They use SVN for things like Linux, right? Where you can see open source and upload feely?
They use SVN for things like Linux, right? Where you can see open source and upload feely?
Wow! I see some enthusiasm starting to build! Very nice work. I'm glad to have all of your support in making this project a reality.
RL is holding me down this week. When I open @ work, I don't generally have time to work on anything in the evening - - and I've opened everyday this week. I'm also tired as hell and that doesn't help anything except ensuring that I fall asleep when I get home. :D
The Linux Kernal uses Git for source control. A lot of open source projects do use Subversion (SVN), but quite a few are considering or moved to Git. Git is supposed to be better at merges, but any merge feature not going to help us all the files are in binary format.Quote:
Originally Posted by Mal
Out of the two would recommend Svn, as there is a good Windows GUI client for that - http://tortoisesvn.tigris.org/
P.S. Googlecode http://code.google.com/hosting/ - Has SVN hosting, with ticket tracking, wiki etc.
This is looking better and better every time i check this thread out!
Great job guys, keep up the awsome work :angel:
The subway is nice!
keep the work up :-)
Check out GitHub.
N
I found a server host that will host our maps on constant rotation (regular HL2: DM).
Also my subway map is going to include the P2/P1 zoneline, I bet your excited.
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SVN vs Git, Honestly unless this project gets some serious coding attention I doubt it will make a difference. I'm thinking we need version control strictly as a back up and sharing system.
Google code sounds good- but because it demands an open source license I do not believe we can comply.
We don't own the base source code (required by the initial mod) and thus cannot release that portion as open source.
I will set up an SVN strictly for game code, and then we can rely on google code for everything else?
http://code.google.com/p/neocronsource/
Hows that sound?
EDIT: I set the content liscense to CC BY-SA
http://creativecommons.org/licenses/by-sa/2.0/
Which I think suits our project, any objections?
That liscence seems to fit what we are looking for. Since we aren't looking to make any money (nor can we) there isn't any reason I see why it shouldn't be a Creative Commons thing. I like that it allows others to help contribute.
The only thing I am concerned with is that when game rules are going into affect, we should all be happy with them. I will take some time tonight and post here a general overview of gameflow that Sarduin and I have been discussing over the past months. It's generally where I planned the mod to go when I imagined it, so not set in stone by any means. But I knew we would need a plan if we were going to release the mod, so I came up with one. I mentioned a few points on the first page, and you can get an early general idea of where we thought the game should go. I want community input as well, but ultimately we should decide on game rules that make the game fun and exciting as a DM mod. I think it would be prudent to point out now that this project isn't a recreation of Neocron as an MMO but rather a tribute to Neocron in the form of a Deathmatch game. So, obviously, some aspects of Neocron as we know it will not be in the game and some other aspects will be included, but changed to fit the fast pace of a deathmatch game.
As far as source control: We can pick and choose who can edit the code, correct? I was going to setup an FTP at my house for both the game/project/materials folders and source control suggested on the Source Wiki called Perforce. I will be happy to host all of the materials, models, maps, etc for the team.
However we decide to do source control, I'll be fine with it. I would like to be able to connect to it though, so I can view the work we are doing. I have mentioned several times that this is a learning experience for me and I want to learn aspects of everything for myself, and my personal goal of becoming a creative designer for a game company (and/or start my own... Tim Schaffer is my hero).
I can provide a stable+updated+fast+24/7 SVN Server, if you want =)
http://img14.imageshack.us/img14/6070/out1u.th.jpg http://img57.imageshack.us/img57/5127/out2u.th.jpg http://img30.imageshack.us/img30/7276/out3y.th.jpg http://img57.imageshack.us/img57/181/out4.th.jpg http://img4.imageshack.us/img4/3653/out5a.th.jpg
Okay so that's the first section of Outzone 2 done. It's slightly different to the original for technical reasons. One of the technical reasons been that I'm lazy.
Nice, that's really come along. No garbage though. Scatter some drink cans/bottles about with the occasional cardboard box. Or am I getting ahead of the design? It looks great though. Makes me want to explore OZ all over again. :)
thats also a bit my fault, krakrboi asked me to do some crates n stuff from nc, havent found the time yet.
as for the license, I dunno if we should set to Creative Commons since most of the shit can probably not be licensed other than fanart... most of it is KK's intellectual property, which means we cannot license it as far as I know, unless it's discussed with KK.
hehe thanks. And yeah you're getting a little ahead of things :DQuote:
Originally Posted by Jodo
I've popped in a couple of a the default HL2 crates to give it a general feel for things, but stuff like bottles and crates are best added after you've got the main design down, cause then they don't get in the way :P
think most people even first do the brushwork before texturing ;) but it's looking very good malQuote:
Originally Posted by Mal
even makes my hammer itch... last time i tried it, it failed miserably, but that was back 2000 or something
BUT NO!
i promised I'd look into player models, so I'll start working on that
btw krakrboi, could you export one of the human males through milkscape into a file format blender can open? (dont have milkscape so I dunno which format, u got both now right?)
Well, yeah. Technically you are meant to. That's why it takes me a while to do everything cause I don't work in stages. But then again I only spent about 6 hours on that section anyway :D