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Urban Terror meets Github Rate Topic: -----

#11 User is offline   Fenix Icon

  •   former FS member   
  • Account: fenix
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Posted 12 May 2014 - 11:06 AM

View Postmoonq3, on 12 May 2014 - 01:46 AM, said:

Good move. Now that 4.2 is eol or at least in long-term maintenance what about using github to open source the game engine? While you guys are working hard on HD we could help commit faster bug fixes and server owners could checkout dev versions if they want to update to the bleeding edge. It's clear from recent events that you need more hands on deck, and this would be a great way to get them. You could certainly count me in as someone who has been programming and mod'ing quake since the 1990s.


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#12 User is offline   moonq3 Icon

  • Account: moonq3
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Posted 12 May 2014 - 03:59 PM

View PostFenix, on 12 May 2014 - 11:06 AM, said:



Thanks Fenix. At the moment that is only the server binary source, not the game qvm code where much of the game resides and which has always been closed. Since most of the bugs appear there (e.g. no second flag sound) that is what I am suggesting also be contributed to the public github repo.


#14 User is offline   Pilou42 Icon

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Posted 13 May 2014 - 05:37 PM

View PostFrankie V, on 13 May 2014 - 04:07 PM, said:

I'm not a coder

Wat ? You're not a developer ? :blink:

#15 User is offline   moonq3 Icon

  • Account: moonq3
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Posted 13 May 2014 - 05:40 PM

Thanks for the reply Frankie. Yes of course the game code uses and is mapped onto the assets, and there is no real need to change those mappings anyway.

What we have now are some simpler but serious bugs in the current version. Examples include:

1. When the second flag is taken in CTF the alarm does not sound.
2. No block/ghost mode in jumping blocks.
3. Jump timers are not at millisecond resolution.
4. Map rotation restarts after playing a non-rotation map instead of continuing on.
5. Player timeout kick/auto spec only works 50% of the time and never works for players who have only numbers in their name.

At the same time we have an over-worked development team heading in an exciting new direction.

These bugs and others are relatively minor code fixes that would not touch the assets at all, and you have a community willing to fix them if you release the game code in github. Please do consider taking our help.

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#17 User is offline   moonq3 Icon

  • Account: moonq3
  • Joined: 27-September 10
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Posted 13 May 2014 - 11:28 PM

Well that's a friendly response.

I said they were relatively minor, not minor. That the changes would be minor relative to hitmesh and asset mapping code that Frankie was talking about.

I can only speculate that the changes could be minor based on the q3 codebase, since I haven't seen your codebase. I do know that a proper noblock patch takes three lines of code in entity parsing, I've already done it for my jump server. Any of the FS coders here would tell you that most of these are really quite minor to fix by a competent coder.

I'm really not interested in joining FS to work on hidden proprietary code, and most of the other developers I know are not either. I would very much like to help improve the codebase and implement bugfixes once the game code has been properly released on github though. Many others would as well. FS doesn't have to accept all commits and would still retain control over the repository, and you would get more free help from a wider group of people. Plus this is 4.2, which is quickly becoming legacy while you turn your attention to HD. Let us help maintain it so you can spend your time on the exciting new HD project with UE4!

What do the FS coders in particular think about this? I am sure you could use the help. Also you know this is the way UT is going, the whole thing will be open in github and community developed.


#19 User is offline   moonq3 Icon

  • Account: moonq3
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Posted 14 May 2014 - 04:47 AM

Do it Barbie do it! You know you want to :)

#20 User is offline   moonq3 Icon

  • Account: moonq3
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Posted 20 May 2014 - 04:26 AM

No response to this Barbatos?

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