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[SUGGESTION] Porting to FTEqw engine?

#51
@Mario, I see the difference now. Thanks for the explanation.

Common aliases. This seems to benefit the larger community. How do we tackle that?
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#52
(04-17-2019, 06:22 PM)BuddyFriendGuy Wrote: @Mario, I see the difference now. Thanks for the explanation.

Common aliases. This seems to benefit the larger community. How do we tackle that?

This seems to be mainly effecting the menu code, which is anyways separate from rest of the client side code.
IMHO the easiest would be to take an existing FTEWQ compatible menu and adapt it for Xonotic. The existing menu anyways looks quite dated by now and a face-lift wouldn't hurt at all Smile
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#53
This is a cool new modern Menu system for FTEQW:
https://github.com/shpuld/sui-qc
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#54
Tested it again, with the recent FTEQW build (and 0.8.2 game files, but not those from autobuild) I could play Xonotic on FTEQW more or less as normal, even join normal Darkplaces multiplayer games.
It needs a bit of polish here and there, but basically this is a drop in replacement for Darkplaces now and has a lot more advanced functionality.
Looks like they even added Bullet physics in a recent release.
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#55
Small update:
Download this:
https://triptohell.info/moodles/junk/FTE...-0.8.2.zip
Replace the default.fmf with the newer one attached.

Edit: Never mind, this new version is seems broken with the 05/16/2020 FTEQW binaries. Maybe wait for the next release of them.
However the original 0.8.2 datafiles with only the aboved linked files and the 05/16/2020 FTEQW binaries works fine on my system.


Attached Files
.zip   default.fmf.zip (Size: 4.39 KB / Downloads: 1)
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#56
Thanks for keeping up with what they are doing!
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#57
I never expected this, but thanks!
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