The effects and networking is fine in both if you just try and do not choose the worst pinging server you find. The engines are in fact both quite advanced and offer more features then the ones they are based on. We're not trying to make money, we're just trying to have fun and learn.įYI, there is a bit of a roadmap for the future of the HUD, not that I'd expect anyone who wants a prepackaged piece of gold to care.īut maybe this post got through to some hobbyists that understand there is more to gaming.īy the way, check out the latest video on the homepage: I'd say it all boils down to taste. Open-source grows organically, we don't have the same set of goals that a company does. Though slightly behind the curve for obvious reasons, we can evolve and learn together as hobbyists, improving the future of our games. The big thing about Nexuiz that I think many people find attractive is that our ideas and our contributions can make it into the game. It's no surprise that you like a commercial game more because what you're doing is comparing a corvette to a civic. You're comparing totally different engines again. The HUD was _just_ moved to client-side, so of course it's limited. Not that you really care but for those who want a little bit of history. To summarize, it would be helpful to the game developers if you got off your high horse and gave some valuable critique instead of showing off to your peers with witty remarks. I've provided the information above to help diffuse rumors so those who seek to learn more about the community have something more alluring than some sassy players who haven't taken the time to give the game a real shot. Saying a 2009 game has much better graphics than an open-source game based on an old engine released years after the games that were built on it were popular might make your FEEL smart but in reality, you look dumb to those who would appreciate a "professional" opinion. Be it the code, the models, the effects, the players or the videos generated by the fans, it's important in understanding the game, especially in open-source. ![]() Context is important in art and I consider all aspects in a game a collaboration of the arts. You have a right to your opinion about a game but those opinions are more valuable to the team if they have some sort of basis of fact rather than assumptions. Stacking to utilize weapons as a way to project your player across a map is common place. Nexuiz is considered more of a "twitch shooter" similar to the movement of unreal and quake 3, were using weapons and tools like the laser, hook, jetpack and portal increase the already high pace action of the game. The movement, strategies, game modes, community, layout, maps and even sub-genre of the games are totally different. Alien Arena runs on the CRX engine which is much more modern engine based on ID tech 2. Sorry, I didn't make the game and it's not another Alien Arena. If you have any comments, suggestions or questions, check the Nexuiz forum or the FAQ. * Restructured and improved menu: demos menu and multiple campaigns are back, also added an advanced menu containing ALL settings of the gameįor a more complete list of changes see the Sourceforge homepage. * Many more map entities allowing for more dynamic maps * Added some effects customization options like cl_casings, cl_weaponpriority * Lots of tourney-related features (timeout/in, spectator-slots, allready, warmup mode, lockteams, unlockteams, movetoteam_red/blue/., nospectators, records, cointoss) * Better parental guidance support with cl_gentle and cl_nogibs * Better visual display of carried items (Strength, Shield, flags and keys) * Improved bots (teamworking, bunnyhopping, swimming, better way finding, support for ladders, less CPU usage, faster map loading) * Fixed several problems with lagging gameplay/crashes/wrong display of effects * Fixed a crash with ATI drivers on shutdown or vid_restart * Integrated the Havoc mod into the menu! Havoc servers use quite different physics and weapons, give it a try! * Added support for video capture to OggTheora * New player sounds, announcer sounds/voices, textures, crosshairs, weapon models, effects and menu skins * Added maps desertfactory (DM, TDM, MinstaGib), racetrack (Race) and made aggressor support Key Hunt ![]() * All maps recompiled with external lightmaps which allow for much crisper shadows * Improved all effects for eye candy and tweakability Seeker, Heavy Laser Assault Cannon, Rifle) ![]() * Added several new weapons (on-hand Grappling Hook, Port-O-Launch, T.A.G. Further allows to play with or without a qualification period. Available as free-for-all and team variant. Try to get from start to end of a level as fast as possible. * Totally rewritten Client/Server communication to cut the bandwidth usage in half * Completely redone HUD and user adjustable scoreboard
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