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		<title><![CDATA[Xonotic Forums - Xonotic - Suggestion Box]]></title>
		<link>https://forums.xonotic.org/</link>
		<description><![CDATA[Xonotic Forums - https://forums.xonotic.org]]></description>
		<pubDate>Sun, 10 May 2026 16:30:19 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Seperate gore and swear settings.]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=10041</link>
			<pubDate>Sat, 19 Jul 2025 19:19:45 +0000</pubDate>
			<dc:creator><![CDATA[purblepale]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=10041</guid>
			<description><![CDATA[The toggle for swearing and gore is one button, but I want to keep gore and get rid of the swearing (frankly because it gets annoying hearing the bots say "bitch" more often than jesse pinkman). It makes more sense for these to be separate in the first place. I also can't seem to find toggles for this in advanced settings. I can easily imagine an alternate scenario too in which the gore tanks performance for some users but they dont mind the cursing. (also, there really oughta be more voicelines that aren't just swears but I don't have an issue with that really)]]></description>
			<content:encoded><![CDATA[The toggle for swearing and gore is one button, but I want to keep gore and get rid of the swearing (frankly because it gets annoying hearing the bots say "bitch" more often than jesse pinkman). It makes more sense for these to be separate in the first place. I also can't seem to find toggles for this in advanced settings. I can easily imagine an alternate scenario too in which the gore tanks performance for some users but they dont mind the cursing. (also, there really oughta be more voicelines that aren't just swears but I don't have an issue with that really)]]></content:encoded>
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		<item>
			<title><![CDATA[Multi view demo function]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=10035</link>
			<pubDate>Mon, 09 Jun 2025 09:07:46 +0000</pubDate>
			<dc:creator><![CDATA[Szkodnix]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=10035</guid>
			<description><![CDATA[Hi guys <img src="https://forums.xonotic.org/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
How about adding an option for servers and/or clients to record multi view demo in Xonotic? By multi view demo I mean demo files in which POV can be easily switched between players.<br />
<br />
Quake World developers managed to do so already. Here's their source code: <a href="https://github.com/QW-Group/mvdsv" target="_blank" rel="noopener" class="mycode_url">https://github.com/QW-Group/mvdsv</a><br />
I'm aware that Xonotic has a different code but I am just posting it as a reference.<br />
<br />
Do you have any plans to add something like that to the game?]]></description>
			<content:encoded><![CDATA[Hi guys <img src="https://forums.xonotic.org/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
How about adding an option for servers and/or clients to record multi view demo in Xonotic? By multi view demo I mean demo files in which POV can be easily switched between players.<br />
<br />
Quake World developers managed to do so already. Here's their source code: <a href="https://github.com/QW-Group/mvdsv" target="_blank" rel="noopener" class="mycode_url">https://github.com/QW-Group/mvdsv</a><br />
I'm aware that Xonotic has a different code but I am just posting it as a reference.<br />
<br />
Do you have any plans to add something like that to the game?]]></content:encoded>
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			<title><![CDATA[Classes Gamemode]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=10034</link>
			<pubDate>Sat, 07 Jun 2025 02:58:11 +0000</pubDate>
			<dc:creator><![CDATA[athrowaway]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=10034</guid>
			<description><![CDATA[I am a fan of TF2 and its take on the shooter genre. Why not a game-mode with classes that have distinct roles like that game? Instead of looting powerups and weapons, you choose a class that comes with a set of abilities and weapons that encourage a specific playstyle. The clases could be designed to check and balance one another to keep things interesting and to encourage teamwork. I think it could be a lot of fun if done right. Instead of copying TF2 exactly, the  mod could be balanced in a way that would work better in Xonotic.<br />
<br />
Class Ideas:<br />
<ul class="mycode_list"><li>Scout - can move fast, use grapling hook<br />
</li>
</ul>
<ul class="mycode_list"><li>Rocketman - can shoot aoe rockets and do rocket jumps without taking damage from own rockets<br />
</li>
<li>Demoman - can create traps with explosives<br />
</li>
<li>Engineer - can build turrets, health dispensers, etc<br />
</li>
<li>Medic - has weapons that heal allies<br />
</li>
<li>Spy - can turn invisible, diguise as the enemy, sabotage enemy engineer buildings, etc<br />
</li>
<li>Heavy - Can tank a lot of damage but moves slow, great when working with medic<br />
</li>
</ul>
<ul class="mycode_list"><li>Sniper - snipes people<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[I am a fan of TF2 and its take on the shooter genre. Why not a game-mode with classes that have distinct roles like that game? Instead of looting powerups and weapons, you choose a class that comes with a set of abilities and weapons that encourage a specific playstyle. The clases could be designed to check and balance one another to keep things interesting and to encourage teamwork. I think it could be a lot of fun if done right. Instead of copying TF2 exactly, the  mod could be balanced in a way that would work better in Xonotic.<br />
<br />
Class Ideas:<br />
<ul class="mycode_list"><li>Scout - can move fast, use grapling hook<br />
</li>
</ul>
<ul class="mycode_list"><li>Rocketman - can shoot aoe rockets and do rocket jumps without taking damage from own rockets<br />
</li>
<li>Demoman - can create traps with explosives<br />
</li>
<li>Engineer - can build turrets, health dispensers, etc<br />
</li>
<li>Medic - has weapons that heal allies<br />
</li>
<li>Spy - can turn invisible, diguise as the enemy, sabotage enemy engineer buildings, etc<br />
</li>
<li>Heavy - Can tank a lot of damage but moves slow, great when working with medic<br />
</li>
</ul>
<ul class="mycode_list"><li>Sniper - snipes people<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[move offical IRC server to freegamedev.net]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9856</link>
			<pubDate>Fri, 10 May 2024 07:10:17 +0000</pubDate>
			<dc:creator><![CDATA[anoob]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9856</guid>
			<description><![CDATA[For two reasons: <ul class="mycode_list"><li>quakenet doesn't support ircv3 goodies like /history<br />
</li>
<li>it fragments the community by having separate IRC rooms and different services (matrix vs discord).<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[For two reasons: <ul class="mycode_list"><li>quakenet doesn't support ircv3 goodies like /history<br />
</li>
<li>it fragments the community by having separate IRC rooms and different services (matrix vs discord).<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Payload-like (TF2) Game Mode For Xonotic]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9845</link>
			<pubDate>Wed, 17 Apr 2024 21:31:08 +0000</pubDate>
			<dc:creator><![CDATA[dumpsterlid]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9845</guid>
			<description><![CDATA[I saw a post about some people considering making a TF2 clone in Xonotic... which is not what I am interested in directly. I am interested in how easy it would be to make a game mode that was inspired by payload but was thoroughly Xonotic. The below graphic basically explains the entire game mode. <br />
<br />
[attachment=2380]<br />
<br />
A tweak that might be fun if it was possible to code would be having the amount of momentum you have when you hit the button actually transfer into how fast the cart goes, so coming at the cart button fast and hard is better than just camping the bombcart and stomping the button with no speed built up.<br />
<br />
In general, maybe weapons and health would be out at the edges of the level so players would have to balance getting items and weapons with protecting the cart in the center of the level.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.xonotic.org/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2381" target="_blank" title="">delete.png</a> (Size: 188.65 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I saw a post about some people considering making a TF2 clone in Xonotic... which is not what I am interested in directly. I am interested in how easy it would be to make a game mode that was inspired by payload but was thoroughly Xonotic. The below graphic basically explains the entire game mode. <br />
<br />
[attachment=2380]<br />
<br />
A tweak that might be fun if it was possible to code would be having the amount of momentum you have when you hit the button actually transfer into how fast the cart goes, so coming at the cart button fast and hard is better than just camping the bombcart and stomping the button with no speed built up.<br />
<br />
In general, maybe weapons and health would be out at the edges of the level so players would have to balance getting items and weapons with protecting the cart in the center of the level.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.xonotic.org/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=2381" target="_blank" title="">delete.png</a> (Size: 188.65 KB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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		<item>
			<title><![CDATA[Mickey Mouse player model]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9811</link>
			<pubDate>Wed, 03 Jan 2024 09:21:39 +0000</pubDate>
			<dc:creator><![CDATA[rudzik8]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9811</guid>
			<description><![CDATA[As you all may know already, on January 1st 2024, the short film <span style="font-style: italic;" class="mycode_i">"Steamboat Willie"</span> had entered public domain. It's a 1928 black-and-white cartoon featuring both Mickey and Minnie Mouse.<br />
<br />
Here's a reupload from Corridor:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/hmzO--ox7X0" frameborder="0" allowfullscreen="true"></iframe><br />
<a href="https://commons.wikimedia.org/wiki/File:Steamboat_Willie_(1928)_by_Walt_Disney.webm" target="_blank" rel="noopener" class="mycode_url">Here's a link for it on Wikimedia Commons.</a><br />
<br />
I think it would be really funny to have a Mickey Mouse player model in-game, one based on the "Steamboat Willie" version. We could use Glowing color for his pants and Detail color for his boots. Imagine Mickey running around the map with a Vortex XD<br />
<br />
What do you think?]]></description>
			<content:encoded><![CDATA[As you all may know already, on January 1st 2024, the short film <span style="font-style: italic;" class="mycode_i">"Steamboat Willie"</span> had entered public domain. It's a 1928 black-and-white cartoon featuring both Mickey and Minnie Mouse.<br />
<br />
Here's a reupload from Corridor:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/hmzO--ox7X0" frameborder="0" allowfullscreen="true"></iframe><br />
<a href="https://commons.wikimedia.org/wiki/File:Steamboat_Willie_(1928)_by_Walt_Disney.webm" target="_blank" rel="noopener" class="mycode_url">Here's a link for it on Wikimedia Commons.</a><br />
<br />
I think it would be really funny to have a Mickey Mouse player model in-game, one based on the "Steamboat Willie" version. We could use Glowing color for his pants and Detail color for his boots. Imagine Mickey running around the map with a Vortex XD<br />
<br />
What do you think?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Reducing player color saturation]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9810</link>
			<pubDate>Tue, 02 Jan 2024 11:13:26 +0000</pubDate>
			<dc:creator><![CDATA[GREAT-DNG]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9810</guid>
			<description><![CDATA[Hello, I think the color of the players (as well as the bots) is too saturated and bright, which stands out from the atmosphere of the game, it would be nice to make it dimmer and/or apply, for example, dust/dirt effects. This would make the game's color scheme more harmonious and pleasant.<br />
On the other hand, a counterargument can be made that this makes it easier to distinguish targets from the environment. In this case, it is worth entering a setting that is responsible for the saturation parameter.<br />
What do you think about this?]]></description>
			<content:encoded><![CDATA[Hello, I think the color of the players (as well as the bots) is too saturated and bright, which stands out from the atmosphere of the game, it would be nice to make it dimmer and/or apply, for example, dust/dirt effects. This would make the game's color scheme more harmonious and pleasant.<br />
On the other hand, a counterargument can be made that this makes it easier to distinguish targets from the environment. In this case, it is worth entering a setting that is responsible for the saturation parameter.<br />
What do you think about this?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Xonotic Battle Royale?]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9743</link>
			<pubDate>Fri, 28 Jul 2023 01:10:09 +0000</pubDate>
			<dc:creator><![CDATA[Baker]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9743</guid>
			<description><![CDATA[<img src="https://media.moddb.com/images/members/5/4671/4670468/profile/royale.gif" loading="lazy"  alt="[Image: royale.gif]" class="mycode_img" /><br />
<br />
I did this ih DarkPlaces drawing wit R_BeginPolygon in 3d space on client.  Perhaps Xonotic should consider a Battle Royale mode.]]></description>
			<content:encoded><![CDATA[<img src="https://media.moddb.com/images/members/5/4671/4670468/profile/royale.gif" loading="lazy"  alt="[Image: royale.gif]" class="mycode_img" /><br />
<br />
I did this ih DarkPlaces drawing wit R_BeginPolygon in 3d space on client.  Perhaps Xonotic should consider a Battle Royale mode.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[x Frags Left should come before other announcements]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9726</link>
			<pubDate>Wed, 21 Jun 2023 16:27:07 +0000</pubDate>
			<dc:creator><![CDATA[gd]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9726</guid>
			<description><![CDATA[Since <a href="https://gitlab.com/xonotic/xonotic-data.pk3dir/-/merge_requests/1075" target="_blank" rel="noopener" class="mycode_url">this</a> merge request, announcements are played one after the other in a queue, rather than at the same time, "exceptions are time critical ones like countdowns". But the "3 Frags Left" etc. announcements are not considered time-critical by this code, and even seem to have a lower priority than other announcements, and come after other achievements by the same shot (such as Impressive). However, the x Frags Left announcements <span style="font-style: italic;" class="mycode_i">can be</span> time-critical in a close game, and are more important than most other announcements.<br />
<br />
Suggestions:<ul class="mycode_list"><li>The simplest: If the same shot results both in an "x Frags Left" announcement and another announcement such as "Impressive", the "x Frags Left" should come first.<br />
</li>
<li>"x Frags Left" announcements should be moved to the front of the queue if there are other announcements pending.<br />
</li>
<li>Any pending "x Frags Left" announcement should be skipped if it's obsolote by the time it would be played. E.g. if you make an impressive shot, and the leader, with 4 frags to go (whether that's you or another player) frags 2 people while "Impressive" is playing, "3 frags left" should be skipped, and only "2 frags left" should be played.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Since <a href="https://gitlab.com/xonotic/xonotic-data.pk3dir/-/merge_requests/1075" target="_blank" rel="noopener" class="mycode_url">this</a> merge request, announcements are played one after the other in a queue, rather than at the same time, "exceptions are time critical ones like countdowns". But the "3 Frags Left" etc. announcements are not considered time-critical by this code, and even seem to have a lower priority than other announcements, and come after other achievements by the same shot (such as Impressive). However, the x Frags Left announcements <span style="font-style: italic;" class="mycode_i">can be</span> time-critical in a close game, and are more important than most other announcements.<br />
<br />
Suggestions:<ul class="mycode_list"><li>The simplest: If the same shot results both in an "x Frags Left" announcement and another announcement such as "Impressive", the "x Frags Left" should come first.<br />
</li>
<li>"x Frags Left" announcements should be moved to the front of the queue if there are other announcements pending.<br />
</li>
<li>Any pending "x Frags Left" announcement should be skipped if it's obsolote by the time it would be played. E.g. if you make an impressive shot, and the leader, with 4 frags to go (whether that's you or another player) frags 2 people while "Impressive" is playing, "3 frags left" should be skipped, and only "2 frags left" should be played.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Allow models and sprites together]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9675</link>
			<pubDate>Thu, 04 May 2023 20:47:54 +0000</pubDate>
			<dc:creator><![CDATA[Ashurion-Neonix]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9675</guid>
			<description><![CDATA[How viable would it be to have pickup models and sprites at the same time?]]></description>
			<content:encoded><![CDATA[How viable would it be to have pickup models and sprites at the same time?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Slurs in game voicelines]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9674</link>
			<pubDate>Thu, 04 May 2023 20:17:33 +0000</pubDate>
			<dc:creator><![CDATA[Ashurion-Neonix]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9674</guid>
			<description><![CDATA[Is it really necessary to get called a disability slur every time your teammate walks into your splash?<br />
<br />
ik you can turn it off but why is that even a thing in the firstplace, especially seeing how most players probably won't go through all the game's settings.<br />
Just really annoying imo.]]></description>
			<content:encoded><![CDATA[Is it really necessary to get called a disability slur every time your teammate walks into your splash?<br />
<br />
ik you can turn it off but why is that even a thing in the firstplace, especially seeing how most players probably won't go through all the game's settings.<br />
Just really annoying imo.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Is adding a Quake-like laser to the main game a good idea?]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9647</link>
			<pubDate>Mon, 27 Mar 2023 18:09:52 +0000</pubDate>
			<dc:creator><![CDATA[cushinga]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9647</guid>
			<description><![CDATA[I've heard some discussion of a Quake-like laser (the Arc) replacing the Machine Gun in the game's default state.<br />
<br />
This is interesting for a few reasons, and I have a few for not liking it, even though at least a few other players seem to welcome the change:<br />
<ol type="1" class="mycode_list"><li>This would be a second raycast weapon in standard play, and that is a bigger change than some of you probably realize. The Vortex is currently the only raycast weapon in standard play, which makes sense, as a physics based sniper is kinda stupid. A constant raycast beam, on the other hand, doesn't feel like you're shooting anything, and is drastically different from any other weapon in the game.<br />
</li>
<li>It would make this game look even <span style="font-weight: bold;" class="mycode_b">MORE</span> like Quake, which is (hopefully) not the point. Shouldn't we be unique here?<br />
</li>
</ol>
<br />
In the end, it doesn't really matter, and I'm sure nobody will listen to this, but they are <span style="font-style: italic;" class="mycode_i">both</span> weapons that do similar things, one just feels like it <span style="font-weight: bold;" class="mycode_b">belongs in Xonotic</span> more than the other.<br />
<br />
_____<br />
If you have any thoughts or comments, discussion is welcome. I don't have as much experience as some of the people playing this since it was called Nexuiz, but I feel like I know it well enough to realize that this change wouldn't be a good one.]]></description>
			<content:encoded><![CDATA[I've heard some discussion of a Quake-like laser (the Arc) replacing the Machine Gun in the game's default state.<br />
<br />
This is interesting for a few reasons, and I have a few for not liking it, even though at least a few other players seem to welcome the change:<br />
<ol type="1" class="mycode_list"><li>This would be a second raycast weapon in standard play, and that is a bigger change than some of you probably realize. The Vortex is currently the only raycast weapon in standard play, which makes sense, as a physics based sniper is kinda stupid. A constant raycast beam, on the other hand, doesn't feel like you're shooting anything, and is drastically different from any other weapon in the game.<br />
</li>
<li>It would make this game look even <span style="font-weight: bold;" class="mycode_b">MORE</span> like Quake, which is (hopefully) not the point. Shouldn't we be unique here?<br />
</li>
</ol>
<br />
In the end, it doesn't really matter, and I'm sure nobody will listen to this, but they are <span style="font-style: italic;" class="mycode_i">both</span> weapons that do similar things, one just feels like it <span style="font-weight: bold;" class="mycode_b">belongs in Xonotic</span> more than the other.<br />
<br />
_____<br />
If you have any thoughts or comments, discussion is welcome. I don't have as much experience as some of the people playing this since it was called Nexuiz, but I feel like I know it well enough to realize that this change wouldn't be a good one.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sumo game mode]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9631</link>
			<pubDate>Wed, 22 Feb 2023 07:15:12 +0000</pubDate>
			<dc:creator><![CDATA[BuddyFriendGuy]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9631</guid>
			<description><![CDATA[I noticed a new (?) game mode called Sumo on this server and had a lot of fun with it.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>[300] North America | Votable Insta | Live Flags + Grapplehook</blockquote>
<br />
You use laser or Nex to push other players into the avoid to score, but neither weapons causes direct damages.<br />
<br />
This could potentially be part of the official mode. Thoughts?<br />
<br />
By the way, anybody knows which git branch has this game mode?]]></description>
			<content:encoded><![CDATA[I noticed a new (?) game mode called Sumo on this server and had a lot of fun with it.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>[300] North America | Votable Insta | Live Flags + Grapplehook</blockquote>
<br />
You use laser or Nex to push other players into the avoid to score, but neither weapons causes direct damages.<br />
<br />
This could potentially be part of the official mode. Thoughts?<br />
<br />
By the way, anybody knows which git branch has this game mode?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CTS ghosts?]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9626</link>
			<pubDate>Fri, 03 Feb 2023 16:50:33 +0000</pubDate>
			<dc:creator><![CDATA[drummyfish]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9626</guid>
			<description><![CDATA[Hello,<br />
<br />
I am a nub at CTS but am kinda enjoying it lately -- what I am missing as a tool for improvement is some kind of personal ghost to race against, as e.g. in Trackmania. I know there are checkpoints etc., but a ghost shows better where exactly I overtake myself, how fast I am relative to my best run etc., intuitively without having to look at numbers during a run. It wouldn't even have to be a full animated player model, just some kind of arrow showing my best run position in real time or something. This would 100% improve the mode for me. <br />
<br />
Would someone be able to implement this? Sorry if this has been discussed elsewhere, I haven't found a thread about it. Anyway, thanks for all your work, it's awesome.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I am a nub at CTS but am kinda enjoying it lately -- what I am missing as a tool for improvement is some kind of personal ghost to race against, as e.g. in Trackmania. I know there are checkpoints etc., but a ghost shows better where exactly I overtake myself, how fast I am relative to my best run etc., intuitively without having to look at numbers during a run. It wouldn't even have to be a full animated player model, just some kind of arrow showing my best run position in real time or something. This would 100% improve the mode for me. <br />
<br />
Would someone be able to implement this? Sorry if this has been discussed elsewhere, I haven't found a thread about it. Anyway, thanks for all your work, it's awesome.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Chess Xonotic]]></title>
			<link>https://forums.xonotic.org/showthread.php?tid=9584</link>
			<pubDate>Tue, 13 Dec 2022 18:38:00 +0000</pubDate>
			<dc:creator><![CDATA[drummyfish]]></dc:creator>
			<guid isPermaLink="false">https://forums.xonotic.org/showthread.php?tid=9584</guid>
			<description><![CDATA[Hello,<br />
I've been watching some chess boxing recently -- for those who don't know it is chess combined with boxing, players take rounds and the game is won either by checkmate or KO -- and I was wondering if we could combine chess and Xonotic in the same way.<br />
My draft of the rules is this:<br />
<ol type="1" class="mycode_list"><li>First a game of chess is played.<br />
</li>
<li>Then a Xonotic duel is played.<br />
</li>
<li>Then another game of chess is played with switched colors (palyer who played black is now white and vice versa). Time controls of chess should be such as to make the whole chess section last about the same time as duel, e.g. 3 minutes per side (2.5 mins is probably too fast).<br />
</li>
<li>Score is assigned like this:<ul class="mycode_list"><li>For chess each game is worth 100 points. If a player wins, he gets the 100, if it's a draw, both get 50.<br />
</li>
<li>Duel is worth 200 points. The player who wins gets 100 + the percentage of remaining 100 that corresponds to the ratio of final score, the loser gets the rest of the points.<br />
</li>
</ul>
</li>
</ol>
I already tried this with Kyle, was pretty fun. I won the duel 29:7, he won both chess games, so he won 220 vs 180.<br />
The rules should probably be tuned better etc., but it's a start.<br />
Try it for fun, also feel free to suggest any rule changes or even combinations of other games with Xonotic <img src="https://forums.xonotic.org/images/smilies/cool.png" alt="Cool" title="Cool" class="smilie smilie_3" />]]></description>
			<content:encoded><![CDATA[Hello,<br />
I've been watching some chess boxing recently -- for those who don't know it is chess combined with boxing, players take rounds and the game is won either by checkmate or KO -- and I was wondering if we could combine chess and Xonotic in the same way.<br />
My draft of the rules is this:<br />
<ol type="1" class="mycode_list"><li>First a game of chess is played.<br />
</li>
<li>Then a Xonotic duel is played.<br />
</li>
<li>Then another game of chess is played with switched colors (palyer who played black is now white and vice versa). Time controls of chess should be such as to make the whole chess section last about the same time as duel, e.g. 3 minutes per side (2.5 mins is probably too fast).<br />
</li>
<li>Score is assigned like this:<ul class="mycode_list"><li>For chess each game is worth 100 points. If a player wins, he gets the 100, if it's a draw, both get 50.<br />
</li>
<li>Duel is worth 200 points. The player who wins gets 100 + the percentage of remaining 100 that corresponds to the ratio of final score, the loser gets the rest of the points.<br />
</li>
</ul>
</li>
</ol>
I already tried this with Kyle, was pretty fun. I won the duel 29:7, he won both chess games, so he won 220 vs 180.<br />
The rules should probably be tuned better etc., but it's a start.<br />
Try it for fun, also feel free to suggest any rule changes or even combinations of other games with Xonotic <img src="https://forums.xonotic.org/images/smilies/cool.png" alt="Cool" title="Cool" class="smilie smilie_3" />]]></content:encoded>
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