Thanks again, kangs, for your patience
kangz wrote:Yes, although to be exhaustive, files in src/engine/qcommon/q_* are also included in the mods.
You also have bot files in src/gamelogic/game/ I believe the one in botlib are just bot support code but not the actually "logic" of the bots. I may be wrong because I'm not very familiar with how our bots work.
Ok, very nice.. do you at least know if bots work in the same manner as in q3? I mean, obviously they have different logic, but is it the same technology?
kangz wrote:Also we have "team binds" that explicitely reference the names "aliens" and "humans" in the engine.
Hmm.. does this limit the number of teams or is it only a comfort layer above the classic q3 team0 & team1? Because, besides aliens and humans, in the future you may have also.. idk, predators?
kangz wrote:That seems good, I never developed a mod separated from the engine so I don't really know. You could also try taking only the gamelogic related files and compile the engine on the side (might become unpractical).
Yup, maybe it will be better to only start with the gamelogic files as you suggested (adapting the CMakefile) and using directly the engine binary. I asked you if there are better ways to do it, 'cause idk if I can track only certain directories in git, apart using .gitignore.. anyway I will surely find how to do it properly, so let's consider this point solved
kangz wrote:PNaCl is a library used in Chrome to make sandboxes but it is just a standalone library (I don't even have Chrome on my computer ). In addition to C++11 PNaCl gives a LOT : we can rely on the standard library, do threading, include C++ libs inside the gamelogic (librocket), it'll be a huge time saver (`Ishq spent a lot of time making librocket work with a mix of C / C++).
Very nice about the standalone, but my question was not on the advantages of PNaCl, but about your sentence "the way mod are made will probably change heavily in the next month with the introduction of NaCl.": so, besides the switch to C++11, which are the planned transformations for mods developing? Sorry for my english, but I'm not a native speaker (nor writer ).
kangz wrote:Ok, that's your choice although 2 people to make an FPS isn't much imho, out of curiosity, what sort of experiments will you do?
I want to be very honest with you 'cause you are a very kind person: I like to code about gamelogic but, as you said, I am pretty alone.. so I could join a dev team as you suggested, but I prefer to have no constraints and try to implement my own ideas, 'cause I'm not a student anymore and now with a regular job I have not so much free time.. your project is the one I chose 'cause imho is the most promising one (you are working on every aspect of the game) but unfortunately it is not the kind of FPS I'm thinking about.. my concept is something like q3 with a mix of tweaks from CPMA/QL/Xonotic/UT/etc plus obviously some new ideas.. as the game will be more mature and if I will still developing this mod (actually not even started), maybe I will find someone that can help me, if the mod will worth it, otherwise.. I will surely have had fun with it
kangz wrote:I asked a mod to move it to a new thread
Nice