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  Forum downtime today
Posted by: Mr. Bougo - 04-12-2012, 02:28 PM - Forum: Xonotic - News - Replies (9)

Sorry for the downtime! There have been some issues with one of the servers and it affected the forum's databases. Things should be alright now!

EDIT: Oh my. The way I worded this makes it seem that I had an involvement in fixing this. This wasn't the case at all. merlijn and divVerent are to thank!

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Exclamation Forum update discussion (Was: Forum down time April 6th)
Posted by: Antibody - 04-05-2012, 07:19 PM - Forum: Xonotic - News - Replies (75)

Hi! Mr. Bougo here. I'm shamelessly taking over this thread.

Notice anything off since the forum upgrade? Report it here!

The original message follows.

Hi everyone! I will be taking down the forums tomorrow at 8AM EST (that's 12PM UTC) for an upgrade. I'll post an update here when it is over, but for now be aware of the following issues after the upgrade:

- The "favorite" posts doesn't appear to be working (hasn't worked in a long time, actually)
- The "personal pad" area of the user CP shows a blank page (the personal pad doesn't exist anymore?)
- Post rating button isn't shown

None of these things are serious, and I hope to resolve each of them in time. Right now my primary concern is getting us better equipped to manage our incoming spam and growing user base. Cheers!

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  Xonotic 0.6 is now available!
Posted by: CuBe0wL - 03-08-2012, 06:03 PM - Forum: Xonotic - News - Replies (45)

The 7th of March was a momentous day for the developers, community members, and gamers of Xonotic - the project's second birthday! To celebrate this occasion Team Xonotic is happy to announce the next official release of Xonotic!

After six months of active development, Xonotic 0.6 brings many new features for both casual and die-hard players. It boasts new weapon models, new maps, massive new features, and a ton of bugs fixes.

While you're busy downloading the game, let's have a look at all the fantastic enhancements Xonotic 0.6 has to offer.

Download Here
Download via torrent
Download via HTTP

MD5: 2dac2c1ad4388255d3ad4d038dea3f77
Package size: 964MiB

Lower quality download via HTTP (602MiB, md5: 219aaa91eb8362e39e0851eb83bd3a1f)
Map editor download via HTTP (150MiB, md5: 0ccee66956043898a696f97df1a3f723)

You can also download and play Xonotic on Desura.

Client side networked players
[Image: nmymodel_dmgeffect-200x200.jpg]
Xonotic 0.6 introduces the long-awaited feature of ClientSide QuakeC (CSQC) networked players. With this change player entities are now controlled on the client instead of the server, which allows the client to control animation of the models and their level of detail. This conserves FPS and improves performance without any visual loss. Spawn damage particle effects on characters (bleeding, burning, gibbing etc.) are also possible with this approach. It also allows the player to enable forced enemy models: regardless of what playermodels others choose, you can set a different one locally, e.g. brightskins that are very popular among more competitive players.

CSQC networked players opens many more possibilities for the future, including ragdolls, animation blending/smoothing/segmentation, client side weapons (no latency when firing/attacking) and much more. The most important parts for this are included in the engine of 0.6, allowing servers running newer versions to push these future features to the client dynamically. This allows for much more flexible development and better testing.

Xonotic player statistics
[Image: xonstats_main1-200x200.jpg]
XonStats, the integrated statistics system for Xonotic, allows you to send game data (frags, deaths, captures, weapon accuracy, etc.) and store them online for later viewing (at You can search for yourself or your friends' statistics, watch overall rankings, server statistics and much more! Because we respect your privacy the system has been designed to be specifically opt-in, and on first launch of the game you will be asked whether you want your stats to be published. More features for the statistics are still being developed, so please get in touch with us if you'd like to see more data or would like to see data represented in another way.

sRGB lightmap rendering
[Image: srgb_g23_1-200x200.jpg]
Xonotic 0.6 comes with sRGB lightmap rendering by default so maps have more natural, realistic lights and shadows. We also released a new version of our official map creator software netradiant with updated support for the (now default) sRGB compile method. In general this means that maps will have less extremely dark corners, and lights don't have to be as bright as before to light up the room.

4 new maps to frag on
[Image: xonotic20120301234709-00-200x200.jpg]
Xonotic 0.6 ships with four new maps. Lightspeed is a fun, small CTF map best played with four people. Fans of Deathmatch, Freezetag or Minstagib will enjoy fragging in the blueish halls and corridors of Solarium. The competitive crowd will enjoy the 1v1 maps Drain and the remake of a classic Quake deathmatch map, Darkzone.

New weapon models
[Image: xonotic20120226230932-00-200x200.jpg]
The Laser and the Minstanex have new high quality models. This was needed especially for the Minstanex, as its model was more than 3 years old... Either way, they follow along nicely with the goal of improving the models/appearance of the game.

Menu redesign and translation updates
[Image: xonotic20120301233353-00-200x200.jpg]
We have redesigned and simplified the menu interface so it's clear and convenient to use. We also paid great attention to the various translations of the menu text. And now support several languages (like Spanish, French, German and Hungarian) in the in-game messages. The menu is now available in Greek and Ukrainian as well!

New game mode: Sandbox
[Image: xonotic20120306171033-00-200x200.jpg]
Xonotic 0.6 introduces the new, fun game mode called "Sandbox". Use your imagination to create funny scenes with the playermodels, add your own ones, and share them with your friends, even online! This can also be very useful for development, or easily trying new things without hacking the code or opening up a map to edit it. Though Sandbox is currently still a bit limited, expect new features coming to it later!

You can also view an extensive changelist of new features and bugfixes here. (note: may be incomplete)

Xonotic 0.6 demonstrates again the development power of a collaborative community of players and developers, where open discussions and knowledge commonly shared is the key for success. We'd like to grab the opportunity to shout out a very big THANK YOU for our beloved community, players and fellow developers who made this release come true! Without all your constant input, (positive) criticism, dedication and friendship, Xonotic wouldn't be what it is today.

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  IPv6 master server has moved
Posted by: divVerent - 02-23-2012, 05:40 AM - Forum: Xonotic - News - No Replies

Important for IPv6 users, IPv4-only users can ignore this!

I moved the IPv6 master server to [2a03:4000:1::2e26:f351:3]:27950. People who use IPv6 (both on game servers and on clients) shall please add the following line to their server.cfg or autoexec.cfg:

sv_masterextra4 [2a03:4000:1::2e26:f351:3]:27950

Without this, you will no longer appear in the server list with an IPv6 address, or appear to IPv6 users (and with v6 icon) in the server list.

Xonotic 0.6 will use the new address by default, of course.

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  Tourney news: 1v1 Grand finals
Posted by: CuBe0wL - 02-17-2012, 11:13 AM - Forum: Xonotic - News - Replies (2)


He have some good news about tourneys, read it while it's hot!

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Information Public Xervice Announcement: Important info!
Posted by: Samual - 01-20-2012, 01:10 PM - Forum: Xonotic - News - Replies (5)

Hey guys, i've got some really important information for mappers, please pay attention and spread the news.

Over the past month or so, quite a lot of things have happened which concern mappers, and I just want to highlight the most important things for you guys so you understand the changes and can work with them in the future.

Map picture entities: info_autoscreenshot
We've been contemplating for a long time a way for map screenshots to be done easier for the mappers and developers in a way that streamlines the process in the future and keeps the screenshots consistent and clean... divVerent recently got bored, and decided to implement this. Basically, the way it works is by placing an entity on the map which contains an origin and view angle, and then the autobuild system (or maybe other parts of the game, like intermission perhaps in the future) will save the screenshot at that exact position.

There are basically 3 ways you can do this easily:
  1. Use a "target_position" entity together with an "info_autoscreenshot" entity which only needs origins. This method is best for netradiant, simply because you can create the mapshot without much effort at all, all you need to do is position the entities how you want and link them together with Ctrl + K.
  2. Place the "info_autoscreenshot" entity, and then rotate it manually in netradiant to how you want it by using the rotate tool.
  3. Use r_speeds to get your desired origin and angles, and then manually create the entity with a text editor.
You can see examples of these on maps already in the game as of today, "glowplant" uses method #1 and "g-23" uses method #2. (Click for screenshots)

If the map is on the autobuild server, it will automatically make you screenshots using these map entities (up to 3 entities can be used at once). The screenshots are at 1024x1024 resolution, but you need to resize them manually to 512x512 to use them as the mapshot. Unfortunately, the autobuild system cannot automatically pack the map shots into the pk3s as the screenshots are done after compilation/building, so you will still need to handle that yourself as well.

Here are the results: Method #1, Method #2.

New NetRadiant build: sRGB lighting
A new lighting method has been in the works for a bit now by divVerent, which basically uses more realistic color and shading calculations for the lightmaps created by q3map2. It can in many cases be a major improvement to lighting on maps, and especially it helps with maps being too dark in some cases. Of course the mapper still has full control over lighting and can still make the map dark, BUT it needs to be pointed out that sRGB lighting is by default about 2.2 times brighter than normal lighting methods! Because of this, it cannot be simply "slapped" on to a map, unless you adjust the light radius and intensities appropriately.

You can use various light flags to scale/adjust to compensate for this extra brightness, generally a factor of 0.4 or 0.5 would make the lighting look similar to the old style lightmaps.

Additionally, we have also produced a new build of NetRadiant for Windows users which has a few more features/tweaks/fixes since the last one, plus this new sRGB support enabled by default. (NOTE: Linux and OS X users have to compile it themselves using the git system, those platforms are impossible to build for different architectures normally) If you use this build version OR your map is on the autobuild server and you want your maps lighting to remain the same, you MUST use the "-nosRGB" flag! Otherwise, the lighting will default to sRGB, and that may be too bright for your map.

sRGB lighting for maps is certainly better when used properly, and it's the direction we want to go in the future, and we expect all default maps (and all new ones) to eventually switch to sRGB lighting. Currently the most notable ones that use it are: Drain, Courtfun, g-23, and Darkzone.. i'm probably forgetting some ^_^

Bot waypoint editor: Automatic waypointing
Finally just a quick one about a feature we added to the waypoint editor -- In addition to its old functionality, the waypoint editor can now automatically map the waypoints based on YOUR movement. Using the waypoint editor normally, enable g_waypointeditor_auto and just walk around all the various paths of the map. Once all paths are plotted, you will see a very natural plot which generally is far easier and much better than manually creating all of the plots. Depending on map size, it usually takes ~5 minutes or so of just walking everywhere you can, and I should point out that you should WALK slowly as bunnyhopping can distort the paths for bots.

You will need to clean it up a little by deleting some of the points, it CAN add too many in some places, but this is still a MASSIVE improvement over how the system previously worked, and it allows for maps to be waypointed far easier.

Anyway, thanks for your time, please spread this around and use the information when proceeding with maps in the future. Do note, i'm not a mapper, and thus I don't really understand all of this very well. If you need help, i'm sure some of the other more experienced people can pitch in and perhaps reply/edit this post to give better information.

I like the title of this by the way... I think i'm going to make this a usual thing, any time some new development comes out and I want to tell you guys about it, i'll call it a Public Xervice Announcement.... PXA for short. What do you think? Wink

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Information WoX-BloX Issue #3 – Community news
Posted by: CuBe0wL - 01-17-2012, 02:11 AM - Forum: Xonotic - News - Replies (7)


WoX-BloX Issue #3 with coomunity news is here! Read it while it's hot!

[Image: woxblox03-1024x819.jpg]

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  Happy New Year!
Posted by: CuBe0wL - 01-02-2012, 04:08 PM - Forum: Xonotic - News - Replies (5)

Team Xonotic would like to wish you and all your beloved ones a Happy New Year in 2012!

[Image: xonoticnewyear2012-1024x819.jpg]

Just wait until you see what we've got planned this year ;-)

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  URGENT: 0.5 compatibility with recent development versions
Posted by: Samual - 12-18-2011, 01:00 PM - Forum: Xonotic - News - Replies (14)

Hey guys,

I have something rather important to tell you -- Recently we have finally completed a working client-side networked players system... Essentially, the player entities are controlled on the client instead of the server, allowing the client to do things like control the animation of the model and various other things. I'll quickly go over the problems of this system, and then tell you what it brings to the game/future of Xonotic.

It breaks compatibility with 0.5 clients in a few ways... The biggest way though is movement prediction - See, in order for this feature to work properly, the engine needed updates which 0.5 just does not have. So, if you play with an old engine on a server with CSQC players enabled, you will not have client side movement prediction, and movement will feel very laggy or broken.

On the plus side, lets take a look at what this achievement actually brings us: For now, the biggest new features are "forcemodels" and client-side playermodel LOD for better performance.

  • Forcemodels allows you to force all other player models to your own model, so for example: If a server doesn't have fullbright skins on, you can simply select them and force them upon all the other enemies regardless of what the server has.
  • Client side playermodel LOD works similar to the old LOD, however now it doesn't interrupt the animation, so it is MUCH more seamless and fluent.
  • Additionally, this opens many more possibilities in the future than just this... potentially including: Ragdolls, player damage effects like fire/plasma, animation blending/smoothing/segmentation, dual weapon wielding, client side weapons (no latency when firing/attacking), etc etc etc... of course, those all need the work put in to implement them: but still they're possible now.
Upon/soon after the next release (0.6), this system will become entirely mandatory -- however right now, git server owners have a choice. You can disable CSQC players with the cvar shown below... If you run a server from git which is a tournament or public server, I would recommend disabling it, simply to keep your players able to play the game uninterrupted. However, we also do need testing on this to ensure the next release is as stable as possible... so please do keep that in mind.

set sv_use_csqc_players 1 "set to 0 to disable CSQC players for better Xonotic 0.5 compat"

It should be noted that disabling CSQC players on a server DOES mean a loss of some functionality, like server-side LOD no longer works (so we don't have duplicated code) -- but it should function pretty much the same for most people.

Thanks everyone, and please spread the news, we'd like to avoid as many "OMG WHAT'S WRONG WITH THE PHYSICS ON THIS SERVER" bug reports as possible.

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  Xonotic videos roundup
Posted by: CuBe0wL - 12-13-2011, 08:39 AM - Forum: Xonotic - News - Replies (2)

It seems our community really caught the gameplay video bug! I'm happy to present you with more than 3 hours of action-packed Xonotic movies! WOW! Move your most comfy armchair in front of your PC, gather up some nachos, pop some corn, and have fun watching these videos!

Xonotic public Deathmatch for the masses

C.Brutail has recorded an intense battle of public deathmatch, recorded at Kababunka server. The server runs game version 0.5, however for the video recording the development version was used allowing you to see some of the new graphical features under development now.

1v1 commentaries by Antibody, kojn, and Mirio for the 1337

If you're into competitive gameplay, I have three new face to face commentaries from Antibody, kojn and Mirio to show you. The first one is a very thrilling pickup match featuring Mirio vs PCLizard on the reworked map "Downer" by Cortez It's really exciting - a must see!

The second video is a practice match between PCLizardand fisume commentated by kojn and Mirio. In this video, the battle takes place on the Xonotic version of the classic Quake map Darkzone, and it was a practice match for their then upcoming tourney match. Watch how each player's strategy develops in this down-to-the-second thriller!

Lastly, here comes the big boom! The archived screencast of the semi finals of the [BOT] 1v1 Online Tournament in online, boasting a whopping 2 full hours of Xonotic action! In the beginning of the screencast you can listen to some pulsating Xonotic music Northern Lights composed by Sc0rp followed by Traveler and Quiet by blkrbt. From 10:53 you can watch kojn's fragmovie entitled Deathmatchers, and from roughly 22:08 the live commentary of the semi-finals with PCLizard vs fisume, and L0 vs. Mirio. You can find the video at morfar's account.

Have fun watching!

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