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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Wed Oct 23, 2013 12:41 pm 
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Groove Six Studios
Groove Six Studios

Joined: Wed Apr 27, 2005 2:24 pm
Posts: 317
Hi all,

I suggest the following roadmap if a team would be forming up

1) A coder sets up github or sourceforge for the TC engine (under GPL, see my blog regarding ET:L) and is able to provide Win/Linux/OSX compiles
* pure ET engine with TC logo and defaulting to "tcmain" directory
* I will provide minimal changes to be merged into that engine
* no further changes over ET yet, have to be discussed

2) I will provide my q3map2 source code (which I just digged out :) ) to be merged into the clean code base available under point 1) under GPL

3) I will compile an unlocked TC:CQB which will run standalone with the above engine

4) I will provide all official map sources and assets under Creative Commons License (use only for TC) assuming agreement from Liquid and Bruce (which was already expressed, as far as I remember)

5) If a trustable coder/team including 1) + 2) can be established and we get a standalone first release going, I will share TC:CQB source code with the coder (and with Diane for backup) for Linux/OSX compile. It is to be discussed whether TC:CQB source code will finally be GPL'd with the engine and TC's q3map2.


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Wed Oct 23, 2013 4:08 pm 
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Master
Master

Joined: Fri Sep 29, 2006 1:13 pm
Posts: 263
Location: Slovenia
coroner is possible to fix ET AMD driver have huge fpsdrop on CC 13.9 and 13.8b (beta) ?
I can give u full access to PC if u need just idk on what remote would work/show graphic.
TeamViewer don't show graphic or FRAPS FPS test gonna be enough ?

on HIS 7970 Ghz


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Wed Oct 23, 2013 6:13 pm 
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Master
Master
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Joined: Wed Aug 19, 2009 12:36 am
Posts: 433
Location: tri(p) city
finaly a giant leap in to the future for true combat

thank You Coroner, when i will see open_cqb i will take back everything bad i said about you :lol:


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Wed Oct 23, 2013 7:08 pm 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 88
Location: Italy
Top quality job guys ... and great news. Some time ago I started to experiment TCE/CQB model and map asset.
Let me know if I can help.

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Wed Oct 23, 2013 7:12 pm 
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Expert
Expert
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Joined: Fri Oct 18, 2013 12:28 pm
Posts: 163
Location: Poland
Hi Marze. I've seen your work on code43. Did you have still tools to exporting mdm. files?


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Thu Nov 07, 2013 5:51 pm 
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Marksman
Marksman

Joined: Tue Nov 05, 2013 3:36 pm
Posts: 5
Quote:
Hi all,

I suggest the following roadmap if a team would be forming up

1) A coder sets up github or sourceforge for the TC engine (under GPL, see my blog regarding ET:L) and is able to provide Win/Linux/OSX compiles
* pure ET engine with TC logo and defaulting to "tcmain" directory
* I will provide minimal changes to be merged into that engine
* no further changes over ET yet, have to be discussed

2) I will provide my q3map2 source code (which I just digged out :) ) to be merged into the clean code base available under point 1) under GPL

3) I will compile an unlocked TC:CQB which will run standalone with the above engine

4) I will provide all official map sources and assets under Creative Commons License (use only for TC) assuming agreement from Liquid and Bruce (which was already expressed, as far as I remember)

5) If a trustable coder/team including 1) + 2) can be established and we get a standalone first release going, I will share TC:CQB source code with the coder (and with Diane for backup) for Linux/OSX compile. It is to be discussed whether TC:CQB source code will finally be GPL'd with the engine and TC's q3map2.


hey coroner really awesome news from you to hear :) my heart is tickin :D
what is right now the state/progress .. i a m here to offer also my knowledge and time for cqb.. who is workiing on it ? may i can setup a github or an reposotory on souceforge or where ever .. and may i also can assist for setup all the other stuff for packing contribunting etc .. but i am not a coder ;) just learning some c++ :)

regards


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Fri Nov 08, 2013 10:49 am 
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Groove Six Studios
Groove Six Studios

Joined: Wed Apr 27, 2005 2:24 pm
Posts: 317
Status is:

No coder found or any indication of interest.

Cheers,

Stephan


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Fri Nov 08, 2013 4:31 pm 
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Sharp Shooter
Sharp Shooter

Joined: Thu Mar 31, 2011 9:15 pm
Posts: 27
Quote:
No coder found or any indication of interest.


Seroiusly? Thats bad news :cry: I hadn't the impression that you are realy looking for someone to form up a team and make this standalone package happen or further develop cqb ? whats with the guys from dimmod? -- did "any" sort of exploratory talks happen at all? ...
>too many "maybees" and we "should" and "could" stuff in all that posts around.

>>I am interrested in the codebase as such, if something is up at https://github.com i'll definitly would like to clone it and have a look at it.

sorry for my english
JagdKampf


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Fri Nov 08, 2013 4:40 pm 
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Team Terminator
Team Terminator

Joined: Sat Apr 09, 2005 6:22 am
Posts: 1429
Location: Into the void
There were several people who formed a small team that were interested - and capable - of continuing this. They were actively working on maps, since lack of maps was one of the reasons as to why CQB did not survive.

I'm saddened if this is the end of the road.

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Fri Nov 08, 2013 6:09 pm 
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Master
Master
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Joined: Mon Mar 08, 2010 12:52 pm
Posts: 324
Location: Belfast, Northern Ireland.
coroner wrote:
Status is:

No coder found or any indication of interest.

Cheers,

Stephan



Coroner no offense, but you should pay attention and communicated directly with the dev team.

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sat Nov 09, 2013 11:32 am 
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Expert
Expert
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Joined: Wed Feb 03, 2010 6:36 pm
Posts: 128
Location: Finland
Too bad I don't have experience with github at all... I could take a look if there is no other coders here...?

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 10, 2013 4:57 am 
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Master
Master
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Joined: Mon Mar 08, 2010 12:52 pm
Posts: 324
Location: Belfast, Northern Ireland.
jussi wrote:
Too bad I don't have experience with github at all... I could take a look if there is no other coders here...?



Have a look and see what you can do, Im talking with Dushan at the moment and messing around with openwolf, but that looks like it might be a dead end I'm also trying to convince the main guy from Overdose to help out, but it seems that no one wants to work with such an old engine and with the size of the TC community at the moment i doubt there is a coder amongst it that cares enough to do the work Coroner would like.

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 10, 2013 7:52 am 
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Sharp Shooter
Sharp Shooter

Joined: Thu Mar 31, 2011 9:15 pm
Posts: 27
1.) go to https://github.com/
2.) create an account
3.) create a repository or fork an exisiting projekt (like ET:L f.e)
>github has nice wizzards for this, once you logged in.
4.) clone (=get a local copy) of your created repository ( or fork )
5.) work with it (edit the engine code with an IDE, compile and run it f.e)
6.) once edited, make a commit (=creating a patch)
>these are the changes you done and a description message
7.) push (=upload it to your repository/fork ) that "patch" back
5.) fetch (=get the altered source from the github server to update your local copy) or clone again .....


>this is just the simplest you can do
there are thousends of guides and howto's out there like
http://rogerdudler.github.io/git-guide/
http://rogerdudler.github.io/git-guide/index.de.html

sorry for my english
JagdKampf


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 10, 2013 9:32 am 
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Expert
Expert
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Joined: Wed Feb 03, 2010 6:36 pm
Posts: 128
Location: Finland
Thanks, JagdKampf. I'm working on it but can't promise anything yet... I'm not sure about OSX compiling though.

I forked this project as I understood Coroner doesn't want to use ET:L: https://github.com/id-Software/Enemy-Territory

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 10, 2013 10:16 am 
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Sharp Shooter
Sharp Shooter

Joined: Thu Mar 31, 2011 9:15 pm
Posts: 27
hi jussi,

can't say much about osx compiling too, because i only use linux :-) .. but to getting it to run a sophisticated ide would be helpfull ( like netbeans and eclipse f.e ) I personaly use Kdevelop as it can build projects right out of unix cmakelist files together with a good git plugin i can do compiling, running(testing) and updating git repositories right out of my IDE - Im sure there are solutions like this out there for OSX too.

>About getting that ET fork you've done to run, i suggest you'll have a look at http://dev.etlegacy.com//projects/etlegacy/wiki to get some hints. I know coroner doesn't want ET:L ...but at least its activly developed and has documentation up.

I think i'll have a look at your fork too, if that is ok. can you give me your github username? ( NOT your password!) so i can search for exisitng forks of https://github.com/id-Software/Enemy-Territory and clone the one you've done.

Sorry for my english
JagdKampf


* i guess the *pak3 files have to be copied or linked over from an original enemy-territory install to your projects build dir to get the game to run


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