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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 10, 2013 12:35 pm 
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Sharp Shooter
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Joined: Fri Oct 18, 2013 7:00 pm
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2 suggestions:
1. Moderator should devide this github and cqb revival discussion into separate topic.
2. Talk to ET:L dev team about compability issues with CQB(as compability with mods is one of their main priorities). Maybe they agree to sort these issues out themselves. I think they'll be happy if their hard work has a purpose in standalone game.

Your thoughts about 2nd suggesiton are welcome


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 10, 2013 2:26 pm 
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Marksman
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Location: Prague, Bohemia
yks wrote:
2. Talk to ET:L dev team about compability issues with CQB

I was really excited when Coroner was considering to use ET:L as the base engine for True Combat. In my opinion, both of our communities could only benefit from this partnership. However, Coroner found ET:L performance to be inferior compared to the vanilla ET, so CQB would probably be better off using ET GPL sources if Coroner is not interested in helping us improve the performance.

I wanted to give him a hand with testing, but I am using Mac and there is no OS X release of CQB yet. I would probably need to get access to CQB source code anyway to do any meaningful debugging. Moreover, I have several projects in various stages of development centred around ET:L and I am starting a new job, so I don't have much free time left.

Coroner is a seasoned programmer, so he wouldn't make the same rookie mistakes as I did if he were to start a new project based on ET GPL source code release. However, it would still take a LOT of time and dedication to get the sources into some kind of order. Most of this work would just be mirroring of what we have done in the past. Whatever is decided, developing open-source engine side is a step in the good direction for your project.


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 10, 2013 2:36 pm 
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Expert
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I don't see any problem with the old engine. Except little bugs like "invalid pk3 files referenced" after you reconnect after a kick etc..

JagdKampf: I'm currently using Visual Studio 2008 lol. I think I've done what Coroner wanted, but haven't yet tried compiling to Linux or OSX. For Windows I've build it and tested. No punkbuster.

Btw I think it would be nice if you could knife while running and maybe shoot too but you wouldn't see where its shooting because of the position of the weapon while running... but still...

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Last edited by jussi on Mon Nov 11, 2013 4:34 pm, edited 3 times in total.

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 10, 2013 9:38 pm 
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Sharp Shooter
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Joined: Thu Mar 31, 2011 9:15 pm
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hey jussi,

i've cloned your fork. Never worked with scons though. im pretty familiar with cmake (did i mentioned the good kdevelop integration? :D ).
I will have a look at it and see if i can get it to run.

>one point i voted for ET:L in the first place is that they have allready integrated cmake :-) another is, like Radegast said
Quote:
it would still take a LOT of time and dedication to get the sources into some kind of order. Most of this work would just be mirroring of what we have done in the past.

ET:L is imho the better choice because its activly developed and you can actualy talk to someone if problems occur or questions arise!

so ...germany says: you MUST obey ze ET:L engine coroner, ze fuehrer won't be pleased with repeating work allready done by ze others =D

sorry for my english
JagdKampf


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Mon Nov 11, 2013 9:05 am 
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I think what we need now is an opinion from Coroner.


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Mon Nov 11, 2013 2:21 pm 
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Sharp Shooter
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I made topic about CQB at ET:L forums.

http://dev.etlegacy.com/boards/1/topics/651?r=653#message-653


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 17, 2013 5:15 pm 
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Sharp Shooter
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coroner wrote:
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)


I'm interested in this topic. How can you do that? Is it possible to release something under Creative Commons License binding its use to only a game or a specific software?

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Nov 17, 2013 6:03 pm 
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Master
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I think you can, most free texture sites have a similar rule.


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sat Nov 30, 2013 8:42 pm 
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Sharp Shooter
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How about add a weapons customizing section (skin, aimpoint, ...) or a players customizing section (skin, head, accessories) like in the Sneak Peak Mod?

http://www.youtube.com/watch?v=fAM7WurZRa0

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sat Nov 30, 2013 9:57 pm 
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Marze, do you have the tools necessary to edit / create new player models?


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Dec 01, 2013 10:41 am 
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Marksman
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If cqb would go fully open-source adding new playermodels (or any other stuff really) would be much easier. Et:L could easily add .iqm support which has good export tools and is pretty much the defacto standard for open-source FPS games.

Soo... any update? Really a pity that this seems to be not really getting off the ground even though everyone seems to agree that this would be a great way forward.


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Sun Dec 01, 2013 10:45 am 
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Marksman
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marze wrote:
coroner wrote:
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)


I'm interested in this topic. How can you do that? Is it possible to release something under Creative Commons License binding its use to only a game or a specific software?


No you can't, but I don't see why anyone would want that. Open-source game benefit from sharing and developing together, not by shutting out any cooperation. IMHO the reason TCE died was very much because of that closed development style.


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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Wed May 21, 2014 9:22 am 
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Master
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Location: Belfast, Northern Ireland.
Turned my dimmod server back on if anyone is intrested.

/connect 80.4.161.19

if you dont have -dimmod you can download it here http://goo.gl/agtN1P

extract cqb_dim to wolf:et folder.

No bots.

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Wed May 21, 2014 6:36 pm 
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Marksman
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Dim$tar wrote:
Turned my dimmod server back on if anyone is intrested.

/connect 80.4.161.19

if you dont have -dimmod you can download it here http://goo.gl/agtN1P

extract cqb_dim to wolf:et folder.

No bots.


HI dimm$tar.
I play your mod...
"Nos vemos en línea "

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 Post subject: Re: [Updated]TC -dimmod is here! (Play CQB with TC:E maps)
PostPosted: Wed May 21, 2014 9:51 pm 
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Expert
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Joined: Sun Apr 11, 2010 12:48 pm
Posts: 168
Location: Brazil
Hello

It have something wrong with the repository of server files, I can't download maps into the game from it, and the download from the server is too slow. Could you verify it?


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