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
ye same here, I always want to see some results as soon as possible
looking through the higher res screenshots the whole section seems very nice, only thing that stood out to me is that the grated walkway section of the bridge thingy could be lowered a bit, so as to create a slight indent with the metal beams
I think Blender can import MS3D files directly, but when I tried to import the skeleton that I saved in Milkshape, I didn't see it in Blender. But you know way more about Blender than I do. I'll send you the MS3D file in a few.Quote:
Originally Posted by Biglines
I have been working on a new texture for Biglines' Citycom. Here's some early renders.
http://i19.photobucket.com/albums/b1...tycomSkin2.jpg
http://i19.photobucket.com/albums/b1...tycomSkin1.jpg
I hope everyone likes it. I took these screens in game to make sure the lighting effects looked right. Hope you like it Biglines!
im still wondering if I should focus on doing every model the best I can do, or get as many as possible with good enough?
oh and tnx to who ever stickied this
Only the first choice will let you advance and produces something you can show.
Keep up the good work.
Make everything to your own standard or you'll regret it every time you look at it once it's completed. You may not do a project quite like this again, make it awesome.Quote:
Originally Posted by Biglines
ye but atm a lot of people are waiting for me to finish my models so they can be put in the maps :S
This... you guys are scaring me with your awesomeness.
So make us wait! It's not like there's a deadline bearing down on us. I'd personally rather wait for something then put a sub-standard model in my map due to someone being an impatient git :DQuote:
Originally Posted by Biglines
hmm looking through the workflow, as long as I keep the dimensions and orientation points the same, I can keep working on the models even if they're already in the map. So, I'll try to get the models turned out tonight... try being the operative wordQuote:
Originally Posted by Mal
FYI to all,
I co-run a game server provider. We use 8-Core Xeon machines and host from the bluesquare data centre. So... we provide low latency, powerful game servers. This, however, is not a sales pitch.
Due to the fact that I cannot offer my support with mapping/coding of any description, I can offer you a place to host the game servers free of charge once it's ready for testing/playing. I'll happily set up a few game servers for you at however many slots you need, and will give you a shared login to the control panel.
This project has wow'd me from day one, and it looks like you guys are doing a great job.
My respects.
cool! I think the first that will be ready for playing is simple hl2 DM on neocron maps.
I also talked to brammers yesterday, and we agreed that as soon as we have a rudimentary set of models/mapping guidelines together, he will post this project on the tech haven network, which will probably reach a few more people who might be interested in joining this project
@Whitestuff
Having worked on professional titles before- and I can tell you that a serious disconnect tends to occur between programmers and designers. We need to design the game with input of the actual plausibility and workload- which will most likely feel very restrictive. We should discuss the overall gameplay experience, and figure out what features are most important. We can then give you some feedback on how likely/difficult getting those features in will be and we can prioritize based on that.
I'm personally all for an iterative approach, design the game in several major versions each with a few more complimentary features pushed in while all the while being playable. Having a playable (and fun) mod will attract more seasoned source developers and help push the game through faster.
Correct.Quote:
As far as source control: We can pick and choose who can edit the code, correct?
I used Perforce at my last job and it was a great professional source control program, but for our needs it is definitely overkill. I'm still for using google code SVN because then no one person is hosting our materials that can disappear.
@Biglines- We can license our work as CC SA because we are not licensing the original Neocron work, nor any products that are direct derivatives of it. The main use of this scheme is to allow other neocron based fan works to build off of this in the future- and to allow each of us to have a greater sense of ownership of the whole because no one person could walk away with the project in a snit.
Of course some of the materials produced could fall into copyright infringement and thus not liscensable by us, lucky for us CC allows for alternation of the license. We just add a simple clause that states KK's position (as described by snowcrash) and allows for them to retain full control over IP and voila they won't have any need to bug us.
PS. I can't wait to get my hands on those models :)
@LOKI- That would be much appreciated, Perhaps a simple passworded 6-8 dm server would be adequate for now.
Everyone:
Everyone involved please send me a PM with your 'google account email'
I will add you on to the google code project.
Once we are all on the google project we can have more organized discussion divided into topics! :)Quote:
Specify each project participant by his or her Google Account email address. Each person must have already created a Google Account with that email address.
sure google code will allow for this project? I know one of my previous projects couldn't be hosted on there because of usage of some stuff that was not our IP (I know I'm a nag on this issue, but have seen some pretty ugly cases and don't want his project to get shot down because we didn't look properly at the IP issues)
90% of the assets we have atm are either blender files or hammer files, rest being images (well i have my gun in the game, but that's just a replaced pistol with custom model and stuff)
I'm trying to get us a wiki, which imho is one of the best ways of discussing these kinds of things as it tends to be a bit more clear overall
My main concern is not using google code, but rather not having one of us 'own' any portion of the project admin. There have been plenty of offers for SVN or ftp servers that pose no restrictions (including my own) but at the end of the day if that person has elevated power in the project.
I can host a fast full wiki/ftp/svn (indefinitely) with no bandwidth or space concerns- but is this really what we want for an open collaboration?
EDIT:
Just to clarify, I was only proposing Google code for art assets due to a licensing issue on the source code (Valve doesn't want non hl2 customers with mod code).