Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Weapons defined in text files / de-harding weapons [feature debate]

#11
(05-23-2012, 04:30 PM)Spaceman Wrote: A while back there was some discussion for a Xonotic fork called, I think Vengeance but it may have Vigilante or something else. At the time my thought was along the lines of using it as experimental branch, that is released often. Use the idea (whatever it was) behind Vagrant and add lots of new ideas. Some of these ideas won't be popular or well coded but they will let the greater community see what could happen and what might be Xonotic features in the future.

The "Weapons defined in text files" concept is suited to an experimental area. Go for it.

Sadly another version of Xonotic may split the small community of players.

Never heard about that game, interesting to know. Is there more info about it, or any screenshots created of what was changed?

A split in the community is one reason I wanna avoid a fork. My fork was the long-discussed single player toolkit I posted about here, with which I want to make a framework for advanced single player games (with support for RPG components too). I initially wanted a fork because I thought some features couldn't fit Xonotic, but then considered adding them one by one and seeing what's ok and the developers approve of. This Single Player system is an idea I've been dreaming about for a bit and don't wanna give up on, but it requires some less popular features for an arena game (even if they don't affect or change it).

Like I said, ONE reason for the text weapons is the ability to have such single player missions use their own weapons, which suit their environment. Especially if Samual's changes get in, I won't even have a shotgun in my story, and the default Xon weapons aren't good for it (nor would weapons in my story belong in the Xonotic code the slightest). So to avoid a fork, I'm thinking of adding some of those features to Xon... also because they could benefit ideas other than my SP system. For the text weapons, that's just one reason I think they're very good... the others are described as well.
Reply



Messages In This Thread
RE: Weapons defined in text files / de-harding weapons [feature debate] - by MirceaKitsune - 05-23-2012, 04:41 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
  Speech to text, or almost voice chat oblector 0 2,869 06-30-2022, 06:29 PM
Last Post: oblector
  New feature review/test: Private Server List BuddyFriendGuy 17 25,451 01-07-2016, 08:05 AM
Last Post: BuddyFriendGuy
  missing shader files BuddyFriendGuy 0 4,101 07-05-2015, 07:19 PM
Last Post: BuddyFriendGuy
Question Text right to left (xonotic menu) kariminf 5 9,396 07-08-2013, 06:00 AM
Last Post: Mr. Bougo
  What is the general consensus on "dodging"? (UT's greatest feature IMO) ambition 7 9,336 01-26-2013, 02:42 PM
Last Post: lda17h
  Game key bindings working while typing text AviyaL 3 7,321 09-23-2012, 05:35 AM
Last Post: Mr. Bougo
  Bone based damage system (feature vote and debate) MirceaKitsune 42 60,258 05-17-2012, 01:29 AM
Last Post: CuBe0wL
Question media source files of vehicles? poVoq 13 14,054 02-21-2012, 06:16 PM
Last Post: tZork
  [SOLVED] How does the decompression of files within pk3s work? joshbeck 3 7,146 09-29-2011, 09:28 PM
Last Post: joshbeck
  A new feature for singleplayer campaign ThePWTULN 6 8,616 09-21-2010, 11:25 AM
Last Post: ThePWTULN

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-