an NCT sort of group in an official sense
+    Mar 04 06:52:17  because it creates more mappers and it allows a lot of new projects to get off the ground quickly because we would already have a group of willing volunteers
+    Mar 04 06:52:37  it allows for map testing
+    Mar 04 06:52:46   speaking of maps... which maps do we want in "notnexuiz"?
+    Mar 04 06:52:50  good question
+    Mar 04 06:52:53   (out of the community maps)
+    Mar 04 06:53:19  I would think to start that off with "what maps do we NOT want that are currently in nexuiz" and then figure out how many open slots there are
+    Mar 04 06:53:29   not really :P
+    Mar 04 06:53:35   blockscape is e.g. a good candidate, I'd say
+    Mar 04 06:53:44   maybe needs a better compile though
+    Mar 04 06:53:57   controlfactor :P
+    Mar 04 06:54:01   (needs visual remake)
+    Mar 04 06:54:22   too bad we can't use docpython's maps
+    Mar 04 06:54:57  I discussed this with Getty with our other project. What is the major reason for having a lot of maps included with the game? I mean aside from those intended to be played in Campaign mode. It seems like 99% of gameplay happens on non-standard maps that get auto-downloaded to the player by the server.
+    Mar 04 06:55:13   the included maps represent the game
+    Mar 04 06:55:31   currently, what you play online is very different from what the game contains
+    Mar 04 06:55:34   that IMHO is not good
+    Mar 04 06:55:40  would we require these included maps to have bot waypoints?
+    Mar 04 06:55:59   yes
+    Mar 04 06:56:08  so someone could feasibly play CTF with some bots
+    Mar 04 06:56:09   and possibly use them in campaign too
+    Mar 04 06:56:14   right
+    Mar 04 06:56:16  ok
+    Mar 04 06:56:19   not very well
+    Mar 04 06:56:22   but they should work
+    Mar 04 06:56:29  since mangina improved the bots, they are actually playable in CTF now, I think
+    Mar 04 06:56:31   this BTW speaks against blockscape...
+    Mar 04 06:56:36  er mandinga*
+    Mar 04 06:56:36   IIRC it cannot be played without laserjumps
+    Mar 04 06:56:47  yeah :-/
+    Mar 04 06:56:56   controlfactor should work with bots
+    Mar 04 06:56:56  it would need some jumppads in certain places maybe?
+    Mar 04 06:56:58   but looks outdated
+    Mar 04 06:57:21   tznex03, same problem :P
+    Mar 04 06:57:35   tznex03 is the closest to classic Quake1/2 CTF we ever got
+    Mar 04 06:57:42  we couldn't include any of these q3 conversion maps, could we?
+    Mar 04 06:57:47   we can't
+    Mar 04 06:57:49  ok
+    Mar 04 06:57:49   and should not
+    Mar 04 06:58:24   hehe, that is already the full list of CTF maps I really would like to add - blockscape (but bots... can't), controlfactor, tznex03
+    Mar 04 06:58:37  many people seem to like gasolinepowered, and I'm sure the new version of it is going to be great
+    Mar 04 06:58:43   oh right
+    Mar 04 06:58:44  http://www.nullgaming.com/maps/hoctf/
+    Mar 04 06:58:46   that one too
+    Mar 04 06:58:51   I didn't see that one when scrolling :P
+    Mar 04 06:58:57   gasolinepowered is a clear yes
+    Mar 04 06:59:04  those are my CTF maps. Though I should remove the ones that I no longer have in the maplist
+    Mar 04 06:59:28   all your push are belong to us wtf :P
+    Mar 04 06:59:31  and hmm.... I should grab my maplist actually and remove the Q3 conversion maps
+    Mar 04 06:59:37  haha that is an april fools joke map
+    Mar 04 06:59:54   oh right, hydronex is not official either...#
+    Mar 04 07:00:01  OH btw.... marketing is another topic. I have a lot of marketing ideas and with some volunteers involved, that can be a good way to attract new players
+    Mar 04 07:00:08  like the april fools mapping project
+    Mar 04 07:00:14  which is around the corner....this is good timing
+    Mar 04 07:00:46  For example.... we would take existing maps and theme them to funny internet memes
+    Mar 04 07:00:49   lol, you once had bonuscheckers on it
+    Mar 04 07:00:56  yeah :-/
+    Mar 04 07:01:03  we did a remake of bonuscheckers though
+    Mar 04 07:01:08   a remake? where
+    Mar 04 07:01:13  it's called.....
+    Mar 04 07:01:19  courtyard_ctf
+    Mar 04 07:01:24  I think
+    Mar 04 07:01:31   ah, a serious remake :P
+    Mar 04 07:01:39   original was bonusarenactf, BTW :P
+    Mar 04 07:01:44   no, bonuscarousel
+    Mar 04 07:01:44  grassy has some ideas to improve it further, but the remake was basically successful
+    Mar 04 07:02:03  another succesful remake was darkcity_ctf
+    Mar 04 07:02:05   have screenshot?
+    Mar 04 07:02:08  hang on....
+    Mar 04 07:02:10   darkcity remade? cool
+    Mar 04 07:02:13   also with keyhunt support?
+    Mar 04 07:02:26  hmmm probably didn't include KH support
+    Mar 04 07:02:31   I like city maps
+    Mar 04 07:02:40   is it a from scratch remake?
+    Mar 04 07:02:58   or based on the old one?+
+    Mar 04 07:03:04  did you know that mIKEctf2's real name was "Like Spinning Plates"?
+    Mar 04 07:03:08   yes
+    Mar 04 07:03:31  oh, mookow's recent map called Kings and Queens is really really good, but has a FPS drop problem
+    Mar 04 07:03:33   ah, darkcityctf seems to be based on the roiginal one
+    Mar 04 07:03:44   bad... cannot use that then for the official game :P
+    Mar 04 07:03:52  if the FPS drop could be improved, that could be a good map
+    Mar 04 07:03:54   (as the original sure is not GPL compatible)
+    Mar 04 07:04:07   but I would really like a nicely detailed city map for keyhunt
+    Mar 04 07:04:14  well he did recreate the whole map from scratch at one point because the brushes were so messed up
+    Mar 04 07:04:19  for darkcity_ctf
+    Mar 04 07:04:26   yes, but he still uses the old textures
+    Mar 04 07:04:29  ah I see
+    Mar 04 07:04:39   if these could get replaced, that'd be great
+    Mar 04 07:05:00  I think agressor_ctf could be good but it needs some fixing around the middle point area where the quad is. That's too much of a bottleneck
+    Mar 04 07:05:25   also... which maps could be warpzonized?
+    Mar 04 07:05:32   aggressor probbaly cannot
+    Mar 04 07:05:41   using warpzones there would turn it into a brain twister :P=
+    Mar 04 07:05:42  grassy recently recreated onarail to included 2 trains...it's called on2rails. It's an okay map...it's better than the original
+    Mar 04 07:05:56   need to make stoiber remix of it :P
+    Mar 04 07:05:59  oh, warpzones. Man, those are great
+    Mar 04 07:06:06  what an awesome idea
+    Mar 04 07:06:20  I haven't even begun to think about how those could be used for gameplay
+    Mar 04 07:06:24   best are used in a way that is compatible to clients that have the extra renders disabled
+    Mar 04 07:06:28  like your spiral staircase concept
+    Mar 04 07:06:36   like, put teleporter brush behind them :P
+    Mar 04 07:06:41  I see
+    Mar 04 07:07:06  a lot of dublpaws maps are popular on my server
+    Mar 04 07:07:08  dance
+    Mar 04 07:07:09  go
+    Mar 04 07:07:13   yes, but these are quite low quality
+    Mar 04 07:07:14  fighter_bay
+    Mar 04 07:07:18   (for inclusion in the game)
+    Mar 04 07:07:27   good gameplay though
+    Mar 04 07:07:29  low quality in terms of textures?
+    Mar 04 07:07:34   yes, and brush detail
+    Mar 04 07:07:36  because I could talk with dublpaws about improving those
+    Mar 04 07:07:45  he plays on my server all the time
+    Mar 04 07:07:55   dance is almost includable though
+    Mar 04 07:08:06   the other dublpaws maps, not really
+    Mar 04 07:08:10  dib and I were working on an dance_enclosed spin-off
+    Mar 04 07:08:23  it was about 90% done and then he dropped it
+    Mar 04 07:08:28   dance is just too one-colored :P
+    Mar 04 07:08:39   do something better than that wood floor, and it's done
+    Mar 04 07:08:40  I happen to like the latest versions of soylent_ctf that makr was working on
+    Mar 04 07:08:55  though it needs more testing
+    Mar 04 07:09:04  oh....stonecastle
+    Mar 04 07:09:08  remake of dm_castle
+    Mar 04 07:09:11  everyone loves it
+    Mar 04 07:09:18  well except for cortez666 :-P
+    Mar 04 07:09:50  I think lavaflag could use a makeover
+    Mar 04 07:09:51   given that dm_castle was bad
+    Mar 04 07:09:54   I have to try this one
+    Mar 04 07:09:59   lavaflag REALLY :P
+    Mar 04 07:10:06   isn't that the one with the huge bug?
+    Mar 04 07:10:08   hourglass too
+    Mar 04 07:10:31   (where you could end up in all black rooms, and hide)
+    Mar 04 07:11:03  the gameplay of dm_castle is improved in stonecastle with jumppads in certain places (really helps new players move around the map) and we replaced the machinegun with hagar
+    Mar 04 07:11:22 *   Taoki (kvirc@93.113.162.42) has joined #notnexuiz
+    Mar 04 07:11:31  oh I didn't know about any lavaflag bug :-o
+    Mar 04 07:11:46  I like medeivalV2
+    Mar 04 07:11:50  but it also needs a makeover
+    Mar 04 07:12:21   IIRC lavaflag has the sae bug as hourglass, but elsewhere
+    Mar 04 07:12:59  ctf_toxic was on our list of maps to improve...mainly in the middle area of the map where the two halves meet
+    Mar 04 07:13:55   my version? sure
+    Mar 04 07:14:03   or master's version? :P
+    Mar 04 07:14:11  a recent map called Cubical by a new mapper (guy who came from Q2/Q3) is really good. That same guy is working on a Walmart map called NexMart
+    Mar 04 07:14:16   my version is the one with the "reaction" stuff
+    Mar 04 07:14:30   oh, but Cubical is by FruitieX
+    Mar 04 07:14:34   from that mapping contest
+    Mar 04 07:14:37  Cubical doesn't look very pretty though. 
+    Mar 04 07:14:43  oh he also has a map called cubical??
+    Mar 04 07:14:44  oops!
+    Mar 04 07:14:55  uh, ok I need to talk with mintox about renaming his then
+    Mar 04 07:15:03   not sure if this is needed :P
+    Mar 04 07:15:08   not many play FruitieX's map anyway
+    Mar 04 07:15:14   actually, it may be mostly forgotten nwo
+    Mar 04 07:15:28   basically, if the map is good, FruitieX will probably be fine with itr
+    Mar 04 07:15:49   just talk about it to both of them and find a solution
+    Mar 04 07:15:56   chances are BTW that the bsp file names do not clash
+    Mar 04 07:16:20  Mookow's "Drainage" map had promise, but he never really finished it. 
+    Mar 04 07:17:25  Evilspace CTF is popular, but it does have a couple bad gameplay elements. There is a hidden teleporter that leads to the quad and there is that "escape hatch" jump pad right below the flag
+    Mar 04 07:17:57   yes
+    Mar 04 07:18:00  if those things were fixed and if it had a makeover, it could be good.
+    Mar 04 07:18:02   maybe should be fixed
+    Mar 04 07:18:25   I do like the idea of the teleporter though, but not of hiding it
+    Mar 04 07:18:37  right
+    Mar 04 07:18:47  hidden secret stuff in CTF is generally bad for gameplay
+    Mar 04 07:18:56  but a teleporter leading to the quad is fine
+    Mar 04 07:19:28   right
+    Mar 04 07:19:30  everyone really likes gforce2. It could still use some refinement. unfortunately cortez took Gforce3 and 4 in a different direction
+    Mar 04 07:19:37   no, I don't like gforce2 :P
+    Mar 04 07:19:45   oh wait
+    Mar 04 07:19:48   version 2, maybe yes
+    Mar 04 07:19:57  Morning everyone :)
+    Mar 04 07:19:57   but the turrets ended up too annoying
+    Mar 04 07:19:59  unfortunately, gforce2 also has that hidden teleporter leaidng to the nex
+    Mar 04 07:20:07   yes
+    Mar 04 07:20:12  yeah the turrets were added in v3
+    Mar 04 07:20:24  they were "neat" but they ruined the map
+    Mar 04 07:20:53  it's interesting to me that cortez creates interesting maps by accident
+    Mar 04 07:21:28   and here comes a really controversial question...
+    Mar 04 07:21:38  one of the projects was another attempt at remaking dusty to be symmetrical. 
+    Mar 04 07:21:41   does anyone volunteer to do good item placement for slimepipe (NOT the ctf version)?
+    Mar 04 07:21:49  slimepipe was on the list too!
+    Mar 04 07:22:00  out of all of mikee's maps, slimepipe was the one that I felt had potential
+    Mar 04 07:22:01   the only good looking mikeeusa map
+    Mar 04 07:22:29   even has somewhat okay gameplay
+    Mar 04 07:22:33   just item placement is bad
+    Mar 04 07:22:41   and the slime trap... not that way, but has potential
+    Mar 04 07:22:44  this hasn't been updated in a month, but here is the projects page we were working from
+    Mar 04 07:22:45  http://www.nullgaming.com/nexuiz/projects/maps/
+    Mar 04 07:22:49  to fix maps and convert maps
+    Mar 04 07:23:11   basically, slimepipe probably does not need much work to be includable
+    Mar 04 07:23:25   of course, mikee later developed it into the wrong direction
+    Mar 04 07:23:40   by making 4 copies of the map, and confusing corridors
+    Mar 04 07:23:50   when remaking, watch the license
+    Mar 04 07:23:54   doc's maps are not GPL
+    Mar 04 07:24:43   Rustvents - also good idea
+    Mar 04 07:25:39   for slimepipe, please base on slimepipesmallctf, or even better, slimepipe (not ctf)
+    Mar 04 07:25:54  k
+    Mar 04 07:28:20  breathium is pretty for a DM map
+    Mar 04 07:28:27  I forgot who made it
+    Mar 04 07:28:31   oh, great, nexdmlc2 got edited
+    Mar 04 07:28:35   I liked that map
+    Mar 04 07:28:49   too bad it's nongpl too, it really would have potential
+    Mar 04 07:28:58  ahh
+    Mar 04 07:29:01   maybe original author can be tracked down
+    Mar 04 07:29:11   or was it rebuilt anyway?
+    Mar 04 07:29:21  probably not
+    Mar 04 07:29:35   because, IIRC it came without .map file
+    Mar 04 07:29:35  it was scorpion's first map
+    Mar 04 07:29:43  oh? hmmm
+    Mar 04 07:29:59   oh, no
+    Mar 04 07:30:01   map was included
+    Mar 04 07:32:05   basically, many maps in the list have potential, but not many are GPL (or GPL-able)
+    Mar 04 07:32:23   the others can of course be played on servers anyway
+    Mar 04 07:32:49  yeah we certainly weren't tracking licenses. However, we could adjust that for the goal of maps to be included with the game
+    Mar 04 07:33:26   I just am saying - many of these WOULD have potential for inclusion
+    Mar 04 07:33:28  but yeah, this map-project management is another thing that I think should be an official effort put forth by the people who run the game
+    Mar 04 07:33:34  because then it could be done better
+    Mar 04 07:33:37  and reach more people
+    Mar 04 07:33:52   and yes, I wouldn't even refuse to include a slimepipe fixed version
+    Mar 04 07:33:53  the little effort I've done has created a handful of new mappers
+    Mar 04 07:34:18   at least the DM version
+    Mar 04 07:34:19  ...and I don't even make maps! I tried before but gtkradient kept crashing in vista
+    Mar 04 07:34:22   I am not sure if it can work out as CTF
+    Mar 04 07:34:28  I haven't had time to try netradient since
+    Mar 04 07:34:58   seriously, I'd say slimepipe could become what reslimed has attempted to be but failed
+    Mar 04 07:35:05   (I still prefer slimepit over reslimed)
+    Mar 04 07:35:16  is it slimepit or slimepipe?
+    Mar 04 07:35:22   mikee's is slimepipe
+    Mar 04 07:35:32   I now compare to slimepit (the old one in Nexuiz)
+    Mar 04 07:35:37  oooooh
+    Mar 04 07:35:51   reslimed, Strahlemann's successor, does look better than slimepit, but I always hit walls on it
+    Mar 04 07:35:54   really not fluent
+    Mar 04 07:36:02   I'd like a "best of both worlds" map :P
+    Mar 04 07:36:28  I liked reslimed, mainly because it is larger
+    Mar 04 07:36:45   yes
+    Mar 04 07:36:47   that part I like
+    Mar 04 07:36:53   but not that it lost of slimepit's fluency
+    Mar 04 07:37:02  but I always though the shield area down that long hallway was a bit odd
+    Mar 04 07:37:09   on slimepit I can jump all the time, and never get stuck anywhere
+    Mar 04 07:37:18   on reslimed, no chance
+    Mar 04 07:45:14  if there is any chance of my being put in charge of community development, I'll certainly "sign-up" for that. That is what I've always done for nexuiz and if I can do it on an official basis with the support of those involved in running the game, then these projects can be scaled up to something much bigger.
+    Mar 04 07:45:51  that is what I'm planning on doing for the projects I'm working on with Getty
+    Mar 04 07:46:08  I'm the community developer or community coordinator for those projects
+    Mar 04 07:52:34   Nexitus
+    Mar 04 07:52:51   is that available?
+    Mar 04 07:53:00   maybe with z at end
+    Mar 04 07:55:01  nexitus.com - taken
+    Mar 04 07:56:40  nexituz.com available, but that doesn't look as good
+    Mar 04 07:57:06  nexidus.com also taken
+    Mar 04 07:57:24  nexid.com taken
+    Mar 04 07:58:27   damn
+    Mar 04 07:59:17  another thing, I helped the aussies build up their community and I was planning on starting up a south american community and possibly an asian community at one point
+    Mar 04 07:59:58  I talked with mandinga about the south american community idea
+    Mar 04 08:01:30  nexidux.com available
+    Mar 04 08:01:55  nexidun.com available
+    Mar 04 08:02:31  nexidium.com available
+    Mar 04 08:04:03  nexiox.com available
+    Mar 04 08:10:18   nexidium - not so bad
+    Mar 04 08:11:36  nexilus.com available
+    Mar 04 08:14:35   sounds too soft :P
+    Mar 04 08:14:46  ya
+    Mar 04 08:15:13   also, if it differs just by one letter from a traemark, we can get screwed too
+    Mar 04 08:15:34  only of that trademark is in the gaming industry
+    Mar 04 08:15:43   true
+    Mar 04 08:15:48   maybe in software too
+    Mar 04 08:15:52  ya
+    Mar 04 08:15:54   NEXCARNATE
+    Mar 04 08:16:35  nexiton.com available
+    Mar 04 08:16:42   hm... that could work
+    Mar 04 08:16:51   the gun could then also be called "The Nexiton"
+    Mar 04 08:16:55   or maybe Nexitone
+    Mar 04 08:17:05  tone your skin with....nexitone!
+    Mar 04 08:17:09   lol
+    Mar 04 08:17:15   Nexecution
+    Mar 04 08:17:19   no, that is too violent :P
+    Mar 04 08:17:31   Nexcathedra ahahahahah))
+    Mar 04 08:17:57   NEXHALE
+    Mar 04 08:18:18   Nexotherm
+    Mar 04 08:18:27   Nexodium
+    Mar 04 08:18:38  nexot.com is available
+    Mar 04 08:18:41   Nexodus
+    Mar 04 08:18:48 <[-z-]> http://nexuizgpl.com/ << run by bennydacks
+    Mar 04 08:18:59   Nexogamy - don't even want to know what that would be
+    Mar 04 08:19:08  heh, he snatched that domain up quick eh?
+    Mar 04 08:19:36  I want to like bennydacks, I really do
+    Mar 04 08:19:53   Nexotoxic
+    Mar 04 08:20:58 <[-z-]> :-P
+    Mar 04 08:21:37  so whenever we pick a name, we need to NOT release it until we make sure we get the appropriate domains that we think we might need
+    Mar 04 08:21:40   Nextima (but not sure if that is a bad word, just found extima in /usr/share/dict/words)
+    Mar 04 08:21:43   of course
+    Mar 04 08:22:04   Nextispex
+    Mar 04 08:22:06   wtf :P
+    Mar 04 08:23:07  and it would be wonderful if all of the things offered by side websites were actually part of the official site
+    Mar 04 08:23:44  like news, training videos, etc
+    Mar 04 08:23:55   that is fine, would even allow me to also accept NN as a part of the official side :P
+    Mar 04 08:23:56  clan management 
+    Mar 04 08:24:01   it just shouldn't be centric to a single community
+    Mar 04 08:24:22   but [PB] will stay elsewhere
+    Mar 04 08:24:28   don't want to get forced to use good web design ;)
+    Mar 04 08:24:35  haha
+    Mar 04 08:24:51   but sure - why NOT integrate the various communities
+    Mar 04 08:25:35 <[-z-]> yes, I don't mind building out this new site to act like nexuiz ninjaz was planning to be like
+    Mar 04 08:25:41  exactly
+    Mar 04 08:25:44  that's what I mean
+    Mar 04 08:25:58 <[-z-]> I already thought about how to integrate a few host and I'm working on builid a map repo into wordpress
+    Mar 04 08:26:06 <[-z-]> I created my first WP plugin yesterday ^_^
+    Mar 04 08:26:14  this will give me an excuse to learn wordpress
+    Mar 04 08:26:20  I've been avoiding it :-P
+    Mar 04 08:26:27 <[-z-]> it's really a nice CMS
+    Mar 04 08:28:55 <[-z-]> god damn, can't wait until the weekend, I need sleep
+    Mar 04 08:29:03   I just don't want the ninjaz to dominate it :P
+    Mar 04 08:29:10   but well, that shouldn't be hard to achieve
+    Mar 04 08:29:16 <[-z-]> I understand and agree
+    Mar 04 08:29:16   just add enough non-NN content and it's set
+    Mar 04 08:29:31   a comprehensive portal page WOULD be good
+    Mar 04 08:29:50   it's just, the different interest group all have different opinions...
+    Mar 04 08:29:54 <[-z-]> part of the reasons ninjaz were started was because I thought it was too hard to get AT to listen on some things
+    Mar 04 08:30:00   but the main page should have a neutral point of view whereever possible
+    Mar 04 08:30:13  IMO, there wouldn't have been a "nexuizninjaz" if there were something like it within the core community.
+    Mar 04 08:30:24   and how can you be more neutral than by trying to include as many of these special comminities as possible
+    Mar 04 08:30:24 <[-z-]> well put
+    Mar 04 08:30:54   should probably also include planetnexuiz.de if it still exists :P
+    Mar 04 08:33:46  I'm also scanning domain auctions and sales sites because often domains are for sale really cheap...like $15
+    Mar 04 08:33:53 <[-z-]> it's a trap
+    Mar 04 08:33:58  ?
+    Mar 04 08:34:06 <[-z-]> don't by from squatters
+    Mar 04 08:34:17  who says they are squatters?
+    Mar 04 08:34:33 <[-z-]> 90% chance
+    Mar 04 08:35:05 <[-z-]> where you chance sedo or something?
+    Mar 04 08:35:22  ok I just scanned godaddy auctions for nex*.com
+    Mar 04 08:35:25  didn't find much
+    Mar 04 08:35:28 <[-z-]> ahh
+    Mar 04 08:35:53  a lot of those godaddy auctions are expired domains that people let lapse
+    Mar 04 08:37:43   I do think the name SHOULD still start with nex
+    Mar 04 08:37:46 <[-z-]> yeah, godaddy isn't the same as the other sites... but their own brand of evil
+    Mar 04 08:37:51   but it isn't really easy to find a good name with that
+    Mar 04 08:38:02  it would be really convenient if it began with "nex"
+    Mar 04 08:38:07 <[-z-]> nexican
+    Mar 04 08:38:08 <[-z-]> ^_^
+    Mar 04 08:38:11  haha
+    Mar 04 08:38:13   Nexotherm only has 2 google hits
+    Mar 04 08:38:16   it may work :P
+    Mar 04 08:38:17 <[-z-]> nexicola
+    Mar 04 08:38:26   plus, the word makes sense - explosions are exotherm reactions
+    Mar 04 08:38:31 <[-z-]> nexifz
+    Mar 04 08:38:43 *   [-z-] gives channel operator status to Taoki
+    Mar 04 08:38:45  here is my list so far...
+    Mar 04 08:38:46  http://pastie.org/private/rwg7zyl2a9gwfcdplmqvqa
+    Mar 04 08:39:15  I see some repeats
+    Mar 04 08:39:15   Try: Nexepharis
+    Mar 04 08:39:16  oh well
+    Mar 04 08:39:25  that's kind of a long name
+    Mar 04 08:39:33  I was trying for 8 characters or less
+    Mar 04 08:39:33   yes, but less weird than Xepharis
+    Mar 04 08:39:59   Nexiox is not that bad either
+    Mar 04 08:40:00  nexepharis.com available
+    Mar 04 08:40:12 <[-z-]> nexephalis
+    Mar 04 08:40:19   nexenzephalitis?
+    Mar 04 08:40:31 <[-z-]> the logo could be the radar for bleach
+    Mar 04 08:40:32  nexameaneggsandwich
+    Mar 04 08:40:37   that is what your brain gets when you get nexed too much
+    Mar 04 08:40:42 <[-z-]> eabfps
+    Mar 04 08:40:48 <[-z-]> (eggs and bacon FPS)
+    Mar 04 08:40:53   lol
+    Mar 04 08:40:58   NEGGS AND BACON
+    Mar 04 08:41:03 <[-z-]> :-P
+    Mar 04 08:41:15 <[-z-]> we can call it nexnex
+    Mar 04 08:41:31 <[-z-]> nexnex.org AVAILABLE
+    Mar 04 08:41:44  I really like some of those names that don't have available .coms....so if we get stuck with this name picking thing, we can always consider that as a backup plan
+    Mar 04 08:41:47 <[-z-]> nextnex
+    Mar 04 08:42:08 <[-z-]> nextnex.com     AVAILABLE
+    Mar 04 08:45:56  I need food...brb
+    Mar 04 09:05:14 <[-z-]> alright, see you all from the work place
+    Mar 04 09:34:41 *   }-z-{ (z@dojo.nexuizninjaz.com) has joined #notnexuiz
+    Mar 04 09:35:03  ok there are some more isuses we need to work out with this transition. We are going to have to recreate a lot of things that exist for nexuiz already...like dev.alientrap.org content and some of the sticky thread information
+    Mar 04 09:35:20 <}-z-{> yeah, I can handle all the web and I'll share access with you Dokujisan 
+    Mar 04 09:35:24   yes, but that doesn't have to be there from the start
+    Mar 04 09:35:28  ok
+    Mar 04 09:35:34   plus, [-z-] has access to alientrap.org's databases :P
+    Mar 04 09:35:37 <}-z-{> well, getting the web and pm up will help us get organized
+    Mar 04 09:35:38  haha
+    Mar 04 09:35:53   but we can't get it up without a domain name
+    Mar 04 09:36:00 <}-z-{> I was hoping we could come up with a name by the end of today
+    Mar 04 09:36:05   well... for a start, it'd be nice if it's on nexiuz.org as you now own it anyway :P
+    Mar 04 09:36:12 <}-z-{> but if not, I can just start building on locally
+    Mar 04 09:36:24 <}-z-{> yeah, I'll do that when I get home I guess
+    Mar 04 09:36:27   it isn't easy to find a good name
+    Mar 04 09:36:28 <}-z-{> start it on nexiuz.org
+    Mar 04 09:36:35   but we can use nexiuz as "working title", and get a real name later
+    Mar 04 09:36:42 <}-z-{> yeah
+    Mar 04 09:36:54   just... http://www.nexiuz.org shouldn't contain much info for anyone :P
+    Mar 04 09:37:00   more like the illfonic announcement was haha :P
+    Mar 04 09:37:04   it should be in a subdir
+    Mar 04 09:37:11 <}-z-{> what do you mean?
+    Mar 04 09:37:18   alternatively, it shouldn CLEARLY state EVERYWHERE that nexiuz is unlikely to be the final name
+    Mar 04 09:37:26 <}-z-{> ahh
+    Mar 04 09:37:29   as using that as final name will be a bad move
+    Mar 04 09:37:41   (as google will STILL show illfonic's stuff, and assume it's a typo of nexuiz)
+    Mar 04 09:38:23  yeah I agree that nexiuz would be a bad choice
+    Mar 04 09:39:44   nexidium is out
+    Mar 04 09:39:48   Domains Registered on 2007-07-28_2_77 psroom.com - [ Diese Seite übersetzen ]
+    Mar 04 09:39:49   nexidium.com
+    Mar 04 09:40:02 <}-z-{> sounds like medicine that makes you fall asleep anyway
+    Mar 04 09:40:05   even though the domain currently does not exist, it once did
+    Mar 04 09:40:07   that too
+    Mar 04 09:41:04   Nuper erat Nexicus nunc est vispillo XSAXius.
+    Mar 04 09:41:12   Quod vispillo facit, fecerat ed Nexicus.
+    Mar 04 09:41:27   *et
+    Mar 04 09:41:47 <}-z-{> nexivouz
+    Mar 04 09:41:53 <}-z-{> is that too complicated?
+    Mar 04 09:41:54   NO PLEASE NOT
+    Mar 04 09:41:56 <}-z-{> haha
+    Mar 04 09:42:04 <}-z-{> nexivu?
+    Mar 04 09:42:12 <}-z-{> like deja vu with nexuiz
+    Mar 04 09:42:12   also, you meant nexez-vous
+    Mar 04 09:43:32 <}-z-{> nexivu.com AVAILABLE  
+    Mar 04 09:43:56   and just has 10 google hits
+    Mar 04 09:43:58   seems usable
+    Mar 04 09:44:10   but... don't like it much
+    Mar 04 09:44:13   still put it on the list
+    Mar 04 09:44:18 <}-z-{> nexi.us AVAILABLE  
+    Mar 04 09:44:18  added
+    Mar 04 09:44:19 <}-z-{> :-P
+    Mar 04 09:44:26   also, hard to pronounce
+    Mar 04 09:44:30   "Nexi vü"
+    Mar 04 09:44:45 <}-z-{> nexii? (like nex 2)
+    Mar 04 09:45:06 <}-z-{> damn, nexit is taken
+    Mar 04 09:45:06   like the plural of nexius, nexii m.?
+    Mar 04 09:45:28   (nexii would be nexius's plural in latin grammar)#
+    Mar 04 09:45:32 <}-z-{> :-P
+    Mar 04 09:45:47   actually... good one
+    Mar 04 09:45:51   plural form indicates teamplay focus
+    Mar 04 09:46:21 <}-z-{> ironic because we drop the 'us'
+    Mar 04 09:46:31   HAHA :P
+    Mar 04 09:46:35  haha
+    Mar 04 09:47:11  nexolus.com is available
+    Mar 04 09:47:27 <}-z-{> sounds complicated
+    Mar 04 09:51:51  nexvium.com is available
+    Mar 04 09:52:49 <}-z-{> too hard
+    Mar 04 09:55:15   nexvium?
+    Mar 04 09:55:16  nexona.com available
+    Mar 04 09:55:17   like valium`?
+    Mar 04 09:55:26   could write email spam about it :P
+    Mar 04 09:56:36  nexori.com available
+    Mar 04 09:57:01  nexoric.com available
+    Mar 04 09:57:20  nexorin.com available
+    Mar 04 09:57:41  nexorn.com available
+    Mar 04 09:58:12  nexolic.com available
+    Mar 04 09:59:38  nexole.com available
+    Mar 04 10:00:19  nexolum.com available
+    Mar 04 10:00:48  nexolix.com available
+    Mar 04 10:01:26  nexoic.com available
+    Mar 04 10:04:51  nexodo.com is not available, but I made a type and noxodo.com is available
+    Mar 04 10:05:49  nexorid.com available
+    Mar 04 10:06:14   nexolix lol
+    Mar 04 10:06:18   Nex...Oh I see!
+    Mar 04 10:07:04  would we consider numbers in the name?
+    Mar 04 10:07:29   if not too silly, yes
+    Mar 04 10:07:30  I don't know what signifigance a number ight have
+    Mar 04 10:07:34   n3xu1z = silly
+    Mar 04 10:07:56   nex2go - why not
+    Mar 04 10:14:53 <}-z-{> nex4.us AVAILABLE
+    Mar 04 10:16:08 <}-z-{> zenuis
+    Mar 04 10:16:11   hm... maybe, not sure
+    Mar 04 10:16:13 <}-z-{> zen u is :-P
+    Mar 04 10:18:50  my updated lsit...alphabetized
+    Mar 04 10:18:52  http://pastie.org/private/ocjjrj0175nvbbnqycqna
+    Mar 04 10:18:53   I'd prefer to keep religion out of it :P
+    Mar 04 10:19:33  oh... add nexodic.com to the available list
+    Mar 04 10:20:10   nexodiac
+    Mar 04 10:20:13   whatever that is
+    Mar 04 10:20:15   nexomaniac
+    Mar 04 10:20:27   nexiax
+    Mar 04 10:20:46   (or nexiacs)
+    Mar 04 10:20:52   necsiax please not, though
+    Mar 04 10:21:23   can I invite morphed here btw?
+    Mar 04 10:21:29  ok so I would suggest a plan A, B and C... Plan A is to aim for nex????.com, Plan B is to consider a nex???.org that doesn't have an available .com...and Plan C is to consider something not beginning with nex????
+    Mar 04 10:21:33 <}-z-{> yes, you can
+    Mar 04 10:21:58 <}-z-{> and other developers / forces within the community who'd like to help out
+    Mar 04 10:22:06   Dokujisan: I'd prefer plan AB
+    Mar 04 10:22:06 *   morphed (~morphed@095160110118.warszawa.vectranet.pl) has joined #notnexuiz
+    Mar 04 10:22:10    hi
+    Mar 04 10:22:19   i.e. both .com and .org should be available if possible
+    Mar 04 10:22:29   also, google should find less than 100 hits for the name :P
+    Mar 04 10:22:30  right now, Plan A isn't turning out too well. Plan B might have some good names in that "taken" list for .coms.... Plan C is wide open
+    Mar 04 10:22:47   nex does not have to be at the beginning
+    Mar 04 10:22:50    what are the plans ?
+    Mar 04 10:23:06   connexius
+    Mar 04 10:23:12  If I were doing this on my own, I would go with Plan C, but I understand the desire to stick with the "nex" prefix
+    Mar 04 10:23:21   well, let's say
+    Mar 04 10:23:26   I don't want to rule out C
+    Mar 04 10:23:31   if you have a really good nex-free name, go ahead :P
+    Mar 04 10:23:36   we shouldn't be too fixated on it
+    Mar 04 10:23:51    open game developers OGD 
+    Mar 04 10:23:51   but dellum, modiem, please not :P
+    Mar 04 10:23:55  morphed: my lastest list of name searching.... http://pastie.org/private/ocjjrj0175nvbbnqycqna
+    Mar 04 10:24:00   morphed: I mean as game name
+    Mar 04 10:24:06   OGDFPS isn't too good :P
+    Mar 04 10:24:12   DaveFPS is better for that, then :P
+    Mar 04 10:24:24    i mean team name 
+    Mar 04 10:24:27   also, OGD sounds like OCD
+    Mar 04 10:24:36  we discussed that the team name would be based on the game name
+    Mar 04 10:24:41  since the team would only focus on this one game
+    Mar 04 10:24:41   probably best
+    Mar 04 10:24:47   if there are spinoffs, they can have their own team name
+    Mar 04 10:24:51   and team wouldn't be exclusive
+    Mar 04 10:24:59   so one person can be on multiple teams with no problem :P
+    Mar 04 10:25:28   basically, I think we should be "open source development team of $GAME", and not "company developing $GAME" :P
+    Mar 04 10:25:39 <}-z-{> div0: what are you going to do about netradiant?
+    Mar 04 10:25:47   why?
+    Mar 04 10:25:49   that name can stay
+    Mar 04 10:25:55   also will stay on icculus
+    Mar 04 10:25:56 <}-z-{> under alientrap as well?
+    Mar 04 10:26:00   whether on alientrap, not sure
+    Mar 04 10:26:03   it's just the wiki there anyway
+    Mar 04 10:26:09   can be copied/moved anyway
+    Mar 04 10:26:15   development of NR is not alientrap hosted anyway
+    Mar 04 10:26:42  that's good
+    Mar 04 10:26:43   however - if we make a portal with lots of "newnex" related stuff
+    Mar 04 10:26:47   then NR shall go there too
+    Mar 04 10:26:52   it'd simply BELONG there
+    Mar 04 10:26:58   old page on alientrap can become a redirect
+    Mar 04 10:27:05 <}-z-{> which is the point I'm trying to make :-P
+    Mar 04 10:27:15 <}-z-{> just something to consider while we talk out all plans
+    Mar 04 10:27:33  we can expect to do redirects on alientrap.org? :-o
+    Mar 04 10:27:35   just, I doubt redmine wiki can perform a redirect
+    Mar 04 10:27:43 <}-z-{> yes we can
+    Mar 04 10:27:46   Dokujisan: I really doubt that AT will object to it
+    Mar 04 10:27:48 <}-z-{> div0: meta tag at worst
+    Mar 04 10:27:48   so yes, we can
+    Mar 04 10:27:52  ok
+    Mar 04 10:27:52   AT simply wouldn't care :P
+    Mar 04 10:27:55 <}-z-{> .htaccess at best
+    Mar 04 10:28:05   only alientrap.org/nexuiz we maybe can't get :P
+    Mar 04 10:28:05 <}-z-{> nexzen.org AVAILABLE
+    Mar 04 10:28:09   dev.alientrap.org sure will be ours
+    Mar 04 10:28:24    isnt alientrap.org hosted on willis server ?
+    Mar 04 10:28:28   yes, so?
+    Mar 04 10:28:35 <}-z-{> zennex.org AVAILABLE
+    Mar 04 10:28:38   basically, I am saying... dev.alientrap.org is not public
+    Mar 04 10:28:44   if we don't annoy Vermeulen TOO much
+    Mar 04 10:28:51   we will sure be able to keep a redirect from there
+    Mar 04 10:28:57   (or even the whole hostname in DNS)
+    Mar 04 10:29:07   [-z-]: no zen please :P
+    Mar 04 10:29:14   it's a religious term
+    Mar 04 10:29:18   keep religion out of the game
+    Mar 04 10:29:24 <}-z-{> spirital maybe, religious?
+    Mar 04 10:29:28   yes
+    Mar 04 10:29:31   same thing basically
+    Mar 04 10:29:37 <}-z-{> well it does make me think of zencart
+    Mar 04 10:29:41 <}-z-{> which is anything but ZEN
+    Mar 04 10:29:42   it is a form of belief
+    Mar 04 10:29:52 <}-z-{> it's more like an abortion of code
+    Mar 04 10:29:55   one one in a God, but still a belief
+    Mar 04 10:29:57   so is atheism :P
+    Mar 04 10:30:03   *not
+    Mar 04 10:30:14 <}-z-{> jesusnexgodbuddha.com
+    Mar 04 10:30:17   no :P
+    Mar 04 10:30:22   you forgot the flying spaghetti monster
+    Mar 04 10:30:25   and xenu
+    Mar 04 10:30:26 <}-z-{> :-P
+    Mar 04 10:30:27   and and and
+    Mar 04 10:30:34 <}-z-{> of course xenu, how could I forget :-P
+    Mar 04 10:30:39   but seriously - don't go there
+    Mar 04 10:31:02 <}-z-{> renexia ?
+    Mar 04 10:31:09   doesn't fit the game
+    Mar 04 10:31:12   sounds like a MMORPG
+    Mar 04 10:31:29   renexed?
+    Mar 04 10:31:32   (like: reslimed)
+    Mar 04 10:31:40 <}-z-{> it's available
+    Mar 04 10:31:47   but I don't really like it
+    Mar 04 10:31:50   it's a bit uninspired :P
+    Mar 04 10:32:02   too generic
+    Mar 04 10:33:05   NARF ain't a RipofF
+    Mar 04 10:33:08 <}-z-{> nexy.us AVAILABLE
+    Mar 04 10:33:28   am not a friend of .us, but fine, put in the list
+    Mar 04 10:33:39 <}-z-{> we can just call it nexy in that case :-P
+    Mar 04 10:33:40   unless the name means we have to take leileilol's models
+    Mar 04 10:33:49 <}-z-{> how's that?
+    Mar 04 10:33:54   nexy, no, 116000 google hits
+    Mar 04 10:34:28   still... try brainstorming for non-nex names
+    Mar 04 10:34:36   these have been under-tried :P
+    Mar 04 10:34:51   I think we have enough stuff with nex now :P
+    Mar 04 10:34:55   Crylix
+    Mar 04 10:35:04   Cryluiz
+    Mar 04 10:35:07 <}-z-{> makes me think of orange things
+    Mar 04 10:35:14   hm...
+    Mar 04 10:35:23 <}-z-{> sounds like crylink too :-P
+    Mar 04 10:35:25   Hagrix
+    Mar 04 10:35:28 <}-z-{> ha
+    Mar 04 10:35:32 <}-z-{> I see what you're doing
+    Mar 04 10:35:49   right :P
+    Mar 04 10:35:52    xolaris 
+    Mar 04 10:35:55   don't have to name it after the Nex
+    Mar 04 10:36:11   Laseris
+    Mar 04 10:36:17   no, bad
+    Mar 04 10:36:28   can we rename the laser gun BTW?
+    Mar 04 10:36:34   (like, to the new name of the game)
+    Mar 04 10:36:43   it is the most important part of the game after all
+    Mar 04 10:36:49   should be named like the game
+    Mar 04 10:36:56   the sniper gun on the other hand is quite generic :P
+    Mar 04 10:37:22   morphed: Xolaris... haha
+    Mar 04 10:37:34   just noticed now that it is not named after Solaris but after a player model :P
+    Mar 04 10:37:41   Nexitant
+    Mar 04 10:37:54   "Skadium"
+    Mar 04 10:38:02   "Spexop"
+    Mar 04 10:38:11 <}-z-{> I'm the skad man! "skiddly diddly bo boop wow"
+    Mar 04 10:38:13   "The Incredible Marine"
+    Mar 04 10:38:21 <}-z-{> TIM
+    Mar 04 10:38:29   right
+    Mar 04 10:38:35 <}-z-{> no more dave
+    Mar 04 10:38:40   I am already using that as "working title" for rube goldberg machines :P
+    Mar 04 10:38:50 <}-z-{> ;)
+    Mar 04 10:38:51   and a possible future TIM-like mod :P
+    Mar 04 10:39:01 <}-z-{> I wish there was a good FOSS version of TIM
+    Mar 04 10:39:11   I was going to make one based on Nexuiz
+    Mar 04 10:39:17 <}-z-{> >.>
+    Mar 04 10:39:18   but stopped when finding out how unpredictable ODE is in DP
+    Mar 04 10:39:28 <}-z-{> :-\
+    Mar 04 10:39:33   I could reset the machine and restart, and it failed in another way
+    Mar 04 10:39:47    its realistic that way
+    Mar 04 10:39:50   morphed: yes
+    Mar 04 10:39:52   but annoying :P
+    Mar 04 10:40:10   once that ODE problem is solved
+    Mar 04 10:40:15   I _will_ make the TIM-like game
+    Mar 04 10:40:16   except in 3D
+    Mar 04 10:40:22   so you move in spectator mode around, and move stuff
+    Mar 04 10:40:30   and then can start the machine
+    Mar 04 10:40:31  ok I'm going to start venturing more into the non-nex names
+    Mar 04 10:40:34   watch it from your view
+    Mar 04 10:40:42   and at any time, reset and edit further
+    Mar 04 10:41:06   but, for this the ODE support must become more stable
+    Mar 04 10:41:19  keep in mind that I'm tracking these names I'm trying just for ideas, so even if dellum is obviously bad (which I think it is) it could lead to another idea
+    Mar 04 10:41:28   right
+    Mar 04 10:41:35   maybe categorize further into bad ideas and possibly okay :P
+    Mar 04 10:41:42   we don't have anything really good yet, though
+    Mar 04 10:41:44 <}-z-{> Novel Earth Xebec
+    Mar 04 10:41:47   the "bad ideas" of course can be revived
+    Mar 04 10:42:15   anyway, have to go
+    Mar 04 10:42:19   have fun, and  find a good name :P
+    Mar 04 10:42:28 <}-z-{> :-P
+    Mar 04 10:42:32 <}-z-{> laterz
+    Mar 04 10:42:35  cya
+    Mar 04 10:42:38   don't worry, unless you call it nextoris, I won't be likely to reject it
+    Mar 04 10:42:51   (although, that would go well with Zygotic)
+    Mar 04 10:43:46 <}-z-{> nexfork
+    Mar 04 10:43:48 <}-z-{> ^_^
+    Mar 04 10:47:51  we're going to be letting go of that japanese kanji for "N"
+    Mar 04 10:47:58  well that looks like an "N"
+    Mar 04 10:48:03  or "n"
+    Mar 04 10:48:08  but
+    Mar 04 10:48:12 <}-z-{> maybe find a new kanji character?
+    Mar 04 10:48:23  that is why I was leaning toward something beginning with 'x'
+    Mar 04 10:48:54    celerity
+    Mar 04 11:22:26    i used company name generator and this is what it generated for us http://img237.imageshack.us/img237/6928/companyname.jpg :)
+    Mar 04 11:27:16  haha
+    Mar 04 11:36:23   yes, that onme we want
+    Mar 04 11:39:35    but .com is taken :(
+    Mar 04 11:42:06    some other company names with .com free to register http://img535.imageshack.us/img535/476/comanynames.jpg ;]
+    Mar 04 11:48:09 <}-z-{> haha, fucki
+    Mar 04 11:50:00 *   morphed has quit (Ping timeout: 364 seconds)
+    Mar 04 11:53:55 *   morphed (~morphed@095160110118.warszawa.vectranet.pl) has joined #notnexuiz
+    Mar 04 12:11:57  }-z-{: you're in florida now?
+    Mar 04 12:15:37 <}-z-{> yes, I am
+    Mar 04 12:15:59  which city?
+    Mar 04 12:16:10  my dad and brother are in the room and we're discussing possibly moving
+    Mar 04 12:16:15 <}-z-{> Tallahassee
+    Mar 04 12:16:19 <}-z-{> in tha panhandle
+    Mar 04 12:16:29  ah, ok. we're talking about the tampa area
+    Mar 04 12:16:34  or sarasota
+    Mar 04 12:16:35 <}-z-{> yeah, that's a bit lower :-P
+    Mar 04 12:16:38 <}-z-{> 3-4 hours
+    Mar 04 12:16:42 <}-z-{> actually more
+    Mar 04 12:16:43 <}-z-{> 4-5
+    Mar 04 12:16:45 <}-z-{> haha :)
+    Mar 04 12:16:55 <}-z-{> I'll be back in a bit, guys are waiting for me to go to lunch
+    Mar 04 13:32:58     Umm
+    Mar 04 13:33:02     Someone highlighted me above
+    Mar 04 13:33:04     But my log cut off
+    Mar 04 13:33:10     Could someone post back what it was?
+    Mar 04 13:33:31  let me check
+    Mar 04 13:34:23     Thanks
+    Mar 04 13:37:32  Samual: http://pastie.org/private/wx3tynbiguzpap2zzscvpq
+    Mar 04 13:39:27     Hmmm
+    Mar 04 13:39:29     That's odd
+    Mar 04 13:39:31     It's not in there
+    Mar 04 13:39:51     It must be older than that Dokujisan 
+    Mar 04 13:40:12     Meh nevermind, i'm sure it wasn't important
+    Mar 04 13:40:56  Samual: sorry, it cut off. Div0 quoted what you said right before that
+    Mar 04 13:41:04  about verm being lame, but it's hard to leave nexuiz
+    Mar 04 13:41:16  or it's hard to abandon
+    Mar 04 13:46:35     Ah
+    Mar 04 14:00:16 <}-z-{> 10% of my job still requires me to unplug something and plug it back in >_<
+    Mar 04 14:08:32     -z-: And what would that be?
+    Mar 04 14:08:41     -z-: Get switches :P
+    Mar 04 14:48:54     Hey div0
+    Mar 04 14:57:56    come on, brainstorm that name goddamnit 
+    Mar 04 15:16:34 <}-z-{> it is a switch
+    Mar 04 15:16:48 <}-z-{> it's a netgear 48 port switch that I need to unplug once a month when it fucks up
+    Mar 04 15:18:00  morphed: I'll do more brainstorming in a bit, but I went through a shitton of names already
+    Mar 04 15:19:19  go through this list and remove the ones that you are absolutely against (in the top and bottom lists)
+    Mar 04 15:19:21  http://pastie.org/private/3cxafiq3ogsmnbcileaoog
+    Mar 04 15:19:53  just go through and indent the ones you don't like
+    Mar 04 15:19:56  and give me back the list
+    Mar 04 15:20:01  Samual: morphed -z-
+    Mar 04 15:20:07  Taoki: 
+    Mar 04 15:20:11     Hmm?
+    Mar 04 15:20:22     Well
+    Mar 04 15:20:24  I'm here for the next minutes
+    Mar 04 15:20:30  go through this list and indent the ones that you absolutely don't like and give the list back to me
+    Mar 04 15:20:30  http://pastie.org/private/3cxafiq3ogsmnbcileaoog
+    Mar 04 15:20:39  in both the top and bottom lists
+    Mar 04 15:20:53  ok
+    Mar 04 15:20:57    cant we use 2 words for a name ?
+    Mar 04 15:21:04  just start with this first
+    Mar 04 15:21:09  smaller name would be better
+    Mar 04 15:21:24    why ?
+    Mar 04 15:21:34  simplicity
+    Mar 04 15:21:38     The easier it is to pronounce the better :P
+    Mar 04 15:21:49     :P
+    Mar 04 15:21:51  I'm open to two names, but that is more like a Plan D
+    Mar 04 15:21:55    i dont have problems with modern warfare, or bad company 
+    Mar 04 15:22:04  morphed: can you just start with this first?
+    Mar 04 15:22:09  and we can get to that idea after
+    Mar 04 15:22:23    Dokujisan: im afraid i dont like any name there :(
+    Mar 04 15:22:31  pick the better ones
+    Mar 04 15:22:37  they're not all equal
+    Mar 04 15:23:26    "nexodicok sa
+    Mar 04 15:23:26    " really ? :)
+    Mar 04 15:23:43  hu?
+    Mar 04 15:23:50  oops
+    Mar 04 15:23:56  not sure what happened there
+    Mar 04 15:24:10    its sounds like mix of nex, dick and cock ;)
+    Mar 04 15:24:14  that is supposed to be "nexodic"
+    Mar 04 15:24:26  and I accidentlally typed "ok sa" 
+    Mar 04 15:24:29  like I was in IRC
+    Mar 04 15:24:47  I didn't realize which window was active :-P
+    Mar 04 15:25:45     I said Zenux btw
+    Mar 04 15:26:30     iirc -z- liked that one :X
+    Mar 04 15:26:31    Zenon :)
+    Mar 04 15:26:41     morphed, no :P Common :P
+    Mar 04 15:26:52    its redneck name in polish :)
+    Mar 04 15:37:17 *   FruitieX (~FruitieX@a83-245-194-105.elisa-laajakaista.fi) has joined #notnexuiz
+    Mar 04 15:37:21   Evening.
+    Mar 04 15:37:53     Ello
+    Mar 04 15:38:04  hi
+    Mar 04 15:38:07    hi
+    Mar 04 15:38:07     Right now we're still trying to find a name if we do fork
+    Mar 04 15:38:15    when we do fork
+    Mar 04 15:38:17  almmost done with the list here
+    Mar 04 15:38:28   Zymotic
+    Mar 04 15:38:31   hehe kidding
+    Mar 04 15:38:47    old joke ;)
+    Mar 04 15:40:24  I actually considered that at first, but nah
+    Mar 04 15:41:36    Citomyz ziuxen
+    Mar 04 15:44:08  did  you guys go through that list?
+    Mar 04 15:44:58    taoki is working on it right now afaik
+    Mar 04 15:45:11  yes, almost done here, in a minute
+    Mar 04 15:46:29    http://norefuge.net/vgng/vgng.html 
+    Mar 04 15:47:34    Amish Assault Pinball 
+    Mar 04 15:48:19   Lol
+    Mar 04 15:48:21    Battle Shock 
+    Mar 04 15:48:21  Done here http://pastebin.com/nWkJF7TD
+    Mar 04 15:48:31  Yeah, I left only 4 from the available .coms
+    Mar 04 15:48:42  thanks
+    Mar 04 15:48:46  Np
+    Mar 04 15:49:05  After this, we should probably make a tpo 5-6 and do an elimination, or a forum pool with them
+    Mar 04 15:49:09  *top
+    Mar 04 15:49:10   does not have to be .com :-)
+    Mar 04 15:49:20  thats good
+    Mar 04 15:49:34     I personally want Zenux :P
+    Mar 04 15:49:48     Or Xenux 
+    Mar 04 15:50:31  Yes, same with the first :)
+    Mar 04 15:50:39    its it name of a god of some cult ?
+    Mar 04 15:50:39  Xenux too, but not as much
+    Mar 04 15:51:06  Zenux or Zenuix or even Zeniux were my favorites from the start
+    Mar 04 15:51:06     What I would prefer is not having to change the name at all
+    Mar 04 15:51:12     But it seems IllFonic doesn't want that.
+    Mar 04 15:52:45    everybody have troubles saying nexuiz 
+    Mar 04 15:52:53  yep
+    Mar 04 15:52:58 <}-z-{> div suggested we call it 'capsized' :-P
+    Mar 04 15:53:01  Nexuiz never was a good name
+    Mar 04 15:53:13 <}-z-{> as a joke of course but I figured I'd spread the humor
+    Mar 04 15:53:17  but the symbol was good and the shortened "Nex" and "Nexers" sounded good
+    Mar 04 15:53:31 <}-z-{> nextfps
+    Mar 04 15:53:37  so if we can come up with a name that also has good features, but isn't confusing to pronounce, then we'll be doing well
+    Mar 04 15:53:55 <}-z-{> nexfor (what's a nex for?)
+    Mar 04 15:54:09   22:53:15 < }-z-{> div suggested we call it 'capsized' :-P
+    Mar 04 15:54:10   :p
+    Mar 04 15:54:12 <}-z-{> there's a dickfore on your face
+    Mar 04 15:54:17 <}-z-{> "what's a dick for?"
+    Mar 04 15:54:22  Try to imagine the first time you saw the name "Nexuiz"
+    Mar 04 15:54:31  remind yourself that your reaction was "wtf?"
+    Mar 04 15:54:46  so that way when we are thinking about this new name, we're letting that name go
+    Mar 04 15:55:14  we've been conditioned to be used to "Nexuiz" and we're familiar with it now and associate good things with it
+    Mar 04 15:55:18  but it's really not an awesome name
+    Mar 04 15:55:36 <}-z-{> I said, "oh, must be european"
+    Mar 04 15:55:44  likewise, we can build up another name that starts off being more clear to pronounce
+    Mar 04 15:55:49     I thought it was alien.....
+    Mar 04 15:55:52     .... Alientrap
+    Mar 04 15:55:52    iirc when nexuiz was showed first time in tv, presenter had troubles to say it 
+    Mar 04 15:55:59 <}-z-{> because we english speaking folk only use language rules that make sense.....
+    Mar 04 15:57:28   tbh, me too :D
+    Mar 04 15:57:35   I never knew how to spell it, untill the first time I've heard the announcer :D
+    Mar 04 15:57:44  I'm talking cubeowl into the fork
+    Mar 04 15:57:56  he's kinda heartbroken 
+    Mar 04 15:58:08  sorta like Samual  :-P
+    Mar 04 15:58:14     Yes >.>
+    Mar 04 15:58:18     I liked Nexuiz <.<
+    Mar 04 15:58:31     On the other hand, this leaves us open to changes
+    Mar 04 15:58:36  exactly!
+    Mar 04 15:58:38  good changes!!!
+    Mar 04 15:58:39     And it allows us to structure the team better
+    Mar 04 15:58:43  yes!!!!!!!
+    Mar 04 16:00:25 <}-z-{> yep
+    Mar 04 16:00:31 <}-z-{> build a stronger smarter foundation
+    Mar 04 16:00:36 <}-z-{> and 'clean out the attic' if you will
+    Mar 04 16:01:01    also it will boost motivation and energy 
+    Mar 04 16:01:11 <}-z-{> the hardest part of the transition will be to rebuild the infrastructure for development
+    Mar 04 16:01:18 <}-z-{> which will take a least 3 servers
+    Mar 04 16:01:23  samual, -z-, morphed: did you go through the list?
+    Mar 04 16:01:35 <}-z-{> the repository can be handled on icculus git
+    Mar 04 16:01:57 <}-z-{> I have a machine (nn vps) I can donate to be used for test builds and test servers, maybe other things
+    Mar 04 16:02:17 <}-z-{> and shared hosting for the website, mirrors.  dokujisan I believe also has a webserver for such files
+    Mar 04 16:02:25 <}-z-{> I have a mac to do cross platform compiles
+    Mar 04 16:02:29 <}-z-{> Dokujisan: not yet
+    Mar 04 16:02:52     Dokujisan, I honestly don't like many at all :P lawl Taoki's list is more than what I would've liked
+    Mar 04 16:03:21  Samual: this is to help give a direction on more brainstorming
+    Mar 04 16:03:31 <}-z-{> zeniux is the smoothest out of the list still but not sure if that's the best and div didn't want to use 'zen'
+    Mar 04 16:03:37  pick your best, even if they aren't fully good enough for your liking
+    Mar 04 16:03:57     Xenuix?
+    Mar 04 16:04:02     Er
+    Mar 04 16:04:03 <}-z-{> that's gross
+    Mar 04 16:04:04     Xeniux
+    Mar 04 16:04:13     stfu fool, I don't see you thinking up anything better
+    Mar 04 16:04:25 <}-z-{> that's because you weren't here earlier when we were thinking
+    Mar 04 16:04:29 <}-z-{> oooooh
+    Mar 04 16:04:34 <}-z-{> gonna need some ice for that burn :-P
+    Mar 04 16:04:35     I saw the log
+    Mar 04 16:04:46     Dokujisan pastebined it :P
+    Mar 04 16:04:47 <}-z-{> how about notnex?
+    Mar 04 16:04:48     I wasn't impressed
+    Mar 04 16:05:01  Samual: where?
+    Mar 04 16:05:09     From this room?
+    Mar 04 16:05:09  oh nvm
+    Mar 04 16:05:12  I misread
+    Mar 04 16:05:14     lawl
+    Mar 04 16:05:26 <}-z-{> uzinex
+    Mar 04 16:05:48 <}-z-{> zinex.org AVAILABLE
+    Mar 04 16:05:56 <}-z-{> 5 letter ones are good if we can get one of derm
+    Mar 04 16:06:14  yreah
+    Mar 04 16:06:25 <}-z-{> xudex
+    Mar 04 16:06:27 <}-z-{> ex you decks
+    Mar 04 16:06:34 <}-z-{> welcome to ex you decks
+    Mar 04 16:07:01  don't pick each name apart. mainly just skim through and remove the ones that are absolutely horrible
+    Mar 04 16:07:03    Dokujisan: my filter http://pastie.org/854491
+    Mar 04 16:07:07  k thanks
+    Mar 04 16:07:21   zinex.org is something to consider :-)
+    Mar 04 16:07:22 <}-z-{> devnex?
+    Mar 04 16:07:32    how about we invite tzork here ?
+    Mar 04 16:07:37 <}-z-{> go for it
+    Mar 04 16:07:38  absolutely
+    Mar 04 16:07:40   do it
+    Mar 04 16:07:44  I was trying to get cubeowl first
+    Mar 04 16:07:47 <}-z-{> dev[elopers][nex]uiz
+    Mar 04 16:07:55 <}-z-{> err, I did my boxes rong
+    Mar 04 16:08:01 <}-z-{> dev[elopers]nex[uiz]
+    Mar 04 16:08:03 <}-z-{> wrong*
+    Mar 04 16:08:04 <}-z-{> ^_^
+    Mar 04 16:08:15     dex?
+    Mar 04 16:08:17     :P
+    Mar 04 16:08:23 *   CuBe0wL (~akion@BKTFW13.usn.hu) has joined #notnexuiz
+    Mar 04 16:08:26  yay :-D
+    Mar 04 16:08:29     Welcome, CuBe0wL 
+    Mar 04 16:08:30    hey
+    Mar 04 16:08:33 <}-z-{> hey
+    Mar 04 16:08:58    hi
+    Mar 04 16:09:08  CuBe0wL: go through this list and remove the ones that are absolutely horrible and give the list back to me... http://pastie.org/private/3cxafiq3ogsmnbcileaoog
+    Mar 04 16:09:49    or shot some new names 
+    Mar 04 16:09:55   hai CuBe0wL 
+    Mar 04 16:09:57  do that after
+    Mar 04 16:10:39   night
+    Mar 04 16:10:41    I think I'll have to read the avaible .coms
+    Mar 04 16:10:43   will read backlog in morning :>
+    Mar 04 16:10:57     Dokujisan, can you include .org?
+    Mar 04 16:11:01  CuBe0wL: we have a plan A and plan B...so choose also the non-available .coms
+    Mar 04 16:11:10     How are you generating that list Dokujisan 
+    Mar 04 16:11:12  Samual: we'll get to that after
+    Mar 04 16:11:14  by hand
+    Mar 04 16:11:28     I bet you can get a script to do that
+    Mar 04 16:11:31 <}-z-{> biznex haha
+    Mar 04 16:11:32 *   Samual looks at -z-
+    Mar 04 16:11:46 <}-z-{> was funnier in my head
+    Mar 04 16:11:55  Samual: I have a program that will do it actually
+    Mar 04 16:11:58 <}-z-{> because it sounds like 'biznazz'
+    Mar 04 16:12:08 <}-z-{> Samual: I have one, it's called an intern :-P
+    Mar 04 16:12:42     Bitch I have one too
+    Mar 04 16:12:46     It's called a bash script
+    Mar 04 16:12:52 <}-z-{> more like bitch script
+    Mar 04 16:12:54     It just resolves the names :P
+    Mar 04 16:12:55     -.-
+    Mar 04 16:12:58 <}-z-{> :-P
+    Mar 04 16:13:11    Quadriux ?
+    Mar 04 16:13:29 <}-z-{> alright, time to hop onto my iron horse and gallop away from the falling sun
+    Mar 04 16:13:40 <}-z-{> I will catch you gentlemen later
+    Mar 04 16:13:41    pronounced as "Kvadrius"
+    Mar 04 16:13:49 <}-z-{> keep me updated on progress
+    Mar 04 16:14:03 <}-z-{> quadraplinex
+    Mar 04 16:14:16 <}-z-{> cleanex (har har)
+    Mar 04 16:14:29 <}-z-{> klennex is a brand of facial tissues
+    Mar 04 16:14:31    xodiox ... this one has pottential imhp
+    Mar 04 16:14:32     We'd get sued on that one
+    Mar 04 16:14:39 <}-z-{> k, pz
+    Mar 04 16:14:44     kleenex actually :P
+    Mar 04 16:14:44     Cya
+    Mar 04 16:14:52    bye }-z-{ 
+    Mar 04 16:14:56    CuBe0wL: xanax ;)
+    Mar 04 16:15:04    haha
+    Mar 04 16:15:30 *   Dokujisan waits for lists :-)
+    Mar 04 16:15:34    exacly
+    Mar 04 16:15:34    Forxiuz
+    Mar 04 16:15:37    :D
+    Mar 04 16:15:41 *   Dokujisan looks at Samual 
+    Mar 04 16:15:45    CuBe0wL: maybe you know some cool drugs name ? :)
+    Mar 04 16:15:54     Oh I didn't actually MAKE the script yet
+    Mar 04 16:16:02     Tell -z- to make his interns do shit
+    Mar 04 16:16:46    3-4-phosohoribozile-amino-imidazole-suchsinocarboxamid-snthethase :D
+    Mar 04 16:16:49   IllNex
+    Mar 04 16:16:52   NexFonics
+    Mar 04 16:16:56   -s
+    Mar 04 16:16:58   k bai :p
+    Mar 04 16:17:09  Samual: I don't need the script
+    Mar 04 16:17:13  just need input on the names
+    Mar 04 16:17:18    that one is an enzyme name btw :D
+    Mar 04 16:17:31     I like mainly what Taoki picked out
+    Mar 04 16:17:34  ok
+    Mar 04 16:17:47     But mostly Zenux or Zeniux or Xenux and etc
+    Mar 04 16:17:51    wuzzat?
+    Mar 04 16:18:54    zeniux... yeah, then we'll have shaloin monks fighting over what's the best way to place that vase in a map according to latest feng-shui trends
+    Mar 04 16:19:31     Haha
+    Mar 04 16:19:34     Okay >.>
+    Mar 04 16:19:34    zeniux is very silly in polish 
+    Mar 04 16:19:47     Yes
+    Mar 04 16:20:17    bbl
+    Mar 04 16:20:41     Hey another thing we can change
+    Mar 04 16:20:43     NEW FONT.
+    Mar 04 16:20:46     ..........
+    Mar 04 16:20:47     .....................
+    Mar 04 16:21:05     amiriteoramirite?
+    Mar 04 16:21:09    maybe some cheesy oldschool arcade game name that tells about gameplay ?
+    Mar 04 16:21:21    wingdings at least
+    Mar 04 16:23:15     SFIACF?
+    Mar 04 16:23:16     :X
+    Mar 04 16:23:29     Simple, fast, intense and completely free -.-
+    Mar 04 16:23:31     Nah i'm kidding.
+    Mar 04 16:24:59  ok here are my picks from the list
+    Mar 04 16:25:00  http://pastie.org/private/i9x5ccvczyqjajmngwhzwa
+    Mar 04 16:25:44 *   tZork (~blah@c-b42f72d5.31-97-64736c10.cust.bredbandsbolaget.se) has joined #notnexuiz
+    Mar 04 16:25:53    hi
+    Mar 04 16:25:54     Ello tZork
+    Mar 04 16:26:01  I mostly like nexeon, nexion, nexotic, nexilus or nexolus out of the whole list....but I could tolerate the others
+    Mar 04 16:26:02  hi
+    Mar 04 16:26:27     Well
+    Mar 04 16:26:44     I would say we could do a forum post and have a poll.....
+    Mar 04 16:26:49  nooooooooo
+    Mar 04 16:26:52  can't do this publicly
+    Mar 04 16:26:54     But do we want to announce that we're doing this --
+    Mar 04 16:26:56     Yeah
+    Mar 04 16:27:09  to get the basics outa the way first: im not nessesarely pro-fork
+    Mar 04 16:27:21  yeah I cubeowl suggested that
+    Mar 04 16:27:44  cubeowl wasn't either, but I think I helped clear up some things about it for him. Now he's likely on the fence or better
+    Mar 04 16:28:00  tZork: what are your main reasons for not wanting a fork in this case?
+    Mar 04 16:28:08  what are the downsides?
+    Mar 04 16:28:32  forking / renaming is sort of admitting defeat, and could possibly mean a lengthy conflict over who's got teh right to what.
+    Mar 04 16:29:03  ok first point, we've already discussed a plan for management
+    Mar 04 16:29:12  im not saying im nessesarely against it eigther; just that its not a all good option.
+    Mar 04 16:29:17    i think that we cant win this
+    Mar 04 16:29:25  it needs refinement, but keep in mind that Nexuiz had no outline for how to manage things
+    Mar 04 16:29:30    and with GPL cant be any conflict
+    Mar 04 16:30:07  but with this new game, we're talking about having it run by a select group (which hasn't been decided yet, just the idea mentioned) for major decisions
+    Mar 04 16:30:17  not one single leader
+    Mar 04 16:30:22  and that already is a plus
+    Mar 04 16:30:34  i would nto count on it morphed, the last few says i experianced things i tought gpl would make impossible.
+    Mar 04 16:31:05  we're also only going to be committed to this one game, unlike alientrap
+    Mar 04 16:31:36  verm admits that he did this choice primarily because he wants to further alientrap.
+    Mar 04 16:32:26  so whatever name is chosen for the game, the development team will be called "the  team"
+    Mar 04 16:33:01  i sugest keeping the name nexuiz in that case. possibly pre or postfix it.
+    Mar 04 16:33:03  so far, we've had some great discussions with div0 over the past 24 hours
+    Mar 04 16:33:10  we can't keep the name
+    Mar 04 16:33:17  we need to let that go
+    Mar 04 16:33:38    also its not such a great name 
+    Mar 04 16:33:55  here is what I said just a few minutes before you arrived.....
+    Mar 04 16:33:57   Try to imagine the first time you saw the name "Nexuiz"
+    Mar 04 16:33:57   remind yourself that your reaction was "wtf?"
+    Mar 04 16:33:57   so that way when we are thinking about this new name, we're letting that name go
+    Mar 04 16:33:57   we've been conditioned to be used to "Nexuiz" and we're familiar with it now and associate good things with it
+    Mar 04 16:33:57   but it's really not an awesome name
+    Mar 04 16:33:57  <}-z-{> I said, "oh, must be european"
+    Mar 04 16:33:57   likewise, we can build up another name that starts off being more clear to pronounce
+    Mar 04 16:34:07  sure we can, noone owns it afaik. so something like Nexuiz::Nextgen is totally ok to use. and as a plus it will draw some media from ill*
+    Mar 04 16:34:12  and at
+    Mar 04 16:34:57  I would think that alientrap would be able to fight for rights to that trademark....and that means vermeluen
+    Mar 04 16:35:07   <}-z-{> I said, "oh, must be european"
+    Mar 04 16:35:13  teh fuck lol?
+    Mar 04 16:35:23  and I wouldn't feel right about just stealing that name anyway...not to mention that we don't have the domain
+    Mar 04 16:35:32  for whatever name we choose, we should have control over the domain
+    Mar 04 16:35:44  so nobody can just sell it or give it someone else
+    Mar 04 16:36:34  we also discussed numerous other improvements that we can focus on
+    Mar 04 16:36:45  like div0 agreed to a central registration system
+    Mar 04 16:36:50    tZork: for me it sounds french 
+    Mar 04 16:36:57  with ihs certain preferences for protecting privacy
+    Mar 04 16:37:02  his*
+    Mar 04 16:37:16  and I talked with him at length about doing official training servers
+    Mar 04 16:37:27  and organizing mapping projects
+    Mar 04 16:37:42  basically, I hope to become an official community organizer in that regard
+    Mar 04 16:38:21  "official" being key here. When things are left to be done by only the community, there is a disadvantage. If things are done from the top down, a lot more momentum can be achieved.
+    Mar 04 16:38:39  I can hopefully do what I did for nexuiz but on a larger scale
+    Mar 04 16:39:07  this is precisely why I wanted a fork for nexuiz last year....but we didn't have a main developer
+    Mar 04 16:39:24  Nexuiz is a semi-successful project by accident
+    Mar 04 16:39:54  if it were handled properly, it would have achieved so much more by now
+    Mar 04 16:40:18  i allready have two other game projects fightning for my attention, beside my regular work. only reaso i stayed with nexuiz was the legacy and the community.
+    Mar 04 16:40:20  but it really didn't have any organization or leadership. Div0 lead out of necessity
+    Mar 04 16:40:42  well really the community is likely to come along with us
+    Mar 04 16:41:03  we're going along with the new fork....and you like us, right? :-D
+    Mar 04 16:41:17  .........right? :-o
+    Mar 04 16:41:36  :-(
+    Mar 04 16:41:44  anyway, yeah I know you're involved with other games
+    Mar 04 16:42:04  im sure not against you, but i dont know if i want to get involved at this point
+    Mar 04 16:42:14  like with cubeowl, I know you're busy and I wouldn't be asking you to take some official role that takes up all of your time
+    Mar 04 16:42:21  just support this new project in the same way you did nexuiz
+    Mar 04 16:42:24  better to state that now then let you doos know it later
+    Mar 04 16:42:31    tZork: but legacy will stay, and community will follow us 
+    Mar 04 16:43:10  morphed: maybe, but its a chanse for me to make a break with it all. its not like im swamped with free time thise days.
+    Mar 04 16:43:32  unlike when i first found nexuiz
+    Mar 04 16:43:47  I'm familiar with that
+    Mar 04 16:44:41  one of my otehr projects is possibly merge-able with this fork tough. it thats doable; the story is diffrent.
+    Mar 04 16:44:57    its like heroin, you cant quit :)
+    Mar 04 16:45:18  back
+    Mar 04 16:45:25  tZork: can you tell us more?
+    Mar 04 16:45:30  or is it under wraps?
+    Mar 04 16:45:34  Wow, nice to see so many people joined here :)
+    Mar 04 16:45:44  not really Dokujisan, theres just not all that much to tell 
+    Mar 04 16:46:30  teh idea was to make a game that adress what we tought nexuiz was missing. 
+    Mar 04 16:47:15  :-)
+    Mar 04 16:47:17  perfect
+    Mar 04 16:47:23  and start from a clean codebase
+    Mar 04 16:47:28  ah I see
+    Mar 04 16:47:39  well that's interesting to me, though I'm not a nexuiz developer
+    Mar 04 16:48:28  basicaly just briging along some ideas, both art and code are to be re-built to adress the large issue of legacy bagage nexuiz suffers from.
+    Mar 04 16:48:37  I've heard from other developers that there are some things in nexuiz code that need a cleanup
+    Mar 04 16:49:39  despite div0's exelent work on it, its sadly still very much a planless design. as sutch adding and chaning and not the least understanding the code takes a massive effort
+    Mar 04 16:49:52  at times
+    Mar 04 16:49:55  but I think this central user system is a HUGE change that div0 is finally onboard with and he sees the benefits of it
+    Mar 04 16:50:30  and that system can allow a lot of other features to be possible
+    Mar 04 16:51:19  the second part of l!ft (the oterh project) where to place it in a steam-punk'ish artline. and quite possibly introduce classbased gameplay and PvM gameplay
+    Mar 04 16:53:02  I have basically been slowly heading out the door over the past 6 months as far as Nexuiz is concerned. I was too dissatisfied and wanted to focus on something more productive, so I also have other projects that I'm getting involved in
+    Mar 04 16:53:13  I gave up on Nexuiz community efforts
+    Mar 04 16:53:21  because it was like swimming upstream
+    Mar 04 16:53:38  indeed
+    Mar 04 16:53:43  and this is why I tried to organize a fork before.... like last August
+    Mar 04 16:54:03  but this mistake by vermeleun could turn out to be a wonderful thing
+    Mar 04 16:54:05  a clean slate
+    Mar 04 16:54:54  and this interests me again
+    Mar 04 16:55:08  especially after my conversations with div0 over the past 24 hours
+    Mar 04 16:55:35  to be honest, div0 has changed over the past ....I dunno... 8 moths? To me he seems to have changed
+    Mar 04 16:56:27  months*
+    Mar 04 16:57:27  but it was good conversation, good ideas discussed and if half of them actually happen, the result will be a game a lot better than Nexuiz
+    Mar 04 16:57:58  with a bigger and stronger community
+    Mar 04 16:58:16  i will air this with the l!ft team and get back
+    Mar 04 17:01:11  cool
+    Mar 04 17:01:17  i do have a few thing i feel strongly should be done if i are to join this fork, like at the very least trash all current player models and seriosly audit the code. preferably remake it by pulling things over to a new codebase.
+    Mar 04 17:01:35  yes we did discuss new player models
+    Mar 04 17:01:57  and a new set of default maps
+    Mar 04 17:02:13  that too
+    Mar 04 17:02:18  I started a list of maps that could use "fixing" and testing before being added
+    Mar 04 17:09:11  http://alientrap.org/forum/viewtopic.php?f=19&t=6054 =P
+    Mar 04 17:09:32  Been crazy enough to work on that all day
+    Mar 04 17:10:51  hahaha
+    Mar 04 17:10:55  exelent
+    Mar 04 17:11:05  thanks :P
+    Mar 04 17:11:18  http://pics.nexuizninjaz.com/images/zbcmceics6shje6u8wk9.jpg
+    Mar 04 17:11:42  however.. make red spawn with tuba only. };P
+    Mar 04 17:12:13  yarr i lol @ that pic Taoki =)
+    Mar 04 17:12:26  hahaha
+    Mar 04 17:12:32  I can't stop laughing myself... :D
+    Mar 04 17:12:57  very clever :-)
+    Mar 04 17:13:33  thx
+    Mar 04 17:13:38  Taoki: CTF?
+    Mar 04 17:13:42  "where robbing is a way of showing love" omg spot on xD
+    Mar 04 17:13:48  I'll put it on HOCTF
+    Mar 04 17:13:55  Yeah, TDM and CTF
+    Mar 04 17:14:14  TDM is not so good, since you spawn at any spawn point of any team (not sure if that should be fixed)
+    Mar 04 17:15:56  heh you spelled "Nexiuz" properly :-)
+    Mar 04 17:16:03  yeah :P
+    Mar 04 17:20:50    re for a sentence: back on topic, with the serious talking: what do you do with the servers? Let's say, we fork DCC servers to Nexuiz:NeXtgen. how'd you inform the masses, who don't read the forum?
+    Mar 04 17:21:04    also, I've just had a BRILLIANT idea for fork name:
+    Mar 04 17:21:09    Pheonix
+    Mar 04 17:21:22    pronounced ofc. as Phoenix :D
+    Mar 04 17:21:46  Hmmm... that soulds pretty. Nice idea :)
+    Mar 04 17:21:50  I'll be informing the masses from HOCTF and HODM servers in the states
+    Mar 04 17:21:52    homage to Nexuiz typo, and representing the way a killed game is reborn from it's ahes :D
+    Mar 04 17:22:12  heh, I made a server once called Phoenix
+    Mar 04 17:22:21  As for informing the masses, I spoke about that with div0 yesterday (we all did on the channel iirc). We can make a new csprogs and put it on servers, that will inform about this
+    Mar 04 17:22:24  Also, another idea
+    Mar 04 17:22:31  it was "rising from the ashes: of Fusion CTF" my previous server
+    Mar 04 17:22:35  turns out that name is overplayed
+    Mar 04 17:22:48  ok Nexiuz Wars loading on HOCTF1
+    Mar 04 17:23:00  Alias a command to chat a message when playing on servers. But not to press it all the time in an annoying spammy way
+    Mar 04 17:23:09  I'll do that once the new name is decided
+    Mar 04 17:23:11   Pheonix
+    Mar 04 17:23:13  +1
+    Mar 04 17:23:16  And press it every once in a while on the DCC servers
+    Mar 04 17:23:20  yeah
+    Mar 04 17:23:53    though I'm still pro Nexuiz, and no forking
+    Mar 04 17:23:59    I like spoon better ;)
+    Mar 04 17:25:35  haha Taoki there are holes in the floor
+    Mar 04 17:25:55  holes?
+    Mar 04 17:26:02  yeah I fall through
+    Mar 04 17:26:05    OT again before I leave: ffs, we've printed a final draft of my thesis before binding it, to read through once more
+    Mar 04 17:26:17  weird. Probably some compilation issues...
+    Mar 04 17:26:19  *issues
+    Mar 04 17:26:24    I've already written a full A4 page with errors I've found
+    Mar 04 17:26:25  right outside the bases
+    Mar 04 17:26:38    and I'm still at only the 10th page
+    Mar 04 17:26:48  If its on the terrain, might be another issue with patch meshes
+    Mar 04 17:31:18 *   DibTop (~chatzilla@c-71-233-23-46.hsd1.ma.comcast.net) has joined #notnexuiz
+    Mar 04 17:31:28     hi notnexuiz :)
+    Mar 04 17:31:29    phoenix is great idea but without switched letters 
+    Mar 04 17:31:37  hello
+    Mar 04 17:31:46    hi
+    Mar 04 17:31:57     anyone have a pastie of what was already said so no one has to repeat
+    Mar 04 17:32:29  i only got a partial
+    Mar 04 17:32:29  I rather like CuBe0wL's version with switched letters. It sounds a bit better for a game like Nexuiz (if we can still call it such until its renamed)
+    Mar 04 17:33:08     one thing im working on right now is rigging oblivion's latest model
+    Mar 04 17:33:14  Dokujisan?
+    Mar 04 17:33:22     mostly for practice but if its any good
+    Mar 04 17:34:15 DibTop div0 
+    Mar 04 17:34:20  DibTop: there has been a ton of conversation
+    Mar 04 17:34:25  I'll show you what I have
+    Mar 04 17:34:27  hang on
+    Mar 04 17:34:30     thanks
+    Mar 04 17:35:52  im interested on what was said before i arrived too Dokujisan
+    Mar 04 17:36:37  here is the entire chat since I joine #notnexuiz yesterday
+    Mar 04 17:36:39  http://www.nullgaming.com/stuff/notnexuiz.log
+    Mar 04 17:37:43  heh a bit if bedtime reading ^^
+    Mar 04 17:37:48  :-)
+    Mar 04 17:39:58 *   soul81 (~soul@a83-163-47-227.adsl.xs4all.nl) has joined #notnexuiz
+    Mar 04 17:40:05  soul81: ?
+    Mar 04 17:40:18  from netherlands?
+    Mar 04 17:40:18 *   soul81 is now known as SoulKeeper_p
+    Mar 04 17:40:20   ;)
+    Mar 04 17:40:20  ahhh
+    Mar 04 17:40:33   here is the entire chat since I joine #notnexuiz yesterday
+    Mar 04 17:40:33   http://www.nullgaming.com/stuff/notnexuiz.log
+    Mar 04 17:40:47  a lot of reading...so I suggest just skimming
+    Mar 04 17:40:58   tnx Dokujisan 
+    Mar 04 17:41:19   tZork, just poked me, thought join chan
+    Mar 04 17:41:26     Dokujisan: make it the topic
+    Mar 04 17:41:30 *   Dokujisan has changed the topic to: here is most of the conversation so far -- http://www.nullgaming.com/stuff/notnexuiz.log
+    Mar 04 17:56:51  the interesting part for me starts at Mar 04 06:19:44 
+    Mar 04 18:04:58  will have to continiue reading tomorrow, work in 5h, and i better try n get some sleep first.
+    Mar 04 18:05:50  k, cya
+    Mar 04 18:15:55 *   tZork is now known as tZork|gone
+    Mar 04 18:43:19    what about esteel?
+    Mar 04 18:43:31    he was a major contributor too
+    Mar 04 18:43:46    I think we'd need to invite him here too
+    Mar 04 18:44:01    yeah
+    Mar 04 18:46:49 <[-z-]> nexion, nexotic, xenux, zenux are mine out of your last list Dokujisan
+    Mar 04 18:47:09  k
+    Mar 04 18:48:00 <[-z-]> Dokujisan: are you in darkplaces?
+    Mar 04 18:48:07 <[-z-]> #darkplaces
+    Mar 04 18:48:08  the channel? no
+    Mar 04 18:48:11 <[-z-]> ah
+    Mar 04 18:48:12 <[-z-]> hold
+    Mar 04 18:48:21  should I be?
+    Mar 04 18:48:59 <[-z-]> probably
+    Mar 04 18:48:59  Any news about the name? Do we have a top 4-5-6 yet?
+    Mar 04 18:49:00 <[-z-]> on anynet
+    Mar 04 18:49:13 <[-z-]> http://pastie.org/854774
+    Mar 04 18:49:28  omg diablo
+    Mar 04 18:49:32  I'm not a fan of his
+    Mar 04 18:50:02 <[-z-]> there is more log too if you'd like
+    Mar 04 18:50:05 <[-z-]> some interesting stuff is said
+    Mar 04 18:51:34  eh, if it involves diablo, I probably don't want to read it
+    Mar 04 18:51:35  heh
+    Mar 04 18:51:41 <[-z-]> http://pastie.org/854777 nope
+    Mar 04 18:54:16  [12:59:23 pm]  div0: I share the theory that it will boost popularity of existing Nexuiz
+    Mar 04 18:54:17  yikes!
+    Mar 04 18:55:24  It's not impossible.
+    Mar 04 18:56:23  They own that name now. The game we know and play as Nexuiz is an asterisk
+    Mar 04 18:56:45 <[-z-]> omg that's a great name :-P
+    Mar 04 18:56:46 <[-z-]> Nexuiz*
+    Mar 04 18:56:52  :-)
+    Mar 04 18:57:50  Apart from the popularity loss, I kinda have the feeling it was after all just a name. It doesn't change anything that we see while we play, so Nexuiz is still Nexuiz to me.
+    Mar 04 18:58:06  the name is a lot
+    Mar 04 18:58:13 <[-z-]> yes but that mangled name was ours
+    Mar 04 18:58:14  that should not be underestimated
+    Mar 04 18:58:25 <[-z-]> and we all worked together to build what it represents
+    Mar 04 18:58:30  We invested our time to build up that name
+    Mar 04 18:58:31 <[-z-]> and this new image does not represent us
+    Mar 04 18:58:39  Well, it does also mean a lot in the sense that... we are used to it so it's like loosing something we cared for
+    Mar 04 18:58:49 <[-z-]> but our rolling stone of a father has tried to tell us this is what we need
+    Mar 04 18:59:21  vermeulen certainly did nothing to build up that name. In selling the name (directly or indirectly), he sold our effort and investment in the name
+    Mar 04 18:59:29    if we change name, we have milions of players that downloaded nexuiz and didnt liked it back then
+    Mar 04 18:59:35  and we now lose that which we helped build up
+    Mar 04 19:00:05  I can't ignore the fact that if it wasn't for Vermeulen, Nexuiz wouldn't have existed, however.
+    Mar 04 19:00:10    they might download new game because they dont know its old nexuiz 
+    Mar 04 19:00:13  yes, starting over....especially with the backstory of a failed GPL project, can attract a flood of new players ....if we do it properly
+    Mar 04 19:00:36  this fork would attract a lot of attention
+    Mar 04 19:00:39  or could
+    Mar 04 19:00:40    and by millions i mean actual numbers from sourceforge downloads :)
+    Mar 04 19:00:40 <[-z-]> Taoki: but perhaps another game would have
+    Mar 04 19:00:47  brb....food
+    Mar 04 19:01:49  I'm confused as to why this is called a fork. Wouldn't it be a fork if we split it into two projects?
+    Mar 04 19:02:01  Im rather seeing it as a renaming
+    Mar 04 19:02:14 <[-z-]> the future of the alientrap AT is unknown
+    Mar 04 19:02:20 <[-z-]> at nexuiz*
+    Mar 04 19:03:02  Oh... there might still be one? I thought it's just this Nexuiz getting renamed. That would be bad... there would be two GPL Nexuizes
+    Mar 04 19:03:18 <[-z-]> well, it would likely die if we fork
+    Mar 04 19:03:28 <[-z-]> unless vermeulen finds a new team
+    Mar 04 19:04:12  yeah. Two GPL Nexuizes would be a horrible idea imo.
+    Mar 04 19:04:26 <[-z-]> well this would be a different game
+    Mar 04 19:04:45 <[-z-]> sounds like a lot of people want to take the opportunity to streamline some things
+    Mar 04 19:04:57  Of course, if Vermeulen may wish to do a fock himself to still maintain a GPL Nexuiz of his own, with a team of his own, that would be his choice. Though it would hurt everything badly.
+    Mar 04 19:05:03  *fork
+    Mar 04 19:05:14 <[-z-]> I doubt he'd have the interest
+    Mar 04 19:05:18  I hope it son't be the case
+    Mar 04 19:05:20  yeah
+    Mar 04 19:05:25 <[-z-]> except only to try and defend his honor
+    Mar 04 19:05:31 <[-z-]> but doing so might even make it worse
+    Mar 04 19:05:53 <[-z-]> There are enough people that feel like the captain abandoned them
+    Mar 04 19:06:04  Yeah, most of us do.
+    Mar 04 19:06:18 <[-z-]> div0: is it true that Vermeulen paid you?
+    Mar 04 19:07:27 <[-z-]> http://alientrap.org/forum/viewtopic.php?f=1&t=6047&start=0#p76262
+    Mar 04 19:08:43 <[-z-]> depending on how vermeulen can spin this PR disaster we might not even have to split
+    Mar 04 19:10:09  I hope he doesnt own the alientrap.com website, or the forum
+    Mar 04 19:13:51     the name should be DiaboliK really  :P
+    Mar 04 19:14:28     did someone suggest Phoenix?
+    Mar 04 19:14:48  Something similar
+    Mar 04 19:14:53  yeah, that too
+    Mar 04 19:15:51  I'm curious about the name. Is there any plan as to when it is decided, or a top with the best names for now?
+    Mar 04 19:18:40     DiaboliK as a name wouldn't suck actually :P
+    Mar 04 19:18:45     lawl
+    Mar 04 19:18:51     It's better than some of the other stuff
+    Mar 04 19:23:10  whatever happens with the name, and I was saying this yesterday, we should take some time to pick the proper name
+    Mar 04 19:23:12  we have some time
+    Mar 04 19:27:02  nexion, nexotic
+    Mar 04 19:27:11  nexion is sorta taken already in gaming
+    Mar 04 19:27:22  and nexon
+    Mar 04 19:27:34  but nexotic doesn't have anything game-related that I can find
+    Mar 04 19:28:06  an I found a clan naned team nexotic
+    Mar 04 19:28:28  a dance crew named nexotic :-)
+    Mar 04 19:29:03  Not sure on Nexotic here. Would be a good name though
+    Mar 04 19:30:18  I like the idea of making a game where we can create a new symbol for it
+    Mar 04 19:30:56     I like Nexotic
+    Mar 04 19:31:09  what about Nexodic?
+    Mar 04 19:31:15  I like the 't' better
+    Mar 04 19:31:22  what about Nexilus?
+    Mar 04 19:31:23     t is better imo
+    Mar 04 19:31:31     Nexilus is too similar :X
+    Mar 04 19:31:44     nexotic.org is available
+    Mar 04 19:31:46     btw
+    Mar 04 19:31:52  yeah... we discussed our planning for this
+    Mar 04 19:31:59  Plan A is to aim for an avialable .com
+    Mar 04 19:32:06     Yeah
+    Mar 04 19:32:07  plan B is to consider .coms that are taken
+    Mar 04 19:32:54  I like the look of a lot of the names beginning with "x"
+    Mar 04 19:33:02  but the pronunciation is trickier
+    Mar 04 19:33:10  like xodius or something
+    Mar 04 19:33:15  xenotic
+    Mar 04 19:33:40  and it's like a backwards of 'nex'
+    Mar 04 19:33:45  'xen'
+    Mar 04 19:34:47  I already picked the ones i support. http://pastebin.com/nWkJF7TD
+    Mar 04 19:35:17  ya I have those
+    Mar 04 19:35:31     ziuxen
+    Mar 04 19:35:46  you really liked nexvium?
+    Mar 04 19:35:47  heh
+    Mar 04 19:36:00  Not a lot, but it sounds acceptable
+    Mar 04 19:36:10  its one of my least favorites from there
+    Mar 04 19:36:46  nexolus is too...weak sounding?
+    Mar 04 19:37:02  I think that's what div0 said
+    Mar 04 19:37:07  using the 'L' sound
+    Mar 04 19:37:58 *   mand1nga (ba88357b@webchat.mibbit.com) has joined #notnexuiz
+    Mar 04 19:38:05  mand1nga!
+    Mar 04 19:38:15   Mr Dokujisan !
+    Mar 04 19:38:21   nice to see you man
+    Mar 04 19:38:23  read the link in the topic if you want. It's lengthy
+    Mar 04 19:38:26     Ello, mand1nga 
+    Mar 04 19:38:32   hey Samual 
+    Mar 04 19:38:35   alright
+    Mar 04 19:38:52   I've exchanged a few words with Lee today
+    Mar 04 19:39:13  heh
+    Mar 04 19:40:04   nothing relevant, just .. knowing the enemy ;)
+    Mar 04 19:40:18     Phoenix make it Phoinex
+    Mar 04 19:40:32     thats a bit weird though
+    Mar 04 19:40:49   http://pastebin.com/pjqt20YN
+    Mar 04 19:40:51  I'm not keen on phoenix. that name is overplayed by now
+    Mar 04 19:41:22  I like it having a name that really has no meaning, a made up word
+    Mar 04 19:41:38   I have the name
+    Mar 04 19:41:45 *   mand1nga <-
+    Mar 04 19:41:46   :>
+    Mar 04 19:43:24  ugh.. I read comments made by vermeulen and the illfonic guy and Lordhavoc and it seems like you can't get through to them
+    Mar 04 19:43:30  and it's also too late, imo
+    Mar 04 19:43:35  what's done is done
+    Mar 04 19:44:11  I mean he can't undo it
+    Mar 04 19:44:15  there are contracts
+    Mar 04 19:44:34   well, that'd be a big problem for them
+    Mar 04 19:44:48  I'm at peace with the idea we'll be continuing under a new name.
+    Mar 04 19:44:56   imho they can't handle the amount of bad press that is coming
+    Mar 04 19:45:05  I'm more than at peace. I'm actually excited for it.
+    Mar 04 19:45:06  The only thing I worry about now is a fork of Nexuiz GPL. That would destroy everything.
+    Mar 04 19:45:24  This would be a fork of Nexiuz GPL
+    Mar 04 19:45:27   I think the commercial version will be dead even before reaching the shelves, like I said before
+    Mar 04 19:45:41  A fork as in, 2 projects continuing fro it
+    Mar 04 19:45:49 <[-z-]> I don't think there is anything to worry about as long as we organize ourselves and our resources properly
+    Mar 04 19:46:00 <[-z-]> improve where the project needs improving and better distribute power
+    Mar 04 19:46:32   I see those are separated issues 1) the future of GPL nexuiz and 2) do something against LV disrepectful/unlawful actions
+    Mar 04 19:46:35  I like everything that's been said so far in this channel since I joined
+    Mar 04 19:46:54  LV?
+    Mar 04 19:46:58 <[-z-]> lee vermeulen
+    Mar 04 19:47:00  oh
+    Mar 04 19:47:16   it seems he is the only one to blame
+    Mar 04 19:47:27  lordhavoc played a role
+    Mar 04 19:47:37  and regardless of what lee says, I still blame illfonic somewhat
+    Mar 04 19:47:39 <[-z-]> different said he never really gave explicity permission to LH
+    Mar 04 19:47:39   yes, a minor one imho, but still
+    Mar 04 19:47:47 <[-z-]> he said it was more a "I might sell this one day" sort of thing
+    Mar 04 19:47:55 <[-z-]> he definitely didn't know about the name thing
+    Mar 04 19:48:39   I just can't stand the fact that div0 was kept out of this, I never seen such a lack of respect/manners before
+    Mar 04 19:48:41     I didn't know about the name being the same
+    Mar 04 19:48:46     However, I knew about the project
+    Mar 04 19:49:06 <[-z-]> how long ago?
+    Mar 04 19:49:07     I've known about it for quite a while too :X
+    Mar 04 19:49:13     Since I got commit access to Nexuiz
+    Mar 04 19:49:13 *   morphed has quit (Read error: Connection timed out)
+    Mar 04 19:49:26 <[-z-]> who told you? LH?
+    Mar 04 19:49:27  To me, Illfonic and Vermeulen are equally guilty
+    Mar 04 19:49:35     LordHavoc confronted me about it, -z-
+    Mar 04 19:49:41 <[-z-]> I figured
+    Mar 04 19:49:47   acces to nexuiz or dp?
+    Mar 04 19:49:51 <[-z-]> and no one told div??
+    Mar 04 19:49:52     Nexuiz
+    Mar 04 19:49:52  well div0 was told about a console port, but he didn't know that it was not going to be benefitting the current Nexuiz and that it would be a completely different game...and of course the use of the name
+    Mar 04 19:49:55     I had DP earlier
+    Mar 04 19:50:02     -z-: I thought he knew
+    Mar 04 19:50:04   wow thats crazy
+    Mar 04 19:50:19     If not, he figured it out for the most part
+    Mar 04 19:50:29     If you look at the commit log, pay attention to most of the GL changes
+    Mar 04 19:50:38 <[-z-]> anyone ever remember a fund raiser for divVerent sponsored by Lee???
+    Mar 04 19:50:38   got to go, ttyl
+    Mar 04 19:50:50   you have all my support guys
+    Mar 04 19:50:52     -z-: No, but i've only been here since 2.4.2
+    Mar 04 19:50:59   (coming from the l!ft team)
+    Mar 04 19:51:02 <[-z-]> that's another thing he claimed in his reply to my ill comment about where the donations were going
+    Mar 04 19:51:02   later.
+    Mar 04 19:51:08 <[-z-]> bye mand1nga
+    Mar 04 19:51:28  thanks mand1nga!
+    Mar 04 19:52:53     Anyway I wasn't aware that they were using our game code either
+    Mar 04 19:53:03     I just thought they were using the engine and that's it
+    Mar 04 19:53:11  that might be true still
+    Mar 04 19:53:14     No
+    Mar 04 19:53:18  oh?
+    Mar 04 19:53:30  They use parts of the gamecode too. I spotted at least the ghost items, and other users confirmed
+    Mar 04 19:53:58     That doesn't necessarily need our gamecode, they could've just taken the feature idea
+    Mar 04 19:54:01     Which, i'm fine with
+    Mar 04 19:54:09     I'm also upset that they're only doing 2 game modes
+    Mar 04 19:54:14     AND THEY'RE REMOVING DEATHMATCH....
+    Mar 04 19:54:16 <[-z-]> I don't trust anyone that makes an all flash website
+    Mar 04 19:54:45     Listen, you don't remove deathmatch from a game which was originally designed to BE a deathmatch game
+    Mar 04 19:54:58 <[-z-]> rm deathmatch
+    Mar 04 19:55:06     Bitch you forgot permissions
+    Mar 04 19:55:06 <[-z-]> rm -f deathmatch
+    Mar 04 19:55:14     -.-
+    Mar 04 19:55:24 <[-z-]> chown z deathmatch && rm -vf deathmatch
+    Mar 04 19:55:36  I agree. Removing deathmatch is something more stupid than concievable. Its the main gametype
+    Mar 04 19:55:36     Fine.
+    Mar 04 19:55:47 <[-z-]> I'd play a CTF only game
+    Mar 04 19:55:53 <[-z-]> but I'd want it to be crazy style ZTF :-P
+    Mar 04 19:56:02 <[-z-]> that is multiple flags with multiple values
+    Mar 04 19:56:05     That and they won't add Keyhunt or any other game modes which could be very successful
+    Mar 04 19:56:20 <[-z-]> ZTF Fortress is the future! :-P
+    Mar 04 19:56:23     I personally would want LMS in there :P
+    Mar 04 19:56:38     I bet you LMS could be fun when the server is constantly full :P
+    Mar 04 19:56:54 <[-z-]> the world may never know
+    Mar 04 19:57:07     Actually it could be calculated
+    Mar 04 19:57:19  ok I need to sleep....but I'm excited for this thing now.
+    Mar 04 19:57:30  so please keep the momentum going
+    Mar 04 19:57:34     lawl
+    Mar 04 19:57:45 <[-z-]> take care Dokujisan
+    Mar 04 19:57:50  cya
+    Mar 04 19:57:53     Cya
+    Mar 04 19:58:15     But honestly I would be fine with this whole thing if their company did 2 things: 
+    Mar 04 19:58:20     Actually.. 3.
+    Mar 04 19:58:44     #1: Change the name to something else... We're the ones with the community who built up the name, we're the ones who want to keep it.
+    Mar 04 19:59:33     #2: Credit all contributors of code and content that they used in the game. (That does mean in the game credits itself)
+    Mar 04 20:00:15     #3: Take heed of the more important things to the community and listen to their opinions about what they want to do with the game.
+    Mar 04 20:00:37 <[-z-]> They already have the "we're better than you, we're saving you, the future is awesome, you don't even know" attitude...
+    Mar 04 20:00:39     ........... Like me with being upset about only having TDM and CTF :P
+    Mar 04 20:00:41 <[-z-]> so goodluck :-P
+    Mar 04 20:01:07     Actually
+    Mar 04 20:01:13     All of that................... OR.......................
+    Mar 04 20:01:15 <[-z-]> we are so honored to have old school quake players who might have played nexuiz once or twice buy out game
+    Mar 04 20:01:18     They give us all their artwork.
+    Mar 04 20:01:19 <[-z-]> our*
+    Mar 04 20:01:20     ^_^
+    Mar 04 20:01:21     ^_^
+    Mar 04 20:01:30     I want their fucking artwork damnit
+    Mar 04 20:01:31     >.>
+    Mar 04 20:01:32 <[-z-]> yeah, I can't believe they've been such jerks about content too
+    Mar 04 20:01:34 <[-z-]> well
+    Mar 04 20:01:38 <[-z-]> as I said to div in pm
+    Mar 04 20:01:46 <[-z-]> even if they just made us a few new models for our game
+    Mar 04 20:01:51 <[-z-]> it would appease the crowd
+    Mar 04 20:02:02     Indeed
+    Mar 04 20:02:04     Well
+    Mar 04 20:02:08     I want that style :P
+    Mar 04 20:02:16 <[-z-]> severance pk3
+    Mar 04 20:02:19 <[-z-]> harrr
+    Mar 04 20:02:25     Listen, the style they went for with the artwork is what i've always wanted from Nexuiz 
+    Mar 04 20:02:33     When I dream of Nexuiz, that's what I see
+    Mar 04 20:02:34     :P
+    Mar 04 20:02:35     :P
+    Mar 04 20:02:39 <[-z-]> samual is in loooooove, samual is in loooooove
+    Mar 04 20:02:44     Bullshit
+    Mar 04 20:02:46     But well
+    Mar 04 20:02:47 <[-z-]> lol
+    Mar 04 20:02:51    gn
+    Mar 04 20:02:55     Seriously, that artwork is awesome.
+    Mar 04 20:02:56 <[-z-]> nice CuBe0wL
+    Mar 04 20:03:01     gn CuBe0wL 
+    Mar 04 20:03:06     nite*? 
+    Mar 04 20:03:33 <[-z-]> nite*
+    Mar 04 20:03:35 <[-z-]> :)
+    Mar 04 20:03:37     ^_^
+    Mar 04 20:04:43     Anyway, those things happening are what would stop me from leaving Alientrap 
+    Mar 04 20:05:09 <[-z-]> yeah
+    Mar 04 20:05:26 <[-z-]> well Vermeulen said that he cares more about getting the name of alientrap out there than to get the name changed
+    Mar 04 20:05:34 <[-z-]> but he already signed the contract
+    Mar 04 20:05:43 <[-z-]> so... I think it's too late for conditions
+    Mar 04 20:05:57     Well
+    Mar 04 20:06:03     Can't IllFonic still change the name?
+    Mar 04 20:06:08 <[-z-]> lol
+    Mar 04 20:06:14 <[-z-]> they've already stated they will not
+    Mar 04 20:06:17 <[-z-]> and to basically stfu about it
+    Mar 04 20:06:23     So?
+    Mar 04 20:06:32  let it go :-P
+    Mar 04 20:06:44 <[-z-]> so do you hit mario blocks when they question mark is already gone?
+    Mar 04 20:06:47     Fine... Meh i'm goin out for a bit
+    Mar 04 20:06:51     HEY WAIT A SECOND
+    Mar 04 20:06:54     DIDN'T YOU GO TO BED?
+    Mar 04 20:06:58     ^_^
+    Mar 04 20:07:07  I was awoken by your heart breaking
+    Mar 04 20:07:08 <[-z-]> he's sleep ircing
+    Mar 04 20:07:13  the sound of your heart breaking
+    Mar 04 20:07:22     Lies
+    Mar 04 20:07:28  and I thought I heard whimpering
+    Mar 04 20:07:34  and I didn't realize IRC had sound support
+    Mar 04 20:07:49 <[-z-]> rythmic ascii
+    Mar 04 20:08:02 <[-z-]> beep boop bop beep boop
+    Mar 04 20:08:03     Anyway, bbiab
+    Mar 04 20:08:04  ok really now....sleep
+    Mar 04 20:08:12     gn Doku :P
+    Mar 04 20:08:17 <[-z-]> who wants to play Nexuiz*?
+    Mar 04 20:08:31     Hmm
+    Mar 04 20:08:40     That may just be enough to keep me here
+    Mar 04 20:08:43     :P
+    Mar 04 20:08:47 <[-z-]> I'll be jumping around with a bunch of ho's chasing a flag
+    Mar 04 20:08:48     Where?
+    Mar 04 20:09:07     Hmm well, maybe i'll join in some time
+    Mar 04 20:09:17     ^_^
+    Mar 04 20:26:41 *   [-z-] gives channel operator status to CuBe0wL DibTop FruitieX
+    Mar 04 20:26:42 *   [-z-] gives channel operator status to mand1nga SoulKeeper_p tZork|gone
+    Mar 04 20:26:44 *   [-z-] gives channel operator status to }-z-{
+    Mar 04 20:47:28 <[-z-]> nexyes.com AVAILABLE
+    Mar 04 20:53:25 *   TVR (~TVR@96.49.107.196) has joined #notnexuiz
+    Mar 04 20:55:40    Good to see that this cause is gaining more and more support
+    Mar 04 20:56:11  Hi TVR. Yeah, indeed
+    Mar 04 21:10:02  bed time here. See you all tomorrow
+    Mar 04 21:12:36    Later.
+    Mar 04 21:13:56 <[-z-]> goodnight
+    Mar 04 21:26:36 *   Taoki has quit (Ping timeout: 364 seconds)
+    Mar 04 22:34:22 <[-z-]> I just need to vent that I have contributed 5 websites to alientrap and managed many web related things under the name and was not informed a single bit about this information.  Not even that the website was getting hiacked, I mean sold.
+    Mar 04 22:36:14 <[-z-]> I really feel like lee could have worked out a better deal on this part
+    Mar 04 23:54:39    [-z-]: Economic recession, maybe he needs to money to pay his credit card debt, heh  
+    Mar 05 00:09:53   23:38:00 <@Dokujisan> basically, I hope to become an official community organizer in that regard
+    Mar 05 00:09:57   23:38:39 <@Dokujisan> "official" being key here. When things are left to be done by only the community, there is a disadvantage. If things are done from the top down, a lot more momentum can be achieved.
+    Mar 05 00:10:01   sounds good :)
+    Mar 05 00:10:47   23:41:01 <@Dokujisan> well really the community is likely to come along with us
+    Mar 05 00:10:57   their other choice is to stick with 2.5.2 (or svn) :P
+    Mar 05 00:12:32   23:48:47 < tZork> basicaly just briging along some ideas, both art and code are to be re-built to adress the large issue of legacy bagage nexuiz suffers from.
+    Mar 05 00:12:35   :)
+    Mar 05 00:15:03   Also, we need CSQC players. (even though that seems to be impossible/ridiculously hard etc)
+    Mar 05 00:15:14   00:01:55 <@Dokujisan> yes we did discuss new player models
+    Mar 05 00:15:14   00:02:16 <@Dokujisan> and a new set of default maps
+    Mar 05 00:15:17   both: absolutely
+    Mar 05 00:15:34     FruitieX>   Also, we need CSQC players. (even though that seems to be impossible/ridiculously hard etc)
+    Mar 05 00:15:44     lordhavoc said hes gonna work on that when he gets the chance
+    Mar 05 00:15:57   00:09:30 <@Taoki> http://alientrap.org/forum/viewtopic.php?f=19&t=6054 =P
+    Mar 05 00:16:00   hahahha
+    Mar 05 00:20:02   00:22:41 <@Taoki> As for informing the masses, I spoke about that with div0 yesterday (we all did on the channel iirc). We can make a new csprogs and put it on servers, that will inform about this
+    Mar 05 00:20:06   Good.
+    Mar 05 00:20:25   As for servers... I have a few
+    Mar 05 00:20:37   But I'd prefer them to stay Nexrun, which means we need a proper mod system... :P
+    Mar 05 00:20:46   Or maybe replace the Havoc button ;) ;) ;)
+    Mar 05 00:20:58   "ChallengeMode"? :P
+    Mar 05 00:21:27    We should donate Havoc mode to Illfonic
+    Mar 05 00:21:29   00:23:31 < tZork>  Pheonix
+    Mar 05 00:21:37   +1, good luck getting a domain for that though
+    Mar 05 00:23:38    FruitieX: 2.5.3 isn't coming anytime soon, is the water bug fixed in SVN?
+    Mar 05 00:24:06    Otherwise, we'll have to revert back to 2.5...
+    Mar 05 00:27:08   lol, water bug was fixed maybe a week after releasing 2.5.2 TVR 
+    Mar 05 00:27:30    ... and the hotfix is taking this long?
+    Mar 05 00:29:24     they dont have a stable engine to release yet
+    Mar 05 00:30:58   01:59:52 < morphed> if we change name, we have milions of players that downloaded nexuiz and didnt liked it back then
+    Mar 05 00:31:04   Good point, BTW.
+    Mar 05 00:31:20   If the name is less confusing, many of these might not be scared off to try it out again :P
+    Mar 05 00:32:08   IMO we should be removing (or at least make sure about revamping) old maps which use the e* (not eX) textures
+    Mar 05 00:32:55   Possibly making many new textures from photos (e.g. burningwell is a public domain site for that, or just snap yer own), this is basically what I did for stormkeep2 floor and walls
+    Mar 05 00:33:17   (still reading backlog btw, cant see what you're posting ;))
+    Mar 05 00:34:44   02:05:21 <@Taoki> Of course, if Vermeulen may wish to do a fock himself to still maintain a GPL Nexuiz of his own, with a team of his own, that would be his choice. Though it would hurt everything badly.
+    Mar 05 00:34:48   02:05:26 <@Taoki> *fork
+    Mar 05 00:34:51   This could sure be bad yes, but I doubt he'd do that
+    Mar 05 00:35:02   Also, if it's GPL'd, we can take over his changes (and vice versa) :P
+    Mar 05 00:36:16   No matter what happens... Unless illfonic decides to change name/stop working on console Nexuiz we should change the name IMO
+    Mar 05 00:41:08   oooh only 3 pages left :P
+    Mar 05 00:41:23   07:28:05 < TVR> ... and the hotfix is taking this long?
+    Mar 05 00:41:28   Yeah, it never happened
+    Mar 05 00:41:36   There was change after change after change
+    Mar 05 00:41:50   waiting for one change to mature, then there's another change
+    Mar 05 00:41:55   I guess that's pretty much what happened
+    Mar 05 00:42:18   and look what we ended up with, warpzones, somewhat fixed black edges on water etc etc
+    Mar 05 00:42:26   new decal system
+    Mar 05 00:42:30    Unfortunately, it killed the player base.
+    Mar 05 00:42:46    Used to be 150 players at peak, now it's around 90
+    Mar 05 00:42:49   yep might as well be
+    Mar 05 00:43:19    What are warpzones again? I don't have flash
+    Mar 05 00:43:37   Wow, you didn't hear about them?
+    Mar 05 00:43:48   They are like teleporters, except seamless ones
+    Mar 05 00:43:53    Are they portal cams, or actual portals from portal?
+    Mar 05 00:43:57   Just like portals in Valve's portal
+    Mar 05 00:44:01   actual portals
+    Mar 05 00:44:13    How does reorientation work?
+    Mar 05 00:44:19   Except they can be as big as the mapper wants, as invisible as the mappers want
+    Mar 05 00:44:36   TVR: There's an entity in the warpzones that set the orientation
+    Mar 05 00:44:48   the warpzone killtargets this one iirc
+    Mar 05 00:45:28    Oh this reminds me of Darkplaces' inability to support vertical model movement
+    Mar 05 00:45:38   http://www.youtube.com/watch?v=5-8atWDlfhY
+    Mar 05 00:45:52   yep, in this video you will see
+    Mar 05 00:46:12   how the player view is always reoriented so the player will stand up straight after jumping into a warpzone
+    Mar 05 00:46:46    Remember, I don't have flash...
+    Mar 05 00:47:50    btw, does this http://alientrap.org/forum/viewtopic.php?t=6019&p=76283#p76283 demonstrate Darkplaces to the non-English speaking?
+    Mar 05 00:50:24   Oh, don't have flash?
+    Mar 05 00:50:51    Yep, Gnash doesn't work for Youtube
+    Mar 05 00:51:18   haha nice demonstration x)
+    Mar 05 00:51:21   that should be fixed BTW
+    Mar 05 00:51:32   case we get new playermodels, they really need to be able to move their upper body
+    Mar 05 00:51:56    I wonder how Illfonic is dealing with that.
+    Mar 05 00:52:26    Is this just a Big Rigs style cash grab?
+    Mar 05 00:52:29   That's done in QC
+    Mar 05 00:53:00    Segmented models?
+    Mar 05 00:53:09   but really, the way it should be fixed is simply, yep, segmented models
+    Mar 05 00:53:17   that coupled with what we already have, aiming the gun up/down
+    Mar 05 00:53:47    You mean, the viewmodel of the gun?
+    Mar 05 00:54:12     i think before we have a new release we should create new playermodels and weapon models
+    Mar 05 00:55:46    Let's skip 2.5.3, and head directly to a 3.0 fork
+    Mar 05 00:56:07   DibTop: Yeah
+    Mar 05 00:56:16     or 2.6 or whatever
+    Mar 05 00:56:24     or just 1.0 with a different name
+    Mar 05 00:56:29   Some playermodels are really nice, or let's say were really nice before the texture resolution of them was brought down...
+    Mar 05 00:56:48     im working on animating GAK by oblivion
+    Mar 05 00:57:33    If all else fails, we can always fall back to pinkbox.
+    Mar 05 01:02:36   Lol
+    Mar 05 01:02:54   What really should be considered is high-res textures for everything
+    Mar 05 01:03:03   Or well, models :P
+    Mar 05 01:03:36   Players who don't have lots of VRAM have the option of reducing quality, even only for models (default option)
+    Mar 05 01:03:48   could set gl_picmip 1 default, which I think it already is
+    Mar 05 01:04:49     they dont even need to do that
+    Mar 05 01:04:58     there is a command to reduce the quality of just playermodels
+    Mar 05 01:05:04     but i forget what it was
+    Mar 05 01:07:03     i want to animate obi's newest model too
+    Mar 05 01:07:08     or someone should
+    Mar 05 01:07:12     its really nice
+    Mar 05 01:20:29   08:05:35 <@DibTop> there is a command to reduce the quality of just playermodels
+    Mar 05 01:20:32   thats what i meant
+    Mar 05 01:20:39   it's not only playermodels afaik, it's all models
+    Mar 05 01:20:52     nope there is one to reduce it just for playermodels
+    Mar 05 01:20:57     i forgot i though
+    Mar 05 01:24:43   cl_playerdetailreduction? (or whatever)
+    Mar 05 01:24:45   for lod?
+    Mar 05 01:24:49   that's not what i meant :P
+    Mar 05 01:25:18     maybe
+    Mar 05 01:25:20     i dont know
+    Mar 05 01:34:14 *   FruitieX trying to convince Kedhrin to donate some motion caps 8)
+    Mar 05 01:35:13     not gonna happen
+    Mar 05 01:43:10   TVR: warpzone! http://pics.nexuizninjaz.com/images/adpd7dnuhndv55pqhar.jpg
+    Mar 05 01:43:15   BTW
+    Mar 05 01:43:21   would like to have this map included :)
+    Mar 05 01:43:26   in the possible fork
+    Mar 05 01:44:08   http://pics.nexuizninjaz.com/images/44samcbugfwbl2swcmyu.jpg
+    Mar 05 01:52:42   [01:50:43] <@Samual> If not, he figured it out for the most part
+    Mar 05 01:52:43   [01:50:53] <@Samual> If you look at the commit log, pay attention to most of the GL changes
+    Mar 05 01:52:45   [01:51:01] <@[-z-]> anyone ever remember a fund raiser for divVerent sponsored by Lee???
+    Mar 05 01:52:55   no?
+    Mar 05 01:53:04   as for commit log: this hinted to a PS3 port of the engine
+    Mar 05 01:53:11   but NOT that nexuiz will be hijacked
+    Mar 05 01:53:33   [07:43:45] <@FruitieX> TVR: warpzone! http://pics.nexuizninjaz.com/images/adpd7dnuhndv55pqhar.jpg
+    Mar 05 01:53:36   does this get good fps?
+    Mar 05 01:53:40   asking, ebcause the map is open
+    Mar 05 01:53:55   but yes, good use of warpzone
+    Mar 05 01:54:09   nice idea to put a door threshold in there
+    Mar 05 01:54:14   makes the warpzone glitch way less visible :P
+    Mar 05 01:54:20   like, thelighting difference
+    Mar 05 01:54:51    It's difficult to recognize when bloom or HDR is enabled
+    Mar 05 01:55:38    Heh, do dynamic lights travel through warpzones as well?
+    Mar 05 01:55:39   indeed div0 that was the point of adding it i'm sure
+    Mar 05 01:56:31   TVR: dynamic lights don't travel through one, no
+    Mar 05 01:56:35   neither do sounds
+    Mar 05 01:56:40    How about hitscan?
+    Mar 05 01:56:47   yep does travel through
+    Mar 05 01:56:49   and projectiles
+    Mar 05 01:57:06    Can it be one-way?
+    Mar 05 01:57:27   not sure, at least before it couldn't
+    Mar 05 01:57:50   you could of course do stuff like place a trigger_impulse on one side
+    Mar 05 01:57:54    Because it wouldn't make sense to be standing on both sides, if it's only one way
+    Mar 05 01:57:55   that pushes you away from it
+    Mar 05 01:58:10   TVR: one-way theoretically possible but I didn't support that from QC
+    Mar 05 01:58:13   do0n't want one-way :P
+    Mar 05 01:58:27   also div0 it got pretty good fps yes
+    Mar 05 01:58:35   if you make your own QC code.. you can make it one-way :P
+    Mar 05 01:58:36   100 average on my laptop iirc
+    Mar 05 01:58:45   after i removed the water on the middle, which was a real performance killer
+    Mar 05 01:58:51   ah
+    Mar 05 01:58:56   so it already HAD extra renders ;)
+    Mar 05 01:58:59   yep :P
+    Mar 05 01:58:59   then it indeed doesn't get worse
+    Mar 05 01:59:28    gn
+    Mar 05 01:59:41 *   TVR has quit ("ChatZilla 0.9.86 [Firefox 3.0.14/2009091913]")
+    Mar 05 02:13:54   on my desktop i'm getting about 70 fps with reflections set to sharp
+    Mar 05 02:14:06   other than that pretty much everything disabled (textures full though)
+    Mar 05 02:14:18   nvidia 6600GT, 2.0GHz old sempron CPU (singlecore)
+    Mar 05 02:14:32   it's a bit unstable though, which might be cause of having the browser up at the same time
+    Mar 05 02:15:51   or maybe, it hasn't got enough VRAM and is swapping
+    Mar 05 02:16:11   now it segfaulted x)
+    Mar 05 02:24:57   maybe I have to make warpzones and others be able to have different resolution
+    Mar 05 02:25:08   either that, or warpzone maps shall use r_water_resolutionmultiplier in mapifno
+    Mar 05 02:25:41   maybe it is good to allow them to have different resolutoion, for weaker hardware
+    Mar 05 02:45:59   in the new project
+    Mar 05 02:46:05   can  we become incompatible to existing maps?
+    Mar 05 02:46:12   I'd like to remove the evil* texture sets
+    Mar 05 02:46:30   and repack existing custom maps to instead include the textures if they need them
+    Mar 05 02:46:42   basically, I'd like to only include high quality textures
+    Mar 05 02:47:47   basically: I think I will make a "nexiuz.git" repository that is like nexuiz.git but with certain parts removed (especially maps and textures)
+    Mar 05 02:47:54   will keep the models for now though
+    Mar 05 02:48:14   as for maps, will probbaly only include aggressor for a start, and tutorial
+    Mar 05 02:48:26   maybe dieselpower too
+    Mar 05 02:48:52   and then reinclude ONLY the shaders and textures from the evil sets that are missing
+    Mar 05 03:38:37   09:46:45 <@div0> can  we become incompatible to existing maps?
+    Mar 05 03:38:37   09:46:52 <@div0> I'd like to remove the evil* texture sets
+    Mar 05 03:38:40   i sure vote for this
+    Mar 05 03:39:46   09:48:54 <@div0> as for maps, will probbaly only include aggressor for a start, and tutorial
+    Mar 05 03:39:59   What about stormkeep2? That one uses mostly my custom made textures and eX textures
+    Mar 05 03:40:41   I'm ready to retexture a bunch of other favorites (soylent springs to mind immediately :))
+    Mar 05 03:41:05   oh right
+    Mar 05 03:41:08   stormkeep2 I forgot
+    Mar 05 03:41:14   but will first include NO maps, and then reinclude the ones I want
+    Mar 05 03:41:22   and yes... stormkeep2, maybe even with warpzone
+    Mar 05 03:41:28   yes :)
+    Mar 05 03:41:32   even though I am not fully convinced about it yet
+    Mar 05 03:41:36   hehe
+    Mar 05 03:41:37   maybe simply should make the warpzone more visible
+    Mar 05 03:41:42   yes
+    Mar 05 03:41:46   like, with a Portal-like texture
+    Mar 05 03:41:46   i have thought about this too
+    Mar 05 03:41:59   yeah... or simply some shaderwork
+    Mar 05 03:42:00   not elliptic though, valve may own that :P
+    Mar 05 03:42:08   sure, thinking of both :P
+    Mar 05 03:42:17   on the borders, some blue and orange glow
+    Mar 05 03:42:22   otherwise, wavy transparent
+    Mar 05 03:42:23   would adding a normalmap to it make it slower?
+    Mar 05 03:42:27   no
+    Mar 05 03:42:28   like, need an extra render pass
+    Mar 05 03:42:29   same code anyway
+    Mar 05 03:42:32   neat
+    Mar 05 03:42:33   it already needs the pass
+    Mar 05 03:42:37   alright
+    Mar 05 03:42:42   but, it'd prevenmt future optimization :P
+    Mar 05 03:42:47   oh :P
+    Mar 05 03:42:48   hmm
+    Mar 05 03:42:52   if that ever happens anyway
+    Mar 05 03:43:05   I am not sure if iteven CAN be optimized in DP's renderer design
+    Mar 05 03:43:07   however...
+    Mar 05 03:43:17   I think, if it gets optimized, it'll be by a new dp_warpzone shader parametert
+    Mar 05 03:43:24   which would make a un-modifying warp
+    Mar 05 03:43:33   and not using dp_refract and dp_camera
+    Mar 05 03:43:49   this would optimize the common/warpzone shader
+    Mar 05 03:43:58   but not custom made shaders that you would use if ysou want to style it
+    Mar 05 03:44:16   so, basically: go ahead, and style it
+    Mar 05 03:44:50   :P
+    Mar 05 03:45:23   the warpzones on gasoline don't need styling
+    Mar 05 03:45:29   they do look clearly like warps anyway :P
+    Mar 05 03:45:31   which is good
+    Mar 05 03:45:53   they wouldn't be irritating :P
+    Mar 05 03:46:04   however - if you style the ones on stormkeep, these could be too
+    Mar 05 03:46:30   true
+    Mar 05 03:49:05   could make some "standard" for how warpzones look
+    Mar 05 03:49:21   would of course need to speak with morphed, tZork etc artists
+    Mar 05 03:50:56   lol someone has modified wikipedia already: http://en.wikipedia.org/wiki/Nexuiz#Commercialization_and_Death
+    Mar 05 03:50:59   "and death"
+    Mar 05 03:51:00   bah :P
+    Mar 05 03:51:25   mikee? :P
+    Mar 05 03:51:43 *   morphed (~morphed@095160110118.warszawa.vectranet.pl) has joined #notnexuiz
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+    Mar 05 03:52:05 *   morphed (~morphed@095160110118.warszawa.vectranet.pl) has joined #notnexuiz
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+    Mar 05 04:14:52   div0: after doing a make, what were the remaining steps to do for a functioning netradiant installation?
+    Mar 05 04:15:29   i'm currently getting a message "editor binary doesnt match what the latest setup has configured in this directory. Make sure you run the right/latest editor binary you installed"
+    Mar 05 04:16:12   i'm sure that i ran the download-gamepacks.sh script though
+    Mar 05 04:19:08   no idea
+    Mar 05 04:19:14   that message should never come
+    Mar 05 04:19:16   hmm
+    Mar 05 04:19:22   can you check for files RADIANT_* in install/?
+    Mar 05 04:19:25   can you retry make install?
+    Mar 05 04:20:13   eh, now it works yes
+    Mar 05 04:20:23   so i'm supposed to get the gamepacks BEFORE make
+    Mar 05 04:20:26   it seems like...
+    Mar 05 04:40:28   div0: for the new version of Nexuiz I'd like to see light data on the maps calculated by a raytracer
+    Mar 05 04:40:48   because in my opinion it manages to look quite a lot better on some maps
+    Mar 05 04:40:58   at least if done right... :P
+    Mar 05 04:41:34   will you NEVER want to release it?
+    Mar 05 04:44:04   or do you happen to have a working raytracer for that?
+    Mar 05 04:44:22   the DP one WORKS.... but can't save :P
+    Mar 05 04:44:27   it does not :P
+    Mar 05 04:44:40   I couldn't get it to light up the floor or ceiling on euclidean fail
+    Mar 05 04:44:50   if it had worked, it would have motivated me to add loading and saving for it
+    Mar 05 04:44:56   no? hmm
+    Mar 05 04:45:09   maybe it has been broken since i tested it
+    Mar 05 04:45:12   i know it did work for me
+    Mar 05 04:45:17   can you try on euclidean fail?
+    Mar 05 04:45:20   sure
+    Mar 05 04:45:20   maybe the problem is map specific
+    Mar 05 04:45:23   it lit up the walls
+    Mar 05 04:45:25   are there rtlights on there already?
+    Mar 05 04:45:26   but not the floor and ceiling
+    Mar 05 04:45:31   I made some in the rtlight editor
+    Mar 05 04:45:34   ok
+    Mar 05 04:45:37   these properly lit up the floors/ceilings
+    Mar 05 04:45:38   brb first though
+    Mar 05 04:45:40   I meanä
+    Mar 05 04:45:43   the walls :P
+    Mar 05 04:59:10   one question is left - do we HAVE to rename+
+    Mar 05 04:59:16   given how hard it seems to be to come out wiht a godo name
+    Mar 05 04:59:26   [-z-]: if you keep doing SEO as you did for AT, we might not HAVE to rename
+    Mar 05 05:00:03   it is just that SEO and spreading the word would become WAY more important than now
+    Mar 05 05:01:01   of course, i got a segfault when turning on rt world lights... :P
+    Mar 05 05:01:31   BTW, DP's isn't a raytracer :P
+    Mar 05 05:01:36   it works very similar to q3map2's
+    Mar 05 05:01:40   just less buggy :P
+    Mar 05 05:01:45   that is, IF it works
+    Mar 05 05:01:49   heh
+    Mar 05 05:02:03   speaking of segfault - also often got segfautls with the lights compile stuff :P
+    Mar 05 05:02:09   how come i was able to produce some much sweeter looking lightning for aggressor - then? :P
+    Mar 05 05:02:17   oh? can I see?
+    Mar 05 05:02:19   even if it doesn't have AO and radiosity
+    Mar 05 05:02:23   that was a long time ago div0 
+    Mar 05 05:02:24   not tried it on already finished maps
+    Mar 05 05:02:26   oh
+    Mar 05 05:02:27   i have screens though, hold on
+    Mar 05 05:02:29   maybe he borked it :P
+    Mar 05 05:02:40   indeed thats what i'm thinking too
+    Mar 05 05:02:58   but well
+    Mar 05 05:03:01   once it renders right
+    Mar 05 05:03:05   I will code loading and saving
+    Mar 05 05:03:16   will likely use more GPU memory than q3map2 though
+    Mar 05 05:03:30   (as it doesn't pack the lightmaps together so well)
+    Mar 05 05:03:35   http://pics.nexuizninjaz.com/images/oq8t3xpshhakub5d0a3.jpg
+    Mar 05 05:03:48   wtf is that very bright trim light there though? :P
+    Mar 05 05:03:49   http://pics.nexuizninjaz.com/images/rm2gjazwaoo85rvxgd59.jpg
+    Mar 05 05:04:34   iirc LH said the lightmaps generated by this are of way smaller resolution than those by q3map2
+    Mar 05 05:05:05   guess that comes with a cost too - no sharp shadows
+    Mar 05 05:05:24   but well
+    Mar 05 05:05:29   I don't think this should be a requirement
+    Mar 05 05:05:36   rtlights files, however, should be again
+    Mar 05 05:05:44   even on e&b :P
+    Mar 05 05:05:53   (but there it really shouldn't be hard)
+    Mar 05 05:06:25   well, i just think it looks more realistic than what q3map2 generates :)
+    Mar 05 05:06:34   true :P
+    Mar 05 05:06:48   q3map2's lightning seems oddly boring in some way
+    Mar 05 05:07:01   wish we could do this via e.g. blender's internal renderer or so :P
+    Mar 05 05:08:39 *   Spaceman (~Spaceman@87.127.156.98) has joined #notnexuiz
+    Mar 05 05:09:09   also div0, euclidean fail seems to work here :P
+    Mar 05 05:09:15   oh, cool
+    Mar 05 05:09:19   maybe thjere has been a fix :P
+    Mar 05 05:09:26   screenshot?
+    Mar 05 05:09:33   (of EF with one light :P)
+    Mar 05 05:09:42   and you did remember to turn off rtlights again after compiling the lights?
+    Mar 05 05:10:00   i did
+    Mar 05 05:10:04   i never turned them on in fact :P
+    Mar 05 05:10:10   as that seems to be almost 100% crash for me
+    Mar 05 05:10:15   after spawning a light, that is
+    Mar 05 05:10:44   div0: roof seems oddly dark: http://pics.nexuizninjaz.com/images/rq14ns4laha3scdq2gbz.jpg
+    Mar 05 05:11:05   oh, you can use rtlight editor without? :P
+    Mar 05 05:11:14   yes, apparently :P
+    Mar 05 05:11:15   funny, so floor gets hit, ceiling not
+    Mar 05 05:11:41   ceiling gets hit a bit
+    Mar 05 05:12:04   maybe light being so close causes some bugs...
+    Mar 05 05:12:27   I tried lights in the air too
+    Mar 05 05:12:30   or make one on  a wall
+    Mar 05 05:15:15   near wall (to the right): http://pics.nexuizninjaz.com/images/oi7gdi1t7esvv0hjlun.jpg
+    Mar 05 05:15:35   great, so it actually works for you somewhat
+    Mar 05 05:15:35   in the air: http://pics.nexuizninjaz.com/images/hqarpb6pmn29nvovsc4w.jpg
+    Mar 05 05:15:41   100 units from the roof
+    Mar 05 05:15:45   yep last one looks best
+    Mar 05 05:16:04   all of them have radius 1000 btw, which is quite much
+    Mar 05 05:16:09   but as i'm only using one light... :)
+    Mar 05 05:16:34   the first two pics both have their light pushed only 4 units from the surface (default for r_editlights)
+    Mar 05 05:16:58   hm... great
+    Mar 05 05:17:06   when I get this working too, I will make loading/saving :P
+    Mar 05 05:18:04   aah get it working :P
+    Mar 05 05:18:21   also need (in order of importance): skybox sun support
+    Mar 05 05:18:38   surfacelight shader parameter support
+    Mar 05 05:18:50   surfacelight, not sure if doable
+    Mar 05 05:18:54   hmm
+    Mar 05 05:18:54   as it is based on the rtlights
+    Mar 05 05:19:00   sun. NEEDED, whatever the cost
+    Mar 05 05:19:04   right well
+    Mar 05 05:19:14   hacky way of doing surfacelight should work
+    Mar 05 05:19:21   just spawn some lights above the surface... :P
+    Mar 05 05:20:21   of course i had to test, even if i knew the outcome: http://pics.nexuizninjaz.com/images/op1ni605okf37c51z62k.jpg
+    Mar 05 05:20:28   through warpzone: epic fail :)
+    Mar 05 05:21:00   sure :P
+    Mar 05 05:21:03   not really avoidable
+    Mar 05 05:21:12   lights in the "connection space" might be supportable
+    Mar 05 05:21:17   as they could be transformed to the other side
+    Mar 05 05:21:28   but other lights, no
+    Mar 05 05:21:55   hehe, maybe could be done using a warpzone preprocessor, which reads a rtlights file, and adds warpzoned versions of all lights :P
+    Mar 05 05:22:21   hehe
+    Mar 05 05:23:23   problem then of course would be, what if there's a room behind the warpzone, and a light near the other warpzone
+    Mar 05 05:23:44   if that makes any sense...
+    Mar 05 05:23:51   stormkeep would be a good example here :P
+    Mar 05 05:26:39   oh :P
+    Mar 05 05:26:51   it should only project the light to the other side, if it fits into the trigger brush of the zone
+    Mar 05 05:27:08   that wouldn't cause bugs, but would mean some lights will be missing
+    Mar 05 05:31:02   ah of course :P
+    Mar 05 05:34:14   another BTW: this looks terrible on patches :P
+    Mar 05 05:34:46   +1 on Pheonix, tho thats already taken.
+    Mar 05 05:35:16   hm
+    Mar 05 05:35:23   FruitieX: patches may be fixable
+    Mar 05 05:41:55 *   mand1nga has quit ("http://www.mibbit.com ajax IRC Client")
+    Mar 05 05:45:38   Here some input according name (random order):(seo tested, and domain name proof.)
+    Mar 05 05:45:57   * Nexologic
+    Mar 05 05:46:15   * Phanomite (phenomite)
+    Mar 05 05:46:22   * JustNex
+    Mar 05 06:12:38 *   Morphed (~Morphed@aaqd187.neoplus.adsl.tpnet.pl) has joined #notnexuiz
+    Mar 05 06:20:55   TehRealNexuiz
+    Mar 05 06:21:03   Nexuiz - the ORIGINAL
+    Mar 05 06:32:36    ?
+    Mar 05 06:33:12    so its not pheonix anymore ?
+    Mar 05 06:34:20  the name "phoenix" (or the misspelled Pheonix) name is simply overused.
+    Mar 05 06:34:54  a unique name would be best
+    Mar 05 06:35:06  preferrably something that doesn't already have a meaning
+    Mar 05 06:35:13  just like Nexuiz was
+    Mar 05 06:36:56    still its best so far :)
+    Mar 05 06:38:54   its pitta on pheonix ye.
+    Mar 05 06:39:02  I like nexotic, nexilus, xenotic, nexion (although that one is pretty much taken)
+    Mar 05 06:39:07   Morphed, you missed:
+    Mar 05 06:39:08   * mand1nga has quit ("http://www.mibbit.com ajax IRC Client")
+    Mar 05 06:39:08    Here some input according name (random order):(seo tested, and domain name proof.)
+    Mar 05 06:39:08    * Nexologic
+    Mar 05 06:39:08    * Phanomite (phenomite)
+    Mar 05 06:39:08    * JustNex
+    Mar 05 06:39:10   * Morphed (~Morphed@aaqd187.neoplus.adsl.tpnet.pl) has joined #notnexuiz
+    Mar 05 06:39:52   + Nexotic
+    Mar 05 06:39:58   1*
+    Mar 05 06:40:15  for the 'x' names, xodius is decent too
+    Mar 05 06:40:27  the thing is, we can't keep the "n" symbol
+    Mar 05 06:40:35  so we're going to have to come up with another symbol
+    Mar 05 06:40:58  that's one downside to using the "nex" prefix
+    Mar 05 06:41:06  or a name that begins with "n"
+    Mar 05 06:41:23    maybe kanji symbol for reborn or phoenix :)
+    Mar 05 06:41:32   yea, kinna..or the design should differ then the orig n"
+    Mar 05 06:42:09  Morphed: now that's a good idea
+    Mar 05 06:42:21  the previous symbol was kanji for power or something
+    Mar 05 06:42:32    nexologic ?
+    Mar 05 06:42:33    Buy it, use it, break it, fix it,
+    Mar 05 06:42:33    Trash it, change it, mail - upgrade it,
+    Mar 05 06:44:50    http://www.youtube.com/watch?v=YtdWHFwmd2o
+    Mar 05 06:46:27   could use the katakana for "n" ;)
+    Mar 05 06:46:30   strength symbol iirc.
+    Mar 05 06:46:33   Morphed, hehe
+    Mar 05 06:46:35   no, hiragana better
+    Mar 05 06:46:53   http://images.google.de/imgres?imgurl=http://upload.wikimedia.org/wikipedia/commons/e/e2/N-hiragana.gif&imgrefurl=http://commons.wikimedia.org/wiki/File:N-hiragana.gif&usg=__GBzjYnWOW-oUlc0qBkv0NYa4tNc=&h=100&w=100&sz=3&hl=de&start=1&tbnid=m-p4h4dshSvgOM:&tbnh=82&tbnw=82&prev=/images%3Fq%3Dn%2Bhiragana%26um%3D1%26hl%3Dde%26client%3Dopera%26sa%3DN%26rls%3Den%26tbs%3Disch:1&um=1&itbs=1
+    Mar 05 06:47:08    not that cool
+    Mar 05 06:49:15 *   Taoki (kvirc@93.113.162.42) has joined #notnexuiz
+    Mar 05 06:53:30  ok I got the support of the aussienexers
+    Mar 05 06:53:48  so whatever we need them to do for this new-nexuiz fork, they are willing to do
+    Mar 05 06:53:50   :o
+    Mar 05 06:54:05   thing is still... shouldn't we keep our name somehow nexuiz-related so it can be done as long as possible?
+    Mar 05 06:54:13   so basically: maybe a name WITH nexuiz somewhere in it is best
+    Mar 05 06:55:02   great, so we have the support of Bogan? ;)
+    Mar 05 06:55:09  haha
+    Mar 05 06:55:21  well he's the most important one..we MUST get him
+    Mar 05 06:55:25    we will have support of willis also 
+    Mar 05 06:55:48   but basically... we should make one thing clear
+    Mar 05 06:55:51   this should NOT be a fork
+    Mar 05 06:56:00   but, we should take over the Alientrap project as a free group
+    Mar 05 06:56:15   (will happen anyway, if we do what we are going to)
+    Mar 05 06:56:40   so, we do not HAVE to use an entirely new name
+    Mar 05 06:56:43   this should NOT be a fork
+    Mar 05 06:56:44  ?
+    Mar 05 06:56:48   well
+    Mar 05 06:56:50   assume we fork
+    Mar 05 06:57:02   do you really think anyone at alientrap will be left and willing to do their own "nexuiz" development?
+    Mar 05 06:57:07   AT will only care for the console one anyway
+    Mar 05 06:57:22  well, that's true, but it's at least verm's decision to do that
+    Mar 05 06:57:29   sure
+    Mar 05 06:57:33  possibly LH would take over
+    Mar 05 06:57:38   doubt it
+    Mar 05 06:58:14   he sounded not against the idea of taking Nexuiz out of the hands of Alientrap/Vermeulen, and continuing as an actual FLOSS project, when loosely hinting to that this might happen
+    Mar 05 06:58:30  hmm
+    Mar 05 06:58:40   and actually
+    Mar 05 06:58:47   if we do a fork, exactly that will effectively happen
+    Mar 05 06:58:52   LH won't continue with it
+    Mar 05 06:59:27   so, there will NOT be two competing lines of development
+    Mar 05 06:59:45   simply because NONE of the currently active Nexuiz developers (apart from LH) are in any way affiliated with Alientrap
+    Mar 05 07:00:05   so it shouldn't be hard to win them over
+    Mar 05 07:00:29   and LH on the other hand won't be unhappy to know that he can now work more on Darkwar
+    Mar 05 07:01:07   basically: we do NOT have to be much different from current Nexuiz
+    Mar 05 07:01:20  Now that we have more people in here, I would like to discuss some ideas for structure. You mentioned the idea of 3 (or 5?) key leaders to make final decisions and a committee underneath and a process for deciding things. 
+    Mar 05 07:01:27   we could, maybe, even use the name (but using JUSt the name Nexuiz would probably be bad, with a variation/suffix would work)
+    Mar 05 07:01:39   if we do take another name, we should CLEARLY state that the project was once known as Nexuiz
+    Mar 05 07:01:44   PureNexuiz
+    Mar 05 07:01:47   JustNexuiz
+    Mar 05 07:01:57   does that work for search engines?
+    Mar 05 07:02:01   [-z-]: ?
+    Mar 05 07:02:08  what's been said a lot so far is that "Nexuiz" was never a good name to begin with
+    Mar 05 07:02:12   or would we have to spell it "Pure nexuiz"
+    Mar 05 07:02:18   that is true
+    Mar 05 07:02:28   yet still, a new name means starting from ground zero, popularity wise
+    Mar 05 07:02:34   well div0 its hard to het it up since nexuiz is already there on google rank higher up ;)
+    Mar 05 07:02:36  so I don't mind carrying on the use of "nex" in the name
+    Mar 05 07:02:38   it would be wise to try to figure out how we can at least gain a BIT from illfonic
+    Mar 05 07:03:04  I think the buzz from this story, since it is stemming from a failed GPL project, will help us generate a lot of attention
+    Mar 05 07:03:07  if we launch this properly
+    Mar 05 07:03:32  anytime there is a big story associated with a GPL project, it ends up on digg, reddit, slashdot
+    Mar 05 07:03:52   yes, but that is short term
+    Mar 05 07:04:06   but sure
+    Mar 05 07:06:52   as for organization, I suggest:
+    Mar 05 07:06:57  aussienexers asked why this is secret. The main reason I gave was.... " we have a lot of work to do. getting pelted with constant questions would not help that"
+    Mar 05 07:07:01   - three "leaders" who should come from different backgrounds
+    Mar 05 07:07:20   - otherwise, freedom should reign among the community
+    Mar 05 07:07:39   - "big" decisions (like whole new gameplay balance) should be approved by ALL leaders, who stand personally for the community
+    Mar 05 07:07:52   - small stuff can be decided by the community directly (e.g. by just performing a change and committing)
+    Mar 05 07:08:11   - nobody will be able AT ALL to sell/relicense the project :P
+    Mar 05 07:08:37   PureNexuiz and JustNexuiz both domain wise are avail..
+    Mar 05 07:08:50  again, "nexuiz" is deemed a not very good name
+    Mar 05 07:09:03  we should let it go
+    Mar 05 07:09:04   div0, good simple starting rules
+    Mar 05 07:09:24  div0: that sounds good so far
+    Mar 05 07:09:35   Dokujisan, one says let it go other wants it, best thing is make up ones mind then act. ;)
+    Mar 05 07:09:59   different backgrounds: that should ensure no interest group of nexuiz loses too much weight
+    Mar 05 07:10:41   I'd mention: competitive background (this leader job will most likely go to Dokujisan, or maybe NN), "play for fun" background (e.g. PB)
+    Mar 05 07:10:48   but there'd be more
+    Mar 05 07:11:00  my main interest is that I want to be a community organizer and help with recruiting new talent to the project, marketing efforts, manage volunteers from within the community
+    Mar 05 07:11:06   sure
+    Mar 05 07:11:10   that wouldn't be inhibited :P
+    Mar 05 07:11:31   but regarding game relevant decisions, you probably will represent the competitive side, which is good, as that NEEDS to be represented
+    Mar 05 07:11:55   and with interest groups, I mean "from the players"
+    Mar 05 07:12:10   so... let me ask this way
+    Mar 05 07:12:13   why do you play Nexuiz?
+    Mar 05 07:12:25  it's my replacement for martial arts heh
+    Mar 05 07:12:51  I used to train in martial arts a lot. I don't as much and nexuiz sorta took that spot.
+    Mar 05 07:12:57   I mostly play for fun, and therefore like development of new stuff and experimenting... others play competitively, which of course prefers sticking to the roots
+    Mar 05 07:13:14   (and requires stability in the "core game")
+    Mar 05 07:13:26   I can understand why div0 or tZork|gone does not want to necessarily leave the name "nexuiz" ...they are indd some major pro cons to that.
+    Mar 05 07:13:36  and I like the organization-side of business and I get to do some of that within nexuiz
+    Mar 05 07:13:43   but there sure is more interest groups
+    Mar 05 07:13:53   Dokujisan: well, it should NOT be organized like a business :P
+    Mar 05 07:13:57   we have seen what happens then ;)
+    Mar 05 07:14:05  certainly not like a business, no
+    Mar 05 07:14:18  but the 'organization" aspect of running a business is interesting to me
+    Mar 05 07:14:21   but sure, if you are good at it AND flexible in thought (not time)...
+    Mar 05 07:14:24   then that is great
+    Mar 05 07:14:31   and you indeed seem that way
+    Mar 05 07:15:15   also, I always had an interest in the theory of politics... and how it usually fails :P
+    Mar 05 07:15:30   which is why I now will try to ensure a structure with a sort of "division of power", but without the bureaucracy
+    Mar 05 07:15:42   I mean, we sure shouldn't divide into legislative, executive, judicative :P
+    Mar 05 07:16:01  I see
+    Mar 05 07:16:08   but, we should indeed learn some lessons from history of politics :P
+    Mar 05 07:16:21   like: "much power in one person = FAIL"
+    Mar 05 07:16:47  I agree
+    Mar 05 07:17:03  a good project needs leadership, but that leadership shouldn't be one single person
+    Mar 05 07:17:04   and as we have seen now, it's even MORE fail, if nobody knows/realizes that someone has the much power :P
+    Mar 05 07:17:14  haha yeah
+    Mar 05 07:17:21   also, as a free project, leadership should not be exerted by force :P
+    Mar 05 07:17:40   if someone wants a feature, and the leaders are against it, one should think about a way to get it in in a varied but better fashion
+    Mar 05 07:18:15   code wise, I'd go so far - if the code is harmless (e.g. if it can be turned off), and mostly bug free, it can go in - even if I don't like what it brings
+    Mar 05 07:18:41   art wise it's a bit more difficult, as there can be many opinions what is good and what is not
+    Mar 05 07:19:28   there, I'd only like to avoid bad taste (like, pr0n, or TOO strong displays of violence - after all, the game is meant to be PLAYed, and is not a virtual torture chamber)
+    Mar 05 07:19:55   of course, the competitive players ALSO do not want overly strong violence, as it blocks the view :P
+    Mar 05 07:20:04  yeah... like leaving out "You pussy!!" voice recordings :-)
+    Mar 05 07:20:18  or whaever that thing said
+    Mar 05 07:20:20   as a non-native speaker, I mainly think of a cat when hearing that...
+    Mar 05 07:20:23   but yes, maybe that should go
+    Mar 05 07:20:44   there's enough "verbal violence" in chat, we don't need it in sounds too:P
+    Mar 05 07:21:47   basically... I think regarding that, the game should be in a way so that the Pope wouldn't object to playing it, other than him probably not being interested in video games :P
+    Mar 05 07:22:14   and there isn't much needed to achieve that... guns are generally accepted as GOOD ;) and the rest is fine, apart from soem voice recordings
+    Mar 05 07:22:25  I have to say that I've agreed with 99% of what you've said over the past 48 hours during these chats. The only thing I disagreed with is the privacy concerns with central user system, but we discussed and resolved that now. So I'm very excited and hopefully for where things are going.
+    Mar 05 07:22:41  hopeful*
+    Mar 05 07:23:18   regarding violence for example: I like that our guns are either unrealistic (electro, hlac), or those which do make sense in real life, aren't overly graphic (like shotgun)
+    Mar 05 07:23:53   shooting someone with a Nex IMHO does not count as graphic violence, as nobody would ever take a scifi weapon for real :P
+    Mar 05 07:24:20  Yeah, that is true as well.
+    Mar 05 07:24:20  I really like the futuristic theme that Nexuiz has grown into. I understand it started out more with an industrial/gritty theme like Quake, but changed over time to more futuristic
+    Mar 05 07:24:22  Hi all
+    Mar 05 07:24:43   this is also BTW why I don't like mikeeusa's "cutting" idea :P
+    Mar 05 07:24:50   I do not WANT lasers to cut player models into parts
+    Mar 05 07:25:00  Well, I was at some point pondering pain skins. Like a blood layer being stuck to players based on their health
+    Mar 05 07:25:05   but using it for func_breakable to break a window into parts, sure, yeah
+    Mar 05 07:25:20   Taoki: I wouldn't care for it violence wise, but it'd eat GPU memory like hell
+    Mar 05 07:25:31  For realism... I don't really like gore and stuff
+    Mar 05 07:25:38  ah, i see
+    Mar 05 07:26:12   breaking THINGS is not exactly graphic violence after all :P
+    Mar 05 07:26:17  yeah
+    Mar 05 07:26:27   huge explosions, hell yeah
+    Mar 05 07:26:30  Well the old Kingpin - Life of Crime (gang game made over the Quake 1 2 or 3 engine, 10 years old at least) had pain skins, but they were 2 different versions of each player skin
+    Mar 05 07:26:54   thus I also like the idea that in a fps like Nexuiz, you don't really die
+    Mar 05 07:26:57   you just respawn :P
+    Mar 05 07:27:13   you respawn and need to collect items again, but you can continue playing
+    Mar 05 07:27:29  What i'd like to see though is after-damage effects like in UT2004. eg. You shoot someone with the machinegun, they spray a blood trail for a second. Electro, they have lightning coming out of them for a second, etc.
+    Mar 05 07:27:39   that sure makes you way less immersed to the game - but I like it, I like playing "detached" from the game
+    Mar 05 07:28:11   Taoki: csqc networked players and we can have it :P
+    Mar 05 07:28:16   of course with cl_gentle versions of it ;)
+    Mar 05 07:28:30  yeah. It can be enabled only if cl_gentle is
+    Mar 05 07:28:38  I tried implementing it a long time ago
+    Mar 05 07:28:42   that can be enabled in non-gentle too...
+    Mar 05 07:28:45   I do not object to it
+    Mar 05 07:28:52   as it doesn't make the game more violent
+    Mar 05 07:28:57  But couldn't figure hot to put a constant particle generating entity to a player
+    Mar 05 07:29:06   whether the blood is sprayed on hit, or slowly over time, changes not much
+    Mar 05 07:29:07  Which then dies off after a time
+    Mar 05 07:29:13   but slowly over time looks better and gives better fps
+    Mar 05 07:29:17   yes
+    Mar 05 07:29:23   this is what you need CSQC networked players for
+    Mar 05 07:30:06 *   tZork|gone is now known as tZork
+    Mar 05 07:30:08   do not do it on server qc, although you maybe could
+    Mar 05 07:30:12   as ti'd be a huge bandwidth hog
+    Mar 05 07:30:26   in server qc, sure, you could make a particle emitting ent and make it MOVETYPE_FOLLOW the player
+    Mar 05 07:30:31   but don't, that eats BW like hell
+    Mar 05 07:31:08   if you want it for your own mod, sure, can code it for you :P
+    Mar 05 07:31:15   (the server side variant)
+    Mar 05 07:31:22  what a day.. hi fokes.
+    Mar 05 07:31:27   hi
+    Mar 05 07:32:18   hi
+    Mar 05 07:32:27  gebuz the backlog is abt as as logn as Doku's log hehe. will be hard to keep read up on it all. 
+    Mar 05 07:32:33  lol
+    Mar 05 07:32:45  we just covered ideas on organization
+    Mar 05 07:32:52  so scan the recent chat for that
+    Mar 05 07:33:27  I'll end up replacing that notnexuiz.log with page giving bullet points
+    Mar 05 07:33:36  after some decisions are nailed down
+    Mar 05 07:33:55  I need to skim through our discussions about map choices and put those into my notes
+    Mar 05 07:35:23 *   Taoki has quit (Ping timeout: 364 seconds)
+    Mar 05 07:35:31  a totaly flat organization (as in all votes are equal on all subjects) would be interesting. very likely "to interesting" tough ;)
+    Mar 05 07:36:18   totally flat would probably not work :P
+    Mar 05 07:36:21   then you can do nothing
+    Mar 05 07:36:42   but there should be "enough" leaders, and they should represent various aspects of the game
+    Mar 05 07:36:52   especially the aspects that tend to cause controversy
+    Mar 05 07:37:07   the goal is to choose leaders so that any possible controversy is also among the leaders :P
+    Mar 05 07:37:27  one thing that is difficult with a committee vote is if not everyone is around to vote
+    Mar 05 07:37:33  like on vacation or something
+    Mar 05 07:37:34   yes
+    Mar 05 07:37:51   also, not sure if voting by itself actually works
+    Mar 05 07:38:09   and, big decisions that NEED all leaders to agree (and most of the community) don't happen that often
+    Mar 05 07:38:21   big gameplay changes can e.g. first be done in a branch, and later applied
+    Mar 05 07:38:40   most stuff that is being developed is stuff that does not interfere with anyone else
+    Mar 05 07:38:46  div0: tZork was asking about (or suggesting, rather) some code cleanup for nexuiz
+    Mar 05 07:38:50  tZork: can you go more into that?
+    Mar 05 07:38:57  it does work, when the involved parties are somewhat limited in number, and fairly like minded. in that piticular case (in my own experiance) that model is acctualy superior. but its a rather delicate entity.
+    Mar 05 07:39:17   tZork: in case of Nexuiz community, no
+    Mar 05 07:39:20   see the CTF scoring case :P
+    Mar 05 07:39:24  hehe
+    Mar 05 07:39:40   everyone convinced that the old was is bad - but also everyone proposing and insisting on his own way to solve it
+    Mar 05 07:39:52   so whatever decision is taken (even "no change at all"), you have 80% against you
+    Mar 05 07:40:08  for CTF scoring, we finally did some proper testing, but unfortunately that testing was done "live" as the default. Everyone on my servers thinks the scoring is strange.
+    Mar 05 07:40:19  how to fuck up a good idea - just add ppl ;)
+    Mar 05 07:40:27  ;-)
+    Mar 05 07:41:01  I understand the ideas behind the scoring though. Luckily, scoring isn't a top priority issue. People still love the game even with messed up scoring.
+    Mar 05 07:41:03  sure Dokujisan, well my main gippy with nexuiz codebase it its planless. and suffers there of.
+    Mar 05 07:41:27   tZork: most stuff is quite clean
+    Mar 05 07:41:32   and I don't think we should overthrow it all
+    Mar 05 07:41:37   I am rather for slowly reorganizing it
+    Mar 05 07:41:51   the parts that probably SHOULD be overthrown and replaced: teamplay.qc :P
+    Mar 05 07:41:55  quality wize, yes, tnx to you im most cases div0
+    Mar 05 07:42:15  but its following much the random structure it happend to evole into
+    Mar 05 07:42:17   what I fear of a "cleanup" is that 80% of the features will be gone
+    Mar 05 07:42:43   and THAT I will never approve of
+    Mar 05 07:42:52  thus has major unnessesary overhead, and its a bitch to get into for anyone from teh outside.
+    Mar 05 07:43:04   well, how are you going to fix that?
+    Mar 05 07:43:14   I am certainly rejecting the idea if it emans that all interesting features are gone
+    Mar 05 07:43:23  start clean, copy stuff over. but have a plan for it.
+    Mar 05 07:43:34   I won't have much time for that, neither much motivation
+    Mar 05 07:43:41   also, it WILL mean that most features are gone
+    Mar 05 07:44:04   probably all that I did, as I won't have the motivation to implement it all a second time
+    Mar 05 07:44:12  successfull evolution means dropping off dead weight.
+    Mar 05 07:44:18   depends
+    Mar 05 07:44:28   I bet you consider Keyhunt dead weight
+    Mar 05 07:44:38   so YOU would not reimplement it
+    Mar 05 07:45:15   also, how are you even going to reorganize the bot code? Nobody on earth understands it :P
+    Mar 05 07:45:19  not sure, this is a specific case tough, what i want to talk abt it the general idea
+    Mar 05 07:45:32   general idea may be fine, but it probably won't eb Nexuiz any more then
+    Mar 05 07:45:34  if noone cares enougth to port feature X over, its rather likely that noone cares abt afore
+    Mar 05 07:45:35   but a totally different game
+    Mar 05 07:45:38  maybe we can do a code review by a number of people (developers) and start taking notes of areas of the code that they feel needs cleanup. 
+    Mar 05 07:45:50   tZork: it is not about caring
+    Mar 05 07:45:54   but also about having the time for it
+    Mar 05 07:45:56  and then we can discuss it better after we know what exactly we're talking about (what areas of code)
+    Mar 05 07:46:23   tZork: if it's some hidden feature nobody ever uses, sure, then that can be "reorganized away"
+    Mar 05 07:46:32   but what would that be, apart maybe from runematch?
+    Mar 05 07:46:40  omg I forgot about runematch
+    Mar 05 07:46:42   or certain failed balance_teams modes that all suck
+    Mar 05 07:47:29 *   Disconnected (Connection reset by peer).
+    **** ENDING LOGGING AT Fri Mar 05 07:47:29 2010
 
-**** BEGIN LOGGING AT Fri Mar 05 07:48:15 2010
+    **** BEGIN LOGGING AT Fri Mar 05 07:48:15 2010
 
-Mar 05 07:48:15 *	Now talking on #notnexuiz
-Mar 05 07:48:15 *	Topic for #notnexuiz is: here is most of the conversation so far -- http://www.nullgaming.com/stuff/notnexuiz.log
-Mar 05 07:48:15 *	Topic for #notnexuiz set by Dokujisan!~doku-lapt@74-132-116-73.dhcp.insightbb.com at Thu Mar 04 17:41:49 2010
-Mar 05 07:48:23 	plus, keyhunt already has quite a good structure
-Mar 05 07:48:27 	keyhunt - sure, but id exspect you to wnt to do taht.
-Mar 05 07:48:42 	problem is, it is now CLEAR that I will have MUCH less time in the future
-Mar 05 07:48:47 	I want keyhunt to stay in Nexuiz and be pushed more
-Mar 05 07:48:53 	okay
-Mar 05 07:48:57 	but in about 9 months from now, I will SURE not be able to work on it
-Mar 05 07:49:07 	(yes, breaking news)
-Mar 05 07:49:38 	I like Assault
-Mar 05 07:49:44 	so basically, I'd rather think that it should be evolutionary restructured in some way
-Mar 05 07:49:54 	the goal should be to bring ALL features over
-Mar 05 07:49:58 	maybe mark in the old code what you have
-Mar 05 07:50:08 	and continue, keeping only the unimplemented stuff in the old code
-Mar 05 07:50:20 	so one can easily track what is done and what not
-Mar 05 07:50:42 	the keyhunt code for example shouldn't be too hard to integrate into a new code base, same goes for race
-Mar 05 07:50:51 	right
-Mar 05 07:50:54 	as the code for it is in its own qc file, and called by callbacks from outside
-Mar 05 07:50:59 	all game modes should be that way, of course :P
-Mar 05 07:51:16 	this is the kinda stuff i want to see more. 
-Mar 05 07:51:27 	but basically, the goal should NOT be stripping the game to "what I like"
-Mar 05 07:51:31 	and also NOT reimplementing it
-Mar 05 07:51:36 	but JUST reorganizing the code
-Mar 05 07:51:42 	not silently removing stuff
-Mar 05 07:51:44 	that sounds like a good plan
-Mar 05 07:52:02 	and an idea to actually do that, is to keep the old code in a subdir of a branched revision tree
-Mar 05 07:52:05 	or even better.
-Mar 05 07:52:13 	make a server.new and client.new directory
-Mar 05 07:52:16 	and develop the new stuff there
-Mar 05 07:52:23 	it shall have the old code in a subdir
-Mar 05 07:52:32 	and whenever you have implemented something
-Mar 05 07:52:38 	you delete it from the copy of the old code before committing
-Mar 05 07:52:56 	so you see how the old code shrinks and shrinks, and the new one grows
-Mar 05 07:53:01 *	Dokujisan has quit (Ping timeout: 364 seconds)
-Mar 05 07:53:02 	What needs to be reogranized though, and why?
-Mar 05 07:53:04 *	You are now known as Dokujisan
-Mar 05 07:53:05 	when done, the old code will contain a rotten mess with no features
-Mar 05 07:53:10 	Taoki: just LOOK at teamplay.qc
-Mar 05 07:53:23 	the worst file of all that we have
-Mar 05 07:53:32 	*brrr*
-Mar 05 07:53:47 	also, stuff that probably can stay as is, is all in common/
-Mar 05 07:53:55 	client/ is mostly fine, but stuff needs to be moved into proper files
-Mar 05 07:54:05 	Main.qc is cluttered, sbar.qc and View.qc separation is unclear
-Mar 05 07:54:17 	better file separation is needed in many places iirc
-Mar 05 07:54:21 	right
-Mar 05 07:54:21 	yeah, some of that is true.
-Mar 05 07:54:34 	in server, a redesign of some code parts probably needs more work than just shiftign around code between files
-Mar 05 07:54:35 	and some new subdir perhaps
-Mar 05 07:54:38 	although this would likely fix client
-Mar 05 07:54:43 	Does it have to be a code remake specifically, or can each part be optimized and rearranged slowly in time?
-Mar 05 07:54:52 	Taoki: depends :P
-Mar 05 07:55:05 	code remake with "copying" much old code
-Mar 05 07:55:09 	doxy style commentarys for auto documentation will let ppl get into it fast
-Mar 05 07:55:14 	e.g. many game modes have a somewhat clean implementation that can be taken over as is
-Mar 05 07:55:20 	unfortunately that does not include CTF
-Mar 05 07:55:48 	but Domination, Keyhunt, Race, and of course TDM (not really a mode) would most likely work with exactly their current code
-Mar 05 07:55:55 	14:54:56 <@div0> Main.qc is cluttered, sbar.qc and View.qc separation is unclear
-Mar 05 07:56:00 	this should be fixed in the panelhud branch
-Mar 05 07:56:04 	ah, great
-Mar 05 07:56:09 	even if the idea of the panelhud is not approved
-Mar 05 07:56:18 	why would it not be :P
-Mar 05 07:56:21 	we'll see what it turs out to be :P
-Mar 05 07:56:24 	turns*
-Mar 05 07:56:29 	if anything, the idea of configuring this in the menu will not be :P
-Mar 05 07:56:39 	but then you can still have different HUD "skins" as cfg files
-Mar 05 07:56:46 	it is done in CSQC to 100% right now :P
-Mar 05 07:57:05 	yep as cfg files sure
-Mar 05 07:57:05 	tZork: basically, a start would be identifying what is rotten
-Mar 05 07:57:10 	then making a new clean code base
-Mar 05 07:57:14 	and then trying to reintegrate all
-Mar 05 07:57:20 	the new clean code base should focus on DM and TDM
-Mar 05 07:57:41 	(yes, immediately with TDM support, as that will be important to have other teamplay modes not too complicated)
-Mar 05 07:57:51 	div0: ill dig up my l!ft planning, as i started doing just that before i decided to go scratch intsed. if i can find it.
-Mar 05 07:57:55 	shouldn't it just be some sort of "interface" for game modes
-Mar 05 07:58:01 	and have each and every gamemode separate in different files
-Mar 05 07:58:05 	FruitieX: not possible
-Mar 05 07:58:13 	oh...
-Mar 05 07:58:13 	many game modes must interact to very specific events
-Mar 05 07:58:15 	like player dying
-Mar 05 07:58:23 	Btw, rendomly remembered. Has anyone taken a look at the forgotten contributions I linked yesterday (or 2 daysd ago) here?
-Mar 05 07:58:30 	not yet
-Mar 05 07:58:30 	its possible acctualy
-Mar 05 07:58:42 	tZork: how do you KNOW all the places that need interaction? :P
-Mar 05 07:58:49 	I should probably make a topic with all of them, so they won't be forgotten
-Mar 05 07:58:54 	Race also needs quite much interaction (but that oen not with dying, but with spawning)
-Mar 05 07:59:04 	the problem is it requiers a re-write
-Mar 05 07:59:16 	rewrite is bad, as it means only 20% will be taken over
-Mar 05 07:59:19 	div0: registerd events
-Mar 05 07:59:24 	but sure
-Mar 05 07:59:30 	such a thing wouldn't be a rewrite
-Mar 05 07:59:43 	I expect to be able to use existing game mode code, and add an init function that registers the callbacks as event handlers
-Mar 05 07:59:54 	THAT is how it should be possible without rewriting all game modes
-Mar 05 08:00:47 	mode X registers what events to recive in some form of initialazation, each event handler has slots, or chains so mutators are effectuvly just non exclusive modes.
-Mar 05 08:00:53 	basically, I want restructure, not rewrite
-Mar 05 08:01:04 	thats roughtly teh idea i had for lift anyway
-Mar 05 08:01:08 	most existing "feature specific" code should work as is
-Mar 05 08:01:15 	except for an init function registering handlers
-Mar 05 08:01:24 	but the generic code base of course need schanging
-Mar 05 08:01:34 	probably entirely rewriting
-Mar 05 08:02:04 	also, quite some subsystems probably should stay as is
-Mar 05 08:02:09 	e.g. waypointsprites and scores subsystem
-Mar 05 08:02:18 	also having to stir things up forces a audir of parts one normaly just shun away from. witch is healty.
-Mar 05 08:02:21 	of course, both are self-contained .qc files already :P
-Mar 05 08:02:30 	sure
-Mar 05 08:02:43 	well, MOSTLY self-contained - they use some common "miscfunctions" :P
-Mar 05 08:02:47 	but otherwise self-contained
-Mar 05 08:02:59 	such stuff most likely can stay as is, as it does not harm anything or influence anything's structure
-Mar 05 08:03:05 	right
-Mar 05 08:03:29 	what NEEDS cleanup, is teamplay.qc, player death handling, player spawn handling, player think
-Mar 05 08:03:31 	no point in rewriting just for teh sake of it.
-Mar 05 08:03:36 	sure
-Mar 05 08:03:42 	I just say... try to use existing code if you can
-Mar 05 08:03:50 	way less debugging work, and better result
-Mar 05 08:04:04 	absolutly. 
-Mar 05 08:04:08 	try not to rewrite feature specific code unless it goes deep into internals
-Mar 05 08:04:11 	(like ready-restart does)
-Mar 05 08:04:32 	also one of the messy parts BTW :P
-Mar 05 08:04:48 	item handling may also need to be improved, althoguh it is mostly good
-Mar 05 08:04:56 	probably it can stay as is, but needs to be divided up into files
-Mar 05 08:05:19 	as for the weaponsystem... VERY hard to get THAT right :P
-Mar 05 08:06:04 	one thing we have to address asap is how we want to time this. if we want to jank as much as possible of the nexuiz community, we have to be reeeal fast with a release. 
-Mar 05 08:06:20 *	[-z-] gives channel operator status to Dokujisan Morphed Spaceman
-Mar 05 08:06:22 *	[-z-] gives channel operator status to Taoki
-Mar 05 08:06:38 	I agree with more frequent releases
-Mar 05 08:06:57 <[-z-]>	btw, men h8 mike now
-Mar 05 08:06:59 	that also influense the under-the-hood dev plan
-Mar 05 08:07:18 <[-z-]>	my /\ /\nd $ key$ /\re bre/\king
-Mar 05 08:08:53 	1337
-Mar 05 08:09:09 <[-z-]>	not re4lly :(
-Mar 05 08:09:14 <[-z-]>	quite 4nnoying
-Mar 05 08:09:23 	agree with more frequent releases... we shouldn't need to care THAT much about if the release is stable or not
-Mar 05 08:09:35 	as we could just patch that up quickly
-Mar 05 08:09:52 	we can also organize more people to get involved in a proper testing / feedback loop
-Mar 05 08:10:18 	problem: engine bugs. afaik dp has no viable method of self-upgrade
-Mar 05 08:10:33 	I would like to have some open dialog with all of the main server admins
-Mar 05 08:10:58 	BTW :P
-Mar 05 08:11:18 	next release should be incompatible to old nexuiz releases
-Mar 05 08:11:28 	Hmm, what does everyone think about an auto-update system? One that would popup a menu window saying "update available" when you open Nexuiz while connected to the internet? And that could download everything internally... or if not close Nexuiz and take you to the download page
-Mar 05 08:11:29 	so just to be clear, we're forking the nexuiz code and we're NOT forking darkplaces into a new engine, right?
-Mar 05 08:11:31 	we need to get enough server admins to host servers for that new version...
-Mar 05 08:11:32 	But configurable
-Mar 05 08:11:44 	and leave the old 2.4.2 minsta servers to rot
-Mar 05 08:11:49 	engine bugs issue is the only real reason i for large upgrtades ratehr then frequent.
-Mar 05 08:11:57 	i see for*
-Mar 05 08:12:22 	Dokujisan: right
-Mar 05 08:12:25 	at least i hope so
-Mar 05 08:12:43 	not atm at least. 
-Mar 05 08:13:05 	I understand that decision. but it is a disadvantage, right?
-Mar 05 08:13:21 	hwo so?
-Mar 05 08:13:23 	I mean under "alientrap" we had access to making changes to darkplaces
-Mar 05 08:13:29 	are we losing that?
-Mar 05 08:13:42 	i dont see why - div0
-Mar 05 08:13:47 	Samual
-Mar 05 08:13:52 	FruitieX: 
-Mar 05 08:13:54 	heh
-Mar 05 08:13:56 	nope
-Mar 05 08:14:02 	i never had access there :)
-Mar 05 08:14:03 	anyway, as for rerwrite... shpuld be no goal for next release
-Mar 05 08:14:10 	's got repos access and i see no reason for LH ro refuse sane patches / requests
-Mar 05 08:14:13 	agree with div0 
-Mar 05 08:14:18 	but kept in mind when making new stuff
-Mar 05 08:14:26 	we are already so late with our "hotfix"
-Mar 05 08:14:54 	haha
-Mar 05 08:15:01 	right :p
-Mar 05 08:16:13 	its friggin hursefix by now xD
-Mar 05 08:16:20 	ok I'm skimming through our discussion about which maps to consider as official maps and which maps need cleanup
-Mar 05 08:17:31 	@ media i find the size of the current texture pool problematic. theres to much shit.
-Mar 05 08:17:45 	and suplicates
-Mar 05 08:17:46 	I was thinking about that. I seen many maps and thought to myself they would be great in SVN
-Mar 05 08:17:57 	duplicates*
-Mar 05 08:18:34 	otoh removing mean breaking some nex maps. tougth call.
-Mar 05 08:18:35 	Maps I'd like to see removed... only one I know for sure I would is EggAndBacon. I don't hate it, but it's just a big box with several weapons thrown around imo.
-Mar 05 08:19:05 	tZork: thats what div0 said, remove the evil* packs
-Mar 05 08:19:11 	I like egg and bacon because of all the weapons
-Mar 05 08:19:19 	Something recent for adding (just updated it myself and posted the update yesterday) is http://www.alientrap.org/forum/viewtopic.php?f=19&t=4945&p=76305#p76305 when vehicvles would be stable. Beautiful map by Sven
-Mar 05 08:19:22 	and that bots can capture the flag
-Mar 05 08:19:53 	official map pool can be super limited imo. noone oterh then the occasional review or sutch will use just it.
-Mar 05 08:20:20 	Yes
-Mar 05 08:20:28 	should only consist of really high quality maps
-Mar 05 08:20:29 	ok in the log file mentioned in the subject, go to Mar 04 03:36:55
-Mar 05 08:20:30 	use  only it i mean
-Mar 05 08:20:36 	that is where the map discussion starts
-Mar 05 08:20:41 	as for maps to keep for a start: aggressor, stormkeep2, e&b
-Mar 05 08:20:55 	e&b uses an evil texture, but that can be changed :P
-Mar 05 08:21:15 	Would it be illegal to include some wuake converted maps? Some (like kzlegypt, pukka3 / fascinating senseleness) are very good
-Mar 05 08:21:17 	reroute textures with shaders is also possible
-Mar 05 08:21:17 	oh, and that factory map
-Mar 05 08:21:18 	*quake
-Mar 05 08:21:20 	although just DM
-Mar 05 08:21:20 	can we at least give e&b a makeover?
-Mar 05 08:21:21 	Taoki: yes
-Mar 05 08:21:27 	Dokujisan: how would you make a makeover on it?
-Mar 05 08:21:29 	oh :(
-Mar 05 08:21:32 	make it look interesting... like stormkeep2
-Mar 05 08:21:32 	I doubt it CAN be done
-Mar 05 08:21:33 	ah, desertfactory
-Mar 05 08:21:36 	oh, sure
-Mar 05 08:21:37 	absolutely keep that one
-Mar 05 08:21:39 	look I don't care for :P
-Mar 05 08:21:44 	gameplay, should stay
-Mar 05 08:21:47 	the stormkeep2 makeover was just awesome
-Mar 05 08:21:50 	sure
-Mar 05 08:21:50 	imo
-Mar 05 08:21:57 	even more so with warpzones
-Mar 05 08:21:59 	also, I'd insist a bit on the wall texture :P
-Mar 05 08:21:59 	hint hint :)
-Mar 05 08:22:08 	hehe, idea for e&b: two floor warpzones
-Mar 05 08:22:12 	oh on stormkeep?
-Mar 05 08:22:14 	so you jump in, come out of the other hole :P
-Mar 05 08:22:46 	e&b should retain the wall texture feel (like swimming pool or bathroom walls, sort of)
-Mar 05 08:22:59 	soylent maybe
-Mar 05 08:22:59 	and the obstacle pattern, and that the flags are on a higher ledge
-Mar 05 08:23:05 	visually, however, doesn't matter much
-Mar 05 08:23:11 	we should ask sev about cleftvillage
-Mar 05 08:23:12 	just make it not look generic industrial :P
-Mar 05 08:23:17 	if anyone remembers
-Mar 05 08:23:22 	the swimming pool/bathroom look is good
-Mar 05 08:23:25 	outdoor map
-Mar 05 08:23:28 	cleftvillage? ARE YOU SERIOUS?
-Mar 05 08:23:30 	with sharks in water :P
-Mar 05 08:23:33 	gameplay wise, bad
-Mar 05 08:23:35 	look wise, great
-Mar 05 08:23:43 	I'd also make the teleporter doors in Aggressor warpzones :P
-Mar 05 08:23:49 	cleftvillage is an attempt to clone CTF-LavaGiant a bit
-Mar 05 08:23:51 	but fails :P
-Mar 05 08:23:56 	Taoki: please not :P
-Mar 05 08:23:58 	Taoki: not rly, that's bad
-Mar 05 08:24:01 	that would be a brain twister
-Mar 05 08:24:01 	aggressor is too small
-Mar 05 08:24:04 	do it for a fun map though :P
-Mar 05 08:24:05 	The only issue I find major about warpzones is that they require water rreflections to display.
-Mar 05 08:24:07 	yep that too haha
-Mar 05 08:24:10 	fun map indeed
-Mar 05 08:24:17 	Taoki: sure, simply because they ARE that
-Mar 05 08:24:23 	you can force it on in mapinfo though
-Mar 05 08:24:36 	Ah, I thought that's temporary. I see
-Mar 05 08:24:42 	Thought they should display either way
-Mar 05 08:24:45 	well, until a better way is found :P
-Mar 05 08:24:47 	well
-Mar 05 08:24:49 	but are reflections safe on all target hardware?
-Mar 05 08:24:52 	the reason to not do that, is performance
-Mar 05 08:24:57 	tZork: no, require glsl
-Mar 05 08:25:00 	so do warpzones
-Mar 05 08:25:02 	what about eg. egyptronex
-Mar 05 08:25:09 	but, mesa software rendering got glsl :P
-Mar 05 08:25:20 	and clueless newbie's facing worlds
-Mar 05 08:25:21 	so, warpzones are NOT safe on all plats
-Mar 05 08:25:28 	so warpzones should have teleport texture behind them
-Mar 05 08:25:30 	Anyway bbl here
-Mar 05 08:25:32 	good thing so many gamers use mesa soft thenm eh? xD
-Mar 05 08:25:32 	to not confuse players too much
-Mar 05 08:25:35 	tZork: hehe
-Mar 05 08:25:57 	the kidna cpu power needed.. i want it.
-Mar 05 08:25:58 	:D
-Mar 05 08:26:33 	can we consider a soylent_ctf after some tweaks and testing are done?
-Mar 05 08:26:57 	BTW
-Mar 05 08:27:01 	what about gasolinepowered?
-Mar 05 08:27:17 	I think aggressor_ctf also has some potential but needs to improve the middle area
-Mar 05 08:27:17 	you know id be happy with something like 1 or two maps for each major mode (but 1 or two maps MADE for taht mode)
-Mar 05 08:27:48 	FruitieX: yes gasolinepowered is one that we all thought needed to ge tin
-Mar 05 08:27:49 	get in
-Mar 05 08:27:50 	runningman/runningmanctf need a retexture IMO
-Mar 05 08:27:59 	good call
-Mar 05 08:28:38 	the plethora of nexuiz maps shows that the community makes what it wants. i see no reason to maintain a large map-pool in the main release.
-Mar 05 08:28:46 	am putting a list together
-Mar 05 08:28:54 	that's what I'm doing :-P
-Mar 05 08:29:08 	along with the other bullet points from these chats
-Mar 05 08:29:41 <[-z-]>	brb, going to try going to gnome
-Mar 05 08:29:53 *	[-z-] has quit (Remote host closed the connection)
-Mar 05 08:30:27 	what do we think about treasureisland? I liked the initial one and people love the way it looks. The newer one is a bit strange in gameplay
-Mar 05 08:30:39 	it looks great, but needs adjustments, I think
-Mar 05 08:30:46 	player models are a preddy urgent tough. if we could make release 1 with even just two good quality models and dump that crap, we definitly would bring soemthing quite real to the table
-Mar 05 08:30:49 *	[-z-] (~detrate@c-98-230-24-23.hsd1.fl.comcast.net) has joined #notnexuiz
-Mar 05 08:31:51 	tZork: are there any existing in-progress or dropped player models that people were working on?
-Mar 05 08:31:58 	that would be a good candidate
-Mar 05 08:32:07 	15:29:47 <@Dokujisan> that's what I'm doing :-P
-Mar 05 08:32:09 	ah darnit :P
-Mar 05 08:32:14 	currently i got:
-Mar 05 08:32:17 	http://www.alientrap.org/forum/viewtopic.php?f=2&t=6051
-Mar 05 08:32:18 	or... do we know exactly who can work on a models
-Mar 05 08:32:28 	http://www.alientrap.org/forum/viewtopic.php?f=2&t=5997
-Mar 05 08:32:32 	FruitieX: PM me your list
-Mar 05 08:33:48 	Dokujisan: Oblivion, Morphed, DibTop and me all knows a bit abt assorted sobjects arround it.
-Mar 05 08:34:10 	i managed to export animated smd's from blender yesterday
-Mar 05 08:34:22 	and turn to dpm
-Mar 05 08:34:23 	yeah technical details around player models seem to always been a big problem for nexuiz.
-Mar 05 08:34:27 	mainly with animation
-Mar 05 08:34:44 	and I understand issues with exporting to md3 or whatever nexuiz needs
-Mar 05 08:34:55 <[-z-]>	on a PS2 keyboard so I can use my A and S keys :roll:
-Mar 05 08:35:20 <[-z-]>	couldn't even dettach a screen without them
-Mar 05 08:35:34 	Dokujisan: yes the artist toolchain of darkpalces is bad
-Mar 05 08:35:43 	tZork: holy crap that model looks ace
-Mar 05 08:35:45 	tZork: perhaps we need to generate some documentation on "what we know" about player model technical details
-Mar 05 08:36:07 	I second that idea
-Mar 05 08:36:13 	but with the blender smd thing working, its way more likely ppl can do open models.
-Mar 05 08:36:22 <[-z-]>	have we come up with a name yet?
-Mar 05 08:36:40 	[-z-]: we're covering other details at the moment. I think name decision comes last or later
-Mar 05 08:36:47 	we should take time with that 
-Mar 05 08:36:59 	zpankiuz
-Mar 05 08:37:05 	;)
-Mar 05 08:37:09 	I'm creating a page to overview the details of our discussions
-Mar 05 08:37:30 <[-z-]>	oky, well I'll work on getting the site ready with a fake name
-Mar 05 08:38:28 	http://www.alientrap.org/forum/viewtopic.php?f=2&t=5998
-Mar 05 08:38:30 	hell yes
-Mar 05 08:38:53 	ok new menu skin
-Mar 05 08:38:54 	good call
-Mar 05 08:39:09 <[-z-]>	as long as it gets finished :)
-Mar 05 08:39:20 <[-z-]>	I'm assuming we can get the source files from sev on this?
-Mar 05 08:39:25 <[-z-]>	I can remix it for the website design
-Mar 05 08:39:43 	someone should learn how to do fonts and do something close to this: http://pics.nexuizninjaz.com/images/jom5sjku3jvcj7r5ezs.jpg
-Mar 05 08:39:46 	and of course gpl it :P
-Mar 05 08:39:55 	what about stone_castle
-Mar 05 08:40:01 	it's much improved over dm_castle
-Mar 05 08:40:03 	screenshot?
-Mar 05 08:40:04 	oh
-Mar 05 08:40:04 <[-z-]>	I like stone castle
-Mar 05 08:40:11 	don't think i've seen it
-Mar 05 08:40:43 	http://www.alientrap.org/forum/viewtopic.php?f=19&t=5890
-Mar 05 08:40:58 	unfortunately his screenshots are at 150 fov or something crazy
-Mar 05 08:42:20 	can you guys help me think of names of all of the decent mappers in nexiuz?
-Mar 05 08:43:37 <[-z-]>	mookow, FruitieX, dublpaws, sev
-Mar 05 08:43:43 	http://pics.nexuizninjaz.com/images/8vettzmezq8nyp7csw5.jpg
-Mar 05 08:43:48 	EVIL TEXTURES!!11
-Mar 05 08:43:49 	:P
-Mar 05 08:43:58 	or wait...
-Mar 05 08:44:00 	not at all
-Mar 05 08:44:10 	still, part of the "low quality packs" i guess
-Mar 05 08:44:18 <[-z-]>	much better flow & he didn't remove the secret jumppads
-Mar 05 08:44:35 	Mappers
-Mar 05 08:44:35 		FruitieX
-Mar 05 08:44:35 		cortez666
-Mar 05 08:44:35 		Grasshopper
-Mar 05 08:44:35 		Mookow
-Mar 05 08:44:35 		Unknown/alphagod
-Mar 05 08:44:35 		sev
-Mar 05 08:44:35 		dublpaws
-Mar 05 08:44:35 		Strahleman
-Mar 05 08:44:35 		Diabolik
-Mar 05 08:44:35 		djsupport
-Mar 05 08:44:35 		lda17h
-Mar 05 08:44:36 <[-z-]>	he added jumppads too
-Mar 05 08:44:48 	cool
-Mar 05 08:44:58 	oh... I thought of a couple more
-Mar 05 08:45:02 	cubeowl
-Mar 05 08:45:03 <[-z-]>	fbzor
-Mar 05 08:45:18 	!define decent mapper
-Mar 05 08:45:23 	your definition
-Mar 05 08:45:24 <[-z-]>	with some guidance, fabzor can produce awesome maps
-Mar 05 08:45:59 	yeah I would love to group together mappers and have more interactive dialog about map projects, like I've been doing with the NCT group
-Mar 05 08:46:20 	some of the maps in nexuiz are really close to being great, but need adjustments
-Mar 05 08:46:30 	btw, should we use div0's "strafebot proof" physics set? :)
-Mar 05 08:46:38 	me likes it somewhat
-Mar 05 08:46:38 	dont know Dokujisan, havent kept up 2 date to good. just trying to iluminate theres many things that one can put into that term.
-Mar 05 08:46:48 	it'd be really easy for newbies
-Mar 05 08:46:52 	tZork: you do makes too right?
-Mar 05 08:47:03 	uum yes..
-Mar 05 08:47:09 	or did
-Mar 05 08:47:10 	does clueless newbie make maps?
-Mar 05 08:47:18 	>.o
-Mar 05 08:47:26 	yep
-Mar 05 08:47:39 	sepelio
-Mar 05 08:48:20 	i used to map more (the first ctf map in nexuiz was acctualy mine, got removed later tnk god)
-Mar 05 08:49:14 	has everyone seen this? This is the sort of thing I want to create for mappers to work from (especially new mappers)
-Mar 05 08:49:16 	http://www.nullgaming.com/nexuiz/projects/maps/
-Mar 05 08:49:37 	just some ideas for improving or converting maps
-Mar 05 08:49:42 	div0: don't agree with your latest change in the physics set :P
-Mar 05 08:49:54 	cool stuff DibTop
-Mar 05 08:49:57 	err Dokujisan
-Mar 05 08:50:01 	sv_airaccel_sideways_friction -0.3 => 1
-Mar 05 08:50:05 	instead you should set it at -1 :P
-Mar 05 08:50:12 	Heavy would acctualy be a preddy good official map
-Mar 05 08:50:24 	this has been very productive among a small group of mappers. If this is done on a larger scale with ALL nexuiz mappers, we could get a lot done
-Mar 05 08:50:35 	this way i think both nexuiz players and quakers will feel more at home
-Mar 05 08:50:54 	even better if -z- could create a little app that allows us to edit these entries easier (I'm doing the HTML by hand at the moment)
-Mar 05 08:51:15 <[-z-]>	which entrie?
-Mar 05 08:51:22 	and of course this would be on the official website, not on my personal site
-Mar 05 08:51:29 *	Taoki has quit ("KVIrc Insomnia 4.0.0, revision: 3830, sources date: 20091222, built on: 2010-01-10 23:31:04 UTC http://www.kvirc.net/")
-Mar 05 08:51:32 	http://www.nullgaming.com/nexuiz/projects/maps/
-Mar 05 08:51:38 	wow by hand? your like a webdesign caveman then Dokujisan ;) mee too, usualy.
-Mar 05 08:51:50 	doing a small webapp to handle that -z-
-Mar 05 08:52:00 <[-z-]>	Dokujisan: I'll ee wht I cn whip up tht up
-Mar 05 08:52:06 <[-z-]>	fdjipljkcvzxjklkljd ukeybord
-Mar 05 08:52:07 	well I don't mind editing that page. it was simple. but I'd like others to have editing ability
-Mar 05 08:52:16 	yar
-Mar 05 08:52:36 *	Taoki (kvirc@93.113.162.42) has joined #notnexuiz
-Mar 05 08:52:42 <[-z-]>	Dokujisan: well I'll ee wht I can do about getting some web stuff setup at nexiuz.org from work
-Mar 05 08:52:46 	[-z-]: I created some simple classes for different statuses
-Mar 05 08:52:49 <[-z-]>	if it's a slow day
-Mar 05 08:53:15 	[-z-]: but we could rethink those classes. I made them up quickly
-Mar 05 08:53:50 <[-z-]>	hey, there i  better remke of bonuchecker tht grhopper mde
-Mar 05 08:53:55 	Ooh... zeonix.com is not taken (another idea for a name)
-Mar 05 08:54:01 	yeah I haven't updated that page in a month or so
-Mar 05 08:54:07 <[-z-]>	zeonix sounds cool
-Mar 05 08:54:13 	irena, that muse be irena_ctf. the one i made just called iRena it non ctf
-Mar 05 08:54:15 	15:52:53 < [-z-]> Dokujisan: I'll ee wht I cn whip up tht up
-Mar 05 08:54:15 	15:52:59 < [-z-]> fdjipljkcvzxjklkljd ukeybord
-Mar 05 08:54:16 <[-z-]>	okay, I put the PS2 keyboard in the other keyboard's place
-Mar 05 08:54:18 	rofl
-Mar 05 08:54:25 	it came to mind with the Pheonix suggestion
-Mar 05 08:54:25 <[-z-]>	a and s keys dying FruitieX
-Mar 05 08:54:28 	Would be nice
-Mar 05 08:54:30 <[-z-]>	too much gaming on that keyboard
-Mar 05 08:54:31 	yeah i see
-Mar 05 08:54:33 	oh lol
-Mar 05 08:54:33 	Taoki: added to the list
-Mar 05 08:54:44 	Zeonix isn't a bad one at all
-Mar 05 08:54:50 	shortened to Zeon
-Mar 05 08:54:55 	like we shorten to "Nex"
-Mar 05 08:55:03 	yeah
-Mar 05 08:55:43 	ok who are the developers?
-Mar 05 08:55:50 	game code 
-Mar 05 08:56:03 	div0, tZork, mandinga, diabolik, 
-Mar 05 08:56:06 	fruitieX
-Mar 05 08:56:10 <[-z-]>	I believe samual is in
-Mar 05 08:56:12 <[-z-]>	and taoki?
-Mar 05 08:56:15 	div0: I would also vote for sv_maxspeed 320 and sv_maxairspeed 320
-Mar 05 08:56:32 	I make patches pretty often... I kinda consider myself a half-developer :P
-Mar 05 08:56:37 	FruitieX: noted
-Mar 05 08:56:56 	what does that do in gameplay terms FruitieX?
-Mar 05 08:57:04 	so to sum it all up: current physicsNoQWBunny.cfg + sv_airaccel_sideways_friction -1 + sv_maxspeed 320 + sv_maxairspeed 320
-Mar 05 08:57:29 	tZork: that is a slightly different physics config that div0 has been working on
-Mar 05 08:57:33 	blub is a developer, right?
-Mar 05 08:57:36 	CSQC guy
-Mar 05 08:57:47 	is green marine?
-Mar 05 08:57:54 	Dokujisan: note that "sum it all up" line ^
-Mar 05 08:58:00 	noted
-Mar 05 08:58:29 	tZork: try it, it feels like a fuse of nexuiz and CPM a bit
-Mar 05 08:58:36 	ok who else besides -z- is a web developer?
-Mar 05 08:58:38 	Dokujisan: Spaceman, lda17h, FruitieX
-Mar 05 08:58:52 	tZork: for web dev?
-Mar 05 08:58:56 	oh does spaceman do maps?
-Mar 05 08:59:02 	for a nexuiz player it should feel pretty much the same
-Mar 05 08:59:04 	FruitieX: CPM? Is that liek  C perl module? :P
-Mar 05 08:59:05 *	[-z-] has quit (Ping timeout: 120 seconds)
-Mar 05 08:59:06 	no, I don't do maps
-Mar 05 08:59:16 	Dokujisan: tought you where asking for gamecode devs
-Mar 05 08:59:19 	I've fixed a few map bugs
-Mar 05 08:59:51 	ok so  lda17h does game coding too?
-Mar 05 09:00:19 	and what of green marine?
-Mar 05 09:00:44 	FruitieX: i know its some special phys config for ..q3? but tahts abt all. so i havent a clue what a merge of it and nexuiz would be.
-Mar 05 09:01:55 	Dokujisan: iirc yes, think he made some dodge patch for nexuiz wich looked decent but got lost in the goo
-Mar 05 09:02:04 	Just so I know. Is it alright to talk about the decision to rename Nexuiz outside of this channel yet?
-Mar 05 09:02:17 	no
-Mar 05 09:02:25 	not in public, imo
-Mar 05 09:02:26 	Taoki: no
-Mar 05 09:02:28 	Dokujisan: more physics stuff to note that's really fun: sv_doublejump 1, sv_jump_speedcap_max 1, sv_jumpspeedcap_max_disable_on_ramps 1
-Mar 05 09:02:30 	ok
-Mar 05 09:02:41 	just my opinion tough
-Mar 05 09:02:48 	we shouldn't make any of these discussions known outside....except I'm chatting with the aussienexers
-Mar 05 09:02:51 	keeping them informed
-Mar 05 09:02:55 	certain key people
-Mar 05 09:03:02 	and they know not to discuss it publicly too
-Mar 05 09:03:14 	ok good
-Mar 05 09:05:22 *	Dokujisan has changed the topic to: Details so far -- http://www.nullgaming.com/stuff/nexuiz_new_notes.txt
-Mar 05 09:05:43 	review that, if you would
-Mar 05 09:05:49 	 ok who else besides -z- is a web developer?
-Mar 05 09:05:50 	help me fill in the empty spots
-Mar 05 09:05:52 	Dokujisan, +1
-Mar 05 09:05:58 	you?
-Mar 05 09:07:50 	Dokujisan, yes
-Mar 05 09:07:57 	k
-Mar 05 09:08:17 	ok I added the aussie people now to the ROLES list
-Mar 05 09:10:25 	well till when it started to overcrowd and everyone was all sudden a webdev ;)
-Mar 05 09:10:41 	I can manage the people. I just need to know who does what
-Mar 05 09:10:50 	-z- will likely be the head web dev
-Mar 05 09:10:58 	i worked as webdesigner/developer/php coder in past, tho try to avoid those...
-Mar 05 09:11:04 	ok
-Mar 05 09:11:10 	I'll keep you off that list then :-)
-Mar 05 09:11:16 	yea }-z-{ does gooed job imho
-Mar 05 09:11:27 	I agree
-Mar 05 09:11:33 	Dokujisan, sure i help out np.
-Mar 05 09:13:04 	FruitieX: please PM me trhat physics info
-Mar 05 09:13:31 	ok what about server admins?
-Mar 05 09:13:32 	[14:50:50] <@FruitieX> sv_airaccel_sideways_friction -0.3 => 1
-Mar 05 09:13:33 	[14:50:54] <@FruitieX> instead you should set it at -1 :P
-Mar 05 09:13:38 	why? it gives more control
-Mar 05 09:13:42 	but I am undecided about it :P
-Mar 05 09:13:51 	you could basicaly put me in all fields as i have a bit of professional experiance in all of them :P but i prefer just game devel and maybe models/maps for now.
-Mar 05 09:13:54 	I just don't like that turning gives no penalty
-Mar 05 09:14:02 	when turning slowly
-Mar 05 09:14:04 	@ Dokujisan
-Mar 05 09:14:05 	you still accelerate
-Mar 05 09:14:05 	ok tZork 
-Mar 05 09:14:12 	ideal would be if turning does not accelerate :P
-Mar 05 09:14:22 	but I do not want too much deceleration either
-Mar 05 09:14:35 	I will probably change the sidefric code to limit to the previous speed before the move
-Mar 05 09:14:42 	and not to the current speed when applying sidefric
-Mar 05 09:14:57 	so when turning using CPMA air control, your speed would stay as is (but not increase)
-Mar 05 09:14:59 	that was my goal
-Mar 05 09:15:24 	but well, it may need slight code changes :P
-Mar 05 09:17:06 	ok, I need a list of the Nexuiz Server Admins
-Mar 05 09:17:17 	FruitieX: acgtually...
-Mar 05 09:17:20 	Hmm
-Mar 05 09:17:23 	from the code, sidefric -1 SHOULD do what I want
-Mar 05 09:17:26 	maybe it is buggy :P
-Mar 05 09:17:30 	:P
-Mar 05 09:17:36 	-1 allows deceleration, but only as much as the backwards key would do
-Mar 05 09:17:40 	this is actually what I want :P
-Mar 05 09:17:54 	maybe need to try -9999 ;)
-Mar 05 09:18:04 	will check that out later
-Mar 05 09:18:07 	please PM it to me
-Mar 05 09:18:14 	I wish I could self-PM to make "reminders":P
-Mar 05 09:18:49 	so yes, if -1 does what I wanted it to do in the code ;) then it is exactly what there should be
-Mar 05 09:19:17 	heh
-Mar 05 09:20:01 	basically what the - should do, is "never decelerate more than the backward key could do"
-Mar 05 09:20:06 	to prevent illogical physics
-Mar 05 09:20:20 	/msg yournick blah dont work?
-Mar 05 09:20:30 	tahts what i usualy do =)
-Mar 05 09:20:34 <}-z-{>	I would like to share responsbility with Dokujisan and perhaps another person
-Mar 05 09:20:38 	Dokujisan: cubeowl, esteel run DCC; merlijn runs Simba
-Mar 05 09:20:41 <}-z-{>	but if possible I would like to do the inital setup
-Mar 05 09:20:47 <}-z-{>	cocerning web for this project
-Mar 05 09:20:59 	tZork: opens a query window :P
-Mar 05 09:21:39 <}-z-{>	I just don't want to be a single point of failure at any point :-P
-Mar 05 09:21:44 	sure :P
-Mar 05 09:21:59 <}-z-{>	I like the arangement I ad as admin with willis in a way, I would like to keep something like that going
-Mar 05 09:21:59 	ok what about SysAdmins? I know that's overlap with web dev and Nexuiz admins, but I'd like a separate list
-Mar 05 09:22:08 	I would be one, but not the only one
-Mar 05 09:22:11 <}-z-{>	and by the way, it sounded like willis is with us on this
-Mar 05 09:22:14 	}-z-{ for Community/Project Organization?
-Mar 05 09:22:21 	and yes, Willis as sysadmin is good
-Mar 05 09:22:22 <}-z-{>	tZork: ?
-Mar 05 09:22:34 	<}-z-{> I would like to share responsbility with Dokujisan and perhaps another person
-Mar 05 09:22:38 	maybe FruitieX too
-Mar 05 09:22:52 <}-z-{>	ah, tZork for web
-Mar 05 09:22:53 	just... community/project organization shoudl not mean "global head of all" :P
-Mar 05 09:23:05 <}-z-{>	running the websites, development websites and other web kind of projects
-Mar 05 09:23:10 	but rather PR, community websites, also autromatically head moderators, etc.
-Mar 05 09:23:11 *	mand1nga (404c1f0e@webchat.mibbit.com) has joined #notnexuiz
-Mar 05 09:23:15 div0 DibTop 
-Mar 05 09:23:30 	oh right, well }-z-{ my web stuff is rusty nowdays. im not a good choise i think,
-Mar 05 09:23:31 	I think general PR belongs into that too
-Mar 05 09:23:37 	i.e. not just our website, but also other sites :P
-Mar 05 09:23:38 	div0: yeah that's what I have in mind. I don't want to boss people around. I consider it more of an organization role than anything
-Mar 05 09:23:52 <}-z-{>	tZork: I think if Dokujisan and willis also share this responsibility we'll be good.
-Mar 05 09:24:05 <}-z-{>	Dokujisan is good at managing, we've seen this
-Mar 05 09:24:07 	I want to be able to establish how things are done and then hopefully remove myself from that role over time
-Mar 05 09:24:16 	as for sysadmin... it'd be nice if these also are responsible for making the builds
-Mar 05 09:24:24 	as it overlaps quite much :P
-Mar 05 09:24:30 <}-z-{>	makes sense
-Mar 05 09:24:35 	of course, it'll be mostly automatic
-Mar 05 09:24:41 	I envision a cronjob for daily builds
-Mar 05 09:24:43 	Dokujisan: i think its acctualy needed continiously, nto nessesarely the same person/s tough.
-Mar 05 09:24:53 	and only making of release builds would be manual
-Mar 05 09:24:58 	(to put in version number)
-Mar 05 09:25:12 	on the other hand, website stuff overlaps with sysadmin too
-Mar 05 09:25:18 <}-z-{>	div0: I think we should do that an have an automatic private test server if possible too
-Mar 05 09:25:24 	sure
-Mar 05 09:25:46 	Dokujisan, prolly forgot: Morphed into >Artists section & modeling (afaik), and you can add me aswell for art/gui/texture(2d).
-Mar 05 09:25:58 	yes
-Mar 05 09:26:08 	regarding how artwork should LOOK I want no responsibilties...
-Mar 05 09:26:16 	hehe
-Mar 05 09:26:18 	I just request, or demand, general "good taste" principles :P
-Mar 05 09:26:31 	haha
-Mar 05 09:26:31 	I don't care how it looks, as long it's no running around goatse :P
-Mar 05 09:26:43 	and no, not even a GOOD looking running around goatse please :P
-Mar 05 09:26:53 	aww so no leiliololiolioloil? ;)
-Mar 05 09:26:57 <}-z-{>	regarding artwork, I think we should gather a list of wants/needs/likes/dislikes
-Mar 05 09:27:05 <}-z-{>	to give other artists direction when they are looking to contribute
-Mar 05 09:27:23 <}-z-{>	and hopefully that will evolve into some sort of natural style
-Mar 05 09:27:31 	16:25:35 <@div0> I envision a cronjob for daily builds
-Mar 05 09:27:33 	yes do want
-Mar 05 09:27:50 	or one that builds as soon as there's a change in the git master branch
-Mar 05 09:27:53 	ok refresh the nexuiz_new_notes.txt
-Mar 05 09:27:53 *	esteel (VDGLpekoeK@planetnexuiz.de) has joined #notnexuiz
-Mar 05 09:27:57 	hi esteel :-)
-Mar 05 09:28:00 <}-z-{>	hey esteel 
-Mar 05 09:28:04 	hi there esteel
-Mar 05 09:28:06 	hola
-Mar 05 09:28:07 	possibly even one that builds from some select branches
-Mar 05 09:28:10 	esteel: glance through the file in the subject
-Mar 05 09:28:19 	and gives you an older download link with text BULID FAILED if recent builds fail
-Mar 05 09:28:23 	hello esteel 
-Mar 05 09:29:05 	laters when in the train.. right now it would be a pita.. mobilephone only ;)
-Mar 05 09:29:16 	btw Dokujisan, i also admin a couple of nexuiz servers :P
-Mar 05 09:29:17 	ok
-Mar 05 09:29:25 <}-z-{>	yeah, actually there is a plugin for redmine concerning builds... you can have it automatically report certain things as bugs, sorry for the vague description :-P
-Mar 05 09:29:30 	or well actually, they all run the nexrun mod >_>
-Mar 05 09:29:45 	meh if build fail it should send horrid viroidz! taht'd keep yall motivated not to write bugz! xD
-Mar 05 09:29:57 	ye tZork :P
-Mar 05 09:31:38 	ok one question regarding websites.... I want to invite the aussienexers to have their community join the core website instead of operating a separate website
-Mar 05 09:31:52 <}-z-{>	Dokujisan: I was thinking we could wrap in it wordpress MU
-Mar 05 09:32:00 	ok
-Mar 05 09:32:22 <}-z-{>	I'm not sure what this means for the mybb bridge however
-Mar 05 09:32:50 <}-z-{>	they may need an account on the main nexuiz* site for that
-Mar 05 09:32:59 <}-z-{>	I have to look into it
-Mar 05 09:38:25 <}-z-{>	okay, temporary domains to get setup on: theworthless.net, beertitties.com, cankill.us, withfoss.org
-Mar 05 09:38:36 	ok I think I have the aussies onboard with a central website
-Mar 05 09:39:21 <}-z-{>	just to setup something external we can all start using as a way to organize information until we better define ourselves
-Mar 05 09:39:59 <}-z-{>	I like cankill.us
-Mar 05 09:40:19 <}-z-{>	or withfoss.org
-Mar 05 09:41:07 	i like both b33f and titties.. so i guess i like beertitties.com ;)
-Mar 05 09:41:14 <}-z-{>	:-P
-Mar 05 09:42:23 <}-z-{>	Dokujisan: any opinion?
-Mar 05 09:42:23 	hey... can we do an official mumble server?
-Mar 05 09:42:33 <}-z-{>	most definitely
-Mar 05 09:42:36 <}-z-{>	very good idea
-Mar 05 09:42:36 	I run a mumble server. I think there is one in Au
-Mar 05 09:42:46 	I think my mumble server is very low on resources
-Mar 05 09:42:56 <}-z-{>	we can probably integrate that into the website and probably the forums
-Mar 05 09:43:01 <}-z-{>	"user is on mumble now" w00t
-Mar 05 09:43:13 <}-z-{>	optionally displayed by choice of the user of course
-Mar 05 09:43:23 <}-z-{>	they'd have to associate their mumble account as well
-Mar 05 09:43:23 	and the lagtime between regions isn't a problem either. I've had people from australia on my mumble server and the chatting is fine
-Mar 05 09:43:34 <}-z-{>	Dokujisan: beertitties.com?
-Mar 05 09:43:45 	for some reason, the .25 seconds delay doesn't hurt the mumble experience
-Mar 05 09:43:48 	:-o
-Mar 05 09:43:53 	ya lost me
-Mar 05 09:44:05 	oh a temp website domain?
-Mar 05 09:44:08 <}-z-{>	I want to setup a temp site we can all collaborate on until we think about the name
-Mar 05 09:44:10 	ok
-Mar 05 09:44:11 <}-z-{>	yes
-Mar 05 09:44:11 	yeah
-Mar 05 09:44:12 	good idea
-Mar 05 09:44:38 	um it really can be anything
-Mar 05 09:44:44 	fukillfonic.com
-Mar 05 09:44:45 <}-z-{>	well I already have that registered
-Mar 05 09:44:46 	heh 
-Mar 05 09:44:52 	haha seriously???
-Mar 05 09:44:54 <}-z-{>	yes lol
-Mar 05 09:45:00 	wow....I'm not gonna ask
-Mar 05 09:45:05 <}-z-{>	haha
-Mar 05 09:45:17 	that must have been one drunk domain searching night
-Mar 05 09:45:24 	like drunk phone calls
-Mar 05 09:45:31 <}-z-{>	drunk in college, "OMG WOULDN'T IT BE GREAT IF WE HAD A WEBSITE THAT INVOLVED BEER AND BOOBIES AND GIRLS SHOWING US BOOBIES WHILE DRINKING BEERS?"
-Mar 05 09:45:54 	"You know what's awesome?? Beer is awesome. But you know what else is really awesome???"
-Mar 05 09:46:05 	haha
-Mar 05 09:46:37 	well I dunno if anyone would be offended by that name
-Mar 05 09:46:42 	but it doesn't bother me for a temp site
-Mar 05 09:46:47 	well...
-Mar 05 09:46:49 <}-z-{>	okey dokey
-Mar 05 09:46:54 	ok maybe pick a less offenseive domain if you have one
-Mar 05 09:47:02 <}-z-{>	cankill.us ?
-Mar 05 09:47:05 	sure
-Mar 05 09:47:07 <}-z-{>	withfoss.org ?
-Mar 05 09:47:12 	cankill.us
-Mar 05 09:47:15 <}-z-{>	okay
-Mar 05 09:49:26 <}-z-{>	might take me all day to get setup, I have work work to do as well
-Mar 05 09:51:36 <}-z-{>	btw, is redmine's textile based wiki good enough for everyone or should I be considering alternatives?
-Mar 05 09:52:21 	beer and boodies is mroe offensive then able to commit murder? =( ;)
-Mar 05 09:52:58 <}-z-{>	lol
-Mar 05 09:53:02 	the cankill one will be fine for temp id say
-Mar 05 09:58:12 	question... do we have to use quakenet? >.<
-Mar 05 09:58:35 	other games use other networks like gameradius
-Mar 05 09:58:59 <}-z-{>	what is the advantage of other networks?
-Mar 05 09:59:02 	for my other project I'm involved with, Getty was showing me a way to have #nexuiz on multiple networks and have them all connect to each other through a bot
-Mar 05 09:59:10 	so we would have our own IRC network
-Mar 05 09:59:21 	for devchannel, freenode maybe?
-Mar 05 09:59:43 <}-z-{>	I'm not sure I understand what you mean Dokujisan 
-Mar 05 09:59:44 	and #battlecube channels on quakenet and other networks and they would all echo to/from our network
-Mar 05 09:59:50 <}-z-{>	oh I see
-Mar 05 09:59:53 	there would be a bot that echos what is typed
-Mar 05 09:59:56 	between the various networks
-Mar 05 10:00:01 <}-z-{>	well, we can have a poll when we put up the website
-Mar 05 10:00:15 <}-z-{>	There are nice survey and poll scripts for wordpress
-Mar 05 10:00:31 <}-z-{>	s/scripts/plugins/
-Mar 05 10:06:56 	ah forgot about mrBougo
-Mar 05 10:06:59 	he's a developer, right?
-Mar 05 10:07:03 <}-z-{>	yes
-Mar 05 10:07:07 <}-z-{>	and more than that
-Mar 05 10:07:13 	give me the list
-Mar 05 10:07:14 <}-z-{>	positive energy within the community
-Mar 05 10:07:17 	heh
-Mar 05 10:07:19 	well...
-Mar 05 10:07:27 	in our breakdown of roles
-Mar 05 10:07:31 	and skillsets
-Mar 05 10:07:40 	game dev and web dev?
-Mar 05 10:07:45 	server admin?
-Mar 05 10:07:48 	moderator?
-Mar 05 10:08:00 <}-z-{>	game dev, server admin, moderator
-Mar 05 10:08:03 <}-z-{>	don't know about web dev
-Mar 05 10:08:08 <}-z-{>	that'd be up to him
-Mar 05 10:08:29 <}-z-{>	by the way, I don't mind repurposing the nexuiz ninjaz game server as a build / test machine
-Mar 05 10:08:40 	awesome
-Mar 05 10:08:41 <}-z-{>	I'll run a few other services on it but won't be a big deal
-Mar 05 10:08:49 <}-z-{>	maybe 1 nexuiz ninjaz server... though we might be 'the ninjaz' by then
-Mar 05 10:09:01 <}-z-{>	and I'll use it for irsii, like I'm doing now :-P
-Mar 05 10:09:02 	div0 and I had a long discussion about the bootcamp and dojo servers
-Mar 05 10:09:12 <}-z-{>	oh yeah?
-Mar 05 10:10:16 	I'm updating the notes with it. just a sec
-Mar 05 10:10:23 <}-z-{>	okay
-Mar 05 10:10:28 <}-z-{>	where are the notes? sorry I don't have the url
-Mar 05 10:11:02 	in the subject
-Mar 05 10:11:06 	can you see it?
-Mar 05 10:11:09 <}-z-{>	hurr durr
-Mar 05 10:11:10 <}-z-{>	yes
-Mar 05 10:11:13 <}-z-{>	what a great place
-Mar 05 10:11:16 <}-z-{>	I feel 'tarded
-Mar 05 10:11:37 <}-z-{>	btw Dokujisan there was a documentation generation tool I mentioned in #alientrap-dev ~a month ago
-Mar 05 10:11:45 <}-z-{>	I know this may be a little forward thinking
-Mar 05 10:11:54 	this is quite interesting 
-Mar 05 10:11:54 <}-z-{>	but your style in the notes there just jogged my memory
-Mar 05 10:12:10 <}-z-{>	because writing documentation in their psuedo-wiki format would generate HTML and manpages
-Mar 05 10:12:17 	wrt to the NDA's afore blamed:
-Mar 05 10:12:18 	10-03-05 15:59]  Chris: out of curiosity, are you somehow involved in the deal? 
-Mar 05 10:12:18 	[10-03-05 16:00]  no but this has been in the making for some time now
-Mar 05 10:12:18 	[10-03-05 16:00]  since last year
-Mar 05 10:12:18 	[10-03-05 16:00]  well this concept
-Mar 05 10:12:18 	[10-03-05 16:00]  and honestly, I would like to be in contribution to it, and make a good game, and something not fully for this reason but a good reason none the less: something the community would be proud of
-Mar 05 10:12:19 <}-z-{>	and I think that could really benefit the project
-Mar 05 10:12:19 	[10-03-05 16:01]  I honestly though have a bit of venom to spew to those who feel aggravated by the decision though
-Mar 05 10:12:51 	ok refresh the notes again }-z-{ I added the details about training
-Mar 05 10:13:02 <}-z-{>	wait chris is upset about people being upset about this?
-Mar 05 10:13:12 	taht too , but read agaiun
-Mar 05 10:13:14 	again*
-Mar 05 10:13:28 <}-z-{>	Dokujisan: I think there should be a board or committee larger than 3 leaders, just for the record
-Mar 05 10:13:35 	I was thinking 5
-Mar 05 10:13:39 <}-z-{>	3 I believe to still have weak point
-Mar 05 10:13:42 	I was gonna suggest that to div0
-Mar 05 10:13:45 <}-z-{>	yeah
-Mar 05 10:14:06 	he knows abt it since more then a year, hes not involved in it and yet at and ill refer to NDA not to comment.
-Mar 05 10:14:30 	thats the interesting part
-Mar 05 10:14:53 	I dunno who Chris is
-Mar 05 10:14:54 	oow whenever i said to want cleftwillage i meant
-Mar 05 10:14:57 	TREASURE ISLAND :P
-Mar 05 10:15:05 	:-) ok
-Mar 05 10:15:08 	oh forgot a few lines, thise go atop of the otehr ones:
-Mar 05 10:15:08 	10-03-05 15:54]  <@div0> the use of the NAME Nexuiz in that way, NOPE
-Mar 05 10:15:08 	[10-03-05 15:54]  I've known about this for months
-Mar 05 10:15:08 	[10-03-05 15:54]  and it has been hinted to nexuiz entering a new platform
-Mar 05 10:15:15 	cleftvillage is crap :P
-Mar 05 10:15:18 	lmao FruitieX
-Mar 05 10:15:40 	clefvillage has some very interesting elements
-Mar 05 10:15:44 	I like the beach
-Mar 05 10:15:56 	but bad gameplay, as it turns out
-Mar 05 10:16:07 	it looks good fore sure, but gameplay is.. well its not.
-Mar 05 10:16:28 <}-z-{>	Dokujisan: I know div is against hierarchies but I think to a degree perhaps a "committee" of liasions would be beneficial
-Mar 05 10:16:32 	maybe for keyhunt =)
-Mar 05 10:16:33 	tZork and FruitieX can you think of more to add to the maps section? 
-Mar 05 10:16:48 <}-z-{>	the players that can speak between developers and players and grease the wheels, help diffuse tension, etc.
-Mar 05 10:16:56 	tbh id keep the maplist as short as possible Dokujisan
-Mar 05 10:17:00 	}-z-{: I thought he aggreed to that.... 3 leaders (or 5 perhaps) for major decisions with a committee under it for "most" decisions
-Mar 05 10:17:00 	also what about strength?
-Mar 05 10:17:03 <}-z-{>	make sure everyone is in touch as they need to be sort of thing
-Mar 05 10:17:10 	tZork: yeah but we need a list to start discussion
-Mar 05 10:17:12 	re
-Mar 05 10:17:16 	what's new?
-Mar 05 10:17:18 	it afaik uses mostly eX textures
-Mar 05 10:17:24 	CuBe0wL: read topic
-Mar 05 10:17:34 	strength is proformance murder, and i cant say i totaly love the gameplay
-Mar 05 10:17:37 	tZork: I personally agree with making the game less bloated, only having a few included maps
-Mar 05 10:17:54 	ooooh I do like strength. I think it could be redone maybe?
-Mar 05 10:17:58 <}-z-{>	bbiab, I have to manually edit a database because an ajax callback seems to be failing due to a fileupload error, yay
-Mar 05 10:18:22 	Dokujisan: why redone, i think it is pretty much fine as it is
-Mar 05 10:18:32 	maybe redone lightning if we ever get a working raytracer solution
-Mar 05 10:18:48 	other than that it has excellent textures, excellent detail, excellent gameplay IMO :)
-Mar 05 10:18:49 	eh.... it could be better on FPS and it has some holes in it. I would like to see it a little more cleaner .... like Stormkeep2 :-)
-Mar 05 10:18:59 	so we fork, it's official?
-Mar 05 10:19:06 	:-D \o/
-Mar 05 10:19:18 	nothing official afaik CuBe0wL
-Mar 05 10:19:22 	ok
-Mar 05 10:19:23 	aww :-(
-Mar 05 10:19:30 	but things are bloody serious?
-Mar 05 10:19:41 	it seems like this is as official as a fork gets, isn't it?
-Mar 05 10:19:47 	brainlack created this mess. lets not give it anotehr chanse.
-Mar 05 10:19:58 	agreed Dokujisan it has bad fps, this should be worked on
-Mar 05 10:20:01 	we still have a lot of work to do, of course
-Mar 05 10:20:04 	but texture/detail wise i have nothing to add
-Mar 05 10:20:18 	of course i'd want warpzones again, but they will just halve the fps again :)
-Mar 05 10:20:19 <}-z-{>	nevermind, I'm back 1and1 is failing
-Mar 05 10:20:29 	i do, eX is booooring
-Mar 05 10:20:32 	;)
-Mar 05 10:20:45 	FruitieX: you know how the edges on stormkeep2 look really smooth now? I dunno what it is that changed, but the edge detail is impressive. I would like to see more of that in maps
-Mar 05 10:20:46 	lol but we cant have all maps using trak5/4 :P
-Mar 05 10:20:56 	edge? :P
-Mar 05 10:21:06 	hmm let me grab some screenshots
-Mar 05 10:22:03 	woah, that maplist is very slim
-Mar 05 10:22:21 	yesh help me add more just for our discussion
-Mar 05 10:22:42 	CuBe0wL: yes
-Mar 05 10:22:48 	wow I can't find any stormkeep2 screenshots :-(
-Mar 05 10:22:54 	well, do we eant to keep the Nexuiz athmospere ?
-Mar 05 10:22:59 	only supply very high detail maps is the goal apparently...
-Mar 05 10:23:09 	CuBe0wL: not sure what you mean. You mean style?
-Mar 05 10:23:12 	which i find good
-Mar 05 10:23:18 	irena (not ctf) its playes well in dm/isg games IMO
-Mar 05 10:23:21 	yes, and feel im general
-Mar 05 10:23:28 	also another goal is to remove the low resolution texture packs (evil* eg)
-Mar 05 10:23:38 	tZork: I have irena on my list of map projects to be fixed. Nobody has taken it up yet though
-Mar 05 10:23:39 	noooo! I like evil a lot :(
-Mar 05 10:23:48 	irena would need a major rehaul imo :P
-Mar 05 10:23:52 	or, remake it high res :P
-Mar 05 10:23:54 	Dokujisan: tahts the ctf
-Mar 05 10:23:54 	looks like warsow without cel-shading :P
-Mar 05 10:23:59 	as you mention bases
-Mar 05 10:24:01 	tZork: oh there is a non-CTF one?
-Mar 05 10:24:12 	CuBe0wL: good luck with that
-Mar 05 10:24:19 <}-z-{>	fyi, dance is still a giant warsow logo
-Mar 05 10:24:20 	of course, if someone does it is possible to add later
-Mar 05 10:24:29 	well, if high quality is a goal, why reslimed is missing from the list?
-Mar 05 10:24:30 	yes i made it as non ctf Dokujisan... then it was turned to ctf by someoneo else. its totaly bad for ctf.
-Mar 05 10:24:35 	dance needs a remake for sure
-Mar 05 10:24:38 	at least retexture
-Mar 05 10:24:46 	right reslimed!
-Mar 05 10:24:50 	add that Dokujisan, reslimed
-Mar 05 10:24:50 	or silvercity , tZork version
-Mar 05 10:24:56 	nah
-Mar 05 10:25:06 	I really like the silvercity remake, but it's low FPS
-Mar 05 10:25:11 	oh
-Mar 05 10:25:13 	needs remake, yep fix fps too
-Mar 05 10:25:19 	Hot Grounds? :D
-Mar 05 10:25:25 	:d
-Mar 05 10:25:28 <}-z-{>	hahaha, one of the features of Wordpress MU, "Ambiguity about how to pronounce its name"
-Mar 05 10:25:30 	cant remember which that is
-Mar 05 10:25:37 	cbdm1 :D
-Mar 05 10:25:37 	oh a dm map by you
-Mar 05 10:25:40 	i dont think i ever played it
-Mar 05 10:25:45 	you should
-Mar 05 10:25:53 	I think killall_organic has potential, but needs some adjustments for gameplay
-Mar 05 10:25:57 	did a few times, bit to hardcore i think. 
-Mar 05 10:26:15 	as in you gotta be on your toes ont to get lava all over your cahones
-Mar 05 10:26:23 	Dokujisan, no, killall organic needs a MAJOR overhaul
-Mar 05 10:26:29 	it does?
-Mar 05 10:26:32 	yes
-Mar 05 10:26:39 	ok well I'm putting it on the list anyway :-)
-Mar 05 10:26:48 	just for discussion
-Mar 05 10:26:55 	and I have plans, but I haven't find time yet to execute it
-Mar 05 10:27:00 	and I barely played hotgrounds. It's DM, right?
-Mar 05 10:27:05 	yes
-Mar 05 10:27:16 	I remember it looks good
-Mar 05 10:27:21 	thx
-Mar 05 10:27:38 	I plan to revisit greatwall too
-Mar 05 10:27:45 	fixing some stuff
-Mar 05 10:27:47 	oh no
-Mar 05 10:27:59 	like laser fence over the bases
-Mar 05 10:28:09 	so it's not a hopin hop out anymore
-Mar 05 10:28:13 	personaly i like brokenworlds and irena the best of my maps i think.. well tznex03 too but you get good enougth teams on that map abt once every 100 tries.. and it comes arround in teh rot abt once every month so.. xD
-Mar 05 10:28:26 	the main thing I never liked about greatwall is the main feature that is liked it (by those who like it) and that is the jump pads that throw you across the whole map
-Mar 05 10:28:34 	is liked about it*
-Mar 05 10:29:07 	I planned to make it a bit more difficult
-Mar 05 10:29:12 	tZork: brokenworlds 2 looks awesome, but almost everyone I speak with about it prefers brokenworlds 1
-Mar 05 10:29:12 	a bit assault like
-Mar 05 10:29:14 	for gameplay
-Mar 05 10:29:28 	and I mean turrets
-Mar 05 10:29:36 	well the gw_overloaded experiment show you cant make gw to difficult ot ppl will hate on it
-Mar 05 10:29:42 	I never liked turrets + CTF
-Mar 05 10:29:55 	MG turrets looking the air, and killing those who try to just use them
-Mar 05 10:30:15 	problem with reslimed is that it uses lots of evil textures
-Mar 05 10:30:36 	I want something like you need to active the turrets/destroy them to be able to use the midair route
-Mar 05 10:30:39 	frankly original slimepit play better
-Mar 05 10:30:46 	Fortress resurrection?
-Mar 05 10:30:52 	tZork, I somehow like both
-Mar 05 10:30:55 	I feel like the turrets are just an annoyance or distraction to CTF
-Mar 05 10:30:56 	i would vote yes on including brokenworlds
-Mar 05 10:31:07 	agree with turrets being a distraction
-Mar 05 10:31:18 	mannable turrets?
-Mar 05 10:31:29 	now that tZorks vehicle code is usable
-Mar 05 10:31:30 	me too CuBe0wL, but on a avarage game, slimepit is the better map, gameplay wize. imo.
-Mar 05 10:31:53 	http://pastebin.com/PpDSFi4c Is it ok to post this topic on the forum at this current stage?
-Mar 05 10:31:55 	ppl on DCC like both, that's my impression
-Mar 05 10:32:01 	Dokujisan: if the map wasent designed for it, yeh.
-Mar 05 10:32:07 	Or recommended
-Mar 05 10:32:16 	manually playable turrets is a whole other discission
-Mar 05 10:32:21 	I would love to test that out more
-Mar 05 10:32:35 	its horribly boring Dokujisan
-Mar 05 10:32:35 	but I haven't been keeping up with the vehicle code stuff in a while
-Mar 05 10:33:13 	I remember seeing the spider walker video
-Mar 05 10:33:34 	Dokujisan: definitely add reslimed as a map we should consider if we get replacement textures...
-Mar 05 10:33:45 	ok
-Mar 05 10:33:46 	its like a wheeless tank. you just sit there confined by a rot/pitch speed limuted gun with sub-par damage. (manable turrets)
-Mar 05 10:33:51 	eg. retexture or someone remaking the textures in higher res
-Mar 05 10:34:11 	FruitieX: also div0 mentioned that reslimed isn't as easy to run around as slimepit. It's easier to get stuck on thigns
-Mar 05 10:34:26 	that should be somewhat easy to fix
-Mar 05 10:34:29 	add that to the notes
-Mar 05 10:35:27 	btw... what about that community petition?
-Mar 05 10:35:34 	what petition?
-Mar 05 10:35:43 	Anyway, posting that topic, if no one thinks it could get in the way right now or anything
-Mar 05 10:35:45 	if we officially fork, there's no real need for that
-Mar 05 10:35:48 	relimed is a bit to big for its layout style imo. unless the server's crowded you end up searching more then fighting,
-Mar 05 10:35:50 	Taoki: what topic?? :-o
-Mar 05 10:35:50 	Taoki, not yet pls
-Mar 05 10:35:57 	http://pastebin.com/PpDSFi4c
-Mar 05 10:35:59 	I disapprove
-Mar 05 10:36:04 	ok, I'll just save it then
-Mar 05 10:36:14 	Dokujisan: maybe same thing about final_rage
-Mar 05 10:36:29 	also, add desertfactory (div0 mentioned that earlier)
-Mar 05 10:36:40 	I was hoping that with the name change, we could apear with some new content and something surprising
-Mar 05 10:37:16 	I'd like to stick as much Nexuizish as we can
-Mar 05 10:37:47 	I hope this too Taoki 
-Mar 05 10:37:52 	eg. I'd keep all models, btu remake them. with the same name. eg. Replace original Nexus with that new one
-Mar 05 10:38:17 	who's made that? my brain is fried again, I can't remember the nick
-Mar 05 10:38:34 	Dokujisan: manable gun platforms should be designed for that, the current auto turrets use good prediction and targetselect ratehr then firepower. thus maning them makes little sense. manable guns should make up for the lack of movemenbt with firepower, imo.
-Mar 05 10:38:47 	Someone should really consider this http://alientrap.org/forum/viewtopic.php?p=69763#p69763 Best forgotten contribution i know of
-Mar 05 10:39:01 Taoki tZork 
-Mar 05 10:39:04 	Taoki: I have it added
-Mar 05 10:39:06 	Dokujisan, I was talking about this petition: http://alientrap.org/forum/viewtopic.php?f=4&t=6050&start=0
-Mar 05 10:39:30 	wow that is a lot of color
-Mar 05 10:39:39 	:o indeed
-Mar 05 10:39:44 	color is fine :D
-Mar 05 10:39:46 	"this post is sponsored by Crayola Crayons"
-Mar 05 10:39:57 	:)
-Mar 05 10:40:02 	anyway, read up
-Mar 05 10:41:07 	I am not in support of any petitions
-Mar 05 10:41:19 	contracts have already been signed. Things are already decided.
-Mar 05 10:41:24 	and trust is already lost
-Mar 05 10:41:39 	and everything that has been said in this channel is....awesome
-Mar 05 10:41:58 	what we have been discussing over the past 2 days in here is exactly what nexuiz should have been
-Mar 05 10:42:49 	in just having these conversations and doing this planning that we're doing, we'll be getting more done in a month than nexuiz had previously done in a year (imo)
-Mar 05 10:43:16 	Indeed.
-Mar 05 10:43:27 <}-z-{>	mmm hmm
-Mar 05 10:43:28 	we need to start informing more key people
-Mar 05 10:43:59 	so they can drop the public outcry and start preparing for the future
-Mar 05 10:44:04 	one question remains on my side
-Mar 05 10:44:11 	a very achy one
-Mar 05 10:44:17 	what about DCC server?
-Mar 05 10:44:27 	doesn't esteel run it?
-Mar 05 10:44:31 	it's not our own with esteel
-Mar 05 10:44:39 	it's not his property I think
-Mar 05 10:44:40 	esteel is in this channel
-Mar 05 10:44:46 	yes, I see him
-Mar 05 10:44:54 	CuBe0wL: sxen?
-Mar 05 10:45:00 	yes, he's the guy
-Mar 05 10:45:03 	:)
-Mar 05 10:45:04 	ollipapa
-Mar 05 10:45:12 <}-z-{>	esteel is on this side of the fence
-Mar 05 10:45:16 	hrm maybe Procyon2 for the maplist (dm or insta)
-Mar 05 10:45:16 <}-z-{>	is he not?
-Mar 05 10:45:37 	dunno, I haven't seen him talking, I haven't read the backlogs
-Mar 05 10:45:38 	Dokujisan: desertfactory as sure thing on maplist :)
-Mar 05 10:45:41 	he hasn't said exactly, but it appears that he is onboard
-Mar 05 10:45:48 	that should be the last official map, rest can be supplied as pk3
-Mar 05 10:45:55 	what about Kadaverjack?
-Mar 05 10:46:11 	he still owns planetnexuiz.de iirc
-Mar 05 10:46:20 	and he was a major developer once too
-Mar 05 10:46:34 	is he still active in the nexuiz community?
-Mar 05 10:46:41 <}-z-{>	active enough
-Mar 05 10:46:49 	not so much, but he posts his thoughts now and then
-Mar 05 10:47:29 	Ok, here's another question onto the development. I haven't hard anything about ODE support ever since the first tests were done and videos of it working were put on Youtube. Everything went silent after... what is the status of ODE support in DP? Why aren't physical brushes already in entities.def?
-Mar 05 10:48:14 	what is ODE?
-Mar 05 10:48:41 	physics engine
-Mar 05 10:48:43 	Open Dynamics Engine. Physics engine, for realistic physics like moving crates, stuff rolling around etc
-Mar 05 10:48:44 	ahh
-Mar 05 10:49:15 	indeed what happened to that...
-Mar 05 10:49:20 	Was pretty excited about that at first :) But at some point it went silent
-Mar 05 10:50:13 	[16:36:20] <@CuBe0wL> btw... what about that community petition?
-Mar 05 10:50:19 	why? AT would LET us take over, I am sure
-Mar 05 10:50:55 <}-z-{>	to vermeulen's credit?
-Mar 05 10:51:21 	is paperclips a developer?
-Mar 05 10:51:34 	or contributor of some sort
-Mar 05 10:51:35 	no i dont think so
-Mar 05 10:51:37 <}-z-{>	I didn't think he was, maybe mapper?
-Mar 05 10:52:19 	ode sorta clashes with the 'normal' game iirc eg interaction between old quake objects and ode is shitty. 
-Mar 05 10:52:21 	}-z-{: can you query the unique usernames of people who created topics under "Map Releases">
-Mar 05 10:52:23 	?
-Mar 05 10:52:43 	id imagine thats one of the things that stopped the ode use sofar
-Mar 05 10:52:48 <}-z-{>	not easily and not right now
-Mar 05 10:52:52 	ok
-Mar 05 10:52:58 <}-z-{>	apparently redmin can't accept a database password starting with #
-Mar 05 10:53:09 <}-z-{>	because it's telling me this on rake: Access denied for user 'db_cankill'@'silversurfer.dreamhost.com' (using password: NO)
-Mar 05 10:54:04 	Who is "Chris"? a developer?
-Mar 05 10:54:18 <}-z-{>	isn't he a qc guy? from i3d land?
-Mar 05 10:54:20 	nexuiz_new_notes : vcall rename text "Pheonix notes"
-Mar 05 10:54:51 	no
-Mar 05 10:54:59 	:(
-Mar 05 10:55:00 	I think we already shot down pheonix as a name
-Mar 05 10:55:04 	when?
-Mar 05 10:55:08 	Ello
-Mar 05 10:55:13 	Dokujisan: some dood lurkign arround #darkplaces. developer of some sort iirc.
-Mar 05 10:55:23 	nexitron?
-Mar 05 10:55:25 	the name Phoenix is overused a lot, a misspelling of it is even worse.
-Mar 05 10:55:32 	Chris is a developer making his own game with Darkplaces
-Mar 05 10:55:35 	Ignore him
-Mar 05 10:55:45 	I think we really want a name that doesn't have an existing meaning, just like nexuiz
-Mar 05 10:55:48 	iirc he's making a realistic game
-Mar 05 10:56:09 	CuBe0wL: but.... someone did suggest we use a symbol that means phoenix or something like it
-Mar 05 10:56:20 	for the game symbol, since we can't use the 'n' kanji anymore
-Mar 05 10:56:22 	Dokujisan, imho what was so awesome in the name of Nexuiz, that it really made ppl say "wtf"
-Mar 05 10:56:38 	CuBe0wL: well... not awesome. It's not a good name
-Mar 05 10:56:45 	so "wtf" was more like.... who came up with that?
-Mar 05 10:56:46 	playfull
-Mar 05 10:56:50 	Samual: well dont always ignore him. read backlog on him here for a interresting part.
-Mar 05 10:56:54 	I always liked it
-Mar 05 10:57:07 	CuBe0wL: you already admitted that you thought it was strange :-)
-Mar 05 10:57:10 	at first
-Mar 05 10:57:28 	really any name that we come up with is going to grow to have meaning to us, just like nexuiz
-Mar 05 10:57:32 	yes, but I never said I didn't like it from the first read
-Mar 05 10:57:37 	but I thikn we should still take some time with the choice
-Mar 05 10:57:44 	k
-Mar 05 10:57:46 	[10:57:14am]  Samual: well dont always ignore him. read backlog on him here for a interresting part.
-Mar 05 10:57:50 	well I never "hated" it. I just thought it was odd
-Mar 05 10:57:52 	I don't have time to read the whole #darkplaces log
-Mar 05 10:58:08 	_backlog on him here_
-Mar 05 10:58:11 	I would really like a name that people can pronounce
-Mar 05 10:58:17 	+1
-Mar 05 10:58:17 	use search you lazy toad
-Mar 05 10:58:20 	+1000 :P
-Mar 05 10:58:26 	haha
-Mar 05 10:58:37 	I can't, my logs fail :P
-Mar 05 10:58:42 	Hmm... I have an idea for the symbol. Hold on
-Mar 05 10:58:50 	.|.. 
-Mar 05 10:58:52 	I still stand by my suggestion, it should be considered as a name. (also, Pheonix is pronouncabel, and we can still pronounce it as phoenix)
-Mar 05 10:58:55 	taht one? };P
-Mar 05 10:59:01 	CuBe0wL: but yeah we can find some kanji that has the same meaning as "phoenix"
-Mar 05 10:59:13 	hey, not a bad idea
-Mar 05 10:59:42 	btw. what I always liked in Nexuiz are the in community jokes
-Mar 05 11:00:06 	http://img46.imageshack.us/img46/1096/kojndragonstrength.png }-z-{ gave me this an year ago (it was to make a ninja player model... I'm sorry I haven't made it even today :( ) Anyway, something like that could be pretty.
-Mar 05 11:00:32 	"epic", "AGY))", "Nexuiz", the fact that Specop (not SPACE COP) is a woman...
-Mar 05 11:00:39 	Not -that- one, but something similar
-Mar 05 11:01:21 	Pheonix would be a similar ingame joke, that roots back to Nexuiz. Playfull, and still brings back good memories for those, who knew it
-Mar 05 11:01:55 	for those who will join later, it might be a wtf, but it'll be still funny when it get's explained
-Mar 05 11:02:16 	community building, on the remains of the old one
-Mar 05 11:02:53 	Pheonix could be a good name for a default character
-Mar 05 11:03:07 	another good idea
-Mar 05 11:03:27 	or they could have a phoenix symbol on their chest
-Mar 05 11:03:33 	yeah
-Mar 05 11:03:49 	hmm... Nexus renamed to Pheonix ?
-Mar 05 11:04:06 	feels a bit too distant
-Mar 05 11:04:08 	is that the main character name? Nexus?
-Mar 05 11:04:35 	well, I always thought about Nexus and Xolar as their race is the main one
-Mar 05 11:04:48 	I like using the symbolism of "phoenix" but I can't say I like the name. I once tried to use it for a server name "Phoenix CTF" as it was rising from the ashes of my previous server "Fusion CTF"....but it turned out to be a bad name
-Mar 05 11:04:52 	their description says: "Nexuiz's soldier"
-Mar 05 11:04:57 	We could add a new character. I believe that with this name change we should also add something new
-Mar 05 11:06:02 	pheonix sounds good
-Mar 05 11:06:08 	I kinda like the style of Nexuiz's player models
-Mar 05 11:06:14 	phoenix would be bad simply because it'd be near impossible to get google hits :)
-Mar 05 11:06:34 	pnehoix?
-Mar 05 11:06:57 	tZork, easier to pronounce than Nexuiz for sure
-Mar 05 11:06:59 	that's sounds like a diseas, not a game
-Mar 05 11:07:09 	soz gettin a bit silly.. 
-Mar 05 11:07:58 	also, a phoenix is a bird
-Mar 05 11:08:06 	birds are always the symbol to be free
-Mar 05 11:08:16 	Hmm
-Mar 05 11:08:17 	Pheonix is free as a bird
-Mar 05 11:08:43 	haha
-Mar 05 11:08:45 	good luck getting a domain for either though...
-Mar 05 11:09:11 	we could implement the game mode: catch the chicken... just with phoenix :D
-Mar 05 11:09:36 	pheonixgame.org ?
-Mar 05 11:09:57 	hehe
-Mar 05 11:10:02 	freeonix
-Mar 05 11:10:19 	sounds like a oddball os tough
-Mar 05 11:10:28 	+1 :D
-Mar 05 11:10:36 	pheonixgame.org is available
-Mar 05 11:10:46 	.com is taken :O
-Mar 05 11:11:09 	or juz 1337 speak it. ph3onix.com
-Mar 05 11:11:21 	ew
-Mar 05 11:11:53 	can we establish a rule that we aren't allowed to use 1337 speak in anything? :-)
-Mar 05 11:12:29 	sure, just as long as its allowed to break it ;)
-Mar 05 11:12:50 	rules are made to be br0k3n
-Mar 05 11:12:56 	lol :D http://pheonixgame.com/default.aspx
-Mar 05 11:13:09 	yes wtf
-Mar 05 11:13:13 	awesome web design
-Mar 05 11:13:18 	email based game
-Mar 05 11:13:27 	epic colors ate my eyes
-Mar 05 11:13:34 	yep, email based RPG
-Mar 05 11:13:37 	>_<
-Mar 05 11:13:49 	btw did you see this parody map? http://alientrap.org/forum/viewtopic.php?f=19&t=6054
-Mar 05 11:13:58 	by Taoki? yes :D
-Mar 05 11:14:09 	freepheonix.com is available!
-Mar 05 11:14:19 	:P
-Mar 05 11:14:22 	HERE ARE THE RULES:
-Mar 05 11:14:23 	CLICK HERE TO DONATE TO CREATION AND MAINTENANCE
-Mar 05 11:14:40 	roflamao
-Mar 05 11:15:10 	rolling on the floor laughing and maiming an orphan?
-Mar 05 11:15:36 	ok... I have no idea about our timeline with this fork
-Mar 05 11:15:37 	however
-Mar 05 11:15:46 	pheonixgame.org is available!
-Mar 05 11:15:57 	I was already starting to plan the April Fools day mapping project
-Mar 05 11:16:14 	the halloween mapping thing failed, but last year's april fool's mapping project was a success
-Mar 05 11:16:21 	hey
-Mar 05 11:16:29 	I contributed to halloween :P
-Mar 05 11:16:39 	I know, but it was a failed project overall
-Mar 05 11:16:44 	true
-Mar 05 11:18:35 	btw... I'be just realised yesterday I could reopen the locked Illfonic's thread :D
-Mar 05 11:18:41 	should I? >:D
-Mar 05 11:18:49 	oh they locked it?
-Mar 05 11:19:04 	that was quite a pointless thread
-Mar 05 11:19:38 	lol Dokujisan are you reading the forum nowadays at all? :D
-Mar 05 11:19:43 	"I'd like to get feedback from you guys" ... "Ok, I hear your feedback, but it's going to change absolutely nothing. Do you have any other feedback?"
-Mar 05 11:20:00 	yeah I do a bit. not as much as I used to though
-Mar 05 11:20:15 	I usually scan just the map releases forum
-Mar 05 11:20:18 	which is...not active lately
-Mar 05 11:20:27 	I'd like to get feedback abour OUR game, OUR, NOT YOURS, I DON'T GIVE A FLYING FUCK FOR THAT. :D
-Mar 05 11:21:13 	oh, about maps, I think "Vociferous" is starting to get in shape...
-Mar 05 11:22:08 	this? http://www.alientrap.org/forum/viewtopic.php?f=19&t=4807
-Mar 05 11:23:18 	yes
-Mar 05 11:23:20 	http://alientrap.org/forum/viewtopic.php?p=75629#p75629
-Mar 05 11:23:20 	BTW had this idea: http://en.wikipedia.org/wiki/Nu_(letter)
-Mar 05 11:23:26 	what about NuNex? :P
-Mar 05 11:23:35 	would be pronounced like "New Nex" wouldnt it
-Mar 05 11:23:49 	well almost
-Mar 05 11:23:59 	hmm, I would really like to see a name that is it's own
-Mar 05 11:24:12 	a year from now, we're not going to be thinking "Nexuiz" anymore
-Mar 05 11:24:20 	http://en.wikipedia.org/wiki/Phoenix_(mythology) 
-Mar 05 11:24:42 	mentions "simurgh"
-Mar 05 11:25:02 	I instantly associated with Nu with Elfen lied
-Mar 05 11:25:07 	Elven Lied, sorry
-Mar 05 11:25:58 	Nex Juice?
-Mar 05 11:26:04 	:P
-Mar 05 11:26:08 	NuNex -> nun ex
-Mar 05 11:26:17 	hey mand1nga :-) 
-Mar 05 11:26:19 	Nü Nex
-Mar 05 11:26:23 	did you read the text file in the subject?
-Mar 05 11:26:24 	http://bluejaunte.files.wordpress.com/2009/11/tactical_facepalm.jpg
-Mar 05 11:26:26 	hey Doku
-Mar 05 11:26:42 	most of it, but haven't finished yet
-Mar 05 11:26:59 	I think I've had
-Mar 05 11:27:08 	ooops
-Mar 05 11:27:10 	and I agree on everything I read, I suppose we'd be on the same page
-Mar 05 11:27:19 	sorry, I thikn I've edited the topic
-Mar 05 11:27:37 	lemme check that link in my history
-Mar 05 11:27:51 *	CuBe0wL has changed the topic to: Details so far -- http://www.nullgaming.com/stuff/nexuiz_new_notes.txt
-Mar 05 11:27:54 	tactical facepalm?
-Mar 05 11:28:03 	for those idiot ideas
-Mar 05 11:28:05 	thats...
-Mar 05 11:28:41 	oh, one thing for models, if there be any... TAUNT ANIMATIONS!
-Mar 05 11:28:42 	I've seen that before
-Mar 05 11:28:47 	we need facepalm
-Mar 05 11:29:23 	only when Samual talks
-Mar 05 11:29:27 	some kind of a dance
-Mar 05 11:29:33 	:>
-Mar 05 11:29:40 	[11:29:48am]  only when Samual talks
-Mar 05 11:29:43 	...
-Mar 05 11:29:57 	I'm kidding you fool :P
-Mar 05 11:30:00 	imagine pyria doing a sexy dance when you get fragged by her ;)
-Mar 05 11:30:03 	>.>
-Mar 05 11:31:25 	pyria has a sexy animation
-Mar 05 11:31:58 	but I can't remember how to use it
-Mar 05 11:32:04 	oO
-Mar 05 11:32:13 	look at the codes pls
-Mar 05 11:32:19 	I wanna see it :D
-Mar 05 11:32:22 	ask MrBougo
-Mar 05 11:32:31 	I like the idea of having three leaders
-Mar 05 11:32:37 	F?nix
-Mar 05 11:33:09 	I don't know who these leaders will be
-Mar 05 11:33:31 	In Japan, the phoenix is called h?-? (kanji:"??") or fushich? (????), literally "Immortal Bird".
-Mar 05 11:33:50 	stop putting in the same sentance. they to not belong.
-Mar 05 11:34:10 	err stop puttin oyria and sexy *
-Mar 05 11:35:50 	ok guys... let's resume our name discussions.... please read this and PICK FROM THE LIST YOUR TOP CHOICES and send me your list. Keep in mind that you're picking the ones that don't completely suck. They dont have to be perfect, but they can give us a direction.
-Mar 05 11:35:52 	http://www.nullgaming.com/stuff/nexuiz_new_name.txt
-Mar 05 11:35:52 	I'd like to have a strict anti-mikee policy on this project
-Mar 05 11:36:05 	think this kbd is giving in. i usualy fark up words, but some go missing
-Mar 05 11:36:13 	but now* 
-Mar 05 11:36:24 	Dokujisan: I suggest to make a poll somewhere so we decide the name
-Mar 05 11:36:33 	mand1nga: we can get to that after you dwindle down
-Mar 05 11:36:35 	unless it has been decided already
-Mar 05 11:36:45 	dwindle?
-Mar 05 11:36:57 	we need to start with a bulk list. We still hve more brainstorming for names to do. This isn't the final list
-Mar 05 11:37:14 	but you guys picking from this list will help with future brainstorming
-Mar 05 11:37:58 	Dokujisan: what do you mean by dwindle down?
-Mar 05 11:37:59 	sexy pyria http://www.flickr.com/photos/23986967@N05/2506000688/in/set-72157605143265605/
-Mar 05 11:38:09 	mand1nga: reduce in number
-Mar 05 11:38:52 	I still don't get it, can you rephrase please?
-Mar 05 11:39:05 	Spaceman: come on she has no legs there :o
-Mar 05 11:39:18 	theree are 50 or so on that list. we need to reduce that to 10 or so
-Mar 05 11:39:53 	I wasn't looking at her legs :p
-Mar 05 11:40:53 	wow those names are crazy
-Mar 05 11:41:16 	Honestly
-Mar 05 11:41:17 	lol how about nexodus
-Mar 05 11:41:20 	I think we could do Sexuiz
-Mar 05 11:41:30 	I bet it would be the best opensource game of all time
-Mar 05 11:41:48 	Open Arena already has the scene right now, but they're doing it wrong
-Mar 05 11:41:54 	Needs moar graphix :X
-Mar 05 11:41:58 	lol nexzilla wtf I can't take this list seriously
-Mar 05 11:42:30 	these are just for picking a direction and I included everything mentioned
-Mar 05 11:45:04 	ok CuBe0wL I looked at vociferous. I used to have this map on my HODM server. It has some flaws in this beta version, but you probably know that
-Mar 05 11:46:06 	like big long hallways with no place to evade, and teleporter exists look like teleporter entrances and that's a little confusing
-Mar 05 11:46:25 	MY PICKS: nexetic, nexira, nexonic, xenotic. I gotta puke for all avaible ones, most of them sounds like medicine names. Also, some suggestions: Reborn, NeXT, Pheonix
-Mar 05 11:46:39 	noted
-Mar 05 11:46:58 <}-z-{>	http://dev.xonotic.org we can start getting organized here
-Mar 05 11:47:18 	I think a word in japanese might fit as a new name
-Mar 05 11:47:39 	Xenotic
-Mar 05 11:47:41 	I'd like to try other things apart of random names including z and x
-Mar 05 11:47:41 	I like that
-Mar 05 11:47:53 	>.>
-Mar 05 11:47:58 	sure, we can get to foreign/non-english names. Right now, we're aiming for made-up words that have no meaning (like nexuiz was)
-Mar 05 11:48:00 	lawl well I still like Xenotic.
-Mar 05 11:48:00 	:P
-Mar 05 11:48:18 	something like ryūshutsu :)
-Mar 05 11:48:29 	(exodus in japanese)
-Mar 05 11:48:33 	"- We should have a name that people can pronounce"
-Mar 05 11:48:46 	I know, that was a sample
-Mar 05 11:48:48 	otherwise, I'm not against using a japanese word
-Mar 05 11:49:05 	I like Xenotic too somewhat :P
-Mar 05 11:49:12 	but let's start with one thing at a time. We can do another phase of searching for foreign names
-Mar 05 11:49:24 	after this step
-Mar 05 11:50:10 	also remember we can postfix with "game"
-Mar 05 11:50:16 	eg. xenoticgame.com is available
-Mar 05 11:50:29 	read the top of my names file
-Mar 05 11:50:29 <}-z-{>	too long
-Mar 05 11:50:34 	it says that is a plan B
-Mar 05 11:50:40 	oh okay
-Mar 05 11:51:04 	FruitieX: is xenotic the only one on your list?
-Mar 05 11:51:07 <}-z-{>	Dokujisan: want to start moving that file to the wiki in dev.xonotic.org?
-Mar 05 11:51:13 <}-z-{>	that text file
-Mar 05 11:51:14 	absolutely
-Mar 05 11:51:19 	I want to move both of these
-Mar 05 11:51:29 <}-z-{>	I'll need more time with wordpress mu
-Mar 05 11:51:32 	k
-Mar 05 11:51:35 <}-z-{>	still trying to do my real work too :-P
-Mar 05 11:51:35 	I'd rather sex.cankill.us :P
-Mar 05 11:51:38 	nah i'll take a look at the others Dokujisan 
-Mar 05 11:51:44 <}-z-{>	mand1nga: it's just temporary :-P
-Mar 05 11:51:48 	Zymotic
-Mar 05 11:51:50 	:D
-Mar 05 11:51:51 <}-z-{>	was a short domain name I had already
-Mar 05 11:51:56 	I vote for divox
-Mar 05 11:51:58 	CuBe0wL: oold
-Mar 05 11:52:05 <}-z-{>	divx? :-P
-Mar 05 11:52:07 	(totally kidding :P)
-Mar 05 11:52:08 	divox eh?
-Mar 05 11:52:30 	why not kinky, or diva
-Mar 05 11:52:40 	tactical facepalm in....
-Mar 05 11:52:41 	3
-Mar 05 11:52:42 	2
-Mar 05 11:52:43 	1
-Mar 05 11:52:44 	mand1nga: consider how strange the word "nexuiz" is and we found a way to appreciate it anyway over time
-Mar 05 11:52:48 *	CuBe0wL FACEPALM!
-Mar 05 11:53:17 	mand1nga: likewise, the new name we end up using might also have a name that grows on you (but is not spelled oddly and can be pronounced easily)
-Mar 05 11:53:19 	Dokujisan: sure, but I say lets try other approaches too
-Mar 05 11:53:26 	in an organized way of course
-Mar 05 11:53:29 	mand1nga: yep, as I said, we'll do that after this step
-Mar 05 11:53:42 <}-z-{>	superhappyfun game
-Mar 05 11:53:54 	greek, japanese and latin words are usually good for picking names
-Mar 05 11:54:24 	and as part of that, we can do a variation of a greek/japanese/latin word.... 
-Mar 05 11:54:29 	Itoma?
-Mar 05 11:54:43 	18:54:41 <@}-z-{> superhappyfun game
-Mar 05 11:54:45 	dot com
-Mar 05 11:54:49 	means "free" in Japan, and also a wave goodbye
-Mar 05 11:55:07 	:o that sounds good CuBe0wL 
-Mar 05 11:55:20 	also, it means free time too :D
-Mar 05 11:55:27 	haha
-Mar 05 11:55:33 	that's better than pheonix :-)
-Mar 05 11:55:51 	or spare time :)
-Mar 05 11:56:59 	well I kinda like one name on the list: zeonix but I'm sure I'd like more a random japanese word
-Mar 05 11:57:02 	but itoma domain is taken
-Mar 05 11:57:19 	ItomaFPS is free, domain seo wise.
-Mar 05 11:57:27 	itomagame :P
-Mar 05 11:57:35 	is free both com and org
-Mar 05 11:59:20 	Itoma feels... both odd and cool at the same time
-Mar 05 11:59:36 	yeh
-Mar 05 11:59:43 	Toritoma? :D
-Mar 05 11:59:49 	it feels odd at one time for me :P
-Mar 05 11:59:49 	sounds like tomato
-Mar 05 12:00:03 	Nexitoma? :P
-Mar 05 12:00:10 	kontesuto = contest
-Mar 05 12:00:17 	too long
-Mar 05 12:00:28 	sokudo = speed
-Mar 05 12:00:37 	meh, connection on the train is really bad atm..
-Mar 05 12:00:39 	or simply... Tori?
-Mar 05 12:00:44 	hi esteel 
-Mar 05 12:00:49 	hi CuBe0wL 
-Mar 05 12:00:54 	Tori means "bird" if I'm not mostaken
-Mar 05 12:00:56 	sudoku? :S
-Mar 05 12:01:01 	CuBe0wL: that makes me think of the game Toribash
-Mar 05 12:01:01 	:P
-Mar 05 12:01:10 	me too, but that's cool :D
-Mar 05 12:01:30 *	pavlvs (pavlvs@75.39.134.107) has joined #notnexuiz
-Mar 05 12:01:58 	yo
-Mar 05 12:02:04 	hi pavlvs
-Mar 05 12:02:12 	hi tZork 
-Mar 05 12:02:44 	Saikai? it means resumption
-Mar 05 12:02:45 	hi pavlvs 
-Mar 05 12:02:59 	hm looks like almost everyone necessary is in here
-Mar 05 12:03:31 	:-)
-Mar 05 12:03:34 	I was just going to tell ask :D
-Mar 05 12:03:38 	afk I mean
-Mar 05 12:03:43 	I'm starving :(
-Mar 05 12:04:02 	I'll go check and see what can I find in the deep freezer
-Mar 05 12:04:04 	Really though, Itoma sounded nice :-)
-Mar 05 12:04:48 	dunno
-Mar 05 12:04:59 	it's up there
-Mar 05 12:05:06 	in quality, I mean
-Mar 05 12:05:10 	I haven't added it yet
-Mar 05 12:05:34 <}-z-{>	erosdon't see anyone registered yet
-Mar 05 12:05:38 <}-z-{>	don't*
-Mar 05 12:05:42 	I just did
-Mar 05 12:05:49 	but does it sent a confirmation email?
-Mar 05 12:05:54 <}-z-{>	it should
-Mar 05 12:06:07 	registering domains already? :o
-Mar 05 12:06:12 <}-z-{>	no
-Mar 05 12:06:17 <}-z-{>	just using a temp one to get organized
-Mar 05 12:06:38 	right
-Mar 05 12:06:39 <}-z-{>	Dokujisan: I activiated you
-Mar 05 12:06:41 	ok
-Mar 05 12:06:52 <}-z-{>	and made you admin
-Mar 05 12:07:01 <}-z-{>	did you set a password, do you need a password?
-Mar 05 12:07:08 	tori? saikai? loking for new names?  Superiuz.. similar to superior :P
-Mar 05 12:07:10 	I'm in
-Mar 05 12:07:33 	too bad there's Toribash
-Mar 05 12:07:44 	Tori would be a nice pick
-Mar 05 12:08:56 	esteel, what kind of irc client do you use? mirggi?
-Mar 05 12:09:19 <}-z-{>	Dokujisan: I hit a bump in the road
-Mar 05 12:09:20 <}-z-{>	NOTICE
-Mar 05 12:09:25 <}-z-{>	"WordPress MU is not allowed to be run on our shared hosting servers. If you intend on running this under your account, you are required to be on a Private Server"
-Mar 05 12:09:41 	:-o
-Mar 05 12:09:45 	hmmm
-Mar 05 12:09:51 	so do I need to host it?
-Mar 05 12:10:09 	and give you access
-Mar 05 12:10:16 	brb
-Mar 05 12:10:26 <}-z-{>	can you give me SSH and PHPMyAdmin?
-Mar 05 12:11:14 	hmm... well is this going to end up as a permanent solution?
-Mar 05 12:11:18 	or just a temporary thing
-Mar 05 12:11:22 <}-z-{>	perm
-Mar 05 12:11:30 	ok let me think about that.....
-Mar 05 12:11:50 <}-z-{>	okay, I'm looking into Dreamhost PS
-Mar 05 12:11:58 <}-z-{>	I don't want to put mu on the would be build server
-Mar 05 12:12:15 	CuBe0wL: weechat
-Mar 05 12:12:39 <}-z-{>	man dh ps is 'spensive
-Mar 05 12:12:45 <}-z-{>	might as well buy another VPS at that price lol
-Mar 05 12:12:54 <}-z-{>	minimum is $15/mo for 150mb
-Mar 05 12:13:04 	}-z-{, what will you do with nexuiz ninjaz btw ?
-Mar 05 12:13:20 <}-z-{>	I can fork that 'the ninjaz'
-Mar 05 12:13:32 <}-z-{>	and be more general but put most of my efforts towards this project
-Mar 05 12:13:40 	ItomaNinjaz?
-Mar 05 12:13:49 <}-z-{>	maybe illfonic will offer money for the domain and we can pay for the build server for a year :-P
-Mar 05 12:14:05 	{X}ItomaNinjaz ? :D
-Mar 05 12:14:35 	hey, where are all those names coming from? :P
-Mar 05 12:15:04 <}-z-{>	Dokujisan: it's probably best if we do a separate VPS or dedicated anyway, it's better to have full control over apache for this
-Mar 05 12:15:15 	i can consider something
-Mar 05 12:15:24 	Well
-Mar 05 12:15:28 	I have a VPS too
-Mar 05 12:15:31 	Actually I have two
-Mar 05 12:15:48 	Although I don't personally own them :P
-Mar 05 12:15:50 	}-z-{: yes I would think that is best
-Mar 05 12:15:54 <}-z-{>	probably need 512mb RAM, multicore processor prefered, 5gb MINIMUM but want ~20 to be comfortable
-Mar 05 12:15:56 	I'd have to ask the owner if we could use them if needed.
-Mar 05 12:16:01 <}-z-{>	gb space
-Mar 05 12:16:27 	My server has 728mb memory, 20GB hard drive, and it's a quad core (They fucked up, it was supposed to be dual core)
-Mar 05 12:16:31 	Er
-Mar 05 12:16:35 	768*
-Mar 05 12:16:37 <}-z-{>	yes but it's not dedicated to this, correct?
-Mar 05 12:16:50 	Well, right now it just runs my Nexuiz server :P
-Mar 05 12:16:53 	hm
-Mar 05 12:16:59 	Which takes up all of 100mb of the ram :P
-Mar 05 12:17:06 	wthis is neede for something processing intensive?
-Mar 05 12:17:07 	brb, I need to boild my veegtable dish I've found in the fridge
-Mar 05 12:17:08 *	merlijn (merlijn@84.245.21.196) has joined #notnexuiz
-Mar 05 12:17:56 <}-z-{>	pavlvs: just apache and mysql
-Mar 05 12:18:01 <}-z-{>	which _can_ be processor intensive
-Mar 05 12:18:05 <}-z-{>	but not necessarily
-Mar 05 12:18:15 <}-z-{>	I propose we keep the development site on another server
-Mar 05 12:18:27 <}-z-{>	because running rails on top of apache will kill our resources a bit
-Mar 05 12:18:27 	ok I just chatted with dublpaws and he is willing to give Dance a makeover to have it considered for inclusion in the game
-Mar 05 12:18:45 <}-z-{>	also, if one site goes down, we can still communicate to users via the other
-Mar 05 12:18:46 	and if anyone wants to help him with that, collaborate, he is open to that
-Mar 05 12:18:57 	}-z-{: [prae] has a dual quad with 8gb ram, soon to be 12gb
-Mar 05 12:19:04 	728 megs on a quad? wth=
-Mar 05 12:19:08 <}-z-{>	wow yeah, that'd be very helpful :-P
-Mar 05 12:19:16 <}-z-{>	that's fully dedicated I assume?
-Mar 05 12:19:21 	tZork, it was supposed to be a dual core :P
-Mar 05 12:19:22 	yes colo'd
-Mar 05 12:19:26 <}-z-{>	very nice
-Mar 05 12:19:28 <}-z-{>	what OS?
-Mar 05 12:19:34 	}-z-{: i run xen so i could spin up a VM sometime
-Mar 05 12:19:36 	its still ftw Samual
-Mar 05 12:19:38 	debian
-Mar 05 12:19:51 <}-z-{>	okay
-Mar 05 12:20:02 <}-z-{>	debian or ubuntu should be good
-Mar 05 12:20:13 <}-z-{>	can you give me ssh and possbily sudo?
-Mar 05 12:20:17 	Samual: rented, virtual? tahtäd explain it..
-Mar 05 12:20:24 	of course
-Mar 05 12:20:28 <}-z-{>	awesome
-Mar 05 12:20:31 	such is the beauty of vm's
-Mar 05 12:20:33 	perfect :-)
-Mar 05 12:20:35 <}-z-{>	:)
-Mar 05 12:20:40 	Virtual and rented
-Mar 05 12:20:44 	pavlvs: if you host that, then I think I can continue hosting HOCTF/HODM
-Mar 05 12:20:45 	but yeah ill have to see if we have resources available
-Mar 05 12:21:03 <}-z-{>	what they hell else can you be using all those resources for? :-P
-Mar 05 12:21:04 	actually, I would prefer to now with this fork
-Mar 05 12:21:22 	I was planning on transitioning my servers over to pavlvs
-Mar 05 12:21:30 	HOCTF/HODM
-Mar 05 12:21:38 	need about $30-40 more in my ram fund to get to that 12gb
-Mar 05 12:21:52 <}-z-{>	you're really using 8gb already?
-Mar 05 12:22:20 <}-z-{>	you gotta be running at least 18 nexuiz servers for that :-P
-Mar 05 12:22:26 	well, if i were to run all the nexuiz servers i was planning on running
-Mar 05 12:22:33 	which is 15
-Mar 05 12:22:37 	;p
-Mar 05 12:22:39 <}-z-{>	I can run 10 servers under 2gb
-Mar 05 12:22:54 	i also have 3 tf2 servers and a l4d2 server
-Mar 05 12:22:58 <}-z-{>	ah well
-Mar 05 12:23:02 <}-z-{>	that's another story :-P
-Mar 05 12:23:02 	and email and various apaches
-Mar 05 12:23:07 	oh...this is perfect, because pavlvs also runs a mumble server
-Mar 05 12:23:12 	the zimbra takes ridiculous ram
-Mar 05 12:23:13 <}-z-{>	ah nice
-Mar 05 12:23:15 	yes
-Mar 05 12:23:19 	praeclan.com
-Mar 05 12:23:19 <}-z-{>	yeah, I've heard zimbra is a hog
-Mar 05 12:23:20 	Samual: less of a prob then since its likely not 728 total mem. the thing is a modern cpu (onr core) easly chug tough a gig of ram proccessing its stuff. less then one g per code oin a didecated is just stupid. 
-Mar 05 12:23:27 	hiya, I'm just trying to read up on the stuff that happened, any other stuff besides topic I should read?
-Mar 05 12:23:39 	pavlvs: we talked about having an official mumble server for the game
-Mar 05 12:23:42 <}-z-{>	pavlvs: how soon can this be ready for our use?
-Mar 05 12:23:50 	hi merlijn
-Mar 05 12:23:54 	but I dont' think mumble uses much in terms of resources
-Mar 05 12:23:56 	i guess i dont have plans tonight...
-Mar 05 12:23:57 	re
-Mar 05 12:24:05 	also I can provide any server stuff you're needing
-Mar 05 12:24:17 	hey merlijn :-D
-Mar 05 12:24:38 *	}-z-{ has changed the topic to:  Details so far -- http://www.nullgaming.com/stuff/nexuiz_new_notes.txt  -- http://dev.xonotic.org -- temporary development site to get organized
-Mar 05 12:24:40 	merlijn: that file in the topic is a pretty good overview
-Mar 05 12:24:50 <}-z-{>	Dokujisan: should I make dev.xonotic.org register only for now?
-Mar 05 12:24:59 	yes
-Mar 05 12:25:06 	good call
-Mar 05 12:25:09 	I still don't get what the main reason for forking is, just getting rid of vermeulen/alientrap?
-Mar 05 12:25:21 <}-z-{>	that's a large part
-Mar 05 12:25:21 	merlijn: well there are a lot of reasons actually
-Mar 05 12:25:31 	to me, this is actually a chance for a clean slate
-Mar 05 12:25:31 <}-z-{>	but we're already streamlining a lot of things
-Mar 05 12:25:53 	BTW maps, what about race maps?
-Mar 05 12:26:00 	if you read through those notes, you'll see a lot of ideas have been put forth, including a structure for how the game is managed
-Mar 05 12:26:03 	which nexuiz never had
-Mar 05 12:26:04 	we should probably skip the piece-o-cake map
-Mar 05 12:26:05 	+1 for race
-Mar 05 12:26:09 	in fact, probably no nexrun maps at all
-Mar 05 12:26:13 	in the official release
-Mar 05 12:26:22 	FruitieX: I know nothing about race maps, so let me know what you guys come up with
-Mar 05 12:26:30 	why, they are good, and GPL'ed
-Mar 05 12:26:34 	or depends, if anyone's interested in having nexrun as a "havoc mode" replacement :P
-Mar 05 12:26:35 	we've had multiple attempts at streamlining and better organisation - why is this one going to work?
-Mar 05 12:26:56 <}-z-{>	Dokujisan: I've started the wiki for the plan here: http://dev.xonotic.org/projects/notnexuiz/wiki/Plan
-Mar 05 12:27:08 <}-z-{>	just a dump of your text file right now
-Mar 05 12:27:09 	btw, I'm not being negative just some healthy scepticism :)
-Mar 05 12:27:19 	development can kill us
-Mar 05 12:27:21 	:P
-Mar 05 12:27:23 <}-z-{>	:-P
-Mar 05 12:27:44 	thanks }-z-{ 
-Mar 05 12:27:57 <}-z-{>	I'll help you clean it up a bit
-Mar 05 12:28:10 <}-z-{>	pavlvs: do you have an IP I can set an A record for?
-Mar 05 12:28:13 	one thing I really suggest we should inform the community on the forum of our forking plan ASAP
-Mar 05 12:28:18 <}-z-{>	for the temporary domain name
-Mar 05 12:28:27 <}-z-{>	CuBe0wL: I'd like to get more organized first
-Mar 05 12:28:38 	}-z-{: we'll have to figure out ip/domain stuff 
-Mar 05 12:28:40 <}-z-{>	so we don't come off as a bunch of idiots
-Mar 05 12:28:43 <}-z-{>	okay pavlvs 
-Mar 05 12:28:44 	merlijn: I think it's because we're starting from scratch with organization. I lost interest in Nexuiz 8-9 months ago, but this gives me a surge of interest again, and I think that is probably the same for others
-Mar 05 12:28:44 	its a bid weird with my xen config
-Mar 05 12:28:58 <}-z-{>	I should be able to add an A record and you can do a virtual host on apache
-Mar 05 12:29:03 	}-z-{: i need to do some homework and go to class, i'll be back at 5 EST
-Mar 05 12:29:08 <}-z-{>	okay pavlvs 
-Mar 05 12:29:16 	}-z-{: also i have a bind server if that helps
-Mar 05 12:29:34 	merlijn: I've always wanted a nexuiz fork because of this very problem of lack-of-management and leadership for the game. But now it appears that everyone is onboard with plans to do everything Nexuiz should have had.
-Mar 05 12:29:46 <}-z-{>	yes pavlvs it will for wordpress mu
-Mar 05 12:29:55 	Dokujisan: new ideas usually generate a lot of energy at first, question is whether that will stay
-Mar 05 12:29:56 	wight
-Mar 05 12:29:59 <}-z-{>	so we can setup subdomains
-Mar 05 12:30:01 <}-z-{>	and such
-Mar 05 12:30:18 	well then the nameserver is 208.94.245.226
-Mar 05 12:30:21 <}-z-{>	Dokujisan: give me 5 minutes to clean up this wiki page, then have it
-Mar 05 12:30:27 	praeclan.com
-Mar 05 12:30:34 	merlijn: well the goal with my ideas is to establish methods for how things will work....so that will carry the momentum
-Mar 05 12:30:42 <}-z-{>	pavlvs: I'd prefer if I can use use an arecord to you machines IP
-Mar 05 12:30:54 <}-z-{>	so I can leave DNS on dreamhost which is currently serving dev.xonotic.org
-Mar 05 12:31:01 	okie
-Mar 05 12:31:03 <}-z-{>	A record*
-Mar 05 12:31:13 	merlijn: I'm going to be doing a lot of the community organization and part of that involves delegating and recruiting. As we recruit, those new people add even more energy to the project
-Mar 05 12:31:17 <}-z-{>	do you know how to handle apache virtual hosts?
-Mar 05 12:31:46 	Dokujisan: and what about the nexuiz name? wouldn't it at least me a good idea to benefit from the promotion on the IllFonic side of things?
-Mar 05 12:32:10 	merlijn: the promotion of "Nexuiz" by illfonic will only benefit Illfonic's name.
-Mar 05 12:32:24 	got b33r? - http://tzork.dvrdns.org/tmp/gotbeer.jpg :D
-Mar 05 12:32:27 	a year from now, when googling for "Nexuiz", people will start to find the game by Illfonic
-Mar 05 12:32:30 	Dokujisan: why are you so sure about that?
-Mar 05 12:32:34 	and it will be harder to find "our" game
-Mar 05 12:32:57 	maybe, but a new game will be hard to find anyway
-Mar 05 12:33:41 	the fact that they have nexuiz.com alone is bad enough. When people try to find our Nexuiz game (assuming they hear about it) they will end up on Nexuiz.com and that will be all console stuff.
-Mar 05 12:33:46 	I don't think so
-Mar 05 12:34:09 	I was repying to merlijn 
-Mar 05 12:34:18 	i do.. or at least that tiiiiiny 'pc nexuiz' link currently on is a bad sign..
-Mar 05 12:34:53 	tiny and gray 
-Mar 05 12:35:06 	aww tZork 
-Mar 05 12:35:07 	unimportant
-Mar 05 12:35:18 	very importand 
-Mar 05 12:35:25 <}-z-{>	really hate that redmin crosses out my name
-Mar 05 12:35:32 	also bottom right corner is worst place on website 
-Mar 05 12:35:39 <}-z-{>	anyway, Dokujisan http://dev.xonotic.org/projects/notnexuiz/wiki/Plan updated
-Mar 05 12:35:44 <}-z-{>	now wiki styled
-Mar 05 12:35:53 	awesome
-Mar 05 12:36:05 *	CuBe0wL requests login
-Mar 05 12:36:10 <}-z-{>	CuBe0wL: register ;)
-Mar 05 12:36:16 <}-z-{>	I will approve you
-Mar 05 12:36:27 <}-z-{>	that goes for everyone
-Mar 05 12:36:33 	hmm, I see some people in that list that I didn't even know were part of the nexuiz community
-Mar 05 12:36:39 <}-z-{>	this site will migrate to the official one when we determine a name and register a domain
-Mar 05 12:36:40 	like jayvee
-Mar 05 12:36:43 	so basically "our nexuiz" is left to be an asterisk next to the big "Nexiuz" that now has a marketing budget with a for-profit company behind it
-Mar 05 12:36:59 	we would be competing for attention
-Mar 05 12:37:02 	without the nexuiz.com domain
-Mar 05 12:37:03 	mand1nga: messy still, but i still havent built it all yet. when its done it will be a compleat pub with beer pump and all. and homemade beer, wich is what im testing now =)
-Mar 05 12:37:06 <}-z-{>	"a link back to the gpl nexuiz will remain on our website FOR MARKETING PURPOSES"
-Mar 05 12:37:12 <}-z-{>	is what illfonic said
-Mar 05 12:37:26 <}-z-{>	I think that summarizes their view of our game
-Mar 05 12:37:34 	maybe they meant for marketing of gpl nexuiz?
-Mar 05 12:37:40 <}-z-{>	;o) maybe
-Mar 05 12:37:47 	im sure they did :P
-Mar 05 12:38:02 	still, i think vermeulen screwed up pretty hard by his overscretcy..
-Mar 05 12:38:09 	too much bad blood already
-Mar 05 12:38:20 	with this new fork, we'll NEVER be in a position like this again
-Mar 05 12:38:25 	ever
-Mar 05 12:38:27 	tZork: that's amazing :)
-Mar 05 12:38:27 <}-z-{>	yes and hasn't worked hard enough to fix it
-Mar 05 12:38:40 <}-z-{>	he seems to be spreading lies about some things too
-Mar 05 12:38:50 <}-z-{>	claimed to have run a fundraiser for div0???
-Mar 05 12:38:55 <}-z-{>	wtf, I never heard of that and neither did div0
-Mar 05 12:39:34 	agreed esteel, if this had been done with.. hell even just a polite tone it would never got this offensive.
-Mar 05 12:39:34 	}-z-{: well to be fair i can imagine he is pretty busy atm.. still, it should have been better
-Mar 05 12:40:02 	who cares if he is busy ? he got paid to do it
-Mar 05 12:40:22 	its a bloody vampire
-Mar 05 12:40:35 <}-z-{>	alright, I need to grab some lunch
-Mar 05 12:40:36 	"to bzy to stand in line; shot the otehrs before me" 
-Mar 05 12:40:37 <}-z-{>	bbl
-Mar 05 12:40:45 	dont think the law will accept that
-Mar 05 12:40:51 <}-z-{>	vermeulen doesn't seem like the type to fall on his sword
-Mar 05 12:40:59 	tZork: hehe
-Mar 05 12:41:01 <}-z-{>	but rather throw his team under the bus
-Mar 05 12:41:49 	btw, have registered..
-Mar 05 12:42:06 	tZork, once you have something edible, tell me :) I'll pay for the shipment price, but I want to taste your b33r :D
-Mar 05 12:42:16 	but speaking of legal matters - the fork has to be GPL and nobody is stopping anyone from merging our code into the old nexuiz
-Mar 05 12:42:31 	I just hope it's not made the way the sweet lemanode is made in shut up woman, get on my horse ;)
-Mar 05 12:42:49 	CuBe0wL: its quite ok acctualy, but a bti thin this time. still learning =)
-Mar 05 12:42:51 	merlijn, so?
-Mar 05 12:42:52 	merlijn: they are supposedly dealing with that. I think they are only using DP code and not Nexuiz code, or not very much Nexuiz game code? Something like that.
-Mar 05 12:43:22 	what if Vermeulen wants to keep "his" nexuiz alive and imports our changes?
-Mar 05 12:43:22 	and LH made it seem like they were dealing with the permission aspect of relicensing contributed code
-Mar 05 12:43:23 	no Dokujisan
-Mar 05 12:43:39 	tZork: they are using game code?
-Mar 05 12:43:39 	if we want to release fast we basicaly have to use nexuiz gamecode
-Mar 05 12:43:48 	oh they
-Mar 05 12:43:49 	oh I don't mean us. I meant illfonic
-Mar 05 12:43:52 	as in ill*
-Mar 05 12:44:01 	tehy use nexuiz gamecode too
-Mar 05 12:44:05 	afaik
-Mar 05 12:44:05 	I see
-Mar 05 12:44:16 	or well tehy do
-Mar 05 12:44:19 	lh said so
-Mar 05 12:44:58 	merlijn, then we will let ppl know about it on slashdot and gain free marketing 
-Mar 05 12:45:11 	with some unusual elements ripped out, liek my turrets.
-Mar 05 12:45:17 	also, since we're reorganizing stuff - can we PLEASE have mailing lists?
-Mar 05 12:45:27 	Does anyone here want to collaborate with Dublpaws to give "dance" a makeover?
-Mar 05 12:45:34 	FruitieX: ?
-Mar 05 12:45:40 	to be back ontopic with the name: I think the best would be to let the original Nexuiz community (or at least the part that follwos us) to decide about the name of the new project. this would mean it's truly "ours", it's the community's project. The best would be to make a list we put together, and let the masses decide about the name
-Mar 05 12:45:57 	we can't make the name choice public
-Mar 05 12:46:04 	why?
-Mar 05 12:46:04 	people will grab domains faster than we can blink
-Mar 05 12:46:11 	merlijn: that is an interesting idea
-Mar 05 12:46:13 	I see
-Mar 05 12:46:19 	unfortunatly Dokujisan is right
-Mar 05 12:46:32 	technical aspect, I understand
-Mar 05 12:46:33 	we need to make sure we solidify our decision AND make sure we have the domains we need (and IRC channels or whatever) before announcing
-Mar 05 12:46:36 	Dokujisan: I could
-Mar 05 12:46:43 	never really played the map much though
-Mar 05 12:46:52 	n00b!
-Mar 05 12:46:52 	FruitieX: it's pretty popular on my HOCTF server
-Mar 05 12:46:55 	;)
-Mar 05 12:47:07 	yep i know
-Mar 05 12:47:11 	what, n00b? :P
-Mar 05 12:47:15 	only played pickup duels ;)
-Mar 05 12:47:16 	its a decent map
-Mar 05 12:47:18 	and tdm/ctf
-Mar 05 12:47:26 	see? noob! :D
-Mar 05 12:47:30 *	merlijn votes for kicking FruitieX for not knowing every square qu of dance by heart
-Mar 05 12:47:31 	:D
-Mar 05 12:47:39 	:)
-Mar 05 12:47:42 	haha
-Mar 05 12:47:49 	umm... I don't know the map either :D
-Mar 05 12:47:53 	at least not by name
-Mar 05 12:48:10 	sure I'd recognise it form a screenshot
-Mar 05 12:48:17 	http://rm.endoftheinternet.org/~nexuiz/maps/mapshots/dance.jpg
-Mar 05 12:48:22 	but in pickup ctf, they only play runningmanctf, castle, mikectf2/3, facing, greatwall
-Mar 05 12:48:25 	:P
-Mar 05 12:48:29 	oh yes
-Mar 05 12:48:33 <}-z-{>	esteel and Morphed, you've been approved on teh dev system
-Mar 05 12:48:34 	how do I hate it :D
-Mar 05 12:48:38 	FruitieX: sadly yes
-Mar 05 12:48:41 	dance is fun :)
-Mar 05 12:48:48 	}-z-{: you can add me too if you want
-Mar 05 12:48:53 <}-z-{>	mand1nga: you have to sign up
-Mar 05 12:48:56 <}-z-{>	I activate the accounts
-Mar 05 12:48:58 	seems like a fun project to remake
-Mar 05 12:48:58 	FruitieX: not bad maps, but its so limited
-Mar 05 12:49:00 	okay
-Mar 05 12:49:03 	FruitieX: can you join #nexuiz.nct on quakenet? I'm inviting dublpaws there
-Mar 05 12:49:05 	indeed tZork 
-Mar 05 12:49:22 <}-z-{>	Dokujisan: I will give you ssh to the redmine server after we decide on the name and go forward for real
-Mar 05 12:49:26 	can you invite him to #nexuiz.editing instead? :P
-Mar 05 12:49:36 *	CuBe0wL registered too
-Mar 05 12:49:42 <}-z-{>	I don't imagine you'll need it for much but it's a "just in case" sort of thing
-Mar 05 12:49:49 <}-z-{>	I should be able to handle maintainence and backups
-Mar 05 12:50:16 *	CuBe0wL gives channel operator status to esteel mand1nga merlijn pavlvs
-Mar 05 12:50:16 *	CuBe0wL gives channel operator status to Taoki
-Mar 05 12:50:22 <}-z-{>	mand1nga: CuBe0wL, you'd been activated
-Mar 05 12:50:29 	again if you need server capacity, I can easily plug in a bunch of servers at work
-Mar 05 12:50:34 	is this btw. the full "developer" group ?
-Mar 05 12:50:36 *	FruitieX registered three
-Mar 05 12:50:41 <}-z-{>	CuBe0wL: not yet I don't think
-Mar 05 12:50:44 	ty zee
-Mar 05 12:50:45 <}-z-{>	please check the wiki page
-Mar 05 12:50:46 	not yet
-Mar 05 12:50:50 	e.g. MrBougo missing
-Mar 05 12:50:56 <}-z-{>	merlijn: that's good to know, we will keep that in mind
-Mar 05 12:51:02 	well i think :p
-Mar 05 12:51:03 	hmm, ill need new domain too.. planetXYZ.de :P
-Mar 05 12:51:16 	hm reg where? 
-Mar 05 12:51:30 <}-z-{>	http://dev.xonotic.org is the temp development site for us to get organized at
-Mar 05 12:51:34 	Application error
-Mar 05 12:51:34 	Rails application failed to start properly :D
-Mar 05 12:51:38 	we'd actually have to hijack lots of nexuiz domains and forward that to the new game :P
-Mar 05 12:51:41 <}-z-{>	where? CuBe0wL ?
-Mar 05 12:51:48 	http://dev.xonotic.org/my/page
-Mar 05 12:51:56 <}-z-{>	works for me
-Mar 05 12:51:57 <}-z-{>	refresh
-Mar 05 12:52:01 	urlcatch totaly faild that. freeky.
-Mar 05 12:52:26 	Invalid user or password
-Mar 05 12:52:27 	gah
-Mar 05 12:52:31 	just registered
-Mar 05 12:52:36 	do you have to approve it?
-Mar 05 12:52:40 	merlijn: like which domains?
-Mar 05 12:53:01 	esteel: well your planetnexuiz.de for example :P
-Mar 05 12:53:45 	there needs to be a way for people that search for nexuiz to find the forked game
-Mar 05 12:54:20 	indeed
-Mar 05 12:54:31 	DCC delight are luckers :]
-Mar 05 12:54:41 	Nexrun might need to change name too
-Mar 05 12:54:56 	and the Nex weapon
-Mar 05 12:55:02 	:p
-Mar 05 12:55:06 	just delete the nex
-Mar 05 12:55:08 	:P
-Mar 05 12:55:11 	+1
-Mar 05 12:55:15 	FruitieX: do you mean the mod? maybe a general mode-name like "runners" would be good?
-Mar 05 12:55:41 	}-z-{, Nexuiz Admins wuzzat ?
-Mar 05 12:55:49 	you mean server admins ?
-Mar 05 12:55:55 	some flag textures will need to change
-Mar 05 12:55:57 <}-z-{>	Dokujisan: will have to clarify
-Mar 05 12:56:11 <}-z-{>	Dokujisan: I just aded some server resources if you want to expand on them
-Mar 05 12:56:14 <}-z-{>	I'm going to lunch for real now
-Mar 05 12:56:15 <}-z-{>	bbiab
-Mar 05 12:56:41 	NEx = Tiuffgun
-Mar 05 12:56:45 	:PP
-Mar 05 12:56:57 	i see you want your sounds mods to be default..
-Mar 05 12:57:03 	haha
-Mar 05 12:57:04 	harr
-Mar 05 12:57:31 	merlijn: well i can change that domain easily
-Mar 05 12:57:33 	well, it could be an option to use roflsounds and roflgfx :D
-Mar 05 12:57:58 	yes nexuiz admins meant nexuiz server admins
-Mar 05 12:58:02 	in fact hyvin.de also points to it :P  i just learned to late that it was badly translated.. FruitieX woulud be able to tell :P
-Mar 05 12:58:22 	Dokujisan, I'd like to keep my mod status too pls :D
-Mar 05 12:58:27 	wtf is that
-Mar 05 12:58:28 	:P
-Mar 05 12:58:49 	FruitieX: should be 'good'  in english? no?
-Mar 05 12:58:50 	CuBe0wL: ok
-Mar 05 12:58:54 	or rather goodly..
-Mar 05 12:58:54 	esteel, so can I keep my ftp too? :D
-Mar 05 12:59:00 	yes or well
-Mar 05 12:59:07 	good = hyvä
-Mar 05 12:59:20 	haha
-Mar 05 12:59:21 	epic
-Mar 05 12:59:25 	CuBe0wL: yeah.. just not sure how long the old pn.de will be there then :P
-Mar 05 12:59:46 	but I'll still be able to use it under a diffrent name?
-Mar 05 13:00:05 	FruitieX: yeah, that what i found out too late.. i just asked google for 'good' in finnish.. said hyvin :P
-Mar 05 13:00:12 	CuBe0wL: sure, why not?
-Mar 05 13:00:38 	(just to mention, if you have ssh access to my home @ pn.de, you can read my thesis :D)
-Mar 05 13:00:51 	but pls, don't steal or sell it :D
-Mar 05 13:00:57 	is there any git support for redmine?
-Mar 05 13:01:15 	 can you invite him to #nexuiz.editing instead? :P
-Mar 05 13:01:21 	CuBe0wL: is your thesis about which medicine can easily be turned into drugs?
-Mar 05 13:01:25 	I don't think we want any discussion of a fork leaked by accident
-Mar 05 13:01:29 	otherwise I'm probably not interested :P
-Mar 05 13:01:33 	haha
-Mar 05 13:01:35 	chances I'll be able to write an article, and it might published in  a medical journal
-Mar 05 13:01:39 	I know #nexuiz.nct is a safe plcae to discuss mapping
-Mar 05 13:02:07 	eh I just make sure he knows not to mention the fork
-Mar 05 13:02:08 	ok
-Mar 05 13:02:10 	merlijn, no, I've written my thesis in "Image analyzis in medicine technology"
-Mar 05 13:02:27 	CuBe0wL: i'll offer your thesis to vermeulen :PPP harhar
-Mar 05 13:02:32 	:D
-Mar 05 13:02:33 	interesting subejct
-Mar 05 13:02:34 	haha
-Mar 05 13:02:52 	tZork, indeed
-Mar 05 13:03:43 	in case we publish an abstract or the full article in english too, I'll handle you guys it to read if you want :)
-Mar 05 13:03:52 	meh, tunnels and mobile internet to not like each other..
-Mar 05 13:04:00 	im definitly interested =)
-Mar 05 13:04:19 	bbiab, better get me some food 
-Mar 05 13:04:26 	have a good one
-Mar 05 13:04:34 	Dokujisan: oh okay
-Mar 05 13:04:36 	coming
-Mar 05 13:04:37 	enjoy tZork 
-Mar 05 13:04:43 	where's MrBougo anyway?
-Mar 05 13:07:05 	MrB usually isn't online all that much
-Mar 05 13:07:18 	afaik he didn't like the idea of forking
-Mar 05 13:07:23 	I told him about this channel yesterday
-Mar 05 13:07:23 	Spaceman: you can probably run stats on when MrB is likely to appear :P
-Mar 05 13:08:21 	to be fair, I don't fully like the idea of forking either
-Mar 05 13:08:51 	yer
-Mar 05 13:08:58 	I love it
-Mar 05 13:09:00 	hmm?
-Mar 05 13:09:04 	it's healthy medicine
-Mar 05 13:09:10 	Vermeulen has now actually made some money on Nexuiz now, maybe he'd just let us take over and we can rename it anyway
-Mar 05 13:09:17 	MrBougo is always online in #pb.nexuiz
-Mar 05 13:09:42 	merlijn: what benefit does that give?
-Mar 05 13:10:12 	Dokujisan: less troublesome than forking, plus I think that for now we can at least benefit from all the fuzz about nexuiz
-Mar 05 13:10:26 	forking implies that BOTH projects move forward
-Mar 05 13:10:37 	I don't think that is a good idea
-Mar 05 13:10:46 	++
-Mar 05 13:10:59 	and even if they don't both move forward, the old nexuiz will still exist
-Mar 05 13:11:00 	well the "troublesome" part, to me, is the good part, because that means overhauling and resetting, which will really help this project greatly.
-Mar 05 13:11:14 	I'm not at all against that
-Mar 05 13:11:32 	got to say I'm support doku here :)
-Mar 05 13:11:33 	merlijn, well, all the major brainpower will move on this project
-Mar 05 13:11:36 	I*
-Mar 05 13:11:40 	and the buzz around this drama can benefit a fork, because problems in GPL projects always gain attention on digg/reddit/slashdot, etc
-Mar 05 13:11:48 	CuBe0wL: is LH in on this?
-Mar 05 13:12:00 	proly not
-Mar 05 13:12:05 	afaik he is at least not against it
-Mar 05 13:12:05 	at least not tha I know of
-Mar 05 13:12:27 	what I was trying to say
-Mar 05 13:12:34 	I think LH is the only one who can do certain things as he knows everything about the engine
-Mar 05 13:12:35 	wo developers, Nexuiz will die
-Mar 05 13:12:46 	but it's only the title
-Mar 05 13:13:02 	it's not the name that makes Nexuiz to be Nexuiz
-Mar 05 13:13:13 	it's the people who play and develope it
-Mar 05 13:13:19 	I think we should only fork if we can't get what we want in the original nexuiz project - but from what I understand nobody has investigated that option
-Mar 05 13:13:20 	merlijn: MrBougo's join time on a Friday is fairy random
-Mar 05 13:13:43 	I think what we're doing with this fork is taking ALL of the good things about nexuiz and improving ALL of the bad things
-Mar 05 13:13:57 	All of the good things about nexuiz is.. you guys
-Mar 05 13:14:03 	and some others
-Mar 05 13:14:14 	honored
-Mar 05 13:14:22 	it would be nice to keep the nexuiz name
-Mar 05 13:14:42 	it would be nice if fukcfonic would rename it's game
-Mar 05 13:14:54 	that would be a lot better
-Mar 05 13:15:23 	if that'd happen, I probably won't think the fork as a very good idea
-Mar 05 13:15:28 	I still say I never really like the name "nexuiz" but I just grew to accept it :-)
-Mar 05 13:15:46 	it's just a group of letters
-Mar 05 13:15:46 	anyway, I'm going to do some other stuff now - just a small word of wisdom before I go: carefully evaluate your options before making hasty decisions
-Mar 05 13:15:53 	but kehdrin or what's the guy's name said, they won't change it, period.
-Mar 05 13:15:59 	I did like the 'n' symbol though. That was good.
-Mar 05 13:16:10 	merlijn, we won't rush anything
-Mar 05 13:17:03 	I mean, put simply, nexuiz was a sinking ship to me. I was on my way out
-Mar 05 13:17:11 	but this changes everything
-Mar 05 13:17:36 	I mean I was on my way out well before this illfonic mess
-Mar 05 13:23:26 	by the way, this idea will be useful in our fork i think: http://www.youtube.com/watch?v=NotqttdZUoQ
-Mar 05 13:23:33 	I'm very open for ideas now concerning that :)
-Mar 05 13:36:09 	bbl, switching trains :P
-Mar 05 13:41:32 <}-z-{>	Dokujisan: we need another community/project manager
-Mar 05 13:41:54 	Hmm
-Mar 05 13:42:10 <}-z-{>	is that a task you're interested in Samual?
-Mar 05 13:42:38 	Meh
-Mar 05 13:42:41 	People don't like me
-Mar 05 13:42:43 	And i'm too lazy
-Mar 05 13:42:55 	oh, one thing came to my mind, while I'm mapping right now: PLEASE GIVE THE RAILGUN IT'S OWN AMMO!!!
-Mar 05 13:43:04 <}-z-{>	okay lol
-Mar 05 13:43:11 	No :P I still don't like that idea CuBe0wL 
-Mar 05 13:43:11 <}-z-{>	CuBe0wL: well that can be discuess for sure
-Mar 05 13:43:22 	I'll still be doing the balance I think :P
-Mar 05 13:43:32 <}-z-{>	okay
-Mar 05 13:43:39 	RAGEQUIT!
-Mar 05 13:43:42 *	CuBe0wL (~akion@BKTFW13.usn.hu) has left #notnexuiz (Távozom)
-Mar 05 13:43:43 	-.-
-Mar 05 13:43:47 *	CuBe0wL (~akion@BKTFW13.usn.hu) has joined #notnexuiz
-Mar 05 13:43:52 	jsut kidding :D
-Mar 05 13:44:10 	aww, I've lost me op :(
-Mar 05 13:44:28 *	}-z-{ gives channel operator status to CuBe0wL
-Mar 05 13:45:20 *	ProjektGhost (~raygalina@64.107.218.2) has joined #notnexuiz
-Mar 05 13:45:29 	that's better
-Mar 05 13:45:31 	Ghost: Keep quiet :P
-Mar 05 13:45:36 	okay, fine
-Mar 05 13:45:39 	He wants to suggest names
-Mar 05 13:45:40 	anyway, new name
-Mar 05 13:45:49 	Nexius
-Mar 05 13:45:52 	-.-
-Mar 05 13:45:55 	you get to correct the name now
-Mar 05 13:45:58 	no, seriously
-Mar 05 13:46:06 	it's close enough to be familiar, but still different
-Mar 05 13:46:09 	it's perfect, IMO
-Mar 05 13:46:23 	.com name is taken
-Mar 05 13:46:35 	Plan A: .com name
-Mar 05 13:46:50 	Plan B: Consider already taken .com names
-Mar 05 13:47:08 	Plan C: multiple words in the name
-Mar 05 13:47:12 	Plan D: .org name
-Mar 05 13:47:14 	^_^
-Mar 05 13:47:23 	he?
-Mar 05 13:47:30 	At least I think that's how Doku put it 
-Mar 05 13:47:41 	what about the names we tried out from Japan?
-Mar 05 13:48:14 	are they going to use the Nexuiz logo?
-Mar 05 13:48:21 	the Chinese character for Strength?
-Mar 05 13:48:24 	Illfonic?
-Mar 05 13:48:24 	Probably not
-Mar 05 13:48:28 	Oh
-Mar 05 13:48:30 	IllFonic will
-Mar 05 13:48:35 	they already do
-Mar 05 13:48:42 	then call is Strenght, or a synonym
-Mar 05 13:50:47 	"Kings of Valor" or something
-Mar 05 13:51:21 	sounds too RPG-ish, though
-Mar 05 13:52:25 <}-z-{>	http://www.tribalshapes.com/categories/kanji/kanji-big-large-great.html http://www.tribalshapes.com/categories/kanji/kanji-blood.html http://www.tribalshapes.com/categories/kanji/kanji-chaos.html
-Mar 05 13:53:56 <}-z-{>	http://www.tribalshapes.com/categories/kanji/kanji-conquer-overcome.html http://www.tribalshapes.com/categories/kanji/kanji-fast.html
-Mar 05 13:54:48 <}-z-{>	http://www.tribalshapes.com/categories/kanji/kanji-friend.html
-Mar 05 13:55:28 	strength ftw
-Mar 05 13:55:36 	what about Zen
-Mar 05 13:55:40 <}-z-{>	http://www.tribalshapes.com/categories/kanji/kanji-good-luck.html http://www.tribalshapes.com/categories/kanji/kanji-group.html
-Mar 05 13:55:42 	get the symbol for that
-Mar 05 13:55:43 	=p
-Mar 05 13:55:44 <}-z-{>	div didn't want to use zen
-Mar 05 13:55:49 	lame
-Mar 05 13:58:00 	http://www.tribalshapes.com/categories/kanji/kanji-ability-talent.html
-Mar 05 13:58:10 	>.>
-Mar 05 13:58:20 <}-z-{>	too complicated
-Mar 05 13:58:22 <}-z-{>	it's 2 symbols
-Mar 05 13:58:26 <}-z-{>	we only want 1
-Mar 05 13:58:29 	lawl I know
-Mar 05 13:58:35 	I was just pointing at the bottom one
-Mar 05 13:58:35 <}-z-{>	group might be the best yet
-Mar 05 13:58:38 	Because it's epic
-Mar 05 13:59:43 <}-z-{>	http://www.tribalshapes.com/categories/kanji/kanji-learning-studies-science.html
-Mar 05 13:59:47 <}-z-{>	http://www.tribalshapes.com/categories/kanji/kanji-loyalty-faithfulness.html
-Mar 05 14:00:11 	good resource
-Mar 05 14:01:07 	ok if that kanji for ability/talent is two characters, what does the first character by itself mean?
-Mar 05 14:01:36 	that would be a good symbol for a name beginning with a T
-Mar 05 14:03:16 <}-z-{>	I posted a t looking one
-Mar 05 14:03:47 	for group
-Mar 05 14:03:49 	tabellion, tabefaction 
-Mar 05 14:03:51 <}-z-{>	http://www.tribalshapes.com/categories/kanji/kanji-now-the-present.html
-Mar 05 14:04:07 	http://www.tribalshapes.com/img/tattoos/friend.gif
-Mar 05 14:04:10 	this is the best
-Mar 05 14:04:14 	easy to write
-Mar 05 14:04:24 <}-z-{>	http://www.tribalshapes.com/categories/kanji/kanji-people-nation.html
-Mar 05 14:04:35 	and has a little resamblence to the original strenght logo
-Mar 05 14:04:55 <}-z-{>	group is one of my favorites so far
-Mar 05 14:05:05 	I like that kanji symbol of friend very much
-Mar 05 14:05:25 	why group?
-Mar 05 14:05:39 <}-z-{>	I has a nice feel to it and represens us being a group or community
-Mar 05 14:05:46 	ok
-Mar 05 14:05:50 <}-z-{>	easy to draw too
-Mar 05 14:06:09 <}-z-{>	but friend is nice too
-Mar 05 14:06:16 	btw, should we focus on a better singleplayer campaign too?
-Mar 05 14:06:23 <}-z-{>	sure FruitieX 
-Mar 05 14:06:39 	needs better story, possibly against monsters instead of bots
-Mar 05 14:06:45 	hopefully at least :P
-Mar 05 14:07:46 <}-z-{>	good K one > http://www.tribalshapes.com/categories/kanji/kanji-water.html
-Mar 05 14:08:24 <}-z-{>	can you guys be sure to annotate wiki edits?
-Mar 05 14:10:51 	k, I did for one
-Mar 05 14:10:54 	I'll do it more
-Mar 05 14:12:34 	}-z-{: there is a mumble server listing (php script) that I use on http://nullgaming.com/batcaves/
-Mar 05 14:12:53 <}-z-{>	yes, remind me when we have wordpress mu running
-Mar 05 14:12:57 	k
-Mar 05 14:13:05 <}-z-{>	what are your feelings on buddy press?
-Mar 05 14:13:15 <}-z-{>	do you prefer to use buddypress or mybb for forums?
-Mar 05 14:13:30 	I've never looked at buddypress
-Mar 05 14:13:41 <}-z-{>	buddy press might be too confusing for some
-Mar 05 14:13:53 <}-z-{>	it's a wordpress mu wrapper
-Mar 05 14:13:57 <}-z-{>	www.nexuizclans.com uses it
-Mar 05 14:16:21 	tZork: what were you saying cool stuff about?
-Mar 05 14:16:33 	}-z-{, do you have an nvidia card?
-Mar 05 14:16:41 <}-z-{>	yes
-Mar 05 14:16:48 	and you use two monitors, don't you?
-Mar 05 14:16:52 <}-z-{>	correct
-Mar 05 14:17:03 	ok, how do you start nexuiz on only one monitor?
-Mar 05 14:17:10 	it auto streches for me to both
-Mar 05 14:17:22 <}-z-{>	fullscreen 0
-Mar 05 14:17:23 <}-z-{>	:-P
-Mar 05 14:17:28 	bah
-Mar 05 14:17:33 	no other way ?
-Mar 05 14:17:35 <}-z-{>	I play in windowed mode
-Mar 05 14:17:35 <}-z-{>	well
-Mar 05 14:17:40 <}-z-{>	are you using twinview?
-Mar 05 14:17:43 	yep
-Mar 05 14:18:15 <}-z-{>	when I used to play fullscreen, I just defined my resolution and twinview handled it as I expected
-Mar 05 14:18:26 <}-z-{>	it was like a psuedo fullscreen though
-Mar 05 14:18:35 <}-z-{>	if you click off it, your panels will rise above it type thing
-Mar 05 14:18:51 <}-z-{>	I couldn't specify my dimensions in the gui
-Mar 05 14:18:55 <}-z-{>	had to do it in my autoexec
-Mar 05 14:18:57 	well, it streches me to noth monitors, and I can't set the resolution to anything
-Mar 05 14:19:08 <}-z-{>	autoexec :-P
-Mar 05 14:19:16 	I have that in my autoexec
-Mar 05 14:19:25 	FruitieX: im working on rigging obi's newest model :)
-Mar 05 14:19:29 	but once I set the res, it's not accepted
-Mar 05 14:19:38 <}-z-{>	did you do the cod_vid_width and height too?
-Mar 05 14:19:41 <}-z-{>	con*
-Mar 05 14:20:00 	umm.. wtf, con has it's own resolution? oO
-Mar 05 14:20:04 	no btw :D
-Mar 05 14:20:05 	DibTop: good :)
-Mar 05 14:20:15 	k, that could have been the problem :D
-Mar 05 14:20:59 *	ProjektGhost (~raygalina@64.107.218.2) has left #notnexuiz
-Mar 05 14:21:05 <}-z-{>	CuBe0wL: yeah it defines text size/shape too :-P
-Mar 05 14:25:37 <}-z-{>	I wish flash didn't crash all the time
-Mar 05 14:26:00 	 FruitieX: im working on rigging obi's newest model :)
-Mar 05 14:26:01 	:-o
-Mar 05 14:26:06 <}-z-{>	nice
-Mar 05 14:26:21 DibTop div0 
-Mar 05 14:33:06 	DibTop: earlier in #nexuiz lda17h wanted some info about nexuiz animations, he wants to modify some of nexuiz anims
-Mar 05 14:33:26 	FruitieX: can you remove the border from the HUD elements?
-Mar 05 14:34:39 	yes you can
-Mar 05 14:34:50 	you can also make it look just the way you want with skins ala menu :)
-Mar 05 14:34:58 	[14:19:26pm]  well, it streches me to noth monitors, and I can't set the resolution to anything
-Mar 05 14:34:59 	lawl
-Mar 05 14:35:00 	make the border as thick you want even (per-panel setting)
-Mar 05 14:35:05 	Mine stretches to all three monitors
-Mar 05 14:35:10 	5760x1200
-Mar 05 14:35:13 	I just have to deal with it
-Mar 05 14:35:16 	-.-
-Mar 05 14:35:18 <}-z-{>	http://ie6funeral.com/
-Mar 05 14:35:35 	on a side note, can someone help me test a website? Go here and scroll to the bottom and post a few symbols like... euro and pound sterling and maybe some other common characters used in europe. User name= testuser1  password=9999
-Mar 05 14:35:59 	or any other characters you want to try
-Mar 05 14:36:12 <}-z-{>	do we guess the url? :-P
-Mar 05 14:36:17 	go where?
-Mar 05 14:36:24 	hang on...
-Mar 05 14:36:33 	http://message.axkickboxing.com/newdesign/index.phtml?action=dispthread&topic=29479
-Mar 05 14:36:45 <}-z-{>	ahh, still having issues with that
-Mar 05 14:36:56 	well I converted the database to UTF-8 yesterday. 
-Mar 05 14:37:00 <}-z-{>	ahh
-Mar 05 14:37:03 	made a copy and converted that, rather
-Mar 05 14:37:05 <}-z-{>	damn, how long did that take?
-Mar 05 14:37:13 	but I am still learning about character encoding
-Mar 05 14:37:46 	I need to make sure someone from europe, with whatever keyboard layout they might use, can enter characters and it will show up properly
-Mar 05 14:37:56 	the only thing I can do is copy/paste
-Mar 05 14:38:17 <}-z-{>	I can type chinese
-Mar 05 14:38:19 <}-z-{>	:-P
-Mar 05 14:38:31 	ah yeah I can type japanese if i install the keyboard utility
-Mar 05 14:38:33 	forgot about that
-Mar 05 14:38:57 	the database dump file is 1.2GB or so
-Mar 05 14:39:28 	and it took just a few minutes to do each step... export / conversion / import
-Mar 05 14:39:30 <}-z-{>	打开哦开发似的卡0
-Mar 05 14:39:43 <}-z-{>	yeah, I'd imagine it'd be big
-Mar 05 14:40:07 <}-z-{>	Your message could not be posted because the password you submitted was wrong.
-Mar 05 14:40:13 	ok hang on
-Mar 05 14:40:27 	testuser1
-Mar 05 14:40:29 	9999
-Mar 05 14:40:42 <}-z-{>	yep, still getting that error
-Mar 05 14:40:44 	case sensitive names
-Mar 05 14:41:31 	hmmm ok it failed for me too. Let me get that figured out
-Mar 05 14:41:43 <}-z-{>	:
-Mar 05 14:41:46 <}-z-{>	oooh noes
-Mar 05 14:41:57 <}-z-{>	the chinese messed up my irsii lol
-Mar 05 14:42:04 <}-z-{>	okay, all better
-Mar 05 14:42:07 <}-z-{>	that was whacky
-Mar 05 14:42:45 <}-z-{>	oh hey, do we have any reviews of other projects workflows?
-Mar 05 14:42:54 <}-z-{>	such as warsow and tremulous?
-Mar 05 14:43:13 <}-z-{>	is warsow development even open?
-Mar 05 14:45:04 	}-z-{: ok try login:testuser1 pw:4781
-Mar 05 14:45:07 	er testuser2
-Mar 05 14:45:27 <}-z-{>	posted chinese okay
-Mar 05 14:45:58 	can someone here from Europe post some euro characters?
-Mar 05 14:46:10 	i'm trying
-Mar 05 14:46:42 <}-z-{>	I don't see how warsow's development is public
-Mar 05 14:47:41 	the euro's look good ?
-Mar 05 14:48:38 	haha what the hell
-Mar 05 14:48:45 	and Z҉A҉L҉G҉O̚̕̚ too
-Mar 05 14:48:50 	lol
-Mar 05 14:48:53 <}-z-{>	lol
-Mar 05 14:48:55 	who posted that?
-Mar 05 14:48:58 <}-z-{>	CuBe0wL: 
-Mar 05 14:49:01 <}-z-{>	I'm guessing :-P
-Mar 05 14:49:06 <}-z-{>	cryllic millions
-Mar 05 14:49:13 	crazy :-)
-Mar 05 14:49:16 	ok just a second guys
-Mar 05 14:49:21 	we're gonna do a comparison
-Mar 05 14:49:22 	Z҉A҉L҉G҉O̚̕̚ !!!
-Mar 05 14:49:38 	http://message.axkickboxing.com/index.phtml?action=dispthread&topic=29479
-Mar 05 14:49:39 	H̡́͝E ̨W̢̛H̡̧O͟͏ W̧A̵̡͘I̷̢͜TS͘͟ ̢́BE̛͝H̡͜I͏̨N͡D҉̨ ̀T̵H̸́E ̨W͏͢AL̴͠L͜!̸͟͞!̶!́
-Mar 05 14:49:41 	do the same on that address
-Mar 05 14:49:57 	it's the same topic on another set of PHP and another database
-Mar 05 14:49:58 <}-z-{>	ಠ_ಠ
-Mar 05 14:50:02 <}-z-{>	http://en.wikipedia.org/wiki/Combining_Cyrillic_Millions
-Mar 05 14:50:09 	same username + password
-Mar 05 14:50:29 	and I fugured it why testuser1 didn't work. It's a different database >.<
-Mar 05 14:50:54 <}-z-{>	:-P
-Mar 05 14:51:18 <}-z-{>	for the wiki, are we good with the dev wiki or do we want one that is part of the user site as well?
-Mar 05 14:52:16 	we could use both, probably
-Mar 05 14:52:30 	dev wiki might have some notes related to...development
-Mar 05 14:52:46 	the other wiki would be more like OUNS was
-Mar 05 14:53:29 	CuBe0wL: so zalgo didn't work that time?
-Mar 05 14:53:59 	sure it Z҉A҉L҉G҉O̚̕
-Mar 05 14:54:27 	oh I see the issue. When the encoding is switched to utf8 in the HTML, that is when that breaks
-Mar 05 14:54:29 	ok
-Mar 05 14:54:30 <}-z-{>	okay, so the next question is, how intense of a wiki do we need, do you think we can get away with a wp plugin for starters?
-Mar 05 14:54:31 	Z̵̴̡̬͚̘̗̯͓A͏͇L͇̜̩͜G̙̳͚̹̰̣̖͢͝O̭̦͢ ̲̗̗̀Z̮̬̹A̢̨͖̱͙͔L͖̖͙̘̣̤͘G̴̢͖̲̭O̖͈̺̻̻̖͎̻͟ ͚͓̯͙̱Z̘̯̗̖̩A͏͎̣͡L̢̬̭̀G̗̞̼͔O̫̺̯̖̹͠ ̦̟̜͉̟͉̀I̗̫̪L̞̯͖̫͢͝L̴̙̮͉͔͟͠F̪̗̱̩͓̻͕̞̘̀̕͡O͇̺̗̤̘̘̳͍N̡͔̖̻̰͙I̹̦͕͇̖͢Ç̩̘̺̜͉ ̪̦̭̻̤̻Z̥̹̝͔Ą̵͍̰L̷̻̥̗̮̳̫̟̞G̢̨̯͓͠O͏̸̹̳̤̣̼͉͉̪̟̠Z̵̴̡̬͚̘̗̯͓A͏͇L͇̜̩͜G̙̳͚͢͝
-Mar 05 14:54:31 	̹̰̣̖O̭̦͢ ̲̗̗̀s. ̕҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉Z ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉ ̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̚̕̕̚̕̚͡ ALGO ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉ ̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̚̕̕̚̕̚͡ ͡҉҉grows. ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓
-Mar 05 14:54:32 	̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚ZAL҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚GO commeth.
-Mar 05 14:54:45 	then the test passed! The new site with the new database seems to work 
-Mar 05 14:55:32 	Dokujisan, well, I can see   Z҉A҉L҉G҉O̚̕ on both pages (he is still H҉̵̞̟̠̖̗̘Ȅ̐̑̒̚̕̚ IS C̒̓̔̿̿̿̕̚̚̕̚̕̚̕̚̕̚̕̚OMI҉̵̞̟̠̖̗̘NG > ͡҉҉ ̵̡̢̛̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̿̿̿̚ ҉ ҉҉̡̢̡̢̛̛̖̗̘̙̜̝̞̟̠̖̗̘̙̜̝̞̟̠̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑ ͡҉҉ )
-Mar 05 14:55:49 	CuBe0wL: yes but change the character encoding of the second one to UTF8
-Mar 05 14:55:49 <}-z-{>	I'd like to propose we use this for future documentation of the project: http://www.methods.co.nz/asciidoc/
-Mar 05 14:55:52 	in your browser
-Mar 05 14:55:58 	CuBe0wL, O.o
-Mar 05 14:56:04 	CuBe0wL: it should break after that
-Mar 05 14:56:08 	Samual?
-Mar 05 14:57:27 	Font is fun ^_^
-Mar 05 14:59:08 	http://www.zalgo.org/wp-content/gallery/zalgo/1237835262258.jpg
-Mar 05 14:59:19 <}-z-{>	this is used: http://www.methods.co.nz/asciidoc/asciidoc.txt
-Mar 05 14:59:25 <}-z-{>	to generate this: http://www.methods.co.nz/asciidoc/asciidoc.css-embedded.html
-Mar 05 15:00:01 	and the other thing that works is the search. I can search for '£'
-Mar 05 15:00:03 	on the new site
-Mar 05 15:00:16 <}-z-{>	Dokujisan: have we thought of anyone who can help with documentation?
-Mar 05 15:00:23 <}-z-{>	shaggy maybe still interested?
-Mar 05 15:00:30 	}-z-{: we need a serious discussion for that topic, certainly
-Mar 05 15:00:36 	it will be hard to recruit for that
-Mar 05 15:00:39 	but I think it's possible
-Mar 05 15:00:43 <}-z-{>	yeah
-Mar 05 15:01:01 <}-z-{>	I think this is something we can streamline with the build system too
-Mar 05 15:01:12 	anyway thanks for helpign to test that, CuBe0wL, Spaceman and -z-
-Mar 05 15:01:38 <}-z-{>	so even the nightly builds on the test server, we can provide up-to-date documentation in HTML form if needed (for example)
-Mar 05 15:01:47 	wow -z-
-Mar 05 15:01:49 <}-z-{>	obviously the other thing I want to get going is a nightly cvar/cmd list searcher
-Mar 05 15:01:50 	how does that work?
-Mar 05 15:02:04 <}-z-{>	with the asciidoc tool
-Mar 05 15:02:05 <}-z-{>	http://www.methods.co.nz/asciidoc/asciidoc.txt
-Mar 05 15:02:08 <}-z-{>	http://www.methods.co.nz/asciidoc/
-Mar 05 15:04:11 	it seems LH is online
-Mar 05 15:04:20 	does he know about this palce?
-Mar 05 15:05:12 	Probably not
-Mar 05 15:05:24 	Do we WANT him to know?
-Mar 05 15:05:27 <}-z-{>	no
-Mar 05 15:05:29 <}-z-{>	at least not yet
-Mar 05 15:05:32 <}-z-{>	he was in on the deal
-Mar 05 15:05:39 	Indeed
-Mar 05 15:05:57 <}-z-{>	he more or less let the community get hurt for his own good.
-Mar 05 15:07:28 	I still think he should know about it... just for the reason, he's the only DP coder
-Mar 05 15:07:56 	what will we do with the engine, if we can't solve a problem, and he's not interested in forked Nexuiz at all?
-Mar 05 15:08:18 <}-z-{>	will that really be the case though?
-Mar 05 15:08:42 <}-z-{>	I just think at this point telling him might do more harm than good
-Mar 05 15:09:44 	I certainly won't tell, I don't think it's my job
-Mar 05 15:09:55 	I was just wondering, ya know
-Mar 05 15:10:02 <}-z-{>	I think div0 really has the voice on this decision
-Mar 05 15:10:11 	div0, 
-Mar 05 15:10:14 	we summon you
-Mar 05 15:10:26 <}-z-{>	btw, willis has informed me that for the past month or so nexuiz.com was a 301 redirect so alientrap.org/nexuiz
-Mar 05 15:10:29 	man, this will take ages like this :(
-Mar 05 15:11:11 <}-z-{>	ages like what?
-Mar 05 15:11:29 	btw. it's interesting to note, that Vermeulen still hasn't sold nexuiz.com
-Mar 05 15:11:36 	he just let Illfonic to use it
-Mar 05 15:11:41 	but he still owns it
-Mar 05 15:11:43 	what for?
-Mar 05 15:11:47 <}-z-{>	yeah but he made a shitty deal with them
-Mar 05 15:12:05 <}-z-{>	could have gotten our project more space on the homepage as part of the deal
-Mar 05 15:12:23 	and a difference in name of Illfonics side
-Mar 05 15:12:24 <}-z-{>	301 means that search engines have been indexing alientra.org/nexuiz for the past month, not nexuiz.com
-Mar 05 15:13:09 	lol, I've just realised what kedhrin said by "But, I am not going to put my team in here to defend themselves and our company decisions."
-Mar 05 15:13:31 	he took it a total insult that I've invited his men to join our conversation
-Mar 05 15:14:08 	what an elitist fucktard... how do people sink that low?
-Mar 05 15:14:45 <}-z-{>	"The GPL Nexuiz is still linked on this web-site. This is necessary for the commercial marketing of the project."
-Mar 05 15:15:01 <}-z-{>	that one still gets me the most
-Mar 05 15:16:47 	I still don't know if I should write the whole scandal to hup.hu or not
-Mar 05 15:16:52 <}-z-{>	zeniux still sticks out in my head
-Mar 05 15:17:07 <}-z-{>	Dokujisan: can you put that names list on the wiki?
-Mar 05 15:17:34 	yeah
-Mar 05 15:18:11 	don't forget Pheonix and Itoma
-Mar 05 15:18:21 <}-z-{>	don't really like either of those to be honest
-Mar 05 15:18:58 	hmmm
-Mar 05 15:19:15 	I've just realised zeniux has the same letters as Nexuiz
-Mar 05 15:19:20 	just scrambled
-Mar 05 15:19:23 <}-z-{>	yes
-Mar 05 15:19:32 	but I don't like the sound of it
-Mar 05 15:19:33 	}-z-{: how do you add a new page to this wiki o_O
-Mar 05 15:19:43 	create new page link? :P
-Mar 05 15:19:53 	I don't see it
-Mar 05 15:20:17 	I see "new file" where I can attach a file
-Mar 05 15:21:41 <}-z-{>	just go to the url
-Mar 05 15:21:45 <}-z-{>	or create a link in an existing page
-Mar 05 15:21:54 <}-z-{>	[[my_new_page|click me for new page]]
-Mar 05 15:23:02 	shouldn't we hide this channel? 
-Mar 05 15:23:14 <}-z-{>	isn't it p?
-Mar 05 15:23:16 <}-z-{>	omg it was
-Mar 05 15:23:18 	iirc alientrap-dev was hidden too for  a time
-Mar 05 15:23:27 *	}-z-{ sets mode +p #notnexuiz
-Mar 05 15:23:33 	well, I can see the channel if I whois myself
-Mar 05 15:23:34 <}-z-{>	or did I want +s?
-Mar 05 15:23:42 <}-z-{>	oh it is s
-Mar 05 15:24:14 *	}-z-{ sets mode -p #notnexuiz
-Mar 05 15:24:23 	it seems to still be +s
-Mar 05 15:24:29 <}-z-{>	yes, +p is deprecated
-Mar 05 15:24:33 <}-z-{>	+s is what we want
-Mar 05 15:26:39 	testing dance_beta1 on bc1
-Mar 05 15:28:58 	heh... Fri Mar 05, 2010 9:14 am last visit from Kedhrin on the AT forum
-Mar 05 15:30:44 <}-z-{>	maybe we should consider setting up an etherpad for the project as well
-Mar 05 15:36:02 <}-z-{>	just as a little tool we can offer on the site
-Mar 05 15:37:51 	CuBe0wL: can you check out dance on bc1?
-Mar 05 15:45:07 	Dokujisan, umm... sure
-Mar 05 15:45:23 	nullgaming.com:26001
-Mar 05 15:45:49 	}-z-{, how'd you say in english that .. hmm... somebody tells you good news without hiding the real intention behind it, but that's actually the opposite?
-Mar 05 15:46:08 	or by telling you that it'll be good for you, but in the end you'll recieve nothing?
-Mar 05 15:46:08 <}-z-{>	vested interest?
-Mar 05 15:47:03 	I'm trying to tell LordHavoc what Illfonic tries to do with us by dropping half truths, and giving promises full of "maybe"'s
-Mar 05 15:47:16 	but in the end, I'm certain we won't gain anything
-Mar 05 15:47:37 <}-z-{>	I mean, I can see their point... but it also defeats the purpose of what I thought our project was
-Mar 05 15:48:30 <}-z-{>	'hustle' is another word you might be looking for
-Mar 05 15:48:44 <}-z-{>	Hustle may mean: work a scam, intentionally "mis-direct" someone to achieve a personal gain from that person being mis-directed. The hustle, or scam, is usually performed in a fast paced environment as does not allow time to reflect on all options available to the victim, and usually plays on the greed or kindness of people and has an element of chance, although tipped overly into the favor of the "hustler", which is in proportion to how the hustlee views
-Mar 05 15:49:29 	holding out a carrot with sy
-Mar 05 15:49:35 	that was what I searched for
-Mar 05 15:50:34 <}-z-{>	ah
-Mar 05 15:51:01 	they behave as some mega corporation or some important politician
-Mar 05 15:53:33 <}-z-{>	CuBe0wL: the reason you can see the channel if your own whois is because you are joined in the channel
-Mar 05 15:53:38 <}-z-{>	if you leave and whois me, you will not see it
-Mar 05 15:53:40 	I see
-Mar 05 15:54:10 	I've gone into an open conversation with LH on the topic of the Future of the two games
-Mar 05 15:54:18 	I wonder how he'll respond
-Mar 05 15:54:54 	one zillion nexuiz credits he'll start referring to NDA's and other papers ha had to sign, so he can't tell anything
-Mar 05 15:55:25 <}-z-{>	:-P
-Mar 05 15:56:50 	One billion internets
-Mar 05 16:09:23 	omfg, I still can't believe how devoted some guys are towards Nexuiz :)
-Mar 05 16:09:41 	after all this hassle, I thougt everybody will stop developing for just a few days
-Mar 05 16:09:47 	FruitieX, you're a hero :D
-Mar 05 16:10:26 	gotta check the commit logs for others too
-Mar 05 16:11:33 	wohoo an hero
-Mar 05 16:11:43 	an hero?
-Mar 05 16:11:52 	No "an hero" is committing suicide
-Mar 05 16:11:52 	yes
-Mar 05 16:11:54 	Don't an hero
-Mar 05 16:12:02 	^_^
-Mar 05 16:12:20 	Go to urban dictionary if you don't believe me
-Mar 05 16:12:40 	I do believe you.
-Mar 05 16:14:40 	why is he aN hero?
-Mar 05 16:15:33 	nvm :)
-Mar 05 16:16:25 	maybe i'm a NaN hero :)
-Mar 05 16:16:43 	you're gathering another tactical facepalm :D
-Mar 05 16:18:30 	darn, didn't quite manage to get a tactical DOUBLE facepalm :D
-Mar 05 16:26:04 <}-z-{>	lol a NaN hero
-Mar 05 16:36:53 <}-z-{>	Dokujisan: names list?
-Mar 05 16:38:46 DibTop div0 
-Mar 05 16:38:47 	wow...  DibTop 
-Mar 05 16:38:58 	I just threw the last version of dance_enclosed on hoctf to test
-Mar 05 16:39:00 	and people liked it
-Mar 05 16:39:20 	they bitched immediately of course, but after about 3 mintues of gameplay, people started liking it
-Mar 05 16:39:45 	as always :)
-Mar 05 16:40:04 	after the match, I asked players to rate it, most rated it 7
-Mar 05 16:40:07 	out of 10
-Mar 05 16:40:07 	huh... I've just looked back at the 4 years I've had with Nexuiz
-Mar 05 16:40:12 	4...
-Mar 05 16:40:17 	:-)
-Mar 05 16:40:18 	that can't be correct
-Mar 05 16:40:29 	i thikn I've been here more than 3
-Mar 05 16:40:29 	it's my 6th year at the uni
-Mar 05 16:40:57 	and I remember I was playing Nexuiz when I started it
-Mar 05 16:41:12 	and I was away too for a half year or so
-Mar 05 16:41:33 	because I was pissed that they've changed to push force of the laser :D
-Mar 05 16:41:37 <}-z-{>	Dokujisan: names list?
-Mar 05 16:42:20 	looking back this far, I feel far more heartbroken we need to fork, or just generally stop playing at all
-Mar 05 16:42:43 *	mand1nga has quit ("http://www.mibbit.com ajax IRC Client")
-Mar 05 16:42:52 <}-z-{>	21:31:11 < motorsep> now I am wondering if guys will suck it up and continue with Nexuiz or start new project
-Mar 05 16:42:55 <}-z-{>	21:34:43 < }-z-{> I guess a lot of that depends on how Vermeulen goes about fixing this mess and earning back respect of some of the most influential contributors
-Mar 05 16:42:59 <}-z-{>	21:42:18 < Vermeulen> like i said before, there are certain developers I do need to discuss with and basically apologize for mishandling a number of things
-Mar 05 16:43:02 <}-z-{>	21:42:30 < Vermeulen> but when it comes to the name and the issue community members are having with the change, that was a decision i made that i am fine with taking the wrath for
-Mar 05 16:43:07 <}-z-{>	42:49 < Vermeulen> I should have been more open with the plans but it was always the intention to fund further nexuiz development with these funds. I didn't plan before about promising to be open with the exact royalty split but I  think that'll be the best way to make up for the mishandlings on my part with developers
-Mar 05 16:43:47 	it seems he has quite hard days too
-Mar 05 16:44:07 	he changes his opinion on the topic day by day
-Mar 05 16:44:34 	he is in the middle of a crossfire and wants to keep both parties happy
-Mar 05 16:44:55 <}-z-{>	he created the crossfire
-Mar 05 16:45:22 	sure, but we all make mistakes
-Mar 05 16:45:27 	<}-z-{> Dokujisan: names list?
-Mar 05 16:45:32 	I don't know how to create a page on that wiki
-Mar 05 16:45:37 	I don't see the option
-Mar 05 16:45:54 <}-z-{>	I told you two ways
-Mar 05 16:46:02 <}-z-{>	extend the url ...wiki/my_new_page
-Mar 05 16:46:07 <}-z-{>	or create a link on an existing page
-Mar 05 16:46:18 <}-z-{>	[[my_new_page|linking text]]
-Mar 05 16:46:19 	ok
-Mar 05 16:52:37 	http://dev.xonotic.org/projects/notnexuiz/wiki/Names
-Mar 05 16:52:47 <}-z-{>	noice
-Mar 05 16:54:18 	}-z-{: I just signed up for the redmine thing, can you approve?
-Mar 05 16:54:25 <}-z-{>	certainly
-Mar 05 16:54:45 <}-z-{>	pavlvs too
-Mar 05 16:55:03 	ty
-Mar 05 16:56:41 <}-z-{>	added names list to the main wiki page
-Mar 05 16:59:25 <}-z-{>	I'm leaving work now, ttyl
-Mar 05 17:13:50 	evening..
-Mar 05 17:14:14 	evening
-Mar 05 17:17:38 	hi Spaceman ;)
-Mar 05 17:34:53 *	mand1nga (ba88357b@webchat.mibbit.com) has joined #notnexuiz
-Mar 05 17:35:12 	man, we should set like a deadline
-Mar 05 17:35:16 	once we get everything ready
-Mar 05 17:35:31 	and leave every alientrap-related thing, like irc, forum, etc
-Mar 05 17:35:41 	everyone at once
-Mar 05 17:35:55 	hey guys... grasshoppers new map is looking really nice
-Mar 05 17:35:56 	http://pics.nexuizninjaz.com/viewer.php?file=3336oqc2tvlt8p6tsna1.jpg
-Mar 05 17:35:56 	it'd be fun :P
-Mar 05 17:36:13 	he's putting a lot of emphasis on details with it
-Mar 05 17:36:53 	 haha yeah  mand1nga that would be interesting :-)
-Mar 05 17:39:45 *	[-z-] (~detrate@c-98-230-24-23.hsd1.fl.comcast.net) has joined #notnexuiz
-Mar 05 17:39:48 	well there is no easy way of just leaving the forum, but maybe we all change our signatures the very same day, telling something about the cause
-Mar 05 17:40:36 	it'd have a message and would be fun
-Mar 05 17:42:45 <}-z-{>	I'm not usually malicious but it would be possible to add something to the theme, like a banner about vermeulen that says, "all your work are belong to me. I sell it for the $$$" and make it very hard to remove
-Mar 05 17:43:04 <}-z-{>	but then again, it's probably just not worth it
-Mar 05 17:43:19 <}-z-{>	he just doesn't seem to get how he's hurt people
-Mar 05 17:43:34 <}-z-{>	he seems to act like it's all just going to blow over without him greasing the wheels at all
-Mar 05 17:43:58 	its best to leave on amicable terms
-Mar 05 17:44:06 	yes I perceive the same
-Mar 05 17:44:26 <[-z-]>	yeah
-Mar 05 17:44:41 	just because verm* has been underhanded doesn't mean anybody else has to be
-Mar 05 17:44:44 	Spaceman: well, sure, leaving without saying a single word will have a really strong effect too imho
-Mar 05 17:45:04 	that's a better method
-Mar 05 17:45:15 <[-z-]>	there is still the power of the pen beyond that
-Mar 05 17:45:25 <[-z-]>	it'd be better to let a 3rd party write about the situation
-Mar 05 17:45:30 <[-z-]>	after it's all gone down
-Mar 05 17:45:32 	can new nex copy the forum from alientrap?
-Mar 05 17:45:40 <[-z-]>	I'd rather not
-Mar 05 17:45:53 <[-z-]>	1) it's huge, 2) it's phpbb, 3) then we'd just be stealing right back
-Mar 05 17:46:00 	there is a lot of information there
-Mar 05 17:46:03 	[-z-]: sure
-Mar 05 17:46:14 	You don't like phpbb?
-Mar 05 17:46:17 <[-z-]>	Spaceman: and we can port it all to the wiki
-Mar 05 17:46:27 	I'm surprised this thing didn't reach /. yet
-Mar 05 17:46:30 <[-z-]>	Samual: they don't even have function hooks
-Mar 05 17:46:36 <[-z-]>	you have to hard mod your files
-Mar 05 17:46:42 	maybe if individuals ask to transfer their posts
-Mar 05 17:46:52 	but there would be lots of holes
-Mar 05 17:46:58 	[17:46:02pm]  I'm surprised this thing didn't reach /. yet
-Mar 05 17:47:01 	and it would look crap
-Mar 05 17:47:03 	It will soon most likely
-Mar 05 17:47:05 <[-z-]>	Spaceman: I think it's better to just reorganize on the new website
-Mar 05 17:47:08 	talking about phpbb, please I'd like to have a strict no mikee-like trolls allowed under any circumpstance
-Mar 05 17:47:13 <[-z-]>	we'll have an official picture, video and map repository
-Mar 05 17:47:30 <[-z-]>	mand1nga: there is a friend and foe list in mybb
-Mar 05 17:48:03 	amazing
-Mar 05 17:48:28 <[-z-]>	I learned that mybb isn't the greatest for mass bans, hopefully that won't come into play soon though :-P
-Mar 05 17:48:57 <[-z-]>	because in a well moderated forum, you shouldn't need to do a mass ban / deletion of the banee's posts
-Mar 05 17:49:18 	how then?
-Mar 05 17:49:26 <[-z-]>	how what?
-Mar 05 17:49:34 	I mean if a mikee guy fills the forum with crap
-Mar 05 17:49:59 	the only thing you can do is a mass deletion, etc
-Mar 05 17:50:19 <[-z-]>	well I don't think we'll need to use it
-Mar 05 17:50:26 <[-z-]>	there is also a warning system in mybb
-Mar 05 17:50:44 <[-z-]>	http://wiki.mybboard.net/index.php/Warning_System
-Mar 05 17:51:04 	you say the the problem will solve itself with a reputation system and/or an ignore feature, more or less?
-Mar 05 17:51:22 <[-z-]>	yes they should and we should be able to ban users on a per user basis
-Mar 05 17:51:33 <[-z-]>	if we were trying to ban say 30 people at once, it wouldn't be so simple
-Mar 05 17:51:48 <[-z-]>	but you really shouldn't be trying to ban 30 users at once unless you have a poorly moderated forum
-Mar 05 17:52:06 <[-z-]>	this will likely solve itself as the frontend of the admin backend continues in development
-Mar 05 17:52:13 <[-z-]>	they did a major rewrite ~a year ago
-Mar 05 17:52:26 <[-z-]>	but the code is really well organized and the plugin system is well made
-Mar 05 17:52:32 <[-z-]>	there is also a bridge available to wordpress
-Mar 05 17:52:35 	sure, or beign under attack, 30 ppl sounds quite massive to me
-Mar 05 17:52:36 <[-z-]>	so it seems like a good choice
-Mar 05 17:52:50 <[-z-]>	yes but being under attack, we disable user registration
-Mar 05 17:52:58 <[-z-]>	possible the forums, depending on the degree of the attack
-Mar 05 17:53:00 	sure
-Mar 05 17:53:02 <[-z-]>	and then deal with ip tables from there
-Mar 05 17:53:24 	I like those systems were one can report users doing funky things
-Mar 05 17:53:47 <[-z-]>	yes, you can do that with mybb too
-Mar 05 17:54:29 	well .. unfortunately I think we should get ready on that, more than likely mikee will try to spread his crap again whenever we start a new forum
-Mar 05 17:54:45 <[-z-]>	yeah, shouldn't be a problem
-Mar 05 17:54:52 <[-z-]>	he was contained on the NN forums
-Mar 05 17:54:57 	how many people have registered for the AT forums and how many are active?
-Mar 05 17:55:07 <[-z-]>	probably 1/8 or less are active
-Mar 05 17:55:10 	cool
-Mar 05 17:55:17 <[-z-]>	Total members 2993
-Mar 05 17:55:22 <[-z-]>	yeah, I'd say ~100-300 active
-Mar 05 17:56:04 <[-z-]>	phpbb admitted does a few moderation controls better on the front-end but the foundation of the system is not as agile
-Mar 05 17:56:41 <[-z-]>	Users per day:  	2.04
-Mar 05 17:56:46 <[-z-]>	 	Topics per day:  	3.86
-Mar 05 17:56:51 <[-z-]>	Posts per day:  	50.45
-Mar 05 17:57:34 	small but interesting forum
-Mar 05 17:57:46 <[-z-]>	~450 inactive accounts... not sure what classifies them as 'inactive' though
-Mar 05 17:58:31 	I thought there were way more registered users, like 10k
-Mar 05 17:58:39 <[-z-]>	nahaha
-Mar 05 17:58:46 <[-z-]>	we're a small community
-Mar 05 17:58:58 	indeed
-Mar 05 17:59:06 <[-z-]>	especially compared to urban terror
-Mar 05 17:59:56 	Urban Terror can suck my dick
-Mar 05 18:00:10 <[-z-]>	yeah well, they capped a lot of CS kids
-Mar 05 18:00:15 	Actually
-Mar 05 18:00:20 <[-z-]>	I can't seem to get a number on their forums
-Mar 05 18:00:21 	I'm creator/moderator of a Nexuiz forum here in my country, we're mostly argentinians and chileans
-Mar 05 18:00:22 	I wouldn't even let that filth do that
-Mar 05 18:00:25 	about 10 active users :P
-Mar 05 18:00:25 <[-z-]>	but their servers were quite popular
-Mar 05 18:00:45 <[-z-]>	mand1nga: :)
-Mar 05 18:00:55 <[-z-]>	Nexuiz Diplomat of Chile
-Mar 05 18:00:56 	Urban Terror has 27 major problems with it
-Mar 05 18:01:05 	1-26: It's a rip off of CS
-Mar 05 18:01:05 <[-z-]>	27? lol
-Mar 05 18:01:11 	connectivity with other countries like peru, colombia, ecuador, etc its pretty bad for playing, not sure why
-Mar 05 18:01:26 	27: It's a rip off of CS and it also takes the CS community
-Mar 05 18:01:33 	makes me thing maybe we should consider opening sections for specific languages
-Mar 05 18:01:36 <[-z-]>	Samual: those are weak reasons
-Mar 05 18:01:43 	for non english writers/readers :P
-Mar 05 18:01:43 	Oh you want actual reasons?
-Mar 05 18:01:48 	It's easy to hack/cheat,
-Mar 05 18:01:56 	The serverlist takes a longass time to populate
-Mar 05 18:01:59 <[-z-]>	do they distribute the source?
-Mar 05 18:01:59 	The engine is ugly as hell
-Mar 05 18:02:14 	Yes?
-Mar 05 18:02:14 <[-z-]>	I thought the engine was decent
-Mar 05 18:02:17 <[-z-]>	I haven't looked at the code
-Mar 05 18:02:26 	I see so many aimbots on that game
-Mar 05 18:02:27 <[-z-]>	I wouldn't even know what to think if I did :-P
-Mar 05 18:02:28 	You have no idea
-Mar 05 18:02:34 	they have some sort of ragdoll support it seems
-Mar 05 18:02:41 	That's hacked together :P
-Mar 05 18:02:41 	but gfx are ugly imho
-Mar 05 18:02:45 <[-z-]>	no, I haven't logged into your brain in a while, so I have no idea :-P
-Mar 05 18:03:12 	Good
-Mar 05 18:03:24 	imo you aren't worthy
-Mar 05 18:03:27 	maybe ppl enjoy more to shoot ppl like models
-Mar 05 18:03:38 	I'm the opposite
-Mar 05 18:03:57 	I'd rather to shoot an alien like thing :P
-Mar 05 18:04:22 	I'd rather shoot people
-Mar 05 18:04:30 	Not models, but people
-Mar 05 18:04:33 	But well
-Mar 05 18:04:40 <[-z-]>	ls ~/samuals_brain
-Mar 05 18:04:44 <[-z-]>	microsoft.doc
-Mar 05 18:04:48 	..............
-Mar 05 18:04:52 	lmao
-Mar 05 18:04:52 	......................................
-Mar 05 18:04:52 <[-z-]>	porn/
-Mar 05 18:04:52 	lol
-Mar 05 18:05:05 <[-z-]>	stupid_things_z_says.txt
-Mar 05 18:05:08 	"ls command not found"
-Mar 05 18:05:12 	microsoft_porn/
-Mar 05 18:05:16 <[-z-]>	haha :-P
-Mar 05 18:05:56 	tZork: cheers mate, having a b33r here :)
-Mar 05 18:06:14 	balmer in pink latex dress. disturbing dont wuite cut it as description.. :D
-Mar 05 18:06:30 	cheers mand1nga =) 
-Mar 05 18:06:34 	lol
-Mar 05 18:06:53 	ls ~/tylers_brain           ls: cannot access tylers_brain: No such file or directory
-Mar 05 18:07:12 	Bitch.
-Mar 05 18:07:18 <[-z-]>	2 minutes and 13 seconds... new record time for a good comeback
-Mar 05 18:07:20 <[-z-]>	impressive
-Mar 05 18:07:26 	stfu
-Mar 05 18:07:29 <[-z-]>	"that was awesome"
-Mar 05 18:07:30 	Also: The game
-Mar 05 18:07:31 	this thing I'm drinking, called "barley wine" beer has about 10% of alcohol 
-Mar 05 18:07:40 <[-z-]>	nice mand1nga, what brand?
-Mar 05 18:07:41 	quite strong and tasty :)
-Mar 05 18:07:46 <[-z-]>	I like me a good barley wine
-Mar 05 18:07:51 	Antares, a local brand
-Mar 05 18:07:55 <[-z-]>	ahh
-Mar 05 18:07:55 	nice :)
-Mar 05 18:08:04 	its quite good I must say
-Mar 05 18:08:05 <[-z-]>	do you get american imports?
-Mar 05 18:08:18 	not really .... mostly from europe
-Mar 05 18:08:23 <[-z-]>	yeah, I figured :-P
-Mar 05 18:08:24 	belgium, germany, etc
-Mar 05 18:08:35 <[-z-]>	you got some good cabranets, eh?
-Mar 05 18:08:39 	hmm interesting. teh rather strong stuff (7+) usualy arent that great in my experiance. but the exceptions can be quite amazing
-Mar 05 18:08:42 <[-z-]>	in your region
-Mar 05 18:08:46 	I don't know a single really good american beer .. sadly
-Mar 05 18:08:53 <[-z-]>	haha :-P
-Mar 05 18:09:05 	cabranets? whats that?
-Mar 05 18:09:11 <[-z-]>	wine
-Mar 05 18:09:12 <[-z-]>	red wine
-Mar 05 18:09:14 	cabernets? :P wine?
-Mar 05 18:09:19 	oh sure :)
-Mar 05 18:09:23 <[-z-]>	my bad :-P
-Mar 05 18:09:36 <[-z-]>	not my wine of choice but when I have ones from chile, they are always good and cheap
-Mar 05 18:09:39 	yes we have quite good wine
-Mar 05 18:09:59 <[-z-]>	malbec is native to your region?
-Mar 05 18:09:59 	yes, price/quality is fine
-Mar 05 18:10:12 	not sure .. I don't know really
-Mar 05 18:10:13 <[-z-]>	http://www.greatdivide.com/ << good american beer
-Mar 05 18:10:16 	i have good experianc of wine from chile too
-Mar 05 18:10:23 	but its my favourite type :)
-Mar 05 18:10:39 <[-z-]>	seriously mand1nga, I've had $5 dollar wines from chile they kicked the crap out of a $40 bottle
-Mar 05 18:10:42 	new zealand and france will always have better wines
-Mar 05 18:10:55 <[-z-]>	because of their long fertile soil?
-Mar 05 18:11:05 <[-z-]>	possibly their latitude
-Mar 05 18:11:19 	I know, I think we're trying hard to get better on that
-Mar 05 18:11:31 <[-z-]>	I'm very please so far :-P
-Mar 05 18:11:33 	probably the soil, not sure
-Mar 05 18:11:36 <[-z-]>	you guys are the google of redwine
-Mar 05 18:11:39 	heh i think i tasted old ruffian at some pont.. but i cant remerb if it was good. just the name stuck :P
-Mar 05 18:11:49 <[-z-]>	tZork: that's a goodie
-Mar 05 18:11:50 	hahaha
-Mar 05 18:12:02 	(wrt to greatdivide)
-Mar 05 18:12:12 <[-z-]>	yeah, I got that ;)
-Mar 05 18:12:53 	hm ale
-Mar 05 18:13:01 <[-z-]>	that's in a great place in the united states for beer and skiing/snowboarding
-Mar 05 18:13:04 <[-z-]>	Colorado
-Mar 05 18:13:10 	nice
-Mar 05 18:13:25 	[-z-]: tell me a nice beer brand from there
-Mar 05 18:13:49 <[-z-]>	from colorado? great divide
-Mar 05 18:14:03 <[-z-]>	dogfish head I think is in New Hampsire, which is east coast
-Mar 05 18:14:10 <[-z-]>	that's another good american brewery
-Mar 05 18:14:30 	in fact I had a few nice beers while I was in ny but I don't remember the names at all :>
-Mar 05 18:14:43 <[-z-]>	I read an article about the owner in entrepreneur magazine and he seems like a really cool guy that knows what he's doing and loves beer
-Mar 05 18:15:18 <[-z-]>	hmm delaware
-Mar 05 18:15:20 <[-z-]>	http://www.dogfish.com/
-Mar 05 18:15:25 	at the mc gees and .. the blue note jazz club
-Mar 05 18:16:12 	nighty
-Mar 05 18:16:19 	nn esteel 
-Mar 05 18:16:20 <[-z-]>	night
-Mar 05 18:16:24 <[-z-]>	mand1nga: I haven't been to either
-Mar 05 18:16:28 <[-z-]>	NYC is huge :)
-Mar 05 18:18:30 	no doubt :P
-Mar 05 18:18:30 	well sadly this was the last one
-Mar 05 18:18:31 	but I have fernet, probably you never heard about that 
-Mar 05 18:19:41 	http://en.wikipedia.org/wiki/Fernet
-Mar 05 18:19:48 <[-z-]>	nope :-P
-Mar 05 18:20:03 <[-z-]>	sounds nice
-Mar 05 18:20:04 	cool Dokujisan 
-Mar 05 18:20:06 	this must be my 3rd favorite beverage
-Mar 05 18:20:12 	i guess ill work on it again 
-Mar 05 18:20:18 <[-z-]>	I wonder if they carry it around here
-Mar 05 18:20:25 	beer, wine, fernet .. wishkey might do .. but I'm not that old yet :P
-Mar 05 18:20:26 <[-z-]>	do you usually mix it?
-Mar 05 18:20:37 	whisky*
-Mar 05 18:20:54 	yes, with coca cola/pepsi/tonic
-Mar 05 18:20:55 DibTop div0 
-Mar 05 18:21:09 	DibTop: we played a second match on it and again it played well. It was a little tiny bit campy
-Mar 05 18:21:14 	but generally not bad
-Mar 05 18:21:17 DibTop div0 
-Mar 05 18:21:20 	cool stuff
-Mar 05 18:21:21 	its really popular here, seems to be a thing from Italy though
-Mar 05 18:21:22 	that map is old
-Mar 05 18:21:28 	DibTop: also dublpaws is giving dance a makeover
-Mar 05 18:21:36 	cool
-Mar 05 18:21:41 	dunno if you want to try to mimic the new style or not
-Mar 05 18:22:02 	it's on bc1 as dance_beta1
-Mar 05 18:22:21 <[-z-]>	Dokujisan: are you aware that have have a revision of zion?
-Mar 05 18:22:28 	no
-Mar 05 18:22:33 <[-z-]>	it's not quite finished
-Mar 05 18:22:41 <[-z-]>	I need to work on the bases and maybe textures
-Mar 05 18:22:46 <[-z-]>	but it's a lot more in depth
-Mar 05 18:22:48 	ok
-Mar 05 18:23:16 <[-z-]>	now my mouse cursor disappears over my channel list...
-Mar 05 18:23:37 <[-z-]>	I hate computers sometimes
-Mar 05 18:23:56 	:-)
-Mar 05 18:24:35 	lawl
-Mar 05 18:24:39 	I see three mouse pointers
-Mar 05 18:24:49 	xinerama draws one for every x screen
-Mar 05 18:24:49 <[-z-]>	I have the stupid kde-cursor now too
-Mar 05 18:24:59 	Yes I do too for firefox
-Mar 05 18:25:02 <[-z-]>	Samual: ever see xdmx?
-Mar 05 18:25:07 	No?
-Mar 05 18:25:08 <[-z-]>	http://dmx.sourceforge.net
-Mar 05 18:25:08 	What is it?
-Mar 05 18:25:18 <[-z-]>	distributed multihead x
-Mar 05 18:25:27 <[-z-]>	probably slow as hell but 1337!
-Mar 05 18:25:41 	Hmm
-Mar 05 18:25:48 	xserver-xgl is fast at least
-Mar 05 18:25:56 	I'll check it out later though
-Mar 05 18:26:11 <[-z-]>	xserver-xgl?
-Mar 05 18:26:18 	btw i think we should stop changing physics
-Mar 05 18:26:31 	for nexuiz i mean 2.6 or whatever
-Mar 05 18:26:36 <[-z-]>	after we implement moonjumping ability for 10 seconds after a headshot
-Mar 05 18:29:43 *	mand1nga has quit ("http://www.mibbit.com ajax IRC Client")
-Mar 05 18:32:07 	xserver-xgl = old shit which isn't being developed anymore
-Mar 05 18:32:13 	It allows my 3 monitors to work with compiz
-Mar 05 18:32:42 <[-z-]>	ah
-Mar 05 18:46:00 *	mand1nga (ba88357b@webchat.mibbit.com) has joined #notnexuiz
-Mar 05 19:12:13 	gn all
-Mar 05 19:12:27 	night
-Mar 05 20:59:53 *	tZork is now known as tZork|gone
-Mar 05 21:16:27 *	Dokujisan has changed the topic to:  Details are posted on the Wiki -- http://dev.xonotic.org -- temporary development site to get organized
-Mar 05 21:20:41 *	Samual gives channel operator status to mand1nga
-Mar 05 21:20:46 *	Samual gives channel operator status to [-z-]
-Mar 05 21:50:33 *	johngalt (~mshade@ip98-169-164-171.dc.dc.cox.net) has joined #notnexuiz
-Mar 05 21:50:56 	hi guys
-Mar 05 21:51:22 	:-)
-Mar 05 21:51:33 	johngalt: go here and register
-Mar 05 21:51:34 	http://dev.xonotic.org
-Mar 05 21:51:41 	and i'll activate you
-Mar 05 21:51:45 	so you can read the Wiki
-Mar 05 21:52:03 	reg'd
-Mar 05 21:52:10 	can I let Deiz in on this?
-Mar 05 21:52:20 	activated
-Mar 05 21:52:24 	who is Deiz?
-Mar 05 21:52:39 	Hey John
-Mar 05 21:52:43 	old school player, good friend of mine.  
-Mar 05 21:52:50 	if you want it admin only, thats definitely cool
-Mar 05 21:53:02 	understand the need for keeping close to the vest
-Mar 05 21:53:06 	I mean... sure there will be lots of people who get involved, but not everyone is in this channel
-Mar 05 21:53:11 	yeah
-Mar 05 21:53:25 	for example, I'm keeping the Aussies updated, but they are in another channel
-Mar 05 21:54:03 	we'll get more people in on the discussions after some of this initial stuff is covered
-Mar 05 21:55:12 	k
-Mar 05 21:55:43 	hi johngalt :)
-Mar 05 21:55:47 	hiya
-Mar 05 21:56:01 	howve you been?
-Mar 05 21:56:09 *	Deiz_ (~swh@69-196-147-186.dsl.teksavvy.com) has joined #notnexuiz
-Mar 05 21:57:02 	good
-Mar 05 21:57:14 	busy as hell
-Mar 05 21:57:33 	hah i bet, i havent seen you in a very long time
-Mar 05 21:57:36 *	mand1nga has quit ("http://www.mibbit.com ajax IRC Client")
-Mar 05 21:57:41 	i had server up again for a short while
-Mar 05 21:57:50 	yeah I saw that. Was that with softlayer?
-Mar 05 21:58:12 	it was on peer1
-Mar 05 21:58:17 	serverbeach reseller
-Mar 05 21:58:26 	damn good price i got on that actually
-Mar 05 21:58:36 	yup so that
-Mar 05 21:58:41 	but the community had changed so much i couldn't get into it much.  then this
-Mar 05 21:58:54 	took it down a day or two before this whole illfonic thing came to light
-Mar 05 21:59:27 	ya
-Mar 05 21:59:33 	im just mad at lee
-Mar 05 21:59:39 	not even mad at illfonic atm
-Mar 05 21:59:45 	i think we all are.  a no show for the last however long
-Mar 05 22:00:00 	seems a lot of people are lashing out illfonic
-Mar 05 22:00:01 	and then... "Oh, yes, it's all about the community.  This is good for you.  Take your medicine."
-Mar 05 22:00:15 	i honestly hold lee responsible for it
-Mar 05 22:00:17 	illfonic are just the opportunists, not the root.
-Mar 05 22:00:20 	anyway
-Mar 05 22:00:27 	we know what happened, that's why we're here.
-Mar 05 22:00:31 *	johngalt reads wiki
-Mar 05 22:00:32 	johngalt>	illfonic are just the opportunists, not the root.
-Mar 05 22:00:33 	exactly
-Mar 05 22:00:42 	http://pics.nexuizninjaz.com/viewer.php?file=rogou3t1yz0f4qpo9x.jpg
-Mar 05 22:00:52 	It was a good opportunity, potentially.
-Mar 05 22:01:02 	The name licensing and attempted rebranding squandered it.
-Mar 05 22:01:32 	The disingenuous babble from the Illfonic rep didn't help, though.
-Mar 05 22:02:03 	How's (license) mobility to be combined with safety from a future incident?
-Mar 05 22:02:41 	nice to meet ya Deiz_ 
-Mar 05 22:02:56 	Hello.
-Mar 05 22:03:19 	We've met, I think, but I've been out for ages.
-Mar 05 22:04:00 	i think im gonna work on modeling mostly
-Mar 05 22:04:18 	thats where we seriously lack
-Mar 05 22:04:24 	yes!
-Mar 05 22:04:27 	definitely
-Mar 05 22:04:30 	and i dont think we should release until we have new models
-Mar 05 22:04:35 DibTop div0 
-Mar 05 22:04:40 	DibTop: do you have modeling experience?
-Mar 05 22:04:41 	i think we can show up the console nexuiz
-Mar 05 22:04:43 	rigging?
-Mar 05 22:04:44 	DibTop: how are you learning about rigging models?
-Mar 05 22:04:48 	johngalt: not modeling but some animating
-Mar 05 22:04:54 	already know how to rig Dokujisan 
-Mar 05 22:04:59 	how did you learn
-Mar 05 22:05:02 	Rigging Dokujisan is easy.
-Mar 05 22:05:06 	blender tut
-Mar 05 22:05:09 	need it?
-Mar 05 22:05:09 	Just get him excited, he rigs himself.
-Mar 05 22:05:42 	well, so anyone can follow a blender animation tutorial and they can animate models for nexuiz? or is there more information needed about nexuiz to finalize it?
-Mar 05 22:05:52 	more info needed
-Mar 05 22:05:59 	and im still working on documenting that
-Mar 05 22:06:01 	ok where did you get info?
-Mar 05 22:06:05 	yeah that's what I'm getting at
-Mar 05 22:06:10 	it needs to be documented
-Mar 05 22:06:24 	Who in Nexuiz has that information though, currently?
-Mar 05 22:06:25 	ill write something up after i get it in nexuiz and working
-Mar 05 22:06:33 	i think Morphed does
-Mar 05 22:06:35 	is there anything we need to look at legally for a fork?
-Mar 05 22:06:36 	ok
-Mar 05 22:06:37 	but only for 3ds max
-Mar 05 22:06:43 	he dosent use blender
-Mar 05 22:06:51 	tzork has some knowledge as well
-Mar 05 22:06:55 	more with 3ds though
-Mar 05 22:07:01 	obi = 3ds too
-Mar 05 22:07:15 	johngalt: I don't think so. Everything in Nexuiz content wise was GPL compatible, and unlike illfonic, we're forking into another GPL game
-Mar 05 22:07:28 	we may need to strip out references to "nexuiz"
-Mar 05 22:07:35 	i think that's correct.
-Mar 05 22:07:40 	just putting the question out there.
-Mar 05 22:09:47 	Licensing hurts my brain.
-Mar 05 22:09:50 	heh
-Mar 05 22:10:05 	so much of GPL is untested
-Mar 05 22:10:12 	and most of it misunderstood :)
-Mar 05 22:10:38 	so as far as naming goes, are we trying to keep to something similar, or is anything fair game?
-Mar 05 22:10:44 	It gets extended.
-Mar 05 22:11:02 	there are ideas started for names in the wiki
-Mar 05 22:11:08 	yeah, I'm looking at that now
-Mar 05 22:11:08 	that's just a step 1 though
-Mar 05 22:11:12 	You can't close my code, it's GPLed... You can't remove that load-bearing wall, it's GPLed.
-Mar 05 22:11:52 	I'm assuming the game code  license will be set in stone, as changing it'd require all past contributors to be in agreement.
-Mar 05 22:12:03 	The Nexuiz repo never had copyright assignment like Darkplaces, did it?
-Mar 05 22:12:04 	each time I mention the fork, that's an immediate question about the name, understandably. I think it's wise to take proper time to figure out the name.
-Mar 05 22:12:43 	It's hard to do worse than "Neck-see-us" which is spelled "Neck-shoe-is".
-Mar 05 22:12:48 	yep :-)
-Mar 05 22:12:52 	Dokujisan: absolutely. name is least important aspect. 
-Mar 05 22:12:52 	that's the point i keep making
-Mar 05 22:13:00 	that "nexuiz" is actually a pretty bad name
-Mar 05 22:13:03 	at least immediately
-Mar 05 22:13:21 	"Nexiuz" wouldn't have been a bad name though
-Mar 05 22:13:38 	and then kanji "n" symbol looked good
-Mar 05 22:14:08 	Heh
-Mar 05 22:14:16 	On that map screenshot, the texture on the right side is backwards.
-Mar 05 22:14:42 	which screenshot?
-Mar 05 22:14:48 	http://pics.nexuizninjaz.com/viewer.php?file=rogou3t1yz0f4qpo9x.jpg
-Mar 05 22:14:56 	ah
-Mar 05 22:17:02 	http://pics.nexuizninjaz.com/viewer.php?file=zbcmceics6shje6u8wk9.jpg
-Mar 05 22:17:06 	that one is funny :-)
-Mar 05 22:17:33 	hahah
-Mar 05 22:17:52 	Was he incommunicado for that entire time, or just making very minor contributions?
-Mar 05 22:20:48 	Deiz_: http://dev.alientrap.org/repositories/stats/nexuiz
-Mar 05 22:21:22 	Heh. Insufficient resolution to make out whether it's non-zero.
-Mar 05 22:21:32 	well he's on there twice
-Mar 05 22:21:40 	vermeulen and vermeulenl
-Mar 05 22:21:43 	Ah, yes.
-Mar 05 22:23:20 	http://www.ohloh.net/p/nexuiz/contributors/1595580376992
-Mar 05 22:24:27 	So, no major commit flurries since mid-2005.
-Mar 05 22:24:30 	alright I gotta crash. Cya later...
-Mar 05 22:24:40 	seeya doku
-Mar 05 22:29:32 	http://www.ohloh.net/p/nexuiz/contributors/1595580541087
-Mar 05 22:29:33 	Yay
-Mar 05 22:29:38 	I feel important
-Mar 05 22:30:03 	http://www.ohloh.net/p/nexuiz/contributors/1595580541086
-Mar 05 22:30:04 	ohshi
-Mar 05 22:30:09 	FruitieX > Me
-Mar 05 22:30:27 	oh hello Deiz_ 
-Mar 05 22:33:33 	hrm i wonder if someone can retexture the marine model
-Mar 05 22:33:39 	cause its really not that bad
-Mar 05 22:33:57 	just needs new art
-Mar 05 22:37:43 	hiya pavlvs 
-Mar 05 22:37:56 	hi johngalt 
-Mar 05 22:37:58 *	Taoki has quit (Ping timeout: 120 seconds)
-Mar 05 22:41:46 	BTW, div0's work: This developer has been contributing to this project since March 2006, with a total of 43 person-months of code development. He or she made a total of 4652 commits and the main programming language used was C.
-Mar 05 22:42:01 *	pavlvs327 (pavlvs@adsl-75-39-134-107.dsl.tpkaks.sbcglobal.net) has joined #notnexuiz
-Mar 05 22:42:03 	4652 commits :P
-Mar 05 22:42:17 	yep.  div0 *is* nexuiz.
-Mar 05 22:42:22 	or isnot nexuiz
-Mar 05 22:42:35 *	esteel1 (OQBFtg94ui@planetnexuiz.de) has joined #notnexuiz
-Mar 05 22:42:35 	That's more than half damnit :P
-Mar 05 22:42:58 *	Spaceman_1 (~Spaceman@87.127.156.98) has joined #notnexuiz
-Mar 05 22:43:04 *	esteel has quit (Ping timeout: 120 seconds)
-Mar 05 22:43:04 *	Spaceman has quit (Ping timeout: 120 seconds)
-Mar 05 22:43:04 *	pavlvs has quit (Ping timeout: 120 seconds)
-Mar 06 01:22:04 <[-z-]>	wasn't the marine just retextured?
-Mar 06 01:31:13 	-z- not really
-Mar 06 01:31:26 <[-z-]>	o rly?
-Mar 06 01:31:27 	well it was kind of but maybe 6 months ago
-Mar 06 01:31:34 	it could use gloss, bump etc
-Mar 06 01:31:39 	to make it look better
-Mar 06 01:35:25 <[-z-]>	http://image.com.com/gamespot/images/2010/060/990996_20100302_790screen006.jpg
-Mar 06 01:35:36 <[-z-]>	am I wrong or is that shot not coming out of the gun?
-Mar 06 01:36:38 	persistent trails?
-Mar 06 01:36:58 *	pavlvs327 is now known as pavlvs
-Mar 06 01:36:59 <[-z-]>	so it was shot and that's the trail fading?
-Mar 06 01:37:10 	tahts my assumption
-Mar 06 01:38:07 	similar to the nex affect probably
-Mar 06 01:38:58 	althoguh if they're using nexuiz gamecode... ;p
-Mar 06 01:39:11 <[-z-]>	HLAC seems suspicious
-Mar 06 01:39:13 	shot origins have been pretty messed up :)
-Mar 06 01:39:58 <[-z-]>	where did I jus tread the weapons list about their game?
-Mar 06 01:41:17 <[-z-]>	LOL, this page comes up in a google search for Nexuiz weapons http://dev.alientrap.org/wiki/1/Weapons
-Mar 06 01:41:28 	[-z-]: the first post of the original illfonic thread, 2nnd para of GDC header
-Mar 06 01:41:28 	iirc
-Mar 06 01:41:36 <[-z-]>	ah
-Mar 06 01:41:45 <[-z-]>	yeah is the hlac from another game?
-Mar 06 01:42:26 	no its from this one
-Mar 06 01:42:37 	tzork was pretty pissed about that :S
-Mar 06 01:42:39 	no
-Mar 06 01:42:39 	tZork|gone invented it
-Mar 06 01:42:45 <[-z-]>	yeah, I'd be pissed too
-Mar 06 01:42:50 	me too
-Mar 06 01:42:52 	i was using it as an example of where Lee didnt get appropriate permission
-Mar 06 01:42:56 <[-z-]>	vermeulen really screwed up this time
-Mar 06 01:43:05 	this time?
-Mar 06 01:43:10 	hes screwed up before?
-Mar 06 01:43:26 <[-z-]>	he's made some odd moves in the past
-Mar 06 01:43:53 <[-z-]>	I have some personal discoveries with him
-Mar 06 01:43:54 	this was a good move in all honesty just horrendous outcome/planning
-Mar 06 01:44:10 <[-z-]>	yeah the screwed the pooch on execution
-Mar 06 01:44:42 <[-z-]>	I don't think it would have been hard to get the community on board
-Mar 06 01:44:58 <[-z-]>	but instead of asking "for permission", he's asking "for forgiveness"
-Mar 06 01:45:05 <[-z-]>	but he's really not even asking for forgiveness
-Mar 06 01:45:12 <[-z-]>	which pisses me off even more
-Mar 06 01:45:14 	yup
-Mar 06 01:45:58 <[-z-]>	I tried to bring this up to him, saying maybe he should hunt down the contributors it's affected the most
-Mar 06 01:46:28 <[-z-]>	and he seemed to think that without royalities, the contributors wouldn't care... but I don't think anyone is really concerned about the money
-Mar 06 01:47:28 <[-z-]>	more so a better explanation, an apology and a plan of action
-Mar 06 01:57:06 	i should sue if they use accuracy stats :P
-Mar 06 01:57:42 	well the problem is
-Mar 06 01:57:56 	its closed source, so you dont know if they reused your code or not
-Mar 06 01:58:06 	so you have to sue for the code
-Mar 06 01:58:43 	haha true true
-Mar 06 03:09:35 	01:02:46 < mand1nga> they have some sort of ragdoll support it seems
-Mar 06 03:09:44 	UrbanTerror? Ragdoll? errrrrr. NO. :P
-Mar 06 03:11:26 	o, maybe new release
-Mar 06 03:35:26 	i wonder if that console nexuiz will have ragdolls 
-Mar 06 04:06:42 	morning
-Mar 06 04:08:03 	hi
-Mar 06 04:27:32 	google Agents for Games and Simulations: Trends in Techniques, Concepts and Design (Frank Dignum) :D
-Mar 06 05:01:21 *	mand1nga (ba88357b@webchat.mibbit.com) has joined #notnexuiz
-Mar 06 05:11:43 *	Spaceman_1 is now known as Spaceman
-Mar 06 05:46:02 *	Morphed_ (Morphed@aapi142.neoplus.adsl.tpnet.pl) has joined #notnexuiz
-Mar 06 05:47:47 *	esteel1 is now known as esteel
-Mar 06 05:49:17 *	Morphed has quit (Ping timeout: 364 seconds)
-Mar 06 06:16:48 *	MrBougo (~MrBougo@ip-213-49-242-191.dsl.scarlet.be) has joined #notnexuiz
-Mar 06 06:16:55 	welp.
-Mar 06 06:17:14 	hello MrBougo
-Mar 06 06:17:29 	I'm interested in the motives of this, why do you guys think it is beneficial to fork?
-Mar 06 06:18:50 	looks like new name
-Mar 06 06:19:27 	and the obvious reason to get out of alientrap so an absentee "owner" cant sell it out
-Mar 06 06:19:47 	not sure if that part requires a fork really
-Mar 06 06:20:12 	so you're planning to "move out", taking the community as a whole away from alientrap
-Mar 06 06:20:18 	how would this work out?
-Mar 06 06:20:30 	would lee give up his project?
-Mar 06 06:21:39 	there would still be the possibility of a GPL Nexuiz
-Mar 06 06:22:03 	how so?
-Mar 06 06:22:08 	it still is possible
-Mar 06 06:22:09 	a gpl nexuiz could use the code from the fork version
-Mar 06 06:22:16 	forked*
-Mar 06 06:22:27 	nexuiz is still gpl
-Mar 06 06:22:33 	I mean, nexuiz pc
-Mar 06 06:23:23 	the part I still don't like is that if there is a fork, both projects would coexist for a while at least
-Mar 06 06:23:38 	this^
-Mar 06 06:23:38 	yeah same
-Mar 06 06:23:55 	sorry, I meant that there would be the possibility of new version of gpl nexuix being published in th e future
-Mar 06 06:24:01 	that's why this seems risky to me
-Mar 06 06:24:05 	how do you move a whole community
-Mar 06 06:24:20 	granted, it isn't that big, and the main elements will surely change if they see the others do
-Mar 06 06:24:35 	one question
-Mar 06 06:24:37 	I'd want alientrap.org/nexuiz to say something along the lines of "Nexuiz is discontinued, however it is revamped by project XXX"
-Mar 06 06:24:42 	div0 still hasnt said anyhting in here
-Mar 06 06:24:47 	will all the developers move too?
-Mar 06 06:24:48 	i am kinda waiting on his thoughts
-Mar 06 06:25:22 	and what prevents nexuiz from importing notnexuiz's changes as they come
-Mar 06 06:26:04 	of course they can't sell it anymore then :p
-Mar 06 06:26:15 	who will publish the gpl nexuiz version?
-Mar 06 06:26:24 	bbl
-Mar 06 06:26:39 	I'm assuming the developers will abandon alientrap for the new project#
-Mar 06 06:27:04 	pavlvs: div0 has said lots
-Mar 06 06:27:11 	all devs that have some self respect :)
-Mar 06 06:34:35 	Dokujisan: can you add log from http://www.nullgaming.com/stuff/notnexuiz.log to the wiki
-Mar 06 07:09:39 *	Taoki (kvirc@93.113.162.42) has joined #notnexuiz
-Mar 06 07:32:09 	Spaceman, 404
-Mar 06 07:32:21 	who logs this channel?
-Mar 06 07:32:52 	the url was working yesterday
-Mar 06 07:33:21 	the wiki was added last night and some of the log has been added to the wike
-Mar 06 07:33:24 	wiki
-Mar 06 07:34:46 	MrBougo: I can add my log but it only started 10:00 yesterday
-Mar 06 07:35:58 	put "this channel is logged" in the topic at least :p
-Mar 06 07:37:22 	Morphed, that was off-topic and uncalled for
-Mar 06 07:37:43 	Spaceman: sure
-Mar 06 07:38:02 	how do you add a page to the wiki?
-Mar 06 07:38:08 	you guys should get some info page up
-Mar 06 07:38:53 	explaining your motives, why you believe it's a good thing, and where you think this is going
-Mar 06 07:38:58 	Spaceman: the easiest way is to add a name to end of the URL
-Mar 06 07:39:20 	MrBougo: have you registered wtih the site and looked through the wiki?
-Mar 06 07:39:25 	no
-Mar 06 07:39:32 	and I mean a public page
-Mar 06 07:39:32 	http://dev.xonotic.org
-Mar 06 07:39:39 	we'll do that eventually
-Mar 06 07:39:42 	unless this is a secret project
-Mar 06 07:39:55 	it is somewhat secret at the moment, only to help us focus
-Mar 06 07:39:59 	are you going to get this started when things settle down?
-Mar 06 07:40:03 	I tried http://dev.xonotic.org/projects/notnexuiz/wiki/test
-Mar 06 07:40:17 	404 The page you were trying to access doesn't exist or has been removed.
-Mar 06 07:40:29 	Spaceman: you might not have page creation rights
-Mar 06 07:40:33 	maybe I need to be an admin
-Mar 06 07:40:42 	that URL opens a blank edit screen for me
-Mar 06 07:40:46 *	Spaceman prods [-z-]
-Mar 06 07:40:55 	Spaceman: what did you want to add?
-Mar 06 07:41:01 	I can change your permissions
-Mar 06 07:41:03 	Spaceman, meanwhule ask somebody whocan :p
-Mar 06 07:41:04 	woops
-Mar 06 07:41:07 	typos
-Mar 06 07:41:08 	my irc log
-Mar 06 07:41:23 	Spaceman: I'm gonna add my entire IRC log from when I first entered this channel
-Mar 06 07:41:34 	that is even better
-Mar 06 07:41:34 	so that should include your log
-Mar 06 07:41:36 	k
-Mar 06 07:41:47 	mine is only 26 hours
-Mar 06 07:41:57 	thanks
-
+ Mar 05 07:48:15 * Now talking on #notnexuiz + Mar 05 07:48:15 * Topic for #notnexuiz is: here is most of the conversation so far -- http://www.nullgaming.com/stuff/notnexuiz.log + Mar 05 07:48:15 * Topic for #notnexuiz set by Dokujisan!~doku-lapt@74-132-116-73.dhcp.insightbb.com at Thu Mar 04 17:41:49 2010 + Mar 05 07:48:23 plus, keyhunt already has quite a good structure + Mar 05 07:48:27 keyhunt - sure, but id exspect you to wnt to do taht. + Mar 05 07:48:42 problem is, it is now CLEAR that I will have MUCH less time in the future + Mar 05 07:48:47 I want keyhunt to stay in Nexuiz and be pushed more + Mar 05 07:48:53 okay + Mar 05 07:48:57 but in about 9 months from now, I will SURE not be able to work on it + Mar 05 07:49:07 (yes, breaking news) + Mar 05 07:49:38 I like Assault + Mar 05 07:49:44 so basically, I'd rather think that it should be evolutionary restructured in some way + Mar 05 07:49:54 the goal should be to bring ALL features over + Mar 05 07:49:58 maybe mark in the old code what you have + Mar 05 07:50:08 and continue, keeping only the unimplemented stuff in the old code + Mar 05 07:50:20 so one can easily track what is done and what not + Mar 05 07:50:42 the keyhunt code for example shouldn't be too hard to integrate into a new code base, same goes for race + Mar 05 07:50:51 right + Mar 05 07:50:54 as the code for it is in its own qc file, and called by callbacks from outside + Mar 05 07:50:59 all game modes should be that way, of course :P + Mar 05 07:51:16 this is the kinda stuff i want to see more. + Mar 05 07:51:27 but basically, the goal should NOT be stripping the game to "what I like" + Mar 05 07:51:31 and also NOT reimplementing it + Mar 05 07:51:36 but JUST reorganizing the code + Mar 05 07:51:42 not silently removing stuff + Mar 05 07:51:44 that sounds like a good plan + Mar 05 07:52:02 and an idea to actually do that, is to keep the old code in a subdir of a branched revision tree + Mar 05 07:52:05 or even better. + Mar 05 07:52:13 make a server.new and client.new directory + Mar 05 07:52:16 and develop the new stuff there + Mar 05 07:52:23 it shall have the old code in a subdir + Mar 05 07:52:32 and whenever you have implemented something + Mar 05 07:52:38 you delete it from the copy of the old code before committing + Mar 05 07:52:56 so you see how the old code shrinks and shrinks, and the new one grows + Mar 05 07:53:01 * Dokujisan has quit (Ping timeout: 364 seconds) + Mar 05 07:53:02 What needs to be reogranized though, and why? + Mar 05 07:53:04 * You are now known as Dokujisan + Mar 05 07:53:05 when done, the old code will contain a rotten mess with no features + Mar 05 07:53:10 Taoki: just LOOK at teamplay.qc + Mar 05 07:53:23 the worst file of all that we have + Mar 05 07:53:32 *brrr* + Mar 05 07:53:47 also, stuff that probably can stay as is, is all in common/ + Mar 05 07:53:55 client/ is mostly fine, but stuff needs to be moved into proper files + Mar 05 07:54:05 Main.qc is cluttered, sbar.qc and View.qc separation is unclear + Mar 05 07:54:17 better file separation is needed in many places iirc + Mar 05 07:54:21 right + Mar 05 07:54:21 yeah, some of that is true. + Mar 05 07:54:34 in server, a redesign of some code parts probably needs more work than just shiftign around code between files + Mar 05 07:54:35 and some new subdir perhaps + Mar 05 07:54:38 although this would likely fix client + Mar 05 07:54:43 Does it have to be a code remake specifically, or can each part be optimized and rearranged slowly in time? + Mar 05 07:54:52 Taoki: depends :P + Mar 05 07:55:05 code remake with "copying" much old code + Mar 05 07:55:09 doxy style commentarys for auto documentation will let ppl get into it fast + Mar 05 07:55:14 e.g. many game modes have a somewhat clean implementation that can be taken over as is + Mar 05 07:55:20 unfortunately that does not include CTF + Mar 05 07:55:48 but Domination, Keyhunt, Race, and of course TDM (not really a mode) would most likely work with exactly their current code + Mar 05 07:55:55 14:54:56 <@div0> Main.qc is cluttered, sbar.qc and View.qc separation is unclear + Mar 05 07:56:00 this should be fixed in the panelhud branch + Mar 05 07:56:04 ah, great + Mar 05 07:56:09 even if the idea of the panelhud is not approved + Mar 05 07:56:18 why would it not be :P + Mar 05 07:56:21 we'll see what it turs out to be :P + Mar 05 07:56:24 turns* + Mar 05 07:56:29 if anything, the idea of configuring this in the menu will not be :P + Mar 05 07:56:39 but then you can still have different HUD "skins" as cfg files + Mar 05 07:56:46 it is done in CSQC to 100% right now :P + Mar 05 07:57:05 yep as cfg files sure + Mar 05 07:57:05 tZork: basically, a start would be identifying what is rotten + Mar 05 07:57:10 then making a new clean code base + Mar 05 07:57:14 and then trying to reintegrate all + Mar 05 07:57:20 the new clean code base should focus on DM and TDM + Mar 05 07:57:41 (yes, immediately with TDM support, as that will be important to have other teamplay modes not too complicated) + Mar 05 07:57:51 div0: ill dig up my l!ft planning, as i started doing just that before i decided to go scratch intsed. if i can find it. + Mar 05 07:57:55 shouldn't it just be some sort of "interface" for game modes + Mar 05 07:58:01 and have each and every gamemode separate in different files + Mar 05 07:58:05 FruitieX: not possible + Mar 05 07:58:13 oh... + Mar 05 07:58:13 many game modes must interact to very specific events + Mar 05 07:58:15 like player dying + Mar 05 07:58:23 Btw, rendomly remembered. Has anyone taken a look at the forgotten contributions I linked yesterday (or 2 daysd ago) here? + Mar 05 07:58:30 not yet + Mar 05 07:58:30 its possible acctualy + Mar 05 07:58:42 tZork: how do you KNOW all the places that need interaction? :P + Mar 05 07:58:49 I should probably make a topic with all of them, so they won't be forgotten + Mar 05 07:58:54 Race also needs quite much interaction (but that oen not with dying, but with spawning) + Mar 05 07:59:04 the problem is it requiers a re-write + Mar 05 07:59:16 rewrite is bad, as it means only 20% will be taken over + Mar 05 07:59:19 div0: registerd events + Mar 05 07:59:24 but sure + Mar 05 07:59:30 such a thing wouldn't be a rewrite + Mar 05 07:59:43 I expect to be able to use existing game mode code, and add an init function that registers the callbacks as event handlers + Mar 05 07:59:54 THAT is how it should be possible without rewriting all game modes + Mar 05 08:00:47 mode X registers what events to recive in some form of initialazation, each event handler has slots, or chains so mutators are effectuvly just non exclusive modes. + Mar 05 08:00:53 basically, I want restructure, not rewrite + Mar 05 08:01:04 thats roughtly teh idea i had for lift anyway + Mar 05 08:01:08 most existing "feature specific" code should work as is + Mar 05 08:01:15 except for an init function registering handlers + Mar 05 08:01:24 but the generic code base of course need schanging + Mar 05 08:01:34 probably entirely rewriting + Mar 05 08:02:04 also, quite some subsystems probably should stay as is + Mar 05 08:02:09 e.g. waypointsprites and scores subsystem + Mar 05 08:02:18 also having to stir things up forces a audir of parts one normaly just shun away from. witch is healty. + Mar 05 08:02:21 of course, both are self-contained .qc files already :P + Mar 05 08:02:30 sure + Mar 05 08:02:43 well, MOSTLY self-contained - they use some common "miscfunctions" :P + Mar 05 08:02:47 but otherwise self-contained + Mar 05 08:02:59 such stuff most likely can stay as is, as it does not harm anything or influence anything's structure + Mar 05 08:03:05 right + Mar 05 08:03:29 what NEEDS cleanup, is teamplay.qc, player death handling, player spawn handling, player think + Mar 05 08:03:31 no point in rewriting just for teh sake of it. + Mar 05 08:03:36 sure + Mar 05 08:03:42 I just say... try to use existing code if you can + Mar 05 08:03:50 way less debugging work, and better result + Mar 05 08:04:04 absolutly. + Mar 05 08:04:08 try not to rewrite feature specific code unless it goes deep into internals + Mar 05 08:04:11 (like ready-restart does) + Mar 05 08:04:32 also one of the messy parts BTW :P + Mar 05 08:04:48 item handling may also need to be improved, althoguh it is mostly good + Mar 05 08:04:56 probably it can stay as is, but needs to be divided up into files + Mar 05 08:05:19 as for the weaponsystem... VERY hard to get THAT right :P + Mar 05 08:06:04 one thing we have to address asap is how we want to time this. if we want to jank as much as possible of the nexuiz community, we have to be reeeal fast with a release. + Mar 05 08:06:20 * [-z-] gives channel operator status to Dokujisan Morphed Spaceman + Mar 05 08:06:22 * [-z-] gives channel operator status to Taoki + Mar 05 08:06:38 I agree with more frequent releases + Mar 05 08:06:57 <[-z-]> btw, men h8 mike now + Mar 05 08:06:59 that also influense the under-the-hood dev plan + Mar 05 08:07:18 <[-z-]> my /\ /\nd $ key$ /\re bre/\king + Mar 05 08:08:53 1337 + Mar 05 08:09:09 <[-z-]> not re4lly :( + Mar 05 08:09:14 <[-z-]> quite 4nnoying + Mar 05 08:09:23 agree with more frequent releases... we shouldn't need to care THAT much about if the release is stable or not + Mar 05 08:09:35 as we could just patch that up quickly + Mar 05 08:09:52 we can also organize more people to get involved in a proper testing / feedback loop + Mar 05 08:10:18 problem: engine bugs. afaik dp has no viable method of self-upgrade + Mar 05 08:10:33 I would like to have some open dialog with all of the main server admins + Mar 05 08:10:58 BTW :P + Mar 05 08:11:18 next release should be incompatible to old nexuiz releases + Mar 05 08:11:28 Hmm, what does everyone think about an auto-update system? One that would popup a menu window saying "update available" when you open Nexuiz while connected to the internet? And that could download everything internally... or if not close Nexuiz and take you to the download page + Mar 05 08:11:29 so just to be clear, we're forking the nexuiz code and we're NOT forking darkplaces into a new engine, right? + Mar 05 08:11:31 we need to get enough server admins to host servers for that new version... + Mar 05 08:11:32 But configurable + Mar 05 08:11:44 and leave the old 2.4.2 minsta servers to rot + Mar 05 08:11:49 engine bugs issue is the only real reason i for large upgrtades ratehr then frequent. + Mar 05 08:11:57 i see for* + Mar 05 08:12:22 Dokujisan: right + Mar 05 08:12:25 at least i hope so + Mar 05 08:12:43 not atm at least. + Mar 05 08:13:05 I understand that decision. but it is a disadvantage, right? + Mar 05 08:13:21 hwo so? + Mar 05 08:13:23 I mean under "alientrap" we had access to making changes to darkplaces + Mar 05 08:13:29 are we losing that? + Mar 05 08:13:42 i dont see why - div0 + Mar 05 08:13:47 Samual + Mar 05 08:13:52 FruitieX: + Mar 05 08:13:54 heh + Mar 05 08:13:56 nope + Mar 05 08:14:02 i never had access there :) + Mar 05 08:14:03 anyway, as for rerwrite... shpuld be no goal for next release + Mar 05 08:14:10 's got repos access and i see no reason for LH ro refuse sane patches / requests + Mar 05 08:14:13 agree with div0 + Mar 05 08:14:18 but kept in mind when making new stuff + Mar 05 08:14:26 we are already so late with our "hotfix" + Mar 05 08:14:54 haha + Mar 05 08:15:01 right :p + Mar 05 08:16:13 its friggin hursefix by now xD + Mar 05 08:16:20 ok I'm skimming through our discussion about which maps to consider as official maps and which maps need cleanup + Mar 05 08:17:31 @ media i find the size of the current texture pool problematic. theres to much shit. + Mar 05 08:17:45 and suplicates + Mar 05 08:17:46 I was thinking about that. I seen many maps and thought to myself they would be great in SVN + Mar 05 08:17:57 duplicates* + Mar 05 08:18:34 otoh removing mean breaking some nex maps. tougth call. + Mar 05 08:18:35 Maps I'd like to see removed... only one I know for sure I would is EggAndBacon. I don't hate it, but it's just a big box with several weapons thrown around imo. + Mar 05 08:19:05 tZork: thats what div0 said, remove the evil* packs + Mar 05 08:19:11 I like egg and bacon because of all the weapons + Mar 05 08:19:19 Something recent for adding (just updated it myself and posted the update yesterday) is http://www.alientrap.org/forum/viewtopic.php?f=19&t=4945&p=76305#p76305 when vehicvles would be stable. Beautiful map by Sven + Mar 05 08:19:22 and that bots can capture the flag + Mar 05 08:19:53 official map pool can be super limited imo. noone oterh then the occasional review or sutch will use just it. + Mar 05 08:20:20 Yes + Mar 05 08:20:28 should only consist of really high quality maps + Mar 05 08:20:29 ok in the log file mentioned in the subject, go to Mar 04 03:36:55 + Mar 05 08:20:30 use only it i mean + Mar 05 08:20:36 that is where the map discussion starts + Mar 05 08:20:41 as for maps to keep for a start: aggressor, stormkeep2, e&b + Mar 05 08:20:55 e&b uses an evil texture, but that can be changed :P + Mar 05 08:21:15 Would it be illegal to include some wuake converted maps? Some (like kzlegypt, pukka3 / fascinating senseleness) are very good + Mar 05 08:21:17 reroute textures with shaders is also possible + Mar 05 08:21:17 oh, and that factory map + Mar 05 08:21:18 *quake + Mar 05 08:21:20 although just DM + Mar 05 08:21:20 can we at least give e&b a makeover? + Mar 05 08:21:21 Taoki: yes + Mar 05 08:21:27 Dokujisan: how would you make a makeover on it? + Mar 05 08:21:29 oh :( + Mar 05 08:21:32 make it look interesting... like stormkeep2 + Mar 05 08:21:32 I doubt it CAN be done + Mar 05 08:21:33 ah, desertfactory + Mar 05 08:21:36 oh, sure + Mar 05 08:21:37 absolutely keep that one + Mar 05 08:21:39 look I don't care for :P + Mar 05 08:21:44 gameplay, should stay + Mar 05 08:21:47 the stormkeep2 makeover was just awesome + Mar 05 08:21:50 sure + Mar 05 08:21:50 imo + Mar 05 08:21:57 even more so with warpzones + Mar 05 08:21:59 also, I'd insist a bit on the wall texture :P + Mar 05 08:21:59 hint hint :) + Mar 05 08:22:08 hehe, idea for e&b: two floor warpzones + Mar 05 08:22:12 oh on stormkeep? + Mar 05 08:22:14 so you jump in, come out of the other hole :P + Mar 05 08:22:46 e&b should retain the wall texture feel (like swimming pool or bathroom walls, sort of) + Mar 05 08:22:59 soylent maybe + Mar 05 08:22:59 and the obstacle pattern, and that the flags are on a higher ledge + Mar 05 08:23:05 visually, however, doesn't matter much + Mar 05 08:23:11 we should ask sev about cleftvillage + Mar 05 08:23:12 just make it not look generic industrial :P + Mar 05 08:23:17 if anyone remembers + Mar 05 08:23:22 the swimming pool/bathroom look is good + Mar 05 08:23:25 outdoor map + Mar 05 08:23:28 cleftvillage? ARE YOU SERIOUS? + Mar 05 08:23:30 with sharks in water :P + Mar 05 08:23:33 gameplay wise, bad + Mar 05 08:23:35 look wise, great + Mar 05 08:23:43 I'd also make the teleporter doors in Aggressor warpzones :P + Mar 05 08:23:49 cleftvillage is an attempt to clone CTF-LavaGiant a bit + Mar 05 08:23:51 but fails :P + Mar 05 08:23:56 Taoki: please not :P + Mar 05 08:23:58 Taoki: not rly, that's bad + Mar 05 08:24:01 that would be a brain twister + Mar 05 08:24:01 aggressor is too small + Mar 05 08:24:04 do it for a fun map though :P + Mar 05 08:24:05 The only issue I find major about warpzones is that they require water rreflections to display. + Mar 05 08:24:07 yep that too haha + Mar 05 08:24:10 fun map indeed + Mar 05 08:24:17 Taoki: sure, simply because they ARE that + Mar 05 08:24:23 you can force it on in mapinfo though + Mar 05 08:24:36 Ah, I thought that's temporary. I see + Mar 05 08:24:42 Thought they should display either way + Mar 05 08:24:45 well, until a better way is found :P + Mar 05 08:24:47 well + Mar 05 08:24:49 but are reflections safe on all target hardware? + Mar 05 08:24:52 the reason to not do that, is performance + Mar 05 08:24:57 tZork: no, require glsl + Mar 05 08:25:00 so do warpzones + Mar 05 08:25:02 what about eg. egyptronex + Mar 05 08:25:09 but, mesa software rendering got glsl :P + Mar 05 08:25:20 and clueless newbie's facing worlds + Mar 05 08:25:21 so, warpzones are NOT safe on all plats + Mar 05 08:25:28 so warpzones should have teleport texture behind them + Mar 05 08:25:30 Anyway bbl here + Mar 05 08:25:32 good thing so many gamers use mesa soft thenm eh? xD + Mar 05 08:25:32 to not confuse players too much + Mar 05 08:25:35 tZork: hehe + Mar 05 08:25:57 the kidna cpu power needed.. i want it. + Mar 05 08:25:58 :D + Mar 05 08:26:33 can we consider a soylent_ctf after some tweaks and testing are done? + Mar 05 08:26:57 BTW + Mar 05 08:27:01 what about gasolinepowered? + Mar 05 08:27:17 I think aggressor_ctf also has some potential but needs to improve the middle area + Mar 05 08:27:17 you know id be happy with something like 1 or two maps for each major mode (but 1 or two maps MADE for taht mode) + Mar 05 08:27:48 FruitieX: yes gasolinepowered is one that we all thought needed to ge tin + Mar 05 08:27:49 get in + Mar 05 08:27:50 runningman/runningmanctf need a retexture IMO + Mar 05 08:27:59 good call + Mar 05 08:28:38 the plethora of nexuiz maps shows that the community makes what it wants. i see no reason to maintain a large map-pool in the main release. + Mar 05 08:28:46 am putting a list together + Mar 05 08:28:54 that's what I'm doing :-P + Mar 05 08:29:08 along with the other bullet points from these chats + Mar 05 08:29:41 <[-z-]> brb, going to try going to gnome + Mar 05 08:29:53 * [-z-] has quit (Remote host closed the connection) + Mar 05 08:30:27 what do we think about treasureisland? I liked the initial one and people love the way it looks. The newer one is a bit strange in gameplay + Mar 05 08:30:39 it looks great, but needs adjustments, I think + Mar 05 08:30:46 player models are a preddy urgent tough. if we could make release 1 with even just two good quality models and dump that crap, we definitly would bring soemthing quite real to the table + Mar 05 08:30:49 * [-z-] (~detrate@c-98-230-24-23.hsd1.fl.comcast.net) has joined #notnexuiz + Mar 05 08:31:51 tZork: are there any existing in-progress or dropped player models that people were working on? + Mar 05 08:31:58 that would be a good candidate + Mar 05 08:32:07 15:29:47 <@Dokujisan> that's what I'm doing :-P + Mar 05 08:32:09 ah darnit :P + Mar 05 08:32:14 currently i got: + Mar 05 08:32:17 http://www.alientrap.org/forum/viewtopic.php?f=2&t=6051 + Mar 05 08:32:18 or... do we know exactly who can work on a models + Mar 05 08:32:28 http://www.alientrap.org/forum/viewtopic.php?f=2&t=5997 + Mar 05 08:32:32 FruitieX: PM me your list + Mar 05 08:33:48 Dokujisan: Oblivion, Morphed, DibTop and me all knows a bit abt assorted sobjects arround it. + Mar 05 08:34:10 i managed to export animated smd's from blender yesterday + Mar 05 08:34:22 and turn to dpm + Mar 05 08:34:23 yeah technical details around player models seem to always been a big problem for nexuiz. + Mar 05 08:34:27 mainly with animation + Mar 05 08:34:44 and I understand issues with exporting to md3 or whatever nexuiz needs + Mar 05 08:34:55 <[-z-]> on a PS2 keyboard so I can use my A and S keys :roll: + Mar 05 08:35:20 <[-z-]> couldn't even dettach a screen without them + Mar 05 08:35:34 Dokujisan: yes the artist toolchain of darkpalces is bad + Mar 05 08:35:43 tZork: holy crap that model looks ace + Mar 05 08:35:45 tZork: perhaps we need to generate some documentation on "what we know" about player model technical details + Mar 05 08:36:07 I second that idea + Mar 05 08:36:13 but with the blender smd thing working, its way more likely ppl can do open models. + Mar 05 08:36:22 <[-z-]> have we come up with a name yet? + Mar 05 08:36:40 [-z-]: we're covering other details at the moment. I think name decision comes last or later + Mar 05 08:36:47 we should take time with that + Mar 05 08:36:59 zpankiuz + Mar 05 08:37:05 ;) + Mar 05 08:37:09 I'm creating a page to overview the details of our discussions + Mar 05 08:37:30 <[-z-]> oky, well I'll work on getting the site ready with a fake name + Mar 05 08:38:28 http://www.alientrap.org/forum/viewtopic.php?f=2&t=5998 + Mar 05 08:38:30 hell yes + Mar 05 08:38:53 ok new menu skin + Mar 05 08:38:54 good call + Mar 05 08:39:09 <[-z-]> as long as it gets finished :) + Mar 05 08:39:20 <[-z-]> I'm assuming we can get the source files from sev on this? + Mar 05 08:39:25 <[-z-]> I can remix it for the website design + Mar 05 08:39:43 someone should learn how to do fonts and do something close to this: http://pics.nexuizninjaz.com/images/jom5sjku3jvcj7r5ezs.jpg + Mar 05 08:39:46 and of course gpl it :P + Mar 05 08:39:55 what about stone_castle + Mar 05 08:40:01 it's much improved over dm_castle + Mar 05 08:40:03 screenshot? + Mar 05 08:40:04 oh + Mar 05 08:40:04 <[-z-]> I like stone castle + Mar 05 08:40:11 don't think i've seen it + Mar 05 08:40:43 http://www.alientrap.org/forum/viewtopic.php?f=19&t=5890 + Mar 05 08:40:58 unfortunately his screenshots are at 150 fov or something crazy + Mar 05 08:42:20 can you guys help me think of names of all of the decent mappers in nexiuz? + Mar 05 08:43:37 <[-z-]> mookow, FruitieX, dublpaws, sev + Mar 05 08:43:43 http://pics.nexuizninjaz.com/images/8vettzmezq8nyp7csw5.jpg + Mar 05 08:43:48 EVIL TEXTURES!!11 + Mar 05 08:43:49 :P + Mar 05 08:43:58 or wait... + Mar 05 08:44:00 not at all + Mar 05 08:44:10 still, part of the "low quality packs" i guess + Mar 05 08:44:18 <[-z-]> much better flow & he didn't remove the secret jumppads + Mar 05 08:44:35 Mappers + Mar 05 08:44:35 FruitieX + Mar 05 08:44:35 cortez666 + Mar 05 08:44:35 Grasshopper + Mar 05 08:44:35 Mookow + Mar 05 08:44:35 Unknown/alphagod + Mar 05 08:44:35 sev + Mar 05 08:44:35 dublpaws + Mar 05 08:44:35 Strahleman + Mar 05 08:44:35 Diabolik + Mar 05 08:44:35 djsupport + Mar 05 08:44:35 lda17h + Mar 05 08:44:36 <[-z-]> he added jumppads too + Mar 05 08:44:48 cool + Mar 05 08:44:58 oh... I thought of a couple more + Mar 05 08:45:02 cubeowl + Mar 05 08:45:03 <[-z-]> fbzor + Mar 05 08:45:18 !define decent mapper + Mar 05 08:45:23 your definition + Mar 05 08:45:24 <[-z-]> with some guidance, fabzor can produce awesome maps + Mar 05 08:45:59 yeah I would love to group together mappers and have more interactive dialog about map projects, like I've been doing with the NCT group + Mar 05 08:46:20 some of the maps in nexuiz are really close to being great, but need adjustments + Mar 05 08:46:30 btw, should we use div0's "strafebot proof" physics set? :) + Mar 05 08:46:38 me likes it somewhat + Mar 05 08:46:38 dont know Dokujisan, havent kept up 2 date to good. just trying to iluminate theres many things that one can put into that term. + Mar 05 08:46:48 it'd be really easy for newbies + Mar 05 08:46:52 tZork: you do makes too right? + Mar 05 08:47:03 uum yes.. + Mar 05 08:47:09 or did + Mar 05 08:47:10 does clueless newbie make maps? + Mar 05 08:47:18 >.o + Mar 05 08:47:26 yep + Mar 05 08:47:39 sepelio + Mar 05 08:48:20 i used to map more (the first ctf map in nexuiz was acctualy mine, got removed later tnk god) + Mar 05 08:49:14 has everyone seen this? This is the sort of thing I want to create for mappers to work from (especially new mappers) + Mar 05 08:49:16 http://www.nullgaming.com/nexuiz/projects/maps/ + Mar 05 08:49:37 just some ideas for improving or converting maps + Mar 05 08:49:42 div0: don't agree with your latest change in the physics set :P + Mar 05 08:49:54 cool stuff DibTop + Mar 05 08:49:57 err Dokujisan + Mar 05 08:50:01 sv_airaccel_sideways_friction -0.3 => 1 + Mar 05 08:50:05 instead you should set it at -1 :P + Mar 05 08:50:12 Heavy would acctualy be a preddy good official map + Mar 05 08:50:24 this has been very productive among a small group of mappers. If this is done on a larger scale with ALL nexuiz mappers, we could get a lot done + Mar 05 08:50:35 this way i think both nexuiz players and quakers will feel more at home + Mar 05 08:50:54 even better if -z- could create a little app that allows us to edit these entries easier (I'm doing the HTML by hand at the moment) + Mar 05 08:51:15 <[-z-]> which entrie? + Mar 05 08:51:22 and of course this would be on the official website, not on my personal site + Mar 05 08:51:29 * Taoki has quit ("KVIrc Insomnia 4.0.0, revision: 3830, sources date: 20091222, built on: 2010-01-10 23:31:04 UTC http://www.kvirc.net/") + Mar 05 08:51:32 http://www.nullgaming.com/nexuiz/projects/maps/ + Mar 05 08:51:38 wow by hand? your like a webdesign caveman then Dokujisan ;) mee too, usualy. + Mar 05 08:51:50 doing a small webapp to handle that -z- + Mar 05 08:52:00 <[-z-]> Dokujisan: I'll ee wht I cn whip up tht up + Mar 05 08:52:06 <[-z-]> fdjipljkcvzxjklkljd ukeybord + Mar 05 08:52:07 well I don't mind editing that page. it was simple. but I'd like others to have editing ability + Mar 05 08:52:16 yar + Mar 05 08:52:36 * Taoki (kvirc@93.113.162.42) has joined #notnexuiz + Mar 05 08:52:42 <[-z-]> Dokujisan: well I'll ee wht I can do about getting some web stuff setup at nexiuz.org from work + Mar 05 08:52:46 [-z-]: I created some simple classes for different statuses + Mar 05 08:52:49 <[-z-]> if it's a slow day + Mar 05 08:53:15 [-z-]: but we could rethink those classes. I made them up quickly + Mar 05 08:53:50 <[-z-]> hey, there i better remke of bonuchecker tht grhopper mde + Mar 05 08:53:55 Ooh... zeonix.com is not taken (another idea for a name) + Mar 05 08:54:01 yeah I haven't updated that page in a month or so + Mar 05 08:54:07 <[-z-]> zeonix sounds cool + Mar 05 08:54:13 irena, that muse be irena_ctf. the one i made just called iRena it non ctf + Mar 05 08:54:15 15:52:53 < [-z-]> Dokujisan: I'll ee wht I cn whip up tht up + Mar 05 08:54:15 15:52:59 < [-z-]> fdjipljkcvzxjklkljd ukeybord + Mar 05 08:54:16 <[-z-]> okay, I put the PS2 keyboard in the other keyboard's place + Mar 05 08:54:18 rofl + Mar 05 08:54:25 it came to mind with the Pheonix suggestion + Mar 05 08:54:25 <[-z-]> a and s keys dying FruitieX + Mar 05 08:54:28 Would be nice + Mar 05 08:54:30 <[-z-]> too much gaming on that keyboard + Mar 05 08:54:31 yeah i see + Mar 05 08:54:33 oh lol + Mar 05 08:54:33 Taoki: added to the list + Mar 05 08:54:44 Zeonix isn't a bad one at all + Mar 05 08:54:50 shortened to Zeon + Mar 05 08:54:55 like we shorten to "Nex" + Mar 05 08:55:03 yeah + Mar 05 08:55:43 ok who are the developers? + Mar 05 08:55:50 game code + Mar 05 08:56:03 div0, tZork, mandinga, diabolik, + Mar 05 08:56:06 fruitieX + Mar 05 08:56:10 <[-z-]> I believe samual is in + Mar 05 08:56:12 <[-z-]> and taoki? + Mar 05 08:56:15 div0: I would also vote for sv_maxspeed 320 and sv_maxairspeed 320 + Mar 05 08:56:32 I make patches pretty often... I kinda consider myself a half-developer :P + Mar 05 08:56:37 FruitieX: noted + Mar 05 08:56:56 what does that do in gameplay terms FruitieX? + Mar 05 08:57:04 so to sum it all up: current physicsNoQWBunny.cfg + sv_airaccel_sideways_friction -1 + sv_maxspeed 320 + sv_maxairspeed 320 + Mar 05 08:57:29 tZork: that is a slightly different physics config that div0 has been working on + Mar 05 08:57:33 blub is a developer, right? + Mar 05 08:57:36 CSQC guy + Mar 05 08:57:47 is green marine? + Mar 05 08:57:54 Dokujisan: note that "sum it all up" line ^ + Mar 05 08:58:00 noted + Mar 05 08:58:29 tZork: try it, it feels like a fuse of nexuiz and CPM a bit + Mar 05 08:58:36 ok who else besides -z- is a web developer? + Mar 05 08:58:38 Dokujisan: Spaceman, lda17h, FruitieX + Mar 05 08:58:52 tZork: for web dev? + Mar 05 08:58:56 oh does spaceman do maps? + Mar 05 08:59:02 for a nexuiz player it should feel pretty much the same + Mar 05 08:59:04 FruitieX: CPM? Is that liek C perl module? :P + Mar 05 08:59:05 * [-z-] has quit (Ping timeout: 120 seconds) + Mar 05 08:59:06 no, I don't do maps + Mar 05 08:59:16 Dokujisan: tought you where asking for gamecode devs + Mar 05 08:59:19 I've fixed a few map bugs + Mar 05 08:59:51 ok so lda17h does game coding too? + Mar 05 09:00:19 and what of green marine? + Mar 05 09:00:44 FruitieX: i know its some special phys config for ..q3? but tahts abt all. so i havent a clue what a merge of it and nexuiz would be. + Mar 05 09:01:55 Dokujisan: iirc yes, think he made some dodge patch for nexuiz wich looked decent but got lost in the goo + Mar 05 09:02:04 Just so I know. Is it alright to talk about the decision to rename Nexuiz outside of this channel yet? + Mar 05 09:02:17 no + Mar 05 09:02:25 not in public, imo + Mar 05 09:02:26 Taoki: no + Mar 05 09:02:28 Dokujisan: more physics stuff to note that's really fun: sv_doublejump 1, sv_jump_speedcap_max 1, sv_jumpspeedcap_max_disable_on_ramps 1 + Mar 05 09:02:30 ok + Mar 05 09:02:41 just my opinion tough + Mar 05 09:02:48 we shouldn't make any of these discussions known outside....except I'm chatting with the aussienexers + Mar 05 09:02:51 keeping them informed + Mar 05 09:02:55 certain key people + Mar 05 09:03:02 and they know not to discuss it publicly too + Mar 05 09:03:14 ok good + Mar 05 09:05:22 * Dokujisan has changed the topic to: Details so far -- http://www.nullgaming.com/stuff/nexuiz_new_notes.txt + Mar 05 09:05:43 review that, if you would + Mar 05 09:05:49 ok who else besides -z- is a web developer? + Mar 05 09:05:50 help me fill in the empty spots + Mar 05 09:05:52 Dokujisan, +1 + Mar 05 09:05:58 you? + Mar 05 09:07:50 Dokujisan, yes + Mar 05 09:07:57 k + Mar 05 09:08:17 ok I added the aussie people now to the ROLES list + Mar 05 09:10:25 well till when it started to overcrowd and everyone was all sudden a webdev ;) + Mar 05 09:10:41 I can manage the people. I just need to know who does what + Mar 05 09:10:50 -z- will likely be the head web dev + Mar 05 09:10:58 i worked as webdesigner/developer/php coder in past, tho try to avoid those... + Mar 05 09:11:04 ok + Mar 05 09:11:10 I'll keep you off that list then :-) + Mar 05 09:11:16 yea }-z-{ does gooed job imho + Mar 05 09:11:27 I agree + Mar 05 09:11:33 Dokujisan, sure i help out np. + Mar 05 09:13:04 FruitieX: please PM me trhat physics info + Mar 05 09:13:31 ok what about server admins? + Mar 05 09:13:32 [14:50:50] <@FruitieX> sv_airaccel_sideways_friction -0.3 => 1 + Mar 05 09:13:33 [14:50:54] <@FruitieX> instead you should set it at -1 :P + Mar 05 09:13:38 why? it gives more control + Mar 05 09:13:42 but I am undecided about it :P + Mar 05 09:13:51 you could basicaly put me in all fields as i have a bit of professional experiance in all of them :P but i prefer just game devel and maybe models/maps for now. + Mar 05 09:13:54 I just don't like that turning gives no penalty + Mar 05 09:14:02 when turning slowly + Mar 05 09:14:04 @ Dokujisan + Mar 05 09:14:05 you still accelerate + Mar 05 09:14:05 ok tZork + Mar 05 09:14:12 ideal would be if turning does not accelerate :P + Mar 05 09:14:22 but I do not want too much deceleration either + Mar 05 09:14:35 I will probably change the sidefric code to limit to the previous speed before the move + Mar 05 09:14:42 and not to the current speed when applying sidefric + Mar 05 09:14:57 so when turning using CPMA air control, your speed would stay as is (but not increase) + Mar 05 09:14:59 that was my goal + Mar 05 09:15:24 but well, it may need slight code changes :P + Mar 05 09:17:06 ok, I need a list of the Nexuiz Server Admins + Mar 05 09:17:17 FruitieX: acgtually... + Mar 05 09:17:20 Hmm + Mar 05 09:17:23 from the code, sidefric -1 SHOULD do what I want + Mar 05 09:17:26 maybe it is buggy :P + Mar 05 09:17:30 :P + Mar 05 09:17:36 -1 allows deceleration, but only as much as the backwards key would do + Mar 05 09:17:40 this is actually what I want :P + Mar 05 09:17:54 maybe need to try -9999 ;) + Mar 05 09:18:04 will check that out later + Mar 05 09:18:07 please PM it to me + Mar 05 09:18:14 I wish I could self-PM to make "reminders":P + Mar 05 09:18:49 so yes, if -1 does what I wanted it to do in the code ;) then it is exactly what there should be + Mar 05 09:19:17 heh + Mar 05 09:20:01 basically what the - should do, is "never decelerate more than the backward key could do" + Mar 05 09:20:06 to prevent illogical physics + Mar 05 09:20:20 /msg yournick blah dont work? + Mar 05 09:20:30 tahts what i usualy do =) + Mar 05 09:20:34 <}-z-{> I would like to share responsbility with Dokujisan and perhaps another person + Mar 05 09:20:38 Dokujisan: cubeowl, esteel run DCC; merlijn runs Simba + Mar 05 09:20:41 <}-z-{> but if possible I would like to do the inital setup + Mar 05 09:20:47 <}-z-{> cocerning web for this project + Mar 05 09:20:59 tZork: opens a query window :P + Mar 05 09:21:39 <}-z-{> I just don't want to be a single point of failure at any point :-P + Mar 05 09:21:44 sure :P + Mar 05 09:21:59 <}-z-{> I like the arangement I ad as admin with willis in a way, I would like to keep something like that going + Mar 05 09:21:59 ok what about SysAdmins? I know that's overlap with web dev and Nexuiz admins, but I'd like a separate list + Mar 05 09:22:08 I would be one, but not the only one + Mar 05 09:22:11 <}-z-{> and by the way, it sounded like willis is with us on this + Mar 05 09:22:14 }-z-{ for Community/Project Organization? + Mar 05 09:22:21 and yes, Willis as sysadmin is good + Mar 05 09:22:22 <}-z-{> tZork: ? + Mar 05 09:22:34 <}-z-{> I would like to share responsbility with Dokujisan and perhaps another person + Mar 05 09:22:38 maybe FruitieX too + Mar 05 09:22:52 <}-z-{> ah, tZork for web + Mar 05 09:22:53 just... community/project organization shoudl not mean "global head of all" :P + Mar 05 09:23:05 <}-z-{> running the websites, development websites and other web kind of projects + Mar 05 09:23:10 but rather PR, community websites, also autromatically head moderators, etc. + Mar 05 09:23:11 * mand1nga (404c1f0e@webchat.mibbit.com) has joined #notnexuiz + Mar 05 09:23:15 div0 DibTop + Mar 05 09:23:30 oh right, well }-z-{ my web stuff is rusty nowdays. im not a good choise i think, + Mar 05 09:23:31 I think general PR belongs into that too + Mar 05 09:23:37 i.e. not just our website, but also other sites :P + Mar 05 09:23:38 div0: yeah that's what I have in mind. I don't want to boss people around. I consider it more of an organization role than anything + Mar 05 09:23:52 <}-z-{> tZork: I think if Dokujisan and willis also share this responsibility we'll be good. + Mar 05 09:24:05 <}-z-{> Dokujisan is good at managing, we've seen this + Mar 05 09:24:07 I want to be able to establish how things are done and then hopefully remove myself from that role over time + Mar 05 09:24:16 as for sysadmin... it'd be nice if these also are responsible for making the builds + Mar 05 09:24:24 as it overlaps quite much :P + Mar 05 09:24:30 <}-z-{> makes sense + Mar 05 09:24:35 of course, it'll be mostly automatic + Mar 05 09:24:41 I envision a cronjob for daily builds + Mar 05 09:24:43 Dokujisan: i think its acctualy needed continiously, nto nessesarely the same person/s tough. + Mar 05 09:24:53 and only making of release builds would be manual + Mar 05 09:24:58 (to put in version number) + Mar 05 09:25:12 on the other hand, website stuff overlaps with sysadmin too + Mar 05 09:25:18 <}-z-{> div0: I think we should do that an have an automatic private test server if possible too + Mar 05 09:25:24 sure + Mar 05 09:25:46 Dokujisan, prolly forgot: Morphed into >Artists section & modeling (afaik), and you can add me aswell for art/gui/texture(2d). + Mar 05 09:25:58 yes + Mar 05 09:26:08 regarding how artwork should LOOK I want no responsibilties... + Mar 05 09:26:16 hehe + Mar 05 09:26:18 I just request, or demand, general "good taste" principles :P + Mar 05 09:26:31 haha + Mar 05 09:26:31 I don't care how it looks, as long it's no running around goatse :P + Mar 05 09:26:43 and no, not even a GOOD looking running around goatse please :P + Mar 05 09:26:53 aww so no leiliololiolioloil? ;) + Mar 05 09:26:57 <}-z-{> regarding artwork, I think we should gather a list of wants/needs/likes/dislikes + Mar 05 09:27:05 <}-z-{> to give other artists direction when they are looking to contribute + Mar 05 09:27:23 <}-z-{> and hopefully that will evolve into some sort of natural style + Mar 05 09:27:31 16:25:35 <@div0> I envision a cronjob for daily builds + Mar 05 09:27:33 yes do want + Mar 05 09:27:50 or one that builds as soon as there's a change in the git master branch + Mar 05 09:27:53 ok refresh the nexuiz_new_notes.txt + Mar 05 09:27:53 * esteel (VDGLpekoeK@planetnexuiz.de) has joined #notnexuiz + Mar 05 09:27:57 hi esteel :-) + Mar 05 09:28:00 <}-z-{> hey esteel + Mar 05 09:28:04 hi there esteel + Mar 05 09:28:06 hola + Mar 05 09:28:07 possibly even one that builds from some select branches + Mar 05 09:28:10 esteel: glance through the file in the subject + Mar 05 09:28:19 and gives you an older download link with text BULID FAILED if recent builds fail + Mar 05 09:28:23 hello esteel + Mar 05 09:29:05 laters when in the train.. right now it would be a pita.. mobilephone only ;) + Mar 05 09:29:16 btw Dokujisan, i also admin a couple of nexuiz servers :P + Mar 05 09:29:17 ok + Mar 05 09:29:25 <}-z-{> yeah, actually there is a plugin for redmine concerning builds... you can have it automatically report certain things as bugs, sorry for the vague description :-P + Mar 05 09:29:30 or well actually, they all run the nexrun mod >_> + Mar 05 09:29:45 meh if build fail it should send horrid viroidz! taht'd keep yall motivated not to write bugz! xD + Mar 05 09:29:57 ye tZork :P + Mar 05 09:31:38 ok one question regarding websites.... I want to invite the aussienexers to have their community join the core website instead of operating a separate website + Mar 05 09:31:52 <}-z-{> Dokujisan: I was thinking we could wrap in it wordpress MU + Mar 05 09:32:00 ok + Mar 05 09:32:22 <}-z-{> I'm not sure what this means for the mybb bridge however + Mar 05 09:32:50 <}-z-{> they may need an account on the main nexuiz* site for that + Mar 05 09:32:59 <}-z-{> I have to look into it + Mar 05 09:38:25 <}-z-{> okay, temporary domains to get setup on: theworthless.net, beertitties.com, cankill.us, withfoss.org + Mar 05 09:38:36 ok I think I have the aussies onboard with a central website + Mar 05 09:39:21 <}-z-{> just to setup something external we can all start using as a way to organize information until we better define ourselves + Mar 05 09:39:59 <}-z-{> I like cankill.us + Mar 05 09:40:19 <}-z-{> or withfoss.org + Mar 05 09:41:07 i like both b33f and titties.. so i guess i like beertitties.com ;) + Mar 05 09:41:14 <}-z-{> :-P + Mar 05 09:42:23 <}-z-{> Dokujisan: any opinion? + Mar 05 09:42:23 hey... can we do an official mumble server? + Mar 05 09:42:33 <}-z-{> most definitely + Mar 05 09:42:36 <}-z-{> very good idea + Mar 05 09:42:36 I run a mumble server. I think there is one in Au + Mar 05 09:42:46 I think my mumble server is very low on resources + Mar 05 09:42:56 <}-z-{> we can probably integrate that into the website and probably the forums + Mar 05 09:43:01 <}-z-{> "user is on mumble now" w00t + Mar 05 09:43:13 <}-z-{> optionally displayed by choice of the user of course + Mar 05 09:43:23 <}-z-{> they'd have to associate their mumble account as well + Mar 05 09:43:23 and the lagtime between regions isn't a problem either. I've had people from australia on my mumble server and the chatting is fine + Mar 05 09:43:34 <}-z-{> Dokujisan: beertitties.com? + Mar 05 09:43:45 for some reason, the .25 seconds delay doesn't hurt the mumble experience + Mar 05 09:43:48 :-o + Mar 05 09:43:53 ya lost me + Mar 05 09:44:05 oh a temp website domain? + Mar 05 09:44:08 <}-z-{> I want to setup a temp site we can all collaborate on until we think about the name + Mar 05 09:44:10 ok + Mar 05 09:44:11 <}-z-{> yes + Mar 05 09:44:11 yeah + Mar 05 09:44:12 good idea + Mar 05 09:44:38 um it really can be anything + Mar 05 09:44:44 fukillfonic.com + Mar 05 09:44:45 <}-z-{> well I already have that registered + Mar 05 09:44:46 heh + Mar 05 09:44:52 haha seriously??? + Mar 05 09:44:54 <}-z-{> yes lol + Mar 05 09:45:00 wow....I'm not gonna ask + Mar 05 09:45:05 <}-z-{> haha + Mar 05 09:45:17 that must have been one drunk domain searching night + Mar 05 09:45:24 like drunk phone calls + Mar 05 09:45:31 <}-z-{> drunk in college, "OMG WOULDN'T IT BE GREAT IF WE HAD A WEBSITE THAT INVOLVED BEER AND BOOBIES AND GIRLS SHOWING US BOOBIES WHILE DRINKING BEERS?" + Mar 05 09:45:54 "You know what's awesome?? Beer is awesome. But you know what else is really awesome???" + Mar 05 09:46:05 haha + Mar 05 09:46:37 well I dunno if anyone would be offended by that name + Mar 05 09:46:42 but it doesn't bother me for a temp site + Mar 05 09:46:47 well... + Mar 05 09:46:49 <}-z-{> okey dokey + Mar 05 09:46:54 ok maybe pick a less offenseive domain if you have one + Mar 05 09:47:02 <}-z-{> cankill.us ? + Mar 05 09:47:05 sure + Mar 05 09:47:07 <}-z-{> withfoss.org ? + Mar 05 09:47:12 cankill.us + Mar 05 09:47:15 <}-z-{> okay + Mar 05 09:49:26 <}-z-{> might take me all day to get setup, I have work work to do as well + Mar 05 09:51:36 <}-z-{> btw, is redmine's textile based wiki good enough for everyone or should I be considering alternatives? + Mar 05 09:52:21 beer and boodies is mroe offensive then able to commit murder? =( ;) + Mar 05 09:52:58 <}-z-{> lol + Mar 05 09:53:02 the cankill one will be fine for temp id say + Mar 05 09:58:12 question... do we have to use quakenet? >.< + Mar 05 09:58:35 other games use other networks like gameradius + Mar 05 09:58:59 <}-z-{> what is the advantage of other networks? + Mar 05 09:59:02 for my other project I'm involved with, Getty was showing me a way to have #nexuiz on multiple networks and have them all connect to each other through a bot + Mar 05 09:59:10 so we would have our own IRC network + Mar 05 09:59:21 for devchannel, freenode maybe? + Mar 05 09:59:43 <}-z-{> I'm not sure I understand what you mean Dokujisan + Mar 05 09:59:44 and #battlecube channels on quakenet and other networks and they would all echo to/from our network + Mar 05 09:59:50 <}-z-{> oh I see + Mar 05 09:59:53 there would be a bot that echos what is typed + Mar 05 09:59:56 between the various networks + Mar 05 10:00:01 <}-z-{> well, we can have a poll when we put up the website + Mar 05 10:00:15 <}-z-{> There are nice survey and poll scripts for wordpress + Mar 05 10:00:31 <}-z-{> s/scripts/plugins/ + Mar 05 10:06:56 ah forgot about mrBougo + Mar 05 10:06:59 he's a developer, right? + Mar 05 10:07:03 <}-z-{> yes + Mar 05 10:07:07 <}-z-{> and more than that + Mar 05 10:07:13 give me the list + Mar 05 10:07:14 <}-z-{> positive energy within the community + Mar 05 10:07:17 heh + Mar 05 10:07:19 well... + Mar 05 10:07:27 in our breakdown of roles + Mar 05 10:07:31 and skillsets + Mar 05 10:07:40 game dev and web dev? + Mar 05 10:07:45 server admin? + Mar 05 10:07:48 moderator? + Mar 05 10:08:00 <}-z-{> game dev, server admin, moderator + Mar 05 10:08:03 <}-z-{> don't know about web dev + Mar 05 10:08:08 <}-z-{> that'd be up to him + Mar 05 10:08:29 <}-z-{> by the way, I don't mind repurposing the nexuiz ninjaz game server as a build / test machine + Mar 05 10:08:40 awesome + Mar 05 10:08:41 <}-z-{> I'll run a few other services on it but won't be a big deal + Mar 05 10:08:49 <}-z-{> maybe 1 nexuiz ninjaz server... though we might be 'the ninjaz' by then + Mar 05 10:09:01 <}-z-{> and I'll use it for irsii, like I'm doing now :-P + Mar 05 10:09:02 div0 and I had a long discussion about the bootcamp and dojo servers + Mar 05 10:09:12 <}-z-{> oh yeah? + Mar 05 10:10:16 I'm updating the notes with it. just a sec + Mar 05 10:10:23 <}-z-{> okay + Mar 05 10:10:28 <}-z-{> where are the notes? sorry I don't have the url + Mar 05 10:11:02 in the subject + Mar 05 10:11:06 can you see it? + Mar 05 10:11:09 <}-z-{> hurr durr + Mar 05 10:11:10 <}-z-{> yes + Mar 05 10:11:13 <}-z-{> what a great place + Mar 05 10:11:16 <}-z-{> I feel 'tarded + Mar 05 10:11:37 <}-z-{> btw Dokujisan there was a documentation generation tool I mentioned in #alientrap-dev ~a month ago + Mar 05 10:11:45 <}-z-{> I know this may be a little forward thinking + Mar 05 10:11:54 this is quite interesting + Mar 05 10:11:54 <}-z-{> but your style in the notes there just jogged my memory + Mar 05 10:12:10 <}-z-{> because writing documentation in their psuedo-wiki format would generate HTML and manpages + Mar 05 10:12:17 wrt to the NDA's afore blamed: + Mar 05 10:12:18 10-03-05 15:59] Chris: out of curiosity, are you somehow involved in the deal? + Mar 05 10:12:18 [10-03-05 16:00] no but this has been in the making for some time now + Mar 05 10:12:18 [10-03-05 16:00] since last year + Mar 05 10:12:18 [10-03-05 16:00] well this concept + Mar 05 10:12:18 [10-03-05 16:00] and honestly, I would like to be in contribution to it, and make a good game, and something not fully for this reason but a good reason none the less: something the community would be proud of + Mar 05 10:12:19 <}-z-{> and I think that could really benefit the project + Mar 05 10:12:19 [10-03-05 16:01] I honestly though have a bit of venom to spew to those who feel aggravated by the decision though + Mar 05 10:12:51 ok refresh the notes again }-z-{ I added the details about training + Mar 05 10:13:02 <}-z-{> wait chris is upset about people being upset about this? + Mar 05 10:13:12 taht too , but read agaiun + Mar 05 10:13:14 again* + Mar 05 10:13:28 <}-z-{> Dokujisan: I think there should be a board or committee larger than 3 leaders, just for the record + Mar 05 10:13:35 I was thinking 5 + Mar 05 10:13:39 <}-z-{> 3 I believe to still have weak point + Mar 05 10:13:42 I was gonna suggest that to div0 + Mar 05 10:13:45 <}-z-{> yeah + Mar 05 10:14:06 he knows abt it since more then a year, hes not involved in it and yet at and ill refer to NDA not to comment. + Mar 05 10:14:30 thats the interesting part + Mar 05 10:14:53 I dunno who Chris is + Mar 05 10:14:54 oow whenever i said to want cleftwillage i meant + Mar 05 10:14:57 TREASURE ISLAND :P + Mar 05 10:15:05 :-) ok + Mar 05 10:15:08 oh forgot a few lines, thise go atop of the otehr ones: + Mar 05 10:15:08 10-03-05 15:54] <@div0> the use of the NAME Nexuiz in that way, NOPE + Mar 05 10:15:08 [10-03-05 15:54] I've known about this for months + Mar 05 10:15:08 [10-03-05 15:54] and it has been hinted to nexuiz entering a new platform + Mar 05 10:15:15 cleftvillage is crap :P + Mar 05 10:15:18 lmao FruitieX + Mar 05 10:15:40 clefvillage has some very interesting elements + Mar 05 10:15:44 I like the beach + Mar 05 10:15:56 but bad gameplay, as it turns out + Mar 05 10:16:07 it looks good fore sure, but gameplay is.. well its not. + Mar 05 10:16:28 <}-z-{> Dokujisan: I know div is against hierarchies but I think to a degree perhaps a "committee" of liasions would be beneficial + Mar 05 10:16:32 maybe for keyhunt =) + Mar 05 10:16:33 tZork and FruitieX can you think of more to add to the maps section? + Mar 05 10:16:48 <}-z-{> the players that can speak between developers and players and grease the wheels, help diffuse tension, etc. + Mar 05 10:16:56 tbh id keep the maplist as short as possible Dokujisan + Mar 05 10:17:00 }-z-{: I thought he aggreed to that.... 3 leaders (or 5 perhaps) for major decisions with a committee under it for "most" decisions + Mar 05 10:17:00 also what about strength? + Mar 05 10:17:03 <}-z-{> make sure everyone is in touch as they need to be sort of thing + Mar 05 10:17:10 tZork: yeah but we need a list to start discussion + Mar 05 10:17:12 re + Mar 05 10:17:16 what's new? + Mar 05 10:17:18 it afaik uses mostly eX textures + Mar 05 10:17:24 CuBe0wL: read topic + Mar 05 10:17:34 strength is proformance murder, and i cant say i totaly love the gameplay + Mar 05 10:17:37 tZork: I personally agree with making the game less bloated, only having a few included maps + Mar 05 10:17:54 ooooh I do like strength. I think it could be redone maybe? + Mar 05 10:17:58 <}-z-{> bbiab, I have to manually edit a database because an ajax callback seems to be failing due to a fileupload error, yay + Mar 05 10:18:22 Dokujisan: why redone, i think it is pretty much fine as it is + Mar 05 10:18:32 maybe redone lightning if we ever get a working raytracer solution + Mar 05 10:18:48 other than that it has excellent textures, excellent detail, excellent gameplay IMO :) + Mar 05 10:18:49 eh.... it could be better on FPS and it has some holes in it. I would like to see it a little more cleaner .... like Stormkeep2 :-) + Mar 05 10:18:59 so we fork, it's official? + Mar 05 10:19:06 :-D \o/ + Mar 05 10:19:18 nothing official afaik CuBe0wL + Mar 05 10:19:22 ok + Mar 05 10:19:23 aww :-( + Mar 05 10:19:30 but things are bloody serious? + Mar 05 10:19:41 it seems like this is as official as a fork gets, isn't it? + Mar 05 10:19:47 brainlack created this mess. lets not give it anotehr chanse. + Mar 05 10:19:58 agreed Dokujisan it has bad fps, this should be worked on + Mar 05 10:20:01 we still have a lot of work to do, of course + Mar 05 10:20:04 but texture/detail wise i have nothing to add + Mar 05 10:20:18 of course i'd want warpzones again, but they will just halve the fps again :) + Mar 05 10:20:19 <}-z-{> nevermind, I'm back 1and1 is failing + Mar 05 10:20:29 i do, eX is booooring + Mar 05 10:20:32 ;) + Mar 05 10:20:45 FruitieX: you know how the edges on stormkeep2 look really smooth now? I dunno what it is that changed, but the edge detail is impressive. I would like to see more of that in maps + Mar 05 10:20:46 lol but we cant have all maps using trak5/4 :P + Mar 05 10:20:56 edge? :P + Mar 05 10:21:06 hmm let me grab some screenshots + Mar 05 10:22:03 woah, that maplist is very slim + Mar 05 10:22:21 yesh help me add more just for our discussion + Mar 05 10:22:42 CuBe0wL: yes + Mar 05 10:22:48 wow I can't find any stormkeep2 screenshots :-( + Mar 05 10:22:54 well, do we eant to keep the Nexuiz athmospere ? + Mar 05 10:22:59 only supply very high detail maps is the goal apparently... + Mar 05 10:23:09 CuBe0wL: not sure what you mean. You mean style? + Mar 05 10:23:12 which i find good + Mar 05 10:23:18 irena (not ctf) its playes well in dm/isg games IMO + Mar 05 10:23:21 yes, and feel im general + Mar 05 10:23:28 also another goal is to remove the low resolution texture packs (evil* eg) + Mar 05 10:23:38 tZork: I have irena on my list of map projects to be fixed. Nobody has taken it up yet though + Mar 05 10:23:39 noooo! I like evil a lot :( + Mar 05 10:23:48 irena would need a major rehaul imo :P + Mar 05 10:23:52 or, remake it high res :P + Mar 05 10:23:54 Dokujisan: tahts the ctf + Mar 05 10:23:54 looks like warsow without cel-shading :P + Mar 05 10:23:59 as you mention bases + Mar 05 10:24:01 tZork: oh there is a non-CTF one? + Mar 05 10:24:12 CuBe0wL: good luck with that + Mar 05 10:24:19 <}-z-{> fyi, dance is still a giant warsow logo + Mar 05 10:24:20 of course, if someone does it is possible to add later + Mar 05 10:24:29 well, if high quality is a goal, why reslimed is missing from the list? + Mar 05 10:24:30 yes i made it as non ctf Dokujisan... then it was turned to ctf by someoneo else. its totaly bad for ctf. + Mar 05 10:24:35 dance needs a remake for sure + Mar 05 10:24:38 at least retexture + Mar 05 10:24:46 right reslimed! + Mar 05 10:24:50 add that Dokujisan, reslimed + Mar 05 10:24:50 or silvercity , tZork version + Mar 05 10:24:56 nah + Mar 05 10:25:06 I really like the silvercity remake, but it's low FPS + Mar 05 10:25:11 oh + Mar 05 10:25:13 needs remake, yep fix fps too + Mar 05 10:25:19 Hot Grounds? :D + Mar 05 10:25:25 :d + Mar 05 10:25:28 <}-z-{> hahaha, one of the features of Wordpress MU, "Ambiguity about how to pronounce its name" + Mar 05 10:25:30 cant remember which that is + Mar 05 10:25:37 cbdm1 :D + Mar 05 10:25:37 oh a dm map by you + Mar 05 10:25:40 i dont think i ever played it + Mar 05 10:25:45 you should + Mar 05 10:25:53 I think killall_organic has potential, but needs some adjustments for gameplay + Mar 05 10:25:57 did a few times, bit to hardcore i think. + Mar 05 10:26:15 as in you gotta be on your toes ont to get lava all over your cahones + Mar 05 10:26:23 Dokujisan, no, killall organic needs a MAJOR overhaul + Mar 05 10:26:29 it does? + Mar 05 10:26:32 yes + Mar 05 10:26:39 ok well I'm putting it on the list anyway :-) + Mar 05 10:26:48 just for discussion + Mar 05 10:26:55 and I have plans, but I haven't find time yet to execute it + Mar 05 10:27:00 and I barely played hotgrounds. It's DM, right? + Mar 05 10:27:05 yes + Mar 05 10:27:16 I remember it looks good + Mar 05 10:27:21 thx + Mar 05 10:27:38 I plan to revisit greatwall too + Mar 05 10:27:45 fixing some stuff + Mar 05 10:27:47 oh no + Mar 05 10:27:59 like laser fence over the bases + Mar 05 10:28:09 so it's not a hopin hop out anymore + Mar 05 10:28:13 personaly i like brokenworlds and irena the best of my maps i think.. well tznex03 too but you get good enougth teams on that map abt once every 100 tries.. and it comes arround in teh rot abt once every month so.. xD + Mar 05 10:28:26 the main thing I never liked about greatwall is the main feature that is liked it (by those who like it) and that is the jump pads that throw you across the whole map + Mar 05 10:28:34 is liked about it* + Mar 05 10:29:07 I planned to make it a bit more difficult + Mar 05 10:29:12 tZork: brokenworlds 2 looks awesome, but almost everyone I speak with about it prefers brokenworlds 1 + Mar 05 10:29:12 a bit assault like + Mar 05 10:29:14 for gameplay + Mar 05 10:29:28 and I mean turrets + Mar 05 10:29:36 well the gw_overloaded experiment show you cant make gw to difficult ot ppl will hate on it + Mar 05 10:29:42 I never liked turrets + CTF + Mar 05 10:29:55 MG turrets looking the air, and killing those who try to just use them + Mar 05 10:30:15 problem with reslimed is that it uses lots of evil textures + Mar 05 10:30:36 I want something like you need to active the turrets/destroy them to be able to use the midair route + Mar 05 10:30:39 frankly original slimepit play better + Mar 05 10:30:46 Fortress resurrection? + Mar 05 10:30:52 tZork, I somehow like both + Mar 05 10:30:55 I feel like the turrets are just an annoyance or distraction to CTF + Mar 05 10:30:56 i would vote yes on including brokenworlds + Mar 05 10:31:07 agree with turrets being a distraction + Mar 05 10:31:18 mannable turrets? + Mar 05 10:31:29 now that tZorks vehicle code is usable + Mar 05 10:31:30 me too CuBe0wL, but on a avarage game, slimepit is the better map, gameplay wize. imo. + Mar 05 10:31:53 http://pastebin.com/PpDSFi4c Is it ok to post this topic on the forum at this current stage? + Mar 05 10:31:55 ppl on DCC like both, that's my impression + Mar 05 10:32:01 Dokujisan: if the map wasent designed for it, yeh. + Mar 05 10:32:07 Or recommended + Mar 05 10:32:16 manually playable turrets is a whole other discission + Mar 05 10:32:21 I would love to test that out more + Mar 05 10:32:35 its horribly boring Dokujisan + Mar 05 10:32:35 but I haven't been keeping up with the vehicle code stuff in a while + Mar 05 10:33:13 I remember seeing the spider walker video + Mar 05 10:33:34 Dokujisan: definitely add reslimed as a map we should consider if we get replacement textures... + Mar 05 10:33:45 ok + Mar 05 10:33:46 its like a wheeless tank. you just sit there confined by a rot/pitch speed limuted gun with sub-par damage. (manable turrets) + Mar 05 10:33:51 eg. retexture or someone remaking the textures in higher res + Mar 05 10:34:11 FruitieX: also div0 mentioned that reslimed isn't as easy to run around as slimepit. It's easier to get stuck on thigns + Mar 05 10:34:26 that should be somewhat easy to fix + Mar 05 10:34:29 add that to the notes + Mar 05 10:35:27 btw... what about that community petition? + Mar 05 10:35:34 what petition? + Mar 05 10:35:43 Anyway, posting that topic, if no one thinks it could get in the way right now or anything + Mar 05 10:35:45 if we officially fork, there's no real need for that + Mar 05 10:35:48 relimed is a bit to big for its layout style imo. unless the server's crowded you end up searching more then fighting, + Mar 05 10:35:50 Taoki: what topic?? :-o + Mar 05 10:35:50 Taoki, not yet pls + Mar 05 10:35:57 http://pastebin.com/PpDSFi4c + Mar 05 10:35:59 I disapprove + Mar 05 10:36:04 ok, I'll just save it then + Mar 05 10:36:14 Dokujisan: maybe same thing about final_rage + Mar 05 10:36:29 also, add desertfactory (div0 mentioned that earlier) + Mar 05 10:36:40 I was hoping that with the name change, we could apear with some new content and something surprising + Mar 05 10:37:16 I'd like to stick as much Nexuizish as we can + Mar 05 10:37:47 I hope this too Taoki + Mar 05 10:37:52 eg. I'd keep all models, btu remake them. with the same name. eg. Replace original Nexus with that new one + Mar 05 10:38:17 who's made that? my brain is fried again, I can't remember the nick + Mar 05 10:38:34 Dokujisan: manable gun platforms should be designed for that, the current auto turrets use good prediction and targetselect ratehr then firepower. thus maning them makes little sense. manable guns should make up for the lack of movemenbt with firepower, imo. + Mar 05 10:38:47 Someone should really consider this http://alientrap.org/forum/viewtopic.php?p=69763#p69763 Best forgotten contribution i know of + Mar 05 10:39:01 Taoki tZork + Mar 05 10:39:04 Taoki: I have it added + Mar 05 10:39:06 Dokujisan, I was talking about this petition: http://alientrap.org/forum/viewtopic.php?f=4&t=6050&start=0 + Mar 05 10:39:30 wow that is a lot of color + Mar 05 10:39:39 :o indeed + Mar 05 10:39:44 color is fine :D + Mar 05 10:39:46 "this post is sponsored by Crayola Crayons" + Mar 05 10:39:57 :) + Mar 05 10:40:02 anyway, read up + Mar 05 10:41:07 I am not in support of any petitions + Mar 05 10:41:19 contracts have already been signed. Things are already decided. + Mar 05 10:41:24 and trust is already lost + Mar 05 10:41:39 and everything that has been said in this channel is....awesome + Mar 05 10:41:58 what we have been discussing over the past 2 days in here is exactly what nexuiz should have been + Mar 05 10:42:49 in just having these conversations and doing this planning that we're doing, we'll be getting more done in a month than nexuiz had previously done in a year (imo) + Mar 05 10:43:16 Indeed. + Mar 05 10:43:27 <}-z-{> mmm hmm + Mar 05 10:43:28 we need to start informing more key people + Mar 05 10:43:59 so they can drop the public outcry and start preparing for the future + Mar 05 10:44:04 one question remains on my side + Mar 05 10:44:11 a very achy one + Mar 05 10:44:17 what about DCC server? + Mar 05 10:44:27 doesn't esteel run it? + Mar 05 10:44:31 it's not our own with esteel + Mar 05 10:44:39 it's not his property I think + Mar 05 10:44:40 esteel is in this channel + Mar 05 10:44:46 yes, I see him + Mar 05 10:44:54 CuBe0wL: sxen? + Mar 05 10:45:00 yes, he's the guy + Mar 05 10:45:03 :) + Mar 05 10:45:04 ollipapa + Mar 05 10:45:12 <}-z-{> esteel is on this side of the fence + Mar 05 10:45:16 hrm maybe Procyon2 for the maplist (dm or insta) + Mar 05 10:45:16 <}-z-{> is he not? + Mar 05 10:45:37 dunno, I haven't seen him talking, I haven't read the backlogs + Mar 05 10:45:38 Dokujisan: desertfactory as sure thing on maplist :) + Mar 05 10:45:41 he hasn't said exactly, but it appears that he is onboard + Mar 05 10:45:48 that should be the last official map, rest can be supplied as pk3 + Mar 05 10:45:55 what about Kadaverjack? + Mar 05 10:46:11 he still owns planetnexuiz.de iirc + Mar 05 10:46:20 and he was a major developer once too + Mar 05 10:46:34 is he still active in the nexuiz community? + Mar 05 10:46:41 <}-z-{> active enough + Mar 05 10:46:49 not so much, but he posts his thoughts now and then + Mar 05 10:47:29 Ok, here's another question onto the development. I haven't hard anything about ODE support ever since the first tests were done and videos of it working were put on Youtube. Everything went silent after... what is the status of ODE support in DP? Why aren't physical brushes already in entities.def? + Mar 05 10:48:14 what is ODE? + Mar 05 10:48:41 physics engine + Mar 05 10:48:43 Open Dynamics Engine. Physics engine, for realistic physics like moving crates, stuff rolling around etc + Mar 05 10:48:44 ahh + Mar 05 10:49:15 indeed what happened to that... + Mar 05 10:49:20 Was pretty excited about that at first :) But at some point it went silent + Mar 05 10:50:13 [16:36:20] <@CuBe0wL> btw... what about that community petition? + Mar 05 10:50:19 why? AT would LET us take over, I am sure + Mar 05 10:50:55 <}-z-{> to vermeulen's credit? + Mar 05 10:51:21 is paperclips a developer? + Mar 05 10:51:34 or contributor of some sort + Mar 05 10:51:35 no i dont think so + Mar 05 10:51:37 <}-z-{> I didn't think he was, maybe mapper? + Mar 05 10:52:19 ode sorta clashes with the 'normal' game iirc eg interaction between old quake objects and ode is shitty. + Mar 05 10:52:21 }-z-{: can you query the unique usernames of people who created topics under "Map Releases"> + Mar 05 10:52:23 ? + Mar 05 10:52:43 id imagine thats one of the things that stopped the ode use sofar + Mar 05 10:52:48 <}-z-{> not easily and not right now + Mar 05 10:52:52 ok + Mar 05 10:52:58 <}-z-{> apparently redmin can't accept a database password starting with # + Mar 05 10:53:09 <}-z-{> because it's telling me this on rake: Access denied for user 'db_cankill'@'silversurfer.dreamhost.com' (using password: NO) + Mar 05 10:54:04 Who is "Chris"? a developer? + Mar 05 10:54:18 <}-z-{> isn't he a qc guy? from i3d land? + Mar 05 10:54:20 nexuiz_new_notes : vcall rename text "Pheonix notes" + Mar 05 10:54:51 no + Mar 05 10:54:59 :( + Mar 05 10:55:00 I think we already shot down pheonix as a name + Mar 05 10:55:04 when? + Mar 05 10:55:08 Ello + Mar 05 10:55:13 Dokujisan: some dood lurkign arround #darkplaces. developer of some sort iirc. + Mar 05 10:55:23 nexitron? + Mar 05 10:55:25 the name Phoenix is overused a lot, a misspelling of it is even worse. + Mar 05 10:55:32 Chris is a developer making his own game with Darkplaces + Mar 05 10:55:35 Ignore him + Mar 05 10:55:45 I think we really want a name that doesn't have an existing meaning, just like nexuiz + Mar 05 10:55:48 iirc he's making a realistic game + Mar 05 10:56:09 CuBe0wL: but.... someone did suggest we use a symbol that means phoenix or something like it + Mar 05 10:56:20 for the game symbol, since we can't use the 'n' kanji anymore + Mar 05 10:56:22 Dokujisan, imho what was so awesome in the name of Nexuiz, that it really made ppl say "wtf" + Mar 05 10:56:38 CuBe0wL: well... not awesome. It's not a good name + Mar 05 10:56:45 so "wtf" was more like.... who came up with that? + Mar 05 10:56:46 playfull + Mar 05 10:56:50 Samual: well dont always ignore him. read backlog on him here for a interresting part. + Mar 05 10:56:54 I always liked it + Mar 05 10:57:07 CuBe0wL: you already admitted that you thought it was strange :-) + Mar 05 10:57:10 at first + Mar 05 10:57:28 really any name that we come up with is going to grow to have meaning to us, just like nexuiz + Mar 05 10:57:32 yes, but I never said I didn't like it from the first read + Mar 05 10:57:37 but I thikn we should still take some time with the choice + Mar 05 10:57:44 k + Mar 05 10:57:46 [10:57:14am] Samual: well dont always ignore him. read backlog on him here for a interresting part. + Mar 05 10:57:50 well I never "hated" it. I just thought it was odd + Mar 05 10:57:52 I don't have time to read the whole #darkplaces log + Mar 05 10:58:08 _backlog on him here_ + Mar 05 10:58:11 I would really like a name that people can pronounce + Mar 05 10:58:17 +1 + Mar 05 10:58:17 use search you lazy toad + Mar 05 10:58:20 +1000 :P + Mar 05 10:58:26 haha + Mar 05 10:58:37 I can't, my logs fail :P + Mar 05 10:58:42 Hmm... I have an idea for the symbol. Hold on + Mar 05 10:58:50 .|.. + Mar 05 10:58:52 I still stand by my suggestion, it should be considered as a name. (also, Pheonix is pronouncabel, and we can still pronounce it as phoenix) + Mar 05 10:58:55 taht one? };P + Mar 05 10:59:01 CuBe0wL: but yeah we can find some kanji that has the same meaning as "phoenix" + Mar 05 10:59:13 hey, not a bad idea + Mar 05 10:59:42 btw. what I always liked in Nexuiz are the in community jokes + Mar 05 11:00:06 http://img46.imageshack.us/img46/1096/kojndragonstrength.png }-z-{ gave me this an year ago (it was to make a ninja player model... I'm sorry I haven't made it even today :( ) Anyway, something like that could be pretty. + Mar 05 11:00:32 "epic", "AGY))", "Nexuiz", the fact that Specop (not SPACE COP) is a woman... + Mar 05 11:00:39 Not -that- one, but something similar + Mar 05 11:01:21 Pheonix would be a similar ingame joke, that roots back to Nexuiz. Playfull, and still brings back good memories for those, who knew it + Mar 05 11:01:55 for those who will join later, it might be a wtf, but it'll be still funny when it get's explained + Mar 05 11:02:16 community building, on the remains of the old one + Mar 05 11:02:53 Pheonix could be a good name for a default character + Mar 05 11:03:07 another good idea + Mar 05 11:03:27 or they could have a phoenix symbol on their chest + Mar 05 11:03:33 yeah + Mar 05 11:03:49 hmm... Nexus renamed to Pheonix ? + Mar 05 11:04:06 feels a bit too distant + Mar 05 11:04:08 is that the main character name? Nexus? + Mar 05 11:04:35 well, I always thought about Nexus and Xolar as their race is the main one + Mar 05 11:04:48 I like using the symbolism of "phoenix" but I can't say I like the name. I once tried to use it for a server name "Phoenix CTF" as it was rising from the ashes of my previous server "Fusion CTF"....but it turned out to be a bad name + Mar 05 11:04:52 their description says: "Nexuiz's soldier" + Mar 05 11:04:57 We could add a new character. I believe that with this name change we should also add something new + Mar 05 11:06:02 pheonix sounds good + Mar 05 11:06:08 I kinda like the style of Nexuiz's player models + Mar 05 11:06:14 phoenix would be bad simply because it'd be near impossible to get google hits :) + Mar 05 11:06:34 pnehoix? + Mar 05 11:06:57 tZork, easier to pronounce than Nexuiz for sure + Mar 05 11:06:59 that's sounds like a diseas, not a game + Mar 05 11:07:09 soz gettin a bit silly.. + Mar 05 11:07:58 also, a phoenix is a bird + Mar 05 11:08:06 birds are always the symbol to be free + Mar 05 11:08:16 Hmm + Mar 05 11:08:17 Pheonix is free as a bird + Mar 05 11:08:43 haha + Mar 05 11:08:45 good luck getting a domain for either though... + Mar 05 11:09:11 we could implement the game mode: catch the chicken... just with phoenix :D + Mar 05 11:09:36 pheonixgame.org ? + Mar 05 11:09:57 hehe + Mar 05 11:10:02 freeonix + Mar 05 11:10:19 sounds like a oddball os tough + Mar 05 11:10:28 +1 :D + Mar 05 11:10:36 pheonixgame.org is available + Mar 05 11:10:46 .com is taken :O + Mar 05 11:11:09 or juz 1337 speak it. ph3onix.com + Mar 05 11:11:21 ew + Mar 05 11:11:53 can we establish a rule that we aren't allowed to use 1337 speak in anything? :-) + Mar 05 11:12:29 sure, just as long as its allowed to break it ;) + Mar 05 11:12:50 rules are made to be br0k3n + Mar 05 11:12:56 lol :D http://pheonixgame.com/default.aspx + Mar 05 11:13:09 yes wtf + Mar 05 11:13:13 awesome web design + Mar 05 11:13:18 email based game + Mar 05 11:13:27 epic colors ate my eyes + Mar 05 11:13:34 yep, email based RPG + Mar 05 11:13:37 >_< + Mar 05 11:13:49 btw did you see this parody map? http://alientrap.org/forum/viewtopic.php?f=19&t=6054 + Mar 05 11:13:58 by Taoki? yes :D + Mar 05 11:14:09 freepheonix.com is available! + Mar 05 11:14:19 :P + Mar 05 11:14:22 HERE ARE THE RULES: + Mar 05 11:14:23 CLICK HERE TO DONATE TO CREATION AND MAINTENANCE + Mar 05 11:14:40 roflamao + Mar 05 11:15:10 rolling on the floor laughing and maiming an orphan? + Mar 05 11:15:36 ok... I have no idea about our timeline with this fork + Mar 05 11:15:37 however + Mar 05 11:15:46 pheonixgame.org is available! + Mar 05 11:15:57 I was already starting to plan the April Fools day mapping project + Mar 05 11:16:14 the halloween mapping thing failed, but last year's april fool's mapping project was a success + Mar 05 11:16:21 hey + Mar 05 11:16:29 I contributed to halloween :P + Mar 05 11:16:39 I know, but it was a failed project overall + Mar 05 11:16:44 true + Mar 05 11:18:35 btw... I'be just realised yesterday I could reopen the locked Illfonic's thread :D + Mar 05 11:18:41 should I? >:D + Mar 05 11:18:49 oh they locked it? + Mar 05 11:19:04 that was quite a pointless thread + Mar 05 11:19:38 lol Dokujisan are you reading the forum nowadays at all? :D + Mar 05 11:19:43 "I'd like to get feedback from you guys" ... "Ok, I hear your feedback, but it's going to change absolutely nothing. Do you have any other feedback?" + Mar 05 11:20:00 yeah I do a bit. not as much as I used to though + Mar 05 11:20:15 I usually scan just the map releases forum + Mar 05 11:20:18 which is...not active lately + Mar 05 11:20:27 I'd like to get feedback abour OUR game, OUR, NOT YOURS, I DON'T GIVE A FLYING FUCK FOR THAT. :D + Mar 05 11:21:13 oh, about maps, I think "Vociferous" is starting to get in shape... + Mar 05 11:22:08 this? http://www.alientrap.org/forum/viewtopic.php?f=19&t=4807 + Mar 05 11:23:18 yes + Mar 05 11:23:20 http://alientrap.org/forum/viewtopic.php?p=75629#p75629 + Mar 05 11:23:20 BTW had this idea: http://en.wikipedia.org/wiki/Nu_(letter) + Mar 05 11:23:26 what about NuNex? :P + Mar 05 11:23:35 would be pronounced like "New Nex" wouldnt it + Mar 05 11:23:49 well almost + Mar 05 11:23:59 hmm, I would really like to see a name that is it's own + Mar 05 11:24:12 a year from now, we're not going to be thinking "Nexuiz" anymore + Mar 05 11:24:20 http://en.wikipedia.org/wiki/Phoenix_(mythology) + Mar 05 11:24:42 mentions "simurgh" + Mar 05 11:25:02 I instantly associated with Nu with Elfen lied + Mar 05 11:25:07 Elven Lied, sorry + Mar 05 11:25:58 Nex Juice? + Mar 05 11:26:04 :P + Mar 05 11:26:08 NuNex -> nun ex + Mar 05 11:26:17 hey mand1nga :-) + Mar 05 11:26:19 Nü Nex + Mar 05 11:26:23 did you read the text file in the subject? + Mar 05 11:26:24 http://bluejaunte.files.wordpress.com/2009/11/tactical_facepalm.jpg + Mar 05 11:26:26 hey Doku + Mar 05 11:26:42 most of it, but haven't finished yet + Mar 05 11:26:59 I think I've had + Mar 05 11:27:08 ooops + Mar 05 11:27:10 and I agree on everything I read, I suppose we'd be on the same page + Mar 05 11:27:19 sorry, I thikn I've edited the topic + Mar 05 11:27:37 lemme check that link in my history + Mar 05 11:27:51 * CuBe0wL has changed the topic to: Details so far -- http://www.nullgaming.com/stuff/nexuiz_new_notes.txt + Mar 05 11:27:54 tactical facepalm? + Mar 05 11:28:03 for those idiot ideas + Mar 05 11:28:05 thats... + Mar 05 11:28:41 oh, one thing for models, if there be any... TAUNT ANIMATIONS! + Mar 05 11:28:42 I've seen that before + Mar 05 11:28:47 we need facepalm + Mar 05 11:29:23 only when Samual talks + Mar 05 11:29:27 some kind of a dance + Mar 05 11:29:33 :> + Mar 05 11:29:40 [11:29:48am] only when Samual talks + Mar 05 11:29:43 ... + Mar 05 11:29:57 I'm kidding you fool :P + Mar 05 11:30:00 imagine pyria doing a sexy dance when you get fragged by her ;) + Mar 05 11:30:03 >.> + Mar 05 11:31:25 pyria has a sexy animation + Mar 05 11:31:58 but I can't remember how to use it + Mar 05 11:32:04 oO + Mar 05 11:32:13 look at the codes pls + Mar 05 11:32:19 I wanna see it :D + Mar 05 11:32:22 ask MrBougo + Mar 05 11:32:31 I like the idea of having three leaders + Mar 05 11:32:37 F?nix + Mar 05 11:33:09 I don't know who these leaders will be + Mar 05 11:33:31 In Japan, the phoenix is called h?-? (kanji:"??") or fushich? (????), literally "Immortal Bird". + Mar 05 11:33:50 stop putting in the same sentance. they to not belong. + Mar 05 11:34:10 err stop puttin oyria and sexy * + Mar 05 11:35:50 ok guys... let's resume our name discussions.... please read this and PICK FROM THE LIST YOUR TOP CHOICES and send me your list. Keep in mind that you're picking the ones that don't completely suck. They dont have to be perfect, but they can give us a direction. + Mar 05 11:35:52 http://www.nullgaming.com/stuff/nexuiz_new_name.txt + Mar 05 11:35:52 I'd like to have a strict anti-mikee policy on this project + Mar 05 11:36:05 think this kbd is giving in. i usualy fark up words, but some go missing + Mar 05 11:36:13 but now* + Mar 05 11:36:24 Dokujisan: I suggest to make a poll somewhere so we decide the name + Mar 05 11:36:33 mand1nga: we can get to that after you dwindle down + Mar 05 11:36:35 unless it has been decided already + Mar 05 11:36:45 dwindle? + Mar 05 11:36:57 we need to start with a bulk list. We still hve more brainstorming for names to do. This isn't the final list + Mar 05 11:37:14 but you guys picking from this list will help with future brainstorming + Mar 05 11:37:58 Dokujisan: what do you mean by dwindle down? + Mar 05 11:37:59 sexy pyria http://www.flickr.com/photos/23986967@N05/2506000688/in/set-72157605143265605/ + Mar 05 11:38:09 mand1nga: reduce in number + Mar 05 11:38:52 I still don't get it, can you rephrase please? + Mar 05 11:39:05 Spaceman: come on she has no legs there :o + Mar 05 11:39:18 theree are 50 or so on that list. we need to reduce that to 10 or so + Mar 05 11:39:53 I wasn't looking at her legs :p + Mar 05 11:40:53 wow those names are crazy + Mar 05 11:41:16 Honestly + Mar 05 11:41:17 lol how about nexodus + Mar 05 11:41:20 I think we could do Sexuiz + Mar 05 11:41:30 I bet it would be the best opensource game of all time + Mar 05 11:41:48 Open Arena already has the scene right now, but they're doing it wrong + Mar 05 11:41:54 Needs moar graphix :X + Mar 05 11:41:58 lol nexzilla wtf I can't take this list seriously + Mar 05 11:42:30 these are just for picking a direction and I included everything mentioned + Mar 05 11:45:04 ok CuBe0wL I looked at vociferous. I used to have this map on my HODM server. It has some flaws in this beta version, but you probably know that + Mar 05 11:46:06 like big long hallways with no place to evade, and teleporter exists look like teleporter entrances and that's a little confusing + Mar 05 11:46:25 MY PICKS: nexetic, nexira, nexonic, xenotic. I gotta puke for all avaible ones, most of them sounds like medicine names. Also, some suggestions: Reborn, NeXT, Pheonix + Mar 05 11:46:39 noted + Mar 05 11:46:58 <}-z-{> http://dev.xonotic.org we can start getting organized here + Mar 05 11:47:18 I think a word in japanese might fit as a new name + Mar 05 11:47:39 Xenotic + Mar 05 11:47:41 I'd like to try other things apart of random names including z and x + Mar 05 11:47:41 I like that + Mar 05 11:47:53 >.> + Mar 05 11:47:58 sure, we can get to foreign/non-english names. Right now, we're aiming for made-up words that have no meaning (like nexuiz was) + Mar 05 11:48:00 lawl well I still like Xenotic. + Mar 05 11:48:00 :P + Mar 05 11:48:18 something like ryūshutsu :) + Mar 05 11:48:29 (exodus in japanese) + Mar 05 11:48:33 "- We should have a name that people can pronounce" + Mar 05 11:48:46 I know, that was a sample + Mar 05 11:48:48 otherwise, I'm not against using a japanese word + Mar 05 11:49:05 I like Xenotic too somewhat :P + Mar 05 11:49:12 but let's start with one thing at a time. We can do another phase of searching for foreign names + Mar 05 11:49:24 after this step + Mar 05 11:50:10 also remember we can postfix with "game" + Mar 05 11:50:16 eg. xenoticgame.com is available + Mar 05 11:50:29 read the top of my names file + Mar 05 11:50:29 <}-z-{> too long + Mar 05 11:50:34 it says that is a plan B + Mar 05 11:50:40 oh okay + Mar 05 11:51:04 FruitieX: is xenotic the only one on your list? + Mar 05 11:51:07 <}-z-{> Dokujisan: want to start moving that file to the wiki in dev.xonotic.org? + Mar 05 11:51:13 <}-z-{> that text file + Mar 05 11:51:14 absolutely + Mar 05 11:51:19 I want to move both of these + Mar 05 11:51:29 <}-z-{> I'll need more time with wordpress mu + Mar 05 11:51:32 k + Mar 05 11:51:35 <}-z-{> still trying to do my real work too :-P + Mar 05 11:51:35 I'd rather sex.cankill.us :P + Mar 05 11:51:38 nah i'll take a look at the others Dokujisan + Mar 05 11:51:44 <}-z-{> mand1nga: it's just temporary :-P + Mar 05 11:51:48 Zymotic + Mar 05 11:51:50 :D + Mar 05 11:51:51 <}-z-{> was a short domain name I had already + Mar 05 11:51:56 I vote for divox + Mar 05 11:51:58 CuBe0wL: oold + Mar 05 11:52:05 <}-z-{> divx? :-P + Mar 05 11:52:07 (totally kidding :P) + Mar 05 11:52:08 divox eh? + Mar 05 11:52:30 why not kinky, or diva + Mar 05 11:52:40 tactical facepalm in.... + Mar 05 11:52:41 3 + Mar 05 11:52:42 2 + Mar 05 11:52:43 1 + Mar 05 11:52:44 mand1nga: consider how strange the word "nexuiz" is and we found a way to appreciate it anyway over time + Mar 05 11:52:48 * CuBe0wL FACEPALM! + Mar 05 11:53:17 mand1nga: likewise, the new name we end up using might also have a name that grows on you (but is not spelled oddly and can be pronounced easily) + Mar 05 11:53:19 Dokujisan: sure, but I say lets try other approaches too + Mar 05 11:53:26 in an organized way of course + Mar 05 11:53:29 mand1nga: yep, as I said, we'll do that after this step + Mar 05 11:53:42 <}-z-{> superhappyfun game + Mar 05 11:53:54 greek, japanese and latin words are usually good for picking names + Mar 05 11:54:24 and as part of that, we can do a variation of a greek/japanese/latin word.... + Mar 05 11:54:29 Itoma? + Mar 05 11:54:43 18:54:41 <@}-z-{> superhappyfun game + Mar 05 11:54:45 dot com + Mar 05 11:54:49 means "free" in Japan, and also a wave goodbye + Mar 05 11:55:07 :o that sounds good CuBe0wL + Mar 05 11:55:20 also, it means free time too :D + Mar 05 11:55:27 haha + Mar 05 11:55:33 that's better than pheonix :-) + Mar 05 11:55:51 or spare time :) + Mar 05 11:56:59 well I kinda like one name on the list: zeonix but I'm sure I'd like more a random japanese word + Mar 05 11:57:02 but itoma domain is taken + Mar 05 11:57:19 ItomaFPS is free, domain seo wise. + Mar 05 11:57:27 itomagame :P + Mar 05 11:57:35 is free both com and org + Mar 05 11:59:20 Itoma feels... both odd and cool at the same time + Mar 05 11:59:36 yeh + Mar 05 11:59:43 Toritoma? :D + Mar 05 11:59:49 it feels odd at one time for me :P + Mar 05 11:59:49 sounds like tomato + Mar 05 12:00:03 Nexitoma? :P + Mar 05 12:00:10 kontesuto = contest + Mar 05 12:00:17 too long + Mar 05 12:00:28 sokudo = speed + Mar 05 12:00:37 meh, connection on the train is really bad atm.. + Mar 05 12:00:39 or simply... Tori? + Mar 05 12:00:44 hi esteel + Mar 05 12:00:49 hi CuBe0wL + Mar 05 12:00:54 Tori means "bird" if I'm not mostaken + Mar 05 12:00:56 sudoku? :S + Mar 05 12:01:01 CuBe0wL: that makes me think of the game Toribash + Mar 05 12:01:01 :P + Mar 05 12:01:10 me too, but that's cool :D + Mar 05 12:01:30 * pavlvs (pavlvs@75.39.134.107) has joined #notnexuiz + Mar 05 12:01:58 yo + Mar 05 12:02:04 hi pavlvs + Mar 05 12:02:12 hi tZork + Mar 05 12:02:44 Saikai? it means resumption + Mar 05 12:02:45 hi pavlvs + Mar 05 12:02:59 hm looks like almost everyone necessary is in here + Mar 05 12:03:31 :-) + Mar 05 12:03:34 I was just going to tell ask :D + Mar 05 12:03:38 afk I mean + Mar 05 12:03:43 I'm starving :( + Mar 05 12:04:02 I'll go check and see what can I find in the deep freezer + Mar 05 12:04:04 Really though, Itoma sounded nice :-) + Mar 05 12:04:48 dunno + Mar 05 12:04:59 it's up there + Mar 05 12:05:06 in quality, I mean + Mar 05 12:05:10 I haven't added it yet + Mar 05 12:05:34 <}-z-{> erosdon't see anyone registered yet + Mar 05 12:05:38 <}-z-{> don't* + Mar 05 12:05:42 I just did + Mar 05 12:05:49 but does it sent a confirmation email? + Mar 05 12:05:54 <}-z-{> it should + Mar 05 12:06:07 registering domains already? :o + Mar 05 12:06:12 <}-z-{> no + Mar 05 12:06:17 <}-z-{> just using a temp one to get organized + Mar 05 12:06:38 right + Mar 05 12:06:39 <}-z-{> Dokujisan: I activiated you + Mar 05 12:06:41 ok + Mar 05 12:06:52 <}-z-{> and made you admin + Mar 05 12:07:01 <}-z-{> did you set a password, do you need a password? + Mar 05 12:07:08 tori? saikai? loking for new names? Superiuz.. similar to superior :P + Mar 05 12:07:10 I'm in + Mar 05 12:07:33 too bad there's Toribash + Mar 05 12:07:44 Tori would be a nice pick + Mar 05 12:08:56 esteel, what kind of irc client do you use? mirggi? + Mar 05 12:09:19 <}-z-{> Dokujisan: I hit a bump in the road + Mar 05 12:09:20 <}-z-{> NOTICE + Mar 05 12:09:25 <}-z-{> "WordPress MU is not allowed to be run on our shared hosting servers. If you intend on running this under your account, you are required to be on a Private Server" + Mar 05 12:09:41 :-o + Mar 05 12:09:45 hmmm + Mar 05 12:09:51 so do I need to host it? + Mar 05 12:10:09 and give you access + Mar 05 12:10:16 brb + Mar 05 12:10:26 <}-z-{> can you give me SSH and PHPMyAdmin? + Mar 05 12:11:14 hmm... well is this going to end up as a permanent solution? + Mar 05 12:11:18 or just a temporary thing + Mar 05 12:11:22 <}-z-{> perm + Mar 05 12:11:30 ok let me think about that..... + Mar 05 12:11:50 <}-z-{> okay, I'm looking into Dreamhost PS + Mar 05 12:11:58 <}-z-{> I don't want to put mu on the would be build server + Mar 05 12:12:15 CuBe0wL: weechat + Mar 05 12:12:39 <}-z-{> man dh ps is 'spensive + Mar 05 12:12:45 <}-z-{> might as well buy another VPS at that price lol + Mar 05 12:12:54 <}-z-{> minimum is $15/mo for 150mb + Mar 05 12:13:04 }-z-{, what will you do with nexuiz ninjaz btw ? + Mar 05 12:13:20 <}-z-{> I can fork that 'the ninjaz' + Mar 05 12:13:32 <}-z-{> and be more general but put most of my efforts towards this project + Mar 05 12:13:40 ItomaNinjaz? + Mar 05 12:13:49 <}-z-{> maybe illfonic will offer money for the domain and we can pay for the build server for a year :-P + Mar 05 12:14:05 {X}ItomaNinjaz ? :D + Mar 05 12:14:35 hey, where are all those names coming from? :P + Mar 05 12:15:04 <}-z-{> Dokujisan: it's probably best if we do a separate VPS or dedicated anyway, it's better to have full control over apache for this + Mar 05 12:15:15 i can consider something + Mar 05 12:15:24 Well + Mar 05 12:15:28 I have a VPS too + Mar 05 12:15:31 Actually I have two + Mar 05 12:15:48 Although I don't personally own them :P + Mar 05 12:15:50 }-z-{: yes I would think that is best + Mar 05 12:15:54 <}-z-{> probably need 512mb RAM, multicore processor prefered, 5gb MINIMUM but want ~20 to be comfortable + Mar 05 12:15:56 I'd have to ask the owner if we could use them if needed. + Mar 05 12:16:01 <}-z-{> gb space + Mar 05 12:16:27 My server has 728mb memory, 20GB hard drive, and it's a quad core (They fucked up, it was supposed to be dual core) + Mar 05 12:16:31 Er + Mar 05 12:16:35 768* + Mar 05 12:16:37 <}-z-{> yes but it's not dedicated to this, correct? + Mar 05 12:16:50 Well, right now it just runs my Nexuiz server :P + Mar 05 12:16:53 hm + Mar 05 12:16:59 Which takes up all of 100mb of the ram :P + Mar 05 12:17:06 wthis is neede for something processing intensive? + Mar 05 12:17:07 brb, I need to boild my veegtable dish I've found in the fridge + Mar 05 12:17:08 * merlijn (merlijn@84.245.21.196) has joined #notnexuiz + Mar 05 12:17:56 <}-z-{> pavlvs: just apache and mysql + Mar 05 12:18:01 <}-z-{> which _can_ be processor intensive + Mar 05 12:18:05 <}-z-{> but not necessarily + Mar 05 12:18:15 <}-z-{> I propose we keep the development site on another server + Mar 05 12:18:27 <}-z-{> because running rails on top of apache will kill our resources a bit + Mar 05 12:18:27 ok I just chatted with dublpaws and he is willing to give Dance a makeover to have it considered for inclusion in the game + Mar 05 12:18:45 <}-z-{> also, if one site goes down, we can still communicate to users via the other + Mar 05 12:18:46 and if anyone wants to help him with that, collaborate, he is open to that + Mar 05 12:18:57 }-z-{: [prae] has a dual quad with 8gb ram, soon to be 12gb + Mar 05 12:19:04 728 megs on a quad? wth= + Mar 05 12:19:08 <}-z-{> wow yeah, that'd be very helpful :-P + Mar 05 12:19:16 <}-z-{> that's fully dedicated I assume? + Mar 05 12:19:21 tZork, it was supposed to be a dual core :P + Mar 05 12:19:22 yes colo'd + Mar 05 12:19:26 <}-z-{> very nice + Mar 05 12:19:28 <}-z-{> what OS? + Mar 05 12:19:34 }-z-{: i run xen so i could spin up a VM sometime + Mar 05 12:19:36 its still ftw Samual + Mar 05 12:19:38 debian + Mar 05 12:19:51 <}-z-{> okay + Mar 05 12:20:02 <}-z-{> debian or ubuntu should be good + Mar 05 12:20:13 <}-z-{> can you give me ssh and possbily sudo? + Mar 05 12:20:17 Samual: rented, virtual? tahtäd explain it.. + Mar 05 12:20:24 of course + Mar 05 12:20:28 <}-z-{> awesome + Mar 05 12:20:31 such is the beauty of vm's + Mar 05 12:20:33 perfect :-) + Mar 05 12:20:35 <}-z-{> :) + Mar 05 12:20:40 Virtual and rented + Mar 05 12:20:44 pavlvs: if you host that, then I think I can continue hosting HOCTF/HODM + Mar 05 12:20:45 but yeah ill have to see if we have resources available + Mar 05 12:21:03 <}-z-{> what they hell else can you be using all those resources for? :-P + Mar 05 12:21:04 actually, I would prefer to now with this fork + Mar 05 12:21:22 I was planning on transitioning my servers over to pavlvs + Mar 05 12:21:30 HOCTF/HODM + Mar 05 12:21:38 need about $30-40 more in my ram fund to get to that 12gb + Mar 05 12:21:52 <}-z-{> you're really using 8gb already? + Mar 05 12:22:20 <}-z-{> you gotta be running at least 18 nexuiz servers for that :-P + Mar 05 12:22:26 well, if i were to run all the nexuiz servers i was planning on running + Mar 05 12:22:33 which is 15 + Mar 05 12:22:37 ;p + Mar 05 12:22:39 <}-z-{> I can run 10 servers under 2gb + Mar 05 12:22:54 i also have 3 tf2 servers and a l4d2 server + Mar 05 12:22:58 <}-z-{> ah well + Mar 05 12:23:02 <}-z-{> that's another story :-P + Mar 05 12:23:02 and email and various apaches + Mar 05 12:23:07 oh...this is perfect, because pavlvs also runs a mumble server + Mar 05 12:23:12 the zimbra takes ridiculous ram + Mar 05 12:23:13 <}-z-{> ah nice + Mar 05 12:23:15 yes + Mar 05 12:23:19 praeclan.com + Mar 05 12:23:19 <}-z-{> yeah, I've heard zimbra is a hog + Mar 05 12:23:20 Samual: less of a prob then since its likely not 728 total mem. the thing is a modern cpu (onr core) easly chug tough a gig of ram proccessing its stuff. less then one g per code oin a didecated is just stupid. + Mar 05 12:23:27 hiya, I'm just trying to read up on the stuff that happened, any other stuff besides topic I should read? + Mar 05 12:23:39 pavlvs: we talked about having an official mumble server for the game + Mar 05 12:23:42 <}-z-{> pavlvs: how soon can this be ready for our use? + Mar 05 12:23:50 hi merlijn + Mar 05 12:23:54 but I dont' think mumble uses much in terms of resources + Mar 05 12:23:56 i guess i dont have plans tonight... + Mar 05 12:23:57 re + Mar 05 12:24:05 also I can provide any server stuff you're needing + Mar 05 12:24:17 hey merlijn :-D + Mar 05 12:24:38 * }-z-{ has changed the topic to: Details so far -- http://www.nullgaming.com/stuff/nexuiz_new_notes.txt -- http://dev.xonotic.org -- temporary development site to get organized + Mar 05 12:24:40 merlijn: that file in the topic is a pretty good overview + Mar 05 12:24:50 <}-z-{> Dokujisan: should I make dev.xonotic.org register only for now? + Mar 05 12:24:59 yes + Mar 05 12:25:06 good call + Mar 05 12:25:09 I still don't get what the main reason for forking is, just getting rid of vermeulen/alientrap? + Mar 05 12:25:21 <}-z-{> that's a large part + Mar 05 12:25:21 merlijn: well there are a lot of reasons actually + Mar 05 12:25:31 to me, this is actually a chance for a clean slate + Mar 05 12:25:31 <}-z-{> but we're already streamlining a lot of things + Mar 05 12:25:53 BTW maps, what about race maps? + Mar 05 12:26:00 if you read through those notes, you'll see a lot of ideas have been put forth, including a structure for how the game is managed + Mar 05 12:26:03 which nexuiz never had + Mar 05 12:26:04 we should probably skip the piece-o-cake map + Mar 05 12:26:05 +1 for race + Mar 05 12:26:09 in fact, probably no nexrun maps at all + Mar 05 12:26:13 in the official release + Mar 05 12:26:22 FruitieX: I know nothing about race maps, so let me know what you guys come up with + Mar 05 12:26:30 why, they are good, and GPL'ed + Mar 05 12:26:34 or depends, if anyone's interested in having nexrun as a "havoc mode" replacement :P + Mar 05 12:26:35 we've had multiple attempts at streamlining and better organisation - why is this one going to work? + Mar 05 12:26:56 <}-z-{> Dokujisan: I've started the wiki for the plan here: http://dev.xonotic.org/projects/notnexuiz/wiki/Plan + Mar 05 12:27:08 <}-z-{> just a dump of your text file right now + Mar 05 12:27:09 btw, I'm not being negative just some healthy scepticism :) + Mar 05 12:27:19 development can kill us + Mar 05 12:27:21 :P + Mar 05 12:27:23 <}-z-{> :-P + Mar 05 12:27:44 thanks }-z-{ + Mar 05 12:27:57 <}-z-{> I'll help you clean it up a bit + Mar 05 12:28:10 <}-z-{> pavlvs: do you have an IP I can set an A record for? + Mar 05 12:28:13 one thing I really suggest we should inform the community on the forum of our forking plan ASAP + Mar 05 12:28:18 <}-z-{> for the temporary domain name + Mar 05 12:28:27 <}-z-{> CuBe0wL: I'd like to get more organized first + Mar 05 12:28:38 }-z-{: we'll have to figure out ip/domain stuff + Mar 05 12:28:40 <}-z-{> so we don't come off as a bunch of idiots + Mar 05 12:28:43 <}-z-{> okay pavlvs + Mar 05 12:28:44 merlijn: I think it's because we're starting from scratch with organization. I lost interest in Nexuiz 8-9 months ago, but this gives me a surge of interest again, and I think that is probably the same for others + Mar 05 12:28:44 its a bid weird with my xen config + Mar 05 12:28:58 <}-z-{> I should be able to add an A record and you can do a virtual host on apache + Mar 05 12:29:03 }-z-{: i need to do some homework and go to class, i'll be back at 5 EST + Mar 05 12:29:08 <}-z-{> okay pavlvs + Mar 05 12:29:16 }-z-{: also i have a bind server if that helps + Mar 05 12:29:34 merlijn: I've always wanted a nexuiz fork because of this very problem of lack-of-management and leadership for the game. But now it appears that everyone is onboard with plans to do everything Nexuiz should have had. + Mar 05 12:29:46 <}-z-{> yes pavlvs it will for wordpress mu + Mar 05 12:29:55 Dokujisan: new ideas usually generate a lot of energy at first, question is whether that will stay + Mar 05 12:29:56 wight + Mar 05 12:29:59 <}-z-{> so we can setup subdomains + Mar 05 12:30:01 <}-z-{> and such + Mar 05 12:30:18 well then the nameserver is 208.94.245.226 + Mar 05 12:30:21 <}-z-{> Dokujisan: give me 5 minutes to clean up this wiki page, then have it + Mar 05 12:30:27 praeclan.com + Mar 05 12:30:34 merlijn: well the goal with my ideas is to establish methods for how things will work....so that will carry the momentum + Mar 05 12:30:42 <}-z-{> pavlvs: I'd prefer if I can use use an arecord to you machines IP + Mar 05 12:30:54 <}-z-{> so I can leave DNS on dreamhost which is currently serving dev.xonotic.org + Mar 05 12:31:01 okie + Mar 05 12:31:03 <}-z-{> A record* + Mar 05 12:31:13 merlijn: I'm going to be doing a lot of the community organization and part of that involves delegating and recruiting. As we recruit, those new people add even more energy to the project + Mar 05 12:31:17 <}-z-{> do you know how to handle apache virtual hosts? + Mar 05 12:31:46 Dokujisan: and what about the nexuiz name? wouldn't it at least me a good idea to benefit from the promotion on the IllFonic side of things? + Mar 05 12:32:10 merlijn: the promotion of "Nexuiz" by illfonic will only benefit Illfonic's name. + Mar 05 12:32:24 got b33r? - http://tzork.dvrdns.org/tmp/gotbeer.jpg :D + Mar 05 12:32:27 a year from now, when googling for "Nexuiz", people will start to find the game by Illfonic + Mar 05 12:32:30 Dokujisan: why are you so sure about that? + Mar 05 12:32:34 and it will be harder to find "our" game + Mar 05 12:32:57 maybe, but a new game will be hard to find anyway + Mar 05 12:33:41 the fact that they have nexuiz.com alone is bad enough. When people try to find our Nexuiz game (assuming they hear about it) they will end up on Nexuiz.com and that will be all console stuff. + Mar 05 12:33:46 I don't think so + Mar 05 12:34:09 I was repying to merlijn + Mar 05 12:34:18 i do.. or at least that tiiiiiny 'pc nexuiz' link currently on is a bad sign.. + Mar 05 12:34:53 tiny and gray + Mar 05 12:35:06 aww tZork + Mar 05 12:35:07 unimportant + Mar 05 12:35:18 very importand + Mar 05 12:35:25 <}-z-{> really hate that redmin crosses out my name + Mar 05 12:35:32 also bottom right corner is worst place on website + Mar 05 12:35:39 <}-z-{> anyway, Dokujisan http://dev.xonotic.org/projects/notnexuiz/wiki/Plan updated + Mar 05 12:35:44 <}-z-{> now wiki styled + Mar 05 12:35:53 awesome + Mar 05 12:36:05 * CuBe0wL requests login + Mar 05 12:36:10 <}-z-{> CuBe0wL: register ;) + Mar 05 12:36:16 <}-z-{> I will approve you + Mar 05 12:36:27 <}-z-{> that goes for everyone + Mar 05 12:36:33 hmm, I see some people in that list that I didn't even know were part of the nexuiz community + Mar 05 12:36:39 <}-z-{> this site will migrate to the official one when we determine a name and register a domain + Mar 05 12:36:40 like jayvee + Mar 05 12:36:43 so basically "our nexuiz" is left to be an asterisk next to the big "Nexiuz" that now has a marketing budget with a for-profit company behind it + Mar 05 12:36:59 we would be competing for attention + Mar 05 12:37:02 without the nexuiz.com domain + Mar 05 12:37:03 mand1nga: messy still, but i still havent built it all yet. when its done it will be a compleat pub with beer pump and all. and homemade beer, wich is what im testing now =) + Mar 05 12:37:06 <}-z-{> "a link back to the gpl nexuiz will remain on our website FOR MARKETING PURPOSES" + Mar 05 12:37:12 <}-z-{> is what illfonic said + Mar 05 12:37:26 <}-z-{> I think that summarizes their view of our game + Mar 05 12:37:34 maybe they meant for marketing of gpl nexuiz? + Mar 05 12:37:40 <}-z-{> ;o) maybe + Mar 05 12:37:47 im sure they did :P + Mar 05 12:38:02 still, i think vermeulen screwed up pretty hard by his overscretcy.. + Mar 05 12:38:09 too much bad blood already + Mar 05 12:38:20 with this new fork, we'll NEVER be in a position like this again + Mar 05 12:38:25 ever + Mar 05 12:38:27 tZork: that's amazing :) + Mar 05 12:38:27 <}-z-{> yes and hasn't worked hard enough to fix it + Mar 05 12:38:40 <}-z-{> he seems to be spreading lies about some things too + Mar 05 12:38:50 <}-z-{> claimed to have run a fundraiser for div0??? + Mar 05 12:38:55 <}-z-{> wtf, I never heard of that and neither did div0 + Mar 05 12:39:34 agreed esteel, if this had been done with.. hell even just a polite tone it would never got this offensive. + Mar 05 12:39:34 }-z-{: well to be fair i can imagine he is pretty busy atm.. still, it should have been better + Mar 05 12:40:02 who cares if he is busy ? he got paid to do it + Mar 05 12:40:22 its a bloody vampire + Mar 05 12:40:35 <}-z-{> alright, I need to grab some lunch + Mar 05 12:40:36 "to bzy to stand in line; shot the otehrs before me" + Mar 05 12:40:37 <}-z-{> bbl + Mar 05 12:40:45 dont think the law will accept that + Mar 05 12:40:51 <}-z-{> vermeulen doesn't seem like the type to fall on his sword + Mar 05 12:40:59 tZork: hehe + Mar 05 12:41:01 <}-z-{> but rather throw his team under the bus + Mar 05 12:41:49 btw, have registered.. + Mar 05 12:42:06 tZork, once you have something edible, tell me :) I'll pay for the shipment price, but I want to taste your b33r :D + Mar 05 12:42:16 but speaking of legal matters - the fork has to be GPL and nobody is stopping anyone from merging our code into the old nexuiz + Mar 05 12:42:31 I just hope it's not made the way the sweet lemanode is made in shut up woman, get on my horse ;) + Mar 05 12:42:49 CuBe0wL: its quite ok acctualy, but a bti thin this time. still learning =) + Mar 05 12:42:51 merlijn, so? + Mar 05 12:42:52 merlijn: they are supposedly dealing with that. I think they are only using DP code and not Nexuiz code, or not very much Nexuiz game code? Something like that. + Mar 05 12:43:22 what if Vermeulen wants to keep "his" nexuiz alive and imports our changes? + Mar 05 12:43:22 and LH made it seem like they were dealing with the permission aspect of relicensing contributed code + Mar 05 12:43:23 no Dokujisan + Mar 05 12:43:39 tZork: they are using game code? + Mar 05 12:43:39 if we want to release fast we basicaly have to use nexuiz gamecode + Mar 05 12:43:48 oh they + Mar 05 12:43:49 oh I don't mean us. I meant illfonic + Mar 05 12:43:52 as in ill* + Mar 05 12:44:01 tehy use nexuiz gamecode too + Mar 05 12:44:05 afaik + Mar 05 12:44:05 I see + Mar 05 12:44:16 or well tehy do + Mar 05 12:44:19 lh said so + Mar 05 12:44:58 merlijn, then we will let ppl know about it on slashdot and gain free marketing + Mar 05 12:45:11 with some unusual elements ripped out, liek my turrets. + Mar 05 12:45:17 also, since we're reorganizing stuff - can we PLEASE have mailing lists? + Mar 05 12:45:27 Does anyone here want to collaborate with Dublpaws to give "dance" a makeover? + Mar 05 12:45:34 FruitieX: ? + Mar 05 12:45:40 to be back ontopic with the name: I think the best would be to let the original Nexuiz community (or at least the part that follwos us) to decide about the name of the new project. this would mean it's truly "ours", it's the community's project. The best would be to make a list we put together, and let the masses decide about the name + Mar 05 12:45:57 we can't make the name choice public + Mar 05 12:46:04 why? + Mar 05 12:46:04 people will grab domains faster than we can blink + Mar 05 12:46:11 merlijn: that is an interesting idea + Mar 05 12:46:13 I see + Mar 05 12:46:19 unfortunatly Dokujisan is right + Mar 05 12:46:32 technical aspect, I understand + Mar 05 12:46:33 we need to make sure we solidify our decision AND make sure we have the domains we need (and IRC channels or whatever) before announcing + Mar 05 12:46:36 Dokujisan: I could + Mar 05 12:46:43 never really played the map much though + Mar 05 12:46:52 n00b! + Mar 05 12:46:52 FruitieX: it's pretty popular on my HOCTF server + Mar 05 12:46:55 ;) + Mar 05 12:47:07 yep i know + Mar 05 12:47:11 what, n00b? :P + Mar 05 12:47:15 only played pickup duels ;) + Mar 05 12:47:16 its a decent map + Mar 05 12:47:18 and tdm/ctf + Mar 05 12:47:26 see? noob! :D + Mar 05 12:47:30 * merlijn votes for kicking FruitieX for not knowing every square qu of dance by heart + Mar 05 12:47:31 :D + Mar 05 12:47:39 :) + Mar 05 12:47:42 haha + Mar 05 12:47:49 umm... I don't know the map either :D + Mar 05 12:47:53 at least not by name + Mar 05 12:48:10 sure I'd recognise it form a screenshot + Mar 05 12:48:17 http://rm.endoftheinternet.org/~nexuiz/maps/mapshots/dance.jpg + Mar 05 12:48:22 but in pickup ctf, they only play runningmanctf, castle, mikectf2/3, facing, greatwall + Mar 05 12:48:25 :P + Mar 05 12:48:29 oh yes + Mar 05 12:48:33 <}-z-{> esteel and Morphed, you've been approved on teh dev system + Mar 05 12:48:34 how do I hate it :D + Mar 05 12:48:38 FruitieX: sadly yes + Mar 05 12:48:41 dance is fun :) + Mar 05 12:48:48 }-z-{: you can add me too if you want + Mar 05 12:48:53 <}-z-{> mand1nga: you have to sign up + Mar 05 12:48:56 <}-z-{> I activate the accounts + Mar 05 12:48:58 seems like a fun project to remake + Mar 05 12:48:58 FruitieX: not bad maps, but its so limited + Mar 05 12:49:00 okay + Mar 05 12:49:03 FruitieX: can you join #nexuiz.nct on quakenet? I'm inviting dublpaws there + Mar 05 12:49:05 indeed tZork + Mar 05 12:49:22 <}-z-{> Dokujisan: I will give you ssh to the redmine server after we decide on the name and go forward for real + Mar 05 12:49:26 can you invite him to #nexuiz.editing instead? :P + Mar 05 12:49:36 * CuBe0wL registered too + Mar 05 12:49:42 <}-z-{> I don't imagine you'll need it for much but it's a "just in case" sort of thing + Mar 05 12:49:49 <}-z-{> I should be able to handle maintainence and backups + Mar 05 12:50:16 * CuBe0wL gives channel operator status to esteel mand1nga merlijn pavlvs + Mar 05 12:50:16 * CuBe0wL gives channel operator status to Taoki + Mar 05 12:50:22 <}-z-{> mand1nga: CuBe0wL, you'd been activated + Mar 05 12:50:29 again if you need server capacity, I can easily plug in a bunch of servers at work + Mar 05 12:50:34 is this btw. the full "developer" group ? + Mar 05 12:50:36 * FruitieX registered three + Mar 05 12:50:41 <}-z-{> CuBe0wL: not yet I don't think + Mar 05 12:50:44 ty zee + Mar 05 12:50:45 <}-z-{> please check the wiki page + Mar 05 12:50:46 not yet + Mar 05 12:50:50 e.g. MrBougo missing + Mar 05 12:50:56 <}-z-{> merlijn: that's good to know, we will keep that in mind + Mar 05 12:51:02 well i think :p + Mar 05 12:51:03 hmm, ill need new domain too.. planetXYZ.de :P + Mar 05 12:51:16 hm reg where? + Mar 05 12:51:30 <}-z-{> http://dev.xonotic.org is the temp development site for us to get organized at + Mar 05 12:51:34 Application error + Mar 05 12:51:34 Rails application failed to start properly :D + Mar 05 12:51:38 we'd actually have to hijack lots of nexuiz domains and forward that to the new game :P + Mar 05 12:51:41 <}-z-{> where? CuBe0wL ? + Mar 05 12:51:48 http://dev.xonotic.org/my/page + Mar 05 12:51:56 <}-z-{> works for me + Mar 05 12:51:57 <}-z-{> refresh + Mar 05 12:52:01 urlcatch totaly faild that. freeky. + Mar 05 12:52:26 Invalid user or password + Mar 05 12:52:27 gah + Mar 05 12:52:31 just registered + Mar 05 12:52:36 do you have to approve it? + Mar 05 12:52:40 merlijn: like which domains? + Mar 05 12:53:01 esteel: well your planetnexuiz.de for example :P + Mar 05 12:53:45 there needs to be a way for people that search for nexuiz to find the forked game + Mar 05 12:54:20 indeed + Mar 05 12:54:31 DCC delight are luckers :] + Mar 05 12:54:41 Nexrun might need to change name too + Mar 05 12:54:56 and the Nex weapon + Mar 05 12:55:02 :p + Mar 05 12:55:06 just delete the nex + Mar 05 12:55:08 :P + Mar 05 12:55:11 +1 + Mar 05 12:55:15 FruitieX: do you mean the mod? maybe a general mode-name like "runners" would be good? + Mar 05 12:55:41 }-z-{, Nexuiz Admins wuzzat ? + Mar 05 12:55:49 you mean server admins ? + Mar 05 12:55:55 some flag textures will need to change + Mar 05 12:55:57 <}-z-{> Dokujisan: will have to clarify + Mar 05 12:56:11 <}-z-{> Dokujisan: I just aded some server resources if you want to expand on them + Mar 05 12:56:14 <}-z-{> I'm going to lunch for real now + Mar 05 12:56:15 <}-z-{> bbiab + Mar 05 12:56:41 NEx = Tiuffgun + Mar 05 12:56:45 :PP + Mar 05 12:56:57 i see you want your sounds mods to be default.. + Mar 05 12:57:03 haha + Mar 05 12:57:04 harr + Mar 05 12:57:31 merlijn: well i can change that domain easily + Mar 05 12:57:33 well, it could be an option to use roflsounds and roflgfx :D + Mar 05 12:57:58 yes nexuiz admins meant nexuiz server admins + Mar 05 12:58:02 in fact hyvin.de also points to it :P i just learned to late that it was badly translated.. FruitieX woulud be able to tell :P + Mar 05 12:58:22 Dokujisan, I'd like to keep my mod status too pls :D + Mar 05 12:58:27 wtf is that + Mar 05 12:58:28 :P + Mar 05 12:58:49 FruitieX: should be 'good' in english? no? + Mar 05 12:58:50 CuBe0wL: ok + Mar 05 12:58:54 or rather goodly.. + Mar 05 12:58:54 esteel, so can I keep my ftp too? :D + Mar 05 12:59:00 yes or well + Mar 05 12:59:07 good = hyvä + Mar 05 12:59:20 haha + Mar 05 12:59:21 epic + Mar 05 12:59:25 CuBe0wL: yeah.. just not sure how long the old pn.de will be there then :P + Mar 05 12:59:46 but I'll still be able to use it under a diffrent name? + Mar 05 13:00:05 FruitieX: yeah, that what i found out too late.. i just asked google for 'good' in finnish.. said hyvin :P + Mar 05 13:00:12 CuBe0wL: sure, why not? + Mar 05 13:00:38 (just to mention, if you have ssh access to my home @ pn.de, you can read my thesis :D) + Mar 05 13:00:51 but pls, don't steal or sell it :D + Mar 05 13:00:57 is there any git support for redmine? + Mar 05 13:01:15 can you invite him to #nexuiz.editing instead? :P + Mar 05 13:01:21 CuBe0wL: is your thesis about which medicine can easily be turned into drugs? + Mar 05 13:01:25 I don't think we want any discussion of a fork leaked by accident + Mar 05 13:01:29 otherwise I'm probably not interested :P + Mar 05 13:01:33 haha + Mar 05 13:01:35 chances I'll be able to write an article, and it might published in a medical journal + Mar 05 13:01:39 I know #nexuiz.nct is a safe plcae to discuss mapping + Mar 05 13:02:07 eh I just make sure he knows not to mention the fork + Mar 05 13:02:08 ok + Mar 05 13:02:10 merlijn, no, I've written my thesis in "Image analyzis in medicine technology" + Mar 05 13:02:27 CuBe0wL: i'll offer your thesis to vermeulen :PPP harhar + Mar 05 13:02:32 :D + Mar 05 13:02:33 interesting subejct + Mar 05 13:02:34 haha + Mar 05 13:02:52 tZork, indeed + Mar 05 13:03:43 in case we publish an abstract or the full article in english too, I'll handle you guys it to read if you want :) + Mar 05 13:03:52 meh, tunnels and mobile internet to not like each other.. + Mar 05 13:04:00 im definitly interested =) + Mar 05 13:04:19 bbiab, better get me some food + Mar 05 13:04:26 have a good one + Mar 05 13:04:34 Dokujisan: oh okay + Mar 05 13:04:36 coming + Mar 05 13:04:37 enjoy tZork + Mar 05 13:04:43 where's MrBougo anyway? + Mar 05 13:07:05 MrB usually isn't online all that much + Mar 05 13:07:18 afaik he didn't like the idea of forking + Mar 05 13:07:23 I told him about this channel yesterday + Mar 05 13:07:23 Spaceman: you can probably run stats on when MrB is likely to appear :P + Mar 05 13:08:21 to be fair, I don't fully like the idea of forking either + Mar 05 13:08:51 yer + Mar 05 13:08:58 I love it + Mar 05 13:09:00 hmm? + Mar 05 13:09:04 it's healthy medicine + Mar 05 13:09:10 Vermeulen has now actually made some money on Nexuiz now, maybe he'd just let us take over and we can rename it anyway + Mar 05 13:09:17 MrBougo is always online in #pb.nexuiz + Mar 05 13:09:42 merlijn: what benefit does that give? + Mar 05 13:10:12 Dokujisan: less troublesome than forking, plus I think that for now we can at least benefit from all the fuzz about nexuiz + Mar 05 13:10:26 forking implies that BOTH projects move forward + Mar 05 13:10:37 I don't think that is a good idea + Mar 05 13:10:46 ++ + Mar 05 13:10:59 and even if they don't both move forward, the old nexuiz will still exist + Mar 05 13:11:00 well the "troublesome" part, to me, is the good part, because that means overhauling and resetting, which will really help this project greatly. + Mar 05 13:11:14 I'm not at all against that + Mar 05 13:11:32 got to say I'm support doku here :) + Mar 05 13:11:33 merlijn, well, all the major brainpower will move on this project + Mar 05 13:11:36 I* + Mar 05 13:11:40 and the buzz around this drama can benefit a fork, because problems in GPL projects always gain attention on digg/reddit/slashdot, etc + Mar 05 13:11:48 CuBe0wL: is LH in on this? + Mar 05 13:12:00 proly not + Mar 05 13:12:05 afaik he is at least not against it + Mar 05 13:12:05 at least not tha I know of + Mar 05 13:12:27 what I was trying to say + Mar 05 13:12:34 I think LH is the only one who can do certain things as he knows everything about the engine + Mar 05 13:12:35 wo developers, Nexuiz will die + Mar 05 13:12:46 but it's only the title + Mar 05 13:13:02 it's not the name that makes Nexuiz to be Nexuiz + Mar 05 13:13:13 it's the people who play and develope it + Mar 05 13:13:19 I think we should only fork if we can't get what we want in the original nexuiz project - but from what I understand nobody has investigated that option + Mar 05 13:13:20 merlijn: MrBougo's join time on a Friday is fairy random + Mar 05 13:13:43 I think what we're doing with this fork is taking ALL of the good things about nexuiz and improving ALL of the bad things + Mar 05 13:13:57 All of the good things about nexuiz is.. you guys + Mar 05 13:14:03 and some others + Mar 05 13:14:14 honored + Mar 05 13:14:22 it would be nice to keep the nexuiz name + Mar 05 13:14:42 it would be nice if fukcfonic would rename it's game + Mar 05 13:14:54 that would be a lot better + Mar 05 13:15:23 if that'd happen, I probably won't think the fork as a very good idea + Mar 05 13:15:28 I still say I never really like the name "nexuiz" but I just grew to accept it :-) + Mar 05 13:15:46 it's just a group of letters + Mar 05 13:15:46 anyway, I'm going to do some other stuff now - just a small word of wisdom before I go: carefully evaluate your options before making hasty decisions + Mar 05 13:15:53 but kehdrin or what's the guy's name said, they won't change it, period. + Mar 05 13:15:59 I did like the 'n' symbol though. That was good. + Mar 05 13:16:10 merlijn, we won't rush anything + Mar 05 13:17:03 I mean, put simply, nexuiz was a sinking ship to me. I was on my way out + Mar 05 13:17:11 but this changes everything + Mar 05 13:17:36 I mean I was on my way out well before this illfonic mess + Mar 05 13:23:26 by the way, this idea will be useful in our fork i think: http://www.youtube.com/watch?v=NotqttdZUoQ + Mar 05 13:23:33 I'm very open for ideas now concerning that :) + Mar 05 13:36:09 bbl, switching trains :P + Mar 05 13:41:32 <}-z-{> Dokujisan: we need another community/project manager + Mar 05 13:41:54 Hmm + Mar 05 13:42:10 <}-z-{> is that a task you're interested in Samual? + Mar 05 13:42:38 Meh + Mar 05 13:42:41 People don't like me + Mar 05 13:42:43 And i'm too lazy + Mar 05 13:42:55 oh, one thing came to my mind, while I'm mapping right now: PLEASE GIVE THE RAILGUN IT'S OWN AMMO!!! + Mar 05 13:43:04 <}-z-{> okay lol + Mar 05 13:43:11 No :P I still don't like that idea CuBe0wL + Mar 05 13:43:11 <}-z-{> CuBe0wL: well that can be discuess for sure + Mar 05 13:43:22 I'll still be doing the balance I think :P + Mar 05 13:43:32 <}-z-{> okay + Mar 05 13:43:39 RAGEQUIT! + Mar 05 13:43:42 * CuBe0wL (~akion@BKTFW13.usn.hu) has left #notnexuiz (Távozom) + Mar 05 13:43:43 -.- + Mar 05 13:43:47 * CuBe0wL (~akion@BKTFW13.usn.hu) has joined #notnexuiz + Mar 05 13:43:52 jsut kidding :D + Mar 05 13:44:10 aww, I've lost me op :( + Mar 05 13:44:28 * }-z-{ gives channel operator status to CuBe0wL + Mar 05 13:45:20 * ProjektGhost (~raygalina@64.107.218.2) has joined #notnexuiz + Mar 05 13:45:29 that's better + Mar 05 13:45:31 Ghost: Keep quiet :P + Mar 05 13:45:36 okay, fine + Mar 05 13:45:39 He wants to suggest names + Mar 05 13:45:40 anyway, new name + Mar 05 13:45:49 Nexius + Mar 05 13:45:52 -.- + Mar 05 13:45:55 you get to correct the name now + Mar 05 13:45:58 no, seriously + Mar 05 13:46:06 it's close enough to be familiar, but still different + Mar 05 13:46:09 it's perfect, IMO + Mar 05 13:46:23 .com name is taken + Mar 05 13:46:35 Plan A: .com name + Mar 05 13:46:50 Plan B: Consider already taken .com names + Mar 05 13:47:08 Plan C: multiple words in the name + Mar 05 13:47:12 Plan D: .org name + Mar 05 13:47:14 ^_^ + Mar 05 13:47:23 he? + Mar 05 13:47:30 At least I think that's how Doku put it + Mar 05 13:47:41 what about the names we tried out from Japan? + Mar 05 13:48:14 are they going to use the Nexuiz logo? + Mar 05 13:48:21 the Chinese character for Strength? + Mar 05 13:48:24 Illfonic? + Mar 05 13:48:24 Probably not + Mar 05 13:48:28 Oh + Mar 05 13:48:30 IllFonic will + Mar 05 13:48:35 they already do + Mar 05 13:48:42 then call is Strenght, or a synonym + Mar 05 13:50:47 "Kings of Valor" or something + Mar 05 13:51:21 sounds too RPG-ish, though + Mar 05 13:52:25 <}-z-{> http://www.tribalshapes.com/categories/kanji/kanji-big-large-great.html http://www.tribalshapes.com/categories/kanji/kanji-blood.html http://www.tribalshapes.com/categories/kanji/kanji-chaos.html + Mar 05 13:53:56 <}-z-{> http://www.tribalshapes.com/categories/kanji/kanji-conquer-overcome.html http://www.tribalshapes.com/categories/kanji/kanji-fast.html + Mar 05 13:54:48 <}-z-{> http://www.tribalshapes.com/categories/kanji/kanji-friend.html + Mar 05 13:55:28 strength ftw + Mar 05 13:55:36 what about Zen + Mar 05 13:55:40 <}-z-{> http://www.tribalshapes.com/categories/kanji/kanji-good-luck.html http://www.tribalshapes.com/categories/kanji/kanji-group.html + Mar 05 13:55:42 get the symbol for that + Mar 05 13:55:43 =p + Mar 05 13:55:44 <}-z-{> div didn't want to use zen + Mar 05 13:55:49 lame + Mar 05 13:58:00 http://www.tribalshapes.com/categories/kanji/kanji-ability-talent.html + Mar 05 13:58:10 >.> + Mar 05 13:58:20 <}-z-{> too complicated + Mar 05 13:58:22 <}-z-{> it's 2 symbols + Mar 05 13:58:26 <}-z-{> we only want 1 + Mar 05 13:58:29 lawl I know + Mar 05 13:58:35 I was just pointing at the bottom one + Mar 05 13:58:35 <}-z-{> group might be the best yet + Mar 05 13:58:38 Because it's epic + Mar 05 13:59:43 <}-z-{> http://www.tribalshapes.com/categories/kanji/kanji-learning-studies-science.html + Mar 05 13:59:47 <}-z-{> http://www.tribalshapes.com/categories/kanji/kanji-loyalty-faithfulness.html + Mar 05 14:00:11 good resource + Mar 05 14:01:07 ok if that kanji for ability/talent is two characters, what does the first character by itself mean? + Mar 05 14:01:36 that would be a good symbol for a name beginning with a T + Mar 05 14:03:16 <}-z-{> I posted a t looking one + Mar 05 14:03:47 for group + Mar 05 14:03:49 tabellion, tabefaction + Mar 05 14:03:51 <}-z-{> http://www.tribalshapes.com/categories/kanji/kanji-now-the-present.html + Mar 05 14:04:07 http://www.tribalshapes.com/img/tattoos/friend.gif + Mar 05 14:04:10 this is the best + Mar 05 14:04:14 easy to write + Mar 05 14:04:24 <}-z-{> http://www.tribalshapes.com/categories/kanji/kanji-people-nation.html + Mar 05 14:04:35 and has a little resamblence to the original strenght logo + Mar 05 14:04:55 <}-z-{> group is one of my favorites so far + Mar 05 14:05:05 I like that kanji symbol of friend very much + Mar 05 14:05:25 why group? + Mar 05 14:05:39 <}-z-{> I has a nice feel to it and represens us being a group or community + Mar 05 14:05:46 ok + Mar 05 14:05:50 <}-z-{> easy to draw too + Mar 05 14:06:09 <}-z-{> but friend is nice too + Mar 05 14:06:16 btw, should we focus on a better singleplayer campaign too? + Mar 05 14:06:23 <}-z-{> sure FruitieX + Mar 05 14:06:39 needs better story, possibly against monsters instead of bots + Mar 05 14:06:45 hopefully at least :P + Mar 05 14:07:46 <}-z-{> good K one > http://www.tribalshapes.com/categories/kanji/kanji-water.html + Mar 05 14:08:24 <}-z-{> can you guys be sure to annotate wiki edits? + Mar 05 14:10:51 k, I did for one + Mar 05 14:10:54 I'll do it more + Mar 05 14:12:34 }-z-{: there is a mumble server listing (php script) that I use on http://nullgaming.com/batcaves/ + Mar 05 14:12:53 <}-z-{> yes, remind me when we have wordpress mu running + Mar 05 14:12:57 k + Mar 05 14:13:05 <}-z-{> what are your feelings on buddy press? + Mar 05 14:13:15 <}-z-{> do you prefer to use buddypress or mybb for forums? + Mar 05 14:13:30 I've never looked at buddypress + Mar 05 14:13:41 <}-z-{> buddy press might be too confusing for some + Mar 05 14:13:53 <}-z-{> it's a wordpress mu wrapper + Mar 05 14:13:57 <}-z-{> www.nexuizclans.com uses it + Mar 05 14:16:21 tZork: what were you saying cool stuff about? + Mar 05 14:16:33 }-z-{, do you have an nvidia card? + Mar 05 14:16:41 <}-z-{> yes + Mar 05 14:16:48 and you use two monitors, don't you? + Mar 05 14:16:52 <}-z-{> correct + Mar 05 14:17:03 ok, how do you start nexuiz on only one monitor? + Mar 05 14:17:10 it auto streches for me to both + Mar 05 14:17:22 <}-z-{> fullscreen 0 + Mar 05 14:17:23 <}-z-{> :-P + Mar 05 14:17:28 bah + Mar 05 14:17:33 no other way ? + Mar 05 14:17:35 <}-z-{> I play in windowed mode + Mar 05 14:17:35 <}-z-{> well + Mar 05 14:17:40 <}-z-{> are you using twinview? + Mar 05 14:17:43 yep + Mar 05 14:18:15 <}-z-{> when I used to play fullscreen, I just defined my resolution and twinview handled it as I expected + Mar 05 14:18:26 <}-z-{> it was like a psuedo fullscreen though + Mar 05 14:18:35 <}-z-{> if you click off it, your panels will rise above it type thing + Mar 05 14:18:51 <}-z-{> I couldn't specify my dimensions in the gui + Mar 05 14:18:55 <}-z-{> had to do it in my autoexec + Mar 05 14:18:57 well, it streches me to noth monitors, and I can't set the resolution to anything + Mar 05 14:19:08 <}-z-{> autoexec :-P + Mar 05 14:19:16 I have that in my autoexec + Mar 05 14:19:25 FruitieX: im working on rigging obi's newest model :) + Mar 05 14:19:29 but once I set the res, it's not accepted + Mar 05 14:19:38 <}-z-{> did you do the cod_vid_width and height too? + Mar 05 14:19:41 <}-z-{> con* + Mar 05 14:20:00 umm.. wtf, con has it's own resolution? oO + Mar 05 14:20:04 no btw :D + Mar 05 14:20:05 DibTop: good :) + Mar 05 14:20:15 k, that could have been the problem :D + Mar 05 14:20:59 * ProjektGhost (~raygalina@64.107.218.2) has left #notnexuiz + Mar 05 14:21:05 <}-z-{> CuBe0wL: yeah it defines text size/shape too :-P + Mar 05 14:25:37 <}-z-{> I wish flash didn't crash all the time + Mar 05 14:26:00 FruitieX: im working on rigging obi's newest model :) + Mar 05 14:26:01 :-o + Mar 05 14:26:06 <}-z-{> nice + Mar 05 14:26:21 DibTop div0 + Mar 05 14:33:06 DibTop: earlier in #nexuiz lda17h wanted some info about nexuiz animations, he wants to modify some of nexuiz anims + Mar 05 14:33:26 FruitieX: can you remove the border from the HUD elements? + Mar 05 14:34:39 yes you can + Mar 05 14:34:50 you can also make it look just the way you want with skins ala menu :) + Mar 05 14:34:58 [14:19:26pm] well, it streches me to noth monitors, and I can't set the resolution to anything + Mar 05 14:34:59 lawl + Mar 05 14:35:00 make the border as thick you want even (per-panel setting) + Mar 05 14:35:05 Mine stretches to all three monitors + Mar 05 14:35:10 5760x1200 + Mar 05 14:35:13 I just have to deal with it + Mar 05 14:35:16 -.- + Mar 05 14:35:18 <}-z-{> http://ie6funeral.com/ + Mar 05 14:35:35 on a side note, can someone help me test a website? Go here and scroll to the bottom and post a few symbols like... euro and pound sterling and maybe some other common characters used in europe. User name= testuser1 password=9999 + Mar 05 14:35:59 or any other characters you want to try + Mar 05 14:36:12 <}-z-{> do we guess the url? :-P + Mar 05 14:36:17 go where? + Mar 05 14:36:24 hang on... + Mar 05 14:36:33 http://message.axkickboxing.com/newdesign/index.phtml?action=dispthread&topic=29479 + Mar 05 14:36:45 <}-z-{> ahh, still having issues with that + Mar 05 14:36:56 well I converted the database to UTF-8 yesterday. + Mar 05 14:37:00 <}-z-{> ahh + Mar 05 14:37:03 made a copy and converted that, rather + Mar 05 14:37:05 <}-z-{> damn, how long did that take? + Mar 05 14:37:13 but I am still learning about character encoding + Mar 05 14:37:46 I need to make sure someone from europe, with whatever keyboard layout they might use, can enter characters and it will show up properly + Mar 05 14:37:56 the only thing I can do is copy/paste + Mar 05 14:38:17 <}-z-{> I can type chinese + Mar 05 14:38:19 <}-z-{> :-P + Mar 05 14:38:31 ah yeah I can type japanese if i install the keyboard utility + Mar 05 14:38:33 forgot about that + Mar 05 14:38:57 the database dump file is 1.2GB or so + Mar 05 14:39:28 and it took just a few minutes to do each step... export / conversion / import + Mar 05 14:39:30 <}-z-{> 打开哦开发似的卡0 + Mar 05 14:39:43 <}-z-{> yeah, I'd imagine it'd be big + Mar 05 14:40:07 <}-z-{> Your message could not be posted because the password you submitted was wrong. + Mar 05 14:40:13 ok hang on + Mar 05 14:40:27 testuser1 + Mar 05 14:40:29 9999 + Mar 05 14:40:42 <}-z-{> yep, still getting that error + Mar 05 14:40:44 case sensitive names + Mar 05 14:41:31 hmmm ok it failed for me too. Let me get that figured out + Mar 05 14:41:43 <}-z-{> : + Mar 05 14:41:46 <}-z-{> oooh noes + Mar 05 14:41:57 <}-z-{> the chinese messed up my irsii lol + Mar 05 14:42:04 <}-z-{> okay, all better + Mar 05 14:42:07 <}-z-{> that was whacky + Mar 05 14:42:45 <}-z-{> oh hey, do we have any reviews of other projects workflows? + Mar 05 14:42:54 <}-z-{> such as warsow and tremulous? + Mar 05 14:43:13 <}-z-{> is warsow development even open? + Mar 05 14:45:04 }-z-{: ok try login:testuser1 pw:4781 + Mar 05 14:45:07 er testuser2 + Mar 05 14:45:27 <}-z-{> posted chinese okay + Mar 05 14:45:58 can someone here from Europe post some euro characters? + Mar 05 14:46:10 i'm trying + Mar 05 14:46:42 <}-z-{> I don't see how warsow's development is public + Mar 05 14:47:41 the euro's look good ? + Mar 05 14:48:38 haha what the hell + Mar 05 14:48:45 and Z҉A҉L҉G҉O̚̕̚ too + Mar 05 14:48:50 lol + Mar 05 14:48:53 <}-z-{> lol + Mar 05 14:48:55 who posted that? + Mar 05 14:48:58 <}-z-{> CuBe0wL: + Mar 05 14:49:01 <}-z-{> I'm guessing :-P + Mar 05 14:49:06 <}-z-{> cryllic millions + Mar 05 14:49:13 crazy :-) + Mar 05 14:49:16 ok just a second guys + Mar 05 14:49:21 we're gonna do a comparison + Mar 05 14:49:22 Z҉A҉L҉G҉O̚̕̚ !!! + Mar 05 14:49:38 http://message.axkickboxing.com/index.phtml?action=dispthread&topic=29479 + Mar 05 14:49:39 H̡́͝E ̨W̢̛H̡̧O͟͏ W̧A̵̡͘I̷̢͜TS͘͟ ̢́BE̛͝H̡͜I͏̨N͡D҉̨ ̀T̵H̸́E ̨W͏͢AL̴͠L͜!̸͟͞!̶!́ + Mar 05 14:49:41 do the same on that address + Mar 05 14:49:57 it's the same topic on another set of PHP and another database + Mar 05 14:49:58 <}-z-{> ಠ_ಠ + Mar 05 14:50:02 <}-z-{> http://en.wikipedia.org/wiki/Combining_Cyrillic_Millions + Mar 05 14:50:09 same username + password + Mar 05 14:50:29 and I fugured it why testuser1 didn't work. It's a different database >.< + Mar 05 14:50:54 <}-z-{> :-P + Mar 05 14:51:18 <}-z-{> for the wiki, are we good with the dev wiki or do we want one that is part of the user site as well? + Mar 05 14:52:16 we could use both, probably + Mar 05 14:52:30 dev wiki might have some notes related to...development + Mar 05 14:52:46 the other wiki would be more like OUNS was + Mar 05 14:53:29 CuBe0wL: so zalgo didn't work that time? + Mar 05 14:53:59 sure it Z҉A҉L҉G҉O̚̕ + Mar 05 14:54:27 oh I see the issue. When the encoding is switched to utf8 in the HTML, that is when that breaks + Mar 05 14:54:29 ok + Mar 05 14:54:30 <}-z-{> okay, so the next question is, how intense of a wiki do we need, do you think we can get away with a wp plugin for starters? + Mar 05 14:54:31 Z̵̴̡̬͚̘̗̯͓A͏͇L͇̜̩͜G̙̳͚̹̰̣̖͢͝O̭̦͢ ̲̗̗̀Z̮̬̹A̢̨͖̱͙͔L͖̖͙̘̣̤͘G̴̢͖̲̭O̖͈̺̻̻̖͎̻͟ ͚͓̯͙̱Z̘̯̗̖̩A͏͎̣͡L̢̬̭̀G̗̞̼͔O̫̺̯̖̹͠ ̦̟̜͉̟͉̀I̗̫̪L̞̯͖̫͢͝L̴̙̮͉͔͟͠F̪̗̱̩͓̻͕̞̘̀̕͡O͇̺̗̤̘̘̳͍N̡͔̖̻̰͙I̹̦͕͇̖͢Ç̩̘̺̜͉ ̪̦̭̻̤̻Z̥̹̝͔Ą̵͍̰L̷̻̥̗̮̳̫̟̞G̢̨̯͓͠O͏̸̹̳̤̣̼͉͉̪̟̠Z̵̴̡̬͚̘̗̯͓A͏͇L͇̜̩͜G̙̳͚͢͝ + Mar 05 14:54:31 ̹̰̣̖O̭̦͢ ̲̗̗̀s. ̕҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉Z ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉ ̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̚̕̕̚̕̚͡ ALGO ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̚̕̚҉ ̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̚̕̕̚̕̚͡ ͡҉҉grows. ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓ + Mar 05 14:54:32 ̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚ZAL҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ̒̓̔̕̚GO commeth. + Mar 05 14:54:45 then the test passed! The new site with the new database seems to work + Mar 05 14:55:32 Dokujisan, well, I can see Z҉A҉L҉G҉O̚̕ on both pages (he is still H҉̵̞̟̠̖̗̘Ȅ̐̑̒̚̕̚ IS C̒̓̔̿̿̿̕̚̚̕̚̕̚̕̚̕̚̕̚OMI҉̵̞̟̠̖̗̘NG > ͡҉҉ ̵̡̢̛̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̿̿̿̚ ҉ ҉҉̡̢̡̢̛̛̖̗̘̙̜̝̞̟̠̖̗̘̙̜̝̞̟̠̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑ ͡҉҉ ) + Mar 05 14:55:49 CuBe0wL: yes but change the character encoding of the second one to UTF8 + Mar 05 14:55:49 <}-z-{> I'd like to propose we use this for future documentation of the project: http://www.methods.co.nz/asciidoc/ + Mar 05 14:55:52 in your browser + Mar 05 14:55:58 CuBe0wL, O.o + Mar 05 14:56:04 CuBe0wL: it should break after that + Mar 05 14:56:08 Samual? + Mar 05 14:57:27 Font is fun ^_^ + Mar 05 14:59:08 http://www.zalgo.org/wp-content/gallery/zalgo/1237835262258.jpg + Mar 05 14:59:19 <}-z-{> this is used: http://www.methods.co.nz/asciidoc/asciidoc.txt + Mar 05 14:59:25 <}-z-{> to generate this: http://www.methods.co.nz/asciidoc/asciidoc.css-embedded.html + Mar 05 15:00:01 and the other thing that works is the search. I can search for '£' + Mar 05 15:00:03 on the new site + Mar 05 15:00:16 <}-z-{> Dokujisan: have we thought of anyone who can help with documentation? + Mar 05 15:00:23 <}-z-{> shaggy maybe still interested? + Mar 05 15:00:30 }-z-{: we need a serious discussion for that topic, certainly + Mar 05 15:00:36 it will be hard to recruit for that + Mar 05 15:00:39 but I think it's possible + Mar 05 15:00:43 <}-z-{> yeah + Mar 05 15:01:01 <}-z-{> I think this is something we can streamline with the build system too + Mar 05 15:01:12 anyway thanks for helpign to test that, CuBe0wL, Spaceman and -z- + Mar 05 15:01:38 <}-z-{> so even the nightly builds on the test server, we can provide up-to-date documentation in HTML form if needed (for example) + Mar 05 15:01:47 wow -z- + Mar 05 15:01:49 <}-z-{> obviously the other thing I want to get going is a nightly cvar/cmd list searcher + Mar 05 15:01:50 how does that work? + Mar 05 15:02:04 <}-z-{> with the asciidoc tool + Mar 05 15:02:05 <}-z-{> http://www.methods.co.nz/asciidoc/asciidoc.txt + Mar 05 15:02:08 <}-z-{> http://www.methods.co.nz/asciidoc/ + Mar 05 15:04:11 it seems LH is online + Mar 05 15:04:20 does he know about this palce? + Mar 05 15:05:12 Probably not + Mar 05 15:05:24 Do we WANT him to know? + Mar 05 15:05:27 <}-z-{> no + Mar 05 15:05:29 <}-z-{> at least not yet + Mar 05 15:05:32 <}-z-{> he was in on the deal + Mar 05 15:05:39 Indeed + Mar 05 15:05:57 <}-z-{> he more or less let the community get hurt for his own good. + Mar 05 15:07:28 I still think he should know about it... just for the reason, he's the only DP coder + Mar 05 15:07:56 what will we do with the engine, if we can't solve a problem, and he's not interested in forked Nexuiz at all? + Mar 05 15:08:18 <}-z-{> will that really be the case though? + Mar 05 15:08:42 <}-z-{> I just think at this point telling him might do more harm than good + Mar 05 15:09:44 I certainly won't tell, I don't think it's my job + Mar 05 15:09:55 I was just wondering, ya know + Mar 05 15:10:02 <}-z-{> I think div0 really has the voice on this decision + Mar 05 15:10:11 div0, + Mar 05 15:10:14 we summon you + Mar 05 15:10:26 <}-z-{> btw, willis has informed me that for the past month or so nexuiz.com was a 301 redirect so alientrap.org/nexuiz + Mar 05 15:10:29 man, this will take ages like this :( + Mar 05 15:11:11 <}-z-{> ages like what? + Mar 05 15:11:29 btw. it's interesting to note, that Vermeulen still hasn't sold nexuiz.com + Mar 05 15:11:36 he just let Illfonic to use it + Mar 05 15:11:41 but he still owns it + Mar 05 15:11:43 what for? + Mar 05 15:11:47 <}-z-{> yeah but he made a shitty deal with them + Mar 05 15:12:05 <}-z-{> could have gotten our project more space on the homepage as part of the deal + Mar 05 15:12:23 and a difference in name of Illfonics side + Mar 05 15:12:24 <}-z-{> 301 means that search engines have been indexing alientra.org/nexuiz for the past month, not nexuiz.com + Mar 05 15:13:09 lol, I've just realised what kedhrin said by "But, I am not going to put my team in here to defend themselves and our company decisions." + Mar 05 15:13:31 he took it a total insult that I've invited his men to join our conversation + Mar 05 15:14:08 what an elitist fucktard... how do people sink that low? + Mar 05 15:14:45 <}-z-{> "The GPL Nexuiz is still linked on this web-site. This is necessary for the commercial marketing of the project." + Mar 05 15:15:01 <}-z-{> that one still gets me the most + Mar 05 15:16:47 I still don't know if I should write the whole scandal to hup.hu or not + Mar 05 15:16:52 <}-z-{> zeniux still sticks out in my head + Mar 05 15:17:07 <}-z-{> Dokujisan: can you put that names list on the wiki? + Mar 05 15:17:34 yeah + Mar 05 15:18:11 don't forget Pheonix and Itoma + Mar 05 15:18:21 <}-z-{> don't really like either of those to be honest + Mar 05 15:18:58 hmmm + Mar 05 15:19:15 I've just realised zeniux has the same letters as Nexuiz + Mar 05 15:19:20 just scrambled + Mar 05 15:19:23 <}-z-{> yes + Mar 05 15:19:32 but I don't like the sound of it + Mar 05 15:19:33 }-z-{: how do you add a new page to this wiki o_O + Mar 05 15:19:43 create new page link? :P + Mar 05 15:19:53 I don't see it + Mar 05 15:20:17 I see "new file" where I can attach a file + Mar 05 15:21:41 <}-z-{> just go to the url + Mar 05 15:21:45 <}-z-{> or create a link in an existing page + Mar 05 15:21:54 <}-z-{> [[my_new_page|click me for new page]] + Mar 05 15:23:02 shouldn't we hide this channel? + Mar 05 15:23:14 <}-z-{> isn't it p? + Mar 05 15:23:16 <}-z-{> omg it was + Mar 05 15:23:18 iirc alientrap-dev was hidden too for a time + Mar 05 15:23:27 * }-z-{ sets mode +p #notnexuiz + Mar 05 15:23:33 well, I can see the channel if I whois myself + Mar 05 15:23:34 <}-z-{> or did I want +s? + Mar 05 15:23:42 <}-z-{> oh it is s + Mar 05 15:24:14 * }-z-{ sets mode -p #notnexuiz + Mar 05 15:24:23 it seems to still be +s + Mar 05 15:24:29 <}-z-{> yes, +p is deprecated + Mar 05 15:24:33 <}-z-{> +s is what we want + Mar 05 15:26:39 testing dance_beta1 on bc1 + Mar 05 15:28:58 heh... Fri Mar 05, 2010 9:14 am last visit from Kedhrin on the AT forum + Mar 05 15:30:44 <}-z-{> maybe we should consider setting up an etherpad for the project as well + Mar 05 15:36:02 <}-z-{> just as a little tool we can offer on the site + Mar 05 15:37:51 CuBe0wL: can you check out dance on bc1? + Mar 05 15:45:07 Dokujisan, umm... sure + Mar 05 15:45:23 nullgaming.com:26001 + Mar 05 15:45:49 }-z-{, how'd you say in english that .. hmm... somebody tells you good news without hiding the real intention behind it, but that's actually the opposite? + Mar 05 15:46:08 or by telling you that it'll be good for you, but in the end you'll recieve nothing? + Mar 05 15:46:08 <}-z-{> vested interest? + Mar 05 15:47:03 I'm trying to tell LordHavoc what Illfonic tries to do with us by dropping half truths, and giving promises full of "maybe"'s + Mar 05 15:47:16 but in the end, I'm certain we won't gain anything + Mar 05 15:47:37 <}-z-{> I mean, I can see their point... but it also defeats the purpose of what I thought our project was + Mar 05 15:48:30 <}-z-{> 'hustle' is another word you might be looking for + Mar 05 15:48:44 <}-z-{> Hustle may mean: work a scam, intentionally "mis-direct" someone to achieve a personal gain from that person being mis-directed. The hustle, or scam, is usually performed in a fast paced environment as does not allow time to reflect on all options available to the victim, and usually plays on the greed or kindness of people and has an element of chance, although tipped overly into the favor of the "hustler", which is in proportion to how the hustlee views + Mar 05 15:49:29 holding out a carrot with sy + Mar 05 15:49:35 that was what I searched for + Mar 05 15:50:34 <}-z-{> ah + Mar 05 15:51:01 they behave as some mega corporation or some important politician + Mar 05 15:53:33 <}-z-{> CuBe0wL: the reason you can see the channel if your own whois is because you are joined in the channel + Mar 05 15:53:38 <}-z-{> if you leave and whois me, you will not see it + Mar 05 15:53:40 I see + Mar 05 15:54:10 I've gone into an open conversation with LH on the topic of the Future of the two games + Mar 05 15:54:18 I wonder how he'll respond + Mar 05 15:54:54 one zillion nexuiz credits he'll start referring to NDA's and other papers ha had to sign, so he can't tell anything + Mar 05 15:55:25 <}-z-{> :-P + Mar 05 15:56:50 One billion internets + Mar 05 16:09:23 omfg, I still can't believe how devoted some guys are towards Nexuiz :) + Mar 05 16:09:41 after all this hassle, I thougt everybody will stop developing for just a few days + Mar 05 16:09:47 FruitieX, you're a hero :D + Mar 05 16:10:26 gotta check the commit logs for others too + Mar 05 16:11:33 wohoo an hero + Mar 05 16:11:43 an hero? + Mar 05 16:11:52 No "an hero" is committing suicide + Mar 05 16:11:52 yes + Mar 05 16:11:54 Don't an hero + Mar 05 16:12:02 ^_^ + Mar 05 16:12:20 Go to urban dictionary if you don't believe me + Mar 05 16:12:40 I do believe you. + Mar 05 16:14:40 why is he aN hero? + Mar 05 16:15:33 nvm :) + Mar 05 16:16:25 maybe i'm a NaN hero :) + Mar 05 16:16:43 you're gathering another tactical facepalm :D + Mar 05 16:18:30 darn, didn't quite manage to get a tactical DOUBLE facepalm :D + Mar 05 16:26:04 <}-z-{> lol a NaN hero + Mar 05 16:36:53 <}-z-{> Dokujisan: names list? + Mar 05 16:38:46 DibTop div0 + Mar 05 16:38:47 wow... DibTop + Mar 05 16:38:58 I just threw the last version of dance_enclosed on hoctf to test + Mar 05 16:39:00 and people liked it + Mar 05 16:39:20 they bitched immediately of course, but after about 3 mintues of gameplay, people started liking it + Mar 05 16:39:45 as always :) + Mar 05 16:40:04 after the match, I asked players to rate it, most rated it 7 + Mar 05 16:40:07 out of 10 + Mar 05 16:40:07 huh... I've just looked back at the 4 years I've had with Nexuiz + Mar 05 16:40:12 4... + Mar 05 16:40:17 :-) + Mar 05 16:40:18 that can't be correct + Mar 05 16:40:29 i thikn I've been here more than 3 + Mar 05 16:40:29 it's my 6th year at the uni + Mar 05 16:40:57 and I remember I was playing Nexuiz when I started it + Mar 05 16:41:12 and I was away too for a half year or so + Mar 05 16:41:33 because I was pissed that they've changed to push force of the laser :D + Mar 05 16:41:37 <}-z-{> Dokujisan: names list? + Mar 05 16:42:20 looking back this far, I feel far more heartbroken we need to fork, or just generally stop playing at all + Mar 05 16:42:43 * mand1nga has quit ("http://www.mibbit.com ajax IRC Client") + Mar 05 16:42:52 <}-z-{> 21:31:11 < motorsep> now I am wondering if guys will suck it up and continue with Nexuiz or start new project + Mar 05 16:42:55 <}-z-{> 21:34:43 < }-z-{> I guess a lot of that depends on how Vermeulen goes about fixing this mess and earning back respect of some of the most influential contributors + Mar 05 16:42:59 <}-z-{> 21:42:18 < Vermeulen> like i said before, there are certain developers I do need to discuss with and basically apologize for mishandling a number of things + Mar 05 16:43:02 <}-z-{> 21:42:30 < Vermeulen> but when it comes to the name and the issue community members are having with the change, that was a decision i made that i am fine with taking the wrath for + Mar 05 16:43:07 <}-z-{> 42:49 < Vermeulen> I should have been more open with the plans but it was always the intention to fund further nexuiz development with these funds. I didn't plan before about promising to be open with the exact royalty split but I think that'll be the best way to make up for the mishandlings on my part with developers + Mar 05 16:43:47 it seems he has quite hard days too + Mar 05 16:44:07 he changes his opinion on the topic day by day + Mar 05 16:44:34 he is in the middle of a crossfire and wants to keep both parties happy + Mar 05 16:44:55 <}-z-{> he created the crossfire + Mar 05 16:45:22 sure, but we all make mistakes + Mar 05 16:45:27 <}-z-{> Dokujisan: names list? + Mar 05 16:45:32 I don't know how to create a page on that wiki + Mar 05 16:45:37 I don't see the option + Mar 05 16:45:54 <}-z-{> I told you two ways + Mar 05 16:46:02 <}-z-{> extend the url ...wiki/my_new_page + Mar 05 16:46:07 <}-z-{> or create a link on an existing page + Mar 05 16:46:18 <}-z-{> [[my_new_page|linking text]] + Mar 05 16:46:19 ok + Mar 05 16:52:37 http://dev.xonotic.org/projects/notnexuiz/wiki/Names + Mar 05 16:52:47 <}-z-{> noice + Mar 05 16:54:18 }-z-{: I just signed up for the redmine thing, can you approve? + Mar 05 16:54:25 <}-z-{> certainly + Mar 05 16:54:45 <}-z-{> pavlvs too + Mar 05 16:55:03 ty + Mar 05 16:56:41 <}-z-{> added names list to the main wiki page + Mar 05 16:59:25 <}-z-{> I'm leaving work now, ttyl + Mar 05 17:13:50 evening.. + Mar 05 17:14:14 evening + Mar 05 17:17:38 hi Spaceman ;) + Mar 05 17:34:53 * mand1nga (ba88357b@webchat.mibbit.com) has joined #notnexuiz + Mar 05 17:35:12 man, we should set like a deadline + Mar 05 17:35:16 once we get everything ready + Mar 05 17:35:31 and leave every alientrap-related thing, like irc, forum, etc + Mar 05 17:35:41 everyone at once + Mar 05 17:35:55 hey guys... grasshoppers new map is looking really nice + Mar 05 17:35:56 http://pics.nexuizninjaz.com/viewer.php?file=3336oqc2tvlt8p6tsna1.jpg + Mar 05 17:35:56 it'd be fun :P + Mar 05 17:36:13 he's putting a lot of emphasis on details with it + Mar 05 17:36:53 haha yeah mand1nga that would be interesting :-) + Mar 05 17:39:45 * [-z-] (~detrate@c-98-230-24-23.hsd1.fl.comcast.net) has joined #notnexuiz + Mar 05 17:39:48 well there is no easy way of just leaving the forum, but maybe we all change our signatures the very same day, telling something about the cause + Mar 05 17:40:36 it'd have a message and would be fun + Mar 05 17:42:45 <}-z-{> I'm not usually malicious but it would be possible to add something to the theme, like a banner about vermeulen that says, "all your work are belong to me. I sell it for the $$$" and make it very hard to remove + Mar 05 17:43:04 <}-z-{> but then again, it's probably just not worth it + Mar 05 17:43:19 <}-z-{> he just doesn't seem to get how he's hurt people + Mar 05 17:43:34 <}-z-{> he seems to act like it's all just going to blow over without him greasing the wheels at all + Mar 05 17:43:58 its best to leave on amicable terms + Mar 05 17:44:06 yes I perceive the same + Mar 05 17:44:26 <[-z-]> yeah + Mar 05 17:44:41 just because verm* has been underhanded doesn't mean anybody else has to be + Mar 05 17:44:44 Spaceman: well, sure, leaving without saying a single word will have a really strong effect too imho + Mar 05 17:45:04 that's a better method + Mar 05 17:45:15 <[-z-]> there is still the power of the pen beyond that + Mar 05 17:45:25 <[-z-]> it'd be better to let a 3rd party write about the situation + Mar 05 17:45:30 <[-z-]> after it's all gone down + Mar 05 17:45:32 can new nex copy the forum from alientrap? + Mar 05 17:45:40 <[-z-]> I'd rather not + Mar 05 17:45:53 <[-z-]> 1) it's huge, 2) it's phpbb, 3) then we'd just be stealing right back + Mar 05 17:46:00 there is a lot of information there + Mar 05 17:46:03 [-z-]: sure + Mar 05 17:46:14 You don't like phpbb? + Mar 05 17:46:17 <[-z-]> Spaceman: and we can port it all to the wiki + Mar 05 17:46:27 I'm surprised this thing didn't reach /. yet + Mar 05 17:46:30 <[-z-]> Samual: they don't even have function hooks + Mar 05 17:46:36 <[-z-]> you have to hard mod your files + Mar 05 17:46:42 maybe if individuals ask to transfer their posts + Mar 05 17:46:52 but there would be lots of holes + Mar 05 17:46:58 [17:46:02pm] I'm surprised this thing didn't reach /. yet + Mar 05 17:47:01 and it would look crap + Mar 05 17:47:03 It will soon most likely + Mar 05 17:47:05 <[-z-]> Spaceman: I think it's better to just reorganize on the new website + Mar 05 17:47:08 talking about phpbb, please I'd like to have a strict no mikee-like trolls allowed under any circumpstance + Mar 05 17:47:13 <[-z-]> we'll have an official picture, video and map repository + Mar 05 17:47:30 <[-z-]> mand1nga: there is a friend and foe list in mybb + Mar 05 17:48:03 amazing + Mar 05 17:48:28 <[-z-]> I learned that mybb isn't the greatest for mass bans, hopefully that won't come into play soon though :-P + Mar 05 17:48:57 <[-z-]> because in a well moderated forum, you shouldn't need to do a mass ban / deletion of the banee's posts + Mar 05 17:49:18 how then? + Mar 05 17:49:26 <[-z-]> how what? + Mar 05 17:49:34 I mean if a mikee guy fills the forum with crap + Mar 05 17:49:59 the only thing you can do is a mass deletion, etc + Mar 05 17:50:19 <[-z-]> well I don't think we'll need to use it + Mar 05 17:50:26 <[-z-]> there is also a warning system in mybb + Mar 05 17:50:44 <[-z-]> http://wiki.mybboard.net/index.php/Warning_System + Mar 05 17:51:04 you say the the problem will solve itself with a reputation system and/or an ignore feature, more or less? + Mar 05 17:51:22 <[-z-]> yes they should and we should be able to ban users on a per user basis + Mar 05 17:51:33 <[-z-]> if we were trying to ban say 30 people at once, it wouldn't be so simple + Mar 05 17:51:48 <[-z-]> but you really shouldn't be trying to ban 30 users at once unless you have a poorly moderated forum + Mar 05 17:52:06 <[-z-]> this will likely solve itself as the frontend of the admin backend continues in development + Mar 05 17:52:13 <[-z-]> they did a major rewrite ~a year ago + Mar 05 17:52:26 <[-z-]> but the code is really well organized and the plugin system is well made + Mar 05 17:52:32 <[-z-]> there is also a bridge available to wordpress + Mar 05 17:52:35 sure, or beign under attack, 30 ppl sounds quite massive to me + Mar 05 17:52:36 <[-z-]> so it seems like a good choice + Mar 05 17:52:50 <[-z-]> yes but being under attack, we disable user registration + Mar 05 17:52:58 <[-z-]> possible the forums, depending on the degree of the attack + Mar 05 17:53:00 sure + Mar 05 17:53:02 <[-z-]> and then deal with ip tables from there + Mar 05 17:53:24 I like those systems were one can report users doing funky things + Mar 05 17:53:47 <[-z-]> yes, you can do that with mybb too + Mar 05 17:54:29 well .. unfortunately I think we should get ready on that, more than likely mikee will try to spread his crap again whenever we start a new forum + Mar 05 17:54:45 <[-z-]> yeah, shouldn't be a problem + Mar 05 17:54:52 <[-z-]> he was contained on the NN forums + Mar 05 17:54:57 how many people have registered for the AT forums and how many are active? + Mar 05 17:55:07 <[-z-]> probably 1/8 or less are active + Mar 05 17:55:10 cool + Mar 05 17:55:17 <[-z-]> Total members 2993 + Mar 05 17:55:22 <[-z-]> yeah, I'd say ~100-300 active + Mar 05 17:56:04 <[-z-]> phpbb admitted does a few moderation controls better on the front-end but the foundation of the system is not as agile + Mar 05 17:56:41 <[-z-]> Users per day: 2.04 + Mar 05 17:56:46 <[-z-]> Topics per day: 3.86 + Mar 05 17:56:51 <[-z-]> Posts per day: 50.45 + Mar 05 17:57:34 small but interesting forum + Mar 05 17:57:46 <[-z-]> ~450 inactive accounts... not sure what classifies them as 'inactive' though + Mar 05 17:58:31 I thought there were way more registered users, like 10k + Mar 05 17:58:39 <[-z-]> nahaha + Mar 05 17:58:46 <[-z-]> we're a small community + Mar 05 17:58:58 indeed + Mar 05 17:59:06 <[-z-]> especially compared to urban terror + Mar 05 17:59:56 Urban Terror can suck my dick + Mar 05 18:00:10 <[-z-]> yeah well, they capped a lot of CS kids + Mar 05 18:00:15 Actually + Mar 05 18:00:20 <[-z-]> I can't seem to get a number on their forums + Mar 05 18:00:21 I'm creator/moderator of a Nexuiz forum here in my country, we're mostly argentinians and chileans + Mar 05 18:00:22 I wouldn't even let that filth do that + Mar 05 18:00:25 about 10 active users :P + Mar 05 18:00:25 <[-z-]> but their servers were quite popular + Mar 05 18:00:45 <[-z-]> mand1nga: :) + Mar 05 18:00:55 <[-z-]> Nexuiz Diplomat of Chile + Mar 05 18:00:56 Urban Terror has 27 major problems with it + Mar 05 18:01:05 1-26: It's a rip off of CS + Mar 05 18:01:05 <[-z-]> 27? lol + Mar 05 18:01:11 connectivity with other countries like peru, colombia, ecuador, etc its pretty bad for playing, not sure why + Mar 05 18:01:26 27: It's a rip off of CS and it also takes the CS community + Mar 05 18:01:33 makes me thing maybe we should consider opening sections for specific languages + Mar 05 18:01:36 <[-z-]> Samual: those are weak reasons + Mar 05 18:01:43 for non english writers/readers :P + Mar 05 18:01:43 Oh you want actual reasons? + Mar 05 18:01:48 It's easy to hack/cheat, + Mar 05 18:01:56 The serverlist takes a longass time to populate + Mar 05 18:01:59 <[-z-]> do they distribute the source? + Mar 05 18:01:59 The engine is ugly as hell + Mar 05 18:02:14 Yes? + Mar 05 18:02:14 <[-z-]> I thought the engine was decent + Mar 05 18:02:17 <[-z-]> I haven't looked at the code + Mar 05 18:02:26 I see so many aimbots on that game + Mar 05 18:02:27 <[-z-]> I wouldn't even know what to think if I did :-P + Mar 05 18:02:28 You have no idea + Mar 05 18:02:34 they have some sort of ragdoll support it seems + Mar 05 18:02:41 That's hacked together :P + Mar 05 18:02:41 but gfx are ugly imho + Mar 05 18:02:45 <[-z-]> no, I haven't logged into your brain in a while, so I have no idea :-P + Mar 05 18:03:12 Good + Mar 05 18:03:24 imo you aren't worthy + Mar 05 18:03:27 maybe ppl enjoy more to shoot ppl like models + Mar 05 18:03:38 I'm the opposite + Mar 05 18:03:57 I'd rather to shoot an alien like thing :P + Mar 05 18:04:22 I'd rather shoot people + Mar 05 18:04:30 Not models, but people + Mar 05 18:04:33 But well + Mar 05 18:04:40 <[-z-]> ls ~/samuals_brain + Mar 05 18:04:44 <[-z-]> microsoft.doc + Mar 05 18:04:48 .............. + Mar 05 18:04:52 lmao + Mar 05 18:04:52 ...................................... + Mar 05 18:04:52 <[-z-]> porn/ + Mar 05 18:04:52 lol + Mar 05 18:05:05 <[-z-]> stupid_things_z_says.txt + Mar 05 18:05:08 "ls command not found" + Mar 05 18:05:12 microsoft_porn/ + Mar 05 18:05:16 <[-z-]> haha :-P + Mar 05 18:05:56 tZork: cheers mate, having a b33r here :) + Mar 05 18:06:14 balmer in pink latex dress. disturbing dont wuite cut it as description.. :D + Mar 05 18:06:30 cheers mand1nga =) + Mar 05 18:06:34 lol + Mar 05 18:06:53 ls ~/tylers_brain ls: cannot access tylers_brain: No such file or directory + Mar 05 18:07:12 Bitch. + Mar 05 18:07:18 <[-z-]> 2 minutes and 13 seconds... new record time for a good comeback + Mar 05 18:07:20 <[-z-]> impressive + Mar 05 18:07:26 stfu + Mar 05 18:07:29 <[-z-]> "that was awesome" + Mar 05 18:07:30 Also: The game + Mar 05 18:07:31 this thing I'm drinking, called "barley wine" beer has about 10% of alcohol + Mar 05 18:07:40 <[-z-]> nice mand1nga, what brand? + Mar 05 18:07:41 quite strong and tasty :) + Mar 05 18:07:46 <[-z-]> I like me a good barley wine + Mar 05 18:07:51 Antares, a local brand + Mar 05 18:07:55 <[-z-]> ahh + Mar 05 18:07:55 nice :) + Mar 05 18:08:04 its quite good I must say + Mar 05 18:08:05 <[-z-]> do you get american imports? + Mar 05 18:08:18 not really .... mostly from europe + Mar 05 18:08:23 <[-z-]> yeah, I figured :-P + Mar 05 18:08:24 belgium, germany, etc + Mar 05 18:08:35 <[-z-]> you got some good cabranets, eh? + Mar 05 18:08:39 hmm interesting. teh rather strong stuff (7+) usualy arent that great in my experiance. but the exceptions can be quite amazing + Mar 05 18:08:42 <[-z-]> in your region + Mar 05 18:08:46 I don't know a single really good american beer .. sadly + Mar 05 18:08:53 <[-z-]> haha :-P + Mar 05 18:09:05 cabranets? whats that? + Mar 05 18:09:11 <[-z-]> wine + Mar 05 18:09:12 <[-z-]> red wine + Mar 05 18:09:14 cabernets? :P wine? + Mar 05 18:09:19 oh sure :) + Mar 05 18:09:23 <[-z-]> my bad :-P + Mar 05 18:09:36 <[-z-]> not my wine of choice but when I have ones from chile, they are always good and cheap + Mar 05 18:09:39 yes we have quite good wine + Mar 05 18:09:59 <[-z-]> malbec is native to your region? + Mar 05 18:09:59 yes, price/quality is fine + Mar 05 18:10:12 not sure .. I don't know really + Mar 05 18:10:13 <[-z-]> http://www.greatdivide.com/ << good american beer + Mar 05 18:10:16 i have good experianc of wine from chile too + Mar 05 18:10:23 but its my favourite type :) + Mar 05 18:10:39 <[-z-]> seriously mand1nga, I've had $5 dollar wines from chile they kicked the crap out of a $40 bottle + Mar 05 18:10:42 new zealand and france will always have better wines + Mar 05 18:10:55 <[-z-]> because of their long fertile soil? + Mar 05 18:11:05 <[-z-]> possibly their latitude + Mar 05 18:11:19 I know, I think we're trying hard to get better on that + Mar 05 18:11:31 <[-z-]> I'm very please so far :-P + Mar 05 18:11:33 probably the soil, not sure + Mar 05 18:11:36 <[-z-]> you guys are the google of redwine + Mar 05 18:11:39 heh i think i tasted old ruffian at some pont.. but i cant remerb if it was good. just the name stuck :P + Mar 05 18:11:49 <[-z-]> tZork: that's a goodie + Mar 05 18:11:50 hahaha + Mar 05 18:12:02 (wrt to greatdivide) + Mar 05 18:12:12 <[-z-]> yeah, I got that ;) + Mar 05 18:12:53 hm ale + Mar 05 18:13:01 <[-z-]> that's in a great place in the united states for beer and skiing/snowboarding + Mar 05 18:13:04 <[-z-]> Colorado + Mar 05 18:13:10 nice + Mar 05 18:13:25 [-z-]: tell me a nice beer brand from there + Mar 05 18:13:49 <[-z-]> from colorado? great divide + Mar 05 18:14:03 <[-z-]> dogfish head I think is in New Hampsire, which is east coast + Mar 05 18:14:10 <[-z-]> that's another good american brewery + Mar 05 18:14:30 in fact I had a few nice beers while I was in ny but I don't remember the names at all :> + Mar 05 18:14:43 <[-z-]> I read an article about the owner in entrepreneur magazine and he seems like a really cool guy that knows what he's doing and loves beer + Mar 05 18:15:18 <[-z-]> hmm delaware + Mar 05 18:15:20 <[-z-]> http://www.dogfish.com/ + Mar 05 18:15:25 at the mc gees and .. the blue note jazz club + Mar 05 18:16:12 nighty + Mar 05 18:16:19 nn esteel + Mar 05 18:16:20 <[-z-]> night + Mar 05 18:16:24 <[-z-]> mand1nga: I haven't been to either + Mar 05 18:16:28 <[-z-]> NYC is huge :) + Mar 05 18:18:30 no doubt :P + Mar 05 18:18:30 well sadly this was the last one + Mar 05 18:18:31 but I have fernet, probably you never heard about that + Mar 05 18:19:41 http://en.wikipedia.org/wiki/Fernet + Mar 05 18:19:48 <[-z-]> nope :-P + Mar 05 18:20:03 <[-z-]> sounds nice + Mar 05 18:20:04 cool Dokujisan + Mar 05 18:20:06 this must be my 3rd favorite beverage + Mar 05 18:20:12 i guess ill work on it again + Mar 05 18:20:18 <[-z-]> I wonder if they carry it around here + Mar 05 18:20:25 beer, wine, fernet .. wishkey might do .. but I'm not that old yet :P + Mar 05 18:20:26 <[-z-]> do you usually mix it? + Mar 05 18:20:37 whisky* + Mar 05 18:20:54 yes, with coca cola/pepsi/tonic + Mar 05 18:20:55 DibTop div0 + Mar 05 18:21:09 DibTop: we played a second match on it and again it played well. It was a little tiny bit campy + Mar 05 18:21:14 but generally not bad + Mar 05 18:21:17 DibTop div0 + Mar 05 18:21:20 cool stuff + Mar 05 18:21:21 its really popular here, seems to be a thing from Italy though + Mar 05 18:21:22 that map is old + Mar 05 18:21:28 DibTop: also dublpaws is giving dance a makeover + Mar 05 18:21:36 cool + Mar 05 18:21:41 dunno if you want to try to mimic the new style or not + Mar 05 18:22:02 it's on bc1 as dance_beta1 + Mar 05 18:22:21 <[-z-]> Dokujisan: are you aware that have have a revision of zion? + Mar 05 18:22:28 no + Mar 05 18:22:33 <[-z-]> it's not quite finished + Mar 05 18:22:41 <[-z-]> I need to work on the bases and maybe textures + Mar 05 18:22:46 <[-z-]> but it's a lot more in depth + Mar 05 18:22:48 ok + Mar 05 18:23:16 <[-z-]> now my mouse cursor disappears over my channel list... + Mar 05 18:23:37 <[-z-]> I hate computers sometimes + Mar 05 18:23:56 :-) + Mar 05 18:24:35 lawl + Mar 05 18:24:39 I see three mouse pointers + Mar 05 18:24:49 xinerama draws one for every x screen + Mar 05 18:24:49 <[-z-]> I have the stupid kde-cursor now too + Mar 05 18:24:59 Yes I do too for firefox + Mar 05 18:25:02 <[-z-]> Samual: ever see xdmx? + Mar 05 18:25:07 No? + Mar 05 18:25:08 <[-z-]> http://dmx.sourceforge.net + Mar 05 18:25:08 What is it? + Mar 05 18:25:18 <[-z-]> distributed multihead x + Mar 05 18:25:27 <[-z-]> probably slow as hell but 1337! + Mar 05 18:25:41 Hmm + Mar 05 18:25:48 xserver-xgl is fast at least + Mar 05 18:25:56 I'll check it out later though + Mar 05 18:26:11 <[-z-]> xserver-xgl? + Mar 05 18:26:18 btw i think we should stop changing physics + Mar 05 18:26:31 for nexuiz i mean 2.6 or whatever + Mar 05 18:26:36 <[-z-]> after we implement moonjumping ability for 10 seconds after a headshot + Mar 05 18:29:43 * mand1nga has quit ("http://www.mibbit.com ajax IRC Client") + Mar 05 18:32:07 xserver-xgl = old shit which isn't being developed anymore + Mar 05 18:32:13 It allows my 3 monitors to work with compiz + Mar 05 18:32:42 <[-z-]> ah + Mar 05 18:46:00 * mand1nga (ba88357b@webchat.mibbit.com) has joined #notnexuiz + Mar 05 19:12:13 gn all + Mar 05 19:12:27 night + Mar 05 20:59:53 * tZork is now known as tZork|gone + Mar 05 21:16:27 * Dokujisan has changed the topic to: Details are posted on the Wiki -- http://dev.xonotic.org -- temporary development site to get organized + Mar 05 21:20:41 * Samual gives channel operator status to mand1nga + Mar 05 21:20:46 * Samual gives channel operator status to [-z-] + Mar 05 21:50:33 * johngalt (~mshade@ip98-169-164-171.dc.dc.cox.net) has joined #notnexuiz + Mar 05 21:50:56 hi guys + Mar 05 21:51:22 :-) + Mar 05 21:51:33 johngalt: go here and register + Mar 05 21:51:34 http://dev.xonotic.org + Mar 05 21:51:41 and i'll activate you + Mar 05 21:51:45 so you can read the Wiki + Mar 05 21:52:03 reg'd + Mar 05 21:52:10 can I let Deiz in on this? + Mar 05 21:52:20 activated + Mar 05 21:52:24 who is Deiz? + Mar 05 21:52:39 Hey John + Mar 05 21:52:43 old school player, good friend of mine. + Mar 05 21:52:50 if you want it admin only, thats definitely cool + Mar 05 21:53:02 understand the need for keeping close to the vest + Mar 05 21:53:06 I mean... sure there will be lots of people who get involved, but not everyone is in this channel + Mar 05 21:53:11 yeah + Mar 05 21:53:25 for example, I'm keeping the Aussies updated, but they are in another channel + Mar 05 21:54:03 we'll get more people in on the discussions after some of this initial stuff is covered + Mar 05 21:55:12 k + Mar 05 21:55:43 hi johngalt :) + Mar 05 21:55:47 hiya + Mar 05 21:56:01 howve you been? + Mar 05 21:56:09 * Deiz_ (~swh@69-196-147-186.dsl.teksavvy.com) has joined #notnexuiz + Mar 05 21:57:02 good + Mar 05 21:57:14 busy as hell + Mar 05 21:57:33 hah i bet, i havent seen you in a very long time + Mar 05 21:57:36 * mand1nga has quit ("http://www.mibbit.com ajax IRC Client") + Mar 05 21:57:41 i had server up again for a short while + Mar 05 21:57:50 yeah I saw that. Was that with softlayer? + Mar 05 21:58:12 it was on peer1 + Mar 05 21:58:17 serverbeach reseller + Mar 05 21:58:26 damn good price i got on that actually + Mar 05 21:58:36 yup so that + Mar 05 21:58:41 but the community had changed so much i couldn't get into it much. then this + Mar 05 21:58:54 took it down a day or two before this whole illfonic thing came to light + Mar 05 21:59:27 ya + Mar 05 21:59:33 im just mad at lee + Mar 05 21:59:39 not even mad at illfonic atm + Mar 05 21:59:45 i think we all are. a no show for the last however long + Mar 05 22:00:00 seems a lot of people are lashing out illfonic + Mar 05 22:00:01 and then... "Oh, yes, it's all about the community. This is good for you. Take your medicine." + Mar 05 22:00:15 i honestly hold lee responsible for it + Mar 05 22:00:17 illfonic are just the opportunists, not the root. + Mar 05 22:00:20 anyway + Mar 05 22:00:27 we know what happened, that's why we're here. + Mar 05 22:00:31 * johngalt reads wiki + Mar 05 22:00:32 johngalt> illfonic are just the opportunists, not the root. + Mar 05 22:00:33 exactly + Mar 05 22:00:42 http://pics.nexuizninjaz.com/viewer.php?file=rogou3t1yz0f4qpo9x.jpg + Mar 05 22:00:52 It was a good opportunity, potentially. + Mar 05 22:01:02 The name licensing and attempted rebranding squandered it. + Mar 05 22:01:32 The disingenuous babble from the Illfonic rep didn't help, though. + Mar 05 22:02:03 How's (license) mobility to be combined with safety from a future incident? + Mar 05 22:02:41 nice to meet ya Deiz_ + Mar 05 22:02:56 Hello. + Mar 05 22:03:19 We've met, I think, but I've been out for ages. + Mar 05 22:04:00 i think im gonna work on modeling mostly + Mar 05 22:04:18 thats where we seriously lack + Mar 05 22:04:24 yes! + Mar 05 22:04:27 definitely + Mar 05 22:04:30 and i dont think we should release until we have new models + Mar 05 22:04:35 DibTop div0 + Mar 05 22:04:40 DibTop: do you have modeling experience? + Mar 05 22:04:41 i think we can show up the console nexuiz + Mar 05 22:04:43 rigging? + Mar 05 22:04:44 DibTop: how are you learning about rigging models? + Mar 05 22:04:48 johngalt: not modeling but some animating + Mar 05 22:04:54 already know how to rig Dokujisan + Mar 05 22:04:59 how did you learn + Mar 05 22:05:02 Rigging Dokujisan is easy. + Mar 05 22:05:06 blender tut + Mar 05 22:05:09 need it? + Mar 05 22:05:09 Just get him excited, he rigs himself. + Mar 05 22:05:42 well, so anyone can follow a blender animation tutorial and they can animate models for nexuiz? or is there more information needed about nexuiz to finalize it? + Mar 05 22:05:52 more info needed + Mar 05 22:05:59 and im still working on documenting that + Mar 05 22:06:01 ok where did you get info? + Mar 05 22:06:05 yeah that's what I'm getting at + Mar 05 22:06:10 it needs to be documented + Mar 05 22:06:24 Who in Nexuiz has that information though, currently? + Mar 05 22:06:25 ill write something up after i get it in nexuiz and working + Mar 05 22:06:33 i think Morphed does + Mar 05 22:06:35 is there anything we need to look at legally for a fork? + Mar 05 22:06:36 ok + Mar 05 22:06:37 but only for 3ds max + Mar 05 22:06:43 he dosent use blender + Mar 05 22:06:51 tzork has some knowledge as well + Mar 05 22:06:55 more with 3ds though + Mar 05 22:07:01 obi = 3ds too + Mar 05 22:07:15 johngalt: I don't think so. Everything in Nexuiz content wise was GPL compatible, and unlike illfonic, we're forking into another GPL game + Mar 05 22:07:28 we may need to strip out references to "nexuiz" + Mar 05 22:07:35 i think that's correct. + Mar 05 22:07:40 just putting the question out there. + Mar 05 22:09:47 Licensing hurts my brain. + Mar 05 22:09:50 heh + Mar 05 22:10:05 so much of GPL is untested + Mar 05 22:10:12 and most of it misunderstood :) + Mar 05 22:10:38 so as far as naming goes, are we trying to keep to something similar, or is anything fair game? + Mar 05 22:10:44 It gets extended. + Mar 05 22:11:02 there are ideas started for names in the wiki + Mar 05 22:11:08 yeah, I'm looking at that now + Mar 05 22:11:08 that's just a step 1 though + Mar 05 22:11:12 You can't close my code, it's GPLed... You can't remove that load-bearing wall, it's GPLed. + Mar 05 22:11:52 I'm assuming the game code license will be set in stone, as changing it'd require all past contributors to be in agreement. + Mar 05 22:12:03 The Nexuiz repo never had copyright assignment like Darkplaces, did it? + Mar 05 22:12:04 each time I mention the fork, that's an immediate question about the name, understandably. I think it's wise to take proper time to figure out the name. + Mar 05 22:12:43 It's hard to do worse than "Neck-see-us" which is spelled "Neck-shoe-is". + Mar 05 22:12:48 yep :-) + Mar 05 22:12:52 Dokujisan: absolutely. name is least important aspect. + Mar 05 22:12:52 that's the point i keep making + Mar 05 22:13:00 that "nexuiz" is actually a pretty bad name + Mar 05 22:13:03 at least immediately + Mar 05 22:13:21 "Nexiuz" wouldn't have been a bad name though + Mar 05 22:13:38 and then kanji "n" symbol looked good + Mar 05 22:14:08 Heh + Mar 05 22:14:16 On that map screenshot, the texture on the right side is backwards. + Mar 05 22:14:42 which screenshot? + Mar 05 22:14:48 http://pics.nexuizninjaz.com/viewer.php?file=rogou3t1yz0f4qpo9x.jpg + Mar 05 22:14:56 ah + Mar 05 22:17:02 http://pics.nexuizninjaz.com/viewer.php?file=zbcmceics6shje6u8wk9.jpg + Mar 05 22:17:06 that one is funny :-) + Mar 05 22:17:33 hahah + Mar 05 22:17:52 Was he incommunicado for that entire time, or just making very minor contributions? + Mar 05 22:20:48 Deiz_: http://dev.alientrap.org/repositories/stats/nexuiz + Mar 05 22:21:22 Heh. Insufficient resolution to make out whether it's non-zero. + Mar 05 22:21:32 well he's on there twice + Mar 05 22:21:40 vermeulen and vermeulenl + Mar 05 22:21:43 Ah, yes. + Mar 05 22:23:20 http://www.ohloh.net/p/nexuiz/contributors/1595580376992 + Mar 05 22:24:27 So, no major commit flurries since mid-2005. + Mar 05 22:24:30 alright I gotta crash. Cya later... + Mar 05 22:24:40 seeya doku + Mar 05 22:29:32 http://www.ohloh.net/p/nexuiz/contributors/1595580541087 + Mar 05 22:29:33 Yay + Mar 05 22:29:38 I feel important + Mar 05 22:30:03 http://www.ohloh.net/p/nexuiz/contributors/1595580541086 + Mar 05 22:30:04 ohshi + Mar 05 22:30:09 FruitieX > Me + Mar 05 22:30:27 oh hello Deiz_ + Mar 05 22:33:33 hrm i wonder if someone can retexture the marine model + Mar 05 22:33:39 cause its really not that bad + Mar 05 22:33:57 just needs new art + Mar 05 22:37:43 hiya pavlvs + Mar 05 22:37:56 hi johngalt + Mar 05 22:37:58 * Taoki has quit (Ping timeout: 120 seconds) + Mar 05 22:41:46 BTW, div0's work: This developer has been contributing to this project since March 2006, with a total of 43 person-months of code development. He or she made a total of 4652 commits and the main programming language used was C. + Mar 05 22:42:01 * pavlvs327 (pavlvs@adsl-75-39-134-107.dsl.tpkaks.sbcglobal.net) has joined #notnexuiz + Mar 05 22:42:03 4652 commits :P + Mar 05 22:42:17 yep. div0 *is* nexuiz. + Mar 05 22:42:22 or isnot nexuiz + Mar 05 22:42:35 * esteel1 (OQBFtg94ui@planetnexuiz.de) has joined #notnexuiz + Mar 05 22:42:35 That's more than half damnit :P + Mar 05 22:42:58 * Spaceman_1 (~Spaceman@87.127.156.98) has joined #notnexuiz + Mar 05 22:43:04 * esteel has quit (Ping timeout: 120 seconds) + Mar 05 22:43:04 * Spaceman has quit (Ping timeout: 120 seconds) + Mar 05 22:43:04 * pavlvs has quit (Ping timeout: 120 seconds) + Mar 06 01:22:04 <[-z-]> wasn't the marine just retextured? + Mar 06 01:31:13 -z- not really + Mar 06 01:31:26 <[-z-]> o rly? + Mar 06 01:31:27 well it was kind of but maybe 6 months ago + Mar 06 01:31:34 it could use gloss, bump etc + Mar 06 01:31:39 to make it look better + Mar 06 01:35:25 <[-z-]> http://image.com.com/gamespot/images/2010/060/990996_20100302_790screen006.jpg + Mar 06 01:35:36 <[-z-]> am I wrong or is that shot not coming out of the gun? + Mar 06 01:36:38 persistent trails? + Mar 06 01:36:58 * pavlvs327 is now known as pavlvs + Mar 06 01:36:59 <[-z-]> so it was shot and that's the trail fading? + Mar 06 01:37:10 tahts my assumption + Mar 06 01:38:07 similar to the nex affect probably + Mar 06 01:38:58 althoguh if they're using nexuiz gamecode... ;p + Mar 06 01:39:11 <[-z-]> HLAC seems suspicious + Mar 06 01:39:13 shot origins have been pretty messed up :) + Mar 06 01:39:58 <[-z-]> where did I jus tread the weapons list about their game? + Mar 06 01:41:17 <[-z-]> LOL, this page comes up in a google search for Nexuiz weapons http://dev.alientrap.org/wiki/1/Weapons + Mar 06 01:41:28 [-z-]: the first post of the original illfonic thread, 2nnd para of GDC header + Mar 06 01:41:28 iirc + Mar 06 01:41:36 <[-z-]> ah + Mar 06 01:41:45 <[-z-]> yeah is the hlac from another game? + Mar 06 01:42:26 no its from this one + Mar 06 01:42:37 tzork was pretty pissed about that :S + Mar 06 01:42:39 no + Mar 06 01:42:39 tZork|gone invented it + Mar 06 01:42:45 <[-z-]> yeah, I'd be pissed too + Mar 06 01:42:50 me too + Mar 06 01:42:52 i was using it as an example of where Lee didnt get appropriate permission + Mar 06 01:42:56 <[-z-]> vermeulen really screwed up this time + Mar 06 01:43:05 this time? + Mar 06 01:43:10 hes screwed up before? + Mar 06 01:43:26 <[-z-]> he's made some odd moves in the past + Mar 06 01:43:53 <[-z-]> I have some personal discoveries with him + Mar 06 01:43:54 this was a good move in all honesty just horrendous outcome/planning + Mar 06 01:44:10 <[-z-]> yeah the screwed the pooch on execution + Mar 06 01:44:42 <[-z-]> I don't think it would have been hard to get the community on board + Mar 06 01:44:58 <[-z-]> but instead of asking "for permission", he's asking "for forgiveness" + Mar 06 01:45:05 <[-z-]> but he's really not even asking for forgiveness + Mar 06 01:45:12 <[-z-]> which pisses me off even more + Mar 06 01:45:14 yup + Mar 06 01:45:58 <[-z-]> I tried to bring this up to him, saying maybe he should hunt down the contributors it's affected the most + Mar 06 01:46:28 <[-z-]> and he seemed to think that without royalities, the contributors wouldn't care... but I don't think anyone is really concerned about the money + Mar 06 01:47:28 <[-z-]> more so a better explanation, an apology and a plan of action + Mar 06 01:57:06 i should sue if they use accuracy stats :P + Mar 06 01:57:42 well the problem is + Mar 06 01:57:56 its closed source, so you dont know if they reused your code or not + Mar 06 01:58:06 so you have to sue for the code + Mar 06 01:58:43 haha true true + Mar 06 03:09:35 01:02:46 < mand1nga> they have some sort of ragdoll support it seems + Mar 06 03:09:44 UrbanTerror? Ragdoll? errrrrr. NO. :P + Mar 06 03:11:26 o, maybe new release + Mar 06 03:35:26 i wonder if that console nexuiz will have ragdolls + Mar 06 04:06:42 morning + Mar 06 04:08:03 hi + Mar 06 04:27:32 google Agents for Games and Simulations: Trends in Techniques, Concepts and Design (Frank Dignum) :D + Mar 06 05:01:21 * mand1nga (ba88357b@webchat.mibbit.com) has joined #notnexuiz + Mar 06 05:11:43 * Spaceman_1 is now known as Spaceman + Mar 06 05:46:02 * Morphed_ (Morphed@aapi142.neoplus.adsl.tpnet.pl) has joined #notnexuiz + Mar 06 05:47:47 * esteel1 is now known as esteel + Mar 06 05:49:17 * Morphed has quit (Ping timeout: 364 seconds) + Mar 06 06:16:48 * MrBougo (~MrBougo@ip-213-49-242-191.dsl.scarlet.be) has joined #notnexuiz + Mar 06 06:16:55 welp. + Mar 06 06:17:14 hello MrBougo + Mar 06 06:17:29 I'm interested in the motives of this, why do you guys think it is beneficial to fork? + Mar 06 06:18:50 looks like new name + Mar 06 06:19:27 and the obvious reason to get out of alientrap so an absentee "owner" cant sell it out + Mar 06 06:19:47 not sure if that part requires a fork really + Mar 06 06:20:12 so you're planning to "move out", taking the community as a whole away from alientrap + Mar 06 06:20:18 how would this work out? + Mar 06 06:20:30 would lee give up his project? + Mar 06 06:21:39 there would still be the possibility of a GPL Nexuiz + Mar 06 06:22:03 how so? + Mar 06 06:22:08 it still is possible + Mar 06 06:22:09 a gpl nexuiz could use the code from the fork version + Mar 06 06:22:16 forked* + Mar 06 06:22:27 nexuiz is still gpl + Mar 06 06:22:33 I mean, nexuiz pc + Mar 06 06:23:23 the part I still don't like is that if there is a fork, both projects would coexist for a while at least + Mar 06 06:23:38 this^ + Mar 06 06:23:38 yeah same + Mar 06 06:23:55 sorry, I meant that there would be the possibility of new version of gpl nexuix being published in th e future + Mar 06 06:24:01 that's why this seems risky to me + Mar 06 06:24:05 how do you move a whole community + Mar 06 06:24:20 granted, it isn't that big, and the main elements will surely change if they see the others do + Mar 06 06:24:35 one question + Mar 06 06:24:37 I'd want alientrap.org/nexuiz to say something along the lines of "Nexuiz is discontinued, however it is revamped by project XXX" + Mar 06 06:24:42 div0 still hasnt said anyhting in here + Mar 06 06:24:47 will all the developers move too? + Mar 06 06:24:48 i am kinda waiting on his thoughts + Mar 06 06:25:22 and what prevents nexuiz from importing notnexuiz's changes as they come + Mar 06 06:26:04 of course they can't sell it anymore then :p + Mar 06 06:26:15 who will publish the gpl nexuiz version? + Mar 06 06:26:24 bbl + Mar 06 06:26:39 I'm assuming the developers will abandon alientrap for the new project# + Mar 06 06:27:04 pavlvs: div0 has said lots + Mar 06 06:27:11 all devs that have some self respect :) + Mar 06 06:34:35 Dokujisan: can you add log from http://www.nullgaming.com/stuff/notnexuiz.log to the wiki + Mar 06 07:09:39 * Taoki (kvirc@93.113.162.42) has joined #notnexuiz + Mar 06 07:32:09 Spaceman, 404 + Mar 06 07:32:21 who logs this channel? + Mar 06 07:32:52 the url was working yesterday + Mar 06 07:33:21 the wiki was added last night and some of the log has been added to the wike + Mar 06 07:33:24 wiki + Mar 06 07:34:46 MrBougo: I can add my log but it only started 10:00 yesterday + Mar 06 07:35:58 put "this channel is logged" in the topic at least :p + Mar 06 07:37:22 Morphed, that was off-topic and uncalled for + Mar 06 07:37:43 Spaceman: sure + Mar 06 07:38:02 how do you add a page to the wiki? + Mar 06 07:38:08 you guys should get some info page up + Mar 06 07:38:53 explaining your motives, why you believe it's a good thing, and where you think this is going + Mar 06 07:38:58 Spaceman: the easiest way is to add a name to end of the URL + Mar 06 07:39:20 MrBougo: have you registered wtih the site and looked through the wiki? + Mar 06 07:39:25 no + Mar 06 07:39:32 and I mean a public page + Mar 06 07:39:32 http://dev.xonotic.org + Mar 06 07:39:39 we'll do that eventually + Mar 06 07:39:42 unless this is a secret project + Mar 06 07:39:55 it is somewhat secret at the moment, only to help us focus + Mar 06 07:39:59 are you going to get this started when things settle down? + Mar 06 07:40:03 I tried http://dev.xonotic.org/projects/notnexuiz/wiki/test + Mar 06 07:40:17 404 The page you were trying to access doesn't exist or has been removed. + Mar 06 07:40:29 Spaceman: you might not have page creation rights + Mar 06 07:40:33 maybe I need to be an admin + Mar 06 07:40:42 that URL opens a blank edit screen for me + Mar 06 07:40:46 * Spaceman prods [-z-] + Mar 06 07:40:55 Spaceman: what did you want to add? + Mar 06 07:41:01 I can change your permissions + Mar 06 07:41:03 Spaceman, meanwhule ask somebody whocan :p + Mar 06 07:41:04 woops + Mar 06 07:41:07 typos + Mar 06 07:41:08 my irc log + Mar 06 07:41:23 Spaceman: I'm gonna add my entire IRC log from when I first entered this channel + Mar 06 07:41:34 that is even better + Mar 06 07:41:34 so that should include your log + Mar 06 07:41:36 k + Mar 06 07:41:47 mine is only 26 hours + Mar 06 07:41:57 thanks diff --git a/Items.md b/Items.md index a08769c..b99fa9d 100644 --- a/Items.md +++ b/Items.md @@ -1,63 +1,68 @@ -h1. Items +Items +===== -{{>toc}} +{{\>toc}} -h2. Health +Health +------ -h3. Mega (100) +### Mega (100) -!http://pics.nexuizninjaz.com/images/s92ftsza0q7r8daau47z.png! +![](http://pics.nexuizninjaz.com/images/s92ftsza0q7r8daau47z.png) -h3. Big (50) +### Big (50) -!http://pics.nexuizninjaz.com/images/qxiffzan7xx91qj9x1.png! +![](http://pics.nexuizninjaz.com/images/qxiffzan7xx91qj9x1.png) -h3. Medium (25) +### Medium (25) -!http://pics.nexuizninjaz.com/images/mulmtdwq27dwh2zwrpa.png! +![](http://pics.nexuizninjaz.com/images/mulmtdwq27dwh2zwrpa.png) -h3. Small (5) +### Small (5) -!http://pics.nexuizninjaz.com/images/91w9h1tomsbml5ukj8re.png! +![](http://pics.nexuizninjaz.com/images/91w9h1tomsbml5ukj8re.png) -h2. Armor +Armor +----- -h3. Mega (100) +### Mega (100) -!http://pics.nexuizninjaz.com/images/havtb83g2yglb201q84t.png! +![](http://pics.nexuizninjaz.com/images/havtb83g2yglb201q84t.png) -h3. Big (50) +### Big (50) -!http://pics.nexuizninjaz.com/images/jyi1aj1vx6rrrckx7zgt.png! +![](http://pics.nexuizninjaz.com/images/jyi1aj1vx6rrrckx7zgt.png) -h3. Medium (25) +### Medium (25) -!http://pics.nexuizninjaz.com/images/ijq1xmxw797e1klv1l.png! +![](http://pics.nexuizninjaz.com/images/ijq1xmxw797e1klv1l.png) -h3. Small (5) +### Small (5) -!http://pics.nexuizninjaz.com/images/5zl9javsx6dasvom21gv.png! +![](http://pics.nexuizninjaz.com/images/5zl9javsx6dasvom21gv.png) -_______________________________ +**\_ -h2. Ammo +Ammo +---- -h3. Shells +### Shells -!http://pics.nexuizninjaz.com/images/f9hojpjhgcvc21a48916.png! +![](http://pics.nexuizninjaz.com/images/f9hojpjhgcvc21a48916.png) -h3. Bullets +### Bullets -!http://pics.nexuizninjaz.com/images/6ra03dq3kvnolzdtk33.png! +![](http://pics.nexuizninjaz.com/images/6ra03dq3kvnolzdtk33.png) -h3. Cells +### Cells -!http://pics.nexuizninjaz.com/images/jnyi12r4hchzq795rx07.png! +![](http://pics.nexuizninjaz.com/images/jnyi12r4hchzq795rx07.png) -h3. Rockets +### Rockets -!http://pics.nexuizninjaz.com/images/w9bizye85ta3o2iwh2b.png! +![](http://pics.nexuizninjaz.com/images/w9bizye85ta3o2iwh2b.png) -h3. Fuel +### Fuel + +![](http://pics.nexuizninjaz.com/images/q3r7qf87u22oz4el1dvm.png) -!http://pics.nexuizninjaz.com/images/q3r7qf87u22oz4el1dvm.png! diff --git a/Keepaway.md b/Keepaway.md index cfd7bbc..a499f5f 100644 --- a/Keepaway.md +++ b/Keepaway.md @@ -1,21 +1,27 @@ -h1. Keepaway +Keepaway +======== -h2. Object of the Game +Object of the Game +------------------ -!>http://pics.nexuizninjaz.com/images/97kgj2j8monn9twl2e.png! +![](>http://pics.nexuizninjaz.com/images/97kgj2j8monn9twl2e.png) -There is a ball spawned randomly on the map. The goals are to get the ball by any means possible and -- when you have it, kill as many people as possible and protect yourself. +There is a ball spawned randomly on the map. The goals are to get the ball by any means possible and — when you have it, kill as many people as possible and protect yourself. -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -* +- -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Key_Hunt.md b/Key_Hunt.md index d5121c4..9c4ff13 100644 --- a/Key_Hunt.md +++ b/Key_Hunt.md @@ -1,29 +1,34 @@ -h1. Key Hunt (KH) +Key Hunt (KH) +============= -!http://pics.nexuizninjaz.com/images/6498jb823699s0xkz726.jpg! !http://pics.nexuizninjaz.com/images/wwkcbz3r5gtyuhwi.jpg! +![](http://pics.nexuizninjaz.com/images/6498jb823699s0xkz726.jpg) ![](http://pics.nexuizninjaz.com/images/wwkcbz3r5gtyuhwi.jpg) -h2. Object of the Game +Object of the Game +------------------ In KH there are 3 teams (red; blue & yellow) and always one player of a team holds a key (Red key; blue key & yellow key). The goal is to collect the keys of the other teams and gather up to score. Get 1000 points to win a map (100 points for each capture). Tricky: Everyone that holds a key (Note: you can hold more than 1 of course) has a waypoint over his head (“Key carrier”), which shows his position. How To: -- Collect a key? Frag a player which holds a key and grab it (walk over it) after he died. -- Score? Your team needs to collect all keys. If, for example, Player A, B and C of 1 team hold a team they have to meet a one place (can be anywhere) and be close enough together. That’s enough to score. Its possible that one player gets every key and he scores immediately then. +- Collect a key? Frag a player which holds a key and grab it (walk over it) after he died. +- Score? Your team needs to collect all keys. If, for example, Player A, B and C of 1 team hold a team they have to meet a one place (can be anywhere) and be close enough together. That’s enough to score. Its possible that one player gets every key and he scores immediately then. - -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- + +- Some maps can contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). They can be useful tools to win a match! +- [[Binds]] are very useful again to coordinate the team. -- Some maps can contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). They can be useful tools to win a match! -- [[Binds]] are very useful again to coordinate the team. +List of Demos and Videos +------------------------ -h2. List of Demos and Videos +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Last_Man_Standing.md b/Last_Man_Standing.md index 2cdbb46..e73c8c5 100644 --- a/Last_Man_Standing.md +++ b/Last_Man_Standing.md @@ -1,21 +1,26 @@ -h1. Last Man Standing (LMS) -!>http://pics.nexuizninjaz.com/images/v73uorgsp9f5stya1zx.jpg! +Last Man Standing (LMS) +![](>http://pics.nexuizninjaz.com/images/v73uorgsp9f5stya1zx.jpg) +================================================================= -h2. Object of the Game +Object of the Game +------------------ -In LMS you start with a special amount of lives (9 by default) and with every weapon (except [[Weapons|Mine Layer]]; [[Weapons|HLAC]]; [[Weapons|T.A.G. Seeker]]; [[Weapons|Fireball]]; [[Weapons|Grappling Hook]]; [[Weapons|Port-O-Launch]] and the [[Weapons|@#!%'n Tuba]]). For each death you lose 1 live and once you run out of your lives you will have to spectate until the end of the map. The last one that survives is the “Last Man Standing” and wins the map. +In LMS you start with a special amount of lives (9 by default) and with every weapon (except [[Weapons|Mine Layer]]; [[Weapons|HLAC]]; [[Weapons|T.A.G. Seeker]]; [[Weapons|Fireball]]; [[Weapons|Grappling Hook]]; [[Weapons|Port-O-Launch]] and the [[Weapons|@\#!%’n Tuba]]). For each death you lose 1 live and once you run out of your lives you will have to spectate until the end of the map. The last one that survives is the “Last Man Standing” and wins the map. - -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- - If you don’t move (e.g. camp or hide) you get hurt after a while and lose some health! So always keep moving. -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Legal.md b/Legal.md index 14719da..75c4b95 100644 --- a/Legal.md +++ b/Legal.md @@ -1,10 +1,12 @@ -h1. Legal +Legal +===== -{{>toc}} +{{\>toc}} -h2. GPL +GPL +--- -Xonotic and everything that comes with our releases is licensed under the "GNU General Public Licence v2":http://www.gnu.org/licenses/gpl-2.0.html including the "or any later version" clause. We are bound to this license because the original Quake1 engine was released under the GPL, and we cannot relicense large portions of the game as not all of the contributors can be reached. +Xonotic and everything that comes with our releases is licensed under the [GNU General Public Licence v2](http://www.gnu.org/licenses/gpl-2.0.html) including the “or any later version” clause. We are bound to this license because the original Quake1 engine was released under the GPL, and we cannot relicense large portions of the game as not all of the contributors can be reached. Some of our artwork may be licensed under different licenses, which must be GPL compatible. More information about this can be found under the contributions section. @@ -13,11 +15,11 @@ If you have reasons to request a copy of any piece part of our game under a diff Making your contributions ready for inclusion Since we have many forms of contributions, they will be split up into some main categories. We want to accept as many licenses as possible, we just require that they are GPL compatible. The licenses listed below are simply examples of licenses that can be used, however it is not meant as a exhaustive list. -h3. Code +### Code -All code must be GPL v2 "or any later version". You may dual license your code with another license, of course. +All code must be GPL v2 “or any later version”. You may dual license your code with another license, of course. -h3. Artwork +### Artwork In the common case that you perform further edits on your artwork on basis of the last saved image version, the image is its own preferred editable format and thus the source. @@ -27,14 +29,16 @@ Which program you used to create these does not matter for legal purposes, as yo You may also reuse the work of others, provided that this work is licensed under a license that allows you to freely relicense your work under the GPL. This includes commonly used CC-BY (note that ShareAlike and NonCommercial are NOT compatible), the Artistic License and the MIT License. -h3. Audio +### Audio It is required to provide sources for any audio files to be included. What your source is largely varies on the way you created this audio. If you created or edited your work in a computer program, you must provide the project files and any samples you used. The samples themselves may also be licensed under the CC-BY license, which by themselves do not require you to share the sources you used to create the sample. This means that you can use commercial programs to create a sample and include proprietary synths and effects, as the sample you create will be your work and you may choose to license it in every way you see fit. Especially: there is absolutely nothing wrong with using, for example, expensive VSTi plugins for your work, as long as you still share the project file containing the settings for that VSTi plugin. Even if the music is composed on a totally obscure platform (e.g. Mac OS 9, or Amiga), there is nothing wrong with providing whatever is the native format of that application (e.g. as a floppy disk image). -If you created the music in another way, let's say you just played it on the piano and recorded it, it may be unclear what your 'source' is. Commonly a musical score would be accepted, or if you completely improvised it may be accepted without any source at all. Generally many programs can export the musical score or provide a midi format. This makes it easier for others to work on what you created, and would be nice to be provided additionally to any project files. If you're unclear what your source is, ask yourself "What would I use if I wanted to modify it?", the answer is likely to be accepted as source. +If you created the music in another way, let’s say you just played it on the piano and recorded it, it may be unclear what your ‘source’ is. Commonly a musical score would be accepted, or if you completely improvised it may be accepted without any source at all. Generally many programs can export the musical score or provide a midi format. This makes it easier for others to work on what you created, and would be nice to be provided additionally to any project files. If you’re unclear what your source is, ask yourself “What would I use if I wanted to modify it?”, the answer is likely to be accepted as source. -You may also reuse samples created by others, +as long as they are licensed under the GPL, CC-BY, Artistic License or the MIT License+ (note that ShareAlike and NonCommercial are NOT compatible). _(Provide a list of known legal resources here)._ +You may also reuse samples created by others, *as long as they are licensed under the GPL, CC-BY, Artistic License or the MIT License* (note that ShareAlike and NonCommercial are NOT compatible). *.* -h2. Xonotic name +Xonotic name +------------ Nobody owns the Xonotic name and it has not been registered as a trademark anywhere in the world that we know of. This does not give any single person or a group of people to sell the name, basically it belongs to the community and we are establishing a trademark through the use of this name. Currently this is the easiest way of organizing matters legally for us, and it provides sufficient security against any claims or improper use of the name. + diff --git a/Lighting.md b/Lighting.md index 2621ad0..7bccf37 100644 --- a/Lighting.md +++ b/Lighting.md @@ -1,36 +1,39 @@ -h1. Lighting +Lighting +======== In netradiant, there are two kinds of lights, real time lights (which must be added in-game) and radiosity-based lights (which are added in radiant). This article will deal with both. -h2. Real time lights (rtlights) +Real time lights (rtlights) +--------------------------- -Real time lights are added and modified using the following console commands, accessible in-game using r_editlights_help. +Real time lights are added and modified using the following console commands, accessible in-game using r\_editlights\_help. -|_.Command|_.Function| -|\2=.Settings| -|r_editlights|enable/disable editing mode| -|r_editlights_cursordistance|maximum distance of cursor from eye| -|r_editlights_cursorpushback|push back cursor this far from surface| -|r_editlights_cursorpushoff|push cursor off surface this far| -|r_editlights_cursorgrid |snap cursor to grid of this size| -|r_editlights_quakelightsizescale |imported quake light entity size scaling | -|\2=.Commands| -|r_editlights_help |this help| -|r_editlights_clear |remove all lights| -|r_editlights_reload |reload .rtlights, .lights file, or entities| -|r_editlights_save |save to .rtlights file| -|r_editlights_spawn |create a light with default settings| -|r_editlights_edit command |edit selected light - more documentation below| -|r_editlights_remove |remove selected light| -|r_editlights_toggleshadow |toggles on/off selected light’s shadow property| -|r_editlights_importlightentitiesfrommap |reload light entities| -|r_editlights_importlightsfile |reload .light file (produced by hlight)| -|\2=.Edit commands (given as arguments to r_editlights_edit| -|origin x y z |set light location| +|Command|Function| +|-------|--------| +|=.Settings| +|r\_editlights|enable/disable editing mode| +|r\_editlights\_cursordistance|maximum distance of cursor from eye| +|r\_editlights\_cursorpushback|push back cursor this far from surface| +|r\_editlights\_cursorpushoff|push cursor off surface this far| +|r\_editlights\_cursorgrid|snap cursor to grid of this size| +|r\_editlights\_quakelightsizescale|imported quake light entity size scaling| +|=.Commands| +|r\_editlights\_help|this help| +|r\_editlights\_clear|remove all lights| +|r\_editlights\_reload|reload .rtlights, .lights file, or entities| +|r\_editlights\_save|save to .rtlights file| +|r\_editlights\_spawn|create a light with default settings| +|r\_editlights\_edit command|edit selected light - more documentation below| +|r\_editlights\_remove|remove selected light| +|r\_editlights\_toggleshadow|toggles on/off selected light’s shadow property| +|r\_editlights\_importlightentitiesfrommap|reload light entities| +|r\_editlights\_importlightsfile|reload .light file (produced by hlight)| +|=.Edit commands (given as arguments to r\_editlights\_edit| +|origin x y z|set light location| |originx x|set x component of light location| |originy y|set y component of light location| |originz z|set z component of light location| -|move x y z |adjust light location| +|move x y z|adjust light location| |movex x|adjust x component of light location| |movey y|adjust y component of light location| |movez z|adjust z component of light location| @@ -38,26 +41,27 @@ Real time lights are added and modified using the following console commands, ac |anglesx x|set x component of light angles| |anglesy y|set y component of light angles| |anglesz z|set z component of light angles| -|color r g b |set color of light (can be brighter than 1 1 1)| -|radius radius |set radius (size) of light| -|colorscale grey |multiply color of light (1 does nothing)| -|colorscale r g b |multiply color of light (1 1 1 does nothing)| -|radiusscale scale |multiply radius (size) of light (1 does nothing)| -|sizescale scale |multiply radius (size) of light (1 does nothing)| -|style style |set lightstyle of light (flickering patterns, switches, etc)| -|cubemap basename |set filter cubemap of light (not yet supported)| -|shadows 1/0 |turn on/off shadows| -|corona n |set corona intensity| -|coronasize n |set corona size (0-1)| -|ambient n |set ambient intensity (0-1)| -|diffuse n |set diffuse intensity (0-1)| -|specular n |set specular intensity (0-1)| -|normalmode 1/0 |turn on/off rendering of this light in rtworld 0 mode| -|realtimemode 1/0 |turn on/off rendering of this light in rtworld 1 mode| -| |print light properties to console| +|color r g b|set color of light (can be brighter than 1 1 1)| +|radius radius|set radius (size) of light| +|colorscale grey|multiply color of light (1 does nothing)| +|colorscale r g b|multiply color of light (1 1 1 does nothing)| +|radiusscale scale|multiply radius (size) of light (1 does nothing)| +|sizescale scale|multiply radius (size) of light (1 does nothing)| +|style style|set lightstyle of light (flickering patterns, switches, etc)| +|cubemap basename|set filter cubemap of light (not yet supported)| +|shadows 1/0|turn on/off shadows| +|corona n|set corona intensity| +|coronasize n|set corona size (0-1)| +|ambient n|set ambient intensity (0-1)| +|diffuse n|set diffuse intensity (0-1)| +|specular n|set specular intensity (0-1)| +|normalmode 1/0|turn on/off rendering of this light in rtworld 0 mode| +|realtimemode 1/0|turn on/off rendering of this light in rtworld 1 mode| +||print light properties to console| -The most important commands to remember are r_editlights, r_editlights_edit (color, realtimemode and radius arguments), and of course, r_editlights_save. You will not see your light and its effects in real time if you do not execute r_editlights_realtimemode 1 while having selected the light. +The most important commands to remember are r\_editlights, r\_editlights\_edit (color, realtimemode and radius arguments), and of course, r\_editlights\_save. You will not see your light and its effects in real time if you do not execute r\_editlights\_realtimemode 1 while having selected the light. -It is important to note that rtlights can put a serious drain on computers due to the way they work, and they should be used sparingly (don't make an rtlight on every radiosity light, generally). However, they can easily be disabled from the client-side if a user's machine cannot handle them. +It is important to note that rtlights can put a serious drain on computers due to the way they work, and they should be used sparingly (don’t make an rtlight on every radiosity light, generally). However, they can easily be disabled from the client-side if a user’s machine cannot handle them. -h2. Radiosity lights +Radiosity lights +---------------- diff --git a/Logo.md b/Logo.md index a6b7a3f..5025410 100644 --- a/Logo.md +++ b/Logo.md @@ -1,17 +1,20 @@ -h1. Official Logo +Official Logo +============= -"Logo Zip":http://dev.xonotic.org/attachments/121/xonotic_logo.zip +[Logo Zip](http://dev.xonotic.org/attachments/121/xonotic_logo.zip) -"Logo in Media Source":http://git.xonotic.org/?p=xonotic/mediasource.git;a=tree;f=gfx/logo;hb=HEAD +[Logo in Media Source](http://git.xonotic.org/?p=xonotic/mediasource.git;a=tree;f=gfx/logo;hb=HEAD) -h2. Original Concepts +Original Concepts +----------------- + +- ~~z~~ [[Concept Art]] +- [Dokujisan](http://www.nullgaming.com/stuff/x/) + - [Source for current official logo](http://www.nullgaming.com/stuff/x/source) +- [Spaceman](http://leela.org.uk/xonotic/index.htm) +- Morphed [1](http://img688.imageshack.us/img688/2221/xonoticlogo9.jpg) [2](http://img708.imageshack.us/img708/8302/xonoticlogo8.jpg) [3](http://www.morphed.planetnexuiz.com/xonotich264v3.mp4) +- MirceaKitsune [1b](http://dev.xonotic.org/attachments/download/17/logo_idea_5.jpg) [1o](http://dev.xonotic.org/attachments/download/18/logo_idea_7.jpg) [2b](http://dev.xonotic.org/attachments/download/20/logo_idea_8.jpg) [2o](http://dev.xonotic.org/attachments/download/21/logo_idea_9.jpg) [3b](http://dev.xonotic.org/attachments/download/23/logo_idea_10.jpg) [3o](http://dev.xonotic.org/attachments/download/24/logo_idea_11.jpg) [1-2-3src](http://dev.xonotic.org/attachments/download/22/xonotic_logo1_mirceakitsune_v2.psd) +- [XenoTheBlind](http://xeno.planetnexuiz.com/xeno/xonotic_logo_basic_svg_26.svg) +- *[[Logo vote]]* +- *[[Logo vote results]]* -* -z- [[Concept Art]] -* "Dokujisan":http://www.nullgaming.com/stuff/x/ -** "Source for current official logo":http://www.nullgaming.com/stuff/x/source -* "Spaceman":http://leela.org.uk/xonotic/index.htm -* Morphed "1":http://img688.imageshack.us/img688/2221/xonoticlogo9.jpg "2":http://img708.imageshack.us/img708/8302/xonoticlogo8.jpg "3":http://www.morphed.planetnexuiz.com/xonotich264v3.mp4 -* MirceaKitsune "1b":http://dev.xonotic.org/attachments/download/17/logo_idea_5.jpg "1o":http://dev.xonotic.org/attachments/download/18/logo_idea_7.jpg "2b":http://dev.xonotic.org/attachments/download/20/logo_idea_8.jpg "2o":http://dev.xonotic.org/attachments/download/21/logo_idea_9.jpg "3b":http://dev.xonotic.org/attachments/download/23/logo_idea_10.jpg "3o":http://dev.xonotic.org/attachments/download/24/logo_idea_11.jpg "1-2-3src":http://dev.xonotic.org/attachments/download/22/xonotic_logo1_mirceakitsune_v2.psd -* "XenoTheBlind":http://xeno.planetnexuiz.com/xeno/xonotic_logo_basic_svg_26.svg -* _[[Logo vote]]_ -* _[[Logo vote results]]_ diff --git a/Logo_vote.md b/Logo_vote.md index f19facc..cba37eb 100644 --- a/Logo_vote.md +++ b/Logo_vote.md @@ -1,66 +1,69 @@ -h1. Logo Votation +Logo Votation +============= +Candidates +---------- -h2. Candidates +~~z~~ + http://dev.xonotic.org/projects/xonotic/wiki/Concept\_Art + +Dokujisan (with some of morphed’s on there too, like \#29) + http://www.nullgaming.com/stuff/x/ --z- - http://dev.xonotic.org/projects/xonotic/wiki/Concept_Art - -Dokujisan (with some of morphed's on there too, like #29) - http://www.nullgaming.com/stuff/x/ - Morphed - http://deiz2.ath.cx/xonotic-mp4.png - http://img232.imageshack.us/img232/949/xonoticlogo11.jpg - http://img146.imageshack.us/img146/7523/xonoticlogo12.jpg - http://img196.imageshack.us/img196/3679/xonoticlogo13.jpg (just slighty improved 12) - http://www.morphed.planetnexuiz.com/xonotich264v3.mp4 - + http://deiz2.ath.cx/xonotic-mp4.png + http://img232.imageshack.us/img232/949/xonoticlogo11.jpg + http://img146.imageshack.us/img146/7523/xonoticlogo12.jpg + http://img196.imageshack.us/img196/3679/xonoticlogo13.jpg (just slighty improved 12) + http://www.morphed.planetnexuiz.com/xonotich264v3.mp4 + MirceaKitsune - http://dev.xonotic.org/attachments/download/17/logo_idea_5.jpg (blue) - http://dev.xonotic.org/attachments/download/18/logo_idea_7.jpg (red) - http://dev.xonotic.org/attachments/download/20/logo_idea_8.jpg (blue nodetail) - http://dev.xonotic.org/attachments/download/21/logo_idea_9.jpg (red nodetail) - http://dev.xonotic.org/attachments/download/23/logo_idea_10.jpg (blue on red nodetail) - http://dev.xonotic.org/attachments/download/24/logo_idea_11.jpg (red on blue nodetail) + http://dev.xonotic.org/attachments/download/17/logo\_idea\_5.jpg (blue) + http://dev.xonotic.org/attachments/download/18/logo\_idea\_7.jpg (red) + http://dev.xonotic.org/attachments/download/20/logo\_idea\_8.jpg (blue nodetail) + http://dev.xonotic.org/attachments/download/21/logo\_idea\_9.jpg (red nodetail) + http://dev.xonotic.org/attachments/download/23/logo\_idea\_10.jpg (blue on red nodetail) + http://dev.xonotic.org/attachments/download/24/logo\_idea\_11.jpg (red on blue nodetail) Deiz - http://deiz2.ath.cx/firebird.png + http://deiz2.ath.cx/firebird.png -h2. Voting instructions +Voting instructions +------------------- Three votes each one suggested -h2. Voting choices +Voting choices +-------------- -mand1nga: Dokujisan's 16, 28, MirceaKitsune red +mand1nga: Dokujisan’s 16, 28, MirceaKitsune red a grue: -1. MirceaKitsune's red nodetail -I don't like anything else right now. +1. MirceaKitsune’s red nodetail +I don’t like anything else right now. C.Brutail -Dokujisan's 28 for main logo -Morphed's xonoticlogo8.jpg upper one for ingame items and banners +Dokujisan’s 28 for main logo +Morphed’s xonoticlogo8.jpg upper one for ingame items and banners Dokujisan -1. #28 for main logo (top of website, opening splash page in game) -2. #16 -3. Morphed's #29 for ingame items... if he can adjust it to make it more fire-like (like the tail). -4. Deiz's firebird :-) +1. \#28 for main logo (top of website, opening splash page in game) +2. \#16 +3. Morphed’s \#29 for ingame items… if he can adjust it to make it more fire-like (like the tail). +4. Deiz’s firebird :-) SavageX -Dokujisan's 26 or 28 (just different coloring, I guess), 23 +Dokujisan’s 26 or 28 (just different coloring, I guess), 23 Ronan -1. #24 or derivatives (27, 29) -2. Morphed's http://deiz2.ath.cx/xonotic-mp4.png -3. #17 +1. \#24 or derivatives (27, 29) +2. Morphed’s http://deiz2.ath.cx/xonotic-mp4.png +3. \#17 Merlijn: -1. Taoki #11 -2. Morphed #11 -3. Doku #17 +1. Taoki \#11 +2. Morphed \#11 +3. Doku \#17 pavlvs: 1. Doku 28 @@ -73,77 +76,78 @@ morphs flamy one. Spaceman 1. Morphed xonoticlogo11.jpg -2. Dokujisan #6 or #7 -3. -z- http://dev.xonotic.org/attachments/15/xonotic_phoenix-1g.svg +2. Dokujisan \#6 or \#7 +3. ~~z~~ http://dev.xonotic.org/attachments/15/xonotic\_phoenix-1g.svg Oblivion -1. Doku #28 -2. MirceaKitsune #9 (red one without the X) - scratch that. Changing to the new #11, but hopefully with a red aura for the flame feel. -3. Morphed #11 (provided the wings are changed, as they look more like claws/spider legs) +1. Doku \#28 +2. MirceaKitsune \#9 (red one without the X) - scratch that. Changing to the new \#11, but hopefully with a red aura for the flame feel. +3. Morphed \#11 (provided the wings are changed, as they look more like claws/spider legs) DiaboliK -1. Doku #28 +1. Doku \#28 2. Morphed 12 3. morphed 29 MirceaKitsune: -I like Dokujisan's logos and those using their exact design. From his list: -1. #29 (and different color versions) - http://www.nullgaming.com/stuff/x/xonoticlogo8.jpg -2. #9 - http://www.nullgaming.com/stuff/x/xonotic_logo_idea11.jpg -3. #16 - http://www.nullgaming.com/stuff/x/xonotic_logo_idea18.jpg -(4. Morphed's video for intro, if its logo is changed to the logo decided after voting) +I like Dokujisan’s logos and those using their exact design. From his list: +1. \#29 (and different color versions) - http://www.nullgaming.com/stuff/x/xonoticlogo8.jpg +2. \#9 - http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea11.jpg +3. \#16 - http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea18.jpg +(4. Morphed’s video for intro, if its logo is changed to the logo decided after voting) lda17h: 1. http://img196.imageshack.us/img196/3679/xonoticlogo13.jpg -2. http://www.nullgaming.com/stuff/x/ #9 -3. http://dev.xonotic.org/attachments/download/18/logo_idea_7.jpg +2. http://www.nullgaming.com/stuff/x/ \#9 +3. http://dev.xonotic.org/attachments/download/18/logo\_idea\_7.jpg rabs -1. Doku #28 http://www.nullgaming.com/stuff/x/xonotic_logo_idea28.jpg -2. -z- main picture at http://dev.xonotic.org/projects/xonotic/wiki/Concept_Art -3. Doku #7 http://www.nullgaming.com/stuff/x/xonotic_logo_idea9.jpg +1. Doku \#28 http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea28.jpg +2. ~~z~~ main picture at http://dev.xonotic.org/projects/xonotic/wiki/Concept\_Art +3. Doku \#7 http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea9.jpg RoKenn -1. Morphed #11 http://img232.imageshack.us/img232/949/xonoticlogo11.jpg -2. Doku #24 http://www.nullgaming.com/stuff/x/xonotic_logo_idea24.jpg -3. Doku #25 http://www.nullgaming.com/stuff/x/xonotinstalled by defaultic_logo_idea25.jpg -(and Morphed's video as game intro) +1. Morphed \#11 http://img232.imageshack.us/img232/949/xonoticlogo11.jpg +2. Doku \#24 http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea24.jpg +3. Doku \#25 http://www.nullgaming.com/stuff/x/xonotinstalled by defaultic\_logo\_idea25.jpg +(and Morphed’s video as game intro) Samual -#1: Dokujisans #27 or #28 http://www.nullgaming.com/stuff/x/xonotic_logo_idea25.jpg (Also using the center piece as the icon for the game) -#2: [-z-]'s logo, although i'm not sure how well we can make it into an icon. -#3: Morphed's main logo http://img196.imageshack.us/img196/3679/xonoticlogo13.jpg (I like this quite a bit, but I don't like how overpowering the red is in it.) +\#1: Dokujisans \#27 or \#28 http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea25.jpg (Also using the center piece as the icon for the game) +\#2: ~~z~~’s logo, although i’m not sure how well we can make it into an icon. +\#3: Morphed’s main logo http://img196.imageshack.us/img196/3679/xonoticlogo13.jpg (I like this quite a bit, but I don’t like how overpowering the red is in it.) -As for intro video, morphed's needs 2 things: #1: The effects could be worked on and improved greatly.. It's (No offense) rather poor quality at the moment. Although it would be fine at first, I think our goal is for something smoother and more polished than that #2: It needs to be 16:9 aspect ratio. +As for intro video, morphed’s needs 2 things: \#1: The effects could be worked on and improved greatly.. It’s (No offense) rather poor quality at the moment. Although it would be fine at first, I think our goal is for something smoother and more polished than that \#2: It needs to be 16:9 aspect ratio. -Rad_Ished -1. Doku #28 +Rad\_Ished +1. Doku \#28 divVerent -1. Dokujisan #14 -2. Taoki logo_idea_8 or logo_idea_10 or logo_idea_11 -3. Dokujisan #28 +1. Dokujisan \#14 +2. Taoki logo\_idea\_8 or logo\_idea\_10 or logo\_idea\_11 +3. Dokujisan \#28 (4. Morphed xonotic-mp4) -[-z-]'s logos: I like all the phoenixes, but none of the finished logos - the font simply does not work, I read it "xontic". -Dokujisan's logos: the ones with X in the logo are unacceptable, as it reads "xonxtic" then. -Morphed: the fire effect is just too much for a good logo - logos should be simple to remember and easy to "draw similarily" +~~z~~’s logos: I like all the phoenixes, but none of the finished logos - the font simply does not work, I read it “xontic”. +Dokujisan’s logos: the ones with X in the logo are unacceptable, as it reads “xonxtic” then. +Morphed: the fire effect is just too much for a good logo - logos should be simple to remember and easy to “draw similarily” Hew: -Doku #28 -Doku #26 +Doku \#28 +Doku \#26 MirceaKitsune red nodetail -bones_was_here -1. Doku #28 +bones\_was\_here +1. Doku \#28 2. MirceaKitsune red nodetail Xeno: -Dokujisan #28 -(sorry but it's the only one I really like, so the only one that I'me voting for) +Dokujisan \#28 +(sorry but it’s the only one I really like, so the only one that I’me voting for) esteel: -- Z's 1b -- MirceaKitsune's idea_8 -- Docu's 23 -Also wanna not that the logos should have no special handling of the middle "O" excpet for size maybe.. with an different color then the rest of the name the O tends to not be noticed as a letter but just as goodie for the phoenix.. +- Z’s 1b +- MirceaKitsune’s idea\_8 +- Docu’s 23 +Also wanna not that the logos should have no special handling of the middle “O” excpet for size maybe.. with an different color then the rest of the name the O tends to not be noticed as a letter but just as goodie for the phoenix.. + diff --git a/Logo_vote_results.md b/Logo_vote_results.md index a187665..dbdd8f5 100644 --- a/Logo_vote_results.md +++ b/Logo_vote_results.md @@ -1,147 +1,151 @@ -h1. Logo vote results +Logo vote results +================= -h2. Comments and other votes have been ignored +Comments and other votes have been ignored +------------------------------------------ 1st place is awarded 3 points 2nd place is awarded 2 points 3rd place is awarded 1 points -h2. The results - -The winner with 42 points is Dokujisan's #28 - -Doku #06: 2nd (0 * 3 + 1 * 2 + 0 * 1) = 2 points -Doku #07: 3rd (0 * 3 + 0 * 2 + 1 * 1) = 1 points -Doku #09: 2nd, 2nd, 2nd (0 * 3 + 3 * 2 + 0 * 1) = 6 points -Doku #14: 1st (1 * 3 + 0 * 2 + 0 * 1) = 3 points -Doku #16: 1st, 2nd, 2nd, 3rd (1 * 3 + 2 * 2 + 1 * 1) = 8 points -Doku #17: 3rd, 3rd (0 * 3 + 0 * 2 + 2 * 1) = 2 points -Doku #23: 2nd, 3rd (0 * 3 + 1 * 2 + 1 * 1) = 3 points -Doku #24: 1st, 2nd (1 * 3 + 1 * 2 + 0 * 1) = 5 points -Doku #25: 3rd (0 * 3 + 0 * 2 + 1 * 1) = 1 points -Doku #26: 2nd (0 * 3 + 1 * 2 + 0 * 1) = 2 points -*Doku #28: 2nd, 1st, 1st, 1st, 1st, 1st, 1st, 1st, 1st, 1st, 1st, 3rd, 1st, 1st, 1st (13 * 3 + 1 * 2 + 1 * 1) = 42 points* - -MirceaKitsune red: 3rd, 1st, 3rd, 3rd, 2nd (1 * 3 + 1 * 2 + 3 * 1) = 6 points -Taoki #11: 1st, 2nd, 2nd (1 * 3 + 2 * 2 + 0 * 1) = 7 points -MirceaKitsune's idea_8: 2nd (0 * 3 + 1 * 2 + 0 * 1) = 2 points - -Morphed xonoticlogo8: 2nd (0 * 3 + 1 * 2 + 0 * 1) = 2 points -Morphed #29: 3rd, 3rd, 1st (1 * 3 + 0 * 2 + 2 * 1) = 5 points -Morphed http://deiz2.ath.cx/xonotic-mp4: 2nd (0 * 3 + 1 * 2 + 0 * 1) = 2 points -*Morphed #11: 2nd, 3rd, 1st, 3rd, 1st (2 * 3 + 1 * 2 + 2 * 1) = 10 points* -Morphed #12: 2nd (0 * 3 + 1 * 2 + 0 * 1) = 2 points -Morphed #13: 1st, 3rd (1 * 3 + 0 * 2 + 1 * 1) = 4 points -morphs flamy one: 3rd (0 * 3 + 0 * 2 + 1 * 1) = 1 points - --Z- xonotic_phoenix-1g: 3rd, 2nd, 2nd (0 * 3 + 2 * 2 + 1 * 1) = 5 points --Z- xonotic_phoenix-1b: 1st (1 * 3 + 0 * 2 + 0 * 1) = 3 points - - -h2. The cleaned and tidied votes - -*mand1nga* -1. Dokujisan's 16 +The results +----------- + +The winner with 42 points is Dokujisan’s \#28 + +Doku \#06: 2nd (0 \* 3 + 1 \* 2 + 0 \* 1) = 2 points +Doku \#07: 3rd (0 \* 3 + 0 \* 2 + 1 \* 1) = 1 points +Doku \#09: 2nd, 2nd, 2nd (0 \* 3 + 3 \* 2 + 0 \* 1) = 6 points +Doku \#14: 1st (1 \* 3 + 0 \* 2 + 0 \* 1) = 3 points +Doku \#16: 1st, 2nd, 2nd, 3rd (1 \* 3 + 2 \* 2 + 1 \* 1) = 8 points +Doku \#17: 3rd, 3rd (0 \* 3 + 0 \* 2 + 2 \* 1) = 2 points +Doku \#23: 2nd, 3rd (0 \* 3 + 1 \* 2 + 1 \* 1) = 3 points +Doku \#24: 1st, 2nd (1 \* 3 + 1 \* 2 + 0 \* 1) = 5 points +Doku \#25: 3rd (0 \* 3 + 0 \* 2 + 1 \* 1) = 1 points +Doku \#26: 2nd (0 \* 3 + 1 \* 2 + 0 \* 1) = 2 points +**Doku \#28: 2nd, 1st, 1st, 1st, 1st, 1st, 1st, 1st, 1st, 1st, 1st, 3rd, 1st, 1st, 1st (13** 3 + 1 \* 2 + 1 \* 1) = 42 points\* + +MirceaKitsune red: 3rd, 1st, 3rd, 3rd, 2nd (1 \* 3 + 1 \* 2 + 3 \* 1) = 6 points +Taoki \#11: 1st, 2nd, 2nd (1 \* 3 + 2 \* 2 + 0 \* 1) = 7 points +MirceaKitsune’s idea\_8: 2nd (0 \* 3 + 1 \* 2 + 0 \* 1) = 2 points + +Morphed xonoticlogo8: 2nd (0 \* 3 + 1 \* 2 + 0 \* 1) = 2 points +Morphed \#29: 3rd, 3rd, 1st (1 \* 3 + 0 \* 2 + 2 \* 1) = 5 points +Morphed http://deiz2.ath.cx/xonotic-mp4: 2nd (0 \* 3 + 1 \* 2 + 0 \* 1) = 2 points +**Morphed \#11: 2nd, 3rd, 1st, 3rd, 1st (2** 3 + 1 \* 2 + 2 \* 1) = 10 points\* +Morphed \#12: 2nd (0 \* 3 + 1 \* 2 + 0 \* 1) = 2 points +Morphed \#13: 1st, 3rd (1 \* 3 + 0 \* 2 + 1 \* 1) = 4 points +morphs flamy one: 3rd (0 \* 3 + 0 \* 2 + 1 \* 1) = 1 points + +~~Z~~ xonotic\_phoenix-1g: 3rd, 2nd, 2nd (0 \* 3 + 2 \* 2 + 1 \* 1) = 5 points +~~Z~~ xonotic\_phoenix-1b: 1st (1 \* 3 + 0 \* 2 + 0 \* 1) = 3 points + +The cleaned and tidied votes +---------------------------- + +**mand1nga** +1. Dokujisan’s 16 2. 28 3. MirceaKitsune red -*a grue* -1. MirceaKitsune's red nodetail +**a grue** +1. MirceaKitsune’s red nodetail -*C.Brutail* -1. Dokujisan's 28 for main logo -2. Morphed's xonoticlogo8.jpg upper one for ingame items and banners +**C.Brutail** +1. Dokujisan’s 28 for main logo +2. Morphed’s xonoticlogo8.jpg upper one for ingame items and banners -*Dokujisan* -1. #28 for main logo (top of website, opening splash page in game) -2. #16 -3. Morphed's #29 for ingame items... if he can adjust it to make it more fire-like (like the tail). +**Dokujisan** +1. \#28 for main logo (top of website, opening splash page in game) +2. \#16 +3. Morphed’s \#29 for ingame items… if he can adjust it to make it more fire-like (like the tail). -*SavageX* -1. Dokujisan's 26 or 28 (just different coloring, I guess), +**SavageX** +1. Dokujisan’s 26 or 28 (just different coloring, I guess), 2. 23 -*Ronan* -1. #24 or derivatives (27, 29) -2. Morphed's http://deiz2.ath.cx/xonotic-mp4.png -3. #17 +**Ronan** +1. \#24 or derivatives (27, 29) +2. Morphed’s http://deiz2.ath.cx/xonotic-mp4.png +3. \#17 -*Merlijn* -1. Taoki #11 -2. Morphed #11 -3. Doku #17 +**Merlijn** +1. Taoki \#11 +2. Morphed \#11 +3. Doku \#17 -*pavlvs* +**pavlvs** 1. Doku 28 2. Doku 9 3. Morphed logo 11 with more tail -*tZork* +**tZork** 1. doku 28 2. 16 3. morphs flamy one -*Spaceman* +**Spaceman** 1. Morphed xonoticlogo11.jpg -2. Dokujisan #6 or #7 -3. -Z- http://dev.xonotic.org/attachments/15/xonotic_phoenix-1g.svg +2. Dokujisan \#6 or \#7 +3. ~~Z~~ http://dev.xonotic.org/attachments/15/xonotic\_phoenix-1g.svg -*Oblivion* -1. Doku #28 -2. MirceaKitsune #11, but hopefully with a red aura for the flame feel. -3. Morphed #11 (provided the wings are changed, as they look more like claws/spider legs) +**Oblivion** +1. Doku \#28 +2. MirceaKitsune \#11, but hopefully with a red aura for the flame feel. +3. Morphed \#11 (provided the wings are changed, as they look more like claws/spider legs) -*DiaboliK* -1. Doku #28 +**DiaboliK** +1. Doku \#28 2. Morphed 12 3. morphed 29 -*MirceaKitsune* -1. #29 (and different color versions) - http://www.nullgaming.com/stuff/x/xonoticlogo8.jpg -2. #9 - http://www.nullgaming.com/stuff/x/xonotic_logo_idea11.jpg -3. #16 - http://www.nullgaming.com/stuff/x/xonotic_logo_idea18.jpg +**MirceaKitsune** +1. \#29 (and different color versions) - http://www.nullgaming.com/stuff/x/xonoticlogo8.jpg +2. \#9 - http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea11.jpg +3. \#16 - http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea18.jpg -*lda17h* +**lda17h** 1. http://img196.imageshack.us/img196/3679/xonoticlogo13.jpg -2. http://www.nullgaming.com/stuff/x/ #9 -3. http://dev.xonotic.org/attachments/download/18/logo_idea_7.jpg - -*rabs* -1. Doku #28 http://www.nullgaming.com/stuff/x/xonotic_logo_idea28.jpg -2. -z- main picture at http://dev.xonotic.org/projects/xonotic/wiki/Concept_Art -3. Doku #7 http://www.nullgaming.com/stuff/x/xonotic_logo_idea9.jpg - -*RoKenn* -1. Morphed #11 http://img232.imageshack.us/img232/949/xonoticlogo11.jpg -2. Doku #24 http://www.nullgaming.com/stuff/x/xonotic_logo_idea24.jpg -3. Doku #25 http://www.nullgaming.com/stuff/x/xonotinstalled by defaultic_logo_idea25.jpg - -*Samual* -#1: Dokujisans #27 or #28 http://www.nullgaming.com/stuff/x/xonotic_logo_idea25.jpg (Also using the center piece as the icon for the game) -#2: [-z-]'s logo, although i'm not sure how well we can make it into an icon. -#3: Morphed's main logo http://img196.imageshack.us/img196/3679/xonoticlogo13.jpg (I like this quite a bit, but I don't like how overpowering the red is in it.) - -*Rad_Ished* -1. Doku #28 - -*divVerent* -1. Dokujisan #14 -2. Taoki logo_idea_8 or logo_idea_10 or logo_idea_11 -3. Dokujisan #28 - -*Hew* -1. Doku #28 -2. Doku #26 +2. http://www.nullgaming.com/stuff/x/ \#9 +3. http://dev.xonotic.org/attachments/download/18/logo\_idea\_7.jpg + +**rabs** +1. Doku \#28 http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea28.jpg +2. ~~z~~ main picture at http://dev.xonotic.org/projects/xonotic/wiki/Concept\_Art +3. Doku \#7 http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea9.jpg + +**RoKenn** +1. Morphed \#11 http://img232.imageshack.us/img232/949/xonoticlogo11.jpg +2. Doku \#24 http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea24.jpg +3. Doku \#25 http://www.nullgaming.com/stuff/x/xonotinstalled by defaultic\_logo\_idea25.jpg + +**Samual** +\#1: Dokujisans \#27 or \#28 http://www.nullgaming.com/stuff/x/xonotic\_logo\_idea25.jpg (Also using the center piece as the icon for the game) +\#2: ~~z~~’s logo, although i’m not sure how well we can make it into an icon. +\#3: Morphed’s main logo http://img196.imageshack.us/img196/3679/xonoticlogo13.jpg (I like this quite a bit, but I don’t like how overpowering the red is in it.) + +**Rad\_Ished** +1. Doku \#28 + +**divVerent** +1. Dokujisan \#14 +2. Taoki logo\_idea\_8 or logo\_idea\_10 or logo\_idea\_11 +3. Dokujisan \#28 + +**Hew** +1. Doku \#28 +2. Doku \#26 3. MirceaKitsune red nodetail -*bones_was_here* -1. Doku #28 +**bones\_was\_here** +1. Doku \#28 2. MirceaKitsune red nodetail -*Xeno* -1. Dokujisan #28 +**Xeno** +1. Dokujisan \#28 + +**esteel** +1. Z’s 1b +2. MirceaKitsune’s idea\_8 +3. Docu’s 23 -*esteel* -1. Z's 1b -2. MirceaKitsune's idea_8 -3. Docu's 23 diff --git a/Mapper_resources.md b/Mapper_resources.md index f4079dd..0dc821d 100644 --- a/Mapper_resources.md +++ b/Mapper_resources.md @@ -1,12 +1,15 @@ -h1. Mapper resources +Mapper resources +================ -h2. 3D Models +3D Models +--------- -Until we have a system integrated to the main page, modelers will be able to upload their map assets here for use by other mappers. To upload a model, you'll need to provide the model file itself (duh) in a format supported by Xonotic, a short description and a screenshot of the model (from the editor, from ingame, doesn't matter, but try to not make it bigger than 200x200). Copypaste from this template if unsure: +Until we have a system integrated to the main page, modelers will be able to upload their map assets here for use by other mappers. To upload a model, you’ll need to provide the model file itself (duh) in a format supported by Xonotic, a short description and a screenshot of the model (from the editor, from ingame, doesn’t matter, but try to not make it bigger than 200x200). Copypaste from this template if unsure: -h3. Example Model -!http://pics.nexuizninjaz.com/images/of2e4xzdl5pxymi4yhq5.png! +### Example Model +![](http://pics.nexuizninjaz.com/images/of2e4xzdl5pxymi4yhq5.png) -Description: Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit lobortis nisl ut aliquip ex ea commodo consequat. Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi. (okay that's a long description) +Description: Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit lobortis nisl ut aliquip ex ea commodo consequat. Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi. (okay that’s a long description) Download link: http://www.foo.bar/models/foo.zip + diff --git a/Mapping-FirstRoom.md b/Mapping-FirstRoom.md index a8aa5e1..178fedd 100644 --- a/Mapping-FirstRoom.md +++ b/Mapping-FirstRoom.md @@ -1,23 +1,25 @@ -h1. Mapping-FirstRoom +Mapping-FirstRoom +================= There are three types of xonotic maps. -* Indoor (stormkeep) -* Outdoor (space elevator) -* Kinda both (solarium) +- Indoor (stormkeep) +- Outdoor (space elevator) +- Kinda both (solarium) -In this tutorial we will begin creating and indoor map. The map will contain various sized rooms connected to each other, in the same way stormkeep is put together. Now, we have to start somewhere, so lets begin with the first room. +In this tutorial we will begin creating and indoor map. The map will contain various sized rooms connected to each other, in the same way stormkeep is put together. Now, we have to start somewhere, so lets begin with the first room. -!radiant-base.gif! +![](radiant-base.gif) This is what radiant should look like when started up (putting aside minor theme differences and such). Before we begin we need to set a grid size, to do this simply hit one of the number keys along the top of your keyboard. -!grid-0001.gif! -A small demonstration of grids. You can change the grid size anytime you wish, however, *DO NOT set it to the smallest size* pick something big, and go smaller only when you need to. I will be using grid size 7. +![](grid-0001.gif) +A small demonstration of grids. You can change the grid size anytime you wish, however, **DO NOT set it to the smallest size** pick something big, and go smaller only when you need to. I will be using grid size 7. -!drag-0003.gif! +![](drag-0003.gif) Click on a point on the grid, and drag to make a square. -!drag-0002.gif! -Done. +![](drag-0002.gif) +Done. + +——tutorial unfinished ————- ------tutorial unfinished ------------- diff --git a/Mapping-Introduction.md b/Mapping-Introduction.md index 9bb1324..40e2a06 100644 --- a/Mapping-Introduction.md +++ b/Mapping-Introduction.md @@ -1,16 +1,15 @@ -h1. Mapping-Introduction +Mapping-Introduction +==================== Welcome to the wonderful world of mapping, this tutorial will lead you through the fundamentals of mapping for xonotic. Many of these tutorials may also useful for other games that use the quake3map2 map format. +REQUIREMENTS +------------ +- a computer that can run Xonotic +- the mapping support package from the main xonotic web site (for 0.6 version clicky the link) http://dl.xonotic.org/xonotic-0.6.0-mappingsupport.zip + also if the main site doesn’t have a download you can always get it from http://beta.xonotic.org/autobuild/ … username xonotic … password g-23 +- time -h2. REQUIREMENTS +0 [[mapping-Setup]] \>\> -* a computer that can run Xonotic -* the mapping support package from the main xonotic web site (for 0.6 version clicky the link) http://dl.xonotic.org/xonotic-0.6.0-mappingsupport.zip -also if the main site doesn't have a download you can always get it from http://beta.xonotic.org/autobuild/ ... username xonotic ... password g-23 -* time - - - -0 [[mapping-Setup]] >> diff --git a/Mapping-NetRadiant.md b/Mapping-NetRadiant.md index b909961..00f243b 100644 --- a/Mapping-NetRadiant.md +++ b/Mapping-NetRadiant.md @@ -1,50 +1,40 @@ -h1. NetRadiant +NetRadiant +========== -h2. There is no way around it, lets just jump in and start with netradaint. +There is no way around it, lets just jump in and start with netradaint. +----------------------------------------------------------------------- +![](comp-netradiant-plainnumbered.png) +### This is Netradaint -!comp-netradiant-plainnumbered.png! +- Windows users, yours will be much uglier but should still have the same layout. +- For linux users the look depends on the theme you chose. ![]() NOTE ![]() using a global (mac style) title bar may not work. consider yourself warned (unity users) ![]() +- Mac … I have no idea… -h3. This is Netradaint - -* Windows users, yours will be much uglier but should still have the same layout. -* For linux users the look depends on the theme you chose. !! NOTE !! using a global (mac style) title bar may not work. consider yourself warned (unity users) !! -* Mac ... I have no idea... - -h3. The 4 panes +### The 4 panes Now, Netradaint has 4 main pains -# First there is the main top-down view. It will show the map's blueprint. -# Second there is the 3d view. It will show a realtime 3d preview of the map. However, it wont render lights, or any special effects. -# Third there is the texture pane. It should show a list of textures on the left side (if empty refer to previous page). It also should have a title bar on the top (for linux users who don't see one refer to second bullet point above.) -# Finally at the bottom of the window is the console pane. All sorts of information will be piped through this pane. - -note :: all of the panes can be resized by dragging on their borders. If you have issues with the current layout, it can always be changed by going to _edit-> prefrences_ - - -h3. Navigational Controls - -Basic controls for the blueprint window involve -* scroll wheel to zoom (shift rightclick also works) -* hold rightclick will move around the scene -* pressing number keys 1-9 will change the grid size (0 will hide/show the grid) - - -Basic controls for 3d view (although we havn't put anything in it yet, so its kinda boring) -* scroll wheel is zoom (ctrl + shift + rightclick also works) -* rightclick triggers look mode -* while in look mode move the mouse to look around and the mousewheel to fly around the 3d scene - - - +\# First there is the main top-down view. It will show the map’s blueprint. +\# Second there is the 3d view. It will show a realtime 3d preview of the map. However, it wont render lights, or any special effects. +\# Third there is the texture pane. It should show a list of textures on the left side (if empty refer to previous page). It also should have a title bar on the top (for linux users who don’t see one refer to second bullet point above.) +\# Finally at the bottom of the window is the console pane. All sorts of information will be piped through this pane. +note :: all of the panes can be resized by dragging on their borders. If you have issues with the current layout, it can always be changed by going to *edit-\> prefrences* +### Navigational Controls +Basic controls for the blueprint window involve +\* scroll wheel to zoom (shift rightclick also works) +\* hold rightclick will move around the scene +\* pressing number keys 1-9 will change the grid size (0 will hide/show the grid) +Basic controls for 3d view (although we havn’t put anything in it yet, so its kinda boring) +\* scroll wheel is zoom (ctrl + shift + rightclick also works) +\* rightclick triggers look mode +\* while in look mode move the mouse to look around and the mousewheel to fly around the 3d scene +\<\< [[mapping-Setup]] 2 [[mapping-FirstRoom]] \>\> -<< [[mapping-Setup]] 2 [[mapping-FirstRoom]] >> - +… [[Creating\_Maps]] … -... [[Creating_Maps]] ... diff --git a/Mapping-Setup.md b/Mapping-Setup.md index 0138875..ae25b2d 100644 --- a/Mapping-Setup.md +++ b/Mapping-Setup.md @@ -1,52 +1,51 @@ -h1. Mapping-Setup +Mapping-Setup +============= -h2. How to get your system all set up to start mapping ^^ +How to get your system all set up to start mapping +-------------------------------------------------------------- -h3. Step 1 -- Obtain mapping support +### Step 1 — Obtain mapping support -If you didn't already, download this ... http://dl.xonotic.org/xonotic-0.6.0-mappingsupport.zip +If you didn’t already, download this … http://dl.xonotic.org/xonotic-0.6.0-mappingsupport.zip -h3. Step 2 -- Extract zip +### Step 2 — Extract zip -Extract the .zip archive using your favorite archiving tool +Extract the .zip archive using your favorite archiving tool -h3. Step 3 -- Find the magic folders +### Step 3 — Find the magic folders -Locate your .xonotic folder, note that this is NOT the install location. This is the place xonotic saves your config. +Locate your .xonotic folder, note that this is NOT the install location. This is the place xonotic saves your config. -* on linux this should be in ~/.xonotic -* on windows (7) its in \users\user\saved games\xonotic -* on mac ... its in ~/libraries/appdata ?? maybe ?? +- on linux this should be in /.xonotic + \*\\ on\\ windows\\ (7)\\ its\\ in\\ games\\xonotic + \*\\ on\\ mac\\ …\\ its\\ in/libraries/appdata ?? maybe ?? -h3. Step 4 -- Understand the magic folders +### Step 4 — Understand the magic folders -if/when you find both of these folders, you will see that both of them contain a data folder. Game wise these data folders are treated the same, however, it is best to save your work in the .xonotic folder so that you don't accidentally mess up your xonotic install, or so that your work doesn't get lost in an update. +if/when you find both of these folders, you will see that both of them contain a data folder. Game wise these data folders are treated the same, however, it is best to save your work in the .xonotic folder so that you don’t accidentally mess up your xonotic install, or so that your work doesn’t get lost in an update. -h3. Step 5 -- Moving stuff +### Step 5 — Moving stuff remember that zip we extracted? There should be 2 folders in it. -* data (yes ... another data folder) -* mapping +- data (yes … another data folder) +- mapping -First open up the data folder and find the .pk3 file. (may look similar to xonotic-maps-mapping.pk3)Then take the pk3 and copy it to xonotic/data Note, .pk3 is really a renamed .zip. DONT extract it. +First open up the data folder and find the .pk3 file. (may look similar to xonotic-maps-mapping.pk3)Then take the pk3 and copy it to xonotic/data Note, .pk3 is really a renamed .zip. DONT extract it. -editors note :: is this step required ... im not sure --> Now take the mapping folder and move it to the root of .xonotic (dont put it in any of the data folders) +editors note :: is this step required … im not sure —\> Now take the mapping folder and move it to the root of .xonotic (dont put it in any of the data folders) -h3. Step 6 -- Get net-radaint working +### Step 6 — Get net-radaint working -* WINDOWS, you are ready to go just double click on radiant.exe -* LINUX users may have to compile theirs, don't worry, netradaint is rather easy to compile. If you need help ask on the forums, or irc -* MAC ... um ... its possible ... but complicated ... someone who knows how should edit this... and you will probably need OSX 10.5 or greater +- WINDOWS, you are ready to go just double click on radiant.exe +- LINUX users may have to compile theirs, don’t worry, netradaint is rather easy to compile. If you need help ask on the forums, or irc +- MAC … um … its possible … but complicated … someone who knows how should edit this… and you will probably need OSX 10.5 or greater +### Step 7 — Setting up netradiant +When you first start up radiant it may ask where the install location is. Simply, point it to the install location. Then net radaint should start,and the lower right pane should have lists of texture packs. If there are no texture packs, then refer back to step 5. -h3. Step 7 -- Setting up netradiant +\<\< [[mapping-Introduction]] 1 [[mapping-NetRadiant]] \>\> -When you first start up radiant it may ask where the install location is. Simply, point it to the install location. Then net radaint should start,\ and the lower right pane should have lists of texture packs. If there are no texture packs, then refer back to step 5. +… [[Creating\_Maps]] … - -<< [[mapping-Introduction]] 1 [[mapping-NetRadiant]] >> - - -... [[Creating_Maps]] ... diff --git a/Mapping-entity-func_button.md b/Mapping-entity-func_button.md index 0f4f00c..a1d68b1 100644 --- a/Mapping-entity-func_button.md +++ b/Mapping-entity-func_button.md @@ -1,8 +1,10 @@ -h1. Mapping-entity-func button +Mapping-entity-func button +========================== -h2. What Radiant Says +What Radiant Says +----------------- -@When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. +`When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. -------- KEYS -------- angle : determines the direction in which the button will move (up = -1, down = -2). target : all entities with a matching targetname will be triggered. @@ -16,22 +18,25 @@ wait : number of seconds button stays pressed (default 1, -1 = return immediatel lip : lip remaining at end of move (default 4 units). health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. -------- SPAWNFLAGS -------- -NOSPLASH : if set, splash damage cannot activate the door, only direct damage can (requires health to be set)@ +NOSPLASH : if set, splash damage cannot activate the door, only direct damage can (requires health to be set)` -h2. What NetRadiant Means +What NetRadiant Means +--------------------- -A button entity is exactly as it sounds ... -A button ... -You push it ... -It does stuff ... +A button entity is exactly as it sounds … +A button … +You push it … +It does stuff … -h2. How to use it +How to use it +------------- -* Make a brush, with it selected, right click on the overview pane. Then go to func, and click on func_button. Then hit [n] to bring up the entity editor, and pick a direction. Up is up and down is down. For z-axis, 0 degrees is east on the 2d view, so 90 is north, 180 is west, 270 is south. *NOTE :: it defaults to z-axiz when the radio button shows up. If you want up first select something else, then select up* +- Make a brush, with it selected, right click on the overview pane. Then go to func, and click on func\_button. Then hit [n] to bring up the entity editor, and pick a direction. Up is up and down is down. For z-axis, 0 degrees is east on the 2d view, so 90 is north, 180 is west, 270 is south. **NOTE :: it defaults to z-axiz when the radio button shows up. If you want up first select something else, then select up** +- Then we need to link it so something. To do that select the button first, then select the tartget, and hit [ctrl]+[k]. You should see a line linking to the button and the object. -* Then we need to link it so something. To do that select the button first, then select the tartget, and hit [ctrl]+[k]. You should see a line linking to the button and the object. +In the Wild +----------- -h2. In the Wild +Currently none of the default xonotic maps have a button in them. However, warefare, a popular duel map uses a button to trigger the elevator. -Currently none of the default xonotic maps have a button in them. However, warefare, a popular duel map uses a button to trigger the elevator. diff --git a/Mapping-textures-skybox-blender.md b/Mapping-textures-skybox-blender.md index 7fb3c77..1c4d941 100644 --- a/Mapping-textures-skybox-blender.md +++ b/Mapping-textures-skybox-blender.md @@ -1,88 +1,80 @@ -h1. Skyboxes (with blender) +Skyboxes (with blender) +======================= -h2. In this tutorial we will make a very simple skybox for Xonotic +In this tutorial we will make a very simple skybox for Xonotic +-------------------------------------------------------------- -h3. Requirements +### Requirements -* Xonotic (and a mapping setup (I use netradiant)) -* Blender (I will be using version 2.62, older versions may work) -* gimp (I will be using 2.6, older versions may work) -* a text editor (I'll be using kate) +- Xonotic (and a mapping setup (I use netradiant)) +- Blender (I will be using version 2.62, older versions may work) +- gimp (I will be using 2.6, older versions may work) +- a text editor (I’ll be using kate) -h3. Intro +### Intro -This is what we will make... +This is what we will make… -!start-shot.jpg! +![](start-shot.jpg) Its actually not that hard to do, so lets get started -h3. Step 1 - open blender +### Step 1 - open blender Lets get started. The first thing you will need is blender, so open it up and delete the default cube, camera, and light. -!blender-open.jpg! +![](blender-open.jpg) -h3. Step 2 - Make the ground +### Step 2 - Make the ground -We are going to make the ground using a large plane. So hit [shift] + [a] to bring up the add menu, and add a plane. -!blender-add-plane.jpg! +We are going to make the ground using a large plane. So hit [shift] + [a] to bring up the add menu, and add a plane. +![](blender-add-plane.jpg) -!blender-plane.jpg! +![](blender-plane.jpg) After adding the plane hit [s] and scale it up quite a bit. -!blender-plane-scaled.jpg! +![](blender-plane-scaled.jpg) Then with the plane selected hit [tab] to enter edit mode. After that find the subdivide button on the left and subdivide your plane, also move up the number of divisions to get smaller squares. (you may have to subdivide twice) -!blender-plane-sub.jpg! - +![](blender-plane-sub.jpg) Enable proportional editing, It is in the lower left by default -!blender-pedit.jpg! - +![](blender-pedit.jpg) Set the proportional editing mode to random -!blender-redit.jpg! - - -Now you can move one face, and the nearby faces will follow suit. Note that you can adjust the radius of effect by using your mouse's scroll wheel. +![](blender-redit.jpg) -!blender-redit2.jpg! +Now you can move one face, and the nearby faces will follow suit. Note that you can adjust the radius of effect by using your mouse’s scroll wheel. +![](blender-redit2.jpg) Go crazy with the editing. I found that having the larger hills on outside, and a flatter area in the middle worked out best. -!blender-hills1.jpg! +![](blender-hills1.jpg) -After you are done making some hills, we are going to smooth them out. To easily do this, we simply add a subdivision surface modifier. So, first click on the modifiers tab (the little wrench). Then click the "add modifier" drop down box. And finally hit Subdivision Surface. +After you are done making some hills, we are going to smooth them out. To easily do this, we simply add a subdivision surface modifier. So, first click on the modifiers tab (the little wrench). Then click the “add modifier” drop down box. And finally hit Subdivision Surface. -!blender-subsurf.jpg! +![](blender-subsurf.jpg) +Adjust the subsurf values so the hills become nice and smooth (poly count does not matter here), then press the smooth shading button on the left. -Adjust the subsurf values so the hills become nice and smooth (poly count does not matter here), then press the smooth shading button on the left. +![](blender-smooth.jpg) -!blender-smooth.jpg! +Now we need to add the sun and sky. To do this simple go to the add menu [shift][a] and add a “sun” light -Now we need to add the sun and sky. To do this simple go to the add menu [shift][a] and add a "sun" light - -!blender-addlight! +![](blender-addlight) Then turn on the sky option in the light settings -!blender-sky.jpg! +![](blender-sky.jpg) Finally adjust the camera (add one if you dont have one already), and render a shot. -!blender-render1.jpg! - - - - +![](blender-render1.jpg) +… still working on it … sorry … -... still working on it ... sorry ... - diff --git a/Mapping.md b/Mapping.md index 64d3f4b..0321446 100644 --- a/Mapping.md +++ b/Mapping.md @@ -1,26 +1,29 @@ -h1. Mapping +Mapping +======= -* [[Netradiant]] The primary program that we use for mapping. The article inside covers installation of NetRadiant. +- [[Netradiant]] The primary program that we use for mapping. The article inside covers installation of NetRadiant. -h2. Basics of mapping - the NetRadiant handbook +Basics of mapping - the NetRadiant handbook +------------------------------------------- -* [[Basic mapping in Radiant]] - Basic manipulation techniques -* [[Basic texturing]] - How to make the map look colorful and pretty -* [[Patches]] - When straight lines just don't cut it -* [[Lighting]] - And the Mapper said - let there be light! -* [[Shaders]] - Some extra more twist to textures. If you'd like to, literally. -* [[Entities]] - Platforms, trains, speakers, new toys, new toys -* [[Hinting]] - Hint: there are things that might better not be seen +- [[Basic mapping in Radiant]] - Basic manipulation techniques +- [[Basic texturing]] - How to make the map look colorful and pretty +- [[Patches]] - When straight lines just don’t cut it +- [[Lighting]] - And the Mapper said - let there be light! +- [[Shaders]] - Some extra more twist to textures. If you’d like to, literally. +- [[Entities]] - Platforms, trains, speakers, new toys, new toys +- [[Hinting]] - Hint: there are things that might better not be seen +Game-type specific mapping +-------------------------- -h2. Game-type specific mapping +- [[Deathmatch]] - Free-for-all +- [[Team deathmatch]] - I got you covered, mate. +- [[CTF - Capture the flag]] - I got the flag, I GOT THE FLAG![]()! +- [[Domination]] - Divide et impera +- [[Onslaught]] - Now with vehicles! -* [[Deathmatch]] - Free-for-all -* [[Team deathmatch]] - I got you covered, mate. -* [[CTF - Capture the flag]] - I got the flag, I GOT THE FLAG!!! -* [[Domination]] - Divide et impera -* [[Onslaught]] - Now with vehicles! +### Advanced mapping -h3. Advanced mapping +- [[WarpZones]] - Creating WarpZones -* [[WarpZones]] - Creating WarpZones diff --git a/Maps.md b/Maps.md index 9205501..1371cee 100644 --- a/Maps.md +++ b/Maps.md @@ -1,1094 +1,698 @@ -h1. Official Maps +Official Maps +============= -p>. Go to -"Custom Maps":http://dev.xonotic.org/projects/xonotic/wiki/Maps#Custom-Maps +p\>. Go to +[Custom Maps](http://dev.xonotic.org/projects/xonotic/wiki/Maps#Custom-Maps) -h2. Afterslime - -" !http://pics.nexuizninjaz.com/images/6a4kwp6feddhv9ktycf_thumb.jpg! ":http://pics.nexuizninjaz.com/images/6a4kwp6feddhv9ktycf.jpg " !http://pics.nexuizninjaz.com/images/kdk8n1sudpej0ogrhkmz_thumb.jpg! ":http://pics.nexuizninjaz.com/images/kdk8n1sudpej0ogrhkmz.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: Medium sized indoor deathmatch map +Afterslime +---------- +" ![](http://pics.nexuizninjaz.com/images/6a4kwp6feddhv9ktycf_thumb.jpg) “:http://pics.nexuizninjaz.com/images/6a4kwp6feddhv9ktycf.jpg ” ![](http://pics.nexuizninjaz.com/images/kdk8n1sudpej0ogrhkmz_thumb.jpg) “:http://pics.nexuizninjaz.com/images/kdk8n1sudpej0ogrhkmz.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: Medium sized indoor deathmatch map h2. Courtfun - -" !http://pics.nexuizninjaz.com/images/7a3uhq6qnv0dzkqdx12z_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7a3uhq6qnv0dzkqdx12z.jpg " !http://pics.nexuizninjaz.com/images/v0ep06psqjtnso74zm4t_thumb.jpg! ":http://pics.nexuizninjaz.com/images/v0ep06psqjtnso74zm4t.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "SavageX":http://forums.xonotic.org/member.php?action=profile&uid=91, "Calinou":http://forums.xonotic.org/member.php?action=profile&uid=524 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/7a3uhq6qnv0dzkqdx12z_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7a3uhq6qnv0dzkqdx12z.jpg ” ![](http://pics.nexuizninjaz.com/images/v0ep06psqjtnso74zm4t_thumb.jpg) “:http://pics.nexuizninjaz.com/images/v0ep06psqjtnso74zm4t.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”SavageX“:http://forums.xonotic.org/member.php?action=profile&uid=91, ”Calinou“:http://forums.xonotic.org/member.php?action=profile&uid=524 +**Description**: h2. Dance - -" !http://pics.nexuizninjaz.com/images/6id08t6spggluwlkms9b_thumb.jpg! ":http://pics.nexuizninjaz.com/images/6id08t6spggluwlkms9b.jpg " !http://pics.nexuizninjaz.com/images/ropjquf01ktbmgp8r5tw_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ropjquf01ktbmgp8r5tw.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "dublpaws":http://forums.xonotic.org/member.php?action=profile&uid=81, "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -*Description*: Very open, small sized CTF map floating above an ocean - +” ![](http://pics.nexuizninjaz.com/images/6id08t6spggluwlkms9b_thumb.jpg) “:http://pics.nexuizninjaz.com/images/6id08t6spggluwlkms9b.jpg ” ![](http://pics.nexuizninjaz.com/images/ropjquf01ktbmgp8r5tw_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ropjquf01ktbmgp8r5tw.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”dublpaws“:http://forums.xonotic.org/member.php?action=profile&uid=81, ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29 +**Description**: Very open, small sized CTF map floating above an ocean h2. Docking Station G-23 - -" !http://pics.nexuizninjaz.com/images/syx3pnwgeftdm8gkgjc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/syx3pnwgeftdm8gkgjc.jpg " !http://pics.nexuizninjaz.com/images/jdpzeulql042834gb69_thumb.jpg! ":http://pics.nexuizninjaz.com/images/jdpzeulql042834gb69.jpg - -*Gamemodes*: [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Moo":http://forums.xonotic.org/member.php?action=profile&uid=31 -*Description*: You and your expert team of soldiers have docked Docking Station G-23 for retrieving a package and letting no one stand in your way - +” ![](http://pics.nexuizninjaz.com/images/syx3pnwgeftdm8gkgjc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/syx3pnwgeftdm8gkgjc.jpg ” ![](http://pics.nexuizninjaz.com/images/jdpzeulql042834gb69_thumb.jpg) “:http://pics.nexuizninjaz.com/images/jdpzeulql042834gb69.jpg +**Gamemodes**: [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Moo“:http://forums.xonotic.org/member.php?action=profile&uid=31 +**Description**: You and your expert team of soldiers have docked Docking Station G-23 for retrieving a package and letting no one stand in your way h2. Glow Plant - -" !http://pics.nexuizninjaz.com/images/1peoczb7mnq1xqh0cs_thumb.jpg! ":http://pics.nexuizninjaz.com/images/1peoczb7mnq1xqh0cs.jpg " !http://pics.nexuizninjaz.com/images/u6jt9awfjkhni9u0oe5_thumb.jpg! ":http://pics.nexuizninjaz.com/images/u6jt9awfjkhni9u0oe5.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "tZork":http://forums.xonotic.org/member.php?action=profile&uid=39, "Cuinnton":http://forums.xonotic.org/member.php?action=profile&uid=61 -*Description*: A nuclear power plant with a LOT of blue glowy stuff... - -h2. Leave'em Behind - -" !http://pics.nexuizninjaz.com/images/hemahfpxj89mpgw6ub_thumb.jpg! ":http://pics.nexuizninjaz.com/images/hemahfpxj89mpgw6ub.jpg " !http://pics.nexuizninjaz.com/images/elh7krr4s179s4pdnucn_thumb.jpg! ":http://pics.nexuizninjaz.com/images/elh7krr4s179s4pdnucn.jpg - -*Gamemodes*: [[Race]] -*Author*: "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: A very small race map - +” ![](http://pics.nexuizninjaz.com/images/1peoczb7mnq1xqh0cs_thumb.jpg) “:http://pics.nexuizninjaz.com/images/1peoczb7mnq1xqh0cs.jpg ” ![](http://pics.nexuizninjaz.com/images/u6jt9awfjkhni9u0oe5_thumb.jpg) “:http://pics.nexuizninjaz.com/images/u6jt9awfjkhni9u0oe5.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”tZork“:http://forums.xonotic.org/member.php?action=profile&uid=39, ”Cuinnton“:http://forums.xonotic.org/member.php?action=profile&uid=61 +**Description**: A nuclear power plant with a LOT of blue glowy stuff… +h2. Leave’em Behind +” ![](http://pics.nexuizninjaz.com/images/hemahfpxj89mpgw6ub_thumb.jpg) “:http://pics.nexuizninjaz.com/images/hemahfpxj89mpgw6ub.jpg ” ![](http://pics.nexuizninjaz.com/images/elh7krr4s179s4pdnucn_thumb.jpg) “:http://pics.nexuizninjaz.com/images/elh7krr4s179s4pdnucn.jpg +**Gamemodes**: [[Race]] +**Author**: ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: A very small race map h2. Newtonian Nightmare - -" !http://pics.nexuizninjaz.com/images/nmr3g0cwrwr95ecdr6j8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/nmr3g0cwrwr95ecdr6j8.jpg " !http://pics.nexuizninjaz.com/images/9qjdz6ltz81ael3gyc5c_thumb.jpg! ":http://pics.nexuizninjaz.com/images/9qjdz6ltz81ael3gyc5c.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15 -*Description*: The modified physics of this orbiting battleground is Sir Isaac's worst nightmare - +” ![](http://pics.nexuizninjaz.com/images/nmr3g0cwrwr95ecdr6j8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/nmr3g0cwrwr95ecdr6j8.jpg ” ![](http://pics.nexuizninjaz.com/images/9qjdz6ltz81ael3gyc5c_thumb.jpg) “:http://pics.nexuizninjaz.com/images/9qjdz6ltz81ael3gyc5c.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15 +**Description**: The modified physics of this orbiting battleground is Sir Isaac’s worst nightmare h2. Nexball Arena - -" !http://pics.nexuizninjaz.com/images/pv20opnqa15d06uu9i6s_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pv20opnqa15d06uu9i6s.jpg " !http://pics.nexuizninjaz.com/images/opaga2r507jphuw38ftr_thumb.jpg! ":http://pics.nexuizninjaz.com/images/opaga2r507jphuw38ftr.jpg - -*Gamemodes*: [[Nexball]] -*Author*: "Revenant":http://forums.xonotic.org/member.php?action=profile&uid=670, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95, "tZork":http://forums.xonotic.org/member.php?action=profile&uid=39, "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15, "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -*Description*: Small, simple, enclosed arena for finding out who's the true nexball champion! No obstacles in the way... - +” ![](http://pics.nexuizninjaz.com/images/pv20opnqa15d06uu9i6s_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pv20opnqa15d06uu9i6s.jpg ” ![](http://pics.nexuizninjaz.com/images/opaga2r507jphuw38ftr_thumb.jpg) “:http://pics.nexuizninjaz.com/images/opaga2r507jphuw38ftr.jpg +**Gamemodes**: [[Nexball]] +**Author**: ”Revenant“:http://forums.xonotic.org/member.php?action=profile&uid=670, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95, ”tZork“:http://forums.xonotic.org/member.php?action=profile&uid=39, ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15, ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29 +**Description**: Small, simple, enclosed arena for finding out who’s the true nexball champion! No obstacles in the way… h2. Red Planet - -" !http://pics.nexuizninjaz.com/images/o45wl5wvc92xszxkc35e_thumb.jpg! ":http://pics.nexuizninjaz.com/images/o45wl5wvc92xszxkc35e.jpg " !http://pics.nexuizninjaz.com/images/srkx6dw39u7tgeb708h_thumb.jpg! ":http://pics.nexuizninjaz.com/images/srkx6dw39u7tgeb708h.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Nexball]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Mircea Kitsune":http://forums.xonotic.org/member.php?action=profile&uid=12, "Cuinnton":http://forums.xonotic.org/member.php?action=profile&uid=61, "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -*Description*: A large facility on a red dusty planet - +” ![](http://pics.nexuizninjaz.com/images/o45wl5wvc92xszxkc35e_thumb.jpg) “:http://pics.nexuizninjaz.com/images/o45wl5wvc92xszxkc35e.jpg ” ![](http://pics.nexuizninjaz.com/images/srkx6dw39u7tgeb708h_thumb.jpg) “:http://pics.nexuizninjaz.com/images/srkx6dw39u7tgeb708h.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Nexball]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Mircea Kitsune“:http://forums.xonotic.org/member.php?action=profile&uid=12, ”Cuinnton“:http://forums.xonotic.org/member.php?action=profile&uid=61, ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29 +**Description**: A large facility on a red dusty planet h2. Running Man - -" !http://pics.nexuizninjaz.com/images/7ftovrfx13qdphesy0hu_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7ftovrfx13qdphesy0hu.jpg " !http://pics.nexuizninjaz.com/images/sfok6oath5ijg5zdcih_thumb.jpg! ":http://pics.nexuizninjaz.com/images/sfok6oath5ijg5zdcih.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Onslaught]]; [[Rune|Runematch]] -*Author*: "Strahlemann":http://forums.xonotic.org/member.php?action=profile&uid=259, "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -*Description*: Medium-sized, fast enclosed map supporting multiple gamemodes - +” ![](http://pics.nexuizninjaz.com/images/7ftovrfx13qdphesy0hu_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7ftovrfx13qdphesy0hu.jpg ” ![](http://pics.nexuizninjaz.com/images/sfok6oath5ijg5zdcih_thumb.jpg) “:http://pics.nexuizninjaz.com/images/sfok6oath5ijg5zdcih.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Onslaught]]; [[Rune|Runematch]] +**Author**: ”Strahlemann“:http://forums.xonotic.org/member.php?action=profile&uid=259, ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29 +**Description**: Medium-sized, fast enclosed map supporting multiple gamemodes h2. Space Elevator - -" !http://pics.nexuizninjaz.com/images/bjmr3issd2dho77amxw2_thumb.jpg! ":http://pics.nexuizninjaz.com/images/bjmr3issd2dho77amxw2.jpg " !http://pics.nexuizninjaz.com/images/hrxsa0tkrqjczh68w1qq_thumb.jpg! ":http://pics.nexuizninjaz.com/images/hrxsa0tkrqjczh68w1qq.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29, "Cuinnton":http://forums.xonotic.org/member.php?action=profile&uid=61 -*Description*: Medium sized CTF space floater - +” ![](http://pics.nexuizninjaz.com/images/bjmr3issd2dho77amxw2_thumb.jpg) “:http://pics.nexuizninjaz.com/images/bjmr3issd2dho77amxw2.jpg ” ![](http://pics.nexuizninjaz.com/images/hrxsa0tkrqjczh68w1qq_thumb.jpg) “:http://pics.nexuizninjaz.com/images/hrxsa0tkrqjczh68w1qq.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29, ”Cuinnton“:http://forums.xonotic.org/member.php?action=profile&uid=61 +**Description**: Medium sized CTF space floater h2. Stormkeep - -" !http://pics.nexuizninjaz.com/images/26myfcu1os1g2n6k9hh_thumb.jpg! ":http://pics.nexuizninjaz.com/images/26myfcu1os1g2n6k9hh.jpg " !http://pics.nexuizninjaz.com/images/pc1lw4tnmpb0xsd2w61_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pc1lw4tnmpb0xsd2w61.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Race]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29, "tZork":http://forums.xonotic.org/member.php?action=profile&uid=39, "SavageX":http://forums.xonotic.org/member.php?action=profile&uid=91, "Strahlemann":http://forums.xonotic.org/member.php?action=profile&uid=259, William Libert -*Description*: Medium sized indoors map, well suited for team games - +” ![](http://pics.nexuizninjaz.com/images/26myfcu1os1g2n6k9hh_thumb.jpg) “:http://pics.nexuizninjaz.com/images/26myfcu1os1g2n6k9hh.jpg ” ![](http://pics.nexuizninjaz.com/images/pc1lw4tnmpb0xsd2w61_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pc1lw4tnmpb0xsd2w61.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Race]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29, ”tZork“:http://forums.xonotic.org/member.php?action=profile&uid=39, ”SavageX“:http://forums.xonotic.org/member.php?action=profile&uid=91, ”Strahlemann“:http://forums.xonotic.org/member.php?action=profile&uid=259, William Libert +**Description**: Medium sized indoors map, well suited for team games h2. Techassault - -" !http://pics.nexuizninjaz.com/images/8f3svn0gletr3h7fi4v8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/8f3svn0gletr3h7fi4v8.jpg " !http://pics.nexuizninjaz.com/images/43669ti4u8zvhfvpr35a_thumb.jpg! ":http://pics.nexuizninjaz.com/images/43669ti4u8zvhfvpr35a.jpg - -*Gamemodes*: [[Assault]] -*Author*: "SavageX":http://forums.xonotic.org/member.php?action=profile&uid=91, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: A medium-sized assault map - +” ![](http://pics.nexuizninjaz.com/images/8f3svn0gletr3h7fi4v8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/8f3svn0gletr3h7fi4v8.jpg ” ![](http://pics.nexuizninjaz.com/images/43669ti4u8zvhfvpr35a_thumb.jpg) “:http://pics.nexuizninjaz.com/images/43669ti4u8zvhfvpr35a.jpg +**Gamemodes**: [[Assault]] +**Author**: ”SavageX“:http://forums.xonotic.org/member.php?action=profile&uid=91, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: A medium-sized assault map h2. Xoylent - -" !http://pics.nexuizninjaz.com/images/gk2qh1ehaklye1tja_thumb.jpg! ":http://pics.nexuizninjaz.com/images/gk2qh1ehaklye1tja.jpg " !http://pics.nexuizninjaz.com/images/vh8gd871tpj744ttk35_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vh8gd871tpj744ttk35.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "sev":http://forums.xonotic.org/member.php?action=profile&uid=46, "Strahlemann":http://forums.xonotic.org/member.php?action=profile&uid=259 -*Description*: A remake of Soylent - +” ![](http://pics.nexuizninjaz.com/images/gk2qh1ehaklye1tja_thumb.jpg) “:http://pics.nexuizninjaz.com/images/gk2qh1ehaklye1tja.jpg ” ![](http://pics.nexuizninjaz.com/images/vh8gd871tpj744ttk35_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vh8gd871tpj744ttk35.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”sev“:http://forums.xonotic.org/member.php?action=profile&uid=46, ”Strahlemann“:http://forums.xonotic.org/member.php?action=profile&uid=259 +**Description**: A remake of Soylent h1. Custom Maps - -_(According to the "forum":http://forums.xonotic.org/forumdisplay.php?fid=13 and the "autobuild":http://beta.xonotic.org/autobuild-bsp/ )_ - -p>. Go to -"Official Maps":http://dev.xonotic.org/projects/xonotic/wiki/Maps#Official-Maps - +** +p\>. Go to +”Official Maps“:http://dev.xonotic.org/projects/xonotic/wiki/Maps\#Official-Maps h2. 4Forts - -" !http://pics.nexuizninjaz.com/images/xtyayiavwt4n6eb50ki4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/xtyayiavwt4n6eb50ki4.jpg " !http://pics.nexuizninjaz.com/images/w5fpg2lm8c84vlv2j1lc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/w5fpg2lm8c84vlv2j1lc.jpg - -*Gamemodes*: [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "O.I.B.":http://forums.xonotic.org/member.php?action=profile&uid=99 -*Descirption*: A murderball2002 remake - +” ![](http://pics.nexuizninjaz.com/images/xtyayiavwt4n6eb50ki4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/xtyayiavwt4n6eb50ki4.jpg ” ![](http://pics.nexuizninjaz.com/images/w5fpg2lm8c84vlv2j1lc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/w5fpg2lm8c84vlv2j1lc.jpg +**Gamemodes**: [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”O.I.B.“:http://forums.xonotic.org/member.php?action=profile&uid=99 +**Descirption**: A murderball2002 remake h2. 8bit Arena - -" !http://pics.nexuizninjaz.com/images/2dihj5bbmvrbp762wgyk_thumb.jpg! ":http://pics.nexuizninjaz.com/images/2dihj5bbmvrbp762wgyk.jpg " !http://pics.nexuizninjaz.com/images/rhvhyx4o7seld5odq4w1_thumb.jpg! ":http://pics.nexuizninjaz.com/images/rhvhyx4o7seld5odq4w1.jpg - -*Gamemodes*: [[Deathmatch]] -*Author*: "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/2dihj5bbmvrbp762wgyk_thumb.jpg) “:http://pics.nexuizninjaz.com/images/2dihj5bbmvrbp762wgyk.jpg ” ![](http://pics.nexuizninjaz.com/images/rhvhyx4o7seld5odq4w1_thumb.jpg) “:http://pics.nexuizninjaz.com/images/rhvhyx4o7seld5odq4w1.jpg +**Gamemodes**: [[Deathmatch]] +**Author**: ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15 +**Description**: h2. Abandoned - -" !http://pics.nexuizninjaz.com/images/sccehzm1flmiis95wqo_thumb.jpg! ":http://pics.nexuizninjaz.com/images/sccehzm1flmiis95wqo.jpg " !http://pics.nexuizninjaz.com/images/95epgbtx0nihrhmuzkh0_thumb.jpg! ":http://pics.nexuizninjaz.com/images/95epgbtx0nihrhmuzkh0.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: Abandoned orbital station - +” ![](http://pics.nexuizninjaz.com/images/sccehzm1flmiis95wqo_thumb.jpg) “:http://pics.nexuizninjaz.com/images/sccehzm1flmiis95wqo.jpg ” ![](http://pics.nexuizninjaz.com/images/95epgbtx0nihrhmuzkh0_thumb.jpg) “:http://pics.nexuizninjaz.com/images/95epgbtx0nihrhmuzkh0.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: Abandoned orbital station h2. Above - -" !http://pics.nexuizninjaz.com/images/p8seil4yzqnza2a8hth_thumb.jpg! ":http://pics.nexuizninjaz.com/images/p8seil4yzqnza2a8hth.jpg " !http://pics.nexuizninjaz.com/images/p3ji0pvu5dr1idof9uh_thumb.jpg! ":http://pics.nexuizninjaz.com/images/p3ji0pvu5dr1idof9uh.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: Don't look down! - +” ![](http://pics.nexuizninjaz.com/images/p8seil4yzqnza2a8hth_thumb.jpg) “:http://pics.nexuizninjaz.com/images/p8seil4yzqnza2a8hth.jpg ” ![](http://pics.nexuizninjaz.com/images/p3ji0pvu5dr1idof9uh_thumb.jpg) “:http://pics.nexuizninjaz.com/images/p3ji0pvu5dr1idof9uh.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: Don’t look down! h2. Above Extended - -" !http://pics.nexuizninjaz.com/images/j95fkh1efou5jh1my3d8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/j95fkh1efou5jh1my3d8.jpg " !http://pics.nexuizninjaz.com/images/aqdohtykn476t3hbzchm_thumb.jpg! ":http://pics.nexuizninjaz.com/images/aqdohtykn476t3hbzchm.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: Don't look down! - +” ![](http://pics.nexuizninjaz.com/images/j95fkh1efou5jh1my3d8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/j95fkh1efou5jh1my3d8.jpg ” ![](http://pics.nexuizninjaz.com/images/aqdohtykn476t3hbzchm_thumb.jpg) “:http://pics.nexuizninjaz.com/images/aqdohtykn476t3hbzchm.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: Don’t look down! h2. Accident - -" !http://pics.nexuizninjaz.com/images/1wd0t5lox0c0vp1sipf9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/1wd0t5lox0c0vp1sipf9.jpg " !http://pics.nexuizninjaz.com/images/ial2qab9w3l6miu486g_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ial2qab9w3l6miu486g.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Morphed":http://forums.xonotic.org/member.php?action=profile&uid=8 -*Description*: Symetrical CTF map - +” ![](http://pics.nexuizninjaz.com/images/1wd0t5lox0c0vp1sipf9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/1wd0t5lox0c0vp1sipf9.jpg ” ![](http://pics.nexuizninjaz.com/images/ial2qab9w3l6miu486g_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ial2qab9w3l6miu486g.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Morphed“:http://forums.xonotic.org/member.php?action=profile&uid=8 +**Description**: Symetrical CTF map h2. Aether - -" !http://pics.nexuizninjaz.com/images/sr1zun0uqr7dvnzc1bx_thumb.jpg! ":http://pics.nexuizninjaz.com/images/sr1zun0uqr7dvnzc1bx.jpg " !http://pics.nexuizninjaz.com/images/hdm4to0zl11lmutnpf1r_thumb.jpg! ":http://pics.nexuizninjaz.com/images/hdm4to0zl11lmutnpf1r.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Key Hunt]]; [[Last Man Standing]]; [[Team Deathmatch]] -*Author*: "nowego":http://forums.xonotic.org/member.php?action=profile&uid=624, Tymo -*Description*: Small and very fast Tourney map - +” ![](http://pics.nexuizninjaz.com/images/sr1zun0uqr7dvnzc1bx_thumb.jpg) “:http://pics.nexuizninjaz.com/images/sr1zun0uqr7dvnzc1bx.jpg ” ![](http://pics.nexuizninjaz.com/images/hdm4to0zl11lmutnpf1r_thumb.jpg) “:http://pics.nexuizninjaz.com/images/hdm4to0zl11lmutnpf1r.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Key Hunt]]; [[Last Man Standing]]; [[Team Deathmatch]] +**Author**: ”nowego“:http://forums.xonotic.org/member.php?action=profile&uid=624, Tymo +**Description**: Small and very fast Tourney map h2. Aggressor - -" !http://pics.nexuizninjaz.com/images/pium4b3486up4bfc8lp9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pium4b3486up4bfc8lp9.jpg " !http://pics.nexuizninjaz.com/images/h4flv1ny9vo3ppsnc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/h4flv1ny9vo3ppsnc.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Domination]]; [[Keepaway]]; [[Last Man Standing]]; [[Race]]; [[Rune|Runematch]] -*Author*: "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29, Tyrann, "Strahlemann":http://forums.xonotic.org/member.php?action=profile&uid=259 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/pium4b3486up4bfc8lp9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pium4b3486up4bfc8lp9.jpg ” ![](http://pics.nexuizninjaz.com/images/h4flv1ny9vo3ppsnc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/h4flv1ny9vo3ppsnc.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Domination]]; [[Keepaway]]; [[Last Man Standing]]; [[Race]]; [[Rune|Runematch]] +**Author**: ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29, Tyrann, ”Strahlemann“:http://forums.xonotic.org/member.php?action=profile&uid=259 +**Description**: h2. Aneurysm - -" !http://pics.nexuizninjaz.com/images/wj62coxu4kan26ndyxkw_thumb.jpg! ":http://pics.nexuizninjaz.com/images/wj62coxu4kan26ndyxkw.jpg " !http://pics.nexuizninjaz.com/images/pdvfkwsa768pfo8j7c7_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pdvfkwsa768pfo8j7c7.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Strahlemann":http://forums.xonotic.org/member.php?action=profile&uid=259, "atheros":http://forums.xonotic.org/member.php?action=profile&uid=71 -*Description*: A multiple arena map with complex flow - +” ![](http://pics.nexuizninjaz.com/images/wj62coxu4kan26ndyxkw_thumb.jpg) “:http://pics.nexuizninjaz.com/images/wj62coxu4kan26ndyxkw.jpg ” ![](http://pics.nexuizninjaz.com/images/pdvfkwsa768pfo8j7c7_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pdvfkwsa768pfo8j7c7.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Strahlemann“:http://forums.xonotic.org/member.php?action=profile&uid=259, ”atheros“:http://forums.xonotic.org/member.php?action=profile&uid=71 +**Description**: A multiple arena map with complex flow h2. Apace - -" !http://pics.nexuizninjaz.com/images/jdwddtcbrrsnogj6380k_thumb.jpg! ":http://pics.nexuizninjaz.com/images/jdwddtcbrrsnogj6380k.jpg " !http://pics.nexuizninjaz.com/images/lsfdte23yro2qmlusp2h_thumb.jpg! ":http://pics.nexuizninjaz.com/images/lsfdte23yro2qmlusp2h.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: CTF arena inside of a large spaceship - +” ![](http://pics.nexuizninjaz.com/images/jdwddtcbrrsnogj6380k_thumb.jpg) “:http://pics.nexuizninjaz.com/images/jdwddtcbrrsnogj6380k.jpg ” ![](http://pics.nexuizninjaz.com/images/lsfdte23yro2qmlusp2h_thumb.jpg) “:http://pics.nexuizninjaz.com/images/lsfdte23yro2qmlusp2h.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: CTF arena inside of a large spaceship h2. Aqueous - -" !http://pics.nexuizninjaz.com/images/esivfo791qg1pwgh71bx_thumb.jpg! ":http://pics.nexuizninjaz.com/images/esivfo791qg1pwgh71bx.jpg " !http://pics.nexuizninjaz.com/images/x8hwqliucx30d0iotmg6_thumb.jpg! ":http://pics.nexuizninjaz.com/images/x8hwqliucx30d0iotmg6.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Race]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -*Description*: Your watery grave - +” ![](http://pics.nexuizninjaz.com/images/esivfo791qg1pwgh71bx_thumb.jpg) “:http://pics.nexuizninjaz.com/images/esivfo791qg1pwgh71bx.jpg ” ![](http://pics.nexuizninjaz.com/images/x8hwqliucx30d0iotmg6_thumb.jpg) “:http://pics.nexuizninjaz.com/images/x8hwqliucx30d0iotmg6.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Race]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”theShadow“:http://forums.xonotic.org/member.php?action=profile&uid=153 +**Description**: Your watery grave h2. Arahia - -" !http://pics.nexuizninjaz.com/images/afz6rth7kggt2z9s5_thumb.jpg! ":http://pics.nexuizninjaz.com/images/afz6rth7kggt2z9s5.jpg " !http://pics.nexuizninjaz.com/images/0zob36116o6tp3iae8no_thumb.jpg! ":http://pics.nexuizninjaz.com/images/0zob36116o6tp3iae8no.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Morphed":http://forums.xonotic.org/member.php?action=profile&uid=8 -*Description*: Battleground on forgotten planet - +” ![](http://pics.nexuizninjaz.com/images/afz6rth7kggt2z9s5_thumb.jpg) “:http://pics.nexuizninjaz.com/images/afz6rth7kggt2z9s5.jpg ” ![](http://pics.nexuizninjaz.com/images/0zob36116o6tp3iae8no_thumb.jpg) “:http://pics.nexuizninjaz.com/images/0zob36116o6tp3iae8no.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Morphed“:http://forums.xonotic.org/member.php?action=profile&uid=8 +**Description**: Battleground on forgotten planet h2. Atelier - -" !http://pics.nexuizninjaz.com/images/5iqmfw0kdkimfos2u8ht_thumb.jpg! ":http://pics.nexuizninjaz.com/images/5iqmfw0kdkimfos2u8ht.jpg " !http://pics.nexuizninjaz.com/images/ai8jw0ek6k1t2x4jrlv_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ai8jw0ek6k1t2x4jrlv.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "ShadoW":http://forums.xonotic.org/member.php?action=profile&uid=1235 -*Description*: Large map, well suited for team games - +” ![](http://pics.nexuizninjaz.com/images/5iqmfw0kdkimfos2u8ht_thumb.jpg) “:http://pics.nexuizninjaz.com/images/5iqmfw0kdkimfos2u8ht.jpg ” ![](http://pics.nexuizninjaz.com/images/ai8jw0ek6k1t2x4jrlv_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ai8jw0ek6k1t2x4jrlv.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”ShadoW“:http://forums.xonotic.org/member.php?action=profile&uid=1235 +**Description**: Large map, well suited for team games h2. Atomforge - -" !http://pics.nexuizninjaz.com/images/juk4p9mhequ8zwz653w_thumb.jpg! ":http://pics.nexuizninjaz.com/images/juk4p9mhequ8zwz653w.jpg " !http://pics.nexuizninjaz.com/images/rpij5rk6siutn1vkmvg_thumb.jpg! ":http://pics.nexuizninjaz.com/images/rpij5rk6siutn1vkmvg.jpg - -*Gamemodes* [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathamtch]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: Small, fast indoor DM map - +” ![](http://pics.nexuizninjaz.com/images/juk4p9mhequ8zwz653w_thumb.jpg) “:http://pics.nexuizninjaz.com/images/juk4p9mhequ8zwz653w.jpg ” ![](http://pics.nexuizninjaz.com/images/rpij5rk6siutn1vkmvg_thumb.jpg) “:http://pics.nexuizninjaz.com/images/rpij5rk6siutn1vkmvg.jpg +**Gamemodes** [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathamtch]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: Small, fast indoor DM map h2. Attic - -" !http://pics.nexuizninjaz.com/images/cbmss2znwfmtzibpyz3_thumb.jpg! ":http://pics.nexuizninjaz.com/images/cbmss2znwfmtzibpyz3.jpg " !http://pics.nexuizninjaz.com/images/j8c621exbxuv3jtzvhsa_thumb.jpg! ":http://pics.nexuizninjaz.com/images/j8c621exbxuv3jtzvhsa.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]]; [[Onslaught]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: Large indoor CTF map - +” ![](http://pics.nexuizninjaz.com/images/cbmss2znwfmtzibpyz3_thumb.jpg) “:http://pics.nexuizninjaz.com/images/cbmss2znwfmtzibpyz3.jpg ” ![](http://pics.nexuizninjaz.com/images/j8c621exbxuv3jtzvhsa_thumb.jpg) “:http://pics.nexuizninjaz.com/images/j8c621exbxuv3jtzvhsa.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]]; [[Onslaught]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: Large indoor CTF map h2. Azalea - -" !http://pics.nexuizninjaz.com/images/i2q3kspalybhupcqdt0_thumb.jpg! ":http://pics.nexuizninjaz.com/images/i2q3kspalybhupcqdt0.jpg " !http://pics.nexuizninjaz.com/images/3j0859c660f30ozeii2_thumb.jpg! ":http://pics.nexuizninjaz.com/images/3j0859c660f30ozeii2.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: Small indoors map designed for 1v1 games - +” ![](http://pics.nexuizninjaz.com/images/i2q3kspalybhupcqdt0_thumb.jpg) “:http://pics.nexuizninjaz.com/images/i2q3kspalybhupcqdt0.jpg ” ![](http://pics.nexuizninjaz.com/images/3j0859c660f30ozeii2_thumb.jpg) “:http://pics.nexuizninjaz.com/images/3j0859c660f30ozeii2.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: Small indoors map designed for 1v1 games h2. Azure - -" !http://pics.nexuizninjaz.com/images/4b3j16i7tktlpp38i3e_thumb.jpg! ":http://pics.nexuizninjaz.com/images/4b3j16i7tktlpp38i3e.jpg " !http://pics.nexuizninjaz.com/images/nvc6eq2uvmjgvm0pury_thumb.jpg! ":http://pics.nexuizninjaz.com/images/nvc6eq2uvmjgvm0pury.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "kuniu the frogg":http://forums.xonotic.org/member.php?action=profile&uid=184 -*Description*: First map dude - +” ![](http://pics.nexuizninjaz.com/images/4b3j16i7tktlpp38i3e_thumb.jpg) “:http://pics.nexuizninjaz.com/images/4b3j16i7tktlpp38i3e.jpg ” ![](http://pics.nexuizninjaz.com/images/nvc6eq2uvmjgvm0pury_thumb.jpg) “:http://pics.nexuizninjaz.com/images/nvc6eq2uvmjgvm0pury.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”kuniu the frogg“:http://forums.xonotic.org/member.php?action=profile&uid=184 +**Description**: First map dude h2. Bio Labour - -" !http://pics.nexuizninjaz.com/images/2ld4q9ma1b72vmwbyumy_thumb.jpg! ":http://pics.nexuizninjaz.com/images/2ld4q9ma1b72vmwbyumy.jpg " !http://pics.nexuizninjaz.com/images/lkvfbcptej9fyio7ytfz_thumb.jpg! ":http://pics.nexuizninjaz.com/images/lkvfbcptej9fyio7ytfz.jpg - -*Gamemods*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Team Deathmatch]] -*Author*: "Maddin":http://forums.xonotic.org/member.php?action=profile&uid=1970 -*Description*: Looks clean... but what are they doing here? - +” ![](http://pics.nexuizninjaz.com/images/2ld4q9ma1b72vmwbyumy_thumb.jpg) “:http://pics.nexuizninjaz.com/images/2ld4q9ma1b72vmwbyumy.jpg ” ![](http://pics.nexuizninjaz.com/images/lkvfbcptej9fyio7ytfz_thumb.jpg) “:http://pics.nexuizninjaz.com/images/lkvfbcptej9fyio7ytfz.jpg +**Gamemods**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Team Deathmatch]] +**Author**: ”Maddin“:http://forums.xonotic.org/member.php?action=profile&uid=1970 +**Description**: Looks clean… but what are they doing here? h2. Bloodrage - -" !http://pics.nexuizninjaz.com/images/3hfkg5oqxddlez1szq_thumb.jpg! ":http://pics.nexuizninjaz.com/images/3hfkg5oqxddlez1szq.jpg " !http://pics.nexuizninjaz.com/images/t8u2mhpe3ksom8ocf8b4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/t8u2mhpe3ksom8ocf8b4.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: Small 1on1 map - +” ![](http://pics.nexuizninjaz.com/images/3hfkg5oqxddlez1szq_thumb.jpg) “:http://pics.nexuizninjaz.com/images/3hfkg5oqxddlez1szq.jpg ” ![](http://pics.nexuizninjaz.com/images/t8u2mhpe3ksom8ocf8b4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/t8u2mhpe3ksom8ocf8b4.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: Small 1on1 map h2. Bloodrun - -" !http://pics.nexuizninjaz.com/images/sfnwphmlaf4p9ablwyd7_thumb.jpg! ":http://pics.nexuizninjaz.com/images/sfnwphmlaf4p9ablwyd7.jpg " !http://pics.nexuizninjaz.com/images/wefjgjrt72ikc1sg6i5s_thumb.jpg! ":http://pics.nexuizninjaz.com/images/wefjgjrt72ikc1sg6i5s.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "nifrek":http://forums.xonotic.org/member.php?action=profile&uid=49 -*Description*: Q1 remake - +” ![](http://pics.nexuizninjaz.com/images/sfnwphmlaf4p9ablwyd7_thumb.jpg) “:http://pics.nexuizninjaz.com/images/sfnwphmlaf4p9ablwyd7.jpg ” ![](http://pics.nexuizninjaz.com/images/wefjgjrt72ikc1sg6i5s_thumb.jpg) “:http://pics.nexuizninjaz.com/images/wefjgjrt72ikc1sg6i5s.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”nifrek“:http://forums.xonotic.org/member.php?action=profile&uid=49 +**Description**: Q1 remake h2. Bot Orchestra Stage - -" !http://pics.nexuizninjaz.com/images/i0642xq9qhsutz5zibu_thumb.jpg! ":http://pics.nexuizninjaz.com/images/i0642xq9qhsutz5zibu.jpg " !http://pics.nexuizninjaz.com/images/vjrrj4yaf3qat7botipc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vjrrj4yaf3qat7botipc.jpg - -*Gamemodes*: [[Deathmatch]] -*Author*: "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/i0642xq9qhsutz5zibu_thumb.jpg) “:http://pics.nexuizninjaz.com/images/i0642xq9qhsutz5zibu.jpg ” ![](http://pics.nexuizninjaz.com/images/vjrrj4yaf3qat7botipc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vjrrj4yaf3qat7botipc.jpg +**Gamemodes**: [[Deathmatch]] +**Author**: ”divVerent“:http://forums.xonotic.org/member.php?action=profile&uid=4 +**Description**: h2. Campgrounds - -" !http://pics.nexuizninjaz.com/images/pu6t265zqtfmd1eeg55p_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pu6t265zqtfmd1eeg55p.jpg " !http://pics.nexuizninjaz.com/images/fb5vev6pogoetj9zu374_thumb.jpg! ":http://pics.nexuizninjaz.com/images/fb5vev6pogoetj9zu374.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "FraNcoTirAdoR":http://forums.xonotic.org/member.php?action=profile&uid=644 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/pu6t265zqtfmd1eeg55p_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pu6t265zqtfmd1eeg55p.jpg ” ![](http://pics.nexuizninjaz.com/images/fb5vev6pogoetj9zu374_thumb.jpg) “:http://pics.nexuizninjaz.com/images/fb5vev6pogoetj9zu374.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”FraNcoTirAdoR“:http://forums.xonotic.org/member.php?action=profile&uid=644 +**Description**: h2. Claustrophobia - -" !http://pics.nexuizninjaz.com/images/pz4eu5ajrc83q4yf95t_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pz4eu5ajrc83q4yf95t.jpg " !http://pics.nexuizninjaz.com/images/jakjga41v2xnkhd9djy6_thumb.jpg! ":http://pics.nexuizninjaz.com/images/jakjga41v2xnkhd9djy6.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -*Description*: At the bottom of the ocean, no one can hear you scream as the walls close in around you - +” ![](http://pics.nexuizninjaz.com/images/pz4eu5ajrc83q4yf95t_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pz4eu5ajrc83q4yf95t.jpg ” ![](http://pics.nexuizninjaz.com/images/jakjga41v2xnkhd9djy6_thumb.jpg) “:http://pics.nexuizninjaz.com/images/jakjga41v2xnkhd9djy6.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”theShadow“:http://forums.xonotic.org/member.php?action=profile&uid=153 +**Description**: At the bottom of the ocean, no one can hear you scream as the walls close in around you h2. Concourse - -" !http://pics.nexuizninjaz.com/images/yb9g1pnlp8tna9y1wrl_thumb.jpg! ":http://pics.nexuizninjaz.com/images/yb9g1pnlp8tna9y1wrl.jpg " !http://pics.nexuizninjaz.com/images/ffimbh9emvkosp92xwf_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ffimbh9emvkosp92xwf.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "vede":http://forums.xonotic.org/member.php?action=profile&uid=335 -*Description*: A short, linear sci-fi-themed CTF/TDM map - +” ![](http://pics.nexuizninjaz.com/images/yb9g1pnlp8tna9y1wrl_thumb.jpg) “:http://pics.nexuizninjaz.com/images/yb9g1pnlp8tna9y1wrl.jpg ” ![](http://pics.nexuizninjaz.com/images/ffimbh9emvkosp92xwf_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ffimbh9emvkosp92xwf.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”vede“:http://forums.xonotic.org/member.php?action=profile&uid=335 +**Description**: A short, linear sci-fi-themed CTF/TDM map h2. Condemned Castles - -" !http://pics.nexuizninjaz.com/images/c09llhcac64lu9saf0b4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/c09llhcac64lu9saf0b4.jpg " !http://pics.nexuizninjaz.com/images/njjci5o32gphjhnoxdge_thumb.jpg! ":http://pics.nexuizninjaz.com/images/njjci5o32gphjhnoxdge.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Moo":http://forums.xonotic.org/member.php?action=profile&uid=31 -*Description*: A castle-based CTF map - +” ![](http://pics.nexuizninjaz.com/images/c09llhcac64lu9saf0b4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/c09llhcac64lu9saf0b4.jpg ” ![](http://pics.nexuizninjaz.com/images/njjci5o32gphjhnoxdge_thumb.jpg) “:http://pics.nexuizninjaz.com/images/njjci5o32gphjhnoxdge.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Moo“:http://forums.xonotic.org/member.php?action=profile&uid=31 +**Description**: A castle-based CTF map h2. Condenser - -" !http://pics.nexuizninjaz.com/images/mpnenimc9tnnd0q8o0c_thumb.jpg! ":http://pics.nexuizninjaz.com/images/mpnenimc9tnnd0q8o0c.jpg " !http://pics.nexuizninjaz.com/images/ruin21n3u40d00we1yf_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ruin21n3u40d00we1yf.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Cuinnton":http://forums.xonotic.org/member.php?action=profile&uid=61 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/mpnenimc9tnnd0q8o0c_thumb.jpg) “:http://pics.nexuizninjaz.com/images/mpnenimc9tnnd0q8o0c.jpg ” ![](http://pics.nexuizninjaz.com/images/ruin21n3u40d00we1yf_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ruin21n3u40d00we1yf.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Cuinnton“:http://forums.xonotic.org/member.php?action=profile&uid=61 +**Description**: h2. Constructed - -" !http://pics.nexuizninjaz.com/images/qxoheud3a2dnr7xeq4vi_thumb.jpg! ":http://pics.nexuizninjaz.com/images/qxoheud3a2dnr7xeq4vi.jpg " !http://pics.nexuizninjaz.com/images/ivwvo9ac4my873ghruc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ivwvo9ac4my873ghruc.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: Under construction - +” ![](http://pics.nexuizninjaz.com/images/qxoheud3a2dnr7xeq4vi_thumb.jpg) “:http://pics.nexuizninjaz.com/images/qxoheud3a2dnr7xeq4vi.jpg ” ![](http://pics.nexuizninjaz.com/images/ivwvo9ac4my873ghruc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ivwvo9ac4my873ghruc.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: Under construction h2. CyberParcour 01 - -" !http://pics.nexuizninjaz.com/images/7ps4m8bw36znoiym7cfh_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7ps4m8bw36znoiym7cfh.jpg " !http://pics.nexuizninjaz.com/images/d87ud6fasfhhw6w7gut_thumb.jpg! ":http://pics.nexuizninjaz.com/images/d87ud6fasfhhw6w7gut.jpg - -*Gamemodes*: [[Race CTS]] -*Author*: "sev":http://forums.xonotic.org/member.php?action=profile&uid=46 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/7ps4m8bw36znoiym7cfh_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7ps4m8bw36znoiym7cfh.jpg ” ![](http://pics.nexuizninjaz.com/images/d87ud6fasfhhw6w7gut_thumb.jpg) “:http://pics.nexuizninjaz.com/images/d87ud6fasfhhw6w7gut.jpg +**Gamemodes**: [[Race CTS]] +**Author**: ”sev“:http://forums.xonotic.org/member.php?action=profile&uid=46 +**Description**: h2. CyberParcour 02 - -" !http://pics.nexuizninjaz.com/images/2xt8x54bkk0ynrbrgkr2_thumb.jpg! ":http://pics.nexuizninjaz.com/images/9qdbe6jq0yey6lz25k_thumb.jpg! " !http://pics.nexuizninjaz.com/images/9qdbe6jq0yey6lz25k_thumb.jpg! ":http://pics.nexuizninjaz.com/images/9qdbe6jq0yey6lz25k.jpg - -*Gamemodes*: [[Race CTS]] -*Author*: "sev":http://forums.xonotic.org/member.php?action=profile&uid=46 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/2xt8x54bkk0ynrbrgkr2_thumb.jpg) “:http://pics.nexuizninjaz.com/images/9qdbe6jq0yey6lz25k\_thumb.jpg! ” ![](http://pics.nexuizninjaz.com/images/9qdbe6jq0yey6lz25k_thumb.jpg) “:http://pics.nexuizninjaz.com/images/9qdbe6jq0yey6lz25k.jpg +**Gamemodes**: [[Race CTS]] +**Author**: ”sev“:http://forums.xonotic.org/member.php?action=profile&uid=46 +**Description**: h2. CyberParcour 03 - -" !http://pics.nexuizninjaz.com/images/d13jjd4cbws7wp3yudd6_thumb.jpg! ":http://pics.nexuizninjaz.com/images/d13jjd4cbws7wp3yudd6.jpg " !http://pics.nexuizninjaz.com/images/zdd8xdym0bbyn77uqqui_thumb.jpg! ":http://pics.nexuizninjaz.com/images/zdd8xdym0bbyn77uqqui.jpg - -*Gamemodes*: [[Race CTS]] -*Author*: "sev":http://forums.xonotic.org/member.php?action=profile&uid=46 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/d13jjd4cbws7wp3yudd6_thumb.jpg) “:http://pics.nexuizninjaz.com/images/d13jjd4cbws7wp3yudd6.jpg ” ![](http://pics.nexuizninjaz.com/images/zdd8xdym0bbyn77uqqui_thumb.jpg) “:http://pics.nexuizninjaz.com/images/zdd8xdym0bbyn77uqqui.jpg +**Gamemodes**: [[Race CTS]] +**Author**: ”sev“:http://forums.xonotic.org/member.php?action=profile&uid=46 +**Description**: h2. Darkzone - -" !http://pics.nexuizninjaz.com/images/1rrodzom2j5i3htrbg35_thumb.jpg! ":http://pics.nexuizninjaz.com/images/1rrodzom2j5i3htrbg35.jpg " !http://pics.nexuizninjaz.com/images/hepi0j7kl2x90lwfcwp_thumb.jpg! ":http://pics.nexuizninjaz.com/images/hepi0j7kl2x90lwfcwp.jpg - -*Gamemodes*: [[Deathmatch]] -*Author*: "SavageX":http://forums.xonotic.org/member.php?action=profile&uid=91, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: A remake of a classic - +” ![](http://pics.nexuizninjaz.com/images/1rrodzom2j5i3htrbg35_thumb.jpg) “:http://pics.nexuizninjaz.com/images/1rrodzom2j5i3htrbg35.jpg ” ![](http://pics.nexuizninjaz.com/images/hepi0j7kl2x90lwfcwp_thumb.jpg) “:http://pics.nexuizninjaz.com/images/hepi0j7kl2x90lwfcwp.jpg +**Gamemodes**: [[Deathmatch]] +**Author**: ”SavageX“:http://forums.xonotic.org/member.php?action=profile&uid=91, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: A remake of a classic h2. Darkzone - -" !http://pics.nexuizninjaz.com/images/x7mdsv9rng9zeqe70j_thumb.jpg! ":http://pics.nexuizninjaz.com/images/x7mdsv9rng9zeqe70j.jpg " !http://pics.nexuizninjaz.com/images/4jjx8cf79g05w6yfdun_thumb.jpg! ":http://pics.nexuizninjaz.com/images/4jjx8cf79g05w6yfdun.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "SavageX":http://forums.xonotic.org/member.php?action=profile&uid=91, "DiaboliK":http://forums.xonotic.org/member.php?action=profile&uid=14 -*Description*: The Dark Zone returns - +” ![](http://pics.nexuizninjaz.com/images/x7mdsv9rng9zeqe70j_thumb.jpg) “:http://pics.nexuizninjaz.com/images/x7mdsv9rng9zeqe70j.jpg ” ![](http://pics.nexuizninjaz.com/images/4jjx8cf79g05w6yfdun_thumb.jpg) “:http://pics.nexuizninjaz.com/images/4jjx8cf79g05w6yfdun.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”SavageX“:http://forums.xonotic.org/member.php?action=profile&uid=91, ”DiaboliK“:http://forums.xonotic.org/member.php?action=profile&uid=14 +**Description**: The Dark Zone returns h2. DarkzoneCTF - -" !http://pics.nexuizninjaz.com/images/1kt54m3h755jg3llnr1r_thumb.jpg! ":http://pics.nexuizninjaz.com/images/1kt54m3h755jg3llnr1r.jpg " !http://pics.nexuizninjaz.com/images/fjbiltr7vsnnxoy538n_thumb.jpg! ":http://pics.nexuizninjaz.com/images/fjbiltr7vsnnxoy538n.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "vede":http://forums.xonotic.org/member.php?action=profile&uid=335 -*Description*: Remake of DarkzoneCTF for Xonotic - +” ![](http://pics.nexuizninjaz.com/images/1kt54m3h755jg3llnr1r_thumb.jpg) “:http://pics.nexuizninjaz.com/images/1kt54m3h755jg3llnr1r.jpg ” ![](http://pics.nexuizninjaz.com/images/fjbiltr7vsnnxoy538n_thumb.jpg) “:http://pics.nexuizninjaz.com/images/fjbiltr7vsnnxoy538n.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”vede“:http://forums.xonotic.org/member.php?action=profile&uid=335 +**Description**: Remake of DarkzoneCTF for Xonotic h2. Death51 - -" !http://pics.nexuizninjaz.com/images/ikhwr8v5q1vfw2ddmwbp_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ikhwr8v5q1vfw2ddmwbp.jpg " !http://pics.nexuizninjaz.com/images/psoc8wlr7y8pr3xjdkqc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/psoc8wlr7y8pr3xjdkqc.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Key Hunt]]; [[Last Man Standing]]; [[Nexball]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "FiShMaN":http://forums.xonotic.org/member.php?action=profile&uid=899 -*Description*: Um, a map for most gametypes. Mainly ONS. HAVE FUN! - +” ![](http://pics.nexuizninjaz.com/images/ikhwr8v5q1vfw2ddmwbp_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ikhwr8v5q1vfw2ddmwbp.jpg ” ![](http://pics.nexuizninjaz.com/images/psoc8wlr7y8pr3xjdkqc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/psoc8wlr7y8pr3xjdkqc.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Key Hunt]]; [[Last Man Standing]]; [[Nexball]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”FiShMaN“:http://forums.xonotic.org/member.php?action=profile&uid=899 +**Description**: Um, a map for most gametypes. Mainly ONS. HAVE FUN! h2. Desert Factory - -" !http://pics.nexuizninjaz.com/images/oavemxh32niz6scub2l0_thumb.jpg! ":http://pics.nexuizninjaz.com/images/oavemxh32niz6scub2l0.jpg " !http://pics.nexuizninjaz.com/images/h3mhlfrcz68eg5ptp4t_thumb.jpg! ":http://pics.nexuizninjaz.com/images/h3mhlfrcz68eg5ptp4t.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Team Deathmatch]] -*Author*: "sev":http://forums.xonotic.org/member.php?action=profile&uid=46 -*Description*: An abandonend factory in the desert - +” ![](http://pics.nexuizninjaz.com/images/oavemxh32niz6scub2l0_thumb.jpg) “:http://pics.nexuizninjaz.com/images/oavemxh32niz6scub2l0.jpg ” ![](http://pics.nexuizninjaz.com/images/h3mhlfrcz68eg5ptp4t_thumb.jpg) “:http://pics.nexuizninjaz.com/images/h3mhlfrcz68eg5ptp4t.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Team Deathmatch]] +**Author**: ”sev“:http://forums.xonotic.org/member.php?action=profile&uid=46 +**Description**: An abandonend factory in the desert h2. Dominate Santa - -" !http://pics.nexuizninjaz.com/images/4edkb2h6ul0gf55pq89l_thumb.jpg! ":http://pics.nexuizninjaz.com/images/4edkb2h6ul0gf55pq89l.jpg " !http://pics.nexuizninjaz.com/images/jyyakyt8jmvcjhsig_thumb.jpg! ":http://pics.nexuizninjaz.com/images/jyyakyt8jmvcjhsig.jpg - -*Gamemodes*: [[Deathmatch]]; [[Domination]]; [[Freeze Tag]] -*Author*: "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15 -*Description*: X-Mas Themed holiday fun map - +” ![](http://pics.nexuizninjaz.com/images/4edkb2h6ul0gf55pq89l_thumb.jpg) “:http://pics.nexuizninjaz.com/images/4edkb2h6ul0gf55pq89l.jpg ” ![](http://pics.nexuizninjaz.com/images/jyyakyt8jmvcjhsig_thumb.jpg) “:http://pics.nexuizninjaz.com/images/jyyakyt8jmvcjhsig.jpg +**Gamemodes**: [[Deathmatch]]; [[Domination]]; [[Freeze Tag]] +**Author**: ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15 +**Description**: X-Mas Themed holiday fun map h2. Downer - -" !http://pics.nexuizninjaz.com/images/2y8gzp2taztklj53p9u_thumb.jpg! ":http://pics.nexuizninjaz.com/images/2y8gzp2taztklj53p9u.jpg " !http://pics.nexuizninjaz.com/images/vepmmzquoeted1ih6r2i_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vepmmzquoeted1ih6r2i.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95, "SavageX":http://forums.xonotic.org/member.php?action=profile&uid=91, Munyul Verminard -*Description*: Downer from Nexuiz remade - +” ![](http://pics.nexuizninjaz.com/images/2y8gzp2taztklj53p9u_thumb.jpg) “:http://pics.nexuizninjaz.com/images/2y8gzp2taztklj53p9u.jpg ” ![](http://pics.nexuizninjaz.com/images/vepmmzquoeted1ih6r2i_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vepmmzquoeted1ih6r2i.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95, ”SavageX“:http://forums.xonotic.org/member.php?action=profile&uid=91, Munyul Verminard +**Description**: Downer from Nexuiz remade h2. Downward - -" !http://pics.nexuizninjaz.com/images/oivyg1etp7ps9qmj9gke_thumb.jpg! ":http://pics.nexuizninjaz.com/images/oivyg1etp7ps9qmj9gke.jpg " !http://pics.nexuizninjaz.com/images/p722dh5nhhbhv5f24sj_thumb.jpg! ":http://pics.nexuizninjaz.com/images/p722dh5nhhbhv5f24sj.jpg - -*Gamemodes*: [[Deathmatch]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: Home sweet home - +” ![](http://pics.nexuizninjaz.com/images/oivyg1etp7ps9qmj9gke_thumb.jpg) “:http://pics.nexuizninjaz.com/images/oivyg1etp7ps9qmj9gke.jpg ” ![](http://pics.nexuizninjaz.com/images/p722dh5nhhbhv5f24sj_thumb.jpg) “:http://pics.nexuizninjaz.com/images/p722dh5nhhbhv5f24sj.jpg +**Gamemodes**: [[Deathmatch]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: Home sweet home h2. Duster - -" !http://pics.nexuizninjaz.com/images/6ns2omvjt8qwvtq8i6j_thumb.jpg! ":http://pics.nexuizninjaz.com/images/6ns2omvjt8qwvtq8i6j.jpg " !http://pics.nexuizninjaz.com/images/06xul8tmo8kxkfm4il_thumb.jpg! ":http://pics.nexuizninjaz.com/images/06xul8tmo8kxkfm4il.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "SavageX":http://forums.xonotic.org/member.php?action=profile&uid=91 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/6ns2omvjt8qwvtq8i6j_thumb.jpg) “:http://pics.nexuizninjaz.com/images/6ns2omvjt8qwvtq8i6j.jpg ” ![](http://pics.nexuizninjaz.com/images/06xul8tmo8kxkfm4il_thumb.jpg) “:http://pics.nexuizninjaz.com/images/06xul8tmo8kxkfm4il.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”SavageX“:http://forums.xonotic.org/member.php?action=profile&uid=91 +**Description**: h2. Equinox - -" !http://pics.nexuizninjaz.com/images/qf9fg90xismfenitnpm_thumb.jpg! ":http://pics.nexuizninjaz.com/images/qf9fg90xismfenitnpm.jpg " !http://pics.nexuizninjaz.com/images/buhowwb0zprwlaccm3_thumb.jpg! ":http://pics.nexuizninjaz.com/images/buhowwb0zprwlaccm3.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "MintOX":http://forums.xonotic.org/member.php?action=profile&uid=310 -*Description*: Futuristic Space Style Level - +” ![](http://pics.nexuizninjaz.com/images/qf9fg90xismfenitnpm_thumb.jpg) “:http://pics.nexuizninjaz.com/images/qf9fg90xismfenitnpm.jpg ” ![](http://pics.nexuizninjaz.com/images/buhowwb0zprwlaccm3_thumb.jpg) “:http://pics.nexuizninjaz.com/images/buhowwb0zprwlaccm3.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”MintOX“:http://forums.xonotic.org/member.php?action=profile&uid=310 +**Description**: Futuristic Space Style Level h2. Escher - -" !http://pics.nexuizninjaz.com/images/7nhx82it8oh3eastxg3_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7nhx82it8oh3eastxg3.jpg " !http://pics.nexuizninjaz.com/images/5uu3tu9pv16x9b2kvqd_thumb.jpg! ":http://pics.nexuizninjaz.com/images/5uu3tu9pv16x9b2kvqd.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Vael":http://forums.xonotic.org/member.php?action=profile&uid=133 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/7nhx82it8oh3eastxg3_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7nhx82it8oh3eastxg3.jpg ” ![](http://pics.nexuizninjaz.com/images/5uu3tu9pv16x9b2kvqd_thumb.jpg) “:http://pics.nexuizninjaz.com/images/5uu3tu9pv16x9b2kvqd.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Vael“:http://forums.xonotic.org/member.php?action=profile&uid=133 +**Description**: h2. Euclidean FAIL - -" !http://pics.nexuizninjaz.com/images/uypsh2gtd0m302pea0zy_thumb.jpg! ":http://pics.nexuizninjaz.com/images/uypsh2gtd0m302pea0zy.jpg " !http://pics.nexuizninjaz.com/images/p9201wcm09zp0djzas_thumb.jpg! ":http://pics.nexuizninjaz.com/images/p9201wcm09zp0djzas.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4 -*Description*: WarpZone example map - +” ![](http://pics.nexuizninjaz.com/images/uypsh2gtd0m302pea0zy_thumb.jpg) “:http://pics.nexuizninjaz.com/images/uypsh2gtd0m302pea0zy.jpg ” ![](http://pics.nexuizninjaz.com/images/p9201wcm09zp0djzas_thumb.jpg) “:http://pics.nexuizninjaz.com/images/p9201wcm09zp0djzas.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”divVerent“:http://forums.xonotic.org/member.php?action=profile&uid=4 +**Description**: WarpZone example map h2. Evilspace - -" !http://pics.nexuizninjaz.com/images/3er0rsu4s5lnxirdwd7d_thumb.jpg! ":http://pics.nexuizninjaz.com/images/3er0rsu4s5lnxirdwd7d.jpg " !http://pics.nexuizninjaz.com/images/69c0oss4uvjuvzgtmdi8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/69c0oss4uvjuvzgtmdi8.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95, "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29, EviLair -*Description*: Evil,evil,evil... - +” ![](http://pics.nexuizninjaz.com/images/3er0rsu4s5lnxirdwd7d_thumb.jpg) “:http://pics.nexuizninjaz.com/images/3er0rsu4s5lnxirdwd7d.jpg ” ![](http://pics.nexuizninjaz.com/images/69c0oss4uvjuvzgtmdi8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/69c0oss4uvjuvzgtmdi8.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95, ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29, EviLair +**Description**: Evil,evil,evil… h2. Evilspace2 - -" !http://pics.nexuizninjaz.com/images/3fp180pku1ezi1jtq227_thumb.jpg! ":http://pics.nexuizninjaz.com/images/3fp180pku1ezi1jtq227.jpg " !http://pics.nexuizninjaz.com/images/yjeu6vnpl4ljhlbzlv71_thumb.jpg! ":http://pics.nexuizninjaz.com/images/yjeu6vnpl4ljhlbzlv71.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/3fp180pku1ezi1jtq227_thumb.jpg) “:http://pics.nexuizninjaz.com/images/3fp180pku1ezi1jtq227.jpg ” ![](http://pics.nexuizninjaz.com/images/yjeu6vnpl4ljhlbzlv71_thumb.jpg) “:http://pics.nexuizninjaz.com/images/yjeu6vnpl4ljhlbzlv71.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: h2. Facility 114 - -" !http://pics.nexuizninjaz.com/images/221tpuhh04q1e8jta102_thumb.jpg! ":http://pics.nexuizninjaz.com/images/221tpuhh04q1e8jta102.jpg " !http://pics.nexuizninjaz.com/images/s8eixl8upfb2h7uk2rn_thumb.jpg! ":http://pics.nexuizninjaz.com/images/s8eixl8upfb2h7uk2rn.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]] -*Author*: "Moo":http://forums.xonotic.org/member.php?action=profile&uid=31 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/221tpuhh04q1e8jta102_thumb.jpg) “:http://pics.nexuizninjaz.com/images/221tpuhh04q1e8jta102.jpg ” ![](http://pics.nexuizninjaz.com/images/s8eixl8upfb2h7uk2rn_thumb.jpg) “:http://pics.nexuizninjaz.com/images/s8eixl8upfb2h7uk2rn.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]] +**Author**: ”Moo“:http://forums.xonotic.org/member.php?action=profile&uid=31 +**Description**: h2. Facing Worlds Nox - -" !http://pics.nexuizninjaz.com/images/u03bhtx6z5ri2kz2odo4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/u03bhtx6z5ri2kz2odo4.jpg " !http://pics.nexuizninjaz.com/images/lxfqdulc69b5wgstxrq_thumb.jpg! ":http://pics.nexuizninjaz.com/images/lxfqdulc69b5wgstxrq.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4, "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15 -*Description*: Who doesn't know this sniper hell? - +” ![](http://pics.nexuizninjaz.com/images/u03bhtx6z5ri2kz2odo4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/u03bhtx6z5ri2kz2odo4.jpg ” ![](http://pics.nexuizninjaz.com/images/lxfqdulc69b5wgstxrq_thumb.jpg) “:http://pics.nexuizninjaz.com/images/lxfqdulc69b5wgstxrq.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”divVerent“:http://forums.xonotic.org/member.php?action=profile&uid=4, ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15 +**Description**: Who doesn’t know this sniper hell? h2. Final Rage - -" !http://pics.nexuizninjaz.com/images/nmkpgetfu5j30mqwusc9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/nmkpgetfu5j30mqwusc9.jpg " !http://pics.nexuizninjaz.com/images/3ayi2na7v713glls4u1g_thumb.jpg! ":http://pics.nexuizninjaz.com/images/3ayi2na7v713glls4u1g.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: Munyul Verminard, "tZork":http://forums.xonotic.org/member.php?action=profile&uid=39 -*Description*: Small map with brutal fast vertical action - +” ![](http://pics.nexuizninjaz.com/images/nmkpgetfu5j30mqwusc9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/nmkpgetfu5j30mqwusc9.jpg ” ![](http://pics.nexuizninjaz.com/images/3ayi2na7v713glls4u1g_thumb.jpg) “:http://pics.nexuizninjaz.com/images/3ayi2na7v713glls4u1g.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: Munyul Verminard, ”tZork“:http://forums.xonotic.org/member.php?action=profile&uid=39 +**Description**: Small map with brutal fast vertical action h2. First Blood - -" !http://pics.nexuizninjaz.com/images/42n5whvi5wbcnl3r6yf_thumb.jpg! ":http://pics.nexuizninjaz.com/images/42n5whvi5wbcnl3r6yf.jpg " !http://pics.nexuizninjaz.com/images/5qg20ygt5qhlmfqpdo19_thumb.jpg! ":http://pics.nexuizninjaz.com/images/5qg20ygt5qhlmfqpdo19.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "rainerzufalldererste":http://forums.xonotic.org/member.php?action=profile&uid=94 -*Description*: Small Egypt CTF Map - +” ![](http://pics.nexuizninjaz.com/images/42n5whvi5wbcnl3r6yf_thumb.jpg) “:http://pics.nexuizninjaz.com/images/42n5whvi5wbcnl3r6yf.jpg ” ![](http://pics.nexuizninjaz.com/images/5qg20ygt5qhlmfqpdo19_thumb.jpg) “:http://pics.nexuizninjaz.com/images/5qg20ygt5qhlmfqpdo19.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”rainerzufalldererste“:http://forums.xonotic.org/member.php?action=profile&uid=94 +**Description**: Small Egypt CTF Map h2. Further In The Past - -" !http://pics.nexuizninjaz.com/images/yeww98to1sg421lkkt_thumb.jpg! ":http://pics.nexuizninjaz.com/images/yeww98to1sg421lkkt.jpg " !http://pics.nexuizninjaz.com/images/c6dopsty3betsmog3kp3_thumb.jpg! ":http://pics.nexuizninjaz.com/images/c6dopsty3betsmog3kp3.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]] -*Author*: "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/yeww98to1sg421lkkt_thumb.jpg) “:http://pics.nexuizninjaz.com/images/yeww98to1sg421lkkt.jpg ” ![](http://pics.nexuizninjaz.com/images/c6dopsty3betsmog3kp3_thumb.jpg) “:http://pics.nexuizninjaz.com/images/c6dopsty3betsmog3kp3.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]] +**Author**: ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15 +**Description**: h2. Gaia - -" !http://pics.nexuizninjaz.com/images/sjkpkfoxth0sisedux9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/sjkpkfoxth0sisedux9.jpg " !http://pics.nexuizninjaz.com/images/dubbr2mabiazz2iqvipt_thumb.jpg! ":http://pics.nexuizninjaz.com/images/dubbr2mabiazz2iqvipt.jpg - -*Gamemodes*: [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -*Description*: An outdoor map - +” ![](http://pics.nexuizninjaz.com/images/sjkpkfoxth0sisedux9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/sjkpkfoxth0sisedux9.jpg ” ![](http://pics.nexuizninjaz.com/images/dubbr2mabiazz2iqvipt_thumb.jpg) “:http://pics.nexuizninjaz.com/images/dubbr2mabiazz2iqvipt.jpg +**Gamemodes**: [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”theShadow“:http://forums.xonotic.org/member.php?action=profile&uid=153 +**Description**: An outdoor map h2. Geoplanetary - -" !http://pics.nexuizninjaz.com/images/wyxg9ssdvk8c854g76o_thumb.jpg! ":http://pics.nexuizninjaz.com/images/wyxg9ssdvk8c854g76o.jpg " !http://pics.nexuizninjaz.com/images/aw3s7t4p3fx8bdzwsvy3_thumb.jpg! ":http://pics.nexuizninjaz.com/images/aw3s7t4p3fx8bdzwsvy3.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "MintOX":http://forums.xonotic.org/member.php?action=profile&uid=310 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/wyxg9ssdvk8c854g76o_thumb.jpg) “:http://pics.nexuizninjaz.com/images/wyxg9ssdvk8c854g76o.jpg ” ![](http://pics.nexuizninjaz.com/images/aw3s7t4p3fx8bdzwsvy3_thumb.jpg) “:http://pics.nexuizninjaz.com/images/aw3s7t4p3fx8bdzwsvy3.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”MintOX“:http://forums.xonotic.org/member.php?action=profile&uid=310 +**Description**: h2. Gforce - -" !http://pics.nexuizninjaz.com/images/pcp0jwcvoht1g0t3n1fk_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pcp0jwcvoht1g0t3n1fk.jpg " !http://pics.nexuizninjaz.com/images/3qdtuz47lado8jw1idcg_thumb.jpg! ":http://pics.nexuizninjaz.com/images/3qdtuz47lado8jw1idcg.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: A big ground complex - +” ![](http://pics.nexuizninjaz.com/images/pcp0jwcvoht1g0t3n1fk_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pcp0jwcvoht1g0t3n1fk.jpg ” ![](http://pics.nexuizninjaz.com/images/3qdtuz47lado8jw1idcg_thumb.jpg) “:http://pics.nexuizninjaz.com/images/3qdtuz47lado8jw1idcg.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: A big ground complex h2. Gravitron - -" !http://pics.nexuizninjaz.com/images/wbkdc5niqec9wdsfaxm_thumb.jpg! ":http://pics.nexuizninjaz.com/images/wbkdc5niqec9wdsfaxm.jpg " !http://pics.nexuizninjaz.com/images/bdjh8c69s6t1we217v7_thumb.jpg! ":http://pics.nexuizninjaz.com/images/bdjh8c69s6t1we217v7.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]]; [[Domination]]; [[Freeze Tag]] -*Author*: "O.I.B.":http://forums.xonotic.org/member.php?action=profile&uid=99 - +” ![](http://pics.nexuizninjaz.com/images/wbkdc5niqec9wdsfaxm_thumb.jpg) “:http://pics.nexuizninjaz.com/images/wbkdc5niqec9wdsfaxm.jpg ” ![](http://pics.nexuizninjaz.com/images/bdjh8c69s6t1we217v7_thumb.jpg) “:http://pics.nexuizninjaz.com/images/bdjh8c69s6t1we217v7.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]]; [[Domination]]; [[Freeze Tag]] +**Author**: ”O.I.B.“:http://forums.xonotic.org/member.php?action=profile&uid=99 h2. Great Wall Revamped - -" !http://pics.nexuizninjaz.com/images/0oqh5ivsfj4trwydp7i_thumb.jpg! ":http://pics.nexuizninjaz.com/images/0oqh5ivsfj4trwydp7i.jpg " !http://pics.nexuizninjaz.com/images/3n92uecgydfoohyhs98j_thumb.jpg! ":http://pics.nexuizninjaz.com/images/3n92uecgydfoohyhs98j.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Mario":http://forums.xonotic.org/member.php?action=profile&uid=1258 -*Description*: Greatwall_remix with Xonotic feel - +” ![](http://pics.nexuizninjaz.com/images/0oqh5ivsfj4trwydp7i_thumb.jpg) “:http://pics.nexuizninjaz.com/images/0oqh5ivsfj4trwydp7i.jpg ” ![](http://pics.nexuizninjaz.com/images/3n92uecgydfoohyhs98j_thumb.jpg) “:http://pics.nexuizninjaz.com/images/3n92uecgydfoohyhs98j.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Mario“:http://forums.xonotic.org/member.php?action=profile&uid=1258 +**Description**: Greatwall\_remix with Xonotic feel h2. Heart - -" !http://pics.nexuizninjaz.com/images/7l1b8po2fbs5v10cwsa8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7l1b8po2fbs5v10cwsa8.jpg " !http://pics.nexuizninjaz.com/images/jnavom5mqz803nxzpiep_thumb.jpg! ":http://pics.nexuizninjaz.com/images/jnavom5mqz803nxzpiep.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: Just cold iron... - +” ![](http://pics.nexuizninjaz.com/images/7l1b8po2fbs5v10cwsa8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7l1b8po2fbs5v10cwsa8.jpg ” ![](http://pics.nexuizninjaz.com/images/jnavom5mqz803nxzpiep_thumb.jpg) “:http://pics.nexuizninjaz.com/images/jnavom5mqz803nxzpiep.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: Just cold iron… h2. Heavy Metal - -" !http://pics.nexuizninjaz.com/images/g64mx68u2v4kx2v0hu_thumb.jpg! ":http://pics.nexuizninjaz.com/images/g64mx68u2v4kx2v0hu.jpg " !http://pics.nexuizninjaz.com/images/s9fijrpobtnudb3jcsjo_thumb.jpg! ":http://pics.nexuizninjaz.com/images/s9fijrpobtnudb3jcsjo.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Team Deathmatch]] -*Author*: "Maddin":http://forums.xonotic.org/member.php?action=profile&uid=1970 -*Description*: Die for Metal! - +” ![](http://pics.nexuizninjaz.com/images/g64mx68u2v4kx2v0hu_thumb.jpg) “:http://pics.nexuizninjaz.com/images/g64mx68u2v4kx2v0hu.jpg ” ![](http://pics.nexuizninjaz.com/images/s9fijrpobtnudb3jcsjo_thumb.jpg) “:http://pics.nexuizninjaz.com/images/s9fijrpobtnudb3jcsjo.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Team Deathmatch]] +**Author**: ”Maddin“:http://forums.xonotic.org/member.php?action=profile&uid=1970 +**Description**: Die for Metal! h2. Hook Race - -" !http://pics.nexuizninjaz.com/images/ier77zbp5fmibi6nyahc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ier77zbp5fmibi6nyahc.jpg " !http://pics.nexuizninjaz.com/images/s9pl9lqjz6f14f7yqh2_thumb.jpg! ":http://pics.nexuizninjaz.com/images/s9pl9lqjz6f14f7yqh2.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Race CTS]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: Clueless Newbie -*Description*: CTF race map - use the hook! - +” ![](http://pics.nexuizninjaz.com/images/ier77zbp5fmibi6nyahc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ier77zbp5fmibi6nyahc.jpg ” ![](http://pics.nexuizninjaz.com/images/s9pl9lqjz6f14f7yqh2_thumb.jpg) “:http://pics.nexuizninjaz.com/images/s9pl9lqjz6f14f7yqh2.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Race CTS]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: Clueless Newbie +**Description**: CTF race map - use the hook! h2. Hydrophobia - -" !http://pics.nexuizninjaz.com/images/eved49sm67iffmvhdg6b_thumb.jpg! ":http://pics.nexuizninjaz.com/images/eved49sm67iffmvhdg6b.jpg " !http://pics.nexuizninjaz.com/images/zy8xq54ysl76npz7f0gn_thumb.jpg! ":http://pics.nexuizninjaz.com/images/zy8xq54ysl76npz7f0gn.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: Rusty, really rusty - +” ![](http://pics.nexuizninjaz.com/images/eved49sm67iffmvhdg6b_thumb.jpg) “:http://pics.nexuizninjaz.com/images/eved49sm67iffmvhdg6b.jpg ” ![](http://pics.nexuizninjaz.com/images/zy8xq54ysl76npz7f0gn_thumb.jpg) “:http://pics.nexuizninjaz.com/images/zy8xq54ysl76npz7f0gn.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: Rusty, really rusty h2. Hypercube - -" !http://pics.nexuizninjaz.com/images/yuzc0xhpe3l3sopcd2up_thumb.jpg! ":http://pics.nexuizninjaz.com/images/yuzc0xhpe3l3sopcd2up.jpg " !http://pics.nexuizninjaz.com/images/iouj7bhs4zighz4za5_thumb.jpg! ":http://pics.nexuizninjaz.com/images/iouj7bhs4zighz4za5.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "accident":http://forums.xonotic.org/member.php?action=profile&uid=179 -*Description*: Exploded view Hypercube w/o any 4-D nonsense :-) - +” ![](http://pics.nexuizninjaz.com/images/yuzc0xhpe3l3sopcd2up_thumb.jpg) “:http://pics.nexuizninjaz.com/images/yuzc0xhpe3l3sopcd2up.jpg ” ![](http://pics.nexuizninjaz.com/images/iouj7bhs4zighz4za5_thumb.jpg) “:http://pics.nexuizninjaz.com/images/iouj7bhs4zighz4za5.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”accident“:http://forums.xonotic.org/member.php?action=profile&uid=179 +**Description**: Exploded view Hypercube w/o any 4-D nonsense :-) h2. Imogen - -" !http://pics.nexuizninjaz.com/images/uinvfc3aeukk4rn0myym_thumb.jpg! ":http://pics.nexuizninjaz.com/images/uinvfc3aeukk4rn0myym.jpg " !http://pics.nexuizninjaz.com/images/cklkxgiqorl6i2xkaud8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/cklkxgiqorl6i2xkaud8.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Kay":http://forums.xonotic.org/member.php?action=profile&uid=219 -*Description*: A small/medium sized space DM map - +” ![](http://pics.nexuizninjaz.com/images/uinvfc3aeukk4rn0myym_thumb.jpg) “:http://pics.nexuizninjaz.com/images/uinvfc3aeukk4rn0myym.jpg ” ![](http://pics.nexuizninjaz.com/images/cklkxgiqorl6i2xkaud8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/cklkxgiqorl6i2xkaud8.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Kay“:http://forums.xonotic.org/member.php?action=profile&uid=219 +**Description**: A small/medium sized space DM map h2. Implosion - -" !http://pics.nexuizninjaz.com/images/wvxojiv5v796i2gctyv4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/wvxojiv5v796i2gctyv4.jpg " !http://pics.nexuizninjaz.com/images/u3ranraar9ted7zxyfbu_thumb.jpg! ":http://pics.nexuizninjaz.com/images/u3ranraar9ted7zxyfbu.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "MintOX":http://forums.xonotic.org/member.php?action=profile&uid=310 -*Description*: Space Style CTF Level - +” ![](http://pics.nexuizninjaz.com/images/wvxojiv5v796i2gctyv4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/wvxojiv5v796i2gctyv4.jpg ” ![](http://pics.nexuizninjaz.com/images/u3ranraar9ted7zxyfbu_thumb.jpg) “:http://pics.nexuizninjaz.com/images/u3ranraar9ted7zxyfbu.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”MintOX“:http://forums.xonotic.org/member.php?action=profile&uid=310 +**Description**: Space Style CTF Level h2. Jenseits +” ![](http://pics.nexuizninjaz.com/images/sp8qjvxth24fx4p2e84_thumb.jpg) “:http://pics.nexuizninjaz.com/images/sp8qjvxth24fx4p2e84.jpg ” ![](http://pics.nexuizninjaz.com/images/58dd85lc47hgeo0j2a39_thumb.jpg) -" !http://pics.nexuizninjaz.com/images/sp8qjvxth24fx4p2e84_thumb.jpg! ":http://pics.nexuizninjaz.com/images/sp8qjvxth24fx4p2e84.jpg " !http://pics.nexuizninjaz.com/images/58dd85lc47hgeo0j2a39_thumb.jpg! - -*Gamemodes*: [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Team Deathmatch]] -*Author*: "accident":http://forums.xonotic.org/member.php?action=profile&uid=179 -*Description*: A reimagining of "trans" - -h2. Lab 610 +**Gamemodes**: [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Team Deathmatch]] +**Author**: [accident](http://forums.xonotic.org/member.php?action=profile&uid=179) +**Description**: A reimagining of “trans” -" !http://pics.nexuizninjaz.com/images/7253ocss92eow1dhdzj9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7253ocss92eow1dhdzj9.jpg " !http://pics.nexuizninjaz.com/images/3on7buvbkbxa90qrw0t3_thumb.jpg! ":http://pics.nexuizninjaz.com/images/3on7buvbkbxa90qrw0t3.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Key Hunt]]; [[Last Man Standing]]; [[Nexball]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Mircea Kitsune":http://forums.xonotic.org/member.php?action=profile&uid=12 -*Description*: A lab with heavy machinery and stuff +Lab 610 +------- +" ![](http://pics.nexuizninjaz.com/images/7253ocss92eow1dhdzj9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7253ocss92eow1dhdzj9.jpg ” ![](http://pics.nexuizninjaz.com/images/3on7buvbkbxa90qrw0t3_thumb.jpg) “:http://pics.nexuizninjaz.com/images/3on7buvbkbxa90qrw0t3.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Key Hunt]]; [[Last Man Standing]]; [[Nexball]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Mircea Kitsune“:http://forums.xonotic.org/member.php?action=profile&uid=12 +**Description**: A lab with heavy machinery and stuff h2. Laino-The Bridge +” ![](http://pics.nexuizninjaz.com/images/ponhe15x0t94wfsu46s6_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ponhe15x0t94wfsu46s6.jpg ” ![](http://pics.nexuizninjaz.com/images/7zcjk45e5jh7lq5nvlh3_thumb.jpg) -" !http://pics.nexuizninjaz.com/images/ponhe15x0t94wfsu46s6_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ponhe15x0t94wfsu46s6.jpg " !http://pics.nexuizninjaz.com/images/7zcjk45e5jh7lq5nvlh3_thumb.jpg! - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]] -*Author*: "monad":http://forums.xonotic.org/member.php?action=profile&uid=900 -*Description*: - -h2. Lightspeed +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]] +**Author**: [monad](http://forums.xonotic.org/member.php?action=profile&uid=900) +**Description**: -" !http://pics.nexuizninjaz.com/images/itm3gb32u4z9jg54tnbg_thumb.jpg! ":http://pics.nexuizninjaz.com/images/itm3gb32u4z9jg54tnbg.jpg " !http://pics.nexuizninjaz.com/images/aoirt56k3685uzu0i_thumb.jpg! ":http://pics.nexuizninjaz.com/images/aoirt56k3685uzu0i.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15 -*Description*: Very small, 1on1 CTF Map. Key to survival: move as fast, as the speed of light +Lightspeed +---------- +" ![](http://pics.nexuizninjaz.com/images/itm3gb32u4z9jg54tnbg_thumb.jpg) “:http://pics.nexuizninjaz.com/images/itm3gb32u4z9jg54tnbg.jpg ” ![](http://pics.nexuizninjaz.com/images/aoirt56k3685uzu0i_thumb.jpg) “:http://pics.nexuizninjaz.com/images/aoirt56k3685uzu0i.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15 +**Description**: Very small, 1on1 CTF Map. Key to survival: move as fast, as the speed of light h2. Little Mexico - -" !http://pics.nexuizninjaz.com/images/gepzq2hgqkf2zxaou81l_thumb.jpg! ":http://pics.nexuizninjaz.com/images/gepzq2hgqkf2zxaou81l.jpg " !http://pics.nexuizninjaz.com/images/g835h1yzrmr4gm6mcdg4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/g835h1yzrmr4gm6mcdg4.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Grasshopper":http://forums.xonotic.org/member.php?action=profile&uid=7 -*Description*: Medium 2v2 - +” ![](http://pics.nexuizninjaz.com/images/gepzq2hgqkf2zxaou81l_thumb.jpg) “:http://pics.nexuizninjaz.com/images/gepzq2hgqkf2zxaou81l.jpg ” ![](http://pics.nexuizninjaz.com/images/g835h1yzrmr4gm6mcdg4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/g835h1yzrmr4gm6mcdg4.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Grasshopper“:http://forums.xonotic.org/member.php?action=profile&uid=7 +**Description**: Medium 2v2 h2. Lord Of The Moths - -" !http://pics.nexuizninjaz.com/images/0yiuuf84980ke0dd6us_thumb.jpg! ":http://pics.nexuizninjaz.com/images/0yiuuf84980ke0dd6us.jpg " !http://pics.nexuizninjaz.com/images/q7n73q4d09wh2941zk2_thumb.jpg! ":http://pics.nexuizninjaz.com/images/q7n73q4d09wh2941zk2.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author* "Mircea Kitsune":http://forums.xonotic.org/member.php?action=profile&uid=12 -*Description*: This is a medium sized skull filled barren wasterland map for Xonotic - +” ![](http://pics.nexuizninjaz.com/images/0yiuuf84980ke0dd6us_thumb.jpg) “:http://pics.nexuizninjaz.com/images/0yiuuf84980ke0dd6us.jpg ” ![](http://pics.nexuizninjaz.com/images/q7n73q4d09wh2941zk2_thumb.jpg) “:http://pics.nexuizninjaz.com/images/q7n73q4d09wh2941zk2.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author** ”Mircea Kitsune“:http://forums.xonotic.org/member.php?action=profile&uid=12 +**Description**: This is a medium sized skull filled barren wasterland map for Xonotic h2. Marsball - -" !http://pics.nexuizninjaz.com/images/dhm9oo34cot3xz3ahai4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/dhm9oo34cot3xz3ahai4.jpg " !http://pics.nexuizninjaz.com/images/5tbsd75hiulh8smttoi1_thumb.jpg! ":http://pics.nexuizninjaz.com/images/5tbsd75hiulh8smttoi1.jpg - -*Gamemodes* [Nexball] -*Author*: "Grasshopper":http://forums.xonotic.org/member.php?action=profile&uid=7, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: In a crater of the red planet is a arena - +” ![](http://pics.nexuizninjaz.com/images/dhm9oo34cot3xz3ahai4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/dhm9oo34cot3xz3ahai4.jpg ” ![](http://pics.nexuizninjaz.com/images/5tbsd75hiulh8smttoi1_thumb.jpg) “:http://pics.nexuizninjaz.com/images/5tbsd75hiulh8smttoi1.jpg +**Gamemodes** [Nexball] +**Author**: ”Grasshopper“:http://forums.xonotic.org/member.php?action=profile&uid=7, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: In a crater of the red planet is a arena h2. Martian Bases - -" !http://pics.nexuizninjaz.com/images/30earmoshd4qcx4dcw_thumb.jpg! ":http://pics.nexuizninjaz.com/images/30earmoshd4qcx4dcw.jpg " !http://pics.nexuizninjaz.com/images/gv49x6wyoqf5b75nvct0_thumb.jpg! ":http://pics.nexuizninjaz.com/images/gv49x6wyoqf5b75nvct0.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Mario":http://forums.xonotic.org/member.php?action=profile&uid=1258 -*Description*: Simple Arena Map - +” ![](http://pics.nexuizninjaz.com/images/30earmoshd4qcx4dcw_thumb.jpg) “:http://pics.nexuizninjaz.com/images/30earmoshd4qcx4dcw.jpg ” ![](http://pics.nexuizninjaz.com/images/gv49x6wyoqf5b75nvct0_thumb.jpg) “:http://pics.nexuizninjaz.com/images/gv49x6wyoqf5b75nvct0.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Mario“:http://forums.xonotic.org/member.php?action=profile&uid=1258 +**Description**: Simple Arena Map h2. Maze - -" !http://pics.nexuizninjaz.com/images/z4n7aebrtbffncpj42bp_thumb.jpg! ":http://pics.nexuizninjaz.com/images/z4n7aebrtbffncpj42bp.jpg " !http://pics.nexuizninjaz.com/images/7g9ve11o93vuk8gplfne_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7g9ve11o93vuk8gplfne.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -*Description*: A desert ruin froms a twistered maze - +” ![](http://pics.nexuizninjaz.com/images/z4n7aebrtbffncpj42bp_thumb.jpg) “:http://pics.nexuizninjaz.com/images/z4n7aebrtbffncpj42bp.jpg ” ![](http://pics.nexuizninjaz.com/images/7g9ve11o93vuk8gplfne_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7g9ve11o93vuk8gplfne.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”theShadow“:http://forums.xonotic.org/member.php?action=profile&uid=153 +**Description**: A desert ruin froms a twistered maze h2. Minideck - -" !http://pics.nexuizninjaz.com/images/ah0bc5gqmq2vhsgvxj6y_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ah0bc5gqmq2vhsgvxj6y.jpg " !http://pics.nexuizninjaz.com/images/7ybfdjflwcglxojyz0x2_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7ybfdjflwcglxojyz0x2.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Race CTS]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "lda17h":http://forums.xonotic.org/member.php?action=profile&uid=6 -*Description*: A huge deck 16-inspired map - +” ![](http://pics.nexuizninjaz.com/images/ah0bc5gqmq2vhsgvxj6y_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ah0bc5gqmq2vhsgvxj6y.jpg ” ![](http://pics.nexuizninjaz.com/images/7ybfdjflwcglxojyz0x2_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7ybfdjflwcglxojyz0x2.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Race CTS]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”lda17h“:http://forums.xonotic.org/member.php?action=profile&uid=6 +**Description**: A huge deck 16-inspired map h2. MiniManX - -" !http://pics.nexuizninjaz.com/images/zyl5w3egyt94q46mm2co_thumb.jpg! ":http://pics.nexuizninjaz.com/images/zyl5w3egyt94q46mm2co.jpg " !http://pics.nexuizninjaz.com/images/mnoik2gxuhs43vlhp4c_thumb.jpg! ":http://pics.nexuizninjaz.com/images/mnoik2gxuhs43vlhp4c.jpg - -*Gamemodes*: [[Deathmatch]]; [Team Deathmatch]] -*Author*: "Nestel":http://forums.xonotic.org/member.php?action=profile&uid=556 -*Description*: You play miniman in the most cool room - +” ![](http://pics.nexuizninjaz.com/images/zyl5w3egyt94q46mm2co_thumb.jpg) “:http://pics.nexuizninjaz.com/images/zyl5w3egyt94q46mm2co.jpg ” ![](http://pics.nexuizninjaz.com/images/mnoik2gxuhs43vlhp4c_thumb.jpg) “:http://pics.nexuizninjaz.com/images/mnoik2gxuhs43vlhp4c.jpg +**Gamemodes**: [[Deathmatch]]; [Team Deathmatch]] +**Author**: ”Nestel“:http://forums.xonotic.org/member.php?action=profile&uid=556 +**Description**: You play miniman in the most cool room h2. Modern West Town - -" !http://pics.nexuizninjaz.com/images/d6c54z5jo382x51hgtdo_thumb.jpg! ":http://pics.nexuizninjaz.com/images/d6c54z5jo382x51hgtdo.jpg " !http://pics.nexuizninjaz.com/images/68dj413w23rl2i4wbbou_thumb.jpg! ":http://pics.nexuizninjaz.com/images/68dj413w23rl2i4wbbou.jpg - -*Gamemodes*: [[Deathmatch]]; [[Team Deathmatch]] -*Author*: "Nestel":http://forums.xonotic.org/member.php?action=profile&uid=556 -*Description*: West Town combine with modern stuff - +” ![](http://pics.nexuizninjaz.com/images/d6c54z5jo382x51hgtdo_thumb.jpg) “:http://pics.nexuizninjaz.com/images/d6c54z5jo382x51hgtdo.jpg ” ![](http://pics.nexuizninjaz.com/images/68dj413w23rl2i4wbbou_thumb.jpg) “:http://pics.nexuizninjaz.com/images/68dj413w23rl2i4wbbou.jpg +**Gamemodes**: [[Deathmatch]]; [[Team Deathmatch]] +**Author**: ”Nestel“:http://forums.xonotic.org/member.php?action=profile&uid=556 +**Description**: West Town combine with modern stuff h2. Neutron - -" !http://pics.nexuizninjaz.com/images/n8wsjdzee52bgcb3p2vy_thumb.jpg! ":http://pics.nexuizninjaz.com/images/n8wsjdzee52bgcb3p2vy.jpg " !http://pics.nexuizninjaz.com/images/vzstk0u0fwon7coqjz4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vzstk0u0fwon7coqjz4.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "MintOX":http://forums.xonotic.org/member.php?action=profile&uid=310 -*Description*: Space Level - +” ![](http://pics.nexuizninjaz.com/images/n8wsjdzee52bgcb3p2vy_thumb.jpg) “:http://pics.nexuizninjaz.com/images/n8wsjdzee52bgcb3p2vy.jpg ” ![](http://pics.nexuizninjaz.com/images/vzstk0u0fwon7coqjz4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vzstk0u0fwon7coqjz4.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”MintOX“:http://forums.xonotic.org/member.php?action=profile&uid=310 +**Description**: Space Level h2. Onarail - -" !http://pics.nexuizninjaz.com/images/v8t1xv3b03coo8v8vj8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/v8t1xv3b03coo8v8vj8.jpg " !http://pics.nexuizninjaz.com/images/p0c3jrkzgswba5zxw2qe_thumb.jpg! ":http://pics.nexuizninjaz.com/images/p0c3jrkzgswba5zxw2qe.jpg - -*Gamemodes*: [[Assault]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95, "SavageX":http://forums.xonotic.org/member.php?action=profile&uid=91 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/v8t1xv3b03coo8v8vj8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/v8t1xv3b03coo8v8vj8.jpg ” ![](http://pics.nexuizninjaz.com/images/p0c3jrkzgswba5zxw2qe_thumb.jpg) “:http://pics.nexuizninjaz.com/images/p0c3jrkzgswba5zxw2qe.jpg +**Gamemodes**: [[Assault]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95, ”SavageX“:http://forums.xonotic.org/member.php?action=profile&uid=91 +**Description**: h2. Opera - -" !http://pics.nexuizninjaz.com/images/mogv7gmx4g5v01vyyhm_thumb.jpg! ":http://pics.nexuizninjaz.com/images/mogv7gmx4g5v01vyyhm.jpg " !http://pics.nexuizninjaz.com/images/c2ygw9cr554h5hz52z1m_thumb.jpg! ":http://pics.nexuizninjaz.com/images/c2ygw9cr554h5hz52z1m.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Morphed":http://forums.xonotic.org/member.php?action=profile&uid=8 -*Description*: He's there, the phantom of the opera! - +” ![](http://pics.nexuizninjaz.com/images/mogv7gmx4g5v01vyyhm_thumb.jpg) “:http://pics.nexuizninjaz.com/images/mogv7gmx4g5v01vyyhm.jpg ” ![](http://pics.nexuizninjaz.com/images/c2ygw9cr554h5hz52z1m_thumb.jpg) “:http://pics.nexuizninjaz.com/images/c2ygw9cr554h5hz52z1m.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Morphed“:http://forums.xonotic.org/member.php?action=profile&uid=8 +**Description**: He’s there, the phantom of the opera! h2. Passages - -" !http://pics.nexuizninjaz.com/images/24csamwcw4ynzdmv7re_thumb.jpg! ":http://pics.nexuizninjaz.com/images/24csamwcw4ynzdmv7re.jpg " !http://pics.nexuizninjaz.com/images/5gwdfcymokw0r3gcgw8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/5gwdfcymokw0r3gcgw8.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Moo":http://forums.xonotic.org/member.php?action=profile&uid=31 -*Description*: A small 1v1 map, have fun! - +” ![](http://pics.nexuizninjaz.com/images/24csamwcw4ynzdmv7re_thumb.jpg) “:http://pics.nexuizninjaz.com/images/24csamwcw4ynzdmv7re.jpg ” ![](http://pics.nexuizninjaz.com/images/5gwdfcymokw0r3gcgw8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/5gwdfcymokw0r3gcgw8.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Moo“:http://forums.xonotic.org/member.php?action=profile&uid=31 +**Description**: A small 1v1 map, have fun! h2. Perkele - -" !http://pics.nexuizninjaz.com/images/wrmmn75bp705058k1cyg_thumb.jpg! ":http://pics.nexuizninjaz.com/images/wrmmn75bp705058k1cyg.jpg " !http://pics.nexuizninjaz.com/images/bxnd5j1zrat7769cz43j_thumb.jpg! ":http://pics.nexuizninjaz.com/images/bxnd5j1zrat7769cz43j.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "bundy":http://forums.xonotic.org/member.php?action=profile&uid=754, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: - -h2. Piece o' Cake - -" !http://pics.nexuizninjaz.com/images/38htoesf7l1x2pm8vpg_thumb.jpg! ":http://pics.nexuizninjaz.com/images/38htoesf7l1x2pm8vpg.jpg " !http://pics.nexuizninjaz.com/images/jl8fdy56tawtun813vqc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/jl8fdy56tawtun813vqc.jpg - -*Gamemodes*: [[Race CTS]] -*Author*: "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -*Description*: As easy as a piece of cake - +” ![](http://pics.nexuizninjaz.com/images/wrmmn75bp705058k1cyg_thumb.jpg) “:http://pics.nexuizninjaz.com/images/wrmmn75bp705058k1cyg.jpg ” ![](http://pics.nexuizninjaz.com/images/bxnd5j1zrat7769cz43j_thumb.jpg) “:http://pics.nexuizninjaz.com/images/bxnd5j1zrat7769cz43j.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”bundy“:http://forums.xonotic.org/member.php?action=profile&uid=754, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: +h2. Piece o’ Cake +” ![](http://pics.nexuizninjaz.com/images/38htoesf7l1x2pm8vpg_thumb.jpg) “:http://pics.nexuizninjaz.com/images/38htoesf7l1x2pm8vpg.jpg ” ![](http://pics.nexuizninjaz.com/images/jl8fdy56tawtun813vqc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/jl8fdy56tawtun813vqc.jpg +**Gamemodes**: [[Race CTS]] +**Author**: ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29 +**Description**: As easy as a piece of cake h2. Pillars - -" !http://pics.nexuizninjaz.com/images/yefrco58rj6vmwsafgq1_thumb.jpg! ":http://pics.nexuizninjaz.com/images/yefrco58rj6vmwsafgq1.jpg " !http://pics.nexuizninjaz.com/images/5bxtm7xr609xjh2x1kj_thumb.jpg! ":http://pics.nexuizninjaz.com/images/5bxtm7xr609xjh2x1kj.jpg - -*Gamemodes*: [[Clan Arena]] -*Author*: "atheros":http://forums.xonotic.org/member.php?action=profile&uid=71 -*Description*: A test area with lots of pillars - +” ![](http://pics.nexuizninjaz.com/images/yefrco58rj6vmwsafgq1_thumb.jpg) “:http://pics.nexuizninjaz.com/images/yefrco58rj6vmwsafgq1.jpg ” ![](http://pics.nexuizninjaz.com/images/5bxtm7xr609xjh2x1kj_thumb.jpg) “:http://pics.nexuizninjaz.com/images/5bxtm7xr609xjh2x1kj.jpg +**Gamemodes**: [[Clan Arena]] +**Author**: ”atheros“:http://forums.xonotic.org/member.php?action=profile&uid=71 +**Description**: A test area with lots of pillars h2. Pipe - -" !http://pics.nexuizninjaz.com/images/ytyi1ayo0wzept3gqq_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ytyi1ayo0wzept3gqq.jpg " !http://pics.nexuizninjaz.com/images/z7porbrdkq73w0j2ywuv_thumb.jpg! ":http://pics.nexuizninjaz.com/images/z7porbrdkq73w0j2ywuv.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Minkovsky":http://forums.xonotic.org/member.php?action=profile&uid=745 -*Description*: Ever wondered how it would be in an endless loop? - +” ![](http://pics.nexuizninjaz.com/images/ytyi1ayo0wzept3gqq_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ytyi1ayo0wzept3gqq.jpg ” ![](http://pics.nexuizninjaz.com/images/z7porbrdkq73w0j2ywuv_thumb.jpg) “:http://pics.nexuizninjaz.com/images/z7porbrdkq73w0j2ywuv.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Minkovsky“:http://forums.xonotic.org/member.php?action=profile&uid=745 +**Description**: Ever wondered how it would be in an endless loop? h2. Psychward - -" !http://pics.nexuizninjaz.com/images/svv9qma4idn0dtcou66_thumb.jpg! ":http://pics.nexuizninjaz.com/images/svv9qma4idn0dtcou66.jpg " !http://pics.nexuizninjaz.com/images/0dzfv8cup6cesam53kml_thumb.jpg! ":http://pics.nexuizninjaz.com/images/0dzfv8cup6cesam53kml.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]]; [[Onslaught]] -*Author*: "nowego":http://forums.xonotic.org/member.php?action=profile&uid=624 -*Description*: Mid-size CTF Map - +” ![](http://pics.nexuizninjaz.com/images/svv9qma4idn0dtcou66_thumb.jpg) “:http://pics.nexuizninjaz.com/images/svv9qma4idn0dtcou66.jpg ” ![](http://pics.nexuizninjaz.com/images/0dzfv8cup6cesam53kml_thumb.jpg) “:http://pics.nexuizninjaz.com/images/0dzfv8cup6cesam53kml.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]]; [[Onslaught]] +**Author**: ”nowego“:http://forums.xonotic.org/member.php?action=profile&uid=624 +**Description**: Mid-size CTF Map h2. PushMe - -" !http://pics.nexuizninjaz.com/images/y3jexbcjit53bgz13bdn_thumb.jpg! ":http://pics.nexuizninjaz.com/images/y3jexbcjit53bgz13bdn.jpg " !http://pics.nexuizninjaz.com/images/ffvvrq3teye9j6yzkr6b_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ffvvrq3teye9j6yzkr6b.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4, "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95, "Mircea Kitsune":http://forums.xonotic.org/member.php?action=profile&uid=12 -*Description*: Push Me! No, me! ME!! - +” ![](http://pics.nexuizninjaz.com/images/y3jexbcjit53bgz13bdn_thumb.jpg) “:http://pics.nexuizninjaz.com/images/y3jexbcjit53bgz13bdn.jpg ” ![](http://pics.nexuizninjaz.com/images/ffvvrq3teye9j6yzkr6b_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ffvvrq3teye9j6yzkr6b.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”divVerent“:http://forums.xonotic.org/member.php?action=profile&uid=4, ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95, ”Mircea Kitsune“:http://forums.xonotic.org/member.php?action=profile&uid=12 +**Description**: Push Me! No, me! ME![]() h2. Racetrack - -" !http://pics.nexuizninjaz.com/images/ad1r3so1b7uxxf3g2m_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ad1r3so1b7uxxf3g2m.jpg " !http://pics.nexuizninjaz.com/images/hmtgdudty36caomrje9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/hmtgdudty36caomrje9.jpg - -*Gamemodes*: [[Race]] -*Author*: "Morphed":http://forums.xonotic.org/member.php?action=profile&uid=8 -*Description*: Abandonend racetrack that gather crazy ppl from galaxy to jump like a mad man and kill each other - +” ![](http://pics.nexuizninjaz.com/images/ad1r3so1b7uxxf3g2m_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ad1r3so1b7uxxf3g2m.jpg ” ![](http://pics.nexuizninjaz.com/images/hmtgdudty36caomrje9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/hmtgdudty36caomrje9.jpg +**Gamemodes**: [[Race]] +**Author**: ”Morphed“:http://forums.xonotic.org/member.php?action=profile&uid=8 +**Description**: Abandonend racetrack that gather crazy ppl from galaxy to jump like a mad man and kill each other h2. Red - -" !http://pics.nexuizninjaz.com/images/wghy8dtw0oqzay08fn7o_thumb.jpg! ":http://pics.nexuizninjaz.com/images/wghy8dtw0oqzay08fn7o.jpg " !http://pics.nexuizninjaz.com/images/4m75akz0x08q6butvxhl_thumb.jpg! ":http://pics.nexuizninjaz.com/images/4m75akz0x08q6butvxhl.jpg - -*Gamemodes*: [[Deathmatch]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: Everything is red now! - +” ![](http://pics.nexuizninjaz.com/images/wghy8dtw0oqzay08fn7o_thumb.jpg) “:http://pics.nexuizninjaz.com/images/wghy8dtw0oqzay08fn7o.jpg ” ![](http://pics.nexuizninjaz.com/images/4m75akz0x08q6butvxhl_thumb.jpg) “:http://pics.nexuizninjaz.com/images/4m75akz0x08q6butvxhl.jpg +**Gamemodes**: [[Deathmatch]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: Everything is red now! h2. Redsky Arena Deathmatch - -" !http://pics.nexuizninjaz.com/images/qozgcf7x1mddvuwzhfk_thumb.jpg! ":http://pics.nexuizninjaz.com/images/qozgcf7x1mddvuwzhfk.jpg " !http://pics.nexuizninjaz.com/images/mp5egwrbzfgsqy7877s9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/mp5egwrbzfgsqy7877s9.jpg - -*Gamemodes*: [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Team Deathmatch]] -*Author*: "Minkovsky":http://forums.xonotic.org/member.php?action=profile&uid=745 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/qozgcf7x1mddvuwzhfk_thumb.jpg) “:http://pics.nexuizninjaz.com/images/qozgcf7x1mddvuwzhfk.jpg ” ![](http://pics.nexuizninjaz.com/images/mp5egwrbzfgsqy7877s9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/mp5egwrbzfgsqy7877s9.jpg +**Gamemodes**: [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Team Deathmatch]] +**Author**: ”Minkovsky“:http://forums.xonotic.org/member.php?action=profile&uid=745 +**Description**: h2. Reflection - -" !http://pics.nexuizninjaz.com/images/z7zj01vochqh8wygvo9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/z7zj01vochqh8wygvo9.jpg " !http://pics.nexuizninjaz.com/images/4ldrhd3p138azynnlxfd_thumb.jpg! ":http://pics.nexuizninjaz.com/images/4ldrhd3p138azynnlxfd.jpg - -*Gamemodes*: [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -*Description*: A mining platform suspended in a canyon of ice - +” ![](http://pics.nexuizninjaz.com/images/z7zj01vochqh8wygvo9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/z7zj01vochqh8wygvo9.jpg ” ![](http://pics.nexuizninjaz.com/images/4ldrhd3p138azynnlxfd_thumb.jpg) “:http://pics.nexuizninjaz.com/images/4ldrhd3p138azynnlxfd.jpg +**Gamemodes**: [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”theShadow“:http://forums.xonotic.org/member.php?action=profile&uid=153 +**Description**: A mining platform suspended in a canyon of ice h2. Relent - -" !http://pics.nexuizninjaz.com/images/2oejmiue00zcf2wmfvd1_thumb.jpg! ":http://pics.nexuizninjaz.com/images/2oejmiue00zcf2wmfvd1.jpg " !http://pics.nexuizninjaz.com/images/pfx22xtx6si648hbxyf3_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pfx22xtx6si648hbxyf3.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Rad Ished":http://forums.xonotic.org/member.php?action=profile&uid=167 -*Description*: This floating food factory smells of death, what are they making it out of? - +” ![](http://pics.nexuizninjaz.com/images/2oejmiue00zcf2wmfvd1_thumb.jpg) “:http://pics.nexuizninjaz.com/images/2oejmiue00zcf2wmfvd1.jpg ” ![](http://pics.nexuizninjaz.com/images/pfx22xtx6si648hbxyf3_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pfx22xtx6si648hbxyf3.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Rad Ished“:http://forums.xonotic.org/member.php?action=profile&uid=167 +**Description**: This floating food factory smells of death, what are they making it out of? h2. Rhombicuboctahedron - -" !http://pics.nexuizninjaz.com/images/9h1egq9tcf9tb5a6ohka_thumb.jpg! ":http://pics.nexuizninjaz.com/images/9h1egq9tcf9tb5a6ohka.jpg " !http://pics.nexuizninjaz.com/images/07kcj3rooek6iycrdxi_thumb.jpg! ":http://pics.nexuizninjaz.com/images/07kcj3rooek6iycrdxi.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "sev":http://forums.xonotic.org/member.php?action=profile&uid=46 -*Description*: A WarSpehere?! - +” ![](http://pics.nexuizninjaz.com/images/9h1egq9tcf9tb5a6ohka_thumb.jpg) “:http://pics.nexuizninjaz.com/images/9h1egq9tcf9tb5a6ohka.jpg ” ![](http://pics.nexuizninjaz.com/images/07kcj3rooek6iycrdxi_thumb.jpg) “:http://pics.nexuizninjaz.com/images/07kcj3rooek6iycrdxi.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”sev“:http://forums.xonotic.org/member.php?action=profile&uid=46 +**Description**: A WarSpehere?! h2. Ruined - -" !http://pics.nexuizninjaz.com/images/6pesvx4h5jakz9389kuu_thumb.jpg! ":http://pics.nexuizninjaz.com/images/6pesvx4h5jakz9389kuu.jpg " !http://pics.nexuizninjaz.com/images/vfgnnx1qtg0r5arcjysq_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vfgnnx1qtg0r5arcjysq.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -*Description*: Small duel/DM map that initially started out just as a test for a texturepack - +” ![](http://pics.nexuizninjaz.com/images/6pesvx4h5jakz9389kuu_thumb.jpg) “:http://pics.nexuizninjaz.com/images/6pesvx4h5jakz9389kuu.jpg ” ![](http://pics.nexuizninjaz.com/images/vfgnnx1qtg0r5arcjysq_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vfgnnx1qtg0r5arcjysq.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29 +**Description**: Small duel/DM map that initially started out just as a test for a texturepack h2. Sandstorm - -" !http://pics.nexuizninjaz.com/images/a6p534wtkh9tc8phrqk8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/a6p534wtkh9tc8phrqk8.jpg " !http://pics.nexuizninjaz.com/images/ihd6p1t02inr6onzqd44_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ihd6p1t02inr6onzqd44.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: Pow! -*Description*: Test Map for Vehicles - +” ![](http://pics.nexuizninjaz.com/images/a6p534wtkh9tc8phrqk8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/a6p534wtkh9tc8phrqk8.jpg ” ![](http://pics.nexuizninjaz.com/images/ihd6p1t02inr6onzqd44_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ihd6p1t02inr6onzqd44.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: Pow! +**Description**: Test Map for Vehicles h2. SG-X - -" !http://pics.nexuizninjaz.com/images/g5gx36jsjxlrdro0gycy_thumb.jpg! ":http://pics.nexuizninjaz.com/images/g5gx36jsjxlrdro0gycy.jpg " !http://pics.nexuizninjaz.com/images/kuealozjj53j43wzw06j_thumb.jpg! ":http://pics.nexuizninjaz.com/images/kuealozjj53j43wzw06j.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]] -*Author*: "nowego":http://forums.xonotic.org/member.php?action=profile&uid=624 -*Description*: Just-for-fun domination map - +” ![](http://pics.nexuizninjaz.com/images/g5gx36jsjxlrdro0gycy_thumb.jpg) “:http://pics.nexuizninjaz.com/images/g5gx36jsjxlrdro0gycy.jpg ” ![](http://pics.nexuizninjaz.com/images/kuealozjj53j43wzw06j_thumb.jpg) “:http://pics.nexuizninjaz.com/images/kuealozjj53j43wzw06j.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]] +**Author**: ”nowego“:http://forums.xonotic.org/member.php?action=profile&uid=624 +**Description**: Just-for-fun domination map h2. Shell Station - -" !http://pics.nexuizninjaz.com/images/ivurc5bkfwi5nsb0az_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ivurc5bkfwi5nsb0az.jpg " !http://pics.nexuizninjaz.com/images/cx4cozl40gc84y84zc8o_thumb.jpg! ":http://pics.nexuizninjaz.com/images/cx4cozl40gc84y84zc8o.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]] -*Author*: "atheros":http://forums.xonotic.org/member.php?action=profile&uid=71 -*Description*: Small closed space map - +” ![](http://pics.nexuizninjaz.com/images/ivurc5bkfwi5nsb0az_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ivurc5bkfwi5nsb0az.jpg ” ![](http://pics.nexuizninjaz.com/images/cx4cozl40gc84y84zc8o_thumb.jpg) “:http://pics.nexuizninjaz.com/images/cx4cozl40gc84y84zc8o.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]] +**Author**: ”atheros“:http://forums.xonotic.org/member.php?action=profile&uid=71 +**Description**: Small closed space map h2. Siege - -" !http://pics.nexuizninjaz.com/images/qv2lko58lseik6moaa0_thumb.jpg! ":http://pics.nexuizninjaz.com/images/qv2lko58lseik6moaa0.jpg " !http://pics.nexuizninjaz.com/images/asiob8f37nwsq6a94osh_thumb.jpg! ":http://pics.nexuizninjaz.com/images/asiob8f37nwsq6a94osh.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -*Description* - +” ![](http://pics.nexuizninjaz.com/images/qv2lko58lseik6moaa0_thumb.jpg) “:http://pics.nexuizninjaz.com/images/qv2lko58lseik6moaa0.jpg ” ![](http://pics.nexuizninjaz.com/images/asiob8f37nwsq6a94osh_thumb.jpg) “:http://pics.nexuizninjaz.com/images/asiob8f37nwsq6a94osh.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”theShadow“:http://forums.xonotic.org/member.php?action=profile&uid=153 +**Description** h2. Sirius - -" !http://pics.nexuizninjaz.com/images/e3i6w1s2pz5makbpe4s8_thumb.jpg! ":http://pics.nexuizninjaz.com/images/e3i6w1s2pz5makbpe4s8.jpg " !http://pics.nexuizninjaz.com/images/vhlcvmnx57042jr4385_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vhlcvmnx57042jr4385.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Ingar =KTC=":http://forums.xonotic.org/member.php?action=profile&uid=1418, "Chomps123":http://forums.xonotic.org/member.php?action=profile&uid=553 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/e3i6w1s2pz5makbpe4s8_thumb.jpg) “:http://pics.nexuizninjaz.com/images/e3i6w1s2pz5makbpe4s8.jpg ” ![](http://pics.nexuizninjaz.com/images/vhlcvmnx57042jr4385_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vhlcvmnx57042jr4385.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Ingar =KTC=“:http://forums.xonotic.org/member.php?action=profile&uid=1418, ”Chomps123“:http://forums.xonotic.org/member.php?action=profile&uid=553 +**Description**: h2. Snow - -" !http://pics.nexuizninjaz.com/images/h4yuzkj4kqwp8jpvgixg_thumb.jpg! ":http://pics.nexuizninjaz.com/images/h4yuzkj4kqwp8jpvgixg.jpg " !http://pics.nexuizninjaz.com/images/vczex4t3wnow4csc5s_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vczex4t3wnow4csc5s.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Morphed":http://forums.xonotic.org/member.php?action=profile&uid=8 -*Description*: After the mines collapsed, two tribes fight over the scraps - +” ![](http://pics.nexuizninjaz.com/images/h4yuzkj4kqwp8jpvgixg_thumb.jpg) “:http://pics.nexuizninjaz.com/images/h4yuzkj4kqwp8jpvgixg.jpg ” ![](http://pics.nexuizninjaz.com/images/vczex4t3wnow4csc5s_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vczex4t3wnow4csc5s.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Morphed“:http://forums.xonotic.org/member.php?action=profile&uid=8 +**Description**: After the mines collapsed, two tribes fight over the scraps h2. Solarium - -" !http://pics.nexuizninjaz.com/images/e379ahn1u3es7284bt70_thumb.jpg! ":http://pics.nexuizninjaz.com/images/e379ahn1u3es7284bt70.jpg " !http://pics.nexuizninjaz.com/images/l9agp4d57pb5xyvnsvhw_thumb.jpg! ":http://pics.nexuizninjaz.com/images/l9agp4d57pb5xyvnsvhw.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Race]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -*Descripton*: Deep in the mountains, this Paradise light and life has become a battleground, with the bodies of the dead fertilizing the plants that grow here - +” ![](http://pics.nexuizninjaz.com/images/e379ahn1u3es7284bt70_thumb.jpg) “:http://pics.nexuizninjaz.com/images/e379ahn1u3es7284bt70.jpg ” ![](http://pics.nexuizninjaz.com/images/l9agp4d57pb5xyvnsvhw_thumb.jpg) “:http://pics.nexuizninjaz.com/images/l9agp4d57pb5xyvnsvhw.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Race]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”theShadow“:http://forums.xonotic.org/member.php?action=profile&uid=153 +**Descripton**: Deep in the mountains, this Paradise light and life has become a battleground, with the bodies of the dead fertilizing the plants that grow here h2. Space Base - -" !http://pics.nexuizninjaz.com/images/yck4zxp805bermjw0od1_thumb.jpg! ":http://pics.nexuizninjaz.com/images/yck4zxp805bermjw0od1.jpg " !http://pics.nexuizninjaz.com/images/9bmnpvmqktnf1kbqxqqc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/9bmnpvmqktnf1kbqxqqc.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Kay":http://forums.xonotic.org/member.php?action=profile&uid=219 -*Description*: Medium size ctf map - +” ![](http://pics.nexuizninjaz.com/images/yck4zxp805bermjw0od1_thumb.jpg) “:http://pics.nexuizninjaz.com/images/yck4zxp805bermjw0od1.jpg ” ![](http://pics.nexuizninjaz.com/images/9bmnpvmqktnf1kbqxqqc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/9bmnpvmqktnf1kbqxqqc.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Kay“:http://forums.xonotic.org/member.php?action=profile&uid=219 +**Description**: Medium size ctf map h2. Space Slap - -" !http://pics.nexuizninjaz.com/images/c5ragz89yi23b7ztpkg0_thumb.jpg! ":http://pics.nexuizninjaz.com/images/c5ragz89yi23b7ztpkg0.jpg " !http://pics.nexuizninjaz.com/images/j6sb3mvkw93ugouh27r_thumb.jpg! ":http://pics.nexuizninjaz.com/images/j6sb3mvkw93ugouh27r.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]] -*Author*: "atheros":http://forums.xonotic.org/member.php?action=profile&uid=71 -*Description*: Small openend space map designed for melee matches, should work for other modes too - +” ![](http://pics.nexuizninjaz.com/images/c5ragz89yi23b7ztpkg0_thumb.jpg) “:http://pics.nexuizninjaz.com/images/c5ragz89yi23b7ztpkg0.jpg ” ![](http://pics.nexuizninjaz.com/images/j6sb3mvkw93ugouh27r_thumb.jpg) “:http://pics.nexuizninjaz.com/images/j6sb3mvkw93ugouh27r.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Last Man Standing]] +**Author**: ”atheros“:http://forums.xonotic.org/member.php?action=profile&uid=71 +**Description**: Small openend space map designed for melee matches, should work for other modes too h2. Speedy Lane - -" !http://pics.nexuizninjaz.com/images/ejzpnr29j985px59h8pv_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ejzpnr29j985px59h8pv.jpg " !http://pics.nexuizninjaz.com/images/zzbfn8zzdby6k68g5ksc_thumb.jpg! ":http://pics.nexuizninjaz.com/images/zzbfn8zzdby6k68g5ksc.jpg - -*Gamemodes*: [[Race CTS]] -*Author*: "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/ejzpnr29j985px59h8pv_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ejzpnr29j985px59h8pv.jpg ” ![](http://pics.nexuizninjaz.com/images/zzbfn8zzdby6k68g5ksc_thumb.jpg) “:http://pics.nexuizninjaz.com/images/zzbfn8zzdby6k68g5ksc.jpg +**Gamemodes**: [[Race CTS]] +**Author**: ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29 +**Description**: h2. Starship Fear - -" !http://pics.nexuizninjaz.com/images/lp35y1abd1hysypphcv_thumb.jpg! ":http://pics.nexuizninjaz.com/images/lp35y1abd1hysypphcv.jpg " !http://pics.nexuizninjaz.com/images/mz3t34kjgfqxzkhxlsk4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/mz3t34kjgfqxzkhxlsk4.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]]; [[Team Deathmatch]] -*Author*: "Minkovsky":http://forums.xonotic.org/member.php?action=profile&uid=745 -*Description*: An arena originally built by an ancient alien civilization, which now is an arena you have to fight on... - +” ![](http://pics.nexuizninjaz.com/images/lp35y1abd1hysypphcv_thumb.jpg) “:http://pics.nexuizninjaz.com/images/lp35y1abd1hysypphcv.jpg ” ![](http://pics.nexuizninjaz.com/images/mz3t34kjgfqxzkhxlsk4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/mz3t34kjgfqxzkhxlsk4.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]]; [[Team Deathmatch]] +**Author**: ”Minkovsky“:http://forums.xonotic.org/member.php?action=profile&uid=745 +**Description**: An arena originally built by an ancient alien civilization, which now is an arena you have to fight on… h2. Stepping Forward - -" !http://pics.nexuizninjaz.com/images/2rpfb9r33gfuh2enf7jy_thumb.jpg! ":http://pics.nexuizninjaz.com/images/2rpfb9r33gfuh2enf7jy.jpg " !http://pics.nexuizninjaz.com/images/pyr5gbncii9vg0m0257b_thumb.jpg! ":http://pics.nexuizninjaz.com/images/pyr5gbncii9vg0m0257b.jpg - -*Gamemodes*: [[Race CTS]] -*Author*: "Revenant":http://forums.xonotic.org/member.php?action=profile&uid=670, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: A clean, medium difficult map - +” ![](http://pics.nexuizninjaz.com/images/2rpfb9r33gfuh2enf7jy_thumb.jpg) “:http://pics.nexuizninjaz.com/images/2rpfb9r33gfuh2enf7jy.jpg ” ![](http://pics.nexuizninjaz.com/images/pyr5gbncii9vg0m0257b_thumb.jpg) “:http://pics.nexuizninjaz.com/images/pyr5gbncii9vg0m0257b.jpg +**Gamemodes**: [[Race CTS]] +**Author**: ”Revenant“:http://forums.xonotic.org/member.php?action=profile&uid=670, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: A clean, medium difficult map h2. Stepping Forward Easy - -" !http://pics.nexuizninjaz.com/images/2rpfb9r33gfuh2enf7jy_thumb.jpg! ":http://pics.nexuizninjaz.com/images/2rpfb9r33gfuh2enf7jy.jpg " !http://pics.nexuizninjaz.com/images/m4dwimqwkfhue1m6ohuz_thumb.jpg! ":http://pics.nexuizninjaz.com/images/m4dwimqwkfhue1m6ohuz.jpg - -*Gamemodes*: [[Race CTS]] -*Author*: "Revenant":http://forums.xonotic.org/member.php?action=profile&uid=670, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: A clean, medium difficult map - +” ![](http://pics.nexuizninjaz.com/images/2rpfb9r33gfuh2enf7jy_thumb.jpg) “:http://pics.nexuizninjaz.com/images/2rpfb9r33gfuh2enf7jy.jpg ” ![](http://pics.nexuizninjaz.com/images/m4dwimqwkfhue1m6ohuz_thumb.jpg) “:http://pics.nexuizninjaz.com/images/m4dwimqwkfhue1m6ohuz.jpg +**Gamemodes**: [[Race CTS]] +**Author**: ”Revenant“:http://forums.xonotic.org/member.php?action=profile&uid=670, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: A clean, medium difficult map h2. Strength - -" !http://pics.nexuizninjaz.com/images/xp9qslgizxr3xnsvkmi_thumb.jpg! ":http://pics.nexuizninjaz.com/images/xp9qslgizxr3xnsvkmi.jpg " !http://pics.nexuizninjaz.com/images/vdbscdeseovhno4ktfi_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vdbscdeseovhno4ktfi.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Domination]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Strahlemann":http://forums.xonotic.org/member.php?action=profile&uid=259 -*Description*: Medium sized industrial arena with a lot vertical action under the hot desert sun - +” ![](http://pics.nexuizninjaz.com/images/xp9qslgizxr3xnsvkmi_thumb.jpg) “:http://pics.nexuizninjaz.com/images/xp9qslgizxr3xnsvkmi.jpg ” ![](http://pics.nexuizninjaz.com/images/vdbscdeseovhno4ktfi_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vdbscdeseovhno4ktfi.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Domination]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Strahlemann“:http://forums.xonotic.org/member.php?action=profile&uid=259 +**Description**: Medium sized industrial arena with a lot vertical action under the hot desert sun h2. Tarx - -" !http://pics.nexuizninjaz.com/images/ls8bybavv4gzmuz7ls99_thumb.jpg! ":http://pics.nexuizninjaz.com/images/ls8bybavv4gzmuz7ls99.jpg " !http://pics.nexuizninjaz.com/images/kw1vkwe3kdvfumbljlc2_thumb.jpg! ":http://pics.nexuizninjaz.com/images/kw1vkwe3kdvfumbljlc2.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "It's Me":http://forums.xonotic.org/member.php?action=profile&uid=373 -*Description*: Rusty station in air - very open map - +” ![](http://pics.nexuizninjaz.com/images/ls8bybavv4gzmuz7ls99_thumb.jpg) “:http://pics.nexuizninjaz.com/images/ls8bybavv4gzmuz7ls99.jpg ” ![](http://pics.nexuizninjaz.com/images/kw1vkwe3kdvfumbljlc2_thumb.jpg) “:http://pics.nexuizninjaz.com/images/kw1vkwe3kdvfumbljlc2.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”It’s Me“:http://forums.xonotic.org/member.php?action=profile&uid=373 +**Description**: Rusty station in air - very open map h2. Temple City - -" !http://pics.nexuizninjaz.com/images/eprbvbnf6qk0cy143tmx_thumb.jpg! ":http://pics.nexuizninjaz.com/images/eprbvbnf6qk0cy143tmx.jpg " !http://pics.nexuizninjaz.com/images/1jwtz2uwk7p9b8maz370_thumb.jpg! ":http://pics.nexuizninjaz.com/images/1jwtz2uwk7p9b8maz370.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Team Deathmatch]] -*Author*: "_para":http://forums.xonotic.org/member.php?action=profile&uid=362 -*Description*: Big Simple textured Space floater - +” ![](http://pics.nexuizninjaz.com/images/eprbvbnf6qk0cy143tmx_thumb.jpg) “:http://pics.nexuizninjaz.com/images/eprbvbnf6qk0cy143tmx.jpg ” ![](http://pics.nexuizninjaz.com/images/1jwtz2uwk7p9b8maz370_thumb.jpg) “:http://pics.nexuizninjaz.com/images/1jwtz2uwk7p9b8maz370.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Team Deathmatch]] +**Author**: ”*para“:http://forums.xonotic.org/member.php?action=profile&uid=362 +**Description**: Big Simple textured Space floater h2. Terminal - -" !http://pics.nexuizninjaz.com/images/cwinh2la8e6h5fgwc1jn_thumb.jpg! ":http://pics.nexuizninjaz.com/images/cwinh2la8e6h5fgwc1jn.jpg " !http://pics.nexuizninjaz.com/images/4fr1wlltqe9cxqzewwoz_thumb.jpg! ":http://pics.nexuizninjaz.com/images/4fr1wlltqe9cxqzewwoz.jpg - -*Gamemodes*: [[Race CTS]] -*Author*: "FruitieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -*Description*: A very simple nexrun map, where your strafing skills will be tested up to terminal velocity - +” ![](http://pics.nexuizninjaz.com/images/cwinh2la8e6h5fgwc1jn_thumb.jpg) “:http://pics.nexuizninjaz.com/images/cwinh2la8e6h5fgwc1jn.jpg ” ![](http://pics.nexuizninjaz.com/images/4fr1wlltqe9cxqzewwoz_thumb.jpg) “:http://pics.nexuizninjaz.com/images/4fr1wlltqe9cxqzewwoz.jpg +**Gamemodes**: [[Race CTS]] +**Author**: ”FruitieX“:http://forums.xonotic.org/member.php?action=profile&uid=29 +**Description**: A very simple nexrun map, where your strafing skills will be tested up to terminal velocity h2. THAD - -" !http://pics.nexuizninjaz.com/images/8kcgngrsmckc4cwmb9_thumb.jpg! ":http://pics.nexuizninjaz.com/images/8kcgngrsmckc4cwmb9.jpg " !http://pics.nexuizninjaz.com/images/1vvj1xkq0wst1r00pfbr_thumb.jpg! ":http://pics.nexuizninjaz.com/images/1vvj1xkq0wst1r00pfbr.jpg - -*Gamemodes*: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Strahlemann":http://forums.xonotic.org/member.php?action=profile&uid=259 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/8kcgngrsmckc4cwmb9_thumb.jpg) “:http://pics.nexuizninjaz.com/images/8kcgngrsmckc4cwmb9.jpg ” ![](http://pics.nexuizninjaz.com/images/1vvj1xkq0wst1r00pfbr_thumb.jpg) “:http://pics.nexuizninjaz.com/images/1vvj1xkq0wst1r00pfbr.jpg +**Gamemodes**: [[Arena]]; [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Strahlemann“:http://forums.xonotic.org/member.php?action=profile&uid=259 +**Description**: h2. The Sewer - -" !http://pics.nexuizninjaz.com/images/dc0u9ouch9h9vzqfevay_thumb.jpg! ":http://pics.nexuizninjaz.com/images/dc0u9ouch9h9vzqfevay.jpg " !http://pics.nexuizninjaz.com/images/r02fnjmeugbbhtsaqn0_thumb.jpg! ":http://pics.nexuizninjaz.com/images/r02fnjmeugbbhtsaqn0.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author* "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -*Description*: Violent conflict in the cramped waterworks - +” ![](http://pics.nexuizninjaz.com/images/dc0u9ouch9h9vzqfevay_thumb.jpg) “:http://pics.nexuizninjaz.com/images/dc0u9ouch9h9vzqfevay.jpg ” ![](http://pics.nexuizninjaz.com/images/r02fnjmeugbbhtsaqn0_thumb.jpg) “:http://pics.nexuizninjaz.com/images/r02fnjmeugbbhtsaqn0.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author** ”theShadow“:http://forums.xonotic.org/member.php?action=profile&uid=153 +**Description**: Violent conflict in the cramped waterworks h2. The Yard - -" !http://pics.nexuizninjaz.com/images/zg91n6p33p3q6lu0uq_thumb.jpg! ":http://pics.nexuizninjaz.com/images/zg91n6p33p3q6lu0uq.jpg " !http://pics.nexuizninjaz.com/images/6zvnus055yls10aapzk7_thumb.jpg! ":http://pics.nexuizninjaz.com/images/6zvnus055yls10aapzk7.jpg - -*Gamemodes*: [[Deathmatch]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: q3dm17ish - +” ![](http://pics.nexuizninjaz.com/images/zg91n6p33p3q6lu0uq_thumb.jpg) “:http://pics.nexuizninjaz.com/images/zg91n6p33p3q6lu0uq.jpg ” ![](http://pics.nexuizninjaz.com/images/6zvnus055yls10aapzk7_thumb.jpg) “:http://pics.nexuizninjaz.com/images/6zvnus055yls10aapzk7.jpg +**Gamemodes**: [[Deathmatch]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: q3dm17ish h2. Tomb - -" !http://pics.nexuizninjaz.com/images/v7eph2m84857cstvhy5_thumb.jpg! ":http://pics.nexuizninjaz.com/images/v7eph2m84857cstvhy5.jpg " !http://pics.nexuizninjaz.com/images/d16xyxdyri6gwdqm9q6u_thumb.jpg! ":http://pics.nexuizninjaz.com/images/d16xyxdyri6gwdqm9q6u.jpg - -*Gamemodes*: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Key Hunt]]; [[Last Man Standing]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "Mircea Kitsune":http://forums.xonotic.org/member.php?action=profile&uid=12 -*Description*: A small arena - +” ![](http://pics.nexuizninjaz.com/images/v7eph2m84857cstvhy5_thumb.jpg) “:http://pics.nexuizninjaz.com/images/v7eph2m84857cstvhy5.jpg ” ![](http://pics.nexuizninjaz.com/images/d16xyxdyri6gwdqm9q6u_thumb.jpg) “:http://pics.nexuizninjaz.com/images/d16xyxdyri6gwdqm9q6u.jpg +**Gamemodes**: [[Arena]]; [[Capture the Flag|Capture The Flag]]; [[Clan Arena]]; [[Deathmatch]]; [[Domination]]; [[Key Hunt]]; [[Last Man Standing]]; [[Onslaught]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”Mircea Kitsune“:http://forums.xonotic.org/member.php?action=profile&uid=12 +**Description**: A small arena h2. Trust Reloaded - -" !http://pics.nexuizninjaz.com/images/kdvx5doijmdpmqjdvhe_thumb.jpg! ":http://pics.nexuizninjaz.com/images/kdvx5doijmdpmqjdvhe.jpg " !http://pics.nexuizninjaz.com/images/23ymo3rapgvtadboc3_thumb.jpg! ":http://pics.nexuizninjaz.com/images/23ymo3rapgvtadboc3.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "dublpaws":http://forums.xonotic.org/member.php?action=profile&uid=81, "Debugger":http://forums.xonotic.org/member.php?action=profile&uid=222 -*Description*: Lost in nothingness - +” ![](http://pics.nexuizninjaz.com/images/kdvx5doijmdpmqjdvhe_thumb.jpg) “:http://pics.nexuizninjaz.com/images/kdvx5doijmdpmqjdvhe.jpg ” ![](http://pics.nexuizninjaz.com/images/23ymo3rapgvtadboc3_thumb.jpg) “:http://pics.nexuizninjaz.com/images/23ymo3rapgvtadboc3.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”dublpaws“:http://forums.xonotic.org/member.php?action=profile&uid=81, ”Debugger“:http://forums.xonotic.org/member.php?action=profile&uid=222 +**Description**: Lost in nothingness h2. Unsealed Trial - -" !http://pics.nexuizninjaz.com/images/7vvdvl5hj7fbqoda0sx_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7vvdvl5hj7fbqoda0sx.jpg " !http://pics.nexuizninjaz.com/images/rwxsgvndfkhg5tapzgmu_thumb.jpg! ":http://pics.nexuizninjaz.com/images/rwxsgvndfkhg5tapzgmu.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "Morphed":http://forums.xonotic.org/member.php?action=profile&uid=8 -*Description*: Vehicle carnage - +” ![](http://pics.nexuizninjaz.com/images/7vvdvl5hj7fbqoda0sx_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7vvdvl5hj7fbqoda0sx.jpg ” ![](http://pics.nexuizninjaz.com/images/rwxsgvndfkhg5tapzgmu_thumb.jpg) “:http://pics.nexuizninjaz.com/images/rwxsgvndfkhg5tapzgmu.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”Morphed“:http://forums.xonotic.org/member.php?action=profile&uid=8 +**Description**: Vehicle carnage h2. Vector Wars - -" !http://pics.nexuizninjaz.com/images/mf2y18g9zge63hsp7cq_thumb.jpg! ":http://pics.nexuizninjaz.com/images/mf2y18g9zge63hsp7cq.jpg " !http://pics.nexuizninjaz.com/images/4dkxajzmykaq0gnjw7ad_thumb.jpg! ":http://pics.nexuizninjaz.com/images/4dkxajzmykaq0gnjw7ad.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "fabzor3":http://forums.xonotic.org/member.php?action=profile&uid=43, "Cuinnton":http://forums.xonotic.org/member.php?action=profile&uid=61 -*Description*: 8th gen aussie CTF map - +” ![](http://pics.nexuizninjaz.com/images/mf2y18g9zge63hsp7cq_thumb.jpg) “:http://pics.nexuizninjaz.com/images/mf2y18g9zge63hsp7cq.jpg ” ![](http://pics.nexuizninjaz.com/images/4dkxajzmykaq0gnjw7ad_thumb.jpg) “:http://pics.nexuizninjaz.com/images/4dkxajzmykaq0gnjw7ad.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”fabzor3“:http://forums.xonotic.org/member.php?action=profile&uid=43, ”Cuinnton“:http://forums.xonotic.org/member.php?action=profile&uid=61 +**Description**: 8th gen aussie CTF map h2. Vehicing Worlds Nox - -" !http://pics.nexuizninjaz.com/images/j1x8gtbail9w47q6ruyy_thumb.jpg! ":http://pics.nexuizninjaz.com/images/j1x8gtbail9w47q6ruyy.jpg " !http://pics.nexuizninjaz.com/images/vyhqza4zv2qx48fqlvt_thumb.jpg! ":http://pics.nexuizninjaz.com/images/vyhqza4zv2qx48fqlvt.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4, "C.Brutail":http://forums.xonotic.org/member.php?action=profile&uid=15 -*Description*: Who doesn't know this sniper hell? - +” ![](http://pics.nexuizninjaz.com/images/j1x8gtbail9w47q6ruyy_thumb.jpg) “:http://pics.nexuizninjaz.com/images/j1x8gtbail9w47q6ruyy.jpg ” ![](http://pics.nexuizninjaz.com/images/vyhqza4zv2qx48fqlvt_thumb.jpg) “:http://pics.nexuizninjaz.com/images/vyhqza4zv2qx48fqlvt.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”divVerent“:http://forums.xonotic.org/member.php?action=profile&uid=4, ”C.Brutail“:http://forums.xonotic.org/member.php?action=profile&uid=15 +**Description**: Who doesn’t know this sniper hell? h2. Vorix - -" !http://pics.nexuizninjaz.com/images/tzixjln8hmn765ipvo52_thumb.jpg! ":http://pics.nexuizninjaz.com/images/tzixjln8hmn765ipvo52.jpg " !http://pics.nexuizninjaz.com/images/0mknloyf1ncftgbyz7og_thumb.jpg! ":http://pics.nexuizninjaz.com/images/0mknloyf1ncftgbyz7og.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]] -*Author*: "It's Me":http://forums.xonotic.org/member.php?action=profile&uid=373 -*Description*: This is Vorix! - +” ![](http://pics.nexuizninjaz.com/images/tzixjln8hmn765ipvo52_thumb.jpg) “:http://pics.nexuizninjaz.com/images/tzixjln8hmn765ipvo52.jpg ” ![](http://pics.nexuizninjaz.com/images/0mknloyf1ncftgbyz7og_thumb.jpg) “:http://pics.nexuizninjaz.com/images/0mknloyf1ncftgbyz7og.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]] +**Author**: ”It’s Me“:http://forums.xonotic.org/member.php?action=profile&uid=373 +**Description**: This is Vorix! h2. Wacka Wacka - -" !http://pics.nexuizninjaz.com/images/rcthgtad6dviy1qqjxe_thumb.jpg! ":http://pics.nexuizninjaz.com/images/rcthgtad6dviy1qqjxe.jpg " !http://pics.nexuizninjaz.com/images/o2el4shpdutmmwzdmg1a_thumb.jpg! ":http://pics.nexuizninjaz.com/images/o2el4shpdutmmwzdmg1a.jpg - -*Gamemodes*: [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] -*Author*: "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4, "Cortez":http://forums.xonotic.org/member.php?action=profile&uid=95 -*Description*: - +” ![](http://pics.nexuizninjaz.com/images/rcthgtad6dviy1qqjxe_thumb.jpg) “:http://pics.nexuizninjaz.com/images/rcthgtad6dviy1qqjxe.jpg ” ![](http://pics.nexuizninjaz.com/images/o2el4shpdutmmwzdmg1a_thumb.jpg) “:http://pics.nexuizninjaz.com/images/o2el4shpdutmmwzdmg1a.jpg +**Gamemodes**: [[Clan Arena]]; [[Deathmatch]]; [[Freeze Tag]]; [[Keepaway]]; [[Key Hunt]]; [[Last Man Standing]]; [[Rune|Runematch]]; [[Team Deathmatch]] +**Author**: ”divVerent“:http://forums.xonotic.org/member.php?action=profile&uid=4, ”Cortez“:http://forums.xonotic.org/member.php?action=profile&uid=95 +**Description**: h2. Warfare - -" !http://pics.nexuizninjaz.com/images/uvsa29309pzm0zxliz_thumb.jpg! ":http://pics.nexuizninjaz.com/images/uvsa29309pzm0zxliz.jpg " !http://pics.nexuizninjaz.com/images/szsn6lvxoqar5c0suvo_thumb.jpg! ":http://pics.nexuizninjaz.com/images/szsn6lvxoqar5c0suvo.jpg - -*Gamemodes*: [[Arena]]; [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: Tymo -*Description*: Medium sized map with a central area - +” ![](http://pics.nexuizninjaz.com/images/uvsa29309pzm0zxliz_thumb.jpg) “:http://pics.nexuizninjaz.com/images/uvsa29309pzm0zxliz.jpg ” ![](http://pics.nexuizninjaz.com/images/szsn6lvxoqar5c0suvo_thumb.jpg) “:http://pics.nexuizninjaz.com/images/szsn6lvxoqar5c0suvo.jpg +**Gamemodes**: [[Arena]]; [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: Tymo +**Description**: Medium sized map with a central area h2. X-Evilspaceremix - -" !http://pics.nexuizninjaz.com/images/7ja01icfpm02bnuh13ae_thumb.jpg! ":http://pics.nexuizninjaz.com/images/7ja01icfpm02bnuh13ae.jpg " !http://pics.nexuizninjaz.com/images/4ozhs6lqnw68x63zrm7v_thumb.jpg! ":http://pics.nexuizninjaz.com/images/4ozhs6lqnw68x63zrm7v.jpg - -*Gamemodes*: [[Deathmatch]]; [[Last Man Standing]]; [[Team Deathmatch]]; [[Rune|Runematch]] -*Author*: "Leeloo":http://forums.xonotic.org/member.php?action=profile&uid=1280 -*Description*: Remake of Evilspaceremix - +” ![](http://pics.nexuizninjaz.com/images/7ja01icfpm02bnuh13ae_thumb.jpg) “:http://pics.nexuizninjaz.com/images/7ja01icfpm02bnuh13ae.jpg ” ![](http://pics.nexuizninjaz.com/images/4ozhs6lqnw68x63zrm7v_thumb.jpg) “:http://pics.nexuizninjaz.com/images/4ozhs6lqnw68x63zrm7v.jpg +**Gamemodes**: [[Deathmatch]]; [[Last Man Standing]]; [[Team Deathmatch]]; [[Rune|Runematch]] +**Author**: ”Leeloo“:http://forums.xonotic.org/member.php?action=profile&uid=1280 +**Description**: Remake of Evilspaceremix h2. X-Stei6 - -" !http://pics.nexuizninjaz.com/images/9oxfl4lo6oqm38m37vyx_thumb.jpg! ":http://pics.nexuizninjaz.com/images/9oxfl4lo6oqm38m37vyx.jpg " !http://pics.nexuizninjaz.com/images/tdkuwcxjxhjtt7yc8auz_thumb.jpg! ":http://pics.nexuizninjaz.com/images/tdkuwcxjxhjtt7yc8auz.jpg - -*Gamemodes*: [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] -*Author*: "Leeloo":http://forums.xonotic.org/member.php?action=profile&uid=1280 -*Description*: Remake of the Q3A space map by Stei - +” ![](http://pics.nexuizninjaz.com/images/9oxfl4lo6oqm38m37vyx_thumb.jpg) “:http://pics.nexuizninjaz.com/images/9oxfl4lo6oqm38m37vyx.jpg ” ![](http://pics.nexuizninjaz.com/images/tdkuwcxjxhjtt7yc8auz_thumb.jpg) “:http://pics.nexuizninjaz.com/images/tdkuwcxjxhjtt7yc8auz.jpg +**Gamemodes**: [[Deathmatch]]; [[Keepaway]]; [[Last Man Standing]]; [[Rune|Runematch]] +**Author**: ”Leeloo“:http://forums.xonotic.org/member.php?action=profile&uid=1280 +**Description**: Remake of the Q3A space map by Stei h2. Xtinyworld +” ![](http://pics.nexuizninjaz.com/images/0lemxxr8f15kl1yejhv_thumb.jpg) “:http://pics.nexuizninjaz.com/images/0lemxxr8f15kl1yejhv.jpg ” ![](http://pics.nexuizninjaz.com/images/2erkfk8dmbkvhakwlyt4_thumb.jpg) “:http://pics.nexuizninjaz.com/images/2erkfk8dmbkvhakwlyt4.jpg +**Gamemodes**: [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Team Deathmatch]] +**Author**: ”Creation“:http://forums.xonotic.org/member.php?action=profile&uid=1040 +**Description**: Fast paced newbie map -" !http://pics.nexuizninjaz.com/images/0lemxxr8f15kl1yejhv_thumb.jpg! ":http://pics.nexuizninjaz.com/images/0lemxxr8f15kl1yejhv.jpg " !http://pics.nexuizninjaz.com/images/2erkfk8dmbkvhakwlyt4_thumb.jpg! ":http://pics.nexuizninjaz.com/images/2erkfk8dmbkvhakwlyt4.jpg - -*Gamemodes*: [[Capture the Flag|Capture The Flag]]; [[Deathmatch]]; [[Team Deathmatch]] -*Author*: "Creation":http://forums.xonotic.org/member.php?action=profile&uid=1040 -*Description*: Fast paced newbie map - +h3. \_Map list maintained by ”Mirio*":http://forums.xonotic.org/member.php?action=profile&uid=213 -h3. _Map list maintained by "Mirio_":http://forums.xonotic.org/member.php?action=profile&uid=213 diff --git a/Maps_Branches.md b/Maps_Branches.md index 38871c2..106a696 100644 --- a/Maps_Branches.md +++ b/Maps_Branches.md @@ -1,200 +1,240 @@ -h1. Maps Branches +Maps Branches +============= -h2. mirceakitsune/arahia +mirceakitsune/arahia +-------------------- -Very low performance (even with reflections off at most 45fps), ridiculous "LOD jumping" of the trees +Very low performance (even with reflections off at most 45fps), ridiculous “LOD jumping” of the trees -h2. mintox/geoplanetary +mintox/geoplanetary +------------------- A bit too dark, otherwise great. -h2. divVerent/glowarena-cuinnton +divVerent/glowarena-cuinnton +---------------------------- LEAK, also, q3map2 light bugs -h2. mintox/implosion +mintox/implosion +---------------- DOES NOT MERGE. Author has to merge from master into map branch and fix the conflicts. Also, too dark. -h2. fruitiex/aggressor +fruitiex/aggressor +------------------ Too small. Period. -h2. divVerent/courtfun2 +divVerent/courtfun2 +------------------- Not really Xonotic style, otherwise fine. -h2. mirceakitsune/tomb +mirceakitsune/tomb +------------------ TOO SLOW. -h2. mirceakitsune/red_planet +mirceakitsune/red\_planet +------------------------- Waiting for final touches by Cuinnton. -h2. plasmasheep/lsp +plasmasheep/lsp +--------------- No options file. -h2. mintox/equinox +mintox/equinox +-------------- -h2. diabolik/ihsan +diabolik/ihsan +-------------- DOES NOT MERGE. -h2. ThePWTULN/campaigntimer +ThePWTULN/campaigntimer +----------------------- -h2. diabolik/strength +diabolik/strength +----------------- No options file. -h2. diabolik/darkzone +diabolik/darkzone +----------------- Too dark. -h2. mookow/facility_114 +mookow/facility\_114 +-------------------- -h2. mookow/facility114-ctf +mookow/facility114-ctf +---------------------- DOES NOT MERGE. -h2. cbrutail/map-space_ctf +cbrutail/map-space\_ctf +----------------------- DOES NOT MERGE. -h2. cbrutail/textures-space_ctf +cbrutail/textures-space\_ctf +---------------------------- -h2. plasmasheep/valentine114 +plasmasheep/valentine114 +------------------------ DOES NOT MERGE. -h2. savagex/courtfun +savagex/courtfun +---------------- DOES NOT MERGE. Superseded by divVerent/courtfun2? -h2. savagex/techassault +savagex/techassault +------------------- -h2. mookow/condemned_castles +mookow/condemned\_castles +------------------------- -h2. fruitiex/warfare +fruitiex/warfare +---------------- -h2. fruitiex/stormkeep +fruitiex/stormkeep +------------------ DOES NOT MERGE. -h2. fruitiex/space_elevator +fruitiex/space\_elevator +------------------------ DOES NOT MERGE. -h2. fruitiex/runningmanctf +fruitiex/runningmanctf +---------------------- -h2. fruitiex/flow +fruitiex/flow +------------- DOES NOT MERGE. -h2. fruitiex/final_rage +fruitiex/final\_rage +-------------------- -h2. fruitiex/epsilon +fruitiex/epsilon +---------------- DOES NOT MERGE. -h2. fruitiex/dance +fruitiex/dance +-------------- DOES NOT MERGE. -h2. tzork/ents-onoff +tzork/ents-onoff +---------------- -h2. tzork/glowarena +tzork/glowarena +--------------- DOES NOT MERGE. Superseded by divVerent/glowarena-cuinnton? If yes, DELETE. -h2. fruitiex/cubemaps - -(EE) shader textures/envmaps/metal_rusty1 uses non-existing texture env/metal_blurry/metal_blurrybx -(EE) texture env/metal_blurry/metal_blurrybx of shader textures/envmaps/metal_rusty1 is out of place, editorimage textures must not be in env/ -(EE) no shader name pattern for textures/envmaps/metal_rusty1 -(EE) shader textures/envmaps/metal_rusty1 uses non-existing texture textures/eX/eXmetalBase04 -(EE) no shader name pattern for textures/envmaps/metal_rusty1 -(EE) shader textures/fx/forcefield1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield2-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield2-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/healpod1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/healpod1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/lightning1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/lightning1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/lightning1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/lightning1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) texture textures/fx/lightnings/lightning1_10 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_11 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_2 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_3 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_5 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_7 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_9 is not referenced by any shader - -h2. fruitiex/textures - -(EE) shader textures/fx/forcefield1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield2-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield2-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/forcefield1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/healpod1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/healpod1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/jumppadfx1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/lightning1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/lightning1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/lightning1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) shader textures/fx/lightning1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map_ models/) -(EE) texture textures/fx/lightnings/lightning1_10 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_11 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_2 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_3 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_5 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_7 is not referenced by any shader -(EE) texture textures/fx/lightnings/lightning1_9 is not referenced by any shader +fruitiex/cubemaps +----------------- + +(EE) shader textures/envmaps/metal\_rusty1 uses non-existing texture env/metal\_blurry/metal\_blurrybx +(EE) texture env/metal\_blurry/metal\_blurrybx of shader textures/envmaps/metal\_rusty1 is out of place, editorimage textures must not be in env/ +(EE) no shader name pattern for textures/envmaps/metal\_rusty1 +(EE) shader textures/envmaps/metal\_rusty1 uses non-existing texture textures/eX/eXmetalBase04 +(EE) no shader name pattern for textures/envmaps/metal\_rusty1 +(EE) shader textures/fx/forcefield1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield2-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield2-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/healpod1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/healpod1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/lightning1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/lightning1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/lightning1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/lightning1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) texture textures/fx/lightnings/lightning1\_10 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_11 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_2 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_3 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_5 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_7 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_9 is not referenced by any shader + +fruitiex/textures +----------------- + +(EE) shader textures/fx/forcefield1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield2-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield2-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/forcefield1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/healpod1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/healpod1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/jumppadfx1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/lightning1-a is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/lightning1-b is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/lightning1-c is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) shader textures/fx/lightning1-d is not allowed in this shader file (allowed: textures/xonotic-fx/, forbidden: textures/skies/ textures/map\_ models/) +(EE) texture textures/fx/lightnings/lightning1\_10 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_11 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_2 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_3 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_5 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_7 is not referenced by any shader +(EE) texture textures/fx/lightnings/lightning1\_9 is not referenced by any shader (EE) texture textures/procedural/floor01 is not referenced by any shader (EE) texture textures/procedural/floor02 is not referenced by any shader (EE) texture textures/procedural/floor03 is not referenced by any shader (EE) texture textures/procedural/floor04 is not referenced by any shader (EE) texture textures/procedural/fruitconcrete is not referenced by any shader -(EE) texture textures/procedural/fruitconcrete_blue is not referenced by any shader -(EE) texture textures/procedural/fruitconcrete_purple is not referenced by any shader -(EE) texture textures/procedural/fruitconcrete_red is not referenced by any shader +(EE) texture textures/procedural/fruitconcrete\_blue is not referenced by any shader +(EE) texture textures/procedural/fruitconcrete\_purple is not referenced by any shader +(EE) texture textures/procedural/fruitconcrete\_red is not referenced by any shader -h2. cbrutail/spacectf +cbrutail/spacectf +----------------- -DOES NOT MERGE. Superseded by cbrutail/map-space_ctf? If yes, DELETE. +DOES NOT MERGE. Superseded by cbrutail/map-space\_ctf? If yes, DELETE. -h2. cbrutail/map-further +cbrutail/map-further +-------------------- DOES NOT MERGE. -h2. cbrutail/sandbox-lighting +cbrutail/sandbox-lighting +------------------------- -h2. cbrutail/shaders_fx_xonotic2 +cbrutail/shaders\_fx\_xonotic2 +------------------------------ DOES NOT MERGE. + diff --git a/Maps_Makeover.md b/Maps_Makeover.md index d39069a..638e8dd 100644 --- a/Maps_Makeover.md +++ b/Maps_Makeover.md @@ -1,36 +1,43 @@ -h1. Maps Makeover +Maps Makeover +============= -h2. Main goals +Main goals +---------- -* Remove references to Nexuiz -All symbols and logos -* Increase the quality of current maps -Achieved by increasing the quality of textures and skyboxs with the addition of _skyboxs's (3d skyboxs) and other passive detail and effects. -* Preserve backwards compatibility? _(needs more clarification)_ -By adding detail, making sure it does not change game play of the previous revisions of the level. If changes are made to the dimensions of walk ways, paths and of doorways for example, then the level is different to the original. Therefor it is not backwards compatible, for example stormkeep and stormkeep2. -An example of correct backwards compatibility is the difference between Aggressor in 2.5.1 and 2.5.2. It was re-textured and had the addition of passive detail such as broken pipes and broken floor tiles, which do not effect the players movement in any way. +- Remove references to Nexuiz + All symbols and logos +- Increase the quality of current maps + Achieved by increasing the quality of textures and skyboxs with the addition of *skyboxs’s (3d skyboxs) and other passive detail and effects. + \* Preserve backwards compatibility?*(needs more clarification)\_ + By adding detail, making sure it does not change game play of the previous revisions of the level. If changes are made to the dimensions of walk ways, paths and of doorways for example, then the level is different to the original. Therefor it is not backwards compatible, for example stormkeep and stormkeep2. + An example of correct backwards compatibility is the difference between Aggressor in 2.5.1 and 2.5.2. It was re-textured and had the addition of passive detail such as broken pipes and broken floor tiles, which do not effect the players movement in any way. -h2. Ideas +Ideas +----- TBD -h2. Affected maps +Affected maps +------------- -* soylent _sev_ -* dance _FruitieX_ -* space elevator (formerly known as gasolinepowered) _FruitieX_ & Cuinnton -* castles (formerly known as dm_castle maybe called condenser) _FruitieX_ & Cuinnton -* stormkeep2 and aggressor (probably only retexturing) _FruitieX_ -* space CTF aka cbctf1 C.Brutail, Morphed and tZork -* toxic2 Cuinnton & Morphed -* evilspace2 cortez666 -* downer2 cortez666 +- soylent *sev* +- dance *FruitieX* +- space elevator (formerly known as gasolinepowered) *FruitieX* & Cuinnton +- castles (formerly known as dm\_castle maybe called condenser) *FruitieX* & Cuinnton +- stormkeep2 and aggressor (probably only retexturing) *FruitieX* +- space CTF aka cbctf1 C.Brutail, Morphed and tZork +- toxic2 Cuinnton & Morphed +- evilspace2 cortez666 +- downer2 cortez666 -h2. What is needed +What is needed +-------------- -* Define the set of map that we want to work with -* What could be the impact of the textures upgrade on this project? +- Define the set of map that we want to work with +- What could be the impact of the textures upgrade on this project? -h2. What to avoid +What to avoid +------------- + +- Utilization of same textures for many maps -* Utilization of same textures for many maps diff --git a/MinstaGib.md b/MinstaGib.md index 6a484f2..c479f0c 100644 --- a/MinstaGib.md +++ b/MinstaGib.md @@ -1,14 +1,18 @@ -h1. MinstaGib Mutator: +MinstaGib Mutator: +================== -h2. Overview +Overview +-------- -Typically known as "instagib" in most other arena shooters, MinstaGib replaces all weaponry with the [[Weapons#MinstaNex|MinstaNex]]. It is a powerful hitscan weapon that will immediately kill the target player in one shot. MinstaGib is a popular mutator that mixes well with almost all gamemodes and may be included in many Xonotic servers. When participating in a MinstaGib match, one must have particularly good aim and conserve shots whenever possible. +Typically known as “instagib” in most other arena shooters, MinstaGib replaces all weaponry with the [[Weapons\#MinstaNex|MinstaNex]]. It is a powerful hitscan weapon that will immediately kill the target player in one shot. MinstaGib is a popular mutator that mixes well with almost all gamemodes and may be included in many Xonotic servers. When participating in a MinstaGib match, one must have particularly good aim and conserve shots whenever possible. -h2. Mutator Details +Mutator Details +--------------- + +- MinstaNex weapon information: + - *Primary fire*: Instant-kill beam; has a **\~1 second** recharge time, so aim wisely. + - *Secondary fire*: [[Weapons\#Laser|Laser]]. Can be used for laserjumping or pushing other players off the map. + - *Ammunition*: [[Items\#Cells|Cells]] +- Power cell ammunition may be difficult to find on some maps, but can be picked up readily from a downed player. +- *Never* run out of ammunition during a match! You will die and lose 1 point from your score should you go without ammo for **10 seconds**. -* MinstaNex weapon information: -** _Primary fire_: Instant-kill beam; has a *~1 second* recharge time, so aim wisely. -** _Secondary fire_: [[Weapons#Laser|Laser]]. Can be used for laserjumping or pushing other players off the map. -** _Ammunition_: [[Items#Cells|Cells]] -* Power cell ammunition may be difficult to find on some maps, but can be picked up readily from a downed player. -* _Never_ run out of ammunition during a match! You will die and lose 1 point from your score should you go without ammo for *10 seconds*. diff --git a/Modelling.md b/Modelling.md index db2ef65..27485b7 100644 --- a/Modelling.md +++ b/Modelling.md @@ -1,26 +1,27 @@ -h1. Modeling -> h2. Blender when exporting to iqm -> > h3. Needed/Example files -> > > * //Will be added -> > h3. Before You Start -> > > * use the bbox.blend in order to see the size that your model should be. Iqm exporter scale function untested. -> > > * use the duck_bbox.blend in order to see the size that your model should be when crouching. -> > > * for more information on bbox size refer to div0's model specs [[Player_Model_Spec]] -> > > * naming conventions for textures and model go as follow assuming the example is the umbra model: modelname: umbra.iqm, framegroups: umbra.iqm.framegroups, textures: umbra.tga or (jpg), umbra_norm.tga, umbra_gloss.tga, (need to add more) -> > h3. Before exporting -> > > * you must assign material to your model. Select your model in object mode. Press F5. Look for the MA box and type the name of your model for example umbra. -> > > * as of right now you cannot use relative paths with the exporter so we will export to iqe, rename the material path, and compile iqe to iqm. -> > h3. Exporting -> > > # Select both mesh and armature in object mode. -> > > # Go to scripts > export > inter-quake-model. -> > > # Now make sure bounding boxes and meshes are both highlighted in the script window. -> > > # First we will export the mesh. Leave the animation box empty. Export to a file path of your choosing, /path/to/mesh.iqe. Then hit the export button and hopefully it will work without any errors. -> > > # Next we repeat the same steps for each animation but this time we put the animation name in the animation box: Animations: jump. In the file output box put the same file path as mesh.iqe and change it to jump.iqe: /path/to/jump.iqe. -> > > # You must open the iqe files in text editor and find the line which says Material. Make sure you lead it to the correct path for your textures, for example textures/umbra.tga. -> > > Once you are done with this, it is time to compile iqe to iqm. -> > h3. Compile iqe to iqm -> > > # Create a .bat file with any text editor. -> > > # Place the .bat file in the folder with the .iqes you exported. -> > > # Place the iqm.exe into the folder as well. -> > > # In the .bat file add the following: iqm.exe umbra.iqm mesh.iqe jump.iqe run.iqe (and the rest of the anims). Add the line; pause to the bttom of the file. -> > > # Now run the .bat file using wine or windows to finally get your iqm. +Modeling +\> h2. Blender when exporting to iqm +\> \> h3. Needed/Example files +\> \> \> \* //Will be added +\> \> h3. Before You Start +\> \> \> \* use the bbox.blend in order to see the size that your model should be. Iqm exporter scale function untested. +\> \> \> \* use the duck\_bbox.blend in order to see the size that your model should be when crouching. +\> \> \> \* for more information on bbox size refer to div0’s model specs [[Player\_Model\_Spec]] +\> \> \> \* naming conventions for textures and model go as follow assuming the example is the umbra model: modelname: umbra.iqm, framegroups: umbra.iqm.framegroups, textures: umbra.tga or (jpg), umbra\_norm.tga, umbra\_gloss.tga, (need to add more) +\> \> h3. Before exporting +\> \> \> \* you must assign material to your model. Select your model in object mode. Press F5. Look for the MA box and type the name of your model for example umbra. +\> \> \> \* as of right now you cannot use relative paths with the exporter so we will export to iqe, rename the material path, and compile iqe to iqm. +\> \> h3. Exporting +\> \> \> \# Select both mesh and armature in object mode. +\> \> \> \# Go to scripts \> export \> inter-quake-model. +\> \> \> \# Now make sure bounding boxes and meshes are both highlighted in the script window. +\> \> \> \# First we will export the mesh. Leave the animation box empty. Export to a file path of your choosing, /path/to/mesh.iqe. Then hit the export button and hopefully it will work without any errors. +\> \> \> \# Next we repeat the same steps for each animation but this time we put the animation name in the animation box: Animations: jump. In the file output box put the same file path as mesh.iqe and change it to jump.iqe: /path/to/jump.iqe. +\> \> \> \# You must open the iqe files in text editor and find the line which says Material. Make sure you lead it to the correct path for your textures, for example textures/umbra.tga. +\> \> \> Once you are done with this, it is time to compile iqe to iqm. +\> \> h3. Compile iqe to iqm +\> \> \> \# Create a .bat file with any text editor. +\> \> \> \# Place the .bat file in the folder with the .iqes you exported. +\> \> \> \# Place the iqm.exe into the folder as well. +\> \> \> \# In the .bat file add the following: iqm.exe umbra.iqm mesh.iqe jump.iqe run.iqe (and the rest of the anims). Add the line; pause to the bttom of the file. +\> \> \> \# Now run the .bat file using wine or windows to finally get your iqm. +========================================================================================================================================================================================================================================================= diff --git a/Music.md b/Music.md index c3343c8..499fa1c 100644 --- a/Music.md +++ b/Music.md @@ -1,86 +1,92 @@ -h1. Music +Music +===== -{{>toc}} +{{\>toc}} -h2. Requirements +Requirements +------------ -* Vorbis OGG -q4 or above (-q7 or above preferred), or a format good enough for being able to be converted to that (e.g. FLAC, WAV) -* GPL v2 compatible _(for more information see our [[legal]] page)_ -* About 3 to 10 minutes -* Preferably with matching ending and beginning _(so the track loops smoothly)_ +- Vorbis OGG -q4 or above (-q7 or above preferred), or a format good enough for being able to be converted to that (e.g. FLAC, WAV) +- GPL v2 compatible ** +- About 3 to 10 minutes +- Preferably with matching ending and beginning ** -h2. Music Style +Music Style +----------- -h3. Overview +### Overview -While we don't want to tie us to a specific genre, the music must match the visuals of the game. As it is being discussed on "this thread":http://forums.xonotic.org/showthread.php?tid=81 seems that we are about to use a futuristic ambient for the game, so its more than likely that the kind of music that we want will fit within the Electronic genre. +While we don’t want to tie us to a specific genre, the music must match the visuals of the game. As it is being discussed on [this thread](http://forums.xonotic.org/showthread.php?tid=81) seems that we are about to use a futuristic ambient for the game, so its more than likely that the kind of music that we want will fit within the Electronic genre. -h3. Track Duration +### Track Duration Currently most contributions come in the format of a regular CD track, that is 3, 4 or 5 minutes long. This is currently an issue because the duration of most matches is about 15-20 minutes, that means that one listens to the very same track many times in row, which is kind of boring. For this reason we would like to have longer tracks, as long as this is possible for artists. However tracks longer than 10 or 15 minutes are not advisable as that will increase dramatically the size of the release package. Note that this is a file size size constraint, not a duration one, tracks that are more easily compressed can have a longer duration. -h3. Matching start and ending +### Matching start and ending In spite of having longer tracks its more than likely that a track gets played at two or more times during a match, for this is important that the end and beginning of the track can be matched without disruptions, giving a sense of continuity. -For this the ideal way is to find a start and end sample index, so that that region is perfectly (clickless) loopable. These can be set as LOOP_START and LOOP_END tags in the Vorbis file, and the engine will seek back to LOOP_START when reaching LOOP_END. +For this the ideal way is to find a start and end sample index, so that that region is perfectly (clickless) loopable. These can be set as LOOP\_START and LOOP\_END tags in the Vorbis file, and the engine will seek back to LOOP\_START when reaching LOOP\_END. -h3. Complexity +### Complexity -As this game is extremely fast we don't want to have overly complex tracks at the point of being distracting or that one can't even understand while playing (e.g. a mad breakbeat tune) +As this game is extremely fast we don’t want to have overly complex tracks at the point of being distracting or that one can’t even understand while playing (e.g. a mad breakbeat tune) -h3. Variations +### Variations Furthermore this game is based a lot on listening, as a way to know if a shot hit or not, or if there is someone nearby picking up items, etc. For this reason we want to avoid abrupt variations in the volume of tracks and/or the abuse of very high pitched sounds. -h3. Suggested Genres +### Suggested Genres Electronica, Drum and Bass, House, Jungle, 8 bit, Fake bit, Techno, Hybrid, Ambient, Experimental -h3. Moods +### Moods -* Wanted -** Intense, Trippy, Energetic, Cerebral, Hypnotic, Playful, Ominous, Ambitious, Fast -* Unwanted -** Dramatic, Complex, Clinical, Visceral +- Wanted + - Intense, Trippy, Energetic, Cerebral, Hypnotic, Playful, Ominous, Ambitious, Fast +- Unwanted + - Dramatic, Complex, Clinical, Visceral -h3. Reference tracks +### Reference tracks Following tracks could be taken as a reference of the style that we want -"Forgotten Tides":http://www.jamendo.com/en/track/145959 -"Foregone Destruction":http://www.youtube.com/watch?v=yNrI6N2jQCk&feature=related -"Skyward Fire":http://www.youtube.com/watch?v=2bFUNKg0mzg&feature=related -"Botpack 9":http://www.youtube.com/watch?v=6gwdsQDwAb8&feature=related -"Stairs":http://blkrbt.googlepages.com/stairs.ogg -"Rabble Rouser":http://www.youtube.com/watch?v=ki71pm8yDKI&hd=1 - -h2. Links - -* Licensing -** Our [[Legal]] wiki page -** http://wiki.creativecommons.org/GarageBand -* Tools -** OpenMPT http://www.lpchip.com/modplug -** LMMS http://www.lmms.sourceforge.net -** Ardour http://www.ardour.org -** Rosegarden http://www.rosegardenmusic.com/ -** http://linux-sound.org/ -* Sound banks -** "The Free Sound Project":http://www.freesound.org/tagsViewSingle.php?id=99 -** http://ccmixter.org/ -** http://freepats.zenvoid.org/olpc-sounds/ -*** http://lopho.org/xonotic/olpc_sound_samples_v2.torrent - -h2. How-To's - -*How to add a sound track to Xonotic?* - -* Copy the track file to the _data/sound/cdtracks_ folder -* Add the name of the track (without the extension) at the end of the cvar _g_cdtracks_remaplist_, on the file _defaultXonotic.cfg_. Count all tracks and remember the position of the added one, this information will be used on the following step. -* Open the file .mapinfo (_on data/xonotic-maps.pk3dir/maps_) and add a line with the text "cd loop x". This x should be the position of the track within the cvar _g_cdtracks_remaplist_. - -*How to add a sound track to a non official map?* - -* Copy the track to the folder _sound/cdtracks/_ (inside the pk3 file) -* Open the file _.mapinfo_ and add a line with the text "cd loop " +[Forgotten Tides](http://www.jamendo.com/en/track/145959) +[Foregone Destruction](http://www.youtube.com/watch?v=yNrI6N2jQCk&feature=related) +[Skyward Fire](http://www.youtube.com/watch?v=2bFUNKg0mzg&feature=related) +[Botpack 9](http://www.youtube.com/watch?v=6gwdsQDwAb8&feature=related) +[Stairs](http://blkrbt.googlepages.com/stairs.ogg) +[Rabble Rouser](http://www.youtube.com/watch?v=ki71pm8yDKI&hd=1) + +Links +----- + +- Licensing + - Our [[Legal]] wiki page + - http://wiki.creativecommons.org/GarageBand +- Tools + - OpenMPT http://www.lpchip.com/modplug + - LMMS http://www.lmms.sourceforge.net + - Ardour http://www.ardour.org + - Rosegarden http://www.rosegardenmusic.com/ + - http://linux-sound.org/ +- Sound banks + - [The Free Sound Project](http://www.freesound.org/tagsViewSingle.php?id=99) + - http://ccmixter.org/ + - http://freepats.zenvoid.org/olpc-sounds/ + - http://lopho.org/xonotic/olpc\_sound\_samples\_v2.torrent + +How-To’s +-------- + +**How to add a sound track to Xonotic?** + +- Copy the track file to the *data/sound/cdtracks* folder +- Add the name of the track (without the extension) at the end of the cvar *g\_cdtracks\_remaplist*, on the file *defaultXonotic.cfg*. Count all tracks and remember the position of the added one, this information will be used on the following step. +- Open the file .mapinfo (*on data/xonotic-maps.pk3dir/maps*) and add a line with the text “cd loop x”. This x should be the position of the track within the cvar *g\_cdtracks\_remaplist*. + +**How to add a sound track to a non official map?** + +- Copy the track to the folder *sound/cdtracks/* (inside the pk3 file) +- Open the file *.mapinfo* and add a line with the text “cd loop ” + diff --git a/Music_contributions.md b/Music_contributions.md index ea0a1a7..799a89d 100644 --- a/Music_contributions.md +++ b/Music_contributions.md @@ -1,87 +1,93 @@ -h1. Music contributions +Music contributions +=================== -h2. Contributions +Contributions +------------- -This is the list of pre-selected tracks that we have so far _(work in progress)_. Artist names are ordered alphabetically. Tracks not followed by "(S)" (and not bold) are missing sources, and therefore are not GPL (and therefore may not be included in the game or any maps in the official release) or the source for them exists but has not been found. If the (S) is no link, the sources are in our git repository, on http://www.xonotic.org/mapping/recommended-music-for-maps/ or on http://www.xonotic.org/mapping/recommended-music-for-maps/.waiting/ +This is the list of pre-selected tracks that we have so far **. Artist names are ordered alphabetically. Tracks not followed by “(S)” (and not bold) are missing sources, and therefore are not GPL (and therefore may not be included in the game or any maps in the official release) or the source for them exists but has not been found. If the (S) is no link, the sources are in our git repository, on http://www.xonotic.org/mapping/recommended-music-for-maps/ or on http://www.xonotic.org/mapping/recommended-music-for-maps/.waiting/ -|_.Artists|_.Tracks|Status| -|/5."blkrbt":http://soundcloud.com/blkrbt|*"Quiet":http://blkrbt.googlepages.com/nexuiz_quiet.ogg ("S":http://blkrbt.googlepages.com/nexuiz_quiet.xrns)*|ACCEPTED| -|*"Traveler":http://blkrbt.googlepages.com/nexuiz_traveler.ogg ("S":http://blkrbt.googlepages.com/nexuiz_traveler.xrns)*|NEXT POLL| -|*"Nine Six":http://blkrbt.googlepages.com/ninesix.ogg (S)*|ADDED| -|*"Stairs":http://blkrbt.googlepages.com/stairs.ogg (S)*|ADDED| -|*"Variable":http://blkrbt.googlepages.com/nexuiz_variable.ogg ("S":http://sites.google.com/site/blkrbt2/nexuiz_variable.xrns?attredirects=0&d=1)*|NEXT POLL| -|/5."Chooksta":http://forums.xonotic.org/member.php?action=profile&uid=44|"Fisheyzemaster":http://chookstamusic.com/songs/fisheyzemaster.mp3|NEED SOURCE| -|"Pride Roar":http://chookstamusic.com/songs/prideroar.mp3|NEED SOURCE| -|"Rumble Drum":http://chookstamusic.com/songs/rumble_drum.mp3|NEED SOURCE| -|"Wooookiiie2":http://chookstamusic.com/songs/wooookiiie2.mp3|NEED SOURCE| -|*"t album":http://forums.xonotic.org/showthread.php?tid=826 (S)*|NEXT POLL| -|/4."Jenetik":http://forums.xonotic.org/member.php?action=profile&uid=320|"Suttle":http://www.jenetik.com/music/Jenetik_-_Suttle.mp3|NEED SOURCE| -|"Xonotic":http://www.jenetik.com/music/Jenetik_-_Xontic.mp3|NEED SOURCE| -|"Untitled":http://www.jenetik.com/music/Jenetik_-_untitled.mp3|NEED SOURCE| -|"Ambience":http://www.jenetik.com/music/Jenetik_-_Ambience.mp3|NEED SOURCE| -|/10. "Kay":http://forums.xonotic.org/member.php?action=profile&uid=219|"Xono":http://pisarowitz.com/Xonotic/XONOTIC9.mp3|NEED SOURCE| -|"Unnecessary":http://pisarowitz.com/kay/Unnecessary.mp3|NEED SOURCE| -|"Scanning":http://pisarowitz.com/kay/Scanning.mp3|NEED SOURCE| -|"Sad Face":http://pisarowitz.com/kay/SadFace.mp3|NEED SOURCE| -|"Rat's Heaven":http://pisarowitz.com/kay/ratsheaven.mp3|NEED SOURCE| -|"High End":http://pisarowitz.com/kay/HighEnd.mp3|NEED SOURCE| -|"Brutal":http://pisarowitz.com/kay/brutal.mp3|NEED SOURCE| -|"Breakfast":http://pisarowitz.com/kay/Breakfast.mp3|NEED SOURCE| -|"Sad Jungle":http://pisarowitz.com/kay/Sad%20Jungle2.mp3|NEED SOURCE| -|"DB7":http://pisarowitz.com/kay/DB7.mp3|NEED SOURCE| -|/7."michaelb":http://michaelb.org/|"Forgotten Tides":http://www.jamendo.com/en/track/145959|NEED SOURCE| -|"Symmetry":http://www.jamendo.com/en/track/145611|NEED SOURCE| -|"Twenty Six Hundred":http://www.jamendo.com/en/track/145612|NEED SOURCE| -|"Alive":http://www.jamendo.com/en/track/145559|NEED SOURCE| -|"Unexpected Incident":http://www.jamendo.com/en/track/145616|NEED SOURCE| -|"Controlled decay":http://www.jamendo.com/en/track/145567|NEED SOURCE| -|"Battle Sequence":http://michaelb.org/music/music/symphonic/michaelb-battle_sequence.mp3|NEED SOURCE| -|/15."SC0RP":http://soundcloud.com/sc0rp|"Xonotic Theme Tune v2":http://soundcloud.com/sc0rp/xonotic-theme-tune-v-2|NEED SOURCE| -|"Electrolosis":http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_ELECTROLOSIS.ogg|NEED SOURCE| -|"In A Dream":http://soundcloud.com/sc0rp/in-a-dream|NEED SOURCE| -|*"Inner Peace":http://soundcloud.com/sc0rp/inner-peace (S)*|NEXT POLL| -|*"Meltdown":http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_MELTDOWN.ogg (S)*|ADDED| -|*"Neon":http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_NEON.ogg (S)*|ACCEPTED| -|*"Northern Lights":http://soundcloud.com/sc0rp/northern-lights-7 (S)*|ADDED| -|*"Out There":http://soundcloud.com/sc0rp/out-there (S)*|ACCEPTED| -|*"The Laws Of Physics":http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_LAWS_OF_PHYSICS.ogg (S)*|NEXT POLL| -|"The Maths":http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_MATHS.ogg|REJECTED| -|"The Maths Remix":http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_MATHS_REMIX.ogg|NEED SOURCE| -|*"The Wall":http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_WALL.ogg (S)*|NEXT POLL| -|*"Total Meltdown":http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_TOTAL_MELTDOWN.ogg (S)*|REJECTED| -|"Total Meltdown v2":http://soundcloud.com/sc0rp/total-meltdown-v-2|NEED SOURCE| -|"Dusk On Planet Dust":http://soundcloud.com/sc0rp/dusk-on-planet-dust|REJECTED| -|/2."toolbox":http://drop.io/praetoolbox|"Iron Bear, The Warrior of Heldenbord":http://drop.io/praetoolbox/asset/iron-bear-the-warrior-of-heldenbord-mp3|NEED SOURCE| -|"Iron Bear 2 Dec 13th adjusted":http://drop.io/praetoolbox/asset/iron-bear-2-dec-13th-adjusted-mp3|NEED SOURCE| -|/10."unfa":http://forums.xonotic.org/member.php?action=profile&uid=234|*"25.6":http://www.mediafire.com/?ngkzmmudcw1 ("S":http://www.mediafire.com/?nzmtzmqzw2f)*|NEXT POLL| -|*"23.8":http://www.mediafire.com/?d5gqjmnzlhh ("S":http://www.mediafire.com/?m2zimwzijl3)*|NEXT POLL| -|*"Draswa":http://www.mediafire.com/download.php?zz2zgtj1yyz ("S":http://www.mediafire.com/?1t7lt15e92v7lto)*|NEXT POLL| -|*"29.4":http://www.mediafire.com/?z3mziltzmj5 ("S":http://www.mediafire.com/?t2izmmnozdo)*|NEXT POLL| -|*"33.3":http://www.mediafire.com/?vjlg4r1q2g2i70o ("S":http://www.mediafire.com/?o0bf68e1ranvbo0)*|NEXT POLL| -|*"35.5":http://www.mediafire.com/?77c6eo327b5zmyh ("S":http://www.mediafire.com/?s5e8aec7eeu9j1c)*|NEXT POLL| -|*"No More-2":http://www.mediafire.com/?fps4amxc7c9yyoh ("S":http://www.mediafire.com/?cm3lpr929f5d2ro)*|NEXT POLL| -|*"Experiment 4":http://www.mediafire.com/?n36yakq2c3xc6rb ("S":http://www.mediafire.com/?4ehr2ba80ioa340)*|NEXT POLL| -|*"Rebellion of the Forks":http://www.mediafire.com/?t44s5a7szwqfslz ("S":http://www.mediafire.com/?36kqu01v40gluba)*|NEXT POLL| -|*"Balance":http://www.mediafire.com/?zdz4mdt1wbwhc10 ("S":http://www.mediafire.com/?u8dvbkodc68v89l)*|NEXT POLL| -|/2.master[mind]|*"Rising of the Phoenix":http://forums.xonotic.org/showthread.php?tid=795 ("S":http://forums.xonotic.org/showthread.php?tid=795)*|ADDED| -|*"To the East":http://www.4shared.com/file/250363291/cd3f1a3/To_the_East.html ("S":http://www.4shared.com/file/250360264/e994b60d/To_the_East.html)*|NEXT POLL| -|/2.mickrippon|*"Jumping in Space":http://mickrippon.com/xonotic/music_jumpinginspace.zip (S)*|ACCEPTED| -|"Ribcage 2":http://www.mickrippon.com/temp/ribcage2.ogg|REJECTED| -|/1.divVerent|*"Foo hundred and eighty":http://rm.endoftheinternet.org/~xonotic/foo180.ogg ("S":http://rm.endoftheinternet.org/~xonotic/foo180.mmpz)*|NEXT POLL| +|| +|\_.Artists|\_.Tracks|Status| +|/5.“blkrbt”:http://soundcloud.com/blkrbt|**[Quiet](http://blkrbt.googlepages.com/nexuiz_quiet.ogg) (“S”:http://blkrbt.googlepages.com/nexuiz\_quiet.xrns)**|ACCEPTED| +|**[Traveler](http://blkrbt.googlepages.com/nexuiz_traveler.ogg) (“S”:http://blkrbt.googlepages.com/nexuiz\_traveler.xrns)**|NEXT POLL| +|**[Nine Six](http://blkrbt.googlepages.com/ninesix.ogg) (S)**|ADDED| +|**[Stairs](http://blkrbt.googlepages.com/stairs.ogg) (S)**|ADDED| +|**[Variable](http://blkrbt.googlepages.com/nexuiz_variable.ogg) (“S”:http://sites.google.com/site/blkrbt2/nexuiz\_variable.xrns?attredirects=0&d=1)**|NEXT POLL| +|/5.“Chooksta”:http://forums.xonotic.org/member.php?action=profile&uid=44|“Fisheyzemaster”:http://chookstamusic.com/songs/fisheyzemaster.mp3|NEED SOURCE| +|“Pride Roar”:http://chookstamusic.com/songs/prideroar.mp3|NEED SOURCE| +|“Rumble Drum”:http://chookstamusic.com/songs/rumble\_drum.mp3|NEED SOURCE| +|“Wooookiiie2”:http://chookstamusic.com/songs/wooookiiie2.mp3|NEED SOURCE| +|**[t album](http://forums.xonotic.org/showthread.php?tid=826) (S)**|NEXT POLL| +|/4.“Jenetik”:http://forums.xonotic.org/member.php?action=profile&uid=320|“Suttle”:http://www.jenetik.com/music/Jenetik\_-\_Suttle.mp3|NEED SOURCE| +|“Xonotic”:http://www.jenetik.com/music/Jenetik\_-\_Xontic.mp3|NEED SOURCE| +|“Untitled”:http://www.jenetik.com/music/Jenetik\_-\_untitled.mp3|NEED SOURCE| +|“Ambience”:http://www.jenetik.com/music/Jenetik\_-\_Ambience.mp3|NEED SOURCE| +|/10. “Kay”:http://forums.xonotic.org/member.php?action=profile&uid=219|“Xono”:http://pisarowitz.com/Xonotic/XONOTIC9.mp3|NEED SOURCE| +|“Unnecessary”:http://pisarowitz.com/kay/Unnecessary.mp3|NEED SOURCE| +|“Scanning”:http://pisarowitz.com/kay/Scanning.mp3|NEED SOURCE| +|“Sad Face”:http://pisarowitz.com/kay/SadFace.mp3|NEED SOURCE| +|“Rat’s Heaven”:http://pisarowitz.com/kay/ratsheaven.mp3|NEED SOURCE| +|“High End”:http://pisarowitz.com/kay/HighEnd.mp3|NEED SOURCE| +|“Brutal”:http://pisarowitz.com/kay/brutal.mp3|NEED SOURCE| +|“Breakfast”:http://pisarowitz.com/kay/Breakfast.mp3|NEED SOURCE| +|“Sad Jungle”:http://pisarowitz.com/kay/Sad%20Jungle2.mp3|NEED SOURCE| +|“DB7”:http://pisarowitz.com/kay/DB7.mp3|NEED SOURCE| +|/7.“michaelb”:http://michaelb.org/|“Forgotten Tides”:http://www.jamendo.com/en/track/145959|NEED SOURCE| +|“Symmetry”:http://www.jamendo.com/en/track/145611|NEED SOURCE| +|“Twenty Six Hundred”:http://www.jamendo.com/en/track/145612|NEED SOURCE| +|“Alive”:http://www.jamendo.com/en/track/145559|NEED SOURCE| +|“Unexpected Incident”:http://www.jamendo.com/en/track/145616|NEED SOURCE| +|“Controlled decay”:http://www.jamendo.com/en/track/145567|NEED SOURCE| +|“Battle Sequence”:http://michaelb.org/music/music/symphonic/michaelb-battle\_sequence.mp3|NEED SOURCE| +|/15.“SC0RP”:http://soundcloud.com/sc0rp|“Xonotic Theme Tune v2”:http://soundcloud.com/sc0rp/xonotic-theme-tune-v-2|NEED SOURCE| +|“Electrolosis”:http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP\_ELECTROLOSIS.ogg|NEED SOURCE| +|“In A Dream”:http://soundcloud.com/sc0rp/in-a-dream|NEED SOURCE| +|**[Inner Peace](http://soundcloud.com/sc0rp/inner-peace) (S)**|NEXT POLL| +|**[Meltdown](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_MELTDOWN.ogg) (S)**|ADDED| +|**[Neon](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_NEON.ogg) (S)**|ACCEPTED| +|**[Northern Lights](http://soundcloud.com/sc0rp/northern-lights-7) (S)**|ADDED| +|**[Out There](http://soundcloud.com/sc0rp/out-there) (S)**|ACCEPTED| +|**[The Laws Of Physics](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_LAWS_OF_PHYSICS.ogg) (S)**|NEXT POLL| +|“The Maths”:http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP\_THE\_MATHS.ogg|REJECTED| +|“The Maths Remix”:http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP\_THE\_MATHS\_REMIX.ogg|NEED SOURCE| +|**[The Wall](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_WALL.ogg) (S)**|NEXT POLL| +|**[Total Meltdown](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_TOTAL_MELTDOWN.ogg) (S)**|REJECTED| +|“Total Meltdown v2”:http://soundcloud.com/sc0rp/total-meltdown-v-2|NEED SOURCE| +|“Dusk On Planet Dust”:http://soundcloud.com/sc0rp/dusk-on-planet-dust|REJECTED| +|/2.“toolbox”:http://drop.io/praetoolbox|“Iron Bear, The Warrior of Heldenbord”:http://drop.io/praetoolbox/asset/iron-bear-the-warrior-of-heldenbord-mp3|NEED SOURCE| +|“Iron Bear 2 Dec 13th adjusted”:http://drop.io/praetoolbox/asset/iron-bear-2-dec-13th-adjusted-mp3|NEED SOURCE| +|/10.“unfa”:http://forums.xonotic.org/member.php?action=profile&uid=234|**[25.6](http://www.mediafire.com/?ngkzmmudcw1) (“S”:http://www.mediafire.com/?nzmtzmqzw2f)**|NEXT POLL| +|**[23.8](http://www.mediafire.com/?d5gqjmnzlhh) (“S”:http://www.mediafire.com/?m2zimwzijl3)**|NEXT POLL| +|**[Draswa](http://www.mediafire.com/download.php?zz2zgtj1yyz) (“S”:http://www.mediafire.com/?1t7lt15e92v7lto)**|NEXT POLL| +|**[29.4](http://www.mediafire.com/?z3mziltzmj5) (“S”:http://www.mediafire.com/?t2izmmnozdo)**|NEXT POLL| +|**[33.3](http://www.mediafire.com/?vjlg4r1q2g2i70o) (“S”:http://www.mediafire.com/?o0bf68e1ranvbo0)**|NEXT POLL| +|**[35.5](http://www.mediafire.com/?77c6eo327b5zmyh) (“S”:http://www.mediafire.com/?s5e8aec7eeu9j1c)**|NEXT POLL| +|**[No More-2](http://www.mediafire.com/?fps4amxc7c9yyoh) (“S”:http://www.mediafire.com/?cm3lpr929f5d2ro)**|NEXT POLL| +|**[Experiment 4](http://www.mediafire.com/?n36yakq2c3xc6rb) (“S”:http://www.mediafire.com/?4ehr2ba80ioa340)**|NEXT POLL| +|**[Rebellion of the Forks](http://www.mediafire.com/?t44s5a7szwqfslz) (“S”:http://www.mediafire.com/?36kqu01v40gluba)**|NEXT POLL| +|**[Balance](http://www.mediafire.com/?zdz4mdt1wbwhc10) (“S”:http://www.mediafire.com/?u8dvbkodc68v89l)**|NEXT POLL| +|/2.master[mind]|**[Rising of the Phoenix](http://forums.xonotic.org/showthread.php?tid=795) (“S”:http://forums.xonotic.org/showthread.php?tid=795)**|ADDED| +|**[To the East](http://www.4shared.com/file/250363291/cd3f1a3/To_the_East.html) (“S”:http://www.4shared.com/file/250360264/e994b60d/To\_the\_East.html)**|NEXT POLL| +|/2.mickrippon|**[Jumping in Space](http://mickrippon.com/xonotic/music_jumpinginspace.zip) (S)**|ACCEPTED| +|“Ribcage 2”:http://www.mickrippon.com/temp/ribcage2.ogg|REJECTED| +|/1.divVerent|**[Foo hundred and eighty](http://rm.endoftheinternet.org/~xonotic/foo180.ogg) (“S”:http://rm.endoftheinternet.org/\~xonotic/foo180.mmpz)**|NEXT POLL| -h2. Status legend +Status legend +------------- -* NEED SOURCE: the track needs source files and won't be considered until source is presented -* NEXT POLL: the track will appear in the next poll (a track stays in this state if a poll result was inconclusive) -* REJECTED: track was decided to not to be used in Xonotic for now. However, a new map using that track, especially if it works very well with it, can possibly bring the track "back to life". -* ACCEPTED: the track is provided on http://www.xonotic.org/mapping/recommended-music-for-maps/ and is just waiting for someone to use it on an official map -* ADDED: the track has been added to the git repository +- NEED SOURCE: the track needs source files and won’t be considered until source is presented +- NEXT POLL: the track will appear in the next poll (a track stays in this state if a poll result was inconclusive) +- REJECTED: track was decided to not to be used in Xonotic for now. However, a new map using that track, especially if it works very well with it, can possibly bring the track “back to life”. +- ACCEPTED: the track is provided on http://www.xonotic.org/mapping/recommended-music-for-maps/ and is just waiting for someone to use it on an official map +- ADDED: the track has been added to the git repository -h2. Potential contributors +Potential contributors +---------------------- People interested in contributing music: -* ProfessorKliq -** http://professorkliq.com/guns.html (_Japanese Synthesizer_ and _Dirtiest_ are good examples) -** He's willing to work with _Tenshihan_ and _michaelb_ for an orchestral + Techno sort of style. -* d3adrocks -** http://forums.xonotic.org/showthread.php?tid=245 +\* ProfessorKliq +**** http://professorkliq.com/guns.html (*Japanese Synthesizer* and *Dirtiest* are good examples) +**** He’s willing to work with *Tenshihan* and *michaelb* for an orchestral + Techno sort of style. +\* d3adrocks +**** http://forums.xonotic.org/showthread.php?tid=245 + diff --git a/Names.md b/Names.md index 15c3d7e..6b68e1f 100644 --- a/Names.md +++ b/Names.md @@ -1,30 +1,31 @@ -h1. Names +Names +===== -{{>toc}} +{{\>toc}} We agreed we should TAKE OUR TIME in picking out a proper name. We have a plan A/B for ideal name choice -A) A name with an available .com (we'll of course get the .org too) -B) A name without an available .com - but some variation like game.com available +A) A name with an available .com (we’ll of course get the .org too) +B) A name without an available .com - but some variation like game.com available - We should have name that is unique (as much as possible) - We should have a name without an existing meaning (like nexuiz) - We should have a name that people can pronounce -- We need to think of a symbol for our game as well (aside from the kanji "n" that nexuiz uses) +- We need to think of a symbol for our game as well (aside from the kanji “n” that nexuiz uses) +INSTRUCTIONS +------------ -h2. INSTRUCTIONS +PICK FROM THE LIST YOUR TOP CHOICES and send dokujisan your list. Keep in mind that you’re picking the +ones that don’t completely suck. They dont have to be perfect, but they can give us a direction. +We need to start with a bulk list. We still hve more brainstorming for names to do. -PICK FROM THE LIST YOUR TOP CHOICES and send dokujisan your list. Keep in mind that you're picking the -ones that don't completely suck. They dont have to be perfect, but they can give us a direction. -We need to start with a bulk list. We still hve more brainstorming for names to do. - -*This isn't the final list* +**This isn’t the final list** You guys picking from this list will help with future brainstorming. - -h2. NOT AVAILABLE .COMs +NOT AVAILABLE .COMs +------------------- delum denox @@ -156,8 +157,8 @@ xotius zenux zenon - -h2. AVAILABLE .COMs +AVAILABLE .COMs +--------------- dellum modiem @@ -219,9 +220,10 @@ xuniux zeniux zeonix -h2. Taoki picks +Taoki picks +----------- -h3. NOT AVAILABLE .COMs +### NOT AVAILABLE .COMs nexine nexium @@ -232,7 +234,7 @@ xodion xodium zenux -h3. AVAILABLE .COMs +### AVAILABLE .COMs nexvium xaleco @@ -240,10 +242,10 @@ xelecon zeniux zeonix +Morphed’s picks +--------------- -h2. Morphed's picks - -h3. NOT AVAILABLE .COMs +### NOT AVAILABLE .COMs nexod nexoid @@ -264,7 +266,7 @@ devium devios devion -h3. AVAILABLE .COMs* +### AVAILABLE .COMs\* nexoic nexori @@ -274,9 +276,10 @@ nexot nodium xelod -h2. Doku's picks +Doku’s picks +------------ -h3. NOT AVAILABLE .COMs +### NOT AVAILABLE .COMs nexeon nexilon @@ -293,7 +296,7 @@ xonox xotus zenux -h3. AVAILABLE .COMs +### AVAILABLE .COMs nexilus nexodic @@ -303,17 +306,19 @@ xundem xuniox zeonix -h2. -z-'s Picks +~~z~~’s Picks +------------- devion -nexion -nexotic +nexion +nexotic xenux zeniux -zenux +zenux zeonix -h2. C.Brutail's Picks +C.Brutail’s Picks +----------------- xenotic nexotic @@ -323,50 +328,51 @@ nexetic nexira nexonic - -h2. Suggestions: +Suggestions: +------------ My favorite pick would be: Itoma -These are just suggestions, I'm not happy with any of them tbh (except Pheonix, but that was really shot down by other :D ) +These are just suggestions, I’m not happy with any of them tbh (except Pheonix, but that was really shot down by other :D ) Reborn NeXT Pheonix -h2. mand1nga's Picks - -h3. Japanese - -tairyoku ..... stamina -chikara ..... force / strength -utsu ..... hit -kenryoku ..... power -ryushutsu ..... exodus -ikio ..... momentum -komyuniti ..... community -eirian ..... aliens -bakuhatsu ..... explosion -tatakau ..... fight -bödö ..... riot -böei ..... defense -yoroi ..... armor -hitobito ..... people -bömey ..... exile -hashiru ..... run -shïrudo ..... shield -danryoku ..... resilience -gijutsu ..... skill -noryoku ..... ability -sanran ..... spawn -hiraku ..... open -gense ..... source -furaito ..... flight -kaizoku ..... pirate -kessaku ..... masterpiece -hikage ..... shade - -h3. English +mand1nga’s Picks +---------------- + +### Japanese + +tairyoku ….. stamina +chikara ….. force / strength +utsu ….. hit +kenryoku ….. power +ryushutsu ….. exodus +ikio ….. momentum +komyuniti ….. community +eirian ….. aliens +bakuhatsu ….. explosion +tatakau ….. fight +bödö ….. riot +böei ….. defense +yoroi ….. armor +hitobito ….. people +bömey ….. exile +hashiru ….. run +shïrudo ….. shield +danryoku ….. resilience +gijutsu ….. skill +noryoku ….. ability +sanran ….. spawn +hiraku ….. open +gense ….. source +furaito ….. flight +kaizoku ….. pirate +kessaku ….. masterpiece +hikage ….. shade + +### English pulse space arena @@ -381,90 +387,93 @@ dimensions crux turning point -h2. FruitieX 's Picks +FruitieX ’s Picks +----------------- Xenotic -h2. divVerent's Picks +divVerent’s Picks +----------------- MragMest (Russian origin, Dark Place) MIPAS (Mutuaully Inexclusive Posts Are Stupid) -BRLOGENSHFEGLE (not really, we'll settle on that if we don't find anything within 1 week from retrieving this wiki page) +BRLOGENSHFEGLE (not really, we’ll settle on that if we don’t find anything within 1 week from retrieving this wiki page) -h2. tZork's picks +tZork’s picks +------------- insurgi phasma -Kinky Polka Police, zone xi nut :D +Kinky Polka Police, zone xi nut :D -h2. The voting +The voting +---------- -*As to stay true and share a little laugh, here's the piratepad copy of actual names, votes, and whatnot that happened during brainstorming:* +**As to stay true and share a little laugh, here’s the piratepad copy of actual names, votes, and whatnot that happened during brainstorming:** -h3. Picks +### Picks -Suggested names by everyone, please don't repeat +Suggested names by everyone, please don’t repeat Lets just combine them in a large list, no names added. This will remove redundancy. -h3. Criteria: - -# The names must not names of medicine/disease -# The names must be able to be phonetically pronounced -# The names must have less than a 1000 hits on Google - -h3. Criteria Discussion: - -8 or less chars? 10 would be a better max why? I like shorter, but good names can be longer :) then why not up it to 20 why 10? -Hard limit isn't good, it's able to be recognized when a name is insanely long. - -Logo example http://www.nullgaming.com/stuff/forkuiz_logo_idea1.jpg -//I know it's only an example, but it looks like an xray of a vertebra (backbone) +### Criteria: + +1. The names must not names of medicine/disease +2. The names must be able to be phonetically pronounced +3. The names must have less than a 1000 hits on Google + +### Criteria Discussion: + +8 or less chars? 10 would be a better max why? I like shorter, but good names can be longer :) then why not up it to 20 why 10? +Hard limit isn’t good, it’s able to be recognized when a name is insanely long. + +Logo example http://www.nullgaming.com/stuff/forkuiz\_logo\_idea1.jpg +//I know it’s only an example, but it looks like an xray of a vertebra (backbone) whatever, just imagine some phoenix inspired image -//http://dclips.fundraw.com/pngmax/doctormo_Phoeonix.png very large png, beware +//http://dclips.fundraw.com/pngmax/doctormo\_Phoeonix.png very large png, beware -h3. Suggested Names +### Suggested Names http://dev.cankill.us/projects/notnexuiz/wiki/Names Why do you think it would be a good idea? -* Neuxiom: Portmanteau of New and Axiom, pronoucable, has only 1 hit on Google, and uses most of the letters from Nexuiz, thus enhancing recognition. difficult to pronounce Logical truncation of it is "Neux", which is ambiguous when pronounced (Nukes vs Neux) -It's suppose to be pronoucned as French, but NewX also works Neu-ee-om? Neu-ecks I mean the full name. Alone I'd pronounce Neux as in veux, but inside "Neuxiom" I'd use a hard X. (Nooks-ee-om is also possible). That's intended, it's a combination of New Axiom into one word -* Itoma: In Japanese it means "free, free time, and to wave goodbye" Also, simple. -* Xonotic: Sounds badass, and low hits on google. and very unique... it's like aquatic but some space-alien type of origin. -* Akion: Hehh, it's C.Brutail's other nickname, it can't be anything but cool :D no, seriously, it's just considered good by others, I strongly dislike it... however... -* Akionix: Sounds fine, easy to pronounce, and only 33 hits from google - +\* Neuxiom: Portmanteau of New and Axiom, pronoucable, has only 1 hit on Google, and uses most of the letters from Nexuiz, thus enhancing recognition. difficult to pronounce Logical truncation of it is “Neux”, which is ambiguous when pronounced (Nukes vs Neux) +It’s suppose to be pronoucned as French, but NewX also works Neu-ee-om? Neu-ecks I mean the full name. Alone I’d pronounce Neux as in veux, but inside “Neuxiom” I’d use a hard X. (Nooks-ee-om is also possible). That’s intended, it’s a combination of New Axiom into one word +\* Itoma: In Japanese it means “free, free time, and to wave goodbye” Also, simple. +\* Xonotic: Sounds badass, and low hits on google. and very unique… it’s like aquatic but some space-alien type of origin. +\* Akion: Hehh, it’s C.Brutail’s other nickname, it can’t be anything but cool :D no, seriously, it’s just considered good by others, I strongly dislike it… however… +\* Akionix: Sounds fine, easy to pronounce, and only 33 hits from google Does not meet criteria: Akion (25000 hits), Itoma (639,000 hits), kenryoku (60,600 hits), pulse (65,500,000 hits), crux (5,980,000 hits, is also a noun, Linux distro), Xenatic (33,600 hits), Maven (10,200,000 hits, it is english word and means expert ), Xenoty (5,140 hits), Nexotic (9,710 hits), Yennu (17,600 hits) - + Does meet 1000 hits criteria: Neuxiom (a hit), -Xonotic (10 hits), -xanitek (4 hits), - +Xonotic (10 hits), +xanitek (4 hits), + Vote for the names you like here. - + mand1nga: Xonotic, Akion Samual: Akion, Itoma, Xenotic FruitieX: Xenoty, Xonotic, Itoma (in that order) C.Brutail: Itoma, Xonotic (in that order) Doku: xonotic, akion, itoma (in that order) - + Votes Count - -and the name is (drumroll) .... : - + +and the name is (drumroll) …. : + Archive -//I suggest 2 criteria: 1) The names must not names of medicine/disease 2) They must have less than 1000 hits on Google; IMO that's too arbitrary. A project I contribute too tops our rankings, but there are over 100,000 unrelated hits. +//I suggest 2 criteria: 1) The names must not names of medicine/disease 2) They must have less than 1000 hits on Google; IMO that’s too arbitrary. A project I contribute too tops our rankings, but there are over 100,000 unrelated hits. //This is a NEW project, a unique name is critical // News releases will rapidly bring any name used to the top of the results, I think. // Most of our links come from the reviewers, or message boards // That should already be a couple. -//Just consider this, it's best to be innovative with names, that's how they get remembered -// I maintain that 1000 is too low, it'll disqualify nearly all names that aren't extremely unique. -// Best of the best, I'd say... +//Just consider this, it’s best to be innovative with names, that’s how they get remembered +// I maintain that 1000 is too low, it’ll disqualify nearly all names that aren’t extremely unique. +// Best of the best, I’d say… // thats why we need a name like ARHEULRCEH //This pad is WIP, and in javascript. - -//Bad news, xenotic.com/.org is taken... so what now? - Xenoty :))) + +//Bad news, xenotic.com/.org is taken… so what now? - Xenoty :))) //We can use these criteria to filter our potential names -//The reason why we need less than a certain number of hits, is because we won't be found on a search engine if we don't, this is why Nexuiz is not an existing noun +//The reason why we need less than a certain number of hits, is because we won’t be found on a search engine if we don’t, this is why Nexuiz is not an existing noun + diff --git a/NamesWeapons.md b/NamesWeapons.md index e7dd1ed..5316097 100644 --- a/NamesWeapons.md +++ b/NamesWeapons.md @@ -1,57 +1,59 @@ -h1. New names for weapons +New names for weapons +===================== Suggest your names below each weapon -h3. Laser +### Laser Pulse, Pulse Gun, Blaster -h3. Shotgun +### Shotgun -Do we want to rename this? +Do we want to rename this? Maybe rename as super shotgun and make it separate. -h3. Machinegun +### Machinegun Do we want to rename this? -h3. Mortar +### Mortar Grenade Launcher -h3. Electro +### Electro Plasma gun -Perhaps would be too confusing with previous Nexgun due to the fact that it's a plasma rifle. +Perhaps would be too confusing with previous Nexgun due to the fact that it’s a plasma rifle. -h3. Crylink +### Crylink -h3. Hagar +### Hagar -h3. Nexgun +### Nexgun If projectile has no mass - gluon rifle, photon rifle, photon cannon If projectile has mass - Gauss Rifle, Rail Gun, Mass Driver -h3. Rocket Launcher +### Rocket Launcher Devastator -h3. Minstanex +### Minstanex Gauss Rifle, Rail Gun, Mass Driver, Minsta Gun -h3. HLAC +### HLAC Laser Cannon -h3. Portal Gun +### Portal Gun + +### Fireball Gun -h3. Fireball Gun +Phoenix -Phoenix +### Rifle -h3. Rifle +Sniper?, -Sniper?, diff --git a/Netradiant.md b/Netradiant.md index d0b2208..59e9957 100644 --- a/Netradiant.md +++ b/Netradiant.md @@ -1,45 +1,48 @@ -h1. Netradiant +Netradiant +========== -h1. NetRadiant - A Stabilized Q3 Map Editor +NetRadiant - A Stabilized Q3 Map Editor +======================================= -p=. !logo.jpg! +p=. ![](logo.jpg) -!>radiant.jpg! +![](>radiant.jpg) -* [[NetRadiant]] -* [[Download NetRadiant]] -* [[Additional map editor features]] -* [[Additional map compiler features]] -* [[Complete list of entity keys]] -* [[Complete list of command line parameters]] -* [[Complete list of shader keywords]] +- [[NetRadiant]] +- [[Download NetRadiant]] +- [[Additional map editor features]] +- [[Additional map compiler features]] +- [[Complete list of entity keys]] +- [[Complete list of command line parameters]] +- [[Complete list of shader keywords]] -p(clearbefore). NetRadiant is a fork of the well-known map editor for Q3 based games, "GtkRadiant 1.5":http://zerowing.idsoftware.com/viewcvs/radiant/GtkRadiant/branches/1.5/. The focus is put on stabilizing and bugfixing the included map compiler, q3map2, so it can become a reliable tool for map authors. +NetRadiant is a fork of the well-known map editor for Q3 based games, [GtkRadiant 1.5](http://zerowing.idsoftware.com/viewcvs/radiant/GtkRadiant/branches/1.5/). The focus is put on stabilizing and bugfixing the included map compiler, q3map2, so it can become a reliable tool for map authors. Fixes include: -* Better decompiling by q3map2 (texcoords no longer get lost) -* Fixed 3D display in the Windows XP Software Renderer -* Fixed deluxemapping when a surface is lit from both sides -* Fixed some buffer overruns -* Fixed the "expand selection to whole entities" feature -* Fixed the origin of mirrored eclassmodel entities -* Key bindings no longer disappear when using an international keyboard layout -* Plane snapping fixed (no more fall-through holes in imported model terrain) -* Various other map compiler fixes +\* Better decompiling by q3map2 (texcoords no longer get lost) +\* Fixed 3D display in the Windows XP Software Renderer +\* Fixed deluxemapping when a surface is lit from both sides +\* Fixed some buffer overruns +\* Fixed the “expand selection to whole entities” feature +\* Fixed the origin of mirrored eclassmodel entities +\* Key bindings no longer disappear when using an international keyboard layout +\* Plane snapping fixed (no more fall-through holes in imported model terrain) +\* Various other map compiler fixes Games supported by included game packs: -* "DarkPlaces":http://icculus.org/twilight/darkplaces/ -* "Nexuiz":http://www.nexuiz.com/ -* "Quake2World":http://www.quake2world.net/ -* "Warsow":http://www.warsow.net/ +\* [DarkPlaces](http://icculus.org/twilight/darkplaces/) +\* [Nexuiz](http://www.nexuiz.com/) +\* [Quake2World](http://www.quake2world.net/) +\* [Warsow](http://www.warsow.net/) For licensing reasons, no other game packs are included yet. Other games can very well be added into the default distribution, if their license is GPL compatible. However, for these games there are downloadable game packs that are likely to work inside NetRadiant (the links go to download locations for the packs): -* "OpenArena":http://openarena.ws/board/index.php?topic=2722.0 -* "Q3Rally":http://www.q3rally.com/index.php?module=Downloads&func=display&lid=57 -* "THC":https://svn.freepository.com/99tOHY5flO0Uk-web/browser/NetRadiant?rev=730 -* "Tremulous":http://ingar.satgnu.net/gtkradiant/index.html +- [OpenArena](http://openarena.ws/board/index.php?topic=2722.0) +- [Q3Rally](http://www.q3rally.com/index.php?module=Downloads&func=display&lid=57) +- [THC](https://svn.freepository.com/99tOHY5flO0Uk-web/browser/NetRadiant?rev=730) +- [Tremulous](http://ingar.satgnu.net/gtkradiant/index.html) These packs are inclusion candidates if someone cleans them up of non-GPL content. Also, a GPL compatible Q3A pack would be highly appreciated. -Note that ZeroRadiant game packs will _not_ work. +Note that ZeroRadiant game packs will *not* work. + diff --git a/NewQC.md b/NewQC.md index 915a275..b676f84 100644 --- a/NewQC.md +++ b/NewQC.md @@ -1,85 +1,101 @@ -h1. New QC Syntax +New QC Syntax +============= -{{>toc}} +{{\>toc}} It is possible that at some point we decide to switch QC-compiler which requires some changes to the code. -*For more information see* http://dev.xonotic.org/projects/bocc +**For more information see** http://dev.xonotic.org/projects/bocc -h2. Clean syntax: +Clean syntax: +------------- In fteqcc there are some ambiguities regarding fieldpointers, function pointers, and field-return-types etc. A clean syntax is needed, the current implementation uses the following: -|_.definition|_.meaning| -|float foo| global variable| -|float .foo| entity field| -|.float foo| fieldpointer| -|.float .foo| entity field of type fieldpointer| -|float foo(void)| function| -|float foo*(void)| function pointer| -|.float foo(void)| function returning a fieldpointer .float| -|.float foo*(void)| function pointer, returning a fieldpointer .float| -|float .foo(void)| entity field of type function returning float| -|.float .foo(void)| entity field of type function returning fieldpointer| - -h2. Function definitions: +|definition|meaning| +|----------|-------| +|float foo|global variable| +|float .foo|entity field| +|.float foo|fieldpointer| +|.float .foo|entity field of type fieldpointer| +|float foo(void)|function| +|float foo\*(void)|function pointer| +|.float foo(void)|function returning a fieldpointer .float| +|.float foo\*(void)|function pointer, returning a fieldpointer .float| +|float .foo(void)|entity field of type function returning float| +|.float .foo(void)|entity field of type function returning fieldpointer| + +Function definitions: +--------------------- The old-style QC way of defining functions will not be supported, so -
void(float x) something = { ... }
+ + void(float x) something = { ... } + becomes -
void something(float x) { ... }
+ + void something(float x) { ... } + which is the most common way to define functions in the xonotic code already anyway. -h2. Constants: +Constants: +---------- From now on, the code -
float x = 3
+ + float x = 3 + does what the first instinct tells you: it creates a global with the initial value 3. Contrary to old QC, where it created a constant. To create a constant use: -
const float x = 3
- -h2. Extendable functions: - -Since menuQC has some funny macro: ACCUMULATE_FUNCTIONS, it seemed like a nice syntactical sugar to allow the following: - -
float myfunc() extendable
-{
-    float mylocal = 3;
-}
-
-/* other code */
-
-float myfunc()
-{
-    mylocal += 5;
-    if (mylocal > 20)
-        return mylocal;
-}
-
-/* optionally: */
-float myfunc() final
-{
-    return 3;
-}
-
- -h2. Variadic parameters (do not use yet) - -(This might get changed to be more flexible so do not rely on this syntax...) - -Another "enhancement" is the possibility to have functions with variadic parameter lists. However, the only way to sanely access them (until pointers are allowed) is via a recursive way. -Here's an example that assumes float parameters and prints them one after the other: -
void printfloats(float count, float first, ...)
-{
-    if (count <= 0) // if there are no parameters, return
-        return;
-    if (count == 1) { // If there's one parameter, print it, plus a new-line
-        print(strcat(ftos(first), "\n"));
-        return;
+
+    const float x = 3
+
+Extendable functions:
+---------------------
+
+Since menuQC has some funny macro: ACCUMULATE\_FUNCTIONS, it seemed like a nice syntactical sugar to allow the following:
+
+    float myfunc() extendable
+    {
+        float mylocal = 3;
+    }
+
+    /* other code */
+
+    float myfunc()
+    {
+        mylocal += 5;
+        if (mylocal > 20)
+            return mylocal;
+    }
+
+    /* optionally: */
+    float myfunc() final
+    {
+        return 3;
+    }
+
+Variadic parameters (do not use yet)
+------------------------------------
+
+(This might get changed to be more flexible so do not rely on this syntax…)
+
+Another “enhancement” is the possibility to have functions with variadic parameter lists. However, the only way to sanely access them (until pointers are allowed) is via a recursive way.
+Here’s an example that assumes float parameters and prints them one after the other:
+
+    void printfloats(float count, float first, ...)
+    {
+        if (count <= 0) // if there are no parameters, return
+            return;
+        if (count == 1) { // If there's one parameter, print it, plus a new-line
+            print(strcat(ftos(first), "\n"));
+            return;
+        }
+        // Otherwise we have multiple parameters left, so print the float, and add a comma
+        print(strcat(ftos(first), ", "));
+        myprint(count-1, ...);
     }
-    // Otherwise we have multiple parameters left, so print the float, and add a comma
-    print(strcat(ftos(first), ", "));
-    myprint(count-1, ...);
-}
-So myprint(4, 1, 2, 3, 4) would print "1, 2, 3, 4\n" + +So myprint(4, 1, 2, 3, 4) would print “1, 2, 3, 4\\n” + diff --git a/Nexball.md b/Nexball.md index 856f060..afa15ac 100644 --- a/Nexball.md +++ b/Nexball.md @@ -1,9 +1,11 @@ -h1. Nexball +Nexball +======= -!http://pics.nexuizninjaz.com/images/x0mrwezkq8c1nqd1fr6y.jpg! -_The ball_ +![](http://pics.nexuizninjaz.com/images/x0mrwezkq8c1nqd1fr6y.jpg) +*The ball* -h2. Object of the Game +Object of the Game +------------------ Nexball is ball sport game where 2 teams (red & blue) play against one another and try to score goals. You can’t shoot (/frag) other players here. @@ -11,26 +13,29 @@ There are two Nexball game-types. The first is similar to soccer/football and al How To: -_Soccer/football_ -- Push the ball? Just move at it and the ball will jump in that direction. -- Score a goal? Push the ball into the goal of the other team. +*Soccer/football* +- Push the ball? Just move at it and the ball will jump in that direction. +- Score a goal? Push the ball into the goal of the other team. -_Basketball_ -- Catch or pick up the ball? Just run into the ball. -- Steal the ball? Click or press alternate-fire while close to a ball carrier. -- Shoot the ball? Click or press fire. +*Basketball* +- Catch or pick up the ball? Just run into the ball. +- Steal the ball? Click or press alternate-fire while close to a ball carrier. +- Shoot the ball? Click or press fire. - -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- + +- Be careful: players can score own goals too. -- Be careful: players can score own goals too. +List of Demos and Videos +------------------------ -h2. List of Demos and Videos +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Normal_Maps.md b/Normal_Maps.md index c20a672..299686f 100644 --- a/Normal_Maps.md +++ b/Normal_Maps.md @@ -1,18 +1,20 @@ -h1. Normal Maps +Normal Maps +=========== -Normal maps are critical to make your texture look less flat in game. Normal maps must be automatically generated from a heightmap. Here is how to make a normal map, from initial design to final _norm texture. +Normal maps are critical to make your texture look less flat in game. Normal maps must be automatically generated from a heightmap. Here is how to make a normal map, from initial design to final \_norm texture. -# Make a texture -The first step is to actually make a texture. In order to create a normal map, you just need the diffuse texture. -# Install necessary tools -You can use "this gimp plugin":http://code.google.com/p/gimp-normalmap/ for this. It is also available in ubuntu repos under the name gimp-normalmap. -# Create a heightmap -Now that you've got the necessary tools and materials, you must make a heightmap. A heightmap is a representation of a surface where black is lower than white (that is, white is on the same level as the texture and black is on a lower level). How long it takes you to do this will vary from texture to texture but there are a few key things to remember: -## Do not use black. Use #010101 with an alpha of 1. -## Do not have any transparent areas. -Your final result should look similar to "this":http://rm.endoftheinternet.org/img/uploaded/643cc7461e286dbb853e66a9cf3db4e0.png. -# Create a normal map -Now that you have your heightmap, open it in gimp and go to Filters->Map->Normalmap. Check "Invert Y", "Wrap", set "Height Source" to "Average RGB" and "Alpha Channel" to "Height". The rest are up to you (but do not check any more options). Experiment particularly with "Minimum Z" and "Scale", these will vary from texture to texture. +1. Make a texture + The first step is to actually make a texture. In order to create a normal map, you just need the diffuse texture. +2. Install necessary tools + You can use [this gimp plugin](http://code.google.com/p/gimp-normalmap/) for this. It is also available in ubuntu repos under the name gimp-normalmap. +3. Create a heightmap + Now that you’ve got the necessary tools and materials, you must make a heightmap. A heightmap is a representation of a surface where black is lower than white (that is, white is on the same level as the texture and black is on a lower level). How long it takes you to do this will vary from texture to texture but there are a few key things to remember: + 1. Do not use black. Use \#010101 with an alpha of 1. + 2. Do not have any transparent areas. + Your final result should look similar to [this](http://rm.endoftheinternet.org/img/uploaded/643cc7461e286dbb853e66a9cf3db4e0.png). +4. Create a normal map + Now that you have your heightmap, open it in gimp and go to Filters-\>Map-\>Normalmap. Check “Invert Y”, “Wrap”, set “Height Source” to “Average RGB” and “Alpha Channel” to “Height”. The rest are up to you (but do not check any more options). Experiment particularly with “Minimum Z” and “Scale”, these will vary from texture to texture. + +To be continued… -To be continued... diff --git a/Nyovs_testpage.md b/Nyovs_testpage.md index 5ada667..8e7ebde 100644 --- a/Nyovs_testpage.md +++ b/Nyovs_testpage.md @@ -1,137 +1,110 @@ -p. /*** this place does not exist ***/ +/\***** this place does not exist **/ +\
\
\
-
- - -
- +-->\ h1=. Navigation - Xonotic Userguide -# Getting started -# User Interface -# Game modes and Mutators -# Guides -# Tweaking the game -# Community -# Glossary -# Server Administration - +\# Getting started +\# User Interface +\# Game modes and Mutators +\# Guides +\# Tweaking the game +\# Community +\# Glossary +\# Server Administration Developer Resources - The Project - -
- -p((((. !userguide.png(Xonotic Userguide)! - -
!icontest.png(Test)! - +\\\
+p((((. ![Xonotic Userguide](userguide.png "Xonotic Userguide") +\
![Test](icontest.png "Test") Getting started - -
!icontest.png(Test)! - +\\
![Test](icontest.png "Test") User Interface - -
!icontest.png(Test)! - +\\
![Test](icontest.png "Test") Modes and Mutators - -
!icontest.png(Test)! - +\\
![Test](icontest.png "Test") Guides - -
-
-
!icontest2-5.png(Test)! - +\ +\
\ +\
![Test](icontest2-5.png "Test") Tweaking the game - -
!icontest2-5.png(Test)! - +\\
![Test](icontest2-5.png "Test") Community - -
!icontest2-5.png(Test)! - +\\
![Test](icontest2-5.png "Test") Glossary - -
!icontest2-5.png(Test)! - +\\
![Test](icontest2-5.png "Test") Server Administration +\ +\
\ +\
+h3. Getting started +** System Requirements +\* Download the game! +\* Startup +\* Setup /name/pskin/network stuff +\* Singleplayer / Campaign
-
+### User Interface -h3. Getting started - -* System Requirements -* Download the game! -* Startup -* Setup /name/pskin/network stuff -* Singleplayer / Campaign - -
- -h3. User Interface - -* Menu Skins -* HUD customization - -
- -h3. Game modes and Mutators - -* introduce them - -
- -h3. Guides - -* Movement Tutorial -* Gun Techniques / Weapon Balance -* Pickup Matches +- Menu Skins +- HUD customization
-
+### Game modes and Mutators -h3. Tweaking the game +- introduce them -* Advanced cvars -* Configuration Files (autoexec.cfg and co.) +
+
+### Guides -
+- Movement Tutorial +- Gun Techniques / Weapon Balance +- Pickup Matches -h3. Community +
+
+
+
+### Tweaking the game -* where to meet people. -* Forums, IRC, Clansites ... +- Advanced cvars +- Configuration Files (autoexec.cfg and co.) -
+
+
+### Community -h3. Glossary +- where to meet people. +- Forums, IRC, Clansites … -* Common Terms -* and Abbreviations +
+
+### Glossary -
+- Common Terms +- and Abbreviations -h3. Server Administration +
+
+### Server Administration -* Setup -* Configuration -* Stats server -* Banlist sharing +- Setup +- Configuration +- Stats server +- Banlist sharing
-
- -p((((. !devres.png(Developer Resources)! +
+
+p((((. ![Developer Resources](devres.png "Developer Resources") {{include(Wiki)}} @@ -139,14 +112,17 @@ h1((((. The Project Planning and Roadmaps -
- +
+
Test3 -h2. child_pages +child\_pages +------------ + +{{child\_pages}} -{{child_pages}} +macro\_list +----------- -h2. macro_list +{{macro\_list}} -{{macro_list}} diff --git a/Old_Creating_Maps.md b/Old_Creating_Maps.md index 53457f2..648b7e7 100644 --- a/Old_Creating_Maps.md +++ b/Old_Creating_Maps.md @@ -1,101 +1,109 @@ -h1. Old Creating Maps +Old Creating Maps +================= -*!! this page has been replaced ... I left this hear for archival purposes ... and if my page ins't good enough for you --- hutty --* +**![]() this page has been replaced … I left this hear for archival purposes … and if my page ins’t good enough for you +— hutty —** +Introduction +------------ -h2. Introduction +Creating maps requires the [[Netradiant]], a gtkradiant based mapping program that generates .bsp files compiled by q3map2. It helps to have a [[well packaged map]] while reading through this article. -Creating maps requires the [[Netradiant]], a gtkradiant based mapping program that generates .bsp files compiled by q3map2. It helps to have a [[well packaged map]] while reading through this article. +Using Netradiant +---------------- -h2. Using Netradiant +NetRadiant is a fork of the popular Quake-based game editor, GtkRadiant, if you have familiarity with that software or another derivative of it, this For more information and more in-depth specifics, refer to the [[Netradiant]] page. -NetRadiant is a fork of the popular Quake-based game editor, GtkRadiant, if you have familiarity with that software or another derivative of it, this For more information and more in-depth specifics, refer to the [[Netradiant]] page. +### Compiling from Source -h3. Compiling from Source +NetRadiant is included with the git checkout from the [[Repository Access|repository]]. On a Linux/UNIX system, the basic technique for building is to change to your **./xonotic/netradiant** directory and use ‘make’ to compile it. Resolve any dependencies. The binary file is located in **./xonotic/netradiant/install**, ‘radiant.x86’. -NetRadiant is included with the git checkout from the [[Repository Access|repository]]. On a Linux/UNIX system, the basic technique for building is to change to your *./xonotic/netradiant* directory and use 'make' to compile it. Resolve any dependencies. The binary file is located in *./xonotic/netradiant/install*, 'radiant.x86'. +*directions to compile on windows (TODO?)* -_directions to compile on windows (TODO?)_ - -h3. Builds +### Builds http://www.icculus.org/netradiant/files/ -h2. Map Packages +Map Packages +------------ -Maps are packaged as a .zip file with a .pk3 extension. They can be opened with any program that opens zip files. The pk3 gets loaded when you start the game, [[Xonotic]]. The engine, [[Darkplaces]] reads pk3 files as it would a normal files system. You can thus create a pk3 package with any files that the engine can normally read. (needs well packaged map example pk3) +Maps are packaged as a .zip file with a .pk3 extension. They can be opened with any program that opens zip files. The pk3 gets loaded when you start the game, [[Xonotic]]. The engine, [[Darkplaces]] reads pk3 files as it would a normal files system. You can thus create a pk3 package with any files that the engine can normally read. (needs well packaged map example pk3) -h3. Package Design +### Package Design -h4. Naming Conventions +#### Naming Conventions - should be alpha-numeric, lowercase with dashes, periods and underscores only,([a-z0-9-_.]+).pk3 -- preferably they are suffixed with a version and revision. Following this convention will yield better results from scripts that use this format to help distribute your map. + should be alpha-numeric, lowercase with dashes, periods and underscores only,([a-z0-9-\_.]+).pk3 — preferably they are suffixed with a version and revision. Following this convention will yield better results from scripts that use this format to help distribute your map. -h4. Required Files +#### Required Files maps/.bsp - This is your compiled map file -maps/.map - This is an open-source game, help others learn. This file is required to be in the game. +maps/.map - This is an open-source game, help others learn. This file is required to be in the game. maps/.mapinfo - This file has the meta information, global music track, gametype(s) and game settings -maps/.tga|png|jpg - This file is a screenshot of your map. If you don't include this, you map doesn't have a picture in the menu or the voting screen for servers and angels cry. -maps/.waypoints - This is required to be added to the game, it's for bot [[adding waypoints|waypoints] -maps/gfx/_mini.tga|png|jpg - This is required to be added to the game, it's a radar of the map. These can be generated with the command "<". +maps/.tga|png|jpg - This file is a screenshot of your map. If you don’t include this, you map doesn’t have a picture in the menu or the voting screen for servers and angels cry. +maps/.waypoints - This is required to be added to the game, it’s for bot [[adding waypoints|waypoints] +maps/gfx/\_mini.tga|png|jpg - This is required to be added to the game, it’s a radar of the map. These can be generated with the command “\<”. -h4. Optional/Suggested Files +#### Optional/Suggested Files This is not an exhaustive list, remember, you can include almost any file that loads with a map. (needs list of files) -h4. Files You Should Never Include +#### Files You Should Never Include csprogs.dat progs.dat effectsinfo.txt -By including any of the files above, you could cause undesired results. Try and use common sense about how you're adding dimension to your map, if you have questions, ask for help. +By including any of the files above, you could cause undesired results. Try and use common sense about how you’re adding dimension to your map, if you have questions, ask for help. -h2. Examples +Examples +-------- -maps/tutorial-world-v1_r2.bsp -maps/tutorial-world-v1_r2.map -maps/tutorial-world-v1_r2.mapinfo -maps/tutorial-world-v1_r2.png -maps/tutorial-world-v1_r2.waypoints -maps/gfx/tutorial-world-v1_r2_mini.png +maps/tutorial-world-v1\_r2.bsp +maps/tutorial-world-v1\_r2.map +maps/tutorial-world-v1\_r2.mapinfo +maps/tutorial-world-v1\_r2.png +maps/tutorial-world-v1\_r2.waypoints +maps/gfx/tutorial-world-v1\_r2\_mini.png maps/models/tutorial-world/crate.md3 maps/models/tutorial-world/jumppad.md3 scripts/tutorial-world/map-tutorial-world.shader maps/sound/cdtracks/tutorial-world/main-room.ogg maps/sound/tutorial-world/jumppad.ogg maps/sound/tutorial-world/wind.ogg -maps/textures/tutorial-world/base_1.tga -maps/textures/tutorial-world/floor_1.tga -maps/textures/tutorial-world/floor_2.tga -maps/textures/tutorial-world/floor_1.tga -maps/textures/tutorial-world/wall_1.tga -maps/textures/tutorial-world/wall_2.tga +maps/textures/tutorial-world/base\_1.tga +maps/textures/tutorial-world/floor\_1.tga +maps/textures/tutorial-world/floor\_2.tga +maps/textures/tutorial-world/floor\_1.tga +maps/textures/tutorial-world/wall\_1.tga +maps/textures/tutorial-world/wall\_2.tga -_add a well packaged map_ +*add a well packaged map* -h2. Testing Maps +Testing Maps +------------ -You can compile your map locally or on the build server. The build server (requires [[Repository Access]]) requires a .mapoptions file. For more info check ask in #xonotic.editing on irc.quakenet.org +You can compile your map locally or on the build server. The build server (requires [[Repository Access]]) requires a .mapoptions file. For more info check ask in \#xonotic.editing on irc.quakenet.org -h2. Maps on Servers +Maps on Servers +--------------- -Find a server admin to add your map. (this section needs work) +Find a server admin to add your map. (this section needs work) -h2. Map Repositories +Map Repositories +---------------- -_*Maps must be properly packaged to be included in a repository*_ +***Maps must be properly packaged to be included in a repository*** An official map repository is in the planning stages, please check back later or find help on IRC. +Help +---- -h2. Help - -#xonotic.editing on irc.quakenet.org +\#xonotic.editing on irc.quakenet.org http://forums.xonotic.org [[Création de cartes|Français]] -<< [[Creating_Maps]] +\<\< [[Creating\_Maps]] + diff --git a/Onslaught.md b/Onslaught.md index 070ca71..52fce4d 100644 --- a/Onslaught.md +++ b/Onslaught.md @@ -1,22 +1,28 @@ -h1. Onslaught +Onslaught +========= -!http://pics.nexuizninjaz.com/images/m7xbxjz79zkyje0ffh7.jpg! !http://pics.nexuizninjaz.com/images/xkh0v7zf9n5g1n2d0wan.jpg! !http://pics.nexuizninjaz.com/images/gk529b5gjnmpgzvx39wd.jpg! -_Neutral Control Point_ / _Build Control Point_ / _Main Generator_ +![](http://pics.nexuizninjaz.com/images/m7xbxjz79zkyje0ffh7.jpg) ![](http://pics.nexuizninjaz.com/images/xkh0v7zf9n5g1n2d0wan.jpg) ![](http://pics.nexuizninjaz.com/images/gk529b5gjnmpgzvx39wd.jpg) +*Neutral Control Point* / *Build Control Point* / *Main Generator* -h2. Object of the Game +Object of the Game +------------------ -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -* +- -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Organizational_Structure.md b/Organizational_Structure.md index 61e8069..9e6927e 100644 --- a/Organizational_Structure.md +++ b/Organizational_Structure.md @@ -1,102 +1,104 @@ -h1. Core Team +Core Team +========= -{{>toc}} +{{\>toc}} -The Core team consists of 6 members who discuss and vote on large project changes. This international group of leaders is a classic group of collaborators who above all else, will try and do what's best for the game and community. - -* "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4 -* "-z-":http://forums.xonotic.org/member.php?action=profile&uid=1 -* "merlijn":http://forums.xonotic.org/member.php?action=profile&uid=34 -* "morphed":http://forums.xonotic.org/member.php?action=profile&uid=8 -* "mand1nga":http://forums.xonotic.org/member.php?action=profile&uid=13 -* "tZork":http://forums.xonotic.org/member.php?action=profile&uid=39 +The Core team consists of 6 members who discuss and vote on large project changes. This international group of leaders is a classic group of collaborators who above all else, will try and do what’s best for the game and community. +- [divVerent](http://forums.xonotic.org/member.php?action=profile&uid=4) +- [~~z~~](http://forums.xonotic.org/member.php?action=profile&uid=1) +- [merlijn](http://forums.xonotic.org/member.php?action=profile&uid=34) +- [morphed](http://forums.xonotic.org/member.php?action=profile&uid=8) +- [mand1nga](http://forums.xonotic.org/member.php?action=profile&uid=13) +- [tZork](http://forums.xonotic.org/member.php?action=profile&uid=39) -h1. Coordinators +Coordinators +============ -Coordinators are here to guide contributors, provide information both in and outside their area of expertise and act as liasons to the core team to ensure the most important information doesn't go overlooked. Coordinators will be the people to ask questions to regarding their subjects. If you're feeling lost, contact these people, their names are linked to their forum accounts. +Coordinators are here to guide contributors, provide information both in and outside their area of expertise and act as liasons to the core team to ensure the most important information doesn’t go overlooked. Coordinators will be the people to ask questions to regarding their subjects. If you’re feeling lost, contact these people, their names are linked to their forum accounts. -h2. Art +Art +--- -* "Diabolik/Dib":http://forums.xonotic.org/member.php?action=profile&uid=14 +- [Diabolik/Dib](http://forums.xonotic.org/member.php?action=profile&uid=14) +2D Art/Web Development +---------------------- -h2. 2D Art/Web Development +- [~~z~~](http://forums.xonotic.org/member.php?action=profile&uid=1) (Web/Game) +- [FrutieX](http://forums.xonotic.org/member.php?action=profile&uid=29) (Game/Web) +- [Antibody](http://forums.xonotic.org/member.php?action=profile&uid=530) (Web) -* "-z-":http://forums.xonotic.org/member.php?action=profile&uid=1 (Web/Game) -* "FrutieX":http://forums.xonotic.org/member.php?action=profile&uid=29 (Game/Web) -* "Antibody":http://forums.xonotic.org/member.php?action=profile&uid=530 (Web) +3D Art +------ +- [morphed](http://forums.xonotic.org/member.php?action=profile&uid=8) -h2. 3D Art +Map Design +---------- -* "morphed":http://forums.xonotic.org/member.php?action=profile&uid=8 +- [FrutieX](http://forums.xonotic.org/member.php?action=profile&uid=29) +- [theShadow](http://forums.xonotic.org/member.php?action=profile&uid=153) +- [cortez666](http://forums.xonotic.org/member.php?action=profile&uid=95) +Music/Sound FX +-------------- -h2. Map Design +- [mand1nga](http://forums.xonotic.org/member.php?action=profile&uid=13) +- [merlijn](http://forums.xonotic.org/member.php?action=profile&uid=34) -* "FrutieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -* "theShadow":http://forums.xonotic.org/member.php?action=profile&uid=153 -* "cortez666":http://forums.xonotic.org/member.php?action=profile&uid=95 +Engine Code +----------- +- [divVerent](http://forums.xonotic.org/member.php?action=profile&uid=4) -h2. Music/Sound FX +Game Code +--------- -* "mand1nga":http://forums.xonotic.org/member.php?action=profile&uid=13 -* "merlijn":http://forums.xonotic.org/member.php?action=profile&uid=34 +- [divVerent](http://forums.xonotic.org/member.php?action=profile&uid=4) +- [FrutieX](http://forums.xonotic.org/member.php?action=profile&uid=29) +- [tZork](http://forums.xonotic.org/member.php?action=profile&uid=39) +Marketing/PR +------------ -h2. Engine Code +- [~~z~~](http://forums.xonotic.org/member.php?action=profile&uid=1) +- [mand1nga](http://forums.xonotic.org/member.php?action=profile&uid=13) +- [Antibody](http://forums.xonotic.org/member.php?action=profile&uid=530) -* "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4 +Legal +----- -h2. Game Code +- [divVerent](http://forums.xonotic.org/member.php?action=profile&uid=4) +- [merlijn](http://forums.xonotic.org/member.php?action=profile&uid=34) -* "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4 -* "FrutieX":http://forums.xonotic.org/member.php?action=profile&uid=29 -* "tZork":http://forums.xonotic.org/member.php?action=profile&uid=39 +**Note:** Many of the core members are serving double roles as coordinators. This is not a considered a conflict of interests in decision making because these members are largely filling the role until someone else who fits the description can fill it. +These coordination positions are time-consuming roles that require dedication, knowledge of the area and sharpened communication skills. If you believe you can be of assistance in this area, you may contact the team at admin@xonotic.org. Don’t forget, you can still contribute in other ways without the responsibilities of a coordinator. -h2. Marketing/PR +Other Contributors +================== -* "-z-":http://forums.xonotic.org/member.php?action=profile&uid=1 -* "mand1nga":http://forums.xonotic.org/member.php?action=profile&uid=13 -* "Antibody":http://forums.xonotic.org/member.php?action=profile&uid=530 +See the [Development Home Page](http://dev.xonotic.org/projects/xonotic) for the most up-to-date list of contributors and supporters. +Needed Positions +---------------- -h2. Legal - -* "divVerent":http://forums.xonotic.org/member.php?action=profile&uid=4 -* "merlijn":http://forums.xonotic.org/member.php?action=profile&uid=34 - - -*Note:* Many of the core members are serving double roles as coordinators. This is not a considered a conflict of interests in decision making because these members are largely filling the role until someone else who fits the description can fill it. - -These coordination positions are time-consuming roles that require dedication, knowledge of the area and sharpened communication skills. If you believe you can be of assistance in this area, you may contact the team at admin@xonotic.org. Don't forget, you can still contribute in other ways without the responsibilities of a coordinator. - - -h1. Other Contributors - -See the "Development Home Page":http://dev.xonotic.org/projects/xonotic for the most up-to-date list of contributors and supporters. - - -h2. Needed Positions - - -h3. Community Coordinator +### Community Coordinator To help organize and guide the growth of the community / street team. -h3. Writers +### Writers To write articles about xonotic and related things. -h3. Ruby Developers +### Ruby Developers To customize redmine for the project needs. -h3. PHP Developers +### PHP Developers + +To write MyBB plugins for the project’s needs. -To write MyBB plugins for the project's needs. +Apply on the [forum](http://forums.xonotic.org/showthread.php?tid=604) or contact Team Xonotic at admin@xonotic.org -Apply on the "forum":http://forums.xonotic.org/showthread.php?tid=604 or contact Team Xonotic at admin@xonotic.org diff --git a/Outdated_Compiling_In_Windows.md b/Outdated_Compiling_In_Windows.md index 75a2a3e..980cdc4 100644 --- a/Outdated_Compiling_In_Windows.md +++ b/Outdated_Compiling_In_Windows.md @@ -1,81 +1,80 @@ -h1. Compiling in Windows +Compiling in Windows +==================== -{{>toc}} +{{\>toc}} -*THIS IS OUTDATED*: the versions of MinGW and MSYS are not recent enough to compile Xonotic. *Do not use xonpatch.* If you want to set up a build environment, you will need the tools mentioned in this deprecated article in more recent versions. Feel free to ask for assistance on the forums or on ouc IRC channels. If you succeed, please consider updating this page. +**THIS IS OUTDATED**: the versions of MinGW and MSYS are not recent enough to compile Xonotic. **Do not use xonpatch.** If you want to set up a build environment, you will need the tools mentioned in this deprecated article in more recent versions. Feel free to ask for assistance on the forums or on ouc IRC channels. If you succeed, please consider updating this page. -*NOTE*: there is an experimental automated building pack for Windows that uses a portable version of the tools mentioned in this article. -If you are planning on contributing to the project, it is best to follow the tutorial. If you are just interested in running and testing the game, you can find the build system "here":http://forums.xonotic.org/showthread.php?tid=666. +**NOTE**: there is an experimental automated building pack for Windows that uses a portable version of the tools mentioned in this article. +If you are planning on contributing to the project, it is best to follow the tutorial. If you are just interested in running and testing the game, you can find the build system [here](http://forums.xonotic.org/showthread.php?tid=666). -h2. Prerequisites +Prerequisites +------------- -h3. MinGW / MSYS +### MinGW / MSYS You first need to install a compiler and a shell environment to run the build scripts. On windows, we use MinGW and MSYS. Those two work together, so you have to install MinGW first. -It can be found "here":http://sourceforge.net/projects/mingw/files/ . Run the automated installer, and do not check any of the optional components, all you need from MinGW is its C compiler, which is always installed. -*Important*: install MinGW in a path containing no spaces. The default path is good: c:\mingw +It can be found [here](http://sourceforge.net/projects/mingw/files/) . Run the automated installer, and do not check any of the optional components, all you need from MinGW is its C compiler, which is always installed. +**Important**: install MinGW in a path containing no spaces. The default path is good: c: -Next, you need to install MSYS. The recent versions don't have an installer, so it is easier to install "version 1.0.11":http://downloads.sourceforge.net/mingw/MSYS-1.0.11.exe . -*Important*: again, the installation path should contain no spaces. The default is c:\msys -After it is done installing, a terminal will pop up, asking you to run the post-install script. Answer yes, and when it asks for the MinGW install path, input it as c:/mingw . -*Note*: If the terminal window instantly closed it self and you never got a chance to input the mingw path etc (And if you're on Vista or Win7). Then go to c:\msys\1.0\postinstall\ and right-click pi.bat and choose 'Run as administrator'. +Next, you need to install MSYS. The recent versions don’t have an installer, so it is easier to install [version 1.0.11](http://downloads.sourceforge.net/mingw/MSYS-1.0.11.exe) . +**Important**: again, the installation path should contain no spaces. The default is c:After it is done installing, a terminal will pop up, asking you to run the post-install script. Answer yes, and when it asks for the MinGW install path, input it as c:/mingw . +**Note**: If the terminal window instantly closed it self and you never got a chance to input the mingw path etc (And if you’re on Vista or Win7). Then go to c:.0\\postinstalland right-click pi.bat and choose ‘Run as administrator’. -h3. msysGit +### msysGit -You will need msysGit to download the Xonotic source files from the repositories and keep them up to date. You can get msysGit "here":http://code.google.com/p/msysgit/ . Download the "Full installer for official Git" file. +You will need msysGit to download the Xonotic source files from the repositories and keep them up to date. You can get msysGit [here](http://code.google.com/p/msysgit/) . Download the “Full installer for official Git” file. The default install options should be good. - -h2. Downloading the Xonotic sources +Downloading the Xonotic sources +------------------------------- Open git bash, and type those two commands: -
-cd /c/msys/1.0
-git clone git://git.xonotic.org/xonotic/xonotic.git
-
+ + cd /c/msys/1.0 + git clone git://git.xonotic.org/xonotic/xonotic.git (Tip: you can paste text in the console with the Shift-Insert keyboard shortcut) -This will install the Xonotic root repository in c:\msys\1.0\xonotic +This will install the Xonotic root repository in c:.0\\xonotic When the download is done, type -
-cd xonotic
-./all update -l best
-
+ + cd xonotic + ./all update -l best This will download approximately 2 gigabytes of data, and use 4 gigabytes in disk space. This will take a while, but you can already get started on the next step. +Setting up the environment +-------------------------- -h2. Setting up the environment +To run and compile Xonotic, the “all” script must be able to access msysGit from MSYS, as well as wget and unzip. The xonpatch bundle patches your MSYS installation to sort this out. -To run and compile Xonotic, the "all" script must be able to access msysGit from MSYS, as well as wget and unzip. The xonpatch bundle patches your MSYS installation to sort this out. +**Important**: if you have followed a previous version of this guide where the “profile” file had to be edited manually, download the original msys1.0.11 profile file from the attachments on this page (or from [this link](http://dev.xonotic.org/attachments/84/profile.zip)), and unzip it in c:.0\\etc before applying the xonpatch. -*Important*: if you have followed a previous version of this guide where the "profile" file had to be edited manually, download the original msys1.0.11 profile file from the attachments on this page (or from "this link":http://dev.xonotic.org/attachments/84/profile.zip), and unzip it in c:\msys\1.0\etc before applying the xonpatch. +The process is simple: download the latest xonpatch from the attachments (or from [this link](http://dev.xonotic.org/attachments/91/xonpatch_1-2.zip)), and extract it in c:.0 . Then, launch xonpatch.bat. This will make msysGit visible from MSYS, and add wget as well as unzip. -The process is simple: download the latest xonpatch from the attachments (or from "this link":http://dev.xonotic.org/attachments/91/xonpatch_1-2.zip), and extract it in c:\msys\1.0 . Then, launch xonpatch.bat. This will make msysGit visible from MSYS, and add wget as well as unzip. +Compiling and running the game +------------------------------ -h2. Compiling and running the game +When the cloning of all the repositories is done, open **MSYS** (not git bash this time) and type: -When the cloning of all the repositories is done, open *MSYS* (not git bash this time) and type: -
-cd /xonotic
-./all compile
-
+ cd /xonotic + ./all compile This will compile the engine, QC compiler, and game progs. When this is done, you can then run the game with: -
-./all run
-
-h2. Updating + ./all run + +Updating +-------- To update, all you need to do is open MSYS and: -
-cd /xonotic
-./all update
-./all compile
-
+ + cd /xonotic + ./all update + ./all compile The most recent Xonotic development version is then ready to run. + diff --git a/Plan.md b/Plan.md index e3e9459..202ccc4 100644 --- a/Plan.md +++ b/Plan.md @@ -1,189 +1,190 @@ -h1. Organization - -{{>toc}} - -* 3-6 leaders at the top -** board or committee of community members who act as liaisons between developers, players, leaders and other communities to help make sure the most important information is getting to the leaders -* "big" decisions (like whole new gameplay balance) should be approved by ALL leaders, who stand personally for the community -* nobody will be able AT ALL to sell/relicense the project :P - - -bq. as for organization, I suggest: - - three "leaders" who should come from different backgrounds - - otherwise, freedom should reign among the community - - "big" decisions (like whole new gameplay balance) should be approved by ALL leaders, who stand personally for the community - - small stuff can be decided by the community directly (e.g. by just performing a change and committing) - - nobody will be able AT ALL to sell/relicense the project :P - but regarding game relevant decisions, you [dokujisan] probably will represent the competitive side, which is good, as that NEEDS to be represented - and with interest groups, I mean "from the players" - why do you play Nexuiz? - it's my replacement for martial arts heh - I used to train in martial arts a lot. I don't as much and nexuiz sorta took that spot. - I mostly play for fun, and therefore like development of new stuff and experimenting... others play competitively, which of course prefers sticking to the roots - (and requires stability in the "core game") - also, as a free project, leadership should not be exerted by force :P - if someone wants a feature, and the leaders are against it, one should think about a way to get it in in a varied but better fashion - code wise, I'd go so far - if the code is harmless (e.g. if it can be turned off), and mostly bug free, it can go in - even if I don't like what it brings - art wise it's a bit more difficult, as there can be many opinions what is good and what is not - there, I'd only like to avoid bad taste (like, pr0n, or TOO strong displays of violence - after all, the game is meant to be PLAYed, and is not a virtual torture chamber) - of course, the competitive players ALSO do not want overly strong violence, as it blocks the view :P - - -h1. Code Clean-up - -bq. but basically, the goal should NOT be stripping the game to "what I like" - and also NOT reimplementing it - but JUST reorganizing the code - not silently removing stuff - what NEEDS cleanup, is teamplay.qc, player death handling, player spawn handling, player think - anyway, as for rerwrite... shpuld be no goal for next release - -h1. Documentation +Organization +============ + +{{\>toc}} + +- 3-6 leaders at the top + - board or committee of community members who act as liaisons between developers, players, leaders and other communities to help make sure the most important information is getting to the leaders +- “big” decisions (like whole new gameplay balance) should be approved by ALL leaders, who stand personally for the community +- nobody will be able AT ALL to sell/relicense the project :P + +> as for organization, I suggest: +> - three “leaders” who should come from different backgrounds +> - otherwise, freedom should reign among the community +> - “big” decisions (like whole new gameplay balance) should be approved by ALL leaders, who stand personally for the community +> - small stuff can be decided by the community directly (e.g. by just performing a change and committing) +> - nobody will be able AT ALL to sell/relicense the project :P +> but regarding game relevant decisions, you [dokujisan] probably will represent the competitive side, which is good, as that NEEDS to be represented +> and with interest groups, I mean “from the players” +> why do you play Nexuiz? +> it’s my replacement for martial arts heh +> I used to train in martial arts a lot. I don’t as much and nexuiz sorta took that spot. +> I mostly play for fun, and therefore like development of new stuff and experimenting… others play competitively, which of course prefers sticking to the roots +> (and requires stability in the “core game”) +> also, as a free project, leadership should not be exerted by force :P +> if someone wants a feature, and the leaders are against it, one should think about a way to get it in in a varied but better fashion +> code wise, I’d go so far - if the code is harmless (e.g. if it can be turned off), and mostly bug free, it can go in - even if I don’t like what it brings +> art wise it’s a bit more difficult, as there can be many opinions what is good and what is not +> there, I’d only like to avoid bad taste (like, pr0n, or TOO strong displays of violence - after all, the game is meant to be PLAYed, and is not a virtual torture chamber) +> of course, the competitive players ALSO do not want overly strong violence, as it blocks the view :P + +Code Clean-up +============= + +> but basically, the goal should NOT be stripping the game to “what I like” +> and also NOT reimplementing it +> but JUST reorganizing the code +> not silently removing stuff +> what NEEDS cleanup, is teamplay.qc, player death handling, player spawn handling, player think +> anyway, as for rerwrite… shpuld be no goal for next release + +Documentation +============= Can we start using http://www.methods.co.nz/asciidoc/ for documentation? -h1. Maps - -* aggressor, -* aggressor_ctf (with fixes and testing) -- possible expand? it's currently only good for ~2v2-3v3 -* courtfun? (shameless plug from me, SavageX). Reuses some content for desertfactory. -* dance? (with some fixes) -* desertfactory -* eggandbacon (makeover) -* egyptronex? (with some fixes?) (maybe make hydronexb4 prettier?) -* final_rage -* gasolinepowered (makeover in progress) -* greatwall_whatever? -* Hotgrounds (needs some modelled cave-love) -* killall_organic (with gameplay fixes or some parts totally redone) -* lavaflag? (makeover) -* reslimed (replace textures, fix movement to not get stuck on things) -* runningman (makeover) -* silvercity_reloaded (fix FPS?) -* Stonecastle? -* stormkeep2 -* strength (gameplay adjustments and a makeover) -* treasure_island? (with gameplay fixes) -* Vociferous? (I'd happily finish the map asap) -* Fortress resurrection? (needs finishing of lighting up) -* cbctf1? (already under WIP) - -h1. Website - -We're going to be incorporating features from all of the community sites into a proper "core" site. - -Using WordPress MU as the main site, We can use MyBB as a forum system and bridge it to WordPress. Alternatively we can look into use BuddyPress and dropping a forum system. - -* News -* Tournament system (likely need to be homegrown) -* Clan management (likely need to be homegrown, maybe integrate with MU or BuddyPress somehow) -* Proper WIKI (instead of OUNS) -- is the dev wiki good enough or do we want a user based one as well? -* Pic hosting like pics.nexuizninja.com -- can be integrated into WordPress with nextgen gallery + nextgen public upload, I think we can fork this plugin to do more, i.e. video gallery, and more as well. Will need to dedicate resources to this -* Realtime server list (should be easy to make a plugin for) -* Mumble interface (will need to talk to dokujisan about details on this but should be easy enough to make a plugin for) -* cvar/cmd list search -* keyboard binds - -h1. Chat +Maps +==== + +- aggressor, +- aggressor\_ctf (with fixes and testing) — possible expand? it’s currently only good for \~2v2-3v3 +- courtfun? (shameless plug from me, SavageX). Reuses some content for desertfactory. +- dance? (with some fixes) +- desertfactory +- eggandbacon (makeover) +- egyptronex? (with some fixes?) (maybe make hydronexb4 prettier?) +- final\_rage +- gasolinepowered (makeover in progress) +- greatwall\_whatever? +- Hotgrounds (needs some modelled cave-love) +- killall\_organic (with gameplay fixes or some parts totally redone) +- lavaflag? (makeover) +- reslimed (replace textures, fix movement to not get stuck on things) +- runningman (makeover) +- silvercity\_reloaded (fix FPS?) +- Stonecastle? +- stormkeep2 +- strength (gameplay adjustments and a makeover) +- treasure\_island? (with gameplay fixes) +- Vociferous? (I’d happily finish the map asap) +- Fortress resurrection? (needs finishing of lighting up) +- cbctf1? (already under WIP) + +Website +======= + +We’re going to be incorporating features from all of the community sites into a proper “core” site. + +Using WordPress MU as the main site, We can use MyBB as a forum system and bridge it to WordPress. Alternatively we can look into use BuddyPress and dropping a forum system. + +- News +- Tournament system (likely need to be homegrown) +- Clan management (likely need to be homegrown, maybe integrate with MU or BuddyPress somehow) +- Proper WIKI (instead of OUNS) — is the dev wiki good enough or do we want a user based one as well? +- Pic hosting like pics.nexuizninja.com — can be integrated into WordPress with nextgen gallery + nextgen public upload, I think we can fork this plugin to do more, i.e. video gallery, and more as well. Will need to dedicate resources to this +- Realtime server list (should be easy to make a plugin for) +- Mumble interface (will need to talk to dokujisan about details on this but should be easy enough to make a plugin for) +- cvar/cmd list search +- keyboard binds + +Chat +==== An official Mumble server Possibly using a different network other than Quakenet -bq. for my other project I'm involved with, Getty was showing me a way to have #nexuiz on multiple networks and have them all connect to each other through a bot - so we would have our own IRC network - and #battlecube channels on quakenet and other networks and they would all echo to/from our network - there would be a bot that echos what is typed - between the various networks - -h1. Gameplay Balance - -bq. div0: I would also vote for sv_maxspeed 320 and sv_maxairspeed 320 - so to sum it all up: current physicsNoQWBunny.cfg + sv_airaccel_sideways_friction -1 + sv_maxspeed 320 + sv_maxairspeed 320 - tZork: that is a slightly different physics config that div0 has been working on - Dokujisan: more physics stuff to note that's really fun: sv_doublejump 1, sv_jump_speedcap_max 1, sv_jumpspeedcap_max_disable_on_ramps 1 - -h1. Player Models - -http://www.alientrap.org/forum/viewtopic.php?f=2&t=6051 -http://www.alientrap.org/forum/viewtopic.php?f=2&t=5997 -http://alientrap.org/forum/viewtopic.php?p=69763#p69763 - -bq. Dokujisan: Oblivion, Morphed, DibTop and me all knows a bit abt assorted sobjects arround it. - i managed to export animated smd's from blender yesterday - and turn to dpm - Dokujisan: yes the artist toolchain of darkpalces is bad - tZork: perhaps we need to generate some documentation on "what we know" about player model technical details - I second that idea - but with the blender smd thing working, its way more likely ppl can do open models. - -h1. Sounds - -http://www.nullgaming.com/stuff/tenshihan-nexuiz.v6.6.pk3.zip - -h1. Training and Teaching - -There will be two types of training servers -- Dojo: with a special Dojo map that walks players through the various basics and intermediate details of the game -- Bootcamp: a special training server with a trainer where player can get direct individual or group instruction on intermediate to advanced skills +> for my other project I’m involved with, Getty was showing me a way to have \#nexuiz on multiple networks and have them all connect to each other through a bot +> so we would have our own IRC network +> and \#battlecube channels on quakenet and other networks and they would all echo to/from our network +> there would be a bot that echos what is typed +> between the various networks + +Gameplay Balance +================ + +> div0: I would also vote for sv\_maxspeed 320 and sv\_maxairspeed 320 +> so to sum it all up: current physicsNoQWBunny.cfg + sv\_airaccel\_sideways\_friction ~~1 + sv\_maxspeed 320 + sv\_maxairspeed 320 +> tZork: that is a slightly different physics config that div0 has been working on +> Dokujisan: more physics stuff to note that’s really fun: sv\_doublejump 1, sv\_jump\_speedcap\_max 1, sv\_jumpspeedcap\_max\_disable\_on\_ramps 1 +> h1. Player Models +> http://www.alientrap.org/forum/viewtopic.php?f=2&t=6051 +> http://www.alientrap.org/forum/viewtopic.php?f=2&t=5997 +> http://alientrap.org/forum/viewtopic.php?p=69763\#p69763 +> bq. Dokujisan: Oblivion, Morphed, DibTop and me all knows a bit abt assorted sobjects arround it. +> i managed to export animated smd’s from blender yesterday +> and turn to dpm +> Dokujisan: yes the artist toolchain of darkpalces is bad +> tZork: perhaps we need to generate some documentation on “what we know” about player model technical details +> I second that idea +> but with the blender smd thing working, its way more likely ppl can do open models. +> h1. Sounds +> http://www.nullgaming.com/stuff/tenshihan-nexuiz.v6.6.pk3.zip +> h1. Training and Teaching +> There will be two types of training servers +> ~~ Dojo: with a special Dojo map that walks players through the various basics and intermediate details of the game +> - Bootcamp: a special training server with a trainer where player can get direct individual or group instruction on intermediate to advanced skills Before, when we did bootcamp, we had an IRC server with available trainers idling and a webchat interface for players to request a trainer. -div0 suggested that we can build this interaction into the game and the server screen can have allow players to "sign up" for a trainer on a bootcamp server +div0 suggested that we can build this interaction into the game and the server screen can have allow players to “sign up” for a trainer on a bootcamp server The Dojo servers would also be on the server choosing screen in an obvious place. -h1. New Menu Skin +New Menu Skin +============= http://www.alientrap.org/forum/viewtopic.php?f=2&t=5998 -with some refining and get these sources files to -z- to remix for the website design - -h1. Style Direction +with some refining and get these sources files to ~~z~~ to remix for the website design -bq. <}-z-{> regarding artwork, I think we should gather a list of wants/needs/likes/dislikes -<}-z-{> to give other artists direction when they are looking to contribute +Style Direction +=============== -bq. i woudl like to put forward a suggestion of basing nexuiz' art on treating it as if it was a galactic sport. -think Rollerball. With enough emphasis given on balance (no hard to see or hard to hit models) and bright colors -(that can be adjusted per clan), possibly adding another color mask in addition to the shirt/pants divide? - for things like stripes or markings. so that even in team based games where colors are mandated -(to be blue/red), the players will still have an option of being identifiable as distinct from his teammates - that way you will know who is who within the team - you can for example have two players with the same player model both on blue team, but you can tell -one from the other because the first has a green diagonal stripe while the other has yellow, etc. - nothing that would confuse opposing teams of course - giving players a degree of control over how they look like in a standardized way can encourage clan building - also a bit more cyberpunk direction rather than aliens (which was never implemented properly). that -means humans and bots, but all humanoid and of the same sizes. and a bit less serious. (i'm actually planning a -player model with armor that deliberately looks like bunny ears) +> \<}-z-{\> regarding artwork, I think we should gather a list of wants/needs/likes/dislikes +> \<}-z-{\> to give other artists direction when they are looking to contribute -bq. i think that perfect style for nexuiz is this http://hirez.http.internapcdn.net/hirez/images/photos/downloads/GAWallpaper_1440X1080.jpg +> i woudl like to put forward a suggestion of basing nexuiz’ art on treating it as if it was a galactic sport. +> think Rollerball. With enough emphasis given on balance (no hard to see or hard to hit models) and bright colors +> (that can be adjusted per clan), possibly adding another color mask in addition to the shirt/pants divide? +> for things like stripes or markings. so that even in team based games where colors are mandated +> (to be blue/red), the players will still have an option of being identifiable as distinct from his teammates +> that way you will know who is who within the team +> you can for example have two players with the same player model both on blue team, but you can tell +> one from the other because the first has a green diagonal stripe while the other has yellow, etc. +> nothing that would confuse opposing teams of course +> giving players a degree of control over how they look like in a standardized way can encourage clan building +> also a bit more cyberpunk direction rather than aliens (which was never implemented properly). that +> means humans and bots, but all humanoid and of the same sizes. and a bit less serious. (i’m actually planning a +> player model with armor that deliberately looks like bunny ears) +> i think that perfect style for nexuiz is this http://hirez.http.internapcdn.net/hirez/images/photos/downloads/GAWallpaper\_1440X1080.jpg Forum discussion here: http://forums.xonotic.org/showthread.php?tid=81 -h1. Bullet Points +Bullet Points +============= -1. structure for the "management" so there are like 3-6 leaders and not just one leader making "big" decisions for the game -2. some sort of committee setup underneath the leadership to make "most" decisions for the game +1. structure for the “management” so there are like 3-6 leaders and not just one leader making “big” decisions for the game +2. some sort of committee setup underneath the leadership to make “most” decisions for the game 3. use of a central user auth system that protects privacy but also allows for extra features like stats -4. we're picking a new set of maps to be included with the game....with some fixes and makeovers +4. we’re picking a new set of maps to be included with the game….with some fixes and makeovers 5. new player models -7. the Xenotic website will include all of the features that should have been in the nexuiz.com website.... like all of the nexuizninjaz.com features +7. the Xenotic website will include all of the features that should have been in the nexuiz.com website…. like all of the nexuizninjaz.com features 8. we will work on gameplay balance again, but this time with proper testing and feedback loop 9. there will be emphasis on organizing projects and recruiting people for work on these projects -10. we haven't picked a final name yet, we're going to take some time with this +10. we haven’t picked a final name yet, we’re going to take some time with this 11. there will be an effort for some clean-up of the game code 12. more frequent releases +Server resources +================ -h1. Server resources +- ~~z~~ VPS in Washington DC for test builds, and test server +- ~~z~~ california shared hosting for development site +- pavlvs VPS for wordpress MU / website / other services below +- dokujisan/-z- can provide offical game servers (vps/dedicated) — can we get an EU for this too? +- dokujisan/-z- shared hosting for release mirrors, other files, backups, etc +- merlijn can add more servers if needed, FruitieX can admin the “Pro” servers he might be hosting (ex-nexrun) +- git repository can be hosted by icculus +- Aussienexers offer up all of their servers to whatever we need for that region +- Samual offers his VPS as another possible server if needed -* -z- VPS in Washington DC for test builds, and test server -* -z- california shared hosting for development site -* pavlvs VPS for wordpress MU / website / other services below -* dokujisan/-z- can provide offical game servers (vps/dedicated) -- can we get an EU for this too? -* dokujisan/-z- shared hosting for release mirrors, other files, backups, etc -* merlijn can add more servers if needed, FruitieX can admin the "Pro" servers he might be hosting (ex-nexrun) -* git repository can be hosted by icculus -* Aussienexers offer up all of their servers to whatever we need for that region -* Samual offers his VPS as another possible server if needed diff --git a/Player_Model_Spec.md b/Player_Model_Spec.md index ef269b3..454db12 100644 --- a/Player_Model_Spec.md +++ b/Player_Model_Spec.md @@ -1,112 +1,110 @@ -h1. Player Model Spec +Player Model Spec +================= TODO stuff about exporting TODO stuff about animations -h2. Size +Size +---- Dimension x, y: -
-                 |
- +---------------|---------------+  +16
- |               |               |
- |               |               |
- |               |               |
- |      +--------|--------+      |  +9
- |      |HEAD    |        |      |
- |      |SHOT    |        |      |
- |      |        |        |      |
- |      |        |origin  |      |
------------------+-----------------  0 
- |      |        |        |      |
- |      |        |        |      |
- |      |        |        |      |
- |      |        |        |      |
- |      +--------|--------+      |  -9
- |               |               |
- |               |               |
- |               |               |
- +---------------|---------------+ -16
-                 |
--16    -9        0       +9     +16
-
+ | + +---------------|---------------+ +16 + | | | + | | | + | | | + | +--------|--------+ | +9 + | |HEAD | | | + | |SHOT | | | + | | | | | + | | |origin | | + -----------------+----------------- 0 + | | | | | + | | | | | + | | | | | + | | | | | + | +--------|--------+ | -9 + | | | + | | | + | | | + +---------------|---------------+ -16 + | + -16 -9 0 +9 +16 Dimension x/y, z: -
-                 |
- +------+--------+--------+------+  +45
- |      |HEAD    |        |      |
- |      |SHOT    |        |      |
- |      |        |        |      |
- |      |        |view    |      |
- |      |        *ofs     |      |  +35
- |      |        |        |      |
- |      +--------|--------+      |  +32
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |origin         |
------------------+-----------------   0
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- +---------------|---------------+ -24
-                 |
--16    -9        0       +9     +16
-
+ + | + +------+--------+--------+------+ +45 + | |HEAD | | | + | |SHOT | | | + | | | | | + | | |view | | + | | *ofs | | +35 + | | | | | + | +--------|--------+ | +32 + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | |origin | + -----------------+----------------- 0 + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + +---------------|---------------+ -24 + | + -16 -9 0 +9 +16 Dimension x/y, z when crouched: -
-                 |
- +------+--------+--------+------+  +25
- |      |HEAD    |        |      |
- |      |SHOT    |        |      |
- |      |        |        |      |
- |      |        |view    |      |
- |      |        *ofs     |      |  +15
- |      |        |        |      |
- |      +--------|--------+      |  +12
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |origin         |
------------------+-----------------   0
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- |               |               |
- +---------------|---------------+ -24
-                 |
--16    -9        0       +9     +16
-
+ + | + +------+--------+--------+------+ +25 + | |HEAD | | | + | |SHOT | | | + | | | | | + | | |view | | + | | *ofs | | +15 + | | | | | + | +--------|--------+ | +12 + | | | + | | | + | | | + | | | + | |origin | + -----------------+----------------- 0 + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + | | | + +---------------|---------------+ -24 + | + -16 -9 0 +9 +16 diff --git a/Players.md b/Players.md index 8ccf6ac..a25633e 100644 --- a/Players.md +++ b/Players.md @@ -1,60 +1,73 @@ -h1. Players +Players +======= -{{>toc}} +{{\>toc}} -h2. Erebus +Erebus +------ -!http://www.xonotic.org/m/uploads/2010/05/1212771690994-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/412771687019-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/1212771690994-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/412771687019-500x312.png) -h2. Nyx +Nyx +--- -h2. Ignis +Ignis +----- -!http://www.xonotic.org/m/uploads/2010/05/1412771695040-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/14127716824812-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/1412771695040-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/14127716824812-500x312.png) -h2. Ignis Half-Masked +Ignis Half-Masked +----------------- -!http://www.xonotic.org/m/uploads/2010/05/7127716979815-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/412771683267-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/7127716979815-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/412771683267-500x312.png) -h2. Ignis Masked +Ignis Masked +------------ -!http://www.xonotic.org/m/uploads/2010/05/812771701021-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/di-16127716133414-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/812771701021-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/di-16127716133414-500x312.png) -h2. Seraphina +Seraphina +--------- -!http://www.xonotic.org/m/uploads/2010/05/9127717046613-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/jkeiljtaernnd6oa173c-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/9127717046613-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/jkeiljtaernnd6oa173c-500x312.png) -h2. Seraphina Masked +Seraphina Masked +---------------- -!http://www.xonotic.org/m/uploads/2010/05/di-1012771705572-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/712771685977-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/di-1012771705572-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/712771685977-500x312.png) -h2. Gak +Gak +--- -!http://www.xonotic.org/m/uploads/2010/05/10127717119513-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/di-15127716149014-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/10127717119513-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/di-15127716149014-500x312.png) -h2. Gak Armored +Gak Armored +----------- -!http://www.xonotic.org/m/uploads/2010/05/1512771715148-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/di-212771614895-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/1512771715148-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/di-212771614895-500x312.png) -h2. Gak-Masked +Gak-Masked +---------- -!http://www.xonotic.org/m/uploads/2010/05/112771714068-500x312.png! !http://www.xonotic.org/m/uploads/2010/05/di-1212771613363-500x312.png! +![](http://www.xonotic.org/m/uploads/2010/05/112771714068-500x312.png) ![](http://www.xonotic.org/m/uploads/2010/05/di-1212771613363-500x312.png) -h2. Pyria +Pyria +----- - -h2. Umbra +Umbra +----- + diff --git a/Pr.md b/Pr.md index f3128d0..6a2e43e 100644 --- a/Pr.md +++ b/Pr.md @@ -1,112 +1,128 @@ -h1. Media Channels +Media Channels +============== -h2. Official Xonotic Media Channels for PR +Official Xonotic Media Channels for PR +-------------------------------------- News updates -* Blog - http://www.xonotic.org/team/blog/ -* Twitter - http://www.twitter.com/xonotic -* Identica - http://identi.ca/xonotic -* Desura - http://www.desura.com/games/xonotic -* Facebook - http://www.facebook.com/xonotic +\* Blog - http://www.xonotic.org/team/blog/ +\* Twitter - http://www.twitter.com/xonotic +\* Identica - http://identi.ca/xonotic +\* Desura - http://www.desura.com/games/xonotic +\* Facebook - http://www.facebook.com/xonotic Video content -* YouTube - http://www.youtube.com/xonotic +\* YouTube - http://www.youtube.com/xonotic Informational -* Wikipedia - http://en.wikipedia.org/wiki/Xonotic +\* Wikipedia - http://en.wikipedia.org/wiki/Xonotic -h1. Public Relations +Public Relations +================ Our first announcement of this project is coming sometime after Illfonic first unveils their Nexuiz game at GDC http://www.gdconf.com which is held March 9th - 13th. -h2. Some supporting requirements before we make this announcement: +Some supporting requirements before we make this announcement: +-------------------------------------------------------------- -* Setup IRC channels -* Finish initial logo -* Prepare website with at least -** a simple frontpage placeholder -** and a forum for answering questions -* Setup twitter and facebook pages -* An FAQ page focused on the fork -** we'll add entries to it as we go -** we'll refer people to this whenever we can +- Setup IRC channels +- Finish initial logo +- Prepare website with at least + - a simple frontpage placeholder + - and a forum for answering questions +- Setup twitter and facebook pages +- An FAQ page focused on the fork + - we’ll add entries to it as we go + - we’ll refer people to this whenever we can -h2. This announcement will be pushed out through the following channels: +This announcement will be pushed out through the following channels: +-------------------------------------------------------------------- -* Through the "HELP" system on popular Nexuiz servers, like Simba in Europe and HOCTF/HODM in US -* Slashdot, digg, reddit and other social news sites -* Nexuiz IRC channels and private messaging -* Alientrap forum -* Email or PM to key individuals who left Nexuiz long ago (Perhaps using AT or NN forum private messaging) +- Through the “HELP” system on popular Nexuiz servers, like Simba in Europe and HOCTF/HODM in US +- Slashdot, digg, reddit and other social news sites +- Nexuiz IRC channels and private messaging +- Alientrap forum +- Email or PM to key individuals who left Nexuiz long ago (Perhaps using AT or NN forum private messaging) -While our official project announcement is going to be very neutral, the Slashdot/digg/reddit posts will reflect more of the community's overall impression of the Illfonic issue. +While our official project announcement is going to be very neutral, the Slashdot/digg/reddit posts will reflect more of the community’s overall impression of the Illfonic issue. -h2. Goals +Goals +----- -The main goal for this introductory announcement is to state *1) our reasons* and *2) our plans*, but we will focus more on our plans. This announcement should not focus on finger-pointing. Rather, it should focus on our own values and the goals that we plan to accomplish with this new game. We will have to touch upon the *broken trust* that stemmed from decisions made behind closed doors. But our main goal for this announcement is to make our intentions clear, and, of course, to unveil the new name. We want to begin filling up our IRC channels and our website. +The main goal for this introductory announcement is to state **1) our reasons** and **2) our plans**, but we will focus more on our plans. This announcement should not focus on finger-pointing. Rather, it should focus on our own values and the goals that we plan to accomplish with this new game. We will have to touch upon the **broken trust** that stemmed from decisions made behind closed doors. But our main goal for this announcement is to make our intentions clear, and, of course, to unveil the new name. We want to begin filling up our IRC channels and our website. -h2. Words we will try to not use, or use limitedly: +Words we will try to not use, or use limitedly: +----------------------------------------------- -* Fork -* Nexuiz -* Alientrap -* Illfonic +- Fork +- Nexuiz +- Alientrap +- Illfonic -h2. What is going on? +What is going on? +----------------- -# A new game formed from the major contributors of Nexuiz GPL -# The name of the game is Xonotic -# The website is xonotic.org -# IRC channel is #xonotic on quakenet -# Development IRC channel is #xonotic @ freenode +1. A new game formed from the major contributors of Nexuiz GPL +2. The name of the game is Xonotic +3. The website is xonotic.org +4. IRC channel is \#xonotic on quakenet +5. Development IRC channel is \#xonotic @ freenode -h2. Reasons +Reasons +------- -# Trust issues -# A fresh start -# Focus on our values +1. Trust issues +2. A fresh start +3. Focus on our values -h2. Project changes +Project changes +--------------- -# Restructure project leadership for more balance -# Improved project organization -# More focus on the community -# Better management of marketing and public relations -# A more defined artistic direction -# More emphasis on recruiting and communicating with new contributors to the project +1. Restructure project leadership for more balance +2. Improved project organization +3. More focus on the community +4. Better management of marketing and public relations +5. A more defined artistic direction +6. More emphasis on recruiting and communicating with new contributors to the project -h2. What will change in the game? +What will change in the game? +----------------------------- -# New set of player models -# New player animations -# New set of sounds -# Default maps will get a makeover and new ones will be introduced -# New names for some weapons and game modes -# Improved bot AI system -# Increased quality and detail of textures +1. New set of player models +2. New player animations +3. New set of sounds +4. Default maps will get a makeover and new ones will be introduced +5. New names for some weapons and game modes +6. Improved bot AI system +7. Increased quality and detail of textures -h2. Timeline +Timeline +-------- -# We can't give a timeline at this moment, but we will try to produce our first release as soon as we can -# Instead, we will invite people to our IRC channels and to our website to keep updated +1. We can’t give a timeline at this moment, but we will try to produce our first release as soon as we can +2. Instead, we will invite people to our IRC channels and to our website to keep updated -h2. The name +The name +-------- -# Uniqueness -# Most voted by the team -# Other reasons about why we chose the name +1. Uniqueness +2. Most voted by the team +3. Other reasons about why we chose the name -h2. Summary +Summary +------- -# We appreciate everyone's support -# We will try to be open and supportive with new potential contributors (as opposed to an "I'm too 1337 for you" attitude) -# We want to keep an active flow of information among the team members -# We look forward to creating a game that everyone will enjoy +1. We appreciate everyone’s support +2. We will try to be open and supportive with new potential contributors (as opposed to an “I’m too 1337 for you” attitude) +3. We want to keep an active flow of information among the team members +4. We look forward to creating a game that everyone will enjoy -h2. Details or topics we will not mention in our announcement +Details or topics we will not mention in our announcement +--------------------------------------------------------- (better to spread them out for future announcements) -# Central user system -# Website features -# Details about roles +\# Central user system +\# Website features +\# Details about roles + diff --git a/Proposal_for_Board_of_Leaders_elections_draft.md b/Proposal_for_Board_of_Leaders_elections_draft.md index d044de7..da6127d 100644 --- a/Proposal_for_Board_of_Leaders_elections_draft.md +++ b/Proposal_for_Board_of_Leaders_elections_draft.md @@ -1,76 +1,84 @@ -h1. Proposal for Board of Leaders elections draft +Proposal for Board of Leaders elections draft +============================================= Board of Leaders consist of 8 members, who are split to 4 departments by 2: -# Art department -# Audio department -# Code department -# Public relations department +\# Art department +\# Audio department +\# Code department +\# Public relations department Board of Leaders are responsible for fostering and foreseeing the growth of Xonotic. Board of Leaders: -* listen to the community wishes -* set the project goals in accordance to what they think is the best to the project -* accept or reject content into the main Xonotic repository, which are they responsible for (be it art, audio, code, documentation, maps, models) -* strive to make Xonotic unified, unique and attractive for public -* seek ways to get public attention and funding to further development -* responsible for proper working of Xonotic web site and code repository -* are in ownership of xonotic.org domain name -* responsible for all legal questions regarding game's content and name +\* listen to the community wishes +\* set the project goals in accordance to what they think is the best to the project +\* accept or reject content into the main Xonotic repository, which are they responsible for (be it art, audio, code, documentation, maps, models) +\* strive to make Xonotic unified, unique and attractive for public +\* seek ways to get public attention and funding to further development +\* responsible for proper working of Xonotic web site and code repository +\* are in ownership of xonotic.org domain name +\* responsible for all legal questions regarding game’s content and name -Each leader is also responsible for the flawless working of the department he is working in. +Each leader is also responsible for the flawless working of the department he is working in. -Major Xonotic project related decisions (such as gameplay changes) should be made only by *having consensus of all leaders* (each leader has a veto vote). +Major Xonotic project related decisions (such as gameplay changes) should be made only by **having consensus of all leaders** (each leader has a veto vote). -h2. Art department +Art department +-------------- -* Lead mapper -* Lead modeler +- Lead mapper +- Lead modeler -Art department is responsible for keeping an unified look of the game, working with other artists, informing them how their creations can go in-game, setting "need to be done" tasks for other artists, supervising the quality of maps which go into base and main Xonotic maps repositories, providing artists with texture and prop sets and other art related activities. +Art department is responsible for keeping an unified look of the game, working with other artists, informing them how their creations can go in-game, setting “need to be done” tasks for other artists, supervising the quality of maps which go into base and main Xonotic maps repositories, providing artists with texture and prop sets and other art related activities. -h2. Audio department +Audio department +---------------- -* Music director -* Sound director +- Music director +- Sound director -Audio department is responsible for keeping an unified audio and visual experience, creating/finding new audio content which would be used by the game, creating guidelines for other audio artists, setting "need to be done" tasks for other artists and other audio related activities. +Audio department is responsible for keeping an unified audio and visual experience, creating/finding new audio content which would be used by the game, creating guidelines for other audio artists, setting “need to be done” tasks for other artists and other audio related activities. -h2. Code department +Code department +--------------- -* Lead developer and game designer -* Lead quality assurance engineer +- Lead developer and game designer +- Lead quality assurance engineer -Code department is responsible for creating and maintaining game codebase, assuring that code is free of bugs before release is made, working with other code developers, setting "need to be done" coding tasks and other coding related activities. +Code department is responsible for creating and maintaining game codebase, assuring that code is free of bugs before release is made, working with other code developers, setting “need to be done” coding tasks and other coding related activities. -h2. Public relationships department +Public relationships department +------------------------------- -* Lead community manager -* Lead web developer +- Lead community manager +- Lead web developer -Public relationships department is responsible for keeping community informed about news happening in Xonotic world, advertising the game in mass media, organizing community activities such as tournaments and other events, gathering community opinions about the game and informing about those other developers, organizing fund raising campaigns to speed up project development and doing other project related activities. +Public relationships department is responsible for keeping community informed about news happening in Xonotic world, advertising the game in mass media, organizing community activities such as tournaments and other events, gathering community opinions about the game and informing about those other developers, organizing fund raising campaigns to speed up project development and doing other project related activities. -h2. Groups appointed by the Bord of Leaders +Groups appointed by the Bord of Leaders +--------------------------------------- Board of Leaders can create other groups on demand with some special purpose. Examples of such groups are: -* Quality assurance group -* Tracker and wiki maintaining group -* Documentation group +- Quality assurance group +- Tracker and wiki maintaining group +- Documentation group -h2. Election process +Election process +---------------- Voting is done by all those who are registered at development tracker at dev.xonotic.org Those supposedly are community members who help game development and have clues how inner game development is going on. Leaders are elected for 2 year terms and can be reelected again after their service time finished. If somebody leaves the board during the service time, new elections are made and elected person serves the remaining time until new elections. -Votes are counted using Borda Count method: http://en.wikipedia.org/wiki/Borda_count - -For example, in an election for a leader position with 6 candidates, the rankings are scored as follows: -rank points - 1______6 - 2______5 - 3______4 - 4______3 - 5______2 - 6______1 - none___0 +Votes are counted using Borda Count method: http://en.wikipedia.org/wiki/Borda\_count + +For example, in an election for a leader position with 6 candidates, the rankings are scored as follows: +rank points + 1\_*6 + 25 + 34 + 43 + 52 + 61 + none*\_\_0 Thus, refusing to rank someone denies them any points at all. Of course each rank can be assigned to at most one candidate. Candidate with the highest point total is elected to the board to fill the position he was elected for. + diff --git a/Race.md b/Race.md index 78c09ec..2af5539 100644 --- a/Race.md +++ b/Race.md @@ -1,19 +1,25 @@ -h1. Race +Race +==== -h2. Object of the Game +Object of the Game +------------------ In Race you have to run a special path in a map (you always have to reach the next Checkpoint) for an amount of laps. You can push other players away or even frag them! The first one who completes the laps wins. -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -* +- -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Race_CTS.md b/Race_CTS.md index de5fc44..1b68466 100644 --- a/Race_CTS.md +++ b/Race_CTS.md @@ -1,20 +1,26 @@ -h1. Race CTS (= Complete The Stage) +Race CTS (= Complete The Stage) +=============================== -h2. Object of the Game +Object of the Game +------------------ This is an advanced mode of [[Race]]. Difference here is that you - instead of running laps - have to reach the finish. The player who sets the fastest time wins after the time is over. -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -- The physics are different in Race CTS if a server runs the mod '[[Xonotic Pro Mode]]'. -- You can’t push (/frag) other players like in Race. +- The physics are different in Race CTS if a server runs the mod ‘[[Xonotic Pro Mode]]’. +- You can’t push (/frag) other players like in Race. -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Relics.md b/Relics.md index a310bff..6831ec9 100644 --- a/Relics.md +++ b/Relics.md @@ -1,50 +1,53 @@ -h1. Relics mutator: +Relics mutator: +=============== -The Relics mutator spawns several relics around the map, as items that players can pick up and hold. Each player can carry one relic at a time, and drops it when they die or press the "drop relic" button. If not picked up after some time, a relic will respawn in another location. Each relic grants a special ability to the player carrying it. Currently, there are 16 relics in Xonotic. +The Relics mutator spawns several relics around the map, as items that players can pick up and hold. Each player can carry one relic at a time, and drops it when they die or press the “drop relic” button. If not picked up after some time, a relic will respawn in another location. Each relic grants a special ability to the player carrying it. Currently, there are 16 relics in Xonotic. -_NOTE: This mutator is not committed to master yet. To test it, see the branch mirceakitsune/mutator_relics in GIT._ +*NOTE: This mutator is not committed to master yet. To test it, see the branch mirceakitsune/mutator\_relics in GIT.* -_TODO: Test the mutator intensively and fix any possible remaining issues._ --_TODO 2: Add sounds and particle effects when a relic causes an action._- DONE -_TODO 3: Remove Runematch, as this mutator will replace it._ -_TODO 4: Teach bots to go for relics, as low priority items._ -_TODO 5: Show the relic you are carrying on the HUD._ +*TODO: Test the mutator intensively and fix any possible remaining issues.* +~~*TODO 2: Add sounds and particle effects when a relic causes an action.*~~ DONE +*TODO 3: Remove Runematch, as this mutator will replace it.* +*TODO 4: Teach bots to go for relics, as low priority items.* +*TODO 5: Show the relic you are carrying on the HUD.* -h1. Relic types: +Relic types: +============ -*1 - Resistance:* The Resistance relic protects the player carrying it, by making him take less damage. Does not work while you have the Shield powerup. +**1 - Resistance:** The Resistance relic protects the player carrying it, by making him take less damage. Does not work while you have the Shield powerup. -*2 - Regeneration:* This relic slowly regenerates the carrier's health. It's not available when normal health regeneration is enabled, and therefore will not spawn by default. +**2 - Regeneration:** This relic slowly regenerates the carrier’s health. It’s not available when normal health regeneration is enabled, and therefore will not spawn by default. -*3 - Vampire:* The carrier of this relic is healed based on the damage he deals to his opponent. This relic will not spawn when the vampire mutator is enabled. +**3 - Vampire:** The carrier of this relic is healed based on the damage he deals to his opponent. This relic will not spawn when the vampire mutator is enabled. -*4 - Ammo:* Slowly grants ammo of all types to the owner. Except fuel when the fuel_regen item is owned. +**4 - Ammo:** Slowly grants ammo of all types to the owner. Except fuel when the fuel\_regen item is owned. -*5 - Damage:* The weapons of those who have this relic do more damage. Does not work while you have the Strength powerup. +**5 - Damage:** The weapons of those who have this relic do more damage. Does not work while you have the Strength powerup. -*6 - Splash Damage:* When the holder shoots someone, the damage is transmitted to those around the victim, harming them as well. -_TODO: Make this relic not affect team mates._ +**6 - Splash Damage:** When the holder shoots someone, the damage is transmitted to those around the victim, harming them as well. +*TODO: Make this relic not affect team mates.* -*7 - Firing Speed:* The player's weapons fire faster. +**7 - Firing Speed:** The player’s weapons fire faster. -*8 - Disability:* A player shot by the owner of this relic is cursed for several seconds. Curses include: Slower movement, lower jump height, slower firing rate. --_TODO: Add effects to the players cursed by this relic, such as particles and sounds._- DONE +**8 - Disability:** A player shot by the owner of this relic is cursed for several seconds. Curses include: Slower movement, lower jump height, slower firing rate. +~~*TODO: Add effects to the players cursed by this relic, such as particles and sounds.*~~ DONE -*9 - Team Boost:* Players carrying this relic boost team mates that get close to them. The boost also lasts for a few seconds after they leave the carrier's radius. This relic will only spawn in team games. --_TODO: Add effects to the players boosted by this relic, such as particles and sounds._- DONE +**9 - Team Boost:** Players carrying this relic boost team mates that get close to them. The boost also lasts for a few seconds after they leave the carrier’s radius. This relic will only spawn in team games. +~~*TODO: Add effects to the players boosted by this relic, such as particles and sounds.*~~ DONE -*10 - Speed:* Owners of this relic can run faster. +**10 - Speed:** Owners of this relic can run faster. -*11 - Jump:* Helps the player jump higher. +**11 - Jump:** Helps the player jump higher. -*12 - Flight:* Players fly around when they pick up this relic (just like observers) +**12 - Flight:** Players fly around when they pick up this relic (just like observers) -*13 - Invisibility:* The player becomes transparent, making him harder to see and hit. This relic will not spawn when the cloaked mutator is enabled. +**13 - Invisibility:** The player becomes transparent, making him harder to see and hit. This relic will not spawn when the cloaked mutator is enabled. -*14 - Radioactive:* Those who get too close to the holder of this relic will take damage. -_TODO: Make this relic not affect team mates._ +**14 - Radioactive:** Those who get too close to the holder of this relic will take damage. +*TODO: Make this relic not affect team mates.* -*15 - Resurrection:* If you die while holding this relic, you will be revived with your health to default spawn value. The relic then respawns in a different location. Does not work for suicides. +**15 - Resurrection:** If you die while holding this relic, you will be revived with your health to default spawn value. The relic then respawns in a different location. Does not work for suicides. + +**16 - Vengeance:** When the carrier dies, he causes a big explosion that harms anyone who is close. The relic then respawns in a different location. Does not work for suicides. +*TODO: Fix explosion particles, which are not showing for some reason.* -*16 - Vengeance:* When the carrier dies, he causes a big explosion that harms anyone who is close. The relic then respawns in a different location. Does not work for suicides. -_TODO: Fix explosion particles, which are not showing for some reason._ diff --git a/Repository_Access.md b/Repository_Access.md index 0a9923f..860720a 100644 --- a/Repository_Access.md +++ b/Repository_Access.md @@ -1,165 +1,147 @@ -h1. Repository Access +Repository Access +================= -{{>toc}} +{{\>toc}} -Xonotic uses several Git repositories. There's a helper script in the main repository to aid in checking out all relevant repositories and help you with building and running Xonotic. -The repository also contains several branches next to the stable "master" branch. So if you're interested in the progress of a certain feature, or want to help or create a new one, you can checkout the appropriate branch. -For information on how to obtain write access, skip down to the "[[Repository Access#Contributing-and-getting-write-access|Getting write access]]" section. +Xonotic uses several Git repositories. There’s a helper script in the main repository to aid in checking out all relevant repositories and help you with building and running Xonotic. +The repository also contains several branches next to the stable “master” branch. So if you’re interested in the progress of a certain feature, or want to help or create a new one, you can checkout the appropriate branch. +For information on how to obtain write access, skip down to the “[[Repository Access\#Contributing-and-getting-write-access|Getting write access]]” section. For more information about Git we have a [[Git]] page on the wiki [[Git|here]]. -h2. Setting up the development environment +Setting up the development environment +-------------------------------------- The first thing you must do in order to begin development is set up your system to be able to download and compile the Xonotic game data. -h3. Linux +### Linux Linux already has an adequate base for development, all we really need to do here is install the dependencies for the download/compilation process and then we can move right along to cloning the data. Ubuntu Dependencies (independent package x11-proto-devel dependencies fill the rest of the Debian package dependencies): -
-sudo apt-get install build-essential xserver-xorg-dev x11proto-xf86dri-dev x11proto-xf86dga-dev x11proto-xf86vidmode-dev libxxf86dga-dev libxcb-xf86dri0-dev libxpm-dev libxxf86vm-dev libsdl1.2-dev libsdl-image1.2-dev libclalsadrv-dev libasound2-dev libxext-dev libsdl1.2debian libjpeg-turbo8-dev git-core unzip wget
-
-Note: If using i386 architecture, you can replace libdsl1.2debian by ibsdl1.2debian:i386 in the list above. On Debian, use libjpeg8-dev if libjpeg-turbo8-dev isn't available in the package repositories. To be able to download maps from game servers when using Xonotic for online gaming, you will also need curl installed on your system. -For Fedora and other RPM based distro's, compiling dependencies are as follows: -
-x11-proto-devel, libalsa2-static-devel libjpeg62-devel libjpeg62-static-devel libSDL-devel
-
+ sudo apt-get install build-essential xserver-xorg-dev x11proto-xf86dri-dev x11proto-xf86dga-dev x11proto-xf86vidmode-dev libxxf86dga-dev libxcb-xf86dri0-dev libxpm-dev libxxf86vm-dev libsdl1.2-dev libsdl-image1.2-dev libclalsadrv-dev libasound2-dev libxext-dev libsdl1.2debian libjpeg-turbo8-dev git-core unzip wget -h3. Windows +Note: If using i386 architecture, you can replace libdsl1.2debian by ibsdl1.2debian:i386 in the list above. On Debian, use libjpeg8-dev if libjpeg-turbo8-dev isn’t available in the package repositories. To be able to download maps from game servers when using Xonotic for online gaming, you will also need curl installed on your system. -By default, Windows has no real environment to handle the necessary scripting and compiling tools for building Xonotic... So, what we have to do is install something called "msysgit":https://code.google.com/p/msysgit/downloads/list to allow us to have a similar environment as on Linux. In this case, we want the download which is entirely self contained (including build-essentials and other corely required dependencies), which at the time of writing this is called "msysGit-fullinstall-1.8.0-preview20121022.exe." Simply follow the instructions on screen at this point. NOTE: Unless you know what you're doing, install with default settings/directories. +For Fedora and other RPM based distro’s, compiling dependencies are as follows: -Once you have completed the installation, you should be able to launch the msysgit shell by simply finding "msys.bat"- by default, it is located at: C:\msysgit\msysgit\msys.bat, and you can use this shell to continue on with the guide and clone and compile the Xonotic repositories. It is recommended that you make a shortcut to msysgit (simply right click the shell and hit "Create Shortcut") for easier access on your desktop or in your start menu. + x11-proto-devel, libalsa2-static-devel libjpeg62-devel libjpeg62-static-devel libSDL-devel -h3. Mac OSX +### Windows -You must first install XCode which comes on your installation DVD or can be downloaded from the Apple website. This package provides tools like Git and GCC, which are needed for successful checkout and compilation of Xonotic. Some versions of XCode come with Git and others don't - if you don't have Git after installing XCode get it here: http://code.google.com/p/git-osx-installer/ +By default, Windows has no real environment to handle the necessary scripting and compiling tools for building Xonotic… So, what we have to do is install something called [msysgit](https://code.google.com/p/msysgit/downloads/list) to allow us to have a similar environment as on Linux. In this case, we want the download which is entirely self contained (including build-essentials and other corely required dependencies), which at the time of writing this is called “msysGit-fullinstall-1.8.0-preview20121022.exe.” Simply follow the instructions on screen at this point. NOTE: Unless you know what you’re doing, install with default settings/directories. + +Once you have completed the installation, you should be able to launch the msysgit shell by simply finding “msys.bat”- by default, it is located at: C:.bat, and you can use this shell to continue on with the guide and clone and compile the Xonotic repositories. It is recommended that you make a shortcut to msysgit (simply right click the shell and hit “Create Shortcut”) for easier access on your desktop or in your start menu. + +### Mac OSX + +You must first install XCode which comes on your installation DVD or can be downloaded from the Apple website. This package provides tools like Git and GCC, which are needed for successful checkout and compilation of Xonotic. Some versions of XCode come with Git and others don’t - if you don’t have Git after installing XCode get it here: http://code.google.com/p/git-osx-installer/ After your development environment is all set up, you can continue on to cloning the git repository and compiling Xonotic. -h2. Cloning the repository and compiling +Cloning the repository and compiling +------------------------------------ Making sure that your environment is set up properly, you can do the following to begin downloading and compilation (execute the first line only to download): -
-git clone git://git.xonotic.org/xonotic/xonotic.git
-cd xonotic
-./all update -l best
-
+ git clone git://git.xonotic.org/xonotic/xonotic.git + cd xonotic + ./all update -l best -Take care do do these steps as normal user on Linux (not as a superuser), otherwise you'll have to take care about the file permissions later on. +Take care do do these steps as normal user on Linux (not as a superuser), otherwise you’ll have to take care about the file permissions later on. -The git:// protocol uses port 9418, which may be a problem if you're behind a strict firewall. You may instead use the clone url http://git.xonotic.org/xonotic/xonotic.git (however, using the git protocol directly is preferred for performance reasons). +The git:// protocol uses port 9418, which may be a problem if you’re behind a strict firewall. You may instead use the clone url http://git.xonotic.org/xonotic/xonotic.git (however, using the git protocol directly is preferred for performance reasons). After that, you have a working checkout of the repository. The game can be compiled and run with the following commands: -
-./all compile
-./all run
-
- -The run line can be followed by one of "glx" (Linux native), "sdl" (input/sound managed by SDL), agl (OSX native), wgl (Windows native), or dedicated (for server hosting) to choose which executable to run or compile... Seen as follows: -
-./all compile dedicated
-./all run wgl
-./all run sdl
-
+ + ./all compile + ./all run + +The run line can be followed by one of “glx” (Linux native), “sdl” (input/sound managed by SDL), agl (OSX native), wgl (Windows native), or dedicated (for server hosting) to choose which executable to run or compile… Seen as follows: + + ./all compile dedicated + ./all run wgl + ./all run sdl The run command can also be followed by standard DarkPlaces commandline arguments: -
-./all run +vid_fullscreen 0
-
-To update your Git clone, you can repeat the commands above without the first "git clone" line- And don't forget to compile after you update- Like this: -
-cd xonotic
-./all update
-./all compile
-
+ ./all run +vid_fullscreen 0 + +To update your Git clone, you can repeat the commands above without the first “git clone” line- And don’t forget to compile after you update- Like this: -h2. Contributing and getting write access + cd xonotic + ./all update + ./all compile -A condition for write (push) access is that you agree that any code or data you push will be licensed under the General Public License, version 2, with or without the "or any later version" clause. In case the directory the changes apply to contains a LICENSE or COPYING file indicating another license, then your pushed code has to be dual licensed appropriately. Subdirectories currently having a dual license: -* data/qcsrc/warpzonelib - dual licensed as "GPLv2 or later" or MIT license. +Contributing and getting write access +------------------------------------- + +A condition for write (push) access is that you agree that any code or data you push will be licensed under the General Public License, version 2, with or without the “or any later version” clause. In case the directory the changes apply to contains a LICENSE or COPYING file indicating another license, then your pushed code has to be dual licensed appropriately. Subdirectories currently having a dual license: +\* data/qcsrc/warpzonelib - dual licensed as “GPLv2 or later” or MIT license. In case the code you pushed was not written by you, it is your responsibility to ensure proper licensing. -To apply for write access, make an issue of type "Support" in the category "Repository" and attach your public SSH key to it. (Windows users: see the Windows section below for more on SSH keys) +To apply for write access, make an issue of type “Support” in the category “Repository” and attach your public SSH key to it. (Windows users: see the Windows section below for more on SSH keys) -h3. Windows/Linux/OS X +### Windows/Linux/OS X Get a checkout (see above), and do: -
-./all keygen
-
+ ./all keygen and follow the instructions that are shown. After that, you can write to the repository using the usual git commands (commit, push). -Alternatively, you can use the helper script "all". +Alternatively, you can use the helper script “all”. It supports the following commands: -
-./all update
-
+ ./all update This command updates all the Xonotic repositories. -
-./all branch
-
+ ./all branch Lists the branches you are currently on, in the respective repositories. -
-./all branches
-
+ ./all branches Lists all the branches known for all the respective repositories. -
-./all compile
-
+ ./all compile Compiles the game, assuming that you have the required libs installed. -
-./all checkout BRANCH
-
+ ./all checkout BRANCH Switch to that branch in all repositories where its available. -
-./all commit
-
+ ./all commit This command commits and pushes your local changes. -
-./all run xonotic
-
+ ./all run xonotic Starts the Xonotic client -
-./all run dedicated xonotic
-
+ ./all run dedicated xonotic Starts a Xonotic dedicated server -h2. General contributor guidelines +General contributor guidelines +------------------------------ -# Before creating your local branch and committing to it, make sure you've configured your user settings such as your name which will display in the logs (in TortoiseGit: Settings -> Git - > Config). -# Try naming your branch myname/mychange for each patch. For instance, if your name is Alex and the change you are committing is a menu fix, use something like alex/menufix. +1. Before creating your local branch and committing to it, make sure you’ve configured your user settings such as your name which will display in the logs (in TortoiseGit: Settings ~~\> Git~~ \> Config). +2. Try naming your branch myname/mychange for each patch. For instance, if your name is Alex and the change you are committing is a menu fix, use something like alex/menufix. -h2. Further git information +Further git information +----------------------- About tracking remote branches: http://www.gitready.com/beginner/2009/03/09/remote-tracking-branches.html -This wiki's [[Git]] page. +This wiki’s [[Git]] page. A tutorial for SVN users: http://git-scm.org/course/svn.html + diff --git a/Roles.md b/Roles.md index 876e77d..510a7fe 100644 --- a/Roles.md +++ b/Roles.md @@ -1,10 +1,12 @@ -h1. Roles and Skills +Roles and Skills +================ -{{>toc}} +{{\>toc}} This page provides an overview of many of the roles/skills of contributing community members. -h2. Game Development +Game Development +---------------- aurix blub (CSQC) @@ -20,9 +22,10 @@ Samual Spaceman tZork -h2. Website Development +Website Development +------------------- --z- +~~z~~ aurix Dokujisan jayvee @@ -33,18 +36,20 @@ Psychcf SoulKeeper tZork -h2. Community/Project Management +Community/Project Management +---------------------------- --z- +~~z~~ Dokujisan C.Brutail mand1nga merlijn tZork -h2. Moderators +Moderators +---------- --z- +~~z~~ C.Brutail Dokujisan esteel @@ -54,7 +59,8 @@ merlijn MrBougo Rabs -h2. Mappers +Mappers +------- Clueless Newbie cortez666 @@ -82,14 +88,16 @@ tZork Unknown/alphagod hutty -h2. Modeling +Modeling +-------- Diabolik Morphed Oblivion tZork -h2. Artists +Artists +------- JulianaStein Morphed @@ -97,11 +105,12 @@ Oblivion Soulkeeper Unknown/Alphagod -h3. Vector artists +### Vector artists PlasmaSheep -h2. Music and Sounds +Music and Sounds +---------------- chooksta JulianaStein @@ -109,10 +118,11 @@ MickRip toolbox Tenshihan? - already sent in a soundpack :) -h2. Linux SysAdmins +Linux SysAdmins +--------------- --z- -bones_was_here +~~z~~ +bones\_was\_here div0 FruitieX jayvee @@ -123,16 +133,17 @@ merlijn Willis Unknown/Alphagod -h2. Server Admins +Server Admins +------------- --z- +~~z~~ aurix -bones_was_here +bones\_was\_here C.Brutail Dokujisan esteel FruitieX -harry_ftw +harry\_ftw Hew john galt Kadaverjack @@ -142,7 +153,9 @@ pavlvs rabs Unknown/Alphagod -h2. Release Engineering +Release Engineering +------------------- divVerent mand1nga + diff --git a/Rune.md b/Rune.md index 1c8dea1..19cc354 100644 --- a/Rune.md +++ b/Rune.md @@ -1,19 +1,25 @@ -h1. Runematch +Runematch +========= -h2. Object of the Game +Object of the Game +------------------ -h2. Map Entities +Map Entities +------------ -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -* +- -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Shield.md b/Shield.md index bb82b78..303ce64 100644 --- a/Shield.md +++ b/Shield.md @@ -1,3 +1,5 @@ -h1. Shield +Shield +====== + +![](http://pics.nexuizninjaz.com/images/l2ycopxlaclk58xpvek8.jpg) -!http://pics.nexuizninjaz.com/images/l2ycopxlaclk58xpvek8.jpg! diff --git a/Sidebar.md b/Sidebar.md index 9dce48f..a9a141e 100644 --- a/Sidebar.md +++ b/Sidebar.md @@ -1,4 +1,4 @@ -h3. Quick Resources +### Quick Resources [[Repository Access]] [[Faq|Frequently Asked Questions]] @@ -7,6 +7,7 @@ h3. Quick Resources [[Art Roadmap]] [[Logo|Xonotic Logo]] -h3. Recently Changed Pages +### Recently Changed Pages {{recent}} + diff --git a/Sound_FX.md b/Sound_FX.md index 69a70b9..9a1819e 100644 --- a/Sound_FX.md +++ b/Sound_FX.md @@ -1,4 +1,5 @@ -h1. Sound FX +Sound FX +======== New placeholder for Sound FX page (Previous one was apparently deleted) @@ -6,3 +7,4 @@ New placeholder for Sound FX page Needed: guidelines for Sound FX similar to the [[Music]] page. In the meantime, view the [[Sound FX contributions]] page. + diff --git a/Sound_FX_contributions.md b/Sound_FX_contributions.md index 7171ed2..e2c18d9 100644 --- a/Sound_FX_contributions.md +++ b/Sound_FX_contributions.md @@ -1,22 +1,28 @@ -h1. Sound FX contributions +Sound FX contributions +====================== -h2. Contributions +Contributions +------------- (This was copied from the [[Music contributors]] page and modified. Needs more refinement.) -|_.Foley Artist|_.Sound Pack|_.Status|_.Notes| -| tenshihan|"Sound Pack v6.6":http://www.nullgaming.com/xonotic/sound/tenshihan-nexuiz.v6.6.pk3 (S: None)|_.ADDED| Created immediately after Xonotic fork, before the name was chosen. | +|Foley Artist|Sound Pack|Status|Notes| +|------------|----------|------|-----| +|tenshihan|[Sound Pack v6.6](http://www.nullgaming.com/xonotic/sound/tenshihan-nexuiz.v6.6.pk3) (S: None)|\_.ADDED|Created immediately after Xonotic fork, before the name was chosen.| -h2. Status legend +Status legend +------------- -* PENDING LICENSE: Being reviewed for licensing and attribution. -* NEXT POLL: The track will appear in the next poll -* REJECTED: Sound pack was decided to not to be used in Xonotic for now. However, a new map using that track, especially if it works very well with it, can possibly bring the track "back to life". -* PARTIAL: Some sounds are accepted for us in Xonotic. -* ACCEPTED: the pack accepted for use in Xonotic. -* ADDED: the sounds has been added to the git repository +- PENDING LICENSE: Being reviewed for licensing and attribution. +- NEXT POLL: The track will appear in the next poll +- REJECTED: Sound pack was decided to not to be used in Xonotic for now. However, a new map using that track, especially if it works very well with it, can possibly bring the track “back to life”. +- PARTIAL: Some sounds are accepted for us in Xonotic. +- ACCEPTED: the pack accepted for use in Xonotic. +- ADDED: the sounds has been added to the git repository -h2. Potential contributors +Potential contributors +---------------------- People interested in contributing sounds: -* T0olbox +\* T0olbox + diff --git a/Strength.md b/Strength.md index 2afb9da..4d42cbc 100644 --- a/Strength.md +++ b/Strength.md @@ -1,3 +1,5 @@ -h1. Strength +Strength +======== + +![](http://pics.nexuizninjaz.com/images/suftloljmy2uaj2p2mrv.jpg) -!http://pics.nexuizninjaz.com/images/suftloljmy2uaj2p2mrv.jpg! diff --git a/StyleSheet.md b/StyleSheet.md index fd24204..695780f 100644 --- a/StyleSheet.md +++ b/StyleSheet.md @@ -1,14 +1,15 @@ .red { -color: #ff0000 !important; +color: \#ff0000 !important; font-weight: bold; } .yellow { -color: #E4B645 !important; +color: \#E4B645 !important; font-weight: bold; } .green { -color: #008800 !important; +color: \#008800 !important; font-weight: bold; } + diff --git a/Team_Deathmatch.md b/Team_Deathmatch.md index c047c37..b6ac684 100644 --- a/Team_Deathmatch.md +++ b/Team_Deathmatch.md @@ -1,28 +1,34 @@ -h1. Team Deathmatch (TDM) +Team Deathmatch (TDM) +===================== -h2. Object of the Game +Object of the Game +------------------ The gameplay of Team Deathmatch (TDM) is very similar to [[Deathmatch|Deathmatch (DM)]], but the players are divided into two teams (Red and Blue) and are pitted against each other. Here, teammates may need to communicate with one another to ensure victory. -* Each kill you make (known in-game as a *frag*) awards your player 1 point. -* You will lose 1 point if you *suicide* (e.g. fall off the map into space, sink into lava, or kill yourself with a weapon). -* You will lose 1 point should you frag a teammate, otherwise known as *Friendly Fire* (_NOTE: Only if the match has FF enabled_). -* The team that collectively scores 50 points first wins the match. +\* Each kill you make (known in-game as a **frag**) awards your player 1 point. +\* You will lose 1 point if you **suicide** (e.g. fall off the map into space, sink into lava, or kill yourself with a weapon). +\* You will lose 1 point should you frag a teammate, otherwise known as **Friendly Fire** (*NOTE: Only if the match has FF enabled*). +\* The team that collectively scores 50 points first wins the match. -h2. Map Entities +Map Entities +------------ -* *Weapons* - These can be picked up from various places around the map or from a downed player. -* *Ammo* - These may be found in the form of shells, bullets, rockets, jet fuel, or power cells. -* *Powerups* - All maps have "Health" and "Armor" powerups, which extend your lifetime. Some maps may contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). +- **Weapons** - These can be picked up from various places around the map or from a downed player. +- **Ammo** - These may be found in the form of shells, bullets, rockets, jet fuel, or power cells. +- **Powerups** - All maps have “Health” and “Armor” powerups, which extend your lifetime. Some maps may contain powerups like “[[Strength]]” or “[[Shield]]” (which usually spawn every 2 minutes). -h2. Helpful Hints and Tips +Helpful Hints and Tips +---------------------- -* Always keep moving. This can be especially true for smaller maps and/or very crowded matches. If you stay in one place for too long, you risk becoming an easy target. -* If your map contains powerups such as the ones mentioned above, make good use of them. They can be useful tools to win a match! -* Keep your suicides at a minimum. Your point counter _can_ enter into the negatives, so always avoid self-injury. -* Using team [[binds]] like “Enemy seen” are useful here and can be used to alert teammates of an enemy presence. +- Always keep moving. This can be especially true for smaller maps and/or very crowded matches. If you stay in one place for too long, you risk becoming an easy target. +- If your map contains powerups such as the ones mentioned above, make good use of them. They can be useful tools to win a match! +- Keep your suicides at a minimum. Your point counter *can* enter into the negatives, so always avoid self-injury. +- Using team [[binds]] like “Enemy seen” are useful here and can be used to alert teammates of an enemy presence. -h2. List of Demos and Videos +List of Demos and Videos +------------------------ + +- Demo: +- Players: +- Key Points: -* Demo: -* Players: -* Key Points: diff --git a/Tech_Conglomerate.md b/Tech_Conglomerate.md index d0b6677..be18513 100644 --- a/Tech_Conglomerate.md +++ b/Tech_Conglomerate.md @@ -1,99 +1,107 @@ -h1. Tech Conglomerate +Tech Conglomerate +================= Date: Future Region: Andromeda Galaxy -"PDF script":https://www.dropbox.com/s/ge0q9sc9n8ekh3y/script.pdf, [[Tech Conglomerate Script|Wiki formatted version]]. PDF script can be newer at times. - -h2. Story outline - -* Massive business conglomerate(s) that manufactures arms, vehicles, ammo -** Could be several or could be one -*** Specialize and each deals to all factions -**** Factions buy arms from all companies, believing that they are tricking/deceiving the companies, but companies know this and continue to sell weapons -**** Split could be based on type of wares (guns, vehicles) or types of guns (ammo types, and a separate company for vehicles) -*** Or they all make the same things and deal to specific factions -*** Companies allied in secret -** Logos present on ammo, gun, vehicle models (playermodels have faction emblems) - if several companies logos are placed on objects accordingly -** Sole weapon/ammo/vehicle manufacturer(s) in the galaxy -*** Owns entire planets dedicated to manufacturing and deploying arms -*** When a faction attempts to break free and manufacture arms, the company engages a kill switch in those faction's arms and/or bombs their factories (with raptors, perhaps) (galactic space mafia) -*** Has people installed in factional governments that always support the costly war - -* Intragalactic war -** Neverending -** Involves several (likely four, for four teams?) factions -** Going on for ages -** Whenever faction tries to make peace, business conglomerate puts them in line (batch of faulty weapons, assassinations, etc.) -** Corporation(s) supply this war with arms -*** Why? The factions can only buy arms from them, so they (the corporation[s]) win no matter which faction gains the upper hand -*** Sometimes they intervene when a faction gets too close to victory over another (the war is similar to 1984's "perpetual war":http://en.wikipedia.org/wiki/Nineteen_Eighty-Four#Political_geography - lots of constant fighting and small territorial acquisitions, yet no faction can be defeated and no faction ever loses control over its "heartland") -*** Factions are pawns and mostly do not realize they are being played (the few powerful people who do are quickly removed) - -* Weak Faction -** A faction that has little land nor manpower relative to the other factions -** However, this faction has its people installed at the top of the tech companies -** They deal arms to everyone and embezzle money off the top -** Sustain relatively little casualties due to the fact that they "fight smarter, not harder" - they have superior equipment to the other factions, and an unlimited supply of it (whereas the other factions receive limited supplies). - -h2. Player's role - -Both of the below campaigns could be included in the game, could be billed as "separate timelines" or something of the sort. +[PDF script](https://www.dropbox.com/s/ge0q9sc9n8ekh3y/script.pdf), [[Tech Conglomerate Script|Wiki formatted version]]. PDF script can be newer at times. + +Story outline +------------- + +- Massive business conglomerate(s) that manufactures arms, vehicles, ammo + - Could be several or could be one + - Specialize and each deals to all factions + - Factions buy arms from all companies, believing that they are tricking/deceiving the companies, but companies know this and continue to sell weapons + - Split could be based on type of wares (guns, vehicles) or types of guns (ammo types, and a separate company for vehicles) + - Or they all make the same things and deal to specific factions + - Companies allied in secret + - Logos present on ammo, gun, vehicle models (playermodels have faction emblems) - if several companies logos are placed on objects accordingly + - Sole weapon/ammo/vehicle manufacturer(s) in the galaxy + - Owns entire planets dedicated to manufacturing and deploying arms + - When a faction attempts to break free and manufacture arms, the company engages a kill switch in those faction’s arms and/or bombs their factories (with raptors, perhaps) (galactic space mafia) + - Has people installed in factional governments that always support the costly war + +- Intragalactic war + - Neverending + - Involves several (likely four, for four teams?) factions + - Going on for ages + - Whenever faction tries to make peace, business conglomerate puts them in line (batch of faulty weapons, assassinations, etc.) + - Corporation(s) supply this war with arms + - Why? The factions can only buy arms from them, so they (the corporation[s]) win no matter which faction gains the upper hand + - Sometimes they intervene when a faction gets too close to victory over another (the war is similar to 1984’s [perpetual war](http://en.wikipedia.org/wiki/Nineteen_Eighty-Four#Political_geography) - lots of constant fighting and small territorial acquisitions, yet no faction can be defeated and no faction ever loses control over its “heartland”) + - Factions are pawns and mostly do not realize they are being played (the few powerful people who do are quickly removed) + +- Weak Faction + - A faction that has little land nor manpower relative to the other factions + - However, this faction has its people installed at the top of the tech companies + - They deal arms to everyone and embezzle money off the top + - Sustain relatively little casualties due to the fact that they “fight smarter, not harder” - they have superior equipment to the other factions, and an unlimited supply of it (whereas the other factions receive limited supplies). + +Player’s role +------------- + +Both of the below campaigns could be included in the game, could be billed as “separate timelines” or something of the sort. Or, game could ship without story mode and they could be offered as auxiliary .pk3 files (possibly fetchable from in-game?) Or, far better to have the campaign be perspectives of the same fight - with each campaign ending favorably for the player. The Oppressor campaign is unlocked after the Underdog campaign. -h3. Underdog - -* Player is member of resistance movement ("pacifists") which has stolen lots of equipment (guns, ammo, perhaps vehicles) and formed an attack team -** Fights through several campaigns to bring down each company individually (or just one campaign if one company) -** If each company specializes, the company's soldiers use whatever weapons the company specializes in extensively -** Taking place on company controlled planets/important communication/manufacturing centers? -** Player is equipped with some rudimentary weapons (laser, shotgun, hagar perhaps), however, player can take weapons from downed corporate soldiers -*** Ammo may or may not be scattered around the maps -** Death means level failed. -** Missions could involve retrieval of items, hacking computers (perhaps just getting to a certain point and holding it, as a sort of "hacking puzzle" would be difficult to implement), destroying targets (ONS style), getting to specific places (traversing a map), surviving certain attacks, saving certain allies, etc, when dictated by the story. -*** Initial missions could be raids on corporate warehouses, where the goal is to get into a warehouse (kill the guards) outside, avoid tripping alarm systems, get some weapons/ammo and get out. - -h3. Oppressor - -* Player is a member of a team formed to extinguish all resistance movements -** Access to lots of arms and ammo and vehicles (for open maps) -** Given a serial number (randomly generated?) and a clean, strong-looking model (Erebus/Nyx?) -** Fights resistance in contested planets/factories/communication centers -** Player's squadron is shared between the companies and employed wherever resistance crops up -*** If companies specialize, player is equipped with whatever the company specializes first and foremost (however, they may take weapons from downed resistance members) - -h2. Multiplayer explanation - -* Multiplayer is a combat simulator -** Don't necessarily need to explain if the company or resistance operates the simulator -** Easily explains respawning, etc. -** Red could be resurgents, blue could be company guards, yellow and pink some two factions -** Or, all four colors could be different factions, this allows for a totally different perspective in story mode -** Maps specially designed to make participants in the simulation move unconventionally (not just walk and jump, laserjump, laserclimb, bunnyjump) and allow testing of new tactics against the "enemy" (however, who the enemy is is not specified, left to the player's imagination) - -* Multiplayer could be several battles between the four factions -** Arms, etc. provided by the companies on the maps -** Maps are stations around the galaxy of some importance -*** Important to account for wide variation of skyboxes - some are space stations, other are terrestrial stations - -h2. Factions - -* Factions do not particularly matter as they do not necessarily have to figure in the campaign -** Could be brutes employed by the corporation(s) to stop the player in the "Underdog" campaign -*** As player progresses in the campaign, they see less of the factional player models (everyone else) and more company player models (erebus/nyx?) -** However, player could also specify factional allegiance (resistance is a "pacifist" movement, so factions put aside differences) -** Not sure how they can figure in the "Oppressor" campaign (redshirts killed quickly in the beginning of some battles?) - -* Factions may be adopted from the [[Close to Home]] scenario or invented anew -** Only difference between factions is player models - -Note: Colors of factions are subject to change depending on which faction is in which mission (we can have at most three other factions besides the player's faction). - -|_.Faction name |_.Acronym |_.Faction Color |_.Base Planet |_.Bio | -| United Armed Forces | UAF | Red | Darhkor | Made up of several weaker planets of varying race who could not defend themselves alone. These planets formed a faction late in the war, several decades after the AC began their conquest, to protect themselves and each other from the larger faction. Eventually, after several hundred years, they gained enough member planets to become one of the most powerful and diverse factions in the galaxy. The UAF's goals evolved over time. As leadership of the group changed hands over the decades, new plans to control the entire galaxy began to emerge in private, closed-door meetings, the likes of which had previously been unseen in the UAF. | -| Android Confederacy | AC | Blue | Unknown | The Android Confederacy is a faction that consists solely of mechanical soldiers. The faction is driven by a central computer system, which was originally designed as an advanced weapon prototype by Techron Industries. The main system, known as C.A.I.N.E., gained control of system components that were originally supposed to be off-limits, due to the fact that they were only partially completed and were not yet ready to be released to the system. C.A.I.N.E. exploited holes in the unfinished components, gained control of Techron's major technological systems, took over control of their factories and began constructing an army of androids. A few members of the original C.A.I.N.E. development team have come forward to try to assist the UAF in destroying C.A.I.N.E., but all of them have been intercepted and killed in transit to the UAF base planet. It is unknown if there are any remaining C.A.I.N.E. developers left alive at this point. | -| Red Legion | RL | Red | Bak'Tar | The Red Legion is a union of planets comprising the third faction in the Great Andromeda War. Their agenda is to spread their totalitarianism across the galaxy and thereby become the supreme rulers of everything in the galaxy. Their soldiers are extremely dedicated and are willing to die for the cause. They are the faction that Techron has had the most trouble keeping in line with Techron's agenda, as they frequently try to break free of the monopoly and construct their own weapon plants. They have also begun attempting to reverse-engineer TI weapons to remove the "kill switch" that allows Techron to remotely disable their weapons at any time. | -| Techron Industries | TI | Yellow | Kel'Dar IV (fourth moon of Telikas) | Techron Industries is the largest (and only) supplier of weapons in the galaxy. Their handiwork can be seen on roughly 75-90% of the inhabited planets in any given star system. They are currently supplying weapons to both sides of the war, claiming to remain neutral. However, they control the factions through their arms sales, and are currently in control of both sides of the war. When a faction tries to do something that Techron does not like, Techron can do things such as engaging a "kill switch" in a faction's weapons, selling a batch of faulty weapons that explode upon use, etc.. They are prolonging the war to gain as much control of each side as possible, and to drive up profits from arms sales. They ultimately hope to gain control of the entire galaxy, but because they don't have an actual army, they are using the factions as proxies for their conquests. When a faction tries to break from the monopoly by building factories, Techron sends its fleet of bomber ships to destroy the factories. The factions are completely at Techron's mercy, as TI often assassinates anyone in the factions' leadership that tries to make peace. | -| Resistance | Ω | Pink | Micarais | The original goal of the faction previously known as the Pacifists was to create a diplomatic solution to the war upon which both sides could agree. However, due to the involvement of Techron, neither side would agree upon any form of agreement. The Pacifists evolved over time, and with this evolution came a new school of thought: "Active Pacifism." This new view of pacifism stated that in order to create or promote peace, some action (even violent action) must sometimes be taken. With this new view in mind, the Pacifists slowly reorganized into a militia of sorts, rather than a pacifism activism group. Small strike teams have been created for carrying out covert "black-ops" missions, oftentimes behind enemy lines. These highly trained teams make up the backbone of the new Resistance movement. | +### Underdog + +- Player is member of resistance movement (“pacifists”) which has stolen lots of equipment (guns, ammo, perhaps vehicles) and formed an attack team + - Fights through several campaigns to bring down each company individually (or just one campaign if one company) + - If each company specializes, the company’s soldiers use whatever weapons the company specializes in extensively + - Taking place on company controlled planets/important communication/manufacturing centers? + - Player is equipped with some rudimentary weapons (laser, shotgun, hagar perhaps), however, player can take weapons from downed corporate soldiers + - Ammo may or may not be scattered around the maps + - Death means level failed. + - Missions could involve retrieval of items, hacking computers (perhaps just getting to a certain point and holding it, as a sort of “hacking puzzle” would be difficult to implement), destroying targets (ONS style), getting to specific places (traversing a map), surviving certain attacks, saving certain allies, etc, when dictated by the story. + - Initial missions could be raids on corporate warehouses, where the goal is to get into a warehouse (kill the guards) outside, avoid tripping alarm systems, get some weapons/ammo and get out. + +### Oppressor + +- Player is a member of a team formed to extinguish all resistance movements + - Access to lots of arms and ammo and vehicles (for open maps) + - Given a serial number (randomly generated?) and a clean, strong-looking model (Erebus/Nyx?) + - Fights resistance in contested planets/factories/communication centers + - Player’s squadron is shared between the companies and employed wherever resistance crops up + - If companies specialize, player is equipped with whatever the company specializes first and foremost (however, they may take weapons from downed resistance members) + +Multiplayer explanation +----------------------- + +- Multiplayer is a combat simulator + - Don’t necessarily need to explain if the company or resistance operates the simulator + - Easily explains respawning, etc. + - Red could be resurgents, blue could be company guards, yellow and pink some two factions + - Or, all four colors could be different factions, this allows for a totally different perspective in story mode + - Maps specially designed to make participants in the simulation move unconventionally (not just walk and jump, laserjump, laserclimb, bunnyjump) and allow testing of new tactics against the “enemy” (however, who the enemy is is not specified, left to the player’s imagination) + +- Multiplayer could be several battles between the four factions + - Arms, etc. provided by the companies on the maps + - Maps are stations around the galaxy of some importance + - Important to account for wide variation of skyboxes - some are space stations, other are terrestrial stations + +Factions +-------- + +- Factions do not particularly matter as they do not necessarily have to figure in the campaign + - Could be brutes employed by the corporation(s) to stop the player in the “Underdog” campaign + - As player progresses in the campaign, they see less of the factional player models (everyone else) and more company player models (erebus/nyx?) + - However, player could also specify factional allegiance (resistance is a “pacifist” movement, so factions put aside differences) + - Not sure how they can figure in the “Oppressor” campaign (redshirts killed quickly in the beginning of some battles?) + +- Factions may be adopted from the [[Close to Home]] scenario or invented anew + - Only difference between factions is player models + +Note: Colors of factions are subject to change depending on which faction is in which mission (we can have at most three other factions besides the player’s faction). + +|Faction name|Acronym|Faction Color|Base Planet|Bio| +|------------|-------|-------------|-----------|---| +|United Armed Forces|UAF|Red|Darhkor|Made up of several weaker planets of varying race who could not defend themselves alone. These planets formed a faction late in the war, several decades after the AC began their conquest, to protect themselves and each other from the larger faction. Eventually, after several hundred years, they gained enough member planets to become one of the most powerful and diverse factions in the galaxy. The UAF’s goals evolved over time. As leadership of the group changed hands over the decades, new plans to control the entire galaxy began to emerge in private, closed-door meetings, the likes of which had previously been unseen in the UAF.| +|Android Confederacy|AC|Blue|Unknown|The Android Confederacy is a faction that consists solely of mechanical soldiers. The faction is driven by a central computer system, which was originally designed as an advanced weapon prototype by Techron Industries. The main system, known as C.A.I.N.E., gained control of system components that were originally supposed to be off-limits, due to the fact that they were only partially completed and were not yet ready to be released to the system. C.A.I.N.E. exploited holes in the unfinished components, gained control of Techron’s major technological systems, took over control of their factories and began constructing an army of androids. A few members of the original C.A.I.N.E. development team have come forward to try to assist the UAF in destroying C.A.I.N.E., but all of them have been intercepted and killed in transit to the UAF base planet. It is unknown if there are any remaining C.A.I.N.E. developers left alive at this point.| +|Red Legion|RL|Red|Bak’Tar|The Red Legion is a union of planets comprising the third faction in the Great Andromeda War. Their agenda is to spread their totalitarianism across the galaxy and thereby become the supreme rulers of everything in the galaxy. Their soldiers are extremely dedicated and are willing to die for the cause. They are the faction that Techron has had the most trouble keeping in line with Techron’s agenda, as they frequently try to break free of the monopoly and construct their own weapon plants. They have also begun attempting to reverse-engineer TI weapons to remove the “kill switch” that allows Techron to remotely disable their weapons at any time.| +|Techron Industries|TI|Yellow|Kel’Dar IV (fourth moon of Telikas)|Techron Industries is the largest (and only) supplier of weapons in the galaxy. Their handiwork can be seen on roughly 75-90% of the inhabited planets in any given star system. They are currently supplying weapons to both sides of the war, claiming to remain neutral. However, they control the factions through their arms sales, and are currently in control of both sides of the war. When a faction tries to do something that Techron does not like, Techron can do things such as engaging a “kill switch” in a faction’s weapons, selling a batch of faulty weapons that explode upon use, etc.. They are prolonging the war to gain as much control of each side as possible, and to drive up profits from arms sales. They ultimately hope to gain control of the entire galaxy, but because they don’t have an actual army, they are using the factions as proxies for their conquests. When a faction tries to break from the monopoly by building factories, Techron sends its fleet of bomber ships to destroy the factories. The factions are completely at Techron’s mercy, as TI often assassinates anyone in the factions’ leadership that tries to make peace.| +|Resistance|Ω|Pink|Micarais|The original goal of the faction previously known as the Pacifists was to create a diplomatic solution to the war upon which both sides could agree. However, due to the involvement of Techron, neither side would agree upon any form of agreement. The Pacifists evolved over time, and with this evolution came a new school of thought: “Active Pacifism.” This new view of pacifism stated that in order to create or promote peace, some action (even violent action) must sometimes be taken. With this new view in mind, the Pacifists slowly reorganized into a militia of sorts, rather than a pacifism activism group. Small strike teams have been created for carrying out covert “black-ops” missions, oftentimes behind enemy lines. These highly trained teams make up the backbone of the new Resistance movement.| + + diff --git a/Tech_Conglomerate_Script.md b/Tech_Conglomerate_Script.md index 4a34477..0fb017a 100644 --- a/Tech_Conglomerate_Script.md +++ b/Tech_Conglomerate_Script.md @@ -1,39 +1,41 @@ -h1. Tech Conglomerate Script +Tech Conglomerate Script +======================== -h2. Satellite data mission +Satellite data mission +---------------------- -h3. Opening cutscene (1/2) +### Opening cutscene (1/2) -_We see a space station, which appears to be a peaceful trading post. We see space traffic flowing through the various docks and ports. The camera pans around the station slowly, with no real pattern, just showing the normal day-to-day activities going on as usual._ +*We see a space station, which appears to be a peaceful trading post. We see space traffic flowing through the various docks and ports. The camera pans around the station slowly, with no real pattern, just showing the normal day-to-day activities going on as usual.* -_The view cuts to a view of the interior the cockpit a ship docked on the side of the station. We see the crew moving around. It is a cargo freighter and lightly manned._ +*The view cuts to a view of the interior the cockpit a ship docked on the side of the station. We see the crew moving around. It is a cargo freighter and lightly manned.* -_The captain is on the radio, communicating with the station’s dock staff. We hear a lot of chatter. Nothing important is said._ +*The captain is on the radio, communicating with the station’s dock staff. We hear a lot of chatter. Nothing important is said.* -_Through the viewport of the freighter, we see a flash in the distance, somewhere in space, like a muzzle flash on a massive gun, or a star exploding. A few crew members notice it and look up. Some continue their work after a second, but two or three continue to peer out the viewport in the direction of the strange flash. After a few more seconds, a massive energy beam/laser comes into view from the direction of the flash and strikes the dock the ship is attached to, destroying it in a massive explosion and crippling the ship. The front of the ship begins to detach from the station and sink into the blackness of space (it’s actually just floating, since this is space, but the sinking feel will help add some emotion to the setting). The crew is frantically scrambling. The captain is loudly calling for help on the radio but the dock authorities cannot hear him (because they are all dead or dying)._ +*Through the viewport of the freighter, we see a flash in the distance, somewhere in space, like a muzzle flash on a massive gun, or a star exploding. A few crew members notice it and look up. Some continue their work after a second, but two or three continue to peer out the viewport in the direction of the strange flash. After a few more seconds, a massive energy beam/laser comes into view from the direction of the flash and strikes the dock the ship is attached to, destroying it in a massive explosion and crippling the ship. The front of the ship begins to detach from the station and sink into the blackness of space (it’s actually just floating, since this is space, but the sinking feel will help add some emotion to the setting). The crew is frantically scrambling. The captain is loudly calling for help on the radio but the dock authorities cannot hear him (because they are all dead or dying).* -_The camera switches back to the exterior view. The front of the ship detaches from the dock completely and the rear dock begins to bend as the ship pulls away from the station, moving downward as if sinking. More lasers are seen impacting the station.The camera returns to the interior of the cockpit. The situation is becoming very intense inside. Suddenly, part of the dock snaps, the ship lurches forward, the begins to turn toward the side of the space station. Some of the crew members stop moving and simply give up hope. The rest work even more frantically. Everyone is yelling out different commands and ideas. Everyone braces for impact. The ship collides with the side of the station. The crew screams. A fireball engulfs the cockpit and the camera, serving as the transition to the next scene as it clears. The screams of the crew continue, fading out as the next scene begins._ +*The camera switches back to the exterior view. The front of the ship detaches from the dock completely and the rear dock begins to bend as the ship pulls away from the station, moving downward as if sinking. More lasers are seen impacting the station.The camera returns to the interior of the cockpit. The situation is becoming very intense inside. Suddenly, part of the dock snaps, the ship lurches forward, the begins to turn toward the side of the space station. Some of the crew members stop moving and simply give up hope. The rest work even more frantically. Everyone is yelling out different commands and ideas. Everyone braces for impact. The ship collides with the side of the station. The crew screams. A fireball engulfs the cockpit and the camera, serving as the transition to the next scene as it clears. The screams of the crew continue, fading out as the next scene begins.* -h3. Opening cutscene (2/2) +### Opening cutscene (2/2) -_We see a massive expanse of open space. The title logo appears on the screen. The camera pans down and a planet comes into view. It is Micarais the planet where the Pacifist’s secret base is located. The camera cuts to an interior view of the base. The Pacifist leaders are discussing the latest developments in the war._ +*We see a massive expanse of open space. The title logo appears on the screen. The camera pans down and a planet comes into view. It is Micarais the planet where the Pacifist’s secret base is located. The camera cuts to an interior view of the base. The Pacifist leaders are discussing the latest developments in the war.* -*Leader1:* -[We enter at the end of his briefing] ...and finally, a UAF supply station was attacked and destroyed by Confederate forces just over seven hours ago. This attack took place in the Theta sector, near Darhkor. However, rather than attack Darhkor, the Confederates simply left the sector after destroying the supply station. We have no idea why they didn’t wipe out the UAF command center when they had a chance to. It doesn’t make any sense. Our best communications experts are working nonstop right now, trying to decode the various encrypted radio transmissions we intercepted during the attack. Our satellites in the area were damaged and unable to transmit most of the data back here. As a result most of the transmissions have been stranded on the hard drives located at the Satellite Control Center near the attack site. We need to get a Strike Team to that Control Center RIGHT NOW to retrieve that data before the Confederacy gets it. Team 32-G6-A is mobilized and will be launching imminently. Any questions? +**Leader1:** +[We enter at the end of his briefing] …and finally, a UAF supply station was attacked and destroyed by Confederate forces just over seven hours ago. This attack took place in the Theta sector, near Darhkor. However, rather than attack Darhkor, the Confederates simply left the sector after destroying the supply station. We have no idea why they didn’t wipe out the UAF command center when they had a chance to. It doesn’t make any sense. Our best communications experts are working nonstop right now, trying to decode the various encrypted radio transmissions we intercepted during the attack. Our satellites in the area were damaged and unable to transmit most of the data back here. As a result most of the transmissions have been stranded on the hard drives located at the Satellite Control Center near the attack site. We need to get a Strike Team to that Control Center RIGHT NOW to retrieve that data before the Confederacy gets it. Team 32-G6-A is mobilized and will be launching imminently. Any questions? -_No one moves._ +*No one moves.* -*Leader1:* +**Leader1:** Excellent, then we know what we have to do. This meeting is adjourned. Good luck everyone. -_The scene moves to a hangar bay. We see the Strike Team ready to take off. The first of the four ships begins taking off. The camera moves to the first person view of the player character, PC, inside his cockpit. The bay doors open in front of him._ +*The scene moves to a hangar bay. We see the Strike Team ready to take off. The first of the four ships begins taking off. The camera moves to the first person view of the player character, PC, inside his cockpit. The bay doors open in front of him.* -*PC [over the radio]:* +**PC [over the radio]:** Alright team, you all know the plan. Let’s get that data and get home safely. Good luck. -_The screen cuts to black as soon as he has finished the line. We hear the sounds of his ship taking off and exiting the hangar bay. The sound fades._ +*The screen cuts to black as soon as he has finished the line. We hear the sounds of his ship taking off and exiting the hangar bay. The sound fades.* -h3. Objectives +### Objectives In the “Objective” sections for each mission, the following terms will be used. @@ -47,102 +49,106 @@ Secondary Objectives are objectives that appear during the mission. They are num Cutscenes do not follow this method. The number on the cutscene (1A for example) is the mission number, and the letter shows which cutscene it is for that mission. -h3. Cutscene 1A +### Cutscene 1A -_The camera is at a first-person view from the player’s cockpit, as the ship is docking with the Control Center._ +*The camera is at a first-person view from the player’s cockpit, as the ship is docking with the Control Center.* -*MEMBER1 [over the radio]:* +**MEMBER1 [over the radio]:** This Control Center is normally manned by a crew of about 100, but none of them have been heard from since the attack. I’m not reading any life signs onboard, either. They appear to have been killed in the explosion that took out the supply station. Well need to find a way over to that hatch on the port side once we dock [NO-1]. Then we’ll find the server rooms [NO-2], retrieve the data [NO-3], and get back out here [NO-4]. Remember not to transmit ANY of the data from here. We can’t risk having the information intercepted. That’s why we’re here in the first place. -*PC:* -Alright, sounds good. Let's get this over with. +**PC:** +Alright, sounds good. Let’s get this over with. -_The ships dock and the team members exit their ships. They are now standing on the exterior of the Control Point._ +*The ships dock and the team members exit their ships. They are now standing on the exterior of the Control Point.* -h4. Game action +#### Game action -_The team makes it to the port side hatch [OC-1], only to find it has been destroyed in the attack._ +*The team makes it to the port side hatch [OC-1], only to find it has been destroyed in the attack.* -*MEMBER3:* +**MEMBER3:** NO! Why can’t these every just be easy? (pause) Alright, let’s find another way in. [NO-1A] -h3. Game action +### Game action -_The team finds another way in, through a damaged part of the Control Center’s exterior [OC-1A]. Initially, they are simply running through empty halls, with no contact of any kind from the CC crew. About a quarter of the way through, they see the dead bodies of crew members lying in the passageways. Some of them have been abused quite badly. The team is now moving quickly, realizing that something is not right. They begin to notice fresh blood on some of the walls, as well as other signs that a confrontation has recently taken place. After a few more minutes, they encounter some light resistance from AC forces. They immediately go on high alert. The resistance becomes stronger as the team gets closer to the server room. Inside the server room, they find enemy troops already accessing the servers [OC-2]. The resistance in the server room is much heavier than anything encountered in the rest of the level._ +*The team finds another way in, through a damaged part of the Control Center’s exterior [OC-1A]. Initially, they are simply running through empty halls, with no contact of any kind from the CC crew. About a quarter of the way through, they see the dead bodies of crew members lying in the passageways. Some of them have been abused quite badly. The team is now moving quickly, realizing that something is not right. They begin to notice fresh blood on some of the walls, as well as other signs that a confrontation has recently taken place. After a few more minutes, they encounter some light resistance from AC forces. They immediately go on high alert. The resistance becomes stronger as the team gets closer to the server room. Inside the server room, they find enemy troops already accessing the servers [OC-2]. The resistance in the server room is much heavier than anything encountered in the rest of the level.* -*MEMBER3:* +**MEMBER3:** NO NO NO! How’d they get in here already?! -*MEMBER2:* +**MEMBER2:** Kill ‘em all! [NO-2A] -h4. Game action +#### Game action -_The team fights and destroys all AC forces [OC-2A], retrieving data cards containing information about the attack from some of the dead enemies. After confirming that they have destroyed all the enemies in the area, they go about accessing the servers. They each retrieve information from a different server. MEMBER2 stands guard near the door [OC-3]. MEMBER1 is at a server terminal near the back of the room, putting him farthest from the door._ +*The team fights and destroys all AC forces [OC-2A], retrieving data cards containing information about the attack from some of the dead enemies. After confirming that they have destroyed all the enemies in the area, they go about accessing the servers. They each retrieve information from a different server. MEMBER2 stands guard near the door [OC-3]. MEMBER1 is at a server terminal near the back of the room, putting him farthest from the door.* -h3. Cutscene 1B: +### Cutscene 1B: -_The camera moves to a third-person view. As they are working, they do not notice that a droid has come out of hiding in a roof panel. It quietly approaches MEMBER2, who is watching the hallway from just inside the door. As it nears MEMBER2, it steps on a piece of debris on the ground. MEMBER2 glances behind him and notices it._ +*The camera moves to a third-person view. As they are working, they do not notice that a droid has come out of hiding in a roof panel. It quietly approaches MEMBER2, who is watching the hallway from just inside the door. As it nears MEMBER2, it steps on a piece of debris on the ground. MEMBER2 glances behind him and notices it.* -*MEMBER2:* +**MEMBER2:** -HEY-- +HEY— -_He is cut off by the droid, who shoots him in the face. The team members spin around from their terminals and see MEMBER2 as he falls to the ground._ +*He is cut off by the droid, who shoots him in the face. The team members spin around from their terminals and see MEMBER2 as he falls to the ground.* -h4. Game action +#### Game action -_The player and MEMBER3 shoot at the droid, but he is a much more powerful model than the ones encountered earlier. He is heavily armored and escapes out the door. MEMBER1 is not close enough to get a shot in before the droid escapes through the door._ +*The player and MEMBER3 shoot at the droid, but he is a much more powerful model than the ones encountered earlier. He is heavily armored and escapes out the door. MEMBER1 is not close enough to get a shot in before the droid escapes through the door.* -*MEMBER3:* -He’s carrying a hard drive! Get it back now! [New objective here? --ed] +**MEMBER3:** +He’s carrying a hard drive! Get it back now! [New objective here? —ed] -*PC:* +**PC:** Roger that! Let’s go! -h5. Game Action +##### Game Action -_The door shuts as the team runs toward the droid standing on the other side, and the droid blasts the ceiling just outside the door (we hear it but do not see it)._ +*The door shuts as the team runs toward the droid standing on the other side, and the droid blasts the ceiling just outside the door (we hear it but do not see it).* -_If the player tries to go through the door, it will open but will be blocked. A large light labeled “AIRLOCK” lights up on the wall near the door. Another door is heard shutting. Through a viewport on the right side of the room, we can see that the droid has launched himself into space and is using a built-in jetpack to fly toward a small cluster of ships. Another light comes on over a control panel, this time marked “RED ALERT”. A siren sounds._ +*If the player tries to go through the door, it will open but will be blocked. A large light labeled “AIRLOCK” lights up on the wall near the door. Another door is heard shutting. Through a viewport on the right side of the room, we can see that the droid has launched himself into space and is using a built-in jetpack to fly toward a small cluster of ships. Another light comes on over a control panel, this time marked “RED ALERT”. A siren sounds.* -*Computerized voice:* +**Computerized voice:** Warning: Confederate bombers inbound. All hands brace for attack. -h3. Game action +### Game action -_An explosion rocks the server room. A gaping hole opens in wall on the right of the room, leading out to open space. MEMBER3 is sucked out, screaming. A laser beam obliterates him. MEMBER2’s body and other random pieces of debris are also sucked out. The servers begin to be move as if they are being pulled out, but are securely fastened in place on their racks, which are in turn attached to the ceiling and floor. The player begins sliding toward the hole, being sucked out like MEMBER3. MEMBER1 is barely holding on to a server rack, trying to keep himself from being pulled out. A blast wall slides into place from above and blocks the hole. More explosions shake the room. A panel on the real wall near MEMBER1 explodes and sends him flying across the room, screaming. He writhes, then stops screaming and moving. The explosion also takes out part of the rear wall. They player exits through the destroyed wall. The player runs through the Control Center as it is being bombed to dust by the AC ships, facing light resistance at times. During this part, passages may be blocked with debris and require the player to find a secondary path. He eventually reaches the other side of the Control Center, where his ship is docked. However, as he rounds the corner to the docking bay door, he finds himself face-to-face with a hulking machine. They do battle. They player is severely outgunned in this match. A cutscene is triggered when the droid is defeated._ +*An explosion rocks the server room. A gaping hole opens in wall on the right of the room, leading out to open space. MEMBER3 is sucked out, screaming. A laser beam obliterates him. MEMBER2’s body and other random pieces of debris are also sucked out. The servers begin to be move as if they are being pulled out, but are securely fastened in place on their racks, which are in turn attached to the ceiling and floor. The player begins sliding toward the hole, being sucked out like MEMBER3. MEMBER1 is barely holding on to a server rack, trying to keep himself from being pulled out. A blast wall slides into place from above and blocks the hole. More explosions shake the room. A panel on the real wall near MEMBER1 explodes and sends him flying across the room, screaming. He writhes, then stops screaming and moving. The explosion also takes out part of the rear wall. They player exits through the destroyed wall. The player runs through the Control Center as it is being bombed to dust by the AC ships, facing light resistance at times. During this part, passages may be blocked with debris and require the player to find a secondary path. He eventually reaches the other side of the Control Center, where his ship is docked. However, as he rounds the corner to the docking bay door, he finds himself face-to-face with a hulking machine. They do battle. They player is severely outgunned in this match. A cutscene is triggered when the droid is defeated.* -h3. Cutscene 1C: +### Cutscene 1C: -_The droid, heavily damaged, blasts the player backwards. The player is on his back, weakened. The droid approaches. The player, dazed, comes (slightly) to his senses and shoots the droid’s knees out, causing it to collapse. The droid tries to crawl forward, but cannot._ - -*Droid:* +*The droid, heavily damaged, blasts the player backwards. The player is on his back, weakened. The droid approaches. The player, dazed, comes (slightly) to his senses and shoots the droid’s knees out, causing it to collapse. The droid tries to crawl forward, but cannot.* + +**Droid:** Self-destruct activated. -_The droid begins beeping. The player jumps up and staggers toward the door. As he gets closer to the door, the droid explodes. It is far enough away from the door that the explosion does not kill the player, but does throw him against the wall and do damage to his armor and body (shrapnel from the droid’s body cuts him). He staggers out the door to his ship. As he is powering up, he sees the bombers ending their attack and flying off. He takes off and begins to follow them from a safe distance. The camera moves to a third-person view. We see the inside of another ship, from behind the pilot. A blinking light on a control panel indicates that he is locked onto the player. He follows the player from a safe distance like the player is doing to the bombers. We do not see the pilot._ +*The droid begins beeping. The player jumps up and staggers toward the door. As he gets closer to the door, the droid explodes. It is far enough away from the door that the explosion does not kill the player, but does throw him against the wall and do damage to his armor and body (shrapnel from the droid’s body cuts him). He staggers out the door to his ship. As he is powering up, he sees the bombers ending their attack and flying off. He takes off and begins to follow them from a safe distance. The camera moves to a third-person view. We see the inside of another ship, from behind the pilot. A blinking light on a control panel indicates that he is locked onto the player. He follows the player from a safe distance like the player is doing to the bombers. We do not see the pilot.* + +### Objectives + +1. Find a way into the Satellite Control Center + Enter through the access hatch on the port side. + 1. Find a new way into the Control Center + The access hatch was destroyed in the attack. Find another way in. + +2. Locate the main data storage servers + They will be located in a large server room on the other side of the Control Center + 1. Destroy all enemy infantry and reclaim stolen data + AC forces are already in the process of stealing the stored transmissions. Stop them and take back whatever data they may have already taken. -h3. Objectives +3. Retrieve all data from the time of the attack + It is critical that all information be retrieved. There may be information stored on several separate servers. Due to security protocols, they will all need to be accessed manually. Destroy the copies on the servers once you have confirmed that a copy has been saved to your data card. +4. Get out of the Control Center and return the data to base + Make sure everyone gets out safely. Return to base. DO NOT TRANSMIT THE DATA. We must make sure it does not have a chance to be intercepted. -# Find a way into the Satellite Control Center -Enter through the access hatch on the port side. -## Find a new way into the Control Center -The access hatch was destroyed in the attack. Find another way in. -# Locate the main data storage servers -They will be located in a large server room on the other side of the Control Center -## Destroy all enemy infantry and reclaim stolen data -AC forces are already in the process of stealing the stored transmissions. Stop them and take back whatever data they may have already taken. -# Retrieve all data from the time of the attack -It is critical that all information be retrieved. There may be information stored on several separate servers. Due to security protocols, they will all need to be accessed manually. Destroy the copies on the servers once you have confirmed that a copy has been saved to your data card. -# Get out of the Control Center and return the data to base -Make sure everyone gets out safely. Return to base. DO NOT TRANSMIT THE DATA. We must make sure it does not have a chance to be intercepted. +Confederate Base Infiltration Mission +------------------------------------- -h2. Confederate Base Infiltration Mission +### Cutscene 2A -h3. Cutscene 2A +*The player follows the Confederate bombers to a base on an empty desert planet. The base resembles a small, walled-in, high-tech city. There is a stark contrast between the terrain and the base itself. The player lands outside sensor range. He will have to trek across the desert to get inside. He is still weak from his battle with the droid. He has sustained several injuries.* -_The player follows the Confederate bombers to a base on an empty desert planet. The base resembles a small, walled-in, high-tech city. There is a stark contrast between the terrain and the base itself. The player lands outside sensor range. He will have to trek across the desert to get inside. He is still weak from his battle with the droid. He has sustained several injuries._ +#### Game action -h4. Game action +*The player’s health starts very low, at 10-20%, at the programmers discretion. He must get across an expanse of desert. There may be traps, hidden paths, etc. at the discretion of the map designer. Because the player is so weak, he must avoid wild animals, who will easily kill him. He has a weapon but the powerful monsters on the map are mostly too powerful to be killed by it before they kill him.* -_The player’s health starts very low, at 10-20%, at the programmers discretion. He must get across an expanse of desert. There may be traps, hidden paths, etc. at the discretion of the map designer. Because the player is so weak, he must avoid wild animals, who will easily kill him. He has a weapon but the powerful monsters on the map are mostly too powerful to be killed by it before they kill him._ diff --git a/Textures.md b/Textures.md index 329fd4c..fa187cf 100644 --- a/Textures.md +++ b/Textures.md @@ -1,28 +1,32 @@ -h1. Textures in Xonotic +Textures in Xonotic +=================== -{{>toc}} +{{\>toc}} There are 2 material/texture systems in Xonotic that can work together. -h2. System one +System one +---------- This system is based off of the texture name, with the suffix denoting what the texture describes. -|_. Texture name |_. Filename |_. Description | -| Diffuse | texturename.tga | This is the texture as it will look to an observer without lighting or any other effects. | -| Normal | texturename_norm.tga | Xonotic uses OpenGL style tangent space normal map (Inverted Y/green channel). You can put height map in normal maps alpha channel and it will be used when offset or relief mapping is on. This will give your texture a 3d look. | -|/2.Alpha channel | texturename_norm.tga |If the TGA image is 32bits, the alpha channel will be loaded from the image. | -| texturename_alpha.jpg | *note ONLY works with jpg at the moment* (What does this mean? Why is there a tga entry for this then?)| -| Bump map | texturename_bump.tga | Bump maps are like normal maps in that they allow a texture to be 3d. However, normal maps have higher priorities and so will overwrite bump maps. It is a better idea to use a normal map instead of a bump map, since the roughness of a bump map is limited by a cvar. | -| Specular | texturename_gloss.tga | This map will make your texture more or less shiny. There may be colors in this map. | -| Fullbright | texturename_glow.tga | Areas textured with this map will always glow and shadows will not affect them. | -| Team color/custom | texturename_pants.tga | Areas textured with this map will show the user's custom or team color. Make it grayscale and leave same area 100% black in diffuse texture. | -| Shirt | texturename_shirt.tga | Like the above, but a secondary color. *Does this still exist?* | - - -h2. System two +|Texture name|Filename|Description| +|------------|--------|-----------| +|Diffuse|texturename.tga|This is the texture as it will look to an observer without lighting or any other effects.| +|Normal|texturename\_norm.tga|Xonotic uses OpenGL style tangent space normal map (Inverted Y/green channel). You can put height map in normal maps alpha channel and it will be used when offset or relief mapping is on. This will give your texture a 3d look.| +|/2.Alpha channel|texturename\_norm.tga|If the TGA image is 32bits, the alpha channel will be loaded from the image.| +|texturename\_alpha.jpg|**note ONLY works with jpg at the moment** (What does this mean? Why is there a tga entry for this then?)| +|Bump map|texturename\_bump.tga|Bump maps are like normal maps in that they allow a texture to be 3d. However, normal maps have higher priorities and so will overwrite bump maps. It is a better idea to use a normal map instead of a bump map, since the roughness of a bump map is limited by a cvar.| +|Specular|texturename\_gloss.tga|This map will make your texture more or less shiny. There may be colors in this map.| +|Fullbright|texturename\_glow.tga|Areas textured with this map will always glow and shadows will not affect them.| +|Team color/custom|texturename\_pants.tga|Areas textured with this map will show the user’s custom or team color. Make it grayscale and leave same area 100% black in diffuse texture.| +|Shirt|texturename\_shirt.tga|Like the above, but a secondary color. **Does this still exist?**| + +System two +---------- Second material system is simplified Quake 3™ shader system. The main difference is that you can use only 1 pass, with a few exceptions: -* Lightmap pass is allowed -* Blend shaders are allowed (blending two diffuse textures + lightmap). Same syntax as in quake3. +\* Lightmap pass is allowed +\* Blend shaders are allowed (blending two diffuse textures + lightmap). Same syntax as in quake3. + diff --git a/TrackerWorkflow.md b/TrackerWorkflow.md index 29bece2..74cf3cd 100644 --- a/TrackerWorkflow.md +++ b/TrackerWorkflow.md @@ -1,71 +1,74 @@ -h1. TrackerWorkflow +TrackerWorkflow +=============== -h1. THIS IS NOT TRUE ON THIS TRACKER YET +THIS IS NOT TRUE ON THIS TRACKER YET +==================================== +Status “new” +------------ -h2. Status "new" +Items are in status “new” if they are posted and not yet verified. -Items are in status "new" if they are posted and not yet verified. +From there, the statuses “feedback”, “rejected”, and “verified” can be entered. -From there, the statuses "feedback", "rejected", and "verified" can be entered. - - -h2. Status "feedback" +Status “feedback” +----------------- The item is waiting for a reply from the original submitter, on which depends whether it can be accepted. In the special case of patches, this state is also used after a failed code review. -From here, the status "new" is entered after a reply by the original submitter. - +From here, the status “new” is entered after a reply by the original submitter. -h2. Status "rejected" +Status “rejected” +----------------- The bug cannot be reproduced or is not a bug. / The feature is not wanted. / The patch is not wanted. The item is closed. - -h2. Status "verified" +Status “verified” +----------------- The bug could be reproduced. / The feature would be a good idea. / The patch applies and a short test showed that it seems to work. -From here, the status "assigned" can be entered. - +From here, the status “assigned” can be entered. -h2. Status "assigned" +Status “assigned” +----------------- The bug has been assigned to someone who can fix it. / The feature is assigned to someone who can implement it. / The patch is assigned to someone who can review it. -From here, the status "resolved" or "wontfix" can be entered. As a special case, patches can go to a status "feedback and assigned" if the reviewer has an open issue with the patch. - +From here, the status “resolved” or “wontfix” can be entered. As a special case, patches can go to a status “feedback and assigned” if the reviewer has an open issue with the patch. -h2. Status "resolved" +Status “resolved” +----------------- The bug has been fixed in svn. / The feature has been implemented in svn. +Status “wontfix” +---------------- -h2. Status "wontfix" +The bug won’t be fixed due a fix breaking other intended behaviour or being impossible. / The feature appears to be out of scope. / The feature implemented by the patch is a security or other risk to the game and thus won’t be applied. -The bug won't be fixed due a fix breaking other intended behaviour or being impossible. / The feature appears to be out of scope. / The feature implemented by the patch is a security or other risk to the game and thus won't be applied. +Status “feedback and assigned” +------------------------------ +Like feedback, but it can be moved to “assigned” instead of “new”. -h2. Status "feedback and assigned" - -Like feedback, but it can be moved to "assigned" instead of "new". - - -h2. Status "closed" +Status “closed” +--------------- The issue has been closed for another reason and cannot be reopened. +User permissions +---------------- -h2. User permissions +Reporters can go from any closing state, and from state “feedback”, to status “new”. They also can go from “feedback and assigned” back to status “assigned”. Otherwise they cannot change status. -Reporters can go from any closing state, and from state "feedback", to status "new". They also can go from "feedback and assigned" back to status "assigned". Otherwise they cannot change status. - -Contributors can perform the whole workflow, except they cannot move anything to status "closed", "wontfix" or "resolved" (as they also have no svn commit access). +Contributors can perform the whole workflow, except they cannot move anything to status “closed”, “wontfix” or “resolved” (as they also have no svn commit access). Developers can perform the whole workflow. Managers can circumvent workflow restrictions. + diff --git a/Vehicles.md b/Vehicles.md index 5341a50..12110a8 100644 --- a/Vehicles.md +++ b/Vehicles.md @@ -1,7 +1,9 @@ -h1. Vehicles +Vehicles +======== Assault need testing, as far as i can tel it should work now. Ons/dom is UNSUPPORTED, as in targeting vehicles with those ents - this is in development. Maps needed, as and ctf for now - i cant take this much further w/o play testing on a larger scale. + diff --git a/Voices_and_sounds.md b/Voices_and_sounds.md index 3442489..41c6743 100644 --- a/Voices_and_sounds.md +++ b/Voices_and_sounds.md @@ -1,43 +1,42 @@ -h1. Voices and sounds +Voices and sounds +================= -Each player model should have a .sounds file, named with the syntax _0.sounds. So for Ignis, the sound file would be ignis.iqm_0.sounds. This file will give a voice to the player model, allowing it to make noises and so on. +Each player model should have a .sounds file, named with the syntax \_0.sounds. So for Ignis, the sound file would be ignis.iqm\_0.sounds. This file will give a voice to the player model, allowing it to make noises and so on. There are 32 lines in a .sounds file, which looks something like this: -

-//TAG: insurrectionist
-//affirmative sound/player/carni-lycan/player/affirmative 0
-attack sound/player/insurrectionist/coms/attack 0
-//attacking sound/player/carni-lycan/player/attacking 0
-attackinfive sound/player/insurrectionist/coms/attackinfive 0
-coverme sound/player/insurrectionist/coms/coverme 0
-defend sound/player/insurrectionist/coms/defend 0
-//defending sound/player/carni-lycan/player/defending 0
-//droppedflag sound/player/carni-lycan/player/droppedflag 0
-//flagcarriertakingdamage sound/player/soldier/player/flagcarriertakingdamage 0
-freelance sound/player/insurrectionist/coms/freelance 2
-//getflag sound/player/soldier/player/getflag 0
-incoming sound/player/insurrectionist/coms/incoming 0
-meet sound/player/insurrectionist/coms/meet 0
-needhelp sound/player/insurrectionist/coms/needhelp 2
-//negative sound/player/carni-lycan/player/negative 0
-//onmyway sound/player/carni-lycan/player/onmyway 0
-//roaming sound/player/carni-lycan/player/roaming 0
-//seenenemy sound/player/carni-lycan/player/seenenemy 0
-seenflag sound/player/insurrectionist/coms/seenflag 0
-taunt sound/player/insurrectionist/coms/taunt 4
-teamshoot sound/player/insurrectionist/coms/teamshoot 3
-death sound/player/insurrectionist/player/death 3
-drown sound/player/insurrectionist/player/drown 0
-fall sound/player/insurrectionist/player/fall 0
-falling sound/player/insurrectionist/player/falling 0
-gasp sound/player/insurrectionist/player/gasp 0
-jump sound/player/insurrectionist/player/jump 0
-pain25 sound/player/insurrectionist/player/pain25 0
-pain50 sound/player/insurrectionist/player/pain50 0
-pain75 sound/player/insurrectionist/player/pain75 0
-pain100 sound/player/insurrectionist/player/pain100 0
- + //TAG: insurrectionist + //affirmative sound/player/carni-lycan/player/affirmative 0 + attack sound/player/insurrectionist/coms/attack 0 + //attacking sound/player/carni-lycan/player/attacking 0 + attackinfive sound/player/insurrectionist/coms/attackinfive 0 + coverme sound/player/insurrectionist/coms/coverme 0 + defend sound/player/insurrectionist/coms/defend 0 + //defending sound/player/carni-lycan/player/defending 0 + //droppedflag sound/player/carni-lycan/player/droppedflag 0 + //flagcarriertakingdamage sound/player/soldier/player/flagcarriertakingdamage 0 + freelance sound/player/insurrectionist/coms/freelance 2 + //getflag sound/player/soldier/player/getflag 0 + incoming sound/player/insurrectionist/coms/incoming 0 + meet sound/player/insurrectionist/coms/meet 0 + needhelp sound/player/insurrectionist/coms/needhelp 2 + //negative sound/player/carni-lycan/player/negative 0 + //onmyway sound/player/carni-lycan/player/onmyway 0 + //roaming sound/player/carni-lycan/player/roaming 0 + //seenenemy sound/player/carni-lycan/player/seenenemy 0 + seenflag sound/player/insurrectionist/coms/seenflag 0 + taunt sound/player/insurrectionist/coms/taunt 4 + teamshoot sound/player/insurrectionist/coms/teamshoot 3 + death sound/player/insurrectionist/player/death 3 + drown sound/player/insurrectionist/player/drown 0 + fall sound/player/insurrectionist/player/fall 0 + falling sound/player/insurrectionist/player/falling 0 + gasp sound/player/insurrectionist/player/gasp 0 + jump sound/player/insurrectionist/player/jump 0 + pain25 sound/player/insurrectionist/player/pain25 0 + pain50 sound/player/insurrectionist/player/pain50 0 + pain75 sound/player/insurrectionist/player/pain75 0 + pain100 sound/player/insurrectionist/player/pain100 0 The first line is not read by the game, it is simply for humans to tell which voice pack is being used in this file. There are, at the time of writing, 9 voice packs (carni-lycan, fricka, insurrectionist, marine, pyria-skadi, reptilian, soldier, specop, and torus). @@ -47,10 +46,11 @@ For every line after that, the format is the same: -Sound name is the name of the sound, as can be seen in the example .sounds file above. Sound path is the path to the sound file, relative to xonotic root. The last argument is the number of variations of the sound. For instance, insurrectionist has 3 teamshoot sound files, named teamshoot1.ogg, teamshoot2.ogg, and teamshoot3.ogg. This is why the last number in line 22 is a 3. However, insurrectionist has only one attack sound, attack.ogg, so the last number in line 3 is 0. +Sound name is the name of the sound, as can be seen in the example .sounds file above. Sound path is the path to the sound file, relative to xonotic root. The last argument is the number of variations of the sound. For instance, insurrectionist has 3 teamshoot sound files, named teamshoot1.ogg, teamshoot2.ogg, and teamshoot3.ogg. This is why the last number in line 22 is a 3. However, insurrectionist has only one attack sound, attack.ogg, so the last number in line 3 is 0. The // you see in certain lines means that the voice pack used in the file does not have those sounds. They are sort of like a comment - the game throws an error while parsing them, but it does not affect anything else. Entries up to line 23 are voice entries, meaning that in a perfect world a player can evoke them using cmd voice , but few of them are supported in game code. Line 23 and onward are voices the player makes automatically, when falling, taking damage, fragging, and so on. Unfortunately, these 9 voice packs only have a few sounds in common, as voice packs frequently lack certain voices. The easiest way to fix this problem would be to include new voice packs in xonotic, but this may not happen due to a lack of people with voices and microphones. + diff --git a/WarpZones.md b/WarpZones.md index 50526ae..9be16b6 100644 --- a/WarpZones.md +++ b/WarpZones.md @@ -1,9 +1,11 @@ -h1. HowTo: WarpZones +HowTo: WarpZones +================ -Create a brush, resize it and move it to where you want the first warpzone. You must leave some space in the wall behind the warp surface so that there would be space for about two player bounding boxes, and you must resize the warpzone brush to cover all of this space! +Create a brush, resize it and move it to where you want the first warpzone. You must leave some space in the wall behind the warp surface so that there would be space for about two player bounding boxes, and you must resize the warpzone brush to cover all of this space! -When done with all that, select the warpzone brush, right click and select trigger_warpzone. Select the brush again, press T, find the common/trigger texture and use it on all surfaces. Unselect the brush by hitting ESC, select your warp surface in the 3d view by pressing CTRL+SHIFT+Left mouse button. Then use the common/warpzone texture on this one surface only! +When done with all that, select the warpzone brush, right click and select trigger\_warpzone. Select the brush again, press T, find the common/trigger texture and use it on all surfaces. Unselect the brush by hitting ESC, select your warp surface in the 3d view by pressing CTRL+SHIFT+Left mouse button. Then use the common/warpzone texture on this one surface only! -Now clone the warpzone by selecting it, then hitting CTRL+C and CTRL+V. Move the second warpzone to where you want it, but don't resize! (only move/rotate). Same story here about the space behind the warp surface. +Now clone the warpzone by selecting it, then hitting CTRL+C and CTRL+V. Move the second warpzone to where you want it, but don’t resize! (only move/rotate). Same story here about the space behind the warp surface. + +Now unselect everything with ESC, select both warpzones and hit CTRL+K to connect them. Now there should be a line between them indicating they are connected, there’s your warpzone! :). -Now unselect everything with ESC, select both warpzones and hit CTRL+K to connect them. Now there should be a line between them indicating they are connected, there's your warpzone! :). diff --git a/Weapons.md b/Weapons.md index a88acd3..ed241c6 100644 --- a/Weapons.md +++ b/Weapons.md @@ -1,147 +1,167 @@ -h1. Weapons +Weapons +======= -{{>toc}} +{{\>toc}} -h2. Laser +Laser +----- -* Impulse: 1/230 -* Ammo: N\A -* Function: Movement tool +- Impulse: 1/230 +- Ammo: N\\A +- Function: Movement tool -!http://pics.nexuizninjaz.com/images/yg6mkbmqhxv2yt1u4338.png! +![](http://pics.nexuizninjaz.com/images/yg6mkbmqhxv2yt1u4338.png) -h2. Shotgun +Shotgun +------- -* Impulse: 2/231 -* Ammo: Shells -* Function: +- Impulse: 2/231 +- Ammo: Shells +- Function: -!http://pics.nexuizninjaz.com/images/1brgz4kjmoynksdg4vup.png! +![](http://pics.nexuizninjaz.com/images/1brgz4kjmoynksdg4vup.png) -h2. Machine Gun +Machine Gun +----------- -* Impulse: 3/232 -* Ammo: Bullets -* Function: +- Impulse: 3/232 +- Ammo: Bullets +- Function: -!http://pics.nexuizninjaz.com/images/m0cpbtvdipgky4wb9x5h.png! +![](http://pics.nexuizninjaz.com/images/m0cpbtvdipgky4wb9x5h.png) -h2. Mortar +Mortar +------ -* Impulse: 4/233 -* Ammo: Rockets -* Function: +- Impulse: 4/233 +- Ammo: Rockets +- Function: -!http://pics.nexuizninjaz.com/images/26qyg1cgr1z7e2kluukd.png! +![](http://pics.nexuizninjaz.com/images/26qyg1cgr1z7e2kluukd.png) -h2. Electro +Electro +------- -* Impulse: 5/235 -* Ammo: Cells -* Function: +- Impulse: 5/235 +- Ammo: Cells +- Function: -!http://pics.nexuizninjaz.com/images/eltfaukszxd71m3pi2kc.png! +![](http://pics.nexuizninjaz.com/images/eltfaukszxd71m3pi2kc.png) -h2. Crylink +Crylink +------- -* Impulse: 6/236 -* Ammo: Cells -* Function: +- Impulse: 6/236 +- Ammo: Cells +- Function: -!http://pics.nexuizninjaz.com/images/jz4xy9ek4viyoel2uacu.png! +![](http://pics.nexuizninjaz.com/images/jz4xy9ek4viyoel2uacu.png) -h2. Nex +Nex +--- -* Impulse: 7/237 -* Ammo: Cells -* Function: +- Impulse: 7/237 +- Ammo: Cells +- Function: -!http://pics.nexuizninjaz.com/images/7j9dkuwegz0h0ho5b0bk.png! +![](http://pics.nexuizninjaz.com/images/7j9dkuwegz0h0ho5b0bk.png) -h2. Hagar +Hagar +----- -* Impulse: 8/238 -* Ammo: Rockets -* Function: +- Impulse: 8/238 +- Ammo: Rockets +- Function: -!http://pics.nexuizninjaz.com/images/2jbzvngj4y634113gj8.png! +![](http://pics.nexuizninjaz.com/images/2jbzvngj4y634113gj8.png) -h2. Rocket Launcher +Rocket Launcher +--------------- -* Impulse: 9/239 -* Ammo: Rockets -* Function: +- Impulse: 9/239 +- Ammo: Rockets +- Function: -!http://pics.nexuizninjaz.com/images/9vljuqupv7szalqwi798.png! +![](http://pics.nexuizninjaz.com/images/9vljuqupv7szalqwi798.png) -h2. @#!%'n Tuba +@\#!%’n Tuba +------------ -* Impulse: 1/244 -* Ammo: -* Function: +- Impulse: 1/244 +- Ammo: +- Function: -!http://pics.nexuizninjaz.com/images/673qowxz0erl7robvlia.png! +![](http://pics.nexuizninjaz.com/images/673qowxz0erl7robvlia.png) -h2. Mine Layer +Mine Layer +---------- -* Impulse: 4/234 -* Ammo: Rockets -* Function: +- Impulse: 4/234 +- Ammo: Rockets +- Function: -!http://pics.nexuizninjaz.com/images/igies4a96frnq13ms0io.png! +![](http://pics.nexuizninjaz.com/images/igies4a96frnq13ms0io.png) -h2. Heavy Laser Assault Cannon (HLAC) +Heavy Laser Assault Cannon (HLAC) +--------------------------------- -* Impulse: 6/243 -* Ammo: Cells -* Function: +- Impulse: 6/243 +- Ammo: Cells +- Function: -!http://pics.nexuizninjaz.com/images/dr80v378hbrcelukzqr.png! +![](http://pics.nexuizninjaz.com/images/dr80v378hbrcelukzqr.png) -h2. MinstaNex +MinstaNex +--------- -* Impulse: 7/241 -* Ammo: Cells -* Function: +- Impulse: 7/241 +- Ammo: Cells +- Function: -!http://pics.nexuizninjaz.com/images/nx2x63v3vqk79ogqn5v.png! +![](http://pics.nexuizninjaz.com/images/nx2x63v3vqk79ogqn5v.png) -h2. Sniper Rifle +Sniper Rifle +------------ -* Impulse: 7/245 -* Ammo: Bullets -* Function: +- Impulse: 7/245 +- Ammo: Bullets +- Function: -!http://pics.nexuizninjaz.com/images/o2q11dsebh43sx4f1t9m.png! +![](http://pics.nexuizninjaz.com/images/o2q11dsebh43sx4f1t9m.png) -h2. T.A.G. Seeker +T.A.G. Seeker +------------- -* Impulse: 8/247 -* Ammo: Rockets -* Function: +- Impulse: 8/247 +- Ammo: Rockets +- Function: -!http://pics.nexuizninjaz.com/images/za53df8ti47k1qno9oz.png! +![](http://pics.nexuizninjaz.com/images/za53df8ti47k1qno9oz.png) -h2. Fireball +Fireball +-------- -* Impulse: 9/246 -* Ammo: Fuel -* Function: +- Impulse: 9/246 +- Ammo: Fuel +- Function: -!http://pics.nexuizninjaz.com/images/mps4i1ih6ryvjuz6zyl3.png! +![](http://pics.nexuizninjaz.com/images/mps4i1ih6ryvjuz6zyl3.png) -h2. Port-O-Launch +Port-O-Launch +------------- -* Impulse: 14/240 -* Ammo: -* Function: +- Impulse: 14/240 +- Ammo: +- Function: -!http://pics.nexuizninjaz.com/images/6g8yj294nk92hxho9j7b.png! +![](http://pics.nexuizninjaz.com/images/6g8yj294nk92hxho9j7b.png) -h2. Grappling Hook +Grappling Hook +-------------- -* Impulse: 14/242 -* Ammo: Cells -* Function: +- Impulse: 14/242 +- Ammo: Cells +- Function: + +![](http://pics.nexuizninjaz.com/images/2mtx3inqu9cokwptc6d.png) -!http://pics.nexuizninjaz.com/images/2mtx3inqu9cokwptc6d.png! diff --git a/Weapons_Makeover.md b/Weapons_Makeover.md index 4f6cae2..7f729fb 100644 --- a/Weapons_Makeover.md +++ b/Weapons_Makeover.md @@ -1,12 +1,15 @@ -h1. Weapons Makeover +Weapons Makeover +================ -h2. New Weapon Proposals: +New Weapon Proposals: +--------------------- -I would like to see some defensive weapons. These weapons are designed primarily with CTF and carnage in mind. My playing style in CTF is attack, shoot the disorient and capture the flag. In many cases, disorienting players is a much more efficient way to attack a base. Leaving them with 30HP, can often be better offense then killing them, unless they're on your tail. I am saying that I would like to propose a secondary weapon to the laser. +I would like to see some defensive weapons. These weapons are designed primarily with CTF and carnage in mind. My playing style in CTF is attack, shoot the disorient and capture the flag. In many cases, disorienting players is a much more efficient way to attack a base. Leaving them with 30HP, can often be better offense then killing them, unless they’re on your tail. I am saying that I would like to propose a secondary weapon to the laser. -*Weapon 1:* "Nanobot Coordinator Gun" +**Weapon 1:** “Nanobot Coordinator Gun” Rough Synopsis: A weapons that has only defensive functions. It could go many ways, but here are my thoughts which could add a very interesting dimension to game play. -* Primary Fire: Consumes armor to give temporary shielding from energy attacks, rendering the Nex, Electro, etc. useless when shot. Maybe the weapons' push could still affect the player. But this would be very useful against camping, and could function as sort of an anti-camping weapon. I personally like it when players camp because there is always a way around it. If you had this weapon, you could charge right into them before they can get whatever other weapon they had. -* Secondary Fire: +\* Primary Fire: Consumes armor to give temporary shielding from energy attacks, rendering the Nex, Electro, etc. useless when shot. Maybe the weapons’ push could still affect the player. But this would be very useful against camping, and could function as sort of an anti-camping weapon. I personally like it when players camp because there is always a way around it. If you had this weapon, you could charge right into them before they can get whatever other weapon they had. +\* Secondary Fire: + +**Weapon 2:** “Power Fist” -*Weapon 2:* "Power Fist" diff --git a/Weaponsystem.md b/Weaponsystem.md index 9df4e92..8b736bd 100644 --- a/Weaponsystem.md +++ b/Weaponsystem.md @@ -1,29 +1,30 @@ There are 3 weapons systems coded in Xonotic - * 1. simple animated model, muzzlr flash handling on h_ model: - ** h_tuba.dpm, h_tuba.dpm.animinfo - invisible model controlling the animation - tags: - shot = muzzle end (shot origin, also used for muzzle flashes) - shell = casings ejection point (must be on the right hand side of the gun) - weapon = attachment for v_tuba.md3 - ** v_tuba.md3 - first and third person model - ** g_tuba.md3 - pickup model +\* 1. simple animated model, muzzlr flash handling on h\_ model: + **** h\_tuba.dpm, h\_tuba.dpm.animinfo - invisible model controlling the animation + tags: + shot = muzzle end (shot origin, also used for muzzle flashes) + shell = casings ejection point (must be on the right hand side of the gun) + weapon = attachment for v\_tuba.md3 + **** v\_tuba.md3 - first and third person model + **** g\_tuba.md3 - pickup model + +\* 2. fully animated model, muzzle flash handling on h\_ model: + **** h\_tuba.dpm, h\_tuba.dpm.animinfo - animated first person model + tags: + shot = muzzle end (shot origin, also used for muzzle flashes) + shell = casings ejection point (must be on the right hand side of the gun) + handle = corresponding to the origin of v\_tuba.md3 (used for muzzle flashes) + **** v\_tuba.md3 - third person model + **** g\_tuba.md3 - pickup model + +\* 3. fully animated model, muzzle flash handling on v\_ model: + **** h\_tuba.dpm, h\_tuba.dpm.animinfo - animated first person model + tags: + shot = muzzle end (shot origin) + shell = casings ejection point (must be on the right hand side of the gun) + **** v\_tuba.md3 - third person model + tags: + shot = muzzle end (for muzzle flashes) + **** g\_tuba.md3 - pickup model - * 2. fully animated model, muzzle flash handling on h_ model: - ** h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model - tags: - shot = muzzle end (shot origin, also used for muzzle flashes) - shell = casings ejection point (must be on the right hand side of the gun) - handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) - ** v_tuba.md3 - third person model - ** g_tuba.md3 - pickup model - - * 3. fully animated model, muzzle flash handling on v_ model: - ** h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model - tags: - shot = muzzle end (shot origin) - shell = casings ejection point (must be on the right hand side of the gun) - ** v_tuba.md3 - third person model - tags: - shot = muzzle end (for muzzle flashes) - ** g_tuba.md3 - pickup model diff --git a/Website.md b/Website.md index 262772f..717ca13 100644 --- a/Website.md +++ b/Website.md @@ -1,104 +1,111 @@ -h1. Website +Website +======= -{{>toc}} +{{\>toc}} An integrated wordpress and mybb system. -h2. Wordpress +Wordpress +--------- -h3. Plugins & Features +### Plugins & Features -* http://www.tevine.com/projects/voteitup/ +- http://www.tevine.com/projects/voteitup/ -* http://wordpress.org/extend/plugins/tdo-mini-forms/ -- look into this +- http://wordpress.org/extend/plugins/tdo-mini-forms/ — look into this -* Gallery with public and user upload +- Gallery with public and user upload -* Map Repository +- Map Repository -* User Surveys/Polls +- User Surveys/Polls -h2. MyBB +MyBB +---- -h3. Plugins & Features +### Plugins & Features -h2. Goals +Goals +----- -* Create a theme for Wordpress and MyBB to share +- Create a theme for Wordpress and MyBB to share -h2. Needed +Needed +------ -h3. Art +### Art -* Splash image for the login / waiting screen on the forum -* Website design +- Splash image for the login / waiting screen on the forum +- Website design -h2. SSO (Single Sign On) +SSO (Single Sign On) +-------------------- -(psychcf) After talking with z, here's what we know we want to do: -* Have a centralized authentication system using LDAP -** Write a plugin for mybb to auth against it -** Find a plugin for wordpress to auth against it -** The reasoning behind this would be that it would be easier to add other web apps to it later, and even have the dev site and git server auth against the ldap server. -* Later down the road we want to do an in-game community sort of thing -** There would be achievements and statistics, server listings, possibly a friend/clan management thing, etc. -** This would be accessible through the game through an exposed RPC service of some sort -*** For achievements, we need to come up with some way of preventing people from cheating by just calling the RPC functions from some script +(psychcf) After talking with z, here’s what we know we want to do: +\* Have a centralized authentication system using LDAP +**** Write a plugin for mybb to auth against it +**** Find a plugin for wordpress to auth against it +**** The reasoning behind this would be that it would be easier to add other web apps to it later, and even have the dev site and git server auth against the ldap server. +\* Later down the road we want to do an in-game community sort of thing +**** There would be achievements and statistics, server listings, possibly a friend/clan management thing, etc. +**** This would be accessible through the game through an exposed RPC service of some sort +**\* For achievements, we need to come up with some way of preventing people from cheating by just calling the RPC functions from some script ** We could use django or some other framework to do this pretty quickly -** In-game chat between players/clan members could be done by running a jabber server on the hosting side, then writing some sort of client for it in the game, although this would be more complicated. +**** In-game chat between players/clan members could be done by running a jabber server on the hosting side, then writing some sort of client for it in the game, although this would be more complicated. +Forum structure +--------------- -h2. Forum structure - -h3. General +### General Post anything about anything here - -h3. Xonotic - News & Announcements -Comment on the news and view past news - -h3. Xonotic - Help & Troubleshooting +### Xonotic - News & Announcements + +Comment on the news and view past news -h3. Xonotic - Bug Report +### Xonotic - Help & Troubleshooting -h3. Xonotic - Editing +### Xonotic - Bug Report -Post anything to do with editing Xonotic here. -Whether its problems you've had, questions, or if you just want to show off your work. +### Xonotic - Editing -h3. Xonotic - Contests +Post anything to do with editing Xonotic here. +Whether its problems you’ve had, questions, or if you just want to show off your work. + +### Xonotic - Contests Mapping, modding contests, FOTM, and more. -h3. Xonotic - Gameplay +### Xonotic - Gameplay Discuss Xonotic gameplay here. -h3. Xonotic - Configuration Tips +### Xonotic - Configuration Tips Tips on how to tweak Xonotic for the best performance, gameplay, etc -h3. Xonotic - Development +### Xonotic - Development Developer discussion of experimental fixes, changes, and improvements. -h3. Xonotic - Map Releases +### Xonotic - Map Releases -(Locked section, with sticky thread which points people to dev.xonotic.org "How to report bugs") +(Locked section, with sticky thread which points people to dev.xonotic.org “How to report bugs”) -h3. Xonotic - Map Reviews +### Xonotic - Map Reviews Community reviews of maps (both official and user-made). -_Comment: This is likely to be confused with the Map Releases section. Do we want to keep this section? (this section is the least active on AT forum)_ +*Comment: This is likely to be confused with the Map Releases section. Do we want to keep this section? (this section is the least active on AT forum)* + +### Xonotic - Server Administration -h3. Xonotic - Server Administration +### Xonotic - Competition -h3. Xonotic - Competition +- Clan Discussion +- Clan League +- 1v1 Matches +- 2v2 Matches +- CTF Matches +- Tournaments -* Clan Discussion -* Clan League -* 1v1 Matches -* 2v2 Matches -* CTF Matches -* Tournaments diff --git a/Xonotic_Bot_Orchestra.md b/Xonotic_Bot_Orchestra.md index 433eacf..5641b11 100644 --- a/Xonotic_Bot_Orchestra.md +++ b/Xonotic_Bot_Orchestra.md @@ -1,99 +1,95 @@ -h1. Xonotic Bot Orchestra +Xonotic Bot Orchestra +===================== This page explains how to create your very own Bot Orchestra performance. In case you want to watch existing Bot Orchestra performances, visit http://www.youtube.com/user/XonoticBotOrchestra -Note: stuff in _italics_ is up to you and may/will need changing from my examples here. +Note: stuff in *italics* is up to you and may/will need changing from my examples here. -h2. Mapping a Bot Orchestra Stage +Mapping a Bot Orchestra Stage +----------------------------- -To do a bot orchestra performance, a "stage" map for the orchestra is required. It needs the following entities, if you use the default midi2cfg-ng.conf: +To do a bot orchestra performance, a “stage” map for the orchestra is required. It needs the following entities, if you use the default midi2cfg-ng.conf: -* a target_position called tVocals for the vocalist -* a target_position called tPercussion which is where the bots will aim. It's a good idea to have a noimpact surface behind it so shots don't make a noise on their impact. -* 32 target_position entities called tUba1 to tUba32 for where bots with tubas/accordeons should walk to start their performance -* 32 target position entities called tChr1 to tChr32 for where percussion bots should walk to start their performance. They will then aim at tPercussion. These targets must not be on a nosteps or metalsteps surface! -* 3 target_position entities called tMetalSteps1 to tMetalSteps3 for bots to jump on for metal step sounds -* 4 target_position entities called tNoSteps1 to tNoSteps4 for jetpack bots so they don't make an unwanted landing sound -* info_player_deathmatch spawnpoints with "restriction" "1" for where bots are to spawn -* info_player_deathmatch spawnpoints with "restriction" "2" for where humans are to spawn -* you probably want to make it so the tUba bots can't leave their area using various means; see the opera map for a quite safe approach involving a "shootable" trigger, but you could also make a pit you can fall into but not get out, or a teleport, or similar tricks to keep them enclosed. -* also you may want to look at opera's mapinfo settings: it sets _independent_players 1 and bot_navigation_ignoreplayers 1 to help bot navigation. If you can get it to work without these hacks, it'd be better though. +- a target\_position called tVocals for the vocalist +- a target\_position called tPercussion which is where the bots will aim. It’s a good idea to have a noimpact surface behind it so shots don’t make a noise on their impact. +- 32 target\_position entities called tUba1 to tUba32 for where bots with tubas/accordeons should walk to start their performance +- 32 target position entities called tChr1 to tChr32 for where percussion bots should walk to start their performance. They will then aim at tPercussion. These targets must not be on a nosteps or metalsteps surface! +- 3 target\_position entities called tMetalSteps1 to tMetalSteps3 for bots to jump on for metal step sounds +- 4 target\_position entities called tNoSteps1 to tNoSteps4 for jetpack bots so they don’t make an unwanted landing sound +- info\_player\_deathmatch spawnpoints with “restriction” “1” for where bots are to spawn +- info\_player\_deathmatch spawnpoints with “restriction” “2” for where humans are to spawn +- you probably want to make it so the tUba bots can’t leave their area using various means; see the opera map for a quite safe approach involving a “shootable” trigger, but you could also make a pit you can fall into but not get out, or a teleport, or similar tricks to keep them enclosed. +- also you may want to look at opera’s mapinfo settings: it sets \_independent\_players 1 and bot\_navigation\_ignoreplayers 1 to help bot navigation. If you can get it to work without these hacks, it’d be better though. -In the following example, we will use the map _opera_ by Morphed for the orchestra. You can find it in the branch _divVerent/opera-by-morphed_. +In the following example, we will use the map *opera* by Morphed for the orchestra. You can find it in the branch *divVerent/opera-by-morphed*. -h2. Creating a bot script +Creating a bot script +--------------------- To create a bot script, first you need to prepare a MIDI file, for which you need to take care of: -* percussion must be on track 10 only; percussion was mapped manually by me in midi2cfg-ng.conf by "similar sound"; you may want to read that file for reference so you can assign percussion instruments the way you want -* program change event for Accordeon, Harmonica and Tango Accordeon uses the @!#%'n Accordeons -* anything else uses the @!#%'n Tuba +- percussion must be on track 10 only; percussion was mapped manually by me in midi2cfg-ng.conf by “similar sound”; you may want to read that file for reference so you can assign percussion instruments the way you want +- program change event for Accordeon, Harmonica and Tango Accordeon uses the `!#%'n Accordeons + * anything else uses the `!\#%’n Tuba Then, you run in misc/tools/ of Xonotic: - perl midi2cfg-ng.pl midi2cfg-ng.conf _MIDIFILE.mid_ _transpose_ > _~/.xonotic/data/x.cfg_ - -(you also can use any other .cfg name here, but it must be in the same directory as config.cfg and I prefer x.cfg because the unmodified tuba-play.cfg uses it) - -In case not all notes could be played, information is printed to help you choose the _transpose_ parameter. You should try 0 at first. - -h2. Vocals - -In order to play vocals, you need to put an additional file _MIDIFILE.mid.vocals_ next to your MIDI file. An example vocals file: - - scale 0.5 -18240 sound/ikamusume-op/01-shinryaku.ogg -65142 sound/ikamusume-op/02-kirakira.ogg -72868 sound/ikamusume-op/03-kagayaku.ogg -80594 sound/ikamusume-op/04-minna-de.ogg -87629 sound/ikamusume-op/05-hajimemashou.ogg -91392 sound/ikamusume-op/05-hajimemashou.ogg -95831 sound/ikamusume-op/06-horahora.ogg -103465 sound/ikamusume-op/07-wagamama.ogg -111191 sound/ikamusume-op/08-ochitari.ogg -118426 sound/ikamusume-op/09-ikan-deshou.ogg -122312 sound/ikamusume-op/09-ikan-deshou.ogg -126505 sound/ikamusume-op/10-honto.ogg -134216 sound/ikamusume-op/11-yasashii.ogg -142034 sound/ikamusume-op/12-motteru.ogg -149253 sound/ikamusume-op/13-anata.ogg -157440 sound/ikamusume-op/14-hitoribocchi.ogg -164936 sound/ikamusume-op/15-umi-no.ogg -172800 sound/ikamusume-op/16-ichigen.ogg -176548 sound/ikamusume-op/17-kigen-mo.ogg -180311 sound/ikamusume-op/18-shiawase.ogg -184228 sound/ikamusume-op/19-mamorimasu.ogg -191770 sound/ikamusume-op/20.ogg -195840 sound/ikamusume-op/21-iikanji.ogg -203520 sound/ikamusume-op/22-iikanji.ogg -211200 sound/ikamusume-op/23-higashi.ogg -218880 sound/ikamusume-op/24-otakara.ogg -226560 sound/ikamusume-op/25-iikanji.ogg -234240 sound/ikamusume-op/26-iikanji.ogg -241920 sound/ikamusume-op/27-tanjouseki.ogg -249600 sound/ikamusume-op/28-konomama.ogg -257111 sound/ikamusume-op/29-shinryaku.ogg -264791 sound/ikamusume-op/30-keikaku.ogg -272548 sound/ikamusume-op/31-shinryaku.ogg - -The numbers are measured in MIDI ticks, but are multiplied by the scale. I made this file by first using audio files inside Rosegarden and positioning them right, and then getting the numbers out of the compressed XML Rosegarden writes as its own file format. Another idea to get these numbers may be the event list editor in your MIDI app. - -h2. Performing - -To perform, copy the files tuba-play.cfg, tuba-record.cfg and tuba-settings.cfg to your Xonotic config directory (~/.xonotic/data/ on Linux) and edit them to your taste. Then: - - ./all run +exec tuba-play.cfg +map _opera_ +perl midi2cfg-ng.pl midi2cfg-ng.conf *MIDIFILE.mid* *transpose* \> \_/.xonotic/data/x.cfg\_ +(you\\ also\\ can\\ use\\ any\\ other\\ .cfg\\ name\\ here,\\ but\\ it\\ must\\ be\\ in\\ the\\ same\\ directory\\ as\\ config.cfg\\ and\\ I\\ prefer\\ x.cfg\\ because\\ the\\ unmodified\\ tuba-play.cfg\\ uses\\ it) +In\\ case\\ not\\ all\\ notes\\ could\\ be\\ played,\\ information\\ is\\ printed\\ to\\ help\\ you\\ choose\\ the\\ *transpose*\\ parameter.\\ You\\ should\\ try\\ 0\\ at\\ first. +h2.\\ Vocals +In\\ order\\ to\\ play\\ vocals,\\ you\\ need\\ to\\ put\\ an\\ additional\\ file\\ *MIDIFILE.mid.vocals*\\ next\\ to\\ your\\ MIDI\\ file.\\ An\\ example\\ vocals\\ file: +\\ scale\\ 0.5 +18240\\ sound/ikamusume-op/01-shinryaku.ogg +65142\\ sound/ikamusume-op/02-kirakira.ogg +72868\\ sound/ikamusume-op/03-kagayaku.ogg +80594\\ sound/ikamusume-op/04-minna-de.ogg +87629\\ sound/ikamusume-op/05-hajimemashou.ogg +91392\\ sound/ikamusume-op/05-hajimemashou.ogg +95831\\ sound/ikamusume-op/06-horahora.ogg +103465\\ sound/ikamusume-op/07-wagamama.ogg +111191\\ sound/ikamusume-op/08-ochitari.ogg +118426\\ sound/ikamusume-op/09-ikan-deshou.ogg +122312\\ sound/ikamusume-op/09-ikan-deshou.ogg +126505\\ sound/ikamusume-op/10-honto.ogg +134216\\ sound/ikamusume-op/11-yasashii.ogg +142034\\ sound/ikamusume-op/12-motteru.ogg +149253\\ sound/ikamusume-op/13-anata.ogg +157440\\ sound/ikamusume-op/14-hitoribocchi.ogg +164936\\ sound/ikamusume-op/15-umi-no.ogg +172800\\ sound/ikamusume-op/16-ichigen.ogg +176548\\ sound/ikamusume-op/17-kigen-mo.ogg +180311\\ sound/ikamusume-op/18-shiawase.ogg +184228\\ sound/ikamusume-op/19-mamorimasu.ogg +191770\\ sound/ikamusume-op/20.ogg +195840\\ sound/ikamusume-op/21-iikanji.ogg +203520\\ sound/ikamusume-op/22-iikanji.ogg +211200\\ sound/ikamusume-op/23-higashi.ogg +218880\\ sound/ikamusume-op/24-otakara.ogg +226560\\ sound/ikamusume-op/25-iikanji.ogg +234240\\ sound/ikamusume-op/26-iikanji.ogg +241920\\ sound/ikamusume-op/27-tanjouseki.ogg +249600\\ sound/ikamusume-op/28-konomama.ogg +257111\\ sound/ikamusume-op/29-shinryaku.ogg +264791\\ sound/ikamusume-op/30-keikaku.ogg +272548\\ sound/ikamusume-op/31-shinryaku.ogg +The\\ numbers\\ are\\ measured\\ in\\ MIDI\\ ticks,\\ but\\ are\\ multiplied\\ by\\ the\\ scale.\\ I\\ made\\ this\\ file\\ by\\ first\\ using\\ audio\\ files\\ inside\\ Rosegarden\\ and\\ positioning\\ them\\ right,\\ and\\ then\\ getting\\ the\\ numbers\\ out\\ of\\ the\\ compressed\\ XML\\ Rosegarden\\ writes\\ as\\ its\\ own\\ file\\ format.\\ Another\\ idea\\ to\\ get\\ these\\ numbers\\ may\\ be\\ the\\ event\\ list\\ editor\\ in\\ your\\ MIDI\\ app. +h2.\\ Performing +To\\ perform,\\ copy\\ the\\ files\\ tuba-play.cfg,\\ tuba-record.cfg\\ and\\ tuba-settings.cfg\\ to\\ your\\ Xonotic\\ config\\ directory\\ (/.xonotic/data/ on Linux) and edit them to your taste. Then: + +./all run +exec tuba-play.cfg +map *opera* The performance will soon begin, and your task is to move the camera appropriately for a good recording! -h2. Recording +Recording +--------- -To make a video, you first run a performance as above, and then find out the file name of the .dem file in your Xonotic demo directory (~/.xonotic/data/demos/ on Linux). Then you do: +To make a video, you first run a performance as above, and then find out the file name of the .dem file in your Xonotic demo directory (\~/.xonotic/data/demos/ on Linux). Then you do: - ./all run +exec input-demoseeking.cfg +exec tuba-record.cfg -demo _demos/demofilename.dem_ - -You can use the keys m,.- for seeking, where , and . go backwards and forwards by a small step, and m and - seek by a large step. Press x to start/stop video capture. +./all run +exec input-demoseeking.cfg +exec tuba-record.cfg ~~demo *demos/demofilename.dem* +You can use the keys m,.~~ for seeking, where , and . go backwards and forwards by a small step, and m and - seek by a large step. Press x to start/stop video capture. Enjoy! + diff --git a/Xonotic_compatibility_pack.md b/Xonotic_compatibility_pack.md index 1b34a4f..cd54591 100644 --- a/Xonotic_compatibility_pack.md +++ b/Xonotic_compatibility_pack.md @@ -1,35 +1,37 @@ -h1. Xonotic compatibility pack +Xonotic compatibility pack +========================== -{{>toc}} +{{\>toc}} -The following images and sounds have Nexuiz branding and 'n' logos or are associated with the Nexuiz game. They need to be changed ASAP. +The following images and sounds have Nexuiz branding and ‘n’ logos or are associated with the Nexuiz game. They need to be changed ASAP. Some of these items may be deleted. If they are (and not replaced), and are map-time data (like shader or textures) they need to go into the Nexuiz compatibility package. -h2. Xonotic compatibility pack 0.7 +Xonotic compatibility pack 0.7 +------------------------------ -"here":http://ompldr.org/iNDEwaA-show +[here](http://ompldr.org/iNDEwaA-show) -h3. Images, Models and Shaders +### Images, Models and Shaders data/gfx/conback.tga - needs a new logo data/gfx/loading.tga - needs a new logo data/gfx/net.tga - SVN version needs a new logo -data/gfx/sb_energy.tga - not used in 252, kanji image -data/gfx/sb_invinc.tga - not used in 252, purple neon kanji image -data/gfx/sb_key_carrying - not used in 252, keyhunt key -data/gfx/sb_kh_full.tga - not used in 252, keyhunt key -data/gfx/sb_kh_outline.tga - not used in 252, keyhunt key -data/gfx/sb_slowmo.tga - not used in 252, kanji symbol -data/gfx/sb_str.tga - not used in 252, blue 'n' logo with a black background -data/gfx/winner.tga - used by the campaign, black 'n' logo - -data/gfx/hud/sb_invinc.tga - purple neon kanji image -data/gfx/hud/sb_kh_blue.tga - keyhunt key -data/gfx/hud/sb_kh_pink.tga - keyhunt key -data/gfx/hud/sb_kh_red.tga - keyhunt key -data/gfx/hud/sb_kh_yellow.tga - keyhunt key -data/gfx/hud/sb_str.tga - blue neon 'n' logo +data/gfx/sb\_energy.tga - not used in 252, kanji image +data/gfx/sb\_invinc.tga - not used in 252, purple neon kanji image +data/gfx/sb\_key\_carrying - not used in 252, keyhunt key +data/gfx/sb\_kh\_full.tga - not used in 252, keyhunt key +data/gfx/sb\_kh\_outline.tga - not used in 252, keyhunt key +data/gfx/sb\_slowmo.tga - not used in 252, kanji symbol +data/gfx/sb\_str.tga - not used in 252, blue ‘n’ logo with a black background +data/gfx/winner.tga - used by the campaign, black ‘n’ logo + +data/gfx/hud/sb\_invinc.tga - purple neon kanji image +data/gfx/hud/sb\_kh\_blue.tga - keyhunt key +data/gfx/hud/sb\_kh\_pink.tga - keyhunt key +data/gfx/hud/sb\_kh\_red.tga - keyhunt key +data/gfx/hud/sb\_kh\_yellow.tga - keyhunt key +data/gfx/hud/sb\_str.tga - blue neon ‘n’ logo data/gfx/menu/blueplastic/background.tga data/gfx/menu/blueplastic/skinpreview.jpg @@ -37,136 +39,137 @@ data/gfx/menu/blueplastic/skinpreview.jpg data/gfx/menu/default/background.tga data/gfx/menu/default/skinpreview.jpg -data/gfx/menu/silver/background_ingame.tga +data/gfx/menu/silver/background\_ingame.tga data/gfx/menu/silver/background.tga data/gfx/menu/silver/skinpreview.jpg data/gfx/menu/simplygray/background.tga data/gfx/menu/simplygray/skinpreview.jpg -data/gfx/menu/wickedz/background_ingame_l2.tga -data/gfx/menu/wickedz/background_l2.tga -data/gfx/menu/wickedz/background_l3.tga -data/gfx/menu/wickedz/background_l4.tga -data/gfx/menu/wickedz/background_l5.tga +data/gfx/menu/wickedz/background\_ingame\_l2.tga +data/gfx/menu/wickedz/background\_l2.tga +data/gfx/menu/wickedz/background\_l3.tga +data/gfx/menu/wickedz/background\_l4.tga +data/gfx/menu/wickedz/background\_l5.tga data/gfx/menu/wickedz/background.tga -data/gfx/menu/wickedz/ingame_background.psd +data/gfx/menu/wickedz/ingame\_background.psd data/gfx/menu/wickedz/skinpreview.jpg -data/models/ctf/flags.md3 - the new ctf flag by ai, blue 'n' inside 2 spinning gears, 'n' logo on end of innershaft -data/models/ctf/radiant/flag_blue_radiant.md3 - ? -data/models/ctf/radiant/flag_red_radiant.md3 - ? +data/models/ctf/flags.md3 - the new ctf flag by ai, blue ‘n’ inside 2 spinning gears, ‘n’ logo on end of innershaft +data/models/ctf/radiant/flag\_blue\_radiant.md3 - ? +data/models/ctf/radiant/flag\_red\_radiant.md3 - ? -data/models/domination/* - base texture has a 'n' logo +data/models/domination/\* - base texture has a ‘n’ logo -data/models/final_rage/lamp2.md3 - the texture has a 'n' logo +data/models/final\_rage/lamp2.md3 - the texture has a ‘n’ logo -data/models/items/g_invincible.md3 - purple kanji -data/models/items/g_strength.md3 - blue n +data/models/items/g\_invincible.md3 - purple kanji +data/models/items/g\_strength.md3 - blue n data/models/keyhunt/key.md3 data/models/keyhunt/key.obj -data/models/keyhunt/key.tga - key image has a 'n' logo +data/models/keyhunt/key.tga - key image has a ‘n’ logo -data/models/misc/chatbubble.spr_0.tga - 252 says GNU or GUN, svn say NEX or NXE +data/models/misc/chatbubble.spr\_0.tga - 252 says GNU or GUN, svn say NEX or NXE -data/models/portal.md3 - the base texture has a 'n' logo -data/models/portal.md3_0.skin -data/models/portal.md3_1.skin -data/models/portal.md3_2.skin +data/models/portal.md3 - the base texture has a ‘n’ logo +data/models/portal.md3\_0.skin +data/models/portal.md3\_1.skin +data/models/portal.md3\_2.skin data/scripts/flags.shader - needs an alpha fix! data/scripts/stralenex1.shader - dispays a panel with nexuiz -data/textures/pickups_bump.tga - has a 'n' logo -data/textures/pickups_gloss.tga - has a 'n' logo -data/textures/pickups_glow.tga - has a 'n' logo -data/textures/pickups.tga - has a 'n' logo +data/textures/pickups\_bump.tga - has a ‘n’ logo +data/textures/pickups\_gloss.tga - has a ‘n’ logo +data/textures/pickups\_glow.tga - has a ‘n’ logo +data/textures/pickups.tga - has a ‘n’ logo -data/textures/desertfactory_documents/document02.tga - mentions nexuiz -data/textures/desertfactory_documents/note02.tga - mentions nexuiz -data/textures/desertfactory_documents/note03.tga - mentions nexuiz -data/textures/desertfactory_documents/writing02.tga - mentions nexuiz +data/textures/desertfactory\_documents/document02.tga - mentions nexuiz +data/textures/desertfactory\_documents/note02.tga - mentions nexuiz +data/textures/desertfactory\_documents/note03.tga - mentions nexuiz +data/textures/desertfactory\_documents/writing02.tga - mentions nexuiz -data/textures/desertfactory_shaders/writing02.tga - mentions nexuiz +data/textures/desertfactory\_shaders/writing02.tga - mentions nexuiz -data/textures/domination/dom_base.jpg - has a 'n' logo -data/textures/domination/dom_base_gloss.jpg - has a 'n' logo -data/textures/domination/dom_base_glow.jpg - has a 'n' logo -data/textures/domination/dom_base_norm.jpg - has a 'n' logo +data/textures/domination/dom\_base.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_gloss.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_glow.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_norm.jpg - has a ‘n’ logo -data/textures/final_rage/lamp2_bump.tga - has a 'n' logo -data/textures/final_rage/lamp2_gloss.tga - has a 'n' logo -data/textures/final_rage/lamp2_glow.tga - has a 'n' logo -data/textures/final_rage/lamp2.tga - has a 'n' logo +data/textures/final\_rage/lamp2\_bump.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_gloss.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_glow.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2.tga - has a ‘n’ logo -data/textures/flags/flag_blue_cloth.tga - has a big 'n' logo -data/textures/flags/flag_blue.tga - glowing blue 'n' logo and a 'n' logo on top of middle shaft -data/textures/flags/flag_blue_gloss.tga - glowing blue 'n' logo and a 'n' logo on top of middle shaft -data/textures/flags/flag_blue_glow.tga - glowing blue 'n' logo and a n on top of middle shaft -data/textures/flags/flag_blue_norm.tga - glowing blue 'n' logo and a 'n' logo on top of middle shaft +data/textures/flags/flag\_blue\_cloth.tga - has a big ‘n’ logo +data/textures/flags/flag\_blue.tga - glowing blue ‘n’ logo and a ‘n’ logo on top of middle shaft +data/textures/flags/flag\_blue\_gloss.tga - glowing blue ‘n’ logo and a ‘n’ logo on top of middle shaft +data/textures/flags/flag\_blue\_glow.tga - glowing blue ‘n’ logo and a n on top of middle shaft +data/textures/flags/flag\_blue\_norm.tga - glowing blue ‘n’ logo and a ‘n’ logo on top of middle shaft -data/textures/flags/flag_red_cloth.tga - has a big 'n' logo -data/textures/flags/flag_red.tga - glowing red 'n' logo and a 'n' logo on top of middle shaft -data/textures/flags/flag_red_gloss.tga - glowing red 'n' logo and a 'n' logo on top of middle shaft -data/textures/flags/flag_red_glow.tga - glowing red 'n' logo and a 'n' logo on top of middle shaft -data/textures/flags/flag_red_norm.tga - glowing red 'n' logo and a 'n' logo on top of middle shaft +data/textures/flags/flag\_red\_cloth.tga - has a big ‘n’ logo +data/textures/flags/flag\_red.tga - glowing red ‘n’ logo and a ‘n’ logo on top of middle shaft +data/textures/flags/flag\_red\_gloss.tga - glowing red ‘n’ logo and a ‘n’ logo on top of middle shaft +data/textures/flags/flag\_red\_glow.tga - glowing red ‘n’ logo and a ‘n’ logo on top of middle shaft +data/textures/flags/flag\_red\_norm.tga - glowing red ‘n’ logo and a ‘n’ logo on top of middle shaft -data/textures/items/a_bullets.tga - has a 'n' logo -data/textures/items/a_rocket_box.tga - has a 'n' logo +data/textures/items/a\_bullets.tga - has a ‘n’ logo +data/textures/items/a\_rocket\_box.tga - has a ‘n’ logo -data/textures/portals/portals_blue.tga - has a 'n' logo -data/textures/portals/portals_blue_gloss.tga - has a 'n' logo -data/textures/portals/portals_blue_glow.tga - has a 'n' logo -data/textures/portals/portals_blue_norm.tga - has a 'n' logo +data/textures/portals/portals\_blue.tga - has a ‘n’ logo +data/textures/portals/portals\_blue\_gloss.tga - has a ‘n’ logo +data/textures/portals/portals\_blue\_glow.tga - has a ‘n’ logo +data/textures/portals/portals\_blue\_norm.tga - has a ‘n’ logo -data/textures/portals/portals_red.tga - has a 'n' logo -data/textures/portals/portals_red_gloss.tga - has a 'n' logo -data/textures/portals/portals_red_glow.tga - has a 'n' logo -data/textures/portals/portals_red_norm.tga - has a 'n' logo +data/textures/portals/portals\_red.tga - has a ‘n’ logo +data/textures/portals/portals\_red\_gloss.tga - has a ‘n’ logo +data/textures/portals/portals\_red\_glow.tga - has a ‘n’ logo +data/textures/portals/portals\_red\_norm.tga - has a ‘n’ logo -data/textures/stralenex1/slimepit_ad-3.jpg - says nexuiz -data/textures/stralenex1/slimepit_ad-3_glow.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3\_glow.jpg - says nexuiz -data/textures/tznex01/stained_glass_nexlogo_blue.tga - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_qei.jpg - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_glow.tga - stained glass has a blue 'n' logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue.tga - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_qei.jpg - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_glow.tga - stained glass has a blue ‘n’ logo -data/textures/tznex01/stained_glass_nexlogo_red_qei.jpg - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red_glow.tga - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red.tga - stained glass has a red 'n' logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_qei.jpg - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_glow.tga - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red.tga - stained glass has a red ‘n’ logo -h3. Sounds +### Sounds data/sound/announcer/default/welcome.ogg - welcome to nexuiz data/sound/announcer/male/welcome.ogg - welcome to nexuiz -h3. Text References +### Text References data/nexuiz-credits.txt - remove some of the names! -h2. Xonotic compatibility pack 0.6 +Xonotic compatibility pack 0.6 +------------------------------ -h3. Images, Models and Shaders¶ +### Images, Models and Shaders¶ data/gfx/conback.tga - needs a new logo data/gfx/loading.tga - needs a new logo data/gfx/net.tga - svn needs a new logo -data/gfx/sb_energy.tga - not used, kanji image -data/gfx/sb_invinc.tga - not used, purple neon kanji image -data/gfx/sb_kh_full.tga - not used, keyhunt key -data/gfx/sb_kh_outline.tga - not used, keyhunt key -data/gfx/sb_slowmo.tga - not used, kanji symbol -data/gfx/sb_str.tga - not used, blue 'n' logo with a black background -data/gfx/winner.tga - used by the campaign, black 'n' logo - -data/gfx/hud/sb_invinc.tga - purple neon kanji image -data/gfx/hud/sb_kh_blue.tga - keyhunt key -data/gfx/hud/sb_kh_pink.tga - keyhunt key -data/gfx/hud/sb_kh_red.tga - keyhunt key -data/gfx/hud/sb_kh_yellow.tga - keyhunt key -data/gfx/hud/sb_str.tga - blue neon 'n' logo +data/gfx/sb\_energy.tga - not used, kanji image +data/gfx/sb\_invinc.tga - not used, purple neon kanji image +data/gfx/sb\_kh\_full.tga - not used, keyhunt key +data/gfx/sb\_kh\_outline.tga - not used, keyhunt key +data/gfx/sb\_slowmo.tga - not used, kanji symbol +data/gfx/sb\_str.tga - not used, blue ‘n’ logo with a black background +data/gfx/winner.tga - used by the campaign, black ‘n’ logo + +data/gfx/hud/sb\_invinc.tga - purple neon kanji image +data/gfx/hud/sb\_kh\_blue.tga - keyhunt key +data/gfx/hud/sb\_kh\_pink.tga - keyhunt key +data/gfx/hud/sb\_kh\_red.tga - keyhunt key +data/gfx/hud/sb\_kh\_yellow.tga - keyhunt key +data/gfx/hud/sb\_str.tga - blue neon ‘n’ logo data/gfx/menu/blueplastic/background.tga data/gfx/menu/blueplastic/skinpreview.jpg @@ -174,129 +177,130 @@ data/gfx/menu/blueplastic/skinpreview.jpg data/gfx/menu/default/background.tga data/gfx/menu/default/skinpreview.jpg -data/gfx/menu/silver/background_ingame.tga +data/gfx/menu/silver/background\_ingame.tga data/gfx/menu/silver/background.tga data/gfx/menu/silver/skinpreview.jpg data/gfx/menu/simplygray/background.tga data/gfx/menu/simplygray/skinpreview.jpg -data/gfx/menu/wickedz/background_ingame_l2.tga -data/gfx/menu/wickedz/background_l2.tga -data/gfx/menu/wickedz/background_l3.tga -data/gfx/menu/wickedz/background_l4.tga -data/gfx/menu/wickedz/background_l5.tga +data/gfx/menu/wickedz/background\_ingame\_l2.tga +data/gfx/menu/wickedz/background\_l2.tga +data/gfx/menu/wickedz/background\_l3.tga +data/gfx/menu/wickedz/background\_l4.tga +data/gfx/menu/wickedz/background\_l5.tga data/gfx/menu/wickedz/background.tga -data/gfx/menu/wickedz/ingame_background.psd +data/gfx/menu/wickedz/ingame\_background.psd data/gfx/menu/wickedz/skinpreview.jpg -data/models/ctf/flags.md3 - the new ctf flag by ai, blue 'n' inside 2 spinning gears, 'n' logo on end of innershaft -data/models/ctf/radiant/flag_blue_radiant.md3 - ? -data/models/ctf/radiant/flag_red_radiant.md3 - ? +data/models/ctf/flags.md3 - the new ctf flag by ai, blue ‘n’ inside 2 spinning gears, ‘n’ logo on end of innershaft +data/models/ctf/radiant/flag\_blue\_radiant.md3 - ? +data/models/ctf/radiant/flag\_red\_radiant.md3 - ? -data/models/final_rage/lamp2.md3 - the texture has a 'n' logo +data/models/final\_rage/lamp2.md3 - the texture has a ‘n’ logo -data/models/items/g_invincible.md3 - kanji -data/models/items/g_strength.md3 - n +data/models/items/g\_invincible.md3 - kanji +data/models/items/g\_strength.md3 - n data/models/keyhunt/key.md3 data/models/keyhunt/key.obj -data/models/keyhunt/key.tga - has a 'n' logo +data/models/keyhunt/key.tga - has a ‘n’ logo -data/models/misc/chatbubble.spr_0.tga - 252 says GNU or GUN, svn say NEX or NXE +data/models/misc/chatbubble.spr\_0.tga - 252 says GNU or GUN, svn say NEX or NXE -data/models/portal.md3 - the texture has a 'n' logo -data/models/portal.md3_0.skin -data/models/portal.md3_1.skin -data/models/portal.md3_2.skin +data/models/portal.md3 - the texture has a ‘n’ logo +data/models/portal.md3\_0.skin +data/models/portal.md3\_1.skin +data/models/portal.md3\_2.skin data/scripts/flags.shader - needs an alpha fix! data/scripts/stralenex1.shader - dispays a panel with nexuiz -data/textures/pickups_bump.tga - has a 'n' logo -data/textures/pickups_gloss.tga - has a 'n' logo -data/textures/pickups_glow.tga - has a 'n' logo -data/textures/pickups.tga - has a 'n' logo - -data/textures/desertfactory_documents/document02.tga -data/textures/desertfactory_documents/note02.tga - mentions nexuiz -data/textures/desertfactory_documents/note03.tga -data/textures/desertfactory_documents/writing02.tga - -data/textures/domination/dom_base.jpg - has a 'n' logo -data/textures/domination/dom_base_gloss.jpg - has a 'n' logo -data/textures/domination/dom_base_glow.jpg - has a 'n' logo -data/textures/domination/dom_base_norm.jpg - has a 'n' logo - -data/textures/final_rage/lamp2_bump.tga - has a 'n' logo -data/textures/final_rage/lamp2_gloss.tga - has a 'n' logo -data/textures/final_rage/lamp2_glow.tga - has a 'n' logo -data/textures/final_rage/lamp2.tga - has a 'n' logo - -data/textures/flags/flag_blue_cloth.tga - has a big n -data/textures/flags/flag_blue.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_gloss.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_glow.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_norm.tga - glowing blue n and an n on top of middle shaft - -data/textures/flags/flag_red_cloth.tga - has a big n -data/textures/flags/flag_red.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_gloss.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_glow.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_norm.tga - glowing blue n and an n on top of middle shaft - -data/textures/portals/portals_blue.tga - the texture has a 'n' logo -data/textures/portals/portals_blue_gloss.tga - the texture has a 'n' logo -data/textures/portals/portals_blue_glow.tga - the texture has a 'n' logo -data/textures/portals/portals_blue_norm.tga - the texture has a 'n' logo - -data/textures/portals/portals_red.tga - the texture has a 'n' logo -data/textures/portals/portals_red_gloss.tga - the texture has a 'n' logo -data/textures/portals/portals_red_glow.tga - the texture has a 'n' logo -data/textures/portals/portals_red_norm.tga - the texture has a 'n' logo - -data/textures/stralenex1/slimepit_ad-3.jpg - says nexuiz -data/textures/stralenex1/slimepit_ad-3_glow.jpg - says nexuiz - -data/textures/tznex01/stained_glass_nexlogo_blue.tga - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_qei.jpg - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_glow.tga - stained glass has a blue 'n' logo - -data/textures/tznex01/stained_glass_nexlogo_red_qei.jpg - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red_glow.tga - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red.tga - stained glass has a red 'n' logo +data/textures/pickups\_bump.tga - has a ‘n’ logo +data/textures/pickups\_gloss.tga - has a ‘n’ logo +data/textures/pickups\_glow.tga - has a ‘n’ logo +data/textures/pickups.tga - has a ‘n’ logo + +data/textures/desertfactory\_documents/document02.tga +data/textures/desertfactory\_documents/note02.tga - mentions nexuiz +data/textures/desertfactory\_documents/note03.tga +data/textures/desertfactory\_documents/writing02.tga + +data/textures/domination/dom\_base.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_gloss.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_glow.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_norm.jpg - has a ‘n’ logo + +data/textures/final\_rage/lamp2\_bump.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_gloss.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_glow.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2.tga - has a ‘n’ logo + +data/textures/flags/flag\_blue\_cloth.tga - has a big n +data/textures/flags/flag\_blue.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_gloss.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_glow.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_norm.tga - glowing blue n and an n on top of middle shaft + +data/textures/flags/flag\_red\_cloth.tga - has a big n +data/textures/flags/flag\_red.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_gloss.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_glow.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_norm.tga - glowing blue n and an n on top of middle shaft + +data/textures/portals/portals\_blue.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_blue\_gloss.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_blue\_glow.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_blue\_norm.tga - the texture has a ‘n’ logo + +data/textures/portals/portals\_red.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_red\_gloss.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_red\_glow.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_red\_norm.tga - the texture has a ‘n’ logo + +data/textures/stralenex1/slimepit\_ad-3.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3\_glow.jpg - says nexuiz + +data/textures/tznex01/stained\_glass\_nexlogo\_blue.tga - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_qei.jpg - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_glow.tga - stained glass has a blue ‘n’ logo + +data/textures/tznex01/stained\_glass\_nexlogo\_red\_qei.jpg - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_glow.tga - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red.tga - stained glass has a red ‘n’ logo mediasource/graphics/chatbubble.svg - NEX, NXE -h3. Sounds +### Sounds data/sound/announcer/default/welcome.ogg - welcome to nexuiz -h3. Text References +### Text References data/nexuiz-credits.txt - remove some of the names! -h2. Xonotic compatibility pack 0.5 +Xonotic compatibility pack 0.5 +------------------------------ -h3. Images, Models and Shaders +### Images, Models and Shaders data/gfx/loading.tga - needs a new logo data/gfx/conback.tga - needs a new logo data/gfx/net.tga - svn needs a new logo -data/gfx/sb_energy.tga - *not used*, kanji image -data/gfx/sb_invinc.tga - *not used*, purple neon kanji image -data/gfx/sb_kh_full.tga - *not used*, keyhunt key -data/gfx/sb_kh_outline.tga - *not used*, keyhunt key -data/gfx/sb_slowmo.tga - *not used*, kanji symbol -data/gfx/sb_str.tga - *not used*, blue 'n' logo with a black background -data/gfx/winner.tga - used by the campaign, black 'n' logo - -data/gfx/hud/sb_invinc.tga - purple neon kanji image -data/gfx/hud/sb_kh_blue.tga - keyhunt key -data/gfx/hud/sb_kh_pink.tga - keyhunt key -data/gfx/hud/sb_kh_red.tga - keyhunt key -data/gfx/hud/sb_kh_yellow.tga - keyhunt key -data/gfx/hud/sb_str.tga - blue neon 'n' logo +data/gfx/sb\_energy.tga - **not used**, kanji image +data/gfx/sb\_invinc.tga - **not used**, purple neon kanji image +data/gfx/sb\_kh\_full.tga - **not used**, keyhunt key +data/gfx/sb\_kh\_outline.tga - **not used**, keyhunt key +data/gfx/sb\_slowmo.tga - **not used**, kanji symbol +data/gfx/sb\_str.tga - **not used**, blue ‘n’ logo with a black background +data/gfx/winner.tga - used by the campaign, black ‘n’ logo + +data/gfx/hud/sb\_invinc.tga - purple neon kanji image +data/gfx/hud/sb\_kh\_blue.tga - keyhunt key +data/gfx/hud/sb\_kh\_pink.tga - keyhunt key +data/gfx/hud/sb\_kh\_red.tga - keyhunt key +data/gfx/hud/sb\_kh\_yellow.tga - keyhunt key +data/gfx/hud/sb\_str.tga - blue neon ‘n’ logo data/gfx/menu/blueplastic/background.tga data/gfx/menu/blueplastic/skinpreview.jpg @@ -304,128 +308,129 @@ data/gfx/menu/blueplastic/skinpreview.jpg data/gfx/menu/default/background.tga data/gfx/menu/default/skinpreview.jpg -data/gfx/menu/silver/background_ingame.tga +data/gfx/menu/silver/background\_ingame.tga data/gfx/menu/silver/background.tga data/gfx/menu/silver/skinpreview.jpg data/gfx/menu/simplygray/background.tga data/gfx/menu/simplygray/skinpreview.jpg -data/gfx/menu/wickedz/background_ingame_l2.tga -data/gfx/menu/wickedz/background_l2.tga -data/gfx/menu/wickedz/background_l3.tga -data/gfx/menu/wickedz/background_l4.tga -data/gfx/menu/wickedz/background_l5.tga +data/gfx/menu/wickedz/background\_ingame\_l2.tga +data/gfx/menu/wickedz/background\_l2.tga +data/gfx/menu/wickedz/background\_l3.tga +data/gfx/menu/wickedz/background\_l4.tga +data/gfx/menu/wickedz/background\_l5.tga data/gfx/menu/wickedz/background.tga -data/gfx/menu/wickedz/ingame_background.psd +data/gfx/menu/wickedz/ingame\_background.psd data/gfx/menu/wickedz/skinpreview.jpg -data/models/portal.md3 - the texture has a 'n' logo +data/models/portal.md3 - the texture has a ‘n’ logo -data/models/ctf/flags.md3 - the new ctf flag by ai, blue 'n' inside 2 spinning gears, 'n' logo on end of innershaft -data/models/ctf/radiant/flag_blue_radiant.md3 - ? -data/models/ctf/radiant/flag_red_radiant.md3 - ? +data/models/ctf/flags.md3 - the new ctf flag by ai, blue ‘n’ inside 2 spinning gears, ‘n’ logo on end of innershaft +data/models/ctf/radiant/flag\_blue\_radiant.md3 - ? +data/models/ctf/radiant/flag\_red\_radiant.md3 - ? -data/models/final_rage/lamp2.md3 - the texture has a 'n' logo +data/models/final\_rage/lamp2.md3 - the texture has a ‘n’ logo -data/models/items/g_invincible.md3 - kanji -data/models/items/g_strength.md3 - n +data/models/items/g\_invincible.md3 - kanji +data/models/items/g\_strength.md3 - n data/models/keyhunt/key.md3 data/models/keyhunt/key.obj -data/models/keyhunt/key.tga - has a 'n' logo +data/models/keyhunt/key.tga - has a ‘n’ logo -data/models/misc/chatbubble.spr_0.tga - 252 says GNU or GUN, svn say NEX or NXE +data/models/misc/chatbubble.spr\_0.tga - 252 says GNU or GUN, svn say NEX or NXE data/scripts/flags.shader - needs an alpha fix! data/scripts/stralenex1.shader - dispays a panel with nexuiz -data/textures/pickups_bump.tga - has a 'n' logo -data/textures/pickups_gloss.tga - has a 'n' logo -data/textures/pickups_glow.tga - has a 'n' logo -data/textures/pickups.tga - has a 'n' logo +data/textures/pickups\_bump.tga - has a ‘n’ logo +data/textures/pickups\_gloss.tga - has a ‘n’ logo +data/textures/pickups\_glow.tga - has a ‘n’ logo +data/textures/pickups.tga - has a ‘n’ logo -data/textures/desertfactory_documents/document02.tga -data/textures/desertfactory_documents/note02.tga - mentions nexuiz -data/textures/desertfactory_documents/note03.tga -data/textures/desertfactory_documents/writing02.tga +data/textures/desertfactory\_documents/document02.tga +data/textures/desertfactory\_documents/note02.tga - mentions nexuiz +data/textures/desertfactory\_documents/note03.tga +data/textures/desertfactory\_documents/writing02.tga -data/textures/domination/dom_base.jpg - has a 'n' logo -data/textures/domination/dom_base_gloss.jpg - has a 'n' logo -data/textures/domination/dom_base_glow.jpg - has a 'n' logo -data/textures/domination/dom_base_norm.jpg - has a 'n' logo +data/textures/domination/dom\_base.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_gloss.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_glow.jpg - has a ‘n’ logo +data/textures/domination/dom\_base\_norm.jpg - has a ‘n’ logo -data/textures/final_rage/lamp2_bump.tga - has a 'n' logo -data/textures/final_rage/lamp2_gloss.tga - has a 'n' logo -data/textures/final_rage/lamp2_glow.tga - has a 'n' logo -data/textures/final_rage/lamp2.tga - has a 'n' logo +data/textures/final\_rage/lamp2\_bump.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_gloss.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_glow.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2.tga - has a ‘n’ logo -data/textures/flags/flag_blue_cloth.tga - has a big n +data/textures/flags/flag\_blue\_cloth.tga - has a big n -data/textures/flags/flag_blue.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_gloss.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_glow.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_norm.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_gloss.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_glow.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_norm.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_cloth.tga - has a big n +data/textures/flags/flag\_red\_cloth.tga - has a big n -data/textures/flags/flag_red.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_gloss.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_glow.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_norm.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_gloss.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_glow.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_norm.tga - glowing blue n and an n on top of middle shaft -data/textures/portals/portals_blue.tga - the texture has a 'n' logo -data/textures/portals/portals_blue_gloss.tga - the texture has a 'n' logo -data/textures/portals/portals_blue_glow.tga - the texture has a 'n' logo -data/textures/portals/portals_blue_norm.tga - the texture has a 'n' logo +data/textures/portals/portals\_blue.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_blue\_gloss.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_blue\_glow.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_blue\_norm.tga - the texture has a ‘n’ logo -data/textures/portals/portals_red.tga - the texture has a 'n' logo -data/textures/portals/portals_red_gloss.tga - the texture has a 'n' logo -data/textures/portals/portals_red_glow.tga - the texture has a 'n' logo -data/textures/portals/portals_red_norm.tga - the texture has a 'n' logo +data/textures/portals/portals\_red.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_red\_gloss.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_red\_glow.tga - the texture has a ‘n’ logo +data/textures/portals/portals\_red\_norm.tga - the texture has a ‘n’ logo -data/textures/stralenex1/slimepit_ad-3.jpg - says nexuiz -data/textures/stralenex1/slimepit_ad-3_glow.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3\_glow.jpg - says nexuiz -data/textures/tznex01/stained_glass_nexlogo_blue.tga - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_qei.jpg - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_glow.tga - stained glass has a blue 'n' logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue.tga - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_qei.jpg - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_glow.tga - stained glass has a blue ‘n’ logo -data/textures/tznex01/stained_glass_nexlogo_red_qei.jpg - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red_glow.tga - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red.tga - stained glass has a red 'n' logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_qei.jpg - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_glow.tga - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red.tga - stained glass has a red ‘n’ logo mediasource/graphics/chatbubble.svg - NEX, NXE -h3. Sounds +### Sounds data/sound/announcer/default/welcome.ogg - welcome to nexuiz -h3. Text References +### Text References data/nexuiz-credits.txt - remove some of the names! -h2. Xonotic compatibility pack 0.4 +Xonotic compatibility pack 0.4 +------------------------------ -h3. Images, Models and Shaders +### Images, Models and Shaders data/gfx/loading.tga - needs a new logo data/gfx/conback.tga - needs a new logo data/gfx/net.tga - svn needs a new logo -data/gfx/sb_energy.tga - *not used*, kanji image -data/gfx/sb_invinc.tga - *not used*, purple neon kanji image -data/gfx/sb_kh_full.tga - *not used*, keyhunt key -data/gfx/sb_kh_outline.tga - *not used*, keyhunt key -data/gfx/sb_slowmo.tga - *not used*, kanji symbol -data/gfx/sb_str.tga - *not used*, blue 'n' logo with a black background -data/gfx/winner.tga - used by the campaign, black 'n' logo - -data/gfx/hud/sb_invinc.tga - purple neon kanji image -data/gfx/hud/sb_kh_blue.tga - keyhunt key -data/gfx/hud/sb_kh_pink.tga - keyhunt key -data/gfx/hud/sb_kh_red.tga - keyhunt key -data/gfx/hud/sb_kh_yellow.tga - keyhunt key -data/gfx/hud/sb_str.tga - blue neon 'n' logo +data/gfx/sb\_energy.tga - **not used**, kanji image +data/gfx/sb\_invinc.tga - **not used**, purple neon kanji image +data/gfx/sb\_kh\_full.tga - **not used**, keyhunt key +data/gfx/sb\_kh\_outline.tga - **not used**, keyhunt key +data/gfx/sb\_slowmo.tga - **not used**, kanji symbol +data/gfx/sb\_str.tga - **not used**, blue ‘n’ logo with a black background +data/gfx/winner.tga - used by the campaign, black ‘n’ logo + +data/gfx/hud/sb\_invinc.tga - purple neon kanji image +data/gfx/hud/sb\_kh\_blue.tga - keyhunt key +data/gfx/hud/sb\_kh\_pink.tga - keyhunt key +data/gfx/hud/sb\_kh\_red.tga - keyhunt key +data/gfx/hud/sb\_kh\_yellow.tga - keyhunt key +data/gfx/hud/sb\_str.tga - blue neon ‘n’ logo data/gfx/menu/blueplastic/background.tga data/gfx/menu/blueplastic/skinpreview.jpg @@ -433,281 +438,276 @@ data/gfx/menu/blueplastic/skinpreview.jpg data/gfx/menu/default/background.tga data/gfx/menu/default/skinpreview.jpg -data/gfx/menu/silver/background_ingame.tga +data/gfx/menu/silver/background\_ingame.tga data/gfx/menu/silver/background.tga data/gfx/menu/silver/skinpreview.jpg data/gfx/menu/simplygray/background.tga data/gfx/menu/simplygray/skinpreview.jpg -data/gfx/menu/wickedz/background_ingame_l2.tga -data/gfx/menu/wickedz/background_l2.tga -data/gfx/menu/wickedz/background_l3.tga -data/gfx/menu/wickedz/background_l4.tga -data/gfx/menu/wickedz/background_l5.tga +data/gfx/menu/wickedz/background\_ingame\_l2.tga +data/gfx/menu/wickedz/background\_l2.tga +data/gfx/menu/wickedz/background\_l3.tga +data/gfx/menu/wickedz/background\_l4.tga +data/gfx/menu/wickedz/background\_l5.tga data/gfx/menu/wickedz/background.tga -data/gfx/menu/wickedz/ingame_background.psd +data/gfx/menu/wickedz/ingame\_background.psd data/gfx/menu/wickedz/skinpreview.jpg -data/models/ctf/flags.md3 - the new ctf flag by ai, blue 'n' inside 2 spinning gears, 'n' logo on end of innershaft -data/models/ctf/radiant/flag_blue_radiant.md3 - ? -data/models/ctf/radiant/flag_red_radiant.md3 - ? +data/models/ctf/flags.md3 - the new ctf flag by ai, blue ‘n’ inside 2 spinning gears, ‘n’ logo on end of innershaft +data/models/ctf/radiant/flag\_blue\_radiant.md3 - ? +data/models/ctf/radiant/flag\_red\_radiant.md3 - ? -data/models/items/g_invincible.md3 - kanji -data/models/items/g_strength.md3 - n +data/models/items/g\_invincible.md3 - kanji +data/models/items/g\_strength.md3 - n -data/models/final_rage/lamp2.md3 - the texture has a 'n' logo +data/models/final\_rage/lamp2.md3 - the texture has a ‘n’ logo -data/models/misc/chatbubble.spr_0.tga - 252 says GNU or GUN, svn say NEX or NXE +data/models/misc/chatbubble.spr\_0.tga - 252 says GNU or GUN, svn say NEX or NXE data/scripts/flags.shader - needs an alpha fix! data/scripts/stralenex1.shader - dispays a panel with nexuiz -data/textures/pickups_bump.tga - n -data/textures/pickups_gloss.tga - n -data/textures/pickups_glow.tga - n +data/textures/pickups\_bump.tga - n +data/textures/pickups\_gloss.tga - n +data/textures/pickups\_glow.tga - n data/textures/pickups.tga - n -data/textures/desertfactory_documents/document02.tga -data/textures/desertfactory_documents/note02.tga - mentions nexuiz -data/textures/desertfactory_documents/note03.tga -data/textures/desertfactory_documents/writing02.tga +data/textures/desertfactory\_documents/document02.tga +data/textures/desertfactory\_documents/note02.tga - mentions nexuiz +data/textures/desertfactory\_documents/note03.tga +data/textures/desertfactory\_documents/writing02.tga -data/textures/final_rage/lamp2_bump.tga - has a 'n' logo -data/textures/final_rage/lamp2_gloss.tga - has a 'n' logo -data/textures/final_rage/lamp2_glow.tga - has a 'n' logo -data/textures/final_rage/lamp2.tga - has a 'n' logo +data/textures/final\_rage/lamp2\_bump.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_gloss.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_glow.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2.tga - has a ‘n’ logo -data/textures/flags/flag_blue_cloth.tga - has a big n +data/textures/flags/flag\_blue\_cloth.tga - has a big n -data/textures/flags/flag_blue.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_gloss.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_glow.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_norm.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_gloss.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_glow.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_norm.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_cloth.tga - has a big n +data/textures/flags/flag\_red\_cloth.tga - has a big n -data/textures/flags/flag_red.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_gloss.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_glow.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_norm.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_gloss.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_glow.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_norm.tga - glowing blue n and an n on top of middle shaft -data/textures/stralenex1/slimepit_ad-3.jpg - says nexuiz -data/textures/stralenex1/slimepit_ad-3_glow.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3\_glow.jpg - says nexuiz -data/textures/tznex01/stained_glass_nexlogo_blue.tga - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_qei.jpg - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_glow.tga - stained glass has a blue 'n' logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue.tga - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_qei.jpg - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_glow.tga - stained glass has a blue ‘n’ logo -data/textures/tznex01/stained_glass_nexlogo_red_qei.jpg - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red_glow.tga - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red.tga - stained glass has a red 'n' logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_qei.jpg - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_glow.tga - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red.tga - stained glass has a red ‘n’ logo mediasource/graphics/chatbubble.svg - NEX, NXE - -h3. Sounds +### Sounds data/sound/announcer/default/welcome.ogg - welcome to nexuiz -h3. Text References +### Text References data/nexuiz-credits.txt - remove some of the names! +Xonotic compatibility pack 0.3 +------------------------------ -h2. Xonotic compatibility pack 0.3 - -h3. Images, Models and Shaders +### Images, Models and Shaders data/gfx/loading.tga - needs a new logo -data/gfx/sb_energy.tga - *not used*, kanji image -data/gfx/sb_invinc.tga - *not used*, purple neon kanji image -data/gfx/sb_kh_full.tga - *not used*, keyhunt key -data/gfx/sb_kh_outline.tga - *not used*, keyhunt key -data/gfx/sb_slowmo.tga - *not used*, kanji symbol -data/gfx/sb_str.tga - *not used*, blue 'n' logo with a black background -data/gfx/winner.tga - used by the campaign, black 'n' logo +data/gfx/sb\_energy.tga - **not used**, kanji image +data/gfx/sb\_invinc.tga - **not used**, purple neon kanji image +data/gfx/sb\_kh\_full.tga - **not used**, keyhunt key +data/gfx/sb\_kh\_outline.tga - **not used**, keyhunt key +data/gfx/sb\_slowmo.tga - **not used**, kanji symbol +data/gfx/sb\_str.tga - **not used**, blue ‘n’ logo with a black background +data/gfx/winner.tga - used by the campaign, black ‘n’ logo -data/gfx/hud/sb_invinc.tga - purple neon kanji image -data/gfx/hud/sb_kh_blue.tga - keyhunt key -data/gfx/hud/sb_kh_pink.tga - keyhunt key -data/gfx/hud/sb_kh_red.tga - keyhunt key -data/gfx/hud/sb_kh_yellow.tga - keyhunt key -data/gfx/hud/sb_str.tga - blue neon 'n' logo +data/gfx/hud/sb\_invinc.tga - purple neon kanji image +data/gfx/hud/sb\_kh\_blue.tga - keyhunt key +data/gfx/hud/sb\_kh\_pink.tga - keyhunt key +data/gfx/hud/sb\_kh\_red.tga - keyhunt key +data/gfx/hud/sb\_kh\_yellow.tga - keyhunt key +data/gfx/hud/sb\_str.tga - blue neon ‘n’ logo -data/gfx/hud/menu/*/background.tga -data/gfx/hud/menu/*/background_I*.tga -data/gfx/hud/menu/*/skinpreview.jpg +data/gfx/hud/menu/\*/background.tga +data/gfx/hud/menu/\*/background\_I\*.tga +data/gfx/hud/menu/\*/skinpreview.jpg -data/models/ctf/flags.md3 - the new ctf flag by ai, blue 'n' inside 2 spinning gears, 'n' logo on end of innershaft -data/models/ctf/radiant/flag_blue_radiant.md3 - ? -data/models/ctf/radiant/flag_red_radiant.md3 - ? +data/models/ctf/flags.md3 - the new ctf flag by ai, blue ‘n’ inside 2 spinning gears, ‘n’ logo on end of innershaft +data/models/ctf/radiant/flag\_blue\_radiant.md3 - ? +data/models/ctf/radiant/flag\_red\_radiant.md3 - ? -data/models/items/g_invincible.md3 - kanji -data/models/items/g_strength.md3 - n +data/models/items/g\_invincible.md3 - kanji +data/models/items/g\_strength.md3 - n -data/models/final_rage/lamp2.md3 - the texture has a 'n' logo +data/models/final\_rage/lamp2.md3 - the texture has a ‘n’ logo -data/models/misc/chatbubble.spr_0.tga - 252 says GNU or GUN, svn say NEX or NXE +data/models/misc/chatbubble.spr\_0.tga - 252 says GNU or GUN, svn say NEX or NXE data/scripts/flags.shader - needs an alpha fix! data/scripts/stralenex1.shader - dispays a panel with nexuiz -data/textures/pickups_bump.tga -data/textures/pickups_gloss.tga -data/textures/pickups_glow.tga +data/textures/pickups\_bump.tga +data/textures/pickups\_gloss.tga +data/textures/pickups\_glow.tga data/textures/pickups.tga -data/textures/desertfactory_documents/document02.tga -data/textures/desertfactory_documents/note02.tga - mentions nexuiz -data/textures/desertfactory_documents/note03.tga -data/textures/desertfactory_documents/writing02.tga +data/textures/desertfactory\_documents/document02.tga +data/textures/desertfactory\_documents/note02.tga - mentions nexuiz +data/textures/desertfactory\_documents/note03.tga +data/textures/desertfactory\_documents/writing02.tga -data/textures/final_rage/lamp2_bump.tga - has a 'n' logo -data/textures/final_rage/lamp2_gloss.tga - has a 'n' logo -data/textures/final_rage/lamp2_glow.tga - has a 'n' logo -data/textures/final_rage/lamp2.tga - has a 'n' logo +data/textures/final\_rage/lamp2\_bump.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_gloss.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2\_glow.tga - has a ‘n’ logo +data/textures/final\_rage/lamp2.tga - has a ‘n’ logo -data/textures/flags/* - flag has a big n logo, other tga's have glowing blue n and +data/textures/flags/\* - flag has a big n logo, other tga’s have glowing blue n and -data/textures/flags/flag_blue_cloth.tga - has a big n +data/textures/flags/flag\_blue\_cloth.tga - has a big n -data/textures/flags/flag_blue.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_gloss.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_glow.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_blue_norm.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_gloss.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_glow.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_blue\_norm.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_cloth.tga - has a big n +data/textures/flags/flag\_red\_cloth.tga - has a big n -data/textures/flags/flag_red.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_gloss.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_glow.tga - glowing blue n and an n on top of middle shaft -data/textures/flags/flag_red_norm.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_gloss.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_glow.tga - glowing blue n and an n on top of middle shaft +data/textures/flags/flag\_red\_norm.tga - glowing blue n and an n on top of middle shaft -data/textures/stralenex1/slimepit_ad-3.jpg - says nexuiz -data/textures/stralenex1/slimepit_ad-3_glow.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3\_glow.jpg - says nexuiz -data/textures/tznex01/stained_glass_nexlogo_blue.tga - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_qei.jpg - stained glass has a blue 'n' logo -data/textures/tznex01/stained_glass_nexlogo_blue_glow.tga - stained glass has a blue 'n' logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue.tga - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_qei.jpg - stained glass has a blue ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_blue\_glow.tga - stained glass has a blue ‘n’ logo -data/textures/tznex01/stained_glass_nexlogo_red_qei.jpg - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red_glow.tga - stained glass has a red 'n' logo -data/textures/tznex01/stained_glass_nexlogo_red.tga - stained glass has a red 'n' logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_qei.jpg - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red\_glow.tga - stained glass has a red ‘n’ logo +data/textures/tznex01/stained\_glass\_nexlogo\_red.tga - stained glass has a red ‘n’ logo mediasource/graphics/chatbubble.svg - NEX, NXE - -h3. Sounds +### Sounds data/sound/announcer/default/welcome.ogg - welcome to nexuiz -h3. Text References +### Text References data/nexuiz-credits.txt - remove some of the names! +Xonotic compatibility pack 0.2 +------------------------------ -h2. Xonotic compatibility pack 0.2 - -h3. Images, Models and Shaders +### Images, Models and Shaders data/gfx/loading.tga - needs a new logo -data/gfx/sb_energy.tga - *not used*, kanji image -data/gfx/sb_invinc.tga - *not used*, purple neon kanji image -data/gfx/sb_kh_full.tga - *not used*, keyhunt key -data/gfx/sb_kh_outline.tga - *not used*, keyhunt key -data/gfx/sb_slowmo.tga - *not used*, kanji symbol -data/gfx/sb_str.tga - *not used*, blue 'n' logo with a black background -data/gfx/winner.tga - used by the campaign, black 'n' logo - -data/gfx/hud/sb_invinc.tga - purple neon kanji image -data/gfx/hud/sb_kh_blue.tga - keyhunt key -data/gfx/hud/sb_kh_pink.tga - keyhunt key -data/gfx/hud/sb_kh_red.tga - keyhunt key -data/gfx/hud/sb_kh_yellow.tga - keyhunt key -data/gfx/hud/sb_str.tga - blue neon 'n' logo +data/gfx/sb\_energy.tga - **not used**, kanji image +data/gfx/sb\_invinc.tga - **not used**, purple neon kanji image +data/gfx/sb\_kh\_full.tga - **not used**, keyhunt key +data/gfx/sb\_kh\_outline.tga - **not used**, keyhunt key +data/gfx/sb\_slowmo.tga - **not used**, kanji symbol +data/gfx/sb\_str.tga - **not used**, blue ‘n’ logo with a black background +data/gfx/winner.tga - used by the campaign, black ‘n’ logo -data/gfx/hud/menu/*/background.tga -data/gfx/hud/menu/*/background_I*.tga -data/gfx/hud/menu/*/skinpreview.jpg +data/gfx/hud/sb\_invinc.tga - purple neon kanji image +data/gfx/hud/sb\_kh\_blue.tga - keyhunt key +data/gfx/hud/sb\_kh\_pink.tga - keyhunt key +data/gfx/hud/sb\_kh\_red.tga - keyhunt key +data/gfx/hud/sb\_kh\_yellow.tga - keyhunt key +data/gfx/hud/sb\_str.tga - blue neon ‘n’ logo +data/gfx/hud/menu/\*/background.tga +data/gfx/hud/menu/\*/background\_I\*.tga +data/gfx/hud/menu/\*/skinpreview.jpg -data/models/ctf/flags.md3 - the new ctf flag by ai, blue 'n' inside 2 spinnig gears, 'n' logo on end of innershaft -data/models/ctf/radiant/flag_blue_radiant.md3 - ? -data/models/ctf/radiant/flag_red_radiant.md3 - ? +data/models/ctf/flags.md3 - the new ctf flag by ai, blue ‘n’ inside 2 spinnig gears, ‘n’ logo on end of innershaft +data/models/ctf/radiant/flag\_blue\_radiant.md3 - ? +data/models/ctf/radiant/flag\_red\_radiant.md3 - ? -data/models/items/g_invincible.md3 - kanji -data/models/items/g_strength.md3 - n +data/models/items/g\_invincible.md3 - kanji +data/models/items/g\_strength.md3 - n -data/models/final_rage/lamp2.md3 - the texture has a 'n' logo +data/models/final\_rage/lamp2.md3 - the texture has a ‘n’ logo -data/models/misc/chatbubble.spr_0.tga - says GNU, GUN, NEX or NXE +data/models/misc/chatbubble.spr\_0.tga - says GNU, GUN, NEX or NXE data/scripts/flags.shader - needs an alpha fix data/scripts/stralenex1.shader - dispays a panel with nexuiz -data/textures/desertfactory_documents/note02.tga - mentions nexuiz +data/textures/desertfactory\_documents/note02.tga - mentions nexuiz -data/textures/final_rage/lamp2*.tga - has a 'n' logo +data/textures/final\_rage/lamp2\*.tga - has a ‘n’ logo -data/textures/flags/* - flag has a big n logo, other tga's have glowing blue n and +data/textures/flags/\* - flag has a big n logo, other tga’s have glowing blue n and -data/textures/stralenex1/slimepit_ad-3_glow*.jpg - says nexuiz +data/textures/stralenex1/slimepit\_ad-3\_glow\*.jpg - says nexuiz -data/textures/tznex01/* - stained glass has a blue or red 'n' logo +data/textures/tznex01/\* - stained glass has a blue or red ‘n’ logo mediasource/graphics/chatbubble.svg - NEX, NXE - -h3. Sounds +### Sounds data/sound/announcer/default/welcome.ogg - welcome to nexuiz -data/sound/tutorial/10-at_corp_switch.ogg - mentions AT Corp - +data/sound/tutorial/10-at\_corp\_switch.ogg - mentions AT Corp -h3. Text References +### Text References data/nexuiz-credits.txt - remove some of the names! +Xonotic compatibility pack 0.1 +------------------------------ -h2. Xonotic compatibility pack 0.1 - -h3. Images +### Images data/gfx/loading.tga -data/gfx/sb_energy.tga -data/gfx/sb_kh_full.tga -data/gfx/sb_slowmo.tga -data/gfx/sb_str.tga +data/gfx/sb\_energy.tga +data/gfx/sb\_kh\_full.tga +data/gfx/sb\_slowmo.tga +data/gfx/sb\_str.tga data/gfx/winner.tga -data/gfx/hud/sb_invinc.tga -data/gfx/hud/sb_kh_blue.tga -data/gfx/hud/sb_kh_pink.tga -data/gfx/hud/sb_kh_red.tga -data/gfx/hud/sb_kh_yellow.tga -data/gfx/hud/sb_str.tga +data/gfx/hud/sb\_invinc.tga +data/gfx/hud/sb\_kh\_blue.tga +data/gfx/hud/sb\_kh\_pink.tga +data/gfx/hud/sb\_kh\_red.tga +data/gfx/hud/sb\_kh\_yellow.tga +data/gfx/hud/sb\_str.tga -data/gfx/hud/menu/*/background.tga -data/gfx/hud/menu/*/background_I*.tga -data/gfx/hud/menu/*/skinpreview.jpg +data/gfx/hud/menu/\*/background.tga +data/gfx/hud/menu/\*/background\_I\*.tga +data/gfx/hud/menu/\*/skinpreview.jpg -data/models/misc/chatbubble.spr_0.tga +data/models/misc/chatbubble.spr\_0.tga -data/textures/desertfactory_documents/note02.tga -data/textures/desertfactory_documents/writing02.tga +data/textures/desertfactory\_documents/note02.tga +data/textures/desertfactory\_documents/writing02.tga -data/textures/flags/* +data/textures/flags/\* -data/textures/final_rage/lamp2_*.tga +data/textures/final\_rage/lamp2\_**.tga +data/textures/stralenex1/slimepit\_ad-3\_glow**.jpg -data/textures/stralenex1/slimepit_ad-3_glow*.jpg +data/textures/tznex01/\* -data/textures/tznex01/* - -h3. Sounds +### Sounds data/sound/announcer/default/welcome.ogg -data/sound/tutorial/10-at_corp_switch.ogg +data/sound/tutorial/10-at\_corp\_switch.ogg + diff --git a/_Footer.md b/_Footer.md index 9a9993e..036e2a9 100644 --- a/_Footer.md +++ b/_Footer.md @@ -1 +1,2 @@ -[[Repository Access|Repository_Access]] | [[Frequently Asked Questions|Faq]] | [[QuakeC|Introduction_to_QuakeC]] | [[Git]] | [[Art Roadmap|Art_Roadmap]] | [[Xonotic Logo|Logo]] +[[Repository Access|Repository\_Access]] | [[Frequently Asked Questions|Faq]] | [[QuakeC|Introduction\_to\_QuakeC]] | [[Git]] | [[Art Roadmap|Art\_Roadmap]] | [[Xonotic Logo|Logo]] + diff --git a/_Sidebar.md b/_Sidebar.md index e9e4813..33049e5 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -1,8 +1,9 @@ **Quick Resources** -[[Repository Access|Repository_Access]] -[[Frequently Asked Questions|Faq]] -[[QuakeC|Introduction_to_QuakeC]] -[[Git]] -[[Art Roadmap|Art_Roadmap]] -[[Xonotic Logo|Logo]] +[[Repository Access|Repository\_Access]] +[[Frequently Asked Questions|Faq]] +[[QuakeC|Introduction\_to\_QuakeC]] +[[Git]] +[[Art Roadmap|Art\_Roadmap]] +[[Xonotic Logo|Logo]] + diff --git a/assets/convert.sh b/assets/convert.sh new file mode 100755 index 0000000..e7d4a55 --- /dev/null +++ b/assets/convert.sh @@ -0,0 +1,7 @@ +#!/bin/sh +# Textile to Markdown in-place conversion +for file in `ls *.md`; do + [ -f ${file} ] && [ ! -h ${file} ] || continue + pandoc -f textile -t markdown_github ${file} > ${file}.bak + mv ${file}.bak ${file} +done